mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-10-05 05:29:34 +03:00
Move unused functions to another folder
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37 files changed
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@@ -121,4 +121,5 @@
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[REMOVED] DayZ Vanilla Crafting - all recipes were moved to Epoch Crafting. (8315d899) @AirwavesMan
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[INFO] Synced with DayZMod upstream up to commit fe063a8
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[INFO] Removed functions can be found under "dayz_code\old".
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[INFO] Big thanks to the following authors which allowed us to use their content: SumrakDZN, Icewindo, Brainbug, lennard91, stagler, SyNcRoNiCzZ, Sam563, Alwarren, Robert Hammer, Marseille77
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@@ -23,7 +23,7 @@ class WildZombie_Base : Zed_Base {
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forcedSpeed = 6;
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class Eventhandlers {
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init = "_this execFSM ""\z\AddOns\dayz_code\system\zombie_wildagent.fsm""";
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init = "_this execFSM ""\z\AddOns\dayz_code\old\zombie_wildagent.fsm""";
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local = "_z = _this select 0; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [_z,true] execFSM '\z\AddOns\dayz_code\system\zombie_wildagent.fsm';";
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HandleDamage = "_this call local_zombieDamage;";
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Killed = "[_this,'zombieKills'] call local_eventKill;";
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@@ -1,8 +1,6 @@
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if (isServer) then {
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call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
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fnc_veh_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
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pvs_processSetAccessCode = compile preprocessFile "\z\addons\dayz_code\eventHandlers\processSetAccessCode.sqf";
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pvs_processAccessCode = compile preprocessFile "\z\addons\dayz_code\eventHandlers\processAccessCode.sqf";
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server_spawnTraders = compile preprocessFile "\z\addons\dayz_server\compile\server_spawnTraders.sqf";
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server_updateGroup = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\server_updateGroup.sqf";
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};
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@@ -37,7 +35,6 @@ if (!isDedicated) then {
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player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
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player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
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building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
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//player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
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building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
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player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
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player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
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@@ -56,21 +53,15 @@ if (!isDedicated) then {
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player_countMagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazines.sqf";
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player_countMagazinesWBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazinesWBackpack.sqf";
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player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf";
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//player_destroyTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_destroyTent.sqf";
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vehicle_getOut = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getOut.sqf";
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//Objects
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object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
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object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
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//Collisions
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//fn_collisions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_collisions.sqf";
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//Zombies
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zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
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zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
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zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviours
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//zombie_generateSwarm = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\swarm_generate.sqf";
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//player_zombieSwarmAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieSwarmAttack.sqf";
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// Medical
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player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
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@@ -120,20 +111,6 @@ if (!isDedicated) then {
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player_butcher = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\gather_meat.sqf";
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player_pushPlane = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_pushPlane.sqf";
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//player_fixHatchet = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fixTools.sqf";
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//player_repairVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\repair_vehicle.sqf";
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//player_salvageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\salvage_vehicle.sqf";
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//player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
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//player_buildVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_buildVanilla.sqf";
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//player_buildPlaceables = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_buildPlaceables.sqf";
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//fn_buildCamera = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
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//object_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_build.sqf";
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//object_upgradeFireplace = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_upgradeFireplace.sqf";
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//player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
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//player_takearrow = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_takeArrow.sqf";
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//player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
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//object_remove = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
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//ui
