mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-21 19:06:29 +03:00
Fix a bunch of errors
This commit is contained in:
@@ -305,7 +305,4 @@ class CfgVehicles {
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};
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};
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};
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};
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class CfgNonAIVehicles {
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#include "StreetLamps.hpp"
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};
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};
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@@ -1,33 +0,0 @@
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access = 0;
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class StreetLamp
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{
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scope = 0;
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model = "";
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destrType = "DestructTree";
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simulation = "thing";
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};
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class Land_lampa_sidl: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_sidl";
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};
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class Land_lampa_sidl_2: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_sidl_2";
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};
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class Land_lampa_sidl_3: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_sidl_3";
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};
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class Land_lampa_ind: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_ind";
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};
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class Land_lampa_ind_zebr: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_ind_zebr";
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};
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@@ -1,106 +1,139 @@
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class Citizen1;
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class zZombie_Base : Citizen1 {
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class Citizen;
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class Citizen1: Citizen {
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class SpeechVariants {
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class Default {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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class EN: Default {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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class CZ {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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class CZ_Akuzativ {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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class RU {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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};
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};
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class Zed_Base : Citizen1 {
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scope = public;
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class HitDamage {};
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armor = 3;
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};
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class zZombie_Base : Zed_Base {
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scope = public;
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glassesEnabled = 0;
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vehicleClass = "Zombie";
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displayName = "Zombie";
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displayName = $STR_ZNAME_INFECTED;
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fsmDanger = "";
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fsmFormation = "";
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zombieLoot = "civilian";
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zombieLoot = ZombieCivilian;
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moves = "CfgMovesZombie";
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isMan = false;
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weapons[] = {};
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magazines[] = {};
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sensitivity = 4; // sensor sensitivity
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sensitivity = 2; // sensor sensitivity
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sensitivityEar = 2;
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faceType = "ZFaces";
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identityTypes[] = {"zombie1", "zombie2"};
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class TalkTopics {};
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languages[] = {};
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class Eventhandlers {
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damageScale = 350;
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sepsisChance = 18;
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BleedChance = 15;
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forcedSpeed = 6;
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class Eventhandlers
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{
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init = "_this call zombie_initialize;";
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local = "if(_this select 1) then {[(position (_this select 0)),(_this select 0),true] execFSM '\z\AddOns\dayz_code\system\zombie_agent.fsm'};";
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local = "_z = _this select 0; if ((!isServer and !isNull _z) and {(side _z != civilian)}) exitWith { PVDZ_sec_atp = [ 'wrong side', player ]; publicVariableServer 'PVDZ_sec_atp'; deleteVehicle _z; }; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [(position _z), _z, true] execFSM '\z\AddOns\dayz_code\system\zombie_agent.fsm';";
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};
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class HitPoints {
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class HitHead {
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armor = 0.3;
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armor = 0.1;
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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 = 2;
