Remove DayZ Mod crafting and replace it with epoch crafting

- All dayz mod recipe were moved to epoch crafting.
- This disables the craft dialog in the diary too.
- The player_craftitem got updated and can handle all dayz mod recipes now.
- A few wooden recipes got updated with an need nails now.
- player_craftitem shows all items that are needed for crafting now, no longer only one missing part.
- Add a systemchat text for missing tools, so it can be checked later in the chat.
This commit is contained in:
A Man
2020-05-11 19:55:28 +02:00
parent 9c19e13418
commit 8315d8999b
19 changed files with 419 additions and 183 deletions

View File

@@ -44,7 +44,7 @@ _missingText = "";
_missingText = _x;
} else {
if (_forEachIndex == ((count _missing) - 1)) then {
_missingText = _missingText + " and " + _x;
_missingText = _missingText + ", " + _x;
} else {
_missingText = _missingText + ", " + _x;
};
@@ -53,7 +53,12 @@ _missingText = "";
_hasbuilditem = _item in magazines player;
if (!_hasbuilditem && {_text != ""}) exitWith {dayz_actionInProgress = false; format[localize "str_player_31",_text,"build"] call dayz_rollingMessages; false;};
if (!_hasrequireditem) exitWith {dayz_actionInProgress = false; format[localize "str_epoch_player_137",_missingText] call dayz_rollingMessages; false;};
if (!_hasrequireditem) exitWith {
dayz_actionInProgress = false;
systemChat format[localize "str_epoch_player_137",_missingText];
format[localize "str_epoch_player_137",_missingText] call dayz_rollingMessages;
false;
};
//When calling this function in another script use a silent exitWith, unless you have something special to say. i.e. if (!_hasrequireditem) exitWith{};
_hasrequireditem;