mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' of https://github.com/acemod/ACE3
This commit is contained in:
commit
43cdfaecc0
@ -18,7 +18,6 @@ if (isServer) then {
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}];
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};
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["playerVehicleChanged", {_this call FUNC(handleVehicleChanged)}] call EFUNC(common,addEventHandler);
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["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler);
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["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
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@ -23,4 +23,9 @@ params ["_unit", "_target"];
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("ACE_CableTie" in (items _unit)) &&
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{alive _target} &&
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{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
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(GVAR(requireSurrender) == 0 || ((_target getVariable [QGVAR(isSurrendering), false]) || (currentWeapon _target == "" && GVAR(requireSurrender) == 2)))
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{
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(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
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{GVAR(requireSurrender) == 0} || //or don't require surrendering
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{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
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{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon
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}
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@ -26,7 +26,7 @@ if (local _unit) then {
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};
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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[_unit, false] call FUNC(setSurrender);
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[_unit, false] call FUNC(setSurrendered);
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};
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if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
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@ -17,8 +17,6 @@
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params ["_projectile", "_adjustDir", "_adjustUp", ["_adjustSpeed",0]];
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//["CPD", [_fnc_scriptNameParent, _adjustDir, _adjustUp, _adjustSpeed], nil, false] call FUNC(log);
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private ["_vdir", "_dir", "_up", "_vlat", "_vup", "_vel"];
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// get old direction vector
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@ -38,8 +38,7 @@ if (_level <= _defaultLoglevel) then {
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};
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diag_log _message;
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// pass it onwards to the log function:
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// [0, [], compile format["%1",_msg], true] call FUNC(log);
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};
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true
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@ -17,7 +17,7 @@
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params ["_unit", "_vehicle", "_caller"];
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if (!alive _unit) then {
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_unit = [_unit, _caller] call FUNC(makeCopyOfBody);
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// _unit = [_unit, _caller] call FUNC(makeCopyOfBody); //func does not exist
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};
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private "_slotsOpen";
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@ -19,10 +19,10 @@ _unit setvariable ["ACE_isUnconscious", nil, true];
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if (isPlayer _unit) then {
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[true] call FUNC(setVolume);
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[false] call FUNC(disableKeyInput);
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if (["ace_medical"] call FUNC(isModLoader)) then {
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[false] call EFUNC(medical,effectBlackOut);
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// [false] call FUNC(disableKeyInput); //func does not exist
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if (["ace_medical"] call FUNC(isModLoaded)) then {
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// [false] call EFUNC(medical,effectBlackOut); //func does not exist
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};
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if !(isNil QGVAR(DISABLE_USER_INPUT_COLLECTION)) then {
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@ -5,21 +5,25 @@
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<English>DAGR</English>
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<Polish>DAGR</Polish>
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<Spanish>DAGR</Spanish>
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<Russian>DAGR</Russian>
