mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
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:
@@ -18,6 +18,7 @@
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[UPDATED] Added cleanup of destroyed vehicles and CraterLong after 25 minutes in sched_corpses.sqf
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[UPDATED] Reverted group menu color scheme to A2OA default for consistency with game dialogs
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[UPDATED] Positions defined in DZE_SafeZonePosArray no longer spawn loot or zombies in their respective radius, added new compile to check positions against DZE_SafeZonePosArray "_PosInSafeZone = _positionToCheck call DZE_SafeZonePosCheck;"
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[UPDATED] DZE_ZombieSpeed = [min, max]; has replaced the, now removed, DZE_slowZombies variable. set DZE_ZombieSpeed = [2,2]; for DZE_slowZombies = true; behavior. see configvariables.sqf for more info
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[FIXED] Kamaz refuel trucks no longer allow automatic refueling. #1855 @coresync2k @dreamforceinc
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[FIXED] Trees at POIs can be chopped down now. Other trees spawned with createVehicle can be added to dayz_treeTypes in variables.sqf to allow chopping them down.
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@@ -1,7 +1,7 @@
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private ["_attacked","_chance","_near","_targeted","_localtargets","_remotetargets","_forcedSpeed","_vehicle","_refObj",
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"_multiplier","_isAir","_hearingThreshold","_sightThreshold","_type","_dist","_attackDist",
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"_targetedBySight","_targetedBySound","_targets","_last","_entHeight","_pHeight","_delta","_attackResult","_cantSee","_tPos","_zPos",
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"_targetAngle","_inAngle","_lowBlood"];
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"_targetAngle","_inAngle","_lowBlood","_speedMin","_speedMax"];
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_vehicle = vehicle player;
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_refObj = driver _vehicle;
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@@ -9,9 +9,12 @@ _attacked = false; // at least one Z attacked the player
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_near = false;
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//_multiplier = 1;
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_isAir = _vehicle isKindOf "Air";
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_speedMin = DZE_ZombieSpeed select 0;
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_speedMax = DZE_ZombieSpeed select 1;
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{
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_forcedSpeed = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");
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_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");};
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//_forcedSpeed = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");
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//_hearingThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "hearingThreshold");
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//_sightThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "sightThreshold");
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@@ -34,6 +34,7 @@ DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god
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DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
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DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
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DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 - Larger values slow the effect, smaller values accelerate it
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DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)
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// Death Messages
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DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
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@@ -1,4 +1,4 @@
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/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Zombie Agent">*/
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/*%FSM<COMPILE "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FSMEditor\scriptedFSM.cfg, DayZ Zombie Agent">*/
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/*%FSM<HEAD>*/
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/*
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item0[] = {"init",0,250,50.000000,-400.000000,150.000000,-350.000000,0.000000,"init"};
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@@ -15,7 +15,7 @@ item10[] = {"true",8,218,-75.000000,-400.000000,25.000000,-350.000000,0.000000,"
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item11[] = {"Begin",2,250,-75.000000,-150.000000,25.000000,-100.000000,0.000000,"Begin"};
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item12[] = {"",7,210,-1179.000122,-29.000004,-1170.999878,-20.999996,0.000000,""};
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item13[] = {"",7,210,-354.000031,121.000000,-346.000000,129.000000,0.000000,""};
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item14[] = {"UnitReady",4,218,-275.000000,275.000000,-175.000000,325.000000,5.000000,"UnitReady"};
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item14[] = {"UnitReady",4,4314,-275.000000,275.000000,-175.000000,325.000000,5.000000,"UnitReady"};
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item15[] = {"Chase",2,250,-150.000000,375.000000,-50.000000,425.000000,0.000000,"Chase"};
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item16[] = {"Time_Check",4,218,50.000000,25.000000,150.000000,75.000000,1.000000,"Time" \n "Check"};
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item17[] = {"",7,210,-29.000006,121.000000,-20.999994,129.000000,0.000000,""};
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@@ -84,7 +84,7 @@ item79[] = {"NotInRange",4,218,-275.000000,350.000000,-175.000000,400.000000,1.0
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item80[] = {"TimeCheck",4,218,-400.000000,275.000000,-300.000000,325.000000,0.000000,"TimeCheck"};
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item81[] = {"Has_Target",4,218,-150.000000,200.000000,-50.000000,250.000000,0.000000,"Has" \n "Target"};
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item82[] = {"Reset_MoveTo",2,250,-275.000000,200.000000,-175.000000,250.000000,0.000000,"Reset MoveTo"};
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item83[] = {"____FAKE____",9,3320,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
