• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Help: Can't make Assemble action locked for a custom gun behind a book.

Subquake

Well-known member
I'm struggling, because I can't seem to get to make it work, so that my custom Pistol is locked behind a book. I marked down in yellow bits of code, that are different in comparison to the existing gunPistol item in the game.

Code:
<item id="[color="#FFFF00"]3001[/color]" name="[color="#FFFF00"]ulmPistol15[/color]">
	[color="#FFFF00"]<property name="CustomIcon" value="pistol15" />[/color]
	[color="#FFFF00"]<property name="EconomicValue" value="1700" />[/color]
	<property name="Meshfile" value="Items/Weapons/Ranged/Pistol/PistolPrefab" />
	<property name="Material" value="metal" />
	<property name="RepairTools" value="repairKit" />
	<property name="HoldType" value="1" />
	<property name="DegradationBreaksAfter" value="false" />
	<property name="SoundJammed" value="weapon_jam" />
	<property name="Attachments" value="flashlight02" />
	<property name="CrosshairOnAim" value="false" />
	<!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true" />
	<!-- aimTest -->
	<property class="Parts">
		<property name="Stock" value="[color="#FFFF00"]ulmPistolMag15[/color]" />
		<property name="Receiver" value="partsPistol_receiver" />
		<property name="Pump" value="partsPistol_parts" />
		<property name="Barrel" value="partsPistol_barrel" />
	</property>
	<property name="Sound_Sight_In" value="pistol_sight_in" />
	<property name="Sound_Sight_Out" value="pistol_sight_out" />
	<property class="Action0">
		<!-- AttackAction -->
		<property name="Class" value="Ranged" />
		<property name="Delay" value="0.2" />
		<property name="Crosshair_min_distance" value="5" />
		<!-- 5 -->
		<property name="Crosshair_max_distance" value="6" />
		<!-- 6 -->
		<property name="Magazine_size" value="[color="#FFFF00"]15[/color]" />
		<property name="Magazine_items" value="[color="#FFFF00"]ulm9mmBulletST,ulm9mmBulletHP,ulm9mmBulletPlayerST,ulm9mmBulletPlayerHP,ulm9mmBulletPlayerINC[/color]" />
		<property name="Magazine_item_ray_counts" value="[color="#FFFF00"]1,1,1,1,1[/color]" />
		<property name="Magazine_item_ray_spreads" value="[color="#FFFF00"]0,0,0,0,0[/color]" />
		<!-- .85 -->
		<property name="Reload_time" value="2" />
		<property name="Bullet_icon" value="pistol" />
		<property name="Sound_start" value="Pistol_Fire" />
		<property name="Sound_repeat" value="" />
		<property name="Sound_end" value="" />
		<property name="Sound_empty" value="weapon_empty" />
		<property name="Sound_reload" value="pistol_reload" />
		<property name="Particles_muzzle_fire" value="nozzleflash" />
		<property name="Particles_muzzle_smoke" value="nozzlesmoke" />
		<property name="DamageBonus.head" value="6" />
		<property name="DamageBonus.wood" value="3" />
		<property name="DamageBonus.earth" value="0.4" />
		<property name="DamageBonus.glass" value="1" />
	</property>
	<property class="Action1">
		<!-- UseAction -->
		<property name="Class" value="Zoom" />
		<property name="Zoom_max_out" value="35" />
		<property name="Zoom_max_in" value="35" />
	</property>
	<property name="LightSource" value="lightSource" />
	<!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource" />
	<property name="AttachmentFlashlight" value="flashlight02" />
	<!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons" />
	<property name="ActionSkillGroup" value="Pistols" />
	<property name="CraftingSkillGroup" value="craftSkillGuns" />
	<property name="RepairExpMultiplier" value="10.8" />
	<property name="LightValue" value="0.45" />
</item>

<item id="[color="#FFFF00"]3047[/color]" name="[color="#FFFF00"]ulmPistolBook2[/color]">
	<property name="Extends" value="schematicMaster" />
	[color="#FFFF00"]<property name="DescriptionKey" value="ulmPistolBook2Desc" />
	<property name="CustomIcon" value="pistolBook2" />
	<property name="EconomicValue" value="750" />[/color]
	<property class="Action1">
		<property name="Recipes_to_learn" value="[color="#FFFF00"]ulmPistol15[/color]" />
	</property>
</item>
Problem is, that the game always shows me, that it's already known. Even if I add ulmPistol15 to the existing pistol book, it will show, that I don't know the pistol, but the second one will show as known under item stats.

 
Last edited by a moderator:
Oh my, so embarrassing, but everyone makes mistakes time to time, the solution to my problem was very simple: I forgot to add a recipe for the gun. I didn't know I had to add one, because the gun could bee assembled without the need for it, but apparently you need to add a recipe for it in order for it to be locked behind a perk/skill book.

Code:
<recipe name="[color="#FFFF00"]ulmPistol15[/color]" count="1" craft_area="assembly">
<ingredient name="flashlight02" count="0" />
<ingredient name="[color="#FFFF00"]ulmPistolMag15[/color]" count="1" />
<ingredient name="partsPistol_barrel" count="1" />
<ingredient name="partsPistol_receiver" count="1" />
<ingredient name="partsPistol_grip" count="1" />
</recipe>
 
Did you actually create the receipe to learn in Action1?

<property name="Recipes_to_learn" value="ulmPistol15" />

that should have its own entry in receipes.xml

something like this maybe:

<recipe name="ulmPistol15" count="1" craft_area="assembly">

<ingredient name="flashlight02" count="0"/>

<ingredient name="partsPistol_parts" count="1"/>

<ingredient name="partsPistol_barrel" count="1"/>

<ingredient name="partsPistol_receiver" count="1"/>

<ingredient name="ulmPistolMag15" count="1"/>

</recipe>

Cheers

-edit- oooh lol .. me typing took to long :D

 
Last edited by a moderator:
The problem was that Assemble functionality worked like a charm without a recipe, that's why I thought I don't need one, but to lock it under a book or perk that's the only way.

 
Back
Top