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player_toggleSoundMute = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleSoundMute.sqf";
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player_toggleStreamerMode = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleStreamerMode.sqf";
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@@ -158,10 +135,6 @@ if (!isDedicated) then {
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//Crafting
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player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
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//fn_updateCraftUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_updateCraftUI.sqf";
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//player_craftItemVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItemVanilla.sqf";
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//player_craftItemGUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItemGUI.sqf";
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//player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_checkRecipe.sqf";
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// EPOCH ADDITIONS
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dayz_autoRunOff = {dayz_autoRun = false; terminate dayz_autoRunThread; if (speed player > 0) then {player playActionNow "Stop"};};
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@@ -718,7 +691,7 @@ fnc_spawnObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\compil
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object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
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object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
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object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
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//object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
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// Vehicle damage fix
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fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
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fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";
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@@ -732,8 +705,6 @@ local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile
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local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
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local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
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local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
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//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon
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//curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
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player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf"; //New
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player_humanityCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityCheck.sqf"; //Old
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player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
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@@ -742,13 +713,11 @@ fn_selectRandomLocation = compile preprocessFileLineNumbers "\z\addons\dayz_code
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fn_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_addCargo.sqf";
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fn_chance = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomChance.sqf";
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fn_getModelName = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_getModelName.sqf";
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//fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_niceSpot.sqf";
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fnc_Obj_FenceHandleDam = {};
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object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
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fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_shuffleArray.sqf";
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zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_initialize.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
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//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\achievements_init.sqf"; //start achievements_init
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fnc_fieldOfView = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_fieldOfView.sqf";
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//object_pickupAction and object_BackpackAction needs to be compiled for server too, since backpacks and weaponholders can be spawned from the server
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object_pickupAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_pickupAction.sqf";
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@@ -0,0 +1,26 @@
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Folder for old scripts that are no longer used by epoch. All scripts can still be used without moving it to the missionfile.
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//fn_collisions = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fn_collisions.sqf";
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//zombie_generateSwarm = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\swarm_generate.sqf";
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//player_zombieSwarmAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_zombieSwarmAttack.sqf";
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//player_fixHatchet = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_fixTools.sqf";
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//player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_makefire.sqf";
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//player_buildVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_buildVanilla.sqf";
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//player_buildPlaceables = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_buildPlaceables.sqf";
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//fn_buildCamera = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fn_buildCamera.sqf";
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//object_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_build.sqf";
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//object_upgradeFireplace = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\object_upgradeFireplace.sqf";
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//player_takearrow = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_takeArrow.sqf";
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//fn_updateCraftUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fn_updateCraftUI.sqf";
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//player_craftItemVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_craftItemVanilla.sqf";
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//player_craftItemGUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_craftItemGUI.sqf";
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//player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_checkRecipe.sqf";
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//pvs_processSetAccessCode = compile preprocessFile "\z\addons\dayz_code\old\processSetAccessCode.sqf";
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//pvs_processAccessCode = compile preprocessFile "\z\addons\dayz_code\old\processAccessCode.sqf";
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//player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_taskHint.sqf";
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//object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\object_cargoCheck.sqf";
