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;
int month;
int day;
int hour;
int minute;
GetGame().GetWorld().GetDate(year, month, day, hour, minute);
if (((hour > 22) || (hour < 6))) //-------------- No Complete Night
{
hour = 12; // resets to midday rather than 9am startup time
GetGame().GetWorld().SetDate(year, month, day, hour, minute);
}
if (((month <= 12) && (day < 20)) || ((month >= 12) && (day > 31)))
{
month = 12;
day = 21;
GetGame().GetWorld().SetDate(year, month, day, hour, minute);
}
//----------------ARRAYS FOR SPAWNBOX----------------------------------------------
TStringArray aliceBags = {"AliceBag_Green" , "AliceBag_Black" , "AliceBag_Camo" };
TStringArray taloonBags = {"TaloonBag_Blue" , "TaloonBag_Green" , "TaloonBag_Orange" };
TStringArray barrels = {"Barrel_Blue" , "Barrel_Red" , "Barrel_Green" };
vector location1 = { 6790.33, 0, 13281.6 };
vector location2 = { 6786.33, 0, 13281.6 };
vector location3 = { 6782.33, 0, 13281.6 };
spawnBox( 3 , aliceBags , 2 , location1 , 1 ); // 2 bags planks/hatchets North
spawnBox( 2 , aliceBags , 3 , location2 , 1 );
spawnItem( 16 , 5 , location3 , 1 );
/*------------------------------------------- Random Stuff ----------------------
vector random1Location = {6795.25, 0, 13325.1};
EntityAI random1 = EntityAI.Cast(GetGame().CreateObject( "Pliers", random1Location, false, true ));
vector random2Location = {6796.26, 0, 13325.2};
EntityAI random2 = EntityAI.Cast(GetGame().CreateObject( "Pliers", random2Location, false, true ));
vector random3Location = {6796.27, 0, 13325.3};
EntityAI random3 = EntityAI.Cast(GetGame().CreateObject( "Pliers", random3Location, false, true ));
vector random4Location = {6795.28, 0, 13325.4};
EntityAI random4 = EntityAI.Cast(GetGame().CreateObject( "Shovel", random4Location, false, true ));
vector random5Location = {6796.29, 0, 13325.5};
EntityAI random5 = EntityAI.Cast(GetGame().CreateObject( "Shovel", random5Location, false, true ));
vector random6Location = {6797.30, 0, 13325.6};
EntityAI random6 = EntityAI.Cast(GetGame().CreateObject( "Shovel", random6Location, false, true ));
vector random7Location = {6795.31, 0, 13325.7};
EntityAI random7 = EntityAI.Cast(GetGame().CreateObject( "WoodenPlank", random7Location, false, true ));
vector random8Location = {6796.32, 0, 13325.8};
EntityAI random8 = EntityAI.Cast(GetGame().CreateObject( "WoodenPlank", random8Location, false, true ));
vector random9Location = {6797.33, 0, 13325.9};
EntityAI random9 = EntityAI.Cast(GetGame().CreateObject( "WoodenPlank", random9Location, false, true ));
vector random10Location = {6795.34, 0, 13325.10};
EntityAI random10 = EntityAI.Cast(GetGame().CreateObject( "WoodenPlank", random10Location, false, true )); */
/*------------------------------------------ Military Tents ---------------------
vector tent1Location = {6795.96, 0, 13325.5};
EntityAI tent1 = EntityAI.Cast(GetGame().CreateObject( "LargeTent", tent1Location, false, true ));
vector tent2Location = {6796.96, 0, 13325.5};
EntityAI tent2 = EntityAI.Cast(GetGame().CreateObject( "LargeTent", tent2Location, false, true ));
vector tent3Location = {6797.97, 0, 13325.5};
EntityAI tent3 = EntityAI.Cast(GetGame().CreateObject( "LargeTent", tent3Location, false, true )); */
/*------------------------------------------- Car Tents -------------------------
vector carTent1Location = {6795.98, 0, 13325.5};
EntityAI carTent1 = EntityAI.Cast(GetGame().CreateObject( "CarTent", carTent1Location, false, true ));
vector carTent2Location = {6796.99, 0, 13325.5};
EntityAI carTent2 = EntityAI.Cast(GetGame().CreateObject( "CarTent", carTent2Location, false, true ));
vector carTent3Location = {6798.00, 0, 13325.5};
EntityAI carTent3 = EntityAI.Cast(GetGame().CreateObject( "CarTent", carTent3Location, false, true ));
vector carTent4Location = {6798.01, 0, 13325.5};
EntityAI carTent4 = EntityAI.Cast(GetGame().CreateObject( "CarTent", carTent4Location, false, true )); */
}
void spawnBox( int c, TStringArray items, int rr, vector loc, int card){
/* ----------------- SPAWNBOX -----------------------------------------------------
----------------- Created by [NDC] ------------------------------------------------
Creates a container filled with objects of choice at X location and copies the
object 1m N, S, E or West X times.
