diff --git a/AUTHORS.txt b/AUTHORS.txt
index 12580bd2c4..80046475ff 100644
--- a/AUTHORS.txt
+++ b/AUTHORS.txt
@@ -1,4 +1,4 @@
-# ACE 3 CONTRIBUTOR LIST
+# ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com
#
diff --git a/README.md b/README.md
index 2739ce55be..755eaceb30 100644
--- a/README.md
+++ b/README.md
@@ -3,75 +3,75 @@
-
+
-
+
-
+
-
-
+
+
-
+
-Requires the latest version of CBA A3 . Visit us on Facebook | YouTube | Twitter | Reddit
+Requires the latest version of CBA A3 . Visit us on Facebook | YouTube | Twitter | Reddit
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
The project is entirely **open-source** and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
-The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE by simply excluding any components they don't need, or those possibly in conflict with other add-ons. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
+The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
### Core features
-* Brand new 3D interaction/action system
-* Performance and reliability framework
-* Focus on modularity and customization
-* New flexible client and server settings & configuration
-* Improved medical system with various levels (basic/advanced) focus on gameplay/realism
-* Proper & consistent network-synced weather
-* Wind and weather-based ballistics
-* Captivity system
-* Explosives system, including different trigger types
-* Map screen improvements – marker placement and map tools
-* Advanced missile guidance and laser designation
+- Brand new 3D interaction/action system
+- Performance and reliability framework
+- Focus on modularity and customization
+- New flexible client and server settings & configuration
+- Improved medical system with various levels (basic/advanced) focus on gameplay/realism
+- Proper & consistent network-synced weather
+- Wind and weather-based ballistics
+- Captivity system
+- Explosives system, including different trigger types
+- Map screen improvements – marker placement and map tools
+- Advanced missile guidance and laser designation
#### Additional features
-* Carrying and dragging
-* Realistic names for vehicles and weapons
-* A fire control system (FCS) for armored vehicles and helicopters
-* Realistic ballistics/FCS calculated in C/C++ extensions
-* Backblast area and overpressure simulation
-* Disposable launchers
-* Realistic G-forces
-* Vehicle locking
-* Realistic night and thermal vision modes
-* Magazine repacking
-* Realistic weapon overheating mechanic
-* Combat deafness (temporary loss of hearing) simulation
-* Improved ragdoll physics
-* Improved interactions for AARs and ammo bearers
-* Adjustable sniper scopes
-* No idle animation with lowered weapon
-* No talking player avatar
-* Jumping over obstacles, climbing over walls and cutting down fences
-* Vector, MicroDAGR and Kestrel devices
+- Carrying and dragging
+- Realistic names for vehicles and weapons
+- A fire control system (FCS) for armored vehicles and helicopters
+- Realistic ballistics/FCS calculated in C/C++ extensions
+- Backblast area and overpressure simulation
+- Disposable launchers
+- Realistic G-forces
+- Vehicle locking
+- Realistic night and thermal vision modes
+- Magazine repacking
+- Realistic weapon overheating mechanic
+- Combat deafness (temporary loss of hearing) simulation
+- Improved ragdoll physics
+- Improved interactions for AARs and ammo bearers
+- Adjustable sniper scopes
+- No idle animation with lowered weapon
+- No talking player avatar
+- Jumping over obstacles, climbing over walls and cutting down fences
+- Vector, MicroDAGR and Kestrel devices
***and much more...***
### Guides & how-tos
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
-* [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
+- [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
#### Contributing
-You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
+You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also:
-* [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
-* [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
+- [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
+- [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testing & building
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
-* [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) – step-by-step instructions on how to properly setup and build a version of ACE for testing purposes.
+- [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) – step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.
diff --git a/addons/advanced_ballistics/stringtable.xml b/addons/advanced_ballistics/stringtable.xml
index b30485aae6..45e0d042a5 100644
--- a/addons/advanced_ballistics/stringtable.xml
+++ b/addons/advanced_ballistics/stringtable.xml
@@ -32,6 +32,7 @@
Erweiterte Ballistik
Pokročilá balistika
Balística avançada
+ Fejlett ballisztika
Advanced Ballistics
@@ -40,6 +41,7 @@
Erweiterte Ballistik
Pokročilá balistika
Balística avançada
+ Fejlett ballisztika
Enables advanced ballistics
@@ -48,6 +50,7 @@
Aktiviert die erweiterte Ballistik
Aktivuje pokročilou balistiku
Ativa balística avançada
+ Engedélyezi a fejlett ballisztikát
Enabled For Snipers
@@ -56,6 +59,7 @@
Für Scharfschützen aktiviert
Povoleno pro odstřelovače
Ativar para caçadores
+ Mesterlövészeknek engedélyezve
Enables advanced ballistics for non local snipers (when using high power optics)
@@ -64,6 +68,7 @@
Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)
Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)
Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)
+ Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)
Enabled For Group Members
@@ -72,6 +77,7 @@
Für Gruppenmitglieder aktiviert
Povoleno pro členy skupiny
Ativada para membros do grupo
+ Csoporttagoknak engedélyezve
Enables advanced ballistics for non local group members
@@ -80,6 +86,7 @@
Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder
Aktivuje pokročilou balistiku pro nelokální členy skupiny
Ativa balística avançada para membros de grupo não locais
+ Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak
Enabled For Everyone
@@ -88,6 +95,7 @@
Für jeden aktiviert
Povoleno pro všechny
Ativada para todos
+ Mindenkinek engedélyezve
Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)
@@ -96,6 +104,7 @@
Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)
Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)
Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)
+ Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)
Always Enabled For Group Members
@@ -104,6 +113,7 @@
Für Gruppenmitglieder immer aktiviert
Vždy povoleno pro členy skupiny
Sempre ativada para membros do grupo
+ Mindig engedélyezve csoporttagoknak
Always enables advanced ballistics when a group member fires
@@ -112,6 +122,7 @@
Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt
Aktivuje pokročilou balistiku pro členy skupiny
Sempre ative balística avançada quando um membro do grupo disparar
+ Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel
Disabled In FullAuto Mode
@@ -120,6 +131,7 @@
Beim vollautomatischen Feuern deaktiviert
Zakázáno v automatickém režimu střelby
Desabilitar no modo automático
+ Automata módban letiltva
Disables the advanced ballistics during full auto fire
@@ -128,6 +140,7 @@
Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern
Zákáže pokročilou balistiku během střelby v režimu automat
Desabilitar a balística avançada durante fogo automático
+ Letiltja a fejlett ballisztikát automata tüzelés folyamán
Enable Ammo Temperature Simulation
@@ -136,6 +149,7 @@
Simulation der Munitionstemperatur aktivieren
Povolit simulaci teploty munice
Ativar simulação de temperatura de munição
+ Lőszer-hő szimuláció engedélyezése
Muzzle velocity varies with ammo temperature
@@ -144,6 +158,7 @@
Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit
Úsťová rychlost je závislá na teplotě munice
A velocidade de saída varia com a temperatura da munição
+ A kezdősebesség a lőszer hőmérsékletétől függően változó
Enable Barrel Length Simulation
@@ -152,6 +167,7 @@
Simulation der Lauflänge aktivieren
Povolit simulaci délky hlavně
Ativar a simulação de comprimento do cano
+ Csőhossz-szimuláció engedélyezése
Muzzle velocity varies with barrel length
@@ -160,6 +176,7 @@
Lauflänge beeinflusst Mündungsgeschwindigkeit
Úsťová rychlost je závislá na délce hlavně
A velocidade de saída caria com o comprimento do cano
+ A kezdősebesség a cső hosszától függően változó
Enable Bullet Trace Effect
@@ -168,6 +185,7 @@
Geschossspureffekt aktivieren
Povolit efekt trasírek
Ativa efeito traçante de projétil
+ Nyomkövető-effekt engedélyezése
Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)
@@ -176,6 +194,7 @@
Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)
Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)
Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)
+ Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)
Simulation Interval
@@ -184,6 +203,7 @@
Simulationsintervall
Interval simulace
Intervalo da simulação
+ Szimuláció intervalluma
Defines the interval between every calculation step
@@ -192,6 +212,7 @@
Legt das Intervall zwischen den Berechnungsschritten fest
Určuje interval mezi každým výpočtem
Define o intervalo entre cada cálculo
+ Meghatározza a számítási lépések közötti időintervallumot
Simulation Radius
@@ -200,6 +221,7 @@
Simulationsradius
Rozsah simulace
Raio de simulação
+ Szimuláció hatóköre
Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles
@@ -208,12 +230,14 @@
Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird
Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil
Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis
+ Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak
This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.
Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.
Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.
Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.
+ Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.
\ No newline at end of file
diff --git a/addons/attach/CfgEventHandlers.hpp b/addons/attach/CfgEventHandlers.hpp
index 3daad1425a..c050fbd1c7 100644
--- a/addons/attach/CfgEventHandlers.hpp
+++ b/addons/attach/CfgEventHandlers.hpp
@@ -8,3 +8,24 @@ class Extended_PostInit_EventHandlers {
clientInit = QUOTE( call COMPILE_FILE(XEH_clientInit) );
};
};
+class Extended_GetIn_EventHandlers {
+ class All {
+ class ADDON {
+ getIn = QUOTE(_this call FUNC(handleGetIn));
+ };
+ };
+};
+class Extended_GetOut_EventHandlers {
+ class All {
+ class ADDON {
+ getOut = QUOTE(_this call FUNC(handleGetOut));
+ };
+ };
+};
+class Extended_Killed_EventHandlers {
+ class All {
+ class ADDON {
+ killed = QUOTE(_this call FUNC(handleKilled));
+ };
+ };
+};
diff --git a/addons/attach/XEH_preInit.sqf b/addons/attach/XEH_preInit.sqf
index 06c6ed1b01..17b8490a77 100644
--- a/addons/attach/XEH_preInit.sqf
+++ b/addons/attach/XEH_preInit.sqf
@@ -7,6 +7,9 @@ PREP(canAttach);
PREP(canDetach);
PREP(detach);
PREP(getChildrenAttachActions);
+PREP(handleGetIn);
+PREP(handleGetOut);
+PREP(handleKilled);
PREP(placeApprove);
ADDON = true;
diff --git a/addons/attach/functions/fnc_attach.sqf b/addons/attach/functions/fnc_attach.sqf
index bd363b1307..6362edb33c 100644
--- a/addons/attach/functions/fnc_attach.sqf
+++ b/addons/attach/functions/fnc_attach.sqf
@@ -17,15 +17,14 @@
*/
#include "script_component.hpp"
-private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
-params ["_attachToVehicle","_unit","_args"];
+params ["_attachToVehicle","_unit","_args", ["_silentScripted", false]];
_args params [["_itemClassname","", [""]]];
-TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
+TRACE_4("params",_attachToVehicle,_unit,_itemClassname,_silentScripted);
+
+private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
//Sanity Check (_unit has item in inventory, not over attach limit)
-if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
-
-_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
+if ((_itemClassname == "") || {(!_silentScripted) && {!(_this call FUNC(canAttach))}}) exitWith {ERROR("Tried to attach, but check failed");};
_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
_onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
@@ -40,12 +39,13 @@ if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
_onAtachText = format [localize LSTRING(Item_Attached), _onAtachText];
if (_unit == _attachToVehicle) then { //Self Attachment
- _unit removeItem _itemClassname; // Remove item
_attachedItem = _itemVehClass createVehicle [0,0,0];
- _attachedItem attachTo _selfAttachPosition;
- [_onAtachText] call EFUNC(common,displayTextStructured);
- _attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
- _attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
+ _attachedItem attachTo [_unit, [-0.05, 0, 0.12], "rightshoulder"];
+ if (!_silentScripted) then {
+ _unit removeItem _itemClassname; // Remove item
+ [_onAtachText] call EFUNC(common,displayTextStructured);
+ };
+ _unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
} else {
GVAR(placeAction) = PLACE_WAITING;
diff --git a/addons/attach/functions/fnc_canAttach.sqf b/addons/attach/functions/fnc_canAttach.sqf
index 20a49c09be..37d92e8908 100644
--- a/addons/attach/functions/fnc_canAttach.sqf
+++ b/addons/attach/functions/fnc_canAttach.sqf
@@ -17,14 +17,17 @@
*/
#include "script_component.hpp"
-private ["_attachLimit", "_attachedObjects","_playerPos"];
params ["_attachToVehicle","_player","_args"];
_args params [["_itemClassname","", [""]]];
-TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
+TRACE_3("params",_attachToVehicle,_player,_itemClassname);
+
+private ["_attachLimit", "_attachedObjects"];
_attachLimit = [6, 1] select (_player == _attachToVehicle);
-_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
+_attachedObjects = _attachToVehicle getVariable [QGVAR(attached), []];
-_playerPos = (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
-
-(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemClassname in ((itemsWithMagazines _player) + [""])};
+((_player == _attachToVehicle) || {canStand _player}) &&
+{(_attachToVehicle distance _player) < 7} &&
+{alive _attachToVehicle} &&
+{(count _attachedObjects) < _attachLimit} &&
+{_itemClassname in ((itemsWithMagazines _player) + [""])};
diff --git a/addons/attach/functions/fnc_canDetach.sqf b/addons/attach/functions/fnc_canDetach.sqf
index ba3182ddea..915295e6c9 100644
--- a/addons/attach/functions/fnc_canDetach.sqf
+++ b/addons/attach/functions/fnc_canDetach.sqf
@@ -16,25 +16,25 @@
*/
#include "script_component.hpp"
-private ["_attachedObjects", "_inRange"];
params ["_attachToVehicle", "_unit"];
TRACE_2("params",_attachToVehicle,_unit);
-_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
+_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
+if ((count _attachedList) == 0) exitWith {false};
+
+private ["_inRange"];
_inRange = false;
-if (_unit == _attachToVehicle) then {
- _inRange = count _attachedObjects > 0;
-} else {
- //Scan if unit is within range (using 2d distance)
- private ["_unitPos", "_objectPos"];
- _unitPos = getPos _unit;
- _unitPos set [2,0];
- {
- _objectPos = getPos _x;
- _objectPos set [2, 0];
- if (_objectPos distance _unitPos < 4) exitWith {_inRange = true};
- } forEach _attachedObjects;
-};
+{
+ _x params ["_xObject"];
+ if (isNull _xObject) exitWith {
+ TRACE_1("Null attached",_x);
+ _attachedList deleteAt _forEachIndex;
+ _attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
+ };
+ if (((getPos _unit) distance2d (getPos _xObject)) < 4) exitWith {_inRange = true};
+} forEach _attachedList;
-canStand _unit && {_inRange} && {alive _attachToVehicle}
+_inRange &&
+{(_unit == _attachToVehicle) || {canStand _unit}} &&
+{alive _attachToVehicle}
diff --git a/addons/attach/functions/fnc_detach.sqf b/addons/attach/functions/fnc_detach.sqf
index 98f482f17b..05c625b374 100644
--- a/addons/attach/functions/fnc_detach.sqf
+++ b/addons/attach/functions/fnc_detach.sqf
@@ -16,15 +16,12 @@
*/
#include "script_component.hpp"
-private ["_attachedObjects", "_attachedItems", "_itemDisplayName",
- "_attachedObject", "_attachedIndex", "_itemName", "_minDistance",
- "_unitPos", "_objectPos"
-];
params ["_attachToVehicle","_unit"],
TRACE_2("params",_attachToVehicle,_unit);
-_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
-_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
+private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance"];
+
+_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachedObject = objNull;
_attachedIndex = -1;
@@ -32,18 +29,17 @@ _itemName = "";
//Find closest attached object
_minDistance = 1000;
-_unitPos = getPos _unit;
-_unitPos set [2,0];
+
{
- _objectPos = getPos _x;
- _objectPos set [2, 0];
- if (_objectPos distance _unitPos < _minDistance) then {
- _minDistance = _objectPos distance _unitPos;
- _attachedObject = _x;
- _itemName = _attachedItems select _forEachIndex;
+ _x params ["_xObject", "_xItemName"];
+
+ if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
+ _minDistance = ((getPos _unit) distance2d (getPos _xObject));
+ _attachedObject = _xObject;
+ _itemName = _xItemName;
_attachedIndex = _forEachIndex;
};
-} forEach _attachedObjects;
+} forEach _attachedList;
// Check if unit has an attached item
if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
@@ -68,10 +64,8 @@ if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then
};
// Reset unit variables
-_attachedObjects deleteAt _attachedIndex;
-_attachedItems deleteAt _attachedIndex;
-_attachToVehicle setVariable [QGVAR(Objects), _attachedObjects, true];
-_attachToVehicle setVariable [QGVAR(ItemNames), _attachedItems, true];
+_attachedList deleteAt _attachedIndex;
+_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
// Display message
_itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");
diff --git a/addons/attach/functions/fnc_handleGetIn.sqf b/addons/attach/functions/fnc_handleGetIn.sqf
new file mode 100644
index 0000000000..b7b2997081
--- /dev/null
+++ b/addons/attach/functions/fnc_handleGetIn.sqf
@@ -0,0 +1,38 @@
+/*
+ * Author: PabstMirror
+ * Handles when a unit gets in to a vehicle.
+ *
+ * Arguments:
+ * 0: vehicle
+ * 1: dunno
+ * 2: unit
+ *
+ * Return Value:
+ * None
+ *
+ * Example:
+ * [car2, x, player] call ACE_attach_fnc_handleGetIn
+ *
+ * Public: No
+ */
+#include "script_component.hpp"
+
+if (!isServer) exitWith {};
+
+params ["", "", "_unit"];
+TRACE_1("params",_unit);
+
+private ["_attachedList"];
+
+_attachedList = _unit getVariable [QGVAR(attached), []];
+if ((count _attachedList) == 0) exitWith {};
+
+(_attachedList select 0) params ["_xObject"];
+if (!isNull _xObject) then {
+ detach _xObject;
+ _xObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
+ [{deleteVehicle (_this select 0)}, [_xObject], 2] call EFUNC(common,waitAndExecute);
+ (_attachedList select 0) set [0, objNull];
+};
+
+_unit setVariable [QGVAR(attached), _attachedList, true];
diff --git a/addons/attach/functions/fnc_handleGetOut.sqf b/addons/attach/functions/fnc_handleGetOut.sqf
new file mode 100644
index 0000000000..57fb69cf15
--- /dev/null
+++ b/addons/attach/functions/fnc_handleGetOut.sqf
@@ -0,0 +1,35 @@
+/*
+ * Author: PabstMirror
+ * Handles when a unit gets in to a vehicle.
+ *
+ * Arguments:
+ * 0: vehicle
+ * 1: dunno
+ * 2: unit
+ *
+ * Return Value:
+ * None
+ *
+ * Example:
+ * [car2, x, player] call ACE_attach_fnc_handleGetOut
+ *
+ * Public: No
+ */
+#include "script_component.hpp"
+
+if (!isServer) exitWith {};
+
+params ["", "", "_unit"];
+TRACE_1("params",_unit);
+
+private ["_attachedList"];
+
+_attachedList = _unit getVariable [QGVAR(attached), []];
+if ((count _attachedList) == 0) exitWith {};
+
+(_attachedList select 0) params ["_xObject", "_xItemName"];
+if (isNull _xObject) then {
+ TRACE_1("null attached when exiting vehicle, scripted reattach",_xItemName);
+ _unit setVariable [QGVAR(attached), [], true];
+ [_unit, _unit, _xItemName, true] call FUNC(attach);
+};
diff --git a/addons/attach/functions/fnc_handleKilled.sqf b/addons/attach/functions/fnc_handleKilled.sqf
new file mode 100644
index 0000000000..06c5473c88
--- /dev/null
+++ b/addons/attach/functions/fnc_handleKilled.sqf
@@ -0,0 +1,39 @@
+/*
+ * Author: PabstMirror
+ * Handles when vehicle or man is killed.
+ * Note: Runs where unit is local.
+ *
+ * Arguments:
+ * 0: DeadVehicle
+ *
+ * Return Value:
+ * None
+ *
+ * Example:
+ * [bob1] call ACE_attach_fnc_handleKilled
+ *
+ * Public: No
+ */
+#include "script_component.hpp"
+
+params ["_deadUnit"];
+TRACE_1("params",_deadUnit);
+
+private ["_attachedList"];
+
+_attachedList = _deadUnit getVariable [QGVAR(attached), []];
+
+if ((count _attachedList) == 0) exitWith {};
+
+{
+ _x params ["_xObject"];
+ TRACE_2("detaching",_xObject,_deadUnit);
+ detach _xObject;
+ //If it's a vehicle, also delete the attached
+ if (!(_deadUnit isKindOf "CAManBase")) then {
+ _xObject setPos ((getPos _deadUnit) vectorAdd [0, 0, -1000]);
+ [{deleteVehicle (_this select 0)}, [_xObject], 2] call EFUNC(common,waitAndExecute);
+ };
+} forEach _attachedList;
+
+_deadUnit setVariable [QGVAR(attached), nil, true];
diff --git a/addons/attach/functions/fnc_placeApprove.sqf b/addons/attach/functions/fnc_placeApprove.sqf
index 0656e7880f..b8e2cc17fb 100644
--- a/addons/attach/functions/fnc_placeApprove.sqf
+++ b/addons/attach/functions/fnc_placeApprove.sqf
@@ -25,7 +25,7 @@
*/
#include "script_component.hpp"
-private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
+private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_attachList"];
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
@@ -87,12 +87,9 @@ _attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
//Remove Item from inventory
_unit removeItem _itemClassname;
-//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
-_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
-_currentObjects pushBack _attachedObject;
-_attachToVehicle setVariable [QGVAR(Objects), _currentObjects, true];
-_currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
-_currentItemNames pushBack _itemClassname;
-_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
+//Add Object to attached array
+_attachList = _attachToVehicle getVariable [QGVAR(attached), []];
+_attachList pushBack [_attachedObject, _itemClassname];
+_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
[_onAtachText] call EFUNC(common,displayTextStructured);
diff --git a/addons/backpacks/XEH_preInit.sqf b/addons/backpacks/XEH_preInit.sqf
index a47825d0b0..f4c6a1a5d8 100644
--- a/addons/backpacks/XEH_preInit.sqf
+++ b/addons/backpacks/XEH_preInit.sqf
@@ -3,7 +3,6 @@
ADDON = false;
PREP(backpackOpened);
-PREP(getBackpackAssignedUnit);
PREP(isBackpack);
PREP(onOpenInventory);
diff --git a/addons/backpacks/functions/fnc_getBackpackAssignedUnit.sqf b/addons/backpacks/functions/fnc_getBackpackAssignedUnit.sqf
deleted file mode 100644
index 85f5966aa9..0000000000
--- a/addons/backpacks/functions/fnc_getBackpackAssignedUnit.sqf
+++ /dev/null
@@ -1,22 +0,0 @@
-/*
- * Author: commy2
- *
- * Returns the unit that has the given backpack object equipped.
- *
- * Argument:
- * 0: Executing Unit (Object)
- * 1: A backpack object (Object)
- *
- * Return value:
- * Unit that has the backpack equipped. (Object)
- */
-#include "script_component.hpp"
-scopeName "main";
-
-params ["_unit","_backpack"];
-_target = objNull;
-{
- if (backpackContainer _x == _backpack) then {_target = _x; breakTo "main"};
-} count nearestObjects [_unit, ["Man"], 5];
-if (isNull _target) exitWith {ACE_Player};
-_target
diff --git a/addons/backpacks/functions/fnc_onOpenInventory.sqf b/addons/backpacks/functions/fnc_onOpenInventory.sqf
index d79f8aed9b..afeeb21313 100644
--- a/addons/backpacks/functions/fnc_onOpenInventory.sqf
+++ b/addons/backpacks/functions/fnc_onOpenInventory.sqf
@@ -1,7 +1,7 @@
/*
* Author: commy2
*
- * Handle the open inventory event. Display message on traget client.
+ * Handle the open inventory event. Display message on target client.
*
* Argument:
* Input from "InventoryOpened" eventhandler
@@ -11,16 +11,17 @@
*/
#include "script_component.hpp"
-private "_target";
-params ["","_backpack"];
+params ["_unit","_backpack"];
-// exit if the target is not a backpack
-if !([_backpack] call FUNC(isBackpack)) exitWith {};
+// exit if the target is not a real backpack, i.e. parachute, static weapon bag etc.
+if !([_backpack] call FUNC(isBackpack)) exitWith {false};
// get the unit that wears the backpack object
-_target = _this call FUNC(getBackpackAssignedUnit);
+private "_target";
+_target = objectParent _backpack;
if (isNull _target) exitWith {false};
+
// raise event on target unit
["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
diff --git a/addons/ballistics/stringtable.xml b/addons/ballistics/stringtable.xml
index db44078980..70591dcbfe 100644
--- a/addons/ballistics/stringtable.xml
+++ b/addons/ballistics/stringtable.xml
@@ -1599,6 +1599,7 @@
[ACE] Munitionskiste
[ACE] Bedna s municí
[ACE] Caixa com suprimentos de munição
+ [ACE] Lőszeres láda
\ No newline at end of file
diff --git a/addons/captives/CfgMoves.hpp b/addons/captives/CfgMoves.hpp
index aa64e85e22..161fcce9a4 100644
--- a/addons/captives/CfgMoves.hpp
+++ b/addons/captives/CfgMoves.hpp
@@ -18,6 +18,11 @@ class CfgMovesBasic {
default = "ACE_AmovPercMstpSsurWnonDnon";
PutDown = "";
};
+ class ACE_CivilHandCuffedFFVActions: ACE_CivilStandHandcuffedActions {
+ stop = "ACE_HandcuffedFFV";
+ StopRelaxed = "ACE_HandcuffedFFV";
+ default = "ACE_HandcuffedFFV";
+ };
};
};
@@ -55,6 +60,14 @@ class CfgMovesMaleSdr: CfgMovesBasic {
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1};
};
+ //Handcuffed-FFV:
+ class ACE_HandcuffedFFV: ACE_AmovPercMstpScapWnonDnon {
+ file = "\A3\cargoposes_F_heli\anim\passenger_flatground_3idleunarmed.rtm";
+ actions = "ACE_CivilHandCuffedFFVActions";
+ ConnectTo[] = {};
+ };
+
+
//Surrender Anims:
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
actions = "ACE_CivilStandSurrenderActions";
diff --git a/addons/captives/CfgVehicles.hpp b/addons/captives/CfgVehicles.hpp
index 774ecf87e3..afda86cfda 100644
--- a/addons/captives/CfgVehicles.hpp
+++ b/addons/captives/CfgVehicles.hpp
@@ -12,17 +12,17 @@ class CfgVehicles {
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
- class ACE_RemoveHandcuffs {
- displayName = CSTRING(ReleaseCaptive);
- selection = "righthand";
- distance = 2;
- condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
- statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
- exceptions[] = {};
- icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
- };
class ACE_MainActions {
+ class ACE_RemoveHandcuffs {
+ displayName = CSTRING(ReleaseCaptive);
+ selection = "righthand";
+ distance = 2;
+ condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
+ statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
+ exceptions[] = {};
+ icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
+ };
class ACE_EscortCaptive {
displayName = CSTRING(EscortCaptive);
distance = 4;
@@ -97,7 +97,7 @@ class CfgVehicles {
};
};
-#define MACRO_LOADUNLOADCAPTIVE \
+#define MACRO_LOADCAPTIVE \
class ACE_Actions { \
class ACE_MainActions { \
class GVAR(LoadCaptive) { \
@@ -113,27 +113,27 @@ class CfgVehicles {
class LandVehicle;
class Car: LandVehicle {
- MACRO_LOADUNLOADCAPTIVE
+ MACRO_LOADCAPTIVE
};
class Tank: LandVehicle {
- MACRO_LOADUNLOADCAPTIVE
+ MACRO_LOADCAPTIVE
};
class Air;
class Helicopter: Air {
- MACRO_LOADUNLOADCAPTIVE
+ MACRO_LOADCAPTIVE
};
class Plane: Air {
- MACRO_LOADUNLOADCAPTIVE
+ MACRO_LOADCAPTIVE
};
class Ship;
class Ship_F: Ship {
- MACRO_LOADUNLOADCAPTIVE
+ MACRO_LOADCAPTIVE
};
class StaticWeapon: LandVehicle {
- MACRO_LOADUNLOADCAPTIVE
+ MACRO_LOADCAPTIVE
};
class Box_NATO_Support_F;
diff --git a/addons/captives/XEH_postInit.sqf b/addons/captives/XEH_postInit.sqf
index da2192d3d6..1372b4e10a 100644
--- a/addons/captives/XEH_postInit.sqf
+++ b/addons/captives/XEH_postInit.sqf
@@ -6,12 +6,11 @@
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
- PARAMS_1(_disconnectedPlayer);
+ params ["_disconnectedPlayer"];
private "_escortedUnit";
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
detach _escortedUnit;
- //systemChat "debug: DC detach";
};
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
diff --git a/addons/captives/XEH_preInit.sqf b/addons/captives/XEH_preInit.sqf
index 31bcbe8e02..d2b5b615bb 100644
--- a/addons/captives/XEH_preInit.sqf
+++ b/addons/captives/XEH_preInit.sqf
@@ -16,6 +16,7 @@ PREP(doFriskPerson);
PREP(doLoadCaptive);
PREP(doRemoveHandcuffs);
PREP(doUnloadCaptive);
+PREP(findEmptyNonFFVCargoSeat);
PREP(handleGetIn);
PREP(handleGetOut);
PREP(handleKilled);
diff --git a/addons/captives/functions/fnc_canLoadCaptive.sqf b/addons/captives/functions/fnc_canLoadCaptive.sqf
index 0e028ac1ec..a59c2e3be6 100644
--- a/addons/captives/functions/fnc_canLoadCaptive.sqf
+++ b/addons/captives/functions/fnc_canLoadCaptive.sqf
@@ -11,28 +11,36 @@
* The return value
*
* Example:
- * [player, bob] call ACE_captives_fnc_canLoadCaptive
+ * [player, bob, car] call ACE_captives_fnc_canLoadCaptive
*
* Public: No
*/
#include "script_component.hpp"
-private ["_objects"];
params ["_unit", "_target","_vehicle"];
-if (isNull _target) then {
- _objects = attachedObjects _unit;
- _objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
- if ((count _objects) > 0) then {_target = _objects select 0;};
+if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
+ //Looking at a vehicle while escorting, get target from attached objects:
+ {
+ if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
+ _target = _x;
+ };
+ } forEach (attachedObjects _unit);
};
+if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
if (isNull _vehicle) then {
- _objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
- if ((count _objects) > 0) then {_vehicle = _objects select 0;};
+ //Looking at a captive unit, search for nearby vehicles with valid seats:
+ {
+ if ((_x emptyPositions "cargo") > 0) exitWith {
+ _vehicle = _x;
+ };
+ } forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
+} else {
+ //We have a vehicle picked, make sure it has empty seats:
+ if ((_vehicle emptyPositions "cargo") == 0) then {
+ _vehicle = objNull;
+ };
};
-(!isNull _target)
-&& {!isNull _vehicle}
-&& {_unit getVariable [QGVAR(isEscorting), false]}
-&& {_target getVariable [QGVAR(isHandcuffed), false]}
-&& {_vehicle emptyPositions "cargo" > 0}
+(!isNull _vehicle)
diff --git a/addons/captives/functions/fnc_canRemoveHandcuffs.sqf b/addons/captives/functions/fnc_canRemoveHandcuffs.sqf
index e8bbe3b50e..e36ba5cd5b 100644
--- a/addons/captives/functions/fnc_canRemoveHandcuffs.sqf
+++ b/addons/captives/functions/fnc_canRemoveHandcuffs.sqf
@@ -20,4 +20,5 @@ params ["_unit", "_target"];
//Unit is handcuffed and not currently being escorted
_target getVariable [QGVAR(isHandcuffed), false] &&
-{isNull (attachedTo _target)}
+{isNull (attachedTo _target)} &&
+{(vehicle _target) == _target}
diff --git a/addons/captives/functions/fnc_doEscortCaptive.sqf b/addons/captives/functions/fnc_doEscortCaptive.sqf
index bb070b057a..08b64195f3 100644
--- a/addons/captives/functions/fnc_doEscortCaptive.sqf
+++ b/addons/captives/functions/fnc_doEscortCaptive.sqf
@@ -35,7 +35,9 @@ if (_state) then {
nil, 20, false, true, "", QUOTE(!isNull (GETVAR(_target,QGVAR(escortedUnit),objNull)))];
[{
- EXPLODE_3_PVT((_this select 0),_unit,_target,_actionID);
+ params ["_args", "_pfID"];
+ _args params ["_unit", "_target", "_actionID"];
+
if (_unit getVariable [QGVAR(isEscorting), false]) then {
if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then {
_unit setVariable [QGVAR(isEscorting), false, true];
diff --git a/addons/captives/functions/fnc_doFriskPerson.sqf b/addons/captives/functions/fnc_doFriskPerson.sqf
index e14025b88f..9a8a423dc3 100644
--- a/addons/captives/functions/fnc_doFriskPerson.sqf
+++ b/addons/captives/functions/fnc_doFriskPerson.sqf
@@ -18,7 +18,6 @@
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
-PARAMS_2(_player,_unit);
params ["_player", "_unit"];
_weapon = currentWeapon _player;
diff --git a/addons/captives/functions/fnc_doLoadCaptive.sqf b/addons/captives/functions/fnc_doLoadCaptive.sqf
index d7df42eb0a..a4d7df8892 100644
--- a/addons/captives/functions/fnc_doLoadCaptive.sqf
+++ b/addons/captives/functions/fnc_doLoadCaptive.sqf
@@ -1,6 +1,6 @@
/*
* Author: commy2
- * Unit loads the target object into a vehicle.
+ * Unit loads the target object into a vehicle. (logic same as canLoadCaptive)
*
* Arguments:
* 0: Unit that wants to load a captive
@@ -17,24 +17,34 @@
*/
#include "script_component.hpp"
-private "_objects";
-
params ["_unit", "_target","_vehicle"];
-if (isNull _target) then {
- _objects = attachedObjects _unit;
- _objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
- if ((count _objects) > 0) then {_target = _objects select 0;};
+if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
+ //Looking at a vehicle while escorting, get target from attached objects:
+ {
+ if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
+ _target = _x;
+ };
+ } forEach (attachedObjects _unit);
};
-if (isNull _target) exitWith {};
+if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {ERROR("");};
if (isNull _vehicle) then {
- _objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
- if ((count _objects) > 0) then {_vehicle = _objects select 0;};
+ //Looking at a captive unit, search for nearby vehicles with valid seats:
+ {
+ // if (([_x] call FUNC(findEmptyNonFFVCargoSeat)) != -1) exitWith {
+ if ((_x emptyPositions "cargo") > 0) exitWith {
+ _vehicle = _x;
+ };
+ } forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
+} else {
+ // if (([_vehicle] call FUNC(findEmptyNonFFVCargoSeat)) == -1) then {
+ if ((_vehicle emptyPositions "cargo") == 0) then {
+ _vehicle = objNull;
+ };
};
-if (isNull _vehicle) exitWith {};
-if ((!isNil "_target") && {!isNil "_vehicle"}) then {
- _unit setVariable [QGVAR(isEscorting), false, true];
- ["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);
-};
+if (isNull _vehicle) exitWith {ERROR("");};
+
+_unit setVariable [QGVAR(isEscorting), false, true];
+["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);
diff --git a/addons/captives/functions/fnc_findEmptyNonFFVCargoSeat.sqf b/addons/captives/functions/fnc_findEmptyNonFFVCargoSeat.sqf
new file mode 100644
index 0000000000..cf67614f91
--- /dev/null
+++ b/addons/captives/functions/fnc_findEmptyNonFFVCargoSeat.sqf
@@ -0,0 +1,67 @@
+/*
+ * Author: PabstMirror
+ * Finds a free cargo seat, searching non FFV first
+ *
+ * Arguments:
+ * 0: The Vehicle
+ *
+ * Return Value:
+ * ARRAY [seat index , is FFV ]
+ *
+ * Example:
+ * [car1] call ACE_captives_fnc_findEmptyNonFFVCargoSeat
+ *
+ * Public: No
+ */
+#include "script_component.hpp"
+
+params ["_vehicle"];
+TRACE_1("params", _vehicle);
+
+_vehicleConfig = configFile >> "CfgVehicles" >> (typeOf _vehicle);
+
+_proxyOrder = getArray (_vehicleConfig >> "getInProxyOrder");
+_transportSoldier = getNumber (_vehicleConfig >> "transportSoldier");
+_realCargoCount = if (isArray (_vehicleConfig >> "getInProxyOrder")) then {count _proxyOrder} else {_transportSoldier};
+
+//Find FFV turrets:
+_ffvCargoIndexes = [];
+{
+ _turretConfig = [_vehicleConfig, _x] call EFUNC(common,getTurretConfigPath);
+ _isCargoProxy = ((getText (_turretConfig >> "proxyType")) == "CPCargo") && {isNumber (_turretConfig >> "proxyIndex")};
+
+ if (_isCargoProxy) then {
+ _proxyCargoIndex = getNumber (_turretConfig >> "proxyIndex");
+ _cargoIndex = _proxyOrder find _proxyCargoIndex;
+ _ffvCargoIndexes pushBack _cargoIndex;
+ };
+} forEach (allTurrets [_vehicle, true]);
+
+//Find Empty Seats:
+_occupiedSeats = [];
+{
+ _x params ["", "", "_xIndex"];
+ if (_xIndex > -1) then {_occupiedSeats pushBack _xIndex;};
+} forEach (fullCrew _vehicle);
+
+TRACE_3("Searching for empty seat",_realCargoCount,_ffvCargoIndexes,_occupiedSeats);
+
+_emptyCargoSeatReturn = [-1, false];
+
+//First seach for non-ffv seats:
+for "_index" from 0 to (_realCargoCount - 1) do {
+ if ((!(_index in _ffvCargoIndexes)) && {!(_index in _occupiedSeats)}) exitWith {
+ _emptyCargoSeatReturn = [_index, false];
+ };
+};
+
+//Only use FFV if none found:
+if (_emptyCargoSeatReturn isEqualTo [-1, false]) then {
+ for "_index" from 0 to (_realCargoCount - 1) do {
+ if (!(_index in _occupiedSeats)) exitWith {
+ _emptyCargoSeatReturn = [_index, true];
+ };
+ };
+};
+
+_emptyCargoSeatReturn
diff --git a/addons/captives/functions/fnc_handleGetIn.sqf b/addons/captives/functions/fnc_handleGetIn.sqf
index 487e7d4179..5476073b38 100644
--- a/addons/captives/functions/fnc_handleGetIn.sqf
+++ b/addons/captives/functions/fnc_handleGetIn.sqf
@@ -4,8 +4,8 @@
*
* Arguments:
* 0: _vehicle
- * 2: dunno
- * 1: _unit
+ * 1: dunno
+ * 2: _unit
*
* Return Value:
* The return value
@@ -17,7 +17,8 @@
*/
#include "script_component.hpp"
-params ["_vehicle", "_dontcare","_unit"];
+params ["_vehicle", "","_unit"];
+TRACE_2("params",_vehicle,_unit);
if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then {
@@ -27,4 +28,18 @@ if (local _unit) then {
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrender);
};
+
+ if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
+ //Need to force animation for FFV turrets
+ _turretPath = [];
+ {
+ _x params ["_xUnit", "", "", "_xTurretPath"];
+ if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
+ } forEach (fullCrew (vehicle _unit));
+ if (!(_turretPath isEqualTo [])) then {
+ TRACE_1("Setting FFV Handcuffed Animation",_turretPath);
+ [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
+ [_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
+ };
+ };
};
diff --git a/addons/captives/functions/fnc_handleGetOut.sqf b/addons/captives/functions/fnc_handleGetOut.sqf
index daf88b7e34..dea97eb600 100644
--- a/addons/captives/functions/fnc_handleGetOut.sqf
+++ b/addons/captives/functions/fnc_handleGetOut.sqf
@@ -4,8 +4,8 @@
*
* Arguments:
* 0: _vehicle
- * 2: dunno
- * 1: _unit
+ * 1: dunno
+ * 2: _unit
*
* Return Value:
* The return value
@@ -17,17 +17,21 @@
*/
#include "script_component.hpp"
-params ["_vehicle", "_dontcare","_unit"];
+params ["_vehicle", "", "_unit"];
+TRACE_2("params",_vehicle,_unit);
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
private ["_cargoIndex"];
_cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1];
- //If captive was not "unloaded", then move them back into the vehicle.
- if (_cargoIndex != -1) exitWith {
+ if (_cargoIndex != -1) then {
+ //If captive was not "unloaded", then move them back into the vehicle.
+ TRACE_1("forcing back into vehicle",_cargoIndex);
_unit moveInCargo [_vehicle, _cargoIndex];
+ } else {
+ //Getting out of vehicle:
+ [_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
+ [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
-
- [_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
};
diff --git a/addons/captives/functions/fnc_handleUnitInitPost.sqf b/addons/captives/functions/fnc_handleUnitInitPost.sqf
index 66cbcff794..52957acd68 100644
--- a/addons/captives/functions/fnc_handleUnitInitPost.sqf
+++ b/addons/captives/functions/fnc_handleUnitInitPost.sqf
@@ -18,7 +18,7 @@
params ["_unit"];
// prevent players from throwing grenades (added to all units)
-[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);
+// [_unit, "Throw", {systemChat "a"; ((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}; true}, {systemChat "b";}] call EFUNC(common,addActionEventhandler);
if (local _unit) then {
// reset status on mission start
diff --git a/addons/captives/functions/fnc_moduleSurrender.sqf b/addons/captives/functions/fnc_moduleSurrender.sqf
index 64c80af35c..bdb0f7c1b5 100644
--- a/addons/captives/functions/fnc_moduleSurrender.sqf
+++ b/addons/captives/functions/fnc_moduleSurrender.sqf
@@ -26,11 +26,11 @@ if (!_activated) exitWith {};
if (local _logic) then {
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
- PARAMS_1(_units);
+ params ["_units"];
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
- }, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute);
+ }, [_units], 0.05]call EFUNC(common,waitAndExecute);
deleteVehicle _logic;
};
diff --git a/addons/captives/functions/fnc_setHandcuffed.sqf b/addons/captives/functions/fnc_setHandcuffed.sqf
index 9bde3b399d..a8c8e02fd4 100644
--- a/addons/captives/functions/fnc_setHandcuffed.sqf
+++ b/addons/captives/functions/fnc_setHandcuffed.sqf
@@ -17,6 +17,7 @@
#include "script_component.hpp"
params ["_unit","_state"];
+TRACE_2("params",_unit,_state);
if (!local _unit) exitwith {
ERROR("running setHandcuffed on remote unit");
@@ -43,24 +44,47 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
params ["_unit"];
- if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
+ if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
+
+ if ((vehicle _unit) == _unit) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
+ } else {
+ [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
+ [_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
+ };
- //Adds an animation changed eh
- //If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
- private "_animChangedEHID";
- _animChangedEHID = _unit addEventHandler ["AnimChanged", {
- PARAMS_2(_unit,_newAnimation);
+ //Adds an animation changed eh
+ //If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
+ private "_animChangedEHID";
+
+ _animChangedEHID = _unit addEventHandler ["AnimChanged", {
+ params ["_unit", "_newAnimation"];
+ TRACE_2("AnimChanged",_unit,_newAnimation);
+ if (_unit == (vehicle _unit)) then {
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Handcuff animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
- }];
- _unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
+ } else {
- };
- }, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
+ _turretPath = [];
+ {
+ _x params ["_xUnit", "", "", "_xTurretPath"];
+ if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
+ } forEach (fullCrew (vehicle _unit));
+ TRACE_1("turret Path",_turretPath);
+ if (_turretPath isEqualTo []) exitWith {};
+
+ TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
+ [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
+ [_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
+ };
+ }];
+ TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
+ _unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
+
+ }, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
@@ -68,6 +92,7 @@ if (_state) then {
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
+ TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
diff --git a/addons/captives/functions/fnc_setSurrendered.sqf b/addons/captives/functions/fnc_setSurrendered.sqf
index 4fad2d3853..dd9ac417c5 100644
--- a/addons/captives/functions/fnc_setSurrendered.sqf
+++ b/addons/captives/functions/fnc_setSurrendered.sqf
@@ -17,6 +17,7 @@
#include "script_component.hpp"
params ["_unit","_state"];
+TRACE_2("params",_unit,_state);
if (!local _unit) exitwith {
ERROR("running surrender on remote unit");
@@ -43,13 +44,13 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
- PARAMS_1(_unit);
+ params ["_unit"];
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
- PARAMS_2(_unit,_newAnimation);
+ params ["_unit", "_newAnimation"];
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Surrender animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
@@ -57,7 +58,7 @@ if (_state) then {
}];
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
};
- }, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
+ }, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
@@ -85,8 +86,8 @@ if (_state) then {
//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
//Handles long animation chains
[{
- PARAMS_2(_args,_pfID);
- EXPLODE_2_PVT(_args,_unit,_maxTime);
+ params ["_args", "_pfID"];
+ _args params ["_unit", "_maxTime"];
//If waited long enough or they re-surrendered or they are unconscious, exit loop
if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;
diff --git a/addons/captives/functions/fnc_vehicleCaptiveMoveIn.sqf b/addons/captives/functions/fnc_vehicleCaptiveMoveIn.sqf
index 7e30fe4af4..0839c61ea1 100644
--- a/addons/captives/functions/fnc_vehicleCaptiveMoveIn.sqf
+++ b/addons/captives/functions/fnc_vehicleCaptiveMoveIn.sqf
@@ -16,11 +16,17 @@
*/
#include "script_component.hpp"
+params ["_target","_vehicle"];
+TRACE_2("params",_target,_vehicle);
+
private ["_cargoIndex"];
-params ["_target","_vehicle"];
+_getSeat = [_vehicle] call FUNC(findEmptyNonFFVCargoSeat);
+TRACE_1("free cargo seat",_getSeat);
+_cargoIndex = _getSeat select 0;
+if (_cargoIndex == -1) exitWith {ERROR("cargo index -1");};
+
+_target moveInCargo [_vehicle, _cargoIndex];
+_target assignAsCargoIndex [_vehicle, _cargoIndex];
-_target moveInCargo _vehicle;
-_target assignAsCargo _vehicle;
-_cargoIndex = _vehicle getCargoIndex _target;
_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];
diff --git a/addons/captives/functions/fnc_vehicleCaptiveMoveOut.sqf b/addons/captives/functions/fnc_vehicleCaptiveMoveOut.sqf
index 000d5ef568..ce44b5926f 100644
--- a/addons/captives/functions/fnc_vehicleCaptiveMoveOut.sqf
+++ b/addons/captives/functions/fnc_vehicleCaptiveMoveOut.sqf
@@ -16,8 +16,11 @@
#include "script_component.hpp"
params ["_unit"];
+TRACE_1("params",_unit);
+
_unit setVariable [QGVAR(CargoIndex), -1, true];
moveOut _unit;
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
+[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
unassignVehicle _unit;
diff --git a/addons/captives/script_component.hpp b/addons/captives/script_component.hpp
index e68eb19d2f..375c956129 100644
--- a/addons/captives/script_component.hpp
+++ b/addons/captives/script_component.hpp
@@ -1,6 +1,8 @@
#define COMPONENT captives
#include "\z\ace\addons\main\script_mod.hpp"
+// #define DEBUG_MODE_FULL
+
#ifdef DEBUG_ENABLED_CAPTIVES
#define DEBUG_MODE_FULL
#endif
diff --git a/addons/captives/stringtable.xml b/addons/captives/stringtable.xml
index 08982b7277..41391fa96b 100644
--- a/addons/captives/stringtable.xml
+++ b/addons/captives/stringtable.xml
@@ -164,6 +164,7 @@
Einheit kapitulieren lassen
Vzdávající se jednotka
Fazer unidade se render
+ Egység kapitulálása
Sync a unit to make them surrender.<br />Source: ace_captives
@@ -172,6 +173,7 @@
Einheit synchronisieren, um sie kapitulieren zu lassen.<br />Quelle: ace_captives
Synchronizuj s jednotkou, která se má vzdát.<br />Zdroj: ace_captives
Sincroniza uma unidade para fazer com que ela se renda. <br/>Fonte: ace_captives
+ Egység szinkronizálása, hogy kapituláljon.<br />Forrás: ace_captives
Captives Settings
@@ -180,6 +182,7 @@
Nastavení zajatce
Gefangenen-Einstellungen
Ajustes de prisioneiros
+ Fogoly-beállítások
Controls settings for surrender and cable ties
@@ -188,6 +191,7 @@
Toto kontroluje nastavení kapitulace a pout
Einstellungen zur Kapitulation und Kabelbindern
Controla as configurações de rendição e abraçadeiras
+ Szabályozza a kapituláció és bilincselés beállításait
Can handcuff own side
@@ -196,6 +200,7 @@
Může spoutat spolubojovníky
Kann Teamkollegen fesseln
Pode algemar o próprio lado
+ Saját oldal megbilincselhető
Can players cabletie units on their own side
@@ -204,6 +209,7 @@
Mohou hráči spoutat jednotky na své straně
Können Spieler eigene Einheiten fesseln
Os jogadores podem algemar unidades do seu lado
+ A játékosok megkötözhetik-e a saját oldalukon lévő egységeket
Allow surrendering
@@ -212,6 +218,7 @@
Povolit vzdávání
Kapitulation erlauben
Permite rendição
+ Kapituláció engedélyezése
Players can surrender after holstering their weapon
@@ -220,6 +227,7 @@
Hráč se může vzdát poté, co si skryje zbraň
Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben
Jogadores podem se render depois de guardar sua arma
+ A játékosok megadhatják magukat a fegyverük elrakása után
Require surrendering
diff --git a/addons/common/XEH_postInit.sqf b/addons/common/XEH_postInit.sqf
index 4188950736..a289f5e0f7 100644
--- a/addons/common/XEH_postInit.sqf
+++ b/addons/common/XEH_postInit.sqf
@@ -1,4 +1,6 @@
// ACE - Common
+
+// #define ENABLE_PERFORMANCE_COUNTERS
#include "script_component.hpp"
//IGNORE_PRIVATE_WARNING("_handleNetEvent", "_handleRequestAllSyncedEvents", "_handleRequestSyncedEvent", "_handleSyncedEvent");
@@ -208,6 +210,7 @@ GVAR(OldVisibleMap) = false;
// PFH to raise varios events
[{
+ BEGIN_COUNTER(stateChecker);
private ["_newCameraView", "_newInventoryDisplayIsOpen", "_newPlayerInventory", "_newPlayerTurret", "_newPlayerVehicle", "_newPlayerVisionMode", "_newPlayerWeapon", "_newZeusDisplayIsOpen", "_newVisibleMap"];
// "playerInventoryChanged" event
_newPlayerInventory = [ACE_player] call FUNC(getAllGear);
@@ -281,25 +284,18 @@ GVAR(OldVisibleMap) = false;
["visibleMapChanged", [ACE_player, _newVisibleMap]] call FUNC(localEvent);
};
+ END_COUNTER(stateChecker);
+
}, 0, []] call CBA_fnc_addPerFrameHandler;
-// PFH to raise camera created event. Only works on these cams by BI.
