Japer Posted February 18, 2014 Share Posted February 18, 2014 I have been working on a small recipe mod and I have run into a few issues;1) When using 2 of the same object in a recipe the code below is the only way for it to see that 2 of B is required to create it, but it only removes 1 B from inventory upon creation. - I want it to remove 2 of B for this recipe. Also happens for recipe AAB, only removes 1 A and 1 B 2)The result for ammo seems to be a multiplier, 1 for pistol ammo = 10 bullets, 1 for shotgun shells = 12 bullets (When using decimals in results, it doesn't work) - Is there any way around this or just make do with 10 and 12? Solved3) Icons for my items do not work, I have placed them in various places within the mod folder (old + new version methods) and their names match what is written in the import items script (With and without .png suffix). I have them laid out the exact same way as another mod (which I know works) and can't seem to figure out why (created in paint, saved as .png tried dimensions 32x32 and 34x24) SolutionUse "Items_" prefix for the name of your icons for them to work in game Link to comment Share on other sites More sharing options...
rorschach Posted February 19, 2014 Share Posted February 19, 2014 I presume multiples of 10 for pistol ammo and 12 for shotgun shells has something to do with how those are rounded fractions of the number of each required to make a box of bullets/shells.Don't know how to answer point 1, but if you post some more detailed code I'm sure someone could help you.If you are coming up with a reloading mod by the way, good on you! Link to comment Share on other sites More sharing options...
Japer Posted February 19, 2014 Author Share Posted February 19, 2014 I presume multiples of 10 for pistol ammo and 12 for shotgun shells has something to do with how those are rounded fractions of the number of each required to make a box of bullets/shells.Don't know how to answer point 1, but if you post some more detailed code I'm sure someone could help you.If you are coming up with a reloading mod by the way, good on you! I figured it was related to the box of bullets myself (There may be a different entity name for individual bullets, but so far it's balanced enough)And sorry to disappoint you, but I'm doing the ammo creation from Resident Evil 3 (for my RE mod/map) Here's a longer list of code so you can see how the recipes work, the mod is practically finished apart from the fact that it doesn't remove multiples of powder recipe Gunpowder A{ destroy gunpowdera, keep reloadingtool, Result:Bullets9mm,Time:150.0,} recipe Gunpowder A+A{destroy gunpowdera=2, keep reloadingtool, Result:Bullets9mm=3,Time:300.0,} recipe Gunpowder A+A+A{destroy gunpowdera=3, keep reloadingtool, Result:Bullets9mm=5,Time:450.0,} recipe Gunpowder B+B+A{ destroy gunpowdera,destroy gunpowderb=2, keep reloadingtool, Result:Bullets9mm=3,Time:550.0,} Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now