Merge branch 'master' into release-3.13.0

This commit is contained in:
jonpas 2019-12-18 19:03:08 +01:00
commit 52e2f2665b
20 changed files with 168 additions and 33 deletions

View File

@ -148,6 +148,7 @@ Tonic
Tourorist <tourorist@gmail.com>
Tuupertunut
Valentin Torikian <valentin.torikian@gmail.com>
veteran29
voiper
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Winter <simon@agius-muscat.net>

View File

@ -3,9 +3,11 @@
<Package name="ArtilleryTables">
<Key ID="STR_ACE_ArtilleryTables_rangetable_displayName">
<English>Artillery Rangetable</English>
<Chinese>火炮射程表</Chinese>
</Key>
<Key ID="STR_ACE_ArtilleryTables_rangetable_description">
<English>Universal Artillery Rangetable</English>
<Chinese>通用的火炮射程表</Chinese>
</Key>
<Key ID="STR_ACE_ArtilleryTables_advancedCorrections_displayName">
<English>Air Resistance</English>
@ -41,9 +43,11 @@
</Key>
<Key ID="STR_ACE_ArtilleryTables_disableArtilleryComputer_displayName">
<English>Artillery Computer Disabled</English>
<Chinese>停用火炮電腦</Chinese>
</Key>
<Key ID="STR_ACE_ArtilleryTables_disableArtilleryComputer_description">
<English>Disable the vanilla artillery computers</English>
<Chinese>停用原本的火炮控制電腦</Chinese>
</Key>
</Package>
</Package>
</Project>

View File

@ -4,90 +4,119 @@
<!-- Shotguns -->
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No00_Buck_NameShort">
<English>#00 Buckshot</English>
<Chinese>#00 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No00_Buck_Description">
<English>#00 Buckshot</English>
<Chinese>#00 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No0_Buck_NameShort">
<English>#0 Buckshot</English>
<Chinese>#0 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No0_Buck_Description">
<English>#0 Buckshot</English>
<Chinese>#0 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No1_Buck_NameShort">
<English>#1 Buckshot</English>
<Chinese>#1 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No1_Buck_Description">
<English>#1 Buckshot</English>
<Chinese>#1 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No2_Buck_NameShort">
<English>#2 Buckshot</English>
<Chinese>#2 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No2_Buck_Description">
<English>#2 Buckshot</English>
<Chinese>#2 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No3_Buck_NameShort">
<English>#3 Buckshot</English>
<Chinese>#3 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No3_Buck_Description">
<English>#3 Buckshot</English>
<Chinese>#3 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No4_Buck_NameShort">
<English>#4 Buckshot</English>
<Chinese>#4 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No4_Buck_Description">
<English>#4 Buckshot</English>
<Chinese>#4 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No4_Bird_NameShort">
<English>#7 Birdshot</English>
<Chinese>#7 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No4_Bird_Description">
<English>#7 Birdshot</English>
<Chinese>#7 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No00_Buck_Name">
<English>12 Gauge 2Rnd #00 Buckshot</English>
<Chinese>12鉛徑 2發 #00 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No0_Buck_Name">
<English>12 Gauge 2Rnd #0 Buckshot</English>
<Chinese>12鉛徑 2發 #0 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No1_Buck_Name">
<English>12 Gauge 2Rnd #1 Buckshot</English>
<Chinese>12鉛徑 2發 #1 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No2_Buck_Name">
<English>12 Gauge 2Rnd #2 Buckshot</English>
<Chinese>12鉛徑 2發 #2 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No3_Buck_Name">
<English>12 Gauge 2Rnd #3 Buckshot</English>
<Chinese>12鉛徑 2發 #3 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No4_Buck_Name">
<English>12 Gauge 2Rnd #4 Buckshot</English>
<Chinese>12鉛徑 2發 #4 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No4_Bird_Name">
<English>12 Gauge 2Rnd #7 Birdshot</English>
<Chinese>12鉛徑 2發 #7 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No00_Buck_Name">
<English>12 Gauge 6Rnd #00 Buckshot</English>
<Chinese>12鉛徑 6發 #00 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No0_Buck_Name">
<English>12 Gauge 6Rnd #0 Buckshot</English>
<Chinese>12鉛徑 6發 #0 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No1_Buck_Name">
<English>12 Gauge 6Rnd #1 Buckshot</English>
<Chinese>12鉛徑 6發 #1 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No2_Buck_Name">
<English>12 Gauge 6Rnd #2 Buckshot</English>
<Chinese>12鉛徑 6發 #2 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No3_Buck_Name">
<English>12 Gauge 6Rnd #3 Buckshot</English>
<Chinese>12鉛徑 6發 #3 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No4_Buck_Name">
<English>12 Gauge 6Rnd #4 Buckshot</English>
<Chinese>12鉛徑 6發 #4 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No4_Bird_Name">
<English>12 Gauge 6Rnd #7 Birdshot</English>
<Chinese>12鉛徑 6發 #7 鹿彈</Chinese>
</Key>
<Key ID="STR_ACE_Ballistics_15Rnd_12Gauge_Pellets_No00_Buck_Name">
<English>12 Gauge 15Rnd #00 Buckshot</English>
<Chinese>12鉛徑 15發 #00 鹿彈</Chinese>
</Key>
<!-- QBU -->
<Key ID="STR_ACE_Ballistics_20Rnd_65x47_Scenar_mag_Name">
@ -1294,7 +1323,7 @@
<Hungarian>6.5mm 200-lövedékes infravörös nyomkövető heveder&lt;br /&gt;Lövedékek: 200&lt;br /&gt;Használható: Stoner 99 LMG</Hungarian>
<Japanese>6.5mm 200発入り IR-DIM曳光弾ベルト&lt;br /&gt;装填数: 200&lt;br /&gt;次で使用: Stoner 99 LMG</Japanese>
<Korean>200발들이 6.5mm IR-DIM 예광탄 벨트&lt;br /&gt;장탄수: 200&lt;br /&gt;사용처: Stoner 99 LMG</Korean>
<Chinese>6.5毫米 200發 低視度紅外線曳光彈&lt;br /&gt;發數: 200&lt;br /&gt;使用於: Stoner 99 LMG</Chinese>
<Chinese>6.5毫米 200發 低視度紅外線曳光彈&lt;br /&gt;發數: 200&lt;br /&gt;使用於: Stoner 99 重機槍</Chinese>
<Chinesesimp>6.5mm 200发 低视度红外线曳光弹&lt;br /&gt;发数: 200&lt;br /&gt;使用于: Stoner 99 LMG</Chinesesimp>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_556x45_Stanag_Mk262_mag_Name">