-#define ALL_CAMERAS [ \
- missionNamespace getVariable ["BIS_DEBUG_CAM", objNull], \
- missionNamespace getVariable ["BIS_fnc_camera_cam", objNull], \
- uiNamespace getVariable ["BIS_fnc_arsenal_cam", objNull], \
- uiNamespace getVariable ["BIS_fnc_animViewer_cam", objNull], \
- missionNamespace getVariable ["BIS_fnc_establishingShot_fakeUAV", objNull] \
-]
-
GVAR(OldIsCamera) = false;
[{
// "activeCameraChanged" event
private ["_isCamera"];
- _isCamera = {!isNull _x} count ALL_CAMERAS > 0;
+ _isCamera = call FUNC(isfeatureCameraActive);
if !(_isCamera isEqualTo GVAR(OldIsCamera)) then {
// Raise ACE event locally
GVAR(OldIsCamera) = _isCamera;
@@ -381,5 +377,4 @@ GVAR(deviceKeyCurrentIndex) = -1;
{false},
[0xC7, [true, false, false]], false] call cba_fnc_addKeybind; //SHIFT + Home Key
-
GVAR(commonPostInited) = true;
diff --git a/addons/common/stringtable.xml b/addons/common/stringtable.xml
index 0bbe6564da..e542e28ae8 100644
--- a/addons/common/stringtable.xml
+++ b/addons/common/stringtable.xml
@@ -477,6 +477,7 @@
Überprüfe PBOs
Zkontrolovat PBO
Verificar PBOs
+ PBO-k ellenőrzése
Sprawdzaj spójność addonów z serwerem
@@ -492,6 +493,7 @@
Aktion
Akce
Ação
+ Cselekvés
What to do with people who do not have the right PBOs?
@@ -500,6 +502,7 @@
Was soll mit Leuten passieren, die nicht die richtigen PBOs haben?
Co udělat s lidmi, co nemají správné addony?
O que fazer com pessoas que não tem os PBOs corretos?
+ Mi legyen azokkal a személyekkel, akiknek nincsenek meg a helyes PBO-k?
Warn once
@@ -508,6 +511,7 @@
Einmal verwarnen
Upozornit jednou
Avisar uma vez
+ Egyszeri figyelmeztetés
Warn (permanent)
@@ -516,6 +520,7 @@
Immer verwarnen
Upozornit (permanentně)
Avisar (permanente)
+ Figyelmeztetés (tartós)
Kick
@@ -524,6 +529,7 @@
Kicken
Vyhodit
Chutar
+ Kirúgás
Check all addons
@@ -532,6 +538,7 @@
Alle Addons überprüfen
Zkontrolovat všechny addony
Verificar todos addons
+ Összes bővítmény ellenőrzése
Check all addons instead of only those of ACE?
@@ -540,6 +547,7 @@
Alle Addons anstatt nur ACE überprüfen?
Zkontrolovat všechny addony namísto jen těch od ACE?
Verificar todos addons invés de só os do ACE?
+ Az összes bővítmény ellenőrzése, csak az ACE helyett?
Whitelist
@@ -548,6 +556,7 @@
Whitelist
Seznam povolených
Lista branca
+ Fehérlista
What addons are allowed regardless?
@@ -556,6 +565,7 @@
Welche Addons werden dennoch erlaubt?
Jaké addony jsou povoleny?
Quais addons são permitidos de qualquer maneira?
+ Milyen bővítmények vannak feltétlenül engedélyezve?
LSD Vehicles
@@ -564,6 +574,7 @@
LSD-Fahrzeuge
LSD vozidla
Veículos LSD
+ LSD járművek
Adds LSD effect to synchronized vehicle
@@ -572,6 +583,7 @@
Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu
Přidá LSD efekt pro synchronizované vozidla
Adiciona efeito LSD ao veículo sincronizado
+ LSD-effekt hozzáadása a szinkronizált járművekhez
Toggle Handheld Device
@@ -580,6 +592,7 @@
Ativa dispositivo de mão
Przełącz urządzenie podręczne
Přepnout ruční zařízení
+ Kézi eszköz kapcsolása
Close Handheld Device
@@ -588,6 +601,7 @@
Fecha dispositivo de mão
Zamknij urządzenie podręczne
Zavřít ruční zařízení
+ Kézi eszköz bezárása
Cycle Handheld Devices
@@ -596,6 +610,7 @@
Troca dispositivos de mão
Następne urządzenie podręczne
Procházet ruční zařízení
+ Kézi eszköz váltása
Disabled
diff --git a/addons/explosives/stringtable.xml b/addons/explosives/stringtable.xml
index e1255d962f..b115ca0752 100644
--- a/addons/explosives/stringtable.xml
+++ b/addons/explosives/stringtable.xml
@@ -492,7 +492,7 @@
Spínač mrtvého muže
Czuwak
Detonador de hombre muerto
- Dead Man's Switch
+ Halott ember kapcsolója
Detonador do homem morto
Кнопка мертвеца
Detonatore a rilascio
@@ -528,6 +528,7 @@
Sprengstoffsystem
Systém výbušnin
Sistema de explosivos
+ Robbanóanyag-rendszer
Require specialists?
@@ -536,6 +537,7 @@
Benötigt Sprengstoffexperten?
Vyžadovat specialistu?
Requer especialista?
+ Specialisták igénylése?
Require explosive specialists to disable explosives? Default: No
@@ -544,6 +546,7 @@
Benötige Sprengstoffexperte um Sprengladungen zu entschärfen? Standard: Nein
Vyžadovat specialistu na zneškodnění výbušniny? Výchozí: Ne
Requer especialista em explosivos para desativar explosivos? Padrão: Não
+ Szükséges-e egy specialista a robbanóanyagok hatástalanításához? Alapértelmezett: Nem
Punish non-specialists?
@@ -552,6 +555,7 @@
Bestrafe Nicht-Sprengstoffexperten?
Potrestat, pokud není specialista?
Punir não especialistas?
+ Nem-specialisták büntetése?
Increase the time it takes to complete actions for non-specialists? Default: Yes
@@ -560,6 +564,7 @@
Entschärfungszeit für Nicht-Sprengstoffexperten erhöhen? Standard: Ja
Zvýšit čas potřebný k dokončení akce pokud není specialista? Výchozí: Ano
Aumentar o tempo necessário para completar ações por não especialistas? Padrão: Sim
+ Nem-specialisták esetén több ideig tartson a cselekvés befejezése? Alapértelmezett: Igen
Explode on defusal?
@@ -567,6 +572,7 @@
Eksplozja przy rozbrajaniu?
Explodovat při zneškodňování?
Explotar al desactivar?
+ Robbanás hatástalanításkor?
Enable certain explosives to explode on defusal? Default: Yes
@@ -574,6 +580,7 @@
Spraw, aby niektóre ładunki wybuchowe eksplodowały przy próbie ich rozbrojenia? Domyślnie:Tak
Umožnit u některých výbušnin explozi při pokusu je zneškodnit? Výchozí: Ano
¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí
+ Meghatározott robbanóanyagok felrobbanjanak-e hatástalanításkor? Alapértelmezett: Igen
This module adjusts the settings related to explosives.
@@ -581,6 +588,7 @@
Dieses Modul erlaubt die Einstellungen für Sprengstoffe zu verändern.
Tento modul umoňuje přizpůsobit nastavení týkajících se výbušnin.
Este módulo permite personalizar as definições relacionadas a explosivos.
+ Ez a modul a robbanóanyagokhoz kötött beállításokat szabályozza.
\ No newline at end of file
diff --git a/addons/finger/stringtable.xml b/addons/finger/stringtable.xml
index f11f36d971..11d326a6dc 100644
--- a/addons/finger/stringtable.xml
+++ b/addons/finger/stringtable.xml
@@ -5,46 +5,56 @@
Show pointing indicator to self
Отображать пальце-индикатор для показывающего игрока
Pokaż indykator wskazywania palcem dla siebie
+ Saját mutatási indikátor megjelenítése
Render the indicator for the pointing player. This option doesn't affect whether the other players would see the indicator
Отображать индикатор для показывающего игрока. Эта настройка не влияет на то, будутт ли другие игроки видеть индикатор
Wyświetl indykator kiedy wskazujesz coś palcem. Ta opcja nie wpływa na to, czy inni gracze zobaczą ten indykator czy też nie.
+ Az indikátor megjelenítése a mutató játékosnak. Ez a beállítás nem változtat azon, hogy más játékosok látják-e az indikátort.
Pointing indicator
Пальце-индикатор
Indykator palca
+ Ujj-indikátor
Color of the pointing indicator circle
Цвет индикатора пальце-указания
Kolor okręgu wyświetlanego przy wskazywaniu palcem
+ Mutatási indikátor körének színe
Action "point a finger at"
Действие "показать пальцем на"
Akcja "wskaż palcem"
+ Cselekvés "ujj rámutatása"
Points, and shows a virtual marker of where you are looking to nearby units. Can be held down.
Wskazuje a także wyświetla wirtualny marker-okrąg w miejscu, w które patrzysz, dla wszystkich pobliskich jednostek. Może być przytrzymywany.
+ Mutat, és elhelyez egy virtuális jelölőt a nézett területhez közeli egységekhez. Lenyomva tartható.
Pointing Settings
Ustawienia wskazywania palcem
+ Ujj beállításai
Pointing Enabled
Aktywuj wskazywanie
+ Mutatás engedélyezése
Pointing Max Range
Maks. zasięg wskazywania
+ Ujj maximum hatótávja
Max range between players to show the pointing indicator [default: 4 meters]
Określ dystans na jakim można wskazywać coś palcem innym graczom. [domyślnie: 4m]
+ A maximális távolság, amelyben a közeli játékosoknak megjelenik az indikátor. [alapértelmezett: 4 méter]
diff --git a/addons/frag/stringtable.xml b/addons/frag/stringtable.xml
index 5a59b15a4a..205fb50c75 100644
--- a/addons/frag/stringtable.xml
+++ b/addons/frag/stringtable.xml
@@ -8,6 +8,7 @@
Splittersimulation
Simulace fragmentace
Simulação de fragmentação
+ Repesz-szimuláció
Enable the ACE Fragmentation Simulation
@@ -16,6 +17,7 @@
Aktiviere die ACE-Splittersimulation
Povolit ACE simulaci fragmentace
Ativa a simulação de fragmentação do ACE
+ Az ACE repesz-szimuláció engedélyezése
Spalling Simulation
@@ -24,6 +26,7 @@
Explosionssimulation
Simulace úlomků
Simulação de estilhaços
+ Pattogzás-szimuláció
Enable the ACE Spalling Simulation
@@ -32,6 +35,7 @@
Aktiviere ACE-Explosionssimulation
Povolit ACE simulaci úlomků
Ativa a simulação de estilhaços do ACE
+ Az ACE pattogzás-szimuláció engedélyezése
Maximum Projectiles Tracked
@@ -40,6 +44,7 @@
Maximalzahl der verfolgten Projektile
Maximální počet sledovaných projektilů
Máximo de projéteis rastreados
+ Maximum követett repeszek
This setting controls the maximum amount of projectiles the fragmentation and spalling system will track at any given time. If more projectiles are fired, they will not be tracked. Lower this setting if you do not want FPS drops at high-count projectile scenarios ( >200 rounds in the air at once)
@@ -48,6 +53,7 @@
Diese Einstellung steuert die maximale Anzahl an Projektilen, die das Splitter- und Explosionssystem gleichzeitig verfolgen wird. Wenn mehr Projektile abgefeuert werden, werden sie nicht verfolgt werden. Diese Einstellung zu verringern, kann FPS-Einbrüche bei Szenarien mit vielen Projektilen verhindern (>200 Objekte gleichzeitig in der Luft)
Toto nastavení kontroluje maximální množství projektilů z fragmentace a úlomků, která jsou sledována v dané době. Pokud je vystřeleno více projektilů, tak nebudou sledovány. Snižte toto nastavení pokud si nepřejete propady FPS v situacích, kde je velké množství projektilů ( >200 nábojů najednou ve vzduchu)
Esta definição controla a quantidade máxima de projéteis que o sistema de fragmentação e estilhaçamento irá acompanhar em qualquer momento. Se mais projéteis são disparados, eles não serão rastreados. Diminua essa configuração se você não quiser que o FPS caia em cenários com alta contagem de projéteis (> 200 projéteis no ar ao mesmo tempo)
+ Ez a beállítás szabályozza a repeszeződés és pattogzás által kilőtt objektumok követett számát. Ha több ez a szám, ezek az objektumok nem lesznek követve. Csökkentsd ezt a beállítást, ha nem akarsz lassulásokat magas-törmelékmennyiségű helyzetekben (200+ repesz a levegőben egyszerre)
Maximum Projectiles Per Frame
@@ -56,6 +62,7 @@
Maks. liczba pocisków na klatkę
Maximální počet projektilů ze jeden snímek
Projéteis máximos por quadro
+ Maximum repesz/képkocka
The number of spall track calculations to perform in any given frame. This helps spread the FPS impact of tracking spall rounds across multiple frames, limiting its impact even further.
@@ -64,6 +71,7 @@
El número de cálculos de esquirlas que se hará en cualquier cuadro. Esto ayuda a dispersar el impacto en FPS del seguimiento de esquirlas de balas a través de múltiples cuadros, lo que limita aún más su impacto.
Počet úlomků v daném snímku. Toto pomáhá rozšířit FPS dopad sledovaného úlomku napříč více snímky, omezuje jeho vliv ještě více.
O número de cálculos por estilhaço rastreado para executar em qualquer quadro. Isso ajuda a distribuir o impacto no FPS do rastreamento de estilhaço em vários quadros, o que limita o seu impacto ainda mais.
+ A lepattogzási útvonalak számításának darabjai képkockánként. Ez eloszlatja az FPS-megszakadást több képkockára, ezzel csökkentve a súlyosságát.
(SP Only) Frag/Spall Debug Tracing
@@ -72,6 +80,7 @@
(Pouze SP) Debug sledování Frag/Úlomků
(nur SP) Splitter-/Explosions-Debug-Verfolgung
(Somente SP) Depuração de fragmentação e estilhaços traçantes
+ (Csak SP) Repesz/Pattogzás debug követés
(SP Only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.
@@ -80,6 +89,7 @@
(nur SP) Splitter-/Explosions-Debugging
(Pouze SP) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče.
(Somente SP) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP.
+ (Csak SP) Küldetés/Editor újraindítás szükséges. Engedélyezi a repeszek és pattogzó lövedékek vizuális nyomkövetését, csak egyjátékos módok alatt.
-
+
\ No newline at end of file
diff --git a/addons/hearing/CfgEventHandlers.hpp b/addons/hearing/CfgEventHandlers.hpp
index ce968ed2ca..f09f259266 100644
--- a/addons/hearing/CfgEventHandlers.hpp
+++ b/addons/hearing/CfgEventHandlers.hpp
@@ -29,7 +29,7 @@ class Extended_FiredNear_EventHandlers {
class Extended_Explosion_EventHandlers {
class CAManBase {
class GVAR(ExplosionNear) {
- clientExplosion = QUOTE( if (GVAR(enableCombatDeafness) && {_this select 0 == ACE_player}) then {_this call FUNC(explosionNear)}; );
+ clientExplosion = QUOTE(_this call FUNC(explosionNear););
};
};
};
diff --git a/addons/hearing/XEH_postInit.sqf b/addons/hearing/XEH_postInit.sqf
index ad73ed55d5..66406ad917 100644
--- a/addons/hearing/XEH_postInit.sqf
+++ b/addons/hearing/XEH_postInit.sqf
@@ -15,7 +15,7 @@ GVAR(time4) = 0;
["SettingsInitialized", {
// Spawn volume updating process
- [FUNC(updateVolume), 1, [false] ] call CBA_fnc_addPerFrameHandler;
+ [FUNC(updateVolume), 1, [false]] call CBA_fnc_addPerFrameHandler;
}] call EFUNC(common,addEventHandler);
//Update veh attunation when player veh changes
diff --git a/addons/hearing/functions/fnc_addEarPlugs.sqf b/addons/hearing/functions/fnc_addEarPlugs.sqf
index 62ed4518e2..b2e43bc718 100644
--- a/addons/hearing/functions/fnc_addEarPlugs.sqf
+++ b/addons/hearing/functions/fnc_addEarPlugs.sqf
@@ -14,8 +14,7 @@
* Public: No
*/
#include "script_component.hpp"
-
-PARAMS_1(_unit);
+params ["_unit"];
// Exit if hearing is disabled or soldier has earplugs already in (persistence scenarios)
if (!GVAR(enableCombatDeafness) || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
diff --git a/addons/hearing/functions/fnc_earRinging.sqf b/addons/hearing/functions/fnc_earRinging.sqf
index de70c4f860..f4db19e6ea 100644
--- a/addons/hearing/functions/fnc_earRinging.sqf
+++ b/addons/hearing/functions/fnc_earRinging.sqf
@@ -15,8 +15,7 @@
* Public: No
*/
#include "script_component.hpp"
-
-PARAMS_2(_unit,_strength);
+params ["_unit", "_strength"];
if (_unit != ACE_player) exitWith {};
if (_strength < 0.05) exitWith {};
diff --git a/addons/hearing/functions/fnc_explosionNear.sqf b/addons/hearing/functions/fnc_explosionNear.sqf
index dde9bc50cc..7e4d0b9bfc 100644
--- a/addons/hearing/functions/fnc_explosionNear.sqf
+++ b/addons/hearing/functions/fnc_explosionNear.sqf
@@ -19,10 +19,14 @@
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
-PARAMS_2(_unit,_damage);
+params ["_unit", "_damage"];
+
+if (_unit != ACE_player) exitWith {};
+
+TRACE_2("explosion near player",_unit,_damage);
private ["_strength"];
-_strength = 0 max _damage;
+_strength = (0 max _damage) * 30;
if (_strength < 0.01) exitWith {};
-[{_this call FUNC(earRinging)}, [_unit, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);
+[{_this call FUNC(earRinging)}, [_unit, _strength], 0.2] call EFUNC(common,waitAndExecute);
diff --git a/addons/hearing/functions/fnc_firedNear.sqf b/addons/hearing/functions/fnc_firedNear.sqf
index 6fc48b27fa..1ee84a2dc8 100644
--- a/addons/hearing/functions/fnc_firedNear.sqf
+++ b/addons/hearing/functions/fnc_firedNear.sqf
@@ -7,8 +7,8 @@
* 1: Firer: Object - Object which fires a weapon near the unit
* 2: Distance - Distance in meters between the unit and firer
* 3: weapon - Fired weapon
- * 4: muzzle - Muzzle that was used
- * 5: mod - Current mode of the fired weapon
+ * 4: muzzle - Muzzle that was used (not used)
+ * 5: mode - Current mode of the fired weapon (not used)
* 6: ammo - Ammo used
*
* Return Value:
@@ -16,6 +16,7 @@
*
* Example:
* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
+ * [player, player, 10, "arifle_MX_ACO_pointer_F", "arifle_MX_ACO_pointer_F", "single", "B_65x39_Caseless"] call ace_hearing_fnc_firedNear
*
* Public: No
*/
@@ -24,14 +25,14 @@
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
-PARAMS_7(_object,_firer,_distance,_weapon,_muzzle,_mode,_ammo);
+params ["_object", "_firer", "_distance", "_weapon", "", "", "_ammo"];
//Only run if firedNear object is player or player's vehicle:
if ((ACE_player != _object) && {(vehicle ACE_player) != _object}) exitWith {};
if (_weapon in ["Throw", "Put"]) exitWith {};
if (_distance > 50) exitWith {};
-private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber", "_parentClasses"];
+private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber"];
_vehAttenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttenuation)};
@@ -58,7 +59,7 @@ if (count _weaponMagazines == 0) then {
_muzzleMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> _x >> "magazines");
_weaponMagazines append _muzzleMagazines;
};
- } forEach _muzzles;
+ } count _muzzles;
{
_ammoType = getText(configFile >> "CfgMagazines" >> _x >> "ammo");
_weaponMagazines set [_forEachIndex, [_x, _ammoType]];
@@ -68,33 +69,30 @@ if (count _weaponMagazines == 0) then {
_magazine = "";
{
- EXPLODE_2_PVT(_x,_magazineType,_ammoType);
+ _x params ["_magazineType", "_ammoType"];
if (_ammoType == _ammo) exitWith {
_magazine = _magazineType;
};
-} forEach _weaponMagazines;
+} count _weaponMagazines;
if (_magazine == "") exitWith {};
_initSpeed = getNumber(configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
_ammoConfig = (configFile >> "CfgAmmo" >> _ammo);
-_parentClasses = [_ammoConfig, true] call BIS_fnc_returnParents;
_caliber = getNumber(_ammoConfig >> "ACE_caliber");
-_caliber = switch (true) do {
- case ("ShellBase" in _parentClasses): { 80 };
- case ("RocketBase" in _parentClasses): { 200 };
- case ("MissileBase" in _parentClasses): { 600 };
- case ("SubmunitionBase" in _parentClasses): { 80 };
- default {
- if (_caliber <= 0) then { 6.5 } else { _caliber };
- };
+_caliber = call {
+ if (_ammo isKindOf ["ShellBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
+ if (_ammo isKindOf ["RocketBase", (configFile >> "CfgAmmo")]) exitWith { 200 };
+ if (_ammo isKindOf ["MissileBase", (configFile >> "CfgAmmo")]) exitWith { 600 };
+ if (_ammo isKindOf ["SubmunitionBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
+ if (_caliber <= 0) then { 6.5 } else { _caliber };
};
_loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) * _audibleFireCoef / 5;
_strength = _vehAttenuation * (_loudness - (_loudness / 50 * _distance)); // linear drop off
-//systemChat format["%1 : %2 : %3", _strength, _initSpeed, _parentClasses];
+//systemChat format["%1 : %2", _strength, _initSpeed];
//systemChat format["%1 : %2 : %3", _weapon, _magazine, _initSpeed];
if (_strength < 0.01) exitWith {};
-[{_this call FUNC(earRinging)}, [ACE_player, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);
+[{_this call FUNC(earRinging)}, [ACE_player, _strength], 0.2] call EFUNC(common,waitAndExecute);
diff --git a/addons/hearing/functions/fnc_hasEarPlugsIn.sqf b/addons/hearing/functions/fnc_hasEarPlugsIn.sqf
index 58dc302888..67a76685f4 100644
--- a/addons/hearing/functions/fnc_hasEarPlugsIn.sqf
+++ b/addons/hearing/functions/fnc_hasEarPlugsIn.sqf
@@ -14,7 +14,6 @@
* Public: No
*/
#include "script_component.hpp"
-
-PARAMS_1(_unit);
+params ["_unit"];
_unit getVariable ["ACE_hasEarPlugsin", false]
diff --git a/addons/hearing/functions/fnc_moduleHearing.sqf b/addons/hearing/functions/fnc_moduleHearing.sqf
index b7213cec3a..0aa8843485 100644
--- a/addons/hearing/functions/fnc_moduleHearing.sqf
+++ b/addons/hearing/functions/fnc_moduleHearing.sqf
@@ -10,9 +10,7 @@
*/
#include "script_component.hpp"
-PARAMS_3(_logic,_units,_activated);
-
-if !(_activated) exitWith {};
+params ["_logic"];
[_logic, QGVAR(enableCombatDeafness), "EnableCombatDeafness"] call EFUNC(common,readSettingFromModule);
diff --git a/addons/hearing/functions/fnc_putInEarplugs.sqf b/addons/hearing/functions/fnc_putInEarplugs.sqf
index 8b11e6ba25..8d5479c17b 100644
--- a/addons/hearing/functions/fnc_putInEarplugs.sqf
+++ b/addons/hearing/functions/fnc_putInEarplugs.sqf
@@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
-PARAMS_1(_player);
+params ["_player"];
// Plugs in inventory, putting them in
_player removeItem "ACE_EarPlugs";
diff --git a/addons/hearing/functions/fnc_removeEarplugs.sqf b/addons/hearing/functions/fnc_removeEarplugs.sqf
index 19a34831cd..f5b5ca2442 100644
--- a/addons/hearing/functions/fnc_removeEarplugs.sqf
+++ b/addons/hearing/functions/fnc_removeEarplugs.sqf
@@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
-PARAMS_1(_player);
+params ["_player"];
if !(_player canAdd "ACE_EarPlugs") exitWith { // inventory full
[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
diff --git a/addons/hearing/functions/fnc_updateVolume.sqf b/addons/hearing/functions/fnc_updateVolume.sqf
index 3a72e8eb3b..f1cb063971 100644
--- a/addons/hearing/functions/fnc_updateVolume.sqf
+++ b/addons/hearing/functions/fnc_updateVolume.sqf
@@ -19,9 +19,9 @@
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
-EXPLODE_1_PVT((_this select 0),_justUpdateVolume);
-
private["_volume", "_soundTransitionTime"];
+(_this select 0) params ["_justUpdateVolume"];
+
GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0;
diff --git a/addons/hearing/stringtable.xml b/addons/hearing/stringtable.xml
index 403434cf4f..2e58162b15 100644
--- a/addons/hearing/stringtable.xml
+++ b/addons/hearing/stringtable.xml
@@ -116,6 +116,7 @@
Gehör
Sluch
Audição
+ Hallás
Combat Deafness
@@ -124,6 +125,7 @@
Aktiviere Taubheit im Gefecht?
Povolit ztrátu sluchu?
Ativar surdez em combate?
+ Harci süketség engedélyezése?
Reduces the hearing ability as the player takes hearing damage
@@ -132,6 +134,7 @@
Aktiviere Taubheit im Gefecht?
Povolit ztrátu sluchu?
Ativar surdez em combate?
+ Harci süketség engedélyezése?
Controls combat deafness and ear ringing. When activated, players can be deafened when a gun is fired in their vicinity or an explosion takes place without hearing protection
@@ -147,4 +150,4 @@
Allow zeus remote controlled units to be able to take hearing damage.
-
\ No newline at end of file
+
diff --git a/addons/interact_menu/XEH_clientInit.sqf b/addons/interact_menu/XEH_clientInit.sqf
index cbc28e66b4..31dedfbe22 100644
--- a/addons/interact_menu/XEH_clientInit.sqf
+++ b/addons/interact_menu/XEH_clientInit.sqf
@@ -75,10 +75,32 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
}] call EFUNC(common,addEventHandler);
-// Let key work with zeus open (not perfect, enables all added hotkeys in zeus interface rather than only menu)
+// Let key work with zeus open (not perfect, contains workaround to prevent other CBA keybindings)
["zeusDisplayChanged",{
if (_this select 1) then {
- (finddisplay 312) displayAddEventHandler ["KeyUp", {[_this,'keyup'] call CBA_events_fnc_keyHandler}];
- (finddisplay 312) displayAddEventHandler ["KeyDown", {[_this,'keydown'] call CBA_events_fnc_keyHandler}];
+ (finddisplay 312) displayAddEventHandler ["KeyUp", {
+ _key = ["ACE3 Common","ace_interact_menu_InteractKey"] call CBA_fnc_getKeybind;
+ _key = _key select 5;
+ _dik = _key select 0;
+ _mods = _key select 1;
+
+ if ((_this select 1) == _dik) then {
+ if ((_this select [2,3]) isEqualTo _mods) then {
+ [_this,'keyup'] call CBA_events_fnc_keyHandler
+ };
+ };
+ }];
+ (finddisplay 312) displayAddEventHandler ["KeyDown", {
+ _key = ["ACE3 Common","ace_interact_menu_InteractKey"] call CBA_fnc_getKeybind;
+ _key = _key select 5;
+ _dik = _key select 0;
+ _mods = _key select 1;
+
+ if ((_this select 1) == _dik) then {
+ if ((_this select [2,3]) isEqualTo _mods) then {
+ [_this,'keydown'] call CBA_events_fnc_keyHandler
+ };
+ };
+ }];
};
}] call EFUNC(common,addEventHandler);
diff --git a/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf b/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf
index f486b3ee58..2c8cdc279c 100644
--- a/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf
+++ b/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf
@@ -122,7 +122,7 @@ _actions = if (_isMan) then {
// Dummy statement so it's not collapsed when there's no available actions
true
},
- {[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith)},
+ {[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting", "isNotOnLadder"]] call EFUNC(common,canInteractWith)},
{},
{},
"Spine3",
diff --git a/addons/interact_menu/functions/fnc_keyDown.sqf b/addons/interact_menu/functions/fnc_keyDown.sqf
index ca06e25eb6..8c8ecf0c20 100644
--- a/addons/interact_menu/functions/fnc_keyDown.sqf
+++ b/addons/interact_menu/functions/fnc_keyDown.sqf
@@ -18,7 +18,7 @@ if (GVAR(openedMenuType) == _menuType) exitWith {true};
// Conditions: canInteract (these don't apply to zeus)
if ((isNull curatorCamera) && {
- !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith))
+ !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting", "isNotOnLadder"]] call EFUNC(common,canInteractWith))
}) exitWith {false};
while {dialog} do {
diff --git a/addons/interact_menu/stringtable.xml b/addons/interact_menu/stringtable.xml
index 5bd8aefe21..990d7f90bf 100644
--- a/addons/interact_menu/stringtable.xml
+++ b/addons/interact_menu/stringtable.xml
@@ -90,6 +90,8 @@
Akcje Zeusa
Akce Zeuse
Acciones Zeus
+ Zeus cselekvések
+ Ações do Zeus
-
\ No newline at end of file
+
diff --git a/addons/interaction/CfgVehicles.hpp b/addons/interaction/CfgVehicles.hpp
index d2cef4c9ef..abfdb976ab 100644
--- a/addons/interaction/CfgVehicles.hpp
+++ b/addons/interaction/CfgVehicles.hpp
@@ -191,7 +191,7 @@ class CfgVehicles {
class ACE_TeamManagement {
displayName = CSTRING(TeamManagement);
condition = QUOTE(GVAR(EnableTeamManagement));
- exceptions[] = {"isNotInside", "isNotSitting"};
+ exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = "";
showDisabled = 1;
priority = 3.2;
@@ -201,7 +201,7 @@ class CfgVehicles {
class ACE_JoinTeamRed {
displayName = CSTRING(JoinTeamRed);
condition = QUOTE(true);
- exceptions[] = {"isNotInside", "isNotSitting"};
+ exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'RED')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.4;
@@ -211,7 +211,7 @@ class CfgVehicles {
class ACE_JoinTeamGreen {
displayName = CSTRING(JoinTeamGreen);
condition = QUOTE(true);
- exceptions[] = {"isNotInside", "isNotSitting"};
+ exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'GREEN')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.3;
@@ -221,7 +221,7 @@ class CfgVehicles {
class ACE_JoinTeamBlue {
displayName = CSTRING(JoinTeamBlue);
condition = QUOTE(true);
- exceptions[] = {"isNotInside", "isNotSitting"};
+ exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'BLUE')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.2;
@@ -231,7 +231,7 @@ class CfgVehicles {
class ACE_JoinTeamYellow {
displayName = CSTRING(JoinTeamYellow);
condition = QUOTE(true);
- exceptions[] = {"isNotInside", "isNotSitting"};
+ exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'YELLOW')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.1;
@@ -242,7 +242,7 @@ class CfgVehicles {
class ACE_LeaveTeam {
displayName = CSTRING(LeaveTeam);
condition = QUOTE(assignedTeam _player != 'MAIN');
- exceptions[] = {"isNotInside", "isNotSitting"};
+ exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'MAIN')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.5;
@@ -252,7 +252,7 @@ class CfgVehicles {
class ACE_BecomeLeader {
displayName = CSTRING(BecomeLeader);
condition = QUOTE(_this call DFUNC(canBecomeLeader));
- exceptions[] = {"isNotInside", "isNotSitting"};
+ exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE(_this call DFUNC(doBecomeLeader));
showDisabled = 1;
priority = 1.0;
@@ -262,7 +262,7 @@ class CfgVehicles {
class ACE_LeaveGroup {
displayName = CSTRING(LeaveGroup);
condition = QUOTE(count (units group _player) > 1);
- exceptions[] = {"isNotInside", "isNotSitting"};
+ exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE(_oldGroup = units group _player; _newGroup = createGroup side _player; [_player] joinSilent _newGroup; {_player reveal _x} forEach _oldGroup;);
showDisabled = 1;
priority = 1.2;
@@ -379,7 +379,7 @@ class CfgVehicles {
class ACE_Equipment {
displayName = CSTRING(Equipment);
condition = QUOTE(true);
- exceptions[] = {"isNotInside","notOnMap", "isNotSitting"};
+ exceptions[] = {"isNotInside", "notOnMap", "isNotSitting"};
statement = "";
showDisabled = 1;
priority = 4.5;
diff --git a/addons/interaction/XEH_postInit.sqf b/addons/interaction/XEH_postInit.sqf
index 8db2d34ad1..8d97803b1d 100644
--- a/addons/interaction/XEH_postInit.sqf
+++ b/addons/interaction/XEH_postInit.sqf
@@ -35,7 +35,7 @@ private ["_team"];
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
- if (GVAR(isOpeningDoor) || {[2] call FUNC(getDoor) select 1 == ''}) exitWith {false};
+ if (GVAR(isOpeningDoor) || {[MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor) select 1 == ''}) exitWith {false};
// Statement
call EFUNC(interaction,openDoor);
@@ -82,3 +82,4 @@ private ["_team"];
[29, [false, false, false]], false] call cba_fnc_addKeybind;
["isNotSwimming", {!underwater (_this select 0)}] call EFUNC(common,addCanInteractWithCondition);
+["isNotOnLadder", {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState (_this select 0) >> "ACE_isLadder") != 1}] call EFUNC(common,addCanInteractWithCondition);
diff --git a/addons/interaction/functions/fnc_openDoor.sqf b/addons/interaction/functions/fnc_openDoor.sqf
index db808e2eba..9555502a93 100644
--- a/addons/interaction/functions/fnc_openDoor.sqf
+++ b/addons/interaction/functions/fnc_openDoor.sqf
@@ -18,7 +18,7 @@
private ["_info", "_phase", "_position", "_time", "_usedMouseWheel", "_getDoorAnimations"];
-_info = [2] call FUNC(getDoor);
+_info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
EXPLODE_2_PVT(_info,_house,_door);
@@ -36,7 +36,7 @@ if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_l
};
GVAR(isOpeningDoor) = true;
-playSound "ACE_Sound_Click";
+playSound "ACE_Sound_Click"; //@todo replace with smth. more fitting
[_house, _animations] spawn {
private ["_house", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
diff --git a/addons/interaction/script_component.hpp b/addons/interaction/script_component.hpp
index 68f22e96d7..d668387bb9 100644
--- a/addons/interaction/script_component.hpp
+++ b/addons/interaction/script_component.hpp
@@ -9,4 +9,6 @@
#define DEBUG_SETTINGS DEBUG_SETTINGS_INTERACTION
#endif
-#include "\z\ace\addons\main\script_macros.hpp"
\ No newline at end of file
+#include "\z\ace\addons\main\script_macros.hpp"
+
+#define MACRO_DOOR_REACH_DISTANCE (AGLToASL positionCameraToWorld [0,0,0] vectorDistance AGLToASL (ACE_player modelToWorld (ACE_player selectionPosition "Head"))) + 2
diff --git a/addons/interaction/stringtable.xml b/addons/interaction/stringtable.xml
index ff9990f77d..65ca6df016 100644
--- a/addons/interaction/stringtable.xml
+++ b/addons/interaction/stringtable.xml
@@ -1,811 +1,820 @@
-
-
-
-
- Interactions
- Interaktionen
- Interacciones
- Interakce
- Interakcje
- Interactions
- Взаимодействия
- Cselekvések
- Interazioni
- Interaçãoes
-
-
- Torso
- Torse
- Torso
- Torso
- Trup
- Tors
- Торс
- Testtörzs
- Torso
- Torso
-
-
- Head
- Tête
- Kopf
- Cabeza
- Hlava
- Głowa
- Голова
- Fej
- Testa
- Cabeça
-
-
- Left Arm
- Bras gauche
- Linker Arm
- Brazo izquierdo
- Levá paže
- Lewe ramię
- Левая рука
- Bal kar
- Braccio sinistro
- Braço Esquerdo
-
-
- Right Arm
- Rechter Arm
- Brazo derecho
- Pravá paže
- Prawe ramię
- Bras droit
- Правая рука
- Jobb kar
- Braccio destro
- Braço Direito
-
-
- Left Leg
- Linkes Bein
- Pierna izquierda
- Levá noha
- Lewa noga
- Jambe gauche
- Левая нога
- Bal láb
- Gamba sinistra
- Perna Esquerda
-
-
- Right Leg
- Rechtes Bein
- Pierna derecha
- Pravá noha
- Prawa noga
- Jambe droite
- Правая нога
- Jobb láb
- Gamba destra
- Perna Direita
-
-
- Weapon
- Arme
- Waffe
- Arma
- Zbraň
- Broń
- Оружие
- Fegyver
- Arma
- Arma
-
-
-
-
- Open / Close Door
- Tür öffnen / schließen
- Abrir / Cerrar puerta
- Otwórz / Zamknij drzwi
- Otevřít / Zavřít dveře
- Ouvrir / Fermer Portes
- Открыть / Закрыть двери
- Ajtó nyitása / zárása
- Abrir / Fechar Porta
- Apri / Chiudi la porta
-
-
- Lock Door
- Tür sperren
- Bloquear puerta
- Verrouiller Porte
- Blocca la porta
- Заблокировать дверь
- Trancar Porta
- Ajtó bezárása
- Zablokuj drzwi
- Zamknout dveře
-
-
- Unlock Door
- Tür entsperren
- Desbloquear puerta
- Déverrouiller Porte
- Sblocca la porta
- Разблокировать дверь
- Destrancar Porta
- Zár kinyitása
- Odblokuj drzwi
- Odemknout dveře
-
-
- Locked Door
- Tür gesperrt
- Puerta bloqueada
- Porte Verrouillée
- Porta bloccata
- Дверь заблокирована
- Porta Trancada
- Zárt ajtó
- Zablokowano drzwi
- Zamčené dveře
-
-
- Unlocked Door
- Tür entsperrt
- Puerta desbloqueada
- Porte Déverrouillée
- Porta sbloccata
- Дверь разблокирована
- Porta Destrancada
- Nyitott ajtó
- Odblokowano drzwi
- Odemčené dveře
-
-
- Join group
- Gruppe beitreten
- Unirse al grupo
- Dołącz do grupy
- Přidat se do skupiny
- Rejoindre Groupe
- Вступить в группу
- Csatlakozás a csoporthoz
- Unir-se ao grupo
- Unisciti alla squadra
-
-
- Leave Group
- Gruppe verlassen
- Dejar grupo
- Opuść grupę
- Opustit skupinu
- Quitter Groupe
- Выйти из группы
- Csoport elhagyása
- Deixar grupo
- Lascia la squadra
-
-
- Become Leader
- Grp.-führung übern.
- Asumir el liderazgo
- Przejmij dowodzenie
- Stát se velitelem
- Devenir Chef de groupe
- Стать лидером
- Vezetés átvétele
- Tornar-se Líder
- Prendi il comando
-
-
- DANCE!
- TANZEN!
- BAILAR!
- TAŃCZ!
- TANČIT!
- Danse!
- ТАНЦЕВАТЬ!
- TÁNC!
- DANCE!
- DANZA!
-
-
- Stop Dancing
- Tanzen abbrechen
- Dejar de bailar
- Przestań tańczyć
- Přestat tancovat
- Arrêter de danser
- Прекратить танцевать
- Tánc abbahagyása
- Parar de dançar
- Smetti di ballare
-
-
- << Back
- << Zurück
- << Atrás
- << Wstecz
- << Zpět
- << Retour
- << Назад
- << Vissza
- << Voltar
- << Indietro
-
-
- Gestures
- Gesten
- Gestos
- Gesty
- Posunky
- Signaux
- Жесты
- Kézjelek
- Gestos
- Gesti
-
-
- Attack
- Angreifen
- Atacar
- Do ataku
- Zaútočit
- Attaquer
- Атаковать
- Támadás
- Atacar
- Attaccare
-
-
- Advance
- Vordringen
- Avanzar
- Naprzód
- Postoupit
- Avancer
- Продвигаться
- Előre
- Avançar
- Avanzare
-
-
- Go
- Los
- Adelante
- Szybko
- Jít
- Aller
- Идти
- Mozgás
- Mover-se
- Muoversi
-
-
- Follow
- Folgen
- Seguirme
- Za mną
- Následovat
- Suivre
- Следовать
- Utánam
- Seguir
- Seguire
-
-
- Point
- Zeigen
- Señalar
- Wskazać
- Ukázat
- Pointer
- Точка
- Mutat
- Apontar
- Puntare a
-
-
- Up
- Aufstehen
- Arriba
- Do góry
- Vztyk
- Debout
- Вверх
- Fel
- Acima
- Alzarsi
-
-
- Cover
- Deckung
- Cubrirse
- Do osłony
- Krýt se
- A couvert
- Укрыться
- Fedezékbe
- Proteger-se
- Copertura
-
-
- Cease Fire
- Feuer einstellen
- Alto el fuego
- Wstrzymać ogień
- Zastavit palbu
- Halte au feu
- Прекратить огонь
- Tüzet szüntess
- Cessar Fogo
- Cessare il Fuoco
-
-
- Freeze
- Keine Bewegung
- Alto
- Stać
- Stát
- Halte
- Замереть
- Állj
- Alto
- Fermi
-
-
- Hi
- Hallo
- Hola
- Witaj
- Ahoj
- Salut
- Привет
- Helló
- Olá
- Ciao
-
-
- Put weapon on back
- Waffe wegstecken
- Arma a la espalda
- Umieść broń na plecach
- Dát zbraň na záda
- Arme à la bretelle
- Повесить оружие на спину
- Fegyvert hátra
- Colocar arma nas costas
- Metti l'arma in spalla
-
-
- Tap Shoulder
- Auf Schulter klopfen
- Tocar el hombro
- Klepnij w ramię
- Poklepat na rameno
- Taper sur l'épaule
- Похлопать по плечу
- Vállveregetés
- Tocar ombro
- Dai un colpetto
-
-
- You were tapped on the RIGHT shoulder
- Te tocaron el hombro DERECHO
- Dir wurde auf die rechte Schulter geklopft
- On te tape sur l'épaule droite
- Zostałeś klepnięty w prawe ramię.
