Merge branch 'master' of https://github.com/acemod/ACE3 into BackBlastEnhanced

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jokoho48 2015-08-30 07:49:55 +02:00
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@ -1,4 +1,4 @@
# ACE 3 CONTRIBUTOR LIST
# ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com
#
@ -14,6 +14,7 @@ Garth "L-H" de Wet <garthofhearts@gmail.com>
Giallustio
Glowbal
Janus
jokoho482 <jokoho482@gmail.com>`
Kieran
NouberNou
PabstMirror <pabstmirror@gmail.com>
@ -37,8 +38,9 @@ Aleksey EpMAK Yermakov <epmak777@gmail.com>
Alganthe <alganthe@live.fr>
Anthariel <Contact@storm-simulation.com>
Asgar Serran <piechottaf@web.de>
Bamse <bamsis@gmail.com>
Bla1337
BlackPixxel
BlackPixxel <blackpixxel96@gmail.com>
BlackQwar
Brakoviejo
Brisse <brisse@outlook.com>
@ -49,8 +51,10 @@ Coren <coren4@gmail.com>
Crusty
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
Dimaslg <dimaslg@telecable.es>
Drill <drill87@gmail.com>
eRazeri
evromalarkey <evromalarkey@gmail.com>
F3 Project <alanr@ferstaberinde.com>
Falke75
Ferenczi
Ferenzi
@ -66,8 +70,9 @@ Hamburger SV
Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com>
Hawkins
jokoho482 <jokoho482@gmail.com>`
Head <brobergsebastian@gmail.com>
Jonpas <jonpas33@gmail.com>
Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com>
Kllrt <kllrtik@gmail.com>
legman <juicemelon@msn.com>
@ -77,11 +82,13 @@ Macusercom <macusercom@gmail.com>
MarcBook
meat <p.humberdroz@gmail.com>
Michail Nikolaev
MikeMatrix <m.braun92@gmail.com>
nic547 <nic547@outlook.com>
nikolauska <nikolauska1@gmail.com>
nomisum <nomisum@gmail.com>
OnkelDisMaster <onkeldismaster@gmail.com>
oscarmolinadev
PaxJaromeMalues <seemax1991@gmail.com>
pokertour
Professor <lukas.trneny@wo.cz>
rakowozz

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<p align="center">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg"
height="112">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.1.1-blue.svg"
alt="ACE version">
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.1.1/ace3_3.1.1.zip">
<img src="http://img.shields.io/badge/Download-51.7_MB-green.svg"
alt="ACE download">
<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">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues"
alt="ACE issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 Issues">
</a>
<a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg"
alt="BIF thread">
<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">
</a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg"
alt="ACE license">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 License">
</a>
</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.
The project is entirely **open-source** and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE by simply excluding any components they don't need, or those possibly in conflict with other add-ons. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
### Core features
* Brand new 3D interaction/action system
* Performance and reliability framework
* Focus on modularity and customization
* New flexible client and server settings & configuration
* Improved medical system with various levels (basic/advanced) focus on gameplay/realism
* Proper & consistent network-synced weather
* Wind and weather-based ballistics
* Captivity system
* Explosives system, including different trigger types
* Map screen improvements marker placement and map tools
* Advanced missile guidance and laser designation
- Brand new 3D interaction/action system
- Performance and reliability framework
- Focus on modularity and customization
- New flexible client and server settings & configuration
- Improved medical system with various levels (basic/advanced) focus on gameplay/realism
- Proper & consistent network-synced weather
- Wind and weather-based ballistics
- Captivity system
- Explosives system, including different trigger types
- Map screen improvements marker placement and map tools
- Advanced missile guidance and laser designation
#### Additional features
* Carrying and dragging
* Realistic names for vehicles and weapons
* A fire control system (FCS) for armored vehicles and helicopters
* Realistic ballistics/FCS calculated in C/C++ extensions
* Backblast area and overpressure simulation
* Disposable launchers
* Realistic G-forces
* Vehicle locking
* Realistic night and thermal vision modes
* Magazine repacking
* Realistic weapon overheating mechanic
* Combat deafness (temporary loss of hearing) simulation
* Improved ragdoll physics
* Improved interactions for AARs and ammo bearers
* Adjustable sniper scopes
* No idle animation with lowered weapon
* No talking player avatar
* Jumping over obstacles, climbing over walls and cutting down fences
* Vector, MicroDAGR and Kestrel devices<br>
- Carrying and dragging
- Realistic names for vehicles and weapons
- A fire control system (FCS) for armored vehicles and helicopters
- Realistic ballistics/FCS calculated in C/C++ extensions
- Backblast area and overpressure simulation
- Disposable launchers
- Realistic G-forces
- Vehicle locking
- Realistic night and thermal vision modes
- Magazine repacking
- Realistic weapon overheating mechanic
- Combat deafness (temporary loss of hearing) simulation
- Improved ragdoll physics
- Improved interactions for AARs and ammo bearers
- Adjustable sniper scopes
- No idle animation with lowered weapon
- No talking player avatar
- Jumping over obstacles, climbing over walls and cutting down fences
- Vector, MicroDAGR and Kestrel devices<br>
***and much more...***
### Guides & how-tos
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
* [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
- [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
#### Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also:
* [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
* [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
- [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
- [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testing & building
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
* [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE for testing purposes.
- [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.

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@ -1,31 +1,31 @@
class ACE_Settings {
class GVAR(enabled) {
displayName = "Advanced Ballistics";
description = "Enables advanced ballistics";
displayName = CSTRING(enabled_DisplayName);
description = CSTRING(enabled_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(simulateForSnipers) {
displayName = "Enabled For Snipers";
description = "Enables advanced ballistics for non local snipers (when using high power optics)";
displayName = CSTRING(simulateForSnipers_DisplayName);
description = CSTRING(simulateForSnipers_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(simulateForGroupMembers) {
displayName = "Enabled For Group Members";
description = "Enables advanced ballistics for non local group members";
displayName = CSTRING(simulateForGroupMembers_DisplayName);
description = CSTRING(simulateForGroupMembers_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(simulateForEveryone) {
displayName = "Enabled For Everyone";
description = "Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)";
displayName = CSTRING(simulateForEveryone_DisplayName);
description = CSTRING(simulateForEveryone_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(disabledInFullAutoMode) {
displayName = "Disabled In FullAuto Mode";
description = "Disables advanced ballistics during full auto fire";
displayName = CSTRING(disabledInFullAutoMod_DisplayName);
description = CSTRING(disabledInFullAutoMod_Description);
typeName = "BOOL";
value = 0;
};
@ -38,32 +38,32 @@ class ACE_Settings {
};
*/
class GVAR(ammoTemperatureEnabled) {
displayName = "Enable Ammo Temperature Simulation";
description = "Muzzle velocity varies with ammo temperature";
displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
description = CSTRING(ammoTemperatureEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(barrelLengthInfluenceEnabled) {
displayName = "Enable Barrel Length Simulation";
description = "Muzzle velocity varies with barrel length";
displayName = CSTRING(barrelLengthInfluenceEnabled_DisplayName);
description = CSTRING(barrelLengthInfluenceEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(bulletTraceEnabled) {
displayName = "Enable Bullet Trace Effect";
description = "Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)";
displayName = CSTRING(bulletTraceEnabled_DisplayName);
description = CSTRING(bulletTraceEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(simulationInterval) {
displayName = "Simulation Interval";
description = "Defines the interval between every calculation step";
displayName = CSTRING(simulationInterval_DisplayName);
description = CSTRING(simulationInterval_Description);
typeName = "SCALAR";
value = 0.0;
};
class GVAR(simulationRadius) {
displayName = "Simulation Radius";
description = "Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles";
displayName = CSTRING(simulationRadius_DisplayName);
description = CSTRING(simulationRadius_Description);
typeName = "SCALAR";
value = 3000;
};

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@ -3,8 +3,9 @@ ace_advanced_ballistics
The Advanced Ballistics module introduces advanced external- and internal ballistics to the game.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [Ruthberg] (http://github.com/Ulteq)
- [Ruthberg](http://github.com/Ulteq)

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@ -6,9 +6,8 @@ GVAR(currentbulletID) = -1;
GVAR(Protractor) = false;
GVAR(ProtractorStart) = ACE_time;
GVAR(allBullets) = [];
GVAR(currentGrid) = 0;
GVAR(initMessageEnabled) = false;
GVAR(extensionAvailable) = true;
/* @TODO: Remove this until versioning is in sync with cmake/build versioning

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@ -13,5 +13,5 @@ PREP(initializeTerrainExtension);
PREP(initModuleSettings);
PREP(readAmmoDataFromConfig);
PREP(readWeaponDataFromConfig);
PREP(handleFirePFH);
ADDON = true;

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@ -8,29 +8,29 @@
* 1: temperature - degrees celcius <NUMBER>
*
* Return Value:
* 0: muzzle velocity shift - m/s <NUMBER>
* muzzle velocity shift - m/s <NUMBER>
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_muzzleVelocityShiftTable", "_temperature", "_muzzleVelocityShift", "_temperatureIndexA", "_temperatureIndexB", "_temperatureRatio"];
_muzzleVelocityShiftTable = _this select 0;
_temperature = _this select 1;
private ["_muzzleVelocityShiftTableUpperLimit", "_temperatureIndexFunction",
"_temperatureIndexA", "_temperatureIndexB", "_interpolationRatio"];
params["_muzzleVelocityShiftTable", "_temperature"];
if (count _muzzleVelocityShiftTable != 11) exitWith { 0 };
// Check if muzzleVelocityShiftTable is Larger Than 11 Entrys
_muzzleVelocityShiftTableUpperLimit = _muzzleVelocityShiftTable select 10;
if (isNil "_muzzleVelocityShiftTableUpperLimit") exitWith { 0 };
_temperatureIndexA = floor((_temperature + 15) / 5);
_temperatureIndexA = 0 max _temperatureIndexA;
_temperatureIndexA = _temperatureIndexA min 10;
// Find exact data index required for given temperature
_temperatureIndexFunction = (_temperature + 15) / 5;
_temperatureIndexB = ceil((_temperature + 15) / 5);
_temperatureIndexB = 0 max _temperatureIndexB;
_temperatureIndexB = _temperatureIndexB min 10;
// lower and upper data index used for interpolation
_temperatureIndexA = (0 max (floor(_temperatureIndexFunction))) min 10;
_temperatureIndexB = (0 max (ceil(_temperatureIndexFunction))) min 10;
_temperatureRatio = ((_temperature + 15) / 5) - floor((_temperature + 15) / 5);
// Interpolation ratio
_interpolationRatio = _temperatureIndexFunction - floor(_temperatureIndexFunction);
_muzzleVelocityShift = (_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _temperatureRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _temperatureRatio;
_muzzleVelocityShift
// Interpolation
(_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _interpolationRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _interpolationRatio // Return

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@ -17,12 +17,9 @@
*/
#include "script_component.hpp"
private ["_ballisticCoefficient", "_temperature", "_pressure", "_relativeHumidity", "_atmosphereModel", "_airDensity"];
_ballisticCoefficient = _this select 0;
_temperature = _this select 1; // in C
_pressure = _this select 2; // in hPa
_relativeHumidity = _this select 3; // as ratio 0-1
_atmosphereModel = _this select 4; // "ICAO" or "ASM"
private "_airDensity";
params ["_ballisticCoefficient", "_temperature"/*in C*/, "_pressure"/*in hPa*/, "_relativeHumidity"/*as ratio 0-1*/, "_atmosphereModel"/*"ICAO" or "ASM"*/];
_airDensity = [_temperature, _pressure, _relativeHumidity] call EFUNC(weather,calculateAirDensity);