View File

@ -0,0 +1,14 @@
class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
class GVAR(wipeGlasses) {
displayName = CSTRING(WipeGlasses);
condition = QUOTE(GVAR(showClearGlasses) && {call FUNC(canWipeGlasses)});
statement = QUOTE(call FUNC(clearGlasses));
};
};
};
};
};

View File

@ -17,6 +17,7 @@ PREP(isGogglesVisible);
PREP(isInRotorWash);
// general
PREP(canWipeGlasses);
PREP(clearGlasses);
PREP(getExplosionIndex);

View File

@ -3,12 +3,12 @@
if (!hasInterface) exitWith {};
["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses), {
if (GVAR(effects) != 2) exitWith {false}; //Can only wipe if full effects setting is set
if (!GETVAR(ace_player,ACE_isUnconscious,false)) exitWith {
call FUNC(clearGlasses);
true
};
false
// Conditions: specific
if !(call FUNC(canWipeGlasses)) exitWith {false};
call FUNC(clearGlasses);
true
},
{false},
[20, [true, true, false]], false] call CBA_fnc_addKeybind;

View File

@ -6,4 +6,6 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.sqf"
ADDON = true;

View File

@ -16,6 +16,7 @@ class CfgPatches {
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
#define COMBAT_GOGGLES ACE_Overlay = QPATHTOF(textures\HUD\CombatGoggles.paa); \
ACE_OverlayCracked = QPATHTOF(textures\HUD\CombatGogglesCracked.paa); \

View File

@ -0,0 +1,18 @@
#include "script_component.hpp"
/*
* Author: veteran29
* Checks if player can wipe goggles.
*
* Arguments:
* None
*
* Return Value:
* Can wipe goggles <BOOL>
*
* Example:
* [] call ace_goggles_fnc_canWipeGlasses
*
* Public: No
*/
GVAR(effects) == 2 && {!GETVAR(ACE_player,ACE_isUnconscious,false)} // return

