mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' of https://github.com/acemod/ACE3 into feature/switchToLogMacros
Conflicts: addons/common/XEH_postInit.sqf
This commit is contained in:
commit
035b3432c5
@ -1,4 +1,4 @@
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# ACE 3 CONTRIBUTOR LIST
|
# ACE3 CONTRIBUTOR LIST
|
||||||
# If you contributed, but are not listed here, contact me:
|
# If you contributed, but are not listed here, contact me:
|
||||||
# koffeinflummi@gmail.com
|
# koffeinflummi@gmail.com
|
||||||
#
|
#
|
||||||
|
86
README.md
86
README.md
@ -3,75 +3,75 @@
|
|||||||
</p>
|
</p>
|
||||||
<p align="center">
|
<p align="center">
|
||||||
<a href="https://github.com/acemod/ACE3/releases">
|
<a href="https://github.com/acemod/ACE3/releases">
|
||||||
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 version">
|
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 Version">
|
||||||
</a>
|
</a>
|
||||||
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip">
|
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip">
|
||||||
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 download">
|
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 Download">
|
||||||
</a>
|
</a>
|
||||||
<a href="https://github.com/acemod/ACE3/issues">
|
<a href="https://github.com/acemod/ACE3/issues">
|
||||||
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 issues">
|
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 Issues">
|
||||||
</a>
|
</a>
|
||||||
<a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435">
|
<a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
|
||||||
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF thread">
|
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF Thread">
|
||||||
</a>
|
</a>
|
||||||
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
|
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
|
||||||
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 license">
|
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 License">
|
||||||
</a>
|
</a>
|
||||||
</p>
|
</p>
|
||||||
<p align="center"><sup><strong>Requires the latest version of <a href="http://www.armaholic.com/page.php?id=18767">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
|
<p align="center"><sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
|
||||||
|
|
||||||
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
|
**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 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
|
### Core features
|
||||||
* Brand new 3D interaction/action system
|
- Brand new 3D interaction/action system
|
||||||
* Performance and reliability framework
|
- Performance and reliability framework
|
||||||
* Focus on modularity and customization
|
- Focus on modularity and customization
|
||||||
* New flexible client and server settings & configuration
|
- New flexible client and server settings & configuration
|
||||||
* Improved medical system with various levels (basic/advanced) focus on gameplay/realism
|
- Improved medical system with various levels (basic/advanced) focus on gameplay/realism
|
||||||
* Proper & consistent network-synced weather
|
- Proper & consistent network-synced weather
|
||||||
* Wind and weather-based ballistics
|
- Wind and weather-based ballistics
|
||||||
* Captivity system
|
- Captivity system
|
||||||
* Explosives system, including different trigger types
|
- Explosives system, including different trigger types
|
||||||
* Map screen improvements – marker placement and map tools
|
- Map screen improvements – marker placement and map tools
|
||||||
* Advanced missile guidance and laser designation
|
- Advanced missile guidance and laser designation
|
||||||
|
|
||||||
#### Additional features
|
#### Additional features
|
||||||
* Carrying and dragging
|
- Carrying and dragging
|
||||||
* Realistic names for vehicles and weapons
|
- Realistic names for vehicles and weapons
|
||||||
* A fire control system (FCS) for armored vehicles and helicopters
|
- A fire control system (FCS) for armored vehicles and helicopters
|
||||||
* Realistic ballistics/FCS calculated in C/C++ extensions
|
- Realistic ballistics/FCS calculated in C/C++ extensions
|
||||||
* Backblast area and overpressure simulation
|
- Backblast area and overpressure simulation
|
||||||
* Disposable launchers
|
- Disposable launchers
|
||||||
* Realistic G-forces
|
- Realistic G-forces
|
||||||
* Vehicle locking
|
- Vehicle locking
|
||||||
* Realistic night and thermal vision modes
|
- Realistic night and thermal vision modes
|
||||||
* Magazine repacking
|
- Magazine repacking
|
||||||
* Realistic weapon overheating mechanic
|
- Realistic weapon overheating mechanic
|
||||||
* Combat deafness (temporary loss of hearing) simulation
|
- Combat deafness (temporary loss of hearing) simulation
|
||||||
* Improved ragdoll physics
|
- Improved ragdoll physics
|
||||||
* Improved interactions for AARs and ammo bearers
|
- Improved interactions for AARs and ammo bearers
|
||||||
* Adjustable sniper scopes
|
- Adjustable sniper scopes
|
||||||
* No idle animation with lowered weapon
|
- No idle animation with lowered weapon
|
||||||
* No talking player avatar
|
- No talking player avatar
|
||||||
* Jumping over obstacles, climbing over walls and cutting down fences
|
- Jumping over obstacles, climbing over walls and cutting down fences
|
||||||
* Vector, MicroDAGR and Kestrel devices<br>
|
- Vector, MicroDAGR and Kestrel devices<br>
|
||||||
***and much more...***
|
***and much more...***
|
||||||
|
|
||||||
### Guides & how-tos
|
### Guides & how-tos
|
||||||
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
|
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
|
#### 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:
|
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 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 make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
|
||||||
|
|
||||||
#### Testing & building
|
#### 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:
|
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.
|
||||||
|
@ -32,6 +32,7 @@
|
|||||||
<German>Erweiterte Ballistik</German>
|
<German>Erweiterte Ballistik</German>
|
||||||
<Czech>Pokročilá balistika</Czech>
|
<Czech>Pokročilá balistika</Czech>
|
||||||
<Portuguese>Balística avançada</Portuguese>
|
<Portuguese>Balística avançada</Portuguese>
|
||||||
|
<Hungarian>Fejlett ballisztika</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
|
||||||
<English>Advanced Ballistics</English>
|
<English>Advanced Ballistics</English>
|
||||||
@ -40,6 +41,7 @@
|
|||||||
<German>Erweiterte Ballistik</German>
|
<German>Erweiterte Ballistik</German>
|
||||||
<Czech>Pokročilá balistika</Czech>
|
<Czech>Pokročilá balistika</Czech>
|
||||||
<Portuguese>Balística avançada</Portuguese>
|
<Portuguese>Balística avançada</Portuguese>
|
||||||
|
<Hungarian>Fejlett ballisztika</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
|
||||||
<English>Enables advanced ballistics</English>
|
<English>Enables advanced ballistics</English>
|
||||||
@ -48,6 +50,7 @@
|
|||||||
<German>Aktiviert die erweiterte Ballistik</German>
|
<German>Aktiviert die erweiterte Ballistik</German>
|
||||||
<Czech>Aktivuje pokročilou balistiku</Czech>
|
<Czech>Aktivuje pokročilou balistiku</Czech>
|
||||||
<Portuguese>Ativa balística avançada</Portuguese>
|
<Portuguese>Ativa balística avançada</Portuguese>
|
||||||
|
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
|
||||||
<English>Enabled For Snipers</English>
|
<English>Enabled For Snipers</English>
|
||||||
@ -56,6 +59,7 @@
|
|||||||
<German>Für Scharfschützen aktiviert</German>
|
<German>Für Scharfschützen aktiviert</German>
|
||||||
<Czech>Povoleno pro odstřelovače</Czech>
|
<Czech>Povoleno pro odstřelovače</Czech>
|
||||||
<Portuguese>Ativar para caçadores</Portuguese>
|
<Portuguese>Ativar para caçadores</Portuguese>
|
||||||
|
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
|
||||||
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
|
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
|
||||||
@ -64,6 +68,7 @@
|
|||||||
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
|
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
|
||||||
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
|
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
|
||||||
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
|
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
|
||||||
|
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
|
||||||
<English>Enabled For Group Members</English>
|
<English>Enabled For Group Members</English>
|
||||||
@ -72,6 +77,7 @@
|
|||||||
<German>Für Gruppenmitglieder aktiviert</German>
|
<German>Für Gruppenmitglieder aktiviert</German>
|
||||||
<Czech>Povoleno pro členy skupiny</Czech>
|
<Czech>Povoleno pro členy skupiny</Czech>
|
||||||
<Portuguese>Ativada para membros do grupo</Portuguese>
|
<Portuguese>Ativada para membros do grupo</Portuguese>
|
||||||
|
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
|
||||||
<English>Enables advanced ballistics for non local group members</English>
|
<English>Enables advanced ballistics for non local group members</English>
|
||||||
@ -80,6 +86,7 @@
|
|||||||
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
|
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
|
||||||
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
|
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
|
||||||
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
|
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
|
||||||
|
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
|
||||||
<English>Enabled For Everyone</English>
|
<English>Enabled For Everyone</English>
|
||||||
@ -88,6 +95,7 @@
|
|||||||
<German>Für jeden aktiviert</German>
|
<German>Für jeden aktiviert</German>
|
||||||
<Czech>Povoleno pro všechny</Czech>
|
<Czech>Povoleno pro všechny</Czech>
|
||||||
<Portuguese>Ativada para todos</Portuguese>
|
<Portuguese>Ativada para todos</Portuguese>
|
||||||
|
<Hungarian>Mindenkinek engedélyezve</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
|
||||||
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
|
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
|
||||||
@ -96,6 +104,7 @@
|
|||||||
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
|
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
|
||||||
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
|
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
|
||||||
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
|
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
|
||||||
|
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
|
||||||
<English>Always Enabled For Group Members</English>
|
<English>Always Enabled For Group Members</English>
|
||||||
@ -104,6 +113,7 @@
|
|||||||
<German>Für Gruppenmitglieder immer aktiviert</German>
|
<German>Für Gruppenmitglieder immer aktiviert</German>
|
||||||
<Czech>Vždy povoleno pro členy skupiny</Czech>
|
<Czech>Vždy povoleno pro členy skupiny</Czech>
|
||||||
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
|
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
|
||||||
|
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
|
||||||
<English>Always enables advanced ballistics when a group member fires</English>
|
<English>Always enables advanced ballistics when a group member fires</English>
|
||||||
@ -112,6 +122,7 @@
|
|||||||
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
|
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
|
||||||
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
|
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
|
||||||
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
|
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
|
||||||
|
<Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
|
||||||
<English>Disabled In FullAuto Mode</English>
|
<English>Disabled In FullAuto Mode</English>
|
||||||
@ -120,6 +131,7 @@
|
|||||||
<German>Beim vollautomatischen Feuern deaktiviert</German>
|
<German>Beim vollautomatischen Feuern deaktiviert</German>
|
||||||
<Czech>Zakázáno v automatickém režimu střelby</Czech>
|
<Czech>Zakázáno v automatickém režimu střelby</Czech>
|
||||||
<Portuguese>Desabilitar no modo automático</Portuguese>
|
<Portuguese>Desabilitar no modo automático</Portuguese>
|
||||||
|
<Hungarian>Automata módban letiltva</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
|
||||||
<English>Disables the advanced ballistics during full auto fire</English>
|
<English>Disables the advanced ballistics during full auto fire</English>
|
||||||
@ -128,6 +140,7 @@
|
|||||||
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
|
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
|
||||||
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
|
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
|
||||||
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
|
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
|
||||||
|
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
|
||||||
<English>Enable Ammo Temperature Simulation</English>
|
<English>Enable Ammo Temperature Simulation</English>
|
||||||
@ -136,6 +149,7 @@
|
|||||||
<German>Simulation der Munitionstemperatur aktivieren</German>
|
<German>Simulation der Munitionstemperatur aktivieren</German>
|
||||||
<Czech>Povolit simulaci teploty munice</Czech>
|
<Czech>Povolit simulaci teploty munice</Czech>
|
||||||
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
|
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
|
||||||
|
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
|
||||||
<English>Muzzle velocity varies with ammo temperature</English>
|
<English>Muzzle velocity varies with ammo temperature</English>
|
||||||
@ -144,6 +158,7 @@
|
|||||||
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
|
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
|
||||||
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
|
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
|
||||||
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
|
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
|
||||||
|
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
|
||||||
<English>Enable Barrel Length Simulation</English>
|
<English>Enable Barrel Length Simulation</English>
|
||||||
@ -152,6 +167,7 @@
|
|||||||
<German>Simulation der Lauflänge aktivieren</German>
|
<German>Simulation der Lauflänge aktivieren</German>
|
||||||
<Czech>Povolit simulaci délky hlavně</Czech>
|
<Czech>Povolit simulaci délky hlavně</Czech>
|
||||||
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
|
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
|
||||||
|
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
|
||||||
<English>Muzzle velocity varies with barrel length</English>
|
<English>Muzzle velocity varies with barrel length</English>
|
||||||
@ -160,6 +176,7 @@
|
|||||||
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
|
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
|
||||||
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
|
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
|
||||||
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
|
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
|
||||||
|
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
|
||||||
<English>Enable Bullet Trace Effect</English>
|
<English>Enable Bullet Trace Effect</English>
|
||||||
@ -168,6 +185,7 @@
|
|||||||
<German>Geschossspureffekt aktivieren</German>
|
<German>Geschossspureffekt aktivieren</German>
|
||||||
<Czech>Povolit efekt trasírek</Czech>
|
<Czech>Povolit efekt trasírek</Czech>
|
||||||
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
|
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
|
||||||
|
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
|
||||||
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
|
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
|
||||||
@ -176,6 +194,7 @@
|
|||||||
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
|
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
|
||||||
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
|
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
|
||||||
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
|
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
|
||||||
|
<Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
|
||||||
<English>Simulation Interval</English>
|
<English>Simulation Interval</English>
|
||||||
@ -184,6 +203,7 @@
|
|||||||
<German>Simulationsintervall</German>
|
<German>Simulationsintervall</German>
|
||||||
<Czech>Interval simulace</Czech>
|
<Czech>Interval simulace</Czech>
|
||||||
<Portuguese>Intervalo da simulação</Portuguese>
|
<Portuguese>Intervalo da simulação</Portuguese>
|
||||||
|
<Hungarian>Szimuláció intervalluma</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
|
||||||
<English>Defines the interval between every calculation step</English>
|
<English>Defines the interval between every calculation step</English>
|
||||||
@ -192,6 +212,7 @@
|
|||||||
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
|
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
|
||||||
<Czech>Určuje interval mezi každým výpočtem</Czech>
|
<Czech>Určuje interval mezi každým výpočtem</Czech>
|
||||||
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
|
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
|
||||||
|
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
|
||||||
<English>Simulation Radius</English>
|
<English>Simulation Radius</English>
|
||||||
@ -200,6 +221,7 @@
|
|||||||
<German>Simulationsradius</German>
|
<German>Simulationsradius</German>
|
||||||
<Czech>Rozsah simulace</Czech>
|
<Czech>Rozsah simulace</Czech>
|
||||||
<Portuguese>Raio de simulação</Portuguese>
|
<Portuguese>Raio de simulação</Portuguese>
|
||||||
|
<Hungarian>Szimuláció hatóköre</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
|
||||||
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
|
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
|
||||||
@ -208,12 +230,14 @@
|
|||||||
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
|
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
|
||||||
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
|
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
|
||||||
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
|
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
|
||||||
|
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Advanced_Ballistics_Description">
|
<Key ID="STR_ACE_Advanced_Ballistics_Description">
|
||||||
<English>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.</English>
|
<English>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.</English>
|
||||||
<Polish>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.</Polish>
|
<Polish>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.</Polish>
|
||||||
<Czech>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.</Czech>
|
<Czech>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.</Czech>
|
||||||
<Portuguese>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.</Portuguese>
|
<Portuguese>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.</Portuguese>
|
||||||
|
<Hungarian>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.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
@ -8,3 +8,24 @@ class Extended_PostInit_EventHandlers {
|
|||||||
clientInit = QUOTE( call COMPILE_FILE(XEH_clientInit) );
|
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));
|
||||||
|
};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
@ -7,6 +7,9 @@ PREP(canAttach);
|
|||||||
PREP(canDetach);
|
PREP(canDetach);
|
||||||
PREP(detach);
|
PREP(detach);
|
||||||
PREP(getChildrenAttachActions);
|
PREP(getChildrenAttachActions);
|
||||||
|
PREP(handleGetIn);
|
||||||
|
PREP(handleGetOut);
|
||||||
|
PREP(handleKilled);
|
||||||
PREP(placeApprove);
|
PREP(placeApprove);
|
||||||
|
|
||||||
ADDON = true;
|
ADDON = true;
|
||||||
|
@ -17,15 +17,14 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
|
params ["_attachToVehicle","_unit","_args", ["_silentScripted", false]];
|
||||||
params ["_attachToVehicle","_unit","_args"];
|
|
||||||
_args params [["_itemClassname","", [""]]];
|
_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)
|
//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");};
|
if ((_itemClassname == "") || {(!_silentScripted) && {!(_this call FUNC(canAttach))}}) exitWith {ERROR("Tried to attach, but check failed");};
|
||||||
|
|
||||||
_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
|
|
||||||
|
|
||||||
_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
|
_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
|
||||||
_onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
|
_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];
|
_onAtachText = format [localize LSTRING(Item_Attached), _onAtachText];
|
||||||
|
|
||||||
if (_unit == _attachToVehicle) then { //Self Attachment
|
if (_unit == _attachToVehicle) then { //Self Attachment
|
||||||
_unit removeItem _itemClassname; // Remove item
|
|
||||||
_attachedItem = _itemVehClass createVehicle [0,0,0];
|
_attachedItem = _itemVehClass createVehicle [0,0,0];
|
||||||
_attachedItem attachTo _selfAttachPosition;
|
_attachedItem attachTo [_unit, [-0.05, 0, 0.12], "rightshoulder"];
|
||||||
[_onAtachText] call EFUNC(common,displayTextStructured);
|
if (!_silentScripted) then {
|
||||||
_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
|
_unit removeItem _itemClassname; // Remove item
|
||||||
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
|
[_onAtachText] call EFUNC(common,displayTextStructured);
|
||||||
|
};
|
||||||
|
_unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
|
||||||
} else {
|
} else {
|
||||||
GVAR(placeAction) = PLACE_WAITING;
|
GVAR(placeAction) = PLACE_WAITING;
|
||||||
|
|
||||||
|
@ -17,14 +17,17 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
private ["_attachLimit", "_attachedObjects","_playerPos"];
|
|
||||||
params ["_attachToVehicle","_player","_args"];
|
params ["_attachToVehicle","_player","_args"];
|
||||||
_args params [["_itemClassname","", [""]]];
|
_args params [["_itemClassname","", [""]]];
|
||||||
TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
|
TRACE_3("params",_attachToVehicle,_player,_itemClassname);
|
||||||
|
|
||||||
|
private ["_attachLimit", "_attachedObjects"];
|
||||||
|
|
||||||
_attachLimit = [6, 1] select (_player == _attachToVehicle);
|
_attachLimit = [6, 1] select (_player == _attachToVehicle);
|
||||||
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
|
_attachedObjects = _attachToVehicle getVariable [QGVAR(attached), []];
|
||||||
|
|
||||||
_playerPos = (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
|
((_player == _attachToVehicle) || {canStand _player}) &&
|
||||||
|
{(_attachToVehicle distance _player) < 7} &&
|
||||||
(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemClassname in ((itemsWithMagazines _player) + [""])};
|
{alive _attachToVehicle} &&
|
||||||
|
{(count _attachedObjects) < _attachLimit} &&
|
||||||
|
{_itemClassname in ((itemsWithMagazines _player) + [""])};
|
||||||
|
@ -16,25 +16,25 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
private ["_attachedObjects", "_inRange"];
|
|
||||||
params ["_attachToVehicle", "_unit"];
|
params ["_attachToVehicle", "_unit"];
|
||||||
TRACE_2("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;
|
_inRange = false;
|
||||||
if (_unit == _attachToVehicle) then {
|
{
|
||||||
_inRange = count _attachedObjects > 0;
|
_x params ["_xObject"];
|
||||||
} else {
|
if (isNull _xObject) exitWith {
|
||||||
//Scan if unit is within range (using 2d distance)
|
TRACE_1("Null attached",_x);
|
||||||
private ["_unitPos", "_objectPos"];
|
_attachedList deleteAt _forEachIndex;
|
||||||
_unitPos = getPos _unit;
|
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
|
||||||
_unitPos set [2,0];
|
};
|
||||||
{
|
if (((getPos _unit) distance2d (getPos _xObject)) < 4) exitWith {_inRange = true};
|
||||||
_objectPos = getPos _x;
|
} forEach _attachedList;
|
||||||
_objectPos set [2, 0];
|
|
||||||
if (_objectPos distance _unitPos < 4) exitWith {_inRange = true};
|
|
||||||
} forEach _attachedObjects;
|
|
||||||
};
|
|
||||||
|
|
||||||
canStand _unit && {_inRange} && {alive _attachToVehicle}
|
_inRange &&
|
||||||
|
{(_unit == _attachToVehicle) || {canStand _unit}} &&
|
||||||
|
{alive _attachToVehicle}
|
||||||
|
@ -16,15 +16,12 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
private ["_attachedObjects", "_attachedItems", "_itemDisplayName",
|
|
||||||
"_attachedObject", "_attachedIndex", "_itemName", "_minDistance",
|
|
||||||
"_unitPos", "_objectPos"
|
|
||||||
];
|
|
||||||
params ["_attachToVehicle","_unit"],
|
params ["_attachToVehicle","_unit"],
|
||||||
TRACE_2("params",_attachToVehicle,_unit);
|
TRACE_2("params",_attachToVehicle,_unit);
|
||||||
|
|
||||||
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
|
private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance"];
|
||||||
_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
|
|
||||||
|
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
|
||||||
|
|
||||||
_attachedObject = objNull;
|
_attachedObject = objNull;
|
||||||
_attachedIndex = -1;
|
_attachedIndex = -1;
|
||||||
@ -32,18 +29,17 @@ _itemName = "";
|
|||||||
|
|
||||||
//Find closest attached object
|
//Find closest attached object
|
||||||
_minDistance = 1000;
|
_minDistance = 1000;
|
||||||
_unitPos = getPos _unit;
|
|
||||||
_unitPos set [2,0];
|
|
||||||
{
|
{
|
||||||
_objectPos = getPos _x;
|
_x params ["_xObject", "_xItemName"];
|
||||||
_objectPos set [2, 0];
|
|
||||||
if (_objectPos distance _unitPos < _minDistance) then {
|
if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
|
||||||
_minDistance = _objectPos distance _unitPos;
|
_minDistance = ((getPos _unit) distance2d (getPos _xObject));
|
||||||
_attachedObject = _x;
|
_attachedObject = _xObject;
|
||||||
_itemName = _attachedItems select _forEachIndex;
|
_itemName = _xItemName;
|
||||||
_attachedIndex = _forEachIndex;
|
_attachedIndex = _forEachIndex;
|
||||||
};
|
};
|
||||||
} forEach _attachedObjects;
|
} forEach _attachedList;
|
||||||
|
|
||||||
// Check if unit has an attached item
|
// Check if unit has an attached item
|
||||||
if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
|
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
|
// Reset unit variables
|
||||||
_attachedObjects deleteAt _attachedIndex;
|
_attachedList deleteAt _attachedIndex;
|
||||||
_attachedItems deleteAt _attachedIndex;
|
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
|
||||||
_attachToVehicle setVariable [QGVAR(Objects), _attachedObjects, true];
|
|
||||||
_attachToVehicle setVariable [QGVAR(ItemNames), _attachedItems, true];
|
|
||||||
|
|
||||||
// Display message
|
// Display message
|
||||||
_itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");
|
_itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");
|
||||||
|
38
addons/attach/functions/fnc_handleGetIn.sqf
Normal file
38
addons/attach/functions/fnc_handleGetIn.sqf
Normal file
@ -0,0 +1,38 @@
|
|||||||
|
/*
|
||||||
|
* Author: PabstMirror
|
||||||
|
* Handles when a unit gets in to a vehicle.
|
||||||
|
*
|
||||||
|
* Arguments:
|
||||||
|
* 0: vehicle <OBJECT>
|
||||||
|
* 1: dunno <OBJECT>
|
||||||
|
* 2: unit <OBJECT>
|
||||||
|
*
|
||||||
|
* 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];
|
35
addons/attach/functions/fnc_handleGetOut.sqf
Normal file
35
addons/attach/functions/fnc_handleGetOut.sqf
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
/*
|
||||||
|
* Author: PabstMirror
|
||||||
|
* Handles when a unit gets in to a vehicle.
|
||||||
|
*
|
||||||
|
* Arguments:
|
||||||
|
* 0: vehicle <OBJECT>
|
||||||
|
* 1: dunno <OBJECT>
|
||||||
|
* 2: unit <OBJECT>
|
||||||
|
*
|
||||||
|
* 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);
|
||||||
|
};
|
39
addons/attach/functions/fnc_handleKilled.sqf
Normal file
39
addons/attach/functions/fnc_handleKilled.sqf
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
/*
|
||||||
|
* Author: PabstMirror
|
||||||
|
* Handles when vehicle or man is killed.
|
||||||
|
* Note: Runs where unit is local.
|
||||||
|
*
|
||||||
|
* Arguments:
|
||||||
|
* 0: DeadVehicle <OBJECT>
|
||||||
|
*
|
||||||
|
* 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];
|
@ -25,7 +25,7 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#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"];
|
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"];
|
||||||
TRACE_6("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
|
//Remove Item from inventory
|
||||||
_unit removeItem _itemClassname;
|
_unit removeItem _itemClassname;
|
||||||
|
|
||||||
//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
|
//Add Object to attached array
|
||||||
_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
|
_attachList = _attachToVehicle getVariable [QGVAR(attached), []];
|
||||||
_currentObjects pushBack _attachedObject;
|
_attachList pushBack [_attachedObject, _itemClassname];
|
||||||
_attachToVehicle setVariable [QGVAR(Objects), _currentObjects, true];
|
_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
|
||||||
_currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
|
|
||||||
_currentItemNames pushBack _itemClassname;
|
|
||||||
_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
|
|
||||||
|
|
||||||
[_onAtachText] call EFUNC(common,displayTextStructured);
|
[_onAtachText] call EFUNC(common,displayTextStructured);
|
||||||
|
@ -3,7 +3,6 @@
|
|||||||
ADDON = false;
|
ADDON = false;
|
||||||
|
|
||||||
PREP(backpackOpened);
|
PREP(backpackOpened);
|
||||||
PREP(getBackpackAssignedUnit);
|
|
||||||
PREP(isBackpack);
|
PREP(isBackpack);
|
||||||
PREP(onOpenInventory);
|
PREP(onOpenInventory);
|
||||||
|
|
||||||
|
@ -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
|
|
@ -1,7 +1,7 @@
|
|||||||
/*
|
/*
|
||||||
* Author: commy2
|
* Author: commy2
|
||||||
*
|
*
|
||||||
* Handle the open inventory event. Display message on traget client.
|
* Handle the open inventory event. Display message on target client.
|
||||||
*
|
*
|
||||||
* Argument:
|
* Argument:
|
||||||
* Input from "InventoryOpened" eventhandler
|
* Input from "InventoryOpened" eventhandler
|
||||||
@ -11,16 +11,17 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
private "_target";
|
params ["_unit","_backpack"];
|
||||||
params ["","_backpack"];
|
|
||||||
|
|
||||||
// exit if the target is not a backpack
|
// exit if the target is not a real backpack, i.e. parachute, static weapon bag etc.
|
||||||
if !([_backpack] call FUNC(isBackpack)) exitWith {};
|
if !([_backpack] call FUNC(isBackpack)) exitWith {false};
|
||||||
|
|
||||||
// get the unit that wears the backpack object
|
// get the unit that wears the backpack object
|
||||||
_target = _this call FUNC(getBackpackAssignedUnit);
|
private "_target";
|
||||||
|
_target = objectParent _backpack;
|
||||||
|
|
||||||
if (isNull _target) exitWith {false};
|
if (isNull _target) exitWith {false};
|
||||||
|
|
||||||
// raise event on target unit
|
// raise event on target unit
|
||||||
["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
|
["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
|
||||||
|
|
||||||
|
@ -1599,6 +1599,7 @@
|
|||||||
<German>[ACE] Munitionskiste</German>
|
<German>[ACE] Munitionskiste</German>
|
||||||
<Czech>[ACE] Bedna s municí</Czech>
|
<Czech>[ACE] Bedna s municí</Czech>
|
||||||
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
|
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
|
||||||
|
<Hungarian>[ACE] Lőszeres láda</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
@ -18,6 +18,11 @@ class CfgMovesBasic {
|
|||||||
default = "ACE_AmovPercMstpSsurWnonDnon";
|
default = "ACE_AmovPercMstpSsurWnonDnon";
|
||||||
PutDown = "";
|
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};
|
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:
|
//Surrender Anims:
|
||||||
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
|
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
|
||||||
actions = "ACE_CivilStandSurrenderActions";
|
actions = "ACE_CivilStandSurrenderActions";
|
||||||
|
@ -12,17 +12,17 @@ class CfgVehicles {
|
|||||||
exceptions[] = {};
|
exceptions[] = {};
|
||||||
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
|
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_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 {
|
class ACE_EscortCaptive {
|
||||||
displayName = CSTRING(EscortCaptive);
|
displayName = CSTRING(EscortCaptive);
|
||||||
distance = 4;
|
distance = 4;
|
||||||
@ -97,7 +97,7 @@ class CfgVehicles {
|
|||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
#define MACRO_LOADUNLOADCAPTIVE \
|
#define MACRO_LOADCAPTIVE \
|
||||||
class ACE_Actions { \
|
class ACE_Actions { \
|
||||||
class ACE_MainActions { \
|
class ACE_MainActions { \
|
||||||
class GVAR(LoadCaptive) { \
|
class GVAR(LoadCaptive) { \
|
||||||
@ -113,27 +113,27 @@ class CfgVehicles {
|
|||||||
|
|
||||||
class LandVehicle;
|
class LandVehicle;
|
||||||
class Car: LandVehicle {
|
class Car: LandVehicle {
|
||||||
MACRO_LOADUNLOADCAPTIVE
|
MACRO_LOADCAPTIVE
|
||||||
};
|
};
|
||||||
class Tank: LandVehicle {
|
class Tank: LandVehicle {
|
||||||
MACRO_LOADUNLOADCAPTIVE
|
MACRO_LOADCAPTIVE
|
||||||
};
|
};
|
||||||
|
|
||||||
class Air;
|
class Air;
|
||||||
class Helicopter: Air {
|
class Helicopter: Air {
|
||||||
MACRO_LOADUNLOADCAPTIVE
|
MACRO_LOADCAPTIVE
|
||||||
};
|
};
|
||||||
class Plane: Air {
|
class Plane: Air {
|
||||||
MACRO_LOADUNLOADCAPTIVE
|
MACRO_LOADCAPTIVE
|
||||||
};
|
};
|
||||||
|
|
||||||
class Ship;
|
class Ship;
|
||||||
class Ship_F: Ship {
|
class Ship_F: Ship {
|
||||||
MACRO_LOADUNLOADCAPTIVE
|
MACRO_LOADCAPTIVE
|
||||||
};
|
};
|
||||||
|
|
||||||
class StaticWeapon: LandVehicle {
|
class StaticWeapon: LandVehicle {
|
||||||
MACRO_LOADUNLOADCAPTIVE
|
MACRO_LOADCAPTIVE
|
||||||
};
|
};
|
||||||
|
|
||||||
class Box_NATO_Support_F;
|
class Box_NATO_Support_F;
|
||||||
|
@ -6,12 +6,11 @@
|
|||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
addMissionEventHandler ["HandleDisconnect", {
|
addMissionEventHandler ["HandleDisconnect", {
|
||||||
PARAMS_1(_disconnectedPlayer);
|
params ["_disconnectedPlayer"];
|
||||||
private "_escortedUnit";
|
private "_escortedUnit";
|
||||||
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
|
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
|
||||||
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
|
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
|
||||||
detach _escortedUnit;
|
detach _escortedUnit;
|
||||||
//systemChat "debug: DC detach";
|
|
||||||
};
|
};
|
||||||
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
|
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
|
||||||
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
|
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
|
||||||
|
@ -16,6 +16,7 @@ PREP(doFriskPerson);
|
|||||||
PREP(doLoadCaptive);
|
PREP(doLoadCaptive);
|
||||||
PREP(doRemoveHandcuffs);
|
PREP(doRemoveHandcuffs);
|
||||||
PREP(doUnloadCaptive);
|
PREP(doUnloadCaptive);
|
||||||
|
PREP(findEmptyNonFFVCargoSeat);
|
||||||
PREP(handleGetIn);
|
PREP(handleGetIn);
|
||||||
PREP(handleGetOut);
|
PREP(handleGetOut);
|
||||||
PREP(handleKilled);
|
PREP(handleKilled);
|
||||||
|
@ -11,28 +11,36 @@
|
|||||||
* The return value <BOOL>
|
* The return value <BOOL>
|
||||||
*
|
*
|
||||||
* Example:
|
* Example:
|
||||||
* [player, bob] call ACE_captives_fnc_canLoadCaptive
|
* [player, bob, car] call ACE_captives_fnc_canLoadCaptive
|
||||||
*
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
private ["_objects"];
|
|
||||||
params ["_unit", "_target","_vehicle"];
|
params ["_unit", "_target","_vehicle"];
|
||||||
|
|
||||||
if (isNull _target) then {
|
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
|
||||||
_objects = attachedObjects _unit;
|
//Looking at a vehicle while escorting, get target from attached objects:
|
||||||
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
|
{
|
||||||
if ((count _objects) > 0) then {_target = _objects select 0;};
|
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 {
|
if (isNull _vehicle) then {
|
||||||
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
|
//Looking at a captive unit, search for nearby vehicles with valid seats:
|
||||||
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
|
{
|
||||||
|
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)
|
||||||
&& {!isNull _vehicle}
|
|
||||||
&& {_unit getVariable [QGVAR(isEscorting), false]}
|
|
||||||
&& {_target getVariable [QGVAR(isHandcuffed), false]}
|
|
||||||
&& {_vehicle emptyPositions "cargo" > 0}
|
|
||||||
|
@ -20,4 +20,5 @@ params ["_unit", "_target"];
|
|||||||
|
|
||||||
//Unit is handcuffed and not currently being escorted
|
//Unit is handcuffed and not currently being escorted
|
||||||
_target getVariable [QGVAR(isHandcuffed), false] &&
|
_target getVariable [QGVAR(isHandcuffed), false] &&
|
||||||
{isNull (attachedTo _target)}
|
{isNull (attachedTo _target)} &&
|
||||||
|
{(vehicle _target) == _target}
|
||||||
|
@ -35,7 +35,9 @@ if (_state) then {
|
|||||||
nil, 20, false, true, "", QUOTE(!isNull (GETVAR(_target,QGVAR(escortedUnit),objNull)))];
|
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 (_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 {
|
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];
|
_unit setVariable [QGVAR(isEscorting), false, true];
|
||||||
|
@ -18,7 +18,6 @@
|
|||||||
|
|
||||||
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
|
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
|
||||||
|
|
||||||
PARAMS_2(_player,_unit);
|
|
||||||
params ["_player", "_unit"];
|
params ["_player", "_unit"];
|
||||||
|
|
||||||
_weapon = currentWeapon _player;
|
_weapon = currentWeapon _player;
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
/*
|
/*
|
||||||
* Author: commy2
|
* Author: commy2
|
||||||
* Unit loads the target object into a vehicle.
|
* Unit loads the target object into a vehicle. (logic same as canLoadCaptive)
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Unit that wants to load a captive <OBJECT>
|
* 0: Unit that wants to load a captive <OBJECT>
|
||||||
@ -17,24 +17,34 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
private "_objects";
|
|
||||||
|
|
||||||
params ["_unit", "_target","_vehicle"];
|
params ["_unit", "_target","_vehicle"];
|
||||||
|
|
||||||
if (isNull _target) then {
|
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
|
||||||
_objects = attachedObjects _unit;
|
//Looking at a vehicle while escorting, get target from attached objects:
|
||||||
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
|
{
|
||||||
if ((count _objects) > 0) then {_target = _objects select 0;};
|
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 {
|
if (isNull _vehicle) then {
|
||||||
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
|
//Looking at a captive unit, search for nearby vehicles with valid seats:
|
||||||
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
|
{
|
||||||
|
// 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 {
|
if (isNull _vehicle) exitWith {ERROR("");};
|
||||||
_unit setVariable [QGVAR(isEscorting), false, true];
|
|
||||||
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);
|
_unit setVariable [QGVAR(isEscorting), false, true];
|
||||||
};
|
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);
|
||||||
|
67
addons/captives/functions/fnc_findEmptyNonFFVCargoSeat.sqf
Normal file
67
addons/captives/functions/fnc_findEmptyNonFFVCargoSeat.sqf
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
/*
|
||||||
|
* Author: PabstMirror
|
||||||
|
* Finds a free cargo seat, searching non FFV first
|
||||||
|
*
|
||||||
|
* Arguments:
|
||||||
|
* 0: The Vehicle <OBJECT>
|
||||||
|
*
|
||||||
|
* Return Value:
|
||||||
|
* ARRAY [seat index <NUMBER>, is FFV <BOOL>]
|
||||||
|
*
|
||||||
|
* 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
|
@ -4,8 +4,8 @@
|
|||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: _vehicle <OBJECT>
|
* 0: _vehicle <OBJECT>
|
||||||
* 2: dunno <OBJECT>
|
* 1: dunno <OBJECT>
|
||||||
* 1: _unit <OBJECT>
|
* 2: _unit <OBJECT>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
* The return value <BOOL>
|
* The return value <BOOL>
|
||||||
@ -17,7 +17,8 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
params ["_vehicle", "_dontcare","_unit"];
|
params ["_vehicle", "","_unit"];
|
||||||
|
TRACE_2("params",_vehicle,_unit);
|
||||||
|
|
||||||
if (local _unit) then {
|
if (local _unit) then {
|
||||||
if (_unit getVariable [QGVAR(isEscorting), false]) then {
|
if (_unit getVariable [QGVAR(isEscorting), false]) then {
|
||||||
@ -27,4 +28,18 @@ if (local _unit) then {
|
|||||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||||
[_unit, false] call FUNC(setSurrender);
|
[_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);
|
||||||
|
};
|
||||||
|
};
|
||||||
};
|
};
|
||||||
|
@ -4,8 +4,8 @@
|
|||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: _vehicle <OBJECT>
|
* 0: _vehicle <OBJECT>
|
||||||
* 2: dunno <OBJECT>
|
* 1: dunno <OBJECT>
|
||||||
* 1: _unit <OBJECT>
|
* 2: _unit <OBJECT>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
* The return value <BOOL>
|
* The return value <BOOL>
|
||||||
@ -17,17 +17,21 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#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 {
|
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
|
||||||
private ["_cargoIndex"];
|
private ["_cargoIndex"];
|
||||||
|
|
||||||
_cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1];
|
_cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1];
|
||||||
|
|
||||||
//If captive was not "unloaded", then move them back into the vehicle.
