mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Fix a bunch of errors
This commit is contained in:
@@ -144,13 +144,77 @@ class CfgInGameUI
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};
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};
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};
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};
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class CfgVoice {
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class NoVoice {
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protocol = "RadioProtocolBase";
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variants[] = {1};
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directories[] = {"", ""};
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identityTypes[] = {"Default", "Zombie1", "Zombie2", "Zombie3"};
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};
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};
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class CfgIdentities
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{
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class PZombie1
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{
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name = "PZombie";
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face = "PZombie1";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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class PZombie2
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{
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name = "PZombie";
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face = "PZombie2";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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class Zombie1 {
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name = "Zombie";
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face = "Zombie1";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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class Zombie2 {
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name = "Zombie";
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face = "Zombie2";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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class Zombie3 {
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name = "Zombie";
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face = "Zombie3";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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};
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class CfgMissions
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{
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class Cutscenes
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{
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class DayZModIntro1
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{
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directory = "z\addons\dayz_code\Configs\CfgWorlds\intro.dayzmod";
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};
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};
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};
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class CfgSurvival {
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class CfgSurvival {
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class Inventory {
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class Inventory {
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class Default {
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class Default {
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RandomMagazines = 3;
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//weapons[] = {"Makarov"};
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//weapons[] = {"Makarov"};
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magazines[] = {"ItemBandage","ItemPainkiller"};
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//magazines[] = {"ItemBandage","ItemPainkiller"};
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weapons[] = {"ItemFlashlight"};
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weapons[] = {"ItemFlashlight"};
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GuaranteedMagazines[] = {"ItemBandage","ItemPainkiller"};
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RandomPossibilitieMagazines[] = {"ItemBandage","ItemAntibiotic","ItemPainkiller","itemMorphine"};
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backpackWeapon = "";
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backpackWeapon = "";
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backpack = "DZ_Patrol_Pack_EP1";
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backpack = "DZ_Patrol_Pack_EP1";
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};
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};
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@@ -1,42 +0,0 @@
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class CfgIdentities
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{
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class PZombie1
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{
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name = "PZombie";
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face = "PZombie1";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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class PZombie2
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{
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name = "PZombie";
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face = "PZombie2";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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class Zombie1 {
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name = "Zombie";
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face = "Zombie1";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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class Zombie2 {
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name = "Zombie";
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face = "Zombie2";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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class Zombie3 {
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name = "Zombie";
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face = "Zombie3";
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glasses = "None";
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speaker = "NoVoice";
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pitch = 1;
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};
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};
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@@ -305,7 +305,4 @@ class CfgVehicles {
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};
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};
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};
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};
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};
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};
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};
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};
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class CfgNonAIVehicles {
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#include "StreetLamps.hpp"
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};
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@@ -1,33 +0,0 @@
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access = 0;
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class StreetLamp
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{
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scope = 0;
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model = "";
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destrType = "DestructTree";
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simulation = "thing";
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};
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class Land_lampa_sidl: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_sidl";
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};
