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STEHNO

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  1. STEHNO

    Fresh spawn loadout

    EN: Here is Init.c where 4 Full characters are created. Random selects 1 of 4 characters. CZ: Zde je Init.c kde jsou vytvořeny 4 Full postavy.Náhodně vybere 1 ze 4 postav. ///////////////////////////// /////////// Init.c ////////// //// Created and Edited ///// //////////// by ///////////// //////// ST3HN0 ///////// ///////////////////////////// ////////////////////////////////////////////// //// Přidejte pomocnou funkci pro spawn //// <!-- --> ///////////////////////////////////////////// // Spusťte pomocnou funkci Umístit // // Umístit pomocnou funkci void SpawnObject(string objectName, vector position, vector orientation) { Object obj; obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0")); obj.SetPosition(position); obj.SetOrientation(orientation); // Force update collisions if (obj.CanAffectPathgraph()) { obj.SetAffectPathgraph(true, false); GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj); } } // Ukončit pomocnou funkci // void main() { //INIT WEATHER BEFORE ECONOMY INIT------------------------ GetGame().GetWorld().SetDate(2018, 05, 06, 08, 00); //nastaveni datumu a casu co bude po restartu Weather weather = g_Game.GetWeather(); weather.MissionWeather(false); // false = use weather controller from Weather.c weather.GetOvercast().Set( Math.RandomFloatInclusive(0.2, 0.4), 1, 0); weather.GetRain().Set( 0, 0, 1); weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0); //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); //DATE RESET AFTER ECONOMY INIT------------------------- int year, month, day, hour, minute; int reset_month = 9, reset_day = 20; GetGame().GetWorld().GetDate(year, month, day, hour, minute); if ((month == reset_month) && (day < reset_day)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } else { if ((month == reset_month + 1) && (day > reset_day)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } else { if ((month < reset_month) || (month > reset_month + 1)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } } } //Tuto funkci přidejte k vytvoření souboru * „mapgrouppos.xml“ v storage_1 / export. Je to na to aby Vám to vytvořilo v nových budovách SPAWN LOOTU. // Spusťte server s povoleným (GetCEApi().ExportProxyData( "7500 0 7500", 10000 ); ,počkejte 2-3 minuty, ten Vám vytvoří soubor * „mapgrouppos.xml“. Tento soubor najdete v mpmissions/název mapy/storage_1/export. // Nahradit původní „mapgrouppos.xml“ za nový z mpmissions/dayzOffline.chernarusplus/storage_1/export. //GetCEApi().ExportProxyData( "7500 0 7500", 10000 ); //Po vytvoření souboru „mapgrouppos.xml“ v storage_1/export ho nahradte původním ten najdete. Příklad:(E:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus).Pak nezapomeň zatrhnout zase ten řádek aby se ti pořád nedělal spawn. //Zatrhněte tento řádek „GetCEApi().ExportProxyData( "7500 0 7500", 10000 );“ pomocí // a restartujte server. A už by měl být SPAWN hotovej.Abyste viděli hned že se v nových budovách SPAWNUJI věci je lepší udělat WIPE. // Tím,že smažete storage_1/data. Doporučuji zálohovat složku „storage_1“ celou } class CustomMission: MissionServer { void SetRandomHealth(EntityAI itemEnt) { if ( itemEnt ) { float rndHlt = Math.RandomFloat( 0.45, 0.65 ); itemEnt.SetHealth01( "", "", rndHlt ); } } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer( identity, characterName, pos, 0, "NONE" ); //Vytvoří náhodnou postavu s oblečením Class.CastTo( m_player, playerEnt ); GetGame().SelectPlayer( identity, m_player ); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemClothing; EntityAI itemEnt; ItemBase itemBs; player.RemoveAllItems(); //Tohle napsat aby se smazaly veci postavy switch (Math.RandomInt(0, 3)) { // kdyz chcete vytvořit vice postav a nazvat kazdou postavu příklad:(case 0 - 9)a náhodně vybere jednu z techto postav.POZOR povolit tady řádek 111 // a dole smazat zavorku řádek 277. //dát k první postavě a k další (case 0-9:) case 0: // kalhoty(pants) itemClothing = player.GetInventory().CreateInInventory("ST3HN0_Gorka_Pants_Green"); // vytvori do hracovo iventare (kalhoty,triko,vesta,batoh...) { itemEnt = itemClothing.GetInventory().CreateInInventory( "CanOpener" ); //vytvori item do obleceni itemEnt = itemClothing.GetInventory().CreateInInventory( "TacticalBaconCan" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "SodaCan_Kvass" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); // SetRandomHealth( itemEnt ); // random nastaveni kvality itemu (poskozeny,novy atd... samo nastavi kvalitu) // int throwDice = Math.RandomInt( 0, 2 ); // if ( throwDice == 0 ) // itemEnt = itemClothing.GetInventory().CreateInInventory( "dzn_tool_watch" ); // vybere jednu moznost z techto dvou a stím se postava SPAWNE: // else // itemEnt = itemClothing.GetInventory().CreateInInventory( "dzn_tool_watch2" ); } // bunda,triko(tops) itemClothing = player.GetInventory().CreateInInventory("ST3HN0_Gorka_Tops_Green"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "Rag" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 4 ); // pocet ragu player.SetQuickBarEntityShortcut( itemEnt, 0 ); // nastavení na tlacitko HOTBARU musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemEnt, 0“ vezme to z