Merge remote-tracking branch 'origin/master' into laserCodeSelection

This commit is contained in:
jaynus 2015-05-01 11:35:11 -07:00
commit 2ed05ed469
75 changed files with 846 additions and 289 deletions

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@ -22,6 +22,10 @@ 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
that be the case, everything in that folder and all subfolders is subject
to that license instead.
============================================================================
Full Gnu General Public License Text

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@ -24,7 +24,7 @@ GVAR(currentGrid) = 0;
GVAR(INIT_MESSAGE_ENABLED) = false;
GVAR(extensionAvailable) = true;
/* @TODO: Remove this until verisoning is in sync with cmake/build versioning
/* @TODO: Remove this until versioning is in sync with cmake/build versioning
GVAR(extensionVersion) = ("ace_advanced_ballistics" callExtension "version");
GVAR(extensionAvailable) = (GVAR(extensionVersion) == EXTENSION_REQUIRED_VERSION);
if (!GVAR(extensionAvailable)) exitWith {

View File

@ -47,7 +47,7 @@ if (GVAR(onlyActiveForLocalPlayers) && !(local _unit)) then {
_abort = true;
};
};
//if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // TODO: We currently do not have firedEHs on vehicles
//if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // We currently do not have firedEHs on vehicles
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "cfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (_abort || !(GVAR(extensionAvailable))) exitWith {

View File

@ -9,6 +9,7 @@
<French>Afficher les info sur le vent</French>
<Spanish>Mostrar información del viento</Spanish>
<German>Windinformationen anzeigen</German>
<Hungarian>Széladatok mutatása</Hungarian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_ProtractorKey">
<English>Show Protractor</English>
@ -18,6 +19,7 @@
<French>Afficher le rapporteur</French>
<Spanish>Mostrar transportador</Spanish>
<German>Winkelmesser anzeigen</German>
<Hungarian>Szögmérő mutatása</Hungarian>
</Key>
</Package>
</Project>

1
addons/apl/$PBOPREFIX$ Normal file
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@ -0,0 +1 @@
z\ace\addons\apl

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@ -0,0 +1,7 @@
/*
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
*/

110
addons/apl/LICENSE Normal file
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@ -0,0 +1,110 @@
ARMA PUBLIC LICENSE
https://www.bistudio.com/community/licenses/arma-public-license
Brief summary of this Licence
PLEASE, NOTE THAT THIS SUMMARY HAS NO LEGAL EFFECT AND IS ONLY OF AN INFORMATORY NATURE DESIGNED FOR YOU TO GET THE BASIC INFORMATION ABOUT THE CONTENT OF THIS LICENCE. THE ONLY LEGALLY BINDING PROVISIONS ARE THOSE IN THE ORIGINAL AND FULL TEXT OF THIS LICENCE.
With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions:
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By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Arma Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
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Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.
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NonCommercial means not primarily intended for or directed towards commercial advantage or monetary compensation. For purposes of this Public License, the exchange of the Licensed Material for other material subject to Copyright and Similar Rights by digital file-sharing or similar means is NonCommercial provided there is no payment of monetary compensation in connection with the exchange.
Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.
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Section 2 Scope
License grant
Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:
reproduce and Share the Licensed Material, in whole or in part, for NonCommercial and ArmaOnly purposes only; and
produce, reproduce, and Share Adapted Material for NonCommercial and ArmaOnly purposes only.
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Offer from the Licensor Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.
No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
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Section 3 License Conditions
Your exercise of the Licensed Rights is expressly made subject to the following conditions.
Attribution
If You Share the Licensed Material (including in modified form), You must:
retain the following if it is supplied by the Licensor with the Licensed Material:
identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);
a copyright notice;
a notice that refers to this Public License;
a notice that refers to the disclaimer of warranties;
a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
indicate if You modified the Licensed Material and retain an indication of any previous modifications; and
indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(a) to the extent reasonably practicable.
If You Share Adapted Material You produce, the Adapters License You apply must not prevent recipients of the Adapted Material from complying with this Public License.
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for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database for NonCommercial and ArmaOnly purposes only;
if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and
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To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.
The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.
Section 6 Term and Termination
This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.
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The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.
Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.
Section 8 Interpretation
For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.
To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.
No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.
Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.
Bohemia Interactive Notices
Bohemia Interactive a.s. is not a party to this License, and makes no warranty whatsoever in connection with the Licensed Material. Bohemia Interactive a.s. will not be liable to You or any party on any legal theory for any damages whatsoever, including without limitation any general, special, incidental or consequential damages arising in connection to this license. Notwithstanding the foregoing two (2) sentences, Bohemia Interactive a.s. may elect to apply the Public License to material it publishes and in those instances it becomes the "Licensor".
Except for the limited purpose of indicating to the public that the Licensed Material is shared under this Public License, Bohemia Interactive a.s. does not authorize the use by either party of the trademarks "Arma", "Bohemia Interactive" or any related trademark or logo of Arma or Bohemia Interactive without the prior written consent of Bohemia Interactive a.s.

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@ -0,0 +1,5 @@
#include "script_component.hpp"
ADDON = false;
ADDON = true;

BIN
addons/apl/bodybag.p3d Normal file

Binary file not shown.

15
addons/apl/config.cpp Normal file
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@ -0,0 +1,15 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_main"};
author[] = {"Bohemia Interactive"};
authorUrl = "http://ace3mod.com";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"

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@ -8,7 +8,7 @@ PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="z\ace\addons\medical\data\bodybag_nohq.paa";
texture="z\ace\addons\apl\data\bodybag_nohq.paa";
uvSource="tex";
class uvTransform
{
@ -80,7 +80,7 @@ class Stage6
};
class Stage7
{
texture="z\ace\addons\medical\data\env_co.paa";
texture="z\ace\addons\apl\data\env_co.paa";
uvSource="tex";
class uvTransform
{

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@ -0,0 +1 @@
#include "\z\ace\addons\apl\script_component.hpp"

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@ -0,0 +1,12 @@
#define COMPONENT APL
#include "\z\ace\addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_APL
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_APL
#define DEBUG_SETTINGS DEBUG_SETTINGS_APL
#endif
#include "\z\ace\addons\main\script_macros.hpp"

View File

@ -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">
@ -21,6 +21,7 @@
<French>Ouvrir ATragMX</French>
<German>ATragMX öffnen</German>
<Italian>Apri ATragMX</Italian>
<Hungarian>ATragMX elővétele</Hungarian>
</Key>
<Key ID="STR_ACE_ATragMX_Description">
<English>Rugged PDA with ATragMX</English>
@ -28,8 +29,9 @@
<Russian>Защищенный КПК с ATragMX</Russian>
<Spanish>PDA rugerizada con ATragMX</Spanish>
<German>Robuster PDA mit ATragMX</German>
<French>PDA robuste avec ATragMX</French>
<French>PDA avec ATragMX</French>
<Italian>PDA Robusto con ATragMX</Italian>
<Hungarian>Megerősített PDA, ATragMX-el</Hungarian>
</Key>
<Key ID="STR_ACE_ATragMX_ATragMXDialogKey">
<English>Open ATragMX</English>
@ -39,6 +41,7 @@
<French>Ouvrir ATragMX</French>
<German>ATragMX öffnen</German>
<Italian>Apri ATragMX</Italian>
<Hungarian>ATragMX elővétele</Hungarian>
</Key>
</Package>
</Project>
</Project>

View File

@ -273,7 +273,7 @@
<English>7.62mm Tracer</English>
<Hungarian>7,62mm Nyomjelző</Hungarian>
<German>7,62mm Leuchtspur</German>
<Spanish>7,62mm trazadora</Spanish>
<Spanish>7,62mm Trazadora</Spanish>
<French>7,62mm Traçantes</French>
<Polish>7,62mm Smugacz</Polish>
<Czech>7.62mm Svítící</Czech>
@ -381,7 +381,7 @@
<Polish>.338 NM Tracer</Polish>
<Czech>.338 NM Svítící</Czech>
<French>.338 NM Traçante</French>
<Spanish>.338 NM trazadora</Spanish>
<Spanish>.338 NM Trazadora</Spanish>
<Russian>.338 NM трассирующие</Russian>
<Italian>.338 NM 130Rnd Tracciante</Italian>
</Key>
@ -455,7 +455,7 @@
<English>9.3mm 10Rnd Tracer Mag</English>
<German>9,3mm 10-Patronen-Magazin Leuchtspur</German>
<Polish>Magazynek 9.3mm 10rd Smugacz</Polish>
<French>Chargeur 9.3mm 10Cps Traçante</French>
<French>Ch. 9.3mm 10Cps Traçante</French>
<Spanish>Cargador de 10 balas trazadoras de 9.3mm</Spanish>
<Russian>Магазин из 10-ти 9,3 мм трассирующих</Russian>
<Italian>9.3mm 10Rnd Tracer Mag</Italian>
@ -466,7 +466,7 @@
<Polish>9,3mm Smugacz</Polish>
<Czech>9.3mm Svítící</Czech>
<French>9.3mm Traçante</French>
<Spanish>9.3mm trazadora</Spanish>
<Spanish>9.3mm Trazadora</Spanish>
<Russian>9,3 мм трассирующие</Russian>
<Italian>9.3mm Tracer</Italian>
</Key>
@ -483,7 +483,7 @@
<English>9.3mm 10Rnd Tracer IR-DIM Mag</English>
<German>9,3mm 10-Patronen-Magazin Leuchtspur IR-DIM</German>
<Polish>Magazynek 9,3mm 10rd Smugacz IR-DIM</Polish>
<French>Chargeur 9.3mm 10Cps Traçante IR-DIM</French>
<French>Ch. 9.3mm 10Cps Traçante IR-DIM</French>
<Spanish>Cargador de 10 balas trazadoras IR-DIM de 9.3mm</Spanish>
<Russian>Магазин из 10-ти 9,3 мм ИК-трассирующих</Russian>
<Italian>9.3mm 10Rnd Tracciante IR-DIM Mag</Italian>
@ -523,7 +523,7 @@
<Polish>9,3mm Smugacz</Polish>
<Czech>9.3mm Svítící</Czech>
<French>9.3mm Traçante</French>
<Spanish>9.3mm trazadora</Spanish>
<Spanish>9.3mm Trazadora</Spanish>
<Russian>9,3 мм трассирующие</Russian>
<Italian>9.3mm Tracciante</Italian>
</Key>
@ -595,7 +595,7 @@
<Key ID="STR_ACE_16Rnd_9x19_mag_Name">
<English>9x19mm 16Rnd Mag</English>
<Polish>Magazynek 9x19mm 16rd</Polish>
<French>Chargeur 9x19mm 16Cps</French>
<French>Ch. 9x19mm 16Cps</French>
<Spanish>Cargador de 16 balas de 9x19mm</Spanish>
<Russian>Магазин из 16-ти 9х19 мм</Russian>
<German>9x19mm 20-Patronen-Magazin</German>
@ -613,7 +613,7 @@
<Key ID="STR_ACE_16Rnd_9x19_mag_Description">
<English>9x19mm 30Rnd Mag</English>
<Polish>Magazynek 9x19mm 16rd</Polish>
<French>Chargeur 9x19mm 30Cps</French>
<French>Ch. 9x19mm 30Cps</French>
<Spanish>Cargador de 16 balas de 9x19mm</Spanish>
<Russian>Магазин из 16-ти 9х19 мм</Russian>
<German>9x19mm 30-Patronen-Magazin</German>
@ -622,7 +622,7 @@
<Key ID="STR_ACE_30Rnd_9x19_mag_Name">
<English>9x19mm 30Rnd Mag</English>
<Polish>Magazynek 9x19mm 30rd</Polish>
<French>Chargeur 9x19mm 30Cps</French>
<French>Ch. 9x19mm 30Cps</French>
<Spanish>Cargador de 30 balas de 9x19mm</Spanish>
<Russian>Магазин из 30-ти 9х19 мм</Russian>
<German>9x19mm 30-Patronen-Magazin</German>
@ -640,7 +640,7 @@
<Key ID="STR_ACE_30Rnd_9x19_mag_Description">
<English>9x19mm 30Rnd Mag</English>
<Polish>Magazynek 9x19mm 30rd</Polish>
<French>Chargeur 9x19mm 30Cps</French>
<French>Ch. 9x19mm 30Cps</French>
<Spanish>Cargador de 30 balas de 9x19mm</Spanish>
<Russian>Магазин из 30-ти 9х19 мм</Russian>
<German>9x19mm 30-Patronen-Magazin</German>
@ -649,7 +649,7 @@
<Key ID="STR_ACE_10Rnd_762x54_Tracer_mag_Name">
<English>7.62x54mm 10Rnd Tracer Mag</English>
<Polish>Magazynek 7,62x54mm 10rd Smugacz</Polish>
<French>Chargeur 7.62x54mm 10Rnd Traçante</French>
<French>Ch. 7.62x54mm 10Rnd Traçante</French>
<Spanish>Cargador de 10 balas trazadoras de 7.62x54mm</Spanish>
<Russian>Магазин из 10-ти 7,62 мм ИК-трассирующих</Russian>
<German>7,62x54mm 10-Patronen-Magazin Leuchtspur</German>
@ -667,7 +667,7 @@
<Key ID="STR_ACE_10Rnd_762x54_Tracer_mag_Description">
<English>7.62x54mm 10Rnd Tracer Mag</English>
<Polish>Magazynek 7,62x54mm 10rd Smugacz</Polish>
<French>Chargeur 7.62x54mm 10Cps Traçante</French>
<French>Ch. 7.62x54mm 10Cps Traçante</French>
<Spanish>Cargador de 10 balas trazadoras de 7.62x54mm</Spanish>
<Russian>Магазин из 10-ти 7,62 мм ИК-трассирующих</Russian>
<German>7,62x54mm 10-Patronen-Magazin Leuchtspur</German>
@ -676,7 +676,7 @@
<Key ID="STR_ACE_100Rnd_65x39_caseless_mag_Tracer_DimName">
<English>6.5mm 100Rnd Tracer IR-DIM Mag</English>
<Polish>Magazynek 6,5mm 100rd Smugacz IR-DIM</Polish>
<French>Chargeur 6.5mm 100Rnd Traçante IR-DIM</French>
<French>Ch. 6.5mm 100Rnd Traçante IR-DIM</French>
<Spanish>Cargador de 100 balas trazadoras IR-DIM de 6.5mm</Spanish>
<Russian>Магазин из 100 6,5 мм ИК-трассирующих</Russian>
<German>6,5mm 100-Patronen-Magazin IR-DIM Leuchtspur</German>
@ -694,7 +694,7 @@
<Key ID="STR_ACE_100Rnd_65x39_caseless_mag_Tracer_DimDescription">
<English>6.5mm 100Rnd Tracer IR-DIM Mag&lt;br /&gt;Rounds: 100&lt;br /&gt;Used in: MX LSW</English>
<Polish>Magazynek 6,5mm 100rd Smugacz IR-DIM</Polish>
<French>Chargeur 6.5mm 100Rnd Traçante IR-DIM&lt;br /&gt;Cartouches: 100&lt;br /&gt;Utilisé avec: MX LSW</French>
<French>Ch. 6.5mm 100Rnd Traçante IR-DIM&lt;br /&gt;Cartouches: 100&lt;br /&gt;Utilisé avec: MX LSW</French>
<Spanish>Cargador de 100 balas trazadoras IR-DIM de 6.5mm</Spanish>
<Russian>Магазин из 100 6,5 мм ИК-трассирующих</Russian>
<German>6,5mm 100-Patronen-Magazin IR-DIM Leuchtspur&lt;br /&gt;Patronen: 100&lt;br /&gt;Eingesetzt von: MXLSW</German>
@ -757,7 +757,7 @@
<Key ID="STR_ACE_30Rnd_556x45_Stanag_Mk318_mag_Name">
<English>5.56mm 30Rnd Mag (Mk318)</English>
<Polish>Magazynek 5,56mm 30rd (Mk318)</Polish>
<French>Chargeur 5.56mm 30Cps (Mk318)</French>
<French>Ch. 5.56mm 30Cps (Mk318)</French>
<Spanish>Cargador de 30 balas de 5.56mm (Mk318)</Spanish>
<Russian>Магазин из 30-ти 5.56 мм (Mk318)</Russian>
<German>5,56mm 30-Patronen-Magazin (Mk318)</German>
@ -784,7 +784,7 @@
<Key ID="STR_ACE_30Rnd_556x45_Stanag_M995_AP_mag_Name">
<English>5.56mm 30Rnd Mag (M995 AP)</English>
<Polish>Magazynek 5,56mm 30rd (M995 AP)</Polish>
<French>Chargeur 5.56mm 30Cps (M995 AP)</French>
<French>Ch. 5.56mm 30Cps (M995 AP)</French>
<Spanish>Cargador de 30 balas de 5.56mm (M995 AP)</Spanish>
<Russian>Магазин из 30-ти 5.56 мм (M995 бронебойные)</Russian>
<German>5,56mm 30-Patronen-Magazin (M995AP)</German>
@ -811,7 +811,7 @@
<Key ID="STR_ACE_10Rnd_762x51_M118LR_Mag_Name">
<English>7.62mm 10Rnd Mag (M118LR)</English>
<Polish>Magazynek 7,62mm 10rd (M118LR)</Polish>
<French>Chargeur 7.62mm 10Cps (M118LR)</French>
<French>Ch. 7.62mm 10Cps (M118LR)</French>
<Spanish>Cargador de 10 balas de 7.62mm (M118LR)</Spanish>
<Russian>Магазин из 10-ти 7,62 мм (M118LR)</Russian>
<German>7,62mm 10-Patronen-Magazin (M118LR)</German>
@ -838,7 +838,7 @@
<Key ID="STR_ACE_20Rnd_762x51_M118LR_Mag_Name">
<English>7.62mm 20Rnd Mag (M118LR)</English>
<Polish>Magazynek 7,62mm 20rd (M118LR)</Polish>
<French>Chargeur 7.62mm 20Cps (M118LR)</French>
<French>Ch. 7.62mm 20Cps (M118LR)</French>
<Spanish>Cargador de 20 balas de 7.62mm (M118LR)</Spanish>
<Russian>Магазин из 20-ти 7,62 мм (M118LR)</Russian>
<German>7,62mm 20-Patronen-Magazin (M118LR)</German>
@ -865,7 +865,7 @@
<Key ID="STR_ACE_10Rnd_762x51_Mk316_Mod_0_Mag_Name">
<English>7.62mm 10Rnd Mag (Mk316 Mod 0)</English>
<Polish>Magazynek 7,62mm 10rd (Mk316 Mod 0)</Polish>
<French>Chargeur 7.62mm 10Cps (Mk316 Mod 0)</French>
<French>Ch. 7.62mm 10Cps (Mk316 Mod 0)</French>
<Spanish>Cargador de 10 balas de 7.62mm (Mk316 Mod 0)</Spanish>
<Russian>Магазин из 10-ти 7,62 мм (Mk316 Mod 0)</Russian>
<German>7,62mm 10-Patronen-Magazin (Mk316 Mod 0)</German>
@ -892,7 +892,7 @@
<Key ID="STR_ACE_20Rnd_762x51_Mk316_Mod_0_Mag_Name">
<English>7.62mm 20Rnd Mag (Mk316 Mod 0)</English>
<Polish>Magazynek 7,62mm 20rd (Mk316 Mod 0)</Polish>
<French>Chargeur 7.62mm 20Cps (Mk316 Mod 0)</French>
<French>Ch. 7.62mm 20Cps (Mk316 Mod 0)</French>
<Spanish>Cargador de 20 balas de 7.62mm (Mk316 Mod 0)</Spanish>
<Russian>Магазин из 20-ти 7,62 мм (Mk316 Mod 0)</Russian>
<German>7,62mm 20-Patronen-Magazin (Mk316 Mod 0)</German>
@ -919,7 +919,7 @@
<Key ID="STR_ACE_10Rnd_762x51_Mk319_Mod_0_Mag_Name">
<English>7.62mm 10Rnd Mag (Mk319 Mod 0)</English>
<Polish>Magazynek 7,62mm 10rd (Mk319 Mod 0)</Polish>
<French>Chargeur 7.62mm 10Cps (Mk319 Mod 0)</French>
<French>Ch. 7.62mm 10Cps (Mk319 Mod 0)</French>
<Spanish>Cargador de 10 balas de 7.62mm (Mk319 Mod 0)</Spanish>
<Russian>Магазин из 10-ти 7,62 мм (Mk319 Mod 0)</Russian>
<German>7,62mm 10-Patronen-Magazin (Mk319 Mod 0)</German>
@ -946,7 +946,7 @@
<Key ID="STR_ACE_20Rnd_762x51_Mk319_Mod_0_Mag_Name">
<English>7.62mm 20Rnd Mag (Mk319 Mod 0)</English>
<Polish>Magazynek 7,62mm 20rd (Mk319 Mod 0)</Polish>
<French>Chargeur 7.62mm 20Cps (Mk319 Mod 0)</French>
<French>Ch. 7.62mm 20Cps (Mk319 Mod 0)</French>
<Spanish>Cargador de 20 balas de 7.62mm (Mk319 Mod 0)</Spanish>
<Russian>Магазин из 20-ти 7,62 мм (Mk319 Mod 0)</Russian>
<German>7,62mm 20-Patronen-Magazin (Mk319 Mod 0)</German>
@ -973,7 +973,7 @@
<Key ID="STR_ACE_10Rnd_762x51_M993_AP_Mag_Name">
<English>7.62mm 10Rnd Mag (M993 AP)</English>
<Polish>Magazynek 7,62mm 10rd (M993 AP)</Polish>
<French>Chargeur 7.62mm 10Cps (M993 AP)</French>
<French>Ch. 7.62mm 10Cps (M993 AP)</French>
<Spanish>Cargador de 10 balas de 7.62mm (M993 AP)</Spanish>
<Russian>Магазин из 10-ти 7,62 мм (M993 бронебойные)</Russian>
<German>7,62mm 10-Patronen-Magazin (M993 AP)</German>
@ -1000,7 +1000,7 @@
<Key ID="STR_ACE_20Rnd_762x51_M993_AP_Mag_Name">
<English>7.62mm 20Rnd Mag (M993 AP)</English>
<Polish>Magazynek 7,62mm 20rd (M993 AP)</Polish>
<French>Chargeur 7.62mm 20Cps (M993 AP)</French>
<French>Ch. 7.62mm 20Cps (M993 AP)</French>
<Spanish>Cargador de 20 balas de 7.62mm (M993 AP)</Spanish>
<Russian>Магазин из 20-ти 7,62 мм (M993 бронебойные)</Russian>
<German>7,62mm 20-Patronen-Magazin (M993 AP)</German>
@ -1019,15 +1019,15 @@
<English>Caliber: 7.62x51mm NATO (M993 AP)&lt;br /&gt;Rounds: 20</English>
<Polish>Kaliber: 7,62x51mm NATO (M993 AP)&lt;br /&gt;Pociski: 20</Polish>
<French>Calibre: 7.62x51mm NATO (M993 AP)&lt;br /&gt;Cartouches: 20</French>
<Spanish>Calibre: 7.62x51mm NATO (M993 AP)&lt;br /&gt;Balas: 20</Spanish>
<Russian>Калибр: 7,62x51 мм NATO (M993 бронебойные)&lt;br /&gt;Патронов: 20</Russian>
<German>Kaliber: 7,62x51mm NATO (M993 AP)&lt;br /&gt;Patronen: 20</German>
<Italian>Calibro: 7.62x51 mm NATO (M993 AP)&lt;br /&gt;Munizioni: 20</Italian>
<Spanish>Calibre: 7.62x51 mm NATO (M993 AP)&lt;br /&gt;Balas: 20</Spanish>
</Key>
<Key ID="STR_ACE_20Rnd_762x67_Mk248_Mod_0_Mag_Name">
<English>7.62mm 20Rnd Mag (Mk248 Mod 0)</English>
<Polish>Magazynek 7,62mm 20rd (Mk248 Mod 0)</Polish>
<French>Chargeur 7.62mm 20Cps (Mk248 Mod 0)</French>
<French>Ch. 7.62mm 20Cps (Mk248 Mod 0)</French>
<Spanish>Cargador de 20 balas de 7.62mm (Mk248 Mod 0)</Spanish>
<Russian>Магазин из 20-ти 7,62 мм (Mk248 Mod 0)</Russian>
<German>7,62mm 20-Patronen-Magazin (Mk248 Mod 0)</German>
@ -1054,7 +1054,7 @@
<Key ID="STR_ACE_20Rnd_762x67_Mk248_Mod_1_Mag_Name">
<English>7.62mm 20Rnd Mag (Mk248 Mod 1)</English>
<Polish>Magazynek 7,62mm 20rd (Mk248 Mod 1)</Polish>
<French>Chargeur 7.62mm 20Cps (Mk248 Mod 1)</French>
<French>Ch. 7.62mm 20Cps (Mk248 Mod 1)</French>
<Spanish>Cargador de 20 balas de 7.62mm (Mk248 Mod 1)</Spanish>
<Russian>Магазин из 20-ти 7,62 мм (Mk248 Mod 1)</Russian>
<German>7,62mm 20-Patronen-Magazin (Mk248 Mod 1)</German>
@ -1081,7 +1081,7 @@
<Key ID="STR_ACE_20Rnd_762x67_Berger_Hybrid_OTM_Mag_Name">
<English>7.62mm 20Rnd Mag (Berger Hybrid OTM)</English>
<Polish>Magazynek 7,62mm 20rd (Berger Hybrid OTM)</Polish>
<French>Chargeur 7.62 20Cps (Berger Hybrid OTM)</French>
<French>Ch. 7.62 20Cps (Berger Hybrid OTM)</French>
<Spanish>Cargador de 20 balas de 7.62mm (Berger Hybrid OTM)</Spanish>
<Russian>Магазин из 20-ти 7,62 мм (Berger Hybrid OTM)</Russian>
<German>7,62mm 20-Patronen-Magazin (Berger Hybrid OTM)</German>
@ -1107,7 +1107,7 @@
</Key>
<Key ID="STR_ACE_30Rnd_65x47_Scenar_mag_Name">
<English>6.5x47mm 30Rnd Mag (HPBT Scenar)</English>
<French>Chargeur 6.5x47mm 30Cps (HPBT Scenar)</French>
<French>Ch. 6.5x47mm 30Cps (HPBT Scenar)</French>
<Spanish>Cargador de 30 balas de 6.5x47mm (HPBT Scenar)</Spanish>
<Polish>Magazynek 6,5x47mm 30rd (HPBT Scenar)</Polish>
<Russian>Магазин из 30-ти 6,5x47 мм (экспансивные Scenar)</Russian>
@ -1126,7 +1126,7 @@
<Key ID="STR_ACE_30Rnd_65x47_Scenar_mag_Description">
<English>Caliber: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Rounds: 30&lt;br /&gt;Used in: MXM</English>
<French>Calibre: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Cartouches: 30</French>
<Spanish>Calibre: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Balas: 30</Spanish>
<Spanish>Calibre: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MXM</Spanish>
<Polish>Kaliber: 6,5x47mm (HPBT Scenar)&lt;br /&gt;Pociski: 30</Polish>
<Russian>Калибр: 6,5x47 мм (экспансивные Scenar)&lt;br /&gt;Патронов: 30</Russian>
<German>Kaliber: 6,5x47mm (HPBT Scenar)&lt;br /&gt;Patronen: 30&lt;br /&gt;Eingesetzt von: MXM</German>
@ -1138,7 +1138,8 @@
<Italian>6.5mm Creedmor 30Rnd Mag</Italian>
<Russian>Магазин из 30-ти 6,5 мм Creedmor</Russian>
<German>6,5mm Creedmor 30-Patronen-Magazin</German>
<French>Chargeur 6.5mm Creedmor 30Cps</French>
<Spanish>Cargador de 30 balas Creedmor de 6.5mm</Spanish>
<French>Ch. 6.5mm Creedmor 30Cps</French>
</Key>
<Key ID="STR_ACE_30Rnd_65_Creedmor_mag_NameShort">
<English>6.5mm CM</English>
@ -1155,10 +1156,11 @@
<German>Kaliber: 6,5x47mm Creedmor&lt;br /&gt;Patronen: 30&lt;br /&gt;Eingesetzt von: MXM</German>
<French>Calibre: 6.5x47mm Creedmor &lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: MXM</French>
<Italian>Calibro: 6.5mm Creedmor&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MXM</Italian>
<Spanish>Calibre: 6.5mm Creedmor&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MXM</Spanish>
</Key>
<Key ID="STR_ACE_10Rnd_338_300gr_HPBT_Mag_Name">
<English>.338 10Rnd Mag (300gr Sierra MatchKing HPBT)</English>
<French>Chargeur .338 10 Cps (300gr Sierra MatchKing HPBT)</French>
<French>Ch. .338 10 Cps (300gr Sierra MatchKing HPBT)</French>
<Spanish>Cargador de 10 balas de 8.6x70mm (300gr Sierra MatchKing HPBT)</Spanish>
<Polish>Magazynek .338 10rd (300gr Sierra MatchKing HPBT)</Polish>
<Russian>Магазин из 10-ти .338 (300 гран Sierra MatchKing экспансивные)</Russian>
@ -1185,7 +1187,7 @@
</Key>
<Key ID="STR_ACE_10Rnd_338_API526_Mag_Name">
<English>.338 10Rnd Mag (API526)</English>
<French>Chargeur .338 10Cps (API526)</French>
<French>Ch. .338 10Cps (API526)</French>
<Spanish>Cargador de 10 balas de .338 (API526)</Spanish>
<Polish>Magazynek .338 10rd (API526)</Polish>
<Russian>Магазин из 10-ти .338 (API526)</Russian>
@ -1212,7 +1214,7 @@
</Key>
<Key ID="STR_ACE_5Rnd_127x99_Mag_Name">
<English>12.7x99mm 5Rnd Mag</English>
<French>Chargeur 12.7x99mm 5Cps</French>
<French>Ch. 12.7x99mm 5Cps</French>
<Spanish>Cargador de 5 balas de 12.7x99mm</Spanish>
<Polish>Magazynek 12,7x99mm 5rd</Polish>
<Russian>Магазин из 5-ти 12,7x99 мм</Russian>
@ -1239,7 +1241,7 @@
</Key>
<Key ID="STR_ACE_5Rnd_127x99_API_Mag_Name">
<English>12.7x99mm API 5Rnd Mag</English>
<French>Chargeur 12.7x99mm API 5Cps</French>
<French>Ch. 12.7x99mm API 5Cps</French>
<Spanish>Cargador de 5 balas de 12.7x99mm API</Spanish>
<Polish>Magazynek 12,7x99mm API 5rd</Polish>
<Italian>12.7x99mm API 5Rnd Mag</Italian>
@ -1266,7 +1268,7 @@
</Key>
<Key ID="STR_ACE_5Rnd_127x99_AMAX_Mag_Name">
<English>12.7x99mm 5Rnd Mag (AMAX)</English>
<French>Chargeur 12.7x99mm 5Rnd Mag (AMAX)</French>
<French>Ch. 12.7x99mm 5Cps (AMAX)</French>
<Spanish>Cargador de 5 balas de 12.7x99mm (AMAX)</Spanish>
<Polish>Magazynek 12,7x99mm 5rd (AMAX)</Polish>
<Russian>Магазин из 5-ти 12,7x99 мм (A-MAX)</Russian>
@ -1292,4 +1294,4 @@
<German>Kaliber:12,7x99mm (AMAX)&lt;br /&gt;Patronen: 5</German>
</Key>
</Package>
</Project>
</Project>

