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MickScandalous

Weapons in Recipes

Question

I am having issues getting weapons to to be usuable in recipes. If I use the MX with spray paint to make it into a colored MX from HAP the original MX wont show up in the recipe. I can use Weapon parts and paintcan to make it but id much rather have my players use the gun and paint. ill show an example that doesnt work

 

Spoiler

    class HAP_MX_hex_green: Exile_AbstractCraftingRecipe
{
    name = "MX 6.5mm GreenHex"
    pictureItem = "HAP_MX_teal_ICON.paa";
    requiredInteractionModelGroup = "WorkBench";
    returnedItems[] = 
    {
        {1, "HAP_MX_hex_green"}
    };
    components[] = 
    {
        {1, "arifle_MX_Black_F "},
        {1, "Exile_Item_SprayCan_White"},
        {1, "Exile_Item_SprayCan_Green"}
    };
};

but this one does work though

Spoiler

    class HAP_MX_hex_green: Exile_AbstractCraftingRecipe
{
    name = "MX 6.5mm GreenHex"
    pictureItem = "HAP_MX_teal_ICON.paa";
    requiredInteractionModelGroup = "WorkBench";
    returnedItems[] = 
    {
        {1, "HAP_MX_hex_green"}
    };
    components[] = 
    {
        {3, "Exile_Item_WeaponParts"},
        {1, "Exile_Item_SprayCan_White"},
        {1, "Exile_Item_SprayCan_Green"},
        {2, "Exile_Item_DuctTape"}
    };
};

any help would be great

Edited by MickScandalous

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14 answers to this question

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1 hour ago, yukihito23 said:

I've never been able to get weapons and other default Arma3 objects working in recipe as "component" (such as, I tried to get basic MX crafted with like a metal pole and some other stuff to upgrade to GL class).

I think it's kind of a limitation but can't find code that excludes those items either so far from looking around.

I'll look into it after my finals. There must be a limitation somewhere, try finding the file handling everyrhing crafting-related, look for CfgCrafting or something that kind.

 

Good luck!

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21 minutes ago, Crazy Mike said:

if an item is not inherited from the exile magazine base class it cannot be used in the crafting system, it can be a product but not a component unless changes to the crafting system were to be made

ah yeah, seems it has to be defined within exile client's config.bin which we can't touch.

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