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https://github.com/acemod/ACE3.git
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Reorder/Rewrite of some advanced ballistics module options:
* alwaysSimulateForSnipers -> simulateForSnipers * alwaysSimulateForGroupMembers -> simulateForGroupMembers * onlyActiveForLocalPlayers -> simulateForEveryone
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@ -5,30 +5,30 @@ class ACE_Settings {
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typeName = "BOOL";
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value = 0;
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};
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class GVAR(alwaysSimulateForSnipers) {
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displayName = "Always Enabled For Snipers";
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description = "Always enables advanced ballistics when high power optics are used";
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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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typeName = "BOOL";
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value = 1;
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};
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class GVAR(alwaysSimulateForGroupMembers) {
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displayName = "Always Enabled For Group Members";
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description = "Always enables advanced ballistics when a group member fires";
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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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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 (keep this disabled if you encounter frame drops during heavy firefights in multiplayer)";
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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 the advanced ballistics during full auto fire";
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description = "Disables advanced ballistics during full auto fire";
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typeName = "BOOL";
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value = 0;
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};
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class GVAR(onlyActiveForLocalPlayers) {
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displayName = "Disabled For Non Local Players";
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description = "Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer)";
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typeName = "BOOL";
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value = 1;
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};
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/* // TODO: We currently do not have firedEHs on vehicles
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class GVAR(vehicleGunnerEnabled) {
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displayName = "Enabled For Vehicle Gunners";
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@ -17,15 +17,21 @@ class CfgVehicles {
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typeName = "BOOL";
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defaultValue = 0;
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};
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class alwaysSimulateForSnipers {
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displayName = "$STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_DisplayName";
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description = "$STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_Description";
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class simulateForSnipers {
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displayName = "$STR_ACE_AdvancedBallistics_simulateForSnipers_DisplayName";
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description = "$STR_ACE_AdvancedBallistics_simulateForSnipers_Description";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class alwaysSimulateForGroupMembers {
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displayName = "$STR_ACE_AdvancedBallistics_alwaysSimulateForGroupMembers_DisplayName";
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description = "$STR_ACE_AdvancedBallistics_alwaysSimulateForGroupMembers_Description";
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class simulateForGroupMembers {
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displayName = "$STR_ACE_AdvancedBallistics_simulateForGroupMembers_DisplayName";
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description = "$STR_ACE_AdvancedBallistics_simulateForGroupMembers_Description";
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typeName = "BOOL";
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defaultValue = 0;
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};
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class simulateForEveryone {
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displayName = "$STR_ACE_AdvancedBallistics_simulateForEveryone_DisplayName";
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description = "$STR_ACE_AdvancedBallistics_simulateForEveryone_Description";
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typeName = "BOOL";
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defaultValue = 0;
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};
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@ -35,12 +41,6 @@ class CfgVehicles {
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typeName = "BOOL";
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defaultValue = 0;
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};
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class onlyActiveForLocalPlayers {
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displayName = "$STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_DisplayName";
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description = "$STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_Description";
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typeName = "BOOL";
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defaultValue = 1;
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};
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/* // TODO: We currently do not have firedEHs on vehicles
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class vehicleGunnerEnabled {
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displayName = "Enabled For Vehicle Gunners";
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@ -35,17 +35,17 @@ if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
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if (underwater _unit) exitWith {};
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if (!(_ammo isKindOf "BulletBase")) exitWith {};
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if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {};
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if (GVAR(onlyActiveForLocalPlayers) && !(local _unit)) then {
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if (GVAR(simulateForEveryone) && !(local _unit)) then {
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// The shooter is non local
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_abort = true;
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if (GVAR(alwaysSimulateForSnipers)) then {
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if (GVAR(simulateForSnipers)) then {
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if (currentWeapon _unit == primaryWeapon _unit && count primaryWeaponItems _unit > 2) then {
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_opticsName = (primaryWeaponItems _unit) select 2;
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_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
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_abort = _opticType != 2; // We only abort if the non local shooter is not a sniper
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};
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};
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if (GVAR(alwaysSimulateForGroupMembers) && _abort) then {
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if (GVAR(simulateForGroupMembers) && _abort) then {
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_abort = (group ACE_player) != (group _unit);
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};
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};
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@ -26,10 +26,10 @@ if !(_activated) exitWith {};
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[_logic, QGVAR(ammoTemperatureEnabled), "ammoTemperatureEnabled"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(barrelLengthInfluenceEnabled), "barrelLengthInfluenceEnabled"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(bulletTraceEnabled), "bulletTraceEnabled"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(onlyActiveForLocalPlayers), "onlyActiveForLocalPlayers"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(simulateForEveryone), "simulateForEveryone"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(disabledInFullAutoMode), "disabledInFullAutoMode"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(alwaysSimulateForSnipers), "alwaysSimulateForSnipers"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(alwaysSimulateForGroupMembers), "alwaysSimulateForGroupMembers"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(simulateForSnipers), "simulateForSnipers"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(simulateForGroupMembers), "simulateForGroupMembers"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(simulationInterval), "simulationInterval"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(simulationRadius), "simulationRadius"] call EFUNC(common,readSettingFromModule);
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@ -37,19 +37,23 @@
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<English>Enables advanced ballistics</English>
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<Polish>Aktywuje zaawansowaną balistykę</Polish>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_DisplayName">
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<English>Always Enabled For Snipers</English>
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<Polish>Zawsze akt. dla snajp.</Polish>
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<Key ID="STR_ACE_AdvancedBallistics_simulateForSnipers_DisplayName">
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<English>Enabled For Snipers</English>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_Description">
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<English>Always enables advanced ballistics when high power optics are used</English>
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<Polish>Aktywuje zaawansowaną balistykę zawsze, kiedy używana jest optyka</Polish>
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<Key ID="STR_ACE_AdvancedBallistics_simulateForSnipers_Description">
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<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_alwaysSimulateForGroupMembers_DisplayName">
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<English>Always Enabled For Group Members</English>
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<Key ID="STR_ACE_AdvancedBallistics_simulateForGroupMembers_DisplayName">
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<English>Enabled For Group Members</English>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_alwaysSimulateForGroupMembers_Description">
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<English>Always enables advanced ballistics when a group member fires</English>
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<Key ID="STR_ACE_AdvancedBallistics_simulateForGroupMembers_Description">
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<English>Enables advanced ballistics for non local group members</English>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_simulateForEveryone_DisplayName">
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<English>Enabled For Everyone</English>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_simulateForEveryone_Description">
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<English>Enables advanced ballistics for all non local players (keep this disabled if you encounter frame drops during heavy firefights in multiplayer)</English>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_disabledInFullAutoMod_DisplayName">
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<English>Disabled In FullAuto Mode</English>
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@ -59,14 +63,6 @@
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<English>Disables the advanced ballistics during full auto fire</English>
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<Polish>Dezaktywuje zaawansowaną balistykę podczas ognia automatycznego</Polish>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_DisplayName">
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<English>Disabled For Non Local Players</English>
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<Polish>Wyłącz dla nielok. graczy</Polish>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_Description">
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<English>Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer)</English>
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<Polish>Dezaktywuje zaawansowaną balistykę dla pocisków pochodzących od innych graczy(aktywuj tą opcję jeżeli odczuwasz spadki FPS podczas sporych strzelanin w MP)</Polish>
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</Key>
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<Key ID="STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_DisplayName">
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<English>Enable Ammo Temperature Simulation</English>
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<Polish>Symulacja temp. amunicji</Polish>
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