radar1029 28 Posted December 17, 2018 I'm trying to get new spawns to load out with the following items, and need some help with the code...Can't get the gun or backpack to spawn. TTSKO pants/Jacket Improvised bag combat boots FNX45 w/ magazine In the inventory i Want rags, water bottle, combat knife, ammo box and a suppressor and random piece of fruit... I'm also waiting for my GSP to give me access back to my init.c file so I can test. player.RemoveAllItems(); player.GetInventory().CreateInInventory("TTSKOPants"); player.GetInventory().CreateInInventory("TTsKOJacket_Camo"); player.GetInventory().CreateInInventory("ImprovisedBag"); player.GetInventory().CreateInInventory("CombatBoots_Black"); EntityAI gun = player.GetInventory().CreateInInventory("FNX45"); EntityAI magazine = player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd"); */ EntityAI itemTop; EntityAI itemEnt; ItemBase itemBs; float rand; itemTop = player.FindAttachmentBySlotName("Body"); if ( itemTop ) { itemEnt = itemTop.GetInventory().CreateInInventory("Rag"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(4); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("CombatKnife"); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("Matchbox"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(10); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("WaterBottle"); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("PistolSuppressor"); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("AmmoBox_45ACP_25Rnd"); SetRandomHealth(itemEnt); } rand = Math.RandomFloatInclusive(0.0, 1.0); if ( rand < 0.35 ) itemEnt = player.GetInventory().CreateInInventory("Apple"); else if ( rand > 0.65 ) itemEnt = player.GetInventory().CreateInInventory("Pear"); else itemEnt = player.GetInventory().CreateInInventory("Plum"); SetRandomHealth(itemEnt); Share this post Link to post Share on other sites
mrwolv 46 Posted December 18, 2018 11 hours ago, radar1029 said: I'm trying to get new spawns to load out with the following items, and need some help with the code...Can't get the gun or backpack to spawn. TTSKO pants/Jacket Improvised bag combat boots FNX45 w/ magazine In the inventory i Want rags, water bottle, combat knife, ammo box and a suppressor and random piece of fruit... I'm also waiting for my GSP to give me access back to my init.c file so I can test. player.RemoveAllItems(); player.GetInventory().CreateInInventory("TTSKOPants"); player.GetInventory().CreateInInventory("TTsKOJacket_Camo"); player.GetInventory().CreateInInventory("ImprovisedBag"); player.GetInventory().CreateInInventory("CombatBoots_Black"); EntityAI gun = player.GetInventory().CreateInInventory("FNX45"); EntityAI magazine = player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd"); */ EntityAI itemTop; EntityAI itemEnt; ItemBase itemBs; float rand; itemTop = player.FindAttachmentBySlotName("Body"); if ( itemTop ) { itemEnt = itemTop.GetInventory().CreateInInventory("Rag"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(4); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("CombatKnife"); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("Matchbox"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(10); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("WaterBottle"); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("PistolSuppressor"); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("AmmoBox_45ACP_25Rnd"); SetRandomHealth(itemEnt); } rand = Math.RandomFloatInclusive(0.0, 1.0); if ( rand < 0.35 ) itemEnt = player.GetInventory().CreateInInventory("Apple"); else if ( rand > 0.65 ) itemEnt = player.GetInventory().CreateInInventory("Pear"); else itemEnt = player.GetInventory().CreateInInventory("Plum"); SetRandomHealth(itemEnt); 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) { player.RemoveAllItems(); EntityAI itemEnt; ItemBase itemBs; switch (Math.RandomInt(0, 0)) { case 0: // Player 1// player.GetInventory().CreateInInventory("TTSKOPants");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("TTsKOJacket_Camo");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("ImprovisedBag");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("CombatBoots_Black");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("FNX45");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("WaterBottle");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("CombatKnife");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("PistolSuppressor");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("AmmoBox");itemBs = ItemBase.Cast(itemEnt); break; } // Give universal gear itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(6); } }; 1 Share this post Link to post Share on other sites