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class Land_lampa_sidl_2: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_sidl_2";
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};
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class Land_lampa_sidl_3: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_sidl_3";
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};
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class Land_lampa_ind: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_ind";
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};
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class Land_lampa_ind_zebr: StreetLamp
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{
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scope = 1;
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model = "\ca\buildings\Misc\lampa_ind_zebr";
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};
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@@ -1,106 +1,139 @@
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class Citizen1;
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class Citizen;
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class zZombie_Base : Citizen1 {
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class Citizen1: Citizen {
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class SpeechVariants {
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class Default {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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class EN: Default {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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class CZ {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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class CZ_Akuzativ {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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class RU {
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speechplural[] = {""};
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speechsingular[] = {""};
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};
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};
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};
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class Zed_Base : Citizen1 {
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scope = public;
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class HitDamage {};
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armor = 3;
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};
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class zZombie_Base : Zed_Base {
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scope = public;
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scope = public;
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glassesEnabled = 0;
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glassesEnabled = 0;
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vehicleClass = "Zombie";
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vehicleClass = "Zombie";
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displayName = "Zombie";
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displayName = $STR_ZNAME_INFECTED;
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fsmDanger = "";
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fsmDanger = "";
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fsmFormation = "";
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fsmFormation = "";
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zombieLoot = "civilian";
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zombieLoot = ZombieCivilian;
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moves = "CfgMovesZombie";
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moves = "CfgMovesZombie";
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isMan = false;
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isMan = false;
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weapons[] = {};
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weapons[] = {};
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magazines[] = {};
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magazines[] = {};
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sensitivity = 4; // sensor sensitivity
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sensitivity = 2; // sensor sensitivity
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sensitivityEar = 2;
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sensitivityEar = 2;
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faceType = "ZFaces";
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identityTypes[] = {"zombie1", "zombie2"};
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identityTypes[] = {"zombie1", "zombie2"};
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class TalkTopics {};
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class TalkTopics {};
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languages[] = {};
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languages[] = {};
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damageScale = 350;
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class Eventhandlers {
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sepsisChance = 18;
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BleedChance = 15;
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forcedSpeed = 6;
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class Eventhandlers
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{
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init = "_this call zombie_initialize;";
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init = "_this call zombie_initialize;";
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local = "if(_this select 1) then {[(position (_this select 0)),(_this select 0),true] execFSM '\z\AddOns\dayz_code\system\zombie_agent.fsm'};";
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local = "_z = _this select 0; if ((!isServer and !isNull _z) and {(side _z != civilian)}) exitWith { PVDZ_sec_atp = [ 'wrong side', player ]; publicVariableServer 'PVDZ_sec_atp'; deleteVehicle _z; }; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [(position _z), _z, true] execFSM '\z\AddOns\dayz_code\system\zombie_agent.fsm';";
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};
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};
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class HitPoints {
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class HitPoints {
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class HitHead {
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class HitHead {
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armor = 0.3;
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armor = 0.1;
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material = -1;
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material = -1;
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name = "head_hit";
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name = "head_hit";
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passThrough = true;
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passThrough = true;
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memoryPoint = "pilot";
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memoryPoint = "pilot";
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};
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};
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class HitBody : HitHead {
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class HitBody : HitHead {
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armor = 2;
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armor = 2.4;
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name = "body";
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name = "body";
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memoryPoint = "aimPoint";
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memoryPoint = "aimPoint";
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};
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};
