Change slow zombie behavior and variable

thanks for the idea DieTanx. note: The only changes to the FSM were in the action field of the UnitReady condition
This commit is contained in:
icomrade
2017-09-14 12:44:44 -04:00
parent 7ae6aa56dd
commit b8d5c7cda7
28 changed files with 991 additions and 940 deletions

View File

@@ -1,7 +1,7 @@
private ["_attacked","_chance","_near","_targeted","_localtargets","_remotetargets","_forcedSpeed","_vehicle","_refObj",
"_multiplier","_isAir","_hearingThreshold","_sightThreshold","_type","_dist","_attackDist",
"_targetedBySight","_targetedBySound","_targets","_last","_entHeight","_pHeight","_delta","_attackResult","_cantSee","_tPos","_zPos",
"_targetAngle","_inAngle","_lowBlood"];
"_targetAngle","_inAngle","_lowBlood","_speedMin","_speedMax"];
_vehicle = vehicle player;
_refObj = driver _vehicle;
@@ -9,9 +9,12 @@ _attacked = false; // at least one Z attacked the player
_near = false;
//_multiplier = 1;
_isAir = _vehicle isKindOf "Air";
_speedMin = DZE_ZombieSpeed select 0;
_speedMax = DZE_ZombieSpeed select 1;
{
_forcedSpeed = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");
_forcedSpeed = if ((_speedMin != _speedMax) && {(_speedMin > 0) && (_speedMax > 0)}) then {((random (DZE_ZombieSpeed select 1)) max (DZE_ZombieSpeed select 0));} else {getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");};
//_forcedSpeed = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");
//_hearingThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "hearingThreshold");
//_sightThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "sightThreshold");