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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Update compiles - 2 more files to do
fn_selfActions.sqf player_updateGui.sqf
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@@ -1,8 +1,20 @@
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private ["_position","_unitTypes","_radius","_method","_agent"];
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#include "\z\addons\dayz_code\loot\Loot.hpp"
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private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies","_cantSee","_isok","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose","_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance"];
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_position = _this select 0;
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_doLoiter = _this select 1; // wander around
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_doLoiter = _this select 1; // wonder around
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_unitTypes = _this select 2; // class of wanted models
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//_wildspawns = _this select 3;
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_bypass = _this select 3;
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_maxlocalspawned = round(dayz_spawnZombies);
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//Lets check if we need to divide the amount of zeds
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if (r_player_divideinvehicle > 0) then {
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_maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle);
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};
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_maxControlledZombies = round(dayz_maxLocalZombies);
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_cantSee = {
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@@ -24,140 +36,116 @@ _cantSee = {
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if (_xasl distance _zPos < _farDistance) then {
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if (_xasl distance _zPos < _safeDistance) then {
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_isok = false;
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}
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else {
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} else {
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_eye = eyePos _x; // ASL
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_ed = eyeDirection _x;
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_ed = (_ed select 0) atan2 (_ed select 1);
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_deg = [_xasl, _zPos] call BIS_fnc_dirTo;
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_deg = (_deg - _ed + 720) % 360;
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if (_deg > 180) then { _deg = _deg - 360; };
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if ((abs(_deg) < _fov) && {( // in right angle sector?
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if ((abs(_deg) < _fov) AND {( // in right angle sector?
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(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
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&& {(!(lineIntersects [_zPos, _eye]))}) // && no object between?
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AND {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
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)}) then {
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_isok = false;
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};
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};
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};
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if (!_isok) exitWith {false};
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} count playableUnits;
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sleep 0.001;
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} forEach playableUnits;
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_isok
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};
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if ((dayz_spawnZombies < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
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if ([_position, dayz_cantseefov, 10, dayz_cantseeDist] call _cantSee) then {
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//Check if anyone close
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_skipFOV = false;
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if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
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//if (_wildSpawns) then {
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// _skipFOV = true;
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// _position = [_position,150,200] call dayz_RandomLocation;
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//};
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if (_bypass) then {
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_skipFOV = true;
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_position = [_position,3,20,1] call fn_selectRandomLocation;
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};
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if (surfaceIsWater _position) exitwith { Diag_log ("Location is in Water Abort"); };
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if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
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_tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
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if (_tooClose) exitwith {
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// diag_log ("Zombie_Generate: was too close to player.");
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if (_tooClose) exitwith { diag_log ("Zombie_Generate: was too close to player."); };
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if (count _unitTypes == 0) then
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{
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_unitTypes = getArray (configFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
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};
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//Add zeds if unitTypes equals 0
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if (count _unitTypes == 0) then {
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if (DZE_MissionLootTable) then {
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_unitTypes = []+ getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
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} else {
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_unitTypes = []+ getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
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};
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};
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// lets create an agent
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_type = _unitTypes call BIS_fnc_selectRandom;
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_radius = 5;
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_method = "NONE";
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if (_doLoiter) then {
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_radius = 40;
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_method = "CAN_COLLIDE";
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};
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//Check if point is in water
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if (surfaceIsWater _position) exitwith { };
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_agent = createAgent [_type, _position, [], _radius, _method];
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uiSleep 0.001;
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//add to global counter
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_agent = createAgent [_type, _position, [], _radius, _method];
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sleep 0.03;
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//add to global counter
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dayz_spawnZombies = dayz_spawnZombies + 1;
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dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1;
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dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1;
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//Add some loot
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_loot = "";
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_array = [];
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_rnd = random 1;
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if (_rnd < 0.2) then {
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_lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
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if (isText _lootType) then {
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_array = [];
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if (DZE_MissionLootTable) then {
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{
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_array set [count _array, _x select 0]
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} forEach getArray (missionConfigFile >> "cfgLoot" >> getText(_lootType));
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} else {
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{
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_array set [count _array, _x select 0]
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} forEach getArray (configFile >> "cfgLoot" >> getText(_lootType));
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};
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if (count _array > 0) then {
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_index = dayz_CLBase find getText(_lootType);
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_weights = dayz_CLChances select _index;
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_loot = _array select (_weights select (floor(random (count _weights))));
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if(!isNil "_array") then {
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_loot_count = getNumber(configFile >> "CfgMagazines" >> _loot >> "count");
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if(_loot_count>1) then {
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_agent addMagazine [_loot, ceil(random _loot_count)];
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} else {
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_agent addMagazine _loot;
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};
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};
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};
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//_loot = "";
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//_array = [];
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//_rnd = random 1;
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if (0.7 > random 1) then
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{
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_lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
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if (isText _lootGroup) then
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{
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//_lootGroup = dayz_lootGroups find getText (_lootGroup);
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_lootGroup = Loot_GetGroup(getText _lootGroup);
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//[_agent, _lootGroup, 1] call loot_insert;
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Loot_Insert(_agent, _lootGroup, 1);
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};
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};
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_agent setVariable["agentObject",_agent];
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if (!isNull _agent) then {
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// sometime Z can be seen flying in very high speed while tp. Its altitude is set underground to hide that.
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/*
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_agtPos = getPosASL _agent;
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_agtPos set [2, -3];
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_agent setPosASL _agtPos;
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uiSleep 0.001;
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_agtPos = +(_position);
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_agtPos set [2, -3];
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_agent setPosASL _agtPos;
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uiSleep 0.001;
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*/
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_agent setDir random 360;
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//_agent setPosATL _position;
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uiSleep 0.001;
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sleep 0.03;
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_position = getPosATL _agent;
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_favStance = (
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switch ceil(random(3^0.5)^2) do {
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//case 3: {"DOWN"}; // prone
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case 2: {"Middle"}; // Kneel
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default {"UP"} // stand-up
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case 2: {"middle"}; // Kneel "middle"
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default {"Up"}; // stand-up
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}
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);
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_agent setUnitPos _favStance;
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_agent setVariable ["stance", _favStance];
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_agent setVariable ["BaseLocation", _position];
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_agent setVariable ["doLoiter", true]; // true: Z will be wandering, false: stay still
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_agent setVariable ["myDest", _position];
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_agent setVariable ["newDest", _position];
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[_agent, _position] call zombie_loiter;
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_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
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//_agent setVariable ["myDest", _position];
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//_agent setVariable ["newDest", _position];
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//[_agent, _position] call zombie_loiter;
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};
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//add to monitor
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//dayz_zedMonitor set [count dayz_zedMonitor, _agent];
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//Disable simulation
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PVDZE_Server_Simulation = [_agent, false];
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publicVariableServer "PVDZE_Server_Simulation";
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//Disable simulation
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PVDZ_Server_Simulation = [_agent, false];
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publicVariableServer "PVDZ_Server_Simulation";
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//Start behavior
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_id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
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};
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};
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};
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