[RG] Salutesh

Exile Scavenge Framework - 0.7 BETA (23.10.2017)

256 posts in this topic

 
General Information:
Please note that this is a project in its development stage and there might be some bugs!
 
Feel free to report feedback and suggestions to this project here: https://github.com/salutesh/Exile_Scavenge/issues
 
Information:
Basicly this system will allow players to interact with terrain/map objects.</br>
If the object has a entry in a scavenge class within the configurations the player can loot this object</br>
and has a chance to get a item from that depending on the class.</br>
 
So far the players can:
- Search throu wrecks.
- Get woodstocks from trees.
- Get water from different sources if he has a empty bottle/container to fill.
- Search throu trash-bins/piles.
- Get cinderblogs from different sources if he has a sledge hammer on his body. (Requires Exile Extended Items Mod)
- Pickup fruits and apples from trees (Requires LordRampantHumps Items Pack Mod).

This framework is simply customizable and you can add new interaction classes easily just by adding the required information to the configfiles.

 

CfgExileHoldActions.cpp
This file contains the information for each holdaction icon.
If you want to create your own icon you can add a new class to this file
and add the required information to get your icon working with the scavange system.
You can find more information and examples in the file.

CfgExileScavenge.cpp

This file contains the information for each scavange class.
If you want to create your own interaction to terrain/map objects you can do that by
adding a new class for your interaction and fill it with the required information.
You can find more information and examples in the file.

CfgScavengeRecipes.cpp

This file comes in action if you create a crafting scavange class that will require a item/weapon/tool
to get a item back from the source.
Take a look at the Waters and Cinderblogs classes within CfgExileScavenge.cpp to get a example for creating such a class.
In short words this file contains crafting recipes that will be used for crafting scavange classes.
You can find more information and examples in the file.

 

Requirements:

Base Exile Mod.

Optionals:

New Exile cusumables.

Exile Extended Items: https://steamcommunity.com/sharedfiles/filedetails/?id=897168981

New Exile Items.
Uncomment the classes on the end of the CfgExileScavenge.cpp files to get some actions that use these mod items if you use these Mods!

 

Installation/Updates:
 
Latest Version:
Quote

Update 0.7 Beta (23.10.2017):

Download: https://github.com/salutesh/Exile_Scavenge/releases/tag/0.7

- Changed item configuration for scavenge classes to exile loot tables.
Use exile loot  tables to configure the items for your scavenge classes!
- Added ineraction support for interior objects inside buildings.
- Added configurations for some interior scavenge classes.
- Changed amount of items that player will get from scavenge craftig classes to one single item.
- Some tweaks and optimizations.

Please report any bugs/issues with this version to the issue-tracker: https://github.com/salutesh/Exile_Scavenge/issues

 

Thanks and Credits:

Credits to @Kurewe  for the first port and rewrite for the exile mod.
Credits to @oldmatechoc for a base rewrite and port for the exile mod.
Credits to @yukihito23 for additons and expansions of the system.
Credits to NiiRoZz for plenty amount of help, expansions and optimizations of the system.
Credits to Salutesh for a complete rewrite and buildup of the framework and system.
Edited by [RG] Salutesh
  • Like 19

Share this post


Link to post
Share on other sites
Advertisement
11 minutes ago, Micha said:

Very nice work but i have infistar can you help.

No scrollmenue for searching.

Gruß

Micha

I have also infistar running on my test server and not a single change was needed on my side on infistar to get the system working?!

Its not a scroll menu its a hold action. It just pops up when you look at the correct objects that are inside your scavenge classes configurations.

Share this post


Link to post
Share on other sites
14 minutes ago, Micha said:

hi

bevor install infistar was all great, than i install infistar and no can seach zb. trash

Find this in your Infistars EXILE_AHAT_CONFIG.sqf:

/*
	The allowed lists below need the "title" of the action!
	
	Only logs BadActions (and removes them) but does not kick or ban.
*/
BadActionCheck = "true";			/* log and remove all actions that are not white-listed */
allowedActions[] = {"Break free","Use AutoLockPicker","Craft Vehicle","Hack UAV", "Search #"};
allowedActionsPartial[] = {"paint"};
BadActionContentCheck = "false";	/* Check the functions assigned to all actions, regardless any white-list */

And try adding the action names from the CfgExileScavenge.cpp under allowedActions or just disable the BadActionCheck but this will allow all actions.

