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[Suggestion/Prototype] Planting System


L3G0

Question

Dear Forum Members,
 
as we all know, there is not any sort of Planting System mission in Epoch. Because of this i designed a Suggestion how to Implement such a System and wrote a tiny prototype. The following post ist split into two parts,  in the first part i explain the idea and in the second i show my Question.
 
News

  • expanted Harvesting Script (see Screenshots)

Explanation
The planting system bases on the Idea, that the plant needs an server restart to grow.
To grow the plant you need an ItemWaterbottle. Watering the Plant adds an Variable isWatered = True and changes the classname in the database to the next Stage.
After Server restart the grown Plant will Spawn and can be watered or harvested.

  • First you find a Seed, Fertilizer and ItemWaterbottle.
  • With this you Craft a Plant, which you can plant.
  • When you plant the plant it has the Variable isWatered = True and connot be watered
  • Server Restart -> isWatered = Nil, Plant can be Watered
  • If the last Stage is reached, you can harvest the Plant, if DZE_PlantingreUsePlant = true the plan will become first stage, else it will be deleted.

Question

  • My first prototype showed, that using an attached action via "addAction" works for large plants like the Hemp (fiberplant) but not for Pumpkin (MAP_pumpkin). Any Idea how to Resolve this? - I could you use action menu of the item, but i wanted to water a plant via action menu.

Screenshots
Current planting stages of Hemp, Pumpkins and Poppy.
Harvesting Messages Harvesting Success and Harvesting Failed.
 
Working Features

  • Craft the Plant using an Fertilizer from Seed
  • Build the Plant
  • Grow up the Plant (works again but you can water a plant directy after you planted it)
  • Harvesting of multiple Plants with multiple OutputItems
  • Deleting/Downgrading an harvested Plant
  • added two Plant classes (Poppy and Wheat) including the new Items
Edited by L3G0
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On 1/5/2016 at 11:39 PM, nidico100 said:

Any update/release?

Nope sorry, since they stopped to update ArmA 2 Epoch, i also stopped working on any of my Mods.

 

Currently I am waiting for an DayZ like Mod for ArmA 3 to get into an Public state.

After this i will throw away their Database backend, recode it and make it Futureproof for Mods like this or other usecases i needed for my Epoch + Origins code. :D

 

you can find all my stuff on github:

https://github.com/Legodev

but don't ask me where the planting code is located.

the configs should be here:

https://github.com/Legodev/DayZ-Epoch-Origins-Combined-Survival/tree/master/src/plantingassets

and the code somewhere there:

https://github.com/Legodev/DayZ-Epoch-Origins-Combined-Survival/tree/master/src/eocs

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I added another comment to this topic in this topic, have fun maybe you can use it.

1 minute ago, L3G0 said:

-I also invested some Minutes to search my old planting files for you, maybe someone can make use of them.

https://github.com/Legodev/DayZ-Epoch-Origins-Combined-Survival/tree/master/src/missionfiles/planting

- I even searched my old code that meant to be in dayz epoch but never was finished after vbawol said there won't be an next update of dayz epoch.

https://github.com/Legodev/DayZ-Epoch-Origins-Combined-Survival/tree/master/src/oldpatches

 

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