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DayZ SA Init Script - PvP Classes
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void main() | |
{ | |
Hive ce = CreateHive(); | |
if (ce) | |
ce.InitOffline(); | |
Weather weather = g_Game.GetWeather(); | |
weather.GetOvercast().SetLimits(0.0, 1.0); | |
weather.GetRain().SetLimits(0.0, 1.0); | |
weather.GetFog().SetLimits(0.0, 0.25); | |
weather.GetOvercast().SetForecastChangeLimits(0.0, 0.2); | |
weather.GetRain().SetForecastChangeLimits(0.0, 0.1); | |
weather.GetFog().SetForecastChangeLimits(0.15, 0.45); | |
weather.GetOvercast().SetForecastTimeLimits(1800, 1800); | |
weather.GetRain().SetForecastTimeLimits(600, 600); | |
weather.GetFog().SetForecastTimeLimits(1800, 1800); | |
weather.GetOvercast().Set(Math.RandomFloatInclusive(0.0, 0.3), 0, 0); | |
weather.GetRain().Set(Math.RandomFloatInclusive(0.0, 0.2), 0, 0); | |
weather.GetFog().Set(Math.RandomFloatInclusive(0.0, 0.1), 0, 0); | |
weather.SetWindMaximumSpeed(15); | |
weather.SetWindFunctionParams(0.1, 0.3, 50); | |
} | |
class CustomMission: MissionServer | |
{ | |
override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) | |
{ | |
Entity playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE"); | |
Class.CastTo(m_player, playerEnt); | |
GetGame().SelectPlayer(identity, m_player); | |
return m_player; | |
} | |
void addMags(PlayerBase player, string mag_type, int count) | |
{ | |
if (count < 1) | |
return; | |
EntityAI mag; | |
for (int i = 0; i < count; i++) { | |
mag = player.GetInventory().CreateInInventory(mag_type); | |
} | |
player.SetQuickBarEntityShortcut(mag, 1, true); | |
} | |
EntityAI assaultClass(PlayerBase player) | |
{ | |
EntityAI gun = player.GetHumanInventory().CreateInHands("M4A1"); | |
gun.GetInventory().CreateAttachment("M4_RISHndgrd_Black"); | |
gun.GetInventory().CreateAttachment("M4_MPBttstck_Black"); | |
gun.GetInventory().CreateAttachment("ACOGOptic"); | |
addMags(player, "Mag_STANAG_30Rnd", 3); | |
return gun; | |
} | |
EntityAI sniperClass(PlayerBase player) | |
{ | |
EntityAI gun = player.GetHumanInventory().CreateInHands("SVD"); | |
gun.GetInventory().CreateAttachment("PSO1Optic"); | |
addMags(player, "Mag_SVD_10Rnd", 3); | |
return gun; | |
} | |
EntityAI smgClass(PlayerBase player) | |
{ | |
EntityAI gun = player.GetHumanInventory().CreateInHands("UMP45"); | |
gun.GetInventory().CreateAttachment("PistolSuppressor"); | |
addMags(player, "Mag_UMP_25Rnd", 3); | |
return gun; | |
} | |
override void StartingEquipSetup(PlayerBase player, bool clothesChosen) | |
{ | |
player.RemoveAllItems(); | |
player.GetInventory().CreateInInventory("TTSKOPants"); | |
player.GetInventory().CreateInInventory("TTsKOJacket_Camo"); | |
player.GetInventory().CreateInInventory("CombatBoots_Black"); | |
player.GetInventory().CreateInInventory("ImprovisedBag"); | |
player.GetInventory().CreateInInventory("SodaCan_Pipsi"); | |
player.GetInventory().CreateInInventory("SpaghettiCan"); | |
player.GetInventory().CreateInInventory("HuntingKnife"); | |
ItemBase rags = player.GetInventory().CreateInInventory("Rag"); | |
rags.SetQuantity(4); | |
EntityAI primary; | |
EntityAI axe = player.GetInventory().CreateInInventory("FirefighterAxe"); | |
switch (Math.RandomInt(0, 3)) { | |
case 0: primary = assaultClass(player); break; | |
case 1: primary = sniperClass(player); break; | |
case 2: primary = smgClass(player); break; | |
} | |
player.LocalTakeEntityToHands(primary); | |
player.SetQuickBarEntityShortcut(primary, 0, true); | |
player.SetQuickBarEntityShortcut(rags, 2, true); | |
player.SetQuickBarEntityShortcut(axe, 3, true); | |
} | |
}; | |
Mission CreateCustomMission(string path) | |
{ | |
return new CustomMission(); | |
} |
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Using this init.c I spawn with all items EXCEPT the gun, no matter the class. I'm running v1.0. Like burns1972 I'm new to this as well.
Any suggestions?
Thanks,