THAC0_Gewch Posted May 10, 2014 Report Share Posted May 10, 2014 (edited) https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter/tree/Epoch_1.0.5.1 Updated for 1.0.6.x Edited April 22, 2020 by THAC0_Gewch Updated Github link to point directly to 1.0.5.1 code. cring0 1 Link to comment Share on other sites More sharing options...
0 Darihon Posted May 21, 2014 Report Share Posted May 21, 2014 Alright, thanks! I'm such a goddamn noob, haha. My bad! Link to comment Share on other sites More sharing options...
0 THAC0_Gewch Posted May 21, 2014 Author Report Share Posted May 21, 2014 Finally got it! Thanks to THAC0_Gewch for kicking off this thread! Hope this works for you too bro! Special thanks to Halvhjearne for his tough love ;) lol and Extra Special Thanks to ritualmsry for pointing out that last little thing I was missing! I am no pro scripter by far and have tested this thoroughly so please forgive me if I made any mistakes and please feel free to clean it up or modify/improve! It actually is quite easy when you have the right info and kind people willing to help! I've learned so much from this little trial and my server is finally perfect! Running 20+ Scripts now very cleanly. Thanks for your help guys, couldn't have got this without you! Obvisiouly you can change the items spawned to whatever you want :) Have fun! Zero Edit: Forget to mention two minor weird things. 1.) When first spawning, player needs to switch to Pistol then back to Rifle for rifle to load ammo. Not sure why it doesn't spawn ready to load ammo. Tried the command reloadplayer; but that didn't help. 2.) The skin ends up in inventory not on player. I tried removing the Skin_ portion off of the skin and got a config error. Go figure. Let me know if you guys get around this. :) Yeah I figured this should be pretty easy since I wasn't able to find much on it. I've found over the years that if you Google something and find little to no information, it usually means what you're trying to do is so simple that it is normally unnecessary to make a thread on it; and this thread seems to have been no exception. If I had been more experienced with Arma scripting I could have whipped this up in about 10 minutes. As for your issues you listed, I've actually heard of the first one. I think you have to add the magazine for your main weapon RIGHT before you load in your main weapon, like this: player addMagazine '30Rnd_556x45_Stanag'; player addWeapon 'M4A1_Aim'; As for the skin thing, I don't know how that would be but would also like to know how to get those spawning in ON the player since we'd like to go a bit old school and have people spawn in with the hero skin. Edit: Far as I can tell it's not possible to outfit someone with a skin without using the DefaultMagazine variable. Hopefully someone will correct me if I'm wrong but I think when doing custom loadouts in the manner that we are doing them, they just go into the inventory with no way around it. Link to comment Share on other sites More sharing options...
0 ZeroK00L Posted May 22, 2014 Report Share Posted May 22, 2014 Experience comes from opportunities like this :) Coding and scriting for Arma is very unique as well, albeit sometimes simple. I tend to way over think things based on my past experience. I used to program several years ago as a hobby. I mainly used Python and C++. It's been a really long time but I am falling in love with it all over again. When it comes to Arma, it just takes digging through files usually and finding how it's been done before and sometimes you just have to ask for help. No shame in that :) Thanks for the Tip on the ammo and main weapon, I will give that a shot. Yah, too bad on the SKin thing, hopefully someone will provide a solution. I looked at the Skin change code for my Admin Tools but could not find anything usueful. Oh well, works fine for now :) Link to comment Share on other sites More sharing options...
