diff --git a/addons/advanced_ballistics/CfgVehicles.hpp b/addons/advanced_ballistics/CfgVehicles.hpp index 5cd986a308..b97a023f01 100644 --- a/addons/advanced_ballistics/CfgVehicles.hpp +++ b/addons/advanced_ballistics/CfgVehicles.hpp @@ -7,5 +7,31 @@ class CfgVehicles { scope = 2; isGlobal = 1; icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa)); + class Arguments { + class enabled { + displayName = "Advanced Ballistics"; + description = "Enable Advanced Ballistics?"; + typeName = "BOOL"; + defaultValue = 0; + }; + class enableAmmoTemperatureSimulation { + displayName = "Enable Ammo Temperature"; + description = "Muzzle velocity varies with ammo temperature"; + typeName = "BOOL"; + defaultValue = 1; + }; + class enableBarrelLengthSimulation { + displayName = "Enable Barrel Length"; + description = "Muzzle velocity varies with barrel length"; + typeName = "BOOL"; + defaultValue = 1; + }; + class enableBulletTraceEffect { + displayName = "Enable Bullet Trace"; + description = "Enables the bullet trace effect"; + typeName = "BOOL"; + defaultValue = 1; + }; + }; }; }; diff --git a/addons/advanced_ballistics/XEH_postInit.sqf b/addons/advanced_ballistics/XEH_postInit.sqf index 0d9170085a..01c51ce1a8 100644 --- a/addons/advanced_ballistics/XEH_postInit.sqf +++ b/addons/advanced_ballistics/XEH_postInit.sqf @@ -5,6 +5,11 @@ // AB is disabled by default GVAR(enabled) = false; +//GVAR(VehicleGunnerEnabled) = true; // TODO: We currently do not have firedEHs on vehicles +GVAR(AmmoTemperatureEnabled) = true; +GVAR(BarrelLengthInfluenceEnabled) = true; +GVAR(BulletTraceEnabled) = true; + GVAR(bulletDatabase) = []; GVAR(bulletDatabaseStartTime) = []; GVAR(bulletDatabaseSpeed) = []; @@ -21,19 +26,15 @@ GVAR(WindInfoStart) = time; GVAR(Protractor) = false; GVAR(ProtractorStart) = time; -GVAR(SimulationPrecision) = 1; - +// Those are only used in the pure sqf version (extension free PFH) +GVAR(SimulationPrecision) = 2; GVAR(WindEnabled) = true; GVAR(SpinDriftEnabled) = true; GVAR(CoriolisEnabled) = true; GVAR(EoetvoesEnabled) = true; GVAR(AdvancedAirDragEnabled) = true; GVAR(TransonicRegionEnabled) = true; -GVAR(AmmoTemperatureEnabled) = true; -GVAR(BulletTraceEnabled) = true; GVAR(AtmosphericDensitySimulationEnabled) = true; -GVAR(BarrelLengthInfluenceEnabled) = true; -GVAR(VehicleGunnerEnabled) = true; GVAR(currentGrid) = 0; GVAR(INIT_MESSAGE_ENABLED) = false; diff --git a/addons/advanced_ballistics/functions/fnc_handleFired.sqf b/addons/advanced_ballistics/functions/fnc_handleFired.sqf index 84ed8747eb..2bbb0482e6 100644 --- a/addons/advanced_ballistics/functions/fnc_handleFired.sqf +++ b/addons/advanced_ballistics/functions/fnc_handleFired.sqf @@ -36,7 +36,7 @@ if (underwater _unit) exitWith {}; if (!(_ammo isKindOf "BulletBase")) exitWith {}; if (_unit distanceSqr ACE_player > 9000000) exitWith {}; if (GVAR(ONLY_ACTIVE_FOR_LOCAL_PLAYER) && _unit != ACE_player) exitWith {}; -if (!GVAR(VehicleGunnerEnabled) && !(_unit isKindOf "Man")) exitWith {}; +//if (!GVAR(VehicleGunnerEnabled) && !(_unit isKindOf "Man")) exitWith {}; if (GVAR(DISABLED_IN_FULL_AUTO_MODE) && getNumber(configFile >> "cfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) exitWith {}; // Decide whether normal winddeflection is good enough