Revert "Update from acemod master (#1)" (#2)

This reverts commit 4d1a5194ea.
This commit is contained in:
Drofseh 2018-01-17 03:36:10 -08:00 committed by GitHub
parent 4d1a5194ea
commit 5e396a3793
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2004 changed files with 15502 additions and 39139 deletions

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@ -1,55 +0,0 @@
stages:
mark_for_closing:
days: 30
labels:
- need more info
- invalid
- can't reproduce
- wontfix
- information required
exclude:
- marked for cleanup
comment:
- 'Hello @{author}! There has been no activity on this ticket for over a period of {days} days. I am automatically replying to let you know we will close this ticket within 1 week due to inactivity and consider this resolved.'
- 'If you believe this is in error, please reply with the requested information.'
- 'Thank you. :robot:'
action:
close: false
comment: true
assign_label:
- marked for cleanup
clean_up:
days: 7
labels:
- marked for cleanup
comment:
- 'Hello @{author}! We have detected no activity for {days} days on this ticket. We therefore assume that the original reporter has lost interest or the issue has been resolved.'
- 'Since we have marked this ticket for deletion, we will be closing it.'
- 'If this has been closed in error, please create a comment below and we can reopen this issue. Note that you may need to provide additional information that was requested.'
- 'Thank you. :robot:'
action:
close: true
comment: true
assign_label:
- closed by bot
remove_label:
- marked for cleanup
remind_about_old_ticket:
days: 160
labels:
- bug
- critical bug
exclude:
- need more info
- invalid
- can't reproduce
- wontfix
- information required
- marked for cleanup
- inactive
comment:
- 'Hello @acemod/maintainers. This ticket has been open for over {days} days without any activity.'
action:
comment: true
assign_label:
- inactive

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@ -3,10 +3,8 @@
**ACE3 Version:** `3.x.x` (stable / dev + commit hash) **ACE3 Version:** `3.x.x` (stable / dev + commit hash)
**Mods:** **Mods:**
``` - `@CBA_A3`
- CBA_A3 - `@ace`
- ace
```
**Description:** **Description:**
- Add a detailed description of the error. This makes it easier for us to fix the issue. - Add a detailed description of the error. This makes it easier for us to fix the issue.

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@ -2,4 +2,4 @@
- Describe what this pull request will do - Describe what this pull request will do
- Each change in a separate line - Each change in a separate line
- Include documentation if applicable - Include documentation if applicable
- Respect the [Development Guidelines](https://ace3mod.com/wiki/development/) - Respect the [Development Guidelines](http://ace3mod.com/wiki/development/)

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@ -1,20 +0,0 @@
# No issues and PRs without labels
issues=false
pr-wo-labels=false
# Issues are disabled, don't fetch them
max-issues=0
# Label filters
exclude-labels=by design,can't reproduce,duplicate,question,invalid,wontfix,ignore changelog
# Tag is created before generating changelog for release candidates
unreleased=false
# No section labels, we only want a list of merged PRs (label separation only works for Issues)
simple-list=true
# Misc
author=false
compare-link=false
header-label=## Change Log Summary

1
.gitignore vendored
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@ -7,4 +7,3 @@ texHeaders.bin
*.swo *.swo
*.biprivatekey *.biprivatekey
Thumbs.db Thumbs.db
CHANGELOG.md

3
.lgtm Normal file
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@ -0,0 +1,3 @@
approvals = 1
pattern = "(?i)LGTM|(?i):\\+1:|(?i):shipit:"
self_approval_off = true

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@ -1,4 +1,4 @@
# ACE3 CONTRIBUTOR LIST # ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me: # If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com # koffeinflummi@gmail.com
# #
@ -29,7 +29,6 @@ Walter Pearce <jaynus@gmail.com>
# CONTRIBUTORS # CONTRIBUTORS
[BIG]Bull [BIG]Bull
11RDP-LoupVert <loupvert@11rdp.fr> 11RDP-LoupVert <loupvert@11rdp.fr>
654wak654 <ozanegitmen@gmail.com>
ACCtomeek <tomeek99@gmail.com> ACCtomeek <tomeek99@gmail.com>
adam3adam <br.ada@seznam.cz> adam3adam <br.ada@seznam.cz>
Adanteh Adanteh
@ -38,7 +37,6 @@ Aggr094 <bastards4glory@gmail.com>
alef <alefor@gmail.com> alef <alefor@gmail.com>
Aleksey EpMAK Yermakov <epmak777@gmail.com> Aleksey EpMAK Yermakov <epmak777@gmail.com>
Alganthe <alganthe@live.fr> Alganthe <alganthe@live.fr>
Andrea "AtixNeon" Verano <veranoandrea88@gmail.com>
Anthariel <Contact@storm-simulation.com> Anthariel <Contact@storm-simulation.com>
Arkhir <wonsz666@gmail.com > Arkhir <wonsz666@gmail.com >
Asgar Serran <piechottaf@web.de> Asgar Serran <piechottaf@web.de>
@ -85,7 +83,6 @@ Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com> havena <silveredenis@gmail.com>
Hawkins Hawkins
Head <brobergsebastian@gmail.com> Head <brobergsebastian@gmail.com>
Hybrid V
Karneck <dschultz26@hotmail.com> Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com> Kavinsky <nmunozfernandez@gmail.com>
Kllrt <kllrtik@gmail.com> Kllrt <kllrtik@gmail.com>
@ -93,7 +90,6 @@ legman <juicemelon@msn.com>
Legolasindar "Viper" <legolasindar@gmail.com> Legolasindar "Viper" <legolasindar@gmail.com>
licht-im-Norden87 <lichtimnorden87@gmail.com> licht-im-Norden87 <lichtimnorden87@gmail.com>
looter <looter222@gmail.com> looter <looter222@gmail.com>
Luigi "Luigium" Myrini <luigium@outlook.fr>
Macusercom <macusercom@gmail.com> Macusercom <macusercom@gmail.com>
MarcBook MarcBook
meat <p.humberdroz@gmail.com> meat <p.humberdroz@gmail.com>
@ -105,7 +101,6 @@ nomisum <nomisum@gmail.com>
OnkelDisMaster <onkeldismaster@gmail.com> OnkelDisMaster <onkeldismaster@gmail.com>
oscarmolinadev oscarmolinadev
PaxJaromeMalues <seemax1991@gmail.com> PaxJaromeMalues <seemax1991@gmail.com>
Phyma <sethramstrom@gmail.com>
pokertour pokertour
Professor <lukas.trneny@wo.cz> Professor <lukas.trneny@wo.cz>
rakowozz rakowozz

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@ -4,7 +4,7 @@
<p align="center"> <p align="center">
<a href="https://github.com/acemod/ACE3/releases/latest"> <a href="https://github.com/acemod/ACE3/releases/latest">
<img src="https://img.shields.io/badge/Version-3.10.1-blue.svg?style=flat-square" alt="ACE3 Version"> <img src="https://img.shields.io/badge/Version-3.6.2-blue.svg?style=flat-square" alt="ACE3 Version">
</a> </a>
<a href="https://github.com/acemod/ACE3/issues"> <a href="https://github.com/acemod/ACE3/issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues"> <img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">

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@ -69,7 +69,7 @@ class ACE_Settings {
displayName = CSTRING(simulationInterval_DisplayName); displayName = CSTRING(simulationInterval_DisplayName);
description = CSTRING(simulationInterval_Description); description = CSTRING(simulationInterval_Description);
typeName = "SCALAR"; typeName = "SCALAR";
value = 0.05; value = 0.0;
}; };
class GVAR(simulationRadius) { class GVAR(simulationRadius) {
category = CSTRING(DisplayName); category = CSTRING(DisplayName);

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@ -71,7 +71,7 @@ class CfgVehicles {
displayName = CSTRING(simulationInterval_DisplayName); displayName = CSTRING(simulationInterval_DisplayName);
description = CSTRING(simulationInterval_Description); description = CSTRING(simulationInterval_Description);
typeName = "NUMBER"; typeName = "NUMBER";
defaultValue = 0.05; defaultValue = 0.0;
}; };
class simulationRadius { class simulationRadius {
displayName = CSTRING(simulationRadius_DisplayName); displayName = CSTRING(simulationRadius_DisplayName);

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@ -39,7 +39,7 @@ if (!hasInterface) exitWith {};
{ {
_x params ["_modPBO", "_compatPBO"]; _x params ["_modPBO", "_compatPBO"];
if ((isClass (configFile >> "CfgPatches" >> _modPBO)) && {!isClass (configFile >> "CfgPatches" >> _compatPBO)}) then { if ((isClass (configFile >> "CfgPatches" >> _modPBO)) && {!isClass (configFile >> "CfgPatches" >> _compatPBO)}) then {
WARNING_2("Weapon Mod [%1] missing ace compat pbo [%2] (from @ace\optionals)",_modPBO,_compatPBO); ACE_LOGWARNING_2("Weapon Mod [%1] missing ace compat pbo [%2] (from @ace\optionals)",_modPBO,_compatPBO);
}; };
} forEach [ } forEach [
["RH_acc","ace_compat_rh_acc"], ["RH_acc","ace_compat_rh_acc"],

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@ -2,8 +2,6 @@
ADDON = false; ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp" #include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
ADDON = true; ADDON = true;

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@ -10,9 +10,6 @@
* Return Value: * Return Value:
* muzzle velocity shift - m/s <NUMBER> * muzzle velocity shift - m/s <NUMBER>
* *
* Example:
* [[], 5] call ace_advanced_ballistics_fnc_calcilateAmmoTemperatureVelocityShift
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -13,9 +13,6 @@
* Return Value: * Return Value:
* corrected ballistic coefficient <NUMBER> * corrected ballistic coefficient <NUMBER>
* *
* Example:
* [2, 5, 5, 0.5, "ASM"] call ace_advanced_ballistics_fnc_calculateAtmosphericCorrection
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -4,7 +4,7 @@
* Calculates the muzzle velocity shift caused by different barrel lengths * Calculates the muzzle velocity shift caused by different barrel lengths
* *
* Arguments: * Arguments:
* 0: barrel length - mm <NUMBER> * 0: barrel length - mm
* 1: muzzle velocity lookup table - m/s <ARRAY> * 1: muzzle velocity lookup table - m/s <ARRAY>
* 2: barrel length lookup table - mm <ARRAY> * 2: barrel length lookup table - mm <ARRAY>
* 3: muzzle velocity - m/s <NUMBER> * 3: muzzle velocity - m/s <NUMBER>
@ -12,9 +12,6 @@
* Return Value: * Return Value:
* muzzle velocity shift - m/s <NUMBER> * muzzle velocity shift - m/s <NUMBER>
* *
* Example:
* [5, [0,5], [0,5], 5] call ace_advanced_ballistics_fnc_calculateBarrelLengthVelocityShift
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -11,9 +11,6 @@
* Return Value: * Return Value:
* retardation - m/(s^2) <NUMBER> * retardation - m/(s^2) <NUMBER>
* *
* Example:
* [5, 20, 10] call ace_advanced_ballistics_fnc_calculateRetardation
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -15,9 +15,6 @@
* Return Value: * Return Value:
* stability factor <NUMBER> * stability factor <NUMBER>
* *
* Example:
* [1, 2, 3, 4, 5, 6, 7] call ace_advanced_ballistics_fnc_calculateStabilityFactor
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -10,9 +10,6 @@
* Return Value: * Return Value:
* None * None
* *
* Example:
* [] call ace_advanced_ballistics_fnc_diagnoseWeapons
*
* Public: No * Public: No
*/ */
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL

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@ -9,9 +9,6 @@
* Return Value: * Return Value:
* None * None
* *
* Example:
* [] call ace_advanced_ballistics_fnc_displayProtractor
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -8,9 +8,6 @@
* Return Value: * Return Value:
* None * None
* *
* Example:
* [] call ace_advanced_ballistics_fnc_handleFirePFH
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -9,9 +9,6 @@
* Return Value: * Return Value:
* None * None
* *
* Example:
* [] call ace_advanced_ballistics_fnc_handleFired
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
@ -45,6 +42,12 @@ if (!GVAR(simulateForEveryone) && !(local _unit)) then {
//if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // We currently do not have firedEHs on vehicles //if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // We currently do not have firedEHs on vehicles
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; }; if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (_abort || !(GVAR(extensionAvailable))) exitWith {
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
};
};
// Get Weapon and Ammo Configurations // Get Weapon and Ammo Configurations
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo]; _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil "_AmmoCacheEntry") then { if (isNil "_AmmoCacheEntry") then {
@ -83,12 +86,6 @@ if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
}; };
}; };
if (_abort || !(GVAR(extensionAvailable))) exitWith {
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
};
};
_bulletTraceVisible = false; _bulletTraceVisible = false;
if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then { if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
if (currentWeapon ACE_player == binocular ACE_player) then { if (currentWeapon ACE_player == binocular ACE_player) then {

