Fix a bunch of errors

This commit is contained in:
icomrade
2016-02-18 19:47:08 -05:00
parent 558a99472e
commit fd4bd5a5a1
135 changed files with 606 additions and 277 deletions

View File

@@ -144,13 +144,77 @@ class CfgInGameUI
}; };
}; };
class CfgVoice {
class NoVoice {
protocol = "RadioProtocolBase";
variants[] = {1};
directories[] = {"", ""};
identityTypes[] = {"Default", "Zombie1", "Zombie2", "Zombie3"};
};
};
class CfgIdentities
{
class PZombie1
{
name = "PZombie";
face = "PZombie1";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class PZombie2
{
name = "PZombie";
face = "PZombie2";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie1 {
name = "Zombie";
face = "Zombie1";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie2 {
name = "Zombie";
face = "Zombie2";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie3 {
name = "Zombie";
face = "Zombie3";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
};
class CfgMissions
{
class Cutscenes
{
class DayZModIntro1
{
directory = "z\addons\dayz_code\Configs\CfgWorlds\intro.dayzmod";
};
};
};
class CfgSurvival { class CfgSurvival {
class Inventory { class Inventory {
class Default { class Default {
RandomMagazines = 3;
//weapons[] = {"Makarov"}; //weapons[] = {"Makarov"};
magazines[] = {"ItemBandage","ItemPainkiller"}; //magazines[] = {"ItemBandage","ItemPainkiller"};
weapons[] = {"ItemFlashlight"}; weapons[] = {"ItemFlashlight"};
GuaranteedMagazines[] = {"ItemBandage","ItemPainkiller"};
RandomPossibilitieMagazines[] = {"ItemBandage","ItemAntibiotic","ItemPainkiller","itemMorphine"};
backpackWeapon = ""; backpackWeapon = "";
backpack = "DZ_Patrol_Pack_EP1"; backpack = "DZ_Patrol_Pack_EP1";
}; };

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@@ -1,42 +0,0 @@
class CfgIdentities
{
class PZombie1
{
name = "PZombie";
face = "PZombie1";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class PZombie2
{
name = "PZombie";
face = "PZombie2";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie1 {
name = "Zombie";
face = "Zombie1";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie2 {
name = "Zombie";
face = "Zombie2";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie3 {
name = "Zombie";
face = "Zombie3";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
};

View File

@@ -305,7 +305,4 @@ class CfgVehicles {
}; };
}; };
}; };
}; };
class CfgNonAIVehicles {
#include "StreetLamps.hpp"
};

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@@ -1,33 +0,0 @@
access = 0;
class StreetLamp
{
scope = 0;
model = "";
destrType = "DestructTree";
simulation = "thing";
};
class Land_lampa_sidl: StreetLamp
{
scope = 1;
model = "\ca\buildings\Misc\lampa_sidl";
};
class Land_lampa_sidl_2: StreetLamp
{
scope = 1;
model = "\ca\buildings\Misc\lampa_sidl_2";
};
class Land_lampa_sidl_3: StreetLamp
{
scope = 1;
model = "\ca\buildings\Misc\lampa_sidl_3";
};
class Land_lampa_ind: StreetLamp
{
scope = 1;
model = "\ca\buildings\Misc\lampa_ind";
};
class Land_lampa_ind_zebr: StreetLamp
{
scope = 1;
model = "\ca\buildings\Misc\lampa_ind_zebr";
};

