Merge remote-tracking branch 'upstream/master' into patch-3

This commit is contained in:
Vdauphin
2023-05-28 00:23:42 +02:00
326 changed files with 7185 additions and 3405 deletions

1
.gitignore vendored
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@ -7,6 +7,7 @@ extensions/vcproj64/*
.vscode/*
hemtt
hemtt.exe
.hemttout
tools/temp
*.cache
*.pbo

37
.hemtt/project.toml Normal file
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@ -0,0 +1,37 @@
name = "ACE3"
prefix = "ace"
author = "ACE-Team"
[files]
include = [
"*.dll",
"*.so",
"mod.cpp",
"README.md",
"docs/README_*.md",
"AUTHORS.txt",
"LICENSE",
"logo_ace3_ca.paa",
"meta.cpp",
]
[version]
git_hash = 0
# TODO Enable once templating is added in v0.10
#[properties]
#version = "{{git \"id 8\"}}"
[asc]
enabled = true
exclude = [
"/initsettings.sqf",
"/initkeybinds.sqf",
"/xeh_prep.sqf",
"dev",
"medical_ai/statemachine.sqf",
"common/functions/fnc_dummy.sqf",
]
[hemtt.config]
preset = "Hemtt" # TODO will change after v0.10-a14

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@ -145,6 +145,7 @@ PiZZADOX <509thParachuteInfantry@gmail.com>
pokertour
Professor <lukas.trneny@wo.cz>
Pterolatypus <pterolatypus@gmail.com>
QuantX
QuickDagger
rakowozz
ramius86 <pasini86@hotmail.com>
@ -182,4 +183,4 @@ wizpig64
YetheSamartaka
xrufix
Zakant <Zakant@gmx.de>
zGuba
zGuba

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@ -4,7 +4,7 @@
<p align="center">
<a href="https://github.com/acemod/ACE3/releases/latest">
<img src="https://img.shields.io/badge/Version-3.15.0-blue.svg?style=flat-square" alt="ACE3 Version">
<img src="https://img.shields.io/badge/Version-3.15.2-blue.svg?style=flat-square" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">

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@ -42,7 +42,7 @@ class RscTitles {
x="SafeZoneX + 0.001";
y="SafeZoneY + 0.001";
w=0.2;
h=0.2*4/3;
h="0.2*4/3";
size=0.034;
sizeEx=0.027;
text="";

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@ -35,7 +35,7 @@
<Key ID="STR_ACE_Advanced_Throwing_Enable_DisplayName">
<English>Enable Advanced Throwing</English>
<Spanish>Activar Lanzamiento Avanzado</Spanish>
<Russian>Включить улучшенный бросок</Russian>
<Russian>Вкл. улучшенный бросок</Russian>
<Japanese>アドバンスド スローイングを有効化</Japanese>
<Polish>Aktywuj zaawansowane rzucanie</Polish>
<German>Aktiviere erweitertes Wurfsystem</German>
@ -128,7 +128,7 @@
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_DisplayName">
<English>Enable Throwables Pick Up</English>
<Spanish>Habilitar recoger objetos lanzados</Spanish>
<Russian>Включить подбор гранат</Russian>
<Russian>Вкл. подбор гранат</Russian>
<Japanese>投てき物の拾い上げを有効化</Japanese>
<Polish>Zezwól na podnoszenie obiektów miotanych</Polish>
<German>Aktiviere Aufheben von Wurfobjekten</German>
@ -158,7 +158,7 @@
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_DisplayName">
<English>Enable Attached Throwables Pick Up</English>
<Spanish>Activar coger objetos lanzables que se enganchan</Spanish>
<Russian>Включить подбор прикрепленных гранат</Russian>
<Russian>Вкл. подбор прикрепленных гранат</Russian>
<Japanese>取り付けられた投てき物の拾い上げを有効化</Japanese>
<Polish>Zezwól na podnoszenie przyczepionych obiektów miotanych</Polish>
<German>Aktiviere erneute Aufnahme befestigter Wurfobjekte</German>

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@ -32,7 +32,7 @@ private _cursSelRow = lnbCurSelRow _contentPanelCtrl;
private _loadoutName = _contentPanelCtrl lnbText [_cursSelRow, 1];
private _curSelLoadout = (_contentPanelCtrl getVariable (_loadoutName + str GVAR(currentLoadoutsTab))) select 0;
private _extendedLoadout = GVAR(center) call FUNC(getLoadout);
private _loadout = _loadout select 0;
private _loadout = _extendedLoadout select 0;
private _loadoutIndex = _data findIf {(_x select 0) == _editBoxContent};
private _sharedLoadoutsVars = GVAR(sharedLoadoutsNamespace) getVariable QGVAR(sharedLoadoutsVars);

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@ -65,12 +65,12 @@ private _fnc_fill_right_Container = {
private _lbAdd = _ctrlPanel lnbAddRow ["", _displayName, "0"];
private _columns = count lnbGetColumnsPosition _ctrlPanel;
_ctrlPanel lnbSetData [[_lbAdd, 0], _x];
_ctrlPanel lnbSetData [[_lbAdd, 0], _className];
_ctrlPanel lnbSetPicture [[_lbAdd, 0], _picture];
_ctrlPanel lnbSetValue [[_lbAdd, 0], _mass];
_ctrlPanel setVariable [_x, _mass];
_ctrlPanel setVariable [_className, _mass];
_ctrlPanel lnbSetValue [[_lbAdd, 2], [0, 1] select (_isUnique)];
_ctrlPanel lbSetTooltip [_lbAdd * _columns,format ["%1\n%2", _displayName, _x]];
_ctrlPanel lbSetTooltip [_lbAdd * _columns, format ["%1\n%2", _displayName, _className]];
};
// Retrieve compatible mags

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@ -57,5 +57,7 @@ if (_global && {isMultiplayer} && {{_object in _x} count GVAR(EHIDArray) == 0})
[_object, 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToObject);
[_object, _items, false] call FUNC(addVirtualItems);
[QGVAR(boxInitialized), [_object, _items]] call CBA_fnc_localEvent;
};
};

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@ -30,6 +30,7 @@ if (_global && {isMultiplayer}) then {
[QGVAR(removeBox), [_object, false]] call CBA_fnc_globalEvent;
};
} else {
_object setVariable [QGVAR(virtualItems), nil, false];
_object setVariable [QGVAR(virtualItems), nil, false];
[_object, 0, ["ACE_MainActions", QGVAR(interaction)]] call EFUNC(interact_menu,removeActionFromObject);
[QGVAR(boxRemoved), _object] call CBA_fnc_localEvent;
};

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@ -27,7 +27,7 @@ cba_diagnostic_projectileMaxLines = 10;
{
_x enableSimulation false;
_x hideObject true;
} forEach (allMissionObjects "" - [_player]);
} forEach (allMissionObjects "" - [_player] - attachedObjects _player);
if ((_player getVariable ["cba_projectile_firedEhId", -1]) != -1) then {
_player call CBA_fnc_removeUnitTrackProjectiles;

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@ -764,7 +764,7 @@
<Korean>모드 아이콘 허가</Korean>
<Chinese>啟用模組圖示</Chinese>
<Chinesesimp>启用模组图示</Chinesesimp>
<Russian>Включить иконки модов</Russian>
<Russian>Вкл. иконки модов</Russian>
<Portuguese>Ativar ícones de mods</Portuguese>
<Czech>Zapnout ikony modů</Czech>
<Turkish>Mod simgelerini etkinleştir</Turkish>
@ -1266,7 +1266,7 @@
<Chinese>啟用臉譜/聲音/徽章選項</Chinese>
<Italian>Abilita volti, voci e insegne</Italian>
<Polish>Aktywuj zakładki twarz / głos / insygnia</Polish>
<Russian>Включить вкладки Лиц / Голосов / Знаков различия</Russian>
<Russian>Вкл. вкладки: лица, голоса, эмблемы</Russian>
<Portuguese>Ativar as abas de rostos / vozes / insígnias</Portuguese>
<Czech>Povolit záložky s tvářemi, hlasy a insigniemi</Czech>
<Turkish>Yüzler/sesler/peçler bölmelerini etkinleştir</Turkish>
@ -1467,12 +1467,18 @@
</Key>
<Key ID="STR_ACE_Arsenal_loadoutsSaveFaceSetting">
<English>Save Face</English>
<Korean>얼굴 저장</Korean>
<Russian>Сохранить лицо</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_loadoutsSaveVoiceSetting">
<English>Save Voice</English>
<Korean>목소리 저장</Korean>
<Russian>Сохранить голос</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_loadoutsSaveInsigniaSetting">
<English>Save Insignia</English>
<Korean>계급장 저장</Korean>
<Russian>Сохранить эмблему</Russian>
</Key>
</Package>
</Project>

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@ -30,8 +30,8 @@ class GVAR(rangeTableDialog) {
y = "3.76 * ((safeZoneH / 1.2) / 25) + (safezoneY + (safezoneH - (safeZoneH / 1.2)) / 2)";
w = "16.2634559672906 * (safeZoneH / 40)";
h = "20.24 * ((safeZoneH / 1.2) / 25)";
columns[] = {(10/867),(86/867),(171/867),(238/867),(320/867),(405/867),(485/867),(546/867),(607/867),(668/867),(729/867),(790/867)};
rowHeight = 0.015 * safeZoneH;
columns[] = {"10/867", "86/867", "171/867", "238/867", "320/867", "405/867", "485/867", "546/867", "607/867", "668/867", "729/867", "790/867"};
rowHeight = "0.015 * safeZoneH";
sizeEx = "0.014 * safeZoneH";
font = "EtelkaMonospacePro";
drawSideArrows = 1;
@ -48,7 +48,6 @@ class GVAR(rangeTableDialog) {
};
class ChargeListBox: RscListbox {
idc = IDC_CHARGELIST;
style = ST_RIGHT;
x = "13 *(safeZoneH / 40) + (safezoneX + (safezoneW - safeZoneH) / 2)";
y = "2 * ((safeZoneH / 1.2) / 25) + (safezoneY + (safezoneH - (safeZoneH / 1.2)) / 2)";
w = "5 * (safeZoneH / 40)";

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@ -36,7 +36,6 @@ class RscTitles {
};
};
};
};
};
};

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@ -80,7 +80,7 @@
<Portuguese>Computador de Artilharia Desabilitado</Portuguese>
<Spanish>Computadora de artillería deshabilitada</Spanish>
<Turkish>Topçu Bilgisayarı Devre Dışı</Turkish>
<Russian>Артиллерийский Компьютер Отключён</Russian>
<Russian>Орудийный компьютер отключён</Russian>
<Korean>탄도계산컴퓨터 비활성화</Korean>
</Key>
<Key ID="STR_ACE_ArtilleryTables_disableArtilleryComputer_description">
@ -96,7 +96,7 @@
<Portuguese>Desabilitar o computador de artilharia padrão</Portuguese>
<Spanish>Deshabilita la computadora de artillería por defecto de Arma 3</Spanish>
<Turkish>Topçu bilgisayarını devre dışı bırak</Turkish>
<Russian>Отключить ванильный артиллерийский компьютер</Russian>
<Russian>Отключить ванильный орудийный компьютер</Russian>
<Korean>바닐라 탄도계산컴퓨터를 비활성화 합니다.</Korean>
</Key>
</Package>

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -330,7 +330,7 @@
<Russian>Разрешить игрокам арестовывать юнитов своей стороны</Russian>
<Italian>I giocatori possono ammanettare unità alleate</Italian>
<Japanese>プレイヤーが拘束したユニットの陣営を自陣営に変更させます。</Japanese>
<Korean>자기편에게 케이블타이를 사용할 수 있게합니다</Korean>
<Korean>자기 편에게 케이블 타이를 사용할 수 있게 합니다</Korean>
<Chinese>玩家可以使用束線帶銬住同陣營隊友</Chinese>
<Chinesesimp>玩家可以使用束线带铐住同阵营队友</Chinesesimp>
</Key>

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@ -265,11 +265,11 @@ class CfgVehicles {
};
class VTOL_Base_F;
class VTOL_01_base_F: VTOL_Base_F {
GVAR(space) = 4;
GVAR(space) = 20;
GVAR(hasCargo) = 1;
};
class VTOL_02_base_F: VTOL_Base_F {
GVAR(space) = 4;
GVAR(space) = 10;
GVAR(hasCargo) = 1;
};

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@ -36,7 +36,9 @@ if (_item isEqualType "") then {
_validItem =
(alive _item) &&
{_ignoreInteraction || {([_item, _vehicle] call EFUNC(interaction,getInteractionDistance)) < MAX_LOAD_DISTANCE}} &&
{!(_item getVariable [QEGVAR(cookoff,isCookingOff), false])};
{!(_item getVariable [QEGVAR(cookoff,isCookingOff), false])} &&
{isNull(_item getVariable [QEGVAR(refuel,nozzle), objNull])} && // Objects which have a refueling nozzle connected to them cannot be loaded
{isNull(_item getVariable [QEGVAR(refuel,ownedNozzle), objNull])}; // Fuel sources which have their nozzle out cannot be loaded
};
_validItem &&

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@ -32,7 +32,7 @@ class GVAR(menu) {
y = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "13 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
style = ST_LEFT + ST_SHADOW;
style = QUOTE(ST_LEFT + ST_SHADOW);
font = "RobotoCondensed";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorText[] = {0.95, 0.95, 0.95, 0.75};

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@ -32,7 +32,7 @@ class GVAR(renameMenu) {
y = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "13 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
style = ST_LEFT + ST_SHADOW;
style = QUOTE(ST_LEFT + ST_SHADOW);
font = "RobotoCondensed";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorText[] = {0.95, 0.95, 0.95, 0.75};

View File

@ -37,11 +37,11 @@
<English>Renamed to:&lt;br/&gt;%1</English>
<Japanese>名前を次に変更:&lt;br/&gt;%1</Japanese>
<French>Renommé en :&lt;br/&gt;%1</French>
<Russian>Переименовано в:</Russian>
<Russian>Переименовано в:&lt;br/&gt;%1</Russian>
<German>Neu Bewaffnet: &lt;br/&gt;%1</German>
<Polish>Nazwa zmieniona na:&lt;br/&gt;%1</Polish>
<Chinesesimp>重命名为:&lt;br/&gt;%1</Chinesesimp>
<Korean>%1&lt;br/&gt;로 명칭을 바꿈</Korean>
<Korean>%1(으)로 명칭을 바꿈</Korean>
</Key>
<Key ID="STR_ACE_Cargo_clearedCustomName">
<English>Custom name has been cleared.</English>
@ -67,11 +67,11 @@
<English>Enable Rename Action</English>
<Japanese>名前変更を有効化</Japanese>
<French>Possibilité de renommage</French>
<Russian>Включить возможность переименования</Russian>
<Russian>Вкл. возможность переименования</Russian>
<German>Aktiviere Umbenennungs-Aktion</German>
<Polish>Włącz możliwość zmiany nazwy</Polish>
<Chinesesimp>启用重命名动作</Chinesesimp>
<Korean>새로 명칭짓기 행동 활성화</Korean>
<Korean>새로 명칭 짓기 행동 활성화</Korean>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enableRename_Description">
<English>Enables the rename action for renamable objects.</English>
@ -136,7 +136,7 @@
<German>Aktiviere Fracht</German>
<Polish>Aktywuj cargo</Polish>
<Portuguese>Ativar carga</Portuguese>
<Russian>Включить модуль перевозки грузов</Russian>
<Russian>Вкл. модуль перевозки грузов</Russian>
<Czech>Povolit náklad</Czech>
<Spanish>Habilitar carga</Spanish>
<Italian>Abilita Cargo</Italian>
@ -205,7 +205,7 @@
<Hungarian>%1&lt;br/&gt;berakodva ide:&lt;br/&gt;%2</Hungarian>
<Russian>%1&lt;br/&gt;загружен в&lt;br/&gt;%2</Russian>
<Japanese>%1&lt;br/&gt;&lt;br/&gt;%2へ積み込まれました</Japanese>
<Korean>%1&lt;br/&gt;&lt;br/&gt;%2 에 실림</Korean>
<Korean>%1은(는)&lt;br/&gt;%2 에 실림</Korean>
<Chinese>%1&lt;br/&gt;裝載至&lt;br/&gt;%2</Chinese>
<Chinesesimp>%1&lt;br/&gt;装载至&lt;br/&gt;%2</Chinesesimp>
</Key>
@ -221,7 +221,7 @@
<Hungarian>1%&lt;br/&gt;kirakodva ebből:&lt;br/&gt;%2</Hungarian>
<Russian>%1&lt;br/&gt;разгружен из&lt;br/&gt;%2</Russian>
<Japanese>&lt;br/&gt;%1が&lt;br/&gt;%2から降ろされました</Japanese>
<Korean>%1&lt;br/&gt;&lt;br/&gt;%2 에서 내려짐</Korean>
<Korean>%1은(는)&lt;br/&gt;%2에서 내려짐</Korean>
<Chinese>&lt;br/&gt;%2卸載&lt;br/&gt;%1</Chinese>
<Chinesesimp>&lt;br/&gt;%2卸载&lt;br/&gt;%1</Chinesesimp>
</Key>
@ -268,7 +268,7 @@
<Spanish>%1&lt;br/&gt;no pudo ser cargado</Spanish>
<French>%1&lt;br /&gt;n'a pas pu être chargé</French>
<Japanese>%1&lt;br/&gt;は積み込めませんでした</Japanese>
<Korean>%1&lt;br/&gt;이 실릴 수가 없습니다</Korean>
<Korean>%1을(를) 싣을 수가 없습니다</Korean>
<Chinese>%1&lt;br/&gt;無法被裝載</Chinese>
<Chinesesimp>%1&lt;br/&gt;无法被装载</Chinesesimp>
<Turkish>%1&lt;br/&gt; kargo yüklenemedi</Turkish>
@ -284,7 +284,7 @@
<Spanish>%1&lt;br/&gt;no pudo ser descargado</Spanish>
<French>%1&lt;br /&gt;n'a pas pu être déchargé</French>
<Japanese>%1&lt;br/&gt;は降ろせませんでした</Japanese>
<Korean>%1&lt;br/&gt;이 내려질 수가 없습니다</Korean>
<Korean>%1을(를) 하역할 수가 없습니다</Korean>
<Chinese>%1&lt;br/&gt;無法被卸載</Chinese>
<Chinesesimp>%1&lt;br/&gt;无法被卸载</Chinesesimp>
<Turkish>%1&lt;br/&gt; kargo boşaltılamadı</Turkish>
@ -297,6 +297,7 @@
<Polish>Własna nazwa</Polish>
<Chinesesimp>自定义名称</Chinesesimp>
<Korean>임의 명칭</Korean>
<Russian>Собственное название</Russian>
</Key>
<Key ID="STR_ACE_Cargo_customName_edenDesc">
<English>Set a custom cargo name used in the cargo interface.</English>
@ -410,7 +411,7 @@
<Chinesesimp>空投时间系数</Chinesesimp>
<Polish>Współczynnik czasu zrzutu</Polish>
<Korean>공중 투하 시간 계수</Korean>
<Russian>Коэффициент времени десантирования</Russian>
<Russian>Коэф. времени десантирования</Russian>
<Portuguese>Fator de Tempo para soltar a carga</Portuguese>
<Czech>Koeficient času nákladního výsadku</Czech>
<Spanish>Coeficiente de tiempo para lanzamiento</Spanish>
@ -436,7 +437,7 @@
<Japanese>積載時間の係数</Japanese>
<Polish>Współczynnik czasu załadowania</Polish>
<Italian>Coefficente Tempo Caricamento</Italian>
<Russian>Коэффициент времени погрузки</Russian>
<Russian>Коэф. времени погрузки</Russian>
<Portuguese>Fator de tempo para carregar</Portuguese>
<French>Coefficient du temps de chargement</French>
<Chinese>裝載時間係數</Chinese>
@ -484,9 +485,13 @@
</Key>
<Key ID="STR_ACE_Cargo_carryAfterUnload">
<English>Carry After Unload</English>
<Korean>화물 내린 후 운반</Korean>
<Russian>Нести после выгрузки</Russian>
</Key>
<Key ID="STR_ACE_Cargo_carryAfterUnload_description">
<English>Controls whether cargo items are carried or dragged after unloading.</English>
<Korean>화물 아이템을 내린 후 들거나 끌지 여부를 결정합니다.</Korean>
<Russian>Нужно ли переносить или тащить предметы после их выгрузки.</Russian>
</Key>
<Key ID="STR_ACE_Cargo_cargoNetType">
<English>Type of cargo</English>

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@ -26,12 +26,17 @@ if (isNil "_modelPath") then {
private _cartridge = getText (configFile >> "CfgAmmo" >> _ammo >> "cartridge");
//Default cartridge is a 5.56mm model
_modelPath = switch (_cartridge) do {
case "FxCartridge_9mm": { "A3\Weapons_f\ammo\cartridge_small.p3d" };
case "FxCartridge_65": { "A3\weapons_f\ammo\cartridge_65.p3d" };
case "FxCartridge_762": { "A3\weapons_f\ammo\cartridge_762.p3d" };
case "FxCartridge_127": { "A3\weapons_f\ammo\cartridge_127.p3d" };
case "FxCartridge_slug": { "A3\weapons_f\ammo\cartridge_slug.p3d" };
case "": { "" };
case "FxCartridge_9mm": { "A3\Weapons_f\ammo\cartridge_small.p3d" };
case "FxCartridge_65": { "A3\weapons_f\ammo\cartridge_65.p3d" };
case "FxCartridge_762": { "A3\weapons_f\ammo\cartridge_762.p3d" };
case "FxCartridge_762x39": { "A3\weapons_f_enoch\ammo\cartridge_762x39.p3d" };
case "FxCartridge_93x64_Ball": { "A3\Weapons_F_Mark\Ammo\cartridge_93x64.p3d" };
case "FxCartridge_338_Ball": { "A3\Weapons_F_Mark\Ammo\cartridge_338_LM.p3d" };
case "FxCartridge_338_NM": { "A3\Weapons_F_Mark\Ammo\cartridge_338_NM.p3d" };
case "FxCartridge_127": { "A3\weapons_f\ammo\cartridge_127.p3d" };
case "FxCartridge_127x54": { "A3\Weapons_F_Mark\Ammo\cartridge_127x54.p3d" };
case "FxCartridge_slug": { "A3\weapons_f\ammo\cartridge_slug.p3d" };
case "": { "" };
default { "A3\Weapons_f\ammo\cartridge.p3d" };
};
GVAR(cachedCasings) set [_ammo, _modelPath];