View File

@ -10,6 +10,7 @@
<Russian>Открыть инвентарь</Russian>
<Italian>Apri l'inventario</Italian>
<French>Ouvrir l'inventaire</French>
<Hungarian>Felszerelés megtekintése</Hungarian>
</Key>
</Package>
</Project>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Disposable">
<Key ID="STR_ACE_Disposable_UsedTube">
@ -28,10 +28,10 @@
<Key ID="STR_ACE_Disposable_PreloadedMissileDummy">
<English>Preloaded Missile Dummy</English>
<German>Vorgeladene Racketennachbildung</German>
<French>Missile préchargé Dummy</French>
<French>Missile préchargé</French>
<Czech>Přednabitá dummy střela</Czech>
<Polish>Wstępnie załadowana atrapa pocisku</Polish>
<Spanish>Preloaded Missile Dummy</Spanish>
<Spanish>Precargado misil inerte</Spanish>
<Hungarian>Előtöltött műrakéta</Hungarian>
<Russian>Предзаряженная ракетная болванка</Russian>
<Italian>Missile stupido precaricato</Italian>

View File

@ -28,7 +28,7 @@
<Key ID="STR_ACE_Dragging_UnableToDrag">
<English>Item too heavy</English>
<German>Gegenstand ist zu schwer</German>
<Spanish>Articulo demasiado pesado</Spanish>
<Spanish>Objeto demasiado pesado</Spanish>
<Polish>Przedmiot jest zbyt ciężki</Polish>
<French>Objet trop lourd</French>
<Portuguese>Não é possível carregar o item devido a seu peso</Portuguese>

View File

@ -17,7 +17,7 @@
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_target);
private["_actionToPlay"];
private["_actionToPlay", "_defuseTime", "_isEOD"];
_target = attachedTo (_target);
@ -43,23 +43,22 @@ if (ACE_player != _unit) then {
if (isPlayer _unit) then {
[[_unit, _target], QFUNC(startDefuse), _unit] call EFUNC(common,execRemoteFnc);
} else {
// TODO: use scheduled delay execution
[_unit, _target, [[_unit] call EFUNC(Common,isEOD), _target] call _fnc_DefuseTime] spawn {
(_this select 0) playActionNow _actionToPlay;
(_this select 0) disableAI "MOVE";
(_this select 0) disableAI "TARGET";
sleep (_this select 2);
[(_this select 0), (_this select 1)] call FUNC(defuseExplosive);
(_this select 0) enableAI "MOVE";
(_this select 0) enableAI "TARGET";
};
_unit playActionNow _actionToPlay;
_unit disableAI "MOVE";
_unit disableAI "TARGET";
_defuseTime = [[_unit] call EFUNC(Common,isEOD), _target] call _fnc_DefuseTime;
[{
PARAMS_2(_unit,_target);
[_unit, _target] call FUNC(defuseExplosive);
_unit enableAI "MOVE";
_unit enableAI "TARGET";
}, [_unit, _target], _defuseTime, 0] call EFUNC(common,waitAndExecute);
};
} else {
_unit playActionNow _actionToPlay;
private ["_defuseSeconds", "_isEOD"];
_isEOD = [_unit] call EFUNC(Common,isEOD);
_defuseSeconds = [_isEOD, _target] call _fnc_DefuseTime;
_defuseTime = [_isEOD, _target] call _fnc_DefuseTime;
if (_isEOD || {!GVAR(RequireSpecialist)}) then {
[_defuseSeconds, [_unit,_target], {(_this select 0) call FUNC(defuseExplosive)}, {}, (localize "STR_ACE_Explosives_DefusingExplosive")] call EFUNC(common,progressBar);
[_defuseTime, [_unit,_target], {(_this select 0) call FUNC(defuseExplosive)}, {}, (localize "STR_ACE_Explosives_DefusingExplosive")] call EFUNC(common,progressBar);
};
};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Explosives">
<Key ID="STR_ACE_Explosives_Menu">
@ -138,7 +138,7 @@
<German>M57 Zündvorrichtung</German>
<Spanish>Dispositivo de detonación M57</Spanish>
<Polish>Zapalnik M57</Polish>
<French>M57 Dispositif de mise à feu</French>
<French>Dispositif de mise à feu M57</French>
<Czech>Odpalovací zařízení M57</Czech>
<Italian>Detonatore M57</Italian>
<Hungarian>M57 Gyújtóeszköz</Hungarian>
@ -162,7 +162,7 @@
<German>M26 Zündvorrichtung</German>
<Spanish>Dispositivo de detonación MK26</Spanish>
<Polish>Zapalnik M26</Polish>
<French>M26 Dispositif de mise à feu</French>
<French>Dispositif de mise à feu M26</French>
<Czech>Odpalovací zařízení M26</Czech>
<Italian>Detonatore M26</Italian>
<Hungarian>M26 Gyújtóeszköz</Hungarian>
@ -208,7 +208,7 @@
<Key ID="STR_ACE_Explosives_Phone_AddToSpeedDial">
<English>Add to Speed Dial</English>
<German>Zur Schnellauswahl hinzufügen</German>
<Spanish>Agregar a marcado rápido</Spanish>
<Spanish>Añadir a marcado rápido</Spanish>
<Polish>Dodaj do szybkiego wybierania</Polish>
<French>Ajouter à la composition rapide</French>
<Czech>Přidat jako rychlou volbu</Czech>
@ -282,7 +282,7 @@
<German>"Zünden"-Menü</German>
<Spanish>Menú de detonación</Spanish>
<Polish>Menu detonacji</Polish>
<French>Menu de mise à feu</French>
<French>Menu de mise à feux</French>
<Czech>Menu Detonace</Czech>
<Italian>Menù di detonazione</Italian>
<Hungarian>Robbantási menü</Hungarian>
@ -294,7 +294,7 @@
<German>"Platzieren"-Menü</German>
<Spanish>Menú de colocación</Spanish>
<Polish>Menu umieszczania</Polish>
<French>Menu placement</French>
<French>Menu de placement</French>
<Czech>Menu Umístění</Czech>
<Italian>Menù di collocamento</Italian>
<Hungarian>Elhelyezési menü</Hungarian>
@ -364,7 +364,7 @@
<Key ID="STR_ACE_Explosives_TriggerMenu">
<English>Select a Trigger</English>
<German>Wähle einen Zünder</German>
<Spanish>Seleccionar un disparador</Spanish>
<Spanish>Seleccionar un detonador</Spanish>
<Polish>Wybierz zapalnik</Polish>
<French>Sélectionner une mise à feu</French>
<Czech>Zvolit Detonátor</Czech>

View File

@ -16,7 +16,7 @@
<Key ID="STR_ACE_FCS_ZeroedTo">
<English>Zeroed To</English>
<German>Haltepunkt</German>
<Spanish>Fijado a</Spanish>
<Spanish>Ajustado a</Spanish>
<Polish>Wyzerowany na</Polish>
<Czech>Nastaveno na</Czech>
<French>Zéroté à</French>

View File

@ -11,7 +11,7 @@
<Czech>Tlumič plamene (6,5 mm)</Czech>
<French>Cache-flamme (6,5 mm)</French>
<Russian>Пламегаситель (6,5 мм)</Russian>
<Spanish>Supresor (6,5 mm)</Spanish>
<Spanish>Bocacha (6,5 mm)</Spanish>
</Key>
<Key ID="STR_ACE_muzzle_mzls_B">
<English>Flash Suppressor (7.62 mm)</English>
@ -23,7 +23,7 @@
<Czech>Tlumič plamene (7,62 mm)</Czech>
<French>Cache-flamme (7,62 mm)</French>
<Russian>Пламегаситель (7,62 мм)</Russian>
<Spanish>Supresor (7,62 mm)</Spanish>
<Spanish>Bocacha (7,62 mm)</Spanish>
</Key>
<Key ID="STR_ACE_muzzle_mzls_L">
<English>Flash Suppressor (5.56 mm)</English>
@ -35,7 +35,7 @@
<Czech>Tlumič plamene (5,56 mm)</Czech>
<French>Cache-flamme (5,56 mm)</French>
<Russian>Пламегаситель (5,56 мм)</Russian>
<Spanish>Supresor (5,56 mm)</Spanish>
<Spanish>Bocacha (5,56 mm)</Spanish>
</Key>
<Key ID="STR_ACE_muzzle_mzls_smg_01">
<English>Flash Suppressor (.45 ACP)</English>
@ -47,7 +47,7 @@
<Czech>Tlumič plamene (.45 ACP)</Czech>
<French>Cache-flamme (.45 ACP)</French>
<Russian>Пламегаситель (.45 ACP)</Russian>
<Spanish>Supresor (.45 ACP)</Spanish>
<Spanish>Bocacha (.45 ACP)</Spanish>
</Key>
<Key ID="STR_ACE_muzzle_mzls_smg_02">
<English>Flash Suppressor (9 mm)</English>
@ -59,7 +59,7 @@
<Czech>Tlumič plamene (9 mm)</Czech>
<French>Cache-flamme (9 mm)</French>
<Russian>Пламегаситель (9 мм)</Russian>
<Spanish>Supresor (9 mm)</Spanish>
<Spanish>Bocacha (9 mm)</Spanish>
</Key>
<Key ID="STR_ACE_muzzle_mzls_338">
<English>Flash Suppressor (.338)</English>
@ -71,7 +71,7 @@
<Czech>Tlumič záblesku (.338)</Czech>
<French>Cache-flamme (.338)</French>
<Russian>Пламегаситель (.338)</Russian>
<Spanish>Supresor (.338)</Spanish>
<Spanish>Bocacha (.338)</Spanish>
</Key>
<Key ID="STR_ACE_muzzle_mzls_93mmg">
<English>Flash Suppressor (9.3 mm)</English>
@ -83,7 +83,7 @@
<Czech>Tlumič záblesku (9,3 mm)</Czech>
<French>Cache-flamme (9,3 mm)</French>
<Russian>Пламегаситель (9,3 мм)</Russian>
<Spanish>Supresor (9,3 mm)</Spanish>
<Spanish>Bocacha (9,3 mm)</Spanish>
</Key>
</Package>
</Project>

