mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
object_setFixServer -> fnc_veh_setFixServer
Fnc_veh_handleRepair is a new version of fnc_veh_setFixServer with extra handling. It is used in salvage and some other scripts, but not server_monitor.
This commit is contained in:
@@ -8,7 +8,7 @@
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- Journal is now functional for displaying stats
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- ItemFish, Shotgun ammo and several other item classnames changed. See SQL\1.0.6_Updates
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- Dupicate functions have been renamed:
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- object_setFixServer --> fnc_veh_handleRepair
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- object_setFixServer --> fnc_veh_setFixServer
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- vehicle_handleDamage --> fnc_veh_handleDam
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- vehicle_handleKilled --> fnc_veh_handleKilled
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- Duplicate global variables have been renamed:
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@@ -5,7 +5,7 @@ _unit = _obj select 0;
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_ammo = _obj select 4;
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_projectile = _obj select 6;
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waituntil {!isnil "dayz_sunRise"};
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waituntil {!isNil "dayz_sunRise"};
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_projectile = nearestObject [_unit,_ammo];
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_endPos = getPosATL _projectile;
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@@ -13,7 +13,7 @@ _endPos = getPosATL _projectile;
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_doWait = true;
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while {_doWait} do {
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_vel = (velocity _projectile) distance [0,0,0];
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if (!(alive _projectile)) then {_doWait = false};
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if !(alive _projectile) then {_doWait = false};
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if (_vel < 0.1) then {_doWait = false};
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_endPos = getPosATL _projectile;
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uiSleep 0.01;
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@@ -25,11 +25,7 @@ if (_ammo isKindOf "ChemLight") then {
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_distance = 10;
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};
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if (_ammo isKindOf "RoadFlare") then {
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if ((daytime < (24 - dayz_sunRise)) and (daytime > dayz_sunRise)) then {
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_distance = 30;
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} else {
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_distance = 60;
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};
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_distance = if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {30} else {60};
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};
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[_unit,_distance,false,_endPos] call player_alertZombies;
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@@ -1,41 +1,40 @@
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//[unit, weapon, muzzle, mode, ammo, magazine, projectile]
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private ["_unit","_evType","_recordable","_inVehicle","_isPlayer","_isRocket","_dmgDistance","_isBallistic","_handled","_id","_firer","_distance","_weapon","_ammo","_killerID","_arc","_turretDir","_weaponDir","_pos1","_pos2","_facing","_firingArc","_isInFront","_isInRear"];
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private ["_handled"];
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//Init
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//[unit, firer, distance, weapon, muzzle, mode, ammo]
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_unit = _this select 0;
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_firer = _this select 1;
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_unit = _this select 0;
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_firer = _this select 1;
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_distance = _this select 2;
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_weapon = _this select 3;
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_ammo = _this select 6;
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_killerID = _firer getVariable["MemberID",0];
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_weapon = _this select 3;
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_ammo = _this select 6;
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//_killerID = _firer getVariable["MemberID",0];
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_handled = false;
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_handled = false;
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_arc = 60;
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_isBallistic = (getNumber (configfile >> "CfgAmmo" >> _ammo >> "whistleOnFire") > 0);
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_dmgDistance = getNumber (configfile >> "CfgAmmo" >> _ammo >> "whistleDist");
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_isRocket = ((_ammo isKindOf "RocketBase") && (_firer isKindOf "Man"));
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_isPlayer = (_unit == player);
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_inVehicle = (vehicle _unit != _unit);
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_evType = "";
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_recordable = false;
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//_evType = "";
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//_recordable = false;
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// Both the firer && those nearby (<=8m) go into "combat" to prevent ALT-F4
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// Both the firer and those nearby (<=8m) go into "combat" to prevent ALT-F4
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//diag_log ("DEBUG: AMMO TYPE: " +str(_ammo));
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_firer setVariable["startcombattimer", 1];
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if (_distance <= 8) then {
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_unit setVariable["startcombattimer", 1];
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};
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if (_inVehicle) exitWith{};
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if (_firer == player) exitWith{};
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if (_inVehicle) exitWith {};
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if (_firer == player) exitWith {};
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//Is in danger angle?
