mirror of
https://github.com/EpochModTeam/Epoch.git
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0.3.9.0 b552
zombie fixes removed armed vtol prices for APEX vehicles message when NVG disabed due to lack of energy
This commit is contained in:
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02761bb4cf
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@ -1,4 +1,4 @@
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/*%FSM<COMPILE "D:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, zombie">*/
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/*%FSM<COMPILE "F:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FSMEditor\scriptedFSM.cfg, zombie">*/
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/*%FSM<HEAD>*/
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/*
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item0[] = {"brainz",0,250,-25.000000,-25.000000,75.000000,25.000000,0.000000,"brainz"};
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@ -29,9 +29,9 @@ item24[] = {"sight___target",4,218,550.000000,-350.000000,650.000000,-300.000000
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item25[] = {"hearing___target",4,218,650.000000,-325.000000,750.000000,-275.000000,80.000000,"hearing / target"};
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item26[] = {"nearest_target",4,218,725.000000,0.000000,825.000000,50.000000,75.000000,"nearest" \n "target"};
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item27[] = {"spin",2,250,0.000000,-500.000000,100.000000,-450.000000,0.000000,"spin"};
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item28[] = {"wait",4,218,100.000000,-425.000000,200.000000,-375.000000,0.000000,"wait"};
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item28[] = {"wait",4,4314,100.000000,-425.000000,200.000000,-375.000000,0.000000,"wait"};
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item29[] = {"scream",4,218,200.000000,-475.000000,300.000000,-425.000000,80.000000,"scream"};
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item30[] = {"____FAKE____",9,352,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
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item30[] = {"____FAKE____",9,0,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
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link0[] = {0,17};
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link1[] = {1,2};
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link2[] = {2,3};
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@ -79,8 +79,8 @@ link43[] = {30,10};
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link44[] = {30,19};
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link45[] = {30,22};
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link46[] = {30,26};
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globals[] = {0.000000,0,0,0,0,640,480,1,266,6316128,1,-207.474609,835.795471,312.554321,-630.442322,978,884,1};
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window[] = {2,-1,-1,-1,-1,707,182,1207,182,3,996};
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globals[] = {0.000000,0,0,0,0,640,480,1,266,6316128,1,-207.474609,835.795471,312.554321,-630.442322,978,854,1};
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window[] = {2,-1,-1,-1,-1,655,130,1155,130,3,996};
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*//*%FSM</HEAD>*/
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class FSM
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{
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@ -91,6 +91,7 @@ class FSM
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class brainz
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{
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name = "brainz";
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itemno = 0;
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init = /*%FSM<STATEINIT""">*/"_zombie = _this select 0;" \n
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"_sBomb = _this select 1;" \n
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"_head = objNull;" \n
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@ -110,7 +111,7 @@ class FSM
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"//Behaviour Vars" \n
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"_attackDist = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""attackDist"");" \n
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"_groanTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""groanTrig"");" \n
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"_zRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""range"");" \n
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"_zDisposeRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""disposeRange"");" \n
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"_sHideTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""hideLevel""); " \n
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"_moveTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""chargeLevel""); " \n
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"_sHardness = floor (random 6) max 1;" \n
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@ -269,6 +270,7 @@ class FSM
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/*%FSM<LINK "Wait_random">*/
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class Wait_random
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{
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itemno = 17;
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priority = 10.000000;
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to="reset_vars";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -283,6 +285,7 @@ class FSM
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class instinct
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{
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name = "instinct";
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itemno = 2;
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init = /*%FSM<STATEINIT""">*/"//systemchat format[""I %1"",diag_tickTime];" \n
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"" \n
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"" \n
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@ -294,6 +297,7 @@ class FSM
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/*%FSM<LINK "dispose">*/
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class dispose
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{
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itemno = 9;
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priority = 200.000000;
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to="pre_dispose";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -313,16 +317,18 @@ class FSM
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/*%FSM<LINK "dispose_1">*/
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class dispose_1
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{
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itemno = 5;
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priority = 100.000000;
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to="instinct";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!(alive _zombie) || _traderDispose || _trgtDist > _zRange;"/*%FSM</CONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!(alive _zombie) || _traderDispose || _trgtDist > _zDisposeRange;"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_doDispose = true;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "attack">*/
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class attack
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{
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itemno = 20;
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priority = 90.000000;
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to="spin";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -341,6 +347,7 @@ class FSM
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/*%FSM<LINK "scream">*/
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class scream
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{
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itemno = 29;
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priority = 80.000000;
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to="instinct";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -355,6 +362,7 @@ class FSM
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/*%FSM<LINK "moan">*/
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class moan
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{
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itemno = 16;
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priority = 70.000000;
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to="instinct";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -369,6 +377,7 @@ class FSM
