Files
DayZ-Epoch/dayz_code/compile/control_zombieAgent.sqf
vbawol 480c2a3bc9 1.0.0.9 Developer Build
+ [FIXED] Player position was saved to [] in certain areas of Taviana
forcing random spawn. Override variables added dayz_minpos (default:
-20000) and dayz_maxpos (default: 20000). To better support Taviana use
dayz_minpos = -26000; dayz_maxpos = 26000;  Thanks to dayzforever.com
admin for the heads up.
+ [ADDED] Small Desert Camo Net - desert_net_kit - Recipe: 4 x tent + 4
x metal pole
+ [ADDED] Large Desert Camo Net - desert_large_net_kit - Recipe: 3 x
desert_net_kit
+ [ADDED] Small Forest Camo Net - forest_net_kit - Recipe: 4 x tent + 4
x metal pole
+ [ADDED] Large Forest Camo Net - forest_large_net_kit - Recipe: 3 x
forest_net_kit
+ [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to
glitching with rbull model.
+ [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in
armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from
here:
http://www.404games.co.uk/forum/index.php?/topic/1243-camo-suv-skin-code-here/
+ [ADDED] Sandbag Nest (sandbag_nest_kit) Required Tools: ItemEtool,
ItemToolbox. Recipe: ItemSandbag x 4, PartWoodPlywood x 2,
PartWoodLumber x 4.
+ [CHANGED] When selling multiple magazine items traders should now
always give highest denomination back.
+ [CHANGED] workshop is now required for most crafting. Currently a Nice
Wood Shed or a Wooden Shack will work.
+ [CHANGED] Updated camo female texture thanks to
http://www.twitch.tv/miss_alejandria
+ [ADDED] New vehicle ownership is now tied to vehicle keys. When you
purchase a new vehicle you will get a key added to your toolbelt.  Do
not drop on the ground as they are easy to loose.
+ [ADDED] Server admins can now change default fresh spawn loadout
within mission init.sqf. DefaultMagazines =
["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"];
DefaultBackpack = ""; DefaultBackpackWeapon = "";
+ [ADDED] added override variable for to change the distance for selling
vehicles. dayz_sellDistance = 20; in the missions init.sqf
+ [REVERT] Re-enabled old refuel sources and added (TODO: ability to
fill 55 gallon barrels off them).
+ [ADDED] More internal code locks and addaction locks to prevent bugged
menus.
+ [CHANGED] Can no longer drop
"MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from
primary slot, you must add it to your toolbelt first.
+ [ADDED]  Fishing now requires casting and waiting to catch a fish
(currently only trout).
+ [FIXED] Incorrect TradeInprogress message for Open Crate code.
+ [FIXED] Boat dealers can now use ["HeliHCivil","HeliHempty"] as
alternate spawn locations for new vehicles.
+ [FIXED] Fixed spawning of Skin_TK_INS_Warlord_EP1 needed to be
Skin_TK_INS_Warlord_EP1_DZ in loot table instead.
+ [ADDED] Gain 1 humanity for each zed you gut. only after body is
cleared and the body disappears.
+ [REMOVED] Removed m240 nest crafting for now too many problems still.
+ [ADDED] You now get a key when purchasing a vehicle,
+ [ADDED] Have your pen and paper handy for this one... When placing a
personal safe you will now get a 4 digit pin code that you will need to
use gain access to your safe.
+ [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing
vehicles and placing vaults have now been resolved.
+ [CHANGED] Namalsk Plane vendor moved inside building, Medical vendor
moved to adjacent building.
2013-05-22 07:34:26 -05:00

57 lines
1.5 KiB
Plaintext

private["_position","_unitTypes","_group","_unit","_target","_bodies","_targetPos","_codeSpawns","_unitSpawn","_lead","_isAlive","_units"];
//Definitions
_agent = _this select 0;
//Add handlers
//_id = _agent addeventhandler ["HandleDamage",{_this call local_zombieDamage}];
//Loop behaviour
_list = (getposATL _agent) nearEntities ["Man",200];
_isSomeone = ({isPlayer _x} count _list) > 0;
while {_isAlive and _isSomeone} do {
//NO TARGET
_agent disableAI "FSM";
_target = objNull;
_targetPos = [];
//Spawn roaming script (individual to unit)
_myDest = getPosATL _agent;
//Loop looking for targets
while {isNull _target and _isAlive and _isSomeone} do {
_isAlive = alive _agent;
_list = (getposATL _agent) nearEntities ["Man",200];
_isSomeone = ({isPlayer _x} count _list) > 0;
_target = _agent call zombie_findTargetAgent;
if (_isAlive and (_agent distance _myDest < 5)) then {
[_agent,_position] call zombie_loiter;
};
_agent forceSpeed 2;
sleep 1;
};
//CHASE TARGET
//Leader cries out
[_agent,"attack",0,false] call dayz_zombieSpeak;
//Start Movement loop
while {!isNull _target and _isAlive and _isSomeone} do {
_target = _agent call zombie_findTargetAgent;
_isAlive = alive _agent;
_targetPos = getPosATL _target;
//Move to target
_agent moveTo _targetPos;
_agent forceSpeed 8;
sleep 1;
};
//LOOP
_agent setVariable ["targets",[],true];
_isAlive = alive _agent;
sleep 1;
};
//Wait for a while then cleanup
sleep 5;
deleteVehicle _agent;