View File

@ -7,6 +7,7 @@
<Polish>ACE Łuski</Polish>
<Korean>ACE 탄피</Korean>
<Chinesesimp>ACE 弹壳</Chinesesimp>
<Russian>ACE Гильзы</Russian>
</Key>
<Key ID="STR_ACE_Casings_displayName">
<English>Casings Enabled</English>
@ -14,6 +15,7 @@
<Polish>Łuski włączone</Polish>
<Korean>탄피 활성화</Korean>
<Chinesesimp>开启弹壳生成</Chinesesimp>
<Russian>Гильзы включены</Russian>
</Key>
<Key ID="STR_ACE_Casings_description">
<English>Enable persistent casings (POTENTIAL performance impact on old/weak systems)</English>
@ -21,6 +23,7 @@
<Polish>Włącz pozostawanie łusek (MOŻLIWY wpływ na wydajność na starych/słabych komputerach)</Polish>
<Korean>영구적으로 남는 탄피를 활성화합니다(오래되고 취약한 시스템에 잠재적인 성능에 영향을 미칩니다.)</Korean>
<Chinesesimp>开启生成持续存在的弹壳(可能对较老和性能不行的系统有影响)</Chinesesimp>
<Russian>Включить постоянные гильзы (ПОТЕНЦИАЛЬНО может повлиять на производительность на старых/слабых системах)</Russian>
</Key>
<Key ID="STR_ACE_Casings_maxCasings_displayName">
<English>Maximum casings</English>
@ -28,6 +31,7 @@
<Polish>Maksymalna liczba łusek</Polish>
<Korean>탄피 최대 갯수</Korean>
<Chinesesimp>最大弹壳量</Chinesesimp>
<Russian>Макс. кол-во гильз</Russian>
</Key>
<Key ID="STR_ACE_Casings_maxCasings_description">
<English>Maximum amount of casings to display</English>
@ -35,6 +39,7 @@
<Polish>Maksymalna liczba wyświetlanych łusek</Polish>
<Korean>표시할 최대 탄피 갯수</Korean>
<Chinesesimp>显示的最大弹壳数量</Chinesesimp>
<Russian>Максимальное количество гильз для отображения</Russian>
</Key>
</Package>
</Project>

View File

@ -75,7 +75,7 @@
<Italian>Luce chimica (Arancione)</Italian>
<Chinese>螢光棒 (橘色)</Chinese>
<Chinesesimp>荧光棒(橘色)</Chinesesimp>
<Russian>Химсвет (Оранжевый)</Russian>
<Russian>Химсвет (оранжевый)</Russian>
<Portuguese>Bastão de Luz (Laranja)</Portuguese>
<Czech>Chemické světlo (Oranžové)</Czech>
<Spanish>Luz química (naranja)</Spanish>
@ -102,12 +102,12 @@
<Japanese>種類: 照明 - オレンジ&lt;br /&gt;装填数: 1&lt;br /&gt;次で使用: 携帯</Japanese>
<Polish>Typ: Światło - pomarańczowe&lt;br/&gt;Pociski: 1&lt;br/&gt;Używany w: ręce</Polish>
<German>Typ: Licht - orange&lt;br /&gt;Anzahl: 1&lt;br /&gt;Benutzt in: Hand</German>
<Korean>종류:밝은 오렌지&lt;br /&gt;수량: 1&lt;br /&gt;사용처: 손</Korean>
<Korean>종류: 밝은 오렌지&lt;br /&gt;수량: 1&lt;br /&gt;사용처: 손</Korean>
<French>Type : lumière - Orange&lt;br /&gt;Munitions : 1&lt;br /&gt;Application : main</French>
<Italian>Tipo: Luce - Arancione&lt;br/&gt;Rimanenti: 1&lt;br/&gt;Usata in: Mano</Italian>
<Chinese>類型: 光 - 橘色&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型:光—橘色&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
<Russian>Тип: Свет - Оранжевый&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - оранжевый&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Laranja&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Czech>Typ: Světlo - Oranžové&lt;br/&gt;Počet použití: 1&lt;br/&gt;Použít v ruce</Czech>
<Spanish>Tipo: Luz - Naranja&lt;br /&gt;Cantidad: 1&lt;br /&gt;Usado en: Mano</Spanish>
@ -123,7 +123,7 @@
<Italian>Luce chimica (Bianca)</Italian>
<Chinese>螢光棒 (白色)</Chinese>
<Chinesesimp>荧光棒(白色)</Chinesesimp>
<Russian>Химсвет (Белый)</Russian>
<Russian>Химсвет (белый)</Russian>
<Portuguese>Bastão de Luz (Branco)</Portuguese>
<Czech>Chemické světlo (Bílé)</Czech>
<Spanish>Luz química (Blanca)</Spanish>
@ -150,12 +150,12 @@
<Japanese>種類: 照明 - 白&lt;br /&gt;装填数: 1&lt;br /&gt;次で使用: 携帯</Japanese>
<Polish>Typ: Światło - białe&lt;br/&gt;Pociski: 1&lt;br/&gt;Używany w: ręce</Polish>
<German>Typ: Licht - weiß&lt;br /&gt;Anzahl: 1&lt;br /&gt;Benutzt in: Hand</German>
<Korean>종류:하얀색&lt;br /&gt;수량: 1&lt;br /&gt;사용처: 손</Korean>
<Korean>종류: 하얀색&lt;br /&gt;수량: 1&lt;br /&gt;사용처: 손</Korean>
<French>Type : lumière - Blanche&lt;br /&gt;Munitions : 1&lt;br /&gt;Application : main</French>
<Italian>Tipo: Luce - Bianca&lt;br/&gt;Rimanenti: 1&lt;br/&gt;Usata in: Mano</Italian>
<Chinese>類型: 光 - 白色&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型:光—白色&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
<Russian>Тип: Свет - Белый&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - белый&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Branco&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Czech>Typ: Světlo - Bílé&lt;br/&gt;Počet použití: 1&lt;br/&gt;Použít v ruce</Czech>
<Spanish>Tipo: Luz - Blanca&lt;br /&gt;Cantidad: 1&lt;br /&gt;Usado en: Mano</Spanish>
@ -171,7 +171,7 @@
<Italian>Luce chimica (Hi Rossa)</Italian>
<Chinese>螢光棒 (超亮紅色)</Chinese>
<Chinesesimp>荧光棒(高亮红色)</Chinesesimp>
<Russian>Химсвет (Ярко-Красный)</Russian>
<Russian>Химсвет (ярко-красный)</Russian>
<Portuguese>Bastão de Luz (Vermelho Forte)</Portuguese>
<Czech>Chemické světlo (Červené jasné)</Czech>
<Spanish>Luz química (Roja Hi)</Spanish>
@ -187,7 +187,7 @@
<Italian>Luce Hi Rossa</Italian>
<Chinese>超亮紅色光</Chinese>
<Chinesesimp>高亮红色光</Chinesesimp>
<Russian>Яркий Красный свет</Russian>
<Russian>Яркий красный свет</Russian>
<Portuguese>Luz forte vermelha</Portuguese>
<Czech>Červené jasné světlo</Czech>
<Spanish>Luz roja Hi</Spanish>
@ -203,7 +203,7 @@
<Italian>Tipo: Luce - Rossa Hi (30 minuti)&lt;br /&gt;Rimanenti: 1&lt;br/&gt;Usata in: Mano</Italian>
<Chinese>類型: 光 - 超亮紅色 (30分鐘)&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型光—高亮红色30分钟&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
<Russian>Тип: Свет - Ярко-Красный (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - ярко-красный (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Vermelho Forte (30 minutos)&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Czech>Typ: Světlo - Červené jasné&lt;br/&gt;Počet použití: 1&lt;br/&gt;Použít v ruce</Czech>
<Spanish>Tipo: Luz - Roja Hi (30 minutos)&lt;br /&gt;Cantidad: 1&lt;br /&gt;Usado en: Mano</Spanish>
@ -219,7 +219,7 @@
<Italian>Luce chimica (Hi Gialla)</Italian>
<Chinese>螢光棒 (超亮黃色)</Chinese>
<Chinesesimp>荧光棒(高亮黄色)</Chinesesimp>
<Russian>Химсвет (Ярко-Желтый)</Russian>
<Russian>Химсвет (ярко-жёлтый)</Russian>
<Portuguese>Bastão de Luz (Amarelo Forte)</Portuguese>
<Czech>Chemické světlo (Žluté jasné)</Czech>
<Spanish>Luz química (Amarilla Hi)</Spanish>
@ -235,7 +235,7 @@
<Italian>Luce Hi Gialla</Italian>
<Chinese>超亮黃色光</Chinese>
<Chinesesimp>高亮黄色光</Chinesesimp>
<Russian>Яркий Желтый свет</Russian>
<Russian>Яркий жёлтый свет</Russian>
<Portuguese>Luz forte amarela</Portuguese>
<Czech>Žluté jasné světlo</Czech>
<Spanish>Luz amarilla Hi</Spanish>
@ -246,12 +246,12 @@
<Japanese>種類: 照明 - 高輝度 黄 (30分間)&lt;br /&gt;装填数: 1&lt;br /&gt;次で使用: 携帯</Japanese>
<Polish>Typ: Światło - jaskrawe żółte (30 minut)&lt;br/&gt;Pociski: 1&lt;br/&gt;Używany w: ręce</Polish>
<German>Typ: Licht - gelb, hell (30 Minuten)&lt;br /&gt;Anzahl: 1&lt;br /&gt;Benutzt in: Hand</German>
<Korean>종류:밝은 노란색 (30분)&lt;br /&gt;수량: 1&lt;br /&gt;사용처: Hand</Korean>
<Korean>종류: 밝은 노란색 (30분)&lt;br /&gt;수량: 1&lt;br /&gt;사용처: Hand</Korean>
<French>Type : lumière HL (30 minutes) - Jaune&lt;br /&gt;Munitions : 1&lt;br /&gt;Application : main</French>
<Italian>Tipo: Luce - Gialla Hi (30 minuti)&lt;br /&gt;Rimanenti: 1&lt;br/&gt;Usata in: Mano</Italian>
<Chinese>類型: 光 - 超亮黃色 (30分鐘)&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型光—高亮黄色30分钟&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
<Russian>Тип: Свет - Ярко-Желтый (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - ярко-жёлтый (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Amarelo Forte (30 minutos)&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Czech>Typ: Světlo - Žluté jasné&lt;br/&gt;Počet použití: 1&lt;br/&gt;Použít v ruce</Czech>
<Spanish>Tipo: Luz - Amarilla Hi (30 minutos)&lt;br /&gt;Cantidad: 1&lt;br /&gt;Usado en: Mano</Spanish>
@ -267,7 +267,7 @@
<Italian>Luce chimica (Hi Bianca)</Italian>
<Chinese>螢光棒 (超亮白色)</Chinese>
<Chinesesimp>荧光棒(高亮白色)</Chinesesimp>
<Russian>Химсвет (Ярко-Белый)</Russian>
<Russian>Химсвет (ярко-белый)</Russian>
<Portuguese>Bastão de Luz (Branco Forte)</Portuguese>
<Czech>Chemické světlo (Bílé jasné)</Czech>
<Spanish>Luz química (Blanca Hi)</Spanish>
@ -283,7 +283,7 @@
<Italian>Luce Hi Bianca</Italian>
<Chinese>超亮白色光</Chinese>
<Chinesesimp>高亮白色光</Chinesesimp>
<Russian>Яркий Белый свет</Russian>
<Russian>Яркий белый свет</Russian>
<Portuguese>Luz forte branca</Portuguese>
<Czech>Bílé jasné světlo</Czech>
<Spanish>Luz blanca Hi</Spanish>
@ -299,7 +299,7 @@
<Italian>Tipo: Luce - Bianca Hi (30 minuti)&lt;br /&gt;Rimanenti: 1&lt;br/&gt;Usata in: Mano</Italian>
<Chinese>類型: 光 - 超亮白色 (30分鐘)&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型光—高亮白色30分钟&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
<Russian>Тип: Свет - Ярко-Белый (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - ярко-белый (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Branco Forte (30 minutos)&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Czech>Typ: Světlo - Bílé jasné&lt;br/&gt;Počet použití: 1&lt;br/&gt;Použít v ruce</Czech>
<Spanish>Tipo: Luz - Blanca Hi (30 minutos)&lt;br /&gt;Cantidad: 1&lt;br /&gt;Usado en: Mano</Spanish>
@ -312,7 +312,7 @@
<Polish>Świetlik (jaskrawy niebieski)</Polish>
<German>Knicklicht (Blau, Hell)</German>
<Italian>Luce chimica (Hi Blu)</Italian>
<Russian>Химсвет (Ярко-Синий)</Russian>
<Russian>Химсвет (ярко-синий)</Russian>
<Portuguese>Bastão de Luz (Azul Forte)</Portuguese>
<Chinese>螢光棒(超亮藍色)</Chinese>
<Chinesesimp>荧光棒(高亮蓝色)</Chinesesimp>
@ -328,7 +328,7 @@
<Japanese>高輝度の青色</Japanese>
<Polish>Jaskrawe niebieskie światło</Polish>
<Italian>Luce Hi Blu</Italian>
<Russian>Яркий Синий свет</Russian>
<Russian>Яркий синий свет</Russian>
<Portuguese>Luz forte azul</Portuguese>
<Chinese>超亮藍色光</Chinese>
<Chinesesimp>高亮蓝色光</Chinesesimp>
@ -344,7 +344,7 @@
<Japanese>種類: 照明 - 高輝度 青 (30分間)&lt;br /&gt;装填数: 1&lt;br /&gt;次で使用: 携帯</Japanese>
<Polish>Typ: Światło - jaskrawe niebieskie (30 minut)&lt;br/&gt;Pociski: 1&lt;br/&gt;Używany w: ręce</Polish>
<Italian>Tipo: Luce - Hi blu (30 minuti)&lt;br/&gt;Rimanenti:1 &lt;br/&gt;Usata in: Mano</Italian>
<Russian>Тип: Свет - Ярко-Синий (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - ярко-синий (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Azul Forte (30 minutos)&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Chinese>類型: 光 - 超亮藍色 (30分鐘)&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型光—高亮蓝色30分钟&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
@ -360,7 +360,7 @@
<Japanese>ケミライト (高輝度 緑)</Japanese>
<Polish>Świetlik (jaskrawy zielony)</Polish>
<Italian>Luce chimica (Hi Verde)</Italian>
<Russian>Химсвет (Ярко-Зеленый)</Russian>
<Russian>Химсвет (ярко-зелёный)</Russian>
<Portuguese>Bastão de Luz (Verde Forte)</Portuguese>
<Chinese>螢光棒(超亮綠色)</Chinese>
<Chinesesimp>荧光棒(高亮绿色)</Chinesesimp>
@ -376,7 +376,7 @@
<Japanese>高輝度の青色</Japanese>
<Polish>Jaskrawe zielone światło</Polish>
<Italian>Luce Hi Verde</Italian>
<Russian>Яркий Зеленый свет</Russian>
<Russian>Яркий зелёный свет</Russian>
<Portuguese>Luz forte verde</Portuguese>
<Chinese>超亮綠色光</Chinese>
<Chinesesimp>高亮绿色光</Chinesesimp>
@ -392,7 +392,7 @@
<Japanese>種類: 照明 - 高輝度 緑 (30分間)&lt;br /&gt;装填数: 1&lt;br /&gt;次で使用: 携帯</Japanese>
<Polish>Typ: Światło - jaskrawe zielone (30 minut)&lt;br/&gt;Pociski: 1&lt;br/&gt;Używany w: ręce</Polish>
<Italian>Tipo: Luce - Hi verde (30 minuti)&lt;br/&gt;Rimanenti: 1&lt;br/&gt;Usata in: Mano</Italian>
<Russian>Тип: Свет - Ярко-Зеленый (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - ярко-зелёный (30 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Verde Forte (30 minutos)&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Chinese>類型: 光 - 超亮綠色 (30分鐘)&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型光—高亮绿色30分钟&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
@ -408,7 +408,7 @@
<Japanese>ケミライト (高輝度 オレンジ)</Japanese>
<Polish>Świetlik (ultra-jaskrawy pomarańczowy)</Polish>
<Italian>Luce chimica (Ultra-Hi Arancione)</Italian>
<Russian>Химсвет (Ультраяркий Оранжевый)</Russian>
<Russian>Химсвет (ультраяркий оранжевый)</Russian>
<Portuguese>Bastão de Luz (Laranja Ultra Forte)</Portuguese>
<Chinese>螢光棒(極亮橘色)</Chinese>
<Chinesesimp>荧光棒(高亮橘色)</Chinesesimp>
@ -424,7 +424,7 @@
<Japanese>ウルトラ高輝度のオレンジ色</Japanese>
<Polish>Ultra-jaskrawe pomarańczowe światło</Polish>
<Italian>Luce Ultra-Hi Arancione</Italian>
<Russian>Ультраяркий Оранжевый свет</Russian>
<Russian>Ультраяркий оранжевый свет</Russian>
<Portuguese>Luz ultra forte laranja</Portuguese>
<Chinese>極亮橘色光</Chinese>
<Chinesesimp>高亮橘色光</Chinesesimp>
@ -440,7 +440,7 @@
<Japanese>種類: 照明 - ウルトラ高輝度 オレンジ (5分間)&lt;br /&gt;装填数: 1&lt;br /&gt;次で使用: 携帯</Japanese>
<Polish>Typ: Światło - ultra-jaskrawe pomarańczowe (5 minut)&lt;br/&gt;Pociski: 1&lt;br/&gt;Używany w: ręce</Polish>
<Italian>Tipo: Luce - Ultra-Hi (5 minuti)&lt;br/&gt;Rimanenti: 1&lt;br/&gt;Usata in: Mano</Italian>
<Russian>Тип: Свет - Ультраяркий Оранжевый (5 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - ультраяркий оранжевый (5 минут)&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Laranja Ultra Forte (5 minutos)&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Chinese>類型: 光 - 極亮橘色 (5分鐘)&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型光—高亮橘色5分钟&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
@ -459,7 +459,7 @@
<Italian>Luce chimica (IR)</Italian>
<Chinese>螢光棒 (紅外線)</Chinese>
<Chinesesimp>荧光棒(红外线)</Chinesesimp>
<Russian>Химсвет (Инфракрасный)</Russian>
<Russian>Химсвет (инфракрасный)</Russian>
<Portuguese>Bastão de Luz (IV)</Portuguese>
<Czech>Chemické světlo (Infračervené)</Czech>
<Spanish>Luz química (IR)</Spanish>
@ -491,7 +491,7 @@
<Italian>Tipo: Luce - Infrarossi&lt;br /&gt;Usata in: Mano</Italian>
<Chinese>類型: 光 - 紅外線&lt;br /&gt;發數: 1&lt;br /&gt;使用於: 手</Chinese>
<Chinesesimp>类型:光—红外线&lt;br /&gt;发数1&lt;br /&gt;使用于:手</Chinesesimp>
<Russian>Тип: Свет - Инфракрасный&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Russian>Тип: Свет - инфракрасный&lt;br /&gt;1 штука&lt;br /&gt;В руках</Russian>
<Portuguese>Tipo: Luz - Infravermelho&lt;br/&gt;Usos: 1&lt;br/&gt;Usado em: Mão</Portuguese>
<Czech>Typ: Světlo - Infračervené&lt;br/&gt;Počet použití: 1&lt;br/&gt;Použít v ruce</Czech>
<Spanish>Tipo: Luz infra-roja&lt;br /&gt;Cantidad: 1&lt;br /&gt;Usado en: Mano</Spanish>
@ -507,7 +507,7 @@
<Italian>Scudo Luce chimica (Vuoto)</Italian>
<Chinese>螢光棒保護殼 (空)</Chinese>
<Chinesesimp>荧光棒保护壳(空)</Chinesesimp>
<Russian>Контейнер для Химсвета (Пуст)</Russian>
<Russian>Контейнер для химсвета (пустой)</Russian>
<Portuguese>Estojo de Luz (Vazio)</Portuguese>
<Czech>Clona na chemické světlo</Czech>
<Spanish>Protector de luz química (Vacía)</Spanish>
@ -518,12 +518,12 @@
<Japanese>ケミライトを入れられます。シールドとケミライトを組み合わせることで、照明にもなりえます。</Japanese>
<Polish>Osłona na świetliki. Połącz ją ze świetlikiem by stworzyć lampkę do czytania.</Polish>
<German>Abschirmung für Knicklichter. Mit Knicklicht kombinieren, um Leselicht zu erhalten.</German>
<Korean>화학조명을 위한 가림막입니다. 화학조명과 같이 사용하여 읽을 때 씁니다.</Korean>
<Korean>화학조명을 위한 가림막입니다. 화학조명과 같이 사용하여 읽을 때 씁니다.</Korean>
<French>Étui pour cyalume. Le combiner avec un cyalume pour obtenir une lampe de lecture.</French>
<Italian>Scudo per luci chimiche. Combina con una luce chimica per una luce da lettura.</Italian>
<Chinese>螢光棒的保護殼. 與螢光棒結合後可充當閱讀燈</Chinese>
<Chinesesimp>荧光棒的保护壳。与萤光棒结合后可充当阅读灯。</Chinesesimp>
<Russian>Защитный контейнер для Химсвета. Объедините с Химсветом, чтобы подготовить Свет для чтения</Russian>
<Russian>Защитный контейнер для химсвета. Объедините с химсветом, чтобы подготовить ночник.</Russian>
<Portuguese>Estojo para os bastões de luz. Combine com o bastão de luz para preparar luz de leitura.</Portuguese>
<Czech>Clona na chemické světlo. Při vložení chemického světla vznikne praktické světlo na čtení.</Czech>
<Spanish>Protector para luz química. Combina con luz química para preparar una luz de lectura</Spanish>
@ -539,7 +539,7 @@
<Italian>Scudo Luce Chimica (Verde)</Italian>
<Chinese>螢光棒保護殼 (綠色)</Chinese>
<Chinesesimp>荧光棒保护壳(绿色)</Chinesesimp>
<Russian>Контейнер для Химсвета (Зел)</Russian>
<Russian>Контейнер для химсвета (зелёный)</Russian>
<Portuguese>Estojo de Luz (Verde)</Portuguese>
<Czech>Clona s vloženým chemickým světlem (Zelené)</Czech>
<Spanish>Protector de luz química (Verde)</Spanish>
@ -555,7 +555,7 @@
<Italian>Luce da lettura Verde.</Italian>
<Chinese>綠色閱讀燈</Chinese>
<Chinesesimp>绿色阅读灯。</Chinesesimp>
<Russian>Ночник из Химсвета (Зеленый)</Russian>
<Russian>Ночник из зелёного химсвета.</Russian>
<Portuguese>Luz de leitura verde.</Portuguese>
<Czech>Zelené světlo na čtení.</Czech>
<Spanish>Luz de lectura verde</Spanish>
@ -571,7 +571,7 @@
<Italian>Scudo Luce Chimica (Rossa)</Italian>
<Chinese>螢光棒保護殼 (紅色)</Chinese>
<Chinesesimp>荧光棒保护壳(红色)</Chinesesimp>
<Russian>Контейнер для Химсвета (Красн)</Russian>
<Russian>Контейнер для химсвета (красный)</Russian>
<Portuguese>Estojo de Luz (Vermelho)</Portuguese>
<Czech>Clona s vloženým chemickým světlem (Červené)</Czech>
<Spanish>Protector de luz química (Roja)</Spanish>
@ -587,7 +587,7 @@
<Italian>Luce da lettura Rossa.</Italian>
<Chinese>紅色閱讀燈</Chinese>
<Chinesesimp>红色阅读灯。</Chinesesimp>
<Russian>Ночник из Химсвета (Красный)</Russian>
<Russian>Ночник из красного химсвета.</Russian>
<Portuguese>Luz de leitura vermelha.</Portuguese>
<Czech>Červené světlo na čtení.</Czech>
<Spanish>Luz de lectura roja</Spanish>
@ -603,7 +603,7 @@
<Italian>Scudo Luce Chimica (Blu)</Italian>
<Chinese>螢光棒保護殼 (藍色)</Chinese>
<Chinesesimp>荧光棒保护壳(蓝色)</Chinesesimp>
<Russian>Контейнер для Химсвета (Син)</Russian>
<Russian>Контейнер для химсвета (синий)</Russian>
<Portuguese>Estojo de Luz (Azul)</Portuguese>
<Czech>Clona s vloženým chemickým světlem (Modré)</Czech>
<Spanish>Protector de luz química (Azul)</Spanish>
@ -619,7 +619,7 @@
<Italian>Luce da lettura Blu.</Italian>
<Chinese>藍色閱讀燈</Chinese>
<Chinesesimp>蓝色阅读灯。</Chinesesimp>
<Russian>Ночник из Химсвета (Синий)</Russian>
<Russian>Ночник из синего химсвета.</Russian>
<Portuguese>Luz de leitura azul.</Portuguese>
<Czech>Modré světlo na čtení.</Czech>
<Spanish>Luz de lectura azul</Spanish>
@ -635,7 +635,7 @@
<Italian>Scudo Luce Chimica (Gialla)</Italian>
<Chinese>螢光棒保護殼 (黃色)</Chinese>
<Chinesesimp>荧光棒保护壳(黄色)</Chinesesimp>
<Russian>Контейнер для Химсвета (Желт)</Russian>
<Russian>Контейнер для химсвета (жёлтый)</Russian>
<Portuguese>Estojo de Luz (Amarelo)</Portuguese>
<Czech>Clona s vloženým chemickým světlem (Žluté)</Czech>
<Spanish>Protector de luz química (Amarilla)</Spanish>
@ -651,7 +651,7 @@
<Italian>Luce da lettura Gialla.</Italian>
<Chinese>黃色閱讀燈</Chinese>
<Chinesesimp>黄色阅读灯。</Chinesesimp>
<Russian>Ночник из Химсвета (Желтый)</Russian>
<Russian>Ночник из жёлтого химсвета.</Russian>
<Portuguese>Luz de leitura amarela.</Portuguese>
<Czech>Žluté světlo na čtení.</Czech>
<Spanish>Luz de lectura amarilla</Spanish>
@ -667,7 +667,7 @@
<Italian>Scudo Luce Chimica (Arancione)</Italian>
<Chinese>螢光棒保護殼 (橘色)</Chinese>
<Chinesesimp>荧光棒保护壳(橘色)</Chinesesimp>
<Russian>Контейнер для Химсвета (Оранж)</Russian>
<Russian>Контейнер для химсвета (оранжевый)</Russian>
<Portuguese>Estojo de Luz (Laranja)</Portuguese>
<Czech>Clona s vloženým chemickým světlem (Oranžové)</Czech>
<Spanish>Protector de luz química (Naranja)</Spanish>
@ -683,7 +683,7 @@
<Italian>Luce da lettura Arancione.</Italian>
<Chinese>橘色閱讀燈</Chinese>
<Chinesesimp>橘色阅读灯。</Chinesesimp>
<Russian>Ночник из Химсвета (Оранжевый)</Russian>
<Russian>Ночник из оранжевого химсвета.</Russian>
<Portuguese>Luz de leitura laranja.</Portuguese>
<Czech>Oranžové světlo na čtení.</Czech>
<Spanish>Luz de lectura naranja</Spanish>
@ -699,7 +699,7 @@
<Italian>Scudo Luce Chimica (Bianca)</Italian>
<Chinese>螢光棒保護殼 (白色)</Chinese>
<Chinesesimp>荧光棒保护壳(白色)</Chinesesimp>
<Russian>Контейнер для Химсвета (Белый)</Russian>
<Russian>Контейнер для химсвета (белый)</Russian>
<Portuguese>Estojo de Luz (Branco)</Portuguese>
<Czech>Clona s vloženým chemickým světlem (Bílé)</Czech>
<Spanish>Protector de luz química (Blanca)</Spanish>
@ -715,7 +715,7 @@
<Italian>Luce da lettura Bianca.</Italian>
<Chinese>白色閱讀燈</Chinese>
<Chinesesimp>白色阅读灯。</Chinesesimp>
<Russian>Ночник из Химсвета (Белый)</Russian>
<Russian>Ночник из белого химсвета.</Russian>
<Portuguese>Luz de leitura branca.</Portuguese>
<Czech>Bílé světlo na čtení.</Czech>
<Spanish>Luz de lectura blanca</Spanish>

