mirror of
https://github.com/acemod/ACE3.git
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Merge branch 'master' into pr/9728
This commit is contained in:
commit
4f0c1671e6
@ -28,7 +28,7 @@ exclude = [
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"zeus/functions/fnc_zeusAttributes.sqf",
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]
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[hemtt.launch]
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[hemtt.launch.default]
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workshop = [
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"450814997", # CBA_A3
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]
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|
@ -510,7 +510,7 @@ class CfgVehicles {
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};
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GVAR(space) = 2;
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GVAR(hasCargo) = 2;
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GVAR(hasCargo) = 1;
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GVAR(size) = 3;
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GVAR(canLoad) = 1;
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@ -524,7 +524,7 @@ class CfgVehicles {
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class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
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};
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GVAR(space) = 3;
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GVAR(hasCargo) = 3;
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GVAR(hasCargo) = 1;
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GVAR(size) = 3;
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GVAR(canLoad) = 1;
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@ -86,7 +86,7 @@ GVAR(vehicleAction) = [
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GVAR(enable) &&
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{alive _target} &&
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{locked _target < 2} &&
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{(_target getVariable [QGVAR(hasCargo), getNumber (configOf _target >> QGVAR(hasCargo)) == 1])} &&
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{_target getVariable [QGVAR(hasCargo), getNumber (configOf _target >> QGVAR(hasCargo)) == 1]} &&
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{[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)} &&
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{[_player, _target] call EFUNC(interaction,canInteractWithVehicleCrew)} &&
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{([_player, _target] call EFUNC(interaction,getInteractionDistance)) < MAX_LOAD_DISTANCE}
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@ -23,7 +23,7 @@ private _config = configOf _vehicle;
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// If vehicle had space given to it via eden/public, then override config hasCargo setting
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private _hasCargoPublic = _vehicle getVariable QGVAR(hasCargo);
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private _hasCargoPublicDefined = !isNil "_canLoadPublic";
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private _hasCargoPublicDefined = !isNil "_hasCargoPublic";
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if (_hasCargoPublicDefined && {!(_hasCargoPublic isEqualType false)}) then {
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WARNING_4("%1[%2] - Variable %3 is %4 - Should be bool",_vehicle,_type,QGVAR(hasCargo),_hasCargoPublic);
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@ -513,7 +513,7 @@
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<Key ID="STR_ACE_Cargo_loadTimeCoefficient_description">
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<English>Modifies how long it takes to load/unload items.\nTime, in seconds, is the size of the item multiplied by this value.</English>
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<German>Gibt an, wie lange das Laden / Entladen von Gegenständen dauern soll.\nZeit in Sekunden, die mit der Größe des Gegenstandes multipliziert wird.</German>
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<Japanese>貨物の積み込み/積み下ろしに掛かる時間を変更します。\n時間 (秒) は、貨物のサイズにこの値を掛けたものです。</Japanese>
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<Japanese>貨物の積み込み/積み下ろしに掛かる時間を変更します。\n時間 (秒単位) は、貨物のサイズにこの値を掛けたものです。</Japanese>
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<Polish>Modyfikuje, jak długo zajmuje załadowywanie/wyładowywanie przedmiotów. \nCzasem, w sekundach, jest wielkość przedmiotu razy jego wartość.</Polish>
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<Italian>Modifica il tempo impiegato per caricare o scaricare gli oggetti.\nIl tempo, in secondi, equivale alla dimensione dell'oggetto moltiplicata per questo valore</Italian>
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<Russian>Изменяет время для загрузки/выгрузки предметов. \nВремя (сек) - это размер предмета, умноженный на это значение.</Russian>
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@ -355,7 +355,7 @@
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</Key>
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<Key ID="STR_ACE_Chemlights_HiGreen_DisplayName">
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<English>Chemlight (Hi Green)</English>
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<French>Cyalume HL (vert)</French>
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<French>Cyalume HL (Vert)</French>
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<German>Knicklicht (Grün, Hell)</German>
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<Japanese>ケミカルライト(高輝度 緑)</Japanese>
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<Polish>Świetlik (jaskrawy zielony)</Polish>
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@ -533,9 +533,9 @@
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<English>Chemlight Shield (Green)</English>
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<Japanese>ケミカルライト シールド(緑)</Japanese>
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<Polish>Osłona na świetlik (zielona)</Polish>
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<German>Knicklicht-Abschirmung (grün)</German>
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<German>Knicklicht-Abschirmung (Grün)</German>
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<Korean>화학조명 가림막 (초록)</Korean>
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<French>Etui avec cyalume (vert)</French>
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<French>Etui avec cyalume (Vert)</French>
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<Italian>Scudo Luce Chimica (Verde)</Italian>
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<Chinese>螢光棒保護殼 (綠色)</Chinese>
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<Chinesesimp>荧光棒保护壳(绿色)</Chinesesimp>
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|
@ -1,8 +1,5 @@
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class CfgMovesBasic {
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// Idle affects legs when weapon switching - fixes units sliding when holstering weapons
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class Default {
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idle = "";
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};
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class Default;
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// From ACRE
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class ManActions {
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@ -86,5 +83,14 @@ class CfgMovesMaleSdr: CfgMovesBasic {
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class AinvPknlMstpSnonWnonDnon_medic0: HealBase {
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variantsPlayer[] = {};
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};
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// Idle affects legs when weapon switching - fixes units sliding when holstering weapons
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class AmovPercMstpSnonWnonDnon: StandBase {
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idle = "";
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};
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// Need to reset idle, as it breaks animations otherwise
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class CutSceneAnimationBase: AmovPercMstpSnonWnonDnon {
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idle = "idleDefault";
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};
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};
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};
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|
@ -59,6 +59,21 @@ switch (_container) do {
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};
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};
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if (_type select 0 == "magazine") then {
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private _configAmmoCount = getNumber (configFile >> "CfgMagazines" >> _classname >> "count");
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// https://feedback.bistudio.com/T74244
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// When adding throwables with the addXXXCargo(Global) commands, they don't show up in the throwables list
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// If a throwable has more than 1 ammo count, adding it with addItem(XXX) commands also renders the throwable unusable
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if (_configAmmoCount == 1 && {_ammoCount in [-1, 1]} && {_classname call BIS_fnc_isThrowable}) then { // TODO: replace with https://community.bistudio.com/wiki/isThrowable in 2.18
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_type set [0, "item"];
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};
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if (_ammoCount == -1) then {
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_ammoCount = _configAmmoCount;
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};
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};
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switch (_type select 0) do {
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case "weapon": {
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if (_canAdd || {_canFitWeaponSlot}) then {
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@ -106,10 +121,6 @@ switch (_type select 0) do {
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||||
};
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case "magazine": {
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if (_ammoCount == -1) then {
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_ammoCount = getNumber (configFile >> "CfgMagazines" >> _classname >> "count");
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};
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if (_canAdd) then {
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_addedToUnit = true;
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|
@ -498,7 +498,7 @@
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<Chinesesimp>设定当玩家有错误的 PBO 时要如何处理。</Chinesesimp>
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<Czech>Nastavuje jakou akci provést pokud hráč nemá správné PBO.</Czech>
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<Polish>Określa akcję, która ma być podjęta, jeśli gracz nie ma właściwych PBO.</Polish>
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<Japanese>プレイヤーが不正規のPBOを所持している場合の動作を決定します。</Japanese>
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<Japanese>プレイヤーが不正規のPBOを所持している場合の動作を定義します。</Japanese>
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||||
<Spanish>Define la accion a tomar si un jugador no tiene el PBO correcto</Spanish>
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<Italian>Definisce l'azione che verrà presa se il giocatore non ha gli stessi PBO.</Italian>
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<Russian>Определяет, какое действие будет предпринято, если игрок не имеет корректные PBO.</Russian>
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@ -1582,7 +1582,7 @@
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||||
</Key>
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<Key ID="STR_ACE_Common_progressBarInfoDesc">
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<English>Controls extra information shown in progress bar.</English>
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<Japanese>プログレス バーへ表示される情報量を決定します。</Japanese>
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||||
<Japanese>プログレス バーへ表示される情報量を制御します。</Japanese>
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<French>Définit quelles informations supplémentaires sont affichées dans la barre de progression.</French>
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<Russian>Устанавливает дополнительную информацию в индикаторе процесса.</Russian>
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<German>Kontrolliert zusätzliche Informationen beim Fortschrittsbalkens.</German>
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||||
|
@ -13,32 +13,32 @@
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||||
</Key>
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<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_black_WP">
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<English>AN/PVS-15 (Black, WP)</English>
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<Japanese>AN/PVS-15 (グリーン, 白色蛍光)</Japanese>
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<Italian>AN/PVS-15 (Verde, FB)</Italian>
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<Polish>AN/PVS-15 (Zielone, WP)</Polish>
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<German>AN/PVS-15 (grün, WP)</German>
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<Korean>AN/PVS-15 (녹색, 백색광)</Korean>
|
||||
<French>AN/PVS-15 (vertes, WP)</French>
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<Russian>AN/PVS-15 (Чёрный, БФ)</Russian>
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</Key>
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<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_green_WP">
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<English>AN/PVS-15 (Green, WP)</English>
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<Japanese>AN/PVS-15 (ブラック、白色蛍光)</Japanese>
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<Italian>AN/PVS-15 (Nero, FB)</Italian>
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<Polish>AN/PVS-15 (Czarne, WP)</Polish>
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<German>AN/PVS-15 (Schwarz, WP)</German>
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<Korean>AN/PVS-15 (검정, 백색광)</Korean>
|
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<French>AN/PVS-15 (noires, WP)</French>
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<French>AN/PVS-15 (Noires, WP)</French>
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<Russian>AN/PVS-15 (Чёрный, БФ)</Russian>
|
||||
</Key>
|
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<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_green_WP">
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<English>AN/PVS-15 (Green, WP)</English>
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<Japanese>AN/PVS-15 (グリーン, 白色蛍光)</Japanese>
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<Italian>AN/PVS-15 (Verde, FB)</Italian>
|
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<Polish>AN/PVS-15 (Zielone, WP)</Polish>
|
||||
<German>AN/PVS-15 (Grün, WP)</German>
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<Korean>AN/PVS-15 (녹색, 백색광)</Korean>
|
||||
<French>AN/PVS-15 (Vertes, WP)</French>
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<Russian>AN/PVS-15 (Зелёный, БФ)</Russian>
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</Key>
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<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_tan_WP">
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<English>AN/PVS-15 (Tan, WP)</English>
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<Japanese>AN/PVS-15 (タン, 白色蛍光)</Japanese>
|
||||
<Italian>AN/PVS-15 (Marroncina, FB)</Italian>
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<Polish>AN/PVS-15 (jasnobrązowa, WP)</Polish>
|
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<German>AN/PVS-15 (hellbraun, WP)</German>
|
||||
<Polish>AN/PVS-15 (Jasnobrązowa, WP)</Polish>
|
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<German>AN/PVS-15 (Hellbraun, WP)</German>
|
||||
<Korean>AN/PVS-15 (황갈색, 백색광)</Korean>
|
||||
<French>AN/PVS-15 (marron clair, WP)</French>
|
||||
<French>AN/PVS-15 (Marron clair, WP)</French>
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<Russian>AN/PVS-15 (Желтовато-коричневый, БФ)</Russian>
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</Key>
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<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_winter_WP">
|
||||
@ -50,32 +50,32 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_black_WP">
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<English>GPNVG (Black, WP)</English>
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||||
<Japanese>GPNVG (グリーン, 白色蛍光)</Japanese>
|
||||
<Italian>GPNVG (Verde, FB)</Italian>
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||||
<Polish>GPNVG (Zielone, WP)</Polish>
|
||||
<German>GPNVG (grün, WP)</German>
|
||||
<Korean>GPNVG (녹색, 백색광)</Korean>
|
||||
<French>GPNVG (vertes, WP)</French>
|
||||
<Japanese>GPNVG (ブラック、白色蛍光)</Japanese>
|
||||
<Italian>GPNVG (Nero, FB)</Italian>
|
||||
<Polish>GPNVG (Czarne, WP)</Polish>
|
||||
<German>GPNVG (Schwarz, WP)</German>
|
||||
<Korean>GPNVG (검정, 백색광)</Korean>
|
||||
<French>GPNVG (Noires, WP)</French>
|
||||
<Russian>GPNVG (Чёрный, БФ)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_tan_WP">
|
||||
<English>GPNVG (Tan, WP)</English>
|
||||
<Japanese>GPNVG (タン, 白色蛍光)</Japanese>
|
||||
<Italian>GPNVG (Marroncina, FB)</Italian>
|
||||
<Polish>GPNVG (jasnobrązowa, WP)</Polish>
|
||||
<German>GPNVG (hellbraun, WP)</German>
|
||||
<Polish>GPNVG (Jasnobrązowa, WP)</Polish>
|
||||
<German>GPNVG (Hellbraun, WP)</German>
|
||||
<Korean>GPNVG (황갈색, 백색광)</Korean>
|
||||
<French>GPNVG (marron clair, WP)</French>
|
||||
<French>GPNVG (Marron clair, WP)</French>
|
||||
<Russian>GPNVG (Желтовато-коричневый, БФ)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_green_WP">
|
||||
<English>GPNVG (Green, WP)</English>
|
||||
<Japanese>GPNVG (ブラック、白色蛍光)</Japanese>
|
||||
<Italian>GPNVG (Nero, FB)</Italian>
|
||||
<Polish>GPNVG (Czarne, WP)</Polish>
|
||||
<German>GPNVG (Schwarz, WP)</German>
|
||||
<Korean>GPNVG (검정, 백색광)</Korean>
|
||||
<French>GPNVG (noires, WP)</French>
|
||||
<Japanese>GPNVG (グリーン, 白色蛍光)</Japanese>
|
||||
<Italian>GPNVG (Verde, FB)</Italian>
|
||||
<Polish>GPNVG (Zielone, WP)</Polish>
|
||||
<German>GPNVG (Grün, WP)</German>
|
||||
<Korean>GPNVG (녹색, 백색광)</Korean>
|
||||
<French>GPNVG (Vertes, WP)</French>
|
||||
<Russian>GPNVG (Зелёный, БФ)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_winter_WP">
|
||||
|
@ -192,7 +192,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragging_skipContainerWeight_Description">
|
||||
<English>Determines whether object's weight is added onto weight calculations.</English>
|
||||
<Japanese>重量計算にオブジェクトの重量を追加するかどうかを決定します。</Japanese>
|
||||
<Japanese>重量計算にオブジェクトの重量を追加するかどうかを定義します。</Japanese>
|
||||
<Italian>Determina se la massa del contenitore è sommata alla massa del contenuto per i calcoli di peso.</Italian>
|
||||
<Polish>Określa, czy waga obiektu jest dodawana do obliczeń ciężaru.</Polish>
|
||||
<German>Legt fest, ob das Gewicht des Objekts zu den Gewichtsberechnungen hinzugefügt wird.</German>
|
||||
|
@ -1170,7 +1170,7 @@
|
||||
<English>Minimum time value (in seconds) for the explosive timer.</English>
|
||||
<Russian>Минимальное время до взрыва в секундах</Russian>
|
||||
<French>Définit la durée minimale paramétrable sur le minuteur.</French>
|
||||
<Japanese>起爆タイマーの最低時間 (秒) を設定します。</Japanese>
|
||||
<Japanese>起爆タイマーの最短時間 (秒単位) を設定します。</Japanese>
|
||||
<Spanish>Tiempo mínimo (en segundos) para el temporizador del explosivo.</Spanish>
|
||||
<Polish>Minimalna wartość czasomierza dla ładunku (w sekundach).</Polish>
|
||||
<German>Minimale Zeit (in Sekunden) für den Zeitzünder.</German>
|
||||
@ -1183,7 +1183,7 @@
|
||||
<English>Maximum time value (in seconds) for the explosive timer.</English>
|
||||
<Russian>Макисмальное время до взрыва в секундах</Russian>
|
||||
<French>Définit la durée maximale paramétrable sur le minuteur.</French>
|
||||
<Japanese>起爆タイマーの最長時間 (秒) を設定します。</Japanese>
|
||||
<Japanese>起爆タイマーの最長時間 (秒単位) を設定します。</Japanese>
|
||||
<Spanish>Tiempo máximo (en segundos) para el temporizador del explosivo.</Spanish>
|
||||
<Polish>Maksymalna wartość czasomierza dla ładunku (w sekundach).</Polish>
|
||||
<German>Maximale Zeit (in Sekunden) für den Zeitzünder.</German>
|
||||
@ -1196,7 +1196,7 @@
|
||||
<English>Default time value (in seconds) for the explosive timer.</English>
|
||||
<Russian>Стандартное время до взрыва в секундах</Russian>
|
||||
<French>Définit la durée paramétrée par défaut sur le minuteur.</French>
|
||||
<Japanese>起爆タイマーの標準時間 (秒) を設定します。</Japanese>
|
||||
<Japanese>起爆タイマーの標準時間 (秒単位) を設定します。</Japanese>
|
||||
<Spanish>Tiempo por defecto (en segundos) para el temporizador del explosivo.</Spanish>
|
||||
<Polish>Domyślna wartość czasomierza dla ładunku (w sekundach).</Polish>
|
||||
<German>Standardmäßige Zeit (in Sekunden) für den Zeitzünder.</German>
|
||||
|
@ -455,7 +455,7 @@
|
||||
<Chinese>控制顏色化圖示的透明度。設定為動態使其界面透明度與飲食需求一樣,越透明越需要。</Chinese>
|
||||
<Chinesesimp>控制彩色图标 HUD 的透明度。动态设置使 HUD 的透明度随着口渴或饥饿的增加而减弱。</Chinesesimp>
|
||||
<Polish>Kontroluje transparentność kolorowych ikon HUD. Dynamiczne ustawienie zmniejsza przejrzystość wraz z zwiększeniem głodu czy pragnienia.</Polish>
|
||||
<Japanese>色付きアイコンの透明度を決定できます。動的に設定されると、空腹度や喉の渇きが増すにつれて、アイコンの透明度を下げます。</Japanese>
|
||||
<Japanese>色付きアイコンの透明度を制御できます。動的に設定されると、空腹度や喉の渇きが増すにつれて、アイコンの透明度を下げます。</Japanese>
|
||||
<Russian>Настраивает прозрачность цветных иконок. «Динамическая» делает иконки менее прозрачными при увеличении жажды и голода.</Russian>
|
||||
<Turkish>Renkli Simgeler Gösterge Paneli'nin şeffaflığını kontrol eder. Dinamik ayar, susuzluk veya açlık arttıkça HUD'yi daha az şeffaf hale getirir.</Turkish>
|
||||
<Korean>색깔 아이콘의 투명도를 조절합니다. 동적 설정의 경우 배고픔이나 목마름이 해결되면 덜 투명하게 바뀝니다.</Korean>
|
||||
|
@ -79,7 +79,7 @@
|
||||
<Spanish>Distancia máxima entre los jugadores para mostrar el indicador que señala [por defecto: 4 metros]</Spanish>
|
||||
<Czech>Maximální vzdálenost mezi hráči pro ukázání směru [výchozí: 4 metry]</Czech>
