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