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| void | CreateFood (string UniqueName, string[] NewIngredientsStringArr=null, int[] NewIngredientsAmountArr=null, string ModelName="", bool UsingCustomModel=true) |
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| void | UpdateModelParameters (string UniqueName, float Scale=1f, float RotX=0f, float RotY=0f, float RotZ=0f, float TransX=0f, float TransY=0f, float TransZ=0f) |
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| void | UpdateModelScale (string UniqueName, float Scale=1f) |
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| void | UpdateModelScaleSplit (string UniqueName, float ScaleX=1f, float ScaleY=1f, float ScaleZ=1f) |
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| void | UpdateModelRotation (string UniqueName, float RotX=0f, float RotY=0f, float RotZ=0f) |
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| void | UpdateModelTranslation (string UniqueName, float TransX=0f, float TransY=0f, float TransZ=0f) |
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| void | RegisterForCustomCallback (string UniqueName, string CallbackType, DynValue Callback) |
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◆ CreateFood()
| void ModFood.CreateFood |
( |
string |
UniqueName, |
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string[] |
NewIngredientsStringArr = null, |
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int[] |
NewIngredientsAmountArr = null, |
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string |
ModelName = "", |
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bool |
UsingCustomModel = true |
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) |
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Create a custom food item, one the player can pickup, move about and use as a food
- Version
- 134.28
- Parameters
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| UniqueName | - String - The unique and corresponding name of the food - Required |
| NewIngredientsStringArr | - String array - List of ingredients required to make the food - Defaults to none |
| NewIngredientsAmountArr | - Number (integer) array - The amount of each of the ingredients (Must match size of ingredients array) - Defaults to none |
| ModelName | - String - The name/path of the custom model to use or name/path of the in game model to use - Defaults to in game 'Apple' Model |
| UsingCustomModel | - Boolean - True if using a custom model, false if using in game model/default model - Defaults to true |
- Returns
- None
- Example
- ModFood.CreateFood("Cupcake") – Default Model
- ModFood.CreateFood("Cupcake", {"Folk"}, {1})– Default Model
- ModFood.CreateFood("Cupcake", {"Folk"}, {1}, "Models/Food/AppleJam", false) – In Game Model
- ModFood.CreateFood("Cupcake", {"Folk"}, {1}, "Cupcake/Cupcake_v1", true) – Custom Model
- Note
- Can be used in functions: Creation()
The documentation for this class was generated from the following file: