This commit is contained in:
A Clark
2012-12-16 15:29:19 -06:00
parent f378947145
commit 416490f553
124 changed files with 2996 additions and 67 deletions

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@@ -0,0 +1,13 @@
private["_hasKnife","_qty","_item","_text","_string","_type","_loop","_meat","_timer"];
_item = _this select 3;
//player removeAction s_player_callzombies;
//s_player_callzombies = -1;
player playActionNow "Surrender";
[player,"spotted",0,false] call dayz_zombieSpeak;
_id = [player,200,true,(getPosATL player)] spawn player_alertZombies;
// cutText ["Calling Zombies...", "PLAIN DOWN"];

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@@ -0,0 +1,57 @@
private["_item","_id","_regen","_isAnimal","_animalType","_isMan","_config","_isListed","_qty"];
_item = _this select 3;
player playActionNow "PutDown";
_id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
[player,"gut",0,false] call dayz_zombieSpeak;
_item setVariable["meatHarvested",true,true];
sleep 1;
_regen = 200;
_isAnimal = _item isKindOf "Animal";
_animalType = typeOf _item;
_isMan = _item isKindOf "Man";
if(_isAnimal) then {
_config = configFile >> "CfgSurvival" >> "Meat" >> _animalType;
_isListed = isClass (_config);
_qty = 1;
if (_isListed) then {
_qty = getNumber (_config >> "yield");
_regen = _qty * 200;
};
} else {
if(_isMan) then {
_regen == 3200;
};
};
r_player_blood = r_player_blood + _regen;
if (r_player_blood > r_player_bloodTotal) then {
r_player_blood = r_player_bloodTotal;
};
player setVariable ["messing",[dayz_hunger,dayz_thirst],true];
player setVariable["USEC_BloodQty",r_player_blood,true];
player setVariable["medForceUpdate",true];
[player,"eat",0,false] call dayz_zombieSpeak;
// todo: dump loot on ground and then remove
// Remove body
dayzHideBody = _item;
publicVariable "dayzHideBody";
hideBody _item;
sleep 10;
deleteVehicle _item;
// cutText ["Feeding...", "PLAIN DOWN"];

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@@ -0,0 +1,4 @@
private["_hasKnife","_qty","_item","_text","_string","_type","_loop","_meat","_timer"];
_item = _this select 3;
player playMove "GestureSwing"

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@@ -1,4 +1,4 @@
private ["_obj","_type","_config","_positions","_iPos","_nearBy","_itemType","_itemTypes","_lootChance","_weights","_cntWeights","_index"];
private["_obj","_type","_config","_positions","_iPos","_nearBy","_itemType","_itemTypes","_itemChances","_lootChance","_weights","_cntWeights","_index"];
_obj = _this select 0;
_type = typeOf _obj;
_config = configFile >> "CfgBuildingLoot" >> _type;

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@@ -1,4 +1,4 @@
private ["_positions","_min","_iPos","_max","_obj","_type","_nearBy","_clean","_unitTypes","_config","_num","_originalPos","_zombieChance","_rnd","_nearByPlayer","_canLoot"];
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"];
_obj = _this select 0;
_type = typeOf _obj;
_config = configFile >> "CfgBuildingLoot" >> _type;
@@ -29,7 +29,7 @@ if (_canLoot) then {
//_iPos = position (_obj);
_nearBy = count nearestObjects [_iPos, ["zZombie_Base"],1] > 0;
_nearByPlayer = ({isPlayer _x} count (_iPos nearEntities ["CAManBase",30])) > 0;
diag_log ("BUILDING: " + _type + " / " + str(_nearBy) + " / " + str(_nearByPlayer));
//diag_log ("BUILDING: " + _type + " / " + str(_nearBy) + " / " + str(_nearByPlayer));
if (!_nearByPlayer and !_nearBy) then {
[_iPos,false,_unitTypes] call zombie_generate;
};

