mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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Merge pull request #2058 from worldwidesorrow/master
Revert pull request #2055
This commit is contained in:
@@ -1,130 +0,0 @@
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class Swarm_Base : Citizen1 {
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scope = public;
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class HitDamage {};
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glassesEnabled = 0;
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vehicleClass = "Zombie";
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displayName = $STR_ZNAME_INFECTED;
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fsmDanger = "";
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fsmFormation = "";
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zombieLoot = "civilian";
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moves = "CfgMovesZombie";
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isMan = false;
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weapons[] = {};
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magazines[] = {};
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sensitivity = 1; // sensor sensitivity
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sensitivityEar = 1;
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identityTypes[] = {"zombie1", "zombie2"};
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class TalkTopics {};
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languages[] = {};
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armor = 1;
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damageScale = 200;
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sepsisChance = 10;
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forcedSpeed = 6;
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canCarryBackPack = 1;
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class Eventhandlers {
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init = "_this call zombie_initialize;";
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local = "_z = _this select 0; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [_z,true] call zombie_initialize;";
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HandleDamage = "_this call local_zombieDamage;";
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Killed = "[_this,'zombieKills'] call local_eventKill;";
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};
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class HitPoints {
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class HitHead {
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armor = 0.3;
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material = -1;
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name = "head_hit";
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passThrough = true;
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memoryPoint = "pilot";
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};
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class HitBody : HitHead {
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armor = 2;
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name = "body";
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memoryPoint = "aimPoint";
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};
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class HitSpine : HitHead {
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armor = 2;
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name = "Spine2";
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memoryPoint = "aimPoint";
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};
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class HitHands : HitHead {
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armor = 0.5;
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material = -1;
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name = "hands";
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passThrough = true;
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};
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class HitLArm : HitHands {
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name = "LeftArm";
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memoryPoint = "lelbow";
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};
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class HitRArm : HitHands {
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name = "RightArm";
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memoryPoint = "relbow";
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};
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class HitLForeArm : HitHands {
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name = "LeftForeArm";
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memoryPoint = "lwrist";
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};
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class HitRForeArm : HitHands {
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name = "RightForeArm";
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memoryPoint = "rwrist";
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};
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class HitLHand : HitHands {
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name = "LeftHand";
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memoryPoint = "LeftHandMiddle1";
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};
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class HitRHand : HitHands {
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name = "RightHand";
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memoryPoint = "RightHandMiddle1";
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};
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class HitLegs : HitHands {
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name = "legs";
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memoryPoint = "pelvis";
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};
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class HitLLeg : HitHands {
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name = "LeftLeg";
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memoryPoint = "lknee";
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};
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class HitLLegUp : HitHands {
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name = "LeftUpLeg";
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memoryPoint = "lfemur";
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};
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class HitRLeg : HitHands {
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name = "RightLeg";