View File

@ -1,7 +1,7 @@
class CfgSounds {
class ACE_Sound_Click {
sound[] = {PATHTOF(sounds\ACE_click.wav), 1, 1, 200};
sound[] = {QPATHTOF(sounds\ACE_click.wav), 1, 1, 200};
titles[] = {};
};
};

View File

@ -3,7 +3,16 @@ class CfgUIGrids {
class Presets {
class Arma3 {
class Variables {
grid_ACE_displayText[] = {{((safezoneX + safezoneW) - (10 *(((safezoneW / safezoneH) min 1.2) / 40)) - 2.9 *(((safezoneW / safezoneH) min 1.2) / 40)),safeZoneY + 0.175 * safezoneH, (10 *(((safezoneW / safezoneH) min 1.2) / 40)), (3 *((((safezoneW / safezoneH) min 1.2) / 1.2) / 25))}, "(((safezoneW / safezoneH) min 1.2) / 40)","((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"};
grid_ACE_displayText[] = {
{
"((safezoneX + safezoneW) - (10 *(((safezoneW / safezoneH) min 1.2) / 40)) - 2.9 *(((safezoneW / safezoneH) min 1.2) / 40))",
"safeZoneY + 0.175 * safezoneH",
"(10 *(((safezoneW / safezoneH) min 1.2) / 40))",
"(3 *((((safezoneW / safezoneH) min 1.2) / 1.2) / 25))"
},
"(((safezoneW / safezoneH) min 1.2) / 40)",
"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"
};
};
};
};

View File

@ -37,25 +37,25 @@ class GVAR(CompassControl): RscControlsGroupNoScrollbars {
_display displayAddEventHandler [ARR_2('MouseMoving',_fnc_update)];\
_display displayAddEventHandler [ARR_2('MouseHolding',_fnc_update)];\
);
x = LEFT;
y = TOP;
w = WIDTH;
h = HEIGHT;
x = QUOTE(LEFT);
y = QUOTE(TOP);
w = QUOTE(WIDTH);
h = QUOTE(HEIGHT);
class controls {
class Background: RscText {
colorBackground[] = BACKGROUND_COLOR;
x = 0;
y = 0;
w = WIDTH;
h = HEIGHT;
w = QUOTE(WIDTH);
h = QUOTE(HEIGHT);
};
class Pointer: RscText {
colorBackground[] = POINTER_COLOR;
x = WIDTH/2 - WIDTH*POINTER_WIDTH_FACTOR/2;
x = QUOTE(WIDTH/2 - WIDTH*POINTER_WIDTH_FACTOR/2);
y = 0;
w = WIDTH*POINTER_WIDTH_FACTOR;
h = HEIGHT;
w = QUOTE(WIDTH*POINTER_WIDTH_FACTOR);
h = QUOTE(HEIGHT);
};
class CompassGroup: RscControlsGroupNoScrollbars {
onLoad = QUOTE(\
@ -65,44 +65,44 @@ class GVAR(CompassControl): RscControlsGroupNoScrollbars {
);
x = 0;
y = 0;
w = 2*WIDTH;
h = 2*HEIGHT;
w = QUOTE(2*WIDTH);
h = QUOTE(2*HEIGHT);
class controls {
class Compass0: RscPicture {
text = TEXTURE_0;
x = 0 * (WIDTH / 4);
x = QUOTE(0 * (WIDTH / 4));
y = 0;
w = WIDTH/4;
h = HEIGHT;
w = QUOTE(WIDTH/4);
h = QUOTE(HEIGHT);
};
class Compass1: Compass0 {
text = TEXTURE_1;
x = 1 * (WIDTH / 4);
x = QUOTE(1 * (WIDTH / 4));
};
class Compass2: Compass0 {
text = TEXTURE_2;
x = 2 * (WIDTH / 4);
x = QUOTE(2 * (WIDTH / 4));
};
class Compass3: Compass0 {
text = TEXTURE_3;
x = 3 * (WIDTH / 4);
x = QUOTE(3 * (WIDTH / 4));
};
class Compass4: Compass0 {
text = TEXTURE_0;
x = 4 * (WIDTH / 4);
x = QUOTE(4 * (WIDTH / 4));
};
class Compass5: Compass0 {
text = TEXTURE_1;
x = 5 * (WIDTH / 4);
x = QUOTE(5 * (WIDTH / 4));
};
class Compass6: Compass0 {
text = TEXTURE_2;
x = 6 * (WIDTH / 4);
x = QUOTE(6 * (WIDTH / 4));
};
class Compass7: Compass0 {
text = TEXTURE_3;
x = 7 * (WIDTH / 4);
x = QUOTE(7 * (WIDTH / 4));
};
};
};

View File

@ -1,4 +1,3 @@
class ctrlMapEmpty;
class GVAR(DisableMouse_Dialog) {
idd = -1;
movingEnable = 0;

View File

@ -37,10 +37,10 @@ class RscTitles {
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorText[] = {1, 1, 1, 1};
colorBackground[] = {0, 0, 0, 0.5};
x = safeZoneW + safeZoneX - 0 * safezoneW; //safeZoneW + safeZoneX - 0.2 * safezoneW;
y = safeZoneY + 0.2 * safezoneH;
w = 0.2 * safeZoneW;
h = 0.1 * SafeZoneH;
x = "safeZoneW + safeZoneX - 0 * safezoneW"; //safeZoneW + safeZoneX - 0.2 * safezoneW;
y = "safeZoneY + 0.2 * safezoneH";
w = "0.2 * safeZoneW";
h = "0.1 * SafeZoneH";
font = "RobotoCondensed";
};
};
@ -61,10 +61,10 @@ class RscTitles {
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorText[] = {1, 1, 1, 1};
colorBackground[] = {0.8, 0, 0, 0.5};
x = 0.3 * safeZoneW + safeZoneX;
y = 0.4 * safezoneH + safeZoneY;
w = 0.4 * safeZoneW;
h = 0.2 * SafeZoneH;
x = "0.3 * safeZoneW + safeZoneX";
y = "0.4 * safezoneH + safeZoneY";
w = "0.4 * safeZoneW";
h = "0.2 * SafeZoneH";
};
};
};

View File

@ -1,19 +1,20 @@
class GVAR(ProgressBar_Dialog) {
idd = -1;
movingEnable = 0;
onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBG)),(_this select 0) displayCtrl 1)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBar)),(_this select 0) displayCtrl 2)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBarTitle)),(_this select 0) displayCtrl 3)];);
onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(dlgProgress)),_this select 0)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBG)),(_this select 0) displayCtrl 1)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBar)),(_this select 0) displayCtrl 2)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBarTitle)),(_this select 0) displayCtrl 3)];);
objects[] = {};
class controlsBackground {
class Background {
idc = -1;
class Background: ctrlMapEmpty {
idc = 101;
moving = 0;
fade = 1;
font = "TahomaB";
text = "";
sizeEx = 0;
lineSpacing = 0;
type = 0;
style = 0;
style = 48;
type = 101;
size = 1;
colorBackground[] = {0, 0, 0, 0.0};
colorText[] = {0, 0, 0, 0};

View File

@ -64,6 +64,7 @@ PREP(getDefaultAnim);
PREP(getDefinedVariable);
PREP(getDefinedVariableDefault);
PREP(getDefinedVariableInfo);
PREP(getFiremodeIndex);
PREP(getFirstObjectIntersection);
PREP(getFirstTerrainIntersection);
PREP(getGunner);

View File

@ -59,6 +59,16 @@ GVAR(hexArray) = [
"F0","F1","F2","F3","F4","F5","F6","F7","F8","F9","FA","FB","FC","FD","FE","FF"
];
GVAR(canDigSurfaces) = createHashMapFromArray [
["int_concrete",false],["int_pavement_exp",false],["int_solidwood_exp",false],["tiling",false],["roof_tiles",false],["stony",false],
["wavymetal",false],["int_wood",false],["int_tiles",false],["softwood_exp",false],["int_concrete_exp",false],["tiles_int",false],
["metalplate_exp",false],["int_metalplate_exp",false],["steel_exp",false],["metal",false],["int_lino_exp",false],["metal_int",false],
["wavymetal_exp",false],["int_metal",false],["asphalt_exp",false],["pavement_exp",false],["gridmetal_exp",false],
["rooftiles_exp",false],["rock",false],["int_mat_exp",false],["wood_int",false],["concrete_int",false],["tarmac",false],["wood",false],
["roof_tin",false],["lino_exp",false],["concrete",false],["int_softwood_exp",false], ["concrete_exp",false],["stones_exp",false],
["forest_exp",true],["snow",true],["grasstall_exp",true],["grass",true]
];
isHC = !hasInterface && !isDedicated; // deprecated because no tag
missionNamespace setVariable ["ACE_isHC", ACE_isHC];
uiNamespace setVariable ["ACE_isHC", ACE_isHC];

View File

@ -58,6 +58,8 @@ class ACE_Rsc_Control_Base {
h = 0;
};
class ctrlMapEmpty;
#include "ACE_Settings.hpp"
#include "define.hpp"
#include "ProgressScreen.hpp"

View File

@ -4,34 +4,36 @@
* Checks if the player can dig on the surface below (enough dust).
*
* Arguments:
* 0: Unit <OBJECT>
* 0: Unit or Position (2d/3d) <OBJECT><ARRAY>
*
* Return Value:
* Can Dig <BOOL>
*
* Example:
* [ACE_player] call ace_common_fnc_canDig
* [[1000,2000]] call ace_common_fnc_canDig
*
* Public: No
*/
params ["_unit"];
params ["_input"];
private _posASL = getPosASL _unit;
private _posASL = _input;
if ((getPosATL _unit) select 2 > 0.05 || // Walking on objects, such as buildings, pavements, etc.
if ((_input isEqualType objNull) && {
_posASL = getPosASL _input;
(getPosATL _unit) select 2 > 0.05 || // Walking on objects, such as buildings, pavements, etc.
{surfaceIsWater _posASL} // posATL in low water (not as low to allow awalking) is negative
) exitWith {false};
}) exitWith {false};
private _surfaceClass = (surfaceType _posASL) select [1];
private _config = configFile >> "CfgSurfaces" >> _surfaceClass;
private _surfaceType = getText (_config >> "soundEnviron");
private _surfaceDust = getNumber (_config >> "dust");
TRACE_2("Surface",_surfaceType,_surfaceDust);
TRACE_3("",_surfaceClass,getText (_config >> "soundEnviron"),getNumber (_config >> "dust"));
if (isNumber (_config >> "ACE_canDig")) then {
(getNumber (_config >> "ACE_canDig")) == 1 // return
} else {
!(_surfaceType in DIG_SURFACE_BLACKLIST) && {(_surfaceDust >= 0.1) || {_surfaceType in DIG_SURFACE_WHITELIST}} // return
private _surfaceType = getText (_config >> "soundEnviron");
GVAR(canDigSurfaces) getOrDefault [_surfaceType, getNumber (_config >> "dust") >= 0.1, true] // return
};

View File

@ -1,5 +1,5 @@
#include "script_component.hpp"
#include "\a3\ui_f_curator\ui\defineresincldesign.inc"
#include "\a3\ui_f_curator\ui\defineResinclDesign.inc"
/*
* Author: commy2
* Disables key input. ESC can still be pressed to open the menu.
@ -107,11 +107,24 @@ if (_state) then {
};
GVAR(disableInputPFH) = [{
if (isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) && {!visibleMap && {isNull findDisplay IDD_INTERRUPT} && {isNull findDisplay IDD_RSCDISPLAYCURATOR} && {isNull findDisplay IDD_TEAMSWITCH}}) then {
if (isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) && {!visibleMap && {isNull findDisplay IDD_INTERRUPT} && {isNull findDisplay IDD_RSCDISPLAYCURATOR} && {isNull findDisplay IDD_TEAMSWITCH}}) exitWith {
[GVAR(disableInputPFH)] call CBA_fnc_removePerFrameHandler;
GVAR(disableInputPFH) = nil;
[true] call FUNC(disableUserInput);
};
// Allow user input if the player is respawning and a respawn template (menu position or spectator)
// is open (otherwise they cannot click the respawn button)
if (
!alive player
&& {playerRespawnTime != -1}
&& {
missionNamespace getVariable ["BIS_RscRespawnControlsMap_shown", false]
|| {missionNamespace getVariable ["BIS_RscRespawnControlsSpectate_shown", false]}
}
) exitWith {
[false] call FUNC(disableUserInput);
};
}, 0, []] call CBA_fnc_addPerFrameHandler;
} else {
if (!isNil QGVAR(disableInputPFH)) then {

View File

@ -0,0 +1,31 @@
#include "script_component.hpp"
/*
* Author: PabstMirror
* Get the firemode index of the weapon for use with "SwitchWeapon"
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Muzzle <STRING> (Optional)
* 2: Firemode <STRING> (Optional)
*
* Return Value:
* Weapon/Mode index <NUMBER>
*
* Example:
* [player] call ace_common_fnc_getFiremodeIndex
*
* Public: Yes
*/
params ["_unit"];
(weaponState _unit) params ["", "_currentMuzzle", "_currentFiremode"];
params ["", ["_muzzle", _currentMuzzle], ["_firemode", _currentFireMode]];
private _weapons = _unit weaponsInfo [_muzzle, false];
private _index = -1;
{
_x params ["_xIndex", "", "", "", "_xFiremode"];
if (_xFiremode == _firemode) exitWith { _index = _xIndex; };
} forEach _weapons;
_index

View File

@ -30,6 +30,15 @@ private _player = ACE_player;
closeDialog 0;
createDialog QGVAR(ProgressBar_Dialog);
private _display = uiNamespace getVariable QGVAR(dlgProgress);
// Ensure CBA keybindings are hooked into the display
_display call (uiNamespace getVariable "CBA_events_fnc_initDisplayCurator");
// Hide cursor by using custom transparent cursor
private _map = _display displayCtrl 101;
_map ctrlMapCursor ["", QGVAR(blank)];
(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetText _localizedTitle;
//Adjust position based on user setting:

View File

@ -15,18 +15,3 @@
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#define DIG_SURFACE_BLACKLIST [ \
"concrete", "concrete_exp", "concrete_int", "int_concrete", "int_concrete_exp", \
"pavement_exp", "int_pavement_exp", \
"tiling", "tiles_int", "int_tiles", \
"roof_tin", "roof_tiles", "rooftiles_exp", \
"tarmac", "asphalt_exp", \
"stones_exp", "rock", "stony", \
"metal", "gridmetal_exp", "metalplate_exp", "int_metalplate_exp", "metal_int", "wavymetal", "wavymetal_exp", "int_metal", "steel_exp", \
"lino_exp", "int_lino_exp", "int_mat_exp", \
"wood", "wood_int", "int_wood", "softwood_exp", "int_softwood_exp", "int_solidwood_exp" \
]
#define DIG_SURFACE_WHITELIST ["grass", "grasstall_exp", "forest_exp", "snow"]

View File

@ -415,7 +415,7 @@
<Polish>Wyłącz menu dowodzenia</Polish>
<Czech>Vypnout velící menu</Czech>
<French>Désactiver menu commande</French>
<Russian>Выключить командное меню</Russian>
<Russian>Выкл. командное меню</Russian>
<Hungarian>Parancsnoki menü kikapcsolása</Hungarian>
<Italian>Disabilita menù di comando</Italian>
<Portuguese>Desabilitar menu de comando</Portuguese>
@ -530,7 +530,7 @@
<Spanish>Comprueba todos los complementos, no sólo los de ACE</Spanish>
<Russian>Проверять все аддоны, а не только ACE.</Russian>
<German>Überprüft alle Erweiterungen, nicht nur die von ACE.</German>
<Korean>ACE뿐만이 아닌 다른 PBO 모두 검사합니다.</Korean>
<Korean>ACE 뿐만이 아닌 다른 PBO 모두 검사합니다.</Korean>
</Key>
<Key ID="STR_ACE_Common_CheckPBOsWhitelist">
<English>Check PBO Whitelist</English>
@ -539,7 +539,7 @@
<Chinese>檢查PBO白名單</Chinese>
<Chinesesimp>检查 PBO 白名单</Chinesesimp>
<Japanese>許可リスト内の PBO を検査</Japanese>
<Korean>화이트리스트 PBO</Korean>
<Korean>PBO 화이트리스트 확인</Korean>
<Polish>Sprawdź białą listę PBO</Polish>
<Russian>Белый список для проверки PBO</Russian>
<Portuguese>Lista Branca de PBO</Portuguese>
@ -558,7 +558,7 @@
<Spanish>Comprueba la lista de PBOs permitidos</Spanish>
<Russian>Задать список непроверяемых аддонов.</Russian>
<German>Ermöglicht das Erstellen einer Liste von immer erlaubten Erweiterungen.</German>
<Korean>허용 애드온 목록니다.</Korean>
<Korean>허용 애드온 목록을 정의합니다.</Korean>
</Key>
<Key ID="STR_ACE_Common_SettingFeedbackIconsName">
<English>Feedback icons</English>
@ -597,7 +597,7 @@
<German>Position der Fortschrittsanzeige</German>
<Spanish>Ubicación de la barra de progreso</Spanish>
<Italian>Posizione della barra di avanzamento</Italian>
<Russian>Положение прогресс-бара</Russian>
<Russian>Положение индикатора процесса</Russian>
<Polish>Lokalizacja paska postępu</Polish>
<French>Position de la barre de progression</French>
<Czech>Pozice ukazetele průběhu činnosti</Czech>
@ -707,7 +707,7 @@
<Russian>Автоматический ЛЦУ/тактический фонарь</Russian>
<Japanese>武器のレーザー ポインタ/フラッシュライトの永続</Japanese>
<Italian>Laser/torcia dell'arma costantemente accesi</Italian>
<Korean>무기 레이저 포인터 / 손전등 지속</Korean>
<Korean>무기 레이저 지시기/손전등 지속</Korean>
<German>Kontinuität des Laserpointers/Taktischen Lichts</German>
<Chinese>保持武器雷射/手電筒的狀態</Chinese>
<Chinesesimp>保持武器激光/手电筒的状态</Chinesesimp>
@ -722,7 +722,7 @@
<Russian>Включать ЛЦУ/тактический фонарь после смены оружия или входа/выхода из машины, если он был до этого включен.</Russian>
<Japanese>銃のライト等を点けていると武器を切り替えた後や車両を乗り降りしても、ライト等を点けたままにします。</Japanese>
<Italian>Abilita la torcia/laser dopo il cambio dell'arma o l'entrata/uscita del veicolo se precedentemente attiva.</Italian>
<Korean>무기를 바꾸거나 차량 승하차 할 때 이전에 스위치 켜고 끔을 유지합니다.</Korean>
<Korean>이전에 무기의 손전등/레이저를 켠 경우 무기 전환이나 차량 승하차시 켠 상태를 유지합니다.</Korean>
<German>Aktiviert Laserpointer/Taktisches Licht nach einem Waffenwechsel oder dem Auf-/Absitzen, falls es zuvor aktiv war.</German>
<Chinese>保存武器雷射/手電筒的開關狀態,使玩家切換武器或進出載具時能保持之前的狀態</Chinese>
<Chinesesimp>保持武器激光/手电筒的开关状态,使玩家切换武器或进出载具时能保持之前的状态。</Chinesesimp>
@ -1031,7 +1031,7 @@
<Italian>Disattivato</Italian>
<Polish>Wyłączone</Polish>
<Portuguese>Desativado</Portuguese>
<Russian>Откл.</Russian>
<Russian>Отключено</Russian>
<Spanish>Desactivado</Spanish>
<Japanese>無効化</Japanese>
<Korean>비활성화</Korean>
@ -1047,7 +1047,7 @@
<Italian>Attivato</Italian>
<Polish>Włączone</Polish>
<Portuguese>Ativado</Portuguese>
<Russian>Вкл.</Russian>
<Russian>Включено</Russian>
<Spanish>Activado</Spanish>
<Japanese>有効化</Japanese>
<Korean>활성화</Korean>
@ -1322,6 +1322,7 @@
<German>ACE Unkategorisiert</German>
<Polish>ACE Nieskategoryzowane</Polish>
<Japanese>ACE 無区分</Japanese>
<Russian>ACE Без категории</Russian>
</Key>
<Key ID="STR_ACE_Common_NoRoomToUnload">
<English>No Room to unload</English>
@ -1429,6 +1430,7 @@
<French>Mode adapté à l'épilepsie</French>
<Chinesesimp>癫痫病友好模式</Chinesesimp>
<Korean>광과민 친화적 모드</Korean>
<Russian>Режим для эпилептиков</Russian>
</Key>
<Key ID="STR_ACE_Common_EpilepsyFriendlyModeTooltip">
<English>Disables some flashing light effects to reduce seizure risk.</English>
@ -1438,6 +1440,7 @@
<French>Désactive certains effets de lumière clignotante afin de réduire les risques de crise d'épilepsie.</French>
<Chinesesimp>禁用一些闪烁的灯光效果,以降低癫痫发作的风险。</Chinesesimp>
<Korean>반짝거리는 빛으로 인해 일어날 발작 상황을 줄여줍니다.</Korean>
<Russian>Отключает некоторые вспышки во избежание риска приступа.</Russian>
</Key>
<Key ID="STR_ACE_Common_FlagBlack">
<English>Flag (ACE - Black)</English>
@ -1495,6 +1498,7 @@
<German>Nur KI</German>
<Chinesesimp>仅 AI</Chinesesimp>
<Japanese>AIのみ</Japanese>
<Russian>Только ИИ</Russian>
</Key>
<Key ID="STR_ACE_Common_playersAndAI">
<English>Players and AI</English>
@ -1544,7 +1548,7 @@
<English>Additional progress bar information</English>
<Japanese>プログレス バー詳細情報</Japanese>
<French>Infos supplémentaires de la barre de progression</French>
<Russian>Дополнительная информация прогресс-бара</Russian>
<Russian>Доп. информация индикатора процесса</Russian>
<German>Zusätzliche Informationen beim Fortschrittsbalken</German>
<Polish>Dodatkowe informacje na pasku postępu </Polish>
<Chinesesimp>额外的进度条信息</Chinesesimp>
@ -1554,7 +1558,7 @@
<English>Controls extra information shown in progress bar.</English>
<Japanese>プログレス バーへ表示される情報量を決定します。</Japanese>
<French>Définit quelles informations supplémentaires sont affichées dans la barre de progression.</French>
<Russian>Устанавливает дополнительную информацию в прогресс-баре.</Russian>
<Russian>Устанавливает дополнительную информацию в индикаторе процесса.</Russian>
<German>Kontrolliert zusätzliche Informationen beim Fortschrittsbalkens</German>
<Polish>Kontroluje dodatkowe informacje na pasku postępu.</Polish>
<Chinesesimp>控制进度条中显示的额外信息。</Chinesesimp>
@ -1644,6 +1648,7 @@
<Japanese>武器からマガジンを抜く</Japanese>
<Korean>탄창 빼기</Korean>
<Chinesesimp>卸掉武器弹匣</Chinesesimp>
<Russian>Разрядить оружие</Russian>
</Key>
</Package>
</Project>

