mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
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
381 lines
12 KiB
C++
381 lines
12 KiB
C++
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';";
|
|
local = "_z = _this select 0; 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 UserActions
|
|
{
|
|
class Butcher
|
|
{
|
|
displayName = $STR_EPOCH_ACTIONS_GUTZOM;
|
|
displayNameDefault = $STR_EPOCH_ACTIONS_GUTZOM;
|
|
priority = 0;
|
|
radius = 3;
|
|
position = "";
|
|
showWindow = 1;
|
|
onlyForPlayer = 1;
|
|
shortcut = "";
|
|
condition = "(['Butcher',this] call userActionConditions)";
|
|
statement = "this spawn player_butcher;";
|
|
};
|
|
};
|
|
|
|
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"};
|
|
};
|
|
};
|