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memoryPoint = "rknee";
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};
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class HitRLegUp : HitHands {
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name = "RightUpLeg";
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memoryPoint = "rfemur";
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};
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};
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};
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class swarm_newBase : Swarm_Base {
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zombieLoot = "civilian";
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displayname = "swarm";
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//model = "\Ca\characters_E\Overall\Overall";
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//hiddenSelections[] = {"Camo"};
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//hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_4_co.paa"};
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model = "\ca\characters2\civil\Woodlander\Woodlander";
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hiddenselectionstextures[] = {"\ca\characters2\civil\woodlander\data\woodlander_v2_co.paa"};
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//class Wounds {
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// tex[] = {};
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// mat[] = {"Ca\characters_E\Overall\Data\Overall.rvmat", "Ca\characters_E\Overall\Data\W1_Overall.rvmat", "Ca\characters_E\Overall\Data\W2_Overall.rvmat"};
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//};
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};
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@@ -1,127 +0,0 @@
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class WildZombie_Base : Zed_Base {
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scope = public;
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glassesEnabled = 0;
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vehicleClass = "Zombie";
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displayName = $STR_ZNAME_INFECTED;
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fsmDanger = "";
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fsmFormation = "";
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zombieLoot = "civilian";
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moves = "CfgMovesZombie";
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isMan = false;
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weapons[] = {};
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magazines[] = {};
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sensitivity = 1; // sensor sensitivity
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sensitivityEar = 1;
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identityTypes[] = {"zombie1", "zombie2"};
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class TalkTopics {};
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languages[] = {};
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armor = 1;
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damageScale = 250;
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sepsisChance = 18;
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BleedChance = 10;
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forcedSpeed = 6;
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class Eventhandlers {
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init = "_this execFSM ""\z\AddOns\dayz_code\system\zombie_wildagent.fsm""";
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local = "_z = _this select 0; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [_z,true] execFSM '\z\AddOns\dayz_code\system\zombie_wildagent.fsm';";
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HandleDamage = "_this call local_zombieDamage;";
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Killed = "[_this,'zombieKills'] call local_eventKill;";
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};
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class HitPoints {
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class HitHead {
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armor = 0.3;
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material = -1;
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name = "head_hit";
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passThrough = true;
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memoryPoint = "pilot";
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};
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class HitBody : HitHead {
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armor = 2;
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name = "body";
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memoryPoint = "aimPoint";
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};
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class HitSpine : HitHead {
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armor = 2;
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name = "Spine2";
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memoryPoint = "aimPoint";
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};
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class HitHands : HitHead {
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armor = 0.5;
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material = -1;
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name = "hands";
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passThrough = true;
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};
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class HitLArm : HitHands {
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name = "LeftArm";
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memoryPoint = "lelbow";
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};
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class HitRArm : HitHands {
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name = "RightArm";
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memoryPoint = "relbow";
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};
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class HitLForeArm : HitHands {
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name = "LeftForeArm";
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memoryPoint = "lwrist";
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};
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class HitRForeArm : HitHands {
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name = "RightForeArm";
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memoryPoint = "rwrist";