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class HitSpine : HitHead {
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class HitSpine : HitHead {
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armor = 2;
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armor = 2;
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name = "Spine2";
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name = "Spine2";
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memoryPoint = "aimPoint";
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memoryPoint = "aimPoint";
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};
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};
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class HitHands : HitHead {
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class HitHands : HitHead {
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armor = 0.5;
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armor = 0.5;
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material = -1;
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material = -1;
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name = "hands";
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name = "hands";
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passThrough = true;
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passThrough = true;
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};
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};
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class HitLArm : HitHands {
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class HitLArm : HitHands {
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name = "LeftArm";
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name = "LeftArm";
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memoryPoint = "lelbow";
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memoryPoint = "lelbow";
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};
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};
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class HitRArm : HitHands {
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class HitRArm : HitHands {
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name = "RightArm";
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name = "RightArm";
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memoryPoint = "relbow";
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memoryPoint = "relbow";
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};
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};
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class HitLForeArm : HitHands {
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class HitLForeArm : HitHands {
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name = "LeftForeArm";
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name = "LeftForeArm";
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memoryPoint = "lwrist";
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memoryPoint = "lwrist";
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};
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};
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class HitRForeArm : HitHands {
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class HitRForeArm : HitHands {
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name = "RightForeArm";
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name = "RightForeArm";
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memoryPoint = "rwrist";
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memoryPoint = "rwrist";
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};
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};
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class HitLHand : HitHands {
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class HitLHand : HitHands {
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name = "LeftHand";
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name = "LeftHand";
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memoryPoint = "LeftHandMiddle1";
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memoryPoint = "LeftHandMiddle1";
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};
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};
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class HitRHand : HitHands {
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class HitRHand : HitHands {
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name = "RightHand";
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name = "RightHand";
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memoryPoint = "RightHandMiddle1";
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memoryPoint = "RightHandMiddle1";
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};
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};
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class HitLegs : HitHands {
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class HitLegs : HitHands {
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name = "legs";
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name = "legs";
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memoryPoint = "pelvis";
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memoryPoint = "pelvis";
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};
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};
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class HitLLeg : HitHands {
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class HitLLeg : HitHands {
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name = "LeftLeg";
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name = "LeftLeg";
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memoryPoint = "lknee";
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memoryPoint = "lknee";
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};
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};
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class HitLLegUp : HitHands {
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class HitLLegUp : HitHands {
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name = "LeftUpLeg";
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name = "LeftUpLeg";
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memoryPoint = "lfemur";
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memoryPoint = "lfemur";
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};
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};
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class HitRLeg : HitHands {
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class HitRLeg : HitHands {
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name = "RightLeg";
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name = "RightLeg";
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memoryPoint = "rknee";
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memoryPoint = "rknee";
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};
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};
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class HitRLegUp : HitHands {
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class HitRLegUp : HitHands {
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name = "RightUpLeg";
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name = "RightUpLeg";
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memoryPoint = "rfemur";
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memoryPoint = "rfemur";
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@@ -108,189 +141,223 @@ class zZombie_Base : Citizen1 {
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};
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};
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};
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};
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class z_policeman: zZombie_Base
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class z_villager1 : zZombie_Base {
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{
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zombieLoot = ZombieCivilian;
