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init.c Problem

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Hello, I created an init.c, when I respawn the game selects one of twelve players, it works but I still have the following problem:

- Equipment is all flawless, how can I set it to only have 50%

- how can I get weapons with attachments, I currently have the attachments placed under the weapon, which works, only the magazine is in the inventory.

- Silencer or bayonet, currently I have a silencer equipped and the bayonet is supposed to be in a backpack, 1. Bayonet he holds in his hand, 2. is not there.

- Glow stick is attached to the backpack, but walkie talkie is not.

Maybe someone could change the init.c for me (this is just the beginning of the init.c)

paste.bin: https://pastebin.com/kGXfGMZ3

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On 12/16/2023 at 4:55 PM, Andro ID Gaming said:

Hello, I created an init.c, when I respawn the game selects one of twelve players, it works but I still have the following problem:

- Equipment is all flawless, how can I set it to only have 50%

- how can I get weapons with attachments, I currently have the attachments placed under the weapon, which works, only the magazine is in the inventory.

- Silencer or bayonet, currently I have a silencer equipped and the bayonet is supposed to be in a backpack, 1. Bayonet he holds in his hand, 2. is not there.

- Glow stick is attached to the backpack, but walkie talkie is not.

Maybe someone could change the init.c for me (this is just the beginning of the init.c)

paste.bin: https://pastebin.com/kGXfGMZ3

I'm sorry not really interested to use pastebin so here the code:

Spoiler

ntityAI itemEnt;
EntityAI entyAI;
EntityAI subEntyAI;
Weapon_Base wpnbs;

switch (Math.RandomInt(0, 12)) {
	case 0:	
		// WinterGear_MountainBag
		// Weapons + Attachments // M4 // Ammunation + Magazine in Inventory (Backpack)
		entyAI = player.GetInventory().CreateInInventory("WinterGear_M4"); // Let's guess that's an M4
		entyAI.SetHealth((entyAI.GetMaxHealth() / 2));	// Each item has own ammount of thealth. So get max and devive on 2 = 50%
		player.SetQuickBarEntityShortcut(entyAI, 0, true);	// Slot First weapon to ours 1st quickbar slot
		entyAI.GetInventory().CreateInInventory("M4_OEBttstck");
		entyAI.GetInventory().CreateInInventory("M4_RISHndgrd");
		entyAI.GetInventory().CreateInInventory("UniversalLight");
		entyAI.GetInventory().CreateInInventory("Battery9V");
		entyAI.GetInventory().CreateInInventory("ACOGOptic_6x");
		entyAI.GetInventory().CreateInInventory("M4_Suppressor");
		//wpnbs = Weapon_Base.Cast(entyAI);	// Recast to Weapon firearm for chambering & attach the magazine on spawn
		//wpn_bs.SpawnAttachedMagazine("Mag_CMAG_40Rnd");

		// Weapons + Attachments // AKM // Ammunation + Magazine in Inventory (Backpack)
		entyAI = player.GetInventory().CreateInInventory("WinterGear_AKM");
		entyAI.SetHealth((entyAI.GetMaxHealth() / 2));	// Each item has own ammount of thealth. So get max and devive on 2 = 50%
		player.SetQuickBarEntityShortcut(entyAI, 1, true);	// Slot Second weapon to ours 2nd quickbar slot
		entyAI.GetInventory().CreateInInventory("AKS74U_Bttstck");
		entyAI.GetInventory().CreateInInventory("AK_RailHndgrd_Black");
		entyAI.GetInventory().CreateInInventory("UniversalLight");
		entyAI.GetInventory().CreateInInventory("Battery9V");
		subEntyAI = entyAI.GetInventory().CreateInInventory("PSO11Optic");	// Create opticks on AK
		subEntyAI.GetInventory().CreateInInventory("Battery9V");			// And slot the battery
		entyAI.GetInventory().CreateInInventory("AK_Suppressor");
		//wpnbs = Weapon_Base.Cast(entyAI);	// Recast to Weapon firearm for chambering & attach the magazine on spawn
		//wpn_bs.SpawnAttachedMagazine("Mag_AKM_30Rnd");

