mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' into coldHeartedOrb
This commit is contained in:
commit
459f884564
6
.github/CONTRIBUTING.md
vendored
6
.github/CONTRIBUTING.md
vendored
@ -34,11 +34,11 @@ We welcome anyone to contribute to this repository. Issues that we are actively
|
||||
|
||||
## Pull Request process
|
||||
|
||||
When contributing to this repository, please first discuss the change you wish to make via issue or [Slack](https://slackin.ace3mod.com/) with the [ACE3 project maintainers](https://ace3mod.com/team.html) before making a change. This may not be necessary if you are contributing for something which has an existing issue in our repository already.
|
||||
When contributing to this repository, please first discuss the change you wish to make via issue or [Discord](https://acemod.org/discord) with the [ACE3 project maintainers](https://ace3.acemod.org/team.html) before making a change. This may not be necessary if you are contributing for something which has an existing issue in our repository already.
|
||||
|
||||
1. Please make a pull request (PR) as early as possible. This lets use help you in the proces of developing it. When opening a work in progress pull request, mark your PR with a `WIP:` prefix.
|
||||
2. Describe what this pull request will do and how it solves this in the description of your PR. A clear intent and description of the way the issue is resolved will help us to review the PR more efficiently.
|
||||
3. Please follow our [Development Guidelines](https://ace3mod.com/wiki/development/).
|
||||
3. Please follow our [Development Guidelines](https://ace3.acemod.org/wiki/development/).
|
||||
|
||||
|
||||
### Notes
|
||||
@ -47,4 +47,4 @@ Please note that all contributors to this project are volunteers and do this in
|
||||
|
||||
## Assistance with contributing
|
||||
|
||||
If you require assistance with contributing, check out the #dev channel on our [Slack](https://slackin.ace3mod.com/). Additional documentation can be found on our [Development wiki](https://ace3mod.com/wiki/development/).
|
||||
If you require assistance with contributing, check out the #dev channel on our [Discord](https://acemod.org/discord). Additional documentation can be found on our [Development wiki](https://ace3.acemod.org/wiki/development/).
|
||||
|
2
.github/ISSUE_TEMPLATE/bug_report.md
vendored
2
.github/ISSUE_TEMPLATE/bug_report.md
vendored
@ -30,7 +30,7 @@ All good? Then proceed and fill out the items below.
|
||||
A clear and concise description of what the bug is.
|
||||
|
||||
**Steps to reproduce:**
|
||||
_Follow [https://ace3mod.com/img/wiki/user/issue_flowchart.png](this flowchart)!_
|
||||
_Follow [https://ace3.acemod.org/img/wiki/user/issue_flowchart.webp](this flowchart)!_
|
||||
|
||||
1. _Go to ..._
|
||||
2. _Click ..._
|
||||
|
20
.github/ISSUE_TEMPLATE/enhancement-request.md
vendored
20
.github/ISSUE_TEMPLATE/enhancement-request.md
vendored
@ -1,20 +0,0 @@
|
||||
---
|
||||
name: Enhancement request
|
||||
about: Suggest an improvement for this project
|
||||
title: ''
|
||||
labels: kind/enhancement
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**Is your enhancement related to a problem?**
|
||||
A clear and concise description of what the enhancement entails. Ex. [...] would improve user experience.
|
||||
|
||||
**Solution you'd like:**
|
||||
A clear and concise description of what you want to happen.
|
||||
|
||||
**Alternatives you've considered:**
|
||||
A clear and concise description of any alternative solutions or ideas you've considered.
|
||||
|
||||
**Additional context:**
|
||||
Add any other context or screenshots about the enhancement here.
|
2
.github/ISSUE_TEMPLATE/feature_request.md
vendored
2
.github/ISSUE_TEMPLATE/feature_request.md
vendored
@ -9,4 +9,4 @@ assignees: ''
|
||||
|
||||
### Do not post feature requests here!
|
||||
|
||||
Learn how to make a feature request [here](https://ace3mod.com/wiki/user/how-to-make-a-feature-request.html).
|
||||
Learn how to make a feature request [here](https://ace3.acemod.org/wiki/user/how-to-make-a-feature-request.html).
|
||||
|
13
.github/PULL_REQUEST_TEMPLATE.md
vendored
13
.github/PULL_REQUEST_TEMPLATE.md
vendored
@ -1,6 +1,9 @@
|
||||
**When merged this pull request will:**
|
||||
- Describe what this pull request will do
|
||||
- Each change in a separate line
|
||||
- Include documentation if applicable
|
||||
- Respect the [Development Guidelines](https://ace3mod.com/wiki/development/)
|
||||
- Follow title standard `Component - Add|Fix|Improve|Change|Make|Remove bananas`
|
||||
- _Describe what this pull request will do_
|
||||
- _Each change in a separate line_
|
||||
|
||||
### IMPORTANT
|
||||
|
||||
- [ ] 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://ace3.acemod.org/).
|
||||
- [ ] [Development Guidelines](https://ace3.acemod.org/wiki/development/) are read, understood and applied.
|
||||
- [ ] Title of this PR uses our standard template `Component - Add|Fix|Improve|Change|Make|Remove {changes}`.
|
||||
|
22
.github/workflows/arma.yml
vendored
22
.github/workflows/arma.yml
vendored
@ -11,7 +11,7 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout the source code
|
||||
uses: actions/checkout@master
|
||||
uses: actions/checkout@v3
|
||||
- name: Validate SQF
|
||||
run: python3 tools/sqf_validator.py
|
||||
- name: Validate Config
|
||||
@ -22,12 +22,14 @@ jobs:
|
||||
run: python3 tools/check_strings.py
|
||||
- name: Check for BOM
|
||||
uses: arma-actions/bom-check@master
|
||||
- name: Validate function headers
|
||||
run: python3 docs/tools/document_functions.py --debug
|
||||
|
||||
lint:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout the source code
|
||||
uses: actions/checkout@master
|
||||
uses: actions/checkout@v3
|
||||
- name: Lint (sqflint)
|
||||
uses: arma-actions/sqflint@master
|
||||
continue-on-error: true # No failure due to many false-positives
|
||||
@ -36,13 +38,15 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout the source code
|
||||
uses: actions/checkout@master
|
||||
- name: Build using HEMTT
|
||||
uses: arma-actions/hemtt@master
|
||||
with:
|
||||
command: build --release --ci
|
||||
uses: actions/checkout@v3
|
||||
- name: Setup HEMTT
|
||||
uses: arma-actions/hemtt@v1
|
||||
- name: Run HEMTT build
|
||||
run: hemtt build
|
||||
- name: Rename build folder
|
||||
run: mv .hemttout/build .hemttout/@ace
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-artifact@v2-preview
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ace3-${{ github.sha }}-nobin
|
||||
path: releases/ace3_*.zip
|
||||
path: .hemttout/@*
|
||||
|
63
.github/workflows/documentation.yml
vendored
63
.github/workflows/documentation.yml
vendored
@ -4,13 +4,18 @@ on:
|
||||
push:
|
||||
branches:
|
||||
- master
|
||||
workflow_dispatch:
|
||||
|
||||
concurrency:
|
||||
group: "pages"
|
||||
cancel-in-progress: false
|
||||
|
||||
jobs:
|
||||
update:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout the source code
|
||||
uses: actions/checkout@master
|
||||
uses: actions/checkout@v3
|
||||
- name: Install Python packages
|
||||
run: |
|
||||
pip3 install wheel
|
||||
@ -22,3 +27,59 @@ jobs:
|
||||
env:
|
||||
GH_TOKEN: ${{ secrets.DOCS_TOKEN }}
|
||||
run: python3 tools/deploy.py
|
||||
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Extract Dependencies
|
||||
run: python3 tools/extract_dependencies.py --markdown
|
||||
- name: Document Functions
|
||||
run: python3 docs/tools/document_functions.py
|
||||
|
||||
- name: Build with Jekyll
|
||||
uses: actions/jekyll-build-pages@v1
|
||||
with:
|
||||
source: docs/
|
||||
destination: docs/_site/
|
||||
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: jekyll-site
|
||||
path: docs/_site/
|
||||
retention-days: 1
|
||||
|
||||
deploy:
|
||||
runs-on: ubuntu-latest
|
||||
needs: [build]
|
||||
|
||||
environment:
|
||||
name: netlify
|
||||
url: ${{ steps.deployment.outputs.deploy-url }}
|
||||
|
||||
steps:
|
||||
- name: Download Artifacts
|
||||
uses: actions/download-artifact@v3
|
||||
with:
|
||||
name: jekyll-site
|
||||
path: _site/
|
||||
|
||||
- name: Deploy to Netlify
|
||||
id: deployment
|
||||
uses: nwtgck/actions-netlify@v2
|
||||
with:
|
||||
publish-dir: _site/
|
||||
production-branch: master
|
||||
production-deploy: true
|
||||
deploy-message: ${{ github.event.head_commit.message }}
|
||||
enable-pull-request-comment: false
|
||||
enable-commit-comment: false
|
||||
enable-commit-status: true
|
||||
env:
|
||||
NETLIFY_AUTH_TOKEN: ${{ secrets.NETLIFY_AUTH_TOKEN }}
|
||||
NETLIFY_SITE_ID: ${{ secrets.NETLIFY_SITE_ID }}
|
||||
timeout-minutes: 1
|
||||
|
6
.github/workflows/extensions.yml
vendored
6
.github/workflows/extensions.yml
vendored
@ -7,14 +7,14 @@ on:
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ${{ matrix. os }}
|
||||
runs-on: ${{ matrix.os }}
|
||||
strategy:
|
||||
matrix:
|
||||
os: [windows-latest]
|
||||
|
||||
steps:
|
||||
- name: Checkout the source code
|
||||
uses: actions/checkout@master
|
||||
uses: actions/checkout@v3
|
||||
- name: Build
|
||||
shell: cmd
|
||||
run: |
|
||||
@ -23,7 +23,7 @@ jobs:
|
||||
cd build
|
||||
cmake .. && cmake --build .
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-artifact@master
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ace3_extensions-${{ matrix.os }}-debug
|
||||
path: extensions/build
|
||||
|
17
.github/workflows/pboproject.yml
vendored
17
.github/workflows/pboproject.yml
vendored
@ -8,14 +8,14 @@ on:
|
||||
|
||||
jobs:
|
||||
pboproject:
|
||||
runs-on: windows-2019
|
||||
runs-on: windows-2022
|
||||
steps:
|
||||
- name: Install Arma 3 Tools
|
||||
uses: arma-actions/arma3-tools@master
|
||||
with:
|
||||
toolsUrl: ${{ secrets.ARMA3_TOOLS_URL }}
|
||||
- name: Install Mikero Tools
|
||||
uses: arma-actions/mikero-tools@2021-04-10
|
||||
uses: arma-actions/mikero-tools@2023-01-04
|
||||
- name: Download game data
|
||||
run: |
|
||||
Invoke-WebRequest "$env:ARMA3_DATA_URL" -OutFile arma3.zip
|
||||
@ -35,18 +35,18 @@ jobs:
|
||||
RHSSAF_URL: ${{ secrets.RHSSAF_URL }}
|
||||
RHSUSF_URL: ${{ secrets.RHSUSF_URL }}
|
||||
- name: Checkout CBA A3
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
with:
|
||||
path: x\cba
|
||||
ref: master
|
||||
repository: CBATeam/CBA_A3.git
|
||||
- name: Checkout ACE3
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
with:
|
||||
path: z\ace
|
||||
persist-credentials: false
|
||||
- name: Checkout pull request
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
if: ${{ github.event_name == 'pull_request_target' }}
|
||||
with:
|
||||
path: pullrequest
|
||||
@ -56,13 +56,14 @@ jobs:
|
||||
run: |
|
||||
rm -r z\ace\addons\
|
||||
rm -r z\ace\optionals\
|
||||
rm -r z\ace\tools\pDummies\
|
||||
xcopy /e /h /q pullrequest\addons z\ace\addons\
|
||||
xcopy /e /h /q pullrequest\optionals z\ace\optionals\
|
||||
xcopy /e /h /q pullrequest\tools\pDummies z\ace\tools\pDummies\
|
||||
- name: Setup build environment
|
||||
run: |
|
||||
subst P: .
