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:
vbawol 2016-06-30 17:43:28 -05:00
parent 02761bb4cf
commit eaf23d4e31
43 changed files with 980 additions and 936 deletions

View File

@ -1,4 +1,4 @@
/*%FSM<COMPILE "D:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, zombie">*/
/*%FSM<COMPILE "F:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FSMEditor\scriptedFSM.cfg, zombie">*/
/*%FSM<HEAD>*/
/*
item0[] = {"brainz",0,250,-25.000000,-25.000000,75.000000,25.000000,0.000000,"brainz"};
@ -29,9 +29,9 @@ item24[] = {"sight___target",4,218,550.000000,-350.000000,650.000000,-300.000000
item25[] = {"hearing___target",4,218,650.000000,-325.000000,750.000000,-275.000000,80.000000,"hearing / target"};
item26[] = {"nearest_target",4,218,725.000000,0.000000,825.000000,50.000000,75.000000,"nearest" \n "target"};
item27[] = {"spin",2,250,0.000000,-500.000000,100.000000,-450.000000,0.000000,"spin"};
item28[] = {"wait",4,218,100.000000,-425.000000,200.000000,-375.000000,0.000000,"wait"};
item28[] = {"wait",4,4314,100.000000,-425.000000,200.000000,-375.000000,0.000000,"wait"};
item29[] = {"scream",4,218,200.000000,-475.000000,300.000000,-425.000000,80.000000,"scream"};
item30[] = {"____FAKE____",9,352,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
item30[] = {"____FAKE____",9,0,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
link0[] = {0,17};
link1[] = {1,2};
link2[] = {2,3};
@ -79,8 +79,8 @@ link43[] = {30,10};
link44[] = {30,19};
link45[] = {30,22};
link46[] = {30,26};
globals[] = {0.000000,0,0,0,0,640,480,1,266,6316128,1,-207.474609,835.795471,312.554321,-630.442322,978,884,1};
window[] = {2,-1,-1,-1,-1,707,182,1207,182,3,996};
globals[] = {0.000000,0,0,0,0,640,480,1,266,6316128,1,-207.474609,835.795471,312.554321,-630.442322,978,854,1};
window[] = {2,-1,-1,-1,-1,655,130,1155,130,3,996};
*//*%FSM</HEAD>*/
class FSM
{
@ -91,6 +91,7 @@ class FSM
class brainz
{
name = "brainz";
itemno = 0;
init = /*%FSM<STATEINIT""">*/"_zombie = _this select 0;" \n
"_sBomb = _this select 1;" \n
"_head = objNull;" \n
@ -110,7 +111,7 @@ class FSM
"//Behaviour Vars" \n
"_attackDist = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""attackDist"");" \n
"_groanTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""groanTrig"");" \n
"_zRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""range"");" \n
"_zDisposeRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""disposeRange"");" \n
"_sHideTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""hideLevel""); " \n
"_moveTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""chargeLevel""); " \n
"_sHardness = floor (random 6) max 1;" \n
@ -269,6 +270,7 @@ class FSM
/*%FSM<LINK "Wait_random">*/
class Wait_random
{
itemno = 17;
priority = 10.000000;
to="reset_vars";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -283,6 +285,7 @@ class FSM
class instinct
{
name = "instinct";
itemno = 2;
init = /*%FSM<STATEINIT""">*/"//systemchat format[""I %1"",diag_tickTime];" \n
"" \n
"" \n
@ -294,6 +297,7 @@ class FSM
/*%FSM<LINK "dispose">*/
class dispose
{
itemno = 9;
priority = 200.000000;
to="pre_dispose";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -313,16 +317,18 @@ class FSM
/*%FSM<LINK "dispose_1">*/
class dispose_1
{
itemno = 5;
priority = 100.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!(alive _zombie) || _traderDispose || _trgtDist > _zRange;"/*%FSM</CONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!(alive _zombie) || _traderDispose || _trgtDist > _zDisposeRange;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doDispose = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "attack">*/
class attack
{
itemno = 20;
priority = 90.000000;
to="spin";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -341,6 +347,7 @@ class FSM
/*%FSM<LINK "scream">*/
class scream
{
itemno = 29;
priority = 80.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -355,6 +362,7 @@ class FSM
/*%FSM<LINK "moan">*/
class moan
{
itemno = 16;
priority = 70.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -369,6 +377,7 @@ class FSM
/*%FSM<LINK "move">*/
class move
{
itemno = 11;