View File

@ -75,6 +75,7 @@ class CfgVehicles {
class ACE_ConcertinaWire: ACE_ConcertinaWireNoGeo {
scope = 2;
displayName = CSTRING(DisplayName);
editorPreview = QPATHTOF(data\preview_concertina_wire.jpg);
model = QPATHTOF(data\ACE_ConcertinaWire.p3d);
EGVAR(logistics_wirecutter,isFence) = 1;
class ACE_Actions {
@ -104,7 +105,9 @@ class CfgVehicles {
scope = 2;
displayName = CSTRING(Coil_DisplayName);
editorPreview = QPATHTOF(data\preview_concertina_wire_coil.jpg);
model = QPATHTOF(data\ACE_ConcertinaWireCoil.p3d);
icon = "iconObject_circle";
mapsize = 0.5;
animated = 0;
nameSound = "fence";

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@ -12,7 +12,7 @@
<German>ACE Durchzündung</German>
<French>ACE Auto-inflammation</French>
<Polish>ACE Samozapłon</Polish>
<Russian>ACE Возгорание</Russian>
<Russian>ACE Детонация</Russian>
<Portuguese>ACE Cook off</Portuguese>
<Czech>ACE Vznícení munice</Czech>
</Key>
@ -57,7 +57,7 @@
<Italian>Abilita esplosione cassa munizioni</Italian>
<Chinese>開啟彈藥箱殉爆效果</Chinese>
<Chinesesimp>开启弹药箱殉爆效果</Chinesesimp>
<Russian>Разрешить возгорание ящиков с боеприпасами</Russian>
<Russian>Разрешить детонацию ящиков с боеприпасами</Russian>
<Portuguese>Permitir cozinhar caixas de munição</Portuguese>
<Czech>Povolit vynícení munice v krabicích</Czech>
</Key>
@ -72,7 +72,7 @@
<Italian>Abilita l'esplosione della cassa di munizioni. </Italian>
<Chinese>開啟彈藥箱殉爆效果</Chinese>
<Chinesesimp>开启弹药箱殉爆效果</Chinesesimp>
<Russian>Активирует возгорание ящиков с боеприпасами</Russian>
<Russian>Активирует детонацию ящиков с боеприпасами</Russian>
<Portuguese>Permitir que caixas de munição cozinhem.</Portuguese>
<Czech>Zapíná vznícení munice v krabicích.</Czech>
</Key>
@ -102,7 +102,7 @@
<Chinese>開啟彈藥殉爆效果。當一台載有彈藥的載具起火時, 將會有殉爆的效果</Chinese>
<Chinesesimp>开启弹药殉爆效果。当一台载有弹药的载具起火时,将会有殉爆的效果。</Chinesesimp>
<Korean>쿡오프 현상을 활성화 합니다. 이것은 탄약에 불이 붙어 있는 동안 주변에 발사체를 발사합니다.</Korean>
<Russian>Активирует возгорание и детонацию боекомплекта в горящей технике</Russian>
<Russian>Активирует детонацию боекомплекта в горящей технике.</Russian>
<Portuguese>Permite que a munição cozinhe. Dispara projéteis de munição enquanto o veículo está em chamas e tem munição.</Portuguese>
<Czech>Zapíná vznícení munice. Vystřeluje projektily po dobu kdy vozidlo hoří a má munici.</Czech>
</Key>
@ -117,7 +117,7 @@
<Chinese>彈藥殉爆效果持續時間</Chinese>
<Chinesesimp>弹药殉爆效果持续时间</Chinesesimp>
<Korean>쿡오프 지속 시간</Korean>
<Russian>Длительность возгорания боеприпасов</Russian>
<Russian>Длительность детонации боеприпасов</Russian>
<Portuguese>Duração do cozinhamento de munição</Portuguese>
<Czech>Doba trvání vznícení munice</Czech>
</Key>
@ -132,7 +132,7 @@
<Chinese>設定彈藥殉爆效果會持續多久時間 [輸入0來關閉殉爆效果]</Chinese>
<Chinesesimp>设定弹药殉爆效果会持续多久时间 [输入0来关闭殉爆效果]</Chinesesimp>
<Korean>쿡오프 지속 시간의 배수 [0 이면 비활성]</Korean>
<Russian>Множитель длительности возгорания [0 - отключает возгорание боеприпасов]</Russian>
<Russian>Множитель длительности детонации [0 - отключает детонацию боеприпасов]</Russian>
<Portuguese>Multiplicação da duração do cozinhamento [0 faz com que o cozinhamento seja desativado]</Portuguese>
<Czech>Multiplikátor doby trvání vznícení munice [Nastavte 0 pro vypnutí vznícení munice]</Czech>
</Key>
@ -146,7 +146,7 @@
<Chinesesimp>殉爆发生机率系数</Chinesesimp>
<French>Coefficient de probabilité d'auto-inflammation</French>
<Polish>Współczynnik prawdopodobieństwa samozapłonu</Polish>
<Russian>Коэффициент вероятности возгорания</Russian>
<Russian>Коэф. вероятности детонации</Russian>
<Portuguese>Probabilidade de Cozinhar</Portuguese>
<Czech>Koeficient pravděpodobnosti vznícení munice</Czech>
<Korean>쿡오프 발생 확률 계수</Korean>
@ -161,7 +161,7 @@
<Chinesesimp>调整殉爆发生机率系数。值越高代表越容易发生殉爆。</Chinesesimp>
<French>Multiplicateur de probabilité de l'auto-inflammation. Plus la valeur est élevée, plus la probabilité de combustion est grande.</French>
<Polish>Mnożnik prawdopodobieństwa samozapłonu. Większa wartość oznacza większe prawdopodobieństwo samozapłonu</Polish>
<Russian>Множитель коэффициента вероятности возгорания. Чем выше значение, тем выше вероятность.</Russian>
<Russian>Множитель коэффициента вероятности детонации. Чем выше значение, тем выше вероятность</Russian>
<Portuguese>Multiplicador para a chance de cozinhamento. Valores mais altos aumentam as chances de ocorrer.</Portuguese>
<Czech>Multiplikátor pro pravděpodobnost vznícení munice. Vyšší hodnota znamená vyšší šanci vznícení munice.</Czech>
<Korean>쿡오프가 일어날 확률에 계수를 곱합니다. 더 큰 숫자는 더 높은 확률의 쿡오프를 일으킵니다.</Korean>
@ -170,17 +170,19 @@
<English>Destroy Vehicles After Cook-off</English>
<Korean>쿡오프 후 차량 파괴</Korean>
<Chinesesimp>殉爆发生后摧毁载具</Chinesesimp>
<Russian>Уничтожать технику после детонации</Russian>
</Key>
<Key ID="STR_ACE_CookOff_destroyVehicleAfterCookoff_tooltip">
<English>Controls whether vehicles will always be destroyed after cooking off. Depending on the cookoff, the vehicle may explode or may simply be killed without effects.</English>
<Korean>차량이 쿡오프된 후 파괴할 지에 대한 여부를 제어합니다. 쿡오프에 따라 차량이 폭발하거나 아무런 효과 없이 파괴될 수 있습니다.</Korean>
<Chinesesimp>控制载具是否总是会在殉爆结束后被摧毁。根据殉爆的剧烈程度,载具可能会爆炸,也可能只是被没有效果地摧毁。</Chinesesimp>
<Russian>Всегда ли техника будет уничтожена после детонации. В зависимости от детонации, она может быть взорвана или просто уничтожена без эффектов.</Russian>
</Key>
<Key ID="STR_ACE_CookOff_enableFire_name">
<English>Enable Cook-Off Vehicle Fire</English>
<Japanese>誘爆火災を有効化</Japanese>
<French>Véhicules - Feu durant l'auto-inflammation</French>
<Russian>Включить возгорание поеприпасов</Russian>
<Russian>Вкл. горение техники от детонации</Russian>
<German>Aktiviert das in Brand setzen des Fahrzeugs während des Durchzündens der Munition</German>
<Polish>Włącz pożar pojazdu podczas samozapłonu</Polish>
<Chinesesimp>启用殉爆载具火灾</Chinesesimp>
@ -190,7 +192,7 @@
<English>Whether or not vehicles will catch on fire during cook-off</English>
<Japanese>誘爆により車両が炎上するかどうかを設定します。</Japanese>
<French>Définit si les véhicules prennent feu durant l'auto-inflammation de leurs munitions.</French>
<Russian>Будет ли техника возгораться при подрыве боеприпасов</Russian>
<Russian>Будет ли техника гореть при детонации боеприпасов</Russian>
<German>Ob Fahrzeuge in Brand gesetzt werden, während deren Munition durchzündet.</German>
<Polish>Określa, czy pojazdy zapalą się podczas samozapłonu ich amunicji.</Polish>
<Chinesesimp>车辆在殉爆过程中是否会起火</Chinesesimp>

View File

@ -38,6 +38,7 @@ if (
// solve config lookups
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgMagazinesCarryMag = _cfgMagazines >> _carryMag;
private _cfgGroupsCarryMag = configFile >> QGVAR(groups) >> _carryMag;
private _desiredAmmo = getNumber (configOf _vehicle >> QUOTE(ADDON) >> "desiredAmmo");
if (_desiredAmmo == 0) then { _desiredAmmo = 100; };
@ -53,7 +54,7 @@ scopeName "main";
_loadedMag = _xMag;
if (_xAmmo > 0) then {
// There is a magazine with ammo loaded in the turret (are there any multi-muzzle static weapons??), see if we can add to this mag
if (getNumber (_cfgMagazinesCarryMag >> _xMag) != 1) exitWith {
if (getNumber (_cfgGroupsCarryMag >> _xMag) != 1) exitWith {
[false, _loadedMag, -4, false] breakOut "main"; // Carry mag cannot be added to existing vehicle mag (e.g. red to green tracers)
};
if (getNumber (_cfgMagazinesCarryMag >> "ACE_isBelt") == 0) exitWith {

View File

@ -180,6 +180,7 @@
<Polish>Magazyn amunicji</Polish>
<Japanese>弾薬の格納</Japanese>
<Chinesesimp>弹药存储</Chinesesimp>
<Russian>Хранилище боеприпасов</Russian>
</Key>
<Key ID="STR_ACE_CSW_handleExtraMagazinesType_description">
<English>Determines whether extra magazines are stored on the ground or inside an ammo box</English>
@ -188,6 +189,7 @@
<Polish>Decyduje, czy dodatkowe magazynki przechowywane są na ziemi, czy w skrzynce z amunicją.</Polish>
<Japanese>追加のマガジンを地面に設置するか、弾薬箱の中に保管するかを決定します</Japanese>
<Chinesesimp>设置多余的弹夹是存放在地面上还是弹药箱内</Chinesesimp>
<Russian>Определяет будут ли дополнительные магазины лежать на земле или внутри хранилища</Russian>
</Key>
<Key ID="STR_ACE_CSW_handleExtraMagazinesType_weaponHolder">
<English>Ground</English>
@ -196,6 +198,7 @@
<Polish>Ziemia</Polish>
<Japanese>地面</Japanese>
<Chinesesimp>地面</Chinesesimp>
<Russian>Земля</Russian>
</Key>
<Key ID="STR_ACE_CSW_handleExtraMagazinesType_ammoBox">
<English>Ammo Box</English>
@ -204,6 +207,7 @@
<Polish>Skrzynka amunicyjna</Polish>
<Japanese>弾薬箱</Japanese>
<Chinesesimp>弹药箱</Chinesesimp>
<Russian>Коробка с боеприпасами</Russian>
</Key>
<Key ID="STR_ACE_CSW_ammoHandling_displayName">
<English>Ammo handling</English>
@ -247,7 +251,7 @@
<Czech>Koeficient času interakce</Czech>
<Polish>Współczynnik czasu interakcji</Polish>
<Spanish>Coeficiente de tiempo de interacción</Spanish>
<Russian>Коэффициент времени взаимодействия</Russian>
<Russian>Коэф. времени взаимодействия</Russian>
<Korean>상호작용 시간 계수</Korean>
</Key>
<Key ID="STR_ACE_CSW_progressBarTimeCoefficent_description">
@ -459,7 +463,7 @@
<Czech>[CSW] Statický raketomet Mini-Spike (protitankový)</Czech>
<Turkish>[CSW] Static Mini-Spike Launcher (AT)</Turkish>
<Polish>[CSW] Mini-Spike Przeciwpancerny pocisk rakietowy</Polish>
<Russian>[CSW] Станковый Mini-Spike ПТРК</Russian>
<Russian>[CSW] Станковый Mini-Spike (ПТРК)</Russian>
<Korean>[CSW] 거치형 Mini-Spike 발사기 (대전차)</Korean>
</Key>
<Key ID="STR_ACE_CSW_StaticAABag_displayName">
@ -475,7 +479,7 @@
<Czech>[CSW] Statický raketomet Mini-Spike (protiletadlový)</Czech>
<Turkish>[CSW] Static Mini-Spike Launcher (AA)</Turkish>
<Polish>[CSW] Mini-Spike Przeciwlotniczy pocisk rakietowy</Polish>
<Russian>[CSW] Станковый Mini-Spike ЗРК</Russian>
<Russian>[CSW] Станковый Mini-Spike (ЗРК)</Russian>
<Korean>[CSW] 거치형 Mini-Spike 발사기 (대공)</Korean>
</Key>
<Key ID="STR_ACE_CSW_StaticHMGBag_displayName">
@ -599,7 +603,7 @@
<Czech>[CSW] Pás 12.7×99mm pro těžký kulomet (červená stopovka)</Czech>
<Turkish>[CSW] 12.7x99mm Tracer HMG Belt (Red)</Turkish>
<Polish>[CSW] Taśma 12.7x99mm CKM Smugowa (Czerwona)</Polish>
<Russian>[CSW] 12.7x99 мм трасс. пулемётная лента (Красный)</Russian>
<Russian>[CSW] 12.7x99 мм трасс. пулемётная лента (красные)</Russian>
<Korean>[CSW] 12.7x99mm 예광탄 중기관총 탄띠 (빨강)</Korean>
</Key>
<Key ID="STR_ACE_CSW_127x99_green_displayName">
@ -615,7 +619,7 @@
<Czech>[CSW] Pás 12.7×99mm pro těžký kulomet (zelená stopovka)</Czech>
<Turkish>[CSW] 12.7x99mm Tracer HMG Belt (Green)</Turkish>
<Polish>[CSW] Taśma 12.7x99mm CKM Smugowa (Zielona)</Polish>
<Russian>[CSW] 12.7x99 мм трасс. пулемётная лента (Зелёный)</Russian>
<Russian>[CSW] 12.7x99 мм трасс. пулемётная лента (зелёные)</Russian>
<Korean>[CSW] 12.7x99mm 예광탄 중기관총 탄띠 (초록)</Korean>
</Key>
<Key ID="STR_ACE_CSW_127x99_yellow_displayName">
@ -631,7 +635,7 @@
<Czech>[CSW] Pás 12.7×99mm pro těžký kulomet (žlutá stopovka)</Czech>
<Turkish>[CSW] 12.7x99mm Tracer HMG Belt (Yellow)</Turkish>
<Polish>[CSW] Taśma 12.7x99mm CKM Smugowa (Żółta)</Polish>
<Russian>[CSW] 12.7x99 мм трасс. пулемётная лента (Жёлтый)</Russian>
<Russian>[CSW] 12.7x99 мм трасс. пулемётная лента (жёлтые)</Russian>
<Korean>[CSW] 12.7x99mm 예광탄 중기관총 탄띠 (노랑)</Korean>
</Key>
<Key ID="STR_ACE_CSW_GMGBelt_displayName">
@ -695,7 +699,7 @@
<Czech>[CSW] 6P57 trojnožka (nízká)</Czech>
<Turkish>[CSW] 6P57 Deployable Tripod (Low)</Turkish>
<Polish>[CSW] Trójnóg Rozkładany 6P57 (Niski)</Polish>
<Russian>[CSW] 6P67 Развертываемая тренога (Низкая)</Russian>
<Russian>[CSW] 6P67 Развертываемая тренога (низкая)</Russian>
<Korean>[CSW] 6P57 배치형 삼각대 (낮음)</Korean>
</Key>
<Key ID="STR_ACE_CSW_m220TripodFolded_displayName">
@ -807,7 +811,7 @@
<Czech>[CSW] M3 trojnožka (nízká)</Czech>
<Turkish>[CSW] M3 Deployable Tripod (Low)</Turkish>
<Polish>[CSW] Trójnóg Rozkładany M3 (Niski)</Polish>
<Russian>[CSW] M3 Развертываемая тренога (Низкая)</Russian>
<Russian>[CSW] M3 Развертываемая тренога (низкая)</Russian>
<Korean>[CSW] M3 배치형 삼각대 (낮음)</Korean>
</Key>
<Key ID="STR_ACE_CSW_mortarBaseplateBag_displayName">

View File

@ -38,7 +38,7 @@
<German>DAGR umschalten</German>
<Polish>Przełącz DAGR</Polish>
<Spanish>Mostrar DAGR</Spanish>
<Russian>Вкл./выкл. DAGR</Russian>
<Russian>Переключить DAGR</Russian>
<Portuguese>Mostrar DAGR</Portuguese>
<Czech>Přepnout DAGR</Czech>
<Italian>Apri DAGR</Italian>

View File

@ -51,7 +51,7 @@ params ["_listBoxCtrl", "_itemsCountArray"];
_picture = getText (_configPath >> _classname >> "picture");
};
default {
ERROR(format ["[%1] - bad classname", _classname]);
ERROR_1("[%1] - bad classname",_classname);
};
};

View File

@ -47,7 +47,7 @@
<Italian>Missile inerte precaricato</Italian>
<Portuguese>Míssel inerte pré-carregado</Portuguese>
<Japanese>仮置きのミサイルをあらかじめ装填</Japanese>
<Korean>임시로 미사일을 미리 장전</Korean>
<Korean>더미 미사일을 미리 장전하기</Korean>
<Chinese>預裝訓練導彈</Chinese>
<Chinesesimp>预装训练导弹</Chinesesimp>
</Key>

View File

@ -5,13 +5,13 @@ class CfgUIGrids {
class Variables {
GVAR(grid)[] = {
{
(safeZoneX + safeZoneW) - 12.9 * GUI_GRID_W,
safeZoneY + 0.175 * safeZoneH,
8 * GUI_GRID_W,
8 * GUI_GRID_H
QUOTE((safeZoneX + safeZoneW) - 12.9 * GUI_GRID_W),
QUOTE(safeZoneY + 0.175 * safeZoneH),
QUOTE(8 * GUI_GRID_W),
QUOTE(8 * GUI_GRID_H)
},
GUI_GRID_W,
GUI_GRID_H
QUOTE(GUI_GRID_W),
QUOTE(GUI_GRID_H)
};
};
};

View File

@ -13,23 +13,23 @@ class RscTitles {
class controls {
class background: RscPicture {
idc = 1000;
x = profileNamespace getVariable ['TRIPLES(IGUI,GVAR(grid),X)', (safeZoneX + safeZoneW) - 12.9 * GUI_GRID_W];
y = profileNamespace getVariable ['TRIPLES(IGUI,GVAR(grid),Y)', safeZoneY + 0.175 * safeZoneH];
w = 8 * GUI_GRID_W;
h = 8 * GUI_GRID_H;
x = QUOTE(profileNamespace getVariable [ARR_2('TRIPLES(IGUI,GVAR(grid),X)', (safeZoneX + safeZoneW) - 12.9 * GUI_GRID_W)]);
y = QUOTE(profileNamespace getVariable [ARR_2('TRIPLES(IGUI,GVAR(grid),Y)', safeZoneY + 0.175 * safeZoneH)]);
w = QUOTE(8 * GUI_GRID_W);
h = QUOTE(8 * GUI_GRID_H);
text = QPATHTOF(data\dogtagSingle.paa);
colorText[] = {1, 1, 1, 1};
};
class nickname: RscStructuredText {
idc = 1001;
text = "";
sizeEx = GUI_GRID_H;
sizeEx = QUOTE(GUI_GRID_H);
colorText[] = {1, 1, 1, 1};
colorBackground[] = {0, 0, 0, 0};
x = 1.6 * GUI_GRID_W + (profileNamespace getVariable ['TRIPLES(IGUI,GVAR(grid),X)', (safeZoneX + safeZoneW) - 12.9 * GUI_GRID_W]);
y = 0.065 * safeZoneH + (profileNamespace getVariable ['TRIPLES(IGUI,GVAR(grid),Y)', safeZoneY + 0.175 * safeZoneH]);
w = 5.9 * GUI_GRID_W;
h = 3 * GUI_GRID_H;
x = QUOTE(1.6 * GUI_GRID_W + (profileNamespace getVariable [ARR_2('TRIPLES(IGUI,GVAR(grid),X)', (safeZoneX + safeZoneW) - 12.9 * GUI_GRID_W)]));
y = QUOTE(0.065 * safeZoneH + (profileNamespace getVariable [ARR_2('TRIPLES(IGUI,GVAR(grid),Y)', safeZoneY + 0.175 * safeZoneH)]));
w = QUOTE(5.9 * GUI_GRID_W);
h = QUOTE(3 * GUI_GRID_H);
font = "RobotoCondensed";
class Attributes {
font = "RobotoCondensed";

View File

@ -72,7 +72,7 @@
<Czech>Sebral jsem známku od %1...</Czech>
<Japanese>%1からドッグ タグを取っています・・・</Japanese>
<German>Erkennungsmarke von %1 genommen...</German>
<Korean>%1로부터 군번줄을 회수했습니다...</Korean>
<Korean>%1(으)로부터 군번줄을 회수했습니다...</Korean>
<French>Plaque d'identification prise sur %1...</French>
<Italian>Piastrina presa da %1...</Italian>
<Chinese>從%1身上拿取兵籍牌...</Chinese>

Binary file not shown.