|
||||
pboproject -P
|
||||
xcopy /e /h /q z\ace\tools\pDummies\A3\ui_f_enoch a3\ui_f_enoch\
|
||||
xcopy /e /h /q z\ace\tools\pDummies\gm gm\
|
||||
xcopy /e /h /q z\ace\tools\pDummies\vn vn\
|
||||
- name: Build
|
||||
@ -70,13 +71,13 @@ jobs:
|
||||
env:
|
||||
PYTHONUNBUFFERED: 1
|
||||
- name: Archive logs
|
||||
uses: actions/upload-artifact@v2
|
||||
uses: actions/upload-artifact@v3
|
||||
if: ${{ always() }}
|
||||
with:
|
||||
name: logs
|
||||
path: temp/*.log
|
||||
- name: Archive @ace
|
||||
uses: actions/upload-artifact@v2
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: '@ace3-${{ github.sha }}'
|
||||
path: z\ace\release\@ace
|
||||
|
1
.gitignore
vendored
1
.gitignore
vendored
@ -7,6 +7,7 @@ extensions/vcproj64/*
|
||||
.vscode/*
|
||||
hemtt
|
||||
hemtt.exe
|
||||
.hemttout
|
||||
tools/temp
|
||||
*.cache
|
||||
*.pbo
|
||||
|
4
.hemtt/hooks/post_build/01_move_readmes.rhai
Normal file
4
.hemtt/hooks/post_build/01_move_readmes.rhai
Normal file
@ -0,0 +1,4 @@
|
||||
let docs_readmes = ["README.zh-TW.md", "README_DE.md", "README_PL.md"];
|
||||
for readme in docs_readmes {
|
||||
HEMTT_VFS.join("docs").join(readme).move(HEMTT_VFS.join(readme));
|
||||
}
|
9
.hemtt/hooks/post_release/01_rename_zip.rhai
Normal file
9
.hemtt/hooks/post_release/01_rename_zip.rhai
Normal file
@ -0,0 +1,9 @@
|
||||
let releases = HEMTT_RFS.join("releases");
|
||||
|
||||
let src = releases.join(HEMTT.project().prefix() + "-" + HEMTT.project().version().to_string() + ".zip");
|
||||
let dst = releases.join(HEMTT.project().name().to_lower() + "_" + HEMTT.project().version().to_string_short() + ".zip");
|
||||
|
||||
print("Moving zip to " + dst);
|
||||
if !src.move(dst) {
|
||||
fatal("Failed to move " + src + " to " + dst);
|
||||
}
|
12
.hemtt/hooks/pre_build/01_set_version.rhai
Normal file
12
.hemtt/hooks/pre_build/01_set_version.rhai
Normal file
@ -0,0 +1,12 @@
|
||||
let modcpp = HEMTT_VFS.join("mod.cpp").open_file().read();
|
||||
modcpp.replace("0.0.0", HEMTT.project().version().to_string_short());
|
||||
HEMTT_VFS.join("mod.cpp").create_file().write(modcpp);
|
||||
print("mod.cpp version set");
|
||||
|
||||
let docs_readmes = ["README.zh-TW.md", "README_DE.md", "README_PL.md"];
|
||||
for readme in docs_readmes {
|
||||
let readmemd = HEMTT_VFS.join("docs").join(readme).open_file().read();
|
||||
readmemd.replace("0.0.0", HEMTT.project().version().to_string_short());
|
||||
HEMTT_VFS.join("docs").join(readme).create_file().write(readmemd);
|
||||
print(readme + " version set");
|
||||
}
|
46
.hemtt/project.toml
Normal file
46
.hemtt/project.toml
Normal file
@ -0,0 +1,46 @@
|
||||
name = "ACE3"
|
||||
prefix = "ace"
|
||||
author = "ACE-Team"
|
||||
mainprefix = "z"
|
||||
|
||||
[files]
|
||||
include = [
|
||||
"*.dll",
|
||||
"*.so",
|
||||
"mod.cpp",
|
||||
"README*.md", # Translated READMEs get moved to root in a hook (virtual file system)
|
||||
"AUTHORS.txt",
|
||||
"LICENSE",
|
||||
"logo_ace3_ca.paa",
|
||||
"meta.cpp",
|
||||
]
|
||||
|
||||
[version]
|
||||
git_hash = 0
|
||||
|
||||
[asc]
|
||||
enabled = true
|
||||
exclude = [
|
||||
"/initsettings.sqf",
|
||||
"/initkeybinds.sqf",
|
||||
"/xeh_prep.sqf",
|
||||
"dev",
|
||||
"medical_ai/statemachine.sqf",
|
||||
"common/functions/fnc_dummy.sqf",
|
||||
]
|
||||
|
||||
[hemtt.config]
|
||||
preset = "Hemtt"
|
||||
|
||||
[hemtt.launch]
|
||||
workshop = [
|
||||
"450814997", # CBA_A3's Workshop ID
|
||||
]
|
||||
|
||||
[hemtt.launch.vn]
|
||||
workshop = [
|
||||
"450814997", # CBA_A3's Workshop ID
|
||||
]
|
||||
dlc = [
|
||||
"S.O.G. Prairie Fire",
|
||||
]
|
22
AUTHORS.txt
22
AUTHORS.txt
@ -6,24 +6,26 @@
|
||||
# request, preferably including an email address.
|
||||
|
||||
# CORE TEAM
|
||||
Brandon (TCVM) <brandondanyluk366@gmail.com>
|
||||
Brett Mayson
|
||||
bux578 <github@jonathandavid.de>
|
||||
commy2
|
||||
Dahlgren
|
||||
tcvm <baileydanyluk@gmail.com>
|
||||
esteldunedain <nicolas.d.badano@gmail.com>
|
||||
Felix Wiegand <koffeinflummi@gmail.com>
|
||||
Garth "L-H" de Wet <garthofhearts@gmail.com>
|
||||
Giallustio
|
||||
Glowbal
|
||||
Grim
|
||||
Janus
|
||||
jokoho482 <jokoho482@gmail.com>
|
||||
Jonpas <jonpas33@gmail.com>
|
||||
Kieran
|
||||
kymckay
|
||||
mharis001 <mhariszakar@gmail.com>
|
||||
NouberNou
|
||||
PabstMirror <pabstmirror@gmail.com>
|
||||
Ruthberg <ulteq@web.de>
|
||||
SilentSpike <SilentSpike100@gmail.com>
|
||||
tpM
|
||||
veteran29
|
||||
ViperMaul
|
||||
@ -35,13 +37,14 @@ Walter Pearce <jaynus@gmail.com>
|
||||
11RDP-LoupVert <loupvert@11rdp.fr>
|
||||
654wak654 <ozanegitmen@gmail.com>
|
||||
[BIG]Bull
|
||||
ACCtomeek <tomeek99@gmail.com>
|
||||
ACCtomeek
|
||||
adam3adam <br.ada@seznam.cz>
|
||||
Adanteh
|
||||
aeroson
|
||||
Aggr094 <bastards4glory@gmail.com>
|
||||
alef <alefor@gmail.com>
|
||||
Aleksey EpMAK Yermakov <epmak777@gmail.com>
|
||||
AleM
|
||||
Alganthe <alganthe@live.fr>
|
||||
Andrea "AtixNeon" Verano <veranoandrea88@gmail.com>
|
||||
Anthariel <Contact@storm-simulation.com>
|
||||
@ -57,7 +60,6 @@ Bla1337
|
||||
BlackPixxel <blackpixxel96@gmail.com>
|
||||
BlackQwar
|
||||
Brakoviejo
|
||||
Brett Mayson
|
||||
Brisse <brisse@outlook.com>
|
||||
Brostrom.A | Evul <andreas.brostrom.ce@gmail.com>
|
||||
BullHorn <bullhorn7@gmail.com>
|
||||
@ -68,6 +70,7 @@ Clon1998 <ps.patti1998@gmail.com>
|
||||
Codingboy
|
||||
Coren <coren4@gmail.com>
|
||||
Crusty
|
||||
Cyruz143
|
||||
dabako <dabako@dabakoworld.de>
|
||||
dgibso29 <gibson@earringpranks.com>
|
||||
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
|
||||
@ -111,6 +114,7 @@ Hawkins
|
||||
Head <brobergsebastian@gmail.com>
|
||||
Hybrid V
|
||||
JasperRab <jasper@jasperrab.eu>
|
||||
JDT
|
||||
john681611 <john681611@hotmail.com>
|
||||
JoramD
|
||||
Karneck <dschultz26@hotmail.com>
|
||||
@ -118,6 +122,7 @@ Kavinsky <nmunozfernandez@gmail.com>
|
||||
Keithen <Keithen.Neu@gmail.com>
|
||||
Kllrt <kllrtik@gmail.com>
|
||||
KokaKolaA3
|
||||
Krzyciu
|
||||
legman <juicemelon@msn.com>
|
||||
Legolasindar "Viper" <legolasindar@gmail.com>
|
||||
licht-im-Norden87 <lichtimnorden87@gmail.com>
|
||||
@ -129,7 +134,9 @@ MarcBook
|
||||
meat <p.humberdroz@gmail.com>
|
||||
Michail Nikolaev
|
||||
MikeMatrix <m.braun92@gmail.com>
|
||||
MikeMF
|
||||
mjc4wilton <mjc4wilton@gmail.com>
|
||||
Mysteryjuju
|
||||
nic547 <nic547@outlook.com>
|
||||
nikolauska <nikolauska1@gmail.com>
|
||||
nomisum <nomisum@gmail.com>
|
||||
@ -143,15 +150,19 @@ PiZZADOX <509thParachuteInfantry@gmail.com>
|
||||
pokertour
|
||||
Professor <lukas.trneny@wo.cz>
|
||||
Pterolatypus <pterolatypus@gmail.com>
|
||||
QuantX
|
||||
QuickDagger
|
||||
rakowozz
|
||||
ramius86 <pasini86@hotmail.com>
|
||||
Raspu86
|
||||
RcINS
|
||||
Riccardo Petricca <petriccarcc@gmail.com>
|
||||
Robert Boklahánics <bokirobi@gmail.com>
|
||||
ruPaladin <happyworm24@rambler.ru>
|
||||
Rutger "RedBery" Meijering <c.redbery@gmail.com>
|
||||
sancron
|
||||
Schwaggot <tom.ryan@posteo.de>
|
||||
Seb <sebsmith90@gmail.com>
|
||||
shukari
|
||||
simon84 <badguy360th@gmail.com>
|
||||
Skengman2
|
||||
@ -160,19 +171,20 @@ Sniperwolf572 <tenga6@gmail.com>
|
||||
System98
|
||||
SzwedzikPL <szwedzikpl@gmail.com>
|
||||
Tachi <zaveruha007@gmail.com>
|
||||
tbeswick96
|
||||
Tessa Elieff <Fastroping Sound - CreativeCommons Attributions 3.0>
|
||||
Timi007 <timi007@gmx.net>
|
||||
Toaster <jonathan.pereira@gmail.com>
|
||||
Tonic
|
||||
Tourorist <tourorist@gmail.com>
|
||||
Tuupertunut
|
||||
TyroneMF <TyroneMF@hotmail.com>
|
||||
Valentin Torikian <valentin.torikian@gmail.com>
|
||||
voiper
|
||||
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
|
||||
Walthzer <walthzer.69@gmail.com>
|
||||
Winter <simon@agius-muscat.net>
|
||||
wizpig64
|
||||
YetheSamartaka
|
||||
xrufix
|
||||
Zakant <Zakant@gmx.de>
|
||||
zGuba
|
||||
|
Binary file not shown.
Before Width: | Height: | Size: 133 KiB |
27
README.md
27
README.md
@ -1,10 +1,11 @@
|
||||
<p align="center">
|
||||
<img src="https://github.com/acemod/ACE3/raw/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
|
||||
<img src="https://github.com/acemod/ACE3/raw/master/extras/assets/logo/black/ACE3-Logo.png#gh-light-mode-only" width="480">
|
||||
<img src="https://github.com/acemod/ACE3/raw/master/extras/assets/logo/white/ACE3-Logo.png#gh-dark-mode-only" width="480">
|
||||
</p>
|
||||
|
||||
<p align="center">
|
||||
<a href="https://github.com/acemod/ACE3/releases/latest">
|
||||
<img src="https://img.shields.io/badge/Version-3.13.6-blue.svg?style=flat-square" alt="ACE3 Version">
|
||||
<img src="https://img.shields.io/badge/Version-3.15.2-blue.svg?style=flat-square" alt="ACE3 Version">
|
||||
</a>
|
||||
<a href="https://github.com/acemod/ACE3/issues">
|
||||
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
|
||||
@ -18,8 +19,8 @@
|
||||
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
|
||||
<img src="https://img.shields.io/badge/License-GPLv2-red.svg?style=flat-square" alt="ACE3 License">
|
||||
</a>
|
||||
<a href="https://slackin.ace3mod.com/">
|
||||
<img src="https://img.shields.io/badge/Slack-Join-darkviolet.svg?style=flat-square" alt="ACE3 Slack">
|
||||
<a href="https://acemod.org/discord">
|
||||
<img src="https://img.shields.io/badge/Discord-Join-darkviolet.svg?style=flat-square" alt="ACE3 Discord">
|
||||
</a>
|
||||
<a href="https://circleci.com/gh/acemod/ACE3">
|
||||
<img src="https://circleci.com/gh/acemod/ACE3.svg?style=svg" alt="ACE3 Build Status">
|
||||
@ -78,8 +79,8 @@ The mod is **built modularly**, so almost any included PBO can be easily removed
|
||||
|
||||
ACE3 requires Arma 3 and the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. See the following pages for help and information on how to get started with ACE3:
|
||||
|
||||
- [Installation guide](https://ace3mod.com/wiki/user/installation-guide.html)
|
||||
- [Information center](https://ace3mod.com/wiki/user/information-center.html)
|
||||
- [Installation guide](https://ace3.acemod.org/wiki/user/installation-guide.html)
|
||||
- [Information center](https://ace3.acemod.org/wiki/user/information-center.html)
|
||||
|
||||
## Contributing
|
||||
|
||||
@ -87,26 +88,24 @@ You can help out with the ongoing development by looking for potential bugs in o
|
||||
|
||||
### Contribution guidelines
|
||||
|
||||
To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. See [the pull request guidelines](https://ace3mod.com/wiki/development/merging-pull-requests.html) for further information on this process.
