mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-06-28 12:41:56 +03:00
v0.1
This commit is contained in:
@@ -0,0 +1,13 @@
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private["_hasKnife","_qty","_item","_text","_string","_type","_loop","_meat","_timer"];
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_item = _this select 3;
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//player removeAction s_player_callzombies;
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//s_player_callzombies = -1;
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player playActionNow "Surrender";
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[player,"spotted",0,false] call dayz_zombieSpeak;
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_id = [player,200,true,(getPosATL player)] spawn player_alertZombies;
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// cutText ["Calling Zombies...", "PLAIN DOWN"];
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@@ -0,0 +1,57 @@
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private["_item","_id","_regen","_isAnimal","_animalType","_isMan","_config","_isListed","_qty"];
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_item = _this select 3;
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player playActionNow "PutDown";
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_id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
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[player,"gut",0,false] call dayz_zombieSpeak;
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_item setVariable["meatHarvested",true,true];
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sleep 1;
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_regen = 200;
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_isAnimal = _item isKindOf "Animal";
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_animalType = typeOf _item;
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_isMan = _item isKindOf "Man";
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if(_isAnimal) then {
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_config = configFile >> "CfgSurvival" >> "Meat" >> _animalType;
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_isListed = isClass (_config);
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_qty = 1;
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if (_isListed) then {
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_qty = getNumber (_config >> "yield");
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_regen = _qty * 200;
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};
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} else {
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if(_isMan) then {
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_regen == 3200;
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};
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};
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r_player_blood = r_player_blood + _regen;
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if (r_player_blood > r_player_bloodTotal) then {
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r_player_blood = r_player_bloodTotal;
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};
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player setVariable ["messing",[dayz_hunger,dayz_thirst],true];
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player setVariable["USEC_BloodQty",r_player_blood,true];
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player setVariable["medForceUpdate",true];
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[player,"eat",0,false] call dayz_zombieSpeak;
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// todo: dump loot on ground and then remove
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// Remove body
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dayzHideBody = _item;
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publicVariable "dayzHideBody";
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hideBody _item;
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sleep 10;
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deleteVehicle _item;
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// cutText ["Feeding...", "PLAIN DOWN"];
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@@ -0,0 +1,4 @@
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private["_hasKnife","_qty","_item","_text","_string","_type","_loop","_meat","_timer"];
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_item = _this select 3;
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player playMove "GestureSwing"
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@@ -1,4 +1,4 @@
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private ["_obj","_type","_config","_positions","_iPos","_nearBy","_itemType","_itemTypes","_lootChance","_weights","_cntWeights","_index"];
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private["_obj","_type","_config","_positions","_iPos","_nearBy","_itemType","_itemTypes","_itemChances","_lootChance","_weights","_cntWeights","_index"];
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_obj = _this select 0;
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_type = typeOf _obj;
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_config = configFile >> "CfgBuildingLoot" >> _type;
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@@ -1,4 +1,4 @@
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private ["_positions","_min","_iPos","_max","_obj","_type","_nearBy","_clean","_unitTypes","_config","_num","_originalPos","_zombieChance","_rnd","_nearByPlayer","_canLoot"];
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private["_serial","_positions","_min","_lootGroup","_iArray","_iItem","_iClass","_iPos","_item","_mags","_qty","_max","_tQty","_canType","_obj","_type","_nearBy","_clean","_unitTypes","_max","_isNoone","_config","_num","_originalPos","_zombieChance","_rnd","_fastRun"];
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_obj = _this select 0;