Use as :
spawnBox( Count ,
Array of Containers (size 3, otherwise must be changed below)
Case reference ,
Location as XYZ value(middle value can be 0, will be reassigned) ,
Cardinal Direction (1 for N, 2 for S... E... W)
);
Spawn Items: 1 Engine Oil, 2 Planks/Hatchets, 3 Wire/Nails
6 M4, 7 SVD
---------------------------------------------------------------------------------*/
vector BoxXZPos = loc; //-------------- Create Location
float posY = GetGame().SurfaceY(BoxXZPos[0], BoxXZPos[2]);
vector BoxPos = { BoxXZPos[0], posY, BoxXZPos[2] };
float r;
for(int i = 0; i < c; i++){
r = Math.RandomFloatInclusive(0.0, 1.0);
int j;
switch ( r ){ //------------- Randomise container
case r < 0.33 :
j = 2; break;
case r < 0.66 :
j = 1; break;
default :
j = 0; }
EntityAI container = EntityAI.Cast(GetGame().CreateObject( items[j] , BoxPos, false, true ));
EntityAI weapon;
switch ( rr ) //------------- Create cases
{
case rr == 1:
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
container.GetInventory().CreateInInventory("EngineOil");
break;
case rr == 2:
container.GetInventory().CreateInInventory("WoodenPlank");
container.GetInventory().CreateInInventory("WoodenPlank");
container.GetInventory().CreateInInventory("WoodenPlank");
container.GetInventory().CreateInInventory("Hatchet");
container.GetInventory().CreateInInventory("Hatchet");
container.GetInventory().CreateInInventory("Hatchet");
break;
case rr == 3:
container.GetInventory().CreateInInventory("MetalWire");
container.GetInventory().CreateInInventory("MetalWire");
container.GetInventory().CreateInInventory("MetalWire");
container.GetInventory().CreateInInventory("MetalWire");
container.GetInventory().CreateInInventory("MetalWire");
container.GetInventory().CreateInInventory("MetalWire");
container.GetInventory().CreateInInventory("MetalWire");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
container.GetInventory().CreateInInventory("NailBox");
break;
case rr == 6:
weapon = container.GetInventory().CreateInInventory("M4A1");
weapon.GetInventory().CreateAttachment("M4_RISHndgrd_Black");
weapon.GetInventory().CreateAttachment("M4_MPBttstck_Black");
weapon.GetInventory().CreateAttachment("ACOGOptic");
container.GetInventory().CreateAttachment("Mag_STANAG_30Rnd");
weapon = container.GetInventory().CreateInInventory("M4A1");
weapon.GetInventory().CreateAttachment("M4_RISHndgrd_Black");
weapon.GetInventory().CreateAttachment("M4_MPBttstck_Black");
weapon.GetInventory().CreateAttachment("ACOGOptic");
container.GetInventory().CreateAttachment("Mag_STANAG_30Rnd");
weapon = container.GetInventory().CreateInInventory("M4A1");
weapon.GetInventory().CreateAttachment("M4_RISHndgrd_Black");
weapon.GetInventory().CreateAttachment("M4_MPBttstck_Black");
weapon.GetInventory().CreateAttachment("ACOGOptic");
container.GetInventory().CreateAttachment("Mag_STANAG_30Rnd");
break;
case rr == 7:
weapon = container.GetInventory().CreateInInventory("SVD");
weapon.GetInventory().CreateAttachment("PSO1Optic");
container.GetInventory().CreateAttachment("Mag_SVD_10Rnd");
weapon = container.GetInventory().CreateInInventory("SVD");
weapon.GetInventory().CreateAttachment("PSO1Optic");
container.GetInventory().CreateAttachment("Mag_SVD_10Rnd");
break;
default:
container.GetInventory().CreateInInventory("NailBox");