obleceni) itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_FNX45_15Rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_FNX45_15Rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_45ACP" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_45ACP" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_308Win" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_308Win" ); } // boty(shoes) itemClothing = player.GetInventory().CreateInInventory("MilitaryBoots_Bluerock"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "CombatKnife" ); // v military botech bude nůž } // rukavice(gloves) player.GetInventory().CreateInInventory("TacticalGloves_Green"); // batoh(Bag) // itemClothing = player.GetInventory().CreateInInventory("AliceBag_Green"); // { // itemEnt = itemClothing.GetInventory().CreateInInventory( "Scout_Livonia" ); // if ( Class.CastTo( itemBs, itemEnt ) ) // player.SetQuickBarEntityShortcut( itemEnt, 6 ); // itemBs.GetInventory().CreateInInventory("ACOGOptic"); // if ( Class.CastTo( itemBs, itemEnt ) ) // itemBs.GetInventory().CreateInInventory("M4_Suppressor"); // itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Scout_5Rnd" ); // itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AKM_Drum75Rnd_Green" ); // } // vesta(vest) itemClothing = player.GetInventory().CreateInInventory("Vest2_Green_ST3HN0"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "Apple" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Pear" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Plum" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Kiwi" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Banana" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Vodka" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Orange" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AKM_Drum75Rnd_Green" ); } // opasek + veci(belt) itemClothing = player.GetInventory().CreateInInventory("MilitaryBelt"); // vytvori item do opasku s tim ze na zbrani bude namontovany prislusenstvi + 9V baterky { itemEnt = itemClothing.GetInventory().CreateInInventory( "Canteen" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "NylonKnifeSheath" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "CombatKnife" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PlateCarrierHolster" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory("FNX45"); itemEnt = itemClothing.GetInventory().CreateInInventory( "FNP45_MRDSOptic" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "TLRLight" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PistolSuppressor" ); } // zbrane(weapons) itemClothing =player.GetInventory().CreateInInventory("AKM"); player.SetQuickBarEntityShortcut( itemClothing, 2 ) //tlacitko musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemClothing“ vezme to z ruky nebo zad) příklad:player.SetQuickBarEntityShortcut„( itemClothing, 2 )“ { itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_PlasticBttstck_Green" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_RailHndgrd_Green" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_Suppressor" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PSO11Optic" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); } // helma na nocni videni(helmet + nvg) itemClothing =player.GetInventory().CreateInInventory("Mich2001Helmet"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "NVGoggles" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "UniversalLight" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); } // co bude mit v ruce postava(player in hand) itemClothing = player.GetHumanInventory().CreateInHands("B95"); player.SetQuickBarEntityShortcut( itemClothing, 1 ); // tlacitko musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemClothing“ vezme to z ruky nebo zad) příklad:player.SetQuickBarEntityShortcut„( itemClothing, 1 )“ { itemEnt = itemClothing.GetInventory().CreateInInventory( "HuntingOptic" ); } break; case 1: // kalhoty itemClothing = player.GetInventory().CreateInInventory("PrisonPants_ST3HN0"); // vytvori do hracovo iventare (kalhoty,triko,vesta,batoh...) { itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Scout_5Rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Scout_5Rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "CanOpener" ); //vytvori item do obleceni itemEnt = itemClothing.GetInventory().CreateInInventory( "TacticalBaconCan" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "SodaCan_Kvass" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Apple" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Pear" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Plum" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Kiwi" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Banana" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Vodka" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Orange" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); // SetRandomHealth( itemEnt ); // random nastaveni kvality itemu (poskozeny,novy atd... samo nastavi kvalitu) // int throwDice = Math.RandomInt( 0, 2 ); // if ( throwDice == 0 ) // itemEnt = itemClothing.GetInventory().CreateInInventory( "dzn_tool_watch" ); // vybere jednu moznost z techto dvou a stím se postava SPAWNE: // else // itemEnt = itemClothing.GetInventory().CreateInInventory( "dzn_tool_watch2" ); } // bunda,triko itemClothing = player.GetInventory().CreateInInventory("ST3HN0_Telnyashka"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "Rag" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 4 ); // pocet ragu player.SetQuickBarEntityShortcut( itemEnt, 0 ); // nastavení na tlacitko HOTBARU musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemEnt, 0“ vezme to z obleceni) itemEnt = itemClothing.