Aller au contenu

Système de craft par EdgeKiller


vfrz
 Share

Recommended Posts

Bonsoir tout le monde !

 

Ce soir je vous partage un système de craft que j'ai créer complétement moi même, donc exclusif !

 

Petit aperçu : 

 

https://www.youtube.com/watch?v=BJegFHppdkc

 

A faire :

- Traduire le script en allemand/italien/portugais

- Système de filtrage pour les vêtements/armes etc...

 

 

• Fichier "Functions.h", mettez ceci dans la class "Action" :

class craftAction {};

Dans la class "Config" :

class craftCfg {};

Puis dans la class "Player_Menu" : 

class craft {};
class craft_update {};

• Fichier "dialog\MasterHandler.h", ajoutez :

#include "craft.hpp"

• Fichier "dialog\player_inv.hpp", remplacez :

class ButtonAdminMenu : Life_RscButtonMenu {
	idc = 2021;
	text = "$STR_PM_AdminMenu";
	onButtonClick = "createDialog ""life_admin_menu"";";
	x = 0.1 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH));
	y = 0.805;
	w = (6.25 / 40);
	h = (1 / 25);
};

Par :

class ButtonAdminMenu : Life_RscButtonMenu {
	idc = 2021;
	text = "$STR_PM_AdminMenu";
	onButtonClick = "createDialog ""life_admin_menu"";";
	x = 0.1 + (6.25 / 19.8) + (1 / 250 / (safezoneW / safezoneH));
	y = 0.805;
	w = (6.25 / 40);
	h = (1 / 25);
};

Puis en dessous ajoutez ceci :

class ButtonCraft : Life_RscButtonMenu {
	idc = 2025;
	text = "$STR_PM_Craft";
	onButtonClick = "createDialog ""Life_craft"";";
	x = 0.1 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH));
	y = 0.805;
	w = (6.25 / 40);
	h = (1 / 25);
};

• Fichier "stringtable.xml", ajoutez :

<Package name="Craft">
	<Key ID="STR_CRAFT_Title">
		<Original>Crafting Menu</Original>
		<English>Crafting Menu</English>
		<German>Crafting Menu</German>
		<French>Menu de Crafting</French>
		<Italian>Crafting Menu</Italian>
		<Portuguese>Crafting Menu</Portuguese>
	</Key>
	<Key ID="STR_PM_CraftStats">
		<Original>Object to craft</Original>
 		<English>Object to craft</English>
 		<German>Object to craft</German>
		<French>Objet à crafter</French>
		<Italian>Object to craft</Italian>
		<Portuguese>Object to craft</Portuguese>
	</Key>
	<Key ID="STR_PM_CraftMaterials">
		<Original>Materials needed</Original>
 		<English>Materials needed</English>
 		<German>Materials needed</German>
		<French>Materiaux requis</French>
		<Italian>Materials needed</Italian>
		<Portuguese>Materials needed</Portuguese>
	</Key>
	<Key ID="STR_CRAFT_Button">
		<Original>Craft !</Original>
 		<English>Craft !</English>
 		<German>Craft !</German>
		<French>Craft !</French>
		<Italian>Craft !</Italian>
		<Portuguese>Craft !</Portuguese>
	</Key>
	<Key ID="STR_PM_NoMaterial">
		<Original>You do not have all the required materials !</Original>
 		<English>You do not have all the required materials !</English>
 		<German>You do not have all the required materials !</German>
		<French>Vous n'avez pas tous les matériaux requis !</French>
		<Italian>You do not have all the required materials !</Italian>
		<Portuguese>You do not have all the required materials !</Portuguese>
	</Key>
	<Key ID="STR_CRAFT_Process">
		<Original>You have crafted : %1</Original>
		<English>You have crafted : %1</English>
		<German>You have crafted : %1</German>
		<French>Vous avez crafté : %1</French>
		<Italian>You have crafted : %1</Italian>
		<Portuguese>You have crafted : %1</Portuguese>
	</Key>
</Package>