|
||||
<Italian>Distanza massima tra giocatori per mostrare l'indicatore di puntamento [Predefinito: 4 metri]</Italian>
|
||||
<Japanese>指差しのマーカー表示が他のプレイヤーに表示される最大範囲を決定できます。 [デフォルト: 4メートル]</Japanese>
|
||||
<Japanese>指差しのマーカー表示が他のプレイヤーに表示される最大範囲 [デフォルト: 4メートル]</Japanese>
|
||||
<Korean>플레이어 사이에서 가리키기 표시를 보이게 하는 최대거리를 설정합니다[기본설정: 4 미터]</Korean>
|
||||
<Chinesesimp>设定指向标记最大显示距离。[预设:4米]</Chinesesimp>
|
||||
<Chinese>設定指向指示器最大顯示距離。[預設: 4公尺]</Chinese>
|
||||
|
@ -145,7 +145,7 @@
|
||||
<Italian>Mostra aggiornamenti di budget</Italian>
|
||||
<Chinese>顯示預算更新</Chinese>
|
||||
<Chinesesimp>显示预算更新</Chinesesimp>
|
||||
<Japanese>予算の更新を表示</Japanese>
|
||||
<Japanese>予算更新を表示</Japanese>
|
||||
<Polish>Pokaż aktualizacje budżetu</Polish>
|
||||
<Russian>Показывать обновления бюджета</Russian>
|
||||
<Turkish>Bütçe güncellenmelerini göster</Turkish>
|
||||
@ -160,7 +160,7 @@
|
||||
<Chinese>決定預算變更時是否會顯示提示</Chinese>
|
||||
<Chinesesimp>决定预算变更时是否会显示提示</Chinesesimp>
|
||||
<Italian>Controlla se vengono mostrati avvisi di aggiornamento del budget</Italian>
|
||||
<Japanese>予算が更新されヒント表示時の操作を決定します</Japanese>
|
||||
<Japanese>予算更新のヒントが表示される場面を制御します</Japanese>
|
||||
<Polish>Kontroluje kiedy aktualizacje budżetu są wyświetlane</Polish>
|
||||
<Russian>Настраивает сообщения об обновлении бюджета</Russian>
|
||||
<Turkish>Bütçe güncellenince bilgi verilip verilmeyeceğini kontrol eder.</Turkish>
|
||||
@ -190,7 +190,7 @@
|
||||
<Italian>Ha l'attrezzo di fortificazione</Italian>
|
||||
<Chinese>有要塞工具</Chinese>
|
||||
<Chinesesimp>有设防工具</Chinesesimp>
|
||||
<Japanese>要塞ツール所持の時</Japanese>
|
||||
<Japanese>要塞ツール所持時</Japanese>
|
||||
<Polish>Posiada narzędzie do fortyfikowania</Polish>
|
||||
<Russian>Если имеется инструмент</Russian>
|
||||
<Turkish>Insa Etme Aleti Olanlara Göster</Turkish>
|
||||
@ -233,7 +233,7 @@
|
||||
<Korean>건축물을 지을 때 걸리는 시간을 계수를 적용하여 계산합니다.</Korean>
|
||||
<German>Koeffizient zur Bestimmung der Bauzeit \nA in Ax + b, wobei x die Kosten des Objekts sind.</German>
|
||||
<Italian>Il coefficiente 'C' che determina il tempo di costruzione.\nTempo Totale = Costo * C + Tempo Minimo</Italian>
|
||||
<Japanese>建造する時間を決定するために使用される係数。\n計算式はAx + bです。この係数はAであり、xは建造物のコストです。</Japanese>
|
||||
<Japanese>建造する時間を定義するために使用される係数。\n計算式はAx + bです。この係数はAであり、xは建造物のコストです。</Japanese>
|
||||
<Polish>Współczynnik używany do określenia czasu budowy konstrukcji.\nA w Ax + b gdzie x jest kosztem obiektu</Polish>
|
||||
<Russian>Коэффициент используемый для указания времени необходимого для возведения постройки.\nA в формуле Ax + b, где x - это цена объекта</Russian>
|
||||
<Spanish>Coeficiente usado para determinar el tiempo de construcción de una estructura.\nA en Ax + b donde x es el coste del objeto</Spanish>
|
||||
|
@ -117,7 +117,7 @@
|
||||
<French>Active la simulation de la réflexion des explosions ACE.</French>
|
||||
<Portuguese>Ativa a simulação de reflexo de explosão do ACE</Portuguese>
|
||||
<Russian>Включить симуляцию отражения взрывов ACE</Russian>
|
||||
<Japanese>ACE爆発反射シミュレーションを有効化</Japanese>
|
||||
<Japanese>ACE 爆発反射シミュレーションを有効化</Japanese>
|
||||
<Korean>ACE 폭발 반사 시뮬레이션을 적용합니다.</Korean>
|
||||
<Chinesesimp>启用 ACE 模拟爆炸反射</Chinesesimp>
|
||||
<Chinese>啟用ACE模擬爆炸反射</Chinese>
|
||||
|
@ -41,12 +41,12 @@ if (hasInterface) then {
|
||||
}, [_light], 0.1] call CBA_fnc_waitAndExecute;
|
||||
};
|
||||
|
||||
// Affect local AI
|
||||
// Affect local AI (players are not local, except for ACE_player)
|
||||
// @todo: Affect units in static weapons, turned out, etc
|
||||
private _affected = (ASLtoAGL _grenadePosASL) nearEntities ["CAManBase", 20];
|
||||
_affected = _affected - [ACE_player];
|
||||
{
|
||||
if (local _x && {alive _x}) then {
|
||||
if (local _x && {_x call EFUNC(common,isAwake)}) then {
|
||||
private _unit = _x;
|
||||
private _strength = 1 - (((eyePos _unit) vectorDistance _grenadePosASL) min 20) / 20;
|
||||
|
||||
@ -118,7 +118,7 @@ if (hasInterface && {!isNull ACE_player} && {alive ACE_player}) then {
|
||||
};
|
||||
|
||||
// add ace_medical pain effect:
|
||||
if (["ace_medical"] call EFUNC(common,isModLoaded) && {_strength > 0.1}) then {
|
||||
if (["ace_medical"] call EFUNC(common,isModLoaded) && {_strength > 0.1} && {isDamageAllowed _unit} && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) then {
|
||||
[ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel);
|
||||
};
|
||||
|
||||
|
@ -19,12 +19,12 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Gunbag_DisplayName_Tan">
|
||||
<English>Gunbag (Tan)</English>
|
||||
<German>Waffentasche (hellbraun)</German>
|
||||
<French>Housse d'arme (marron clair)</French>
|
||||
<German>Waffentasche (Hellbraun)</German>
|
||||
<French>Housse d'arme (Marron clair)</French>
|
||||
<Russian>Чехол (желтовато-коричневый)</Russian>
|
||||
<Czech>Pouzdro na zbraň (Žlutohnědá)</Czech>
|
||||
<Japanese>ガンバッグ (タン)</Japanese>
|
||||
<Polish>Torba na broń (jasnobrązowa)</Polish>
|
||||
<Polish>Torba na broń (Jasnobrązowa)</Polish>
|
||||
<Korean>총가방 (황갈색)</Korean>
|
||||
<Italian>Borsa per Armi (Marroncina)</Italian>
|
||||
<Chinesesimp>枪袋(黄褐色)</Chinesesimp>
|
||||
|
@ -62,7 +62,7 @@
|
||||
<German>Minimale Verzögerung zwischen Transfers in Sekunden. (Standard: 15)</German>
|
||||
<Polish>Minimalny odstęp pomiędzy transferami w sekundach. (Domyślnie: 15)</Polish>
|
||||
<Korean>전송 간 최소 지연 시간, 초당. (기본값: 15)</Korean>
|
||||
<Japanese>移行する際の最低遅延を秒数で設定します。 (デフォルト: 15)</Japanese>
|
||||
<Japanese>移行する際の最低遅延を秒単位で設定します。 (デフォルト: 15)</Japanese>
|
||||
<French>Délai minimum entres les transferts, en secondes. (Défaut: 15)</French>
|
||||
<Chinesesimp>设定每次转换间隔多少秒。(预设:15秒)</Chinesesimp>
|
||||
<Chinese>設定每次轉換間隔多少秒。(預設:15秒)</Chinese>
|
||||
|
@ -13,15 +13,7 @@ class Extended_PreInit_EventHandlers {
|
||||
|
||||
class Extended_PostInit_EventHandlers {
|
||||
class ADDON {
|
||||
clientinit = QUOTE(call COMPILE_SCRIPT(XEH_postInit));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_Init_EventHandlers {
|
||||
class CAManBase {
|
||||
class GVAR(AddEarPlugs) {
|
||||
serverInit = QUOTE(_this call FUNC(addEarPlugs));
|
||||
};
|
||||
init = QUOTE(call COMPILE_SCRIPT(XEH_postInit));
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -1,5 +1,15 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
if (isServer) then {
|
||||
["CBA_settingsInitialized", {
|
||||
TRACE_1("settingInit - server",GVAR(EnableCombatDeafness));
|
||||
// Only install event handler if combat deafness is enabled
|
||||
if (!GVAR(EnableCombatDeafness)) exitWith {};
|
||||
|
||||
["CAManBase", "Init", LINKFUNC(addEarPlugs), true, [], true] call CBA_fnc_addClassEventHandler;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
};
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
#include "initKeybinds.inc.sqf"
|
||||
|
@ -20,11 +20,14 @@ if !(EGVAR(common,settingsInitFinished)) exitWith {
|
||||
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addEarPlugs), _this];
|
||||
};
|
||||
|
||||
// Exit if hearing is disabled or if autoAdd is disabled
|
||||
if (!GVAR(enableCombatDeafness) || {GVAR(autoAddEarplugsToUnits) == 0}) exitWith {};
|
||||
|
||||
params ["_unit"];
|
||||
TRACE_2("params",_unit,typeOf _unit);
|
||||
|
||||
// Exit if hearing is disabled OR autoAdd is disabled OR soldier has earplugs already in (persistence scenarios)
|
||||
if (!GVAR(enableCombatDeafness) || {GVAR(autoAddEarplugsToUnits) == 0} || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
|
||||
// Exit if the unit already has earplugs (in ears (persistence scenarios) or inventory)
|
||||
if (_unit call FUNC(hasEarPlugsIn) || {[_unit, "ACE_EarPlugs"] call EFUNC(common,hasItem)}) exitWith {};
|
||||
|
||||
// Add earplugs if enabled for everyone or if the soldier has a rocket launcher
|
||||
if (GVAR(autoAddEarplugsToUnits) == 2 || {(secondaryWeapon _unit) != ""}) exitWith {
|
||||
|
@ -45,7 +45,7 @@
|
||||
<Hungarian>Füldugó berakva</Hungarian>
|
||||
<Portuguese>Protetores colocados</Portuguese>
|
||||
<Italian>Indossa i tappi auricolari</Italian>
|
||||
<Japanese>耳栓を着ける</Japanese>
|
||||
<Japanese>耳栓を装着</Japanese>
|
||||
<Korean>귀마개 착용</Korean>
|
||||
<Chinesesimp>塞入耳塞</Chinesesimp>
|
||||
<Chinese>塞入耳塞</Chinese>
|
||||
@ -79,7 +79,7 @@
|
||||
<Hungarian>Füldugó berakva</Hungarian>
|
||||
<Portuguese>Protetores colocados</Portuguese>
|
||||
<Italian>Tappi auricolari indossati</Italian>
|
||||
<Japanese>耳栓を着けました</Japanese>
|
||||
<Japanese>耳栓を装着しました</Japanese>
|
||||
<Korean>귀마개 착용</Korean>
|
||||
<Chinesesimp>耳塞已塞入</Chinesesimp>
|
||||
<Chinese>耳塞已塞入</Chinese>
|
||||
@ -144,7 +144,7 @@
|
||||
<Italian>Quando il giocatore riceve danni all'udito, non far sentire il fischio nelle orecchie</Italian>
|
||||
<Portuguese>Remove o efeito de zunido quando o jogador recebe dano na audição</Portuguese>
|
||||
<Russian>Убирает эффект звона в ушах, когда игрок получает повреждение слуха</Russian>
|
||||
<Japanese>プレイヤーの聴覚が損傷したときの耳鳴り効果を削除します</Japanese>
|
||||
<Japanese>プレイヤーが聴覚にダメージを受けた際の耳鳴り効果音を無効化します</Japanese>
|
||||
<Korean>플레이어가 청력손실을 입을 때 생기는 이명현상을 제거합니다.</Korean>
|
||||
<Chinesesimp>关闭耳鸣效果时,就算玩家受到相当程度的听力伤害,也不会造成耳鸣效果</Chinesesimp>
|
||||
<Chinese>關閉耳鳴效果時,就算玩家受到相當程度的聽力傷害, 也不會造成耳鳴效果</Chinese>
|
||||
@ -192,7 +192,7 @@
|
||||
<Russian>Уменьшает возможность игрока слышать звуки при повреждении органов слуха</Russian>
|
||||
<Italian>Assorda il giocatore quando riceve danni all'udito</Italian>
|
||||
<French>Réduit la capacité auditive du joueur lorsqu'il subit des dommages auditifs.</French>
|
||||
<Japanese>プレイヤーが聴覚ダメージを受けると聴力が低下します</Japanese>
|
||||
<Japanese>プレイヤーが聴覚にダメージを受けると聴力が低下します</Japanese>
|
||||
<Korean>청력에 손상을 입으면 듣는 소리가 감소합니다.</Korean>
|
||||
<Chinesesimp>当玩家听力受损时降低听力能力?</Chinesesimp>
|
||||
<Chinese>當玩家聽力受損時降低聽力能力?</Chinese>
|
||||
@ -268,7 +268,7 @@
|
||||
<Italian>Aggiungi l'oggetto 'ACE_EarPlugs' a tutte le unità che hanno armi/lanciatori rumorosi. Può essere disabilitato se vengono usati loadout personalizzati.</Italian>
|
||||
<Spanish>Agregar el item `ACE_EarPlugs` a todas las unidades equipadas con armas muy ruidosas. Desactivar si quieren utilizarse equipamientos personalizados.</Spanish>
|
||||
<French>Ajoute l'objet `Ace_EarPlugs` à toutes les unités ayant des armes bruyantes. Peut être désactivé si de l'équipement personnalisé est utilisé.</French>
|
||||
<Japanese>全ユニットへ`ACE_EarPlugs`アイテムを持たせます。これはロードアウトの編集で無効化できます。</Japanese>
|
||||
<Japanese>全てのユニットに`ACE_EarPlugs`アイテムを所持させます。これはロードアウトの編集で無効化できます。</Japanese>
|
||||
<Korean>무기를 가지고 있는 모든 인원에게 'ACE_EarPlugs'를 지급합니다. 임의의 장비를 사용시 비활성화할 수 있습니다.</Korean>
|
||||
<Chinesesimp>增加`ACE_EarPlugs`物品给拥有巨大噪音武器的单位。当你想自定装备时,此功能可被关闭。</Chinesesimp>
|
||||
<Chinese>增加`ACE_EarPlugs`物品給擁有巨大噪音武器的單位。當你想自定裝備時,此功能可被關閉。</Chinese>
|
||||
@ -292,7 +292,7 @@
|
||||
<English>Volume muffling</English>
|
||||
<German>Lautstärkedämpfung</German>
|
||||
<French>Atténuation du volume</French>
|
||||
<Japanese>音量低下</Japanese>
|
||||
<Japanese>音量の抑制</Japanese>
|
||||
<Chinesesimp>降低音量</Chinesesimp>
|
||||
<Chinese>進低音量</Chinese>
|
||||
<Italian>Attenuazione del volume</Italian>
|
||||
@ -306,7 +306,7 @@
|
||||
<Key ID="STR_ACE_Hearing_earplugsVolume_DisplayName">
|
||||
<English>Earplugs Volume</English>
|
||||
<German>Lautstärke Ohrenstöpsel</German>
|
||||
<Japanese>耳栓時の音量</Japanese>
|
||||
<Japanese>耳栓装着時音量</Japanese>
|
||||
<Chinesesimp>耳塞时音量</Chinesesimp>
|
||||
<Chinese>耳塞時音量</Chinese>
|
||||
<Italian>Volume con i Tappi</Italian>
|
||||
@ -321,7 +321,7 @@
|
||||
<Key ID="STR_ACE_Hearing_earplugsVolume_Description">
|
||||
<English>Volume when using earplugs.</English>
|
||||
<German>Lautstärke wenn man Ohrenstöpsel benutzt</German>
|
||||
<Japanese>耳栓使用時の音量を決定します。</Japanese>
|
||||
<Japanese>耳栓を使用した時の音量。</Japanese>
|
||||
<Chinesesimp>决定带上耳塞时的音量</Chinesesimp>
|
||||
<Chinese>使用耳塞時音量</Chinese>
|
||||
<Italian>Volume audio quandi si indossano i tappi per le orecchie.</Italian>
|
||||
@ -336,7 +336,7 @@
|
||||
<Key ID="STR_ACE_Hearing_unconsciousnessVolume_DisplayName">
|
||||
<English>Unconscious Volume</English>
|
||||
<German>Lautstärke Bewusstlosigkeit</German>
|
||||
<Japanese>気絶時の音量</Japanese>
|
||||
<Japanese>無意識状態時音量</Japanese>
|
||||
<Chinesesimp>无意识时音量</Chinesesimp>
|
||||
<Chinese>昏迷時音量</Chinese>
|
||||
<Italian>Volume quando incoscente</Italian>
|
||||
@ -351,7 +351,7 @@
|
||||
<Key ID="STR_ACE_Hearing_unconsciousnessVolume_Description">
|
||||
<English>Volume when unconscious.</English>
|
||||
<German>Lautstärke während man Bewusstlos ist</German>
|
||||
<Japanese>無意識状態時の音量を決定します。</Japanese>
|
||||
<Japanese>無意識状態になった時の音量。</Japanese>
|
||||
<Chinesesimp>决定处于无意识时的音量</Chinesesimp>
|
||||
<Chinese>昏迷時使用耳塞的音量</Chinese>
|
||||
<Italian>Volume quando incoscente.</Italian>
|
||||
@ -365,7 +365,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hearing_PutOrRemoveEarplugs">
|
||||
<English>Put/take out earplugs</English>
|
||||
<Japanese>耳栓を着け外す</Japanese>
|
||||
<Japanese>耳栓の着脱</Japanese>
|
||||
<Russian>Вставить/вынуть беруши</Russian>
|
||||
<Italian>Metti/Togli tappi</Italian>
|
||||
<Korean>귀마개 토글</Korean>
|
||||
@ -375,6 +375,7 @@
|
||||
<English>Only units with heavy weapons</English>
|
||||
<French>Uniquement les unités dotées d'armes lourdes</French>
|
||||
<Russian>Только юниты с тяжелым вооружением</Russian>
|
||||
<Japanese>重火器を装備したユニットのみ</Japanese>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -109,14 +109,14 @@ if ((_activeChildren isEqualTo []) && {_statementCode isEqualTo {}}) exitWith {
|
||||
|
||||
if (GVAR(consolidateSingleChild) && {count _activeChildren == 1} && {_statementCode isEqualTo {}}) then {
|
||||
_activeChildren select 0 params ["_childActionData", "_childChildren", "_childObject"];
|
||||
_childActionData params ["", "_displayNameChild", "_iconChild", "_statementChild", "", "", "_customParamsChild", "", "", "_paramsChild"];
|
||||
_childActionData params ["", "_displayNameChild", "_iconChild", "_statementChild", "_conditionChild", "_insertChildrenChild", "_customParamsChild", "", "", "_paramsChild"];
|
||||
_origActionData = [
|
||||
_actionName,
|
||||
format ["%1 > %2", _displayName, _displayNameChild],
|
||||
_iconChild,
|
||||
_statementChild,
|
||||
_conditionCode,
|
||||
_insertChildrenCode,
|
||||
_conditionChild,
|
||||
_insertChildrenChild,
|
||||
_customParamsChild,
|
||||
_position,
|
||||
_distance,
|
||||
|
@ -14,12 +14,12 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_IRLight_DBAL_A3_Green">
|
||||
<English>DBAL-A3 (green)</English>
|
||||
<German>DBAL-A3 (grün)</German>
|
||||
<German>DBAL-A3 (Grün)</German>
|
||||
<Italian>DBAL-A3 (Verde)</Italian>
|
||||
<Polish>DBAL-A3 (zielony)</Polish>
|
||||
<Polish>DBAL-A3 (Zielony)</Polish>
|
||||
<Korean>DBAL-A3 (녹색)</Korean>
|
||||
<French>DBAL-A3 (vert)</French>
|
||||
<Portuguese>DBAL-A3 (verde)</Portuguese>
|
||||
<French>DBAL-A3 (Vert)</French>
|
||||
<Portuguese>DBAL-A3 (Verde)</Portuguese>
|
||||
<Japanese>DBAL-A3 (緑)</Japanese>
|
||||
<Russian>DBAL-A3 (зеленый)</Russian>
|
||||
</Key>
|
||||
|
@ -37,15 +37,15 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Laserpointer_green">
|
||||
<English>Laser Pointer (green)</English>
|
||||
<French>Pointeur laser (vert)</French>
|
||||
<German>Laserpointer (grün)</German>
|
||||
<French>Pointeur laser (Vert)</French>
|
||||
<German>Laserpointer (Grün)</German>
|
||||
<Russian>Лазерный прицел (зелёный)</Russian>
|
||||
<Czech>Laserové ukazovátko (Zelené)</Czech>
|
||||
<Polish>Wskaźnik laserowy (zielony)</Polish>
|
||||
<Polish>Wskaźnik laserowy (Zielony)</Polish>
|
||||
<Hungarian>Lézer-pointer (zöld)</Hungarian>
|
||||
<Spanish>Puntero láser (verde)</Spanish>
|
||||
<Italian>Puntatore laser (verde)</Italian>
|
||||
<Portuguese>Laser (verde)</Portuguese>
|
||||
<Spanish>Puntero láser (Verde)</Spanish>
|
||||
<Italian>Puntatore laser (Verde)</Italian>
|
||||
<Portuguese>Laser (Verde)</Portuguese>
|
||||
<Japanese>レーザー ポインター (緑)</Japanese>
|
||||
<Korean>레이저 지시기 (초록)</Korean>
|
||||
<Chinesesimp>激光指示器(绿色)</Chinesesimp>
|
||||
|
@ -268,7 +268,7 @@
|
||||
<Hungarian>Milyen gyakran frissüljenek a jelölők (másodpercben)</Hungarian>
|
||||
<Russian>Как часто должны обновляться маркеры (в секундах)</Russian>
|
||||
<Italian>Quanto spesso vengono aggiornati i marker (in secondi)</Italian>
|
||||
<Japanese>マーカが再描画される間隔を設定できます (秒)</Japanese>
|
||||
<Japanese>マーカが再描画される間隔 (秒単位)</Japanese>
|
||||
<Korean>몇 초마다 마커를 새로 갱신합니까?</Korean>
|
||||
<Chinesesimp>设定每多少时间重新标示出单位位置(秒)</Chinesesimp>
|
||||
<Chinese>設定每多少時間重新標示出單位位置 (秒)</Chinese>
|
||||
|
@ -228,7 +228,7 @@
|
||||
<German>Farbwert für Gruppenführer, die mit diesem Modul synchronisiert werden.</German>
|
||||
<Spanish>Color para los líderes de los grupos sincronizados al módulo.</Spanish>
|
||||
<French>Couleur pour les chefs des groupes synchronisés avec ce module.</French>
|
||||
<Japanese>モジュールで同期されたグループの隊長に設定される色の値を決定します。</Japanese>
|
||||
<Japanese>モジュールで同期されたグループの隊長に設定される色の値。</Japanese>
|
||||
<Korean>그룹이 이 모듈에 동기화 됐을 때의 리더 색상입니다.</Korean>
|
||||
<Chinesesimp>改变与此同步小队队长的指示颜色。</Chinesesimp>
|
||||
<Chinese>改變與此同步小隊隊長的指示器顏色</Chinese>
|
||||
@ -259,7 +259,7 @@
|
||||
<German>Farbwert für Gruppenmitglieder, die mit diesem Modul synchronisiert werden.</German>
|
||||
<Spanish>Color para los miembros de los grupos sincronizados al módulo.</Spanish>
|
||||
<French>Couleur pour les membres des groupes synchronisés avec ce module.</French>
|
||||
<Japanese>モジュールで同期されたグループの隊員に設定される色の値を決定します。</Japanese>
|
||||
<Japanese>モジュールで同期されたグループの隊員に設定される色の値。</Japanese>
|
||||
<Korean>그룹이 이 모듈에 동기화 됐을 때의 멤버 색상입니다.</Korean>
|
||||
<Chinesesimp>改变与此同步小队队员的指示颜色</Chinesesimp>
|
||||
<Chinese>改變與此同步小隊隊員的指示器顏色</Chinese>
|
||||
@ -386,7 +386,7 @@
|
||||
<English>What player can see what</English>
|
||||
<Russian>Определяет, какая группа игроков может видеть жесты на карте во время брифинга</Russian>
|
||||
<French>Définit quels pointages les joueurs peuvent voir lors du briefing.</French>
|
||||
<Japanese>プレイヤーが見ることができる対象を決定します。</Japanese>
|
||||
<Japanese>プレイヤーが見ることができる対象</Japanese>
|
||||
<Spanish>Qué puede ver cada jugador</Spanish>
|
||||
<Italian>Quali giocatori possono vedere gesti sulla mappa in fase di briefing.</Italian>
|
||||
<Polish>Co mogą widzieć gracze</Polish>
|
||||
|
@ -41,7 +41,7 @@
|
||||
<Japanese>標定盤</Japanese>
|
||||
<Italian>Tavola di calcolo</Italian>
|
||||
<Russian>Графическая доска</Russian>
|
||||
<French>Tableau de calcul</French>
|
||||
<French>Planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_PlottingBoard_Description">
|
||||
<English>The Plotting Board is a map tool designed for use in the directing of short range indirect fires.</English>
|
||||
@ -49,7 +49,7 @@
|
||||
<Japanese>標定盤(プロッティング・ボード)は、短距離の間接射撃の指示に使用するために設計されたマップツールです。</Japanese>
|
||||
<Italian>La tavola di calcolo è uno strumento utilizzato per dirigere fuoco di artiglieria a corto raggio.</Italian>
|
||||
<Russian>Графическая доска - это картографический инструмент, предназначенный для использования при ведении непрямого огня с малой дистанции.</Russian>
|
||||
<French>La table de calcul est un instrument utilisé pour diriger les tirs d'artillerie à courte portée.</French>
|
||||
<French>Une planche traçante est un outil cartographique conçu pour diriger des tirs indirects à courte distance.</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_MapTools_Menu">
|
||||
<English>Map Tools</English>
|
||||
@ -274,7 +274,7 @@
|
||||
<Korean>플로팅 보드 그리기 채널 허용</Korean>
|
||||
<Italian>Canali ammessi su tavola di calcolo</Italian>
|
||||
<Russian>Разрешить создание каналов на миллиметровой доске.</Russian>
|
||||
<French>Canaux autorisés sur la table de calcul</French>
|
||||
<French>Canaux autorisés sur la planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_allowChannelDrawing_description">
|
||||
<English>Channels in which plotting board drawing is enabled.</English>
|
||||
@ -282,7 +282,7 @@
|
||||
<Korean>플로팅 보드 그리기가 활성화된 채널입니다.</Korean>
|
||||
<Italian>Canali in cui si può disegnare sulla tavola di calcolo.</Italian>
|
||||
<Russian>Каналы, в которых включено рисование на миллиметровой доске.</Russian>
|
||||
<French>Canaux dans lesquels vous pouvez dessiner sur le tableau.</French>
|
||||
<French>Canaux dans lesquels vous pouvez dessiner sur le planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_allowDirectCommsOnly">
|
||||
<English>Allow Direct Comms Only (Polylines Only)</English>
|
||||
@ -306,7 +306,7 @@
|
||||
<Korean>플로팅 보드</Korean>
|
||||
<Italian>Tavola di calcolo</Italian>
|
||||
<Russian>Миллиметровая доска</Russian>
|
||||
<French>Table de calcul</French>
|
||||
<French>Planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_PlottingBoardAcrylicLabel">
|
||||
<English>Plotting Board Acrylic</English>
|
||||
@ -314,7 +314,7 @@
|
||||
<Korean>플로팅 보드 (아크릴)</Korean>
|
||||
<Italian>Acrilico tavola di calcolo</Italian>
|
||||
<Russian>Миллиметровая доска акрилловая</Russian>
|
||||
<French>Table de calcul Acrylique</French>
|
||||
<French>Planche traçante Acrylique</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_PlottingBoardRulerLabel">
|
||||
<English>Plotting Board Ruler</English>
|
||||
@ -322,7 +322,7 @@
|
||||
<Korean>플로팅 보드 (자)</Korean>
|
||||
<Italian>Righello tavola di calcolo</Italian>
|
||||
<Russian>Линейка для миллиметровой доски</Russian>
|
||||
<French>Règle de la table de calcul</French>
|
||||
<French>Règle de la planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_ToPlottingBoardLabel">
|
||||
<English>To Plotting Board</English>
|
||||
@ -330,7 +330,7 @@
|
||||
<Korean>플로팅 보드에</Korean>
|
||||
<Italian>Su tavola di calcolo</Italian>
|
||||
<Russian>К миллиметровой доске.</Russian>
|
||||
<French>Sur la table de calcul</French>
|
||||
<French>Sur la planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_ToPlottingBoardAcrylicLabel">
|
||||
<English>To Plotting Board Acrylic</English>
|
||||
@ -338,7 +338,7 @@
|
||||
<Korean>플로팅 보드 (아크릴)에</Korean>
|
||||
<Italian>Su acrilico tavola di calcolo</Italian>
|
||||
<Russian>К миллиметровой доске акрилловой</Russian>
|
||||
<French>Sur la table de calcul Acrylique</French>
|
||||
<French>Sur la planche traçante Acrylique</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_ToPlottingBoardRulerLabel">
|
||||
<English>To Plotting Board Ruler</English>
|
||||
@ -346,7 +346,7 @@
|
||||
<Korean>플로팅 보드 (자)에</Korean>
|
||||
<Italian>Su righello tavola di calcolo</Italian>
|
||||
<Russian>К линейке миллиметровой доски.</Russian>
|
||||
<French>Sur la règle de la table à calcul</French>
|
||||
<French>Sur la règle de la planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_WipeBoard">
|
||||
<English>Wipe all markers off Plotting Board</English>
|
||||
@ -354,7 +354,7 @@
|
||||
<Korean>플로팅 보드에 있는 모든 마커 지우기</Korean>
|
||||
<Italian>Cancella tutti i disegni dalla tavola</Italian>
|
||||
<Russian>Сотрите все маркеры с миллиметровой доски.</Russian>
|
||||
<French>Effacer tous les dessins de la planche</French>
|
||||
<French>Effacer tous les dessins de la planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_ShowPlottingBoard">
|
||||
<English>Show Plotting Board</English>
|
||||
@ -362,7 +362,7 @@
|
||||
<Korean>플로팅 보드 보이기</Korean>
|
||||
<Italian>Mostra tavola di calcolo</Italian>
|
||||
<Russian>Показать миллиметровую доску.</Russian>