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model = "\ca\characters2\civil\Policeman\Policeman";
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model = "\ca\characters2\civil\Villager\Villager";
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zombieLoot = "policeman";
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class Wounds
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{
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tex[] = {};
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mat[] = {"ca\characters2\civil\policeman\data\policeman.rvmat","ca\characters2\civil\policeman\data\w1_policeman.rvmat","ca\characters2\civil\policeman\data\w2_policeman.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat"};
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};
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};
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class z_suit1: zZombie_Base
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{
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model = "\ca\characters2\civil\Functionary\Functionary";
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hiddenSelections[] = {"Camo"};
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hiddenSelections[] = {"Camo"};
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary_co.paa"};
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_co.paa"};
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zombieLoot = "office";
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class Wounds
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class Wounds {
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{
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tex[] = {};
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tex[] = {};
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mat[] = {"ca\characters2\civil\Functionary\data\Functionary.rvmat","ca\characters2\civil\Functionary\data\W1_Functionary.rvmat","ca\characters2\civil\Functionary\data\W2_Functionary.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
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mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters2\Civil\Villager\Data\villager.RVmat", "ca\characters2\Civil\Villager\Data\villager_w1.RVmat", "ca\characters2\Civil\Villager\Data\villager_w2.RVmat"};
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};
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};
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class z_suit2: z_suit1
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{
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zombieLoot = "office2";
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hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary2_co.paa"};
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};
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class z_doctor: zZombie_Base
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{
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model = "\ca\characters2\civil\Doctor\Doctor";
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zombieLoot = "medical";
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hiddenSelections[] = {"Camo"};
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hiddenSelectionsTextures[] = {"\dayz\textures\clothes\doctor_co.paa"};
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class Wounds
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{
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tex[] = {};
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mat[] = {"ca\characters2\civil\doctor\data\doctor.rvmat","ca\characters2\civil\doctor\data\W1_doctor.rvmat","ca\characters2\civil\doctor\data\W2_doctor.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
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|
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};
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};
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class z_teacher: z_doctor
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|
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{
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|
||||||
zombieLoot = "civilian";
|
|
||||||
hiddenSelectionsTextures[] = {"\dayz\textures\clothes\teacher_co.paa"};
|
|
||||||
};
|
|
||||||
class z_hunter: zZombie_Base
|
|
||||||
{
|
|
||||||
model = "\ca\characters2\civil\Woodlander\Woodlander";
|
|
||||||
zombieLoot = "hunter";
|
|
||||||
hiddenSelections[] = {"Camo"};
|
|
||||||
hiddenSelectionsTextures[] = {"\ca\characters2\civil\woodlander\data\woodlander_v3_co.paa"};
|
|
||||||
|
|
||||||
class Wounds
|
|
||||||
{
|
|
||||||
tex[] = {};
|
|
||||||
mat[] = {"ca\characters2\civil\Woodlander\data\Woodlander.rvmat","ca\characters2\civil\Woodlander\data\W1_Woodlander.rvmat","ca\characters2\civil\Woodlander\data\W2_Woodlander.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class z_villager2 : z_villager1 {
|
||||||
|
hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_v2_co.paa"};
|
||||||
|
};
|
||||||
|
|
||||||
class z_priest: zZombie_Base
|
class z_villager3 : z_villager1 {
|
||||||
{
|
hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_v3_co.paa"};
|
||||||
|
};
|
||||||
|
|
||||||
|
class z_priest : zZombie_Base {
|
||||||
|
displayName = $STR_ZNAME_PRIEST;
|
||||||
|
zombieLoot = ZombieCivilian;
|
||||||
model = "\ca\characters2\civil\Priest\Priest";
|
model = "\ca\characters2\civil\Priest\Priest";
|
||||||
class Wounds
|
|
||||||
{
|
class Wounds {
|
||||||
tex[] = {};
|
tex[] = {};
|
||||||
mat[] = {"ca\characters2\civil\priest\data\priest.rvmat","ca\characters2\civil\priest\data\W1_priest.rvmat","ca\characters2\civil\priest\data\W2_priest.rvmat","ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
mat[] = {"ca\characters2\civil\priest\data\priest.rvmat", "ca\characters2\civil\priest\data\W1_priest.rvmat", "ca\characters2\civil\priest\data\W2_priest.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
class z_soldier: zZombie_Base
|
|
||||||
{
|
class z_soldier : zZombie_Base {
|
||||||
displayName = "Zombie Soldier";
|
displayName = $STR_ZNAME_SOLDIER;
|
||||||
|
zombieLoot = ZombieMilitary;
|
||||||
model = "\ca\characters2\Blufor\Soldier_Light";
|
model = "\ca\characters2\Blufor\Soldier_Light";
|
||||||
zombieLoot = "military";
|
|
||||||
class HitPoints: HitPoints
|
class HitPoints : HitPoints {
|
||||||
{
|
class HitHead {
|
||||||
class HitHead
|
armor = 0.6;
|
||||||
{
|
|
||||||
armor = 0.3;
|
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "head_hit";
|
name = "head_hit";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitBody
|
|
||||||
{
|
class HitBody {
|
||||||
armor = 2.4;
|
armor = 5;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "body";
|
name = "body";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitHands
|
|
||||||
{
|
class HitHands {
|
||||||
armor = 1;
|
armor = 1;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "hands";
|
name = "hands";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitLegs
|
|
||||||
{
|
class HitLegs {
|
||||||
armor = 1;
|
armor = 1;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "legs";
|
name = "legs";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
class Wounds
|
|
||||||
{
|
class Wounds {
|
||||||
tex[] = {};
|
tex[] = {};
|
||||||
mat[] = {"ca\characters2\Blufor\data\Soldier.RVmat","ca\characters2\Blufor\data\Soldier_W1.RVmat","ca\characters2\Blufor\data\Soldier_W2.RVmat","ca\characters2\Blufor\data\Soldier_Light.RVmat","ca\characters2\Blufor\data\Soldier_Light_W1.RVmat","ca\characters2\Blufor\data\Soldier_Light_W2.RVmat","ca\characters2\Blufor\data\Soldier_EQUIP_Light.RVmat","ca\characters2\Blufor\data\Soldier_Light_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Light_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_GL.RVmat","ca\characters2\Blufor\data\Soldier_GL_W1.RVmat","ca\characters2\Blufor\data\Soldier_GL_W2.RVmat","ca\characters2\Blufor\data\Soldier_NCO.RVmat","ca\characters2\Blufor\data\Soldier_NCO_W1.RVmat","ca\characters2\Blufor\data\Soldier_NCO_W2.RVmat","ca\characters2\Blufor\data\Soldier_MG.RVmat","ca\characters2\Blufor\data\Soldier_MG_W1.RVmat","ca\characters2\Blufor\data\Soldier_MG_W2.RVmat","ca\characters2\Blufor\data\Soldier_AT.RVmat","ca\characters2\Blufor\data\Soldier_AT_W1.RVmat","ca\characters2\Blufor\data\Soldier_AT_W2.RVmat","ca\characters2\Blufor\data\Soldier_CO.RVmat","ca\characters2\Blufor\data\Soldier_CO_W1.RVmat","ca\characters2\Blufor\data\Soldier_CO_W2.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Pilot.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_W1.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_W2.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Guard.RVmat","ca\characters2\Blufor\data\Soldier_Guard_W1.RVmat","ca\characters2\Blufor\data\Soldier_Guard_W2.RVmat","ca\characters2\Blufor\data\Soldier_Crew.RVmat","ca\characters2\Blufor\data\Soldier_Crew_W1.RVmat","ca\characters2\Blufor\data\Soldier_Crew_W2.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W2.RVmat"};
