Yes, I will also make it an option in the settings.Is there a way to check if they already have a weapon, any weapon or same items as spawn kit it doesn't spawn a new kit?
Yes, I will also make it an option in the settings.Is there a way to check if they already have a weapon, any weapon or same items as spawn kit it doesn't spawn a new kit?
function On_PlayerConnected(Player, player){
if(Player.Inventory.HasItem("Rock") == true && Player.Inventory.HasItem("Bandage") == true && Player.Inventory.HasItem("Torch") == true && Player.Inventory.FreeSlots == 33){
Player.Inventory.ClearAll();
//add item spawn code here//
}else{
if(Player.Inventory.HasItem("Rock") == true){
Player.Inventory.RemoveItem("Rock");
}
}
}
function On_PlayerSpawned(Player, SpawnEvent){
if(Player.Inventory.HasItem("Rock") == true && Player.Inventory.HasItem("Bandage") == true && Player.Inventory.HasItem("Torch") == true && Player.Inventory.FreeSlots == 33){
Player.Inventory.ClearAll();
//add item spawn code here//
}else{
if(Player.Inventory.HasItem("Rock") == true){
Player.Inventory.RemoveItem("Rock");
}
}
}
Read the rest of this update entry...Nothing new, Just converted to Python
Read the rest of this update entry...- Converted to python
- Loadout can now be changed in the LoadOut.ini file
- Loadout is applied on respawn.
Read the rest of this update entry...Just some fixes
It already does,Is it possible to make it so the gun spawns reloaded? I ve seen it in Oxide/Rust Essentials.
[HotBar]
Item0=P250
Qty0=8
Item1=MP5A4
Qty1=30
Item2=Large Medkit
Qty2=5
Item3=Large Medkit
Qty3=5
Item4=Small Rations
Qty4=10
Item5=Hatchet
Qty5=1
Ahh i see, thought that was just for how many you can give (item wise) Cheers man.It already does,
In the LoadOut fileWhen you add a weapon make the Qty equal to the max amount that weapon can have.Code:[HotBar] Item0=P250 Qty0=8 Item1=MP5A4 Qty1=30 Item2=Large Medkit Qty2=5 Item3=Large Medkit Qty3=5 Item4=Small Rations Qty4=10 Item5=Hatchet Qty5=1
E.G:
Item0=P250
Qty0=8 //Will spawn the P250 fully loaded with 8 bullets
Item1=MP5A4
Qty1=10 //Will spawn the MP5 loaded with 10 bullets
NOTE:
Only works for hotbar (Not sure for inventory)
This does not work for me.It already does,
In the LoadOut fileWhen you add a weapon make the Qty equal to the max amount that weapon can have.Code:[HotBar] Item0=P250 Qty0=8 Item1=MP5A4 Qty1=30 Item2=Large Medkit Qty2=5 Item3=Large Medkit Qty3=5 Item4=Small Rations Qty4=10 Item5=Hatchet Qty5=1
E.G:
Item0=P250
Qty0=8 //Will spawn the P250 fully loaded with 8 bullets
Item1=MP5A4
Qty1=10 //Will spawn the MP5 loaded with 10 bullets
NOTE:
Only works for hotbar (Not sure for inventory)
Yeah its possible with some modification to the codeThis does not work for me.
EDIT: nope sorry, my mistake. It works well now.
It's possible to add weapons already modded in hotbar?
Player.Inventory.AddItemTo("M4", "1", 30)
weapon = Player.Inventory.Getitem("M4")
weapon.SetTotalModSlotCount(4)
weapon.SetUses(30)
weapon.AddMod(rust.GetDatablockByName("Holo sight"))
weapon.AddMod(rust.GetDatablockByName("Silencer"))
weapon.AddMod(rust.GetDatablockByName("Laser Sight"))