Scripts / Basic survival crafting scriptset

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Honkeyboy
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Posted: 9th Dec 2017 15:55 Edited at: 9th Dec 2017 15:55
OK after doing the scripts for Dark Shores i thought It'd be pretty cool to make a set of basic survival scripts for anyone that needs them for either prehistoric type or post apocalyptic type games. So I've mad a start and have a rough working menu up and running (see Pic) now I'm kinda trying to think what would be best in terms of layout and crafted items. so far as you can see i have it so you can collect berries, grasses, mushrooms and water so you can make pies and soup e.g grass grinds to flour for the pie mix water and filling being the other parts, also the beginnings of some basic tools made from wood, flint and fibers. Ideas anyone on what you would like to see in it etc etc?

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AmenMoses
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Posted: 9th Dec 2017 16:12
Guinness?
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Honkeyboy
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Posted: 9th Dec 2017 16:23 Edited at: 9th Dec 2017 16:46
lol as long as you can collect the ingredients why not bit more added, just thought lol make a still rofl crafting menu 4 nuclear warhead. i can see this filling up pretty quickly and am going to have to find out how to make a button to flip pages :/

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warlock12
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Posted: 9th Dec 2017 22:33
Based on the time it would be good to think about articles of clothing of the era ... I think ... such as slingshot for hunting, spears for fishing, storage vessels ... What a good project! I envy you!!! ha ha ha ... I have problems to put a simple hud ... ha ha ha. For this, leather and mud should be obtained ... I still think ... Question: will it be free or for the store ???
Congratulations! Great job!
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Honkeyboy
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Posted: 13th Dec 2017 13:14 Edited at: 13th Dec 2017 14:46
@ warlock12 i only do free stuff m8 heres what i have so far
crafting inventory = shows the collected and crafted items still a wip
collect wood, berries and flint so far but you only need to change the names in the scripts for other items

Here they are if you would like to test them

place the wood, flint etc scripts on a log, peice of rock etc etc the inventory needs to be always active and isimoble = yes with the berries i put 2 bushes the same inside each other so only 1 disapeared when i collected them (need to make a berries model )

quick vid :

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Honkeyboy
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Posted: 13th Dec 2017 14:53 Edited at: 13th Dec 2017 14:57
Part 2 carafting and placing equiptment e.g fires
The fire_crafting.lua needs to be on a triggerzone in the area where you are going to set up camp
The place_fire.lua needs to go on your base fire entity and entity numbers changed to suit indicated in the script
these could be adapted for shelters etc (im on it)
I've added instructions in the scripts and obviously you might want to change the amount of wood you need to make a fire and maybe other items
but i will advance these more as i go
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smallg
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Posted: 13th Dec 2017 18:13
you're learning well, coming along nicely.
reminds me of the script & model set me and harry started working on before his accident
lua guide for GG
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warlock12
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Posted: 13th Dec 2017 21:22 Edited at: 13th Dec 2017 21:24
Honkey ... I was asking about the complexity of the work you are doing ... I wish there would be a template system in GG with examples like this ... it would greatly facilitate the development !!! Very interesting the proposal, kind of you and powerful the script!
If I can think of something to help you ... I'll do it here! (but I'm bad with the script ... although I learn more every time analyzing the ones from you!)
The game is a serious thing (El juego es una cosa seria)
warlock12
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Posted: 13th Dec 2017 21:41
I do not understand what function meets: "..math.floor" mmm...
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AmenMoses
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Posted: 13th Dec 2017 22:35
http://lua-users.org/wiki/MathLibraryTutorial
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warlock12
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Posted: 13th Dec 2017 22:57
okas 1000 ty!!!
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warlock12
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Posted: 13th Dec 2017 23:10
So "math.random (5, 10)" as in collect berries returns a random number between 5 and 10 ... an integer number. but then we raise it in inventory with a math.floor? math floor is not to transform a non-integer into integer?
Thanks for the link ... I did not know it.
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AmenMoses
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Posted: 14th Dec 2017 00:01
Strictly speaking the Lua version we are using doesn't have integers but if you want the whole number part or the fractional part its modf() the function returns both at the same time so you'd use:

whole, fraction = modf(value)

if value is 2.35 then whole would be 2 and fraction would be 0.35.

