mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
154 lines
5.8 KiB
Plaintext
154 lines
5.8 KiB
Plaintext
// Check for near zombies and mutants and attack player
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local _vehicle = vehicle player;
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local _inVehicle = _vehicle != player;
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local _refObj = driver _vehicle;
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local _attacked = false; // at least one Z attacked the player
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local _isAir = _vehicle isKindOf "Air";
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local _speedMin = DZE_ZombieSpeed select 0;
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local _speedMax = DZE_ZombieSpeed select 1;
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local _cantSee = false;
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{
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local _isZombie = _x isKindOf "zZombie_base";
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local _isMutant = (DZE_Bloodsuckers && {typeOf _x == "z_bloodsucker"});
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local _forcedSpeed = if ((_speedMin != _speedMax) && {(_speedMin > 0) && (_speedMax > 0)}) then {((random (DZE_ZombieSpeed select 1)) max (DZE_ZombieSpeed select 0));} else {getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");};
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local _dist = _x distance _refObj;
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local _chance = 1; //0 / dayz_monitorPeriod; // Z verbosity
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local _targetedBySight = false;
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local _targetedBySound = false;
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local _localtargets = _x getVariable ["localtargets",[]];
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local _remotetargets = _x getVariable ["remotetargets",[]];
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local _targets = _localtargets + _remotetargets;
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if (_isMutant) then {
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if (_dist <= 5) then {
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local _skin = _x getVariable ["mutantSkin", "act_krovosos_new1"]; // Set textures locally on each client to prevent issues with RESec
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_x setObjectTexture [0, format["\nst\ns_mutants\blood\%1.paa",_skin]];
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} else {
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_x setObjectTexture [0, ""];
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local _sound = ["bloodgrowl0","bloodgrowl2","bloodgrowl3","bloodgrowl4","bloodforest1","bloodforest2","bloodforest3","bloodforest4"] call BIS_fnc_selectRandom;
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[_x,_sound,(_chance + 4),false] call dayz_zombieSpeak;
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};
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};
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if (_isZombie) then {
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if (_x distance _refObj >= (dayz_areaAffect*2)) then {
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if (speed _x < 4) then {
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[_x,"idle",(_chance + 4),true] call dayz_zombieSpeak;
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} else {
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[_x,"chase",(_chance + 3),true] call dayz_zombieSpeak;
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};
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};
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if (_dist >= 3.3) then {_x setVariable ["speedLimit",_forcedSpeed,false];};
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};
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if (_refObj in _targets) then {
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if (_isZombie) then {_x setVariable ["speedLimit", 0, false];};
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if (_dist <= 3) then {
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//Force AI to Stand
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_x setUnitPos "UP";
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if !(animationState _x == "ZombieFeed") then {
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local _last = _x getVariable ["lastAttack", 0];
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local _entHeight = (getPosATL _x) select 2;
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local _pHeight = (getPosATL _refObj) select 2;
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local _delta = _pHeight - _entHeight;
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if (((diag_tickTime - _last) > 1.5) && ((_delta < 1.5) && (_delta > -1.5))) then {
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_cantSee = [_refObj,_x] call dayz_losCheck;
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if (!_cantSee) then {
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if (_isZombie) then {
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[_x, "zombie"] spawn player_zombieAttack;
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} else {
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local _noAttack = (DZE_MutantHeartProtect && {_refObj hasWeapon "ItemMutantHeart"});
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if (!_noAttack && !_inVehicle) then {
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_x spawn player_mutantAttack;
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};
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};
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_x setVariable ["lastAttack", diag_tickTime];
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};
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};
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};
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} else {
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if (_isZombie) then {_x setVariable ["speedLimit", _forcedSpeed, false];};
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};
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_attacked = true;
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} else {
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if (_isZombie) then {_x setVariable ["speedLimit", _forcedSpeed, false];};
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};
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//Block all target attempts while in an aircraft
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if (!_isAir) then {
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if !(_refObj in _targets) then {
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//Noise Activation (zed is within players audial projection)
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if (_dist < DAYZ_disAudial) then {
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if (DAYZ_disAudial > 80) then {
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_targetedBySound = true;
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} else {
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//if (DAYZ_disAudial > 6) then {
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_chance = [_x,_dist,DAYZ_disAudial] call dayz_losChance;
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//diag_log ("Visual Detection: " + str([_x,_dist]) + " " + str(_chance));
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if ((random 1) < _chance) then {
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//make sure the player isnt behind a building or wall if target is in the open always target if player is making too much noise
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_cantSee = [_refObj,_x] call dayz_losCheck;
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if (!_cantSee) then {
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_targetedBySound = true;
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} else {
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if (_dist < (DAYZ_disAudial / 2)) then {_targetedBySound = true;};
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};
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};
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//};
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};
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};
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//Sight Activation
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if (_dist < DAYZ_disVisual) then {
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_chance = [_x,_dist,DAYZ_disVisual] call dayz_losChance;
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if ((random 1) < _chance) then {
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local _tPos = getPosASL _vehicle;
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local _zPos = getPosASL _x;
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local _targetAngle = 30;
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local _inAngle = [_zPos,(direction _x),_targetAngle,_tPos] call fnc_inAngleSector;
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if (_inAngle) then {
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_cantSee = [_refObj,_x] call dayz_losCheck;
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if (!_cantSee) then {_targetedBySight = true;};
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};
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};
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};
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};
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};
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if (_targetedBySight || _targetedBySound) then {
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local _sound = ["spotted","bloodgrowl1"] select _isMutant;
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[_x, _sound, 0, false] call dayz_zombieSpeak;
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//diag_log format["Zombie: %1, Distance: %2, Target Reason: Sight-%3,%5/Sound-%4,%6",(typeof _x),_dist,_targetedBySight,_targetedBySound,DAYZ_disVisual,DAYZ_disAudial];
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if (local _x) then {
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_localtargets set [count _localtargets,_refObj];
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_x setVariable ["localtargets",_localtargets,false];
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} else {
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_remotetargets set [count _remotetargets,_refObj];
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_x setVariable ["remotetargets",_remotetargets,true];
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};
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};
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if (_isMutant && {DZE_BloodsuckerDeleteNearTrader && isInTraderCity}) then {deleteVehicle _x}; // Delete bloodsucker if the player is in a trader city
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} forEach ((getPosATL _refObj) nearEntities ["Zed_Base",100]);
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if (_attacked) then {
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if (r_player_unconscious) then {
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[_refObj, "scream", 6, false] call dayz_zombieSpeak;
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} else {
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local _lowBlood = (r_player_blood / r_player_bloodTotal) < 0.5;
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if (diag_ticktime - dayz_panicCooldown > 9 && _lowBlood) then {
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//Prevents overlapping sounds (panic tracks are 4-9s, this script is called every 1s)
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//50% chance every 9s
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dayz_panicCooldown = diag_ticktime;
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[_refObj, "panic", 1, false] call dayz_zombieSpeak;
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};
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};
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};
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// return true if attacked. if so, player_monitor will perform its ridiculous 'while true' loop faster.
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_attacked
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