1
0
mirror of https://github.com/acemod/ACE3.git synced 2024-08-30 18:23:18 +00:00

Merge branch 'master' into trenches

Conflicts:
	AUTHORS.txt
This commit is contained in:
esteldunedain 2016-01-23 17:39:54 -03:00
commit 1d886ac624
1939 changed files with 40189 additions and 29678 deletions
.travis.ymlAUTHORS.txtCONTRIBUTING.mdLICENSEREADME.mdace_advanced_ballistics.dllace_medical.dll
addons
advanced_ballistics
aircraft
apl
atragmx
attach
backpacks
ballistics
captives
cargo

@ -1,14 +1,29 @@
branches:
only:
- master
- master
- release
language: python
python:
- "3.4"
- '3.4'
before_script:
- pip install pygithub
- pip install pygithub3
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
pip install pygithub;
pip install pygithub3;
fi
script:
- python3 tools/deploy.py
- python3 tools/sqf_validator.py
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
python3 tools/deploy.py;
fi
env:
global:
- secure: "KcJQbknBOdC5lA4nFGKPXVRVIGLDXDRzC8XkHuXJCE9pIR/wbxbkvx8fHKcC6SC9eHgzneC3+o4m4+CjIbVvIwDgslRbJ8Y59i90ncONmdoRx1HUYHwuYWVZm9HJFjCsIbrEqhSyyKS+PB3WZVOLbErtNHsgS8f43PTh5Ujg7Vg="
- secure: KcJQbknBOdC5lA4nFGKPXVRVIGLDXDRzC8XkHuXJCE9pIR/wbxbkvx8fHKcC6SC9eHgzneC3+o4m4+CjIbVvIwDgslRbJ8Y59i90ncONmdoRx1HUYHwuYWVZm9HJFjCsIbrEqhSyyKS+PB3WZVOLbErtNHsgS8f43PTh5Ujg7Vg=
notifications:
slack:
rooms:
- secure: byZMNBl8PMlgjT9NA1WmhgCdGfX4b3g1kA0vEiwfm+IFNlx7BiM4J/5rp6zV/jV470xl/epAejx2tsa5SdTyFbO87NH63ILJSt5QnjUZjRuGKSutFs9WE671DtZkPRSJXHS4N6x802PRkyBz/84/lsc34FWvHvjwOuYAtOcJRFk=
- secure: V22TNaLWV+yUNWqR7c6HVvIxkRDz7Dyz9xqa43FY8iFgvNL4Q/X69h5DYHU/ILNFM00tx8OBjtPRbcjWQ+F6eY8Sje/A2axJAU+qNurAvoyiTahXUprdUUpPdkgXWuSRTZ9kALxOq5e11RC8XUietghoMcl8zPcqdrZCOOKgoEM=
on_success: change
email:
on_success: never
on_failure: change

@ -1,4 +1,4 @@
# ACE 3 CONTRIBUTOR LIST
# ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com
#
@ -14,6 +14,7 @@ Garth "L-H" de Wet <garthofhearts@gmail.com>
Giallustio
Glowbal
Janus
jokoho482 <jokoho482@gmail.com>`
Kieran
NouberNou
PabstMirror <pabstmirror@gmail.com>
@ -36,6 +37,7 @@ alef <alefor@gmail.com>
Aleksey EpMAK Yermakov <epmak777@gmail.com>
Alganthe <alganthe@live.fr>
Anthariel <Contact@storm-simulation.com>
Arkhir <wonsz666@gmail.com >
Asgar Serran <piechottaf@web.de>
Bamse <bamsis@gmail.com>
Bla1337
@ -43,6 +45,7 @@ BlackPixxel <blackpixxel96@gmail.com>
BlackQwar
Brakoviejo
Brisse <brisse@outlook.com>
Brostrom.A | Evul <andreas.brostrom.ce@gmail.com>
BullHorn <bullhorn7@gmail.com>
Clon1998 <ps.patti1998@gmail.com>
Codingboy
@ -50,6 +53,9 @@ Coren <coren4@gmail.com>
Crusty
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
Dimaslg <dimaslg@telecable.es>
Drill <drill87@gmail.com>
Dudakov aka [OMCB]Kaban <dudakov.s@gmail.com>
Dslyecxi <dslyecxi@gmail.com>
eRazeri
evromalarkey <evromalarkey@gmail.com>
F3 Project <alanr@ferstaberinde.com>
@ -68,8 +74,7 @@ Hamburger SV
Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com>
Hawkins
Head
jokoho482 <jokoho482@gmail.com>`
Head <brobergsebastian@gmail.com>
Jonpas <jonpas33@gmail.com>
Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com>
@ -81,6 +86,7 @@ Macusercom <macusercom@gmail.com>
MarcBook
meat <p.humberdroz@gmail.com>
Michail Nikolaev
MikeMatrix <m.braun92@gmail.com>
nic547 <nic547@outlook.com>
nikolauska <nikolauska1@gmail.com>
nomisum <nomisum@gmail.com>
@ -103,9 +109,8 @@ Toaster <jonathan.pereira@gmail.com>
Tonic
Tourorist <tourorist@gmail.com>
Valentin Torikian <valentin.torikian@gmail.com>
voiper
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Winter <simon@agius-muscat.net>
zGuba
Grey-Soldierman <gungamer101@hotmail.com>
Drill <drill87@gmail.com>
MikeMatrix <m.braun92@gmail.com>

64
CONTRIBUTING.md Normal file

@ -0,0 +1,64 @@
# Reporting an issue
## Before reporting
If you have found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only `@CBA_A3` and `@ace` on a newly created mission.
Indicate if the issue appears on stable or development version. In case it is the development version, please also include the commit SHA-1 hash.
<div class="panel callout">
<h5>Please note:</h5>
<p>It's not a valid to simply remove <code>@ace</code> from the mod list to confirm that ACE3 is the culprit.</p>
<p>If the error happens when using a <b>third-party mod</b> contact the author of the appropriate mod and report the issue there.</p>
</div>
## Reporting the issue
Head over to the [ACE3 GitHub issue tracker](https://github.com/acemod/ACE3/issues) and press the [New issue](https://github.com/acemod/ACE3/issues/new) button in the top right corner. Add a descriptive title and copy the following issue template in to the text area:
```
ACE3 Version: 3.x.x
(indicate if stable or dev, if dev indicate the commit the version is based on)
**Mods:**
* `@CBA_A3`
* `@ace`
**Placed ACE3 Modules:**
* *Add the list of modules you have placed on the map. Use 'None' if the error occurs without using any modules.*
* You can also press the `Debug to` button in the ACE3 option menu (escape -> ACE3 options -> Debug to) and add a link (pastebin.com) to the results.
**Description:**
* Add a detailed description of the error. This makes it easier for us to fix the issue.*
**Steps to reproduce:**
* *Add the steps needed to reproduce the issue.*
**Where did the issue occur?**
* A possible answer might be "Multiplayer", "Editor" or "Singleplayer"*
**RPT log file:**
* Add a link (pastebin.com) to the client or server RPT file.*
```
A video of the issue might be helpful in resolving it faster.
GitHub uses [Markdown](http://daringfireball.net/projects/markdown/syntax) to style the output. If you want to know more about it (e.g. how to [turn text bold](https://help.github.com/articles/markdown-basics/#styling-text), how to denote [code blocks](https://help.github.com/articles/markdown-basics/#inline-formats) or [inline code](https://help.github.com/articles/markdown-basics/#multiple-lines)) have a look at the [GitHub Markdown Documentation](https://help.github.com/articles/github-flavored-markdown).
# Feature Requests
## Background
ACE2, AGM and CSE had a lot of features implemented or planned. All of them are or have been evaluated for inclusion in ACE3 itself, and we'd like to port the majority of them eventually. However, due to time constraints, we have managed to finish only a fraction of the job so far.
Please refrain from making requests for any planned or existing features from either ACE2, AGM or CSE. Most of them are already being or have been considered for porting or a rewrite.
## Requesting a feature
In order to avoid duplicates and keep the issue tracker organized, we have created a common issue for [ACE3 Feature requests](https://github.com/acemod/ACE3/issues/414). Any and all relevant requests should be submitted there, where they will also get discussed and evaluated. Before adding a new one, make sure to check the previous entries from the thread and do a quick search for similar suggestions; please don't reiterate requests for features that had already been accepted for inclusion, or those which were disregarded earlier.
Following their approval, feature requests may be moved by moderators to a separate issue for further discussion.
# Regarding Pull Requests (PRs)
- You want to help but don't know where to start? Check the wiki entry for [setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html)
- [Make sure to respect the file structure](http://ace3mod.com/wiki/development/modularity-and-pbo-structure.html)
- [Make sure to respect the coding guidelines](http://ace3mod.com/wiki/development/coding-guidelines.html)

@ -22,13 +22,13 @@ source code of the individual modules.
When publishing a derivative of this product you may not use a name that
might create the impression that your version is an official release.
Some folders of this project may contain a seperate LICENSE file. Should
Some folders of this project may contain a separate LICENSE file. Should
that be the case, everything in that folder and all subfolders is subject
to that license instead.
============================================================================
Full Gnu General Public License Text
Full GNU General Public License Text
============================================================================

101
README.md

@ -1,77 +1,90 @@
<p align="center">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 version">
<img src="https://img.shields.io/badge/Version-3.4.2-blue.svg?style=flat-square" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip">
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 download">
<a href="https://github.com/acemod/ACE3/releases/download/v3.4.2/ace3_3.4.2.zip">
<img src="https://img.shields.io/badge/Download-72.6_MB-green.svg?style=flat-square" alt="ACE3 Download">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
</a>
<a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF thread">
<a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg?style=flat-square" alt="BIF Thread">
</a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 license">
<img src="https://img.shields.io/badge/License-GPLv2-red.svg?style=flat-square" alt="ACE3 License">
</a>
<a href="http://slackin.ace3mod.com/">
<img src="http://slackin.ace3mod.com/badge.svg?style=flat-square&label=Slack" alt="ACE3 Slack">
</a>
<a href="https://travis-ci.org/acemod/ACE3">
<img src="https://img.shields.io/travis/acemod/ACE3.svg?style=flat-square&label=Build" alt="ACE3 Build Status">
</a>
</p>
<p align="center"><sup><strong>Requires the latest version of <a href="http://www.armaholic.com/page.php?id=18767">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
<p align="center">
<sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>.<br/>
Visit us on <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup>
</p>
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
The project is entirely **open-source** and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE by simply excluding any components they don't need, or those possibly in conflict with other add-ons. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
### Core features
* Brand new 3D interaction/action system
* Performance and reliability framework
* Focus on modularity and customization
* New flexible client and server settings & configuration
* Improved medical system with various levels (basic/advanced) focus on gameplay/realism
* Proper & consistent network-synced weather
* Wind and weather-based ballistics
* Captivity system
* Explosives system, including different trigger types
* Map screen improvements marker placement and map tools
* Advanced missile guidance and laser designation
- Brand new 3D interaction/action system
- Performance and reliability framework
- Focus on modularity and customization
- New flexible client and server settings & configuration
- Improved medical system with various levels (basic/advanced) focus on gameplay/realism
- Proper & consistent network-synced weather
- Wind and weather-based ballistics
- Captivity system
- Explosives system, including different trigger types
- Map screen improvements marker placement and map tools
- Logistics
- Advanced missile guidance and laser designation
#### Additional features
* Carrying and dragging
* Realistic names for vehicles and weapons
* A fire control system (FCS) for armored vehicles and helicopters
* Realistic ballistics/FCS calculated in C/C++ extensions
* Backblast area and overpressure simulation
* Disposable launchers
* Realistic G-forces
* Vehicle locking
* Realistic night and thermal vision modes
* Magazine repacking
* Realistic weapon overheating mechanic
* Combat deafness (temporary loss of hearing) simulation
* Improved ragdoll physics
* Improved interactions for AARs and ammo bearers
* Adjustable sniper scopes
* No idle animation with lowered weapon
* No talking player avatar
* Jumping over obstacles, climbing over walls and cutting down fences
* Vector, MicroDAGR and Kestrel devices<br>
- Carrying and dragging
- Realistic names for vehicles and weapons
- A fire control system (FCS) for armored vehicles and helicopters
- Realistic ballistics/FCS calculated in C/C++ extensions
- Backblast area and overpressure simulation
- Disposable launchers
- Realistic G-forces
- Vehicle locking
- Realistic night and thermal vision modes
- Magazine repacking
- Realistic weapon overheating mechanic
- Combat deafness (temporary loss of hearing) simulation
- Improved ragdoll physics
- Improved interactions for AARs and ammo bearers
- Adjustable sniper scopes
- No idle animation with lowered weapon
- No talking player avatar
- Jumping over obstacles, climbing over walls and cutting down fences
- Vector, MicroDAGR and Kestrel devices<br>
***and much more...***
### Guides & how-tos
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
* [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
- [Installation guide](http://ace3mod.com/wiki/user/installation-guide.html)
- [Information center](http://ace3mod.com/wiki/user/information-center.html)
#### Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also:
* [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
* [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
- [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
- [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testing & building
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
* [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE for testing purposes.
- [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.