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@@ -4,7 +4,7 @@ scriptName "Functions\misc\fn_selfActions.sqf";
- Function
- [] call fnc_usec_selfActions;
************************************************************/
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"];
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"];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
@@ -42,6 +42,17 @@ if (_canPickLight and !dayz_hasLight) then {
s_player_removeflare = -1;
};
_isPZombie = player isKindOf "PZombie_VB";
if(_isPZombie) then {
//_state = animationState player;
//hint str(_state);
if (s_player_callzombies < 0) then {
s_player_callzombies = player addAction ["Call Zombies", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""];
// s_player_callzombies1 = player addAction ["Zombie Vison", "\z\addons\dayz_code\actions\vison_zombie.sqf",player, 4, true, false, "",""];
};
};
if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4)) then { //Has some kind of target
_isHarvested = cursorTarget getVariable["meatHarvested",false];
_isVehicle = cursorTarget isKindOf "AllVehicles";
@@ -124,7 +135,20 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
s_player_fillfuel = -1;
};
// Gut animal or zombie
if(_isPZombie) then {
// Pzombie Gut human corpse or animal
if (!alive cursorTarget and (_isAnimal or _isMan) and !_isHarvested and _canDo) then {
if (s_player_butcher < 0) then {
s_player_butcher = player addAction ["Feed", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""];
};
} else {
player removeAction s_player_butcher;
s_player_butcher = -1;
};
} else {
// Human Gut animal or zombie
if (!alive cursorTarget and (_isAnimal or _isZombie) and _hasKnife and !_isHarvested and _canDo) then {
if (s_player_butcher < 0) then {
if(_isZombie) then {
@@ -137,7 +161,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
player removeAction s_player_butcher;
s_player_butcher = -1;
};
};
//Fireplace Actions check
if(inflamed cursorTarget and _hasRawMeat and _canDo) then {
if (s_player_cook < 0) then {
@@ -251,7 +275,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
};
// Parts Trader Worker3
if (_isMan and _traderType == parts_trader) then {
if (_isMan and !_isPZombie and _traderType == parts_trader) then {
if (s_player_parts_crtl < 0) then {
@@ -271,7 +295,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
};
//weapon_trader_1
if (_isMan and _traderType == weapon_trader) then {
if (_isMan and !_isPZombie and _traderType == weapon_trader) then {
if (s_player_parts_crtl < 0) then {
@@ -296,7 +320,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
};
// can_trader_1
if (_isMan and _traderType == can_trader) then {
if (_isMan and !_isPZombie and _traderType == can_trader) then {
if (s_player_parts_crtl < 0) then {
@@ -323,7 +347,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
};
//ammo_trader_1
if (_isMan and _traderType == ammo_trader) then {
if (_isMan and !_isPZombie and _traderType == ammo_trader) then {
if (s_player_parts_crtl < 0) then {
@@ -349,7 +373,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
//boat_trader_1
if (_isMan and _traderType == boat_trader) then {
if (_isMan and !_isPZombie and _traderType == boat_trader) then {
if (s_player_parts_crtl < 0) then {
@@ -367,7 +391,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
//auto_trader_1
if (_isMan and _traderType == auto_trader) then {
if (_isMan and !_isPZombie and _traderType == auto_trader) then {
if (s_player_parts_crtl < 0) then {
@@ -395,7 +419,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
//auto_trader_2
if (_isMan and _traderType == auto_trader_2) then {
if (_isMan and !_isPZombie and _traderType == auto_trader_2) then {
if (s_player_parts_crtl < 0) then {
@@ -423,7 +447,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
};
// mad_sci
if (_isMan and _traderType == mad_sci) then {
if (_isMan and !_isPZombie and _traderType == mad_sci) then {
if (s_player_parts_crtl < 0) then {
@@ -443,7 +467,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
};
// metals_trader
if (_isMan and _traderType == metals_trader) then {
if (_isMan and !_isPZombie and _traderType == metals_trader) then {
if (s_player_parts_crtl < 0) then {
@@ -459,7 +483,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
s_player_parts set [count s_player_parts,_metals3];
s_player_parts set [count s_player_parts,_metals4];
s_player_parts set [count s_player_parts,_metals5];
;
s_player_parts_crtl = 1;
};
};
@@ -549,6 +573,8 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
//Others
player removeAction s_player_forceSave;
s_player_forceSave = -1;
player removeAction s_player_flipveh;
s_player_flipveh = -1;
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
player removeAction s_player_butcher;
@@ -563,6 +589,23 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
s_player_fillfuel = -1;
player removeAction s_player_studybody;
s_player_studybody = -1;
//Dog
player removeAction s_player_tamedog;
s_player_tamedog = -1;
player removeAction s_player_feeddog;
s_player_feeddog = -1;
player removeAction s_player_waterdog;
s_player_waterdog = -1;
player removeAction s_player_staydog;
s_player_staydog = -1;
player removeAction s_player_trackdog;
s_player_trackdog = -1;
player removeAction s_player_barkdog;
s_player_barkdog = -1;
player removeAction s_player_warndog;
s_player_warndog = -1;
player removeAction s_player_followdog;
s_player_followdog = -1;
// vault
player removeAction s_player_unlockvault;
@@ -572,3 +615,34 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
player removeAction s_player_lockvault;
s_player_lockvault = -1;
};
//Dog actions on player self
_dogHandle = player getVariable ["dogID", 0];
if (_dogHandle > 0) then {
_dog = _dogHandle getFSMVariable "_dog";
_ownerID = "0";
if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["characterID","0"]; };
if (_canDo and !_inVehicle and alive _dog and _ownerID != dayz_characterID) then {
if (s_player_movedog < 0) then {
s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];
};
if (s_player_speeddog < 0) then {
_text = "Walk";
_speed = 0;
if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = "Run"; };
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, "", ""];
};
if (s_player_calldog < 0) then {
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, "", ""];
};
};
} else {
player removeAction s_player_movedog;
s_player_movedog = -1;
player removeAction s_player_speeddog;
s_player_speeddog = -1;
player removeAction s_player_calldog;
s_player_calldog = -1;
};

