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Switch to some already translated CSTRINGs
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commit
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@ -1,31 +1,31 @@
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class ACE_Settings {
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class GVAR(enabled) {
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displayName = "Advanced Ballistics";
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description = "Enables advanced ballistics";
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displayName = CSTRING(enabled_DisplayName);
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description = CSTRING(enabled_Description);
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typeName = "BOOL";
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value = 0;
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};
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class GVAR(simulateForSnipers) {
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displayName = "Enabled For Snipers";
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description = "Enables advanced ballistics for non local snipers (when using high power optics)";
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displayName = CSTRING(simulateForSnipers_DisplayName);
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description = CSTRING(simulateForSnipers_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(simulateForGroupMembers) {
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displayName = "Enabled For Group Members";
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description = "Enables advanced ballistics for non local group members";
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displayName = CSTRING(simulateForGroupMembers_DisplayName);
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description = CSTRING(simulateForGroupMembers_Description);
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typeName = "BOOL";
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value = 0;
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};
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class GVAR(simulateForEveryone) {
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displayName = "Enabled For Everyone";
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description = "Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)";
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displayName = CSTRING(simulateForEveryone_DisplayName);
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description = CSTRING(simulateForEveryone_Description);
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typeName = "BOOL";
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value = 0;
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};
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class GVAR(disabledInFullAutoMode) {
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displayName = "Disabled In FullAuto Mode";
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description = "Disables advanced ballistics during full auto fire";
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displayName = CSTRING(disabledInFullAutoMod_DisplayName);
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description = CSTRING(disabledInFullAutoMod_Description);
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typeName = "BOOL";
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value = 0;
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};
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@ -38,32 +38,32 @@ class ACE_Settings {
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};
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*/
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class GVAR(ammoTemperatureEnabled) {
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displayName = "Enable Ammo Temperature Simulation";
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description = "Muzzle velocity varies with ammo temperature";
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displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
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description = CSTRING(ammoTemperatureEnabled_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(barrelLengthInfluenceEnabled) {
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displayName = "Enable Barrel Length Simulation";
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description = "Muzzle velocity varies with barrel length";
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displayName = CSTRING(barrelLengthInfluenceEnabled_DisplayName);
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description = CSTRING(barrelLengthInfluenceEnabled_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(bulletTraceEnabled) {
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displayName = "Enable Bullet Trace Effect";
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description = "Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)";
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displayName = CSTRING(bulletTraceEnabled_DisplayName);
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description = CSTRING(bulletTraceEnabled_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(simulationInterval) {
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displayName = "Simulation Interval";
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description = "Defines the interval between every calculation step";
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displayName = CSTRING(simulationInterval_DisplayName);
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description = CSTRING(simulationInterval_Description);
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typeName = "SCALAR";
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value = 0.0;
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};
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class GVAR(simulationRadius) {
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displayName = "Simulation Radius";
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description = "Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles";
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displayName = CSTRING(simulationRadius_DisplayName);
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description = CSTRING(simulationRadius_Description);
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typeName = "SCALAR";
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value = 3000;
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};
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@ -21,7 +21,7 @@ class CfgVehicles {
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author = "Ruthberg";
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scope = 2;
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scopeCurator = 2;
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displayName = "ATragMX";
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displayName = CSTRING(Name);
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vehicleClass = "Items";
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class TransportItems {
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MACRO_ADDITEM(ACE_ATragMX,1);
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@ -39,7 +39,7 @@ class CfgVehicles {
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author = "Ruthberg";
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scope = 2;
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scopeCurator = 2;
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displayName = "Kestrel 4500";
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displayName = CSTRING(Name);
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vehicleClass = "Items";
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class TransportItems {
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MACRO_ADDITEM(ACE_Kestrel4500,1);
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@ -1,37 +1,37 @@
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class ACE_Settings {
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class GVAR(enableServerController) {
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displayName = "Weather propagation";
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description = "Enables sever side weather propagation";
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displayName = CSTRING(enableServerController_DisplayName);
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description = CSTRING(enableServerController_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(useACEWeather) {
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displayName = "ACE Weather";
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description = "Overrides the default weather (editor, mission settings) with ACE weather (map based)";
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displayName = CSTRING(useACEWeather_DisplayName);
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description = CSTRING(useACEWeather_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(syncRain) {
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displayName = "Sync Rain";
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description = "Synchronizes rain";
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displayName = CSTRING(syncRain_DisplayName);
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description = CSTRING(syncRain_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(syncWind) {
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displayName = "Sync Wind";
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description = "Synchronizes wind";
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displayName = CSTRING(syncWind_DisplayName);
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description = CSTRING(syncWind_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(syncMisc) {
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displayName = "Sync Misc";
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description = "Synchronizes lightnings, rainbow, fog, ...";
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displayName = CSTRING(syncMisc_DisplayName);
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description = CSTRING(syncMisc_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(serverUpdateInterval) {
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displayName = "Update Interval";
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description = "Defines the interval (seconds) between weather updates";
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displayName = CSTRING(serverUpdateInterval_DisplayName);
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description = CSTRING(serverUpdateInterval_Description);
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typeName = "SCALAR";
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value = 60;
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};
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@ -1,25 +1,25 @@
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class ACE_Settings {
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class GVAR(enabled) {
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displayName = "Wind Deflection";
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description = "Enables wind deflection";
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displayName = CSTRING(deflectionModule_DisplayName);
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description = CSTRING(deflectionModule_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(vehicleEnabled) {
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displayName = "Vehicle Enabled";
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description = "Enables wind deflection for static/vehicle gunners";
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displayName = CSTRING(vehicleEnabled_DisplayName);
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description = CSTRING(vehicleEnabled_Description);
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(simulationInterval) {
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displayName = "Simulation Interval";
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description = "Defines the interval between every calculation step";
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displayName = CSTRING(simulationInterval_DisplayName);
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description = CSTRING(simulationInterval_Description);
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typeName = "SCALAR";
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value = 0.05;
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};
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class GVAR(simulationRadius) {
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displayName = "Simulation Radius";
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description = "Defines the radius around the player (in meters) at which projectiles are wind deflected";
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displayName = CSTRING(simulationRadius_DisplayName);
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description = CSTRING(simulationRadius_Description);
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typeName = "SCALAR";
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value = 3000;
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};
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