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@ -10,9 +10,6 @@
* Return Value: * Return Value:
* None * None
* *
* Example:
* [LOGIC, [bob, kevin], true] call ace_advanced_ballistics_fnc_initModuleSettings
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -8,9 +8,6 @@
* Return Value: * Return Value:
* None * None
* *
* Example:
* [] call ace_advanced_ballistics_fnc_initializeTerrainExtension
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
@ -25,7 +22,6 @@ _initStartTime = CBA_missionTime;
_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize"); _mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith { if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
INFO_1("Terrain already initialized [world: %1]", worldName);
#ifdef DEBUG_MODE_FULL #ifdef DEBUG_MODE_FULL
systemChat "AdvancedBallistics: Terrain already initialized"; systemChat "AdvancedBallistics: Terrain already initialized";
#endif #endif
@ -36,14 +32,11 @@ _gridCells = _mapGrids * _mapGrids;
GVAR(currentGrid) = 0; GVAR(currentGrid) = 0;
INFO_2("Starting Terrain Extension [cells: %1] [world: %2]", _gridCells, worldName);
[{ [{
params ["_args","_idPFH"]; params ["_args","_idPFH"];
_args params ["_mapGrids", "_gridCells", "_initStartTime"]; _args params ["_mapGrids", "_gridCells", "_initStartTime"];
if (GVAR(currentGrid) >= _gridCells) exitWith { if (GVAR(currentGrid) >= _gridCells) exitWith {
INFO_2("Finished terrain initialization in %1 seconds [world: %2]", ceil(CBA_missionTime - _initStartTime), worldName);
#ifdef DEBUG_MODE_FULL #ifdef DEBUG_MODE_FULL
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(CBA_missionTime - _initStartTime)]; systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(CBA_missionTime - _initStartTime)];
#endif #endif

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@ -7,21 +7,18 @@
* ammo - classname <STRING> * ammo - classname <STRING>
* *
* Return Value: * Return Value:
* 0: _airFriction <NUMBER> * 0: _airFriction
* 1: _caliber <NUMBER> * 1: _caliber
* 2: _bulletLength <NUMBER> * 2: _bulletLength
* 3: _bulletMass <NUMBER> * 3: _bulletMass
* 4: _transonicStabilityCoef <NUMBER> * 4: _transonicStabilityCoef
* 5: _dragModel <NUMBER> * 5: _dragModel
* 6: _ballisticCoefficients <NUMBER> * 6: _ballisticCoefficients
* 7: _velocityBoundaries <NUMBER> * 7: _velocityBoundaries
* 8: _atmosphereModel <NUMBER> * 8: _atmosphereModel
* 9: _ammoTempMuzzleVelocityShifts <NUMBER> * 9: _ammoTempMuzzleVelocityShifts
* 10: _muzzleVelocityTable <NUMBER> * 10: _muzzleVelocityTable
* 11: _barrelLengthTable <NUMBER> * 11: _barrelLengthTable
*
* Example:
* ["ammo"] call ace_advanced_ballistics_fnc_readAmmoDataFromConfig
* *
* Public: No * Public: No
*/ */
@ -29,7 +26,7 @@
TRACE_1("Reading Ammo Config",_this); TRACE_1("Reading Ammo Config",_this);
private ["_ammo", "_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_result"]; private ["_ammo", "_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_result"];
private _ammoConfig = configFile >> "CfgAmmo" >> _this; _ammoConfig = configFile >> "CfgAmmo" >> _this;
_airFriction = getNumber(_ammoConfig >> "airFriction"); _airFriction = getNumber(_ammoConfig >> "airFriction");
_caliber = getNumber(_ammoConfig >> "ACE_caliber"); _caliber = getNumber(_ammoConfig >> "ACE_caliber");
@ -62,7 +59,7 @@ if ((_typicalSpeed > 0) && {_typicalSpeed < 360}) then {
if (_inheritedBarrelConfig || _inheritedTempConfig) then { if (_inheritedBarrelConfig || _inheritedTempConfig) then {
private _parentConfig = inheritsFrom _ammoConfig; private _parentConfig = inheritsFrom _ammoConfig;
private _parentSpeed = getNumber (_parentConfig >> "typicalSpeed"); private _parentSpeed = getNumber (_parentConfig >> "typicalSpeed");
WARNING_4("Subsonic Ammo %1 (%2 m/s) missing `ACE_muzzleVelocities` or `ACE_ammoTempMuzzleVelocityShifts` configs, attempting to use parent %3 (%4m/s)",_this,_typicalSpeed,configName _parentConfig, _parentSpeed); ACE_LOGWARNING_4("Subsonic Ammo %1 (%2 m/s) missing `ACE_muzzleVelocities` or `ACE_ammoTempMuzzleVelocityShifts` configs, attempting to use parent %3 (%4m/s)",_this,_typicalSpeed,configName _parentConfig, _parentSpeed);
if (_parentSpeed <= 0) exitWith {//Handle weird or null parent if (_parentSpeed <= 0) exitWith {//Handle weird or null parent
_muzzleVelocityTable = []; _muzzleVelocityTable = [];
_ammoTempMuzzleVelocityShifts = []; _ammoTempMuzzleVelocityShifts = [];

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@ -7,12 +7,9 @@
* weapon - classname <STRING> * weapon - classname <STRING>
* *
* Return Value: * Return Value:
* 0: _barrelTwist <NUMBER> * 0: _barrelTwist
* 1: _twistDirection <NUMBER> * 1: _twistDirection
* 2: _barrelLength <NUMBER> * 2: _barrelLength
*
* Example:
* ["weapon"] call ace_advanced_ballistics_fnc_readWeaponDataFromConfig
* *
* Public: No * Public: No
*/ */
@ -33,6 +30,6 @@ private _barrelLength = getNumber(_weaponConfig >> "ACE_barrelLength");
private _result = [_barrelTwist, _twistDirection, _barrelLength]; private _result = [_barrelTwist, _twistDirection, _barrelLength];
uiNamespace setVariable [format[QGVAR(%1), _this], _result]; uiNamespace setVariable [format[QGVAR(%1), _weapon], _result];
_result _result

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@ -4,6 +4,7 @@
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE // #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS // #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_ADVANCEDBALLISTICS #ifdef DEBUG_ENABLED_ADVANCEDBALLISTICS