|
||||
<French>Afficher la table de calcul</French>
|
||||
<French>Afficher la planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_HidePlottingBoard">
|
||||
<English>Hide Plotting Board</English>
|
||||
@ -370,7 +370,7 @@
|
||||
<Korean>플로팅 보드 숨기기</Korean>
|
||||
<Italian>Nascondi tavola di calcolo</Italian>
|
||||
<Russian>Скрыть миллиметровую доску.</Russian>
|
||||
<French>Masquer la table de calcul</French>
|
||||
<French>Masquer la planche traçante</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_TogglePlottingBoardRuler">
|
||||
<English>Toggle Plotting Board Ruler</English>
|
||||
|
@ -37,7 +37,7 @@
|
||||
<Key ID="STR_ACE_Medical_SpontaneousWakeUpChance_DisplayName">
|
||||
<English>Unconscious Wake Up Chance</English>
|
||||
<German>Wahrscheinlichkeit um aufzuwachen</German>
|
||||
<Japanese>気絶時の覚醒確率</Japanese>
|
||||
<Japanese>無意識状態時の覚醒確率</Japanese>
|
||||
<Russian>Шанс очнуться при потере сознания</Russian>
|
||||
<French>Chance de reprendre connaissance</French>
|
||||
<Portuguese>Chance de recuperar consciência</Portuguese>
|
||||
@ -84,7 +84,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_spontaneousWakeUpEpinephrineBoost_Description">
|
||||
<English>When an unconscious patient has Epinephrine in their system, the time between spontaneous wake up checks is divided by this value.</English>
|
||||
<Japanese>気絶した患者の体内に投与されたアドレナリンがある場合、 覚醒確率計算の実施間隔が値で除算されます。</Japanese>
|
||||
<Japanese>無意識状態の患者の体内に投与されたアドレナリンがある場合、 覚醒確率計算の実施間隔が値で除算されます。</Japanese>
|
||||
<Chinese>增加因病患的循環系統裡面的腎上腺素自我甦醒的機率。</Chinese>
|
||||
<Chinesesimp>增加因病患的循环系统里面的肾上腺素自我苏醒的机率。</Chinesesimp>
|
||||
<French>Augmente la fréquence des tests de réveil lorsque le patient a de l'épinéphrine dans son système sanguin.\n(L'épinéphrine n'accélère pas la reprise de conscience si la valeur est définie sur 1.)</French>
|
||||
|
@ -20,7 +20,7 @@
|
||||
<Key ID="STR_ACE_Medical_AI_enableFor_desc">
|
||||
<English>AI will respond to injury and unconsciousness</English>
|
||||
<German>KI reagiert auf Verletzungen und Bewusstlosigkeit</German>
|
||||
<Japanese>AIが負傷者と気絶している人に対して行動するようになります。</Japanese>
|
||||
<Japanese>AIが負傷者と無意識状態の人に対して行動するようになります。</Japanese>
|
||||
<Russian>ИИ будет реагировать на травмы и потерю сознания</Russian>
|
||||
<French>Les unités IA seront sensibles aux blessures, ainsi qu'à la perte de connaissance.</French>
|
||||
<Portuguese>A IA irá responder a ferimentos e perdas de consciência</Portuguese>
|
||||
|
@ -99,7 +99,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Blood_BloodLifetime_Description">
|
||||
<English>Controls the lifetime of blood drop objects.</English>
|
||||
<Japanese>血痕オブジェクトの寿命を決定します。</Japanese>
|
||||
<Japanese>血痕オブジェクトの寿命を制御します。</Japanese>
|
||||
<French>Définit la durée d'affichage des traces de sang.</French>
|
||||
<Russian>Управляет временем жизни объектов капель крови.</Russian>
|
||||
<Portuguese>Controla o tempo de vida que um objeto de gota de sangue tem.</Portuguese>
|
||||
|
@ -18,7 +18,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_PlayerDamageThreshold_Description">
|
||||
<English>Sets the amount of damage a player can receive before going unconscious (and dying if "Sum of Trauma" is enabled).</English>
|
||||
<Japanese>プレイヤーが気絶するまでに受けられるダメージ量を設定します。\n("外傷の合計"が有効な場合は死亡するまでに受けられるダメージ量)</Japanese>
|
||||
<Japanese>プレイヤーが無意識状態に陥るまでに受けられるダメージ量を設定します。\n("外傷の合計"が有効な場合は死亡するまでに受けられるダメージ量)</Japanese>
|
||||
<French>Définit la quantité de dégâts qu'un joueur peut subir avant de perdre connaissance (ou mourir, si l'option "Somme des traumatismes" est sélectionnée).</French>
|
||||
<Russian>Устанавливает количество урона, которое может получить игрок, прежде чем потеряет сознание (и умирает, если включена функция "Сумма травм").</Russian>
|
||||
<Portuguese>Define a quantidade de dano que um jogador pode receber antes de ficar inconsciente.</Portuguese>
|
||||
@ -49,7 +49,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_AIDamageThreshold_Description">
|
||||
<English>Sets the amount of damage an AI unit can receive before going unconscious (or dying when "Sum of Trauma" is enabled).</English>
|
||||
<Japanese>AIが気絶するまでに受けられるダメージ量を設定します。\n("外傷の合計"が有効な場合は死亡するまでに受けられるダメージ量)</Japanese>
|
||||
<Japanese>AIが無意識状態に陥るまでに受けられるダメージ量を設定します。\n("外傷の合計"が有効な場合は死亡するまでに受けられるダメージ量)</Japanese>
|
||||
<French>Définit la quantité de dégâts qu'une unité IA peut subir avant de perdre connaissance (ou mourir, si l'option "Somme des traumatismes" est sélectionnée).</French>
|
||||
<Russian>Устанавливает количество урона, которое может получить ИИ, прежде чем потеряет сознание (или умирает, когда включена функция "Сумма травм")..</Russian>
|
||||
<Portuguese>Define a quantidade de dano que uma IA pode receber antes de ficar inconsciente.</Portuguese>
|
||||
@ -625,7 +625,7 @@
|
||||
<Key ID="STR_ACE_Medical_Damage_fatalDamageSource_Description">
|
||||
<English>Determines what damage can be fatal</English>
|
||||
<Russian>Определяет какой урон будет смертельным</Russian>
|
||||
<Japanese>致命となるダメージの種類を決定します。</Japanese>
|
||||
<Japanese>致命となるダメージの種類を定義します。</Japanese>
|
||||
<Chinese>決定何種傷害為致命</Chinese>
|
||||
<Chinesesimp>确定哪些伤害可能是致命的</Chinesesimp>
|
||||
<Italian>Determina quali danni possono essere letali</Italian>
|
||||
@ -757,7 +757,7 @@
|
||||
<German>Legt die Höhe des Schadens fest, den eine Einheit erhalten kann, bevor diese ohnmächtig wird. (0 für Misionsnormalwert)</German>
|
||||
<Italian>Determina il livello di danni sopportabili da un'unità senza svenire. (0 per il valore predefinito dalla missione)</Italian>
|
||||
<French>Définit la quantité de dégâts que l'unité peut subir avant de perdre connaissance (ou mourir, si l'option "Somme des traumatismes" est sélectionnée).\n(0 utilise la valeur définie dans la mission.)</French>
|
||||
<Japanese>このユニットが気絶するまでに受けられるダメージ量を設定します。 (ミッション標準は0)</Japanese>
|
||||
<Japanese>このユニットが無意識状態に陥るまでに受けられるダメージ量を設定します。 (ミッション標準は0)</Japanese>
|
||||
<Czech>Určuje kolik poškození může jednotka utrpět než upadne do bezvědomí. (pro použití standardní hodnoty mise zadejte 0)</Czech>
|
||||
<Russian>Устанавливает количество урона, которое может получить юнит перед тем, как потерять сознание. (0 для значения миссии)</Russian>
|
||||
<Polish>Ustawia próg obrażeń jakie może otrzymać jednostka przed utratą przytomności. (0 jako ustawienie domyślne misji)</Polish>
|
||||
@ -772,7 +772,7 @@
|
||||
<Russian>Шанс потерять сознание от боли</Russian>
|
||||
<Polish>Szansa na nieprzytomność przez ból</Polish>
|
||||
<Italian>Probabilità Svenimento da Dolore</Italian>
|
||||
<Japanese>痛みによる気絶確率</Japanese>
|
||||
<Japanese>痛みによる無意識化確率</Japanese>
|
||||
<Spanish>Probabilidad de inconsciencia por dolor</Spanish>
|
||||
<French>Douleur - Chance d'évanouissement</French>
|
||||
<German>Chance für Bewusslosigkeit durch Schmerz</German>
|
||||
@ -785,7 +785,7 @@
|
||||
<Russian>Шанс, что человек потеряет сознание, когда его боль выше допустимого порога при получении травмы.</Russian>
|
||||
<Italian>La probabilità che un'unità perda i sensi quando il suo dolore è sopra la soglia critica ricevendo danni.</Italian>
|
||||
<Polish>Szansa że osoba straci przytomność gdy jej ból jest powyżej tolerowalnego progu podczas otrzymywania obrażeń.</Polish>
|
||||
<Japanese>ユニットがダメージを受けた時の痛みが許容しきい値を超えていた場合に気絶する確率を設定します。</Japanese>
|
||||
<Japanese>ユニットがダメージを受けた時の痛みが許容しきい値を超えていた場合に無意識状態に陥る確率を設定します。</Japanese>
|
||||
<Spanish>La probabilidad de que una persona caiga inconsciente cuando su dolor está por encima del umbral al haber recibido daño.</Spanish>
|
||||
<French>La probabilité pour qu'une personne perde connaissance lorsque la douleur ressentie est supérieure à son seuil de tolérance.</French>
|
||||
<German>Die Wahrscheinlichkeit, dass eine Person bewusstlos wird, wenn ihre Schmerzen bei einer Verwundung über der Toleranzschwelle liegen.</German>
|
||||
@ -798,7 +798,7 @@
|
||||
<Russian>Порог боли для потери сознания</Russian>
|
||||
<Italian>Soglia Critica di Dolore</Italian>
|
||||
<French>Seuil d'inconscience par la douleur.</French>
|
||||
<Japanese>気絶する痛みのしきい値</Japanese>
|
||||
<Japanese>無意識状態に陥る痛みのしきい値</Japanese>
|
||||
<Polish>Próg Nieprzytomności od Bólu</Polish>
|
||||
<German>Schmerz-Bewusstlosigkeit-Grenze</German>
|
||||
<Korean>고통 기절 한계점</Korean>
|
||||
|
@ -20,7 +20,7 @@
|
||||
<Spanish>Controla si la tripulación recibe daño debido a colisiones en vehículo.</Spanish>
|
||||
<French>Définit si les passagers à bord des véhicules peuvent être blessés en cas d'accident.</French>
|
||||
<Polish>Kontroluje czy załoga pojazdu otrzyma obrażenia podczas kolizji pojazdu.</Polish>
|
||||
<Japanese>車両が衝突をすると乗員がダメージを受けるかどうかを決定します。</Japanese>
|
||||
<Japanese>車両が衝突をすると乗員がダメージを受けるかどうかを制御します。</Japanese>
|
||||
<German>Kontrolliert, ob Besatzung eines Fahrzeugs Schaden durch Unfälle erleiden soll</German>
|
||||
<Italian>Determina se i passeggeri di un veicolo subiranno danni da schianti o incidenti.</Italian>
|
||||
<Chinesesimp>控制乘员是否受到车辆碰撞的伤害。</Chinesesimp>
|
||||
|
@ -198,7 +198,7 @@
|
||||
<Key ID="STR_ACE_Medical_GUI_MaxDistance_Description">
|
||||
<English>Maximum distance from which the Medical Menu can be opened.</English>
|
||||
<German>Maximale Entfernung, um das Sanitätsmenü zu öffnen.</German>
|
||||
<Japanese>医療メニューを開いたままにできる最大距離を決定します。</Japanese>
|
||||
<Japanese>医療メニューを開いたままにできる最大距離。</Japanese>
|
||||
<Russian>Максимальное расстояние, с которого можно открыть Медицинское меню.</Russian>
|
||||
<French>Définit la distance (en mètres) à partir de laquelle il n'est plus possible d'activer le menu médical pour traiter un patient.</French>
|
||||
<Portuguese>A Distância máxima do paciente para que o Menu Médico possa ser aberto.</Portuguese>
|
||||
|
@ -68,7 +68,7 @@
|
||||
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuriesAI_Description">
|
||||
<English>Controls when AI can receive fatal injuries. A fatal injury is caused by significant damage to the head or troso.\nWhen set to "Always", this effectively produces "AI Instant Death" behaviour as AI will immediately die from any fatal injury.\nNOTE: Any mode other than "Always" requires AI Unconsciousness to be enabled.</English>
|
||||
<Portuguese>Controla quando a IA pode receber lesões fatais. Uma lesão fatal é causada por um dano significante na cabeça ou tronco.\nQuando definido para "Sempre", isso efetivamente causa a "Morte Instantânea da IA", pois a IA irá imediatamente morrer para qualquer lesão fatal.\nNOTA: Qualquer opção além de "Sempre" requer que Inconsciência de IA esteja ativada.</Portuguese>
|
||||
<Japanese>AIが致命傷を受けた時の挙動を管理できます。頭部や胸部に受ける大きなダメージは致命傷になります。\n"常に"に設定されていると、いかなる致命傷でも"AIの即死"効果が生まれます。\n注: "常に"以外のモードでは"AIの気絶"を有効化させる必要があります。</Japanese>
|
||||
<Japanese>AIが致命傷を受けた時の挙動を管理できます。頭部や胸部に受ける大きなダメージは致命傷になります。\n"常に"に設定されていると、いかなる致命傷でも"AIの即死"効果が生まれます。\n注: "常に"以外のモードでは"AIの無意識状態化"を有効化させる必要があります。</Japanese>
|
||||
<Chinese>控制當AI受致命傷時是否能救起。致命傷是指對頭部或身體造成可觀傷害所造成的。\n當設置為"總是"時,這會使其與"AI 瞬間死亡"同一個效果,在AI受到致命傷時瞬間死亡。\n備註:選了"總是"以外的選項的話必須開啟「AI無意識」的選項。</Chinese>
|
||||
<Chinesesimp>控制当 AI 受致命伤时是否能救起。致命伤是指对头部或躯干遭受重大伤害。\n当设置为"总是"时,这将有效地产生"AI 即时死亡"行为,因为 AI 将立即死于任何致命伤。\n注意:"总是"以外的任何模式都需要启用 AI 无意识。</Chinesesimp>
|
||||
<French>Détermine si les unités IA décèdent en cas de blessure mortelle. Une blessure mortelle est définie par des dommages importants à la tête ou au cœur.\nSi réglé sur "Toujours", cela produit effectivement un comportement de "Mort instantanée" car les unités IA mourront immédiatement de toute blessure mortelle.\nNOTE : Tout mode autre que "Toujours" nécessite l'activation de l'option "Inconscience IA".</French>
|
||||
@ -92,7 +92,7 @@
|
||||
<French>Inconscience IA</French>
|
||||
<Hungarian>AI eszméletlenség</Hungarian>
|
||||
<Italian>Incoscienza IA</Italian>
|
||||
<Japanese>AIの気絶</Japanese>
|
||||
<Japanese>AIの無意識状態化</Japanese>
|
||||
<Korean>인공지능 기절</Korean>
|
||||
<Chinesesimp>AI 无意识</Chinesesimp>
|
||||
<Chinese>AI無意識</Chinese>
|
||||
@ -101,7 +101,7 @@
|
||||
<Key ID="STR_ACE_Medical_Statemachine_AIUnconsciousness_Description">
|
||||
<English>Controls whether AI can go unconscious instead of immediately dying.\nThis setting works together with the "AI Fatal Injuries" setting since, going into cardiac arrest requires that the unit is able to go unconscious.\nHowever, these settings are separated because units can go unconscious from critical vitals resulting from non-fatal injuries.\nIn essence, this means that in order to enable cardiac arrest for AI units, this setting must be enabled.</English>
|
||||
<Portuguese>Controla se a IA pode ficar inconsciente ao invés de morrer imediatamente.\nEssa configuração funciona com "Lesões Fatais de IA", pois para uma unidade ter uma parada cardíaca é necessário que a IA possa fica inconsciente.\nContudo, essas configurações são separadas pois unidades podem ficar inconscientes por vitais críticos causados por ferimentos não-fatais.\nEssencialmente, isso significa que para ativar uma parada cardíaca em IA, essa configuração precisa estar ativa.</Portuguese>
|
||||
<Japanese>AIが即死する代わりに気絶するかどうかを決定できます。\nこれは "AIの致命傷" 設定と連動します。これは心停止を起こすにはユニットが気絶する必要がある為です。\nしかしながら、これらの設定はユニットが非致死性の負傷により重体となって気絶できるよう分離されています。\n本質的にはこの設定はAIユニットの心停止を可能にするものであり、有効化されておくべきです。</Japanese>
|
||||
<Japanese>AIが即死する代わりに無意識状態化するかどうかを制御します。\nこれは "AIの致命傷" 設定と連動します。何故ならば、ユニットを心停止させるためには無意識状態に陥る必要がある為です。\nしかし、これらの設定は、致命的ではない負傷の経過による重症状態化でユニットが無意識状態に陥ることが出来るようにするため、分割されています。\n要するに、AIユニットの心停止を有効にするには、この設定を有効にする必要があるということです。</Japanese>
|
||||
<Chinese>控制AI是否能進入無意識狀態而非立刻原地死亡。\n這個選項會與「AI致命傷」的選項聯動,使單位心搏停止的話必須先讓其無意識。\n然而,兩個設定分開之原因是使單位能因從非致命傷的攻擊情況下進入生命危險的狀態。\n簡單來說,你想要讓AI單位有心搏停止可能的話,該選項必須啟用。</Chinese>
|
||||
<Chinesesimp>控制 AI 是否可以进入昏迷状态而不是立即死亡。\n这个设置与"AI 致命伤"设置一起工作,因为进入心脏骤停需要单位能够昏迷。\n然而,这些设置是分开的,因为单位可能会因非致命伤害导致的关键生命体征而昏迷过去。\n从本质上讲,这意味着为了使 AI 单位的心脏骤停,必须启用此设置。</Chinesesimp>
|
||||
<French>Définit si les unités IA peuvent perdre connaissance au lieu de mourir immédiatement.\nCe paramètre fonctionne conjointement avec l'option "Décès si blessure mortelle (IA)" car, pour qu'une unité IA subisse un arrêt cardiaque, elle doit également pouvoir perdre connaissance.\nCependant, ces paramètres sont séparés car les unités peuvent s'évanouir suite à des signes vitaux critiques résultant de blessures non mortelles.\nEn résumé, cela signifie que ce paramètre doit absolument être activé pour qu'une unité IA puisse entrer en état d'arrêt cardiaque.</French>
|
||||
@ -132,7 +132,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Statemachine_CardiacArrestTime_Description">
|
||||
<English>Controls how long it takes to die from cardiac arrest.</English>
|
||||
<Japanese>どのくらいの時間、心停止すると死亡するかを決定します。</Japanese>
|
||||
<Japanese>どのくらいの時間、心停止すると死亡するかを制御します。</Japanese>
|
||||
<French>Définit le temps qu'il faut pour mourir d'un arrêt cardiaque.</French>
|
||||
<Russian>Контролирует, сколько времени требуется, чтобы умереть от остановки сердца.</Russian>
|
||||
<Portuguese>Controla o tempo necessário para morrer para uma parada cardíaca.</Portuguese>
|
||||
|
@ -10,7 +10,8 @@
|
||||
* 3: Treatment <STRING>
|
||||
* 4: Item User <OBJECT>
|
||||
* 5: Used Item <STRING>
|
||||
* 6: Bandage effectiveness coefficient <NUMBER> (default: 1)
|
||||
* 6: Create litter <BOOLEAN>
|
||||
* 7: Bandage effectiveness coefficient <NUMBER> (default: 1)
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -21,10 +22,10 @@
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
_this set [6, _this param [6, 1]]; // set default Bandage effectiveness coefficient
|
||||
_this set [7, _this param [7, 1]]; // set bandage effectiveness coefficient
|
||||
[QGVAR(bandaged), _this] call CBA_fnc_localEvent; // Raise event with reference so mods can modify this
|
||||
|
||||
params ["_medic", "_patient", "_bodyPart", "_classname", "", "", "_bandageEffectiveness"];
|
||||
params ["_medic", "_patient", "_bodyPart", "_classname", "", "", "", "_bandageEffectiveness"];
|
||||
|
||||
[_patient, "activity", LSTRING(Activity_bandagedPatient), [[_medic, false, true] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
|
||||
|
@ -18,7 +18,7 @@
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_patient", "_bodyPart", "_bandage", ["_bandageEffectiveness", 1]];
|
||||
params ["_patient", "_bodyPart", "_bandage", ["_bandageEffectiveness", 1, [0]]];
|
||||
TRACE_4("bandageLocal",_patient,_bodyPart,_bandage,_bandageEffectiveness);
|
||||
_bodyPart = toLowerANSI _bodyPart;
|
||||
|
||||
|
@ -155,9 +155,9 @@ if (_callbackProgress isEqualTo {}) then {
|
||||
_callbackProgress = {true};
|
||||
};
|
||||
|
||||
[_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem] call _callbackStart;
|
||||
[_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem, _createLitter] call _callbackStart;
|
||||
|
||||
["ace_treatmentStarted", [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem]] call CBA_fnc_localEvent;
|
||||
["ace_treatmentStarted", [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem, _createLitter]] call CBA_fnc_localEvent;
|
||||
|
||||
[
|
||||
_treatmentTime,
|
||||
|
@ -11,6 +11,7 @@
|
||||
* 3: Treatment <STRING>
|
||||
* 4: Item User <OBJECT>
|
||||
* 5: Used Item <STRING>
|
||||
* 6: Create Litter <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -19,7 +20,7 @@
|
||||
*/
|
||||
|
||||
params ["_args"];
|
||||
_args params ["_medic", "_patient", "_bodyPart", "_classname", "_itemUser", "_usedItem"];
|
||||
_args params ["_medic", "_patient", "_bodyPart", "_classname", "_itemUser", "_usedItem", "_createLitter"];
|
||||
|
||||
// Return used item to user (if used)
|
||||
if (!isNull _itemUser) then {
|
||||
@ -53,4 +54,4 @@ GET_FUNCTION(_callbackFailure,configFile >> QGVAR(actions) >> _classname >> "cal
|
||||
|
||||
_args call _callbackFailure;
|
||||
|
||||
["ace_treatmentFailed", [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem]] call CBA_fnc_localEvent;
|
||||
["ace_treatmentFailed", [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem, _createLitter]] call CBA_fnc_localEvent;
|
||||
|
@ -50,4 +50,4 @@ _args call _callbackSuccess;
|
||||
if (_createLitter) then { _args call FUNC(createLitter); };
|
||||
|
||||
// Emit local event for medical API
|
||||
["ace_treatmentSucceded", [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem]] call CBA_fnc_localEvent;
|
||||
["ace_treatmentSucceded", [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem, _createLitter]] call CBA_fnc_localEvent;
|
||||
|
@ -196,7 +196,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_ClearTrauma_Description">
|
||||
<English>Controls when hitpoint damage from wounds is healed.</English>
|
||||
<Japanese>治療後に負傷箇所にある外傷の状態を決定できます。</Japanese>
|
||||
<Japanese>治療後に負傷箇所にある外傷の状態を制御できます。</Japanese>
|
||||
<French>Définit à quel moment les blessures sont entièrement soignées.</French>
|
||||
<Russian>Определяет, когда исцеляется урон от ран.</Russian>
|
||||
<German>Steuert, wann Trefferpunktschaden von Wunden geheilt wird.</German>
|
||||
@ -264,7 +264,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_AllowSharedEquipment_Description">
|
||||
<English>Controls whether medical equipment can be shared between the patient and the medic.</English>
|
||||
<Japanese>患者と救護者との間で医療品の共有をするかどうかを決定します。</Japanese>
|
||||
<Japanese>患者と救護者との間で医療品の共有をするかどうかを制御します。</Japanese>
|
||||
<French>Définit si l'équipement médical du médecin et du patient sont mis en commun, et quel matériel est à utiliser en priorité, le cas échéant.</French>
|
||||
<Russian>Контролирует, можно ли разделить медикаменты между пациентом и врачом.</Russian>
|
||||
<Portuguese>Controla se um item médico pode ser compartilhado entre médico e paciente.</Portuguese>
|
||||
@ -325,7 +325,7 @@
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeAutoinjector_Description">
|
||||
<English>Time, in seconds, required to administer medication using an autoinjector.</English>
|
||||
<French>Définit le temps nécessaire à l'administration d'une substance auto-injectable (en secondes).</French>
|
||||
<Japanese>自動注射器の使用に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>自動注射器の使用に掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para administrar medicación utilizando un autoinyectador.</Spanish>
|
||||
<Russian>Время, необходимое для введения медикаментов автоинъектором (в секундах).</Russian>
|
||||
<Polish>Czas w sekundach potrzebny do aplikacji medykamentów za pomocą autostrzykawki.</Polish>
|
||||
@ -351,7 +351,7 @@
|
||||
<French>Définit le temps nécessaire à l'application ou au retrait d'un garrot (en secondes).</French>
|
||||
<German>Zeit in Sekunden, die benötigt wird, um ein Tourniquet anzuwenden.</German>
|
||||
<Italian>Tempo in secondi richiesto per mettere/rimuovere un laccio emostatico.</Italian>
|
||||
<Japanese>止血帯の使用/取り外しに掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>止血帯の使用/取り外しに掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para aplicar/quitar un torniquete.</Spanish>
|
||||
<Russian>Время, необходимое для наложения/снятия жгута (в секундах).</Russian>
|
||||
<Polish>Czas w sekundach potrzebny do założenia/zdjęcia stazy.</Polish>
|
||||
@ -375,7 +375,7 @@
|
||||
<French>Définit le temps nécessaire à la pose d'une perfusion IV (en secondes).</French>
|
||||
<German>Zeit in Sekunden, die benötigt wird, um einen Infusionsbeutel aufzutragen.</German>
|
||||
<Italian>Tempo in secondi richiesto per applicare una Flebo Endovenosa.</Italian>
|
||||
<Japanese>点滴の投与に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>点滴の投与に掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para administrar una bolsa de IV.</Spanish>
|
||||
<Russian>Время, необходимое для применения пакета внутривенного переливания (в секундах).</Russian>
|
||||
<Polish>Czas w sekundach potrzebny na aplikację transfuzji IV.</Polish>
|
||||
@ -399,7 +399,7 @@
|
||||
<French>Définit le temps nécessaire à l'application d'une attelle (en secondes).</French>
|
||||
<German>Zeit in Sekunden, die zum Anbringen einer Schiene benötigt wird.</German>
|
||||
<Italian>Tempo in secondi richiesto per applicare una gessatura.</Italian>
|
||||
<Japanese>添え木の使用に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>添え木の使用に掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>TIempo, en segundos, requerido para aplicar una férula.</Spanish>
|
||||
<Russian>Время, необходимое для наложения шины (в секундах).</Russian>
|
||||
<Polish>Czas w sekundach potrzebny na aplikację szyny.</Polish>
|
||||
@ -423,7 +423,7 @@
|
||||
<French>Définit le temps nécessaire à la mise en housse d'un corps (en secondes).</French>
|
||||
<German>Zeit in Sekunden, die benötigt wird, um einen Leichensack aufzutragen.</German>
|
||||
<Italian>Tempo in secondi richiesto per mettere un deceduto in una sacca per corpi.</Italian>
|
||||
<Japanese>遺体袋の使用に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>遺体袋の使用に掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para poner a un paciente en una bolsa para cuerpos.</Spanish>
|
||||
<Russian>Время, необходимое для того чтобы упаковать труп в мешок (в секундах).</Russian>
|
||||
<Polish>Czas w sekundach potrzebny na spakowanie ciała do worka na ciało.</Polish>
|
||||
@ -447,7 +447,7 @@
|
||||
<French>Durée, en secondes, requise pour creuser une tombe pour un corps.</French>
|
||||