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_type = typeOf _obj;
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_config = configFile >> "CfgBuildingLoot" >> _type;
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@@ -29,7 +29,7 @@ if (_canLoot) then {
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//_iPos = position (_obj);
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_nearBy = count nearestObjects [_iPos, ["zZombie_Base"],1] > 0;
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_nearByPlayer = ({isPlayer _x} count (_iPos nearEntities ["CAManBase",30])) > 0;
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diag_log ("BUILDING: " + _type + " / " + str(_nearBy) + " / " + str(_nearByPlayer));
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//diag_log ("BUILDING: " + _type + " / " + str(_nearBy) + " / " + str(_nearByPlayer));
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if (!_nearByPlayer and !_nearBy) then {
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[_iPos,false,_unitTypes] call zombie_generate;
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};
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@@ -4,7 +4,7 @@ scriptName "Functions\misc\fn_selfActions.sqf";
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- Function
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- [] call fnc_usec_selfActions;
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************************************************************/
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private["_vehicle","_inVehicle","_bag","_classbag","_isWater","_hasAntiB","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_hasTent","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_canmove","_Unlock","_lock","_allFixed","_hitpoints","_damage","_part","_cmpt","_color","_string","_handle","_trader_id","_category","_buy","_buy2","_buy3","_buy1","_buy4","_buy5","_cantrader","_cantrader1","_buy6","_zparts1","_zparts2","_zparts3","_zparts4","_metals1","_metals2","_metals4","_metals3","_metals5","_dogHandle","_lieDown","_warn"];
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private["_isPZombie","_vehicle","_inVehicle","_bag","_classbag","_isWater","_hasAntiB","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_hasTent","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_canmove","_Unlock","_lock","_allFixed","_hitpoints","_damage","_part","_cmpt","_color","_string","_handle","_trader_id","_category","_buy","_buy2","_buy3","_buy1","_buy4","_buy5","_cantrader","_cantrader1","_buy6","_zparts1","_zparts2","_zparts3","_zparts4","_metals1","_metals2","_metals4","_metals3","_metals5","_dogHandle","_lieDown","_warn"];
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_vehicle = vehicle player;
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_inVehicle = (_vehicle != player);
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@@ -42,6 +42,17 @@ if (_canPickLight and !dayz_hasLight) then {
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s_player_removeflare = -1;
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};
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_isPZombie = player isKindOf "PZombie_VB";
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if(_isPZombie) then {
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//_state = animationState player;
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//hint str(_state);
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if (s_player_callzombies < 0) then {
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s_player_callzombies = player addAction ["Call Zombies", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""];
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// s_player_callzombies1 = player addAction ["Zombie Vison", "\z\addons\dayz_code\actions\vison_zombie.sqf",player, 4, true, false, "",""];
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};
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};
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if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4)) then { //Has some kind of target
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_isHarvested = cursorTarget getVariable["meatHarvested",false];
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_isVehicle = cursorTarget isKindOf "AllVehicles";
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@@ -124,7 +135,20 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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s_player_fillfuel = -1;
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};
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// Gut animal or zombie
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if(_isPZombie) then {
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// Pzombie Gut human corpse or animal
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if (!alive cursorTarget and (_isAnimal or _isMan) and !_isHarvested and _canDo) then {
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if (s_player_butcher < 0) then {
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s_player_butcher = player addAction ["Feed", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""];
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};
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} else {
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player removeAction s_player_butcher;
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s_player_butcher = -1;
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};
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} else {
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// Human Gut animal or zombie
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if (!alive cursorTarget and (_isAnimal or _isZombie) and _hasKnife and !_isHarvested and _canDo) then {
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if (s_player_butcher < 0) then {
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if(_isZombie) then {
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@@ -137,7 +161,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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player removeAction s_player_butcher;