|
mat[] = {"ca\characters2\Blufor\data\Soldier.RVmat", "ca\characters2\Blufor\data\Soldier_W1.RVmat", "ca\characters2\Blufor\data\Soldier_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Light.RVmat", "ca\characters2\Blufor\data\Soldier_Light_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Light_W2.RVmat", "ca\characters2\Blufor\data\Soldier_EQUIP_Light.RVmat", "ca\characters2\Blufor\data\Soldier_Light_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Light_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_GL.RVmat", "ca\characters2\Blufor\data\Soldier_GL_W1.RVmat", "ca\characters2\Blufor\data\Soldier_GL_W2.RVmat", "ca\characters2\Blufor\data\Soldier_NCO.RVmat", "ca\characters2\Blufor\data\Soldier_NCO_W1.RVmat", "ca\characters2\Blufor\data\Soldier_NCO_W2.RVmat", "ca\characters2\Blufor\data\Soldier_MG.RVmat", "ca\characters2\Blufor\data\Soldier_MG_W1.RVmat", "ca\characters2\Blufor\data\Soldier_MG_W2.RVmat", "ca\characters2\Blufor\data\Soldier_AT.RVmat", "ca\characters2\Blufor\data\Soldier_AT_W1.RVmat", "ca\characters2\Blufor\data\Soldier_AT_W2.RVmat", "ca\characters2\Blufor\data\Soldier_CO.RVmat", "ca\characters2\Blufor\data\Soldier_CO_W1.RVmat", "ca\characters2\Blufor\data\Soldier_CO_W2.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Guard.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Crew.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W2.RVmat"};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
class z_soldier_pilot: z_soldier
|
|
||||||
{
|
class z_soldier_pilot : z_soldier {
|
||||||
displayName = "Zombie Soldier (Pilot)";
|
displayName = $STR_ZNAME_PILOT;
|
||||||
|
zombieLoot = ZombieMilitary;
|
||||||
model = "\ca\characters_d_BAF\BAF_Pilot_BAF";
|
model = "\ca\characters_d_BAF\BAF_Pilot_BAF";
|
||||||
zombieLoot = "militarypilot";
|
hiddenSelections[] = {"Camo", "Camo2", "Camo3"};
|
||||||
hiddenSelections[] = {"Camo","Camo2","Camo3"};
|
hiddenSelectionsTextures[] = {"\ca\characters_W_baf\data\camo_dpm_co.paa", "\ca\characters_W_baf\data\armour_dpm_co.paa", "\ca\characters_W_baf\data\equip_dpm_co.paa"};
|
||||||
hiddenSelectionsTextures[] = {"\ca\characters_W_baf\data\camo_dpm_co.paa","\ca\characters_W_baf\data\armour_dpm_co.paa","\ca\characters_W_baf\data\equip_dpm_co.paa"};
|
|
||||||
class HitPoints: HitPoints
|
class HitPoints : HitPoints {
|
||||||
{
|
class HitHead {
|
||||||
class HitHead
|
|
||||||
{
|
|
||||||
armor = 2;
|
armor = 2;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "head_hit";
|
name = "head_hit";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitBody
|
|
||||||
{
|
class HitBody {
|
||||||
armor = 3;
|
armor = 3;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "body";
|
name = "body";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitHands
|
|
||||||
{
|
class HitHands {
|
||||||
armor = 1;
|
armor = 1;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "hands";
|
name = "hands";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitLegs
|
|
||||||
{
|
class HitLegs {
|
||||||
armor = 1;
|
armor = 1;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "legs";
|
name = "legs";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
class z_soldier_heavy: z_soldier
|
|
||||||
{
|
class z_soldier_heavy : z_soldier {
|
||||||
displayName = "Zombie Soldier (Heavy)";
|
displayName = $STR_ZNAME_SOLDIERHEAVY;
|
||||||
|
zombieLoot = ZombieMilitary;
|
||||||
model = "\ca\characters2\Blufor\Soldier";
|
model = "\ca\characters2\Blufor\Soldier";
|
||||||
class HitPoints: HitPoints
|
|
||||||
{
|
class HitPoints : HitPoints {
|
||||||
class HitHead
|
class HitHead {
|
||||||
{
|
|
||||||
armor = 1;
|
armor = 1;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "head_hit";
|
name = "head_hit";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitBody
|
|
||||||
{
|
class HitBody {
|
||||||
armor = 2.4;
|
armor = 10;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "body";
|
name = "body";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitHands
|
|
||||||
{
|
class HitHands {
|
||||||
armor = 1;
|
armor = 1;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "hands";
|
name = "hands";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
class HitLegs
|
|
||||||
{
|
class HitLegs {
|
||||||
armor = 1;
|
armor = 1;
|
||||||
material = -1;
|
material = -1;
|
||||||
name = "legs";
|
name = "legs";
|
||||||
passThrough = 1;
|
passThrough = true;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class z_policeman : zZombie_Base {
|
||||||
|
displayName = $STR_ZNAME_POLICEMAN;
|
||||||
|
zombieLoot = ZombiePolice;
|
||||||
|
|
||||||
|
model = "ca\characters2\civil\policeman\policeman.p3d";
|
||||||
|
|
||||||
|
class Wounds {
|
||||||
|
tex[] = {};
|
||||||
|
mat[] = {"ca\characters2\civil\policeman\data\policeman.rvmat", "ca\characters2\civil\policeman\data\w1_policeman.rvmat", "ca\characters2\civil\policeman\data\w2_policeman.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat"};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
class z_suit1 : zZombie_Base {
|
||||||
|
displayName = $STR_ZNAME_SUIT;
|
||||||
|
zombieLoot = ZombieCivilian;
|
||||||
|
model = "\ca\characters2\civil\Functionary\Functionary";
|
||||||
|
hiddenSelections[] = {"Camo"};
|
||||||
|
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary_co.paa"};
|
||||||
|
|
||||||
|
class Wounds {
|
||||||
|
tex[] = {};
|
||||||
|
mat[] = {"ca\characters2\civil\Functionary\data\Functionary.rvmat", "ca\characters2\civil\Functionary\data\W1_Functionary.rvmat", "ca\characters2\civil\Functionary\data\W2_Functionary.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
class z_suit2 : z_suit1 {
|
||||||
|
zombieLoot = ZombieCivilian;
|
||||||
|
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary2_co.paa"};
|
||||||
|
};
|
||||||
|
class z_worker1 : zZombie_Base {
|
||||||
|
displayName = $STR_ZNAME_WORKER;
|
||||||
|
zombieLoot = ZombieCivilian;
|
||||||
|
model = "\Ca\characters_E\Overall\Overall";
|
||||||
|
hiddenSelections[] = {"Camo"};
|
||||||
|
|
||||||
|
class Wounds {
|
||||||
|
tex[] = {};
|
||||||
|
mat[] = {"Ca\characters_E\Overall\Data\Overall.rvmat", "Ca\characters_E\Overall\Data\W1_Overall.rvmat", "Ca\characters_E\Overall\Data\W2_Overall.rvmat"};
|
||||||
|
};
|
||||||
|
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_4_co.paa"};
|
||||||
|
};
|
||||||
|
class z_worker2 : z_worker1 {
|
||||||
|
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_3_co.paa"};
|
||||||
|
};
|
||||||
|
|
||||||
|
class z_worker3 : z_worker1 {
|
||||||
|
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_2_co.paa"};
|
||||||
|
};
|
||||||
|
class z_doctor : zZombie_Base {
|
||||||
|
displayName = $STR_ZNAME_DOCTOR;
|
||||||
|
model = "\ca\characters2\civil\Doctor\Doctor";
|
||||||
|
zombieLoot = MedicalHigh;
|
||||||
|
hiddenSelections[] = {"Camo"};
|
||||||
|
hiddenSelectionsTextures[] = {"\dayz\textures\clothes\doctor_co.paa"};
|
||||||
|
|
||||||
|
class Wounds {
|
||||||
|
tex[] = {};
|
||||||
|
mat[] = {"ca\characters2\civil\doctor\data\doctor.rvmat", "ca\characters2\civil\doctor\data\W1_doctor.rvmat", "ca\characters2\civil\doctor\data\W2_doctor.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
class z_teacher : z_doctor {
|
||||||
|
displayName = $STR_ZNAME_TEACHER;
|
||||||
|
zombieLoot = ZombieCivilian;
|
||||||
|
hiddenSelectionsTextures[] = {"\dayz\textures\clothes\teacher_co.paa"};
|
||||||
|
};
|
||||||
|
class z_hunter : zZombie_Base {
|
||||||
|
displayName = $STR_ZNAME_HUNTER;
|
||||||
|
zombieLoot = ZombieHunter;
|
||||||
|
model = "\ca\characters2\civil\Woodlander\Woodlander";
|
||||||
|
hiddenSelections[] = {"Camo"};