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/*%FSM<LINK "move">*/
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class move
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{
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itemno = 11;
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priority = 60.000000;
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to="instinct";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -384,6 +393,7 @@ class FSM
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/*%FSM<LINK "check">*/
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class check
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{
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itemno = 3;
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priority = 5.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -401,6 +411,7 @@ class FSM
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class pre_dispose
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{
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name = "pre_dispose";
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itemno = 4;
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init = /*%FSM<STATEINIT""">*/"_nrTrgts = _zedPos nearEntities [_trgtArr, 480];" \n
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"_canSee = [];" \n
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"{" \n
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@ -420,6 +431,7 @@ class FSM
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/*%FSM<LINK "wait_dispose">*/
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class wait_dispose
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{
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itemno = 6;
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priority = 0.000000;
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to="end";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -434,6 +446,7 @@ class FSM
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class reset_vars
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{
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name = "reset_vars";
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itemno = 7;
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init = /*%FSM<STATEINIT""">*/"//System Vars" \n
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"_t = diag_tickTime;" \n
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"_u = _t;" \n
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@ -491,6 +504,7 @@ class FSM
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/*%FSM<LINK "dispose">*/
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class dispose
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{
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itemno = 9;
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priority = 200.000000;
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to="pre_dispose";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -510,6 +524,7 @@ class FSM
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/*%FSM<LINK "_">*/
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class _
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{
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itemno = 1;
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priority = 0.000000;
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to="instinct";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -524,6 +539,7 @@ class FSM
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class checking_status
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{
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name = "checking_status";
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itemno = 12;
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init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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@ -531,6 +547,7 @@ class FSM
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/*%FSM<LINK "done">*/
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class done
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{
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itemno = 15;
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priority = 100.000000;
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to="reset_vars";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -542,6 +559,7 @@ class FSM
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/*%FSM<LINK "pre_vars___check">*/
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class pre_vars___check
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{
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itemno = 23;
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priority = 95.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -600,6 +618,7 @@ class FSM
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/*%FSM<LINK "smell">*/
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class smell
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{
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itemno = 13;
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priority = 90.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -631,6 +650,7 @@ class FSM
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/*%FSM<LINK "sight___target">*/
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class sight___target
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{
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itemno = 24;
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priority = 85.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -673,6 +693,7 @@ class FSM
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/*%FSM<LINK "hearing___target">*/
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class hearing___target
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{
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itemno = 25;
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priority = 80.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -689,6 +710,7 @@ class FSM
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/*%FSM<LINK "do_attack">*/
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class do_attack
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{
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itemno = 8;
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priority = 70.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -701,6 +723,7 @@ class FSM
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/*%FSM<LINK "stuck">*/
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class stuck
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{
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itemno = 21;
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priority = 30.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -723,6 +746,7 @@ class FSM
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/*%FSM<LINK "final_checks___r">*/
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class final_checks___r
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{
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itemno = 14;
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priority = 10.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -773,6 +797,7 @@ class FSM
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class end
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{
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name = "end";
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itemno = 18;
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init = /*%FSM<STATEINIT""">*/"if (!isNull _zombie) then {" \n
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"deleteVehicle _zombie;//Move to cleanup" \n
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"};" \n
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@ -791,6 +816,7 @@ class FSM
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class spin
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{
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name = "spin";
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itemno = 27;
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init = /*%FSM<STATEINIT""">*/"_t = diag_tickTime;" \n
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"_zombie setVelocityTransformation [_aslPos,_aslPos,_unitV,_unitV,_unitvDir,_vDir,_unitvUp,_unitvUp,2];"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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@ -799,11 +825,12 @@ class FSM
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/*%FSM<LINK "wait">*/
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class wait
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{
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itemno = 28;
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priority = 0.000000;
