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Fleshed out stringtables
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@ -27,7 +27,6 @@ PREP(doFragRandom);
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// Spall
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PREP(shouldSpall);
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PREP(doSpall);
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PREP(doSpall);
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PREP(getMaterialInfo);
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// Explosive Reflection
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@ -25,28 +25,41 @@ private _category = format ["ACE %1", localize LSTRING(Module_DisplayName)];
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1
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] call CBA_fnc_addSetting;
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/// !*! TODO: add stringtable entries
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[
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QGVAR(fragSimComplexity), "LIST",
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// [LSTRING(FragMode), LSTRING(FragMode_Desc)]
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["Fragmentation mode", "Sets how fragments are generated"],
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[LSTRING(FragMode), LSTRING(FragMode_Desc)],
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// ["Fragmentation mode", "Sets how fragments are generated"],
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[_category, LSTRING(Frag)],
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[[2, 1, 0], ["Targeted & random fragmentation ","Random fragmentation","Unit targeted fragmentation"], 2]
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[[2, 1, 0], [LSTRING(FragMode_Opt2),LSTRING(FragMode_Opt1),LSTRING(FragMode_Opt0)], 2],
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// [[2, 1, 0], ["Targeted & random fragmentation","Random fragmentation","Unit targeted fragmentation"], 2],
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(atLeastOne), "CHECKBOX",
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// [LSTRING(MinFrag), LSTRING(MinFrag_Desc)]
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["At least one round hit", "Spawn at least one fragment for units in fragmentation range, up to maximum fragments"],
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[LSTRING(MinFrag), LSTRING(MinFrag_Desc)],
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// ["At least one round hit", "Spawn at least one fragment for units in fragmentation range, up to maximum fragments"],
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[_category, LSTRING(Frag)],
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(BlackList), "EDITBOX",
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// [LSTRING(DefBlackList), LSTRING(DefBlackList_Desc)]
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["Default BlackList", "Array of ammo classnames strings to blackist fragmentation for."],
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[LSTRING(DefBlackList), LSTRING(DefBlackList_Desc)],
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// ["Fragmentation BlackList", "Array of ammo classnames strings to blackist fragmentation for."],
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[_category, LSTRING(Frag)],
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QUOTE(['B_556x45_Ball'])
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QUOTE(['B_556x45_Ball']),
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true,
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nil,
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(SpallIntensity), "SLIDER",
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[LSTRING(SpallIntensity), LSTRING(SpallIntensity_Desc)],
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[_category, LSTRING(Frag)],
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[0.1, 2, 1, 1],
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true
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] call CBA_fnc_addSetting;
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@ -2,17 +2,16 @@ private _category = format ["ACE %1", localize LSTRING(Module_DisplayName)];
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[
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QGVAR(debugOptions), "CHECKBOX",
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// [LSTRING(DebugEnable), LSTRING(DebugEnable_Desc)]
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["Enable debug mode", "Enable debug tracing and spheres"],
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[LSTRING(EnableDebugTrace), LSTRING(EnableDebugTrace_Desc)],
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[_category, LSTRING(Debug)],
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true
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] call CBA_fnc_addSetting;
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// debug options
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//*** debug options ***//
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[
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QGVAR(dbgSphere), "CHECKBOX",
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// [LSTRING(DebugEnable), LSTRING(DebugEnable_Desc)]
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"Create color coded spheres at ",
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[LSTRING(HitSphereEnable), LSTRING(HitSphereEnable_Desc)],
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// "Create color coded spheres at ",
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[_category, LSTRING(Debug)],
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false,
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0,
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@ -20,35 +19,10 @@ private _category = format ["ACE %1", localize LSTRING(Module_DisplayName)];
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(frameHint), "CHECKBOX",
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// [LSTRING(FrameHint), LSTRING(FrameHint_Desc)]
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["Show framerate hint", "Show 1/diag_frameTime as a hint"],
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[_category, LSTRING(Debug)],
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(fadeRounds), "CHECKBOX",
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// [LSTRING(FadeRounds), LSTRING(FadeRounds_Desc)]
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["Fade round traces over time", "Fade round traces for added round over time"],