}
switch ( card ){ // Correct for Cardinal Direction
case card == 1 :
BoxPos[2] = BoxPos[2] + 1.0; break;
case card == 2 :
BoxPos[2] = BoxPos[2] - 1.0; break;
case card == 3 :
BoxPos[0] = BoxPos[0] + 1.0; break;
case card == 4 :
BoxPos[0] = BoxPos[0] - 1.0; break;
default :
BoxPos[2] = BoxPos[2] + 1.0; break; // North if defaulted
}
}
}
void spawnItem( int c2, int rr2, vector loc2, int card2){
/* ---------------- SPAWNITEM -----------------------------------------------------
---------------- Created by [NDC] -------------------------------------------------
Creates an object of choice at X location and copies the object 1m N, S, E or West
X times.
Use as :
spawnBox( Count ,
Case reference ,
Location as XYZ value(middle value can be 0, will be reassigned) ,
Cardinal Direction (1 for N, 2 for S... E... W)
);
Spawn Items: 1 Car Tent, 2 Mil Tent, 3 Planks, 4 Shovel, 5 Logs
8 M4, 9 SVD
---------------------------------------------------------------------------------*/
vector XZPos = loc2; //-------------- Create Location
float posY = GetGame().SurfaceY(XZPos[0], XZPos[2]);
vector BoxPos2 = { XZPos[0], posY, XZPos[2] };
for(int i = 0; i < c2; i++){
EntityAI item2;
EntityAI weapon2;
switch ( rr2 ) //------------- to add spawns, add cases
{
case rr2 == 1:
item2 = EntityAI.Cast(GetGame().CreateObject( "CarTent" , BoxPos2, false, true ));
break;
case rr2 == 2:
item2 = EntityAI.Cast(GetGame().CreateObject( "LargeTent" , BoxPos2, false, true ));
break;
case rr2 == 3:
item2 = EntityAI.Cast(GetGame().CreateObject( "WoodenPlank" , BoxPos2, false, true ));
break;
case rr2 == 4:
item2 = EntityAI.Cast(GetGame().CreateObject( "Shovel" , BoxPos2, false, true ));
break;
case rr2 == 5:
item2 = EntityAI.Cast(GetGame().CreateObject( "WoodenLog" , BoxPos2, false, true ));
break;
case rr2 == 8:
weapon2 = EntityAI.Cast(GetGame().CreateObject( "M4A1" , BoxPos2, false, true ));
weapon2.GetInventory().CreateAttachment("M4_RISHndgrd_Black");
weapon2.GetInventory().CreateAttachment("M4_MPBttstck_Black");
weapon2.GetInventory().CreateAttachment("ACOGOptic");
EntityAI.Cast(GetGame().CreateObject( "Mag_STANAG_30Rnd" , BoxPos2, false, true ));
break;
case rr2 == 9:
weapon2 = EntityAI.Cast(GetGame().CreateObject( "SVD" , BoxPos2, false, true ));
weapon2.GetInventory().CreateAttachment("PSO1Optic");
EntityAI.Cast(GetGame().CreateObject( "Mag_SVD_10Rnd" , BoxPos2, false, true ));
break;
default:
EntityAI.Cast(GetGame().CreateObject( "NailBox" , BoxPos2, false, true ));
}
switch ( card2 ){ // Correct for Cardinal Direction
case card2 == 1 :
BoxPos2[2] = BoxPos2[2] + 1.0; break;
case card2 == 2 :
BoxPos2[2] = BoxPos2[2] - 1.0; break;
case card2 == 3 :
BoxPos2[0] = BoxPos2[0] + 1.0; break;
case card2 == 4 :
BoxPos2[0] = BoxPos2[0] - 1.0; break;
default :
BoxPos2[2] = BoxPos2[2] + 1.0; break; // North if defaulted
}
}
}
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)
{
player.RemoveAllItems();
TStringArray topsArray = {"Shirt_BlueCheck","Shirt_RedCheck","Shirt_GreenCheck",
"Shirt_WhiteCheck","Shirt_PlaneBlack","Sweater_Blue","Sweater_Gray","Sweater_Green",
"Sweater_Red","Hoodie_Black","Hoodie_Blue","Hoodie_Brown","Hoodie_Green","Hoodie_Grey",
"Hoodie_Blue","ChernarusSportShirt"};
TStringArray pantsArray = {"Jeans_Black","Jeans_Blue","Jeans_BlueDark","Jeans_Brown",