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

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

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

@ -8,29 +8,30 @@
* 1: temperature - degrees celcius <NUMBER>
*
* Return Value:
* 0: muzzle velocity shift - m/s <NUMBER>
* muzzle velocity shift - m/s <NUMBER>
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_muzzleVelocityShiftTable", "_temperature", "_muzzleVelocityShift", "_temperatureIndexA", "_temperatureIndexB", "_temperatureRatio"];
_muzzleVelocityShiftTable = _this select 0;
_temperature = _this select 1;
private ["_muzzleVelocityShiftTableUpperLimit", "_temperatureIndexFunction",
"_temperatureIndexA", "_temperatureIndexB", "_interpolationRatio"];
params["_muzzleVelocityShiftTable", "_temperature"];
if (count _muzzleVelocityShiftTable != 11) exitWith { 0 };
// Check if muzzleVelocityShiftTable is Less Than 11 Entrys
if ((count _muzzleVelocityShiftTable) < 11) exitWith {0};
_muzzleVelocityShiftTableUpperLimit = _muzzleVelocityShiftTable select 10;
if (isNil "_muzzleVelocityShiftTableUpperLimit") exitWith { 0 };
_temperatureIndexA = floor((_temperature + 15) / 5);
_temperatureIndexA = 0 max _temperatureIndexA;
_temperatureIndexA = _temperatureIndexA min 10;
// Find exact data index required for given temperature
_temperatureIndexFunction = (_temperature + 15) / 5;
_temperatureIndexB = ceil((_temperature + 15) / 5);
_temperatureIndexB = 0 max _temperatureIndexB;
_temperatureIndexB = _temperatureIndexB min 10;
// lower and upper data index used for interpolation
_temperatureIndexA = (0 max (floor(_temperatureIndexFunction))) min 10;
_temperatureIndexB = (0 max (ceil(_temperatureIndexFunction))) min 10;
_temperatureRatio = ((_temperature + 15) / 5) - floor((_temperature + 15) / 5);
// Interpolation ratio
_interpolationRatio = _temperatureIndexFunction - floor(_temperatureIndexFunction);
_muzzleVelocityShift = (_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _temperatureRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _temperatureRatio;
_muzzleVelocityShift
// Interpolation
(_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _interpolationRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _interpolationRatio // Return

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

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

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

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

@ -8,6 +8,8 @@
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
@ -15,8 +17,6 @@
#define __ctrl1 (__dsp displayCtrl 132950)
#define __ctrl2 (__dsp displayCtrl 132951)
private ["_inclinationAngle", "_refPosition"];
if (GVAR(Protractor)) exitWith {
GVAR(Protractor) = false;
1 cutText ["", "PLAIN"];
@ -28,34 +28,30 @@ if (currentWeapon ACE_player != primaryWeapon ACE_player) exitWith { false };
2 cutText ["", "PLAIN"];
EGVAR(weather,WindInfo) = false;
0 cutText ["", "PLAIN"];
(["RscWindIntuitive"] call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
GVAR(Protractor) = true;
[{
params ["","_idPFH"];
if !(GVAR(Protractor) && !(weaponLowered ACE_player) && currentWeapon ACE_player == primaryWeapon ACE_player) exitWith {
GVAR(Protractor) = false;
1 cutText ["", "PLAIN"];
[_this select 1] call cba_fnc_removePerFrameHandler;
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
_refPosition = [SafeZoneX + 0.001, SafeZoneY + 0.001, 0.2, 0.2 * 4/3];
_inclinationAngle = asin((ACE_player weaponDirection currentWeapon ACE_player) select 2);
_inclinationAngle = -58 max _inclinationAngle min 58;
1 cutRsc ["RscProtractor", "PLAIN", 1, false];
__ctrl1 ctrlSetScale 1;
__ctrl1 ctrlCommit 0;
__ctrl1 ctrlSetText QUOTE(PATHTOF(UI\protractor.paa));
__ctrl1 ctrlSetTextColor [1, 1, 1, 1];
__ctrl2 ctrlSetScale 1;
__ctrl2 ctrlSetPosition [(_refPosition select 0), (_refPosition select 1) - 0.0012 * _inclinationAngle, (_refPosition select 2), (_refPosition select 3)];
__ctrl2 ctrlSetPosition [SafeZoneX + 0.001, SafeZoneY + 0.001 - 0.0012 * (-58 max (asin((ACE_player weaponDirection currentWeapon ACE_player) select 2)) min 58), 0.2, 0.2 * 4/3];
__ctrl2 ctrlCommit 0;
__ctrl2 ctrlSetText QUOTE(PATHTOF(UI\protractor_marker.paa));
__ctrl2 ctrlSetTextColor [1, 1, 1, 1];
}, 0.1, []] call CBA_fnc_addPerFrameHandler;
true

@ -0,0 +1,42 @@
/*
* Author: Glowbal, Ruthberg, joko // Jonas
* Handle the PFH for Bullets
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
private _aceTimeSecond = floor ACE_time;
{
private ["_bulletVelocity", "_bulletPosition", "_bulletSpeed"];
_x params["_bullet","_caliber","_bulletTraceVisible","_index"];
_bulletVelocity = velocity _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) then {
GVAR(allBullets) deleteAt (GVAR(allBullets) find _x);
} else {
_bulletPosition = getPosASL _bullet;
if (_bulletTraceVisible && _bulletSpeed > 500) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, _aceTimeSecond, ACE_time - _aceTimeSecond]);
};
nil
} count +GVAR(allBullets);
if (GVAR(allBullets) isEqualTo []) then {
[_this select 1] call CBA_fnc_removePerFrameHandler;
GVAR(BulletPFH) = nil;
};

@ -13,28 +13,28 @@
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return Value:
* Nothing
* None
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_weapon", "_mode", "_ammo", "_magazine", "_caliber", "_bullet", "_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
_unit = _this select 0;
_weapon = _this select 1;
_mode = _this select 3;
_ammo = _this select 4;
_magazine = _this select 5;
_bullet = _this select 6;
// Early Quiting
if (!hasInterface) exitWith {};
if (!GVAR(enabled)) exitWith {};
// Parameterization
private ["_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletLength", "_barrelTwist", "_stabilityFactor", "_aceTimeSecond", "_barrelVelocityShift", "_ammoTemperatureVelocityShift"];
params ["_unit", "_weapon", "", "_mode", "_ammo", "_magazine", "_bullet"];
_abort = false;
if (!hasInterface) exitWith {};
if (!alive _bullet) exitWith {};
if (!GVAR(enabled)) exitWith {};
if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
if (underwater _unit) exitWith {};
if (!(_ammo isKindOf "BulletBase")) exitWith {};
if (!alive _bullet) exitWith {};
if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {};
if (underwater _unit) exitWith {};
if (!GVAR(simulateForEveryone) && !(local _unit)) then {
// The shooter is non local
_abort = true;
@ -54,38 +54,45 @@ if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _wea
if (_abort || !(GVAR(extensionAvailable))) exitWith {
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_bullet, getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction")];
EGVAR(windDeflection,trackedBullets) pushBack [_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
};
};
// Get Weapon and Ammo Configurations
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil {_AmmoCacheEntry}) then {
if (isNil "_AmmoCacheEntry") then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
};
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil {_WeaponCacheEntry}) then {
if (isNil "_WeaponCacheEntry") then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
};
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable"];
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
_bulletVelocity = velocity _bullet;
_muzzleVelocity = vectorMagnitude _bulletVelocity;
_barrelVelocityShift = 0;
if (GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = [_WeaponCacheEntry select 2, _AmmoCacheEntry select 10, _AmmoCacheEntry select 11, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
if (_muzzleVelocityShift != 0) then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
};
_barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
};
_ammoTemperatureVelocityShift = 0;
if (GVAR(ammoTemperatureEnabled)) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_muzzleVelocityShift = [_AmmoCacheEntry select 9, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift);
_ammoTemperatureVelocityShift = ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
};
if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = _barrelVelocityShift + _ammoTemperatureVelocityShift;
TRACE_4("shift",_muzzleVelocity,_muzzleVelocityShift, _barrelVelocityShift, _ammoTemperatureVelocityShift);
if (_muzzleVelocityShift != 0) then {
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
};
};
@ -102,43 +109,22 @@ if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
};
};
_caliber = _AmmoCacheEntry select 1;
_bulletLength = _AmmoCacheEntry select 2;
_bulletMass = _AmmoCacheEntry select 3;
_barrelTwist = _WeaponCacheEntry select 0;
_stabilityFactor = 1.5;
if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
if (isNil "_temperature") then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
};
_barometricPressure = ((getPosASL _bullet) select 2) call EFUNC(weather,calculateBarometricPressure);
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
};
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)];
_aceTimeSecond = floor ACE_time;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _muzzleVelocity, _transonicStabilityCoef, getPosASL _bullet, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, _aceTimeSecond, ACE_time - _aceTimeSecond];
[{
private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"];
_args = _this select 0;
_bullet = _args select 0;
_caliber = _args select 1;
_bulletTraceVisible = _args select 2;
_index = _args select 3;
_bulletVelocity = velocity _bullet;
_bulletPosition = getPosASL _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
if (_bulletTraceVisible && _bulletSpeed > 500) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
GVAR(allBullets) pushBack [_bullet, _caliber, _bulletTraceVisible, GVAR(currentbulletID)];
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, floor(ACE_time), ACE_time - floor(ACE_time)]);
}, GVAR(simulationInterval), [_bullet, _caliber, _bulletTraceVisible, GVAR(currentbulletID)]] call CBA_fnc_addPerFrameHandler;
if (isNil QGVAR(BulletPFH)) then {
GVAR(BulletPFH) = [FUNC(handleFirePFH), GVAR(simulationInterval), []] call CBA_fnc_addPerFrameHandler;
};

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

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

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

@ -4,28 +4,30 @@
* Reads the weapon class config and updates the config cache
*
* Arguments:
* 0: weapon - classname <string>
* weapon - classname <STRING>
*
* Return Value:
* 0: [_barrelTwist, _twistDirection, _barrelLength] <ARRAY>
* 0: _barrelTwist
* 1: _twistDirection
* 2: _barrelLength
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_weapon", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"];
_weapon = _this;
private ["_weaponConfig", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"];
_weaponConfig = (configFile >> "CfgWeapons" >> _this);
_barrelTwist = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelTwist");
_barrelTwist = getNumber(_weaponConfig >> "ACE_barrelTwist");
_twistDirection = 1;
if (isNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection")) then {
_twistDirection = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection");
if (_twistDirection != -1 && _twistDirection != 0 && _twistDirection != 1) then {
if (isNumber (_weaponConfig >> "ACE_twistDirection")) then {
_twistDirection = getNumber (_weaponConfig >> "ACE_twistDirection");
if !(_twistDirection in [-1, 0, 1]) then {
_twistDirection = 1;
};
};
_barrelLength = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelLength");
_barrelLength = getNumber(_weaponConfig >> "ACE_barrelLength");
_result = [_barrelTwist, _twistDirection, _barrelLength];