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@ -1,5 +1,5 @@
/*
* Author: Ruthberg
* Author: Ruthberg, MikeMatrix, joko // Jonas
*
* Calculates the muzzle velocity shift caused by different barrel lengths
*
@ -10,46 +10,61 @@
* 3: muzzle velocity - m/s <NUMBER>
*
* Return Value:
* 0: muzzle velocity shift - m/s <NUMBER>
* muzzle velocity shift - m/s <NUMBER>
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity", "_lowerIndex", "_upperIndex", "_barrelLengthRatio", "_muzzleVelocityNew"];
_barrelLength = _this select 0;
_muzzleVelocityTable = _this select 1;
_barrelLengthTable = _this select 2;
_muzzleVelocity = _this select 3;
scopeName "main";
private ["_muzzleVelocityTableCount", "_barrelLengthTableCount", "_lowerDataIndex",
"_upperDataIndex", "_lowerBarrelLength", "_upperBarrelLength", "_lowerMuzzleVelocity",
"_upperMuzzleVelocity", "_interpolationRatio"];
params ["_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity"];
// If barrel length is not defined, then there is no point in calculating muzzle velocity
if (_barrelLength == 0) exitWith { 0 };
if (count _muzzleVelocityTable != count _barrelLengthTable) exitWith { 0 };
if (count _muzzleVelocityTable == 0 || count _barrelLengthTable == 0) exitWith { 0 };
if (count _muzzleVelocityTable == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
_lowerIndex = 0;
_upperIndex = (count _barrelLengthTable) - 1;
_muzzleVelocityTableCount = count _muzzleVelocityTable;
_barrelLengthTableCount = count _barrelLengthTable;
if (_barrelLength <= (_barrelLengthTable select _lowerIndex)) exitWith { (_muzzleVelocityTable select _lowerIndex) - _muzzleVelocity };
if (_barrelLength >= (_barrelLengthTable select _upperIndex)) exitWith { (_muzzleVelocityTable select _upperIndex) - _muzzleVelocity };
// Exit if tables are different sizes, have no elements or have only one element
if (_muzzleVelocityTableCount != _barrelLengthTableCount || _muzzleVelocityTableCount == 0 || _barrelLengthTableCount == 0) exitWith { 0 };
if (_muzzleVelocityTableCount == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
for "_i" from 0 to (count _barrelLengthTable) - 1 do {
if (_barrelLength >= _barrelLengthTable select _i) then {
_lowerIndex = _i;
};
};
for "_i" from (count _barrelLengthTable) - 1 to 0 step -1 do {
if (_barrelLength <= _barrelLengthTable select _i) then {
_upperIndex = _i;
// If we have the precise barrel length value, return result immediately
if (_barrelLength in _barrelLengthTable) exitWith {
(_muzzleVelocityTable select (_barrelLengthTable find _barrelLength)) - _muzzleVelocity
};
// Limit values to lower and upper bound of data we have available
if (_barrelLength <= (_barrelLengthTable select 0)) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
if (_barrelLength >= (_barrelLengthTable select _barrelLengthTableCount - 1)) exitWith { (_muzzleVelocityTable select _barrelLengthTableCount - 1) - _muzzleVelocity };
// Find closest bordering values for barrel length
{
if (_barrelLength <= _x) then {
_upperDataIndex = _forEachIndex;
_lowerDataIndex = _upperDataIndex - 1;
breakTo "main";
};
} forEach _barrelLengthTable;
// Worst case scenario
if (isNil "_lowerDataIndex" || isNil "_upperDataIndex") exitWith {0};
_lowerBarrelLength = _barrelLengthTable select _lowerDataIndex;
_upperBarrelLength = _barrelLengthTable select _upperDataIndex;
_lowerMuzzleVelocity = _muzzleVelocityTable select _lowerDataIndex;
_upperMuzzleVelocity = _muzzleVelocityTable select _upperDataIndex;
// Calculate interpolation ratio
_interpolationRatio = if (abs (_lowerBarrelLength - _upperBarrelLength) > 0) then {
(_upperBarrelLength - _barrelLength) / (_upperBarrelLength - _lowerBarrelLength)
} else {
0
};
_barrelLengthRatio = 0;
if ((_barrelLengthTable select _upperIndex) - (_barrelLengthTable select _lowerIndex) > 0) then {
_barrelLengthRatio = ((_barrelLengthTable select _upperIndex) - _barrelLength) / ((_barrelLengthTable select _upperIndex) - (_barrelLengthTable select _lowerIndex));
};
_muzzleVelocityNew = (_muzzleVelocityTable select _lowerIndex) + ((_muzzleVelocityTable select _upperIndex) - (_muzzleVelocityTable select _lowerIndex)) * (1 - _barrelLengthRatio);
_muzzleVelocityNew - _muzzleVelocity
// Calculate interpolated muzzle velocity shift
(_lowerMuzzleVelocity + ((_upperMuzzleVelocity - _lowerMuzzleVelocity) * (1 - _interpolationRatio))) - _muzzleVelocity // Return

