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DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Zeds/SwarmZeds.hpp
A Man d9b9874532 Change scope and type of configs from name to numbers
This got discussed earlier. Since epoch got merged with DayZ Mod we have a different name for the scope and type of configs.  A proper config should use numbers for those entries. This is the same how arma configs are written.  The basicDefines.hpp has all the needed information stored.

Also, this removes the weight entries from the magazines since we have them in a separate folder, so admins can edit them.
2020-05-29 02:04:06 +02:00

131 lines
2.9 KiB
C++

class Swarm_Base : Citizen1 {
scope = 2;
class HitDamage {};
glassesEnabled = 0;
vehicleClass = "Zombie";
displayName = $STR_ZNAME_INFECTED;
fsmDanger = "";
fsmFormation = "";
zombieLoot = "civilian";
moves = "CfgMovesZombie";
isMan = false;
weapons[] = {};
magazines[] = {};
sensitivity = 1; // sensor sensitivity
sensitivityEar = 1;
identityTypes[] = {"zombie1", "zombie2"};
class TalkTopics {};
languages[] = {};
armor = 1;
damageScale = 200;
sepsisChance = 10;
forcedSpeed = 6;
canCarryBackPack = 1;
class Eventhandlers {
init = "_this call zombie_initialize;";
local = "_z = _this select 0; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [_z,true] call zombie_initialize;";
HandleDamage = "_this call local_zombieDamage;";
Killed = "[_this,'zombieKills'] call local_eventKill;";
};
class HitPoints {
class HitHead {
armor = 0.3;
material = -1;
name = "head_hit";
passThrough = true;
memoryPoint = "pilot";
};
class HitBody : HitHead {
armor = 2;
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 swarm_newBase : Swarm_Base {
zombieLoot = "civilian";
displayname = "swarm";
//model = "\Ca\characters_E\Overall\Overall";
//hiddenSelections[] = {"Camo"};
//hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_4_co.paa"};
model = "\ca\characters2\civil\Woodlander\Woodlander";
hiddenselectionstextures[] = {"\ca\characters2\civil\woodlander\data\woodlander_v2_co.paa"};
//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"};
//};
};