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armor = 2.4;
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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 = 2;
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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 = 0.5;
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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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@@ -108,189 +141,223 @@ class zZombie_Base : Citizen1 {
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};
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};
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class z_policeman: zZombie_Base
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{
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model = "\ca\characters2\civil\Policeman\Policeman";
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zombieLoot = "policeman";
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class Wounds
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{
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tex[] = {};
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mat[] = {"ca\characters2\civil\policeman\data\policeman.rvmat","ca\characters2\civil\policeman\data\w1_policeman.rvmat","ca\characters2\civil\policeman\data\w2_policeman.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat"};
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};
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};
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class z_suit1: zZombie_Base
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{
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model = "\ca\characters2\civil\Functionary\Functionary";
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class z_villager1 : zZombie_Base {
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zombieLoot = ZombieCivilian;
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model = "\ca\characters2\civil\Villager\Villager";
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hiddenSelections[] = {"Camo"};
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary_co.paa"};
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zombieLoot = "office";
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class Wounds
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{
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_co.paa"};
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class Wounds {
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tex[] = {};
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mat[] = {"ca\characters2\civil\Functionary\data\Functionary.rvmat","ca\characters2\civil\Functionary\data\W1_Functionary.rvmat","ca\characters2\civil\Functionary\data\W2_Functionary.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
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};
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};
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class z_suit2: z_suit1
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{
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zombieLoot = "office2";
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary2_co.paa"};
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};
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class z_doctor: zZombie_Base
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{
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model = "\ca\characters2\civil\Doctor\Doctor";
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zombieLoot = "medical";
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hiddenSelections[] = {"Camo"};
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hiddenSelectionsTextures[] = {"\dayz\textures\clothes\doctor_co.paa"};
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class Wounds
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{
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tex[] = {};
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mat[] = {"ca\characters2\civil\doctor\data\doctor.rvmat","ca\characters2\civil\doctor\data\W1_doctor.rvmat","ca\characters2\civil\doctor\data\W2_doctor.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
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};
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};
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class z_teacher: z_doctor
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{
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zombieLoot = "civilian";
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hiddenSelectionsTextures[] = {"\dayz\textures\clothes\teacher_co.paa"};
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};
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class z_hunter: zZombie_Base
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{
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model = "\ca\characters2\civil\Woodlander\Woodlander";
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zombieLoot = "hunter";
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hiddenSelections[] = {"Camo"};
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\woodlander\data\woodlander_v3_co.paa"};
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class Wounds
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{
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tex[] = {};
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mat[] = {"ca\characters2\civil\Woodlander\data\Woodlander.rvmat","ca\characters2\civil\Woodlander\data\W1_Woodlander.rvmat","ca\characters2\civil\Woodlander\data\W2_Woodlander.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
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mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters2\Civil\Villager\Data\villager.RVmat", "ca\characters2\Civil\Villager\Data\villager_w1.RVmat", "ca\characters2\Civil\Villager\Data\villager_w2.RVmat"};
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};
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};
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class z_villager2 : z_villager1 {
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_v2_co.paa"};
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};
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class z_priest: zZombie_Base
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{
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class z_villager3 : z_villager1 {
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_v3_co.paa"};
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};
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class z_priest : zZombie_Base {
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displayName = $STR_ZNAME_PRIEST;
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zombieLoot = ZombieCivilian;