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_turretDir = _firer weaponDirection _weapon;
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_weaponDir = ((_turretDir select 0) atan2 (_turretDir select 1));
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_pos1 = getposATL _unit;
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_pos2 = getposATL _firer;
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_facing = ((_pos1 Select 0) - (_pos2 Select 0)) ATan2 ((_pos1 Select 1) - (_pos2 Select 1));
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_pos1 = getPosATL _unit;
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_pos2 = getPosATL _firer;
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_facing = ((_pos1 select 0) - (_pos2 select 0)) atan2 ((_pos1 select 1) - (_pos2 select 1));
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_firingArc = (_weaponDir - _facing);
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_firingArc = (-_firingArc) max (_firingArc);
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@@ -53,10 +52,11 @@ private ["_unit","_evType","_recordable","_inVehicle","_isPlayer","_isRocket","_
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//serious ballistic damage
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if (_isPlayer) then {
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[_unit, "head_hit", 1.51, _firer, _ammo] call fnc_usec_damageHandler;
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// head damage > 1.5 ---> log + death
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};
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[_unit,4] call fnc_usec_damageUnconscious;
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} else {;
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} else {
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//Just Knocked out
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[_unit,0.5] call fnc_usec_damageUnconscious;
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};
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@@ -68,13 +68,14 @@ private ["_unit","_evType","_recordable","_inVehicle","_isPlayer","_isRocket","_
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};
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};
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} else {
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if (_isRocket && (_isInFront || _isInRear)) then {
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if (_isRocket && (_isInFront or _isInRear)) then {
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if ((_distance < 5) && !_handled) then {
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1 call fnc_usec_bulletHit;
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[20,45] call fnc_usec_pitchWhine; //Visual , Sound
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// Dead
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if (_isPlayer) then {
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[_unit, "head_hit", 1.51, _firer, _ammo] call fnc_usec_damageHandler;
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// head damage > 1.5 ---> log + death
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};
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[_unit,2] call fnc_usec_damageUnconscious;
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};
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@@ -2,24 +2,24 @@
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Created exclusively for ArmA2:OA - DayZMod.
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Please request permission to use/alter/distribute from project leader (R4Z0R49) AND the author (facoptere@gmail.com)
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*/
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private ["_rnd","_move","_wound","_cnt","_index","_damage","_total","_movePlayer"];
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//_start = diag_tickTime;
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private ["_rnd","_move","_wound","_cnt","_index","_damage","_total","_movePlayer","_start","_unit","_type","_vehicle","_speed",
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"_nextPlayerPos","_distance","_viralZeds","_isVehicle","_agentPos","_playerDodged","_areaAffect","_dist","_dir","_timeout","_deg",
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"_lastDodge","_dodgeAnimations","_tPos","_zPos","_hpList","_hp","_chance","_openVehicles","_strH","_dam","_cantSee","_attackanimations",
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"_lastTackle","_knockdown","_vel","_t","_step","_i","_doRE","_stop"];
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_unit = _this select 0;
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_type = _this select 1;
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_vehicle = (vehicle player);
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_vehicle = vehicle player;
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_speed = speed player;
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//_nextPlayerPos = player call dayz_futurePos;
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_distance = [_unit, player] call BIS_fnc_distance2D;
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//_viralZeds = typeOf _unit in DayZ_ViralZeds;
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_isVehicle = (_vehicle != player);
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//_agentPos = getPosATL _unit;
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_playerDodged = false;
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if (_type != "zombie") exitWith { diag_log ("not a zombie"); }; // we deal only with zombies in this function
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if (_unit distance _vehicle > 3.6) exitWith { }; // distance too far according to any logic dealt here //+str(_unit distance _nextPlayerPos)+"/"+str(_areaAffect)
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if (_unit distance _vehicle > 3) exitWith {}; // distance too far according to any logic dealt here //+str(_unit distance _nextPlayerPos)+"/"+str(_areaAffect)
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// compute the animation move
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_rnd = 0;
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@@ -33,11 +33,11 @@ switch true do {
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_rnd = ceil(random 4); //9
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_move = "ZombieFeed" + str(_rnd);
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};
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case ((_isVehicle) AND (_distance < 3.6)) : { // enable attack if Z is between 2.2 and 3.5. Other cases are handled in "default"
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case ((_isVehicle) && (_distance < 3.6)) : { // enable attack if Z is between 2.2 and 3.5. Other cases are handled in "default"
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_rnd = 8;
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_move = "ZombieStandingAttack" + str(_rnd);
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};
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case (((_speed >= 5) or (_speed <= -5)) and (_distance < 2.3)) : {
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case (((_speed >= 5) or (_speed <= -5)) && (_distance < 2.3)) : {
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_rnd = 8;
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_move = "ZombieStandingAttack" + str(_rnd);
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};
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@@ -76,21 +76,25 @@ _dir = [_unit,player] call BIS_Fnc_dirTo;
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_unit setDir _dir;
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// let's animate the Z
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/*
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if (local _unit) then {
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_unit PlayMove _move;
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_unit switchMove _move;
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} else {
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[objNull, _unit, rPlayMove, _move] call RE;
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[objNull, _unit, rswitchMove, _move] call RE;
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};
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*/
