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https://github.com/EpochModTeam/DayZ-Epoch.git
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Update player_checkStealth.sqf
Made by @Victor-the-Cleaner
This commit is contained in:
@@ -1,30 +1,31 @@
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private["_vel","_speed","_pos","_isPZombie","_anim","_anim4","_scaleSound","_nearFlare","_scaler","_nearLight","_nearFire","_building","_isPlayerInside","_audial"];
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_vel = velocity (vehicle player);
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_speed = (_vel distance [0,0,0]);
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_pos = getPosATL player;
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_scalePose = 0.9;
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_scaleMvmt = 0.2; //0.4;
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_scaleLight = 0.5;
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//_scaleAlert = 1;
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_isPZombie = player isKindOf "PZombie_VB";
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if (_isPZombie) exitWith {
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if (player isKindOf "PZombie_VB") exitWith {
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DAYZ_disAudial = 0;
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DAYZ_disVisual = 0;
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player_zombieAttack = {}; // Other zombies don't attack player zombies
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player_zombieCheck = {};
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};
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//Assess Players Position
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_anim = animationState player;
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_anim4 = toArray _anim;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _vp = vehicle player;
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local _speed = (velocity _vp) distance [0,0,0];
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local _scalePose = 0.9;
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local _scaleMvmt = 0.2; //0.4;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Assess Players Position
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local _anim = animationState player;
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local _anim4 = toArray _anim;
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_anim4 resize 4;
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_anim4 = toString _anim4;
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if (["pknl",_anim] call fnc_inString) then {
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if (["pknl",_anim] call fnc_inString) then { // kneeling
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_scaleMvmt = 0.2; //0.1;
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_scalePose = 0.6; //0.4
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} else {
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if (["ppne",_anim] call fnc_inString) then {
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if (["ppne",_anim] call fnc_inString) then { // prone
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_scaleMvmt = 0.3;
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_scalePose = 0.14;
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};
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@@ -37,96 +38,107 @@ if (_anim4 == "aswm") then {
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dayz_isSwimming = false;
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};
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_initial = 20 + (sunOrMoon * 20);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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_scaleLight = (
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(sunOrMoon * 2) //add sunlight
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+ moonIntensity //add moonlight
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- (overcast * 0.2) //remove for cloud state
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- (rain * 0.2) //remove for rain state
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- (fog * 0.5)); //remove for fog state
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local _initial = 20 + (sunOrMoon * 20);
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local _scaleLight = (
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(sunOrMoon * 2) // add sunlight
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+ moonIntensity // add moonlight
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- (overcast * 0.2) // remove for cloud state
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- (rain * 0.2) // remove for rain state
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- (fog * 0.5) // remove for fog state
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);
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dayz_scaleLight = _scaleLight;
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_scaleSound = (1
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- (rain * 0.3) //remove for rain state
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//+ (fog * 0.3) //add for fog state
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)
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max 0;
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local _scaleSound = (
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1
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- (rain * 0.3) // remove for rain state
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) max 0;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Assess if near light source
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if (_scaleLight < 0.9) then {
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//Assess if near lightsource
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_nearFlare = nearestObject [getPosATL (vehicle player),"RoadFlare"];
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local _scaler = 0;
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local _nearFlare = nearestObject [getPosATL _vp,"RoadFlare"];
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if (!isNull _nearFlare) then {
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_scaler = (_nearFlare distance (vehicle player));
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_scaler = (_nearFlare distance _vp);
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if (_scaler <= 30) then {
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_scaler = 30 - _scaler;
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_scaleLight = ((_scaler / 30) * 2) + _scaleLight;
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};
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};
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_nearLight = nearestObject [(vehicle player),"StreetLamp"];
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//if (!isNull _nearLight && (lightIsOn _nearLight == "ON")) then {
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local _nearLight = nearestObject [_vp,"StreetLamp"];
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if (!isNull _nearLight) then {
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_scaler = 50 - (_nearLight distance (vehicle player));