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@ -4,142 +4,129 @@
* Calculates the retardation of the bullet
*
* Arguments:
* 0: drag model - 1-7 <integer>
* 0: drag model - integer 1-7 <NUMBER>
* 1: drag coefficient - bc <NUMBER>
* 2: velocity - m/s <NUMBER>
*
* Return Value:
* 0: retardation - m/(s^2) <NUMBER>
* retardation - m/(s^2) <NUMBER>
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
// Source: GNU Exterior Ballistics
private ["_dragModel", "_dragCoefficient", "_velocity", "_A", "_M", "_result"];
_dragModel = _this select 0;
_dragCoefficient = _this select 1;
_velocity = (_this select 2) * 3.2808399;
_A = -1;
_M = -1;
_result = 0;
private ["_A", "_M"];
params ["_dragModel", "_dragCoefficient", "_velocity"];
_velocity = _velocity * 3.2808399;
switch _dragModel do {
case 1:
{
switch true do {
case (_velocity > 4230) : { _A = 0.0001477404177730177; _M = 1.9565; };
case (_velocity > 3680) : { _A = 0.0001920339268755614; _M = 1.925 ; };
case (_velocity > 3450) : { _A = 0.0002894751026819746; _M = 1.875 ; };
case (_velocity > 3295) : { _A = 0.0004349905111115636; _M = 1.825 ; };
case (_velocity > 3130) : { _A = 0.0006520421871892662; _M = 1.775 ; };
case (_velocity > 2960) : { _A = 0.0009748073694078696; _M = 1.725 ; };
case (_velocity > 2830) : { _A = 0.001453721560187286; _M = 1.675 ; };
case (_velocity > 2680) : { _A = 0.002162887202930376; _M = 1.625 ; };
case (_velocity > 2460) : { _A = 0.003209559783129881; _M = 1.575 ; };
case (_velocity > 2225) : { _A = 0.003904368218691249; _M = 1.55 ; };
case (_velocity > 2015) : { _A = 0.003222942271262336; _M = 1.575 ; };
case (_velocity > 1890) : { _A = 0.002203329542297809; _M = 1.625 ; };
case (_velocity > 1810) : { _A = 0.001511001028891904; _M = 1.675 ; };
case (_velocity > 1730) : { _A = 0.0008609957592468259; _M = 1.75 ; };
case (_velocity > 1595) : { _A = 0.0004086146797305117; _M = 1.85 ; };
case (_velocity > 1520) : { _A = 0.0001954473210037398; _M = 1.95 ; };
case (_velocity > 1420) : { _A = 0.00005431896266462351; _M = 2.125 ; };
case (_velocity > 1360) : { _A = 0.000008847742581674416; _M = 2.375 ; };
case (_velocity > 1315) : { _A = 0.000001456922328720298; _M = 2.625 ; };
case (_velocity > 1280) : { _A = 0.0000002419485191895565; _M = 2.875 ; };
case (_velocity > 1220) : { _A = 0.00000001657956321067612; _M = 3.25 ; };
case (_velocity > 1185) : { _A = 0.0000000004745469537157371; _M = 3.75 ; };
case (_velocity > 1150) : { _A = 0.00000000001379746590025088; _M = 4.25 ; };
case (_velocity > 1100) : { _A = 0.0000000000004070157961147882; _M = 4.75 ; };
case (_velocity > 1060) : { _A = 0.00000000000002938236954847331; _M = 5.125 ; };
case (_velocity > 1025) : { _A = 0.00000000000001228597370774746; _M = 5.25 ; };
case (_velocity > 980) : { _A = 0.00000000000002916938264100495; _M = 5.125 ; };
case (_velocity > 945) : { _A = 0.0000000000003855099424807451; _M = 4.75 ; };
case (_velocity > 905) : { _A = 0.00000000001185097045689854; _M = 4.25 ; };
case (_velocity > 860) : { _A = 0.0000000003566129470974951; _M = 3.75 ; };
case (_velocity > 810) : { _A = 0.00000001045513263966272; _M = 3.25 ; };
case (_velocity > 780) : { _A = 0.0000001291159200846216; _M = 2.875 ; };
case (_velocity > 750) : { _A = 0.0000006824429329105383; _M = 2.625 ; };
case (_velocity > 700) : { _A = 0.000003569169672385163; _M = 2.375 ; };
case (_velocity > 640) : { _A = 0.00001839015095899579; _M = 2.125 ; };
case (_velocity > 600) : { _A = 0.00005711174688734240; _M = 1.950 ; };
case (_velocity > 550) : { _A = 0.00009226557091973427; _M = 1.875 ; };
case (_velocity > 250) : { _A = 0.00009337991957131389; _M = 1.875 ; };
case (_velocity > 100) : { _A = 0.00007225247327590413; _M = 1.925 ; };
case (_velocity > 65) : { _A = 0.00005792684957074546; _M = 1.975 ; };
case (_velocity > 0) : { _A = 0.00005206214107320588; _M = 2.000 ; };
case 1: {
call {
if (_velocity > 4230) exitWith { _A = 0.0001477404177730177; _M = 1.9565; };
if (_velocity > 3680) exitWith { _A = 0.0001920339268755614; _M = 1.925; };
if (_velocity > 3450) exitWith { _A = 0.0002894751026819746; _M = 1.875; };
if (_velocity > 3295) exitWith { _A = 0.0004349905111115636; _M = 1.825; };
if (_velocity > 3130) exitWith { _A = 0.0006520421871892662; _M = 1.775; };
if (_velocity > 2960) exitWith { _A = 0.0009748073694078696; _M = 1.725; };
if (_velocity > 2830) exitWith { _A = 0.001453721560187286; _M = 1.675; };
if (_velocity > 2680) exitWith { _A = 0.002162887202930376; _M = 1.625; };
if (_velocity > 2460) exitWith { _A = 0.003209559783129881; _M = 1.575; };
if (_velocity > 2225) exitWith { _A = 0.003904368218691249; _M = 1.55; };
if (_velocity > 2015) exitWith { _A = 0.003222942271262336; _M = 1.575; };
if (_velocity > 1890) exitWith { _A = 0.002203329542297809; _M = 1.625; };
if (_velocity > 1810) exitWith { _A = 0.001511001028891904; _M = 1.675; };
if (_velocity > 1730) exitWith { _A = 0.0008609957592468259; _M = 1.75; };
if (_velocity > 1595) exitWith { _A = 0.0004086146797305117; _M = 1.85; };
if (_velocity > 1520) exitWith { _A = 0.0001954473210037398; _M = 1.95; };
if (_velocity > 1420) exitWith { _A = 0.00005431896266462351; _M = 2.125; };
if (_velocity > 1360) exitWith { _A = 0.000008847742581674416; _M = 2.375; };
if (_velocity > 1315) exitWith { _A = 0.000001456922328720298; _M = 2.625; };
if (_velocity > 1280) exitWith { _A = 0.0000002419485191895565; _M = 2.875; };
if (_velocity > 1220) exitWith { _A = 0.00000001657956321067612; _M = 3.25; };
if (_velocity > 1185) exitWith { _A = 0.0000000004745469537157371; _M = 3.75; };
if (_velocity > 1150) exitWith { _A = 0.00000000001379746590025088; _M = 4.25; };
if (_velocity > 1100) exitWith { _A = 0.0000000000004070157961147882; _M = 4.75; };
if (_velocity > 1060) exitWith { _A = 0.00000000000002938236954847331; _M = 5.125; };
if (_velocity > 1025) exitWith { _A = 0.00000000000001228597370774746; _M = 5.25; };
if (_velocity > 980) exitWith { _A = 0.00000000000002916938264100495; _M = 5.125; };
if (_velocity > 945) exitWith { _A = 0.0000000000003855099424807451; _M = 4.75; };
if (_velocity > 905) exitWith { _A = 0.00000000001185097045689854; _M = 4.25; };
if (_velocity > 860) exitWith { _A = 0.0000000003566129470974951; _M = 3.75; };
if (_velocity > 810) exitWith { _A = 0.00000001045513263966272; _M = 3.25; };
if (_velocity > 780) exitWith { _A = 0.0000001291159200846216; _M = 2.875; };
if (_velocity > 750) exitWith { _A = 0.0000006824429329105383; _M = 2.625; };
if (_velocity > 700) exitWith { _A = 0.000003569169672385163; _M = 2.375; };
if (_velocity > 640) exitWith { _A = 0.00001839015095899579; _M = 2.125; };
if (_velocity > 600) exitWith { _A = 0.00005711174688734240; _M = 1.950; };
if (_velocity > 550) exitWith { _A = 0.00009226557091973427; _M = 1.875; };
if (_velocity > 250) exitWith { _A = 0.00009337991957131389; _M = 1.875; };
if (_velocity > 100) exitWith { _A = 0.00007225247327590413; _M = 1.925; };
if (_velocity > 65) exitWith { _A = 0.00005792684957074546; _M = 1.975; };
if (_velocity > 0) exitWith { _A = 0.00005206214107320588; _M = 2.000; };
};
};
case 2:
{
switch true do {
case (_velocity > 1674) : { _A = 0.0079470052136733; _M = 1.36999902851493; };
case (_velocity > 1172) : { _A = 0.00100419763721974; _M = 1.65392237010294; };
case (_velocity > 1060) : { _A = 0.0000000000000000000000715571228255369; _M = 7.91913562392361; };
case (_velocity > 949) : { _A = 0.000000000139589807205091; _M = 3.81439537623717; };
case (_velocity > 670) : { _A = 0.000234364342818625; _M = 1.71869536324748; };
case (_velocity > 335) : { _A = 0.000177962438921838; _M = 1.76877550388679; };
case (_velocity > 0) : { _A = 0.0000518033561289704; _M = 1.98160270524632; };
case 2: {
call {
if (_velocity > 1674) exitWith { _A = 0.0079470052136733; _M = 1.36999902851493; };
if (_velocity > 1172) exitWith { _A = 0.00100419763721974; _M = 1.65392237010294; };
if (_velocity > 1060) exitWith { _A = 0.0000000000000000000000715571228255369; _M = 7.91913562392361; };
if (_velocity > 949) exitWith { _A = 0.000000000139589807205091; _M = 3.81439537623717; };
if (_velocity > 670) exitWith { _A = 0.000234364342818625; _M = 1.71869536324748; };
if (_velocity > 335) exitWith { _A = 0.000177962438921838; _M = 1.76877550388679; };
if (_velocity > 0) exitWith { _A = 0.0000518033561289704; _M = 1.98160270524632; };
};
};
case 5:
{
switch true do {
case (_velocity > 1730) : { _A = 0.00724854775171929; _M = 1.41538574492812; };
case (_velocity > 1228) : { _A = 0.0000350563361516117; _M = 2.13077307854948; };
case (_velocity > 1116) : { _A = 0.000000000000184029481181151; _M = 4.81927320350395; };
case (_velocity > 1004) : { _A = 0.000000000000000000000134713064017409; _M = 7.8100555281422 ; };
case (_velocity > 837) : { _A = 0.000000103965974081168; _M = 2.84204791809926; };
case (_velocity > 335) : { _A = 0.0001093015938698234; _M = 1.81096361579504; };
case (_velocity > 0) : { _A = 0.0000351963178524273; _M = 2.00477856801111; };
case 5: {
call {
if (_velocity > 1730) exitWith { _A = 0.00724854775171929; _M = 1.41538574492812; };
if (_velocity > 1228) exitWith { _A = 0.0000350563361516117; _M = 2.13077307854948; };
if (_velocity > 1116) exitWith { _A = 0.000000000000184029481181151; _M = 4.81927320350395; };
if (_velocity > 1004) exitWith { _A = 0.000000000000000000000134713064017409; _M = 7.8100555281422; };
if (_velocity > 837) exitWith { _A = 0.000000103965974081168; _M = 2.84204791809926; };
if (_velocity > 335) exitWith { _A = 0.0001093015938698234; _M = 1.81096361579504; };
if (_velocity > 0) exitWith { _A = 0.0000351963178524273; _M = 2.00477856801111; };
};
};
case 6:
{
switch true do {
case (_velocity > 3236) : { _A = 0.0455384883480781; _M = 1.15997674041274; };
case (_velocity > 2065) : { _A = 0.07167261849653769; _M = 1.10704436538885; };
case (_velocity > 1311) : { _A = 0.00166676386084348; _M = 1.60085100195952; };
case (_velocity > 1144) : { _A = 0.000000101482730119215; _M = 2.9569674731838 ; };
case (_velocity > 1004) : { _A = 0.00000000000000000431542773103552; _M = 6.34106317069757; };
case (_velocity > 670) : { _A = 0.0000204835650496866; _M = 2.11688446325998; };
case (_velocity > 0) : { _A = 0.0000750912466084823; _M = 1.92031057847052; };
case 6: {
call {
if (_velocity > 3236) exitWith { _A = 0.0455384883480781; _M = 1.15997674041274; };
if (_velocity > 2065) exitWith { _A = 0.07167261849653769; _M = 1.10704436538885; };
if (_velocity > 1311) exitWith { _A = 0.00166676386084348; _M = 1.60085100195952; };
if (_velocity > 1144) exitWith { _A = 0.000000101482730119215; _M = 2.9569674731838; };
if (_velocity > 1004) exitWith { _A = 0.00000000000000000431542773103552; _M = 6.34106317069757; };
if (_velocity > 670) exitWith { _A = 0.0000204835650496866; _M = 2.11688446325998; };
if (_velocity > 0) exitWith { _A = 0.0000750912466084823; _M = 1.92031057847052; };
};
};
case 7:
{
switch true do {
case (_velocity > 4200) : { _A = 0.00000000129081656775919; _M = 3.24121295355962; };
case (_velocity > 3000) : { _A = 0.0171422231434847; _M = 1.27907168025204; };
case (_velocity > 1470) : { _A = 0.00233355948302505; _M = 1.52693913274526; };
case (_velocity > 1260) : { _A = 0.000797592111627665; _M = 1.67688974440324; };
case (_velocity > 1110) : { _A = 0.00000000000571086414289273; _M = 4.3212826264889 ; };
case (_velocity > 960) : { _A = 0.0000000000000000302865108244904; _M = 5.99074203776707; };
case (_velocity > 670) : { _A = 0.00000752285155782535; _M = 2.1738019851075 ; };
case (_velocity > 540) : { _A = 0.0000131766281225189; _M = 2.08774690257991; };
case (_velocity > 0) : { _A = 0.0000134504843776525; _M = 2.08702306738884; };
case 7: {
call {
if (_velocity > 4200) exitWith { _A = 0.00000000129081656775919; _M = 3.24121295355962; };
if (_velocity > 3000) exitWith { _A = 0.0171422231434847; _M = 1.27907168025204; };
if (_velocity > 1470) exitWith { _A = 0.00233355948302505; _M = 1.52693913274526; };
if (_velocity > 1260) exitWith { _A = 0.000797592111627665; _M = 1.67688974440324; };
if (_velocity > 1110) exitWith { _A = 0.00000000000571086414289273; _M = 4.3212826264889; };
if (_velocity > 960) exitWith { _A = 0.0000000000000000302865108244904; _M = 5.99074203776707; };
if (_velocity > 670) exitWith { _A = 0.00000752285155782535; _M = 2.1738019851075; };
if (_velocity > 540) exitWith { _A = 0.0000131766281225189; _M = 2.08774690257991; };
if (_velocity > 0) exitWith { _A = 0.0000134504843776525; _M = 2.08702306738884; };
};
};
case 8:
{
switch true do {
case (_velocity > 3571) : { _A = 0.0112263766252305; _M = 1.33207346655961; };
case (_velocity > 1841) : { _A = 0.0167252613732636; _M = 1.28662041261785; };
case (_velocity > 1120) : { _A = 0.00220172456619625; _M = 1.55636358091189; };
case (_velocity > 1088) : { _A = 0.00000000000000020538037167098; _M = 5.80410776994789; };
case (_velocity > 976) : { _A = 0.00000000000592182174254121; _M = 4.29275576134191; };
case (_velocity > 0) : { _A = 0.000043917343795117; _M = 1.99978116283334; };
case 8: {
call {
if (_velocity > 3571) exitWith { _A = 0.0112263766252305; _M = 1.33207346655961; };
if (_velocity > 1841) exitWith { _A = 0.0167252613732636; _M = 1.28662041261785; };
if (_velocity > 1120) exitWith { _A = 0.00220172456619625; _M = 1.55636358091189; };
if (_velocity > 1088) exitWith { _A = 0.00000000000000020538037167098; _M = 5.80410776994789; };
if (_velocity > 976) exitWith { _A = 0.00000000000592182174254121; _M = 4.29275576134191; };
if (_velocity > 0) exitWith { _A = 0.000043917343795117; _M = 1.99978116283334; };
};
};
};
if (_A != -1 && _M != -1 && _velocity > 0 && _velocity < 10000) then {
_result = _A * (_velocity ^ _M) / _dragCoefficient;
_result = _result / 3.2808399;
if (!isNil "_A" && !isNil "_M" && _velocity > 0 && _velocity < 10000) then {
(_A * (_velocity ^ _M) / _dragCoefficient) / 3.2808399
} else {
0
};
_result

View File

@ -13,33 +13,23 @@
* 6: barometric Pressure - hPA <NUMBER>
*
* Return Value:
* 0: stability factor <NUMBER>
* stability factor <NUMBER>
*
* Public: No
*/
#include "script_component.hpp"
private ["_caliber", "_bulletLength", "_bulletMass", "_barrelTwist", "_muzzleVelocity", "_temperature", "_barometricPressure", "_l", "_t", "_stabilityFactor"];
_caliber = _this select 0;
_bulletLength = _this select 1;
_bulletMass = _this select 2;
_barrelTwist = _this select 3;
_muzzleVelocity = _this select 4;
_temperature = _this select 5;
_barometricPressure = _this select 6;
private ["_twist", "_length", "_stabilityFactor"];
params ["_caliber", "_bulletLength", "_bulletMass", "_barrelTwist", "_muzzleVelocity", "_temperature", "_barometricPressure"];
// Source: http://www.jbmballistics.com/ballistics/bibliography/articles/miller_stability_1.pdf
_t = _barrelTwist / _caliber;
_l = _bulletLength / _caliber;
_twist = _barrelTwist / _caliber;
_length = _bulletLength / _caliber;
_stabilityFactor = 7587000 * _bulletMass / (_t^2 * _caliber^3 * _l * (1 + _l^2));
_stabilityFactor = 7587000 * _bulletMass / (_twist^2 * _caliber^3 * _length * (1 + _length^2));
if (_muzzleVelocity > 341.376) then {
_stabilityFactor = _stabilityFactor * (_muzzleVelocity / 853.44) ^ (1/3);
(_stabilityFactor * (_muzzleVelocity / 853.44) ^ (1/3)) * KELVIN(_temperature) / KELVIN(15) * 1013.25 / _barometricPressure
} else {
_stabilityFactor = _stabilityFactor * (_muzzleVelocity / 341.376) ^ (1/3);
(_stabilityFactor * (_muzzleVelocity / 341.376) ^ (1/3)) * KELVIN(_temperature) / KELVIN(15) * 1013.25 / _barometricPressure
};
_stabilityFactor = _stabilityFactor * KELVIN(_temperature) / KELVIN(15) * 1013.25 / _barometricPressure;
_stabilityFactor

