Files
DayZ-Epoch/SQF/dayz_code/compile/player_zombieAttack.sqf
ebaydayz debb714277 object_setFixServer -> fnc_veh_setFixServer
Fnc_veh_handleRepair is a new version of fnc_veh_setFixServer with extra
handling. It is used in salvage and some other scripts, but not
server_monitor.
2016-03-22 16:34:08 -04:00

333 lines
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/*
Created exclusively for ArmA2:OA - DayZMod.
Please request permission to use/alter/distribute from project leader (R4Z0R49) AND the author (facoptere@gmail.com)
*/
private ["_rnd","_move","_wound","_cnt","_index","_damage","_total","_movePlayer","_start","_unit","_type","_vehicle","_speed",
"_nextPlayerPos","_distance","_viralZeds","_isVehicle","_agentPos","_playerDodged","_areaAffect","_dist","_dir","_timeout","_deg",
"_lastDodge","_dodgeAnimations","_tPos","_zPos","_hpList","_hp","_chance","_openVehicles","_strH","_dam","_cantSee","_attackanimations",
"_lastTackle","_knockdown","_vel","_t","_step","_i","_doRE","_stop"];
_unit = _this select 0;
_type = _this select 1;
_vehicle = vehicle player;
_speed = speed player;
//_nextPlayerPos = player call dayz_futurePos;
_distance = [_unit, player] call BIS_fnc_distance2D;
//_viralZeds = typeOf _unit in DayZ_ViralZeds;
_isVehicle = (_vehicle != player);
//_agentPos = getPosATL _unit;
_playerDodged = false;
if (_type != "zombie") exitWith { diag_log ("not a zombie"); }; // we deal only with zombies in this function
if (_unit distance _vehicle > 3) exitWith {}; // distance too far according to any logic dealt here //+str(_unit distance _nextPlayerPos)+"/"+str(_areaAffect)
// compute the animation move
_rnd = 0;
_dist = round(_distance*10);
switch true do {
case (((toArray(animationState player) select 5) == 112) && (_distance < 2.2)) : {
_rnd = ceil(random 4); //9
_move = "ZombieFeed" + str(_rnd);
};
case (r_player_unconscious && ((random 3) < 1)) : {
_rnd = ceil(random 4); //9
_move = "ZombieFeed" + str(_rnd);
};
case ((_isVehicle) && (_distance < 3.6)) : { // enable attack if Z is between 2.2 and 3.5. Other cases are handled in "default"
_rnd = 8;
_move = "ZombieStandingAttack" + str(_rnd);
};
case (((_speed >= 5) or (_speed <= -5)) && (_distance < 2.3)) : {
_rnd = 8;
_move = "ZombieStandingAttack" + str(_rnd);
};
default {
// attack moves depends on the distance between player and Z
// we compute the distance in 10cm slots.
switch _dist do {
case 0 : {_rnd = [ 1, 4, 9, 3, 6 ];};
case 10 : {_rnd = [ 1, 4, 9, 3, 6 ];};
case 11 : {_rnd = [ 1, 4, 9, 3, 6 ];};
case 12 : {_rnd = [ 1, 9, 3, 6 ];};
case 13 : {_rnd = [ 3, 6 ];};
case 14 : {_rnd = [ 3, 6, 7 ];};
case 15 : {_rnd = [ 7, 5, 10 ];};
case 16 : {_rnd = [ 7, 5, 10 ];};
case 17 : {_rnd = [ 7, 5, 10 ];};
case 18 : {_rnd = [ 8, 10 ];};
case 19 : {_rnd = [ 8, 10 ];};
case 20 : {_rnd = [ 8 ];};
case 21 : {_rnd = [ 8 ];};
case 22 : {_rnd = [ 8 ];};
default {
if (_dist < 10) then { _rnd = [ 1, 2, 4, 9 ]; };
if (_dist > 22) then { _rnd = [ 8 ]; };
};
};
//diag_log ("ZedAttack: : "+str(_rnd));
_rnd = _rnd call BIS_fnc_selectRandom;
_move = "ZombieStandingAttack" + str(_rnd);
