test another position method here

This commit is contained in:
[VB]AWOL
2013-12-02 15:46:29 -06:00
parent 03cb6f1742
commit a924ef2e89

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@@ -25,7 +25,11 @@ if (r_player_unconscious && _vehicle == player && _type == "zombie") then {
_move = "Dog_Attack";
};
};
_dir = [_unit,player] call BIS_Fnc_dirTo;
_tPos = visiblePositionASL _vehicle;
_zPos = visiblePositionASL _unit;
_dir = [_zpos,_tPos] call BIS_Fnc_dirTo;
_unit setDir _dir;
// _unit playMove _move;
@@ -64,7 +68,6 @@ if (_vehicle != player) then {
//diag_log ("Hitpoints " +str(_wound) +str(_total));
//["PVDZE_plr_HitV",[_vehicle, _wound,_total, _unit,"zombie"]] call broadcastRpcCallAll;
if (_dam >= 1) then {
if (r_player_blood < (r_player_bloodTotal * 0.8)) then {
_cnt = count (DAYZ_woundHit select 1);
@@ -80,22 +83,14 @@ if (_vehicle != player) then {
_damage = 0.1 + random (1.2);
//diag_log ("START DAM: Player Hit on " + _wound + " for " + str(_damage));
[player, _wound, _damage, _unit,"zombie"] call fnc_usec_damageHandler;
//PVDZE_plr_Hit = [player,_wound, _damage, _unit,"zombie"];
//publicVariable "PVDZE_plr_Hit";
[_unit,"hit",2,false] call dayz_zombieSpeak;
};
};
} else {
//Did he hit?
//_currentAnim = animationState _unit;
//diag_log ("Animation state: " +(_currentAnim));
//"amovpercmstpsnonwnondnon",
_attackanimations = ["zombiestandingattack1","zombiestandingattack2","zombiestandingattack3","zombiestandingattack4","zombiestandingattack5","zombiestandingattack6","zombiestandingattack7","zombiestandingattack8","zombiestandingattack9","zombiestandingattack10","zombiefeed1","zombiefeed2","zombiefeed3","zombiefeed4","zombiefeed5"];
if (((_unit distance player) <= dayz_areaAffect) and ((animationState _unit) in _attackanimations)) then {
//check LOS
private[];
_tPos = (getPosASL _vehicle);
_zPos = (getPosASL _unit);
_inAngle = [_zPos,(getdir _unit),50,_tPos] call fnc_inAngleSector;
if (_inAngle) then {
//LOS check
@@ -116,22 +111,7 @@ if (_vehicle != player) then {
//diag_log ("START DAM: Player Hit on " + _wound + " for " + str(_damage));
[player, _wound, _damage, _unit,"zombie"] call fnc_usec_damageHandler;
//PVDZE_plr_Hit = [player,_wound, _damage, _unit,"zombie"];
//publicVariable "PVDZE_plr_Hit";
[_unit,"hit",2,false] call dayz_zombieSpeak;
} else {
//diag_log ("NO LOS: Player Hit on " + str(_unit) + " for " + str(_vehicle));
/*
_isZombieInside = [_unit,_building] call fnc_isInsideBuilding;
if (_isPlayerInside) then {
_damage = 0.1 + random (1.2);
diag_log ("START DAM: Player Hit on " + _wound + " for " + str(_damage));
[player, _wound, _damage, _unit,"zombie"] call fnc_usec_damageHandler;
//PVDZE_plr_Hit = [player,_wound, _damage, _unit,"zombie"];
//publicVariable "PVDZE_plr_Hit";
[_unit,"hit",2,false] call dayz_zombieSpeak;
};
*/
};
};
};