View File

@ -73,14 +73,6 @@ class CfgAmmo {
GVAR(gurney_k) = 1/2;
};
class G_40mm_HEDP: GrenadeBase {
// Source: http://www.inetres.com/gp/military/infantry/grenade/40mm_ammo.html#M433
GVAR(classes)[] = {"ACE_frag_tiny_HD"};
GVAR(metal) = 200;
GVAR(charge) = 45;
GVAR(gurney_c) = 2830;
GVAR(gurney_k) = 1/2;
};
class G_40mm_HE: GrenadeBase {
// Source: http://www.inetres.com/gp/military/infantry/grenade/40mm_ammo.html#M441
GVAR(classes)[] = {"ACE_frag_tiny_HD"};
@ -89,6 +81,14 @@ class CfgAmmo {
GVAR(gurney_c) = 2700;
GVAR(gurney_k) = 1/2;
};
class G_40mm_HEDP: G_40mm_HE {
// Source: http://www.inetres.com/gp/military/infantry/grenade/40mm_ammo.html#M433
GVAR(classes)[] = {"ACE_frag_tiny_HD"};
GVAR(metal) = 200;
GVAR(charge) = 45;
GVAR(gurney_c) = 2830;
GVAR(gurney_k) = 1/2;
};
class ACE_G_40mm_HEDP: G_40mm_HEDP {
};
@ -105,7 +105,15 @@ class CfgAmmo {
// curator ammo entries
class ShellBase;
class Sh_125mm_HEAT;
class Sh_82mm_AMOS : ShellBase {
class Sh_155mm_AMOS: ShellBase {
// Source: http://www.globalsecurity.org/military/systems/munitions/m795.htm
GVAR(classes)[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"};
GVAR(metal) = 36000;
GVAR(charge) = 9979;
GVAR(gurney_c) = 2440;
GVAR(gurney_k) = 1/2;
};
class Sh_82mm_AMOS : Sh_155mm_AMOS {
// Source: http://www.arsenal-bg.com/defense_police/mortar_bombs_82mm.htm
GVAR(classes)[] = {"ACE_frag_medium", "ACE_frag_medium_HD"};
GVAR(metal) = 3200;
@ -141,14 +149,6 @@ class CfgAmmo {
GVAR(gurney_c) = 2440;
GVAR(gurney_k) = 1/2;
};
class Sh_155mm_AMOS: ShellBase {
// Source: http://www.globalsecurity.org/military/systems/munitions/m795.htm
GVAR(classes)[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"};
GVAR(metal) = 36000;
GVAR(charge) = 9979;
GVAR(gurney_c) = 2440;
GVAR(gurney_k) = 1/2;
};
class ModuleOrdnanceHowitzer_F_ammo: Sh_155mm_AMOS {
GVAR(classes)[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"};
GVAR(metal) = 1950;

View File

@ -17,7 +17,7 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};
["ACE3", QGVAR(wipeGlasses), localize "STR_ACE_Goggles_WipeGlasses",
["ACE3 Common", QGVAR(wipeGlasses), localize "STR_ACE_Goggles_WipeGlasses",
{
if (!(GETVAR(ace_player,ACE_isUnconscious,false))) exitWith {
call FUNC(clearGlasses);

View File

@ -52,7 +52,7 @@
<Key ID="STR_ACE_Grenades_RollGrenade">
<English>Roll Grenade</English>
<German>Granate rollen</German>
<Spanish>Rodar granada</Spanish>
<Spanish>Lanzamiento raso</Spanish>
<Polish>Po ziemi</Polish>
<Czech>Po zemi</Czech>
<French>Lancer roulé</French>
@ -88,7 +88,7 @@
<Key ID="STR_ACE_Grenades_M84_Description">
<English>Also known as flashbang. Causes immediate flash blindness, deafness, tinnitus, and inner ear disturbance.</English>
<German>Verursacht temporäre Blind- und Taubheit.</German>
<Spanish>Produce de manera inmediata ceguera, sordera, tinitus y afecta el oído interior.</Spanish>
<Spanish>Tambien conocida como granada cegadora. Produce de manera inmediata ceguera, sordera, tinitus y afecta el oído interior.</Spanish>
<French>Les grenades incapacitantes servent à désorienter ou distraire une menace pendant quelques secondes.</French>
<Polish>Znany też jako flashbang. Powoduje natychmiastową tymczasową ślepotę, głuchotę, dzwonienie w uszach i inne zaburzenia ucha wewnętrznego.</Polish>
<Czech>Omračující granát je taktická nesmrtící zbraň používaná při záchraně rukojmí a zvládání davu.</Czech>

View File

@ -28,7 +28,7 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
};
["ACE3", QGVAR(InteractKey), (localize "STR_ACE_Interact_Menu_InteractKey"),
["ACE3 Common", QGVAR(InteractKey), (localize "STR_ACE_Interact_Menu_InteractKey"),
{
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)) exitWith {false};
@ -37,7 +37,7 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
},{[0,false] call FUNC(keyUp)},
[219, [false, false, false]], false] call cba_fnc_addKeybind; //Left Windows Key
["ACE3", QGVAR(SelfInteractKey), (localize "STR_ACE_Interact_Menu_SelfInteractKey"),
["ACE3 Common", QGVAR(SelfInteractKey), (localize "STR_ACE_Interact_Menu_SelfInteractKey"),
{
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)) exitWith {false};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Interact_Menu">
<Key ID="STR_ACE_Interact_Menu_AlwaysUseCursorSelfInteraction">
@ -21,6 +21,7 @@
<Polish>Zawsze wyświetlaj kursor dla interakcji</Polish>
<Russian>Показывать курсор (взаимодействие)</Russian>
<German>Immer den Cursor für Fremd-Interaktionen anzeigen</German>
<Hungarian>Mindig legyen a cselekvés kurzorja látható</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_UseListMenu">
<English>Display interaction menus as lists</English>
@ -30,6 +31,7 @@
<Italian>Mostra il menù di interazione come lista</Italian>
<Polish>Wyświetlaj menu interakcji jako listę</Polish>
<German>Interaktionsmenü in Listen anzeigen</German>
<Hungarian>Cselekvő menük listaként való megjelenítése</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_InteractKey">
<English>Interact Key</English>
@ -86,6 +88,8 @@
<German>Interaktionstextfarbe Max</German>
<Italian>Interazioni - Testo Massimo</Italian>
<Russian>Взаимодействие - Текст Макс.</Russian>
<Spanish>Interacción - Texto al max.</Spanish>
<Hungarian>Cselekvés - Szöveg max.</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_ColorTextMin">
<English>Interaction - Text Min</English>
@ -94,6 +98,8 @@
<German>Interaktionstextfarbe Min</German>
<Italian>Interazioni - Testo Minimo</Italian>
<Russian>Взаимодействие - Текст Мин.</Russian>
<Spanish>Interacción - Texto al min.</Spanish>
<Hungarian>Cselekvés - Szöveg min.</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_ColorShadowMax">
<English>Interaction - Shadow Max</English>
@ -102,6 +108,8 @@
<German>Interaktionstextschatten Max</German>
<Italian>Interazioni - Ombra Massima</Italian>
<Russian>Взаимодействие - Тень Макс.</Russian>
<Spanish>Interacción - Sombras al max.</Spanish>
<Hungarian>Cselekvés - Árnyék max.</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_ColorShadowMin">
<English>Interaction - Shadow Min</English>
@ -110,32 +118,55 @@
<German>Interaktionstextschatten Min</German>
<Italian>Interazioni - Ombra Minima</Italian>
<Russian>Взаимодействие - Тень Мин.</Russian>
<Spanish>Interacción - Sombras al min.</Spanish>
<Hungarian>Cselekvés - Árnyék min.</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_cursorKeepCentered">
<English>Keep cursor centered</English>
<French>Garder le curseur au centre</French>
<Russian>Центрировать курсор</Russian>
<German>Cursor zentriert halten</German>
<Hungarian>Kurzor középen tartása</Hungarian>
<Polish>Utrzymaj kursor wyśrodkowany</Polish>
</Key>
<Key ID="STR_ACE_Interact_cursorKeepCenteredDescription">
<English>Keeps cursor centered and pans the option menu around. Useful if screen size is limited.</English>
<English>Keeps cursor centered and pans the option menu around. Useful if screen size is limited.</English>
<French>Garde le curseur au milieu et dispose le menu des options autour. Utile si la taille de l'écran est limitée.</French>
<Russian>Центрирует курсор и двигает само меню опций. Полезно при ограниченном размере экрана.</Russian>
<German>Hält den Cursor zentriert und verschiebt das Menü beim Bewegen. Nützlich bei kleinen Bildschirmen.</German>
<Hungarian>Középen tartja a kurzort, és a menüelemeket mozgatja. Hasznos lehetőség korlátozott képméretnél.</Hungarian>
<Polish>Utrzymuje kursor na środku ekranu, zamiast tego ruch myszą powoduje przesuwanie menu interakcji. Użyteczne w przypadku kiedy rozmiar ekranu jest ograniczony.</Polish>
</Key>
<Key ID="STR_ACE_Interact_Menu_ActionOnKeyRelease">
<English>Do action when releasing menu key</English>
<German>Aktion nach Loslassen der Taste ausführen</German>
<Polish>Wykonuj akcje po puszczeniu klawisza menu</Polish>
<French>Action au relachement de touche</French>
<Russian>Выполнять действие при отпускании кнопки взаимодействия</Russian>
</Key>
<Key ID="STR_ACE_Interact_textSize">
<English>Interaction Text Size</English>
<German>Menü-Schriftgröße</German>
<French>Taille du texte d'interaction</French>
<Russian>Размер текста (меню взаимодействия)</Russian>
</Key>
<Key ID="STR_ACE_Interact_shadowSetting">
<English>Interaction Text Shadow</English>
<German>Menü-Hintergrundschatten</German>
<French>Ombre du texte d'interaction</French>
<Russian>Тень от текста (меню взаимодействия)</Russian>
</Key>
<Key ID="STR_ACE_Interact_shadowSettingDescription">
<English>Allows controlling the text's shadow. Outline ignores custom shadow colors.</English>
<English>Allows controlling the text's shadow. Outline ignores custom shadow colors.</English>
<German>Stellt den Hintergrundschatten ein. Die Einstellung 'Kontur' ignoriert die Farbe des Schattens.</German>
<French>Permet de controler l'ombre du texte. Le contour ne prend pas en compte la couleur des ombres.</French>
<Russian>Дает возможность изменять тень, отбрасываемую текстом. Контур не зависит от выбранного цвета тени.</Russian>
</Key>
<Key ID="STR_ACE_Interact_shadowOutline">
<English>Outline</English>
<German>Kontur</German>
<French>Contour</French>
<Russian>Контур</Russian>
</Key>
</Package>
</Project>

View File

@ -22,7 +22,7 @@ GVAR(isOpeningDoor) = false;
// Add keybinds
["ACE3", QGVAR(openDoor), localize "STR_ACE_Interaction_OpenDoor",
["ACE3 Common", QGVAR(openDoor), localize "STR_ACE_Interaction_OpenDoor",
{
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
@ -42,7 +42,7 @@ GVAR(isOpeningDoor) = false;
[57, [false, true, false]], false] call cba_fnc_addKeybind; //Key CTRL+Space
["ACE3", QGVAR(tapShoulder), localize "STR_ACE_Interaction_TapShoulder",
["ACE3 Common", QGVAR(tapShoulder), localize "STR_ACE_Interaction_TapShoulder",
{
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
@ -56,7 +56,7 @@ GVAR(isOpeningDoor) = false;
{false},
[20, [true, false, false]], false] call cba_fnc_addKeybind;
["ACE3", QGVAR(modifierKey), localize "STR_ACE_Interaction_ModifierKey",
["ACE3 Common", QGVAR(modifierKey), localize "STR_ACE_Interaction_ModifierKey",
{
// Conditions: canInteract
//if !([ACE_player, objNull, ["isNotDragging"]] call EFUNC(common,canInteractWith)) exitWith {false}; // not needed

View File

@ -112,7 +112,7 @@
<Key ID="STR_ACE_Interaction_InteractionMenuSelf">
<English>Interaction Menu (Self)</English>
<German>Interaktionsmenü (Selbst)</German>
<Spanish>Menú de interacción (Propia)</Spanish>
<Spanish>Menú de interacción (Propio)</Spanish>
<Polish>Menu interakcji (własne)</Polish>
<Czech>Menu interakce (vlastní)</Czech>
<French>Menu d'interaction (Perso)</French>

View File

@ -9,12 +9,48 @@ class CfgVehicles {
class MainTurret;
};
};
class AT_01_base_F: StaticMGWeapon {};
class AT_01_base_F: StaticMGWeapon {
class B_static_AT_F: AT_01_base_F {
class Turrets : Turrets {
class MainTurret : MainTurret {
weapons[] = { "missiles_titan_static_at" };
weapons[] = { QGVAR(Titan_Static) };
magazines[] = {"1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles"};
turretInfoType = "ACE_RscOptics_javelin";
gunnerOpticsModel = PATHTOF(data\reticle_titan.p3d);
opticsZoomMin = 0.08333;
opticsZoomMax = 0.04167;
opticsZoomInit = 0.08333;
opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
opticsFlare = 0;
discretefov[] = {0.08333,0.04167};
discreteInitIndex = 0;
};
};
};
class O_static_AT_F: AT_01_base_F {
class Turrets : Turrets {
class MainTurret : MainTurret {
weapons[] = { QGVAR(Titan_Static) };
magazines[] = {"1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles"};
turretInfoType = "ACE_RscOptics_javelin";
gunnerOpticsModel = PATHTOF(data\reticle_titan.p3d);
opticsZoomMin = 0.08333;
opticsZoomMax = 0.04167;
opticsZoomInit = 0.08333;
opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
opticsFlare = 0;
discretefov[] = {0.08333,0.04167};
discreteInitIndex = 0;
};
};
};
class I_static_AT_F: AT_01_base_F {
class Turrets : Turrets {
class MainTurret : MainTurret {
weapons[] = { QGVAR(Titan_Static) };
magazines[] = {"1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles"};
turretInfoType = "ACE_RscOptics_javelin";

View File

@ -11,7 +11,9 @@ class CfgWeapons {
};
class missiles_titan_at : missiles_titan {
class missiles_titan_at : missiles_titan { };
class GVAR(Titan_Static) : missiles_titan_at {
GVAR(enabled) = 1;
weaponInfoType = "ACE_RscOptics_javelin";
modelOptics = PATHTOF(data\reticle_titan.p3d);
@ -20,18 +22,50 @@ class CfgWeapons {
lockingTargetSound[] = {"",0,1};
lockedTargetSound[] = {"",0,1};
};
class missiles_titan_static_at : missiles_titan_at { };
// @TODO: AA by default, motherfuckers
class launch_Titan_base : Launcher_Base_F {};
class launch_Titan_short_base : launch_Titan_base {
class launch_Titan_short_base : launch_Titan_base { };
class launch_B_Titan_short_F: launch_Titan_short_base {
GVAR(enabled) = 1;
weaponInfoType = "ACE_RscOptics_javelin";
modelOptics = PATHTOF(data\reticle_titan.p3d);
canLock = 0;
lockingTargetSound[] = {"",0,1};
lockedTargetSound[] = {"",0,1};
};
class launch_I_Titan_short_F: launch_Titan_short_base {
GVAR(enabled) = 1;
weaponInfoType = "ACE_RscOptics_javelin";
modelOptics = PATHTOF(data\reticle_titan.p3d);
canLock = 0;
lockingTargetSound[] = {"",0,1};
lockedTargetSound[] = {"",0,1};
};
class launch_O_Titan_short_F: launch_Titan_short_base {
GVAR(enabled) = 1;
weaponInfoType = "ACE_RscOptics_javelin";
modelOptics = PATHTOF(data\reticle_titan.p3d);
canLock = 0;
lockingTargetSound[] = {"",0,1};
lockedTargetSound[] = {"",0,1};
};
class launch_Titan_short_F: launch_Titan_short_base {
GVAR(enabled) = 1;
weaponInfoType = "ACE_RscOptics_javelin";
modelOptics = PATHTOF(data\reticle_titan.p3d);
canLock = 0;
lockingTargetSound[] = {"",0,1};
lockedTargetSound[] = {"",0,1};
};

View File

@ -6,10 +6,15 @@ PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
// Bail on not missile
if( _shooter != ACE_player) exitWith { false };
/*
if( ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "launch_Titan_short_base"] call EFUNC(common,inheritsFrom))
&&
{ ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "missiles_titan_at"] call EFUNC(common,inheritsFrom)) }
) exitWith { };
*/
_configs = configProperties [configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) >> QGVAR(enabled), "true", false];
if( (count _configs) < 1) exitWith {};
_config = _configs select 1;
_pfh_handle = uiNamespace getVariable ["ACE_RscOptics_javelin_PFH", nil];
if(!isNil "_pfh_handle") then {

View File

@ -35,10 +35,14 @@ _soundTime = _args select 4;
_randomLockInterval = _args select 5;
_fireDisabledEH = _args select 6;
_configs = configProperties [configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) >> QGVAR(enabled), "true", false];
/*
if( ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "launch_Titan_short_base"] call EFUNC(common,inheritsFrom))
&&
{ ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "missiles_titan_at"] call EFUNC(common,inheritsFrom)) }
) exitWith {
*/
if((count _config) < 1) exitWith {
__JavelinIGUITargeting ctrlShow false;
__JavelinIGUITargetingGate ctrlShow false;
__JavelinIGUITargetingLines ctrlShow false;
@ -130,7 +134,7 @@ FUNC(disableFire) = {
if(_firedEH < 0 && difficulty > 0) then {
_firedEH = [ACE_player, "DefaultAction", {true}, {
_canFire = (_this select 0) getVariable["ace_missileguidance_target", nil];
_canFire = (_this select 1) getVariable["ace_missileguidance_target", nil];
if(!isNil "_canFire") exitWith { false };
true
}] call EFUNC(common,addActionEventHandler);

View File

@ -18,10 +18,11 @@
<Polish>Anemomentr skrzydełkowy Kestrel 4500</Polish>
<Russian>Карманная метеостанция Kestrel 4500NV</Russian>
<French>Station météo portable Kestrel 4500</French>
<Spanish>Kestrel 4500 Pocket Weather Tracker</Spanish>
<Spanish>Estación meteorológica Kestrel 4500 </Spanish>
<German>Kestrel 4500 Taschenwettermessgerät</German>
<Italian>Kestrel 4500 Indicatore Meteorologico Tascabile</Italian>
<Portuguese>Kestrel 4500 Medidor Balístico Ativo</Portuguese>
<Hungarian>Kestrel 4500 kézi szél-és időjárásmérő</Hungarian>
</Key>
<Key ID="STR_ACE_Kestrel4500_OpenKestrel">
<English>Open Kestrel 4500</English>
@ -42,6 +43,7 @@
<Italian>Mostra Kestrel 4500</Italian>
<Spanish>Mostrar Kestrel 4500</Spanish>
<German>Kestrel 4500 anzeigen</German>
<Hungarian>Kestrel 4500 mutatása</Hungarian>
</Key>
<Key ID="STR_ACE_Kestrel4500_HideKestrel">
<English>Hide Kestrel 4500</English>
@ -49,8 +51,9 @@
<Russian>Убрать Kestrel 4500NV</Russian>
<French>Cacher Kestrel 4500</French>
<Italian>Nascondi Kestrel 4500</Italian>
<Spanish>Esconder Kestrel 4500</Spanish>
<Spanish>Ocultar Kestrel 4500</Spanish>
<German>Kestrel 4500 wegstecken</German>
<Hungarian>Kestrel 4500 elrejtése</Hungarian>
</Key>
<Key ID="STR_ACE_Kestrel4500_KestrelDialogKey">
<English>Open Kestrel 4500</English>
@ -60,6 +63,7 @@
<Italian>Accendi Kestrel 4500</Italian>
<Spanish>Abrir Kestrel 4500</Spanish>
<German>Kestrel 4500 öffnen</German>
<Hungarian>Kestrel 4500 elővétele</Hungarian>
</Key>
<Key ID="STR_ACE_Kestrel4500_DisplayKestrelKey">
<English>Show Kestrel 4500</English>
@ -69,6 +73,7 @@
<Italian>Mostra Kestrel 4500</Italian>
<Spanish>Mostrar Kestrel 4500</Spanish>
<German>Kestrel 4500 anzeigen</German>
<Hungarian>Kestrel 4500 mutatása</Hungarian>
</Key>
</Package>
</Project>

