private["_listTalk","_isZombie","_group","_eyeDir","_attacked","_chance","_last","_audial","_distance","_refObj","_list","_scaleMvmt","_scalePose","_scaleLight","_anim","_activators","_nearFire","_nearFlare","_scaleAlert","_inAngle","_scaler","_initial","_tPos","_zPos","_cantSee"]; _refObj = vehicle player; _listTalk = (position _refObj) nearEntities ["zZombie_Base",200]; _pHeight = (getPosATL _refObj) select 2; _attacked = false; //_list = list dayz_playerTrigger; { if (alive _x) then { private["_dist"]; _dist = (_x distance _refObj); _group = _x; /* _group = group _x; _chance = (count units _group); if (isNull group _x) then { _group = _x; _chance = 1; }; */ _chance = 1; //if ((_x in _list) and !(animationState _x == "ZombieFeed")) then { if ((_x distance player < dayz_areaAffect) and !(animationState _x == "ZombieFeed")) then { [_x,"attack",(_chance),true] call dayz_zombieSpeak; //perform an attack _last = _x getVariable["lastAttack",0]; _entHeight = (getPosATL _x) select 2; _delta = _pHeight - _entHeight; if ( ((time - _last) > 1) and ((_delta < 1.5) and (_delta > -1.5)) ) then { //_isZInside = [_x,_building] call fnc_isInsideBuilding; //if ((_isPlayerInside and _isZInside) or (!_isPlayerInside and !_isZInside)) then { _x spawn player_zombieAttack; _x setVariable["lastAttack",time]; //}; }; _attacked = true; } else { if (speed _x < 4) then { [_x,"idle",(_chance + 4),true] call dayz_zombieSpeak; } else { [_x,"chase",(_chance + 3),true] call dayz_zombieSpeak; }; }; //Noise Activation _targets = _group getVariable ["targets",[]]; if (!(_refObj in _targets)) then { if (_dist < DAYZ_disAudial) then { if (DAYZ_disAudial > 80) then { _targets set [count _targets, driver _refObj]; _group setVariable ["targets",_targets,true]; } else { _chance = [_x,_dist,DAYZ_disAudial] call dayz_losChance; //diag_log ("Visual Detection: " + str([_x,_dist]) + " " + str(_chance)); if ((random 1) < _chance) then { _cantSee = [_x,_refObj] call dayz_losCheck; if (!_cantSee) then { _targets set [count _targets, driver _refObj]; _group setVariable ["targets",_targets,true]; } else { if (_dist < (DAYZ_disAudial / 2)) then { _targets set [count _targets, driver _refObj]; _group setVariable ["targets",_targets,true]; }; }; }; }; }; }; //Sight Activation _targets = _group getVariable ["targets",[]]; if (!(_refObj in _targets)) then { if (_dist < DAYZ_disVisual) then { _chance = [_x,_dist,DAYZ_disVisual] call dayz_losChance; //diag_log ("Visual Detection: " + str([_x,_dist]) + " " + str(_chance)); if ((random 1) < _chance) then { //diag_log ("Chance Detection"); _tPos = (getPosASL _refObj); _zPos = (getPosASL _x); //_eyeDir = _x call dayz_eyeDir; _eyeDir = direction _x; _inAngle = [_zPos,_eyeDir,30,_tPos] call fnc_inAngleSector; if (_inAngle) then { //diag_log ("In Angle"); //LOS check _cantSee = [_x,_refObj] call dayz_losCheck; //diag_log ("LOS Check: " + str(_cantSee)); if (!_cantSee) then { //diag_log ("Within LOS! Target"); _targets set [count _targets, driver _refObj]; _group setVariable ["targets",_targets,true]; }; }; }; }; }; }; } forEach _listTalk; if (_attacked) then { if (r_player_unconscious) then { [_refObj,"scream",3,false] call dayz_zombieSpeak; } else { _lowBlood = (r_player_blood / r_player_bloodTotal) < 0.5; if (_lowBlood) then { dayz_panicCooldown = time; [_refObj,"panic",3,false] call dayz_zombieSpeak; }; }; };