Hello RageZone!
Sorry my English bad. I use google translation. I saw the codex SRC Event DEV tutorial you about it.
WarZ.sln
Search ;
#ifdef DISABLE_GI_ACCESS_ON_PTE_STRONGHOLD_MAP
// do not allow to use weapons on stronghold except for pickaxe
if(gClientLogic().m_gameInfo.channel==6 && gClientLogic().m_gameInfo.mapId==GBGameInfo::MAPID_WZ_Cliffside)
{
if(wpn->getCategory()>=storecat_ASR && wpn->getCategory()<=storecat_GRENADE)
needExit = true;
if(wpn->getCategory() == storecat_MELEE && wpn->getItemID()!=WeaponConfig::ITEMID_ResourceCollectionTool && wpn->getItemID()!=WeaponConfig::ITEMID_ResourceCollectionToolPremium)
needExit=true;
}
#endif
and replace as follows;
#ifdef DISABLE_GI_ACCESS_ON_PTE_STRONGHOLD_MAP
// do not allow to use weapons on stronghold except for pickaxe
if(gClientLogic().m_gameInfo.channel==6 && gClientLogic().m_gameInfo.mapId==GBGameInfo::MAPID_WZ_Cliffside)
{
if(wpn->getCategory()>=storecat_ASR && wpn->getCategory()<=storecat_GRENADE)
needExit = false;
if(wpn->getCategory() == storecat_MELEE && wpn->getItemID()!=WeaponConfig::ITEMID_ResourceCollectionTool && wpn->getItemID()!=WeaponConfig::ITEMID_ResourceCollectionToolPremium)
needExit=false;
}
#endif
WarZ.sln
Search ;
Find ;if(wipeInventory) {
for(int i=0; i<wiCharDataFull::CHAR_MAX_BACKPACK_SIZE; ++i)
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[i].Reset();
if (giveLoadout)
{
GiveDevEventLoadout();
}
else
{
wiInventoryItem flashLightItem;
flashLightItem.InventoryID = 0;
flashLightItem.itemID = 101306;
flashLightItem.quantity = 1;
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_WEAPON2] = flashLightItem;
Replace ;
WarZ_Server.slnwiInventoryItem AWMagnumItem; //Item
AWMagnumItem.InventoryID = 0;
AWMagnumItem.itemID = 101087; //Item Code
AWMagnumItem.quantity = 1; //Piece
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_WEAPON1] = AWMagnumItem; //Place the Slot
wiInventoryItem BulletItem; //Item
BulletItem.InventoryID = 0; //Envanter
BulletItem.itemID = 400043; //Item Code
BulletItem.quantity = 15; //Piece
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_ITEM3] = BulletItem; ////Place the Slot
wiInventoryItem ArmorItem; //Item
ArmorItem.InventoryID = 0;
ArmorItem.itemID = 20015; //Item Kodu
ArmorItem.quantity = 1; //Adet
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_ARMOR] = ArmorItem; ////Place the Slot
wiInventoryItem HeadGearItem; //Item
HeadGearItem.InventoryID = 0;
HeadGearItem.itemID = 20006; //Item Code
HeadGearItem.quantity = 1; //Piece
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_HEADGEAR] = HeadGearItem; ////Place the Slot
wiInventoryItem KatanaItem; //İtem
KatanaItem.InventoryID = 0;
KatanaItem.itemID = 101337; //Item Kodu
KatanaItem.quantity = 1; //Adet
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_WEAPON2] = KatanaItem; ////Place the Slot
wiInventoryItem MedkitItem; //Item
MedkitItem.InventoryID = 0;
MedkitItem.itemID = 101304; //Item Code
MedkitItem.quantity = 25; //Piece
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_ITEM1] = MedkitItem; ////Place the Slot
wiInventoryItem BandajDXItem; //İtem
BandajDXItem.InventoryID = 0;
BandajDXItem.itemID = 101262; //Item Code
BandajDXItem.quantity = 20; //Piece
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_ITEM2] = BandajDXItem; ////Place the Slot
wiInventoryItem ScopeItem; //Item
ScopeItem.InventoryID = 0;