|
if (_cargoIndex != -1) then {
|
||||||
if (_cargoIndex != -1) exitWith {
|
//If captive was not "unloaded", then move them back into the vehicle.
|
||||||
|
TRACE_1("forcing back into vehicle",_cargoIndex);
|
||||||
_unit moveInCargo [_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);
|
|
||||||
};
|
};
|
||||||
|
@ -18,7 +18,7 @@
|
|||||||
params ["_unit"];
|
params ["_unit"];
|
||||||
|
|
||||||
// prevent players from throwing grenades (added to all units)
|
// 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 {
|
if (local _unit) then {
|
||||||
// reset status on mission start
|
// reset status on mission start
|
||||||
|
@ -26,11 +26,11 @@ if (!_activated) exitWith {};
|
|||||||
if (local _logic) then {
|
if (local _logic) then {
|
||||||
//Modules run before postInit can instal the event handler, so we need to wait a little bit
|
//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);
|
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
|
||||||
} forEach _units;
|
} forEach _units;
|
||||||
}, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute);
|
}, [_units], 0.05]call EFUNC(common,waitAndExecute);
|
||||||
|
|
||||||
deleteVehicle _logic;
|
deleteVehicle _logic;
|
||||||
};
|
};
|
||||||
|
@ -17,6 +17,7 @@
|
|||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
params ["_unit","_state"];
|
params ["_unit","_state"];
|
||||||
|
TRACE_2("params",_unit,_state);
|
||||||
|
|
||||||
if (!local _unit) exitwith {
|
if (!local _unit) exitwith {
|
||||||
ERROR("running setHandcuffed on remote unit");
|
ERROR("running setHandcuffed on remote unit");
|
||||||
@ -43,24 +44,47 @@ if (_state) then {
|
|||||||
// fix anim on mission start (should work on dedicated servers)
|
// fix anim on mission start (should work on dedicated servers)
|
||||||
[{
|
[{
|
||||||
params ["_unit"];
|
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] call EFUNC(common,fixLoweredRifleAnimation);
|
||||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
[_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
|
//Adds an animation changed eh
|
||||||
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
|
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
|
||||||
private "_animChangedEHID";
|
private "_animChangedEHID";
|
||||||
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
|
|
||||||
PARAMS_2(_unit,_newAnimation);
|
_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 {
|
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
||||||
TRACE_1("Handcuff animation interrupted",_newAnimation);
|
TRACE_1("Handcuff animation interrupted",_newAnimation);
|
||||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||||
};
|
};
|
||||||
}];
|
} else {
|
||||||
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
|
|
||||||
|
|
||||||
};
|
_turretPath = [];
|
||||||
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
|
{
|
||||||
|
_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 {
|
} else {
|
||||||
_unit setVariable [QGVAR(isHandcuffed), false, true];
|
_unit setVariable [QGVAR(isHandcuffed), false, true];
|
||||||
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
|
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
|
||||||
@ -68,6 +92,7 @@ if (_state) then {
|
|||||||
//remove AnimChanged EH
|
//remove AnimChanged EH
|
||||||
private "_animChangedEHID";
|
private "_animChangedEHID";
|
||||||
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
|
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
|
||||||
|
TRACE_1("removing animChanged EH",_animChangedEHID);
|
||||||
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
||||||
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
|
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
|
||||||
|
|
||||||
|
@ -17,6 +17,7 @@
|
|||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
params ["_unit","_state"];
|
params ["_unit","_state"];
|
||||||
|
TRACE_2("params",_unit,_state);
|
||||||
|
|
||||||
if (!local _unit) exitwith {
|
if (!local _unit) exitwith {
|
||||||
ERROR("running surrender on remote unit");
|
ERROR("running surrender on remote unit");
|
||||||
@ -43,13 +44,13 @@ if (_state) then {
|
|||||||
|
|
||||||
// fix anim on mission start (should work on dedicated servers)
|
// 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 {
|
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
|
||||||
//Adds an animation changed eh
|
//Adds an animation changed eh
|
||||||
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
|
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
|
||||||
private "_animChangedEHID";
|
private "_animChangedEHID";
|
||||||
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
|
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
|
||||||
PARAMS_2(_unit,_newAnimation);
|
params ["_unit", "_newAnimation"];
|
||||||
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
||||||
TRACE_1("Surrender animation interrupted",_newAnimation);
|
TRACE_1("Surrender animation interrupted",_newAnimation);
|
||||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
|
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||||
@ -57,7 +58,7 @@ if (_state) then {
|
|||||||
}];
|
}];
|
||||||
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
|
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
|
||||||
};
|
};
|
||||||
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
|
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
|
||||||
} else {
|
} else {
|
||||||
_unit setVariable [QGVAR(isSurrendering), false, true];
|
_unit setVariable [QGVAR(isSurrendering), false, true];
|
||||||
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
|
[_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"
|
//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
|
//Handles long animation chains
|
||||||
[{
|
[{
|
||||||
PARAMS_2(_args,_pfID);
|
params ["_args", "_pfID"];
|
||||||
EXPLODE_2_PVT(_args,_unit,_maxTime);
|
_args params ["_unit", "_maxTime"];
|
||||||
//If waited long enough or they re-surrendered or they are unconscious, exit loop
|
//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 {
|
if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
|
||||||
[_pfID] call CBA_fnc_removePerFrameHandler;
|
[_pfID] call CBA_fnc_removePerFrameHandler;
|
||||||
|
@ -16,11 +16,17 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
|
params ["_target","_vehicle"];
|
||||||
|
TRACE_2("params",_target,_vehicle);
|
||||||
|
|
||||||
private ["_cargoIndex"];
|
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];
|
_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];
|
||||||
|
@ -16,8 +16,11 @@
|
|||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
params ["_unit"];
|
params ["_unit"];
|
||||||
|
TRACE_1("params",_unit);
|
||||||
|
|
||||||
_unit setVariable [QGVAR(CargoIndex), -1, true];
|
_unit setVariable [QGVAR(CargoIndex), -1, true];
|
||||||
|
|
||||||
moveOut _unit;
|
moveOut _unit;
|
||||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
|
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||||
|
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||||
unassignVehicle _unit;
|
unassignVehicle _unit;
|
||||||
|
@ -1,6 +1,8 @@
|
|||||||
#define COMPONENT captives
|
#define COMPONENT captives
|
||||||
#include "\z\ace\addons\main\script_mod.hpp"
|
#include "\z\ace\addons\main\script_mod.hpp"
|
||||||
|
|
||||||
|
// #define DEBUG_MODE_FULL
|
||||||
|
|
||||||
#ifdef DEBUG_ENABLED_CAPTIVES
|
#ifdef DEBUG_ENABLED_CAPTIVES
|
||||||
#define DEBUG_MODE_FULL
|
#define DEBUG_MODE_FULL
|
||||||
#endif
|
#endif
|
||||||
|
@ -164,6 +164,7 @@
|
|||||||
<German>Einheit kapitulieren lassen</German>
|
<German>Einheit kapitulieren lassen</German>
|
||||||
<Czech>Vzdávající se jednotka</Czech>
|
<Czech>Vzdávající se jednotka</Czech>
|
||||||
<Portuguese>Fazer unidade se render</Portuguese>
|
<Portuguese>Fazer unidade se render</Portuguese>
|
||||||
|
<Hungarian>Egység kapitulálása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
|
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
|
||||||
<English>Sync a unit to make them surrender.<br />Source: ace_captives</English>
|
<English>Sync a unit to make them surrender.<br />Source: ace_captives</English>
|
||||||
@ -172,6 +173,7 @@
|
|||||||
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.<br />Quelle: ace_captives</German>
|
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.<br />Quelle: ace_captives</German>
|
||||||
<Czech>Synchronizuj s jednotkou, která se má vzdát.<br />Zdroj: ace_captives</Czech>
|
<Czech>Synchronizuj s jednotkou, která se má vzdát.<br />Zdroj: ace_captives</Czech>
|
||||||
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. <br/>Fonte: ace_captives</Portuguese>
|
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. <br/>Fonte: ace_captives</Portuguese>
|
||||||
|
<Hungarian>Egység szinkronizálása, hogy kapituláljon.<br />Forrás: ace_captives</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
|
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
|
||||||
<English>Captives Settings</English>
|
<English>Captives Settings</English>
|
||||||
@ -180,6 +182,7 @@
|
|||||||
<Czech>Nastavení zajatce</Czech>
|
<Czech>Nastavení zajatce</Czech>
|
||||||
<German>Gefangenen-Einstellungen</German>
|
<German>Gefangenen-Einstellungen</German>
|
||||||
<Portuguese>Ajustes de prisioneiros</Portuguese>
|
<Portuguese>Ajustes de prisioneiros</Portuguese>
|
||||||
|
<Hungarian>Fogoly-beállítások</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Captives_ModuleSettings_Description">
|
<Key ID="STR_ACE_Captives_ModuleSettings_Description">
|
||||||
<English>Controls settings for surrender and cable ties</English>
|
<English>Controls settings for surrender and cable ties</English>
|
||||||
@ -188,6 +191,7 @@
|
|||||||
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
|
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
|
||||||
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
|
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
|
||||||
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
|
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
|
||||||
|
<Hungarian>Szabályozza a kapituláció és bilincselés beállításait</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
|
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
|
||||||
<English>Can handcuff own side</English>
|
<English>Can handcuff own side</English>
|
||||||
@ -196,6 +200,7 @@
|
|||||||
<Czech>Může spoutat spolubojovníky</Czech>
|
<Czech>Může spoutat spolubojovníky</Czech>
|
||||||
<German>Kann Teamkollegen fesseln</German>
|
<German>Kann Teamkollegen fesseln</German>
|
||||||
<Portuguese>Pode algemar o próprio lado</Portuguese>
|
<Portuguese>Pode algemar o próprio lado</Portuguese>
|
||||||
|
<Hungarian>Saját oldal megbilincselhető</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
|
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
|
||||||
<English>Can players cabletie units on their own side</English>
|
<English>Can players cabletie units on their own side</English>
|
||||||
@ -204,6 +209,7 @@
|
|||||||
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
|
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
|
||||||
<German>Können Spieler eigene Einheiten fesseln</German>
|
<German>Können Spieler eigene Einheiten fesseln</German>
|
||||||
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
|
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
|
||||||
|
<Hungarian>A játékosok megkötözhetik-e a saját oldalukon lévő egységeket</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
|
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
|
||||||
<English>Allow surrendering</English>
|
<English>Allow surrendering</English>
|
||||||
@ -212,6 +218,7 @@
|
|||||||
<Czech>Povolit vzdávání</Czech>
|
<Czech>Povolit vzdávání</Czech>
|
||||||
<German>Kapitulation erlauben</German>
|
<German>Kapitulation erlauben</German>
|
||||||
<Portuguese>Permite rendição</Portuguese>
|
<Portuguese>Permite rendição</Portuguese>
|
||||||
|
<Hungarian>Kapituláció engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
|
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
|
||||||
<English>Players can surrender after holstering their weapon</English>
|
<English>Players can surrender after holstering their weapon</English>
|
||||||
@ -220,6 +227,7 @@
|
|||||||
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
|
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
|
||||||
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
|
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
|
||||||
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
|
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
|
||||||
|
<Hungarian>A játékosok megadhatják magukat a fegyverük elrakása után</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
|
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
|
||||||
<English>Require surrendering</English>
|
<English>Require surrendering</English>
|
||||||
|
@ -1,4 +1,6 @@
|
|||||||
// ACE - Common
|
// ACE - Common
|
||||||
|
|
||||||
|
// #define ENABLE_PERFORMANCE_COUNTERS
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
//IGNORE_PRIVATE_WARNING("_handleNetEvent", "_handleRequestAllSyncedEvents", "_handleRequestSyncedEvent", "_handleSyncedEvent");
|
//IGNORE_PRIVATE_WARNING("_handleNetEvent", "_handleRequestAllSyncedEvents", "_handleRequestSyncedEvent", "_handleSyncedEvent");
|
||||||
@ -208,6 +210,7 @@ GVAR(OldVisibleMap) = false;
|
|||||||
|
|
||||||
// PFH to raise varios events
|
// PFH to raise varios events
|
||||||
[{
|
[{
|
||||||
|
BEGIN_COUNTER(stateChecker);
|
||||||
private ["_newCameraView", "_newInventoryDisplayIsOpen", "_newPlayerInventory", "_newPlayerTurret", "_newPlayerVehicle", "_newPlayerVisionMode", "_newPlayerWeapon", "_newZeusDisplayIsOpen", "_newVisibleMap"];
|
private ["_newCameraView", "_newInventoryDisplayIsOpen", "_newPlayerInventory", "_newPlayerTurret", "_newPlayerVehicle", "_newPlayerVisionMode", "_newPlayerWeapon", "_newZeusDisplayIsOpen", "_newVisibleMap"];
|
||||||
// "playerInventoryChanged" event
|
// "playerInventoryChanged" event
|
||||||
_newPlayerInventory = [ACE_player] call FUNC(getAllGear);
|
_newPlayerInventory = [ACE_player] call FUNC(getAllGear);
|
||||||
@ -281,25 +284,18 @@ GVAR(OldVisibleMap) = false;
|
|||||||
["visibleMapChanged", [ACE_player, _newVisibleMap]] call FUNC(localEvent);
|
["visibleMapChanged", [ACE_player, _newVisibleMap]] call FUNC(localEvent);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
END_COUNTER(stateChecker);
|
||||||
|
|
||||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
}, 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;
|
GVAR(OldIsCamera) = false;
|
||||||
|
|
||||||
[{
|
[{
|
||||||
|
|
||||||
// "activeCameraChanged" event
|
// "activeCameraChanged" event
|
||||||
private ["_isCamera"];
|
private ["_isCamera"];
|
||||||
_isCamera = {!isNull _x} count ALL_CAMERAS > 0;
|
_isCamera = call FUNC(isfeatureCameraActive);
|
||||||
if !(_isCamera isEqualTo GVAR(OldIsCamera)) then {
|
if !(_isCamera isEqualTo GVAR(OldIsCamera)) then {
|
||||||
// Raise ACE event locally
|
// Raise ACE event locally
|
||||||
GVAR(OldIsCamera) = _isCamera;
|
GVAR(OldIsCamera) = _isCamera;
|
||||||
@ -381,5 +377,4 @@ GVAR(deviceKeyCurrentIndex) = -1;
|
|||||||
{false},
|
{false},
|
||||||
[0xC7, [true, false, false]], false] call cba_fnc_addKeybind; //SHIFT + Home Key
|
[0xC7, [true, false, false]], false] call cba_fnc_addKeybind; //SHIFT + Home Key
|
||||||
|
|
||||||
|
|
||||||
GVAR(commonPostInited) = true;
|
GVAR(commonPostInited) = true;
|
||||||
|
@ -477,6 +477,7 @@
|
|||||||
<German>Überprüfe PBOs</German>
|
<German>Überprüfe PBOs</German>
|
||||||
<Czech>Zkontrolovat PBO</Czech>
|
<Czech>Zkontrolovat PBO</Czech>
|
||||||
<Portuguese>Verificar PBOs</Portuguese>
|
<Portuguese>Verificar PBOs</Portuguese>
|
||||||
|
<Hungarian>PBO-k ellenőrzése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_Description">
|
<Key ID="STR_ACE_Common_CheckPBO_Description">
|
||||||
<Polish>Sprawdzaj spójność addonów z serwerem</Polish>
|
<Polish>Sprawdzaj spójność addonów z serwerem</Polish>
|
||||||
@ -492,6 +493,7 @@
|
|||||||
<German>Aktion</German>
|
<German>Aktion</German>
|
||||||
<Czech>Akce</Czech>
|
<Czech>Akce</Czech>
|
||||||
<Portuguese>Ação</Portuguese>
|
<Portuguese>Ação</Portuguese>
|
||||||
|
<Hungarian>Cselekvés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_Action_Description">
|
<Key ID="STR_ACE_Common_CheckPBO_Action_Description">
|
||||||
<English>What to do with people who do not have the right PBOs?</English>
|
<English>What to do with people who do not have the right PBOs?</English>
|
||||||
@ -500,6 +502,7 @@
|
|||||||
<German>Was soll mit Leuten passieren, die nicht die richtigen PBOs haben?</German>
|
<German>Was soll mit Leuten passieren, die nicht die richtigen PBOs haben?</German>
|
||||||
<Czech>Co udělat s lidmi, co nemají správné addony?</Czech>
|
<Czech>Co udělat s lidmi, co nemají správné addony?</Czech>
|
||||||
<Portuguese>O que fazer com pessoas que não tem os PBOs corretos?</Portuguese>
|
<Portuguese>O que fazer com pessoas que não tem os PBOs corretos?</Portuguese>
|
||||||
|
<Hungarian>Mi legyen azokkal a személyekkel, akiknek nincsenek meg a helyes PBO-k?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnOnce">
|
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnOnce">
|
||||||
<English>Warn once</English>
|
<English>Warn once</English>
|
||||||
@ -508,6 +511,7 @@
|
|||||||
<German>Einmal verwarnen</German>
|
<German>Einmal verwarnen</German>
|
||||||
<Czech>Upozornit jednou</Czech>
|
<Czech>Upozornit jednou</Czech>
|
||||||
<Portuguese>Avisar uma vez</Portuguese>
|
<Portuguese>Avisar uma vez</Portuguese>
|
||||||
|
<Hungarian>Egyszeri figyelmeztetés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnPerm">
|
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnPerm">
|
||||||
<English>Warn (permanent)</English>
|
<English>Warn (permanent)</English>
|
||||||
@ -516,6 +520,7 @@
|
|||||||
<German>Immer verwarnen</German>
|
<German>Immer verwarnen</German>
|
||||||
<Czech>Upozornit (permanentně)</Czech>
|
<Czech>Upozornit (permanentně)</Czech>
|
||||||
<Portuguese>Avisar (permanente)</Portuguese>
|
<Portuguese>Avisar (permanente)</Portuguese>
|
||||||
|
<Hungarian>Figyelmeztetés (tartós)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_Action_Kick">
|
<Key ID="STR_ACE_Common_CheckPBO_Action_Kick">
|
||||||
<English>Kick</English>
|
<English>Kick</English>
|
||||||
@ -524,6 +529,7 @@
|
|||||||
<German>Kicken</German>
|
<German>Kicken</German>
|
||||||
<Czech>Vyhodit</Czech>
|
<Czech>Vyhodit</Czech>
|
||||||
<Portuguese>Chutar</Portuguese>
|
<Portuguese>Chutar</Portuguese>
|
||||||
|
<Hungarian>Kirúgás</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_DisplayName">
|
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_DisplayName">
|
||||||
<English>Check all addons</English>
|
<English>Check all addons</English>
|
||||||
@ -532,6 +538,7 @@
|
|||||||
<German>Alle Addons überprüfen</German>
|
<German>Alle Addons überprüfen</German>
|
||||||
<Czech>Zkontrolovat všechny addony</Czech>
|
<Czech>Zkontrolovat všechny addony</Czech>
|
||||||
<Portuguese>Verificar todos addons</Portuguese>
|
<Portuguese>Verificar todos addons</Portuguese>
|
||||||
|
<Hungarian>Összes bővítmény ellenőrzése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_Description">
|
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_Description">
|
||||||
<English>Check all addons instead of only those of ACE?</English>
|
<English>Check all addons instead of only those of ACE?</English>
|
||||||
@ -540,6 +547,7 @@
|
|||||||
<German>Alle Addons anstatt nur ACE überprüfen?</German>
|
<German>Alle Addons anstatt nur ACE überprüfen?</German>
|
||||||
<Czech>Zkontrolovat všechny addony namísto jen těch od ACE?</Czech>
|
<Czech>Zkontrolovat všechny addony namísto jen těch od ACE?</Czech>
|
||||||
<Portuguese>Verificar todos addons invés de só os do ACE?</Portuguese>
|
<Portuguese>Verificar todos addons invés de só os do ACE?</Portuguese>
|
||||||
|
<Hungarian>Az összes bővítmény ellenőrzése, csak az ACE helyett?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_DisplayName">
|
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_DisplayName">
|
||||||
<English>Whitelist</English>
|
<English>Whitelist</English>
|
||||||
@ -548,6 +556,7 @@
|
|||||||
<German>Whitelist</German>
|
<German>Whitelist</German>
|
||||||
<Czech>Seznam povolených</Czech>
|
<Czech>Seznam povolených</Czech>
|
||||||
<Portuguese>Lista branca</Portuguese>
|
<Portuguese>Lista branca</Portuguese>
|
||||||
|
<Hungarian>Fehérlista</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_Description">
|
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_Description">
|
||||||
<English>What addons are allowed regardless?</English>
|
<English>What addons are allowed regardless?</English>
|
||||||
@ -556,6 +565,7 @@
|
|||||||
<German>Welche Addons werden dennoch erlaubt?</German>
|
<German>Welche Addons werden dennoch erlaubt?</German>
|
||||||
<Czech>Jaké addony jsou povoleny?</Czech>
|
<Czech>Jaké addony jsou povoleny?</Czech>
|
||||||
<Portuguese>Quais addons são permitidos de qualquer maneira?</Portuguese>
|
<Portuguese>Quais addons são permitidos de qualquer maneira?</Portuguese>
|
||||||
|
<Hungarian>Milyen bővítmények vannak feltétlenül engedélyezve?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_LSDVehicles_DisplayName">
|
<Key ID="STR_ACE_Common_LSDVehicles_DisplayName">
|
||||||
<English>LSD Vehicles</English>
|
<English>LSD Vehicles</English>
|
||||||
@ -564,6 +574,7 @@
|
|||||||
<German>LSD-Fahrzeuge</German>
|
<German>LSD-Fahrzeuge</German>
|
||||||
<Czech>LSD vozidla</Czech>
|
<Czech>LSD vozidla</Czech>
|
||||||
<Portuguese>Veículos LSD</Portuguese>
|
<Portuguese>Veículos LSD</Portuguese>
|
||||||
|
<Hungarian>LSD járművek</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_LSDVehicles_Description">
|
<Key ID="STR_ACE_Common_LSDVehicles_Description">
|
||||||
<English>Adds LSD effect to synchronized vehicle</English>
|
<English>Adds LSD effect to synchronized vehicle</English>
|
||||||
@ -572,6 +583,7 @@
|
|||||||
<German>Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu</German>
|
<German>Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu</German>
|
||||||
<Czech>Přidá LSD efekt pro synchronizované vozidla</Czech>
|
<Czech>Přidá LSD efekt pro synchronizované vozidla</Czech>
|
||||||
<Portuguese>Adiciona efeito LSD ao veículo sincronizado</Portuguese>
|
<Portuguese>Adiciona efeito LSD ao veículo sincronizado</Portuguese>
|
||||||
|
<Hungarian>LSD-effekt hozzáadása a szinkronizált járművekhez</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_toggleHandheldDevice">
|
<Key ID="STR_ACE_Common_toggleHandheldDevice">
|
||||||
<English>Toggle Handheld Device</English>
|
<English>Toggle Handheld Device</English>
|
||||||
@ -580,6 +592,7 @@
|
|||||||
<Portuguese>Ativa dispositivo de mão</Portuguese>
|
<Portuguese>Ativa dispositivo de mão</Portuguese>
|
||||||
<Polish>Przełącz urządzenie podręczne</Polish>
|
<Polish>Przełącz urządzenie podręczne</Polish>
|
||||||
<Czech>Přepnout ruční zařízení</Czech>
|
<Czech>Přepnout ruční zařízení</Czech>
|
||||||
|
<Hungarian>Kézi eszköz kapcsolása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_closeHandheldDevice">
|
<Key ID="STR_ACE_Common_closeHandheldDevice">
|
||||||
<English>Close Handheld Device</English>
|
<English>Close Handheld Device</English>
|
||||||
@ -588,6 +601,7 @@
|
|||||||
<Portuguese>Fecha dispositivo de mão</Portuguese>
|
<Portuguese>Fecha dispositivo de mão</Portuguese>
|
||||||
<Polish>Zamknij urządzenie podręczne</Polish>
|
<Polish>Zamknij urządzenie podręczne</Polish>
|
||||||
<Czech>Zavřít ruční zařízení</Czech>
|
<Czech>Zavřít ruční zařízení</Czech>
|
||||||
|
<Hungarian>Kézi eszköz bezárása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_cycleHandheldDevices">
|
<Key ID="STR_ACE_Common_cycleHandheldDevices">
|
||||||
<English>Cycle Handheld Devices</English>
|
<English>Cycle Handheld Devices</English>
|
||||||
@ -596,6 +610,7 @@
|
|||||||
<Portuguese>Troca dispositivos de mão</Portuguese>
|
<Portuguese>Troca dispositivos de mão</Portuguese>
|
||||||
<Polish>Następne urządzenie podręczne</Polish>
|
<Polish>Następne urządzenie podręczne</Polish>
|
||||||
<Czech>Procházet ruční zařízení</Czech>
|
<Czech>Procházet ruční zařízení</Czech>
|
||||||
|
<Hungarian>Kézi eszköz váltása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Common_Disabled">
|
<Key ID="STR_ACE_Common_Disabled">
|
||||||
<English>Disabled</English>
|
<English>Disabled</English>
|
||||||
|
@ -492,7 +492,7 @@
|
|||||||
<Czech>Spínač mrtvého muže</Czech>
|
<Czech>Spínač mrtvého muže</Czech>
|
||||||
<Polish>Czuwak</Polish>
|
<Polish>Czuwak</Polish>
|
||||||
<Spanish>Detonador de hombre muerto</Spanish>
|
<Spanish>Detonador de hombre muerto</Spanish>
|
||||||
<Hungarian>Dead Man's Switch</Hungarian>
|
<Hungarian>Halott ember kapcsolója</Hungarian>
|
||||||
<Portuguese>Detonador do homem morto</Portuguese>
|
<Portuguese>Detonador do homem morto</Portuguese>
|
||||||
<Russian>Кнопка мертвеца</Russian>
|
<Russian>Кнопка мертвеца</Russian>
|
||||||
<Italian>Detonatore a rilascio</Italian>
|
<Italian>Detonatore a rilascio</Italian>
|
||||||
@ -528,6 +528,7 @@
|
|||||||
<German>Sprengstoffsystem</German>
|
<German>Sprengstoffsystem</German>
|
||||||
<Czech>Systém výbušnin</Czech>
|
<Czech>Systém výbušnin</Czech>
|
||||||
<Portuguese>Sistema de explosivos</Portuguese>
|
<Portuguese>Sistema de explosivos</Portuguese>
|
||||||
|
<Hungarian>Robbanóanyag-rendszer</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Explosives_RequireSpecialist_DisplayName">
|
<Key ID="STR_ACE_Explosives_RequireSpecialist_DisplayName">
|
||||||
<English>Require specialists?</English>
|
<English>Require specialists?</English>
|
||||||
@ -536,6 +537,7 @@
|
|||||||
<German>Benötigt Sprengstoffexperten?</German>
|
<German>Benötigt Sprengstoffexperten?</German>
|
||||||
<Czech>Vyžadovat specialistu?</Czech>
|
<Czech>Vyžadovat specialistu?</Czech>
|
||||||
<Portuguese>Requer especialista?</Portuguese>
|
<Portuguese>Requer especialista?</Portuguese>
|
||||||
|
<Hungarian>Specialisták igénylése?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Explosives_RequireSpecialist_Description">
|
<Key ID="STR_ACE_Explosives_RequireSpecialist_Description">
|
||||||
<English>Require explosive specialists to disable explosives? Default: No</English>
|
<English>Require explosive specialists to disable explosives? Default: No</English>
|
||||||
@ -544,6 +546,7 @@
|
|||||||
<German>Benötige Sprengstoffexperte um Sprengladungen zu entschärfen? Standard: Nein</German>
|
<German>Benötige Sprengstoffexperte um Sprengladungen zu entschärfen? Standard: Nein</German>
|
||||||
<Czech>Vyžadovat specialistu na zneškodnění výbušniny? Výchozí: Ne</Czech>
|
<Czech>Vyžadovat specialistu na zneškodnění výbušniny? Výchozí: Ne</Czech>
|
||||||
<Portuguese>Requer especialista em explosivos para desativar explosivos? Padrão: Não</Portuguese>
|
<Portuguese>Requer especialista em explosivos para desativar explosivos? Padrão: Não</Portuguese>
|
||||||
|
<Hungarian>Szükséges-e egy specialista a robbanóanyagok hatástalanításához? Alapértelmezett: Nem</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Explosives_PunishNonSpecialists_DisplayName">
|
<Key ID="STR_ACE_Explosives_PunishNonSpecialists_DisplayName">
|
||||||
<English>Punish non-specialists?</English>
|
<English>Punish non-specialists?</English>
|
||||||
@ -552,6 +555,7 @@
|
|||||||
<German>Bestrafe Nicht-Sprengstoffexperten?</German>
|
<German>Bestrafe Nicht-Sprengstoffexperten?</German>
|
||||||
<Czech>Potrestat, pokud není specialista?</Czech>
|
<Czech>Potrestat, pokud není specialista?</Czech>
|
||||||
<Portuguese>Punir não especialistas?</Portuguese>
|
<Portuguese>Punir não especialistas?</Portuguese>
|
||||||
|
<Hungarian>Nem-specialisták büntetése?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Explosives_PunishNonSpecialists_Description">
|
<Key ID="STR_ACE_Explosives_PunishNonSpecialists_Description">
|
||||||
<English>Increase the time it takes to complete actions for non-specialists? Default: Yes</English>
|
<English>Increase the time it takes to complete actions for non-specialists? Default: Yes</English>
|
||||||
@ -560,6 +564,7 @@
|
|||||||
<German>Entschärfungszeit für Nicht-Sprengstoffexperten erhöhen? Standard: Ja</German>
|
<German>Entschärfungszeit für Nicht-Sprengstoffexperten erhöhen? Standard: Ja</German>
|
||||||
<Czech>Zvýšit čas potřebný k dokončení akce pokud není specialista? Výchozí: Ano</Czech>
|
<Czech>Zvýšit čas potřebný k dokončení akce pokud není specialista? Výchozí: Ano</Czech>
|
||||||
<Portuguese>Aumentar o tempo necessário para completar ações por não especialistas? Padrão: Sim</Portuguese>
|
<Portuguese>Aumentar o tempo necessário para completar ações por não especialistas? Padrão: Sim</Portuguese>
|
||||||
|
<Hungarian>Nem-specialisták esetén több ideig tartson a cselekvés befejezése? Alapértelmezett: Igen</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Explosives_ExplodeOnDefuse_DisplayName">
|
<Key ID="STR_ACE_Explosives_ExplodeOnDefuse_DisplayName">
|
||||||
<English>Explode on defusal?</English>
|
<English>Explode on defusal?</English>
|
||||||
@ -567,6 +572,7 @@
|
|||||||
<Polish>Eksplozja przy rozbrajaniu?</Polish>
|
<Polish>Eksplozja przy rozbrajaniu?</Polish>
|
||||||
<Czech>Explodovat při zneškodňování?</Czech>
|
<Czech>Explodovat při zneškodňování?</Czech>
|
||||||
<Spanish>Explotar al desactivar?</Spanish>
|
<Spanish>Explotar al desactivar?</Spanish>
|
||||||
|
<Hungarian>Robbanás hatástalanításkor?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Explosives_ExplodeOnDefuse_Description">
|
<Key ID="STR_ACE_Explosives_ExplodeOnDefuse_Description">
|
||||||
<English>Enable certain explosives to explode on defusal? Default: Yes</English>
|
<English>Enable certain explosives to explode on defusal? Default: Yes</English>
|
||||||
@ -574,6 +580,7 @@
|
|||||||
<Polish>Spraw, aby niektóre ładunki wybuchowe eksplodowały przy próbie ich rozbrojenia? Domyślnie:Tak</Polish>
|
<Polish>Spraw, aby niektóre ładunki wybuchowe eksplodowały przy próbie ich rozbrojenia? Domyślnie:Tak</Polish>
|
||||||
<Czech>Umožnit u některých výbušnin explozi při pokusu je zneškodnit? Výchozí: Ano</Czech>
|
<Czech>Umožnit u některých výbušnin explozi při pokusu je zneškodnit? Výchozí: Ano</Czech>
|
||||||
<Spanish>¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí</Spanish>
|
<Spanish>¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí</Spanish>
|
||||||
|
<Hungarian>Meghatározott robbanóanyagok felrobbanjanak-e hatástalanításkor? Alapértelmezett: Igen</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Explosives_Module_Description">
|
<Key ID="STR_ACE_Explosives_Module_Description">
|
||||||
<English>This module adjusts the settings related to explosives.</English>
|
<English>This module adjusts the settings related to explosives.</English>
|
||||||
@ -581,6 +588,7 @@
|
|||||||
<German>Dieses Modul erlaubt die Einstellungen für Sprengstoffe zu verändern.</German>
|
<German>Dieses Modul erlaubt die Einstellungen für Sprengstoffe zu verändern.</German>
|
||||||
<Czech>Tento modul umoňuje přizpůsobit nastavení týkajících se výbušnin.</Czech>
|
<Czech>Tento modul umoňuje přizpůsobit nastavení týkajících se výbušnin.</Czech>
|
||||||
<Portuguese>Este módulo permite personalizar as definições relacionadas a explosivos.</Portuguese>
|
<Portuguese>Este módulo permite personalizar as definições relacionadas a explosivos.</Portuguese>
|
||||||
|
<Hungarian>Ez a modul a robbanóanyagokhoz kötött beállításokat szabályozza.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
@ -5,46 +5,56 @@
|
|||||||
<English>Show pointing indicator to self</English>
|
<English>Show pointing indicator to self</English>
|
||||||
<Russian>Отображать пальце-индикатор для показывающего игрока</Russian>
|
<Russian>Отображать пальце-индикатор для показывающего игрока</Russian>
|
||||||
<Polish>Pokaż indykator wskazywania palcem dla siebie</Polish>
|
<Polish>Pokaż indykator wskazywania palcem dla siebie</Polish>
|
||||||
|
<Hungarian>Saját mutatási indikátor megjelenítése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_indicatorForSelf_description">
|
<Key ID="STR_ACE_finger_indicatorForSelf_description">
|
||||||
<English>Render the indicator for the pointing player. This option doesn't affect whether the other players would see the indicator</English>
|
<English>Render the indicator for the pointing player. This option doesn't affect whether the other players would see the indicator</English>
|
||||||
<Russian>Отображать индикатор для показывающего игрока. Эта настройка не влияет на то, будутт ли другие игроки видеть индикатор</Russian>
