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Пробовал менять init.c по различным гайдам, ничего не получается, персонаж так и спавнится со стандартным лутом. Помогите настроить
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 = player.GetInventory().CreateInInventory("TelnyashkaShirt"); itemEnt = player.GetInventory().CreateInInventory("NavyUniformPants"); itemEnt = player.GetInventory().CreateInInventory("TTSKOBoots"); itemEnt = player.GetInventory().CreateInInventory("MilitaryBeret_ChDKZ"); itemEnt = player.GetInventory().CreateInInventory("AK_Bayonet"); itemEnt = player.GetInventory().CreateInInventory("Canteen"); itemEnt = player.GetInventory().CreateInInventory("BandageDressing"); itemEnt = player.GetInventory().CreateInInventory("CivilianBelt"); itemEnt = player.GetInventory().CreateInInventory("NylonKnifeSheath"); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 1 ); string chemlightArray[] = { "Chemlight_White", "Chemlight_Yellow", "Chemlight_Green", "Chemlight_Red" }; int rndIndex = Math.RandomInt( 0, 4 ); itemEnt = itemClothing.GetInventory().CreateInInventory( chemlightArray[rndIndex] ); SetRandomHealth( itemEnt ); player.SetQuickBarEntityShortcut(itemEnt, 1); rand = Math.RandomFloatInclusive( 0.0, 1.0 ); if ( rand < 0.35 ) itemEnt = player.GetInventory().CreateInInventory( "UnknownFoodCan" ); else if ( rand > 0.65 ) itemEnt = player.GetInventory().CreateInInventory( "BakedBeansCan" ); else itemEnt = player.GetInventory().CreateInInventory( "SpaghettiCan" ); player.SetQuickBarEntityShortcut(itemEnt, 3); SetRandomHealth( itemEnt ); } itemClothing = player.FindAttachmentBySlotName( "Legs" ); if ( itemClothing ) SetRandomHealth( itemClothing ); itemClothing = player.FindAttachmentBySlotName( "Feet" ); } }; Mission CreateCustomMission(string path) { return new CustomMission(); }
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