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item83[] = {"____FAKE____",9,0,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
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link0[] = {0,10};
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link1[] = {0,53};
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link2[] = {2,3};
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@@ -200,8 +200,8 @@ link111[] = {60,83};
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link112[] = {83,60};
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link113[] = {61,83};
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link114[] = {83,61};
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globals[] = {25.000000,1,0,0,0,640,480,1,189,6316128,1,-713.213928,288.267639,611.326172,-131.708481,806,598,1};
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window[] = {2,-1,-1,-1,-1,727,26,1234,26,3,824};
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globals[] = {0.000000,0,0,0,0,640,480,1,189,6316128,1,-497.896179,342.204590,880.103882,-416.531311,806,1244,1};
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window[] = {2,-1,-1,-32000,-32000,1039,338,1546,338,3,824};
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*//*%FSM</HEAD>*/
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class FSM
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{
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@@ -212,6 +212,7 @@ class FSM
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class init
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{
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name = "init";
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itemno = 0;
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init = /*%FSM<STATEINIT""">*/"_agent = _this select 1; //Compatible with old configs like Namalsk's custom zombies" \n
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"_position = _agent modelToWorld [0,0,0];" \n
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"_secondHand = false;" \n
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@@ -226,6 +227,7 @@ class FSM
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/*%FSM<LINK "is_Dedicated">*/
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class is_Dedicated
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{
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itemno = 53;
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priority = 5.000000;
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to="End";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -236,6 +238,7 @@ class FSM
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/*%FSM<LINK "true">*/
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class true
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{
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itemno = 10;
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priority = 0.000000;
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to="Begin";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -250,6 +253,7 @@ class FSM
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class End
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{
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name = "End";
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itemno = 1;
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init = /*%FSM<STATEINIT""">*/"if (!isDedicated) then {" \n
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" if (!isNull _agent) then {" \n
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" deleteVehicle _agent;" \n
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@@ -268,6 +272,7 @@ class FSM
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class Looking_for_Targ
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{
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name = "Looking_for_Targ";
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itemno = 3;
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init = /*%FSM<STATEINIT""">*/"_isAlive = alive _agent;" \n
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"_target = _agent call zombie_findTargetAgent;" \n
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"_timeN = diag_tickTime;" \n
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@@ -288,6 +293,7 @@ class FSM
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/*%FSM<LINK "Nobody_Near">*/
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class Nobody_Near
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{
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itemno = 5;
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priority = 6.000000;
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to="Cleanup_";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -298,6 +304,7 @@ class FSM
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/*%FSM<LINK "Not_Alive">*/
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class Not_Alive
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{
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itemno = 4;
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priority = 5.000000;
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to="Cleanup_";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -308,6 +315,7 @@ class FSM
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/*%FSM<LINK "No_Agent">*/
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class No_Agent
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{
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itemno = 63;
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priority = 5.000000;
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to="Cleanup_";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -318,6 +326,7 @@ class FSM
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/*%FSM<LINK "player_check">*/
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class player_check
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{
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itemno = 52;
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priority = 2.000000;
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to="Looking_for_Targ";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -331,6 +340,7 @@ class FSM
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/*%FSM<LINK "Time_Check">*/
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class Time_Check
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{
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itemno = 16;
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priority = 1.000000;
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to="Looking_for_Targ";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -341,6 +351,7 @@ class FSM
