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Dayz 1.23 Player Spawn Suggestion
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Description

Dayz is all about dynamism and writing new stories each time the player restarts his journey, for most old players there arent so many new stories to write, because they already experienced a lot in the game. What I am proposing is to change the players spawn configuration, so each time they spawn is a new story that he is living. The problem about adding diferent spawns pre-sets is that they need to be balanced, so the player doesnt stay killing himself to get better itens. Thats why I created the following "init.c" code, to bring more dynamism to the game, by adding professions and ramdom pre-sets that make each respawn "unique". I am making it available for everybody, so if you Devs want to test it out or implement it or a better version of it, feel welcome. In the end of the code there is a fixed spawn of a can, a bandage and a knife to make things easier to test, but I recomend taking them off if using on a server.

Also consider changing the iten damage for diferent classes for more realism.
Ps: I wanted to add a Priest setup as in the dayz mod, but there were no clothes that looked like it.

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General
Steps To Reproduce

void main()
{
//INIT ECONOMY--------------------------------------
Hive ce = CreateHive();
if ( ce )

		ce.InitOffline();

//DATE RESET AFTER ECONOMY INIT-------------------------
int year, month, day, hour, minute;
int reset_month = 8, reset_day = 10;
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);
			}
		}

}
}

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" );
		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;
		player.RemoveAllItems();
		float Rand1
		Rand1 = Math.RandomFloatInclusive( 0.0, 1.0 );
		rand = Math.RandomFloatInclusive( 0.0, 1.0 );
		itemTop = player.FindAttachmentBySlotName("Body");
		if ( rand < 0.05 ){

/*MotorRider*/

			itemEnt = player.GetInventory().CreateInInventory( "RidersJacket_Black" );
			itemEnt = player.GetInventory().CreateInInventory( "CombatBoots_Black" );
			itemEnt = player.GetInventory().CreateInInventory( "CivilianBelt" );
			itemEnt = player.GetInventory().CreateInInventory( "OMNOGloves_Brown" );
			
			string calcamoto[] = { "Jeans_Brown", "Jeans_BlueDark", "Jeans_Blue", "Jeans_Black" };
			int rndIndex1 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( calcamoto[rndIndex1] );
			string capamoto[] = { "DarkMotoHelmet_Yellow", "DarkMotoHelmet_White", "DarkMotoHelmet_Red", "DarkMotoHelmet_Lime", "DarkMotoHelmet_Grey", "DarkMotoHelmet_Green", "DarkMotoHelmet_Blue", "DarkMotoHelmet_Black" };
			int rndIndex2 = Math.RandomInt( 0, 8 );
			itemEnt = player.GetInventory().CreateInInventory( capamoto[rndIndex2] );
		}
		else if ( rand<0.1 ){

/*house builder*/

			string calcaw[] = { "Jeans_Brown", "Jeans_BlueDark", "Jeans_Blue", "Jeans_Black" };
			int rndIndex3 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( calcaw[rndIndex3] );
			string blusaw[] = { "Shirt_BlueCheck","Shirt_BlueCheckBright","Shirt_GreenCheck","Shirt_PlaneBlack","Shirt_RedCheck","Shirt_WhiteCheck" };
			int rndIndex4 = Math.RandomInt( 0, 6 );
			itemEnt = player.GetInventory().CreateInInventory( blusaw[rndIndex4] );
			string capaw[] = { "ConstructionHelmet_Yellow","ConstructionHelmet_White","ConstructionHelmet_Red","ConstructionHelmet_Orange","ConstructionHelmet_Lime","ConstructionHelmet_Blue"};
			int rndIndex5 = Math.RandomInt( 0, 6 );
			itemEnt = player.GetInventory().CreateInInventory( capaw[rndIndex5] );
			string botaw[] = { "WorkingBoots_Beige", "WorkingBoots_Brown", "WorkingBoots_Green", "WorkingBoots_Grey","WorkingBoots_Yellow" };
			int rndIndex6 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( botaw[rndIndex6] );
			string luvaw[] = { "WorkingGloves_Beige", "WorkingGloves_Black", "WorkingGloves_Brown", "WorkingGloves_Yellow" };
			int rndIndex7 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( luvaw[rndIndex7] );
			string extraw[] = { "Hammer", "SledgeHammer", "Shovel","PipeWrench" };
			int rndIndex71 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( extraw[rndIndex71] );
		}
		else if ( rand<0.15 ){

