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https://github.com/EpochModTeam/DayZ-Epoch.git
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Integrate NS Bloodsuckers
Add and update files for bloodsucker spawning option.
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@@ -230,8 +230,6 @@ class CfgVehicles
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class epoch_car: Car
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{
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vehicleClass = "DayZ Epoch Vehicles";
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side = 1;
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faction = "USMC";
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selectionBackLights = "brzdove svetlo";
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selectionBrakeLights = "zadni svetlo";
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crew = "";
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@@ -622,6 +620,7 @@ class CfgVehicles
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#include "Zeds\WildZeds.hpp" //Wild type zeds
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#include "Zeds\SwarmZeds.hpp" //Swarm type zeds
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#include "Zeds\PlayerZeds.hpp" //Player type zeds
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#include "Zeds\Bloodsuckers.hpp" //NS Bloodsuckers
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//Skins
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#include "Skins\Male.hpp"
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#include "Skins\Female.hpp"
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134
SQF/dayz_code/Configs/CfgVehicles/Zeds/Bloodsuckers.hpp
Normal file
134
SQF/dayz_code/Configs/CfgVehicles/Zeds/Bloodsuckers.hpp
Normal file
@@ -0,0 +1,134 @@
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class z_bloodsucker : Zed_Base {
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scope = 2;
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glassesEnabled = 0;
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vehicleClass = "Zombie";
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displayName = $STR_ZNAME_BLOODSUCKER;
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model = "\nst\NS_mutants\blood\bloodsucker.p3d";
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hiddenSelections[] = {"invisible"};
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//hiddenSelectionsTextures[] = {};
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fsmDanger = "";
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fsmFormation = "";
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//zombieLoot = "bloodsucker";
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moves = "CfgMovesBloodsucker";
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isMan = false;
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weapons[] = {};
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magazines[] = {};
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sensitivity = 1; // sensor sensitivity
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sensitivityEar = 1;
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identityTypes[] = {};
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class TalkTopics {};
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languages[] = {};
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armor = 46;
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damageScale = 250;
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sepsisChance = 0;
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BleedChance = 10; // Maybe this should be higher
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forcedSpeed = 6; // Left here to prevent errors in player_zombieCheck
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class Eventhandlers {
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init = "[(_this select 0)] execFSM ""\z\AddOns\dayz_code\system\mutant_agent.fsm""";
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local = "_z = _this select 0; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [_z,true] execFSM '\z\AddOns\dayz_code\system\mutant_agent.fsm';";
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//HandleDamage = "_this call local_zombieDamage;";
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//Killed = "[_this,'zombieKills'] call local_eventKill;";
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};
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class UserActions
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{
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class Butcher
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{
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displayName = $STR_EPOCH_ACTIONS_GUTBLOOD;
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displayNameDefault = $STR_EPOCH_ACTIONS_GUTBLOOD;
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priority = 0;
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radius = 3;
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position = "";
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showWindow = 1;
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onlyForPlayer = 1;
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shortcut = "";
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condition = "(['Butcher',this] call userActionConditions)";
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statement = "this spawn player_butcher;";
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};
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};
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class HitPoints {
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class HitHead {
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armor = 10;
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material = -1;
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name = "head_hit";
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passThrough = true;
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memoryPoint = "pilot";
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};
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class HitBody : HitHead {
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armor = 20;
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name = "body";
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memoryPoint = "aimPoint";
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};
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class HitSpine : HitHead {
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armor = 10;
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name = "Spine2";
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memoryPoint = "aimPoint";
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};
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class HitHands : HitHead {
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armor = 10;
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material = -1;
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name = "hands";
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passThrough = true;
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};
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class HitLArm : HitHands {
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name = "LeftArm";
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memoryPoint = "lelbow";
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};
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class HitRArm : HitHands {
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name = "RightArm";
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memoryPoint = "relbow";
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};
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class HitLForeArm : HitHands {
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name = "LeftForeArm";
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memoryPoint = "lwrist";
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};
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class HitRForeArm : HitHands {
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name = "RightForeArm";
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memoryPoint = "rwrist";
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};
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class HitLHand : HitHands {
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name = "LeftHand";
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memoryPoint = "LeftHandMiddle1";
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};
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class HitRHand : HitHands {
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name = "RightHand";
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memoryPoint = "RightHandMiddle1";
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};
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class HitLegs : HitHands {
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name = "legs";
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memoryPoint = "pelvis";
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};
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class HitLLeg : HitHands {
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name = "LeftLeg";
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memoryPoint = "lknee";
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};
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class HitLLegUp : HitHands {
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name = "LeftUpLeg";
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memoryPoint = "lfemur";
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};
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class HitRLeg : HitHands {
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name = "RightLeg";
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memoryPoint = "rknee";
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};
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class HitRLegUp : HitHands {
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name = "RightUpLeg";
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memoryPoint = "rfemur";
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};
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};
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};
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