0 THAC0_Gewch Posted May 22, 2014 Author Report Share Posted May 22, 2014 Implemented the script tonight and confirmed with one of our admins who is over 20000 humanity (we just launched this new server a couple weeks ago) that the loadout works and his pistol is loaded and in his hand when he lands on the ground after spawning. Here is our final loadout granting script that we are using: // HERO LOADOUT GRANTER Private ["_humanity"]; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; // Check that player is logged in _humanity = (player getVariable["humanity",0]); // Get and set humanity if (dayzPlayerLogin2 select 2 and !(player isKindOf "PZombie_VB")) then { // Check if player is new spawn and not zombified if (_humanity >= 20000) then { // Remove default loadout removeAllWeapons player; removeAllItems player; removeBackpack player; //Overridden inventory here player addMagazine '17Rnd_9x19_glock17'; player addWeapon 'glock17_EP1'; player addWeapon 'ItemMap'; player addMagazine '17Rnd_9x19_glock17'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemPainkiller'; player addBackpack 'DZ_British_ACU'; }; }; // END HERO LOADOUT GRANTER I'm really happy that this thread ended up being a nice contribution for the community, many thanks to everyone who participated. Also, just a thought for Zero, you might try experimenting with adding all your code in to one sqf. I'm pretty sure you can stack your stuff with two if statements checking humanity, something like this: // Hells Cowboys Hero Loadout Private ["_humanity"]; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; _humanity = (player getVariable["humanity",0]); if (dayzPlayerLogin2 select 2 and !(player isKindOf "PZombie_VB")) then { if(_humanity >= 5000) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemAntibiotic'; player addMagazine 'ItemPainkiller'; player addMagazine 'ItemSodaLemonade'; player addMagazine 'FoodbaconCooked'; player addMagazine '7Rnd_45ACP_1911'; player addMagazine '7Rnd_45ACP_1911'; player addMagazine '7Rnd_45ACP_1911'; player addMagazine '7Rnd_45ACP_1911'; player addMagazine 'ItemGoldBar10oz'; player addMagazine 'Skin_Soldier_Sniper_PMC_DZ'; player addWeapon 'M4A1_Aim'; player addWeapon 'Colt1911'; player addWeapon 'ItemCrowbar'; player addWeapon 'ItemToolbox'; player addWeapon 'ItemEtool'; player addWeapon 'ItemGPS'; player addWeapon 'ItemMap'; player addWeapon 'ItemKnife'; player addWeapon 'MeleeHatchet_DZE'; player addWeapon 'ItemCompass'; player addWeapon 'ItemMatchbox'; player addBackpack 'DZ_British_ACU'; } else { // Hells Cowboys Bandit Loadout if(_humanity <= -5000) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addMagazine '30Rnd_545x39_AK'; player addMagazine '30Rnd_545x39_AK'; player addMagazine '30Rnd_545x39_AK'; player addMagazine '30Rnd_545x39_AK'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemAntibiotic'; player addMagazine 'ItemPainkiller'; player addMagazine 'ItemSodaRabbit'; player addMagazine 'FoodCanDemon'; player addMagazine '15Rnd_9x19_M9'; player addMagazine '15Rnd_9x19_M9'; player addMagazine '15Rnd_9x19_M9'; player addMagazine '15Rnd_9x19_M9'; player addMagazine 'ItemGoldBar10oz'; player addMagazine 'Skin_GUE_Commander_DZ'; player addWeapon 'AKS_74_kobra'; player addWeapon 'UZI_EP1'; player addWeapon 'ItemCrowbar'; player addWeapon 'ItemToolbox'; player addWeapon 'ItemEtool'; player addWeapon 'ItemGPS'; player addWeapon 'ItemMap'; player addWeapon 'ItemKnife'; player addWeapon 'MeleeHatchet_DZE'; player addWeapon 'ItemCompass'; player addWeapon 'ItemMatchbox'; player addBackpack 'DZ_Backpack_EP1'; }; }; }; This may optimize spawn loading times for your players. Something to think about. Link to comment Share on other sites More sharing options...
0 Halvhjearne Posted May 22, 2014 Report Share Posted May 22, 2014 Special thanks to Halvhjearne for his tough love ;) lol lol heres something that will reduce size of your scripts ... removeAllWeapons player; removeAllItems player; removeBackpack player; {player addMagazine _x}forEach [ '30Rnd_545x39_AK','30Rnd_545x39_AK','30Rnd_545x39_AK','30Rnd_545x39_AK','ItemBandage','ItemBandage','ItemBandage','ItemBandage','ItemMorphine','ItemAntibiotic','ItemPainkiller','ItemSodaRabbit','FoodCanDemon','15Rnd_9x19_M9','15Rnd_9x19_M9','15Rnd_9x19_M9','15Rnd_9x19_M9','ItemGoldBar10oz','Skin_GUE_Commander_DZ' ]; {player addWeapon _x}forEach [ 'AKS_74_kobra','UZI_EP1','ItemCrowbar','ItemToolbox','ItemEtool','ItemGPS','ItemMap','ItemKnife','MeleeHatchet_DZE','ItemCompass','ItemMatchbox' ]; player addBackpack 'DZ_Backpack_EP1'; Glenn and THAC0_Gewch 2 Link to comment Share on other sites More sharing options...
