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0.3.0.1 cfgCrafting! WOOT WOOT


DirtySanchez

Question

So just like you changed the cfgPricing.hpp file to be mission side, you will do the same for the cfgCrafting.hpp file.

Currently playing around with basic crafts and trying to include the EPOCHMOD's newest members, the MeleeMAUL and CrudeHatchet.

So far I have added in crafting for 4 items and yes they play in perfect with my pricing scheme :)

 

Nightstalker
Item Scraps x3, NVG, MeleeMaul and be by the fire and (possibly adding water barrel for metal cooldown!)

LRPS
Item Scraps x3, Rangefinder, MeleeMaul and be by the fire

Hatchet
Item Scraps x3, CrudeHatchet and be by the fire

Sledgehammer
Item Scraps x3, MeleeMaul and be by the fire
In order to accomplish your recipes you will need to create and edit in order to accomplish it. Do some quick reading in your cfgCrafting file and I am sure you will be able to see the pattern and how it works.

EDIT:

New crafts since morning:

L85A2_Pink_Epoch
L85A2 + PaintBase + PaintRed

to encourage more water missions:
SpearGun
Rope + MetalScraps x2 + SpearRound and by a fire

and to further my work on optics, now comes silencers
Pop(Specific Pops based on price) + ScrapPelt and by a fire
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class  PartOreGold: Default

{
usedIn[] = {"ItemGoldBar"};
};
 

class  ItemGoldBar: Default 

{
usedIn[] = {"ItemGoldBar10oz"};
nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } };
recipe[] = {{"partoregold",10}};
        };
 
wat wrong with it ??? i try craft, but  i recive an "incorrect item count" message.
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How about filling a 200-liter barrel from a big rusty fuel container like in DayZ Epoch?

I figured the rusty barrel class should be along the lines of:

nearby[] = {{"noclass", {"barrelwater_f.p3d", "water_source_f.p3d", "pumpa.p3d", "misc_wellpump.p3d"}, 3, 1, "Water Source","water"}};

Alternatively, it also means adding to Epoch client to allow to Siphon/Fill vehicle from the 200-liter barrel as well. Oh boy...

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