[RELEASE] Complete Random Loadouts

how many categories can you have for certain items? can you name them yourselves? what i mean is above you have tool, medic, drink, food, ammo etc... What if i want to have 2 specific tools to start with in different categories, i cant put 2 different lines with tools can i? so would it recognise it if i had an array called, compass and another one called hammer?
 
I have not. When you're talking the humanity based loadout, you're talking whatever mod has that little bambi icon in bottom right?

I'm just at work right now but can start looking into it tonight if you can let me know what mod has the humanity in it.

Hello, yes the icon appear in this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1710977250&searchtext=base

It would be great if you can make a script or a mod to use the levels of humanity of the BBP mod for the loadouts levels

I tried to use this script: not work for me

Code:
/*=============================================================================
 |    File name:    loadout.sqf v1.0.3
 |       Author:    [OlofTheBald (https://github.com/OlofTheBald)]
 |
 |  Description:    Grants a spawn loadout to a player depending on that
 |                  player's humanity level. Loadouts are not granted to
 |                  players that spawn infected. Loadouts are static
 |                  (not randomized).
 |
 |                  Originally written for DayZ Epoch 1.0.5; script is
 |                  updated for Epoch 1.0.5.1. No testing done with any
 |                  other DayZ versions or mods. No compatibility testing
 |                  with Infistar has been done. There are no issues with
 |                  Battleye, and no BE filter changes are required.
 |
 |                  See README.md for install instructions.
 |
 |       Thanks:    Thac0 Gaming (http://thac0gaming.com)
 |                  Vert Hosting (https://verthosting.com)
 |                  Halvhjearne (EpochMod.com Forums)
 |
 |     Language:    Status Quo Function (SQF)
 |      License:    The MIT License (https://opensource.org/licenses/MIT)
 *===========================================================================*/

Private ["_humanity","_banditLevel1","_banditLevel2","_heroLevel1","_heroLevel2"];


 // Check that player is properly loaded
waitUntil {!isNil ("PVDZE_plr_LoginRecord")};

 // Get player's humanity value
_humanity = (player getVariable["humanity",0]);

// Humanity levels. You can add your own, just follow these as examples
// If you add new levels, don't forget to create the private variable as well
// ("Private" line at the top)
_banditLevel1 = ((_humanity < -5000) && (_humanity > -10000));
_banditLevel2 = (_humanity <= -10000);
_heroLevel1 = ((_humanity >= 5000) && (_humanity < 10000));
_heroLevel2 = (_humanity >= 10000);

 // Check if player is new spawn and not infected
 // If player is a zombie, script will exit without doing anything
if (dayzPlayerLogin2 select 2 && !(player isKindOf "PZombie_VB")) then {

    if (_banditLevel1) then {
        
        // Remove default loadout
        removeAllWeapons player;
        removeAllItems player;
        removeBackpack player;
        
        // Populate _banditLevel1 loadout
        { player addMagazine _x } forEach [
        'ItemBandage',
        'ItemBandage',
        'ItemBandage',
        'ItemBandage',
        'ItemMorphine',
        'ItemPainkiller',
        'ItemNewspaper',
        'SmokeShellYellow',
        '17Rnd_9x19_glock17',
        '17Rnd_9x19_glock17'];

        { player addWeapon _x } forEach [
        'glock17_EP1',
        'ItemMap'];

        player addBackpack 'DZ_ALICE_Pack_EP1';
        // End _banditLevel1 loadout

    } else {

        if (_banditLevel2) then {
        
            // Remove default loadout
            removeAllWeapons player;
            removeAllItems player;
            removeBackpack player;
            
            // Populate _banditLevel2 loadout
            { player addMagazine _x } forEach [
            '15Rnd_9x19_M9SD',
            '15Rnd_9x19_M9SD',
            'ItemBandage',
            'ItemBandage',
            'ItemBandage',
            'ItemBandage',
            'ItemMorphine',
            'ItemPainkiller',
            'ItemNewspaper',
            'FoodMRE',
            'ItemWaterbottleBoiled',
            'SmokeShellRed',
            '100Rnd_556x45_BetaCMag'];