0 ZeroK00L Posted May 22, 2014 Report Share Posted May 22, 2014 Implemented the script tonight and confirmed with one of our admins who is over 20000 humanity (we just launched this new server a couple weeks ago) that the loadout works and his pistol is loaded and in his hand when he lands on the ground after spawning. Here is our final loadout granting script that we are using: // HERO LOADOUT GRANTER Private ["_humanity"]; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; // Check that player is logged in _humanity = (player getVariable["humanity",0]); // Get and set humanity if (dayzPlayerLogin2 select 2 and !(player isKindOf "PZombie_VB")) then { // Check if player is new spawn and not zombified if (_humanity >= 20000) then { diag_log ("GRANTING HERO LOADOUT TO PLAYER"); // Does not work, syntax is wrong - Gewch will fix during next maintenance period // Remove default loadout removeAllWeapons player; removeAllItems player; removeBackpack player; //Overridden inventory here player addMagazine '17Rnd_9x19_glock17'; player addWeapon 'glock17_EP1'; player addWeapon 'ItemMap'; player addMagazine '17Rnd_9x19_glock17'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemPainkiller'; player addBackpack 'DZ_British_ACU'; }; }; // END HERO LOADOUT GRANTER I'm really happy that this thread ended up being a nice contribution for the community, many thanks to everyone who participated. Also, just a thought for Zero, you might try experimenting with adding all your code in to one sqf. I'm pretty sure you can stack your stuff with two if statements checking humanity, something like this: This may optimize spawn loading times for your players. Something to think about. I was wondering if that would work, will have to try it out! Thanks bro! Zero Link to comment Share on other sites More sharing options...
0 ZeroK00L Posted May 22, 2014 Report Share Posted May 22, 2014 lol heres something that will reduce size of your scripts ... removeAllWeapons player; removeAllItems player; removeBackpack player; {player addMagazine _x}forEach [ '30Rnd_545x39_AK','30Rnd_545x39_AK','30Rnd_545x39_AK','30Rnd_545x39_AK','ItemBandage','ItemBandage','ItemBandage','ItemBandage','ItemMorphine','ItemAntibiotic','ItemPainkiller','ItemSodaRabbit','FoodCanDemon','15Rnd_9x19_M9','15Rnd_9x19_M9','15Rnd_9x19_M9','15Rnd_9x19_M9','ItemGoldBar10oz','Skin_GUE_Commander_DZ' ]; {player addWeapon _x}forEach [ 'AKS_74_kobra','UZI_EP1','ItemCrowbar','ItemToolbox','ItemEtool','ItemGPS','ItemMap','ItemKnife','MeleeHatchet_DZE','ItemCompass','ItemMatchbox' ]; player addBackpack 'DZ_Backpack_EP1'; Sweeet! Thanks man!!! Zero Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted June 2, 2014 Report Share Posted June 2, 2014 This isn't working for me. When I spawn, I get no loadout. In my init.sqf, I put the execVM at the bottom of the "if (!isDedicated) then {" section. if (!isDedicated) then { [] execVM "custom\welcome\Server_WelcomeCredits.sqf"; //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); [] execVM "custom\remote_messages\remote_messages.sqf"; [] execVM "custom\markers\custommarkers.sqf"; //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _nil = [] execVM "custom\JAEM\EvacChopper_init.sqf"; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _nil = [] execVM "custom\safezone\init.sqf"; //anti Hack //[] execVM "\z\addons\dayz_code\system\antihack.sqf"; //DayZ Watermark if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; }; // Epoch Admin Tools [] execVM "admintools\AdminList.sqf"; if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList)) then { [] execVM "\z\addons\dayz_code\system\antihack.sqf"; }; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; //Humanity based loadouts [] execVM "custom\loadouts\humanityloadout.sqf"; }; Here's what I have in humanityloadout.sqf: Private ["_humanity"]; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; _humanity = (player getVariable["humanity",0]); if (dayzPlayerLogin2 select 2 and !