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Graim

Exile Scavenge Framework - 0.7 BETA (23.10.2017)

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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
Report Bugs/Issues here: https://github.com/salutesh/Exile_Scavenge/issues

Information:
Basicly this system will allow players to interact with terrain/map objects.
If the object has a entry in a scavenge class within the configurations the player can loot this object
and has a chance to get a item from that depending on the class.

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:

Exile Mod 1.0.3: http://www.exilemod.com/downloads/
Base Exile Mod.

Optionals:
LordRampantHumps Items Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=1082756693
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:
https://github.com/salutesh/Exile_Scavenge

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/pulls

Thanks and Credits:

Credits to Larrow for the base script: https://forums.bistudio.com/forums/topic/184456-looting-trash-piles-bins/?do=findComment&comment=2942397
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.

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