add most of the translations

This commit is contained in:
bux578 2015-04-26 09:36:51 +02:00
parent ad6176832d
commit 171cea998e
8 changed files with 40 additions and 33 deletions

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@ -66,13 +66,13 @@ class ACE_Head {
EXCEPTIONS EXCEPTIONS
}; };
class CheckResponse: CheckPulse { class CheckResponse: CheckPulse {
displayName = "Check Response"; displayName = "$STR_ACE_MEDICAL_CHECK_RESPONSE";
condition = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS
}; };
class Diagnose: CheckPulse { class Diagnose: CheckPulse {
displayName = "Diagnose"; displayName = "$STR_ACE_MEDICAL_ACTIONS_Diagnose";
condition = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS
@ -111,7 +111,7 @@ class ACE_Torso {
enableInside = 1; enableInside = 1;
}; };
class TriageCard { class TriageCard {
displayName = "Triage Card"; displayName = "$STR_ACE_MEDICAL_ACTIONS_TriageCard";
distance = 2.0; distance = 2.0;
condition = "true"; condition = "true";
statement = QUOTE([ARR_2(_target, true)] call DFUNC(displayTriageCard)); statement = QUOTE([ARR_2(_target, true)] call DFUNC(displayTriageCard));
@ -158,21 +158,21 @@ class ACE_Torso {
icon = PATHTOF(UI\icons\bandage.paa); icon = PATHTOF(UI\icons\bandage.paa);
}; };
class SurgicalKit: fieldDressing { class SurgicalKit: fieldDressing {
displayName = "Use Surgical Kit"; displayName = "$STR_ACE_MEDICAL_USE_SURGICALKIT";
condition = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS
icon = PATHTOF(UI\icons\surgicalKit.paa); icon = PATHTOF(UI\icons\surgicalKit.paa);
}; };
class PersonalAidKit: fieldDressing { class PersonalAidKit: fieldDressing {
displayName = "Use Personal Aid Kit"; displayName = "$STR_ACE_MEDICAL_USE_AID_KIT";
condition = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS
icon = ""; icon = "";
}; };
class CPR: fieldDressing { class CPR: fieldDressing {
displayName = "CPR"; displayName = "$STR_ACE_MEDICAL_ACTIONS_CPR";
condition = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS

