This commit is contained in:
commy2 2015-09-25 11:15:46 +02:00
commit 43cdfaecc0
22 changed files with 46 additions and 54 deletions

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@ -18,7 +18,6 @@ if (isServer) then {
}];
};
["playerVehicleChanged", {_this call FUNC(handleVehicleChanged)}] call EFUNC(common,addEventHandler);
["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler);
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);

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@ -23,4 +23,9 @@ params ["_unit", "_target"];
("ACE_CableTie" in (items _unit)) &&
{alive _target} &&
{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
(GVAR(requireSurrender) == 0 || ((_target getVariable [QGVAR(isSurrendering), false]) || (currentWeapon _target == "" && GVAR(requireSurrender) == 2)))
{
(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
{GVAR(requireSurrender) == 0} || //or don't require surrendering
{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon
}

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@ -26,7 +26,7 @@ if (local _unit) then {
};
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrender);
[_unit, false] call FUNC(setSurrendered);
};
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {

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@ -17,8 +17,6 @@
params ["_projectile", "_adjustDir", "_adjustUp", ["_adjustSpeed",0]];
//["CPD", [_fnc_scriptNameParent, _adjustDir, _adjustUp, _adjustSpeed], nil, false] call FUNC(log);
private ["_vdir", "_dir", "_up", "_vlat", "_vup", "_vel"];
// get old direction vector

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@ -38,8 +38,7 @@ if (_level <= _defaultLoglevel) then {
};
diag_log _message;
// pass it onwards to the log function:
// [0, [], compile format["%1",_msg], true] call FUNC(log);
};
true

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@ -17,7 +17,7 @@
params ["_unit", "_vehicle", "_caller"];
if (!alive _unit) then {
_unit = [_unit, _caller] call FUNC(makeCopyOfBody);
// _unit = [_unit, _caller] call FUNC(makeCopyOfBody); //func does not exist
};
private "_slotsOpen";

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@ -19,10 +19,10 @@ _unit setvariable ["ACE_isUnconscious", nil, true];
if (isPlayer _unit) then {
[true] call FUNC(setVolume);
[false] call FUNC(disableKeyInput);
if (["ace_medical"] call FUNC(isModLoader)) then {
[false] call EFUNC(medical,effectBlackOut);
// [false] call FUNC(disableKeyInput); //func does not exist
if (["ace_medical"] call FUNC(isModLoaded)) then {
// [false] call EFUNC(medical,effectBlackOut); //func does not exist
};
if !(isNil QGVAR(DISABLE_USER_INPUT_COLLECTION)) then {

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@ -5,21 +5,25 @@
<English>DAGR</English>
<Polish>DAGR</Polish>
<Spanish>DAGR</Spanish>
<Russian>DAGR</Russian>
</Key>
<Key ID="STR_ACE_DAGR_ConfigureDAGR">
<English>Configure DAGR</English>
<Polish>Konfiguruj DAGR</Polish>
<Spanish>Configurar DAGR</Spanish>
<Russian>Настроить DAGR</Russian>
</Key>
<Key ID="STR_ACE_DAGR_ToggleDAGR">
<English>Toggle DAGR</English>
<Polish>Przełącz DAGR</Polish>
<Spanish>Mostrar DAGR</Spanish>
<Russian>Вкл./выкл. DAGR</Russian>
</Key>
<Key ID="STR_ACE_DAGR_Description">
<English>Defense Advanced GPS Receiver</English>
<Polish>Defense Advanced GPS Receiver</Polish>
<Spanish>Defense Advanced GPS Receiver</Spanish>
<Russian>Военный многофункциональный GPS-приёмник</Russian>
</Key>
</Package>
</Project>

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@ -45,7 +45,7 @@ _children = [];
format ["Explosive_%1", _forEachIndex],
format [_name + " (%1)", _itemCount select _forEachIndex],
getText(_x >> "picture"),
{_this call FUNC(setupExplosive);},
{[{_this call FUNC(setupExplosive)}, _this] call EFUNC(common,execNextFrame)},
{true},
{},
(configName _x)

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@ -87,8 +87,6 @@ if (_suitCoef == 0) then {_suitCoef = 0.001};
_gBlackOut = MAXVIRTUALG / _classCoef + MAXVIRTUALG / _suitCoef - MAXVIRTUALG;
_gRedOut = MINVIRTUALG / _classCoef;
["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);
// @todo: Sort the interaction with medical
if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
[ACE_player, true, (10 + floor(random 5))] call EFUNC(medical,setUnconscious);

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@ -138,6 +138,7 @@
<German>Aktiviere Taubheit im Gefecht?</German>
<Czech>Povolit ztrátu sluchu?</Czech>
<Portuguese>Ativar surdez em combate?</Portuguese>
<Russian>Уменьшает возможность игрока слышать звуки при повреждении органов слуха</Russian>
</Key>
<Key ID="STR_ACE_Hearing_Module_Description">
<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>
@ -165,4 +166,4 @@
<Spanish>Permitir a las unidades por control remoto de zeus que puedan tener daños auditivos.</Spanish>
</Key>
</Package>
</Project>
</Project>

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@ -18,7 +18,7 @@ private ["_log", "_inList", "_amount"];
params ["_unit", "_newItem"];
if (!local _unit) exitwith {
[_this, QUOTE(DFUNC(addToTriageList)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
[_this, QUOTE(DFUNC(addToTriageCard)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
};
_log = _unit getvariable [QGVAR(triageCard), []];

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@ -28,7 +28,7 @@ if (count _items == 0) exitwith {false};
_part = [_selectionName] call FUNC(selectionNameToNumber);
if (_part == 0 || _part == 1) exitwith {
// [_caller,"You cannot apply a CAT on this body part!"] call EFUNC(common,sendHintTo);
// ["displayTextStructured", [_caller], ["You cannot apply a CAT on this body part!"]] call EFUNC(common,targetEvent);
false;
};

