Merge branch 'master' into release-3.14.1

This commit is contained in:
PabstMirror 2021-11-25 12:35:50 -06:00
commit 3c54dc4983
4 changed files with 44 additions and 26 deletions

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@ -1,6 +1,9 @@
**When merged this pull request will:** **When merged this pull request will:**
- Describe what this pull request will do - _Describe what this pull request will do_
- Each change in a separate line - _Each change in a separate line_
- Include documentation if applicable
- Respect the [Development Guidelines](https://ace3mod.com/wiki/development/) ### IMPORTANT
- Follow title standard `Component - Add|Fix|Improve|Change|Make|Remove bananas`
- [ ] If the contribution affects [the documentation](https://github.com/acemod/ACE3/tree/master/docs), please include your changes in this pull request so the documentation will appear on the [website](https://ace3mod.com/).
- [ ] [Development Guidelines](https://ace3mod.com/wiki/development/) are read, understood and applied.
- [ ] Title of this PR uses our standard template `Component - Add|Fix|Improve|Change|Make|Remove {changes}`.

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@ -66,7 +66,7 @@
// Fixes units being stuck in unconscious animation when being knocked over by a PhysX object // Fixes units being stuck in unconscious animation when being knocked over by a PhysX object
["CAManBase", "AnimDone", { ["CAManBase", "AnimDone", {
params ["_unit", "_anim"]; params ["_unit", "_anim"];
if (local _unit && {_anim find QGVAR(face) != -1 && {lifeState _unit != "INCAPACITATED"}}) then { if (local _unit && {_anim find QUNCON_ANIM(face) != -1 && {lifeState _unit != "INCAPACITATED"}}) then {
[_unit, false] call FUNC(setUnconsciousAnim); [_unit, false] call FUNC(setUnconsciousAnim);
}; };
}] call CBA_fnc_addClassEventHandler; }] call CBA_fnc_addClassEventHandler;