View File

@ -48,7 +48,12 @@ if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS})
_unit removeWeapon "ACE_FakePrimaryWeapon";
// reselect weapon and re-enable sprint
_unit selectWeapon primaryWeapon _unit;
private _previousWeaponIndex = _unit getVariable [QGVAR(previousWeapon), -1];
_unit setVariable [QGVAR(previousWeapon), nil, true];
if (_previousWeaponIndex != -1) then {
_unit action ["SwitchWeapon", _unit, _unit, _previousWeaponIndex];
};
[_unit, "forceWalk", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_dragging", false] call EFUNC(common,statusEffect_set);

View File

@ -51,13 +51,13 @@ if (_target isKindOf "CAManBase") then {
_timer = CBA_missionTime + 10;
} else {
// select no weapon and stop sprinting
private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex);
_unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true];
_unit action ["SwitchWeapon", _unit, _unit, 299];
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
[_unit, "forceWalk", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
};
[_unit, "blockThrow", "ACE_dragging", true] call EFUNC(common,statusEffect_set);

View File

@ -37,7 +37,7 @@
</Key>
<Key ID="STR_ACE_Dragging_DragKeybind">
<English>Drag/Release Object</English>
<Russian>Тащить/Отпустить Объект</Russian>
<Russian>Тащить/отпустить объект</Russian>
<Spanish>Arrastrar/Soltar Objeto</Spanish>
<Polish>Ciągnij/Puść Obiekt</Polish>
<Czech>Táhnout/Položit Objekt</Czech>
@ -55,7 +55,7 @@
<Key ID="STR_ACE_Dragging_CarryKeybind">
<English>Carry/Release Object</English>
<French>Porter/Lâcher un objet</French>
<Russian>Нести/Отпустить Объект</Russian>
<Russian>Нести/отпустить объект</Russian>
<Polish>Nieś/Puść objekt</Polish>
<Japanese>オブジェクトを運ぶ/離す</Japanese>
<Turkish>Objeyi Taşı/Bırak</Turkish>
@ -104,7 +104,7 @@
<French>Lever/Baisser | (Ctrl + Scroll) Rotation</French>
<Japanese>上げる/下げる | (Ctrl + スクロール) 回転</Japanese>
<Czech>Zvednout/Snížit | (Ctrl + Kolečko myši) Otáčet</Czech>
<Russian>Поднять/Опустить | (Ctrl + Скролл) Крутить</Russian>
<Russian>Поднять/опустить | (Ctrl + Скролл) Крутить</Russian>
<Polish>Wyżej/niżej | (Ctrl + Kółko myszy) obracanie</Polish>
<Turkish>Yükselt/Alçalt | (Ctrl + Tekerlek) Döndür</Turkish>
<Spanish>Subir/Bajar | (Ctrl + Scroll) Rotar</Spanish>

Binary file not shown.

View File

@ -1,119 +0,0 @@
class cfgSkeletons {
class OFP2_ManSkeleton {
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] = {
"Pelvis","",
"Spine","Pelvis",
"Spine1","Spine",
"Spine2","Spine1",
"Spine3","Spine2",
"camera","Pelvis",// case has changed for arma3
"weapon","Spine1",
"launcher","Spine1",
"Neck","Spine3",
"Neck1","Neck",
"Head","Neck1", //Head skeleton in hierarchy
//Left upper side
"LeftShoulder","Spine3",
"LeftArm","LeftShoulder",
"LeftArmRoll","LeftArm",
"LeftForeArm","LeftArmRoll",
"LeftForeArmRoll","LeftForeArm",
"LeftHand","LeftForeArmRoll",
"LeftHandRing","LeftHand",
"LeftHandRing1","LeftHandRing",
"LeftHandRing2","LeftHandRing1",
"LeftHandRing3","LeftHandRing2",
"LeftHandPinky1","LeftHandRing",
"LeftHandPinky2","LeftHandPinky1",
"LeftHandPinky3","LeftHandPinky2",
"LeftHandMiddle1","LeftHand",
"LeftHandMiddle2","LeftHandMiddle1",
"LeftHandMiddle3","LeftHandMiddle2",
"LeftHandIndex1","LeftHand",
"LeftHandIndex2","LeftHandIndex1",
"LeftHandIndex3","LeftHandIndex2",
"LeftHandThumb1","LeftHand",
"LeftHandThumb2","LeftHandThumb1",
"LeftHandThumb3","LeftHandThumb2",
//Right upper side
"RightShoulder","Spine3",
"RightArm","RightShoulder",
"RightArmRoll","RightArm",
"RightForeArm","RightArmRoll",
"RightForeArmRoll","RightForeArm",
"RightHand","RightForeArmRoll",
"RightHandRing","RightHand",
"RightHandRing1","RightHandRing",
"RightHandRing2","RightHandRing1",
"RightHandRing3","RightHandRing2",
"RightHandPinky1","RightHandRing",
"RightHandPinky2","RightHandPinky1",
"RightHandPinky3","RightHandPinky2",
"RightHandMiddle1","RightHand",
"RightHandMiddle2","RightHandMiddle1",
"RightHandMiddle3","RightHandMiddle2",
"RightHandIndex1","RightHand",
"RightHandIndex2","RightHandIndex1",
"RightHandIndex3","RightHandIndex2",
"RightHandThumb1","RightHand",
"RightHandThumb2","RightHandThumb1",
"RightHandThumb3","RightHandThumb2",
//Left lower side
"LeftUpLeg","Pelvis",
"LeftUpLegRoll","LeftUpLeg",
"LeftLeg","LeftUpLegRoll",
"LeftLegRoll","LeftLeg",
"LeftFoot","LeftLegRoll",
"LeftToeBase","LeftFoot",
//Right lower side
"RightUpLeg","Pelvis",
"RightUpLegRoll","RightUpLeg",
"RightLeg","RightUpLegRoll",
"RightLegRoll","RightLeg",
"RightFoot","RightLegRoll",
"RightToeBase","RightFoot",
//New facial features arma3 only
"Face_Hub","Head",
"Face_Jawbone","Face_Hub",
"Face_Jowl","Face_Jawbone",
"Face_chopRight","Face_Jawbone",
"Face_chopLeft","Face_Jawbone",
"Face_LipLowerMiddle","Face_Jawbone",
"Face_LipLowerLeft","Face_Jawbone",
"Face_LipLowerRight","Face_Jawbone",
"Face_Chin","Face_Jawbone",
"Face_Tongue","Face_Jawbone",
"Face_CornerRight","Face_Hub",
"Face_CheekSideRight","Face_CornerRight",
"Face_CornerLeft","Face_Hub",
"Face_CheekSideLeft","Face_CornerLeft",
"Face_CheekFrontRight","Face_Hub",
"Face_CheekFrontLeft","Face_Hub",
"Face_CheekUpperRight","Face_Hub",
"Face_CheekUpperLeft","Face_Hub",
"Face_LipUpperMiddle","Face_Hub",
"Face_LipUpperRight","Face_Hub",
"Face_LipUpperLeft","Face_Hub",
"Face_NostrilRight","Face_Hub",
"Face_NostrilLeft","Face_Hub",
"Face_Forehead","Face_Hub",
"Face_BrowFrontRight","Face_Forehead",
"Face_BrowFrontLeft","Face_Forehead",
"Face_BrowMiddle","Face_Forehead",
"Face_BrowSideRight","Face_Forehead",
"Face_BrowSideLeft","Face_Forehead",
"Face_Eyelids","Face_Hub",
"Face_EyelidUpperRight","Face_Hub",
"Face_EyelidUpperLeft","Face_Hub",
"Face_EyelidLowerRight","Face_Hub",
"Face_EyelidLowerLeft","Face_Hub",
"EyeLeft","Face_Hub",
"EyeRight","Face_Hub"
};// end of skeleton array
// location of pivot points (local axes) for hierarchical animation
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
};

View File

@ -90,7 +90,7 @@
<Italian>Una luce,un mirino usato per le operazioni diurne.Contiene il computer di guida per l'intero sistema </Italian>
<Czech>Lehký a levný puškohled pro použití za denního světla. Obsahuje navigační počítač pro celý systém.</Czech>
<Polish>Lekki, tani celownik używany do działania w trakcie dnia. Zawiera komputer naprowadząjący dla całego systemu</Polish>
<Russian>Легкий дешёвый прицел, используемый для дневных операций. Содержит компьютер для всей системы</Russian>
<Russian>Лёгкий дешёвый прицел, используемый для дневных операций. Содержит компьютер для всей системы</Russian>
<Spanish>Un visor ligero y barato utilizado en operaciones diurnas. Contiene el ordenador de guiado para todo el sistema.</Spanish>
<Korean>싸고 가벼운 주간조준기입니다. 사격을 하기 위한 통제컴퓨터가 포함되있습니다.</Korean>
</Key>

View File

@ -6,7 +6,7 @@ diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.3,0.3,0.3,1};
specularPower = 3b0;
specularPower = 3;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {

View File

@ -13,9 +13,9 @@ class Rsc_ACE_CallScreen_Edit: RscEdit {
style = "0x00 + 0x40 + 0x200";
shadow = 1;
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 20) * 1)";
x = 0.288594 * safezoneW + safezoneX;
w = 0.0825 * safezoneW;
h = 0.044 * safezoneH;
x = "0.288594 * safezoneW + safezoneX";
w = "0.0825 * safezoneW";
h = "0.044 * safezoneH";
};
class Rsc_ACE_HiddenButton: RscButton {
colorText[] = {0, 0, 0, 0};
@ -40,175 +40,175 @@ class Rsc_ACE_PhoneInterface {
class RscPicture_1200: RscPicture {
idc = 1200;
text = QPATHTOF(Data\UI\Cellphone_Background.paa);
x = 0.231875 * safezoneW + safezoneX;
y = 0.104 * safezoneH + safezoneY;
w = 0.195937 * safezoneW;
h = 0.704 * safezoneH;
x = "0.231875 * safezoneW + safezoneX";
y = "0.104 * safezoneH + safezoneY";
w = "0.195937 * safezoneW";
h = "0.704 * safezoneH";
};
class numkey_1: Rsc_ACE_NumKeyButton {
idc = 1600;
x = 0.278281 * safezoneW + safezoneX;
y = 0.533 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.278281 * safezoneW + safezoneX";
y = "0.533 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "1";
action = "ctrlSetText [1400,((ctrlText 1400) + '1')];";
};
class numkey_2: Rsc_ACE_NumKeyButton {
idc = 1601;
x = 0.314375 * safezoneW + safezoneX;
y = 0.533 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.314375 * safezoneW + safezoneX";
y = "0.533 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "2";
action = "ctrlSetText [1400,((ctrlText 1400) + '2')];";
};
class numkey_3: Rsc_ACE_NumKeyButton {
idc = 1602;
x = 0.350469 * safezoneW + safezoneX;
y = 0.533 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.350469 * safezoneW + safezoneX";
y = "0.533 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "3";
action = "ctrlSetText [1400,((ctrlText 1400) + '3')];";
};
class numkey_4: Rsc_ACE_NumKeyButton {
idc = 1603;
x = 0.278281 * safezoneW + safezoneX;
y = 0.577 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.278281 * safezoneW + safezoneX";
y = "0.577 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "4";
action = "ctrlSetText [1400,((ctrlText 1400) + '4')];";
};
class numkey_5: Rsc_ACE_NumKeyButton {
idc = 1604;
x = 0.314375 * safezoneW + safezoneX;
y = 0.577 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.314375 * safezoneW + safezoneX";
y = "0.577 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "5";
action = "ctrlSetText [1400,((ctrlText 1400) + '5')];";
};
class numkey_6: Rsc_ACE_NumKeyButton {
idc = 1605;
x = 0.350469 * safezoneW + safezoneX;
y = 0.577 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.350469 * safezoneW + safezoneX";
y = "0.577 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "6";
action = "ctrlSetText [1400,((ctrlText 1400) + '6')];";
};
class numkey_7: Rsc_ACE_NumKeyButton {
idc = 1606;
x = 0.278281 * safezoneW + safezoneX;
y = 0.621 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.278281 * safezoneW + safezoneX";
y = "0.621 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "7";
action = "ctrlSetText [1400,((ctrlText 1400) + '7')];";
};
class numkey_8: Rsc_ACE_NumKeyButton {
idc = 1607;
x = 0.314375 * safezoneW + safezoneX;
y = 0.621 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.314375 * safezoneW + safezoneX";
y = "0.621 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "8";
action = "ctrlSetText [1400,((ctrlText 1400) + '8')];";
};
class numkey_9: Rsc_ACE_NumKeyButton {
idc = 1608;
x = 0.350469 * safezoneW + safezoneX;
y = 0.621 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.350469 * safezoneW + safezoneX";
y = "0.621 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "9";
action = "ctrlSetText [1400,((ctrlText 1400) + '9')];";
};
class numkey_0: Rsc_ACE_NumKeyButton {
idc = 1609;
x = 0.314375 * safezoneW + safezoneX;
y = 0.676 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.314375 * safezoneW + safezoneX";
y = "0.676 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = "0";
action = "ctrlSetText [1400,((ctrlText 1400) + '0')];";
};
class speedDialAdd: Rsc_ACE_NumKeyButton {
idc = 1610;
x = 0.278281 * safezoneW + safezoneX;
y = 0.676 * safezoneH + safezoneY;
w = 0.0309375 * safezoneW;
h = 0.033 * safezoneH;
x = "0.278281 * safezoneW + safezoneX";
y = "0.676 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
h = "0.033 * safezoneH";
tooltip = CSTRING(Phone_AddToSpeedDial);
action = QUOTE([ARR_2(ctrlText 1401,ctrlText 1400)] call FUNC(addToSpeedDial););
};
class clear: Rsc_ACE_HiddenButton {
idc = 1610;
x = 0.278281 * safezoneW + safezoneX;
y = 0.445 * safezoneH + safezoneY;
w = 0.020625 * safezoneW;
h = 0.033 * safezoneH;
x = "0.278281 * safezoneW + safezoneX";
y = "0.445 * safezoneH + safezoneY";
w = "0.020625 * safezoneW";
h = "0.033 * safezoneH";
tooltip = CSTRING(Clear);
action = QUOTE(ctrlSetText [ARR_2(1400,'')];[ctrlText 1401] call FUNC(removeFromSpeedDial);ctrlSetText [ARR_2(1401,'')];);
};
class dial: Rsc_ACE_HiddenButton {
idc = 1611;
x = 0.309219 * safezoneW + safezoneX;
y = 0.445 * safezoneH + safezoneY;
w = 0.04125 * safezoneW;
h = 0.033 * safezoneH;
x = "0.309219 * safezoneW + safezoneX";
y = "0.445 * safezoneH + safezoneY";
w = "0.04125 * safezoneW";
h = "0.033 * safezoneH";
tooltip = CSTRING(Phone_Dial);
action = QUOTE([ARR_2(ace_player,ctrlText 1400)] call FUNC(dialPhone););
};
class up: Rsc_ACE_HiddenButton {
idc = 1612;
x = 0.360781 * safezoneW + safezoneX;
y = 0.445 * safezoneH + safezoneY;
w = 0.020625 * safezoneW;
h = 0.033 * safezoneH;
x = "0.360781 * safezoneW + safezoneX";
y = "0.445 * safezoneH + safezoneY";
w = "0.020625 * safezoneW";
h = "0.033 * safezoneH";
tooltip = CSTRING(Phone_Up);
action = QUOTE([true] call FUNC(setSpeedDial));
};
class down: Rsc_ACE_HiddenButton {
idc = 1613;
x = 0.345312 * safezoneW + safezoneX;
y = 0.485 * safezoneH + safezoneY;
w = 0.020625 * safezoneW;
h = 0.033 * safezoneH;
x = "0.345312 * safezoneW + safezoneX";
y = "0.485 * safezoneH + safezoneY";
w = "0.020625 * safezoneW";
h = "0.033 * safezoneH";
tooltip = CSTRING(Phone_Down);
action = QUOTE([false] call FUNC(setSpeedDial));
};
class speedDial_Text: RscText {
idc = 1405;
y = 0.302 * safezoneH + safezoneY;
y = "0.302 * safezoneH + safezoneY";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 22) * 1)";
x = 0.288594 * safezoneW + safezoneX;
w = 0.0825 * safezoneW;
h = 0.044 * safezoneH;
x = "0.288594 * safezoneW + safezoneX";
w = "0.0825 * safezoneW";
h = "0.044 * safezoneH";
text = "Name";
};
class speedDial_edit: Rsc_ACE_CallScreen_Edit {
idc = 1401;
y = 0.302 * safezoneH + safezoneY;
x = 0.318 * safezoneW + safezoneX;
w = 0.1;
y = "0.302 * safezoneH + safezoneY";
x = "0.318 * safezoneW + safezoneX";
w = "0.1";
};
class numberEdit_Text: RscText {
idc = 1406;
y = 0.348 * safezoneH + safezoneY;
y = "0.348 * safezoneH + safezoneY";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 22) * 1)";
x = 0.288594 * safezoneW + safezoneX;
w = 0.0825 * safezoneW;
h = 0.044 * safezoneH;
x = "0.288594 * safezoneW + safezoneX";
w = "0.0825 * safezoneW";
h = "0.044 * safezoneH";
text = "#";
};
class number_edit: Rsc_ACE_CallScreen_Edit {
canModify = 0;
idc = 1400;
y = 0.348 * safezoneH + safezoneY;
x = 0.3 * safezoneW + safezoneX;
y = "0.348 * safezoneH + safezoneY";
x = "0.3 * safezoneW + safezoneX";
};
};
};

View File

@ -7,19 +7,19 @@ class GVAR(timerUI) {
class Header: RscText {
idc = -1;
text = CSTRING(ExplosiveTimer);
x = 13.5 * GUI_GRID_W + GUI_GRID_CENTER_X;
y = 5 * GUI_GRID_H + GUI_GRID_CENTER_Y;
w = 13 * GUI_GRID_W;
h = GUI_GRID_H;
x = QUOTE(13.5 * GUI_GRID_W + GUI_GRID_CENTER_X);
y = QUOTE(5 * GUI_GRID_H + GUI_GRID_CENTER_Y);
w = QUOTE(13 * GUI_GRID_W);
h = QUOTE(GUI_GRID_H);
colorBackground[] = GUI_BCG_COLOR;
moving = 1;
};
class Background: RscText {
idd = -1;
x = 13.5 * GUI_GRID_W + GUI_GRID_CENTER_X;
y = 6.1 * GUI_GRID_H + GUI_GRID_CENTER_Y;
w = 13 * GUI_GRID_W;
h = 6.5 * GUI_GRID_H;
x = QUOTE(13.5 * GUI_GRID_W + GUI_GRID_CENTER_X);
y = QUOTE(6.1 * GUI_GRID_H + GUI_GRID_CENTER_Y);
w = QUOTE(13 * GUI_GRID_W);
h = QUOTE(6.5 * GUI_GRID_H);
colorBackground[] = {0, 0, 0, 0.8};
};
};
@ -27,24 +27,24 @@ class GVAR(timerUI) {
class DigitBackground_1: RscPicture {
idc = -1;
text = QPATHTOF(UI\seven_segment_8.paa);
x = 14 * GUI_GRID_W + GUI_GRID_CENTER_X;
y = 6.6 * GUI_GRID_H + GUI_GRID_CENTER_Y;
w = 4 * GUI_GRID_W;
h = 4 * GUI_GRID_H;
x = QUOTE(14 * GUI_GRID_W + GUI_GRID_CENTER_X);
y = QUOTE(6.6 * GUI_GRID_H + GUI_GRID_CENTER_Y);
w = QUOTE(4 * GUI_GRID_W);
h = QUOTE(4 * GUI_GRID_H);
colorText[] = {0.3, 0.3, 0.3, 0.5};
};
class DigitBackground_2: DigitBackground_1 {
x = 16.4 * GUI_GRID_W + GUI_GRID_CENTER_X;
x = QUOTE(16.4 * GUI_GRID_W + GUI_GRID_CENTER_X);
};
class DigitBackground_3: DigitBackground_1 {
x = 19.7 * GUI_GRID_W + GUI_GRID_CENTER_X;
x = QUOTE(19.7 * GUI_GRID_W + GUI_GRID_CENTER_X);
};
class DigitBackground_4: DigitBackground_1 {
x = 22.1 * GUI_GRID_W + GUI_GRID_CENTER_X;
x = QUOTE(22.1 * GUI_GRID_W + GUI_GRID_CENTER_X);
};
class DigitSeparator: DigitBackground_1 {
text = QPATHTOF(UI\seven_segment_separator.paa);
x = 18.025 * GUI_GRID_W + GUI_GRID_CENTER_X;
x = QUOTE(18.025 * GUI_GRID_W + GUI_GRID_CENTER_X);
colorText[] = {1, 0.05, 0.05, 1};
};
class Digit_1: DigitBackground_1 {
@ -54,22 +54,22 @@ class GVAR(timerUI) {
};
class Digit_2: Digit_1 {
idc = IDC_TIMER_DIGIT_2;
x = 16.4 * GUI_GRID_W + GUI_GRID_CENTER_X;
x = QUOTE(16.4 * GUI_GRID_W + GUI_GRID_CENTER_X);
};
class Digit_3: Digit_1 {
idc = IDC_TIMER_DIGIT_3;
x = 19.7 * GUI_GRID_W + GUI_GRID_CENTER_X;
x = QUOTE(19.7 * GUI_GRID_W + GUI_GRID_CENTER_X);
};
class Digit_4: Digit_1 {
idc = IDC_TIMER_DIGIT_4;
x = 22.1 * GUI_GRID_W + GUI_GRID_CENTER_X;
x = QUOTE(22.1 * GUI_GRID_W + GUI_GRID_CENTER_X);
};
class Slider: ctrlXSliderH {
idc = IDC_TIMER_SLIDER;
x = 14 * GUI_GRID_W + GUI_GRID_CENTER_X;
y = 11.1 * GUI_GRID_H + GUI_GRID_CENTER_Y;
w = 12 * GUI_GRID_W;
h = GUI_GRID_H;
x = QUOTE(14 * GUI_GRID_W + GUI_GRID_CENTER_X);
y = QUOTE(11.1 * GUI_GRID_H + GUI_GRID_CENTER_Y);
w = QUOTE(12 * GUI_GRID_W);
h = QUOTE(GUI_GRID_H);
color[] = {0.3, 0.3, 0.3, 0.7};
colorActive[] = {0.3, 0.3, 0.3, 0.7};
sliderRange[] = {TIMER_VALUE_MIN, TIMER_VALUE_MAX};
@ -79,10 +79,10 @@ class GVAR(timerUI) {
idc = -1;
text = CSTRING(Cancel);
onButtonClick = QUOTE(closeDialog 0);
x = 13.5 * GUI_GRID_W + GUI_GRID_CENTER_X;
y = 12.7 * GUI_GRID_H + GUI_GRID_CENTER_Y;
w = 5 * GUI_GRID_W;
h = GUI_GRID_H;
x = QUOTE(13.5 * GUI_GRID_W + GUI_GRID_CENTER_X);
y = QUOTE(12.7 * GUI_GRID_H + GUI_GRID_CENTER_Y);
w = QUOTE(5 * GUI_GRID_W);
h = QUOTE(GUI_GRID_H);
colorActive[] = {0, 0, 0, 1};
colorBackground[] = {0, 0, 0, 0.8};
colorFocused[] = {0, 0, 0, 0.8};
@ -91,7 +91,7 @@ class GVAR(timerUI) {
idc = IDC_TIMER_CONFIRM;
text = CSTRING(SetTime);
onButtonClick = "";
x = 21.5 * GUI_GRID_W + GUI_GRID_CENTER_X;
x = QUOTE(21.5 * GUI_GRID_W + GUI_GRID_CENTER_X);
};
};
};