/*Lumber Jack*/

			string calcal[] = { "Jeans_Brown", "Jeans_BlueDark", "Jeans_Blue", "Jeans_Black" };
			int rndIndex311 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( calcal[rndIndex311] );
			string blusal[] = { "Shirt_BlueCheck","Shirt_BlueCheckBright","Shirt_GreenCheck","Shirt_PlaneBlack","Shirt_RedCheck","Shirt_WhiteCheck" };
			int rndIndex411 = Math.RandomInt( 0, 6 );
			itemEnt = player.GetInventory().CreateInInventory( blusal[rndIndex411] );
			string capal[] = { "BeanieHat_Beige","BeanieHat_Black","BeanieHat_Blue","BeanieHat_Brown","BeanieHat_Green","BeanieHat_Grey","BeanieHat_Red"};
			int rndIndex511 = Math.RandomInt( 0, 7 );
			itemEnt = player.GetInventory().CreateInInventory( capal[rndIndex511] );
			string botal[] = { "WorkingBoots_Beige", "WorkingBoots_Brown", "WorkingBoots_Green", "WorkingBoots_Grey","WorkingBoots_Yellow" };
			int rndIndex611 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( botal[rndIndex611] );
			string luval[] = { "WorkingGloves_Beige", "WorkingGloves_Black", "WorkingGloves_Brown", "WorkingGloves_Yellow" };
			int rndIndex711 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( luval[rndIndex711] );
			string extral[] = { "WoodAxe", "Hatchet" };
			int rndIndex7111 = Math.RandomInt( 0, 2 );
			itemEnt = player.GetInventory().CreateInInventory( extral[rndIndex7111] );
		}
		else if ( rand<0.2 ){

/*Worker*/

			itemEnt = player.GetInventory().CreateInInventory( "ReflexVest" );
			string calcapedra[] = { "Jeans_Brown", "Jeans_BlueDark", "Jeans_Blue", "Jeans_Black" };
			int rndIndex312 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( calcapedra[rndIndex312] );
			string blusapedra[] = { "Shirt_BlueCheck","Shirt_BlueCheckBright","Shirt_GreenCheck","Shirt_PlaneBlack","Shirt_RedCheck","Shirt_WhiteCheck" };
			int rndIndex412 = Math.RandomInt( 0, 6 );
			itemEnt = player.GetInventory().CreateInInventory( blusapedra[rndIndex412] );
			string botapedra[] = { "WorkingBoots_Beige", "WorkingBoots_Brown", "WorkingBoots_Green", "WorkingBoots_Grey","WorkingBoots_Yellow" };
			int rndIndex612 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( botapedra[rndIndex612] );
			string luvapedra[] = { "WorkingGloves_Beige", "WorkingGloves_Black", "WorkingGloves_Brown", "WorkingGloves_Yellow" };
			int rndIndex712 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( luvapedra[rndIndex712] );
			string extrapedro[] = { "Hammer", "SledgeHammer", "Shovel","PipeWrench" };
			int rndIndex7123 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( extrapedro[rndIndex7123] );
		}
		else if ( rand<0.25 ){

/*Teacher*/

			string calcat[] = { "Jeans_Brown", "Jeans_BlueDark", "Jeans_Blue", "Jeans_Black" };
			int rndIndex323 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( calcat[rndIndex323] );
			string ternop[] = { "ManSuit_Beige", "ManSuit_Black", "ManSuit_Blue", "ManSuit_Brown","ManSuit_DarkGrey","ManSuit_Khaki","ManSuit_LightGrey","ManSuit_White" };
			int rndIndex1523 = Math.RandomInt( 0, 8 );
			itemEnt = player.GetInventory().CreateInInventory( "DressShoes_Black" );
			itemEnt = player.GetInventory().CreateInInventory( ternop[rndIndex1523] );
			string extrap[] = { "Pen_Black", "Pen_Blue", "Pen_Green","Pen_Red" };
			int rndIndex71231 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( extrap[rndIndex71231] );
			string extrapp[] = { "DuffelBagSmall_Green", "CanvasBag_Olive"};
			int rndIndex71221 = Math.RandomInt( 0, 2);
			itemEnt = player.GetInventory().CreateInInventory( extrapp[rndIndex71221] );
			itemEnt = player.GetInventory().CreateInInventory( "Paper" );
			itemEnt = player.GetInventory().CreateInInventory( "ThinFramesGlasses" );
		}
		else if ( rand<0.3 ){