- Megveregették a JOBB válladat.
- Někdo tě poklepal na PRAVÉ rameno
- Вас похлопали по ПРАВОМУ плечу
- Você foi tocado no ombro
- Ti è stato dato un colpetto sulla spalla destra
-
-
- You were tapped on the LEFT shoulder.
- Te tocaron el hombro IZQUIERDO.
- Dir wurde auf die linke Schulter geklopft
- On te tape sur l'épaule gauche
- Zostałeś klepnięty w lewe ramię.
- Megveregették a BAL válladat.
- Někdo tě poklepal na LEVÉ rameno
- Вас похлопали по ЛЕВОМУ плечу
- Você foi tocado no ombro.
- Ti è stato dato un colpetto sulla spalla sinistra
-
-
- Cancel
- Abbrechen
- Cancelar
- Anuluj
- Annuler
- Zrušit
- Annulla
- Отменить
- Cancelar
- Mégse
-
-
- Select
- Wählen
- Seleccionar
- Wybierz
- Sélectionner
- Zvolit
- Seleziona
- Выбрать
- Selecionar
- Kiválaszt
-
-
- Go Away!
- Geh Weg!
- Aléjate!
- Odejdź!
- Jděte pryč!
- Allez-vous-en!
- Уходите отсюда!
- Tűnés!
- Vá Embora!
- Via di qui!
-
-
- Get Down!
- Auf den Boden!
- Al suelo!
- Padnij!
- K zemi!
- A terre!
- A földre!
- Ложись!
- Abaixe-se!
- A terra!
-
-
- Team Management
- Gruppenverwaltung
- Gestión de equipo
- Gestion d'équipe
- Drużyna
- Správa týmu
- Управление группой
- Gerenciamento de Equipe
- Organizzazione Squadra
- Csapat kezelése
-
-
- Red
- Rot
- Rojo
- Rouge
- Czerwonych
- Červený
- Красный
- Vermelha
- Rosso
- Piros
-
-
- Green
- Grün
- Verde
- Vert
- Zielonych
- Zelený
- Зеленый
- Verde
- Verde
- Zöld
-
-
- Blue
- Blau
- Azul
- Bleu
- Niebieskich
- Modrý
- Синий
- Azul
- Blu
- Kék
-
-
- Yellow
- Gelb
- Amarillo
- Jaune
- Żółtych
- Žlutý
- Жёлтый
- Amarela
- Giallo
- Sárga
-
-
- Assign Red
- Rot zuweisen
- Asignar a rojo
- Przydziel do czerwonych
- Atribuir Vermelho
- Hozzávonás a Piroshoz
- Přiřadit k červeným
- Назначить в Красную группу
- Assigner à rouge
- Assegna al team rosso
-
-
- Assign Green
- Grün zuweisen
- Asignar a verde
- Przydziel do zielonych
- Atribuir Verde
- Hozzávonás a Zöldhöz
- Přiřadit k zeleným
- Назначить в Зеленую группу
- Assigner à vert
- Assegna al team verde
-
-
- Assign Blue
- Blau zuweisen
- Asignar a azul
- Przydziel do niebieskich
- Atribuir Azul
- Hozzávonás a Kékhez
- Přiřadit k modrým
- Назначить в Синюю группу
- Assigner à bleu
- Assegna al team blu
-
-
- Assign Yellow
- Gelb zuweisen
- Asignar a amarillo
- Przydziel do żółtych
- Atribuir Amarelo
- Hozzávonás a Sárgához
- Přiřadit ke žlutým
- Назначить в Желтую группу
- Assigner à jaune
- Assegna al team giallo
-
-
- Join Red
- Rot beitreten
- Unirse a rojo
- Dołącz do czerwonych
- Entrar em Vermelho
- Belépés a Pirosba
- Připojit k červeným
- Присоединиться к Красной группе
- Rejoindre rouge
- Unirsi al team rosso
-
-
- Join Green
- Grün beitreten
- Unirse a verde
- Dołącz do zielonych
- Entrar em Verde
- Belépés a Zöldbe
- Připojit k zeleným
- Присоединиться к Зеленой группе
- Rejoindre vert
- Unirsi al team verde
-
-
- Join Blue
- Blau beitreten
- Unirse a azul
- Dołącz do niebieskich
- Entrar em Azul
- Belépés a Kékbe
- Připojit k modrým
- Присоединиться к Синей группе
- Rejoindre bleu
- Unirsi al team blu
-
-
- Join Yellow
- Gelb beitreten
- Unirse a amarillo
- Dołącz do żółtych
- Entrar em Amarelo
- Belépés a Sárgába
- Připojit ke žlutým
- Присоединиться к Жёлтой группе
- Rejoindre jaune
- Unirsi al team giallo
-
-
- You joined Team %1
- Du bist Gruppe %1 beigetreten
- Te has unido al equipo %1
- Tu as rejoint l'équipe %1
- Dołączyłeś do %1
- Připojil ses do %1 týmu
- Вы присоединились к группе %1
- Você uniu-se à Equipe %1
- Sei entrato nel team %1
- Csatlakoztál a %1 csapathoz
-
-
- Leave Team
- Gruppe verlassen
- Dejar equipo
- Quitter l'équipe
- Opuść drużynę
- Opustit tým
- Покинуть группу
- Deixar Equipe
- Lascia il team
- Csapat elhagyása
-
-
- You left the Team
- Du hast die Gruppe verlassen
- Has dejado el equipo
- Tu as quitté l'équipe
- Opuściłeś drużynę
- Opustil jsi tým
- Вы покинули группу
- Você deixou a Equipe
- Hai lasciato il team
- Elhagytad a csapatot
-
-
- Pardon
- Begnadigen
- Perdonar
- Przebacz
- Pardon
- Pardon
- Извините
- Perdão
- Perdona
- Megbocsátás
-
-
- Scroll
- Scrollen
- Przewiń
- Défilement
- Desplazar
- Пролистать
- Rolar
- Scorri
- Görgetés
- Otáčení
-
-
- Modifier Key
- Modifikator-Taste
- Modyfikator
- Modifier la touche
- Tecla modificadora
- Клавиша-модификатор
- Tecla Modificadora
- Tasto modifica
- Módosító billentyű
- Modifikátor
-
-
- Not in Range
- Außer Reichweite
- Hors de portée.
- Fuera de rango
- Слишком далеко
- Fora do Alcançe
- Hatótávolságon kívül
- Poza zasięgiem
- Mimo dosah
- Fuori limite
-
-
- Equipment
- Ausrüstung
- Equipamiento
- Équipement
- Ekwipunek
- Vybavení
- Felszerelés
- Снаряжение
- Equipaggiamento
- Equipamento
-
-
- Push
- Schieben
- Empujar
- Pousser
- Pchnij
- Odstrčit
- Tolás
- Толкать
- Empurrar
- Spingere
-
-
- Interact
- Interagir
- Interagiere
- Interakce
- Взаимодействовать
- Interakcja
- Interactuar
- Cselekvés
- Interagire
- Interagir
-
-
- Passengers
- Insassen
- Pasajeros
- Пассажиры
- Pasažéři
- Pasażerowie
- Passagers
- Utasok
- Passeggeri
- Passageiros
-
-
- Open
- Otwórz
- Otevřít
- Abrir
-
-
- Interaction System
- System interakcji
- Sistema de interacción
- Interaktionssystem
- Systém interakce
- Sistema de interação
-
-
- Enable Team Management
- Wł. zarządzanie drużyną
- Habilitar gestión de equipos
- Aktiviere Gruppenverwaltung
- Povolit správu týmu
- Habilitar gestão de equipes
-
-
- Should players be allowed to use the Team Management Menu? Default: Yes
- Czy gracze mogą korzystać z menu zarządzania drużyną? Domyślnie: Tak
- ¿Deben tener permitido los jugadores el uso del menu de gestión de equipos? Por defecto: Si
- Sollen Spieler das Gruppenverwaltungsmenü verwenden dürfen? Standard: Ja
- Mohou hráči použít menu správy týmu? Výchozí: Ano
- Devem os jogadores ter permissão de usar o menu de gestão de equipes? Padrão: Sim
-
-
- Team management allows color allocation for team members, taking team command and joining/leaving teams.
- Na zarządzanie drużyną składa się: przydział kolorów dla członków drużyny, przejmowanie dowodzenia, dołączanie/opuszczanie drużyn.
- Die Gruppenverwaltung erlaubt die Zuweisung von Farben für Einheiten, die Kommandierung und das Beitreten/Verlassen einer Gruppe.
- Správa týmu se skládá z: přidělení barev pro členy týmu, převzetí velení, připojení/odpojení.
- O módulo de gestão de equipe é composto por: a atribuição de cores para os membros da equipe, comando das equipes, juntando-se / deixando equipes.
- La gestión del equipo permite la asignación de colores para los miembros del equipo, tomando el mando del equipo y uniendo/dejando equipos.
-
-
-
\ No newline at end of file
+
+
+
+
+ Interactions
+ Interaktionen
+ Interacciones
+ Interakce
+ Interakcje
+ Interactions
+ Взаимодействия
+ Cselekvések
+ Interazioni
+ Interaçãoes
+
+
+ Torso
+ Torse
+ Torso
+ Torso
+ Trup
+ Tors
+ Торс
+ Testtörzs
+ Torso
+ Torso
+
+
+ Head
+ Tête
+ Kopf
+ Cabeza
+ Hlava
+ Głowa
+ Голова
+ Fej
+ Testa
+ Cabeça
+
+
+ Left Arm
+ Bras gauche
+ Linker Arm
+ Brazo izquierdo
+ Levá paže
+ Lewe ramię
+ Левая рука
+ Bal kar
+ Braccio sinistro
+ Braço Esquerdo
+
+
+ Right Arm
+ Rechter Arm
+ Brazo derecho
+ Pravá paže
+ Prawe ramię
+ Bras droit
+ Правая рука
+ Jobb kar
+ Braccio destro
+ Braço Direito
+
+
+ Left Leg
+ Linkes Bein
+ Pierna izquierda
+ Levá noha
+ Lewa noga
+ Jambe gauche
+ Левая нога
+ Bal láb
+ Gamba sinistra
+ Perna Esquerda
+
+
+ Right Leg
+ Rechtes Bein
+ Pierna derecha
+ Pravá noha
+ Prawa noga
+ Jambe droite
+ Правая нога
+ Jobb láb
+ Gamba destra
+ Perna Direita
+
+
+ Weapon
+ Arme
+ Waffe
+ Arma
+ Zbraň
+ Broń
+ Оружие
+ Fegyver
+ Arma
+ Arma
+
+
+
+
+ Open / Close Door
+ Tür öffnen / schließen
+ Abrir / Cerrar puerta
+ Otwórz / Zamknij drzwi
+ Otevřít / Zavřít dveře
+ Ouvrir / Fermer Portes
+ Открыть / Закрыть двери
+ Ajtó nyitása / zárása
+ Abrir / Fechar Porta
+ Apri / Chiudi la porta
+
+
+ Lock Door
+ Tür sperren
+ Bloquear puerta
+ Verrouiller Porte
+ Blocca la porta
+ Заблокировать дверь
+ Trancar Porta
+ Ajtó bezárása
+ Zablokuj drzwi
+ Zamknout dveře
+
+
+ Unlock Door
+ Tür entsperren
+ Desbloquear puerta
+ Déverrouiller Porte
+ Sblocca la porta
+ Разблокировать дверь
+ Destrancar Porta
+ Zár kinyitása
+ Odblokuj drzwi
+ Odemknout dveře
+
+
+ Locked Door
+ Tür gesperrt
+ Puerta bloqueada
+ Porte Verrouillée
+ Porta bloccata
+ Дверь заблокирована
+ Porta Trancada
+ Zárt ajtó
+ Zablokowano drzwi
+ Zamčené dveře
+
+
+ Unlocked Door
+ Tür entsperrt
+ Puerta desbloqueada
+ Porte Déverrouillée
+ Porta sbloccata
+ Дверь разблокирована
+ Porta Destrancada
+ Nyitott ajtó
+ Odblokowano drzwi
+ Odemčené dveře
+
+
+ Join group
+ Gruppe beitreten
+ Unirse al grupo
+ Dołącz do grupy
+ Přidat se do skupiny
+ Rejoindre Groupe
+ Вступить в группу
+ Csatlakozás a csoporthoz
+ Unir-se ao grupo
+ Unisciti alla squadra
+
+
+ Leave Group
+ Gruppe verlassen
+ Dejar grupo
+ Opuść grupę
+ Opustit skupinu
+ Quitter Groupe
+ Выйти из группы
+ Csoport elhagyása
+ Deixar grupo
+ Lascia la squadra
+
+
+ Become Leader
+ Grp.-führung übern.
+ Asumir el liderazgo
+ Przejmij dowodzenie
+ Stát se velitelem
+ Devenir Chef de groupe
+ Стать лидером
+ Vezetés átvétele
+ Tornar-se Líder
+ Prendi il comando
+
+
+ DANCE!
+ TANZEN!
+ BAILAR!
+ TAŃCZ!
+ TANČIT!
+ Danse!
+ ТАНЦЕВАТЬ!
+ TÁNC!
+ DANCE!
+ DANZA!
+
+
+ Stop Dancing
+ Tanzen abbrechen
+ Dejar de bailar
+ Przestań tańczyć
+ Přestat tancovat
+ Arrêter de danser
+ Прекратить танцевать
+ Tánc abbahagyása
+ Parar de dançar
+ Smetti di ballare
+
+
+ << Back
+ << Zurück
+ << Atrás
+ << Wstecz
+ << Zpět
+ << Retour
+ << Назад
+ << Vissza
+ << Voltar
+ << Indietro
+
+
+ Gestures
+ Gesten
+ Gestos
+ Gesty
+ Posunky
+ Signaux
+ Жесты
+ Kézjelek
+ Gestos
+ Gesti
+
+
+ Attack
+ Angreifen
+ Atacar
+ Do ataku
+ Zaútočit
+ Attaquer
+ Атаковать
+ Támadás
+ Atacar
+ Attaccare
+
+
+ Advance
+ Vordringen
+ Avanzar
+ Naprzód
+ Postoupit
+ Avancer
+ Продвигаться
+ Előre
+ Avançar
+ Avanzare
+
+
+ Go
+ Los
+ Adelante
+ Szybko
+ Jít
+ Aller
+ Идти
+ Mozgás
+ Mover-se
+ Muoversi
+
+
+ Follow
+ Folgen
+ Seguirme
+ Za mną
+ Následovat
+ Suivre
+ Следовать
+ Utánam
+ Seguir
+ Seguire
+
+
+ Point
+ Zeigen
+ Señalar
+ Wskazać
+ Ukázat
+ Pointer
+ Точка
+ Mutat
+ Apontar
+ Puntare a
+
+
+ Up
+ Aufstehen
+ Arriba
+ Do góry
+ Vztyk
+ Debout
+ Вверх
+ Fel
+ Acima
+ Alzarsi
+
+
+ Cover
+ Deckung
+ Cubrirse
+ Do osłony
+ Krýt se
+ A couvert
+ Укрыться
+ Fedezékbe
+ Proteger-se
+ Copertura
+
+
+ Cease Fire
+ Feuer einstellen
+ Alto el fuego
+ Wstrzymać ogień
+ Zastavit palbu
+ Halte au feu
+ Прекратить огонь
+ Tüzet szüntess
+ Cessar Fogo
+ Cessare il Fuoco
+
+
+ Freeze
+ Keine Bewegung
+ Alto
+ Stać
+ Stát
+ Halte
+ Замереть
+ Állj
+ Alto
+ Fermi
+
+
+ Hi
+ Hallo
+ Hola
+ Witaj
+ Ahoj
+ Salut
+ Привет
+ Helló
+ Olá
+ Ciao
+
+
+ Put weapon on back
+ Waffe wegstecken
+ Arma a la espalda
+ Umieść broń na plecach
+ Dát zbraň na záda
+ Arme à la bretelle
+ Повесить оружие на спину
+ Fegyvert hátra
+ Colocar arma nas costas
+ Metti l'arma in spalla
+
+
+ Tap Shoulder
+ Auf Schulter klopfen
+ Tocar el hombro
+ Klepnij w ramię
+ Poklepat na rameno
+ Taper sur l'épaule
+ Похлопать по плечу
+ Vállveregetés
+ Tocar ombro
+ Dai un colpetto
+
+
+ You were tapped on the RIGHT shoulder
+ Te tocaron el hombro DERECHO
+ Dir wurde auf die rechte Schulter geklopft
+ On te tape sur l'épaule droite
+ Zostałeś klepnięty w prawe ramię
+ Megveregették a JOBB válladat.
+ Někdo tě poklepal na PRAVÉ rameno
+ Вас похлопали по ПРАВОМУ плечу
+ Você foi tocado no ombro
+ Ti è stato dato un colpetto sulla spalla destra
+
+
+ You were tapped on the LEFT shoulder.
+ Te tocaron el hombro IZQUIERDO.
+ Dir wurde auf die linke Schulter geklopft
+ On te tape sur l'épaule gauche
+ Zostałeś klepnięty w lewe ramię
+ Megveregették a BAL válladat.
+ Někdo tě poklepal na LEVÉ rameno
+ Вас похлопали по ЛЕВОМУ плечу
+ Você foi tocado no ombro.
+ Ti è stato dato un colpetto sulla spalla sinistra
+
+
+ Cancel
+ Abbrechen
+ Cancelar
+ Anuluj
+ Annuler
+ Zrušit
+ Annulla
+ Отменить
+ Cancelar
+ Mégse
+
+
+ Select
+ Wählen
+ Seleccionar
+ Wybierz
+ Sélectionner
+ Zvolit
+ Seleziona
+ Выбрать
+ Selecionar
+ Kiválaszt
+
+
+ Go Away!
+ Geh Weg!
+ Aléjate!
+ Odejdź!
+ Jděte pryč!
+ Allez-vous-en!
+ Уходите отсюда!
+ Tűnés!
+ Vá Embora!
+ Via di qui!
+
+
+ Get Down!
+ Auf den Boden!
+ Al suelo!
+ Padnij!
+ K zemi!
+ A terre!
+ A földre!
+ Ложись!
+ Abaixe-se!
+ A terra!
+
+
+ Team Management
+ Gruppenverwaltung
+ Gestión de equipo
+ Gestion d'équipe
+ Zarządzanie oddziałem
+ Správa týmu
+ Управление группой
+ Gerenciamento de Equipe
+ Organizzazione Squadra
+ Csapat kezelése
+
+
+ Red
+ Rot
+ Rojo
+ Rouge
+ Czerwonych
+ Červený
+ Красный
+ Vermelha
+ Rosso
+ Piros
+
+
+ Green
+ Grün
+ Verde
+ Vert
+ Zielonych
+ Zelený
+ Зеленый
+ Verde
+ Verde
+ Zöld
+
+
+ Blue
+ Blau
+ Azul
+ Bleu
+ Niebieskich
+ Modrý
+ Синий
+ Azul
+ Blu
+ Kék
+
+
+ Yellow
+ Gelb
+ Amarillo
+ Jaune
+ Żółtych
+ Žlutý
+ Жёлтый
+ Amarela
+ Giallo
+ Sárga
+
+
+ Assign Red
+ Rot zuweisen
+ Asignar a rojo
+ Przydziel do czerwonych
+ Atribuir Vermelho
+ Hozzávonás a Piroshoz
+ Přiřadit k červeným
+ Назначить в Красную группу
+ Assigner à rouge
+ Assegna al team rosso
+
+
+ Assign Green
+ Grün zuweisen
+ Asignar a verde
+ Przydziel do zielonych
+ Atribuir Verde
+ Hozzávonás a Zöldhöz
+ Přiřadit k zeleným
+ Назначить в Зеленую группу
+ Assigner à vert
+ Assegna al team verde
+
+
+ Assign Blue
+ Blau zuweisen
+ Asignar a azul
+ Przydziel do niebieskich
+ Atribuir Azul
+ Hozzávonás a Kékhez
+ Přiřadit k modrým
+ Назначить в Синюю группу
+ Assigner à bleu
+ Assegna al team blu
+
+
+ Assign Yellow
+ Gelb zuweisen
+ Asignar a amarillo
+ Przydziel do żółtych
+ Atribuir Amarelo
+ Hozzávonás a Sárgához
+ Přiřadit ke žlutým
+ Назначить в Желтую группу
+ Assigner à jaune
+ Assegna al team giallo
+
+
+ Join Red
+ Rot beitreten
+ Unirse a rojo
+ Dołącz do czerwonych
+ Entrar em Vermelho
+ Belépés a Pirosba
+ Připojit k červeným
+ Присоединиться к Красной группе
+ Rejoindre rouge
+ Unirsi al team rosso
+
+
+ Join Green
+ Grün beitreten
+ Unirse a verde
+ Dołącz do zielonych
+ Entrar em Verde
+ Belépés a Zöldbe
+ Připojit k zeleným
+ Присоединиться к Зеленой группе
+ Rejoindre vert
+ Unirsi al team verde
+
+
+ Join Blue
+ Blau beitreten
+ Unirse a azul
+ Dołącz do niebieskich
+ Entrar em Azul
+ Belépés a Kékbe
+ Připojit k modrým
+ Присоединиться к Синей группе
+ Rejoindre bleu
+ Unirsi al team blu
+
+
+ Join Yellow
+ Gelb beitreten
+ Unirse a amarillo
+ Dołącz do żółtych
+ Entrar em Amarelo
+ Belépés a Sárgába
+ Připojit ke žlutým
+ Присоединиться к Жёлтой группе
+ Rejoindre jaune
+ Unirsi al team giallo
+
+
+ You joined Team %1
+ Du bist Gruppe %1 beigetreten
+ Te has unido al equipo %1
+ Tu as rejoint l'équipe %1
+ Dołączyłeś do %1
+ Připojil ses do %1 týmu
+ Вы присоединились к группе %1
+ Você uniu-se à Equipe %1
+ Sei entrato nel team %1
+ Csatlakoztál a %1 csapathoz
+
+
+ Leave Team
+ Gruppe verlassen
+ Dejar equipo
+ Quitter l'équipe
+ Opuść drużynę
+ Opustit tým
+ Покинуть группу
+ Deixar Equipe
+ Lascia il team
+ Csapat elhagyása
+
+
+ You left the Team
+ Du hast die Gruppe verlassen
+ Has dejado el equipo
+ Tu as quitté l'équipe
+ Opuściłeś drużynę
+ Opustil jsi tým
+ Вы покинули группу
+ Você deixou a Equipe
+ Hai lasciato il team
+ Elhagytad a csapatot
+
+
+ Pardon
+ Begnadigen
+ Perdonar
+ Przebacz
+ Pardon
+ Pardon
+ Извините
+ Perdão
+ Perdona
+ Megbocsátás
+
+
+ Scroll
+ Scrollen
+ Przewiń
+ Défilement
+ Desplazar
+ Пролистать
+ Rolar
+ Scorri
+ Görgetés
+ Otáčení
+
+
+ Modifier Key
+ Modifikator-Taste
+ Modyfikator
+ Modifier la touche
+ Tecla modificadora
+ Клавиша-модификатор
+ Tecla Modificadora
+ Tasto modifica
+ Módosító billentyű
+ Modifikátor
+
+
+ Not in Range
+ Außer Reichweite
+ Hors de portée.
+ Fuera de rango
+ Слишком далеко
+ Fora do Alcançe
+ Hatótávolságon kívül
+ Poza zasięgiem
+ Mimo dosah
+ Fuori limite
+
+
+ Equipment
+ Ausrüstung
+ Equipamiento
+ Équipement
+ Ekwipunek
+ Vybavení
+ Felszerelés
+ Снаряжение
+ Equipaggiamento
+ Equipamento
+
+
+ Push
+ Schieben
+ Empujar
+ Pousser
+ Pchnij
+ Odstrčit
+ Tolás
+ Толкать
+ Empurrar
+ Spingere
+
+
+ Interact
+ Interagir
+ Interagiere
+ Interakce
+ Взаимодействовать
+ Interakcja
+ Interactuar
+ Cselekvés
+ Interagire
+ Interagir
+
+
+ Passengers
+ Insassen
+ Pasajeros
+ Пассажиры
+ Pasažéři
+ Pasażerowie
+ Passagers
+ Utasok
+ Passeggeri
+ Passageiros
+
+
+ Open
+ Otwórz
+ Otevřít
+ Abrir
+ Nyitás
+ Abrir
+
+
+ Interaction System
+ System interakcji
+ Sistema de interacción
+ Interaktionssystem
+ Systém interakce
+ Sistema de interação
+ Interakciós rendszer
+ Sistema de interação
+
+
+ Enable Team Management
+ Wł. zarządzanie drużyną
+ Habilitar gestión de equipos
+ Aktiviere Gruppenverwaltung
+ Povolit správu týmu
+ Habilitar gestão de equipes
+ Csapatkezelés engedélyezése
+ Habilitar gestão de equipes
+
+
+ Should players be allowed to use the Team Management Menu? Default: Yes
+ Czy gracze mogą korzystać z menu zarządzania drużyną? Domyślnie: Tak
+ ¿Deben tener permitido los jugadores el uso del menu de gestión de equipos? Por defecto: Si
+ Sollen Spieler das Gruppenverwaltungsmenü verwenden dürfen? Standard: Ja
+ Mohou hráči použít menu správy týmu? Výchozí: Ano
+ Devem os jogadores ter permissão de usar o menu de gestão de equipes? Padrão: Sim
+ A játékosoknak engedélyezve legyen a csapatkezelő menü? Alapértelmezett: Igen
+ Devem os jogadores ter permissão de usar o menu de gestão de equipes? Padrão: Sim
+
+
+ Team management allows color allocation for team members, taking team command and joining/leaving teams.
+ Na zarządzanie drużyną składa się: przydział kolorów dla członków drużyny, przejmowanie dowodzenia, dołączanie/opuszczanie drużyn.
+ Die Gruppenverwaltung erlaubt die Zuweisung von Farben für Einheiten, die Kommandierung und das Beitreten/Verlassen einer Gruppe.
+ Správa týmu se skládá z: přidělení barev pro členy týmu, převzetí velení, připojení/odpojení.
+ La gestión del equipo permite la asignación de colores para los miembros del equipo, tomando el mando del equipo y uniendo/dejando equipos.
+ A csapatkezelés engedélyezi a tagok színének meghatározását, a vezetés átvételét, és csapatoknál be-és kilépést.
+ O módulo de gestão de equipe é composto por: a atribuição de cores para os membros da equipe, comando das equipes, juntando-se / deixando equipes.
+
+
+
diff --git a/addons/laserpointer/functions/fnc_drawLaserpoint.sqf b/addons/laserpointer/functions/fnc_drawLaserpoint.sqf
index e69fc5e271..34ca98808b 100644
--- a/addons/laserpointer/functions/fnc_drawLaserpoint.sqf
+++ b/addons/laserpointer/functions/fnc_drawLaserpoint.sqf
@@ -1,30 +1,11 @@
// by commy2 and esteldunedain
#include "script_component.hpp"
-private ["_p0", "_p1", "_p0Pos", "_offV1", "_offV2", "_offV3", "_camPos", "_intermediatePos", "_iteration", "_light", "_line", "_pL", "_pL2", "_pX", "_size", "_units", "_fnc_getDistanceToTerrain", "_fnc_doesIntersectWithMan"];
+params ["_unit", "_range", "_isGreen", "_brightness"];
-// init object
-/*if (isNil QGVAR(laserdot)) then {
- _light = "#lightpoint" createVehicleLocal [0,0,0];
- _light setLightBrightness 10;
- _light setLightColor [1,0,0];
- _light setLightAmbient [1,0,0];
- _light setLightDayLight true;
- //_light lightAttachObject [GVAR(laserdot), [0,0,0]];
- _light setLightAttenuation [0.04,4,4,0,0.04,0.08];
+private ["_p0", "_v1", "_v2", "_v3", "_p1", "_pL", "_distance", "_pL2", "_camPos", "_size"];
- GVAR(laserdot) = _light;
-};*/
-
-EXPLODE_4_PVT(_this,_unit,_range,_isGreen,_brightness);
-
-_p0Pos = _unit modelToWorldVisual (_unit selectionPosition "righthand");
-
-// Convert _p0Pos to ASL
-_p0 = + _p0Pos;
-if (!surfaceIsWater _p0) then {
- _p0 = ATLtoASL _p0;
-};
+_p0 = AGLToASL (_unit modelToWorldVisual (_unit selectionPosition "righthand"));
// Find a system of orthogonal reference vectors
// _v1 points in the direction of the weapon
@@ -36,68 +17,22 @@ _v3 = _v2 vectorCrossProduct _v1;
// Offset over the 3 reference axis
// This offset could eventually be configured by weapon in the config
-_offV1 = 0.31;
-_offV2 = 0;
-_offV3 = 0.08;
+#define OFFV1 0.31
+#define OFFV2 0
+#define OFFV3 0.08
// Offset _p0, the start of the laser
-_p0 = _p0 vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
-_p0Pos = _p0Pos vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
+_p0 = _p0 vectorAdd (_v1 vectorMultiply OFFV1) vectorAdd (_v3 vectorMultiply OFFV3) vectorAdd (_v2 vectorMultiply OFFV2);
+
// Calculate _p1, the potential end of the laser
_p1 = _p0 vectorAdd (_v1 vectorMultiply _range);
-//Debugaaa = lineIntersectsObjs [_p0, _p1, objNull, _unit, false, 2];
+_pL = lineIntersectsSurfaces [_p0, _p1, ACE_player, vehicle ACE_player, true, 1, "GEOM", "FIRE"] select 0 select 0;
-_fnc_getDistanceToTerrain = {
- private ["_distance"];
+// no intersection found, quit
+if (isNil "_pL") exitWith {};
- _pX = + _p0;
- _line = [_p0, _pX];
-
- _distance = _this;
- _iteration = _distance;
-
- while {_iteration > 0.05 / 2} do {
- _iteration = _iteration / 2;
-
- _pX = _p0 vectorAdd (_v1 vectorMultiply _distance);
-
- _line set [1, _pX];
-
- _distance = _distance + (([1, -1] select (lineIntersects (_line + [_unit]) || {terrainIntersectASL _line})) * _iteration);
-
- if (_distance > _this) exitWith {_distance = _this};
- };
-
- _distance
-};
-
-// Get distance to nearest object or terrain (excluding men)
-_distance = _range call _fnc_getDistanceToTerrain;
-
-// Find all men potentially intercepted by the ray
-_intermediatePos = _p0 vectorAdd (_v1 vectorMultiply _distance/2);
-if (!surfaceIsWater _intermediatePos) then {
- _intermediatePos = ASLtoATL _intermediatePos;
-};
-_units = nearestObjects [_intermediatePos, ["Man"], _distance/2];
-
-_units deleteAt (_units find _unit);
-
-_fnc_doesIntersectWithMan = {
- _pX = _p0 vectorAdd (_v1 vectorMultiply (_this select 1));
- if (!surfaceIsWater _pX) then {
- _pX = ASLtoATL _pX;
- };
- count ([_this select 0, "FIRE"] intersect [_p0Pos, _pX]) > 0
-};
-
-// Test intersection with nearby men
-{
- if ([_x, _distance] call _fnc_doesIntersectWithMan) then {
- _distance = _distance min ((_unit distance _x) - _offV1);
- };
-} forEach _units;
+_distance = _p0 vectorDistance _pL;
//systemChat str _distance;
if (_distance < 0.5) exitWith {};
@@ -105,31 +40,29 @@ if (_distance < 0.5) exitWith {};
_pL = _p0 vectorAdd (_v1 vectorMultiply _distance);
_pL2 = _p0 vectorAdd (_v1 vectorMultiply (_distance - 0.5));
-// Convert _pL to pos
-if (!surfaceIsWater _pL) then {
- _pL = ASLtoATL _pL;
-};
+_pL = ASLtoAGL _pL;
/*
drawLine3D [
- _p0Pos,
+ _p0,
_pL,
[[1,0,0,1], [0,1,0,1]] select _isGreen
];
*/
-_size = 2 * (_range - (positionCameraToWorld [0,0,0] vectorDistance _pL)) / _range;
+//systemChat str [_unit, "FIRE"] intersect [_camPos, _pL];
_camPos = positionCameraToWorld [0,0,0.2];
if (count ([_unit, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
if (count ([ACE_player, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
// Convert _camPos to ASL
-if (!surfaceIsWater _camPos) then { _camPos = ATLtoASL _camPos; };
+_camPos = AGLToASL _camPos;
+
if ( terrainIntersectASL [_camPos, _pL2]) exitWith {};
if ( lineIntersects [_camPos, _pL2]) exitWith {};
-//GVAR(laserdot) setPos _pL;
+_size = 2 * (_range - (positionCameraToWorld [0,0,0] vectorDistance _pL)) / _range;
drawIcon3D [
format ["\a3\weapons_f\acc\data\collimdot_%1_ca.paa", ["red", "green"] select _isGreen],
diff --git a/addons/laserpointer/functions/fnc_onDraw.sqf b/addons/laserpointer/functions/fnc_onDraw.sqf
index 09663f9ecf..9e61e70156 100644
--- a/addons/laserpointer/functions/fnc_onDraw.sqf
+++ b/addons/laserpointer/functions/fnc_onDraw.sqf
@@ -35,7 +35,7 @@ _brightness = 2 - call EFUNC(common,ambientBrightness);
};
if (_laserID > 0 && {_x isFlashlightOn _weapon}) then {
- [_x, 50, (_laserID == 2 || _isIR), _brightness] call FUNC(drawLaserpoint);
+ [_x, 100, (_laserID == 2 || _isIR), _brightness] call FUNC(drawLaserpoint);
};
};
diff --git a/addons/main/config.cpp b/addons/main/config.cpp
index c44f9d1d46..c6f487aa53 100644
--- a/addons/main/config.cpp
+++ b/addons/main/config.cpp
@@ -543,46 +543,23 @@ class CfgPatches {
"map_vr",
"extended_eventhandlers", "cba_ui", "cba_xeh", "cba_xeh_a3", "cba_jr"
};
- author[] = {"ACE Team"};
- authorUrl = "";
- versionDesc = "A.C.E.";
- versionAct = QUOTE(['MAIN',_this] execVM '\z\ace\addons\main\about.sqf';);
+ author[] = {ECSTRING(common,ACETeam)};
+ authorUrl = "http://ace3mod.com/";
+ versionDesc = "ACE3";
VERSION_CONFIG;
};
};
class CfgMods {
class PREFIX {
- dir = "@ACE";
- name = "Core - Advanced Combat Environment";
+ dir = "@ace";
+ name = "Advanced Combat Environment 3";
picture = "A3\Ui_f\data\Logos\arma3_expansion_alpha_ca";
hidePicture = "true";
hideName = "true";
actionName = "Website";
- action = "http://ace.dev-heaven.net";
- description = "Bugtracker: ";
- };
-};
-
-class CfgSettings {
- class CBA {
- class Versioning {
- class PREFIX {
- level = DEFAULT_VERSIONING_LEVEL;
- handler = "ace_common_fnc_mismatch";
- class Dependencies {
- CBA[]={"cba_main", {1,0,0}, "true"};
- XEH[]={"cba_xeh", {1,0,0}, "true"};
- };
- };
- };
- /*
- class Registry {
- class PREFIX {
- removed[] = {};
- };
- };
- */
+ action = "http://ace3mod.com/";
+ description = "Issue Tracker: https://github.com/acemod/ACE3/issues";
};
};
diff --git a/addons/main/script_component.hpp b/addons/main/script_component.hpp
index 9a18b78a7a..3ac1d0b7aa 100644
--- a/addons/main/script_component.hpp
+++ b/addons/main/script_component.hpp
@@ -3,12 +3,12 @@
// #define DEBUG_MODE_FULL
-#ifdef DEBUG_ENABLED_CORE
+#ifdef DEBUG_ENABLED_MAIN
#define DEBUG_MODE_FULL
#endif
-#ifdef DEBUG_SETTINGS_CORE
- #define DEBUG_SETTINGS DEBUG_SETTINGS_CORE
+#ifdef DEBUG_SETTINGS_MAIN
+ #define DEBUG_SETTINGS DEBUG_SETTINGS_MAIN
#endif
#include "\z\ace\addons\main\script_macros.hpp"
diff --git a/addons/map/stringtable.xml b/addons/map/stringtable.xml
index 69a5ce6941..f996800346 100644
--- a/addons/map/stringtable.xml
+++ b/addons/map/stringtable.xml
@@ -8,6 +8,7 @@
Karte
Mapa
Mapa
+ Térkép
Map illumination?
@@ -16,6 +17,7 @@
Kartenausleuchtung
Osvětlení mapy
Iluminação do mapa?
+ Térkép megvilágítása?
Simulate map lighting based on ambient lighting and player's items?
@@ -33,6 +35,7 @@
Kamerawackeln
Třesení mapy?
Tremor de mapa?
+ Térkép-rázkódás?
Make map shake when walking?
@@ -41,6 +44,7 @@
Kamerawackeln beim Gehen?
Umožnit třesení mapy za pochodu?
Tremer o mapa enquanto caminha?
+ Rázkódjon-e a térkép mozgáskor?
Limit map zoom?
@@ -49,6 +53,7 @@
Kartenzoom einschränken
Omezit přiblížení mapy?
Limitar zoom do mapa?
+ Térkép-nagyítás korlátozása?
Limit the amount of zoom available for the map?
@@ -57,6 +62,7 @@
Zoomstufe der Karte einschränken?
Omezit stupeň přiblížení pro mapu?
Limitar a quantidade de zoom disponível para o mapa?
+ Korlátozva legyen-e a nagyítás mennyisége a térképnél?
Show cursor coordinates?
@@ -65,6 +71,7 @@
Zeige Cursor-Koordinaten?
Zobrazit souřadnice u kurzoru?
Mostrar coordenadas no cursor?
+ Kurzor-koordináták mutatása?
Show the grid coordinates on the mouse pointer?
@@ -73,6 +80,7 @@
Gitter-Koordinaten auf dem Mauszeiger anzeigen?
Zobrazit souřadnice u kurzoru v mapě?
Mostrar as coordenadas de grade no ponteiro do mouse?
+ Mutatva legyen-e a kurzornál található rész rácskoordinátája?
This module allows you to customize the map screen.
@@ -80,6 +88,7 @@
Dieses Modul erweitert die Kartenfunktionen.
Tento modul umožňuje přizpůsobit mapu s obrazem.
Este módulo permite que você personalize a tela de mapa.
+ Ez a modul lehetővé teszi a térképnézet testreszabását.
Blue Force Tracking
@@ -88,6 +97,7 @@
Blue Force Tracking
Blue Force Tracking
Rastreio de forças azuis
+ Blue Force követés
BFT Enable
@@ -95,6 +105,7 @@
Aktywuj BFT
Povolit BFT
Activar BFT
+ BFT engedélyezése
Enable Blue Force Tracking. Default: No
@@ -102,6 +113,7 @@
Aktywuj Blue Force Tracking. Domyślnie: Nie
Povolit Blue Force Tracking. Výchozí: Ne
Activar Blue Force Tracking. Por defecto: No
+ Blue Force követés engedélyezése. Alapértelmezett: Nem
Interval
@@ -110,6 +122,7 @@
Intervall
Interval
Intervalo
+ Intervallum
How often the markers should be refreshed (in seconds)
@@ -118,6 +131,7 @@
Wie oft sollen die Markierungen aktualisiert werden (in Sekunden)
Jak často budou značky aktualizovány (v sekundách)
Frequência em que os marcadores devem ser atualizados (em segundos)
+ Milyen gyakran frissüljenek a jelölők (másodpercben)
Hide AI groups?
@@ -126,6 +140,7 @@
KI-Gruppen verstecken?
Skrýt AI skupiny?
Esconder grupos de IA?
+ AI csoportok elrejtése?
Hide markers for 'AI only' groups?
@@ -134,6 +149,7 @@
Verstecke Marker für "nur KI"-Gruppen?
Skrýt značky pouze pro AI skupiny?
Esconder marcadores que pertencem ao grupo de IA?
+ Jelölők elrejtése "csak AI" csoportoknál?
This module allows the tracking of allied units with BFT map markers.
@@ -141,6 +157,7 @@
Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen.
Umožňuje sledovat přátelské jednokty na mapě v rámci BFT.
Permite que você acompanhe as posições no mapa das unidades aliadas com marcadores RFA.
+ Ez a modul lehetővé teszi a szövetséges egységek követését BFT térképjelzőjkkel.
Flashlights
@@ -167,4 +184,4 @@
Zmniejsz czułość
-
\ No newline at end of file
+
diff --git a/addons/maptools/CfgVehicles.hpp b/addons/maptools/CfgVehicles.hpp
index 5c3266d2d6..063f88f38b 100644
--- a/addons/maptools/CfgVehicles.hpp
+++ b/addons/maptools/CfgVehicles.hpp
@@ -14,7 +14,7 @@ class CfgVehicles {
class ACE_MapToolsHide {
displayName = CSTRING(MapToolsHide);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0}));
- statement = QUOTE(GVAR(mapTool_Shown) = 0; [] call FUNC(updateMapToolMarkers));
+ statement = QUOTE(GVAR(mapTool_Shown) = 0;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 5;
@@ -22,7 +22,7 @@ class CfgVehicles {
class ACE_MapToolsShowNormal {
displayName = CSTRING(MapToolsShowNormal);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 1}));
- statement = QUOTE(GVAR(mapTool_Shown) = 1; [] call FUNC(updateMapToolMarkers));
+ statement = QUOTE(GVAR(mapTool_Shown) = 1;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 4;
@@ -30,7 +30,7 @@ class CfgVehicles {
class ACE_MapToolsShowSmall {
displayName = CSTRING(MapToolsShowSmall);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 2}));
- statement = QUOTE(GVAR(mapTool_Shown) = 2; [] call FUNC(updateMapToolMarkers));
+ statement = QUOTE(GVAR(mapTool_Shown) = 2;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 3;
@@ -38,7 +38,7 @@ class CfgVehicles {
class ACE_MapToolsAlignNorth {
displayName = CSTRING(MapToolsAlignNorth);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0}));
- statement = QUOTE(GVAR(mapTool_angle) = 0; [] call FUNC(updateMapToolMarkers));
+ statement = QUOTE(GVAR(mapTool_angle) = 0;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 2;
@@ -46,7 +46,7 @@ class CfgVehicles {
class ACE_MapToolsAlignCompass {
displayName = CSTRING(MapToolsAlignCompass);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0} && {('ItemCompass' in assigneditems ACE_player) || {'ItemCompass' in assigneditems ACE_player}}));
- statement = QUOTE(GVAR(mapTool_angle) = getDir ACE_player; [] call FUNC(updateMapToolMarkers));
+ statement = QUOTE(GVAR(mapTool_angle) = getDir ACE_player;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 1;
diff --git a/addons/maptools/XEH_postInitClient.sqf b/addons/maptools/XEH_postInitClient.sqf
index 8129a75b15..06cb8eda3d 100644
--- a/addons/maptools/XEH_postInitClient.sqf
+++ b/addons/maptools/XEH_postInitClient.sqf
@@ -26,11 +26,11 @@ GVAR(drawing_controls) = [36732, 36733, 36734, 36735, 36736, 36737];
_fnc_installMapEvents = {
private "_d";
_d = _this;
- ((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["MouseMoving", {_this call FUNC(handleMouseMove);}];
- ((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["MouseButtonDown", {[1, _this] call FUNC(handleMouseButton);}];
- ((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["MouseButtonUp", {[0, _this] call FUNC(handleMouseButton)}];
- ((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["Draw", {_this call FUNC(updateMapToolMarkers);}];
- (finddisplay _d) displayAddEventHandler ["KeyDown", {_this call FUNC(handleKeyDown);}];
+ ((findDisplay _d) displayCtrl 51) ctrlAddEventHandler ["MouseMoving", {_this call FUNC(handleMouseMove);}];
+ ((findDisplay _d) displayCtrl 51) ctrlAddEventHandler ["MouseButtonDown", {[1, _this] call FUNC(handleMouseButton);}];
+ ((findDisplay _d) displayCtrl 51) ctrlAddEventHandler ["MouseButtonUp", {[0, _this] call FUNC(handleMouseButton)}];
+ ((findDisplay _d) displayCtrl 51) ctrlAddEventHandler ["Draw", {_this call FUNC(updateMapToolMarkers);}];
+ (findDisplay _d) displayAddEventHandler ["KeyDown", {_this call FUNC(handleKeyDown);}];
};
// Wait until the briefing map is detected
@@ -64,9 +64,17 @@ GVAR(drawing_controls) = [36732, 36733, 36734, 36735, 36736, 36737];
// Install event handlers on the map control and display (control = 51)
GVAR(drawing_syncMarkers) = false;
12 call _fnc_installMapEvents;
-
- // Update the size and rotation of map tools
- [] call FUNC(updateMapToolMarkers);
-
- [FUNC(mapStateUpdater), 0, []] call CBA_fnc_addPerFrameHandler;
};
+
+["visibleMapChanged", {
+ params ["", "_mapOn"];
+ if (_mapOn) then {
+ // Show GPS if required
+ [GVAR(mapGpsShow)] call FUNC(openMapGps);
+ } else {
+ // Hide GPS
+ [false] call FUNC(openMapGps);
+ // Cancel drawing
+ call FUNC(cancelDrawing);
+ };
+}] call EFUNC(common,addEventHandler);
diff --git a/addons/maptools/XEH_preInit.sqf b/addons/maptools/XEH_preInit.sqf
index 2da38996c3..2bcd68385a 100644
--- a/addons/maptools/XEH_preInit.sqf
+++ b/addons/maptools/XEH_preInit.sqf
@@ -16,7 +16,6 @@ PREP(handleMouseButton);
PREP(handleMouseMove);
PREP(handleMouseZChanged);
PREP(isInsideMapTool);
-PREP(mapStateUpdater);
PREP(openMapGps);
PREP(openMapGpsUpdate);
PREP(removeLineMarker);
diff --git a/addons/maptools/functions/fnc_addLineMarker.sqf b/addons/maptools/functions/fnc_addLineMarker.sqf
index 157891a262..017dc5b494 100644
--- a/addons/maptools/functions/fnc_addLineMarker.sqf
+++ b/addons/maptools/functions/fnc_addLineMarker.sqf
@@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
-PARAMS_4(_name,_startPos,_endPos,_color);
+params ["_name", "_startPos", "_endPos", "_color"];
private ["_marker", "_difPos", "_mag"];
diff --git a/addons/maptools/functions/fnc_calculateMapScale.sqf b/addons/maptools/functions/fnc_calculateMapScale.sqf
index 4723a4f5e1..78bfae43af 100644
--- a/addons/maptools/functions/fnc_calculateMapScale.sqf
+++ b/addons/maptools/functions/fnc_calculateMapScale.sqf
@@ -14,7 +14,7 @@
private ["_screenOffset", "_pos"];
-_pos = ((finddisplay 12) displayctrl 51) ctrlMapScreenToWorld [0.5, 0.5];
-_screenOffset = ((finddisplay 12) displayctrl 51) posWorldToScreen [(_pos select 0) + 100, (_pos select 1)];
+_pos = ((findDisplay 12) displayCtrl 51) ctrlMapScreenToWorld [0.5, 0.5];
+_screenOffset = ((findDisplay 12) displayCtrl 51) posWorldToScreen [(_pos select 0) + 100, (_pos select 1)];
(_screenOffset select 0) - 0.5
diff --git a/addons/maptools/functions/fnc_copyMapReceiveMarkers.sqf b/addons/maptools/functions/fnc_copyMapReceiveMarkers.sqf
index 44f6ed6203..6c3c706208 100644
--- a/addons/maptools/functions/fnc_copyMapReceiveMarkers.sqf
+++ b/addons/maptools/functions/fnc_copyMapReceiveMarkers.sqf
@@ -12,7 +12,7 @@
*/
#include "script_component.hpp"
-PARAMS_1(_lineMarkers);
+params ["_lineMarkers"];
{
private "_marker";
diff --git a/addons/maptools/functions/fnc_copyMapRemoteSend.sqf b/addons/maptools/functions/fnc_copyMapRemoteSend.sqf
index f4aebf6093..551019f900 100644
--- a/addons/maptools/functions/fnc_copyMapRemoteSend.sqf
+++ b/addons/maptools/functions/fnc_copyMapRemoteSend.sqf
@@ -12,6 +12,6 @@
#include "script_component.hpp"
-PARAMS_1(_requester);
+params ["_requester"];
["drawing_sendbackMarkers", _requester, [GVAR(drawing_lineMarkers)]] call EFUNC(common,targetEvent);
diff --git a/addons/maptools/functions/fnc_copyMapStart.sqf b/addons/maptools/functions/fnc_copyMapStart.sqf
index a39c74d225..7295f6f499 100644
--- a/addons/maptools/functions/fnc_copyMapStart.sqf
+++ b/addons/maptools/functions/fnc_copyMapStart.sqf
@@ -17,6 +17,6 @@
#include "script_component.hpp"
-PARAMS_1(_player,_target);
+params ["_player", "_target"];
["drawing_requestMarkers", _target, [_player]] call EFUNC(common,targetEvent);
diff --git a/addons/maptools/functions/fnc_handleKeyDown.sqf b/addons/maptools/functions/fnc_handleKeyDown.sqf
index d1f9e199c9..a83522ac91 100644
--- a/addons/maptools/functions/fnc_handleKeyDown.sqf
+++ b/addons/maptools/functions/fnc_handleKeyDown.sqf
@@ -15,11 +15,12 @@
#include "script_component.hpp"
-PARAMS_5(_display,_code,_shiftKey,_ctrlKey,_altKey);
+params ["", "_code"];
+TRACE_1("params",_code);
private ["_handled", "_relPos", "_diffVector", "_magDiffVector", "_lambdaLong", "_lambdaTrasAbs"];
-_handled = false;
+_handled = false;
#define DIK_ESCAPE 0x01
#define DIK_DELETE 0xD3
@@ -30,6 +31,7 @@ if (_code == DIK_ESCAPE) exitWith {
call FUNC(cancelDrawing);
_handled = true;
};
+ _handled
};
if (_code == DIK_DELETE) exitWith {
@@ -65,6 +67,7 @@ if (_code == DIK_DELETE) exitWith {
};
} forEach GVAR(drawing_lineMarkers);
};
+ _handled
};
_handled
diff --git a/addons/maptools/functions/fnc_handleMouseButton.sqf b/addons/maptools/functions/fnc_handleMouseButton.sqf
index 16cabe9719..442ec4d50e 100644
--- a/addons/maptools/functions/fnc_handleMouseButton.sqf
+++ b/addons/maptools/functions/fnc_handleMouseButton.sqf
@@ -1,6 +1,5 @@
/*
* Author: esteldunedain
- *
* Handle mouse buttons.
