Doch. Das Rezept für sich genommen, hat nur eine decrafting integriert. Nicht das abbauen!
Spoiler anzeigen
Code Alles anzeigenclass DeCraftGunWall extends RecipeBase { override void Init() { m_Name = "#dismantle"; m_IsInstaRecipe = false;//should this recipe be performed instantly without animation m_AnimationLength = 1.5;//animation length in relative time units m_Specialty = 0.02;// value > 0 for roughness, value < 0 for precision //conditions m_MinDamageIngredient[0] = -1;//-1 = disable check m_MaxDamageIngredient[0] = 3;//-1 = disable check m_MinQuantityIngredient[0] = 1;//-1 = disable check m_MaxQuantityIngredient[0] = -1;//-1 = disable check m_MinDamageIngredient[1] = -1;//-1 = disable check m_MaxDamageIngredient[1] = 3;//-1 = disable check m_MinQuantityIngredient[1] = -1;//-1 = disable check m_MaxQuantityIngredient[1] = -1;//-1 = disable check //---------------------------------------------------------------------------------------------------------------------- //INGREDIENTS //ingredient 1 InsertIngredient(0,"gunwall_kit_mung"); InsertIngredient(0,"gunwall_metal_kit_mung"); InsertIngredient(0,"gunwall_kit"); m_IngredientAddHealth[0] = 0;// 0 = do nothing m_IngredientSetHealth[0] = -1; // -1 = do nothing m_IngredientAddQuantity[0] = 0;// 0 = do nothing m_IngredientDestroy[0] = true;//true = destroy, false = do nothing m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient //ingredient 2 InsertIngredient(1,"Hammer"); InsertIngredient(1,"Hatchet"); InsertIngredient(1,"Crowbar"); InsertIngredient(1,"WoodAxe"); InsertIngredient(1,"FirefighterAxe"); InsertIngredient(1,"FirefighterAxe_Black"); InsertIngredient(1,"FirefighterAxe_Green"); InsertIngredient(1,"SledgeHammer"); m_IngredientAddHealth[1] = -25;// 0 = do nothing m_IngredientSetHealth[1] = -1; // -1 = do nothing m_IngredientAddQuantity[1] = 0;// 0 = do nothing m_IngredientDestroy[1] = false;// false = do nothing m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient //---------------------------------------------------------------------------------------------------------------------- AddResult("MetalPlate");//add results here m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing m_ResultSetQuantity[0] = 5;//-1 = do nothing m_ResultSetHealth[0] = -1;//-1 = do nothing m_ResultInheritsHealth[0] = -2;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients) m_ResultInheritsColor[0] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value) m_ResultToInventory[0] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value) m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result m_ResultReplacesIngredient[0] = 1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value AddResult("Nail");//add results here m_ResultSetFullQuantity[1] = false;//true = set full quantity, false = do nothing m_ResultSetQuantity[1] = 25;//-1 = do nothing m_ResultSetHealth[1] = -1;//-1 = do nothing m_ResultInheritsHealth[1] = -2;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients) m_ResultInheritsColor[1] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value) m_ResultToInventory[1] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value) m_ResultUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this result m_ResultReplacesIngredient[1] = 1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value } override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity { ItemBase ingredient2 = ingredients[0]; if( ingredient2.IsEmpty() ) { return true; } else { return false; } } override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion { Debug.Log("Recipe Do method called","recipes"); } };
Es kann ja sein, dass es in diesem Rezept so steht. Da will ich dir nicht widersprechen.
"Naja, das Rezept (für sich genommen) das Urs geschrieben hat, verhindert es, das man es wieder von der Wand abmachen kann."
Fakt ist: Ich habe es abgebaut. Es wurde nix "verhindert". Danach habe ich es wieder angebaut. Es ist dementsprechend möglich eine Waffenwand abzubauen und wieder anzubauen, unabhängig davon, was im Rezept steht.
![GDZ [gdz]](https://germandayz.gg/images/smilies/smiley34.png)