ceil and floor are for rounding up and down to the nearest whole number.
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Posted: 14th Dec 2017 03:27
Craft a shelter, or Tent would be nice.
Honkeyboy
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Posted: 14th Dec 2017 10:06
@ smallg Yes m8 I've had some good instruction im using the shelter from that set and maybe the trees
Thanks guys I'm not a brilliant scripter but this is helping me learn alot and i seem to pick the crafting scripting up quite easily (mostly)
@ VX Doggy working on that at the mo m8 have the scripts done but they seem to lay at the same time also have been playing around with the deployable camp that smallg wrote for me a while back so you could craft it and carry it about so quite a bit of thinking going on this end.
Will post it up as i go though
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warlock12
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Posted: 14th Dec 2017 10:53
Very good!!! Thank you amen! Of apoco is understood ... this thread is very educational ... with Honkey, with you ... Thank you very much for worrying about the newborns in the subject!
a big hug!
The game is a serious thing (El juego es una cosa seria)
warlock12
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Posted: 14th Dec 2017 11:54 Edited at: 14th Dec 2017 12:04
SIMPLE SHELTER
Maybe this post does not correspond in this place ... but yes, well, some of the moderator guys are going to let me know ... ha ha ha. I think that if it is going to be a survival system, all the related assets should be together.





Seeing the direction taken by the thread, the idea of VX, I leave a simple shelter for those who serve ... we know that the assets must keep a certain logic between them ... this is quite low-poly and simple, but perhaps for the tests serve. I'm seeing how to create a construction animation ... but I do not know if it will be useful in GG that has an animation and that later it must be a static ... I DO NOT HAVE IDEA !!!
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Honkeyboy
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Posted: 14th Dec 2017 18:37
Many thanks warlock12
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Blacknyt46
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Posted: 27th Dec 2017 12:07
Thanks guys! Awesome scripts!
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Posted: 29th Dec 2017 16:55 Edited at: 29th Dec 2017 16:57
Survival Script Update:



11 scripts included:
1/ place your shelter, fire, workbench and flame where you would like them "spawn at start = no"
2/ add the craft shelter, workbench, and fire scripts to zones around the hidden entities.
3/ add the light fire script to the fireplace (not the flame)
4/ add fibers, flint, wood scripts to suitable enities
5/ Add the inventory script to a non static always active entity

I have updated the scripts into 1 script per item = craft and place
Make sure you change the entiy number of each craft script to corrispond with the entity e.g if your shelter is entity number 9 change that in the script
I'll make sure i add notes in the scripts when they are finished

Next : make the workbench actally craft items and im working on a storage box scripts in the zip but not completed.
save load and checkpoint scripts to match the scripts ive done so far
you should be able to change the collecting scripts for any item but make sure you add it to the survival menu otherwise you will just get errors but i will upload the complete set when finished these are just to test and play with
Have fun and a Happy New Year
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Blacknyt46
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Posted: 30th Dec 2017 10:39
That is Awesome Honkeyboy! Good job! Happy New Year to you also.
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Honkeyboy
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Posted: 30th Dec 2017 12:41
Welcome m8 will keep working on these and add them as i go Hopefully should have a nice set when finished then will probebly adapt them as i go for a post apoc game covering two types of genre
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warlock12
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Posted: 30th Dec 2017 23:46
Honkey: Very impressive ... it's taking shape and allowing us bad scripters to learn.
HAPPY NEW YEAR TO ALL (in case tomorrow I do not go around here)
And also: New year ... New games !!!
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Pirate Myke
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Posted: 31st Dec 2017 13:34
Coming along nicely.
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Posted: 1st Jan 2018 03:37
very nice work!
Honkeyboy
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Posted: 2nd Jan 2018 22:40 Edited at: 10th Jan 2018 22:47
Thanks guys i think the more we have the better
Oh im really chuffed with this one massive thank you to smallg for his help getting this one working. "The survival crafting table" this is the first basic table you can make which gives you the option of making a dagger, an Axe and i will add the hammer tomorrow, then adapt it for cooking etc etc so you can build stations/tables etc etc to build survival items and then build better stations to build more advanced items
script included for you guys to study will post updated ones with instuctions as i go
add it to your hidden tabe isimoblile non static or whatever you like to test, hide an axe and a dagger and add the entity numbers to the script where indicated
thanks G
P.s you will need a map with the other scripts for this to work correctly i will revise it all after the next set and add instructions
Hopefully the dagger for skinning etc and the axe for chopping , the hammer for building "who knows where the rabbit hole goes"



Bit of an update: added a hammer to the workbench and now with the hammer you can mine rocks axe for trees etc also just a preview of Harry's chop trees from his survival pack on the stores (worth buying for survival games) adding wood to the inventory.

