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// Replace everything from "class CustomMission: MissionServer" in your init.c with this:
class CustomMission: MissionServer
{
// ------------------------------------------------------------
// Override OnInit
// ------------------------------------------------------------
override void OnInit()
{
ExpansionMissionModule missionModule;
if ( Class.CastTo( missionModule, GetModuleManager().GetModule( ExpansionMissionModule ) ) )
{
missionModule.SetMissionConstructor( COMMissionConstructor );
}
super.OnInit();
}
// End Expansion Block //
// ------------------------------------------------------------
// 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 );
}
}
// ------------------------------------------------------------
// Override StartingEquipSetup
// ------------------------------------------------------------
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, 2, true);
}
// Admin Loadout
EntityAI adminLoadOut(PlayerBase player)
{
ref TStringArray hatArray = {"BallisticHelmet_Black"};
ref TStringArray topArray = {"M65Jacket_Black"};
ref TStringArray pantsArray = {"CargoPants_Black"};
ref TStringArray vestArray = {"HighCapacityVest_Black"};
ref TStringArray glassesArray = {""};
ref TStringArray shoesArray = {"MilitaryBoots_Black"};
ref TStringArray maskArray = {"BalaclavaMask_Blackskull"};
ref TStringArray glovesArray = {"TacticalGloves_Black"};
ref TStringArray foodArray = {"BakedBeansCan"};
ref TStringArray drinkArray = {"SodaCan_Cola"};
ref TStringArray backpackArray = {""};
ref TStringArray knifeArray = {"HuntingKnife"};
ref TStringArray meleeArray = {"FirefighterAxe"};
player.GetInventory().CreateInInventory(hatArray.GetRandomElement());
player.GetInventory().CreateInInventory(topArray.GetRandomElement());
player.GetInventory().CreateInInventory(pantsArray.GetRandomElement());
player.GetInventory().CreateInInventory(vestArray.GetRandomElement());
player.GetInventory().CreateInInventory(glassesArray.GetRandomElement());
player.GetInventory().CreateInInventory(shoesArray.GetRandomElement());
player.GetInventory().CreateInInventory(maskArray.GetRandomElement());
player.GetInventory().CreateInInventory(glovesArray.GetRandomElement());
player.GetInventory().CreateInInventory(foodArray.GetRandomElement());
player.GetInventory().CreateInInventory(drinkArray.GetRandomElement());
player.GetInventory().CreateInInventory(backpackArray.GetRandomElement());
player.GetInventory().CreateInInventory(knifeArray.GetRandomElement());
player.GetInventory().CreateInInventory("Lockpick");
ItemBase rags = player.GetInventory().CreateInInventory("Rag");
rags.SetQuantity(4);
ItemBase light = player.GetInventory().CreateInInventory("Flashlight");
light.GetInventory().CreateAttachment("Battery9V");
EntityAI gun = player.GetInventory().CreateInInventory("AKM");
gun.GetInventory().CreateAttachment("AK_RailHndgrd");
ItemBase gunlight = gun.GetInventory().CreateAttachment("UniversalLight");
gunlight.GetInventory().CreateAttachment("Battery9V");
addMags(player, "Mag_AKM_30Rnd", 4);
ItemBase melee = player.GetInventory().CreateInInventory(meleeArray.GetRandomElement());
player.SetQuickBarEntityShortcut(gun, 0, true);
player.SetQuickBarEntityShortcut(melee, 1, true);
return gun;
}
// VIP Loadout
EntityAI vipLoadOut(PlayerBase player)
{
ref TStringArray hatArray = {"BaseballCap_CMMG_Pink","BaseballCap_Pink","BaseballCap_Red","BaseballCap_Blue"};
ref TStringArray topArray = {"Sweater_Red","Sweater_Blue","Sweater_Gray","Sweater_Green"};
ref TStringArray pantsArray = {"Jeans_Blue","Jeans_BlueDark","Jeans_Grey","Jeans_Brown","Jeans_Black","Jeans_Green"};
ref TStringArray vestArray = {""};
ref TStringArray glassesArray = {""};
ref TStringArray shoesArray = {"CombatBoots_Grey","CombatBoots_Beige","CombatBoots_Brown","CombatBoots_Black","CombatBoots_Green"};
ref TStringArray maskArray = {""};
ref TStringArray glovesArray = {"WorkingGloves_Brown"};
ref TStringArray foodArray = {"BakedBeansCan"};
ref TStringArray drinkArray = {"SodaCan_Cola"};
ref TStringArray backpackArray = {"DryBag_Yellow","DryBag_Orange","DryBag_Red","DryBag_Blue","DryBag_Black","DryBag_Green"};
ref TStringArray knifeArray = {"HuntingKnife"};
ref TStringArray meleeArray = {"FirefighterAxe"};
player.GetInventory().CreateInInventory(hatArray.GetRandomElement());
player.GetInventory().CreateInInventory(topArray.GetRandomElement());
player.GetInventory().CreateInInventory(pantsArray.GetRandomElement());
