Sign in to follow this  
Followers 0
yesyesjo

How to add new items via mission?

8 posts in this topic

Hey guys,

on our new survival namalsk server we are working with lots of crafting recipes. for this it would be nice to have some more items and we would like to use the arma stock items like "empty" items:  FxCartridge_556, Land_GasCanister_F, Land_GasCooker_F,  Land_Ammobox_rounds_FLand_Battery_F  and so on... (https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY) 

we are really noobs in mod/addon making and want to classify it with our mission.pbo. the p3d files are already in arma and evry client has it already.

does anyone have a small script for that, how make them work as usable items ingame? i think we just need the basic code ideas and can try to adapt it ourselves...

thanx in advance and cheers,

yes

Share this post


Link to post
Share on other sites
Advertisement

I believe it would just be a case of adding the items to the loot and traders to get them in game?

Share this post


Link to post
Share on other sites

no sorry, that doesnt work. you need to classify these items somehow... anyone can help?

Share this post


Link to post
Share on other sites
Spoiler

class Exile_AbstractCraftingRecipe
{
    name = "";
    pictureItem = "";
    returnedItems[] = {};
    components[] = {}; // Required components
    tools[] = {}; // Required tools (matches, gas cooker etc.)
    requiredInteractionModelGroup = ""; // See CfgInteractionModels
    requiresOcean = 0; // isSurfaceWater test
    requiresFire = 0; // inflamed object nearby
};

class CfgCraftingRecipes
{
    
class CookBBQSandwich: Exile_AbstractCraftingRecipe
{
    name = "Cook BBQ Sandwich";
    pictureItem = "Exile_Item_BBQSandwich_Cooked";
    requiresFire = 1;
    returnedItems[] =
    {
        {1, "Exile_Item_BBQSandwich_Cooked"}
    };
    tools[] =
    {
        "Exile_Item_CookingPot"
    };
    components[] =
    {
        {1, "Exile_Item_BBQSandwich"}
    };
};

 

Spoiler

class CfgInteractionMenus
{
    class Car
    {
        targetType = 2;
        target = "Car";

        class Actions
        {
            class ScanLock: ExileAbstractAction
            {
                title = "Scan Lock";
                condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)";
                action = "_this call ExileClient_object_lock_scan";
            };

            // Locks a vehicle
            class Lock: ExileAbstractAction
            {
                title = "Lock";
                condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)";
                action = "true spawn ExileClient_object_lock_toggle";
            };

            // Unlocks a vehicle
            class Unlock: ExileAbstractAction
            {
                title = "Unlock";
                condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)";
                action = "false spawn ExileClient_object_lock_toggle";
            };

            // Repairs a vehicle to 100%. Requires Duckttape
            class Repair: ExileAbstractAction
            {
                title = "Repair";
                condition = "true";
                action = "['RepairVehicle', _this select 0] call ExileClient_action_execute";
            };

            // Hot-wires a vehicle
            class Hotwire: ExileAbstractAction
            {
                title = "Hotwire";
                condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)";
                action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute";
            };

            // Flips a vehicle so the player doesnt have to call an admin
            // Check if vector up is fucked
            class Flip: ExileAbstractAction
            {
                title = "Flip";
                condition = "call ExileClient_object_vehicle_interaction_show";
                action = "_this call ExileClient_object_vehicle_flip";
            };

            // Fills fuel from a can into a car
            class Refuel: ExileAbstractAction
            {
                title = "Refuel";
                condition = "call ExileClient_object_vehicle_interaction_show";
                action = "_this call ExileClient_object_vehicle_refuel";
            };

            // Drains fuel from a car into an empty jerry can
            class DrainFuel: ExileAbstractAction
            {
                title = "Drain Fuel";
                condition = "call ExileClient_object_vehicle_interaction_show";
                action = "_this call ExileClient_object_vehicle_drain";
            };
        };
    };

check both spoilers that should explain a little bid

Share this post


Link to post
Share on other sites

hey bud you are on the dpae whitelist, these things are already in it....

if you would like anything added you can definately request it, but everything from arma 3 is already in

Share this post


Link to post
Share on other sites

ask the extended building guy to add them into his small mod as adding items which are in Arma3 is what he is basically doing and he knows his shizzle

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.