View File

@@ -1,106 +1,139 @@
class Citizen1; class Citizen;
class zZombie_Base : Citizen1 { class Citizen1: Citizen {
class SpeechVariants {
class Default {
speechplural[] = {""};
speechsingular[] = {""};
};
class EN: Default {
speechplural[] = {""};
speechsingular[] = {""};
};
class CZ {
speechplural[] = {""};
speechsingular[] = {""};
};
class CZ_Akuzativ {
speechplural[] = {""};
speechsingular[] = {""};
};
class RU {
speechplural[] = {""};
speechsingular[] = {""};
};
};
};
class Zed_Base : Citizen1 {
scope = public;
class HitDamage {};
armor = 3;
};
class zZombie_Base : Zed_Base {
scope = public; scope = public;
glassesEnabled = 0; glassesEnabled = 0;
vehicleClass = "Zombie"; vehicleClass = "Zombie";
displayName = "Zombie"; displayName = $STR_ZNAME_INFECTED;
fsmDanger = ""; fsmDanger = "";
fsmFormation = ""; fsmFormation = "";
zombieLoot = "civilian"; zombieLoot = ZombieCivilian;
moves = "CfgMovesZombie"; moves = "CfgMovesZombie";
isMan = false; isMan = false;
weapons[] = {}; weapons[] = {};
magazines[] = {}; magazines[] = {};
sensitivity = 4; // sensor sensitivity sensitivity = 2; // sensor sensitivity
sensitivityEar = 2; sensitivityEar = 2;
faceType = "ZFaces";
identityTypes[] = {"zombie1", "zombie2"}; identityTypes[] = {"zombie1", "zombie2"};
class TalkTopics {}; class TalkTopics {};
languages[] = {}; languages[] = {};
damageScale = 350;
class Eventhandlers { sepsisChance = 18;
BleedChance = 15;
forcedSpeed = 6;
class Eventhandlers
{
init = "_this call zombie_initialize;"; init = "_this call zombie_initialize;";
local = "if(_this select 1) then {[(position (_this select 0)),(_this select 0),true] execFSM '\z\AddOns\dayz_code\system\zombie_agent.fsm'};"; 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';";
}; };
class HitPoints { class HitPoints {
class HitHead { class HitHead {
armor = 0.3; armor = 0.1;
material = -1; material = -1;
name = "head_hit"; name = "head_hit";
passThrough = true; passThrough = true;
memoryPoint = "pilot"; memoryPoint = "pilot";
}; };
class HitBody : HitHead { class HitBody : HitHead {
armor = 2; armor = 2.4;
name = "body"; name = "body";
memoryPoint = "aimPoint"; memoryPoint = "aimPoint";
}; };
class HitSpine : HitHead { class HitSpine : HitHead {
armor = 2; armor = 2;
name = "Spine2"; name = "Spine2";
memoryPoint = "aimPoint"; memoryPoint = "aimPoint";
}; };
class HitHands : HitHead { class HitHands : HitHead {
armor = 0.5; armor = 0.5;
material = -1; material = -1;
name = "hands"; name = "hands";
passThrough = true; passThrough = true;
}; };
class HitLArm : HitHands { class HitLArm : HitHands {
name = "LeftArm"; name = "LeftArm";
memoryPoint = "lelbow"; memoryPoint = "lelbow";
}; };
class HitRArm : HitHands { class HitRArm : HitHands {
name = "RightArm"; name = "RightArm";
memoryPoint = "relbow"; memoryPoint = "relbow";
}; };
class HitLForeArm : HitHands { class HitLForeArm : HitHands {
name = "LeftForeArm"; name = "LeftForeArm";
memoryPoint = "lwrist"; memoryPoint = "lwrist";
}; };
class HitRForeArm : HitHands { class HitRForeArm : HitHands {
name = "RightForeArm"; name = "RightForeArm";
memoryPoint = "rwrist"; memoryPoint = "rwrist";
}; };
class HitLHand : HitHands { class HitLHand : HitHands {
name = "LeftHand"; name = "LeftHand";
memoryPoint = "LeftHandMiddle1"; memoryPoint = "LeftHandMiddle1";
}; };
class HitRHand : HitHands { class HitRHand : HitHands {
name = "RightHand"; name = "RightHand";
memoryPoint = "RightHandMiddle1"; memoryPoint = "RightHandMiddle1";
}; };
class HitLegs : HitHands { class HitLegs : HitHands {
name = "legs"; name = "legs";
memoryPoint = "pelvis"; memoryPoint = "pelvis";
}; };
class HitLLeg : HitHands { class HitLLeg : HitHands {
name = "LeftLeg"; name = "LeftLeg";
memoryPoint = "lknee"; memoryPoint = "lknee";
}; };
class HitLLegUp : HitHands { class HitLLegUp : HitHands {
name = "LeftUpLeg"; name = "LeftUpLeg";
memoryPoint = "lfemur"; memoryPoint = "lfemur";
}; };
class HitRLeg : HitHands { class HitRLeg : HitHands {
name = "RightLeg"; name = "RightLeg";
memoryPoint = "rknee"; memoryPoint = "rknee";
}; };
class HitRLegUp : HitHands { class HitRLegUp : HitHands {
name = "RightUpLeg"; name = "RightUpLeg";
memoryPoint = "rfemur"; memoryPoint = "rfemur";
@@ -108,189 +141,223 @@ class zZombie_Base : Citizen1 {
}; };
}; };
class z_policeman: zZombie_Base class z_villager1 : zZombie_Base {
{ zombieLoot = ZombieCivilian;
model = "\ca\characters2\civil\Policeman\Policeman"; model = "\ca\characters2\civil\Villager\Villager";
zombieLoot = "policeman";
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
{
model = "\ca\characters2\civil\Functionary\Functionary";
hiddenSelections[] = {"Camo"}; hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary_co.paa"}; hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_co.paa"};
zombieLoot = "office";
class Wounds class Wounds {
{
tex[] = {}; 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"}; 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"};
};
};
class z_suit2: z_suit1
{
zombieLoot = "office2";
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary2_co.paa"};
};
class z_doctor: zZombie_Base
{
model = "\ca\characters2\civil\Doctor\Doctor";
zombieLoot = "medical";
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
{
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"};
};
};

View File

@@ -1,10 +0,0 @@
class CfgVoice
{
class NoVoice
{
protocol = "RadioProtocolBase";
variants[] = {1};
directories[] = {"",""};
identityTypes[] = {"Default","Zombie1","Zombie2","Zombie3"};
};
};

View File

@@ -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

View File

@@ -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;

View File

@@ -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"};

View File

@@ -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

View File

@@ -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"

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@@ -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";
};

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