(player isKindOf "PZombie_VB")) then { if(_humanity >= 5000) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemAntibiotic'; player addMagazine 'ItemPainkiller'; player addMagazine 'ItemSodaLemonade'; player addMagazine 'FoodbaconCooked'; player addMagazine '7Rnd_45ACP_1911'; player addMagazine '7Rnd_45ACP_1911'; player addMagazine '7Rnd_45ACP_1911'; player addMagazine '7Rnd_45ACP_1911'; player addMagazine 'ItemGoldBar10oz'; player addMagazine 'Skin_Soldier_Sniper_PMC_DZ'; player addWeapon 'M4A1_Aim'; player addWeapon 'Colt1911'; player addWeapon 'ItemCrowbar'; player addWeapon 'ItemToolbox'; player addWeapon 'ItemEtool'; player addWeapon 'ItemGPS'; player addWeapon 'ItemMap'; player addWeapon 'ItemKnife'; player addWeapon 'MeleeHatchet_DZE'; player addWeapon 'ItemCompass'; player addWeapon 'ItemMatchbox'; player addBackpack 'DZ_British_ACU'; }; } else { if(_humanity < 5000) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addMagazine '15Rnd_W1866_Slug'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemPainkiller'; player addMagazine 'FoodCanBakedBeans'; player addMagazine 'ItemWaterbottle'; player addMagazine 'ItemAntibiotic'; player addWeapon 'Winchester1866'; player addWeapon 'MeleeHatchet_DZE'; player addBackpack 'DZ_Patrol_Pack_EP1'; }; }; Link to comment Share on other sites More sharing options...
0 THAC0_Gewch Posted June 2, 2014 Author Report Share Posted June 2, 2014 This isn't working for me. When I spawn, I get no loadout. In my init.sqf, I put the execVM at the bottom of the "if (!isDedicated) then {" section. if (!isDedicated) then { [] execVM "custom\welcome\Server_WelcomeCredits.sqf"; //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); [] execVM "custom\remote_messages\remote_messages.sqf"; [] execVM "custom\markers\custommarkers.sqf"; //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _nil = [] execVM "custom\JAEM\EvacChopper_init.sqf"; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _nil = [] execVM "custom\safezone\init.sqf"; //anti Hack //[] execVM "\z\addons\dayz_code\system\antihack.sqf"; //DayZ Watermark if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; }; // Epoch Admin Tools [] execVM "admintools\AdminList.sqf"; if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList)) then { [] execVM "\z\addons\dayz_code\system\antihack.sqf"; }; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; //Humanity based loadouts [] execVM "custom\loadouts\humanityloadout.sqf"; }; Put your exec line for the humanity loadout sqf just above the player monitor section. Link to comment Share on other sites More sharing options...
0 HollowAddiction Posted June 3, 2014 Report Share Posted June 3, 2014 Matt L has already made this, http://opendayz.net/threads/release-customizable-humanity-based-loadouts-on-respawn.19839/ Link to comment Share on other sites More sharing options...
0 THAC0_Gewch Posted June 3, 2014 Author Report Share Posted June 3, 2014 Matt L has already made this, http://opendayz.net/threads/release-customizable-humanity-based-loadouts-on-respawn.19839/ I had started this thread before that was released, or else we would have probably tinkered with his code instead of trying to write our own. Link to comment Share on other sites More sharing options...
0 HollowAddiction Posted June 3, 2014 Report Share Posted June 3, 2014 I had started this thread before that was released, or else we would have probably tinkered with his code instead of trying to write our own. well ill be honest i didnt read this post properly ;) just saw the title and figured id save you some trouble, let us know when its ready id like to give it a whirl you also might be interested in this, Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted June 3, 2014 Report Share Posted June 3, 2014 Matt L has already made this, http://opendayz.net/threads/release-customizable-humanity-based-loadouts-on-respawn.19839/ That one is random loadouts based on humanity. This is one loadout based on humanity. Link to comment Share on other sites More sharing options...