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};
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class HitLHand : HitHands {
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name = "LeftHand";
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memoryPoint = "LeftHandMiddle1";
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};
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class HitRHand : HitHands {
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name = "RightHand";
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memoryPoint = "RightHandMiddle1";
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};
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class HitLegs : HitHands {
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name = "legs";
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memoryPoint = "pelvis";
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};
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class HitLLeg : HitHands {
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name = "LeftLeg";
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memoryPoint = "lknee";
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};
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class HitLLegUp : HitHands {
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name = "LeftUpLeg";
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memoryPoint = "lfemur";
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};
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class HitRLeg : HitHands {
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name = "RightLeg";
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memoryPoint = "rknee";
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};
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class HitRLegUp : HitHands {
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name = "RightUpLeg";
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memoryPoint = "rfemur";
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};
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};
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};
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class Wild_Civ_newBase : WildZombie_Base {
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zombieLoot = "civilian";
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model = "\Ca\characters_E\Overall\Overall";
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hiddenSelections[] = {"Camo"};
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hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_4_co.paa"};
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class Wounds {
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tex[] = {};
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mat[] = {"Ca\characters_E\Overall\Data\Overall.rvmat", "Ca\characters_E\Overall\Data\W1_Overall.rvmat", "Ca\characters_E\Overall\Data\W2_Overall.rvmat"};
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};
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};
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@@ -1,66 +0,0 @@
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private["_unit","_targets","_move","_damage","_wound","_sound","_local","_dir","_hpList","_hp","_strH","_dam","_total","_result","_vehicle","_tPos","_zPos","_cantSee","_inAngle"];
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_unit = _this select 0;
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_wound = _this select 1;
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_vehicle = (vehicle player);
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//_targets = _unit getVariable ["targets",[]];
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//if (!(_vehicle in _targets)) exitWith {};
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//Do the attack
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_move = "ZombieStandingAttack1";
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_rnd = 0;
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_rnd = round(random 9) + 1;
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_move = "ZombieStandingAttack" + str(_rnd);
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_dir = [_unit,player] call BIS_Fnc_dirTo;
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_unit setDir _dir;
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[objNull, _unit, rPlayMove, _move] call RE;
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//Wait
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uiSleep 0.3;
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if (_vehicle != player) then {
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_hpList = _vehicle call vehicle_getHitpoints;
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_hp = _hpList call BIS_fnc_selectRandom;
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_wound = getText(configFile >> "cfgVehicles" >> (typeOf _vehicle) >> "HitPoints" >> _hp >> "name");
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_damage = random 0.03;
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_chance = round(random 12);
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if ((_chance % 4) == 0) then {
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_openVehicles = ["ATV_Base_EP1", "Motorcycle", "Bicycle"];
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{
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if (_vehicle isKindOf _x) exitWith {
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player action ["eject", _vehicle];
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};
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} forEach _openVehicles;
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};
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[_unit,"hit",0,false] call dayz_zombieSpeak;
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if (_wound IN [ "glass1", "glass2", "glass3", "glass4", "glass5", "glass6" ]) then {
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_dam = _vehicle getHit _wound;
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// we limit how _dam could be damaged by Z. Above 0.8, the vehicle could explode, which is ridiculous.
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_damage = (if (_dam < 0.8 OR {(!(_wound IN dayZ_explosiveParts))}) then {0.1} else {0.01});
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// Add damage to vehicle. the "sethit" command will be done by the gameengine for which vehicle is local
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//diag_log(format["%1: Part ""%2"" damaged from vehicle, damage:+%3", __FILE__, _wound, _damage]);
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_total = [_vehicle, _wound, _damage, _unit, "zombie", true] call fnc_veh_handleDam;