@ -32,6 +32,9 @@
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<French>Balistique avancée</French>
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English>
@ -40,6 +43,9 @@
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<French>Balistique avancée</French>
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English>
@ -48,6 +54,9 @@
<German>Aktiviert die erweiterte Ballistik</German>
<Czech>Aktivuje pokročilou balistiku</Czech>
<Portuguese>Ativa balística avançada</Portuguese>
<French>Activer la balistique avancée</French>
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
<Russian>Включает продвинутую баллистику</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English>
@ -56,6 +65,9 @@
<German>Für Scharfschützen aktiviert</German>
<Czech>Povoleno pro odstřelovače</Czech>
<Portuguese>Ativar para caçadores</Portuguese>
<French>Activer pour les snipers</French>
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
<Russian>Включена для снайперов</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
@ -64,6 +76,9 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
<French>Active la balistique avancée pour les snipers non locaux (en utilisant les optiques avancées)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных снайперов (при использовании мощной оптики)</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English>
@ -72,6 +87,9 @@
<German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese>
<French>Activer pour les membres groupés</French>
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
<Russian>Включена для группы</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English>
@ -80,6 +98,9 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
<French>Active la balistique avancée pour les membres groupés non locaux</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных членов группы</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English>
@ -88,6 +109,9 @@
<German>Für jeden aktiviert</German>
<Czech>Povoleno pro všechny</Czech>
<Portuguese>Ativada para todos</Portuguese>
<French>Activer pour tout le monde</French>
<Hungarian>Mindenkinek engedélyezve</Hungarian>
<Russian>Включена для всех</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
@ -96,6 +120,9 @@
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
<French>Active la balistique avancé pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
<Russian>Включает продвинутую баллистику для всех нелокальных игроков (включение этой опции может снизить производительность при массовых перестрелках в мультиплеере)</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English>
@ -104,6 +131,9 @@
<German>Für Gruppenmitglieder immer aktiviert</German>
<Czech>Vždy povoleno pro členy skupiny</Czech>
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
<French>Toujours activer pour les membres groupés</French>
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
<Russian>Всегда включена для членов группы</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<English>Always enables advanced ballistics when a group member fires</English>
@ -112,6 +142,9 @@
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
<French>Active tout le temps la balistique avancée quand un membre du groupe ouvre le feu</French>
<Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian>
<Russian>Всегда включает продвинутую баллистику когда стреляет член группы</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English>
@ -120,6 +153,9 @@
<German>Beim vollautomatischen Feuern deaktiviert</German>
<Czech>Zakázáno v automatickém režimu střelby</Czech>
<Portuguese>Desabilitar no modo automático</Portuguese>
<French>Désactiver en mode rafale libre</French>
<Hungarian>Automata módban letiltva</Hungarian>
<Russian>Выкл. для автомат. режима</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English>
@ -128,6 +164,9 @@
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
<French>Désactive la balistique avancée pour les tirs en rafale libre</French>
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
<Russian>Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English>
@ -136,6 +175,9 @@
<German>Simulation der Munitionstemperatur aktivieren</German>
<Czech>Povolit simulaci teploty munice</Czech>
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
<French>Activer la simulation de la température</French>
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
<Russian>Симуляция температуры для боеприпасов</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English>
@ -144,6 +186,9 @@
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
<French>La température de la munition influe sur la vélocité intiale</French>
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от температуры</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English>
@ -152,6 +197,9 @@
<German>Simulation der Lauflänge aktivieren</German>
<Czech>Povolit simulaci délky hlavně</Czech>
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
<French>Activer la simulation de la longueur de canon</French>
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
<Russian>Симуляция длины ствола</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English>
@ -160,6 +208,9 @@
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
<French>La longueur du canon influe sur la vélocité initale</French>
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от длины ствола</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English>
@ -168,6 +219,9 @@
<German>Geschossspureffekt aktivieren</German>
<Czech>Povolit efekt trasírek</Czech>
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
<French>Activer l'effet traçante</French>
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
<Russian>Следы пуль</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
@ -176,6 +230,9 @@
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
<French>Active une tracante pour les munitions de gros calibre (seulement visible en utilisant des optiques avancées)</French>
<Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian>
<Russian>Включает эффект следов пуль для больших калибров (видны только через мощную оптику)</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English>
@ -184,6 +241,9 @@
<German>Simulationsintervall</German>
<Czech>Interval simulace</Czech>
<Portuguese>Intervalo da simulação</Portuguese>
<French>Intervalle de simulation</French>
<Hungarian>Szimuláció intervalluma</Hungarian>
<Russian>Интервал симуляции</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English>
@ -192,6 +252,9 @@
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
<Czech>Určuje interval mezi každým výpočtem</Czech>
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
<French>Défini un intervalle de calcul entre deux simulations</French>
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
<Russian>Определяет временной интервал между вычислениями</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English>
@ -200,6 +263,9 @@
<German>Simulationsradius</German>
<Czech>Rozsah simulace</Czech>
<Portuguese>Raio de simulação</Portuguese>
<French>Rayon de simulation</French>
<Hungarian>Szimuláció hatóköre</Hungarian>
<Russian>Радиус симуляции</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
@ -208,12 +274,19 @@
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
<French>Défini le rayon autour du joueur (en mètres) d'application de la balistique avancée</French>
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
<Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_Description">
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>
<French>Ce module active la simulation de balistique avancée - ie les projectiles sont influencé par des varibles comme le vent, la température, la pression atmosphérique, l'humidité, la gravité, le type de munition et l'arme avec laquelles ils sont tirés</French>
<Hungarian>Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.</Hungarian>
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
</Key>
</Package>
</Project>
</Project>

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

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Aircraft">
<Key ID="STR_ACE_Aircraft_CMFlareLauncher_Burst_Name">

11
addons/apl/README.md Normal file

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

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

@ -54,7 +54,7 @@ GVAR(active) = true;
GVAR(DialogPFH) = [{
if (!GVAR(active)) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
[_this select 1] call CBA_fnc_removePerFrameHandler;
};
__ctrlBackground ctrlSetText format [QUOTE(PATHTOF(UI\ATRAG_%1.paa)), ["N", "D"] select (call EFUNC(common,ambientBrightness))];
}, 60, []] call CBA_fnc_addPerFrameHandler;

@ -2,4 +2,4 @@
uiNamespace setVariable ['ATragMX_Display', nil];
GVAR(active) = false;
[GVAR(DialogPFH)] call cba_fnc_removePerFrameHandler;
[GVAR(DialogPFH)] call CBA_fnc_removePerFrameHandler;

@ -37,7 +37,7 @@ if !(ctrlVisible 9000) then {
false call FUNC(show_target_speed_assist_timer);
true call FUNC(show_target_speed_assist);
[_this select 1] call cba_fnc_removePerFrameHandler;
[_this select 1] call CBA_fnc_removePerFrameHandler;
};
ctrlSetText [9001, Str(Round((ACE_time - _startTime) * 10) / 10)];

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="ATragMX">
<Key ID="STR_ACE_ATragMX_Name">
@ -50,4 +50,4 @@
<Portuguese>Abrir ATragMX</Portuguese>
</Key>
</Package>
</Project>
</Project>

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

@ -61,7 +61,6 @@ class CfgVehicles {
showDisabled = 0;
priority = 5;
icon = PATHTOF(UI\attach_ca.paa);
// hotkey = "T";
};
class GVAR(Detach) {
displayName = CSTRING(Detach);
@ -71,7 +70,6 @@ class CfgVehicles {
showDisabled = 0;
priority = 5;
icon = PATHTOF(UI\detach_ca.paa);
hotkey = "T";
};
};
};

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

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

@ -17,15 +17,14 @@
*/
#include "script_component.hpp"
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
params ["_attachToVehicle","_unit","_args"];
params ["_attachToVehicle","_unit","_args", ["_silentScripted", false]];
_args params [["_itemClassname","", [""]]];
TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
TRACE_4("params",_attachToVehicle,_unit,_itemClassname,_silentScripted);
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
//Sanity Check (_unit has item in inventory, not over attach limit)
if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
if ((_itemClassname == "") || {(!_silentScripted) && {!(_this call FUNC(canAttach))}}) exitWith {ERROR("Tried to attach, but check failed");};
_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
_onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
@ -40,16 +39,17 @@ if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
_onAtachText = format [localize LSTRING(Item_Attached), _onAtachText];
if (_unit == _attachToVehicle) then { //Self Attachment
_unit removeItem _itemClassname; // Remove item
_attachedItem = _itemVehClass createVehicle [0,0,0];
_attachedItem attachTo _selfAttachPosition;
[_onAtachText] call EFUNC(common,displayTextStructured);
_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
_attachedItem attachTo [_unit, [-0.05, 0, 0.12], "rightshoulder"];
if (!_silentScripted) then {
_unit removeItem _itemClassname; // Remove item
[_onAtachText] call EFUNC(common,displayTextStructured);
};
_unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
} else {
GVAR(placeAction) = PLACE_WAITING;
[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Attach", true] call EFUNC(common,statusEffect_set);
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame);
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
@ -88,7 +88,7 @@ if (_unit == _attachToVehicle) then { //Self Attachment
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler;
[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Attach", false] call EFUNC(common,statusEffect_set);
[] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID;

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

@ -16,25 +16,27 @@
*/
#include "script_component.hpp"
private ["_attachedObjects", "_inRange"];
params ["_attachToVehicle", "_unit"];
TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
if ((vehicle _unit) != _unit) exitWith {false};
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {false};
private ["_inRange"];
_inRange = false;
if (_unit == _attachToVehicle) then {
_inRange = count _attachedObjects > 0;
} else {
//Scan if unit is within range (using 2d distance)
private ["_unitPos", "_objectPos"];
_unitPos = getPos _unit;
_unitPos set [2,0];
{
_objectPos = getPos _x;
_objectPos set [2, 0];
if (_objectPos distance _unitPos < 4) exitWith {_inRange = true};
} forEach _attachedObjects;
};
{
_x params ["_xObject"];
if (isNull _xObject) exitWith {
TRACE_1("Null attached",_x);
_attachedList deleteAt _forEachIndex;
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
};
if (((getPos _unit) distance2d (getPos _xObject)) < 4) exitWith {_inRange = true};
} forEach _attachedList;
canStand _unit && {_inRange} && {alive _attachToVehicle}
_inRange &&
{(_unit == _attachToVehicle) || {canStand _unit}} &&
{alive _attachToVehicle}

@ -16,15 +16,12 @@
*/
#include "script_component.hpp"
private ["_attachedObjects", "_attachedItems", "_itemDisplayName",
"_attachedObject", "_attachedIndex", "_itemName", "_minDistance",
"_unitPos", "_objectPos"
];
params ["_attachToVehicle","_unit"],
TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance"];
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachedObject = objNull;
_attachedIndex = -1;
@ -32,18 +29,17 @@ _itemName = "";
//Find closest attached object
_minDistance = 1000;
_unitPos = getPos _unit;
_unitPos set [2,0];
{
_objectPos = getPos _x;
_objectPos set [2, 0];
if (_objectPos distance _unitPos < _minDistance) then {
_minDistance = _objectPos distance _unitPos;
_attachedObject = _x;
_itemName = _attachedItems select _forEachIndex;
_x params ["_xObject", "_xItemName"];
if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
_minDistance = ((getPos _unit) distance2d (getPos _xObject));
_attachedObject = _xObject;
_itemName = _xItemName;
_attachedIndex = _forEachIndex;
};
} forEach _attachedObjects;
} forEach _attachedList;
// Check if unit has an attached item
if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
@ -68,10 +64,8 @@ if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then
};
// Reset unit variables
_attachedObjects deleteAt _attachedIndex;
_attachedItems deleteAt _attachedIndex;
_attachToVehicle setVariable [QGVAR(Objects), _attachedObjects, true];
_attachToVehicle setVariable [QGVAR(ItemNames), _attachedItems, true];
_attachedList deleteAt _attachedIndex;
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
// Display message
_itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");

@ -0,0 +1,43 @@
/*
* Author: PabstMirror
* Handles when a unit gets in to a vehicle.
*
* Arguments:
* 0: vehicle <OBJECT>
* 1: dunno <OBJECT>
* 2: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [car2, x, player] call ACE_attach_fnc_handleGetIn
*
* Public: No
*/
#include "script_component.hpp"
params ["", "", "_unit"];
TRACE_1("params",_unit);
if (!local _unit) exitWith {};
private ["_attachedList"];
_attachedList = _unit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
(_attachedList select 0) params ["_xObject"];
if (!isNull _xObject) then {
TRACE_1("detaching and moving attached light",_xObject);
detach _xObject;
_xObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
[{
params ["_detachedLight"];
TRACE_1("delayed delete",_detachedLight);
deleteVehicle _detachedLight;
}, [_xObject], 2] call EFUNC(common,waitAndExecute);
(_attachedList select 0) set [0, objNull];
};
_unit setVariable [QGVAR(attached), _attachedList, true];

@ -0,0 +1,35 @@
/*
* Author: PabstMirror
* Handles when a unit gets in to a vehicle.
*
* Arguments:
* 0: vehicle <OBJECT>
* 1: dunno <OBJECT>
* 2: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [car2, x, player] call ACE_attach_fnc_handleGetOut
*
* Public: No
*/
#include "script_component.hpp"
params ["", "", "_unit"];
TRACE_1("params",_unit);
if (!local _unit) exitWith {};
private ["_attachedList"];
_attachedList = _unit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
(_attachedList select 0) params ["_xObject", "_xItemName"];
if (isNull _xObject) then {
TRACE_1("null attached when exiting vehicle, scripted reattach",_xItemName);
_unit setVariable [QGVAR(attached), [], true];
[_unit, _unit, _xItemName, true] call FUNC(attach);
};

