I Have Issue in Our Server, Players Spawns With Gear Of IA :D i dont know what i Miss.
this is My Init.c
/**
- init.c
- DayZ Expansion Mod
- www.dayzexpansion.com
- © 2020 DayZ Expansion Mod Team
- This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
- To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
*/
#include "$CurrentDir:\mpmissions\Expansion.ChernarusPlus\expansion\ExpansionObjectSpawnTools.c"
#include "$CurrentDir:\mpmissions\Expansion.ChernarusPlus\expansion\missions\MissionConstructor.c"
void main()
{
bool loadTraderObjects = false;
bool loadTraderNPCs = false;
string MissionWorldName = "empty";
GetGame().GetWorldName(MissionWorldName);
if (MissionWorldName != "empty")
{
//! Spawn mission objects and traders
FindMissionFiles(MissionWorldName, loadTraderObjects, loadTraderNPCs);
}
//INIT WEATHER BEFORE ECONOMY INIT------------------------
Weather weather = g_Game.GetWeather();
weather.MissionWeather(false); // false = use weather controller from Weather.c
weather.GetOvercast().Set( Math.RandomFloatInclusive(0.02, 0.1), 1, 0);
weather.GetRain().Set( 0, 1, 0);
weather.GetFog().Set( 0, 1, 0);
//INIT ECONOMY--------------------------------------
Hive ce = CreateHive();
if ( ce )
ce.InitOffline();
//DATE RESET AFTER ECONOMY INIT-------------------------
int year, month, day, hour, minute;
int reset_month = 8, reset_day = 10;
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
{
// ------------------------------------------------------------
// Override OnInit
// ------------------------------------------------------------
override void OnInit()
{
ExpansionMissionModule missionModule;
if ( Class.CastTo( missionModule, GetModuleManager().GetModule( ExpansionMissionModule ) ) )
{
missionModule.SetMissionConstructor( COMMissionConstructor );
}
super.OnInit();
}
// ------------------------------------------------------------
// Override CreateCharacter
// ------------------------------------------------------------
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;
}
// ------------------------------------------------------------
// SetRandomHealth
// ------------------------------------------------------------
void SetRandomHealth(EntityAI itemEnt)
{
if ( itemEnt )
{
float rndHlt = Math.RandomFloat( 0.25, 0.65 );
itemEnt.SetHealth01( "", "", rndHlt );
}
}
// ------------------------------------------------------------
// StartingEquipSetup
// ------------------------------------------------------------
override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
{
if ( !GetExpansionSettings().GetSpawn().StartingClothing.EnableCustomClothing )
{
EntityAI itemClothing;
EntityAI itemEnt;
ItemBase itemBs;
float rand;
itemClothing = player.FindAttachmentBySlotName( "Body" );
if ( itemClothing )
{
SetRandomHealth( itemClothing );
itemEnt = itemClothing.GetInventory().CreateInInventory( "Rag" );
if ( Class.CastTo( itemBs, itemEnt ) )
itemBs.SetQuantity( 4 );
SetRandomHealth( itemEnt );
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" );
if ( itemClothing )
SetRandomHealth( itemClothing );
}
}
}
Mission CreateCustomMission(string path)
{
return new CustomMission();
}