<German>Zeit (in Sekunden), die benötigt wird, um ein Grab für einen Leichnam auszuheben.</German>
|
||||
<Italian>Tempo in secondi richiesto per seppellire un morto.</Italian>
|
||||
<Japanese>遺体の墓を掘るのに掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>遺体の墓を掘るのに掛かる時間。 (秒単位)</Japanese>
|
||||
<Russian>Время в секундах, необходимое для того, чтобы выкопать могилу для тела.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_MedicEpinephrine_DisplayName">
|
||||
@ -500,7 +500,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_LocationEpinephrine_Description">
|
||||
<English>Controls where epinephrine can be used.</English>
|
||||
<Japanese>アドレナリンが使える場所を決定します。</Japanese>
|
||||
<Japanese>アドレナリンが使える場所を制御します。</Japanese>
|
||||
<French>Définit les lieux où l'usage d'épinéphrine est autorisé.</French>
|
||||
<Russian>Контролирует, где можно использовать Адреналин.</Russian>
|
||||
<Portuguese>Controla onde Epinefrina pode ser utilizada.</Portuguese>
|
||||
@ -566,7 +566,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_LocationPAK_Description">
|
||||
<English>Controls where a PAK can be used.</English>
|
||||
<Japanese>PAKが使える場所を決定します。</Japanese>
|
||||
<Japanese>PAKが使える場所を制御します。</Japanese>
|
||||
<French>Définit les lieux où l'usage de la trousse sanitaire est autorisé.</French>
|
||||
<Russian>Контролирует, где можно использовать Аптечку.</Russian>
|
||||
<Portuguese>Controla onde o KPS pode ser utilizado.</Portuguese>
|
||||
@ -598,7 +598,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_ConsumePAK_Description">
|
||||
<English>Controls whether a PAK should be consumed after use.</English>
|
||||
<Japanese>PAKの使用後に消費するかどうかを決定します。</Japanese>
|
||||
<Japanese>PAKの使用後に消費するかどうかを制御します。</Japanese>
|
||||
<French>Définit si la trousse sanitaire doit être à usage unique.</French>
|
||||
<Russian>Контролирует, следует ли израсходовать Аптечку после использования.</Russian>
|
||||
<Portuguese>Controla se o KPS deve ser descartado/consumido após o uso.</Portuguese>
|
||||
@ -724,7 +724,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_LocationSurgicalKit_Description">
|
||||
<English>Controls where a surgical kit can be used.</English>
|
||||
<Japanese>手術キットが使える場所を決定します。</Japanese>
|
||||
<Japanese>手術キットが使える場所を制御します。</Japanese>
|
||||
<French>Définit les lieux où l'usage de la trousse chirurgicale est autorisé.</French>
|
||||
<Russian>Контролирует, где можно использовать Хирургический набор</Russian>
|
||||
<Portuguese>Controle onde o Kit Cirúrgico pode ser utilizado.</Portuguese>
|
||||
@ -809,7 +809,7 @@
|
||||
<Key ID="STR_ACE_Medical_Treatment_WoundStitchTime_Description">
|
||||
<English>Time, in seconds, required to stitch a single wound.</English>
|
||||
<French>Définit le temps nécessaire à la suture d'une plaie (en secondes).</French>
|
||||
<Japanese>縫合に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>縫合に掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para suturar una única herida.</Spanish>
|
||||
<Russian>Время, необходимое для зашивания одной раны (в секундах).</Russian>
|
||||
<Polish>Czas w sekundach potrzebny na zaszycie pojedyńczej rany.</Polish>
|
||||
@ -851,7 +851,7 @@
|
||||
<Key ID="STR_ACE_Medical_Treatment_AllowBodyBagUnconscious_DisplayName">
|
||||
<English>Allow Unconscious Body Bag</English>
|
||||
<French>Housse mortuaire - Autoriser patients inconscients</French>
|
||||
<Japanese>気絶者を遺体袋に</Japanese>
|
||||
<Japanese>無意識者の遺体袋への収容許可</Japanese>
|
||||
<Spanish>Permitir bolsa para cuerpos inconsciente</Spanish>
|
||||
<Russian>Разрешить упаковывать пациентов без сознания в мешки для трупов</Russian>
|
||||
<Polish>Nieprzytomni w worku na ciało</Polish>
|
||||
@ -863,7 +863,7 @@
|
||||
<Key ID="STR_ACE_Medical_Treatment_AllowBodyBagUnconscious_Description">
|
||||
<English>Enables placing an unconscious patient in a body bag.</English>
|
||||
<French>Active la possibilité de placer des patients inconscients dans les housses mortuaires.\nAttention : le cas échéant cela provoquera la mort du patient.</French>
|
||||
<Japanese>無意識状態のプレイヤーを遺体袋へ入れられるかどうかを決定します。</Japanese>
|
||||
<Japanese>無意識状態のプレイヤーを遺体袋へ入れることが出来る様にします。</Japanese>
|
||||
<Spanish>Permitir colocar a un paciente inconsciente en una bolsa para cuerpos.</Spanish>
|
||||
<Russian>Разрешает упаковывать пациентов без сознания в мешки для трупов.</Russian>
|
||||
<Polish>Zezwalaj na pakowanie nieprzytomnych osób do worka na ciało.</Polish>
|
||||
@ -969,7 +969,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_LocationIV_Description">
|
||||
<English>Controls where IV transfusions can be performed.</English>
|
||||
<Japanese>IV 輸液を行える場所を決定できます。</Japanese>
|
||||
<Japanese>IV 輸液を行える場所を制御します。</Japanese>
|
||||
<Spanish>Controla dónde pueden ser realizadas las transfusiones IV.</Spanish>
|
||||
<French>Définit les lieux où la pose de perfusions est autorisée.</French>
|
||||
<Russian>Определяет к каким частям тела разрешено применять пакеты внутренного переливания.</Russian>
|
||||
@ -997,7 +997,7 @@
|
||||
<Key ID="STR_ACE_Medical_Treatment_ConvertItems_Description">
|
||||
<English>Controls whether vanilla medical items are converted to ACE Medical items, removed only, or ignored.</English>
|
||||
<German>Legt fest, ob Standard Medic-Equipment in ACE-Equipment umgewandelt oder entfernt wird</German>
|
||||
<Japanese>ゲーム標準の医療アイテムをACE医療アイテムへ変換するか、削除するか、そのままにするかを決定します。</Japanese>
|
||||
<Japanese>ゲーム標準の医療アイテムをACE医療アイテムへ変換するか、削除するか、そのままにするかを制御します。</Japanese>
|
||||
<French>Détermine si les objets médicaux vanilla sont convertis en objets médicaux ACE, s'ils sont simplement retirés, ou s'ils sont ignorés.</French>
|
||||
<Russian>Определяет, что делать с ванильными медикаментами: преобразовать в медикаменты ACE, удалить или проигнорировать.</Russian>
|
||||
<Portuguese>Controla se itens médicos vanilla serão convertidos para itens do ACE, removidos ou ignorados.</Portuguese>
|
||||
@ -1105,7 +1105,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_LitterCleanupDelay_Description">
|
||||
<English>Controls the lifetime of litter objects, in seconds. -1 is forever.</English>
|
||||
<Japanese>廃棄物の寿命を秒で決定できます。-1 にすると恒久的になります。</Japanese>
|
||||
<Japanese>廃棄物の寿命を秒単位で制御します。-1 にすると恒久的になります。</Japanese>
|
||||
<French>Définit la durée d'affichage des détritus, en secondes. Durée illimitée : -1.</French>
|
||||
<Russian>Управляет временем жизни объектов мусора в секундах. -1 означает Навсегда.</Russian>
|
||||
<Portuguese>Controla o tempo de vida de objetos de lixo criados em segundos. -1 é para sempre.</Portuguese>
|
||||
@ -1263,7 +1263,7 @@
|
||||
<English>Time, in seconds, required to perform CPR on a patient.</English>
|
||||
<French>Définit le temps nécessaire à la mise en œuvre d'une RCP (en secondes).</French>
|
||||
<Italian>Tempo in secondi richiesto per effettuare RCP su un paziente.</Italian>
|
||||
<Japanese>心肺蘇生(CPR)に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>心肺蘇生(CPR)に掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para realizar RCP en un paciente.</Spanish>
|
||||
<Russian>Время, необходимое для проведения сердечно-лёгочной реанимации (СЛР) (в секундах).</Russian>
|
||||
<Polish>Czas w sekundach jaki jest potrzebny do wykonania CPR na pacjencie.</Polish>
|
||||
@ -4957,7 +4957,7 @@
|
||||
<Korean>붕대가 상처를 치료하는 데 얼마나 효과적으로 지속되는지 결정합니다.</Korean>
|
||||
<French>Défini l'efficacité des bandages à refermer des plaies.</French>
|
||||
<Italian>Determina quanto i bendaggi sono efficaci nel chiudere le ferite.</Italian>
|
||||
<Japanese>包帯が傷をふさぐのにどれだけ効果的かを決定します。</Japanese>
|
||||
<Japanese>包帯が傷をふさぐのにどれだけ効果的かを定義します。</Japanese>
|
||||
<Russian>Определяет, насколько эффективны бинты при закрытии ран.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_medicalTab">
|
||||
|
@ -447,7 +447,7 @@
|
||||
<Hungarian>Mennyi térképadatot tartalmaz a MicroDAGR</Hungarian>
|
||||
<Russian>Сколько данных должно отображаться на карте MicroDAGR</Russian>
|
||||
<Italian>Quanti dati cartografici sono mostrati sulla mappa del MicroDAGR</Italian>
|
||||
<Japanese>MicroDAGR で表示する地図情報を決定します</Japanese>
|
||||
<Japanese>MicroDAGR で表示される地図の情報量</Japanese>
|
||||
<Korean>얼마나 많은 데이터를 마이크로DAGR가 보여주는지를 결정합니다</Korean>
|
||||
<Chinesesimp>有多少地图数据会显示在微型军用 GPS 接收器</Chinesesimp>
|
||||
<Chinese>有多少地圖數據會顯示在微型軍用GPS接收器</Chinese>
|
||||
@ -519,7 +519,7 @@
|
||||
<English>Controls how precise the waypointdistance can be displayed</English>
|
||||
<German>Legt die Genauigkeit der Entfernung von Wegpunkten fest</German>
|
||||
<Italian>Controlla quanto è precisa la distanza indicata dal waypoint</Italian>
|
||||
<Japanese>表示されるウェイポイントの精度を設定します</Japanese>
|
||||
<Japanese>ウェイポイント距離の表示精度を制御します。</Japanese>
|
||||
<Polish>Kontroluje jak precyzyjnie może być wyświetlany dystans PT</Polish>
|
||||
<Russian>Управляет точностью отображения расстояний маршрутных точек</Russian>
|
||||
<Portuguese>Controla o quão preciso pode exibir o waypoint de distância</Portuguese>
|
||||
@ -589,7 +589,7 @@
|
||||
<Hungarian>Meghatárroza a MicroDAGR objektumok térképének tartalmát. A kevesebb adat korlátozza a térképnézeti módot az eszközön.</Hungarian>
|
||||
<Russian>Контролирует, сколько данных должно отображаться на карте устройств MicroDAGR. Ограничивает объем отображаемых данных на миникарте.</Russian>
|
||||
<Italian>Controlla quanti dati cartografici vengono caricati sui MicroDAGR. Meno dati permetteranno la visualizzazione di meno informazioni sulla minimappa.</Italian>
|
||||
<Japanese>アイテム上で表示されるデータ量を決定します。設定を減らすと地図上での情報が少なくなります。</Japanese>
|
||||
<Japanese>microDAGRの項目に入力されるデータの量を制御します。データを少なくすると、マップビューが制限され、ミニマップの表示量が少なくなります。</Japanese>
|
||||
<Korean>마이크로DAGR에 얼마나 많은 데이터가 들어있는지 정합니다. 적을 수록 지도상에도 비춰지는게 적어집니다.</Korean>
|
||||
<Chinesesimp>设定有多少数据会显示在微型军用 GPS 接收器上。这些资料的多寡会反映在迷你地图的显示上。</Chinesesimp>
|
||||
<Chinese>設定有多少數據會顯示在微型軍用GPS接收器上。這些資料的多寡會反映在迷你地圖的顯示上。</Chinese>
|
||||
|
@ -289,7 +289,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_TimePerPylon_description">
|
||||
<English>The time it takes to replace each pylon (in seconds).</English>
|
||||
<Japanese>各パイロンの置き換えに掛かる時間を設定します。(秒)</Japanese>
|
||||
<Japanese>各パイロンの置き換えに掛かる時間。 (秒単位)</Japanese>
|
||||
<Italian>Il tempo che impiega ogni pilone ad essere sostituito (in secondi).</Italian>
|
||||
<Chinese>每個派龍架需花多久時間進行整補(單位為秒)</Chinese>
|
||||
<Chinesesimp>每个挂架需花多久时间进行整装(单位为秒)。</Chinesesimp>
|
||||
|
@ -3077,7 +3077,7 @@
|
||||
<English>QBZ-95-1 (Green Hex)</English>
|
||||
<German>QBZ-95-1 (Hex Grün)</German>
|
||||
<Spanish>QBZ-95-1 (Hex Verde)</Spanish>
|
||||
<Polish>QBZ-95-1 (zielony hex)</Polish>
|
||||
<Polish>QBZ-95-1 (Zielony hex)</Polish>
|
||||
<Czech>QBZ-95-1 (Zelený Hex)</Czech>
|
||||
<French>QBZ-95-1 (Hex Vert)</French>
|
||||
<Russian>QBZ-95-1 (зелёный гекс)</Russian>
|
||||
@ -3128,7 +3128,7 @@
|
||||
<English>QBZ-95-1 GL (Green Hex)</English>
|
||||
<German>QBZ-95-1 GL (Hex Grün)</German>
|
||||
<Spanish>QBZ-95-1 GL (Hex Verde)</Spanish>
|
||||
<Polish>QBZ-95-1 GL (zielony hex)</Polish>
|
||||
<Polish>QBZ-95-1 GL (Zielony hex)</Polish>
|
||||
<Czech>QBZ-95-1 GL (Zelený Hex)</Czech>
|
||||
<French>QBZ-95-1 GL (Hex Vert)</French>
|
||||
<Russian>QBZ-95-1 GL (зелёный гекс)</Russian>
|
||||
@ -3179,7 +3179,7 @@
|
||||
<English>QBZ-95-1 LSW (Green Hex)</English>
|
||||
<German>QBZ-95-1 LSW (Hex Grün)</German>
|
||||
<Spanish>QBZ-95-1 LSW (Hex Verde)</Spanish>
|
||||
<Polish>QBZ-95-1 LSW (zielony hex)</Polish>
|
||||
<Polish>QBZ-95-1 LSW (Zielony hex)</Polish>
|
||||
<Czech>QBZ-95-1 LSW (Zelený Hex)</Czech>
|
||||
<French>QBZ-95-1 LSW (Hex Vert)</French>
|
||||
<Russian>QBZ-95-1 LSW (зелёный гекс)</Russian>
|
||||
@ -3230,7 +3230,7 @@
|
||||
<English>QBU-88 (Green Hex)</English>
|
||||
<German>QBU-88 (Hex Grün)</German>
|
||||
<Spanish>QBU-88 (Hex Verde)</Spanish>
|
||||
<Polish>QBU-88 (zielony hex)</Polish>
|
||||
<Polish>QBU-88 (Zielony hex)</Polish>
|
||||
<Czech>QBU-88 (Zelený Hex)</Czech>
|
||||
<French>QBU-88 (Hex Vert)</French>
|
||||
<Russian>QBU-88 (зелёный гекс)</Russian>
|
||||
@ -3536,7 +3536,7 @@
|
||||
<English>RPG-32 (Green Hex)</English>
|
||||
<German>RPG-32 (Hex Grün)</German>
|
||||
<Spanish>RPG-32 (Hex Verde)</Spanish>
|
||||
<Polish>RPG-32 (zielony hex)</Polish>
|
||||
<Polish>RPG-32 (Zielony hex)</Polish>
|
||||
<Czech>RPG-32 (Zelený Hex)</Czech>
|
||||
<French>RPG-32 (Hex Vert)</French>
|
||||
<Russian>RPG-32 (зелёный гекс)</Russian>
|
||||
|
@ -698,7 +698,7 @@
|
||||
<French>Distance maximale à laquelle un véhicule peut être réarmé.</French>
|
||||
<German>Die maximale Distanz, über die ein Fahrzeug Aufmunitioniert werden kann</German>
|
||||
<Portuguese>A distância máxima que um veículo pode ser rearmado/municiado.</Portuguese>
|
||||
<Japanese>車両から再武装できる範囲を決定します。</Japanese>
|
||||
<Japanese>車両から再武装できる最大距離</Japanese>
|
||||
<Chinese>與載具之最大可整裝距離</Chinese>
|
||||
<Chinesesimp>车辆可重新整装的最大距离</Chinesesimp>
|
||||
<Italian>La distanza massima da cui un veicolo può essere riarmato</Italian>
|
||||
|
@ -578,7 +578,7 @@
|
||||
<Russian>Время в секундах, которое занимает взаимодействие со шлангом.</Russian>
|
||||
<Spanish>Cuanto tiempo en segundos tardan las interacciones de repostado.</Spanish>
|
||||
<Italian>Durata delle interazioni in secondi.</Italian>
|
||||
<Japanese>燃料補給に掛かる時間 (秒)</Japanese>
|
||||
<Japanese>燃料補給に掛かる時間。 (秒単位)</Japanese>
|
||||
<Polish>Jak długo powinna trwać interakcja tankowania w sekundach.</Polish>
|
||||
<German>Wie lange Auftank-Interaktionen in Sekunden dauern.</German>
|
||||
<French>Durée des interactions de ravitaillement en secondes.</French>
|
||||
|
@ -2145,7 +2145,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_miscRepairTime_description">
|
||||
<English>Time in seconds to complete a repair.</English>
|
||||
<Japanese>修理完了までの所要時間</Japanese>
|
||||
<Japanese>修理完了までの所要時間 (秒単位)</Japanese>
|
||||
<Polish>Czas w sekundach do przeprowadzenia naprawy</Polish>
|
||||
<Italian>Tempo in secondi richiesto per completare una riparazione.</Italian>
|
||||
<German>Zeit in Sekunden, um eine Reparatur abzuschließen.</German>
|
||||
@ -2165,7 +2165,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Repair_wheelChangeTime_description">
|
||||
<English>Time in seconds to remove or change a wheel.</English>
|
||||
<Japanese>タイヤの取り外しまたは交換に掛かる時間。</Japanese>
|
||||
<Japanese>タイヤの取り外しまたは交換に掛かる時間。 (秒単位)</Japanese>
|
||||
<Polish>Czas w sekundach do zdjęcia lub zmienienia koła.</Polish>
|
||||
<Italian>Tempo in secondi richiesto per rimuovere o sostituire una ruota.</Italian>
|
||||
<German>Zeit in Sekunden, um ein Rad zu entfernen oder zu wechseln.</German>
|
||||
|
@ -19,11 +19,13 @@ GVAR(canAdjustWindage) = [false, false, false];
|
||||
GVAR(scopeAdjust) = [[[0,0],0,[0,0],0], [[0,0],0,[0,0],0], [[0,0],0,[0,0],0]];
|
||||
|
||||
["CBA_settingsInitialized", {
|
||||
|
||||
if (!GVAR(enabled)) exitWith {};
|
||||
|
||||
if (GVAR(deduceBarometricPressureFromTerrainAltitude)) then {
|
||||
GVAR(zeroReferenceBarometricPressure) = 1013.25 * (1 - (0.0065 * EGVAR(common,mapAltitude)) / 288.15) ^ 5.255754495;
|
||||
// Overwrite setting if automatic pressure deduction is wanted
|
||||
if (isServer && GVAR(deduceBarometricPressureFromTerrainAltitude)) then {
|
||||
private _referencePressure = 1013.25 * (1 - (0.0065 * EGVAR(common,mapAltitude)) / 288.15) ^ 5.255754495;
|
||||
|
||||
[QGVAR(zeroReferenceBarometricPressure), _referencePressure, 2, "server"] call CBA_settings_fnc_set;
|
||||
};
|
||||
|
||||
// Check inventory when it changes
|
||||
@ -47,5 +49,4 @@ GVAR(scopeAdjust) = [[[0,0],0,[0,0],0], [[0,0],0,[0,0],0], [[0,0],0,[0,0],0]];
|
||||
// Register fire event handler
|
||||
["ace_firedPlayer", LINKFUNC(firedEH)] call CBA_fnc_addEventHandler;
|
||||
["ace_firedPlayerNonLocal", LINKFUNC(firedEH)] call CBA_fnc_addEventHandler;
|
||||
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
@ -33,13 +33,13 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_SmallArms_25Rnd_45_Tracer_Green_Name">
|
||||
<English>.45 ACP 25Rnd Tracers (Green) Mag</English>
|
||||
<Polish>25-nab. mag. .45 ACP (zielony smugacz)</Polish>
|
||||
<Polish>25-nab. mag. .45 ACP (Zielony smugacz)</Polish>
|
||||
<Russian>Магазин, 25 патр. .45 ACP (зелёные трассеры)</Russian>
|
||||
<French>Mag. 25 traçantes (vertes) .45 ACP</French>
|
||||
<Spanish>Cargador de 25 balas trazadoras (verde) de .45 ACP</Spanish>
|
||||
<French>Mag. 25 traçantes (Vertes) .45 ACP</French>
|
||||
<Spanish>Cargador de 25 balas trazadoras (Verde) de .45 ACP</Spanish>
|
||||
<Italian>Caricatore 25cp .45 ACP Traccianti (Verdi)</Italian>
|
||||
<German>25-Schuss-.45-ACP-Vermin-Magazin (Leuchtspur Grün)</German>
|
||||
<Czech>.45 ACP, 25ks zásobník stopovky (zelené)</Czech>
|
||||
<Czech>.45 ACP, 25ks zásobník stopovky (Zelené)</Czech>
|
||||
<Turkish>.45 ACP 25 Merm. İzli (Yeşil) Şarjör</Turkish>
|
||||
<Japanese>.45 ACP 25Rnd トレーサー (緑) マガジン</Japanese>
|
||||
<Chinesesimp>.45 ACP 25发 弹匣(曳光,绿)</Chinesesimp>
|
||||
|
@ -224,7 +224,7 @@
|
||||
<English>Maximum distance the follow camera can be from the target</English>
|
||||
<German>Maximale Distanz in welcher die Kamera dem Ziel folgen kann.</German>
|
||||
<Russian>Максимальная дистанция от камеры слежения до цели</Russian>
|
||||
<Japanese>カメラが目標へ追随できる最大距離を決定できます。</Japanese>
|
||||
<Japanese>カメラが目標へ追随できる最大距離</Japanese>
|
||||
<Portuguese>A distância máxima que a câmera de acompanhamento pode estar do alvo.</Portuguese>
|
||||
<Chinese>攝影機能追隨目標的最大距離</Chinese>
|
||||
<Chinesesimp>摄影机能追随目标的最大距离</Chinesesimp>
|
||||
|
@ -282,7 +282,7 @@
|
||||
<English>Time, in seconds, required to dig a small trench.</English>
|
||||
<Russian>Время в секундах, необходимое для рытья малого окопа</Russian>
|
||||
<French>Définit le temps nécessaire au déploiement des petites tranchées (en secondes).</French>
|
||||
<Japanese>小型塹壕の造成が完了するまで掛かる時間 (秒) を設定できます。</Japanese>
|
||||
<Japanese>小型塹壕の造成が完了するまで掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para cavar una trinchera pequeña.</Spanish>
|
||||
<Polish>Czas, w sekundach wymagany do wykopania małego okopu</Polish>
|
||||
<German>Zeit in Sekunden, um einen kleinen Graben auszuheben.</German>
|
||||
@ -306,7 +306,7 @@
|
||||
<English>Time, in seconds, required to remove a small trench.</English>
|
||||
<Russian>Время в секундах, необходимое для удаления малого окопа</Russian>
|
||||
<French>Définit le temps nécessaire pour le retrait des petites tranchées (en secondes).</French>
|
||||
<Japanese>小型塹壕の撤去が完了するまで掛かる時間 (秒) を設定できます。</Japanese>
|
||||
<Japanese>小型塹壕の撤去が完了するまで掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para eliminar una trinchera pequeña.</Spanish>
|
||||
<Polish>Czas, w sekundach wymagany do usunięcia małego okopu</Polish>
|
||||
<German>Zeit in Sekunden, um einen kleinen Graben aufzuschütten.</German>
|
||||
@ -330,7 +330,7 @@
|
||||
<English>Time, in seconds, required to dig a big trench.</English>
|
||||
<Russian>Время в секундах, необходимое для рытья большого окопа</Russian>
|
||||
<French>Définit le temps nécessaire au déploiement des grandes tranchées (en secondes).</French>
|
||||
<Japanese>大型塹壕の造成が完了するまで掛かる時間 (秒) を設定できます。</Japanese>
|
||||
<Japanese>大型塹壕の造成が完了するまで掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para cavar una trinchera grande</Spanish>
|
||||
<Polish>Czas, w sekundach wymagany do wykopania dużego okopu</Polish>
|
||||
<German>Zeit in Sekunden, um einen großen Graben auszuheben.</German>
|
||||
@ -354,7 +354,7 @@
|
||||
<English>Time, in seconds, required to remove a big trench.</English>
|
||||
<Russian>Время в секундах, необходимое для удаления большого окопа</Russian>
|
||||
<French>Définit le temps nécessaire pour le retrait des grandes tranchées (en secondes).</French>
|
||||
<Japanese>大型塹壕の撤去が完了するまで掛かる時間 (秒) を設定できます。</Japanese>
|
||||
<Japanese>大型塹壕の撤去が完了するまで掛かる時間。 (秒単位)</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para eliminar una trinchera grande</Spanish>
|
||||
<Polish>Czas, w sekundach wymagany do usunięcia dużego okopu</Polish>
|
||||
<German>Zeit in Sekunden, um einen großen Graben aufzuschütten.</German>
|
||||
|
@ -365,7 +365,7 @@
|
||||
<Hungarian>Alapértelmezett idő a zárfeltöréshez (másodpercben). Alapértelmezett: 10</Hungarian>
|
||||
<Russian>Время для взлома замка отмычкой (в секундах). По умолчанию: 10</Russian>
|
||||
<Italian>Tempo Default richiesto per forzare serrature (in secondi). Predefinito: 10</Italian>
|
||||
<Japanese>Lockpickを使った作業の所要時間の標準設定。(秒) デフォルト: 10</Japanese>
|
||||
<Japanese>Lockpickを使った作業の所要時間の標準設定。 (秒単位) デフォルト: 10</Japanese>
|
||||
<Korean>해정을 위해 들이는 기본시간입니다(초 단위). 기본설정: 10</Korean>
|
||||
<Chinesesimp>开锁时间(秒)。预设:10</Chinesesimp>
|
||||
<Chinese>開鎖時間(秒)。預設:10</Chinese>
|
||||
|
@ -96,7 +96,7 @@
|
||||
<Hungarian>Korlátozza, mekkora látótávolságot állíthatnak be a kliensek (maximum 10000-ig)</Hungarian>
|
||||
<Russian>Устанавливает предел дальности, насколько клиенты могут увеличить свою дальность видимости (до 10000)</Russian>
|
||||
<Italian>Imposta il limite massimo a cui i client possono alzare la propria distanza visiva (massimo 10000)</Italian>
|
||||
<Japanese>各クライアントが設定できる視界距離の上限を設定します。(最大 10000)</Japanese>
|
||||
<Japanese>各クライアントが設定できる視界距離の上限 (最大 10000)</Japanese>
|
||||
<Korean>클라이언트가 최대 얼마나 멀리 볼 수 있는지 제한을 둡니다 (10000 까지 가능)</Korean>
|
||||
<Chinesesimp>设定客户端最高可显示的视距(最高至10000)</Chinesesimp>
|
||||
<Chinese>設定客戶端最高可顯示的視野距離 (最高至10000)</Chinese>
|
||||
|
@ -168,7 +168,7 @@
|
||||
<Key ID="STR_ACE_Volume_FadeDelayDescription">
|
||||
<English>Time it takes (in seconds) for the sound to fade in/out.</English>
|
||||
<German>Zeit, die es benötigt (in Sekunden), für das Geräusch, ein- bzw. auszublenden.</German>
|
||||
<Japanese>音がフェードイン/アウトするまでの時間 (秒) を決定します。</Japanese>
|
||||
<Japanese>音がフェードイン/アウトするまでの時間。 (秒単位)</Japanese>
|
||||
<French>Temps nécessaire (en secondes) aux sons pour être réduits/rétablis.</French>
|
||||
<Korean>페이드 인/아웃 되는데 걸리는 시간(초)</Korean>
|
||||
<Chinesesimp>设定音量淡出/入时所需的秒数。</Chinesesimp>
|
||||
|
@ -130,7 +130,7 @@
|
||||
<Hungarian>Megadja az intervallumot (másodpercben) az időjárás-frissítések között</Hungarian>
|
||||
<Russian>Определяет интервал (в секундах) между обновлениями погоды</Russian>
|
||||
<Italian>Definisce l'intervallo (in secondi) tra aggiornamenti del meteo</Italian>
|
||||
<Japanese>天候を更新する間隔を定義します。(秒)</Japanese>
|
||||
<Japanese>天候を更新する間隔 (秒) を定義します</Japanese>
|
||||
<Korean>기후를 갱신하는 간격을 초 단위로 정합니다.</Korean>
|
||||
<Chinesesimp>设定天气更新的时间间隔(秒)</Chinesesimp>
|
||||
<Chinese>設定天氣更新的時間間隔(秒)</Chinese>
|
||||
|
@ -36,7 +36,7 @@ Code running in the unscheduled environment uses linear execution, that means it
|
||||
|
||||
|
||||
## 2. What is the scheduler and why do I care?
|
||||
The Arma 3 script scheduler basically gives a fair-share execution to all running scripts, FSMs, and SQS files running on any given client or server at any given time. See the [Biki article](https://community.bistudio.com/wiki/Biki2.0:Performance_Considerations){:target="_blank"} for a in-depth explanation of this. What this basically means though, is that all scripts get a fair share; this also means scheduled execution is drastically affected by other mods that use scheduled execution. For example, if 2 different spawn's are running in a tight loop of `while {true} do {...};`, they will both get exactly 50% of the scheduling time.