ScopeItem.itemID = 400039; //Item Code
ScopeItem.quantity = 1; //Piece
gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID].Items[wiCharDataFull::CHAR_LOADOUT_ITEM4] = ScopeItem; ////Place the Slot
Search;
Find ;if(wipeInventory) {
for(int i=0; i<wiCharDataFull::CHAR_MAX_BACKPACK_SIZE; ++i)
peer.temp_profile.ProfileData.ArmorySlots[0].Items[i].Reset();
if (!giveLoadout) // bambi mode
{
wiInventoryItem flashLightItem;
flashLightItem.InventoryID = 0;
flashLightItem.itemID = 101306;
flashLightItem.quantity = 1;
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_WEAPON2] = flashLightItem;
Replace ;
Solo codes, including places;wiInventoryItem AWMagnumItem; //Item
AWMagnumItem.InventoryID = 0;
AWMagnumItem.itemID = 101087; //Item Code
AWMagnumItem.quantity = 1; //Piece
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_WEAPON1] = AWMagnumItem; //Place the Slot
wiInventoryItem BulletItem; //Item
BulletItem.InventoryID = 0;
BulletItem.itemID = 400043; //Item Code
BulletItem.quantity = 5; //Piece
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_ITEM3] = BulletItem; ////Place the Slot
wiInventoryItem ArmorItem; //Item
ArmorItem.InventoryID = 0;
ArmorItem.itemID = 20015; //Item Code
ArmorItem.quantity = 1; //Piece
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_ARMOR] = ArmorItem; ////Place the Slot
wiInventoryItem HeadGearItem; //Item
HeadGearItem.InventoryID = 0;
HeadGearItem.itemID = 20006; //Item Code
HeadGearItem.quantity = 1; //Piece
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_HEADGEAR] = HeadGearItem; ////Place the Slot
wiInventoryItem KatanaItem; //Item
KatanaItem.InventoryID = 0;
KatanaItem.itemID = 101337; //Item Code
KatanaItem.quantity = 1; //Piece
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_WEAPON2] = KatanaItem; ////Place the Slot
wiInventoryItem MedkitItem; //Item
MedkitItem.InventoryID = 0;
MedkitItem.itemID = 101304; //Item Code
MedkitItem.quantity = 25; //Piece
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_ITEM1] = MedkitItem; ////Place the Slot
wiInventoryItem BandajDXItem; //Item
BandajDXItem.InventoryID = 0;
BandajDXItem.itemID = 101262; //Item Code
BandajDXItem.quantity = 20; //Piece
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_ITEM2] = BandajDXItem; ////Place the Slot
wiInventoryItem ScopeItem; //Item
ScopeItem.InventoryID = 0;
ScopeItem.itemID = 400039; //Item Code
ScopeItem.quantity = 1; //Piece
peer.temp_profile.ProfileData.ArmorySlots[0].Items[wiCharDataFull::CHAR_LOADOUT_ITEM4] = ScopeItem; ////Place the Slot
Channel 6 and WZ_Cliffside turn on the server. Items will be automatically enters your hand to the server.
n.WeaponID0 = loadout_->Items[wiCharDataFull::CHAR_LOADOUT_WEAPON1].itemID;
n.WeaponID1 = loadout_->Items[wiCharDataFull::CHAR_LOADOUT_WEAPON2].itemID;
n.QuickSlot1 = loadout_->Items[wiCharDataFull::CHAR_LOADOUT_ITEM1].itemID;
n.QuickSlot2 = loadout_->Items[wiCharDataFull::CHAR_LOADOUT_ITEM2].itemID;
n.QuickSlot3 = loadout_->Items[wiCharDataFull::CHAR_LOADOUT_ITEM3].itemID;
n.QuickSlot4 = loadout_->Items[wiCharDataFull::CHAR_LOADOUT_ITEM4].itemID;
n.ArmorID = loadout_->Items[wiCharDataFull::CHAR_LOADOUT_ARMOR].itemID;
n.HeadGearID = loadout_->Items[wiCharDataFull::CHAR_LOADOUT_HEADGEAR].itemID;



Reply With Quote![[Tutorial]Dev Event Server ( CodeX SRC )](http://ragezone.com/hyper728.png)


