270 lines
9.2 KiB
Plaintext
270 lines
9.2 KiB
Plaintext
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private ["_bag","_bmags","_bmags2","_bmags3","_bpistol","_btools","_bweps","_coins","_dir","_female",
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"_gMags","_grid","_gTools","_haloJump","_handle","_isPZombie","_mags","_mags2","_mags3","_main","_model",
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"_muzzle","_myModel","_nearestCity","_onBack","_plane","_pos","_tools","_unit","_wealth","_weps"];
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waitUntil {uiSleep 0.4; (!isNil "PVCDZ_plr_Login2" && {count PVCDZ_plr_Login2 > 0})};
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//Stop infoText showing until after selection is done
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BIS_fnc_infoText = {};
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// Worldspace from vanilla spawn selection or server_playerSetup
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_grid = (PVCDZ_plr_Login2 select 3) select 1;
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spawn_cameraPos = [(random 99999),(random 99999),99999];
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spawn_camera = "camera" camCreate spawn_cameraPos;
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spawn_camera cameraEffect ["external","back"];
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spawn_camera camSetFOV 0.7;
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spawn_camera camCommit 0;
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waitUntil {camCommitted spawn_camera};
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spawn_camera setDir 180;
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sched_townGenerator_ready = {true};
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waitUntil {
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uiSleep 0.4;
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if (!dayz_displayGenderSelect) then {
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[format[localize "STR_AUTHENTICATING" + " %1",floor(diag_tickTime - dayz_loginTime)],1] call dayz_rollingMessages;
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};
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!isNil "Dayz_loginCompleted"
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};
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["",1] call dayz_rollingMessages;
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//Exit if not a fresh spawn
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if !(PVCDZ_plr_Login2 select 4) exitWith {
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#include "functions\finish.sqf"
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#include "functions\cleanup.sqf"
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};
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_isPZombie = player isKindOf "PZombie_VB";
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//Add private classes and spawns this player has access to.
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spawn_config = PVCDZ_plr_Login2 select 5;
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class_public = (spawn_config select 0) + class_public;
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spawn_public = (spawn_config select 1) + spawn_public;
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//VIP levels this player has access to.
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class_levels = spawn_config select 2;
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spawn_levels = spawn_config select 3;
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waitUntil {uiSleep 0.1; !isNull findDisplay 46};
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0 fadeSound 0;
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0 fadeMusic 0;
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if (class_selection && !_isPZombie) then {
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class_bot = objNull;
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class_choice = [];
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// Make preview bot visible at night time
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spawn_light = "#lightpoint" createVehicleLocal [0,0,0];
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spawn_light setLightBrightness 300;
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spawn_light setLightAmbient [1,1,1];
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spawn_light setLightColor [1,1,1];
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createDialog "ClassDialog";
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call class_fillList;
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call class_preview;
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waitUntil {uiSleep 0.1; !dialog};
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_bag = "";
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_bmags = [];
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_bweps = [];
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_mags = [];
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_weps = [];
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_onBack = "";
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if (count class_choice > 0) then {
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player call class_wipeGear;
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_myModel = typeOf player;
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_female = _myModel isKindOf "SurvivorW2_DZ";
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_model = if (_female) then {class_choice select 2} else {class_choice select 1};
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_mags = class_choice select 3;
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_weps = class_choice select 4;
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_bag = class_choice select 5;
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_bmags = class_choice select 6;
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_bweps = class_choice select 7;
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_onBack = switch true do {
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case (count class_choice == 10): {class_choice select 9}; //Custom loadout by UID
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case (count class_choice == 12): {class_choice select 11}; //Normal private or public
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default {""}; //Not specified, may be V2 config
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};
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if (typeName _model == "ARRAY") then { //Random
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_model = if (_female) then {(class_choice select 1) select 1} else {(class_choice select 1) select 0};
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_model = _model call BIS_fnc_selectRandom;
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_weps = class_choice select 6;
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_pistol = class_choice select 8;
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_bag = class_choice select 10;
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_bweps = class_choice select 15;
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_bpistol = class_choice select 17;
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_onBack = if (count class_choice > 22) then {class_choice select 22} else {[]};
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_gMags = if (count class_choice > 23) then {class_choice select 23} else {[]};
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_gTools = if (count class_choice > 24) then {class_choice select 24} else {[]};
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_bag = if (count _bag > 0) then {_bag call BIS_fnc_selectRandom} else {""};
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_onBack = if (count _onBack > 0) then {_onBack call BIS_fnc_selectRandom} else {""};
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if (count _weps > 0) then {_weps = [(_weps call BIS_fnc_selectRandom)];};
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if (count _pistol > 0) then {_pistol = [(_pistol call BIS_fnc_selectRandom)];};
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if (count _bweps > 0) then {_bweps = [(_bweps call BIS_fnc_selectRandom)];};
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if (count _bpistol > 0) then {_bpistol = [(_bpistol call BIS_fnc_selectRandom)];};
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_tools = 4 call class_randomTools;
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_btools = 13 call class_randomTools;
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_bmags = [(class_choice select 11),11,12] call class_randomMags;
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_bmags2 = [_bweps,16] call class_randomMags;
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_bmags3 = [_bpistol,18] call class_randomMags;
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_mags = [(class_choice select 2),2,3] call class_randomMags;
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_mags2 = [_weps,7] call class_randomMags;
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_mags3 = [_pistol,9] call class_randomMags;
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_mags = _mags + _mags2 + _mags3 + _gMags;
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_bmags = _bmags + _bmags2 + _bmags3;
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_bweps = _bweps + _btools + _bpistol;
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_weps = _weps + _pistol + _tools + _gTools;
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};
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if (_model != _myModel) then {
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gear_done = false;
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if (!isNil "player_countMagazinesWBackpack") then { //Skip ammo count. Player has no gear yet.