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[objNull, _unit, rplaymove, _move] call RE;
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uiSleep 0.5;
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//slow it down make sure the animation isnt running after the damage
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_timeout = diag_tickTime + 0.3;
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waitUntil { diag_tickTime >= _timeout; };
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//_timeout = diag_tickTime + 0.3;
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//waitUntil { diag_tickTime >= _timeout; };
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_deg = [player, _unit] call BIS_fnc_relativeDirTo;
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_lastDodge = _unit getVariable ["lastDodge", 0];
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//1 in 5 shots
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if (((diag_tickTime - _lastDodge) == 0) or ((diag_tickTime - _lastDodge) > 10)) then {
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if (((_deg > 295) and (_deg < 360)) or ((_deg > 0) and (_deg < 65))) then {
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if (((_deg > 295) && (_deg < 360)) or ((_deg > 0) && (_deg < 65))) then {
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_dodgeAnimations = ["amovpknlmstpsraswrfldnon"];
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if ((animationState _vehicle) in _dodgeAnimations) then {
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if (dayz_dodge) exitwith {
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@@ -107,8 +111,8 @@ if (_playerDodged) exitwith {
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_lastDodge = _unit setVariable ["lastDodge", diag_tickTime];
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};
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_tPos = (getPosASL _vehicle);
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_zPos = (getPosASL _unit);
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_tPos = getPosASL _vehicle;
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_zPos = getPosASL _unit;
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// compute damage for vehicle and/or the player
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if (_isVehicle) then {
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if ((_unit distance player) < (3.3 * 2)) then {
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@@ -127,14 +131,13 @@ if (_isVehicle) then {
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} count _openVehicles;
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};
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if (_wound IN [ "glass1", "glass2", "glass3", "glass4", "glass5", "glass6" ]) then {
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if (_wound in [ "glass1", "glass2", "glass3", "glass4", "glass5", "glass6" ]) then {
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_strH = "hit_" + (_wound);
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_dam = _vehicle getVariable [_strH,0];
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_total = (_dam + _damage);
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//handle vehicle dmg
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[_vehicle, _wound, _total, _unit, "zombie", true] call fnc_veh_handleDam;
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//diag_log ("Hitpoints " +str(_wound) +str(_total));
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//handle player dmg
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@@ -166,13 +169,14 @@ if (_isVehicle) then {
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};
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} else {
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// player by foot
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if ((_unit distance player) <= 3.3) then {
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if ((_unit distance player) <= 3) then {
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//Make sure sure evrything is processed as we attack.
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_damage = 0.2 + random (1.2);
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//LOS check
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_cantSee = [_vehicle,_unit] call dayz_losCheck;
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//Zed eye to player (opersite way around).
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_cantSee = [_unit,_vehicle] call dayz_losCheck;
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if (!_cantSee) then {
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if (r_player_blood < (r_player_bloodTotal * 0.8)) then {
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_cnt = count (DAYZ_woundHit select 1);
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@@ -186,146 +190,138 @@ if (_isVehicle) then {
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_wound = (DAYZ_woundHit_ok select 0) select _index;
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};
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//Stop the Zed
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_unit setVariable ["speedLimit", 0, false];
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//_attackanimations = ["zombiestandingattack1","zombiestandingattack2","zombiestandingattack3","zombiestandingattack4","zombiestandingattack5","zombiestandingattack6","zombiestandingattack7","zombiestandingattack8","zombiestandingattack9","zombiestandingattack10","zombiefeed1","zombiefeed2","zombiefeed3","zombiefeed4","zombiefeed5"];
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_unit setVariable ["speedLimit", 0, false]; //Stop the Zed
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//systemChat format["ZA Start Damage Check - %1",(_unit distance player)];
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_attackanimations = ["zombiestandingattack1","zombiestandingattack2","zombiestandingattack3","zombiestandingattack4","zombiestandingattack5","zombiestandingattack6","zombiestandingattack7","zombiestandingattack8","zombiestandingattack9","zombiestandingattack10","zombiefeed1","zombiefeed2","zombiefeed3","zombiefeed4","zombiefeed5"];
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//diag_log ((animationState _unit));
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//if ((animationState _unit) in _attackanimations) then {
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if ((animationState _unit) in _attackanimations) then {
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if (alive _unit) then {
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//Damage the player
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[player, _wound, _damage, _unit, "zombie"] call fnc_usec_damageHandler;
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// check Z stance. Stand up Z if it prones/kneels. make sure zed stays standing after its frist attak
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if (unitPos _unit != "UP") then {
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_unit setUnitPos "UP";
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if (unitPos _unit != "UP") then {_unit setUnitPos "UP";};
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// broadcast hit noise
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_pos = getPosATL player;
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if ({isPlayer _x} count (_pos nearEntities ["CAManBase",40]) > 1) then {
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[_unit,"hit",0,false] call dayz_zombieSpeak;
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} else {
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[_unit,"hit",0,true] call dayz_zombieSpeak;
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};
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//};
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// broadcast hit noise
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_pos = getPosATL player;
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if ({isPlayer _x} count (_pos nearEntities ["CAManBase",40]) > 1) then {
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[_unit,"hit",0,false] call dayz_zombieSpeak;
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} else {
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[_unit,"hit",0,true] call dayz_zombieSpeak;
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};
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// player may fall if hit...