|
<Russian>Отображать индикатор для показывающего игрока. Эта настройка не влияет на то, будутт ли другие игроки видеть индикатор</Russian>
|
||||||
<Polish> Wyświetl indykator kiedy wskazujesz coś palcem. Ta opcja nie wpływa na to, czy inni gracze zobaczą ten indykator czy też nie.</Polish>
|
<Polish> Wyświetl indykator kiedy wskazujesz coś palcem. Ta opcja nie wpływa na to, czy inni gracze zobaczą ten indykator czy też nie.</Polish>
|
||||||
|
<Hungarian>Az indikátor megjelenítése a mutató játékosnak. Ez a beállítás nem változtat azon, hogy más játékosok látják-e az indikátort.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_indicatorColor_name">
|
<Key ID="STR_ACE_finger_indicatorColor_name">
|
||||||
<English>Pointing indicator</English>
|
<English>Pointing indicator</English>
|
||||||
<Russian>Пальце-индикатор</Russian>
|
<Russian>Пальце-индикатор</Russian>
|
||||||
<Polish>Indykator palca</Polish>
|
<Polish>Indykator palca</Polish>
|
||||||
|
<Hungarian>Ujj-indikátor</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_indicatorColor_description">
|
<Key ID="STR_ACE_finger_indicatorColor_description">
|
||||||
<English>Color of the pointing indicator circle</English>
|
<English>Color of the pointing indicator circle</English>
|
||||||
<Russian>Цвет индикатора пальце-указания</Russian>
|
<Russian>Цвет индикатора пальце-указания</Russian>
|
||||||
<Polish>Kolor okręgu wyświetlanego przy wskazywaniu palcem</Polish>
|
<Polish>Kolor okręgu wyświetlanego przy wskazywaniu palcem</Polish>
|
||||||
|
<Hungarian>Mutatási indikátor körének színe</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_keyComb">
|
<Key ID="STR_ACE_finger_keyComb">
|
||||||
<English>Action "point a finger at"</English>
|
<English>Action "point a finger at"</English>
|
||||||
<Russian>Действие "показать пальцем на"</Russian>
|
<Russian>Действие "показать пальцем на"</Russian>
|
||||||
<Polish>Akcja "wskaż palcem"</Polish>
|
<Polish>Akcja "wskaż palcem"</Polish>
|
||||||
|
<Hungarian>Cselekvés "ujj rámutatása"</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_keyComb_description">
|
<Key ID="STR_ACE_finger_keyComb_description">
|
||||||
<English>Points, and shows a virtual marker of where you are looking to nearby units. Can be held down.</English>
|
<English>Points, and shows a virtual marker of where you are looking to nearby units. Can be held down.</English>
|
||||||
<Polish>Wskazuje a także wyświetla wirtualny marker-okrąg w miejscu, w które patrzysz, dla wszystkich pobliskich jednostek. Może być przytrzymywany.</Polish>
|
<Polish>Wskazuje a także wyświetla wirtualny marker-okrąg w miejscu, w które patrzysz, dla wszystkich pobliskich jednostek. Może być przytrzymywany.</Polish>
|
||||||
|
<Hungarian>Mutat, és elhelyez egy virtuális jelölőt a nézett területhez közeli egységekhez. Lenyomva tartható.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_moduleSettings_displayName">
|
<Key ID="STR_ACE_finger_moduleSettings_displayName">
|
||||||
<English>Pointing Settings</English>
|
<English>Pointing Settings</English>
|
||||||
<Polish>Ustawienia wskazywania palcem</Polish>
|
<Polish>Ustawienia wskazywania palcem</Polish>
|
||||||
|
<Hungarian>Ujj beállításai</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_enabled_displayName">
|
<Key ID="STR_ACE_finger_enabled_displayName">
|
||||||
<English>Pointing Enabled</English>
|
<English>Pointing Enabled</English>
|
||||||
<Polish>Aktywuj wskazywanie</Polish>
|
<Polish>Aktywuj wskazywanie</Polish>
|
||||||
|
<Hungarian>Mutatás engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_maxRange_displayName">
|
<Key ID="STR_ACE_finger_maxRange_displayName">
|
||||||
<English>Pointing Max Range</English>
|
<English>Pointing Max Range</English>
|
||||||
<Polish>Maks. zasięg wskazywania</Polish>
|
<Polish>Maks. zasięg wskazywania</Polish>
|
||||||
|
<Hungarian>Ujj maximum hatótávja</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_finger_maxRange_description">
|
<Key ID="STR_ACE_finger_maxRange_description">
|
||||||
<English>Max range between players to show the pointing indicator [default: 4 meters]</English>
|
<English>Max range between players to show the pointing indicator [default: 4 meters]</English>
|
||||||
<Polish>Określ dystans na jakim można wskazywać coś palcem innym graczom. [domyślnie: 4m] </Polish>
|
<Polish>Określ dystans na jakim można wskazywać coś palcem innym graczom. [domyślnie: 4m] </Polish>
|
||||||
|
<Hungarian>A maximális távolság, amelyben a közeli játékosoknak megjelenik az indikátor. [alapértelmezett: 4 méter]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -8,6 +8,7 @@
|
|||||||
<German>Splittersimulation</German>
|
<German>Splittersimulation</German>
|
||||||
<Czech>Simulace fragmentace</Czech>
|
<Czech>Simulace fragmentace</Czech>
|
||||||
<Portuguese>Simulação de fragmentação</Portuguese>
|
<Portuguese>Simulação de fragmentação</Portuguese>
|
||||||
|
<Hungarian>Repesz-szimuláció</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_EnableFrag_Desc">
|
<Key ID="STR_ACE_Frag_EnableFrag_Desc">
|
||||||
<English>Enable the ACE Fragmentation Simulation</English>
|
<English>Enable the ACE Fragmentation Simulation</English>
|
||||||
@ -16,6 +17,7 @@
|
|||||||
<German>Aktiviere die ACE-Splittersimulation</German>
|
<German>Aktiviere die ACE-Splittersimulation</German>
|
||||||
<Czech>Povolit ACE simulaci fragmentace</Czech>
|
<Czech>Povolit ACE simulaci fragmentace</Czech>
|
||||||
<Portuguese>Ativa a simulação de fragmentação do ACE</Portuguese>
|
<Portuguese>Ativa a simulação de fragmentação do ACE</Portuguese>
|
||||||
|
<Hungarian>Az ACE repesz-szimuláció engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_EnableSpall">
|
<Key ID="STR_ACE_Frag_EnableSpall">
|
||||||
<English>Spalling Simulation</English>
|
<English>Spalling Simulation</English>
|
||||||
@ -24,6 +26,7 @@
|
|||||||
<German>Explosionssimulation</German>
|
<German>Explosionssimulation</German>
|
||||||
<Czech>Simulace úlomků</Czech>
|
<Czech>Simulace úlomků</Czech>
|
||||||
<Portuguese>Simulação de estilhaços</Portuguese>
|
<Portuguese>Simulação de estilhaços</Portuguese>
|
||||||
|
<Hungarian>Pattogzás-szimuláció</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_EnableSpall_Desc">
|
<Key ID="STR_ACE_Frag_EnableSpall_Desc">
|
||||||
<English>Enable the ACE Spalling Simulation</English>
|
<English>Enable the ACE Spalling Simulation</English>
|
||||||
@ -32,6 +35,7 @@
|
|||||||
<German>Aktiviere ACE-Explosionssimulation</German>
|
<German>Aktiviere ACE-Explosionssimulation</German>
|
||||||
<Czech>Povolit ACE simulaci úlomků</Czech>
|
<Czech>Povolit ACE simulaci úlomků</Czech>
|
||||||
<Portuguese>Ativa a simulação de estilhaços do ACE</Portuguese>
|
<Portuguese>Ativa a simulação de estilhaços do ACE</Portuguese>
|
||||||
|
<Hungarian>Az ACE pattogzás-szimuláció engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_MaxTrack">
|
<Key ID="STR_ACE_Frag_MaxTrack">
|
||||||
<English>Maximum Projectiles Tracked</English>
|
<English>Maximum Projectiles Tracked</English>
|
||||||
@ -40,6 +44,7 @@
|
|||||||
<German>Maximalzahl der verfolgten Projektile</German>
|
<German>Maximalzahl der verfolgten Projektile</German>
|
||||||
<Czech>Maximální počet sledovaných projektilů</Czech>
|
<Czech>Maximální počet sledovaných projektilů</Czech>
|
||||||
<Portuguese>Máximo de projéteis rastreados</Portuguese>
|
<Portuguese>Máximo de projéteis rastreados</Portuguese>
|
||||||
|
<Hungarian>Maximum követett repeszek</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_MaxTrack_Desc">
|
<Key ID="STR_ACE_Frag_MaxTrack_Desc">
|
||||||
<English>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)</English>
|
<English>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)</English>
|
||||||
@ -48,6 +53,7 @@
|
|||||||
<German>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)</German>
|
<German>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)</German>
|
||||||
<Czech>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)</Czech>
|
<Czech>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)</Czech>
|
||||||
<Portuguese>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)</Portuguese>
|
<Portuguese>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)</Portuguese>
|
||||||
|
<Hungarian>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)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_MaxTrackPerFrame">
|
<Key ID="STR_ACE_Frag_MaxTrackPerFrame">
|
||||||
<English>Maximum Projectiles Per Frame</English>
|
<English>Maximum Projectiles Per Frame</English>
|
||||||
@ -56,6 +62,7 @@
|
|||||||
<Polish>Maks. liczba pocisków na klatkę</Polish>
|
<Polish>Maks. liczba pocisków na klatkę</Polish>
|
||||||
<Czech>Maximální počet projektilů ze jeden snímek</Czech>
|
<Czech>Maximální počet projektilů ze jeden snímek</Czech>
|
||||||
<Portuguese>Projéteis máximos por quadro</Portuguese>
|
<Portuguese>Projéteis máximos por quadro</Portuguese>
|
||||||
|
<Hungarian>Maximum repesz/képkocka</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_MaxTrackPerFrame_Desc">
|
<Key ID="STR_ACE_Frag_MaxTrackPerFrame_Desc">
|
||||||
<English>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.</English>
|
<English>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.</English>
|
||||||
@ -64,6 +71,7 @@
|
|||||||
<Spanish>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.</Spanish>
|
<Spanish>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.</Spanish>
|
||||||
<Czech>Počet úlomků v daném snímku. Toto pomáhá rozšířit FPS dopad sledovaného úlomku napříč více snímky, omezuje jeho vliv ještě více.</Czech>
|
<Czech>Počet úlomků v daném snímku. Toto pomáhá rozšířit FPS dopad sledovaného úlomku napříč více snímky, omezuje jeho vliv ještě více.</Czech>
|
||||||
<Portuguese>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.</Portuguese>
|
<Portuguese>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.</Portuguese>
|
||||||
|
<Hungarian>A lepattogzási útvonalak számításának darabjai képkockánként. Ez eloszlatja az FPS-megszakadást több képkockára, ezzel csökkentve a súlyosságát.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_EnableDebugTrace">
|
<Key ID="STR_ACE_Frag_EnableDebugTrace">
|
||||||
<English>(SP Only) Frag/Spall Debug Tracing</English>
|
<English>(SP Only) Frag/Spall Debug Tracing</English>
|
||||||
@ -72,6 +80,7 @@
|
|||||||
<Czech>(Pouze SP) Debug sledování Frag/Úlomků</Czech>
|
<Czech>(Pouze SP) Debug sledování Frag/Úlomků</Czech>
|
||||||
<German>(nur SP) Splitter-/Explosions-Debug-Verfolgung</German>
|
<German>(nur SP) Splitter-/Explosions-Debug-Verfolgung</German>
|
||||||
<Portuguese>(Somente SP) Depuração de fragmentação e estilhaços traçantes</Portuguese>
|
<Portuguese>(Somente SP) Depuração de fragmentação e estilhaços traçantes</Portuguese>
|
||||||
|
<Hungarian>(Csak SP) Repesz/Pattogzás debug követés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Frag_EnableDebugTrace_Desc">
|
<Key ID="STR_ACE_Frag_EnableDebugTrace_Desc">
|
||||||
<English>(SP Only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.</English>
|
<English>(SP Only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.</English>
|
||||||
@ -80,6 +89,7 @@
|
|||||||
<German>(nur SP) Splitter-/Explosions-Debugging</German>
|
<German>(nur SP) Splitter-/Explosions-Debugging</German>
|
||||||
<Czech>(Pouze SP) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče.</Czech>
|
<Czech>(Pouze SP) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče.</Czech>
|
||||||
<Portuguese>(Somente SP) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP.</Portuguese>
|
<Portuguese>(Somente SP) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP.</Portuguese>
|
||||||
|
<Hungarian>(Csak SP) Küldetés/Editor újraindítás szükséges. Engedélyezi a repeszek és pattogzó lövedékek vizuális nyomkövetését, csak egyjátékos módok alatt.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
@ -29,7 +29,7 @@ class Extended_FiredNear_EventHandlers {
|
|||||||
class Extended_Explosion_EventHandlers {
|
class Extended_Explosion_EventHandlers {
|
||||||
class CAManBase {
|
class CAManBase {
|
||||||
class GVAR(ExplosionNear) {
|
class GVAR(ExplosionNear) {
|
||||||
clientExplosion = QUOTE( if (GVAR(enableCombatDeafness) && {_this select 0 == ACE_player}) then {_this call FUNC(explosionNear)}; );
|
clientExplosion = QUOTE(_this call FUNC(explosionNear););
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
@ -15,7 +15,7 @@ GVAR(time4) = 0;
|
|||||||
|
|
||||||
["SettingsInitialized", {
|
["SettingsInitialized", {
|
||||||
// Spawn volume updating process
|
// Spawn volume updating process
|
||||||
[FUNC(updateVolume), 1, [false] ] call CBA_fnc_addPerFrameHandler;
|
[FUNC(updateVolume), 1, [false]] call CBA_fnc_addPerFrameHandler;
|
||||||
}] call EFUNC(common,addEventHandler);
|
}] call EFUNC(common,addEventHandler);
|
||||||
|
|
||||||
//Update veh attunation when player veh changes
|
//Update veh attunation when player veh changes
|
||||||
|
@ -14,8 +14,7 @@
|
|||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
params ["_unit"];
|
||||||
PARAMS_1(_unit);
|
|
||||||
|
|
||||||
// Exit if hearing is disabled or soldier has earplugs already in (persistence scenarios)
|
// Exit if hearing is disabled or soldier has earplugs already in (persistence scenarios)
|
||||||
if (!GVAR(enableCombatDeafness) || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
|
if (!GVAR(enableCombatDeafness) || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
|
||||||
|
@ -15,8 +15,7 @@
|
|||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
params ["_unit", "_strength"];
|
||||||
PARAMS_2(_unit,_strength);
|
|
||||||
|
|
||||||
if (_unit != ACE_player) exitWith {};
|
if (_unit != ACE_player) exitWith {};
|
||||||
if (_strength < 0.05) exitWith {};
|
if (_strength < 0.05) exitWith {};
|
||||||
|
@ -19,10 +19,14 @@
|
|||||||
//Only run if deafness or ear ringing is enabled:
|
//Only run if deafness or ear ringing is enabled:
|
||||||
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
|
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"];
|
private ["_strength"];
|
||||||
_strength = 0 max _damage;
|
_strength = (0 max _damage) * 30;
|
||||||
if (_strength < 0.01) exitWith {};
|
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);
|
||||||
|
@ -7,8 +7,8 @@
|
|||||||
* 1: Firer: Object - Object which fires a weapon near the unit <OBJECT>
|
* 1: Firer: Object - Object which fires a weapon near the unit <OBJECT>
|
||||||
* 2: Distance - Distance in meters between the unit and firer <NUMBER>
|
* 2: Distance - Distance in meters between the unit and firer <NUMBER>
|
||||||
* 3: weapon - Fired weapon <STRING>
|
* 3: weapon - Fired weapon <STRING>
|
||||||
* 4: muzzle - Muzzle that was used <STRING>
|
* 4: muzzle - Muzzle that was used (not used) <STRING>
|
||||||
* 5: mod - Current mode of the fired weapon <STRING>
|
* 5: mode - Current mode of the fired weapon (not used) <STRING>
|
||||||
* 6: ammo - Ammo used <STRING>
|
* 6: ammo - Ammo used <STRING>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
@ -16,6 +16,7 @@
|
|||||||
*
|
*
|
||||||
* Example:
|
* Example:
|
||||||
* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
|
* [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
|
* Public: No
|
||||||
*/
|
*/
|
||||||
@ -24,14 +25,14 @@
|
|||||||
//Only run if deafness or ear ringing is enabled:
|
//Only run if deafness or ear ringing is enabled:
|
||||||
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
|
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:
|
//Only run if firedNear object is player or player's vehicle:
|
||||||
if ((ACE_player != _object) && {(vehicle ACE_player) != _object}) exitWith {};
|
if ((ACE_player != _object) && {(vehicle ACE_player) != _object}) exitWith {};
|
||||||
if (_weapon in ["Throw", "Put"]) exitWith {};
|
if (_weapon in ["Throw", "Put"]) exitWith {};
|
||||||
if (_distance > 50) 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)};
|
_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");
|
_muzzleMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> _x >> "magazines");
|
||||||
_weaponMagazines append _muzzleMagazines;
|
_weaponMagazines append _muzzleMagazines;
|
||||||
};
|
};
|
||||||
} forEach _muzzles;
|
} count _muzzles;
|
||||||
{
|
{
|
||||||
_ammoType = getText(configFile >> "CfgMagazines" >> _x >> "ammo");
|
_ammoType = getText(configFile >> "CfgMagazines" >> _x >> "ammo");
|
||||||
_weaponMagazines set [_forEachIndex, [_x, _ammoType]];
|
_weaponMagazines set [_forEachIndex, [_x, _ammoType]];
|
||||||
@ -68,33 +69,30 @@ if (count _weaponMagazines == 0) then {
|
|||||||
|
|
||||||
_magazine = "";
|
_magazine = "";
|
||||||
{
|
{
|
||||||
EXPLODE_2_PVT(_x,_magazineType,_ammoType);
|
_x params ["_magazineType", "_ammoType"];
|
||||||
if (_ammoType == _ammo) exitWith {
|
if (_ammoType == _ammo) exitWith {
|
||||||
_magazine = _magazineType;
|
_magazine = _magazineType;
|
||||||
};
|
};
|
||||||
} forEach _weaponMagazines;
|
} count _weaponMagazines;
|
||||||
|
|
||||||
if (_magazine == "") exitWith {};
|
if (_magazine == "") exitWith {};
|
||||||
|
|
||||||
_initSpeed = getNumber(configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
|
_initSpeed = getNumber(configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
|
||||||
_ammoConfig = (configFile >> "CfgAmmo" >> _ammo);
|
_ammoConfig = (configFile >> "CfgAmmo" >> _ammo);
|
||||||
_parentClasses = [_ammoConfig, true] call BIS_fnc_returnParents;
|
|
||||||
_caliber = getNumber(_ammoConfig >> "ACE_caliber");
|
_caliber = getNumber(_ammoConfig >> "ACE_caliber");
|
||||||
_caliber = switch (true) do {
|
_caliber = call {
|
||||||
case ("ShellBase" in _parentClasses): { 80 };
|
if (_ammo isKindOf ["ShellBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
|
||||||
case ("RocketBase" in _parentClasses): { 200 };
|
if (_ammo isKindOf ["RocketBase", (configFile >> "CfgAmmo")]) exitWith { 200 };
|
||||||
case ("MissileBase" in _parentClasses): { 600 };
|
if (_ammo isKindOf ["MissileBase", (configFile >> "CfgAmmo")]) exitWith { 600 };
|
||||||
case ("SubmunitionBase" in _parentClasses): { 80 };
|
if (_ammo isKindOf ["SubmunitionBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
|
||||||
default {
|
if (_caliber <= 0) then { 6.5 } else { _caliber };
|
||||||
if (_caliber <= 0) then { 6.5 } else { _caliber };
|
|
||||||
};
|
|
||||||
};
|
};
|
||||||
_loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) * _audibleFireCoef / 5;
|
_loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) * _audibleFireCoef / 5;
|
||||||
_strength = _vehAttenuation * (_loudness - (_loudness / 50 * _distance)); // linear drop off
|
_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];
|
//systemChat format["%1 : %2 : %3", _weapon, _magazine, _initSpeed];
|
||||||
|
|
||||||
if (_strength < 0.01) exitWith {};
|
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);
|
||||||
|
@ -14,7 +14,6 @@
|
|||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
params ["_unit"];
|
||||||
PARAMS_1(_unit);
|
|
||||||
|
|
||||||
_unit getVariable ["ACE_hasEarPlugsin", false]
|
_unit getVariable ["ACE_hasEarPlugsin", false]
|
||||||
|
@ -10,9 +10,7 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_3(_logic,_units,_activated);
|
params ["_logic"];
|
||||||
|
|
||||||
if !(_activated) exitWith {};
|
|
||||||
|
|
||||||
[_logic, QGVAR(enableCombatDeafness), "EnableCombatDeafness"] call EFUNC(common,readSettingFromModule);
|
[_logic, QGVAR(enableCombatDeafness), "EnableCombatDeafness"] call EFUNC(common,readSettingFromModule);
|
||||||
|
|
||||||
|
@ -15,7 +15,7 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_1(_player);
|
params ["_player"];
|
||||||
|
|
||||||
// Plugs in inventory, putting them in
|
// Plugs in inventory, putting them in
|
||||||
_player removeItem "ACE_EarPlugs";
|
_player removeItem "ACE_EarPlugs";
|
||||||
|
@ -15,7 +15,7 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_1(_player);
|
params ["_player"];
|
||||||
|
|
||||||
if !(_player canAdd "ACE_EarPlugs") exitWith { // inventory full
|
if !(_player canAdd "ACE_EarPlugs") exitWith { // inventory full
|
||||||
[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
|
[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
|
||||||
|
@ -19,9 +19,9 @@
|
|||||||
//Only run if deafness or ear ringing is enabled:
|
//Only run if deafness or ear ringing is enabled:
|
||||||
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
|
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
|
||||||
|
|
||||||
EXPLODE_1_PVT((_this select 0),_justUpdateVolume);
|
|
||||||
|
|
||||||
private["_volume", "_soundTransitionTime"];
|
private["_volume", "_soundTransitionTime"];
|
||||||
|
(_this select 0) params ["_justUpdateVolume"];
|
||||||
|
|
||||||
|
|
||||||
GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
|
GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
|
||||||
GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0;
|
GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0;
|
||||||
|
@ -116,6 +116,7 @@
|
|||||||
<German>Gehör</German>
|
<German>Gehör</German>
|
||||||
<Czech>Sluch</Czech>
|
<Czech>Sluch</Czech>
|
||||||
<Portuguese>Audição</Portuguese>
|
<Portuguese>Audição</Portuguese>
|
||||||
|
<Hungarian>Hallás</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Hearing_CombatDeafness_DisplayName">
|
<Key ID="STR_ACE_Hearing_CombatDeafness_DisplayName">
|
||||||
<English>Combat Deafness</English>
|
<English>Combat Deafness</English>
|
||||||
@ -124,6 +125,7 @@
|
|||||||
<German>Aktiviere Taubheit im Gefecht?</German>
|
<German>Aktiviere Taubheit im Gefecht?</German>
|
||||||
<Czech>Povolit ztrátu sluchu?</Czech>
|
<Czech>Povolit ztrátu sluchu?</Czech>
|
||||||
<Portuguese>Ativar surdez em combate?</Portuguese>
|
<Portuguese>Ativar surdez em combate?</Portuguese>
|
||||||
|
<Hungarian>Harci süketség engedélyezése?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Hearing_CombatDeafness_Description">
|
<Key ID="STR_ACE_Hearing_CombatDeafness_Description">
|
||||||
<English>Reduces the hearing ability as the player takes hearing damage</English>
|
<English>Reduces the hearing ability as the player takes hearing damage</English>
|
||||||
@ -132,6 +134,7 @@
|
|||||||
<German>Aktiviere Taubheit im Gefecht?</German>
|
<German>Aktiviere Taubheit im Gefecht?</German>
|
||||||
<Czech>Povolit ztrátu sluchu?</Czech>
|
<Czech>Povolit ztrátu sluchu?</Czech>
|
||||||
<Portuguese>Ativar surdez em combate?</Portuguese>
|
<Portuguese>Ativar surdez em combate?</Portuguese>
|
||||||
|
<Hungarian>Harci süketség engedélyezése?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Hearing_Module_Description">
|
<Key ID="STR_ACE_Hearing_Module_Description">
|
||||||
<English>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</English>
|
<English>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</English>
|
||||||
@ -147,4 +150,4 @@
|
|||||||
<English>Allow zeus remote controlled units to be able to take hearing damage.</English>
|
<English>Allow zeus remote controlled units to be able to take hearing damage.</English>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -75,10 +75,32 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
|
|||||||
if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
|
if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
|
||||||
}] call EFUNC(common,addEventHandler);
|
}] 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",{
|
["zeusDisplayChanged",{
|
||||||
if (_this select 1) then {
|
if (_this select 1) then {
|
||||||
(finddisplay 312) displayAddEventHandler ["KeyUp", {[_this,'keyup'] call CBA_events_fnc_keyHandler}];
|
(finddisplay 312) displayAddEventHandler ["KeyUp", {
|
||||||
(finddisplay 312) displayAddEventHandler ["KeyDown", {[_this,'keydown'] call CBA_events_fnc_keyHandler}];
|
_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);
|
}] call EFUNC(common,addEventHandler);
|
||||||
|
@ -122,7 +122,7 @@ _actions = if (_isMan) then {
|
|||||||
// Dummy statement so it's not collapsed when there's no available actions
|
// Dummy statement so it's not collapsed when there's no available actions
|
||||||
true
|
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",
|
"Spine3",
|
||||||
|
@ -18,7 +18,7 @@ if (GVAR(openedMenuType) == _menuType) exitWith {true};
|
|||||||
|
|
||||||
// Conditions: canInteract (these don't apply to zeus)
|
// Conditions: canInteract (these don't apply to zeus)
|
||||||
if ((isNull curatorCamera) && {
|
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};
|
}) exitWith {false};
|
||||||
|
|
||||||
while {dialog} do {
|
while {dialog} do {
|
||||||
|
@ -90,6 +90,8 @@
|
|||||||
<Polish>Akcje Zeusa</Polish>
|
<Polish>Akcje Zeusa</Polish>
|
||||||
<Czech>Akce Zeuse</Czech>
|
<Czech>Akce Zeuse</Czech>
|
||||||
<Spanish>Acciones Zeus</Spanish>
|
<Spanish>Acciones Zeus</Spanish>
|
||||||
|
<Hungarian>Zeus cselekvések</Hungarian>
|
||||||
|
<Portuguese>Ações do Zeus</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Interact_Menu_ColorTextMax">
|
<Key ID="STR_ACE_Interact_Menu_ColorTextMax">
|
||||||
<English>Interaction - Text Max</English>
|
<English>Interaction - Text Max</English>
|
||||||
@ -230,6 +232,7 @@
|
|||||||
<Czech>Pozadí menu interakce</Czech>
|
<Czech>Pozadí menu interakce</Czech>
|
||||||
<German>Interaktionsmenü-Hintergrund</German>
|
<German>Interaktionsmenü-Hintergrund</German>
|
||||||
<Portuguese>Fundo do menu de interação</Portuguese>
|
<Portuguese>Fundo do menu de interação</Portuguese>
|
||||||
|
<Hungarian>Cselekvő menü háttere</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Interact_Menu_blurScreenDesc">
|
<Key ID="STR_ACE_Interact_Menu_blurScreenDesc">
|
||||||
<English>Blur the background while the interaction menu is open.</English>
|
<English>Blur the background while the interaction menu is open.</English>
|
||||||
@ -238,6 +241,7 @@
|
|||||||
<Czech>Rozmazat obraz pokud je interakční menu otevřené.</Czech>
|
<Czech>Rozmazat obraz pokud je interakční menu otevřené.</Czech>
|
||||||
<German>Den Hintergrund verschwimmen lassen, während das Interaktionsmenü geöffnet ist.</German>
|
<German>Den Hintergrund verschwimmen lassen, während das Interaktionsmenü geöffnet ist.</German>
|
||||||
<Portuguese>Desfocar o fundo enquanto o menu de interação está aberto.</Portuguese>
|
<Portuguese>Desfocar o fundo enquanto o menu de interação está aberto.</Portuguese>
|
||||||
|
<Hungarian>A háttér elmosása a cselekvő menü használata alatt.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Interact_Menu_backgroundBlur">
|
<Key ID="STR_ACE_Interact_Menu_backgroundBlur">
|
||||||
<English>Blur screen</English>
|
<English>Blur screen</English>
|
||||||
@ -246,6 +250,7 @@
|
|||||||
<Czech>Rozmazaný obraz</Czech>
|
<Czech>Rozmazaný obraz</Czech>
|
||||||
<German>Verschwommenes Bild</German>
|
<German>Verschwommenes Bild</German>
|
||||||
<Portuguese>Desfoque de tela</Portuguese>
|
<Portuguese>Desfoque de tela</Portuguese>
|
||||||
|
<Hungarian>Kép elmosása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Interact_Menu_backgroundBlack">
|
<Key ID="STR_ACE_Interact_Menu_backgroundBlack">
|
||||||
<English>Black</English>
|
<English>Black</English>
|
||||||
@ -254,22 +259,27 @@
|
|||||||
<Czech>Černý obraz</Czech>
|
<Czech>Černý obraz</Czech>
|
||||||
<Portuguese>Preto</Portuguese>
|
<Portuguese>Preto</Portuguese>
|
||||||
<German>Schwarz</German>
|
<German>Schwarz</German>
|
||||||
|
<Hungarian>Fekete</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Interact_Menu_addBuildingActions">
|
<Key ID="STR_ACE_Interact_Menu_addBuildingActions">
|
||||||
<English>Show actions for buildings</English>
|
<English>Show actions for buildings</English>
|
||||||
<Polish>Pokazuj akcje dla budynków</Polish>
|
<Polish>Pokazuj akcje dla budynków</Polish>
|
||||||
<Czech>Zobrazit akci pro budovy</Czech>
|
<Czech>Zobrazit akci pro budovy</Czech>
|
||||||
<Spanish>Mostrar acciones para edificios</Spanish>
|
<Spanish>Mostrar acciones para edificios</Spanish>
|
||||||
|
<Hungarian>Cselekvések mutatása épületeknél</Hungarian>
|
||||||
|
<Portuguese>Mostrar ações para edifícios</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Interact_Menu_addBuildingActionsDescription">
|
<Key ID="STR_ACE_Interact_Menu_addBuildingActionsDescription">
|
||||||
<English>Adds interaction actions for opening doors and mounting ladders on buildings. (Note: There is a performance cost when opening interaction menu, especially in towns)</English>
|
<English>Adds interaction actions for opening doors and mounting ladders on buildings. (Note: There is a performance cost when opening interaction menu, especially in towns)</English>
|
||||||
<Polish>Dodaje opcje interakcji dla otwierania drzwi oraz wchodzenia po drabinach do budynków. Uwaga: Użycie tej opcji może spowodować spadek wydajności menu interakcji, szczególnie w dużych miastach.</Polish>
|
<Polish>Dodaje opcje interakcji dla otwierania drzwi oraz wchodzenia po drabinach do budynków. Uwaga: Użycie tej opcji może spowodować spadek wydajności menu interakcji, szczególnie w dużych miastach.</Polish>
|
||||||
<Czech>Přidá možnost interakce pro otevření dvěří a umistňovat žebříky na budovy. (Poznámka: Použití této možnosti snižuje výkon při otevírání pomocí interakčního menu, zejména ve velkých městech.) </Czech>
|
<Czech>Přidá možnost interakce pro otevření dvěří a umistňovat žebříky na budovy. (Poznámka: Použití této možnosti snižuje výkon při otevírání pomocí interakčního menu, zejména ve velkých městech.) </Czech>
|
||||||
<Spanish>Añade las acciones de interacción para la apertura de puertas y montaje de escaleras en los edificios. (Nota: Hay un coste de rendimiento al abrir el menú de interacción, especialmente en las ciudades)</Spanish>
|
<Spanish>Añade las acciones de interacción para la apertura de puertas y montaje de escaleras en los edificios. (Nota: Hay un coste de rendimiento al abrir el menú de interacción, especialmente en las ciudades)</Spanish>
|
||||||
|
<Hungarian>Cselekvéseket engedélyez ajtók kinyitására és létrák mászására. (Figyelem: ez teljesítményvesztéssel járhat a menü megnyitásakor, főleg városokban)</Hungarian>
|
||||||
|
<Portuguese>Adiciona ações de interações para abrir portas e montar escadas em edifícios. (Nota: Existe um custo de performance quando aberto o menu de interação, especialmente em cidades)</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Interact_Menu_Category_InteractionMenu">
|
<Key ID="STR_ACE_Interact_Menu_Category_InteractionMenu">
|
||||||
<English>Interaction Menu</English>
|
<English>Interaction Menu</English>
|
||||||
<Polish>Menu interakcji</Polish>
|
<Polish>Menu interakcji</Polish>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -191,7 +191,7 @@ class CfgVehicles {
|
|||||||
class ACE_TeamManagement {
|
class ACE_TeamManagement {
|
||||||
displayName = CSTRING(TeamManagement);
|
displayName = CSTRING(TeamManagement);
|
||||||
condition = QUOTE(GVAR(EnableTeamManagement));
|
condition = QUOTE(GVAR(EnableTeamManagement));
|
||||||
exceptions[] = {"isNotInside", "isNotSitting"};
|
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
|
||||||
statement = "";
|
statement = "";
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 3.2;
|
priority = 3.2;
|
||||||
@ -201,7 +201,7 @@ class CfgVehicles {
|
|||||||
class ACE_JoinTeamRed {
|
class ACE_JoinTeamRed {
|
||||||
displayName = CSTRING(JoinTeamRed);
|
displayName = CSTRING(JoinTeamRed);
|
||||||
condition = QUOTE(true);
|
condition = QUOTE(true);
|
||||||
exceptions[] = {"isNotInside", "isNotSitting"};
|
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
|
||||||
statement = QUOTE([ARR_2(_player,'RED')] call DFUNC(joinTeam));
|
statement = QUOTE([ARR_2(_player,'RED')] call DFUNC(joinTeam));
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 2.4;
|
priority = 2.4;
|
||||||
@ -211,7 +211,7 @@ class CfgVehicles {
|
|||||||
class ACE_JoinTeamGreen {
|
class ACE_JoinTeamGreen {
|
||||||
displayName = CSTRING(JoinTeamGreen);
|
displayName = CSTRING(JoinTeamGreen);
|
||||||
condition = QUOTE(true);
|
condition = QUOTE(true);
|
||||||
exceptions[] = {"isNotInside", "isNotSitting"};
|
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
|
||||||
statement = QUOTE([ARR_2(_player,'GREEN')] call DFUNC(joinTeam));
|
statement = QUOTE([ARR_2(_player,'GREEN')] call DFUNC(joinTeam));
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 2.3;
|
priority = 2.3;
|
||||||
@ -221,7 +221,7 @@ class CfgVehicles {
|
|||||||
class ACE_JoinTeamBlue {
|
class ACE_JoinTeamBlue {
|
||||||
displayName = CSTRING(JoinTeamBlue);
|
displayName = CSTRING(JoinTeamBlue);
|
||||||
condition = QUOTE(true);
|
condition = QUOTE(true);
|
||||||
exceptions[] = {"isNotInside", "isNotSitting"};
|
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
|
||||||
statement = QUOTE([ARR_2(_player,'BLUE')] call DFUNC(joinTeam));