Et ceci dans le package "Player_Menu" :

<Key ID="STR_PM_Craft">
	<Original>Craft</Original>
	<English>Craft</English>
	<German>Craft</German>
	<French>Craft</French>
	<Italian>Craft</Italian>
	<Portuguese>Craft</Portuguese>
</Key>

• Dans le dossier "dialog" créer un fichier nommé "craft.hpp" :

/*
	File: craft.hpp
	Description: Crafting System
	Created by EdgeKiller
*/

class Life_craft {
	idd = 666;
	name= "life_craft";
	movingEnable = false;
	enableSimulation = true;
	onLoad = "[] spawn life_fnc_craft";

	class controlsBackground {
		class Life_RscTitleBackground:Life_RscText {
			colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
			idc = -1;
			x = 0.1;
			y = 0.2;
			w = 0.8;
			h = (1 / 25);
		};

		class MainBackground:Life_RscText {
			colorBackground[] = {0, 0, 0, 0.7};
			idc = -1;
			x = 0.1;
			y = 0.2 + (11 / 250);
			w = 0.8;
			h = 0.6 - (22 / 250);
		};
	};

	class controls {


		class Title : Life_RscTitle {
			colorBackground[] = {0, 0, 0, 0};
			idc = 667;
			text = "$STR_CRAFT_Title";
			x = 0.1;
			y = 0.2;
			w = 0.6;
			h = (1 / 25);
		};

		class craftListHeader : Life_RscText
		{
			idc = 668;
			colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
			text = "$STR_PM_CraftStats";
			sizeEx = 0.04;
			x = 0.105; y = 0.26;
			w = 0.275; h = 0.04;
		};

		class craftList : life_RscListBox
		{
			idc = 669;
			sizeEx = 0.030;
			onLBSelChanged = "[] spawn life_fnc_craft_update";
			x = 0.105;
			y = 0.31;
			w = 0.275; h = 0.44;
		};

		class materialListHeader : Life_RscText
		{
			idc = 670;
			colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
			text = "$STR_PM_CraftMaterials";
			sizeEx = 0.04;
			x = 0.395; y = 0.26;
			w = 0.275; h = 0.04;
		};

		class materialList : Life_RscControlsGroup
		{
			idc = 671;
			w = 0.275;
			h = 0.44;
			x = 0.395;
			y = 0.30;


			class Controls
			{
				class mats : Life_RscStructuredText
				{
					idc = 672;
					sizeEx = 0.020;
					text = "";
					x = 0;
					y = 0;
					w = 0.27; h = 0.44;
				};
			};
		};

		class ButtonCraft : Life_RscButtonMenu {
			idc = 672;
			text = "$STR_CRAFT_Button";
			colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
			onButtonClick = "if(!life_is_processing) then {[] spawn life_fnc_craftAction};";
			x = 0.69;
			y = 0.26;
			w = (6.25 / 40);
			h = (1 / 25);
		};


		class CloseButtonKey : Life_RscButtonMenu {
			idc = -1;
			text = "$STR_Global_Close";
			onButtonClick = "closeDialog 0;";
			x = 0.1;
			y = 0.8 - (1 / 25);
			w = (6.25 / 40);
			h = (1 / 25);
		};
	};
};

• Dans le dossier "core/actions", créer un fichier nommé "fn_craftAction.sqf" :

/*
	File: fn_craftAction.sqf
	Author: EdgeKiller

	Description:
	Master handling for crafting an item.
*/
private["_dialog","_item","_itemInfo","_oldItem","_newItem","_upp","_itemName","_ui","_progress","_pgText","_cP","_allMaterial","_matsNeed","_invSize","_handledItem"];

disableSerialization;

_dialog = findDisplay 666;
if((lbCurSel 669) == -1) exitWith {hint localize "STR_ISTR_SelectItemFirst";};
_item = lbData[669,(lbCurSel 669)];
_allMaterial = true;

_matsNeed = 0;

if(!(player canAdd _item)) exitWith {hint localize "STR_NOTF_NoRoom";};