            { player addWeapon _x } forEach [
            'M16A4_ACG',
            'NVGoggles',
            'Binocular',
            'ItemGPS',
            'M9SD'];

            player addBackpack 'DZ_British_ACU';
            // End _banditLevel2 loadout

        } else {

            if (_heroLevel1) then {
        
                // Remove default loadout
                removeAllWeapons player;
                removeAllItems player;
                removeBackpack player;
                
                // Populate _heroLevel1 loadout
                { player addMagazine _x } forEach [
                'ItemBandage',
                'ItemBandage',
                'ItemBandage',
                'ItemBandage',
                'ItemMorphine',
                'ItemPainkiller',
                'ItemNewspaper',
                'SmokeShellYellow',
                '17Rnd_9x19_glock17',
                '17Rnd_9x19_glock17'];

                { player addWeapon _x } forEach [
                'glock17_EP1',
                'ItemMap'];

                player addBackpack 'DZ_ALICE_Pack_EP1';
                // End _heroLevel1 loadout
        
            } else {

                if (_heroLevel2) then {
        
                    // Remove default loadout
                    removeAllWeapons player;
                    removeAllItems player;
                    removeBackpack player;
                    
                    // Populate _heroLevel2 loadout
                    { player addMagazine _x } forEach [
                    '15Rnd_9x19_M9SD',
                    '15Rnd_9x19_M9SD',
                    'ItemBandage',
                    'ItemBandage',
                    'ItemBandage',
                    'ItemBandage',
                    'ItemMorphine',
                    'ItemPainkiller',
                    'ItemNewspaper',
                    'FoodMRE',
                    'ItemWaterbottleBoiled',
                    'SmokeShellRed',
                    '100Rnd_556x45_BetaCMag'];

                    { player addWeapon _x } forEach [
                    'M16A4_ACG',
                    'NVGoggles',
                    'Binocular',
                    'ItemGPS',
                    'M9SD'];

                    player addBackpack 'DZ_British_ACU';
                    // End _heroLevel2 loadout
                };
            };
        };
    };
};

Thanks
 
Last edited:
how many categories can you have for certain items? can you name them yourselves? what i mean is above you have tool, medic, drink, food, ammo etc... What if i want to have 2 specific tools to start with in different categories, i cant put 2 different lines with tools can i? so would it recognise it if i had an array called, compass and another one called hammer?
Hey sorry for the late reply alphagamer1981, I just saw this now. You can create however many categories you would like. Just make sure they're setup the way it's structured in this code. If you want specific tools to spawn every time, then no need to create an array and you can set them in there specifically.
 
Hello, yes the icon appear in this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1710977250&searchtext=base

It would be great if you can make a script or a mod to use the levels of humanity of the BBP mod for the loadouts levels

I tried to use this script: not work for me

Code:
/*=============================================================================
|    File name:    loadout.sqf v1.0.3
|       Author:    [OlofTheBald (https://github.com/OlofTheBald)]
|
|  Description:    Grants a spawn loadout to a player depending on that
|                  player's humanity level. Loadouts are not granted to
|                  players that spawn infected. Loadouts are static
|                  (not randomized).
|
|                  Originally written for DayZ Epoch 1.0.5; script is
|                  updated for Epoch 1.0.5.1. No testing done with any
|                  other DayZ versions or mods. No compatibility testing
|                  with Infistar has been done. There are no issues with
|                  Battleye, and no BE filter changes are required.
|
|                  See README.md for install instructions.
|
|       Thanks:    Thac0 Gaming (http://thac0gaming.com)
|                  Vert Hosting (https://verthosting.com)
|                  Halvhjearne (EpochMod.com Forums)
|
|     Language:    Status Quo Function (SQF)
|      License:    The MIT License (https://opensource.org/licenses/MIT)
*===========================================================================*/

Private ["_humanity","_banditLevel1","_banditLevel2","_heroLevel1","_heroLevel2"];


// Check that player is properly loaded
waitUntil {!isNil ("PVDZE_plr_LoginRecord")};

// Get player's humanity value
_humanity = (player getVariable["humanity",0]);