player.GetInventory().CreateInInventory(vestArray.GetRandomElement());
player.GetInventory().CreateInInventory(glassesArray.GetRandomElement());
player.GetInventory().CreateInInventory(shoesArray.GetRandomElement());
player.GetInventory().CreateInInventory(maskArray.GetRandomElement());
player.GetInventory().CreateInInventory(glovesArray.GetRandomElement());
player.GetInventory().CreateInInventory(foodArray.GetRandomElement());
player.GetInventory().CreateInInventory(drinkArray.GetRandomElement());
player.GetInventory().CreateInInventory(backpackArray.GetRandomElement());
player.GetInventory().CreateInInventory(knifeArray.GetRandomElement());
ItemBase rags = player.GetInventory().CreateInInventory("Rag");
rags.SetQuantity(4);
ItemBase light = player.GetInventory().CreateInInventory("Flashlight");
light.GetInventory().CreateAttachment("Battery9V");
EntityAI gun = player.GetInventory().CreateInInventory("AKS74U");
addMags(player, "Mag_AK74_30Rnd", 2);
ItemBase melee = player.GetInventory().CreateInInventory(meleeArray.GetRandomElement());
player.SetQuickBarEntityShortcut(gun, 0, true);
player.SetQuickBarEntityShortcut(melee, 1, true);
return gun;
}
// Non-VIP Loadout (Default Loadout)
EntityAI randomLoadOut(PlayerBase player)
{
ref TStringArray hatArray = {"BaseballCap_CMMG_Pink","BaseballCap_Pink","BaseballCap_Red"};
ref TStringArray topArray = {"Sweater_Red","Sweater_Blue","Sweater_Gray","Sweater_Green"};
ref TStringArray pantsArray = {"Jeans_Blue","Jeans_BlueDark","Jeans_Grey","Jeans_Brown","Jeans_Black","Jeans_Green"};
ref TStringArray vestArray = {""};
ref TStringArray glassesArray = {""};
ref TStringArray shoesArray = {"CombatBoots_Grey","CombatBoots_Beige","CombatBoots_Brown","CombatBoots_Black","CombatBoots_Green"};
ref TStringArray maskArray = {""};
ref TStringArray glovesArray = {"WorkingGloves_Brown"};
ref TStringArray foodArray = {"BakedBeansCan"};
ref TStringArray drinkArray = {"SodaCan_Cola"};
ref TStringArray backpackArray = {"DryBag_Yellow","DryBag_Orange","DryBag_Red","DryBag_Blue","DryBag_Black","DryBag_Green"};
ref TStringArray knifeArray = {"HuntingKnife"};
ref TStringArray meleeArray = {"FirefighterAxe"};
player.GetInventory().CreateInInventory(hatArray.GetRandomElement());
player.GetInventory().CreateInInventory(topArray.GetRandomElement());
player.GetInventory().CreateInInventory(pantsArray.GetRandomElement());
player.GetInventory().CreateInInventory(vestArray.GetRandomElement());
player.GetInventory().CreateInInventory(glassesArray.GetRandomElement());
player.GetInventory().CreateInInventory(shoesArray.GetRandomElement());
player.GetInventory().CreateInInventory(maskArray.GetRandomElement());
player.GetInventory().CreateInInventory(glovesArray.GetRandomElement());
player.GetInventory().CreateInInventory(foodArray.GetRandomElement());
player.GetInventory().CreateInInventory(drinkArray.GetRandomElement());
player.GetInventory().CreateInInventory(backpackArray.GetRandomElement());
player.GetInventory().CreateInInventory(knifeArray.GetRandomElement());
ItemBase rags = player.GetInventory().CreateInInventory("Rag");
rags.SetQuantity(4);
ItemBase light = player.GetInventory().CreateInInventory("Flashlight");
light.GetInventory().CreateAttachment("Battery9V");
EntityAI gun = player.GetInventory().CreateInInventory("AKS74U");
addMags(player, "Mag_AK74_30Rnd", 2);
ItemBase melee = player.GetInventory().CreateInInventory(meleeArray.GetRandomElement());
player.SetQuickBarEntityShortcut(gun, 0, true);
player.SetQuickBarEntityShortcut(melee, 1, true);
return gun;
}
override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
{
player.RemoveAllItems();
PlayerIdentity identity;
// ADMIN UIDS
ref TStringArray adminMembers = {
"sxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx=", // Admin 1
"8xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx=" // Admin 2
}
// VIP UIDS
ref TStringArray vipMembers = {
"uxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx=", // VIP 1
"Ixxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx=" // VIP 2
}
if (adminMembers.Find(identity.GetId()) != -1) {
adminLoadOut(player); // ADMIN LOADOUT
} else if (vipMembers.Find(identity.GetId()) != -1) {
vipLoadOut(player); // VIP LOADOUT
} else {
randomLoadOut(player); // Default Non-VIP Non-Admin Loadout
}
}
};
Mission CreateCustomMission(string path)
{
return new CustomMission();
}
// This should be the very last line of your init.c