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//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\player_weaponCheck.sqf";
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//curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fn_curTimeStr.sqf";
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//fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fn_niceSpot.sqf";
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//call compile preprocessFileLineNumbers "\z\addons\dayz_code\old\achievements_init.sqf";
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//fnc_Obj_FenceHandleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fence_handleDam.sqf";
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@@ -3,19 +3,19 @@ if (isDedicated) then {
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achievementNewDB = true; // true = object_data table (1.8.x), false = instance_deployable table (1.7.x)
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\achievements\achievementsServer.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\old\achievements\achievementsServer.sqf";
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"achievement" addPublicVariableEventHandler {[_this select 1] call achievementServer};
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};
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// Client only
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if (!isDedicated) then {
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\achievements\achievements.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\old\achievements\achievements.sqf";
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// Allow server events to trigger the OSD
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"achievementClientPV" addPublicVariableEventHandler {[_this select 1] call achievementClientMsg};
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// Start the mustyMonitor
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[] execVM "\z\addons\dayz_code\achievements\achievementsMonitor.sqf";
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[] execVM "\z\addons\dayz_code\old\achievements\achievementsMonitor.sqf";
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};
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+2
-2
@@ -260,8 +260,8 @@ while {Dayz_constructionContext select 4} do {
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_sfx = if (_object isKindOf "Land_A_tent") then {"tentunpack"} else {"repair"};
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// placement is fine, enable "Build" in the menu
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_actionBuild = player addAction [localize "str_player_build_complete", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts , _classname, _text, true, 20, _sfx], 1, true, true, "", "0 != count Dayz_constructionContext"];
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_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts , _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
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_actionBuild = player addAction [localize "str_player_build_complete", "\z\addons\dayz_code\old\object_build.sqf", [_object, _requiredParts , _classname, _text, true, 20, _sfx], 1, true, true, "", "0 != count Dayz_constructionContext"];
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_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\old\object_build.sqf", [_object, _requiredParts , _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
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};
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} else {
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if (!_actionBuildHidden) then {
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+2
-2
@@ -359,8 +359,8 @@ while {Dayz_constructionContext select 4} do {
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_actionBuildHidden = false;
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player removeAction _actionCancel;
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_sfx = if (_object isKindOf "Land_A_tent") then {"tentunpack"} else {"repair"};
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_actionBuild = player addAction [localize "str_player_build_complete", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts , _classname, _text, true, 20, _sfx], 1, true, true, "", "0 != count Dayz_constructionContext"];
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_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts , _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
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_actionBuild = player addAction [localize "str_player_build_complete", "\z\addons\dayz_code\old\object_build.sqf", [_object, _requiredParts , _classname, _text, true, 20, _sfx], 1, true, true, "", "0 != count Dayz_constructionContext"];
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_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\old\object_build.sqf", [_object, _requiredParts , _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
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};
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} else {
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if (!_actionBuildHidden) then {
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@@ -0,0 +1,47 @@
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//fixHatchet old file
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private ["_tool","_tape","_fixedItem","_config","_dName","_handle","_finished"];
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_tool = _this;
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_config = configFile >> "CfgWeapons" >> _tool;
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_fixedItem = getText(_config >> "fixedTool");
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_dName = getText(configFile >> "CfgWeapons" >> _fixedItem >> "displayName");
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//Used for Grip
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_tape = "equip_duct_tape";
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//Handle
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_handle = "equip_lever";
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if (dayz_actionInProgress) exitWith { localize "str_player_actionslimit" call dayz_rollingMessages; };
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dayz_actionInProgress = true;
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call gear_ui_init;
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closeDialog 0;
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// Check if the player has the tape
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if ((_tape in magazines player) && (_handle in magazines player) && (_tool in items player)) then {
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[player,"bandage",0,false] call dayz_zombieSpeak;
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_finished = ["Medic",1] call fn_loopAction;
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if (!_finished) exitWith {};
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// Check again to make sure player didn't drop item
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if ((_tape in magazines player) && (_handle in magazines player) && (_tool in items player)) then {
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player removeWeapon _tool;
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player removeMagazine _tape;
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player removeMagazine _handle;
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player addWeapon _fixedItem;
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format[localize "str_fixToolSuccess", _dName] call dayz_rollingMessages;
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};
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} else { //If the player doesn't have the mats.
