Hello to all dear readers! My problem would be that when I start the server, it throws the init.c error on line 408, namely "dayz init c not enough parameters in function 'dress_player'".
What do you guys suggest, what can I do? I highlighted the error.
switch (Math.RandomInt(0, 13)) {
case 0: // M4Class
dress_player(player, M4Class_Clothing);
primary = arm_player(player, M4Class_Gun, M4Class_Attachments);
sidearm = arm_player_secondary(player, M4Class_SideArm, M4Class_SideArm_Attachments);
give_utilities(player, Utilities, M4Class_Ammo_Boxes, bag_name);
addMags(player, M4Class_Mags, magCount, true);
give_medical(player, M4Class_Medical_Supplies);
break;
case 1: // AK101Class
dress_player(player, AK101Class_Clothing);
primary = arm_player(player, AK101Class_Gun, AK101Class_Attachments);
sidearm = arm_player_secondary(player, AK101Class_SideArm, AK101Class_SideArm_Attachments);
give_utilities(player, AK101Class_Ammo_Boxes, Utilities, bag_name);
addMags(player, AK101Class_Mags, magCount, true);
give_medical(player, AK101Class_Medical_Supplies);
break;
case 2: // KAMClass
dress_player(player, KAMClass_Clothing);
primary = arm_player(player, KAMClass_Gun, KAMClass_Attachments);
sidearm = arm_player_secondary(player, KAMClass_SideArm, KAMClass_SideArm_Attachments);
give_utilities(player, KAMClass_Ammo_Boxes, Utilities, bag_name);
addMags(player, KAMClass_Mags, magCount, true);
give_medical(player, KAMClass_Medical_Supplies);
break;
case 3: // SVALClass
dress_player(player, SVALClass_Clothing);
primary = arm_player(player, SVALClass_Gun, SVALClass_Attachments);
sidearm = arm_player_secondary(player, SVALClass_SideArm, SVALClass_SideArm_Attachments);
give_utilities(player, SVALClass_Ammo_Boxes, Utilities, bag_name);
addMags(player, SVALClass_Mags, magCount, true);
give_medical(player, SVALClass_Medical_Supplies);
break;
case 4: // UMP45Class
dress_player(player, UMP45Class_Clothing);
primary = arm_player(player, UMP45Class_Gun, UMP45Class_Attachments);
sidearm = arm_player_secondary(player, UMP45Class_SideArm, UMP45Class_SideArm_Attachments);
give_utilities(player, UMP45Class_Ammo_Boxes, Utilities, bag_name);
addMags(player, UMP45Class_Mags, magCount, true);
give_medical(player, UMP45Class_Medical_Supplies);
break;
case 5: // LARClass
dress_player(player, LARClass_Clothing);
primary = arm_player(player, LARClass_Gun, LARClass_Attachments);
sidearm = arm_player_secondary(player, LARClass_SideArm, LARClass_SideArm_Attachments);
give_utilities(player, LARClass_Ammo_Boxes, Utilities, bag_name);
addMags(player, LARClass_Mags, magCount, true);
give_medical(player, LARClass_Medical_Supplies);
break;
case 6: // AURClass
dress_player(player, AURClass_Clothing);
primary = arm_player(player, AURClass_Gun, AURClass_Attachments);
sidearm = arm_player_secondary(player, AURClass_SideArm, AURClass_SideArm_Attachments);
give_utilities(player, AURClass_Ammo_Boxes, Utilities, bag_name);
addMags(player, AURClass_Mags, magCount, true);
give_medical(player, AURClass_Medical_Supplies);
break;
case 7: // MosinClass
dress_player(player, MosinClass_Clothing);
primary = arm_player(player, MosinClass_Gun, MosinClass_Attachments);
sidearm = arm_player_secondary(player, MosinClass_SideArm, MosinClass_SideArm_Attachments);
give_utilities(player, MosinClass_Ammo_Boxes, Utilities, bag_name);
addMags(player, MosinClass_Mags, magCount, true);
give_medical(player, MosinClass_Medical_Supplies);
break;
case 8: // SKSClass
dress_player(player, SKSClass_Clothing);
primary = arm_player(player, SKSClass_Gun, SKSClass_Attachments);
sidearm = arm_player_secondary(player, SKSClass_SideArm, SKSClass_SideArm_Attachments);
give_utilities(player, SKSClass_Ammo_Boxes, Utilities, bag_name);
addMags(player, SKSClass_Mags, magCount, true);
give_medical(player, SKSClass_Medical_Supplies);
break;
case 9: // Winchester70Class
dress_player(player, Winchester70_Clothing);
primary = arm_player(player, Winchester70Class_Gun, Winchester70Class_Attachments);
sidearm = arm_player_secondary(player, Winchester70Class_SideArm, Winchester70Class_SideArm_Attachments);
give_utilities(player, Winchester70Class_Ammo_Boxes, Utilities, bag_name);
addMags(player, Winchester70Class_Mags, magCount, true);
give_medical(player, Winchester70Class_Medical_Supplies);
break;
case 10: // B95Class
dress_player(player, B95Class_Clothing);
primary = arm_player(player, B95Class_Gun, B95Class_Attachments);
sidearm = arm_player_secondary(player, B95Class_SideArm, B95Class_SideArm_Attachments);
give_utilities(player, B95Class_Ammo_Boxes, Utilities, bag_name);
addMags(player, B95Class_Mags, magCount, true);
give_medical(player, B95Class_Medical_Supplies);
break;
case 11: // SkorpionClass
dress_player(player, SkorpionClass_Clothing);
primary = arm_player(player, SkorpionClass_Gun, SkorpionClass_Attachments);
sidearm = arm_player_secondary(player, SkorpionClass_SideArm, SkorpionClass_SideArm_Attachments);
give_utilities(player, SkorpionClass_Boxes, Utilities, bag_name);
addMags(player, SkorpionClass_Mags, magCount, true);
give_medical(player, SkorpionClass_Medical_Supplies);
break;
case 12: // BK43Class
dress_player(player, BK43Class_Clothing);
primary = arm_player(player, BK43Class_Gun, BK43Class_Attachments);
sidearm = arm_player_secondary(player, BK43Class_SideArm, BK43Class_SideArm_Attachments);
give_utilities(player, BK43Class_Ammo_Boxes, Utilities, bag_name);
addMags(player, BK43Class_Mags, magCount, true);
give_medical(player, BK43Class_Medical_Supplies);
break;
}
player.GetInventory().CreateInInventory(oneHanders.GetRandomElement());
player.SetQuickBarEntityShortcut(primary, 0, true);
if(secondary != null){
player.SetQuickBarEntityShortcut(secondary, 1, true);
}
}
};
Mission CreateCustomMission(string path) {
return new CustomMission();
}