|
||||||
|
|
||||||
|
class Wounds {
|
||||||
|
tex[] = {};
|
||||||
|
mat[] = {"ca\characters2\civil\Woodlander\data\Woodlander.rvmat", "ca\characters2\civil\Woodlander\data\W1_Woodlander.rvmat", "ca\characters2\civil\Woodlander\data\W2_Woodlander.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
|
||||||
|
};
|
||||||
|
};
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
class CfgVoice
|
|
||||||
{
|
|
||||||
class NoVoice
|
|
||||||
{
|
|
||||||
protocol = "RadioProtocolBase";
|
|
||||||
variants[] = {1};
|
|
||||||
directories[] = {"",""};
|
|
||||||
identityTypes[] = {"Default","Zombie1","Zombie2","Zombie3"};
|
|
||||||
};
|
|
||||||
};
|
|
||||||
@@ -20,10 +20,6 @@ class CfgWeapons
|
|||||||
class Pecheneg_DZ: Pecheneg {
|
class Pecheneg_DZ: Pecheneg {
|
||||||
type = "1";
|
type = "1";
|
||||||
};
|
};
|
||||||
class PK;
|
|
||||||
class PK_DZ: PK {
|
|
||||||
type = "1";
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
/* Dummy weapons */
|
/* Dummy weapons */
|
||||||
@@ -93,6 +89,7 @@ class CfgWeapons
|
|||||||
#include "Rifles\L110A1.hpp"
|
#include "Rifles\L110A1.hpp"
|
||||||
|
|
||||||
class M240;
|
class M240;
|
||||||
|
class m240_scoped_EP1;
|
||||||
#include "Rifles\M240.hpp"
|
#include "Rifles\M240.hpp"
|
||||||
|
|
||||||
#include "Weapon\LMG\M60A4.hpp"
|
#include "Weapon\LMG\M60A4.hpp"
|
||||||
@@ -110,6 +107,9 @@ class CfgWeapons
|
|||||||
{
|
{
|
||||||
class manual;
|
class manual;
|
||||||
};
|
};
|
||||||
|
class PK_DZ: PK {
|
||||||
|
type = "1";
|
||||||
|
};
|
||||||
#include "Rifles\PKM.hpp"
|
#include "Rifles\PKM.hpp"
|
||||||
|
|
||||||
#include "Rifles\UK59.hpp"
|
#include "Rifles\UK59.hpp"
|
||||||
@@ -173,11 +173,7 @@ class CfgWeapons
|
|||||||
|
|
||||||
class revolver_EP1;
|
class revolver_EP1;
|
||||||
#include "Pistols\Revolver.hpp"
|
#include "Pistols\Revolver.hpp"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/* MELEE */
|
/* MELEE */
|
||||||
|
|
||||||
class MeleeWeapon : Rifle
|
class MeleeWeapon : Rifle
|
||||||
|
|||||||
@@ -80,7 +80,7 @@ class MeleeHatchet_DZE: MeleeWeapon
|
|||||||
script = "spawn player_dropWeapon; r_action_count = r_action_count + 1;";
|
script = "spawn player_dropWeapon; r_action_count = r_action_count + 1;";
|
||||||
use[] = {"Hatchet_Swing"};
|
use[] = {"Hatchet_Swing"};
|
||||||
};
|
};
|
||||||
|
};
|
||||||
class Library
|
class Library
|
||||||
{
|
{
|
||||||
libTextDesc=$STR_EQUIP_DESC_41;
|
libTextDesc=$STR_EQUIP_DESC_41;
|
||||||
|
|||||||
@@ -7,12 +7,7 @@ class DMR_DZ : DMR
|
|||||||
|
|
||||||
magazines[] = {20Rnd_762x51_DMR};
|
magazines[] = {20Rnd_762x51_DMR};
|
||||||
|
|
||||||
class Single : Single
|
class Single;
|
||||||
{
|
|
||||||
reloadTime = 0.6;
|
|
||||||
recoil = "recoil_single_primary_4outof10";
|
|
||||||
recoilProne = "recoil_single_primary_prone_4outof10";
|
|
||||||
};
|
|
||||||
|
|
||||||
visionMode[] = {"Normal"};
|
visionMode[] = {"Normal"};
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
class Man; // External class reference
|
class Man; // External class reference
|
||||||
class Custom; // External class reference
|
class Custom; // External class reference
|
||||||
class Default; // External class reference
|
//class Default;
|
||||||
class CfgFaces {
|
class CfgFaces {
|
||||||
class Default; // External class reference
|
class Default; // External class reference
|
||||||
|
|
||||||
|
|||||||
@@ -21,7 +21,6 @@ class CfgPatches {
|
|||||||
"dayz_vehicles",
|
"dayz_vehicles",
|
||||||
"dayz_weapons",
|
"dayz_weapons",
|
||||||
"community_crossbow",
|
"community_crossbow",
|
||||||
"dayz_epoch_b",
|
|
||||||
|
|
||||||
//shacktac addons
|
//shacktac addons
|
||||||
"st_bunnyhop",
|
"st_bunnyhop",
|
||||||
@@ -58,18 +57,6 @@ class CfgMods
|
|||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
class CfgMissions
|
|
||||||
{
|
|
||||||
class Cutscenes
|
|
||||||
{
|
|
||||||
class ChernarusIntro1
|
|
||||||
{
|
|
||||||
directory = "z\addons\dayz_code\Configs\CfgWorlds\intro.Chernarus";
|
|
||||||
};
|
|
||||||
};
|
|
||||||
};
|
|
||||||
|
|
||||||
class CfgWorlds
|
class CfgWorlds
|
||||||
{
|
{
|
||||||
initWorld = "Chernarus";
|
initWorld = "Chernarus";
|
||||||
@@ -178,20 +165,15 @@ class CfgAddons
|
|||||||
#include "Configs\CfgRecoils.hpp"
|
#include "Configs\CfgRecoils.hpp"
|
||||||
#include "gui\padlock\padlock_ui.hpp"
|
#include "gui\padlock\padlock_ui.hpp"
|
||||||
|
|
||||||
//Epoch Additions
|
|
||||||
#include "Configs\RscDisplay\safegui.hpp"
|
|
||||||
#include "Configs\RscDisplay\dialog.hpp"
|
|
||||||
#include "Configs\RscDisplay\deathboards.hpp"
|
|
||||||
#include "Configs\CfgVoice.hpp"
|
|
||||||
#include "Configs\CfgIdentities.hpp"
|
|
||||||
#include "Configs\CfgExtra\snappoints.hpp"
|
|
||||||
#include "external\R3F_Realism\R3F_Weight\R3F_CfgWeight.h"
|
|
||||||
|
|
||||||
|
|
||||||
//Duplicates that need to be checked against first block
|
//Duplicates that need to be checked against first block
|
||||||
//#include "Configs\CfgVehicles.hpp"
|
//#include "Configs\CfgVehicles.hpp"
|
||||||
//#include "Configs\CfgMagazines.hpp"
|
//#include "Configs\CfgMagazines.hpp"
|
||||||
//#include "Configs\CfgAmmo.hpp"
|
//#include "Configs\CfgAmmo.hpp"
|
||||||
//#include "Configs\CfgLoot\CfgBuildingLoot.hpp"
|
//#include "Configs\CfgLoot\CfgBuildingLoot.hpp"
|
||||||
//#include "Configs\CfgArma.hpp"
|
|
||||||
|
|
||||||
|
//Epoch Additions
|
||||||
|
#include "Configs\RscDisplay\safegui.hpp"
|
||||||
|
#include "Configs\RscDisplay\dialog.hpp"
|
||||||
|
#include "Configs\RscDisplay\deathboards.hpp"
|
||||||
|
#include "Configs\CfgExtra\snappoints.hpp"
|
||||||
|
#include "external\R3F_Realism\R3F_Weight\R3F_CfgWeight.h"
|
||||||
BIN
SQF/dayz_code/gui/blood/bloodtest_bg.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_bg.paa
Normal file
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BIN
SQF/dayz_code/gui/blood/bloodtest_blood1.paa
Normal file
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SQF/dayz_code/gui/blood/bloodtest_blood1.paa
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SQF/dayz_code/gui/blood/bloodtest_blood2.paa
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SQF/dayz_code/gui/blood/bloodtest_blood2.paa
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SQF/dayz_code/gui/blood/bloodtest_blood3.paa
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SQF/dayz_code/gui/blood/bloodtest_blood3.paa
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SQF/dayz_code/gui/blood/bloodtest_blood4.paa
Normal file
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SQF/dayz_code/gui/blood/bloodtest_blood4.paa
Normal file
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BIN
SQF/dayz_code/gui/blood/bloodtest_blood5.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_blood5.paa
Normal file
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BIN
SQF/dayz_code/gui/blood/bloodtest_blood_true1.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_blood_true1.paa
Normal file
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BIN
SQF/dayz_code/gui/blood/bloodtest_blood_true2.paa
Normal file
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SQF/dayz_code/gui/blood/bloodtest_blood_true2.paa
Normal file
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SQF/dayz_code/gui/blood/bloodtest_blood_true3.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_blood_true3.paa
Normal file
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BIN
SQF/dayz_code/gui/blood/bloodtest_blood_true4.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_blood_true4.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_blood_true5.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_blood_true5.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_blood_waiting.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_blood_waiting.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_button_drawblood_closed.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_button_drawblood_closed.paa
Normal file
Binary file not shown.
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_button_drawblood_enabled.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_button_drawblood_enabled.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_button_drawblood_open.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_button_drawblood_open.paa
Normal file
Binary file not shown.