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Deagle_9rnd" ); // vytvori item do obleceni itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Deagle_9rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_556x45" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_556x45" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_556x45" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_CMAG_40Rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_CMAG_40Rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_CMAG_40Rnd" ); } // boty itemClothing = player.GetInventory().CreateInInventory("MilitaryBoots_Redpunk"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "CombatKnife" ); // v military botech bude nůž } // rukavice player.GetInventory().CreateInInventory("TacticalGloves_Green"); // batoh // itemClothing = player.GetInventory().CreateInInventory("AliceBag_Green"); // { // itemEnt = itemClothing.GetInventory().CreateInInventory( "Scout_Livonia" ); // if ( Class.CastTo( itemBs, itemEnt ) ) // player.SetQuickBarEntityShortcut( itemEnt, 6 ); // itemBs.GetInventory().CreateInInventory("ACOGOptic"); // if ( Class.CastTo( itemBs, itemEnt ) ) // itemBs.GetInventory().CreateInInventory("M4_Suppressor"); // itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Scout_5Rnd" ); // itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AKM_Drum75Rnd_Green" ); // } // vesta itemClothing = player.GetInventory().CreateInInventory("PlateCarrierVest_Green"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "PlateCarrierPouches_Green" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PlateCarrierHolster_Green" ); } // opasek + veci itemClothing = player.GetInventory().CreateInInventory("MilitaryBelt"); // vytvori item do opasku s tim ze na zbrani bude namontovany prislusenstvi + 9V baterky { itemEnt = itemClothing.GetInventory().CreateInInventory( "Canteen" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "NylonKnifeSheath" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "CombatKnife" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PlateCarrierHolster" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory("Deagle_Gold"); if ( Class.CastTo( itemBs, itemEnt ) ) player.SetQuickBarEntityShortcut( itemEnt, 4 ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PistolOptic" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PistolSuppressor" ); } // zbrane itemClothing =player.GetInventory().CreateInInventory("M4A1_Green"); player.SetQuickBarEntityShortcut( itemClothing, 2 ) //tlacitko musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemClothing“ vezme to z ruky nebo zad) příklad:player.SetQuickBarEntityShortcut„( itemClothing, 2 )“ { itemEnt = itemClothing.GetInventory().CreateInInventory( "M4_MPBttstck" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "M4_RISHndgrd_Green" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "M4_Suppressor" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "ACOGOptic" ); } // helma na nocni videni itemClothing =player.GetInventory().CreateInInventory("Mich2001Helmet"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "NVGoggles" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "UniversalLight" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); } // co bude mit v ruce postava itemClothing = player.GetHumanInventory().CreateInHands("Scout_Livonia"); player.SetQuickBarEntityShortcut( itemClothing, 1 ); // tlacitko musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemClothing“ vezme to z ruky nebo zad) příklad:player.SetQuickBarEntityShortcut„( itemClothing, 1 )“ { itemEnt = itemClothing.GetInventory().CreateInInventory( "ACOGOptic" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "M4_Suppressor" ); } break; case 2: // kalhoty itemClothing = player.GetInventory().CreateInInventory("ST3HN0_Ttsko_Pants_Camo"); // vytvori do hracovo iventare (kalhoty,triko,vesta,batoh...) { itemEnt = itemClothing.GetInventory().CreateInInventory( "CanOpener" ); //vytvori item do obleceni itemEnt = itemClothing.GetInventory().CreateInInventory( "TacticalBaconCan" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Magazines_Svd_30Rnd_Blue" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Magazines_Svd_30Rnd_Blue" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Magazines_Svd_30Rnd_Blue" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "SodaCan_Kvass" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_762x54" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_762x54" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_762x54" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); // SetRandomHealth( itemEnt ); // random nastaveni kvality itemu (poskozeny,novy atd... samo nastavi kvalitu) // int throwDice = Math.RandomInt( 0, 2 ); // if ( throwDice == 0 ) // itemEnt = itemClothing.GetInventory().CreateInInventory( "dzn_tool_watch" ); // vybere jednu moznost z techto dvou a stím se postava SPAWNE: // else // itemEnt = itemClothing.GetInventory().CreateInInventory( "dzn_tool_watch2" ); } // bunda,triko itemClothing = player.GetInventory().CreateInInventory("ST3HN0_Ttsko_Tops_Camo"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "Rag" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 4 ); // pocet ragu player.SetQuickBarEntityShortcut( itemEnt, 0 ); // nastavení na tlacitko HOTBARU musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemEnt, 0“ vezme to z obleceni) itemEnt = itemClothing.