Skin depending of the username (or how to add custom skins for factions ? )

where would I place that last bit that causes a random pick?

And do I have to add those custom skins to this line (that is no longer commented out)



Code:
     if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ"])) then {
 
if (_playerID == "000000000") then {
_model = "FR_Corpsman";
};


if (!(_model in ["CZ_Special_Forces_TL_DES_EP1","Ins_Soldier_AR","Ins_Soldier_Crew","Ins_Soldier_1","Ins_Soldier_Sapper","Ins_Soldier_Pilot","Ins_Bardak","FR_Assault_GL","US_Delta_Force_Assault_EP1","Ins_Lopotev","FR_Commander","FR_R","FR_TL","FR_Corpsman","FR_Assault_R","GUE_Soldier_2","USMC_SoldierS_Spotter","GUE_Commander","USMC_SoldierS_SniperH","USMC_SoldierS_Sniper","MVD_Soldier","CZ_Soldier_Office_DES_EP1","GER_Soldier_Scout_EP1","GER_Soldier_Scout_EP1","US_Soldier_TL_EP1","GER_Soldier_TL_EP1","CZ_Special_Forces_Scout_DES_EP1","USMC_Soldier_TL","RUS_Commander","MVD_Soldier","TK_GUE_Soldier_HAT_EP1","RU_Soldier_SL","MVD_Soldier_TL","US_Soldier_Pilot_EP1","US_Soldier_AAR_EP1","FR_AC","FR_AR","SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ"])) then {
_model = ["Ins_Lopotev","Ins_Bardak","Ins_Soldier_AR","Ins_Soldier_Pilot","Ins_Soldier_1","Ins_Soldier_Crew","Ins_Soldier_Sapper"] select floor random 7;
};
} else {
_model =_primary select 3;
_hiveVer =_primary select 4;
if (isNil "_model") then {
_model = "Survivor2_DZ";
} else {
if (_model == "") then {
_model = "Survivor2_DZ";
};
};


That's how my code looks and everytime someone joins server it gives them a random skin.

You can choose whatever skins you want but they have to be in the first list as well.

you can go here and pick skins and just copy paste the names into the list:

http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php

as long as your using rmod you can use either Arma 2 or arma 2 OA
 
Code:
if (_playerID == "66666666666666") then {
_model = "HazmatVest_Black_DZC";  // Manatees
};
 
if (_playerID == "99999999999") then {
_model = "PrivateSec1_DZC"; // Monkeys
};
 
if (_playerID == "3333333333333") then {
_model = "Clan_UN_Helmet_DZC"; // Mules
};
 
    if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ","PrivateSec1_DZC","Clan_UN_Helmet_DZC", "HazmatVest_Black_DZC"])) then {
        _model = "Survivor2_DZ","PrivateSec1_DZC","Clan_UN_Helmet_DZC", "HazmatVest_Black_DZC";
    };
 
} else {
    _model =        _primary select 3;
    _hiveVer =        _primary select 4;
    if (isNil "_model") then {
        _model = "Survivor2_DZ";
    } else {
        if (_model == "") then {
            _model = "Survivor2_DZ";
        };
    };


So is this what it would look like (Minus the select floor random) for it to give those specific players their skins?

K this worked.
 
select floor random 7;

That has to be in there for them to be random.......but the 7 would change to how ever many you have in the list such as what you have there it would be "select floor random 4"
 
Loadout lottery is working. random skins are working. clan skins are working. Thanks a bunch, you win internet cupcakes (better than cookies imo)

As for skins - Celle specific... You can thank GRAZ for getting permission from the skin creators and all his hard work... You should check out the new celle, like 100 new weps, tons of skins that are unlootable clan specific, some cool new vehicles....
 