View File

@ -8,6 +8,8 @@
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
@ -15,8 +17,6 @@
#define __ctrl1 (__dsp displayCtrl 132950)
#define __ctrl2 (__dsp displayCtrl 132951)
private ["_inclinationAngle", "_refPosition"];
if (GVAR(Protractor)) exitWith {
GVAR(Protractor) = false;
1 cutText ["", "PLAIN"];
@ -32,30 +32,26 @@ EGVAR(weather,WindInfo) = false;
GVAR(Protractor) = true;
[{
params ["","_idPFH"];
if !(GVAR(Protractor) && !(weaponLowered ACE_player) && currentWeapon ACE_player == primaryWeapon ACE_player) exitWith {
GVAR(Protractor) = false;
1 cutText ["", "PLAIN"];
[_this select 1] call cba_fnc_removePerFrameHandler;
[_idPFH] call cba_fnc_removePerFrameHandler;
};
_refPosition = [SafeZoneX + 0.001, SafeZoneY + 0.001, 0.2, 0.2 * 4/3];
_inclinationAngle = asin((ACE_player weaponDirection currentWeapon ACE_player) select 2);
_inclinationAngle = -58 max _inclinationAngle min 58;
1 cutRsc ["RscProtractor", "PLAIN", 1, false];
__ctrl1 ctrlSetScale 1;
__ctrl1 ctrlCommit 0;
__ctrl1 ctrlSetText QUOTE(PATHTOF(UI\protractor.paa));
__ctrl1 ctrlSetTextColor [1, 1, 1, 1];
__ctrl2 ctrlSetScale 1;
__ctrl2 ctrlSetPosition [(_refPosition select 0), (_refPosition select 1) - 0.0012 * _inclinationAngle, (_refPosition select 2), (_refPosition select 3)];
__ctrl2 ctrlSetPosition [SafeZoneX + 0.001, SafeZoneY + 0.001 - 0.0012 * (-58 max (asin((ACE_player weaponDirection currentWeapon ACE_player) select 2)) min 58), 0.2, 0.2 * 4/3];
__ctrl2 ctrlCommit 0;
__ctrl2 ctrlSetText QUOTE(PATHTOF(UI\protractor_marker.paa));
__ctrl2 ctrlSetTextColor [1, 1, 1, 1];
}, 0.1, []] call CBA_fnc_addPerFrameHandler;
true

View File

@ -0,0 +1,47 @@
/*
* Author: Glowbal, Ruthberg, joko // Jonas
* Handle the PFH for Bullets
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
private "_deleted";
_deleted = 0;
{
private ["_bulletVelocity", "_bulletPosition", "_bulletSpeed"];
_x params["_bullet","_caliber","_bulletTraceVisible","_index"];
_bulletVelocity = velocity _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) exitWith {
GVAR(allBullets) deleteAt (_forEachIndex - _deleted);
_deleted = _deleted + 1;
};
_bulletPosition = getPosASL _bullet;
if (_bulletTraceVisible && _bulletSpeed > 500) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
_aceTimeSecond = floor ACE_time;
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, _aceTimeSecond, ACE_time - _aceTimeSecond]);
} forEach GVAR(allBullets);
if (GVAR(allBullets) isEqualTo []) then {
[_this select 1] call CBA_fnc_removePerFrameHandler;
GVAR(BulletPFH) = nil;
};

View File

@ -13,28 +13,28 @@
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return Value:
* Nothing
* None
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_weapon", "_mode", "_ammo", "_magazine", "_caliber", "_bullet", "_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
_unit = _this select 0;
_weapon = _this select 1;
_mode = _this select 3;
_ammo = _this select 4;
_magazine = _this select 5;
_bullet = _this select 6;
// Early Quiting
if (!hasInterface) exitWith {};
if (!GVAR(enabled)) exitWith {};
// Parameterization
private ["_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
params ["_unit", "_weapon", "", "_mode", "_ammo", "_magazine", "_bullet"];
_abort = false;
if (!hasInterface) exitWith {};
if (!alive _bullet) exitWith {};
if (!GVAR(enabled)) exitWith {};
if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
if (underwater _unit) exitWith {};
if (!(_ammo isKindOf "BulletBase")) exitWith {};
if (!alive _bullet) exitWith {};
if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {};
if (underwater _unit) exitWith {};
if (!GVAR(simulateForEveryone) && !(local _unit)) then {
// The shooter is non local
_abort = true;
@ -56,34 +56,41 @@ if (_abort || !(GVAR(extensionAvailable))) exitWith {
[_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH);
};
// Get Weapon and Ammo Configurations
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil {_AmmoCacheEntry}) then {
if (isNil "_AmmoCacheEntry") then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
};
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil {_WeaponCacheEntry}) then {
if (isNil "_WeaponCacheEntry") then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
};
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable"];
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
_bulletVelocity = velocity _bullet;
_muzzleVelocity = vectorMagnitude _bulletVelocity;
if (GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = [_WeaponCacheEntry select 2, _AmmoCacheEntry select 10, _AmmoCacheEntry select 11, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
if (_muzzleVelocityShift != 0) then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
_barrelVelocityShift = uiNamespace getVariable [format [QGVAR(%1_muzzleVelocityShift),_weapon],nil];
if (isNil "_barrelVelocityShift") then {
_barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
uiNamespace setVariable [format [QGVAR(%1_muzzleVelocityShift),_weapon],_muzzleVelocityShift];
};
};
if (GVAR(ammoTemperatureEnabled)) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_muzzleVelocityShift = [_AmmoCacheEntry select 9, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift);
_temperatureVelocityShift = ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
};
if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
if (_muzzleVelocityShift != 0) then {
_muzzleVelocity = _muzzleVelocity + (_barrelVelocityShift + _ammoTemperatureVelocityShift);
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
};
};
@ -100,43 +107,22 @@ if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
};
};
_caliber = _AmmoCacheEntry select 1;
_bulletLength = _AmmoCacheEntry select 2;
_bulletMass = _AmmoCacheEntry select 3;
_barrelTwist = _WeaponCacheEntry select 0;
_stabilityFactor = 1.5;
if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
if (isNil "_temperature") then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
};
_barometricPressure = ((getPosASL _bullet) select 2) call EFUNC(weather,calculateBarometricPressure);
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
};
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(weather,Latitude), EGVAR(weather,currentTemperature), EGVAR(weather,Altitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)];
_aceTimeSecond = floor ACE_time;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _muzzleVelocity, _transonicStabilityCoef, getPosASL _bullet, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, _aceTimeSecond, ACE_time - _aceTimeSecond];
[{
private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"];
_args = _this select 0;
_bullet = _args select 0;
_caliber = _args select 1;
_bulletTraceVisible = _args select 2;
_index = _args select 3;
_bulletVelocity = velocity _bullet;
_bulletPosition = getPosASL _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
if (_bulletTraceVisible && _bulletSpeed > 500) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
GVAR(allBullets) pushBack [_bullet, _caliber, _bulletTraceVisible, GVAR(currentbulletID)];
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, floor(ACE_time), ACE_time - floor(ACE_time)]);
}, GVAR(simulationInterval), [_bullet, _caliber, _bulletTraceVisible, GVAR(currentbulletID)]] call CBA_fnc_addPerFrameHandler;
if (isNil QGVAR(BulletPFH)) then {
GVAR(BulletPFH) = [FUNC(handleFirePFH), GVAR(simulationInterval), []] call CBA_fnc_addPerFrameHandler;
};

View File

@ -8,17 +8,13 @@
* 2: activated <BOOL>
*
* Return Value:
* None <NIL>
* None
*
* Public: No
*/
#include "script_component.hpp"
private ["_logic", "_units", "_activated"];
_logic = _this select 0;
_units = _this select 1;
_activated = _this select 2;
params ["_logic","_units", "_activated"];
if !(_activated) exitWith {};

View File

@ -3,10 +3,10 @@
* Initializes the advanced ballistics dll extension with terrain data
*
* Arguments:
* Nothing
* None
*
* Return Value:
* Nothing
* None
*
* Public: No
*/
@ -22,9 +22,9 @@ _initStartTime = ACE_time;
_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
if (GVAR(initMessageEnabled)) then {
#ifdef DEBUG_MODE_FULL
systemChat "AdvancedBallistics: Terrain already initialized";
};
#endIf
};
_mapGrids = ceil(_mapSize / 50) + 1;
@ -33,19 +33,16 @@ _gridCells = _mapGrids * _mapGrids;
GVAR(currentGrid) = 0;
[{
private ["_args", "_mapGrids", "_gridCells", "_initStartTime"];
_args = _this select 0;
_mapGrids = _args select 0;
_gridCells = _args select 1;
_initStartTime = _args select 2;
params ["_args","_idPFH"];
_args params ["_mapGrids", "_gridCells", "_initStartTime"];
if (GVAR(currentGrid) >= _gridCells) exitWith {
if (GVAR(initMessageEnabled)) then {
#ifdef DEBUG_MODE_FULL
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(ACE_time - _initStartTime)];
};
[_this select 1] call cba_fnc_removePerFrameHandler;
#endif
[_idPFH] call cba_fnc_removePerFrameHandler;
};
for "_i" from 1 to 50 do {
_x = floor(GVAR(currentGrid) / _mapGrids) * 50;
_y = (GVAR(currentGrid) - floor(GVAR(currentGrid) / _mapGrids) * _mapGrids) * 50;
@ -57,5 +54,5 @@ GVAR(currentGrid) = 0;
GVAR(currentGrid) = GVAR(currentGrid) + 1;
if (GVAR(currentGrid) >= _gridCells) exitWith {};
};
}, 0, [_mapGrids, _gridCells, _initStartTime]] call CBA_fnc_addPerFrameHandler

View File

@ -4,61 +4,53 @@
* Reads the ammo class config and updates the config cache
*
* Arguments:
* 0: ammo - classname <string>
* ammo - classname <STRING>
*
* Return Value:
* 0: [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable] <ARRAY>
* 0: _airFriction
* 1: _caliber
* 2: _bulletLength
* 3: _bulletMass
* 4: _transonicStabilityCoef
* 5: _dragModel
* 6: _ballisticCoefficients
* 7: _velocityBoundaries
* 8: _atmosphereModel
* 9: _ammoTempMuzzleVelocityShifts
* 10: _muzzleVelocityTable
* 11: _barrelLengthTable
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_ammo", "_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_result"];
_ammo = _this;
_ammoConfig = configFile >> "CfgAmmo" >> _this;
_airFriction = getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction");
_caliber = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_caliber");
_bulletLength = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_bulletLength");
_bulletMass = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_bulletMass");
_transonicStabilityCoef = 0.5;
if (isNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef")) then {
_transonicStabilityCoef = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef");
_airFriction = getNumber(_ammoConfig >> "airFriction");
_caliber = getNumber(_ammoConfig >> "ACE_caliber");
_bulletLength = getNumber(_ammoConfig >> "ACE_bulletLength");
_bulletMass = getNumber(_ammoConfig >> "ACE_bulletMass");
_transonicStabilityCoef = getNumber(_ammoConfig >> "ACE_transonicStabilityCoef");
if (_transonicStabilityCoef == 0) then {
_transonicStabilityCoef = 0.5;
};
_dragModel = 1;
_ballisticCoefficients = [];
_velocityBoundaries = [];
_atmosphereModel = "ICAO";
if (isNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_dragModel")) then {
_dragModel = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_dragModel");
if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
};
_dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
if (_dragModel == 0 || !(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ballisticCoefficients")) then {
_ballisticCoefficients = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ballisticCoefficients");
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_velocityBoundaries")) then {
_velocityBoundaries = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_velocityBoundaries");
};
if (isText(configFile >> "CfgAmmo" >> _ammo >> "ACE_standardAtmosphere")) then {
_atmosphereModel = getText(configFile >> "CfgAmmo" >> _ammo >> "ACE_standardAtmosphere");
};
_ammoTempMuzzleVelocityShifts = [];
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts")) then {
_ammoTempMuzzleVelocityShifts = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts");
};
_muzzleVelocityTable = [];
_barrelLengthTable = [];
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_muzzleVelocities")) then {
_muzzleVelocityTable = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_muzzleVelocities");
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_barrelLengths")) then {
_barrelLengthTable = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_barrelLengths");
_ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");
_velocityBoundaries = getArray(_ammoConfig >> "ACE_velocityBoundaries");
_atmosphereModel = getText(_ammoConfig >> "ACE_standardAtmosphere");
if (_atmosphereModel isEqualTo "") then {
_atmosphereModel = "ICAO";
};
_ammoTempMuzzleVelocityShifts = getArray(_ammoConfig >> "ACE_ammoTempMuzzleVelocityShifts");
_muzzleVelocityTable = getArray(_ammoConfig >> "ACE_muzzleVelocities");
_barrelLengthTable = getArray(_ammoConfig >> "ACE_barrelLengths");
_result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable];
uiNamespace setVariable [format[QGVAR(%1), _ammo], _result];
uiNamespace setVariable [format[QGVAR(%1), _this], _result];
_result