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_deg = [player, _unit] call BIS_fnc_relativeDirTo;
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_lastTackle = player getVariable ["lastTackle", 0];
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_movePlayer = "";
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//head hit, Legs, pushed from back
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_knockdown = ["head_hit","legs"];
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//diag_log ("ZombieAttack: "+str(_wound));
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//_isHeadHit = (_wound == "head_hit");
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if (_wound in _knockdown) then {
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if (((diag_tickTime - _lastTackle) > 7) and (_speed >= 5.62)) then {
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switch true do {
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/*
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//Removed for now
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// front
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case (((_deg > 315) and (_deg <= 360)) or ((_deg > 0) and (_deg < 45))) : {
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//player setVelocity [(velocity player select 0) + 5 * sin direction _unit, (velocity player select 1) + 5 * cos direction _unit, (velocity player select 2) + 1];
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// stop player
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_vel = velocity player;
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player setVelocity [-(_vel select 0), -(_vel select 1), 0];
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disableUserInput true;
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[diag_tickTime] call {
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_t = _this select 0;
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while { true } do {
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if (diag_tickTime - _t > 1) exitWith {disableUserInput false;};
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};
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};
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};
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*/
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// left
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case (((_deg > 225) and (_deg < 315))) : {
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// rotate player 'smoothly'
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[_deg] spawn {
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private["_step","_i"];
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_step = 90 / 5;
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_i = 0;
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while { _i < 5 } do {
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player setDir ((getDir player) + _step);
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_i = _i + 1;
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uiSleep 0.01;
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};
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// player may fall if hit
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_deg = [player, _unit] call BIS_fnc_relativeDirTo;
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_lastTackle = player getVariable ["lastTackle", 0];
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_movePlayer = "";
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//head hit, legs, pushed from back
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_knockdown = ["head_hit","legs"];
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if (_wound in _knockdown) then {
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if (((diag_tickTime - _lastTackle) > 7) && (_speed >= 5.62)) then {
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switch true do {
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/*
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//Removed for now
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// front
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case (((_deg > 315) && (_deg <= 360)) or ((_deg > 0) && (_deg < 45))) : {
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//player setVelocity [(velocity player select 0) + 5 * sin direction _unit, (velocity player select 1) + 5 * cos direction _unit, (velocity player select 2) + 1];
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// stop player
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_vel = velocity player;
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player setVelocity [-(_vel select 0), -(_vel select 1), 0];
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disableUserInput true;
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[diag_tickTime] call {
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_t = _this select 0;
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while {true} do {
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if (diag_tickTime - _t > 1) exitWith {disableUserInput false;};
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};
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};
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};
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// make player dive
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_movePlayer = switch (toArray(animationState player) select 17) do {
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case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
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case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