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Advanced_Ballistics"> <Package name="Advanced_Ballistics">
<Key ID="STR_ACE_Advanced_Ballistics_WindInfoKey"> <Key ID="STR_ACE_Advanced_Ballistics_WindInfoKey">
@ -12,10 +12,6 @@
<Hungarian>Széladatok mutatása</Hungarian> <Hungarian>Széladatok mutatása</Hungarian>
<Czech>Zobrazit údaje o větru</Czech> <Czech>Zobrazit údaje o větru</Czech>
<Portuguese>Mostrar Informação do Vento</Portuguese> <Portuguese>Mostrar Informação do Vento</Portuguese>
<Japanese>風の情報を表示</Japanese>
<Korean>바람의 정보를 표시</Korean>
<Chinese>顯示風況</Chinese>
<Chinesesimp>显示风况</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_ProtractorKey"> <Key ID="STR_ACE_Advanced_Ballistics_ProtractorKey">
<English>Show Protractor</English> <English>Show Protractor</English>
@ -28,10 +24,6 @@
<Hungarian>Szögmérő mutatása</Hungarian> <Hungarian>Szögmérő mutatása</Hungarian>
<Czech>Zobrazit úhloměr</Czech> <Czech>Zobrazit úhloměr</Czech>
<Portuguese>Mostrar Transferidor</Portuguese> <Portuguese>Mostrar Transferidor</Portuguese>
<Japanese>分度器を表示</Japanese>
<Korean>각도기 표시</Korean>
<Chinese>顯示量角器</Chinese>
<Chinesesimp>显示量角器</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_DisplayName">
<English>Advanced Ballistics</English> <English>Advanced Ballistics</English>
@ -44,10 +36,6 @@
<Hungarian>Fejlett ballisztika</Hungarian> <Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian> <Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian> <Italian>Balistica Avanzata</Italian>
<Japanese>アドバンスド バリスティックス</Japanese>
<Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese>
<Chinesesimp>先进弹道系统</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English> <English>Advanced Ballistics</English>
@ -60,10 +48,6 @@
<Hungarian>Fejlett ballisztika</Hungarian> <Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian> <Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian> <Italian>Balistica Avanzata</Italian>
<Japanese>アドバンスド バリスティックス</Japanese>
<Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese>
<Chinesesimp>先进弹道系统</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English> <English>Enables advanced ballistics</English>
@ -76,10 +60,6 @@
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian> <Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
<Russian>Включает продвинутую баллистику</Russian> <Russian>Включает продвинутую баллистику</Russian>
<Italian>Abilita Balistica Avanzata</Italian> <Italian>Abilita Balistica Avanzata</Italian>
<Japanese>アドバンスド バリスティックスを有効化</Japanese>
<Korean>고급 탄도학을 적용합니다</Korean>
<Chinese>啟用先進彈道系統</Chinese>
<Chinesesimp>启用先进弹道系统</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English> <English>Enabled For Snipers</English>
@ -92,10 +72,6 @@
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian> <Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
<Russian>Включена для снайперов</Russian> <Russian>Включена для снайперов</Russian>
<Italian>Abilita per Tiratori Scelti</Italian> <Italian>Abilita per Tiratori Scelti</Italian>
<Japanese>狙撃手へ有効化</Japanese>
<Korean>저격수만 적용</Korean>
<Chinese>啟用給狙擊手</Chinese>
<Chinesesimp>启用给狙击手</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English> <English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
@ -108,10 +84,6 @@
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian> <Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных снайперов (при использовании мощной оптики)</Russian> <Russian>Включает продвинутую баллистику для нелокальных снайперов (при использовании мощной оптики)</Russian>
<Italian>Abilita Balistica Avanzata per Tiratori Scelti non locali (con ottiche ad alto potenziale)</Italian> <Italian>Abilita Balistica Avanzata per Tiratori Scelti non locali (con ottiche ad alto potenziale)</Italian>
<Japanese>非ローカルの狙撃手 (高倍率スコープを使っている場合)へアドバンスド バリスティックスを有効化します</Japanese>
<Korean>고급 탄도학을 비-저격수 인원에게도 적용합니다(고성능 조준경을 사용시)</Korean>
<Chinese>啟用先進彈道系統給非本地狙擊手(當使用高倍率光學瞄鏡時)</Chinese>
<Chinesesimp>启用先进弹道系统给非本地狙击手(当使用高倍率光学瞄镜时)</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English> <English>Enabled For Group Members</English>
@ -124,10 +96,6 @@
<Hungarian>Csoporttagoknak engedélyezve</Hungarian> <Hungarian>Csoporttagoknak engedélyezve</Hungarian>
<Russian>Включена для группы</Russian> <Russian>Включена для группы</Russian>
<Italian>Abilita per Membri del Gruppo</Italian> <Italian>Abilita per Membri del Gruppo</Italian>
<Japanese>グループ メンバーへ有効化</Japanese>
<Korean>그룹 멤버도 적용</Korean>
<Chinese>啟用給小隊成員</Chinese>
<Chinesesimp>启用给小队成员</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English> <English>Enables advanced ballistics for non local group members</English>
@ -140,10 +108,6 @@
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian> <Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных членов группы</Russian> <Russian>Включает продвинутую баллистику для нелокальных членов группы</Russian>
<Italian>Abilita Balistica Avanzata per Membri non locali del Gruppo</Italian> <Italian>Abilita Balistica Avanzata per Membri non locali del Gruppo</Italian>
<Japanese>非ローカルのグループ メンバーへアドバンスド バリスティックスを有効化します</Japanese>
<Korean>고급 탄도학을 비-그룹멤버에게도 적용합니다</Korean>
<Chinese>啟用先進彈道系統給非本地小隊成員</Chinese>
<Chinesesimp>启用先进弹道系统给非本地小队成员</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English> <English>Enabled For Everyone</English>
@ -156,10 +120,6 @@
<Hungarian>Mindenkinek engedélyezve</Hungarian> <Hungarian>Mindenkinek engedélyezve</Hungarian>
<Russian>Включена для всех</Russian> <Russian>Включена для всех</Russian>
<Italian>Abilita per tutti</Italian> <Italian>Abilita per tutti</Italian>
<Japanese>全員に有効化</Japanese>
<Korean>모두에게 적용</Korean>
<Chinese>啟用給所有人</Chinese>
<Chinesesimp>启用给所有人</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English> <English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
@ -171,11 +131,7 @@
<French>Active la balistique avancée pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French> <French>Active la balistique avancée pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian> <Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
<Russian>Включает продвинутую баллистику для всех нелокальных игроков (включение этой опции может снизить производительность при массовых перестрелках в мультиплеере)</Russian> <Russian>Включает продвинутую баллистику для всех нелокальных игроков (включение этой опции может снизить производительность при массовых перестрелках в мультиплеере)</Russian>
<Italian>Abilita Balistica Avanzata per tutti i giocatori non locali (abilitare questo parametro potrebbe ridurre le prestazioni durante scontri intensi in multiplayer)</Italian> <Italian>Abilita Balistica Avanzata per tutti i giocatori non locali (abilitare questo parametro potrebbe degradare le prestazioni durante scontri intensi in multiplayer)</Italian>
<Japanese>非ローカルの全プレイヤーへアドバンスド バリスティックスを有効化します (マルチプレイで大規模な銃撃戦がおこなわれると、動作の低下を招きます)</Japanese>
<Korean>고급 탄도학을 모든 비-로컬그룹에게도 적용합니다(적용 후 대규모 전투시 성능하락을 유발할 수 있습니다)</Korean>
<Chinese>啟用先進彈道系統給所有非本地玩家 (啟用此功能後,在多人連線大量交火時可能會降低效能)</Chinese>
<Chinesesimp>启用先进弹道系统给所有非本地玩家 (启用此功能后,在多人连线大量交火时可能会降低效能)</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English> <English>Always Enabled For Group Members</English>
@ -188,10 +144,6 @@
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian> <Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
<Russian>Всегда включена для членов группы</Russian> <Russian>Всегда включена для членов группы</Russian>
<Italian>Sempre abilitato per Membri del Gruppo</Italian> <Italian>Sempre abilitato per Membri del Gruppo</Italian>
<Japanese>常にグループ メンバーへ有効化</Japanese>
<Korean>그룹 멤버에게 항상 적용</Korean>
<Chinese>永遠啟用給小隊成員</Chinese>
<Chinesesimp>永远启用给小队成员</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<English>Always enables advanced ballistics when a group member fires</English> <English>Always enables advanced ballistics when a group member fires</English>
@ -203,11 +155,7 @@
<French>Active tout le temps la balistique avancée quand un membre du groupe ouvre le feu</French> <French>Active tout le temps la balistique avancée quand un membre du groupe ouvre le feu</French>
<Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian> <Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian>
<Russian>Всегда включает продвинутую баллистику когда стреляет член группы</Russian> <Russian>Всегда включает продвинутую баллистику когда стреляет член группы</Russian>
<Italian>Abilita sempre Balistica Avanzata quando un membro del gruppo spara</Italian> <Italian>Abilita sempre Balistica Avanzata quando un Membro del Gruppo spara</Italian>
<Japanese>グループ メンバーが射撃した時、常にアドバンスド バリスティックスを有効化します</Japanese>
<Korean>그룹 멤버가 발사시 항상 고급 탄도학을 적용합니다</Korean>
<Chinese>當小隊成員開火時,永遠啟用先進彈道系統</Chinese>
<Chinesesimp>当小队成员开火时,永远启用先进弹道系统</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English> <English>Disabled In FullAuto Mode</English>
@ -220,10 +168,6 @@
<Hungarian>Automata módban letiltva</Hungarian> <Hungarian>Automata módban letiltva</Hungarian>
<Russian>Выкл. для автомат. режима</Russian> <Russian>Выкл. для автомат. режима</Russian>
<Italian>Disabilita in modalità di fuoco automatico</Italian> <Italian>Disabilita in modalità di fuoco automatico</Italian>
<Japanese>フルオートでは無効化</Japanese>
<Korean>조정간 자동시 비활성화</Korean>
<Chinese>在全自動模式時關閉</Chinese>
<Chinesesimp>在全自动模式时关闭</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description"> <Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English> <English>Disables the advanced ballistics during full auto fire</English>
@ -236,10 +180,6 @@
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian> <Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
<Russian>Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме</Russian> <Russian>Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме</Russian>
<Italian>Disabilita Balistica Avanzata durante fuoco automatico</Italian> <Italian>Disabilita Balistica Avanzata durante fuoco automatico</Italian>
<Japanese>フルオートで射撃中ではアドバンスド バリスティックスを無効化します</Japanese>
<Korean>조정간 자동시 고급 탄도학을 비활성화 합니다</Korean>
<Chinese>在全自動模式開火時,關閉先進彈道系統</Chinese>
<Chinesesimp>在全自动模式开火时,关闭先进弹道系统</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English> <English>Enable Ammo Temperature Simulation</English>
@ -252,10 +192,6 @@
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian> <Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
<Russian>Симуляция температуры для боеприпасов</Russian> <Russian>Симуляция температуры для боеприпасов</Russian>
<Italian>Abilita simulazione della temperatura delle munizioni</Italian> <Italian>Abilita simulazione della temperatura delle munizioni</Italian>
<Japanese>弾薬の温度シミュレーションを有効化</Japanese>
<Korean>탄약 온도 구현 적용</Korean>
<Chinese>啟用彈藥溫度模擬系統</Chinese>
<Chinesesimp>启用弹药温度模拟系统</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English> <English>Muzzle velocity varies with ammo temperature</English>
@ -267,11 +203,7 @@
<French>La température de la munition influe sur la vélocité intiale</French> <French>La température de la munition influe sur la vélocité intiale</French>
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian> <Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от температуры</Russian> <Russian>Начальная скорость пули зависит от температуры</Russian>
<Italian>La velocità dello sparo varia a seconda della temperatura delle munizioni</Italian> <Italian>Velocità alla volata varia con la temperatura delle munizioni</Italian>
<Japanese>弾薬の温度により初速値を変化させます</Japanese>
<Korean>탄약 온도에 비례해 총구 속도가 달라집니다</Korean>
<Chinese>子彈初速將隨彈藥溫度而有所變化</Chinese>
<Chinesesimp>子弹初速将随弹药温度而有所变化</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English> <English>Enable Barrel Length Simulation</English>
@ -284,10 +216,6 @@
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian> <Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
<Russian>Симуляция длины ствола</Russian> <Russian>Симуляция длины ствола</Russian>
<Italian>Abilita simulazione della lunghezza della canna</Italian> <Italian>Abilita simulazione della lunghezza della canna</Italian>
<Japanese>銃身長のシミュレーションを有効化</Japanese>
<Korean>총열 길이 구현 적용</Korean>
<Chinese>啟用槍管長度模擬系統</Chinese>
<Chinesesimp>启用枪管长度模拟系统</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English> <English>Muzzle velocity varies with barrel length</English>
@ -299,11 +227,7 @@
<French>La longueur du canon influe sur la vélocité initale</French> <French>La longueur du canon influe sur la vélocité initale</French>
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian> <Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от длины ствола</Russian> <Russian>Начальная скорость пули зависит от длины ствола</Russian>
<Italian>La velocità di sparo varia a seconda della lunghezza della canna</Italian> <Italian>Velocità alla volata varia con la lunghezza della canna</Italian>
<Japanese>銃身長により初速値を変化させます</Japanese>
<Korean>총구 속도가 총열에 비례해 달라집니다</Korean>
<Chinese>子彈初速將隨槍管長度而有所變化</Chinese>
<Chinesesimp>子弹初速将随枪管长度而有所变化</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English> <English>Enable Bullet Trace Effect</English>
@ -315,11 +239,7 @@
<French>Activer l'effet balle traçante</French> <French>Activer l'effet balle traçante</French>
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian> <Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
<Russian>Следы пуль</Russian> <Russian>Следы пуль</Russian>
<Italian>Abilita effetto dei Proiettili Traccianti</Italian> <Italian>Abilita effetto di tracciatura dei proiettili</Italian>
<Japanese>弾丸の痕跡表示を有効化</Japanese>
<Korean>예광탄 효과 적용</Korean>
<Chinese>啟用曳光彈效果</Chinese>
<Chinesesimp>启用曳光弹效果</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English> <English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
@ -331,11 +251,7 @@
<French>Active une tracante pour les munitions de gros calibre (seulement visible en utilisant des optiques avancées)</French> <French>Active une tracante pour les munitions de gros calibre (seulement visible en utilisant des optiques avancées)</French>
<Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian> <Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian>
<Russian>Включает эффект следов пуль для больших калибров (видны только через мощную оптику)</Russian> <Russian>Включает эффект следов пуль для больших калибров (видны только через мощную оптику)</Russian>
<Italian>Abilita effetto dei proiettili traccianti di alto calibro (visibile solo attraverso ottiche ad alto potenziale)</Italian> <Italian>Abilita effetto di tracciatura per proiettili di alto calibro (visibile solo attraverso ottiche ad alto potenziale)</Italian>
<Japanese>大口径の銃弾による弾丸の痕跡表示を有効化します (高倍率スコープを介してでしか見れません)</Japanese>
<Korean>대구경 탄환에 예광탄 효과를 적용합니다(오직 고성능 조준경 사용시에만 보입니다)</Korean>
<Chinese>啟用曳光彈效果給大口徑子彈 (只有透過高倍率光學瞄鏡才能看到)</Chinese>
<Chinesesimp>启用曳光弹效果给大口径子弹 (只有透过高倍率光学瞄镜才能看到)</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English> <English>Simulation Interval</English>
@ -348,10 +264,6 @@
<Hungarian>Szimuláció intervalluma</Hungarian> <Hungarian>Szimuláció intervalluma</Hungarian>
<Russian>Интервал симуляции</Russian> <Russian>Интервал симуляции</Russian>
<Italian>Intervallo Simulazione</Italian> <Italian>Intervallo Simulazione</Italian>
<Japanese>シミュレーション間隔</Japanese>
<Korean>구현 간격</Korean>
<Chinese>模擬間隔</Chinese>
<Chinesesimp>模拟间隔</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English> <English>Defines the interval between every calculation step</English>
@ -364,10 +276,6 @@
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian> <Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
<Russian>Определяет временной интервал между вычислениями</Russian> <Russian>Определяет временной интервал между вычислениями</Russian>
<Italian>Definisce l'intervallo tra ogni step di calcolo</Italian> <Italian>Definisce l'intervallo tra ogni step di calcolo</Italian>
<Japanese>各計算ごとの間隔を定義します</Japanese>
<Korean>각 계산 단위의 간격을 정의합니다</Korean>
<Chinese>定義每個模擬計算之間的時間間隔</Chinese>
<Chinesesimp>定义每个模拟计算之间的时间间隔</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English> <English>Simulation Radius</English>
@ -380,10 +288,6 @@
<Hungarian>Szimuláció hatóköre</Hungarian> <Hungarian>Szimuláció hatóköre</Hungarian>
<Russian>Радиус симуляции</Russian> <Russian>Радиус симуляции</Russian>
<Italian>Raggio Simulazione</Italian> <Italian>Raggio Simulazione</Italian>
<Japanese>シミュレーションの適用範囲</Japanese>
<Korean>구현 범위</Korean>
<Chinese>模擬半徑</Chinese>
<Chinesesimp>模拟半径</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English> <English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
@ -396,10 +300,6 @@
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian> <Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
<Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian> <Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian>
<Italian>Definisce il raggio attorno al giocatore (in metri) per cui la Balistica Avanzata è applicata ai proiettili</Italian> <Italian>Definisce il raggio attorno al giocatore (in metri) per cui la Balistica Avanzata è applicata ai proiettili</Italian>
<Japanese>プレイヤーの周囲にアドバンスド バリスティックスによる弾道を適用させる範囲を半径で定義します (メートル)</Japanese>
<Korean>플레이어 주위의 발사체를 고급 탄도학으로 정의하는 범위를 정합니다(미터)</Korean>
<Chinese>以玩家的半徑距離(公尺)定義先進彈道系統啟用範圍</Chinese>
<Chinesesimp>以玩家的半径距离(公尺)定义先进弹道系统启用范围</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_Description"> <Key ID="STR_ACE_Advanced_Ballistics_Description">
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English> <English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
@ -412,10 +312,6 @@
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian> <Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish> <Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
<Italian>Questo modulo abilita la simulazione della Balistica Avanzata - cioè la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata</Italian> <Italian>Questo modulo abilita la simulazione della Balistica Avanzata - cioè la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata</Italian>
<Japanese>このモジュールはアドバンスド バリスティックスを有効化します。弾道は気温や気圧、湿度、重力、弾薬の種類、発射する武器から影響を受けるようになります。</Japanese>
<Korean>이 모듈은 고급 탄도학을 적용시킵니다 - 이는 발사체의 궤적이 기온, 대기압, 습도, 중력, 탄환의 종류와 어느 무기에서 발사되는지에 따라 영향을 받습니다.</Korean>
<Chinese>該模塊實現先進的彈道仿真 - 這意味著子彈的軌跡是由空氣溫度、大氣壓力、濕度、重力、彈藥類型以及射擊的武器所影響.</Chinese>
<Chinesesimp>该模块实现先进的弹道仿真 - 这意味着子弹的轨迹是由空气温度、大气压力、湿度、重力、弹药类型以及射击的武器所影响.</Chinesesimp>
</Key> </Key>
</Package> </Package>
</Project> </Project>