|
statement = QUOTE([ARR_2(_player,'BLUE')] call DFUNC(joinTeam));
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 2.2;
|
priority = 2.2;
|
||||||
@ -231,7 +231,7 @@ class CfgVehicles {
|
|||||||
class ACE_JoinTeamYellow {
|
class ACE_JoinTeamYellow {
|
||||||
displayName = CSTRING(JoinTeamYellow);
|
displayName = CSTRING(JoinTeamYellow);
|
||||||
condition = QUOTE(true);
|
condition = QUOTE(true);
|
||||||
exceptions[] = {"isNotInside", "isNotSitting"};
|
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
|
||||||
statement = QUOTE([ARR_2(_player,'YELLOW')] call DFUNC(joinTeam));
|
statement = QUOTE([ARR_2(_player,'YELLOW')] call DFUNC(joinTeam));
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 2.1;
|
priority = 2.1;
|
||||||
@ -242,7 +242,7 @@ class CfgVehicles {
|
|||||||
class ACE_LeaveTeam {
|
class ACE_LeaveTeam {
|
||||||
displayName = CSTRING(LeaveTeam);
|
displayName = CSTRING(LeaveTeam);
|
||||||
condition = QUOTE(assignedTeam _player != 'MAIN');
|
condition = QUOTE(assignedTeam _player != 'MAIN');
|
||||||
exceptions[] = {"isNotInside", "isNotSitting"};
|
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
|
||||||
statement = QUOTE([ARR_2(_player,'MAIN')] call DFUNC(joinTeam));
|
statement = QUOTE([ARR_2(_player,'MAIN')] call DFUNC(joinTeam));
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 2.5;
|
priority = 2.5;
|
||||||
@ -252,7 +252,7 @@ class CfgVehicles {
|
|||||||
class ACE_BecomeLeader {
|
class ACE_BecomeLeader {
|
||||||
displayName = CSTRING(BecomeLeader);
|
displayName = CSTRING(BecomeLeader);
|
||||||
condition = QUOTE(_this call DFUNC(canBecomeLeader));
|
condition = QUOTE(_this call DFUNC(canBecomeLeader));
|
||||||
exceptions[] = {"isNotInside", "isNotSitting"};
|
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
|
||||||
statement = QUOTE(_this call DFUNC(doBecomeLeader));
|
statement = QUOTE(_this call DFUNC(doBecomeLeader));
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 1.0;
|
priority = 1.0;
|
||||||
@ -262,7 +262,7 @@ class CfgVehicles {
|
|||||||
class ACE_LeaveGroup {
|
class ACE_LeaveGroup {
|
||||||
displayName = CSTRING(LeaveGroup);
|
displayName = CSTRING(LeaveGroup);
|
||||||
condition = QUOTE(count (units group _player) > 1);
|
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;);
|
statement = QUOTE(_oldGroup = units group _player; _newGroup = createGroup side _player; [_player] joinSilent _newGroup; {_player reveal _x} forEach _oldGroup;);
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 1.2;
|
priority = 1.2;
|
||||||
@ -379,7 +379,7 @@ class CfgVehicles {
|
|||||||
class ACE_Equipment {
|
class ACE_Equipment {
|
||||||
displayName = CSTRING(Equipment);
|
displayName = CSTRING(Equipment);
|
||||||
condition = QUOTE(true);
|
condition = QUOTE(true);
|
||||||
exceptions[] = {"isNotInside","notOnMap", "isNotSitting"};
|
exceptions[] = {"isNotInside", "notOnMap", "isNotSitting"};
|
||||||
statement = "";
|
statement = "";
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 4.5;
|
priority = 4.5;
|
||||||
|
@ -35,7 +35,7 @@ private ["_team"];
|
|||||||
// Conditions: canInteract
|
// Conditions: canInteract
|
||||||
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
|
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
|
||||||
// Conditions: specific
|
// 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
|
// Statement
|
||||||
call EFUNC(interaction,openDoor);
|
call EFUNC(interaction,openDoor);
|
||||||
@ -82,3 +82,4 @@ private ["_team"];
|
|||||||
[29, [false, false, false]], false] call cba_fnc_addKeybind;
|
[29, [false, false, false]], false] call cba_fnc_addKeybind;
|
||||||
|
|
||||||
["isNotSwimming", {!underwater (_this select 0)}] call EFUNC(common,addCanInteractWithCondition);
|
["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);
|
||||||
|
@ -18,7 +18,7 @@
|
|||||||
|
|
||||||
private ["_info", "_phase", "_position", "_time", "_usedMouseWheel", "_getDoorAnimations"];
|
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);
|
EXPLODE_2_PVT(_info,_house,_door);
|
||||||
|
|
||||||
@ -36,7 +36,7 @@ if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_l
|
|||||||
};
|
};
|
||||||
|
|
||||||
GVAR(isOpeningDoor) = true;
|
GVAR(isOpeningDoor) = true;
|
||||||
playSound "ACE_Sound_Click";
|
playSound "ACE_Sound_Click"; //@todo replace with smth. more fitting
|
||||||
|
|
||||||
[_house, _animations] spawn {
|
[_house, _animations] spawn {
|
||||||
private ["_house", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
|
private ["_house", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
|
||||||
|
@ -9,4 +9,6 @@
|
|||||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_INTERACTION
|
#define DEBUG_SETTINGS DEBUG_SETTINGS_INTERACTION
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "\z\ace\addons\main\script_macros.hpp"
|
#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
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -1,30 +1,11 @@
|
|||||||
// by commy2 and esteldunedain
|
// by commy2 and esteldunedain
|
||||||
#include "script_component.hpp"
|
#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
|
private ["_p0", "_v1", "_v2", "_v3", "_p1", "_pL", "_distance", "_pL2", "_camPos", "_size"];
|
||||||
/*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];
|
|
||||||
|
|
||||||
GVAR(laserdot) = _light;
|
_p0 = AGLToASL (_unit modelToWorldVisual (_unit selectionPosition "righthand"));
|
||||||
};*/
|
|
||||||
|
|
||||||
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;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Find a system of orthogonal reference vectors
|
// Find a system of orthogonal reference vectors
|
||||||
// _v1 points in the direction of the weapon
|
// _v1 points in the direction of the weapon
|
||||||
@ -36,68 +17,22 @@ _v3 = _v2 vectorCrossProduct _v1;
|
|||||||
|
|
||||||
// Offset over the 3 reference axis
|
// Offset over the 3 reference axis
|
||||||
// This offset could eventually be configured by weapon in the config
|
// This offset could eventually be configured by weapon in the config
|
||||||
_offV1 = 0.31;
|
#define OFFV1 0.31
|
||||||
_offV2 = 0;
|
#define OFFV2 0
|
||||||
_offV3 = 0.08;
|
#define OFFV3 0.08
|
||||||
|
|
||||||
// Offset _p0, the start of the laser
|
// Offset _p0, the start of the laser
|
||||||
_p0 = _p0 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);
|
||||||
_p0Pos = _p0Pos vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
|
|
||||||
// Calculate _p1, the potential end of the laser
|
// Calculate _p1, the potential end of the laser
|
||||||
_p1 = _p0 vectorAdd (_v1 vectorMultiply _range);
|
_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 = {
|
// no intersection found, quit
|
||||||
private ["_distance"];
|
if (isNil "_pL") exitWith {};
|
||||||
|
|
||||||
_pX = + _p0;
|
_distance = _p0 vectorDistance _pL;
|
||||||
_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;
|
|
||||||
|
|
||||||
//systemChat str _distance;
|
//systemChat str _distance;
|
||||||
if (_distance < 0.5) exitWith {};
|
if (_distance < 0.5) exitWith {};
|
||||||
@ -105,31 +40,29 @@ if (_distance < 0.5) exitWith {};
|
|||||||
_pL = _p0 vectorAdd (_v1 vectorMultiply _distance);
|
_pL = _p0 vectorAdd (_v1 vectorMultiply _distance);
|
||||||
_pL2 = _p0 vectorAdd (_v1 vectorMultiply (_distance - 0.5));
|
_pL2 = _p0 vectorAdd (_v1 vectorMultiply (_distance - 0.5));
|
||||||
|
|
||||||
// Convert _pL to pos
|
_pL = ASLtoAGL _pL;
|
||||||
if (!surfaceIsWater _pL) then {
|
|
||||||
_pL = ASLtoATL _pL;
|
|
||||||
};
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
drawLine3D [
|
drawLine3D [
|
||||||
_p0Pos,
|
_p0,
|
||||||
_pL,
|
_pL,
|
||||||
[[1,0,0,1], [0,1,0,1]] select _isGreen
|
[[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];
|
_camPos = positionCameraToWorld [0,0,0.2];
|
||||||
if (count ([_unit, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
|
if (count ([_unit, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
|
||||||
if (count ([ACE_player, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
|
if (count ([ACE_player, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
|
||||||
|
|
||||||
// Convert _camPos to ASL
|
// Convert _camPos to ASL
|
||||||
if (!surfaceIsWater _camPos) then { _camPos = ATLtoASL _camPos; };
|
_camPos = AGLToASL _camPos;
|
||||||
|
|
||||||
if ( terrainIntersectASL [_camPos, _pL2]) exitWith {};
|
if ( terrainIntersectASL [_camPos, _pL2]) exitWith {};
|
||||||
if ( lineIntersects [_camPos, _pL2]) exitWith {};
|
if ( lineIntersects [_camPos, _pL2]) exitWith {};
|
||||||
|
|
||||||
//GVAR(laserdot) setPos _pL;
|
_size = 2 * (_range - (positionCameraToWorld [0,0,0] vectorDistance _pL)) / _range;
|
||||||
|
|
||||||
drawIcon3D [
|
drawIcon3D [
|
||||||
format ["\a3\weapons_f\acc\data\collimdot_%1_ca.paa", ["red", "green"] select _isGreen],
|
format ["\a3\weapons_f\acc\data\collimdot_%1_ca.paa", ["red", "green"] select _isGreen],
|
||||||
|
@ -35,7 +35,7 @@ _brightness = 2 - call EFUNC(common,ambientBrightness);
|
|||||||
};
|
};
|
||||||
|
|
||||||
if (_laserID > 0 && {_x isFlashlightOn _weapon}) then {
|
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);
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -543,46 +543,23 @@ class CfgPatches {
|
|||||||
"map_vr",
|
"map_vr",
|
||||||
"extended_eventhandlers", "cba_ui", "cba_xeh", "cba_xeh_a3", "cba_jr"
|
"extended_eventhandlers", "cba_ui", "cba_xeh", "cba_xeh_a3", "cba_jr"
|
||||||
};
|
};
|
||||||
author[] = {"ACE Team"};
|
author[] = {ECSTRING(common,ACETeam)};
|
||||||
authorUrl = "";
|
authorUrl = "http://ace3mod.com/";
|
||||||
versionDesc = "A.C.E.";
|
versionDesc = "ACE3";
|
||||||
versionAct = QUOTE(['MAIN',_this] execVM '\z\ace\addons\main\about.sqf';);
|
|
||||||
VERSION_CONFIG;
|
VERSION_CONFIG;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
class CfgMods {
|
class CfgMods {
|
||||||
class PREFIX {
|
class PREFIX {
|
||||||
dir = "@ACE";
|
dir = "@ace";
|
||||||
name = "Core - Advanced Combat Environment";
|
name = "Advanced Combat Environment 3";
|
||||||
picture = "A3\Ui_f\data\Logos\arma3_expansion_alpha_ca";
|
picture = "A3\Ui_f\data\Logos\arma3_expansion_alpha_ca";
|
||||||
hidePicture = "true";
|
hidePicture = "true";
|
||||||
hideName = "true";
|
hideName = "true";
|
||||||
actionName = "Website";
|
actionName = "Website";
|
||||||
action = "http://ace.dev-heaven.net";
|
action = "http://ace3mod.com/";
|
||||||
description = "Bugtracker: ";
|
description = "Issue Tracker: https://github.com/acemod/ACE3/issues";
|
||||||
};
|
|
||||||
};
|
|
||||||
|
|
||||||
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[] = {};
|
|
||||||
};
|
|
||||||
};
|
|
||||||
*/
|
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -3,12 +3,12 @@
|
|||||||
|
|
||||||
// #define DEBUG_MODE_FULL
|
// #define DEBUG_MODE_FULL
|
||||||
|
|
||||||
#ifdef DEBUG_ENABLED_CORE
|
#ifdef DEBUG_ENABLED_MAIN
|
||||||
#define DEBUG_MODE_FULL
|
#define DEBUG_MODE_FULL
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef DEBUG_SETTINGS_CORE
|
#ifdef DEBUG_SETTINGS_MAIN
|
||||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_CORE
|
#define DEBUG_SETTINGS DEBUG_SETTINGS_MAIN
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "\z\ace\addons\main\script_macros.hpp"
|
#include "\z\ace\addons\main\script_macros.hpp"
|
||||||
|
@ -8,6 +8,7 @@
|
|||||||
<German>Karte</German>
|
<German>Karte</German>
|
||||||
<Czech>Mapa</Czech>
|
<Czech>Mapa</Czech>
|
||||||
<Portuguese>Mapa</Portuguese>
|
<Portuguese>Mapa</Portuguese>
|
||||||
|
<Hungarian>Térkép</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_MapIllumination_DisplayName">
|
<Key ID="STR_ACE_Map_MapIllumination_DisplayName">
|
||||||
<English>Map illumination?</English>
|
<English>Map illumination?</English>
|
||||||
@ -16,6 +17,7 @@
|
|||||||
<German>Kartenausleuchtung</German>
|
<German>Kartenausleuchtung</German>
|
||||||
<Czech>Osvětlení mapy</Czech>
|
<Czech>Osvětlení mapy</Czech>
|
||||||
<Portuguese>Iluminação do mapa?</Portuguese>
|
<Portuguese>Iluminação do mapa?</Portuguese>
|
||||||
|
<Hungarian>Térkép megvilágítása?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_MapIllumination_Description">
|
<Key ID="STR_ACE_Map_MapIllumination_Description">
|
||||||
<English>Simulate map lighting based on ambient lighting and player's items?</English>
|
<English>Simulate map lighting based on ambient lighting and player's items?</English>
|
||||||
@ -33,6 +35,7 @@
|
|||||||
<German>Kamerawackeln</German>
|
<German>Kamerawackeln</German>
|
||||||
<Czech>Třesení mapy?</Czech>
|
<Czech>Třesení mapy?</Czech>
|
||||||
<Portuguese>Tremor de mapa?</Portuguese>
|
<Portuguese>Tremor de mapa?</Portuguese>
|
||||||
|
<Hungarian>Térkép-rázkódás?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_MapShake_Description">
|
<Key ID="STR_ACE_Map_MapShake_Description">
|
||||||
<English>Make map shake when walking?</English>
|
<English>Make map shake when walking?</English>
|
||||||
@ -41,6 +44,7 @@
|
|||||||
<German>Kamerawackeln beim Gehen?</German>
|
<German>Kamerawackeln beim Gehen?</German>
|
||||||
<Czech>Umožnit třesení mapy za pochodu?</Czech>
|
<Czech>Umožnit třesení mapy za pochodu?</Czech>
|
||||||
<Portuguese>Tremer o mapa enquanto caminha?</Portuguese>
|
<Portuguese>Tremer o mapa enquanto caminha?</Portuguese>
|
||||||
|
<Hungarian>Rázkódjon-e a térkép mozgáskor?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_MapLimitZoom_DisplayName">
|
<Key ID="STR_ACE_Map_MapLimitZoom_DisplayName">
|
||||||
<English>Limit map zoom?</English>
|
<English>Limit map zoom?</English>
|
||||||
@ -49,6 +53,7 @@
|
|||||||
<German>Kartenzoom einschränken</German>
|
<German>Kartenzoom einschränken</German>
|
||||||
<Czech>Omezit přiblížení mapy?</Czech>
|
<Czech>Omezit přiblížení mapy?</Czech>
|
||||||
<Portuguese>Limitar zoom do mapa?</Portuguese>
|
<Portuguese>Limitar zoom do mapa?</Portuguese>
|
||||||
|
<Hungarian>Térkép-nagyítás korlátozása?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_MapLimitZoom_Description">
|
<Key ID="STR_ACE_Map_MapLimitZoom_Description">
|
||||||
<English>Limit the amount of zoom available for the map?</English>
|
<English>Limit the amount of zoom available for the map?</English>
|
||||||
@ -57,6 +62,7 @@
|
|||||||
<German>Zoomstufe der Karte einschränken?</German>
|
<German>Zoomstufe der Karte einschränken?</German>
|
||||||
<Czech>Omezit stupeň přiblížení pro mapu?</Czech>
|
<Czech>Omezit stupeň přiblížení pro mapu?</Czech>
|
||||||
<Portuguese>Limitar a quantidade de zoom disponível para o mapa?</Portuguese>
|
<Portuguese>Limitar a quantidade de zoom disponível para o mapa?</Portuguese>
|
||||||
|
<Hungarian>Korlátozva legyen-e a nagyítás mennyisége a térképnél?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_MapShowCursorCoordinates_DisplayName">
|
<Key ID="STR_ACE_Map_MapShowCursorCoordinates_DisplayName">
|
||||||
<English>Show cursor coordinates?</English>
|
<English>Show cursor coordinates?</English>
|
||||||
@ -65,6 +71,7 @@
|
|||||||
<German>Zeige Cursor-Koordinaten?</German>
|
<German>Zeige Cursor-Koordinaten?</German>
|
||||||
<Czech>Zobrazit souřadnice u kurzoru?</Czech>
|
<Czech>Zobrazit souřadnice u kurzoru?</Czech>
|
||||||
<Portuguese>Mostrar coordenadas no cursor?</Portuguese>
|
<Portuguese>Mostrar coordenadas no cursor?</Portuguese>
|
||||||
|
<Hungarian>Kurzor-koordináták mutatása?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_MapShowCursorCoordinates_Description">
|
<Key ID="STR_ACE_Map_MapShowCursorCoordinates_Description">
|
||||||
<English>Show the grid coordinates on the mouse pointer?</English>
|
<English>Show the grid coordinates on the mouse pointer?</English>
|
||||||
@ -73,6 +80,7 @@
|
|||||||
<German>Gitter-Koordinaten auf dem Mauszeiger anzeigen?</German>
|
<German>Gitter-Koordinaten auf dem Mauszeiger anzeigen?</German>
|
||||||
<Czech>Zobrazit souřadnice u kurzoru v mapě?</Czech>
|
<Czech>Zobrazit souřadnice u kurzoru v mapě?</Czech>
|
||||||
<Portuguese>Mostrar as coordenadas de grade no ponteiro do mouse?</Portuguese>
|
<Portuguese>Mostrar as coordenadas de grade no ponteiro do mouse?</Portuguese>
|
||||||
|
<Hungarian>Mutatva legyen-e a kurzornál található rész rácskoordinátája?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_Module_Description">
|
<Key ID="STR_ACE_Map_Module_Description">
|
||||||
<English>This module allows you to customize the map screen.</English>
|
<English>This module allows you to customize the map screen.</English>
|
||||||
@ -80,6 +88,7 @@
|
|||||||
<German>Dieses Modul erweitert die Kartenfunktionen.</German>
|
<German>Dieses Modul erweitert die Kartenfunktionen.</German>
|
||||||
<Czech>Tento modul umožňuje přizpůsobit mapu s obrazem.</Czech>
|
<Czech>Tento modul umožňuje přizpůsobit mapu s obrazem.</Czech>
|
||||||
<Portuguese>Este módulo permite que você personalize a tela de mapa.</Portuguese>
|
<Portuguese>Este módulo permite que você personalize a tela de mapa.</Portuguese>
|
||||||
|
<Hungarian>Ez a modul lehetővé teszi a térképnézet testreszabását.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_BFT_Module_DisplayName">
|
<Key ID="STR_ACE_Map_BFT_Module_DisplayName">
|
||||||
<English>Blue Force Tracking</English>
|
<English>Blue Force Tracking</English>
|
||||||
@ -88,6 +97,7 @@
|
|||||||
<German>Blue Force Tracking</German>
|
<German>Blue Force Tracking</German>
|
||||||
<Czech>Blue Force Tracking</Czech>
|
<Czech>Blue Force Tracking</Czech>
|
||||||
<Portuguese>Rastreio de forças azuis</Portuguese>
|
<Portuguese>Rastreio de forças azuis</Portuguese>
|
||||||
|
<Hungarian>Blue Force követés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_BFT_Enabled_DisplayName">
|
<Key ID="STR_ACE_Map_BFT_Enabled_DisplayName">
|
||||||
<English>BFT Enable</English>
|
<English>BFT Enable</English>
|
||||||
@ -95,6 +105,7 @@
|
|||||||
<Polish>Aktywuj BFT</Polish>
|
<Polish>Aktywuj BFT</Polish>
|
||||||
<Czech>Povolit BFT</Czech>
|
<Czech>Povolit BFT</Czech>
|
||||||
<Spanish>Activar BFT</Spanish>
|
<Spanish>Activar BFT</Spanish>
|
||||||
|
<Hungarian>BFT engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_BFT_Enabled_Description">
|
<Key ID="STR_ACE_Map_BFT_Enabled_Description">
|
||||||
<English>Enable Blue Force Tracking. Default: No</English>
|
<English>Enable Blue Force Tracking. Default: No</English>
|
||||||
@ -102,6 +113,7 @@
|
|||||||
<Polish>Aktywuj Blue Force Tracking. Domyślnie: Nie</Polish>
|
<Polish>Aktywuj Blue Force Tracking. Domyślnie: Nie</Polish>
|
||||||
<Czech>Povolit Blue Force Tracking. Výchozí: Ne</Czech>
|
<Czech>Povolit Blue Force Tracking. Výchozí: Ne</Czech>
|
||||||
<Spanish>Activar Blue Force Tracking. Por defecto: No</Spanish>
|
<Spanish>Activar Blue Force Tracking. Por defecto: No</Spanish>
|
||||||
|
<Hungarian>Blue Force követés engedélyezése. Alapértelmezett: Nem</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_BFT_Interval_DisplayName">
|
<Key ID="STR_ACE_Map_BFT_Interval_DisplayName">
|
||||||
<English>Interval</English>
|
<English>Interval</English>
|
||||||
@ -110,6 +122,7 @@
|
|||||||
<German>Intervall</German>
|
<German>Intervall</German>
|
||||||
<Czech>Interval</Czech>
|
<Czech>Interval</Czech>
|
||||||
<Portuguese>Intervalo</Portuguese>
|
<Portuguese>Intervalo</Portuguese>
|
||||||
|
<Hungarian>Intervallum</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_BFT_Interval_Description">
|
<Key ID="STR_ACE_Map_BFT_Interval_Description">
|
||||||
<English>How often the markers should be refreshed (in seconds)</English>
|
<English>How often the markers should be refreshed (in seconds)</English>
|
||||||
@ -118,6 +131,7 @@
|
|||||||
<German>Wie oft sollen die Markierungen aktualisiert werden (in Sekunden)</German>
|
<German>Wie oft sollen die Markierungen aktualisiert werden (in Sekunden)</German>
|
||||||
<Czech>Jak často budou značky aktualizovány (v sekundách)</Czech>
|
<Czech>Jak často budou značky aktualizovány (v sekundách)</Czech>
|
||||||
<Portuguese>Frequência em que os marcadores devem ser atualizados (em segundos)</Portuguese>
|
<Portuguese>Frequência em que os marcadores devem ser atualizados (em segundos)</Portuguese>
|
||||||
|
<Hungarian>Milyen gyakran frissüljenek a jelölők (másodpercben)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_BFT_HideAiGroups_DisplayName">
|
<Key ID="STR_ACE_Map_BFT_HideAiGroups_DisplayName">
|
||||||
<English>Hide AI groups?</English>
|
<English>Hide AI groups?</English>
|
||||||
@ -126,6 +140,7 @@
|
|||||||
<German>KI-Gruppen verstecken?</German>
|
<German>KI-Gruppen verstecken?</German>
|
||||||
<Czech>Skrýt AI skupiny?</Czech>
|
<Czech>Skrýt AI skupiny?</Czech>
|
||||||
<Portuguese>Esconder grupos de IA?</Portuguese>
|
<Portuguese>Esconder grupos de IA?</Portuguese>
|
||||||
|
<Hungarian>AI csoportok elrejtése?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_BFT_HideAiGroups_Description">
|
<Key ID="STR_ACE_Map_BFT_HideAiGroups_Description">
|
||||||
<English>Hide markers for 'AI only' groups?</English>
|
<English>Hide markers for 'AI only' groups?</English>
|
||||||
@ -134,6 +149,7 @@
|
|||||||
<German>Verstecke Marker für "nur KI"-Gruppen?</German>
|
<German>Verstecke Marker für "nur KI"-Gruppen?</German>
|
||||||
<Czech>Skrýt značky pouze pro AI skupiny?</Czech>
|
<Czech>Skrýt značky pouze pro AI skupiny?</Czech>
|
||||||
<Portuguese>Esconder marcadores que pertencem ao grupo de IA?</Portuguese>
|
<Portuguese>Esconder marcadores que pertencem ao grupo de IA?</Portuguese>
|
||||||
|
<Hungarian>Jelölők elrejtése "csak AI" csoportoknál?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_BFT_Module_Description">
|
<Key ID="STR_ACE_Map_BFT_Module_Description">
|
||||||
<English>This module allows the tracking of allied units with BFT map markers.</English>
|
<English>This module allows the tracking of allied units with BFT map markers.</English>
|
||||||
@ -141,6 +157,7 @@
|
|||||||
<German>Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen.</German>
|
<German>Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen.</German>
|
||||||
<Czech>Umožňuje sledovat přátelské jednokty na mapě v rámci BFT.</Czech>
|
<Czech>Umožňuje sledovat přátelské jednokty na mapě v rámci BFT.</Czech>
|
||||||
<Portuguese>Permite que você acompanhe as posições no mapa das unidades aliadas com marcadores RFA.</Portuguese>
|
<Portuguese>Permite que você acompanhe as posições no mapa das unidades aliadas com marcadores RFA.</Portuguese>
|
||||||
|
<Hungarian>Ez a modul lehetővé teszi a szövetséges egységek követését BFT térképjelzőjkkel.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Map_Action_Flashlights">
|
<Key ID="STR_ACE_Map_Action_Flashlights">
|
||||||
<English>Flashlights</English>
|
<English>Flashlights</English>
|
||||||
@ -167,4 +184,4 @@
|
|||||||
<Polish>Zmniejsz czułość</Polish>
|
<Polish>Zmniejsz czułość</Polish>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -14,7 +14,7 @@ class CfgVehicles {
|
|||||||
class ACE_MapToolsHide {
|
class ACE_MapToolsHide {
|
||||||
displayName = CSTRING(MapToolsHide);
|
displayName = CSTRING(MapToolsHide);
|
||||||
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0}));
|
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"};
|
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 5;
|
priority = 5;
|
||||||
@ -22,7 +22,7 @@ class CfgVehicles {
|
|||||||
class ACE_MapToolsShowNormal {
|
class ACE_MapToolsShowNormal {
|
||||||
displayName = CSTRING(MapToolsShowNormal);
|
displayName = CSTRING(MapToolsShowNormal);
|
||||||
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 1}));
|
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"};
|
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 4;
|
priority = 4;
|
||||||
@ -30,7 +30,7 @@ class CfgVehicles {
|
|||||||
class ACE_MapToolsShowSmall {
|
class ACE_MapToolsShowSmall {
|
||||||
displayName = CSTRING(MapToolsShowSmall);
|
displayName = CSTRING(MapToolsShowSmall);
|
||||||
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 2}));
|
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"};
|
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 3;
|
priority = 3;
|
||||||
@ -38,7 +38,7 @@ class CfgVehicles {
|
|||||||
class ACE_MapToolsAlignNorth {
|
class ACE_MapToolsAlignNorth {
|
||||||
displayName = CSTRING(MapToolsAlignNorth);
|
displayName = CSTRING(MapToolsAlignNorth);
|
||||||
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0}));
|
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"};
|
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 2;
|
priority = 2;
|
||||||
@ -46,7 +46,7 @@ class CfgVehicles {
|
|||||||
class ACE_MapToolsAlignCompass {
|
class ACE_MapToolsAlignCompass {
|
||||||
displayName = CSTRING(MapToolsAlignCompass);
|
displayName = CSTRING(MapToolsAlignCompass);
|
||||||
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0} && {('ItemCompass' in assigneditems ACE_player) || {'ItemCompass' in assigneditems ACE_player}}));
|
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"};
|
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 1;
|
priority = 1;
|
||||||
|
@ -26,11 +26,11 @@ GVAR(drawing_controls) = [36732, 36733, 36734, 36735, 36736, 36737];
|
|||||||
_fnc_installMapEvents = {
|
_fnc_installMapEvents = {
|
||||||
private "_d";
|
private "_d";
|
||||||
_d = _this;
|
_d = _this;
|
||||||
((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["MouseMoving", {_this call FUNC(handleMouseMove);}];
|
((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 ["MouseButtonDown", {[1, _this] call FUNC(handleMouseButton);}];
|
||||||
((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["MouseButtonUp", {[0, _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) displayCtrl 51) ctrlAddEventHandler ["Draw", {_this call FUNC(updateMapToolMarkers);}];
|
||||||
(finddisplay _d) displayAddEventHandler ["KeyDown", {_this call FUNC(handleKeyDown);}];
|
(findDisplay _d) displayAddEventHandler ["KeyDown", {_this call FUNC(handleKeyDown);}];
|
||||||
};
|
};
|
||||||
|
|
||||||
// Wait until the briefing map is detected
|
// 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)
|
// Install event handlers on the map control and display (control = 51)
|
||||||
GVAR(drawing_syncMarkers) = false;
|
GVAR(drawing_syncMarkers) = false;
|
||||||
12 call _fnc_installMapEvents;
|
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);
|
||||||
|
@ -16,7 +16,6 @@ PREP(handleMouseButton);
|
|||||||
PREP(handleMouseMove);
|
PREP(handleMouseMove);
|
||||||
PREP(handleMouseZChanged);
|
PREP(handleMouseZChanged);
|
||||||
PREP(isInsideMapTool);
|
PREP(isInsideMapTool);
|
||||||
PREP(mapStateUpdater);
|
|
||||||
PREP(openMapGps);
|
PREP(openMapGps);
|
||||||
PREP(openMapGpsUpdate);
|
PREP(openMapGpsUpdate);
|
||||||
PREP(removeLineMarker);
|
PREP(removeLineMarker);
|
||||||
|
@ -15,7 +15,7 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_4(_name,_startPos,_endPos,_color);
|
params ["_name", "_startPos", "_endPos", "_color"];
|
||||||
|
|
||||||
private ["_marker", "_difPos", "_mag"];
|
private ["_marker", "_difPos", "_mag"];
|
||||||
|
|
||||||
|
@ -14,7 +14,7 @@
|
|||||||
|
|
||||||
private ["_screenOffset", "_pos"];
|
private ["_screenOffset", "_pos"];
|
||||||
|
|
||||||
_pos = ((finddisplay 12) displayctrl 51) ctrlMapScreenToWorld [0.5, 0.5];
|
_pos = ((findDisplay 12) displayCtrl 51) ctrlMapScreenToWorld [0.5, 0.5];
|
||||||
_screenOffset = ((finddisplay 12) displayctrl 51) posWorldToScreen [(_pos select 0) + 100, (_pos select 1)];
|
_screenOffset = ((findDisplay 12) displayCtrl 51) posWorldToScreen [(_pos select 0) + 100, (_pos select 1)];
|
||||||
|
|
||||||
(_screenOffset select 0) - 0.5
|
(_screenOffset select 0) - 0.5
|
||||||
|
@ -12,7 +12,7 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_1(_lineMarkers);
|
params ["_lineMarkers"];
|
||||||
|
|
||||||
{
|
{
|
||||||
private "_marker";
|
private "_marker";
|
||||||
|
@ -12,6 +12,6 @@
|
|||||||
|
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_1(_requester);
|
params ["_requester"];
|
||||||
|
|
||||||
["drawing_sendbackMarkers", _requester, [GVAR(drawing_lineMarkers)]] call EFUNC(common,targetEvent);
|
["drawing_sendbackMarkers", _requester, [GVAR(drawing_lineMarkers)]] call EFUNC(common,targetEvent);
|
||||||
|
@ -17,6 +17,6 @@
|
|||||||
|
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_1(_player,_target);
|
params ["_player", "_target"];
|
||||||
|
|
||||||
["drawing_requestMarkers", _target, [_player]] call EFUNC(common,targetEvent);
|
["drawing_requestMarkers", _target, [_player]] call EFUNC(common,targetEvent);
|
||||||
|
@ -15,11 +15,12 @@
|
|||||||
|
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_5(_display,_code,_shiftKey,_ctrlKey,_altKey);
|
params ["", "_code"];
|
||||||
|
TRACE_1("params",_code);
|
||||||
|
|
||||||
private ["_handled", "_relPos", "_diffVector", "_magDiffVector", "_lambdaLong", "_lambdaTrasAbs"];
|
private ["_handled", "_relPos", "_diffVector", "_magDiffVector", "_lambdaLong", "_lambdaTrasAbs"];
|
||||||
|
|
||||||
_handled = false;
|
_handled = false;
|
||||||
|
|
||||||
#define DIK_ESCAPE 0x01
|
#define DIK_ESCAPE 0x01
|
||||||
#define DIK_DELETE 0xD3
|
#define DIK_DELETE 0xD3
|
||||||
@ -30,6 +31,7 @@ if (_code == DIK_ESCAPE) exitWith {
|
|||||||
call FUNC(cancelDrawing);
|
call FUNC(cancelDrawing);
|
||||||
_handled = true;
|
_handled = true;
|
||||||
};
|
};
|
||||||
|
_handled
|
||||||
};
|
};
|
||||||
|
|
||||||
if (_code == DIK_DELETE) exitWith {
|
if (_code == DIK_DELETE) exitWith {
|
||||||
@ -65,6 +67,7 @@ if (_code == DIK_DELETE) exitWith {
|
|||||||
};
|
};
|
||||||
} forEach GVAR(drawing_lineMarkers);
|
} forEach GVAR(drawing_lineMarkers);
|
||||||
};
|
};
|
||||||
|
_handled
|
||||||
};
|
};
|
||||||
|
|
||||||
_handled
|
_handled
|
||||||
|
@ -1,6 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Author: esteldunedain
|
* Author: esteldunedain
|
||||||
*
|
|
||||||
* Handle mouse buttons.
|
* Handle mouse buttons.
|
||||||
*
|
*
|
||||||
* Argument:
|
* Argument:
|
||||||
@ -13,46 +12,39 @@
|
|||||||
|
|
||||||
#include "script_component.hpp"
|
#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);
|
private["_gui", "_handled", "_marker", "_pos"];
|
||||||
_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;
|
|
||||||
|
|
||||||
|
_handled = false;
|
||||||
|
|
||||||
// If it's not a left button event, exit
|
// If it's not a left button event, exit
|
||||||
if (_button != 0) exitWith {};
|
if (_button != 0) exitWith {_handled};
|
||||||
|
|
||||||
// If releasing
|
// If releasing
|
||||||
if (_dir != 1 && (GVAR(mapTool_isDragging) or GVAR(mapTool_isRotating))) exitWith {
|
if (_dir != 1) then {
|
||||||
GVAR(mapTool_isDragging) = false;
|
if (GVAR(mapTool_isDragging) || GVAR(mapTool_isRotating)) then {
|
||||||
GVAR(mapTool_isRotating) = false;
|
GVAR(mapTool_isDragging) = false;
|
||||||
_handled = true;
|
GVAR(mapTool_isRotating) = false;
|
||||||
_handled
|
_handled = true;
|
||||||
};
|
};
|
||||||
|
} else {
|
||||||
// If clicking
|
// If clicking
|
||||||
if (_dir == 1) exitWith {
|
|
||||||
|
|
||||||
if !(call FUNC(canDraw)) exitWith {_handled = false;};
|
if !(call FUNC(canDraw)) exitWith {_handled = false;};
|
||||||
|
|
||||||
// Transform mouse screen position to coordinates
|
// Transform mouse screen position to coordinates
|
||||||
_pos = _control ctrlMapScreenToWorld _screenPos;
|
_pos = _control ctrlMapScreenToWorld [_screenPosX, _screenPosY];
|
||||||
_pos set [count _pos, 0];
|
_pos set [count _pos, 0];
|
||||||
|
|
||||||
if (GVAR(drawing_isDrawing)) exitWith {
|
if (GVAR(drawing_isDrawing)) exitWith {
|
||||||
// Already drawing -> Add tempLineMarker to permanent list
|
// Already drawing -> Add tempLineMarker to permanent list
|
||||||
if (GVAR(drawing_syncMarkers)) then {
|
if (GVAR(drawing_syncMarkers)) then {
|
||||||
deleteMarkerLocal (GVAR(drawing_tempLineMarker) select 0);
|
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);
|
["drawing_addLineMarker", GVAR(drawing_tempLineMarker)] call EFUNC(common,globalEvent);
|
||||||
// Log who drew on the briefing screen
|
// 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 {
|
} else {
|
||||||
GVAR(drawing_tempLineMarker) call FUNC(updateLineMarker);
|
GVAR(drawing_tempLineMarker) call FUNC(updateLineMarker);
|
||||||
GVAR(drawing_lineMarkers) pushBack (+GVAR(drawing_tempLineMarker));
|
GVAR(drawing_lineMarkers) pushBack (+GVAR(drawing_tempLineMarker));
|
||||||
@ -96,6 +88,9 @@ if (_dir == 1) exitWith {
|
|||||||
};
|
};
|
||||||
_handled = true;
|
_handled = true;
|
||||||
};
|
};
|
||||||
|
_handled
|
||||||
};
|
};
|
||||||
|
|
||||||
|
diag_log text format ["HJa %1", _handled];
|
||||||
|
|
||||||
_handled
|
_handled
|
||||||
|
@ -1,6 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Author: esteldunedain
|
* Author: esteldunedain
|
||||||
*
|
|
||||||
* Handle mouse movement over the map tool.
|
* Handle mouse movement over the map tool.