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_button_results.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_button_results.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_button_results_hover.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_button_results_hover.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_button_water.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_button_water.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_button_water_enabled.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_button_water_enabled.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_button_water_hover.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_button_water_hover.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_results.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_results.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_t_antiA.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_t_antiA.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_t_antiB.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_t_antiB.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_t_antiD.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_t_antiD.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_t_control.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_t_control.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/blood/bloodtest_waterdrop.paa
Normal file
BIN
SQF/dayz_code/gui/blood/bloodtest_waterdrop.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/crafting/craft_bg.paa
Normal file
BIN
SQF/dayz_code/gui/crafting/craft_bg.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/crafting/craft_bg_diffuse.paa
Normal file
BIN
SQF/dayz_code/gui/crafting/craft_bg_diffuse.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/crafting/craft_box.paa
Normal file
BIN
SQF/dayz_code/gui/crafting/craft_box.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/crafting/crafting_bg_black.paa
Normal file
BIN
SQF/dayz_code/gui/crafting/crafting_bg_black.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/crafting/crafting_bg_brown.paa
Normal file
BIN
SQF/dayz_code/gui/crafting/crafting_bg_brown.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/crafting/crafting_bg_itemslot.paa
Normal file
BIN
SQF/dayz_code/gui/crafting/crafting_bg_itemslot.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/crafting/crafting_bullet.paa
Normal file
BIN
SQF/dayz_code/gui/crafting/crafting_bullet.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/crafting/crafting_divider.paa
Normal file
BIN
SQF/dayz_code/gui/crafting/crafting_divider.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/deathscreen.paa
Normal file
BIN
SQF/dayz_code/gui/deathscreen.paa
Normal file
Binary file not shown.
73
SQF/dayz_code/gui/faces/zombie_03.rvmat
Normal file
73
SQF/dayz_code/gui/faces/zombie_03.rvmat
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
ambient[]={0.54000002,0.57999998,0.51999998,3.5};
|
||||||
|
diffuse[]={0.5,0.55000001,0.5,1};
|
||||||
|
forcedDiffuse[]={0.12,0.30000001,0.31999999,0.69999999};
|
||||||
|
emmisive[]={0.5,0.80000001,0.69999999,0.12};
|
||||||
|
specular[]={0.026000001,0.025,0.025,0.30000001};
|
||||||
|
specularPower=120;
|
||||||
|
PixelShaderID="Skin";
|
||||||
|
VertexShaderID="Skin";
|
||||||
|
class Stage1
|
||||||
|
{
|
||||||
|
texture="z\addons\dayz_communityassets\faces\zombie_03_nohq.paa";
|
||||||
|
uvSource="tex";
|
||||||
|
class uvTransform
|
||||||
|
{
|
||||||
|
aside[]={1,0,0};
|
||||||
|
up[]={0,1,0};
|
||||||
|
dir[]={0,0,0};
|
||||||
|
pos[]={0,0,0};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
class Stage2
|
||||||
|
{
|
||||||
|
texture="z\addons\dayz_communityassets\faces\zombie_03_co.paa";
|
||||||
|
uvSource="tex";
|
||||||
|
class uvTransform
|
||||||
|
{
|
||||||
|
aside[]={1,0,0};
|
||||||
|
up[]={0,1,0};
|
||||||
|
dir[]={0,0,1};
|
||||||
|
pos[]={0,0,0};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
class Stage3
|
||||||
|
{
|
||||||
|
texture="ca\characters\heads\male\defaulthead\data\hhl_white_sdm.paa";
|
||||||
|
uvSource="tex";
|
||||||
|
class uvTransform
|
||||||
|
{
|
||||||
|
aside[]={1,0,0};
|
||||||
|
up[]={0,1,0};
|
||||||
|
dir[]={0,0,1};
|
||||||
|
pos[]={0,0,0};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
class Stage4
|
||||||
|
{
|
||||||
|
texture="ca\characters\heads\male\defaulthead\data\hhl_as.paa";
|
||||||
|
uvSource="tex";
|
||||||
|
class uvTransform
|
||||||
|
{
|
||||||
|
aside[]={1,0,0};
|
||||||
|
up[]={0,1,0};
|
||||||
|
dir[]={0,0,1};
|
||||||
|
pos[]={0,0,0};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
class Stage5
|
||||||
|
{
|
||||||
|
texture="z\addons\dayz_communityassets\faces\zombie_03_smdi.paa";
|
||||||
|
uvSource="tex";
|
||||||
|
class uvTransform
|
||||||
|
{
|
||||||
|
aside[]={1,0,0};
|
||||||
|
up[]={0,1,0};
|
||||||
|
dir[]={0,0,1};
|
||||||
|
pos[]={0,0,0};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
class Stage6
|
||||||
|
{
|
||||||
|
texture="#(ai,64,1,1)fresnel(1.422,1.973)";
|
||||||
|
uvSource="none";
|
||||||
|
};
|
||||||
BIN
SQF/dayz_code/gui/journal/humanity_bandit_1.paa
Normal file
BIN
SQF/dayz_code/gui/journal/humanity_bandit_1.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/journal/humanity_bandit_2.paa
Normal file
BIN
SQF/dayz_code/gui/journal/humanity_bandit_2.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/journal/humanity_bandit_3.paa
Normal file
BIN
SQF/dayz_code/gui/journal/humanity_bandit_3.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/journal/humanity_bandit_bottom_1.paa
Normal file
BIN
SQF/dayz_code/gui/journal/humanity_bandit_bottom_1.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/journal/humanity_bandit_bottom_2.paa
Normal file
BIN
SQF/dayz_code/gui/journal/humanity_bandit_bottom_2.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/journal/humanity_bandit_bottom_3.paa
Normal file
BIN
SQF/dayz_code/gui/journal/humanity_bandit_bottom_3.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/journal/humanity_bandit_middle_1.paa
Normal file
BIN
SQF/dayz_code/gui/journal/humanity_bandit_middle_1.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_code/gui/journal/humanity_bandit_middle_2.paa
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SQF/dayz_code/gui/journal/humanity_bandit_middle_2.paa
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SQF/dayz_code/gui/journal/humanity_bandit_top_1.paa
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SQF/dayz_code/gui/journal/humanity_bandit_top_1.paa
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SQF/dayz_code/gui/journal/humanity_bandit_top_2.paa
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SQF/dayz_code/gui/journal/humanity_bandit_top_2.paa
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SQF/dayz_code/gui/journal/humanity_bandit_top_3.paa
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SQF/dayz_code/gui/journal/humanity_bandit_top_3.paa
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SQF/dayz_code/gui/journal/humanity_blood1.paa
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SQF/dayz_code/gui/journal/humanity_blood1.paa
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SQF/dayz_code/gui/journal/humanity_blood2.paa
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SQF/dayz_code/gui/journal/humanity_blood2.paa
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SQF/dayz_code/gui/journal/humanity_blood3.paa
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SQF/dayz_code/gui/journal/humanity_blood3.paa
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SQF/dayz_code/gui/journal/humanity_erased.paa