@ -0,0 +1,39 @@
/*
* Author: PabstMirror
* Handles when vehicle or man is killed.
* Note: Runs where unit is local.
*
* Arguments:
* 0: DeadVehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob1] call ACE_attach_fnc_handleKilled
*
* Public: No
*/
#include "script_component.hpp"
params ["_deadUnit"];
TRACE_1("params",_deadUnit);
private ["_attachedList"];
_attachedList = _deadUnit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
{
_x params ["_xObject"];
TRACE_2("detaching",_xObject,_deadUnit);
detach _xObject;
//If it's a vehicle, also delete the attached
if (!(_deadUnit isKindOf "CAManBase")) then {
_xObject setPos ((getPos _deadUnit) vectorAdd [0, 0, -1000]);
[{deleteVehicle (_this select 0)}, [_xObject], 2] call EFUNC(common,waitAndExecute);
};
} forEach _attachedList;
_deadUnit setVariable [QGVAR(attached), nil, true];

@ -10,7 +10,7 @@
* Arguments:
* 0: Unit (player) <OBJECT>
* 1: attachToVehicle <OBJECT>
* 2: Item Classname (cfgWeapon/cfgMagazine) <STRING>
* 2: Item Classname (CfgWeapon/CfgMagazine) <STRING>
* 3: Light Vehicle Classname <STRING>
* 4: On Attach Text <STRING>
* 5: Starting Pos of dummy item <ARRAY>
@ -25,7 +25,7 @@
*/
#include "script_component.hpp"
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_attachList"];
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
@ -87,12 +87,9 @@ _attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
//Remove Item from inventory
_unit removeItem _itemClassname;
//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_currentObjects pushBack _attachedObject;
_attachToVehicle setVariable [QGVAR(Objects), _currentObjects, true];
_currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
_currentItemNames pushBack _itemClassname;
_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
//Add Object to attached array
_attachList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachList pushBack [_attachedObject, _itemClassname];
_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
[_onAtachText] call EFUNC(common,displayTextStructured);

@ -1,11 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Attach">
<Key ID="STR_ACE_Attach_AttachDetach">
<English>Attach item &gt;&gt;</English>
<German>Gegenstand befestigen &gt;&gt;</German>
<Spanish>Acoplar objeto &gt;&gt;</Spanish>
<Polish>Przyczep przedmiot &gt;&gt;</Polish>
<Polish>Przyczep &gt;&gt;</Polish>
<French>Attacher l'objet &gt;&gt;</French>
<Czech>Připnout předmět &gt;&gt;</Czech>
<Portuguese>Fixar item &gt;&gt;</Portuguese>
@ -185,7 +185,7 @@
<English>%1&lt;br/&gt;Attached</English>
<German>%1&lt;br/&gt;befestigt</German>
<Spanish>%1&lt;br/&gt;acoplada</Spanish>
<Polish>%1&lt;br/&gt;przyczepiono</Polish>
<Polish>Przyczepiono&lt;br/&gt;%1</Polish>
<French>%1&lt;br/&gt;attachée</French>
<Czech>%1&lt;br/&gt;Připnutý</Czech>
<Portuguese>%1&lt;br/&gt;Fixada</Portuguese>
@ -197,7 +197,7 @@
<English>%1&lt;br/&gt;Detached</English>
<German>%1&lt;br/&gt;entfernt</German>
<Spanish>%1&lt;br/&gt;quitada</Spanish>
<Polish>%1&lt;br/&gt;odczepiono</Polish>
<Polish>Odczepiono&lt;br/&gt;%1</Polish>
<French>%1&lt;br/&gt;détachée</French>
<Czech>%1&lt;br/&gt;Odepnutý</Czech>
<Portuguese>%1&lt;br/&gt;Separada</Portuguese>
@ -206,4 +206,4 @@
<Russian>%1&lt;br/&gt;отсоединен(-а)</Russian>
</Key>
</Package>
</Project>
</Project>

@ -1,7 +1,8 @@
ace_backpacks
=================
Adds indication when someone else opens your backpack (soundeffect / camShake).
Adds indication when someone else opens your backpack (sound effect and camera shake).
## Maintainers

@ -3,7 +3,6 @@
ADDON = false;
PREP(backpackOpened);
PREP(getBackpackAssignedUnit);
PREP(isBackpack);
PREP(onOpenInventory);

@ -1,40 +1,33 @@
/*
* Author: commy2
* Someone opened your backpack. Play sound and camshake. Execute locally.
*
* Someone opened your backpack. Execute locally.
*
* Argument:
* Arguments:
* 0: Who accessed your inventory? (Object)
* 1: Unit that wields the backpack (Object)
* 2: The backpack object (Object)
*
* Return value:
* None.
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_3(_unit,_target,_backpack);
params ["_target", "_backpack"];
// do cam shake if the target is the player
if ([_target] call EFUNC(common,isPlayer)) then {
if (_target call EFUNC(common,isPlayer)) then {
addCamShake [4, 0.5, 5];
};
// play a rustling sound
private ["_sounds", "_position"];
_sounds = [
/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",
"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWrflDnon_medic.wss",
"a3\sounds_f\characters\ingame\AinvPpneMstpSlayWpstDnon_medic.wss",
"a3\sounds_f\characters\ingame\AinvPpneMstpSlayWrflDnon_medic.wss"*/
// play a zipper sound effect
private _sounds = [
QUOTE(PATHTO_R(sounds\zip_in.wav)),
QUOTE(PATHTO_R(sounds\zip_out.wav))
];
_position = _target modelToWorldVisual (_target selectionPosition "Spine3");
_position = _position call EFUNC(common,positionToASL);
private _position = AGLToASL (_target modelToWorldVisual (_target selectionPosition "Spine3"));
playSound3D [
_sounds select floor random count _sounds,

@ -1,22 +0,0 @@
/*
* Author: commy2
*
* Returns the unit that has the given backpack object equipped.
*
* Argument:
* 0: A backpack object (Object)
*
* Return value:
* Unit that has the backpack equipped. (Object)
*/
#include "script_component.hpp"
private ["_backpack", "_unit"];
_backpack = _this select 0;
_unit = objNull;
{
if (backpackContainer _x == _backpack) exitWith {_unit = _x};
} forEach (allUnits + allDeadMen);
_unit

@ -1,24 +1,23 @@
/*
* Author: commy2
* Check if the given backpack is an actual backpack that can store items. Parachute, static weapon packs, etc. will return false.
*
* Check if the given backpack is an actual backpack that can store items. Parachute backpacks will return false for example.
* Arguments:
* 0: Backpack <OBJECT, STRING>
*
* Argument:
* 0: A backpack (Object or String)
* Return Value:
* Boolean <BOOL>
*
* Return value:
* Boolean (Bool)
* Public: Yes
*/
#include "script_component.hpp"
private ["_backpack", "_config"];
params [["_backpack", objNull, [objNull]]];
_backpack = _this select 0;
if (typeName _backpack == "OBJECT") then {
if (_backpack isEqualType objNull) then {
_backpack = typeOf _backpack;
};
_config = configFile >> "CfgVehicles" >> _backpack;
private _config = configFile >> "CfgVehicles" >> _backpack;
getText (_config >> "vehicleClass") == "backpacks" && {getNumber (_config >> "maximumLoad") > 0}
getText (_config >> "vehicleClass") == "backpacks" && {getNumber (_config >> "maximumLoad") > 0} // return

@ -1,30 +1,30 @@
/*
* Author: commy2
* Handle the open inventory event. Camshake and sound on target client.
*
* Handle the open inventory event. Display message on traget client.
*
* Argument:
* Input from "InventoryOpened" eventhandler
*
* Return value:
* Arguments:
* 0: Unit <OBJECT>
* 1: Backpack <OBJECT>
*
* Return Value:
* false. Always open the inventory dialog. (Bool)
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_backpack"];
params ["_unit", "_backpack"];
_unit = _this select 0;
_backpack = _this select 1;
// exit if the target is not a backpack
if !([_backpack] call FUNC(isBackpack)) exitWith {};
// exit if the target is not a real backpack, i.e. parachute, static weapon bag etc.
if !(_backpack call FUNC(isBackpack)) exitWith {false};
// get the unit that wears the backpack object
private "_target";
_target = [_backpack] call FUNC(getBackpackAssignedUnit);
private _target = objectParent _backpack;
if (isNull _target) exitWith {false};
// raise event on target unit
["backpackOpened", _target, [_unit, _target, _backpack]] call EFUNC(common,targetEvent);
["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
// return false to open inventory as usual
false

@ -6,23 +6,11 @@ class CfgAmmo {
timeToLive=6;
};
class B_20mm : BulletBase {
timeToLive=30;
};
class B_25mm : BulletBase {
timeToLive=30;
};
class B_35mm_AA : BulletBase {
timeToLive=30;
};
class B_30mm_AP : BulletBase {
timeToLive=30;
};
class B_556x45_Ball : BulletBase {
airFriction=-0.00126466;
hit=8;
typicalSpeed=750;
tracerScale = 1;
tracerStartTime=0.073; // M856 tracer burns out to 800m
tracerEndTime=1.57123; // Time in seconds calculated with ballistics calculator
ACE_caliber=5.69;
@ -128,9 +116,13 @@ class CfgAmmo {
ACE_muzzleVelocities[]={785, 883, 925};
ACE_barrelLengths[]={254.0, 414.02, 508.0};
};
class B_56x15_dual: BulletBase {
tracerScale = 0.5;
};
class B_65x39_Caseless : BulletBase {
airFriction=-0.00075308;
typicalSpeed=800;
tracerScale = 1.1; //1.0;
ACE_caliber=6.706;
ACE_bulletLength=32.893;
ACE_bulletMass=7.9704;
@ -180,10 +172,15 @@ class CfgAmmo {
ACE_muzzleVelocities[]={750, 820, 840, 852, 860};
ACE_barrelLengths[]={254.0, 406.4, 508.0, 609.6, 660.4};
};
class SubmunitionBullet;
class B_65x39_Minigun_Caseless: SubmunitionBullet {
tracerScale = 1.1; //1.0;
};
class B_762x51_Ball : BulletBase {
airFriction=-0.00100957;
typicalSpeed=833;
hit=9;
tracerScale = 1.2; //0.6;
tracerStartTime=0.073; // Based on the British L5A1 which burns out to 1000m
tracerEndTime=2.15957; // Time in seconds calculated with ballistics calculator
ACE_caliber=7.823;
@ -479,6 +476,7 @@ class CfgAmmo {
class B_9x21_Ball : BulletBase {
airFriction=-0.00226847;
typicalSpeed=390;
tracerScale = 0.5;
hit=6;
ACE_caliber=9.042;
ACE_bulletLength=15.494;
@ -491,6 +489,9 @@ class CfgAmmo {
ACE_muzzleVelocities[]={440, 460, 480};
ACE_barrelLengths[]={101.6, 127.0, 228.6};
};
class B_9x21_Ball_Tracer_Green: B_9x21_Ball {
tracerScale = 0.5;
};
class ACE_9x18_Ball_57N181S : B_9x21_Ball {
hit=5;
airFriction=-0.00190333;
@ -584,6 +585,7 @@ class CfgAmmo {
timeToLive=10;
airFriction=-0.00038944;
typicalSpeed=910;
tracerScale = 1.3; //1.2;
ACE_caliber=10.363;
ACE_bulletLength=54.0;
ACE_bulletMass=26.568;
@ -670,9 +672,13 @@ class CfgAmmo {
ACE_muzzleVelocities[]={880, 915, 925};
ACE_barrelLengths[]={508.0, 660.4, 711.2};
};
class B_127x33_Ball: BulletBase {
tracerScale = 1.3; //1.2;
};
class B_127x54_Ball : BulletBase {
airFriction=-0.00019268;
typicalSpeed=300;
tracerScale = 1.3;//
ACE_caliber=12.954;
ACE_bulletLength=64.516;
ACE_bulletMass=48.6;
@ -688,6 +694,7 @@ class CfgAmmo {
timeToLive=10;
airFriction=-0.00057503;
typicalSpeed=900;
tracerScale = 1.3; //1.2;
ACE_caliber=12.954;
ACE_bulletLength=58.674;
ACE_bulletMass=41.9256;
@ -703,6 +710,7 @@ class CfgAmmo {
timeToLive=10;
airFriction=-0.00057503;
typicalSpeed=900;
tracerScale = 1.3;//
hit=25;
caliber=4.0;
ACE_caliber=12.954;
@ -736,6 +744,7 @@ class CfgAmmo {
timeToLive=10;
airFriction=-0.00063800;
typicalSpeed=820;
tracerScale = 1.3; //1.5;
ACE_caliber=12.979;
ACE_bulletLength=64.008;
ACE_bulletMass=48.276;
@ -750,6 +759,7 @@ class CfgAmmo {
class B_45ACP_Ball : BulletBase {
airFriction=-0.00081221;
typicalSpeed=250;
tracerScale = 0.6;
ACE_caliber=11.481;
ACE_bulletLength=17.272;
ACE_bulletMass=14.904;
@ -761,4 +771,36 @@ class CfgAmmo {
ACE_muzzleVelocities[]={230, 250, 285};
ACE_barrelLengths[]={101.6, 127.0, 228.6};
};
class B_19mm_HE: BulletBase {
tracerScale = 1;
};
class B_30mm_HE: B_19mm_HE {
tracerScale = 2.5;
};
class B_20mm: BulletBase {
timeToLive=30;
tracerScale = 1.5; //1;
};
class B_25mm: BulletBase {
timeToLive=30;
tracerScale = 2.0; //1;
};
class B_30mm_AP: BulletBase {
timeToLive=30;
tracerScale = 2.5;
};
class B_35mm_AA: BulletBase {
timeToLive=30;
tracerScale = 2.75; //1.85;
};
class ShellBase;
class Sh_120mm_HE: ShellBase {
tracerScale = 3;
};
class Sh_120mm_APFSDS: ShellBase {
tracerScale = 3;
};
class Gatling_30mm_HE_Plane_CAS_01_F: BulletBase {
tracerScale = 2.5;
};
};