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</Key>
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<Key ID="STR_ACE_DAGR_ConfigureDAGR">
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<English>Configure DAGR</English>
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<Polish>Konfiguruj DAGR</Polish>
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<Spanish>Configurar DAGR</Spanish>
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<Russian>Настроить DAGR</Russian>
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</Key>
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<Key ID="STR_ACE_DAGR_ToggleDAGR">
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<English>Toggle DAGR</English>
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<Polish>Przełącz DAGR</Polish>
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<Spanish>Mostrar DAGR</Spanish>
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<Russian>Вкл./выкл. DAGR</Russian>
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</Key>
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<Key ID="STR_ACE_DAGR_Description">
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<English>Defense Advanced GPS Receiver</English>
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<Polish>Defense Advanced GPS Receiver</Polish>
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<Spanish>Defense Advanced GPS Receiver</Spanish>
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<Russian>Военный многофункциональный GPS-приёмник</Russian>
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</Key>
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</Package>
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</Project>
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|
@ -45,7 +45,7 @@ _children = [];
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format ["Explosive_%1", _forEachIndex],
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format [_name + " (%1)", _itemCount select _forEachIndex],
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getText(_x >> "picture"),
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{_this call FUNC(setupExplosive);},
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{[{_this call FUNC(setupExplosive)}, _this] call EFUNC(common,execNextFrame)},
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{true},
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{},
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(configName _x)
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@ -87,8 +87,6 @@ if (_suitCoef == 0) then {_suitCoef = 0.001};
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_gBlackOut = MAXVIRTUALG / _classCoef + MAXVIRTUALG / _suitCoef - MAXVIRTUALG;
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_gRedOut = MINVIRTUALG / _classCoef;
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["GForces", [], {format ["_g _gBO _coef: %1, %2, %3", _average, _gBlackOut, 2 * ((1.0 - ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) ^ 2) max 0) ]}] call EFUNC(common,log);
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// @todo: Sort the interaction with medical
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if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
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[ACE_player, true, (10 + floor(random 5))] call EFUNC(medical,setUnconscious);
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@ -138,6 +138,7 @@
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<German>Aktiviere Taubheit im Gefecht?</German>
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<Czech>Povolit ztrátu sluchu?</Czech>
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<Portuguese>Ativar surdez em combate?</Portuguese>
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<Russian>Уменьшает возможность игрока слышать звуки при повреждении органов слуха</Russian>
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</Key>
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<Key ID="STR_ACE_Hearing_Module_Description">
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<English>Controls combat deafness and ear ringing. When activated, players can be deafened when a gun is fired in their vicinity or an explosion takes place without hearing protection</English>
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@ -165,4 +166,4 @@
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<Spanish>Permitir a las unidades por control remoto de zeus que puedan tener daños auditivos.</Spanish>
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</Key>
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</Package>
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</Project>
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</Project>
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@ -18,7 +18,7 @@ private ["_log", "_inList", "_amount"];
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params ["_unit", "_newItem"];
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if (!local _unit) exitwith {
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[_this, QUOTE(DFUNC(addToTriageList)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
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[_this, QUOTE(DFUNC(addToTriageCard)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
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};
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_log = _unit getvariable [QGVAR(triageCard), []];
