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https://github.com/EpochModTeam/DayZ-Epoch.git
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Cleanup Files
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@@ -1,57 +0,0 @@
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private ["_position","_target","_targetPos","_isAlive","_list","_isSomeone","_myDest","_agent"];
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//Definitions
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_agent = _this select 0;
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//Add handlers
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//_id = _agent addeventhandler ["HandleDamage",{_this call local_zombieDamage}];
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//Loop behaviour
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_list = (getposATL _agent) nearEntities ["Man",200];
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_isSomeone = ({isPlayer _x} count _list) > 0;
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_isAlive = alive _agent;
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while {_isAlive and _isSomeone} do {
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//NO TARGET
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_agent disableAI "FSM";
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_target = objNull;
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_targetPos = [];
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//Spawn roaming script (individual to unit)
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_myDest = getPosATL _agent;
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//Loop looking for targets
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while {isNull _target and _isAlive and _isSomeone} do {
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_isAlive = alive _agent;
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_list = (getposATL _agent) nearEntities ["Man",200];
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_isSomeone = ({isPlayer _x} count _list) > 0;
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_target = _agent call zombie_findTargetAgent;
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if (_isAlive and (_agent distance _myDest < 5)) then {
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[_agent,_position] call zombie_loiter;
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};
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_agent forceSpeed 2;
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sleep 1;
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};
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//CHASE TARGET
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//Leader cries out
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[_agent,"attack",0,false] call dayz_zombieSpeak;
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//Start Movement loop
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while {!isNull _target and _isAlive and _isSomeone} do {
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_target = _agent call zombie_findTargetAgent;
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_isAlive = alive _agent;
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_targetPos = getPosATL _target;
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//Move to target
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_agent moveTo _targetPos;
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_agent forceSpeed 8;
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sleep 1;
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};
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//LOOP
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_agent setVariable ["targets",[],true];
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_isAlive = alive _agent;
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sleep 1;
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};
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//Wait for a while then cleanup
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sleep 5;
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deleteVehicle _agent;
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@@ -135,7 +135,6 @@ if (_nearbyCount < 1) exitwith
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if (dayz_maxCurrentZeds < dayz_maxZeds) then {
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if (dayz_CurrentZombies < dayz_maxGlobalZombies) then {
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if (dayz_spawnZombies < dayz_maxLocalZombies) then {
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//[_radius, _position, _inVehicle, _dateNow, _age, _locationstypes, _nearestCity, _maxZombies] call player_spawnzedCheck;
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_zombied = (_x getVariable ["zombieSpawn",-0.1]);
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_dateNow = (DateToNumber date);
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_age = (_dateNow - _zombied) * 525948;
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@@ -1,28 +0,0 @@
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// private["_radius","_position","_inVehicle","_dateNow","_age","_locationstypes","_nearestCity","_nearbyBuildings","_nearby","_type","_config","_canZombie","_canLoot","_dis","_keepAwayDist","_isNoone","_looted","_cleared"];//_radius, _position, _inVehicle, _dateNow, _age, _locationstypes, _nearestCity, _nearbyBuildings
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//
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// _radius = _this select 0;
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// _position = _this select 1;
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// _inVehicle = _this select 2;
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// _dateNow = _this select 3;
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// _age = _this select 4;
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// _locationstypes = _this select 5;
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// _nearestCity = _this select 6;
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//
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// _looted = (_x getVariable ["looted",-0.1]);
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// _cleared = (_x getVariable ["cleared",true]);
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// _dateNow = (DateToNumber date);
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// _age = (_dateNow - _looted) * 525948;
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// //diag_log ("SPAWN LOOT: " + _type + " Building is " + str(_age) + " old" );
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// if ((_age > 10) and (!_cleared)) then {
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// _nearByObj = nearestObjects [(getPosATL _x), ["WeaponHolder","WeaponHolderBase"],((sizeOf _type)+5)];
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// {deleteVehicle _x} forEach _nearByObj;
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// _x setVariable ["cleared",true];
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// _x setVariable ["looted",_dateNow,true];
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// };
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// if ((_age > 10) and (_cleared)) then {
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// //Register
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// _x setVariable ["looted",_dateNow,true];
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// //cleanup
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// _handle = [_x] spawn building_spawnLoot;
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// waitUntil{scriptDone _handle};
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// };
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@@ -1,19 +0,0 @@
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private ["_dateNow","_age","_zombied","_x"];
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//_radius = _this select 0;
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//_position = _this select 1;
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//_inVehicle = _this select 2;
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_dateNow = _this select 3;
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_age = _this select 4;
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//_locationstypes = _this select 5;
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//_nearestCity = _this select 6;
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//_maxZombies = _this select 7;
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_zombied = (_x getVariable ["zombieSpawn",-0.1]);
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_dateNow = (DateToNumber date);
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_age = (_dateNow - _zombied) * 525948;
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if (_age > 1) then {
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_x setVariable ["zombieSpawn",_dateNow,true];
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[_x] call building_spawnZombies;
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};
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@@ -1,42 +0,0 @@
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#define WHITE [1,1,1,1]
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#define GREY [0.75,0.75,0.75,1]
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#define GREEN [0.6,0.8,0.4,1]
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#define RED [1,0.1,0,1]
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private["_task", "_taskDescription", "_taskStatus", "_taskParams"];
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_task = _this select 0;
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_taskDescription = (taskDescription _task) select 1;
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_taskStatus = toUpper(taskState _task);
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_taskParams = switch (_taskStatus) do
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{
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case "CREATED":
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{
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[format["NEW TASK ASSIGNED: \n%1", _taskDescription], WHITE, "taskNew"]
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};
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case "ASSIGNED":
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{
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[format["ASSIGNED TASK: \n%1", _taskDescription], WHITE, "taskCurrent"]
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};
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case "SUCCEEDED":
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{
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[format["TASK ACCOMPLISHED: \n%1", _taskDescription], GREEN, "taskDone"]
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};
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case "FAILED":
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{
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[format["TASK FAILED: \n%1", _taskDescription], RED, "taskFAILED"]
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};
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case "CANCELED":
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{
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[format["TASK CANCELED: \n%1", _taskDescription], GREY, "taskDone"]
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};
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};
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taskHint _taskParams;
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