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

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Ballistics">
<!-- MX -->
@ -1599,6 +1599,9 @@
<German>[ACE] Munitionskiste</German>
<Czech>[ACE] Bedna s municí</Czech>
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
<French>[ACE] Caisse de munitions</French>
<Hungarian>[ACE] Lőszeres láda</Hungarian>
<Russian>[ACE] Ящик с боеприпасами</Russian>
</Key>
</Package>
</Project>
</Project>

@ -25,14 +25,6 @@ class Extended_GetOut_EventHandlers {
};
};
};
//reset captivity and escorting status when getting killed
class Extended_Killed_EventHandlers {
class CAManBase {
class GVAR(AutoDetachCaptive) {
killed = QUOTE(_this call FUNC(handleKilled));
};
};
};
//mission start
class Extended_InitPost_EventHandlers {
class CAManBase {

@ -18,6 +18,11 @@ class CfgMovesBasic {
default = "ACE_AmovPercMstpSsurWnonDnon";
PutDown = "";
};
class ACE_CivilHandCuffedFFVActions: ACE_CivilStandHandcuffedActions {
stop = "ACE_HandcuffedFFV";
StopRelaxed = "ACE_HandcuffedFFV";
default = "ACE_HandcuffedFFV";
};
};
};
@ -30,6 +35,12 @@ class CfgMovesMaleSdr: CfgMovesBasic {
class CutSceneAnimationBase;
#define MACRO_ANIMATION \
head = "headDefault"; \
aimingBody = "aimingNo"; \
forceAim = 1; \
static = 1;
//Handcuffed Anims:
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon: CutSceneAnimationBase {
actions = "ACE_CivilStandHandcuffedActions";
@ -40,6 +51,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
canReload = 0;
MACRO_ANIMATION
};
class ACE_AmovPercMstpScapWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_Ease";
@ -47,14 +59,25 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01};
looped = 1;
MACRO_ANIMATION
};
class ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
actions = "CivilStandActions";
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_easeout";
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1};
MACRO_ANIMATION
};
//Handcuffed-FFV:
class ACE_HandcuffedFFV: ACE_AmovPercMstpScapWnonDnon {
file = "\A3\cargoposes_F_heli\anim\passenger_flatground_3idleunarmed.rtm";
actions = "ACE_CivilHandCuffedFFVActions";
ConnectTo[] = {};
MACRO_ANIMATION
};
//Surrender Anims:
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
actions = "ACE_CivilStandSurrenderActions";
@ -65,6 +88,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
canReload = 0;
MACRO_ANIMATION
};
class ACE_AmovPercMstpSsurWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon";
@ -72,6 +96,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
looped = 1;
ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01};
MACRO_ANIMATION
};
class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
speed = 0.5; //for gameplay reasons, slow this down
@ -79,6 +104,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1};
MACRO_ANIMATION
};
};
};

@ -12,17 +12,17 @@ class CfgVehicles {
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_RemoveHandcuffs {
displayName = CSTRING(ReleaseCaptive);
selection = "righthand";
distance = 2;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_MainActions {
class ACE_RemoveHandcuffs {
displayName = CSTRING(ReleaseCaptive);
selection = "righthand";
distance = 2;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_EscortCaptive {
displayName = CSTRING(EscortCaptive);
distance = 4;
@ -32,7 +32,6 @@ class CfgVehicles {
showDisabled = 0;
icon = QUOTE(PATHTOF(UI\captive_ca.paa));
priority = 2.3;
hotkey = "E";
};
class ACE_StopEscorting {
displayName = CSTRING(StopEscorting);
@ -43,7 +42,6 @@ class CfgVehicles {
showDisabled = 0;
icon = QUOTE(PATHTOF(UI\captive_ca.paa));
priority = 2.3;
hotkey = "E";
};
class ACE_LoadCaptive {
displayName = CSTRING(LoadCaptive);
@ -54,7 +52,6 @@ class CfgVehicles {
showDisabled = 0;
icon = QUOTE(PATHTOF(UI\captive_ca.paa));
priority = 2.2;
hotkey = "L";
};
class GVAR(UnloadCaptive) {
displayName = CSTRING(UnloadCaptive);
@ -74,7 +71,6 @@ class CfgVehicles {
exceptions[] = {"isNotEscorting"};
showDisabled = 0;
priority = 2.3;
hotkey = "C";
};
class ACE_StartSurrenderingSelf {
displayName = CSTRING(StartSurrendering);
@ -97,7 +93,7 @@ class CfgVehicles {
};
};
#define MACRO_LOADUNLOADCAPTIVE \
#define MACRO_LOADCAPTIVE \
class ACE_Actions { \
class ACE_MainActions { \
class GVAR(LoadCaptive) { \
@ -113,27 +109,27 @@ class CfgVehicles {
class LandVehicle;
class Car: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Tank: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Air;
class Helicopter: Air {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Plane: Air {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Ship;
class Ship_F: Ship {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class StaticWeapon: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Box_NATO_Support_F;
@ -153,16 +149,32 @@ class CfgVehicles {
class GVAR(ModuleSurrender): Module_F {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleSurrender_DisplayName); //Make Unit Surrender
displayName = CSTRING(ModuleSurrender_DisplayName);
function = QFUNC(moduleSurrender);
scope = 2; //show in editor
isGlobal = 1; //run global
isGlobal = 0; //run on server
isTriggerActivated = 1; //Wait for triggers
icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Surrender_ca.paa));
functionPriority = 0;
class Arguments {};
class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleSurrender_Description); //Sync a unit to make them surrender.<br/>Source: ace_captives
description = CSTRING(ModuleSurrender_Description);
sync[] = {"AnyAI"};
};
};
class GVAR(ModuleHandcuffed): Module_F {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleHandcuffed_DisplayName);
function = QFUNC(moduleHandcuffed);
scope = 2; //show in editor
isGlobal = 0; //run on server
isTriggerActivated = 1; //Wait for triggers
icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Handcuffed_ca.paa));
functionPriority = 0;
class Arguments {};
class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleHandcuffed_Description);
sync[] = {"AnyAI"};
};
};
@ -176,6 +188,7 @@ class CfgVehicles {
scope = 2;
icon = QUOTE(PATHTOF(UI\Icon_Module_settings_ca.paa));
isGlobal = 1;
isSingular = 1;
class Arguments {
class allowHandcuffOwnSide {
displayName = CSTRING(ModuleSettings_handcuffSide_name);
@ -190,8 +203,8 @@ class CfgVehicles {
defaultValue = 1;
};
class requireSurrender {
displayName = CSTRING(ModuleSettings_allowSurrender_name);
description = CSTRING(ModuleSettings_allowSurrender_description);
displayName = CSTRING(ModuleSettings_requireSurrender_name);
description = CSTRING(ModuleSettings_requireSurrender_description);
typeName = "NUMBER";
class values {
class disable {

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

Binary file not shown.

@ -6,12 +6,11 @@
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
PARAMS_1(_disconnectedPlayer);
params ["_disconnectedPlayer"];
private "_escortedUnit";
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
detach _escortedUnit;
//systemChat "debug: DC detach";
};
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
@ -19,7 +18,6 @@ if (isServer) then {
}];
};
["playerVehicleChanged", {_this call FUNC(handleVehicleChanged)}] call EFUNC(common,addEventHandler);
["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler);
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
@ -28,7 +26,7 @@ if (isServer) then {
["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
["SetSurrendered", {_this call FUNC(setSurrendered)}] call EFUNC(common,addEventHandler);
//Medical Integration Events???
//Medical Integration Events
["medical_onUnconscious", {_this call ACE_Captives_fnc_handleOnUnconscious}] call EFUNC(common,addEventHandler);
if (!hasInterface) exitWith {};

@ -16,14 +16,15 @@ PREP(doFriskPerson);
PREP(doLoadCaptive);
PREP(doRemoveHandcuffs);
PREP(doUnloadCaptive);
PREP(findEmptyNonFFVCargoSeat);
PREP(handleGetIn);
PREP(handleGetOut);
PREP(handleKilled);
PREP(handleOnUnconscious);
PREP(handlePlayerChanged);
PREP(handleRespawn);
PREP(handleUnitInitPost);
PREP(handleZeusDisplayChanged);
PREP(moduleHandcuffed);
PREP(moduleSettings);
PREP(moduleSurrender);
PREP(setHandcuffed);

@ -2,7 +2,7 @@
class CfgPatches {
class ADDON {
units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender)};
units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender), QGVAR(ModuleHandcuffed)};
weapons[] = {"ACE_CableTie"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_Interaction"};

@ -20,7 +20,13 @@ params ["_unit", "_target"];
//Check sides, Player has cableTie, target is alive and not already handcuffed
(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
("ACE_CableTie" in (items _unit)) &&
{"ACE_CableTie" in (items _unit)} &&
{alive _target} &&
{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
(GVAR(requireSurrender) == 0 || ((_target getVariable [QGVAR(isSurrendering), false]) || (currentWeapon _target == "" && GVAR(requireSurrender) == 2)))
{
(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
{!([_target] call EFUNC(common,isPlayer))} || //is an AI (not a player)
{GVAR(requireSurrender) == 0} || //or don't require surrendering
{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon
}

@ -11,28 +11,36 @@
* The return value <BOOL>
*
* Example:
* [player, bob] call ACE_captives_fnc_canLoadCaptive
* [player, bob, car] call ACE_captives_fnc_canLoadCaptive
*
* Public: No
*/
#include "script_component.hpp"
private ["_objects"];
params ["_unit", "_target","_vehicle"];
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
if ((count _objects) > 0) then {_target = _objects select 0;};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
};
if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship_F"], 10];
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
//Looking at a captive unit, search for nearby vehicles with valid seats:
{
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
//We have a vehicle picked, make sure it has empty seats:
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
};
(!isNull _target)
&& {!isNull _vehicle}
&& {_unit getVariable [QGVAR(isEscorting), false]}
&& {_target getVariable [QGVAR(isHandcuffed), false]}
&& {_vehicle emptyPositions "cargo" > 0}
(!isNull _vehicle)

@ -20,4 +20,5 @@ params ["_unit", "_target"];
//Unit is handcuffed and not currently being escorted
_target getVariable [QGVAR(isHandcuffed), false] &&
{isNull (attachedTo _target)}
{isNull (attachedTo _target)} &&
{(vehicle _target) == _target}

@ -35,7 +35,9 @@ if (_state) then {
nil, 20, false, true, "", QUOTE(!isNull (GETVAR(_target,QGVAR(escortedUnit),objNull)))];
[{
EXPLODE_3_PVT((_this select 0),_unit,_target,_actionID);
params ["_args", "_pfID"];
_args params ["_unit", "_target", "_actionID"];
if (_unit getVariable [QGVAR(isEscorting), false]) then {
if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then {
_unit setVariable [QGVAR(isEscorting), false, true];
@ -43,7 +45,7 @@ if (_state) then {
};
if (!(_unit getVariable [QGVAR(isEscorting), false])) then {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
[objNull, _target, false] call EFUNC(common,claim);
detach _target;
_unit removeAction _actionID;