|
||||
To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. See [the pull request guidelines](https://ace3.acemod.org/wiki/development/merging-pull-requests.html) for further information on this process.
|
||||
|
||||
### Submitting issues and requesting features
|
||||
|
||||
Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also:
|
||||
- [How to report an issue](https://ace3mod.com/wiki/user/how-to-report-an-issue.html)
|
||||
- [How to make a feature request](https://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
|
||||
- [How to report an issue](https://ace3.acemod.org/wiki/user/how-to-report-an-issue.html)
|
||||
- [How to make a feature request](https://ace3.acemod.org/wiki/user/how-to-make-a-feature-request.html)
|
||||
|
||||
### Testing & building
|
||||
|
||||
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
|
||||
|
||||
- [Setting up the development environment](https://ace3mod.com/wiki/development/setting-up-the-development-environment.html) – step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.
|
||||
To help us test the latest development changes, download the [artifact](https://github.com/acemod/ACE3/actions/workflows/arma.yml) of the branch you'd like to test or subscribe to [nightly build](https://steamcommunity.com/sharedfiles/filedetails/?id=1882627645) to test `master` branch. Alternatively [build your own version](https://ace3.acemod.org/wiki/development/setting-up-the-development-environment.html).
|
||||
|
||||
### Get in touch
|
||||
|
||||
<table>
|
||||
<tr>
|
||||
<td><a href="https://slackin.ace3mod.com/">Slack</a></td>
|
||||
<td>We have a public Slack team that anyone can join. This is where all our developers and contributors hang out and where we make announcements</td>
|
||||
<td><a href="https://acemod.org/discord">Discord</a></td>
|
||||
<td>We have a public Discord server that anyone can join. This is where all our developers and contributors hang out and where we make announcements</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
|
@ -42,7 +42,7 @@ class RscTitles {
|
||||
x="SafeZoneX + 0.001";
|
||||
y="SafeZoneY + 0.001";
|
||||
w=0.2;
|
||||
h=0.2*4/3;
|
||||
h="0.2*4/3";
|
||||
size=0.034;
|
||||
sizeEx=0.027;
|
||||
text="";
|
||||
|
@ -28,7 +28,7 @@ if (!hasInterface) exitWith {};
|
||||
//Add warnings for missing compat PBOs (only if AB is on)
|
||||
{
|
||||
_x params ["_modPBO", "_compatPBO"];
|
||||
if ((isClass (configFile >> "CfgPatches" >> _modPBO)) && {!isClass (configFile >> "CfgPatches" >> _compatPBO)}) then {
|
||||
if ([_modPBO] call EFUNC(common,isModLoaded) && {!([_compatPBO] call EFUNC(common,isModLoaded))}) then {
|
||||
WARNING_2("Weapon Mod [%1] missing ace compat pbo [%2] (from @ace\optionals)",_modPBO,_compatPBO);
|
||||
};
|
||||
} forEach [
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg, MikeMatrix, joko // Jonas
|
||||
*
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
|
@ -1,5 +1,5 @@
|
||||
#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: esteldunedain
|
||||
*
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Glowbal, Ruthberg, joko // Jonas
|
||||
* Handle the PFH for Bullets
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Glowbal, Ruthberg
|
||||
*
|
||||
@ -31,12 +31,14 @@ if (_abort) then {
|
||||
private _maxRange = uiNamespace getVariable format[QGVAR(maxRange_%1), _ammo];
|
||||
if (isNil "_maxRange") then {
|
||||
private _airFriction = getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction");
|
||||
private _maxRange = if (_airFriction < 0) then {
|
||||
private _vanillaInitialSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
|
||||
_maxRange = if (_airFriction < 0) then {
|
||||
private _maxTime = ((_vanillaInitialSpeed - BULLET_TRACE_MIN_VELOCITY) / (BULLET_TRACE_MIN_VELOCITY * -_airFriction * _vanillaInitialSpeed)) max getNumber(configFile >> "CfgAmmo" >> _ammo >> "tracerEndTime");
|
||||
-ln(1 - _airFriction * _vanillaInitialSpeed * _maxTime) / _airFriction
|
||||
} else {
|
||||
_vanillaInitialSpeed * getNumber(configFile >> "CfgAmmo" >> _ammo >> "tracerEndTime")
|
||||
};
|
||||
_maxRange = _maxRange * 1.3; // Adding 30% more to range just to be safe
|
||||
uiNamespace setVariable [format[QGVAR(maxRange_%1), _ammo], _maxRange];
|
||||
};
|
||||
if (ACE_player distance _unit > _maxRange && {ACE_player distance ((getPosASL _unit) vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply _maxRange)) > _maxRange}) exitWith {};
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Glowbal, Ruthberg
|
||||
* Module for adjusting the advanced ballistics settings
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
* Initializes the advanced ballistics extension with terrain data
|
||||
@ -19,7 +19,7 @@ if (!hasInterface) exitWith {};
|
||||
if (!GVAR(enabled)) exitWith {};
|
||||
|
||||
private _initStartTime = diag_tickTime;
|
||||
private _mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
|
||||
private _mapSize = worldSize;
|
||||
|
||||
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
|
||||
INFO_1("Terrain already initialized [world: %1]", worldName);
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
|
@ -1 +0,0 @@
|
||||
#include "\z\ace\addons\advanced_ballistics\script_component.hpp"
|
@ -49,7 +49,7 @@
|
||||
<Japanese>アドバンスド バリスティックス</Japanese>
|
||||
<Korean>고급 탄도학</Korean>
|
||||
<Chinese>先進彈道系統</Chinese>
|
||||
<Chinesesimp>先进弹道系统</Chinesesimp>
|
||||
<Chinesesimp>进阶弹道系统</Chinesesimp>
|
||||
<Turkish>Gelişmiş Balistik</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
|
||||
@ -66,7 +66,7 @@
|
||||
<Japanese>アドバンスド バリスティックスを有効化</Japanese>
|
||||
<Korean>고급 탄도학</Korean>
|
||||
<Chinese>先進彈道系統</Chinese>
|
||||
<Chinesesimp>先进弹道系统</Chinesesimp>
|
||||
<Chinesesimp>进阶弹道系统</Chinesesimp>
|
||||
<Turkish>Gelişmiş Balistik</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
|
||||
@ -83,7 +83,7 @@
|
||||
<Japanese>アドバンスド バリスティックスを有効化します。</Japanese>
|
||||
<Korean>고급 탄도학을 적용합니다</Korean>
|
||||
<Chinese>啟用先進彈道系統</Chinese>
|
||||
<Chinesesimp>启用先进弹道系统</Chinesesimp>
|
||||
<Chinesesimp>启用进阶弹道系统</Chinesesimp>
|
||||
<Turkish>Gelişmiş balistiği etkinleştir</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_muzzleVelocityVariationEnabled_DisplayName">
|
||||
@ -200,7 +200,7 @@
|
||||
<Japanese>弾丸の軌跡エフェクトを有効化</Japanese>
|
||||
<Korean>예광탄 효과 적용</Korean>
|
||||
<Chinese>啟用曳光彈效果</Chinese>
|
||||
<Chinesesimp>启用曳光弹效果</Chinesesimp>
|
||||
<Chinesesimp>启用子弹尾迹效果</Chinesesimp>
|
||||
<Turkish>İzli Mermi Etkisini Etkinleştir</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
|
||||
@ -217,7 +217,7 @@
|
||||
<Japanese>大口径弾の軌跡エフェクトを有効化します。 (高性能光学機器を介してのみ見ることができます)</Japanese>
|
||||
<Korean>대구경 탄환에 예광탄 효과를 적용합니다(오직 고성능 조준경 사용시에만 보입니다)</Korean>
|
||||
<Chinese>啟用曳光彈效果給大口徑子彈 (只有透過高倍率光學瞄鏡才能看到)</Chinese>
|
||||
<Chinesesimp>启用曳光弹效果给大口径子弹 (只有透过高倍率光学瞄镜才能看到)</Chinesesimp>
|
||||
<Chinesesimp>给大口径子弹启用子弹尾迹效果(只有透过高倍率光学瞄镜才能看到)</Chinesesimp>
|
||||
<Turkish>Yüksek kalibreli mermilere mermi izleme efekti sağlar (yalnızca yüksek güçlü optiklerden bakıldığında görülebilir)</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
|
||||
@ -250,7 +250,7 @@
|
||||
<Japanese>各シミュレーション毎の間隔を定義します。</Japanese>
|
||||
<Korean>각 계산 단위의 간격을 정의합니다</Korean>
|
||||
<Chinese>定義每個模擬計算之間的時間間隔</Chinese>
|
||||
<Chinesesimp>定义每个模拟计算之间的时间间隔</Chinesesimp>
|
||||
<Chinesesimp>定义每个计算步骤之间的间隔</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
|
||||
<English>Simulation Radius</English>
|
||||
@ -283,7 +283,7 @@
|
||||
<Japanese>アドバンスド バリスティックスの適用半径範囲 (プレイヤー中心、メートル単位) を定義します。</Japanese>
|
||||
<Korean>플레이어 주위의 발사체를 고급 탄도학으로 정의하는 범위를 정합니다(미터)</Korean>
|
||||
<Chinese>以玩家的半徑距離(公尺)定義先進彈道系統啟用範圍</Chinese>
|
||||
<Chinesesimp>以玩家的半径距离(公尺)定义先进弹道系统启用范围</Chinesesimp>
|
||||
<Chinesesimp>定义玩家周围的半径(米),在这个半径内,进阶弹道系统会被启用</Chinesesimp>
|
||||
<Turkish>Mermilere gelişmiş balistik uygulandığı oyuncunun etrafındaki yarıçapı (metre cinsinden) tanımlar</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_Description">
|
||||
@ -300,7 +300,7 @@
|
||||
<Japanese>アドバンスド バリスティックスのシミュレーションを有効化します。 弾道は気温・気圧・湿度・重力・弾薬の種類・発射する武器などの変化による影響を受けるようになります。</Japanese>
|
||||
<Korean>이 모듈은 고급 탄도학을 적용시킵니다 - 이는 발사체의 궤적이 기온, 대기압, 습도, 중력, 탄환의 종류와 어느 무기에서 발사되는지에 따라 영향을 받습니다.</Korean>
|
||||
<Chinese>該模塊實現先進的彈道仿真 - 這意味著子彈的軌跡是由空氣溫度、大氣壓力、濕度、重力、彈藥類型以及射擊的武器所影響</Chinese>
|
||||
<Chinesesimp>该模块实现先进的弹道仿真 - 这意味着子弹的轨迹是由空气温度、大气压力、湿度、重力、弹药类型以及射击的武器所影响</Chinesesimp>
|
||||
<Chinesesimp>该模块实现增强的弹道模拟—子弹的轨迹由空气温度、大气压力、湿度、重力、弹药类型和射击的武器等变量所影响</Chinesesimp>
|
||||
<Turkish>Bu modül gelişmiş balistik simülasyonunu etkinleştirir - yani mermilerin gidişatını hava sıcaklığı, atmosfer basıncı, nem, yerçekimi, mühimmat türü ve ateşlendiği silah gibi durumlar etkiler.</Turkish>
|
||||
</Key>
|
||||
</Package>
|
||||
|
@ -2,6 +2,7 @@ PREP(addDutyFactor);
|
||||
PREP(createStaminaBar);
|
||||
PREP(getAnimDuty);
|
||||
PREP(getMetabolicCosts);
|
||||
PREP(getWeaponInertia);
|
||||
PREP(handleEffects);
|
||||
PREP(handlePlayerChanged);
|
||||
PREP(handleStaminaBar);
|
||||
|
@ -2,22 +2,27 @@
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
[missionNamespace, "ACE_setCustomAimCoef", QUOTE(ADDON), {
|
||||
private _unit = ACE_player;
|
||||
private _fatigue = _unit getVariable [QGVAR(aimFatigue), 0];
|
||||
|
||||
switch (stance _unit) do {
|
||||
["baseline", {
|
||||
private _fatigue = ACE_player getVariable [QGVAR(aimFatigue), 0];
|
||||
switch (stance ACE_player) do {
|
||||
case ("CROUCH"): {
|
||||
(1.0 + _fatigue ^ 2 * 0.1) * GVAR(swayFactor)
|
||||
(1.0 + _fatigue ^ 2 * 0.1)
|
||||
};
|
||||
case ("PRONE"): {
|
||||
(1.0 + _fatigue ^ 2 * 2.0) * GVAR(swayFactor)
|
||||
(1.0 + _fatigue ^ 2 * 2.0)
|
||||
};
|
||||
default {
|
||||
(1.5 + _fatigue ^ 2 * 3.0) * GVAR(swayFactor)
|
||||
(1.5 + _fatigue ^ 2 * 3.0)
|
||||
};
|
||||
};
|
||||
}] call EFUNC(common,arithmeticSetSource);
|
||||
}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
|
||||
|
||||
["multiplier", {GVAR(swayFactor)}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
|
||||
|
||||
// recheck weapon inertia after weapon swap, change of attachments or switching unit
|
||||
["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
|
||||
["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
|
||||
["unit", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
["CBA_settingsInitialized", {
|
||||
if (!GVAR(enabled)) exitWith {};
|
||||
@ -30,7 +35,7 @@ if (!hasInterface) exitWith {};
|
||||
GVAR(ppeBlackout) ppEffectCommit 0.4;
|
||||
|
||||
// - GVAR updating and initialization -----------------------------------------
|
||||
["unit", FUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler;
|
||||
["unit", LINKFUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
["visibleMap", {
|
||||
params ["", "_visibleMap"]; // command visibleMap is updated one frame later
|
||||
@ -56,7 +61,8 @@ if (!hasInterface) exitWith {};
|
||||
[1, 3] select (_this getVariable [QEGVAR(dragging,isCarrying), false]);
|
||||
}] call FUNC(addDutyFactor);
|
||||
};
|
||||
if (["ACE_Weather"] call EFUNC(common,isModLoaded)) then {
|
||||
// Weather has an off switch, Dragging & Medical don't.