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_scaler = 50 - (_nearLight distance _vp);
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_scaleLight = ((_scaler / 50) * 2) + _scaleLight;
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};
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_nearFire = nearestObject [getPosATL (vehicle player),"Land_Fire"];
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local _nearFire = nearestObject [getPosATL _vp,"Land_Fire"];
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if (!isNull _nearFire) then {
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_scaler = 50 - (_nearFire distance (vehicle player));
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_scaler = 50 - (_nearFire distance _vp);
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_scaleLight = ((_scaler / 50) * 2) + _scaleLight;
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};
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};
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//Ensure zero or above
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_scaleLight = _scaleLight max 0;
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_scaleLight = _scaleLight max 0; // Ensure zero or above
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//Terrain Visibility
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if (["grass",dayz_surfaceType] call fnc_inString) then {
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_initial = _initial * 0.65; //0.75
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_scaleMvmt = _scaleMvmt - 0.05;
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} else {
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if (["forest",dayz_surfaceType] call fnc_inString) then {
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Terrain Visibility
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call {
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if (["grass",dayz_surfaceType] call fnc_inString) exitWith {
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_initial = _initial * 0.65;
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_scaleMvmt = _scaleMvmt - 0.05;
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};
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if (["forest",dayz_surfaceType] call fnc_inString) exitWith {
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_initial = _initial * 0.5;
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_scaleMvmt = _scaleMvmt - 0.1;
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} else {
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if (["concrete",dayz_surfaceType] call fnc_inString) then {
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_initial = _initial * 0.85; //1.2
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_scaleMvmt = _scaleMvmt + 0.1;
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} else {
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if (["rock",dayz_surfaceType] call fnc_inString) then {
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_initial = _initial * 0.80; //1.1
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_scaleMvmt = _scaleMvmt + 0.05;
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};
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};
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};
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if (["concrete",dayz_surfaceType] call fnc_inString) exitWith {
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_initial = _initial * 0.85;
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_scaleMvmt = _scaleMvmt + 0.1;
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};
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if (["rock",dayz_surfaceType] call fnc_inString) exitWith {
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_initial = _initial * 0.80;
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_scaleMvmt = _scaleMvmt + 0.05;
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};
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};
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if (isOnRoad _pos) then {
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///////////////////////////////////////////////////////////////////////////////////////////////////
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if (isOnRoad (getPosATL player)) then {
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_initial = _initial * 1.3;
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_scaleMvmt = _scaleMvmt + 0.2;
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//dayz_surfaceNoise = dayz_surfaceNoise + 10;
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};
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/*
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if (_speed > 5) then {
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_speed = _speed * 1;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Are they inside a building
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dayz_inside = [vehicle player] call fnc_isInsideBuilding;
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if (dayz_inside) then {
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_initial = round (5 + (20 * (1 - DZE_sheltered))); // inside building
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} else {
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if (_speed > 3) then {
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_speed = _speed * 0.7;
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} else {
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_speed = _speed * 0.3;
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if (DZE_sheltered > 0.75) then {
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_initial = round (5 + (60 * (1 - DZE_sheltered))); // possibly inside base or sheltered by other objects
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};
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};
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*/
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//Are they inside a building
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dayz_inside = [(vehicle player)] call fnc_isInsideBuilding;
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if (dayz_inside) then {
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_initial = 5;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Work out result
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local _audial = round (_speed * dayz_surfaceNoise * _scaleMvmt * _scaleSound);
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//Work out result
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_audial = round(_speed * dayz_surfaceNoise * _scaleMvmt * _scaleSound);
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if ((_audial > DAYZ_disAudial) or ((time - dayz_firedCooldown) > 0.3)) then {
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DAYZ_disAudial = _audial;
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};
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DAYZ_disVisual = (round((_initial + (_speed * 3)) * _scalePose * _scaleLight)) * 1.5;
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DAYZ_disVisual = (round ((_initial + (_speed * 3)) * _scalePose * _scaleLight)) * 1.5;
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