_config = ["weapon"] call life_fnc_craftCfg;
{

	if(_item == _x select 0)then
	{
		_matsNeed = _x select 1;
		_invSize = count _matsNeed;
		for [{_i = 0},{_i < _invSize - 1},{_i = _i + 2}] do {

			_str = [_matsNeed select _i] call life_fnc_varToStr;
			_matsNum = _matsNeed select _i+1;

			if((missionNamespace getVariable (_matsNeed select _i)) < _matsNum) exitWith {_allMaterial = false;};

		};
	};
} foreach (_config select 1);

if(!_allMaterial) exitWith {hint localize "STR_PM_NoMaterial";};

//Error checking
if((count _matsNeed) == 0) exitWith {};




//Setup vars.
_oldItem = _matsNeed;
_newItem = _item;

_itemInfo = [_newItem] call life_fnc_fetchCfgDetails;
_itemName = _itemInfo select 1;

_upp = format["Crafting %1",_itemName];




//Some more checks
if((count _oldItem) == 0) exitWith {};

closeDialog 0;

//Setup our progress bar.
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNameSpace getVariable "life_progress";
_progress = _ui displayCtrl 38201;
_pgText = _ui displayCtrl 38202;
_pgText ctrlSetText format["%2 (1%1)...","%",_upp];
_progress progressSetPosition 0.01;
_cP = 0.01;

_removeItemSuccess = true;
_invSize = count _oldItem;
for [{_i = 0},{_i < _invSize - 1},{_i = _i + 2}] do {

	_handledItem = [_oldItem select _i,1] call life_fnc_varHandle;
	if(!([false,_handledItem,_oldItem select _i+1] call life_fnc_handleInv)) exitWith {_removeItemSuccess = false;};
};
if(!_removeItemSuccess) exitWith {5 cutText ["","PLAIN"]; life_is_processing = false;};
[] call life_fnc_p_updateMenu;

life_is_processing = true;

while{true} do
{
	sleep  0.3;
	_cP = _cP + 0.01;
	_progress progressSetPosition _cP;
	_pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp];
	if(_cP >= 1) exitWith {};
};

_invSize = count _oldItem;

if(!(player addItem _item)) exitWith {
	5 cutText ["","PLAIN"];

	for [{_i = 0},{_i < _invSize - 1},{_i = _i + 2}] do {
		_handledItem = [_oldItem select _i,1] call life_fnc_varHandle;
		[true,_handledItem,_oldItem select _i+1] call life_fnc_handleInv;
	};
	life_is_processing = false;
};
5 cutText ["","PLAIN"];
titleText[format[localize "STR_CRAFT_Process",_itemName],"PLAIN"];
life_is_processing = false;

• Dans le dossier "core/pmenu", créer un fichier nommé "fn_craft.sqf" :

/*
	File: fn_craft.sqf
	Description: Crafting System
	Created by EdgeKiller
    Coder: EdgeKiller
*/
private["_dialog","_inv","_config","_itemInfo"]; //Declare all private variables
if(!dialog) then { //Verify if the window is open
	createDialog "Life_craft";
};
disableSerialization; //Disable Serialization

if(life_is_processing) exitWith{
	closeDialog 2001;
	closeDialog 0;
};


_dialog = findDisplay 666; //find the craft dialog/window
_inv = _dialog displayCtrl 669; //find the listbox of items can be created
lbClear _inv; //clear the listbox


_config = ["weapon"] call life_fnc_craftCfg;
{
	_itemInfo = [_x select 0] call life_fnc_fetchCfgDetails;
	_inv lbAdd format["%1",_itemInfo select 1]; //add a gun to the listbox
	_inv lbSetData[(lbSize _inv)-1,_itemInfo select 0]; //set the data of the gun
	_inv lbSetPicture[(lbSize _inv)-1,_itemInfo select 2];

} foreach (_config select 1);

• Dans le dossier "core/pmenu", créer un fichier nommé "fn_craft_update.sqf" :

