Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Zeds/Zeds.hpp
2016-02-21 13:13:00 -05:00

363 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 ((!isServer and !isNull _z) and {(side _z != civilian)}) exitWith { PVDZ_sec_atp = [ 'wrong side', player ]; publicVariableServer 'PVDZ_sec_atp'; deleteVehicle _z; }; if (!(_this select 1)) exitWith {}; if (isServer) exitWith { _z call sched_co_deleteVehicle; }; [(position _z), _z, true] execFSM '\z\AddOns\dayz_code\system\zombie_agent.fsm';";
};
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 = ZombieMilitary;
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 = ZombieCivilian;
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 = ZombieCivilian;
hiddenSelectionsTextures[] = {"\ca\characters2\civil\functionary\data\functionary2_co.paa"};
};
class z_worker1 : zZombie_Base {
displayName = $STR_ZNAME_WORKER;
zombieLoot = ZombieCivilian;
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 = MedicalHigh;
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"};
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"};
};
};