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Custom Loadouts for Admins and Regular Players


MisterT

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  On 12/21/2014 at 4:12 AM, Darth_Rogue said:

Yeah the more I think about this the more I don't like it.  Stuff is pretty easy to get in Epoch as it is.  The only legit rationale I can think of for doing a starting loadout would be to give freshies a sidearm so they at least have a chance at defending themselves from spawn rapers.  Other than that it's just dumbing things down too much. 

How to do That?

 

I have put in my server Roaming AI's and it will be good to give players the chance to spawn with a pistol or something . any idea please.,

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  On 3/8/2015 at 9:39 PM, HackSaW_TM said:

How to do That?

 

I have put in my server Roaming AI's and it will be good to give players the chance to spawn with a pistol or something . any idea please.,

 

 

Read through the thread.  There's about 3 different ways you can do it, all of which have been discussed.

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  • 2 weeks later...
  On 3/1/2015 at 4:16 PM, Darth_Rogue said:

Try this:

 

  Reveal hidden contents

 

 

I haven't tested this but I think it will work.  The only thing I'm shaky on is whether that's the proper way to handle two separate 'if' statements in the same script.  

 

hi

 

It does not work for me, the custom loadout with crypto 0.
 
here is my custom loadout
 

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if (EPOCH_playerCrypto == 0) && if (getPlayerUID player in ["","xxxxxxxxxxxxxxxxx","xxxxxxxxxxxxxxxxx","xxxxxxxxxxxxxxxxx","xxxxxxxxxxxxxxxxx","xxxxxxxxxxxxxxxxx","xxxxxxxxxxxxxxxxx","xxxxxxxxxxxxxxxxx","xxxxxxxxxxxxxxxxx"]) then

{

_PistolANDmag = [["arifle_MX_F","30Rnd_65x39_caseless_mag"]] call BIS_fnc_selectRandom;

_pistol = _PistolANDmag select 0;

_mag = _PistolANDmag select 1;

_item = "FAK";

_food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom;

_drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom;

_uniform = ["U_OG_Guerilla2_3"] call BIS_fnc_selectRandom;

_vest = ["V_PlateCarrierH_CTRG"] call BIS_fnc_selectRandom;

hint format ["Standard Loadout Supplied"];

clearWeaponCargo player;

clearMagazineCargo player;

player addVest _vest;

player addWeapon _pistol;

player addMagazine _mag;

player addMagazine _item;

player addMagazine _food;

player addMagazine _drink;

player addWeapon "EpochRadio0";

EPOCH_playerCrypto = 200;

EPOCH_playerEnergy = 2000;

_modelMale = (typeOF player == "Epoch_Male_F");

_modelFemale = (typeOF player == "Epoch_Female_F");

if (_modelFemale) then {

player forceAddUniform "U_BasicBodyFemale";

};

if (_modelMale) then {

player forceAddUniform _uniform;

};

}else{

hint "Standard Loadout Already Supplied";

};

 
thanks
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I never thought my initial spawn loadout box would come back as a last resort. <_< I added that box in and put in my intial loadout randomizer back then because the respawn event handler was being blocked by infistar for non-admin players, but now with this damn gender select, people are actually resorting back to that shitty box method.. urgh >.<  the Box method is still sloppy, as people can just sit there and dupe gear or click the box as many times as they want to continue randomizing until they get what they want. It's fine as a last resort I guess, since about a million people stole it off my initial Legion mission pbo anyways, but there has to be a work around for the current gender selection addition. I just tried changing the script to:

private ["_player"];
if(isDedicated || !hasInterface) exitWith{};

waitUntil {alive player};
waitUntil {typeOF player != "VirtualMan_EPOCH"};

while {true} do {
_player = player;
player addEventHandler ["Respawn", {
_PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom;
_pistol = _PistolANDmag select 0;
_mag = _PistolANDmag select 1;
_item = "FAK";
_food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom;
_drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom;
_uniform = ["U_C_Driver_4","U_C_Driver_3","U_C_Driver_2","U_C_Driver_1","U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom;
_vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom;
hint format [" %1 \n %2 \n %3 \n %4 \n %5 \n %6 \n %7",_pistol,_mag,_item,_food,_drink,_uniform,_vest];
   player addVest _vest;
player addWeapon _pistol;
player addMagazine _mag;
player addMagazine _item;
player addMagazine _food;
player addMagazine _drink;
player addWeapon "EpochRadio0";
player addWeapon "ItemCompass";
player forceAddUniform _uniform;
}]; waitUntil {_player != player}; 
}; 
};

but the event handler still doesnt catch as "respawn" occurs before gender select... I'm going to dig into this more and will put out a solid solution, that isn't that stupid spawn box. It makes the debug room a disaster after a few minutes of people dropping shit they don't want everywhere. it's just sloppy and i regret keeping it in my mission file.

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The box method works fine as long as you implement the Krypto check.  Then players can only get a loadout from the box once per respawn event.

 

Edit:  scratch that.  I've just been informed that even though it gives 100 crypto it doesn't "actually" give it, even though the debug monitor says it does.  Apparently they've changed Epoch to a direct write to/read from database solution.  So we will have to rethink the approach on this.  

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Someone figured out, how to check if player is female or male? Need this because to add some clothes...

 

I combined parts from this loadout script with the randomspawn script... this is what I have now:

  Reveal hidden contents

All I can find is:

Epoch_Female_F or Epoch_Male_F

Also a choice could be:

EPOCH_PlayerIsMale = true; or EPOCH_PlayerIsFemale = true;

 

What I tried, but didn't work for me:

  Reveal hidden contents

And also tried this one:

  Reveal hidden contents

Maybe someone have little push for me, straight to the right direction?

 

What I wanna do is, if Player is Male, than random select some clothes, if player is female, then do nothing. Maybe add clothes to female later, but they look alright for me at the moment. They do wearing jeans, not like male with underwear only ^^

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  On 3/31/2015 at 4:49 PM, SadBoy1981 said:

i add sensor zone to spawn box, so when player after respawn come to spawn box, sensor run loadout script as it was before! =)

 

That is an insanely good idea. Do you mind sharing how you did that?

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