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[_category, LSTRING(Debug)],
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(dltTrace), "CHECKBOX",
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// [LSTRING(FadeRounds), LSTRING(FadeRounds_Desc)]
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["Delete fire trace on fade", "Delete faded traces"],
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[_category, LSTRING(Debug)],
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(drawHitBox),"CHECKBOX",
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// [LSTRING(DrawHitBox), LSTRING(DrawHitBox_Desc)]
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["Draw unit hitboxes", "Draw added hitboxes each frame"],
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[LSTRING(DrawHitBox), LSTRING(DrawHitBox_Desc)],
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// ["Draw unit hitboxes", "Draw added hitboxes each frame"],
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[_category, LSTRING(Debug)],
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true
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] call CBA_fnc_addSetting;
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] call CBA_fnc_addSetting;
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@ -123,6 +123,39 @@
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<Chinese>啟用ACE模擬爆炸反射</Chinese>
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<Czech>Povolit ACE simulaci odrazu exploze</Czech>
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</Key>
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<Key ID="STR_ACE_Frag_FragMode">
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<English>Simulation Mode</English>
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</Key>
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<Key ID="STR_ACE_Frag_FragMode_Desc">
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<English>Create a combination of random and/or unit targeted fragments</English>
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</Key>
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<Key ID="STR_ACE_Frag_FragMode_Opt0">
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<English>Unit targeted fragmentation</English>
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</Key>
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<Key ID="STR_ACE_Frag_FragMode_Opt1">
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<English>Random fragmentation</English>
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</Key>
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<Key ID="STR_ACE_Frag_FragMode_Opt2">
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<English>Random and targeted fragmentation</English>
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</Key>
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<Key ID="STR_ACE_Frag_MinFrag">
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<English>Disable Fragment Misses</English>
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</Key>
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<Key ID="STR_ACE_Frag_MinFrag_Desc">
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<English>For each unit a fragment could be shot towards, create it. This setting has no effect when "Random fragmentation" is selected.</English>
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</Key>
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<Key ID="STR_ACE_Frag_DefBlackList">
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<English>BlackListed Ammo Classnames</English>
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</Key>
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<Key ID="STR_ACE_Frag_DefBlackList_Desc">
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<English>Comma seperated cfgAmmo classnames to always skip. Loaded at mission start.</English>
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</Key>
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<Key ID="STR_ACE_Frag_SpallIntensity">
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<English>Spalling Intensity</English>
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</Key>
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<Key ID="STR_ACE_Frag_SpallIntensity_Desc">
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<English>Modifier to increase or decrease the number and intensity of spalling events. Increasing this value may cause performance degredation</English>
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</Key>
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<Key ID="STR_ACE_Frag_MaxTrack">
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<English>Maximum Projectiles Tracked</English>
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<Spanish>Máximos proyectiles rastreados</Spanish>
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@ -188,36 +221,48 @@
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<Chinese>設定在每一幀數內,系統最大可追蹤的碎片/剝落粒子數量。此設定可有效幫助系統減低計算壓力</Chinese>
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</Key>
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<Key ID="STR_ACE_Frag_EnableDebugTrace">
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<English>(SP Only) Frag/Spall Debug Tracing</English>
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<Spanish>(Solo SP) Seguimiento de depuración de Fragmentación/Astillamiento </Spanish>
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<Polish>(Tylko SP) Wizualny debug odł./odpr.</Polish>
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<Czech>(Pouze SP) Debug sledování Frag/Úlomků</Czech>
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<German>(nur SP) Splitter-/Explosions-Debug-Verfolgung</German>
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<Portuguese>(Somente SP) Depuração de fragmentação e estilhaços traçantes</Portuguese>
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<French>(SP uniquement) Fragmentation/éclat debug</French>
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<Hungarian>(Csak SP) Repesz/Pattogzás debug követés</Hungarian>
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<English>(Local only) Frag/Spall Debug Tracing</English>
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<Spanish>(Solo !*!) Seguimiento de depuración de Fragmentación/Astillamiento </Spanish>
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<Polish>(Tylko !*!) Wizualny debug odł./odpr.</Polish>
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<Czech>(Pouze !*!) Debug sledování Frag/Úlomků</Czech>
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<German>(nur !*!) Splitter-/Explosions-Debug-Verfolgung</German>
