Moin habe ein kleines Problem undzwar habe ich vorhin eine neue Farmroute auf unserem Server hinzugefügt aber jetzt ist das Problem wenn man beim Verarbeiter auf Verarbeiten drückt passiert nichts.. Wäre nett wenn jemand ne Lösung hätte Mfg
Init vom NPC:
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this enableSimulation false; this allowDamage false; this addAction[localize"STR_Process_Schokolade",life_fnc_processAction,"kakaop",0,false,false,"",' life_inv_kakaou > 0 && !life_is_processing && !life_action_inUse']; this addAction[format["%1 ($%2)",localize (getText(missionConfigFile >> "Licenses" >> "Schokolade" >> "displayName")), [(getNumber(missionConfigFile >> "Licenses" >> "Schokolade" >> "price"))] call life_fnc_numberText],life_fnc_buyLicense,"Schokolade",0,false,false,"",' !license_civ_Schokolade && playerSide isEqualTo civilian '];
Config_Process:
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/*
* class:
* MaterialsReq (Needed to process) = Array - Format -> {{"ITEM CLASS",HOWMANY}}
* MaterialsGive (Returned items) = Array - Format -> {{"ITEM CLASS",HOWMANY}}
* Text (Progess Bar Text) = Localised String
* NoLicenseCost (Cost to process w/o license) = Scalar
*
* Example for multiprocess:
*
* class Example {
* MaterialsReq[] = {{"cocaine_processed",1},{"heroin_processed",1}};
* MaterialsGive[] = {{"diamond_cut",1}};
* Text = "STR_Process_Example";
* //ScrollText = "Process Example";
* NoLicenseCost = 4000;
* };
*/
class ProcessAction {
class oil {
MaterialsReq[] = {{"oil_unprocessed",1}};
MaterialsGive[] = {{"oil_processed",1}};
Text = "STR_Process_Oil";
//ScrollText = "Process Oil";
NoLicenseCost = 1200;
};
class diamond {
MaterialsReq[] = {{"diamond_uncut",1}};
MaterialsGive[] = {{"diamond_cut",1}};
Text = "STR_Process_Diamond";
//ScrollText = "Cut Diamonds";
NoLicenseCost = 1350;
};
class Schokolade {
MaterialsReq[] = {{"kakaou",1}};
MaterialsGive[] = {{"kakaop",1}};
Text = "STR_Process_Schokolade";
//ScrollText = "Schokolade veredeln";
NoLicenseCost = 1350;
};
class heroin {
MaterialsReq[] = {{"heroin_unprocessed",1}};
MaterialsGive[] = {{"heroin_processed",1}};
Text = "STR_Process_Heroin";
//ScrollText = "Process Heroin";
NoLicenseCost = 1750;
};
class copper {
MaterialsReq[] = {{"copper_unrefined",1}};
MaterialsGive[] = {{"copper_refined",1}};
Text = "STR_Process_Copper";
//ScrollText = "Refine Copper";
NoLicenseCost = 750;
};
class iron {
MaterialsReq[] = {{"iron_unrefined",1}};
MaterialsGive[] = {{"iron_refined",1}};
Text = "STR_Process_Iron";
//ScrollText = "Refine Iron";
NoLicenseCost = 1120;
};
class sand {
MaterialsReq[] = {{"sand",1}};
MaterialsGive[] = {{"glass",1}};
Text = "STR_Process_Sand";
//ScrollText = "Melt Sand into Glass";
NoLicenseCost = 650;
};
class salt {
MaterialsReq[] = {{"salt_unrefined",1}};
MaterialsGive[] = {{"salt_refined",1}};
Text = "STR_Process_Salt";
//ScrollText = "Refine Salt";
NoLicenseCost = 450;
};
class cocaine {
MaterialsReq[] = {{"cocaine_unprocessed",1}};
MaterialsGive[] = {{"cocaine_processed",1}};
Text = "STR_Process_Cocaine";
//ScrollText = "Process Cocaine";
NoLicenseCost = 1500;
};
class marijuana {
MaterialsReq[] = {{"cannabis",1}};
MaterialsGive[] = {{"marijuana",1}};
Text = "STR_Process_Marijuana";
//ScrollText = "Harvest Marijuana";
NoLicenseCost = 500;
};
class cement {
MaterialsReq[] = {{"rock",1}};
MaterialsGive[] = {{"cement",1}};
Text = "STR_Process_Cement";
//ScrollText = "Mix Cement";
NoLicenseCost = 350;
};
};