Code:
 if (_status == "CustomStreamStart") then {
                        if ((_result select 1) > 0) then {
                                _data = "HiveEXT" callExtension _key;
                                _result = call compile format ["%1", _data];
                                _inventory = call compile (_result select 0);
                                _backpack = call compile (_result select 1);
                                _model = call compile (_result select 2);
                        };
                };
        };
       
if(_playerID == "999999999") then {
    _model = "MVD_Soldier";
};
 
if(_playerID == "999999999") then {
    _model = "MVD_Soldier";
};
 
if(_playerID == "999999999") then {
    _model = "MVD_Soldier";
};
 
if(_playerID == "999999999") then {
    _model = "MVD_Soldier";
};
 
if(_playerID == "999999999") then {
    _model = "Ins_Commander";
};
 
if(_playerID == "999999999") then {
    _model = "Ins_Commander";
};
 
    if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ","MVD_Soldier","Ins_Commander"])) then {
        _model = "Survivor2_DZ";
    };
   
} else {
    _model =        _primary select 3;
    _hiveVer =        _primary select 4;
    if (isNil "_model") then {
        _model = "Survivor2_DZ";
    } else {
        if (_model == "") then {
            _model = "Survivor2_DZ";
        };
    };

So i have this at the moment, should this work or do i need to change something?
 
Add Ins_Commander and MVD_Soldier to the "_model = "Survivor2_DZ";" line... I think that should fix it if its not working

aLSO - Does anyone know if its possible to attach a specific skin to a random loadout. Here's what my server_playerLogin.sqf looks like for the relevant portions that include the specific skin + ID, the random skin selector and the Loadout lottery further down.

Code:
if (_playerID == "9999999999") then {
_model = "HazmatVest_Black_DZC";  // Manatees
};
 
    if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ","PrivateSec1_DZC","Clan_UN_Helmet_DZC", "HazmatVest_Black_DZC"])) then {
        _model = ["Survivor2_DZ","PrivateSec1_DZC", "HazmatVest_Black_DZC"] select floor random 3;
    };
 
} else {
    _model =        _primary select 3;
    _hiveVer =        _primary select 4;
    if (isNil "_model") then {
        _model = "Survivor2_DZ";
    } else {
        if (_model == "") then {
            _model = "Survivor2_DZ";
        };
    };
 
    //Record initial inventory
    _config = (configFile >> "CfgSurvival" >> "Inventory" >> "Default");
    _mags = getArray (_config >> "magazines");
    _wpns = getArray (_config >> "weapons");
    _bcpk = getText (_config >> "backpack");
    _randomSpot = true;
   
    //Wait for HIVE to be free
    _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]];
    _key call server_hiveWrite;
   
};
diag_log ("LOGIN LOADED: " + str(_playerObj) + " Type: " + (typeOf _playerObj));
 
_isHiveOk = false;    //EDITED
if (_hiveVer >= dayz_hiveVersionNo) then {
    _isHiveOk = true;
};
diag_log("Check");
diag_log("Inventory Count: " + str(count _inventory));
if (count _inventory == 1) then {
    diag_log("Inventory Select 0: " + str((_inventory select 0)));
    if ( (_inventory select 0) == "New Player" ) then {
        _chance = round(random 100);
        diag_log ("Random chance " + str(_chance));
 
        switch (true) do {
            case (_chance <= 2):
            {
                // Hunter 2%
                _inventory = [["ItemWatch","ItemMatchbox","ItemKnife","ItemHatchet","Winchester1866","Binocular","ItemMap","ItemCompass"],["15Rnd_W1866_Slug","ItemWaterbottleUnfilled","FoodSteakRaw","ItemBandage","ItemPainkiller","HandRoadFlare","HandChemGreen"]];
                _backpack = ["CZ_VestPouch_EP1",[[],[]],[["FoodSteakRaw","ItemWaterbottleUnfilled"],[1,1]]];
            };
            case (_chance <= 4):
            {
                // Cop 2%
                _inventory = [["ItemWatch","ItemFlashlight","ItemCompass","ItemMap","M9"],["ItemPainkiller","ItemHeatPack","HandRoadFlare","HandChemGreen","SmokeShellYellow","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","ItemBandage","ItemBandage"]];
                _backpack = ["DZ_Patrol_Pack_EP1",[[],[]],[["SmokeShellBlue","ItemWaterbottleUnfilled"],[1,1]]];
            };
           