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@@ -58,7 +58,8 @@ if (_scaleLight < 0.9) then {
};
};
_nearLight = nearestObject [(vehicle player),"StreetLamp"];
if (!isNull _nearLight && (lightIsOn _nearLight == "ON")) then {
//if (!isNull _nearLight && (lightIsOn _nearLight == "ON")) then {
if (!isNull _nearLight) then {
_scaler = 50 - (_nearLight distance (vehicle player));
_scaleLight = ((_scaler / 50) * 2) + _scaleLight;
};

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@@ -1,11 +1,61 @@
private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills"];
private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills","_dont_kill","_model"];
if (deathHandled) exitWith {};
deathHandled = true;
//Death
_dont_kill = false;
_body = player;
_playerID = getPlayerUID player;
// If player was infected resurect as a zombie before death
if (r_player_infected) then {
if(player isKindOf "PZombie_VB") then {
// 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);
[dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
r_player_inpain = false;
r_player_dead = false;
r_player_injured = false;
r_player_cardiac = false;
//Give Blood
r_player_blood = r_player_bloodTotal;
player setVariable["USEC_lowBlood",false,true];
usecMorphine = [player,player];
publicVariable "usecMorphine";
player setVariable ["USEC_inPain", false, true];
usecBandage = [player,player];
publicVariable "usecBandage";
player setdamage 0;
{player setVariable[_x,false,true];} forEach USEC_woundHit;
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;

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@@ -15,21 +15,21 @@ 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");
_radius = 300;
_locationstypes = ["NameCityCapital","NameCity","NameVillage","NameLocal"];
_nearestCity = nearestLocations [getPos player, _locationstypes, _radius];
diag_log("SPAWN CHECKING: Starting");
_radius = 300;
_locationstypes = ["NameCityCapital","NameCity","NameVillage","NameLocal"];
_nearestCity = nearestLocations [getPos player, _locationstypes, _radius];
//_nearestCity = [_locationstypes,[position player,600],false] call bis_fnc_locations;
//diag_log ("0: " +str(_nearestCity));
//_nearestCity = [_locationstypes,[position player,600],false] call bis_fnc_locations;
//diag_log ("0: " +str(_nearestCity));
_position = getPosATL player;
if ((count _nearestCity) > 0) then {
_position = getPosATL player;
if ((count _nearestCity) > 0) then {
_position = position (_nearestCity select 0);
};
};
_nearbytype = type (_nearestCity select 0);
_nearby = _position nearObjects ["Building",_radius];
_nearbytype = type (_nearestCity select 0);
_nearby = _position nearObjects ["Building",_radius];
switch (_nearbytype) do {
default {
@@ -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];

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@@ -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;

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@@ -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)

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@@ -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];

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@@ -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;

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@@ -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{};

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@@ -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;

View File

@@ -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

View File

@@ -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";
};

BIN
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dayz_weapons

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1739
dayz_weapons/config.cpp Normal file

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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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dayz_weapons/texHeaders.bin Normal file

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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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@@ -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\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};
};
};
//};

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@@ -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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