I'll also be using DVaders carry logs script (also on the stores cheap) to drop logs on a zone to construct a house. Both Harry's and Dvaders scripts/models are a good buy and worth it for survival games these will not be included here!

Although the mining script can be adapted for trees i adapted them from the forage scripts i did for "Dark Shores" and work fine but they dont look as nice
Going to do a cooking and cooker script next i think that then you should have all the scripts you need to adapt for your own survival games



For skinning all you need to do is add to the main of your critter script
if g_fdagger == 1 then

and add
g_meatcollected = g_meatcollected + 1
g_hidecollected = g_hidecollected +1

or if you want a random number

g_meatcollected = g_meatcollected + math.random(1,3)
g_hidecollected = g_hidecollected + math.random(1,3)

to the exit this will then add skins and meats to the inventory for cooking etc
Edit:
updated scripts 18 all in all some go on zones some on the entity but they will work on both, bow, arrows, and hammer added to the crafting table
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=VX=Doggy
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Posted: 7th Jan 2018 05:53
Testing it out, looking good.
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Posted: 7th Jan 2018 07:30
Light fire doesn't seem to work now. The file size is different from the original.
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Posted: 7th Jan 2018 08:42
very nice , i like the tree animation when its falling down. how did you do it.? very nice
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warlock12
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Posted: 8th Jan 2018 03:11 Edited at: 8th Jan 2018 03:13
I did not imagine the potential of GG in this regard. It really is amazing ...
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Honkeyboy
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Posted: 8th Jan 2018 21:42 Edited at: 9th Jan 2018 09:58
@ =VX=Doggy wierd one that was having some very odd results myself (im not very good at this yet ) lol what ive done is edited the fire crafting script to spawn both entities the fireplace and the flame which has resolved it. You will need to add both entity numbers to the script (script attached)

@PCSKILLER Harry (dagored) made a Survival pack on the stores m8 its his work

@ warlock12 cheers m8 I'm not very good at scripting but i am learning

while i was changing the fire script and had a fresh head i made a start on the crafting cooker script, same with the crafting bench which you can craft 3 utility items and a bow and arrow so far, with this one you can craft food so far berry pie and berry soup, still needs alittle work (this is a more advanced crafting tool which needs Iron) collected by crafting a hammer and mining rocks (the rock mining script should be included in the last set posted the new ones included.

cooker_crafting = on a zone
cooker_tool_crafting = on an item that looks like a cooker add the script to is lay it in the zone like the other workbench and have it set to spawn at start = no (still working on this one but its working ok so far)

heres how it works :
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Honkeyboy
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Posted: 9th Jan 2018 19:23 Edited at: 9th Jan 2018 20:34
Check it out!!! muhahaha new survival menu system all working so far took ages for me to get my head around this one involved lots of reading


and with most of the items added just need to add the globals and the use now buttons and the level 1 page is cooking

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smallg
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Posted: 9th Jan 2018 20:45
taking shape nicely
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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Honkeyboy
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Posted: 9th Jan 2018 22:17 Edited at: 10th Jan 2018 23:34
Thanks m8 i had a good teacher update:
6 hours in 450 lines of code and now its really coming together. obviously for some items you'll need the crafting machines e.g cooker, workbench etc which smallg did for me intitially and then i got to play with them thanks m8 learn alot from you.

Now heres the new bits you now can craft items and store them in your menu to use later click the use button and get the item, this took a while to get my head around but now i get it its flowing quite easily if you look at the menu in the vid you will see a prompt at the bottom when i click each item to say what it will do.
reason for this is that i hope to add decay to the items
wicked
Ive commented on every single bit of the script so lots of comments to read when i release it so you can see just what i did and how it works (alot of reading)
all i need to do now is add all the globals so you can see items add to the inventory and change the prompts to AddPlayerWeapon etc etc and fingers crossed it will all work as it should
anyways check it out see what you think so far
Hopefully there will be 6 levels of crafting as you can see when i click the top tabs just need to find the cleanest way to swap them and add more complex items