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to="instinct";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"diag_tickTime - _t > 0.6;"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_zombie switchMove ""AwopPercMstpSgthWnonDnon_throw"";"/*%FSM</ACTION""">*/;
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action=/*%FSM<ACTION""">*/"[_zombie,_trgt] call EPOCH_client_bitePlayer;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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@ -813,6 +840,7 @@ class FSM
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class ____FAKE____
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{
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name = "____FAKE____";
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itemno = 30;
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init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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@ -820,6 +848,7 @@ class FSM
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/*%FSM<LINK "check_threat">*/
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class check_threat
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{
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itemno = 10;
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priority = 80.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -860,6 +889,7 @@ class FSM
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/*%FSM<LINK "nearest_target">*/
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class nearest_target
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{
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itemno = 26;
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priority = 75.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -878,6 +908,7 @@ class FSM
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/*%FSM<LINK "check_target">*/
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class check_target
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{
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itemno = 19;
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priority = 60.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -901,6 +932,7 @@ class FSM
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/*%FSM<LINK "feeling">*/
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class feeling
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{
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itemno = 22;
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priority = 50.000000;
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to="checking_status";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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@ -125,7 +125,8 @@ switch _unitClass do {
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case "EPOCH_RyanZombie_1": {
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for "_i" from 1 to (_spawnLimit - _currentLimit) do
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{
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[] call EPOCH_zombieSpawn;
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_unit = [] call EPOCH_zombieSpawn;
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_units pushBack _unit;
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};
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};
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};
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@ -23,16 +23,10 @@
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params [["_justSpawn",false]];
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private ["_zRange","_disableAI","_unitClass","_unit","_clutterPos","_zedHandle","_zMax"];
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_disableAI = {{_this disableAI _x}forEach["TARGET","AUTOTARGET","FSM"];};
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_units = [];
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_zRange = getNumber (getMissionConfig "CfgEpochRyanZombie" >> "range");
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_zeds = getArray (getMissionConfig "CfgEpochRyanZombie" >> "zeds");
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_zMax = getNumber (getMissionConfig "CfgEpochRyanZombie" >> "maxNumber");
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_zDoCnt = 0;
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//Check for horde
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_nrZeds = nearestObjects [player,_zeds,_zRange];
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_currZCount = count _nrZeds;
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if(_currZCount < _zMax)then{_zDoCnt = _zMax - _currZCount;};
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for "_i" from 1 to _zDoCnt step 1 do{
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// _zMax = getNumber (getMissionConfig "CfgEpochRyanZombie" >> "maxNumber");
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_unitClass = selectRandom _zeds;
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_unit = createAgent[_unitClass, position player, [], _zRange, "FORM"];
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@ -51,10 +45,5 @@ for "_i" from 1 to _zDoCnt step 1 do{
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_zedHandle = [_unit,true] execFSM "epoch_code\system\EPOCH_zombie_brain.fsm";
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_unit addEventHandler ["FiredNear", "(_this select 0) setVariable [""zFiredNear"",[_this select 1, _this select 2]];"];
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_unit addEventHandler ["Hit", "(_this select 0) setVariable [""zHit"",[_this select 1, _this select 2]];"];
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_units pushBack _unit;
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};
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if !(_units isEqualTo []) then {
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_units remoteExec ["EPOCH_localCleanup",2];
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};
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_unit
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@ -27,6 +27,7 @@ if (currentVisionMode player == 1) then { //NV enabled
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_energyValue = _energyValue - _energyCostNV;
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if (EPOCH_playerEnergy == 0) then {
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player action["nvGogglesOff", player];
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["Night Vision Goggles: Need Energy", 5] call Epoch_message;
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};
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};
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@ -6,7 +6,7 @@ _prevEnergy = EPOCH_playerEnergy;
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// init config data
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EPOCH_sapperRndChance = ["CfgEpochClient", "sapperRngChance", 100] call EPOCH_fnc_returnConfigEntryV2;
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EPOCH_zombieRndChance = ["CfgEpochClient", "zombieRndChance", 100] call EPOCH_fnc_returnConfigEntryV2;
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EPOCH_zombieRndChance = ["CfgEpochClient", "zombieRndChance", 50] call EPOCH_fnc_returnConfigEntryV2;
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EPOCH_droneRndChance = ["CfgEpochClient", "droneRngChance", 100] call EPOCH_fnc_returnConfigEntryV2;
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_baseHTLoss = ["CfgEpochClient", "baseHTLoss", 8] call EPOCH_fnc_returnConfigEntryV2;
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_energyCostNV = ["CfgEpochClient", "energyCostNV", 3] call EPOCH_fnc_returnConfigEntryV2;
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@ -67,7 +67,7 @@ if(EPOCH_AirDropChance < 0)then{EPOCH_AirDropChance = 101;EPOCH_AirDropCheck = 9
|
||||
|
||||
EPOCH_droneRndChance = 100;
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||||
EPOCH_sapperRndChance = 100;
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||||
EPOCH_zombieRndChance = 30;
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||||
EPOCH_zombieRndChance = 50;
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||||
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||||
// Custom Keys
|
||||
EPOCH_keysActionPressed = false; //prevents EH spam
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||||
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@ -158,11 +158,13 @@ class CfgEpochCloak
|
||||
};
|
||||
class CfgEpochRyanZombie
|
||||
{
|
||||
zeds[] = {"EPOCH_RyanZombie_1","EPOCH_RyanZombie_2","EPOCH_RyanZombie_3","EPOCH_RyanZombie_4","EPOCH_RyanZombie_5"};
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||||
attackDist = 1.6; //Attack Distance.