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@ -28,7 +28,7 @@ if (count _items == 0) exitwith {false};
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_part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part == 0 || _part == 1) exitwith {
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// [_caller,"You cannot apply a CAT on this body part!"] call EFUNC(common,sendHintTo);
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// ["displayTextStructured", [_caller], ["You cannot apply a CAT on this body part!"]] call EFUNC(common,targetEvent);
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false;
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};
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project name="ACE">
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<Package name="Medical">
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<Key ID="STR_ACE_Medical_Injuries">
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@ -2221,6 +2221,7 @@
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<English>Heal fully bandaged hitpoints</English>
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<Polish>Lecz w pełni zabandażowane hitpointy</Polish>
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<Spanish>Curar miembros totalmente vendados</Spanish>
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<Russian>Исцелять полностью перебинтованные части тела</Russian>
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</Key>
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<Key ID="STR_ACE_Medical_painIsOnlySuppressed">
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<English>Pain is only temporarily suppressed</English>
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@ -3438,11 +3439,13 @@
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<English>Heal hitpoints</English>
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<Polish>Lecz hitpointy</Polish>
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<Spanish>Curar puntos de vida</Spanish>
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<Russian>Исцелять части тела</Russian>
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</Key>
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<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_healHitPointAfterAdvBandage_Description">
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<English>Heal fully bandaged hitpoints</English>
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<Polish>Po bandażowaniu ulecz hitpointy, usuwając z nich ślady krwi i przywracając im pełną sprawność.</Polish>
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<Spanish>Curar miembros totalmente vendados</Spanish>
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<Russian>Исцелять полностью перебинтованные части тела</Russian>
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</Key>
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<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_painIsOnlySuppressed_DisplayName">
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<English>Pain suppression</English>
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@ -3839,11 +3842,13 @@
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<English>This person (%1) is awake and cannot be loaded</English>
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<Polish>Ta osoba (%1) jest przytomna i nie może zostać załadowana</Polish>
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<Spanish>Esta persona (%1) está despierto y no puede ser cargado</Spanish>
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<Russian>Боец (%1) в сознании и не может быть погружен</Russian>
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</Key>
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<Key ID="STR_ACE_Medical_noTourniquetOnBodyPart">
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<English>There is no tourniquet on this body part!</English>
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<Polish>Na tej części ciała nie ma stazy!</Polish>
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<Spanish>No hay torniquete en esta parte del cuerpo!</Spanish>
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<Russian>Нет жгута на этой части тела!</Russian>
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</Key>
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</Package>
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</Project>
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@ -74,7 +74,7 @@ GVAR(MenuPFHID) = [{
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[GVAR(INTERACTION_TARGET)] call FUNC(updateIcons);
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[GVAR(LatestDisplayOptionMenu)] call FUNC(handleUI_DisplayOptions);
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_status = [GVAR(INTERACTION_TARGET)] call FUNC(getTriageStatus);
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_status = [GVAR(INTERACTION_TARGET)] call EFUNC(medical,getTriageStatus);
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(_display displayCtrl 2000) ctrlSetText (_status select 0);
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(_display displayCtrl 2000) ctrlSetBackgroundColor (_status select 2);
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@ -13,7 +13,7 @@
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* ARRAY - [NUMBER - Elevation In Degrees, NUMBER - Shot Durration]