0 THAC0_Gewch Posted June 3, 2014 Author Report Share Posted June 3, 2014 well ill be honest i didnt read this post properly ;) just saw the title and figured id save you some trouble, let us know when its ready id like to give it a whirl The script has been finished and is working great on our server: Implemented the script tonight and confirmed with one of our admins who is over 20000 humanity (we just launched this new server a couple weeks ago) that the loadout works and his pistol is loaded and in his hand when he lands on the ground after spawning. Here is our final loadout granting script that we are using: // HERO LOADOUT GRANTER Private ["_humanity"]; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; // Check that player is logged in _humanity = (player getVariable["humanity",0]); // Get and set humanity if (dayzPlayerLogin2 select 2 and !(player isKindOf "PZombie_VB")) then { // Check if player is new spawn and not zombified if (_humanity >= 20000) then { diag_log ("GRANTING HERO LOADOUT TO PLAYER"); // Does not work, syntax is wrong - Gewch will fix during next maintenance period // Remove default loadout removeAllWeapons player; removeAllItems player; removeBackpack player; //Overridden inventory here player addMagazine '17Rnd_9x19_glock17'; player addWeapon 'glock17_EP1'; player addWeapon 'ItemMap'; player addMagazine '17Rnd_9x19_glock17'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemPainkiller'; player addBackpack 'DZ_British_ACU'; }; }; // END HERO LOADOUT GRANTER Link to comment Share on other sites More sharing options...
0 HollowAddiction Posted June 3, 2014 Report Share Posted June 3, 2014 That one is random loadouts based on humanity. This is one loadout based on humanity. Well yes by default but you can customized it as i have on my server, to be one loadout for survivor, one for hero, and one for bandit Link to comment Share on other sites More sharing options...
0 HollowAddiction Posted June 3, 2014 Report Share Posted June 3, 2014 The script has been finished and is working great on our server: Ah Awesome, looking forward to checking it out Link to comment Share on other sites More sharing options...
0 insertcoins Posted June 3, 2014 Report Share Posted June 3, 2014 That one is random loadouts based on humanity. This is one loadout based on humanity. Plus, it doesn't work when I tried it. Threw a lot of rtp spam as you can see in the topic. Link to comment Share on other sites More sharing options...
0 Halvhjearne Posted June 3, 2014 Report Share Posted June 3, 2014 both of yours code could be optimized instead of using all these if's, try a switch case and instead of adding each single weapon/item or magazine, put them in an arrays and add them all at the buttom of the script instead. that would make it simpler and perhaps easier to edit after imo Link to comment Share on other sites More sharing options...
0 THAC0_Gewch Posted August 10, 2014 Author Report Share Posted August 10, 2014 Is anyone having problems with this script on 1.0.5.1? Link to comment Share on other sites More sharing options...
0 Komplex Posted September 1, 2014 Report Share Posted September 1, 2014 Is there anyway to add a skin morph to this? So the custom hero loadout will morph into a skin of your choosing? Link to comment Share on other sites More sharing options...
0 ABLGDayZ Posted September 25, 2014 Report Share Posted September 25, 2014 Hi, did anyone notice, that the player won't be able to choose chemlights and roadflares as weapons anymore, with pressing F-Key? After executing the removeAllWeapons command. Solution, add this at the end: player addWeapon "Loot"; player addWeapon "Flare"; These are the "core tools", like it's called in the player_monitor.fsm. regards Link to comment Share on other sites More sharing options...