View File

@ -72,8 +72,8 @@ class ACE_Medical_Actions {
litter[] = {}; litter[] = {};
}; };
class Diagnose: Bandage { class Diagnose: Bandage {
displayName = "Diagnose"; displayName = "$STR_ACE_MEDICAL_ACTIONS_Diagnose";
displayNameProgress = "Diagnosing..."; displayNameProgress = "$STR_ACE_MEDICAL_ACTIONS_Diagnosing";
treatmentLocations[] = {"All"}; treatmentLocations[] = {"All"};
requiredMedic = 0; requiredMedic = 0;
treatmentTime = 1; treatmentTime = 1;
@ -250,8 +250,8 @@ class ACE_Medical_Actions {
condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo)); condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo));
}; };
class CPR: fieldDressing { class CPR: fieldDressing {
displayName = "CPR"; displayName = "$STR_ACE_MEDICAL_ACTIONS_CPR";
displayNameProgress = "Performing CPR"; displayNameProgress = "$STR_ACE_MEDICAL_ACTIONS_PerformingCPR";
treatmentLocations[] = {"All"}; treatmentLocations[] = {"All"};
requiredMedic = 0; requiredMedic = 0;
treatmentTime = 15; treatmentTime = 15;
@ -297,7 +297,7 @@ class ACE_Medical_Advanced {
// Source: Scarle // Source: Scarle
// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees). // Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
class Abrasion { class Abrasion {
name = "Scrape"; name = "$STR_ACE_Medical_Wounds_Abrasion";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.0001; bleedingRate = 0.0001;
pain = 0.01; pain = 0.01;
@ -321,23 +321,29 @@ class ACE_Medical_Advanced {
// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions. // Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
class Avulsions { class Avulsions {
name = "Avulsion"; name = "$STR_ACE_Medical_Wounds_Avulsion";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.3; pain = 0.3;
causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"}; causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
minDamage = 0.2; minDamage = 0.2;
class Minor { class Minor {
name = "Fisch";
displayName = "Fisch2";
minDamage = 0.2; minDamage = 0.2;
maxDamage = 0.3; maxDamage = 0.3;
bleedingRate = 0.01; bleedingRate = 0.01;
}; };
class Medium { class Medium {
name = "Fisch";
displayName = "Fisch2";
minDamage = 0.3; minDamage = 0.3;
maxDamage = 0.6; maxDamage = 0.6;
bleedingRate = 0.02; bleedingRate = 0.02;
}; };
class Large { class Large {
name = "Fisch";
displayName = "Fisch2";
minDamage = 0.5; minDamage = 0.5;
bleedingRate = 0.05; bleedingRate = 0.05;
}; };
@ -345,11 +351,11 @@ class ACE_Medical_Advanced {
// Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions. // Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
class Contusion { class Contusion {
name = "Bruise"; name = "$STR_ACE_Medical_Wounds_Contusion";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.0; bleedingRate = 0.0;
pain = 0.05; pain = 0.05;
causes[] = {"bullet", "backblast", "punch","vehiclecrash","falling"}; causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "falling"};
minDamage = 0.01; minDamage = 0.01;
maxDamage = 0.1; maxDamage = 0.1;
class Minor { class Minor {
@ -368,7 +374,7 @@ class ACE_Medical_Advanced {
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. // Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
class CrushWound { class CrushWound {
name = "Crushed tissue"; name = "$STR_ACE_Medical_Wounds_Crush";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.1; pain = 0.1;
@ -392,7 +398,7 @@ class ACE_Medical_Advanced {
// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision. // Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
class Cut { class Cut {
name = "Cut"; name = "$STR_ACE_Medical_Wounds_Cut";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.075; pain = 0.075;
@ -416,7 +422,7 @@ class ACE_Medical_Advanced {
// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch. // Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
class Laceration { class Laceration {
name = "Tear"; name = "$STR_ACE_Medical_Wounds_Laceration";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.075; pain = 0.075;
@ -440,7 +446,7 @@ class ACE_Medical_Advanced {
// Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel. // Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel.
class velocityWound { class velocityWound {
name = "Velocity Wound"; name = "$STR_ACE_Medical_Wounds_VelocityWound";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.2; pain = 0.2;
@ -463,7 +469,7 @@ class ACE_Medical_Advanced {
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. // Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class punctureWound { class punctureWound {
name = "Puncture Wound"; name = "$STR_ACE_Medical_Wounds_PunctureWound";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.075; pain = 0.075;
@ -487,7 +493,7 @@ class ACE_Medical_Advanced {
}; };
class fractures { class fractures {
class Femur { class Femur {
name = "Broken Femur"; name = "$STR_ACE_Medical_Wounds_Femur";
selections[] = {"Head", "Torso"}; selections[] = {"Head", "Torso"};
pain = 0.2; pain = 0.2;
causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"}; causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};

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@ -33,20 +33,20 @@ if ([_caller] call FUNC(isMedic)) then {
} else { } else {
if (_bloodPressureHigh > 20) then { if (_bloodPressureHigh > 20) then {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_2"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_2";
_logOutPut = "Low"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_LOW";
if (_bloodPressureHigh > 100) then { if (_bloodPressureHigh > 100) then {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_3"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_3";
_logOutPut = "Normal"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_NORMAL";
if (_bloodPressureHigh > 160) then { if (_bloodPressureHigh > 160) then {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_4"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_4";
_logOutPut = "High"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_HIGH";
}; };
}; };
} else { } else {
if (random(10) > 3) then { if (random(10) > 3) then {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_5"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_5";
_logOutPut = "No Blood Pressure"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_NOBLOODPRESSURE";
} else { } else {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_6"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_6";
}; };
@ -56,5 +56,5 @@ if ([_caller] call FUNC(isMedic)) then {
["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName), round(_bloodPressureHigh),round(_bloodPressureLow)], 1.75, _caller]] call EFUNC(common,targetEvent); ["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName), round(_bloodPressureHigh),round(_bloodPressureLow)], 1.75, _caller]] call EFUNC(common,targetEvent);
if (_logOutPut != "") then { if (_logOutPut != "") then {
[_target,"activity", "%1 checked Blood Pressure: %2", [[_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog); [_target,"activity", localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_LOG", [[_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog);
}; };

