How can I randomize spawn weapons and suits on a character? Thx!
Beiträge von DarkWater
Der Patch 1.29 wurde von BI auf 2026 verschoben.
Die neue Season bei GDZ startet trotzdem am 01.12.. Alle unser Server werden gewiped! (Infos)
Die neue Season bei GDZ startet trotzdem am 01.12.. Alle unser Server werden gewiped! (Infos)
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Thanks! What value should be set to rain and clouds on the server?
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//If all is set to null give always sunshine, no fog, and less clouds - Weather weather = g_Game.GetWeather();
- weather.GetOvercast().SetLimits( 0.0 , 0.0 );
- weather.GetRain().SetLimits( 0.0 , 0.0 );
- weather.GetFog().SetLimits( 0.0 , 0.0 );
- weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.0 );
- weather.GetRain().SetForecastChangeLimits( 0.0, 0.0 );
- weather.GetFog().SetForecastChangeLimits( 0.0, 0.0 );
- weather.GetOvercast().Set( 0, 0, 0);
- weather.GetRain().Set( 0, 0, 0);
- weather.GetFog().Set( 0, 0, 0);
- weather.SetWindMaximumSpeed(0);
- weather.SetWindFunctionParams(0.0, 0.0, 0);
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Hey, nice script, my problem is init.c , I want to make, so that to spawn a certain loot on player, but default loot spawns inside . Will help me? I will be grateful!
Code
Alles anzeigenvoid main() { //INIT WEATHER BEFORE ECONOMY INIT------------------------ //If all is set to null give always sunshine, no fog, and less clouds Weather weather = g_Game.GetWeather(); weather.GetOvercast().SetLimits( 0.0 , 0.0 ); weather.GetRain().SetLimits( 0.0 , 0.0 ); weather.GetFog().SetLimits( 0.0 , 0.0 ); weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.0 ); weather.GetRain().SetForecastChangeLimits( 0.0, 0.0 ); weather.GetFog().SetForecastChangeLimits( 0.0, 0.0 ); weather.GetOvercast().Set( 0, 0, 0); weather.GetRain().Set( 0, 0, 0); weather.GetFog().Set( 0, 0, 0); weather.SetWindMaximumSpeed(0); weather.SetWindFunctionParams(0.0, 0.0, 0); //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); GetGame().GetWorld().SetDate(2018, 8, 10, 13, 00); //Set the ingame date and time } class CustomMission: MissionServer { void SetRandomHealth(EntityAI itemEnt) { if ( itemEnt ) { int rndHlt = Math.RandomInt(55,100); itemEnt.SetHealth("","",rndHlt); } } //This func can be used or not, it is your choice void addMags(PlayerBase player, string mag_type, int count) { EntityAI mag; if (count < 1) return; for (int i = 0; i < count; i++) { mag = player.GetInventory().CreateInInventory(mag_type); } } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemEnt; ItemBase itemBs; //Get & Save Admin UIDs const string uid = "76561198225509732"; const string uid2 = "76561198010859062"; const string uid3 = "76561198070175567"; string player_uid = player.GetIdentity().GetPlainId(); //RemoveAllItems player.RemoveAllItems(); //Check if admin or not and choose spawn type if(player_uid == uid) { ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBeretJACK")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBandanaATACSFGMask")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCPCU5ATACSFGComander")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCPantsATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCGlovesATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBootsATACSFG")); cloth_militaryBoots.GetInventory().CreateAttachment("CombatKnife"); //attach the knife to the boots ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCTacVestATACSFGLogo")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCAliceBagATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("TacticalBaconCan")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBankaBaikal")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBankaJackSmithWhiskey")); ItemBase.Cast(player.GetInventory().CreateInInventory("FNX45")); ItemBase.Cast(player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd")); ItemBase.Cast(player.GetInventory().CreateInInventory("Rag")).SetQuantity(6); //.SetQuantity(x) set the amount of rags } if(player_uid == uid2) { ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBeretHarry")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBandanaATACSFGMask")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCPCU5ATACSFGComander")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCPantsATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCGlovesATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBootsATACSFG")); cloth_militaryBoots.GetInventory().CreateAttachment("CombatKnife"); //attach the knife to the boots ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCTacVestATACSFGLogo")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCAliceBagATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("TacticalBaconCan")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBankaBaikal")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBankaJackSmithWhiskey")); ItemBase.Cast(player.GetInventory().CreateInInventory("FNX45")); ItemBase.Cast(player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd")); ItemBase.Cast(player.GetInventory().CreateInInventory("Rag")).SetQuantity(6); //.SetQuantity(x) set the amount of rags } if(player_uid == uid3) { ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBeretPRAPOR")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBandanaATACSFGMask")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCPCU5ATACSFGComander")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCPantsATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCGlovesATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBootsATACSFG")); cloth_militaryBoots.GetInventory().CreateAttachment("CombatKnife"); //attach the knife to the boots ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCTacVestATACSFGLogo")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCAliceBagATACSFG")); ItemBase.Cast(player.GetInventory().CreateInInventory("TacticalBaconCan")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBankaBaikal")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBankaJackSmithWhiskey")); ItemBase.Cast(player.GetInventory().CreateInInventory("FNX45")); ItemBase.Cast(player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd")); ItemBase.Cast(player.GetInventory().CreateInInventory("Rag")).SetQuantity(6); //.SetQuantity(x) set the amount of rags } else { //DEFAULT LOOT ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCSTALKERHood")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCGasMaskGP5Tan")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCSTALKERJacket")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCSTALKERPants")); ItemBase.Cast(player.GetInventory().CreateInInventory("OMNOGloves_Brown")); ItemBase.Cast(player.GetInventory().CreateInInventory("MilitaryBoots_Brown")); cloth_militaryBoots.GetInventory().CreateAttachment("HuntingKnife"); //attach the knife to the boots ItemBase.Cast(player.GetInventory().CreateInInventory("TacticalBaconCan")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBankaBaikal")); ItemBase.Cast(player.GetInventory().CreateInInventory("MSFCBankaBaikal")); ItemBase.Cast(player.GetInventory().CreateInInventory("MakarovIJ70")); ItemBase.Cast(player.GetInventory().CreateInInventory("Mag_IJ70_8Rnd")); ItemBase.Cast(player.GetInventory().CreateInInventory("Rag")).SetQuantity(6); //.SetQuantity(x) set the amount of rags } } };