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Gameplay and skinning rewards

Evil Snowman

rag_snowman is not decorative. It is a hostile predator built on DayZ's bear animal class and Predator_UrsusArctos AI template.

Current behavior:

  • uses bear AI, skeleton, animation graph, movement mapping, and attack damage profiles;
  • can reach the top configured movement speed of 8;
  • returns true from IsDanger();
  • ignores contaminated-area effects;
  • uses custom ambient, roar, attack, capture, release, and death sounds;
  • carries a blue spotlight with radius 30 and brightness 6 on clients;
  • hides that light during daylight.

Attack events call the vanilla BearBiteDamage, BearLeftPawDamage, BearRightPawDamage, and intimidate variants. Exact player damage comes from the active DayZ version's damage profiles, not a Snowman JSON setting.

Health and hit zones

Global health is 5000. The model defines these local zones:

Zone Hit points Melee health multiplier Projectile health multiplier
Head 500 0.51 0.25
Neck 600 0.15 0.25
Belly 800 0.15 Inherited
Pelvis 1000 0.15 Inherited
Legs 400 Inherited Inherited

These are source config values, not suggested weapon damage or guaranteed shot counts. DayZ damage processing, ammunition, hit components, and inherited animal behavior still apply.

Light and death effects

Clients attach rag_snowmanLight between the model's beamStart and beamEnd memory points. The spotlight:

  • uses blue ambient and diffuse color values of 0.0, 0.4, 1.0;
  • has a 120 degree angle;
  • casts shadows;
  • is hidden during daylight.

When the Snowman dies, clients:

  1. destroy its attached light;
  2. play rag_snowman_dead_SoundSet;
  3. play the GRENADE_M84 particle at the death position.

The particle is visual. Current Snowman death code does not add separate blast damage.

Skinning rewards

The normal animal skinning sections intentionally produce no pelt, steaks, lard, guts, or bones. After DayZ finishes the skinning action, Snowman code creates configured rewards at the corpse position.

Default result:

  • three random selections;
  • each selection comes from SnowManSkinningItems;
  • default candidates are rag_carrot, Banana, and BakedBeansCan;
  • every selection is independent, so duplicate drops can occur.

With the default three unique entries, each selection has a one-third chance of choosing each class. The result is not guaranteed to contain one of each.

See Server configuration before changing amount or reward list.

Custom carrot

rag_carrot is a public inventory food class:

Property Value
Display name Carrot
Initial/max quantity 200
Inventory size 1 x 3
Weight 0
Energy config 200
Water config 100
Health 20

It:

  • supports normal eating and force-feeding actions;
  • is treated as fruit;
  • cannot be cooked or cooked on a stick;
  • does not decay.

Server owners may distribute it separately through Central Economy, traders, quests, or other reward systems.