View File

@ -0,0 +1,8 @@
[
QGVAR(showClearGlasses),
"CHECKBOX",
[LSTRING(SettingShowClearGlasses), LSTRING(SettingShowClearGlasses)],
localize LSTRING(SettingsName),
false, // default value
0 // isGlobal
] call CBA_fnc_addSetting;

View File

@ -14,6 +14,19 @@
<Portuguese>Óculos</Portuguese>
<French>Lunettes</French>
</Key>
<Key ID="STR_ACE_Goggles_SettingsName">
<English>ACE Goggles</English>
<German>ACE Schutzbrille</German>
<Italian>ACE Occhiali</Italian>
<Chinese>ACE 護目鏡</Chinese>
<Chinesesimp>ACE 护目镜</Chinesesimp>
<Japanese>ACE ゴーグル</Japanese>
<Korean>ACE 고글</Korean>
<Polish>ACE Gogle</Polish>
<Russian>ACE Очки</Russian>
<Portuguese>ACE Óculos</Portuguese>
<French>ACE Lunettes</French>
</Key>
<Key ID="STR_ACE_Goggles_ShowInThirdPerson">
<English>Show Goggle Effects in Third Person</English>
<German>Brilleneffekt in dritter Person anzeigen</German>
@ -85,5 +98,9 @@
<Chinese>染色 + 影響</Chinese>
<Portuguese>Cor + Efeitos</Portuguese>
</Key>
<Key ID="STR_ACE_Goggles_SettingShowClearGlasses">
<English>Show Wipe Goggles self interaction</English>
<Polish>Pokaż interakcję Wyczyść Gogle</Polish>
</Key>
</Package>
</Project>

View File

@ -148,6 +148,7 @@
<Key ID="STR_ACE_Grenades_CTS9_Name">
<English>CTS 7290 9-bang Flash Grenade</English>
<German>CTS 7290 9-fach Blendgranate</German>
<Chinese>CTS 7290-9 9閃 閃光彈</Chinese>
</Key>
<Key ID="STR_ACE_Grenades_CTS9_NameShort">
<English>CTS 7290-9</English>

View File

@ -1,6 +1,17 @@
class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
class GVAR(checkAmmo) {
displayName = CSTRING(checkAmmo);
condition = QUOTE(GVAR(showCheckAmmoSelf) && {_player call FUNC(canCheckAmmoSelf)});
statement = QUOTE(call FUNC(checkAmmo));
exceptions[] = {"isNotInside", "isNotSwimming", "isNotSitting"};
};
};
};
class ACE_Actions {
class ACE_Weapon {
class GVAR(LinkBelt) {

View File

@ -1,5 +1,6 @@
PREP(canCheckAmmo);
PREP(canCheckAmmoSelf);
PREP(getAmmoToLinkBelt);
PREP(checkAmmo);
PREP(displayAmmo);

View File

@ -8,7 +8,7 @@ if (!hasInterface) exitWith {};
// Conditions: canInteract
if !([ACE_player, vehicle ACE_player, ["isNotInside", "isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player call CBA_fnc_canUseWeapon || {(vehicle ACE_player) isKindOf "StaticWeapon"}) exitWith {false};
if !(ACE_player call FUNC(canCheckAmmoSelf)) exitWith {false};
// Ignore if controlling UAV (blocks radar keybind)
if (!isNull (ACE_controlledUAV param [0, objNull])) exitWith {false};

View File

@ -6,4 +6,6 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.sqf"
ADDON = true;

View File

@ -0,0 +1,20 @@
#include "script_component.hpp"
/*
* Author: veteran29
* Check if the player can check his own ammo.
*
* Arguments:
* 0: Player <OBJECT>
*
* Return Value:
* Can check ammo <BOOL>
*
* Example:
* [cursorObject] call ace_reload_fnc_canCheckAmmoSelf
*
* Public: No
*/
params ["_player"];
_player call CBA_fnc_canUseWeapon && {!((vehicle _player) isKindOf "StaticWeapon")}

