Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Zeds/WildZeds.hpp
ebaydayz cc28d43d25 Remove unit's local event handler anticheat check
The createUnit remote execution locality exploit was fixed in current
A2OA stable patch 131129:
https://forums.bistudio.com/topic/186695-a2a2oa-patch-18122015/

This is now unnecessary and would needlessly restrict modders.
2016-09-27 16:04:14 -04:00

131 lines
3.0 KiB
C++

class WildZombie_Base : Zed_Base {
scope = public;
glassesEnabled = 0;
vehicleClass = "Zombie";
displayName = $STR_ZNAME_INFECTED;
fsmDanger = "";
fsmFormation = "";
zombieLoot = "civilian";
moves = "CfgMovesZombie";
isMan = false;
weapons[] = {};
magazines[] = {};
sensitivity = 1; // sensor sensitivity
sensitivityEar = 1;
identityTypes[] = {"zombie1", "zombie2"};
class TalkTopics {};
languages[] = {};
armor = 1;
damageScale = 250;
sepsisChance = 18;
BleedChance = 10;
forcedSpeed = 6;
class Eventhandlers {
init = "_this call zombie_initialize;";
local = "_z = _this select 0;" \n
// "if ((!isServer and !isNull _z) and {(side _z != civilian)}) exitWith { " \n
// "PVDZ_sec_atp = [ 'wrong side', player ]; publicVariableServer 'PVDZ_sec_atp'; deleteVehicle _z; };" \n
"if (!(_this select 1)) exitWith {};" \n
"if (isServer) exitWith { _z call sched_co_deleteVehicle; };" \n
"[(position _z), _z, true] execFSM '\z\AddOns\dayz_code\system\zombie_wildagent.fsm';";
//if(_this select 1) then {[(position (_this select 0)),(_this select 0),true] execFSM '\z\AddOns\dayz_code\system\zombie_wildagent.fsm'};";
};
class HitPoints {
class HitHead {
armor = 0.3;
material = -1;
name = "head_hit";
passThrough = true;
memoryPoint = "pilot";
};
class HitBody : HitHead {
armor = 2;
name = "body";
memoryPoint = "aimPoint";
};
class HitSpine : HitHead {
armor = 2;
name = "Spine2";
memoryPoint = "aimPoint";
};
class HitHands : HitHead {
armor = 0.5;
material = -1;
name = "hands";
passThrough = true;
};
class HitLArm : HitHands {
name = "LeftArm";
memoryPoint = "lelbow";
};
class HitRArm : HitHands {
name = "RightArm";
memoryPoint = "relbow";
};
class HitLForeArm : HitHands {
name = "LeftForeArm";
memoryPoint = "lwrist";
};
class HitRForeArm : HitHands {
name = "RightForeArm";
memoryPoint = "rwrist";
};
class HitLHand : HitHands {
name = "LeftHand";
memoryPoint = "LeftHandMiddle1";
};
class HitRHand : HitHands {
name = "RightHand";
memoryPoint = "RightHandMiddle1";
};
class HitLegs : HitHands {
name = "legs";
memoryPoint = "pelvis";
};
class HitLLeg : HitHands {
name = "LeftLeg";
memoryPoint = "lknee";
};
class HitLLegUp : HitHands {
name = "LeftUpLeg";
memoryPoint = "lfemur";
};
class HitRLeg : HitHands {
name = "RightLeg";
memoryPoint = "rknee";
};
class HitRLegUp : HitHands {
name = "RightUpLeg";
memoryPoint = "rfemur";
};
};
};
class Wild_Civ_newBase : WildZombie_Base {
zombieLoot = "civilian";
model = "\Ca\characters_E\Overall\Overall";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_4_co.paa"};
class Wounds {
tex[] = {};
mat[] = {"Ca\characters_E\Overall\Data\Overall.rvmat", "Ca\characters_E\Overall\Data\W1_Overall.rvmat", "Ca\characters_E\Overall\Data\W2_Overall.rvmat"};
};
};