|
||||
if (missionNamespace getVariable [QEGVAR(weather,enabled), false]) then {
|
||||
[QEGVAR(weather,temperature), { // 35->1, 45->2
|
||||
linearConversion [35, 45, (missionNamespace getVariable [QEGVAR(weather,currentTemperature), 25]), 1, 2, true];
|
||||
}] call FUNC(addDutyFactor);
|
||||
|
@ -9,7 +9,9 @@ PREP_RECOMPILE_END;
|
||||
#include "initSettings.sqf"
|
||||
|
||||
GVAR(staminaBarWidth) = 10 * (((safezoneW / safezoneH) min 1.2) / 40);
|
||||
GVAR(dutyList) = [[], []];
|
||||
GVAR(dutyList) = createHashMap;
|
||||
GVAR(setAnimExclusions) = [];
|
||||
GVAR(inertia) = 0;
|
||||
GVAR(inertiaCache) = createHashMap;
|
||||
|
||||
ADDON = true;
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Adds a duty factor.
|
||||
@ -18,6 +18,4 @@
|
||||
params [["_id", "", [""]], ["_factor", 1, [0, {}]]];
|
||||
if (_id == "" || {_factor isEqualTo 1}) exitWith {};
|
||||
|
||||
GVAR(dutyList) params ["_idList", "_factorList"];
|
||||
_idList pushBack _id;
|
||||
_factorList pushBack _factor,
|
||||
GVAR(dutyList) set [_id, _factor];
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Creates the stamina bar.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Calculates the duty of the current animation.
|
||||
@ -37,13 +37,14 @@ if (_animType in ["idl", "mov", "adj"]) then {
|
||||
};
|
||||
};
|
||||
|
||||
if (currentWeapon _unit != handgunWeapon _unit) then {
|
||||
if (currentWeapon _unit != "") then {
|
||||
if (_animName select [13, 3] == "ras") then {
|
||||
// low ready jog
|
||||
_duty = _duty * 1.2;
|
||||
if (_animName select [9, 3] == "tac") then {
|
||||
// high ready jog/walk
|
||||
_duty = _duty * 1.5;
|
||||
_duty = _duty * (1 + 0.8*GVAR(inertia));
|
||||
} else {
|
||||
// low ready jog
|
||||
_duty = _duty * (1 + 0.2*GVAR(inertia));
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Calculates the current metabolic costs for a unit.
|
||||
@ -30,22 +30,25 @@ private _duty = GVAR(animDuty);
|
||||
} else {
|
||||
_duty = _duty * (_unit call _x);
|
||||
};
|
||||
} forEach (GVAR(dutyList) select 1);
|
||||
} forEach (values GVAR(dutyList));
|
||||
|
||||
if (GVAR(isSwimming)) then {
|
||||
_terrainGradient = 0;
|
||||
};
|
||||
|
||||
// Metabolic cost for walking and running is different
|
||||
if (_velocity > 2) then {
|
||||
// Running
|
||||
(
|
||||
2.10 * SIM_BODYMASS
|
||||
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
|
||||
+ (SIM_BODYMASS + _gearMass) * (0.90 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
|
||||
+ (SIM_BODYMASS + _gearMass) * (0.9 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
|
||||
) * 0.23 * _duty
|
||||
} else {
|
||||
// Walking
|
||||
(
|
||||
1.05 * SIM_BODYMASS
|
||||
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
|
||||
+ 2 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
|
||||
+ (SIM_BODYMASS + _gearMass) * (1.15 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
|
||||
) * 0.23 * _duty
|
||||
};
|
||||
|
38
addons/advanced_fatigue/functions/fnc_getWeaponInertia.sqf
Normal file
38
addons/advanced_fatigue/functions/fnc_getWeaponInertia.sqf
Normal file
@ -0,0 +1,38 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Pterolatypus
|
||||
* Calculates total weapon inertia, accounting for attachments.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Total inertia <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* [ACE_player] call ace_advanced_fatigue_fnc_getWeaponInertia
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
params [["_unit", ACE_player, [objNull]]];
|
||||
|
||||
private _cache = GVAR(inertiaCache);
|
||||
private _weapon = currentWeapon _unit;
|
||||
private _weaponAndItems = [_weapon] + (_unit weaponAccessories _weapon);
|
||||
|
||||
private _inertia = _cache get _weaponAndItems;
|
||||
if (isNil "_inertia") then {
|
||||
_inertia = 0;
|
||||
private _cfgWeapons = configFile >> "CfgWeapons";
|
||||
{
|
||||
// if item is "" or inertia property is undefined, just ignore it
|
||||
private _itemInertia = getNumber (_cfgWeapons >> _x >> "inertia");
|
||||
if (isNil "_itemInertia") then { continue };
|
||||
|
||||
_inertia = _inertia + _itemInertia;
|
||||
} forEach _weaponAndItems;
|
||||
_cache set [_weaponAndItems, _inertia];
|
||||
};
|
||||
|
||||
GVAR(inertia) = _inertia;
|
||||
_inertia
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Handles any audible, visual and physical effects of fatigue.
|
||||
@ -94,6 +94,3 @@ if (_overexhausted) then {
|
||||
};
|
||||
|
||||
_unit setVariable [QGVAR(aimFatigue), _fatigue];
|
||||
|
||||
private _aimCoef = [missionNamespace, "ACE_setCustomAimCoef", "max"] call EFUNC(common,arithmeticGetResult);
|
||||
_unit setCustomAimCoef _aimCoef;
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Handles switching units (once on init and afterwards via Zeus).
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Handles visual changes of the stamina bar.
|
||||
@ -31,6 +31,8 @@ if (GVAR(fadeStaminaBar)) then {
|
||||
} else {
|
||||
_staminaBarContainer ctrlSetFade (0.9 * _stamina / 0.8);
|
||||
};
|
||||
} else {
|
||||
_staminaBarContainer ctrlSetFade 0;
|
||||
};
|
||||
|
||||
// - Color --------------------------------------------------------------------
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Main looping function that updates fatigue values.
|
||||
@ -14,7 +14,9 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
if (!alive ACE_player) exitWith { // Dead people don't breath, Will also handle null (Map intros)
|
||||
|
||||
// Dead people don't breathe, will also handle null (map intros)
|
||||
if (!alive ACE_player) exitWith {
|
||||
[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;
|
||||
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
|
||||
_staminaBarContainer ctrlSetFade 1;
|
||||
@ -36,7 +38,7 @@ if ((vehicle ACE_player == ACE_player) && {_currentSpeed > 0.1} && {isTouchingGr
|
||||
|
||||
// Calculate muscle damage increase
|
||||
// Note: Muscle damage recovery is ignored as it takes multiple days
|
||||
GVAR(muscleDamage) = GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * 0.00004;
|
||||
GVAR(muscleDamage) = (GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * 0.00004) min 1;
|
||||
private _muscleIntegritySqrt = sqrt (1 - GVAR(muscleDamage));
|
||||
|
||||
// Calculate available power
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Initializes the module settings.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Removes a duty factor.
|
||||
@ -16,10 +16,4 @@
|
||||
*/
|
||||
params [["_id", "", [""]]];
|
||||
|
||||
GVAR(dutyList) params ["_idList", "_factorList"];
|
||||
private _index = _idList find _id;
|
||||
|
||||
if (_index != -1) then {
|
||||
_idList deleteAt _index;
|
||||
_factorList deleteAt _index;
|
||||
};
|
||||
GVAR(dutyList) deleteAt _id;
|
||||
|
@ -1 +0,0 @@
|
||||
#include "\z\ace\addons\advanced_fatigue\script_component.hpp"
|
@ -6,7 +6,7 @@
|
||||
<Spanish>ACE Fatiga Avanzada</Spanish>
|
||||
<German>ACE Erweiterte Ausdauer</German>
|
||||
<Chinese>ACE 進階疲勞</Chinese>
|
||||
<Chinesesimp>ACE 进阶疲劳</Chinesesimp>
|
||||
<Chinesesimp>ACE 进阶体力</Chinesesimp>
|
||||
<Japanese>ACE アドバンスド ファティーグ</Japanese>
|
||||
<Italian>ACE Fatica Avanzata</Italian>
|
||||
<Korean>ACE 고급 피로도</Korean>
|
||||
@ -73,7 +73,7 @@
|
||||
<French>Facteur de récupération</French>
|
||||
<Italian>Fattore Recupero</Italian>
|
||||
<Chinese>回復值</Chinese>
|
||||
<Chinesesimp>回复值</Chinesesimp>
|
||||
<Chinesesimp>恢复系数</Chinesesimp>
|
||||
<Russian>Фактор восстановления</Russian>
|
||||
<Portuguese>Fator de Recuperação</Portuguese>
|
||||
<Czech>Faktor zotavení</Czech>
|
||||
@ -89,7 +89,7 @@
|
||||
<French>Modifie la vitesse à laquelle le joueur récupère lorsqu'il se repose.\nPlus la valeur est élevée, plus la récupération est rapide.</French>
|
||||
<Italian>Determina in quanto tempo il giocatore recupera quando rilassato. Maggiore significa migliore.</Italian>
|
||||
<Chinese>決定玩家休息多久就能回復體力,值越高恢復越快</Chinese>
|
||||
<Chinesesimp>决定玩家休息多久就能回复体力,值越高恢复越快</Chinesesimp>
|
||||
<Chinesesimp>决定玩家休息多久就能恢复体力,值越高恢复越快</Chinesesimp>
|
||||
<Russian>Изменяет скорость восстановления игрока во время отдыха. Чем выше, тем быстрее.</Russian>
|
||||
<Portuguese>Altera o quão rápido um jogador recupera quando descansando. Quanto maior, mais rápido.</Portuguese>
|
||||
<Czech>Mění, jak rychle se hráč zotaví, když odpočívá. Vyšší je rychlejší.</Czech>
|
||||
@ -104,7 +104,7 @@
|
||||
<French>Facteur de charge</French>
|
||||
<Italian>Fattore Caricamento</Italian>
|
||||
<Chinese>負重量</Chinese>
|
||||
<Chinesesimp>负重量</Chinesesimp>
|
||||
<Chinesesimp>重量系数</Chinesesimp>
|
||||
<Russian>Фактор нагрузки</Russian>
|
||||
<Portuguese>Fator de Carga</Portuguese>
|
||||
<Czech>Faktor zatížení</Czech>
|
||||
@ -119,7 +119,7 @@
|
||||
<French>Augmente ou diminue l'influence du poids sur les performances du joueur.\nUne valeur nulle indique que le poids de l'équipement n'a aucun impact sur les performances.</French>
|
||||
<Italian>Incrementa o decrementa quanto il peso influenza le prestazioni dei giocatori. Zero significa che il peso dell'equipaggiamento non ha alcuna influenza nelle prestazioni.</Italian>
|
||||
<Chinese>增加或降低玩家所能承受的負重量. 如設定值為0, 代表裝備的重量將不會影響到玩家的體力表現</Chinese>
|
||||
<Chinesesimp>增加或降低玩家所能承受的负重量. 如设定值为0, 代表装备的重量将不会影响到玩家的体力表现</Chinesesimp>
|
||||
<Chinesesimp>增加或降低玩家所能承受的负重量。如设定值为0,代表装备的重量将不会影响到玩家的体力表现</Chinesesimp>
|
||||
<Russian>Увеличивает или уменьшает вес, влияющий на производительность игроков. Ноль означает, что вес снаряжения не влияет на производительность</Russian>
|
||||
<Portuguese>Aumenta ou diminui o quanto o peso influencia a performance do jogador. Zero significa que o peso não tem impacto algum na performance.</Portuguese>
|
||||
<Czech>Zvyšuje nebo snižuje, jak velká váha ovlivňuje výkon hráče. Nulová hodnota znamená, že hmotnost zařízení nemá žádný vliv na výkon.</Czech>
|
||||
@ -134,7 +134,7 @@
|
||||
<French>Facteur d'inclinaison du terrain</French>
|
||||
<Italian>Fattore Pendenza Terreno</Italian>
|
||||
<Chinese>地形陡峭影響值</Chinese>
|
||||
<Chinesesimp>地形陡峭影响值</Chinesesimp>
|
||||
<Chinesesimp>地形陡峭系数</Chinesesimp>
|
||||
<Russian>Фактор местности</Russian>
|
||||
<Portuguese>Fator de Inclinação do Terreno</Portuguese>
|
||||
<Czech>Faktor stoupání terénu</Czech>
|
||||
@ -149,7 +149,7 @@
|
||||
<French>Définit à quel point un terrain escarpé réduit l'endurance du joueur.\nPlus la valeur est élevée, moins le joueur est endurant.</French>
|
||||