|
||||||
*
|
*
|
||||||
* Argument:
|
* Argument:
|
||||||
@ -13,11 +12,12 @@
|
|||||||
|
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
|
params ["_control", "_mousePosX", "_mousePosY"];
|
||||||
|
TRACE_3("params",_control,_mousePosX,_mousePosY);
|
||||||
|
|
||||||
private ["_control", "_pos"];
|
private ["_control", "_pos"];
|
||||||
|
|
||||||
_control = _this select 0;
|
GVAR(mousePosition) = _control ctrlMapScreenToWorld [_mousePosX, _mousePosY];
|
||||||
_pos = [_this select 1, _this select 2];
|
|
||||||
GVAR(mousePosition) = _control ctrlMapScreenToWorld _pos;
|
|
||||||
GVAR(mousePosition) set [2, 0]; //convert 2d pos to 3d
|
GVAR(mousePosition) set [2, 0]; //convert 2d pos to 3d
|
||||||
|
|
||||||
// If cannot draw then exit
|
// If cannot draw then exit
|
||||||
@ -32,6 +32,7 @@ if !(call FUNC(canDraw)) exitWith {
|
|||||||
// Handle drawing
|
// Handle drawing
|
||||||
if (GVAR(drawing_isDrawing)) exitWith {
|
if (GVAR(drawing_isDrawing)) exitWith {
|
||||||
GVAR(drawing_tempLineMarker) set [2, GVAR(mousePosition)];
|
GVAR(drawing_tempLineMarker) set [2, GVAR(mousePosition)];
|
||||||
|
TRACE_1("updating line pos",GVAR(mousePosition));
|
||||||
GVAR(drawing_tempLineMarker) call FUNC(updateLineMarker);
|
GVAR(drawing_tempLineMarker) call FUNC(updateLineMarker);
|
||||||
false
|
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 [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)];
|
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
|
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);
|
_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);
|
GVAR(mapTool_angle) = GVAR(mapTool_startAngle) + _angle - GVAR(mapTool_startDragAngle);
|
||||||
|
|
||||||
// Update the size and rotation of the maptool
|
|
||||||
[] call FUNC(updateMapToolMarkers);
|
|
||||||
true
|
true
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -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);
|
|
||||||
};
|
|
@ -12,7 +12,7 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_1(_shouldOpenGps);
|
params ["_shouldOpenGps"];
|
||||||
|
|
||||||
private ["_isOpen"];
|
private ["_isOpen"];
|
||||||
|
|
||||||
|
@ -11,7 +11,7 @@
|
|||||||
|
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
|
||||||
PARAMS_1(_name);
|
params ["_name"];
|
||||||
|
|
||||||
deleteMarkerLocal _name;
|
deleteMarkerLocal _name;
|
||||||
{
|
{
|
||||||
|
@ -13,7 +13,8 @@
|
|||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#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"];
|
private ["_difPos", "_mag"];
|
||||||
|
|
||||||
|
@ -16,10 +16,20 @@
|
|||||||
#define CENTER_OFFSET_Y_PERC 0.1606
|
#define CENTER_OFFSET_Y_PERC 0.1606
|
||||||
#define CONSTANT_SCALE 0.2
|
#define CONSTANT_SCALE 0.2
|
||||||
|
|
||||||
PARAMS_1(_theMap);
|
params ["_theMap"];
|
||||||
|
|
||||||
private ["_rotatingTexture", "_textureWidth", "_scale", "_xPos", "_yPos"];
|
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 {};
|
if (!("ACE_MapTools" in items ACE_player)|| {GVAR(mapTool_Shown) == 0}) exitWith {};
|
||||||
|
|
||||||
_rotatingTexture = "";
|
_rotatingTexture = "";
|
||||||
|
@ -1593,6 +1593,7 @@
|
|||||||
<German>Keine</German>
|
<German>Keine</German>
|
||||||
<Czech>Žádný</Czech>
|
<Czech>Žádný</Czech>
|
||||||
<Portuguese>Nada</Portuguese>
|
<Portuguese>Nada</Portuguese>
|
||||||
|
<Hungarian>Nincs</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_Check_Pulse_Weak">
|
<Key ID="STR_ACE_Medical_Check_Pulse_Weak">
|
||||||
<English>Weak</English>
|
<English>Weak</English>
|
||||||
@ -2217,6 +2218,7 @@
|
|||||||
<Czech>Obvázání odstraňuje skvrny od krve</Czech>
|
<Czech>Obvázání odstraňuje skvrny od krve</Czech>
|
||||||
<Spanish>El vendaje elimina las manchas de sangre</Spanish>
|
<Spanish>El vendaje elimina las manchas de sangre</Spanish>
|
||||||
<Portuguese>Bandagem remove manchas de sangue</Portuguese>
|
<Portuguese>Bandagem remove manchas de sangue</Portuguese>
|
||||||
|
<Hungarian>A kötözés eltávolítja a vérfoltokat</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_painIsOnlySuppressed">
|
<Key ID="STR_ACE_Medical_painIsOnlySuppressed">
|
||||||
<English>Pain is only temporarily suppressed</English>
|
<English>Pain is only temporarily suppressed</English>
|
||||||
@ -2225,6 +2227,7 @@
|
|||||||
<Czech>Bolest je potlačena pouze dočasně</Czech>
|
<Czech>Bolest je potlačena pouze dočasně</Czech>
|
||||||
<Spanish>El dolor se suprime solo temporalmente</Spanish>
|
<Spanish>El dolor se suprime solo temporalmente</Spanish>
|
||||||
<Portuguese>Dor é suprimida somente temporáriamente</Portuguese>
|
<Portuguese>Dor é suprimida somente temporáriamente</Portuguese>
|
||||||
|
<Hungarian>A fájdalom csak ideiglenesen csökken</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_painEffectType">
|
<Key ID="STR_ACE_Medical_painEffectType">
|
||||||
<English>Pain Effect Type</English>
|
<English>Pain Effect Type</English>
|
||||||
@ -2738,6 +2741,7 @@
|
|||||||
<German>ACE-Medicsystem</German>
|
<German>ACE-Medicsystem</German>
|
||||||
<Czech>ACE Zdravotnické</Czech>
|
<Czech>ACE Zdravotnické</Czech>
|
||||||
<Portuguese>ACE Médico</Portuguese>
|
<Portuguese>ACE Médico</Portuguese>
|
||||||
|
<Hungarian>ACE Orvosi Rendszer</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_Module_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_Module_DisplayName">
|
||||||
<English>Medical Settings [ACE]</English>
|
<English>Medical Settings [ACE]</English>
|
||||||
@ -2747,6 +2751,7 @@
|
|||||||
<German>Medizinische Einstellungen [ACE]</German>
|
<German>Medizinische Einstellungen [ACE]</German>
|
||||||
<Czech>Lékařské nastavení [ACE]</Czech>
|
<Czech>Lékařské nastavení [ACE]</Czech>
|
||||||
<Portuguese>Ajustes médicos [ACE]</Portuguese>
|
<Portuguese>Ajustes médicos [ACE]</Portuguese>
|
||||||
|
<Hungarian>Orvosi beállítások [ACE]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_level_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_level_DisplayName">
|
||||||
<English>Medical Level</English>
|
<English>Medical Level</English>
|
||||||
@ -2756,6 +2761,7 @@
|
|||||||
<German>Medizinisches Level</German>
|
<German>Medizinisches Level</German>
|
||||||
<Czech>Úroveň medického</Czech>
|
<Czech>Úroveň medického</Czech>
|
||||||
<Portuguese>Nível médico</Portuguese>
|
<Portuguese>Nível médico</Portuguese>
|
||||||
|
<Hungarian>Orvosi szint</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_level_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_level_Description">
|
||||||
<English>What is the medical simulation level?</English>
|
<English>What is the medical simulation level?</English>
|
||||||
@ -2765,6 +2771,7 @@
|
|||||||
<German>Wie hoch soll das medizinische Simulationslevel sein?</German>
|
<German>Wie hoch soll das medizinische Simulationslevel sein?</German>
|
||||||
<Czech>Jaká je úroveň lékařské simulace?</Czech>
|
<Czech>Jaká je úroveň lékařské simulace?</Czech>
|
||||||
<Portuguese>Qual o nível de simulação médica?</Portuguese>
|
<Portuguese>Qual o nível de simulação médica?</Portuguese>
|
||||||
|
<Hungarian>Milyen komplex legyen az orvosi szimuláció?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_basic">
|
<Key ID="STR_ACE_Medical_MedicalSettings_basic">
|
||||||
<English>Basic</English>
|
<English>Basic</English>
|
||||||
@ -2774,6 +2781,7 @@
|
|||||||
<German>Standard</German>
|
<German>Standard</German>
|
||||||
<Czech>Základní</Czech>
|
<Czech>Základní</Czech>
|
||||||
<Portuguese>Básica</Portuguese>
|
<Portuguese>Básica</Portuguese>
|
||||||
|
<Hungarian>Alap</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_advanced">
|
<Key ID="STR_ACE_Medical_MedicalSettings_advanced">
|
||||||
<English>Advanced</English>
|
<English>Advanced</English>
|
||||||
@ -2783,6 +2791,7 @@
|
|||||||
<German>Erweitert</German>
|
<German>Erweitert</German>
|
||||||
<Czech>Pokročilé</Czech>
|
<Czech>Pokročilé</Czech>
|
||||||
<Portuguese>Avançada</Portuguese>
|
<Portuguese>Avançada</Portuguese>
|
||||||
|
<Hungarian>Fejlett</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_medicSetting_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_medicSetting_DisplayName">
|
||||||
<English>Medics setting</English>
|
<English>Medics setting</English>
|
||||||
@ -2792,6 +2801,7 @@
|
|||||||
<German>Medizinische Einstellungen</German>
|
<German>Medizinische Einstellungen</German>
|
||||||
<Czech>Úroveň zdravotníků</Czech>
|
<Czech>Úroveň zdravotníků</Czech>
|
||||||
<Portuguese>Configuração médica</Portuguese>
|
<Portuguese>Configuração médica</Portuguese>
|
||||||
|
<Hungarian>Orvosok beállítása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_medicSetting_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_medicSetting_Description">
|
||||||
<English>What is the level of detail prefered for medics?</English>
|
<English>What is the level of detail prefered for medics?</English>
|
||||||
@ -2800,6 +2810,7 @@
|
|||||||
<Spanish>¿Cuál es el nivel de detalle preferido para los médicos?</Spanish>
|
<Spanish>¿Cuál es el nivel de detalle preferido para los médicos?</Spanish>
|
||||||
<Czech>Jaká úroveň detailů je preferována pro zdravotníky?</Czech>
|
<Czech>Jaká úroveň detailů je preferována pro zdravotníky?</Czech>
|
||||||
<Portuguese>Qual o nível de detalhe preferido para os médicos?</Portuguese>
|
<Portuguese>Qual o nível de detalhe preferido para os médicos?</Portuguese>
|
||||||
|
<Hungarian>Mi a javasolt részletesség orvosok számára?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_medicSetting_disable">
|
<Key ID="STR_ACE_Medical_MedicalSettings_medicSetting_disable">
|
||||||
<English>Disable medics</English>
|
<English>Disable medics</English>
|
||||||
@ -2809,6 +2820,7 @@
|
|||||||
<German>Sanitäter deaktivieren</German>
|
<German>Sanitäter deaktivieren</German>
|
||||||
<Czech>Zakázat zdravotníky</Czech>
|
<Czech>Zakázat zdravotníky</Czech>
|
||||||
<Portuguese>Desativar médicos</Portuguese>
|
<Portuguese>Desativar médicos</Portuguese>
|
||||||
|
<Hungarian>Orvosok letiltása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_allowLitterCreation_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_allowLitterCreation_DisplayName">
|
||||||
<English>Enable Litter</English>
|
<English>Enable Litter</English>
|
||||||
@ -2818,6 +2830,7 @@
|
|||||||
<German>Abfälle aktivieren</German>
|
<German>Abfälle aktivieren</German>
|
||||||
<Czech>Povolit odpadky</Czech>
|
<Czech>Povolit odpadky</Czech>
|
||||||
<Portuguese>Ativar lixo médico</Portuguese>
|
<Portuguese>Ativar lixo médico</Portuguese>
|
||||||
|
<Hungarian>Szemét engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_allowLitterCreation_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_allowLitterCreation_Description">
|
||||||
<English>Enable litter being created upon treatment</English>
|
<English>Enable litter being created upon treatment</English>
|
||||||
@ -2827,6 +2840,7 @@
|
|||||||
<German>Aktiviere Abfälle, wenn eine Behandlung durchgeführt wurde</German>
|
<German>Aktiviere Abfälle, wenn eine Behandlung durchgeführt wurde</German>
|
||||||
<Czech>Vytváří odpad zdravotnického materiálu pří léčení</Czech>
|
<Czech>Vytváří odpad zdravotnického materiálu pří léčení</Czech>
|
||||||
<Portuguese>Ativar lixo ser criado após tratamento</Portuguese>
|
<Portuguese>Ativar lixo ser criado após tratamento</Portuguese>
|
||||||
|
<Hungarian>Engedélyezi a szemét keletkezését ellátáskor</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_litterCleanUpDelay_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_litterCleanUpDelay_DisplayName">
|
||||||
<English>Life time of litter objects</English>
|
<English>Life time of litter objects</English>
|
||||||
@ -2836,6 +2850,7 @@
|
|||||||
<German>Dauer des angezeigten Abfalls</German>
|
<German>Dauer des angezeigten Abfalls</German>
|
||||||
<Czech>Životnost pro odpadky</Czech>
|
<Czech>Životnost pro odpadky</Czech>
|
||||||
<Portuguese>Tempo de vida dos objetos do lixo</Portuguese>
|
<Portuguese>Tempo de vida dos objetos do lixo</Portuguese>
|
||||||
|
<Hungarian>Szemétobjektumok élettartama</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_litterCleanUpDelay_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_litterCleanUpDelay_Description">
|
||||||
<English>How long should litter objects stay? In seconds. -1 is forever.</English>
|
<English>How long should litter objects stay? In seconds. -1 is forever.</English>
|
||||||
@ -2845,6 +2860,7 @@
|
|||||||
<German>Wie lange sollen Abfälle am Boden liegen (in Sekunden)? -1 ist für immer.</German>
|
<German>Wie lange sollen Abfälle am Boden liegen (in Sekunden)? -1 ist für immer.</German>
|
||||||
<Czech>Za jak dlouho začnou odpadky mizet? V sekundách. -1 navždy.</Czech>
|
<Czech>Za jak dlouho začnou odpadky mizet? V sekundách. -1 navždy.</Czech>
|
||||||
<Portuguese>Quanto tempo os objetos do lixo devem ficar? Em segundos. -1 é para sempre.</Portuguese>
|
<Portuguese>Quanto tempo os objetos do lixo devem ficar? Em segundos. -1 é para sempre.</Portuguese>
|
||||||
|
<Hungarian>Milyen sokáig legyenek jelen a szemétobjektumok (másodpercben)? A -1 végtelen időt jelent.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_enableScreams_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_enableScreams_DisplayName">
|
||||||
<English>Enable Screams</English>
|
<English>Enable Screams</English>
|
||||||
@ -2854,6 +2870,7 @@
|
|||||||
<German>Schreie aktivieren</German>
|
<German>Schreie aktivieren</German>
|
||||||
<Czech>Povolit křik</Czech>
|
<Czech>Povolit křik</Czech>
|
||||||
<Portuguese>Ativar gritos</Portuguese>
|
<Portuguese>Ativar gritos</Portuguese>
|
||||||
|
<Hungarian>Kiáltások engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_enableScreams_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_enableScreams_Description">
|
||||||
<English>Enable screaming by injuried units</English>
|
<English>Enable screaming by injuried units</English>
|
||||||
@ -2863,6 +2880,7 @@
|
|||||||
<German>Aktiviere Schreie bei verletzten Einheiten</German>
|
<German>Aktiviere Schreie bei verletzten Einheiten</German>
|
||||||
<Czech>Povolit křičení zraněných jednotek</Czech>
|
<Czech>Povolit křičení zraněných jednotek</Czech>
|
||||||
<Portuguese>Ativa gritos para unidades feridas</Portuguese>
|
<Portuguese>Ativa gritos para unidades feridas</Portuguese>
|
||||||
|
<Hungarian>Engedélyezi a sérült egységek kiáltásait</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_playerDamageThreshold_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_playerDamageThreshold_DisplayName">
|
||||||
<English>Player Damage</English>
|
<English>Player Damage</English>
|
||||||
@ -2872,6 +2890,7 @@
|
|||||||
<German>Spielerschaden</German>
|
<German>Spielerschaden</German>
|
||||||
<Czech>Poškození hráče</Czech>
|
<Czech>Poškození hráče</Czech>
|
||||||
<Portuguese>Dano do jogador</Portuguese>
|
<Portuguese>Dano do jogador</Portuguese>
|
||||||
|
<Hungarian>Játékos sérülés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_playerDamageThreshold_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_playerDamageThreshold_Description">
|
||||||
<English>What is the damage a player can take before being killed?</English>
|
<English>What is the damage a player can take before being killed?</English>
|
||||||
@ -2881,6 +2900,7 @@
|
|||||||
<German>Wie viel Schaden kann ein Spieler erleiden, bevor er getötet wird?</German>
|
<German>Wie viel Schaden kann ein Spieler erleiden, bevor er getötet wird?</German>
|
||||||
<Czech>Jaké poškození může hráč dostat než bude zabit?</Czech>
|
<Czech>Jaké poškození může hráč dostat než bude zabit?</Czech>
|
||||||
<Portuguese>Qal é o dano que um jogador pode sofrer antes de morrer?</Portuguese>
|
<Portuguese>Qal é o dano que um jogador pode sofrer antes de morrer?</Portuguese>
|
||||||
|
<Hungarian>Mennyi sérülést szenvedhet el egy játékos, mielőtt meghal?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_AIDamageThreshold_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_AIDamageThreshold_DisplayName">
|
||||||
<English>AI Damage</English>
|
<English>AI Damage</English>
|
||||||
@ -2890,6 +2910,7 @@
|
|||||||
<German>KI-Schaden</German>
|
<German>KI-Schaden</German>
|
||||||
<Czech>Poškození AI</Czech>
|
<Czech>Poškození AI</Czech>
|
||||||
<Portuguese>Dano da IA</Portuguese>
|
<Portuguese>Dano da IA</Portuguese>
|
||||||
|
<Hungarian>AI sérülés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_AIDamageThreshold_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_AIDamageThreshold_Description">
|
||||||
<English>What is the damage an AI can take before being killed?</English>
|
<English>What is the damage an AI can take before being killed?</English>
|
||||||
@ -2899,6 +2920,7 @@
|
|||||||
<German>Wie viel Schaden kann eine KI erleiden, bis sie getötet wird?</German>
|
<German>Wie viel Schaden kann eine KI erleiden, bis sie getötet wird?</German>
|
||||||
<Czech>Jaké poškození může AI dostat než bude zabito?</Czech>
|
<Czech>Jaké poškození může AI dostat než bude zabito?</Czech>
|
||||||
<Portuguese>Qual é o dano que uma IA pode sofrer antes de morrer?</Portuguese>
|
<Portuguese>Qual é o dano que uma IA pode sofrer antes de morrer?</Portuguese>
|
||||||
|
<Hungarian>Mennyi sérülést szenvedhet el egy AI, mielőtt meghal?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_enableUnconsciousnessAI_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_enableUnconsciousnessAI_DisplayName">
|
||||||
<English>AI Unconsciousness</English>
|
<English>AI Unconsciousness</English>
|
||||||
@ -2908,6 +2930,7 @@
|
|||||||
<German>KI-Bewusstlosigkeit</German>
|
<German>KI-Bewusstlosigkeit</German>
|
||||||
<Czech>Bezvědomí AI</Czech>
|
<Czech>Bezvědomí AI</Czech>
|
||||||
<Portuguese>Inconsciência da IA</Portuguese>
|
<Portuguese>Inconsciência da IA</Portuguese>
|
||||||
|
<Hungarian>AI eszméletlenség</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_enableUnconsciousnessAI_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_enableUnconsciousnessAI_Description">
|
||||||
<English>Allow AI to go unconscious</English>
|
<English>Allow AI to go unconscious</English>
|
||||||
@ -2917,6 +2940,7 @@
|
|||||||
<German>KI kann bewusstlos werden</German>
|
<German>KI kann bewusstlos werden</German>
|
||||||
<Czech>Umožňuje AI upadnout do bezvědomí</Czech>
|
<Czech>Umožňuje AI upadnout do bezvědomí</Czech>
|
||||||
<Portuguese>Permite IA ficar inconsciente</Portuguese>
|
<Portuguese>Permite IA ficar inconsciente</Portuguese>
|
||||||
|
<Hungarian>Engedélyezi az AI eszméletének elvesztését</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_DisplayName">
|
||||||
<English>Remote Controlled AI</English>
|
<English>Remote Controlled AI</English>
|
||||||
@ -2924,6 +2948,7 @@
|
|||||||
<Portuguese>IA controlada remotamente</Portuguese>
|
<Portuguese>IA controlada remotamente</Portuguese>
|
||||||
<Polish>Zdalnie sterowane AI</Polish>
|
<Polish>Zdalnie sterowane AI</Polish>
|
||||||
<Czech>Vzdáleně ovládané AI</Czech>
|
<Czech>Vzdáleně ovládané AI</Czech>
|
||||||
|
<Hungarian>Távvezérelt AI</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_Description">
|
||||||
<English>Treat remote controlled units as AI not players?</English>
|
<English>Treat remote controlled units as AI not players?</English>
|
||||||
@ -2931,6 +2956,7 @@
|
|||||||
<Portuguese>Tratar unidades remotamente controladas como IA?</Portuguese>
|
<Portuguese>Tratar unidades remotamente controladas como IA?</Portuguese>
|
||||||
<Polish>Traktuj jednostki zdalnie sterowane (przez Zeusa) jako AI, nie jako graczy?</Polish>
|
<Polish>Traktuj jednostki zdalnie sterowane (przez Zeusa) jako AI, nie jako graczy?</Polish>
|
||||||
<Czech>Ošetřit vzdáleně ovládané jednotky jako AI, ne jako hráče?</Czech>
|
<Czech>Ošetřit vzdáleně ovládané jednotky jako AI, ne jako hráče?</Czech>
|
||||||
|
<Hungarian>Távvezérelt egységek AI-ként, nem játékosként való kezelése?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_preventInstaDeath_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_preventInstaDeath_DisplayName">
|
||||||
<English>Prevent instant death</English>
|
<English>Prevent instant death</English>
|
||||||
@ -2940,6 +2966,7 @@
|
|||||||
<German>Verhindere direkten Tod</German>
|
<German>Verhindere direkten Tod</German>
|
||||||
<Czech>Zabránit okamžité smrti</Czech>
|
<Czech>Zabránit okamžité smrti</Czech>
|
||||||
<Portuguese>Previnir morte instantânea</Portuguese>
|
<Portuguese>Previnir morte instantânea</Portuguese>
|
||||||
|
<Hungarian>Azonnali halál kiiktatása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_preventInstaDeath_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_preventInstaDeath_Description">
|
||||||
<English>Have a unit move to unconscious instead of death</English>
|
<English>Have a unit move to unconscious instead of death</English>
|
||||||
@ -2949,6 +2976,7 @@
|
|||||||
<German>Lässt eine Einheit bewusstlos werden anstatt zu sterben</German>
|
<German>Lässt eine Einheit bewusstlos werden anstatt zu sterben</German>
|
||||||
<Czech>Jednotka upadne do bezvědomí namísto smrti</Czech>
|
<Czech>Jednotka upadne do bezvědomí namísto smrti</Czech>
|
||||||
<Portuguese>Fazer a unidade ficar inconsciente invés de morrer</Portuguese>
|
<Portuguese>Fazer a unidade ficar inconsciente invés de morrer</Portuguese>
|
||||||
|
<Hungarian>Egy egység kerüljön eszméletlen állapotba a halott helyett</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_bleedingCoefficient_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_bleedingCoefficient_DisplayName">
|
||||||
<English>Bleeding coefficient</English>
|
<English>Bleeding coefficient</English>
|
||||||
@ -2958,6 +2986,7 @@
|
|||||||
<German>Verblutungsmultiplikator</German>
|
<German>Verblutungsmultiplikator</German>
|
||||||
<Czech>Koeficient krvácení</Czech>
|
<Czech>Koeficient krvácení</Czech>
|
||||||
<Portuguese>Coeficiente de sangramento</Portuguese>
|
<Portuguese>Coeficiente de sangramento</Portuguese>
|
||||||
|
<Hungarian>Vérzési koefficiens</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_bleedingCoefficient_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_bleedingCoefficient_Description">
|
||||||
<English>Coefficient to modify the bleeding speed</English>
|
<English>Coefficient to modify the bleeding speed</English>
|
||||||
@ -2967,6 +2996,7 @@
|
|||||||
<German>Multiplikator um die Verblutungsgeschwindigkeit zu verändern</German>
|
<German>Multiplikator um die Verblutungsgeschwindigkeit zu verändern</German>
|
||||||
<Czech>Koeficient rychlosti krvácení</Czech>
|
<Czech>Koeficient rychlosti krvácení</Czech>
|
||||||
<Portuguese>Coeficiente para modificar a velocidade do sangramento</Portuguese>
|
<Portuguese>Coeficiente para modificar a velocidade do sangramento</Portuguese>
|
||||||
|
<Hungarian>Egy szorzó a vérzés sebességének szabályozására</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_painCoefficient_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_painCoefficient_DisplayName">
|
||||||
<English>Pain coefficient</English>
|
<English>Pain coefficient</English>
|
||||||
@ -2976,6 +3006,7 @@
|
|||||||
<German>Schmerzmultiplikator</German>
|
<German>Schmerzmultiplikator</German>
|
||||||
<Czech>Koeficient bolesti</Czech>
|
<Czech>Koeficient bolesti</Czech>
|
||||||
<Portuguese>Coeficiente de dor</Portuguese>
|
<Portuguese>Coeficiente de dor</Portuguese>
|
||||||
|
<Hungarian>Fájdalmi koefficiens</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_painCoefficient_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_painCoefficient_Description">
|
||||||
<English>Coefficient to modify the pain intensity</English>
|
<English>Coefficient to modify the pain intensity</English>
|
||||||
@ -2985,6 +3016,7 @@
|
|||||||
<German>Multiplikator um den Schmerzintensität zu verändern</German>
|
<German>Multiplikator um den Schmerzintensität zu verändern</German>
|
||||||
<Czech>Koeficient intenzity bolesti</Czech>
|
<Czech>Koeficient intenzity bolesti</Czech>
|
||||||
<Portuguese>Coeficiente para modificar a instensidade de dor</Portuguese>
|
<Portuguese>Coeficiente para modificar a instensidade de dor</Portuguese>
|
||||||
|
<Hungarian>Egy szorzó a fájdalom erősségének szabályozására</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_keepLocalSettingsSynced_DisplayName">
|
<Key ID="STR_ACE_Medical_MedicalSettings_keepLocalSettingsSynced_DisplayName">
|
||||||
<English>Sync status</English>
|
<English>Sync status</English>
|
||||||
@ -2994,6 +3026,7 @@
|
|||||||
<German>Status synchronisieren</German>
|
<German>Status synchronisieren</German>
|
||||||
<Czech>Synchronizovat status</Czech>
|
<Czech>Synchronizovat status</Czech>
|
||||||
<Portuguese>Sincronizar estado</Portuguese>
|
<Portuguese>Sincronizar estado</Portuguese>
|
||||||
|
<Hungarian>Szinkronizációs állapot</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_keepLocalSettingsSynced_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_keepLocalSettingsSynced_Description">
|
||||||
<English>Keep unit status synced. Recommended on.</English>
|
<English>Keep unit status synced. Recommended on.</English>
|
||||||
@ -3003,6 +3036,7 @@
|
|||||||
<German>Status der Einheit synchron halten. Sollte aktiviert bleiben.</German>
|
<German>Status der Einheit synchron halten. Sollte aktiviert bleiben.</German>
|
||||||
<Czech>Udržuje status jednotky synchronizovaný. Doporučeno zapnout.</Czech>
|
<Czech>Udržuje status jednotky synchronizovaný. Doporučeno zapnout.</Czech>
|
||||||
<Portuguese>Mater o estado da unidade sincronizado. Recomendado ativado.</Portuguese>
|
<Portuguese>Mater o estado da unidade sincronizado. Recomendado ativado.</Portuguese>
|
||||||
|
<Hungarian>Egységállapotok szinkronizálása. Javasolt a bekapcsolása.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_MedicalSettings_Module_Description">
|
<Key ID="STR_ACE_Medical_MedicalSettings_Module_Description">
|
||||||
<English>Provides a medical system for both players and AI.</English>
|
<English>Provides a medical system for both players and AI.</English>
|
||||||
@ -3012,6 +3046,7 @@
|
|||||||
<German>Aktiviert ein medizinisches System für Spieler und KI.</German>
|
<German>Aktiviert ein medizinisches System für Spieler und KI.</German>
|
||||||
<Czech>Poskytuje zdravotní systém pro hráče a AI.</Czech>
|
<Czech>Poskytuje zdravotní systém pro hráče a AI.</Czech>
|
||||||
<Portuguese>Proporciona o sistema médico para os jogadores e a IA.</Portuguese>
|
<Portuguese>Proporciona o sistema médico para os jogadores e a IA.</Portuguese>
|
||||||
|
<Hungarian>Egy orvosi rendszert ad játékosok és AI-k számára.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_Module_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_Module_DisplayName">
|
||||||
<English>Advanced Medical Settings [ACE]</English>
|
<English>Advanced Medical Settings [ACE]</English>
|
||||||
@ -3021,6 +3056,7 @@
|
|||||||
<German>Erweiterte medizinische Einstellungen [ACE]</German>
|
<German>Erweiterte medizinische Einstellungen [ACE]</German>
|
||||||
<Czech>Pokročilé zdravotnické nastavení [ACE]</Czech>
|
<Czech>Pokročilé zdravotnické nastavení [ACE]</Czech>
|
||||||
<Portuguese>Ajustes médicos avançados [ACE]</Portuguese>
|
<Portuguese>Ajustes médicos avançados [ACE]</Portuguese>
|
||||||
|
<Hungarian>Fejlett orvosi beállítások [ACE]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableFor_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableFor_DisplayName">
|
||||||
<English>Enabled for</English>
|
<English>Enabled for</English>
|
||||||
@ -3030,6 +3066,7 @@
|
|||||||
<German>Aktiviert für</German>
|
<German>Aktiviert für</German>
|
||||||
<Czech>Povoleno pro</Czech>
|
<Czech>Povoleno pro</Czech>
|
||||||
<Portuguese>Habilitado para</Portuguese>
|
<Portuguese>Habilitado para</Portuguese>
|
||||||
|
<Hungarian>Engedélyezve...</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableFor_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableFor_Description">
|
||||||
<English>Select what units the advanced medical system will be enabled for</English>
|
<English>Select what units the advanced medical system will be enabled for</English>
|
||||||
@ -3039,6 +3076,7 @@
|
|||||||
<German>Wähle aus welche Einheiten das erweiterte medizinische System haben</German>
|
<German>Wähle aus welche Einheiten das erweiterte medizinische System haben</German>
|
||||||
<Czech>Vyberte, pro jaké jednotky bude pokročilý zdravotní systém povolen</Czech>
|
<Czech>Vyberte, pro jaké jednotky bude pokročilý zdravotní systém povolen</Czech>
|
||||||
<Portuguese>Selecione quais unidades o sistema médico avançado será habilitado</Portuguese>
|
<Portuguese>Selecione quais unidades o sistema médico avançado será habilitado</Portuguese>
|
||||||
|
<Hungarian>Kiválasztható, mely egységek számára legyen engedélyezve a fejlett orvosi rendszer</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_playeronly">
|
<Key ID="STR_ACE_Medical_playeronly">
|
||||||
<English>Players only</English>
|
<English>Players only</English>
|
||||||
@ -3048,6 +3086,7 @@
|
|||||||
<German>Nur Spieler</German>
|
<German>Nur Spieler</German>
|
||||||
<Czech>Pouze hráči</Czech>
|
<Czech>Pouze hráči</Czech>
|
||||||
<Portuguese>Somente jogadores</Portuguese>
|
<Portuguese>Somente jogadores</Portuguese>
|
||||||
|
<Hungarian>Csak játékosok</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_playersandai">
|
<Key ID="STR_ACE_Medical_playersandai">
|
||||||
<English>Players and AI</English>
|
<English>Players and AI</English>
|
||||||
@ -3057,6 +3096,7 @@
|
|||||||
<German>Spieler und KI</German>
|
<German>Spieler und KI</German>
|
||||||
<Czech>Hráči a AI</Czech>
|
<Czech>Hráči a AI</Czech>
|
||||||
<Portuguese>Jogadores e IA</Portuguese>
|
<Portuguese>Jogadores e IA</Portuguese>
|
||||||
|
<Hungarian>Játékosok és AI</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableAdvancedWounds_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableAdvancedWounds_DisplayName">
|
||||||
<English>Enable Advanced wounds</English>
|
<English>Enable Advanced wounds</English>
|
||||||
@ -3066,6 +3106,7 @@
|
|||||||
<German>Aktiviere erweiterte Wunden</German>
|
<German>Aktiviere erweiterte Wunden</German>
|
||||||
<Czech>Povolit pokročilé zranění</Czech>
|
<Czech>Povolit pokročilé zranění</Czech>
|
||||||
<Portuguese>Ativar ferimentos avançados</Portuguese>
|
<Portuguese>Ativar ferimentos avançados</Portuguese>
|
||||||
|
<Hungarian>Komplex sebek engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableAdvancedWounds_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableAdvancedWounds_Description">
|
||||||
<English>Allow reopening of bandaged wounds?</English>
|
<English>Allow reopening of bandaged wounds?</English>
|
||||||
@ -3075,6 +3116,7 @@
|
|||||||
<German>Erlaube das Öffnen von bandagierten Wunden?</German>
|
<German>Erlaube das Öffnen von bandagierten Wunden?</German>
|
||||||
<Czech>Umožnit znovuotevření zavázané rány?</Czech>
|
<Czech>Umožnit znovuotevření zavázané rány?</Czech>
|
||||||
<Portuguese>Permitr reabertura de ferimentos enfaixados?</Portuguese>
|
<Portuguese>Permitr reabertura de ferimentos enfaixados?</Portuguese>
|
||||||
|
<Hungarian>Visszanyílhatnak a bekötözött sebek?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableVehicleCrashes_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableVehicleCrashes_DisplayName">
|
||||||
<English>Vehicle Crashes</English>
|
<English>Vehicle Crashes</English>
|
||||||
@ -3084,6 +3126,7 @@
|
|||||||
<German>Fahrzeugunfälle</German>
|
<German>Fahrzeugunfälle</German>
|
||||||
<Czech>Poškození z kolize</Czech>
|
<Czech>Poškození z kolize</Czech>
|
||||||
<Portuguese>Batidas de veículos</Portuguese>
|
<Portuguese>Batidas de veículos</Portuguese>
|
||||||
|
<Hungarian>Járműbalesetek</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableVehicleCrashes_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_enableVehicleCrashes_Description">
|
||||||
<English>Do units take damage from a vehicle crash?</English>
|
<English>Do units take damage from a vehicle crash?</English>
|
||||||
@ -3093,6 +3136,7 @@
|
|||||||
<German>Bekommen Einheiten von Fahrzeugunfällen Schaden?</German>
|
<German>Bekommen Einheiten von Fahrzeugunfällen Schaden?</German>
|
||||||
<Czech>Dostane jednotka poškození při autonehodě?</Czech>
|
<Czech>Dostane jednotka poškození při autonehodě?</Czech>
|
||||||
<Portuguese>As unidades recebem dano de uma batida de veículo?</Portuguese>
|
<Portuguese>As unidades recebem dano de uma batida de veículo?</Portuguese>
|
||||||
|
<Hungarian>Sérülnek-e az egységek autós ütközés során?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_medicSetting_PAK_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_medicSetting_PAK_DisplayName">
|
||||||
<English>Allow PAK</English>
|
<English>Allow PAK</English>
|
||||||
@ -3102,6 +3146,7 @@
|
|||||||
<German>Erlaube Erste-Hilfe-Set</German>
|
<German>Erlaube Erste-Hilfe-Set</German>
|
||||||
<Czech>Povolit osobní lékárničky</Czech>
|
<Czech>Povolit osobní lékárničky</Czech>
|
||||||
<Portuguese>Permitir Kit de Primeiros Socorros</Portuguese>
|
<Portuguese>Permitir Kit de Primeiros Socorros</Portuguese>
|
||||||
|
<Hungarian>Elsősegélycsomag engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_medicSetting_PAK_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_medicSetting_PAK_Description">
|
||||||
<English>Who can use the PAK for full heal?</English>
|
<English>Who can use the PAK for full heal?</English>
|
||||||
@ -3111,6 +3156,7 @@
|
|||||||
<German>Wer kann das Erste-Hilfe-Set für eine Endheilung verwenden?</German>
|
<German>Wer kann das Erste-Hilfe-Set für eine Endheilung verwenden?</German>
|
||||||
<Czech>Kdo může použít osobní lékárničku pro plné vyléčení?</Czech>
|
<Czech>Kdo může použít osobní lékárničku pro plné vyléčení?</Czech>
|
||||||
<Portuguese>Quem pode usar o KPS para cura completa?</Portuguese>
|
<Portuguese>Quem pode usar o KPS para cura completa?</Portuguese>
|
||||||
|
<Hungarian>Ki használhatja az elsősegélycsomagot teljes gyógyításra?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_anyone">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_anyone">