            case (_chance <= 6):
            {
                // Soldier 2%
                _inventory = [["MP5A5","ItemWatch","ItemFlashlightRed","ItemCompass"],["30rnd_9x19_MP5","30rnd_9x19_MP5","HandGrenade_West","SmokeShellPurple","SmokeShellYellow","HandRoadFlare","HandChemGreen","HandGrenade_West","ItemBandage"]];
                _backpack = ["",[[],[]],[[],[]]];
            };
           
            case (_chance <= 8):
            {
                // Medic 2%
                _inventory = [["revolver_EP1","Binocular","ItemCompass","ItemKnife","ItemMap","ItemMatchbox","ItemFlashlight","ItemWatch"],["6Rnd_45ACP","6Rnd_45ACP","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemAntibiotic","ItemBloodbag","FoodCanSardines","ItemHeatPack","ItemMorphine","ItemPainkiller","ItemWaterbottle","HandChemGreen","SmokeShell","HandRoadFlare"]];
                _backpack = ["DZ_ALICE_Pack_EP1",[[],[]],[[],[]]];
            };
 
            case (_chance <= 10):
            {
                // Engineer 2%
                _inventory = [["MeleeHatchet","ItemWatch","ItemToolbox","ItemFlashlightRed","ItemMap","ItemCompass","ItemEtool","ItemKnife"],["ItemBandage","ItemWaterbottle","ItemPainkiller","ItemBandage","ItemHeatPack","FoodSteakCooked","HandRoadFlare","HandChemGreen","ItemWire","ItemTankTrap","ItemSandbag","ItemWire","ItemTankTrap","ItemSandbag"]];
                _backpack = ["DZ_ALICE_Pack_EP1",[[],[]],[["PartWheel","ItemJerrycan","PartEngine","PartGeneric"],[1,1,1,1]]];
            };
           
            case (_chance <= 11):
            {
                // WELL EQUIPPED Hunter 1%
                _inventory = [["ItemWatch","ItemMatchbox","ItemKnife","ItemHatchet","Binocular","huntingrifle","ItemGPS","ItemFlashlight"],["ItemBandage","5x_22_LR_17_HMR","5x_22_LR_17_HMR","ItemBandage","ItemPainkiller","TrapBear","ItemTent","Skin_Sniper1_DZ","TrapBear","HandRoadFlare","HandChemGreen"]];
                _backpack = ["CZ_VestPouch_EP1",[[],[]],[["FoodSteakRaw","ItemWaterbottle"],[3,3]]];
            };
           
            case (_chance <= 12):
            {
                // WELL EQUIPPED Cop 1%
                _inventory = [["ItemWatch","Binocular","M9SD","ItemFlashlightRed","ItemCompass","ItemMap","ItemKnife"],["ItemPainkiller","ItemHeatPack","HandRoadFlare","HandChemGreen","SmokeShell","Skin_Camo1_DZ","ItemWire","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemBandage","ItemBandage"]];
                _backpack = ["DZ_Assault_Pack_EP1",[[],[]],[["SmokeShellBlue","ItemWaterbottleUnfilled"],[1,1]]];
            };
           
            case (_chance <= 13):
            {
                // WELL EQUIPPED Soldier 1%
                _inventory = [["ItemWatch","ItemFlashlightRed","ItemCompass","ItemKnife","ItemGPS","ItemEtool","MP5SD"],["Pipebomb","HandGrenade_West","HandGrenade_West","ItemBandage","ItemBandage","30rnd_9x19_MP5SD","30rnd_9x19_MP5SD","30rnd_9x19_MP5SD","30rnd_9x19_MP5SD","ItemPainkiller","ItemMorphine","Skin_Soldier1_DZ","ItemWaterbottle"]];
                _backpack = ["DZ_Assault_Pack_EP1",[[],[]],[["SmokeShellPurple","SmokeShellBlue","SmokeShellYellow"],[1,1,1]]];
            };
           