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};
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} else {
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if ((_unit distance player) <= 3) then {
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_tPos = (getPosASL _vehicle);
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_zPos = (getPosASL _unit);
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_inAngle = [_zPos,(getdir _unit),50,_tPos] call fnc_inAngleSector;
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if (_inAngle) then {
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_cantSee = [_unit,_vehicle] call dayz_losCheck;
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if (!_cantSee) then {
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_damage = 0.1 + random (1.2);
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//diag_log ("START DAM: Player Hit on " + _wound + " for " + str(_damage));
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[player, _wound, _damage, _unit,"zombie"] call fnc_usec_damageHandler;
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[_unit,"hit",0,false] call dayz_zombieSpeak;
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};
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};
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};
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};
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@@ -1,43 +0,0 @@
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private["_position","_doLoiter","_unitTypes","_isNoone","_loot","_array","_agent","_type","_radius","_method","_nearByPlayer","_attempt","_myDest","_newDest","_lootType"];
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_player = _this select 0;
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_amount = _this select 1;
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_counter = 0;
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_agent = objNull;
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if ([_player] call DZE_SafeZonePosCheck) exitWith {};
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|
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while {_counter < _amount} do {
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|
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//Create the Group and populate it
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_type = "swarm_newBase"; //"_unitTypes call BIS_fnc_selectRandom;
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//_type = "Pastor";
|
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_position = [position _player,50,100,0] call fn_selectRandomLocation;
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_agent = createAgent [_type, _position, [], 0, "NONE"];
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_agent setVariable["agentObjectSwarm",_agent,true];
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_agent setUnitPos "Middle";
|
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dayz_swarmSpawnZombies = dayz_swarmSpawnZombies + 1;
|
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dayz_spawnZombies = dayz_spawnZombies + 1;
|
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|
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if (isNull _agent) exitWith {
|
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dayz_spawnZombies = dayz_spawnZombies - 1;
|
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dayz_swarmSpawnZombies = dayz_swarmSpawnZombies - 1;
|
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};
|
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|
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_isAlive = alive _agent;
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//counter
|
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_counter = _counter + 1;
|
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//debug
|
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//diag_log (format["Agent: %1, Type: %2,To spawn: %3/%4",_agent,_type,_amount,_counter]);
|
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//Move
|
||||
//[_agent, _position] call zombie_loiter;
|
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|
||||
//Start behavior
|
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_id = [_position,_agent,player] execFSM "\z\AddOns\dayz_code\system\fn_swarmagent.fsm";
|
||||
};
|
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@@ -1,359 +0,0 @@
|
||||
/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Zombie Combat Agent">*/
|
||||
/*%FSM<HEAD>*/
|
||||
/*
|
||||
item0[] = {"init",0,250,-150.000000,-250.000000,-50.000000,-200.000000,0.000000,"init"};
|
||||
item1[] = {"End",1,250,175.000000,-250.000000,275.000000,-200.000000,0.000000,"End"};
|
||||
item2[] = {"Attack",4,218,-150.000000,425.000000,-50.000000,475.000000,0.000000,"Attack"};
|
||||
item3[] = {"Not_Alive",4,218,50.000000,300.000000,150.000000,350.000000,5.000000,"Not" \n "Alive"};
|
||||
item4[] = {"Nobody_Near",4,218,50.000000,350.000000,150.000000,400.000000,4.000000,"Nobody" \n "Near"};
|
||||
item5[] = {"",7,210,-29.000042,321.000000,-20.999958,329.000000,0.000000,""};
|
||||
item6[] = {"",7,210,-29.000042,370.999939,-20.999958,379.000061,0.000000,""};
|
||||
item7[] = {"true",8,218,-150.000000,-175.000000,-50.000000,-125.000000,0.000000,"true"};
|
||||
item8[] = {"Begin",2,250,-150.000000,-100.000000,-50.000000,-50.000000,0.000000,"Begin"};
|
||||
item9[] = {"Has_Target",4,218,-150.000000,125.000000,-50.000000,175.000000,1.000000,"Has" \n "Target"};
|
||||
item10[] = {"Chase",2,250,-150.000000,300.000000,-50.000000,350.000000,0.000000,"Chase"};
|
||||
item11[] = {"",7,210,221.000000,371.000000,229.000000,379.000000,0.000000,""};
|
||||
item12[] = {"moveToCompleted",4,218,-25.000000,200.000000,75.000000,250.000000,0.000000,"moveToCompleted"};
|
||||
item13[] = {"",7,210,221.000000,233.500000,229.000000,241.500000,0.000000,""};
|
||||
item14[] = {"",7,210,221.000000,321.000000,229.000000,329.000000,0.000000,""};
|
||||
item15[] = {"is_Dedicated",4,218,50.000000,-250.000000,150.000000,-200.000000,5.000000,"is" \n "Dedicated"};
|
||||
item16[] = {"Cleanup_",2,250,175.000000,150.000000,275.000000,200.000000,0.000000,"Cleanup?"};
|
||||
item17[] = {"nobody_around",4,218,175.000000,-75.000000,275.000000,-25.000000,0.000000,"nobody" \n "around"};
|
||||
item18[] = {"someone_here",4,218,300.000000,150.000000,400.000000,200.000000,0.000000,"someone" \n "here"};
|
||||
item19[] = {"wait",2,250,300.000000,75.000000,400.000000,125.000000,0.000000,"wait"};
|
||||
item20[] = {"time_up",4,218,300.000000,-75.000000,400.000000,-25.000000,0.000000,"time" \n "up"};
|
||||
item21[] = {"",7,210,346.000000,8.500000,354.000000,16.500000,0.000000,""};
|
||||
item22[] = {"",7,210,221.000000,8.500000,229.000000,16.500000,0.000000,""};
|
||||
item23[] = {"Time_Check",4,218,425.000000,75.000000,525.000000,125.000000,0.000000,"Time" \n "Check"};