|
||||
range = 108; //Range at which to dispose old zombies and spawn new ones within.
|
||||
maxNumber = 12; //Maximum number of zombies within range,
|
||||
smell[] = {28,0.42}; //Distance in metres up to which the zombie can smell a target. | Skill (0 - 1). 0 - Disable
|
||||
sight[] = {18,0.72}; //Zombie sight distance | Skill (0 - 1).
|
||||
range = 45; //Range at which to dispose old zombies and spawn new ones within.
|
||||
// maxNumber = 12; //Maximum number of zombies within range,
|
||||
disposeRange = 800; // distance before zombie is disposed
|
||||
smell[] = {38,0.42}; //Distance in metres up to which the zombie can smell a target. | Skill (0 - 1). 0 - Disable
|
||||
sight[] = {28,0.72}; //Zombie sight distance | Skill (0 - 1).
|
||||
hearing[] = {108,0.68}; //Zombie hearing distance / Skill. Max FiredNear EH Limit ?
|
||||
memory[] = {480,0.8}; //Memory time. / Weighting. WIP - Not Used
|
||||
reflexSpeed = 0.25; //Zombie brain will pause for this time when checking for new stimulus during each thought process. Lower number equals a more reactive zombie. (Guide Min 0.25 - Max 2.5).
|
||||
|
@ -1093,6 +1093,21 @@ class CfgPricing
|
||||
class CUP_B_Ural_Empty_CDF {price = 1000;};
|
||||
class CUP_C_DC3_CIV {price = 2400;};
|
||||
|
||||
// APEX
|
||||
class C_Boat_Transport_02_F {price = 1200;};
|
||||
class C_Scooter_Transport_01_F {price = 1200;};
|
||||
class C_Offroad_02_unarmed_F {price = 3500;};
|
||||
class I_C_Offroad_02_unarmed_F {price = 3500;};
|
||||
class B_T_LSV_01_unarmed_F {price = 4400;};
|
||||
class O_LSV_02_unarmed_F {price = 4300;};
|
||||
class O_T_LSV_02_unarmed_F {price = 4600;};
|
||||
class C_Plane_Civil_01_F {price = 5000;};
|
||||
class C_Plane_Civil_01_racing_F {price = 5000;};
|
||||
class B_CTRG_LSV_01_light_F {price = 4400;};
|
||||
class B_LSV_01_unarmed_F {price = 4400;};
|
||||
class B_T_VTOL_01_infantry_F {price = 10000;};
|
||||
class B_T_VTOL_01_vehicle_F {price = 10000;};
|
||||
|
||||
//Mission Items
|
||||
class B_UavTerminal {price = 10;};
|
||||
class O_UavTerminal {price = 10;};
|
||||
|
@ -1 +1 @@
|
||||
build=547;
|
||||
build=552;
|
||||
|
@ -1 +1 @@
|
||||
build=547;
|
||||
build=552;
|
||||
|
@ -37,8 +37,8 @@ if (!isNull _target) then {
|
||||
case "PHANTOM": {
|
||||
"PHANTOM" remoteExec ['EPOCH_unitSpawnIncrease',_target];
|
||||
};
|
||||
case "EPOCH_RyanZombie_1": {
|
||||
"EPOCH_RyanZombie_1" remoteExec ['EPOCH_unitSpawnIncrease',_target];
|
||||
case "Zombie": {
|
||||
["EPOCH_RyanZombie_1",12] remoteExec ['EPOCH_unitSpawnIncrease',_target];
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -20,16 +20,22 @@ if(_return isEqualTo[]) then {
|
||||
_weightedArray = [];
|
||||
{
|
||||
if(_x isEqualType []) then {
|
||||