"Jeans_Green","Jeans_Grey","SlacksPants_Black","SlacksPants_Blue","SlacksPants_Beige",
"SlacksPants_Brown","SlacksPants_LightGrey","SlacksPants_DarkGrey","SlacksPants_Khaki",
"CanvasPants_Beige","CanvasPants_Blue","CanvasPants_Grey","CanvasPants_Red",
"CanvasPantsMidi_Beige","CanvasPantsMidi_Blue","CanvasPantsMidi_Grey",
"CanvasPantsMidi_Red","Breeches_Beetcheck","Breeches_Beige","Breeches_Blackcheck",
"Breeches_Browncheck"};
TStringArray hoboPantsArray = {"CanvasPants_Beige","CanvasPants_Blue",
"CanvasPants_Grey","CanvasPants_Red","CanvasPantsMidi_Beige","CanvasPantsMidi_Blue",
"CanvasPantsMidi_Grey","CanvasPantsMidi_Red","LeatherPants_Natural",
"LeatherPants_Brown","LeatherPants_Black","LeatherPants_Beige"};
TStringArray shoesArray = {"AthleticShoes_Black","AthleticShoes_Blue",
"AthleticShoes_Brown","AthleticShoes_Green","AthleticShoes_Grey","HikingBootsLow_Beige",
"HikingBootsLow_Black","HikingBootsLow_Blue","HikingBootsLow_Grey","HikingBoots_Black",
"HikingBoots_Brown"};
TStringArray constructionHelmets = {"ConstructionHelmet_Red","ConstructionHelmet_Yellow",
"ConstructionHelmet_Orange","ConstructionHelmet_White","ConstructionHelmet_Lime",
"ConstructionHelmet_Blue"};
TStringArray medicalHats = {"MedicalScrubsHat_White","MedicalScrubsHat_Green",
"MedicalScrubsHat_Blue"};
TStringArray workingGloves = {"WorkingGloves_Yellow","WorkingGloves_Brown",
"WorkingGloves_Black","WorkingGloves_Beige"};
TStringArray medicalGloves = {"SurgicalGloves_Blue","SurgicalGloves_Green",
"SurgicalGloves_LightBlue","SurgicalGloves_White"};
TStringArray allGlasses = {"AviatorGlasses","AviatorGlasses","ThickFrameGlasses",
"ThinFrameGlasses","SportGlasses_Orange","SportGlasses_Green","SportGlasses_Blue"};
float rClass = Math.RandomFloatInclusive(0.0, 1.0);
EntityAI item = player.GetInventory().CreateInInventory(topsArray.GetRandomElement());
EntityAI pants;
EntityAI shoes;
EntityAI itemTop;
EntityAI itemEnt;
ItemBase itemBs;
float rand;
int c1;
rand = Math.RandomFloatInclusive(0.0, 1.0);
switch ( rand ){
case rand < 0.15 :
c1 = 1; break;
case rand < 0.4 :
c1 = 2; break;
case rand < 0.48 :
c1 = 3; break;
default :
c1 = 0;
}
switch ( rClass ){
case rClass < 0.9 :
pants = player.GetHumanInventory().CreateInInventory(pantsArray.GetRandomElement());
shoes = player.GetHumanInventory().CreateInInventory(shoesArray.GetRandomElement());
SetRandomHealth(pants); SetRandomHealth(shoes);
itemBs = ItemBase.Cast(pants); itemBs = ItemBase.Cast(shoes);
break;
default :
pants = player.GetHumanInventory().CreateInInventory(hoboPantsArray.GetRandomElement());
SetRandomHealth(pants);
itemBs = ItemBase.Cast(pants);
}
itemTop = player.FindAttachmentBySlotName("Body");
if ( c1 == 3 ) {
player.RemoveAllItems();
rand = Math.RandomFloatInclusive(0.0, 1.0);
switch ( rand ){
case rand < 0.2 :
itemTop = player.GetHumanInventory().CreateInInventory("JumpsuitJacket_Green");
pants = player.GetHumanInventory().CreateInInventory("JumpsuitPants_Green");
break;
case rand < 0.4 :
itemTop = player.GetHumanInventory().CreateInInventory("JumpsuitJacket_Red");
pants = player.GetHumanInventory().CreateInInventory("JumpsuitPants_Red");
break;
case rand < 0.6 :
itemTop = player.GetHumanInventory().CreateInInventory("JumpsuitJacket_Blue");
pants = player.GetHumanInventory().CreateInInventory("JumpsuitPants_Blue");
