alphagamer1981 0 Posted March 25, 2019 (edited) Hi there, We have just started a server and hope to find a way to make specific spawn loadouts for members in our discord. Now I know how to set up a player spawn loadout as default, but is there a way to set a loadout script for specific steam members? if so how do i do it? if there is a current working mod that already has this ability, could i get a link also. Thank you for your time Edited March 25, 2019 by alphagamer1981 Share this post Link to post Share on other sites
NTX_Nitrix 6 Posted March 31, 2019 Maybe. https://steamcommunity.com/sharedfiles/filedetails/?id=1636599192&searchtext=gear Share this post Link to post Share on other sites
Sid Debian 132 Posted May 12, 2019 (edited) 23 hours ago, Shaggoth said: removed Here some code. Init.c for one player Spoiler override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemEnt; ItemBase itemBs; player.RemoveAllItems(); if (player.GetIdentity().GetPlainId() == "7659119*************") // SteamID64 { player.GetInventory().CreateInInventory("TTsKOJacket_Camo"); player.GetInventory().CreateInInventory("TTSKOPants"); player.GetInventory().CreateInInventory("MilitaryBoots_Black"); Weapon wpn = player.GetInventory().CreateInInventory("MakarovIJ70"); Magazine mag = player.GetInventory().CreateInInventory("Mag_IJ70_8Rnd"); mag.SetQuantity(mag.GetQuantityMax(),false,false,true); wpn.AttachMagazine(0,mag); // <- my fnc for add some mags in inventory player.SetQuickBarEntityShortcut(wpn, 1, true); addMags(player, "Mag_IJ70_8Rnd", 3); TStringArray headGear = {"BoonieHat_Dubok", "OfficerHat", "MilitaryBeret_CDF", "MilitaryBeret_ChDKZ", "MilitaryBeret_NZ", "MilitaryBeret_Red", "MilitaryBeret_UN", "PilotkaCap", "Ssh68Helmet"}; player.GetInventory().CreateInInventory(headGear.GetRandomElement()); } } Same equipment for 2 players Spoiler class CustomMission: MissionServer { ref TStringArray admins = {"ADMIN_1_STEAMID64","ADMIN_2_STEAMID64","ADMIN_Xn_STEAMID64"}; override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemEnt; ItemBase itemBs; player.RemoveAllItems(); for ( int i = 0; i < admins.Count(); ++i ) { if(player.GetIdentity().GetPlainId() == admins[i]) { TStringArray headGear = {"BoonieHat_Dubok", "OfficerHat", "MilitaryBeret_CDF", "MilitaryBeret_ChDKZ", "MilitaryBeret_NZ", "MilitaryBeret_Red", "MilitaryBeret_UN", "PilotkaCap", "Ssh68Helmet"}; player.GetInventory().CreateInInventory("TTsKOJacket_Camo"); player.GetInventory().CreateInInventory("TTSKOPants"); player.GetInventory().CreateInInventory("MilitaryBoots_Black"); Weapon wpn = player.GetInventory().CreateInInventory("MakarovIJ70"); Magazine mag = player.GetInventory().CreateInInventory("Mag_IJ70_8Rnd"); mag.SetQuantity(mag.GetQuantityMax(),false,false,true); wpn.AttachMagazine(0,mag); player.SetQuickBarEntityShortcut(wpn, 1, true); addMags(player, "Mag_IJ70_8Rnd", 3); // <- my fnc for add some mags in inventory player.GetInventory().CreateInInventory(headGear.GetRandomElement()); break; } } } } If you want to set different random outwear for not admin Spoiler #include "$CurrentDir:\\mpmissions\\dayz.chernarusplus\\SomeFolder\\Solder_TTSKO.c"; // <- Create a folder in mission and place there loadouts class CustomMission: MissionServer { override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemEnt; ItemBase itemBs; player.RemoveAllItems(); switch (Math.RandomInt(0, 11)) { case 0: Solder_TTSKO(player); break; case 1: OTHER RANDOM LOADOUT;break; ... } } } If you want to set some skin for player (repeat skin after respawn) Spoiler class CustomMission: MissionServer { override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; switch (identity.GetPlainId()) { case "7656119**********": // Admin 1 playerEnt = GetGame().CreatePlayer( identity, "SurvivorM_Peter", pos, 0, "NONE"); break; case "7656119**********": // Admin 2 playerEnt = GetGame().CreatePlayer( identity, "SurvivorM_Peter", pos, 0, "NONE"); break; default: // Default player playerEnt = GetGame().CreatePlayer( identity, characterName, pos, 0, "NONE"); //Creates random player break; } Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } } Have a fun. Edited May 12, 2019 by Sid Debian Share this post Link to post Share on other sites