|
||||
item24[] = {"",7,210,346.000000,-166.500000,354.000000,-158.500000,0.000000,""};
|
||||
item25[] = {"",7,210,221.000000,-166.500000,229.000000,-158.500000,0.000000,""};
|
||||
item26[] = {"deleted",4,218,425.000000,-75.000000,525.000000,-25.000000,0.000000,"deleted"};
|
||||
item27[] = {"",7,210,471.000000,-166.500000,479.000000,-158.500000,0.000000,""};
|
||||
item28[] = {"",7,210,471.000000,8.500000,479.000000,16.500000,0.000000,""};
|
||||
item29[] = {"Time_Check",4,4314,-275.000000,300.000000,-175.000000,350.000000,0.000000,"Time Check"};
|
||||
item30[] = {"____FAKE____",9,1200,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
|
||||
link0[] = {0,7};
|
||||
link1[] = {0,15};
|
||||
link2[] = {2,10};
|
||||
link3[] = {3,14};
|
||||
link4[] = {4,11};
|
||||
link5[] = {5,3};
|
||||
link6[] = {5,6};
|
||||
link7[] = {6,4};
|
||||
link8[] = {7,8};
|
||||
link9[] = {8,9};
|
||||
link10[] = {9,10};
|
||||
link11[] = {10,2};
|
||||
link12[] = {10,5};
|
||||
link13[] = {10,29};
|
||||
link14[] = {11,14};
|
||||
link15[] = {13,16};
|
||||
link16[] = {14,13};
|
||||
link17[] = {15,1};
|
||||
link18[] = {16,18};
|
||||
link19[] = {16,22};
|
||||
link20[] = {17,25};
|
||||
link21[] = {18,19};
|
||||
link22[] = {19,21};
|
||||
link23[] = {19,23};
|
||||
link24[] = {20,24};
|
||||
link25[] = {21,20};
|
||||
link26[] = {21,22};
|
||||
link27[] = {21,28};
|
||||
link28[] = {22,17};
|
||||
link29[] = {23,19};
|
||||
link30[] = {24,25};
|
||||
link31[] = {25,1};
|
||||
link32[] = {26,27};
|
||||
link33[] = {27,24};
|
||||
link34[] = {28,26};
|
||||
link35[] = {29,10};
|
||||
link36[] = {12,30};
|
||||
link37[] = {30,12};
|
||||
globals[] = {25.000000,1,0,0,0,640,480,1,163,6316128,1,-438.144928,688.129517,520.129150,-284.928619,838,1030,1};
|
||||
window[] = {2,-1,-1,-1,-1,910,130,1338,130,3,856};
|
||||
*//*%FSM</HEAD>*/
|
||||
class FSM
|
||||
{
|
||||
fsmName = "DayZ Zombie Combat Agent";
|
||||
class States
|
||||
{
|
||||
/*%FSM<STATE "init">*/
|
||||
class init
|
||||
{
|
||||
name = "init";
|
||||
init = /*%FSM<STATEINIT""">*/"_position = _this select 0;" \n
|
||||
"_agent = _this select 1;" \n
|
||||
"_target = _this select 2;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"diag_log (""Agent Initialized: "" + str(_this));"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "is_Dedicated">*/
|
||||
class is_Dedicated
|
||||
{
|
||||
priority = 5.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"isDedicated"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Begin";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(!isNil 'dayz_clientPreload' && {dayz_clientPreload}) && !(isNull _agent)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "End">*/
|
||||
class End
|
||||
{
|
||||
name = "End";
|
||||
init = /*%FSM<STATEINIT""">*/"if (!isDedicated) then {" \n
|
||||
" if (!isNull _agent) then {" \n
|
||||
" deleteVehicle _agent;" \n
|
||||
" };" \n
|
||||
"} else {" \n
|
||||
" [_agent] call zombie_findOwner;" \n
|
||||
"};"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Begin">*/
|
||||
class Begin
|
||||
{
|
||||
name = "Begin";
|
||||
init = /*%FSM<STATEINIT""">*/"_array = [];" \n
|
||||
"" \n
|
||||
"_bodyStay = 60;" \n
|
||||
"" \n
|
||||
"_timeN = time;" \n
|
||||
"//hint ""run local zombie"";" \n
|
||||
"_isSomeone = true;" \n
|
||||
"" \n
|
||||
"_targetPos = [];" \n
|
||||
"_countr = 0;" \n
|
||||
"" \n
|
||||
"//Spawn roaming script (individual to unit)" \n
|
||||
"_entityTime = time;" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Has_Target">*/
|
||||
class Has_Target
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="Chase";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(isNull _target)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_countr = 0;" \n
|
||||
"_losCheck = 0;" \n
|
||||
"_cantSee = false;" \n
|
||||
"_agent forceSpeed 6;" \n
|
||||
"_targetPos = getPosATL _target;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Chase">*/
|
||||
class Chase
|
||||
{
|
||||
name = "Chase";
|
||||
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
|
||||
"_timeP = diag_tickTime;" \n
|
||||
"" \n
|
||||
"_isAlive = alive _agent;" \n
|
||||
"_targetPos = getPosATL _target;" \n
|
||||
"_agent moveTo _targetPos;" \n
|
||||
"" \n
|
||||
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],dayz_canDelete];" \n
|
||||
"_isSomeone = ({isPlayer _x} count _list) > 0;" \n
|
||||
"" \n
|
||||
"if (_agent distance _target > 10) then {" \n
|
||||
" _agent setUnitPos ""middle"";" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
" "/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Not_Alive">*/
|
||||
class Not_Alive
|
||||
{
|
||||
priority = 5.000000;
|
||||
to="Cleanup_";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_isAlive"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"diag_log (""Not Alive"");" \n
|
||||
"dayz_swarmSpawnZombies = dayz_swarmSpawnZombies - 1;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Nobody_Near">*/
|
||||
class Nobody_Near
|
||||
{
|
||||
priority = 4.000000;
|
||||
to="Cleanup_";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"dayz_swarmSpawnZombies = dayz_swarmSpawnZombies - 1;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Time_Check">*/
|
||||
class Time_Check
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Chase";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeP) > 3"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Attack">*/
|
||||
class Attack
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Chase";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_agent distance _target < 3 AND (diag_tickTime - _timeN) > 1"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_vehicle = (vehicle player);" \n
|
||||
"_hpList = _vehicle call vehicle_getHitpoints;" \n
|
||||
"_hp = _hpList call BIS_fnc_selectRandom;" \n
|
||||
"_wound = getText(configFile >> ""cfgVehicles"" >> (typeOf _vehicle) >> ""HitPoints"" >> _hp >> ""name"");" \n
|
||||
"" \n
|
||||
"[_agent, _wound] spawn player_zombieSwarmAttack;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Cleanup_">*/
|
||||
class Cleanup_
|
||||
{
|
||||
name = "Cleanup_";
|
||||
init = /*%FSM<STATEINIT""">*/"_waitStart = time;" \n
|
||||
"" \n
|
||||
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],dayz_canDelete];" \n
|
||||
"_isSomeone = ({isPlayer _x} count _list) > 0;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "nobody_around">*/
|
||||
class nobody_around
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"dayz_spawnZombies = dayz_spawnZombies - 1;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "someone_here">*/
|
||||
class someone_here
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="wait";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_isSomeone"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "wait">*/
|
||||
class wait
|
||||
{
|
||||
name = "wait";
|
||||