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@ -5,6 +5,6 @@ PREP(getMetabolicCosts);
PREP(handleEffects); PREP(handleEffects);
PREP(handlePlayerChanged); PREP(handlePlayerChanged);
PREP(handleStaminaBar); PREP(handleStaminaBar);
PREP(mainLoop);
PREP(moduleSettings); PREP(moduleSettings);
PREP(pfhMain);
PREP(removeDutyFactor); PREP(removeDutyFactor);

View File

@ -12,40 +12,31 @@ if (!hasInterface) exitWith {};
GVAR(ppeBlackout) ppEffectCommit 0.4; GVAR(ppeBlackout) ppEffectCommit 0.4;
// - GVAR updating and initialization ----------------------------------------- // - GVAR updating and initialization -----------------------------------------
["unit", FUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler; if !(isNull ACE_player) then {
[ACE_player, objNull] call FUNC(handlePlayerChanged);
["visibleMap", { };
params ["", "_visibleMap"]; // command visibleMap is updated one frame later ["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlShow ((!_visibleMap) && {(vehicle ACE_player) == ACE_player});
}, true] call CBA_fnc_addPlayerEventHandler;
["vehicle", {
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlShow ((!visibleMap) && {(vehicle ACE_player) == ACE_player});
}, true] call CBA_fnc_addPlayerEventHandler;
// - Duty factors ------------------------------------------------------------- // - Duty factors -------------------------------------------------------------
if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then { [QEGVAR(medical,pain), {
[QEGVAR(medical,pain), { // 0->1.0, 0.5->1.05, 1->1.1 1 + (((_this getVariable [QEGVAR(medical,pain), 0]) min 1) / 10)
linearConversion [0, 1, (_this getVariable [QEGVAR(medical,pain), 0]), 1, 1.1, true]; }] call FUNC(addDutyFactor);
}] call FUNC(addDutyFactor); [QEGVAR(medical,bloodVolume), {
[QEGVAR(medical,bloodVolume), { // 100->1.0, 90->1.1, 80->1.2 2 - (((_this getVariable [QEGVAR(medical,bloodVolume), 100]) min 100) / 100)
linearConversion [100, 0, (_this getVariable [QEGVAR(medical,bloodVolume), 100]), 1, 2, true]; }] call FUNC(addDutyFactor);
}] call FUNC(addDutyFactor); [QEGVAR(dragging,isCarrying), {
}; if (_this getVariable [QEGVAR(dragging,isCarrying), false]) then {
if (["ACE_Dragging"] call EFUNC(common,isModLoaded)) then { 3
[QEGVAR(dragging,isCarrying), { } else {
[1, 3] select (_this getVariable [QEGVAR(dragging,isCarrying), false]); 1
}] call FUNC(addDutyFactor); };
}; }] call FUNC(addDutyFactor);
if (["ACE_Weather"] call EFUNC(common,isModLoaded)) then { [QEGVAR(weather,temperature), {
[QEGVAR(weather,temperature), { // 35->1, 45->2 (((missionNamespace getVariable [QEGVAR(weather,currentTemperature), 25]) - 35) / 10) max 2 min 1
linearConversion [35, 45, (missionNamespace getVariable [QEGVAR(weather,currentTemperature), 25]), 1, 2, true]; }] call FUNC(addDutyFactor);
}] call FUNC(addDutyFactor);
};
// - Add main loop at 1 second interval ------------------------------------------------------------- // - Add main PFH -------------------------------------------------------------
[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute; [FUNC(pfhMain), 1, []] call CBA_fnc_addPerFrameHandler;
}] call CBA_fnc_addEventHandler; }] call CBA_fnc_addEventHandler;
["ace_settingChanged", { ["ace_settingChanged", {

View File

@ -2,9 +2,7 @@
ADDON = false; ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp" #include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
//#include "initSettings.sqf" //#include "initSettings.sqf"
GVAR(staminaBarWidth) = 10 * (((safezoneW / safezoneH) min 1.2) / 40); GVAR(staminaBarWidth) = 10 * (((safezoneW / safezoneH) min 1.2) / 40);

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@ -7,7 +7,7 @@ class CfgPatches {
weapons[] = {}; weapons[] = {};
requiredVersion = REQUIRED_VERSION; requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"}; requiredAddons[] = {"ace_common"};
author = ECSTRING(common,ACETeam); author = CSTRING(ACETeam);
authors[] = {"BaerMitUmlaut"}; authors[] = {"BaerMitUmlaut"};
url = ECSTRING(main,URL); url = ECSTRING(main,URL);
VERSION_CONFIG; VERSION_CONFIG;

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@ -8,11 +8,6 @@
* *
* Return Value: * Return Value:
* None * None
*
* Example:
* ["ID", 5] call ace_advanced_fatigue_fnc_addDutyFactor
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params [["_id", "", [""]], ["_factor", 1, [0, {}]]]; params [["_id", "", [""]], ["_factor", 1, [0, {}]]];

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@ -7,11 +7,6 @@
* *
* Return Value: * Return Value:
* None * None
*
* Example:
* [DISPLAY] call ace_advanced_fatigue_fnc_createStaminaBar
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_display"]; params ["_display"];

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@ -21,16 +21,14 @@ private _duty = 1;
private _animType = _animName select [1, 3]; private _animType = _animName select [1, 3];
GVAR(isSwimming) = false; GVAR(isSwimming) = false;
GVAR(isProne) = (stance _unit) == "PRONE";
if (_animType in ["idl", "mov", "adj"]) then { if (_animType in ["idl", "mov"]) then {
switch (_animName select [5, 3]) do { switch (_animName select [5, 3]) do {
case ("knl"): { case ("knl"): {
_duty = 1.5; _duty = 1.5;
}; };
case ("pne"): { case ("pne"): {
_duty = 10; _duty = 12;
GVAR(isProne) = true; // #4880 - Unarmed sprint->prone has wrong `stance`
}; };
default { default {
_duty = 1; _duty = 1;
@ -49,15 +47,9 @@ if (_animType in ["idl", "mov", "adj"]) then {
}; };
} else { } else {
// swimming and diving // swimming and diving
switch (true) do { if (_animType in ["swm", "ssw", "bsw", "dve", "sdv", "bdv"]) then {
case (_animType in ["swm", "ssw", "bsw"]): { _duty = 5;
_duty = 6.5; GVAR(isSwimming) = true;
GVAR(isSwimming) = true;
};
case (_animType in ["dve", "sdv", "bdv"]): {
_duty = 2.5;
GVAR(isSwimming) = true;
};
}; };
}; };

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@ -18,8 +18,18 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_unit", "_velocity"]; params ["_unit", "_velocity"];
private _gearMass = ((_unit getVariable [QEGVAR(movement,totalLoad), loadAbs _unit]) / 22.046) * GVAR(loadFactor); private _virtualLoad = 0;
{
_virtualLoad = _virtualLoad + (_x getVariable [QEGVAR(movement,vLoad), 0]);
} forEach [
_unit,
uniformContainer _unit,
vestContainer _unit,
backpackContainer _unit
];
private _gearMass = ((loadAbs _unit + _virtualLoad) * 0.1 / 2.2046) * GVAR(loadFactor);
private _terrainFactor = 1;
private _terrainAngle = asin (1 - ((surfaceNormal getPosASL _unit) select 2)); private _terrainAngle = asin (1 - ((surfaceNormal getPosASL _unit) select 2));
private _terrainGradient = (_terrainAngle / 45 min 1) * 5 * GVAR(terrainGradientFactor); private _terrainGradient = (_terrainAngle / 45 min 1) * 5 * GVAR(terrainGradientFactor);
private _duty = GVAR(animDuty); private _duty = GVAR(animDuty);
@ -40,12 +50,12 @@ if (_velocity > 2) then {
( (
2.10 * SIM_BODYMASS 2.10 * SIM_BODYMASS
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
+ (SIM_BODYMASS + _gearMass) * (0.90 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient) + _terrainFactor * (SIM_BODYMASS + _gearMass) * (0.90 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
) * 0.23 * _duty ) * 0.23 * _duty
} else { } else {
( (
1.05 * SIM_BODYMASS 1.05 * SIM_BODYMASS
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
+ (SIM_BODYMASS + _gearMass) * (1.15 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient) + _terrainFactor * (SIM_BODYMASS + _gearMass) * (1.15 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
) * 0.23 * _duty ) * 0.23 * _duty
}; };

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@ -58,18 +58,7 @@ if (GVAR(ppeBlackoutLast) == 1) then {
// - Physical effects --------------------------------------------------------- // - Physical effects ---------------------------------------------------------
if (GVAR(isSwimming)) exitWith { if (GVAR(isSwimming)) exitWith {
_unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true]; _unit setAnimSpeedCoef (1 - _fatigue / 3);
if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then {
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
} else {
if ((!isSprintAllowed _unit) && {_fatigue < 0.7}) then {
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
};
};
};
if ((getAnimSpeedCoef _unit) != 1) then {
_unit setAnimSpeedCoef 1;
}; };
if (_overexhausted) then { if (_overexhausted) then {

View File

@ -8,21 +8,13 @@
* *
* Return Value: * Return Value:
* None * None
*
* Example:
* [newbob, oldbob] call ace_advanced_fatigue_fnc_handlePlayerChanged
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_newUnit", "_oldUnit"]; params ["_newUnit", "_oldUnit"];
TRACE_2("unit changed",_newUnit,_oldUnit);
if !(isNull _oldUnit) then { if !(isNull _oldUnit) then {
_oldUnit enableStamina true; _oldUnit enableStamina true;
_oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]]; _oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]];
_oldUnit setVariable [QGVAR(animHandler), nil];
TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler));
_oldUnit setVariable [QGVAR(ae1Reserve), GVAR(ae1Reserve)]; _oldUnit setVariable [QGVAR(ae1Reserve), GVAR(ae1Reserve)];
_oldUnit setVariable [QGVAR(ae2Reserve), GVAR(ae2Reserve)]; _oldUnit setVariable [QGVAR(ae2Reserve), GVAR(ae2Reserve)];
@ -38,7 +30,6 @@ if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then {
private _animHandler = _newUnit addEventHandler ["AnimChanged", { private _animHandler = _newUnit addEventHandler ["AnimChanged", {
GVAR(animDuty) = _this call FUNC(getAnimDuty); GVAR(animDuty) = _this call FUNC(getAnimDuty);
}]; }];
TRACE_1("add new",_animHandler);
_newUnit setVariable [QGVAR(animHandler), _animHandler]; _newUnit setVariable [QGVAR(animHandler), _animHandler];
}; };
@ -59,6 +50,7 @@ GVAR(peakPower) = VO2MAX_STRENGTH * GVAR(VO2MaxPower);
GVAR(ae1PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 13.3 * ANTPERCENT ^ 1.28 * 1.362; GVAR(ae1PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 13.3 * ANTPERCENT ^ 1.28 * 1.362;
GVAR(ae2PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 16.7 * ANTPERCENT ^ 1.28 * 1.362; GVAR(ae2PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 16.7 * ANTPERCENT ^ 1.28 * 1.362;
GVAR(anPathwayPower) = GVAR(peakPower) - _ae1PathwayPower - _ae2PathwayPower;
GVAR(ppeBlackoutLast) = 100; GVAR(ppeBlackoutLast) = 100;
GVAR(lastBreath) = 0; GVAR(lastBreath) = 0;

View File

@ -7,11 +7,6 @@
* *
* Return Value: * Return Value:
* None * None
*
* Example:
* [0.5] call ace_advanced_fatigue_fnc_handleStaminaBar
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_stamina"]; params ["_stamina"];

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@ -7,11 +7,6 @@
* *
* Return Value: * Return Value:
* None * None
*
* Example:
* [MODULE] call ace_advanced_fatigue_fnc_moduleSettings
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_logic"]; params ["_logic"];