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Deagle_9rnd" ); // vytvori item do obleceni itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Deagle_9rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_545x39" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_545x39" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_545x39" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AK74_30Rnd_Black" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AK74_30Rnd_Black" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AK74_30Rnd_Black" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Apple" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Pear" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Plum" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Kiwi" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Banana" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Vodka" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Orange" ); } // boty itemClothing = player.GetInventory().CreateInInventory("MilitaryBoots_Black"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "CombatKnife" ); // v military botech bude nůž } // rukavice player.GetInventory().CreateInInventory("TacticalGloves_Black"); // batoh // itemClothing = player.GetInventory().CreateInInventory("AliceBag_Green"); // { // itemEnt = itemClothing.GetInventory().CreateInInventory( "Scout_Livonia" ); // if ( Class.CastTo( itemBs, itemEnt ) ) // player.SetQuickBarEntityShortcut( itemEnt, 6 ); // itemBs.GetInventory().CreateInInventory("ACOGOptic"); // if ( Class.CastTo( itemBs, itemEnt ) ) // itemBs.GetInventory().CreateInInventory("M4_Suppressor"); // itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Scout_5Rnd" ); // itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AKM_Drum75Rnd_Green" ); // } // vesta itemClothing = player.GetInventory().CreateInInventory("PlateCarrierVest_Black"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "PlateCarrierHolster_Black" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PlateCarrierPouches_Black" ); } // opasek + veci itemClothing = player.GetInventory().CreateInInventory("MilitaryBelt"); // vytvori item do opasku s tim ze na zbrani bude namontovany prislusenstvi + 9V baterky { itemEnt = itemClothing.GetInventory().CreateInInventory( "Canteen" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "NylonKnifeSheath" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "CombatKnife" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PlateCarrierHolster" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory("Deagle_Gold"); if ( Class.CastTo( itemBs, itemEnt ) ) player.SetQuickBarEntityShortcut( itemEnt, 4 ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PistolOptic" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PistolSuppressor" ); } // zbrane itemClothing =player.GetInventory().CreateInInventory("AK74_Black"); player.SetQuickBarEntityShortcut( itemClothing, 2 ) //tlacitko musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemClothing“ vezme to z ruky nebo zad) příklad:player.SetQuickBarEntityShortcut„( itemClothing, 2 )“ { itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_PlasticBttstck_Black" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_RailHndgrd_Black" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_Suppressor" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PSO11Optic" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); } // helma na nocni videni itemClothing =player.GetInventory().CreateInInventory("Mich2001Helmet"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "NVGoggles" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "UniversalLight" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); } // co bude mit v ruce postava itemClothing = player.GetHumanInventory().CreateInHands("Weapon_Esvd_SVD_Blue"); player.SetQuickBarEntityShortcut( itemClothing, 1 ); // tlacitko musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemClothing“ vezme to z ruky nebo zad) příklad:player.SetQuickBarEntityShortcut„( itemClothing, 1 )“ { itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_Suppressor" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PSO11Optic" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); } break; case 3: // kalhoty itemClothing = player.GetInventory().CreateInInventory("ST3HN0_Usmc_Pants_Woodland"); // vytvori do hracovo iventare (kalhoty,triko,vesta,batoh...) { itemEnt = itemClothing.GetInventory().CreateInInventory( "CanOpener" ); //vytvori item do obleceni itemEnt = itemClothing.GetInventory().CreateInInventory( "TacticalBaconCan" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "SodaCan_Kvass" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "RGD5Grenade" ); // SetRandomHealth( itemEnt ); // random nastaveni kvality itemu (poskozeny,novy atd... samo nastavi kvalitu) // int throwDice = Math.RandomInt( 0, 2 ); // if ( throwDice == 0 ) // itemEnt = itemClothing.GetInventory().CreateInInventory( "dzn_tool_watch" ); // vybere jednu moznost z techto dvou a stím se postava SPAWNE: // else // itemEnt = itemClothing.GetInventory().CreateInInventory( "dzn_tool_watch2" ); } // bunda,triko itemClothing = player.GetInventory().CreateInInventory("ST3HN0_Usmc_Tops_Woodland"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "Rag" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 4 ); // pocet ragu player.SetQuickBarEntityShortcut( itemEnt, 0 ); // nastavení na tlacitko HOTBARU musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemEnt, 0“ vezme to z obleceni) itemEnt = itemClothing.