
👨🍳Crafting Recipes
Define crafting recipes available for each related crafting location
The first key is the location name defined in interactionLocations.lua
The second key is the Category name for the craft types
The third key is the Craftable Item and must be in your items.lua
Config.Recipes = {
['My Custom Crafting'] = { -- the key is the recipe type defined in Config.InteractionLocations
['Custom Category'] = { -- this is the category name and this contains the list of craftable items
['my_custom_item'] = { -- this is the craftable item name
---
},
--add other items as required
},
--add other categories as required
},
}Recipe
Define required items to craft this item
Name is the item name
Amount is the amount required of that item
Remove is a boolean value if that item should be removed or not for things like an item check of a toolbox or similar
Config.Recipes = {
['My Custom Crafting'] = { -- the key is the recipe type defined in Config.InteractionLocations
['Custom Category'] = { -- this is the category name and this contains the list of craftable items
['my_custom_item'] = { -- this is the craftable item name
recipe = { -- this is a table of items required to make the item name above
--name is item name
--amount is amount of that item required
--removed is a boolean if that item should be removed or just an item check for things like tools
{ name = 'gunpowder', amount = 1, remove = true, },
{ name = 'cottonwadding', amount = 1, remove = true, },
{ name = 'bulletcasing', amount = 1, remove = true, },
},
---
},
--add other items as required
},
--add other categories as required
},
}Returns
Define the amount returned from this craft
For weapons only ever set the return amount to
1and ensure you have listed the item name in either thePrefixesorNamestable in theUnique Item Filter
Config.Recipes = {
['My Custom Crafting'] = { -- the key is the recipe type defined in Config.InteractionLocations
['Custom Category'] = { -- this is the category name and this contains the list of craftable items
['my_custom_item'] = { -- this is the craftable item name
---
returned = {--return amounts for crafting the item
amount = 5,
},
---
},
--add other items as required
},
--add other categories as required
},
}Progress
Define progress circle settings
Duration is the time in MS to craft a single item (this is multiplied if crafting multiple)
Label is the progress circle label
Config.Recipes = {
['My Custom Crafting'] = { -- the key is the recipe type defined in Config.InteractionLocations
['Custom Category'] = { -- this is the category name and this contains the list of craftable items
['my_custom_item'] = { -- this is the craftable item name
---
progress = {
duration = 5000, -- this is multiplied by the amount the player chooses to process
label = 'Crafting pistol ammo', -- label for progressCircle
},
--
},
--add other items as required
},
--add other categories as required
},
}Animations
Define animation and prop settings for each craft type
Dict is the anim dictionary
Anim is the anim name
Flag is the anim flag
Model is the prop model name
Bone is the bone index to attach the prop to
Pos is a
vec3value for prop positionRot is a
vec3value for prop rotationSet
props = nil,for no props during animation
Config.Recipes = {
['My Custom Crafting'] = { -- the key is the recipe type defined in Config.InteractionLocations
['Custom Category'] = { -- this is the category name and this contains the list of craftable items
['my_custom_item'] = { -- this is the craftable item name
---
anim = {
dict = 'amb@prop_human_parking_meter@female@base', -- name of anim dict used (set to nil for nothing)
anim = 'base_female', -- name of anim used (set to nil for nothing)
flag = 41, -- flag number
props = { -- prop settings
{
model = 'prop_tool_screwdvr03', -- name of prop model used (set to nil for nothing)
bone = 57005, -- bone index used (set to nil for nothing)
pos = vec3(0.1, 0.1, 0.06), -- vec3 value for prop position (set to nil for nothing)
rot = vec3(124.0, 0.0, 16.0), -- vec3 value for prop rotation (set to nil for nothing)
},
{
model = 'prop_piercing_gun', -- name of prop model used (set to nil for nothing)
bone = 18905, -- bone index used (set to nil for nothing)
pos = vec3(0.14, 0.04, -0.02), -- vec3 value for prop position (set to nil for nothing)
rot = vec3(186.0, 40.0, 186.0), -- vec3 value for prop rotation (set to nil for nothing)
},
},
},
},
--add other items as required
},
--add other categories as required
},
}Last updated