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model = "\ca\characters2\civil\Priest\Priest";
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class Wounds
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{
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class Wounds {
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tex[] = {};
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mat[] = {"ca\characters2\civil\priest\data\priest.rvmat","ca\characters2\civil\priest\data\W1_priest.rvmat","ca\characters2\civil\priest\data\W2_priest.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
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mat[] = {"ca\characters2\civil\priest\data\priest.rvmat", "ca\characters2\civil\priest\data\W1_priest.rvmat", "ca\characters2\civil\priest\data\W2_priest.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
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};
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};
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class z_soldier: zZombie_Base
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{
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displayName = "Zombie Soldier";
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class z_soldier : zZombie_Base {
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displayName = $STR_ZNAME_SOLDIER;
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zombieLoot = ZombieMilitary;
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model = "\ca\characters2\Blufor\Soldier_Light";
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zombieLoot = "military";
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class HitPoints: HitPoints
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{
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class HitHead
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{
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armor = 0.3;
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class HitPoints : HitPoints {
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class HitHead {
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armor = 0.6;
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material = -1;
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name = "head_hit";
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passThrough = 1;
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passThrough = true;
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};
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class HitBody
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{
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armor = 2.4;
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class HitBody {
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armor = 5;
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material = -1;
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name = "body";
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passThrough = 1;
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passThrough = true;
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};
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class HitHands
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{
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class HitHands {
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armor = 1;
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material = -1;
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name = "hands";
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passThrough = 1;
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passThrough = true;
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};
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class HitLegs
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{
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class HitLegs {
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armor = 1;
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material = -1;
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name = "legs";
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passThrough = 1;
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passThrough = true;
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};
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};
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class Wounds
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{
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class Wounds {
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tex[] = {};
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mat[] = {"ca\characters2\Blufor\data\Soldier.RVmat","ca\characters2\Blufor\data\Soldier_W1.RVmat","ca\characters2\Blufor\data\Soldier_W2.RVmat","ca\characters2\Blufor\data\Soldier_Light.RVmat","ca\characters2\Blufor\data\Soldier_Light_W1.RVmat","ca\characters2\Blufor\data\Soldier_Light_W2.RVmat","ca\characters2\Blufor\data\Soldier_EQUIP_Light.RVmat","ca\characters2\Blufor\data\Soldier_Light_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Light_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_GL.RVmat","ca\characters2\Blufor\data\Soldier_GL_W1.RVmat","ca\characters2\Blufor\data\Soldier_GL_W2.RVmat","ca\characters2\Blufor\data\Soldier_NCO.RVmat","ca\characters2\Blufor\data\Soldier_NCO_W1.RVmat","ca\characters2\Blufor\data\Soldier_NCO_W2.RVmat","ca\characters2\Blufor\data\Soldier_MG.RVmat","ca\characters2\Blufor\data\Soldier_MG_W1.RVmat","ca\characters2\Blufor\data\Soldier_MG_W2.RVmat","ca\characters2\Blufor\data\Soldier_AT.RVmat","ca\characters2\Blufor\data\Soldier_AT_W1.RVmat","ca\characters2\Blufor\data\Soldier_AT_W2.RVmat","ca\characters2\Blufor\data\Soldier_CO.RVmat","ca\characters2\Blufor\data\Soldier_CO_W1.RVmat","ca\characters2\Blufor\data\Soldier_CO_W2.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Pilot.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_W1.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_W2.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Guard.RVmat","ca\characters2\Blufor\data\Soldier_Guard_W1.RVmat","ca\characters2\Blufor\data\Soldier_Guard_W2.RVmat","ca\characters2\Blufor\data\Soldier_Crew.RVmat","ca\characters2\Blufor\data\Soldier_Crew_W1.RVmat","ca\characters2\Blufor\data\Soldier_Crew_W2.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W2.RVmat"};
|
||||