/*
	File: fn_craft_update.sqf
	Description: Crafting System
	Created by EdgeKiller
    Coder: EdgeKiller
*/
private["_dialog","_inv","_mats","_item","_struct","_str","_invSize","_matsNeed","_matsNum","_config"]; //Declare all private variables
disableSerialization; //Disable Serialization

_dialog = findDisplay 666; //find the craft dialog/window
_inv = _dialog displayCtrl 669; //find the listbox of items can be created
_mats = _dialog displayCtrl 672;
_struct = "";
if((lbCurSel 669) == -1) exitWith {hint localize "STR_ISTR_SelectItemFirst";};
_item = lbData[669,(lbCurSel 669)];


_config = ["weapon"] call life_fnc_craftCfg;
{

	if(_item == _x select 0)then
	{
		_matsNeed = _x select 1;
		_invSize = count _matsNeed;
		for [{_i = 0},{_i < _invSize - 1},{_i = _i + 2}] do {
			_str = [_matsNeed select _i] call life_fnc_varToStr;
			_matsNum = _matsNeed select _i+1;
			_struct = _struct + format["%1x %2<br/>",_matsNum,_str];

		};
	};
} foreach (_config select 1);

if(_struct == "") then
{
	_struct = "No material needed";
};

_mats ctrlSetStructuredText parseText format["
<t size='0.8px'>
%1
</t>
",_struct];

• Pour finir dans le dossier "core/config", créer un fichier "fn_craftCfg.sqf" :

#include <macro.h>
/*
	File: fn_craftCfg.sqf
	Author: EdgeKiller

	Description:
	Master configuration file for the crafting menu.

*/
private["_craft"];
_craft = [_this,0,"",[""]] call BIS_fnc_param;
if(_craft == "") exitWith {closeDialog 0}; //Bad shop type passed.

switch(_craft) do
{
	case "weapon":
	{
		switch(true) do
		{
			default
			{
				["Weapons",
					[
						//[Object classname, [item #1,quantity item #1,item #2,quantity item #2]],]
						["hgun_P07_F", ["life_inv_goldbar",2,"life_inv_copperr",1]],
						["SMG_01_F", ["life_inv_goldbar",6,"life_inv_copperr",3,"life_inv_ironr",3,"life_inv_diamondr",1]]

					]
				];
			};
		};
	};
};

Il s'agit du fichier du config, qui comprend donc les crafts, le script fonctionne pour les armes/habits/accessoires, tous les items de Arma 3. Il y a deux exmples de craft, je pense qu'il est assez facil de comprendre comment ca marche, donc je ne vais pas vous l'expliquer !

 

Crédits : EdgeKiller

 

Si vous utilisez ce système, merci de mettre les crédits :)

 

ENJOY !

Modifié par edgekiller
  • Upvote 1
Lien vers le commentaire
Partager sur d’autres sites

Salut, je vien ici pour te dire grand bravo pour ce que tu a fait, j'ai trouvé ton post sur un autre poste ( altisdev ).

 

et trouvé se site la sur ta page d info de ta chaine youtube :)

 

J'ai suivi tes tutos d altislife qui mont beaucoup aidé, et ton script est juste magnifique mec, je les mis sur mon serveur, et comme promit je mettrai le droit d auteur en tout gros sur l intro de mon serveur (Script réaliser par EdgeKiller ) et dans les description car franchement je peut pas me permettre de pas le faire apres ce que tu a fait juste énorme le boulot respect mec.

 

tout fonctionne niquel mise a part dans l interface les mot ne s'affiche pas, apres j'ai peu etre oublié un truck.

 

Encore une fois bravo pour ton boulot, 1er script que j'ai vut d'aussi bien fait.

Lien vers le commentaire
Partager sur d’autres sites

  • 1 month later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Invité
Répondre à ce sujet…

×   Vous avez collé du contenu avec mise en forme.   Supprimer la mise en forme

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Chargement
 Share

×
×
  • Créer...