/*Fisherman*/

			string calcapesca[] = { "CanvasPants_Violet", "CanvasPants_Red", "CanvasPants_Grey", "CanvasPants_Blue","CanvasPants_Beige" };
			int rndIndex8 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( calcapesca[rndIndex8] );
			string camisapesca[] = { "TShirt_Beige", "TShirt_Black", "TShirt_Blue", "TShirt_Green","TShirt_Grey","TShirt_OrangeWhiteStripes","TShirt_Red","TShirt_RedBlackStripes","TShirt_White" };
			int rndIndex9 = Math.RandomInt( 0, 9 );
			itemEnt = player.GetInventory().CreateInInventory( camisapesca[rndIndex9] );
			string botapesca[] = { "Wellies_Black", "Wellies_Brown", "Wellies_Green", "Wellies_Grey" };
			int rndIndex0 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( botapesca[rndIndex0] );
			string chapeupesca[] = { "BoonieHat_Tan", "BoonieHat_Red", "BoonieHat_Orange", "BoonieHat_Olive","BoonieHat_NavyBlue","BoonieHat_Blue","BoonieHat_Black" };
			int rndIndex11 = Math.RandomInt( 0, 7 );
			itemEnt = player.GetInventory().CreateInInventory( chapeupesca[rndIndex11] );
			itemEnt = player.GetInventory().CreateInInventory( "HuntingVest" );
			itemEnt = player.GetInventory().CreateInInventory( "FishingRod" );
			itemEnt = player.GetInventory().CreateInInventory( "Hook" );
			itemEnt = player.GetInventory().CreateInInventory( "SteakKnife" );
		}
		else if ( rand<0.35 ){

/*Mechanic*/

			itemEnt = player.GetInventory().CreateInInventory( "JumpsuitJacket_Blue" );
			itemEnt = player.GetInventory().CreateInInventory( "JumpsuitPants_Blue" );
			string botamec[] = { "WorkingBoots_Beige", "WorkingBoots_Brown", "WorkingBoots_Green", "WorkingBoots_Grey","WorkingBoots_Yellow" };
			int rndIndex622 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( botamec[rndIndex622] );
			itemEnt = player.GetInventory().CreateInInventory( "BaseballCap_Blue" );
			string emec[] = { "Wrench", "Screwdriver", "GlowPlug", "SparkPlug" };
			int rndIndex633 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( emec[rndIndex633] );
		}
		else if (  rand<0.4 ){

/*Farmer*/

			string botafa[] = { "Wellies_Black", "Wellies_Brown", "Wellies_Green", "Wellies_Grey" };
			int rndIndex12 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( botafa[rndIndex12] );
			string capafa[] = { "CowboyHat_green", "CowboyHat_darkBrown", "CowboyHat_black","CowboyHat_Brown" };
			int rndIndex121 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( capafa[rndIndex121] );
			string calcafa[] = { "CanvasPants_Violet", "CanvasPants_Red", "CanvasPants_Grey", "CanvasPants_Blue","CanvasPants_Beige" };
			int rndIndex13 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( calcafa[rndIndex13] );
			string blusafa[] = { "Shirt_BlueCheck","Shirt_BlueCheckBright","Shirt_GreenCheck","Shirt_PlaneBlack","Shirt_RedCheck","Shirt_WhiteCheck" };
			int rndIndex14 = Math.RandomInt( 0, 6 );
			itemEnt = player.GetInventory().CreateInInventory( blusafa[rndIndex14] );
			string extrafa[] = { "Pitchfork", "FarmingHoe", "Shovel","Pickaxe" };
			int rndIndex122 = Math.RandomInt( 0, 4 );
			itemEnt = player.GetInventory().CreateInInventory( extrafa[rndIndex122] );	
		}	
		else if (  rand<0.45 ){