mat[] = {"ca\characters2\Blufor\data\Soldier.RVmat", "ca\characters2\Blufor\data\Soldier_W1.RVmat", "ca\characters2\Blufor\data\Soldier_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Light.RVmat", "ca\characters2\Blufor\data\Soldier_Light_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Light_W2.RVmat", "ca\characters2\Blufor\data\Soldier_EQUIP_Light.RVmat", "ca\characters2\Blufor\data\Soldier_Light_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Light_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_GL.RVmat", "ca\characters2\Blufor\data\Soldier_GL_W1.RVmat", "ca\characters2\Blufor\data\Soldier_GL_W2.RVmat", "ca\characters2\Blufor\data\Soldier_NCO.RVmat", "ca\characters2\Blufor\data\Soldier_NCO_W1.RVmat", "ca\characters2\Blufor\data\Soldier_NCO_W2.RVmat", "ca\characters2\Blufor\data\Soldier_MG.RVmat", "ca\characters2\Blufor\data\Soldier_MG_W1.RVmat", "ca\characters2\Blufor\data\Soldier_MG_W2.RVmat", "ca\characters2\Blufor\data\Soldier_AT.RVmat", "ca\characters2\Blufor\data\Soldier_AT_W1.RVmat", "ca\characters2\Blufor\data\Soldier_AT_W2.RVmat", "ca\characters2\Blufor\data\Soldier_CO.RVmat", "ca\characters2\Blufor\data\Soldier_CO_W1.RVmat", "ca\characters2\Blufor\data\Soldier_CO_W2.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Guard.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Crew.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W2.RVmat"};
|
||||
};
|
||||
};
|
||||
class z_soldier_pilot: z_soldier
|
||||
{
|
||||
displayName = "Zombie Soldier (Pilot)";
|
||||
|
||||
class z_soldier_pilot : z_soldier {
|
||||
displayName = $STR_ZNAME_PILOT;
|
||||
zombieLoot = ZombieMilitary;
|
||||
model = "\ca\characters_d_BAF\BAF_Pilot_BAF";
|
||||
zombieLoot = "militarypilot";
|
||||
hiddenSelections[] = {"Camo","Camo2","Camo3"};
|
||||
hiddenSelectionsTextures[] = {"\ca\characters_W_baf\data\camo_dpm_co.paa","\ca\characters_W_baf\data\armour_dpm_co.paa","\ca\characters_W_baf\data\equip_dpm_co.paa"};
|
||||
class HitPoints: HitPoints
|
||||
{
|
||||
class HitHead
|
||||
{
|
||||
hiddenSelections[] = {"Camo", "Camo2", "Camo3"};
|
||||
hiddenSelectionsTextures[] = {"\ca\characters_W_baf\data\camo_dpm_co.paa", "\ca\characters_W_baf\data\armour_dpm_co.paa", "\ca\characters_W_baf\data\equip_dpm_co.paa"};
|
||||
|
||||
class HitPoints : HitPoints {
|
||||
class HitHead {
|
||||
armor = 2;
|
||||
material = -1;
|
||||
name = "head_hit";
|
||||
passThrough = 1;
|
||||
passThrough = true;
|
||||
};
|
||||
class HitBody
|
||||
{
|
||||
|
||||
class HitBody {
|
||||
armor = 3;
|
||||
material = -1;
|
||||
name = "body";
|
||||
passThrough = 1;
|
||||
passThrough = true;
|
||||
};
|
||||
class HitHands
|
||||
{
|
||||
|
||||
class HitHands {
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "hands";
|
||||
passThrough = 1;
|
||||
passThrough = true;
|
||||
};
|
||||
class HitLegs
|
||||
{
|
||||
|
||||
class HitLegs {
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "legs";
|
||||
passThrough = 1;
|
||||
passThrough = true;
|
||||
};
|
||||
};
|
||||
};
|
||||
class z_soldier_heavy: z_soldier
|
||||
{
|
||||
displayName = "Zombie Soldier (Heavy)";
|
||||
|
||||
class z_soldier_heavy : z_soldier {
|
||||
displayName = $STR_ZNAME_SOLDIERHEAVY;
|
||||
zombieLoot = ZombieMilitary;
|
||||
model = "\ca\characters2\Blufor\Soldier";
|
||||
class HitPoints: HitPoints
|
||||
{
|
||||
class HitHead
|
||||
{
|
||||
|
||||
class HitPoints : HitPoints {
|
||||
class HitHead {
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "head_hit";
|
||||
passThrough = 1;
|
||||
passThrough = true;
|
||||
};
|
||||
class HitBody
|
||||
{
|
||||
armor = 2.4;
|
||||
|
||||
class HitBody {
|
||||
armor = 10;
|
||||
material = -1;
|
||||
name = "body";
|
||||
passThrough = 1;
|
||||
passThrough = true;
|
||||
};
|
||||
class HitHands
|
||||
{
|
||||
|
||||
class HitHands {
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "hands";
|
||||
passThrough = 1;
|
||||
passThrough = true;
|
||||
};
|
||||
class HitLegs
|
||||
{
|
||||
|
||||
class HitLegs {
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "legs";
|
||||
passThrough = 1;
|
||||
passThrough = true;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class z_policeman : zZombie_Base {
|
||||
displayName = $STR_ZNAME_POLICEMAN;
|
||||
zombieLoot = ZombiePolice;
|
||||
|
||||
model = "ca\characters2\civil\policeman\policeman.p3d";
|
||||
|
||||
class Wounds {
|
||||
tex[] = {};
|
||||
mat[] = {"ca\characters2\civil\policeman\data\policeman.rvmat", "ca\characters2\civil\policeman\data\w1_policeman.rvmat", "ca\characters2\civil\policeman\data\w2_policeman.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat"};
|
||||
};
|
||||
};
|
||||
class z_suit1 : zZombie_Base {
|
||||
displayName = $STR_ZNAME_SUIT;
|
||||
zombieLoot = ZombieCivilian;
|
||||
model = "\ca\characters2\civil\Functionary\Functionary";
|
||||
hiddenSelections[] = {"Camo"};
|
||||
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary_co.paa"};
|
||||
|
||||
class Wounds {
|
||||
tex[] = {};
|
||||
mat[] = {"ca\characters2\civil\Functionary\data\Functionary.rvmat", "ca\characters2\civil\Functionary\data\W1_Functionary.rvmat", "ca\characters2\civil\Functionary\data\W2_Functionary.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
||||
};
|
||||
};
|
||||
class z_suit2 : z_suit1 {
|
||||
zombieLoot = ZombieCivilian;
|
||||
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary2_co.paa"};
|
||||
};
|
||||
class z_worker1 : zZombie_Base {
|
||||
displayName = $STR_ZNAME_WORKER;
|
||||
zombieLoot = ZombieCivilian;
|
||||
model = "\Ca\characters_E\Overall\Overall";
|
||||
hiddenSelections[] = {"Camo"};
|
||||
|
||||
class Wounds {
|
||||
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"};
|
||||
};
|
||||
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_4_co.paa"};
|
||||
};
|
||||
class z_worker2 : z_worker1 {
|
||||
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_3_co.paa"};
|
||||
};
|
||||
|
||||
class z_worker3 : z_worker1 {
|
||||
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_2_co.paa"};
|
||||
};
|
||||
class z_doctor : zZombie_Base {
|
||||
displayName = $STR_ZNAME_DOCTOR;
|
||||
model = "\ca\characters2\civil\Doctor\Doctor";
|
||||
zombieLoot = MedicalHigh;
|
||||
hiddenSelections[] = {"Camo"};
|
||||
hiddenSelectionsTextures[] = {"\dayz\textures\clothes\doctor_co.paa"};
|
||||
|
||||
class Wounds {
|
||||
tex[] = {};
|
||||
mat[] = {"ca\characters2\civil\doctor\data\doctor.rvmat", "ca\characters2\civil\doctor\data\W1_doctor.rvmat", "ca\characters2\civil\doctor\data\W2_doctor.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
||||
};
|
||||
};
|
||||
class z_teacher : z_doctor {
|
||||
displayName = $STR_ZNAME_TEACHER;
|
||||
zombieLoot = ZombieCivilian;
|
||||
hiddenSelectionsTextures[] = {"\dayz\textures\clothes\teacher_co.paa"};
|
||||
};
|
||||
class z_hunter : zZombie_Base {
|
||||
displayName = $STR_ZNAME_HUNTER;
|
||||
zombieLoot = ZombieHunter;
|
||||
model = "\ca\characters2\civil\Woodlander\Woodlander";
|
||||
hiddenSelections[] = {"Camo"};
|
||||
|
||||
class Wounds {
|
||||
tex[] = {};
|
||||
mat[] = {"ca\characters2\civil\Woodlander\data\Woodlander.rvmat", "ca\characters2\civil\Woodlander\data\W1_Woodlander.rvmat", "ca\characters2\civil\Woodlander\data\W2_Woodlander.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
||||
};
|
||||
};
|
||||
Reference in New Issue
Block a user