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@ -50,9 +50,24 @@ class MyTruck: Car_F {
<p>Mission makers can also use `this setVariable ["ace_rearm_isSupplyVehicle", true]`</p> <p>Mission makers can also use `this setVariable ["ace_rearm_isSupplyVehicle", true]`</p>
</div> </div>
## 2. Functions ## 2. Variables
### 2.1 Adding specific magazines ### 2.1 Allow Rearming of Scripted Loadouts
`ace_rearm_scriptedLoadout`
Normally ACE Rearm evaluates what magazines a vehicle can carry by looking at the turret configs of the vehicle. This means that if a vehicle has a scripted loadout, for example using `addMagazineTurret` to give it different magazines than standard, those scripted magazines cannot be loaded with Rearm and the vehicle may be overloaded by rearming the magazines from the turret configs.
If a scripted loadout is used, this variable can be set to true to switch the magazines that can be rearmed from the turret configs to any empty magazine in the vehicle.
```cpp
VEHICLE addMagazineTurret ["SmokeLauncherMag",[0,0]];
VEHICLE setVariable ["ace_rearm_scriptedLoadout", true, true];
```
## 3. Functions
### 3.1 Adding specific magazines
`ace_rearm_fnc_addMagazineToSupply` `ace_rearm_fnc_addMagazineToSupply`
@ -67,7 +82,7 @@ This function is most useful with the module setting `Only specific Magazines`.
This function can also be used to increase the supply count on setting `Limited ammo supply based on caliber` by a certain caliber value. This function can also be used to increase the supply count on setting `Limited ammo supply based on caliber` by a certain caliber value.
#### 2.1.1 Example #### 3.1.1 Example
`[ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply;` `[ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply;`
@ -78,7 +93,7 @@ This function can also be used to increase the supply count on setting `Limited
The 32 artillery shells are added to the supply count or the magazine storage of the specified ammo truck. The 32 artillery shells are added to the supply count or the magazine storage of the specified ammo truck.
### 2.2 Adding all magazines of a specific vehicle ### 3.2 Adding all magazines of a specific vehicle
`ace_rearm_fnc_addVehicleMagazinesToSupply` `ace_rearm_fnc_addVehicleMagazinesToSupply`
@ -90,7 +105,7 @@ The 32 artillery shells are added to the supply count or the magazine storage of
This functions wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all default magazines of all supported turrets of the vehicle to the ammo truck. This functions wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all default magazines of all supported turrets of the vehicle to the ammo truck.
#### 2.2.1 Example 1 #### 3.2.1 Example 1
`[ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply;` `[ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
@ -101,7 +116,7 @@ This functions wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all
All magazines found in the class config of the object `tank` are made available. All magazines found in the class config of the object `tank` are made available.
#### 2.2.2 Example 2 #### 3.2.2 Example 2
`[ammo_truck, "B_MBT_01_arty_F"] call ace_rearm_fnc_addVehicleMagazinesToSupply;` `[ammo_truck, "B_MBT_01_arty_F"] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
@ -112,7 +127,7 @@ All magazines found in the class config of the object `tank` are made available.
All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are made available. All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are made available.
### 2.3 Enabling / disabling rearming ### 3.3 Enabling / disabling rearming
`ace_rearm_fnc_disable` `ace_rearm_fnc_disable`
@ -124,7 +139,7 @@ All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are mad
This functions disables rearming for all supported turrets of a certain vehicle. This functions disables rearming for all supported turrets of a certain vehicle.
#### 2.3.1 Example 1 #### 3.3.1 Example 1
`[tank] call ace_rearm_fnc_disable;` `[tank] call ace_rearm_fnc_disable;`
@ -134,7 +149,7 @@ This functions disables rearming for all supported turrets of a certain vehicle.
Disables rearming on the object `tank`. Disables rearming on the object `tank`.
#### 2.3.2 Example 2 #### 3.3.2 Example 2
`[tank, false] call ace_rearm_fnc_disable;` `[tank, false] call ace_rearm_fnc_disable;`
@ -145,7 +160,7 @@ Disables rearming on the object `tank`.
Enables rearming on the object `tank`. Enables rearming on the object `tank`.
### 2.4 Getting the supply count ### 3.4 Getting the supply count
`ace_rearm_fnc_getSupplyCount` `ace_rearm_fnc_getSupplyCount`
@ -156,7 +171,7 @@ Enables rearming on the object `tank`.
This functions returns the current supply count of the ammo truck. This functions returns the current supply count of the ammo truck.
#### 2.4.1 Example #### 3.4.1 Example
`[ammo_truck] call ace_rearm_fnc_getSupplyCount;` `[ammo_truck] call ace_rearm_fnc_getSupplyCount;`
@ -166,7 +181,7 @@ This functions returns the current supply count of the ammo truck.
The remaining supply count of `ammo_truck` will be returned. The remaining supply count of `ammo_truck` will be returned.
### 2.5 Removing magazines from supply ### 3.5 Removing magazines from supply
`ace_rearm_fnc_removeMagazineFromSupply` `ace_rearm_fnc_removeMagazineFromSupply`
@ -177,7 +192,7 @@ The remaining supply count of `ammo_truck` will be returned.
2 | Number of Rounds to withdraw | Number | Optional (default: `-1`) 2 | Number of Rounds to withdraw | Number | Optional (default: `-1`)
**R** | Magazine could be removed successfully | Boolean | Return value **R** | Magazine could be removed successfully | Boolean | Return value
#### 2.5.1 Example 1 #### 3.5.1 Example 1
`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_removeMagazineFromSupply;` `[ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_removeMagazineFromSupply;`
@ -188,7 +203,7 @@ The remaining supply count of `ammo_truck` will be returned.
Removes one ammo box worth of 500Rnd_127x99_mag_Tracer_Red from the supply. Depending on the module setting the ammo box does hold an entire magazine or only the caliber based amount of rounds. Removes one ammo box worth of 500Rnd_127x99_mag_Tracer_Red from the supply. Depending on the module setting the ammo box does hold an entire magazine or only the caliber based amount of rounds.
#### 2.5.2 Example 2 #### 3.5.2 Example 2
`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red", 50] call ace_rearm_fnc_removeMagazineFromSupply;` `[ammo_truck, "500Rnd_127x99_mag_Tracer_Red", 50] call ace_rearm_fnc_removeMagazineFromSupply;`
@ -200,7 +215,7 @@ Removes one ammo box worth of 500Rnd_127x99_mag_Tracer_Red from the supply. Depe
Removes one ammo box with 50 rounds of 500Rnd_127x99_mag_Tracer_Red from the supply. This is 10% of the supply of an entire magazine. Removes one ammo box with 50 rounds of 500Rnd_127x99_mag_Tracer_Red from the supply. This is 10% of the supply of an entire magazine.
### 2.6 Setting the supply count ### 3.6 Setting the supply count
`ace_rearm_fnc_setSupplyCount` `ace_rearm_fnc_setSupplyCount`
@ -212,7 +227,7 @@ Removes one ammo box with 50 rounds of 500Rnd_127x99_mag_Tracer_Red from the sup
This function sets the current supply count of the ammo truck. It can be used to replenish the ammo truck on `Limited ammo supply based on caliber` setting. This function sets the current supply count of the ammo truck. It can be used to replenish the ammo truck on `Limited ammo supply based on caliber` setting.
#### 2.6.1 Example #### 3.6.1 Example
`[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;` `[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;`

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@ -101,22 +101,22 @@ Default: ""
On vehicle placement the system will iterate through all hitpoints define in `class Turrets` and find the relevant weapons and add their hitpoints. This occurs for ERA and SLAT as well On vehicle placement the system will iterate through all hitpoints define in `class Turrets` and find the relevant weapons and add their hitpoints. This occurs for ERA and SLAT as well
## CfgAmmo ## 2. CfgAmmo
The only configuration needed on ammo is the warhead type (if applicable) and the incendiary value The only configuration needed on ammo is the warhead type (if applicable) and the incendiary value
### 1.1 `ace_vehicle_damage_incendiary` ### 2.1 `ace_vehicle_damage_incendiary`
Value in range [0, 1] for how incendiary the ammo is. This is used in calculations to ignite fires. Not based on any real-world value, tweak as feels right. Value in range [0, 1] for how incendiary the ammo is. This is used in calculations to ignite fires. Not based on any real-world value, tweak as feels right.
#### 1.1.1 Default Values #### 2.1.1 Default Values
- Tandem/HEAT: 1 - Tandem/HEAT: 1
- AP: 0.1 - AP: 0.1
- HE: 0.3 - HE: 0.3
- Incendiary Bullet: 0.7 - Incendiary Bullet: 0.7
### 1.2 `warheadName` ### 2.2 `warheadName`
Default ARMA config value. We assume that the warheads are vanilla strings, so options are Default ARMA config value. We assume that the warheads are vanilla strings, so options are