|
||||||
<English>Anyone</English>
|
<English>Anyone</English>
|
||||||
@ -3120,6 +3166,7 @@
|
|||||||
<German>Jeder</German>
|
<German>Jeder</German>
|
||||||
<Czech>Kdokoliv</Czech>
|
<Czech>Kdokoliv</Czech>
|
||||||
<Portuguese>Qualquer um</Portuguese>
|
<Portuguese>Qualquer um</Portuguese>
|
||||||
|
<Hungarian>Akárki</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_Medic">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_Medic">
|
||||||
<English>Medics only</English>
|
<English>Medics only</English>
|
||||||
@ -3129,6 +3176,7 @@
|
|||||||
<German>Nur Sanitäter</German>
|
<German>Nur Sanitäter</German>
|
||||||
<Czech>Pouze zdravotník</Czech>
|
<Czech>Pouze zdravotník</Czech>
|
||||||
<Portuguese>Somente médicos</Portuguese>
|
<Portuguese>Somente médicos</Portuguese>
|
||||||
|
<Hungarian>Csak orvosok</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_Special">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_Special">
|
||||||
<English>Doctors only</English>
|
<English>Doctors only</English>
|
||||||
@ -3138,6 +3186,7 @@
|
|||||||
<German>Nur Ärzte</German>
|
<German>Nur Ärzte</German>
|
||||||
<Czech>Pouze doktor</Czech>
|
<Czech>Pouze doktor</Czech>
|
||||||
<Portuguese>Somente doutores</Portuguese>
|
<Portuguese>Somente doutores</Portuguese>
|
||||||
|
<Hungarian>Csak doktorok</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_consumeItem_PAK_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_consumeItem_PAK_DisplayName">
|
||||||
<English>Remove PAK on use</English>
|
<English>Remove PAK on use</English>
|
||||||
@ -3147,6 +3196,7 @@
|
|||||||
<German>Entferne Erste-Hilfe-Set bei Verwendung</German>
|
<German>Entferne Erste-Hilfe-Set bei Verwendung</German>
|
||||||
<Czech>Odebrat osobní lékárničku po použití</Czech>
|
<Czech>Odebrat osobní lékárničku po použití</Czech>
|
||||||
<Portuguese>Remover o KPS depois do uso</Portuguese>
|
<Portuguese>Remover o KPS depois do uso</Portuguese>
|
||||||
|
<Hungarian>Elsősegélycsomag eltávolítása használatkor</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_consumeItem_PAK_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_consumeItem_PAK_Description">
|
||||||
<English>Should PAK be removed on usage?</English>
|
<English>Should PAK be removed on usage?</English>
|
||||||
@ -3156,6 +3206,7 @@
|
|||||||
<German>Sollen Erste-Hilfe-Sets bei Verwendung entfernt werden?</German>
|
<German>Sollen Erste-Hilfe-Sets bei Verwendung entfernt werden?</German>
|
||||||
<Czech>Má se osobní lékárnička odstranit po použití?</Czech>
|
<Czech>Má se osobní lékárnička odstranit po použití?</Czech>
|
||||||
<Portuguese>Deve o KPS ser removido depois do uso?</Portuguese>
|
<Portuguese>Deve o KPS ser removido depois do uso?</Portuguese>
|
||||||
|
<Hungarian>Eltávolítódjon az elsősegélycsomag használatkor?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_PAK_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_PAK_DisplayName">
|
||||||
<English>Locations PAK</English>
|
<English>Locations PAK</English>
|
||||||
@ -3165,6 +3216,7 @@
|
|||||||
<German>Orte für Erste-Hilfe-Set</German>
|
<German>Orte für Erste-Hilfe-Set</German>
|
||||||
<Czech>Lokace osobní lékárničky</Czech>
|
<Czech>Lokace osobní lékárničky</Czech>
|
||||||
<Portuguese>Localizações do KPS</Portuguese>
|
<Portuguese>Localizações do KPS</Portuguese>
|
||||||
|
<Hungarian>Elsősegélycsomag helyek</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_PAK_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_PAK_Description">
|
||||||
<English>Where can the Personal Aid Kit be used?</English>
|
<English>Where can the Personal Aid Kit be used?</English>
|
||||||
@ -3174,18 +3226,23 @@
|
|||||||
<German>Wo kann das Erste-Hilfe-Set verwendet werden?</German>
|
<German>Wo kann das Erste-Hilfe-Set verwendet werden?</German>
|
||||||
<Czech>Kde může být použita osobní lékárnička?</Czech>
|
<Czech>Kde může být použita osobní lékárnička?</Czech>
|
||||||
<Portuguese>Onde o kit de primeiros socorros pode ser utilizado?</Portuguese>
|
<Portuguese>Onde o kit de primeiros socorros pode ser utilizado?</Portuguese>
|
||||||
|
<Hungarian>Hol lehet az elsősegélycsomagot használni?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useCondition_PAK_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useCondition_PAK_DisplayName">
|
||||||
<English>Condition PAK</English>
|
<English>Condition PAK</English>
|
||||||
<Czech>Podmínka osobní lékárničky</Czech>
|
<Czech>Podmínka osobní lékárničky</Czech>
|
||||||
<Spanish>Condición EPA</Spanish>
|
<Spanish>Condición EPA</Spanish>
|
||||||
<Polish>Warunek apteczek</Polish>
|
<Polish>Warunek apteczek</Polish>
|
||||||
|
<Hungarian>Elsősegélycsomag állapot</Hungarian>
|
||||||
|
<Portuguese>Condição do KPS</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useCondition_PAK_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useCondition_PAK_Description">
|
||||||
<English>When can the Personal Aid Kit be used?</English>
|
<English>When can the Personal Aid Kit be used?</English>
|
||||||
<Czech>Kde může být použita osobní lékárnička?</Czech>
|
<Czech>Kde může být použita osobní lékárnička?</Czech>
|
||||||
<Spanish>¿Cuando se puede utilizar el Equipo de primeros auxilios?</Spanish>
|
<Spanish>¿Cuando se puede utilizar el Equipo de primeros auxilios?</Spanish>
|
||||||
<Polish>Po spełnieniu jakich warunków apteczka osobista może zostać zastosowana na pacjencie?</Polish>
|
<Polish>Po spełnieniu jakich warunków apteczka osobista może zostać zastosowana na pacjencie?</Polish>
|
||||||
|
<Hungarian>Mikor lehet az elsősegélycsomagot használni?</Hungarian>
|
||||||
|
<Portuguese>Onde o kit de primeiros socorros pode ser utilizado?</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_anywhere">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_anywhere">
|
||||||
<English>Anywhere</English>
|
<English>Anywhere</English>
|
||||||
@ -3195,6 +3252,7 @@
|
|||||||
<German>Überall</German>
|
<German>Überall</German>
|
||||||
<Czech>Kdekoliv</Czech>
|
<Czech>Kdekoliv</Czech>
|
||||||
<Portuguese>Qualquer lugar</Portuguese>
|
<Portuguese>Qualquer lugar</Portuguese>
|
||||||
|
<Hungarian>Akárhol</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_vehicle">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_vehicle">
|
||||||
<English>Medical vehicles</English>
|
<English>Medical vehicles</English>
|
||||||
@ -3204,6 +3262,7 @@
|
|||||||
<German>Medizinische Fahrzeuge</German>
|
<German>Medizinische Fahrzeuge</German>
|
||||||
<Czech>Zdravotnická vozidla</Czech>
|
<Czech>Zdravotnická vozidla</Czech>
|
||||||
<Portuguese>Veículos médcos</Portuguese>
|
<Portuguese>Veículos médcos</Portuguese>
|
||||||
|
<Hungarian>Orvosi járművek</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_facility">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_facility">
|
||||||
<English>Medical facility</English>
|
<English>Medical facility</English>
|
||||||
@ -3213,6 +3272,7 @@
|
|||||||
<German>Medizinische Einrichtungen</German>
|
<German>Medizinische Einrichtungen</German>
|
||||||
<Czech>Zdravotnické zařízení</Czech>
|
<Czech>Zdravotnické zařízení</Czech>
|
||||||
<Portuguese>Instalação médica</Portuguese>
|
<Portuguese>Instalação médica</Portuguese>
|
||||||
|
<Hungarian>Orvosi létesítmény</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_vehicleAndFacility">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_vehicleAndFacility">
|
||||||
<English>Vehicles & facility</English>
|
<English>Vehicles & facility</English>
|
||||||
@ -3222,6 +3282,7 @@
|
|||||||
<German>Fahrzeuge & Einrichtungen</German>
|
<German>Fahrzeuge & Einrichtungen</German>
|
||||||
<Czech>Vozidla a zařízení</Czech>
|
<Czech>Vozidla a zařízení</Czech>
|
||||||
<Portuguese>Veículos e instalações</Portuguese>
|
<Portuguese>Veículos e instalações</Portuguese>
|
||||||
|
<Hungarian>Járművek & létesítmény</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_medicSetting_SurgicalKit_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_medicSetting_SurgicalKit_DisplayName">
|
||||||
<English>Allow Surgical kit (Adv)</English>
|
<English>Allow Surgical kit (Adv)</English>
|
||||||
@ -3231,6 +3292,7 @@
|
|||||||
<German>Erlaube Operationskasten</German>
|
<German>Erlaube Operationskasten</German>
|
||||||
<Czech>Povolit chirurgickou soupravu (Pokr.)</Czech>
|
<Czech>Povolit chirurgickou soupravu (Pokr.)</Czech>
|
||||||
<Portuguese>Permite kit cirúrgico (avançado)</Portuguese>
|
<Portuguese>Permite kit cirúrgico (avançado)</Portuguese>
|
||||||
|
<Hungarian>Sebészkészlet (Fejlett) engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_medicSetting_SurgicalKit_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_medicSetting_SurgicalKit_Description">
|
||||||
<English>Who can use the surgical kit?</English>
|
<English>Who can use the surgical kit?</English>
|
||||||
@ -3240,6 +3302,7 @@
|
|||||||
<German>Wer kann den Operationskasten verwenden?</German>
|
<German>Wer kann den Operationskasten verwenden?</German>
|
||||||
<Czech>Kdo může použít chirurgickou soupravu?</Czech>
|
<Czech>Kdo může použít chirurgickou soupravu?</Czech>
|
||||||
<Portuguese>Quem pode usar o kit cirúrgico?</Portuguese>
|
<Portuguese>Quem pode usar o kit cirúrgico?</Portuguese>
|
||||||
|
<Hungarian>Ki használhatja a sebészkészletet?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_consumeItem_SurgicalKit_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_consumeItem_SurgicalKit_DisplayName">
|
||||||
<English>Remove Surgical kit (Adv)</English>
|
<English>Remove Surgical kit (Adv)</English>
|
||||||
@ -3249,6 +3312,7 @@
|
|||||||
<German>Enrtferne Operationskasten (erweitert)</German>
|
<German>Enrtferne Operationskasten (erweitert)</German>
|
||||||
<Czech>Odebrat chirurgickou soupravu (Pokr.)</Czech>
|
<Czech>Odebrat chirurgickou soupravu (Pokr.)</Czech>
|
||||||
<Portuguese>Remover kit cirúrgico (avançado)</Portuguese>
|
<Portuguese>Remover kit cirúrgico (avançado)</Portuguese>
|
||||||
|
<Hungarian>Sebészkészlet (Fejlett) eltávolítása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_consumeItem_SurgicalKit_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_consumeItem_SurgicalKit_Description">
|
||||||
<English>Should Surgical kit be removed on usage?</English>
|
<English>Should Surgical kit be removed on usage?</English>
|
||||||
@ -3258,6 +3322,7 @@
|
|||||||
<German>Entferne Operationskästen bei Verwendung?</German>
|
<German>Entferne Operationskästen bei Verwendung?</German>
|
||||||
<Czech>Odebrat chirurgickou soupravu po použití?</Czech>
|
<Czech>Odebrat chirurgickou soupravu po použití?</Czech>
|
||||||
<Portuguese>Deve o kit cirúrgico ser removido após o uso?</Portuguese>
|
<Portuguese>Deve o kit cirúrgico ser removido após o uso?</Portuguese>
|
||||||
|
<Hungarian>Eltávolítódjon a sebészkészlet használatkor?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_SurgicalKit_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_SurgicalKit_DisplayName">
|
||||||
<English>Locations Surgical kit (Adv)</English>
|
<English>Locations Surgical kit (Adv)</English>
|
||||||
@ -3267,6 +3332,7 @@
|
|||||||
<German>Orte für Operationskästen (erweitert)</German>
|
<German>Orte für Operationskästen (erweitert)</German>
|
||||||
<Czech>Lokace chirurgické soupravy (Pokr.)</Czech>
|
<Czech>Lokace chirurgické soupravy (Pokr.)</Czech>
|
||||||
<Portuguese>Localizações do kit cirúrgico (avançado)</Portuguese>
|
<Portuguese>Localizações do kit cirúrgico (avançado)</Portuguese>
|
||||||
|
<Hungarian>Sebészkészlet (Fejlett) helyei</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_SurgicalKit_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_SurgicalKit_Description">
|
||||||
<English>Where can the Surgical kit be used?</English>
|
<English>Where can the Surgical kit be used?</English>
|
||||||
@ -3276,18 +3342,23 @@
|
|||||||
<German>Wo kann der Operationskasten verwendet werden?</German>
|
<German>Wo kann der Operationskasten verwendet werden?</German>
|
||||||
<Czech>Kde může být použita chirurgická souprava?</Czech>
|
<Czech>Kde může být použita chirurgická souprava?</Czech>
|
||||||
<Portuguese>Onde o kit cirúrgico pode ser utilizado?</Portuguese>
|
<Portuguese>Onde o kit cirúrgico pode ser utilizado?</Portuguese>
|
||||||
|
<Hungarian>Hol lehet a sebészkészletet használni?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useCondition_SurgicalKit_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useCondition_SurgicalKit_DisplayName">
|
||||||
<English>Condition Surgical kit (Adv)</English>
|
<English>Condition Surgical kit (Adv)</English>
|
||||||
<Czech>Podmínka chirurgické soupravy (Pokr.)</Czech>
|
<Czech>Podmínka chirurgické soupravy (Pokr.)</Czech>
|
||||||
<Spanish>Condición de equipo quirúrgico (Av)</Spanish>
|
<Spanish>Condición de equipo quirúrgico (Av)</Spanish>
|
||||||
<Polish>Warunek zestawu chir.</Polish>
|
<Polish>Warunek zestawu chir.</Polish>
|
||||||
|
<Hungarian>Sebészkészlet állapot</Hungarian>
|
||||||
|
<Portuguese>Condição do Kit Cirúrgico (Avançado)</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useCondition_SurgicalKit_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useCondition_SurgicalKit_Description">
|
||||||
<English>When can the Surgical kit be used?</English>
|
<English>When can the Surgical kit be used?</English>
|
||||||
<Czech>Kde může být použita chirurgická souprava?</Czech>
|
<Czech>Kde může být použita chirurgická souprava?</Czech>
|
||||||
<Spanish>¿Cuando se puede utilizar el equipo quirúrgico?</Spanish>
|
<Spanish>¿Cuando se puede utilizar el equipo quirúrgico?</Spanish>
|
||||||
<Polish>Po spełnieniu jakich warunków zestaw chirurgiczny może zostać zastosowany na pacjencie?</Polish>
|
<Polish>Po spełnieniu jakich warunków zestaw chirurgiczny może zostać zastosowany na pacjencie?</Polish>
|
||||||
|
<Hungarian>Mikor lehet a sebészkészletet használni?</Hungarian>
|
||||||
|
<Portuguese>Onde o kit cirúrgico pode ser utilizado?</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_healHitPointAfterAdvBandage_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_healHitPointAfterAdvBandage_DisplayName">
|
||||||
<English>Bloodstains</English>
|
<English>Bloodstains</English>
|
||||||
@ -3296,6 +3367,7 @@
|
|||||||
<Czech>Skvrny od krve</Czech>
|
<Czech>Skvrny od krve</Czech>
|
||||||
<Spanish>Manchas de sangre</Spanish>
|
<Spanish>Manchas de sangre</Spanish>
|
||||||
<Portuguese>Manchas de sangue</Portuguese>
|
<Portuguese>Manchas de sangue</Portuguese>
|
||||||
|
<Hungarian>Vérfoltok</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_healHitPointAfterAdvBandage_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_healHitPointAfterAdvBandage_Description">
|
||||||
<English>Bandaging removes bloodstains</English>
|
<English>Bandaging removes bloodstains</English>
|
||||||
@ -3304,6 +3376,7 @@
|
|||||||
<Czech>Obvázání odstraňuje skvrny od krve</Czech>
|
<Czech>Obvázání odstraňuje skvrny od krve</Czech>
|
||||||
<Spanish>El vendaje elimina las manchas de sangre</Spanish>
|
<Spanish>El vendaje elimina las manchas de sangre</Spanish>
|
||||||
<Portuguese>Bandagem remove manchas de sangue</Portuguese>
|
<Portuguese>Bandagem remove manchas de sangue</Portuguese>
|
||||||
|
<Hungarian>Kötözés eltávolítja a vérfoltokat</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_painIsOnlySuppressed_DisplayName">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_painIsOnlySuppressed_DisplayName">
|
||||||
<English>Pain suppression</English>
|
<English>Pain suppression</English>
|
||||||
@ -3312,6 +3385,7 @@
|
|||||||
<Czech>Potlačení bolesti</Czech>
|
<Czech>Potlačení bolesti</Czech>
|
||||||
<Spanish>Supresión del dolor</Spanish>
|
<Spanish>Supresión del dolor</Spanish>
|
||||||
<Portuguese>Supressão de dor</Portuguese>
|
<Portuguese>Supressão de dor</Portuguese>
|
||||||
|
<Hungarian>Fájdalomcsillapítás</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_painIsOnlySuppressed_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_painIsOnlySuppressed_Description">
|
||||||
<English>Pain is only temporarily suppressed, not removed</English>
|
<English>Pain is only temporarily suppressed, not removed</English>
|
||||||
@ -3320,6 +3394,7 @@
|
|||||||
<Czech>Bolest je potlačena, ale jen dočastně</Czech>
|
<Czech>Bolest je potlačena, ale jen dočastně</Czech>
|
||||||
<Spanish>El dolor se suprime solo temporalmente, no se elimina.</Spanish>
|
<Spanish>El dolor se suprime solo temporalmente, no se elimina.</Spanish>
|
||||||
<Portuguese>Dor é somente temporáriamente suprimida, não removida</Portuguese>
|
<Portuguese>Dor é somente temporáriamente suprimida, não removida</Portuguese>
|
||||||
|
<Hungarian>A fájdalom csak ideiglenesen csökken, nem távolítódik el</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_Module_Description">
|
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_Module_Description">
|
||||||
<English>Configure the treatment settings from ACE Medical</English>
|
<English>Configure the treatment settings from ACE Medical</English>
|
||||||
@ -3329,6 +3404,7 @@
|
|||||||
<German>Behandlungseinstellungen vom ACE-Medical konfigurieren</German>
|
<German>Behandlungseinstellungen vom ACE-Medical konfigurieren</German>
|
||||||
<Czech>Konfigurace nastavení léčby ze zdravotnické systému ACE</Czech>
|
<Czech>Konfigurace nastavení léčby ze zdravotnické systému ACE</Czech>
|
||||||
<Portuguese>Configure as opções de tratamento do ACE Médico</Portuguese>
|
<Portuguese>Configure as opções de tratamento do ACE Médico</Portuguese>
|
||||||
|
<Hungarian>Kezelési lehetőségek konfigurálása az ACE Orvosi rendszerből</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_ReviveSettings_Module_DisplayName">
|
<Key ID="STR_ACE_Medical_ReviveSettings_Module_DisplayName">
|
||||||
<English>Revive Settings [ACE]</English>
|
<English>Revive Settings [ACE]</English>
|
||||||
@ -3338,6 +3414,7 @@
|
|||||||
<German>Wiederbelebungseinstellungen [ACE]</German>
|
<German>Wiederbelebungseinstellungen [ACE]</German>
|
||||||
<Czech>Nastavení oživení [ACE]</Czech>
|
<Czech>Nastavení oživení [ACE]</Czech>
|
||||||
<Portuguese>Sistema de reavivamento [ACE]</Portuguese>
|
<Portuguese>Sistema de reavivamento [ACE]</Portuguese>
|
||||||
|
<Hungarian>Újraélesztés beállításai [ACE]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_ReviveSettings_enableRevive_DisplayName">
|
<Key ID="STR_ACE_Medical_ReviveSettings_enableRevive_DisplayName">
|
||||||
<English>Enable Revive</English>
|
<English>Enable Revive</English>
|
||||||
@ -3347,6 +3424,7 @@
|
|||||||
<German>Erlaube Wiederbelebung</German>
|
<German>Erlaube Wiederbelebung</German>
|
||||||
<Czech>Povolit oživení</Czech>
|
<Czech>Povolit oživení</Czech>
|
||||||
<Portuguese>Habilitar reavivamento</Portuguese>
|
<Portuguese>Habilitar reavivamento</Portuguese>
|
||||||
|
<Hungarian>Újraélesztés engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_ReviveSettings_enableRevive_Description">
|
<Key ID="STR_ACE_Medical_ReviveSettings_enableRevive_Description">
|
||||||
<English>Enable a basic revive system</English>
|
<English>Enable a basic revive system</English>
|
||||||
@ -3356,6 +3434,7 @@
|
|||||||
<German>Aktiviere Standard-Wiederbelebungssystem</German>
|
<German>Aktiviere Standard-Wiederbelebungssystem</German>
|
||||||
<Czech>Povolit základní systém oživení</Czech>
|
<Czech>Povolit základní systém oživení</Czech>
|
||||||
<Portuguese>Habilitar um sistema básico de reavivamento</Portuguese>
|
<Portuguese>Habilitar um sistema básico de reavivamento</Portuguese>
|
||||||
|
<Hungarian>Egy alap újraélesztési rendszer engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_ReviveSettings_maxReviveTime_DisplayName">
|
<Key ID="STR_ACE_Medical_ReviveSettings_maxReviveTime_DisplayName">
|
||||||
<English>Max Revive time</English>
|
<English>Max Revive time</English>
|
||||||
@ -3365,6 +3444,7 @@
|
|||||||
<German>Maximale Wiederbelebungszeit</German>
|
<German>Maximale Wiederbelebungszeit</German>
|
||||||
<Czech>Maximální čas pro oživení</Czech>
|
<Czech>Maximální čas pro oživení</Czech>
|
||||||
<Portuguese>Tempo máximo de reavivamento</Portuguese>
|
<Portuguese>Tempo máximo de reavivamento</Portuguese>
|
||||||
|
<Hungarian>Maximum újraélesztési idő</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_ReviveSettings_maxReviveTime_Description">
|
<Key ID="STR_ACE_Medical_ReviveSettings_maxReviveTime_Description">
|
||||||
<English>Max amount of seconds a unit can spend in revive state</English>
|
<English>Max amount of seconds a unit can spend in revive state</English>
|
||||||
@ -3374,6 +3454,7 @@
|
|||||||
<German>Maximale Zeitspanne in Sekunden die eine Einheit im Wiederbelebungszustand verbringen kann</German>
|
<German>Maximale Zeitspanne in Sekunden die eine Einheit im Wiederbelebungszustand verbringen kann</German>
|
||||||
<Czech>Maximální doba v agónii v sekundách</Czech>
|
<Czech>Maximální doba v agónii v sekundách</Czech>
|
||||||
<Portuguese>Quantidade máxima de segundos que uma unidade pode gastar em um estado de reavivamento</Portuguese>
|
<Portuguese>Quantidade máxima de segundos que uma unidade pode gastar em um estado de reavivamento</Portuguese>
|
||||||
|
<Hungarian>Maximum másodperc, amit egy egység újraélesztési állapotban tölthet</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_ReviveSettings_amountOfReviveLives_DisplayName">
|
<Key ID="STR_ACE_Medical_ReviveSettings_amountOfReviveLives_DisplayName">
|
||||||
<English>Max Revive lives</English>
|
<English>Max Revive lives</English>
|
||||||
@ -3383,6 +3464,7 @@
|
|||||||
<German>Maximale Leben bei Wiederbelebung</German>
|
<German>Maximale Leben bei Wiederbelebung</German>
|
||||||
<Czech>Maximální počet oživení</Czech>
|
<Czech>Maximální počet oživení</Czech>
|
||||||
<Portuguese>Vidas máximas do reavivado</Portuguese>
|
<Portuguese>Vidas máximas do reavivado</Portuguese>
|
||||||
|
<Hungarian>Maximum újraélesztési lehetőségek</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_ReviveSettings_amountOfReviveLives_Description">
|
<Key ID="STR_ACE_Medical_ReviveSettings_amountOfReviveLives_Description">
|
||||||
<English>Max amount of lives a unit. 0 or -1 is disabled.</English>
|
<English>Max amount of lives a unit. 0 or -1 is disabled.</English>
|
||||||
@ -3392,6 +3474,7 @@
|
|||||||
<German>Maximale Anzahl von Leben einer Einheit. 0 or -1 bedeutet deaktiviert.</German>
|
<German>Maximale Anzahl von Leben einer Einheit. 0 or -1 bedeutet deaktiviert.</German>
|
||||||
<Czech>Maximální počet životu pro jednotku. 0 nebo -1 je zakázáno.</Czech>
|
<Czech>Maximální počet životu pro jednotku. 0 nebo -1 je zakázáno.</Czech>
|
||||||
<Portuguese>Quantidade máxima de vidas por unidade. 0 ou -1 é desativado.</Portuguese>
|
<Portuguese>Quantidade máxima de vidas por unidade. 0 ou -1 é desativado.</Portuguese>
|
||||||
|
<Hungarian>Egy egység maximum "életei". 0 vagy -1 letiltja.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_ReviveSettings_Module_Description">
|
<Key ID="STR_ACE_Medical_ReviveSettings_Module_Description">
|
||||||
<English>Provides a medical system for both players and AI.</English>
|
<English>Provides a medical system for both players and AI.</English>
|
||||||
@ -3401,6 +3484,7 @@
|
|||||||
<German>Aktiviert das Medicsystem für Spieler und KI.</German>
|
<German>Aktiviert das Medicsystem für Spieler und KI.</German>
|
||||||
<Czech>Poskytuje zdravotní systém pro hráče a AI.</Czech>
|
<Czech>Poskytuje zdravotní systém pro hráče a AI.</Czech>
|
||||||
<Portuguese>Proporciona um sistema médico para jogadores e IA.</Portuguese>
|
<Portuguese>Proporciona um sistema médico para jogadores e IA.</Portuguese>
|
||||||
|
<Hungarian>Egy orvosi rendszert ad játékosok és AI-k számára.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_Module_DisplayName">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_Module_DisplayName">
|
||||||
<English>Set Medic Class [ACE]</English>
|
<English>Set Medic Class [ACE]</English>
|
||||||
@ -3410,6 +3494,7 @@
|
|||||||
<German>Setze Sanitäterklassen [ACE]</German>
|
<German>Setze Sanitäterklassen [ACE]</German>
|
||||||
<Czech>Určit třídu medika [ACE]</Czech>
|
<Czech>Určit třídu medika [ACE]</Czech>
|
||||||
<Portuguese>Definir classe médica [ACE]</Portuguese>
|
<Portuguese>Definir classe médica [ACE]</Portuguese>
|
||||||
|
<Hungarian>Orvos beállítása [ACE]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_EnableList_DisplayName">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_EnableList_DisplayName">
|
||||||
<English>List</English>
|
<English>List</English>
|
||||||
@ -3419,6 +3504,7 @@
|
|||||||
<German>Liste</German>
|
<German>Liste</German>
|
||||||
<Czech>Seznam</Czech>
|
<Czech>Seznam</Czech>
|
||||||
<Portuguese>Lista</Portuguese>
|
<Portuguese>Lista</Portuguese>
|
||||||
|
<Hungarian>Lista</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_EnableList_Description">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_EnableList_Description">
|
||||||
<English>List of unit names that will be classified as medic, separated by commas.</English>
|
<English>List of unit names that will be classified as medic, separated by commas.</English>
|
||||||
@ -3428,6 +3514,7 @@
|
|||||||
<German>Liste von Namen, die als Sanitäter verwendet werden. Wird durch Kommas getrennt.</German>
|
<German>Liste von Namen, die als Sanitäter verwendet werden. Wird durch Kommas getrennt.</German>
|
||||||
<Czech>Seznam osob které budou klasifikovány jako zdravotník, oddělené čárkami.</Czech>
|
<Czech>Seznam osob které budou klasifikovány jako zdravotník, oddělené čárkami.</Czech>
|
||||||
<Portuguese>Lista dos nomes das unidades que se classificam como médicos, separados por vírgulas.</Portuguese>
|
<Portuguese>Lista dos nomes das unidades que se classificam como médicos, separados por vírgulas.</Portuguese>
|
||||||
|
<Hungarian>Azon egységek nevei, melyek orvosként vannak meghatározva, vesszővel elválasztva.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_DisplayName">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_DisplayName">
|
||||||
<English>Is Medic</English>
|
<English>Is Medic</English>
|
||||||
@ -3437,6 +3524,7 @@
|
|||||||
<German>Ist Sanitäter</German>
|
<German>Ist Sanitäter</German>
|
||||||
<Czech>Je zdravotník</Czech>
|
<Czech>Je zdravotník</Czech>
|
||||||
<Portuguese>É médico</Portuguese>
|
<Portuguese>É médico</Portuguese>
|
||||||
|
<Hungarian>Orvos-e</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_Description">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_Description">
|
||||||
<English>This module allows you to assign the medic class to selected units.</English>
|
<English>This module allows you to assign the medic class to selected units.</English>
|
||||||
@ -3444,6 +3532,7 @@
|
|||||||
<German>Dieses Modul legt fest welche Einheit ein Sanitäter ist.</German>
|
<German>Dieses Modul legt fest welche Einheit ein Sanitäter ist.</German>
|
||||||
<Czech>Tento modul určuje, která jednotka je zdravotník.</Czech>
|
<Czech>Tento modul určuje, která jednotka je zdravotník.</Czech>
|
||||||
<Portuguese>Este módulo determina qual unidade é um paramédico.</Portuguese>
|
<Portuguese>Este módulo determina qual unidade é um paramédico.</Portuguese>
|
||||||
|
<Hungarian>Ez a modul engedélyezi az orvosi jelző hozzárendelését kiválasztott egységekhez.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_none">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_none">
|
||||||
<English>None</English>
|
<English>None</English>
|
||||||
@ -3453,6 +3542,7 @@
|
|||||||
<German>Keine</German>
|
<German>Keine</German>
|
||||||
<Czech>Žádný</Czech>
|
<Czech>Žádný</Czech>
|
||||||
<Portuguese>Nada</Portuguese>
|
<Portuguese>Nada</Portuguese>
|
||||||
|
<Hungarian>Nincs</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_medic">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_medic">
|
||||||
<English>Regular medic</English>
|
<English>Regular medic</English>
|
||||||
@ -3462,6 +3552,7 @@
|
|||||||
<German>Normaler Sanitäter</German>
|
<German>Normaler Sanitäter</German>
|
||||||
<Czech>Řadový zdravotník</Czech>
|
<Czech>Řadový zdravotník</Czech>
|
||||||
<Portuguese>Médico regular</Portuguese>
|
<Portuguese>Médico regular</Portuguese>
|
||||||
|
<Hungarian>Hagyományos orvos</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_doctor">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_doctor">
|
||||||
<English>Doctor (Only Advanced Medics)</English>
|
<English>Doctor (Only Advanced Medics)</English>
|
||||||
@ -3471,6 +3562,7 @@
|
|||||||
<German>Arzt (nur erweiterte Sanitäter)</German>
|
<German>Arzt (nur erweiterte Sanitäter)</German>
|
||||||
<Czech>Doktor (Pouze pokročilý zdravotníci)</Czech>
|
<Czech>Doktor (Pouze pokročilý zdravotníci)</Czech>
|
||||||
<Portuguese>Doutor (Somente médicos avançados)</Portuguese>
|
<Portuguese>Doutor (Somente médicos avançados)</Portuguese>
|
||||||
|
<Hungarian>Doktor (csak fejlett orvosok)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicRoles_Module_Description">
|
<Key ID="STR_ACE_Medical_AssignMedicRoles_Module_Description">
|
||||||
<English>Assigns the ACE medic class to a unit</English>
|
<English>Assigns the ACE medic class to a unit</English>
|
||||||
@ -3480,6 +3572,7 @@
|
|||||||
<German>Weise die ACE-Sanitäterklasse einer Einheit zu</German>
|
<German>Weise die ACE-Sanitäterklasse einer Einheit zu</German>
|
||||||
<Czech>Přiřadí ACE třídu zdravotníka do jednotky</Czech>
|
<Czech>Přiřadí ACE třídu zdravotníka do jednotky</Czech>
|
||||||
<Portuguese>Atribui a classe médica do ACE a uma unidade</Portuguese>
|
<Portuguese>Atribui a classe médica do ACE a uma unidade</Portuguese>
|
||||||
|
<Hungarian>Az ACE orvosi jelző hozzárendelése egy egységhez</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicVehicle_Module_DisplayName">
|
<Key ID="STR_ACE_Medical_AssignMedicVehicle_Module_DisplayName">
|
||||||
<English>Set Medical Vehicle [ACE]</English>
|
<English>Set Medical Vehicle [ACE]</English>
|
||||||
@ -3489,6 +3582,7 @@
|
|||||||
<German>Setze medizinisches Fahrzeug [ACE]</German>
|
<German>Setze medizinisches Fahrzeug [ACE]</German>
|
||||||
<Czech>Určit zdravotnické vozidlo [ACE]</Czech>
|
<Czech>Určit zdravotnické vozidlo [ACE]</Czech>
|
||||||
<Portuguese>Definir veículo médico [ACE]</Portuguese>
|
<Portuguese>Definir veículo médico [ACE]</Portuguese>
|
||||||
|
<Hungarian>Orvosi jármű beállítása [ACE]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicVehicle_EnableList_DisplayName">
|
<Key ID="STR_ACE_Medical_AssignMedicVehicle_EnableList_DisplayName">
|
||||||
<English>List</English>
|
<English>List</English>
|
||||||
@ -3498,6 +3592,7 @@
|
|||||||
<German>Liste</German>
|
<German>Liste</German>
|
||||||
<Czech>Seznam</Czech>
|
<Czech>Seznam</Czech>
|
||||||
<Portuguese>Lista</Portuguese>
|
<Portuguese>Lista</Portuguese>
|
||||||
|
<Hungarian>Lista</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicVehicle_EnableList_Description">
|
<Key ID="STR_ACE_Medical_AssignMedicVehicle_EnableList_Description">
|
||||||
<English>List of vehicles that will be classified as medical vehicle, separated by commas.</English>
|
<English>List of vehicles that will be classified as medical vehicle, separated by commas.</English>
|
||||||
@ -3507,6 +3602,7 @@
|
|||||||
<German>Liste von Fahrzeugen, die als medizinische Fahrzeuge verwendet werden. Wird durch Kommas getrennt.</German>
|
<German>Liste von Fahrzeugen, die als medizinische Fahrzeuge verwendet werden. Wird durch Kommas getrennt.</German>
|
||||||
<Czech>Seznam vozidel které budou klasifikovány jako zdravotnická vozidla, oddělené čárkami.</Czech>
|
<Czech>Seznam vozidel které budou klasifikovány jako zdravotnická vozidla, oddělené čárkami.</Czech>
|
||||||
<Portuguese>Lista de veículos que serão classificados como veículos médicos, separados por vírgulas.</Portuguese>
|
<Portuguese>Lista de veículos que serão classificados como veículos médicos, separados por vírgulas.</Portuguese>
|
||||||
|
<Hungarian>Orvosi járműveknek tekintett járművek listája, vesszővel elválasztva.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicVehicle_enabled_DisplayName">
|
<Key ID="STR_ACE_Medical_AssignMedicVehicle_enabled_DisplayName">
|
||||||
<English>Is Medical Vehicle</English>
|
<English>Is Medical Vehicle</English>
|
||||||
@ -3516,6 +3612,7 @@
|
|||||||
<German>Ist medizinisches Fahrzeug</German>
|
<German>Ist medizinisches Fahrzeug</German>
|
||||||
<Czech>Je zdravotnické vozidlo</Czech>
|
<Czech>Je zdravotnické vozidlo</Czech>
|
||||||
<Portuguese>É um veículo médico</Portuguese>
|
<Portuguese>É um veículo médico</Portuguese>
|
||||||
|
<Hungarian>Orvosi jármű-e</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicVehicle_enabled_Description">
|
<Key ID="STR_ACE_Medical_AssignMedicVehicle_enabled_Description">
|
||||||
<English>Whatever or not the objects in the list will be a medical vehicle.</English>
|
<English>Whatever or not the objects in the list will be a medical vehicle.</English>
|
||||||
@ -3525,6 +3622,7 @@
|
|||||||
<German>Leg fest ob das Objekt in der Liste ein medizinisches Fahrzeug ist.</German>
|
<German>Leg fest ob das Objekt in der Liste ein medizinisches Fahrzeug ist.</German>
|
||||||
<Czech>Ať už jsou nebo nejsou objekty v seznamu budou zdravotnická vozidla.</Czech>
|
<Czech>Ať už jsou nebo nejsou objekty v seznamu budou zdravotnická vozidla.</Czech>
|
||||||
<Portuguese>Se serão ou não os objetos dessa lista veículos médicos.</Portuguese>
|
<Portuguese>Se serão ou não os objetos dessa lista veículos médicos.</Portuguese>
|
||||||
|
<Hungarian>A listában lévő objektumok orvosi járművek-e, vagy sem.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicVehicle_Module_Description">
|
<Key ID="STR_ACE_Medical_AssignMedicVehicle_Module_Description">
|
||||||
<English>Assigns the ACE medic class to a unit</English>
|
<English>Assigns the ACE medic class to a unit</English>
|
||||||
@ -3534,6 +3632,7 @@
|
|||||||
<German>Weist die ACE-Sanitäterklasse einer Einheit zu</German>
|
<German>Weist die ACE-Sanitäterklasse einer Einheit zu</German>
|
||||||
<Czech>Přiřadí ACE třídu zdravotníka do jednotky</Czech>
