English Solved Setting up VIP status and resource extraction for different donor levels

  • Auteur de la discussion Auteur de la discussion Sky Sailor
  • Date de début Date de début

Sky Sailor

User
23/1/20
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I installed the script. it's easy for me ... I want to set up VIP status ... donor level for resource extraction.
Please tell me how to configure the production system. I want to make VIP status. it is donorlevel 1, donor lever 2 and donor level 3. In the database, I set everything up. It is necessary that the donor level 1 get 4 pieces, the donor level 2, 6 pieces and the donor level 3 8 pieces. When mining a resource.
The same task is the processing of resources.
donorlevel 1 - 1.5 minutes, donorlevel 2 - 1 minute and donorlevel 3 - 40 seconds. Please tell me how to configure.
I speak English poorly, I am from Russia. my assistant is google translator ...
 
Solution
I see. As the durations can be changed in the config_master and it would be a shame to lose this functionality, here's what I've done.
For processing, the time is reduced this way:
Donor 1: 25% faster
Donor 2: 50% faster
Donor 3: 75% faster


For recovered items:
Donor 1: 25% more items
Donor 2: 50% more items
Donor 3: 75% more items


To do edit the script, follow these instructions :
All the files listed are in your @The_Programmer/addons/farming_system/client
- In your fn_processingSystem.sqf and in your fn_processingPhysical.sqf, find this line :
Code:
_time = getNumber (_config >> "time");
And add below it :
Code:
switch (call life_donorlevel) do {
    case 1 : {_time = _time * 0.75};
    case...
I see. As the durations can be changed in the config_master and it would be a shame to lose this functionality, here's what I've done.
For processing, the time is reduced this way:
Donor 1: 25% faster
Donor 2: 50% faster
Donor 3: 75% faster


For recovered items:
Donor 1: 25% more items
Donor 2: 50% more items
Donor 3: 75% more items


To do edit the script, follow these instructions :
All the files listed are in your @The_Programmer/addons/farming_system/client
- In your fn_processingSystem.sqf and in your fn_processingPhysical.sqf, find this line :
Code:
_time = getNumber (_config >> "time");
And add below it :
Code:
switch (call life_donorlevel) do {
    case 1 : {_time = _time * 0.75};
    case 2 : {_time = _time * 0.5};
    case 3 : {_time = _time * 0.25};
    default {};
};
- In your fn_mireOres.sqf and in your fn_cutTree.sqf, find this line :
Code:
_amount = round (random [_amount_min,_amount_moy,_amount_max]);
And add below it :
Code:
switch (call life_donorlevel) do {
    case 1 : {_amount = _amount * 1.25};
    case 2 : {_amount = _amount * 1.5};
    case 3 : {_amount = _amount * 1.75};
    default {};
};
 
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Solution
wrong a little tuned. donor level 1 - produces 2.5 pieces, 2 pieces fall into the backpack. donor level 2 - produces 3 pieces, 3 pieces fall into the backpack. donor level 3- produces 3.5 pieces, 3 pieces fall into the backpack.)))
 
Try like this :

Code:
switch (call life_donorlevel) do {
    case 1 : {_amount = _amount * 1.25; round _amount;};
    case 2 : {_amount = _amount * 1.5; round _amount;};
    case 3 : {_amount = _amount * 1.75; round _amount;};
    default {};
};
 
switch (call life_donorlevel) do {
case 1 : {_amount = _amount * 2};
case 2 : {_amount = _amount * 3};
case 3 : {_amount = _amount * 4};
default {};
};


at these values, it produces:
1. donor level 1 - 4 pieces
2. donor level 1 - 6 pieces
3. donor level 1 - 8 pieces

Just checked on my server.