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<Portuguese>(Somente !*!) Depuração de fragmentação e estilhaços traçantes</Portuguese>
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<French>(!*! uniquement) Fragmentation/éclat debug</French>
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<Hungarian>(Csak !*!) Repesz/Pattogzás debug követés</Hungarian>
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<Russian>(Только для одиночной игры) Отслеживаение/отладка осколков</Russian>
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<Italian>(Solo SP) Debug Tracciamento Frag/Spall</Italian>
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<Japanese>(SP のみ) 破片/剥離のデバッグ用表示</Japanese>
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<Italian>(Solo !*!) Debug Tracciamento Frag/Spall</Italian>
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<Japanese>(!*! のみ) 破片/剥離のデバッグ用表示</Japanese>
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<Korean>(싱글플레이 전용) 탄환파편/파편 디버그 추적화</Korean>
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<Chinesesimp>(仅单人)追踪显示破片粒子</Chinesesimp>
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<Chinese>(僅在單人模式) 碎片/剝落除錯追蹤</Chinese>
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</Key>
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<Key ID="STR_ACE_Frag_EnableDebugTrace_Desc">
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<English>(SP Only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.</English>
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<Spanish>(Solo SP) Requiere un reinicio misión/editor. Permite el seguimiento visual de la fragmentación y astillamientos de los proyectiles en modo SP.</Spanish>
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<Polish>(Tylko SP) Wymaga restartu misji/edytora. Aktywuje wizualne śledzenie odłamków oraz odprysków w trybie gry Single Player.</Polish>
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<German>(nur SP) Splitter-/Explosions-Debugging</German>
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<Czech>(Pouze SP) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče.</Czech>
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<Portuguese>(Somente SP) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP.</Portuguese>
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<French>(SP seulement) Requiert un redémarrage de mission ou de l'éditeur. Active les traceurs visuels de fragmentation et d'éclats en mode solo seulement.</French>
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<Hungarian>(Csak SP) Küldetés/Editor újraindítás szükséges. Engedélyezi a repeszek és pattogzó lövedékek vizuális nyomkövetését, csak egyjátékos módok alatt.</Hungarian>
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<English>(Local only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.</English>
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<Spanish>(Solo !*!) Requiere un reinicio misión/editor. Permite el seguimiento visual de la fragmentación y astillamientos de los proyectiles en modo SP.</Spanish>
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<Polish>(Tylko !*!) Wymaga restartu misji/edytora. Aktywuje wizualne śledzenie odłamków oraz odprysków w trybie gry Single Player.</Polish>
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<German>(nur !*!) Splitter-/Explosions-Debugging</German>
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<Czech>(Pouze !*!) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče.</Czech>
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<Portuguese>(Somente !*!) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP.</Portuguese>
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<French>(!*! seulement) Requiert un redémarrage de mission ou de l'éditeur. Active les traceurs visuels de fragmentation et d'éclats en mode solo seulement.</French>
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<Hungarian>(Csak !*!) Küldetés/Editor újraindítás szükséges. Engedélyezi a repeszek és pattogzó lövedékek vizuális nyomkövetését, csak egyjátékos módok alatt.</Hungarian>
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<Russian>(Только для одиночной игры) Требует перезапуска миссии/редактора. Включает визуальные следы от осколков и обломков в режиме одиночной игры.</Russian>
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<Italian>(Solo SP) Richiede un restart editor/missione. Abilita il tracciamento visivo di schegge da frammentazione/spalling in modalità Giocatore Singolo.</Italian>
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<Japanese>(SP のみ) ミッションとエディタの再起動が必要です。有効化すると、シングルプレイでのみ破片と剥離の飛翔体が見えるようになります。</Japanese>
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<Italian>(Solo !*!) Richiede un restart editor/missione. Abilita il tracciamento visivo di schegge da frammentazione/spalling in modalità Giocatore Singolo.</Italian>
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<Japanese>(!*! のみ) ミッションとエディタの再起動が必要です。有効化すると、シングルプレイでのみ破片と剥離の飛翔体が見えるようになります。</Japanese>
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<Chinesesimp>(仅单人)激活后,只有在单人模式下才可观察到破片粒子的移动轨迹。</Chinesesimp>
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<Chinese>(僅在單人模式) 讓你在單人模式下可觀察到碎片/剝落粒子的移動軌跡</Chinese>
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<Korean>(SP 전용) 임무 / 편집자가 다시 시작해야합니다. SP 게임 모드에서만 파편화 및 탄환파편의 시각적 추적을 가능하게 합니다.</Korean>
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<Korean>(!*! 전용) 임무 / 편집자가 다시 시작해야합니다. SP 게임 모드에서만 파편화 및 탄환파편의 시각적 추적을 가능하게 합니다.</Korean>
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</Key>
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<Key ID="STR_ACE_Frag_HitSphereEnable">
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<English>Draw Event Spheres</English>
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</Key>
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<Key ID="STR_ACE_Frag_HitSphereEnable_Desc">
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<English>Draw color coded spheres at any event for tracked rounds.</English>
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</Key>
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<Key ID="STR_ACE_Frag_DrawHitBox">
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<English>Draw Hitboxes</English>
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</Key>
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<Key ID="STR_ACE_Frag_DrawHitBox_Desc">
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<English>Draw hitboxes on objects added using ace_frag_fnc_dev_trackHitBox.</English>
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</Key>
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</Package>
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</Project>
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