|
<Czech>Přiřadí ACE třídu zdravotníka do jednotky</Czech>
|
||||||
<Portuguese>Atribui a classe médica ACE a uma unidade</Portuguese>
|
<Portuguese>Atribui a classe médica ACE a uma unidade</Portuguese>
|
||||||
|
<Hungarian>Hozzárendeli az ACE orvosi jelzőt egy egységhez</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicalFacility_Module_DisplayName">
|
<Key ID="STR_ACE_Medical_AssignMedicalFacility_Module_DisplayName">
|
||||||
<English>Set Medical Facility [ACE]</English>
|
<English>Set Medical Facility [ACE]</English>
|
||||||
@ -3543,6 +3642,7 @@
|
|||||||
<German>Setze medizinische Einrichtung [ACE]</German>
|
<German>Setze medizinische Einrichtung [ACE]</German>
|
||||||
<Czech>Určit zdravotnické zařízení [ACE]</Czech>
|
<Czech>Určit zdravotnické zařízení [ACE]</Czech>
|
||||||
<Portuguese>Definir instalação médica [ACE]</Portuguese>
|
<Portuguese>Definir instalação médica [ACE]</Portuguese>
|
||||||
|
<Hungarian>Orvosi létesítmény beállítása [ACE]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicalFacility_enabled_DisplayName">
|
<Key ID="STR_ACE_Medical_AssignMedicalFacility_enabled_DisplayName">
|
||||||
<English>Is Medical Facility</English>
|
<English>Is Medical Facility</English>
|
||||||
@ -3552,6 +3652,7 @@
|
|||||||
<German>Ist eine medizinische Einrichtung</German>
|
<German>Ist eine medizinische Einrichtung</German>
|
||||||
<Czech>Je zdravotnické zařízení</Czech>
|
<Czech>Je zdravotnické zařízení</Czech>
|
||||||
<Portuguese>É uma instalação médica</Portuguese>
|
<Portuguese>É uma instalação médica</Portuguese>
|
||||||
|
<Hungarian>Orvosi létesítmény-e</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicalFacility_enabled_Description">
|
<Key ID="STR_ACE_Medical_AssignMedicalFacility_enabled_Description">
|
||||||
<English>Registers an object as a medical facility</English>
|
<English>Registers an object as a medical facility</English>
|
||||||
@ -3561,6 +3662,7 @@
|
|||||||
<German>Definiert ein Objekt als medizinische Einrichtung</German>
|
<German>Definiert ein Objekt als medizinische Einrichtung</German>
|
||||||
<Czech>Registruje objekt jako zdravotnické zařízení</Czech>
|
<Czech>Registruje objekt jako zdravotnické zařízení</Czech>
|
||||||
<Portuguese>Registra um objeto como instalacão médica</Portuguese>
|
<Portuguese>Registra um objeto como instalacão médica</Portuguese>
|
||||||
|
<Hungarian>Egy objektum orvosi létesítményként való regisztrálása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AssignMedicalFacility_Module_Description">
|
<Key ID="STR_ACE_Medical_AssignMedicalFacility_Module_Description">
|
||||||
<English>Defines an object as a medical facility. This allows for more advanced treatments. Can be used on buildings and vehicles.</English>
|
<English>Defines an object as a medical facility. This allows for more advanced treatments. Can be used on buildings and vehicles.</English>
|
||||||
@ -3570,6 +3672,7 @@
|
|||||||
<German>Definiert ein Objekt als medizinische Einrichtung. Das ermöglicht weitere Behandlungen. Kann bei Gebäuden und Fahrzeugen verwendet werden.</German>
|
<German>Definiert ein Objekt als medizinische Einrichtung. Das ermöglicht weitere Behandlungen. Kann bei Gebäuden und Fahrzeugen verwendet werden.</German>
|
||||||
<Czech>Definuje objekt jako zdravotnické zařízení. To umožňuje více pokročilé léčení. Může být použito na budovy nebo na vozidla.</Czech>
|
<Czech>Definuje objekt jako zdravotnické zařízení. To umožňuje více pokročilé léčení. Může být použito na budovy nebo na vozidla.</Czech>
|
||||||
<Portuguese>Define um objeto como instalação médica. Isso permite tratamentos mais avançados. Pode ser utilizado em edifícios e veículos.</Portuguese>
|
<Portuguese>Define um objeto como instalação médica. Isso permite tratamentos mais avançados. Pode ser utilizado em edifícios e veículos.</Portuguese>
|
||||||
|
<Hungarian>Egy objektumot orvosi létesítményként határoz meg. Ez fejlett ellátási lehetőségeket engedélyez. Használható járműveken és épületeken.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_medicalSupplyCrate">
|
<Key ID="STR_ACE_Medical_medicalSupplyCrate">
|
||||||
<English>[ACE] Medical Supply Crate (Basic)</English>
|
<English>[ACE] Medical Supply Crate (Basic)</English>
|
||||||
@ -3579,6 +3682,7 @@
|
|||||||
<German>[ACE] Medizinische Kiste (standard)</German>
|
<German>[ACE] Medizinische Kiste (standard)</German>
|
||||||
<Czech>[ACE] Zdravotnické zásoby (základní)</Czech>
|
<Czech>[ACE] Zdravotnické zásoby (základní)</Czech>
|
||||||
<Portuguese>[ACE] Caixa com suprimentos médicos</Portuguese>
|
<Portuguese>[ACE] Caixa com suprimentos médicos</Portuguese>
|
||||||
|
<Hungarian>[ACE] Orvosi láda (Alap)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_medicalSupplyCrate_advanced">
|
<Key ID="STR_ACE_Medical_medicalSupplyCrate_advanced">
|
||||||
<English>[ACE] Medical Supply Crate (Advanced)</English>
|
<English>[ACE] Medical Supply Crate (Advanced)</English>
|
||||||
@ -3588,18 +3692,23 @@
|
|||||||
<German>[ACE] Medizinische Kiste (erweitert)</German>
|
<German>[ACE] Medizinische Kiste (erweitert)</German>
|
||||||
<Czech>[ACE] Zdravotnické zásoby (pokročilé)</Czech>
|
<Czech>[ACE] Zdravotnické zásoby (pokročilé)</Czech>
|
||||||
<Portuguese>[ACE] Caixa com suprimentos médicos (Avançados)</Portuguese>
|
<Portuguese>[ACE] Caixa com suprimentos médicos (Avançados)</Portuguese>
|
||||||
|
<Hungarian>[ACE] Orvosi láda (Fejlett)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_AnyTime">
|
<Key ID="STR_ACE_Medical_AnyTime">
|
||||||
<English>Anytime</English>
|
<English>Anytime</English>
|
||||||
<Czech>Kdykoli</Czech>
|
<Czech>Kdykoli</Czech>
|
||||||
<Spanish>Siempre</Spanish>
|
<Spanish>Siempre</Spanish>
|
||||||
<Polish>Zawsze</Polish>
|
<Polish>Zawsze</Polish>
|
||||||
|
<Hungarian>Akármikor</Hungarian>
|
||||||
|
<Portuguese>Sempre</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_Stable">
|
<Key ID="STR_ACE_Medical_Stable">
|
||||||
<English>Stable</English>
|
<English>Stable</English>
|
||||||
<Czech>Stabilní</Czech>
|
<Czech>Stabilní</Czech>
|
||||||
<Spanish>Estable</Spanish>
|
<Spanish>Estable</Spanish>
|
||||||
<Polish>Po stabilizacji</Polish>
|
<Polish>Po stabilizacji</Polish>
|
||||||
|
<Hungarian>Stabil</Hungarian>
|
||||||
|
<Portuguese>Estável</Portuguese>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Medical_Category_Medical">
|
<Key ID="STR_ACE_Medical_Category_Medical">
|
||||||
<English>Medical</English>
|
<English>Medical</English>
|
||||||
@ -3618,4 +3727,4 @@
|
|||||||
<Polish>%1 odszedł zbyt daleko, nie można kontynuować leczenia</Polish>
|
<Polish>%1 odszedł zbyt daleko, nie można kontynuować leczenia</Polish>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -308,6 +308,7 @@
|
|||||||
<Czech>MicroDAGR - Vyplnění mapy</Czech>
|
<Czech>MicroDAGR - Vyplnění mapy</Czech>
|
||||||
<German>MicroDAGR-Kartenfüllung</German>
|
<German>MicroDAGR-Kartenfüllung</German>
|
||||||
<Portuguese>Preenchimento de mapa do MicroDAGR</Portuguese>
|
<Portuguese>Preenchimento de mapa do MicroDAGR</Portuguese>
|
||||||
|
<Hungarian>MicroDAGR térképkitöltés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MicroDAGR_MapDataAvailable_DisplayName">
|
<Key ID="STR_ACE_MicroDAGR_MapDataAvailable_DisplayName">
|
||||||
<English>MicroDAGR Map Fill</English>
|
<English>MicroDAGR Map Fill</English>
|
||||||
@ -316,6 +317,7 @@
|
|||||||
<Czech>MicroDAGR - Vyplnění mapy</Czech>
|
<Czech>MicroDAGR - Vyplnění mapy</Czech>
|
||||||
<German>MicroDAGR-Kartenfüllung</German>
|
<German>MicroDAGR-Kartenfüllung</German>
|
||||||
<Portuguese>Preenchimento de mapa do MicroDAGR</Portuguese>
|
<Portuguese>Preenchimento de mapa do MicroDAGR</Portuguese>
|
||||||
|
<Hungarian>MicroDAGR térképkitöltés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MicroDAGR_MapDataAvailable_Description">
|
<Key ID="STR_ACE_MicroDAGR_MapDataAvailable_Description">
|
||||||
<English>How much map data is filled on MicroDAGR's</English>
|
<English>How much map data is filled on MicroDAGR's</English>
|
||||||
@ -324,6 +326,7 @@
|
|||||||
<German>Wie viel Daten auf einem MicroDAGR zu sehen sind</German>
|
<German>Wie viel Daten auf einem MicroDAGR zu sehen sind</German>
|
||||||
<Czech>Kolik informací je načteno do MicroDAGR?</Czech>
|
<Czech>Kolik informací je načteno do MicroDAGR?</Czech>
|
||||||
<Portuguese>Quanta informação é preenchida no mapa do MicroDAGR</Portuguese>
|
<Portuguese>Quanta informação é preenchida no mapa do MicroDAGR</Portuguese>
|
||||||
|
<Hungarian>Mennyi térképadatot tartalmaz a MicroDAGR</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MicroDAGR_MapFill_Full">
|
<Key ID="STR_ACE_MicroDAGR_MapFill_Full">
|
||||||
<English>Full Satellite + Buildings</English>
|
<English>Full Satellite + Buildings</English>
|
||||||
@ -332,6 +335,7 @@
|
|||||||
<German>Satellitenbild + Gebäude</German>
|
<German>Satellitenbild + Gebäude</German>
|
||||||
<Czech>Satelit + Budovy</Czech>
|
<Czech>Satelit + Budovy</Czech>
|
||||||
<Portuguese>Satélite completo + Edifícios</Portuguese>
|
<Portuguese>Satélite completo + Edifícios</Portuguese>
|
||||||
|
<Hungarian>Teljes műholdas + épületek</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MicroDAGR_MapFill_OnlyRoads">
|
<Key ID="STR_ACE_MicroDAGR_MapFill_OnlyRoads">
|
||||||
<English>Topographical + Roads</English>
|
<English>Topographical + Roads</English>
|
||||||
@ -340,6 +344,7 @@
|
|||||||
<German>Topografisch + Straßen</German>
|
<German>Topografisch + Straßen</German>
|
||||||
<Czech>Topografické + Cesty</Czech>
|
<Czech>Topografické + Cesty</Czech>
|
||||||
<Portuguese>Topográfico + Estradas</Portuguese>
|
<Portuguese>Topográfico + Estradas</Portuguese>
|
||||||
|
<Hungarian>Topográfia + utak</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MicroDAGR_MapFill_None">
|
<Key ID="STR_ACE_MicroDAGR_MapFill_None">
|
||||||
<English>None (Cannot use map view)</English>
|
<English>None (Cannot use map view)</English>
|
||||||
@ -348,6 +353,7 @@
|
|||||||
<German>Keine (kann keine Kartenansicht verwenden)</German>
|
<German>Keine (kann keine Kartenansicht verwenden)</German>
|
||||||
<Czech>Žádný (Nelze použít zobrazení mapy)</Czech>
|
<Czech>Žádný (Nelze použít zobrazení mapy)</Czech>
|
||||||
<Portuguese>Nada (Não pode usar a tela de mapa)</Portuguese>
|
<Portuguese>Nada (Não pode usar a tela de mapa)</Portuguese>
|
||||||
|
<Hungarian>Semmi (nem használható a térképnézet)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MicroDAGR_Module_Description">
|
<Key ID="STR_ACE_MicroDAGR_Module_Description">
|
||||||
<English>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</English>
|
<English>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</English>
|
||||||
@ -356,6 +362,7 @@
|
|||||||
<German>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</German>
|
<German>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</German>
|
||||||
<Czech>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</Czech>
|
<Czech>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</Czech>
|
||||||
<Portuguese>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</Portuguese>
|
<Portuguese>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</Portuguese>
|
||||||
|
<Hungarian>Meghatárroza a MicroDAGR objektumok térképének tartalmát. A kevesebb adat korlátozza a térképnézeti módot az eszközön. <br />Forrás: microDAGR.pbo</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
@ -104,6 +104,7 @@
|
|||||||
<German>Aus</German>
|
<German>Aus</German>
|
||||||
<Czech>Vypnout</Czech>
|
<Czech>Vypnout</Czech>
|
||||||
<Portuguese>Desligado</Portuguese>
|
<Portuguese>Desligado</Portuguese>
|
||||||
|
<Hungarian>Ki</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissileGuidance_PlayerOnly">
|
<Key ID="STR_ACE_MissileGuidance_PlayerOnly">
|
||||||
<English>Player Only</English>
|
<English>Player Only</English>
|
||||||
@ -112,6 +113,7 @@
|
|||||||
<German>Nur Spieler</German>
|
<German>Nur Spieler</German>
|
||||||
<Czech>Pouze hráči</Czech>
|
<Czech>Pouze hráči</Czech>
|
||||||
<Portuguese>Somente jogador</Portuguese>
|
<Portuguese>Somente jogador</Portuguese>
|
||||||
|
<Hungarian>Csak játékosok</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissileGuidance_PlayerAndAi">
|
<Key ID="STR_ACE_MissileGuidance_PlayerAndAi">
|
||||||
<English>Player and AI</English>
|
<English>Player and AI</English>
|
||||||
@ -120,6 +122,7 @@
|
|||||||
<German>Spieler und KI</German>
|
<German>Spieler und KI</German>
|
||||||
<Czech>Hráči a AI</Czech>
|
<Czech>Hráči a AI</Czech>
|
||||||
<Portuguese>Jogador e IA</Portuguese>
|
<Portuguese>Jogador e IA</Portuguese>
|
||||||
|
<Hungarian>Játékosok és AI</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
@ -8,6 +8,7 @@
|
|||||||
<German>ACE-Missionsmodule</German>
|
<German>ACE-Missionsmodule</German>
|
||||||
<Czech>ACE Moduly mise</Czech>
|
<Czech>ACE Moduly mise</Czech>
|
||||||
<Portuguese>Módulo de missões ACE</Portuguese>
|
<Portuguese>Módulo de missões ACE</Portuguese>
|
||||||
|
<Hungarian>ACE küldetési modulok</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_DisplayName">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_DisplayName">
|
||||||
<English>Ambiance Sounds [ACE]</English>
|
<English>Ambiance Sounds [ACE]</English>
|
||||||
@ -16,6 +17,7 @@
|
|||||||
<German>Umgebungsgeräusche [ACE]</German>
|
<German>Umgebungsgeräusche [ACE]</German>
|
||||||
<Czech>Zvuky prostředí [ACE]</Czech>
|
<Czech>Zvuky prostředí [ACE]</Czech>
|
||||||
<Portuguese>[ACE] Sons ambientes</Portuguese>
|
<Portuguese>[ACE] Sons ambientes</Portuguese>
|
||||||
|
<Hungarian>Ambiens hangok [ACE]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_soundFiles_DisplayName">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_soundFiles_DisplayName">
|
||||||
<English>Sounds</English>
|
<English>Sounds</English>
|
||||||
@ -24,6 +26,7 @@
|
|||||||
<German>Sounds</German>
|
<German>Sounds</German>
|
||||||
<Czech>Zvuky</Czech>
|
<Czech>Zvuky</Czech>
|
||||||
<Portuguese>Sons</Portuguese>
|
<Portuguese>Sons</Portuguese>
|
||||||
|
<Hungarian>Hangok</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_soundFiles_Description">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_soundFiles_Description">
|
||||||
<English>Class names of the ambiance sounds to be played. Seperated by ','</English>
|
<English>Class names of the ambiance sounds to be played. Seperated by ','</English>
|
||||||
@ -40,6 +43,7 @@
|
|||||||
<German>Mindestabstand</German>
|
<German>Mindestabstand</German>
|
||||||
<Czech>Minimální vzdálenost</Czech>
|
<Czech>Minimální vzdálenost</Czech>
|
||||||
<Portuguese>Distância mínima</Portuguese>
|
<Portuguese>Distância mínima</Portuguese>
|
||||||
|
<Hungarian>Minimális távolság</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_minimalDistance_Description">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_minimalDistance_Description">
|
||||||
<English>Used for calculating a random position and sets the minimal distance between the players and the played sound file(s)</English>
|
<English>Used for calculating a random position and sets the minimal distance between the players and the played sound file(s)</English>
|
||||||
@ -48,6 +52,7 @@
|
|||||||
<German>Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Mindestabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest</German>
|
<German>Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Mindestabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest</German>
|
||||||
<Czech>Používá se pro výpočet náhodné pozice a určuje minimální vzdálenost mezi hráči a přehrávaným zvukem.</Czech>
|
<Czech>Používá se pro výpočet náhodné pozice a určuje minimální vzdálenost mezi hráči a přehrávaným zvukem.</Czech>
|
||||||
<Portuguese>Usada para calcular uma posição aleatória e definir a distância mínima entre os jogadores e os arquivos de sons que estão sendo reproduzidos.</Portuguese>
|
<Portuguese>Usada para calcular uma posição aleatória e definir a distância mínima entre os jogadores e os arquivos de sons que estão sendo reproduzidos.</Portuguese>
|
||||||
|
<Hungarian>Egy véletlenszerű pozíció számításához használt érték, amihez megadja a minimum távolságot a játékosok és a lejátszott hangfájl(ok) között</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_maximalDistance_DisplayName">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_maximalDistance_DisplayName">
|
||||||
<English>Maximum Distance</English>
|
<English>Maximum Distance</English>
|
||||||
@ -56,6 +61,7 @@
|
|||||||
<German>Maximalabstand</German>
|
<German>Maximalabstand</German>
|
||||||
<Czech>Maximální vzdálenost</Czech>
|
<Czech>Maximální vzdálenost</Czech>
|
||||||
<Portuguese>Distância máxima</Portuguese>
|
<Portuguese>Distância máxima</Portuguese>
|
||||||
|
<Hungarian>Maximális távolság</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_maximalDistance_Description">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_maximalDistance_Description">
|
||||||
<English>Used for calculating a random position and sets the maximum distance between the players and the played sound file(s)</English>
|
<English>Used for calculating a random position and sets the maximum distance between the players and the played sound file(s)</English>
|
||||||
@ -64,6 +70,7 @@
|
|||||||
<German>Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Maximalabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest</German>
|
<German>Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Maximalabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest</German>
|
||||||
<Czech>Používá se pro výpočet náhodné pozice a určuje maximální vzdálenost mezi hráči a přehrávaným zvukem.</Czech>
|
<Czech>Používá se pro výpočet náhodné pozice a určuje maximální vzdálenost mezi hráči a přehrávaným zvukem.</Czech>
|
||||||
<Portuguese>Usado para calcular uma posição aleatória e definir uma distância máxima entre os jogadores e os arquivos de sons que estão sendo reproduzidos.</Portuguese>
|
<Portuguese>Usado para calcular uma posição aleatória e definir uma distância máxima entre os jogadores e os arquivos de sons que estão sendo reproduzidos.</Portuguese>
|
||||||
|
<Hungarian>Egy véletlenszerű pozíció számításához használt érték, amihez megadja a maximum távolságot a játékosok és a lejátszott hangfájl(ok) között</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_minimalDelay_DisplayName">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_minimalDelay_DisplayName">
|
||||||
<English>Minimal Delay</English>
|
<English>Minimal Delay</English>
|
||||||
@ -72,6 +79,7 @@
|
|||||||
<German>Minimale Verzögerung</German>
|
<German>Minimale Verzögerung</German>
|
||||||
<Czech>Minimální prodleva</Czech>
|
<Czech>Minimální prodleva</Czech>
|
||||||
<Portuguese>Atraso mínimo</Portuguese>
|
<Portuguese>Atraso mínimo</Portuguese>
|
||||||
|
<Hungarian>Minimum késleltetés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_minimalDelay_Description">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_minimalDelay_Description">
|
||||||
<English>Minimal delay between sounds played</English>
|
<English>Minimal delay between sounds played</English>
|
||||||
@ -80,6 +88,7 @@
|
|||||||
<German>Minimale Verzögerung zwischen abzuspielenden Sounds</German>
|
<German>Minimale Verzögerung zwischen abzuspielenden Sounds</German>
|
||||||
<Czech>Minimální prodleva mezi přehrávanými zvuky</Czech>
|
<Czech>Minimální prodleva mezi přehrávanými zvuky</Czech>
|
||||||
<Portuguese>Atraso mínimo entre os sons reproduzidos</Portuguese>
|
<Portuguese>Atraso mínimo entre os sons reproduzidos</Portuguese>
|
||||||
|
<Hungarian>Minimum késleltetés a lejátszott hangok között</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_maximalDelay_DisplayName">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_maximalDelay_DisplayName">
|
||||||
<English>Maximum Delay</English>
|
<English>Maximum Delay</English>
|
||||||
@ -88,6 +97,7 @@
|
|||||||
<German>Maximale Verzögerung</German>
|
<German>Maximale Verzögerung</German>
|
||||||
<Czech>Maximální prodleva</Czech>
|
<Czech>Maximální prodleva</Czech>
|
||||||
<Portuguese>Atraso máximo</Portuguese>
|
<Portuguese>Atraso máximo</Portuguese>
|
||||||
|
<Hungarian>Maximum késleltetés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_maximalDelay_Description">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_maximalDelay_Description">
|
||||||
<English>Maximum delay between sounds played</English>
|
<English>Maximum delay between sounds played</English>
|
||||||
@ -96,6 +106,7 @@
|
|||||||
<German>Maximale Verzögerung zwischen abzuspielenden Sounds</German>
|
<German>Maximale Verzögerung zwischen abzuspielenden Sounds</German>
|
||||||
<Czech>Maximální prodleva mezi přehrávanými zvuky</Czech>
|
<Czech>Maximální prodleva mezi přehrávanými zvuky</Czech>
|
||||||
<Portuguese>Atraso máximo entre os sons reproduzidos</Portuguese>
|
<Portuguese>Atraso máximo entre os sons reproduzidos</Portuguese>
|
||||||
|
<Hungarian>Maximum késleltetés a lejátszott hangok között</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_followPlayers_DisplayName">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_followPlayers_DisplayName">
|
||||||
<English>Follow Players</English>
|
<English>Follow Players</English>
|
||||||
@ -104,6 +115,7 @@
|
|||||||
<German>Spielern folgen</German>
|
<German>Spielern folgen</German>
|
||||||
<Czech>Následovat hráče</Czech>
|
<Czech>Následovat hráče</Czech>
|
||||||
<Portuguese>Seguir jogadores</Portuguese>
|
<Portuguese>Seguir jogadores</Portuguese>
|
||||||
|
<Hungarian>Játékosok követése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_followPlayers_Description">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_followPlayers_Description">
|
||||||
<English>Follow players. If set to false, loop will play sounds only nearby logic position.</English>
|
<English>Follow players. If set to false, loop will play sounds only nearby logic position.</English>
|
||||||
@ -112,6 +124,7 @@
|
|||||||
<German>Spielern folgen. Wenn auf falsch gesetzt, werden Sounds nur in der Nähe des Logikmoduls abgespielt.</German>
|
<German>Spielern folgen. Wenn auf falsch gesetzt, werden Sounds nur in der Nähe des Logikmoduls abgespielt.</German>
|
||||||
<Czech>Následuj hráče. Pokud je FALSE, smyčka zvuku bude přehrávána na nejbližší pozici logiki.</Czech>
|
<Czech>Následuj hráče. Pokud je FALSE, smyčka zvuku bude přehrávána na nejbližší pozici logiki.</Czech>
|
||||||
<Portuguese>Segue os jogadores. Se esta desabilitado (falso), o loop reproduzirá os sons somente perto de sua posição lógica.</Portuguese>
|
<Portuguese>Segue os jogadores. Se esta desabilitado (falso), o loop reproduzirá os sons somente perto de sua posição lógica.</Portuguese>
|
||||||
|
<Hungarian>Játékosok követése. Ha le van tiltva, az ismétlés csak a legközelebbi logikai ponton játszik le hangokat.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_soundVolume_DisplayName">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_soundVolume_DisplayName">
|
||||||
<English>Volume</English>
|
<English>Volume</English>
|
||||||
@ -120,6 +133,7 @@
|
|||||||
<German>Lautstärke</German>
|
<German>Lautstärke</German>
|
||||||
<Czech>Hlasitost</Czech>
|
<Czech>Hlasitost</Czech>
|
||||||
<Portuguese>Volume</Portuguese>
|
<Portuguese>Volume</Portuguese>
|
||||||
|
<Hungarian>Hangerő</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_soundVolume_Description">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_soundVolume_Description">
|
||||||
<English>The volume of the sounds played</English>
|
<English>The volume of the sounds played</English>
|
||||||
@ -128,6 +142,7 @@
|
|||||||
<German>Lautstärke der abzuspielenden Sounds</German>
|
<German>Lautstärke der abzuspielenden Sounds</German>
|
||||||
<Czech>Hlasitost přehrávaného zvuku</Czech>
|
<Czech>Hlasitost přehrávaného zvuku</Czech>
|
||||||
<Portuguese>O volume em que os sons serão reproduzidos</Portuguese>
|
<Portuguese>O volume em que os sons serão reproduzidos</Portuguese>
|
||||||
|
<Hungarian>A lejátszott hangok hangereje</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MissionModules_AmbianceSounds_Description">
|
<Key ID="STR_ACE_MissionModules_AmbianceSounds_Description">
|
||||||
<English>Ambiance sounds loop (synced across MP)</English>
|
<English>Ambiance sounds loop (synced across MP)</English>
|
||||||
@ -136,6 +151,7 @@
|
|||||||
<German>Umgebungsgeräusch-Schleife (im MP synchronisiert)</German>
|
<German>Umgebungsgeräusch-Schleife (im MP synchronisiert)</German>
|
||||||
<Czech>Smyčka okkolního zvuku (synchronizováno v MP)</Czech>
|
<Czech>Smyčka okkolního zvuku (synchronizováno v MP)</Czech>
|
||||||
<Portuguese>Loop de sons ambientes (sincronizados através do MP)</Portuguese>
|
<Portuguese>Loop de sons ambientes (sincronizados através do MP)</Portuguese>
|
||||||
|
<Hungarian>Ambiens hangok folyamatossága (MP alatt szinkronizálva)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
@ -56,6 +56,7 @@
|
|||||||
<German>MK6-Einstellungen</German>
|
<German>MK6-Einstellungen</German>
|
||||||
<Czech>MK6 - Nastavení</Czech>
|
<Czech>MK6 - Nastavení</Czech>
|
||||||
<Portuguese>Ajustes do MK6</Portuguese>
|
<Portuguese>Ajustes do MK6</Portuguese>
|
||||||
|
<Hungarian>MK6 beállítások</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Mk6Mortar_airResistanceEnabled_DisplayName">
|
<Key ID="STR_ACE_Mk6Mortar_airResistanceEnabled_DisplayName">
|
||||||
<English>Air Resistance</English>
|
<English>Air Resistance</English>
|
||||||
@ -64,6 +65,7 @@
|
|||||||
<German>Luftwiderstand</German>
|
<German>Luftwiderstand</German>
|
||||||
<Czech>Odpor vzduchu</Czech>
|
<Czech>Odpor vzduchu</Czech>
|
||||||
<Portuguese>Resistência do Ar</Portuguese>
|
<Portuguese>Resistência do Ar</Portuguese>
|
||||||
|
<Hungarian>Légellenállás</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Mk6Mortar_airResistanceEnabled_Description">
|
<Key ID="STR_ACE_Mk6Mortar_airResistanceEnabled_Description">
|
||||||
<English>For Player Shots, Model Air Resistance and Wind Effects</English>
|
<English>For Player Shots, Model Air Resistance and Wind Effects</English>
|
||||||
@ -72,6 +74,7 @@
|
|||||||
<German>Für Spielerschüsse, Luftwiderstand und Windeffekte</German>
|
<German>Für Spielerschüsse, Luftwiderstand und Windeffekte</German>
|
||||||
<Czech>Pro hráčovu střelbu, Model odporu vzduchu a povětrných podmínek</Czech>
|
<Czech>Pro hráčovu střelbu, Model odporu vzduchu a povětrných podmínek</Czech>
|
||||||
<Portuguese>Para disparos do jogador, modelo de resistência de ar e efeitos de vento</Portuguese>
|
<Portuguese>Para disparos do jogador, modelo de resistência de ar e efeitos de vento</Portuguese>
|
||||||
|
<Hungarian>Játékos általi lövésekhez, legyen-e számított légellenállás és szélhatás</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Mk6Mortar_allowComputerRangefinder_DisplayName">
|
<Key ID="STR_ACE_Mk6Mortar_allowComputerRangefinder_DisplayName">
|
||||||
<English>Allow MK6 Computer</English>
|
<English>Allow MK6 Computer</English>
|
||||||
@ -80,6 +83,7 @@
|
|||||||
<German>Erlaube MK6-Computer</German>
|
<German>Erlaube MK6-Computer</German>
|
||||||
<Czech>MK6 - Povolit počítač</Czech>
|
<Czech>MK6 - Povolit počítač</Czech>
|
||||||
<Portuguese>Permitir computador do MK6</Portuguese>
|
<Portuguese>Permitir computador do MK6</Portuguese>
|
||||||
|
<Hungarian>MK6 számítógép engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Mk6Mortar_allowComputerRangefinder_Description">
|
<Key ID="STR_ACE_Mk6Mortar_allowComputerRangefinder_Description">
|
||||||
<English>Show the Computer and Rangefinder (these NEED to be removed if you enable air resistance)</English>
|
<English>Show the Computer and Rangefinder (these NEED to be removed if you enable air resistance)</English>
|
||||||
@ -88,6 +92,7 @@
|
|||||||
<German>Zeige den Computer und den Entfernungsmesser an (diese MÜSSEN entfernt werden, wenn der Luftwiderstand aktiviert ist)</German>
|
<German>Zeige den Computer und den Entfernungsmesser an (diese MÜSSEN entfernt werden, wenn der Luftwiderstand aktiviert ist)</German>
|
||||||
<Czech>Zobrazit počítač a dálkoměr (toto MUSÍ být odstraněno pokud je zapnut odpor vzduchu)</Czech>
|
<Czech>Zobrazit počítač a dálkoměr (toto MUSÍ být odstraněno pokud je zapnut odpor vzduchu)</Czech>
|
||||||
<Portuguese>Mostra o computador e o medidor de distância (estes DEVEM ser removidos se você habilitar resistência do ar)</Portuguese>
|
<Portuguese>Mostra o computador e o medidor de distância (estes DEVEM ser removidos se você habilitar resistência do ar)</Portuguese>
|
||||||
|
<Hungarian>A távmérő és számítógép megjelenítése (ezeket el KELL távolítani ha a légellenállás engedélyezve van)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Mk6Mortar_allowCompass_DisplayName">
|
<Key ID="STR_ACE_Mk6Mortar_allowCompass_DisplayName">
|
||||||
<English>Allow MK6 Compass</English>
|
<English>Allow MK6 Compass</English>
|
||||||
@ -96,6 +101,7 @@
|
|||||||
<German>Erlaube MK6-Kompass</German>
|
<German>Erlaube MK6-Kompass</German>
|
||||||
<Czech>MK6 - Povolit kompas</Czech>
|
<Czech>MK6 - Povolit kompas</Czech>
|
||||||
<Portuguese>Permitir bússula do MK6</Portuguese>
|
<Portuguese>Permitir bússula do MK6</Portuguese>
|
||||||
|
<Hungarian>MK6 iránytű engedélyezése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Mk6Mortar_allowCompass_Description">
|
<Key ID="STR_ACE_Mk6Mortar_allowCompass_Description">
|
||||||
<English>Show the MK6 Digital Compass</English>
|
<English>Show the MK6 Digital Compass</English>
|
||||||
@ -104,9 +110,9 @@
|
|||||||
<German>Zeige MK6-Digitaler-Kompass</German>
|
<German>Zeige MK6-Digitaler-Kompass</German>
|
||||||
<Czech>MK6 - Zobrazit digitální kompas</Czech>
|
<Czech>MK6 - Zobrazit digitální kompas</Czech>
|
||||||
<Portuguese>Mostra a bússula digital do MK6</Portuguese>
|
<Portuguese>Mostra a bússula digital do MK6</Portuguese>
|
||||||
|
<Hungarian>Az MK6 digitális iránytű megjelenítése</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Mk6Mortar_Module_Description">
|
<Key ID="STR_ACE_Mk6Mortar_Module_Description">
|
||||||
<English></English>
|
|
||||||
<Polish>Moduł ten pozwala dostosować ustawienia moździerza MK6.</Polish>
|
<Polish>Moduł ten pozwala dostosować ustawienia moździerza MK6.</Polish>
|
||||||
<German>Dieses Modul erlaubt das Einstellen des MK6-Mörsers.</German>
|
<German>Dieses Modul erlaubt das Einstellen des MK6-Mörsers.</German>
|
||||||
<Czech>Tento modul umožňuje nastavení minometu MK6.</Czech>
|
<Czech>Tento modul umožňuje nastavení minometu MK6.</Czech>
|
||||||
|
@ -8,6 +8,7 @@
|
|||||||
<Czech>MX-2A</Czech>
|
<Czech>MX-2A</Czech>
|
||||||
<German>MX-2A</German>
|
<German>MX-2A</German>
|
||||||
<Portuguese>MX-2A</Portuguese>
|
<Portuguese>MX-2A</Portuguese>
|
||||||
|
<Hungarian>MX-2A</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_MX2A_Description">
|
<Key ID="STR_ACE_MX2A_Description">
|
||||||
<English>Thermal imaging device</English>
|
<English>Thermal imaging device</English>
|
||||||
@ -16,6 +17,7 @@
|
|||||||
<Spanish>Dispositivo de imagen térmica</Spanish>
|
<Spanish>Dispositivo de imagen térmica</Spanish>
|
||||||
<Czech>Termální dalekohled</Czech>
|
<Czech>Termální dalekohled</Czech>
|
||||||
<Portuguese>Dispositivo de imagem térmica</Portuguese>
|
<Portuguese>Dispositivo de imagem térmica</Portuguese>
|
||||||
|
<Hungarian>Hőleképező készülék</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
@ -116,6 +116,7 @@
|
|||||||
<German>Namensanzeigen</German>
|
<German>Namensanzeigen</German>
|
||||||
<Czech>Jmenovky</Czech>
|
<Czech>Jmenovky</Czech>
|
||||||
<Portuguese>Etiquetas de nome</Portuguese>
|
<Portuguese>Etiquetas de nome</Portuguese>
|
||||||
|
<Hungarian>Névcímkék</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_PlayerNamesViewDistance_DisplayName">
|
<Key ID="STR_ACE_NameTags_PlayerNamesViewDistance_DisplayName">
|
||||||
<English>Player Names View Dist.</English>
|
<English>Player Names View Dist.</English>
|
||||||
@ -124,6 +125,7 @@
|
|||||||
<German>Spielernamen-Distanz</German>
|
<German>Spielernamen-Distanz</German>
|
||||||
<Czech>Vzdálenost zobrazení jména hráčů</Czech>
|
<Czech>Vzdálenost zobrazení jména hráčů</Czech>
|
||||||
<Portuguese>Distância de visão dos nomes dos jogadores</Portuguese>
|
<Portuguese>Distância de visão dos nomes dos jogadores</Portuguese>
|
||||||
|
<Hungarian>Játékosok nevének látótávja</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_PlayerNamesViewDistance_Description">
|
<Key ID="STR_ACE_NameTags_PlayerNamesViewDistance_Description">
|
||||||
<English>Distance in meters at which player names are shown. Default: 5</English>
|
<English>Distance in meters at which player names are shown. Default: 5</English>
|
||||||
@ -132,6 +134,7 @@
|
|||||||
<German>Distanz in Metern bei der Spielernamen angezeigt werden. Standard: 5</German>
|
<German>Distanz in Metern bei der Spielernamen angezeigt werden. Standard: 5</German>
|
||||||
<Czech>Vzdálenost v metrech pro zobrazení jména. Výchozí: 5</Czech>
|
<Czech>Vzdálenost v metrech pro zobrazení jména. Výchozí: 5</Czech>
|
||||||
<Portuguese>Distância em metros que os nomes dos jogadores são mostrados. Padrão: 5</Portuguese>
|
<Portuguese>Distância em metros que os nomes dos jogadores são mostrados. Padrão: 5</Portuguese>
|
||||||
|
<Hungarian>Méterben megadott érték a játékosok nevének mutatására. Alapértelmezett: 5</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_showNamesForAI_DisplayName">
|
<Key ID="STR_ACE_NameTags_showNamesForAI_DisplayName">
|
||||||
<English>Show name tags for AI?</English>
|
<English>Show name tags for AI?</English>
|
||||||
@ -140,6 +143,7 @@
|
|||||||
<German>Zeige Namensanzeigen für KI?</German>
|
<German>Zeige Namensanzeigen für KI?</German>
|
||||||
<Czech>Zobrazit jmenovky pro AI?</Czech>
|
<Czech>Zobrazit jmenovky pro AI?</Czech>
|
||||||
<Portuguese>Mostrar nomes para IA?</Portuguese>
|
<Portuguese>Mostrar nomes para IA?</Portuguese>
|
||||||
|
<Hungarian>Névcímkék megjelenítése AI-nál?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_showNamesForAI_Description">