/*Prisioner*/

			itemEnt = player.GetInventory().CreateInInventory( "PrisonerCap" );
			itemEnt = player.GetInventory().CreateInInventory( "PrisonUniformJacket" );
			itemEnt = player.GetInventory().CreateInInventory( "PrisonUniformPants" );
			itemEnt = player.GetInventory().CreateInInventory( "SteakKnife" );
			itemEnt = player.GetInventory().CreateInInventory( "AthleticShoes_Black" );
		}
		else if (  rand<0.5 ){

/*Lawyer*/

			string terno[] = { "ManSuit_Beige", "ManSuit_Black", "ManSuit_Blue", "ManSuit_Brown","ManSuit_DarkGrey","ManSuit_Khaki","ManSuit_LightGrey","ManSuit_White" };
			int rndIndex15 = Math.RandomInt( 0, 8 );
			itemEnt = player.GetInventory().CreateInInventory( "DressShoes_Black" );
			itemEnt = player.GetInventory().CreateInInventory( terno[rndIndex15] );
			string ternon[] = { "SlacksPants_Beige", "SlacksPants_Black", "SlacksPants_Blue", "SlacksPants_Brown","SlacksPants_DarkGrey","SlacksPants_Khaki","SlacksPants_LightGrey","SlacksPants_White" };
			itemEnt = player.GetInventory().CreateInInventory( ternon[rndIndex15] );
			
		}
		else if ( rand<0.55 ){

/*Fireman*/

			itemEnt = player.GetInventory().CreateInInventory( "CombatBoots_Brown" );
			string blusabom[] = { "FirefighterJacket_Beige","FirefighterJacket_Black", };
			int rndIndex16 = Math.RandomInt( 0, 2 );
			itemEnt = player.GetInventory().CreateInInventory( blusabom[rndIndex16] );
			string calcabom[] = { "FirefightersPants_Beige","FirefightersPants_Black" };
			itemEnt = player.GetInventory().CreateInInventory( calcabom[rndIndex16] );
			string capabom[] = { "FirefightersHelmet_Red","FirefightersHelmet_White","FirefightersHelmet_Yellow" };
			int rndIndex17 = Math.RandomInt( 0, 3 );
			itemEnt = player.GetInventory().CreateInInventory( capabom[rndIndex17] );
			itemEnt = player.GetInventory().CreateInInventory( "FirefighterAxe" );
			itemEnt = player.GetInventory().CreateInInventory( "OMNOGloves_Brown" );
		}
		else if (  rand<0.6 ){

/*Medic*/

			string capamed[] = { "MedicalScrubsHat_Blue", "MedicalScrubsHat_Green", "MedicalScrubsHat_White"};
			string cammed[] = { "MedicalScrubsShirt_Blue", "MedicalScrubsShirt_Green", "MedicalScrubsShirt_White"};
			string calcmed[] = { "MedicalScrubsPants_Blue", "MedicalScrubsPants_Green", "MedicalScrubsPants_White"};
			string luvamed[] = { "SurgicalGloves_Blue", "SurgicalGloves_Green", "SurgicalGloves_White"};
			string extramed[] = { "SalineBagIV", "Morphine", "Epinephrine"};
			int rndIndex151 = Math.RandomInt( 0, 3 );
			itemEnt = player.GetInventory().CreateInInventory( "DressShoes_White" );
			itemEnt = player.GetInventory().CreateInInventory( "SurgicalMask" );
			itemEnt = player.GetInventory().CreateInInventory( capamed[rndIndex151] );
			itemEnt = player.GetInventory().CreateInInventory( cammed[rndIndex151] );
			itemEnt = player.GetInventory().CreateInInventory( calcmed[rndIndex151] );
			itemEnt = player.GetInventory().CreateInInventory( luvamed[rndIndex151] );
			itemEnt = player.GetInventory().CreateInInventory( extramed[rndIndex151] );
			itemEnt = player.GetInventory().CreateInInventory( "BandageDressing");
			itemEnt = player.GetInventory().CreateInInventory( "BandageDressing");