|
||||
The Arma 3 script scheduler basically gives a fair-share execution to all running scripts, FSMs, and SQS files running on any given client or server at any given time. See the [Biki article](https://community.bistudio.com/wiki/Biki2.0:Performance_Considerations){:target="_blank"} for an in-depth explanation of this. What this basically means though, is that all scripts get a fair share; this also means scheduled execution is drastically affected by other mods that use scheduled execution. For example, if 2 different spawn's are running in a tight loop of `while {true} do {...};`, they will both get exactly 50% of the scheduling time.
|
||||
|
||||
With the way mission makers and mod makers generally use `spawn`/`execVM`, this means you're actually getting drastically less execution time in the scheduled environment than you might think. This leads to visible delay issues all the way up to massive delay on execution. You can easily test and prove this by looping spawns and watching the execution times extend.
|
||||
|
||||
|
@ -31,11 +31,11 @@ To quickly add a full ACE Arsenal to a box for all clients use the following cod
|
||||
|
||||
`ace_arsenal_fnc_initBox`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Box | Object | Required
|
||||
1 | Items | Array of strings or boolean | Required
|
||||
2 | Initialize globally | Boolean | Optional (default: `false`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Box | Object | Required |
|
||||
| 1 | Items | Array of strings or boolean | Required |
|
||||
| 2 | Initialize globally | Boolean | Optional (default: `false`) |
|
||||
|
||||
This will add the virtual items passed as arguments and add an ACE interaction to open ACE Arsenal.
|
||||
|
||||
@ -51,11 +51,11 @@ Please note that at least one virtual item needs to be added otherwise ACE Arsen
|
||||
|
||||
`ace_arsenal_fnc_openBox`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Box | Object | Required
|
||||
1 | Unit to open ACE Arsenal on | Object | Required
|
||||
2 | Ignore virtual items and fill ACE Arsenal | Boolean | Optional (default: `false`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Box | Object | Required |
|
||||
| 1 | Unit to open ACE Arsenal on | Object | Required |
|
||||
| 2 | Ignore virtual items and fill ACE Arsenal | Boolean | Optional (default: `false`) |
|
||||
|
||||
Examples:
|
||||
- `[_box, player] call ace_arsenal_fnc_openBox`
|
||||
@ -67,10 +67,10 @@ In the second example a full ACE Arsenal will be opened on the player.
|
||||
|
||||
`ace_arsenal_fnc_removeBox`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Box | Object | Required
|
||||
2 | Remove globally | Boolean | Optional (default: `false`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Box | Object | Required |
|
||||
| 2 | Remove globally | Boolean | Optional (default: `false`) |
|
||||
|
||||
Example:
|
||||
`[_box, true] call ace_arsenal_fnc_removeBox`
|
||||
@ -81,11 +81,11 @@ Example:
|
||||
|
||||
`ace_arsenal_fnc_addVirtualItems`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Box | Object | Required
|
||||
1 | Items | Array of strings or boolean | Required
|
||||
2 | Add globally | Boolean | Optional (default: `false`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Box | Object | Required |
|
||||
| 1 | Items | Array of strings or boolean | Required |
|
||||
| 2 | Add globally | Boolean | Optional (default: `false`) |
|
||||
|
||||
Passing an array of strings (class names) will add each one of those items to the specified box, passing true will add ALL items that are compatible with ACE Arsenal (the sorting is done on game startup). Faces, voices and insignia can't be added via this function.
|
||||
|
||||
@ -97,11 +97,11 @@ Examples:
|
||||
|
||||
`ace_arsenal_fnc_removeVirtualItems`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Box | Object | Required
|
||||
1 | Items | Array of strings or boolean | Required
|
||||
2 | Remove globally | Boolean | Optional (default: `false`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Box | Object | Required |
|
||||
| 1 | Items | Array of strings or boolean | Required |
|
||||
| 2 | Remove globally | Boolean | Optional (default: `false`) |
|
||||
|
||||
Like adding virtual items, passing an array of string (class names) will remove each ones of those items, however passing true will remove all virtual items and also remove the interaction to access ACE Arsenal. Faces, voices and insignia can't be removed via this function.
|
||||
|
||||
@ -185,11 +185,11 @@ Players with Zeus access can save default loadouts ingame, doing so will make th
|
||||
|
||||
`ace_arsenal_fnc_addDefaultLoadout`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Name of loadout | String | Required
|
||||
1 | getUnitLoadout array or CBA extended loadout array | Array | Required
|
||||
2 | Add loadout globally | Boolean | Optional (default: `false`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Name of loadout | String | Required |
|
||||
| 1 | getUnitLoadout array or CBA extended loadout array | Array | Required |
|
||||
| 2 | Add loadout globally | Boolean | Optional (default: `false`) |
|
||||
|
||||
Example:
|
||||
`["Squad Leader", getUnitLoadout sql1, true] call ace_arsenal_fnc_addDefaultLoadout`
|
||||
@ -229,22 +229,22 @@ The arguments passed to the bar, text and condition statements are:
|
||||
|
||||
`ace_arsenal_fnc_addStat`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
--- | -------- | ---- | ------------------------
|
||||
0 | Tabs to add the stat to | Array of arrays | Required
|
||||
0.1 | Left tab indexes | Array of numbers | Required
|
||||
0.2 | Right tab indexes | Array of numbers | Required
|
||||
1 | Stat class ID | String | Required
|
||||
2 | Config entries to pass | Array of strings | Required
|
||||
3 | Title | String | Required
|
||||
4 | Show bar / show text bools | Array of booleans | Required
|
||||
4.1 | Show bar | Boolean | Required
|
||||
4.2 | Show text | Boolean | Required
|
||||
5 | Array of statements | Array of code | Required
|
||||
5.1 | Bar code | Code | Required
|
||||
5.2 | Text code | Code | Required
|
||||
5.3 | Condition | Code | Required
|
||||
6 | Priority | Number | Optional (default: `0`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
| --- | -------- | ---- | ------------------------ |
|
||||
| 0 | Tabs to add the stat to | Array of arrays | Required |
|
||||
| 0.1 | Left tab indexes | Array of numbers | Required |
|
||||
| 0.2 | Right tab indexes | Array of numbers | Required |
|
||||
| 1 | Stat class ID | String | Required |
|
||||
| 2 | Config entries to pass | Array of strings | Required |
|
||||
| 3 | Title | String | Required |
|
||||
| 4 | Show bar / show text bools | Array of booleans | Required |
|
||||
| 4.1 | Show bar | Boolean | Required |
|
||||
| 4.2 | Show text | Boolean | Required |
|
||||
| 5 | Array of statements | Array of code | Required |
|
||||
| 5.1 | Bar code | Code | Required |
|
||||
| 5.2 | Text code | Code | Required |
|
||||
| 5.3 | Condition | Code | Required |
|
||||
| 6 | Priority | Number | Optional (default: `0`) |
|
||||
|
||||
Return Value:
|
||||
- Array of stat IDs
|
||||
@ -263,9 +263,9 @@ If a stat already exists (so same class ID and tab), it will ignore the new addi
|
||||
|
||||
`ace_arsenal_fnc_removeStat`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Array of IDs | Array | Required
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Array of IDs | Array | Required |
|
||||
|
||||
Stats IDs are unique, IDs are generated as follows:
|
||||
|
||||
@ -345,15 +345,15 @@ The argument passed to the condition is:
|
||||
|
||||
`ace_arsenal_fnc_addSort`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
--- | -------- | ---- | ------------------------
|
||||
0 | Tabs to add the sort to | Array of arrays | Required
|
||||
0.1 | Left tab indexes | Array of numbers | Required
|
||||
0.2 | Right tab indexes | Array of numbers | Required
|
||||
1 | Stat class ID | String | Required
|
||||
2 | Title | String | Required
|
||||
3 | Algorithm | Code | Required
|
||||
4 | Condition | Code | Optional (default: `{true}`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
| --- | -------- | ---- | ------------------------ |
|
||||
| 0 | Tabs to add the sort to | Array of arrays | Required |
|
||||
| 0.1 | Left tab indexes | Array of numbers | Required |
|
||||
| 0.2 | Right tab indexes | Array of numbers | Required |
|
||||
| 1 | Stat class ID | String | Required |
|
||||
| 2 | Title | String | Required |
|
||||
| 3 | Algorithm | Code | Required |
|
||||
| 4 | Condition | Code | Optional (default: `{true}`) |
|
||||
|
||||
Return Value:
|
||||
- Array of sort IDs
|
||||
@ -382,9 +382,9 @@ If a sorting method already exists (so same class ID and tab), it will ignore th
|
||||
|
||||
`ace_arsenal_fnc_removeSort`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Array of IDs | Array | Required
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Array of IDs | Array | Required |
|
||||
|
||||
Sorting method IDs are unique and are generated in the same fashion as the stat IDs (see `5.3 Removing stats via a function`).
|
||||
|
||||
@ -438,15 +438,15 @@ The focused unit object is passed to the condition and statement functions.
|
||||
|
||||
`ace_arsenal_fnc_addAction`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
--- | -------- | ---- | ------------------------
|
||||
0 | Tabs to add the sort to | Array of numbers | Required
|
||||
1 | Action class ID | String | Required
|
||||
2 | Title | String | Required
|
||||
3 | Actions | Array of arrays | Required
|
||||
4 | Condition | Code | Optional (default: `{true}`)
|
||||
5 | Scope editor | Number | Optional (default: `2`)
|
||||
6 | Update on cargo change | Boolean | Optional (default: `false`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
| --- | -------- | ---- | ------------------------ |
|
||||
| 0 | Tabs to add the sort to | Array of numbers | Required |
|
||||
| 1 | Action class ID | String | Required |
|
||||
| 2 | Title | String | Required |
|
||||
| 3 | Actions | Array of arrays | Required |
|
||||
| 4 | Condition | Code | Optional (default: `{true}`) |
|
||||
| 5 | Scope editor | Number | Optional (default: `2`) |
|
||||
| 6 | Update on cargo change | Boolean | Optional (default: `false`) |
|
||||
|
||||
Return Value:
|
||||
- Array of action IDs
|
||||
@ -474,9 +474,9 @@ If an action already exists (so same class ID and tab within an action), it will
|
||||
|
||||
`ace_arsenal_fnc_removeAction`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Array of IDs | Array | Required
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Array of IDs | Array | Required |
|
||||
|
||||
Action IDs are unique and their generation is explained in `7.2 Adding sorting methods via a function`.
|
||||
|
||||
@ -492,28 +492,28 @@ All are local.
|
||||
|
||||
| Name | Arguments | Added in |
|
||||
| ------------- | ------------- | ------------- |
|
||||
| ace_arsenal_boxInitialized | Arsenal box (OBJECT), items (BOOL or ARRAY) |
|
||||
| ace_arsenal_boxRemoved | Arsenal box (OBJECT) |
|
||||
| ace_arsenal_displayOpened | Arsenal display (DISPLAY) |
|
||||
| ace_arsenal_displayClosed | None |
|
||||
| ace_arsenal_leftPanelFilled | Arsenal display (DISPLAY), current left panel IDC (SCALAR), current right panel IDC (SCALAR) |
|
||||
| ace_arsenal_rightPanelFilled | Arsenal display (DISPLAY), current left panel IDC (SCALAR), current right panel IDC (SCALAR) |
|
||||
| ace_arsenal_onLoadoutSave | Loadout index (SCALAR), [loadout name (STRING), loadout data (ARRAY)] |
|
||||
| ace_arsenal_onLoadoutSaveExtended | Loadout index (SCALAR), [loadout name (STRING), CBA extended loadout data (ARRAY)] | 3.15.1
|
||||
| ace_arsenal_onLoadoutLoad | loadout data (ARRAY), loadout name (STRING) |
|
||||
| ace_arsenal_onLoadoutLoadExtended | CBA extended loadout data (ARRAY), loadout name (STRING) | 3.15.1
|
||||
| ace_arsenal_onLoadoutDelete | loadout name (STRING) |
|
||||
| ace_arsenal_loadoutShared | Loadouts list listnBox control (CONTROL), loadout author (STRING), loadout name (STRING), loadout data (ARRAY) |
|
||||
| ace_arsenal_loadoutUnshared | Loadouts list listnBox control (CONTROL), loadout author (STRING), loadout name (STRING) |
|
||||
| ace_arsenal_cargoChanged | Arsenal display (DISPLAY), item (STRING), add or remove (NUMBER), shiftState (BOOL) |
|
||||
| ace_arsenal_loadoutImported | Arsenal display (DISPLAY), import list (BOOL) |
|
||||
| ace_arsenal_loadoutExported | Arsenal display (DISPLAY), export list (BOOL) |
|
||||
| ace_arsenal_loadoutsDisplayOpened | loadouts screen display (DISPLAY) | 3.12.3 |
|
||||
| ace_arsenal_loadoutsDisplayClosed | None | 3.12.3 |
|
||||
| ace_arsenal_loadoutsTabChanged | loadouts screen display (DISPLAY), tab control (CONTROL) | 3.12.3 |
|
||||
| ace_arsenal_loadoutsListFilled | loadouts screen display (DISPLAY), tab control (CONTROL) | 3.12.3 |
|
||||
| ace_arsenal_loadoutVerified | loadout data (ARRAY), loadout CBA extended data (HASHMAP), null items (ARRAY), unavailable items (ARRAY), unavailable extended data (ARRAY) | 3.17.0 |
|
||||
| ace_arsenal_weaponItemChanged | weapon classname (STRING), item classname (STRING), item index (NUMBER, 0-5: muzzle, side, optic, bipod, magazine, underbarrel) | 3.16.0 |
|
||||
| `ace_arsenal_boxInitialized` | Arsenal box (OBJECT), items (BOOL or ARRAY) |
|
||||
| `ace_arsenal_boxRemoved` | Arsenal box (OBJECT) |
|
||||
| `ace_arsenal_displayOpened` | Arsenal display (DISPLAY) |
|
||||
| `ace_arsenal_displayClosed` | None |
|
||||
| `ace_arsenal_leftPanelFilled` | Arsenal display (DISPLAY), current left panel IDC (SCALAR), current right panel IDC (SCALAR) |
|
||||
| `ace_arsenal_rightPanelFilled` | Arsenal display (DISPLAY), current left panel IDC (SCALAR), current right panel IDC (SCALAR) |
|
||||
| `ace_arsenal_onLoadoutSave` | Loadout index (SCALAR), [loadout name (STRING), loadout data (ARRAY)] |
|
||||
| `ace_arsenal_onLoadoutSaveExtended` | Loadout index (SCALAR), [loadout name (STRING), CBA extended loadout data (ARRAY)] | 3.15.1
|
||||
| `ace_arsenal_onLoadoutLoad` | loadout data (ARRAY), loadout name (STRING) |
|
||||
| `ace_arsenal_onLoadoutLoadExtended` | CBA extended loadout data (ARRAY), loadout name (STRING) | 3.15.1
|
||||
| `ace_arsenal_onLoadoutDelete` | loadout name (STRING) |
|
||||
| `ace_arsenal_loadoutShared` | Loadouts list listnBox control (CONTROL), loadout author (STRING), loadout name (STRING), loadout data (ARRAY) |
|
||||
| `ace_arsenal_loadoutUnshared` | Loadouts list listnBox control (CONTROL), loadout author (STRING), loadout name (STRING) |
|
||||
| `ace_arsenal_cargoChanged` | Arsenal display (DISPLAY), item (STRING), add or remove (NUMBER), shiftState (BOOL) |
|
||||
| `ace_arsenal_loadoutImported` | Arsenal display (DISPLAY), import list (BOOL) |
|
||||
| `ace_arsenal_loadoutExported` | Arsenal display (DISPLAY), export list (BOOL) |
|
||||
| `ace_arsenal_loadoutsDisplayOpened` | loadouts screen display (DISPLAY) | 3.12.3 |
|
||||
| `ace_arsenal_loadoutsDisplayClosed` | None | 3.12.3 |
|
||||
| `ace_arsenal_loadoutsTabChanged` | loadouts screen display (DISPLAY), tab control (CONTROL) | 3.12.3 |
|
||||
| `ace_arsenal_loadoutsListFilled` | loadouts screen display (DISPLAY), tab control (CONTROL) | 3.12.3 |
|
||||
| `ace_arsenal_loadoutVerified` | loadout data (ARRAY), loadout CBA extended data (HASHMAP), null items (ARRAY), unavailable items (ARRAY), unavailable extended data (ARRAY) | 3.17.0 |
|
||||
| `ace_arsenal_weaponItemChanged` | weapon classname (STRING), item classname (STRING), item index (NUMBER, 0-5: muzzle, side, optic, bipod, magazine, underbarrel) | 3.16.0 |
|
||||
|
||||
## 9. Custom sub item categories
|
||||
|
||||
@ -521,13 +521,13 @@ All are local.
|
||||
|
||||
`ace_arsenal_fnc_addRightPanelButton`
|
||||
|
||||
| | Argument | Type | Optional (default value)
|
||||
---| -------- | ---- | ------------------------
|
||||
0 | Misc. items | Array of strings | Required
|
||||
1 | Tooltip | String | Optional (default: `""`)
|
||||
2 | Picture path | String | Optional (default: `"\z\ace\addons\arsenal\data\iconCustom.paa"`)
|
||||
3 | Override a specific button | Number | Optional (default: `-1`)
|
||||
4 | Move button on overwrite | Bool | Optional (default: `false`)
|
||||
| | Argument | Type | Optional (default value) |
|
||||
|----| -------- | ---- | ------------------------ |
|
||||
| 0 | Misc. items | Array of strings | Required |
|
||||
| 1 | Tooltip | String | Optional (default: `""`) |
|
||||
| 2 | Picture path | String | Optional (default: `"\z\ace\addons\arsenal\data\iconCustom.paa"`) |
|
||||
| 3 | Override a specific button | Number | Optional (default: `-1`) |
|
||||
| 4 | Move button on overwrite | Bool | Optional (default: `false`) |
|
||||
|
||||
Return Value:
|
||||
- Successful: Number of the slot (0-9)
|
||||
|
@ -15,7 +15,7 @@ version:
|
||||
## 1. Config Values
|
||||
### 1.1 Make item attachable
|
||||
|
||||
An item can be added to the ACE Attach framework by adding the ``ACE_attachable`` property to a class in ``CfgWeapons`` or ``CfgMagazines``. The value must be the classname of a valid class in ``CfgVehicles``:
|
||||
An item can be added to the ACE Attach framework by adding the `ACE_attachable` property to a class in `CfgWeapons` or `CfgMagazines`. The value must be the classname of a valid class in `CfgVehicles`:
|
||||
```cpp
|
||||
class CfgWeapons {
|
||||
class attach_item: CBA_MiscItem {
|
||||
@ -29,16 +29,16 @@ class CfgVehicles {
|
||||
scope = 1; // Should be 1 (private) or 2 (public), scope 0 will cause errors on object creation
|
||||
displayName = "New ACE attachable item";
|
||||
model = "\path\to\my\model.p3d";
|
||||
vehicleClass = "";
|
||||
vehicleClass = "";
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
### 1.2 Define attach orientation for non-symmetric items
|
||||
In the case the item needs to have a particular orientation when attached, add the config value: ``ace_attach_orientation`` which is an array describing the ``roll`` and ``yaw`` orientation of the object.
|
||||
The default value is: ``[0,0]``.
|
||||
In the case the item needs to have a particular orientation when attached, add the config value: `ace_attach_orientation` which is an array describing the `roll` and `yaw` orientation of the object.
|
||||
The default value is: `[0,0]`.
|
||||
|
||||
Example:
|
||||
Example:
|
||||
```cpp
|
||||
class CfgWeapons {
|
||||
class attach_item: CBA_MiscItem {
|
||||
@ -49,11 +49,11 @@ class CfgWeapons {
|
||||
```
|
||||
|
||||
## 2. Event Handlers
|
||||
### 2.1 Listenable Events
|
||||
### 2.1 Listenable Events
|
||||
| Event Key | Parameters | Locality | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Called after an item is attached to an object. `_temporary` flag means the item is being re-attached (after a unit is exiting a vehicle, for example)
|
||||
|`ace_attach_detaching` | [_attachedObject, _itemClassname, _temporary] | Local | Called just before an item is detached/removed from an object. `_temporary` flag means the item will be reattached later, see above.
|
||||
|----------|---------|---------|---------|
|
||||
|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Called after an item is attached to an object. `_temporary` flag means the item is being re-attached (after a unit is exiting a vehicle, for example) |
|
||||
|`ace_attach_detaching` | [_attachedObject, _itemClassname, _temporary] | Local | Called just before an item is detached/removed from an object. `_temporary` flag means the item will be reattached later, see above. |
|
||||
|
||||
### 2.2 Other events for attached objects
|
||||
Use [CBA Extended Event Handlers](https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new)). Note that objects attached to units will be deleted/created upon entering/exiting vehicles and should be handled accordingly.
|
||||
|
@ -46,58 +46,58 @@ You will **not** be able to carry / drag objects that are too heavy, the mass is
|
||||
|
||||
`ace_dragging_fnc_setDraggable`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Any object | Object | Required
|
||||
1 | Enable dragging, true to enable, false to disable | Boolean | Required
|
||||
2 | Position to offset the object from player | Array | Optional (default: `[0, 1.5, 0]`)
|
||||
3 | Direction in degree to rotate the object | Number | Optional (default: `0`)
|
||||
4 | Ignore weight limitation for dragging | Boolean | Optional (default: `false`)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Any object | Object | Required |
|
||||
| 1 | Enable dragging, true to enable, false to disable | Boolean | Required |
|
||||
| 2 | Position to offset the object from player | Array | Optional (default: `[0, 1.5, 0]`) |
|
||||
| 3 | Direction in degree to rotate the object | Number | Optional (default: `0`) |
|
||||
| 4 | Ignore weight limitation for dragging | Boolean | Optional (default: `false`) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 2.1.1 Example 1
|
||||
|
||||
`[foo, true, [0, 2, 0], 45] call ace_dragging_fnc_setDraggable;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `foo` | My object
|
||||
1 | `true` | Dragging is enabled
|
||||
2 | `[0,2,0]` | 0 meters sideways, 2 meters forward, 0 meters upwards
|
||||
3 | `45` | Rotated by 45°
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `foo` | My object |
|
||||
| 1 | `true` | Dragging is enabled |
|
||||
| 2 | `[0,2,0]` | 0 meters sideways, 2 meters forward, 0 |meters upwards
|
||||
| 3 | `45` | Rotated by 45° |
|
||||
|
||||
#### 2.1.2 Example 2
|
||||
|
||||
`[bar, false, [3, -2, 2], 20] call ace_dragging_fnc_setDraggable;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `bar` | My object
|
||||
1 | `false` | Dragging is disabled
|
||||
2 | `[3, -2, 2]` | 3 meters sideways, 2 meters backwards, 2 meters upwards
|
||||
3 | `20` | Rotated by 20°
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `bar` | My object |
|
||||
| 1 | `false` | Dragging is disabled |
|
||||
| 2 | `[3, -2, 2]` | 3 meters sideways, 2 meters backwards, 2 meters upwards |
|
||||
| 3 | `20` | Rotated by 20° |
|
||||
|
||||
|
||||
### 2.2 Enabling / disabling carrying
|
||||
|
||||
`ace_dragging_fnc_setCarryable`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Any object | Object | Required
|
||||
1 | Enable carrying, true to enable, false to disable | Boolean | Required
|
||||
2 | Position to offset the object from player | Array | Optional (default: `[0, 1, 1]`)
|
||||
3 | Direction in degree to rotate the object | Number | Optional (default: `0`)
|
||||
4 | Ignore weight limitation for carrying | Boolean | Optional (default: `false`)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Any object | Object | Required |
|
||||
| 1 | Enable carrying, true to enable, false to disable | Boolean | Required |
|
||||
| 2 | Position to offset the object from player | Array | Optional (default: `[0, 1, 1]`) |
|
||||
| 3 | Direction in degree to rotate the object | Number | Optional (default: `0`) |
|
||||
| 4 | Ignore weight limitation for carrying | Boolean | Optional (default: `false`) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 2.2.1 Example
|
||||
|
||||
`[foo, true, [0, 3, 1], 10] call ace_dragging_fnc_setCarryable;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `foo` | My object
|
||||
1 | `true`| Carrying is enabled
|
||||
2 | `[0,2,0]` | 0 meters sideways, 3 meters forward, 1 meter upwards
|
||||
3 | `10` | Rotated by 10°
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `foo` | My object |
|
||||
| 1 | `true`| Carrying is enabled |
|
||||
| 2 | `[0,2,0]` | 0 meters sideways, 3 meters forward, 1 meter upwards |
|
||||
| 3 | `10` | Rotated by 10° |
|
||||
|
@ -23,32 +23,32 @@ E.G.: If you only need to do action when player's weapon fires, this will be fas
|
||||
The vehicle events will also have the following local variables available `_gunner (OBJECT), _turret (ARRAY)`.
