Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Zeds/Zeds.hpp
ebayShopper d416ae80ab Move study body back to fn_selfActions
Adding UserActions to players (CAManBase) is not efficient, because the
condition evaluates onEachFrame when you are "inside" that vehicle type.
Also admins usually want to add more custom actions to dead bodies
anyway.
https://community.bistudio.com/wiki/addAction#Syntax

This partially reverts 3aad4b6.
2017-02-21 15:12:41 -05:00

383 lines
12 KiB
C++

class Citizen;
class Citizen1: Citizen {
class SpeechVariants {
class Default {
speechplural[] = {""};
speechsingular[] = {""};
};
class EN: Default {
speechplural[] = {""};
speechsingular[] = {""};
};
class CZ {
speechplural[] = {""};
speechsingular[] = {""};
};
class CZ_Akuzativ {
speechplural[] = {""};
speechsingular[] = {""};
};
class RU {
speechplural[] = {""};
speechsingular[] = {""};
};
};
};
class Zed_Base : Citizen1 {
scope = public;
class HitDamage {};
armor = 3;
};
class zZombie_Base : Zed_Base {
scope = public;
glassesEnabled = 0;
vehicleClass = "Zombie";
displayName = $STR_ZNAME_INFECTED;
fsmDanger = "";
fsmFormation = "";
zombieLoot = ZombieCivilian;
moves = "CfgMovesZombie";
isMan = false;
weapons[] = {};
magazines[] = {};
sensitivity = 2; // sensor sensitivity
sensitivityEar = 2;
identityTypes[] = {"zombie1", "zombie2"};
class TalkTopics {};
languages[] = {};
damageScale = 350;
sepsisChance = 18;
BleedChance = 15;
forcedSpeed = 6;
class Eventhandlers
{
init = "_this call zombie_initialize;";
local = "_z = _this select 0; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [_z,true] call zombie_initialize;";
HandleDamage = "_this call local_zombieDamage;";
Killed = "[_this,'zombieKills'] call local_eventKill;";
};
class UserActions
{
class Butcher
{
displayName = $STR_EPOCH_ACTIONS_GUTZOM;
displayNameDefault = $STR_EPOCH_ACTIONS_GUTZOM;
priority = 0;
radius = 3;
position = "";
showWindow = 1;
onlyForPlayer = 1;
shortcut = "";
condition = "(['Butcher',this] call userActionConditions)";
statement = "this spawn player_butcher;";
};
};
class HitPoints {
class HitHead {
armor = 0.1;
material = -1;
name = "head_hit";
passThrough = true;
memoryPoint = "pilot";
};
class HitBody : HitHead {
armor = 2.4;
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 z_villager1 : zZombie_Base {
zombieLoot = ZombieCivilian;
model = "\ca\characters2\civil\Villager\Villager";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_co.paa"};
class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters2\Civil\Villager\Data\villager.RVmat", "ca\characters2\Civil\Villager\Data\villager_w1.RVmat", "ca\characters2\Civil\Villager\Data\villager_w2.RVmat"};
};
};
class z_villager2 : z_villager1 {
hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_v2_co.paa"};
};
class z_villager3 : z_villager1 {
hiddenSelectionsTextures[] = {"\ca\characters2\civil\villager\data\villager_v3_co.paa"};
};
class z_priest : zZombie_Base {
displayName = $STR_ZNAME_PRIEST;
zombieLoot = ZombieCivilian;
model = "\ca\characters2\civil\Priest\Priest";
class Wounds {
tex[] = {};
mat[] = {"ca\characters2\civil\priest\data\priest.rvmat", "ca\characters2\civil\priest\data\W1_priest.rvmat", "ca\characters2\civil\priest\data\W2_priest.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
};
};
class z_soldier : zZombie_Base {
displayName = $STR_ZNAME_SOLDIER;
zombieLoot = ZombieMilitary;
model = "\ca\characters2\Blufor\Soldier_Light";
class HitPoints : HitPoints {
class HitHead {
armor = 0.6;
material = -1;
name = "head_hit";
passThrough = true;
};
class HitBody {
armor = 5;
material = -1;
name = "body";
passThrough = true;
};
class HitHands {
armor = 1;
material = -1;
name = "hands";
passThrough = true;
};
class HitLegs {
armor = 1;
material = -1;
name = "legs";
passThrough = true;
};
};
class Wounds {
tex[] = {};
mat[] = {"ca\characters2\Blufor\data\Soldier.RVmat", "ca\characters2\Blufor\data\Soldier_W1.RVmat", "ca\characters2\Blufor\data\Soldier_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Light.RVmat", "ca\characters2\Blufor\data\Soldier_Light_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Light_W2.RVmat", "ca\characters2\Blufor\data\Soldier_EQUIP_Light.RVmat", "ca\characters2\Blufor\data\Soldier_Light_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Light_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_GL.RVmat", "ca\characters2\Blufor\data\Soldier_GL_W1.RVmat", "ca\characters2\Blufor\data\Soldier_GL_W2.RVmat", "ca\characters2\Blufor\data\Soldier_NCO.RVmat", "ca\characters2\Blufor\data\Soldier_NCO_W1.RVmat", "ca\characters2\Blufor\data\Soldier_NCO_W2.RVmat", "ca\characters2\Blufor\data\Soldier_MG.RVmat", "ca\characters2\Blufor\data\Soldier_MG_W1.RVmat", "ca\characters2\Blufor\data\Soldier_MG_W2.RVmat", "ca\characters2\Blufor\data\Soldier_AT.RVmat", "ca\characters2\Blufor\data\Soldier_AT_W1.RVmat", "ca\characters2\Blufor\data\Soldier_AT_W2.RVmat", "ca\characters2\Blufor\data\Soldier_CO.RVmat", "ca\characters2\Blufor\data\Soldier_CO_W1.RVmat", "ca\characters2\Blufor\data\Soldier_CO_W2.