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@ -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">
@ -2221,6 +2221,7 @@
<English>Heal fully bandaged hitpoints</English>
<Polish>Lecz w pełni zabandażowane hitpointy</Polish>
<Spanish>Curar miembros totalmente vendados</Spanish>
<Russian>Исцелять полностью перебинтованные части тела</Russian>
</Key>
<Key ID="STR_ACE_Medical_painIsOnlySuppressed">
<English>Pain is only temporarily suppressed</English>
@ -3438,11 +3439,13 @@
<English>Heal hitpoints</English>
<Polish>Lecz hitpointy</Polish>
<Spanish>Curar puntos de vida</Spanish>
<Russian>Исцелять части тела</Russian>
</Key>
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_healHitPointAfterAdvBandage_Description">
<English>Heal fully bandaged hitpoints</English>
<Polish>Po bandażowaniu ulecz hitpointy, usuwając z nich ślady krwi i przywracając im pełną sprawność.</Polish>
<Spanish>Curar miembros totalmente vendados</Spanish>
<Russian>Исцелять полностью перебинтованные части тела</Russian>
</Key>
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_painIsOnlySuppressed_DisplayName">
<English>Pain suppression</English>
@ -3839,11 +3842,13 @@
<English>This person (%1) is awake and cannot be loaded</English>
<Polish>Ta osoba (%1) jest przytomna i nie może zostać załadowana</Polish>
<Spanish>Esta persona (%1) está despierto y no puede ser cargado</Spanish>
<Russian>Боец (%1) в сознании и не может быть погружен</Russian>
</Key>
<Key ID="STR_ACE_Medical_noTourniquetOnBodyPart">
<English>There is no tourniquet on this body part!</English>
<Polish>Na tej części ciała nie ma stazy!</Polish>
<Spanish>No hay torniquete en esta parte del cuerpo!</Spanish>
<Russian>Нет жгута на этой части тела!</Russian>
</Key>
</Package>
</Project>

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@ -74,7 +74,7 @@ GVAR(MenuPFHID) = [{
[GVAR(INTERACTION_TARGET)] call FUNC(updateIcons);
[GVAR(LatestDisplayOptionMenu)] call FUNC(handleUI_DisplayOptions);
_status = [GVAR(INTERACTION_TARGET)] call FUNC(getTriageStatus);
_status = [GVAR(INTERACTION_TARGET)] call EFUNC(medical,getTriageStatus);
(_display displayCtrl 2000) ctrlSetText (_status select 0);
(_display displayCtrl 2000) ctrlSetBackgroundColor (_status select 2);

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@ -13,7 +13,7 @@
* ARRAY - [NUMBER - Elevation In Degrees, NUMBER - Shot Durration]
*
* Example:
* [_rangeToHit, _heightToHit, _muzzleVelocity, _airFriction, TIME_STEP] call FUNC(simulateFindSolution);
* [_rangeToHit, _heightToHit, _muzzleVelocity, _airFriction, TIME_STEP] call ace_mk6mortar_fnc_dev_simulateFindSolution;
*
* Public: No
*/

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@ -28,8 +28,6 @@ _barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "Weapo
// Calculate cooling
_temperature = [_temperature, _barrelMass, ACE_time - _time] call FUNC(cooldown);
//["Overheating", _temperature, {format ["Temperature: %1 °C", _this]}] call EFUNC(common,log);
// Store new temperature
_time = ACE_time;
_player setVariable [_string, [_temperature, _time], false];

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@ -165,8 +165,6 @@ if ("Jam" in (missionNamespace getvariable ["ACE_Debug", []])) then {
_jamChance = 0.5;
};
["Overheating", [_temperature, _jamChance], {format ["Temperature: %1 - JamChance: %2", _this select 0, _this select 1]}] call EFUNC(common,log);
if (random 1 < _jamChance) then {
[_unit, _weapon] call FUNC(jamWeapon);
};

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@ -183,12 +183,14 @@
<Polish>Dodaj części zam.</Polish>
<Portuguese>Adicionar partes sobressalentes</Portuguese>
<Spanish>Añadir repuestos</Spanish>
<Russian>Добавлять запчасти</Russian>
</Key>
<Key ID="STR_ACE_Repair_addSpareParts_description">
<English>Add spare parts to vehicles (requires Cargo component)?</English>
<Polish>Czy dodać do pojazdów części zamienne? Wymaga włączonego cargo.</Polish>
<Portuguese>Adicionar partes sobressalentes aos veículos (requer o componente de carga)?</Portuguese>
<Spanish>¿Añadir repuestos para vehículos (requiere componente de carga)?</Spanish>
<Russian>Добавлять запасные части в технику (требуется модуль Грузоперевозок)?</Russian>
</Key>
<Key ID="STR_ACE_Repair_Repair">
<English>Repair &gt;&gt;</English>
@ -942,58 +944,68 @@
<Polish>Dodaj części zam.</Polish>
<Portuguese>Adicionar partes sobressalentes</Portuguese>
<Spanish>Añadir repuestos</Spanish>
<Russian>Добавить запчасти</Russian>
</Key>
<Key ID="STR_ACE_Repair_AddSpareParts_Module_Description">
<English>Add spare parts to one or multiple objects</English>
<Polish>Dodaj części zamienne do jednego lub wielu obiektów.</Polish>
<Portuguese>Adicionar partes sobressalentes para um ou mais objetos</Portuguese>
<Spanish>Añadir repuestos a uno o varios objetos</Spanish>
<Russian>Добавить запасные части в одно или несколько транспортных средств</Russian>
</Key>
<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>

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@ -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>

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@ -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)};}];

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@ -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>