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default {"ActsPercMrunSlowWrflDf_TumbleOver"};
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};
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};
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// right
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case (((_deg > 45) and (_deg < 135))) : {
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[_deg] spawn {
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private["_step","_i"];
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_step = 90 / 5;
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_i = 0;
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while { _i < 5 } do {
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player setDir ((getDir player) - _step);
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_i = _i + 1;
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uiSleep 0.01;
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};
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};
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// make player dive
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_movePlayer = switch (toArray(animationState player) select 17) do {
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case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
|
||||
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
|
||||
default {"ActsPercMrunSlowWrflDf_TumbleOver"};
|
||||
};
|
||||
};
|
||||
// rear
|
||||
case (((_deg > 135) and (_deg < 225))) : {
|
||||
_movePlayer = switch (toArray(animationState player) select 17) do {
|
||||
case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
|
||||
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
|
||||
default {"ActsPercMrunSlowWrflDf_TumbleOver"};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// make player dive After making sure the zed can see you.
|
||||
if (_movePlayer != "") then {
|
||||
player setVariable ["lastTackle", diag_tickTime];
|
||||
_doRE = ({isPlayer _x} count (player nearEntities ["AllVehicles",100]) > 1);
|
||||
|
||||
if (_doRE) then {
|
||||
[nil, player, rSWITCHMOVE, _movePlayer] call RE;
|
||||
} else {
|
||||
player switchMove _movePlayer;
|
||||
};
|
||||
|
||||
if (_movePlayer == "ActsPercMrunSlowWrflDf_TumbleOver") then {
|
||||
[_movePlayer, _doRE] spawn {
|
||||
private ["_movePlayer","_doRE"];
|
||||
_movePlayer = _this select 0;
|
||||
_doRE = _this select 1;
|
||||
|
||||
waitUntil { animationState player == _movePlayer }; // just in case
|
||||
|
||||
while { animationState player == _movePlayer } do {
|
||||
if (speed player < 4) exitWith { /* break from loop to fix animation lockup */ };
|
||||
uiSleep 0.1;
|
||||
*/
|
||||
// left
|
||||
case (((_deg > 225) && (_deg < 315))) : {
|
||||
// rotate player 'smoothly'
|
||||
[_deg] spawn {
|
||||
private["_step","_i"];
|
||||
_step = 90 / 5;
|
||||
_i = 0;
|
||||
while {_i < 5} do {
|
||||
player setDir ((getDir player) + _step);
|
||||
_i = _i + 1;
|
||||
uiSleep 0.01;
|
||||
};
|
||||
};
|
||||
|
||||
if (_doRE) then {
|
||||
[nil, player, rSWITCHMOVE, ""] call RE;
|
||||
} else {
|
||||
player switchMove "";
|
||||
// make player dive
|
||||
_movePlayer = switch (toArray(animationState player) select 17) do {
|
||||
case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
|
||||
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
|
||||
default {"ActsPercMrunSlowWrflDf_TumbleOver"};
|
||||
};
|
||||
};
|
||||
// right
|
||||
case (((_deg > 45) && (_deg < 135))) : {
|
||||
[_deg] spawn {
|
||||
private["_step","_i"];
|
||||
_step = 90 / 5;
|
||||
_i = 0;
|
||||
while {_i < 5} do {
|
||||
player setDir ((getDir player) - _step);
|
||||
_i = _i + 1;
|
||||
uiSleep 0.01;
|
||||
};
|
||||
};
|
||||
|
||||
// make player dive
|
||||
_movePlayer = switch (toArray(animationState player) select 17) do {
|
||||
case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
|
||||
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
|
||||
default {"ActsPercMrunSlowWrflDf_TumbleOver"};
|
||||
};
|
||||
};
|
||||
// rear
|
||||
case (((_deg > 135) && (_deg < 225))) : {
|
||||
_movePlayer = switch (toArray(animationState player) select 17) do {
|
||||
case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
|
||||
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
|
||||
default {"ActsPercMrunSlowWrflDf_TumbleOver"};
|
||||
};
|
||||
};
|
||||
};
|
||||
//diag_log(format["%1 player tackled. Weapons: cur:""%2"" anim.state:%6 (%7)--> move: %3. Angle:%4 Delta-time:%5", __FILE__, currentWeapon player, _move, _deg, time - _lastTackle, animationState player, toArray(animationState player) select 17 ]);
|
||||
|
||||
// Make player dive after making sure the zed can see you.
|
||||
if (_movePlayer != "") then {
|
||||
player setVariable ["lastTackle", diag_tickTime];
|
||||
_doRE = ({isPlayer _x} count (player nearEntities ["AllVehicles",100]) > 1);
|
||||
|
||||
if (_doRE) then {
|
||||
[nil, player, rSWITCHMOVE, _movePlayer] call RE;
|
||||
} else {
|
||||
player switchMove _movePlayer;
|
||||
};
|
||||
|
||||
if (_movePlayer == "ActsPercMrunSlowWrflDf_TumbleOver") then {
|
||||
[_movePlayer, _doRE] spawn {
|
||||
private ["_movePlayer","_doRE"];
|
||||
_movePlayer = _this select 0;
|
||||
_doRE = _this select 1;
|
||||
|
||||
waitUntil {animationState player == _movePlayer}; // just in case
|
||||
|
||||
while {animationState player == _movePlayer} do {
|
||||
if (speed player < 4) exitWith { /* break from loop to fix animation lockup */ };
|
||||
uiSleep 0.1;
|
||||
};
|
||||
|
||||
if (_doRE) then {
|
||||
[nil, player, rSWITCHMOVE, ""] call RE;
|
||||
} else {
|
||||
player switchMove "";
|
||||
};
|
||||
};
|
||||
};
|
||||
//diag_log(format["%1 player tackled. Weapons: cur:""%2"" anim.state:%6 (%7)--> move: %3. Angle:%4 Delta-time:%5", __FILE__, currentWeapon player, _move, _deg, time - _lastTackle, animationState player, toArray(animationState player) select 17 ]);