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_CO_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Guard.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Crew.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W2.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W1.RVmat", "ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W2.RVmat"};
};
};
class z_soldier_pilot : z_soldier {
displayName = $STR_ZNAME_PILOT;
zombieLoot = ZombiePilot;
model = "\ca\characters_d_BAF\BAF_Pilot_BAF";
hiddenSelections[] = {"Camo", "Camo2", "Camo3"};
hiddenSelectionsTextures[] = {"\ca\characters_W_baf\data\camo_dpm_co.paa", "\ca\characters_W_baf\data\armour_dpm_co.paa", "\ca\characters_W_baf\data\equip_dpm_co.paa"};
class HitPoints : HitPoints {
class HitHead {
armor = 2;
material = -1;
name = "head_hit";
passThrough = true;
};
class HitBody {
armor = 3;
material = -1;
name = "body";
passThrough = true;
};
class HitHands {
armor = 1;
material = -1;
name = "hands";
passThrough = true;
};
class HitLegs {
armor = 1;
material = -1;
name = "legs";
passThrough = true;
};
};
};
class z_soldier_heavy : z_soldier {
displayName = $STR_ZNAME_SOLDIERHEAVY;
zombieLoot = ZombieMilitary;
model = "\ca\characters2\Blufor\Soldier";
class HitPoints : HitPoints {
class HitHead {
armor = 1;
material = -1;
name = "head_hit";
passThrough = true;
};
class HitBody {
armor = 10;
material = -1;
name = "body";
passThrough = true;
};
class HitHands {
armor = 1;
material = -1;
name = "hands";
passThrough = true;
};
class HitLegs {
armor = 1;
material = -1;
name = "legs";
passThrough = true;
};
};
};
class z_policeman : zZombie_Base {
displayName = $STR_ZNAME_POLICEMAN;
zombieLoot = ZombiePolice;
model = "ca\characters2\civil\policeman\policeman.p3d";
class Wounds {
tex[] = {};
mat[] = {"ca\characters2\civil\policeman\data\policeman.rvmat", "ca\characters2\civil\policeman\data\w1_policeman.rvmat", "ca\characters2\civil\policeman\data\w2_policeman.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat"};
};
};
class z_suit1 : zZombie_Base {
displayName = $STR_ZNAME_SUIT;
zombieLoot = ZombieSuit;
model = "\ca\characters2\civil\Functionary\Functionary";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary_co.paa"};
class Wounds {
tex[] = {};
mat[] = {"ca\characters2\civil\Functionary\data\Functionary.rvmat", "ca\characters2\civil\Functionary\data\W1_Functionary.rvmat", "ca\characters2\civil\Functionary\data\W2_Functionary.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
};
};
class z_suit2 : z_suit1 {
zombieLoot = ZombieSuit;
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary2_co.paa"};
};
class z_worker1 : zZombie_Base {
displayName = $STR_ZNAME_WORKER;
zombieLoot = ZombieWorker;
model = "\Ca\characters_E\Overall\Overall";
hiddenSelections[] = {"Camo"};
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"};
};
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_4_co.paa"};
};
class z_worker2 : z_worker1 {
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_3_co.paa"};
};
class z_worker3 : z_worker1 {
hiddenSelectionsTextures[] = {"\Ca\characters_E\Overall\Data\Overall_2_co.paa"};
};
class z_doctor : zZombie_Base {
displayName = $STR_ZNAME_DOCTOR;
model = "\ca\characters2\civil\Doctor\Doctor";
zombieLoot = ZombieDoctor;
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\dayz\textures\clothes\doctor_co.paa"};
class Wounds {
tex[] = {};
mat[] = {"ca\characters2\civil\doctor\data\doctor.rvmat", "ca\characters2\civil\doctor\data\W1_doctor.rvmat", "ca\characters2\civil\doctor\data\W2_doctor.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
};
};
class z_teacher : z_doctor {
displayName = $STR_ZNAME_TEACHER;
zombieLoot = ZombieCivilian;
hiddenSelectionsTextures[] = {"\dayz\textures\clothes\teacher_co.paa"};
};
class z_hunter : zZombie_Base {
displayName = $STR_ZNAME_HUNTER;
zombieLoot = ZombieHunter;
model = "\ca\characters2\civil\Woodlander\Woodlander";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\ca\characters2\civil\woodlander\data\woodlander_v3_co.paa"};
class Wounds {
tex[] = {};
mat[] = {"ca\characters2\civil\Woodlander\data\Woodlander.rvmat", "ca\characters2\civil\Woodlander\data\W1_Woodlander.rvmat", "ca\characters2\civil\Woodlander\data\W2_Woodlander.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat"};
};
};