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s_player_butcher = -1;
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};
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};
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//Fireplace Actions check
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if(inflamed cursorTarget and _hasRawMeat and _canDo) then {
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if (s_player_cook < 0) then {
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@@ -251,7 +275,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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};
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// Parts Trader Worker3
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if (_isMan and _traderType == parts_trader) then {
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if (_isMan and !_isPZombie and _traderType == parts_trader) then {
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if (s_player_parts_crtl < 0) then {
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@@ -271,7 +295,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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};
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//weapon_trader_1
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if (_isMan and _traderType == weapon_trader) then {
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if (_isMan and !_isPZombie and _traderType == weapon_trader) then {
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if (s_player_parts_crtl < 0) then {
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@@ -296,7 +320,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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};
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// can_trader_1
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if (_isMan and _traderType == can_trader) then {
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if (_isMan and !_isPZombie and _traderType == can_trader) then {
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if (s_player_parts_crtl < 0) then {
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@@ -323,7 +347,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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};
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//ammo_trader_1
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if (_isMan and _traderType == ammo_trader) then {
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if (_isMan and !_isPZombie and _traderType == ammo_trader) then {
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if (s_player_parts_crtl < 0) then {
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@@ -349,7 +373,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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//boat_trader_1
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if (_isMan and _traderType == boat_trader) then {
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if (_isMan and !_isPZombie and _traderType == boat_trader) then {
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if (s_player_parts_crtl < 0) then {
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@@ -367,7 +391,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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//auto_trader_1
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if (_isMan and _traderType == auto_trader) then {
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if (_isMan and !_isPZombie and _traderType == auto_trader) then {
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if (s_player_parts_crtl < 0) then {
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@@ -395,7 +419,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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//auto_trader_2
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if (_isMan and _traderType == auto_trader_2) then {
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if (_isMan and !_isPZombie and _traderType == auto_trader_2) then {
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if (s_player_parts_crtl < 0) then {
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@@ -423,7 +447,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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};
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// mad_sci
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if (_isMan and _traderType == mad_sci) then {
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if (_isMan and !_isPZombie and _traderType == mad_sci) then {
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if (s_player_parts_crtl < 0) then {
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@@ -443,7 +467,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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};
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// metals_trader
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if (_isMan and _traderType == metals_trader) then {
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if (_isMan and !_isPZombie and _traderType == metals_trader) then {
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if (s_player_parts_crtl < 0) then {
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@@ -459,7 +483,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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s_player_parts set [count s_player_parts,_metals3];
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s_player_parts set [count s_player_parts,_metals4];
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s_player_parts set [count s_player_parts,_metals5];
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;
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s_player_parts_crtl = 1;
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};
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};
