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// ------------------------------------------------------------
// Override StartingEquipSetup
// ------------------------------------------------------------
override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
{
GetClassSelection().GiveClassEquipment(m_player);
if ( GetExpansionSettings() && GetExpansionSettings().GetSpawn() && GetExpansionSettings().GetSpawn().StartingGear.UseStartingGear )
{
SetStartingGear(player);
}
else
{
This weekend I gonna add support for more than 3 Classes (unlimited), add Whitelist Classes, and support for all slots in clothing
Currently not. And what do you want to achieve with that? Select a class on each death or every time you join the server?
I'm using the mod for a PvP server and I would like players to start fresh every time they join... I don't want their loadout to carry over the next time they rejoin the server. cheers
economy.xml
<player init="1" load="1" respawn="1" save="0"/>
Set save="1" to 0
It forces the player to respawn with the last class they selected and all new fresh gear and a new Spawn Point
Just a heads up, I still need to do more testing but I am unable to run this mod with airdrops upgraded or Survivor missions mods.
It will run for a little while with airdrops upgraded mod but will eventually crash and usually crashes quickly when there's six or more players.
When running with Survivor missions mod it will go through the first mission and then once the second mission begins it will crash the server also.
Not sure if you're able to look into why this is happening, it's a real shame that I'm unable to run either of those mods in conjunction with your mod, if you're able to look into it and possibly find a solution that would be much appreciated.
I have played around with mod order every possible way I can think of still the same outcome every time
Do you have VPPAdminTools? If you do I suggest removing that.
BTW for the bug, that requires the player to kill themself one more time, you should add a feature to give players one item, like a stone knife, to kill themselves until the bug is fix.
No I'm not running any admin tools... besides I know it's the two mods that I've mentioned causing the issue, when I remove those the server runs flawlessly.
'ForceRespawnOnDeath=<value>'
Option to select spawnpoint in a submenu from the class selector? Spawnpoints could be defined in 'CfgPlayerSpawnpoints.xml'
If possible, a feature to enable IE:
'RemoveBodyOnDeath=True/False'
'RemoveBodyonDeathTime=60' (In seconds to allow for quick looting still without bodies being everywhere)
Just a thought! Thanks as always for your hard work.