<Italian>Stabilisce quanto la pendenza del terreno incrementa la perdita della stamina. Maggiore significa più stamina persa.</Italian>
|
||||
<Chinese>設定陡峭的地形將會影響多少體力的流失,值越高代表體力流失越快</Chinese>
|
||||
<Chinesesimp>设定陡峭的地形将会影响多少体力的流,失值越高代表体力流失越快</Chinesesimp>
|
||||
<Chinesesimp>设定陡峭的地形将会影响多少体力的流失速度,值越高代表体力流失越快</Chinesesimp>
|
||||
<Russian>Устанавливает, насколько крутая местность увеличивает потерю выносливости. Чем выше, тем быстрее теряется выносливость.</Russian>
|
||||
<Portuguese>Define o quanto que um terreno íngrime aumenta na perda de estamina. Quanto maior, maior a perda de estamina.</Portuguese>
|
||||
<Czech>Nastavuje, o kolik strmý terén zvyšuje ztrátu výdrže. Vyšší znamená vyšší ztrátu výdrže.</Czech>
|
||||
@ -159,7 +159,7 @@
|
||||
<Spanish>Factor de balanceo de mira</Spanish>
|
||||
<German>Verwacklungsfaktor</German>
|
||||
<Japanese>手ぶれ因数</Japanese>
|
||||
<Chinesesimp>抖动因数</Chinesesimp>
|
||||
<Chinesesimp>抖动系数</Chinesesimp>
|
||||
<Chinese>抖動因素</Chinese>
|
||||
<French>Facteur de tremblement</French>
|
||||
<Italian>Fattore di oscillazione</Italian>
|
||||
@ -167,13 +167,14 @@
|
||||
<Russian>Фактор колебания прицела</Russian>
|
||||
<Portuguese>Fator de Balanço de Mira</Portuguese>
|
||||
<Czech>Faktor kývání</Czech>
|
||||
<Korean>손떨림 정도</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor_Description">
|
||||
<English>Influences the amount of weapon sway. Higher means more sway.</English>
|
||||
<Spanish>Afecta al la estabilidad de la mira. Más alto significa más balanceo</Spanish>
|
||||
<German>Beeinflusst den Faktor, wie ruhig man eine Waffe halten kann. Ein höherer Wert bedeutet weniger Stabilisierung</German>
|
||||
<Japanese>武器を持つ手のぶれ度合いを設定します。 値が高ければ高いほど、手ぶれが強くなります。</Japanese>
|
||||
<Chinesesimp>影响手持武器的晃动程度,数值越高,抖动的越厉害.</Chinesesimp>
|
||||
<Chinesesimp>影响手持武器的晃动程度,数值越高,抖动的越厉害。</Chinesesimp>
|
||||
<Chinese>影響手持武器晃動程度,數值越高抖動越厲害</Chinese>
|
||||
<French>Influe sur l'amplitude du tremblement de l'arme. Une valeur plus élevée signifie plus de tremblement.</French>
|
||||
<Italian>Influenza l'ammontare di oscillazione dell'arma. Maggiore significa più oscillazione.</Italian>
|
||||
@ -181,6 +182,7 @@
|
||||
<Russian>Влияет на колебания прицела оружия. Чем выше - тем больше.</Russian>
|
||||
<Portuguese>Influencia a quantidade de balanço da mira da arma. Quanto maior, mais balanço.</Portuguese>
|
||||
<Czech>Ovlivňuje množství kývání zbraní. Vyšší znamená více kývání.</Czech>
|
||||
<Korean>손떨림의 정도를 정합니다. 높을 수록 많이 휘적입니다.</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_Enabled">
|
||||
<English>Enabled</English>
|
||||
@ -207,7 +209,7 @@
|
||||
<French>Active/Désactive la fatigue avancée.</French>
|
||||
<Italian>Abilita/disabilita la Fatica Avanzata.</Italian>
|
||||
<Chinese>啟用/關閉進階體力.</Chinese>
|
||||
<Chinesesimp>启用/关闭进阶体力.</Chinesesimp>
|
||||
<Chinesesimp>启用/关闭进阶体力。</Chinesesimp>
|
||||
<Russian>Включает / Отключает Продвинутую усталость</Russian>
|
||||
<Portuguese>Ativa/Desativa Fadiga Avançada.</Portuguese>
|
||||
<Czech>Aktivuje / deaktivuje Pokročilou únavu.</Czech>
|
||||
@ -248,6 +250,7 @@
|
||||
<Russian>Скрыть шкалу усталости автоматически</Russian>
|
||||
<German>Blende Ausdauerleiste automatisch aus</German>
|
||||
<Chinese>體力條自動淡去</Chinese>
|
||||
<Chinesesimp>自动淡化体力条</Chinesesimp>
|
||||
<Italian>Dissolvenza automatica della barra della stamina</Italian>
|
||||
<Czech>Automaticky schovat lištu výdrže</Czech>
|
||||
<French>Fondu automatique de la barre d'endurance</French>
|
||||
@ -255,6 +258,7 @@
|
||||
<Polish>Chowaj pasek wytrzymałości automatycznie</Polish>
|
||||
<Portuguese>Barra de stamina some automaticamente</Portuguese>
|
||||
<Turkish>Dayanıklılık çubuğunu otomatik olarak soldur</Turkish>
|
||||
<Korean>자동으로 피로도 막대 숨기기</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_FadeStaminaBar_Description">
|
||||
<English>Adjusts transparency of the bar based on stamina status.</English>
|
||||
@ -262,12 +266,14 @@
|
||||
<Russian>Регулирует прозрачность шкалы в зависимости от статуса выносливости.</Russian>
|
||||
<German>Passt die Transparenz der Ausdauerleiste abhängig vom Ausdauerstatus an.</German>
|
||||
<Chinese>依照目前的體力程度調整體力條之透明度</Chinese>
|
||||
<Chinesesimp>根据体力状况调整体力条的透明度</Chinesesimp>
|
||||
<Italian>Regola la trasparenza della barra in base allo stato di affaticamento.</Italian>
|
||||
<Czech>Upravuje průhlednost lišty v závislosti na současném stavu výdrže</Czech>
|
||||
<French>Règle la transparence de la barre en fonction de l'état d'endurance.</French>
|
||||
<Japanese>スタミナの状態に応じて、自動的にバーの透明度を調整します。</Japanese>
|
||||
<Polish>Dostosowuje przezroczystość paska na podstawie stanu wytrzymałości.</Polish>
|
||||
<Portuguese>Ajusta a transparência da barra baseado no status da stamina</Portuguese>
|
||||
<Korean>피로도에 따라 피로도 막대의 투명도를 조절합니다.</Korean>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Checks if a throwable can be prepared.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Checks if a throwable can be thrown.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Zapat, Dslyecxi, Jonpas
|
||||
* Draws throw arc.
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas, SilentSpike
|
||||
* Author: Dslyecxi, Jonpas, kymckay
|
||||
* Handles drawing the currently selected or cooked throwable.
|
||||
*
|
||||
* Arguments:
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Exits throw mode.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Retrieve muzzle name from config.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Initializes the Advanced Throwing module.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Key down event.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Mouse button down event.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Mouse scroll wheel changed event.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Picks up a throwable from the ground.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Prepares throwable or selects the next.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Primes the throwable, creates global throwable vehicle and throws Fired XEH.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror, Jonpas
|
||||
* When interact_menu starts rendering (from "interact_keyDown" event).
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Throw selected throwable.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: CBA Team
|
||||
* Throws Fired XEH.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Updates controls hints based on current state.
|
||||
|
@ -1 +0,0 @@
|
||||
#include "\z\ace\addons\advanced_throwing\script_component.hpp"
|
@ -35,7 +35,7 @@
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Enable_DisplayName">
|
||||
<English>Enable Advanced Throwing</English>
|
||||
<Spanish>Activar Lanzamiento Avanzado</Spanish>
|
||||
<Russian>Включить улучшенный бросок</Russian>
|
||||
<Russian>Вкл. улучшенный бросок</Russian>
|
||||
<Japanese>アドバンスド スローイングを有効化</Japanese>
|
||||
<Polish>Aktywuj zaawansowane rzucanie</Polish>
|
||||
<German>Aktiviere erweitertes Wurfsystem</German>
|
||||
@ -75,7 +75,7 @@
|
||||
<French>Afficher l'arc de lancé</French>
|
||||
<Italian>Mostra Arco di Tiro</Italian>
|
||||
<Chinese>顯示投擲軌道</Chinese>
|
||||
<Chinesesimp>显示投掷轨道</Chinesesimp>
|
||||
<Chinesesimp>显示投掷弧线</Chinesesimp>
|
||||
<Portuguese>Mostrar o Arco de Arremesso</Portuguese>
|
||||
<Czech>Zobrazit oblouk vrhu </Czech>
|
||||
<Turkish>Atış Yayını Göster</Turkish>
|
||||
@ -91,7 +91,7 @@
|
||||
<French>Active la visualisation de l'arc de lancé (la trajectoire de vol de l'objet).</French>
|
||||
<Italian>Abilita la visualizzazione dell'arco del tiro (dove l'oggetto lanciabile volerà).</Italian>
|
||||
<Chinese>顯示投擲軌道幫助投擲</Chinese>
|
||||
<Chinesesimp>显示投掷轨道帮助投掷</Chinesesimp>
|
||||
<Chinesesimp>显示投掷弧线帮助投掷</Chinesesimp>
|
||||
<Portuguese>Permite a visualização do Arco de Arremesso por onde o objeto será jogado.</Portuguese>
|
||||
<Czech>Zapíná vizualizaci oblouku vrhu (kam bude předmět hozen).</Czech>
|
||||
</Key>
|
||||
@ -106,7 +106,7 @@
|
||||
<French>Afficher les contrôles à la souris du lancé</French>
|
||||
<Italian>Mostra Comandi Mouse Lancio</Italian>
|
||||
<Chinese>顯示滑鼠投擲控制提示</Chinese>
|
||||
<Chinesesimp>显示滑鼠投掷控制提示</Chinesesimp>
|
||||
<Chinesesimp>显示鼠标投掷控制提示</Chinesesimp>
|
||||
<Portuguese>Mostrar os controles de mouse para Arremesso</Portuguese>
|
||||
<Czech>Zobrazit ovládání házení myší</Czech>
|
||||
</Key>
|
||||
@ -121,14 +121,14 @@
|
||||
<French>Active les aides visuelles pour les contrôles à la souris lorsqu'un lancé est préparé.</French>
|
||||
<Italian>Abilita la visualizzazione dei controlli del mouse quando l'oggetto lanciabile è pronto.</Italian>
|
||||
<Chinese>開啟後會在準備投擲時, 顯示滑鼠相關操作</Chinese>
|
||||
<Chinesesimp>开启后会在准备投掷时, 显示滑鼠相关操作</Chinesesimp>
|
||||
<Chinesesimp>开启后会在准备投掷时,显示鼠标相关操作</Chinesesimp>
|
||||
<Portuguese>Ativa as dicas visuais dos controles do mouse quando um arremessável é preparado.</Portuguese>
|
||||
<Czech>Zapíná popisky pro ovládání myší, když je házený předmět připraven.</Czech>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_DisplayName">
|
||||
<English>Enable Throwables Pick Up</English>
|
||||
<Spanish>Habilitar recoger objetos lanzados</Spanish>
|
||||
<Russian>Включить подбор гранат</Russian>
|
||||
<Russian>Вкл. подбор гранат</Russian>
|
||||
<Japanese>投てき物の拾い上げを有効化</Japanese>
|
||||
<Polish>Zezwól na podnoszenie obiektów miotanych</Polish>
|
||||
<German>Aktiviere Aufheben von Wurfobjekten</German>
|
||||
@ -136,7 +136,7 @@
|
||||
<French>Permettre le ramassage d'objets lançables</French>
|
||||
<Italian>Abilita Raccogli Oggetti</Italian>
|
||||
<Chinese>啟用可撿取地面投擲物</Chinese>
|
||||
<Chinesesimp>启用可捡取地面投掷物</Chinesesimp>
|
||||
<Chinesesimp>启用捡取地面投掷物</Chinesesimp>
|
||||
<Portuguese>Permitir pegar arremessáveis</Portuguese>
|
||||
<Czech>Zapnout zdvihání házených předmětů</Czech>
|
||||
</Key>
|
||||
@ -151,14 +151,14 @@
|
||||
<French>Active la possibilité de ramasser des objets lançables du sol.</French>
|
||||
<Italian>Abilita la possibilità di raccogliere un oggetto lanciabile da terra.</Italian>
|
||||
<Chinese>啟用後, 可撿取地面上的投擲物</Chinese>
|
||||
<Chinesesimp>启用后, 可捡取地面上的投掷物</Chinesesimp>
|
||||
<Chinesesimp>启用后,可捡取地面上的投掷物</Chinesesimp>
|
||||
<Portuguese>Permite que objetos arremessados sejam pegos do chão. (ACE Menu de Interação)</Portuguese>
|
||||
<Czech>Zapíná schopnost zvednutí házených předmětů ze země.</Czech>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_DisplayName">