View File

@ -0,0 +1,9 @@
[
QGVAR(showCheckAmmoSelf),
"CHECKBOX",
[LSTRING(SettingShowCheckAmmoSelf), LSTRING(SettingShowCheckAmmoSelfDesc)],
localize ELSTRING(common,ACEKeybindCategoryWeapons),
false, // default value
0 // isGlobal
] call CBA_fnc_addSetting;

View File

@ -33,6 +33,14 @@
<Chinesesimp>在重新装填时检查新弹匣上的弹药.</Chinesesimp>
<Chinese>在重新裝填時檢查新彈匣上的彈藥.</Chinese>
</Key>
<Key ID="STR_ACE_Reload_SettingShowCheckAmmoSelf">
<English>Always show check ammo self interaction</English>
<Polish>Zawsze pokazuj interakcję od sprawdzania amunicji</Polish>
</Key>
<Key ID="STR_ACE_Reload_SettingShowCheckAmmoSelfDesc">
<English>Shows check ammo self interaction even when not in static weapons.</English>
<Polish>Pokazuje interakcję od sprawdzania amunicji poza bronią statyczną.</Polish>
</Key>
<Key ID="STR_ACE_Reload_checkAmmo">
<English>Check Ammo</English>
<German>Munition prüfen</German>

View File

@ -3,49 +3,37 @@ class CfgWeapons {
class ItemCore;
class InventoryOpticsItem_Base_F;
class RKSL_optic_PMII_312: ItemCore {
class RKSL_optic_PMII_312: ItemCore { // https://www.schmidtundbender.de/en/products/police-military-forces/3-12x50-pm-ii.html
ACE_ScopeHeightAboveRail = 4.2235;
ACE_ScopeAdjust_Vertical[] = { -1, 12 };
ACE_ScopeAdjust_Horizontal[] = { -6, 6 };
ACE_ScopeAdjust_Vertical[] = {0, 13}; // Single Turn
ACE_ScopeAdjust_Horizontal[] = {-6, 6};
ACE_ScopeAdjust_VerticalIncrement = 0.1;
ACE_ScopeAdjust_HorizontalIncrement = 0.1;
class ItemInfo: InventoryOpticsItem_Base_F {
class OpticsModes {
class Snip {
discreteDistance[] = { 100 };
discreteDistance[] = {100}; // default RKSL {100,...,1500}
discreteDistanceInitIndex = 0;
distanceZoomMax = 1500; // default RKSL 100
distanceZoomMin = 100; // default RKSL
};
};
};
};
class RKSL_optic_PMII_312_sunshade: ItemCore {
class RKSL_optic_PMII_525: ItemCore { // https://www.schmidtundbender.de/en/products/police-military-forces/5-25x56-pm-iilp.html
ACE_ScopeHeightAboveRail = 4.2235;
ACE_ScopeAdjust_Vertical[] = { -1, 12 };
ACE_ScopeAdjust_Horizontal[] = { -6, 6 };
ACE_ScopeAdjust_Vertical[] = {0, 26};
ACE_ScopeAdjust_Horizontal[] = {-6, 6};
ACE_ScopeAdjust_VerticalIncrement = 0.1;
ACE_ScopeAdjust_HorizontalIncrement = 0.1;
class ItemInfo: InventoryOpticsItem_Base_F {
class OpticsModes {
class Snip {
discreteDistance[] = { 100 };
discreteDistanceInitIndex = 0;
};
};
};
};
class RKSL_optic_PMII_525: ItemCore {
ACE_ScopeHeightAboveRail = 4.2235;
ACE_ScopeAdjust_Vertical[] = { 0, 26 };
ACE_ScopeAdjust_Horizontal[] = { -6, 6 };
ACE_ScopeAdjust_VerticalIncrement = 0.1;
ACE_ScopeAdjust_HorizontalIncrement = 0.1;
class ItemInfo: InventoryOpticsItem_Base_F {
class OpticsModes {
class Snip {
discreteDistance[] = { 100 };
discreteDistance[] = {100}; // default RKSL {300,...,2500}
discreteDistanceInitIndex = 0;
distanceZoomMax = 2500; // default RKSL 300
distanceZoomMin = 300; // default RKSL
};
};
};