@ -18,7 +18,6 @@
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
PARAMS_2(_player,_unit);
params ["_player", "_unit"];
_weapon = currentWeapon _player;

@ -1,6 +1,6 @@
/*
* Author: commy2
* Unit loads the target object into a vehicle.
* Unit loads the target object into a vehicle. (logic same as canLoadCaptive)
*
* Arguments:
* 0: Unit that wants to load a captive <OBJECT>
@ -17,24 +17,34 @@
*/
#include "script_component.hpp"
private "_objects";
params ["_unit", "_target","_vehicle"];
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
if ((count _objects) > 0) then {_target = _objects select 0;};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
};
if (isNull _target) exitWith {};
if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {ERROR("");};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car_F", "Tank_F", "Helicopter_F", "Boat_F", "Plane_F"], 10];
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
//Looking at a captive unit, search for nearby vehicles with valid seats:
{
// if (([_x] call FUNC(findEmptyNonFFVCargoSeat)) != -1) exitWith {
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
// if (([_vehicle] call FUNC(findEmptyNonFFVCargoSeat)) == -1) then {
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
};
if (isNull _vehicle) exitWith {};
if ((!isNil "_target") && {!isNil "_vehicle"}) then {
_unit setVariable [QGVAR(isEscorting), false, true];
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);
};
if (isNull _vehicle) exitWith {ERROR("");};
_unit setVariable [QGVAR(isEscorting), false, true];
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);

@ -0,0 +1,67 @@
/*
* Author: PabstMirror
* Finds a free cargo seat, searching non FFV first
*
* Arguments:
* 0: The Vehicle <OBJECT>
*
* Return Value:
* ARRAY [seat index <NUMBER>, is FFV <BOOL>]
*
* Example:
* [car1] call ACE_captives_fnc_findEmptyNonFFVCargoSeat
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
TRACE_1("params", _vehicle);
_vehicleConfig = configFile >> "CfgVehicles" >> (typeOf _vehicle);
_proxyOrder = getArray (_vehicleConfig >> "getInProxyOrder");
_transportSoldier = getNumber (_vehicleConfig >> "transportSoldier");
_realCargoCount = if (isArray (_vehicleConfig >> "getInProxyOrder")) then {count _proxyOrder} else {_transportSoldier};
//Find FFV turrets:
_ffvCargoIndexes = [];
{
_turretConfig = [_vehicleConfig, _x] call EFUNC(common,getTurretConfigPath);
_isCargoProxy = ((getText (_turretConfig >> "proxyType")) == "CPCargo") && {isNumber (_turretConfig >> "proxyIndex")};
if (_isCargoProxy) then {
_proxyCargoIndex = getNumber (_turretConfig >> "proxyIndex");
_cargoIndex = _proxyOrder find _proxyCargoIndex;
_ffvCargoIndexes pushBack _cargoIndex;
};
} forEach (allTurrets [_vehicle, true]);
//Find Empty Seats:
_occupiedSeats = [];
{
_x params ["", "", "_xIndex"];
if (_xIndex > -1) then {_occupiedSeats pushBack _xIndex;};
} forEach (fullCrew _vehicle);
TRACE_3("Searching for empty seat",_realCargoCount,_ffvCargoIndexes,_occupiedSeats);
_emptyCargoSeatReturn = [-1, false];
//First seach for non-ffv seats:
for "_index" from 0 to (_realCargoCount - 1) do {
if ((!(_index in _ffvCargoIndexes)) && {!(_index in _occupiedSeats)}) exitWith {
_emptyCargoSeatReturn = [_index, false];
};
};
//Only use FFV if none found:
if (_emptyCargoSeatReturn isEqualTo [-1, false]) then {
for "_index" from 0 to (_realCargoCount - 1) do {
if (!(_index in _occupiedSeats)) exitWith {
_emptyCargoSeatReturn = [_index, true];
};
};
};
_emptyCargoSeatReturn

@ -4,8 +4,8 @@
*
* Arguments:
* 0: _vehicle <OBJECT>
* 2: dunno <OBJECT>
* 1: _unit <OBJECT>
* 1: dunno <OBJECT>
* 2: _unit <OBJECT>
*
* Return Value:
* The return value <BOOL>
@ -17,7 +17,8 @@
*/
#include "script_component.hpp"
params ["_vehicle", "_dontcare","_unit"];
params ["_vehicle", "","_unit"];
TRACE_2("params",_vehicle,_unit);
if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then {
@ -25,6 +26,20 @@ if (local _unit) then {
};
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrender);
[_unit, false] call FUNC(setSurrendered);
};
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
//Need to force animation for FFV turrets
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
if (!(_turretPath isEqualTo [])) then {
TRACE_1("Setting FFV Handcuffed Animation",_turretPath);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
};
};

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

@ -1,32 +0,0 @@
/*
* Author: PabstMirror
* Handles when a unit is kill. Reset captivity and escorting status
*
* Arguments:
* 0: _oldUnit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob1] call ACE_captives_fnc_handleKilled
*
* Public: No
*/
#include "script_component.hpp"
params ["_oldUnit"];
if (!local _oldUnit) exitWith {};
if (_oldUnit getVariable [QGVAR(isHandcuffed), false]) then {
[_oldUnit, false] call FUNC(setHandcuffed);
};
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
_oldUnit setVariable [QGVAR(isEscorting), false, true];
};
if (_oldUnit getVariable [QGVAR(isSurrendering), false]) then {
[_oldUnit, false] call FUNC(setSurrendered);
};

@ -21,10 +21,10 @@ params ["_newUnit","_oldUnit"];
//set showHUD based on new unit status:
if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then {
TRACE_1("Player Change (showHUD false)",_newUnit);
showHUD false;
["captive", [false, false, false, false, false, false, false, false]] call EFUNC(common,showHud);
} else {
TRACE_1("Player Change (showHUD true)",_newUnit);
showHUD true;
["captive", []] call EFUNC(common,showHud); //same as showHud true;
};
//If old player was escorting, stop

@ -20,20 +20,34 @@ params ["_unit","_dead"];
if (!local _unit) exitWith {};
//With respawn="group", we could be respawning into a unit that is handcuffed/captive
//If they are, reset and rerun the SET function
//if not, make sure to explicity disable the setCaptivityStatus, because captiveNum does not work correctly on respawn
// Group and side respawn can potentially respawn you as a captive unit
// Base and instant respawn cannot, so captive should be entirely reset
// So we explicity account for the respawn type
private ["_respawn"];
_respawn = [0] call BIS_fnc_missionRespawnType;
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
_unit setVariable [QGVAR(isHandcuffed), false];
[_unit, true] call FUNC(setHandcuffed);
} else {
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
};
if (_respawn > 3) then {
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
_unit setVariable [QGVAR(isHandcuffed), false];
[_unit, true] call FUNC(setHandcuffed);
};
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
_unit setVariable [QGVAR(isSurrendering), false];
[_unit, true] call FUNC(setSurrendered);
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
_unit setVariable [QGVAR(isSurrendering), false];
[_unit, true] call FUNC(setSurrendered);
};
} else {
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
[_unit, false] call FUNC(setHandcuffed);
};
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrendered);
};
[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
_oldUnit setVariable [QGVAR(isEscorting), false, true];
};
};

@ -18,7 +18,7 @@
params ["_unit"];
// prevent players from throwing grenades (added to all units)
[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);
// [_unit, "Throw", {systemChat "a"; ((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}; true}, {systemChat "b";}] call EFUNC(common,addActionEventhandler);
if (local _unit) then {
// reset status on mission start

@ -23,9 +23,9 @@ params ["_unit","_zeusIsOpen"];
if (!_zeusIsOpen) then {
if ((_unit getVariable [QGVAR(isHandcuffed), false]) || {_unit getVariable [QGVAR(isSurrendering), false]}) then {
TRACE_1("Player Change (showHUD false)",_unit);
showHUD false;
["captive", [false, false, false, false, false, false, false, false]] call EFUNC(common,showHud);
} else {
TRACE_1("Player Change (showHUD true)",_unit);
showHUD true;
["captive", []] call EFUNC(common,showHud); //same as showHud true;
};
};

@ -0,0 +1,35 @@
/*
* Author: PabstMirror
* Module Function to make a unit handcuffed (can be called from editor)
*
* Arguments:
* 0: The Module Logic <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* Called from module
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_units", "_activated"];
TRACE_3("params",_logic,_units,_activated);
if (!_activated) exitWith {};
if (!isServer) exitWith {};
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
["SetHandcuffed", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05] call EFUNC(common,waitAndExecute);
deleteVehicle _logic;

@ -1,9 +1,9 @@
/*
* Author: PabstMirror
* Module Function to make a unit surrender (can be called from editor, or placed with zeus)
* Module Function to make a unit surrender (can be called from editor)
*
* Arguments:
* 0: The Module Logic Object <OBJECT>
* 0: The Module Logic <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
@ -17,20 +17,19 @@
*/
#include "script_component.hpp"
private ["_bisMouseOver", "_mouseOverObject"];
params ["_logic", "_units", "_activated"];
TRACE_3("params",_logic,_units,_activated);
if (!_activated) exitWith {};
if (!isServer) exitWith {};
if (local _logic) then {
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
PARAMS_1(_units);
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute);
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05] call EFUNC(common,waitAndExecute);
deleteVehicle _logic;
};
deleteVehicle _logic;

@ -17,8 +17,9 @@
#include "script_component.hpp"
params ["_unit","_state"];
TRACE_2("params",_unit,_state);
if (!local _unit) exitwith {
if (!local _unit) exitWith {
ERROR("running setHandcuffed on remote unit");
};
if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
@ -27,7 +28,7 @@ if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith
if (_state) then {
_unit setVariable [QGVAR(isHandcuffed), true, true];
[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
[_unit, false] call FUNC(setSurrendered);
@ -37,37 +38,62 @@ if (_state) then {
_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
if (_unit == ACE_player) then {
showHUD false;
["captive", [false, false, false, false, false, false, false, false]] call EFUNC(common,showHud);
};
// fix anim on mission start (should work on dedicated servers)
[{
params ["_unit"];
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
if ((vehicle _unit) == _unit) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
} else {
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
};
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation);
if (_unit == (vehicle _unit)) then {
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Handcuff animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
}];
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
} else {
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
TRACE_1("turret Path",_turretPath);
if (_turretPath isEqualTo []) exitWith {};
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
}];
TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
@ -81,6 +107,9 @@ if (_state) then {
};
if (_unit == ACE_player) then {
showHUD true;
["captive", []] call EFUNC(common,showHud); //same as showHud true;
};
};
//Global Event after changes:
["CaptiveStatusChanged", [_unit, _state, "SetHandcuffed"]] call EFUNC(common,globalEvent);

@ -17,8 +17,9 @@
#include "script_component.hpp"
params ["_unit","_state"];
TRACE_2("params",_unit,_state);
if (!local _unit) exitwith {
if (!local _unit) exitWith {
ERROR("running surrender on remote unit");
};
@ -32,10 +33,10 @@ if (_state) then {
_unit setVariable [QGVAR(isSurrendering), true, true];
[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set);
if (_unit == ACE_player) then {
showHUD false;
["captive", [false, false, false, false, false, false, false, false]] call EFUNC(common,showHud);
};
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
@ -43,13 +44,17 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
PARAMS_1(_unit);
params ["_unit"];
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
};
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
params ["_unit", "_newAnimation"];
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Surrender animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
@ -57,21 +62,20 @@ if (_state) then {
}];
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(surrenderAnimEHID), -1];
if (_unit == ACE_player) then {
//only re-enable HUD if not handcuffed
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
showHUD true;
["captive", []] call EFUNC(common,showHud); //same as showHud true;
};
};
@ -85,8 +89,8 @@ if (_state) then {
//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
//Handles long animation chains
[{
PARAMS_2(_args,_pfID);
EXPLODE_2_PVT(_args,_unit,_maxTime);
params ["_args", "_pfID"];
_args params ["_unit", "_maxTime"];
//If waited long enough or they re-surrendered or they are unconscious, exit loop
if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;
@ -100,3 +104,6 @@ if (_state) then {
}, 0, [_unit, (ACE_time + 20)]] call CBA_fnc_addPerFrameHandler;
};
};
//Global Event after changes:
["CaptiveStatusChanged", [_unit, _state, "SetSurrendered"]] call EFUNC(common,globalEvent);

