mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
156 lines
5.1 KiB
Plaintext
156 lines
5.1 KiB
Plaintext
private ["_attacked","_chance","_near","_targeted","_localtargets","_remotetargets","_forcedSpeed"];
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_vehicle = vehicle player;
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_isVehicle = (_vehicle != player);
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_speed = speed (vehicle player);
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_refObj = (driver _vehicle);
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_listTalk = (getPosATL _refObj) nearEntities ["Zed_Base", 100];
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_attacked = false; // at least 1 Z attacked the player
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_near = false;
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//_multiplier = 1;
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_inVehicle = (vehicle player != player);
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_isAir = vehicle player iskindof "Air";
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_isLand = vehicle player iskindof "Land";
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_isSea = vehicle player iskindof "Sea";
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if (_isLand) then { } else { };
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if (_isAir) then { } else { };
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if (_isSea) then { } else { };
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{
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_forcedSpeed = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");
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//_hearingThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "hearingThreshold");
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//_sightThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "sightThreshold");
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if (!(typeof _x == "swarm_newBase")) then {
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_type = "zombie";
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if (alive _x) then {
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private["_dist","_attackDist"];
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_dist = (_x distance _refObj);
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_group = _x;
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_chance = 1; //0 / dayz_monitorPeriod; // Z verbosity
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_targetedBySight = false;
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_targetedBySound = false;
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_localtargets = _group getVariable ["localtargets",[]];
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_remotetargets = _group getVariable ["remotetargets",[]];
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_targets = _localtargets + _remotetargets;
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if (_x distance player >= (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 (_x distance _refObj >= 3.3) then {
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_x setVariable ["speedLimit", _forcedSpeed, false];
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};
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//if (!local _x) then {
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if (_refObj in _targets) then {
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_last = _x getVariable["lastAttack", 0];
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_entHeight = (getPosATL _x) select 2;
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_pHeight = (getPosATL _refObj) select 2;
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_delta = _pHeight - _entHeight;
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_x setVariable ["speedLimit", 0, false];
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if (_x distance _refObj <= 3.3) 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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if (((diag_tickTime - _last) > 1.5) and ((_delta < 1.5) and (_delta > -1.5))) then {
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_attackResult = [_x, _type] call player_zombieAttack;
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_x setVariable["lastAttack", diag_tickTime];
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};
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};
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} else {
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_x setVariable ["speedLimit", _forcedSpeed, false];
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};
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_attacked = true;
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} else {
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_x setVariable ["speedLimit", _forcedSpeed, false];
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};
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//};
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//Block all target atteps while in a vehicle
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if (!_isAir) then {
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if (!(_refObj in _targets)) then {
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//Noise Activation
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//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 {
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_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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};
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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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_tPos = (getPosASL (vehicle player));
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_zPos = (getPosASL _x);
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_targetAngle = 30;
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_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 {
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_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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};
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if (_targetedBySight or _targetedBySound) then {
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[_x, "spotted", 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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switch (local _x) do {
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case false: {
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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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case true: {
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_localtargets set [count _localtargets,_refObj];
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_x setVariable ["localtargets",_localtargets,false];
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};
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};
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};
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};
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};
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} forEach _listTalk;
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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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_lowBlood = (r_player_blood / r_player_bloodTotal) < 0.5;
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if (_lowBlood) then {
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dayz_panicCooldown = diag_ticktime;
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[_refObj, "panic", 6, false] call dayz_zombieSpeak;
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};
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};
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};
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// return true if attacked or near. if so, player_monitor will perform its ridiculous 'while true' loop faster.
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(_attacked OR _near)
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