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_357" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Deagle_9rnd" ); // vytvori item do obleceni itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Deagle_9rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_556x45" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_556x45" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_556x45" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AK101_30Rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AK101_30Rnd" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AK101_30Rnd" ); } // boty itemClothing = player.GetInventory().CreateInInventory("MilitaryBoots_Beige"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "CombatKnife" ); // v military botech bude nůž } // rukavice player.GetInventory().CreateInInventory("TacticalGloves_Beige"); // batoh // itemClothing = player.GetInventory().CreateInInventory("AliceBag_Green"); // { // itemEnt = itemClothing.GetInventory().CreateInInventory( "Scout_Livonia" ); // if ( Class.CastTo( itemBs, itemEnt ) ) // player.SetQuickBarEntityShortcut( itemEnt, 6 ); // itemBs.GetInventory().CreateInInventory("ACOGOptic"); // if ( Class.CastTo( itemBs, itemEnt ) ) // itemBs.GetInventory().CreateInInventory("M4_Suppressor"); // itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_Scout_5Rnd" ); // itemEnt = itemClothing.GetInventory().CreateInInventory( "Mag_AKM_Drum75Rnd_Green" ); // } // vesta itemClothing = player.GetInventory().CreateInInventory("Vest2_Black_ST3HN0"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "Apple" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Pear" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Plum" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Kiwi" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Banana" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Vodka" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Orange" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Magazines_Fal_50Rnd_Blue" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Magazines_Fal_50Rnd_Blue" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Magazines_Fal_50Rnd_Blue" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_308Win" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_308Win" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Ammo_308Win" ); } // opasek + veci itemClothing = player.GetInventory().CreateInInventory("MilitaryBelt"); // vytvori item do opasku s tim ze na zbrani bude namontovany prislusenstvi + 9V baterky { itemEnt = itemClothing.GetInventory().CreateInInventory( "Canteen" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "NylonKnifeSheath" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "CombatKnife" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PlateCarrierHolster" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory("Deagle_Gold"); if ( Class.CastTo( itemBs, itemEnt ) ) player.SetQuickBarEntityShortcut( itemEnt, 4 ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PistolOptic" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PistolSuppressor" ); } // zbrane itemClothing =player.GetInventory().CreateInInventory("Weapon_Faling_FAL_Blue"); player.SetQuickBarEntityShortcut( itemClothing, 2 ) //tlacitko musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemClothing“ vezme to z ruky nebo zad) příklad:player.SetQuickBarEntityShortcut„( itemClothing, 2 )“ { itemEnt = itemClothing.GetInventory().CreateInInventory( "Fal_FoldingBttstck" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "ACOGOptic" ); } // helma na nocni videni itemClothing =player.GetInventory().CreateInInventory("Mich2001Helmet"); { itemEnt = itemClothing.GetInventory().CreateInInventory( "NVGoggles" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "UniversalLight" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); } // co bude mit v ruce postava itemClothing = player.GetHumanInventory().CreateInHands("AK101_Green"); player.SetQuickBarEntityShortcut( itemClothing, 1 ); // tlacitko musi to jit od 0-9 a na hotbaru to bude od 1-0 (kdyz je tam „itemClothing“ vezme to z ruky nebo zad) příklad:player.SetQuickBarEntityShortcut„( itemClothing, 1 )“ { itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_PlasticBttstck_Green" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_RailHndgrd_Green" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "AK_Suppressor" ); itemEnt = itemClothing.GetInventory().CreateInInventory( "PSO11Optic" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.GetInventory().CreateInInventory( "Battery9V" ); } break; } // povolit pri nastaveni vice postav az ke konci kdyz budete mit hotovy vsechny postavy // narazí na čerstvou vodu a energetické hodnoty (pro kompenzaci zmrazeného jídla a těžko dostupných studní) Třeba na mapě „Namalsk“ //player.GetStatWater().Set( 900 ); //player.GetStatEnergy().Set( 1100 ); } }; // tuhle smazat pri povolovani vice postav na vyber a vytvoři vice postav viz řádek (116-269) Mission CreateCustomMission(string path) { return new CustomMission(); }
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