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_firedPlayer` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | ACE_player fires
|
||||
|`ace_firedPlayerNonLocal` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | Any other player fires
|
||||
|`ace_firedNonPlayer` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | AI fires
|
||||
|`ace_firedPlayerVehicle` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | ACE_player turret fires
|
||||
|`ace_firedPlayerVehicleNonLocal` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | Any other player turret fires
|
||||
|`ace_firedNonPlayerVehicle` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | AI turret fires
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_firedPlayer` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | ACE_player fires |
|
||||
|`ace_firedPlayerNonLocal` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | Any other player fires |
|
||||
|`ace_firedNonPlayer` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | AI fires |
|
||||
|`ace_firedPlayerVehicle` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | ACE_player turret fires |
|
||||
|`ace_firedPlayerVehicleNonLocal` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | Any other player turret fires |
|
||||
|`ace_firedNonPlayerVehicle` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | AI turret fires |
|
||||
|
||||
### 2.2 Medical (`ace_medical`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_unconscious` | [_unit, _state(BOOL)] | Global | Listen | Unit's unconscious state changed
|
||||
|`ace_placedInBodyBag` | [_target, _bodyBag, _isGrave] | Global | Listen | Target placed into a bodybag Note: (Target will soon be deleted, target could be a bodybag)
|
||||
|`ace_placedInGrave` | [_target, _grave] | Global | Listen | Target placed into a grave, _grave will be objNull if `Create Grave Markers` is disabled Note: (Target will soon be deleted)
|
||||
|`ace_treatmentStarted` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action has started (local on the _caller)
|
||||
|`ace_treatmentSucceded` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action is completed (local on the _caller)
|
||||
|`ace_treatmentFailed` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action has been interrupted (local on the _caller)
|
||||
|`ace_medical_handleUnitVitals` | [_unit, _deltaT] | Local | Listen | Vitals update ran for unit, _deltaT is the time elapsed since the previous vitals update (local to _unit)
|
||||
|`ace_medical_treatment_bandaged` | [_medic, _patient, _bodyPart, _className, _bandageEffectiveness] | Local | Listen | _medic has bandaged _patient, the array can be modified to change treatment parameters (local to _medic)
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_unconscious` | [_unit, _state(BOOL)] | Global | Listen | Unit's unconscious state changed |
|
||||
|`ace_placedInBodyBag` | [_target, _bodyBag, _isGrave] | Global | Listen | Target placed into a bodybag Note: (Target will soon be deleted, target could be a bodybag) |
|
||||
|`ace_placedInGrave` | [_target, _grave] | Global | Listen | Target placed into a grave, _grave will be objNull if `Create Grave Markers` is disabled Note: (Target will soon be deleted) |
|
||||
|`ace_treatmentStarted` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem, _createLitter] | Local | Listen | Treatment action has started (local on the _caller) |
|
||||
|`ace_treatmentSucceded` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem, _createLitter] | Local | Listen | Treatment action is completed (local on the _caller) |
|
||||
|`ace_treatmentFailed` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem, _createLitter] | Local | Listen | Treatment action has been interrupted (local on the _caller) |
|
||||
|`ace_medical_handleUnitVitals` | [_unit, _deltaT] | Local | Listen | Vitals update ran for unit, _deltaT is the time elapsed since the previous vitals update (local to _unit) |
|
||||
|`ace_medical_treatment_bandaged` | [_medic, _patient, _bodyPart, _className, _itemUser, _usedItem, _createLitter, _bandageEffectiveness] | Local | Listen | _medic has bandaged _patient, the array can be modified to change treatment parameters (local to _medic) |
|
||||
|
||||
### 2.3 Interaction Menu (`ace_interact_menu`)
|
||||
MenuType: 0 = Interaction, 1 = Self Interaction
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_interactMenuOpened` | [_menuType] | Local | Listen | Interaction Menu Opened
|
||||
|`ace_interactMenuClosed` | [_menuType] | Local | Listen | Interaction Menu Closed
|
||||
|`ace_interact_menu_newControllableObject` | [_typeOf] | Local | Listen | New controlable object, only fires once per type (add self interactions)
|
||||
@ -56,79 +56,79 @@ MenuType: 0 = Interaction, 1 = Self Interaction
|
||||
### 2.4 Cargo (`ace_cargo`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_addCargo` | [_item (CLASSNAME or OBJECT), _vehicle, _cargoCount] | Target | Callable | Scripted way to add cargo to vehicle
|
||||
|`ace_cargoLoaded` | [_item, _vehicle] | Global | Listen | Cargo has been Loaded into vehicle
|
||||
|`ace_cargoUnloaded` | [_item, _vehicle, _unloadType] | Global | Listen | Cargo has been Unloaded from vehicle
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_addCargo` | [_item (CLASSNAME or OBJECT), _vehicle, _cargoCount] | Target | Callable | Scripted way to add cargo to vehicle |
|
||||
|`ace_cargoLoaded` | [_item, _vehicle] | Global | Listen | Cargo has been Loaded into vehicle |
|
||||
|`ace_cargoUnloaded` | [_item, _vehicle, _unloadType] | Global | Listen | Cargo has been Unloaded from vehicle |
|
||||
|
||||
### 2.5 Captives (`ace_captives`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_captiveStatusChanged` | [_unit, _state(BOOL), _reason ("SetHandcuffed" or "SetSurrendered"), _caller] | Global | Listen | Unit's captivity state changed
|
||||
|`ace_captives_setSurrendered` | [_unit, _state(BOOL)] | Target | Callable | Sets a unit to either start or stop surrendering
|
||||
|`ace_captives_setHandcuffed` | [_unit, _state(BOOL)] | Target | Callable | Sets a unit to either start or stop being handcuffed
|
||||
|`ace_captives_escortingCaptive` | [_unit, _state(BOOL), _caller] | Local | Listen | Caller starting or stopping escort of unit
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_captiveStatusChanged` | [_unit, _state(BOOL), _reason ("SetHandcuffed" or "SetSurrendered"), _caller] | Global | Listen | Unit's captivity state changed |
|
||||
|`ace_captives_setSurrendered` | [_unit, _state(BOOL)] | Target | Callable | Sets a unit to either start or stop surrendering |
|
||||
|`ace_captives_setHandcuffed` | [_unit, _state(BOOL)] | Target | Callable | Sets a unit to either start or stop being handcuffed |
|
||||
|`ace_captives_escortingCaptive` | [_unit, _state(BOOL), _caller] | Local | Listen | Caller starting or stopping escort of unit |
|
||||
|
||||
### 2.6 Settings (`ace_common`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_settingsInitialized` | [] | Local | Listen | All modules are read and settings are ready
|
||||
|`ace_settingChanged` | [_name,_value] | Local | Listen | A setting has been changed
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_settingsInitialized` | [] | Local | Listen | All modules are read and settings are ready |
|
||||
|`ace_settingChanged` | [_name,_value] | Local | Listen | A setting has been changed |
|
||||
|
||||
### 2.7 Tagging (`ace_tagging`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_tagCreated` | [_tagObject, _texture, _tagAttachedTo (can be null), _unitThatCreated] | Global | Listen | Tag is created
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_tagCreated` | [_tagObject, _texture, _tagAttachedTo (can be null), _unitThatCreated] | Global | Listen | Tag is created |
|
||||
|
||||
### 2.8 Explosives (`ace_explosives`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_allowDefuse` | [_mine, _allow] | Global or Target | Callable | Set allowance of the dynamic defusal action on a mine
|
||||
|`ace_tripflareTriggered` | [_flareObject, [_posX, _posY, _posZ]] | Global | Listen | Tripflare triggered
|
||||
|`ace_explosives_clackerAdded` | [_unit, _explosive, _id] | Local | Listen | Clacker added to explosive
|
||||
|`ace_explosives_place` | [_explosive, _dir, _pitch, _unit] | Global | Listen | Explosive is armed
|
||||
|`ace_explosives_setup` | [_explosiveVehicle, _magClassname, _unit] | Global | Listen | Explosive is placed in the world
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_allowDefuse` | [_mine, _allow] | Global or Target | Callable | Set allowance of the dynamic defusal action on a mine |
|
||||
|`ace_tripflareTriggered` | [_flareObject, [_posX, _posY, _posZ]] | Global | Listen | Tripflare triggered |
|
||||
|`ace_explosives_clackerAdded` | [_unit, _explosive, _id] | Local | Listen | Clacker added to explosive |
|
||||
|`ace_explosives_place` | [_explosive, _dir, _pitch, _unit] | Global | Listen | Explosive is armed |
|
||||
|`ace_explosives_setup` | [_explosiveVehicle, _magClassname, _unit] | Global | Listen | Explosive is placed in the world |
|
||||
|
||||
### 2.9 Logistics Wirecutter (`ace_logistics`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_wireCuttingStarted` | [_unit, _fence] | Global | Listen | Fence cutting started
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_wireCuttingStarted` | [_unit, _fence] | Global | Listen | Fence cutting started |
|
||||
|
||||
### 2.9 Refuel (`ace_refuel`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_refuel_started` | [_source, _target] | Local | Listen | Refueling has started
|
||||
|`ace_refuel_tick` | [_source, _target, _amount] | Local | Listen | Amount of fuel transferred in a tick
|
||||
|`ace_refuel_stopped` | [_source, _target] | Local | Listen | Refueling has stopped
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_refuel_started` | [_source, _target] | Local | Listen | Refueling has started |
|
||||
|`ace_refuel_tick` | [_source, _target, _amount] | Local | Listen | Amount of fuel transferred in a tick |
|
||||
|`ace_refuel_stopped` | [_source, _target] | Local | Listen | Refueling has stopped |
|
||||
|
||||
### 2.10 Cook Off (`ace_cookoff`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_cookoff_cookOff` | _vehicle | Global | Listen | Vehicle cook off has started
|
||||
|`ace_cookoff_cookOffBox` | _box | Global | Listen | Ammo box cook off has started
|
||||
|`ace_cookoff_engineFire` | _vehicle | Global | Listen | Engine fire has started
|
||||
|`ace_cookoff_cookOffBox` | _box | Global | Listen | Ammo box cook off has started |
|
||||
|`ace_cookoff_engineFire` | _vehicle | Global | Listen | Engine fire has started |
|
||||
|
||||
|
||||
### 2.11 Attach (`ace_attach`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Listen | After an item was attached to a unit/vehicle. _temporary flag means a item is being re-attached after the player exits a vehicle
|
||||
|`ace_attach_detaching` | [_attachedObject, _itemName, _temporary] | Local | Listen | Just before an item gets detached/removed from a unit/vehicle. _temporary flag means its detached because the player unit entered a vehicle.
|
||||
|----------|---------|---------|---------|---------|
|
||||
|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Listen | After an item was attached to a unit/vehicle. _temporary flag means a item is being re-attached after the player exits a vehicle |
|
||||
|`ace_attach_detaching` | [_attachedObject, _itemName, _temporary] | Local | Listen | Just before an item gets detached/removed from a unit/vehicle. _temporary flag means its detached because the player unit entered a vehicle. |
|
||||
|
||||
### 2.12 Trenches (`ace_trenches`)
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|---------- |------------|----------|------|-------------|
|
||||
| `ace_trenches_placed` | [_unit, _trench] | Global | Listen | After trench object is placed by unit.
|
||||
| `ace_trenches_finished` | [_unit, _trench] | Global | Listen | After trench object is fully dug up by unit (100% progress).
|
||||
| `ace_trenches_placed` | [_unit, _trench] | Global | Listen | After trench object is placed by unit. |
|
||||
| `ace_trenches_finished` | [_unit, _trench] | Global | Listen | After trench object is fully dug up by unit (100% progress). |
|
||||
|
||||
### 2.13 Medical GUI (`ace_medical_gui`)
|
||||
|
||||
@ -169,21 +169,21 @@ Also Reference [CBA Events System](https://github.com/CBATeam/CBA_A3/wiki/Custom
|
||||
|
||||
`CBA_fnc_addEventHandler` - Adds an event handler with the event name and returns the event handler ID.
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
1 | Code block | Code | Required
|
||||
**R** | Event ID | Number | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| 1 | Code block | Code | Required |
|
||||
| **R** | Event ID | Number | Return value |
|
||||
|
||||
#### 3.1.2 Remove Event
|
||||
|
||||
`CBA_fnc_removeEventHandler` - Removes a specific event handler of the given event name, using the ID returned from `CBA_fnc_addEventHandler`.
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
1 | Event ID | Number | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| 1 | Event ID | Number | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
### 3.2 Calling Events
|
||||
|
||||
@ -191,42 +191,42 @@ Also Reference [CBA Events System](https://github.com/CBATeam/CBA_A3/wiki/Custom
|
||||
|
||||
`CBA_fnc_localEvent` - Calls an event only on the local machine, useful for inter-module events.
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
1 | Arguments | Any | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| 1 | Arguments | Any | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 3.2.2 Target Event
|
||||
|
||||
`CBA_fnc_targetEvent` - Calls an event only on the target machine or list of target machines.
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
1 | Arguments | Any | Required
|
||||
2 | Target(s) | Object OR Number OR Array | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| 1 | Arguments | Any | Required |
|
||||
| 2 | Target(s) | Object OR Number OR Array | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 3.2.3 Server Event
|
||||
|
||||
`CBA_fnc_serverEvent` - Calls an event only on the server machine (dedicated or self-hosted).
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
1 | Arguments | Any | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| 1 | Arguments | Any | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 3.2.4 Global Event
|
||||
|
||||
`CBA_fnc_globalEvent` - Calls an event on all machines - the local machine, and the server machine.
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
1 | Arguments | Any | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| 1 | Arguments | Any | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
|
||||
### 3.3 Synchronized Events
|
||||
@ -237,12 +237,12 @@ Adds a globally synchronized event handler which will expire events after the pr
|
||||
|
||||
`ace_common_fnc_addSyncedEventHandler`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
1 | Code block | Code | Required
|
||||
2 | Time to live | Number OR Code | Optional (default: `0`)
|
||||
**R** | Event ID | Number | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| 1 | Code block | Code | Required |
|
||||
| 2 | Time to live | Number OR Code | Optional (default: `0`) |
|
||||
| **R** | Event ID | Number | Return value |
|
||||
|
||||
#### 3.3.2 Remove Synchronized Event
|
||||
|
||||
@ -250,10 +250,10 @@ Removes a specific event handler of the given event name, using the ID returned
|
||||
|
||||
`ace_common_fnc_removeSyncedEventHandler`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 3.3.3 Call Synchronized Event
|
||||
|
||||
@ -261,12 +261,12 @@ Calls a globally synchronized event, which will also be run on JIP players unles
|
||||
|
||||
`ace_common_fnc_syncedEvent`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Event name | String | Required
|
||||
1 | Arguments | Any | Required
|
||||
2 | Time to live for this call | Number OR Code | Optional (default: `0`)
|
||||
**R** | Event ID | Number | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Event name | String | Required |
|
||||
| 1 | Arguments | Any | Required |
|
||||
| 2 | Time to live for this call | Number OR Code | Optional (default: `0`) |
|
||||
| **R** | Event ID | Number | Return value |
|
||||
|
||||
|
||||
### 3.4 Example
|
||||
|
@ -120,16 +120,16 @@ class CfgWeapons {
|
||||
|
||||
## 4. Trigger list
|
||||
|
||||
Name | Use
|
||||
---- | -----
|
||||
`Command` | Explode when activated via clacker.
|
||||
`MK16_Transmitter` | Explode when activated via M26 clacker.
|
||||
`DeadManSwitch` | Explode after activated via the switch or the person dies.
|
||||
`Cellphone` | Explode when the number is called.
|
||||
`PressurePlate` | Explode upon being stepped upon.
|
||||
`IRSensor` | Explode after movement is detected in front of the mine.
|
||||
`Timer` | Explode after timer drop to 0.
|
||||
`Tripwire` | Explode when something touch the tripwire.
|
||||
| Name | Use |
|
||||
| ---- | ----- |
|
||||
| `Command` | Explode when activated via clacker. |
|
||||
| `MK16_Transmitter` | Explode when activated via M26 clacker. |
|
||||
| `DeadManSwitch` | Explode after activated via the switch or the person dies. |
|
||||
| `Cellphone` | Explode when the number is called. |
|
||||
| `PressurePlate` | Explode upon being stepped upon. |
|
||||
| `IRSensor` | Explode after movement is detected in front of the mine. |
|
||||
| `Timer` | Explode after timer drop to 0. |
|
||||
| `Tripwire` | Explode when something touch the tripwire. |
|
||||
|
||||
|
||||
## 5. Scripting
|
||||
@ -138,41 +138,41 @@ Name | Use
|
||||
|
||||
`ace_explosives_fnc_scriptedExplosive`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Explosive objects | Array | Required
|
||||
1 | Delay before detonation | Number | Optional (default: `0`, randomized up to given number if negative)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Explosive objects | Array | Required |
|
||||
| 1 | Delay before detonation | Number | Optional (default: `0`, randomized up to given number if negative) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 5.1.1 Example
|
||||
|
||||
`[[charge1, charge2], -3] call ace_explosives_fnc_scriptedExplosive;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `[charge1, charge2]` | Explosive objects to detonate
|
||||
1 | `-3` | Randomized delay, up to 3 seconds
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `[charge1, charge2]` | Explosive objects to detonate |
|
||||
| 1 | `-3` | Randomized delay, up to 3 seconds |
|
||||
|
||||
### 5.2 Connect Explosive
|
||||
|
||||
`ace_explosives_fnc_connectExplosive`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Unit to connect to | Object | Required
|
||||
1 | Explosive object to connect to | Object | Required
|
||||
2 | Detonator type class name (must be present on unit) | String | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Unit to connect to | Object | Required |
|
||||
| 1 | Explosive object to connect to | Object | Required |
|
||||
| 2 | Detonator type class name (must be present on unit) | String | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 5.2.1 Example
|
||||
|
||||
`[player, claymore1, "ACE_Clacker"] call ace_explosives_fnc_connectExplosive;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `player` | Unit explosive will connect to
|
||||
1 | `claymore1` | Explosive object that will be connected
|
||||
2 | `"ACE_Clacker"` | Detonator type class name
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `player` | Unit explosive will connect to |
|
||||
| 1 | `claymore1` | Explosive object that will be connected |
|
||||
| 2 | `"ACE_Clacker"` | Detonator type class name |
|
||||
|
||||
#### 5.3 Detonation Handler.
|
||||
|
||||
@ -207,7 +207,7 @@ Jammer that blocks RF triggers:
|
||||
|
||||
#### 5.4 Disabling `setShotParents`.
|
||||
|
||||
ACE will set the owner/instigator of the explosive to the unit placeing/detonating it.
|
||||
ACE will set the owner/instigator of the explosive to the unit placing/detonating it.
|
||||
This can be disabled by executing
|
||||
|
||||
```sqf
|
||||
|
@ -18,7 +18,7 @@ If you want to prepare a helicopter from your addon for fastroping, there's a fe
|
||||
|
||||
By using simple rope origin points you will only need two config entries:
|
||||
|
||||
```
|
||||
```cpp
|
||||
ace_fastroping_enabled = 1;
|
||||
ace_fastroping_ropeOrigins[] = {
|
||||
{x, y, z},
|
||||
@ -28,7 +28,7 @@ ace_fastroping_ropeOrigins[] = {
|
||||
|
||||
This will create the ropes at the two given points. If you have defined memory points for the rope origins, you can use them too:
|
||||
|
||||
```
|
||||
```cpp
|
||||
ace_fastroping_enabled = 1;
|
||||
ace_fastroping_ropeOrigins[] = {"ropeOriginLeft", "ropeOriginRight"};
|
||||
```
|
||||
@ -41,7 +41,7 @@ If your helicopter is not fastroping capable by default, you can make it take a
|
||||
|
||||
To make your helicopter FRIES capable, you need to add the following config entries:
|
||||
|
||||
```
|
||||
```cpp
|
||||
ace_fastroping_enabled = 2;
|
||||
ace_fastroping_friesType = "yourFRIESType";
|
||||
ace_fastroping_friesAttachmentPoint[] = {x, y, z};
|
||||
@ -87,16 +87,16 @@ ACE3 provides two functions that are compatible with most helicopters and all AC
|
||||
|
||||
`ace_fastroping_fnc_equipFRIES`
|
||||
|
||||
| | Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Helicopter | Object | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Helicopter | Object | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
### 4.2. Remove FRIES from helicopter
|
||||
|
||||
`ace_fastroping_fnc_unequipFRIES`
|
||||
|
||||
| | Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Helicopter | Object | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Helicopter | Object | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
@ -16,19 +16,19 @@ redirect_from: "/wiki/frameworkx/field-rations-framework.html"
|
||||
|
||||
### 1.1 Consumable Items
|
||||
|
||||
Config Name | Type | Description
|
||||
----------- | ---- | -----------
|
||||
`acex_field_rations_thirstQuenched` | Number | Amount of thirst quenched when item is consumed*
|
||||
`acex_field_rations_hungerSatiated` | Number | Amount of hunger satiated when item is consumed*
|
||||
`acex_field_rations_consumeTime` | Number | Time required to consume the item (in seconds)
|
||||
`acex_field_rations_consumeText` | String | Progress bar text (OPTIONAL)
|
||||
`acex_field_rations_consumeAnims` | Array | Animations to play when consuming item** (OPTIONAL)
|
||||
`acex_field_rations_consumeSounds` | Array | Sounds to play when consuming item** (OPTIONAL)
|
||||
`acex_field_rations_replacementItem` | String | Class name of replacement item to add on consumption (OPTIONAL)
|
||||
`acex_field_rations_refillItem` | String | Makes an item refillable, class name of item added when refilled (OPTIONAL)
|
||||
`acex_field_rations_refillAmount` | Number | Amount of water required to refill item (OPTIONAL)
|
||||
`acex_field_rations_refillTime` | Number | Time required to refill item (in seconds) (OPTIONAL)
|
||||
`ACE_isFieldRationItem` | Number | Force adds the item to the ACE Field Rations category in ACE Arsenal (OPTIONAL)
|
||||
| Config Name | Type | Description |
|
||||
| ----------- | ---- | ----------- |
|
||||
| `acex_field_rations_thirstQuenched` | Number | Amount of thirst quenched when item is consumed* |
|
||||
| `acex_field_rations_hungerSatiated` | Number | Amount of hunger satiated when item is consumed* |
|
||||
| `acex_field_rations_consumeTime` | Number | Time required to consume the item (in seconds) |
|
||||
| `acex_field_rations_consumeText` | String | Progress bar text (OPTIONAL) |
|
||||
| `acex_field_rations_consumeAnims` | Array | Animations to play when consuming item** (OPTIONAL) |
|
||||
| `acex_field_rations_consumeSounds` | Array | Sounds to play when consuming item** (OPTIONAL) |
|
||||
| `acex_field_rations_replacementItem` | String | Class name of replacement item to add on consumption (OPTIONAL) |
|
||||
| `acex_field_rations_refillItem` | String | Makes an item refillable, class name of item added when refilled (OPTIONAL) |
|
||||
| `acex_field_rations_refillAmount` | Number | Amount of water required to refill item (OPTIONAL) |
|
||||
| `acex_field_rations_refillTime` | Number | Time required to refill item (in seconds) (OPTIONAL) |
|
||||
| `ACE_isFieldRationItem` | Number | Force adds the item to the ACE Field Rations category in ACE Arsenal (OPTIONAL) |
|
||||
|
||||
|
||||
_* Value range is 0 to 100 and can be modified by the corresponding coefficient setting._
|
||||
@ -37,17 +37,17 @@ _** Array is in format: STAND, CROUCH, PRONE. If player is in vehicle, the first
|
||||
|
||||
### 1.2 Water Sources
|
||||
|
||||
Config Name | Type | Description
|
||||
----------- | ---- | -----------
|
||||
`acex_field_rations_waterSupply` | Number | Amount of water inside the object (-1 - disabled, -10 - infinite) (OPTIONAL)
|
||||
`acex_field_rations_offset` | Array | Refill action offset relative to model (OPTIONAL)
|
||||
| Config Name | Type | Description |
|
||||
| ----------- | ---- | ----------- |
|
||||
| `acex_field_rations_waterSupply` | Number | Amount of water inside the object (-1 - disabled, -10 - infinite) (OPTIONAL) |
|
||||
| `acex_field_rations_offset` | Array | Refill action offset relative to model (OPTIONAL) |
|
||||
|
||||
## 2. Events
|
||||
|
||||
Event Name | Passed Parameter(s) | Locality | Description
|
||||
---------- | ------------------- | -------- | -----------
|
||||
`acex_rationConsumed` | [_player, _consumeItem, _replacementItem, _thirstQuenched, _hungerSatiated, _isMagazine] | Local | Item consumed
|
||||
`acex_rationRefilled` | [_source, _player, _item, _refillItem, _refillAmount, _isMagazine] | Local | Item refilled
|
||||
| Event Name | Passed Parameter(s) | Locality | Description |
|
||||
| ---------- | ------------------- | -------- | ----------- |
|
||||
| `acex_rationConsumed` | [_player, _consumeItem, _replacementItem, _thirstQuenched, _hungerSatiated, _isMagazine] | Local | Item consumed |
|
||||
| `acex_rationRefilled` | [_source, _player, _item, _refillItem, _refillAmount, _isMagazine] | Local | Item refilled |
|
||||
|
||||
## 3. Scripting
|
||||
|
||||
|
@ -21,22 +21,22 @@ Use `CBA_fnc_serverEvent` to use the following features. Events are defined only
|
||||
|
||||
`ace_fire_addFireSource`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Source of flame | Object/Position ASL | Required
|
||||
1 | Radius of fire | Number | Required
|
||||
2 | Intensity of fire (1, 10] | Number | Required
|
||||
3 | Fire source ID | Any | Required
|
||||
4 | Condition to stop fire | Code | Optional (default: `{ true }`)
|
||||
5 | Arguments to pass to condition | Any | Optional (default: `[]`)
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Source of flame | Object/Position ASL | Required |
|
||||
| 1 | Radius of fire | Number | Required |
|
||||
| 2 | Intensity of fire (1, 10] | Number | Required |
|
||||
| 3 | Fire source ID | Any | Required |
|
||||
| 4 | Condition to stop fire | Code | Optional (default: `{ true }`) |
|
||||
| 5 | Arguments to pass to condition | Any | Optional (default: `[]`) |
|
||||
|
||||
### 1.2 Removing fire source
|
||||
|
||||
`ace_fire_removeFireSource`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Fire source ID | Any | Required
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Fire source ID | Any | Required |
|
||||
|
||||
|
||||
## 2. Variables
|
||||
|
@ -114,11 +114,11 @@ The Fortify budget can be updated for any side using the function.
