Adding backpack support for zombies (#2033)

* Adding backpack support for zombies

* Adding backpack support for zombies

* Update CHANGE LOG 1.0.6.3.txt

* Fix jumping vehicles after fliping

* Update CHANGE LOG 1.0.6.3.txt
This commit is contained in:
A Man
2019-09-16 01:38:38 +02:00
committed by oiad
parent c24504ac6b
commit 096fc13150
4 changed files with 9 additions and 3 deletions

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@@ -1,5 +1,6 @@
[NEW] Time between unlocking safes/lockboxes after a failed code will be exponentially higher, see configVariables.sqf\DZE_lockablesHarderPenalty @oiad
[NEW] Added 93 new zombie models with loot groups and strings for Server Admins @Airwavesman
[NEW] Zombie Loot supports backpacks now @Airwavesman
[FIXED] Some more occurrences of zero_building interiors misaligned or at the wrong terrain height (eaaedf2, 048caa5)
[FIXED] Player could switch into gunner's seat of ArmoredSUV while the hatch was being closed (e89eebc) #2009 @TheFirstNoob
@@ -13,6 +14,7 @@
[FIXED] Disabled Arma's automatic vehicle refuel, repair and rearm at WarfareBVehicleServicePoint buildings (2c4f06c) @dihan48
[FIXED] DistanceFoot database stat was incorrect. @dihan48
[FIXED] Wrong cargo count of Refuel Trucks after last Corepatch. @AirwavesMan
[FIXED] Vehicles jumping into the air after flipping. @AirwavesMan
[UPDATED] Spawning of Zombies and Loot in Safe Zones can now be toggled, disabled by default, see configVariables.sqf/DZE_SafeZoneZombieLoot (6248add, 141b25e) @oiad @_Lance_
[UPDATED] Added notification when status icons are disabled

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@@ -20,6 +20,7 @@ class Swarm_Base : Citizen1 {
damageScale = 200;
sepsisChance = 10;
forcedSpeed = 6;
canCarryBackPack = 1;
class Eventhandlers {
init = "_this call zombie_initialize;";
@@ -126,4 +127,4 @@ class swarm_newBase : Swarm_Base {
// tex[] = {};
// mat[] = {"Ca\characters_E\Overall\Data\Overall.rvmat", "Ca\characters_E\Overall\Data\W1_Overall.rvmat", "Ca\characters_E\Overall\Data\W2_Overall.rvmat"};
//};
};
};

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@@ -28,6 +28,7 @@ class Zed_Base : Citizen1 {
class HitDamage {};
armor = 3;
agentTasks[] = {};
canCarryBackPack = 1;
};
class zZombie_Base : Zed_Base {
scope = public;

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@@ -1,4 +1,4 @@
private ["_nearPlayers","_object"];
private ["_nearPlayers","_object","_pos"];
_object = _this select 3;
_nearPlayers = {(isPlayer _x && _x != player)} count (player nearEntities ["CAManBase",8]);
@@ -11,10 +11,12 @@ if (!(_object isKindOf "ATV_Base_EP1") && _nearPlayers < 1) exitWith {
player playMove "amovpknlmstpslowwrfldnon_amovpercmstpsraswrfldnon";
waitUntil { animationState player != "amovpknlmstpslowwrfldnon_amovpercmstpsraswrfldnon"};
_pos = getposATL _object;
_object setVectorUp [0,0,1];
_object setposATL _pos;
// Alert Zombies
[player,20,true,(getPosATL player)] call player_alertZombies;
// Added Nutrition-Factor for work
["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
["Working",0,[20,40,15,0]] call dayz_NutritionSystem;