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@ -1,34 +1,18 @@
/* /*
* Author: BaerMitUmlaut * Author: BaerMitUmlaut
* Main looping function that updates fatigue values. * Main perFrameHandler that updates fatigue values.
* *
* Arguments: * Arguments:
* None * None
* *
* Return Value: * Return Value:
* None * None
*
* Example:
* [] call ace_advanced_fatigue_fnc_mainLoop
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
if (!alive ACE_player) exitWith { // Dead people don't breath, Will also handle null (Map intros) if (isNull ACE_player) exitWith {}; // Map intros
[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlSetFade 1;
_staminaBarContainer ctrlCommit 1;
};
private _currentWork = REE; private _currentWork = REE;
private _currentSpeed = (vectorMagnitude (velocity ACE_player)) min 6; private _currentSpeed = (vectorMagnitude (velocity ACE_player)) min 6;
// fix #4481. Diving to the ground is recorded as PRONE stance with running speed velocity. Cap maximum speed to fix.
if (GVAR(isProne)) then {
_currentSpeed = _currentSpeed min 1.5;
};
if ((vehicle ACE_player == ACE_player) && {_currentSpeed > 0.1} && {isTouchingGround ACE_player || {underwater ACE_player}}) then { if ((vehicle ACE_player == ACE_player) && {_currentSpeed > 0.1} && {isTouchingGround ACE_player || {underwater ACE_player}}) then {
_currentWork = [ACE_player, _currentSpeed] call FUNC(getMetabolicCosts); _currentWork = [ACE_player, _currentSpeed] call FUNC(getMetabolicCosts);
_currentWork = _currentWork max REE; _currentWork = _currentWork max REE;
@ -37,11 +21,11 @@ if ((vehicle ACE_player == ACE_player) && {_currentSpeed > 0.1} && {isTouchingGr
// Calculate muscle damage increase // Calculate muscle damage increase
// Note: Muscle damage recovery is ignored as it takes multiple days // Note: Muscle damage recovery is ignored as it takes multiple days
GVAR(muscleDamage) = GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * 0.00004; GVAR(muscleDamage) = GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * 0.00004;
private _muscleIntegritySqrt = sqrt (1 - GVAR(muscleDamage)); private _muscleIntegrity = 1 - GVAR(muscleDamage);
// Calculate available power // Calculate available power
private _ae1PathwayPowerFatigued = GVAR(ae1PathwayPower) * sqrt (GVAR(ae1Reserve) / AE1_MAXRESERVE) * OXYGEN * _muscleIntegritySqrt; private _ae1PathwayPowerFatigued = GVAR(ae1PathwayPower) * sqrt (GVAR(ae1Reserve) / AE1_MAXRESERVE) * OXYGEN * sqrt _muscleIntegrity;
private _ae2PathwayPowerFatigued = GVAR(ae2PathwayPower) * sqrt (GVAR(ae2Reserve) / AE2_MAXRESERVE) * OXYGEN * _muscleIntegritySqrt; private _ae2PathwayPowerFatigued = GVAR(ae2PathwayPower) * sqrt (GVAR(ae2Reserve) / AE2_MAXRESERVE) * OXYGEN * sqrt _muscleIntegrity;
// Calculate how much power is consumed from each reserve // Calculate how much power is consumed from each reserve
private _ae1Power = _currentWork min _ae1PathwayPowerFatigued; private _ae1Power = _currentWork min _ae1PathwayPowerFatigued;
@ -77,5 +61,3 @@ private _perceivedFatigue = 1 - (_anReservePercentage min _aeReservePercentage);
if (GVAR(enableStaminaBar)) then { if (GVAR(enableStaminaBar)) then {
[GVAR(anReserve) / AN_MAXRESERVE] call FUNC(handleStaminaBar); [GVAR(anReserve) / AN_MAXRESERVE] call FUNC(handleStaminaBar);
}; };
[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;

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@ -7,11 +7,6 @@
* *
* Return Value: * Return Value:
* None * None
*
* Example:
* ["ID"] call ace_advanced_fatigue_fnc_removeDutyFactor
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params [["_id", "", [""]]]; params [["_id", "", [""]]];

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@ -4,6 +4,7 @@
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE // #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS // #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_ADVANCED_FATIGUE #ifdef DEBUG_ENABLED_ADVANCED_FATIGUE

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@ -4,145 +4,54 @@
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor"> <Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor">
<English>Performance Factor</English> <English>Performance Factor</English>
<German>Leistungsfaktor</German> <German>Leistungsfaktor</German>
<Japanese>パフォーマンス要因</Japanese>
<Polish>Współczynnik wydolności</Polish>
<Korean>성능 요인</Korean>
<French>Facteur de performance</French>
<Italian>Fattore Prestazione</Italian>
<Chinese>體力值</Chinese>
<Chinesesimp>体力值</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor_Description"> <Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor_Description">
<English>Influences the overall performance of all players with no custom factor. Higher means better.</English> <English>Influences the overall performance of all players with no custom factor. Higher means better.</English>
<German>Beinflusst die Leistungsfähigkeit aller Spieler ohne eigenen Leistungsfaktor. Ein höherer Wert bedeutet bessere Leistung.</German> <German>Beinflusst die Leistungsfähigkeit aller Spieler ohne eigenen Leistungsfaktor. Ein höherer Wert bedeutet bessere Leistung.</German>
<Japanese>非カスタム要因をもつ全プレイヤーへ全体的に動作を影響させます。高いほど影響がでます。</Japanese>
<Polish>Wpływa na ogólną wydolność organizmu u wszystkich graczy bez ustawionego niestandardowego współczynnika. Więcej znaczy lepiej.</Polish>
<Korean>모든 성능이 임의로 설정된 값 없이 영향받습니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Influence les performances générales de tous les joueurs sans facteurs personalisés. Une valeur plus élevée implique de meilleures performances.</French>
<Italian>Influenza qualsiasi prestazione di tutti i giocatori smuniti di un fattore personalizzato. Maggiore significa migliore.</Italian>
<Chinese>影響所有玩家的體力表現. 值越高代表體力越好.</Chinese>
<Chinesesimp>影响所有玩家的体力表现. 值越高代表体力越好.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor_EdenDescription"> <Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor_EdenDescription">
<English>Influences the overall performance of this unit. Higher means better.</English> <English>Influences the overall performance of this unit. Higher means better.</English>
<German>Beinflusst die Leistungsfähigkeit dieser Einheit. Ein höherer Wert bedeutet bessere Leistung.</German> <German>Beinflusst die Leistungsfähigkeit dieser Einheit. Ein höherer Wert bedeutet bessere Leistung.</German>
<Japanese>非カスタム要因をもつ全プレイヤーへ全体的に動作を影響させます。高いほど影響がでます。</Japanese>
<Polish>Wpływa na ogólną wydolność tej jednostki. Więcej znaczy lepiej.</Polish>
<Korean>모든 성능이 이 단위로 영향을 받습니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Influence les performances générales de cette unité. Une valeur plus élevée implique de meilleures performances.</French>
<Italian>Influenza qualsiasi prestazione di questa unità. Maggiore significa migliore.</Italian>
<Chinese>影響這個單位的體力表現. 值越高代表體力越好.</Chinese>
<Chinesesimp>影响这个单位的体力表现. 值越高代表体力越好.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_RecoveryFactor"> <Key ID="STR_ACE_Advanced_Fatigue_RecoveryFactor">
<English>Recovery Factor</English> <English>Recovery Factor</English>
<German>Erholungsfaktor</German> <German>Erholungsfaktor</German>
<Japanese>回復要因</Japanese>
<Polish>Współczynnik regeneracji</Polish>
<Korean>회복 요인</Korean>
<French>Facteur de récupération</French>
<Italian>Fattore Recupero</Italian>
<Chinese>回復值</Chinese>
<Chinesesimp>回复值</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_RecoveryFactor_Description"> <Key ID="STR_ACE_Advanced_Fatigue_RecoveryFactor_Description">
<English>Changes how fast the player recovers when resting. Higher is faster.</English> <English>Changes how fast the player recovers when resting. Higher is faster.</English>
<German>Ändert, wie schnell ein Spieler Ausdauer regeneriert. Ein höherer Wert bedeutet eine schnellere Regeneration.</German> <German>Ändert, wie schnell ein Spieler Ausdauer regeneriert. Ein höherer Wert bedeutet eine schnellere Regeneration.</German>
<Japanese>休憩時は、プレイヤーが早く回復します。高いほど早くなります。</Japanese>
<Polish>Wpływa na czas regeneracji podczas postoju. Więcej znaczy szybciej.</Polish>
<Korean>얼마나 빨리 회복하는지를 바꿉니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Change la vitesse à laquelle les joueurs récupèrent leur endurance lorsqu'ils se reposent. Une valeur plus élevée implique une récupération plus rapide.</French>
<Italian>Determina in quanto tempo il giocatore recupera quando rilassato. Maggiore significa migliore.</Italian>
<Chinese>決定玩家休息多久就能回復體力. 值越高恢復越快.</Chinese>
<Chinesesimp>决定玩家休息多久就能回复体力. 值越高恢复越快.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_LoadFactor"> <Key ID="STR_ACE_Advanced_Fatigue_LoadFactor">
<English>Load Factor</English> <English>Load Factor</English>
<German>Gewichtsfaktor</German> <German>Gewichtsfaktor</German>
<Japanese>負荷要因</Japanese>
<Polish>Współczynnik masy ekwipunku</Polish>
<Korean>부담 요인</Korean>
<French>Facteur d'encombrement</French>
<Italian>Fattore Caricamento</Italian>
<Chinese>負重量</Chinese>
<Chinesesimp>负重量</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_LoadFactor_Description"> <Key ID="STR_ACE_Advanced_Fatigue_LoadFactor_Description">
<English>Increases or decreases how much weight influences the players performance. Zero means equipment weight has no performance influence.</English> <English>Increases or decreases how much weight influences the players performance. Zero means equipment weight has no performance influence.</English>
<German>Erhöht oder verringert, wie viel Einfluss das Ausrüstungsgewicht auf die Leistung hat. Null heißt, dass es keinen Einfluss hat.</German> <German>Erhöht oder verringert, wie viel Einfluss das Ausrüstungsgewicht auf die Leistung hat. Null heißt, dass es keinen Einfluss hat.</German>
<Japanese>重量によりプレイヤーの動作への影響下増加したり、低下します。装備を持っていない場合、影響はしません。</Japanese>
<Polish>Zmniejsza lub zwiększa wpływ ciężaru ekwipunku na wydolność gracza. Zero oznacza kompletny brak wpływu na wydolność.</Polish>
<Korean>플레이어가 무게에 따라 얼마나 영향받는지를 증가시키거나 감소시킵니다. 0의 경우 플레이어가 장비 무게에 영향받지 않습니다.</Korean>
<French>Augmente ou réduit l'influence que le poids à sur les performances des joueurs. Zéro implique que le poids de l'équipement n'a pas d'influence sur les performances.</French>
<Italian>Incrementa o decrementa quanto il peso influenza le prestazioni dei giocatori. Zero significa che il peso dell'equipaggiamento non ha alcuna influenza nelle prestazioni.</Italian>
<Chinese>增加或降低玩家所能承受的負重量. 如設定值為0, 代表裝備的重量將不會影響到玩家的體力表現.</Chinese>
<Chinesesimp>增加或降低玩家所能承受的负重量. 如设定值为0, 代表装备的重量将不会影响到玩家的体力表现.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_TerrainGradientFactor"> <Key ID="STR_ACE_Advanced_Fatigue_TerrainGradientFactor">
<English>Terrain Gradient Factor</English> <English>Terrain Gradient Factor</English>
<German>Terrainsteigungsfaktor</German> <German>Terrainsteigungsfaktor</German>
<Japanese>地形の勾配による要因</Japanese>
<Polish>Współczynnik terenu</Polish>
<Korean>지형 경사도 요인</Korean>
<French>Facteur d'inclinaison du terrain</French>
<Italian>Fattore Pendenza Terreno</Italian>
<Chinese>地形陡峭影響值</Chinese>
<Chinesesimp>地形陡峭影响值</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_TerrainGradientFactor_Description"> <Key ID="STR_ACE_Advanced_Fatigue_TerrainGradientFactor_Description">
<English>Sets how much steep terrain increases stamina loss. Higher means higher stamina loss.</English> <English>Sets how much steep terrain increases stamina loss. Higher means higher stamina loss.</English>
<German>Beeinflusst, wie stark Steigungen den Ausdauerverbrauch erhöhen. Ein höherer Wert erhöht den Ausdauerverbrauch.</German> <German>Beeinflusst, wie stark Steigungen den Ausdauerverbrauch erhöhen. Ein höherer Wert erhöht den Ausdauerverbrauch.</German>
<Japanese>地形によって影響する体力の消費量を決定します。高数値ではより体力を消費します。</Japanese>
<Polish>Wpływa na to w jakim stopniu stromy teren wpływa na utratę wytrzymałości. Więcej oznacza szybszą utratę wytrzymałości.</Polish>
<Korean>경사도에 따라 얼마나 피로해지는지를 정합니다. 값이 클수록 더 많은 피로를 유발합니다.</Korean>
<French>Configure l'influence de l'inclinaison du terrain sur la perte d'endurance. Une valeur plus élevée implique une perte d'endurance plus importante.</French>
<Italian>Stabilisce quanto la pendenza del terreno incrementa la perdita della stamina. Maggiore significa più stamina persa.</Italian>
<Chinese>設定陡峭的地形將會影響多少體力的流失. 值越高代表體力流失越快.</Chinese>
<Chinesesimp>设定陡峭的地形将会影响多少体力的流失. 值越高代表体力流失越快.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_Enabled"> <Key ID="STR_ACE_Advanced_Fatigue_Enabled">
<English>Enabled</English> <English>Enabled</English>
<German>Aktiv</German> <German>Aktiv</German>
<Japanese>有効化</Japanese>
<Polish>Włączone</Polish>
<Korean>활성화</Korean>
<French>Activé</French>
<Italian>Abilitato</Italian>
<Chinese>啟用</Chinese>
<Chinesesimp>启用</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_Enabled_Description"> <Key ID="STR_ACE_Advanced_Fatigue_Enabled_Description">
<English>Enables/disables Advanced Fatigue.</English> <English>Enables/disables Advanced Fatigue.</English>
<German>Aktiviert/deaktiviert Advanced Fatigue.</German> <German>Aktiviert/deaktiviert Advanced Fatigue.</German>
<Japanese>アドバンスド疲労の有効化と無効化</Japanese>
<Polish>Włącza/wyłącza zaawansowaną wytrzymałość</Polish>
<Korean>고급 피로도 활성화/비활성화</Korean>
<French>Active/désactive la fatigue avancée.</French>
<Italian>Abilita/disabilita la Fatica Avanzata.</Italian>
<Chinese>啟用/關閉進階體力.</Chinese>
<Chinesesimp>启用/关闭进阶体力.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_EnableStaminaBar"> <Key ID="STR_ACE_Advanced_Fatigue_EnableStaminaBar">
<English>Show stamina bar</English> <English>Show stamina bar</English>
<German>Zeige Ausdauerleiste</German> <German>Zeige Ausdauerleiste</German>
<Japanese>体力バーを表示</Japanese>
<Polish>Pokaż pasek wytrzymałości</Polish>
<Korean>피로도 막대</Korean>
<French>Afficher la barre d'endurance</French>
<Italian>Mostra barra stamina</Italian>
<Chinese>顯示體力條</Chinese>
<Chinesesimp>显示体力条</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Fatigue_EnableStaminaBar_Description"> <Key ID="STR_ACE_Advanced_Fatigue_EnableStaminaBar_Description">
<English>Shows the stamina bar.</English> <English>Shows the stamina bar.</English>
<German>Zeigt die Ausdauerleiste an.</German> <German>Zeigt die Ausdauerleiste an.</German>
<Japanese>体力バーを表示します。</Japanese>
<Polish>Pokazuje pasek wytrzymałości.</Polish>
<Korean>피로도 막대를 보여줍니다.</Korean>
<French>Affiche la barre d'endurance.</French>
<Italian>Mostra la barra della stamina.</Italian>
<Chinese>顯示體力條.</Chinese>
<Chinesesimp>显示体力条.</Chinesesimp>
</Key> </Key>
</Package> </Package>
</Project> </Project>