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@@ -549,6 +573,8 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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//Others
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player removeAction s_player_forceSave;
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s_player_forceSave = -1;
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player removeAction s_player_flipveh;
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s_player_flipveh = -1;
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player removeAction s_player_deleteBuild;
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s_player_deleteBuild = -1;
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player removeAction s_player_butcher;
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@@ -563,6 +589,23 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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s_player_fillfuel = -1;
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player removeAction s_player_studybody;
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s_player_studybody = -1;
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//Dog
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player removeAction s_player_tamedog;
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s_player_tamedog = -1;
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player removeAction s_player_feeddog;
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s_player_feeddog = -1;
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player removeAction s_player_waterdog;
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s_player_waterdog = -1;
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player removeAction s_player_staydog;
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s_player_staydog = -1;
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player removeAction s_player_trackdog;
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s_player_trackdog = -1;
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player removeAction s_player_barkdog;
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s_player_barkdog = -1;
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player removeAction s_player_warndog;
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s_player_warndog = -1;
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player removeAction s_player_followdog;
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s_player_followdog = -1;
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// vault
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player removeAction s_player_unlockvault;
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@@ -572,3 +615,34 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
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player removeAction s_player_lockvault;
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s_player_lockvault = -1;
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};
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//Dog actions on player self
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_dogHandle = player getVariable ["dogID", 0];
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if (_dogHandle > 0) then {
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_dog = _dogHandle getFSMVariable "_dog";
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_ownerID = "0";
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if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["characterID","0"]; };
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if (_canDo and !_inVehicle and alive _dog and _ownerID != dayz_characterID) then {
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if (s_player_movedog < 0) then {
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s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];
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};
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if (s_player_speeddog < 0) then {
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_text = "Walk";
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_speed = 0;
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if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = "Run"; };
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s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""];
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};
|
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if (s_player_calldog < 0) then {
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s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""];
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};
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};
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} else {
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player removeAction s_player_movedog;
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s_player_movedog = -1;
|
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player removeAction s_player_speeddog;
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s_player_speeddog = -1;
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player removeAction s_player_calldog;
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s_player_calldog = -1;
|
||||
};
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@@ -58,7 +58,8 @@ if (_scaleLight < 0.9) then {
|
||||
};
|
||||
};
|
||||
_nearLight = nearestObject [(vehicle player),"StreetLamp"];
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||||
if (!isNull _nearLight && (lightIsOn _nearLight == "ON")) then {
|
||||
//if (!isNull _nearLight && (lightIsOn _nearLight == "ON")) then {
|
||||
if (!isNull _nearLight) then {
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_scaler = 50 - (_nearLight distance (vehicle player));
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_scaleLight = ((_scaler / 50) * 2) + _scaleLight;
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};
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||||
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||||
@@ -1,11 +1,61 @@