			
		}	
		else if (  rand<0.64 ){

/*MTPolice*/

			itemEnt = player.GetInventory().CreateInInventory( "CombatBoots_Black" );
			itemEnt = player.GetInventory().CreateInInventory( "OMNOGloves_Black" );
			itemEnt = player.GetInventory().CreateInInventory( "PoliceJacketOrel" );
			itemEnt = player.GetInventory().CreateInInventory( "PolicePantsOrel" );
			itemEnt = player.GetInventory().CreateInInventory( "MilitaryBeret_UN" );
			itemEnt = player.GetInventory().CreateInInventory( "PoliceVest" );
		}
		else if (  rand<0.67 ){

/*Police*/

			itemEnt = player.GetInventory().CreateInInventory( "CombatBoots_Black" );
			itemEnt = player.GetInventory().CreateInInventory( "OMNOGloves_Black" );
			itemEnt = player.GetInventory().CreateInInventory( "ChestHolster" );
			itemEnt = player.GetInventory().CreateInInventory( "PoliceJacket" );
			itemEnt = player.GetInventory().CreateInInventory( "PolicePants" );
			itemEnt = player.GetInventory().CreateInInventory( "PoliceCap" );
		}
		else if (  rand<0.70 ){

/*Hunter*/

			string camisacaca[] = { "HuntingJacket_Autumn","HuntingJacket_Brown","HuntingJacket_Spring","HuntingJacket_Summer","HuntingJacket_Winter" };
			int rndIndex18 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( camisacaca[rndIndex18] );
			string calcacaca[] = { "HunterPants_Autumn","HunterPants_Brown","HunterPants_Spring","HunterPants_Summer","HunterPants_Winter" };
			itemEnt = player.GetInventory().CreateInInventory( calcacaca[rndIndex18] );
			string capacaca[] = { "BaseballCap_Black","BeanieHat_Brown","BaseballCap_Olive","BaseballCap_Camo","Ushanka_Blue"};
			itemEnt = player.GetInventory().CreateInInventory( capacaca[rndIndex18] );
			itemEnt = player.GetInventory().CreateInInventory( "CombatBoots_Black" );
			itemEnt = player.GetInventory().CreateInInventory( "OMNOGloves_Black" );
			string extracaca[] = { "HuntingVest","RabbitSnareTrap","Canteen","GPSReceiver","Matchbox"};
			int rndIndex19 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( extracaca[rndIndex19] );
			itemEnt = player.GetInventory().CreateInInventory( "HuntingKnife" );
		}
		else if (  rand<0.75 ){

/*Paramedic*/

			string campmed[] = { "ParamedicJacket_Blue", "ParamedicJacket_Crimson", "ParamedicJacket_Green"};
			string calcpmed[] = { "ParamedicPants_Blue", "ParamedicPants_Crimson", "ParamedicPants_Green"};
			string luvapmed[] = { "SurgicalGloves_Blue", "SurgicalGloves_White", "SurgicalGloves_Green" };
			string extrapmed[] = { "SalineBagIV", "Morphine", "Epinephrine"};
			int rndIndex152 = Math.RandomInt( 0, 3 );
			if(rndIndex152==1){itemEnt = player.GetInventory().CreateInInventory( "CanvasBag_Medical" );}
			itemEnt = player.GetInventory().CreateInInventory( "CombatBoots_Black" );
			itemEnt = player.GetInventory().CreateInInventory( luvapmed[rndIndex152] );
			itemEnt = player.GetInventory().CreateInInventory( campmed[rndIndex152] );
			itemEnt = player.GetInventory().CreateInInventory( calcpmed[rndIndex152] );
			itemEnt = player.GetInventory().CreateInInventory( extrapmed[rndIndex152] );
			