EDIT:
Ok here we go after another afternoon/evening now totalling about 20 hours of reading and coding i now have what I'm now calling a "more Advanced Survival scriptset" around 600 lines but everything is done via this 1 script
you now can craft all Level 1 tools, weapons and food via the menu ( you have to change weapon when crafting arrows as its using mouse button1 i tried 2 but it gave some strange blocking error)
all food now give the player health and subtract the ingredience correctly the more basic the recipie the less health you get.
I'm pretty chuffed with it so far as it works really well and all in 1 script which is cool
Think i may have to enlist our community leader "smallg" for the placement of the shelter etc but i'll read up and have a go myself first its all in the menu just it'd be really cool if the player could drop it wherever as aposed to in a zone (dont even know if thats possible but you never know)
anyways here it is check as i click the craft buttons for the health going up ( i forgot to add the deer to hunt for meats and skins but it does work as it should)
Tomorrow i think I'll get the experience in and hopefully the menu switching if i get it woring I'll post it all for you guys to test

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Posted: 11th Jan 2018 06:19
the new menu looks great!
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Posted: 11th Jan 2018 21:44 Edited at: 12th Jan 2018 00:19
Thanks VX its still coming along and im testing it as i go its alot more complicated than i imagined but it actually works alot better and I've commented on everything.
Just the chemicals to cram in now and make another crafting station for guns and it'll pretty much do for a nice basic survival game and will post it up when ready.
heres the next stage wood for housing and ores for gun crafting etc
will add an lathe and a furnice next and guns crafted will use the standard ones so they work for everyone
Edit: chems for ammo added


here's the scripts so far if anyone would like to bomb test them for me just unzip them and add them both to the scriptbank the ss1 folder is the sprites
add the survival_inventory to an always active non static isimobile entity, remember you will have to add weapons and change the entity numbers in the script otherwise it will error but if you open it up there is comments to tell you what and where the other scripts are easy enough just add the berries to a plant etc etc rock mining to a rock spawn shelter etc to hidden shelters but if you get stuck just shout
N.B this isnt completed yet its just for those of you who would like to get a feel for it so far
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Solar
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Posted: 11th Jan 2018 22:31
Wow! This looks really good!
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Honkeyboy
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Posted: 11th Jan 2018 22:36 Edited at: 11th Jan 2018 22:55
Give it a try Solar see what you think so far its not finished i will add the completed set when i get it done hopefully in the next few days the chems dont work yet as i need to write a script to collect them but you can collect most things and make pretty much about 3/4's of it so far
P.s for the meat items to work you need to add a critter and add.


g_exp = g_exp + 50
g_hidecollected = g_hidecollected + 1
g_meatcollected = g_meatcollected + math.random(2 , 5)

to the exit of the script

I will of course write a full readme at the end to help everyone set it all up correctly
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Blacknyt46
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Posted: 11th Jan 2018 22:58
Awesome Honkeyboy! That looks like a professional AAA game menu. Good job man!
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Posted: 11th Jan 2018 23:22 Edited at: 12th Jan 2018 21:28
Cheers Blacknyt46 I'm pretty determined to get a nice working scriptset for everyone, (bit like my dog with a bone) lol and as always it'll be a free set for everyone i just hope GG holds together rofl I'm at 700 ish lines on the main script but not that much more to go just the more complex alloys for gun crafting to add oh and of course a funace and a lathe to make them

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Honkeyboy
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Posted: 12th Jan 2018 21:31 Edited at: 13th Jan 2018 13:33
I know I know double post lol but im seriously chuffed with what i just did for me this is a definate milestone
After another 8 hours and 1000 lines of code here it is the Survival scriptset menu pretty much all works i just have to add some actions to about 6 of the mousepresses mainly the new stuff (add player guns and meds when the use button is clicked) oh and write the recipies so when a player click recipies in the top left they get a rundown of what they need to make what. Other than that its working very well. Then im onto making the furnace and lathe scripts so you can make the modern stuff. Looking pretty cool though and works sweet so far Even if i have square eyes now
you canstore weapons and any item in your inventory and click the use buttons to generate a new one! so it'll be sweet when decay is added to them
p.s just noticed i have medipacks and antidotes in the wrong order lol now thats either cos im crackerd or the beer?...corrected
Heres a looksee at the new menu : new inventory script attached if you want to check it out so far ss1 folder into scriptbank = all the icons
Only the low level weapons work atm will add the rest so dont forget you need to add the weapons to your map as static entities and change the entity numbers to match in the script these are at the bottom =AddPlayer Weapon (number) i have commented which weapon is which
P.P.S once i have the main menu working fully and a basic furnace and lathe up and running you should be able to edit the scripts to suit your own game so i will leave comments on everything and you hopefully should be good to go