priority = 60.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -384,6 +393,7 @@ class FSM
/*%FSM<LINK "check">*/
class check
{
itemno = 3;
priority = 5.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -401,6 +411,7 @@ class FSM
class pre_dispose
{
name = "pre_dispose";
itemno = 4;
init = /*%FSM<STATEINIT""">*/"_nrTrgts = _zedPos nearEntities [_trgtArr, 480];" \n
"_canSee = [];" \n
"{" \n
@ -420,6 +431,7 @@ class FSM
/*%FSM<LINK "wait_dispose">*/
class wait_dispose
{
itemno = 6;
priority = 0.000000;
to="end";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -434,6 +446,7 @@ class FSM
class reset_vars
{
name = "reset_vars";
itemno = 7;
init = /*%FSM<STATEINIT""">*/"//System Vars" \n
"_t = diag_tickTime;" \n
"_u = _t;" \n
@ -491,6 +504,7 @@ class FSM
/*%FSM<LINK "dispose">*/
class dispose
{
itemno = 9;
priority = 200.000000;
to="pre_dispose";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -510,6 +524,7 @@ class FSM
/*%FSM<LINK "_">*/
class _
{
itemno = 1;
priority = 0.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -524,6 +539,7 @@ class FSM
class checking_status
{
name = "checking_status";
itemno = 12;
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
@ -531,6 +547,7 @@ class FSM
/*%FSM<LINK "done">*/
class done
{
itemno = 15;
priority = 100.000000;
to="reset_vars";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -542,6 +559,7 @@ class FSM
/*%FSM<LINK "pre_vars___check">*/
class pre_vars___check
{
itemno = 23;
priority = 95.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -600,6 +618,7 @@ class FSM
/*%FSM<LINK "smell">*/
class smell
{
itemno = 13;
priority = 90.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -631,6 +650,7 @@ class FSM
/*%FSM<LINK "sight___target">*/
class sight___target
{
itemno = 24;
priority = 85.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -673,6 +693,7 @@ class FSM
/*%FSM<LINK "hearing___target">*/
class hearing___target
{
itemno = 25;
priority = 80.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -689,6 +710,7 @@ class FSM
/*%FSM<LINK "do_attack">*/
class do_attack
{
itemno = 8;
priority = 70.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -701,6 +723,7 @@ class FSM
/*%FSM<LINK "stuck">*/
class stuck
{
itemno = 21;
priority = 30.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -723,6 +746,7 @@ class FSM
/*%FSM<LINK "final_checks___r">*/
class final_checks___r
{
itemno = 14;
priority = 10.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -773,6 +797,7 @@ class FSM
class end
{
name = "end";
itemno = 18;
init = /*%FSM<STATEINIT""">*/"if (!isNull _zombie) then {" \n
"deleteVehicle _zombie;//Move to cleanup" \n
"};" \n
@ -791,6 +816,7 @@ class FSM
class spin
{
name = "spin";
itemno = 27;
init = /*%FSM<STATEINIT""">*/"_t = diag_tickTime;" \n
"_zombie setVelocityTransformation [_aslPos,_aslPos,_unitV,_unitV,_unitvDir,_vDir,_unitvUp,_unitvUp,2];"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
@ -799,11 +825,12 @@ class FSM
/*%FSM<LINK "wait">*/
class wait
{
itemno = 28;
priority = 0.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"diag_tickTime - _t > 0.6;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_zombie switchMove ""AwopPercMstpSgthWnonDnon_throw"";"/*%FSM</ACTION""">*/;
action=/*%FSM<ACTION""">*/"[_zombie,_trgt] call EPOCH_client_bitePlayer;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
@ -813,6 +840,7 @@ class FSM
class ____FAKE____
{
name = "____FAKE____";
itemno = 30;
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
@ -820,6 +848,7 @@ class FSM
/*%FSM<LINK "check_threat">*/
class check_threat
{
itemno = 10;
priority = 80.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -860,6 +889,7 @@ class FSM
/*%FSM<LINK "nearest_target">*/
class nearest_target
{
itemno = 26;
priority = 75.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -878,6 +908,7 @@ class FSM
/*%FSM<LINK "check_target">*/
class check_target
{
itemno = 19;
priority = 60.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
@ -901,6 +932,7 @@ class FSM
/*%FSM<LINK "feeling">*/
class feeling
{
itemno = 22;
priority = 50.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;