View File

@ -39,3 +39,4 @@ PREP(startTimer);
PREP(triggerType);
PREP(allowDefuse);
PREP(isAllowedDefuse);
PREP(checkDetonateHandlers);

View File

@ -0,0 +1,38 @@
#include "script_component.hpp"
/*
* Author: PabstMirror, Whigital
* Check if there is a handler blocking detonation
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Max range (-1 to ignore) <NUMBER>
* 2: Explosive <OBJECT>
* 3: Fuse time <NUMBER>
* 4: Trigger Item Classname <STRING>
*
* Return Value:
* Detonation Allowed <BOOL>
*
* Example:
* [player, -1, Explosive, 1, "ACE_Cellphone"] call ACE_Explosives_fnc_checkDetonateHandlers;
*
* Public: No
*/
params ["_unit", "_range", "_explosive", "_fuseTime", ["_triggerClassname", "#unknown", [""]]];
TRACE_5("checkDetonateHandlers",_unit,_range,_explosive,_fuseTime,_triggerClassname);
private _detonationAllowed = true;
{
// Pass [Unit<OBJECT>, MaxRange <NUMBER>, Explosive <OBJECT>, FuzeTime <NUMBER>, TriggerItem <STRING>]
private _handlerResult = [_unit, _range, _explosive, _fuseTime, _triggerClassname] call _x;
if (_handlerResult isEqualTo false) then {
TRACE_1("Handler Blocking",_forEachIndex);
_detonationAllowed = false;
break;
};
} forEach GVAR(detonationHandlers);
_detonationAllowed

View File

@ -28,12 +28,8 @@ private _ignoreRange = (_range == -1);
if (!_ignoreRange && {(_unit distance (_item select 0)) > _range}) exitWith {TRACE_1("out of range",_range); false};
private _result = true;
{
// Pass [Unit<OBJECT>, MaxRange <NUMBER>, Explosive <OBJECT>, FuzeTime <NUMBER>, TriggerItem <STRING>]
private _handlerResult = [_unit, _range, _item select 0, _item select 1, _triggerClassname] call _x;
if (_handlerResult isEqualTo false) then {TRACE_1("Handler Failed",_forEachIndex); _result = false};
} forEach GVAR(detonationHandlers);
if (!_result) exitWith {false};
if !([_unit, _range, _item select 0, _item select 1, _triggerClassname] call FUNC(checkDetonateHandlers)) exitWith {false};
if (getNumber (ConfigFile >> "CfgAmmo" >> typeOf (_item select 0) >> "TriggerWhenDestroyed") == 0) then {
private _previousExp = _item select 0;

View File

@ -35,9 +35,15 @@ if (_unit == ace_player) then {
private _explosive = [_code] call FUNC(getSpeedDialExplosive);
if ((count _explosive) > 0) then {
[{
playSound3D [QUOTE(PATHTO_R(Data\Audio\Cellphone_Ring.wss)),objNull, false, getPosASL (_this select 1),3.16228,1,75];
(_this select 0) setVariable [QGVAR(Dialing), false, true];
}, [_unit,_explosive select 0], 0.25 * (count _arr - 4)] call CBA_fnc_waitAndExecute;
params ["_unit", "_item"];
if ([_unit, -1, (_item # 0), (_item # 2), "ACE_Cellphone"] call FUNC(checkDetonateHandlers)) then {
playSound3D [QUOTE(PATHTO_R(Data\Audio\Cellphone_Ring.wss)), objNull, false, (getPosASL (_item # 0)), 3.16228, 1, 75];
};
_unit setVariable [QGVAR(Dialing), false, true];
}, [_unit, _explosive], 0.25 * (count _arr - 4)] call CBA_fnc_waitAndExecute;
[_explosive select 0,(0.25 * (count _arr - 1)) + (_explosive select 2), "ACE_Cellphone", _unit] call FUNC(startTimer);
};
};

View File

@ -39,9 +39,14 @@ if (_i >= (count _arr + 2)) then {
ctrlSetText [1400,"Call Ended!"];
};
};
if (_i == (count _arr)) then {
if ((count _explosive) > 0) then {
playSound3D [QUOTE(PATHTO_R(Data\Audio\Cellphone_Ring.wss)),objNull, false, getPosASL (_explosive select 0),3.16228,1,75];
if (
((count _explosive) > 0) &&
{[_unit, -1, (_explosive # 0), (_explosive # 2), "ACE_Cellphone"] call FUNC(checkDetonateHandlers)}
) then {
playSound3D [QUOTE(PATHTO_R(Data\Audio\Cellphone_Ring.wss)), objNull, false, (getPosASL (_explosive # 0)), 3.16228, 1, 75];
};
};
_args set [1, _i + 1];

View File

@ -804,7 +804,7 @@
<Portuguese>Requer especialista em explosivos para desativar explosivos? Padrão: Não</Portuguese>
<French>Seul un spécialiste peut désamorcer des explosifs.</French>
<Hungarian>Szükséges-e egy specialista a robbanóanyagok hatástalanításához? Alapértelmezett: Nem</Hungarian>
<Russian>Требуется ли специалист по минному делу для обезвреживания взрывчатки? По-умолчанию: Нет</Russian>
<Russian>Требуется ли специалист по минному делу для обезвреживания взрывчатки? По умолчанию: Нет</Russian>
<Italian>Richiedi specialisti esplosivi per disabilitare esplosivi? Default: No</Italian>
<Japanese>爆発物を無効化するには特技兵である必要かどうかを設定できます。標準: 無効化</Japanese>
<Korean>폭발물을 해제하기 위해서는 전문가가 필요합니까? 기본설정: 아니요</Korean>
@ -837,7 +837,7 @@
<Portuguese>Aumentar o tempo necessário para completar ações por não especialistas? Padrão: Sim</Portuguese>
<French>Augmente le temps nécessaire au désamorçage pour les unités non spécialisées.</French>
<Hungarian>Nem-specialisták esetén több ideig tartson a cselekvés befejezése? Alapértelmezett: Igen</Hungarian>
<Russian>Увеличивать время завершения действий для не-специалистов? По-умолчанию: Нет</Russian>
<Russian>Увеличивать время завершения действий для не-специалистов? По умолчанию: Нет</Russian>
<Italian>Aumenta il tempo richiesto per completare azioni per non-specialisti? Default: Si</Italian>
<Japanese>非特技兵は動作完了までの時間を増加させますか? 標準: 有効化</Japanese>
<Korean>비전문가가 폭발물을 해제시 더욱 많은 시간을 소요합니까? 기본설정: 예</Korean>
@ -853,7 +853,7 @@
<Spanish>Explotar al desactivar?</Spanish>
<French>Explosion au désamorçage</French>
<Hungarian>Robbanás hatástalanításkor?</Hungarian>
<Russian>Взрыв при разминир.?</Russian>
<Russian>Взрыв при разминировании?</Russian>
<Italian>Fai esplodere quando disarmato?</Italian>
<Japanese>解除中に爆発</Japanese>
<Korean>해제 시 폭발합니까?</Korean>
@ -869,7 +869,7 @@
<Spanish>¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí</Spanish>
<French>Certains explosifs exploseront durant le désamorçage. Valeur par défaut : activé.</French>
<Hungarian>Meghatározott robbanóanyagok felrobbanjanak-e hatástalanításkor? Alapértelmezett: Igen</Hungarian>
<Russian>Разрешить определенным взрывным устройствам взрываться при разминировании? По-умолчанию: Да</Russian>
<Russian>Разрешить определенным взрывным устройствам взрываться при разминировании? По умолчанию: Да</Russian>
<Italian>Abilita alcuni esplosivi per esplosione al disarmo? Default: Si</Italian>
<Japanese>特定の爆発物を解除中に爆発させるかどうかを設定できます。? 標準: 有効化</Japanese>
<Korean>특정 폭발물이 해제 시 폭발하게 합니까? 기본설정: 예</Korean>
@ -1091,7 +1091,7 @@
</Key>
<Key ID="STR_ACE_Explosives_TimerMin_DisplayName">
<English>Minimum Time</English>
<Russian>Минимальное время</Russian>
<Russian>Мин. время</Russian>
<French>Durée minimale</French>
<Japanese>最短時間</Japanese>
<Spanish>Tiempo mínimo</Spanish>
@ -1102,7 +1102,7 @@
</Key>
<Key ID="STR_ACE_Explosives_TimerMax_DisplayName">
<English>Maximum Time</English>
<Russian>Максимальное время</Russian>
<Russian>Макс. время</Russian>
<French>Durée maximale</French>
<Japanese>最長時間</Japanese>
<Spanish>Tiempo máximo</Spanish>

View File

@ -83,8 +83,8 @@ class CfgVehicles {
};
class ACE_fastRope {
displayName = CSTRING(Interaction_fastRope);
condition = [_player, _target] call FUNC(canFastRope);
statement = [_player, _target] call FUNC(fastRope);
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canFastRope));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(fastRope));
};
};
};
@ -177,6 +177,7 @@ class CfgVehicles {
author = "KoffeinFlummi";
scope = 1;
model = QPATHTOF(data\helper.p3d);
destrType = "DestructNo";
class ACE_Actions {};
class Turrets {};
class TransportItems {};

View File

@ -6,5 +6,5 @@
expression = QUOTE(if (_value) then {[_this] call EFUNC(fastroping,equipFRIES)}); \
typeName = "BOOL"; \
condition = "objectVehicle"; \
defaultValue = false; \
defaultValue = "false"; \
}

View File

@ -43,7 +43,7 @@
<Hungarian>FCS tartomány állítása (Fel)</Hungarian>
<Portuguese>Ajustar distância do FCS (Acima)</Portuguese>
<Italian>Aumentare la distanza dell'FCS</Italian>
<Russian>Диапазон СУО (Выше)</Russian>
<Russian>Диапазон СУО (выше)</Russian>
<Japanese>FCS による距離を調節 (上げ)</Japanese>
<Korean>사통장치 거리 조정 (위로)</Korean>
<Chinesesimp>调整火控系统距离(上调)</Chinesesimp>
@ -59,7 +59,7 @@
<Hungarian>FCS tartomány állítása (Le)</Hungarian>
<Portuguese>Ajustar distância do FCS (Abaixo)</Portuguese>
<Italian>Ridurre la distanza dell'FCS</Italian>
<Russian>Диапазон СУО (Ниже)</Russian>
<Russian>Диапазон СУО (ниже)</Russian>
<Japanese>FCS による距離を調節 (下げ)</Japanese>
<Korean>사통장치 거리 조정 (아래로)</Korean>
<Chinesesimp>调整火控系统距离(下调)</Chinesesimp>

View File

@ -33,19 +33,19 @@ class CfgMovesMaleSdr: CfgMovesBasic {
};
class GVAR(drinkStandCan): GVAR(drinkStand) {
file = QPATHTOF(anim\drink_stand_can.rtm);
speed = 1/9;
speed = "1/9";
};
class GVAR(drinkCrouchCan): GVAR(drinkCrouch) {
file = QPATHTOF(anim\drink_crouch_can.rtm);
speed = 1/9;
speed = "1/9";
};
class GVAR(drinkProneCan): GVAR(drinkProne) {
file = QPATHTOF(anim\drink_prone_can.rtm);
speed = 1/9;
speed = "1/9";
};
class GVAR(drinkFromSource): GVAR(drinkStand) {
file = QPATHTOF(anim\drink_source.rtm);
speed = 1/8;
speed = "1/8";
};
class GVAR(drinkFromSourceHigh): GVAR(drinkFromSource) {
file = QPATHTOF(anim\drink_source_high.rtm);

View File

@ -5,13 +5,13 @@ class CfgUIGrids {
class Variables {
XGVAR(grid)[] = {
{
safeZoneX + safeZoneW - 4.2 * GUI_GRID_W,
safeZoneY + safeZoneH - 2.2 * GUI_GRID_H,
4 * GUI_GRID_W,
2 * GUI_GRID_H
QUOTE(safeZoneX + safeZoneW - 4.2 * GUI_GRID_W),
QUOTE(safeZoneY + safeZoneH - 2.2 * GUI_GRID_H),
QUOTE(4 * GUI_GRID_W),
QUOTE(2 * GUI_GRID_H)
},
GUI_GRID_W,
GUI_GRID_H
QUOTE(GUI_GRID_W),
QUOTE(GUI_GRID_H)
};
};
};

View File

@ -12,15 +12,15 @@ class RscTitles {
class controls {
class Thirst: RscPicture {
idc = IDC_COLORED_HUD_THIRST;
x = profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),X)), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W];
y = profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),Y)), safeZoneY + safeZoneH - 2.2 * GUI_GRID_H];
w = 2 * GUI_GRID_W;
h = 2 * GUI_GRID_H;
x = QUOTE(profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),X))), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W)]);
y = QUOTE(profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),Y))), safeZoneY + safeZoneH - 2.2 * GUI_GRID_H)]);
w = QUOTE(2 * GUI_GRID_W);
h = QUOTE(2 * GUI_GRID_H);
text = QPATHTOF(ui\icon_hud_thirststatus.paa);
};
class Hunger: Thirst {
idc = IDC_COLORED_HUD_HUNGER;
x = 2 * GUI_GRID_W + (profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),X)), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W]);
x = QUOTE(2 * GUI_GRID_W + (profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),X))), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W)]));
text = QPATHTOF(ui\icon_hud_hungerstatus.paa);
};
};
@ -35,39 +35,39 @@ class RscTitles {
class controlsBackground {
class Thirst: RscPicture {
idc = -1;
x = profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),X)), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W];
y = profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),Y)), safeZoneY + safeZoneH - 2.2 * GUI_GRID_H];
w = 2 * GUI_GRID_W;
h = 2 * GUI_GRID_H;
x = QUOTE(profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),X))), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W)]);
y = QUOTE(profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),Y))), safeZoneY + safeZoneH - 2.2 * GUI_GRID_H)]);
w = QUOTE(2 * GUI_GRID_W);
h = QUOTE(2 * GUI_GRID_H);
text = QPATHTOF(ui\icon_hud_thirststatus.paa);
colorText[] = {1, 1, 1, 0.2};
};
class Hunger: Thirst {
x = 2 * GUI_GRID_W + (profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),X)), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W]);
x = QUOTE(2 * GUI_GRID_W + (profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),X))), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W)]));
text = QPATHTOF(ui\icon_hud_hungerstatus.paa);
};
};
class controls {
class ThirstGroup: RscControlsGroupNoScrollbars {
idc = IDC_DRAINING_HUD_THIRST_GROUP;
x = profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),X)), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W];
y = profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),Y)), safeZoneY + safeZoneH - 2.2 * GUI_GRID_H];
w = 2 * GUI_GRID_W;
h = 2 * GUI_GRID_H;
x = QUOTE(profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),X))), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W)]);
y = QUOTE(profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),Y))), safeZoneY + safeZoneH - 2.2 * GUI_GRID_H)]);
w = QUOTE(2 * GUI_GRID_W);
h = QUOTE(2 * GUI_GRID_H);
class controls {
class Icon: RscPicture {
idc = IDC_DRAINING_HUD_THIRST_ICON;
x = 0;
y = 0;
w = 2 * GUI_GRID_W;
h = 2 * GUI_GRID_H;
w = QUOTE(2 * GUI_GRID_W);
h = QUOTE(2 * GUI_GRID_H);
text = QPATHTOF(ui\icon_hud_thirststatus.paa);
};
};
};
class HungerGroup: ThirstGroup {
idc = IDC_DRAINING_HUD_HUNGER_GROUP;
x = 2 * GUI_GRID_W + (profileNamespace getVariable [QUOTE(TRIPLES(IGUI,XGVAR(grid),X)), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W]);
x = QUOTE(2 * GUI_GRID_W + (profileNamespace getVariable [ARR_2(QUOTE(QUOTE(TRIPLES(IGUI,XGVAR(grid),X))), safeZoneX + safeZoneW - 4.2 * GUI_GRID_W)]));
class controls: controls {
class Icon: Icon {
idc = IDC_DRAINING_HUD_HUNGER_ICON;

View File

@ -89,7 +89,8 @@ if !(hasInterface) exitWith {};
],
{
params ["_unit", "", "_item"];
[objNull, _unit, _item] call FUNC(consumeItem);
private _itemConfig = configFile >> "CfgWeapons" >> _item;
[objNull, _unit, [_item, _itemConfig, false]] call FUNC(consumeItem);
false
}
] call CBA_fnc_addItemContextMenuOption;

Binary file not shown.

View File

@ -6,23 +6,30 @@
* Arguments:
* 0: Water source <OBJECT>
* 1: Player <OBJECT>
* 2: Item classname <STRING>
* 2: Item data <ARRAY>
* 0: Item classname <STRING>
* 1: Item config <CONFIG>
* 2: Is item magazine <BOOL>
*
* Return Value:
* Can refill item <BOOL>
*
* Example:
* [_source, _player, "ACE_WaterBottle_Empty"] call ace_field_rations_fnc_canRefillItem
* [_source, _player, ["ACE_WaterBottle_Empty", configFile >> "CfgWeapons" >> "ACE_WaterBottle_Empty", false]] call ace_field_rations_fnc_canRefillItem
*
* Public: No
*/
params ["_source", "_player", "_item"];
params ["_source", "_player", "_itemData"];
_itemData params ["_item", "_itemConfig", "_isMagazine"];
alive _source
&& {XGVAR(waterSourceActions) != 0}
&& {_item in (_player call EFUNC(common,uniqueItems))}
&& {
(_isMagazine && {_item in magazines _player})
|| {_item in (_player call EFUNC(common,uniqueItems))}
}
&& {
private _water = _source call FUNC(getRemainingWater);
_water == REFILL_WATER_INFINITE || {_water >= getNumber (configFile >> "CfgWeapons" >> _item >> QXGVAR(refillAmount))}
_water == REFILL_WATER_INFINITE || {_water >= getNumber (_itemConfig >> QXGVAR(refillAmount))}
}

View File

@ -6,21 +6,23 @@
* Arguments:
* 0: Target (not used) <OBJECT>
* 1: Player <OBJECT>
* 2: Item classname <STRING>
* 2: Item data <ARRAY>
* 0: Item classname <STRING>
* 1: Item config <CONFIG>
* 2: Is item magazine <BOOL>
*
* Return Value:
* None
*
* Example:
* [objNull, ACE_player, "ACE_WaterBottle"] call ace_field_rations_fnc_consumeItem
* [objNull, ACE_player, "["ACE_WaterBottle_Empty", configFile >> "CfgWeapons" >> "ACE_WaterBottle_Empty", false]] call ace_field_rations_fnc_consumeItem
*
* Public: No
*/
params ["", "_player", "_consumeItem"];
TRACE_2("Consume item started",_player,_consumeItem);
private _config = configFile >> "CfgWeapons" >> _consumeItem;
params ["", "_player", "_consumeData"];
_consumeData params ["_consumeItem", "_config", "_isMagazine"];
TRACE_3("Consume item started",_player,_consumeItem,_config);
// Get consume time for item
private _consumeTime = getNumber (_config >> QXGVAR(consumeTime));
@ -70,11 +72,15 @@ private _soundPlayed = if (_consumeAnim != "" && {vehicle _player == _player &&
private _fnc_onSuccess = {
params ["_args"];
_args params ["_player", "_consumeItem", "_replacementItem", "_thirstQuenched", "_hungerSatiated"];
_args params ["_player", "_consumeItem", "_replacementItem", "_thirstQuenched", "_hungerSatiated", "", "", "", "_isMagazine"];
TRACE_1("Consume item successful",_args);
// Remove consumed item
_player removeItem _consumeItem;
if (_isMagazine) then {
_player removeMagazineGlobal _consumeItem;
} else {
_player removeItem _consumeItem;
};
// Add replacement item if needed
if (_replacementItem != "") then {
@ -92,7 +98,7 @@ private _fnc_onSuccess = {
_player setVariable [QXGVAR(hunger), (_hunger - _hungerSatiated) max 0];
};
["acex_rationConsumed", [_player, _consumeItem, _replacementItem, _thirstQuenched, _hungerSatiated]] call CBA_fnc_localEvent;
["acex_rationConsumed", [_player, _consumeItem, _replacementItem, _thirstQuenched, _hungerSatiated, _isMagazine]] call CBA_fnc_localEvent;
_player setVariable [QGVAR(previousAnim), nil];
};
@ -115,7 +121,7 @@ private _fnc_onFailure = {
private _fnc_condition = {
params ["_args"];
_args params ["_player", "_consumeItem", "", "", "", "_consumeAnim", "_consumeSound", "_soundPlayed"];
_args params ["_player", "_consumeItem", "", "", "", "_consumeAnim", "_consumeSound", "_soundPlayed", "_isMagazine"];
// Attempt to sync sound with animation start
if (!_soundPlayed && {_consumeSound != "" && {_consumeAnim == "" || {animationState _player == _consumeAnim}}}) then {
@ -123,7 +129,10 @@ private _fnc_condition = {
_args set [7, true];
};
_consumeItem in (_player call EFUNC(common,uniqueItems))
if (_isMagazine) exitWith {
_consumeItem in magazines _player // return
};
_consumeItem in (_player call EFUNC(common,uniqueItems)) // return
};
[
@ -136,7 +145,8 @@ private _fnc_condition = {
_hungerSatiated,
_consumeAnim,
_consumeSound,
_soundPlayed
_soundPlayed,
_isMagazine
],
_fnc_onSuccess,
_fnc_onFailure,