View File

@ -4,7 +4,7 @@
<Key ID="STR_ACE_Laser_SelfDesignate_DesignatorOn">
<English>Laser Designator On</English>
<German>Lasermarkierer an</German>
<Spanish>Laser Designador encendido</Spanish>
<Spanish>Designador láser encendido</Spanish>
<Russian>ЛЦУ ВКЛ</Russian>
<Czech>Laserový značkovač zapnut</Czech>
<Polish>Desygnator laserowy wł.</Polish>
@ -16,7 +16,7 @@
<Key ID="STR_ACE_Laser_SelfDesignate_DesignatorOff">
<English>Laser Designator Off</English>
<German>Lasermarkierer aus</German>
<Spanish>Laser Designador apagado</Spanish>
<Spanish>Designador láser apagado</Spanish>
<Russian>ЛЦУ ВЫКЛ</Russian>
<Czech>Laserový značkovat vypnut</Czech>
<Polish>Desygnator laserowy wył.</Polish>

View File

@ -46,7 +46,7 @@
<Polish>&lt;t color='#9cf953'&gt;Użyj: &lt;/t&gt;wł./wył. laser</Polish>
<Portuguese>&lt;t color='#9cf953'&gt;Uso: &lt;/t&gt;Ativar/Desativar laser</Portuguese>
<Russian>&lt;t color='#9cf953'&gt;Использовать: &lt;/t&gt;ВКЛ/ВЫКЛ лазер</Russian>
<Spanish>&lt;t color='#9cf953'&gt;Usar: &lt;/t&gt;encender/apagar láser</Spanish>
<Spanish>&lt;t color='#9cf953'&gt;Usar: &lt;/t&gt;Encender/Apagar láser</Spanish>
<Hungarian>&lt;t color='#9cf953'&gt;Használat: &lt;/t&gt;Lézer BE/KI kapcsolása</Hungarian>
</Key>
<Key ID="STR_ACE_Laserpointer_Laser">
@ -55,8 +55,9 @@
<Polish>Laser</Polish>
<Russian>Лазер</Russian>
<French>Laser</French>
<Spanish>Laser</Spanish>
<Spanish>Láser</Spanish>
<Italian>Laser</Italian>
<Hungarian>Lézer</Hungarian>
</Key>
<Key ID="STR_ACE_Laserpointer_IRLaser">
<English>IR Laser</English>
@ -64,8 +65,9 @@
<Polish>Laser IR</Polish>
<Russian>ИК-лазер</Russian>
<French>Laser IR</French>
<Spanish>Laser IR</Spanish>
<Spanish>Láser IR</Spanish>
<Italian>Laser IR</Italian>
<Hungarian>Infravörös Lézer</Hungarian>
</Key>
<Key ID="STR_ACE_Laserpointer_switchLaserLight">
<English>Switch Laser / IR Laser</English>
@ -74,7 +76,8 @@
<Russian>Изменить режим Лазер / ИК-лазер</Russian>
<French>Changer Laser / Laser IR</French>
<Italian>Alterna Laser / IR Laser</Italian>
<Spanish>Cambiar Laser / Laser IR</Spanish>
<Spanish>Cambiar láser / Láser IR</Spanish>
<Hungarian>Lézer / Infravörös Lézer váltása</Hungarian>
</Key>
</Package>
</Project>

View File

@ -77,7 +77,7 @@
<English>Repacking Finished</English>
<French>Réorganisation terminée</French>
<German>Wiederverpacken Fertig</German>
<Spanish>Reembalaje finalizado</Spanish>
<Spanish>Reorganización finalizada</Spanish>
<Russian>Перепаковка завершена</Russian>
<Czech>Páskování dokončeno</Czech>
<Polish>Przepakowywanie zakończone</Polish>
@ -89,7 +89,7 @@
<English>Repacking Interrupted</English>
<French>Réorganisation interrompue</French>
<German>Umpacken Unterbrochen</German>
<Spanish>Reembalaje interrumpido</Spanish>
<Spanish>Reorganización interrumpida</Spanish>
<Russian>Перепаковка прервана</Russian>
<Czech>Páskování přerušeno</Czech>
<Polish>Przepakowywanie przerwane</Polish>
@ -101,7 +101,7 @@
<English>%1 Full and %2 Partial</English>
<French>%1 plein(s) et %2 partiel(s)</French>
<German>%1 Vollständigen und %2 Teilweisen</German>
<Spanish>%1 Total y %2 Parcial</Spanish>
<Spanish>%1 Llenos y %2 Incompletos</Spanish>
<Russian>%1 полных и %2 неполных</Russian>
<Czech>%1 plný a %2 částečně</Czech>
<Polish>Pełnych: %1.&lt;br/&gt;Częściowo pełnych: %2.</Polish>

View File

@ -22,6 +22,10 @@ class ACE_Settings {
typeName = "SCALAR";
value = 1;
};
class GVAR(painCoefficient) {
typeName = "SCALAR";
value = 1;
};
class GVAR(enableAirway) {
typeName = "BOOL";
value = false;
@ -50,10 +54,10 @@ class ACE_Settings {
typeName = "SCALAR";
value = 1;
};
class GVAR(enableUnsconsiousnessAI) {
class GVAR(enableUnconsciousnessAI) {
value = 1;
typeName = "SCALAR";
values[] = {"Disabled", "Enabled", "50/50"};
values[] = {"Disabled", "50/50", "Enabled"};
};
class GVAR(preventInstaDeath) {
typeName = "BOOL";

View File

@ -87,7 +87,7 @@ class CfgVehicles {
typeName = "NUMBER";
defaultValue = 1;
};
class enableUnsconsiousnessAI {
class enableUnconsciousnessAI {
displayName = "AI Unconsciousness";
description = "Allow AI to go unconscious";
typeName = "NUMBER";
@ -97,12 +97,12 @@ class CfgVehicles {
value = 0;
};
class normal {
name = "Enabled";
name = "50/50";
value = 1;
default = 1;
};
class full {
name = "50/50";
class full {
name = "Enabled";
value = 2;
};
};
@ -119,6 +119,12 @@ class CfgVehicles {
typeName = "NUMBER";
defaultValue = 1;
};
class painCoefficient {
displayName = "Pain coefficient";
description = "Coefficient to modify the pain intensity";
typeName = "NUMBER";
defaultValue = 1;
};
class keepLocalSettingsSynced {
displayName = "Sync status";
description = "Keep unit status synced. Recommended on.";
@ -651,7 +657,7 @@ class CfgVehicles {
XEH_ENABLED;
scope = 1;
side = -1;
model = QUOTE(PATHTOF(data\bodybag.p3d));
model = QUOTE(PATHTOEF(apl,bodybag.p3d));
icon = "";
displayName = $STR_ACE_Medical_Bodybag_Display;
EGVAR(dragging,canDrag) = 1;

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@ -133,7 +133,7 @@ GVAR(effectTimeBlood) = time;
};
};
_bleeding = ACE_player call FUNC(getBloodLoss);
_bleeding = [ACE_player] call FUNC(getBloodLoss);
// Bleeding Indicator
if (_bleeding > 0 and GVAR(effectTimeBlood) + 3.5 < time) then {
GVAR(effectTimeBlood) = time;
@ -169,7 +169,7 @@ GVAR(lastHeartBeatSound) = time;
// Pain effect
_strength = ACE_player getVariable [QGVAR(pain), 0];
// _strength = _strength * (ACE_player getVariable [QGVAR(coefPain), GVAR(coefPain)]); @todo
_strength = _strength * (ACE_player getVariable [QGVAR(painCoefficient), GVAR(painCoefficient)]);
if (GVAR(painEffectType) == 1) then {
GVAR(effectPainCC) ppEffectEnable false;
if ((ACE_player getVariable [QGVAR(pain), 0]) > 0 && {alive ACE_player}) then {
@ -253,7 +253,7 @@ if (USE_WOUND_EVENT_SYNC) then {
[
{(((_this select 0) getvariable [QGVAR(bloodVolume), 100]) < 65)},
{(((_this select 0) getvariable [QGVAR(pain), 0]) > 0.9)},
{(((_this select 0) call FUNC(getBloodLoss)) > 0.25)},
{(([_this select 0] call FUNC(getBloodLoss)) > 0.25)},
{((_this select 0) getvariable [QGVAR(inReviveState), false])},
{((_this select 0) getvariable [QGVAR(inCardiacArrest), false])},
{((_this select 0) getvariable ["ACE_isDead", false])},

View File

@ -8,7 +8,13 @@ if !(local _unit) exitWith {};
[_unit] call FUNC(init);
//Reset captive status for respawning unit
// Reset captive status for respawning unit
if (!(_unit getVariable ["ACE_isUnconscious", false])) then {
[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
};
// Remove maximum unconsciousness time handler
_maxUnconHandle = _unit getVariable [QGVAR(maxUnconTimeHandle), -1];
if (_maxUnconHandle > 0) then {
[_maxUnconHandle] call CBA_fnc_removePerFrameHandler;
};

View File

@ -5,7 +5,7 @@ class CfgPatches {
units[] = {"ACE_medicalSupplyCrate", "ACE_medicalSupplyCrate_advanced", "ACE_fieldDressingItem", "ACE_packingBandageItem", "ACE_elasticBandageItem", "ACE_tourniquetItem", "ACE_morphineItem", "ACE_atropineItem", "ACE_epinephrineItem", "ACE_plasmaIVItem", "ACE_bloodIVItem", "ACE_salineIVItem", "ACE_quikclotItem", "ACE_personalAidKitItem", "ACE_surgicalKitItem", "ACE_bodyBagItem", "ACE_bodyBagObject"};
weapons[] = {"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_tourniquet", "ACE_morphine", "ACE_atropine", "ACE_epinephrine", "ACE_plasmaIV", "ACE_plasmaIV_500", "ACE_plasmaIV_250", "ACE_bloodIV", "ACE_bloodIV_500", "ACE_bloodIV_250", "ACE_salineIV", "ACE_salineIV_500", "ACE_salineIV_250", "ACE_quikclot", "ACE_personalAidKit", "ACE_surgicalKit", "ACE_bodyBag"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interaction","ace_modules"};
requiredAddons[] = {"ace_interaction","ace_modules", "ace_apl"};
author[] = {"Glowbal", "KoffienFlummi"};
authorUrl = "";
VERSION_CONFIG;

Binary file not shown.

View File

@ -80,7 +80,7 @@ class Stage6
};
class Stage7
{
texture="z\ace\addons\medical\data\env_co.tga";
texture="z\ace\addons\apl\data\env_co.tga";
uvSource="tex";
class uvTransform
{

View File

@ -15,15 +15,17 @@
#define BLOODLOSSRATE_BASIC 0.2
private ["_totalBloodLoss","_tourniquets","_openWounds", "_cardiacOutput", "_internalWounds"];
private ["_unit", "_totalBloodLoss","_tourniquets","_openWounds", "_cardiacOutput", "_internalWounds"];
// TODO Only use this calculation if medium or higher, otherwise use vanilla calculations (for basic medical).
_unit = _this select 0;
_totalBloodLoss = 0;
// Advanced medical bloodloss handling
if (GVAR(level) >= 2) then {
_tourniquets = _this getvariable [QGVAR(tourniquets), [0,0,0,0,0,0]];
_openWounds = _this getvariable [QGVAR(openWounds), []];
//_cardiacOutput = [_this] call FUNC(getCardiacOutput);
_tourniquets = _unit getvariable [QGVAR(tourniquets), [0,0,0,0,0,0]];
_openWounds = _unit getvariable [QGVAR(openWounds), []];
//_cardiacOutput = [_unit] call FUNC(getCardiacOutput);
{
if ((_tourniquets select (_x select 2)) == 0) then {
@ -34,7 +36,7 @@ if (GVAR(level) >= 2) then {
};
}foreach _openWounds;
_internalWounds = _this getvariable [QGVAR(internalWounds), []];
_internalWounds = _unit getvariable [QGVAR(internalWounds), []];
{
_totalBloodLoss = _totalBloodLoss + ((_x select 4) * (_x select 3));
}foreach _internalWounds;
@ -42,6 +44,6 @@ if (GVAR(level) >= 2) then {
// cap the blood loss to be no greater as the current cardiac output
//(_totalBloodLoss min _cardiacOutput);
} else {
_totalBloodLoss = BLOODLOSSRATE_BASIC * (damage _this);
_totalBloodLoss = BLOODLOSSRATE_BASIC * (damage _unit);
};
_totalBloodLoss * (GVAR(bleedingCoefficient) max 0);
_totalBloodLoss * ((_unit getVariable [QGVAR(bleedingCoefficient), GVAR(bleedingCoefficient)]) max 0);

View File

@ -34,7 +34,7 @@ private ["_unit","_bloodVolume","_bloodVolumeChange", "_ivVolume"];
_unit = _this select 0;
_bloodVolume = _unit getvariable [QGVAR(bloodVolume), 100];
_bloodVolumeChange = -(_unit call FUNC(getBloodLoss));
_bloodVolumeChange = -([_unit] call FUNC(getBloodLoss));
if (_bloodVolume < 100.0) then {
{

View File

@ -20,7 +20,7 @@ _unit = _this select 0;
_hrIncrease = 0;
if (!(_unit getvariable [QGVAR(inCardiacArrest),false])) then {
_heartRate = _unit getvariable [QGVAR(heartRate), 80];
_bloodLoss = _unit call FUNC(getBloodLoss);
_bloodLoss = [_unit] call FUNC(getBloodLoss);
_adjustment = _unit getvariable [QGVAR(heartRateAdjustments), []];
{
@ -83,4 +83,4 @@ if (!(_unit getvariable [QGVAR(inCardiacArrest),false])) then {
_hrIncrease = _hrIncrease - HEART_RATE_MODIFIER;
};
};
_hrIncrease
_hrIncrease

View File

@ -17,12 +17,12 @@
#include "script_component.hpp"
private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex"];
_unit = _this select 0;
_selection = _this select 1;
_damage = _this select 2;
_shooter = _this select 3;
_projectile = _this select 4;
private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"];
_unit = _this select 0;
_selection = _this select 1;
_damage = _this select 2;
_shooter = _this select 3;
_projectile = _this select 4;
if !(local _unit) exitWith {nil};
@ -34,6 +34,30 @@ if (typeName _projectile == "OBJECT") then {
// If the damage is being weird, we just tell it to fuck off.
if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0};
// Exit if we disable damage temporarily
_damageOld = damage _unit;
if (_selection in GVAR(SELECTIONS)) then {
_damageOld = _unit getHit _selection;
};
if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {_damageOld};
// Figure out whether to prevent death before handling damage
if (diag_frameno > (_unit getVariable [QGVAR(frameNo), -3]) + 2) then {
_unit setVariable [QGVAR(frameNo), diag_frameno];
_unit setVariable [QGVAR(wasUnconscious), _unit getVariable ["ACE_isUnconscious", false]];
_preventDeath = _unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)];
if (_unit getVariable ["ACE_isUnconscious", false]) then {
_preventDeath = _unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)];
if !([_unit] call EFUNC(common,isPlayer)) then {
_preventDeath = _preventDeath - 1;
};
_preventDeath = _preventDeath > 0;
};
_unit setVariable [QGVAR(preventDeath), _preventDeath];
};
// Get return damage
_damageReturn = _damage;
if (GVAR(level) < 2) then {
_damageReturn = _this call FUNC(handleDamage_basic);
@ -73,26 +97,30 @@ if (GVAR(level) < 2) then {
};
[_unit] call FUNC(addToInjuredCollection);
if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith {
if (_damageReturn >= 0.9 && {_selection in ["", "head", "body"]}) exitWith {
if (_unit getvariable ["ACE_isUnconscious", false]) exitwith {
// Prevent death if necessary
if (_unit getVariable QGVAR(preventDeath)) then {
if (_selection in ["", "head", "body"]) then {
_damageReturn = _damageReturn min 0.89;
};
// Move the unit out of the vehicle if necessary
if (vehicle _unit != _unit and damage (vehicle _unit) == 1) then {
[_unit] call EFUNC(common,unloadPerson);
if (_unit getVariable QGVAR(wasUnconscious)) then {
[_unit] call FUNC(setDead);
0.89
} else {
[_unit, true] call FUNC(setUnconscious);
};
[{ [_this select 0, true] call FUNC(setUnconscious); }, [_unit]] call EFUNC(common,execNextFrame);
0.89
};
_damageReturn min 0.89;
};
if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
// @todo
// [_unit] call FUNC(unload);
// Temporarily disable all damage to prevent stuff like
// being killed during the animation etc.
if (!_wasUnconscious and (_unit getVariable ["ACE_isUnconscious", false])) then {
_unit setVariable [QGVAR(allowDamage), false];
[{
_this setVariable [QGVAR(allowDamage), true];
}, _unit, 0.7, 0] call EFUNC(common,waitAndExecute);
};
[_unit] call FUNC(setDead);
0.89
};
_damageReturn

View File

@ -26,22 +26,28 @@
private ["_unit", "_selectionName", "_damage", "_shooter", "_projectile", "_damage", "_armdamage", "_hitPoint", "_index", "_legdamage", "_newDamage", "_otherDamage", "_pain", "_restore"];
_unit = _this select 0;
_selectionName = _this select 1;
_damage = _this select 2;
_shooter = _this select 3;
_projectile = _this select 4;
_unit = _this select 0;
_selectionName = _this select 1;
_damage = _this select 2;
_shooter = _this select 3;
_projectile = _this select 4;
// Apply damage treshold / coefficient
_threshold = [
_unit getVariable [QGVAR(damageThreshold), GVAR(AIDamageThreshold)],
_unit getVariable [QGVAR(damageThreshold), GVAR(playerDamageThreshold)]
] select ([_unit] call EFUNC(common,isPlayer));
_damage = _damage * (1 / _threshold);
// This is a new hit, reset variables.
// Note: sometimes handleDamage spans over 2 or even 3 frames.
if (diag_frameno > (_unit getVariable [QGVAR(frameNo), -3]) + 2) then {
_unit setVariable [QGVAR(frameNo), diag_frameno];
if (diag_frameno > (_unit getVariable [QGVAR(basic_frameNo), -3]) + 2) then {
_unit setVariable [QGVAR(basic_frameNo), diag_frameno];
_unit setVariable [QGVAR(isFalling), false];
_unit setVariable [QGVAR(projectiles), []];
_unit setVariable [QGVAR(hitPoints), []];
_unit setVariable [QGVAR(damages), []];
_unit setVariable [QGVAR(structDamage), 0];
_unit setVariable [QGVAR(preventDeath), false];
// Assign orphan structural damage to torso
[{
private ["_unit", "_damagesum"];
@ -172,11 +178,7 @@ if (_selectionName == "" and
_damage < 1 and
!(_unit getVariable ["ACE_isUnconscious", False]
)) then {
if (_unit getVariable [QGVAR(allowUnconscious), ([_unit] call EFUNC(common,isPlayer)) or random 1 > 0.3]) then {
[_unit, true] call FUNC(setUnconscious);
} else {
_damage = 1;
};
[_unit, true] call FUNC(setUnconscious);
};
_damage

View File

@ -49,7 +49,7 @@ if (_bloodVolume < 100) then {
};
};
if ((_unit call FUNC(getBloodLoss)) > 0) then {
if (([_unit] call FUNC(getBloodLoss)) > 0) then {
if !(_unit getvariable [QGVAR(isBleeding), false]) then {
_unit setvariable [QGVAR(isBleeding), true, true];
};