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
@@ -1,37 +1,29 @@
|
||||
private ["_attacked","_chance","_near","_targeted","_localtargets","_remotetargets","_forcedSpeed"];
|
||||
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"];
|
||||
|
||||
_vehicle = vehicle player;
|
||||
_isVehicle = (_vehicle != player);
|
||||
_speed = speed (vehicle player);
|
||||
_refObj = (driver _vehicle);
|
||||
_listTalk = (getPosATL _refObj) nearEntities ["Zed_Base", 100];
|
||||
_attacked = false; // at least 1 Z attacked the player
|
||||
_refObj = driver _vehicle;
|
||||
_attacked = false; // at least one Z attacked the player
|
||||
_near = false;
|
||||
//_multiplier = 1;
|
||||
|
||||
_inVehicle = (vehicle player != player);
|
||||
_isAir = vehicle player iskindof "Air";
|
||||
_isLand = vehicle player iskindof "Land";
|
||||
_isSea = vehicle player iskindof "Sea";
|
||||
if (_isLand) then { } else { };
|
||||
if (_isAir) then { } else { };
|
||||
if (_isSea) then { } else { };
|
||||
_isAir = _vehicle isKindOf "Air";
|
||||
|
||||
{
|
||||
_forcedSpeed = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");
|
||||
//_hearingThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "hearingThreshold");
|
||||
//_sightThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "sightThreshold");
|
||||
|
||||
if (!(typeof _x == "swarm_newBase")) then {
|
||||
if !(typeOf _x == "swarm_newBase") then {
|
||||
_type = "zombie";
|
||||
if (alive _x) then {
|
||||
private["_dist","_attackDist"];
|
||||
_dist = (_x distance _refObj);
|
||||
private ["_dist","_attackDist"];
|
||||
_dist = _x distance _refObj;
|
||||
_group = _x;
|
||||
_chance = 1; //0 / dayz_monitorPeriod; // Z verbosity
|
||||
_targetedBySight = false;
|
||||
_targetedBySound = false;
|
||||
|
||||
_localtargets = _group getVariable ["localtargets",[]];
|
||||
_remotetargets = _group getVariable ["remotetargets",[]];
|
||||
_targets = _localtargets + _remotetargets;
|
||||
@@ -44,24 +36,25 @@ if (_isSea) then { } else { };
|
||||
};
|
||||
};
|
||||
|
||||
if (_x distance _refObj >= 3.3) then {
|
||||
_x setVariable ["speedLimit", _forcedSpeed, false];
|
||||
};
|
||||
if (_x distance _refObj >= 3.3) then {_x setVariable ["speedLimit",_forcedSpeed,false];};
|
||||
//if (!local _x) then {
|
||||
if (_refObj in _targets) then {
|
||||
_last = _x getVariable["lastAttack", 0];
|
||||
_last = _x getVariable ["lastAttack", 0];
|
||||
_entHeight = (getPosATL _x) select 2;
|
||||
_pHeight = (getPosATL _refObj) select 2;
|
||||
_delta = _pHeight - _entHeight;
|
||||
_x setVariable ["speedLimit", 0, false];
|
||||
|
||||
if (_x distance _refObj <= 3.3) then {
|
||||
//Force Ai to Stand
|
||||
if (_x distance _refObj <= 3) then {
|
||||
//Force AI to Stand
|
||||
_x setUnitPos "UP";
|
||||
if (!(animationState _x == "ZombieFeed")) then {
|
||||
if (((diag_tickTime - _last) > 1.5) and ((_delta < 1.5) and (_delta > -1.5))) then {
|
||||
_attackResult = [_x, _type] call player_zombieAttack;
|
||||
_x setVariable["lastAttack", diag_tickTime];
|
||||
if !(animationState _x == "ZombieFeed") then {
|
||||
if (((diag_tickTime - _last) > 1.5) && ((_delta < 1.5) && (_delta > -1.5))) then {
|
||||
_cantSee = [_x,_refObj] call dayz_losCheck;
|
||||
if (!_cantSee) then {
|
||||
_attackResult = [_x, _type] spawn player_zombieAttack;
|
||||
_x setVariable ["lastAttack", diag_tickTime];
|
||||
};
|
||||
};
|
||||
};
|
||||
} else {
|
||||
@@ -75,9 +68,8 @@ if (_isSea) then { } else { };
|
||||
|
||||
//Block all target atteps while in a vehicle
|
||||
if (!_isAir) then {
|
||||
if (!(_refObj in _targets)) then {
|
||||
//Noise Activation
|
||||
//zed is within players audial projection
|
||||
if !(_refObj in _targets) then {
|
||||
//Noise Activation (zed is within players audial projection)
|
||||
if (_dist < DAYZ_disAudial) then {
|
||||
if (DAYZ_disAudial > 80) then {
|
||||
_targetedBySound = true;
|
||||
@@ -91,9 +83,7 @@ if (_isSea) then { } else { };
|
||||
if (!_cantSee) then {
|
||||
_targetedBySound = true;
|
||||
} else {
|
||||
if (_dist < (DAYZ_disAudial / 2)) then {
|
||||
_targetedBySound = true;
|
||||
};
|
||||
if (_dist < (DAYZ_disAudial / 2)) then {_targetedBySound = true;};
|
||||
};
|
||||
};
|
||||
//};
|
||||
@@ -104,15 +94,13 @@ if (_isSea) then { } else { };
|
||||
if (_dist < DAYZ_disVisual ) then {
|
||||
_chance = [_x,_dist,DAYZ_disVisual] call dayz_losChance;
|
||||
if ((random 1) < _chance) then {
|
||||
_tPos = (getPosASL (vehicle player));
|
||||
_zPos = (getPosASL _x);
|
||||
_tPos = getPosASL _vehicle;
|
||||
_zPos = getPosASL _x;
|
||||
_targetAngle = 30;
|
||||
_inAngle = [_zPos,(direction _x),_targetAngle,_tPos] call fnc_inAngleSector;
|
||||
if (_inAngle) then {
|
||||
_cantSee = [_refObj,_x] call dayz_losCheck;
|
||||
if (!_cantSee) then {
|
||||
_targetedBySight = true;
|
||||
};
|
||||
if (!_cantSee) then {_targetedBySight = true;};
|
||||
};
|
||||
};
|
||||
};
|
||||
@@ -121,7 +109,6 @@ if (_isSea) then { } else { };
|
||||
|
||||
if (_targetedBySight or _targetedBySound) then {
|
||||
[_x, "spotted", 0, false] call dayz_zombieSpeak;
|
||||
|
||||
diag_log format["Zombie: %1, Distance: %2, Target Reason: Sight-%3,%5/Sound-%4,%6",(typeof _x),_dist,_targetedBySight,_targetedBySound,DAYZ_disVisual,DAYZ_disAudial];
|
||||
|
||||
switch (local _x) do {
|
||||
@@ -137,7 +124,7 @@ if (_isSea) then { } else { };
|
||||
};
|
||||
};
|
||||
};
|
||||
} forEach _listTalk;
|
||||
} forEach ((getPosATL _refObj) nearEntities ["Zed_Base",100]);
|
||||
|
||||
if (_attacked) then {
|
||||
if (r_player_unconscious) then {
|
||||
@@ -152,4 +139,4 @@ if (_attacked) then {
|
||||
};
|
||||
|
||||
// return true if attacked or near. if so, player_monitor will perform its ridiculous 'while true' loop faster.