*
* Argument:
@@ -13,46 +12,39 @@
#include "script_component.hpp"
-private ["_control", "_button", "_screenPos", "_shiftKey", "_ctrlKey", "_handled", "_pos", "_altKey", "_gui", "_marker"];
+params ["_dir", "_params"];
+_params params ["_control", "_button", "_screenPosX", "_screenPosY", "_shiftKey", "_ctrlKey", "_altKey"];
+TRACE_2("params",_dir,_params);
-PARAMS_2(_dir,_params);
-_control = _params select 0;
-_button = _params select 1;
-_screenPos = [_params select 2, _params select 3];
-_shiftKey = _params select 4;
-_ctrlKey = _params select 5;
-_altKey = _params select 6;
-_handled = false;
+private["_gui", "_handled", "_marker", "_pos"];
+_handled = false;
// If it's not a left button event, exit
-if (_button != 0) exitWith {};
+if (_button != 0) exitWith {_handled};
// If releasing
-if (_dir != 1 && (GVAR(mapTool_isDragging) or GVAR(mapTool_isRotating))) exitWith {
- GVAR(mapTool_isDragging) = false;
- GVAR(mapTool_isRotating) = false;
- _handled = true;
- _handled
-};
-
-// If clicking
-if (_dir == 1) exitWith {
-
+if (_dir != 1) then {
+ if (GVAR(mapTool_isDragging) || GVAR(mapTool_isRotating)) then {
+ GVAR(mapTool_isDragging) = false;
+ GVAR(mapTool_isRotating) = false;
+ _handled = true;
+ };
+} else {
+ // If clicking
if !(call FUNC(canDraw)) exitWith {_handled = false;};
// Transform mouse screen position to coordinates
- _pos = _control ctrlMapScreenToWorld _screenPos;
+ _pos = _control ctrlMapScreenToWorld [_screenPosX, _screenPosY];
_pos set [count _pos, 0];
if (GVAR(drawing_isDrawing)) exitWith {
// Already drawing -> Add tempLineMarker to permanent list
if (GVAR(drawing_syncMarkers)) then {
deleteMarkerLocal (GVAR(drawing_tempLineMarker) select 0);
- // [GVAR(drawing_tempLineMarker), "FUNC(addLineMarker)", 2] call EFUNC(common,execRemoteFnc);
["drawing_addLineMarker", GVAR(drawing_tempLineMarker)] call EFUNC(common,globalEvent);
// Log who drew on the briefing screen
- (text format ["[ACE] Server: Player %1 drew on the briefing screen", name player]) call EFUNC(common,serverLog);
+ (text format ["[ACE] Server: Player %1 drew on the briefing screen", profileName]) call EFUNC(common,serverLog);
} else {
GVAR(drawing_tempLineMarker) call FUNC(updateLineMarker);
GVAR(drawing_lineMarkers) pushBack (+GVAR(drawing_tempLineMarker));
@@ -96,6 +88,9 @@ if (_dir == 1) exitWith {
};
_handled = true;
};
+ _handled
};
+diag_log text format ["HJa %1", _handled];
+
_handled
diff --git a/addons/maptools/functions/fnc_handleMouseMove.sqf b/addons/maptools/functions/fnc_handleMouseMove.sqf
index 2148c5a162..b27087290b 100644
--- a/addons/maptools/functions/fnc_handleMouseMove.sqf
+++ b/addons/maptools/functions/fnc_handleMouseMove.sqf
@@ -1,6 +1,5 @@
/*
* Author: esteldunedain
- *
* Handle mouse movement over the map tool.
*
* Argument:
@@ -13,11 +12,12 @@
#include "script_component.hpp"
+params ["_control", "_mousePosX", "_mousePosY"];
+TRACE_3("params",_control,_mousePosX,_mousePosY);
+
private ["_control", "_pos"];
-_control = _this select 0;
-_pos = [_this select 1, _this select 2];
-GVAR(mousePosition) = _control ctrlMapScreenToWorld _pos;
+GVAR(mousePosition) = _control ctrlMapScreenToWorld [_mousePosX, _mousePosY];
GVAR(mousePosition) set [2, 0]; //convert 2d pos to 3d
// If cannot draw then exit
@@ -32,6 +32,7 @@ if !(call FUNC(canDraw)) exitWith {
// Handle drawing
if (GVAR(drawing_isDrawing)) exitWith {
GVAR(drawing_tempLineMarker) set [2, GVAR(mousePosition)];
+ TRACE_1("updating line pos",GVAR(mousePosition));
GVAR(drawing_tempLineMarker) call FUNC(updateLineMarker);
false
};
@@ -44,8 +45,6 @@ if (GVAR(mapTool_isDragging)) exitWith {
GVAR(mapTool_pos) set [0, (GVAR(mapTool_startPos) select 0) + (GVAR(mousePosition) select 0) - (GVAR(mapTool_startDragPos) select 0)];
GVAR(mapTool_pos) set [1, (GVAR(mapTool_startPos) select 1) + (GVAR(mousePosition) select 1) - (GVAR(mapTool_startDragPos) select 1)];
- // Update the size and rotation of the maptool
- [] call FUNC(updateMapToolMarkers);
true
};
@@ -56,8 +55,6 @@ if (GVAR(mapTool_isRotating)) exitWith {
_angle = (180 + ((GVAR(mousePosition) select 0) - (GVAR(mapTool_startPos) select 0)) atan2 ((GVAR(mousePosition) select 1) - (GVAR(mapTool_startPos) select 1)) mod 360);
GVAR(mapTool_angle) = GVAR(mapTool_startAngle) + _angle - GVAR(mapTool_startDragAngle);
- // Update the size and rotation of the maptool
- [] call FUNC(updateMapToolMarkers);
true
};
diff --git a/addons/maptools/functions/fnc_mapStateUpdater.sqf b/addons/maptools/functions/fnc_mapStateUpdater.sqf
deleted file mode 100644
index 2b4e634567..0000000000
--- a/addons/maptools/functions/fnc_mapStateUpdater.sqf
+++ /dev/null
@@ -1,33 +0,0 @@
-
-#include "script_component.hpp"
-
-if (visibleMap) then {
- // Show/Hide draw buttons
- if ("ACE_MapTools" in items ACE_player) then {
- { ((finddisplay 12) displayctrl _x) ctrlShow true; } forEach GVAR(drawing_controls);
- } else {
- { ((finddisplay 12) displayctrl _x) ctrlShow false; } forEach GVAR(drawing_controls);
- if (GVAR(drawing_isDrawing)) then {
- call FUNC(cancelDrawing);
- };
- };
-};
-
-//When Map is Closed:
-if (GVAR(mapVisableLastFrame) && (!visibleMap)) then {
- GVAR(mapVisableLastFrame) = false;
- // Hide GPS
- [false] call FUNC(openMapGps);
- // Cancel drawing
- call FUNC(cancelDrawing);
-};
-
-//When Map is Opened:
-if ((!GVAR(mapVisableLastFrame)) && (visibleMap)) then {
- //todo: "mapOpened" Event????
- GVAR(mapVisableLastFrame) = true;
- // Show and update map tools if required
- [] call FUNC(updateMapToolMarkers);
- // Show GPS if required
- [GVAR(mapGpsShow)] call FUNC(openMapGps);
-};
diff --git a/addons/maptools/functions/fnc_openMapGps.sqf b/addons/maptools/functions/fnc_openMapGps.sqf
index 7d29d9e169..dc2df07b57 100644
--- a/addons/maptools/functions/fnc_openMapGps.sqf
+++ b/addons/maptools/functions/fnc_openMapGps.sqf
@@ -12,7 +12,7 @@
*/
#include "script_component.hpp"
-PARAMS_1(_shouldOpenGps);
+params ["_shouldOpenGps"];
private ["_isOpen"];
diff --git a/addons/maptools/functions/fnc_removeLineMarker.sqf b/addons/maptools/functions/fnc_removeLineMarker.sqf
index be82970524..bd0a16adb1 100644
--- a/addons/maptools/functions/fnc_removeLineMarker.sqf
+++ b/addons/maptools/functions/fnc_removeLineMarker.sqf
@@ -11,7 +11,7 @@
#include "script_component.hpp"
-PARAMS_1(_name);
+params ["_name"];
deleteMarkerLocal _name;
{
diff --git a/addons/maptools/functions/fnc_updateLineMarker.sqf b/addons/maptools/functions/fnc_updateLineMarker.sqf
index a745bfa123..12aee5b1df 100644
--- a/addons/maptools/functions/fnc_updateLineMarker.sqf
+++ b/addons/maptools/functions/fnc_updateLineMarker.sqf
@@ -13,7 +13,8 @@
*/
#include "script_component.hpp"
-PARAMS_4(_name,_startPos,_endPos,_color);
+params ["_name", "_startPos", "_endPos", "_color"];
+TRACE_4("params",_name,_startPos,_endPos,_color);
private ["_difPos", "_mag"];
diff --git a/addons/maptools/functions/fnc_updateMapToolMarkers.sqf b/addons/maptools/functions/fnc_updateMapToolMarkers.sqf
index fa6db8872a..5c88d907b8 100644
--- a/addons/maptools/functions/fnc_updateMapToolMarkers.sqf
+++ b/addons/maptools/functions/fnc_updateMapToolMarkers.sqf
@@ -16,10 +16,20 @@
#define CENTER_OFFSET_Y_PERC 0.1606
#define CONSTANT_SCALE 0.2
-PARAMS_1(_theMap);
+params ["_theMap"];
private ["_rotatingTexture", "_textureWidth", "_scale", "_xPos", "_yPos"];
+// Show/Hide draw buttons
+if ([] call FUNC(canDraw)) then {
+ { ((findDisplay 12) displayCtrl _x) ctrlShow true; } forEach GVAR(drawing_controls);
+} else {
+ { ((findDisplay 12) displayCtrl _x) ctrlShow false; } forEach GVAR(drawing_controls);
+ if (GVAR(drawing_isDrawing)) then {
+ call FUNC(cancelDrawing);
+ };
+};
+
if (!("ACE_MapTools" in items ACE_player)|| {GVAR(mapTool_Shown) == 0}) exitWith {};
_rotatingTexture = "";
diff --git a/addons/medical/stringtable.xml b/addons/medical/stringtable.xml
index 3dfa42860a..f91b4ad789 100644
--- a/addons/medical/stringtable.xml
+++ b/addons/medical/stringtable.xml
@@ -1593,6 +1593,7 @@
Keine
Žádný
Nada
+ Nincs
Weak
@@ -2217,6 +2218,7 @@
Obvázání odstraňuje skvrny od krve
El vendaje elimina las manchas de sangre
Bandagem remove manchas de sangue
+ A kötözés eltávolítja a vérfoltokat
Pain is only temporarily suppressed
@@ -2225,6 +2227,7 @@
Bolest je potlačena pouze dočasně
El dolor se suprime solo temporalmente
Dor é suprimida somente temporáriamente
+ A fájdalom csak ideiglenesen csökken
Pain Effect Type
@@ -2738,6 +2741,7 @@
ACE-Medicsystem
ACE Zdravotnické
ACE Médico
+ ACE Orvosi Rendszer
Medical Settings [ACE]
@@ -2747,6 +2751,7 @@
Medizinische Einstellungen [ACE]
Lékařské nastavení [ACE]
Ajustes médicos [ACE]
+ Orvosi beállítások [ACE]
Medical Level
@@ -2756,6 +2761,7 @@
Medizinisches Level
Úroveň medického
Nível médico
+ Orvosi szint
What is the medical simulation level?
@@ -2765,6 +2771,7 @@
Wie hoch soll das medizinische Simulationslevel sein?
Jaká je úroveň lékařské simulace?
Qual o nível de simulação médica?
+ Milyen komplex legyen az orvosi szimuláció?
Basic
@@ -2774,6 +2781,7 @@
Standard
Základní
Básica
+ Alap
Advanced
@@ -2783,6 +2791,7 @@
Erweitert
Pokročilé
Avançada
+ Fejlett
Medics setting
@@ -2792,6 +2801,7 @@
Medizinische Einstellungen
Úroveň zdravotníků
Configuração médica
+ Orvosok beállítása
What is the level of detail prefered for medics?
@@ -2800,6 +2810,7 @@
¿Cuál es el nivel de detalle preferido para los médicos?
Jaká úroveň detailů je preferována pro zdravotníky?
Qual o nível de detalhe preferido para os médicos?
+ Mi a javasolt részletesség orvosok számára?
Disable medics
@@ -2809,6 +2820,7 @@
Sanitäter deaktivieren
Zakázat zdravotníky
Desativar médicos
+ Orvosok letiltása
Enable Litter
@@ -2818,6 +2830,7 @@
Abfälle aktivieren
Povolit odpadky
Ativar lixo médico
+ Szemét engedélyezése
Enable litter being created upon treatment
@@ -2827,6 +2840,7 @@
Aktiviere Abfälle, wenn eine Behandlung durchgeführt wurde
Vytváří odpad zdravotnického materiálu pří léčení
Ativar lixo ser criado após tratamento
+ Engedélyezi a szemét keletkezését ellátáskor
Life time of litter objects
@@ -2836,6 +2850,7 @@
Dauer des angezeigten Abfalls
Životnost pro odpadky
Tempo de vida dos objetos do lixo
+ Szemétobjektumok élettartama
How long should litter objects stay? In seconds. -1 is forever.
@@ -2845,6 +2860,7 @@
Wie lange sollen Abfälle am Boden liegen (in Sekunden)? -1 ist für immer.
Za jak dlouho začnou odpadky mizet? V sekundách. -1 navždy.
Quanto tempo os objetos do lixo devem ficar? Em segundos. -1 é para sempre.
+ Milyen sokáig legyenek jelen a szemétobjektumok (másodpercben)? A -1 végtelen időt jelent.
Enable Screams
@@ -2854,6 +2870,7 @@
Schreie aktivieren
Povolit křik
Ativar gritos
+ Kiáltások engedélyezése
Enable screaming by injuried units
@@ -2863,6 +2880,7 @@
Aktiviere Schreie bei verletzten Einheiten
Povolit křičení zraněných jednotek
Ativa gritos para unidades feridas
+ Engedélyezi a sérült egységek kiáltásait
Player Damage
@@ -2872,6 +2890,7 @@
Spielerschaden
Poškození hráče
Dano do jogador
+ Játékos sérülés
What is the damage a player can take before being killed?
@@ -2881,6 +2900,7 @@
Wie viel Schaden kann ein Spieler erleiden, bevor er getötet wird?
Jaké poškození může hráč dostat než bude zabit?
Qal é o dano que um jogador pode sofrer antes de morrer?
+ Mennyi sérülést szenvedhet el egy játékos, mielőtt meghal?
AI Damage
@@ -2890,6 +2910,7 @@
KI-Schaden
Poškození AI
Dano da IA
+ AI sérülés
What is the damage an AI can take before being killed?
@@ -2899,6 +2920,7 @@
Wie viel Schaden kann eine KI erleiden, bis sie getötet wird?
Jaké poškození může AI dostat než bude zabito?
Qual é o dano que uma IA pode sofrer antes de morrer?
+ Mennyi sérülést szenvedhet el egy AI, mielőtt meghal?
AI Unconsciousness
@@ -2908,6 +2930,7 @@
KI-Bewusstlosigkeit
Bezvědomí AI
Inconsciência da IA
+ AI eszméletlenség
Allow AI to go unconscious
@@ -2917,6 +2940,7 @@
KI kann bewusstlos werden
Umožňuje AI upadnout do bezvědomí
Permite IA ficar inconsciente
+ Engedélyezi az AI eszméletének elvesztését
Remote Controlled AI
@@ -2924,6 +2948,7 @@
IA controlada remotamente
Zdalnie sterowane AI
Vzdáleně ovládané AI
+ Távvezérelt AI
Treat remote controlled units as AI not players?
@@ -2931,6 +2956,7 @@
Tratar unidades remotamente controladas como IA?
Traktuj jednostki zdalnie sterowane (przez Zeusa) jako AI, nie jako graczy?
Ošetřit vzdáleně ovládané jednotky jako AI, ne jako hráče?
+ Távvezérelt egységek AI-ként, nem játékosként való kezelése?
Prevent instant death
@@ -2940,6 +2966,7 @@
Verhindere direkten Tod
Zabránit okamžité smrti
Previnir morte instantânea
+ Azonnali halál kiiktatása
Have a unit move to unconscious instead of death
@@ -2949,6 +2976,7 @@
Lässt eine Einheit bewusstlos werden anstatt zu sterben
Jednotka upadne do bezvědomí namísto smrti
Fazer a unidade ficar inconsciente invés de morrer
+ Egy egység kerüljön eszméletlen állapotba a halott helyett
Bleeding coefficient
@@ -2958,6 +2986,7 @@
Verblutungsmultiplikator
Koeficient krvácení
Coeficiente de sangramento
+ Vérzési koefficiens
Coefficient to modify the bleeding speed
@@ -2967,6 +2996,7 @@
Multiplikator um die Verblutungsgeschwindigkeit zu verändern
Koeficient rychlosti krvácení
Coeficiente para modificar a velocidade do sangramento
+ Egy szorzó a vérzés sebességének szabályozására
Pain coefficient
@@ -2976,6 +3006,7 @@
Schmerzmultiplikator
Koeficient bolesti
Coeficiente de dor
+ Fájdalmi koefficiens
Coefficient to modify the pain intensity
@@ -2985,6 +3016,7 @@
Multiplikator um den Schmerzintensität zu verändern
Koeficient intenzity bolesti
Coeficiente para modificar a instensidade de dor
+ Egy szorzó a fájdalom erősségének szabályozására
Sync status
@@ -2994,6 +3026,7 @@
Status synchronisieren
Synchronizovat status
Sincronizar estado
+ Szinkronizációs állapot
Keep unit status synced. Recommended on.
@@ -3003,6 +3036,7 @@
Status der Einheit synchron halten. Sollte aktiviert bleiben.
Udržuje status jednotky synchronizovaný. Doporučeno zapnout.
Mater o estado da unidade sincronizado. Recomendado ativado.
+ Egységállapotok szinkronizálása. Javasolt a bekapcsolása.
Provides a medical system for both players and AI.
@@ -3012,6 +3046,7 @@
Aktiviert ein medizinisches System für Spieler und KI.
Poskytuje zdravotní systém pro hráče a AI.
Proporciona o sistema médico para os jogadores e a IA.
+ Egy orvosi rendszert ad játékosok és AI-k számára.
Advanced Medical Settings [ACE]
@@ -3021,6 +3056,7 @@
Erweiterte medizinische Einstellungen [ACE]
Pokročilé zdravotnické nastavení [ACE]
Ajustes médicos avançados [ACE]
+ Fejlett orvosi beállítások [ACE]
Enabled for
@@ -3030,6 +3066,7 @@
Aktiviert für
Povoleno pro
Habilitado para
+ Engedélyezve...
Select what units the advanced medical system will be enabled for
@@ -3039,6 +3076,7 @@
Wähle aus welche Einheiten das erweiterte medizinische System haben
Vyberte, pro jaké jednotky bude pokročilý zdravotní systém povolen
Selecione quais unidades o sistema médico avançado será habilitado
+ Kiválasztható, mely egységek számára legyen engedélyezve a fejlett orvosi rendszer
Players only
@@ -3048,6 +3086,7 @@
Nur Spieler
Pouze hráči
Somente jogadores
+ Csak játékosok
Players and AI
@@ -3057,6 +3096,7 @@
Spieler und KI
Hráči a AI
Jogadores e IA
+ Játékosok és AI
Enable Advanced wounds
@@ -3066,6 +3106,7 @@
Aktiviere erweiterte Wunden
Povolit pokročilé zranění
Ativar ferimentos avançados
+ Komplex sebek engedélyezése
Allow reopening of bandaged wounds?
@@ -3075,6 +3116,7 @@
Erlaube das Öffnen von bandagierten Wunden?
Umožnit znovuotevření zavázané rány?
Permitr reabertura de ferimentos enfaixados?
+ Visszanyílhatnak a bekötözött sebek?
Vehicle Crashes
@@ -3084,6 +3126,7 @@
Fahrzeugunfälle
Poškození z kolize
Batidas de veículos
+ Járműbalesetek
Do units take damage from a vehicle crash?
@@ -3093,6 +3136,7 @@
Bekommen Einheiten von Fahrzeugunfällen Schaden?
Dostane jednotka poškození při autonehodě?
As unidades recebem dano de uma batida de veículo?
+ Sérülnek-e az egységek autós ütközés során?
Allow PAK
@@ -3102,6 +3146,7 @@
Erlaube Erste-Hilfe-Set
Povolit osobní lékárničky
Permitir Kit de Primeiros Socorros
+ Elsősegélycsomag engedélyezése
Who can use the PAK for full heal?
@@ -3111,6 +3156,7 @@
Wer kann das Erste-Hilfe-Set für eine Endheilung verwenden?
Kdo může použít osobní lékárničku pro plné vyléčení?
Quem pode usar o KPS para cura completa?
+ Ki használhatja az elsősegélycsomagot teljes gyógyításra?
Anyone
@@ -3120,6 +3166,7 @@
Jeder
Kdokoliv
Qualquer um
+ Akárki
Medics only
@@ -3129,6 +3176,7 @@
Nur Sanitäter
Pouze zdravotník
Somente médicos
+ Csak orvosok
Doctors only
@@ -3138,6 +3186,7 @@
Nur Ärzte
Pouze doktor
Somente doutores
+ Csak doktorok
Remove PAK on use
@@ -3147,6 +3196,7 @@
Entferne Erste-Hilfe-Set bei Verwendung
Odebrat osobní lékárničku po použití
Remover o KPS depois do uso
+ Elsősegélycsomag eltávolítása használatkor
Should PAK be removed on usage?
@@ -3156,6 +3206,7 @@
Sollen Erste-Hilfe-Sets bei Verwendung entfernt werden?
Má se osobní lékárnička odstranit po použití?
Deve o KPS ser removido depois do uso?
+ Eltávolítódjon az elsősegélycsomag használatkor?
Locations PAK
@@ -3165,6 +3216,7 @@
Orte für Erste-Hilfe-Set
Lokace osobní lékárničky
Localizações do KPS
+ Elsősegélycsomag helyek
Where can the Personal Aid Kit be used?
@@ -3174,18 +3226,23 @@
Wo kann das Erste-Hilfe-Set verwendet werden?
Kde může být použita osobní lékárnička?
Onde o kit de primeiros socorros pode ser utilizado?
+ Hol lehet az elsősegélycsomagot használni?
Condition PAK
Podmínka osobní lékárničky
Condición EPA
Warunek apteczek
+ Elsősegélycsomag állapot
+ Condição do KPS
When can the Personal Aid Kit be used?
Kde může být použita osobní lékárnička?
¿Cuando se puede utilizar el Equipo de primeros auxilios?
Po spełnieniu jakich warunków apteczka osobista może zostać zastosowana na pacjencie?
+ Mikor lehet az elsősegélycsomagot használni?
+ Onde o kit de primeiros socorros pode ser utilizado?
Anywhere
@@ -3195,6 +3252,7 @@
Überall
Kdekoliv
Qualquer lugar
+ Akárhol
Medical vehicles
@@ -3204,6 +3262,7 @@
Medizinische Fahrzeuge
Zdravotnická vozidla
Veículos médcos
+ Orvosi járművek
Medical facility
@@ -3213,6 +3272,7 @@
Medizinische Einrichtungen
Zdravotnické zařízení
Instalação médica
+ Orvosi létesítmény
Vehicles & facility
@@ -3222,6 +3282,7 @@
Fahrzeuge & Einrichtungen
Vozidla a zařízení
Veículos e instalações
+ Járművek & létesítmény
Allow Surgical kit (Adv)
@@ -3231,6 +3292,7 @@
Erlaube Operationskasten
Povolit chirurgickou soupravu (Pokr.)
Permite kit cirúrgico (avançado)
+ Sebészkészlet (Fejlett) engedélyezése
Who can use the surgical kit?
@@ -3240,6 +3302,7 @@
Wer kann den Operationskasten verwenden?
Kdo může použít chirurgickou soupravu?
Quem pode usar o kit cirúrgico?
+ Ki használhatja a sebészkészletet?
Remove Surgical kit (Adv)
@@ -3249,6 +3312,7 @@
Enrtferne Operationskasten (erweitert)
Odebrat chirurgickou soupravu (Pokr.)
Remover kit cirúrgico (avançado)
+ Sebészkészlet (Fejlett) eltávolítása
Should Surgical kit be removed on usage?
@@ -3258,6 +3322,7 @@
Entferne Operationskästen bei Verwendung?
Odebrat chirurgickou soupravu po použití?
Deve o kit cirúrgico ser removido após o uso?
+ Eltávolítódjon a sebészkészlet használatkor?
Locations Surgical kit (Adv)
@@ -3267,6 +3332,7 @@
Orte für Operationskästen (erweitert)
Lokace chirurgické soupravy (Pokr.)
Localizações do kit cirúrgico (avançado)
+ Sebészkészlet (Fejlett) helyei
Where can the Surgical kit be used?
@@ -3276,18 +3342,23 @@
Wo kann der Operationskasten verwendet werden?
Kde může být použita chirurgická souprava?
Onde o kit cirúrgico pode ser utilizado?
+ Hol lehet a sebészkészletet használni?
Condition Surgical kit (Adv)
Podmínka chirurgické soupravy (Pokr.)
Condición de equipo quirúrgico (Av)
Warunek zestawu chir.
+ Sebészkészlet állapot
+ Condição do Kit Cirúrgico (Avançado)
When can the Surgical kit be used?
Kde může být použita chirurgická souprava?
¿Cuando se puede utilizar el equipo quirúrgico?
Po spełnieniu jakich warunków zestaw chirurgiczny może zostać zastosowany na pacjencie?
+ Mikor lehet a sebészkészletet használni?
+ Onde o kit cirúrgico pode ser utilizado?
Bloodstains
@@ -3296,6 +3367,7 @@
Skvrny od krve
Manchas de sangre
Manchas de sangue
+ Vérfoltok
Bandaging removes bloodstains
@@ -3304,6 +3376,7 @@
Obvázání odstraňuje skvrny od krve
El vendaje elimina las manchas de sangre
Bandagem remove manchas de sangue
+ Kötözés eltávolítja a vérfoltokat
Pain suppression
@@ -3312,6 +3385,7 @@
Potlačení bolesti
Supresión del dolor
Supressão de dor
+ Fájdalomcsillapítás
Pain is only temporarily suppressed, not removed
@@ -3320,6 +3394,7 @@
Bolest je potlačena, ale jen dočastně
El dolor se suprime solo temporalmente, no se elimina.
Dor é somente temporáriamente suprimida, não removida
+ A fájdalom csak ideiglenesen csökken, nem távolítódik el
Configure the treatment settings from ACE Medical
@@ -3329,6 +3404,7 @@
Behandlungseinstellungen vom ACE-Medical konfigurieren
Konfigurace nastavení léčby ze zdravotnické systému ACE
Configure as opções de tratamento do ACE Médico
+ Kezelési lehetőségek konfigurálása az ACE Orvosi rendszerből
Revive Settings [ACE]
@@ -3338,6 +3414,7 @@
Wiederbelebungseinstellungen [ACE]
Nastavení oživení [ACE]
Sistema de reavivamento [ACE]
+ Újraélesztés beállításai [ACE]
Enable Revive
@@ -3347,6 +3424,7 @@
Erlaube Wiederbelebung
Povolit oživení
Habilitar reavivamento
+ Újraélesztés engedélyezése
Enable a basic revive system
@@ -3356,6 +3434,7 @@
Aktiviere Standard-Wiederbelebungssystem
Povolit základní systém oživení
Habilitar um sistema básico de reavivamento
+ Egy alap újraélesztési rendszer engedélyezése
Max Revive time
@@ -3365,6 +3444,7 @@
Maximale Wiederbelebungszeit
Maximální čas pro oživení
Tempo máximo de reavivamento
+ Maximum újraélesztési idő
Max amount of seconds a unit can spend in revive state
@@ -3374,6 +3454,7 @@
Maximale Zeitspanne in Sekunden die eine Einheit im Wiederbelebungszustand verbringen kann
Maximální doba v agónii v sekundách
Quantidade máxima de segundos que uma unidade pode gastar em um estado de reavivamento
+ Maximum másodperc, amit egy egység újraélesztési állapotban tölthet
Max Revive lives
@@ -3383,6 +3464,7 @@
Maximale Leben bei Wiederbelebung
Maximální počet oživení
Vidas máximas do reavivado
+ Maximum újraélesztési lehetőségek
Max amount of lives a unit. 0 or -1 is disabled.
@@ -3392,6 +3474,7 @@
Maximale Anzahl von Leben einer Einheit. 0 or -1 bedeutet deaktiviert.
Maximální počet životu pro jednotku. 0 nebo -1 je zakázáno.
Quantidade máxima de vidas por unidade. 0 ou -1 é desativado.
+ Egy egység maximum "életei". 0 vagy -1 letiltja.
Provides a medical system for both players and AI.
@@ -3401,6 +3484,7 @@
Aktiviert das Medicsystem für Spieler und KI.
Poskytuje zdravotní systém pro hráče a AI.
Proporciona um sistema médico para jogadores e IA.
+ Egy orvosi rendszert ad játékosok és AI-k számára.
Set Medic Class [ACE]
@@ -3410,6 +3494,7 @@
Setze Sanitäterklassen [ACE]
Určit třídu medika [ACE]
Definir classe médica [ACE]
+ Orvos beállítása [ACE]
List
@@ -3419,6 +3504,7 @@
Liste
Seznam
Lista
+ Lista
List of unit names that will be classified as medic, separated by commas.
@@ -3428,6 +3514,7 @@
Liste von Namen, die als Sanitäter verwendet werden. Wird durch Kommas getrennt.
Seznam osob které budou klasifikovány jako zdravotník, oddělené čárkami.
Lista dos nomes das unidades que se classificam como médicos, separados por vírgulas.
+ Azon egységek nevei, melyek orvosként vannak meghatározva, vesszővel elválasztva.
Is Medic
@@ -3437,6 +3524,7 @@
Ist Sanitäter
Je zdravotník
É médico
+ Orvos-e
This module allows you to assign the medic class to selected units.
@@ -3444,6 +3532,7 @@
Dieses Modul legt fest welche Einheit ein Sanitäter ist.
Tento modul určuje, která jednotka je zdravotník.
Este módulo determina qual unidade é um paramédico.
+ Ez a modul engedélyezi az orvosi jelző hozzárendelését kiválasztott egységekhez.
None
@@ -3453,6 +3542,7 @@
Keine
Žádný
Nada
+ Nincs
Regular medic
@@ -3462,6 +3552,7 @@
Normaler Sanitäter
Řadový zdravotník
Médico regular
+ Hagyományos orvos
Doctor (Only Advanced Medics)
@@ -3471,6 +3562,7 @@
Arzt (nur erweiterte Sanitäter)
Doktor (Pouze pokročilý zdravotníci)
Doutor (Somente médicos avançados)
+ Doktor (csak fejlett orvosok)
Assigns the ACE medic class to a unit
@@ -3480,6 +3572,7 @@
Weise die ACE-Sanitäterklasse einer Einheit zu
Přiřadí ACE třídu zdravotníka do jednotky
Atribui a classe médica do ACE a uma unidade
+ Az ACE orvosi jelző hozzárendelése egy egységhez
Set Medical Vehicle [ACE]
@@ -3489,6 +3582,7 @@
Setze medizinisches Fahrzeug [ACE]
Určit zdravotnické vozidlo [ACE]
Definir veículo médico [ACE]
+ Orvosi jármű beállítása [ACE]
List
@@ -3498,6 +3592,7 @@
Liste
Seznam
Lista
+ Lista
List of vehicles that will be classified as medical vehicle, separated by commas.
@@ -3507,6 +3602,7 @@
Liste von Fahrzeugen, die als medizinische Fahrzeuge verwendet werden. Wird durch Kommas getrennt.
Seznam vozidel které budou klasifikovány jako zdravotnická vozidla, oddělené čárkami.
Lista de veículos que serão classificados como veículos médicos, separados por vírgulas.
+ Orvosi járműveknek tekintett járművek listája, vesszővel elválasztva.
Is Medical Vehicle
@@ -3516,6 +3612,7 @@
Ist medizinisches Fahrzeug
Je zdravotnické vozidlo
É um veículo médico
+ Orvosi jármű-e
Whatever or not the objects in the list will be a medical vehicle.
@@ -3525,6 +3622,7 @@
Leg fest ob das Objekt in der Liste ein medizinisches Fahrzeug ist.
Ať už jsou nebo nejsou objekty v seznamu budou zdravotnická vozidla.
Se serão ou não os objetos dessa lista veículos médicos.
+ A listában lévő objektumok orvosi járművek-e, vagy sem.
Assigns the ACE medic class to a unit
@@ -3534,6 +3632,7 @@
Weist die ACE-Sanitäterklasse einer Einheit zu
Přiřadí ACE třídu zdravotníka do jednotky
Atribui a classe médica ACE a uma unidade
+ Hozzárendeli az ACE orvosi jelzőt egy egységhez
Set Medical Facility [ACE]
@@ -3543,6 +3642,7 @@
Setze medizinische Einrichtung [ACE]
Určit zdravotnické zařízení [ACE]
Definir instalação médica [ACE]
+ Orvosi létesítmény beállítása [ACE]
Is Medical Facility
@@ -3552,6 +3652,7 @@
Ist eine medizinische Einrichtung
Je zdravotnické zařízení
É uma instalação médica
+ Orvosi létesítmény-e
Registers an object as a medical facility
@@ -3561,6 +3662,7 @@
Definiert ein Objekt als medizinische Einrichtung
Registruje objekt jako zdravotnické zařízení
Registra um objeto como instalacão médica
+ Egy objektum orvosi létesítményként való regisztrálása
Defines an object as a medical facility. This allows for more advanced treatments. Can be used on buildings and vehicles.
@@ -3570,6 +3672,7 @@
Definiert ein Objekt als medizinische Einrichtung. Das ermöglicht weitere Behandlungen. Kann bei Gebäuden und Fahrzeugen verwendet werden.
Definuje objekt jako zdravotnické zařízení. To umožňuje více pokročilé léčení. Může být použito na budovy nebo na vozidla.
Define um objeto como instalação médica. Isso permite tratamentos mais avançados. Pode ser utilizado em edifícios e veículos.
+ Egy objektumot orvosi létesítményként határoz meg. Ez fejlett ellátási lehetőségeket engedélyez. Használható járműveken és épületeken.
[ACE] Medical Supply Crate (Basic)
@@ -3579,6 +3682,7 @@
[ACE] Medizinische Kiste (standard)
[ACE] Zdravotnické zásoby (základní)
[ACE] Caixa com suprimentos médicos
+ [ACE] Orvosi láda (Alap)
[ACE] Medical Supply Crate (Advanced)
@@ -3588,18 +3692,23 @@
[ACE] Medizinische Kiste (erweitert)
[ACE] Zdravotnické zásoby (pokročilé)
[ACE] Caixa com suprimentos médicos (Avançados)
+ [ACE] Orvosi láda (Fejlett)
Anytime
Kdykoli
Siempre
Zawsze
+ Akármikor
+ Sempre
Stable
Stabilní
Estable
Po stabilizacji
+ Stabil
+ Estável
Medical
@@ -3618,4 +3727,4 @@
%1 odszedł zbyt daleko, nie można kontynuować leczenia
-
\ No newline at end of file
+
diff --git a/addons/microdagr/stringtable.xml b/addons/microdagr/stringtable.xml
index d3a955580a..c7f6cc1708 100644
--- a/addons/microdagr/stringtable.xml
+++ b/addons/microdagr/stringtable.xml
@@ -308,6 +308,7 @@
MicroDAGR - Vyplnění mapy
MicroDAGR-Kartenfüllung
Preenchimento de mapa do MicroDAGR
+ MicroDAGR térképkitöltés
MicroDAGR Map Fill
@@ -316,6 +317,7 @@
MicroDAGR - Vyplnění mapy
MicroDAGR-Kartenfüllung
Preenchimento de mapa do MicroDAGR
+ MicroDAGR térképkitöltés
How much map data is filled on MicroDAGR's
@@ -324,6 +326,7 @@
Wie viel Daten auf einem MicroDAGR zu sehen sind
Kolik informací je načteno do MicroDAGR?
Quanta informação é preenchida no mapa do MicroDAGR
+ Mennyi térképadatot tartalmaz a MicroDAGR
Full Satellite + Buildings
@@ -332,6 +335,7 @@
Satellitenbild + Gebäude
Satelit + Budovy
Satélite completo + Edifícios
+ Teljes műholdas + épületek
Topographical + Roads
@@ -340,6 +344,7 @@
Topografisch + Straßen
Topografické + Cesty
Topográfico + Estradas
+ Topográfia + utak
None (Cannot use map view)
@@ -348,6 +353,7 @@
Keine (kann keine Kartenansicht verwenden)
Žádný (Nelze použít zobrazení mapy)
Nada (Não pode usar a tela de mapa)
+ Semmi (nem használható a térképnézet)
Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.<br />Source: microDAGR.pbo
@@ -356,6 +362,7 @@
Steuert wie viel Daten auf dem microDAGR zu sehen ist. Weniger Daten schränken die Kartenansicht ein, um mehr auf der Minimap zu sehen.<br />Quelle: microDAGR.pbo
Tento modul umožňuje kontrolovat, kolik informací je obsaženo v MicroDAGR. Menší množství dat omezené zobrazením mapy ukazují méně věcí na minimapě.<br />Zdroj: microDAGR.pbo
Controla quantos dados são preenchidos nos itens microDAGR. Menos dados restringe a visualização de mapa para mostrar menos informações no minimapa<br/>Fonte: MicroDAGR.pbo
+ Meghatárroza a MicroDAGR objektumok térképének tartalmát. A kevesebb adat korlátozza a térképnézeti módot az eszközön. <br />Forrás: microDAGR.pbo
\ No newline at end of file
diff --git a/addons/missileguidance/stringtable.xml b/addons/missileguidance/stringtable.xml
index 2845767f15..2a0544fab7 100644
--- a/addons/missileguidance/stringtable.xml
+++ b/addons/missileguidance/stringtable.xml
@@ -104,6 +104,7 @@
Aus
Vypnout
Desligado
+ Ki
Player Only
@@ -112,6 +113,7 @@
Nur Spieler
Pouze hráči
Somente jogador
+ Csak játékosok
Player and AI
@@ -120,6 +122,7 @@
Spieler und KI
Hráči a AI
Jogador e IA
+ Játékosok és AI
\ No newline at end of file
diff --git a/addons/missionmodules/stringtable.xml b/addons/missionmodules/stringtable.xml
index b99285850d..6085e00b32 100644
--- a/addons/missionmodules/stringtable.xml
+++ b/addons/missionmodules/stringtable.xml
@@ -8,6 +8,7 @@
ACE-Missionsmodule
ACE Moduly mise
Módulo de missões ACE
+ ACE küldetési modulok
Ambiance Sounds [ACE]
@@ -16,6 +17,7 @@
Umgebungsgeräusche [ACE]
Zvuky prostředí [ACE]
[ACE] Sons ambientes
+ Ambiens hangok [ACE]
Sounds
@@ -24,6 +26,7 @@
Sounds
Zvuky
Sons
+ Hangok
Class names of the ambiance sounds to be played. Seperated by ','
@@ -40,6 +43,7 @@
Mindestabstand
Minimální vzdálenost
Distância mínima
+ Minimális távolság
Used for calculating a random position and sets the minimal distance between the players and the played sound file(s)
@@ -48,6 +52,7 @@
Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Mindestabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest
Používá se pro výpočet náhodné pozice a určuje minimální vzdálenost mezi hráči a přehrávaným zvukem.
Usada para calcular uma posição aleatória e definir a distância mínima entre os jogadores e os arquivos de sons que estão sendo reproduzidos.
+ Egy véletlenszerű pozíció számításához használt érték, amihez megadja a minimum távolságot a játékosok és a lejátszott hangfájl(ok) között
Maximum Distance
@@ -56,6 +61,7 @@
Maximalabstand
Maximální vzdálenost
Distância máxima
+ Maximális távolság
Used for calculating a random position and sets the maximum distance between the players and the played sound file(s)
@@ -64,6 +70,7 @@
Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Maximalabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest
Používá se pro výpočet náhodné pozice a určuje maximální vzdálenost mezi hráči a přehrávaným zvukem.
Usado para calcular uma posição aleatória e definir uma distância máxima entre os jogadores e os arquivos de sons que estão sendo reproduzidos.
+ Egy véletlenszerű pozíció számításához használt érték, amihez megadja a maximum távolságot a játékosok és a lejátszott hangfájl(ok) között
Minimal Delay
@@ -72,6 +79,7 @@
Minimale Verzögerung
Minimální prodleva
Atraso mínimo
+ Minimum késleltetés
Minimal delay between sounds played
@@ -80,6 +88,7 @@
Minimale Verzögerung zwischen abzuspielenden Sounds
Minimální prodleva mezi přehrávanými zvuky
Atraso mínimo entre os sons reproduzidos
+ Minimum késleltetés a lejátszott hangok között
Maximum Delay
@@ -88,6 +97,7 @@
Maximale Verzögerung
Maximální prodleva
Atraso máximo
+ Maximum késleltetés
Maximum delay between sounds played
@@ -96,6 +106,7 @@
Maximale Verzögerung zwischen abzuspielenden Sounds
Maximální prodleva mezi přehrávanými zvuky
Atraso máximo entre os sons reproduzidos
+ Maximum késleltetés a lejátszott hangok között
Follow Players
@@ -104,6 +115,7 @@
Spielern folgen
Následovat hráče
Seguir jogadores
+ Játékosok követése
Follow players. If set to false, loop will play sounds only nearby logic position.
@@ -112,6 +124,7 @@
Spielern folgen. Wenn auf falsch gesetzt, werden Sounds nur in der Nähe des Logikmoduls abgespielt.
