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Custom Loadout


HGG-DeltaSierra

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Hi guys, 

I've been reading up on editing my server so I can give players a custom load-out. 

I read that if I was to put this variable in the init.sqf file it would be possible, my question is though.. Where exactly in the init file do I put it?

DefaultMagazines = ["ItemBandage","ItemPainkiller"]; 
DefaultWeapons = ["ItemFlashlight"]; 
DefaultBackpack = ""; 
DefaultBackpackWeapon = "";
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  On 9/26/2013 at 2:22 PM, DeltaSierra said:
Hi guys, 

I've been reading up on editing my server so I can give players a custom load-out. 

I read that if I was to put this variable in the init.sqf file it would be possible, my question is though.. Where exactly in the init file do I put it?

DefaultMagazines = ["ItemBandage","ItemPainkiller"]; 
DefaultWeapons = ["ItemFlashlight"]; 
DefaultBackpack = ""; 
DefaultBackpackWeapon = "";

 

 

Take a look at me init.sqf

/*	
	For DayZ Epoch
	Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance =	11;					//The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

_logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";
execVM "R3F_ARTY_AND_LOG\init.sqf";
execVM "BTK\Cargo Drop\Start.sqf";

//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;

// DayZ Epoch config
spawnShoremode = 0; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
MaxHeliCrashes= 5; // Default = 5
MaxVehicleLimit = 300; // Default = 50
MaxDynamicDebris = 500; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30
DZE_DeathMsgGlobal = true;
DZE_AllowForceSave = true;
dze_buildinglimit = 150000000000000;
dayz_tameDogs = true;

// Default Loadout Config for New Spawns
DefaultMagazines = ["17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemBandage","ItemBandage","ItemPainkiller","ItemWaterbottle","FoodSteakCooked"];
DefaultWeapons = ["ItemMap","ItemWatch","ItemHatchet","glock17_EP1"];
DefaultBackpack = "DZ_Patrol_Pack_EP1";
DefaultBackpackWeapon = "";

EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = true;

//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";				//Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";				//Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";	//Functions used by CLIENT for medical
progressLoadingScreen 0.4;
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";				//Compile regular functions
call compile preprocessFileLineNumbers "fixes\compiles.sqf";				//Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";				//Compile trader configs
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
progressLoadingScreen 1.0;

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

/* BIS_Effects_* fixes from Dwarden */
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";

BIS_Effects_globalEvent = {
	BIS_effects_gepv = _this;
	publicVariable "BIS_effects_gepv";
	_this call BIS_Effects_startEvent;
};

BIS_Effects_startEvent = {
	switch (_this select 0) do {
		case "AirDestruction": {
				[_this select 1] spawn BIS_Effects_AirDestruction;
		};
		case "AirDestructionStage2": {
				[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
		};
		case "Burn": {
				[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
		};
	};
};

"BIS_effects_gepv" addPublicVariableEventHandler {
	(_this select 1) call BIS_Effects_startEvent;
};

if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};

if ((!isServer) && (player != player)) then
{
  waitUntil {player == player}; 
  waitUntil {time > 3};
};

if (isServer) then {
	axe_server_lampObjs =    compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf";
    	"axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs};
	call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";				//Compile vehicle configs
	
	// Add trader citys
	_nil = [] execVM "mission.sqf";
	_serverMonitor = 	[] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

if (!isDedicated) then {

	[] execVM "Scripts\kh_actions.sqf";
	[] execVM "custom_debug.sqf";
	//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;}];
	__id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "addin\plrInit.sqf";}];
	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
	_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
	_nul = [] execVM "addin\plrInit.sqf";
	
	//Lights
	[17,6,true,false,true,true,72,242,600,10,[0.698, 0.556, 0.419],"Generator_DZ",208,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
	//StreetLights
	[] execVM "lights\street_lights.sqf";
	[] execVM "safezone.sqf";
	[] execVM "actions.sqf";
	[] execVM "faction.sqf";
	[] execVM "debug\addmarkers.sqf";
	[] execVM "debug\addmarkers75.sqf";
};
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