|
||||
|
||||
### 2.1 Listenable
|
||||
|
||||
Event Name | Passed Parameter(s) | Locality | Description
|
||||
---------- | ----------- | ------------------- | --------
|
||||
`acex_fortify_objectPlaced` | [player, side, objectPlaced] | Global | Fortify object placed
|
||||
`acex_fortify_objectDeleted` | [player, side, objectDeleted] | Global | Fortify object deleted
|
||||
`acex_fortify_onDeployStart` | [player, object, cost] | Local | Player starts placing object
|
||||
`ace_fortify_onDeployStop` | [player, object, cost] | Local | Player stops placing object. Raised only if stopped before trying to place (= before progress bar appears). If it's during progress bar, only `ace_fortify_deployCanceled` is raised.
|
||||
`ace_fortify_deployFinished` | [[player, side, configName, posASL, vectorDir, vectorUp, cost], elapsedTime, totalTime, errorCode] | Local | Player successfully finishes building object
|
||||
`ace_fortify_deployCanceled` | [[player, side, configName, posASL, vectorDir, vectorUp, cost], elapsedTime, totalTime, errorCode] | Local | Player cancels building object
|
||||
| Event Name | Passed Parameter(s) | Locality | Description |
|
||||
| ---------- | ----------- | ------------------- | -------- |
|
||||
| `acex_fortify_objectPlaced` | [player, side, objectPlaced] | Global | Fortify object placed |
|
||||
| `acex_fortify_objectDeleted` | [player, side, objectDeleted] | Global | Fortify object deleted |
|
||||
| `acex_fortify_onDeployStart` | [player, object, cost] | Local | Player starts placing object |
|
||||
| `ace_fortify_onDeployStop` | [player, object, cost] | Local | Player stops placing object. Raised only if stopped before trying to place (= before progress bar appears). If it's during progress bar, only `ace_fortify_deployCanceled` is raised. |
|
||||
| `ace_fortify_deployFinished` | [[player, side, configName, posASL, vectorDir, vectorUp, cost], elapsedTime, totalTime, errorCode] | Local | Player successfully finishes building object |
|
||||
| `ace_fortify_deployCanceled` | [[player, side, configName, posASL, vectorDir, vectorUp, cost], elapsedTime, totalTime, errorCode] | Local | Player cancels building object |
|
||||
|
@ -71,22 +71,22 @@ As long as the units match `ace_frag_metal`, the total mass of explosive filler
|
||||
|
||||
The Gurney constant for explosive force. You can find a list of common explosive types below. If you can not find it here, or want more accurate numbers, just google the type of explosive and Gurney constant and you can find substantial information. This is **not** the detonation velocity of the explosive, do not confuse them†!
|
||||
|
||||
Type | Speed
|
||||
--------------- | --------
|
||||
Composition B | 2700 m/s
|
||||
Composition C-3 | 2680 m/s
|
||||
Cyclotol 75/25 | 2790 m/s
|
||||
HMX | 2800 m/s
|
||||
LX-14 | 2970 m/s
|
||||
Octol 75/25 | 2800 m/s
|
||||
PBX 9404 | 2900 m/s
|
||||
PBX 9502 | 2377 m/s
|
||||
Pentolite | 2750 m/s
|
||||
PETN | 2930 m/s
|
||||
RDX | 2830 m/s
|
||||
Tetryl | 2500 m/s
|
||||
TNT | 2440 m/s
|
||||
Tritonal | 2320 m/s
|
||||
| Type | Speed |
|
||||
| --------------- | -------- |
|
||||
| Composition B | 2700 m/s |
|
||||
| Composition C-3 | 2680 m/s |
|
||||
| Cyclotol 75/25 | 2790 m/s |
|
||||
| HMX | 2800 m/s |
|
||||
| LX-14 | 2970 m/s |
|
||||
| Octol 75/25 | 2800 m/s |
|
||||
| PBX 9404 | 2900 m/s |
|
||||
| PBX 9502 | 2377 m/s |
|
||||
| Pentolite | 2750 m/s |
|
||||
| PETN | 2930 m/s |
|
||||
| RDX | 2830 m/s |
|
||||
| Tetryl | 2500 m/s |
|
||||
| TNT | 2440 m/s |
|
||||
| Tritonal | 2320 m/s |
|
||||
|
||||
†A rule of thumb from literature is that the Gurney constant is given as 0.338 times the detonation velocity.
|
||||
|
||||
@ -96,11 +96,11 @@ Tritonal | 2320 m/s
|
||||
|
||||
The shape factor for the explosive configuration. You should choose it based on the general configuration of explosives/metal in the warhead. Most grenades for example are a sphere. Artillery and aircraft bombs are a cylinder. Mines generally a flat plate. Below is a list of the three common shapes and their factors.
|
||||
|
||||
Shape | Factor
|
||||
-------- | ------
|
||||
Sphere | 3/5
|
||||
Cylinder | 1/2
|
||||
Plate | 3/5
|
||||
| Shape | Factor |
|
||||
| -------- | ------ |
|
||||
| Sphere | 3/5 |
|
||||
| Cylinder | 1/2 |
|
||||
| Plate | 3/5 |
|
||||
|
||||
There are other configurations but these are the most common. If you are interested in others check out the wikipedia link given above. Most of these will not correctly function in ACE3 though due to additional variables for the equation.
|
||||
|
||||
@ -110,18 +110,18 @@ There are other configurations but these are the most common. If you are interes
|
||||
|
||||
There are different types of fragmentation fragments to choose from, and they can be defined in this config value.
|
||||
|
||||
| Type
|
||||
| ----
|
||||
| ACE_frag_tiny
|
||||
| ACE_frag_tiny_HD
|
||||
| ACE_frag_small
|
||||
| ACE_frag_small_HD
|
||||
| ACE_frag_medium
|
||||
| ACE_frag_medium_HD
|
||||
| ACE_frag_large
|
||||
| ACE_frag_large_HD
|
||||
| ACE_frag_huge
|
||||
| ACE_frag_huge_HD
|
||||
| Type |
|
||||
| ------------------ |
|
||||
| ACE_frag_tiny |
|
||||
| ACE_frag_tiny_HD |
|
||||
| ACE_frag_small |
|
||||
| ACE_frag_small_HD |
|
||||
| ACE_frag_medium |
|
||||
| ACE_frag_medium_HD |
|
||||
| ACE_frag_large |
|
||||
| ACE_frag_large_HD |
|
||||
| ACE_frag_huge |
|
||||
| ACE_frag_huge_HD |
|
||||
|
||||
Tinier fragments do less damage, and generally correlate to lower mass fragments. The `_HD` variants are all higher drag versions. Higher drag version are useful for fragments that are irregular or would not fly very far. Experimentation here is important.
|
||||
|
||||
|
@ -34,7 +34,7 @@ class CfgGlasses {
|
||||
|
||||
### 2.1 Listenable
|
||||
|
||||
Event Name | Description | Passed Parameter(s) | Locality
|
||||
---------- | ----------- | ------------------- | --------
|
||||
`ace_glassesChanged` | Glasses Changed | `[_unit, _glassesClass]` | Local
|
||||
`ace_glassesCracked` | Glasses Cracked | `[_unit]` | Local
|
||||
| Event Name | Description | Passed Parameter(s) | Locality |
|
||||
| ---------- | ----------- | ------------------- | -------- |
|
||||
| `ace_glassesChanged` | Glasses Changed | `[_unit, _glassesClass]` | Local |
|
||||
| `ace_glassesCracked` | Glasses Cracked | `[_unit]` | Local |
|
||||
|
@ -1,7 +1,7 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Grenades Framework
|
||||
description: Explains how to set-up flashbangs, particularly multi-bangs.
|
||||
description: Explains how to set-up incendiary, flares and flashbangs, particularly multi-bangs.
|
||||
group: framework
|
||||
parent: wiki
|
||||
order: 7
|
||||
@ -14,11 +14,12 @@ version:
|
||||
|
||||
## 1. Overview
|
||||
|
||||
ACE provides a simple interface for creating flashbang grenades and specifying their properties. It is important that one sets `timeToLive` to be greater than the total possible time until the last explosion, i.e, `ace_grenades_flashbangBangs * ace_grenades_flashbangInterval + ace_grenades_flashbangIntervalMaxDeviation`. Any explosions that occur after the `timeToLive` has expired will occur at `(0,0)`.
|
||||
ACE provides a simple interface for creating incendiary, flare and flashbang grenades, as well as specifying their properties. For flashbangs, it is important that one sets `timeToLive` to be greater than the total possible time until the last explosion, i.e, `ace_grenades_flashbangBangs * ace_grenades_flashbangInterval + ace_grenades_flashbangIntervalMaxDeviation`. Any explosions that occur after the `timeToLive` has expired will occur at `(0,0)`.
|
||||
|
||||
|
||||
## 2. Config Values
|
||||
|
||||
### 2.1 Flashbang Config Values
|
||||
There are several config entries specific to ACE flashbangs. All successive values can be left undefined and they will be given the defaults shown in the first example below, with the exception of `ace_grenades_flashbang`, which is equal to `0` if left undefined.
|
||||
|
||||
```cpp
|
||||
@ -53,28 +54,61 @@ class CfgAmmo {
|
||||
};
|
||||
```
|
||||
|
||||
### 2.1 ace_grenades_flashbang
|
||||
#### 2.1.1 ace_grenades_flashbang
|
||||
|
||||
If set to zero or left undefined, the grenade is not treated as a flashbang. If it is set to 1, the grenade will be treated as a flashbang with the associated effects.
|
||||
|
||||
### 2.2 ace_grenades_flashbangBangs
|
||||
#### 2.1.2 ace_grenades_flashbangBangs
|
||||
|
||||
The flashbang will explode as many times as is specified. The default is 1.
|
||||
|
||||
### 2.3 ace_grenades_flashbangInterval
|
||||
#### 2.1.3 ace_grenades_flashbangInterval
|
||||
|
||||
The average amount of time in seconds, after `explosionTime` has passed, between each subsequent bang.
|
||||
|
||||
### 2.4 ace_grenades_flashbangIntervalMaxDeviation
|
||||
#### 2.1.4 ace_grenades_flashbangIntervalMaxDeviation
|
||||
|
||||
The amount of randomness in the fuse time.
|
||||
|
||||
### 2.2 Incendiary Config Values
|
||||
|
||||
```cpp
|
||||
class CfgAmmo {
|
||||
class ACE_G_M14 {
|
||||
ace_grenades_incendiary = 1;
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
#### 2.2.1 ace_grenades_incendiary
|
||||
|
||||
If set to zero or left undefined, the grenade is not treated as an incendiary. If it is set to 1, the grenade will be treated as an incendiary with the associated effects.
|
||||
|
||||
### 2.3 Flare Config Values
|
||||
|
||||
```cpp
|
||||
class CfgAmmo {
|
||||
class ACE_G_Handflare_White {
|
||||
ace_grenades_flare = 1;
|
||||
ace_grenades_color[] = {0.5,0.5,0.5,0.5}; // R, G, B, light intensity
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
#### 2.3.1 ace_grenades_flare
|
||||
|
||||
If set to zero or left undefined, the grenade is not treated as a flare. If it is set to 1, the grenade will be treated as a flare with the associated effects.
|
||||
|
||||
#### 2.3.1 ace_grenades_color
|
||||
|
||||
Sets the color of the emitted light. The first 3 values of the array of the color, the last is the light intensity.
|
||||
|
||||
## 3. Events
|
||||
|
||||
### 3.1 Listenable
|
||||
|
||||
Event Name | Description | Passed Parameter(s) | Locality
|
||||
---------- | ----------- | ------------------- | --------
|
||||
`ace_flashbangExploded` | A flashbang exploded | `[_grenadePosASL]` | Global
|
||||
`ace_grenades_flashbangedAI` | A local AI was affected by a flashbang | `[_unit, _strength, _grenadePosASL]` | Local
|
||||
`ace_grenades_flashbangedPlayer` | The local player was affected by a flashbang | `[_strength, _grenadePosASL]` | Local
|
||||
| Event Name | Description | Passed Parameter(s) | Locality |
|
||||
| ---------- | ----------- | ------------------- | -------- |
|
||||
| `ace_flashbangExploded` | A flashbang exploded | `[_grenadePosASL]` | Global |
|
||||
| `ace_grenades_flashbangedAI` | A local AI was affected by a flashbang | `[_unit, _strength, _grenadePosASL]` | Local |
|
||||
| `ace_grenades_flashbangedPlayer` | The local player was affected by a flashbang | `[_strength, _grenadePosASL]` | Local |
|
||||
|
@ -40,21 +40,25 @@ class CfgVehicles {
|
||||
exceptions[] = {};
|
||||
statement = "_player switchMove 'TestDance'";
|
||||
icon = "\z\dance.paa";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
Config Name | Type | Description
|
||||
---------- | ----------- | -------------------
|
||||
`displayName` | String | Text shown to user
|
||||
`condition` | String (of code) | Condition to show the action
|
||||
`statement` | String (of code) | Statement run when selected
|
||||
`icon` | String (file path) | Icon shown (OPTIONAL)
|
||||
`exceptions` | Array (of strings) | Exceptions to `canInteractWith` conditions (e.g. `"notOnMap"`) (OPTIONAL)
|
||||
`insertChildren` | String (of code) | Code to return sub actions (OPTIONAL)
|
||||
`modifierFunction` | String (of code) | Code to modify this action (OPTIONAL)
|
||||
`runOnHover` | Number or String | (1=true) OR Condition code - Will run the statement on hover (OPTIONAL)
|
||||
`distance` | Number | External Base Actions Only, Max distance player can be from action point
|
||||
`position` | String (of code) | External Base Actions Only, Code to return a position in model cords (priority over `selection`)
|
||||
`selection` | String | External Base Actions Only, A memory point for `selectionPosition`
|
||||
| Config Name | Type | Description |
|
||||
| ---------- | ----------- | ------------------- |
|
||||
| `displayName` | String | Text shown to user |
|
||||
| `condition` | String (of code) | Condition to show the action |
|
||||
| `statement` | String (of code) | Statement run when selected |
|
||||
| `icon` | String (file path) | Icon shown (OPTIONAL) |
|
||||
| `exceptions` | Array (of strings) | Exceptions to `canInteractWith` conditions (e.g. `"notOnMap"`) (OPTIONAL) |
|
||||
| `insertChildren` | String (of code) | Code to return sub actions (OPTIONAL) |
|
||||
| `modifierFunction` | String (of code) | Code to modify this action (OPTIONAL) |
|
||||
| `runOnHover` | Number or String | (1=true) OR Condition code - Will run the statement on hover (OPTIONAL) |
|
||||
| `distance` | Number | External Base Actions Only, Max distance player can be from action point |
|
||||
| `position` | String (of code) | External Base Actions Only, Code to return a position in model cords (priority over `selection`) |
|
||||
| `selection` | String | External Base Actions Only, A memory point for `selectionPosition` |
|
||||
|
||||
Actions can be inserted anywhere on the config tree, e.g. hearing's earplugs is a sub action of `ACE_Equipment`:
|
||||
|
||||
@ -62,7 +66,10 @@ Actions can be inserted anywhere on the config tree, e.g. hearing's earplugs is
|
||||
class CAManBase: Man {
|
||||
class ACE_SelfActions {
|
||||
class ACE_Equipment {
|
||||
class ACE_PutInEarplugs {
|
||||
class ACE_PutInEarplugs {};
|
||||
};
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
## 3. Adding actions via scripts
|
||||
@ -233,7 +240,7 @@ This is the ideal way to add self interaction actions, as adding them via `addAc
|
||||
params ["_type"]; // string of the object's classname
|
||||
if (!(_type isKindOf "Car")) exitWith {};
|
||||
if ((getNumber (configFile >> "CfgVehicles" >> _type >> "side")) != 3) exitWith {};
|
||||
|
||||
|
||||
private _action = ["playRadio","Play Radio","",{playMusic "NeverGonnaGiveYouUp"},{true}] call ace_interact_menu_fnc_createAction;
|
||||
[_type, 1, ["ACE_SelfActions"], _action, true] call ace_interact_menu_fnc_addActionToClass;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
@ -18,17 +18,17 @@ version:
|
||||
|
||||
`ace_laser_fnc_getLaserCode`
|
||||
|
||||
| | Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Unit/Vehicle | Object | Required
|
||||
**R** | Laser code | Number | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Unit/Vehicle | Object | Required |
|
||||
| **R** | Laser code | Number | Return value |
|
||||
|
||||
### 1.2. Set object's laser code
|
||||
|
||||
`ace_laser_fnc_setLaserCode`
|
||||
|
||||
| | Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Unit/Vehicle | Object | Required
|
||||
1 | Laser code | Number | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Unit/Vehicle | Object | Required |
|
||||
| 1 | Laser code | Number | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
@ -219,23 +219,23 @@ Custom wound handlers should follow the same spec as the built-in handler:
|
||||
|
||||
`ace_medical_damage_fnc_woundsHandlerBase`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Unit that was hit | Object | Required
|
||||
1 | Array of damage dealt to each body part | Array | Required
|
||||
2 | Type of damage | String | Required
|
||||
**R** | Parameters to be passed to the next handler in the list, e.g. `_this` or a modified copy of it. Return `[]` to prevent further handling. | Array | Required
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Unit that was hit | Object | Required |
|
||||
| 1 | Array of damage dealt to each body part | Array | Required |
|
||||
| 2 | Type of damage | String | Required |
|
||||
| **R** | Parameters to be passed to the next handler in the list, e.g. `_this` or a modified copy of it. Return `[]` to prevent further handling. | Array | Required |
|
||||
|
||||
The damage elements are sorted in descending order according to how much damage was dealt to each body part _before armor was taken into account_, but the actual damage values are _after armor_.
|
||||
|
||||
### Example
|
||||
`[player, [[0.5, "Body", 1], [0.3, "Head", 0.6]], "grenade"] ace_medical_damage_fnc_woundsHandlerBase`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `player` | Unit that was hit
|
||||
1 | `[[0.5, "Body", 1], [0.3, "Head", 0.6]]` | 0.5 damage to body (was 1 before armor), 0.3 damage to head (was 0.6 before armor)
|
||||
2 | `"grenade"` | type grenade (non-selection-specific)
|
||||
| | Arguments | Explanation |
|
||||
| ---| --------- | ----------- |
|
||||
| 0 | `player` | Unit that was hit |
|
||||
| 1 | `[[0.5, "Body", 1], [0.3, "Head", 0.6]]` | 0.5 damage to body (was 1 before armor), 0.3 damage to head (was 0.6 before armor) |
|
||||
| 2 | `"grenade"` | type grenade (non-selection-specific) |
|
||||
|
||||
## 5. Tweaking internal variables
|
||||
Some of ACE Medical's underlying behavior, primarily related to damage handling and the vitals loop, can be fine-tuned by editing `ace_medical_const_` variables, found in [script_macros_medical.hpp](https://github.com/acemod/ACE3/blob/master/addons/medical_engine/script_macros_medical.hpp).
|
||||
|
@ -125,4 +125,6 @@ ace_medical_treatment_graveRotation = 0; // rotation angle (will depend on model
|
||||
### 3.2 Zeus Medical Menu Module
|
||||
|
||||
If a mission maker wishes to disable Zeus access to the medical menu, they can set the variable below:
|
||||
```sqf
|
||||
ace_medical_gui_enableZeusModule = false; // default is true
|
||||
```
|
||||
|
@ -117,6 +117,6 @@ class ace_missileguidance_attackProfiles {
|
||||
|
||||
### 5.1 Listenable
|
||||
|
||||
Event Name | Description | Passed Parameter(s) | Locality
|
||||
---------- | ----------- | ------------------- | --------
|
||||
`ace_missileguidance_handoff` | Missile handed off | `[_target, _args]` | Global
|
||||
| Event Name | Description | Passed Parameter(s) | Locality |
|
||||
| ---------- | ----------- | ------------------- | -------- |
|
||||
| `ace_missileguidance_handoff` | Missile handed off | `[_target, _args]` | Global |
|
||||
|
@ -46,6 +46,6 @@ class CfgWeapons {
|
||||
|
||||
### 2.1 Listenable
|
||||
|
||||
Event Name | Description | Passed Parameter(s) | Locality
|
||||
---------- | ----------- | ------------------- | --------
|
||||
`ace_overpressure` | Overpressure damage inflicted | `[_firer, _posASL, _direction, _weapon, _magazine, _ammo]` | Target
|
||||
| Event Name | Description | Passed Parameter(s) | Locality |
|
||||
| ---------- | ----------- | ------------------- | -------- |
|
||||
| `ace_overpressure` | Overpressure damage inflicted | `[_firer, _posASL, _direction, _weapon, _magazine, _ammo]` | Target |
|
||||
|
@ -71,31 +71,31 @@ Meant to run on server only.
|
||||
|
||||
`ace_rearm_fnc_makeSource`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Ammo Truck | Object | Required
|
||||
1 | Supply Count | Number | Optional (default: `0`)
|
||||
1 | Add (`true`) or set (`false`) supply | Bool | Optional (default: `false`)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Ammo Truck | Object | Required |
|
||||
| 1 | Supply Count | Number | Optional (default: `0`) |
|
||||
| 1 | Add (`true`) or set (`false`) supply | Bool | Optional (default: `false`) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 3.1.1 Example
|
||||
|
||||
`[cursorObject, 1200] call ace_rearm_fnc_makeSource`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `cursorObject` | Rearm source object
|
||||
1 | `1200` | Ammo supply
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `cursorObject` | Rearm source object |
|
||||
| 1 | `1200` | Ammo supply |
|
||||
|
||||
### 3.2 Enabling / disabling rearming
|
||||
|
||||
`ace_rearm_fnc_disable`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Ammo Truck | Object | Required
|
||||
1 | Disable rearming, true to disable, false to enable | Boolean | Optional (default: `true`)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Ammo Truck | Object | Required |
|
||||
| 1 | Disable rearming, true to disable, false to enable | Boolean | Optional (default: `true`) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
This function disables rearming for all supported turrets of a vehicle.
|
||||
|
||||
@ -103,9 +103,9 @@ This function disables rearming for all supported turrets of a vehicle.
|
||||
|
||||
`[tank] call ace_rearm_fnc_disable;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `tank` | My object
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `tank` | My object |
|
||||
|
||||
Disables rearming on the object `tank`.
|
||||
|
||||
@ -113,10 +113,10 @@ Disables rearming on the object `tank`.
|
||||
|
||||
`[tank, false] call ace_rearm_fnc_disable;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `tank` | My object
|
||||
1 | `false`| Rearming is enabled
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `tank` | My object |
|
||||
| 1 | `false` | Rearming is enabled |
|
||||
|
||||
Enables rearming on the object `tank`.
|
||||
|
||||
@ -124,10 +124,10 @@ Enables rearming on the object `tank`.
|
||||
|
||||
`ace_rearm_fnc_getSupplyCount`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Ammo Truck | Object | Required
|
||||
**R** | Supply count | Number | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Ammo Truck | Object | Required |
|
||||
| **R** | Supply count | Number | Return value |
|
||||
|
||||
This function returns the current supply count of the ammo truck.
|
||||
|
||||
@ -135,9 +135,9 @@ This function returns the current supply count of the ammo truck.
|
||||
|
||||
`[ammo_truck] call ace_rearm_fnc_getSupplyCount;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `ammo_truck` | My object
|
||||
| | Arguments | Explanation |
|
||||
| ---| ------------- | ----------- |
|
||||
| 0 | `ammo_truck` | My object |
|
||||
|
||||
The remaining supply count of `ammo_truck` will be returned.
|
||||
|
||||
@ -145,11 +145,11 @@ The remaining supply count of `ammo_truck` will be returned.