Následuj hráče. Pokud je FALSE, smyčka zvuku bude přehrávána na nejbližší pozici logiki.
Segue os jogadores. Se esta desabilitado (falso), o loop reproduzirá os sons somente perto de sua posição lógica.
+ Játékosok követése. Ha le van tiltva, az ismétlés csak a legközelebbi logikai ponton játszik le hangokat.
Volume
@@ -120,6 +133,7 @@
Lautstärke
Hlasitost
Volume
+ Hangerő
The volume of the sounds played
@@ -128,6 +142,7 @@
Lautstärke der abzuspielenden Sounds
Hlasitost přehrávaného zvuku
O volume em que os sons serão reproduzidos
+ A lejátszott hangok hangereje
Ambiance sounds loop (synced across MP)
@@ -136,6 +151,7 @@
Umgebungsgeräusch-Schleife (im MP synchronisiert)
Smyčka okkolního zvuku (synchronizováno v MP)
Loop de sons ambientes (sincronizados através do MP)
+ Ambiens hangok folyamatossága (MP alatt szinkronizálva)
\ No newline at end of file
diff --git a/addons/mk6mortar/stringtable.xml b/addons/mk6mortar/stringtable.xml
index 26ab485db2..394154a70b 100644
--- a/addons/mk6mortar/stringtable.xml
+++ b/addons/mk6mortar/stringtable.xml
@@ -56,6 +56,7 @@
MK6-Einstellungen
MK6 - Nastavení
Ajustes do MK6
+ MK6 beállítások
Air Resistance
@@ -64,6 +65,7 @@
Luftwiderstand
Odpor vzduchu
Resistência do Ar
+ Légellenállás
For Player Shots, Model Air Resistance and Wind Effects
@@ -72,6 +74,7 @@
Für Spielerschüsse, Luftwiderstand und Windeffekte
Pro hráčovu střelbu, Model odporu vzduchu a povětrných podmínek
Para disparos do jogador, modelo de resistência de ar e efeitos de vento
+ Játékos általi lövésekhez, legyen-e számított légellenállás és szélhatás
Allow MK6 Computer
@@ -80,6 +83,7 @@
Erlaube MK6-Computer
MK6 - Povolit počítač
Permitir computador do MK6
+ MK6 számítógép engedélyezése
Show the Computer and Rangefinder (these NEED to be removed if you enable air resistance)
@@ -88,6 +92,7 @@
Zeige den Computer und den Entfernungsmesser an (diese MÜSSEN entfernt werden, wenn der Luftwiderstand aktiviert ist)
Zobrazit počítač a dálkoměr (toto MUSÍ být odstraněno pokud je zapnut odpor vzduchu)
Mostra o computador e o medidor de distância (estes DEVEM ser removidos se você habilitar resistência do ar)
+ A távmérő és számítógép megjelenítése (ezeket el KELL távolítani ha a légellenállás engedélyezve van)
Allow MK6 Compass
@@ -96,6 +101,7 @@
Erlaube MK6-Kompass
MK6 - Povolit kompas
Permitir bússula do MK6
+ MK6 iránytű engedélyezése
Show the MK6 Digital Compass
@@ -104,9 +110,9 @@
Zeige MK6-Digitaler-Kompass
MK6 - Zobrazit digitální kompas
Mostra a bússula digital do MK6
+ Az MK6 digitális iránytű megjelenítése
-
Moduł ten pozwala dostosować ustawienia moździerza MK6.
Dieses Modul erlaubt das Einstellen des MK6-Mörsers.
Tento modul umožňuje nastavení minometu MK6.
diff --git a/addons/mx2a/stringtable.xml b/addons/mx2a/stringtable.xml
index e8df673866..0de9ce7ff6 100644
--- a/addons/mx2a/stringtable.xml
+++ b/addons/mx2a/stringtable.xml
@@ -8,6 +8,7 @@
MX-2A
MX-2A
MX-2A
+ MX-2A
Thermal imaging device
@@ -16,6 +17,7 @@
Dispositivo de imagen térmica
Termální dalekohled
Dispositivo de imagem térmica
+ Hőleképező készülék
-
+
\ No newline at end of file
diff --git a/addons/nametags/stringtable.xml b/addons/nametags/stringtable.xml
index a0048c4076..bf80457ab7 100644
--- a/addons/nametags/stringtable.xml
+++ b/addons/nametags/stringtable.xml
@@ -116,6 +116,7 @@
Namensanzeigen
Jmenovky
Etiquetas de nome
+ Névcímkék
Player Names View Dist.
@@ -124,6 +125,7 @@
Spielernamen-Distanz
Vzdálenost zobrazení jména hráčů
Distância de visão dos nomes dos jogadores
+ Játékosok nevének látótávja
Distance in meters at which player names are shown. Default: 5
@@ -132,6 +134,7 @@
Distanz in Metern bei der Spielernamen angezeigt werden. Standard: 5
Vzdálenost v metrech pro zobrazení jména. Výchozí: 5
Distância em metros que os nomes dos jogadores são mostrados. Padrão: 5
+ Méterben megadott érték a játékosok nevének mutatására. Alapértelmezett: 5
Show name tags for AI?
@@ -140,6 +143,7 @@
Zeige Namensanzeigen für KI?
Zobrazit jmenovky pro AI?
Mostrar nomes para IA?
+ Névcímkék megjelenítése AI-nál?
Show the name and rank tags for friendly AI units? Default: Do not force
@@ -148,6 +152,7 @@
Zeige den Namen und Rang für freundliche KI-Einheiten? Standard: nicht erwzingen
Zobrazit jména a hodnosti pro spřátelené AI jednotky? Výchozí: Nevynucovat
Mostra o nome e patente para unidades IA aliadas? Padrão: Não forçar
+ Mutassa-e a szövetséges AI egységek nevét és rangját? Alapértelmezett: Nincs felülbírálás
Force Hide
@@ -156,6 +161,7 @@
Verstecken erzwingen
Vynuceno skrýt
Ocultar forçado
+ Erőltetett rejtett
Force Show
@@ -164,6 +170,7 @@
Anzeigen erzwingen
Vynuceno zobrazit
Mostrar forçado
+ Erőltetett látható
Show crew info?
@@ -172,6 +179,7 @@
Zeige Besatzungsinfo?
Zobrazit informace o posádce?
Mostrar informação de tripulação?
+ Legénységi adatok megjelenítése?
Show vehicle crew info, or by default allows players to choose it on their own. Default: Do Not Force
@@ -180,6 +188,7 @@
Zeige Fahrzeugbesatzungsinfo oder erlaube Spielern es auszuwählen. Standard: nicht erzwingen.
Zobrazit informace o posádce, nebo nechat aby si hráč vybral sám. Výchozí: Nevynucovat
Mostrar informações de tripulação ou por padrão permitir a escolha dos jogadores. Padrão: Não forçar.
+ A legénységi adatok mutatása, alapértelmezett esetben a játékos által kiválasztható. Alapértelmezett: Nincs felülbírálás
Show for Vehicles
@@ -188,6 +197,7 @@
Zeige bei Fahrzeugen
Zobrazit pro vozidla
Mostrar para veículos
+ Mutatás járműveknél
Show cursor NameTag for vehicle commander (only if client has name tags enabled)Default: No
@@ -204,6 +214,7 @@
Este módulo permite personalizar la configuración y la distancia de las Etiquetas de nombre.
Tento modul umožňuje si přizpůsobit nastavení a vzdálenost jmenovky.
Este módulo permite que você personalize as configurações e distâncias de etiquetas de nome.
+ Ez a modul lehetővé teszi a névcímkék beállításainak testreszabását.
Only on Cursor
@@ -212,6 +223,7 @@
Nur bei Maus
Pouze na kurzor
Somente no cursor
+ Csak kurzorra
Only on Keypress
@@ -220,6 +232,7 @@
Nur bei Tastendruck
Pouze na klávesu
Somente em tecla ativada
+ Csak gombnyomásra
Only on Cursor and Keypress
@@ -228,6 +241,7 @@
Nur Maus und Tastendruck
Pouze na kurzor a klávesu
Somente em cursor ou tecla ativada
+ Csak kurzorra és gombnyomásra
Force Show Only on Cursor
@@ -236,6 +250,7 @@
Vynuceno zobrazit pouze na kurzor
Erzwinge nur mit Mauszeiger anzuzeigen
Forçar mostrar somente no cursor
+ Erőltetett látható, csak kurzorra
Force Show Only on Keypress
@@ -244,6 +259,7 @@
Vynuceno zobrazit pouze na klávesu
Erzwinge nur mit Tastendruck anzuzeigen
Forçar somente mostrar em tecla ativada
+ Erőltetett látható, csak gombnyomásra
Force Show Only on Cursor and Keypress
@@ -252,6 +268,7 @@
Vynuceno zobrazit pouze na kurzor a klávesu
Erzwinge nur mit Mauszeiger und Tastendruck anzuzeigen
Forçar mostrar somente em cursor e tecla ativada
+ Erőltetett látható, csak kurzorra és gombnyomásra
Use Nametag settings
@@ -260,6 +277,7 @@
Verwende Namenanzeigen
Použít nastavení jmenovky
Usar ajustes de etiquetas de nome
+ Névcímkék beállításának használata
Always Show All
@@ -268,6 +286,7 @@
Immer alle zeigen
Vždy zobrazit vše
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+ Mindig minden mutatása
Show player names and set their activation. Default: Enabled
@@ -276,6 +295,7 @@
Zobrazit jména hráčů a nastavit jejich aktivaci. Výchozí: Povoleno
Erlaubt das Anzeigen von Spielernamen und stellt ein, ob sie standardmäßig aktiviert oder deaktiviert sind. Standard: aktiviert
Mostrar os nomes dos jogadores e definir sua ativação. Padrão: Ativado
+ Mutassa a játékosok nevét és kezelje az aktivációjukat. Alapértelmezett: Engedélyezve
Effect of sound waves above the heads of speaking players after holding the PTT key. This option works with TFAR and ACRE2.
@@ -284,6 +304,7 @@
Efekt zvukových vln nad hlavami hráčů když mluví skrz PTT klávesu. Tato volba funguje s TFAR a ACRE2.
Es wird ein Schallwellensymbol über den Köpfen von sprechenden Spielern angezeigt, die ihre Push-to-Talk-Taste drücken. Diese Option funktioniert mit TFAR und ACRE2.
Efeito de ondas sonoras acima das cabeças dos jogadores que falam depois mantendo pressionada a tecla PTT. Esta opção funciona com TFAR e ACRE2.
+ Hanghullám-effekt a beszélő játékosok feje felett a PTT-gomb lenyomásakor. Ez a beállítás TFAR és ACRE2 alatt működik.
Nametags Size
@@ -292,6 +313,7 @@
Velikost jmenovky
Namensschildgröße
Tamanho das etiquetas de nome
+ Névcímkék mérete
Text and Icon Size Scaling
@@ -300,6 +322,7 @@
Velikost textu a ikon
Text- und Symbolgrößen
Escala de tamanho dos ícones e textos
+ Szöveg és ikon méretének skálázása
diff --git a/addons/optics/XEH_postInit.sqf b/addons/optics/XEH_postInit.sqf
index df6d0ae486..64226fcf3d 100644
--- a/addons/optics/XEH_postInit.sqf
+++ b/addons/optics/XEH_postInit.sqf
@@ -3,16 +3,22 @@
if (!hasInterface) exitWith {};
+GVAR(camera) = objNull;
+
0 = 0 spawn {
waituntil {!isNull ACE_player};
+ waituntil {sleep 1; {_x != GVAR(camera)} count allMissionObjects "camera" == 0};
+
+ GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
+ camDestroy GVAR(camera);
// PiP technique by BadBenson
- GVAR(camera) = "camera" camCreate positioncameratoworld [0,0,0];
+ GVAR(camera) = "camera" camCreate positionCameraToWorld [0,0,0];
GVAR(camera) camSetFov 0.7;
GVAR(camera) camSetTarget ACE_player;
GVAR(camera) camCommit 1;
- "ace_optics_rendertarget0" setPiPEffect [2, 1.0, 1.0, 1.0, 0.0, [0.0, 1.0, 0.0, 0.25], [1.0, 0.0, 1.0, 1.0], [0.199, 0.587, 0.114, 0.0]];
+ "ace_optics_rendertarget0" setPiPEffect [0];
GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"];
};
@@ -23,18 +29,19 @@ if (!hasInterface) exitWith {};
};
}] call EFUNC(common,addEventHandler);
-// camera has to be re-created every ACE_time another camera is created. Otherwise r2t is either black or transparent. @todo Add popular custom cameras to the event in ACE_common.
+// camera has to be re-created every time another camera is created. Otherwise r2t is either black or transparent. @todo Add popular custom cameras to the event in ACE_common.
["activeCameraChanged", {
if !(_this select 1) then {
- deleteVehicle GVAR(camera);
+ GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
+ camDestroy GVAR(camera);
// PiP technique by BadBenson
- GVAR(camera) = "camera" camCreate positioncameratoworld [0,0,0];
+ GVAR(camera) = "camera" camCreate positionCameraToWorld [0,0,0];
GVAR(camera) camSetFov 0.7;
GVAR(camera) camSetTarget ACE_player;
GVAR(camera) camCommit 1;
- "ace_optics_rendertarget0" setPiPEffect [2, 1.0, 1.0, 1.0, 0.0, [0.0, 1.0, 0.0, 0.25], [1.0, 0.0, 1.0, 1.0], [0.199, 0.587, 0.114, 0.0]];
+ "ace_optics_rendertarget0" setPiPEffect [0];
GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"];
};
}] call EFUNC(common,addEventHandler);
diff --git a/addons/optics/functions/fnc_onDrawScope2D.sqf b/addons/optics/functions/fnc_onDrawScope2D.sqf
index 7abee8f122..9ea038f877 100644
--- a/addons/optics/functions/fnc_onDrawScope2D.sqf
+++ b/addons/optics/functions/fnc_onDrawScope2D.sqf
@@ -22,8 +22,8 @@ _optic = (primaryWeaponItems ACE_player) select 2;
_isPIP = (getText (configFile >> "CfgWeapons" >> _optic >> "ItemInfo" >> "modelOptics")) == QUOTE(PATHTOF(models\ace_optics_pip.p3d));
if (_isPIP) then {
- GVAR(camera) setposATL positioncameratoworld [0,0,0.4];
- GVAR(camera) camPrepareTarget positioncameratoworld [0,0,50];
+ GVAR(camera) setPosATL positionCameraToWorld [0,0,0.4];
+ GVAR(camera) camPrepareTarget positionCameraToWorld [0,0,50];
GVAR(camera) camCommitPrepared 0;
// @todo, check if that needs to be done at all
diff --git a/addons/optionsmenu/stringtable.xml b/addons/optionsmenu/stringtable.xml
index f368ef79b4..07975fcb0a 100644
--- a/addons/optionsmenu/stringtable.xml
+++ b/addons/optionsmenu/stringtable.xml
@@ -224,6 +224,7 @@
Erlaube Config-Export [ACE]
Povolit export natavení [ACE]
[ACE] Permitir exportação de configurações
+ Konfiguráció-exportálás engedélyezése [ACE]
Show News on Main Menu
@@ -344,6 +360,7 @@
Mostrar notícias no menu principal
Pokazuj wiadomości ACE w menu głównym
Zobrazit novinky v hlavním menu
+ Hírek mutatása a főmenüben
-
\ No newline at end of file
+
diff --git a/addons/overheating/CfgWeapons.hpp b/addons/overheating/CfgWeapons.hpp
index 025fa5e280..5c9717dbcf 100644
--- a/addons/overheating/CfgWeapons.hpp
+++ b/addons/overheating/CfgWeapons.hpp
@@ -9,7 +9,7 @@ class CfgWeapons {
picture = QUOTE(PATHTOF(UI\spare_barrel_ca.paa));
scope = 2;
class ItemInfo: InventoryItem_Base_F {
- mass = 50;
+ mass = 30;
};
};
diff --git a/addons/parachute/stringtable.xml b/addons/parachute/stringtable.xml
index 8a4b2d766c..c21c55ba9e 100644
--- a/addons/parachute/stringtable.xml
+++ b/addons/parachute/stringtable.xml
@@ -53,11 +53,13 @@
Cut Parachute
Fallschirm abschneiden
Odetnij spadochron
+ Ejtőernyő elvágása
Reserve Parachute
Reserve Fallschirm
Spadochron awaryjny
+ Tartalék ejtőernyő
-
\ No newline at end of file
+
diff --git a/addons/protection/FixUniforms.hpp b/addons/protection/FixUniforms.hpp
index 24c02b79aa..e69de29bb2 100644
--- a/addons/protection/FixUniforms.hpp
+++ b/addons/protection/FixUniforms.hpp
@@ -1,569 +0,0 @@
-
-class Man;
-class CAManBase: Man {
- class HitPoints {
- class HitHead {
- /*armor = 1;
- passThrough = 1;
- radius = 0.1;
- explosionShielding = 0.5;
- minimalHit = 0;*/
- };
-
- class HitBody {
- /*armor = 1;
- passThrough = 1;
- radius = 0.15;
- explosionShielding = 10;
- minimalHit = 0;*/
- };
-
- class HitHands {
- /*armor = 1;
- passThrough = 1;
- radius = 0.08;
- explosionShielding = 1;
- minimalHit = 0;*/
- };
-
- class HitLegs {
- /*armor = 1;
- passThrough = 1;
- radius = 0.1;
- explosionShielding = 1;
- minimalHit = 0;*/
- };
- };
-
- /*armor = 2;
- armorStructural = 5;*/
-};
-
-class Civilian: CAManBase {
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 1;
- };
-
- class HitBody: HitBody {
- armor = 2;
- };
-
- class HitHands: HitHands {
- armor = 2;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };*/
-};
-
-/*class Civilian_F: Civilian {};
-class C_man_1: Civilian_F {};*/
-
-class SoldierWB: CAManBase {};
-class SoldierEB: CAManBase {};
-class SoldierGB: CAManBase {};
-
-class B_Soldier_base_F: SoldierWB {
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 1;
- };
-
- class HitBody: HitBody {
- armor = 2;
- };
-
- class HitHands: HitHands {
- armor = 2;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };
-
- armor = 2;
- armorStructural = 5;*/
-};
-
-class B_Soldier_02_f: B_Soldier_base_F { // t-shirt
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 1;
- };
-
- class HitBody: HitBody {
- armor = 1;
- };
-
- class HitHands: HitHands {
- armor = 1;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };*/
-
- armorStructural = 5; //7;
-};
-
-class B_Soldier_03_f: B_Soldier_base_F { // sleeves
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 1;
- };
-
- class HitBody: HitBody {
- armor = 2;
- };
-
- class HitHands: HitHands {
- armor = 1;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };*/
-
- armorStructural = 5; //7;
-};
-
-class B_Soldier_04_f: B_Soldier_base_F { // heli pilot
- class HitPoints: HitPoints {
- class HitHead: HitHead {
- /*armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;*/
- };
-
- class HitBody: HitBody {
- /*armor = 2;*/
- passThrough = 1; //0.5;
- /*explosionShielding = 2.4;*/
- };
-
- class HitHands: HitHands {
- armor = 2; //8;
- passThrough = 1; //0.5;
- /*explosionShielding = 1.2;*/
- };
-
- class HitLegs: HitLegs {
- armor = 2; //8;
- passThrough = 1; //0.5;
- /*explosionShielding = 1.2;*/
- };
- };
-};
-
-class B_Soldier_05_f: B_Soldier_base_F { // cas pilot
- armorStructural = 5; //3;
-
- class HitPoints: HitPoints {
- class HitHead: HitHead {
- /*armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;*/
- };
-
- class HitBody: HitBody {
- armor = 3; //2;
- passThrough = 1; //0.5;
- /*explosionShielding = 2.4;*/
- };
-
- class HitHands: HitHands {
- armor = 3; //8;
- /*passThrough = 1;
- explosionShielding = 1.2;*/
- };
-
- class HitLegs: HitLegs {
- armor = 3; //8;
- /*passThrough = 1;
- explosionShielding = 1.2;*/
- };
- };
-};
-
-class B_Soldier_diver_base_F: B_Soldier_base_F {
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 2;
- };
-
- class HitBody: HitBody {
- armor = 2;
- };
-
- class HitHands: HitHands {
- armor = 2;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };*/
-};
-
-// these appear to be broken, remnants from A2?
-/*class C_man_p_fugitive_F: C_man_1 {
- class HitPoints: HitPoints {
- class HitBody: HitBody {
- armor = "0.3*10";
- };
-
- class HitLegs: HitLegs {
- armor = "0.3*5";
- };
- };
-};
-
-class C_man_w_worker_F: C_man_1 {
- class HitPoints: HitPoints {
- class HitBody: HitBody {
- armor = "0.6*10";
- };
-
- class HitHands: HitHands {
- armor = "0.5*5";
- };
-
- class HitLegs: HitLegs {
- armor = "0.5*5";
- };
- };
-};
-
-class C_man_hunter_1_F: C_man_1 {
- class HitPoints: HitPoints {
- class HitBody: HitBody {
- armor = "0.6*10";
- };
-
- class HitHands: HitHands {
- armor = "0.5*5";
- };
-
- class HitLegs: HitLegs {
- armor = "0.5*5";
- };
- };
-};
-
-class C_man_p_shorts_1_F: C_man_1 {
- class HitPoints: HitPoints {
- class HitLegs: HitLegs {
- armor = "0.3*5";
- };
- };
-};
-
-class C_man_pilot_F: C_man_1 {
- class HitPoints: HitPoints {
- class HitBody: HitBody {
- armor = "0.6*10";
- };
-
- class HitHands: HitHands {
- armor = "0.5*5";
- };
-
- class HitLegs: HitLegs {
- armor = "0.5*5";
- };
- };
-};*/
-
-class I_Soldier_base_F: SoldierGB {
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 1;
- };
-
- class HitBody: HitBody {
- armor = 2;
- };
-
- class HitHands: HitHands {
- armor = 2;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };*/
-
- /*armor = 2;*/
- armorStructural = 5; //7;
-};
-
-class I_Soldier_02_F: I_Soldier_base_F { // sleeves
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 1;
- };
-
- class HitBody: HitBody {
- armor = 2;
- };
-
- class HitHands: HitHands {
- armor = 1;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };*/
-};
-
-class I_Soldier_03_F: I_Soldier_base_F { // heli pilot
- /*armorStructural = 5;*/
-
- class HitPoints: HitPoints {
- class HitHead: HitHead {
- /*armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;*/
- };
-
- class HitBody: HitBody {
- /*armor = 2;*/
- passThrough = 1; //0.5;
- /*explosionShielding = 2.4;*/
- };
-
- class HitHands: HitHands {
- armor = 2; //8;
- passThrough = 1; //0.5;
- /*explosionShielding = 1.2;*/
- };
-
- class HitLegs: HitLegs {
- armor = 2; //8;
- passThrough = 1; //0.5;
- /*explosionShielding = 1.2;*/
- };
- };
-};
-
-class I_Soldier_04_F: I_Soldier_base_F { // cas pilot
- armorStructural = 5; //3;
-
- class HitPoints: HitPoints {
- class HitHead: HitHead {
- /*armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;*/
- };
-
- class HitBody: HitBody {
- armor = 3; //2;
- passThrough = 1; //0.5;
- /*explosionShielding = 2.4;*/
- };
-
- class HitHands: HitHands {
- armor = 3; //8;
- /*passThrough = 1;
- explosionShielding = 1.2;*/
- };
-
- class HitLegs: HitLegs {
- armor = 3; //8;
- /*passThrough = 1;
- explosionShielding = 1.2;*/
- };
- };
-};
-
-class I_Soldier_diver_base_F: I_Soldier_base_F {
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 2;
- };
-
- class HitBody: HitBody {
- armor = 2;
- };
-
- class HitHands: HitHands {
- armor = 2;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };*/
-};
-
-class O_Soldier_base_F: SoldierEB {
- class HitPoints: HitPoints {
- class HitHead: HitHead {
- /*armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;*/
- };
-
- class HitBody: HitBody {
- armor = 4; //6;
- passThrough = 0.85; //0.5;
- /*explosionShielding = 1.5;*/
- };
-
- class HitHands: HitHands {
- armor = 4; //8;
- passThrough = 0.85; //0.5;
- /*explosionShielding = 0.8;*/
- };
-
- class HitLegs: HitLegs {
- armor = 4; //8;
- passThrough = 0.85; //0.5;
- /*explosionShielding = 0.8;*/
- };
- };
-
- /*armor = 2;
- armorStructural = 5;*/
-};
-
-class O_officer_F: O_Soldier_base_F {
- class HitPoints: HitPoints {
- class HitHead: HitHead {
- /*armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;*/
- };
-
- class HitBody: HitBody {
- /*armor = 2;
- passThrough = 1;
- explosionShielding = 10;*/
- };
-
- class HitHands: HitHands {
- /*armor = 2;
- passThrough = 1;
- explosionShielding = 1;*/
- };
-
- class HitLegs: HitLegs {
- armor = 2; //8;
- passThrough = 1; //0.5;
- /*explosionShielding = 1;*/
- };
- };
-};
-
-class O_Soldier_02_F: O_Soldier_base_F { // crew ?
- armorStructural = 5; //3;
-
- class HitPoints: HitPoints {
- class HitHead: HitHead {
- /*armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;*/
- };
-
- class HitBody: HitBody {
- armor = 4; //6;
- passThrough = 0.85; //0.5;
- /*explosionShielding = 1.5;*/
- };
-
- class HitHands: HitHands {
- armor = 4; //8;
- passThrough = 0.85; //1;
- /*explosionShielding = 0.8;*/
- };
-
- class HitLegs: HitLegs {
- armor = 4; //8;
- passThrough = 0.85; //1;
- /*explosionShielding = 0.8;*/
- };
- };
-};
-
-class O_Soldier_diver_base_F: O_Soldier_base_F {
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 2;
- };
-
- class HitBody: HitBody {
- armor = 2;
- };
-
- class HitHands: HitHands {
- armor = 2;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- };
- };*/
-};
-
-class O_Soldier_VR_F: O_Soldier_base_F {
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;
- };
-
- class HitBody: HitBody {
- armor = 2;
- passThrough = 1;
- explosionShielding = 10;
- };
-
- class HitHands: HitHands {
- armor = 2;
- passThrough = 1;
- explosionShielding = 1;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- passThrough = 1;
- explosionShielding = 1;
- };
- };*/
-};
-
-class O_Protagonist_VR_F: O_Soldier_base_F {
- /*class HitPoints: HitPoints {
- class HitHead: HitHead {
- armor = 1;
- passThrough = 1;
- explosionShielding = 0.5;
- };
-
- class HitBody: HitBody {
- armor = 2;
- passThrough = 1;
- explosionShielding = 10;
- };
-
- class HitHands: HitHands {
- armor = 2;
- passThrough = 1;
- explosionShielding = 1;
- };
-
- class HitLegs: HitLegs {
- armor = 2;
- passThrough = 1;
- explosionShielding = 1;
- };
- };*/
-};
diff --git a/addons/rangecard/stringtable.xml b/addons/rangecard/stringtable.xml
index 7e93df20d5..213c903f60 100644
--- a/addons/rangecard/stringtable.xml
+++ b/addons/rangecard/stringtable.xml
@@ -9,6 +9,7 @@
Entfernungsspinne
Tabela de distâncias
Table de tir
+ Távolsági kártya
50 METER increments -- MRAD/MRAD (reticle/turrets)
@@ -18,6 +19,7 @@
50-Meter-Schritte MRAD/MRAD (Fadenkreuz/Geschützturm)
Incrementos de 50 METROS - MRAD/MRAD (retícula/torres)
Intervalle 50 mètres -- millième/millième (réticule/tambours)
+ 50 MÉTERES lépések - MRAD/MRAD (célzó/lövegek)
Open Range Card
@@ -27,6 +29,7 @@
Öffne Entfernungsspinne
Abrir tabela de distâncias
Afficher table de tir
+ Távolsági kártya kinyitása
Open Range Card Copy
@@ -36,6 +39,7 @@
Öffne Kopie der Entfernungsspinne
Abrir cópia da tabela de distâncias
Afficher table de tir copiée
+ Távolsági kártya-másolat kinyitása
Open Range Card
@@ -45,6 +49,7 @@
Öffne Entfernungsspinne
Abrir tabela de distäncias
Afficher table de tir
+ Távolsági kártya kinyitása
Open Range Card Copy
@@ -54,6 +59,7 @@
Öffne Kopie der Entfernungsspinne
Abrir cópia da tabela de distâncias
Afficher table de tir copiée
+ Távolsági kártya-másolat kinyitása
Copy Range Card
@@ -63,6 +69,7 @@
Kopiere Entfernungsspinne
Copiar tabela de distäncias
Copier table de tir
+ Távolsági kártya másolása
-
\ No newline at end of file
+
diff --git a/addons/repair/CfgVehicles.hpp b/addons/repair/CfgVehicles.hpp
index 47459f532d..27e8890dbc 100644
--- a/addons/repair/CfgVehicles.hpp
+++ b/addons/repair/CfgVehicles.hpp
@@ -10,6 +10,7 @@
priority = 2; \
icon = "\A3\ui_f\data\igui\cfg\actions\repair_ca.paa"; \
distance = 4; \
+ exceptions[] = {"isNotOnLadder"}; \
}; \
}; \
};
diff --git a/addons/repair/functions/fnc_canRepairTrack.sqf b/addons/repair/functions/fnc_canRepairTrack.sqf
index 34165068d7..806fa14b2e 100644
--- a/addons/repair/functions/fnc_canRepairTrack.sqf
+++ b/addons/repair/functions/fnc_canRepairTrack.sqf
@@ -30,7 +30,7 @@ if (typeName _wheel == "OBJECT") then {
_wheel = objNull;
{
- if ([_unit, _x, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {
+ if ([_unit, _x, ["isNotDragging", "isNotCarrying", "isNotOnLadder"]] call EFUNC(common,canInteractWith)) exitWith {
_wheel = _x;
};
} forEach nearestObjects [_unit, ["ACE_Track"], 5];
diff --git a/addons/repair/functions/fnc_canReplaceTrack.sqf b/addons/repair/functions/fnc_canReplaceTrack.sqf
index 94a62a5289..3f4ae77581 100644
--- a/addons/repair/functions/fnc_canReplaceTrack.sqf
+++ b/addons/repair/functions/fnc_canReplaceTrack.sqf
@@ -31,7 +31,7 @@ if (typeName _track == "OBJECT") then {
_track = objNull;
{
- if ([_unit, _x, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {
+ if ([_unit, _x, ["isNotDragging", "isNotCarrying", "isNotOnLadder"]] call EFUNC(common,canInteractWith)) exitWith {
_track = _x;
};
} forEach nearestObjects [_unit, ["ACE_Track"], 5];
diff --git a/addons/repair/functions/fnc_canReplaceWheel.sqf b/addons/repair/functions/fnc_canReplaceWheel.sqf
index 9497504370..e0a2fbbed2 100644
--- a/addons/repair/functions/fnc_canReplaceWheel.sqf
+++ b/addons/repair/functions/fnc_canReplaceWheel.sqf
@@ -37,7 +37,7 @@ if (typeName _wheel == "OBJECT") then {
_wheel = objNull;
{
- if ([_unit, _x, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {
+ if ([_unit, _x, ["isNotDragging", "isNotCarrying", "isNotOnLadder"]] call EFUNC(common,canInteractWith)) exitWith {
_wheel = _x;
};
} forEach nearestObjects [_unit, ["ACE_Wheel"], 5];
diff --git a/addons/repair/functions/fnc_doRepairTrack.sqf b/addons/repair/functions/fnc_doRepairTrack.sqf
index 4803518e3d..de04e71920 100644
--- a/addons/repair/functions/fnc_doRepairTrack.sqf
+++ b/addons/repair/functions/fnc_doRepairTrack.sqf
@@ -27,7 +27,7 @@ private ["_hitPointDamage", "_newDamage", "_wheel"];
_wheel = objNull;
{
- if ([_unit, _x, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {
+ if ([_unit, _x, ["isNotDragging", "isNotCarrying", "isNotOnLadder"]] call EFUNC(common,canInteractWith)) exitWith {
_wheel = _x;
};
} forEach nearestObjects [_unit, ["ACE_Track"], 5];
diff --git a/addons/repair/functions/fnc_doReplaceTrack.sqf b/addons/repair/functions/fnc_doReplaceTrack.sqf
index 13e53b3f3a..a95a669159 100644
--- a/addons/repair/functions/fnc_doReplaceTrack.sqf
+++ b/addons/repair/functions/fnc_doReplaceTrack.sqf
@@ -27,7 +27,7 @@ private["_hitPointDamage", "_wheel"];
_wheel = objNull;
{
- if ([_unit, _x, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {
+ if ([_unit, _x, ["isNotDragging", "isNotCarrying", "isNotOnLadder"]] call EFUNC(common,canInteractWith)) exitWith {
_wheel = _x;
};
} forEach nearestObjects [_unit, ["ACE_Track"], 5];
diff --git a/addons/repair/functions/fnc_doReplaceWheel.sqf b/addons/repair/functions/fnc_doReplaceWheel.sqf
index 62db39aa6d..f10712d65d 100644
--- a/addons/repair/functions/fnc_doReplaceWheel.sqf
+++ b/addons/repair/functions/fnc_doReplaceWheel.sqf
@@ -27,7 +27,7 @@ private ["_hitPointDamage", "_wheel"];
_wheel = objNull;
{
- if ([_unit, _x, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {
+ if ([_unit, _x, ["isNotDragging", "isNotCarrying", "isNotOnLadder"]] call EFUNC(common,canInteractWith)) exitWith {
_wheel = _x;
};
} forEach nearestObjects [_unit, ["ACE_Wheel"], 5];
diff --git a/addons/repair/functions/fnc_repair.sqf b/addons/repair/functions/fnc_repair.sqf
index 8fa7f498bd..4fa1c2d903 100644
--- a/addons/repair/functions/fnc_repair.sqf
+++ b/addons/repair/functions/fnc_repair.sqf
@@ -177,7 +177,7 @@ _processText = getText (_config >> "displayNameProgress");
DFUNC(repair_failure),
_text,
_callbackProgress,
- []
+ ["isNotOnLadder"]
] call EFUNC(common,progressBar);
// Display Icon
diff --git a/addons/respawn/stringtable.xml b/addons/respawn/stringtable.xml
index 4b649173f0..99d189ca50 100644
--- a/addons/respawn/stringtable.xml
+++ b/addons/respawn/stringtable.xml
@@ -152,6 +152,7 @@
Respawn-System
Systém znovuzrození
Sistema de Renascimento
+ Respawn-rendszer
Save Gear?
@@ -160,6 +161,7 @@
Ausrüstung speichern?
Uložit výbavu?
Salvar equipamento?
+ Felszerelés elmentése?
Respawn with the gear a soldier had just before his death?
@@ -168,6 +170,7 @@
Mit der Ausrüstung, die ein Soldat vor seinem Tod hatte, respawnen?
Znovuubjevit s výbavou kterou měl voják před smrtí?
Renascer com o equipamento que um soldado tinha antes de sua morte?
+ Az egység halála előtti felszerelésével való respawnolása?
Remove bodies?
@@ -176,6 +179,7 @@
Körper entfernen?
Odstranit těla?
Remover corpos?
+ Holttestek eltávolítása?
Remove player bodies after disconnect?
@@ -184,9 +188,9 @@
Entferne Spielerkörper nach dem Trennen einer Verbindung?
Odstranit hráčova těla po odpojení?
Remover corpos dos jogadores depois de desconectar?
+ Játékosi testek eltávolítása távozás után?
-
Moduł ten pozwala dostosować ustawienia odrodzenia (respawnu).
Dieses Modul erlaubt es die Respawn-Einstellungen anzupassen.
Tento modul umožňuje nastavení znovuzrození (spawn).
@@ -199,9 +203,9 @@
Freundbeschuss-Nachrichten
Upozornění na přátelskou střelbu
Mensagens de fogo amigo
+ Baráti tűz üzenetek
-
Użycie tego modułu na misji spowoduje wyświetlenie wiadomości na czacie w przypadku, kiedy zostanie popełniony friendly fire - wyświetlona zostanie wtedy wiadomość kto kogo zabił.
Zobrazí zprávu v chatu v případě, když budete střílet na vlastní jednotky. Ve zprávě se zobrazí kdo na koho střílel, popř. kdo koho zabil.
Usando este módulo em uma missão para exibir mensagens chat, no caso de quando você faz um fogo amigo - então a mensagem será exibida mostrando quem matou quem.
@@ -213,9 +217,9 @@
Rallypoint-System
Systém shromáždění
Sistema de ponto de encontro
+ Gyülekezőpont-rendszer
-
Moduł ten pozwala zastosować na misji "punkt zbiórki", do którego można szybko przeteleportować się z "bazy". Wymaga postawienia odpowiednich obiektów na mapie - bazy oraz flagi. Obydwa dostępne są w kategorii Puste -> ACE Odrodzenie.
Tento modul umožňuje určit místo shromaždiště, kam se mohou jednokty rychle teleportovat ze "základny". Toto vyžaduje vhodné objekty v mapě - základna a vlajka. Oba dva můžete najít v kategorii Prázdné -> ACE Oživení.
Este módulo permite que você aplique em uma missão "pontos de encontro", que pode rapidamente se teletransportar para a "base". Ele requer colocar objetos apropriados no mapa - base e bandeiras. Ambos estão disponíveis na categoria em branco -> ACE Revival.
@@ -227,6 +231,7 @@
Bewege Rallypoint
Přesun na shromaždiště
Mover para ponto de encontro
+ Gyülekezőpont mozgatása
ACE Respawn
@@ -235,6 +240,7 @@
ACE-Respawn
ACE Znovuzrození
ACE Respawn
+ ACE Respawn
\ No newline at end of file
diff --git a/addons/sitting/stringtable.xml b/addons/sitting/stringtable.xml
index 443c34c360..e26c2b36f0 100644
--- a/addons/sitting/stringtable.xml
+++ b/addons/sitting/stringtable.xml
@@ -7,6 +7,7 @@
Sentar
Sednout si
Sentarse
+ Leülés
Stand Up
@@ -14,6 +15,7 @@
Levantar
Vstát
Levantarse
+ Felállás
Enable Sitting
@@ -21,6 +23,7 @@
Aktywuj siadanie
Povolit sezení
Acivar asiento
+ Ülés engedélyezése
Sitting
@@ -28,6 +31,7 @@
Siadanie
Sedící
Sentarse
+ Ülés
This module allows you to disable the ability to sit on chairs and toilets.
@@ -35,6 +39,7 @@
Moduł ten pozwala na włączenie lub wyłączenie możliwości siadania na krzesłach i toaletach.
Tento modul dovoluje zakázat možnost sedět na židlých a toaletách.
Este módulo te permite desactivar la capacidad de sentarte en sillas y aseos.
+ Ez a modul lehetővé teszi a székekre és toalettekre való leülés letiltását.
\ No newline at end of file
diff --git a/addons/slideshow/stringtable.xml b/addons/slideshow/stringtable.xml
index fa10700ffb..843554061d 100644
--- a/addons/slideshow/stringtable.xml
+++ b/addons/slideshow/stringtable.xml
@@ -4,54 +4,80 @@
Slideshow
Pokaz slajdów
+ Vetítés
+ Apresentação de Slides
This module allows you to set up slide-shows on different objects. One module per image list. Only objects with hiddenSelection 0 are supported.
Ten moduł pozwala skonfigurować pokaz slajdów na różnych obiektach. Jeden moduł na jedną liste slajdów. Tylko obiekty z hiddenSelection 0 są wspierane.
+ Ez a modul lehetővé teszi a különböző objektumokon való vetítést. Egy modul/képlista. Csak "hiddenSelection 0"-t tartalmazó objektumok felelnek meg.
+ Este módulo permite que você monte apresentações de slides em diferentes objetos. Um módulo por lista de imagem. Somente objetos com hiddenSelection 0 são suportados.
Objects
Obiekty
+ Objektumok
+ Objetos
Object names (can also be synchronized objects) slide-show will be displayed on, separated by commas if multiple. Reference INFO for object support.
Nazwy obiektów (mogą to też być zsynchronizowane obiekty) na których pokaz slajdów zostanie pokazany, oddzielony przecinkiem jeżeli jest ich więcej niż 1. Sprawdź opis modułu aby dowiedzieć się jakie obiekty są wspierane przez moduł.
+ Objektum nevek (szinkronizált is lehet) amik a vetítésen megjelennek, több darab esetén vesszővel elválasztva. Objektumtámogatásért az INFO-t tekintsd meg.
+ Nomes dos objetos (também podem ser objetos sincronizados) em que a apresentação de slides será mostrada, separado por vírgulas se for mais de um. Referência INFO para suporte do objeto.
Controllers
Kontroler
+ Vezérlők
+ Controles
Controller object names, separated by commas if multiple.
Nazwa obiektu - kontrolera, oddzielona przecinkami jeżeli jest ich więcej niż 1.
+ Vezérlő objektum nevek, vesszővel elválasztva több darab esetén.
+ Nome dos objetos de controle, separado por vírgula se mais de um.
Images
Obrazy
+ Képek
+ Imagens
List of images that will be used for the slide-show, separated by commas, with full path correctly formatted (eg. images\image.paa).
Lista obrazów, które zostaną użyte do pokazu slajdów, oddzielone przecinkiem, z poprawnym pełnym formatem ścieżki do obrazka (np. slajdy\obrazek.paa).
+ A képek listája amit a vetítés használni fog, vesszővel elválasztva, megfelelően formázott teljes útvonallal (pl. képek\kép.paa)
+ Lista das imagens que serão utilizadas na apresentação de slides, separadas por vírgula, com o caminho completo corretamente formatado (ex: imagens\imagem.paa).
Interaction Names
Nazwy interakcji
+ Interakciós nevek
+ Nomes de Interação
List of names that will be used for interaction entries, separated by commas, in order of images.
Lista nazw, które zostaną użyte do nazwania wpisów interakcji, oddzielone przecinkiem, w kolejności obrazów.
+ Olyan nevek listája, melyek interakciós célra kellenek, vesszővel elválasztva, kép szerinti sorrendben.
+ Lista dos nomes que serão usados para entradas de interação, separados por vírgulas, na ordem das imagens.
Slide Duration
Czas trwania slajdów
+ Dia időtartam
+ Duração do Slide
Duration of each slide. Default: 0 (Automatic Transitions Disabled)
Czas trwania poszczególnych slajdów. Domyślnie: 0 (Automatyczne przejścia wyłączone)
+ A diák időtartama. Alapértelmezett: 0 (Automatikus váltás letiltva)
+ Duração de cada slide. Padrão: 0 (Transição automática desabilitada)
Slides
Slajdy
+ Diák
+ Slides
-
\ No newline at end of file
+
diff --git a/addons/spottingscope/CfgMoves.hpp b/addons/spottingscope/CfgMoves.hpp
new file mode 100644
index 0000000000..c7436801ee
--- /dev/null
+++ b/addons/spottingscope/CfgMoves.hpp
@@ -0,0 +1,28 @@
+
+class CfgMovesBasic {
+ class DefaultDie;
+
+ class ManActions {
+ ACE_SpottingScope = "ACE_SpottingScope";
+ };
+};
+
+class CfgMovesMaleSdr: CfgMovesBasic {
+ class States {
+ class ACE_KIA_SpottingScope: DefaultDie {
+ actions = "DeadActions";
+ file = "\A3\anims_f\Data\Anim\Sdr\dth\pne\stp\ras\Rfl\AdthPpneMstpSrasWrflDnon_1";
+ speed = 1;
+ looped = "false";
+ terminal = 1;
+ soundEnabled = 0;
+ connectTo[] = {"Unconscious",0.1};
+ };
+
+ class Crew;
+ class ACE_SpottingScope: Crew {
+ file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon";
+ interpolateTo[] = {"ACE_KIA_SpottingScope",1};
+ };
+ };
+};
diff --git a/addons/spottingscope/CfgVehicles.hpp b/addons/spottingscope/CfgVehicles.hpp
index b0b8bf9c77..2c8159fbb1 100644
--- a/addons/spottingscope/CfgVehicles.hpp
+++ b/addons/spottingscope/CfgVehicles.hpp
@@ -77,7 +77,7 @@ class CfgVehicles {
gunnerOpticsEffect[] = {"OpticsCHAbera1","OpticsBlur2"};
gunnerOutOpticsShowCursor = 0;
gunnerOpticsShowCursor = 0;
- gunnerAction = "gunner_static_low01";
+ gunnerAction = "ACE_SpottingScope";
gunnerGetInAction = "GetInLow";
gunnerGetOutAction = "GetOutLow";
gunnerForceOptics = 0;
diff --git a/addons/spottingscope/config.cpp b/addons/spottingscope/config.cpp
index a615e5da79..157e430868 100644
--- a/addons/spottingscope/config.cpp
+++ b/addons/spottingscope/config.cpp
@@ -6,11 +6,12 @@ class CfgPatches {
weapons[] = {"ACE_SpottingScope"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_apl", "ace_interaction"};
- author[] = {"Rocko", "Scubaman3D", "Ruthberg"};
+ author[] = {"Rocko", "Scubaman3D", "Ruthberg", "commy2"};
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
-#include "CfgWeapons.hpp"
\ No newline at end of file
+#include "CfgWeapons.hpp"
+#include "CfgMoves.hpp"
diff --git a/addons/spottingscope/data/spottingscope.p3d b/addons/spottingscope/data/spottingscope.p3d
index c4e0363dcf..fba9d66b91 100644
Binary files a/addons/spottingscope/data/spottingscope.p3d and b/addons/spottingscope/data/spottingscope.p3d differ
diff --git a/addons/switchunits/stringtable.xml b/addons/switchunits/stringtable.xml
index 2d0bc91314..71ef5a9704 100644
--- a/addons/switchunits/stringtable.xml
+++ b/addons/switchunits/stringtable.xml
@@ -32,6 +32,7 @@
Einheiten-Switch-System?
Systém výměny stran
Sistema de troca de unidades
+ Egységváltó-rendszer
Switch to West?
@@ -40,6 +41,7 @@
Nach BLUFOR wechseln?
Přesunout k BLUFOR?
Trocar para Oeste?
+ Átváltás BLUFOR-ra?
Allow switching to west units?
@@ -48,6 +50,7 @@
Erlaube das Wechseln zu BLUFOR-Einheiten?
Povolit přesun k BLUFOR?
Permitir troca de unidades para o Oeste?
