Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Zeds/Bloodsuckers.hpp
worldwidesorrow 05118343fc Integrate NS Bloodsuckers
Add and update files for bloodsucker spawning option.
2021-08-18 09:47:25 -05:00

134 lines
2.9 KiB
C++

class z_bloodsucker : Zed_Base {
scope = 2;
glassesEnabled = 0;
vehicleClass = "Zombie";
displayName = $STR_ZNAME_BLOODSUCKER;
model = "\nst\NS_mutants\blood\bloodsucker.p3d";
hiddenSelections[] = {"invisible"};
//hiddenSelectionsTextures[] = {};
fsmDanger = "";
fsmFormation = "";
//zombieLoot = "bloodsucker";
moves = "CfgMovesBloodsucker";
isMan = false;
weapons[] = {};
magazines[] = {};
sensitivity = 1; // sensor sensitivity
sensitivityEar = 1;
identityTypes[] = {};
class TalkTopics {};
languages[] = {};
armor = 46;
damageScale = 250;
sepsisChance = 0;
BleedChance = 10; // Maybe this should be higher
forcedSpeed = 6; // Left here to prevent errors in player_zombieCheck
class Eventhandlers {
init = "[(_this select 0)] execFSM ""\z\AddOns\dayz_code\system\mutant_agent.fsm""";
local = "_z = _this select 0; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [_z,true] execFSM '\z\AddOns\dayz_code\system\mutant_agent.fsm';";
//HandleDamage = "_this call local_zombieDamage;";
//Killed = "[_this,'zombieKills'] call local_eventKill;";
};
class UserActions
{
class Butcher
{
displayName = $STR_EPOCH_ACTIONS_GUTBLOOD;
displayNameDefault = $STR_EPOCH_ACTIONS_GUTBLOOD;
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 = 10;
material = -1;
name = "head_hit";
passThrough = true;
memoryPoint = "pilot";
};
class HitBody : HitHead {
armor = 20;
name = "body";
memoryPoint = "aimPoint";
};
class HitSpine : HitHead {
armor = 10;
name = "Spine2";
memoryPoint = "aimPoint";
};
class HitHands : HitHead {
armor = 10;
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";
};
};
};