@ -16,11 +16,17 @@
*/
#include "script_component.hpp"
params ["_target","_vehicle"];
TRACE_2("params",_target,_vehicle);
private ["_cargoIndex"];
params ["_target","_vehicle"];
_getSeat = [_vehicle] call FUNC(findEmptyNonFFVCargoSeat);
TRACE_1("free cargo seat",_getSeat);
_cargoIndex = _getSeat select 0;
if (_cargoIndex == -1) exitWith {ERROR("cargo index -1");};
_target moveInCargo [_vehicle, _cargoIndex];
_target assignAsCargoIndex [_vehicle, _cargoIndex];
_target moveInCargo _vehicle;
_target assignAsCargo _vehicle;
_cargoIndex = _vehicle getCargoIndex _target;
_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];

@ -16,8 +16,11 @@
#include "script_component.hpp"
params ["_unit"];
TRACE_1("params",_unit);
_unit setVariable [QGVAR(CargoIndex), -1, true];
moveOut _unit;
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
unassignVehicle _unit;

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

@ -99,7 +99,7 @@
</Key>
<Key ID="STR_ACE_Captives_CableTieDescription">
<English>Cable ties that allow you to restrain prisoners.</English>
<German>Kabelbinder ermöglichen es, Gefangene zu fesseln.</German>
<German>Mit Kabelbindern können Gefangene gefesselt werden.</German>
<Polish>Opaska zaciskowa pozwala na skrępowanie dłoni u więźnia.</Polish>
<Spanish>Los precintos permiten maniatar prisioneros</Spanish>
<French>Les Serflex permettent de menotter les prisonniers.</French>
@ -164,6 +164,9 @@
<German>Einheit kapitulieren lassen</German>
<Czech>Vzdávající se jednotka</Czech>
<Portuguese>Fazer unidade se render</Portuguese>
<French>Faire capituler l'unité</French>
<Hungarian>Egység kapitulálása</Hungarian>
<Russian>Заставить юнита сдаться</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
@ -172,6 +175,23 @@
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
<French>Synchronise une unité pour la rendre captive. &lt;br/&gt;Source: ace_captives</French>
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
<Russian>Синхронизируйте с юнитами, чтобы заставить их сдаться в плен.&lt;br /&gt;Источник: ace_captives</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_DisplayName">
<English>Make Unit Handcuffed</English>
<Polish>Skuj jednostkę</Polish>
<Portuguese>Fazer unidade algemada</Portuguese>
<Russian>Связать юнита</Russian>
<Czech>Spoutat jednotku</Czech>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_Description">
<English>Sync a unit to make them handcuffed.&lt;br /&gt;Source: ace_captives</English>
<Polish>Zsynchronizuj z jednostką, aby została skuta.&lt;br /&gt;Źródło: ace_captives</Polish>
<Portuguese>Sincronizar uma unidade para deixá-la algemada.&lt;br/&gt;Source: ace_captives</Portuguese>
<Russian>Синхронизируйте с юнитами, чтобы сделать их связанными.&lt;br /&gt;Источник: ace_captives</Russian>
<Czech>Synchronizovat s jednotkou, která má být v poutech.&lt;br /&gt;Zdroj: ace_captives</Czech>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English>
@ -180,6 +200,9 @@
<Czech>Nastavení zajatce</Czech>
<German>Gefangenen-Einstellungen</German>
<Portuguese>Ajustes de prisioneiros</Portuguese>
<French>Options de capitulation</French>
<Hungarian>Fogoly-beállítások</Hungarian>
<Russian>Настройки пленения</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_Description">
<English>Controls settings for surrender and cable ties</English>
@ -188,22 +211,31 @@
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
<French>Contrôle les paramètres de la rédition et des Serflex</French>
<Hungarian>Szabályozza a kapituláció és bilincselés beállításait</Hungarian>
<Russian>Управляет настройками сдачи в плен и связывания</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
<English>Can handcuff own side</English>
<Polish>Skuwanie sojuszników</Polish>
<Spanish>Se puede esposar el bando propio</Spanish>
<Czech>Může spoutat spolubojovníky</Czech>
<German>Kann Teamkollegen fesseln</German>
<German>Kann Kameraden fesseln</German>
<Portuguese>Pode algemar o próprio lado</Portuguese>
<French>Peut libérer sa propre faction</French>
<Hungarian>Saját oldal megbilincselhető</Hungarian>
<Russian>Связать союзника</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
<English>Can players cabletie units on their own side</English>
<Polish>Czy gracze mogą skuwać sojuszników?</Polish>
<Spanish>Pueden los jugadores esposar unidades en su propio bando</Spanish>
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
<German>Können Spieler eigene Einheiten fesseln</German>
<German>Spieler können eigene Einheiten fesseln. </German>
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
<French>Les joueurs peuvent utiliser les Serflex sur leur propre camp</French>
<Hungarian>A játékosok megkötözhetik-e a saját oldalukon lévő egységeket</Hungarian>
<Russian>Разрешить игрокам связывать юнитов своей стороны</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
<English>Allow surrendering</English>
@ -212,26 +244,56 @@
<Czech>Povolit vzdávání</Czech>
<German>Kapitulation erlauben</German>
<Portuguese>Permite rendição</Portuguese>
<French>Permettre la capitulation</French>
<Hungarian>Kapituláció engedélyezése</Hungarian>
<Russian>Сдаться в плен</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
<English>Players can surrender after holstering their weapon</English>
<Polish>Gracze mogą skapitulować po schowaniu swojej broni do kabury</Polish>
<Spanish>Los jugadores pueden rendirse después de enfundar su arma</Spanish>
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben.</German>
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
<French>Les joueurs peuvent se rendre après avoir rangé leur arme</French>
<Hungarian>A játékosok megadhatják magukat a fegyverük elrakása után</Hungarian>
<Russian>Игроки могут сдаться в плен после того, как уберут оружие</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
<English>Require surrendering</English>
<German>Benötigt Kapitulation</German>
<Polish>Wymagaj kapitulacji</Polish>
<Portuguese>Requer rendição</Portuguese>
<Russian>Требовать пленения</Russian>
<Spanish>Requiere rendición</Spanish>
<Czech>Vzdávání vyžadováno</Czech>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description">
<English>Require Players to surrender before they can be arrested</English>
<German>Spieler müssen sich erst ergeben, bevor sie gefangen genommen werden können</German>
<Polish>Wymagaj od graczy kapitulacji zanim będzie można ich zaaresztować</Polish>
<Portuguese>Requer que jogadores se rendam antes de poderem ser presos</Portuguese>
<Russian>Требуется, чтобы игрок сдался в плен прежде, чем его можно будет связать</Russian>
<Spanish>Requiere que los Jugadores se rindan antes de arrestarlos</Spanish>
<Czech>Vyžaduje, aby se hráč nejdříve vzdal, poté může být spoután</Czech>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOnly">
<English>Surrendering only</English>
<German>Nur Ergeben</German>
<Polish>Tylko kapitulacja</Polish>
<Portuguese>Somente rendição </Portuguese>
<Russian>Только сдавшийся в плен</Russian>
<Spanish>Solo rendición</Spanish>
<Czech>Pouze vzdávání</Czech>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOrNoWeapon">
<English>Surrendering or No weapon</English>
<German>Ergeben oder keine Waffe</German>
<Polish>Kapitulacja lub brak broni</Polish>
<Portuguese>Rendição ou desarmado</Portuguese>
<Russian>Сдавшийся или безоружный</Russian>
<Spanish>Rendición o desarme</Spanish>
<Czech>Vzdávání nebo beze zbraně</Czech>
</Key>
</Package>
</Project>

1
addons/cargo/$PBOPREFIX$ Normal file

@ -0,0 +1 @@
z\ace\addons\cargo

@ -0,0 +1,9 @@
class ACE_Settings {
class GVAR(enable) {
displayName = CSTRING(ModuleSettings_enable);
description = CSTRING(ModuleSettings_enable_Description);
typeName = "BOOL";
value = 1;
category = ECSTRING(OptionsMenu,CategoryLogistics);
};
};

@ -0,0 +1,96 @@
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
class Extended_Killed_EventHandlers {
class All {
init = QUOTE(call FUNC(handleDestroyed));
};
};
//Need initPost or we have problems with setVariable with 'ACE_Cargo'
class Extended_InitPost_EventHandlers {
class StaticWeapon {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class ReammoBox_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class Cargo_base_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class CargoNet_01_box_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Land_CargoBox_V1_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Land_PaperBox_closed_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class RoadCone_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Car {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Tank {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Helicopter {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Plane {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Ship_F {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class ACE_RepairItem_Base {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class ACE_bodyBagObject {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class ACE_ConcertinaWireCoil {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
};

@ -0,0 +1,457 @@
class CfgVehicles {
class ACE_Module;
class ACE_moduleCargoSettings: ACE_Module {
scope = 2;
displayName = CSTRING(SettingsModule_DisplayName);
icon = QUOTE(PATHTOF(UI\Icon_Module_Cargo_ca.paa));
category = "ACE_Logistics";
function = QFUNC(moduleSettings);
functionPriority = 1;
isGlobal = 1;
isSingular = 1;
isTriggerActivated = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class enable {
displayName = CSTRING(ModuleSettings_enable);
description = CSTRING(ModuleSettings_enable_Description);
typeName = "BOOL";
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(SettingsModule_Description);
sync[] = {};
};
};
class LandVehicle;
class Car: LandVehicle {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
class ACE_Cargo {
/*
class Cargo {
class ACE_medicalSupplyCrate {
type = "ACE_medicalSupplyCrate";
amount = 1;
};
};*/
};
};
class Tank: LandVehicle {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
class Car_F;
class Truck_F: Car_F {
GVAR(space) = 8;
GVAR(hasCargo) = 1;
};
// hemets
class Truck_01_base_F: Truck_F {
GVAR(space) = 8;
};
class B_Truck_01_transport_F: Truck_01_base_F {
GVAR(space) = 20;
};
class B_Truck_01_covered_F: B_Truck_01_transport_F {
GVAR(space) = 20;
};
class B_Truck_01_mover_F: B_Truck_01_transport_F {
GVAR(space) = 4;
};
class B_Truck_01_box_F: B_Truck_01_mover_F {
GVAR(space) = 40;
};
class B_Truck_01_Repair_F: B_Truck_01_mover_F {
GVAR(space) = 20;
};
class B_Truck_01_ammo_F: B_Truck_01_mover_F {
GVAR(space) = 8;
};
class B_Truck_01_fuel_F: B_Truck_01_mover_F {
GVAR(space) = 4;
};
class B_Truck_01_medical_F: B_Truck_01_transport_F {
GVAR(space) = 8;
};
// kamaz'
class Truck_02_base_F: Truck_F { //covers "covered" variants
GVAR(space) = 20;
};
class Truck_02_transport_base_F: Truck_02_base_F {
GVAR(space) = 20;
};
class Truck_02_box_base_F: Truck_02_base_F { // repair variant, not actually cargo box like hemet
GVAR(space) = 12;
};
class Truck_02_medical_base_F: Truck_02_box_base_F {
GVAR(space) = 8;
};
class Truck_02_Ammo_base_F: Truck_02_base_F {
GVAR(space) = 12;
};
class Truck_02_fuel_base_F: Truck_02_base_F {
GVAR(space) = 4;
};
// typhoon
class Truck_03_base_F: Truck_F {
GVAR(space) = 8;
};
class O_Truck_03_transport_F: Truck_03_base_F {
GVAR(space) = 20;
};
class O_Truck_03_covered_F: Truck_03_base_F {
GVAR(space) = 20;
};
class O_Truck_03_repair_F: Truck_03_base_F {
GVAR(space) = 12;
};
class O_Truck_03_ammo_F: Truck_03_base_F {
GVAR(space) = 8;
};
class O_Truck_03_fuel_F: Truck_03_base_F {
GVAR(space) = 4;
};
class O_Truck_03_medical_F: Truck_03_base_F {
GVAR(space) = 8;
};
class O_Truck_03_device_F: Truck_03_base_F {
GVAR(space) = 4;
};
// civ trucks
class Van_01_base_F: Truck_F {
GVAR(space) = 8;
};
class Van_01_transport_base_F: Van_01_base_F {
GVAR(space) = 8;
};
class Van_01_box_base_F: Van_01_base_F { // repair variant, not actually cargo box like hemet
GVAR(space) = 12;
};
class Van_01_fuel_base_F: Van_01_base_F {
GVAR(space) = 4;
};
// misc. vehicles
class Quadbike_01_base_F: Car_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
class Kart_01_Base_F: Car_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// helicopters
class Air;
class Helicopter: Air {
GVAR(space) = 8;
GVAR(hasCargo) = 1;
};
class Heli_Transport_02_base_F;
class I_Heli_Transport_02_F : Heli_Transport_02_base_F {
GVAR(space) = 20;
GVAR(hasCargo) = 1;
};
// jets
class Plane: Air {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// autonomus
class Helicopter_Base_F;
class UAV_01_base_F: Helicopter_Base_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// boats
class Ship;
class Ship_F: Ship {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
class Boat_Civil_01_base_F: Ship_F {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
class Boat_F: Ship_F {};
class Rubber_duck_base_F: Boat_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
class Boat_Armed_01_base_F: Boat_F {
GVAR(space) = 8;
GVAR(hasCargo) = 1;
};
// submarines
class SDV_01_base_F: Boat_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// Static weapons
class StaticWeapon: LandVehicle {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
class StaticMortar;
class Mortar_01_base_F: StaticMortar {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
// Ammo boxes
class ThingX;
class ReammoBox_F: ThingX {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
//"Supply Box" - Small Pallets
class B_supplyCrate_F: ReammoBox_F {
GVAR(size) = 6;
};
class IG_supplyCrate_F: ReammoBox_F {
GVAR(size) = 6;
};
class C_supplyCrate_F: ReammoBox_F {
GVAR(size) = 6;
};
// objects
class RoadCone_F: ThingX {
GVAR(size) = 1;
GVAR(canLoad) = 1;
};
class RoadBarrier_F: RoadCone_F {
GVAR(size) = 2;
};
class Scrapyard_base_F;
class Land_PaperBox_closed_F: Scrapyard_base_F {
GVAR(space) = 10;
GVAR(hasCargo) = 1;
GVAR(size) = 11;
GVAR(canLoad) = 1;
XEH_ENABLED;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
class Cargo_base_F: ThingX {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
GVAR(size) = 4;
GVAR(canLoad) = 1;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
class Cargo10_base_F: Cargo_base_F {
GVAR(space) = 14;
GVAR(size) = 15;
XEH_ENABLED;
};
class Land_Cargo20_blue_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_brick_red_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_cyan_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_grey_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_light_blue_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_light_green_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_military_green_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Ruins_F;
class Land_Cargo20_military_ruins_F: Ruins_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_orange_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_red_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_sand_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_vr_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_white_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_yellow_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo40_blue_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_brick_red_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_cyan_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_grey_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_light_blue_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_light_green_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_military_green_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_military_ruins_F: Ruins_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_orange_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_red_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_sand_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_vr_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_white_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_yellow_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
// small
class Land_CargoBox_V1_F: ThingX {
GVAR(space) = 7;
GVAR(hasCargo) = 1;
GVAR(size) = 7;
XEH_ENABLED;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
};