|
||||
<English>Enable Attached Throwables Pick Up</English>
|
||||
<Spanish>Activar coger objetos lanzables que se enganchan</Spanish>
|
||||
<Russian>Включить подбор прикрепленных гранат</Russian>
|
||||
<Russian>Вкл. подбор прикрепленных гранат</Russian>
|
||||
<Japanese>取り付けられた投てき物の拾い上げを有効化</Japanese>
|
||||
<Polish>Zezwól na podnoszenie przyczepionych obiektów miotanych</Polish>
|
||||
<German>Aktiviere erneute Aufnahme befestigter Wurfobjekte</German>
|
||||
@ -166,7 +166,7 @@
|
||||
<French>Activer le ramassage d'objets lançables attachés</French>
|
||||
<Italian>Abilita Raccogli Oggetti Lanciabili da altri Oggetti</Italian>
|
||||
<Chinese>啟用可撿取附著投擲物</Chinese>
|
||||
<Chinesesimp>启用可捡取附着投掷物</Chinesesimp>
|
||||
<Chinesesimp>启用捡取附着投掷物</Chinesesimp>
|
||||
<Portuguese>Permitir pegar arremessáveis fixados</Portuguese>
|
||||
<Czech>Zapnout zdvihání připnutých předmětů.</Czech>
|
||||
</Key>
|
||||
@ -181,7 +181,7 @@
|
||||
<French>Active la possibilité de ramasser des objets lançables attachés à d'autres objets.</French>
|
||||
<Italian>Abilita la possibilità di raccogliere gli oggetti lanciabili dagli altri oggetti. </Italian>
|
||||
<Chinese>啟用後, 可撿取附著在物件上的投擲物</Chinese>
|
||||
<Chinesesimp>启用后, 可捡取附着在物件上的投掷物</Chinesesimp>
|
||||
<Chinesesimp>启用后,可捡取附着在物体上的投掷物</Chinesesimp>
|
||||
<Portuguese>Permite que arremessáveis fixados em objetos sejam pegos.</Portuguese>
|
||||
<Czech>Zapíná schopnost zvednutí předmětů z objektů ke kterým jsou připnuté.</Czech>
|
||||
</Key>
|
||||
@ -211,7 +211,7 @@
|
||||
<French>Mode de lancé de l'objet (Tenir)</French>
|
||||
<Italian>Modalità Oggetto Gettabile (Mantenere)</Italian>
|
||||
<Chinese>投擲模式 (按住)</Chinese>
|
||||
<Chinesesimp>投掷模式 (按住)</Chinesesimp>
|
||||
<Chinesesimp>投掷模式(按住)</Chinesesimp>
|
||||
<Portuguese>Modo de Arremesso (Segurar)</Portuguese>
|
||||
<Czech>Mód puštění (Držet)</Czech>
|
||||
</Key>
|
||||
@ -226,7 +226,7 @@
|
||||
<French>Mode de lancé de l'objet (Basculer)</French>
|
||||
<Italian>Modalità Oggetto lanciabile Gettabile (Interruttore)</Italian>
|
||||
<Chinese>投擲模式 (切換)</Chinese>
|
||||
<Chinesesimp>投掷模式 (切换)</Chinesesimp>
|
||||
<Chinesesimp>投掷模式(切换)</Chinesesimp>
|
||||
<Portuguese>Modo de Arremesso (Alternar)</Portuguese>
|
||||
<Czech>Mód puštění (Přepnout)</Czech>
|
||||
</Key>
|
||||
@ -241,7 +241,7 @@
|
||||
<French>amorcée</French>
|
||||
<Italian>Armato</Italian>
|
||||
<Chinese>引信開始燃燒</Chinese>
|
||||
<Chinesesimp>引信开始燃烧</Chinesesimp>
|
||||
<Chinesesimp>已开引信</Chinesesimp>
|
||||
<Portuguese>Preparado</Portuguese>
|
||||
<Czech>Odjištěný</Czech>
|
||||
</Key>
|
||||
@ -272,7 +272,7 @@
|
||||
<French>(Défilement) Changer de mode</French>
|
||||
<Italian>(Scorrere) Cambio Modalità</Italian>
|
||||
<Chinese>(滾輪) 變更模式</Chinese>
|
||||
<Chinesesimp>(滚轮) 变更模式</Chinesesimp>
|
||||
<Chinesesimp>(滚轮)变更模式</Chinesesimp>
|
||||
<Portuguese>(Roda do Mouse) Alternar modo</Portuguese>
|
||||
<Czech>(Scrollovat) Změnit mód</Czech>
|
||||
<Turkish>(Tekerlek) Modu Değiştir</Turkish>
|
||||
@ -288,7 +288,7 @@
|
||||
<French>(Défilement) Étendre</French>
|
||||
<Italian>(Scorrere) Estendere</Italian>
|
||||
<Chinese>(滾輪) 延長</Chinese>
|
||||
<Chinesesimp>(滚轮) 延长</Chinesesimp>
|
||||
<Chinesesimp>(滚轮)延长</Chinesesimp>
|
||||
<Portuguese>(Roda do Mouse) Extender</Portuguese>
|
||||
<Czech>(Scrollovat) Oddálit</Czech>
|
||||
<Turkish>(Tekerlek) Uzat</Turkish>
|
||||
@ -304,7 +304,7 @@
|
||||
<French>(Clique) Dégoupiller</French>
|
||||
<Italian>(Click) Arma</Italian>
|
||||
<Chinese>(點擊) 提早拉開引信</Chinese>
|
||||
<Chinesesimp>(点击) 提早拉开引信</Chinesesimp>
|
||||
<Chinesesimp>(点击)提早拉开引信</Chinesesimp>
|
||||
<Portuguese>(Clique) Cozinhar</Portuguese>
|
||||
<Czech>(Klik) Odjistit</Czech>
|
||||
<Turkish>(Tıkla) Cook</Turkish>
|
||||
|
@ -1,3 +1,5 @@
|
||||
PREP(assignNVG);
|
||||
PREP(assignNVGpfh);
|
||||
PREP(drawCuratorGarrisonPathing);
|
||||
PREP(garrison);
|
||||
PREP(garrisonMove);
|
||||
|
@ -68,3 +68,11 @@
|
||||
params ["_unit", "_mode"];
|
||||
_unit enableGunLights _mode;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
|
||||
if (isServer) then {
|
||||
["CAManBase", "init", {
|
||||
// wait for HMD to be assigned so `hmd _unit` works
|
||||
[FUNC(assignNVG), _this, 1] call CBA_fnc_waitAndExecute;
|
||||
}] call CBA_fnc_addClassEventHandler;
|
||||
};
|
||||
|
@ -6,4 +6,11 @@ PREP_RECOMPILE_START;
|
||||
#include "XEH_PREP.hpp"
|
||||
PREP_RECOMPILE_END;
|
||||
|
||||
if (isServer) then {
|
||||
GVAR(assignNVGthread) = false;
|
||||
GVAR(assignNVGstate) = false;
|
||||
};
|
||||
|
||||
#include "initSettings.sqf"
|
||||
|
||||
ADDON = true;
|
||||
|
39
addons/ai/functions/fnc_assignNVG.sqf
Normal file
39
addons/ai/functions/fnc_assignNVG.sqf
Normal file
@ -0,0 +1,39 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Assigns AI first found NVG in their inventory during night time and unassigns it during day time.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [cursorObject] call ace_ai_fnc_assignNVG
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
if (!GVAR(assignNVG)) exitWith {};
|
||||
|
||||
params ["_unit"];
|
||||
|
||||
if (alive _unit && {!isPlayer _unit}) then {
|
||||
private _nvg = hmd _unit;
|
||||
|
||||
if (GVAR(assignNVGstate)) then {
|
||||
if (_nvg == "") then {
|
||||
private _items = [_unit, false, true, true, true, false, false] call CBA_fnc_uniqueUnitItems; // backpack, vest, uniform
|
||||
{
|
||||
if (getText (configFile >> "CfgWeapons" >> _x >> "simulation") == "NVGoggles") exitWith {
|
||||
_unit assignItem _x;
|
||||
};
|
||||
} forEach _items;
|
||||
};
|
||||
} else {
|
||||
if (_nvg != "" && {currentVisionMode _unit == 0} && {_unit canAdd _nvg}) then {
|
||||
_unit unassignItem _nvg;
|
||||
};
|
||||
};
|
||||
};
|
27
addons/ai/functions/fnc_assignNVGpfh.sqf
Normal file
27
addons/ai/functions/fnc_assignNVGpfh.sqf
Normal file
@ -0,0 +1,27 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* waitAndExecute Handler for periodic NVG assignment.
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_ai_fnc_assignNVGpfh
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
TRACE_1("assignNVGpfh",count allUnits);
|
||||
|
||||
if (!GVAR(assignNVG)) exitWith { TRACE_1("shutdown loop",_this); GVAR(assignNVGthread) = false; };
|
||||
|
||||
GVAR(assignNVGstate) = sunOrMoon < 1 || {moonIntensity > 0.8};
|
||||
|
||||
{
|
||||
_x call FUNC(assignNVG);
|
||||
} forEach allUnits;
|
||||
|
||||
[FUNC(assignNVGpfh), [], 300] call CBA_fnc_waitAndExecute;
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: alganthe
|
||||
* Draws AI garrison pathing while the Zeus display is open.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: alganthe
|
||||
* Garrison function used to garrison AI inside buildings.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: alganthe
|
||||
* Internal function used by ace_ai_fnc_garrison to make the units move to the positions it picked.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: mharis001
|
||||
* Initializes the Zeus display.
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: alganthe
|
||||
* Used to un-garrison units.
|
||||
|
@ -1 +0,0 @@
|
||||
#include "\z\ace\addons\ai\script_component.hpp"
|
19
addons/ai/initSettings.sqf
Normal file
19
addons/ai/initSettings.sqf
Normal file
@ -0,0 +1,19 @@
|
||||
private _category = format ["ACE %1", LLSTRING(DisplayName)];
|
||||
|
||||
[
|
||||
QGVAR(assignNVG), "CHECKBOX",
|
||||
[LSTRING(AssignNVG_DisplayName), LSTRING(AssignNVG_Description)],
|
||||
_category,
|
||||
false,
|
||||
1,
|
||||
{
|
||||
if (isServer) then {
|
||||
params ["_enabled"];
|
||||
if (_enabled && {!GVAR(assignNVGthread)}) then {
|
||||
TRACE_1("start loop",_this);
|
||||
GVAR(assignNVGthread) = true;
|
||||
[FUNC(assignNVGpfh), [], 1] call CBA_fnc_waitAndExecute;
|
||||
};
|
||||
};
|
||||
}
|
||||
] call CBA_fnc_addSetting;
|
@ -1,6 +1,22 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="AI">
|
||||
<Key ID="STR_ACE_AI_DisplayName">
|
||||
<English>AI</English>
|
||||
<Chinese>AI</Chinese>
|
||||
<French>IA</French>
|
||||
<Spanish>IA</Spanish>
|
||||
<Italian>AI</Italian>
|
||||
<Polish>SI</Polish>
|
||||
<Russian>ИИ</Russian>
|
||||
<German>KI</German>
|
||||
<Czech>UI</Czech>
|
||||
<Portuguese>IA</Portuguese>
|
||||
<Korean>AI</Korean>
|
||||
<Chinesesimp>AI</Chinesesimp>
|
||||
<Japanese>AI</Japanese>
|
||||
<Turkish>AI</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_AI_GarrisonInvalidPosition">
|
||||
<English>Invalid position provided.</English>
|
||||
<German>Ungültige Position</German>
|
||||
@ -65,5 +81,15 @@
|
||||
<Czech>Nenalezena žádná budova.</Czech>
|
||||
<Turkish>Bir yapı bulunamadı</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_AI_AssignNVG_DisplayName">
|
||||
<English>Auto-Equip NVGs</English>
|
||||
<Polish>Automatyczne zakładanie NVG</Polish>
|
||||
<German>Automatisch NVGs ausrüsten</German>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_AI_AssignNVG_Description">
|
||||
<English>Equips NVG in inventory during night time and unequips it during day time.\nDoes not add NVGs to inventory!</English>
|
||||
<Polish>Zakłada NVG w nocy i zdejmuje je w ciągu dnia.\nNie dodaje NVG do ekwipunku!</Polish>
|
||||
<German>Rüstet NVG nachts aus dem Inventar aus und entfernt es tagsüber.\nFügt keine NVGs zum Inventar hinzu!</German>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -9,3 +9,9 @@ class Extended_PreInit_EventHandlers {
|
||||
init = QUOTE(call COMPILE_SCRIPT(XEH_preInit));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_PostInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_SCRIPT(XEH_postInit));
|
||||
};
|
||||
};
|
||||
|
@ -1,2 +1,6 @@
|
||||
PREP(initEjectAction);
|
||||
PREP(canShowEject);
|
||||
PREP(droneAddActions);
|
||||
PREP(droneGetTurretTargetPos);
|
||||
PREP(droneModifyWaypoint);
|
||||
PREP(droneSetWaypoint);
|
||||
PREP(initEjectAction);
|
||||
|
8
addons/aircraft/XEH_postInit.sqf
Normal file
8
addons/aircraft/XEH_postInit.sqf
Normal file
@ -0,0 +1,8 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
[QGVAR(droneModifyWaypoint), LINKFUNC(droneModifyWaypoint)] call CBA_fnc_addEventHandler;
|
||||
[QGVAR(droneSetWaypoint), LINKFUNC(droneSetWaypoint)] call CBA_fnc_addEventHandler;
|
||||
|
||||
if (hasInterface) then {
|
||||
["ACE_controlledUAV", LINKFUNC(droneAddActions)] call CBA_fnc_addEventHandler;
|
||||
};
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dystopian
|
||||
* Check if Eject action can be shown.