init = /*%FSM<STATEINIT""">*/"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],dayz_canDelete];" \n
|
||||
"_isSomeone = ({isPlayer _x} count _list) > 0;" \n
|
||||
"" \n
|
||||
"_timeN = time;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "time_up">*/
|
||||
class time_up
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(time - _waitStart) > 300"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "nobody_around">*/
|
||||
class nobody_around
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_isSomeone"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"dayz_spawnZombies = dayz_spawnZombies - 1;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "deleted">*/
|
||||
class deleted
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"isNull _agent;"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Time_Check">*/
|
||||
class Time_Check
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="wait";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(time - _timeN) > 30"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "____FAKE____">*/
|
||||
class ____FAKE____
|
||||
{
|
||||
name = "____FAKE____";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "moveToCompleted">*/
|
||||
class moveToCompleted
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"moveToCompleted _agent;"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
};
|
||||
initState="init";
|
||||
finalStates[] =
|
||||
{
|
||||
"End"
|
||||
};
|
||||
};
|
||||
/*%FSM</COMPILE>*/
|
||||
@@ -1,572 +0,0 @@
|
||||
/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Zombie Wild Agent">*/
|
||||
/*%FSM<HEAD>*/
|
||||
/*
|
||||
item0[] = {"init",0,250,-325.000000,-275.000000,-225.000000,-225.000000,0.000000,"init"};
|
||||
item1[] = {"End",1,250,175.000000,-275.000000,275.000000,-225.000000,0.000000,"End"};
|
||||
item2[] = {"Not_Alive",4,218,50.000000,300.000000,150.000000,350.000000,5.000000,"Not" \n "Alive"};
|
||||
item3[] = {"loiter",4,218,-325.000000,0.000000,-225.000000,50.000000,0.000000,"loiter"};
|
||||
item4[] = {"Loiter",2,4346,-325.000000,125.000000,-225.000000,175.000000,0.000000,"Loiter"};
|
||||
item5[] = {"",7,210,-29.000042,321.000000,-20.999960,329.000000,0.000000,""};
|
||||
item6[] = {"true",8,218,-325.000000,-175.000000,-225.000000,-125.000000,0.000000,"true"};
|
||||
item7[] = {"Begin",2,250,-325.000000,-100.000000,-225.000000,-50.000000,0.000000,"Begin"};
|
||||
item8[] = {"Has_Target",4,218,-150.000000,225.000000,-50.000000,275.000000,1.000000,"Has" \n "Target"};
|
||||
item9[] = {"Chase",2,250,-150.000000,300.000000,-50.000000,350.000000,0.000000,"Chase"};
|
||||
item10[] = {"",7,210,-29.000006,146.000000,-20.999996,154.000000,0.000000,""};
|
||||
item11[] = {"",7,210,-29.000006,196.000000,-20.999996,204.000000,0.000000,""};
|
||||
item12[] = {"",7,210,-104.000000,196.000000,-95.999992,204.000000,0.000000,""};
|
||||
item13[] = {"Time_Check",4,218,-250.000000,50.000000,-150.000000,100.000000,0.000000,"Time" \n "Check"};
|
||||
item14[] = {"Time_Check",4,218,-275.000000,300.000000,-175.000000,350.000000,0.000000,"Time" \n "Check"};
|
||||
item15[] = {"No_Target",4,218,-275.000000,375.000000,-175.000000,425.000000,3.000000,"No" \n "Target"};
|
||||
item16[] = {"",7,210,-479.000000,396.000000,-471.000000,404.000000,0.000000,""};
|
||||
item17[] = {"",7,210,-479.000000,146.000000,-471.000000,154.000000,0.000000,""};
|
||||
item18[] = {"",7,210,221.000000,321.000000,229.000000,329.000000,0.000000,""};
|
||||
item19[] = {"Cleanup_",2,250,175.000000,200.000000,275.000000,250.000000,0.000000,"Cleanup?"};
|
||||
item20[] = {"",7,210,-104.000023,396.000000,-95.999992,404.000000,0.000000,""};
|
||||
item21[] = {"cant_see",4,218,-275.000000,450.000000,-175.000000,500.000000,2.000000,"cant" \n "see"};
|
||||
item22[] = {"Finish_Move",2,250,-275.000000,525.000000,-175.000000,575.000000,0.000000,"Finish" \n "Move"};
|
||||
item23[] = {"finished",4,218,-400.000000,525.000000,-300.000000,575.000000,1.000000,"finished"};
|
||||
item24[] = {"",7,210,-479.000000,546.000000,-471.000000,554.000000,0.000000,""};
|
||||
item25[] = {"time_up",4,218,175.000000,-25.000000,275.000000,25.000000,0.000000,"time" \n "up"};
|
||||
item26[] = {"",7,210,271.000000,96.000000,279.000000,104.000008,0.000000,""};
|
||||
item27[] = {"",7,210,221.000000,96.000008,229.000000,103.999977,0.000000,""};
|
||||
item28[] = {"",7,210,271.000000,-79.000000,279.000000,-71.000000,0.000000,""};
|
||||
item29[] = {"",7,210,221.000000,-79.000000,229.000000,-71.000000,0.000000,""};
|
||||
item30[] = {"too_long",4,218,-400.000000,600.000000,-300.000000,650.000000,0.000000,"too long"};
|
||||
item31[] = {"",7,210,-229.000000,621.000000,-221.000000,629.000000,0.000000,""};
|
||||
item32[] = {"",7,210,-479.000000,621.000000,-471.000000,629.000000,0.000000,""};
|
||||
item33[] = {"Reset_Targeting",2,250,-525.000000,325.000000,-425.000000,375.000000,0.000000,"Reset" \n "Targeting"};
|
||||
item34[] = {"true",8,218,-525.000000,200.000000,-425.000000,250.000000,0.000000,"true"};
|
||||
item35[] = {"deleted",4,218,225.000000,0.000000,325.000000,50.000000,0.000000,"deleted"};
|
||||
item36[] = {"",7,210,-104.000000,471.000000,-95.999992,479.000000,0.000000,""};
|
||||
item37[] = {"moveToCompleted",4,218,-400.000000,50.000000,-300.000000,100.000000,1.000000,"moveToCompleted "};
|
||||
item38[] = {"Failed_to_move",4,218,-550.000000,-75.000000,-450.000000,-25.000000,2.000000,"Failed to move"};
|
||||
item39[] = {"Second_Hand",4,218,-200.000000,-275.000000,-100.000000,-225.000000,0.000000,"Second Hand"};
|
||||
item40[] = {"End_1",1,250,-75.000000,-275.000000,25.000000,-225.000000,0.000000,"End"};
|
||||
item41[] = {"",7,210,-4.000000,-79.000000,4.000000,-71.000000,0.000000,""};
|
||||
item42[] = {"",7,210,-4.000000,146.000000,4.000000,154.000000,0.000000,""};
|
||||
item43[] = {"isLocal",4,218,25.000000,125.000000,125.000000,175.000000,5.000000,"isLocal"};
|
||||
item44[] = {"",7,210,71.000000,-254.000000,79.000000,-246.000000,0.000000,""};
|
||||
item45[] = {"____FAKE____",9,1800,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
|
||||
link0[] = {0,6};
|
||||
link1[] = {0,39};
|
||||
link2[] = {2,18};
|
||||
link3[] = {3,4};
|
||||
link4[] = {4,10};
|
||||
link5[] = {4,13};
|
||||
link6[] = {4,37};
|
||||
link7[] = {5,2};
|
||||
link8[] = {6,7};
|
||||
link9[] = {7,3};
|
||||
link10[] = {7,41};
|
||||
link11[] = {8,9};
|
||||
link12[] = {9,5};
|
||||
link13[] = {9,14};
|
||||
link14[] = {9,20};
|
||||
link15[] = {10,11};
|
||||
link16[] = {10,42};
|
||||
link17[] = {11,5};
|
||||
link18[] = {11,12};
|
||||
link19[] = {12,8};
|
||||
link20[] = {13,4};
|
||||
link21[] = {14,9};
|
||||
link22[] = {15,16};
|
||||
link23[] = {16,33};
|
||||
link24[] = {17,4};
|
||||
link25[] = {18,19};
|
||||
link26[] = {19,27};
|
||||
link27[] = {20,15};
|
||||
link28[] = {20,36};
|
||||
link29[] = {21,22};
|
||||
link30[] = {22,23};
|
||||
link31[] = {22,31};
|
||||
link32[] = {23,24};
|
||||