View File

@ -4,28 +4,28 @@
* Reads the weapon class config and updates the config cache
*
* Arguments:
* 0: weapon - classname <string>
* weapon - classname <STRING>
*
* Return Value:
* 0: [_barrelTwist, _twistDirection, _barrelLength] <ARRAY>
* 0: _barrelTwist
* 1: _twistDirection
* 2: _barrelLength
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_weapon", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"];
_weapon = _this;
private ["_weaponConfig", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"];
_weaponConfig = (configFile >> "CfgWeapons" >> _this);
_barrelTwist = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelTwist");
_barrelTwist = getNumber(_weaponConfig >> "ACE_barrelTwist");
_twistDirection = 1;
if (isNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection")) then {
_twistDirection = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection");
if (_twistDirection != -1 && _twistDirection != 0 && _twistDirection != 1) then {
_twistDirection = 1;
};
_twistDirection = getNumber(_weaponConfig >> "ACE_twistDirection");
if !(_twistDirection in [-1, 0, 1]) then {
_twistDirection = 1;
};
_barrelLength = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelLength");
_barrelLength = getNumber(_weaponConfig >> "ACE_barrelLength");
_result = [_barrelTwist, _twistDirection, _barrelLength];

View File

@ -32,6 +32,7 @@
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<Hungarian>Fejlett ballisztika</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English>
@ -40,6 +41,7 @@
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<Hungarian>Fejlett ballisztika</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English>
@ -48,6 +50,7 @@
<German>Aktiviert die erweiterte Ballistik</German>
<Czech>Aktivuje pokročilou balistiku</Czech>
<Portuguese>Ativa balística avançada</Portuguese>
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English>
@ -56,6 +59,7 @@
<German>Für Scharfschützen aktiviert</German>
<Czech>Povoleno pro odstřelovače</Czech>
<Portuguese>Ativar para caçadores</Portuguese>
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<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>
<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>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English>
@ -72,6 +77,7 @@
<German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese>
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English>
@ -80,6 +86,7 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English>
@ -88,6 +95,7 @@
<German>Für jeden aktiviert</German>
<Czech>Povoleno pro všechny</Czech>
<Portuguese>Ativada para todos</Portuguese>
<Hungarian>Mindenkinek engedélyezve</Hungarian>
</Key>
<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>
@ -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>
<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>
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English>
@ -104,6 +113,7 @@
<German>Für Gruppenmitglieder immer aktiviert</German>
<Czech>Vždy povoleno pro členy skupiny</Czech>
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<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>
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
<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 ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English>
@ -120,6 +131,7 @@
<German>Beim vollautomatischen Feuern deaktiviert</German>
<Czech>Zakázáno v automatickém režimu střelby</Czech>
<Portuguese>Desabilitar no modo automático</Portuguese>
<Hungarian>Automata módban letiltva</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English>
@ -128,6 +140,7 @@
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English>
@ -136,6 +149,7 @@
<German>Simulation der Munitionstemperatur aktivieren</German>
<Czech>Povolit simulaci teploty munice</Czech>
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English>
@ -144,6 +158,7 @@
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English>
@ -152,6 +167,7 @@
<German>Simulation der Lauflänge aktivieren</German>
<Czech>Povolit simulaci délky hlavně</Czech>
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English>
@ -160,6 +176,7 @@
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English>
@ -168,6 +185,7 @@
<German>Geschossspureffekt aktivieren</German>
<Czech>Povolit efekt trasírek</Czech>
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
</Key>
<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>
@ -176,6 +194,7 @@
<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>
<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 ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English>
@ -184,6 +203,7 @@
<German>Simulationsintervall</German>
<Czech>Interval simulace</Czech>
<Portuguese>Intervalo da simulação</Portuguese>
<Hungarian>Szimuláció intervalluma</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English>
@ -192,6 +212,7 @@
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
<Czech>Určuje interval mezi každým výpočtem</Czech>
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English>
@ -200,6 +221,7 @@
<German>Simulationsradius</German>
<Czech>Rozsah simulace</Czech>
<Portuguese>Raio de simulação</Portuguese>
<Hungarian>Szimuláció hatóköre</Hungarian>
</Key>
<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>
@ -208,11 +230,14 @@
<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>
<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 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>
<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>
<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>
</Package>
</Project>

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@ -20,7 +20,7 @@ class CfgWeapons {
reloadTime = 0.01;
magazineReloadTime = 0.1;
};
// Manual Switching Of Flare Mode
class SmokeLauncher;
class CMFlareLauncher: SmokeLauncher {
@ -106,12 +106,14 @@ class CfgWeapons {
class M134_minigun: MGunCore {
class LowROF: Mode_FullAuto {
reloadTime = 0.015; //0.03; same as above @todo
dispersion = 0.006; //0.0023;
reloadTime = 0.03; //0.03; same as above @todo
dispersion = 0.0064; //0.0023;
multiplier = 1;
};
class HighROF: LowROF {
reloadTime = 0.015; //0.03;
dispersion = 0.006; //0.0023;
reloadTime = 0.02; //0.03;
dispersion = 0.0064; //0.0023;
multiplier = 1;
};
class close: HighROF {};
class short: close {};

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@ -1,9 +1,10 @@
ace_aircraft
============
Changes to air weaponry, flightmodels and HUDs.
Changes to air weaponry, flight models and HUDs.
- Contributions by Kimi (geraldbolso1899) for HUD updates
* Contributations by Kimi (geraldbolso1899) for HUD updates
## Maintainers
@ -11,4 +12,4 @@ The people responsible for merging changes to this component or answering potent
- [KoffeinFlummi](https://github.com/KoffeinFlummi)
- [commy2](https://github.com/commy2)
- [jaynus](https://github.com/walterpearce)
- [jaynus](https://github.com/walterpearce)

11
addons/apl/README.md Normal file
View File

@ -0,0 +1,11 @@
ace_apl
============
Assets licensed under Arma Public License (APL).
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- None

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@ -21,13 +21,10 @@ class CfgVehicles {
author = "Ruthberg";
scope = 2;
scopeCurator = 2;
displayName = "ATragMX";
displayName = CSTRING(Name);
vehicleClass = "Items";
class TransportItems {
class ACE_ATragMX {
name = "ACE_ATragMX";
count = 1;
};
MACRO_ADDITEM(ACE_ATragMX,1);
};
};

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@ -3,8 +3,9 @@ ace_atragmx
ATragMX - Handheld ballistics calculator
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [Ruthberg] (http://github.com/Ulteq)
- [Ruthberg](http://github.com/Ulteq)

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@ -57,6 +57,6 @@ GVAR(DialogPFH) = [{
[_this select 1] call cba_fnc_removePerFrameHandler;
};
__ctrlBackground ctrlSetText format [QUOTE(PATHTOF(UI\ATRAG_%1.paa)), ["N", "D"] select (call EFUNC(common,ambientBrightness))];
}, 60, []] call cba_fnc_addPerFrameHandler;
}, 60, []] call CBA_fnc_addPerFrameHandler;
true

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@ -8,3 +8,24 @@ class Extended_PostInit_EventHandlers {
clientInit = QUOTE( call COMPILE_FILE(XEH_clientInit) );
};
};
class Extended_GetIn_EventHandlers {
class All {
class ADDON {
getIn = QUOTE(_this call FUNC(handleGetIn));
};
};
};
class Extended_GetOut_EventHandlers {
class All {
class ADDON {
getOut = QUOTE(_this call FUNC(handleGetOut));
};
};
};
class Extended_Killed_EventHandlers {
class All {
class ADDON {
killed = QUOTE(_this call FUNC(handleKilled));
};
};
};

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@ -3,14 +3,17 @@ class CfgMagazines {
class CA_Magazine;
class B_IR_Grenade: CA_Magazine {
ACE_Attachable = "B_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
};
class O_IR_Grenade: B_IR_Grenade {
ACE_Attachable = "O_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
};
class I_IR_Grenade: B_IR_Grenade {
ACE_Attachable = "I_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
};
class SmokeShell;

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@ -1,4 +1,3 @@
class CfgWeapons {
class ACE_ItemCore;
class InventoryItem_Base_F;
@ -9,11 +8,11 @@ class CfgWeapons {
scope = 2;
displayName = CSTRING(IrStrobe_Name);
descriptionShort = CSTRING(IrStrobe_Description);
model = "\A3\weapons_F\ammo\mag_univ.p3d";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
picture = PATHTOF(UI\irstrobe_item.paa);
class ItemInfo: InventoryItem_Base_F {
mass = 1;
};
};
};
};

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@ -0,0 +1,30 @@
class RscTitles {
class GVAR(virtualAmmo) {
idd = -1;
movingEnable = 1;
duration = 9999999;
fadein = 0;
fadeout = 0;
onLoad = "uiNamespace setVariable ['ACE_attach_virtualAmmoDisplay', (_this select 0)];";
class controls {};
class objects {
class TheObject {
idc = 800851;
type = 82;
model = "\a3\weapons_f\Ammo\Handgrenade.p3d";
scale = 1;
direction[] = {0, 0, 1};
up[] = {0, 1, 0};
x = 0.5;
y = 0.5;
z = 1;
xBack = 0.5;
yBack = 0.5;
zBack = 0.5;
inBack = 0;
enableZoom = 0;
zoomDuration = 1;
};
};
};
};

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@ -2,7 +2,9 @@ ace_attach
==========
Introducing the ability to attach various throwables to yourself or vehicles, to mark your position and assist in IFF.
Adds item `ACE_IR_Strobe_Item`.
#### Items Added:
`ACE_IR_Strobe_Item`
## Maintainers

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@ -7,6 +7,9 @@ PREP(canAttach);
PREP(canDetach);
PREP(detach);
PREP(getChildrenAttachActions);
PREP(handleGetIn);
PREP(handleGetOut);
PREP(handleKilled);
PREP(placeApprove);
ADDON = true;

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@ -16,3 +16,4 @@ class CfgPatches {
#include "CfgMagazines.hpp"
#include "CfgVehicles.hpp"
#include "CfgWeapons.hpp"
#include "GUI_VirtualAmmo.hpp"