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||||
private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills"];
|
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private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills","_dont_kill","_model"];
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if (deathHandled) exitWith {};
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deathHandled = true;
|
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//Death
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_dont_kill = false;
|
||||
|
||||
_body = player;
|
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_playerID = getPlayerUID player;
|
||||
|
||||
|
||||
|
||||
// If player was infected resurect as a zombie before death
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if (r_player_infected) then {
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if(player isKindOf "PZombie_VB") then {
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||||
// do nothing kill anyways
|
||||
} else {
|
||||
_model = ["pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest"] select floor (random 11);
|
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[dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
|
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|
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r_player_inpain = false;
|
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r_player_dead = false;
|
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r_player_injured = false;
|
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r_player_cardiac = false;
|
||||
|
||||
//Give Blood
|
||||
r_player_blood = r_player_bloodTotal;
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player setVariable["USEC_lowBlood",false,true];
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usecMorphine = [player,player];
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publicVariable "usecMorphine";
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player setVariable ["USEC_inPain", false, true];
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usecBandage = [player,player];
|
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publicVariable "usecBandage";
|
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player setdamage 0;
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||||
{player setVariable[_x,false,true];} forEach USEC_woundHit;
|
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player setVariable ["USEC_injured",false,true];
|
||||
|
||||
sleep 1;
|
||||
r_player_handler = false;
|
||||
nul = [] spawn fnc_usec_recoverUncons;
|
||||
|
||||
disableUserInput false;
|
||||
|
||||
// player setVariable ["medForceUpdate",true,true];
|
||||
|
||||
if (!(player getVariable ["NORRN_unconscious", true])) then {
|
||||
nul = [] spawn fnc_usec_recoverUncons;
|
||||
};
|
||||
if(animationState player == "AmovPpneMstpSnonWnonDnon_healed") then {
|
||||
nul = [] spawn fnc_usec_recoverUncons;
|
||||
};
|
||||
|
||||
_dont_kill = true;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
if (_dont_kill) exitWith {};
|
||||
|
||||
//Send Death Notice
|
||||
dayzDeath = [dayz_characterID,0,_body,_playerID,dayz_playerName];
|
||||
publicVariableServer "dayzDeath";
|
||||
@@ -17,6 +67,7 @@ _id = [player,50,true,getPosATL player] spawn player_alertZombies;
|
||||
|
||||
sleep 0.5;
|
||||
|
||||
|
||||
player setDamage 1;
|
||||
0.1 fadeSound 0;
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@ dayz_inVehicle = _inVehicle;
|
||||
//if (((time - dayz_spawnWait) < dayz_spawnDelay) or ((time - dayz_lootWait) < dayz_lootDelay)) exitWith {diag_log("Skipping Check since neither loot or zombies are ready");};
|
||||
//if (((time - dayz_spawnWait) < dayz_spawnDelay) and ((time - dayz_lootWait) < dayz_lootDelay)) exitWith {};
|
||||
|
||||
//diag_log("SPAWN CHECKING: Starting");
|
||||
diag_log("SPAWN CHECKING: Starting");
|
||||
_radius = 300;
|
||||
_locationstypes = ["NameCityCapital","NameCity","NameVillage","NameLocal"];
|
||||
_nearestCity = nearestLocations [getPos player, _locationstypes, _radius];
|
||||
@@ -61,7 +61,7 @@ if (_inVehicle) then {
|
||||
//diag_log(format["SPAWN CHECK: Building count is %1", count _nearby]);
|
||||
_count = ({alive _x} count allMissionObjects "zZombie_Base");
|
||||
//hint "Total Zeds: " +str(_count));
|
||||
hint format["Total Zeds %1",_count];
|
||||
//hint format["Total Zeds %1",_count];
|
||||
diag_log ("Total Zeds: " +str(_count));
|
||||
{
|
||||
//diag_log("SPAWN CHECK: Start of Loop");
|
||||
@@ -95,11 +95,11 @@ if (_inVehicle) then {
|
||||
_zombied = (_x getVariable ["zombieSpawn",-0.1]);
|
||||
_dateNow = (DateToNumber date);
|
||||
_age = (_dateNow - _zombied) * 525948;
|
||||
diag_log(format["Date: %1 | ZombieSpawn: %2 | age: %3 | building: %4 (%5)", _dateNow, _zombied, _age, str(_x), _dis]);
|
||||
//diag_log(format["Date: %1 | ZombieSpawn: %2 | age: %3 | building: %4 (%5)", _dateNow, _zombied, _age, str(_x), _dis]);
|
||||
if (_age > 1) then {
|
||||
_bPos = getPosATL _x;
|
||||
_zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]);
|
||||
diag_log ("ZombiesNum: " +str(_zombiesNum));
|
||||
//diag_log ("ZombiesNum: " +str(_zombiesNum));
|
||||
if (_zombiesNum == 0) then {
|
||||
//Randomize Zombies
|
||||
_x setVariable ["zombieSpawn",_dateNow,true];
|
||||
|
||||
@@ -1,7 +1,14 @@
|
||||
private["_unit","_vehicle","_targets","_move","_rnd","_wound","_type","_dir","_hpList","_hp","_damage","_chance","_strH","_dam","_total","_result","_tPos","_zPos","_inAngle","_cantSee","_isZombieInside","_building","_isPlayerInside"];
|
||||
private["_isZombie","_unit","_vehicle","_targets","_move","_rnd","_wound","_type","_dir","_hpList","_hp","_damage","_chance","_strH","_dam","_total","_result","_tPos","_zPos","_inAngle","_cantSee","_isZombieInside","_building","_isPlayerInside"];
|
||||
_unit = _this;
|
||||
_vehicle = (vehicle player);
|
||||
|
||||
_isZombie = _unit isKindOf "zZombie_base";
|
||||
if(_isZombie) then {
|
||||
_type = "zombie";
|
||||
} else {
|
||||
_type = "dog";
|
||||
};
|
||||
|
||||
_targets = _unit getVariable ["targets",[]];
|
||||
//if (!(_vehicle in _targets)) exitWith {};