+ Nyugat-fakciós egységekre való váltás engedélyezése?
Switch to East?
@@ -56,6 +59,7 @@
Nach OPFOR wechseln?
Přesunout k OPFOR?
Trocar para Leste?
+ Átváltás OPFOR-ra?
Allow switching to east units?
@@ -64,6 +68,7 @@
Erlaube das Wechseln zu OPFOR-Einheiten?
Povolit přesun k OPFOR?
Permitir troca de unidades para o Leste?
+ Kelet-fakciós egységekre való váltás engedélyezése?
Switch to Independent?
@@ -72,6 +77,7 @@
Nach INDFOR wechseln?
Přesunout k INDFOR?
Trocar para Indenpendente
+ Átváltás INDFOR-ra?
Allow switching to independent units?
@@ -80,6 +86,7 @@
Erlaube das Wechseln zu INDFOR-Einheiten?
Povolit přesun k INDFOR?
Permitir troca de unidades para o Indenpendente?
+ Független egységekre való váltás engedélyezése?
Switch to Civilian?
@@ -88,6 +95,7 @@
Nach CIVILIAN wechseln?
Přesunout k CIVILISTŮM?
Trocar para Civis?
+ Átváltás civilre?
Allow switching to civilian units?
@@ -96,6 +104,7 @@
Erlaube das Wechseln zu CIVILIAN-Einheiten?
Povolit přesun k CIVILISTŮM?
Permitir troca de unidades para o Civil?
+ Civil egységekre való váltás engedélyezése?
Enable Safe Zone?
@@ -104,6 +113,7 @@
Aktiviere Sicherheitszone?
Povolit bezpečné oblasti?
Habilitar zona segura?
+ Biztonságos zóna engedélyezése?
Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone.
@@ -112,6 +122,7 @@
Aktiviere eine Sicherheitszone um feindliche Einheiten? Spieler können nicht zu Einheiten in der Sicherheitszone wechseln.
Povolit bezpečnou zónu kolem nepřátelských jednotek? Hráči se nemohou změnit strany/jednotky uvnitř bezpečné zóny.
Habilitar uma zona segur ao redor das unidades inimigas? Jogadores não conseguirão trocar para unidades dentro dessa zona segura.
+ Engedélyezve legyen-e egy biztonságos zóna az ellenségek körül? A játékosok nem tudnak a biztonságos zónán belüli egységekre váltani.
Safe Zone Radius
@@ -120,6 +131,7 @@
Sicherheitszonenradius
Oblast bezpečné zóny
Raio da zona segura
+ Biztonságos zóna hatóköre
The safe zone around players from a different team. Default: 200
@@ -128,9 +140,9 @@
Die Sicherheitszone um Spieler von einem anderen Team. Standard: 200
Bezpečná zóna kolem hráče z jiných týmu. Výchozí: 200
A zona segura ao redor dos jogadores de diferentes equipes. Padrão: 200
+ A biztonságos zóna más csapatból lévő játékosok körül. Alapértelmezett: 200
-
Moduł ten pozwala na zmianę strony w trakcie gry.
Tento modul umožňuje přepínání mazi dostupnými stranami.
Este módulo permite mudar o lado à disposição dos jogadores.
diff --git a/addons/tacticalladder/stringtable.xml b/addons/tacticalladder/stringtable.xml
index 4342ac5408..53a6935484 100644
--- a/addons/tacticalladder/stringtable.xml
+++ b/addons/tacticalladder/stringtable.xml
@@ -10,7 +10,7 @@
Telescopic Ladder
Teleskopický žebřík
Telescopic Ladder
- Telescopic Ladder
+ Teleszkopikus létra
Escada telescópica
@@ -22,7 +22,7 @@
Deploy ladder
Rozložit žebřík
Deploy ladder
- Deploy ladder
+ Létra lerakása
Implantar escada
@@ -34,7 +34,7 @@
Drop ladder
Položit žebřík
Drop ladder
- Drop ladder
+ Létra eldobása
Derrubar escada
@@ -44,6 +44,7 @@
Upravit žebřík
Ajustar escalera
Ajustar escada
+ Létra állítása
Position ladder
@@ -54,7 +55,7 @@
Position ladder
Umístit žebřík
Position ladder
- Position ladder
+ Létra elhelyezése
Posicionar escada
@@ -66,7 +67,7 @@
Pickup ladder
Vzít žebřík
Pickup ladder
- Pickup ladder
+ Létra felvétele
Pegar escada
diff --git a/addons/tripod/stringtable.xml b/addons/tripod/stringtable.xml
index caddca415f..fc74ed8b92 100644
--- a/addons/tripod/stringtable.xml
+++ b/addons/tripod/stringtable.xml
@@ -10,7 +10,7 @@
SSWT Kit
SSWT souprava
SSWT Kit
- SSWT Kit
+ SSWT Készlet
Kit SSWT
@@ -22,7 +22,7 @@
Place SSWT Kit
Rozlož souprava SSWT
Place SSWT Kit
- Place SSWT Kit
+ SSWT készlet elhelyezése
Colocar kit SSWT
@@ -32,6 +32,7 @@
Zvednout SSWT soupravu
SSWT-Werkzeug aufheben
Pegar kit SSWT
+ SSWT készlet felvétele
Adjust SSWT Kit
@@ -40,6 +41,7 @@
Regulovat SSWT soupravu
SSWT-Werkzeug anpassen
Ajustar kit SSWT
+ SSWT készlet állítása
Done
@@ -48,6 +50,7 @@
Hotovo
Fertig
Feito
+ Kész
+ Modifier, adjust
@@ -56,6 +59,7 @@
+ Modifikátor, regulace
+ Modifikator, anpassen
+ Modificador, ajuste
+ + Módosító, szabályzás
-
+
\ No newline at end of file
diff --git a/addons/vehiclelock/stringtable.xml b/addons/vehiclelock/stringtable.xml
index 89a64faf8a..c190117fd0 100644
--- a/addons/vehiclelock/stringtable.xml
+++ b/addons/vehiclelock/stringtable.xml
@@ -140,6 +140,7 @@
Fahrzeugsperreinstellungen
Nastavení zámku vozidla
Configuração de fechadura do veículo
+ Jármű-zár beállítás
Lock Vehicle Inventory
@@ -148,6 +149,7 @@
Sperre Fahrzeuginventar
Inventář zamčeného vozidla
Bloquear inventário do veículo
+ Jármű rakodótér zárás
Locks the inventory of locked vehicles
@@ -156,6 +158,7 @@
Sperrt das Inventar von gesperrten Fahrzeugen
Zamknout inventář u zamčených vozidel
Bloqueia o inventário de veículos fechados
+ Bezárja a zárt járművek rakterét is
Vehicle Starting Lock State
@@ -164,6 +167,7 @@
Fahrzeuge spawnen gesperrt
Počáteční stav zámku vozidla
Estado inicial da fechadura dos veículos
+ Jármű kezdő zár-állapot
Set lock state for all vehicles (removes ambiguous lock states)
@@ -172,6 +176,7 @@
Setze Sperrstatus für alle Fahrzeuge (entfernt unklare Sperrzustände)
Nastavit stav zámku u všech vozidel (odstraňuje nejednoznačné stavy zámků)
Definir estados de fechadura para todos os veículos (remove estados de fechadura ambíguos)
+ Beállítja a zár-állapotot az összes járműhöz (eltávolítja az azonosíthatatlan zárállapotokat)
As Is
@@ -180,6 +185,7 @@
Unverändert
Jak je
Como está
+ Úgy-ahogy
Locked
@@ -188,6 +194,7 @@
Gesperrt
Zamčeno
Fechado
+ Zárva
Unlocked
@@ -196,6 +203,7 @@
Offen
Odemčeno
Aberto
+ Nyitva
Default Lockpick Strength
@@ -204,6 +212,7 @@
Standard-Pick-Stärke
Výchozí síla páčidla
Durabilidade padrão da chave micha
+ Alapértelmezett zártörő-erősség
Default Time to lockpick (in seconds). Default: 10
@@ -212,6 +221,7 @@
Standardzeit um ein Schloss zu knacken (in Sekunden). Standard: 10
Čas k vypáčení zámku (v sekundách). Výchozí: 10
Tempo padrão para forçar a fechadura (em segundos). Padrão: 10
+ Alapértelmezett idő a zárfeltöréshez (másodpercben). Alapértelmezett: 10
Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.<br />Source: vehiclelock.pbo
@@ -220,6 +230,7 @@
Einstellungen für Pick-Stärke und anfänglichen Fahrzeugsperrzustand. Entfernt unklare Sperrzustände.<br />Quelle: vehiclelock.pbo
Nastavení síly vypáčení a počáteční stav zámku vozidla. Odstraňuje nejednoznačné stavy zámků.<br />Zdroj: vehiclelock.pbo
Definições para a durabilidade da chave micha e estado inicial da fechadura do veículo. Remove estados de fechadura ambíguas <br /> Fonte: Vehiclelock.pbo
+ Beállítások a zártörő erősségére és alapértelmezett zár-állapotra a járműveken. Eltávolítja az azonosíthatatlan zár-állapotokat. <br />Forrás: vehiclelock.pbo
Vehicle Key Assign
@@ -228,6 +239,7 @@
Fahrzeugschlüsselzuweisung
Přidělení klíče k vozidlu
Atribuição de chave de veículo
+ Járműkulcs-osztás
Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.<br />Source: vehiclelock.pbo
@@ -236,6 +248,7 @@
Synchronisiere mit Fahrzeugen und Spielern. Wird eigene Schlüssel an Spieler für jedes synchronisierte Fahrzeuge aushändigen. Nur gültig für am Missionsstart existierende Fahrzeuge.<br />Quelle: vehiclelock.pbo
Synchronizuj s vozidly a hráči. Hráč dostane klíč ke každému synchonizovanému vozidlu. Platné pouze pro objekty přítomné na začátku mise.<br />Zdroj: vehiclelock.pbo
Sincronizar com veículos e jogadores. Irá distribuir chaves personalizadas para os jogadores para cada veículo sincronizado. Só é válido para objetos presentes no início da missão <br /> Fonte: vehiclelock.pbo
+ Szinkronizál a járművekkel és játékosokkal. Egyedi kulcsokat oszt ki a játékosoknak minden szinkronizált járműhöz. Csak a küldetés indításakor jelenlévő járművekhez érvényes. <br />Forrás: vehiclelock.pbo
\ No newline at end of file
diff --git a/addons/vehicles/CfgVehicles.hpp b/addons/vehicles/CfgVehicles.hpp
index fa60a72961..a07781a413 100644
--- a/addons/vehicles/CfgVehicles.hpp
+++ b/addons/vehicles/CfgVehicles.hpp
@@ -331,4 +331,97 @@ class CfgVehicles {
};
};
};
+
+ // static mgs shouldn't use 500 rnd mags.
+ class StaticWeapon: LandVehicle {
+ class Turrets {
+ class MainTurret; //: NewTurret {};
+ };
+ };
+
+ class StaticMGWeapon: StaticWeapon {};
+
+ class HMG_01_base_F: StaticMGWeapon {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag","100Rnd_127x99_mag","100Rnd_127x99_mag","100Rnd_127x99_mag","100Rnd_127x99_mag"};
+ };
+ };
+ };
+
+ class B_HMG_01_F: HMG_01_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red"};
+ };
+ };
+ };
+
+ class O_HMG_01_F: HMG_01_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green"};
+ };
+ };
+ };
+
+ class I_HMG_01_F: HMG_01_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow"};
+ };
+ };
+ };
+
+ class HMG_01_high_base_F: HMG_01_base_F {};
+
+ class B_HMG_01_high_F: HMG_01_high_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red"};
+ };
+ };
+ };
+
+ class O_HMG_01_high_F: HMG_01_high_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green"};
+ };
+ };
+ };
+
+ class I_HMG_01_high_F: HMG_01_high_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow"};
+ };
+ };
+ };
+
+ class HMG_01_A_base_F: HMG_01_base_F {};
+
+ class B_HMG_01_A_F: HMG_01_A_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Red"};
+ };
+ };
+ };
+
+ class O_HMG_01_A_F: HMG_01_A_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green"};
+ };
+ };
+ };
+
+ class I_HMG_01_A_F: HMG_01_A_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ magazines[] = {"100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow"};
+ };
+ };
+ };
};
diff --git a/addons/vehicles/CfgWeapons.hpp b/addons/vehicles/CfgWeapons.hpp
index 2eee38643f..76feb1818a 100644
--- a/addons/vehicles/CfgWeapons.hpp
+++ b/addons/vehicles/CfgWeapons.hpp
@@ -62,4 +62,9 @@ class CfgWeapons {
muzzles[] = {"AP"};
};
+
+ // make static weapons compatible with 100rnd mag variants
+ class HMG_static: HMG_01 {
+ magazines[] = {"500Rnd_127x99_mag","500Rnd_127x99_mag_Tracer_Red","500Rnd_127x99_mag_Tracer_Green","500Rnd_127x99_mag_Tracer_Yellow","200Rnd_127x99_mag","200Rnd_127x99_mag_Tracer_Red","200Rnd_127x99_mag_Tracer_Green","200Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag","100Rnd_127x99_mag_Tracer_Red","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Yellow"};
+ };
};
diff --git a/addons/viewdistance/stringtable.xml b/addons/viewdistance/stringtable.xml
index bdf96f35a0..f5757a55cc 100644
--- a/addons/viewdistance/stringtable.xml
+++ b/addons/viewdistance/stringtable.xml
@@ -8,6 +8,7 @@
Omezovač dohlednosti
Sichtweitenbegrenzung
Limitador de distância de visão
+ Látótáv-korlátozó
Allows limiting maximum view distance that can be set by players.
@@ -16,6 +17,7 @@
Umožňuje určit maximální dohlednost, kterou si může hráč nastavit
Erlaubt das Einschränken der maximalen Sichtweite, welche von Spielern eingestellt werden kann.
Permite limitar a distância máxima de visão que pode ser definida pelos jogadores.
+ Lehetővé teszi a játékosok által a látótávolság maximumának korlátozását.
Enable ACE viewdistance
@@ -24,6 +26,7 @@
Povolit ACE dohlednost
Aktiviere ACE-Sichtweite
Habilitar distância de visão ACE
+ ACE látótávolság engedélyezése
Enables ACE viewdistance
@@ -32,6 +35,7 @@
Povolit ACE dohlednost
Aktiviert ACE-Sichtweite
Habilita a distância de visão ACE
+ Engedélyezi az ACE látótávolságot
View Distance Limit
@@ -40,6 +44,7 @@
Limit dohlednosti
Sichtweitengrenze
Limite da distância de visão
+ Látótáv-korlát
Sets the limit for how high clients can raise their view distance (up to 10000)
@@ -48,6 +53,7 @@
Stanoví limit jak daleko si může client zvýšit dohlednost (do 10000)
Setze die Grenze fest, wie weit Spieler ihre Sichtweite erhöhen können (bis 10000)
Estabelecer um limite de quão alto os clientes podem aumentar sua distância de visão (até 10000)
+ Korlátozza, mekkora látótávolságot állíthatnak be a kliensek (maximum 10000-ig)
Limit for client's view distance set here and can overridden by module
@@ -56,6 +62,7 @@
Limit dohlednoti pro klienty se nastavuje zde a může být potlačeno pomocí modulu.
Stellt die Grenze für die Sichtweite des Spielers ein. Das kann von einem Modul überschrieben werden.
Permite limitar a distância de visão máxima que pode ser definida por jogadores. Pode ser substituído por módulo.
+ A kliens látótávolsága itt állítható be, és felülbírálható modulok által
Client View Distance (Land Vehicle)
@@ -80,6 +89,7 @@
Dohlednost (Pozemní technika)
Spielersichtweite (Landfahrzeuge)
Distância de visão do cliente (Veículo terrestre)
+ Kliens látótáv (szárazföldi jármű)
Changes in game view distance when the player is in a land vehicle.
@@ -88,6 +98,7 @@
Změna dohlednosti pro hráče pokud je v pozemní technice.
Verändert die Sichtweite, wenn ein Spieler in einem Landfahrzeug ist.
Muda a distância de visão do jogador dentro do jogo quando ele está dentro de um veículo terrestre.
+ Megváltoztatja a játékon belüli látótávolságot, amennyiben a játékos szárazföldi járműben van.
Client View Distance (Air Vehicle)
@@ -96,6 +107,7 @@
Dohlednost (Vzdušná technika)
Spielersichtweite (Luftfahrzeuge)
Distância de visão do cliente (Veículo aéreo)
+ Kliens látótáv (légi jármű)
Changes in game view distance when the player is in an air vehicle.
@@ -104,6 +116,7 @@
Změna dohlednosti pro hráče pokud je ve vzdušné technice.
Verändert die Sichtweite wenn ein Spieler in einem Luftfahrzeug ist.
Muda a distância de visão do jogador dentro do jogo quando ele está dentro de um veículo aéreo.
+ Megváltoztatja a játékon belüli látótávolságot, amennyiben a játékos légi járműben van.
Dynamic Object View Distance
@@ -112,6 +125,7 @@
Dynamická dohlednost objektů
Dynamische Objektsichtweite
Distância de visão dinâmica dos objetos
+ Dinamikus objektum-látótáv
Sets the object view distance as a coefficient of the view distance.
@@ -120,6 +134,7 @@
Nastaví objekt dohlednosti jako koeficient dohlednosti.
Passt die Objektsichtweite dynamisch der Sichtweite an.
Estabelece a distância de visão dos objetos com um coeficiente da distância de visão.
+ Beállítja az objektum-látótávot a megadott látótáv koefficienseként.
Off
@@ -128,6 +143,7 @@
Vypnout
Aus
Desligado
+ Kikapcsolva
Very Low
@@ -136,6 +152,7 @@
Velmi málo
Sehr niedrig
Muito baixo
+ Minimális
Low
@@ -144,6 +161,7 @@
Málo
Niedrig
Baixo
+ Alacsony
Medium
@@ -152,6 +170,7 @@
Středně
Mittel
Médio
+ Közepes
High
@@ -160,6 +179,7 @@
Hodně
Hoch
Alto
+ Magas
Very High
@@ -168,6 +188,7 @@
Velmi hodně
Sehr hoch
Muito alto
+ Maximális
View Distance:
@@ -176,6 +197,7 @@
Dohlednost:
Sichtweite:
Distância de visão:
+ Látótávolság:
Object View Distance is
@@ -184,6 +206,7 @@
Dohlednost objektů je
Objektsichtweite ist
Distância de visão do objeto é
+ Az objektum-látótávolság:
That option is invalid! The limit is
@@ -192,6 +215,7 @@
Tato volba je neplatná! Limit je
Diese Option ist ungültig! Die Grenze ist
Essa opção é inválida. O limte é
+ Ez a beállítás érvénytelen! A maximum mennyiség
Video Settings
@@ -200,6 +224,7 @@
Nastavení videa
Grafikeinstellungen
Ajustes de vídeo
+ Videobeállítások
-
+
\ No newline at end of file
diff --git a/addons/weaponselect/XEH_postInit.sqf b/addons/weaponselect/XEH_postInit.sqf
index dfb70f4f71..d2bfb55236 100644
--- a/addons/weaponselect/XEH_postInit.sqf
+++ b/addons/weaponselect/XEH_postInit.sqf
@@ -7,7 +7,7 @@ if !(hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(SelectPistolNew), localize LSTRING(SelectPistol),
{
// Conditions: canInteract
- if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
@@ -21,7 +21,7 @@ if !(hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(SelectRifleNew), localize LSTRING(SelectRifle),
{
// Conditions: canInteract
- if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
@@ -35,7 +35,7 @@ if !(hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(SelectRifleMuzzleNew), localize LSTRING(SelectRifleMuzzle),
{
// Conditions: canInteract
- if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
@@ -49,7 +49,7 @@ if !(hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(SelectLauncherNew), localize LSTRING(SelectLauncher),
{
// Conditions: canInteract
- if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
@@ -63,7 +63,7 @@ if !(hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(SelectBinocularNew), localize LSTRING(SelectBinocular),
{
// Conditions: canInteract
- if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
@@ -77,7 +77,7 @@ if !(hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(SelectGrenadeFrag), localize LSTRING(SelectGrenadeFrag),
{
// Conditions: canInteract
- if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
@@ -91,7 +91,7 @@ if !(hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(SelectGrenadeOther), localize LSTRING(SelectGrenadeOther),
{
// Conditions: canInteract
- if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
@@ -105,7 +105,7 @@ if !(hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(HolsterWeapon), localize LSTRING(HolsterWeapon),
{
// Conditions: canInteract
- if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
@@ -130,12 +130,12 @@ if !(hasInterface) exitWith {};
["ACE3 Vehicles", QGVAR(EngineOn), localize LSTRING(EngineOn),
{
// Conditions: canInteract
- if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !((ACE_player != vehicle ACE_player) && {ACE_player == driver vehicle ACE_player} && {!isEngineOn vehicle ACE_player}) exitWith {false};
// Statement
- (vehicle ACE_player) engineOn true;
+ vehicle ACE_player engineOn true;
true
},
{false},
@@ -144,12 +144,12 @@ if !(hasInterface) exitWith {};
["ACE3 Vehicles", QGVAR(EngineOff), localize LSTRING(EngineOff),
{
// Conditions: canInteract
- if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player && {ACE_player == driver vehicle ACE_player} && {isEngineOn vehicle ACE_player}) exitWith {false};
// Statement
- (vehicle ACE_player) engineOn false;
+ vehicle ACE_player engineOn false;
true
},
{false},
@@ -158,7 +158,7 @@ if !(hasInterface) exitWith {};
["ACE3 Vehicles", QGVAR(SelectMainGunNew), localize LSTRING(SelectMainGun),
{
// Conditions: canInteract
- if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
@@ -172,7 +172,7 @@ if !(hasInterface) exitWith {};
["ACE3 Vehicles", QGVAR(SelectMachineGunNew), localize LSTRING(SelectMachineGun),
{
// Conditions: canInteract
- if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
@@ -186,7 +186,7 @@ if !(hasInterface) exitWith {};
["ACE3 Vehicles", QGVAR(SelectMissilesNew), localize LSTRING(SelectMissiles),
{
// Conditions: canInteract
- if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
@@ -200,7 +200,7 @@ if !(hasInterface) exitWith {};
["ACE3 Vehicles", QGVAR(FireSmokeLauncher), localize LSTRING(FireSmokeLauncher),
{
// Conditions: canInteract
- if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
+ if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player && {ACE_player == commander vehicle ACE_player}) exitWith {false};
diff --git a/addons/weather/stringtable.xml b/addons/weather/stringtable.xml
index 69e2d4a792..aa6243b519 100644
--- a/addons/weather/stringtable.xml
+++ b/addons/weather/stringtable.xml
@@ -20,6 +20,7 @@
Wetter
Počasí
Clima
+ Időjárás
Multiplayer synchronized ACE weather module
@@ -28,6 +29,7 @@
ACE-Wettermodul (synchron im Multiplayer)
Synchronizovat ACE počasí v multiplayeru
Módulo climático ACE para sincronismo multiplayer
+ Többjátékos szinkronizált ACE időjárás modul
Weather propagation
@@ -36,6 +38,7 @@
Wetterübertragung
Změny počasí
Propagação do clima
+ Időjárás-változás
Enables server side weather propagation
@@ -44,6 +47,7 @@
Aktiviere serverseitige Wetterübertragung
Aktivuje změny počasí na straně serveru
Ativa propagação de clima via server
+ Engedélyezi a szerveroldali időjárás-változást
ACE Weather
@@ -52,6 +56,7 @@
ACE-Wetter
ACE počasí
Clima ACE
+ ACE Időjárás
Overrides the default weather (editor, mission settings) with ACE weather (map based)
@@ -60,6 +65,7 @@
Überschreibt das Standardwetter (Editor, Missionseinstellungen) mit dem ACE-Wetter (kartenbasiert)
Přepíše výchozí počasí (editor, nastavení mise) s ACE počasím (podle mapy)
Sobreescreve o clima padrão (editor, ajustes de missão) pelo sistema de clima ACE (baseado por mapa)
+ Felülbírálja az alapértelmezett időjárást (editor, küldetésbeállítások) az ACE időjárással (térkép-alapú)
Sync Rain
@@ -68,6 +74,7 @@
Regen synchronisieren
Synchronizuj déšť
Sincronizar chuva
+ Eső szinkronizálása
Synchronizes rain
@@ -76,6 +83,7 @@
Synchronisiert den Regen
Synchronizace deště
Sincroniza a chuva
+ Szinkronizálja az esőt
Sync Wind
@@ -84,6 +92,7 @@
Wind synchronisieren
Synchronizuj vítr
Sincronizar vento
+ Szél szinkronizálása
Synchronizes wind
@@ -92,6 +101,7 @@
Synchronisiert den Wind
Synchronizace větru
Sincroniza o vento
+ Szinkronizálja a szelet
Sync Misc
@@ -100,6 +110,7 @@
Sonstiges synchronisieren
Synchronizuj různé
Sincronizar outros
+ Egyéb szinkronizálása
Synchronizes lightnings, rainbow, fog, ...
@@ -108,6 +119,7 @@
Synchronisiert Blitze, Regenbögen, Nebel, ...
Synchronizace blesků, duhy, mlhy, ...
Sincroniza relâmpagos, arco-íris, neblina...
+ Szinkronizálja a villámokat, szivárványokat, ködöt, ...
Update Interval
@@ -116,6 +128,7 @@
Aktualisierungsintervall
Interval aktualizace
Intervalo de atualização
+ Frissítési intervallum
Defines the interval (seconds) between weather updates
@@ -124,6 +137,7 @@
Definiert das Intervall (in Sekunden) zwischen Wetteraktualisierungen
Určit interval (v sekundách) mezi aktualizacemi počasí
Defina o intervalo (em segundos) entre as atualizações de clima
+ Megadja az intervallumot (másodpercben) az időjárás-frissítések között
\ No newline at end of file
diff --git a/addons/winddeflection/stringtable.xml b/addons/winddeflection/stringtable.xml
index f7b4324233..dd96760310 100644
--- a/addons/winddeflection/stringtable.xml
+++ b/addons/winddeflection/stringtable.xml
@@ -68,6 +68,7 @@
Účinky větru
Windablenkung
Desvio de vento
+ Szél-hárítás
Wind Deflection
@@ -76,6 +77,7 @@
Windablenkung
Účinky větru
Desvio de vento
+ Szél-hárítás
Enables wind deflection
@@ -84,6 +86,7 @@
Aktiviert Windablenkung
Umožňit vliv větru
Ativa o desvio de vento
+ Engedélyezi a szél-hárítást
Vehicle Enabled
@@ -92,6 +95,7 @@
Fahrzeuge aktiviert
Vozidla povolena
Ativado em veículos
+ Jármű engedélyezve
Enables wind deflection for static/vehicle gunners
@@ -100,6 +104,7 @@
Aktiviere Windablenkung für statische oder Fahrzeugschützen
Umožnit vliv větru pro střelce z vozidla/statiky
Ativa o desvio de vento para atiradores de estáticas e veículos
+ Engedélyezi a szél-hárítást a statikus/jármű-lövészeknél
Simulation Interval
@@ -108,6 +113,7 @@
Simulationsintervall
Interval simulace
Intervalo de simulação
+ Szimulációs intervallum
Defines the interval between every calculation step
@@ -116,6 +122,7 @@
Definiert das Intervall zwischen jedem Berechnungsschritt
Určuje interval mezi každým výpočtem
Define o intervalo entre cada cálculo
+ Megszabja a számítási lépések közötti intervallumot
Simulation Radius
@@ -124,6 +131,7 @@
Simulationsradius
Oblast simulace
Radio da Simulação
+ Szimulációs hatókör
Defines the radius around the player (in meters) at which projectiles are wind deflected
@@ -132,6 +140,7 @@
Gibt den Radius (in Metern) um den Spieler an, in dem Projektile vom Wind beeinflusst werden
Definuje oblast kolem hráče (v metrech) v které je projektil ovlivněn větrem
Define o raio ao redor do jogador (em metros) em qual os projéteis são desviados pelo vento
+ Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékeket háríthatja a szél
Wind influence on projectiles trajectory
@@ -140,6 +149,7 @@
Windeinfluss auf die Geschossbahnen
Vítr ovlivňuje trajektorii projektilu
Influência do vento na trajetória dos projéteis
+ Szél hatása a lövedékek röppályájára
-
+
\ No newline at end of file
diff --git a/addons/yardage450/stringtable.xml b/addons/yardage450/stringtable.xml
index 30887673e7..7a3a6bdef2 100644
--- a/addons/yardage450/stringtable.xml
+++ b/addons/yardage450/stringtable.xml
@@ -8,6 +8,7 @@
Yardage 450
Yardage 450
Yardage 450
+ Yardage 450
Laser Rangefinder
@@ -16,6 +17,7 @@
Telémetro láser
Laserový dálkoměr
Medidor de Distância a laser
+ Lézeres távolságmérő
Yardage 450 - Power Button
@@ -24,6 +26,7 @@
Yardage 450 - Botón de encendido
Yardage 450 - Tlačítko napájení
Yardage 450 - Botão de energia
+ Yardage 450 - Főkapcsoló gomb
-
+
\ No newline at end of file
diff --git a/addons/zeus/stringtable.xml b/addons/zeus/stringtable.xml
index 42bf72d3d1..97bf5f40c7 100644
--- a/addons/zeus/stringtable.xml
+++ b/addons/zeus/stringtable.xml
@@ -8,6 +8,7 @@
Nastavení Zeuse
Zeus-Einstellungen
Ajustes do Zeus
+ Zeus beállítások
Provides control over various aspects of Zeus.
@@ -16,6 +17,7 @@
Poskytuje kontrolu na různými aspekty Zeuse.
Bietet die Steuerung verschiedener Zeus-Optionen an.
Proporciona controle sobre diversos aspectos do Zeus.
+ Különböző beállítási lehetőségeket biztosít a Zeus részeihez.
Ascension Messages
@@ -24,6 +26,7 @@
Zpráva o novém Zeusovi
Aufstiegsnachrichten
Mensagens de ascensão
+ Felemelkedési üzenetek
Display global popup messages when a player is assigned as Zeus.
@@ -32,6 +35,7 @@
Zobrazit globální zprávu když je hráč přiřazen jako Zeus.
Zeige globale Popup-Nachrichten wenn ein Spieler zu Zeus wird.
Mostra uma mensagem popup quando um jogador é atribuido ao Zeus.
+ Globális üzeneteket jelez ki, ha egy játékos Zeus-nak lesz beosztva.
Zeus Eagle
@@ -40,6 +44,7 @@
Orel Zeuse
Zeus-Adler
Águia do Zeus
+ Zeus sas
Spawn an eagle that follows the Zeus camera.
@@ -48,6 +53,7 @@
Vytvoří orla, který následuje kameru Zeuse.
Erstelle einen Adler, der der Zeus-Kamera folgt.
Cria uma águia que segue a câmera do Zeus
+ Lerak egy sast, ami követi a Zeus kamerát.
Wind Sounds
@@ -56,6 +62,7 @@
Zvuky větru
Windgeräusche
Sons de vento
+ Szélhangok
Play wind sounds when Zeus remote controls a unit.
@@ -64,6 +71,7 @@
Přehrát varování (vítr) když Zeus převezmě kontrolu nad jednotkou.
Spiele Windgeräusche ab, wenn Zeus eine Einheit steuert.
Reproduz sons de vento quando uma unidade é remotamente controlada pelo Zeus.
+ Szélhangokat játszik le, ha a Zeus távvezérel egy egységet.
Ordnance Warning
@@ -72,6 +80,7 @@
Varování před dělostřelectvem
Artilleriewarnung
Aviso de explosivos
+ Tüzérségi figyelmeztetés
Play a radio warning when Zeus uses ordnance.
@@ -80,6 +89,7 @@
Přehrát varování (rádio) když Zeus použije dělostřelectvo.
Spiele eine Radiowarnung ab, wenn Zeus Artillerie verwendet.
Reproduz uma aviso via rádio quando o Zeus usa um explosivo.
+ Rádiós figyelmeztetés kiadása, ha a Zeus tüzérséget használ.
Reveal Mines
@@ -88,6 +98,7 @@
Odhalit miny
Enthülle Minen
Revelar minas
+ Aknák feltárása
Reveal mines to allies and place map markers.
@@ -96,6 +107,7 @@
Odhalí miny pro spojence a umístnit jejich značku na mapu.
Enthülle Minen gegenüber Verbündeten und platziere Kartenmarkierungen.
Revelar minas para aliados e colocar marcadores no mapa.
+ Feltárja az aknákat a szövetségeseknek, és jelölőket helyez el a térképen.
Reveal to Allies
@@ -104,6 +116,7 @@
Odhalit pro spojence
An Verbündete weitergeben
Revelar para aliados
+ Feltárás a szövetségeseknek
Allies + Map Markers
@@ -112,6 +125,7 @@
Spojenci + Značky na mapě
Verbündete + Kartenmarkierungen
Aliados + Marcadores no mapa
+ Szövetségesek + térkép jelölők
Toggle Captive
@@ -120,6 +134,7 @@
Přepnout - Vězeň
Gefangennahme umschalten
Alternar prisioneiro
+ Elfogott állapot váltása
Toggle Surrender
@@ -128,6 +143,7 @@
Přepnout - Vzdávání
Aufgabe umschalten
Alternar rendição
+ Kapituláló állapot váltása
Toggle Unconscious
@@ -136,6 +152,7 @@
Přepnout - Bezvědomí
Bewusstlosigkeit umschalten
Alternar inconsciência
+ Eszméletlen állapot váltása
Assign Medic
@@ -188,6 +205,7 @@
Jednotka nemí být vězeň
Einheit darf nicht gefangen sein
Unidade não pode ser prisioneira
+ Csak elfogatlan egységeken használni
Place on a unit
@@ -208,6 +226,7 @@
Vyžaduje addon, který není přítomen
Benötigt ein Addon, das nicht vorhanden ist
Requer um addon que não está presente
+ Egy jelenleg hiányzó bővítményt igényel
Add Objects to Curator
diff --git a/documentation/README_DE.md b/documentation/README_DE.md
index 0b5ca4d0ef..23d54f9e35 100644
--- a/documentation/README_DE.md
+++ b/documentation/README_DE.md
@@ -1,48 +1,53 @@
-
+
-
+
-
-
+
+
-
+
+
+
+
-
+
-Benötigt eine Aktuelle Version von CBA A3 | BIF thread
+Benötigt die aktuellste Version von CBA A3 . Besucht uns auf Facebook | YouTube | Twitter | Reddit
**ACE3** ist ein Gemeinschaftsprojekt der sich zusammengeschlossenen Moddinggruppen von **ACE2**, **AGM** und **CSE** mit dem Ziel den Realismus und die Spieltiefe von Arma 3 zu steigern.
Da die MOD vollkommen als **open-source** Projekt gestaltet ist, steht es jedem frei Änderungen vorzuschlagen, oder seine eigene, modifizierte Version zu erstellen, solange diese ebenfalls der Öffentlichkeit zugänglich ist und mit GNU General Public License übereinstimmt. (Weitere Informationen ist der Lizenzdatei in diesem Projekt entnehmbar)
-Die Mod ist **modular gestaltet** — beinahe jede PBO kann entfernt werden, sodass jede Gemeinschaft ihre eigene Version der Mod unterhalten kann. Dies kann zum Beispiel einige Funktionalitäten ausschließen, da das Feature nicht gewünscht ist, oder es mit einer anderen MOD in Konflikt gerät etc. .Ebenfalls können viele Einstellungen vom Missionsersteller vorgenommen werden (u.a. am medizinischem System), sodass eine individuelle Erfahrung gewährleistet wird.
+Die Mod ist **modular gestaltet** — beinahe jede PBO kann entfernt werden, sodass jede Gemeinschaft ihre eigene Version der Mod unterhalten kann. Dies kann zum Beispiel einige Funktionalitäten ausschließen, da das Feature nicht gewünscht ist, oder es mit einer anderen MOD in Konflikt gerät etc. .Ebenfalls können viele Einstellungen vom Missionsersteller vorgenommen werden (u.a. am medizinischem System), sodass eine individuelle Erfahrung gewährleistet wird.
### Features
-* Verbessertes medizinisches System
-* Logistik System: U.a. Transport und Fahrzeugreparatur
-* Sprengstoffsystem mit unterschiedlichen Zündern
-* Gefangenensystem
-* Reale Namen für Arma 3 Fahrzeuge und Waffen
-* Realistisches, ballistisches Verhalten (Wind und Luftfeuchtigkeit)
-* Simulation der Rückstrahlzone
-* Ein Feuerleitsystem für gepanzerte Fahrzeuge und Hubschrauber
- ***und noch viel mehr...***
+- Verbessertes medizinisches System
+- Logistik System: U.a. Transport und Fahrzeugreparatur
+- Sprengstoffsystem mit unterschiedlichen Zündern
+- Gefangenensystem
+- Reale Namen für Arma 3 Fahrzeuge und Waffen
+- Realistisches, ballistisches Verhalten (Wind und Luftfeuchtigkeit)
+- Simulation der Rückstrahlzone
+- Ein Feuerleitsystem für gepanzerte Fahrzeuge und Hubschrauber
+***und noch viel mehr...***
#### Anleitungen
-Du hast ACE3 installiert, hast aber keine Ahnung was und wie alles funktioniert und wo sich was befindet? [Erste Schritte](https://github.com/acemod/ACE3/blob/master/documentation/user/getting-started.md).
+Du hast ACE3 installiert, hast aber keine Ahnung was und wie alles funktioniert und wo sich was befindet?
+- [Erste Schritte](http://ace3mod.com/wiki/user/getting-started.html).
#### Mitwirken
-Wenn du bei der Entwicklung der MOD mithelfen möchtest, so kannst du dies tun, indem du nach Fehlern Ausschau hältst, oder neue Funktionen vorschlägst. Um etwas beizutragen, "Forke" einfach dieses Archiv (bzw. repository) und erstelle deine "Pull-Request", welche von anderen Entwicklern und Beiträgern überprüft wird. Bitte trage dich dabei in "AUTHORS.txt" mit deinem Nutzernamen und einer gütligen Email-Adresse ein.
+Wenn du bei der Entwicklung der MOD mithelfen möchtest, so kannst du dies tun, indem du nach Fehlern Ausschau hältst, oder neue Funktionen vorschlägst. Um etwas beizutragen, "Forke" einfach dieses Archiv (bzw. repository) und erstelle deine "Pull-Request", welche von anderen Entwicklern und Beiträgern überprüft wird. Bitte trage dich dabei in [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) mit deinem Nutzernamen und einer gütligen Email-Adresse ein.
-Um einen Fehler oder ein Feature zu melden bzw. ein bereits Bestehendes zu ändern - nutze unseren [Issue Tracker](https://github.com/acemod/ACE3/issues).
+Um einen Fehler oder ein Feature zu melden bzw. ein bereits Bestehendes zu ändern - nutze unseren [Issue Tracker](https://github.com/acemod/ACE3/issues). Besuche auch:
+- [Wie kann ich ein Problem melden](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
+- [Wie kann ich ein Feature Request erstellen](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testen & MOD erstellen
-Wenn du die neusten Entwicklungen erleben und uns dabei helfen möchtest bestehende Fehler zu entdecken, lade dir einfach die "Master Branch" herunter. Entweder nutzt du Git - wenn die Schritte bekannt sind - oder du lädst es dir direkt über [diesen Link] (https://github.com/acemod/ACE3/archive/master.zip) herunter.
-
-Wie du deine eigene Entwicklungsumgebung und eine Testversion von ACE erstellst folge [dieser Anleitung](https://github.com/acemod/ACE3/blob/master/documentation/development/setting-up-the-development-environment.md).
+Wenn du die neusten Entwicklungen erleben und uns dabei helfen möchtest bestehende Fehler zu entdecken, lade dir einfach die "Master Branch" herunter. Entweder nutzt du [Git](https://help.github.com/articles/fetching-a-remote/) - wenn die Schritte bekannt sind - oder du lädst es dir direkt über [diesen Link](https://github.com/acemod/ACE3/archive/master.zip) herunter.
+Wie du deine eigene Entwicklungsumgebung und eine Testversion von ACE3 erstellst folge [dieser Anleitung](https://github.com/acemod/ACE3/blob/master/documentation/development/setting-up-the-development-environment.md).
diff --git a/documentation/README_PL.md b/documentation/README_PL.md
index 4d4c36a619..3fbeb31664 100644
--- a/documentation/README_PL.md
+++ b/documentation/README_PL.md
@@ -1,83 +1,77 @@
-
+
-
+
-
-
+
+
-
+
-
-
+
+
-
+
-Wymaga najnowszej wersji CBA A3 . Odwiedź nas na Facebook | YouTube | Twitter | Reddit
+Wymaga najnowszej wersji CBA A3 . Odwiedź nas na Facebook | YouTube | Twitter | Reddit
**ACE3** to efekt wspólnego wysiłku grup moderów odpowiedzialnych za **ACE2**, **AGM** oraz **CSE** w celu zwiększenia realizmu i autentyczności Arma 3.
Projekt ten jest całkowicie **otwarty źródłowo** i wszelki wkład w rozwój jest mile widziany. Możesz bez przeszkód prowadzić swoją własną dostosowaną wersję, o ile zmiany jakie wprowadzisz będą otwarte dla publiki zgodnie z GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
-Modyfikacja ta jest **budowana modułowo**, dzięki temu prawie każdy dostarczony plik PBO może zostać łatwo usunięty z konfiguracji. Dzięki temu, grupa może prowadzić własną, dostosowaną do siebie, wersję ACE wyłączając elementy, których nie potrzebują, lub które po prostu nie działają z innymi addonami. Moduły same w sobie np. system medyczny, posiadają wiele możliwości konfiguracji, pozwalając mission designerom dostosować ogólne doświadczenie z gry.
+Modyfikacja ta jest **budowana modułowo**, dzięki temu prawie każdy dostarczony plik PBO może zostać łatwo usunięty z konfiguracji. Dzięki temu, grupa może prowadzić własną, dostosowaną do siebie, wersję ACE3 wyłączając elementy, których nie potrzebują, lub które po prostu nie działają z innymi addonami. Moduły same w sobie np. system medyczny, posiadają wiele możliwości konfiguracji, pozwalając mission designerom dostosować ogólne doświadczenie z gry.
### Główne cechy
-* Całkowicie nowy system akcji/interakcji 3D
-* Wydajna i niezawodna struktura
-* Skupienie na modułowości i customizacji
-* Elastyczny system ustawień i konfiguracji opcji u klienta i serwera
-* Ulepszony system medyczny z różnymi stopniami zaawansowania (podstawowy/rozszerzony) skupiony na grywalności i realizmowi
-* Prawidłowa i spójna synchronizowana pogoda
-* Balistyka oparta na warunkach pogodowych i wietrze
-* Możliwość brania jeńców
-* Rozszerzony system ładunków wybuchowych, włączając w to użycie różnego rodzaju zapalników
-* Ulepszenia mapy - stawianie markerów i przybory mapy
-* Zaawansowane naprowadzanie rakiet i wskazywanie laserem
+- Całkowicie nowy system akcji/interakcji 3D
+- Wydajna i niezawodna struktura
+- Skupienie na modułowości i customizacji
+- Elastyczny system ustawień i konfiguracji opcji u klienta i serwera
+- Ulepszony system medyczny z różnymi stopniami zaawansowania (podstawowy/rozszerzony) skupiony na grywalności i realizmowi
+- Prawidłowa i spójna synchronizowana pogoda
+- Balistyka oparta na warunkach pogodowych i wietrze
+- Możliwość brania jeńców
+- Rozszerzony system ładunków wybuchowych, włączając w to użycie różnego rodzaju zapalników
+- Ulepszenia mapy - stawianie markerów i przybory mapy
+- Zaawansowane naprowadzanie rakiet i wskazywanie laserem
#### Dodatkowe cechy
-* Przeciąganie i przenoszenie
-* Realistyczne nazwy pojazdów i broni
-* System kontroli ognia (SKO) dla pojazdów opancerzonych oraz śmigłowców
-* Realistyczna balistyka/SKO obliczana w rozszerzeniach C/C++
-* Symulacja strefy backblastu i podciśnienia
-* Jednorazowe wyrzutnie
-* Realistyczne siły G
-* Zamykanie pojazdów na kluczyk
-* Realistyczne tryby termowizji oraz noktowizji
-* Przepakowywanie magazynków
-* Realistyczna mechanika przegrzewania broni
-* Symulacja głuchoty bitewnej (tymczasowej utraty słuchu)
-* Ulepszona fizyka ragdoll
-* Ulepszona interakcja dla asystentów i amunicyjnych
-* Regulowane celowniki snajperskie
-* Usunięte animacje bezczynności z opuszczoną bronią
-* Usunięte głosy awatara gracza
-* Skakanie przez przeszkody, wspinanie się na ściany i przecinanie płotów
-* Urządzenia Vector, MicroDAGR, Kestrel
+- Przeciąganie i przenoszenie
+- Realistyczne nazwy pojazdów i broni
+- System kontroli ognia (SKO) dla pojazdów opancerzonych oraz śmigłowców
+- Realistyczna balistyka/SKO obliczana w rozszerzeniach C/C++
+- Symulacja strefy backblastu i podciśnienia
+- Jednorazowe wyrzutnie
+- Realistyczne siły G
+- Zamykanie pojazdów na kluczyk
+- Realistyczne tryby termowizji oraz noktowizji
+- Przepakowywanie magazynków
+- Realistyczna mechanika przegrzewania broni
+- Symulacja głuchoty bitewnej (tymczasowej utraty słuchu)
+- Ulepszona fizyka ragdoll
+- Ulepszona interakcja dla asystentów i amunicyjnych
+- Regulowane celowniki snajperskie
+- Usunięte animacje bezczynności z opuszczoną bronią
+- Usunięte głosy awatara gracza
+- Skakanie przez przeszkody, wspinanie się na ściany i przecinanie płotów
+- Urządzenia Vector, MicroDAGR, Kestrel
***i wiele wiele więcej...***
### Poradniki i instrukcje
Jeżeli zainstalowałeś ACE3 lecz masz problem ze zrozumieniem jak to wszystko działa, lub gdzie zacząć, zacznij od przeczytania tego:
-* [Wprowadzenie](http://ace3mod.com/wiki/user/getting-started.html)
+- [Wprowadzenie](http://ace3mod.com/wiki/user/getting-started.html)
#### Współpraca
-Możesz pomóc w rozwoju addonu szukając potencjalnych bugów w naszym kodzie, lub zgłaszając nowe funkcje. Aby wnieść swój wkład do ACE, po prostu zforkuj to repozytorium na swoje konto GitHub i zgłoś swoje pull requesty do przeglądu przez innych współpracowników. Pamiętaj, aby dodać siebie do listy autorów każdego PBO jakie edytujesz oraz do pliku ['AUTHORS.txt'](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) dodając także swój adres e-mail.