		}

		else if ( rand<0.8 ){

/*Campist*/

			string tenis[] = { "AthleticShoes_Brown", "AthleticShoes_Green", "AthleticShoes_Grey" };
			int rndIndex211 = Math.RandomInt( 0, 3 );
			itemEnt = player.GetInventory().CreateInInventory( tenis[rndIndex211] );
			string camisacamp[] = { "Hoodie_Red","Hoodie_Grey","Hoodie_Green","Hoodie_Brown","Hoodie_Blue","Hoodie_Black" };
			int rndIndex20 = Math.RandomInt( 0, 6 );
			itemEnt = player.GetInventory().CreateInInventory( camisacamp[rndIndex20] );
			string calcacamp[] = { "CargoPants_Beige","CargoPants_Black","CargoPants_Blue","CargoPants_Green","CargoPants_Grey" };
			int rndIndex21 = Math.RandomInt( 0, 5 );
			itemEnt = player.GetInventory().CreateInInventory( calcacamp[rndIndex21] );
			string capacamp[] = { "BaseballCap_Black","BeanieHat_Brown","BaseballCap_Olive","BaseballCap_Camo","Ushanka_Blue","BoonieHat_Tan", "BoonieHat_Red", "BoonieHat_Orange", "BoonieHat_Olive","BoonieHat_NavyBlue","BoonieHat_Blue","BoonieHat_Black","Ushanka_Green","Ushanka_Black" };
			int rndIndex22 = Math.RandomInt( 0, 14 );
			itemEnt = player.GetInventory().CreateInInventory( capacamp[rndIndex22] );
			string muchila[] = { "MountainBag_Red", "MountainBag_Orange", "MountainBag_Green","MountainBag_Blue","TaloonBag_Blue", "TaloonBag_Green", "TaloonBag_Orange","TaloonBag_Violet" };
			int rndIndex23 = Math.RandomInt( 0, 8 );
			itemEnt = player.GetInventory().CreateInInventory( muchila[rndIndex23] );
			string extracamp[] = { "CookingStand","Pot","CanOpener","Canteen","GPSReceiver","Matchbox" };
			int rndIndex24 = Math.RandomInt( 0, 6 );
			itemEnt = player.GetInventory().CreateInInventory( extracamp[rndIndex24] );
		
		}
		else if ( rand<0.85 ){

/*Homeless*/

			string camisah[] = { "WoolCoat_Beige","WoolCoat_Black","WoolCoat_BlackCheck","WoolCoat_Blue","WoolCoat_BlueCheck","WoolCoat_BrownCheck","WoolCoat_Green","WoolCoat_GreyCheck","WoolCoat_Red","WoolCoat_RedCheck" };
			int rndIndex201 = Math.RandomInt( 0, 10 );
			itemEnt = player.GetInventory().CreateInInventory( camisah[rndIndex201] );
			string calcah[] = { "CanvasPantsMidi_Beige","CanvasPantsMidi_Blue","CanvasPantsMidi_Grey","CanvasPantsMidi_Red","CanvasPantsMidi_Violet","CanvasPants_Beige","CanvasPants_Blue","CanvasPants_Grey","CanvasPants_Red","CanvasPants_Violet" };
			int rndIndex2111 = Math.RandomInt( 0, 10 );
			itemEnt = player.GetInventory().CreateInInventory( calcah[rndIndex2111] );
			string extram[] = { "WoolGlovesFingerless_Black","WoolGlovesFingerless_Green","WoolGlovesFingerless_Tan","WoolGlovesFingerless_White","WaterBottle","Matchbox" };
			int rndIndex241 = Math.RandomInt( 0, 6 );
			itemEnt = player.GetInventory().CreateInInventory( extram[rndIndex241] );
		}
		else if (  rand<0.5 ){

/*Scientist*/

			itemEnt = player.GetInventory().CreateInInventory( "DressShoes_White" );
			itemEnt = player.GetInventory().CreateInInventory( "SlacksPants_White" );
			itemEnt = player.GetInventory().CreateInInventory( "LabCoat" );
			itemEnt = player.GetInventory().CreateInInventory( "ThinFramesGlasses" );
			string extras[] = { "AntiChemInjector","AirborneMask","GasMask_Filter"};
			int rndIndex2222 = Math.RandomInt( 0, 3 );
			itemEnt = player.GetInventory().CreateInInventory( extras[rndIndex2222] );
		}

