Spesago

Crafting: Make a Safe (Balanced)

4 posts in this topic

Posted (edited)

Hi, I thought i would share this recipe i made, I am sure someone else has done something similar before but i made this myself and like the way its made so i thought i would share it.

This Recipe allows a player to craft a safe as long as they have:

Fire
Water Source
4 x Fortification Upgrade Kit's
1x Code Lock

(The Fire and Water are used to Temper the metal making it stronger)

The Fortification Kits can not be purchased normally only crafted or found in missions.The amount of metal needed to craft 4 kits is:
16 x Metal Boards
8 x Metal Poles
or
64 Junk Metal

Estimated cost of crafting a safe: 21k only a 4k saving from the standard safe price for all that work, but it does allow players with less respect access to a secure storage albeit with a TON of work.

In fact assuming a sledgehammer is used to gather all that metal from shipping containers it will take about 320 swings to gather enough metal then they need to craft boards and poles, then craft the kits, THEN pay 5000 for a code lock and then have Fire and water together and fit 4 Fortification kits in their inventory to craft 1 safe.

Realistically anyone with an alternative way to get a safe would likely take it but for those with no other option its a good way to get your first safe

Installation:

Spoiler

 

unPBO your mission file and open config.cpp.

Scroll down to around line 1183 and look for:


};
};
class CfgExileArsenal

and change it to:


};
class CraftASafe: Exile_AbstractCraftingRecipe
{
	name = "Craft Safe";
	pictureItem = "Exile_Item_SafeKit";
	requiresFire = 1;
	requiredInteractionModelGroup = "WaterSource";
	returnedItems[] =
	{
		{1, "Exile_Item_SafeKit"}
	};
	components[] = 
	{
		{4, "Exile_Item_FortificationUpgrade"},
		{1, "Exile_Item_CodeLock"}
	};
};
};
class CfgExileArsenal

EDIT

Thanks to 1Man for spotting a code mistake

 


I have not really tested this and this is my first attempt to make something like this. please don't judge me too harshly.

Edited by Spesago
3 people like this

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Please update post with fix, changed ) to } after code lock

Spoiler

class CraftASafe: Exile_AbstractCraftingRecipe
{
    name = "Craft Safe";
    pictureItem = "Exile_Item_SafeKit";
    requiresFire = 1;
    requiredInteractionModelGroup = "WaterSource";
    returnedItems[] =
    {
        {1, "Exile_Item_SafeKit"}
    };
    components[] = 
    {
        {4, "Exile_Item_FortificationUpgrade"},
        {1, "Exile_Item_CodeLock"}
    };
};

 

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On 04/08/2016 at 4:19 PM, 1Man said:

Please update post with fix, changed ) to } after code lock

  Reveal hidden contents

class CraftASafe: Exile_AbstractCraftingRecipe
{
    name = "Craft Safe";
    pictureItem = "Exile_Item_SafeKit";
    requiresFire = 1;
    requiredInteractionModelGroup = "WaterSource";
    returnedItems[] =
    {
        {1, "Exile_Item_SafeKit"}
    };
    components[] = 
    {
        {4, "Exile_Item_FortificationUpgrade"},
        {1, "Exile_Item_CodeLock"}
    };
};

 

Thank you i missed that.

And thank you to Metalman10 and all the people that hit the like button.

I have a more ambitious idea i am playing with that involves website integration to let Family Head set GPS coordinates for a spawn and even give the server owner the ability to make a "Stuck" command that moves player to set coordinates controlled by website and even custom spawn gear based on Family.

The problem i am faced with is i know how to make all the pieces, and how to bring them together but i dont know how to make it something applicable to any server.

 

The current design would only work on servers running on hosting like Vilayer that builds the PBO's each time the server starts. i have a batch file i wrote that does the same thing so i can edit files on a live server and apply them by restarting it.

The method is to use PHP to generate the script for setting certain UID's into variables then having exceptions for each of those variables again generated by PHP then use the FTP functions to upload it to the servers RAW file structure. then next time the server restarts the files get wrapped up in the PBO for mission and server.

It will take a fair bit of thinking

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