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@ -0,0 +1,90 @@
class StageTI
{
texture = "a3\data_f\default_glass_ti_ca.paa";
};
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,1};
specular[] = {0.99999976,0.99999976,0.99999976,1};
specularPower = 128;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "z\ace\addons\attach\data\ace_IRStrobe_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage3
{
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "#(argb,8,8,3)color(0,0.1,0.1,0.1,SMDI)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,32,128,1)fresnel(0.71,0.74)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data_f\env_land_co.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};

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@ -17,15 +17,14 @@
*/
#include "script_component.hpp"
private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID"];
params ["_attachToVehicle","_unit","_args", ["_silentScripted", false]];
_args params [["_itemClassname","", [""]]];
TRACE_4("params",_attachToVehicle,_unit,_itemClassname,_silentScripted);
PARAMS_3(_attachToVehicle,_unit,_args);
_itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam;
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
//Sanity Check (_unit has item in inventory, not over attach limit)
if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
if ((_itemClassname == "") || {(!_silentScripted) && {!(_this call FUNC(canAttach))}}) exitWith {ERROR("Tried to attach, but check failed");};
_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
_onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
@ -40,51 +39,83 @@ if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
_onAtachText = format [localize LSTRING(Item_Attached), _onAtachText];
if (_unit == _attachToVehicle) then { //Self Attachment
_unit removeItem _itemClassname; // Remove item
_attachedItem = _itemVehClass createVehicle [0,0,0];
_attachedItem attachTo _selfAttachPosition;
[_onAtachText] call EFUNC(common,displayTextStructured);
_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
_attachedItem attachTo [_unit, [-0.05, 0, 0.12], "rightshoulder"];
if (!_silentScripted) then {
_unit removeItem _itemClassname; // Remove item
[_onAtachText] call EFUNC(common,displayTextStructured);
};
_unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
} else {
GVAR(placeAction) = -1;
_tempObject = _itemVehClass createVehicleLocal [0,0,-10000];
_tempObject enableSimulationGlobal false;
GVAR(placeAction) = PLACE_WAITING;
[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
//MenuBack isn't working for now (localize "STR_ACE_Attach_CancelAction")
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame);
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = 1;}] call EFUNC(common,AddActionEventHandler)];
// _unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {true}, {GVAR(placeAction) = 0;}] call EFUNC(common,AddActionEventHandler)];
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = 0}];
_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = PLACE_CANCEL}];
//Display to show virtual object:
private [];
_model = getText (configFile >> "CfgAmmo" >> _itemVehClass >> "model");
if (_model == "") then {
_model = getText (configFile >> "CfgVehicles" >> _itemVehClass >> "model");
};
//"\A3\Weapons_F\empty.p3d" is fine, but ctrlSetModel ""; - will crash game!
if (_model == "") exitWith {ERROR("No Model");};
(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _model;
[{
private "_startingPosition";
PARAMS_2(_args,_pfID);
EXPLODE_7_PVT(_args,_unit,_attachToVehicle,_itemClassname,_itemVehClass,_tempObject,_onAtachText,_actionID);
private["_angle", "_dir", "_screenPos", "_realDistance", "_up", "_virtualPos", "_virtualPosASL", "_lineInterection"];
params ["_args","_idPFH"];
_args params ["_unit","_attachToVehicle","_itemClassname","_itemVehClass","_onAtachText","_actionID"];
if ((GVAR(placeAction) != -1) ||
_virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.6]) vectorDiff (positionCameraToWorld [0,0,0]);
if (cameraView == "EXTERNAL") then {
_virtualPosASL = _virtualPosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0]));
};
_virtualPos = _virtualPosASL call EFUNC(common,ASLToPosition);
_lineInterection = lineIntersects [eyePos ACE_player, _virtualPosASL, ACE_player];
//Don't allow placing in a bad position:
if (_lineInterection && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;};
if ((GVAR(placeAction) != PLACE_WAITING) ||
{_unit != ACE_player} ||
{!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} ||
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_pfID] call CBA_fnc_removePerFrameHandler;
[_idPFH] call CBA_fnc_removePerFrameHandler;
[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
[] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
//[_unit, "MenuBack", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID;
if (GVAR(placeAction) == 1) then {
_startingPosition = _tempObject modelToWorldVisual [0,0,0];
[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _startingPosition] call FUNC(placeApprove);
(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
if (GVAR(placeAction) == PLACE_APPROVE) then {
[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _virtualPos] call FUNC(placeApprove);
};
deleteVehicle _tempObject;
} else {
_tempObject setPosATL ((ASLtoATL eyePos _unit) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]));;
//Show the virtual object:
if (_lineInterection) then {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
} else {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true;
_screenPos = worldToScreen _virtualPos;
if (_screenPos isEqualTo []) exitWith {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
};
_realDistance = (_virtualPos distance (positionCameraToWorld [0,0,0])) / ((call CBA_fnc_getFov) select 1);
_screenPos = [(_screenPos select 0), _realDistance, (_screenPos select 1)];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _screenPos;
_dir = (positionCameraToWorld [0,0,1]) vectorFromTo (positionCameraToWorld [0,0,0]);
_angle = asin (_dir select 2);
_up = [0, cos _angle, sin _angle];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp [[1,0,0], _up];
};
};
}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _tempObject, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
};

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@ -17,14 +17,17 @@
*/
#include "script_component.hpp"
PARAMS_3(_attachToVehicle,_player,_args);
params ["_attachToVehicle","_player","_args"];
_args params [["_itemClassname","", [""]]];
TRACE_3("params",_attachToVehicle,_player,_itemClassname);
private ["_itemName", "_attachLimit", "_attachedObjects","_playerPos"];
private ["_attachLimit", "_attachedObjects"];
_itemName = [_args, 0, ""] call CBA_fnc_defaultParam;
_attachLimit = [6, 1] select (_player == _attachToVehicle);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_attachedObjects = _attachToVehicle getVariable [QGVAR(attached), []];
_playerPos = (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemName in ((itemsWithMagazines _player) + [""])};
((_player == _attachToVehicle) || {canStand _player}) &&
{(_attachToVehicle distance _player) < 7} &&
{alive _attachToVehicle} &&
{(count _attachedObjects) < _attachLimit} &&
{_itemClassname in ((itemsWithMagazines _player) + [""])};

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@ -16,25 +16,25 @@
*/
#include "script_component.hpp"
PARAMS_2(_attachToVehicle,_unit);
params ["_attachToVehicle", "_unit"];
TRACE_2("params",_attachToVehicle,_unit);
private ["_attachedObjects", "_inRange"];
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {false};
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
private ["_inRange"];
_inRange = false;
if (_unit == _attachToVehicle) then {
_inRange = count _attachedObjects > 0;
} else {
//Scan if unit is within range (using 2d distance)
private ["_unitPos", "_objectPos"];
_unitPos = getPos _unit;
_unitPos set [2,0];
{
_objectPos = getPos _x;
_objectPos set [2, 0];
if (_objectPos distance _unitPos < 4) exitWith {_inRange = true};
} forEach _attachedObjects;
};
{
_x params ["_xObject"];
if (isNull _xObject) exitWith {
TRACE_1("Null attached",_x);
_attachedList deleteAt _forEachIndex;
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
};
if (((getPos _unit) distance2d (getPos _xObject)) < 4) exitWith {_inRange = true};
} forEach _attachedList;
canStand _unit && {_inRange} && {alive _attachToVehicle}
_inRange &&
{(_unit == _attachToVehicle) || {canStand _unit}} &&
{alive _attachToVehicle}

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@ -16,14 +16,12 @@
*/
#include "script_component.hpp"
PARAMS_2(_attachToVehicle,_unit);
params ["_attachToVehicle","_unit"],
TRACE_2("params",_attachToVehicle,_unit);
private ["_attachedObjects", "_attachedItems", "_itemDisplayName"];
private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance"];
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
private ["_attachedObject", "_attachedIndex", "_itemName", "_minDistance", "_unitPos", "_objectPos"];
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachedObject = objNull;
_attachedIndex = -1;
@ -31,18 +29,17 @@ _itemName = "";
//Find closest attached object
_minDistance = 1000;
_unitPos = getPos _unit;
_unitPos set [2,0];
{
_objectPos = getPos _x;
_objectPos set [2, 0];
if (_objectPos distance _unitPos < _minDistance) then {
_minDistance = _objectPos distance _unitPos;
_attachedObject = _x;
_itemName = _attachedItems select _forEachIndex;
_x params ["_xObject", "_xItemName"];
if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
_minDistance = ((getPos _unit) distance2d (getPos _xObject));
_attachedObject = _xObject;
_itemName = _xItemName;
_attachedIndex = _forEachIndex;
};
} forEach _attachedObjects;
} forEach _attachedList;
// Check if unit has an attached item
if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
@ -67,10 +64,8 @@ if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then
};
// Reset unit variables
_attachedObjects deleteAt _attachedIndex;
_attachedItems deleteAt _attachedIndex;
_attachToVehicle setVariable [QGVAR(Objects), _attachedObjects, true];
_attachToVehicle setVariable [QGVAR(ItemNames), _attachedItems, true];
_attachedList deleteAt _attachedIndex;
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
// Display message
_itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");

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@ -18,7 +18,8 @@
#include "script_component.hpp"
private ["_listed", "_actions", "_item", "_displayName", "_picture", "_action"];
PARAMS_2(_target,_player);
params ["_target","_player"];
TRACE_2("params",_target,_player);
_listed = [];
_actions = [];
@ -30,7 +31,7 @@ _actions = [];
if (getText (_item >> "ACE_Attachable") != "") then {
_displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {_this call FUNC(attach)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call EFUNC(common,execNextFrame)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target];
};
};
@ -43,7 +44,7 @@ _actions = [];
if (getText (_item >> "ACE_Attachable") != "") then {
_displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {_this call FUNC(attach)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call EFUNC(common,execNextFrame)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target];
};
};

View 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];

View 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);
};

View 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];

View File

@ -25,9 +25,10 @@
*/
#include "script_component.hpp"
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_setupObject", "_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_6(_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
_startingOffset = _attachToVehicle worldToModel _startingPosition;
@ -37,9 +38,6 @@ _closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
_closeInMax = _startDistanceFromCenter;
_closeInMin = 0;
//Delete Local Placement Object
deleteVehicle _setupObject;
while {(_closeInMax - _closeInMin) > 0.01} do {
_closeInDistance = (_closeInMax + _closeInMin) / 2;
// systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter];
@ -89,12 +87,9 @@ _attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
//Remove Item from inventory
_unit removeItem _itemClassname;
//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_currentObjects pushBack _attachedObject;
_attachToVehicle setVariable [QGVAR(Objects), _currentObjects, true];
_currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
_currentItemNames pushBack _itemClassname;
_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
//Add Object to attached array
_attachList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachList pushBack [_attachedObject, _itemClassname];
_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
[_onAtachText] call EFUNC(common,displayTextStructured);

View File

@ -9,4 +9,8 @@
#define DEBUG_SETTINGS DEBUG_SETTINGS_ATTACH
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#include "\z\ace\addons\main\script_macros.hpp"
#define PLACE_WAITING -1
#define PLACE_CANCEL 0
#define PLACE_APPROVE 1

