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- void SpawnObject(string objectName, vector position, vector orientation)
- {
- Object obj;
- obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0"));
- obj.SetPosition(position);
- obj.SetOrientation(orientation);
- // Force update collisions
- if (obj.CanAffectPathgraph())
- {
- obj.SetAffectPathgraph(true, false);
- GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj);
- }
- }
- #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\prisonship.c"
- #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island01.c"
- #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island02.c"
- #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\container.c"
- #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\islandmili.c"
- #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\caves.c"
- void main()
- {
- //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(0.4, 0.6), 1, 0);
- weather.GetRain().Set( 0, 0, 1);
- weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 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 = 9, reset_day = 20;
- 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);
- }
- }
- }
- prisonship();
- island01();
- island02();
- container();
- islandmili();
- caves();
- //GetCEApi().ExportProxyData("7500 0 7500", 10000); //Centre of map, radius of how far to go out and find buildings.
- }
- class CustomMission: MissionServer
- {
- void SetRandomHealth(EntityAI itemEnt)
- {
- if ( itemEnt )
- {
- int rndHlt = Math.RandomInt(55,100);
- itemEnt.SetHealth("","",rndHlt);
- }
- }
- override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
- {
- Entity playerEnt;
- playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player
- Class.CastTo(m_player, playerEnt);
- GetGame().SelectPlayer(identity, m_player);
- return m_player;
- }
- override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
- {
- EntityAI itemTop;
- EntityAI itemEnt;
- ItemBase itemBs;
- float rand;
- itemTop = player.FindAttachmentBySlotName("Body");
- if ( itemTop )
- {
- itemEnt = itemTop.GetInventory().CreateInInventory("Rag");
- if ( Class.CastTo(itemBs, itemEnt ) )
- itemBs.SetQuantity(4);
- SetRandomHealth(itemEnt);
- itemEnt = itemTop.GetInventory().CreateInInventory("flashlight");
- SetRandomHealth(itemEnt);
- itemEnt = itemTop.GetInventory().CreateInInventory("Battery9V");
- SetRandomHealth(itemEnt);
- itemEnt = itemTop.GetInventory().CreateInInventory("WaterBottle");
- SetRandomHealth(itemEnt);
- itemEnt = itemTop.GetInventory().CreateInInventory("MoneyRuble100");
- SetRandomHealth(itemEnt);
- itemEnt = itemTop.GetInventory().CreateInInventory("KitchenKnife");
- SetRandomHealth(itemEnt);
- rand = Math.RandomFloatInclusive(0.0, 1.0);
- if ( rand < 0.35 )
- itemEnt = player.GetInventory().CreateInInventory("rice");
- else if ( rand > 0.65 )
- itemEnt = player.GetInventory().CreateInInventory("Pear");
- SetRandomHealth(itemEnt);
- }
- }
- };
- Mission CreateCustomMission(string path)
- {
- return new CustomMission();
- }
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