//diag_log format ["Distance: %3/%1, Animation: %2", _distance, _rnd, _dist];
};
};
//Make sure zed is facing the player
_dir = [_unit,player] call BIS_Fnc_dirTo;
_unit setDir _dir;
// let's animate the Z
/*
if (local _unit) then {
_unit switchMove _move;
} else {
[objNull, _unit, rswitchMove, _move] call RE;
};
*/
[objNull, _unit, rplaymove, _move] call RE;
uiSleep 0.5;
//slow it down make sure the animation isnt running after the damage
//_timeout = diag_tickTime + 0.3;
//waitUntil { diag_tickTime >= _timeout; };
_deg = [player, _unit] call BIS_fnc_relativeDirTo;
_lastDodge = _unit getVariable ["lastDodge", 0];
//1 in 5 shots
if (((diag_tickTime - _lastDodge) == 0) or ((diag_tickTime - _lastDodge) > 10)) then {
if (((_deg > 295) && (_deg < 360)) or ((_deg > 0) && (_deg < 65))) then {
_dodgeAnimations = ["amovpknlmstpsraswrfldnon"];
if ((animationState _vehicle) in _dodgeAnimations) then {
if (dayz_dodge) exitwith {
_playerDodged = true;
dayz_dodge = false;
};
};
};
};
if (_playerDodged) exitwith {
//systemChat ("That was close!");
_lastDodge = _unit setVariable ["lastDodge", diag_tickTime];
};
_tPos = getPosASL _vehicle;
_zPos = getPosASL _unit;
// compute damage for vehicle and/or the player
if (_isVehicle) then {
if ((_unit distance player) < (3.3 * 2)) then {
_hpList = _vehicle call vehicle_getHitpoints;
_hp = _hpList call BIS_fnc_selectRandom;
_wound = getText(configFile >> "cfgVehicles" >> (typeOf _vehicle) >> "HitPoints" >> _hp >> "name");
_damage = random 0.08;
_chance = round(random 12);
if ((_chance % 4) == 0) then {
_openVehicles = ["ATV_Base_EP1", "Motorcycle", "Bicycle"];
{
if (_vehicle isKindOf _x) exitWith {
player action ["eject", _vehicle];
};
} count _openVehicles;
};
if (_wound in [ "glass1", "glass2", "glass3", "glass4", "glass5", "glass6" ]) then {
_strH = "hit_" + (_wound);
_dam = _vehicle getVariable [_strH,0];
_total = (_dam + _damage);
//handle vehicle dmg
[_vehicle, _wound, _total, _unit, "zombie", true] call fnc_veh_handleDam;
//diag_log ("Hitpoints " +str(_wound) +str(_total));
//handle player dmg
if (_total >= 1) then {
if (r_player_blood < (r_player_bloodTotal * 0.8)) then {
_cnt = count (DAYZ_woundHit select 1);
_index = floor (random _cnt);
_index = (DAYZ_woundHit select 1) select _index;
_wound = (DAYZ_woundHit select 0) select _index;
} else {
_cnt = count (DAYZ_woundHit_ok select 1);
_index = floor (random _cnt);
_index = (DAYZ_woundHit_ok select 1) select _index;
_wound = (DAYZ_woundHit_ok select 0) select _index;
};
_damage = 0.1 + random (1.2);
//diag_log ("Player_ZombieAttack: START DAM: Player Hit on " + _wound + " for " + str(_damage));
[player, _wound, _damage, _unit,"zombie"] call fnc_usec_damageHandler;
};
};
// broadcast hit noise
_pos = getPosATL player;
if ({isPlayer _x} count (_pos nearEntities ["CAManBase",40]) > 1) then {
[_unit,"hit",0,false] call dayz_zombieSpeak;
} else {
[_unit,"hit",0,true] call dayz_zombieSpeak;
};
};
} else {
// player by foot
if ((_unit distance player) <= 3) then {
//Make sure sure evrything is processed as we attack.
_damage = 0.2 + random (1.2);
//LOS check
//Zed eye to player (opersite way around).