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@ -33,14 +33,14 @@ if (_heartRate > 1.0) then {
} else { } else {
// non medical personel will only find a pulse/HR // non medical personel will only find a pulse/HR
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_2"; _heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_2";
_logOutPut = "Weak"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_WEAK";
if (_heartRate > 60) then { if (_heartRate > 60) then {
if (_heartRate > 100) then { if (_heartRate > 100) then {
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_3"; _heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_3";
_logOutPut = "Strong"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_STRONG";
} else { } else {
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_4"; _heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_4";
_logOutPut = "Normal"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_NORMAL";
}; };
}; };
}; };
@ -49,5 +49,5 @@ if (_heartRate > 1.0) then {
["displayTextStructured", [_caller], [[_heartRateOutput, [_unit] call EFUNC(common,getName), round(_heartRate)], 1.5, _caller]] call EFUNC(common,targetEvent); ["displayTextStructured", [_caller], [[_heartRateOutput, [_unit] call EFUNC(common,getName), round(_heartRate)], 1.5, _caller]] call EFUNC(common,targetEvent);
if (_logOutPut != "") then { if (_logOutPut != "") then {
[_unit,"activity","%1 checked Heart Rate: %2",[[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog); [_unit,"activity", localize "STR_ACE_MEDICAL_CHECK_PULSE_LOG",[[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog);
}; };

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@ -186,7 +186,8 @@ if (_show) then {
_lbCtrl lbSetColor [_foreachIndex + _amountOfGeneric, _x select 1]; _lbCtrl lbSetColor [_foreachIndex + _amountOfGeneric, _x select 1];
}foreach _allInjuryTexts; }foreach _allInjuryTexts;
if (count _allInjuryTexts == 0) then { if (count _allInjuryTexts == 0) then {
_lbCtrl lbAdd "No injuries on this bodypart.."; //_lbCtrl lbAdd "No injuries on this bodypart..";
_lbCtrl lbAdd (localize "STR_ACE_Medical_NoInjuriesBodypart");
}; };
_logCtrl = (_display displayCtrl 302); _logCtrl = (_display displayCtrl 302);

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@ -58,7 +58,7 @@ if (_show) then {
}foreach _log; }foreach _log;
if (count _triageCardTexts == 0) then { if (count _triageCardTexts == 0) then {
_lbCtrl lbAdd "No entries on this triage card.."; _lbCtrl lbAdd (localize "STR_ACE_MEDICAL_TriageCard_NoEntry");
}; };
{ {
_lbCtrl lbAdd _x; _lbCtrl lbAdd _x;

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@ -60,7 +60,7 @@ class Rsctitles {
font = "PuristaMedium"; font = "PuristaMedium";
colorText[] = {0.95, 0.95, 0.95, 0.75}; colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.9])"}; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.9])"};
text = "INJURIES"; text = "$STR_ACE_Medical_Injuries";
}; };
class InjuryList: ACE_gui_listBoxBase { class InjuryList: ACE_gui_listBoxBase {
idc = 200; idc = 200;

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@ -49,7 +49,7 @@ class GVAR(triageCard) {
font = "PuristaMedium"; font = "PuristaMedium";
colorText[] = {0,0,0,1}; colorText[] = {0,0,0,1};
colorBackground[] = {0,0,0,0}; colorBackground[] = {0,0,0,0};
text = "TRIAGE CARD"; text = "$STR_ACE_MEDICAL_ACTIONS_TriageCard";
}; };
class TriageList: ACE_gui_listBoxBase { class TriageList: ACE_gui_listBoxBase {
idc = 200; idc = 200;