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@ -125,7 +125,8 @@ switch _unitClass do {
case "EPOCH_RyanZombie_1": {
for "_i" from 1 to (_spawnLimit - _currentLimit) do
{
[] call EPOCH_zombieSpawn;
_unit = [] call EPOCH_zombieSpawn;
_units pushBack _unit;
};
};
};

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@ -23,38 +23,27 @@
params [["_justSpawn",false]];
private ["_zRange","_disableAI","_unitClass","_unit","_clutterPos","_zedHandle","_zMax"];
_disableAI = {{_this disableAI _x}forEach["TARGET","AUTOTARGET","FSM"];};
_units = [];
_zRange = getNumber (getMissionConfig "CfgEpochRyanZombie" >> "range");
_zeds = getArray (getMissionConfig "CfgEpochRyanZombie" >> "zeds");
_zMax = getNumber (getMissionConfig "CfgEpochRyanZombie" >> "maxNumber");
_zDoCnt = 0;
//Check for horde
_nrZeds = nearestObjects [player,_zeds,_zRange];
_currZCount = count _nrZeds;
if(_currZCount < _zMax)then{_zDoCnt = _zMax - _currZCount;};
for "_i" from 1 to _zDoCnt step 1 do{
// _zMax = getNumber (getMissionConfig "CfgEpochRyanZombie" >> "maxNumber");
_unitClass = selectRandom _zeds;
_unit = createAgent[_unitClass, position player, [], _zRange, "FORM"];
// todo cleanup this object after some time
//_clutterPos = getPosATL _unit;
//if!(isOnRoad _unit)then{
_unitClass = selectRandom _zeds;
_unit = createAgent[_unitClass, position player, [], _zRange, "FORM"];
// todo cleanup this object after some time
//_clutterPos = getPosATL _unit;
//if!(isOnRoad _unit)then{
// _grave = createVehicle ["Land_Grave_dirt_F", _clutterPos, [], 0, "CAN_COLLIDE"];
//};
_unit call _disableAI;
_unit switchMove "AmovPercMstpSnonWnonDnon_SaluteOut";
[[_unit,player], 4, Epoch_personalToken] remoteExec ["EPOCH_server_handle_switchMove",2];
//};
_unit call _disableAI;
_unit switchMove "AmovPercMstpSnonWnonDnon_SaluteOut";
[[_unit,player], 4, Epoch_personalToken] remoteExec ["EPOCH_server_handle_switchMove",2];
_unit setmimic "dead";
_unit setface (selectRandom ["RyanZombieFace1", "RyanZombieFace2", "RyanZombieFace3", "RyanZombieFace4", "RyanZombieFace5"]);
removegoggles _unit;
_zedHandle = [_unit,true] execFSM "epoch_code\system\EPOCH_zombie_brain.fsm";
_unit addEventHandler ["FiredNear", "(_this select 0) setVariable [""zFiredNear"",[_this select 1, _this select 2]];"];
_unit addEventHandler ["Hit", "(_this select 0) setVariable [""zHit"",[_this select 1, _this select 2]];"];
_units pushBack _unit;
_unit setmimic "dead";
_unit setface (selectRandom ["RyanZombieFace1", "RyanZombieFace2", "RyanZombieFace3", "RyanZombieFace4", "RyanZombieFace5"]);
removegoggles _unit;
_zedHandle = [_unit,true] execFSM "epoch_code\system\EPOCH_zombie_brain.fsm";
_unit addEventHandler ["FiredNear", "(_this select 0) setVariable [""zFiredNear"",[_this select 1, _this select 2]];"];
_unit addEventHandler ["Hit", "(_this select 0) setVariable [""zHit"",[_this select 1, _this select 2]];"];
};
if !(_units isEqualTo []) then {
_units remoteExec ["EPOCH_localCleanup",2];
};
_unit

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@ -27,6 +27,7 @@ if (currentVisionMode player == 1) then { //NV enabled
_energyValue = _energyValue - _energyCostNV;
if (EPOCH_playerEnergy == 0) then {
player action["nvGogglesOff", player];
["Night Vision Goggles: Need Energy", 5] call Epoch_message;
};
};

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@ -6,7 +6,7 @@ _prevEnergy = EPOCH_playerEnergy;
// init config data
EPOCH_sapperRndChance = ["CfgEpochClient", "sapperRngChance", 100] call EPOCH_fnc_returnConfigEntryV2;
EPOCH_zombieRndChance = ["CfgEpochClient", "zombieRndChance", 100] call EPOCH_fnc_returnConfigEntryV2;
EPOCH_zombieRndChance = ["CfgEpochClient", "zombieRndChance", 50] call EPOCH_fnc_returnConfigEntryV2;
EPOCH_droneRndChance = ["CfgEpochClient", "droneRngChance", 100] call EPOCH_fnc_returnConfigEntryV2;
_baseHTLoss = ["CfgEpochClient", "baseHTLoss", 8] call EPOCH_fnc_returnConfigEntryV2;
_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;
EPOCH_sapperRndChance = 100;
EPOCH_zombieRndChance = 30;
EPOCH_zombieRndChance = 50;
// Custom Keys
EPOCH_keysActionPressed = false; //prevents EH spam

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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"};
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).

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@ -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;};

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@ -1 +1 @@
build=547;
build=552;

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@ -1 +1 @@
build=547;
build=552;

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@ -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];
};
};
};

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@ -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

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@ -1 +1 @@
build=547;
build=552;

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@ -1 +1 @@
build=547;
build=552;

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@ -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

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@ -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}
};

View File

@ -1 +1 @@
547
552