|
||||
|
||||
@@ -15,11 +22,11 @@ if (r_player_unconscious && _vehicle == player) then {
|
||||
_move = "ZombieFeed" + str(_rnd);
|
||||
} else {
|
||||
_unit doMove (getPos player);
|
||||
if (_type == "zombie") then {
|
||||
if (_type == "dog") then {
|
||||
_move = "Dog_Attack";
|
||||
} else {
|
||||
_rnd = round(random 9) + 1;
|
||||
_move = "ZombieStandingAttack" + str(_rnd);
|
||||
} else {
|
||||
_move = "Dog_Attack";
|
||||
};
|
||||
};
|
||||
_dir = [_unit,player] call BIS_Fnc_dirTo;
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
private["_iItem","_iClass","_iPos","_radius","_itemTypes","_index","_item","_qty","_max","_tQty","_canType","_weights","_cntWeights","_dateNow"];
|
||||
+private["_iItem","_iClass","_iPos","_radius","_itemTypes","_index","_item","_qty","_max","_tQty","_canType","_weights","_cntWeights","_dateNow"];
|
||||
_iItem = _this select 0;
|
||||
_iClass = _this select 1;
|
||||
_iPos = _this select 2;
|
||||
_radius = _this select 3;
|
||||
|
||||
switch (_iClass) do {
|
||||
default {
|
||||
//Item is food, add random quantity of cans along with an item (if exists)
|
||||
|
||||
@@ -17,7 +17,7 @@ _targets = _lead nearTargets _range;
|
||||
private["_obj","_dis"];
|
||||
_obj = _x select 4;
|
||||
_dis = _obj distance _lead;
|
||||
if (_obj isKindOf "Man") then {
|
||||
if (_obj isKindOf "Man" and !(_obj isKindOf "PZombie_VB")) then {
|
||||
if (!(_obj isKindOf "zZombie_Base") and !(_obj in _targetMen)) then {
|
||||
//process man targets
|
||||
_targetMen set [count _targetMen,_obj];
|
||||
|
||||
@@ -58,7 +58,8 @@ if (!_doLoiter) then {
|
||||
_attempt = 0;
|
||||
while {_nearByPlayer} do {
|
||||
//_position = [_position,0,20,10,0,20,0] call BIS_fnc_findSafePos; Orignal
|
||||
_position = [_position,0,50,20,0,20,0] call BIS_fnc_findSafePos;
|
||||
// _position = [_position,0,50,20,0,20,0] call BIS_fnc_findSafePos; OEM v2
|
||||
_position = [_position,30,60,20,0,20,0] call BIS_fnc_findSafePos;
|
||||
_agent setPos _position;
|
||||
_nearByPlayer = ({isPlayer _x} count (_position nearEntities ["CAManBase",30])) > 0;
|
||||
_attempt = _attempt + 1;
|
||||
|
||||
@@ -967,6 +967,21 @@ class CfgBuildingLoot {
|
||||
maxRoaming = 8;
|
||||
}; // Qty: 3
|
||||
class Land_Shed_W02: FarmRoaming {}; // Qty: 213
|
||||
//allow
|
||||
class Grave: HouseRoaming {
|
||||
maxRoaming = 3;
|
||||
};
|
||||
class GraveCross1: HouseRoaming {
|
||||
maxRoaming = 2;
|
||||
};
|
||||
class GraveCross2: HouseRoaming {
|
||||
maxRoaming = 2;
|
||||
};
|
||||
class GraveCrossHelmet: Military {
|
||||
maxRoaming = 4;
|
||||
};
|
||||
|
||||
|
||||
|
||||
// DAYZ AMP More buildings
|
||||
class Land_Shed_W02_EP1: FarmRoaming{};
|
||||
|
||||
@@ -11,6 +11,22 @@ Camo1_DZ = "Camo1_DZ";
|
||||
Soldier1_DZ = "Soldier1_DZ";
|
||||
Rocket_DZ = "Rocket_DZ";
|
||||
|
||||
PZombie_VB = "PZombie_VB";
|
||||
|
||||
pz_policeman = "pz_policeman";
|
||||
pz_suit1 = "pz_suit1";
|
||||
pz_suit2 = "pz_suit2";
|
||||
pz_worker1 = "pz_worker1";
|
||||
pz_worker2 = "pz_worker2";
|
||||
pz_worker3 = "pz_worker3";
|
||||
pz_teacher = "pz_teacher";
|
||||
pz_hunter = "pz_hunter";
|
||||
pz_villager1 = "pz_villager1";
|
||||
pz_villager2 = "pz_villager2";
|
||||
pz_villager3 = "pz_villager3";
|
||||
pz_priest = "pz_priest";
|
||||
|
||||
|
||||
dayz_combatLog = "";
|
||||
|
||||
|
||||
@@ -61,6 +77,7 @@ dayz_resetSelfActions = {
|
||||
s_player_fillwater2 = -1;
|
||||
s_player_fillfuel = -1;
|
||||
s_player_grabflare = -1;
|
||||
s_player_callzombies = -1;
|
||||
s_player_removeflare = -1;
|
||||
s_player_painkiller = -1;
|
||||
s_player_studybody = -1;
|
||||
|
||||
@@ -1089,10 +1089,7 @@ class FSM
|
||||
" _runOnce = false;" \n
|
||||
" while {true} do {" \n
|
||||
"" \n
|
||||
"//loot" \n
|
||||
" call player_spawnLootCheck;" \n
|
||||
"//zeds" \n
|
||||
" call player_spawnZedCheck; " \n
|
||||
" call player_spawnCheck; " \n
|
||||
"" \n
|
||||
" call stream_locationCheck;" \n
|
||||
" sleep 2;" \n
|
||||
|
||||
@@ -80,7 +80,7 @@ if (!_isNew) then {
|
||||
_model = _primary select 7;
|
||||
_hiveVer = _primary select 8;
|
||||
|
||||
if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Rocket_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ","Rocker2_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ"])) then {
|
||||
if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Rocket_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ","Rocker2_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","PZombie_VB"])) then {
|
||||
_model = "Survivor2_DZ";
|
||||
};
|
||||
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1 @@
|
||||
dayz_weapons
|
||||
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|
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|
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|
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@@ -0,0 +1,183 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="DayZ">
|
||||
<Package name="weapons">
|
||||
<Key ID="STR_WPN_NAME_1">
|
||||
<Original>Winchester 1866</Original>
|
||||
<English>Winchester 1866</English>
|
||||
<German>Winchester 1866</German>
|
||||
<Russian>Винчестер 1866</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_DESC_1">
|
||||
<Original>Shotgun 12 gauge</Original>
|
||||
<English>Shotgun 12 gauge</English>
|
||||
<German>Flinte, Kaliber 12</German>
|
||||
<Russian>Дробовик 12 калибра</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_NAME_2">
|
||||
<Original>Remington 870</Original>
|
||||
<English>Remington 870</English>
|
||||
<German>Remington 870</German>
|
||||
<Russian>Ремингтон 870</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_DESC_2">
|
||||
<Original>The Remington Model 870 is a pump-action shotgun with a military torch attachment.</Original>
|
||||
<English>The Remington Model 870 is a pump-action shotgun with a military torch attachment.</English>
|
||||
<German>Die Remington Model 870 ist eine Pumpgun mit Halterung für eine Taschenlampe.</German>
|
||||
<Russian>Ремингтон Модель 870 это помповый дробовик с креплением для фонарика</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_NAME_3">
|
||||