0 NAIL Posted November 2, 2014 Report Share Posted November 2, 2014 I am trying to get this to work using different levels of humanity and loadout. If someone can look at my code and tell me what my problem is I would greatly appreciate it. This is my loadout.sqf. Private ["_humanity","_isHero1","_isHero2","_isHero3","_isHero4","_isHero5","_isbandit1","_isbandit2","_isbandit3","_isbandit4","_isbandit5"]; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; _humanity = (player getVariable["humanity",0]); _isHero1 = (player getVariable ["humanity",0] > 5000) && (player getVariable ["humanity",0] < 9999)); _isHero2 = ((player getVariable ["humanity",0] > 10000) && (player getVariable ["humanity",0] < 19999)); _isHero3 = ((player getVariable ["humanity",0] > 20000) && (player getVariable ["humanity",0] < 29999)); _isHero4 = (player getVariable ["humanity",0] > 30000) && (player getVariable ["humanity",0] < 79999); _isHero5 = (player getVariable ["humanity",0] > 80000); _isbandit1 = (player getVariable ["humanity",0] < -5000) && (player getVariable ["humanity",0] > -9999)); _isbandit2 = ((player getVariable ["humanity",0] < -10000) && (player getVariable ["humanity",0] > -19999)); _isbandit3 = ((player getVariable ["humanity",0] < -20000) && (player getVariable ["humanity",0] > -29999)); _isbandit4 = (player getVariable ["humanity",0] < -30000) && (player getVariable ["humanity",0] > -79999); _isbandit5 = (player getVariable ["humanity",0] < -80000); if (dayzPlayerLogin2 select 2 and !(player isKindOf "PZombie_VB")) then { if(_isHero1) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '17Rnd_9x19_glock17', '17Rnd_9x19_glock17', 'ItemSodaPepsi', 'ItemPainkiller', 'FoodCanPasta', 'ItemMorphine', 'ItemBloodbag', 'ItemMorphine', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'glock17_EP1', 'ItemMap', 'ItemCompass' ]; player addBackpack 'DZ_ALICE_Pack_EP1'; }; if(_isHero2) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '30Rnd_556x45_Stanag', '30Rnd_556x45_Stanag', '15Rnd_9x19_M9', '15Rnd_9x19_M9', 'ItemSodaCoke', 'ItemPainkiller', 'FoodCanSardines', 'ItemMorphine', 'ItemBloodbag', 'ItemMorphine', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'M4A3_CCO_EP1', 'ItemFlashlight', 'ItemToolbox', 'ItemMap', 'Binocular', 'M9', 'ItemCompass' ]; player addBackpack 'DZ_CompactPack_EP1'; }; if(_isHero3) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '100Rnd_762x51_M240', '100Rnd_762x51_M240', '15Rnd_9x19_M9SD', '15Rnd_9x19_M9SD', 'ItemSodaMdew', 'ItemPainkiller', 'FoodNutmix', 'ItemMorphine', 'ItemBloodbag', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'Mk_48_DZ', 'ItemGPS', 'ItemCompass', 'ItemToolbox', 'ItemMatchbox', 'Binocular', 'M9SD' ]; player addBackpack 'DZ_GunBag_EP1'; }; if(_isHero4) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '30Rnd_556x45_StanagSD', '30Rnd_556x45_StanagSD', '15Rnd_9x19_M9SD', '15Rnd_9x19_M9SD', 'ItemSodaRbull', 'ItemPainkiller', 'FoodMRE', 'ItemMorphine', 'ItemBloodbag', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'M4A1_Aim_SD_camo', 'ItemGPS', 'ItemToolbox', 'Binocular_Vector', 'M9SD', 'ItemCompass' ]; player addBackpack 'DZ_TK_Assault_Pack_EP1'; }; if(_isHero5) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '20Rnd_762x51_DMR', '20Rnd_762x51_DMR', '15Rnd_9x19_M9SD', '15Rnd_9x19_M9SD', 'ItemSodaOrangeSherbet', 'ItemPainkiller', 'FoodSteakCooked', 'ItemMorphine', 'ItemBloodbag', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'DMR_DZ', 'ItemGPS', 'ItemToolbox', 'Binocular_Vector', 'ItemCrowbar', 'M9SD', 'ItemCompass' ]; player addBackpack 'DZ_LargeGunBag_EP1'; }; if(_isbandit1) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '17Rnd_9x19_glock17', '17Rnd_9x19_glock17', 'ItemSodaPepsi', 'ItemPainkiller', 'FoodCanPasta', 'ItemMorphine', 'ItemBloodbag', 'ItemMorphine', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'glock17_EP1', 'ItemMap', 'ItemCompass' ]; player addBackpack 