c0verfire
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thank you so much, I was able to figure it out from there!!!
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c0verfire started following Total Modder Newb - Getting Started Questions
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Hey all, I am really new to modding, and trying to get started. I decided to take a simple mod that is broken on the workshop, and repack it (with the original owners permission) as a learning experience. Basically the mod allows you to craft a sea chest with planks and nails. In scripts\4_world\classes\recipes\recipes I put CraftCrateMod.c class CraftCrateMod extends RecipeBase { override void Init() { m_Name = "Craft Sea Chest"; m_IsInstaRecipe = false;//should this recipe be performed instantly without animation m_AnimationLength = 2;//animation length in relative time units m_Specialty = 0.01;// 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] = 28;//-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] = 10;//-1 = disable check m_MaxQuantityIngredient[1] = -1;//-1 = disable check //---------------------------------------------------------------------------------------------------------------------- //INGREDIENTS //ingredient 1 InsertIngredient(0,"Nail");//you can insert multiple ingredients this way m_IngredientAddHealth[0] = 0;// 0 = do nothing m_IngredientSetHealth[0] = -1; // -1 = do nothing m_IngredientAddQuantity[0] = -28;// 0 = do nothing m_IngredientDestroy[0] = false;//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,"WoodenPlank");//you can insert multiple ingredients this way m_IngredientAddHealth[1] = 0;// 0 = do nothing m_IngredientSetHealth[1] = -1; // -1 = do nothing m_IngredientAddQuantity[1] = -10;// 0 = do nothing m_IngredientDestroy[1] = false;// false = do nothing m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient //---------------------------------------------------------------------------------------------------------------------- //result1 AddResult("SeaChest");//add results here m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing m_ResultSetQuantity[0] = -1;//-1 = do nothing m_ResultSetHealth[0] = -1;//-1 = do nothing m_ResultInheritsHealth[0] = 1;// (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] = 1;//(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 } }; In scripts\4_world\plugins\pluginbase I put the code to add the recipe modded class PluginRecipesManager { override void ReadCacheFromFile(string filename) { m_CacheItemMap.Clear(); m_CachedItems = new array<string>; GenerateRecipeCache(m_CachedItems); m_CachedItems.Clear(); } override void RegisterRecipies() { super.RegisterRecipies(); RegisterRecipe(new CraftCrateMod); } } In my config.cpp I have class CfgPatches { class FirstMod { requiredAddons[]={}; }; }; class CfgMods { class FirstMod { type = "mod"; dependencies[] = {"World"}; class defs { class worldScriptModule { value = ""; files[] = {"FirstMod/scripts/4_world/"}; }; }; }; }; I have packed the PBO, and am loading it into CommunityOfflineMode and get the following error. When I load CommunityOfflineMode I am getting the following error My guess is that I have my allowrecipe.c in the wrong path location, so it cannot find the function it is trying to call, but maybe I am wrong. Would love a friendly push in the right direction.... Thanks!!!