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markanderson

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About markanderson

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  1. So i want to remove all weapons from classes but the server crashes,can someone help me edit? here is my init.c 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, i + 1, true); } } EntityAI assault1Class(PlayerBase player) { EntityAI gun = player.GetHumanInventory().CreateInHands("M4A1"); gun.GetInventory().CreateAttachment("M4_RISHndgrd_Black"); gun.GetInventory().CreateAttachment("M4_MPBttstck_Black"); addMags(player, "Mag_STANAG_30Rnd", 3); return gun; } EntityAI assault2Class(PlayerBase player) { EntityAI gun = player.GetHumanInventory().CreateInHands("AKM"); gun.GetInventory().CreateAttachment("AK_WoodBttstck"); gun.GetInventory().CreateAttachment("AK_WoodHndgrd"); addMags(player, "Mag_AKM_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 optic_attach EntityAI gun = player.GetHumanInventory().CreateInHands("UMP45"); gun.GetInventory().CreateAttachment("PistolSuppressor"); optic_attach = gun.GetInventory().CreateAttachment("M68Optic"); optic_attach.GetInventory().CreateAttachment( "Battery9V" ); gun.GetInventory().CreateAttachment("PistolSuppressor"); addMags(player, "Mag_UMP_25Rnd", 4); return gun; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { // TStringArray pants = {"Jeans_Black","Jeans_BlueDark","Jeans_Blue","Jeans_Brown","Jeans_Green","Jeans_Grey"}; TStringArray shoes = {"AthleticShoes_Black","AthleticShoes_Brown","AthleticShoes_Grey","HikingBootsLow_Beige","HikingBootsLow_Black","HikingBootsLow_Grey","HikingBoots_Black","HikingJacket_Black"}; TStringArray backpack = {"TortillaBag","HuntingBag","SmershBag","AssaultBag_Ttsko","AssaultBag_Black","AssaultBag_Green","CoyoteBag_Brown","CoyoteBag_Green","AliceBag_Green","AliceBag_Black","AliceBag_Camo"}; TStringArray vest = {"PlateCarrierComplete","HighCapacityVest_Olive","HighCapacityVest_Black"}; TStringArray drink = {"SodaCan_Cola","SodaCan_Kvass","SodaCan_Pipsi","SodaCan_Spite"}; TStringArray food = {"Worm","SmallGuts","PowderedMilk","PeachesCan","Pear"}; TStringArray tool = {"OrienteeringCompass","Knife","PurificationTablets","Matchbox"}; // player.RemoveAllItems(); player.GetInventory().CreateInInventory(pants.GetRandomElement()); player.GetInventory().CreateInInventory(shoes.GetRandomElement()); player.GetInventory().CreateInInventory(backpack.GetRandomElement()); player.GetInventory().CreateInInventory(vest.GetRandomElement()); player.GetInventory().CreateInInventory(drink.GetRandomElement()); player.GetInventory().CreateInInventory(food.GetRandomElement()); player.GetInventory().CreateInInventory(tool.GetRandomElement()); player.GetInventory().CreateInInventory("CanOpener"); player.GetInventory().CreateInInventory("PersonalRadio"); player.GetInventory().CreateInInventory("Battery9V"); player.GetInventory().CreateInInventory("Battery9V"); player.GetInventory().CreateInInventory("Canteen"); player.GetInventory().CreateInInventory("OrienteeringCompass"); player.GetInventory().CreateInInventory("FNX45"); ItemBase rags = player.GetInventory().CreateInInventory("Rag"); rags.SetQuantity(4); addMags(player, "Mag_FNX45_15Rnd", 3); EntityAI primary; EntityAI axe = player.GetInventory().CreateInInventory("FirefighterAxe"); switch (Math.RandomInt(0, 4)) { case 0: primary = assault1Class(player); break; case 1: primary = assault2Class(player); break; case 2: primary = sniperClass(player); break; case 3: primary = smgClass(player); break; } player.LocalTakeEntityToHands(primary); player.SetQuickBarEntityShortcut(primary, 0, true); player.SetQuickBarEntityShortcut(rags, 4, true); player.SetQuickBarEntityShortcut(axe, 5, true); } }; Mission CreateCustomMission(string path) { return new CustomMission(); }
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