+Możesz pomóc w rozwoju addonu szukając potencjalnych bugów w naszym kodzie, lub zgłaszając nowe funkcje. Aby wnieść swój wkład do ACE3, po prostu zforkuj to repozytorium na swoje konto GitHub i zgłoś swoje pull requesty do przeglądu przez innych współpracowników. Pamiętaj, aby dodać siebie do listy autorów każdego PBO jakie edytujesz oraz do pliku ['AUTHORS.txt'](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) dodając także swój adres e-mail.
Używaj naszego [Issue Tracker-a](https://github.com/acemod/ACE3/issues) aby zgłaszać bugi, proponować nowe funkcje lub sugerować zmiany do aktualnie istniejących. Zobacz także:
-* [Jak zgłosić bug-a](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
-* [Jak zgłosić feature request-a](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
+- [Jak zgłosić bug-a](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
+- [Jak zgłosić feature request-a](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testowanie i budowanie
Aby pomóc nam w testowaniu najnowszych zmian rozwojowych, pobierz nasz master branch ([bezpośrednio](https://github.com/acemod/ACE3/archive/master.zip), lub [korzystając z git](https://help.github.com/articles/fetching-a-remote/)), a następnie złóż testowego build-a:
-* [Konfiguracja środowiska do testów](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) – intrukcja krok-po-kroku jak poprawnie ustawić i zbudować wersję ACE do celów testowych.
+- [Konfiguracja środowiska do testów](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) – intrukcja krok-po-kroku jak poprawnie ustawić i zbudować wersję ACE3 do celów testowych.
diff --git a/tools/cba/addons/main/script_macros_common.hpp b/tools/cba/addons/main/script_macros_common.hpp
index 1385d7b389..78893db662 100644
--- a/tools/cba/addons/main/script_macros_common.hpp
+++ b/tools/cba/addons/main/script_macros_common.hpp
@@ -1,11 +1,11 @@
/*
- Header: script_macros_common.hpp
+ Header: script_macros_common.hpp
- Description:
- A general set of useful macro functions for use by CBA itself or by any module that uses CBA.
+ Description:
+ A general set of useful macro functions for use by CBA itself or by any module that uses CBA.
- Authors:
- Sickboy and Spooner
+ Authors:
+ Sickboy and Spooner
*/
/* ****************************************************
@@ -40,27 +40,27 @@
*/
#ifndef MAINPREFIX
- #define MAINPREFIX x
+ #define MAINPREFIX x
#endif
#ifndef SUBPREFIX
- #define SUBPREFIX addons
+ #define SUBPREFIX addons
#endif
#ifndef MAINLOGIC
- #define MAINLOGIC main
+ #define MAINLOGIC main
#endif
#ifndef VERSION
- #define VERSION 0
+ #define VERSION 0
#endif
#ifndef VERSION_AR
- #define VERSION_AR VERSION
+ #define VERSION_AR VERSION
#endif
#ifndef VERSION_CONFIG
- #define VERSION_CONFIG version = VERSION; versionStr = QUOTE(VERSION); versionAr[] = {VERSION_AR}
+ #define VERSION_CONFIG version = VERSION; versionStr = QUOTE(VERSION); versionAr[] = {VERSION_AR}
#endif
#define ADDON DOUBLES(PREFIX,COMPONENT)
@@ -72,50 +72,50 @@ Group: Debugging
/* -------------------------------------------
Macros: DEBUG_MODE_x
- Managing debugging based on debug level.
+ Managing debugging based on debug level.
- According to the *highest* level of debugging that has been defined *before* script_macros_common.hpp is included,
- only the appropriate debugging commands will be functional. With no level explicitely defined, assume DEBUG_MODE_NORMAL.
+ According to the *highest* level of debugging that has been defined *before* script_macros_common.hpp is included,
+ only the appropriate debugging commands will be functional. With no level explicitely defined, assume DEBUG_MODE_NORMAL.
- DEBUG_MODE_FULL - Full debugging output.
- DEBUG_MODE_NORMAL - All debugging except and (Default setting if none specified).
- DEBUG_MODE_MINIMAL - Only and enabled.
+ DEBUG_MODE_FULL - Full debugging output.
+ DEBUG_MODE_NORMAL - All debugging except and (Default setting if none specified).
+ DEBUG_MODE_MINIMAL - Only and enabled.
Examples:
- In order to turn on full debugging for a single file,
- (begin example)
- // Top of individual script file.
- #define DEBUG_MODE_FULL
- #include "script_component.hpp"
- (end)
+ In order to turn on full debugging for a single file,
+ (begin example)
+ // Top of individual script file.
+ #define DEBUG_MODE_FULL
+ #include "script_component.hpp"
+ (end)
- In order to force minimal debugging for a single component,
- (begin example)
- // Top of addons\\script_component.hpp
- // Ensure that any FULL and NORMAL setting from the individual files are undefined and MINIMAL is set.
- #ifdef DEBUG_MODE_FULL
- #undef DEBUG_MODE_FULL
- #endif
- #ifdef DEBUG_MODE_NORMAL
- #undef DEBUG_MODE_NORMAL
- #endif
- #ifndef DEBUG_MODE_MINIMAL
- #define DEBUG_MODE_MINIMAL
- #endif
- #include "script_macros.hpp"
- (end)
+ In order to force minimal debugging for a single component,
+ (begin example)
+ // Top of addons\\script_component.hpp
+ // Ensure that any FULL and NORMAL setting from the individual files are undefined and MINIMAL is set.
+ #ifdef DEBUG_MODE_FULL
+ #undef DEBUG_MODE_FULL
+ #endif
+ #ifdef DEBUG_MODE_NORMAL
+ #undef DEBUG_MODE_NORMAL
+ #endif
+ #ifndef DEBUG_MODE_MINIMAL
+ #define DEBUG_MODE_MINIMAL
+ #endif
+ #include "script_macros.hpp"
+ (end)
- In order to turn on full debugging for a whole addon,
- (begin example)
- // Top of addons\main\script_macros.hpp
- #ifndef DEBUG_MODE_FULL
- #define DEBUG_MODE_FULL
- #endif
- #include "\x\cba\addons\main\script_macros_common.hpp"
- (end)
+ In order to turn on full debugging for a whole addon,
+ (begin example)
+ // Top of addons\main\script_macros.hpp
+ #ifndef DEBUG_MODE_FULL
+ #define DEBUG_MODE_FULL
+ #endif
+ #include "\x\cba\addons\main\script_macros_common.hpp"
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
// If DEBUG_MODE_FULL, then also enable DEBUG_MODE_NORMAL.
@@ -142,20 +142,20 @@ Author:
/* -------------------------------------------
Macro: LOG()
- Log a timestamped message into the RPT log.
+ Log a timestamped message into the RPT log.
- Only run if or higher is defined.
+ Only run if or higher is defined.
Parameters:
- MESSAGE - Message to record [String]
+ MESSAGE - Message to record [String]
Example:
- (begin example)
- LOG("Initiated clog-dancing simulator.");
- (end)
+ (begin example)
+ LOG("Initiated clog-dancing simulator.");
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#ifdef DEBUG_MODE_FULL
#define LOG(MESSAGE) [THIS_FILE_, __LINE__, MESSAGE] call CBA_fnc_log
@@ -165,20 +165,20 @@ Author:
/* -------------------------------------------
Macro: WARNING()
- Record a timestamped, non-critical error in the RPT log.
+ Record a timestamped, non-critical error in the RPT log.
- Only run if or higher is defined.
+ Only run if or higher is defined.
Parameters:
- MESSAGE - Message to record [String]
+ MESSAGE - Message to record [String]
Example:
- (begin example)
- WARNING("This function has been deprecated. Please don't use it in future!");
- (end)
+ (begin example)
+ WARNING("This function has been deprecated. Please don't use it in future!");
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#ifdef DEBUG_MODE_NORMAL
#define WARNING(MESSAGE) [THIS_FILE_, __LINE__, ('WARNING: ' + MESSAGE)] call CBA_fnc_log
@@ -188,152 +188,171 @@ Author:
/* -------------------------------------------
Macro: ERROR()
- Record a timestamped, critical error in the RPT log.
+ Record a timestamped, critical error in the RPT log.
- The heading is "ERROR" (use for a specific title).
+ The heading is "ERROR" (use for a specific title).
- TODO: Popup an error dialog & throw an exception.
+ TODO: Popup an error dialog & throw an exception.
Parameters:
- MESSAGE - Message to record [String]
+ MESSAGE - Message to record [String]
Example:
- (begin example)
- ERROR("Value not found","value of frog not found in config ...yada...yada...");
- (end)
+ (begin example)
+ ERROR("Value not found","value of frog not found in config ...yada...yada...");
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define ERROR(MESSAGE) \
- [THIS_FILE_, __LINE__, "ERROR", MESSAGE] call CBA_fnc_error;
+ [THIS_FILE_, __LINE__, "ERROR", MESSAGE] call CBA_fnc_error;
/* -------------------------------------------
Macro: ERROR_WITH_TITLE()
- Record a timestamped, critical error in the RPT log.
+ Record a timestamped, critical error in the RPT log.
- The title can be specified (in the heading is always just "ERROR")
- Newlines (\n) in the MESSAGE will be put on separate lines.
+ The title can be specified (in the heading is always just "ERROR")
+ Newlines (\n) in the MESSAGE will be put on separate lines.
- TODO: Popup an error dialog & throw an exception.
+ TODO: Popup an error dialog & throw an exception.
Parameters:
- TITLE - Title of error message [String]
- MESSAGE - Body of error message [String]
+ TITLE - Title of error message [String]
+ MESSAGE - Body of error message [String]
Example:
- (begin example)
- ERROR_WITH_TITLE("Value not found","Value of frog not found in config ...yada...yada...");
- (end)
+ (begin example)
+ ERROR_WITH_TITLE("Value not found","Value of frog not found in config ...yada...yada...");
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define ERROR_WITH_TITLE(TITLE,MESSAGE) \
- [THIS_FILE_, __LINE__, TITLE, MESSAGE] call CBA_fnc_error;
+ [THIS_FILE_, __LINE__, TITLE, MESSAGE] call CBA_fnc_error;
+
+/* -------------------------------------------
+Macro: MESSAGE_WITH_TITLE()
+ Record a single line, timestamped log entry in the RPT log.
+
+Parameters:
+ TITLE - Title of log message [String]
+ MESSAGE - Body of message [String]
+
+Example:
+ (begin example)
+ MESSAGE_WITH_TITLE("Value found","Value of frog found in config ");
+ (end)
+
+Author:
+ Killswitch
+------------------------------------------- */
+#define MESSAGE_WITH_TITLE(TITLE,MESSAGE) \
+ [THIS_FILE_, __LINE__, TITLE + ': ' + (MESSAGE)] call CBA_fnc_log;
/* -------------------------------------------
Macro: RETNIL()
- If a variable is undefined, return the value nil. Otherwise, return the
- variable itself.
+ If a variable is undefined, return the value nil. Otherwise, return the
+ variable itself.
Parameters:
- VARIABLE - the variable to check
+ VARIABLE - the variable to check
Example:
- (begin example)
- // _var is undefined
- hintSilent format ["_var=%1", RETNIL(_var) ]; // "_var=any"
- (end example)
+ (begin example)
+ // _var is undefined
+ hintSilent format ["_var=%1", RETNIL(_var) ]; // "_var=any"
+ (end example)
Author:
- Alef (see CBA issue #8514)
+ Alef (see CBA issue #8514)
------------------------------------------- */
#define RETNIL(VARIABLE) if (isNil{VARIABLE}) then {nil} else {VARIABLE}
/* -------------------------------------------
Macros: TRACE_n()
- Log a message and 1-8 variables to the RPT log.
+ Log a message and 1-8 variables to the RPT log.
- Only run if is defined.
+ Only run if is defined.
- TRACE_1(MESSAGE,A) - Log 1 variable.
- TRACE_2(MESSAGE,A,B) - Log 2 variables.
- TRACE_3(MESSAGE,A,B,C) - Log 3 variables.
- TRACE_4(MESSAGE,A,B,C,D) - Log 4 variables.
- TRACE_5(MESSAGE,A,B,C,D,E) - Log 5 variables.
- TRACE_6(MESSAGE,A,B,C,D,E,F) - Log 6 variables.
- TRACE_7(MESSAGE,A,B,C,D,E,F,G) - Log 7 variables.
- TRACE_8(MESSAGE,A,B,C,D,E,F,G,H) - Log 8 variables.
- TRACE_9(MESSAGE,A,B,C,D,E,F,G,H,I) - Log 9 variables.
+ TRACE_1(MESSAGE,A) - Log 1 variable.
+ TRACE_2(MESSAGE,A,B) - Log 2 variables.
+ TRACE_3(MESSAGE,A,B,C) - Log 3 variables.
+ TRACE_4(MESSAGE,A,B,C,D) - Log 4 variables.
+ TRACE_5(MESSAGE,A,B,C,D,E) - Log 5 variables.
+ TRACE_6(MESSAGE,A,B,C,D,E,F) - Log 6 variables.
+ TRACE_7(MESSAGE,A,B,C,D,E,F,G) - Log 7 variables.
+ TRACE_8(MESSAGE,A,B,C,D,E,F,G,H) - Log 8 variables.
+ TRACE_9(MESSAGE,A,B,C,D,E,F,G,H,I) - Log 9 variables.
Parameters:
- MESSAGE - Message to add to the trace [String]
- A..H - Variable names to log values of [Any]
+ MESSAGE - Message to add to the trace [String]
+ A..H - Variable names to log values of [Any]
Example:
- (begin example)
- TRACE_3("After takeoff",_vehicle player,getPos (_vehicle player), getPosASL (_vehicle player));
- (end)
+ (begin example)
+ TRACE_3("After takeoff",_vehicle player,getPos (_vehicle player), getPosASL (_vehicle player));
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define PFORMAT_1(MESSAGE,A) \
- format ['%1: A=%2', MESSAGE, RETNIL(A)]
+ format ['%1: A=%2', MESSAGE, RETNIL(A)]
#define PFORMAT_2(MESSAGE,A,B) \
- format ['%1: A=%2, B=%3', MESSAGE, RETNIL(A), RETNIL(B)]
+ format ['%1: A=%2, B=%3', MESSAGE, RETNIL(A), RETNIL(B)]
#define PFORMAT_3(MESSAGE,A,B,C) \
- format ['%1: A=%2, B=%3, C=%4', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C)]
+ format ['%1: A=%2, B=%3, C=%4', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C)]
#define PFORMAT_4(MESSAGE,A,B,C,D) \
- format ['%1: A=%2, B=%3, C=%4, D=%5', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D)]
+ format ['%1: A=%2, B=%3, C=%4, D=%5', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D)]
#define PFORMAT_5(MESSAGE,A,B,C,D,E) \
- format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E)]
+ format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E)]
#define PFORMAT_6(MESSAGE,A,B,C,D,E,F) \
- format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6, F=%7', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E), RETNIL(F)]
+ format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6, F=%7', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E), RETNIL(F)]
#define PFORMAT_7(MESSAGE,A,B,C,D,E,F,G) \
- format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6, F=%7, G=%8', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E), RETNIL(F), RETNIL(G)]
+ format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6, F=%7, G=%8', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E), RETNIL(F), RETNIL(G)]
#define PFORMAT_8(MESSAGE,A,B,C,D,E,F,G,H) \
- format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6, F=%7, G=%8, H=%9', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E), RETNIL(F), RETNIL(G), RETNIL(H)]
+ format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6, F=%7, G=%8, H=%9', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E), RETNIL(F), RETNIL(G), RETNIL(H)]
#define PFORMAT_9(MESSAGE,A,B,C,D,E,F,G,H,I) \
- format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6, F=%7, G=%8, H=%9, I=%10', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E), RETNIL(F), RETNIL(G), RETNIL(H), RETNIL(I)]
+ format ['%1: A=%2, B=%3, C=%4, D=%5, E=%6, F=%7, G=%8, H=%9, I=%10', MESSAGE, RETNIL(A), RETNIL(B), RETNIL(C), RETNIL(D), RETNIL(E), RETNIL(F), RETNIL(G), RETNIL(H), RETNIL(I)]
#ifdef DEBUG_MODE_FULL
#define TRACE_1(MESSAGE,A) \
- [THIS_FILE_, __LINE__, PFORMAT_1(MESSAGE,A)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_1(MESSAGE,A)] call CBA_fnc_log
#define TRACE_2(MESSAGE,A,B) \
- [THIS_FILE_, __LINE__, PFORMAT_2(MESSAGE,A,B)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_2(MESSAGE,A,B)] call CBA_fnc_log
#define TRACE_3(MESSAGE,A,B,C) \
- [THIS_FILE_, __LINE__, PFORMAT_3(MESSAGE,A,B,C)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_3(MESSAGE,A,B,C)] call CBA_fnc_log
#define TRACE_4(MESSAGE,A,B,C,D) \
- [THIS_FILE_, __LINE__, PFORMAT_4(MESSAGE,A,B,C,D)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_4(MESSAGE,A,B,C,D)] call CBA_fnc_log
#define TRACE_5(MESSAGE,A,B,C,D,E) \
- [THIS_FILE_, __LINE__, PFORMAT_5(MESSAGE,A,B,C,D,E)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_5(MESSAGE,A,B,C,D,E)] call CBA_fnc_log
#define TRACE_6(MESSAGE,A,B,C,D,E,F) \
- [THIS_FILE_, __LINE__, PFORMAT_6(MESSAGE,A,B,C,D,E,F)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_6(MESSAGE,A,B,C,D,E,F)] call CBA_fnc_log
#define TRACE_7(MESSAGE,A,B,C,D,E,F,G) \
- [THIS_FILE_, __LINE__, PFORMAT_7(MESSAGE,A,B,C,D,E,F,G)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_7(MESSAGE,A,B,C,D,E,F,G)] call CBA_fnc_log
#define TRACE_8(MESSAGE,A,B,C,D,E,F,G,H) \
- [THIS_FILE_, __LINE__, PFORMAT_8(MESSAGE,A,B,C,D,E,F,G,H)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_8(MESSAGE,A,B,C,D,E,F,G,H)] call CBA_fnc_log
#define TRACE_9(MESSAGE,A,B,C,D,E,F,G,H,I) \
- [THIS_FILE_, __LINE__, PFORMAT_9(MESSAGE,A,B,C,D,E,F,G,H,I)] call CBA_fnc_log
+ [THIS_FILE_, __LINE__, PFORMAT_9(MESSAGE,A,B,C,D,E,F,G,H,I)] call CBA_fnc_log
#else
@@ -360,37 +379,37 @@ Group: General
#define QUOTE(var1) #var1
#ifdef MODULAR
- #define COMPONENT_T DOUBLES(t,COMPONENT)
- #define COMPONENT_M DOUBLES(m,COMPONENT)
- #define COMPONENT_S DOUBLES(s,COMPONENT)
- #define COMPONENT_C DOUBLES(c,COMPONENT)
- #define COMPONENT_F COMPONENT_C
+ #define COMPONENT_T DOUBLES(t,COMPONENT)
+ #define COMPONENT_M DOUBLES(m,COMPONENT)
+ #define COMPONENT_S DOUBLES(s,COMPONENT)
+ #define COMPONENT_C DOUBLES(c,COMPONENT)
+ #define COMPONENT_F COMPONENT_C
#else
- #define COMPONENT_T COMPONENT
- #define COMPONENT_M COMPONENT
- #define COMPONENT_S COMPONENT
- #define COMPONENT_F COMPONENT
- #define COMPONENT_C COMPONENT
+ #define COMPONENT_T COMPONENT
+ #define COMPONENT_M COMPONENT
+ #define COMPONENT_S COMPONENT
+ #define COMPONENT_F COMPONENT
+ #define COMPONENT_C COMPONENT
#endif
/* -------------------------------------------
Macro: INC()
Description:
- Increase a number by one.
+ Increase a number by one.
Parameters:
- VAR - Variable to increment [Number]
+ VAR - Variable to increment [Number]
Example:
- (begin example)
- _counter = 0;
- INC(_counter);
- // _counter => 1
- (end)
+ (begin example)
+ _counter = 0;
+ INC(_counter);
+ // _counter => 1
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define INC(var) var = (var) + 1
@@ -398,20 +417,20 @@ Author:
Macro: DEC()
Description:
- Decrease a number by one.
+ Decrease a number by one.
Parameters:
- VAR - Variable to decrement [Number]
+ VAR - Variable to decrement [Number]
Example:
- (begin example)
- _counter = 99;
- DEC(_counter);
- // _counter => 98
- (end)
+ (begin example)
+ _counter = 99;
+ DEC(_counter);
+ // _counter => 98
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define DEC(var) var = (var) - 1
@@ -419,27 +438,27 @@ Author:
Macro: ADD()
Description:
- Add a value to a variable. Variable and value should be both Numbers or both Strings.
+ Add a value to a variable. Variable and value should be both Numbers or both Strings.
Parameters:
- VAR - Variable to add to [Number or String]
- VALUE - Value to add [Number or String]
+ VAR - Variable to add to [Number or String]
+ VALUE - Value to add [Number or String]
Examples:
- (begin example)
- _counter = 2;
- ADD(_counter,3);
- // _counter => 5
- (end)
- (begin example)
- _str = "hello";
- ADD(_str," ");
- ADD(_str,"Fred");
- // _str => "hello Fred"
- (end)
+ (begin example)
+ _counter = 2;
+ ADD(_counter,3);
+ // _counter => 5
+ (end)
+ (begin example)
+ _str = "hello";
+ ADD(_str," ");
+ ADD(_str,"Fred");
+ // _str => "hello Fred"
+ (end)
Author:
- Sickboy
+ Sickboy
------------------------------------------- */
#define ADD(var1,var2) var1 = (var1) + (var2)
@@ -447,18 +466,18 @@ Author:
Macro: SUB()
Description:
- Subtract a value from a number variable. VAR and VALUE should both be Numbers.
+ Subtract a value from a number variable. VAR and VALUE should both be Numbers.
Parameters:
- VAR - Variable to subtract from [Number]
- VALUE - Value to subtract [Number]
+ VAR - Variable to subtract from [Number]
+ VALUE - Value to subtract [Number]
Examples:
- (begin example)
- _numChickens = 2;
- SUB(_numChickens,3);
- // _numChickens => -1
- (end)
+ (begin example)
+ _numChickens = 2;
+ SUB(_numChickens,3);
+ // _numChickens => -1
+ (end)
------------------------------------------- */
#define SUB(var1,var2) var1 = (var1) - (var2)
@@ -466,24 +485,24 @@ Examples:
Macro: REM()
Description:
- Remove an element from an array each time it occurs.
+ Remove an element from an array each time it occurs.
- This recreates the entire array, so use BIS_fnc_removeIndex if modification of the original array is required
- or if only one of the elements that matches ELEMENT needs to be removed.
+ This recreates the entire array, so use BIS_fnc_removeIndex if modification of the original array is required
+ or if only one of the elements that matches ELEMENT needs to be removed.
Parameters:
- ARRAY - Array to modify [Array]
- ELEMENT - Element to remove [Any]
+ ARRAY - Array to modify [Array]
+ ELEMENT - Element to remove [Any]
Examples:
- (begin example)
- _array = [1, 2, 3, 4, 3, 8];
- REM(_array,3);
- // _array = [1, 2, 4, 8];
- (end)
+ (begin example)
+ _array = [1, 2, 3, 4, 3, 8];
+ REM(_array,3);
+ // _array = [1, 2, 4, 8];
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define REM(var1,var2) SUB(var1,[var2])
@@ -491,21 +510,21 @@ Author:
Macro: PUSH()
Description:
- Appends a single value onto the end of an ARRAY. Change is made to the ARRAY itself, not creating a new array.
+ Appends a single value onto the end of an ARRAY. Change is made to the ARRAY itself, not creating a new array.
Parameters:
- ARRAY - Array to push element onto [Array]
- ELEMENT - Element to push [Any]
+ ARRAY - Array to push element onto [Array]
+ ELEMENT - Element to push [Any]
Examples:
- (begin example)
- _fish = ["blue", "green", "smelly"];
- PUSH(_fish,"monkey-flavoured");
- // _fish => ["blue", "green", "smelly", "monkey-flavoured"]
- (end)
+ (begin example)
+ _fish = ["blue", "green", "smelly"];
+ PUSH(_fish,"monkey-flavoured");
+ // _fish => ["blue", "green", "smelly", "monkey-flavoured"]
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define PUSH(var1,var2) (var1) pushBack (var2)
@@ -513,27 +532,27 @@ Author:
Macro: ISNILS()
Description:
- Sets a variable with a value, but only if it is undefined.
+ Sets a variable with a value, but only if it is undefined.
Parameters:
- VARIABLE - Variable to set [Any, not nil]
- DEFAULT_VALUE - Value to set VARIABLE to if it is undefined [Any, not nil]
+ VARIABLE - Variable to set [Any, not nil]
+ DEFAULT_VALUE - Value to set VARIABLE to if it is undefined [Any, not nil]
Examples:
- (begin example)
- // _fish is undefined
- ISNILS(_fish,0);
- // _fish => 0
- (end)
- (begin example)
- _fish = 12;
- // ...later...
- ISNILS(_fish,0);
- // _fish => 12
- (end)
+ (begin example)
+ // _fish is undefined
+ ISNILS(_fish,0);
+ // _fish => 0
+ (end)
+ (begin example)
+ _fish = 12;
+ // ...later...
+ ISNILS(_fish,0);
+ // _fish => 12
+ (end)
Author:
- Sickboy
+ Sickboy
------------------------------------------- */
#define ISNILS(VARIABLE,DEFAULT_VALUE) if (isNil #VARIABLE) then { ##VARIABLE = ##DEFAULT_VALUE }
#define ISNILS2(var1,var2,var3,var4) ISNILS(TRIPLES(var1,var2,var3),var4)
@@ -550,14 +569,14 @@ Author:
#define GETVARMAINS(var1,var2) GETVARS(var1,MAINLOGIC,var2)
#ifndef PATHTO_SYS
- #define PATHTO_SYS(var1,var2,var3) \MAINPREFIX\##var1\SUBPREFIX\##var2\##var3.sqf
+ #define PATHTO_SYS(var1,var2,var3) \MAINPREFIX\##var1\SUBPREFIX\##var2\##var3.sqf
#endif
#ifndef PATHTOF_SYS
- #define PATHTOF_SYS(var1,var2,var3) \MAINPREFIX\##var1\SUBPREFIX\##var2\##var3
+ #define PATHTOF_SYS(var1,var2,var3) \MAINPREFIX\##var1\SUBPREFIX\##var2\##var3
#endif
#ifndef PATHTOF2_SYS
- #define PATHTOF2_SYS(var1,var2,var3) MAINPREFIX\##var1\SUBPREFIX\##var2\##var3
+ #define PATHTOF2_SYS(var1,var2,var3) MAINPREFIX\##var1\SUBPREFIX\##var2\##var3
#endif
#define PATHTO_R(var1) PATHTOF2_SYS(PREFIX,COMPONENT_C,var1)
@@ -606,7 +625,7 @@ Author:
#define CACHE_DIS(var1) (!isNil "CBA_RECOMPILE" || CACHE_DIS_SYS(configFile,var1) || CACHE_DIS_SYS(missionConfigFile,var1))
#ifndef DEBUG_SETTINGS
- #define DEBUG_SETTINGS [false, true, false]
+ #define DEBUG_SETTINGS [false, true, false]
#endif
#define MSG_INIT QUOTE(Initializing: ADDON version: VERSION)
@@ -625,34 +644,34 @@ Author:
#define VERSIONING_SYS(var1) class CfgSettings \
{ \
- class CBA \
- { \
- class Versioning \
- { \
- class var1 \
- { \
- }; \
- }; \
- }; \
+ class CBA \
+ { \
+ class Versioning \
+ { \
+ class var1 \
+ { \
+ }; \
+ }; \
+ }; \
};
#define VERSIONING VERSIONING_SYS(PREFIX)
/* -------------------------------------------
Macro: GVAR()
- Get full variable identifier for a global variable owned by this component.
+ Get full variable identifier for a global variable owned by this component.
Parameters:
- VARIABLE - Partial name of global variable owned by this component [Any].
+ VARIABLE - Partial name of global variable owned by this component [Any].
Example:
- (begin example)
- GVAR(frog) = 12;
- // In SPON_FrogDancing component, equivalent to SPON_FrogDancing_frog = 12
- (end)
+ (begin example)
+ GVAR(frog) = 12;
+ // In SPON_FrogDancing component, equivalent to SPON_FrogDancing_frog = 12
+ (end)
Author:
- Sickboy
+ Sickboy
------------------------------------------- */
#define GVAR(var1) DOUBLES(ADDON,var1)
#define EGVAR(var1,var2) DOUBLES(DOUBLES(PREFIX,var1),var2)
@@ -660,19 +679,19 @@ Author:
/* -------------------------------------------
Macro: GVARMAIN()
- Get full variable identifier for a global variable owned by this addon.
+ Get full variable identifier for a global variable owned by this addon.
Parameters:
- VARIABLE - Partial name of global variable owned by this addon [Any].
+ VARIABLE - Partial name of global variable owned by this addon [Any].
Example:
- (begin example)
- GVARMAIN(frog) = 12;
- // In SPON_FrogDancing component, equivalent to SPON_frog = 12
- (end)
+ (begin example)
+ GVARMAIN(frog) = 12;
+ // In SPON_FrogDancing component, equivalent to SPON_frog = 12
+ (end)
Author:
- Sickboy
+ Sickboy
------------------------------------------- */
#define GVARMAIN(var1) GVARMAINS(PREFIX,var1)
// TODO: What's this?
@@ -693,7 +712,7 @@ Author:
#define PREP(var1) TRIPLES(ADDON,fnc,var1) = compile preProcessFileLineNumbers 'PATHTO_SYS(PREFIX,COMPONENT_F,DOUBLES(fnc,var1))'
#define PREPMAIN(var1) TRIPLES(PREFIX,fnc,var1) = compile preProcessFileLineNumbers 'PATHTO_SYS(PREFIX,COMPONENT_F,DOUBLES(fnc,var1))'
#else
- #define PREP(var1) ['PATHTO_SYS(PREFIX,COMPONENT_F,DOUBLES(fnc,var1))', 'TRIPLES(ADDON,fnc,var1)'] call SLX_XEH_COMPILE_NEW
+ #define PREP(var1) ['PATHTO_SYS(PREFIX,COMPONENT_F,DOUBLES(fnc,var1))', 'TRIPLES(ADDON,fnc,var1)'] call SLX_XEH_COMPILE_NEW
#define PREPMAIN(var1) ['PATHTO_SYS(PREFIX,COMPONENT_F,DOUBLES(fnc,var1))', 'TRIPLES(PREFIX,fnc,var1)'] call SLX_XEH_COMPILE_NEW
#endif
@@ -703,27 +722,27 @@ Author:
#define EFUNC(var1,var2) FUNC_INNER(var1,var2)
#ifndef PRELOAD_ADDONS
- #define PRELOAD_ADDONS class CfgAddons \
+ #define PRELOAD_ADDONS class CfgAddons \
{ \
- class PreloadAddons \
- { \
- class ADDON \
- { \
- list[]={ QUOTE(ADDON) }; \
- }; \
- }; \
+ class PreloadAddons \
+ { \
+ class ADDON \
+ { \
+ list[]={ QUOTE(ADDON) }; \
+ }; \
+ }; \
}
#endif
/* -------------------------------------------
Macros: ARG_#()
- Select from list of array arguments
+ Select from list of array arguments
Parameters:
- VARIABLE(1-8) - elements for the list
+ VARIABLE(1-8) - elements for the list
Author:
- Rommel
+ Rommel
------------------------------------------- */
#define ARG_1(A,B) ((A) select (B))
#define ARG_2(A,B,C) (ARG_1(ARG_1(A,B),C))
@@ -736,14 +755,14 @@ Author:
/* -------------------------------------------
Macros: ARR_#()
- Create list from arguments. Useful for working around , in macro parameters.
- 1-8 arguments possible.
+ Create list from arguments. Useful for working around , in macro parameters.
+ 1-8 arguments possible.
Parameters:
- VARIABLE(1-8) - elements for the list
+ VARIABLE(1-8) - elements for the list
Author:
- Nou
+ Nou
------------------------------------------- */
#define ARR_1(ARG1) ARG1
#define ARR_2(ARG1,ARG2) ARG1, ARG2
@@ -756,15 +775,15 @@ Author:
/* -------------------------------------------
Macros: FORMAT_#(STR, ARG1)
- Format - Useful for working around , in macro parameters.
- 1-8 arguments possible.
+ Format - Useful for working around , in macro parameters.
+ 1-8 arguments possible.
Parameters:
- STRING - string used by format
- VARIABLE(1-8) - elements for usage in format
+ STRING - string used by format
+ VARIABLE(1-8) - elements for usage in format
Author:
- Nou & Sickboy
+ Nou & Sickboy
------------------------------------------- */
#define FORMAT_1(STR,ARG1) format[STR, ARG1]
#define FORMAT_2(STR,ARG1,ARG2) format[STR, ARG1, ARG2]
@@ -781,32 +800,32 @@ Author:
/* -------------------------------------------
Macros: IS_x()
- Checking the data types of variables.
+ Checking the data types of variables.
- IS_ARRAY() - Array
- IS_BOOL() - Boolean
- IS_BOOLEAN() - UI display handle(synonym for )
- IS_CODE() - Code block (i.e a compiled function)
- IS_CONFIG() - Configuration
- IS_CONTROL() - UI control handle.
- IS_DISPLAY() - UI display handle.
- IS_FUNCTION() - A compiled function (synonym for )
- IS_GROUP() - Group.
- IS_INTEGER() - Is a number a whole number?
- IS_LOCATION() - World location.
- IS_NUMBER() - A floating point number (synonym for )
- IS_OBJECT() - World object.
- IS_SCALAR() - Floating point number.
- IS_SCRIPT() - A script handle (as returned by execVM and spawn commands).
- IS_SIDE() - Game side.
- IS_STRING() - World object.
- IS_TEXT() - Structured text.
+ IS_ARRAY() - Array
+ IS_BOOL() - Boolean
+ IS_BOOLEAN() - UI display handle(synonym for )
+ IS_CODE() - Code block (i.e a compiled function)
+ IS_CONFIG() - Configuration
+ IS_CONTROL() - UI control handle.
+ IS_DISPLAY() - UI display handle.
+ IS_FUNCTION() - A compiled function (synonym for )
+ IS_GROUP() - Group.
+ IS_INTEGER() - Is a number a whole number?
+ IS_LOCATION() - World location.
+ IS_NUMBER() - A floating point number (synonym for )
+ IS_OBJECT() - World object.
+ IS_SCALAR() - Floating point number.
+ IS_SCRIPT() - A script handle (as returned by execVM and spawn commands).
+ IS_SIDE() - Game side.
+ IS_STRING() - World object.
+ IS_TEXT() - Structured text.
Parameters:
- VARIABLE - Variable to check if it is of a particular type [Any, not nil]
+ VARIABLE - Variable to check if it is of a particular type [Any, not nil]
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define IS_META_SYS(VAR,TYPE) (if (isNil {VAR}) then { false } else { (typeName (VAR)) == TYPE })
#define IS_ARRAY(VAR) IS_META_SYS(VAR,"ARRAY")
@@ -829,107 +848,120 @@ Author:
#define IS_INTEGER(VAR) if ( IS_SCALAR(VAR) ) then { (floor(VAR) == (VAR)) } else { false }
#define IS_NUMBER(VAR) IS_SCALAR(VAR)
+#define FLOAT_TO_STRING(num) (str parseNumber (str (_this%_this) + str floor abs _this) + "." + (str (abs _this-floor abs _this) select [2]) + "0")
+
/* -------------------------------------------
Macro: SCRIPT()
- Sets name of script (relies on PREFIX and COMPONENT values being #defined).
+ Sets name of script (relies on PREFIX and COMPONENT values being #defined).
Parameters:
- NAME - Name of script [Indentifier]
+ NAME - Name of script [Indentifier]
Example:
- (begin example)
- SCRIPT(eradicateMuppets);
- (end)
+ (begin example)
+ SCRIPT(eradicateMuppets);
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define SCRIPT(NAME) \
- scriptName 'PREFIX\COMPONENT\NAME'
+ scriptName 'PREFIX\COMPONENT\NAME'
/* -------------------------------------------
Macros: EXPLODE_n()
- Splitting an ARRAY into a number of variables (A, B, C, etc).
+ DEPRECATED - Use param/params commands added in Arma 3 1.48
- Note that this NOT does make the created variables private.
- _PVT variants do.
+ Splitting an ARRAY into a number of variables (A, B, C, etc).
- EXPLODE_1(ARRAY,A,B) - Split a 1-element array into separate variable.
- EXPLODE_2(ARRAY,A,B) - Split a 2-element array into separate variables.
- EXPLODE_3(ARRAY,A,B,C) - Split a 3-element array into separate variables.
- EXPLODE_4(ARRAY,A,B,C,D) - Split a 4-element array into separate variables.
- EXPLODE_5(ARRAY,A,B,C,D,E) - Split a 5-element array into separate variables.
- EXPLODE_6(ARRAY,A,B,C,D,E,F) - Split a 6-element array into separate variables.
- EXPLODE_7(ARRAY,A,B,C,D,E,F,G) - Split a 7-element array into separate variables.
- EXPLODE_8(ARRAY,A,B,C,D,E,F,G,H) - Split a 8-element array into separate variables.
- EXPLODE_9(ARRAY,A,B,C,D,E,F,G,H,I) - Split a 9-element array into separate variables.
+ Note that this NOT does make the created variables private.
+ _PVT variants do.
+
+ EXPLODE_1(ARRAY,A,B) - Split a 1-element array into separate variable.
+ EXPLODE_2(ARRAY,A,B) - Split a 2-element array into separate variables.
+ EXPLODE_3(ARRAY,A,B,C) - Split a 3-element array into separate variables.
+ EXPLODE_4(ARRAY,A,B,C,D) - Split a 4-element array into separate variables.
+ EXPLODE_5(ARRAY,A,B,C,D,E) - Split a 5-element array into separate variables.
+ EXPLODE_6(ARRAY,A,B,C,D,E,F) - Split a 6-element array into separate variables.
+ EXPLODE_7(ARRAY,A,B,C,D,E,F,G) - Split a 7-element array into separate variables.
+ EXPLODE_8(ARRAY,A,B,C,D,E,F,G,H) - Split a 8-element array into separate variables.
+ EXPLODE_9(ARRAY,A,B,C,D,E,F,G,H,I) - Split a 9-element array into separate variables.
Parameters:
- ARRAY - Array to read from [Array]
- A..H - Names of variables to set from array [Identifier]
+ ARRAY - Array to read from [Array]
+ A..H - Names of variables to set from array [Identifier]
Example:
- (begin example)
- _array = ["fred", 156.8, 120.9];
- EXPLODE_3(_array,_name_height,_weight);
- (end)
+ (begin example)
+ _array = ["fred", 156.8, 120.9];
+ EXPLODE_3(_array,_name,_height,_weight);
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
-#define EXPLODE_1_SYS(ARRAY,A) A = if (IS_ARRAY((ARRAY))) then { (ARRAY) select 0 } else { ARRAY }
+#define EXPLODE_1_SYS(ARRAY,A) A = ARRAY param [0]
#define EXPLODE_1(ARRAY,A) EXPLODE_1_SYS(ARRAY,A); TRACE_1("EXPLODE_1, " + QUOTE(ARRAY),A)
-#define EXPLODE_1_PVT(ARRAY,A) \
- private #A; \
- EXPLODE_1(ARRAY,A)
+#define EXPLODE_1_PVT(ARRAY,A) ARRAY params [#A]; TRACE_1("EXPLODE_1, " + QUOTE(ARRAY),A)
-#define EXPLODE_2_SYS(ARRAY,A,B) EXPLODE_1_SYS(ARRAY,A); B = (ARRAY) select 1
+#define EXPLODE_2_SYS(ARRAY,A,B) EXPLODE_1_SYS(ARRAY,A); B = ARRAY param [1]
#define EXPLODE_2(ARRAY,A,B) EXPLODE_2_SYS(ARRAY,A,B); TRACE_2("EXPLODE_2, " + QUOTE(ARRAY),A,B)
-#define EXPLODE_2_PVT(ARRAY,A,B) \
- private [#A,#B]; \
- EXPLODE_2(ARRAY,A,B)
+#define EXPLODE_2_PVT(ARRAY,A,B) ARRAY params [#A,#B]; TRACE_2("EXPLODE_2, " + QUOTE(ARRAY),A,B)
-#define EXPLODE_3_SYS(ARRAY,A,B,C) EXPLODE_2_SYS(ARRAY,A,B); C = (ARRAY) select 2
+#define EXPLODE_3_SYS(ARRAY,A,B,C) EXPLODE_2_SYS(ARRAY,A,B); C = ARRAY param [2]
#define EXPLODE_3(ARRAY,A,B,C) EXPLODE_3_SYS(ARRAY,A,B,C); TRACE_3("EXPLODE_3, " + QUOTE(ARRAY),A,B,C)
-#define EXPLODE_3_PVT(ARRAY,A,B,C) \
- private [#A,#B,#C]; \
- EXPLODE_3(ARRAY,A,B,C)
-
-#define EXPLODE_4_SYS(ARRAY,A,B,C,D) EXPLODE_3_SYS(ARRAY,A,B,C); D = (ARRAY) select 3
+#define EXPLODE_3_PVT(ARRAY,A,B,C) ARRAY params [#A,#B,#C]; TRACE_3("EXPLODE_3, " + QUOTE(ARRAY),A,B,C)
+
+#define EXPLODE_4_SYS(ARRAY,A,B,C,D) EXPLODE_3_SYS(ARRAY,A,B,C); D = ARRAY param [3]
#define EXPLODE_4(ARRAY,A,B,C,D) EXPLODE_4_SYS(ARRAY,A,B,C,D); TRACE_4("EXPLODE_4, " + QUOTE(ARRAY),A,B,C,D)
-#define EXPLODE_4_PVT(ARRAY,A,B,C,D) \
- private [#A,#B,#C,#D]; \
- EXPLODE_4(ARRAY,A,B,C,D)
+#define EXPLODE_4_PVT(ARRAY,A,B,C,D) ARRAY params [#A,#B,#C,#D]; TRACE_4("EXPLODE_4, " + QUOTE(ARRAY),A,B,C,D)
-#define EXPLODE_5_SYS(ARRAY,A,B,C,D,E) EXPLODE_4_SYS(ARRAY,A,B,C,D); E = (ARRAY) select 4
+#define EXPLODE_5_SYS(ARRAY,A,B,C,D,E) EXPLODE_4_SYS(ARRAY,A,B,C,D); E = ARRAY param [4]
#define EXPLODE_5(ARRAY,A,B,C,D,E) EXPLODE_5_SYS(ARRAY,A,B,C,D,E); TRACE_5("EXPLODE_5, " + QUOTE(ARRAY),A,B,C,D,E)
-#define EXPLODE_5_PVT(ARRAY,A,B,C,D,E) \
- private [#A,#B,#C,#D,#E]; \
- EXPLODE_5(ARRAY,A,B,C,D,E)
+#define EXPLODE_5_PVT(ARRAY,A,B,C,D,E) ARRAY params [#A,#B,#C,#D,#E]; TRACE_5("EXPLODE_5, " + QUOTE(ARRAY),A,B,C,D,E)
-#define EXPLODE_6_SYS(ARRAY,A,B,C,D,E,F) EXPLODE_5_SYS(ARRAY,A,B,C,D,E); F = (ARRAY) select 5
+#define EXPLODE_6_SYS(ARRAY,A,B,C,D,E,F) EXPLODE_5_SYS(ARRAY,A,B,C,D,E); F = ARRAY param [5]
#define EXPLODE_6(ARRAY,A,B,C,D,E,F) EXPLODE_6_SYS(ARRAY,A,B,C,D,E,F); TRACE_6("EXPLODE_6, " + QUOTE(ARRAY),A,B,C,D,E,F)
-#define EXPLODE_6_PVT(ARRAY,A,B,C,D,E,F) \
- private [#A,#B,#C,#D,#E,#F]; \
- EXPLODE_6(ARRAY,A,B,C,D,E,F)
+#define EXPLODE_6_PVT(ARRAY,A,B,C,D,E,F) ARRAY params [#A,#B,#C,#D,#E,#F]; TRACE_6("EXPLODE_6, " + QUOTE(ARRAY),A,B,C,D,E,F)
-#define EXPLODE_7_SYS(ARRAY,A,B,C,D,E,F,G) EXPLODE_6_SYS(ARRAY,A,B,C,D,E,F); G = (ARRAY) select 6
+#define EXPLODE_7_SYS(ARRAY,A,B,C,D,E,F,G) EXPLODE_6_SYS(ARRAY,A,B,C,D,E,F); G = ARRAY param [6]
#define EXPLODE_7(ARRAY,A,B,C,D,E,F,G) EXPLODE_7_SYS(ARRAY,A,B,C,D,E,F,G); TRACE_7("EXPLODE_7, " + QUOTE(ARRAY),A,B,C,D,E,F,G)
-#define EXPLODE_7_PVT(ARRAY,A,B,C,D,E,F,G) \
- private [#A,#B,#C,#D,#E,#F,#G]; \
- EXPLODE_7(ARRAY,A,B,C,D,E,F,G)
+#define EXPLODE_7_PVT(ARRAY,A,B,C,D,E,F,G) ARRAY params [#A,#B,#C,#D,#E,#F,#G]; TRACE_7("EXPLODE_7, " + QUOTE(ARRAY),A,B,C,D,E,F,G)
-#define EXPLODE_8_SYS(ARRAY,A,B,C,D,E,F,G,H) EXPLODE_7_SYS(ARRAY,A,B,C,D,E,F,G); H = (ARRAY) select 7
+#define EXPLODE_8_SYS(ARRAY,A,B,C,D,E,F,G,H) EXPLODE_7_SYS(ARRAY,A,B,C,D,E,F,G); H = ARRAY param [7]
#define EXPLODE_8(ARRAY,A,B,C,D,E,F,G,H) EXPLODE_8_SYS(ARRAY,A,B,C,D,E,F,G,H); TRACE_8("EXPLODE_8, " + QUOTE(ARRAY),A,B,C,D,E,F,G,H)
-#define EXPLODE_8_PVT(ARRAY,A,B,C,D,E,F,G,H) \
- private [#A,#B,#C,#D,#E,#F,#G,#H]; \
- EXPLODE_8(ARRAY,A,B,C,D,E,F,G,H)
+#define EXPLODE_8_PVT(ARRAY,A,B,C,D,E,F,G,H) ARRAY params [#A,#B,#C,#D,#E,#F,#G,#H]; TRACE_8("EXPLODE_8, " + QUOTE(ARRAY),A,B,C,D,E,F,G,H)
-#define EXPLODE_9_SYS(ARRAY,A,B,C,D,E,F,G,H,I) EXPLODE_8_SYS(ARRAY,A,B,C,D,E,F,G,H); I = (ARRAY) select 8
+#define EXPLODE_9_SYS(ARRAY,A,B,C,D,E,F,G,H,I) EXPLODE_8_SYS(ARRAY,A,B,C,D,E,F,G,H); I = ARRAY param [8]
#define EXPLODE_9(ARRAY,A,B,C,D,E,F,G,H,I) EXPLODE_9_SYS(ARRAY,A,B,C,D,E,F,G,H,I); TRACE_9("EXPLODE_9, " + QUOTE(ARRAY),A,B,C,D,E,F,G,H,I)
-#define EXPLODE_9_PVT(ARRAY,A,B,C,D,E,F,G,H,I) \
- private [#A,#B,#C,#D,#E,#F,#G,#H,#I]; \
- EXPLODE_9(ARRAY,A,B,C,D,E,F,G,H,I)
+#define EXPLODE_9_PVT(ARRAY,A,B,C,D,E,F,G,H,I) ARRAY params [#A,#B,#C,#D,#E,#F,#G,#H,#I]; TRACE_9("EXPLODE_9, " + QUOTE(ARRAY),A,B,C,D,E,F,G,H,I)
+
+/* -------------------------------------------
+Macro: xSTRING()
+ Get full string identifier from a stringtable owned by this component.