		else if (  rand<1.0 ){

/*Civilian*/

			string capaciv[] = { "BaseballCap_Black","BeanieHat_Brown","BaseballCap_Olive","BaseballCap_Camo","Ushanka_Blue","BoonieHat_Tan", "BoonieHat_Red", "BoonieHat_Orange", "BoonieHat_Olive","BoonieHat_NavyBlue","BoonieHat_Blue","BoonieHat_Black","Ushanka_Green","Ushanka_Black" };
			int rndIndex26 = Math.RandomInt( 0, 14 );
			itemEnt = player.GetInventory().CreateInInventory( capaciv[rndIndex26] );
			string blusa[] = { "Hoodie_Red","Hoodie_Grey","Hoodie_Green","Hoodie_Brown","Hoodie_Blue","Hoodie_Black", "TShirt_Beige", "TShirt_Black", "TShirt_Blue", "TShirt_Green","TShirt_Grey","TShirt_OrangeWhiteStripes","TShirt_Red","TShirt_RedBlackStripes","TShirt_White","Shirt_BlueCheck","Shirt_BlueCheckBright","Shirt_GreenCheck","Shirt_PlaneBlack","Shirt_RedCheck","Shirt_WhiteCheck" };
			int rndIndex27 = Math.RandomInt( 0, 21 );
			itemEnt = player.GetInventory().CreateInInventory( blusa[rndIndex27] );
			string calca[] = { "Jeans_Brown", "Jeans_BlueDark", "Jeans_Blue", "Jeans_Black","CanvasPants_Violet", "CanvasPants_Red", "CanvasPants_Grey", "CanvasPants_Blue","CanvasPants_Beige" ,"CargoPants_Beige","CargoPants_Black","CargoPants_Blue","CargoPants_Green","CargoPants_Grey" };
			int rndIndex28 = Math.RandomInt( 0, 14 );
			itemEnt = player.GetInventory().CreateInInventory( calca[rndIndex28] );
			string tenisc[] = { "AthleticShoes_Brown", "AthleticShoes_Green", "AthleticShoes_Grey" };
			int rndIndex29 = Math.RandomInt( 0, 3 );
			itemEnt = player.GetInventory().CreateInInventory( tenisc[rndIndex29] );
		}
				
		itemEnt = player.GetInventory().CreateInInventory( "HuntingKnife" );
		itemEnt = player.GetInventory().CreateInInventory( "BandageDressing");
		string carne[] = { "PeachesCan","DogFoodCan","CatFoodCan","BakedBeansCan","PorkCan","TacticalBaconCan","SpaghettiCan","Lunchmeat" };
			int rndIndex30 = Math.RandomInt( 0, 8 );
			itemEnt = player.GetInventory().CreateInInventory( carne[rndIndex30] );

}
}

Mission CreateCustomMission(string path)
{
return new CustomMission();
}

Event Timeline

arthur_galvao edited Steps To Reproduce. (Show Details)
arthur_galvao edited Steps To Reproduce. (Show Details)

I've seen this on modded servers. Interesting, however getting new clothes is also part of game's progression. Starting with hunter gear seems like a massive shortcut to me. In short. I like the way things are at the moment. Well balanced and equal starting point for all players...

Yea you kinda said it yourself, players will just respawn until they spawn with whatever gear is the best. The thing is, this would be great for an RP server or whatever, but the vast majority of DayZ players would simply just dig for that initial advantage, there would be specific spawn kits which would just be better than others, and then everyone would go for those ones and suicide if they got anything else.

The only way to implement this in a balanced way would be to make all of the items that you spawn with, spawn with low insulation and very low inventory slots. So that there is no actual advantage or disadvantage in terms of gameplay ( unless you consider camo )

But then, players will just drop them for higher insulation and higher slot clothing as soon as they can, just like they do right now.

Spawn points restrictions are need to be fixed, not this. When you fight solo against 3ppl party, kill 2 of them, fighting with 3rd and by that time (less than 5min from the beginning of the fight) 2 of his dead buddies are already managed to get back and loot their dead bodies. Profession spawn presets are good for custom servers, can outplay it very nice if you have some custom global story on your serv and probably some special missions for some of those classes, but vanilla at this aspect in currents state is OK. You spawn with low tier clothes, no food, one bandage, how you gonna survive? - it's your problem, go build your own story.

Geez changed the task status from New to Feedback.Sep 18 2023, 11:27 AM