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smallg
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Posted: 13th Jan 2018 00:17
really good work on this, such a leap from breaking my code
looks very nice considering it's using the default panels and text.
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Posted: 13th Jan 2018 20:01
Love it Honkeyboy! Oh I will be skinning those panels smallg
Honkeyboy
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Posted: 13th Jan 2018 22:09 Edited at: 13th Jan 2018 23:10
Thanks G that means alot cheers m8 and yeah m8 i tend to break them less now lol
@ VX sweet m8 post some pics up when you do dont foget though m8 its not all working yet I'll post the complete set when its finished those are just for you to play around with and read through to get a feel for them ready for the finished set. but obviously you can do as you wish with them
While i was at it today i thought hang on quite alot of you guys might not have models to go with the set so i have made a start of a matching set to go with the scripts here's the furnace
this you will add mined ores to produce ingots then to the workbench to produce sheets and then to the lathe to produce guns
P.s i will include all of these with the finished set just incase anyone doesnt have anything better
p.p.s i know these are models but i would like to keep them here if poss as they go with the scriptset

im abit unsure whats the best route with these whether to have them spawnable or just have them in areas on the map? ideas?



and a workbench

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AmenMoses
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Posted: 13th Jan 2018 22:44
My first stab at a rewrite of your inventory script.

Uses the moving sprites off screen technique and also works (at least for the sprites) in different screen resolutions.

Btw, You've spelt 'Recipes' wrong.


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Honkeyboy
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Posted: 13th Jan 2018 22:45 Edited at: 13th Jan 2018 23:40
lol thats beer and thanks AM will have a play heres how it looks on my screen, wow you have halved the code nice and very cleaver.
Only downside to that is lots of newer users and me wouldnt have a clue how to edit it lol.
This is one of the reasons why i have tried to keep the code basic so people can edit it to what they want and putting lots and lots of comments in
(need some comments on your sprite code m8 to let us know what does what its very sweetly done but us thickos dont get it

there again after reading through it you've left most the editable parts in very cool m8 nice one maybe when ive finished the furnace etc i may have a play at putting menu 2.3.4 in etc but to start with its just intended to get everyone something they can use and mess around with for their own projects and of course i have seen people asking for these type scripts for quite a while and thought sod it i'll have a try might learn something along the way.... and i have
I'm still not a good scripter but i am getting alittle better at it as i go

Im struggling with this one atm its the furnace script = keeps crashing the editor maybe one of you guys can spot what i have wrong

e.g basically its suposed to take the collected ores from the inventory and return Ingots and carbon the iron and carbon will then be used to make steel plating (done at the workbench) for gun and ammo crafting which will be done via the Lathe script


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AmenMoses
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Posted: 13th Jan 2018 23:37
Next part of the rewrite, got rid of the button numbers, now everything has a name which makes it easier to understand I think. For example:



I'll take a look at your furnace script now.
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AmenMoses
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Posted: 13th Jan 2018 23:40
Instead of:

if g_ironscollected == nil then
g_ironscollected=0
end

You can do:

g_ironscollected = g_ironscollected or 0

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Posted: 13th Jan 2018 23:42 Edited at: 14th Jan 2018 01:17
yeah totally agree if your talking the button1 2 3 thing i started with names and then went to that i have no idea why, oh maybe i do John Wessons rofl
oh and ok cool thx
actually Ive just read through it again (takes me a few times to get it sunk in) its actually not that hard to get yeah nicely done m8 very neat.
question the use buttons did you lose those intentionally? for me its displaying the copper ingots

Edit: adjusted the lines on the far right back alittle in your script to stop the overlapping
just a slight adjustment needed on the shrooms, steel etc next to bring them more in line...done yeah nice and easy
just the use buttons ? edit sry my bad put them in a new folder :Thanks AM that actually might work alot faster now
Next get the rest of the remaining buttons working and do the rest of the models for the set .
P.s just for a bit of fun the shrooms are going to be used in crafting the boosters lol (no idea why ) but you might have a chance of getting poisoned just an idea that made me laugh must have been a flashback from the Uni days rofl
P.P.S I'm going with AM's edited version from here on in as its faster and cleaner (thanks m8) i will put in comments for what does what and some slight cleaning up of the icons and text

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Posted: 14th Jan 2018 02:50
This is great!!
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