link33[] = {24,16};
|
||||
link34[] = {25,29};
|
||||
link35[] = {26,35};
|
||||
link36[] = {27,25};
|
||||
link37[] = {27,26};
|
||||
link38[] = {28,29};
|
||||
link39[] = {29,1};
|
||||
link40[] = {30,32};
|
||||
link41[] = {31,30};
|
||||
link42[] = {32,24};
|
||||
link43[] = {33,34};
|
||||
link44[] = {34,17};
|
||||
link45[] = {35,28};
|
||||
link46[] = {36,21};
|
||||
link47[] = {37,4};
|
||||
link48[] = {39,40};
|
||||
link49[] = {41,42};
|
||||
link50[] = {42,43};
|
||||
link51[] = {43,44};
|
||||
link52[] = {44,40};
|
||||
link53[] = {38,45};
|
||||
link54[] = {45,38};
|
||||
globals[] = {25.000000,1,0,0,0,640,480,1,128,6316128,1,-571.718994,323.614502,673.426392,-311.286346,581,1030,1};
|
||||
window[] = {2,-1,-1,-1,-1,831,52,1260,52,3,599};
|
||||
*//*%FSM</HEAD>*/
|
||||
class FSM
|
||||
{
|
||||
fsmName = "DayZ Zombie Wild Agent";
|
||||
class States
|
||||
{
|
||||
/*%FSM<STATE "init">*/
|
||||
class init
|
||||
{
|
||||
name = "init";
|
||||
init = /*%FSM<STATEINIT""">*/"_agent = _this select 0;" \n
|
||||
"_position = _agent modelToWorld [0,0,0];" \n
|
||||
"" \n
|
||||
"_secondHand = false;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"if (count _this > 1) then {" \n
|
||||
" //_secondHand = true;" \n
|
||||
" diag_log (""Second Hand Zombie Initialized: "" + str(_this));" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"diag_log (""Agent Initialized: "" + str(_this));"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Second_Hand">*/
|
||||
class Second_Hand
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"count _this > 1"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"diag_log (""Second Hand"");"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Begin";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(isNull _agent)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "End">*/
|
||||
class End
|
||||
{
|
||||
name = "End";
|
||||
init = /*%FSM<STATEINIT""">*/"if (!isNull _agent) then {" \n
|
||||
" deleteVehicle _agent;" \n
|
||||
"};"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Loiter">*/
|
||||
class Loiter
|
||||
{
|
||||
name = "Loiter";
|
||||
init = /*%FSM<STATEINIT""">*/"_isAlive = alive _agent;" \n
|
||||
"_isLocal = local _agent;" \n
|
||||
"" \n
|
||||
"_target = _agent call compile preprocessFileLineNumbers ""\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf"";" \n
|
||||
"" \n
|
||||
"_agent moveTo _pos;" \n
|
||||
"_agent forceSpeed 2;" \n
|
||||
"" \n
|
||||
"//if (_runonce) then {" \n
|
||||
"// _agent moveTo _pos;" \n
|
||||
"// _runonce = false;" \n
|
||||
"//};" \n
|
||||
"" \n
|
||||
"_timeN = diag_tickTime;" \n
|
||||
"" \n
|
||||
"diag_log format [""Agent: %1, Distance: %2, Location: %3"",_agent,(_agent distance _pos),_pos];" \n
|
||||
"" \n
|
||||
"if (!_isLocal) then {" \n
|
||||
"diag_log (""State ID: 6"");" \n
|
||||
"diag_log (str(_pos));" \n
|
||||
"diag_log (str(_this));" \n
|
||||
"diag_log (str(_agent));" \n
|
||||
"};"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Not_Alive">*/
|
||||
class Not_Alive
|
||||
{
|
||||
priority = 5.000000;
|
||||
to="Cleanup_";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_isAlive"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "isLocal">*/
|
||||
class isLocal
|
||||
{
|
||||
priority = 5.000000;
|
||||
to="End_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_isLocal"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Has_Target">*/
|
||||
class Has_Target
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="Chase";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(isNull _target)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"//Leader cries out" \n
|
||||
"" \n
|
||||
"if (!_hasMoved) then {" \n
|
||||
" _agent setVariable[""doLoiter"",true,true];" \n
|
||||
"};" \n
|
||||
"_countr = 0;" \n
|
||||
"_losCheck = 0;" \n
|
||||
"_advLosCheck = 0;" \n
|
||||
"_cantSee = false;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "moveToCompleted">*/
|
||||
class moveToCompleted
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="Loiter";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"moveToCompleted _agent"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"//_pos = [_position,20,100,1,0,10,0] call BIS_fnc_findSafePos;" \n
|
||||
"_pos = [_position,20,100,1] call fn_selectRandomLocation;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"if (!_isLocal) then {" \n
|
||||
"diag_log (""State ID: 49"");" \n
|
||||
"};"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Time_Check">*/
|
||||
class Time_Check
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Loiter";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 30"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_pos = [_position,20,100,1] call fn_selectRandomLocation;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Begin">*/
|
||||
class Begin
|
||||
{
|
||||
name = "Begin";
|
||||
init = /*%FSM<STATEINIT""">*/"//_doLoiter = _agent getVariable[""doLoiter"",true];" \n
|
||||
"" \n
|
||||
"_array = [];" \n
|
||||
"" \n
|
||||
"_isLocal = local _agent;" \n
|
||||
"" \n
|
||||
"_runonce = true;" \n
|
||||
"" \n
|
||||
"_bodyStay = 60;" \n
|
||||
"" \n
|
||||
"_hasMoved = true;" \n
|
||||
"" \n
|
||||
"_agent disableAI ""FSM"";" \n
|
||||
"_newDest = getPosATL _agent;" \n
|
||||
"_timeN = time;" \n
|
||||
"_target = objNull;" \n
|
||||
"_targetPos = [];" \n
|
||||
"_countr = 0;" \n
|
||||
"" \n
|
||||
"//Spawn roaming script (individual to unit)" \n
|
||||
"_entityTime = diag_tickTime;" \n
|
||||
"_timeR = diag_tickTime;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"diag_log (""State ID: 10"");" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "isLocal">*/
|
||||
class isLocal
|
||||
{
|
||||
priority = 5.000000;
|
||||
to="End_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_isLocal"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "loiter">*/
|
||||
class loiter
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Loiter";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_hasMoved"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"//_pos = [_position,20,100,1,0,10,0] call BIS_fnc_findSafePos;" \n
|
||||
"_pos = [_position,20,100,1] call fn_selectRandomLocation;" \n
|
||||
""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Chase">*/
|
||||
class Chase
|
||||
{
|
||||
name = "Chase";
|
||||
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
|
||||
"" \n
|
||||
"if (speed _agent < 0.1) then {_countr = _countr + 1} else {_countr = 0};" \n
|
||||
"_target = _agent call zombie_findTargetAgent;" \n
|
||||
"_isAlive = alive _agent;" \n
|
||||
"_targetPos = getPosATL _target;" \n
|
||||
"" \n
|
||||
"//Move to target" \n
|
||||
"if (_agent distance _target > 2.2) then {" \n
|
||||
" _agent moveTo _targetPos;" \n
|
||||
" _agent forceSpeed 6;" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"//Check if LOS" \n
|
||||
"if (_losCheck == 5) then {" \n
|
||||
" _losCheck = 0;" \n
