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Merge branch 'master' into release-3.14.1
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commit
3c54dc4983
13
.github/PULL_REQUEST_TEMPLATE.md
vendored
13
.github/PULL_REQUEST_TEMPLATE.md
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@ -1,6 +1,9 @@
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**When merged this pull request will:**
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- Describe what this pull request will do
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- Each change in a separate line
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- Include documentation if applicable
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- Respect the [Development Guidelines](https://ace3mod.com/wiki/development/)
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- Follow title standard `Component - Add|Fix|Improve|Change|Make|Remove bananas`
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- _Describe what this pull request will do_
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- _Each change in a separate line_
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### IMPORTANT
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- [ ] 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/).
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- [ ] [Development Guidelines](https://ace3mod.com/wiki/development/) are read, understood and applied.
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- [ ] Title of this PR uses our standard template `Component - Add|Fix|Improve|Change|Make|Remove {changes}`.
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@ -66,7 +66,7 @@
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// Fixes units being stuck in unconscious animation when being knocked over by a PhysX object
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["CAManBase", "AnimDone", {
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params ["_unit", "_anim"];
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if (local _unit && {_anim find QGVAR(face) != -1 && {lifeState _unit != "INCAPACITATED"}}) then {
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if (local _unit && {_anim find QUNCON_ANIM(face) != -1 && {lifeState _unit != "INCAPACITATED"}}) then {
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[_unit, false] call FUNC(setUnconsciousAnim);
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};
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}] call CBA_fnc_addClassEventHandler;
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@ -50,9 +50,24 @@ class MyTruck: Car_F {
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<p>Mission makers can also use `this setVariable ["ace_rearm_isSupplyVehicle", true]`</p>
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</div>
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## 2. Functions
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## 2. Variables
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### 2.1 Adding specific magazines
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### 2.1 Allow Rearming of Scripted Loadouts
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`ace_rearm_scriptedLoadout`
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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.
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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.
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```cpp
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VEHICLE addMagazineTurret ["SmokeLauncherMag",[0,0]];
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VEHICLE setVariable ["ace_rearm_scriptedLoadout", true, true];
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```
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## 3. Functions
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### 3.1 Adding specific magazines
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`ace_rearm_fnc_addMagazineToSupply`
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@ -67,7 +82,7 @@ This function is most useful with the module setting `Only specific Magazines`.
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This function can also be used to increase the supply count on setting `Limited ammo supply based on caliber` by a certain caliber value.
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#### 2.1.1 Example
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#### 3.1.1 Example
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`[ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply;`
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@ -78,7 +93,7 @@ This function can also be used to increase the supply count on setting `Limited
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The 32 artillery shells are added to the supply count or the magazine storage of the specified ammo truck.
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### 2.2 Adding all magazines of a specific vehicle
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### 3.2 Adding all magazines of a specific vehicle
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`ace_rearm_fnc_addVehicleMagazinesToSupply`
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@ -90,7 +105,7 @@ The 32 artillery shells are added to the supply count or the magazine storage of
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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.
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#### 2.2.1 Example 1
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#### 3.2.1 Example 1
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`[ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
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@ -101,7 +116,7 @@ This functions wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all
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All magazines found in the class config of the object `tank` are made available.
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#### 2.2.2 Example 2
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#### 3.2.2 Example 2
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`[ammo_truck, "B_MBT_01_arty_F"] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
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@ -112,7 +127,7 @@ All magazines found in the class config of the object `tank` are made available.
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All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are made available.
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### 2.3 Enabling / disabling rearming
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### 3.3 Enabling / disabling rearming
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`ace_rearm_fnc_disable`
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@ -124,7 +139,7 @@ All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are mad
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This functions disables rearming for all supported turrets of a certain vehicle.
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#### 2.3.1 Example 1
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#### 3.3.1 Example 1
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`[tank] call ace_rearm_fnc_disable;`
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@ -134,7 +149,7 @@ This functions disables rearming for all supported turrets of a certain vehicle.
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Disables rearming on the object `tank`.
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#### 2.3.2 Example 2
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#### 3.3.2 Example 2
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`[tank, false] call ace_rearm_fnc_disable;`
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@ -145,7 +160,7 @@ Disables rearming on the object `tank`.
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Enables rearming on the object `tank`.
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### 2.4 Getting the supply count
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### 3.4 Getting the supply count
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`ace_rearm_fnc_getSupplyCount`
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@ -156,7 +171,7 @@ Enables rearming on the object `tank`.
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This functions returns the current supply count of the ammo truck.
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#### 2.4.1 Example
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#### 3.4.1 Example
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`[ammo_truck] call ace_rearm_fnc_getSupplyCount;`
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@ -166,7 +181,7 @@ This functions returns the current supply count of the ammo truck.
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The remaining supply count of `ammo_truck` will be returned.
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### 2.5 Removing magazines from supply
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### 3.5 Removing magazines from supply
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`ace_rearm_fnc_removeMagazineFromSupply`
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@ -177,7 +192,7 @@ The remaining supply count of `ammo_truck` will be returned.
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2 | Number of Rounds to withdraw | Number | Optional (default: `-1`)
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**R** | Magazine could be removed successfully | Boolean | Return value
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#### 2.5.1 Example 1
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#### 3.5.1 Example 1
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`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_removeMagazineFromSupply;`
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@ -188,7 +203,7 @@ The remaining supply count of `ammo_truck` will be returned.
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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.
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#### 2.5.2 Example 2
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#### 3.5.2 Example 2
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`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red", 50] call ace_rearm_fnc_removeMagazineFromSupply;`
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@ -200,7 +215,7 @@ Removes one ammo box worth of 500Rnd_127x99_mag_Tracer_Red from the supply. Depe
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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.
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### 2.6 Setting the supply count
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### 3.6 Setting the supply count
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`ace_rearm_fnc_setSupplyCount`
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@ -212,7 +227,7 @@ Removes one ammo box with 50 rounds of 500Rnd_127x99_mag_Tracer_Red from the sup
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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.
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#### 2.6.1 Example
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#### 3.6.1 Example
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`[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;`
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@ -101,22 +101,22 @@ Default: ""
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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
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## CfgAmmo
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## 2. CfgAmmo
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The only configuration needed on ammo is the warhead type (if applicable) and the incendiary value
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### 1.1 `ace_vehicle_damage_incendiary`
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### 2.1 `ace_vehicle_damage_incendiary`
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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.
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#### 1.1.1 Default Values
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#### 2.1.1 Default Values
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- Tandem/HEAT: 1
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- AP: 0.1
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- HE: 0.3
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- Incendiary Bullet: 0.7
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### 1.2 `warheadName`
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### 2.2 `warheadName`
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Default ARMA config value. We assume that the warheads are vanilla strings, so options are
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