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Black-barret_new

a guest Sep 12th, 2019 59 Never
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  1. void SpawnObject(string objectName, vector position, vector orientation)
  2. {
  3.     Object obj;
  4.     obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0"));
  5.     obj.SetPosition(position);
  6.     obj.SetOrientation(orientation);
  7.  
  8.     // Force update collisions
  9.     if (obj.CanAffectPathgraph())
  10.     {
  11.         obj.SetAffectPathgraph(true, false);
  12.         GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj);
  13.     }
  14. }
  15.  
  16. //caves mod : Put // in front of # to disable
  17. //#include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\caves.c"
  18. //chernarus-islands : Put // in front of # to disable
  19. #include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\prisonship.c"
  20. #include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\island01.c"
  21. #include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\island02.c"
  22. #include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\container.c"
  23. #include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\islandmili.c"
  24.  
  25. #include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\PlayersMessagesCount.c"
  26. #include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\ConnectMessagesInChat.c"
  27. #include "$CurrentDir:\\mpmissions\\Arenda_61_dayzOffline.chernarusplus\\Buildings.c"
  28.  
  29. void main()
  30. {  
  31.     //INIT WEATHER BEFORE ECONOMY INIT------------------------
  32.     Weather weather = g_Game.GetWeather();
  33.  
  34.     weather.MissionWeather(false);    // false = use weather controller from Weather.c
  35.  
  36.     weather.GetOvercast().Set( Math.RandomFloatInclusive(0.4, 0.6), 1, 0);
  37.     weather.GetRain().Set( 0, 0, 1);
  38.     weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0);
  39.  
  40.     //INIT ECONOMY--------------------------------------
  41.     Hive ce = CreateHive();
  42.     if ( ce )
  43.         ce.InitOffline();
  44.  
  45.     //DATE RESET AFTER ECONOMY INIT-------------------------
  46.     int year, month, day, hour, minute;
  47.     int reset_month = 9, reset_day = 20;
  48.     GetGame().GetWorld().GetDate(year, month, day, hour, minute);
  49.  
  50.     if ((month == reset_month) && (day < reset_day))
  51.     {
  52.         GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
  53.     }
  54.     else
  55.     {
  56.         if ((month == reset_month + 1) && (day > reset_day))
  57.         {
  58.             GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
  59.         }
  60.         else
  61.         {
  62.             if ((month < reset_month) || (month > reset_month + 1))
  63.             {
  64.                 GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
  65.             }
  66.         }
  67.     }
  68.  
  69.         //caves mod : Put // in front of # to disable
  70.         //caves();
  71.         //chernarus-islands : Put // in front of # to disable
  72.         prisonship();
  73.         island01();
  74.         island02();
  75.         container();
  76.         islandmili();
  77.  
  78.         PlayersMessagesCount();
  79.         ConnectMessagesInChat();
  80.         Buildings();
  81.  
  82.         //This line ads custom loot to buildings Remove // and let server run for 1 restart, then add // back
  83.   //GetCEApi().ExportProxyData("7500 0 7500", 10000);  //Centre of map, radius of how far to go out and find buildings.
  84.  
  85. }
  86.  
  87. class CustomMission: MissionServer
  88. {
  89.     void SetRandomHealth(EntityAI itemEnt)
  90.     {
  91.         if ( itemEnt )
  92.         {
  93.             int rndHlt = Math.RandomInt(55,100);
  94.             itemEnt.SetHealth("","",rndHlt);
  95.         }
  96.     }
  97.  
  98.     override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
  99.     {
  100.         Entity playerEnt;
  101.         playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player
  102.         Class.CastTo(m_player, playerEnt);
  103.  
  104.         GetGame().SelectPlayer(identity, m_player);
  105.  
  106.         return m_player;
  107.     }
  108.  
  109.     override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
  110.     {
  111.         EntityAI itemTop;
  112.         EntityAI itemEnt;
  113.         ItemBase itemBs;
  114.         float rand;
  115.  
  116.         itemTop = player.FindAttachmentBySlotName("Body");
  117.  
  118.         if ( itemTop )
  119.         {
  120.             itemEnt = itemTop.GetInventory().CreateInInventory("Rag");
  121.             if ( Class.CastTo(itemBs, itemEnt ) )
  122.                 itemBs.SetQuantity(4);
  123.  
  124.             SetRandomHealth(itemEnt);
  125.            
  126.             itemEnt = itemTop.GetInventory().CreateInInventory("RoadFlare");
  127.             SetRandomHealth(itemEnt);
  128.            
  129.             itemEnt = itemTop.GetInventory().CreateInInventory("ChernarusMap");
  130.             SetRandomHealth(itemEnt);
  131.            
  132.             itemEnt = itemTop.GetInventory().CreateInInventory("Canteen");
  133.             SetRandomHealth(itemEnt);
  134.  
  135.             itemEnt = itemTop.GetInventory().CreateInInventory("StoneKnife");
  136.             SetRandomHealth(itemEnt);
  137.  
  138.             /*
  139.             string chemlightArray[] = { "Chemlight_White", "Chemlight_Yellow", "Chemlight_Green", "Chemlight_Red" };
  140.             int rndIndex = Math.RandomInt(0, 4);
  141.             itemEnt = itemTop.GetInventory().CreateInInventory(chemlightArray[rndIndex]);
  142.             SetRandomHealth(itemEnt);
  143.             */
  144.            
  145.             rand = Math.RandomFloatInclusive(0.0, 1.0);
  146.             if ( rand < 0.35 )
  147.                 itemEnt = player.GetInventory().CreateInInventory("Apple");
  148.             else if ( rand > 0.65 )
  149.                 itemEnt = player.GetInventory().CreateInInventory("Pear");
  150.             else
  151.                 itemEnt = player.GetInventory().CreateInInventory("Plum");
  152.  
  153.             SetRandomHealth(itemEnt);
  154.         }
  155.     }
  156. };
  157.  
  158. Mission CreateCustomMission(string path)
  159. {
  160.     return new CustomMission();
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