View File

@ -29,7 +29,8 @@ if !(_activated) exitWith {};
[_logic, QGVAR(enableScreams), "enableScreams"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(playerDamageThreshold), "playerDamageThreshold"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(AIDamageThreshold), "AIDamageThreshold"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(enableUnsconsiousnessAI), "enableUnsconsiousnessAI"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(enableUnconsciousnessAI), "enableUnconsciousnessAI"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(preventInstaDeath), "preventInstaDeath"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(bleedingCoefficient), "bleedingCoefficient"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(painCoefficient), "painCoefficient"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(keepLocalSettingsSynced), "keepLocalSettingsSynced"] call EFUNC(common,readSettingFromModule);

View File

@ -22,6 +22,9 @@ _unit = _this select 0;
_set = if (count _this > 1) then {_this select 1} else {true};
_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY};
// No change, fuck off. (why is there no xor?)
if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {};
if !(_set) exitwith {
_unit setvariable ["ACE_isUnconscious", false, true];
};
@ -43,16 +46,17 @@ if (_unit == ACE_player) then {
};
// if we have unconsciousness for AI disabled, we will kill the unit instead
if (!([_unit] call EFUNC(common,IsPlayer)) && (GVAR(enableUnsconsiousnessAI) == 0 || (GVAR(enableUnsconsiousnessAI) == 2 && random(1) <= 0.5))) exitwith {
[_unit, true] call FUNC(setDead); // force, to avoid getting into a loop in case revive is enabled.
if !([_unit] call EFUNC(common,isPlayer)) then {
_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) exitWith {
[_unit, true] call FUNC(setDead);
};
};
// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
// therefor we force it to select the primairy weapon before going unconscious
if ((vehicle _unit) isKindOf "StaticWeapon") then {
moveOut _unit;
unassignVehicle _unit;
//_unit action ["eject", vehicle _unit];
[_unit] call EFUNC(common,unloadPerson);
};
if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
_unit action ["ladderOff", (nearestBuilding _unit)];
@ -62,8 +66,6 @@ if (vehicle _unit == _unit) then {
_unit addWeapon "ACE_FakePrimaryWeapon";
};
_unit selectWeapon (primaryWeapon _unit);
_unit switchMove "";
_unit playmoveNow "";
};
// We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle
@ -84,7 +86,15 @@ if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
};
[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
_anim = [_unit] call EFUNC(common,getDeathAnim);
[_unit, _anim, 1, true] call EFUNC(common,doAnimation);
[{
_unit = _this select 0;
_anim = _this select 1;
if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then {
[_unit, _anim, 2, true] call EFUNC(common,doAnimation);
};
}, [_unit, _anim], 0.5, 0] call EFUNC(common,waitAndExecute);
_startingTime = time;

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Medical">
<Key ID="STR_ACE_Medical_Injuries">
@ -8,14 +8,18 @@
<Russian>ТРАВМЫ</Russian>
<French>BLESSURES</French>
<Polish>OBRAŻENIA</Polish>
<Spanish>HERIDAS</Spanish>
<Hungarian>SÉRÜLÉSEK</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_NoInjuriesBodypart">
<English>No injuries on this bodypart ...</English>
<German>Körperteil nicht verletzt ...</German>
<Italian>Non ci sono lesioni in questa parte del corpo ...</Italian>
<Russian>Данная часть тела не повреждена ...</Russian>
<French>Aucune blessures sur cette partie du corps</French>
<French>Aucune blessures sur cette partie du corps ...</French>
<Polish>Brak obrażeń na tej części ciała ...</Polish>
<Spanish>Sin heridas en esta parte del cuerpo ...</Spanish>
<Hungarian>Ezen a testrészen nincs sérülés ...</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_litterSimulationDetail">
<English>Litter Simulation Detail</English>
@ -24,6 +28,8 @@
<Russian>Количество мусора от медицины</Russian>
<Italian>Dettagli Simulazione Rifiuti</Italian>
<French>Niveau de simulation des détritus</French>
<German>Abfall-Detaillevel</German>
<Hungarian>Hulladékszimuláció részletessége</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_litterSimulationDetail_Desc">
<English>Litter simulation detail level sets the number of litter items which will be locally spawned in the client. Excessive amounts in local areas could cause FPS lag, so this is a client only setting.</English>
@ -31,7 +37,9 @@
<Spanish>Detalle simulación de basura establece el número de artículos de basura que se generan a nivel local en el cliente. Las cantidades excesivas en áreas locales podrían causar caída de rendimiento, así que esto es un ajuste de cliente únicamente.</Spanish>
<Russian>Устанавливает количество мусора, который появляется после использования мед. препаратов. Большое количество мусора может уменьшить производительность, поэтому данная настройка локальна для клиента.</Russian>
<Italian>Il livello di dettagli della simulazione dei rifiuti indica il numero di rifiuti che verranno creati localmente nel client. La creazione di troppi rifiuti in aree locali potrebbe causare lag e calo di FPS. Questo è un settaggio client.</Italian>
<French>Le nieau de simulation des détritus règle la quantité de déchets qui vont être créer localement dans le client. Des quantitées excessive dans certaines zones locales aurait pu causer des chutes D'IPS, donc c'est une option client uniquement.</French>
<French>Le niveau de simulation des détritus règle la quantité de déchets qui vont être créés localement chez le client. Des quantitées excessive chez certains clients peuvent causer des chutes de FPS, c'est donc une option client uniquement.</French>
<German>Die Einstellung für das Abfall-Detaillevel stellt die Menge der lokal erzeugten medizinischen Abfälle ein. Zuviel erzeugte Abfälle können FPS-Lags erzeugen, deswegen ist diese Einstellung nur clientseitig.</German>
<Hungarian>A hulladékszimuláció részletessége megszabja a kliens által megjelenített hulladékobjektumok mennyiségét. Súlyos mennyiségek izolált területeken alacsony FPS-t okozhatnak, így ez egy kliensoldali beállítás.</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Inject_Atropine">
<English>Inject Atropine</English>
@ -115,6 +123,7 @@
<Russian>Наложить жгут</Russian>
<Italian>Applica laccio emostatico</Italian>
<Portuguese>Aplicar Torniquete</Portuguese>
<Hungarian>Érszorító alkalmazása</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Bandage">
<English>Bandage</English>
@ -382,7 +391,7 @@
<Key ID="STR_ACE_Medical_Actions_TriageCard">
<English>Triage Card</English>
<German>Triagekarte</German>
<Spanish>Tarjeta de triaje</Spanish>
<Spanish>Tarjeta de clasificación</Spanish>
<Russian>Медкарта</Russian>
<Polish>Karta segregacyjna</Polish>
<Czech>Karta Triage</Czech>
@ -398,6 +407,8 @@
<Russian>Нет записей.</Russian>
<French>Aucune entrée sur cette carte de triage</French>
<Polish>Brak wpisów w tej karcie segregacyjnej.</Polish>
<Spanish>Sin entradas en esta tarjeta de clasificación.</Spanish>
<Hungarian>Ez az orvosi lap nem tartalmaz bejegyzést.</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Actions_Tourniquet">
<English>Tourniquet</English>
@ -430,6 +441,8 @@
<Russian>Диагностика</Russian>
<French>Diagnostiquer</French>
<Polish>Diagnoza</Polish>
<Spanish>Diagnosticar</Spanish>
<Hungarian>Diagnosztizálás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Actions_Diagnosing">
<English>Diagnosing ...</English>
@ -438,6 +451,8 @@
<Russian>Диагностика ...</Russian>
<French>Diagnostic en cours</French>
<Polish>Diagnozowanie ...</Polish>
<Spanish>Diagnosticando ...</Spanish>
<Hungarian>Diagnózis folyamatban...</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Actions_CPR">
<English>CPR</English>
@ -446,6 +461,8 @@
<Russian>Сердечно-лёгочная реанимация</Russian>
<French>RPC</French>
<Polish>RKO</Polish>
<Spanish>RCP</Spanish>
<Hungarian>Újraélesztés</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Actions_PerformingCPR">
<English>Performing CPR ...</English>
@ -454,6 +471,8 @@
<Russian>Сердечно-лёгочная реанимация ...</Russian>
<French>RPC en cours</French>
<Polish>Przeprowadzanie RKO ...</Polish>
<Spanish>Realizando RCP ...</Spanish>
<Hungarian>Újraélesztés folyamatban...</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Actions_Blood4_1000">
<English>Give Blood IV (1000ml)</English>
@ -966,6 +985,7 @@
<Italian>Una sostanza che permette di dilatare i bronchi, aumentare il battito cardiaco e combattere effetti di reazioni allergiche. Usato anche in casi di arresto cardiaco.</Italian>
<German>Ein Medikament, dass die Bronchien erweitert, die Herzfrequenz erhöht und Symptome von allergischen Reaktionen(Anaphylaxie) bekämpft. Wird bei plötzlichem Herzstillstand verabreicht.</German>
<Portuguese>Uma droga trabalha dilatando os bronquios, aumentando a frequência cardíaca e combate efeitos de reações alérgicas(anáfilaticas). Usado em casos de parada cardiaca com poucas changes de recuperação.</Portuguese>
<Hungarian>Egy hormon, mely a szimpatikus idegrendszer által kitágítja a hörgőket, valamint megnöveli a szívverést, ezzel ellensúlyozva ilyen jellegű allergiás reakciókat (anafilaxiás sokk). Hirtelen szívmegállás esetén is használt, idő alatt csökkenő hatásfokkal.</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Plasma_IV">
<English>Plasma IV (1000ml)</English>
@ -1053,6 +1073,7 @@
<French>Cullot sanguin O- utilisé dans de rares et stricts cas pour compléter une perte de sang importante. Administré normalement lors d'un MEDEVAC</French>
<German>O Negative Blutinfusion wird nur in seltenen Fällen verwendet, um den Bluthaushalt des Patienten zu ergänzen. Wird in der Regel wärend der Transportphase durchgeführt.</German>
<Portuguese>Sangue O- , utilizado em casos raros para rapidamente repor o sangue. Uso habitual ocorre durante o transporte ou em estações de tratamento. </Portuguese>
<Hungarian>Nullás vércsoportú, Rh-negatív vér-infúzió, melyet kritikus és ritka helyzetekben vérutánpótlásra használnak, jellemzően az orvosi ellátás szállítási fázisa közben.</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Blood_IV_500">
<English>Blood IV (500ml)</English>
@ -1167,8 +1188,8 @@
<Key ID="STR_ACE_Medical_Aid_Kit_Display">
<English>Personal Aid Kit</English>
<Russian>Аптечка</Russian>
<Spanish>Botiquín de primeros auxilios</Spanish>
<French>Trousse de premiers soins</French>
<Spanish>Equipo de primeros auxilios</Spanish>
<Polish>Apteczka osobista</Polish>
<German>Persönliches Verbandpäckchen</German>
<Hungarian>Elsősegélycsomag</Hungarian>
@ -1192,6 +1213,8 @@
<Russian>Полевая аптчека для продвинутого лечения и зашивания ран</Russian>
<German>Persönliches Verbandspäckchen zum ambulanten Nähen und fortgeschrittener Behandlung.</German>
<French>Trousse de premiers soins pour coudre sur le terrain et traitements avancés.</French>
<Spanish>Equipo de primeros auxilios para sutura de campaña o tratamientos avanzados</Spanish>
<Hungarian>Elsősegélycsomag, terepen való sebvarráshoz és haladó ellátáshoz</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Use_Aid_Kit">
<English>Use Personal Aid Kit</English>
@ -1199,6 +1222,8 @@
<Russian>Использовать аптечку</Russian>
<French>Utiliser la Trousse de premier soins</French>
<Polish>Użyj apteczki osobistej</Polish>
<Spanish>Usar equipo de primeros auxilios</Spanish>
<Hungarian>Elsősegélycsomag használata</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_SurgicalKit_Display">
<English>Surgical Kit</English>
@ -1240,6 +1265,8 @@
<Russian>Использовать хирургический набор</Russian>
<French>Utiliser la trousse chirugicale</French>
<Polish>Zszyj rany</Polish>
<Spanish>Usar equipo quirúrgico</Spanish>
<Hungarian>Sebészeti készlet használata</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Bodybag_Display">
<English>Bodybag</English>
@ -1303,6 +1330,8 @@
<Russian>%1 проверил артериальное давление: %2</Russian>
<French>%1 à vérifié la tension: %2</French>
<Polish>%1 sprawdził ciśnienie krwi: %2</Polish>
<Spanish>%1 verificada la presión arterial: %2</Spanish>
<Hungarian>%1 ellenőrizte a vérnyomást: %2</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Bloodpressure_Checked_Medic">
<English>You checked %1</English>
@ -1388,6 +1417,8 @@
<Russian>Низкое</Russian>
<French>Faible</French>
<Polish>Niskie</Polish>
<Spanish>Baja</Spanish>
<Hungarian>Alacsony</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Bloodpressure_Normal">
<English>Normal</English>
@ -1396,6 +1427,8 @@
<Russian>Нормальное</Russian>
<French>Normale</French>
<Polish>Normalne</Polish>
<Spanish>Normal</Spanish>
<Hungarian>Normális</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Bloodpressure_High">
<English>High</English>
@ -1404,6 +1437,8 @@
<Russian>Высокое</Russian>
<French>Haute</French>
<Polish>Wysokie</Polish>
<Spanish>Alta</Spanish>
<Hungarian>Magas</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Bloodpressure_NoBloodpressure">
<English>No Blood Pressure</English>
@ -1412,6 +1447,8 @@
<Russian>Артериальное давление отсутствует</Russian>
<French>Aucune tension</French>
<Polish>Brak ciśnienia krwi</Polish>
<Spanish>Sin presión arterial</Spanish>
<Hungarian>Nincs vérnyomás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Pulse">
<English>Pulse</English>
@ -1453,6 +1490,8 @@
<Russian>%1 проверил пульс: %2</Russian>
<French>%1 à vérifié le rythme cardiaque: %2</French>
<Polish>%1 sprawdził tętno: %2</Polish>
<Spanish>%1 verificado el ritmo cardíaco: %2</Spanish>
<Hungarian>%1 ellenőrizte a szívverés-számot: %2</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Pulse_Weak">
<English>Weak</English>
@ -1461,6 +1500,8 @@
<Russian>Слабый</Russian>
<French>Faible</French>
<Polish>Słabe</Polish>
<Spanish>Débil</Spanish>
<Hungarian>Gyenge</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Pulse_Normal">
<English>Normal</English>
@ -1469,6 +1510,8 @@
<Russian>Нормальный</Russian>
<French>Normal</French>
<Polish>Normalne</Polish>
<Spanish>Normal</Spanish>
<Hungarian>Normális</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Pulse_Strong">
<English>Strong</English>
@ -1477,6 +1520,8 @@
<Russian>Сильный</Russian>
<French>Fort</French>
<Polish>Silne</Polish>
<Spanish>Fuerte</Spanish>
<Hungarian>Erős</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Check_Pulse_Output_1">
<English>You find a Heart Rate of %2</English>
@ -1595,6 +1640,8 @@
<German>Patient %1&lt;br/&gt;ist %2.&lt;br/&gt;%3.&lt;br/&gt;%4</German>
<French>Patient %1&lt;br/&gt;est %2.&lt;br/&gt;%3.&lt;br/&gt;</French>
<Polish>Pacjent %1&lt;br/&gt;jest %2.&lt;br/&gt;%3.&lt;br/&gt;%4</Polish>
<Spanish>Paciente %1&lt;br/&gt;is %2.&lt;br/&gt;%3.&lt;br/&gt;%4</Spanish>
<Hungarian>A páciens, %1,&lt;br/&gt;%2.&lt;br/&gt;%3.&lt;br/&gt;%4</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_diagnoseAlive">
<English>alive</English>
@ -1603,25 +1650,35 @@
<German>lebendig</German>
<French>vivant</French>
<Polish>żywy</Polish>
<Spanish>vivo</Spanish>
<Hungarian>élő</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_diagnoseDead">
<English>dead</English>
<Italian>Morto</Italian>
<Russian>мёртв</Russian>
<Spanish>muerto</Spanish>
<German>tot</German>
<French>mort</French>
<Polish>martwy</Polish>
<Hungarian>halott</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_lostBlood">
<English>He's lost some blood</English>
<Italian>Ha perso molto sangue</Italian>
<Spanish>Ha perdido un poco de sangre</Spanish>
<Russian>Есть кровопотеря</Russian>
<German>Er hat etwas Blut verloren</German>
<French>Il à perdu du sang</French>
<Polish>Stracił trochę krwi</Polish>
<Hungarian>Valamennyi vért vesztett</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_lostBloodALot">
<English>He's lost a lot of blood</English>
<German>Er hat viel Blut verloren</German>
<Hungarian>Sok vért vesztett</Hungarian>
<Polish>Stracił sporo krwi</Polish>
<Russian>Большая кровопотеря</Russian>
</Key>
<Key ID="STR_ACE_Medical_noBloodloss">
<English>He hasn't lost blood</English>
@ -1630,6 +1687,8 @@
<German>Er hat kein Blut verloren</German>
<French>il n'a pas perdu de sang</French>
<Polish>Nie stracił krwi</Polish>
<Spanish>No ha perdido sangre</Spanish>
<Hungarian>Nem vesztett vért</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_inPain">
<English>He is in pain</English>
@ -1638,6 +1697,8 @@
<German>Er hat Schmerzen</German>
<French>il souffre</French>
<Polish>Odczuwa ból</Polish>
<Spanish>Siente dolor</Spanish>
<Hungarian>Fájdalmai vannak</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_noPain">
<English>He is not in pain</English>
@ -1646,6 +1707,8 @@
<German>Er hat keine Schmerzen</German>
<French>Il ne souffre pas</French>
<Polish>Nie odczuwa bólu</Polish>
<Spanish>No siente dolor</Spanish>
<Hungarian>Nincsenek fájdalmai</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Bandaged">
<English>Bandaged</English>
@ -1774,7 +1837,7 @@
<Key ID="STR_ACE_Medical_Load">
<English>Load Patient Into</English>
<German>Patient Einladen</German>
<Spanish>Cargar el paciente en</Spanish>
<Spanish>Cargar al paciente en</Spanish>
<Polish>Załaduj pacjenta</Polish>
<Czech>Naložit pacianta do</Czech>
<Russian>Погрузить пациента в</Russian>
@ -1786,7 +1849,7 @@