View File

@ -5,7 +5,7 @@
<English>Attach item &gt;&gt;</English>
<German>Gegenstand befestigen &gt;&gt;</German>
<Spanish>Acoplar objeto &gt;&gt;</Spanish>
<Polish>Przyczep przedmiot &gt;&gt;</Polish>
<Polish>Przyczep &gt;&gt;</Polish>
<French>Attacher l'objet &gt;&gt;</French>
<Czech>Připnout předmět &gt;&gt;</Czech>
<Portuguese>Fixar item &gt;&gt;</Portuguese>
@ -185,7 +185,7 @@
<English>%1&lt;br/&gt;Attached</English>
<German>%1&lt;br/&gt;befestigt</German>
<Spanish>%1&lt;br/&gt;acoplada</Spanish>
<Polish>%1&lt;br/&gt;przyczepiono</Polish>
<Polish>Przyczepiono&lt;br/&gt;%1</Polish>
<French>%1&lt;br/&gt;attachée</French>
<Czech>%1&lt;br/&gt;Připnutý</Czech>
<Portuguese>%1&lt;br/&gt;Fixada</Portuguese>
@ -197,7 +197,7 @@
<English>%1&lt;br/&gt;Detached</English>
<German>%1&lt;br/&gt;entfernt</German>
<Spanish>%1&lt;br/&gt;quitada</Spanish>
<Polish>%1&lt;br/&gt;odczepiono</Polish>
<Polish>Odczepiono&lt;br/&gt;%1</Polish>
<French>%1&lt;br/&gt;détachée</French>
<Czech>%1&lt;br/&gt;Odepnutý</Czech>
<Portuguese>%1&lt;br/&gt;Separada</Portuguese>
@ -206,4 +206,4 @@
<Russian>%1&lt;br/&gt;отсоединен(-а)</Russian>
</Key>
</Package>
</Project>
</Project>

View File

@ -1,7 +1,7 @@
ace_lockbackpacks
ace_backpacks
=================
Introduces the ability to lock one's backpack.
Adds indication when someone else opens your backpack (sound effect and camera shake).
## Maintainers

View File

@ -1,3 +1,3 @@
#include "script_component.hpp"
["backpackOpened", {_this call FUNC(backpackOpened)}] call EFUNC(common,addEventHandler);
["backpackOpened", DFUNC(backpackOpened)] call EFUNC(common,addEventHandler);

View File

@ -2,18 +2,18 @@
* Author: commy2
*
* Someone opened your backpack. Execute locally.
*
*
* Argument:
* 0: Who accessed your inventory? (Object)
* 1: Unit that wields the backpack (Object)
* 2: The backpack object (Object)
*
*
* Return value:
* None.
*/
#include "script_component.hpp"
PARAMS_3(_unit,_target,_backpack);
private ["_sounds", "_position"];
params ["_target", "_backpack"];
// do cam shake if the target is the player
if ([_target] call EFUNC(common,isPlayer)) then {
@ -21,7 +21,6 @@ if ([_target] call EFUNC(common,isPlayer)) then {
};
// play a rustling sound
private ["_sounds", "_position"];
_sounds = [
/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",

View File

@ -2,21 +2,21 @@
* Author: commy2
*
* Returns the unit that has the given backpack object equipped.
*
*
* Argument:
* 0: A backpack object (Object)
*
* 0: Executing Unit (Object)
* 1: A backpack object (Object)
*
* Return value:
* Unit that has the backpack equipped. (Object)
*/
#include "script_component.hpp"
scopeName "main";
private ["_backpack", "_unit"];
_backpack = _this select 0;
_unit = objNull;
params ["_unit","_backpack"];
_target = objNull;
{
if (backpackContainer _x == _backpack) exitWith {_unit = _x};
} forEach (allUnits + allDeadMen);
_unit
if (backpackContainer _x == _backpack) then {_target = _x; breakTo "main"};
} count nearestObjects [_unit, ["Man"], 5];
if (isNull _target) exitWith {ACE_Player};
_target

View File

@ -11,9 +11,8 @@
*/
#include "script_component.hpp"
private ["_backpack", "_config"];
_backpack = _this select 0;
private ["_config"];
params ["_backpack"];
if (typeName _backpack == "OBJECT") then {
_backpack = typeOf _backpack;

View File

@ -2,29 +2,27 @@
* Author: commy2
*
* Handle the open inventory event. Display message on traget client.
*
*
* Argument:
* Input from "InventoryOpened" eventhandler
*
*
* Return value:
* false. Always open the inventory dialog. (Bool)
*/
#include "script_component.hpp"
private ["_unit", "_backpack"];
_unit = _this select 0;
_backpack = _this select 1;
private "_target";
params ["","_backpack"];
// exit if the target is not a backpack
if !([_backpack] call FUNC(isBackpack)) exitWith {};
// get the unit that wears the backpack object
private "_target";
_target = [_backpack] call FUNC(getBackpackAssignedUnit);
_target = _this call FUNC(getBackpackAssignedUnit);
if (isNull _target) exitWith {false};
// raise event on target unit
["backpackOpened", _target, [_unit, _target, _backpack]] call EFUNC(common,targetEvent);
["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
// return false to open inventory as usual
false

View File

@ -3,10 +3,11 @@ ace_ballistics
Changes to weapon, magazine and ammunition values.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [Ruthberg] (http://github.com/Ulteq)
- [Ruthberg](http://github.com/Ulteq)
- [KoffeinFlummi](https://github.com/KoffeinFlummi)
- [commy2](https://github.com/commy2)

View File

@ -1,9 +1,9 @@
// by commy2
#include "script_component.hpp"
private ["_wall", "_paper"];
private "_paper";
_wall = _this select 0;
params ["_wall"];
if (local _wall) then {
_paper = "UserTexture_1x2_F" createVehicle position _wall;

View File

@ -1599,6 +1599,7 @@
<German>[ACE] Munitionskiste</German>
<Czech>[ACE] Bedna s municí</Czech>
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
<Hungarian>[ACE] Lőszeres láda</Hungarian>
</Key>
</Package>
</Project>

View File

@ -5,6 +5,13 @@ class ACE_Settings {
typeName = "BOOL";
value = 1;
};
class GVAR(requireSurrender) {
displayName = CSTRING(ModuleSettings_requireSurrender_name);
description = CSTRING(ModuleSettings_requireSurrender_description);
typeName = "SCALAR";
values[] = {ECSTRING(common,Disabled), CSTRING(SurrenderOnly), CSTRING(SurrenderOrNoWeapon)};
value = 1;
};
class GVAR(allowSurrender) {
displayName = CSTRING(ModuleSettings_allowSurrender_name);
description = CSTRING(ModuleSettings_allowSurrender_description);

View File

@ -18,6 +18,11 @@ class CfgMovesBasic {
default = "ACE_AmovPercMstpSsurWnonDnon";
PutDown = "";
};
class ACE_CivilHandCuffedFFVActions: ACE_CivilStandHandcuffedActions {
stop = "ACE_HandcuffedFFV";
StopRelaxed = "ACE_HandcuffedFFV";
default = "ACE_HandcuffedFFV";
};
};
};
@ -55,6 +60,14 @@ class CfgMovesMaleSdr: CfgMovesBasic {
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1};
};
//Handcuffed-FFV:
class ACE_HandcuffedFFV: ACE_AmovPercMstpScapWnonDnon {
file = "\A3\cargoposes_F_heli\anim\passenger_flatground_3idleunarmed.rtm";
actions = "ACE_CivilHandCuffedFFVActions";
ConnectTo[] = {};
};
//Surrender Anims:
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
actions = "ACE_CivilStandSurrenderActions";

View File

@ -12,17 +12,17 @@ class CfgVehicles {
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_RemoveHandcuffs {
displayName = CSTRING(ReleaseCaptive);
selection = "righthand";
distance = 2;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_MainActions {
class ACE_RemoveHandcuffs {
displayName = CSTRING(ReleaseCaptive);
selection = "righthand";
distance = 2;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_EscortCaptive {
displayName = CSTRING(EscortCaptive);
distance = 4;
@ -97,7 +97,7 @@ class CfgVehicles {
};
};
#define MACRO_LOADUNLOADCAPTIVE \
#define MACRO_LOADCAPTIVE \
class ACE_Actions { \
class ACE_MainActions { \
class GVAR(LoadCaptive) { \
@ -113,27 +113,27 @@ class CfgVehicles {
class LandVehicle;
class Car: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Tank: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Air;
class Helicopter: Air {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Plane: Air {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Ship;
class Ship_F: Ship {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class StaticWeapon: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Box_NATO_Support_F;
@ -189,6 +189,26 @@ class CfgVehicles {
typeName = "BOOL";
defaultValue = 1;
};
class requireSurrender {
displayName = CSTRING(ModuleSettings_requireSurrender_name);
description = CSTRING(ModuleSettings_requireSurrender_description);
typeName = "NUMBER";
class values {
class disable {
name = ECSTRING(common,No);
value = 0;
};
class Surrender {
name = CSTRING(SurrenderOnly);
value = 1;
default = 1;
};
class SurrenderOrNoWeapon {
name = CSTRING(SurrenderOrNoWeapon);
value = 2;
};
};
};
};
class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleSettings_Description);

View File

@ -1,10 +1,10 @@
ace_captives
============
Allows taking people captive/handcuffed
Adds ability to handcuff and surrender.
####Items:
`ACE_CableTie` - adds ability to take someone captive
#### Items Added:
`ACE_CableTie`
## Maintainers

View File

@ -6,12 +6,11 @@
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
PARAMS_1(_disconnectedPlayer);
params ["_disconnectedPlayer"];
private "_escortedUnit";
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
detach _escortedUnit;
//systemChat "debug: DC detach";
};
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];

View File

@ -16,6 +16,7 @@ PREP(doFriskPerson);
PREP(doLoadCaptive);
PREP(doRemoveHandcuffs);
PREP(doUnloadCaptive);
PREP(findEmptyNonFFVCargoSeat);
PREP(handleGetIn);
PREP(handleGetOut);
PREP(handleKilled);

View File

@ -16,11 +16,11 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
//Check sides, Player has cableTie, target is alive and not already handcuffed
(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
("ACE_CableTie" in (items _unit)) &&
{alive _target} &&
{!(_target getVariable [QGVAR(isHandcuffed), false])}
{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
(GVAR(requireSurrender) == 0 || ((_target getVariable [QGVAR(isSurrendering), false]) || (currentWeapon _target == "" && GVAR(requireSurrender) == 2)))

View File

@ -16,8 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
//Alive, handcuffed, not being escored, and not unconscious
(_target getVariable [QGVAR(isHandcuffed), false]) &&

View File

@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
_target getVariable [QGVAR(isHandcuffed), false]
|| {_target getVariable [QGVAR(isSurrendering), false]}

View File

@ -11,29 +11,36 @@
* The return value <BOOL>
*
* Example:
* [player, bob] call ACE_captives_fnc_canLoadCaptive
* [player, bob, car] call ACE_captives_fnc_canLoadCaptive
*
* Public: No
*/
#include "script_component.hpp"
private ["_objects"];
params ["_unit", "_target","_vehicle"];
PARAMS_3(_unit,_target,_vehicle);
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
if ((count _objects) > 0) then {_target = _objects select 0;};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
};
if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship_F"], 10];
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
//Looking at a captive unit, search for nearby vehicles with valid seats:
{
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
//We have a vehicle picked, make sure it has empty seats:
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
};
(!isNull _target)
&& {!isNull _vehicle}
&& {_unit getVariable [QGVAR(isEscorting), false]}
&& {_target getVariable [QGVAR(isHandcuffed), false]}
&& {_vehicle emptyPositions "cargo" > 0}
(!isNull _vehicle)

View File

@ -16,8 +16,9 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
//Unit is handcuffed and not currently being escorted
_target getVariable [QGVAR(isHandcuffed), false] &&
{isNull (attachedTo _target)}
{isNull (attachedTo _target)} &&
{(vehicle _target) == _target}

View File

@ -16,8 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_unit);
DEFAULT_PARAM(1,_target,objNull);
params ["_unit", ["_target", objNull]];
if (isNull _target) then {
_target = _unit getVariable [QGVAR(escortedUnit), objNull];

View File

@ -16,12 +16,12 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_newSurrenderState);
private "_returnValue";
params ["_unit", "_newSurrenderState"];
_returnValue = if (_newSurrenderState) then {
//no weapon equiped AND not currently surrendering and
//no weapon equiped AND not currently surrendering and
GVAR(allowSurrender) && {(currentWeapon _unit) == ""} && {!(_unit getVariable [QGVAR(isSurrendering), false])}
} else {
//is Surrendering