View File

@ -22,18 +22,26 @@ private _fnc_getActions = {
private _actions = [];
private _cfgWeapons = configFile >> "CfgWeapons";
private _cfgMagazines = configFile >> "CfgMagazines";
{
private _config = _cfgWeapons >> _x;
if (getNumber (_config >> QXGVAR(thirstQuenched)) > 0 || {getNumber (_config >> QXGVAR(hungerSatiated)) > 0}) then {
private _displayName = getText (_config >> "displayName");
private _picture = getText (_config >> "picture");
_x params ["_config", "_items"];
private _isMagazine = _config == _cfgMagazines;
{
private _itemConfig = _config >> _x;
if (getNumber (_itemConfig >> QXGVAR(thirstQuenched)) > 0 || {getNumber (_itemConfig >> QXGVAR(hungerSatiated)) > 0}) then {
private _displayName = getText (_itemConfig >> "displayName");
private _picture = getText (_itemConfig >> "picture");
// Exec next frame so closing interaction menu doesn't block progressBar
private _action = [_x, _displayName, _picture, {[FUNC(consumeItem), _this] call CBA_fnc_execNextFrame}, {true}, {}, _x] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _player];
};
} forEach (_player call EFUNC(common,uniqueItems));
// Exec next frame so closing interaction menu doesn't block progressBar
private _action = [_x, _displayName, _picture, {[FUNC(consumeItem), _this] call CBA_fnc_execNextFrame}, {true}, {}, [_x, _itemConfig, _isMagazine]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _player];
};
} forEach _items;
} forEach [
[_cfgWeapons, _player call EFUNC(common,uniqueItems)],
[_cfgMagazines, [magazines _player] call EFUNC(common,uniqueElements)]
];
_actions
};

View File

@ -24,15 +24,23 @@ if (_water == 0 || {_water == REFILL_WATER_DISABLED}) exitWith {[]};
private _actions = [];
private _cfgWeapons = configFile >> "CfgWeapons";
private _cfgMagazines = configFile >> "CfgMagazines";
{
private _config = _cfgWeapons >> _x;
if (getText (_config >> QXGVAR(refillItem)) != "" && {_water == REFILL_WATER_INFINITE || {getNumber (_config >> QXGVAR(refillAmount)) <= _water}}) then {
private _displayName = format ["%1: %2", LLSTRING(Refill), getText (_config >> "displayName")];
private _picture = getText (_config >> "picture");
private _action = [_x, _displayName, _picture, FUNC(refillItem), FUNC(canRefillItem), {}, _x] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _source];
};
} forEach (_player call EFUNC(common,uniqueItems));
_x params ["_config", "_items"];
private _isMagazine = _config == _cfgMagazines;
{
private _itemConfig = _config >> _x;
if (getText (_itemConfig >> QXGVAR(refillItem)) != "" && {_water == REFILL_WATER_INFINITE || {getNumber (_itemConfig >> QXGVAR(refillAmount)) <= _water}}) then {
private _displayName = format ["%1: %2", LLSTRING(Refill), getText (_itemConfig >> "displayName")];
private _picture = getText (_itemConfig >> "picture");
private _action = [_x, _displayName, _picture, FUNC(refillItem), FUNC(canRefillItem), {}, [_x, _itemConfig, _isMagazine]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _source];
};
} forEach _items;
} forEach [
[_cfgWeapons, _player call EFUNC(common,uniqueItems)],
[_cfgMagazines, [magazines _player] call EFUNC(common,uniqueElements)]
];
_actions

View File

@ -6,22 +6,24 @@
* Arguments:
* 0: Water source <OBJECT>
* 1: Player <OBJECT>
* 2: Item classname <STRING>
* 2: Item data <ARRAY>
* 0: Item classname <STRING>
* 1: Item config <CONFIG>
* 2: Is item magazine <BOOL>
*
* Return Value:
* None
*
* Example:
* [_source, _player, "ACE_WaterBottle_Empty"] call ace_field_rations_fnc_refillItem
* [_source, _player, ["ACE_WaterBottle_Empty", configFile >> "CfgWeapons" >> "ACE_WaterBottle_Empty", false]] call ace_field_rations_fnc_refillItem
*
* Public: No
*/
params ["_source", "_player", "_item"];
params ["_source", "_player", "_itemData"];
_itemData params ["_item", "_config", "_isMagazine"];
TRACE_3("Item refill started",_source,_player,_item);
private _config = configFile >> "CfgWeapons" >> _item;
// Get config values for refill
private _refillItem = getText (_config >> QXGVAR(refillItem));
private _refillAmount = getNumber (_config >> QXGVAR(refillAmount));
@ -29,11 +31,16 @@ private _refillTime = getNumber (_config >> QXGVAR(refillTime));
private _fnc_onSuccess = {
params ["_args"];
_args params ["_source", "_player", "_item", "_refillItem", "_refillAmount"];
_args params ["_source", "_player", "_itemData", "_refillItem", "_refillAmount", "_itemData"];
_itemData params ["_item", "", "_isMagazine"];
TRACE_1("Refill item successful",_args);
// Replace item with refilled one
_player removeItem _item;
if (_isMagazine) then {
_player removeMagazineGlobal _item;
} else {
_player removeItem _item;
};
[_player, _refillItem] call EFUNC(common,addToInventory);
// Update remaining water in source
@ -43,7 +50,7 @@ private _fnc_onSuccess = {
[_source, _waterInSource] call FUNC(setRemainingWater);
};
["acex_rationRefilled", [_source, _player, _item, _refillItem, _refillAmount]] call CBA_fnc_localEvent;
["acex_rationRefilled", [_source, _player, _item, _refillItem, _refillAmount, _isMagazine]] call CBA_fnc_localEvent;
// Show refilled item hint
private _picture = getText (configFile >> "CfgWeapons" >> _refillItem >> "picture");
@ -64,7 +71,7 @@ private _fnc_condition = {
[
_source,
_player,
_item,
_itemData,
_refillItem,
_refillAmount
],

View File

@ -1111,6 +1111,7 @@
<Polish>Nasiona Słonecznika</Polish>
<Japanese>ヒマワリの種</Japanese>
<Chinesesimp>葵花籽</Chinesesimp>
<Russian>Семечки подсолнуха</Russian>
</Key>
<Key ID="STR_ACE_Field_Rations_SunflowerSeeds_Description">
<English>Roasted And Salted</English>
@ -1119,6 +1120,7 @@
<Polish>Pieczone i Solone</Polish>
<Japanese>炒って塩で味付け済</Japanese>
<Chinesesimp>焙烤盐焗</Chinesesimp>
<Russian>Поджаренные и солёные</Russian>
</Key>
</Package>
</Project>

View File

@ -75,7 +75,7 @@
<Polish>Określ dystans na jakim można wskazywać coś palcem innym graczom. [domyślnie: 4m] </Polish>
<Hungarian>A maximális távolság, amelyben a közeli játékosoknak megjelenik az indikátor. [alapértelmezett: 4 méter]</Hungarian>
<Portuguese>Distância máxima entre jogadores para mostrar o apontamento [padrão: 4 metros]</Portuguese>
<Russian>Максимальная дальность между игроками для отображения индикатора указания пальцем [по-умолчанию: 4 метра]</Russian>
<Russian>Максимальная дальность между игроками для отображения индикатора указания пальцем [по умолчанию: 4 метра]</Russian>
<Spanish>Distancia máxima entre los jugadores para mostrar el indicador que señala [por defecto: 4 metros]</Spanish>
<Czech>Maximální vzdálenost mezi hráči pro ukázání směru [výchozí: 4 metry]</Czech>
<Italian>Distanza massima tra giocatori per mostrare l'indicatore di puntamento [default: 4 metri]</Italian>
@ -92,6 +92,7 @@
<Polish>Współczynnik wielkości wirtualnego znacznika</Polish>
<Japanese>指さし表記大きさ係数</Japanese>
<Chinesesimp>屏幕标记大小系数</Chinesesimp>
<Russian>Коэф. размера маркера</Russian>
</Key>
<Key ID="STR_ACE_Finger_sizeCoef_description">
<English>Adjusts the size of the visual marker.</English>
@ -100,6 +101,7 @@
<Polish>Dostosowuje rozmiar wirtualnego znacznika.</Polish>
<Japanese>指さし表記の大きさを調整します。</Japanese>
<Chinesesimp>调整屏幕上显示的标记大小</Chinesesimp>
<Russian>Настраивает размер визуального маркера</Russian>
</Key>
<Key ID="STR_ACE_Finger_proximityScaling_displayName">
<English>Proximity Scaling</English>
@ -108,6 +110,7 @@
<Polish>Skalowanie odległościowe</Polish>
<Japanese>近接性スケーリング</Japanese>
<Chinesesimp>根据距离缩放</Chinesesimp>
<Russian>Масштабирование от дальности</Russian>
</Key>
<Key ID="STR_ACE_Finger_proximityScaling_description">
<English>Scales the size of the visual marker based on the distance between the player observing and the player pointing.</English>
@ -116,6 +119,7 @@
<Polish>Skaluje rozmiar wirtualnego znacznika, na podstawie odległości między graczem obserwującym a graczem wskazującym.</Polish>
<Japanese>見ているプレーヤーと指さししたプレーヤーの距離に基づいて、指さし表記の大きさを調整します。</Japanese>
<Chinesesimp>根据观察的玩家和在指出方向的的玩家之间的距离调整视觉标记的大小。</Chinesesimp>
<Russian>Масштабирует размер визуального маркера в зависимости от дальности от игрока до точки указания.</Russian>
</Key>
<Key ID="STR_ACE_Finger_indicatorForSelf_name">
<English>Show pointing indicator to self</English>

View File

@ -3,7 +3,7 @@
#define CREATE_SCREAM(no)\
class GVAR(DOUBLES(scream,no)) { \
name = QUOTE(GVAR(CONCAT(scream,no)));\
sound[] = {QUOTE(PATHTOF(CONCAT(sounds\scream,no).ogg)), db + 8, 1};\
sound[] = {QUOTE(PATHTOF(CONCAT(sounds\scream,no).ogg)), QUOTE(db+8), 1};\
titles[] = {}; \
}

View File

@ -22,7 +22,7 @@ class RscTitles {
y = "SafeZoneY";
w = "SafeZoneW + 0.05";
h = "SafeZoneH + 0.05";
text = PATHTOF(data\overlay_burn_1.paa);
text = QPATHTOF(data\overlay_burn_1.paa);
};
};
};
@ -34,7 +34,7 @@ class RscTitles {
class controls: controls {
class GVAR(indicator): GVAR(indicator) {
text = PATHTOF(data\overlay_burn_2.paa);
text = QPATHTOF(data\overlay_burn_2.paa);
};
};
};

View File

@ -1,6 +1,6 @@
[
QGVAR(enabled), "CHECKBOX",
["STR_A3_OPTIONS_ENABLED", LSTRING(Setting_Description)],
[ELSTRING(common,Enabled), LSTRING(Setting_Description)],
LSTRING(Category_DisplayName),
true, // default value
true, // isGlobal

View File

@ -75,6 +75,7 @@
<German>Schreie von brennenden Einheiten aktivieren</German>
<Polish>Włącz krzyki podpalonych jednostek</Polish>
<Japanese>炎上中の悲鳴を有効</Japanese>
<Russian>Вкл. крики от горения</Russian>
</Key>
<Key ID="STR_ACE_Fire_Setting_EnableScreams_Description">
<English>Enables if units on fire will play the screaming sound</English>
@ -84,6 +85,7 @@
<German>Aktiviert, ob brennende Einheiten den Schrei-Ton abspielen</German>
<Polish>Włącza, czy płonące jednostki będą odtwarzać dźwięk krzyku</Polish>
<Japanese>有効化すると炎上しているユニットが悲鳴を上げます</Japanese>
<Russian>Включает воспроизведение криков когда юнит загорается</Russian>
</Key>
<Key ID="STR_ACE_Fire_Setting_DropWeapon">
<English>Drop Weapons When on Fire</English>
@ -93,6 +95,7 @@
<Korean>불 붙을 경우 무기 내려놓음</Korean>
<German>Waffen fallen lassen, wenn in Brand geraten.</German>
<Japanese>炎上時に武器を落とす</Japanese>
<Russian>Бросать оружие из-за горения</Russian>
</Key>
<Key ID="STR_ACE_Fire_Setting_DropWeapon_Description">
<English>Controls whether units drop their weapons when on fire.</English>
@ -102,6 +105,7 @@
<Korean>유닛이 불에 붙이면 무기를 떨굴지를 결정합니다.</Korean>
<German>Steuert, ob Einheiten ihre Waffen fallen lassen, wenn sie brennen.</German>
<Japanese>ユニットが炎上時に武器を落とすかどうかを定義します。</Japanese>
<Russian>Должны ли юниты выбрасывать оружие когда загораются.</Russian>
</Key>
</Package>
</Project>

View File

@ -12,7 +12,7 @@
<Italian>Fulton MX-991</Italian>
<French>Fulton MX-991</French>
<Japanese>フルトン MX-991</Japanese>
<Korean>Fulton MX-991</Korean>
<Korean>풀턴 MX-991</Korean>
<Chinesesimp>Fulton MX-991 手电筒</Chinesesimp>
<Chinese>Fulton MX-991</Chinese>
<Turkish>Fulton MX-991</Turkish>
@ -44,7 +44,7 @@
<Italian>Maglite XL50</Italian>
<French>Maglite XL50</French>
<Japanese>マグライト XL50</Japanese>
<Korean>Maglite XL50</Korean>
<Korean>매그라이트 XL50</Korean>
<Chinesesimp>Maglite XL50 手电筒</Chinesesimp>
<Chinese>Maglite XL50</Chinese>
<Turkish>Maglite XL50</Turkish>
@ -60,7 +60,7 @@
<Italian>Mini-torcia bianca. Da usare in mappa.</Italian>
<French>Mini lampe torche blanche. Pour utilisation sur carte.</French>
<Japanese>白色光の小さなフラッシュライト。地図上で使用します。</Japanese>
<Korean>조그마한 하얀색 손전등. 지도를 비출때 씁니다.</Korean>
<Korean>조그마한 하얀색 손전등. 지도를 비출 때 씁니다.</Korean>
<Chinesesimp>白色的迷你手电筒。用来照亮地图。</Chinesesimp>
<Chinese>白色的迷你手電筒。用來照亮地圖。</Chinese>
<Turkish>Beyaz küçük el feneri. Harita üzerin de kullanım için.</Turkish>
@ -126,7 +126,7 @@
<Turkish>Maglite ML300L</Turkish>
<Spanish>Maglite ML300L</Spanish>
<Russian>Maglite ML300L</Russian>
<Korean>Maglite ML300L</Korean>
<Korean>매그라이트 ML300L</Korean>
</Key>
<Key ID="STR_ACE_Flashlights_Maglite_ML300L_Description">
<English>Powerful LED flashlight.</English>

View File

@ -38,7 +38,7 @@
<English>Auto add fortify item</English>
<German>Füge das Bauwerkzeug automatisch hinzu</German>
<Japanese>自動的に要塞ツールを追加</Japanese>
<Korean>자동 추가 요새 항목</Korean>
<Korean>요새화 도구 자동으로 추가</Korean>
<Chinese>自動增加要塞物品</Chinese>
<Chinesesimp>自动增加设防物品</Chinesesimp>
<Polish>Automatycznie dodaj narzędzie do fortyfikowania</Polish>
@ -96,7 +96,7 @@
<Chinese>要塞: 限制建造區</Chinese>
<Chinesesimp>设防:限制建造区</Chinesesimp>
<Polish>Fortyfikowanie: Limituj strefe budowania</Polish>
<Russian>Фортификация: ограничить зону постройки</Russian>
<Russian>Фортификация: Ограничить зону постройки</Russian>
<Turkish>Inşa Etme : Bölgede Inşa Etmeyi Limitle</Turkish>
<Korean>요새화: 건설 영역 제한</Korean>
</Key>
@ -151,7 +151,7 @@
<Chinesesimp>有设防工具</Chinesesimp>
<Japanese>要塞ツール所持の時</Japanese>
<Polish>Posiada narzędzie do fortyfikowania</Polish>
<Russian>Если имеется Инструмент</Russian>
<Russian>Если имеется инструмент</Russian>
<Turkish>Insa Etme Aleti Olanlara Göster</Turkish>
<Korean>요새화 도구를 들고 있을 때</Korean>
</Key>
@ -172,13 +172,17 @@
<Korean>시간-가격 계수</Korean>
<German>Zeit-Kosten-Koeffizient</German>
<Japanese>時間コスト係数</Japanese>
<Polish>Współczynnik Czas-Koszt</Polish>
<Russian>Коэф. время-цена</Russian>
</Key>
<Key ID="STR_ACE_Fortify_settingHintDesc_timeCostCoefficient">
<English>Coefficient used to determine time to build structure.&lt;br/&gt;A in Ax + b where x is cost of object</English>
<Chinesesimp>用于确定建造建筑所需时间的系数。&lt;br/&gt;A是 Ax+b中的一个参数其中x是物体的成本</Chinesesimp>
<English>Coefficient used to determine time to build structure.\nA in Ax + b where x is cost of object</English>
<Chinesesimp>用于确定建造建筑所需时间的系数。\nA是 Ax+b中的一个参数其中x是物体的成本</Chinesesimp>
<Korean>건축물을 지을 때 걸리는 시간을 계수를 적용하여 계산합니다.</Korean>
<German>Koeffizient zur Bestimmung der Bauzeit &lt;br/&gt;A in Ax + b, wobei x die Kosten des Objekts sind.</German>
<Japanese>建造する時間を決定するために使用される係数。&lt;br/&gt;計算式はAx + bです。この係数はAであり、xは建造物のコストです。</Japanese>
<German>Koeffizient zur Bestimmung der Bauzeit \nA in Ax + b, wobei x die Kosten des Objekts sind.</German>
<Japanese>建造する時間を決定するために使用される係数。\n計算式はAx + bです。この係数はAであり、xは建造物のコストです。</Japanese>
<Polish>Współczynnik używany do określenia czasu budowy konstrukcji.\nA w Ax + b gdzie x jest kosztem obiektu</Polish>
<Russian>Коэффициент используемый для указания времени необходимого для возведения постройки.\nA в формуле Ax + b, где x - это цена объекта</Russian>
</Key>
<Key ID="STR_ACE_Fortify_settingHint_timeMin">
<English>Minimum Build Time</English>
@ -186,13 +190,17 @@
<Korean>최소 건축 시간</Korean>
<German>Minimale Bauzeit</German>
<Japanese>建造に掛かる最小の時間</Japanese>
<Polish>Minimalny czas budowy</Polish>
<Russian>Мин. время возведения</Russian>
</Key>
<Key ID="STR_ACE_Fortify_settingHintDesc_timeMin">
<English>Minimum time to build any structure.&lt;br/&gt;b in Ax + b where x is cost of object</English>
<Chinesesimp>建造任何建筑的最短时间。&lt;br/&gt;b是 Ax+b中的一个参数其中x是物体的成本</Chinesesimp>
<English>Minimum time to build any structure.\nb in Ax + b where x is cost of object</English>
<Chinesesimp>建造任何建筑的最短时间。\nb是 Ax+b中的一个参数其中x是物体的成本</Chinesesimp>
<Korean>건축물을 지을 때 걸리는 최소 시간을 계수를 적용하여 계산합니다.</Korean>
<German>Mindestzeit für den Bau eines beliebigen Bauwerks.&lt;br/&gt;b in Ax + b, wobei x die Kosten des Objekts sind.</German>
<Japanese>建造に掛かる最小の時間。&lt;br/&gt;計算式はAx + bです。この時間はbであり、xは建造物のコストです。</Japanese>
<German>Mindestzeit für den Bau eines beliebigen Bauwerks.\nb in Ax + b, wobei x die Kosten des Objekts sind.</German>
<Japanese>建造に掛かる最小の時間。\n計算式はAx + bです。この時間はbであり、xは建造物のコストです。</Japanese>
<Polish>Minimalny czas do zbudowania dowolenj konstrukcji.\nb w Ax + b gdzie x jest kosztem obiektu</Polish>
<Russian>Минимальное время для возведения любой постройки.\nb в формуле Ax + b, где x - это цена объекта</Russian>
</Key>
<Key ID="STR_ACE_Fortify_progressBarTitle">
<English>Building</English>
@ -200,6 +208,8 @@
<Korean>건설 중</Korean>
<German>Bauwerk</German>
<Japanese>建造</Japanese>
<Polish>Budowanie</Polish>
<Russian>Возведение</Russian>
</Key>
<Key ID="STR_ACE_Fortify_markObjectsOnMap">
<English>Create map markers</English>
@ -207,6 +217,8 @@
<Korean>지도에 마커 생성</Korean>
<German>Kartenmarkierungen erstellen</German>
<Japanese>マップマーカーを生成する</Japanese>
<Polish>Twórz znaczniki na mapie</Polish>
<Russian>Создавать маркера на карте</Russian>
</Key>
<Key ID="STR_ACE_Fortify_markObjectsOnMapDesc">
<English>Create map markers that look like terrain buildings when static fortifications are placed</English>
@ -214,6 +226,8 @@
<Korean>건축물을 건설하고 나서 지도에 마커를 생성합니다</Korean>
<German>Erstellen von Kartenmarkierungen, die wie Gebäude im Gelände aussehen, wenn statische Befestigungen platziert werden</German>
<Japanese>静的な建築物が配置されたときに地形の建物のように見えるマップマーカーを生成します</Japanese>
<Polish>Utwórz znaczniki mapy, które wyglądają jak obiekty terenu, gdy umieszczane są statyczne fortyfikacje</Polish>
<Russian>Создавать маркера от статических фортификаций как от зданий на карте</Russian>
</Key>
<Key ID="STR_ACE_Fortify_markObjectsOnMapNone">
<English>Never</English>
@ -237,6 +251,8 @@
<Korean>아군 유닛이 지은 건물만</Korean>
<German>Für, zum Erbauer, verbündete Einheiten.</German>
<Japanese>設置者の友軍に</Japanese>
<Polish>Dla jednostek sojuszniczych wobec stawiającego</Polish>
<Russian>Для союзников</Russian>
</Key>
<Key ID="STR_ACE_Fortify_markObjectsOnMapEveryone">
<English>For everyone</English>
@ -266,7 +282,7 @@
</Key>
<Key ID="STR_ACE_Fortify_smallGreen">
<English>Small (Green)</English>
<Russian>Малый (Зеленый)</Russian>
<Russian>Малый (зелёный)</Russian>
<Polish>Małe (Zielone)</Polish>
<Turkish>Küçük (Yeşil)</Turkish>
<Japanese>小型 (グリーン)</Japanese>
@ -286,7 +302,7 @@
</Key>
<Key ID="STR_ACE_Fortify_mediumGreen">
<English>Medium (Green)</English>
<Russian>Средний (Зеленый)</Russian>
<Russian>Средний (зелёный)</Russian>
<Polish>Średnie (Zielone)</Polish>
<Turkish>Orta (Yeşil)</Turkish>
<Japanese>中型 (グリーン)</Japanese>
@ -307,7 +323,7 @@
<Key ID="STR_ACE_Fortify_bigGreen">
<English>Big (Green)</English>
<Polish>Duże (Zielone)</Polish>
<Russian>Большой (Зеленый)</Russian>
<Russian>Большой (зелёный)</Russian>
<Turkish>Büyük (Yeşil)</Turkish>
<Japanese>大型 (グリーン)</Japanese>
<German>Groß (Grün)</German>

