kylebellamy 0 Report post Posted February 15, 2019 Can someone please post a copy of the vanilla init.c file so after messing it up it can be overwritten on the server? I realize that saving a copy first should be a 101 when modding but I was never that bright... lol Quote Share this post Link to post Share on other sites More sharing options...
Overlord 42 Report post Posted February 16, 2019 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, month, day, hour, minute; int reset_month = 9, reset_day = 20; 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");//Creates random player 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; itemTop = player.FindAttachmentBySlotName("Body"); if ( itemTop ) { itemEnt = itemTop.GetInventory().CreateInInventory("Rag"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(4); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("RoadFlare"); SetRandomHealth(itemEnt); rand = Math.RandomFloatInclusive(0.0, 1.0); if ( rand < 0.35 ) itemEnt = player.GetInventory().CreateInInventory("Apple"); else if ( rand > 0.65 ) itemEnt = player.GetInventory().CreateInInventory("Pear"); else itemEnt = player.GetInventory().CreateInInventory("Plum"); SetRandomHealth(itemEnt); } } }; Mission CreateCustomMission(string path) { return new CustomMission(); } Can someone please post a copy of the vanilla init.c file so after messing it up it can be overwritten on the server? I realize that saving a copy first should be a 101 when modding but I was never that bright... lol Quote Share this post Link to post Share on other sites More sharing options...
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