Jagouner26 0 Posted January 15, 2022 (french): je souhaite modifier le stuff de départ du personnage rajouter un couteaux, une bouteille, une boite a manger (english) : I want to change the starting stuff of the character add a knife, a bottle, a dining box merci de votre aide Quote //Spawn helper function void SpawnObject( string type, vector position, vector orientation ) { auto obj = GetGame().CreateObject( type, position ); obj.SetPosition( position ); obj.SetOrientation( orientation ); obj.SetOrientation( obj.GetOrientation() ); //Collision fix obj.Update(); obj.SetAffectPathgraph( true, false ); if( obj.CanAffectPathgraph() ) GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, obj ); } //Your custom spawned objetcts SpawnObject("DC_BankingATM", "3706.7 402.012 5984.86", "90 0 0"); //Green Mountain ATM 1 SpawnObject("DC_BankingATM", "3704.7 402.332 6003.1", "275 0 0"); //Green Mountain ATM 2 SpawnObject("DC_BankingATM", "8360.15 292.054 5994.15", "325 0 0"); //Kumyrna ATM 1 SpawnObject("DC_BankingATM", "8350.7 292.011 5978.3", "235 0 0"); //Kumyrna ATM 2 void main() { //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); } } } } 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" ); 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; float rand; itemClothing = player.FindAttachmentBySlotName( "Body" ); if ( itemClothing ) { SetRandomHealth( itemClothing ); itemEnt = itemClothing.GetInventory().CreateInInventory( "BandageDressing" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 2 ); string chemlightArray[] = { "Chemlight_White", "Chemlight_Yellow", "Chemlight_Green", "Chemlight_Red" }; int rndIndex = Math.RandomInt( 0, 4 ); itemEnt = itemClothing.GetInventory().CreateInInventory( chemlightArray[rndIndex] ); 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 ); } itemClothing = player.FindAttachmentBySlotName( "Legs" ); if ( itemClothing ) SetRandomHealth( itemClothing ); itemClothing = player.FindAttachmentBySlotName( "Feet" ); } }; Mission CreateCustomMission(string path) { return new CustomMission(); Share this post Link to post Share on other sites