<Key ID="STR_ACE_Medical_Unload">
<English>Unload Patient</English>
<German>Patient Ausladen</German>
<Spanish>Descargar el paciente</Spanish>
<Spanish>Descargar al paciente</Spanish>
<Polish>Wyładuj pacjenta</Polish>
<Czech>Vyložit pacienta</Czech>
<Russian>Выгрузить пациента</Russian>
@ -1797,7 +1860,7 @@
</Key>
<Key ID="STR_ACE_Medical_UnloadPatient">
<English>Unload patient</English>
<Spanish>Descargar el paciente</Spanish>
<Spanish>Descargar al paciente</Spanish>
<Russian>Выгрузить пациента</Russian>
<German>Patient Ausladen</German>
<Polish>Wyładuj pacjenta</Polish>
@ -1808,7 +1871,7 @@
</Key>
<Key ID="STR_ACE_Medical_LoadPatient">
<English>Load patient</English>
<Spanish>Cargar el paciente en</Spanish>
<Spanish>Cargar al paciente en</Spanish>
<Russian>Погрузить пациента</Russian>
<German>Patient Einladen</German>
<Polish>Załaduj pacjenta</Polish>
@ -1863,8 +1926,8 @@
</Key>
<Key ID="STR_ACE_Medical_Activity_gaveIV">
<English>%1 has given an IV</English>
<Spanish>%1 has puesto una IV</Spanish>
<Russian>%1 провёл переливание</Russian>
<Spanish>%1 ha puesto una IV</Spanish>
<German>%1 hat eine Infusion verabreicht</German>
<Polish>%1 podał IV</Polish>
<French>%1 a administré une IV</French>
@ -1891,6 +1954,7 @@
<Italian>Gravemente ferito</Italian>
<Spanish>Gravemente herido</Spanish>
<French>Lourdement blessé</French>
<Hungarian>Erősen sérült</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_LightlyWounded">
<English>Lightly wounded</English>
@ -1900,6 +1964,7 @@
<Italian>Leggermente ferito</Italian>
<Spanish>Levemente herido</Spanish>
<French>Légèrement blessé</French>
<Hungarian>Enyhén sérült</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_VeryLightlyWounded">
<English>Very lightly wounded</English>
@ -1909,6 +1974,7 @@
<Italian>Ferito lievemente</Italian>
<Spanish>Muy levemente herido</Spanish>
<French>Très légèrement blessé</French>
<Hungarian>Nagyon enyhén sérült</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Head">
<English>Head</English>
@ -1918,6 +1984,7 @@
<Italian>Testa</Italian>
<Spanish>Cabeza</Spanish>
<French>Tête</French>
<Hungarian>Fej</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Torso">
<English>Torso</English>
@ -1927,6 +1994,7 @@
<Italian>Torso</Italian>
<Spanish>Torso</Spanish>
<French>Torse</French>
<Hungarian>Testtörzs</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_LeftArm">
<English>Left Arm</English>
@ -1936,6 +2004,7 @@
<Italian>Braccio sinistro</Italian>
<Spanish>Brazo izquierdo</Spanish>
<French>Bras gouche</French>
<Hungarian>Bal kar</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_RightArm">
<English>Right Arm</English>
@ -1945,6 +2014,7 @@
<Italian>Braccio destro</Italian>
<Spanish>Brazo derecho</Spanish>
<French>Bras droit</French>
<Hungarian>Jobb kar</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_LeftLeg">
<English>Left Leg</English>
@ -1954,6 +2024,7 @@
<Italian>Gamba sinistra</Italian>
<Spanish>Pierna izquierda</Spanish>
<French>Jambe gauche</French>
<Hungarian>Bal láb</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_RightLeg">
<English>Right Leg</English>
@ -1963,6 +2034,7 @@
<Italian>Gamba destra</Italian>
<Spanish>Pierna derecha</Spanish>
<French>Jambe droite</French>
<Hungarian>Jobb láb</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_painEffectType">
<English>Pain Effect Type</English>
@ -1972,6 +2044,7 @@
<Italian>Pain Effect Type</Italian>
<Spanish>Tipo de efecto de dolor</Spanish>
<French>Type d'effet de douleur</French>
<Hungarian>Fájdalom-effekt típusa</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_painEffect_Flash">
<English>Colour Flashing</English>
@ -1981,6 +2054,7 @@
<Italian>Colore lampeggiante</Italian>
<Spanish>Parpadeo de color</Spanish>
<French>Flash de couleur</French>
<Hungarian>Színvillódzás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_painEffect_Chroma">
<English>Chromatic Aberration</English>
@ -1990,18 +2064,35 @@
<Italian>Aberrazione cromatica</Italian>
<Spanish>Aberración cromática</Spanish>
<French>Aberration chromatique</French>
<Hungarian>Kromatikus aberráció</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_menuTypeDisplay">
<English>Style of menu (Medical)</English>
<Polish>Styl menu medycznego</Polish>
<French>Style de menu (Médical)</French>
<German>Menü-Stil (Medical)</German>
<Russian>Вид меню (медицина)</Russian>
</Key>
<Key ID="STR_ACE_Medical_menuTypeDescription">
<English>Select the type of menu you prefer; default 3d selections or radial.</English>
<Polish>Wybierz rodzaj menu, który preferujesz: domyślne pozycje 3D lub radialne</Polish>
<French>Selctionne le type de menu préféré; par défaut la sélection 3D ou radiale</French>
<German>Wähle den Menü-Stil: Standard 3D-Selektion oder kreisförmig.</German>
<Russian>Выберите тип меню: стандартный вариант (3D) или радиальный</Russian>
</Key>
<Key ID="STR_ACE_Medical_useSelection">
<English>Selections (3d)</English>
<Polish>Pozycje (3D)</Polish>
<French>sélections (3D)</French>
<German>3D-Selektion</German>
<Russian>Стандартный (3D)</Russian>
</Key>
<Key ID="STR_ACE_Medical_useRadial">
<English>Radial</English>
<Polish>Radialne</Polish>
<French>Radiale</French>
<German>Kreisförmig</German>
<Russian>Радиальный</Russian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Abrasion">
<English>Scrape</English>
@ -2010,30 +2101,38 @@
<Russian>Ссадина</Russian>
<French>Eraflure</French>
<Polish>Draśnięcie</Polish>
<Spanish>Arañazo</Spanish>
<Hungarian>Horzsolás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Abrasion_Minor">
<English>Minor Scrape</English>
<German>Kleiner Kratzer</German>
<Italian>Minima Scorticatura</Italian>
<Russian>Малая ссадина</Russian>
<French>Eraflure Mineure</French>
<French>Petite éraflure</French>
<Polish>Pomniejsze draśnięcie</Polish>
<Spanish>Arañazo menor</Spanish>
<Hungarian>Kis horzsolás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Abrasion_Medium">
<English>Medium Scrape</English>
<German>Mittlerer Kratzer</German>
<Italian>Media Scorticatura</Italian>
<Russian>Средняя ссадина</Russian>
<French>Moyenne Eraflure</French>
<French>Moyenne éraflure</French>
<Polish>Średnie draśnięcie</Polish>
<Spanish>Arañazo medio</Spanish>
<Hungarian>Közepes horzsolás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Abrasion_Large">
<English>Large Scrape</English>
<German>Großer Kratzer</German>
<Italian>Alta Scorticatura</Italian>
<Russian>Большая ссадина</Russian>
<French>Large Eraflure</French>
<French>Grande éraflure</French>
<Polish>Duże draśnięcie</Polish>
<Spanish>Arañazo severo</Spanish>
<Hungarian>Nagy horzsolás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Avulsion">
<English>Avulsion</English>
@ -2042,30 +2141,38 @@
<Russian>Рваная рана</Russian>
<French>Avulsion</French>
<Polish>Rana płatowa</Polish>
<Spanish>Avulsión</Spanish>
<Hungarian>Leszakadás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Avulsion_Minor">
<English>Minor Avulsion</English>
<German>Kleine Avulsion</German>
<Italian>Minima Avulsione</Italian>
<Russian>Малая рваная рана</Russian>
<French>Avulsion Mineure</French>
<French>Petite avulsion</French>
<Polish>Pomniejsza rana płatowa</Polish>
<Spanish>Avulsión menor</Spanish>
<Hungarian>Kis leszakadás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Avulsion_Medium">
<English>Medium Avulsion</English>
<German>Mittlere Avulsion</German>
<Italian>Media Avulsione</Italian>
<Russian>Средняя рваная рана</Russian>
<French>Avulsion Moyenne</French>
<French>Moyenne avulsion</French>
<Polish>Średnia rana płatowa</Polish>
<Spanish>Avulsión media</Spanish>
<Hungarian>Közepes leszakadás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Avulsion_Large">
<English>Large Avulsion</English>
<German>Große Avulsion</German>
<Italian>Alta Avulsione</Italian>
<Russian>Большая рваная рана</Russian>
<French>Large Avulsion</French>
<French>Grande avulsion</French>
<Polish>Duża rana płatowa</Polish>
<Spanish>Avulsión severa</Spanish>
<Hungarian>Nagy leszakadás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Contusion">
<English>Bruise</English>
@ -2074,30 +2181,38 @@
<Russian>Ушиб</Russian>
<French>Hématome</French>
<Polish>Stłuczenie</Polish>
<Spanish>Contusión</Spanish>
<Hungarian>Zúzódás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Contusion_Minor">
<English>Minor Bruise</English>
<German>Kleine Prellung</German>
<Italian>Minima Contusione</Italian>
<Russian>Малый ушиб</Russian>
<French>Hématome Mineur</French>
<French>Petit hématome</French>
<Polish>Pomniejsze stłuczenie</Polish>
<Spanish>Contusión menor</Spanish>
<Hungarian>Kis zúzódás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Contusion_Medium">
<English>Medium Bruise</English>
<German>Mittlere Prellung</German>
<Italian>Media Contusione</Italian>
<Russian>Средний ушиб</Russian>
<French>Hématome Moyen</French>
<French>Hématome moyen</French>
<Polish>Średnie stłuczenie</Polish>
<Spanish>Contusión media</Spanish>
<Hungarian>Közepes zúzódás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Contusion_Large">
<English>Large Bruise</English>
<German>Große Prellung</German>
<Italian>Alta Contusione</Italian>
<Russian>Большой ушиб</Russian>
<French>Large Hématome</French>
<French>Hématome important</French>
<Polish>Duże stłuczenie</Polish>
<Spanish>Contusión severa</Spanish>
<Hungarian>Nagy zúzódás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Crush">
<English>Crushed tissue</English>
@ -2106,30 +2221,38 @@
<Russian>Компресионная травма</Russian>
<French>Tissu écrasé</French>
<Polish>Zgniecienie tkanek miękkich</Polish>
<Spanish>Tejido triturado</Spanish>
<Hungarian>Zúzott szövet</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Crush_Minor">
<English>Minor crushed tissue</English>
<German>Kleine Quetschverletzung</German>
<Italian>Minimo Tessuto Schiacciato</Italian>
<Russian>Малая компрессионная травма</Russian>
<French>Tissu écrasé Mineur</French>
<French>Tissu écrasé léger</French>
<Polish>Pomniejsze zgniecienie tkanek miękkich</Polish>
<Spanish>Tejido triturado menor</Spanish>
<Hungarian>Kis zúzott szövet</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Crush_Medium">
<English>Medium crushed tissue</English>
<German>Mittlere Quetschverletzung</German>
<Italian>Medio Tessuto Schiacciato</Italian>
<Russian>Средняя компрессионная травма</Russian>
<French>Tissu écrasé Moyen</French>
<French>Tissu écrasé moyen</French>
<Polish>Średnie zgniecienie tkanek miękkich</Polish>
<Spanish>Tejido triturado medio</Spanish>
<Hungarian>Közepes zúzott szövet</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Crush_Large">
<English>Large crushed tissue</English>
<German>Große Quetschverletzung</German>
<Italian>Alto Tessuto Schiacciato</Italian>
<Russian>Большая компрессионная травма</Russian>
<French>Tissu écrasé Large</French>
<French>Tissu écrasé large</French>
<Polish>Duże zgniecienie tkanek miękkich</Polish>
<Spanish>Tejido triturado severo</Spanish>
<Hungarian>Nagy zúzött szövet</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Cut">
<English>Cut</English>
@ -2138,6 +2261,8 @@
<Russian>Резаная рана</Russian>
<French>Coupure</French>
<Polish>Rana cięta</Polish>
<Spanish>Corte</Spanish>
<Hungarian>Vágás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Cut_Minor">
<English>Small Cut</English>
@ -2145,7 +2270,9 @@
<Italian>Piccolo Taglio</Italian>
<Russian>Малая резаная рана</Russian>
<Polish>Pomniejsza rana cięta</Polish>
<French>Petite Coupure</French>
<Spanish>Corte menor</Spanish>
<Hungarian>Kis vágás</Hungarian>
<French>Petite coupure</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Cut_Medium">
<English>Medium Cut</English>
@ -2153,7 +2280,9 @@
<Italian>Medio Taglio</Italian>
<Russian>Средняя резаная рана</Russian>
<Polish>Średnia rana cięta</Polish>
<French>Moyenne Coupure</French>
<Spanish>Corte mediano</Spanish>
<Hungarian>Közepes vágás</Hungarian>
<French>Moyenne coupure</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Cut_Large">
<English>Large Cut</English>
@ -2161,7 +2290,9 @@
<Italian>Grande Taglio</Italian>
<Russian>Большая резаная рана</Russian>
<Polish>Duża rana cięta</Polish>
<French>Large Coupure</French>
<Spanish>Corte severo</Spanish>
<Hungarian>Nagy vágás</Hungarian>
<French>Large coupure</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Laceration">
<English>Tear</English>
@ -2170,6 +2301,8 @@
<Russian>Рваная рана</Russian>
<Polish>Rozerwanie skóry</Polish>
<French>Déchirure</French>
<Spanish>Desgarro</Spanish>
<Hungarian>Szakadás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Laceration_Minor">
<English>Small Tear</English>
@ -2178,6 +2311,8 @@
<Russian>Малая рваная рана</Russian>
<Polish>Pomniejsze rozerwanie skóry</Polish>
<French>Petite Déchirure</French>
<Spanish>Desgarro menor</Spanish>
<Hungarian>Kis szakadás</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Laceration_Medium">
<English>Medium Tear</English>
@ -2185,7 +2320,9 @@
<Italian>Medio Strappo</Italian>
<Russian>Средняя рваная рана</Russian>
<Polish>Średnie rozerwanie skóry</Polish>
<French>Moyenne Déchirure</French>
<Spanish>Desgarro medio</Spanish>
<Hungarian>Közepes szakadás</Hungarian>
<French>Moyenne déchirure</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Laceration_Large">
<English>Large Tear</English>
@ -2193,7 +2330,9 @@
<Italian>Grande Strappo</Italian>
<Russian>Большая рваная рана</Russian>
<Polish>Duże rozerwanie skóry</Polish>
<French>Large Déchirure</French>
<Spanish>Desgarro severo</Spanish>
<Hungarian>Nagy szakadás</Hungarian>
<French>Large déchirure</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_VelocityWound">
<English>Velocity Wound</English>
@ -2202,6 +2341,8 @@
<Russian>Огнестрельная рана</Russian>
<Polish>Rana postrzałowa</Polish>
<French>Blessure de vélocité</French>
<Spanish>Herida de bala</Spanish>
<Hungarian>Lőtt seb</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_VelocityWound_Minor">
<English>Smal Velocity Wound</English>
@ -2209,7 +2350,9 @@
<Italian>Lenta Velocità Ferita</Italian>
<Russian>Малая огнестрельная рана</Russian>
<Polish>Pomniejsza rana postrzałowa</Polish>
<French>Petite Bessure de vélocité</French>
<Spanish>Herida de bala menor</Spanish>
<Hungarian>Kis lőtt seb</Hungarian>
<French>Petite blessure de vélocité</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_VelocityWound_Medium">
<English>Medium Velocity Wound</English>
@ -2217,7 +2360,9 @@
<Italian>Media Velocità Ferita</Italian>
<Russian>Средняя огнестрельная рана</Russian>
<Polish>Średnia rana postrzałowa</Polish>
<French>Moyenne Blessure de vélocité</French>
<Spanish>Herida de bala media</Spanish>
<Hungarian>Közepes lőtt seb</Hungarian>
<French>Moyenne blessure de vélocité</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_VelocityWound_Large">
<English>Large Velocity Wound</English>
@ -2225,7 +2370,9 @@
<Italian>Alta Velocità Ferita</Italian>
<Russian>Большая огнестрельная рана</Russian>
<Polish>Duża rana postrzałowa</Polish>
<French>Large Blessure de vélocité</French>
<Spanish>Herida de bala severa</Spanish>
<Hungarian>Nagy lőtt seb</Hungarian>
<French>Large blessure de vélocité</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_PunctureWound">
<English>Puncture Wound</English>
@ -2234,6 +2381,8 @@
<Russian>Колотая рана</Russian>
<Polish>Rana kłuta</Polish>
<French>Blessure de perforation</French>
<Spanish>Herida punzante</Spanish>
<Hungarian>Szúrt seb</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_Wounds_PunctureWound_Minor">
<English>Minor Puncture Wound</English>
@ -2241,7 +2390,9 @@
<Italian>Piccola Puntura Ferita</Italian>
<Russian>Малая колотая рана</Russian>
<Polish>Pomniejsza rana kłuta</Polish>
<French>Blessure de perforation Mineure</French>
<Spanish>Herida punzante menor</Spanish>
<Hungarian>Kis szúrt seb</Hungarian>
<French>Légère blessure de perforation</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_PunctureWound_Medium">
<English>Medium Puncture Wound</English>
@ -2249,7 +2400,9 @@
<Italian>Media Puntura Ferita</Italian>
<Russian>Средняя колотая рана</Russian>
<Polish>Średnia rana kłuta</Polish>
<French>Blessure de perforation Moyenne</French>
<Spanish>Herida punzante media</Spanish>
<Hungarian>Közepes szúrt seb</Hungarian>
<French>Moyenne blessure de perforation</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_PunctureWound_Large">
<English>Large Puncture Wound</English>
@ -2257,7 +2410,9 @@
<Italian>Grande Puntura Ferita</Italian>
<Russian>Большая колотая рана</Russian>
<Polish>Duża rana kłuta</Polish>
<French>Large Blessure de perforation</French>
<Spanish>Herida punzante severa</Spanish>
<Hungarian>Nagy szúrt seb</Hungarian>
<French>Large blessure de perforation</French>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Femur">
<English>Broken Femur</English>
@ -2265,10 +2420,17 @@
<Italian>Femore Rotto</Italian>
<Russian>Перелом</Russian>
<Polish>Zkłamana kość udowa</Polish>
<French>Femur Cassé</French>
<French>Fémur cassé</French>
<Spanish>Femur roto</Spanish>
<Hungarian>Törött combcsont</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_TreatmentAction">
<English>Treating...</English>
<English>Treating ...</English>
<German>Behandeln ...</German>
<Hungarian>Ellátás ...</Hungarian>
<Polish>Leczenie ...</Polish>
<French>Traitement ...</French>
<Russian>Лечение ...</Russian>
</Key>
</Package>
</Project>