View File

@ -13,7 +13,7 @@ class CfgAmmo {
GVAR(metal) = 140000;
GVAR(charge) = 87000;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class Bomb_04_F: ammo_Bomb_LaserGuidedBase {
GVAR(enabled) = 1;
@ -22,7 +22,7 @@ class CfgAmmo {
GVAR(metal) = 140000;
GVAR(charge) = 87000;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class BombCore;
class Bo_Mk82: BombCore {
@ -32,7 +32,7 @@ class CfgAmmo {
GVAR(metal) = 140000;
GVAR(charge) = 87000;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
// ~~~~ Grenades:
@ -52,7 +52,7 @@ class CfgAmmo {
GVAR(metal) = 210; // metal in grams
GVAR(charge) = 185; // explosive in grams
GVAR(gurney_c) = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations
GVAR(gurney_k) = 3/5; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations
GVAR(gurney_k) = "3/5"; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations
};
class GrenadeHand_stone: GrenadeHand {
GVAR(skip) = 1;
@ -69,7 +69,7 @@ class CfgAmmo {
GVAR(metal) = 200;
GVAR(charge) = 32;
GVAR(gurney_c) = 2700;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class G_40mm_HEDP: G_40mm_HE {
// Source: http://www.inetres.com/gp/military/infantry/grenade/40mm_ammo.html#M433
@ -79,7 +79,7 @@ class CfgAmmo {
GVAR(metal) = 200;
GVAR(charge) = 45;
GVAR(gurney_c) = 2830;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class ACE_G_40mm_HEDP: G_40mm_HEDP {};
@ -130,7 +130,7 @@ class CfgAmmo {
GVAR(metal) = 2300;
GVAR(charge) = 590;
GVAR(gurney_c) = 2800;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
GVAR(classes)[] = {"ACE_frag_small"};
};
@ -145,7 +145,7 @@ class CfgAmmo {
GVAR(metal) = 3850;
GVAR(charge) = 1040;
GVAR(gurney_c) = 2700;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class RocketBase;
class R_80mm_HE: RocketBase {
@ -159,7 +159,7 @@ class CfgAmmo {
GVAR(metal) = 56250;
GVAR(charge) = 39000;
GVAR(gurney_c) = 2700;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class Rocket_04_HE_F: MissileBase { // Shrieker (Hydra 70)
GVAR(enabled) = 1;
@ -167,7 +167,7 @@ class CfgAmmo {
GVAR(metal) = 3850;
GVAR(charge) = 1040;
GVAR(gurney_c) = 2700;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class M_Scalpel_AT: MissileBase { // 9K121 Vikhr
GVAR(enabled) = 1;
@ -175,7 +175,7 @@ class CfgAmmo {
GVAR(metal) = 10000;
GVAR(charge) = 3000;
GVAR(gurney_c) = 2700;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class ACE_Hellfire_AGM114K: M_Scalpel_AT {
// Source: http://www.designation-systems.net/dusrm/m-114.html
@ -185,7 +185,7 @@ class CfgAmmo {
GVAR(metal) = 8000;
GVAR(charge) = 2400;
GVAR(gurney_c) = 2700;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class M_Air_AA: MissileBase {
GVAR(skip) = 1;
@ -205,7 +205,7 @@ class CfgAmmo {
GVAR(metal) = 36000;
GVAR(charge) = 9979;
GVAR(gurney_c) = 2440;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class Sh_82mm_AMOS: Sh_155mm_AMOS {
// Source: http://www.arsenal-bg.com/defense_police/mortar_bombs_82mm.htm
@ -215,7 +215,7 @@ class CfgAmmo {
GVAR(metal) = 3200;
GVAR(charge) = 420;
GVAR(gurney_c) = 2440;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class ModuleOrdnanceMortar_F_Ammo: Sh_82mm_AMOS {
GVAR(enabled) = 1;
@ -224,7 +224,7 @@ class CfgAmmo {
GVAR(metal) = 800;
GVAR(charge) = 4200;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class Sh_105mm_HEAT_MP: Sh_125mm_HEAT {
GVAR(enabled) = 1;
@ -233,7 +233,7 @@ class CfgAmmo {
GVAR(metal) = 11400;
GVAR(charge) = 7100;
GVAR(gurney_c) = 2800;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class Sh_120mm_HE: ShellBase {
GVAR(enabled) = 1;
@ -242,7 +242,7 @@ class CfgAmmo {
GVAR(metal) = 23000;
GVAR(charge) = 3148;
GVAR(gurney_c) = 2830;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class Sh_125mm_HE: Sh_120mm_HE {
GVAR(enabled) = 1;
@ -251,7 +251,7 @@ class CfgAmmo {
GVAR(metal) = 16000;
GVAR(charge) = 3200;
GVAR(gurney_c) = 2440;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
class ModuleOrdnanceHowitzer_F_ammo: Sh_155mm_AMOS {
GVAR(enabled) = 1;
@ -260,7 +260,7 @@ class CfgAmmo {
GVAR(metal) = 1950;
GVAR(charge) = 15800;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
GVAR(gurney_k) = "1/2";
};
@ -279,29 +279,29 @@ class CfgAmmo {
class GVAR(tiny_HD): GVAR(base) {
hit = 6;
airFriction = BASE_DRAG_HD;
airFriction = QUOTE(BASE_DRAG_HD);
caliber = 0.75;
};
class GVAR(small): GVAR(base) {
hit = 12;
airFriction = BASE_DRAG*0.9;
airFriction = QUOTE(BASE_DRAG*0.9);
};
class GVAR(small_HD): GVAR(base) {
hit = 12;
airFriction = BASE_DRAG_HD*0.9;
airFriction = QUOTE(BASE_DRAG_HD*0.9);
};
class GVAR(medium): GVAR(base) {
hit = 14;
airFriction = BASE_DRAG*0.75;
airFriction = QUOTE(BASE_DRAG*0.75);
caliber = 1.2;
};
class GVAR(medium_HD): GVAR(base) {
hit = 14;
airFriction = BASE_DRAG_HD*0.75;
airFriction = QUOTE(BASE_DRAG_HD*0.75);
caliber = 1.2;
};
@ -309,7 +309,7 @@ class CfgAmmo {
hit = 28;
indirectHit = 2;
indirectHitRange = 0.25;
airFriction = BASE_DRAG*0.65;
airFriction = QUOTE(BASE_DRAG*0.65);
caliber = 2;
explosive = 0;
@ -319,7 +319,7 @@ class CfgAmmo {
hit = 28;
indirectHit = 2;
indirectHitRange = 0.25;
airFriction = BASE_DRAG_HD*0.65;
airFriction = QUOTE(BASE_DRAG_HD*0.65);
caliber = 2;
};
@ -327,7 +327,7 @@ class CfgAmmo {
hit = 40;
indirectHit = 4;
indirectHitRange = 0.5;
airFriction = BASE_DRAG*0.5;
airFriction = QUOTE(BASE_DRAG*0.5);
caliber = 2.8;
};
@ -335,7 +335,7 @@ class CfgAmmo {
hit = 40;
indirectHit = 4;
indirectHitRange = 0.5;
airFriction = BASE_DRAG_HD*0.5;
airFriction = QUOTE(BASE_DRAG_HD*0.5);
caliber = 2.8;
};

View File

@ -2,8 +2,8 @@
class ace_explosion_reflection_##range##_##hit: ace_explosion_reflection_base {\
indirectHitRange = range;\
indirectHit = hit;\
dangerRadiusHit = range*3;\
suppressionRadiusHit = range*2;\
dangerRadiusHit = QUOTE(range*3);\
suppressionRadiusHit = QUOTE(range*2);\
}
#define ACE_EXPLOSION_RANGE(range)\

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@ -36,7 +36,7 @@
<Czech>Pouze letadla</Czech>
<Portuguese>Somente Aeronave</Portuguese>
<French>Avions seulement</French>
<Russian>Только для летательных аппаратов</Russian>
<Russian>Только авиация</Russian>
<Japanese>航空機のみ</Japanese>
<Polish>Tylko samoloty</Polish>
<Korean>비행기에만 적용</Korean>
@ -65,7 +65,7 @@
<English>G-Force Coefficient</English>
<Polish>Współczynnk przeciążenia</Polish>
<French>Coefficient de force gravitationnelle</French>
<Russian>Коэффициент перегрузки</Russian>
<Russian>Коэф. перегрузки</Russian>
<Japanese>G 効果係数</Japanese>
<Turkish>G-Kuvvet Katsayısı</Turkish>
<Spanish>Coeficiente de Fuerza G</Spanish>

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@ -58,13 +58,13 @@ class CfgGlasses {
};
class G_Lowprofile: None {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 2;
ACE_Protection = 1;
};
class G_Shades_Black: None {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 1;
};
@ -92,7 +92,7 @@ class CfgGlasses {
};
class G_Spectacles_Tinted: None {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 1;
};
@ -109,22 +109,22 @@ class CfgGlasses {
};
class G_Sport_Blackyellow: None {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 1;
};
class G_Sport_Checkered: None {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 1;
};
class G_Sport_Greenblack: None {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 1;
};
class G_Sport_Red: None {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Color[] = {0,0,0};
ACE_Resistance = 1;
};
@ -170,7 +170,7 @@ class CfgGlasses {
};
class G_Lady_Dark: None {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 1;
};
@ -186,7 +186,7 @@ class CfgGlasses {
};
class G_Balaclava_lowprofile: G_Balaclava_blk {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 2;
ACE_Protection = 1;
};
@ -203,7 +203,7 @@ class CfgGlasses {
class G_Bandanna_blk;
class G_Bandanna_shades: G_Bandanna_blk {
ACE_TintAmount=COLOUR*2;
ACE_TintAmount=QUOTE(COLOUR*2);
ACE_Resistance = 1;
ACE_Protection = 1;
};

View File

@ -18,8 +18,8 @@ class RscPicture {
fixedWidth = 0;
shadow = 0;
text = "";
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
x = "safezoneX";
y = "safezoneY";
w = "safezoneW";
h = "safezoneH";
};

View File

@ -39,7 +39,7 @@
<Spanish>Mostrar efectos de las gafas en tercera persona</Spanish>
<Czech>Zobrazit efekt brýlí v třetí osobě</Czech>
<French>Effets des lunettes à la 3ème personne</French>
<Russian>Отображать эффект очков от третьего лица</Russian>
<Russian>Вкл. эффект очков от 3-го лица</Russian>
<Hungarian>Szemüveg-effekt mutatása külső nézetből</Hungarian>
<Polish>Włącz efekty gogli w trzeciej osobie</Polish>
<Portuguese>Mostrar efeitos de óculos em Terceira Pessoa</Portuguese>
@ -144,7 +144,7 @@
<Portuguese>Mostra a auto-interação de limpar os óculos</Portuguese>
<Spanish>Mostrar limpiar gafas en menú de auto-interacción</Spanish>
<Turkish>Kendi etkileşim menüsün de gözlük camlarını silmeyi göster</Turkish>
<Russian>Показывать Протереть очки в меню взаимодействия с собой</Russian>
<Russian>Показывать действие Протереть очки</Russian>
<Korean>자기상호작용에 고글 닦기 선택 보이기</Korean>
</Key>
</Package>

View File

@ -195,7 +195,7 @@
<Italian>M127A1 Bengala (Bianco)</Italian>
<Polish>Flara ręczna sygnałowa M127A1 (biała)</Polish>
<Portuguese>M127A1 Sinalizador (Branco)</Portuguese>
<Russian>M127A1 Фальшфейер (Белый)</Russian>
<Russian>M127A1 Фальшфейер (белый)</Russian>
<Spanish>Bengala M127A1 (Blanca)</Spanish>
<French>M127A1 Feu à main (Blanc)</French>
<Japanese>M127A1 信号弾 (白)</Japanese>
@ -212,7 +212,7 @@
<Italian>M127A1 Bengala (Rosso)</Italian>
<Polish>Flara ręczna sygnałowa M127A1 (czerwona)</Polish>
<Portuguese>M127A1 Sinalizador (Vermelho)</Portuguese>
<Russian>M127A1 Фальшфейер (Красный)</Russian>
<Russian>M127A1 Фальшфейер (красный)</Russian>
<Spanish>Bengala M127A1 (Roja)</Spanish>
<French>M127A1 Feu à main (Rouge)</French>
<Japanese>M127A1 信号弾 (赤)</Japanese>
@ -229,7 +229,7 @@
<Italian>M127A1 Bengala (Verde)</Italian>
<Polish>Flara ręczna sygnałowa M127A1 (zielona)</Polish>
<Portuguese>M127A1 Sinalizador (Verde)</Portuguese>
<Russian>M127A1 Фальшфейер (Зелёный)</Russian>
<Russian>M127A1 Фальшфейер (зелёный)</Russian>
<Spanish>Bengala M127A1 (Verde)</Spanish>
<French>M127A1 Feu à main (Vert)</French>
<Japanese>M127A1 信号弾 (緑)</Japanese>
@ -246,7 +246,7 @@
<Italian>M127A1 Bengala (Giallo)</Italian>
<Polish>Flara ręczna sygnałowa M127A1 (żółta)</Polish>
<Portuguese>M127A1 Sinalizador (Amarelo)</Portuguese>
<Russian>M127A1 Фальшфейер (Жёлтый)</Russian>
<Russian>M127A1 Фальшфейер (жёлтый)</Russian>
<Spanish>Bengala M127A1 (Amarilla)</Spanish>
<French>M127A1 Feu à main (Jaune)</French>
<Japanese>M127A1 信号弾 (黄)</Japanese>
@ -263,7 +263,7 @@
<Italian>Bengala (Bianco)</Italian>
<Polish>Flara ręczna (biała)</Polish>
<Portuguese>Sinalizador de Mão (Branco)</Portuguese>
<Russian>Фальшфейер (Белый)</Russian>
<Russian>Фальшфейер (белый)</Russian>
<Spanish>Bengala (Blanca)</Spanish>
<French>Feu à main (Blanc)</French>
<Japanese>白の手持ち式信号弾</Japanese>
@ -280,7 +280,7 @@
<Italian>Bengala (Rosso)</Italian>
<Polish>Flara ręczna (czerwona)</Polish>
<Portuguese>Sinalizador de Mão (Vermelho)</Portuguese>
<Russian>Фальшфейер (Красный)</Russian>
<Russian>Фальшфейер (красный)</Russian>
<Spanish>Bengala (Roja)</Spanish>
<French>Feu à main (Rouge)</French>
<Japanese>赤の手持ち式信号弾</Japanese>
@ -297,7 +297,7 @@
<Italian>Bengala (Verde)</Italian>
<Polish>Flara ręczna (zielona)</Polish>
<Portuguese>Sinalizador de Mão (Verde)</Portuguese>
<Russian>Фальшфейер (Зелёный)</Russian>
<Russian>Фальшфейер (зелёный)</Russian>
<Spanish>Bengala (Verde)</Spanish>
<French>Feu à main (Vert)</French>
<Japanese>緑の手持ち式信号弾</Japanese>
@ -314,7 +314,7 @@
<Italian>Bengala (Giallo)</Italian>
<Polish>Flara ręczna (żółta)</Polish>
<Portuguese>Sinalizador de Mão (Amarelo)</Portuguese>
<Russian>Фальшфейер (Жёлтый)</Russian>
<Russian>Фальшфейер (жёлтый)</Russian>
<Spanish>Bengala (Amarilla)</Spanish>
<French>Feu à main (Jaune)</French>
<Japanese>黄の手持ち式信号弾</Japanese>
@ -332,7 +332,7 @@
<Italian>M127A1 (Bianco)</Italian>
<Polish>M127A1 (biała)</Polish>
<Portuguese>M127A1 (Branco)</Portuguese>
<Russian>M127A1 (Белый)</Russian>
<Russian>M127A1 (белый)</Russian>
<Spanish>M127A1 (Blanca)</Spanish>
<Japanese>M127A1 (白)</Japanese>
<Korean>M127A1 (하양)</Korean>
@ -349,7 +349,7 @@
<Italian>M127A1 (Rosso)</Italian>
<Polish>M127A1 (czerwona)</Polish>
<Portuguese>M127A1 (Vermelho)</Portuguese>
<Russian>M127A1 (Красный)</Russian>
<Russian>M127A1 (красный)</Russian>
<Spanish>M127A1 (Roja)</Spanish>
<Japanese>M127A1 (赤)</Japanese>
<Korean>M127A1 (빨강)</Korean>
@ -366,7 +366,7 @@
<Italian>M127A1 (Verde)</Italian>
<Polish>M127A1 (zielona)</Polish>
<Portuguese>M127A1 (Verde)</Portuguese>
<Russian>M127A1 (Зелёный)</Russian>
<Russian>M127A1 (зелёный)</Russian>
<Spanish>M127A1 (Verde)</Spanish>
<Japanese>M127A1 (緑)</Japanese>
<Korean>M127A1 (초록)</Korean>
@ -383,7 +383,7 @@
<Italian>M127A1 (Giallo)</Italian>
<Polish>M127A1 (żółta)</Polish>
<Portuguese>M127A1 (Amarelo)</Portuguese>
<Russian>M127A1 (Жёлтый)</Russian>
<Russian>M127A1 (жёлтый)</Russian>
<Spanish>M127A1 (Amarilla)</Spanish>
<Japanese>M127A1 (黄)</Japanese>
<Korean>M127A1 (노랑)</Korean>
@ -394,7 +394,7 @@
<Key ID="STR_ACE_Grenades_Incendiary_Name">
<English>AN-M14 Incendiary Grenade</English>
<German>AN-M14 Brandsatz</German>
<Russian>AN-M14 Зажигательная граната</Russian>
<Russian>AN-M14 зажигательная граната</Russian>
<Japanese>AN-M14 焼夷手榴弾</Japanese>
<Polish>Granat zapalający AN-M14</Polish>
<Korean>AN-M14 소이 수류탄</Korean>
@ -461,7 +461,7 @@
<Polish>M583 Flara oświetlająca (Biała)</Polish>
<Italian>M583 Granata con bengala (Bianca)</Italian>
<Japanese>M583 照明弾 (白)</Japanese>
<Russian>M583 Осветит. ракета (Белая)</Russian>
<Russian>M583 Осветит. ракета (белая)</Russian>
<Portuguese>M583 Sinalizador de Iluminação (Branco)</Portuguese>
<Chinese>M583 照明彈(白色)</Chinese>
<Chinesesimp>M583 照明弹(白色)</Chinesesimp>
@ -477,7 +477,7 @@
<Polish>M662 Flara oświetlająca (Czerwona)</Polish>
<Italian>M662 Granata con bengala (Rossa)</Italian>
<Japanese>M662 照明弾 (赤)</Japanese>
<Russian>M662 Осветит. ракета (Красная)</Russian>
<Russian>M662 Осветит. ракета (красная)</Russian>
<Portuguese>M662 Sinalizador de Iluminação (Vermelho)</Portuguese>
<Chinese>M662 照明彈(紅色)</Chinese>
<Chinesesimp>M662 照明弹(红色)</Chinesesimp>
@ -493,7 +493,7 @@
<Polish>M661 Flara oświetlająca (Zielona)</Polish>
<Italian>M661 Granata con bengala (Verde)</Italian>
<Japanese>M661 照明弾 (緑)</Japanese>
<Russian>M661 Осветит. ракета (Зеленая)</Russian>
<Russian>M661 Осветит. ракета (зелёная)</Russian>
<Portuguese>M661 Sinalizador de Iluminação (Verde)</Portuguese>
<Chinese>M661 照明彈(綠色)</Chinese>
<Chinesesimp>M661 照明弹(绿色)</Chinesesimp>
@ -520,24 +520,24 @@
<Korean>종류: 낙하식 적외선 조명탄</Korean>
</Key>
<Key ID="STR_ACE_Grenades_40mm_flare_ir">
<English>M992 Illumination IR Flare</English>
<German>M992 IR Leuchtfackel</German>
<Polish>M992 Oświetlająca flara IR</Polish>
<Italian>M992 Granata con infrarosso</Italian>
<Japanese>M992 赤外線照明弾</Japanese>
<Russian>M992 ИК-осветительная ракета</Russian>
<Portuguese>M992 Sinalizador de Iluminação Infravermelho</Portuguese>
<English>M992 Illumination Flare (IR)</English>
<German>M992 Leuchtfackel (IR)</German>
<Polish>M992 Flara oświetlająca (IR)</Polish>
<Italian>M992 Granata con bengala (Infrarosso)</Italian>
<Japanese>M992 照明弾 (赤外線)</Japanese>
<Russian>M992 Осветит. ракета (ИК)</Russian>
<Portuguese>M992 Sinalizador de Iluminação (Infravermelho)</Portuguese>
<Chinese>M992 紅外線照明彈</Chinese>
<Chinesesimp>M992 红外照明弹</Chinesesimp>
<French>M992 Fusée IR</French>
<Czech>M992 Infračervená světlice</Czech>
<Turkish>M992 Illumination IR Flare</Turkish>
<Spanish>M992 Bengala de iluminación infrarroja</Spanish>
<Korean>M992 적외선 조명탄</Korean>
<French>M992 Fusée éclairante (IR)</French>
<Czech>M992 Světlice (Infračervená)</Czech>
<Turkish>M992 Aydınlatma Fişeği (IR)</Turkish>
<Spanish>M992 Bengala de iluminación (Infrarroja)</Spanish>
<Korean>M992 조명탄 (적외선)</Korean>
</Key>
<Key ID="STR_ACE_Grenades_SatchelCharge_Remote_Mag_Throwable">
<English>Explosive Satchel (Throwable)</English>
<Russian>Ранец со взрывчаткой (Метательный)</Russian>
<Russian>Ранец со взрывчаткой (метательный)</Russian>
<French>Charge en sacoche (lançable)</French>
<Japanese>梱包爆薬 (投てき仕様)</Japanese>
<Spanish>Carga de mochila explosiva (Lanzable)</Spanish>
@ -570,7 +570,7 @@
</Key>
<Key ID="STR_ACE_Grenades_DemoCharge_Remote_Mag_Throwable">
<English>Explosive Charge (Throwable)</English>
<Russian>Заряд со взрывчаткой (Метательный)</Russian>
<Russian>Заряд со взрывчаткой (метательный)</Russian>
<French>Charge explosive (lançable)</French>
<Japanese>爆薬ブロック (投てき仕様)</Japanese>
<Spanish>Carga explosiva (Lanzable)</Spanish>
@ -637,7 +637,7 @@
<Polish>Pozwól na konwersję ładunków wybuchowych</Polish>
<German>Erlaube die Umwandlung von Sprengstoffen</German>
<Chinesesimp>允许转换炸药</Chinesesimp>
<Korean>폭발물 변 가능여부</Korean>
<Korean>폭발물 변 가능여부</Korean>
</Key>
<Key ID="STR_ACE_Grenades_convertExplosives_Description">
<English>Allow converting explosives to throwables</English>
@ -648,7 +648,7 @@
<Polish>Zezwala na konwersje ładunków wybuchowych na rzucane wersje</Polish>
<German>Erlaube die Umwandlung von Sprengstoffen in werfbare Ladungen</German>
<Chinesesimp>允许将炸药转换为可投掷物</Chinesesimp>
<Korean>폭발물을 던질 수 있게 개조를합니다</Korean>
<Korean>폭발물을 투척무기로 변환할 수 있도록합니다.</Korean>
</Key>
</Package>
</Project>

View File

@ -80,7 +80,7 @@
<Key ID="STR_ACE_Gunbag_SwapGunbagEnabled_DisplayName">
<English>Enable Weapon Swap</English>
<Polish>Aktywuj wymianę broni</Polish>
<Russian>Включить обмен оружием</Russian>
<Russian>Вкл. обмен оружием</Russian>
<French>Activer l'échange d'arme</French>
<Japanese>武器交換を有効化</Japanese>
<Turkish>Silah Değiştirmeyi Etkinleştir</Turkish>

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