18 m_Text =
"#STR_craftarmband0";
39 EntityAI armband = action_data.
m_Player.SpawnEntityOnGroundRaycastDispersed(
"Armband_White");
42 MiscGameplayFunctions.TransferItemProperties(action_data.
m_MainItem, armband);
47 return "ImprovisedCloth_craft";
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
ActionCraftArmbandCB ActionContinuousBaseCB ActionCraftArmband()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
string GetSoundCategory(int ingredientIndex, ItemBase item)
void OnFinishProgressServer(ActionData action_data)
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++