            case (_chance <= 14):
            {
                // WELL EQUIPPED Engineer 1%
                _inventory = [["ItemWatch","ItemToolbox","ItemFlashlightRed","ItemMap","ItemCompass","ItemEtool","ItemKnife","ItemGPS","ItemHatchet","ItemMatchbox","Binocular","Colt1911"],["ItemWaterbottle","ItemPainkiller","ItemHeatPack","ItemBandage","ItemBandage","SmokeShellBlue","HandRoadFlare","HandChemGreen","ItemWire","ItemTankTrap","ItemSandbag","ItemWire","ItemTankTrap","ItemSandbag"]];
                _backpack = ["DZ_Backpack_EP1",[[],[]],[["PartWheel","ItemJerrycan","PartEngine","PartGeneric"],[2,1,1,1]]];
            };
 
 
            case (_chance <= 15):
            {
                // WELL EQUIPPED Medic 1%
                _inventory = [["revolver_EP1","Binocular","ItemCompass","ItemKnife","ItemMap","ItemMatchbox","ItemFlashlight","ItemWatch"],["6Rnd_45ACP","6Rnd_45ACP","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemAntibiotic","ItemBloodbag","FoodCanSardines","ItemHeatPack","ItemMorphine","ItemPainkiller","ItemWaterbottle","HandChemGreen","SmokeShellYellow","HandRoadFlare"]];
                _backpack = ["DZ_Backpack_EP1",[[],[]],[["ItemAntibiotic","ItemBloodbag","FoodCanSardines","ItemHeatPack","ItemMorphine","ItemPainkiller","ItemWaterbottle","HandChemGreen","SmokeShellPurple","HandRoadFlare"],[2,2,4,2,2,2,2,2,2,2]]];
            };
           
            case (_chance <= 25):
            {
                // MIDAS. All that gold. No ammo. 10%
                _inventory = [["AKS_GOLD","revolver_gold_EP1","ItemFlashlightRed"], []];
                _backpack = ["",[[],[]],[[],[]]];
            };
           
            case (_chance <= 35):
            {
                // Supermarket Looter 10%
                _inventory = [["Makarov","ItemCompass","ItemMap","ItemMatchbox","ItemWatch","ItemFlashlight"],["8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","HandRoadFlare","HandChemGreen","SmokeShell","ItemBandage","ItemBandage","FoodCanSardines","FoodCanPasta","FoodCanBakedBeans","FoodCanFrankBeans","ItemSodaCoke","ItemSodaMdew","ItemSodaPepsi","ItemWaterbottle"]];
                _backpack = ["DZ_Patrol_Pack_EP1",[[],[]],[["FoodCanFrankBeans","ItemSodaCoke"],[3,3]]];
            };
           
            case (_chance <= 45):
            {
                // Prisoner Escapee 10%
                _inventory = [["ItemWatch","ItemFlashlight","ItemKnife","ItemMap","ItemMatchbox","MeleeHatchet"],["ItemBandage","ItemPainkiller"]];
                _backpack = ["DZ_Patrol_Pack_EP1",[[],[]],[[],[]]];
            };
           
            default
            {
                _inventory = [["ItemWatch","ItemFlashlight","ItemMap","ItemCompass"],["ItemBandage","ItemBandage","ItemWaterbottleUnfilled","ItemPainkiller","ItemHeatPack","HandChemGreen","HandRoadFlare","SmokeShellYellow","SmokeShellBlue","SmokeShellOrange","SmokeShellPurple"]];
                _backpack = ["CZ_VestPouch_EP1",[[],[]],[[],[]]];
            };
        };
    };
};
 
//diag_log ("SERVER RESULT: " + str("X") + " " + str(dayz_hiveVersionNo));
 
//Server publishes variable to clients and WAITS
//_playerObj setVariable ["publish",[_charID,_inventory,_backpack,_survival,_isNew,dayz_versionNo,_model,_isHiveOk,_newPlayer],true];
 
dayzPlayerLogin = [_charID,_inventory,_backpack,_survival,_isNew,dayz_versionNo,_model,_isHiveOk,_newPlayer];
(owner _playerObj) publicVariableClient "dayzPlayerLogin";
 
might have just not been able to see answer thru post but when i try MVD_Soldier, the players that have it are just invisible , do i need Rmod for the MVD_Soldier? or may i have something wrong with my code?
 
