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		| Pitfall   Member
 
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			| Hit a wall with crafting two items together 
 
				I am crafting two items together... No problem...But I need this to be done many times.
 Because of the way the script calls the item based on it's name in the editor, this poses a problem.
 
 Is there a work around?
 Or any one have some ideas?
 
 
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	| 04-06-2012, 12:32 AM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: Hit a wall with crafting two items together 
 
				 (04-06-2012, 12:32 AM)Pitfall Wrote:  Or any one have some ideas? 
Be more descriptive.
			 
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	| 04-06-2012, 12:49 AM |  |  
	
		| Pitfall   Member
 
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			| RE: Hit a wall with crafting two items together 
 
				I don't know how to. I was planning on making it so players would have to use two common items to craft things like health kits.
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	| 04-06-2012, 12:54 AM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: Hit a wall with crafting two items together 
 
				Would using AddUseItemCallback in combination with StringContains--and perhaps local map variables--be an issue?
			 
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	| 04-06-2012, 01:09 AM |  |  
	
		| Pitfall   Member
 
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			| RE: Hit a wall with crafting two items together 
 
				 (04-06-2012, 01:09 AM)Your Computer Wrote:  Would using AddUseItemCallback in combination with StringContains--and perhaps local map variables--be an issue? Example please.
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	| 04-06-2012, 01:16 AM |  |  
	
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			| RE: Hit a wall with crafting two items together 
 
				void OnStart(){
 AddUseItemCallback("INTERNAL_NAME", "NAME_OF_ITEM", "NAME_OF_ENTITY", "NAME_OF_CALLBACK", true);
 // Repeat for every item.
 }
 
 void NAME_OF_CALLBACK(string &in item, string &in entity)
 {
 if (StringContains(item, "medbox"))
 AddLocalVarInt("Medbox", 1);
 else if (StringContains(item, "medicine"))
 AddLocalVarInt("Medicine", 1);
 
 if (GetLocalVarInt("Medbox") > 0
 && GetLocalVarInt("Medicine") > 2)
 {
 AddLocalVarInt("Medbox", -1);
 AddLocalVarInt("Medicine", -3);
 // Give medkit...
 }
 }
 
 
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	| 04-06-2012, 01:40 AM |  |  
	
		| Pitfall   Member
 
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			| RE: Hit a wall with crafting two items together 
 
				Still a bit of a problem. AddUseItemCallback(); per each item. Things like having many sanity potions (1 of the items used, the other being a container of blood) per map were the name would be potion_sanity_1, potion_sanity_2, etc.
 
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	| 04-06-2012, 07:26 AM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: Hit a wall with crafting two items together 
 
				 (04-06-2012, 07:26 AM)Pitfall Wrote:  Still a bit of a problem. AddUseItemCallback(); per each item. Things like having many sanity potions (1 of the items used, the other being a container of blood) per map were the name would be potion_sanity_1, potion_sanity_2, etc. 
You should be able to make use of a global.hps or inventory.hps instead of the map script.
			 
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	| 04-06-2012, 07:47 AM |  |  
	
		| Pitfall   Member
 
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			| RE: Hit a wall with crafting two items together 
 
				 (04-06-2012, 07:47 AM)Your Computer Wrote:  You should be able to make use of a global.hps or inventory.hps instead of the map script. You are saying have a global script that contains:
 AddUseItemCallback("Blahblah", "potion_sanity_1", "Blah", "RandomFunction");AddUseItemCallback("Blahblah", "potion_sanity_2", "Blah", "RandomFunction");
 AddUseItemCallback("Blahblah", "potion_sanity_3", "Blah", "RandomFunction");
 ...
 
				
(This post was last modified: 04-06-2012, 08:01 AM by Pitfall.)
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	| 04-06-2012, 08:01 AM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: Hit a wall with crafting two items together 
 
				 (04-06-2012, 08:01 AM)Pitfall Wrote:  You are saying have a global script that contains: 
Yeah.
			 
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	| 04-06-2012, 08:02 AM |  |  |