_cantSee = [_unit,_vehicle] call dayz_losCheck;
if (!_cantSee) then {
if (r_player_blood < (r_player_bloodTotal * 0.8)) then {
_cnt = count (DAYZ_woundHit select 1);
_index = floor (random _cnt);
_index = (DAYZ_woundHit select 1) select _index;
_wound = (DAYZ_woundHit select 0) select _index;
} else {
_cnt = count (DAYZ_woundHit_ok select 1);
_index = floor (random _cnt);
_index = (DAYZ_woundHit_ok select 1) select _index;
_wound = (DAYZ_woundHit_ok select 0) select _index;
};
_unit setVariable ["speedLimit", 0, false]; //Stop the Zed
//systemChat format["ZA Start Damage Check - %1",(_unit distance player)];
_attackanimations = ["zombiestandingattack1","zombiestandingattack2","zombiestandingattack3","zombiestandingattack4","zombiestandingattack5","zombiestandingattack6","zombiestandingattack7","zombiestandingattack8","zombiestandingattack9","zombiestandingattack10","zombiefeed1","zombiefeed2","zombiefeed3","zombiefeed4","zombiefeed5"];
if ((animationState _unit) in _attackanimations) then {
if (alive _unit) then {
//Damage the player
[player, _wound, _damage, _unit, "zombie"] call fnc_usec_damageHandler;
// check Z stance. Stand up Z if it prones/kneels. make sure zed stays standing after its frist attak
if (unitPos _unit != "UP") then {_unit setUnitPos "UP";};
// broadcast hit noise
_pos = getPosATL player;
if ({isPlayer _x} count (_pos nearEntities ["CAManBase",40]) > 1) then {
[_unit,"hit",0,false] call dayz_zombieSpeak;
} else {
[_unit,"hit",0,true] call dayz_zombieSpeak;
};
// player may fall if hit
_deg = [player, _unit] call BIS_fnc_relativeDirTo;
_lastTackle = player getVariable ["lastTackle", 0];
_movePlayer = "";
//head hit, legs, pushed from back
_knockdown = ["head_hit","legs"];
if (_wound in _knockdown) then {
if (((diag_tickTime - _lastTackle) > 7) && (_speed >= 5.62)) then {
switch true do {
/*
//Removed for now
// front
case (((_deg > 315) && (_deg <= 360)) or ((_deg > 0) && (_deg < 45))) : {
//player setVelocity [(velocity player select 0) + 5 * sin direction _unit, (velocity player select 1) + 5 * cos direction _unit, (velocity player select 2) + 1];
// stop player
_vel = velocity player;
player setVelocity [-(_vel select 0), -(_vel select 1), 0];
disableUserInput true;
[diag_tickTime] call {
_t = _this select 0;
while {true} do {
if (diag_tickTime - _t > 1) exitWith {disableUserInput false;};
};
};
};
*/
// left
case (((_deg > 225) && (_deg < 315))) : {
// rotate player 'smoothly'
[_deg] spawn {
private["_step","_i"];
_step = 90 / 5;
_i = 0;
while {_i < 5} do {
player setDir ((getDir player) + _step);
_i = _i + 1;
uiSleep 0.01;
};
};
// make player dive
_movePlayer = switch (toArray(animationState player) select 17) do {
case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
default {"ActsPercMrunSlowWrflDf_TumbleOver"};
};
};
// right
case (((_deg > 45) && (_deg < 135))) : {
[_deg] spawn {
private["_step","_i"];
_step = 90 / 5;
_i = 0;
while {_i < 5} do {
player setDir ((getDir player) - _step);
_i = _i + 1;
uiSleep 0.01;
};
};
// make player dive
_movePlayer = switch (toArray(animationState player) select 17) do {
case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
default {"ActsPercMrunSlowWrflDf_TumbleOver"};
};
};
// rear
case (((_deg > 135) && (_deg < 225))) : {
_movePlayer = switch (toArray(animationState player) select 17) do {
case 114 : {"ActsPercMrunSlowWrflDf_TumbleOver"}; // rifle
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
default {"ActsPercMrunSlowWrflDf_TumbleOver"};
};
};
};
// Make player dive after making sure the zed can see you.
if (_movePlayer != "") then {
player setVariable ["lastTackle", diag_tickTime];
_doRE = ({isPlayer _x} count (player nearEntities ["AllVehicles",100]) > 1);
if (_doRE) then {
[nil, player, rSWITCHMOVE, _movePlayer] call RE;
} else {
player switchMove _movePlayer;
};
if (_movePlayer == "ActsPercMrunSlowWrflDf_TumbleOver") then {
[_movePlayer, _doRE] spawn {
private ["_movePlayer","_doRE"];
_movePlayer = _this select 0;
_doRE = _this select 1;
waitUntil {animationState player == _movePlayer}; // just in case
while {animationState player == _movePlayer} do {
if (speed player < 4) exitWith { /* break from loop to fix animation lockup */ };
uiSleep 0.1;
};
if (_doRE) then {
[nil, player, rSWITCHMOVE, ""] call RE;
} else {
player switchMove "";
};
};
};
//diag_log(format["%1 player tackled. Weapons: cur:""%2"" anim.state:%6 (%7)--> move: %3. Angle:%4 Delta-time:%5", __FILE__, currentWeapon player, _move, _deg, time - _lastTackle, animationState player, toArray(animationState player) select 17 ]);
};
};
};
};
};
};
}; // fi player by foot
};
//_stop = diag_tickTime;
//diag_log format ["%2 Execution Time: %1",_stop - _start, __FILE__];