View File

@ -251,11 +251,12 @@
<Portuguese>Excluir</Portuguese>
<Russian>Удалить</Russian>
<Spanish>Borrar</Spanish>
<Hungarian>Törlés</Hungarian>
</Key>
<Key ID="STR_ACE_microdagr_toggleUnit">
<English>Toggle MicroDAGR Display Mode</English>
<German>MicoDAGR Anzeigemodus wechseln</German>
<Spanish>Conmutar modo de pantalla del MicroDAGR</Spanish>
<Spanish>Cambiar modo de pantalla del MicroDAGR</Spanish>
<Russian>Сменить режим показа MicroDAGR</Russian>
<Polish>Przełącz GUI MicroDAGR</Polish>
<French>Basculer le mode d'affichage MicroDAGR</French>

View File

@ -19,6 +19,7 @@ class CfgVehicles {
};
class ACE_Comanche_Test : B_Heli_Attack_01_F {
scope = 1;
displayName = "ACE_Comanche_Test";
author = "ACE Team";
class Library {

View File

@ -3,7 +3,7 @@
<Package name="missileguidance">
<Key ID="STR_ACE_MissileGuidance">
<English>Advanced Missile Guidance</English>
<Spanish>Avanzada Misiles Orientación</Spanish>
<Spanish>Guiado Avanzado de Misiles</Spanish>
<French>Guidage avancé de missile</French>
<Polish>Zaawansowane naprowadzanie rakiet</Polish>
<German>Erweitertes Raketenlenksystem</German>
@ -16,15 +16,16 @@
<Key ID="STR_ACE_MissileGuidance_Desc">
<English>Advanced missile guidance, or AMG, provides multiple enhancements to missile locking and firing. It is also a framework required for missile weapon types.</English>
<Polish>Zaawansowane namierzanie rakiet, lub ZNR, dostarcza wiele poprawek do systemu namierzania rakiet oraz dodaje nowe tryby strzału. Jest to wymagana opcja dla broni rakietowych.</Polish>
<Spanish>Guía de misiles avanzada, o AMG en sus siglas en inglés, ofrece múltiples mejoras en el fijado y disparo de misiles. Es también un framework requerido para armas de tipo misil.</Spanish>
<Italian>Guida dei missili avanzata, o AMG, offre diversi miglioramenti alla teleguida di missili. E' anche un sistema necessario per i tipi di armi missile.</Italian>
<Russian>Продвинутое наведение ракет, или ПНР, обеспечивает множество усовершествований для наведения и стрельбы ракет. Также, это система, необходимая для всех ракетных типов оружия.</Russian>
<Spanish>Guiado Avanzado de Misiles, o AMG en sus siglas en inglés, ofrece múltiples mejoras en el fijado y disparo de misiles. Es también un sistema requerido para armas de tipo misil.</Spanish>
<German>Das Erweiterte Raketenlenksystem, auch AMG genannt, bietet viele Verbesserungen zum Aufschalten und Feuern mittels gelenkten Raketen. </German>
<French>Le guidage avancé de missile, ou AMG en anglais, apporte de multiple améliorations au verouillage et au tir de missiles. C'est aussi un framework requis pour tout arme de type missile.</French>
<Hungarian>A fejlett rakétairányító (vagy AMG) többféle módosítást tartalmaz a rakéták célkövetéséhez és tüzeléséhez. Ez egy szükséges keresztrendszer a rakéta-alapú fegyverekhez.</Hungarian>
</Key>
<Key ID="STR_ACE_Hydra70_DAGR">
<English>Hydra-70 DAGR Missile</English>
<Spanish></Spanish>
<Spanish>Misil Hydra-70 DAGR</Spanish>
<French>Hydra-70 DAGR</French>
<Polish>Hydra-70 DAGR</Polish>
<German>Hydra-70 DAGR Rackete</German>
@ -36,7 +37,7 @@
</Key>
<Key ID="STR_ACE_Hydra70_DAGR_Short">
<English>DAGR</English>
<Spanish></Spanish>
<Spanish>DAGR</Spanish>
<French>DAGR</French>
<Polish>DAGR</Polish>
<German>DAGR</German>
@ -48,31 +49,31 @@
</Key>
<Key ID="STR_ACE_Hydra70_DAGR_Desc">
<English>Hydra-70 DAGR Laser Guided Missile</English>
<Spanish></Spanish>
<Spanish>Misil guiado por láser Hydra-70 DAGR</Spanish>
<French>Missile à guidage laser Hydra-70 DAGR</French>
<Polish>Laserowo naprowadzana rakieta Hydra-70 DAGR</Polish>
<German>Hydra-70 DAGR lasergelenkte Rakete</German>
<Czech>Hydra-70 DAGR laserem naváděná střela</Czech>
<Italian>Hydra-70 DAGR missile guida laser</Italian>
<Portuguese></Portuguese>
<Hungarian>Hydra-70 DAGR lézer-irányított rakéta</Hungarian>
<Hungarian>Hydra-70 DAGR lézer-irányított rakéta</Hungarian>
<Russian>Управляемая ракета лазерного наведения Hydra-70 DAGR</Russian>
</Key>
<Key ID="STR_ACE_Hellfire_AGM114K">
<English>Hellfire II AGM-114K Missile</English>
<Spanish></Spanish>
<Spanish>Misil Hellfire II AGM-114K</Spanish>
<French>Hellfire II AGM-114K</French>
<Polish>Hellfire II AGM-114K</Polish>
<German>Hellfire II AGM-114K</German>
<Czech>Hellfire II AGM-114K</Czech>
<Italian>Missile Hellfire II AGM-114K</Italian>
<Portuguese></Portuguese>
<Hungarian>Hellfire II AGM-114K rakéta</Hungarian>
<Hungarian>Hellfire II AGM-114K rakéta</Hungarian>
<Russian>Hellfire II AGM-114K</Russian>
</Key>
<Key ID="STR_ACE_Hellfire_AGM114K_Short">
<English>AGM-114K</English>
<Spanish></Spanish>
<Spanish>AGM-114K</Spanish>
<French>AGM-114K</French>
<Polish>AGM-114K</Polish>
<German>AGM-114K</German>
@ -84,15 +85,15 @@
</Key>
<Key ID="STR_ACE_Hellfire_AGM114K_desc">
<English>Hellfire II AGM-114K Laser Guided Missile</English>
<Spanish></Spanish>
<Spanish>Misil guiado por láser Hellfire II AGM-114K</Spanish>
<French>Missile à guidage laser Hellfire II AGM-114K</French>
<Polish>Laserowo naprowadzana rakieta Hellfire II AGM-114K</Polish>
<German>Hellfire II AGM-114K Lasergelenkte Rakete</German>
<Czech>Hellfire II AGM-114K laserem naváděná střela</Czech>
<Italian>Missile guida laser Hellfire II AGM-114K</Italian>
<Portuguese></Portuguese>
<Hungarian>Hellfire II AGM-114K lézer-irányított rakéta</Hungarian>
<Hungarian>Hellfire II AGM-114K lézer-irányított rakéta</Hungarian>
<Russian>Управляемая ракета лазерного наведения Hellfire II AGM-114K</Russian>
</Key>
</Package>
</Project>
</Project>

View File

@ -1,12 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="mk6mortar">
<Key ID="STR_ACE_MK6MORTAR_rangetable_name">
<English>82mm Rangetable</English>
<German>82mm Distanztabelle</German>
<Polish>Tabela strzelnicza 82mm</Polish>
<French>table de tir 82mm</French>
<French>Table de tir 82mm</French>
<Russian>82 мм Таблица дальностей и прицелов</Russian>
<Spanish>Tabla de distancias de 82mm</Spanish>
<Hungarian>82mm hatótáv-tábla</Hungarian>
</Key>
<Key ID="STR_ACE_MK6MORTAR_rangetable_description">
<English>Range Table for the MK6 82mm Mortar</English>
@ -14,13 +16,17 @@
<Polish>Tabela strzelnicza dla moździerza 82mm MK6</Polish>
<French>Table de tir pour le mortier MK6 82mm</French>
<Russian>Таблица дальностей и прицелов для MK6 82 мм мортиры</Russian>
<Spanish>Tabla de distancias para el mortero MK6 de 82mm</Spanish>
<Hungarian>Hatótáv-tábla a MK6 82mm-es mozsárhoz</Hungarian>
</Key>
<Key ID="STR_ACE_MK6MORTAR_rangetable_action">
<English>Open 82mm Rangetable</English>
<German>Öffne 82mm Distanztabelle</German>
<Polish>Otwórz tabelę strzelniczą 82mm</Polish>
<French>ouvrir la table de tir 82mm</French>
<French>Ouvrir la table de tir 82mm</French>
<Russian>Открыть 82 мм Таблицу дальностей и прицелов</Russian>
<Spanish>Abrir tabla de distancias de 82mm</Spanish>
<Hungarian>82mm hatótáv-tábla megnyitása</Hungarian>
</Key>
<Key ID="STR_ACE_MK6MORTAR_rangetable_charge">
<English>Charge</English>
@ -28,6 +34,8 @@
<French>Charge</French>
<Polish>Ładunek</Polish>
<Russian>Зарядить</Russian>
<Spanish>Carga</Spanish>
<Hungarian>Töltés</Hungarian>
</Key>
</Package>
</Project>

View File

@ -8,7 +8,7 @@ if (!hasInterface) exitWith {};
GVAR(ShowNamesTime) = -10;
// Add keybinds
["ACE3", QGVAR(showNameTags), localize "STR_ACE_NameTags_ShowNames",
["ACE3 Common", QGVAR(showNameTags), localize "STR_ACE_NameTags_ShowNames",
{
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};

View File

@ -28,7 +28,7 @@
<Key ID="STR_ACE_NameTags_ShowPlayerNamesOnlyOnCursor">
<English>Show player name only on cursor (requires player names)</English>
<Polish>Pokaż imiona graczy tylko pod kursorem (wymagana opcja Pokaż imiona graczy)</Polish>
<Spanish>Mostrar nombres solo en el cursor (requiere Mostrar nombres de jugadores)</Spanish>
<Spanish>Mostrar nombres de jugadores solo al apuntarles (requiere Mostrar nombres de jugadores)</Spanish>
<German>Zeige Spielernamen nur an, wenn die Maus auf sie gerrichtet ist (benötigt Spielernamen)</German>
<French>Noms uniquement sous le curseur (si noms affichés)</French>
<Czech>Zobrazit jméno hráče jenom na kurzor (vyžaduje jména hráčů)</Czech>
@ -40,7 +40,7 @@
<Key ID="STR_ACE_NameTags_ShowPlayerNamesOnlyOnKeyPress">
<English>Show player name only on keypress (requires player names)</English>
<German>Spielernamen nur auf Tastendruck anzeigen (benötigt Spielernamen)</German>
<Spanish>Mostrar nombres solo al pulsar (requiere Mostrar nombres de jugadores)</Spanish>
<Spanish>Mostrar nombres solo al pulsar la tecla(requiere Mostrar nombres de jugadores)</Spanish>
<French>Noms uniquement sur pression de la touche (si noms affichés)</French>
<Czech>Zobrazit jména hráčů jen na klávesu (vyžaduje jména hráčů)</Czech>
<Polish>Pokaż imiona graczy tylko po przytrzymaniu klawisza (wymagana opcja Pokaż imiona graczy)</Polish>

View File

@ -10,7 +10,7 @@
<Polish>Gogle noktowizyjne (Gen1)</Polish>
<Portuguese>Óculos de visão noturna (Gen1)</Portuguese>
<Russian>ПНВ (Gen1)</Russian>
<Spanish>Sistema de visión nocturna (Gen1)</Spanish>
<Spanish>Gafas de visión nocturna (Gen1)</Spanish>
<Hungarian>Éjjellátó szemüveg (1. Gen.)</Hungarian>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen2">
@ -22,7 +22,7 @@
<Polish>Gogle noktowizyjne (Gen2)</Polish>
<Portuguese>Óculos de visão noturna (Gen2)</Portuguese>
<Russian>ПНВ (Gen2)</Russian>
<Spanish>Sistema de visión nocturna (Gen2)</Spanish>
<Spanish>Gafas de visión nocturna (Gen2)</Spanish>
<Hungarian>Éjjellátó szemüveg (2. Gen.)</Hungarian>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen3">
@ -34,7 +34,7 @@
<Polish>Gogle noktowizyjne (Gen3)</Polish>
<Portuguese>Óculos de visão noturna (Gen3)</Portuguese>
<Russian>ПНВ (Gen3)</Russian>
<Spanish>Sistema de visión nocturna (Gen3)</Spanish>
<Spanish>Gafas de visión nocturna (Gen3)</Spanish>
<Hungarian>Éjjellátó szemüveg (3. Gen.)</Hungarian>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen3_brown">
@ -46,7 +46,7 @@
<Polish>Gogle noktowizyjne (Gen3, brązowe)</Polish>
<Portuguese>Óculos de visão noturna (Gen3, marrons)</Portuguese>
<Russian>ПНВ (Gen3, коричневый)</Russian>
<Spanish>Sistema de visión nocturna (Gen3, marrón)</Spanish>
<Spanish>Gafas de visión nocturna (Gen3, marrón)</Spanish>
<Hungarian>Éjjellátó szemüveg (3. Gen., barna)</Hungarian>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen3_green">
@ -58,7 +58,7 @@
<Polish>Gogle noktowizyjne (Gen3, zielone)</Polish>
<Portuguese>Óculos de visão noturna (Gen3, verdes)</Portuguese>
<Russian>ПНВ (Gen3, зеленый)</Russian>
<Spanish>Sistema de visión nocturna (Gen3, verde)</Spanish>
<Spanish>Gafas de visión nocturna (Gen3, verde)</Spanish>
<Hungarian>Éjjellátó szemüveg (3. Gen., zöld)</Hungarian>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen3_black">
@ -70,7 +70,7 @@
<Polish>Gogle noktowizyjne (Gen3, czarne)</Polish>
<Portuguese>Óculos de visão noturna (Gen3, pretos)</Portuguese>
<Russian>ПНВ (Gen3, черный)</Russian>
<Spanish>Sistema de visión nocturna (Gen3, negro)</Spanish>
<Spanish>Gafas de visión nocturna (Gen3, negro)</Spanish>
<Hungarian>Éjjellátó szemüveg (3. Gen., fekete)</Hungarian>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen4">
@ -82,13 +82,13 @@
<Polish>Gogle noktowizyjne (Gen4)</Polish>
<Portuguese>Óculos de visão noturna (Gen4)</Portuguese>
<Russian>ПНВ (Gen4)</Russian>
<Spanish>Sistema de visión nocturna (Gen4)</Spanish>
<Spanish>Gafas de visión nocturna (Gen4)</Spanish>
<Hungarian>Éjjellátó szemüveg (4. Gen.)</Hungarian>
</Key>
<Key ID="STR_ACE_NightVision_NVG_FullScreen">
<English>NV Goggles (Wide)</English>
<German>NS-Brille (Weitwinkel)</German>
<Spanish>Sistema de visión nocturna (Panorámicas)</Spanish>
<Spanish>Gafas de visión nocturna (Panorámicas)</Spanish>
<Polish>Gogle noktowizyjne (panoramiczne)</Polish>
<Czech>Noktovizor (Širokoúhlý)</Czech>
<Russian>ПНВ (Широкоугольный)</Russian>

View File

@ -124,7 +124,7 @@
<Key ID="STR_ACE_OptionsMenu_OpenExport">
<English>Open Export Menu</English>
<German>Öffne Exportmenü</German>
<Spanish>Abrir menu d'exportación</Spanish>
<Spanish>Abrir menu de exportación</Spanish>
<Russian>Открыть меню экспорта</Russian>
<Czech>Otevřít exportovací menu</Czech>
<Polish>Otwórz menu eksportowania</Polish>
@ -136,7 +136,7 @@
<Key ID="STR_ACE_OptionsMenu_stringType">
<English>String input.</English>
<German>Zeichenketteneingabe</German>
<Spanish>Introducir frase</Spanish>
<Spanish>Introducir cadena de texto.</Spanish>
<Russian>Строчный ввод.</Russian>
<Polish>Wpisywanie tekstu.</Polish>
<French>Entrée</French>
@ -159,7 +159,7 @@
<Key ID="STR_ACE_OptionsMenu_scalarType">
<English>Number</English>
<German>Zahl</German>
<Spanish>Numero</Spanish>
<Spanish>Número</Spanish>
<Russian>Число</Russian>
<Czech>Číslo</Czech>
<Polish>Cyfra</Polish>
@ -232,9 +232,10 @@
<English>Option Menu UI Scaling</English>
<French>Menu option: taille de l'UI</French>
<Polish>Skalowanie UI menu ustawień</Polish>
<Spanish>Opción de escalado del menú UI</Spanish>
<Russian>Размер интерфейса меню настройки</Russian>
<Spanish>Opción de escalado del menú IU</Spanish>
<German>UI Skalierung</German>
<Hungarian>Beállításmenü kezelőfelületének skálázása</Hungarian>
</Key>
</Package>
</Project>

View File

@ -4,7 +4,7 @@
<Key ID="STR_ACE_overheating_SettingDisplayTextName">
<English>Display text on jam</English>
<German>Zeige Text bei Ladehemmung</German>
<Spanish>Mostrar texto al encasquillar</Spanish>
<Spanish>Mostrar texto al encasquillarse</Spanish>
<Russian>Показывать текст, когда клинит оружие</Russian>
<Czech>Zobrazit upozornění při zaseknutí</Czech>
<Polish>Wyświetl tekst przy zacięciu broni</Polish>
@ -170,4 +170,4 @@
<Russian>Температура</Russian>
</Key>
</Package>
</Project>
</Project>

View File

@ -291,7 +291,7 @@
<Key ID="STR_ACE_RealisticNames_Truck_01_box_Name">
<English>HEMTT Container</English>
<German>HEMTT Container</German>
<Spanish>HEMTT de contenedor</Spanish>
<Spanish>HEMTT con contenedor</Spanish>
<Polish>HEMTT Kontener</Polish>
<Czech>HEMTT Skříňový</Czech>
<French>HEMTT Conteneur</French>
@ -615,7 +615,7 @@
<Key ID="STR_ACE_RealisticNames_Truck_03_device_Name">
<English>Typhoon Device</English>
<German>Typhoon Gerät</German>
<Spanish>Typhoon de dispositivo</Spanish>
<Spanish>Typhoon con dispositivo</Spanish>
<Polish>Typhoon Urządzenie</Polish>
<Czech>Typhoon zařízení</Czech>
<French>Typhoon Dispositif</French>
@ -1580,6 +1580,7 @@
<Italian>Noreen "Bad News" ULR</Italian>
<German>Noreen "Bad News" ULR</German>
<Polish>Noreen "Bad News" ULR</Polish>
<Hungarian>Noreen "Bad News"ULR</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_02">
<English>Noreen "Bad News" ULR (Black)</English>
@ -1590,6 +1591,7 @@
<German>Noreen "Bad News" ULR (Schwarz)</German>
<Polish>Noreen "Bad News" ULR (czarny)</Polish>
<Italian>Noreen "Bad News" ULR (Nero)</Italian>
<Hungarian>Noreen "Bad News"ULR (Fekete)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_02_camo">
<English>Noreen "Bad News" ULR (Camo)</English>
@ -1600,6 +1602,7 @@
<German>Noreen "Bad News" ULR (Camo)</German>
<Polish>Noreen "Bad News" ULR (kamuflaż)</Polish>
<Italian>Noreen "Bad News" ULR (Camo)</Italian>
<Hungarian>Noreen "Bad News"ULR (Terepmintás)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_02_sniper">
<English>Noreen "Bad News" ULR (Sand)</English>
@ -1610,6 +1613,7 @@
<German>Noreen "Bad News" ULR (Sand)</German>
<Polish>Noreen "Bad News" ULR (piaskowy)</Polish>
<Italian>Noreen "Bad News" ULR (Sabbia)</Italian>
<Hungarian>Noreen "Bad News"ULR (Homok)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_DMR_03">
<English>SIG 556</English>
@ -1620,6 +1624,7 @@
<Polish>SIG 556</Polish>
<German>SIG 556</German>
<Italian>SIG 556</Italian>
<Hungarian>SIG 556</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_03">
<English>SIG 556 (Black)</English>
@ -1630,6 +1635,7 @@
<Polish>SIG 556 (czarny)</Polish>
<German>SIG 556 (Schwarz)</German>
<Italian>SIG 556 (Nero)</Italian>
<Hungarian>SIG 556 (Fekete)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_03_khaki">
<English>SIG 556 (Khaki)</English>
@ -1640,6 +1646,7 @@
<Polish>SIG 556 (khaki)</Polish>
<German>SIG 556 (Khaki)</German>
<Italian>SIG 556 (Khaki)</Italian>
<Hungarian>SIG 556 (Khaki)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_03_tan">
<English>SIG 556 (Sand)</English>
@ -1650,6 +1657,7 @@
<Polish>SIG 556 (piaskowy)</Polish>
<German>SIG 556 (Sand)</German>
<Italian>SIG 556 (Sabbia)</Italian>
<Hungarian>SIG 556 (Homok)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_03_multicam">
<English>SIG 556 (Camo)</English>
@ -1660,6 +1668,7 @@
<Polish>SIG 556 (kamuflaż)</Polish>
<German>SIG 556 (Camo)</German>
<Italian>SIG 556 (Camo)</Italian>
<Hungarian>SIG 556 (Terepmintás)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_03_woodland">
<English>SIG 556 (Woodland)</English>
@ -1670,6 +1679,7 @@
<Polish>SIG 556 (leśny)</Polish>
<German>SIG 556 (Woodland)</German>
<Italian>SIG 556 (Woodland)</Italian>
<Hungarian>SIG 556 (Erdőmintás)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_03_spotter">
<English>SIG 556 (provisional) spotter</English>
@ -1680,6 +1690,7 @@
<Polish>SIG 556 (prowizoryczny) obserwator</Polish>
<German>SIG 556 (provisorisch) Beobachter</German>
<Italian>SIG 556 (provisional) spotter</Italian>
<Hungarian>SIG 556 (Ellátmányi) Megfigyelő</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_DMR_04">
<English>ASP-1 Kir</English>
@ -1690,6 +1701,7 @@
<German>ASP-1 Kir</German>
<Italian>ASP-1 Kir</Italian>
<Polish>ASP-1 Kir</Polish>
<Hungarian>ASP-1 Kir</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_04">
<English>ASP-1 Kir (Black)</English>
@ -1700,6 +1712,7 @@
<German>ASP-1 Kir (Schwarz)</German>
<Polish>ASP-1 Kir (czarny)</Polish>
<Italian>ASP-1 Kir (Nero)</Italian>
<Hungarian>ASP-1 Kir (Fekete)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_04_Tan">
<English>ASP-1 Kir (Tan)</English>
@ -1710,6 +1723,7 @@
<German>ASP-1 Kir (Hellbraun)</German>
<Polish>ASP-1 Kir (Tan)</Polish>
<Italian>ASP-1 Kir (Tan)</Italian>
<Hungarian>ASP-1 Kir (Cserszín)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_DMR_05">
<English>Cyrus</English>
@ -1720,6 +1734,7 @@
<German>Cyrus</German>
<Italian>Cyrus</Italian>
<Polish>Cyrus</Polish>
<Hungarian>Cyrus</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_05_blk">
<English>Cyrus (Black)</English>
@ -1730,6 +1745,7 @@
<German>Cyrus (Schwarz)</German>
<Polish>Cyrus (czarny)</Polish>
<Italian>Cyrus (Nero)</Italian>
<Hungarian>Cyrus (Fekete)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_05_hex">
<English>Cyrus (Hex)</English>
@ -1740,6 +1756,7 @@
<German>Cyrus (Hex)</German>
<Polish>Cyrus (hex)</Polish>
<Italian>Cyrus (Hex)</Italian>
<Hungarian>Cyrus (Hex)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_05_tan">
<English>Cyrus (Tan)</English>
@ -1750,6 +1767,7 @@
<German>Cyrus (Hellbraun)</German>
<Polish>Cyrus (podpalany)</Polish>
<Italian>Cyrus (Tan)</Italian>
<Hungarian>Cyrus (Cserszín)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_DMR_06">
<English>M14</English>
@ -1760,6 +1778,7 @@
<Polish>M14</Polish>
<German>M14</German>
<Italian>M14</Italian>
<Hungarian>M14</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_06_camo">
<English>M14 (Camo)</English>
@ -1770,6 +1789,7 @@
<Polish>M14 (kamuflaż)</Polish>
<German>M14 (Camo)</German>
<Italian>M14 (Camo)</Italian>
<Hungarian>M14 (Terepmintás)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_srifle_DMR_06_olive">
<English>M14 (Olive)</English>
@ -1780,6 +1800,7 @@
<Polish>M14 (oliwkowy)</Polish>
<German>M14 (Olive)</German>
<Italian>M14 (Olive)</Italian>
<Hungarian>M14 (Olíva)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_MMG_01">
<English>HK121</English>
@ -1790,6 +1811,7 @@
<German>HK121</German>
<Italian>HK121</Italian>
<Polish>HK121</Polish>
<Hungarian>HK121</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_MMG_01_hex">
<English>HK121 (Hex)</English>
@ -1800,6 +1822,7 @@
<German>HK121 (Hex)</German>
<Polish>HK121 (hex)</Polish>
<Italian>HK121 (Hex)</Italian>
<Hungarian>HK121 (Hex)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_MMG_01_tan">
<English>HK121 (Tan)</English>
@ -1810,6 +1833,7 @@
<German>HK121 (Hellbraun)</German>
<Polish>HK121 (podpalany)</Polish>
<Italian>HK121 (Tan)</Italian>
<Hungarian>HK121 (Cserszín)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_MMG_02">
<English>LWMMG</English>
@ -1820,6 +1844,7 @@
<Polish>LWMMG</Polish>
<German>LWMMG</German>
<Italian>LWMMG</Italian>
<Hungarian>LWMMG</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_MMG_02_camo">
<English>LWMMG (MTP)</English>
@ -1830,6 +1855,7 @@
<Polish>LWMMG (MTP)</Polish>
<German>LWMMG (MTP)</German>
<Italian>LWMMG (MTP)</Italian>
<Hungarian>LWMMG (MTP)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_MMG_02_black">
<English>LWMMG (Black)</English>
@ -1840,6 +1866,7 @@
<Polish>LWMMG (czarny)</Polish>
<German>LWMMG (Schwarz)</German>
<Italian>LWMMG (Nero)</Italian>
<Hungarian>LWMMG (Fekete)</Hungarian>
</Key>
<Key ID="STR_ACE_RealisticNames_MMG_02_sand">
<English>LWMMG (Sand)</English>
@ -1850,6 +1877,7 @@
<Polish>LWMMG (piaskowy)</Polish>
<German>LWMMG (Sand)</German>
<Italian>LWMMG (Sabbia)</Italian>
<Hungarian>LWMMG (Homok)</Hungarian>
</Key>
</Package>
</Project>
</Project>

