Closed Mostabdel closed 2 years ago
I Have Issue in Our Server, Players Spawns With Gear Of IA :D i dont know what i Miss. this is My Init.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(); }
Thanks for the report. Just resolved this a few hours ago with 1.13. Update and reopen this if it is not fixed :)
I Have Issue in Our Server, Players Spawns With Gear Of IA :D i dont know what i Miss. this is My Init.c /**
*/
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;
}
class CustomMission: MissionServer {
// ------------------------------------------------------------ // Override OnInit // ------------------------------------------------------------ override void OnInit() { ExpansionMissionModule missionModule; if ( Class.CastTo( missionModule, GetModuleManager().GetModule( ExpansionMissionModule ) ) ) { missionModule.SetMissionConstructor( COMMissionConstructor ); }
}
Mission CreateCustomMission(string path) { return new CustomMission(); }