View File

@ -18,6 +18,6 @@
private ["_cargo"];
PARAMS_2(_player,_unit);
params ["_player", "_unit"];
((vehicle _unit) != _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}

View File

@ -16,10 +16,11 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
_unit removeItem "ACE_CableTie";
params ["_unit", "_target"];
playSound3D [QUOTE(PATHTO_R(sounds\cable_tie_zipping.ogg)), objNull, false, (getPosASL _target), 1, 1, 10];
["SetHandcuffed", [_target], [_target, true]] call EFUNC(common,targetEvent);
_unit removeItem "ACE_CableTie";

View File

@ -17,7 +17,7 @@
*/
#include "script_component.hpp"
PARAMS_3(_unit,_target,_state);
params ["_unit", "_target","_state"];
if (_state) then {
if (_unit getVariable [QGVAR(isEscorting), false]) exitWith {};
@ -35,7 +35,9 @@ if (_state) then {
nil, 20, false, true, "", QUOTE(!isNull (GETVAR(_target,QGVAR(escortedUnit),objNull)))];
[{
EXPLODE_3_PVT((_this select 0),_unit,_target,_actionID);
params ["_args", "_pfID"];
_args params ["_unit", "_target", "_actionID"];
if (_unit getVariable [QGVAR(isEscorting), false]) then {
if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then {
_unit setVariable [QGVAR(isEscorting), false, true];

View File

@ -18,7 +18,7 @@
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
PARAMS_2(_player,_unit);
params ["_player", "_unit"];
_weapon = currentWeapon _player;
if (_weapon == primaryWeapon _player && {_weapon != ""}) then {

View File

@ -1,6 +1,6 @@
/*
* Author: commy2
* Unit loads the target object into a vehicle.
* Unit loads the target object into a vehicle. (logic same as canLoadCaptive)
*
* Arguments:
* 0: Unit that wants to load a captive <OBJECT>
@ -17,23 +17,34 @@
*/
#include "script_component.hpp"
PARAMS_3(_unit,_target,_vehicle);
private "_objects";
params ["_unit", "_target","_vehicle"];
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
if ((count _objects) > 0) then {_target = _objects select 0;};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
};
if (isNull _target) exitWith {};
if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {ERROR("");};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car_F", "Tank_F", "Helicopter_F", "Boat_F", "Plane_F"], 10];
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
//Looking at a captive unit, search for nearby vehicles with valid seats:
{
// if (([_x] call FUNC(findEmptyNonFFVCargoSeat)) != -1) exitWith {
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
// if (([_vehicle] call FUNC(findEmptyNonFFVCargoSeat)) == -1) then {
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
};
if (isNull _vehicle) exitWith {};
if ((!isNil "_target") && {!isNil "_vehicle"}) then {
_unit setVariable [QGVAR(isEscorting), false, true];
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);
};
if (isNull _vehicle) exitWith {ERROR("");};
_unit setVariable [QGVAR(isEscorting), false, true];
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);

View File

@ -15,6 +15,6 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
["SetHandcuffed", [_target], [_target, false]] call EFUNC(common,targetEvent);

View File

@ -16,6 +16,6 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
["MoveOutCaptive", [_target], [_target]] call EFUNC(common,targetEvent);

View 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

View File

@ -4,8 +4,8 @@
*
* Arguments:
* 0: _vehicle <OBJECT>
* 2: dunno <OBJECT>
* 1: _unit <OBJECT>
* 1: dunno <OBJECT>
* 2: _unit <OBJECT>
*
* Return Value:
* The return value <BOOL>
@ -17,7 +17,8 @@
*/
#include "script_component.hpp"
PARAMS_3(_vehicle,_dontcare,_unit);
params ["_vehicle", "","_unit"];
TRACE_2("params",_vehicle,_unit);
if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then {
@ -27,4 +28,18 @@ if (local _unit) then {
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrender);
};
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
//Need to force animation for FFV turrets
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
if (!(_turretPath isEqualTo [])) then {
TRACE_1("Setting FFV Handcuffed Animation",_turretPath);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
};
};

View File

@ -4,8 +4,8 @@
*
* Arguments:
* 0: _vehicle <OBJECT>
* 2: dunno <OBJECT>
* 1: _unit <OBJECT>
* 1: dunno <OBJECT>
* 2: _unit <OBJECT>
*
* Return Value:
* The return value <BOOL>
@ -17,17 +17,21 @@
*/
#include "script_component.hpp"
PARAMS_3(_vehicle,_dontcare,_unit);
params ["_vehicle", "", "_unit"];
TRACE_2("params",_vehicle,_unit);
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
private ["_cargoIndex"];
_cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1];
//If captive was not "unloaded", then move them back into the vehicle.
if (_cargoIndex != -1) exitWith {
if (_cargoIndex != -1) then {
//If captive was not "unloaded", then move them back into the vehicle.
TRACE_1("forcing back into vehicle",_cargoIndex);
_unit moveInCargo [_vehicle, _cargoIndex];
} else {
//Getting out of vehicle:
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
};

View File

@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_oldUnit);
params ["_oldUnit"];
if (!local _oldUnit) exitWith {};

View File

@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_isUnconc);
params ["_unit","_isUnconc"];
if (!local _unit) exitWith {};

View File

@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_newUnit,_oldUnit);
params ["_newUnit","_oldUnit"];
//set showHUD based on new unit status:
if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then {

View File

@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_dead);
params ["_unit","_dead"];
if (!local _unit) exitWith {};

View File

@ -15,10 +15,10 @@
*/
#include "script_component.hpp"
PARAMS_1(_unit);
params ["_unit"];
// prevent players from throwing grenades (added to all units)
[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);
// [_unit, "Throw", {systemChat "a"; ((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}; true}, {systemChat "b";}] call EFUNC(common,addActionEventhandler);
if (local _unit) then {
// reset status on mission start

View File

@ -17,7 +17,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_zeusIsOpen);
params ["_unit","_zeusIsOpen"];
//set showHUD based on unit status:
if (!_zeusIsOpen) then {

View File

@ -13,7 +13,8 @@
#include "script_component.hpp"
PARAMS_1(_logic);
params ["_logic"];
[_logic, QGVAR(allowHandcuffOwnSide), "allowHandcuffOwnSide"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(allowSurrender), "allowSurrender"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(requireSurrender), "requireSurrender"] call EFUNC(common,readSettingFromModule);

View File

@ -17,19 +17,20 @@
*/
#include "script_component.hpp"
PARAMS_3(_logic,_units,_activated);
private ["_bisMouseOver", "_mouseOverObject"];
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {};
if (local _logic) then {
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
PARAMS_1(_units);
params ["_units"];
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute);
}, [_units], 0.05]call EFUNC(common,waitAndExecute);
deleteVehicle _logic;
};

View File

@ -16,8 +16,8 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_state);
params ["_unit","_state"];
TRACE_2("params",_unit,_state);
if (!local _unit) exitwith {
ERROR("running setHandcuffed on remote unit");
@ -43,25 +43,48 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
PARAMS_1(_unit);
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
params ["_unit"];
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
if ((vehicle _unit) == _unit) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
} else {
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation);
if (_unit == (vehicle _unit)) then {
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Handcuff animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
}];
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
} else {
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
TRACE_1("turret Path",_turretPath);
if (_turretPath isEqualTo []) exitWith {};
TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
}];
TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
@ -69,6 +92,7 @@ if (_state) then {
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];

View File

@ -16,8 +16,8 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_state);
params ["_unit","_state"];
TRACE_2("params",_unit,_state);
if (!local _unit) exitwith {
ERROR("running surrender on remote unit");
@ -44,13 +44,13 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
PARAMS_1(_unit);
params ["_unit"];
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
params ["_unit", "_newAnimation"];
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Surrender animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
@ -58,7 +58,7 @@ if (_state) then {
}];
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
@ -86,8 +86,8 @@ if (_state) then {
//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
//Handles long animation chains
[{
PARAMS_2(_args,_pfID);
EXPLODE_2_PVT(_args,_unit,_maxTime);
params ["_args", "_pfID"];
_args params ["_unit", "_maxTime"];
//If waited long enough or they re-surrendered or they are unconscious, exit loop
if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;

View File

@ -16,11 +16,17 @@
*/
#include "script_component.hpp"
PARAMS_2(_target,_vehicle);
params ["_target","_vehicle"];
TRACE_2("params",_target,_vehicle);
private ["_cargoIndex"];
_target moveInCargo _vehicle;
_target assignAsCargo _vehicle;
_cargoIndex = _vehicle getCargoIndex _target;
_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 setVariable [QGVAR(CargoIndex), _cargoIndex, true];

View File

@ -15,10 +15,12 @@
*/
#include "script_component.hpp"
PARAMS_1(_unit);
params ["_unit"];
TRACE_1("params",_unit);
_unit setVariable [QGVAR(CargoIndex), -1, true];
moveOut _unit;
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
unassignVehicle _unit;

View File

@ -1,6 +1,8 @@
#define COMPONENT captives
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
#ifdef DEBUG_ENABLED_CAPTIVES
#define DEBUG_MODE_FULL
#endif

View File

@ -164,6 +164,7 @@
<German>Einheit kapitulieren lassen</German>
<Czech>Vzdávající se jednotka</Czech>
<Portuguese>Fazer unidade se render</Portuguese>
<Hungarian>Egység kapitulálása</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
@ -172,48 +173,77 @@
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English>
<Polish>Ustawienia więźniów</Polish>
<Spanish>Ajustes de prisioneros</Spanish>
<Czech>Nastavení zajatce</Czech>
<German>Gefangenen-Einstellungen</German>
<Portuguese>Ajustes de prisioneiros</Portuguese>
<Hungarian>Fogoly-beállítások</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_Description">
<English>Controls settings for surrender and cable ties</English>
<Polish>Moduł ten kontroluje ustawienia kapitulacji oraz opasek zaciskowych</Polish>
<Spanish>Ajustes de control para rendición y precintos</Spanish>
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
<Hungarian>Szabályozza a kapituláció és bilincselés beállításait</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
<English>Can handcuff own side</English>
<Polish>Skuwanie sojuszników</Polish>
<Spanish>Se puede esposar el bando propio</Spanish>
<Czech>Může spoutat spolubojovníky</Czech>
<German>Kann Teamkollegen fesseln</German>
<Portuguese>Pode algemar o próprio lado</Portuguese>
<Hungarian>Saját oldal megbilincselhető</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
<English>Can players cabletie units on their own side</English>
<Polish>Czy gracze mogą skuwać sojuszników?</Polish>
<Spanish>Pueden los jugadores esposar unidades en su propio bando</Spanish>
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
<German>Können Spieler eigene Einheiten fesseln</German>
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
<Hungarian>A játékosok megkötözhetik-e a saját oldalukon lévő egységeket</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
<English>Allow surrendering</English>
<Polish>Pozwól kapitulować</Polish>
<Spanish>Permitir rendición</Spanish>
<Czech>Povolit vzdávání</Czech>
<German>Kapitulation erlauben</German>
<Portuguese>Permite rendição</Portuguese>
<Hungarian>Kapituláció engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
<English>Players can surrender after holstering their weapon</English>
<Polish>Gracze mogą skapitulować po schowaniu swojej broni do kabury</Polish>
<Spanish>Los jugadores pueden rendirse después de enfundar su arma</Spanish>
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
<Hungarian>A játékosok megadhatják magukat a fegyverük elrakása után</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
<English>Require surrendering</English>
<Polish>Wymagaj kapitulacji</Polish>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description">
<English>Require Players to surrender before they can be arrested</English>
<Polish>Wymagaj od graczy kapitulacji zanim będzie można ich zaaresztować</Polish>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOnly">
<English>Surrendering only</English>
<Polish>Tylko kapitulacja</Polish>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOrNoWeapon">
<English>Surrendering or No weapon</English>
<Polish>Kapitulacja lub brak broni</Polish>
</Key>
</Package>
</Project>

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