		// Clothing - Boots + Vest + Attachments
		entyAI = player.GetInventory().CreateInInventory("WinterGear_MilitaryBoots");
		entyAI.GetInventory().CreateInInventory("CombatKnife");					// Create in the boots
		entyAI = player.GetInventory().CreateInInventory("MilitaryBelt");
		entyAI.GetInventory().CreateInInventory("NylonKnifeSheath");			// Create on th belt
		entyAI.GetInventory().CreateInInventory("PlateCarrierHolster_Camo");	// Create on th belt
		entyAI.GetInventory().CreateInInventory("Canteen");						// Create on th belt
		entyAI = player.GetInventory().CreateInInventory("WinterGear_PlateCarrierVest");
		entyAI.GetInventory().CreateInInventory("M67Grenade");	// Create granade on the plate carrier!
		entyAI.GetInventory().CreateInInventory("M67Grenade");	// Create granade on the plate carrier!
		entyAI.GetInventory().CreateInInventory("M67Grenade");	// Create granade on the plate carrier!
		entyAI.GetInventory().CreateInInventory("M67Grenade");	// Create granade on the plate carrier!
		entyAI.GetInventory().CreateInInventory("WinterGear_PlateCarrierHolster");	// Slot attachments to the platecarrier
		entyAI.GetInventory().CreateInInventory("WinterGear_PlateCarrierPouches");
		// Backpack + Attachments
		entyAI = player.GetInventory().CreateInInventory("WinterGear_MountainBag");
		entyAI.GetInventory().CreateInInventory("Chemlight_White");
		subEntyAI = entyAI.GetInventory().CreateInInventory("WalkieTalkie");
		subEntyAI.GetInventory().CreateInInventory("Battery9V");	// create batter attached to waliketalkie
		// Heatpack ALL ITEMS WOULD INSIDE BACKPACK
		entyAI.GetInventory().CreateInInventory("Heatpack");
		entyAI.GetInventory().CreateInInventory("SuperHeatpack");
		// Inventory - Attachments + Magazines + Ammunation
		entyAI.GetInventory().CreateInInventory("Mag_AKM_30Rnd");			//Throw items to the backpack
		entyAI.GetInventory().CreateInInventory("Mag_CMAG_40Rnd");
		entyAI.GetInventory().CreateInInventory("AmmoBox_556x45_20Rnd");
		entyAI.GetInventory().CreateInInventory("AmmoBox_762x54_20Rnd");
		entyAI.GetInventory().CreateInInventory("M9A1_Bayonet");
		entyAI.GetInventory().CreateInInventory("AK_Bayonet");
		// Inventory - Food + Medic
		player.GetInventory().CreateInInventory("WaterBottle");
		player.GetInventory().CreateInInventory("PainkillerTablets");
		player.GetInventory().CreateInInventory("CanOpener");
		player.GetInventory().CreateInInventory("HuntingKnife");
		player.GetInventory().CreateInInventory("CharcoalTablets");
		player.GetInventory().CreateInInventory("PurificationTablets");
		player.GetInventory().CreateInInventory("Morphine");
		player.GetInventory().CreateInInventory("BandageDressing");
		player.GetInventory().CreateInInventory("BandageDressing");
		player.GetInventory().CreateInInventory("BandageDressing");
		// Clothing + without Attachments
		player.GetInventory().CreateInInventory("WinterGear_M65Jacket_camo");
		player.GetInventory().CreateInInventory("WinterGear_CargoPants_camo");
		player.GetInventory().CreateInInventory("WinterGear_Ushanka");
		player.GetInventory().CreateInInventory("WinterGear_Balaclava");
		player.GetInventory().CreateInInventory("WinterGear_TacticalGloves");
		player.GetInventory().CreateInInventory("Armband_White");
	break; 
	case 1: 
		// WinterGear_TaloonBag

 

I didn't check the result of that code but in your example there's a tons of bad behaviors:
1. Too many unnecessary code like "itemBs = ItemBase.Cast(itemEnt);" - if you don't use the item don't recast it. just leave it alone.
2. Using ItemBase when Unit.GetInventory().CreateInInventory returns the EntityAI, and it's child from ItemBase (the parent class).

Aware of those mistakes it's slowdown your server and eating much memory for nothing!

Also I'd leaved the commented strings uner M4 & AKM - comment them and get already attached mag with ammo in chamber @ the spawn!

I hope that will help you to understand how it all working.

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On 12/16/2023 at 4:55 PM, Andro ID Gaming said:

Hello, I created an init.c, when I respawn the game selects one of twelve players, it works but I still have the following problem:

- Equipment is all flawless, how can I set it to only have 50%

- how can I get weapons with attachments, I currently have the attachments placed under the weapon, which works, only the magazine is in the inventory.

- Silencer or bayonet, currently I have a silencer equipped and the bayonet is supposed to be in a backpack, 1. Bayonet he holds in his hand, 2. is not there.

- Glow stick is attached to the backpack, but walkie talkie is not.

Maybe someone could change the init.c for me (this is just the beginning of the init.c)

paste.bin: https://pastebin.com/kGXfGMZ3

Sorry the forum blocked my code so i'll upload to pastebin.
PasteBin

I didn't check the result of that code but in your example there's a tons of bad behaviors:
1. Too many unnecessary code like "itemBs = ItemBase.Cast(itemEnt);" - if you don't use the item don't recast it. just leave it alone.
2. Using ItemBase when Unit.GetInventory().CreateInInventory returns the EntityAI, and it's child from ItemBase (the parent class).

Aware of those mistakes it's slowdown your server and eating much memory for nothing!

Also I'd leaved the commented strings uner M4 & AKM - comment them and get already attached mag with ammo in chamber @ the spawn!

I hope that will help you to understand how it all working.

  • Like 1

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On 12/16/2023 at 4:55 PM, Andro ID Gaming said:

Hello, I created an init.c, when I respawn the game selects one of twelve players, it works but I still have the following problem:

- Equipment is all flawless, how can I set it to only have 50%

- how can I get weapons with attachments, I currently have the attachments placed under the weapon, which works, only the magazine is in the inventory.

- Silencer or bayonet, currently I have a silencer equipped and the bayonet is supposed to be in a backpack, 1. Bayonet he holds in his hand, 2. is not there.

- Glow stick is attached to the backpack, but walkie talkie is not.

Maybe someone could change the init.c for me (this is just the beginning of the init.c)

paste.bin: https://pastebin.com/kGXfGMZ3

Idk cant post answer here. try other way: https://pastebin.com/FAzMZ15L

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