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if (!(_tape in magazines player)) then {
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if (!(_handle in magazines player)) then {
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localize "str_fixToolFail" call dayz_rollingMessages;
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} else {
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localize "str_fixtoolMissingTape" call dayz_rollingMessages;
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};
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} else {
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localize "str_fixtoolMissingHandle" call dayz_rollingMessages;
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};
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};
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dayz_actionInProgress = false;
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@@ -0,0 +1,97 @@
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||||
private ["_item","_config","_exit","_text","_booleans","_worldspace","_dir","_location","_fire","_tool","_itemPile","_posASL","_testSea","_finished"];
|
||||
|
||||
_tool = _this;
|
||||
call gear_ui_init;
|
||||
closeDialog 0;
|
||||
|
||||
if (dayz_actionInProgress) exitWith { localize "str_player_actionslimit" call dayz_rollingMessages; };
|
||||
dayz_actionInProgress = true;
|
||||
|
||||
_item = "ItemLog";
|
||||
_itemPile = "PartWoodPile";
|
||||
_config = configFile >> "CfgMagazines" >> _item;
|
||||
_text = getText (_config >> "displayName");
|
||||
_exit = false;
|
||||
|
||||
if (_tool == "PartWoodPile") then {
|
||||
_exit = true;
|
||||
{if (_x in DayZ_Ignitors) exitWith {_exit = false};} forEach (items player);
|
||||
};
|
||||
if (_exit) exitWith {
|
||||
localize "str_fireplace_noMatches" call dayz_rollingMessages;
|
||||
dayz_actionInProgress = false;
|
||||
};
|
||||
|
||||
// item is missing or tools are missing
|
||||
if (!(_item in magazines player) && !(_itemPile in magazines player)) exitWith {
|
||||
localize "str_player_22" call dayz_rollingMessages;
|
||||
dayz_actionInProgress = false;
|
||||
};
|
||||
|
||||
_booleans = []; //testonLadder, testSea, testPond, testBuilding, testSlope, testDistance
|
||||
_worldspace = ["Land_Fire_DZ", player, _booleans] call fn_niceSpot;
|
||||
|
||||
// player on ladder or in a vehicle
|
||||
if (_booleans select 0) exitWith {
|
||||
localize "str_player_21" call dayz_rollingMessages;
|
||||
dayz_actionInProgress = false;
|
||||
};
|
||||
|
||||
_testSea = true;
|
||||
_posASL = getPosASL player;
|
||||
if ((_booleans select 1) && _posASL select 2 > 2) then {
|
||||
//Allow building on raised platform 2m+ ASL (like docks)
|
||||
_testSea = false;
|
||||
_worldspace = [0,_posASL];
|
||||
};
|
||||
|
||||
// object would be in the water (pool or sea)
|
||||
if ((_booleans select 1 && _testSea) OR (_booleans select 2)) exitWith {
|
||||
localize "str_player_26" call dayz_rollingMessages;
|
||||
dayz_actionInProgress = false;
|
||||
};
|
||||
|
||||
if ((count _worldspace) == 2) then {
|
||||
[player,20,true,(getPosATL player)] call player_alertZombies;
|
||||
|
||||
_finished = ["Medic",1] call fn_loopAction;
|
||||
if (!_finished or (!(_item in magazines player) && !(_itemPile in magazines player))) exitWith {};
|
||||
|
||||
if (_item in magazines player) then {
|
||||
player removeMagazine _item;
|
||||
} else {
|
||||
player removeMagazine _itemPile;
|
||||
};
|
||||
_dir = _worldspace select 0;
|
||||
_location = _worldspace select 1;
|
||||
|
||||
// fireplace location may not be in front of player (but in 99% time it should)
|
||||
player setDir _dir;
|
||||
player setPosATL (getPosATL player);
|
||||
|
||||
// Added Nutrition-Factor for work
|
||||
["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
|
||||
|
||||
_fire = createVehicle ["Land_Fire_DZ", [0,0,0], [], 0, "CAN_COLLIDE"];
|
||||
_fire setDir _dir;
|
||||
if (_testSea) then {
|
||||
_fire setPos _location; // follow terrain slope
|
||||
} else {
|
||||
_fire setPosASL _location;
|
||||
};
|
||||
player reveal _fire;
|
||||
[_fire,true] call dayz_inflame;
|
||||
_fire spawn player_fireMonitor;
|
||||
|
||||
/*if (dayz_playerAchievements select 14 < 1) then {
|
||||
// Firestarter
|
||||
dayz_playerAchievements set [14,1];
|
||||
achievement = [14, player, dayz_characterID];
|
||||
publicVariableServer "achievement";
|
||||
};*/
|
||||
localize "str_fireplace_01" call dayz_rollingMessages;
|
||||
} else {
|
||||
localize "str_fireplace_02" call dayz_rollingMessages;
|
||||
};
|
||||
|
||||
dayz_actionInProgress = false;
|
||||
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -39,5 +39,5 @@ while {_counter < _amount} do {
|
||||
//[_agent, _position] call zombie_loiter;
|
||||
|
||||
//Start behavior
|
||||
_id = [_position,_agent,player] execFSM "\z\AddOns\dayz_code\system\fn_swarmagent.fsm";
|
||||
_id = [_position,_agent,player] execFSM "\z\AddOns\dayz_code\old\fn_swarmagent.fsm";
|
||||
};
|
||||
File renamed without changes.