<Original>Remington 870 (Flashlight)</Original>
|
||||
<English>Remington 870 (Flashlight)</English>
|
||||
<German>Remington 870 mit Taschenlampe</German>
|
||||
<Russian>Ремингтон 870 (с фонариком)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_DESC_3">
|
||||
<Original>The Remington Model 870 is a pump-action shotgun. This rifle has a torch attached.</Original>
|
||||
<English>The Remington Model 870 is a pump-action shotgun. This rifle has a torch attached.</English>
|
||||
<German>Die Remington Model 870 ist eine Pumpgun. An diese ist eine Taschenlampe angebracht.</German>
|
||||
<Russian>Ремингтон Модель 870 это помповый дробовик с армейским фонариком</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_NAME_4">
|
||||
<Original>Compound Crossbow</Original>
|
||||
<English>Compound Crossbow</English>
|
||||
<German>Kompositarmbrust</German>
|
||||
<Russian>Спортивный арбалет</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_DESC_4">
|
||||
<Original>The compound crossbow is, once the aim is mastered, a powerful short-range single-shot weapon with a long reload time.</Original>
|
||||
<English>The compound crossbow is, once the aim is mastered, a powerful short-range single-shot weapon with a long reload time.</English>
|
||||
<German>Die Kompositarbmbrust ist, wenn man das Zielen beherrscht, eine starke, einzelschüssige Waffe mit kurzer Reichweite und langer Nachladezeit.</German>
|
||||
<Russian>Спортивный арбалет требует сноровки для точной стрельбы, превращаясь в мощное однозарядное оружие на коротких дистанциях.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_NAME_5">
|
||||
<Original>Double-barreled Shotgun</Original>
|
||||
<English>Double-barreled Shotgun</English>
|
||||
<German>Double-barreled Shotgun</German>
|
||||
<Russian>Double-barreled Shotgun</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_WPN_DESC_5">
|
||||
<Original>A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.</Original>
|
||||
<English>A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.</English>
|
||||
<German>A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.</German>
|
||||
<Russian>A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.</Russian>
|
||||
</Key>
|
||||
</package>
|
||||
<Package name="magazines">
|
||||
<Key ID="STR_MAG_NAME_1">
|
||||
<Original>15Rnd. 1866 Pellets</Original>
|
||||
<English>15Rnd. 1866 Pellets</English>
|
||||
<German>15 Schuss 1866 Schrot</German>
|
||||
<Russian>15 Патрон 1866 дробь</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_DESC_1">
|
||||
<Original>Caliber: 12 gauge</Original>
|
||||
<English>Caliber: 12 gauge</English>
|
||||
<German>Kaliber 12</German>
|
||||
<Russian>12-й калибр</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_NAME_2">
|
||||
<Original>15Rnd. 1866 Slugs</Original>
|
||||
<English>15Rnd. 1866 Slugs</English>
|
||||
<German>15 Schuss 1866 Kugel</German>
|
||||
<Russian>15 Патрон 1866 пуля</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_DESC_2">
|
||||
<Original>Caliber: 12 gauge</Original>
|
||||
<English>Caliber: 12 gauge</English>
|
||||
<German>Kaliber 12</German>
|
||||
<Russian>12-й калибр</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_NAME_3">
|
||||
<Original>Steel Bolt</Original>
|
||||
<English>Steel Bolt</English>
|
||||
<German>Stahlbolzen</German>
|
||||
<Russian>Стальной болт</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_DESC_3">
|
||||
<Original>A Crossbow Bolt made from hardened steel with feathered tips. Rugged and able to withstand many uses.</Original>
|
||||
<English>A Crossbow Bolt made from hardened steel with feathered tips. Rugged and able to withstand many uses.</English>
|
||||
<German>Ein Armbrustbolzen aus gehärtetem Stahl mit gefiederten Spitzen. Durch die robuste Machart kann er wiederverwendet werden.</German>
|
||||
<Russian>Стальной оперенный арбалетный болт. Многоразовый.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_ACTION_3">
|
||||
<Original>Bolt</Original> <!-- As in Crossbow Bolt -->
|
||||
<English>Bolt</English>
|
||||
<German>Bolzen</German>
|
||||
<Russian>Болт</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_NAME_4">
|
||||
<Original>Road Flare</Original>
|
||||
<English>Road Flare</English>
|
||||
<German>Bengalfeuer</German>
|
||||
<Russian>Сигнальный фаер</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_ACTION_4">
|
||||
<Original>Flare</Original>
|
||||
<English>Flare</English>
|
||||
<German>Bengalfeuer</German>
|
||||
<Russian>Фаер</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_ACTION2_4">
|
||||
<Original>Throw</Original>
|
||||
<English>Throw</English>
|
||||
<German>Werfen</German>
|
||||
<Russian>Бросить</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_DESC_4">
|
||||
<Original>Hand operated flare commonly found in roadside emergency kits. Will burn for approximately five minutes.</Original>
|
||||
<English>Hand operated flare commonly found in roadside emergency kits. Will burn for approximately five minutes.</English>
|
||||
<German>Handgeführtes Bengalfeuer, häufig in Notfallkästen in Fahrzeugen gefunden. Eine Ladung brennt etwa 5 Minuten.</German>
|
||||
<Russian>Гражданский сигнальный фаер, который обычно используют спасатели. Горит около пяти минут.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_NAME_5">
|
||||
<Original>Chemlight (Green)</Original>
|
||||
<English>Chemlight (Green)</English>
|
||||
<German>Knicklicht (Grün)</German>
|
||||
<Russian>Химсвет (Зеленый)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_ACTION_5">
|
||||
<Original>Chemlight</Original>
|
||||
<English>Chemlight</English>
|
||||
<German>Knicklicht</German>
|
||||
<Russian>Химсвет</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_DESC_5">
|
||||
<Original>Chemical Lightstick providing 60 minutes illumination within a small area when activated and thrown. Available in assorted colors.</Original>
|
||||
<English>Chemical Lightstick providing 60 minutes illumination within a small area when activated and thrown. Available in assorted colors.</English>
|
||||
<German>Ein chemisches Knicklicht, das für etwa 60 Minuten Licht gibt, nachdem es geknickt und geworfen wurde. In verschiedenen Farben verfügbar.</German>