I might be too tierd or my brain doesn't comprehend what to do exacly , Could someone attach the required files for new skins ? Also some detailed info about addin new weapons like the Lapuer (or whatever its called) sniper rifle.
Sorry if this is too much asking but maybe someone is willing to do it if so i will appreciate it. Thank u.
 
Add Ins_Commander and MVD_Soldier to the "_model = "Survivor2_DZ";" line... I think that should fix it if its not working

aLSO - Does anyone know if its possible to attach a specific skin to a random loadout. Here's what my server_playerLogin.sqf looks like for the relevant portions that include the specific skin + ID, the random skin selector and the Loadout lottery further down.

Code:
if (_playerID == "9999999999") then {
_model = "HazmatVest_Black_DZC";  // Manatees
};
 
    if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ","PrivateSec1_DZC","Clan_UN_Helmet_DZC", "HazmatVest_Black_DZC"])) then {
        _model = ["Survivor2_DZ","PrivateSec1_DZC", "HazmatVest_Black_DZC"] select floor random 3;
    };
 
} else {
    _model =        _primary select 3;
    _hiveVer =        _primary select 4;
    if (isNil "_model") then {
        _model = "Survivor2_DZ";
    } else {
        if (_model == "") then {
            _model = "Survivor2_DZ";
        };
    };
 
    //Record initial inventory
    _config = (configFile >> "CfgSurvival" >> "Inventory" >> "Default");
    _mags = getArray (_config >> "magazines");
    _wpns = getArray (_config >> "weapons");
    _bcpk = getText (_config >> "backpack");
    _randomSpot = true;
 
    //Wait for HIVE to be free
    _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]];
    _key call server_hiveWrite;
 
};
diag_log ("LOGIN LOADED: " + str(_playerObj) + " Type: " + (typeOf _playerObj));
 
_isHiveOk = false;    //EDITED
if (_hiveVer >= dayz_hiveVersionNo) then {
    _isHiveOk = true;
};
diag_log("Check");
diag_log("Inventory Count: " + str(count _inventory));
if (count _inventory == 1) then {
    diag_log("Inventory Select 0: " + str((_inventory select 0)));
    if ( (_inventory select 0) == "New Player" ) then {
        _chance = round(random 100);
        diag_log ("Random chance " + str(_chance));
 
        switch (true) do {
            case (_chance <= 2):
            {
                // Hunter 2%
                _inventory = [["ItemWatch","ItemMatchbox","ItemKnife","ItemHatchet","Winchester1866","Binocular","ItemMap","ItemCompass"],["15Rnd_W1866_Slug","ItemWaterbottleUnfilled","FoodSteakRaw","ItemBandage","ItemPainkiller","HandRoadFlare","HandChemGreen"]];
                _backpack = ["CZ_VestPouch_EP1",[[],[]],[["FoodSteakRaw","ItemWaterbottleUnfilled"],[1,1]]];
            };
            case (_chance <= 4):
            {
                // Cop 2%
                _inventory = [["ItemWatch","ItemFlashlight","ItemCompass","ItemMap","M9"],["ItemPainkiller","ItemHeatPack","HandRoadFlare","HandChemGreen","SmokeShellYellow","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","ItemBandage","ItemBandage"]];
                _backpack = ["DZ_Patrol_Pack_EP1",[[],[]],[["SmokeShellBlue","ItemWaterbottleUnfilled"],[1,1]]];
            };
         
            case (_chance <= 6):
            {
                // Soldier 2%
                _inventory = [["MP5A5","ItemWatch","ItemFlashlightRed","ItemCompass"],["30rnd_9x19_MP5","30rnd_9x19_MP5","HandGrenade_West","SmokeShellPurple","SmokeShellYellow","HandRoadFlare","HandChemGreen","HandGrenade_West","ItemBandage"]];
                _backpack = ["",[[],[]],[[],[]]];
            };
         