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player_countMagazinesWBackpackOriginal = player_countMagazinesWBackpack;
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player_countMagazinesWBackpack = {[[],[]]};
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};
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_handle = [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
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uiSleep 0.2;
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waitUntil {scriptDone _handle};
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gear_done = true;
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player_countMagazinesWBackpack = player_countMagazinesWBackpackOriginal;
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player call class_wipeGear;
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};
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};
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[_mags,1,player] call class_fillItems;
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{player addWeapon _x} count _weps;
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if (_bag != "") then {
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player addBackpack _bag;
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_bag = unitBackpack player;
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[_bmags,2,_bag] call class_fillItems;
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[_bweps,3,_bag] call class_fillItems;
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};
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if (_onBack != "") then {dayz_onBack = _onBack;};
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_main = primaryWeapon player;
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if (_main == "") then {
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{
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if (getNumber (configFile >> "CfgWeapons" >> _x >> "type") == 2) then {_main = _x;};
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} count (weapons player);
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};
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_muzzle = getArray (configFile >> "CfgWeapons" >> _main >> "muzzles");
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if (count _muzzle > 1) then {
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player selectWeapon (_muzzle select 0);
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} else {
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player selectWeapon _main;
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};
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_coins = switch true do {
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case (count class_choice > 20): {class_choice select 21}; //Random
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case (count class_choice > 10): {class_choice select 10}; //Normal public or private
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case (count class_choice > 0): {class_choice select 8}; //Custom loadout by UID
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default {0};
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};
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_wealth = player getVariable [Z_MoneyVariable,0];
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if (_wealth < _coins) then {
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player setVariable [Z_MoneyVariable,(_wealth + _coins),true];
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};
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};
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if (spawn_selection) then {
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dayz_spawnselection = 1; //Set on now, so journal shows correct value
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spawn_choice = [];
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spawn_mapPos = [0,0,0];
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createDialog "SpawnDialog";
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call spawn_fill;
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[] spawn spawn_map;
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waitUntil {uiSleep 0.1; !dialog};
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if (count spawn_choice == 0) exitWith {};
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_grid = spawn_choice select 1;
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if (count spawn_choice > 3) then {
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_grid = switch true do {
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case (count spawn_choice > 4): {_grid call BIS_fnc_selectRandom};
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case (count _grid == 0): {getPosATL leader group player};
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case (count _grid == 1): {getPosATL spawn_plot};
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default {_grid};
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};
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if (surfaceIsWater _grid) then {_grid = ATLToASL _grid;};
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for "_i" from 0 to 99 do {
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_pos = [_grid,0,spawn_radius,10,0,2000,0] call BIS_fnc_findSafePos;
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_pos set [2,0];
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if (
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((ATLtoASL _pos) select 2) > 2.5
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&& {(_pos distance _grid) < spawn_radius}
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&& {({isPlayer _x} count (_pos nearEntities ["CAManBase",100])) == 0}
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&& {count (_pos nearEntities ["Plastic_Pole_EP1_DZ",45]) == 0}
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) exitWith {_grid = _pos;};
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};
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};
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};
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preloadCamera _grid;
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player switchMove "";
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if ((halo_selection or halo_force) && !_isPZombie) then {
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halo_choice = -1;
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if (halo_force) then {
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halo_choice = 1;
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} else {
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createDialog "HaloDialog";
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waitUntil {uiSleep 0.1; !dialog};
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};
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if (halo_choice == 1) then {
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if (halo_type == "") then {
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player setPosATL [_grid select 0,_grid select 1,DZE_HaloSpawnHeight];
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[player,DZE_HaloSpawnHeight] spawn BIS_fnc_halo;
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} else {
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_haloJump = DZE_HaloJump; //Store original value
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DZE_HaloJump = false; //Disable temporarily so player can not jump early
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_pos = [(_grid select 0)+1000,(_grid select 1)+1000,DZE_HaloSpawnHeight];
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_plane = halo_type createVehicleLocal _pos;
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_plane engineOn true;
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_plane setPosATL _pos;
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clearWeaponCargo _plane;
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clearMagazineCargo _plane;
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_plane setVehicleLock "LOCKED";
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_plane flyInHeight DZE_HaloSpawnHeight;
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_dir = [_pos,_grid] call BIS_fnc_dirTo;
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_plane setDir (90 - _dir);
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_plane setVelocity [50*(sin _dir),50*(cos _dir),0];
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_unit = createAgent ["Survivor2_DZ",_grid,[],0,"CAN_COLLIDE"];
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_unit assignAsDriver _plane;
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_unit moveInDriver _plane;
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player reveal _plane;
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player moveInCargo [_plane,2];
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player action ["getInCargo",_plane,2];
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_pos = group player addWaypoint [_grid,0];
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[_grid,_plane,_unit,_pos,_haloJump] spawn {
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_plane = _this select 1;
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_plane setDamage .8;
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waitUntil {_plane distance (_this select 0) < (DZE_HaloSpawnHeight + 200)};
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player spawn BIS_fnc_halo;
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player allowDamage false; //Block damage from clipping plane
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player action ["eject",_plane];
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player setVelocity [(velocity player) select 0,(velocity player) select 1,-15];
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uiSleep 25;
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player allowDamage true;
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deleteVehicle _plane;
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deleteVehicle (_this select 2);
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deleteWayPoint (_this select 3);
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DZE_HaloJump = _this select 4; //Reset to original value
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};
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};
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};
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};
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#include "functions\finish.sqf"
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3 fadeSound 1;
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3 fadeMusic 1;
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#include "functions\cleanup.sqf"
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call player_forceSave; //Save in case server shuts down or player is kicked before opening gear or abort menu
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