Zombie knock down - removed

luckystrikes

New Member
Description -Prevents zombies from knocking you down.
##credit to womp##

1)create compiles.sqf - add to root of mission
add this ... player_zombieAttack = compile preprocessFileLineNumbers "player_zombieAttack.sqf";

2)add to init
call compile preprocessFileLineNumbers "compiles.sqf"; //Custom Compiles addition

3)grab palayer_zombieAttack.sqf from dayz_code & comment out as shown.

/*
// player may fall...
_deg = [player, _unit] call BIS_fnc_relativeDirTo;
if (_deg > 180) then { _deg = _deg - 360; };
if (((!_isVehicle) and {(_speed >= 5.62)}) // no tackle if player in vehicle or low speed
AND {((abs(_deg) < 50) OR {(abs(_deg) >(180-50))})}) then { // no tackle if Zed is not in front or in back
_lastTackle = player getVariable ["lastTackle", 0];
if (time - _lastTackle > 5) then { // no tackle if previous tackle occured less than X seconds before
player setVariable ["lastTackle", time];
// stop player
_vel = velocity player;
player setVelocity [-(_vel select 0), -(_vel select 1), 0];
// make player dive
_move = switch (toArray(animationState player) select 17) do {
case 114 : {"AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon"}; // rifle
case 112 : {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"}; // pistol
default {"AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"};
};
player playMove _move;
// diag_log(format["%1 player tackled. Weapons: cur:""%2"" anim.state:%6 (%7)--> move: %3. Angle:%4 Delta-time:%5", __FILE__, currentWeapon player, _move, _deg, time - _lastTackle, animationState player, toArray(animationState player) select 17 ]);
};
};
*/
 
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