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/*%FSM<LINK "Has_Target">*/
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class Has_Target
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{
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itemno = 81;
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priority = 0.000000;
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to="Reset_MoveTo";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -355,6 +366,7 @@ class FSM
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class Loiter
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{
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name = "Loiter";
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itemno = 7;
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init = /*%FSM<STATEINIT""">*/"_isAlive = alive _agent;" \n
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"_timeN = diag_tickTime;" \n
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"" \n
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@@ -398,6 +410,7 @@ class FSM
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/*%FSM<LINK "player_check">*/
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class player_check
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{
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itemno = 51;
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priority = 2.000000;
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to="Loiter";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -411,6 +424,7 @@ class FSM
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/*%FSM<LINK "Time_Check">*/
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class Time_Check
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{
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itemno = 19;
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priority = 0.000000;
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to="Loiter";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -425,6 +439,7 @@ class FSM
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class Begin
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{
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name = "Begin";
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itemno = 11;
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init = /*%FSM<STATEINIT""">*/"_hasMoved = _agent getVariable[""doLoiter"",true];" \n
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"" \n
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"_myDest = [_agent,_position] call zombie_loiter;" \n
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@@ -472,6 +487,7 @@ class FSM
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/*%FSM<LINK "loiter">*/
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class loiter
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{
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itemno = 66;
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priority = 0.000000;
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to="Loiter_1";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -483,6 +499,7 @@ class FSM
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/*%FSM<LINK "wait">*/
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class wait
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{
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itemno = 2;
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priority = 0.000000;
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to="Looking_for_Targ";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -497,6 +514,7 @@ class FSM
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class Chase
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{
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name = "Chase";
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itemno = 15;
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init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
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"" \n
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"_target = _agent call zombie_findTargetAgent;" \n
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@@ -523,6 +541,7 @@ class FSM
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/*%FSM<LINK "Nobody_Near">*/
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class Nobody_Near
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{
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itemno = 5;
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priority = 6.000000;
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to="Cleanup_";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -533,6 +552,7 @@ class FSM
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/*%FSM<LINK "Not_Alive">*/
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class Not_Alive
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{
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itemno = 4;
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priority = 5.000000;
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to="Cleanup_";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -543,6 +563,7 @@ class FSM
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/*%FSM<LINK "No_Agent">*/
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class No_Agent
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{
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itemno = 63;
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priority = 5.000000;
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to="Cleanup_";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -553,6 +574,7 @@ class FSM
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/*%FSM<LINK "No_Target">*/
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class No_Target
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{
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itemno = 20;
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priority = 3.000000;
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to="Reset_Targeting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -563,6 +585,7 @@ class FSM
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/*%FSM<LINK "Target_Dead">*/
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class Target_Dead
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{
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itemno = 56;
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priority = 3.000000;
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to="Reset_Targeting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -573,6 +596,7 @@ class FSM
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/*%FSM<LINK "cant_see">*/
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class cant_see