View File

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Reload">
<Key ID="STR_ACE_reload_SettingDisplayTextName">
<English>Check ammo on weapon reload</English>
<German>Prüfe Munition beim Nachladen</German>
<Spanish>Comprovar munición al recargar el arma</Spanish>
<Spanish>Comprobar munición al recargar el arma</Spanish>
<Russian>Проверять боезапас при перезарядке</Russian>
<Czech>Zkontrolovat munici při nabití</Czech>
<Polish>Sprawdź stan amunicji przy przeładowaniu broni</Polish>
@ -16,7 +16,7 @@
<Key ID="STR_ACE_reload_SettingDisplayTextDesc">
<English>Check the ammo in your new magazine on magazine reload.</English>
<German>Prüfe nachgeladenes Magazin</German>
<Spanish>Comprueva la munición del nuevo cargador al recargar.</Spanish>
<Spanish>Comprueba la munición del nuevo cargador al recargar.</Spanish>
<Russian>Проверяет количество патронов в новом магазине при перезарядке.</Russian>
<Czech>Kontroluje munice při nabití nového zásobníku.</Czech>
<Polish>Pokaż stan amunicji w nowym magazynku przy przeładowaniu broni</Polish>
@ -28,7 +28,7 @@
<Key ID="STR_ACE_Reload_checkAmmo">
<English>Check Ammo</English>
<German>Munition prüfen</German>
<Spanish>Verificar munición</Spanish>
<Spanish>Comprobar munición</Spanish>
<Polish>Sprawdź amunicję</Polish>
<French>Vérifier Munitions</French>
<Hungarian>Lőszerellenőrzés</Hungarian>
@ -63,7 +63,7 @@
</Key>
<Key ID="STR_ACE_Reload_LinkingBelt">
<English>Linking belt...</English>
<French>Attache d'une bande</French>
<French>Attache d'une bande...</French>
<Spanish>Enlazando cinta...</Spanish>
<Russian>Сцепка лент ...</Russian>
<Czech>Spojuji pás...</Czech>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="ReloadLaunchers">
<Key ID="STR_ACE_ReloadLaunchers_LoadLauncher">
@ -15,7 +15,7 @@
</Key>
<Key ID="STR_ACE_ReloadLaunchers_LoadingLauncher">
<English>Loading launcher ...</English>
<French>Chargement du lanceur</French>
<French>Chargement du lanceur ...</French>
<German>Panzerabwehr wird geladen ...</German>
<Spanish>Cargando lanzador ...</Spanish>
<Russian>Зарядка ПУ ...</Russian>

View File

@ -65,6 +65,7 @@
<Polish>Punkt zbiórki Zachodu (Baza)</Polish>
<French>Point de ralliement OUEST (Base)</French>
<Italian>Rallypoint West (Base)</Italian>
<Hungarian>Gyülekezőpont, Nyugat (Bázis)</Hungarian>
</Key>
<Key ID="STR_ACE_Respawn_RallypointEastBase">
<English>Rallypoint East (Base)</English>
@ -74,6 +75,7 @@
<Polish>Punkt zbiórki Wschodu (Baza)</Polish>
<French>Point de ralliement EST (Base)</French>
<Italian>Rallypoint East (Base)</Italian>
<Hungarian>Gyülekezőpont, Kelet (Bázis)</Hungarian>
</Key>
<Key ID="STR_ACE_Respawn_RallypointIndependentBase">
<English>Rallypoint Independent (Base)</English>
@ -83,6 +85,7 @@
<Polish>Punkt zbiórki Ruchu oporu (Baza)</Polish>
<French>Point de ralliement Indépendant (Base)</French>
<Italian>Rallypoint Independent (Base)</Italian>
<Hungarian>Gyülekezőpont, Független (Bázis)</Hungarian>
</Key>
<Key ID="STR_ACE_Respawn_RallypointWest">
<English>Rallypoint West</English>
@ -92,6 +95,7 @@
<Polish>Punkt zbiórki Zachodu</Polish>
<French>Point de ralliement OUEST</French>
<Italian>Rallypoint West</Italian>
<Hungarian>Gyülekezőpont, Nyugat</Hungarian>
</Key>
<Key ID="STR_ACE_Respawn_RallypointEast">
<English>Rallypoint East</English>
@ -101,6 +105,7 @@
<Polish>Punkt zbiórki Wschodu</Polish>
<French>Point de ralliement EST</French>
<Italian>Rallypoint East</Italian>
<Hungarian>Gyülekezőpont, Kelet</Hungarian>
</Key>
<Key ID="STR_ACE_Respawn_RallypointIndependent">
<English>Rallypoint Independent</English>
@ -110,6 +115,7 @@
<Polish>Punkt zbiórki Ruchu oporu</Polish>
<French>Point de ralliement Indépendant</French>
<Italian>Rallypoint Independent</Italian>
<Hungarian>Gyülekezőpont, Független</Hungarian>
</Key>
</Package>
</Project>

View File

@ -9,6 +9,7 @@
<Italian>Regola leggermente alzata in alto</Italian>
<French>Hausse +</French>
<German>Kleine Korrektur nach oben</German>
<Hungarian>Enyhe állítás fel</Hungarian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustDownMinor">
<English>Minor adjustment down</English>
@ -18,6 +19,7 @@
<Italian>Regola leggermente alzata in basso</Italian>
<French>Hausse -</French>
<German>Kleine Korrektur nach unten</German>
<Hungarian>Enyhe állítás le</Hungarian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustRightMinor">
<English>Minor adjustment right</English>
@ -27,6 +29,7 @@
<Italian>Regola leggermente il tiro a destra</Italian>
<French>Dérive +</French>
<German>Kleine Korrektur nach rechts</German>
<Hungarian>Enyhe állítás jobbra</Hungarian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustLeftMinor">
<English>Minor adjustment left</English>
@ -36,6 +39,7 @@
<Italian>Regola leggermete il tiro a sinistra</Italian>
<French>Dérive -</French>
<German>Kleine Korrektur nach links</German>
<Hungarian>Enyhe állítás balra</Hungarian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustUpMajor">
<English>Major adjustment up</English>
@ -45,6 +49,7 @@
<Italian>Regola l'alzata in alto</Italian>
<French>Hausse +++</French>
<German>Große Korrektur nach oben</German>
<Hungarian>Nagy állítás fel</Hungarian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustDownMajor">
<English>Major adjustment down</English>
@ -54,6 +59,7 @@
<Italian>Regola l'alzata in basso</Italian>
<French>Hausse ---</French>
<German>Große Korrektur nach unten</German>
<Hungarian>Nagy állítás le</Hungarian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustRightMajor">
<English>Major adjustment right</English>
@ -63,6 +69,7 @@
<Italian>Regola il tiro a destra</Italian>
<French>Dérive +++</French>
<German>Große Korrektur nach rechts</German>
<Hungarian>Nagy állítás jobbra</Hungarian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustLeftMajor">
<English>Major adjustment left</English>
@ -72,6 +79,7 @@
<Italian>Regola il tiro a sinistra</Italian>
<French>Dérive ---</French>
<German>Große Korrektur nach links</German>
<Hungarian>Nagy állítás balra</Hungarian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustZero">
<English>Set zero adjustment</English>
@ -81,6 +89,7 @@
<Italian>Resetta i valori del tiro</Italian>
<French>RAZ corrections</French>
<German>Auf 0 justieren</German>
<Hungarian>Állítások nullázása</Hungarian>
</Key>
</Package>
</Project>
</Project>

View File

@ -4,7 +4,7 @@
<Key ID="STR_ACE_Vehicle_Action_UnLock">
<English>Unlock Vehicle</English>
<German>Fahrzeug aufschließen</German>
<Spanish>Vehículo abierto</Spanish>
<Spanish>Abrir vehículo</Spanish>
<French>Déverrouiller le véhicule</French>
<Polish>Odblokuj pojazd</Polish>
<Czech>Odemknout vozidlo</Czech>
@ -16,7 +16,7 @@
<Key ID="STR_ACE_Vehicle_Action_Lock">
<English>Lock Vehicle</English>
<German>Fahrzeug abschließen</German>
<Spanish>Vehículo cerrado</Spanish>
<Spanish>Cerrar vehículo</Spanish>
<French>Verrouiller le véhicule</French>
<Polish>Zablokuj pojazd</Polish>
<Czech>Zamknout vozidlo</Czech>
@ -40,7 +40,7 @@
<Key ID="STR_ACE_Vehicle_Action_LockpickInUse">
<English>Picking Lock....</English>
<German>Schloss knacken...</German>
<Spanish>Forzando cierre...</Spanish>
<Spanish>Forzando cerradura...</Spanish>
<French>Crochetage...</French>
<Polish>Otwieranie zamka...</Polish>
<Czech>Páčim vozidlo...</Czech>
@ -76,7 +76,7 @@
<Key ID="STR_ACE_Vehicle_Item_Lockpick_Description">
<English>A lockpick set that can pick the locks of most vehicles.</English>
<German>Ein Dietrich der die meisten Fahrzeugschlösser knacken kann...</German>
<Spanish>Un set de ganzúas puede abrir la mayoría de cerraduras de vehículos.</Spanish>
<Spanish>Un set de ganzúas que puede abrir las cerraduras de la mayoría vehículos.</Spanish>
<French>Un crochet qui ouvrira la plupart des véhicules.</French>
<Polish>Zestaw wytrychów, dzięki któremu można otworzyć zamki w większości pojazdów.</Polish>
<Czech>Sada paklíčů, která dokáže odemknout zámky u většiny vozidel.</Czech>
@ -88,7 +88,7 @@
<Key ID="STR_ACE_Vehicle_Item_West_Description">
<English>A key that should open most WEST vehicles.</English>
<German>Ein Schlüssel der die meisten westlichen Fahrzeuge öffnen sollte...</German>
<Spanish>Una llave que puede abrir la mayoría de vehículos occidentales.</Spanish>
<Spanish>Una llave que abrirá la mayoría de vehículos occidentales.</Spanish>
<French>Une clé qui ouvrira la plupart des véhicules OUEST.</French>
<Polish>Klucz, który powinien otworzyć większość pojazdów ZACHODU.</Polish>
<Czech>Klíč který by měl otevřít většinou Západních vozidel.</Czech>
@ -100,7 +100,7 @@
<Key ID="STR_ACE_Vehicle_Item_East_Description">
<English>A key that should open most EAST vehicle.</English>
<German>Ein Schlüssel der die meisten östlichen Fahrzeuge öffnen sollte...</German>
<Spanish>Una llave que puede abrir la mayoría de vehículos orientales.</Spanish>
<Spanish>Una llave que abrirá la mayoría de vehículos orientales.</Spanish>
<French>Une clé qui ouvrira la plupart des véhicules EST.</French>
<Polish>Klucz, który powinien otworzyć większość pojazdów WSCHODU.</Polish>
<Hungarian>Egy kulcs, ami a KELET egységeinek legtöbb járművét ki tudja nyitni.</Hungarian>
@ -112,7 +112,7 @@
<Key ID="STR_ACE_Vehicle_Item_Indp_Description">
<English>A key that should open most INDEP vehicle.</English>
<German>Ein Schlüssel der die meisten Fahrzeuge der Aufständischen öffnen sollte...</German>
<Spanish>Una llave que puede abrir la mayoría de vehículos independientes.</Spanish>
<Spanish>Una llave que abrirá la mayoría de vehículos independientes.</Spanish>
<French>Une clé qui ouvrira la plupart des véhicules INDEP.</French>
<Polish>Klucz, który powinien otworzyć większość pojazdów INDFOR.</Polish>
<Hungarian>Egy kulcs, ami a FÜGGETLEN egységek legtöbb járművét ki tudja nyitni.</Hungarian>
@ -124,7 +124,7 @@
<Key ID="STR_ACE_Vehicle_Item_Civ_Description">
<English>A key that should open most CIV vehicle.</English>
<German>Ein Schlüssel der die meisten zivilen Fahrzeuge öffnen sollte...</German>
<Spanish>Una llave que puede abrir la mayoría de vehículos civiles.</Spanish>
<Spanish>Una llave que abrirá la mayoría de vehículos civiles.</Spanish>
<French>Une clé qui ouvrira la plupart des véhicules CIV.</French>
<Polish>Klucz, który powinien otworzyć większość pojazdów CYWILNYCH.</Polish>
<Czech>Klíč který by měl otevřít většinu Civilních vozidel.</Czech>

View File

@ -4,7 +4,7 @@
<Key ID="STR_ACE_Weaponselect_SettingDisplayTextName">
<English>Display text on grenade throw</English>
<German>Zeige Text beim Granatwurf</German>
<Spanish>Mostrar texto al lanzar granada</Spanish>
<Spanish>Mostrar texto al lanzar una granada</Spanish>
<Russian>Показывать текст при броске</Russian>
<Czech>Zobrazí text při hodu granátem</Czech>
<Polish>Wyświetl tekst przy rzucie granatem</Polish>
@ -16,7 +16,7 @@
<Key ID="STR_ACE_Weaponselect_SettingDisplayTextDesc">
<English>Display a hint or text on grenade throw.</English>
<German>Zeige Hinweis oder Text beim Granatwurf</German>
<Spanish>Muestra una notificación o texto al lanzar granada</Spanish>
<Spanish>Muestra una notificación o texto al lanzar una granada</Spanish>
<Russian>Показывать текст или подсказку при броске гранаты.</Russian>
<Czech>Zobrazí upozornění nebo text při hodu granátem.</Czech>
<Polish>Wyświetla powiadomienie lub tekst przy rzucie granatem.</Polish>
@ -64,7 +64,7 @@
<Key ID="STR_ACE_WeaponSelect_SelectRifleMuzzle">
<English>Select Grenade Launcher</English>
<German>Granatwerfer auswählen</German>
<Spanish>Seleccionar lanzador de granadas</Spanish>
<Spanish>Seleccionar lanzagranadas</Spanish>
<Polish>Wybierz granatnik</Polish>
<Czech>Zvolit Granátomet</Czech>
<Russian>Выбрать подствольный гранатомёт</Russian>
@ -206,7 +206,7 @@
<Key ID="STR_ACE_WeaponSelect_ThrowGrenade">
<English>Throw Selected Grenade</English>
<German>Gewählte Granate werfen</German>
<Spanish>Arrojar granada seleccionada</Spanish>
<Spanish>Lanzar granada seleccionada</Spanish>
<Polish>Rzuć wybrany granat</Polish>
<French>Lancer la grenade sélectionnée</French>
<Hungarian>Kiválasztott Gránát Eldobása</Hungarian>
@ -229,7 +229,7 @@
<Key ID="STR_ACE_WeaponSelect_NoFragsLeft">
<English>No frags left</English>
<German>Keine explosiven Granaten übrig</German>
<Spanish>Sin granadas de fragmentación</Spanish>
<Spanish>No quedan granadas de fragmentación</Spanish>
<Polish>Brak granatów odłamkowych</Polish>
<French>Plus de grenades à fragmentation</French>
<Hungarian>Nincs több repeszgránát</Hungarian>
@ -241,7 +241,7 @@
<Key ID="STR_ACE_WeaponSelect_NoMiscGrenadeLeft">
<English>No misc. grenades left</English>
<German>Keine nichtexplosiven Granaten übrig</German>
<Spanish>Sin granadas de varias</Spanish>
<Spanish>Sin granadas misc.</Spanish>
<Polish>Brak granatów nieodłamkowych</Polish>
<French>Plus de grenades non-léthales</French>
<Hungarian>Nincs több egyéb gránát</Hungarian>

View File

@ -25,7 +25,7 @@ GVAR(rain_period_start_time) = time;
};
};
["ACE3", QGVAR(WindInfoKey), localize "STR_ACE_Weather_WindInfoKey",
["ACE3 Common", QGVAR(WindInfoKey), localize "STR_ACE_Weather_WindInfoKey",
{
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};

View File

@ -9,6 +9,7 @@
<Spanish>Mostrar información del viento</Spanish>
<Italian>Mostra informazioni sul vento</Italian>
<German>Zeige Windinformationen</German>
<Hungarian>Széladatok mutatása</Hungarian>
</Key>
</Package>
</Project>
</Project>

View File

@ -1,4 +1,4 @@
name = "ACE3";
name = "Advanced Combat Environment 3.0.0";
picture = "logo_ace3_ca.paa";
actionName = "GitHub";
action = "https://github.com/acemod/ACE3";
@ -7,6 +7,6 @@ logo = "logo_ace3_ca.paa";
logoOver = "logo_ace3_ca.paa";
tooltip = "ACE3";
tooltipOwned = "ACE3 Owned";
overview = "ACE3 is a joint effort by the teams behind ACE2, AGM and CSE to improve the realism and authenticity of Arma 3.";
overview = "Advanced Combat Environment 3, also known as ACE3, is a joint effort by the teams behind ACE2, AGM and CSE to improve the realism and authenticity of Arma 3.";
author = "ACE3 Team";
overviewPicture = "logo_ace3_ca.paa";