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