|
||||
|
||||
`ace_rearm_fnc_setSupplyCount`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Ammo Truck | Object | Required
|
||||
1 | Supply Count | Boolean | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Ammo Truck | Object | Required |
|
||||
| 1 | Supply Count | Boolean | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
This function sets the current supply count of the ammo truck. It can be used to replenish the ammo truck on `Limited ammo supply based on caliber` setting.
|
||||
|
||||
@ -157,21 +157,21 @@ This function sets the current supply count of the ammo truck. It can be used to
|
||||
|
||||
`[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `ammo_truck` | My ammo truck object
|
||||
1 | `1000`| Supply Count
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `ammo_truck` | My ammo truck object |
|
||||
| 1 | `1000`| Supply Count |
|
||||
|
||||
### 3.5 Adding specific magazines
|
||||
|
||||
`ace_rearm_fnc_addMagazineToSupply`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Ammo Truck | Object | Required
|
||||
1 | Magazine Classname | String | Required
|
||||
2 | Only add content of one ammo box | Boolean | Optional (default: `false`)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Ammo Truck | Object | Required |
|
||||
| 1 | Magazine Classname | String | Required |
|
||||
| 2 | Only add content of one ammo box | Boolean | Optional (default: `false`) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
This function is most useful with the module setting `Only specific Magazines`. Note that this function only adds one magazine of a specific class. Other magazines of the same size are not available on this module setting. It has to be used to replenish the ammo truck on `Only specific Magazines` setting.
|
||||
|
||||
@ -181,10 +181,10 @@ This function can also be used to increase the supply count on setting `Limited
|
||||
|
||||
`[ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `ammo_truck` | My ammo truck object
|
||||
1 | `"32Rnd_155mm_Mo_shells"` | Some magazine class
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `ammo_truck` | My ammo truck object |
|
||||
| 1 | `"32Rnd_155mm_Mo_shells"` | Some magazine class |
|
||||
|
||||
The 32 artillery shells are added to the supply count or the magazine storage of the specified ammo truck.
|
||||
|
||||
@ -192,11 +192,11 @@ The 32 artillery shells are added to the supply count or the magazine storage of
|
||||
|
||||
`ace_rearm_fnc_addVehicleMagazinesToSupply`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Ammo Truck | Object | Required
|
||||
1 | Any vehicle object or class name | Object or String | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Ammo Truck | Object | Required |
|
||||
| 1 | Any vehicle object or class name | Object or String | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
This function wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all default magazines of all supported turrets of the vehicle to the ammo truck.
|
||||
|
||||
@ -204,10 +204,10 @@ This function wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all d
|
||||
|
||||
`[ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `ammo_truck` | My ammo truck object
|
||||
1 | `tank`| A vehicle object
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `ammo_truck` | My ammo truck object |
|
||||
| 1 | `tank`| A vehicle object |
|
||||
|
||||
All magazines found in the class config of the object `tank` are made available.
|
||||
|
||||
@ -215,10 +215,10 @@ All magazines found in the class config of the object `tank` are made available.
|
||||
|
||||
`[ammo_truck, "B_MBT_01_arty_F"] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `ammo_truck` | My ammo truck object
|
||||
1 | `"B_MBT_01_arty_F"`| Vehicle class name
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `ammo_truck` | My ammo truck object |
|
||||
| 1 | `"B_MBT_01_arty_F"`| Vehicle class name |
|
||||
|
||||
All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are made available.
|
||||
|
||||
@ -227,21 +227,21 @@ All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are mad
|
||||
|
||||
`ace_rearm_fnc_removeMagazineFromSupply`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Ammo Truck | Object | Required
|
||||
1 | Magazine Classname | String | Required
|
||||
2 | Number of Rounds to withdraw | Number | Optional (default: `-1`)
|
||||
**R** | Magazine could be removed successfully | Boolean | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Ammo Truck | Object | Required |
|
||||
| 1 | Magazine Classname | String | Required |
|
||||
| 2 | Number of Rounds to withdraw | Number | Optional (default: `-1`) |
|
||||
| **R** | Magazine could be removed successfully | Boolean | Return value |
|
||||
|
||||
#### 3.7.1 Example 1
|
||||
|
||||
`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_removeMagazineFromSupply;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `ammo_truck` | My ammo truck object
|
||||
1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `ammo_truck` | My ammo truck object |
|
||||
| 1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled |
|
||||
|
||||
Removes one ammo box worth of "500Rnd_127x99_mag_Tracer_Red" from the supply. Depending on the module setting the ammo box does hold an entire magazine or only the caliber based amount of rounds.
|
||||
|
||||
@ -249,16 +249,16 @@ Removes one ammo box worth of "500Rnd_127x99_mag_Tracer_Red" from the supply. De
|
||||
|
||||
`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red", 50] call ace_rearm_fnc_removeMagazineFromSupply;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `ammo_truck` | My ammo truck object
|
||||
1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled
|
||||
2 | `50` | Number of rounds
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `ammo_truck` | My ammo truck object |
|
||||
| 1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled |
|
||||
| 2 | `50` | Number of rounds |
|
||||
|
||||
Removes one ammo box with 50 rounds of 500Rnd_127x99_mag_Tracer_Red from the supply. This is 10% of the supply of an entire magazine.
|
||||
|
||||
## 4. Events
|
||||
|
||||
| Name | Arguments | Global? | Added in |
|
||||
| ------------- | ------------- | ------------- |
|
||||
| ace_rearm_sourceInitalized | Yes | Ammo truck (OBJECT) | 3.16.0 |
|
||||
| Name | Arguments | Global? | Added in |
|
||||
| ------------- | --------- | ------- | -------- |
|
||||
| `ace_rearm_sourceInitalized` | Ammo truck (OBJECT) | Yes | 3.16.0 |
|
||||
|
@ -45,57 +45,57 @@ Meant to be called on server only.
|
||||
|
||||
`ace_refuel_fnc_makeSource`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Fuel Source | Object | Required
|
||||
1 | Amount (in liters) | Number | Optional (default: `0`)
|
||||
2 | Hooks positions | Array | Optional (default: `[[0,0,0]]`)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Fuel Source | Object | Required |
|
||||
| 1 | Amount (in liters) | Number | Optional (default: `0`) |
|
||||
| 2 | Hooks positions | Array | Optional (default: `[[0,0,0]]`) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 2.1.1 Example
|
||||
|
||||
`[cursorObject, 100] call ace_refuel_fnc_makeSource`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `cursorObject` | Fuel source object
|
||||
1 | `100` | Fuel amount (in liters)
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `cursorObject` | Fuel source object |
|
||||
| 1 | `100` | Fuel amount (in liters) |
|
||||
|
||||
### 2.2 Getting the fuel supply
|
||||
|
||||
`ace_refuel_fnc_getFuel`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Fuel Truck | Object | Required
|
||||
**R** | Fuel amount left (in liters) | Number | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Fuel Truck | Object | Required |
|
||||
| **R** | Fuel amount left (in liters) | Number | Return value |
|
||||
|
||||
#### 2.2.1 Example
|
||||
|
||||
`[fuelTruck] call ace_refuel_fnc_getFuel;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `fuelTruck` | My fuel truck object
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `fuelTruck` | My fuel truck object |
|
||||
|
||||
### 2.3 Setting the fuel supply
|
||||
|
||||
`ace_refuel_fnc_setFuel`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Fuel Truck | Object | Required
|
||||
1 | Amount (in liters) | Number | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
| ---| --------- | ---- | ------------------------ |
|
||||
| 0 | Fuel Truck | Object | Required |
|
||||
| 1 | Amount (in liters) | Number | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 2.3.1 Example
|
||||
|
||||
`[fuelTruck, 428] call ace_refuel_fnc_setFuel;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `fuelTruck` | Fuel truck object
|
||||
1 | `428` | New fuel amount (in liters)
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `fuelTruck` | Fuel truck object |
|
||||
| 1 | `428` | New fuel amount (in liters) |
|
||||
|
||||
### 2.4 Make a jerry can
|
||||
|
||||
@ -103,19 +103,19 @@ Meant to be run on all clients and server.
|
||||
|
||||
`ace_refuel_fnc_makeJerryCan`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Jerry Can | Object | Required
|
||||
1 | Amount (in liters) | Number | Optional (default: `20`)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Jerry Can | Object | Required |
|
||||
| 1 | Amount (in liters) | Number | Optional (default: `20`) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 2.4.1 Example 1
|
||||
|
||||
`[can] call ace_refuel_fnc_makeJerryCan;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `can` | Jerry can object
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `can` | Jerry can object |
|
||||
|
||||
The jerry can will have the default 20 liters volume.
|
||||
|
||||
@ -123,16 +123,16 @@ The jerry can will have the default 20 liters volume.
|
||||
|
||||
`[can, 200] call ace_refuel_fnc_makeJerryCan;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `can` | Jerry can object
|
||||
1 | `200` | Amount (in liters)
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `can` | Jerry can object |
|
||||
| 1 | `200` | Amount (in liters) |
|
||||
|
||||
The jerry can will now have a volume of 200 liters.
|
||||
|
||||
## 3. Events
|
||||
|
||||
| Name | Arguments | Global? | Added in |
|
||||
| ------------- | ------------- | ------------- |
|
||||
| ------------- | ------------- | ----- | ------------- |
|
||||
| ace_refuel_sourceInitialized | Fuel source (OBJECT), items (BOOL or ARRAY) | Yes | 3.16.0 |
|
||||
| ace_refuel_jerryCanInitalized | Jerry can (OBJECT) | Yes | 3.16.0 |
|
||||
|
@ -26,6 +26,6 @@ class CfgWeapons {
|
||||
|
||||
### 2.1 Listenable
|
||||
|
||||
Event Name | Description | Passed Parameter(s) | Locality
|
||||
---------- | ----------- | ------------------- | --------
|
||||
`ace_reloadlaunchers_reloadLauncher` | Launcher reloaded | `[_unit, _target, _weapon, _magazine]` | Target
|
||||
| Event Name | Description | Passed Parameter(s) | Locality |
|
||||
| ---------- | ----------- | ------------------- | -------- |
|
||||
| `ace_reloadlaunchers_reloadLauncher` | Launcher reloaded | `[_unit, _target, _weapon, _magazine]` | Target |
|
||||
|
@ -32,16 +32,16 @@ Important notes:
|
||||
|
||||
`ace_slideshow_fnc_createSlideshow`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Screen Objects | Array | Required
|
||||
1 | Controller Objects | Array | Required (screen objects are used if empty `[]`, none are available with automatic transitions)
|
||||
2 | Image Paths | Array | Required (paths must use backslash `\`)
|
||||
3 | Action Names | Array | Required
|
||||
4 | Slide Duration | Number | Optional (default: `0`, `0` disables automatic transitions)
|
||||
5 | Set Name | String | Optional (default: localized `"Slides"`)
|
||||
6 | Texture Selection | Number | Optional (default: `0`)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Screen Objects | Array | Required |
|
||||
| 1 | Controller Objects | Array | Required (screen objects are used if empty `[]`, none are available with automatic transitions) |
|
||||
| 2 | Image Paths | Array | Required (paths must use backslash `\`) |
|
||||
| 3 | Action Names | Array | Required |
|
||||
| 4 | Slide Duration | Number | Optional (default: `0`, `0` disables automatic transitions) |
|
||||
| 5 | Set Name | String | Optional (default: localized `"Slides"`) |
|
||||
| 6 | Texture Selection | Number | Optional (default: `0`) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
_Note: Set Name argument added in 3.9.1._
|
||||
|
||||
@ -49,15 +49,15 @@ _Note: Set Name argument added in 3.9.1._
|
||||
|
||||
`[[object1, object2], [controller1], ["images\image1.paa", "images\image2.paa"], ["Action1", "Action2"], 5, "My Slides", 1] call ace_slideshow_fnc_createSlideshow;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `[object1, object2]` | Objects on which images will be projected on
|
||||
1 | `[controller1]` | Objects with which slideshow can be controlled
|
||||
2 | `["images\image1.paa", "images\image2.paa"]` | Paths to images projected on screen objects
|
||||
3 | `["Action1", "Action2"]` | Action names for interaction menu if automatic transitions are not enabled
|
||||
4 | `5` | 5s slide duration before change to next image
|
||||
5 | `"My Slides"` | Main interaction point name, for easier distinguishing of multiple slideshow sets
|
||||
6 | `1` | Uses texture selection 1 for objects with multiple options
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `[object1, object2]` | Objects on which images will be projected on |
|
||||
| 1 | `[controller1]` | Objects with which slideshow can be controlled |
|
||||
| 2 | `["images\image1.paa", "images\image2.paa"]` | Paths to images projected on screen objects |
|
||||
| 3 | `["Action1", "Action2"]` | Action names for interaction menu if automatic transitions are not enabled |
|
||||
| 4 | `5` | 5s slide duration before change to next image |
|
||||
| 5 | `"My Slides"` | Main interaction point name, for easier distinguishing of multiple slideshow sets |
|
||||
| 6 | `1` | Uses texture selection 1 for objects with multiple options |
|
||||
|
||||
### 2.2 Create Map Images
|
||||
|
||||
@ -86,7 +86,7 @@ _Note: Set Name argument added in 3.9.1._
|
||||
tex1 = [] call ace_slideshow_fnc_mapImage;
|
||||
tex2 = [(getPos aWhiteboard), 0.5, [[getpos aWhiteboard, "you", "mil_start"]], 0] call ace_slideshow_fnc_mapImage;
|
||||
tex3 = [[4000, 4000], 0.5, [[[5000, 5000], "target", "mil_objective"]], 2] call ace_slideshow_fnc_mapImage;
|
||||
[[aWhiteboard], [], [tex1, tex2, tex3], ["Full", "Sat Start", "Sat Objective"]] call ace_slideshow_fnc_createSlideshow;
|
||||
[[aWhiteboard], [], [tex1, tex2, tex3], ["Full", "Sat Start", "Sat Objective"]] call ace_slideshow_fnc_createSlideshow;
|
||||
```
|
||||
|
||||
### 2.2.2 Map Slideshow Advanced Example
|
||||
@ -105,12 +105,12 @@ private _initCode = {
|
||||
[{
|
||||
params ["_displayID","_idPFH"];
|
||||
private _display = findDisplay _displayID;
|
||||
if (isNull _display) exitWith {
|
||||
if (isNull _display) exitWith {
|
||||
systemChat format ["%1 - removing pfeh", _this];
|
||||
[_idPFH] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
displayUpdate _display;
|
||||
|
||||
|
||||
private _map = _display displayCtrl 1;
|
||||
_map ctrlMapAnimAdd [0, 0.3, getpos theUAV];
|
||||
ctrlMapAnimCommit _map;
|
||||
|
@ -48,11 +48,11 @@ Note that these settings govern the default spectator behaviour. Through the use
|
||||
|
||||
### 3.1 Listenable
|
||||
|
||||
Event Name | Passed Parameter(s) | Locality | Description
|
||||
---------- | ----------- | ------------------- | --------
|
||||
`ace_spectatorSet` | [_isSpectator, _player] | Global | Player's spectator status was changed
|
||||
`ace_spectator_displayLoaded` | _display | Local | Spectator display was loaded
|
||||
`ace_spectator_displayUnloaded` | _display | Local | Spectator display was unloaded
|
||||
| Event Name | Passed Parameter(s) | Locality | Description |
|
||||
| ---------- | ----------- | ------------------- | -------- |
|
||||
| `ace_spectatorSet` | [_isSpectator, _player] | Global | Player's spectator status was changed |
|
||||
| `ace_spectator_displayLoaded` | _display | Local | Spectator display was loaded |
|
||||
| `ace_spectator_displayUnloaded` | _display | Local | Spectator display was unloaded |
|
||||
|
||||
## 4. Scripting
|
||||
|
||||
|
@ -41,28 +41,28 @@ class ACE_Tags {
|
||||
|
||||
`ace_tagging_fnc_addCustomTag`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Unique Identifier | String | Required
|
||||
1 | Display Name | String | Required
|
||||
2 | Required Item | String | Required
|
||||
3 | Textures | Array | Required
|
||||
4 | Icon | String | Optional (default: `""` - Default white point)
|
||||
5 | Material Paths | Array | Optional (default: `[]] - No custom material)
|
||||
6 | Tag Model | String | Optional (default: `"UserTexture1m_F"` - 1x1m texture surface)
|
||||
**R** | Successfully Added Tag | Boolean | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
| ---| --------- | ---- | ------------------------ |
|
||||
| 0 | Unique Identifier | String | Required |
|
||||
| 1 | Display Name | String | Required |
|
||||
| 2 | Required Item | String | Required |
|
||||
| 3 | Textures | Array | Required |
|
||||
| 4 | Icon | String | Optional (default: `""` - Default white point) |
|
||||
| 5 | Material Paths | Array | Optional (default: `[]` - No custom material) |
|
||||
| 6 | Tag Model | String | Optional (default: `"UserTexture1m_F"` - 1x1m texture surface) |
|
||||
| **R** | Successfully Added Tag | Boolean | Return value |
|
||||
|
||||
#### 2.1.1 Example
|
||||
|
||||
`["ace_victoryRed", "Victory Red", "ACE_SpraypaintRed", ["tagTexture1.paa", "tagTexture2.paa"], "icon.paa"] call ace_tagging_fnc_addCustomTag;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `"ace_victoryRed"` | Unique identifier (similar to class name)
|
||||
1 | `"Victory Red"` | Name of your tag being displayed in the interaction menu
|
||||
2 | `"ACE_SpraypaintRed"` | Required item to have in the inventory to be able to spray your tag
|
||||
3 | `["tagTexture1.paa", "tagTexture2.paa"]` | List of texture variants (one is randomly selected when tagging)
|
||||
4 | `"icon.paa"` | Icon being displayed in the interaction menu
|
||||
| | Arguments | Explanation |
|
||||
| ---| --------- | ----------- |
|
||||
| 0 | `"ace_victoryRed"` | Unique identifier (similar to class name) |
|
||||
| 1 | `"Victory Red"` | Name of your tag being displayed in the interaction menu |
|
||||
| 2 | `"ACE_SpraypaintRed"` | Required item to have in the inventory to be able to spray your tag |
|
||||
| 3 | `["tagTexture1.paa", "tagTexture2.paa"]` | List of texture variants (one is randomly selected when tagging) |
|
||||
| 4 | `"icon.paa"` | Icon being displayed in the interaction menu |
|
||||
|
||||
|
||||
### 2.2 Tags in description.ext
|
||||
|
@ -30,7 +30,7 @@ class CfgSurfaces {
|
||||
```cpp
|
||||
class CfgWeapons { // same config also works on backpacks (CfgVehicles)
|
||||
class yourBaseClass;
|
||||
class yourEntrenchingToolClass: yourBaseClass
|
||||
class yourEntrenchingToolClass: yourBaseClass {
|
||||
ace_trenches_entrenchingTool = 1;
|
||||
};
|
||||
};
|
||||
|
@ -53,21 +53,21 @@ Adding new elements through scripting is currently not possible.
|
||||
|
||||
`ace_ui_fnc_setElementVisibility`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Source | String | Required
|
||||
1 | Set/Unset | Boolean | Required
|
||||
2 | Element Name | String | Required
|
||||
3 | Show/Hide | Boolean | Optional (default: `false`)
|
||||
**R** | Successfully Modified | Boolean | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Source | String | Required |
|
||||
| 1 | Set/Unset | Boolean | Required |
|
||||
| 2 | Element Name | String | Required |
|
||||
| 3 | Show/Hide | Boolean | Optional (default: `false`) |
|
||||
| **R** | Successfully Modified | Boolean | Return value |
|
||||
|
||||
#### 2.1.1 Example
|
||||
|
||||
`["ace_reload", true, "ammoCount", false] call ace_ui_fnc_setElementVisibility;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `"ace_reload"` | Source displayed in hint when trying to edit this element from in-game settings or in RPT when some other source tries to edit it
|
||||
1 | `true` | Set element, preventing others to change it (except config, which always has priority)
|
||||
2 | `"ammoCount"` | Element name to modify
|
||||
3 | `false` | Hide the element
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `"ace_reload"` | Source displayed in hint when trying to edit this element from in-game settings or in RPT when some other source tries to edit it |
|
||||
| 1 | `true` | Set element, preventing others to change it (except config, which always has priority) |
|
||||
| 2 | `"ammoCount"` | Element name to modify |
|
||||
| 3 | `false` | Hide the element |
|
||||
|
@ -31,22 +31,22 @@ Sync the module with vehicles and players. Custom keys will be handed to players
|
||||
|
||||
`ace_vehiclelock_fnc_addKeyForVehicle`
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Unit | Object | Required
|
||||
1 | Vehicle | Object | Required
|
||||
2 | Use Custom Key | Boolean | Optional (default: `false`, `false` for side key, `true` for custom key)
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Unit | Object | Required |
|
||||
| 1 | Vehicle | Object | Required |
|
||||
| 2 | Use Custom Key | Boolean | Optional (default: `false`, `false` for side key, `true` for custom key) |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
#### 3.1.1 Example
|
||||
|
||||
`[bob, car1, true] call ace_vehiclelock_fnc_addKeyForVehicle;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `bob` | Unit the key will be added to
|
||||
1 | `car1` | Vehicle the key will work on
|
||||
2 | `true` | Set custom key
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `bob` | Unit the key will be added to |
|
||||
| 1 | `car1` | Vehicle the key will work on |
|
||||
| 2 | `true` | Set custom key |
|
||||
|
||||
### 3.2 Override Side
|
||||
|
||||
|
@ -38,18 +38,18 @@ class CfgVehicles {
|
||||
`ace_vehicles_fnc_setVehicleStartDelay`
|
||||
Has global effects.
|
||||
|
||||
| Arguments | Type | Optional (default value)
|
||||
---| --------- | ---- | ------------------------
|
||||
0 | Vehicle | Object | Required
|
||||
1 | Delay (in seconds) | Number | Required
|
||||
**R** | None | None | Return value
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Vehicle | Object | Required |
|
||||
| 1 | Delay (in seconds) | Number | Required |
|
||||
| **R** | None | None | Return value |
|
||||
|
||||
|
||||
#### 1.2.1 Example
|
||||
|
||||
`[myCar, 2.2] call ace_vehicles_fnc_setVehicleStartDelay;`
|
||||
|
||||
| Arguments | Explanation
|
||||
---| --------- | -----------
|
||||
0 | `myCar` | My car object
|
||||
1 | `2.2` | New startup delay
|
||||
| | Arguments | Explanation |
|
||||
|----| --------- | ----------- |
|
||||
| 0 | `myCar` | My car object |
|
||||
| 1 | `2.2` | New startup delay |
|
||||
|
@ -36,6 +36,6 @@ class CfgVehicles {
|
||||
|
||||
### 2.1 Listenable
|
||||
|
||||
Event Name | Description | Passed Parameter(s) | Locality
|
||||
---------- | ----------- | ------------------- | --------
|
||||
`ace_wireCuttingStarted` | Wire cutting started | `[_unit, _fence]` | Global
|
||||
| Event Name | Description | Passed Parameter(s) | Locality |
|
||||
| ---------- | ----------- | ------------------- | -------- |
|
||||
| `ace_wireCuttingStarted` | Wire cutting started | `[_unit, _fence]` | Global |
|
||||
|
@ -52,5 +52,4 @@ class CfgWeapons {
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
```
|
||||
|
9
include/a3/data_f/penetration/hard_ground.rvmat
Normal file
9
include/a3/data_f/penetration/hard_ground.rvmat
Normal file
@ -0,0 +1,9 @@
|
||||
surfaceInfo="A3\data_f\Penetration\hard_ground.bisurf";
|
||||
ambient[]={0.48699999,0.32800001,0.249,1};
|
||||
diffuse[]={0.48699999,0.32800001,0.249,1};
|
||||
forcedDiffuse[]={0,0,0,0};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0,0,0,1};
|
||||
specularPower=1;
|
||||
PixelShaderID="Normal";
|
||||
VertexShaderID="Basic";
|
@ -1380,6 +1380,7 @@ enum
|
||||
#define IDC_OPTIONS_PP_DOF_SLIDER 1317
|
||||
#define IDC_OPTIONS_PP_DOF_VALUE 1318
|
||||
#define IDC_OPTIONS_PP_CAUSTICS 1319
|
||||
#define IDC_OPTIONS_PP_HAZE 1329
|
||||
#define IDC_OPTIONS_PP_SHARPEN_SLIDER 1320
|
||||
#define IDC_OPTIONS_PP_SHARPEN_VALUE 1321
|
||||
#define IDC_OPTIONS_PP_COLOR_CORRECTIONS 1322
|
||||
|
82
include/a3/weapons_f/acc/data/optics.rvmat
Normal file
82
include/a3/weapons_f/acc/data/optics.rvmat
Normal file
@ -0,0 +1,82 @@
|
||||
class StageTI
|
||||
{
|
||||
texture="a3\data_f\default_ti_ca.paa";
|
||||
};
|
||||
ambient[]={0,0,0,1};
|
||||
diffuse[]={0,0,0,1};
|
||||
forcedDiffuse[]={0,0,0,1};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={1,1,1,1};
|
||||
specularPower=500;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="a3\weapons_f\acc\data\optics_nohq.paa";
|
||||
uvSource="tex1";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0.0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="a3\weapons_f\acc\data\optics_as.paa";
|
||||
uvSource="tex1";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,0.0,SMDI)";
|
||||
uvSource="tex1";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnel(0.915,0.38)";
|
||||
uvSource="none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_optic_co.paa";
|
||||
uvSource="none";
|
||||
};
|
BIN
include/a3/weapons_f/acc/data/scope_view3_ca.paa
Normal file
BIN
include/a3/weapons_f/acc/data/scope_view3_ca.paa
Normal file
Binary file not shown.
BIN
include/a3/weapons_f/acc/data/scope_view_ca.paa
Normal file
BIN
include/a3/weapons_f/acc/data/scope_view_ca.paa
Normal file
Binary file not shown.
BIN
include/a3/weapons_f/data/nightvisiontl.paa
Normal file
BIN
include/a3/weapons_f/data/nightvisiontl.paa
Normal file
Binary file not shown.
BIN
include/a3/weapons_f/reticle/data/optics_bg_dirt_ca.paa
Normal file
BIN
include/a3/weapons_f/reticle/data/optics_bg_dirt_ca.paa
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user