break;
default :
itemTop = player.GetHumanInventory().CreateInInventory("JumpsuitJacket_Gray");
pants = player.GetHumanInventory().CreateInInventory("JumpsuitPants_Grey");
}
shoes = player.GetHumanInventory().CreateInInventory(shoesArray.GetRandomElement());
SetRandomHealth(itemTop); SetRandomHealth(pants); SetRandomHealth(shoes);
itemBs = ItemBase.Cast(itemTop); itemBs = ItemBase.Cast(pants); itemBs = ItemBase.Cast(shoes);
}
itemTop = player.FindAttachmentBySlotName("Body");
if ( itemTop )
{
rand = Math.RandomFloatInclusive(0.0, 1.0);
switch ( rand ){
case rand < 0.25 :
itemEnt = player.GetInventory().CreateInInventory("SodaCan_Cola");
break;
case rand < 0.5 :
itemEnt = player.GetInventory().CreateInInventory("SodaCan_Spite");
break;
case rand < 0.75 :
itemEnt = player.GetInventory().CreateInInventory("SodaCan_Kvass");
break;
default :
itemEnt = player.GetInventory().CreateInInventory("SodaCan_Pipsi");
}
SetRandomHealth(itemEnt);
rand = Math.RandomFloatInclusive(0.0, 1.0);
switch ( rand ){
case rand < 0.2 :
itemEnt = player.GetInventory().CreateInInventory("Chemlight_Red");
break;
case rand < 0.4 :
itemEnt = player.GetInventory().CreateInInventory("Chemlight_Blue");
break;
case rand < 0.6 :
itemEnt = player.GetInventory().CreateInInventory("Chemlight_White");
break;
case rand < 0.8 :
itemEnt = player.GetInventory().CreateInInventory("Chemlight_Yellow");
break;
default :
itemEnt = player.GetInventory().CreateInInventory("Chemlight_Green");
}
SetRandomHealth(itemEnt);
itemEnt = itemTop.GetInventory().CreateInInventory("Battery9V");
SetRandomHealth(itemEnt);
itemEnt = itemTop.GetInventory().CreateInInventory("PersonalRadio");
SetRandomHealth(itemEnt);
itemEnt = itemTop.GetInventory().CreateInInventory("Battery9V");
SetRandomHealth(itemEnt);
itemEnt = itemTop.GetInventory().CreateInInventory("Flashlight");
SetRandomHealth(itemEnt);
itemEnt = itemTop.GetInventory().CreateInInventory("Apple");
SetRandomHealth(itemEnt);
itemEnt = itemTop.GetInventory().CreateInInventory("Apple");
SetRandomHealth(itemEnt);
}
ItemBase rags = player.GetInventory().CreateInInventory("Rag");
rags.SetQuantity(2);
switch ( rClass ){
case rClass < 0.7 :
itemEnt = pants.GetInventory().CreateInInventory("Cannabis");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("Paper");
SetRandomHealth(itemEnt);
break;
case rClass < 0.75 :
itemEnt = pants.GetInventory().CreateInInventory("Rope");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("PainkillerTablets");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("PainkillerTablets");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("PainkillerTablets");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("PainkillerTablets");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("PainkillerTablets");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("PainkillerTablets");
SetRandomHealth(itemEnt);
break;
case rClass < 0.9 :
itemEnt = pants.GetInventory().CreateInInventory("Vodka");
SetRandomHealth(itemEnt);
break;
default :