|
||||
(_attacked OR _near)
|
||||
(_attacked OR _near)
|
||||
@@ -6,7 +6,10 @@ _parent = findDisplay 106;
|
||||
_itemData = gearSlotData _control;
|
||||
|
||||
if (carryClick) then {carryClick = false;};
|
||||
|
||||
// No right click option on bloodbags if DZE_SelfTransfuse = false;
|
||||
if (!DZE_SelfTransfuse && {(_itemData == "ItemBloodbag") or (_itemData in DZE_typedBags)}) exitWith {};
|
||||
|
||||
if (_button == 1) then {
|
||||
private ["_conf","_name","_compile","_height","_item"];
|
||||
_group = _parent displayCtrl 6902;
|
||||
|
||||
@@ -13,12 +13,10 @@ or by action/repair.sqf
|
||||
- return : 0 :)
|
||||
broadcast: boolean. if true, then the request will be sent to all players if the vehicle is not local.
|
||||
************************************************************/
|
||||
private ["_hitpointnames","_log","_damage","_action"];
|
||||
private ["_hitpointnames","_log"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_selection = _this select 1;
|
||||
_damage = _this select 2;
|
||||
_action = if (_damage == 0) then {"repair"} else {"damage"};
|
||||
|
||||
_hitpointnames = [];
|
||||
{
|
||||
@@ -35,19 +33,19 @@ _selection, _unit getVariable [_SVname, 0] ];
|
||||
|
||||
if (local _unit) then {
|
||||
// only local unit can set the damage of a vehicle part
|
||||
_unit setVariable [_SVname, _damage, true];
|
||||
_unit setHit [_selection, _damage];
|
||||
_unit setVariable [_SVname, 0, true];
|
||||
_unit setHit [_selection, 0];
|
||||
_log = format["%1. setH!t[%2,0]", _log, _selection];
|
||||
|
||||
if (!isServer) then {
|
||||
PVDZ_obj_Save = [_unit, _action];
|
||||
publicVariableServer "PVDZ_obj_Save";
|
||||
PVDZ_veh_Save = [_unit, "repair"];
|
||||
publicVariableServer "PVDZ_veh_Save";
|
||||
_log = _log + ". Requesting server hive write";
|
||||
} else {
|
||||
[_unit, _action] call server_updateObject;
|
||||
[_unit, "repair"] call server_updateObject;
|
||||
_log = _log + ". Writing to hive";
|
||||
};
|
||||
} else {
|
||||
}
|
||||
else {
|
||||
if ((count _this > 3) && {(_this select 3)}) then {
|
||||
// vehicle is not local to this client, ask the client which vehicle is local to set damage
|
||||
_this resize 3; // delete "broadcast" boolean
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#include "\z\addons\dayz_code\loot\Loot.hpp"
|
||||
|
||||
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"];
|
||||
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","_lootGroup"];
|
||||
|
||||
_position = _this select 0;
|
||||
_doLoiter = _this select 1; // wonder around
|
||||
@@ -8,7 +10,6 @@ _unitTypes = _this select 2; // class of wanted models
|
||||
//_wildspawns = _this select 3;
|
||||
_bypass = _this select 3;
|
||||
|
||||
|
||||
_maxlocalspawned = round(dayz_spawnZombies);
|
||||
//Lets check if we need to divide the amount of zeds
|
||||
if (r_player_divideinvehicle > 0) then {
|
||||
@@ -18,9 +19,9 @@ if (r_player_divideinvehicle > 0) then {
|
||||
_maxControlledZombies = round(dayz_maxLocalZombies);
|
||||
|
||||
_cantSee = {
|
||||
private ["_isok"];
|
||||
private "_isOk";
|
||||
|
||||
_isok = true;
|
||||
_isOk = true;
|
||||
_zPos = +(_this select 0);
|
||||
if (count _zPos < 3) exitWith {
|
||||
diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos];
|
||||
@@ -35,7 +36,7 @@ _cantSee = {
|
||||
_xasl = getPosASL _x;
|
||||
if (_xasl distance _zPos < _farDistance) then {
|
||||
if (_xasl distance _zPos < _safeDistance) then {
|
||||
_isok = false;
|
||||
_isOk = false;
|
||||
} else {
|
||||
_eye = eyePos _x; // ASL
|
||||
_ed = eyeDirection _x;
|
||||
@@ -43,25 +44,24 @@ _cantSee = {
|
||||
_deg = [_xasl, _zPos] call BIS_fnc_dirTo;
|
||||
_deg = (_deg - _ed + 720) % 360;
|
||||
if (_deg > 180) then { _deg = _deg - 360; };
|
||||
if ((abs(_deg) < _fov) AND {( // in right angle sector?
