Files
DayZ-Epoch/SQF/dayz_code/compile/player_zombieCheck.sqf
ebayShopper 2ef93e6c57 Fix panic sound chance from fbc56ff #1861
Previously was ~8% chance every 1 second, so ~72% chance to play once or
more every 9 seconds.

Now it is a 50% chance to play once every 9 seconds.
2017-02-12 16:04:48 -05:00

145 lines
5.2 KiB
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private ["_attacked","_chance","_near","_targeted","_localtargets","_remotetargets","_forcedSpeed","_vehicle","_refObj",
"_multiplier","_isAir","_hearingThreshold","_sightThreshold","_type","_dist","_attackDist",
"_targetedBySight","_targetedBySound","_targets","_last","_entHeight","_pHeight","_delta","_attackResult","_cantSee","_tPos","_zPos",
"_targetAngle","_inAngle","_lowBlood"];
_vehicle = vehicle player;
_refObj = driver _vehicle;
_attacked = false; // at least one Z attacked the player
_near = false;
//_multiplier = 1;
_isAir = _vehicle isKindOf "Air";
{
_forcedSpeed = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");
//_hearingThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "hearingThreshold");
//_sightThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "sightThreshold");
if !(typeOf _x == "swarm_newBase") then {
_type = "zombie";
if (alive _x) then {
private ["_dist","_attackDist"];
_dist = _x distance _refObj;
_group = _x;
_chance = 1; //0 / dayz_monitorPeriod; // Z verbosity
_targetedBySight = false;
_targetedBySound = false;
_localtargets = _group getVariable ["localtargets",[]];
_remotetargets = _group getVariable ["remotetargets",[]];
_targets = _localtargets + _remotetargets;
if (_x distance player >= (dayz_areaAffect*2)) then {
if (speed _x < 4) then {
[_x,"idle",(_chance + 4),true] call dayz_zombieSpeak;
} else {
[_x,"chase",(_chance + 3),true] call dayz_zombieSpeak;
};
};
if (_x distance _refObj >= 3.3) then {_x setVariable ["speedLimit",_forcedSpeed,false];};
//if (!local _x) then {
if (_refObj in _targets) then {
_last = _x getVariable ["lastAttack", 0];
_entHeight = (getPosATL _x) select 2;
_pHeight = (getPosATL _refObj) select 2;
_delta = _pHeight - _entHeight;
_x setVariable ["speedLimit", 0, false];
if (_x distance _refObj <= 3) then {
//Force AI to Stand
_x setUnitPos "UP";
if !(animationState _x == "ZombieFeed") then {
if (((diag_tickTime - _last) > 1.5) && ((_delta < 1.5) && (_delta > -1.5))) then {
_cantSee = [_x,_refObj] call dayz_losCheck;
if (!_cantSee) then {
_attackResult = [_x, _type] spawn player_zombieAttack;
_x setVariable ["lastAttack", diag_tickTime];
};
};
};
} else {
_x setVariable ["speedLimit", _forcedSpeed, false];
};
_attacked = true;
} else {
_x setVariable ["speedLimit", _forcedSpeed, false];
};
//};
//Block all target atteps while in a vehicle
if (!_isAir) then {
if !(_refObj in _targets) then {
//Noise Activation (zed is within players audial projection)
if (_dist < DAYZ_disAudial) then {
if (DAYZ_disAudial > 80) then {
_targetedBySound = true;
} else {
//if (DAYZ_disAudial > 6) then {
_chance = [_x,_dist,DAYZ_disAudial] call dayz_losChance;
//diag_log ("Visual Detection: " + str([_x,_dist]) + " " + str(_chance));
if ((random 1) < _chance) then {
//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
_cantSee = [_refObj,_x] call dayz_losCheck;
if (!_cantSee) then {
_targetedBySound = true;
} else {
if (_dist < (DAYZ_disAudial / 2)) then {_targetedBySound = true;};
};
};
//};
};
};
//Sight Activation
if (_dist < DAYZ_disVisual ) then {
_chance = [_x,_dist,DAYZ_disVisual] call dayz_losChance;
if ((random 1) < _chance) then {
_tPos = getPosASL _vehicle;
_zPos = getPosASL _x;
_targetAngle = 30;
_inAngle = [_zPos,(direction _x),_targetAngle,_tPos] call fnc_inAngleSector;
if (_inAngle) then {
_cantSee = [_refObj,_x] call dayz_losCheck;
if (!_cantSee) then {_targetedBySight = true;};
};
};
};
};
};
if (_targetedBySight or _targetedBySound) then {
[_x, "spotted", 0, false] call dayz_zombieSpeak;
//diag_log format["Zombie: %1, Distance: %2, Target Reason: Sight-%3,%5/Sound-%4,%6",(typeof _x),_dist,_targetedBySight,_targetedBySound,DAYZ_disVisual,DAYZ_disAudial];
switch (local _x) do {
case false: {
_remotetargets set [count _remotetargets,_refObj];
_x setVariable ["remotetargets",_remotetargets,true];
};
case true: {
_localtargets set [count _localtargets,_refObj];
_x setVariable ["localtargets",_localtargets,false];
};
};
};
};
};
} forEach ((getPosATL _refObj) nearEntities ["Zed_Base",100]);
if (_attacked) then {
if (r_player_unconscious) then {
[_refObj, "scream", 6, false] call dayz_zombieSpeak;
} else {
_lowBlood = (r_player_blood / r_player_bloodTotal) < 0.5;
if (diag_ticktime - dayz_panicCooldown > 9 && _lowBlood) then {
//Prevents overlapping sounds (panic tracks are 4-9s, this script is called every 1s)
//50% chance every 9s
dayz_panicCooldown = diag_ticktime;
[_refObj, "panic", 1, false] call dayz_zombieSpeak;
};
};
};
// return true if attacked or near. if so, player_monitor will perform its ridiculous 'while true' loop faster.
(_attacked OR _near)