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{
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itemno = 28;
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priority = 2.000000;
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to="Finish_Move";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -583,6 +607,7 @@ class FSM
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/*%FSM<LINK "TimeCheck">*/
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class TimeCheck
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{
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itemno = 62;
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priority = 2.000000;
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to="Chase";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -594,6 +619,7 @@ class FSM
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/*%FSM<LINK "InRange">*/
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class InRange
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{
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itemno = 77;
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priority = 1.000000;
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to="Attacking_Wait";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -614,6 +640,7 @@ class FSM
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class Cleanup_
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{
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name = "Cleanup_";
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itemno = 25;
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init = /*%FSM<STATEINIT""">*/"_waitStart = diag_tickTime;" \n
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"" \n
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"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
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@@ -624,6 +651,7 @@ class FSM
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/*%FSM<LINK "nobody_around">*/
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class nobody_around
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{
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itemno = 26;
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priority = 0.000000;
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to="End";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -634,6 +662,7 @@ class FSM
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/*%FSM<LINK "someone_here">*/
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class someone_here
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{
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itemno = 34;
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priority = 0.000000;
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to="wait";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -648,6 +677,7 @@ class FSM
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class Finish_Move
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{
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name = "Finish_Move";
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itemno = 29;
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init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
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"" \n
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"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
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@@ -658,6 +688,7 @@ class FSM
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/*%FSM<LINK "Nobody_Near">*/
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class Nobody_Near
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{
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itemno = 5;
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priority = 6.000000;
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to="Cleanup_";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -668,6 +699,7 @@ class FSM
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/*%FSM<LINK "finished">*/
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class finished
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{
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itemno = 30;
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priority = 1.000000;
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to="Reset_Targeting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -678,6 +710,7 @@ class FSM
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/*%FSM<LINK "too_long">*/
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class too_long
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{
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itemno = 42;
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priority = 0.000000;
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to="Reset_Targeting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -692,6 +725,7 @@ class FSM
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class Move
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{
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name = "Move";
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itemno = 33;
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init = /*%FSM<STATEINIT""">*/"_myDest = [_agent,_position] call zombie_loiter;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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@@ -699,6 +733,7 @@ class FSM
|
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/*%FSM<LINK "True">*/
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class True
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{
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itemno = 74;
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priority = 0.000000;
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to="Loiter_1";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@@ -713,6 +748,7 @@ class FSM
|
||||
class wait
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{
|
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name = "wait";
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itemno = 35;
|
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init = /*%FSM<STATEINIT""">*/"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
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"_isSomeone = ({isPlayer _x} count _list) > 0;" \n
|
||||
"" \n
|
||||
@@ -723,6 +759,7 @@ class FSM
|
||||
/*%FSM<LINK "time_up">*/
|
||||
class time_up
|
||||
{
|
||||
itemno = 36;
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -733,6 +770,7 @@ class FSM
|
||||
/*%FSM<LINK "nobody_around">*/
|
||||
class nobody_around
|
||||
{
|
||||
itemno = 26;
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -743,6 +781,7 @@ class FSM
|
||||
/*%FSM<LINK "deleted">*/
|
||||