|
||||
|
121
addons/aircraft/functions/fnc_droneAddActions.sqf
Normal file
121
addons/aircraft/functions/fnc_droneAddActions.sqf
Normal file
@ -0,0 +1,121 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Adds actions to a drone
|
||||
*
|
||||
* Arguments:
|
||||
* 0: vehicle <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [v] call ace_aircraft_fnc_droneAddActions
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_vehicle"];
|
||||
TRACE_1("droneAddActions",_vehicle);
|
||||
|
||||
if (!alive _vehicle) exitWith {};
|
||||
if (_vehicle getVariable [QGVAR(droneActionsAdded), false]) exitWith {};
|
||||
_vehicle setVariable [QGVAR(droneActionsAdded), true];
|
||||
|
||||
// move to location
|
||||
private _condition = {
|
||||
params ["_vehicle"];
|
||||
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]}
|
||||
};
|
||||
private _statement = {
|
||||
params ["_vehicle"];
|
||||
private _group = group driver _vehicle;
|
||||
private _pos = ([_vehicle, [0]] call FUNC(droneGetTurretTargetPos)) select 0;
|
||||
[QGVAR(droneSetWaypoint), [_vehicle, _group, _pos, "MOVE"], _group] call CBA_fnc_targetEvent;
|
||||
};
|
||||
private _action = [QGVAR(droneSetWaypointMove), localize "$STR_AC_MOVE",
|
||||
"\a3\3DEN\Data\CfgWaypoints\Move_ca.paa", _statement, _condition] call EFUNC(interact_menu,createAction);
|
||||
[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
|
||||
|
||||
|
||||
if (_vehicle isKindOf "Air") then {
|
||||
// loiter at location
|
||||
_condition = {
|
||||
params ["_vehicle"];
|
||||
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]}
|
||||
};
|
||||
_statement = {
|
||||
params ["_vehicle"];
|
||||
private _group = group driver _vehicle;
|
||||
private _pos = ([_vehicle, [0]] call FUNC(droneGetTurretTargetPos)) select 0;
|
||||
[QGVAR(droneSetWaypoint), [_vehicle, _group, _pos, "LOITER"], _group] call CBA_fnc_targetEvent;
|
||||
};
|
||||
_action = [QGVAR(droneSetWaypointLoiter), localize "$STR_AC_LOITER",
|
||||
"\a3\3DEN\Data\CfgWaypoints\Loiter_ca.paa", _statement, _condition] call EFUNC(interact_menu,createAction);
|
||||
[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
|
||||
|
||||
|
||||
// set height
|
||||
_condition = {
|
||||
params ["_vehicle"];
|
||||
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]}
|
||||
};
|
||||
_statement = {
|
||||
params ["_vehicle", "", "_args"];
|
||||
private _group = group driver _vehicle;
|
||||
[QGVAR(droneModifyWaypoint), [_vehicle, _group, "height", _args], _group] call CBA_fnc_targetEvent;
|
||||
};
|
||||
_action = [QGVAR(setAltitude), localize "$STR_3den_waypoint_attribute_loiteraltitude_displayname",
|
||||
"", {}, _condition] call EFUNC(interact_menu,createAction);
|
||||
private _base = [_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
|
||||
{
|
||||
_action = [str _x, str _x, "", _statement, { true }, {}, _x] call EFUNC(interact_menu,createAction);
|
||||
[_vehicle, 1, _base, _action] call EFUNC(interact_menu,addActionToObject);
|
||||
} forEach [20, 50, 200, 500, 2000];
|
||||
|
||||
|
||||
// set loiter radius
|
||||
_condition = {
|
||||
params ["_vehicle"];
|
||||
private _group = group driver _vehicle;
|
||||
private _index = (currentWaypoint _group) min count waypoints _group;
|
||||
private _waypoint = [_group, _index];
|
||||
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]}
|
||||
&& {(waypointType _waypoint) == "LOITER"}
|
||||
};
|
||||
_statement = {
|
||||
params ["_vehicle", "", "_args"];
|
||||
private _group = group driver _vehicle;
|
||||
[QGVAR(droneModifyWaypoint), [_vehicle, _group, "radius", _args], _group] call CBA_fnc_targetEvent;
|
||||
};
|
||||
_action = [QGVAR(lotierRadius), localize "$STR_3den_waypoint_attribute_loiterradius_displayname",
|
||||
"", {}, _condition] call EFUNC(interact_menu,createAction);
|
||||
_base = [_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
|
||||
{
|
||||
_action = [str _x, str _x, "", _statement, { true }, {}, _x] call EFUNC(interact_menu,createAction);
|
||||
[_vehicle, 1, _base, _action] call EFUNC(interact_menu,addActionToObject);
|
||||
} forEach [500, 750, 1000, 1250, 1500];
|
||||
|
||||
|
||||
// set loiter direction
|
||||
_condition = {
|
||||
params ["_vehicle", "", "_args"];
|
||||
private _group = group driver _vehicle;
|
||||
private _index = (currentWaypoint _group) min count waypoints _group;
|
||||
private _waypoint = [_group, _index];
|
||||
|
||||
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]}
|
||||
&& {(waypointType _waypoint) == "LOITER"} && {(waypointLoiterType _waypoint) != _args}
|
||||
};
|
||||
_statement = {
|
||||
params ["_vehicle", "", "_args"];
|
||||
private _group = group driver _vehicle;
|
||||
[QGVAR(droneModifyWaypoint), [_vehicle, _group, "dir", _args], _group] call CBA_fnc_targetEvent;
|
||||
};
|
||||
_action = [QGVAR(lotierTypeR), localize "$STR_3den_waypoint_attribute_loiterdirection_displayname",
|
||||
"\a3\3DEN\Data\Attributes\LoiterDirection\cw_ca.paa", _statement, _condition, {}, "CIRCLE"] call EFUNC(interact_menu,createAction);
|
||||
[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
|
||||
_action = [QGVAR(lotierTypeR), localize "$STR_3den_waypoint_attribute_loiterdirection_displayname",
|
||||
"\a3\3DEN\Data\Attributes\LoiterDirection\ccw_ca.paa", _statement, _condition, {}, "CIRCLE_L"] call EFUNC(interact_menu,createAction);
|
||||
[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
|
||||
};
|
46
addons/aircraft/functions/fnc_droneGetTurretTargetPos.sqf
Normal file
46
addons/aircraft/functions/fnc_droneGetTurretTargetPos.sqf
Normal file
@ -0,0 +1,46 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Get drone's target location, if aimed at infinity it will return a virtual point
|
||||
*
|
||||
* Arguments:
|
||||
* 0: vehicle <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* [PosASL <ARRAY>, Real <BOOL>]
|
||||
*
|
||||
* Example:
|
||||
* [v] call ace_aircraft_fnc_droneGetTurretTargetPos
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_vehicle"];
|
||||
private _turret = [0];
|
||||
TRACE_2("droneGetTurretTargetPos",_vehicle,_turret);
|
||||
|
||||
private _turretConfig = [_vehicle, _turret] call CBA_fnc_getTurret;
|
||||
|
||||
private _gunBeg = _vehicle selectionPosition getText (_turretConfig >> "gunBeg");
|
||||
private _gunEnd = _vehicle selectionPosition getText (_turretConfig >> "gunEnd");
|
||||
|
||||
if (_gunEnd isEqualTo _gunBeg) then {
|
||||
// e.g. Darter doesn't have valid gunBeg/gunEnd
|
||||
private _vehicleConfig = configOf _vehicle;
|
||||
_gunBeg = _vehicle selectionPosition getText (_vehicleConfig >> "uavCameraGunnerDir");
|
||||
_gunEnd = _vehicle selectionPosition getText (_vehicleConfig >> "uavCameraGunnerPos");
|
||||
};
|
||||
|
||||
_gunBeg = AGLToASL (_vehicle modelToWorld _gunBeg);
|
||||
_gunEnd = AGLToASL (_vehicle modelToWorld _gunEnd);
|
||||
private _turretDir = _gunEnd vectorFromTo _gunBeg;
|
||||
private _farPoint = _gunEnd vectorAdd (_turretDir vectorMultiply 4999);
|
||||
|
||||
private _intersections = lineIntersectsSurfaces [_gunEnd, _farPoint, _vehicle, objNull, true, 1];
|
||||
if (_intersections isNotEqualTo []) then {
|
||||
[_intersections select 0 select 0, true]
|
||||
} else {
|
||||
// Not looking at anything, just get a virtual point where the camera is pointing
|
||||
_farPoint set [2, 0 max getTerrainHeightASL _farPoint];
|
||||
[_farPoint, false]
|
||||
};
|
36
addons/aircraft/functions/fnc_droneModifyWaypoint.sqf
Normal file
36
addons/aircraft/functions/fnc_droneModifyWaypoint.sqf
Normal file
@ -0,0 +1,36 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Modify the current waypoint of a drone
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <OBJECT>
|
||||
* 1: Group <GROUP>
|
||||
* 2: Type <STRING>
|
||||
* 3: Value <ANY>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [v, group v, "height", 2000] call ace_aircraft_fnc_droneModifyWaypoint
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_vehicle", "_group", "_type", "_value"];
|
||||
TRACE_4("droneModifyWaypoint",_vehicle,_group,_type,_value);
|
||||
|
||||
private _index = (currentWaypoint _group) min count waypoints _group;
|
||||
private _waypoint = [_group, _index];
|
||||
switch (toLower _type) do {
|
||||
case ("height"): {
|
||||
private _pos = waypointPosition _waypoint;
|
||||
_pos set [2, _value];
|
||||
_waypoint setWaypointPosition [_pos, 0];
|
||||
_vehicle flyInHeight _value;
|
||||
};
|
||||
case ("radius"): { _waypoint setWaypointLoiterRadius _value; };
|
||||
case ("dir"): { _waypoint setWaypointLoiterType _value; };
|
||||
};
|
||||
_group setCurrentWaypoint _waypoint;
|
43
addons/aircraft/functions/fnc_droneSetWaypoint.sqf
Normal file
43
addons/aircraft/functions/fnc_droneSetWaypoint.sqf
Normal file
@ -0,0 +1,43 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Set new waypoint of a drone
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <OBJECT>
|
||||
* 1: Group <GROUP>
|
||||
* 2: Pos 2D <ARRAY>
|
||||
* 3: Type <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [v, group v, [2000,5000], "LOITER"] call ace_aircraft_fnc_droneSetWaypoint
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_vehicle", "_group", "_pos", "_type"];
|
||||
TRACE_4("droneSetWaypoint",_vehicle,_group,_pos,_type);
|
||||
|
||||
private _index = (currentWaypoint _group) min count waypoints _group;
|
||||
private _waypoint = [_group, _index];
|
||||
// Try to save attributes from existing waypoint
|
||||
private _currentHeight = round ((waypointPosition _waypoint) select 2);
|
||||
private _currentLoiterRadius = waypointLoiterRadius _waypoint;
|
||||
private _currentLoiterType = waypointLoiterType _waypoint;
|
||||
|
||||
// Set pos to ATL
|
||||
_pos set [2, if (_currentHeight >= 50) then { _currentHeight } else { 0 }];
|
||||
|
||||
// [_group] call CBA_fnc_clearWaypoints;
|
||||
_waypoint = _group addWaypoint [_pos, 0];
|
||||
_waypoint setWaypointType _type;
|
||||
|
||||
TRACE_3("",_currentHeight,_currentLoiterRadius,_currentLoiterType);
|
||||
if (_currentHeight > 1) then { _vehicle flyInHeight _currentHeight; };
|
||||
if (_currentLoiterRadius > 1) then { _waypoint setWaypointLoiterRadius _currentLoiterRadius; };
|
||||
if (_currentLoiterType != "") then { _waypoint setWaypointLoiterType _currentLoiterType; };
|
||||
|
||||
_group setCurrentWaypoint _waypoint;
|
@ -1,4 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Dystopian
|
||||
* Add Eject action to vehicle if needed.