|
||||
if ((abs(_deg) < _fov) && {( // in right angle sector?
|
||||
(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
|
||||
AND {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
|
||||
&& {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
|
||||
)}) then {
|
||||
_isok = false;
|
||||
_isOk = false;
|
||||
};
|
||||
};
|
||||
};
|
||||
if (!_isok) exitWith {false};
|
||||
if (!_isOk) exitWith {false};
|
||||
uiSleep 0.001;
|
||||
} forEach playableUnits;
|
||||
|
||||
_isok
|
||||
_isOk
|
||||
};
|
||||
|
||||
_skipFOV = false;
|
||||
|
||||
if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
|
||||
|
||||
if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
|
||||
//if (_wildSpawns) then {
|
||||
// _skipFOV = true;
|
||||
// _position = [_position,150,200] call dayz_RandomLocation;
|
||||
@@ -71,26 +71,21 @@ if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies <
|
||||
_position = [_position,3,20,1] call fn_selectRandomLocation;
|
||||
};
|
||||
|
||||
if (surfaceIsWater _position) exitwith { Diag_log ("Location is in Water Abort"); };
|
||||
if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; };
|
||||
|
||||
if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
|
||||
_tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
|
||||
if (_tooClose) exitwith { diag_log ("Zombie_Generate: was too close to player."); };
|
||||
if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
|
||||
|
||||
if (count _unitTypes == 0) then
|
||||
{
|
||||
if (count _unitTypes == 0) then {
|
||||
_unitTypes = getArray (configFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
|
||||
};
|
||||
|
||||
// lets create an agent
|
||||
_type = _unitTypes call BIS_fnc_selectRandom;
|
||||
_radius = 5;
|
||||
_method = "NONE";
|
||||
if (_doLoiter) then {
|
||||
_method = "CAN_COLLIDE";
|
||||
};
|
||||
|
||||
_agent = createAgent [_type, _position, [], _radius, _method];
|
||||
//_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"};
|
||||
_agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"];
|
||||
uiSleep 0.03;
|
||||
|
||||
//add to global counter
|
||||
@@ -99,14 +94,9 @@ if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies <
|
||||
dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1;
|
||||
|
||||
//Add some loot
|
||||
//_loot = "";
|
||||
//_array = [];
|
||||
//_rnd = random 1;
|
||||
if (0.7 > random 1) then
|
||||
{
|
||||
if (0.3 > random 1) then {
|
||||
_lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
|
||||
if (isText _lootGroup) then
|
||||
{
|
||||
if (isText _lootGroup) then {
|
||||
//_lootGroup = dayz_lootGroups find getText (_lootGroup);
|
||||
_lootGroup = Loot_GetGroup(getText _lootGroup);
|
||||
//[_agent, _lootGroup, 1] call loot_insert;
|
||||
@@ -114,13 +104,11 @@ if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies <
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
_agent setVariable["agentObject",_agent];
|
||||
|
||||
if (!isNull _agent) then {
|
||||
_agent setDir random 360;
|
||||
uiSleep 0.03;
|
||||
|
||||
_position = getPosATL _agent;
|
||||
|
||||
_favStance = (
|
||||
@@ -131,7 +119,6 @@ if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies <
|
||||
}
|
||||
);
|
||||
_agent setUnitPos _favStance;
|
||||
|
||||
_agent setVariable ["stance", _favStance];
|
||||
_agent setVariable ["BaseLocation", _position];
|
||||
_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
|
||||
@@ -141,8 +128,8 @@ if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies <
|
||||
};
|
||||
|
||||
//Disable simulation
|
||||
PVDZ_Server_Simulation = [_agent, false];
|
||||
publicVariableServer "PVDZ_Server_Simulation";
|
||||
//PVDZ_Server_Simulation = [_agent, false];
|
||||
//publicVariableServer "PVDZ_Server_Simulation";
|
||||
|
||||
//Start behavior
|
||||
_id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
|
||||
|
||||
@@ -103,7 +103,7 @@ PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
|
||||
_selection = _x select 0;
|
||||
_dam = _x select 1;
|
||||
if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
|
||||
[_object,_selection,_dam] call fnc_veh_handleRepair;
|
||||
[_object,_selection,_dam] call fnc_veh_setFixServer;
|
||||
} count _array;
|
||||
|
||||
_object setFuel _fuel;
|
||||
|
||||
@@ -263,7 +263,7 @@ if (isServer && isNil "sm_done") then {
|
||||
_selection = _x select 0;
|
||||
_dam = _x select 1;
|
||||
if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
|
||||
[_object,_selection,_dam] call fnc_veh_handleRepair;
|
||||
[_object,_selection,_dam] call fnc_veh_setFixServer;
|
||||
} count _hitpoints;
|
||||
|
||||
_object setFuel _fuel;
|
||||
|
||||
Reference in New Issue
Block a user