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https://github.com/EpochModTeam/DayZ-Epoch.git
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Should improve client FPS while still allowing conditions and scripts to be customized. Some special vehicles like MV22, UH1Y, etc. have UserActions overwritten in their configs, so please let me know if you find any others that do not get the option to repair or salvage because UserActions is overwritten in their config. I think I got them all. Vanilla commits:a8c4238c0c350d73abe1
230 lines
5.3 KiB
C++
230 lines
5.3 KiB
C++
class Animal;
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class CAAnimalBase: Animal
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{
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class Eventhandlers
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{
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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) and isServer) exitWith { _z call sched_co_deleteVehicle; };";
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local = "_z = _this select 0; if ((_this select 1) and isServer) exitWith { _z call sched_co_deleteVehicle; };";
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};
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class UserActions
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{
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class Butcher
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{
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displayName = $STR_ACTIONS_SELF_04;
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displayNameDefault = $STR_ACTIONS_SELF_04;
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priority = 3;
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radius = 3;
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position = "";
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showWindow = 1;
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onlyForPlayer = 1;
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shortcut = "";
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condition = "(['Butcher',this] call userActionConditions)";
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statement = "this spawn player_butcher;";
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};
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};
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};
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class Pastor: CAAnimalBase {
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scope = public;
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side = 1;
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model = "\ca\animals2\Dogs\Pastor\Pastor";
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displayName = "Alsatian";
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moves = "CfgMovesDogDZ";
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gestures = "CfgGesturesDogDZ";
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fsmDanger = "";
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fsmFormation = "";
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agentTasks[] = {};
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woman = 0;
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class EventHandlers{};
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class Wounds
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{
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tex[] = {};
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mat[] = {};
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};
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class VariablesScalar {};
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class VariablesString {};
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};
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class Fin: CAAnimalBase {
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scope = public;
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model = "\ca\animals2\Dogs\Fin\Fin";
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displayName = "Fin";
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moves = "CfgMovesDogDZ";
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gestures = "CfgGesturesDogDZ";
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fsmDanger = "";
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fsmFormation = "";
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};
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class Cow: CAAnimalBase
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{
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scope = private;
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model = "\ca\animals2\cow\cow";
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displayName = "$STR_DN_COW";
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moves = "CfgMovesCow";
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maxTurnAngularVelocity = 30;
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costTurnCoef = 1e-005;
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boneHead = "head";
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bonePrimaryWeapon = "head";
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weaponBone = "head";
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triggerAnim = "";
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wildAnimal = 0;
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humansDetectionRadius = 2;
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runDistanceMax = 10;
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minIdleTime = 20;
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maxIdleTime = 40;
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idleSpecialAnim = "";
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favouritezones = "(meadow) * (1 - forest) * (1 - houses) * (1 - sea)";
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extCameraPosition[] = {0,0.75,-3.0};
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hiddenSelections[] = {"Camo"};
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class VariablesString
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{
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_sound1 = "cow_01";
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_sound2 = "cow_02";
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_sound3 = "cow_03";
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};
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class Wounds
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{
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tex[] = {};
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mat[] = {"Ca\animals2\Cow\data\Cow.rvmat","Ca\animals2\Cow\data\W1_Cow.rvmat","Ca\animals2\Cow\data\W2_Cow.rvmat"};
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};
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};
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class Cow01: Cow
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{
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scope = public;
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accuracy = 1000;
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model = "\ca\animals2\cow\cow";
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displayName = "$STR_DN_COW01";
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hiddenSelectionsTextures[] = {"ca\animals2\cow\data\cow_co.PAA"};
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};
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class Cow02: Cow01
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{
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displayName = "$STR_DN_COW02";
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hiddenSelectionsTextures[] = {"ca\animals2\cow\data\cow2_co.PAA"};
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};
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class Cow03: Cow01
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{
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displayName = "$STR_DN_COW03";
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hiddenSelectionsTextures[] = {"ca\animals2\cow\data\cow3_co.PAA"};
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};
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class Cow04: Cow01
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{
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displayName = "$STR_DN_COW04";