_lootTableArray pushBack(_x select 0);
|
||||
for "_i" from 1 to(_x select 1) do {
|
||||
_x params ["_tname","_tqty"];
|
||||
if (!(_tname isEqualTo "Zombie") || (_tname isEqualTo "Zombie") && EPOCH_mod_Ryanzombies_Enabled) then {
|
||||
_lootTableArray pushBack _tname;
|
||||
for "_i" from 1 to _tqty do {
|
||||
_weightedArray pushBack _forEachIndex;
|
||||
};
|
||||
};
|
||||
} else {
|
||||
if (!(_x isEqualTo "Zombie") || (_x isEqualTo "Zombie") && EPOCH_mod_Ryanzombies_Enabled) then {
|
||||
_lootTableArray pushBack _x;
|
||||
_weightedArray pushBack _forEachIndex;
|
||||
};
|
||||
};
|
||||
}forEach getArray(configFile >> _configName >> _keyName >> _arrayName);
|
||||
_return = [_lootTableArray,_weightedArray];
|
||||
missionNamespace setVariable[format["EPOCH_LT_%1_%2_%3",_configName,_keyName,_arrayName],_return];
|
||||
diag_log format["EPOCH_LT_%1_%2_%3 = %4",_configName,_keyName,_arrayName,_return];
|
||||
};
|
||||
_return
|
||||
|
@ -1 +1 @@
|
||||
build=547;
|
||||
build=552;
|
||||
|
@ -1 +1 @@
|
||||
build=547;
|
||||
build=552;
|
||||
|
@ -21,10 +21,11 @@ class CfgMainTable
|
||||
LootMax = 1;
|
||||
tables[] = { "Food" };
|
||||
antagonists[] = {
|
||||
{ "UAV", 30 },
|
||||
{ "Cloak", 25 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F
|
||||
{ "Sapper", 25 },
|
||||
{ "SapperB", 15 },
|
||||
{ "Zombie", 40 },
|
||||
{ "UAV", 15 },
|
||||
{ "Cloak", 10 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F
|
||||
{ "Sapper", 20 },
|
||||
{ "SapperB", 10 },
|
||||
{ "PHANTOM", 5 }
|
||||
};
|
||||
};
|
||||
@ -61,10 +62,11 @@ class CfgMainTable
|
||||
{ "GenericLarge", 18 }
|
||||
};
|
||||
antagonists[] = {
|
||||
{ "UAV", 30 }, // I_UAV_01_F
|
||||
{ "Cloak", 30 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F
|
||||
{ "Sapper", 25 }, // Epoch_Sapper_F
|
||||
{ "SapperB", 15 } // Epoch_SapperB_F
|
||||
{ "Zombie", 45 },
|
||||
{ "UAV", 15 },
|
||||
{ "Cloak", 10 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F
|
||||
{ "Sapper", 20 },
|
||||
{ "SapperB", 10 }
|
||||
};
|
||||
};
|
||||
class TrashSmall : Default
|
||||
|
@ -81,8 +81,6 @@ class Tanoa : Default
|
||||
{"C_Plane_Civil_01_racing_F",1},
|
||||
{"B_CTRG_LSV_01_light_F",2},
|
||||
{"B_LSV_01_unarmed_F",2},
|
||||
{"O_T_VTOL_02_infantry_F",1},
|
||||
{"O_T_VTOL_02_vehicle_F",1},
|
||||
{"B_T_VTOL_01_infantry_F",1},
|
||||
{"B_T_VTOL_01_vehicle_F",1}
|
||||
};
|
||||
@ -189,8 +187,6 @@ class Tanoa : Default
|
||||
{"C_Plane_Civil_01_racing_F",1},
|
||||
{"B_CTRG_LSV_01_light_F",2},
|
||||
{"B_LSV_01_unarmed_F",2},
|
||||
{"O_T_VTOL_02_infantry_F",1},
|
||||
{"O_T_VTOL_02_vehicle_F",1},
|
||||
{"B_T_VTOL_01_infantry_F",1},
|
||||
{"B_T_VTOL_01_vehicle_F",1}
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user