+
+Parameters:
+ VARIABLE - Partial name of global variable owned by this component [Any].
+
+Example:
+ ADDON is CBA_Balls.
+ (begin example)
+ // Localized String (localize command must still be used with it)
+ LSTRING(Example); // STR_CBA_Balls_Example;
+ // Config String (note the $)
+ CSTRING(Example); // $STR_CBA_Balls_Example;
+ (end)
+
+Author:
+ Jonpas
+------------------------------------------- */
+#ifndef STRING_MACROS_GUARD
+#define STRING_MACROS_GUARD
+ #define LSTRING(var1) QUOTE(TRIPLES(STR,ADDON,var1))
+ #define ELSTRING(var1,var2) QUOTE(TRIPLES(STR,DOUBLES(PREFIX,var1),var2))
+ #define CSTRING(var1) QUOTE(TRIPLES($STR,ADDON,var1))
+ #define ECSTRING(var1,var2) QUOTE(TRIPLES($STR,DOUBLES(PREFIX,var1),var2))
+#endif
/* -------------------------------------------
@@ -938,37 +970,39 @@ Group: Managing Function Parameters
/* -------------------------------------------
Macros: PARAMS_n()
- Setting variables based on parameters passed to a function.
+ DEPRECATED - Use param/params commands added in Arma 3 1.48
- Each parameter is defines as private and set to the appropriate value from _this.
+ Setting variables based on parameters passed to a function.
- PARAMS_1(A) - Get 1 parameter from the _this array (or _this if it's not an array).
- PARAMS_2(A,B) - Get 2 parameters from the _this array.
- PARAMS_3(A,B,C) - Get 3 parameters from the _this array.
- PARAMS_4(A,B,C,D) - Get 4 parameters from the _this array.
- PARAMS_5(A,B,C,D,E) - Get 5 parameters from the _this array.
- PARAMS_6(A,B,C,D,E,F) - Get 6 parameters from the _this array.
- PARAMS_7(A,B,C,D,E,F,G) - Get 7 parameters from the _this array.
- PARAMS_8(A,B,C,D,E,F,G,H) - Get 8 parameters from the _this array.
+ Each parameter is defines as private and set to the appropriate value from _this.
+
+ PARAMS_1(A) - Get 1 parameter from the _this array (or _this if it's not an array).
+ PARAMS_2(A,B) - Get 2 parameters from the _this array.
+ PARAMS_3(A,B,C) - Get 3 parameters from the _this array.
+ PARAMS_4(A,B,C,D) - Get 4 parameters from the _this array.
+ PARAMS_5(A,B,C,D,E) - Get 5 parameters from the _this array.
+ PARAMS_6(A,B,C,D,E,F) - Get 6 parameters from the _this array.
+ PARAMS_7(A,B,C,D,E,F,G) - Get 7 parameters from the _this array.
+ PARAMS_8(A,B,C,D,E,F,G,H) - Get 8 parameters from the _this array.
Parameters:
- A..H - Name of variable to read from _this [Identifier]
+ A..H - Name of variable to read from _this [Identifier]
Example:
- A function called like this:
- (begin example)
- [_name,_address,_telephone] call recordPersonalDetails;
- (end)
- expects 3 parameters and those variables could be initialised at the start of the function definition with:
- (begin example)
- recordPersonalDetails = {
- PARAMS_3(_name,_address,_telephone);
- // Rest of function follows...
- };
- (end)
+ A function called like this:
+ (begin example)
+ [_name,_address,_telephone] call recordPersonalDetails;
+ (end)
+ expects 3 parameters and those variables could be initialised at the start of the function definition with:
+ (begin example)
+ recordPersonalDetails = {
+ PARAMS_3(_name,_address,_telephone);
+ // Rest of function follows...
+ };
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define PARAMS_1(A) EXPLODE_1_PVT(_this,A)
#define PARAMS_2(A,B) EXPLODE_2_PVT(_this,A,B)
@@ -982,59 +1016,62 @@ Author:
/* -------------------------------------------
Macro: DEFAULT_PARAM()
- Getting a default function parameter. This may be used together with to have a mix of required and
- optional parameters.
+ DEPRECATED - Use param/params commands added in Arma 3 1.48
+
+ Getting a default function parameter. This may be used together with to have a mix of required and
+ optional parameters.
Parameters:
- INDEX - Index of parameter in _this [Integer, 0+]
- NAME - Name of the variable to set [Identifier]
- DEF_VALUE - Default value to use in case the array is too short or the value at INDEX is nil [Any]
+ INDEX - Index of parameter in _this [Integer, 0+]
+ NAME - Name of the variable to set [Identifier]
+ DEF_VALUE - Default value to use in case the array is too short or the value at INDEX is nil [Any]
Example:
- A function called with optional parameters:
- (begin example)
- [_name] call myFunction;
- [_name, _numberOfLegs] call myFunction;
- [_name, _numberOfLegs, _hasAHead] call myFunction;
- (end)
- 1 required parameter and 2 optional parameters. Those variables could be initialised at the start of the function
- definition with:
- (begin example)
- myFunction = {
- PARAMS_1(_name);
- DEFAULT_PARAM(1,_numberOfLegs,2);
- DEFAULT_PARAM(2,_hasAHead,true);
- // Rest of function follows...
- };
- (end)
+ A function called with optional parameters:
+ (begin example)
+ [_name] call myFunction;
+ [_name, _numberOfLegs] call myFunction;
+ [_name, _numberOfLegs, _hasAHead] call myFunction;
+ (end)
+ 1 required parameter and 2 optional parameters. Those variables could be initialised at the start of the function
+ definition with:
+ (begin example)
+ myFunction = {
+ PARAMS_1(_name);
+ DEFAULT_PARAM(1,_numberOfLegs,2);
+ DEFAULT_PARAM(2,_hasAHead,true);
+ // Rest of function follows...
+ };
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define DEFAULT_PARAM(INDEX,NAME,DEF_VALUE) \
- private #NAME; \
- NAME = [RETNIL(_this), INDEX, DEF_VALUE] call CBA_fnc_defaultParam; \
- TRACE_3("DEFAULT_PARAM",INDEX,NAME,DEF_VALUE)
+ private [#NAME,"_this"]; \
+ ISNILS(_this,[]); \
+ NAME = _this param [INDEX, DEF_VALUE]; \
+ TRACE_3("DEFAULT_PARAM",INDEX,NAME,DEF_VALUE)
/* -------------------------------------------
Macro: KEY_PARAM()
- Get value from key in _this list, return default when key is not included in list.
+ Get value from key in _this list, return default when key is not included in list.
Parameters:
- KEY - Key name [String]
- NAME - Name of the variable to set [Identifier]
- DEF_VALUE - Default value to use in case key not found [ANY]
+ KEY - Key name [String]
+ NAME - Name of the variable to set [Identifier]
+ DEF_VALUE - Default value to use in case key not found [ANY]
Example:
Author:
- Muzzleflash
+ Muzzleflash
------------------------------------------- */
#define KEY_PARAM(KEY,NAME,DEF_VALUE) \
- private #NAME; \
- NAME = [toLower KEY, toUpper KEY, DEF_VALUE, RETNIL(_this)] call CBA_fnc_getArg; \
- TRACE_3("KEY_PARAM",KEY,NAME,DEF_VALUE)
+ private #NAME; \
+ NAME = [toLower KEY, toUpper KEY, DEF_VALUE, RETNIL(_this)] call CBA_fnc_getArg; \
+ TRACE_3("KEY_PARAM",KEY,NAME,DEF_VALUE)
/* -------------------------------------------
Group: Assertions
@@ -1044,94 +1081,210 @@ Group: Assertions
/* -------------------------------------------
Macro: ASSERT_TRUE()
- Asserts that a CONDITION is true. When an assertion fails, an error is raised with the given MESSAGE.
+ Asserts that a CONDITION is true. When an assertion fails, an error is raised with the given MESSAGE.
Parameters:
- CONDITION - Condition to assert as true [Boolean]
- MESSSAGE - Message to display if (A OPERATOR B) is false [String]
+ CONDITION - Condition to assert as true [Boolean]
+ MESSSAGE - Message to display if (A OPERATOR B) is false [String]
Example:
- (begin example)
- ASSERT_TRUE(_frogIsDead,"The frog is alive");
- (end)
+ (begin example)
+ ASSERT_TRUE(_frogIsDead,"The frog is alive");
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define ASSERT_TRUE(CONDITION,MESSAGE) \
- if (not (CONDITION)) then \
- { \
- ASSERTION_ERROR('Assertion (CONDITION) failed!\n\n' + (MESSAGE)); \
- }
+ if (not (CONDITION)) then \
+ { \
+ ASSERTION_ERROR('Assertion (CONDITION) failed!\n\n' + (MESSAGE)); \
+ }
/* -------------------------------------------
Macro: ASSERT_FALSE()
- Asserts that a CONDITION is false. When an assertion fails, an error is raised with the given MESSAGE.
+ Asserts that a CONDITION is false. When an assertion fails, an error is raised with the given MESSAGE.
Parameters:
- CONDITION - Condition to assert as false [Boolean]
- MESSSAGE - Message to display if (A OPERATOR B) is true [String]
+ CONDITION - Condition to assert as false [Boolean]
+ MESSSAGE - Message to display if (A OPERATOR B) is true [String]
Example:
- (begin example)
- ASSERT_FALSE(_frogIsDead,"The frog died");
- (end)
+ (begin example)
+ ASSERT_FALSE(_frogIsDead,"The frog died");
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define ASSERT_FALSE(CONDITION,MESSAGE) \
- if (CONDITION) then \
- { \
- ASSERTION_ERROR('Assertion (not (CONDITION)) failed!\n\n' + (MESSAGE)) \
- }
+ if (CONDITION) then \
+ { \
+ ASSERTION_ERROR('Assertion (not (CONDITION)) failed!\n\n' + (MESSAGE)) \
+ }
/* -------------------------------------------
Macro: ASSERT_OP()
- Asserts that (A OPERATOR B) is true. When an assertion fails, an error is raised with the given MESSAGE.
+ Asserts that (A OPERATOR B) is true. When an assertion fails, an error is raised with the given MESSAGE.
Parameters:
- A - First value [Any]
- OPERATOR - Binary operator to use [Operator]
- B - Second value [Any]
- MESSSAGE - Message to display if (A OPERATOR B) is false. [String]
+ A - First value [Any]
+ OPERATOR - Binary operator to use [Operator]
+ B - Second value [Any]
+ MESSSAGE - Message to display if (A OPERATOR B) is false. [String]
Example:
- (begin example)
- ASSERT_OP(_fish,>,5,"Too few fish!");
- (end)
+ (begin example)
+ ASSERT_OP(_fish,>,5,"Too few fish!");
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define ASSERT_OP(A,OPERATOR,B,MESSAGE) \
- if (not ((A) OPERATOR (B))) then \
- { \
- ASSERTION_ERROR('Assertion (A OPERATOR B) failed!\n' + 'A: ' + (str (A)) + '\n' + 'B: ' + (str (B)) + "\n\n" + (MESSAGE)); \
- }
+ if (not ((A) OPERATOR (B))) then \
+ { \
+ ASSERTION_ERROR('Assertion (A OPERATOR B) failed!\n' + 'A: ' + (str (A)) + '\n' + 'B: ' + (str (B)) + "\n\n" + (MESSAGE)); \
+ }
/* -------------------------------------------
Macro: ASSERT_DEFINED()
- Asserts that a VARIABLE is defined. When an assertion fails, an error is raised with the given MESSAGE..
+ Asserts that a VARIABLE is defined. When an assertion fails, an error is raised with the given MESSAGE..
Parameters:
- VARIABLE - Variable to test if defined [String or Function].
- MESSAGE - Message to display if variable is undefined [String].
+ VARIABLE - Variable to test if defined [String or Function].
+ MESSAGE - Message to display if variable is undefined [String].
Examples:
- (begin example)
- ASSERT_DEFINED("_anUndefinedVar","Too few fish!");
- ASSERT_DEFINED({ obj getVariable "anUndefinedVar" },"Too many fish!");
- (end)
+ (begin example)
+ ASSERT_DEFINED("_anUndefinedVar","Too few fish!");
+ ASSERT_DEFINED({ obj getVariable "anUndefinedVar" },"Too many fish!");
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define ASSERT_DEFINED(VARIABLE,MESSAGE) \
- if (isNil VARIABLE) then \
- { \
- ASSERTION_ERROR('Assertion (VARIABLE is defined) failed!\n\n' + (MESSAGE)); \
- }
+ if (isNil VARIABLE) then \
+ { \
+ ASSERTION_ERROR('Assertion (VARIABLE is defined) failed!\n\n' + (MESSAGE)); \
+ }
+
+/* -------------------------------------------
+Group: Unit tests
+------------------------------------------- */
+#define TEST_SUCCESS(MESSAGE) MESSAGE_WITH_TITLE("Test OK",MESSAGE)
+#define TEST_FAIL(MESSAGE) ERROR_WITH_TITLE("Test FAIL",MESSAGE)
+
+/* -------------------------------------------
+Macro: TEST_TRUE()
+ Tests that a CONDITION is true.
+ If the condition is not true, an error is raised with the given MESSAGE.
+
+Parameters:
+ CONDITION - Condition to assert as true [Boolean]
+ MESSSAGE - Message to display if (A OPERATOR B) is false [String]
+
+Example:
+ (begin example)
+ TEST_TRUE(_frogIsDead,"The frog is alive");
+ (end)
+
+Author:
+ Killswitch
+------------------------------------------- */
+#define TEST_TRUE(CONDITION, MESSAGE) \
+ if (CONDITION) then \
+ { \
+ TEST_SUCCESS('(CONDITION)'); \
+ } \
+ else \
+ { \
+ TEST_FAIL('(CONDITION) ' + (MESSAGE)); \
+ }
+
+/* -------------------------------------------
+Macro: TEST_FALSE()
+ Tests that a CONDITION is false.
+ If the condition is not false, an error is raised with the given MESSAGE.
+
+Parameters:
+ CONDITION - Condition to test as false [Boolean]
+ MESSSAGE - Message to display if (A OPERATOR B) is true [String]
+
+Example:
+ (begin example)
+ TEST_FALSE(_frogIsDead,"The frog died");
+ (end)
+
+Author:
+ Killswitch
+------------------------------------------- */
+#define TEST_FALSE(CONDITION, MESSAGE) \
+ if (not (CONDITION)) then \
+ { \
+ TEST_SUCCESS('(not (CONDITION))'); \
+ } \
+ else \
+ { \
+ TEST_FAIL('(not (CONDITION)) ' + (MESSAGE)); \
+ }
+
+/* -------------------------------------------
+Macro: TEST_OP()
+ Tests that (A OPERATOR B) is true.
+ If the test fails, an error is raised with the given MESSAGE.
+
+Parameters:
+ A - First value [Any]
+ OPERATOR - Binary operator to use [Operator]
+ B - Second value [Any]
+ MESSSAGE - Message to display if (A OPERATOR B) is false. [String]
+
+Example:
+ (begin example)
+ TEST_OP(_fish,>,5,"Too few fish!");
+ (end)
+
+Author:
+ Killswitch
+------------------------------------------- */
+#define TEST_OP(A,OPERATOR,B,MESSAGE) \
+ if ((A) OPERATOR (B)) then \
+ { \
+ TEST_SUCCESS('(A OPERATOR B)') \
+ } \
+ else \
+ { \
+ TEST_FAIL('(A OPERATOR B)') \
+ };
+
+/* -------------------------------------------
+Macro: TEST_DEFINED()
+ Tests that a VARIABLE is defined.
+
+Parameters:
+ VARIABLE - Variable to test if defined [String or Function].
+ MESSAGE - Message to display if variable is undefined [String].
+
+Examples:
+ (begin example)
+ TEST_DEFINED("_anUndefinedVar","Too few fish!");
+ TEST_DEFINED({ obj getVariable "anUndefinedVar" },"Too many fish!");
+ (end)
+
+Author:
+ Killswitch
+------------------------------------------- */
+#define TEST_DEFINED(VARIABLE,MESSAGE) \
+ if (not isNil VARIABLE) then \
+ { \
+ TEST_SUCCESS('(' + VARIABLE + ' is defined)'); \
+ } \
+ else \
+ { \
+ TEST_FAIL('(' + VARIABLE + ' is not defined)' + (MESSAGE)); \
+ }
/* -------------------------------------------
Group: Managing Deprecation
@@ -1139,117 +1292,117 @@ Group: Managing Deprecation
/* -------------------------------------------
Macro: DEPRECATE_SYS()
- Allow deprecation of a function that has been renamed.
+ Allow deprecation of a function that has been renamed.
- Replaces an old OLD_FUNCTION (which will have PREFIX_ prepended) with a NEW_FUNCTION
- (PREFIX_ prepended) with the intention that the old function will be disabled in the future.
+ Replaces an old OLD_FUNCTION (which will have PREFIX_ prepended) with a NEW_FUNCTION
+ (PREFIX_ prepended) with the intention that the old function will be disabled in the future.
- Shows a warning in RPT each time the deprecated function is used, but runs the new function.
+ Shows a warning in RPT each time the deprecated function is used, but runs the new function.
Parameters:
- OLD_FUNCTION - Full name of old function [Identifier for function that does not exist any more]
- NEW_FUNCTION - Full name of new function [Function]
+ OLD_FUNCTION - Full name of old function [Identifier for function that does not exist any more]
+ NEW_FUNCTION - Full name of new function [Function]
Example:
- (begin example)
- // After renaming CBA_fnc_frog as CBA_fnc_fish
- DEPRECATE_SYS(CBA_fnc_frog,CBA_fnc_fish);
- (end)
+ (begin example)
+ // After renaming CBA_fnc_frog as CBA_fnc_fish
+ DEPRECATE_SYS(CBA_fnc_frog,CBA_fnc_fish);
+ (end)
Author:
- Sickboy
+ Sickboy
------------------------------------------- */
#define DEPRECATE_SYS(OLD_FUNCTION,NEW_FUNCTION) \
- OLD_FUNCTION = { \
- WARNING('Deprecated function used: OLD_FUNCTION (new: NEW_FUNCTION) in ADDON'); \
- if (isNil "_this") then { call NEW_FUNCTION } else { _this call NEW_FUNCTION }; \
- }
+ OLD_FUNCTION = { \
+ WARNING('Deprecated function used: OLD_FUNCTION (new: NEW_FUNCTION) in ADDON'); \
+ if (isNil "_this") then { call NEW_FUNCTION } else { _this call NEW_FUNCTION }; \
+ }
/* -------------------------------------------
Macro: DEPRECATE()
- Allow deprecation of a function, in the current component, that has been renamed.
+ Allow deprecation of a function, in the current component, that has been renamed.
- Replaces an OLD_FUNCTION (which will have PREFIX_ prepended) with a NEW_FUNCTION
- (PREFIX_ prepended) with the intention that the old function will be disabled in the future.
+ Replaces an OLD_FUNCTION (which will have PREFIX_ prepended) with a NEW_FUNCTION
+ (PREFIX_ prepended) with the intention that the old function will be disabled in the future.
- Shows a warning in RPT each time the deprecated function is used, but runs the new function.
+ Shows a warning in RPT each time the deprecated function is used, but runs the new function.
Parameters:
- OLD_FUNCTION - Name of old function, assuming PREFIX [Identifier for function that does not exist any more]
- NEW_FUNCTION - Name of new function, assuming PREFIX [Function]
+ OLD_FUNCTION - Name of old function, assuming PREFIX [Identifier for function that does not exist any more]
+ NEW_FUNCTION - Name of new function, assuming PREFIX [Function]
Example:
- (begin example)
- // After renaming CBA_fnc_frog as CBA_fnc_fish
- DEPRECATE(fnc_frog,fnc_fish);
- (end)
+ (begin example)
+ // After renaming CBA_fnc_frog as CBA_fnc_fish
+ DEPRECATE(fnc_frog,fnc_fish);
+ (end)
Author:
- Sickboy
+ Sickboy
------------------------------------------- */
#define DEPRECATE(OLD_FUNCTION,NEW_FUNCTION) \
- DEPRECATE_SYS(DOUBLES(PREFIX,OLD_FUNCTION),DOUBLES(PREFIX,NEW_FUNCTION))
+ DEPRECATE_SYS(DOUBLES(PREFIX,OLD_FUNCTION),DOUBLES(PREFIX,NEW_FUNCTION))
/* -------------------------------------------
Macro: OBSOLETE_SYS()
- Replace a function that has become obsolete.
+ Replace a function that has become obsolete.
- Replace an obsolete OLD_FUNCTION with a simple COMMAND_FUNCTION, with the intention that anyone
- using the function should replace it with the simple command, since the function will be disabled in the future.
+ Replace an obsolete OLD_FUNCTION with a simple COMMAND_FUNCTION, with the intention that anyone
+ using the function should replace it with the simple command, since the function will be disabled in the future.
- Shows a warning in RPT each time the deprecated function is used, and runs the command function.
+ Shows a warning in RPT each time the deprecated function is used, and runs the command function.
Parameters:
- OLD_FUNCTION - Full name of old function [Identifier for function that does not exist any more]
- COMMAND_CODE - Code to replace the old function [Function]
+ OLD_FUNCTION - Full name of old function [Identifier for function that does not exist any more]
+ COMMAND_CODE - Code to replace the old function [Function]
Example:
- (begin example)
- // In Arma2, currentWeapon command made the CBA_fMyWeapon function obsolete:
- OBSOLETE_SYS(CBA_fMyWeapon,{ currentWeapon player });
- (end)
+ (begin example)
+ // In Arma2, currentWeapon command made the CBA_fMyWeapon function obsolete:
+ OBSOLETE_SYS(CBA_fMyWeapon,{ currentWeapon player });
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define OBSOLETE_SYS(OLD_FUNCTION,COMMAND_CODE) \
- OLD_FUNCTION = { \
- WARNING('Obsolete function used: (use: OLD_FUNCTION) in ADDON'); \
- if (isNil "_this") then { call COMMAND_CODE } else { _this call COMMAND_CODE }; \
- }
+ OLD_FUNCTION = { \
+ WARNING('Obsolete function used: (use: OLD_FUNCTION) in ADDON'); \
+ if (isNil "_this") then { call COMMAND_CODE } else { _this call COMMAND_CODE }; \
+ }
/* -------------------------------------------
Macro: OBSOLETE()
- Replace a function, in the current component, that has become obsolete.
+ Replace a function, in the current component, that has become obsolete.
- Replace an obsolete OLD_FUNCTION (which will have PREFIX_ prepended) with a simple
- COMMAND_CODE, with the intention that anyone using the function should replace it with the simple
- command.
+ Replace an obsolete OLD_FUNCTION (which will have PREFIX_ prepended) with a simple
+ COMMAND_CODE, with the intention that anyone using the function should replace it with the simple
+ command.
- Shows a warning in RPT each time the deprecated function is used.
+ Shows a warning in RPT each time the deprecated function is used.
Parameters:
- OLD_FUNCTION - Name of old function, assuming PREFIX [Identifier for function that does not exist any more]
- COMMAND_CODE - Code to replace the old function [Function]
+ OLD_FUNCTION - Name of old function, assuming PREFIX [Identifier for function that does not exist any more]
+ COMMAND_CODE - Code to replace the old function [Function]
Example:
- (begin example)
- // In Arma2, currentWeapon command made the CBA_fMyWeapon function obsolete:
- OBSOLETE(fMyWeapon,{ currentWeapon player });
- (end)
+ (begin example)
+ // In Arma2, currentWeapon command made the CBA_fMyWeapon function obsolete:
+ OBSOLETE(fMyWeapon,{ currentWeapon player });
+ (end)
Author:
- Spooner
+ Spooner
------------------------------------------- */
#define OBSOLETE(OLD_FUNCTION,COMMAND_CODE) \
- OBSOLETE_SYS(DOUBLES(PREFIX,OLD_FUNCTION),COMMAND_CODE)
+ OBSOLETE_SYS(DOUBLES(PREFIX,OLD_FUNCTION),COMMAND_CODE)
#define BWC_CONFIG(NAME) class NAME { \
- units[] = {}; \
- weapons[] = {}; \
- requiredVersion = REQUIRED_VERSION; \
- requiredAddons[] = {}; \
- version = VERSION; \
+ units[] = {}; \
+ weapons[] = {}; \
+ requiredVersion = REQUIRED_VERSION; \
+ requiredAddons[] = {}; \
+ version = VERSION; \
}
// XEH Specific
diff --git a/tools/cba/addons/xeh/init_pre.sqf b/tools/cba/addons/xeh/init_pre.sqf
index 8e6a31f8c8..44b4657aca 100644
--- a/tools/cba/addons/xeh/init_pre.sqf
+++ b/tools/cba/addons/xeh/init_pre.sqf
@@ -23,10 +23,10 @@ uiNamespace setVariable ["CBA_isCached", CBA_isCached];
if (isNil "SLX_XEH_RECOMPILE") then { SLX_XEH_RECOMPILE = CACHE_DIS(xeh) };
if (!isMultiplayer || {isDedicated} || {CBA_isCached == -1}) then {
- uiNamespace setVariable ["SLX_XEH_CACHE_KEYS", []];
- uiNamespace setVariable ["SLX_XEH_CACHE_KEYS2", []];
- uiNamespace setVariable ["SLX_XEH_CACHE_KEYS3", []];
- uiNamespace setVariable ["CBA_CACHE_KEYS", []];
+ uiNamespace setVariable ["SLX_XEH_CACHE_KEYS", []];
+ uiNamespace setVariable ["SLX_XEH_CACHE_KEYS2", []];
+ uiNamespace setVariable ["SLX_XEH_CACHE_KEYS3", []];
+ uiNamespace setVariable ["CBA_CACHE_KEYS", []];
};
SLX_XEH_CACHE_KEYS = uiNamespace getVariable "SLX_XEH_CACHE_KEYS";
@@ -46,24 +46,24 @@ SLX_XEH_DisableLogging = isClass(configFile/"CfgPatches"/"Disable_XEH_Logging");
/* CBA_fnc_defaultParam = {
- PARAMS_3(_params,_index,_defaultValue);
-
- private "_value";
-
- if (!isNil "_defaultValue") then {
- _value = _defaultValue;
- };
-
- if (!isNil "_params" && {(typeName _params) == "ARRAY"} && {count _params > _index} && {!isNil { _params select _index }}) then {
- _value = _params select _index;
- };
-
- // Return.
- if (isNil "_value") then {
- nil;
- } else {
- _value;
- };
+ params ["_params","_index","_defaultValue"];
+
+ private "_value";
+
+ if (!isNil "_defaultValue") then {
+ _value = _defaultValue;
+ };
+
+ if (!isNil "_params" && {(typeName _params) == "ARRAY"} && {count _params > _index} && {!isNil { _params select _index }}) then {
+ _value = _params select _index;
+ };
+
+ // Return.
+ if (isNil "_value") then {
+ nil;
+ } else {
+ _value;
+ };
};
*/
@@ -74,10 +74,10 @@ if (time > 0) then { XEH_LOG("XEH WARNING: Time > 0; This probably means there a
_cfgRespawn = (missionConfigFile/"respawn");
_respawn = false;
if ( isNumber(_cfgRespawn) ) then {
- _respawn = !(getNumber(_cfgRespawn) in [0, 1, 4, 5]);
+ _respawn = !(getNumber(_cfgRespawn) in [0, 1, 4, 5]);
};
if ( isText(_cfgRespawn) ) then {
- _respawn = !(getText(_cfgRespawn) in ["none", "bird", "group", "side"]);
+ _respawn = !(getText(_cfgRespawn) in ["none", "bird", "group", "side"]);
};
SLX_XEH_objects = []; // Temporary array, to track InitPosts at mission initialization
@@ -90,81 +90,81 @@ _level = 0; // pre v1.60
// TODO: Improve v1.60 detection
// TODO: Temporary disabled due to #28652
//if ((isNumber (configFile >> "CfgDifficulties" >> "recruit" >> "recoilCoef")) && (isNumber (configFile >> "CfgVehicles" >> "Car" >> "turnCoef"))) then {
- //_level = 1; // v1.60
+ //_level = 1; // v1.60
//};
FUNC(determineProductVersion) = {
- private "_pv";
- _pv = call {productVersion};
+ private "_pv";
+ _pv = call {productVersion};
- // A2 (and OA pre 1.61beta, and TOH pre 1.05?) does not support productVersion so we deal with it manually
- if (isNil "_pv") then {
- _pv = if (isClass(configFile >> "CfgPatches" >> "A3_Map_Stratis")) then {
- // A3 Backup
- ["Arma 3 Alpha","Arma3Alpha", -1, -1]; //,5,102571]
+ // A2 (and OA pre 1.61beta, and TOH pre 1.05?) does not support productVersion so we deal with it manually
+ if (isNil "_pv") then {
+ _pv = if (isClass(configFile >> "CfgPatches" >> "A3_Map_Stratis")) then {
+ // A3 Backup
+ ["Arma 3 Alpha","Arma3Alpha", -1, -1]; //,5,102571]
- } else {
- if (isClass(configFile >> "CfgPatches" >> "United_States_H")) then {
- // TOH Backup
- ["TakeOn H", "TakeOnH", -1, -1];
- } else {
- if (isClass(configFile >> "CfgPatches" >> "Takistan")) then {
- // OA Backup
- ["ArmA 2OA", "ArmA2OA", -1, -1];
- } else {
- // A2 Backup
- ["ArmA 2", "ArmA2", -1, -1];
- };
- };
- };
- };
+ } else {
+ if (isClass(configFile >> "CfgPatches" >> "United_States_H")) then {
+ // TOH Backup
+ ["TakeOn H", "TakeOnH", -1, -1];
+ } else {
+ if (isClass(configFile >> "CfgPatches" >> "Takistan")) then {
+ // OA Backup
+ ["ArmA 2OA", "ArmA2OA", -1, -1];
+ } else {
+ // A2 Backup
+ ["ArmA 2", "ArmA2", -1, -1];
+ };
+ };
+ };
+ };
- _pv;
+ _pv;
};
FUNC(determineGame) = {
- // 0 = A2
- // 1 = OA
- // 2 = TOH
- // 3 = A3 :P
- private "_pv";
- _pv = call FUNC(determineProductVersion);
+ // 0 = A2
+ // 1 = OA
+ // 2 = TOH
+ // 3 = A3 :P
+ private "_pv";
+ _pv = call FUNC(determineProductVersion);
- switch (_pv select 1) do {
- case "ArmA2": {0};
- case "ArmA2OA": {1};
- case "TakeOnH": {2};
- case "Arma3Alpha": {3};
- case "Arma3": {3};
- default {0};
- };
+ switch (_pv select 1) do {
+ case "ArmA2": {0};
+ case "ArmA2OA": {1};
+ case "TakeOnH": {2};
+ case "Arma3Alpha": {3};
+ case "Arma3": {3};
+ default {0};
+ };
};
// System array with machine / mission / session information
SLX_XEH_MACHINE =
[
- !isDedicated, // 0 - isClient (and thus has player)
- false, // 1 - isJip
- !isServer, // 2 - isDedicatedClient (and thus not a Client-Server)
- isServer, // 3 - isServer
- isDedicated, // 4 - isDedicatedServer (and thus not a Client-Server)
- false, // 5 - Player Check Finished
- !isMultiplayer, // 6 - SP?
- false, // 7 - StartInit Passed
- false, // 8 - Postinit Passed
- isMultiplayer && {_respawn}, // 9 - Multiplayer && respawn?
- if (isDedicated) then { 0 } else { if (isServer) then { 1 } else { 2 } }, // 10 - Machine type (only 3 possible configurations)
- _id, // 11 - SESSION_ID
- _level, // 12 - LEVEL - Used for version determination
- false, // 13 - TIMEOUT - PostInit timedOut
- call FUNC(determineGame), // 14 - Game
- call FUNC(determineProductVersion) // 15 - Product+Version
+ !isDedicated, // 0 - isClient (and thus has player)
+ false, // 1 - isJip
+ !isServer, // 2 - isDedicatedClient (and thus not a Client-Server)
+ isServer, // 3 - isServer
+ isDedicated, // 4 - isDedicatedServer (and thus not a Client-Server)
+ false, // 5 - Player Check Finished
+ !isMultiplayer, // 6 - SP?
+ false, // 7 - StartInit Passed
+ false, // 8 - Postinit Passed
+ isMultiplayer && {_respawn}, // 9 - Multiplayer && respawn?
+ if (isDedicated) then { 0 } else { if (isServer) then { 1 } else { 2 } }, // 10 - Machine type (only 3 possible configurations)
+ _id, // 11 - SESSION_ID
+ _level, // 12 - LEVEL - Used for version determination
+ false, // 13 - TIMEOUT - PostInit timedOut
+ call FUNC(determineGame), // 14 - Game
+ call FUNC(determineProductVersion) // 15 - Product+Version
];
SLX_XEH_DUMMY = switch (SLX_XEH_MACHINE select 14) do {
- case 2: {"Helipad_Invisible_H" };
- case 3: {"Land_HelipadEmpty_F" };
- default { "HeliHEmpty" };
+ case 2: {"Helipad_Invisible_H" };
+ case 3: {"Land_HelipadEmpty_F" };
+ default { "HeliHEmpty" };
};
SLX_XEH_STR = ""; // Empty string
@@ -259,24 +259,24 @@ call COMPILE_FILE(init_eh); // All XEH Event functions
GVAR(init_obj) = SLX_XEH_DUMMY createVehicleLocal [0, 0, 0];
GVAR(init_obj) addEventHandler ["killed", {
- #ifdef DEBUG_MODE_FULL
- XEH_LOG("XEH: VehicleCrewInit: "+str(count vehicles));
- #endif
+ #ifdef DEBUG_MODE_FULL
+ XEH_LOG("XEH: VehicleCrewInit: "+str(count vehicles));
+ #endif
- {
- _sim = getText(configFile/"CfgVehicles"/(typeOf _x)/"simulation");
- _crew = crew _x;
- /*
- * If it's a vehicle then start event handlers for the crew.
- * (Vehicles have crew and are neither humanoids nor game logics)
- */
- if (count _crew > 0 && {{ _sim == _x }count["soldier", "invisible"] == 0}) then {
- { if !(_x in SLX_XEH_INIT_MEN) then { [_x] call SLX_XEH_EH_Init } } forEach _crew;
- };
- } forEach vehicles;
- SLX_XEH_INIT_MEN = nil;
-
- deleteVehicle GVAR(init_obj);GVAR(init_obj) = nil
+ {
+ _sim = getText(configFile/"CfgVehicles"/(typeOf _x)/"simulation");
+ _crew = crew _x;
+ /*
+ * If it's a vehicle then start event handlers for the crew.
+ * (Vehicles have crew and are neither humanoids nor game logics)
+ */
+ if (count _crew > 0 && {{ _sim == _x }count["soldier", "invisible"] == 0}) then {
+ { if !(_x in SLX_XEH_INIT_MEN) then { [_x] call SLX_XEH_EH_Init } } forEach _crew;
+ };
+ } forEach vehicles;
+ SLX_XEH_INIT_MEN = nil;
+
+ deleteVehicle GVAR(init_obj);GVAR(init_obj) = nil
}];
GVAR(init_obj) setDamage 1; // Schedule to run itsy bitsy later
@@ -284,73 +284,75 @@ GVAR(init_obj) setDamage 1; // Schedule to run itsy bitsy later
// Prepare postInit
GVAR(init_obj2) = SLX_XEH_DUMMY createVehicleLocal [0, 0, 0];
GVAR(init_obj2) addEventHandler ["killed", {
- call COMPILE_FILE(init_post);
- deleteVehicle GVAR(init_obj2);GVAR(init_obj2) = nil;
+ call COMPILE_FILE(init_post);
+ deleteVehicle GVAR(init_obj2);GVAR(init_obj2) = nil;
}];
// Schedule PostInit
SLX_XEH_STR spawn {
- // Warn if PostInit takes longer than 10 tickTime seconds
- SLX_XEH_STR spawn {
- private["_time2Wait"];
- _time2Wait = diag_ticktime + 10;
- waituntil {diag_ticktime > _time2Wait};
- if !(SLX_XEH_MACHINE select 8) then {
- XEH_LOG("WARNING: PostInit did not finish in a timely fashion");
- waitUntil {time > 0};
- // Consider there will be no player if neither PostInit-Ready, nor PlayerCheck-Ready
- if !(SLX_XEH_MACHINE select 8 || {SLX_XEH_MACHINE select 5}) then { SLX_XEH_MACHINE set [13, true]; };
- };
- };
+ // Warn if PostInit takes longer than 10 tickTime seconds
+ SLX_XEH_STR spawn {
+ private["_time2Wait"];
+ _time2Wait = diag_ticktime + 10;
+ waituntil {diag_ticktime > _time2Wait};
+ if !(SLX_XEH_MACHINE select 8) then {
+ XEH_LOG("WARNING: PostInit did not finish in a timely fashion");
+ waitUntil {time > 0};
+ // Consider there will be no player if neither PostInit-Ready, nor PlayerCheck-Ready
+ if !(SLX_XEH_MACHINE select 8 || {SLX_XEH_MACHINE select 5}) then { SLX_XEH_MACHINE set [13, true]; };
+ };
+ };
- // On Server + Non JIP Client, we are now after all objects have inited
- // and at the briefing, still time == 0
- if (isNull player) then {
- #ifdef DEBUG_MODE_FULL
- "NULL PLAYER" call SLX_XEH_LOG;
- #endif
- if !((SLX_XEH_MACHINE select 4) || {(SLX_XEH_MACHINE select 6)}) then { // only if MultiPlayer and not dedicated
- #ifdef DEBUG_MODE_FULL
- "JIP" call SLX_XEH_LOG;
- #endif
-
- SLX_XEH_MACHINE set [1, true]; // set JIP
- // TEST for weird jip-is-server-issue :S
- if (!(SLX_XEH_MACHINE select 2) || {SLX_XEH_MACHINE select 3} || {SLX_XEH_MACHINE select 4}) then {
- str(["WARNING: JIP Client, yet wrong detection", SLX_XEH_MACHINE]) call SLX_XEH_LOG;
- SLX_XEH_MACHINE set [2, true]; // set Dedicated client
- SLX_XEH_MACHINE set [3, false]; // set server
- SLX_XEH_MACHINE set [4, false]; // set dedicatedserver
- };
- waitUntil { !(isNull player) || {SLX_XEH_MACHINE select 13} };
- if (SLX_XEH_MACHINE select 13) then { XEH_LOG("WARNING: TimedOut waiting for player object to be ready. Continueing PostInit without Player ready") };
- };
- };
-
- if !(isNull player) then {
- if (isNull (group player) && {player isKindOf "CAManBase"}) then {
- // DEBUG TEST: Crashing due to JIP, or when going from briefing
- // into game
- #ifdef DEBUG_MODE_FULL
- "NULLGROUP" call SLX_XEH_LOG;
- #endif
- waitUntil { !(isNull (group player)) };
- };
- waitUntil { local player };
- };
+ // On Server + Non JIP Client, we are now after all objects have inited
+ // and at the briefing, still time == 0
+ if (isNull player) then {
+ #ifdef DEBUG_MODE_FULL
+ "NULL PLAYER" call SLX_XEH_LOG;
+ #endif
+ if !((SLX_XEH_MACHINE select 4) || {(SLX_XEH_MACHINE select 6)}) then { // only if MultiPlayer and not dedicated
+ #ifdef DEBUG_MODE_FULL
+ "JIP" call SLX_XEH_LOG;
+ #endif
- GVAR(init_obj2) setDamage 1; // Schedule to run itsy bitsy later
+ // TEST for weird jip-is-server-issue :S
+ if (!(SLX_XEH_MACHINE select 2) || {SLX_XEH_MACHINE select 3} || {SLX_XEH_MACHINE select 4}) then {
+ str(["WARNING: JIP Client, yet wrong detection", SLX_XEH_MACHINE]) call SLX_XEH_LOG;
+ SLX_XEH_MACHINE set [2, true]; // set Dedicated client
+ SLX_XEH_MACHINE set [3, false]; // set server
+ SLX_XEH_MACHINE set [4, false]; // set dedicatedserver
+ };
+ waitUntil { !(isNull player) || {SLX_XEH_MACHINE select 13} };
+ if (SLX_XEH_MACHINE select 13) then { XEH_LOG("WARNING: TimedOut waiting for player object to be ready. Continueing PostInit without Player ready") };
+ };
+ };
- SLX_XEH_MACHINE set [5, true]; // set player check = complete
+ if !(isNull player) then {
+ if (isNull (group player) && {player isKindOf "CAManBase"}) then {
+ // DEBUG TEST: Crashing due to JIP, or when going from briefing
+ // into game
+ #ifdef DEBUG_MODE_FULL
+ "NULLGROUP" call SLX_XEH_LOG;
+ #endif
+ waitUntil { !(isNull (group player)) };
+ };
+ waitUntil { local player };
+ };
+
+ // set JIP
+ SLX_XEH_MACHINE set [1, !isDedicated && getClientState in ["BRIEFING SHOWN","BRIEFING READ","GAME FINISHED","DEBRIEFING READ"]];
+
+ GVAR(init_obj2) setDamage 1; // Schedule to run itsy bitsy later
+
+ SLX_XEH_MACHINE set [5, true]; // set player check = complete
};
// Load and call any "pre-init", run-once event handlers
/*
- Compile code strings in the Extended_PreInit_EventHandlers class and call
- them. This is done once per mission and before any extended init event
- handler code is run. An addon maker can put run-once initialisation code
- in such a pre-init "EH" rather than in a normal XEH init EH which might be
- called several times.
+ Compile code strings in the Extended_PreInit_EventHandlers class and call
+ them. This is done once per mission and before any extended init event
+ handler code is run. An addon maker can put run-once initialisation code
+ in such a pre-init "EH" rather than in a normal XEH init EH which might be
+ called several times.
*/
{ (_x/SLX_XEH_STR_PreInit) call FUNC(init_once) } forEach SLX_XEH_CONFIG_FILES;
diff --git a/tools/cba/addons/xeh/script_xeh.hpp b/tools/cba/addons/xeh/script_xeh.hpp
index ec7a1d8b88..ba55dbc917 100644
--- a/tools/cba/addons/xeh/script_xeh.hpp
+++ b/tools/cba/addons/xeh/script_xeh.hpp
@@ -1,8 +1,14 @@
+/*
+ Header: script_xeh.hpp
+
+ Description:
+ Used internally.
+*/
/////////////////////////////////////////////////////////////////////////////////
// MACRO: EXTENDED_EVENTHANDLERS
-// XEH uses all existing event handlers
+// Add all XEH event handlers
/////////////////////////////////////////////////////////////////////////////////
-#define EXTENDED_EVENTHANDLERS init = QUOTE(if(isNil'SLX_XEH_MACHINE')then{call compile preProcessFileLineNumbers '\x\cba\addons\xeh\init_pre.sqf'};_this call SLX_XEH_EH_Init); \
+#define EXTENDED_EVENTHANDLERS init = "_this call SLX_XEH_EH_Init"; \
fired = "_this call SLX_XEH_EH_Fired"; \
animChanged = "_this call SLX_XEH_EH_AnimChanged"; \
animDone = "_this call SLX_XEH_EH_AnimDone"; \
@@ -45,22 +51,25 @@ weaponDisAssembled = "_this call SLX_XEH_EH_WeaponDisassembled";
-/////////////////////////////////////////////////////////////////////////////////
-// MACRO: DELETE_EVENTHANDLERS
-//
-// Example:
-//
-// class DefaultEventhandlers;
-// class Car_F;
-// class MRAP_01_base_F: Car_F {
-// class EventHandlers;
-// };
-// class B_MRAP_01_F: MRAP_01_base_F {
-// class Eventhandlers: EventHandlers {
-// DELETE_EVENTHANDLERS
-// };
-// };
-/////////////////////////////////////////////////////////////////////////////////
+/*
+ MACRO: DELETE_EVENTHANDLERS
+
+ Removes all event handlers.
+
+ Example:
+ (begin example)
+ class DefaultEventhandlers;
+ class Car_F;
+ class MRAP_01_base_F: Car_F {
+ class EventHandlers;
+ };
+ class B_MRAP_01_F: MRAP_01_base_F {
+ class Eventhandlers: EventHandlers {
+ DELETE_EVENTHANDLERS
+ };
+ };
+ (end example)
+*/
#define DELETE_EVENTHANDLERS delete init; \
delete fired; \