            case (_chance <= 8):
            {
                // Medic 2%
                _inventory = [["revolver_EP1","Binocular","ItemCompass","ItemKnife","ItemMap","ItemMatchbox","ItemFlashlight","ItemWatch"],["6Rnd_45ACP","6Rnd_45ACP","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemAntibiotic","ItemBloodbag","FoodCanSardines","ItemHeatPack","ItemMorphine","ItemPainkiller","ItemWaterbottle","HandChemGreen","SmokeShell","HandRoadFlare"]];
                _backpack = ["DZ_ALICE_Pack_EP1",[[],[]],[[],[]]];
            };
 
            case (_chance <= 10):
            {
                // Engineer 2%
                _inventory = [["MeleeHatchet","ItemWatch","ItemToolbox","ItemFlashlightRed","ItemMap","ItemCompass","ItemEtool","ItemKnife"],["ItemBandage","ItemWaterbottle","ItemPainkiller","ItemBandage","ItemHeatPack","FoodSteakCooked","HandRoadFlare","HandChemGreen","ItemWire","ItemTankTrap","ItemSandbag","ItemWire","ItemTankTrap","ItemSandbag"]];
                _backpack = ["DZ_ALICE_Pack_EP1",[[],[]],[["PartWheel","ItemJerrycan","PartEngine","PartGeneric"],[1,1,1,1]]];
            };
         
            case (_chance <= 11):
            {
                // WELL EQUIPPED Hunter 1%
                _inventory = [["ItemWatch","ItemMatchbox","ItemKnife","ItemHatchet","Binocular","huntingrifle","ItemGPS","ItemFlashlight"],["ItemBandage","5x_22_LR_17_HMR","5x_22_LR_17_HMR","ItemBandage","ItemPainkiller","TrapBear","ItemTent","Skin_Sniper1_DZ","TrapBear","HandRoadFlare","HandChemGreen"]];
                _backpack = ["CZ_VestPouch_EP1",[[],[]],[["FoodSteakRaw","ItemWaterbottle"],[3,3]]];
            };
         
            case (_chance <= 12):
            {
                // WELL EQUIPPED Cop 1%
                _inventory = [["ItemWatch","Binocular","M9SD","ItemFlashlightRed","ItemCompass","ItemMap","ItemKnife"],["ItemPainkiller","ItemHeatPack","HandRoadFlare","HandChemGreen","SmokeShell","Skin_Camo1_DZ","ItemWire","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemBandage","ItemBandage"]];
                _backpack = ["DZ_Assault_Pack_EP1",[[],[]],[["SmokeShellBlue","ItemWaterbottleUnfilled"],[1,1]]];
            };
         
            case (_chance <= 13):
            {
                // WELL EQUIPPED Soldier 1%
                _inventory = [["ItemWatch","ItemFlashlightRed","ItemCompass","ItemKnife","ItemGPS","ItemEtool","MP5SD"],["Pipebomb","HandGrenade_West","HandGrenade_West","ItemBandage","ItemBandage","30rnd_9x19_MP5SD","30rnd_9x19_MP5SD","30rnd_9x19_MP5SD","30rnd_9x19_MP5SD","ItemPainkiller","ItemMorphine","Skin_Soldier1_DZ","ItemWaterbottle"]];
                _backpack = ["DZ_Assault_Pack_EP1",[[],[]],[["SmokeShellPurple","SmokeShellBlue","SmokeShellYellow"],[1,1,1]]];
            };
         
            case (_chance <= 14):
            {
                // WELL EQUIPPED Engineer 1%
                _inventory = [["ItemWatch","ItemToolbox","ItemFlashlightRed","ItemMap","ItemCompass","ItemEtool","ItemKnife","ItemGPS","ItemHatchet","ItemMatchbox","Binocular","Colt1911"],["ItemWaterbottle","ItemPainkiller","ItemHeatPack","ItemBandage","ItemBandage","SmokeShellBlue","HandRoadFlare","HandChemGreen","ItemWire","ItemTankTrap","ItemSandbag","ItemWire","ItemTankTrap","ItemSandbag"]];
                _backpack = ["DZ_Backpack_EP1",[[],[]],[["PartWheel","ItemJerrycan","PartEngine","PartGeneric"],[2,1,1,1]]];
            };
 