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*
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* Example:
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* [_rangeToHit, _heightToHit, _muzzleVelocity, _airFriction, TIME_STEP] call FUNC(simulateFindSolution);
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* [_rangeToHit, _heightToHit, _muzzleVelocity, _airFriction, TIME_STEP] call ace_mk6mortar_fnc_dev_simulateFindSolution;
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*
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* Public: No
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*/
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@ -28,8 +28,6 @@ _barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "Weapo
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// Calculate cooling
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_temperature = [_temperature, _barrelMass, ACE_time - _time] call FUNC(cooldown);
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//["Overheating", _temperature, {format ["Temperature: %1 °C", _this]}] call EFUNC(common,log);
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// Store new temperature
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_time = ACE_time;
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_player setVariable [_string, [_temperature, _time], false];
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|
@ -165,8 +165,6 @@ if ("Jam" in (missionNamespace getvariable ["ACE_Debug", []])) then {
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_jamChance = 0.5;
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};
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["Overheating", [_temperature, _jamChance], {format ["Temperature: %1 - JamChance: %2", _this select 0, _this select 1]}] call EFUNC(common,log);
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if (random 1 < _jamChance) then {
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[_unit, _weapon] call FUNC(jamWeapon);
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};
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|
@ -183,12 +183,14 @@
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<Polish>Dodaj części zam.</Polish>
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<Portuguese>Adicionar partes sobressalentes</Portuguese>
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<Spanish>Añadir repuestos</Spanish>
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<Russian>Добавлять запчасти</Russian>
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</Key>
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<Key ID="STR_ACE_Repair_addSpareParts_description">
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<English>Add spare parts to vehicles (requires Cargo component)?</English>
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<Polish>Czy dodać do pojazdów części zamienne? Wymaga włączonego cargo.</Polish>
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<Portuguese>Adicionar partes sobressalentes aos veículos (requer o componente de carga)?</Portuguese>
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<Spanish>¿Añadir repuestos para vehículos (requiere componente de carga)?</Spanish>
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<Russian>Добавлять запасные части в технику (требуется модуль Грузоперевозок)?</Russian>
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</Key>
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<Key ID="STR_ACE_Repair_Repair">
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<English>Repair >></English>
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@ -942,58 +944,68 @@
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<Polish>Dodaj części zam.</Polish>
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<Portuguese>Adicionar partes sobressalentes</Portuguese>
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<Spanish>Añadir repuestos</Spanish>
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<Russian>Добавить запчасти</Russian>
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</Key>
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<Key ID="STR_ACE_Repair_AddSpareParts_Module_Description">
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<English>Add spare parts to one or multiple objects</English>
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<Polish>Dodaj części zamienne do jednego lub wielu obiektów.</Polish>
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<Portuguese>Adicionar partes sobressalentes para um ou mais objetos</Portuguese>
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<Spanish>Añadir repuestos a uno o varios objetos</Spanish>
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<Russian>Добавить запасные части в одно или несколько транспортных средств</Russian>
|
||||
</Key>
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||||
<Key ID="STR_ACE_Repair_AddSpareParts_List_DisplayName">
|
||||
<English>List</English>
|
||||
<Polish>Lista</Polish>
|
||||
<Portuguese>Lista</Portuguese>
|
||||
<Spanish>Lista</Spanish>
|
||||
<Russian>Список</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_AddSpareParts_List_Description">
|
||||
<English>List of objects that will get spare parts added, separated by commas.</English>
|
||||
<Polish>Lista obiektów, które otrzymają części zamienne, oddzielone przecinkiem.</Polish>
|
||||
<Portuguese>Lista de objetos que ganharão partes sobressalentes, dividos por vírgulas.</Portuguese>