class deleted
|
||||
{
|
||||
itemno = 47;
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -753,6 +792,7 @@ class FSM
|
||||
/*%FSM<LINK "Time_Check">*/
|
||||
class Time_Check
|
||||
{
|
||||
itemno = 39;
|
||||
priority = 0.000000;
|
||||
to="wait";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -767,6 +807,7 @@ class FSM
|
||||
class Reset_Targeting
|
||||
{
|
||||
name = "Reset_Targeting";
|
||||
itemno = 45;
|
||||
init = /*%FSM<STATEINIT""">*/"// reset stance to favorite one" \n
|
||||
"_agent setUnitPos (_agent getVariable [""stance"", ""UP""]);" \n
|
||||
"" \n
|
||||
@@ -801,6 +842,7 @@ class FSM
|
||||
/*%FSM<LINK "loiter">*/
|
||||
class loiter
|
||||
{
|
||||
itemno = 66;
|
||||
priority = 0.000000;
|
||||
to="Loiter_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -816,6 +858,7 @@ class FSM
|
||||
class Loiter_1
|
||||
{
|
||||
name = "Loiter_1";
|
||||
itemno = 67;
|
||||
init = /*%FSM<STATEINIT""">*/"_isAlive = alive _agent;" \n
|
||||
"_timeN = diag_tickTime;" \n
|
||||
"" \n
|
||||
@@ -833,6 +876,7 @@ class FSM
|
||||
/*%FSM<LINK "Nobody_Near">*/
|
||||
class Nobody_Near
|
||||
{
|
||||
itemno = 5;
|
||||
priority = 6.000000;
|
||||
to="Cleanup_";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -843,6 +887,7 @@ class FSM
|
||||
/*%FSM<LINK "No_Agent">*/
|
||||
class No_Agent
|
||||
{
|
||||
itemno = 63;
|
||||
priority = 5.000000;
|
||||
to="Cleanup_";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -853,6 +898,7 @@ class FSM
|
||||
/*%FSM<LINK "Not_Alive">*/
|
||||
class Not_Alive
|
||||
{
|
||||
itemno = 4;
|
||||
priority = 5.000000;
|
||||
to="Cleanup_";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -863,6 +909,7 @@ class FSM
|
||||
/*%FSM<LINK "Failed_Move">*/
|
||||
class Failed_Move
|
||||
{
|
||||
itemno = 70;
|
||||
priority = 3.000000;
|
||||
to="Move";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -873,6 +920,7 @@ class FSM
|
||||
/*%FSM<LINK "MoveCompleted_">*/
|
||||
class MoveCompleted_
|
||||
{
|
||||
itemno = 69;
|
||||
priority = 3.000000;
|
||||
to="Move";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -884,6 +932,7 @@ class FSM
|
||||
/*%FSM<LINK "player_check">*/
|
||||
class player_check
|
||||
{
|
||||
itemno = 73;
|
||||
priority = 2.000000;
|
||||
to="Loiter_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -897,6 +946,7 @@ class FSM
|
||||
/*%FSM<LINK "Not_moving">*/
|
||||
class Not_moving
|
||||
{
|
||||
itemno = 71;
|
||||
priority = 1.000000;
|
||||
to="Move";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -908,6 +958,7 @@ class FSM
|
||||
/*%FSM<LINK "Time_Check">*/
|
||||
class Time_Check
|
||||
{
|
||||
itemno = 68;
|
||||
priority = 0.000000;
|
||||
to="Loiter_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -918,6 +969,7 @@ class FSM
|
||||
/*%FSM<LINK "Has_Target">*/
|
||||
class Has_Target
|
||||
{
|
||||
itemno = 81;
|
||||
priority = 0.000000;
|
||||
to="Reset_MoveTo";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -932,6 +984,7 @@ class FSM
|
||||
class Attacking_Wait
|
||||
{
|
||||
name = "Attacking_Wait";
|
||||
itemno = 78;
|
||||
init = /*%FSM<STATEINIT""">*/"_targetPos = _target modelToWorld [0,-1,0];" \n
|
||||
"" \n
|
||||
"_timeN = diag_tickTime;" \n
|
||||
@@ -942,6 +995,7 @@ class FSM
|
||||
/*%FSM<LINK "NotInRange">*/
|
||||
class NotInRange
|
||||
{
|
||||
itemno = 79;
|
||||
priority = 1.000000;
|
||||
to="Chase";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -952,6 +1006,7 @@ class FSM
|
||||
/*%FSM<LINK "TimeCheck">*/
|
||||
class TimeCheck
|
||||
{
|
||||
itemno = 80;
|
||||
priority = 0.000000;
|
||||
to="Attacking_Wait";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -966,6 +1021,7 @@ class FSM
|
||||
class Reset_MoveTo
|
||||
{
|
||||
name = "Reset_MoveTo";
|
||||
itemno = 82;
|
||||
init = /*%FSM<STATEINIT""">*/"_agent moveTo (_agent modelToWorld [0,0,0]);"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
@@ -973,6 +1029,7 @@ class FSM
|
||||
/*%FSM<LINK "UnitReady">*/
|
||||
class UnitReady
|
||||
{
|
||||
itemno = 14;
|
||||
priority = 5.000000;
|
||||
to="Chase";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -989,7 +1046,11 @@ class FSM
|
||||
"_myDest = [ _agent modelToWorld [0,0,0]];" \n
|
||||
"_agent setVariable [""myDest"",(_agent modelToWorld [0,0,0])];" \n
|
||||
"" \n
|
||||
"_adjustSpeed = if (DZE_slowZombies) then {2} else {_agent getVariable [""speedLimit"", 3]};" \n
|
||||
"//_adjustSpeed = if (DZE_slowZombies) then {2} else {_agent getVariable [""speedLimit"", 3]};" \n
|
||||
"_speedMin = DZE_ZombieSpeed select 0;" \n
|
||||
"_speedMax = DZE_ZombieSpeed select 1;" \n
|
||||
"_adjustSpeed = if (_speedMin == _speedMax && ((_speedMin > 0) && (_speedMax > 0))) then {_speedMin} else {_agent getVariable [""speedLimit"", 3]};" \n
|
||||
"" \n
|
||||
"_agent forceSpeed _adjustSpeed;" \n
|
||||
"" \n
|
||||
"//Lets see if we can get the AI to stop running away before heading to the player" \n
|
||||
@@ -1012,6 +1073,7 @@ class FSM
|
||||
class ____FAKE____
|
||||
{
|
||||
name = "____FAKE____";
|
||||
itemno = 83;
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
@@ -1019,6 +1081,7 @@ class FSM
|
||||
/*%FSM<LINK "TargetMoved">*/
|
||||
class TargetMoved
|
||||
{
|
||||
itemno = 60;
|
||||
priority = 3.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -1030,6 +1093,7 @@ class FSM
|
||||
/*%FSM<LINK "MoveCompleted_">*/
|
||||
class MoveCompleted_
|
||||
{
|
||||
itemno = 54;
|
||||
priority = 3.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -1042,6 +1106,7 @@ class FSM
|
||||
/*%FSM<LINK "Failed_Move">*/
|
||||
class Failed_Move
|
||||
{
|
||||
itemno = 55;
|
||||
priority = 3.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -1054,6 +1119,7 @@ class FSM
|
||||
/*%FSM<LINK "Not_moving">*/
|
||||
class Not_moving
|
||||
{
|
||||
itemno = 61;
|
||||
priority = 1.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -1065,6 +1131,7 @@ class FSM
|
||||
/*%FSM<LINK "End_Attack">*/
|
||||
class End_Attack
|
||||
{
|
||||
itemno = 59;
|
||||
priority = 0.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -1076,6 +1143,7 @@ class FSM
|
||||
/*%FSM<LINK "Start_Attack">*/
|
||||
class Start_Attack
|
||||
{
|
||||
itemno = 58;
|
||||
priority = 0.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -1089,6 +1157,7 @@ class FSM
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
itemno = 46;
|
||||
priority = 0.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
@@ -1101,6 +1170,7 @@ class FSM
|
||||
/*%FSM<LINK "loiter">*/
|
||||
class loiter
|
||||
{
|
||||
itemno = 6;
|
||||
priority = 0.000000;
|
||||
to="Loiter";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
@@ -56,7 +56,6 @@ DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zone
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_slowZombies = false; // Force zombies to always walk
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
|
||||
Reference in New Issue
Block a user