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Save danthedaniel/8c20f5c5582e84f7fd6c64a9a2247423 to your computer and use it in GitHub Desktop.
void main() | |
{ | |
Hive ce = CreateHive(); | |
if (ce) | |
ce.InitOffline(); | |
Weather weather = g_Game.GetWeather(); | |
weather.GetOvercast().SetLimits(0.0, 1.0); | |
weather.GetRain().SetLimits(0.0, 1.0); | |
weather.GetFog().SetLimits(0.0, 0.25); | |
weather.GetOvercast().SetForecastChangeLimits(0.0, 0.2); | |
weather.GetRain().SetForecastChangeLimits(0.0, 0.1); | |
weather.GetFog().SetForecastChangeLimits(0.15, 0.45); | |
weather.GetOvercast().SetForecastTimeLimits(1800, 1800); | |
weather.GetRain().SetForecastTimeLimits(600, 600); | |
weather.GetFog().SetForecastTimeLimits(1800, 1800); | |
weather.GetOvercast().Set(Math.RandomFloatInclusive(0.0, 0.3), 0, 0); | |
weather.GetRain().Set(Math.RandomFloatInclusive(0.0, 0.2), 0, 0); | |
weather.GetFog().Set(Math.RandomFloatInclusive(0.0, 0.1), 0, 0); | |
weather.SetWindMaximumSpeed(15); | |
weather.SetWindFunctionParams(0.1, 0.3, 50); | |
} | |
class CustomMission: MissionServer | |
{ | |
override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) | |
{ | |
Entity playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE"); | |
Class.CastTo(m_player, playerEnt); | |
GetGame().SelectPlayer(identity, m_player); | |
return m_player; | |
} | |
void addMags(PlayerBase player, string mag_type, int count) | |
{ | |
if (count < 1) | |
return; | |
EntityAI mag; | |
for (int i = 0; i < count; i++) { | |
mag = player.GetInventory().CreateInInventory(mag_type); | |
} | |
player.SetQuickBarEntityShortcut(mag, 1, true); | |
} | |
EntityAI assaultClass(PlayerBase player) | |
{ | |
EntityAI gun = player.GetHumanInventory().CreateInHands("M4A1"); | |
gun.GetInventory().CreateAttachment("M4_RISHndgrd_Black"); | |
gun.GetInventory().CreateAttachment("M4_MPBttstck_Black"); | |
gun.GetInventory().CreateAttachment("ACOGOptic"); | |
addMags(player, "Mag_STANAG_30Rnd", 3); | |
return gun; | |
} | |
EntityAI sniperClass(PlayerBase player) | |
{ | |
EntityAI gun = player.GetHumanInventory().CreateInHands("SVD"); | |
gun.GetInventory().CreateAttachment("PSO1Optic"); | |
addMags(player, "Mag_SVD_10Rnd", 3); | |
return gun; | |
} | |
EntityAI smgClass(PlayerBase player) | |
{ | |
EntityAI gun = player.GetHumanInventory().CreateInHands("UMP45"); | |
gun.GetInventory().CreateAttachment("PistolSuppressor"); | |
addMags(player, "Mag_UMP_25Rnd", 3); | |
return gun; | |
} | |
override void StartingEquipSetup(PlayerBase player, bool clothesChosen) | |
{ | |
player.RemoveAllItems(); | |
player.GetInventory().CreateInInventory("TTSKOPants"); | |
player.GetInventory().CreateInInventory("TTsKOJacket_Camo"); | |
player.GetInventory().CreateInInventory("CombatBoots_Black"); | |
player.GetInventory().CreateInInventory("ImprovisedBag"); | |
player.GetInventory().CreateInInventory("SodaCan_Pipsi"); | |
player.GetInventory().CreateInInventory("SpaghettiCan"); | |
player.GetInventory().CreateInInventory("HuntingKnife"); | |
ItemBase rags = player.GetInventory().CreateInInventory("Rag"); | |
rags.SetQuantity(4); | |
EntityAI primary; | |
EntityAI axe = player.GetInventory().CreateInInventory("FirefighterAxe"); | |
switch (Math.RandomInt(0, 3)) { | |
case 0: primary = assaultClass(player); break; | |
case 1: primary = sniperClass(player); break; | |
case 2: primary = smgClass(player); break; | |
} | |
player.LocalTakeEntityToHands(primary); | |
player.SetQuickBarEntityShortcut(primary, 0, true); | |
player.SetQuickBarEntityShortcut(rags, 2, true); | |
player.SetQuickBarEntityShortcut(axe, 3, true); | |
} | |
}; | |
Mission CreateCustomMission(string path) | |
{ | |
return new CustomMission(); | |
} |
Still need @vasilieviv?
Hello, I added/replaced my init.c file on the server I am running and I get a bunch of this error:
'PistolSuppressor' must be inherited from class 'ItemSuppressor'
Any ideas how to remedy?
Thanks,
Alex.
So on further inspection it seems something was changed since the "BETA" release. This now works:
EntityAI primary;
ItemBase itemBs;
primary = BasicLoadoutClass(player);itemBs = ItemBase.Cast(primary);
itemBs = ItemBase.Cast(primary);
Alex,
I am real new to all of this.
I have a very basic understanding of coding
I am trying to setup a DayZ SA server which i have running but trying to tweak some files.
Where do I put these changes based on the above.
EntityAI primary;
ItemBase itemBs;
primary = BasicLoadoutClass(player);itemBs = ItemBase.Cast(primary);
itemBs = ItemBase.Cast(primary);
Any help is appreciated.
It would be easier if you just gave the whole thing again with the changes.
Much appreciated.
Using this init.c I spawn with all items EXCEPT the gun, no matter the class. I'm running v1.0. Like burns1972 I'm new to this as well.
Any suggestions?
Thanks,
Hi. Can you help with the safe zone script for Dayz SA? I guarantee the reward.