View File

@ -12,6 +12,6 @@ class Extended_PreInit_EventHandlers {
class Extended_PostInit_EventHandlers { class Extended_PostInit_EventHandlers {
class ADDON { class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit)); clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient));
}; };
}; };

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@ -58,7 +58,7 @@ class CfgVehicles {
class ACE_Actions { class ACE_Actions {
class GVAR(pickUp) { class GVAR(pickUp) {
displayName = CSTRING(PickUp); displayName = CSTRING(PickUp);
condition = QUOTE([ARR_2(_player,true)] call FUNC(canPrepare)); condition = QUOTE(_player call FUNC(canPrepare));
statement = QUOTE(_this call FUNC(pickUp)); statement = QUOTE(_this call FUNC(pickUp));
distance = 1.8; // Requires >1.7 to work when standing with weapon on back distance = 1.8; // Requires >1.7 to work when standing with weapon on back
icon = "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemine_ca.paa"; icon = "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemine_ca.paa";

View File

@ -1,8 +1,5 @@
#include "script_component.hpp" #include "script_component.hpp"
// Fired XEH
[QGVAR(throwFiredXEH), FUNC(throwFiredXEH)] call CBA_fnc_addEventHandler;
// Exit on HC // Exit on HC
if (!hasInterface) exitWith {}; if (!hasInterface) exitWith {};
@ -11,7 +8,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
{ {
{ {
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo"); private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
if (_ammo != "") then { GVAR(ammoMagLookup) setVariable [_ammo, _x]; }; GVAR(ammoMagLookup) setVariable [_ammo, _x];
} count (getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines")); } count (getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines"));
nil nil
} count getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles"); } count getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
@ -66,14 +63,6 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
[_this select 1, "Player changed"] call FUNC(exitThrowMode); [_this select 1, "Player changed"] call FUNC(exitThrowMode);
}] call CBA_fnc_addPlayerEventhandler; }] call CBA_fnc_addPlayerEventhandler;
["visibleMap", {
params ["", "_visibleMap"]; // command visibleMap is updated one frame later
if (_visibleMap && {ACE_player getVariable [QGVAR(inHand), false]}) then {
[ACE_player, "Opened Map"] call FUNC(exitThrowMode);
};
}] call CBA_fnc_addPlayerEventhandler;
["ace_interactMenuOpened", { ["ace_interactMenuOpened", {
// Exit if advanced throwing is disabled (pick up only supports advanced throwing) // Exit if advanced throwing is disabled (pick up only supports advanced throwing)
if (!GVAR(enabled)) exitWith {}; if (!GVAR(enabled)) exitWith {};
@ -91,13 +80,8 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
}] call CBA_fnc_addEventHandler; }] call CBA_fnc_addEventHandler;
// Set last thrown time on Vanilla Throwing and Advanced Throwing // Fired XEH
["ace_firedPlayer", { [QGVAR(throwFiredXEH), FUNC(throwFiredXEH)] call CBA_fnc_addEventHandler;
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon"];
if (_weapon == "Throw") then {
_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
};
}] call CBA_fnc_addEventHandler;
// Display handlers // Display handlers
@ -116,7 +100,8 @@ addMissionEventHandler ["Draw3D", { // Blue is predicted before throw, red is re
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [0,0,1,1], _newTrajAGL, 1, 1, 0, "", 2]; drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [0,0,1,1], _newTrajAGL, 1, 1, 0, "", 2];
} forEach GVAR(predictedPath); } forEach GVAR(predictedPath);
{ {
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [1,0,0,1], _x, 1, 1, 0, "", 2]; _newTrajAGL = _x;
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [1,0,0,1], _newTrajAGL, 1, 1, 0, "", 2];
} forEach GVAR(flightPath) } forEach GVAR(flightPath)
}]; }];
#endif #endif

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@ -2,8 +2,6 @@
ADDON = false; ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp" #include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
ADDON = true; ADDON = true;

View File

@ -4,7 +4,6 @@
* *
* Arguments: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
* 1: Ignore Last Thrown Time <BOOL> (default: false)
* *
* Return Value: * Return Value:
* Can Prepare <BOOL> * Can Prepare <BOOL>
@ -16,19 +15,14 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_unit", ["_ignoreLastThrownTime", false]]; params ["_unit"];
// Don't delay when picking up
if (_ignoreLastThrownTime) then {
_unit setVariable [QGVAR(lastThrownTime), -1];
};
GVAR(enabled) && GVAR(enabled) &&
#ifdef ALLOW_QUICK_THROW #ifndef DEBUG_MODE_FULL
{true} &&
#else
{_unit getVariable [QGVAR(lastThrownTime), CBA_missionTime - 3] < CBA_missionTime - 2} && // Prevent throwing in quick succession {_unit getVariable [QGVAR(lastThrownTime), CBA_missionTime - 3] < CBA_missionTime - 2} && // Prevent throwing in quick succession
#else
{true} &&
#endif #endif
{!(call EFUNC(common,isFeatureCameraActive))} && {!(call EFUNC(common,isFeatureCameraActive))} &&

View File

@ -47,15 +47,11 @@ for "_i" from 0.05 to 1.45 step 0.1 do {
if (_newTrajASL distance (getPosASLVisual ACE_player) <= 20) then { if (_newTrajASL distance (getPosASLVisual ACE_player) <= 20) then {
if ((ASLToATL _newTrajASL) select 2 <= 0) then { if ((ASLToATL _newTrajASL) select 2 <= 0) then {
_cross = 1; // 1: Distance Limit (Green) _cross = 1
} else { } else {
// Even vanilla throwables go through glass, only "GEOM" LOD will stop it but that will also stop it when there is glass in a window // Even vanilla throwables go through glass, only "GEOM" LOD will stop it but that will also stop it when there is glass in a window
if (lineIntersects [_prevTrajASL, _newTrajASL]) then { // Checks the "VIEW" LOD if (lineIntersects [_prevTrajASL, _newTrajASL]) then {
_cross = 2; // 2: View LOD Block (Red) _cross = 2;
} else {
if (!((lineIntersectsSurfaces [_prevTrajASL, _newTrajASL, _activeThrowable, ACE_player, true, 1, "GEOM", "FIRE"]) isEqualTo [])) then {
_cross = 3; // 3: GEOM/FIRE LOD Block (Yellow) - pass a3 bulding glass, but blocked on some CUP glass
};
}; };
}; };
@ -64,7 +60,7 @@ for "_i" from 0.05 to 1.45 step 0.1 do {
private _movePerc = linearConversion [3, 0, vectorMagnitude (velocity ACE_player), 0, 1, true]; private _movePerc = linearConversion [3, 0, vectorMagnitude (velocity ACE_player), 0, 1, true];
_alpha = _alpha * _movePerc; _alpha = _alpha * _movePerc;
private _col = [ [1, 1, 1, _alpha], [0, 1, 0, _alpha], [1, 0, 0, _alpha], [1, 1, 0, _alpha] ] select _cross; private _col = [ [1, 1, 1, _alpha], [0, 1, 0, _alpha], [1, 0, 0, _alpha] ] select _cross;
if (_cross != 2 && {lineIntersects [eyePos ACE_player, _newTrajASL]}) then { if (_cross != 2 && {lineIntersects [eyePos ACE_player, _newTrajASL]}) then {
_col set [3, 0.1] _col set [3, 0.1]

View File

@ -15,7 +15,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
if (dialog || {!(ACE_player getVariable [QGVAR(inHand), false])} || {!([ACE_player, true] call FUNC(canPrepare))}) exitWith { if (dialog || {!(ACE_player getVariable [QGVAR(inHand), false])} || {!([ACE_player] call FUNC(canPrepare))}) exitWith {
[ACE_player, "In dialog or no throwable in hand or cannot prepare throwable"] call FUNC(exitThrowMode); [ACE_player, "In dialog or no throwable in hand or cannot prepare throwable"] call FUNC(exitThrowMode);
}; };
@ -36,11 +36,6 @@ if (_throwable isEqualTo [] && {!_primed}) exitWith {
private _throwableMag = _throwable param [0, "#none"]; private _throwableMag = _throwable param [0, "#none"];
// If not primed, double check we actually have the magazine in inventory
if ((!_primed) && {!((_throwableMag in (uniformItems ACE_player)) || {_throwableMag in (vestItems ACE_player)} || {_throwableMag in (backpackItems ACE_player)})}) exitWith {
[ACE_player, "No valid throwable (glitched currentThrowable)"] call FUNC(exitThrowMode);
};
// Get correct throw power for primed grenade // Get correct throw power for primed grenade
if (_primed) then { if (_primed) then {
private _ammoType = typeOf _activeThrowable; private _ammoType = typeOf _activeThrowable;
@ -68,7 +63,7 @@ private _power = linearConversion [0, 180, _phi - 30, 1, 0.3, true];
ACE_player setVariable [QGVAR(throwSpeed), _throwSpeed * _power]; ACE_player setVariable [QGVAR(throwSpeed), _throwSpeed * _power];
#ifdef DEBUG_MODE_FULL #ifdef DEBUG_MODE_FULL
hintSilent format ["Heading: %1\nPower: %2\nSpeed: %3\nThrowMag: %4\nMuzzle: %5", _phi, _power, _throwSpeed * _power, _throwableMag, ACE_player getVariable [QGVAR(activeMuzzle), ""]]; hintSilent format ["Heading: %1\nPower: %2\nSpeed: %3\nThrowMag: %4", _phi, _power, _throwSpeed * _power, _throwableMag];
#endif #endif
private _throwableType = getText (configFile >> "CfgMagazines" >> _throwableMag >> "ammo"); private _throwableType = getText (configFile >> "CfgMagazines" >> _throwableMag >> "ammo");
@ -76,25 +71,16 @@ private _throwableType = getText (configFile >> "CfgMagazines" >> _throwableMag
if (!([ACE_player] call FUNC(canThrow)) && {!_primed}) exitWith { if (!([ACE_player] call FUNC(canThrow)) && {!_primed}) exitWith {
if (!isNull _activeThrowable) then { if (!isNull _activeThrowable) then {
deleteVehicle _activeThrowable; deleteVehicle _activeThrowable;
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
ACE_player setAmmo [ACE_player getVariable [QGVAR(activeMuzzle), ""], 1];
}; };
}; };
if (isNull _activeThrowable || {(_throwableType != typeOf _activeThrowable) && {!_primed}}) then { if (isNull _activeThrowable || {(_throwableType != typeOf _activeThrowable) && {!_primed}}) then {
if (!isNull _activeThrowable) then { if (!isNull _activeThrowable) then {
deleteVehicle _activeThrowable; deleteVehicle _activeThrowable;
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
ACE_player setAmmo [ACE_player getVariable [QGVAR(activeMuzzle), ""], 1];
}; };
_activeThrowable = _throwableType createVehicleLocal [0, 0, 0]; _activeThrowable = _throwableType createVehicleLocal [0, 0, 0];
_activeThrowable enableSimulation false; _activeThrowable enableSimulation false;
ACE_player setVariable [QGVAR(activeThrowable), _activeThrowable]; ACE_player setVariable [QGVAR(activeThrowable), _activeThrowable];
// Set muzzle ammo to 0 to block vanilla throwing (can only be 0 or 1)
private _muzzle = _throwableMag call FUNC(getMuzzle);
ACE_player setAmmo [_muzzle, 0];
ACE_player setVariable [QGVAR(activeMuzzle), _muzzle];
}; };
// Exit in case of explosion in hand // Exit in case of explosion in hand