|
<Key ID="STR_ACE_NameTags_showNamesForAI_Description">
|
||||||
<English>Show the name and rank tags for friendly AI units? Default: Do not force</English>
|
<English>Show the name and rank tags for friendly AI units? Default: Do not force</English>
|
||||||
@ -148,6 +152,7 @@
|
|||||||
<German>Zeige den Namen und Rang für freundliche KI-Einheiten? Standard: nicht erwzingen</German>
|
<German>Zeige den Namen und Rang für freundliche KI-Einheiten? Standard: nicht erwzingen</German>
|
||||||
<Czech>Zobrazit jména a hodnosti pro spřátelené AI jednotky? Výchozí: Nevynucovat</Czech>
|
<Czech>Zobrazit jména a hodnosti pro spřátelené AI jednotky? Výchozí: Nevynucovat</Czech>
|
||||||
<Portuguese>Mostra o nome e patente para unidades IA aliadas? Padrão: Não forçar</Portuguese>
|
<Portuguese>Mostra o nome e patente para unidades IA aliadas? Padrão: Não forçar</Portuguese>
|
||||||
|
<Hungarian>Mutassa-e a szövetséges AI egységek nevét és rangját? Alapértelmezett: Nincs felülbírálás</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_ForceHide">
|
<Key ID="STR_ACE_NameTags_ForceHide">
|
||||||
<English>Force Hide</English>
|
<English>Force Hide</English>
|
||||||
@ -156,6 +161,7 @@
|
|||||||
<German>Verstecken erzwingen</German>
|
<German>Verstecken erzwingen</German>
|
||||||
<Czech>Vynuceno skrýt</Czech>
|
<Czech>Vynuceno skrýt</Czech>
|
||||||
<Portuguese>Ocultar forçado</Portuguese>
|
<Portuguese>Ocultar forçado</Portuguese>
|
||||||
|
<Hungarian>Erőltetett rejtett</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_ForceShow">
|
<Key ID="STR_ACE_NameTags_ForceShow">
|
||||||
<English>Force Show</English>
|
<English>Force Show</English>
|
||||||
@ -164,6 +170,7 @@
|
|||||||
<German>Anzeigen erzwingen</German>
|
<German>Anzeigen erzwingen</German>
|
||||||
<Czech>Vynuceno zobrazit</Czech>
|
<Czech>Vynuceno zobrazit</Czech>
|
||||||
<Portuguese>Mostrar forçado</Portuguese>
|
<Portuguese>Mostrar forçado</Portuguese>
|
||||||
|
<Hungarian>Erőltetett látható</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_showVehicleCrewInfo_DisplayName">
|
<Key ID="STR_ACE_NameTags_showVehicleCrewInfo_DisplayName">
|
||||||
<English>Show crew info?</English>
|
<English>Show crew info?</English>
|
||||||
@ -172,6 +179,7 @@
|
|||||||
<German>Zeige Besatzungsinfo?</German>
|
<German>Zeige Besatzungsinfo?</German>
|
||||||
<Czech>Zobrazit informace o posádce?</Czech>
|
<Czech>Zobrazit informace o posádce?</Czech>
|
||||||
<Portuguese>Mostrar informação de tripulação?</Portuguese>
|
<Portuguese>Mostrar informação de tripulação?</Portuguese>
|
||||||
|
<Hungarian>Legénységi adatok megjelenítése?</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_showVehicleCrewInfo_Description">
|
<Key ID="STR_ACE_NameTags_showVehicleCrewInfo_Description">
|
||||||
<English>Show vehicle crew info, or by default allows players to choose it on their own. Default: Do Not Force</English>
|
<English>Show vehicle crew info, or by default allows players to choose it on their own. Default: Do Not Force</English>
|
||||||
@ -180,6 +188,7 @@
|
|||||||
<German>Zeige Fahrzeugbesatzungsinfo oder erlaube Spielern es auszuwählen. Standard: nicht erzwingen.</German>
|
<German>Zeige Fahrzeugbesatzungsinfo oder erlaube Spielern es auszuwählen. Standard: nicht erzwingen.</German>
|
||||||
<Czech>Zobrazit informace o posádce, nebo nechat aby si hráč vybral sám. Výchozí: Nevynucovat </Czech>
|
<Czech>Zobrazit informace o posádce, nebo nechat aby si hráč vybral sám. Výchozí: Nevynucovat </Czech>
|
||||||
<Portuguese>Mostrar informações de tripulação ou por padrão permitir a escolha dos jogadores. Padrão: Não forçar.</Portuguese>
|
<Portuguese>Mostrar informações de tripulação ou por padrão permitir a escolha dos jogadores. Padrão: Não forçar.</Portuguese>
|
||||||
|
<Hungarian>A legénységi adatok mutatása, alapértelmezett esetben a játékos által kiválasztható. Alapértelmezett: Nincs felülbírálás</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_showCursorTagForVehicles_DisplayName">
|
<Key ID="STR_ACE_NameTags_showCursorTagForVehicles_DisplayName">
|
||||||
<English>Show for Vehicles</English>
|
<English>Show for Vehicles</English>
|
||||||
@ -188,6 +197,7 @@
|
|||||||
<German>Zeige bei Fahrzeugen</German>
|
<German>Zeige bei Fahrzeugen</German>
|
||||||
<Czech>Zobrazit pro vozidla</Czech>
|
<Czech>Zobrazit pro vozidla</Czech>
|
||||||
<Portuguese>Mostrar para veículos</Portuguese>
|
<Portuguese>Mostrar para veículos</Portuguese>
|
||||||
|
<Hungarian>Mutatás járműveknél</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_showCursorTagForVehicles_Description">
|
<Key ID="STR_ACE_NameTags_showCursorTagForVehicles_Description">
|
||||||
<English>Show cursor NameTag for vehicle commander (only if client has name tags enabled)Default: No</English>
|
<English>Show cursor NameTag for vehicle commander (only if client has name tags enabled)Default: No</English>
|
||||||
@ -204,6 +214,7 @@
|
|||||||
<Spanish>Este módulo permite personalizar la configuración y la distancia de las Etiquetas de nombre.</Spanish>
|
<Spanish>Este módulo permite personalizar la configuración y la distancia de las Etiquetas de nombre.</Spanish>
|
||||||
<Czech>Tento modul umožňuje si přizpůsobit nastavení a vzdálenost jmenovky.</Czech>
|
<Czech>Tento modul umožňuje si přizpůsobit nastavení a vzdálenost jmenovky.</Czech>
|
||||||
<Portuguese>Este módulo permite que você personalize as configurações e distâncias de etiquetas de nome.</Portuguese>
|
<Portuguese>Este módulo permite que você personalize as configurações e distâncias de etiquetas de nome.</Portuguese>
|
||||||
|
<Hungarian>Ez a modul lehetővé teszi a névcímkék beállításainak testreszabását.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_OnlyCursor">
|
<Key ID="STR_ACE_NameTags_OnlyCursor">
|
||||||
<English>Only on Cursor</English>
|
<English>Only on Cursor</English>
|
||||||
@ -212,6 +223,7 @@
|
|||||||
<German>Nur bei Maus</German>
|
<German>Nur bei Maus</German>
|
||||||
<Czech>Pouze na kurzor</Czech>
|
<Czech>Pouze na kurzor</Czech>
|
||||||
<Portuguese>Somente no cursor</Portuguese>
|
<Portuguese>Somente no cursor</Portuguese>
|
||||||
|
<Hungarian>Csak kurzorra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_OnlyKeypress">
|
<Key ID="STR_ACE_NameTags_OnlyKeypress">
|
||||||
<English>Only on Keypress</English>
|
<English>Only on Keypress</English>
|
||||||
@ -220,6 +232,7 @@
|
|||||||
<German>Nur bei Tastendruck</German>
|
<German>Nur bei Tastendruck</German>
|
||||||
<Czech>Pouze na klávesu</Czech>
|
<Czech>Pouze na klávesu</Czech>
|
||||||
<Portuguese>Somente em tecla ativada</Portuguese>
|
<Portuguese>Somente em tecla ativada</Portuguese>
|
||||||
|
<Hungarian>Csak gombnyomásra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_OnlyCursorAndKeypress">
|
<Key ID="STR_ACE_NameTags_OnlyCursorAndKeypress">
|
||||||
<English>Only on Cursor and Keypress</English>
|
<English>Only on Cursor and Keypress</English>
|
||||||
@ -228,6 +241,7 @@
|
|||||||
<German>Nur Maus und Tastendruck</German>
|
<German>Nur Maus und Tastendruck</German>
|
||||||
<Czech>Pouze na kurzor a klávesu</Czech>
|
<Czech>Pouze na kurzor a klávesu</Czech>
|
||||||
<Portuguese>Somente em cursor ou tecla ativada</Portuguese>
|
<Portuguese>Somente em cursor ou tecla ativada</Portuguese>
|
||||||
|
<Hungarian>Csak kurzorra és gombnyomásra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_ForceShowOnlyCursor">
|
<Key ID="STR_ACE_NameTags_ForceShowOnlyCursor">
|
||||||
<English>Force Show Only on Cursor</English>
|
<English>Force Show Only on Cursor</English>
|
||||||
@ -236,6 +250,7 @@
|
|||||||
<Czech>Vynuceno zobrazit pouze na kurzor</Czech>
|
<Czech>Vynuceno zobrazit pouze na kurzor</Czech>
|
||||||
<German>Erzwinge nur mit Mauszeiger anzuzeigen</German>
|
<German>Erzwinge nur mit Mauszeiger anzuzeigen</German>
|
||||||
<Portuguese>Forçar mostrar somente no cursor</Portuguese>
|
<Portuguese>Forçar mostrar somente no cursor</Portuguese>
|
||||||
|
<Hungarian>Erőltetett látható, csak kurzorra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_ForceShowOnlyKeypress">
|
<Key ID="STR_ACE_NameTags_ForceShowOnlyKeypress">
|
||||||
<English>Force Show Only on Keypress</English>
|
<English>Force Show Only on Keypress</English>
|
||||||
@ -244,6 +259,7 @@
|
|||||||
<Czech>Vynuceno zobrazit pouze na klávesu</Czech>
|
<Czech>Vynuceno zobrazit pouze na klávesu</Czech>
|
||||||
<German>Erzwinge nur mit Tastendruck anzuzeigen</German>
|
<German>Erzwinge nur mit Tastendruck anzuzeigen</German>
|
||||||
<Portuguese>Forçar somente mostrar em tecla ativada</Portuguese>
|
<Portuguese>Forçar somente mostrar em tecla ativada</Portuguese>
|
||||||
|
<Hungarian>Erőltetett látható, csak gombnyomásra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_ForceShowOnlyCursorAndKeypress">
|
<Key ID="STR_ACE_NameTags_ForceShowOnlyCursorAndKeypress">
|
||||||
<English>Force Show Only on Cursor and Keypress</English>
|
<English>Force Show Only on Cursor and Keypress</English>
|
||||||
@ -252,6 +268,7 @@
|
|||||||
<Czech>Vynuceno zobrazit pouze na kurzor a klávesu</Czech>
|
<Czech>Vynuceno zobrazit pouze na kurzor a klávesu</Czech>
|
||||||
<German>Erzwinge nur mit Mauszeiger und Tastendruck anzuzeigen</German>
|
<German>Erzwinge nur mit Mauszeiger und Tastendruck anzuzeigen</German>
|
||||||
<Portuguese>Forçar mostrar somente em cursor e tecla ativada</Portuguese>
|
<Portuguese>Forçar mostrar somente em cursor e tecla ativada</Portuguese>
|
||||||
|
<Hungarian>Erőltetett látható, csak kurzorra és gombnyomásra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_NameTagSettings">
|
<Key ID="STR_ACE_NameTags_NameTagSettings">
|
||||||
<English>Use Nametag settings</English>
|
<English>Use Nametag settings</English>
|
||||||
@ -260,6 +277,7 @@
|
|||||||
<German>Verwende Namenanzeigen</German>
|
<German>Verwende Namenanzeigen</German>
|
||||||
<Czech>Použít nastavení jmenovky</Czech>
|
<Czech>Použít nastavení jmenovky</Czech>
|
||||||
<Portuguese>Usar ajustes de etiquetas de nome</Portuguese>
|
<Portuguese>Usar ajustes de etiquetas de nome</Portuguese>
|
||||||
|
<Hungarian>Névcímkék beállításának használata</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_AlwaysShowAll">
|
<Key ID="STR_ACE_NameTags_AlwaysShowAll">
|
||||||
<English>Always Show All</English>
|
<English>Always Show All</English>
|
||||||
@ -268,6 +286,7 @@
|
|||||||
<German>Immer alle zeigen</German>
|
<German>Immer alle zeigen</German>
|
||||||
<Czech>Vždy zobrazit vše</Czech>
|
<Czech>Vždy zobrazit vše</Czech>
|
||||||
<Portuguese>Sempre mostrar tudo</Portuguese>
|
<Portuguese>Sempre mostrar tudo</Portuguese>
|
||||||
|
<Hungarian>Mindig minden mutatása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_ShowPlayerNames_Desc">
|
<Key ID="STR_ACE_NameTags_ShowPlayerNames_Desc">
|
||||||
<English>Show player names and set their activation. Default: Enabled</English>
|
<English>Show player names and set their activation. Default: Enabled</English>
|
||||||
@ -276,6 +295,7 @@
|
|||||||
<Czech>Zobrazit jména hráčů a nastavit jejich aktivaci. Výchozí: Povoleno</Czech>
|
<Czech>Zobrazit jména hráčů a nastavit jejich aktivaci. Výchozí: Povoleno</Czech>
|
||||||
<German>Erlaubt das Anzeigen von Spielernamen und stellt ein, ob sie standardmäßig aktiviert oder deaktiviert sind. Standard: aktiviert</German>
|
<German>Erlaubt das Anzeigen von Spielernamen und stellt ein, ob sie standardmäßig aktiviert oder deaktiviert sind. Standard: aktiviert</German>
|
||||||
<Portuguese>Mostrar os nomes dos jogadores e definir sua ativação. Padrão: Ativado</Portuguese>
|
<Portuguese>Mostrar os nomes dos jogadores e definir sua ativação. Padrão: Ativado</Portuguese>
|
||||||
|
<Hungarian>Mutassa a játékosok nevét és kezelje az aktivációjukat. Alapértelmezett: Engedélyezve</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_ShowSoundWaves_Desc">
|
<Key ID="STR_ACE_NameTags_ShowSoundWaves_Desc">
|
||||||
<English>Effect of sound waves above the heads of speaking players after holding the PTT key. This option works with TFAR and ACRE2.</English>
|
<English>Effect of sound waves above the heads of speaking players after holding the PTT key. This option works with TFAR and ACRE2.</English>
|
||||||
@ -284,6 +304,7 @@
|
|||||||
<Czech>Efekt zvukových vln nad hlavami hráčů když mluví skrz PTT klávesu. Tato volba funguje s TFAR a ACRE2.</Czech>
|
<Czech>Efekt zvukových vln nad hlavami hráčů když mluví skrz PTT klávesu. Tato volba funguje s TFAR a ACRE2.</Czech>
|
||||||
<German>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.</German>
|
<German>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.</German>
|
||||||
<Portuguese>Efeito de ondas sonoras acima das cabeças dos jogadores que falam depois mantendo pressionada a tecla PTT. Esta opção funciona com TFAR e ACRE2.</Portuguese>
|
<Portuguese>Efeito de ondas sonoras acima das cabeças dos jogadores que falam depois mantendo pressionada a tecla PTT. Esta opção funciona com TFAR e ACRE2.</Portuguese>
|
||||||
|
<Hungarian>Hanghullám-effekt a beszélő játékosok feje felett a PTT-gomb lenyomásakor. Ez a beállítás TFAR és ACRE2 alatt működik.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_TagSize_Name">
|
<Key ID="STR_ACE_NameTags_TagSize_Name">
|
||||||
<English>Nametags Size</English>
|
<English>Nametags Size</English>
|
||||||
@ -292,6 +313,7 @@
|
|||||||
<Czech>Velikost jmenovky</Czech>
|
<Czech>Velikost jmenovky</Czech>
|
||||||
<German>Namensschildgröße</German>
|
<German>Namensschildgröße</German>
|
||||||
<Portuguese>Tamanho das etiquetas de nome</Portuguese>
|
<Portuguese>Tamanho das etiquetas de nome</Portuguese>
|
||||||
|
<Hungarian>Névcímkék mérete</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_NameTags_TagSize_Description">
|
<Key ID="STR_ACE_NameTags_TagSize_Description">
|
||||||
<English>Text and Icon Size Scaling</English>
|
<English>Text and Icon Size Scaling</English>
|
||||||
@ -300,6 +322,7 @@
|
|||||||
<Czech>Velikost textu a ikon</Czech>
|
<Czech>Velikost textu a ikon</Czech>
|
||||||
<German>Text- und Symbolgrößen</German>
|
<German>Text- und Symbolgrößen</German>
|
||||||
<Portuguese>Escala de tamanho dos ícones e textos</Portuguese>
|
<Portuguese>Escala de tamanho dos ícones e textos</Portuguese>
|
||||||
|
<Hungarian>Szöveg és ikon méretének skálázása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -3,16 +3,22 @@
|
|||||||
|
|
||||||
if (!hasInterface) exitWith {};
|
if (!hasInterface) exitWith {};
|
||||||
|
|
||||||
|
GVAR(camera) = objNull;
|
||||||
|
|
||||||
0 = 0 spawn {
|
0 = 0 spawn {
|
||||||
waituntil {!isNull ACE_player};
|
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
|
// 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) camSetFov 0.7;
|
||||||
GVAR(camera) camSetTarget ACE_player;
|
GVAR(camera) camSetTarget ACE_player;
|
||||||
GVAR(camera) camCommit 1;
|
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"];
|
GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"];
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -23,18 +29,19 @@ if (!hasInterface) exitWith {};
|
|||||||
};
|
};
|
||||||
}] call EFUNC(common,addEventHandler);
|
}] 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", {
|
["activeCameraChanged", {
|
||||||
if !(_this select 1) then {
|
if !(_this select 1) then {
|
||||||
deleteVehicle GVAR(camera);
|
GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
|
||||||
|
camDestroy GVAR(camera);
|
||||||
|
|
||||||
// PiP technique by BadBenson
|
// 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) camSetFov 0.7;
|
||||||
GVAR(camera) camSetTarget ACE_player;
|
GVAR(camera) camSetTarget ACE_player;
|
||||||
GVAR(camera) camCommit 1;
|
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"];
|
GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"];
|
||||||
};
|
};
|
||||||
}] call EFUNC(common,addEventHandler);
|
}] call EFUNC(common,addEventHandler);
|
||||||
|
@ -22,8 +22,8 @@ _optic = (primaryWeaponItems ACE_player) select 2;
|
|||||||
_isPIP = (getText (configFile >> "CfgWeapons" >> _optic >> "ItemInfo" >> "modelOptics")) == QUOTE(PATHTOF(models\ace_optics_pip.p3d));
|
_isPIP = (getText (configFile >> "CfgWeapons" >> _optic >> "ItemInfo" >> "modelOptics")) == QUOTE(PATHTOF(models\ace_optics_pip.p3d));
|
||||||
|
|
||||||
if (_isPIP) then {
|
if (_isPIP) then {
|
||||||
GVAR(camera) setposATL positioncameratoworld [0,0,0.4];
|
GVAR(camera) setPosATL positionCameraToWorld [0,0,0.4];
|
||||||
GVAR(camera) camPrepareTarget positioncameratoworld [0,0,50];
|
GVAR(camera) camPrepareTarget positionCameraToWorld [0,0,50];
|
||||||
GVAR(camera) camCommitPrepared 0;
|
GVAR(camera) camCommitPrepared 0;
|
||||||
|
|
||||||
// @todo, check if that needs to be done at all
|
// @todo, check if that needs to be done at all
|
||||||
|
@ -224,6 +224,7 @@
|
|||||||
<German>Erlaube Config-Export [ACE]</German>
|
<German>Erlaube Config-Export [ACE]</German>
|
||||||
<Czech>Povolit export natavení [ACE]</Czech>
|
<Czech>Povolit export natavení [ACE]</Czech>
|
||||||
<Portuguese>[ACE] Permitir exportação de configurações</Portuguese>
|
<Portuguese>[ACE] Permitir exportação de configurações</Portuguese>
|
||||||
|
<Hungarian>Konfiguráció-exportálás engedélyezése [ACE]</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_AllowConfigExport_allowconfigurationExport_DisplayName">
|
<Key ID="STR_ACE_OptionsMenu_AllowConfigExport_allowconfigurationExport_DisplayName">
|
||||||
<English>Allow</English>
|
<English>Allow</English>
|
||||||
@ -232,6 +233,7 @@
|
|||||||
<German>Erlaube</German>
|
<German>Erlaube</German>
|
||||||
<Czech>Povolit</Czech>
|
<Czech>Povolit</Czech>
|
||||||
<Portuguese>Permitir</Portuguese>
|
<Portuguese>Permitir</Portuguese>
|
||||||
|
<Hungarian>Engedélyezés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_AllowConfigExport_allowconfigurationExport_Description">
|
<Key ID="STR_ACE_OptionsMenu_AllowConfigExport_allowconfigurationExport_Description">
|
||||||
<English>Allow export of all settings to a server config formatted.</English>
|
<English>Allow export of all settings to a server config formatted.</English>
|
||||||
@ -240,6 +242,7 @@
|
|||||||
<German>Erlaube alle Einstellungen in einer Server-Config zu exportieren.</German>
|
<German>Erlaube alle Einstellungen in einer Server-Config zu exportieren.</German>
|
||||||
<Czech>Povolit exportovat všechna nastavení do formátu server configu.</Czech>
|
<Czech>Povolit exportovat všechna nastavení do formátu server configu.</Czech>
|
||||||
<Portuguese>Permitir exportação de todas as configurações para uma configuração formatada de servidor.</Portuguese>
|
<Portuguese>Permitir exportação de todas as configurações para uma configuração formatada de servidor.</Portuguese>
|
||||||
|
<Hungarian>Az összes beállítás szerver-konfigurációba való exportálásának engedélyezése.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_AllowConfigExport_Module_Description">
|
<Key ID="STR_ACE_OptionsMenu_AllowConfigExport_Module_Description">
|
||||||
<English>When allowed, you have access to the settings modification and export in SP. Clicking export will place the formated config on your clipboard.</English>
|
<English>When allowed, you have access to the settings modification and export in SP. Clicking export will place the formated config on your clipboard.</English>
|
||||||
@ -248,6 +251,7 @@
|
|||||||
<German>Wenn erlaubt, können die Einstellungsmodifikationen angezeigt und im SP exportiert werden. Wenn auf "Exportieren" geklickt wird, wird eine formatierte Config-Datei in der Zwischenablage abgespeichert.</German>
|
<German>Wenn erlaubt, können die Einstellungsmodifikationen angezeigt und im SP exportiert werden. Wenn auf "Exportieren" geklickt wird, wird eine formatierte Config-Datei in der Zwischenablage abgespeichert.</German>
|
||||||
<Czech>Pokud je povoleno, budete mít přístup k modifikaci nastavení a exportování v SP. Kliknutím na export umístníte formátovaný config do vaší schránky.</Czech>
|
<Czech>Pokud je povoleno, budete mít přístup k modifikaci nastavení a exportování v SP. Kliknutím na export umístníte formátovaný config do vaší schránky.</Czech>
|
||||||
<Portuguese>Quando permitido, você tem acesso à modificação de definições e exportação em SP. Clicando em exportação colocará a configuração formatada em sua área de transferência.</Portuguese>
|
<Portuguese>Quando permitido, você tem acesso à modificação de definições e exportação em SP. Clicando em exportação colocará a configuração formatada em sua área de transferência.</Portuguese>
|
||||||
|
<Hungarian>Engedélyezéskor hozzáférést kapsz a beállítások módosításához és exportálásához egyjátékos módban. Exportáláskor a formázott konfiguráció a vágólapra kerül.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_Hide">
|
<Key ID="STR_ACE_OptionsMenu_Hide">
|
||||||
<English>Hide</English>
|
<English>Hide</English>
|
||||||
@ -256,6 +260,7 @@
|
|||||||
<German>Verstecken</German>
|
<German>Verstecken</German>
|
||||||
<Czech>Skrýt</Czech>
|
<Czech>Skrýt</Czech>
|
||||||
<Portuguese>Ocultar</Portuguese>
|
<Portuguese>Ocultar</Portuguese>
|
||||||
|
<Hungarian>Elrejtés</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_TopRightDown">
|
<Key ID="STR_ACE_OptionsMenu_TopRightDown">
|
||||||
<English>Top right, downwards</English>
|
<English>Top right, downwards</English>
|
||||||
@ -264,6 +269,7 @@
|
|||||||
<German>Open rechts, nach unten</German>
|
<German>Open rechts, nach unten</German>
|
||||||
<Czech>Vpravo nahoře, dolů</Czech>
|
<Czech>Vpravo nahoře, dolů</Czech>
|
||||||
<Portuguese>Superior direito, para baixo</Portuguese>
|
<Portuguese>Superior direito, para baixo</Portuguese>
|
||||||
|
<Hungarian>Jobb felül, lefele</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_TopRightLeft">
|
<Key ID="STR_ACE_OptionsMenu_TopRightLeft">
|
||||||
<English>Top right, to the left</English>
|
<English>Top right, to the left</English>
|
||||||
@ -272,6 +278,7 @@
|
|||||||
<German>Von rechts nach links</German>
|
<German>Von rechts nach links</German>
|
||||||
<Czech>Vpravo nahoře, do leva</Czech>
|
<Czech>Vpravo nahoře, do leva</Czech>
|
||||||
<Portuguese>Superior direito, à esquerda</Portuguese>
|
<Portuguese>Superior direito, à esquerda</Portuguese>
|
||||||
|
<Hungarian>Jobb felül, balra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_TopLeftDown">
|
<Key ID="STR_ACE_OptionsMenu_TopLeftDown">
|
||||||
<English>Top left, downwards</English>
|
<English>Top left, downwards</English>
|
||||||
@ -280,6 +287,7 @@
|
|||||||
<German>Von links, nach unten</German>
|
<German>Von links, nach unten</German>
|
||||||
<Czech>Vlevo nahoře, dolů</Czech>
|
<Czech>Vlevo nahoře, dolů</Czech>
|
||||||
<Portuguese>Superior esquerdo, para baixo</Portuguese>
|
<Portuguese>Superior esquerdo, para baixo</Portuguese>
|
||||||
|
<Hungarian>Bal felül, lefele</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_TopLeftRight">
|
<Key ID="STR_ACE_OptionsMenu_TopLeftRight">
|
||||||
<English>Top left, to the right</English>
|
<English>Top left, to the right</English>
|
||||||
@ -288,6 +296,7 @@
|
|||||||
<German>Oben links nach rechts</German>
|
<German>Oben links nach rechts</German>
|
||||||
<Czech>Vlevo nahoře, do prava</Czech>
|
<Czech>Vlevo nahoře, do prava</Czech>
|
||||||
<Portuguese>Superior esquerdo, para a direita</Portuguese>
|
<Portuguese>Superior esquerdo, para a direita</Portuguese>
|
||||||
|
<Hungarian>Bal felül, jobbra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_Top">
|
<Key ID="STR_ACE_OptionsMenu_Top">
|
||||||
<English>Top</English>
|
<English>Top</English>
|
||||||
@ -296,6 +305,7 @@
|
|||||||
<German>Oben</German>
|
<German>Oben</German>
|
||||||
<Czech>Nahoře</Czech>
|
<Czech>Nahoře</Czech>
|
||||||
<Portuguese>Acima</Portuguese>
|
<Portuguese>Acima</Portuguese>
|
||||||
|
<Hungarian>Fent</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_Bottom">
|
<Key ID="STR_ACE_OptionsMenu_Bottom">
|
||||||
<English>Bottom</English>
|
<English>Bottom</English>
|
||||||
@ -304,6 +314,7 @@
|
|||||||
<German>Unten</German>
|
<German>Unten</German>
|
||||||
<Czech>Dole</Czech>
|
<Czech>Dole</Czech>
|
||||||
<Portuguese>Abaixo</Portuguese>
|
<Portuguese>Abaixo</Portuguese>
|
||||||
|
<Hungarian>Alul</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_DumpDebug">
|
<Key ID="STR_ACE_OptionsMenu_DumpDebug">
|
||||||
<English>Debug To Clipboard</English>
|
<English>Debug To Clipboard</English>
|
||||||
@ -312,6 +323,7 @@
|
|||||||
<Czech>Debug do schránky</Czech>
|
<Czech>Debug do schránky</Czech>
|
||||||
<German>Debug in die Zwischenablage</German>
|
<German>Debug in die Zwischenablage</German>
|
||||||
<Portuguese>Depuração para área de transferência</Portuguese>
|
<Portuguese>Depuração para área de transferência</Portuguese>
|
||||||
|
<Hungarian>Debug a vágólapra</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_DumpDebugTooltip">
|
<Key ID="STR_ACE_OptionsMenu_DumpDebugTooltip">
|
||||||
<English>Sends debug information to RPT and clipboard.</English>
|
<English>Sends debug information to RPT and clipboard.</English>
|
||||||
@ -320,14 +332,17 @@
|
|||||||
<Czech>Pošle debug informace do RPT a schránky.</Czech>
|
<Czech>Pošle debug informace do RPT a schránky.</Czech>
|
||||||
<German>Protokolliert Debug-Informationen im RPT und speichert sie in der Zwischenablage.</German>
|
<German>Protokolliert Debug-Informationen im RPT und speichert sie in der Zwischenablage.</German>
|
||||||
<Portuguese>Envia informação de depuração para RPT e área de transferência.</Portuguese>
|
<Portuguese>Envia informação de depuração para RPT e área de transferência.</Portuguese>
|
||||||
|
<Hungarian>Debug információt küld az RPT-be és a vágólapra.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_headBugFix">
|
<Key ID="STR_ACE_OptionsMenu_headBugFix">
|
||||||
<English>Headbug Fix</English>
|
<English>Headbug Fix</English>
|
||||||
<Polish>Fix Headbug</Polish>
|
<Polish>Fix Headbug</Polish>
|
||||||
|
<Hungarian>"Fejhiba" fix</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_headBugFixTooltip">
|
<Key ID="STR_ACE_OptionsMenu_headBugFixTooltip">
|
||||||
<English>Resets your animation state.</English>
|
<English>Resets your animation state.</English>
|
||||||
<Polish>Resetuje aktualną animację.</Polish>
|
<Polish>Resetuje aktualną animację.</Polish>
|
||||||
|
<Hungarian>Visszaállítja az animációs állapotodat.</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_aceNews">
|
<Key ID="STR_ACE_OptionsMenu_aceNews">
|
||||||
<English>ACE News</English>
|
<English>ACE News</English>
|
||||||
@ -336,6 +351,7 @@
|
|||||||
<Portuguese>Notícias do ACE</Portuguese>
|
<Portuguese>Notícias do ACE</Portuguese>
|
||||||
<Polish>Wiadomości ACE</Polish>
|
<Polish>Wiadomości ACE</Polish>
|
||||||
<Czech>ACE Novinky</Czech>
|
<Czech>ACE Novinky</Czech>
|
||||||
|
<Hungarian>ACE hírek</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_showNewsOnMainMenu_name">
|
<Key ID="STR_ACE_OptionsMenu_showNewsOnMainMenu_name">
|
||||||
<English>Show News on Main Menu</English>
|
<English>Show News on Main Menu</English>
|
||||||
@ -344,6 +360,7 @@
|
|||||||
<Portuguese>Mostrar notícias no menu principal</Portuguese>
|
<Portuguese>Mostrar notícias no menu principal</Portuguese>
|
||||||
<Polish>Pokazuj wiadomości ACE w menu głównym</Polish>
|
<Polish>Pokazuj wiadomości ACE w menu głównym</Polish>
|
||||||
<Czech>Zobrazit novinky v hlavním menu</Czech>
|
<Czech>Zobrazit novinky v hlavním menu</Czech>
|
||||||
|
<Hungarian>Hírek mutatása a főmenüben</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_OptionsMenu_category_all">
|
<Key ID="STR_ACE_OptionsMenu_category_all">
|
||||||
<English>All Categories</English>
|
<English>All Categories</English>
|
||||||
@ -354,4 +371,4 @@
|
|||||||
<Polish>Logistyka</Polish>
|
<Polish>Logistyka</Polish>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -9,7 +9,7 @@ class CfgWeapons {
|
|||||||
picture = QUOTE(PATHTOF(UI\spare_barrel_ca.paa));
|
picture = QUOTE(PATHTOF(UI\spare_barrel_ca.paa));
|
||||||
scope = 2;
|
scope = 2;
|
||||||
class ItemInfo: InventoryItem_Base_F {
|
class ItemInfo: InventoryItem_Base_F {
|
||||||
mass = 50;
|
mass = 30;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -53,11 +53,13 @@
|
|||||||
<English>Cut Parachute</English>
|
<English>Cut Parachute</English>
|
||||||
<German>Fallschirm abschneiden</German>
|
<German>Fallschirm abschneiden</German>
|
||||||
<Polish>Odetnij spadochron</Polish>
|
<Polish>Odetnij spadochron</Polish>
|
||||||
|
<Hungarian>Ejtőernyő elvágása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Parachute_ReserveParachute">
|
<Key ID="STR_ACE_Parachute_ReserveParachute">
|
||||||
<English>Reserve Parachute</English>
|
<English>Reserve Parachute</English>
|
||||||
<German>Reserve Fallschirm</German>
|
<German>Reserve Fallschirm</German>
|
||||||
<Polish>Spadochron awaryjny</Polish>
|
<Polish>Spadochron awaryjny</Polish>
|
||||||
|
<Hungarian>Tartalék ejtőernyő</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -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;
|
|
||||||
};
|
|
||||||
};*/
|
|
||||||
};
|
|
@ -9,6 +9,7 @@
|
|||||||
<German>Entfernungsspinne</German>
|
<German>Entfernungsspinne</German>
|
||||||
<Portuguese>Tabela de distâncias</Portuguese>
|
<Portuguese>Tabela de distâncias</Portuguese>
|
||||||
<French>Table de tir</French>
|
<French>Table de tir</French>
|
||||||
|
<Hungarian>Távolsági kártya</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_RangeCard_Description">
|
<Key ID="STR_ACE_RangeCard_Description">
|
||||||
<English>50 METER increments -- MRAD/MRAD (reticle/turrets)</English>
|
<English>50 METER increments -- MRAD/MRAD (reticle/turrets)</English>
|
||||||
@ -18,6 +19,7 @@
|
|||||||
<German>50-Meter-Schritte MRAD/MRAD (Fadenkreuz/Geschützturm)</German>
|
<German>50-Meter-Schritte MRAD/MRAD (Fadenkreuz/Geschützturm)</German>
|
||||||
<Portuguese>Incrementos de 50 METROS - MRAD/MRAD (retícula/torres)</Portuguese>
|
<Portuguese>Incrementos de 50 METROS - MRAD/MRAD (retícula/torres)</Portuguese>
|
||||||
<French>Intervalle 50 mètres -- millième/millième (réticule/tambours)</French>
|
<French>Intervalle 50 mètres -- millième/millième (réticule/tambours)</French>
|
||||||
|
<Hungarian>50 MÉTERES lépések - MRAD/MRAD (célzó/lövegek)</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_RangeCard_OpenRangeCard">
|
<Key ID="STR_ACE_RangeCard_OpenRangeCard">
|
||||||
<English>Open Range Card</English>
|
<English>Open Range Card</English>
|
||||||
@ -27,6 +29,7 @@
|
|||||||
<German>Öffne Entfernungsspinne</German>
|
<German>Öffne Entfernungsspinne</German>
|
||||||
<Portuguese>Abrir tabela de distâncias</Portuguese>
|
<Portuguese>Abrir tabela de distâncias</Portuguese>
|
||||||
<French>Afficher table de tir</French>
|
<French>Afficher table de tir</French>
|
||||||
|
<Hungarian>Távolsági kártya kinyitása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_RangeCard_OpenRangeCardCopy">
|
<Key ID="STR_ACE_RangeCard_OpenRangeCardCopy">
|
||||||
<English>Open Range Card Copy</English>
|
<English>Open Range Card Copy</English>
|
||||||
@ -36,6 +39,7 @@
|
|||||||
<German>Öffne Kopie der Entfernungsspinne</German>
|
<German>Öffne Kopie der Entfernungsspinne</German>
|
||||||
<Portuguese>Abrir cópia da tabela de distâncias</Portuguese>
|
<Portuguese>Abrir cópia da tabela de distâncias</Portuguese>
|
||||||
<French>Afficher table de tir copiée</French>
|
<French>Afficher table de tir copiée</French>
|
||||||
|
<Hungarian>Távolsági kártya-másolat kinyitása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_RangeCard_RangeCardDialogKey">
|
<Key ID="STR_ACE_RangeCard_RangeCardDialogKey">
|
||||||
<English>Open Range Card</English>
|
<English>Open Range Card</English>
|
||||||
@ -45,6 +49,7 @@
|
|||||||
<German>Öffne Entfernungsspinne</German>
|
<German>Öffne Entfernungsspinne</German>
|
||||||
<Portuguese>Abrir tabela de distäncias</Portuguese>
|
<Portuguese>Abrir tabela de distäncias</Portuguese>
|
||||||
<French>Afficher table de tir</French>
|
<French>Afficher table de tir</French>
|
||||||
|
<Hungarian>Távolsági kártya kinyitása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_RangeCard_RangeCardCopyDialogKey">
|
<Key ID="STR_ACE_RangeCard_RangeCardCopyDialogKey">
|
||||||
<English>Open Range Card Copy</English>
|
<English>Open Range Card Copy</English>
|
||||||
@ -54,6 +59,7 @@
|
|||||||
<German>Öffne Kopie der Entfernungsspinne</German>
|
<German>Öffne Kopie der Entfernungsspinne</German>
|
||||||
<Portuguese>Abrir cópia da tabela de distâncias</Portuguese>
|
<Portuguese>Abrir cópia da tabela de distâncias</Portuguese>
|
||||||
<French>Afficher table de tir copiée</French>
|
<French>Afficher table de tir copiée</French>
|
||||||
|
<Hungarian>Távolsági kártya-másolat kinyitása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_RangeCard_CopyRangeCard">
|
<Key ID="STR_ACE_RangeCard_CopyRangeCard">
|
||||||
<English>Copy Range Card</English>
|
<English>Copy Range Card</English>
|
||||||
@ -63,6 +69,7 @@
|
|||||||
<German>Kopiere Entfernungsspinne</German>
|
<German>Kopiere Entfernungsspinne</German>
|
||||||
<Portuguese>Copiar tabela de distäncias</Portuguese>
|
<Portuguese>Copiar tabela de distäncias</Portuguese>
|
||||||
<French>Copier table de tir</French>
|
<French>Copier table de tir</French>
|
||||||
|
<Hungarian>Távolsági kártya másolása</Hungarian>
|
||||||
</Key>
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
@ -10,6 +10,7 @@
|
|||||||
priority = 2; \
|
priority = 2; \
|
||||||
icon = "\A3\ui_f\data\igui\cfg\actions\repair_ca.paa"; \
|
icon = "\A3\ui_f\data\igui\cfg\actions\repair_ca.paa"; \
|
||||||
distance = 4; \
|
distance = 4; \
|
||||||
|
exceptions[] = {"isNotOnLadder"}; \
|
||||||
}; \
|
}; \
|
||||||
}; \
|
}; \
|
||||||
};
|
};
|
||||||
|
@ -30,7 +30,7 @@ if (typeName _wheel == "OBJECT") then {
|
|||||||
_wheel = objNull;
|
_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;
|
_wheel = _x;
|
||||||
};
|
};
|
||||||
} forEach nearestObjects [_unit, ["ACE_Track"], 5];
|
} forEach nearestObjects [_unit, ["ACE_Track"], 5];
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user