|
||||
<Spanish>Lista de los objetos que tendrán repuestos añadidos, separados por comas.</Spanish>
|
||||
<Russian>Список транспортных средств, в которые будут добавляться запчасти, разделенный запятыми.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_AddSpareParts_Part_DisplayName">
|
||||
<English>Part</English>
|
||||
<Polish>Część</Polish>
|
||||
<Portuguese>Parte</Portuguese>
|
||||
<Spanish>Pieza</Spanish>
|
||||
<Russian>Запчасть</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_AddSpareParts_Part_Description">
|
||||
<English>Spare part.</English>
|
||||
<Polish>Część zamienna.</Polish>
|
||||
<Portuguese>Parte sobressalente</Portuguese>
|
||||
<Spanish>Pieza de recambio.</Spanish>
|
||||
<Russian>Запасная часть.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_AddSpareParts_Amount_DisplayName">
|
||||
<English>Amount</English>
|
||||
<Polish>Ilość</Polish>
|
||||
<Portuguese>Quantidade</Portuguese>
|
||||
<Spanish>Cantidad</Spanish>
|
||||
<Russian>Количество</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_AddSpareParts_Amount_Description">
|
||||
<English>Number of selected spare parts.</English>
|
||||
<Polish>Ilość wybranych części zamiennych.</Polish>
|
||||
<Portuguese>Número de partes sobressalentes.</Portuguese>
|
||||
<Spanish>Número de piezas de repuesto seleccionados.</Spanish>
|
||||
<Russian>Число выбранных запасных частей.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_wheelRepairRequiredItems_name">
|
||||
<English>Wheel repair requirements</English>
|
||||
<Polish>Wym. naprawy kół</Polish>
|
||||
<Spanish>Requisitos de reparación de ruedas</Spanish>
|
||||
<Russian>Для ремонта колес требуется</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_wheelRepairRequiredItems_description">
|
||||
<English>Items required to remove/replace wheels</English>
|
||||
<Polish>Przedmioty potrzebne do wymiany kół</Polish>
|
||||
<Spanish>Elementos necesarios para quitar/cambiar ruedas</Spanish>
|
||||
<Russian>Предметы, которые требуются для снятия/замены колес</Russian>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -201,6 +201,7 @@
|
||||
<Russian>Удалять трупы игроков после дисконнекта?</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Respawn_Module_Description">
|
||||
<English>This module enables you to configure ACE functionality specific to respawns.</English>
|
||||
<Polish>Moduł ten pozwala dostosować ustawienia odrodzenia (respawnu).</Polish>
|
||||
<German>Dieses Modul erlaubt es die Respawn-Einstellungen anzupassen.</German>
|
||||
<Czech>Tento modul umožňuje nastavení znovuzrození (spawn).</Czech>
|
||||
@ -220,6 +221,7 @@
|
||||
<Russian>Сообщения об огне по своим</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Respawn_FriendlyFire_Module_Description">
|
||||
<English>Using this module in your mission will make it so any friendly fire kills will be displayed in form of a message in chat.</English>
|
||||
<Polish>Użycie tego modułu na misji spowoduje wyświetlenie wiadomości na czacie w przypadku, kiedy zostanie popełniony friendly fire - wyświetlona zostanie wtedy wiadomość kto kogo zabił.</Polish>
|
||||
<Czech>Zobrazí zprávu v chatu v případě, když budete střílet na vlastní jednotky. Ve zprávě se zobrazí kdo na koho střílel, popř. kdo koho zabil.</Czech>
|
||||
<Portuguese>Usando este módulo em uma missão para exibir mensagens chat, no caso de quando você faz um fogo amigo - então a mensagem será exibida mostrando quem matou quem.</Portuguese>
|
||||
|
@ -136,30 +136,3 @@ if (!hasInterface) exitWith {};
|
||||
},
|
||||
{false},
|
||||
[201, [true, true, false]], true] call cba_fnc_addKeybind;
|
||||
|
||||
// init shortdot
|
||||
GVAR(showShortdot) = false;
|
||||
|
||||
["playerInventoryChanged", {
|
||||
if (_this select 1 isEqualTo []) exitWith {}; //@todo fix eh
|
||||
|
||||
private "_showShortdot";
|
||||
_showShortdot = _this select 1 select 9 select 2 == "ACE_optic_DMS";
|
||||
|
||||
if (GVAR(showShortdot)) then {
|
||||
if (!_showShortdot) then {
|
||||
// hide control and turn onDraw handler off
|
||||
(uiNamespace getVariable ["ACE_ctrlShortdotReticle", controlNull]) ctrlShow false;
|
||||
GVAR(showShortdot) = false;
|
||||
};
|
||||
} else {
|
||||
if (_showShortdot) then {
|
||||
// create control and turn onDraw handler on
|
||||
([QGVAR(reticle)] call BIS_fnc_rscLayer) cutRsc ["ACE_Shortdot_Reticle", "PLAIN", 0, false];
|
||||
(uiNamespace getVariable "ACE_ctrlShortdotReticle") ctrlSetText QUOTE(PATHTOF(data\reticles\ace_shortdot_reticle_1.paa));
|
||||
GVAR(showShortdot) = true;
|
||||
};
|
||||
};
|
||||
}] call EFUNC(common,addEventHandler);
|
||||
|
||||
addMissionEventHandler ["Draw3D", {if (GVAR(showShortdot)) then {call FUNC(onDrawShortdot)};}];
|
||||
|
@ -21,7 +21,7 @@
|
||||
<Portuguese>Proporciona controle sobre diversos aspectos do Zeus.</Portuguese>
|
||||
<French>Fourni le contrôle des différents aspects de Zeus</French>
|
||||
<Hungarian>Különböző beállítási lehetőségeket biztosít a Zeus részeihez.</Hungarian>
|
||||
<Russian>Обеспечивает контроль над различными аспектами работы Зевса.</Russian>
|
||||
<Russian>Позволяет контролировать различные аспекты Зевса.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Zeus_ascension_DisplayName">
|
||||
<English>Ascension Messages</English>
|
||||
@ -299,4 +299,4 @@
|
||||
<Spanish>Añadir cualquier objeto creado a todos los directores en la misión</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
</Project>
|
Loading…
Reference in New Issue
Block a user