// Humanity levels. You can add your own, just follow these as examples
// If you add new levels, don't forget to create the private variable as well
// ("Private" line at the top)
_banditLevel1 = ((_humanity < -5000) && (_humanity > -10000));
_banditLevel2 = (_humanity <= -10000);
_heroLevel1 = ((_humanity >= 5000) && (_humanity < 10000));
_heroLevel2 = (_humanity >= 10000);

// Check if player is new spawn and not infected
// If player is a zombie, script will exit without doing anything
if (dayzPlayerLogin2 select 2 && !(player isKindOf "PZombie_VB")) then {

    if (_banditLevel1) then {
       
        // Remove default loadout
        removeAllWeapons player;
        removeAllItems player;
        removeBackpack player;
       
        // Populate _banditLevel1 loadout
        { player addMagazine _x } forEach [
        'ItemBandage',
        'ItemBandage',
        'ItemBandage',
        'ItemBandage',
        'ItemMorphine',
        'ItemPainkiller',
        'ItemNewspaper',
        'SmokeShellYellow',
        '17Rnd_9x19_glock17',
        '17Rnd_9x19_glock17'];

        { player addWeapon _x } forEach [
        'glock17_EP1',
        'ItemMap'];

        player addBackpack 'DZ_ALICE_Pack_EP1';
        // End _banditLevel1 loadout

    } else {

        if (_banditLevel2) then {
       
            // Remove default loadout
            removeAllWeapons player;
            removeAllItems player;
            removeBackpack player;
           
            // Populate _banditLevel2 loadout
            { player addMagazine _x } forEach [
            '15Rnd_9x19_M9SD',
            '15Rnd_9x19_M9SD',
            'ItemBandage',
            'ItemBandage',
            'ItemBandage',
            'ItemBandage',
            'ItemMorphine',
            'ItemPainkiller',
            'ItemNewspaper',
            'FoodMRE',
            'ItemWaterbottleBoiled',
            'SmokeShellRed',
            '100Rnd_556x45_BetaCMag'];

            { player addWeapon _x } forEach [
            'M16A4_ACG',
            'NVGoggles',
            'Binocular',
            'ItemGPS',
            'M9SD'];

            player addBackpack 'DZ_British_ACU';
            // End _banditLevel2 loadout

        } else {

            if (_heroLevel1) then {
       
                // Remove default loadout
                removeAllWeapons player;
                removeAllItems player;
                removeBackpack player;
               
                // Populate _heroLevel1 loadout
                { player addMagazine _x } forEach [
                'ItemBandage',
                'ItemBandage',
                'ItemBandage',
                'ItemBandage',
                'ItemMorphine',
                'ItemPainkiller',
                'ItemNewspaper',
                'SmokeShellYellow',
                '17Rnd_9x19_glock17',
                '17Rnd_9x19_glock17'];

                { player addWeapon _x } forEach [
                'glock17_EP1',
                'ItemMap'];

                player addBackpack 'DZ_ALICE_Pack_EP1';
                // End _heroLevel1 loadout
       
            } else {

                if (_heroLevel2) then {
       
                    // Remove default loadout
                    removeAllWeapons player;
                    removeAllItems player;
                    removeBackpack player;
                   
                    // Populate _heroLevel2 loadout
                    { player addMagazine _x } forEach [
                    '15Rnd_9x19_M9SD',
                    '15Rnd_9x19_M9SD',
                    'ItemBandage',
                    'ItemBandage',
                    'ItemBandage',
                    'ItemBandage',
                    'ItemMorphine',
                    'ItemPainkiller',
                    'ItemNewspaper',
                    'FoodMRE',
                    'ItemWaterbottleBoiled',
                    'SmokeShellRed',
                    '100Rnd_556x45_BetaCMag'];

                    { player addWeapon _x } forEach [
                    'M16A4_ACG',
                    'NVGoggles',
                    'Binocular',
                    'ItemGPS',
                    'M9SD'];

                    player addBackpack 'DZ_British_ACU';
                    // End _heroLevel2 loadout
                };
            };
        };
    };
};

Thanks
This code looks like from the old .sqf format which is not used in the DayZ Standalone.
 
Does anyone know what:

EntityAI itemEnt;
EntityAI itemIn;
ItemBase itemBs;


what ItemEnt is vs ItemIn vs ItemBs?
 
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