12
addons/cargo/README.md Normal file

@ -0,0 +1,12 @@
ace_cargo
============
Adds cargo menu to vehicles and allows loading and unloading of cargo items.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [commy2](https://github.com/commy2)
- [Glowbal](https://github.com/Glowbal)

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@ -0,0 +1,45 @@
#include "script_component.hpp"
["AddCargoByClass", {_this call FUNC(addCargoItem)}] call EFUNC(common,addEventHandler);
["LoadCargo", {
(_this select 0) params ["_item","_vehicle"];
private ["_loaded", "_hint", "_itemName", "_vehicleName"];
_loaded = [_item, _vehicle] call FUNC(loadItem);
// Show hint as feedback
_hint = [LSTRING(LoadingFailed), LSTRING(LoadedItem)] select _loaded;
_itemName = getText (configFile >> "CfgVehicles" >> typeOf _item >> "displayName");
_vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
["displayTextStructured", [[_hint, _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent);
if (_loaded) then {
// Invoke listenable event
["cargoLoaded", [_item, _vehicle]] call EFUNC(common,globalEvent);
};
}] call EFUNC(common,addEventHandler);
["UnloadCargo", {
(_this select 0) params ["_item","_vehicle"];
private ["_unloaded", "_itemClass", "_hint", "_itemName", "_vehicleName"];
_unloaded = [_item, _vehicle] call FUNC(unloadItem);
_itemClass = if (_item isEqualType "") then {_item} else {typeOf _item};
// Show hint as feedback
_hint = [LSTRING(UnloadingFailed), LSTRING(UnloadedItem)] select _unloaded;
_itemName = getText (configFile >> "CfgVehicles" >> _itemClass >> "displayName");
_vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
["displayTextStructured", [[_hint, _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent);
if (_unloaded) then {
// Invoke listenable event
["cargoUnloaded", [_item, _vehicle]] call EFUNC(common,globalEvent);
};
// TOOO maybe drag/carry the unloaded item?
}] call EFUNC(common,addEventHandler);

@ -0,0 +1,25 @@
#include "script_component.hpp"
ADDON = false;
PREP(addCargoItem);
PREP(canLoad);
PREP(canLoadItemIn);
PREP(canUnloadItem);
PREP(findNearestVehicle);
PREP(getCargoSpaceLeft);
PREP(getSizeItem);
PREP(handleDestroyed);
PREP(initObject);
PREP(initVehicle);
PREP(loadItem);
PREP(moduleSettings);
PREP(onMenuOpen);
PREP(startLoadIn);
PREP(startUnload);
PREP(unloadItem);
PREP(validateCargoSpace);
GVAR(initializedItemClasses) = [];
ADDON = true;

18
addons/cargo/config.cpp Normal file

@ -0,0 +1,18 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interaction"};
author[] = {"commy2", "Glowbal"};
authorUrl = "https://ace3mod.com/";
VERSION_CONFIG;
};
};
#include "ACE_Settings.hpp"
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
#include "menu.hpp"

@ -0,0 +1,29 @@
/*
* Author: Glowbal, Jonpas
* Adds a cargo item to the vehicle.
*
* Arguments:
* 0: Item Classname <STRING>
* 1: Vehicle <OBJECT>
* 2: Amount <NUMBER> (default: 1)
* 3: Show Hint <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* ["item", vehicle] call ace_cargo_fnc_addCargoItem
*
* Public: No
*/
#include "script_component.hpp"
params ["_itemClass", "_vehicle", ["_amount", 1], ["_showHint", false, [false]] ];
TRACE_3("params",_itemClass,_vehicle,_amount);
for "_i" from 1 to _amount do {
[_itemClass, _vehicle] call FUNC(loadItem);
};
// Invoke listenable event
["cargoAddedByClass", [_itemClass, _vehicle, _amount]] call EFUNC(common,globalEvent);

@ -0,0 +1,36 @@
/*
* Author: Glowbal
* Check if player can load an item into the nearest vehicle.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Object to load <OBJECT>
*
* Return value:
* Can load <BOOL>
*
* Example:
* [player, object] call ace_cargo_fnc_canLoad
*
* Public: No
*/
#include "script_component.hpp"
params ["_player", "_object"];
if (!([_player, _object, []] call EFUNC(common,canInteractWith))) exitWith {false};
private ["_nearestVehicle"];
_nearestVehicle = [_player] call FUNC(findNearestVehicle);
if (_nearestVehicle isKindOf "Cargo_Base_F" || isNull _nearestVehicle) then {
{
if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_nearestVehicle = _x};
} forEach (nearestObjects [_player, ["Cargo_base_F", "Land_PaperBox_closed_F"], MAX_LOAD_DISTANCE]);
};
if (isNull _nearestVehicle) exitWith {false};
if ((locked _nearestVehicle) >= 2) exitWith {false};
[_object, _nearestVehicle] call FUNC(canLoadItemIn)

@ -0,0 +1,39 @@
/*
* Author: Glowbal
* Check if item can be loaded into other Object.
*
* Arguments:
* 0: Item <OBJECT or STRING>
* 1: Holder Object (Vehicle) <OBJECT>
*
* Return value:
* Can load in <BOOL>
*
* Example:
* [item, holder] call ace_cargo_fnc_canLoadItemIn
*
* Public: No
*/
#include "script_component.hpp"
params [["_item", "", [objNull,""]], "_vehicle"];
if (speed _vehicle > 1 || (((getPos _vehicle) select 2) > 3)) exitWith {false};
private ["_itemSize", "_validItem"];
_itemSize = [_item] call FUNC(getSizeItem);
if (_item isEqualType "") then {
_validItem =
isClass (configFile >> "CfgVehicles" >> _item) &&
{getNumber (configFile >> "CfgVehicles" >> _item >> QGVAR(canLoad)) == 1};
} else {
_validItem =
(alive _item) &&
{(_item distance _vehicle) <= MAX_LOAD_DISTANCE};
};
_validItem &&
{_itemSize > 0} &&
{alive _vehicle} &&
{_itemSize <= ([_vehicle] call FUNC(getCargoSpaceLeft))}

@ -0,0 +1,45 @@
/*
* Author: Glowbal, ViperMaul
* Check if item can be unloaded.
*
* Arguments:
* 0: loaded Object <OBJECT>
* 1: Object <OBJECT>
*
* Return value:
* Can be unloaded <BOOL>
*
* Example:
* [item, holder] call ace_cargo_fnc_canUnloadItem
*
* Public: No
*/
#include "script_component.hpp"
params ["_item", "_vehicle"];
private ["_loaded", "_itemClass", "_validVehiclestate", "_emptyPos"];
_loaded = _vehicle getVariable [QGVAR(loaded), []];
if !(_item in _loaded) exitWith {false};
_itemClass = if (_item isEqualType "") then {_item} else {typeOf _item};
_validVehiclestate = true;
_emptyPos = [];
if (_vehicle isKindOf "Ship" ) then {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, _itemClass]); // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air" ) then {
if !(speed _vehicle <1 && {isTouchingGround _vehicle}) then {_validVehiclestate = false};
_emptyPos = (getPosASL _vehicle) call EFUNC(common,ASLtoPosition);
_emptyPos = [(_emptyPos select 0) + random(5), (_emptyPos select 1) + random(5), _emptyPos select 2 ];
} else {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, _itemClass]);
};
};
if (!_validVehiclestate) exitWith {false};
(count _emptyPos != 0)

@ -0,0 +1,37 @@
/*
* Author: Glowbal
* Get nearest vehicle from unit, priority: Car-Air-Tank-Ship.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return value:
* Vehicle in Distance <OBJECT>
*
* Example:
* [unit] call ace_cargo_fnc_findNearestVehicle
*
* Public: No
*/
#include "script_component.hpp"
private ["_loadCar", "_loadHelicopter", "_loadTank", "_loadShip", "_loadContainer"];
params ["_unit"];
_loadCar = nearestObject [_unit, "car"];
if (_unit distance _loadCar <= MAX_LOAD_DISTANCE) exitWith {_loadCar};
_loadHelicopter = nearestObject [_unit, "air"];
if (_unit distance _loadHelicopter <= MAX_LOAD_DISTANCE) exitWith {_loadHelicopter};
_loadTank = nearestObject [_unit, "tank"];
if (_unit distance _loadTank <= MAX_LOAD_DISTANCE) exitWith {_loadTank};
_loadShip = nearestObject [_unit, "ship"];
if (_unit distance _loadShip <= MAX_LOAD_DISTANCE) exitWith {_loadShip};
_loadContainer = nearestObject [_unit,"Cargo_base_F"];
if (_unit distance _loadContainer <= MAX_LOAD_DISTANCE) exitWith {_loadContainer};
objNull

@ -0,0 +1,20 @@
/*
* Author: Glowbal
* Get the cargo space left on object.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* Cargo space left <NUMBER>
*
* Example:
* [object] call ace_cargo_fnc_getCargoSpaceLeft
*
* Public: No
*/
#include "script_component.hpp"
params ["_object"];
_object getVariable [QGVAR(space), getNumber (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(space))]

@ -0,0 +1,38 @@
/*
* Author: Glowbal
* Get the cargo size of an object.
*
* Arguments:
* 0: Item <OBJECT or STRING>
*
* Return value:
* Cargo size <NUMBER> (default: -1)
*
* Example:
* [object] call ace_cargo_fnc_getSizeItem
*
* Public: No
*/
#include "script_component.hpp"
params ["_item"];
private ["_isVirtual","_itemClass","_config"];
scopeName "return";
_isVirtual = (_item isEqualType "");
_itemClass = if (_isVirtual) then {_item} else {typeOf _item};
_config = (configFile >> "CfgVehicles" >> _itemClass >> QGVAR(size));
if (_isVirtual) then {
if (isNumber _config) then {
(getNumber _config) breakOut "return";
};
} else {
_config = (configFile >> "CfgVehicles" >> typeOf _item >> QGVAR(size));
if (isNumber _config) then {
(_item getVariable [QGVAR(size), getNumber _config]) breakOut "return";
};
};
-1

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