The action names can be found and set in CfgExileScavenge.cpp for each class under text.

Edited by [RG] Salutesh

Share this post


Link to post
Share on other sites

is it this

    class Trash: Exile_ScavengeClass
    {
        animations[] =
        {
            "AinvPknlMstpSnonWnonDnon_medic_1"
        };
        type = "ScavengeClass";
        chance = 50;
        maxitems = 2;
        icon = "Default";
        text = "Search through garbage";
        models[] =
        {
            // Trashpiles
            "garbagewashingmachine_f.p3d",
            "garbagepallet_f.p3d",
            "garbagebags_f.p3d",
            // Trashbins
            "kontejner.p3d"
        };
        items[] =
        {
            "Exile_Item_CanOpener",
            "Exile_Item_Can_Empty",
            "Exile_Item_WaterCanisterEmpty",
            "Exile_Item_PlasticBottleEmpty"
        };
    };

Share this post


Link to post
Share on other sites
10 minutes ago, Micha said:

is it this

    class Trash: Exile_ScavengeClass
    {
        animations[] =
        {
            "AinvPknlMstpSnonWnonDnon_medic_1"
        };
        type = "ScavengeClass";
        chance = 50;
        maxitems = 2;
        icon = "Default";
        text = "Search through garbage";
        models[] =
        {
            // Trashpiles
            "garbagewashingmachine_f.p3d",
            "garbagepallet_f.p3d",
            "garbagebags_f.p3d",
            // Trashbins
            "kontejner.p3d"
        };
        items[] =
        {
            "Exile_Item_CanOpener",
            "Exile_Item_Can_Empty",
            "Exile_Item_WaterCanisterEmpty",
            "Exile_Item_PlasticBottleEmpty"
        };
    };

Yes, add for this action for example "Search through garbage"  to the allowedActions array inside the infistart config.

So it looks like this for example:

allowedActions[] = {"MYACTIONNAMES", "Search through garbage"};

And do that for each action inside of CfgExileScavenge.cpp.

This should work.

Edited by [RG] Salutesh
  • Like 1

Share this post


Link to post
Share on other sites

With my modified Scavenge script i made it possible for people even to steal clothes from the clotheslines.

Maybe an idea somebody wants to implement... xD

Ah, and i made it that i can take freshwater from the fresh water source without first going to recipes, refill "whatever water vessel". And i have to fill one vessel after another, and not like before, all at once.

I am still working like a lunatic to make almost everything(that makes sense) lootable, different loot for different lootplaces, we have fish to find in crabcages, tools for woodwork and woodlogs in woodcrates, tyres in stacks of tyres, for example. And so on and on.

So i can reduce the original Exile loot from the loottables.

Great, great addition, this Scavenge script!!!!!!!

Edited by AlienfromouterSpace
  • Like 2

Share this post


Link to post
Share on other sites
12 minutes ago, AlienfromouterSpace said:

With my modified Scavenge script i made it possible for people even to steal clothes from the clotheslines.

Maybe an idea somebody wants to implement... xD

Ah, and i made it that i can take freshwater from the fresh water source without first going to recipes, refill "whatever water vessel". And i have to fill one vessel after another, and not like before, all at once.

I am still working like a lunatic to make almost everything(that makes sense) lootable, different loot for different lootplaces, we have fish to find in crabcages, tools for woodwork and woodlogs in woodcrates, tyres in stacks of tyres, for example. And so on and on.

So i can reduce the original Exile loot from the loottables.

Great, great addition, this Scavenge script!!!!!!!

Thanks for this nice feedback @AlienfromouterSpace

There is so many potential in expanding this system, i am already sitting on it again.

If you want to create some detailed requests for this project please feel free to do so here: https://github.com/salutesh/Exile_Scavenge/issues

I will keep tracking enhancements, bugs etc, there.

Keep in mind that this is still a WIP project @ALL!

Edited by [RG] Salutesh
  • Like 1

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.