@@ -11,7 +11,6 @@ call compile preprocessFileLineNumbers (_base+"sched_spawnCheck.sqf");
|
||||
call compile preprocessFileLineNumbers (_base+"sched_playerActions.sqf");
|
||||
call compile preprocessFileLineNumbers (_base+"sched_medical.sqf");
|
||||
call compile preprocessFileLineNumbers (_base+"sched_gui.sqf");
|
||||
//call compile preprocessFileLineNumbers (_base+"sched_achievement.sqf");
|
||||
|
||||
if (dayz_bleedingeffect != 2) then {
|
||||
call compile preprocessFileLineNumbers (_base+"sched_bloodstains.sqf");
|
||||
@@ -41,7 +40,6 @@ if (count _list == 0) then {
|
||||
[ 6, 24.18, sched_spawnCheck ],
|
||||
[ 1, 0.63, sched_throwable, sched_throwable_init ],
|
||||
[ 1, 0.33, sched_medical, sched_medical_init ],
|
||||
//[ 3, 2.70, sched_achievement, sched_achievement_init ],
|
||||
[ 60, 10.44, sched_animals ],
|
||||
[ 10, 5.44, sched_medical_slow ],
|
||||
[ 60, 20.44, sched_newDay ],
|
||||
|
||||
@@ -1,203 +0,0 @@
|
||||
/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Wild Zeds Control">*/
|
||||
/*%FSM<HEAD>*/
|
||||
/*
|
||||
item0[] = {"init",0,250,-75.000000,-400.000000,25.000000,-350.000000,0.000000,"init"};
|
||||
item1[] = {"No_More_Needed",4,218,-250.000000,-250.000000,-150.000000,-200.000000,0.000000,"No More" \n "Needed"};
|
||||
item2[] = {"Delay_",2,250,-75.000000,50.000000,25.000000,100.000000,0.000000,"Delay" \n ""};
|
||||
item3[] = {"Need_more",4,218,-75.000000,-175.000000,25.000000,-125.000000,3.000000,"Need more"};
|
||||
item4[] = {"Spawn",2,250,-75.000000,-100.000000,25.000000,-50.000000,0.000000,"Spawn"};
|
||||
item5[] = {"Timeout",4,218,50.000000,-250.000000,150.000000,-200.000000,0.000000,"Timeout"};
|
||||
item6[] = {"Return",8,218,-75.000000,-25.000000,25.000000,25.000000,0.000000,"Return"};
|
||||
item7[] = {"initialized",4,218,-75.000000,-325.000000,25.000000,-275.000000,0.000000,"initialized"};
|
||||
item8[] = {"prepare",2,250,-75.000000,-250.000000,25.000000,-200.000000,0.000000,"prepare"};
|
||||
item9[] = {"Check",2,250,-250.000000,-25.000000,-150.000000,25.000000,0.000000,"Check"};
|
||||
item10[] = {"",7,210,-204.000000,-154.000000,-196.000000,-146.000000,0.000000,""};
|
||||
item11[] = {"Released_Delay_",4,4314,-250.000000,50.000000,-150.000000,100.000000,0.000000,"Released" \n "Delay" \n ""};
|
||||
link0[] = {0,7};
|
||||
link1[] = {1,8};
|
||||
link2[] = {2,11};
|
||||
link3[] = {3,4};
|
||||
link4[] = {4,6};
|
||||
link5[] = {5,8};
|
||||
link6[] = {6,2};
|
||||
link7[] = {7,8};
|
||||
link8[] = {8,3};
|
||||
link9[] = {8,5};
|
||||
link10[] = {9,10};
|
||||
link11[] = {10,1};
|
||||
link12[] = {10,3};
|
||||
link13[] = {11,9};
|
||||
globals[] = {25.000000,1,0,0,0,640,480,1,47,6316128,1,-497.761261,579.685730,295.259521,-641.446960,689,599,1};
|
||||
window[] = {2,-1,-1,-32000,-32000,930,150,1479,150,3,707};
|
||||
*//*%FSM</HEAD>*/
|
||||
class FSM
|
||||
{
|
||||
fsmName = "DayZ Wild Zeds Control";
|
||||
class States
|
||||
{
|
||||
/*%FSM<STATE "init">*/
|
||||
class init
|
||||
{
|
||||
name = "init";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "initialized">*/
|
||||
class initialized
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="prepare";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"diag_log (""WILD SPAWN: INITIALIZING WILD SPAWN SCRIPT"");" \n