|
||||
" _cantSee = [_agent,_target] call dayz_losCheck;" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"if (_cantSee) then {" \n
|
||||
" _advLosCheck = _advLosCheck +1;" \n
|
||||
"};" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Not_Alive">*/
|
||||
class Not_Alive
|
||||
{
|
||||
priority = 5.000000;
|
||||
to="Cleanup_";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_isAlive"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "No_Target">*/
|
||||
class No_Target
|
||||
{
|
||||
priority = 3.000000;
|
||||
to="Reset_Targeting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(isNull _target)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "cant_see">*/
|
||||
class cant_see
|
||||
{
|
||||
priority = 2.000000;
|
||||
to="Finish_Move";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_advLosCheck > 5"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Time_Check">*/
|
||||
class Time_Check
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Chase";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 1"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"// reset stance to favorite one" \n
|
||||
"if (_agent distance _target > 5) then {" \n
|
||||
" _agent setUnitPos (_agent getVariable [""stance"", ""UP""]);" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"//LOS Tick" \n
|
||||
"_losCheck = _losCheck + 1;" \n
|
||||
"" \n
|
||||
"if (_agent distance _target <= 2.2) then {" \n
|
||||
" _dir = [_agent,_target] call BIS_Fnc_dirTo;" \n
|
||||
" _agent setDir _dir;" \n
|
||||
"" \n
|
||||
"// _agentPos = getPosATL _agent;" \n
|
||||
"// _agent moveTo _agentPos;" \n
|
||||
" _agent forceSpeed 0;" \n
|
||||
"" \n
|
||||
" if (speed _agent == 0) then {" \n
|
||||
" _losCheck = _losCheck + 1;" \n
|
||||
" };" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"if (_agent distance _target > 2.2 AND _agent distance _target < 5) then {" \n
|
||||
" //Stand up" \n
|
||||
" _agent setUnitPos ""UP"";" \n
|
||||
"};"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Cleanup_">*/
|
||||
class Cleanup_
|
||||
{
|
||||
name = "Cleanup_";
|
||||
init = /*%FSM<STATEINIT""">*/"_waitStart = diag_tickTime;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "deleted">*/
|
||||
class deleted
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"isNull _agent;"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "time_up">*/
|
||||
class time_up
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _waitStart) > 300"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Finish_Move">*/
|
||||
class Finish_Move
|
||||
{
|
||||
name = "Finish_Move";
|
||||
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "finished">*/
|
||||
class finished
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="Reset_Targeting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_agent distance _targetPos < 3"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "too_long">*/
|
||||
class too_long
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Reset_Targeting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 10"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Reset_Targeting">*/
|
||||
class Reset_Targeting
|
||||
{
|
||||
name = "Reset_Targeting";
|
||||
init = /*%FSM<STATEINIT""">*/"// reset stance to favorite one" \n
|
||||
"_agent setUnitPos (_agent getVariable [""stance"", ""UP""]);" \n
|
||||
"" \n
|
||||
"if (!isNull _target) then {" \n
|
||||
" _targetPos = getPosATL _target;" \n
|
||||
" _agent setVariable [""myDest"",_targetPos];" \n
|
||||
" _agent moveTo _targetPos;" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"//Local" \n
|
||||
"_agent setVariable [""localtargets"",[],false];" \n
|
||||
"" \n
|
||||
"//Remote" \n
|
||||
"_remotetargets = [];" \n
|
||||
"_remotetargets = _agent getVariable [""remotetargets"",[]];" \n
|
||||
"" \n
|
||||
"//Clear remote on reset" \n
|
||||
"if (count _remotetargets > 0) then" \n
|
||||
"{" \n
|
||||
" _agent setVariable [""remotetargets"",[],true];" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"//Clear Target" \n
|
||||
"_target = objNull;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Loiter";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "End_1">*/
|
||||
class End_1
|
||||
{
|
||||
name = "End_1";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/"diag_log (""End State"");"/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "____FAKE____">*/
|
||||
class ____FAKE____
|
||||
{
|
||||
name = "____FAKE____";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Failed_to_move">*/
|
||||
class Failed_to_move
|
||||
{
|
||||
priority = 2.000000;
|
||||
to="____FAKE____";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"moveToFailed _agent"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"//_pos = [_position,20,100,1,0,10,0] call BIS_fnc_findSafePos;" \n
|
||||
"" \n
|
||||
"if (!_isLocal) then {" \n
|
||||
"diag_log (""State ID: 50"");" \n
|
||||
"};"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
};
|
||||
initState="init";
|
||||
finalStates[] =
|
||||
{
|
||||
"End",
|
||||
"End_1"
|
||||
};
|
||||
};
|
||||
/*%FSM</COMPILE>*/
|
||||
@@ -1,50 +0,0 @@
|
||||
private ["_position","_doLoiter","_unitTypes","_array","_agent","_type","_radius","_method","_rndx","_rndy","_counter","_amount","_wildsdone"];
|
||||
_unitTypes = _this select 0;
|
||||
_amount = _this select 1;
|
||||
//_doLoiter = true;
|
||||
_wildsdone = true;
|
||||
_counter = 0;
|
||||
|
||||
while {_counter < _amount} do {
|
||||
//_loot = "";
|
||||
//_array = [];
|
||||
_agent = objNull;
|
||||
_type = _unitTypes call BIS_fnc_selectRandom;
|
||||
|
||||
//Create the Group and populate it
|
||||
//diag_log ("Spawned: " + _type);
|
||||
//_radius = 0;
|
||||
_method = "CAN_COLLIDE";
|
||||
|
||||
_position = [getMarkerPos "center",1,6500,1] call fn_selectRandomLocation;
|
||||
if ([_position] call DZE_SafeZonePosCheck) exitWith {};
|
||||
//Create Zed
|
||||
_agent = createAgent [_type, _position, [], 1, _method];
|
||||
//Set Random Direction
|
||||
_agent setDir floor(random 360);
|
||||
//Loiter State
|
||||
_agent setVariable ["doLoiter",true]; //Might not be used.
|
||||
//Zed stance
|
||||
if (random 1 > 0.7) then {
|
||||
_agent setUnitPos "Middle";
|
||||
};
|
||||
//Set home location to loiter around
|
||||
_position = getPosATL _agent;
|
||||
_agent setVariable ["homePos",_position,true];
|
||||
//Store _agentobject
|
||||
_agent setVariable["agentObject",_agent,true];
|
||||
|
||||
//add to counter
|
||||
_counter = _counter + 1;
|
||||
|
||||
//Start behavior
|
||||
//_id = [_agent] execFSM "\z\AddOns\dayz_code\system\zombie_wildagent.fsm";
|
||||
//_agent setVariable [ "fsmid", _id ];
|
||||
|
||||
//Disable all zed systems
|
||||
_agent enableSimulation false;
|
||||
|
||||
//diag_log format ["CREATE WILD: Active: %1, Waiting: %2",_counter,(_amount - _counter)]
|
||||
};
|
||||
|
||||
_wildsdone
|
||||
Reference in New Issue
Block a user