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@ -25,26 +25,13 @@ if !(_unit getVariable [QGVAR(inHand), false]) exitWith {};
systemChat format ["Exit Throw Mode: %1", _reason]; systemChat format ["Exit Throw Mode: %1", _reason];
#endif #endif
private _activeThrowable = _unit getVariable [QGVAR(activeThrowable), objNull];
if !(_unit getVariable [QGVAR(primed), false]) then { if !(_unit getVariable [QGVAR(primed), false]) then {
deleteVehicle _activeThrowable; deleteVehicle (_unit getVariable [QGVAR(activeThrowable), objNull]);
} else {
_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
// Fix floating for throwables without proper physics (eg. IR Grenade)
_activeThrowable setVelocity [0, 0, -0.1];
// Set thrower
private _instigator = (getShotParents _activeThrowable) param [1, _unit]; // getShotParents could be [] on replaced grenades (like IR chemlight)
[QEGVAR(common,setShotParents), [_activeThrowable, _unit, _instigator]] call CBA_fnc_serverEvent;
}; };
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
_unit setAmmo [_unit getVariable [QGVAR(activeMuzzle), ""], 1];
_unit setVariable [QGVAR(inHand), false]; _unit setVariable [QGVAR(inHand), false];
_unit setVariable [QGVAR(primed), false]; _unit setVariable [QGVAR(primed), false];
_unit setVariable [QGVAR(activeThrowable), objNull]; _unit setVariable [QGVAR(activeThrowable), objNull];
_unit setVariable [QGVAR(activeMuzzle), ""];
_unit setVariable [QGVAR(throwType), THROW_TYPE_DEFAULT]; _unit setVariable [QGVAR(throwType), THROW_TYPE_DEFAULT];
_unit setVariable [QGVAR(throwSpeed), THROW_SPEED_DEFAULT]; _unit setVariable [QGVAR(throwSpeed), THROW_SPEED_DEFAULT];
_unit setVariable [QGVAR(dropMode), false]; _unit setVariable [QGVAR(dropMode), false];

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@ -13,7 +13,8 @@
* Example: * Example:
* [logic, [unit1, unit2], true] call ace_advanced_throwing_fnc_moduleInit * [logic, [unit1, unit2], true] call ace_advanced_throwing_fnc_moduleInit
* *
* Public: No * Public:
* No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
@ -29,4 +30,4 @@ if (!_activated) exitWith {};
[_logic, QGVAR(enablePickUp), "enablePickUp"] call EFUNC(common,readSettingFromModule); [_logic, QGVAR(enablePickUp), "enablePickUp"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(enablePickUpAttached), "enablePickUpAttached"] call EFUNC(common,readSettingFromModule); [_logic, QGVAR(enablePickUpAttached), "enablePickUpAttached"] call EFUNC(common,readSettingFromModule);
INFO_1("Advanced Throwing Module Initialized. Enabled: %1",GVAR(enabled)); ACE_LOGINFO_1("Advanced Throwing Module Initialized. Enabled: %1",GVAR(enabled));

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@ -23,15 +23,12 @@ if (_unit getVariable [QGVAR(inHand), false]) exitWith {
TRACE_1("inHand",_unit); TRACE_1("inHand",_unit);
if (!(_unit getVariable [QGVAR(primed), false])) then { if (!(_unit getVariable [QGVAR(primed), false])) then {
TRACE_1("not primed",_unit); TRACE_1("not primed",_unit);
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
// selectNextGrenade relies on muzzles array (setAmmo 0 removes the muzzle from the array and current can't be found, cycles between 0 and 1 muzzles)
ACE_player setAmmo [ACE_player getVariable [QGVAR(activeMuzzle), ""], 1];
[_unit] call EFUNC(weaponselect,selectNextGrenade); [_unit] call EFUNC(weaponselect,selectNextGrenade);
}; };
}; };
// Try selecting next throwable if none currently selected // Try selecting next throwable if none currently selected
if (isNull (_unit getVariable [QGVAR(activeThrowable), objNull]) && {(currentThrowable _unit) isEqualTo []} && {!([_unit] call EFUNC(weaponselect,selectNextGrenade))}) exitWith { if ((isNull (_unit getVariable [QGVAR(activeThrowable), objNull])) && {(currentThrowable _unit) isEqualTo []} && {!([_unit] call EFUNC(weaponselect,selectNextGrenade))}) exitWith {
TRACE_1("no throwables",_unit); TRACE_1("no throwables",_unit);
}; };

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@ -26,16 +26,7 @@ private _throwableMag = (currentThrowable _unit) select 0;
_unit removeItem _throwableMag; _unit removeItem _throwableMag;
private _throwableType = getText (configFile >> "CfgMagazines" >> _throwableMag >> "ammo"); private _throwableType = getText (configFile >> "CfgMagazines" >> _throwableMag >> "ammo");
private _muzzle = _unit getVariable [QGVAR(activeMuzzle), ""]; private _muzzle = _throwableMag call FUNC(getMuzzle);
// Set muzzle ammo to 0 to block vanilla throwing (can only be 0 or 1), removeItem above resets it
_unit setAmmo [_muzzle, 0];
// Handle weird scripted grenades (RHS) which could cause unexpected behaviour
private _nonInheritedCfg = configProperties [configFile >> "CfgAmmo" >> _throwableType, 'configName _x == QGVAR(replaceWith)', false];
if ((count _nonInheritedCfg) == 1) then {
_throwableType = getText (_nonInheritedCfg select 0);
};
// Create actual throwable globally // Create actual throwable globally
private _activeThrowableOld = _unit getVariable [QGVAR(activeThrowable), objNull]; private _activeThrowableOld = _unit getVariable [QGVAR(activeThrowable), objNull];
@ -54,9 +45,6 @@ deleteVehicle _activeThrowableOld;
_activeThrowable // projectile _activeThrowable // projectile
]] call CBA_fnc_globalEvent; ]] call CBA_fnc_globalEvent;
// Set prime instigator
[QEGVAR(common,setShotParents), [_activeThrowable, _unit, _unit]] call CBA_fnc_serverEvent;
if (_showHint) then { if (_showHint) then {
// Show primed hint // Show primed hint
private _displayNameShort = getText (configFile >> "CfgMagazines" >> _throwableMag >> "displayNameShort"); private _displayNameShort = getText (configFile >> "CfgMagazines" >> _throwableMag >> "displayNameShort");

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@ -7,7 +7,7 @@
* None * None
* *
* Return Value: * Return Value:
* None * Nothing
* *
* Example: * Example:
* call ace_advanced_throwing_fnc_renderPickUpInteraction * call ace_advanced_throwing_fnc_renderPickUpInteraction
@ -22,19 +22,15 @@
// isNull is necessarry to prevent rare error when ending mission with interact key down // isNull is necessarry to prevent rare error when ending mission with interact key down
if (EGVAR(interact_menu,keyDown) && {!isNull ACE_player}) then { if (EGVAR(interact_menu,keyDown) && {!isNull ACE_player}) then {
// Rescan when player moved >5 meters from last pos, nearObjects can be costly with a lot of objects around // Rescan when player moved >5 meters from last pos, nearObjects is costly
if ((getPosASL ACE_player) distance _setPosition > 5) then { if ((getPosASL ACE_player) distance _setPosition > 5) then {
// Grenades inherit from GrenadeHand, IR throwbles from IRStrobeBase, IR Chemlights are special snowflakes // IR throwbles inherit from GrenadeCore, others from GrenadeHand, IR Chemlights are special snowflakes
// nearEntities does not see throwables
_nearThrowables = ACE_player nearObjects ["GrenadeHand", PICK_UP_DISTANCE]; _nearThrowables = ACE_player nearObjects ["GrenadeHand", PICK_UP_DISTANCE];
_nearThrowables append (ACE_player nearObjects ["IRStrobeBase", PICK_UP_DISTANCE]); _nearThrowables append (ACE_player nearObjects ["GrenadeCore", PICK_UP_DISTANCE]);
_nearThrowables append (ACE_player nearObjects ["ACE_Chemlight_IR_Dummy", PICK_UP_DISTANCE]); _nearThrowables append (ACE_player nearObjects ["ACE_Chemlight_IR_Dummy", PICK_UP_DISTANCE]);
{ {
if (!(_x in _throwablesHelped) && if (!(_x in _throwablesHelped) && {GVAR(enablePickUpAttached) || {!GVAR(enablePickUpAttached) && {isNull (attachedTo _x)}}}) then {
{!(_x isKindOf "SmokeShellArty")} && {!(_x isKindOf "G_40mm_Smoke")} && // All smokes inherit from "GrenadeHand" >> "SmokeShell"
{GVAR(enablePickUpAttached) || {!GVAR(enablePickUpAttached) && {isNull (attachedTo _x)}}}
) then {
TRACE_2("Making PickUp Helper",_x,typeOf _x); TRACE_2("Making PickUp Helper",_x,typeOf _x);
private _pickUpHelper = QGVAR(pickUpHelper) createVehicleLocal [0, 0, 0]; private _pickUpHelper = QGVAR(pickUpHelper) createVehicleLocal [0, 0, 0];

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@ -54,6 +54,8 @@ if (!(_unit getVariable [QGVAR(primed), false])) then {
_activeThrowable setVelocity _newVelocity; _activeThrowable setVelocity _newVelocity;
}; };
_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
// Invoke listenable event // Invoke listenable event
["ace_throwableThrown", [_unit, _activeThrowable]] call CBA_fnc_localEvent; ["ace_throwableThrown", [_unit, _activeThrowable]] call CBA_fnc_localEvent;
}, [ }, [

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@ -3,9 +3,9 @@
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DRAW_THROW_PATH // #define DRAW_THROW_PATH
// #define ALLOW_QUICK_THROW
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE // #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS // #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_ADVANCED_THROWING #ifdef DEBUG_ENABLED_ADVANCED_THROWING