|
||||
|
@ -1 +0,0 @@
|
||||
#include "\z\ace\addons\aircraft\script_component.hpp"
|
@ -56,6 +56,7 @@
|
||||
<English>30mm High-Explosive Incendiary</English>
|
||||
<Spanish>30mm Alto Explosivo Incendiaria</Spanish>
|
||||
<Chinese>30毫米高爆燃燒彈</Chinese>
|
||||
<Chinesesimp>30 mm 高爆燃烧</Chinesesimp>
|
||||
<French>30 mm High-Explosive Incendiary</French>
|
||||
<Polish>30mm Odłamkowo-Burzące - Zapalające</Polish>
|
||||
<Turkish>30mm Yüksek Patlayıcı </Turkish>
|
||||
@ -63,11 +64,13 @@
|
||||
<Japanese>30mm 焼夷りゅう弾</Japanese>
|
||||
<Czech>30mm Tříštivo-trhavá zápalná střela</Czech>
|
||||
<Russian>30мм Осколочно-Фугасный Зажигательный</Russian>
|
||||
<Korean>30mm 고폭소이탄</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Aircraft_GatlingDescriptionShortHEI">
|
||||
<English>30mm HEI</English>
|
||||
<Spanish>30mm AEI</Spanish>
|
||||
<Chinese>30毫米高爆燃燒</Chinese>
|
||||
<Chinesesimp>30mm 高爆燃烧</Chinesesimp>
|
||||
<French>30 mm HEI</French>
|
||||
<Polish>30mm OB-Z</Polish>
|
||||
<Turkish>30mm HEI</Turkish>
|
||||
@ -75,11 +78,13 @@
|
||||
<Japanese>30mm HEI</Japanese>
|
||||
<Czech>30mm HEI</Czech>
|
||||
<Russian>30мм ОФЗ</Russian>
|
||||
<Korean>30mm HEI</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Aircraft_GatlingDescriptionAP">
|
||||
<English>30mm DU Armor Piercing</English>
|
||||
<Spanish>30mm UE Perforante de Blindaje</Spanish>
|
||||
<Chinese>30毫米貧化鈾穿甲彈 </Chinese>
|
||||
<Chinesesimp>30 mm 贫铀穿甲</Chinesesimp>
|
||||
<French>30 mm UA Armor Piercing</French>
|
||||
<Polish>30mm Zubożony Uran - Przebijające</Polish>
|
||||
<Turkish>30mm DU Zırh Delici</Turkish>
|
||||
@ -87,11 +92,13 @@
|
||||
<Japanese>30mm DU 徹甲弾</Japanese>
|
||||
<Czech>30mm Protipancéřová střela z ochuzeného Uranu</Czech>
|
||||
<Russian>30мм ОУ Бронебойный Снаряд</Russian>
|
||||
<Korean>30mm 열화우라늄 철갑탄</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Aircraft_GatlingDescriptionShortAP">
|
||||
<English>30mm DU AP</English>
|
||||
<Spanish>30mm UE AP</Spanish>
|
||||
<Chinese>30毫米貧鈾穿甲</Chinese>
|
||||
<Chinesesimp>30mm 贫铀穿甲</Chinesesimp>
|
||||
<French>30 mm UA AP</French>
|
||||
<Polish>30mm ZU-P</Polish>
|
||||
<Turkish>30mm DU AP</Turkish>
|
||||
@ -99,11 +106,13 @@
|
||||
<Japanese>30mm DU AP</Japanese>
|
||||
<Czech>30 mm DU AP</Czech>
|
||||
<Russian>30мм ОУ БС</Russian>
|
||||
<Korean>30mm DU AP</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Aircraft_GatlingDescriptionCM41">
|
||||
<English>30mm Combat Mix 4:1 DU:HEI</English>
|
||||
<Spanish>30mm Mezcla de Combate 4:1 UE:AEI</Spanish>
|
||||
<Chinese>30毫米戰鬥混合彈4:1 穿甲:高爆</Chinese>
|
||||
<Chinesesimp>30mm 战斗混合 穿甲/高爆 4:1</Chinesesimp>
|
||||
<French>30 mm Mix de Combat 4:1 UA:HEI</French>
|
||||
<Polish>30mm Mieszanka bojowa 4:1 ZU:OB-Z</Polish>
|
||||
<Turkish>30mm Combat Mix 4:1 DU:HEI</Turkish>
|
||||
@ -111,11 +120,13 @@
|
||||
<Japanese>30mm コンバット ミックス 4:1 DU:HEI</Japanese>
|
||||
<Czech>30mm Bojový Mix 4:1 DU:HEI</Czech>
|
||||
<Russian>30мм Смешанное боепитание 4:1 ОУ:ОФЗ</Russian>
|
||||
<Korean>30mm 4:1 열화:고폭소이</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Aircraft_GatlingDescriptionShortCM41">
|
||||
<English>30mm CM 4:1</English>
|
||||
<Spanish>30mm MC 4:1</Spanish>
|
||||
<Chinese>30毫米 穿高混合 4:1</Chinese>
|
||||
<Chinesesimp>30mm 穿爆混合 4:1</Chinesesimp>
|
||||
<French>30 mm MdC 4:1</French>
|
||||
<Polish>30mm MB 4:1</Polish>
|
||||
<Turkish>30mm CM 4:1</Turkish>
|
||||
@ -123,11 +134,13 @@
|
||||
<Japanese>30mm CM 4:1</Japanese>
|
||||
<Czech>30mm BM 4:1</Czech>
|
||||
<Russian>30мм СБ 4:1</Russian>
|
||||
<Korean>30mm CM 4:1</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Aircraft_GatlingDescriptionCM51">
|
||||
<English>30mm Combat Mix 5:1 DU:HEI</English>
|
||||
<Spanish>30mm Mezcla de Combate 5:1 UE:AEI</Spanish>
|
||||
<Chinese>30毫米戰鬥混合彈5:1 穿甲:高爆</Chinese>
|
||||
<Chinesesimp>30 mm 战斗混合 穿甲/高爆 5:1</Chinesesimp>
|
||||
<French>30 mm Mix de Combat 5:1 UA:HEI</French>
|
||||
<Polish>30mm Mieszanka bojowa 5:1 ZU:OB-Z</Polish>
|
||||
<Turkish>30mm Combat Mix 5:1 DU:HEI</Turkish>
|
||||
@ -135,11 +148,13 @@
|
||||
<Japanese>30mm コンバット ミックス 5:1 DU:HEI</Japanese>
|
||||
<Czech>30mm Bojový Mix 5:1 DU:HEI</Czech>
|
||||
<Russian>30мм Смешанное боепитание 5:1 ОУ:ОФЗ</Russian>
|
||||
<Korean>30mm 5:1 열화:고폭소이</Korean>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Aircraft_GatlingDescriptionShortCM51">
|
||||
<English>30mm CM 5:1</English>
|
||||
<Spanish>30mm MC 5:1</Spanish>
|
||||
<Chinese>30毫米 穿高混合 5:1</Chinese>
|
||||
<Chinesesimp>30mm 穿爆混合 5:1</Chinesesimp>
|
||||
<French>30 mm MdC 5:1</French>
|
||||
<Polish>30mm MB 5:1</Polish>
|
||||
<Turkish>30mm CM 5:1</Turkish>
|
||||
@ -147,6 +162,7 @@
|
||||
<Japanese>30mm CM 5:1</Japanese>
|
||||
<Czech>30mm BM 5:1</Czech>
|
||||
<Russian>30мм СБ 5:1</Russian>
|
||||
<Korean>30mm CM 5:1</Korean>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -18,11 +18,14 @@ class CfgModels {
|
||||
skeletonName = "";
|
||||
};
|
||||
class ace_entrchtool: Default {};
|
||||
class ace_envelope_big: Default {};
|
||||
class ace_envelope_big4: Default {};
|
||||
class ace_envelope_big4_nogeo: Default {};
|
||||
class ace_envelope_small: Default {};
|
||||
class ace_envelope_small4: Default {};
|
||||
class ace_envelope_small4_nogeo: Default {};
|
||||
class ace_envelope: Default {
|
||||
sections[] = {"velka"};
|
||||
};
|
||||
class ace_envelope_big: ace_envelope {};
|
||||
class ace_envelope_big4: ace_envelope {};
|
||||
class ace_envelope_big4_nogeo: ace_envelope {};
|
||||
class ace_envelope_small: ace_envelope {};
|
||||
class ace_envelope_small4: ace_envelope {};
|
||||
class ace_envelope_small4_nogeo: ace_envelope {};
|
||||
class LWTS_optic: Default {};
|
||||
};
|
1
addons/arsenal/ACE_Arsenal_Actions.hpp
Normal file
1
addons/arsenal/ACE_Arsenal_Actions.hpp
Normal file
@ -0,0 +1 @@
|
||||
class GVAR(actions) {};
|
@ -4,7 +4,7 @@ class GVAR(sorts) {
|
||||
displayName = "";
|
||||
tabs[] = {{}, {}};
|
||||
statement = "";
|
||||
condition = "true";
|
||||
condition = QUOTE(true);
|
||||
};
|
||||
|
||||
class ACE_alphabetically: sortBase {
|
||||
|
@ -8,12 +8,12 @@ class GVAR(stats) {
|
||||
showText = 0;
|
||||
barStatement = "";
|
||||
textStatement = "";
|
||||
condition = "true";
|
||||
condition = QUOTE(true);
|
||||
tabs[] = {{}, {}};
|
||||
};
|
||||
class ACE_bananaPotassium: statBase {
|
||||
scope = 2;
|
||||
displayName= CSTRING(statPotassium);
|
||||
displayName = CSTRING(statPotassium);
|
||||
showBar = 1;
|
||||
barStatement = "1";
|
||||
condition = QUOTE((configName (_this select 1)) == 'ACE_Banana');
|
||||
@ -21,7 +21,8 @@ class GVAR(stats) {
|
||||
};
|
||||
class ACE_mass: statBase {
|
||||
scope = 2;
|
||||
displayName= "$STR_a3_rscdisplayarsenal_stat_weight";
|
||||
priority = 1.5;
|
||||
displayName = "$STR_a3_rscdisplayarsenal_stat_weight";
|
||||
showText = 1;
|
||||
textStatement = QUOTE([ARR_2(_this select 0, _this select 1)] call FUNC(statTextStatement_mass));
|
||||
tabs[] = {{0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}, {0,1,2,3,4,5,6,7}};
|
||||
@ -30,7 +31,7 @@ class GVAR(stats) {
|
||||
scope = 2;
|
||||
priority = 5;
|
||||
stats[] = {"reloadTime"};
|
||||
displayName= "$STR_a3_rscdisplayarsenal_stat_rof";
|
||||
displayName = "$STR_a3_rscdisplayarsenal_stat_rof";
|
||||
showBar = 1;
|
||||
showText = 1;
|
||||
barStatement = QUOTE([ARR_3((_this select 0) select 0, _this select 1, [ARR_2([ARR_2(-1.4, 0.31)], [ARR_2(1, 0.01)])])] call FUNC(statBarStatement_rateOfFIre));
|
||||
@ -50,7 +51,7 @@ class GVAR(stats) {
|
||||
};
|
||||
class ACE_maxZeroing: statBase {
|
||||
scope = 2;
|
||||
priority = 3;
|
||||
priority = 3.2;
|
||||
stats[] = {"maxZeroing"};
|
||||
displayName = "$STR_a3_rscdisplayarsenal_stat_range";
|
||||
showBar = 1;
|
||||
@ -59,11 +60,11 @@ class GVAR(stats) {
|
||||
};
|
||||
class ACE_impact: statBase {
|
||||
scope = 2;
|
||||
priority = 2;
|
||||
priority = 3.1;
|
||||
stats[] = {"hit", "initSpeed"};
|
||||
displayName = "$STR_a3_rscdisplayarsenal_stat_impact";
|
||||
showBar = 1;
|
||||
barStatement = QUOTE([ARR_3(_this select 0, _this select 1, [ARR_3([ARR_2(0, 3.2)], [ARR_2(-1, 1100)], 2006)])] call FUNC(statBarStatement_impact));
|
||||
barStatement = QUOTE([ARR_3(_this select 0, _this select 1, [ARR_2([ARR_2(0, 3.2)], [ARR_2(-1, 1100)])])] call FUNC(statBarStatement_impact));
|
||||
tabs[] = {{0,1,2}, {}};
|
||||
};
|
||||
class ACE_scopeMagnification: statBase {
|
||||
@ -74,14 +75,30 @@ class GVAR(stats) {
|
||||
textStatement = QUOTE(call FUNC(statTextStatement_scopeMag));
|
||||
tabs[] = {{}, {0}};
|
||||
};
|
||||
class ACE_binoMagnification: statBase {
|
||||
scope = 2;
|
||||
priority = 2;
|
||||
displayName = CSTRING(statMagnification);
|
||||
showText = 1;
|
||||
textStatement = QUOTE(call FUNC(statTextStatement_binoMag));
|
||||
tabs[] = {{9}, {}};
|
||||
};
|
||||
class ACE_scopeVisionMode: statBase {
|
||||
scope = 2;
|
||||
priority = 1;
|
||||
priority = 1.6;
|
||||
displayName = CSTRING(statVisionMode);
|
||||
showText = 1;
|
||||
textStatement = QUOTE(call FUNC(statTextStatement_scopeVisionMode));
|
||||
tabs[] = {{}, {0}};
|
||||
};
|
||||
class ACE_binoVisionMode: statBase {
|
||||
scope = 2;
|
||||
priority = 1.6;
|
||||
displayName = CSTRING(statVisionModeGeneric);
|
||||
showText = 1;
|
||||
textStatement = QUOTE(call FUNC(statTextStatement_binoVisionMode));
|
||||
tabs[] = {{8,9}, {}};
|
||||
};
|
||||
class ACE_ballisticProtection: statBase {
|
||||
scope = 2;
|
||||
priority = 5;
|
||||
@ -125,7 +142,14 @@ class GVAR(stats) {
|
||||
displayName = CSTRING(StatExplosionTime);
|
||||
showText = 1;
|
||||
textStatement = QUOTE(call FUNC(statTextStatement_explosionTime));
|
||||
condition = QUOTE(true);
|
||||
tabs[] = {{}, {5}};
|
||||
};
|
||||
class ACE_magCount: statBase {
|
||||
scope = 2;
|
||||
priority = 1;
|
||||
displayName = CSTRING(statMagCount);
|
||||
showText = 1;
|
||||
textStatement = QUOTE(call FUNC(statTextStatement_magCount));
|
||||
tabs[] = {{}, {4}};
|
||||
};
|
||||
};
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user