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SQF/dayz_code/gui/journal/humanity_erased.paa
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SQF/dayz_code/gui/journal/humanity_hero_1.paa
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SQF/dayz_code/gui/journal/humanity_hero_1.paa
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SQF/dayz_code/gui/journal/humanity_hero_2.paa
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SQF/dayz_code/gui/journal/humanity_hero_2.paa
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SQF/dayz_code/gui/journal/humanity_hero_3.paa
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SQF/dayz_code/gui/journal/humanity_hero_3.paa
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SQF/dayz_code/gui/journal/humanity_heropic_bottom_1.paa
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SQF/dayz_code/gui/journal/humanity_heropic_bottom_1.paa
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SQF/dayz_code/gui/journal/humanity_heropic_bottom_2.paa
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SQF/dayz_code/gui/journal/humanity_heropic_bottom_2.paa
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SQF/dayz_code/gui/journal/humanity_heropic_bottom_3.paa
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SQF/dayz_code/gui/journal/humanity_heropic_bottom_3.paa
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SQF/dayz_code/gui/journal/humanity_heropic_middle_1.paa
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SQF/dayz_code/gui/journal/humanity_heropic_middle_1.paa
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SQF/dayz_code/gui/journal/humanity_heropic_top_1.paa
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SQF/dayz_code/gui/journal/humanity_heropic_top_1.paa
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SQF/dayz_code/gui/journal/humanity_heropic_top_2.paa
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SQF/dayz_code/gui/journal/humanity_heropic_top_2.paa
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SQF/dayz_code/gui/journal/humanity_heropic_top_3.paa
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SQF/dayz_code/gui/journal/humanity_heropic_top_3.paa
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SQF/dayz_code/gui/journal/humanity_heropic_top_4.paa
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SQF/dayz_code/gui/journal/humanity_heropic_top_4.paa
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SQF/dayz_code/gui/journal/humanity_survivor.paa
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SQF/dayz_code/gui/journal/humanity_survivor.paa
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SQF/dayz_code/gui/journal/humanity_survivor_top_1.paa
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SQF/dayz_code/gui/journal/humanity_survivor_top_1.paa
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SQF/dayz_code/gui/journal/journal_bandage.paa
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SQF/dayz_code/gui/journal/journal_bandage.paa
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SQF/dayz_code/gui/journal/journal_bandit_stats_bloodbg.paa
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SQF/dayz_code/gui/journal/journal_bandit_stats_bloodbg.paa
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SQF/dayz_code/gui/journal/journal_banditskilled_1.paa
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SQF/dayz_code/gui/journal/journal_banditskilled_1.paa
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SQF/dayz_code/gui/journal/journal_banditskilled_2.paa
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SQF/dayz_code/gui/journal/journal_banditskilled_2.paa
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SQF/dayz_code/gui/journal/journal_banditskilled_3.paa
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SQF/dayz_code/gui/journal/journal_banditskilled_3.paa
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SQF/dayz_code/gui/journal/journal_banditskilled_4.paa
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SQF/dayz_code/gui/journal/journal_banditskilled_4.paa
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SQF/dayz_code/gui/journal/journal_card_ace_heart.paa
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SQF/dayz_code/gui/journal/journal_card_ace_heart.paa
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SQF/dayz_code/gui/journal/journal_card_ace_spades.paa
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SQF/dayz_code/gui/journal/journal_card_ace_spades.paa
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SQF/dayz_code/gui/journal/journal_card_bandit.paa
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SQF/dayz_code/gui/journal/journal_card_bandit.paa
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SQF/dayz_code/gui/journal/journal_card_hero.paa
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SQF/dayz_code/gui/journal/journal_card_hero.paa
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SQF/dayz_code/gui/journal/journal_card_joker.paa
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SQF/dayz_code/gui/journal/journal_card_joker.paa
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SQF/dayz_code/gui/journal/journal_charcoal.paa
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SQF/dayz_code/gui/journal/journal_charcoal.paa
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SQF/dayz_code/gui/journal/journal_craft.paa
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SQF/dayz_code/gui/journal/journal_craft.paa
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SQF/dayz_code/gui/journal/journal_dirt.paa
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SQF/dayz_code/gui/journal/journal_dirt.paa
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SQF/dayz_code/gui/journal/journal_ducttape.paa
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SQF/dayz_code/gui/journal/journal_ducttape.paa
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SQF/dayz_code/gui/journal/journal_epi.paa
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SQF/dayz_code/gui/journal/journal_epi.paa
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SQF/dayz_code/gui/journal/journal_front.paa
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SQF/dayz_code/gui/journal/journal_front.paa
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SQF/dayz_code/gui/journal/journal_gunpowder.paa
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SQF/dayz_code/gui/journal/journal_gunpowder.paa
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SQF/dayz_code/gui/journal/journal_headshots_1.paa
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SQF/dayz_code/gui/journal/journal_headshots_1.paa
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SQF/dayz_code/gui/journal/journal_headshots_2.paa
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SQF/dayz_code/gui/journal/journal_headshots_2.paa
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SQF/dayz_code/gui/journal/journal_headshots_3.paa
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SQF/dayz_code/gui/journal/journal_headshots_3.paa
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SQF/dayz_code/gui/journal/journal_headshots_4.paa
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SQF/dayz_code/gui/journal/journal_headshots_4.paa
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SQF/dayz_code/gui/journal/journal_infectedkilled_1.paa
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SQF/dayz_code/gui/journal/journal_infectedkilled_1.paa
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Reference in New Issue
Block a user