'DZ_ALICE_Pack_EP1'; }; if(_isbandit2) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '30Rnd_556x45_Stanag', '30Rnd_556x45_Stanag', '15Rnd_9x19_M9', '15Rnd_9x19_M9', 'ItemSodaCoke', 'ItemPainkiller', 'FoodCanSardines', 'ItemMorphine', 'ItemBloodbag', 'ItemMorphine', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'M4A3_CCO_EP1', 'ItemFlashlight', 'ItemToolbox', 'ItemMap', 'Binocular', 'M9', 'ItemCompass' ]; player addBackpack 'DZ_CompactPack_EP1'; }; if(_isbandit3) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '100Rnd_762x51_M240', '100Rnd_762x51_M240', '15Rnd_9x19_M9SD', '15Rnd_9x19_M9SD', 'ItemSodaMdew', 'ItemPainkiller', 'FoodNutmix', 'ItemMorphine', 'ItemBloodbag', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'Mk_48_DZ', 'ItemGPS', 'ItemCompass', 'ItemToolbox', 'ItemMatchbox', 'Binocular', 'M9SD' ]; player addBackpack 'DZ_GunBag_EP1'; }; if(_isbandit4) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '30Rnd_556x45_StanagSD', '30Rnd_556x45_StanagSD', '15Rnd_9x19_M9SD', '15Rnd_9x19_M9SD', 'ItemSodaRbull', 'ItemPainkiller', 'FoodMRE', 'ItemMorphine', 'ItemBloodbag', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'M4A1_Aim_SD_camo', 'ItemGPS', 'ItemToolbox', 'Binocular_Vector', 'M9SD', 'ItemCompass' ]; player addBackpack 'DZ_TK_Assault_Pack_EP1'; }; if(_isbandit5) then { removeAllWeapons player; removeAllItems player; removeBackpack player; player addWeapon "Loot"; player addWeapon "Flare"; {player addMagazine _x}forEach [ 'ItemBandage', 'ItemBandage', '20Rnd_762x51_DMR', '20Rnd_762x51_DMR', '15Rnd_9x19_M9SD', '15Rnd_9x19_M9SD', 'ItemSodaOrangeSherbet', 'ItemPainkiller', 'FoodSteakCooked', 'ItemMorphine', 'ItemBloodbag', 'ItemWaterbottleBoiled' ]; {player addWeapon _x}forEach [ 'DMR_DZ', 'ItemGPS', 'ItemToolbox', 'Binocular_Vector', 'ItemCrowbar', 'M9SD', 'ItemCompass' ]; player addBackpack 'DZ_LargeGunBag_EP1'; }; }; And this is my call in init.sqf if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; [] execVM "Custom\loadout.sqf"; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; //anti Hack //AH removed this line v2.1 //[] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; //DZAI _nul = [] execVM "DZAI_Client\dzai_initclient.sqf"; }; //AH removed this line v2.1 //#include "\z\addons\dayz_code\system\REsec.sqf" //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; //Safezones [] execVM 'Custom\safezone.sqf'; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" Link to comment Share on other sites More sharing options...
0 ABLGDayZ Posted November 7, 2014 Report Share Posted November 7, 2014 You are missing some brackets in your loadout.sqf at the beginning. For example at line _isHero1 = (player getVariable ["humanity",0] > 5000) && (player getVariable ["humanity",0] < 9999)); and couple others, check your lines again. regards Link to comment Share on other sites More sharing options...
0 TheCorey28 Posted November 9, 2014 Report Share Posted November 9, 2014 Hey all! Trying to get this to work, but not having any luck at the moment ^_^ Here is my loadout.sqf: Private ["_humanity"]; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; // Check that player is logged in _humanity = (player getVariable["humanity",0]); // Get and set humanity if (dayzPlayerLogin2 select 2 and !(player isKindOf "PZombie_VB")) then { // Check if player is new spawn and not zombified if (_humanity >= 12500) then { diag_log ("GRANTING HERO LOADOUT TO PLAYER"); // Does not work, syntax is wrong - Gewch will fix during next maintenance period // Remove default loadout removeAllWeapons player; removeAllItems player; removeBackpack player; //Bug fix (f key to switch to flare) player addWeapon "Loot"; player addWeapon "Flare"; //Overridden inventory here player addMagazine '30Rnd_556x45_StanagSD'; player addWeapon 'RH_hk416sd'; player addMagazine '30Rnd_556x45_StanagSD'; player addMagazine 'RH_6Rnd_44_Mag'; player addWeapon 'RH_bull'; player addWeapon 'ItemMap'; player addMagazine 'RH_6Rnd_44_Mag'; player addMagazine 'ItemWaterbottleBoiled'; player addMagazine 