class Citizen; 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; glassesEnabled = 0; vehicleClass = "Zombie"; displayName = $STR_ZNAME_INFECTED; fsmDanger = ""; fsmFormation = ""; zombieLoot = ZombieCivilian; moves = "CfgMovesZombie"; isMan = false; weapons[] = {}; magazines[] = {}; sensitivity = 2; // sensor sensitivity sensitivityEar = 2; identityTypes[] = {"zombie1", "zombie2"}; class TalkTopics {}; languages[] = {}; damageScale = 350; sepsisChance = 18; BleedChance = 15; forcedSpeed = 6; class Eventhandlers { init = "_this call zombie_initialize;"; 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 HitHead { armor = 0.1; material = -1; name = "head_hit"; passThrough = true; memoryPoint = "pilot"; }; class HitBody : HitHead { armor = 2.4; name = "body"; memoryPoint = "aimPoint"; }; class HitSpine : HitHead { armor = 2; name = "Spine2"; memoryPoint = "aimPoint"; }; class HitHands : HitHead { armor = 0.5; material = -1; name = "hands"; passThrough = true; }; class HitLArm : HitHands { name = "LeftArm"; memoryPoint = "lelbow"; }; class HitRArm : HitHands { name = "RightArm"; memoryPoint = "relbow"; }; class HitLForeArm : HitHands { name = "LeftForeArm"; memoryPoint = "lwrist"; }; class HitRForeArm : HitHands { name = "RightForeArm"; memoryPoint = "rwrist"; }; class HitLHand : HitHands { name = "LeftHand"; memoryPoint = "LeftHandMiddle1"; }; class HitRHand : HitHands { name = "RightHand"; memoryPoint = "RightHandMiddle1"; }; class HitLegs : HitHands { name = "legs"; memoryPoint = "pelvis"; }; class HitLLeg : HitHands { name = "LeftLeg"; memoryPoint = "lknee"; }; class HitLLegUp : HitHands { name = "LeftUpLeg"; memoryPoint = "lfemur"; }; class HitRLeg : HitHands { name = "RightLeg"; memoryPoint = "rknee"; }; class HitRLegUp : HitHands { name = "RightUpLeg"; memoryPoint = "rfemur"; }; }; }; class z_villager1 : zZombie_Base { zombieLoot = ZombieCivilian; model = "\ca\characters2\civil\Villager\Villager"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_co.paa"}; class Wounds { tex[] = {}; 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_villager2 : z_villager1 { hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_v2_co.paa"}; }; 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"; class Wounds { 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"}; }; }; class z_soldier : zZombie_Base { displayName = $STR_ZNAME_SOLDIER; zombieLoot = ZombieMilitary; model = "\ca\characters2\Blufor\Soldier_Light"; class HitPoints : HitPoints { class HitHead { armor = 0.6; material = -1; name = "head_hit"; passThrough = true; }; class HitBody { armor = 5; material = -1; name = "body"; passThrough = true; }; class HitHands { armor = 1; material = -1; name = "hands"; passThrough = true; }; class HitLegs { armor = 1; material = -1; name = "legs"; passThrough = true; }; }; class Wounds { 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"}; }; }; class z_soldier_pilot : z_soldier { displayName = $STR_ZNAME_PILOT; zombieLoot = ZombiePilot; model = "\ca\characters_d_BAF\BAF_Pilot_BAF"; 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"}; class HitPoints : HitPoints { class HitHead { armor = 2; material = -1; name = "head_hit"; passThrough = true; }; class HitBody { armor = 3; material = -1; name = "body"; passThrough = true; }; class HitHands { armor = 1; material = -1; name = "hands"; passThrough = true; }; class HitLegs { armor = 1; material = -1; name = "legs"; passThrough = true; }; }; }; class z_soldier_heavy : z_soldier { displayName = $STR_ZNAME_SOLDIERHEAVY; zombieLoot = ZombieMilitary; model = "\ca\characters2\Blufor\Soldier"; class HitPoints : HitPoints { class HitHead { armor = 1; material = -1; name = "head_hit"; passThrough = true; }; class HitBody { armor = 10; material = -1; name = "body"; passThrough = true; }; class HitHands { armor = 1; material = -1; name = "hands"; passThrough = true; }; class HitLegs { armor = 1; material = -1; name = "legs"; 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 = ZombieSuit; 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 = ZombieSuit; hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary2_co.paa"}; }; class z_worker1 : zZombie_Base { displayName = $STR_ZNAME_WORKER; zombieLoot = ZombieWorker; 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 = ZombieDoctor; 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"}; }; };