itemEnt = pants.GetInventory().CreateInInventory("AgaricusMushroom");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("AmanitaMushroom");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("MacrolepiotaMushroom");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("LactariusMushroom");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("PsilocybeMushroom");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("SambucusBerry");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("SambucusBerry");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("CaninaBerry");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("CaninaBerry");
SetRandomHealth(itemEnt);
}
switch ( rand ){
case rand < 0.33 :
itemEnt = pants.GetInventory().CreateInInventory("CigarettePack_Merkur");
break;
case rand > 0.65 :
itemEnt = pants.GetInventory().CreateInInventory("CigarettePack_Partyzanka");
break;
default :
itemEnt = pants.GetInventory().CreateInInventory("CigarettePack_Chernamorka");
}
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("PetrolLighter");
SetRandomHealth(itemEnt);
if ( c1 == 1 ) {
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.35 )
itemEnt = player.GetInventory().CreateInInventory(medicalHats.GetRandomElement());
SetRandomHealth(itemEnt);
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.5 )
itemEnt = player.GetInventory().CreateInInventory(medicalGloves.GetRandomElement());
SetRandomHealth(itemEnt);
} else if ( c1 == 2 ) {
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.4 )
itemEnt = player.GetInventory().CreateInInventory(constructionHelmets.GetRandomElement());
SetRandomHealth(itemEnt);
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.7 )
itemEnt = player.GetInventory().CreateInInventory(workingGloves.GetRandomElement());
SetRandomHealth(itemEnt);
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.4 )
itemEnt = player.GetInventory().CreateInInventory("ReflexVest");
SetRandomHealth(itemEnt); itemBs = ItemBase.Cast(itemEnt);
} else if ( c1 == 3 ) {
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.7 )
itemEnt = player.GetInventory().CreateInInventory(workingGloves.GetRandomElement());
SetRandomHealth(itemEnt);
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.3 )
itemEnt = pants.GetInventory().CreateInInventory("BrakeFluid");
else if ( rand < 0.5 )
itemEnt = pants.GetInventory().CreateInInventory("TireRepairKit");
else if ( rand < 0.8 )
itemEnt = pants.GetInventory().CreateInInventory("ButaneCanister");
else
itemEnt = pants.GetInventory().CreateInInventory("DuctTape");
SetRandomHealth(itemEnt);
itemEnt = pants.GetInventory().CreateInInventory("Wrench");
SetRandomHealth(itemEnt);
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.4 )
itemEnt = player.GetInventory().CreateInInventory("ReflexVest");
SetRandomHealth(itemEnt); itemBs = ItemBase.Cast(itemEnt);
} else if ( c1 == 0 ) {
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.08 )
itemEnt = player.GetInventory().CreateInInventory("GreatHelm");
else if ( rand < 0.105 )
itemEnt = player.GetInventory().CreateInInventory("BurlapSackCover");
SetRandomHealth(itemEnt);
}
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.015 )
itemEnt = player.GetInventory().CreateInInventory("MouthCover");
SetRandomHealth(itemEnt);
rand = Math.RandomFloatInclusive(0.0, 1.0);
if ( rand < 0.15 )
itemEnt = player.GetInventory().CreateInInventory(allGlasses.GetRandomElement());
SetRandomHealth(itemEnt);
itemBs = ItemBase.Cast(itemEnt);
}
};
Mission CreateCustomMission(string path)
{
return new CustomMission();
}