|
||||
<Russian>Химический источник света, освещающий небольшую область на период до 60 минут после броска. Бывает разных цветов.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_NAME_6">
|
||||
<Original>Chemlight (Red)</Original>
|
||||
<English>Chemlight (Red)</English>
|
||||
<German>Knicklicht (Rot)</German>
|
||||
<Russian>Химсвет (Красный)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_MAG_NAME_7">
|
||||
<Original>Chemlight (Blue)</Original>
|
||||
<English>Chemlight (Blue)</English>
|
||||
<German>Knicklicht (Blau)</German>
|
||||
<Russian>Химсвет (Синий)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_EQUIP_NAME_41">
|
||||
<Original>Hatchet</Original>
|
||||
<English>Hatchet</English>
|
||||
<German>Hatchet</German>
|
||||
<Russian>Топорик</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_EQUIP_DESC_41">
|
||||
<Original>A single-handed striking tool with a sharp blade used to cut and split wood.</Original>
|
||||
<English>A single-handed striking tool with a sharp blade used to cut and split wood.</English>
|
||||
<German>A single-handed striking tool with a sharp blade used to cut and split wood.</German>
|
||||
<Russian>Топорик отлично подойдет для рубки дров.</Russian>
|
||||
</Key>
|
||||
</package>
|
||||
<package name="characters">
|
||||
<Key ID="STR_CHAR_1">
|
||||
<Original>Survivor</Original>
|
||||
<English>Survivor</English>
|
||||
<German>Überlebender</German>
|
||||
<Russian>Выживший</Russian>
|
||||
</Key>
|
||||
</package>
|
||||
</Project>
|
||||
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@@ -0,0 +1,18 @@
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
|
||||
//http://dev-heaven.net/projects/list_files/mikero-pbodll
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define _ARMA_
|
||||
|
||||
//Class dayz_weapons : textures\chem.rvmat{
|
||||
ambient[] = {1.0,1.0,1.0,3.25};
|
||||
diffuse[] = {1.0,1.0,1.0,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
|
||||
emmisive[] = {1.0,1.0,1.0,1.0};
|
||||
specular[] = {0.0,0.0,0.0,1.0};
|
||||
specularPower = 1.0;
|
||||
renderFlags[] = {"AddBlend"};
|
||||
PixelShaderID = "Normal";
|
||||
VertexShaderID = "Basic";
|
||||
//};
|
||||
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|
||||
////////////////////////////////////////////////////////////////////
|
||||
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
|
||||
//http://dev-heaven.net/projects/list_files/mikero-pbodll
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define _ARMA_
|
||||
|
||||
//Class dayz_weapons : textures\chemlight.rvmat{
|
||||
ambient[] = {1,1,1,1};
|
||||
diffuse[] = {1,1,1,1};
|
||||
forcedDiffuse[] = {0,0,0,0};
|
||||
emmisive[] = {0,0,0,1};
|
||||
specular[] = {0.18,0.16,0.14,1};
|
||||
specularPower = 120;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "dayz_weapons\textures\chem_item_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "dayz_weapons\textures\metal_rough_dt.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {4,0,0};
|
||||
up[] = {0,4,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "dayz_weapons\textures\chem_item_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "dayz_weapons\textures\chem_item_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(1.5,0.45)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture = "ca\data\env_land_co.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
//};
|
||||
@@ -0,0 +1,101 @@
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
|
||||
//http://dev-heaven.net/projects/list_files/mikero-pbodll
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define _ARMA_
|
||||
|
||||
//Class dayz_weapons : textures\crossbow.rvmat{
|
||||
ambient[] = {1,1,1,1};
|
||||
diffuse[] = {1,1,1,1};
|
||||
forcedDiffuse[] = {0,0,0,0};
|
||||
emmisive[] = {0,0,0,1};
|
||||
specular[] = {0.14,0.16,0.18,1};
|
||||
specularPower = 100;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "dayz_weapons\textures\crossbow_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "dayz_weapons\textures\metal_rough_dt.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {4,0,0};
|
||||
up[] = {0,4,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "dayz_weapons\textures\crossbow_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "dayz_weapons\textures\crossbow_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(4.01,2.86)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture = "ca\data\env_land_co.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
//};
|
||||
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@@ -0,0 +1,41 @@
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
|
||||
//http://dev-heaven.net/projects/list_files/mikero-pbodll
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define _ARMA_
|
||||
|
||||
//Class dayz_weapons : textures\crowbar.rvmat{
|
||||
ambient[] = {1,1,1,1};
|
||||
diffuse[] = {1,1,1,1};
|
||||
forcedDiffuse[] = {0,0,0,0};
|
||||
emmisive[] = {0,0,0,1};
|
||||
specular[] = {1,1,1,1};
|
||||
specularPower = 200;
|
||||
PixelShaderID = "NormalMapSpecularMap";
|
||||
VertexShaderID = "NormalMap";
|
||||
class Stage1
|
||||
{
|
||||
texture = "dayz_weapons\textures\crowbar_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "dayz_weapons\textures\crowbar_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1,0,0};
|
||||
up[] = {0,1,0};
|
||||
dir[] = {0,0,0};
|
||||
pos[] = {0,0,0};
|
||||
};
|
||||
};
|
||||
//};
|
||||
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@@ -0,0 +1,18 @@
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
|
||||
//http://dev-heaven.net/projects/list_files/mikero-pbodll
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define _ARMA_
|
||||
|
||||
//Class dayz_weapons : textures\flare_red.rvmat{
|
||||
ambient[] = {1.0,1.0,1.0,3.25};
|
||||
diffuse[] = {1.0,1.0,1.0,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
|
||||
emmisive[] = {1.0,1.0,1.0,1.0};
|
||||
specular[] = {0.0,0.0,0.0,1.0};
|
||||
specularPower = 1.0;
|
||||
renderFlags[] = {"AddBlend"};
|
||||
PixelShaderID = "Normal";
|
||||
VertexShaderID = "Basic";
|
||||
//};
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user