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hiddenSelectionsTextures[] = {"ca\animals2\cow\data\cow4_co.PAA"};
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};
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class Cow_Base_EP1 : Cow {};
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class Cow01_EP1 : Cow_Base_EP1 {};
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class Goat: CAAnimalBase
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{
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scope = public;
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model = "\ca\animals2\Goat\Goat";
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displayName = "$STR_DN_GOAT";
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moves = "CfgMovesGoat";
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wildAnimal = 0;
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humansDetectionRadius = 2;
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runDistanceMax = 10;
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minIdleTime = 10;
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maxIdleTime = 15;
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favouritezones = "(meadow) * (1 - forest) * (1 - houses) * (1 - sea)";
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class VariablesString
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{
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_sound1 = "goat_01";
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_sound2 = "goat_02";
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_sound3 = "goat_03";
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};
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class Wounds
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{
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tex[] = {};
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mat[] = {"ca\animals2\Goat\data\goat.rvmat","ca\animals2\Goat\data\W1_goat.rvmat","ca\animals2\Goat\data\W2_goat.rvmat"};
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};
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};
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class Goat_Base_EP1 : Goat {};
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class Goat01_EP1 : Goat_Base_EP1 {};
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class Goat02_EP1 : Goat01_EP1 {};
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class Rabbit: CAAnimalBase
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{
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scope = public;
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side = 3;
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model = "\ca\animals2\rabbit\rabbit";
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displayName = "$STR_DN_RABBIT";
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moves = "CfgMovesRabbit";
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fsmFormation = "";
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fsmDanger = "";
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maxTurnAngularVelocity = 30;
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costTurnCoef = 1e-005;
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boneHead = "head";
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bonePrimaryWeapon = "head";
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weaponBone = "head";
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triggerAnim = "";
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wildAnimal = 1;
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humansDetectionRadius = 50;
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runDistanceMax = 10;
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minIdleTime = 5;
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maxIdleTime = 10;
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favouritezones = "(meadow) * (forest) * (1 - houses) * (1 - sea)";
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class VariablesString
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{
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_sound1 = "";
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_sound2 = "";
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_sound3 = "";
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};
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class Wounds
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{
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tex[] = {};
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mat[] = {"Ca\animals2\Rabbit\data\Rabbit.rvmat","Ca\animals2\Rabbit\data\W1_Rabbit.rvmat","Ca\animals2\Rabbit\data\W2_Rabbit.rvmat"};
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};
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};
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class Sheep: CAAnimalBase
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{
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scope = public;
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model = "\ca\animals2\Sheep\Sheep";
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displayName = "$STR_DN_SHEEP";
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moves = "CfgMovesSheep";
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class Wounds
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{
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tex[] = {};
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mat[] = {"ca\animals2\sheep\data\sheep.rvmat","ca\animals2\sheep\data\W1_sheep.rvmat","ca\animals2\sheep\data\W2_sheep.rvmat"};
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};
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wildAnimal = 0;
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humansDetectionRadius = 2;
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runDistanceMax = 10;
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minIdleTime = 15;
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maxIdleTime = 20;
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idleSpecialAnim = "Sheep_Eat";
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favouritezones = "(meadow) * (1 - forest) * (1 - houses) * (1 - sea)";
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class VariablesString
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{
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_sound1 = "sheep_01";
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_sound2 = "sheep_02";
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_sound3 = "sheep_03";
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};
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};
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class Sheep_Base_EP1 : Sheep {};
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class Sheep01_EP1 : Sheep_Base_EP1 {};
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class Sheep02_EP1 : Sheep01_EP1 {};
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class WildBoar: CAAnimalBase
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{
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scope = public;
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model = "\ca\animals2\WildBoar\WildBoar";
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displayName = "$STR_DN_WILDBOAR";
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moves = "CfgMovesWildBoar";
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wildAnimal = 1;
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humansDetectionRadius = 100;
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runDistanceMax = 10;
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minIdleTime = 10;
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maxIdleTime = 20;
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favouritezones = "(forest) * (1 - houses) * (1 - meadow) * (1 - sea)";
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class VariablesString
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{
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_sound1 = "";
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_sound2 = "";
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_sound3 = "";
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};
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};
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class Hen : CAAnimalBase {};
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class Cock : Hen {};
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