 
            case (_chance <= 15):
            {
                // WELL EQUIPPED Medic 1%
                _inventory = [["revolver_EP1","Binocular","ItemCompass","ItemKnife","ItemMap","ItemMatchbox","ItemFlashlight","ItemWatch"],["6Rnd_45ACP","6Rnd_45ACP","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemAntibiotic","ItemBloodbag","FoodCanSardines","ItemHeatPack","ItemMorphine","ItemPainkiller","ItemWaterbottle","HandChemGreen","SmokeShellYellow","HandRoadFlare"]];
                _backpack = ["DZ_Backpack_EP1",[[],[]],[["ItemAntibiotic","ItemBloodbag","FoodCanSardines","ItemHeatPack","ItemMorphine","ItemPainkiller","ItemWaterbottle","HandChemGreen","SmokeShellPurple","HandRoadFlare"],[2,2,4,2,2,2,2,2,2,2]]];
            };
         
            case (_chance <= 25):
            {
                // MIDAS. All that gold. No ammo. 10%
                _inventory = [["AKS_GOLD","revolver_gold_EP1","ItemFlashlightRed"], []];
                _backpack = ["",[[],[]],[[],[]]];
            };
         
            case (_chance <= 35):
            {
                // Supermarket Looter 10%
                _inventory = [["Makarov","ItemCompass","ItemMap","ItemMatchbox","ItemWatch","ItemFlashlight"],["8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","HandRoadFlare","HandChemGreen","SmokeShell","ItemBandage","ItemBandage","FoodCanSardines","FoodCanPasta","FoodCanBakedBeans","FoodCanFrankBeans","ItemSodaCoke","ItemSodaMdew","ItemSodaPepsi","ItemWaterbottle"]];
                _backpack = ["DZ_Patrol_Pack_EP1",[[],[]],[["FoodCanFrankBeans","ItemSodaCoke"],[3,3]]];
            };
         
            case (_chance <= 45):
            {
                // Prisoner Escapee 10%
                _inventory = [["ItemWatch","ItemFlashlight","ItemKnife","ItemMap","ItemMatchbox","MeleeHatchet"],["ItemBandage","ItemPainkiller"]];
                _backpack = ["DZ_Patrol_Pack_EP1",[[],[]],[[],[]]];
            };
         
            default
            {
                _inventory = [["ItemWatch","ItemFlashlight","ItemMap","ItemCompass"],["ItemBandage","ItemBandage","ItemWaterbottleUnfilled","ItemPainkiller","ItemHeatPack","HandChemGreen","HandRoadFlare","SmokeShellYellow","SmokeShellBlue","SmokeShellOrange","SmokeShellPurple"]];
                _backpack = ["CZ_VestPouch_EP1",[[],[]],[[],[]]];
            };
        };
    };
};
 
//diag_log ("SERVER RESULT: " + str("X") + " " + str(dayz_hiveVersionNo));
 
//Server publishes variable to clients and WAITS
//_playerObj setVariable ["publish",[_charID,_inventory,_backpack,_survival,_isNew,dayz_versionNo,_model,_isHiveOk,_newPlayer],true];
 
dayzPlayerLogin = [_charID,_inventory,_backpack,_survival,_isNew,dayz_versionNo,_model,_isHiveOk,_newPlayer];
(owner _playerObj) publicVariableClient "dayzPlayerLogin";

that random loadout lottery as u call it doesnt seem to work for me, anythg missing there?or did i do smthg wrong?
 
Anyone having issues with loss of backpacks or the new skin not bring able to pick backpacks up? I've tried a version of skins and was not able to pick up packs, and lost the one I had when i put skin on.
 
You have to have the loadout tables set to [ "New Player" ] for both inventory and backpack (I believe its the instance table in your DB)
 
Will these work for Chernarus or is very restricted
Code:
if (_playerID == "000000000") then {
_model = "INS_Soldier_GL";
};
 
if (_playerID == "3000000000") then {
_model = "RUS_Soldier1";
};
 
if (_playerID == "000000000") then {
_model = "GUE_Commander";
};
 
if (_playerID == "000000000") then {
_model = "GUE_Soldier_Sniper";
 
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