|
||||
""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Delay_">*/
|
||||
class Delay_
|
||||
{
|
||||
name = "Delay_";
|
||||
init = /*%FSM<STATEINIT""">*/"_timeD = diag_tickTime;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Released_Delay_">*/
|
||||
class Released_Delay_
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Check";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeD) > 5"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Spawn">*/
|
||||
class Spawn
|
||||
{
|
||||
name = "Spawn";
|
||||
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"_tmp = [_unitTypes, _amount2Spawn];" \n
|
||||
"_waiting = _tmp call server_Wildgenerate;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Return">*/
|
||||
class Return
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Delay_";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_waiting"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "prepare">*/
|
||||
class prepare
|
||||
{
|
||||
name = "prepare";
|
||||
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
|
||||
"_spawnmore = false;" \n
|
||||
"_amount2Spawn = 100;" \n
|
||||
"_totalamount=1000;" \n
|
||||
"_unitTypes = [""Wild_Civ_newBase""];" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"_debugarea = getMarkerPos ""respawn_west"";" \n
|
||||
"_pos = getMarkerPos ""center"";" \n
|
||||
"" \n
|
||||
"_wildZombies = {local _x} count (_pos nearEntities [""WildZombie_Base"",7500]);" \n
|
||||
"_count = _totalamount - _wildZombies;" \n
|
||||
"" \n
|
||||
"if (_count > _amount2Spawn) then {" \n
|
||||
" _spawnmore = true;" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"diag_log format [""WILD SPAWN: Active: %1, Waiting: %2"",_wildZombies,_count]" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Need_more">*/
|
||||
class Need_more
|
||||
{
|
||||
priority = 3.000000;
|
||||
to="Spawn";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_spawnmore"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Timeout">*/
|
||||
class Timeout
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="prepare";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 600"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Check">*/
|
||||
class Check
|
||||
{
|
||||
name = "Check";
|
||||
init = /*%FSM<STATEINIT""">*/"_spawnmore = false;" \n
|
||||
"_wildZombies = {local _x} count (_pos nearEntities [""WildZombie_Base"",7500]);" \n
|
||||
"_count = 200 - _wildZombies;" \n
|
||||
"" \n
|
||||
"if (_count > _amount2Spawn) then {" \n
|
||||
" _spawnmore = true;" \n
|
||||
"};"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Need_more">*/
|
||||
class Need_more
|
||||
{
|
||||
priority = 3.000000;
|
||||
to="Spawn";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_spawnmore"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "No_More_Needed">*/
|
||||
class No_More_Needed
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="prepare";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_spawnmore"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
};
|
||||
initState="init";
|
||||
finalStates[] =
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</COMPILE>*/
|
||||
Reference in new issue
Block a user