'FoodSteakCooked'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemPainkiller'; player addBackpack 'TK_ALICE_Pack_EP1'; }; else { if (_humanity > 7500) && (_humanity < 12500) then { diag_log ("GRANTING GOOD GUY LOADOUT TO PLAYER"); // Remove default loadout removeAllWeapons player; removeAllItems player; removeBackpack player; //Bug fix (f key to switch to flare) player addWeapon "Loot"; player addWeapon "Flare"; //Overridden inventory here player addMagazine '30Rnd_556x45_Stanag'; player addWeapon 'RH_hk416'; player addMagazine '30Rnd_556x45_Stanag'; player addMagazine 'RH_6Rnd_44_Mag'; player addWeapon 'RH_bull'; player addWeapon 'ItemMap'; player addMagazine 'RH_6Rnd_44_Mag'; player addMagazine 'ItemWaterbottleBoiled'; player addMagazine 'FoodSteakCooked'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemPainkiller'; player addBackpack 'DZ_British_ACU'; }; else { if (_humanity <= -7500) then { diag_log ("GRANTING BANDIT LOADOUT TO PLAYER"); // Remove default loadout removeAllWeapons player; removeAllItems player; removeBackpack player; //Bug fix (f key to switch to flare) player addWeapon "Loot"; player addWeapon "Flare"; //Overridden inventory here player addMagazine '10Rnd_762x54_SVD'; player addWeapon 'SVD'; player addMagazine '10Rnd_762x54_SVD'; player addMagazine 'RH_6Rnd_44_Mag'; player addWeapon 'RH_bull'; player addWeapon 'ItemMap'; player addMagazine 'RH_6Rnd_44_Mag'; player addMagazine 'ItemWaterbottleBoiled'; player addMagazine 'FoodSteakCooked'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemPainkiller'; player addBackpack 'TK_ALICE_Pack_EP1'; }; else { if (_humanity > -7500) && (_humanity < -2500) then { diag_log ("GRANTING BAD GUY LOADOUT TO PLAYER"); // Remove default loadout removeAllWeapons player; removeAllItems player; removeBackpack player; //Bug fix (f key to switch to flare) player addWeapon "Loot"; player addWeapon "Flare"; //Overridden inventory here player addMagazine '30Rnd_762x39_AK47'; player addWeapon 'vil_AKS_47'; player addMagazine '30Rnd_762x39_AK47'; player addMagazine 'RH_6Rnd_44_Mag'; player addWeapon 'RH_bull'; player addWeapon 'ItemMap'; player addMagazine 'RH_6Rnd_44_Mag'; player addMagazine 'ItemWaterbottleBoiled'; player addMagazine 'FoodSteakCooked'; player addMagazine 'ItemBandage'; player addMagazine 'ItemBandage'; player addMagazine 'ItemMorphine'; player addMagazine 'ItemPainkiller'; player addBackpack 'DZ_British_ACU'; }; }; }; }; }; // END IF FOR NEW SPAWN *I had just if statements instead of else-if, but that didn't work either.* I tried putting the exec before and after the player monitor section in the init.sqf, also. I still spawn the default loadout at various humanities. I will most likely switch to using {player addMagazine _x}forEach []; and that, but I'm wondering why the conditionals aren't being met. Any help would be much appreciated :lol: Link to comment Share on other sites More sharing options...
0 ABLGDayZ Posted November 9, 2014 Report Share Posted November 9, 2014 if using else you have to remove the ; left of the else }; else { to } else { Link to comment Share on other sites More sharing options...
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THAC0_Gewch
https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter/tree/Epoch_1.0.5.1
Updated for 1.0.6.x
Edited by THAC0_GewchUpdated Github link to point directly to 1.0.5.1 code.
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Halvhjearne
lol heres something that will reduce size of your scripts ... removeAllWeapons player; removeAllItems player; removeBackpack player; {player addMagazine _x}forEach [ '30Rnd_545x39_AK','30Rnd_545
THAC0_Gewch
https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter/tree/Epoch_1.0.5.1 Updated for 1.0.6.x
Halvhjearne
omg, are you serius? if you are, you are obviusly an idiot ... i just told you how you can do this, its not that hard. just add a few lines underneth what i wrote to determin what humanity th
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