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@ -1,257 +1,89 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Advanced_Throwing"> <Package name="Advanced_Throwing">
<Key ID="STR_ACE_Advanced_Throwing_Category"> <Key ID="STR_ACE_Advanced_Throwing_Category">
<English>Advanced Throwing</English> <English>Advanced Throwing</English>
<Russian>Улучшенный бросок гранат</Russian> <Russian>Улучшенный бросок гранат</Russian>
<Japanese>アドバンスド投てき</Japanese>
<Polish>Zaawansowane rzucanie</Polish>
<German>Erweitertes Wurfsystem</German>
<Korean>고급 투척</Korean>
<French>Lancé amélioré</French>
<Italian>Lancio Avanzato</Italian>
<Chinese>進階投擲</Chinese>
<Chinesesimp>进阶投掷</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_Module_Description"> <Key ID="STR_ACE_Advanced_Throwing_Module_Description">
<English>Allows changing advanced throwing behaviour.</English> <English>Allows changing advanced throwing behaviour.</English>
<Russian>Позволяет настраивать поведение улучшенного броска гранат.</Russian> <Russian>Позволяет настраивать поведение улучшенного броска гранат.</Russian>
<Japanese>アドバンスド投てきの挙動変更を許可します。</Japanese>
<Polish>Zezwala na zmianę zachowania zaawansowanego trybu rzucania.</Polish>
<German>Erlaubt es, das Verhalten des erweiterten Wurfsystems zu ändern.</German>
<Korean>고급 투척 행위를 허가합니다</Korean>
<French>Permet de changer la configuration du lancé amélioré.</French>
<Italian>Permette il cambiamento della modalità di tiro.</Italian>
<Chinese>允許使用更多不同的投擲方式.</Chinese>
<Chinesesimp>允许使用更多不同的投掷方式.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_Enable_DisplayName"> <Key ID="STR_ACE_Advanced_Throwing_Enable_DisplayName">
<English>Enable Advanced Throwing</English> <English>Enable Advanced Throwing</English>
<Russian>Включить улучшенный бросок</Russian> <Russian>Включить улучшенный бросок</Russian>
<Japanese>アドバンスド投てきを有効化</Japanese>
<Polish>Aktywuj zaawansowane rzucanie</Polish>
<German>Aktiviere erweitertes Wurfsystem</German>
<Korean>고급 투척 활성화 </Korean>
<French>Active le lancé amélioré</French>
<Italian>Abilita Lancio Avanzato</Italian>
<Chinese>啟用進階投擲</Chinese>
<Chinesesimp>启用进阶投掷</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_Enable_Description"> <Key ID="STR_ACE_Advanced_Throwing_Enable_Description">
<English>Enables advanced throwing system.</English> <English>Enables advanced throwing system.</English>
<Russian>Включает систему улучшенного броска.</Russian> <Russian>Включает систему улучшенного броска.</Russian>
<Japanese>アドバンスド投てきシステムを有効化</Japanese>
<Polish>Aktywuje system zaawansowanego rzucania.</Polish>
<German>Aktiviert das erweiterte Wurfsystem.</German>
<Korean>고급 투척을 활성화 합니다</Korean>
<French>Active le système de lancé amélioré.</French>
<Italian>Abilita il sistema di lancio avanzato.</Italian>
<Chinese>啟用進階投擲系統.</Chinese>
<Chinesesimp>启用进阶投掷系统.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_ShowThrowArc_DisplayName"> <Key ID="STR_ACE_Advanced_Throwing_ShowThrowArc_DisplayName">
<English>Show Throw Arc</English> <English>Show Throw Arc</English>
<Russian>Показать траекторию броска</Russian> <Russian>Показать траекторию броска</Russian>
<Japanese>軌道を表示</Japanese>
<Polish>Pokaż trasę lotu</Polish>
<German>Zeige Wurfbogen</German>
<Korean>투척 궤적 표시</Korean>
<French>Afficher l'arc de lancé</French>
<Italian>Mostra Arco di Tiro</Italian>
<Chinese>顯示投擲軌道</Chinese>
<Chinesesimp>显示投掷轨道</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_ShowThrowArc_Description"> <Key ID="STR_ACE_Advanced_Throwing_ShowThrowArc_Description">
<English>Enables visualization of the throw arc (where throwable will fly).</English> <English>Enables visualization of the throw arc (where throwable will fly).</English>
<Russian>Включает визуализацию траектории броска (как полетит граната).</Russian> <Russian>Включает визуализацию траектории броска (как полетит граната).</Russian>
<Japanese>投てき物の予測軌道の表示を有効化します。</Japanese>
<Polish>Wyświetla wizualizację trasy przelotu granatu.</Polish>
<German>Aktiviert die Visualisierung des Wurfbogens (wohin das Objekt geworfen werden wird).</German>
<Korean>투척 궤도를 시각화 합니다(투척물이 어디로 갈지)</Korean>
<French>Active la visualisation de l'arc de lancé (où l'objet lancé va atterrir).</French>
<Italian>Abilita la visualizzazione dell'arco del tiro (dove l'oggetto lanciabile volerà).</Italian>
<Chinese>顯示投擲軌道幫助投擲.</Chinese>
<Chinesesimp>显示投掷轨道帮助投掷.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_ShowMouseControls_DisplayName"> <Key ID="STR_ACE_Advanced_Throwing_ShowMouseControls_DisplayName">
<English>Show Throwing Mouse Controls</English> <English>Show Throwing Mouse Controls</English>
<Russian>Показывать управление мышью</Russian> <Russian>Показывать управление мышью</Russian>
<Japanese>投てきのマウス操作を表示</Japanese>
<Polish>Pokaż podpowiedzi sterowania myszą</Polish>
<German>Zeige Maussteuerung beim Werfen</German>
<Korean>마우스 조작 표시</Korean>
<French>Afficher les contrôles à la souris du lancé</French>
<Italian>Mostra Comandi Mouse Lancio</Italian>
<Chinese>顯示滑鼠投擲控制提示</Chinese>
<Chinesesimp>显示滑鼠投掷控制提示</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_ShowMouseControls_Description"> <Key ID="STR_ACE_Advanced_Throwing_ShowMouseControls_Description">
<English>Enables visual cues for mouse controls when throwable is prepared.</English> <English>Enables visual cues for mouse controls when throwable is prepared.</English>
<Russian>Включает отображение подсказок по управлению мышью, когда граната подготовлена.</Russian> <Russian>Включает отображение подсказок по управлению мышью, когда граната подготовлена.</Russian>
<Japanese>投てき物を投げるとき、マウス操作の説明表示を有効化します。</Japanese>
<Polish>Wyświetla podpowiedzi sterowania myszą kiedy obiekt miotany jest w ręku.</Polish>
<German>Aktiviert visuelle Hinweise zur Maussteuerung, wenn ein Objekt zum Werfen vorbereitet wird.</German>
<Korean>투척물을 준비시 마우스 조작을 시각화해서 보여줍니다</Korean>
<French>Active les aides visuels pour les controles à la souris lorsqu'un lancé est préparé.</French>
<Italian>Abilita la visualizzazione dei controlli del mouse quando l'oggetto lanciabile è pronto.</Italian>
<Chinese>開啟後會在準備投擲時, 顯示滑鼠相關操作.</Chinese>
<Chinesesimp>开启后会在准备投掷时, 显示滑鼠相关操作.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_DisplayName"> <Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_DisplayName">
<English>Enable Throwables Pick Up</English> <English>Enable Throwables Pick Up</English>
<Russian>Включить подбор гранат</Russian> <Russian>Включить подбор гранат</Russian>
<Japanese>投てき物の拾い上げを有効化</Japanese>
<Polish>Zezwól na podnoszenie obiektów miotanych</Polish>
<German>Aktiviere Aufheben von Wurfobjekten</German>
<Korean>투척물 줍기 활성화</Korean>
<French>Active la récupération des objets lancés</French>
<Italian>Abilita Raccogli Oggetti</Italian>
<Chinese>啟用可撿取地面投擲物</Chinese>
<Chinesesimp>启用可捡取地面投掷物</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_Description"> <Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_Description">
<English>Enables ability to pick up throwables from the ground.</English> <English>Enables ability to pick up throwables from the ground.</English>
<Russian>Включает возможность подбирать гранаты с земли.</Russian> <Russian>Включает возможность подбирать гранаты с земли.</Russian>
<Japanese>地面に落ちている投てき物の拾い上げ動作を有効化します。</Japanese>
<Polish>Umożliwia podnoszenie obiektów miotanych z ziemi.</Polish>
<German>Aktiviert die Möglichkeit, geworfene Objekte wieder vom Boden aufzuheben.</German>
<Korean>땅에 떨어진 투척물을 주울 수 있게 해줍니다.</Korean>
<French>Active la capacité de récupérer les objets lancés sur le sol.</French>
<Italian>Abilita la possibilità di raccogliere un oggetto lanciabile da terra.</Italian>
<Chinese>啟用後, 可撿取地面上的投擲物.</Chinese>
<Chinesesimp>启用后, 可捡取地面上的投掷物.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_DisplayName"> <Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_DisplayName">
<English>Enable Attached Throwables Pick Up</English> <English>Enable Attached Throwables Pick Up</English>
<Russian>Включить подбор прикрепленных гранат</Russian> <Russian>Включить подбор прикрепленных гранат</Russian>
<Japanese>拾い上げた投てき物の取り付けを有効化</Japanese>
<Polish>Zezwól na podnoszenie przyczepionych obiektów miotanych</Polish>
<German>Aktiviere erneute Aufnahme befestigter Wurfobjekte</German>
<Korean>부착 투척물 줍기 활성화</Korean>
<French>Active le ramassage d'objets lançables attachés</French>
<Italian>Abilita Raccogli Oggetti Lanciabili da altri Oggetti</Italian>
<Chinese>啟用可撿取附著投擲物</Chinese>
<Chinesesimp>启用可捡取附着投掷物</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_Description"> <Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_Description">
<English>Enables ability to pick up throwables from attached objects.</English> <English>Enables ability to pick up throwables from attached objects.</English>
<Russian>Включает возможность подбирать гранаты, прикрепленные к объектам.</Russian> <Russian>Включает возможность подбирать гранаты, прикрепленные к объектам.</Russian>
<Japanese>オブジェクトに取り付けられていた投てき物を拾い上げられるようにします。</Japanese>
<Polish>Umożliwia podnoszenie obiektów miotanych przyczepionych do innych obiektów.</Polish>
<German>Aktiviert die Möglichkeit, befestigte Wurfobjekte erneut aufzunehmen.</German>
<Korean>부착된 투척물을 주울 수 있게 해줍니다.</Korean>
<French>Active la capacité à ramasser les objets lançables attaché à d'autres objets.</French>
<Italian>Abilita la possibilità di raccogliere gli oggetti lanciabili dagli altri oggetti. </Italian>
<Chinese>啟用後, 可撿取附著在物件上的投擲物.</Chinese>
<Chinesesimp>启用后, 可捡取附着在物件上的投掷物.</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_Prepare"> <Key ID="STR_ACE_Advanced_Throwing_Prepare">
<English>Prepare/Change Throwable</English> <English>Prepare/Change Throwable</English>
<Russian>Подготовить/заменить гранату</Russian> <Russian>Подготовить/заменить гранату</Russian>
<Japanese>機能の起動/変更</Japanese>
<Polish>Przygotuj/zmień ob. miotany</Polish>
<German>Wurfobjekt vorbereiten/wechseln</German>
<Korean>투척물 준비/변경</Korean>
<French>Préparer/changer d'objet</French>
<Italian>Prepara/Cambia Oggetto lanciabile</Italian>
<Chinese>準備/變更投擲物</Chinese>
<Chinesesimp>准备/变更投掷物</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_dropModeHold"> <Key ID="STR_ACE_Advanced_Throwing_dropModeHold">
<English>Throwable Drop Mode (Hold)</English> <English>Throwable Drop Mode (Hold)</English>
<Russian>Режим броска гранаты (удерживать)</Russian> <Russian>Режим броска гранаты (удерживать)</Russian>
<Japanese>投てきモード (押しっぱ)</Japanese>
<Polish>Tryb upuszczania ob. miotanego (przytrzymaj)</Polish>
<German>Wurfobjekt Fallmodus (halten)</German>
<Korean>투척물 떨어뜨리기 모드(꾹눌러서)</Korean>
<French>Mode de lancé de l'objet (Tenir)</French>
<Italian>Modalità Oggetto Gettabile (Mantenere)</Italian>
<Chinese>投擲模式 (按住)</Chinese>
<Chinesesimp>投掷模式 (按住)</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_DropModeToggle"> <Key ID="STR_ACE_Advanced_Throwing_DropModeToggle">
<English>Throwable Drop Mode (Toggle)</English> <English>Throwable Drop Mode (Toggle)</English>
<Russian>Режим броска гранаты (переключить)</Russian> <Russian>Режим броска гранаты (переключить)</Russian>
<Japanese>投てきモード (トグル)</Japanese>
<Polish>Tryb upuszczania ob. miotanego (przełącz)</Polish>
<German>Wurfobjekt Fallmodus (umschalten)</German>
<Korean>투척물 떨어뜨리기 모드(토글)</Korean>
<French>Mode de lancé de l'objet (Basculer)</French>
<Italian>Modalità Oggetto lanciabile Gettabile (Interruttore)</Italian>
<Chinese>投擲模式 (切換)</Chinese>
<Chinesesimp>投掷模式 (切换)</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_Primed"> <Key ID="STR_ACE_Advanced_Throwing_Primed">
<English>Primed</English> <English>Primed</English>
<Russian>Подготовлена</Russian> <Russian>Подготовлена</Russian>
<Japanese>起動した</Japanese>
<Polish>Odbezpieczony</Polish>
<German>Scharf gemacht</German>
<Korean>뇌관 작동</Korean>
<French>Amorcer</French>
<Italian>Armato</Italian>
<Chinese>引信開始燃燒</Chinese>
<Chinesesimp>引信开始燃烧</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_Throw"> <Key ID="STR_ACE_Advanced_Throwing_Throw">
<English>Throw</English> <English>Throw</English>
<Russian>Бросить</Russian> <Russian>Бросить</Russian>
<Japanese>投げる</Japanese>
<Polish>Rzuć</Polish>
<German>Werfen</German>
<Korean>던지기</Korean>
<French>Lancer</French>
<Italian>Lanciare</Italian>
<Chinese>投擲</Chinese>
<Chinesesimp>投掷</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_ChangeMode"> <Key ID="STR_ACE_Advanced_Throwing_ChangeMode">
<English>(Scroll) Change Mode</English> <English>(Scroll) Change Mode</English>
<Russian>(Скролл) Изменить режим</Russian> <Russian>(Скролл) Изменить режим</Russian>
<Japanese>(スクロール) モード変更</Japanese>
<Polish>(Kółko m.) zmień tryb</Polish>
<German>(Scrollen) Modus wechseln</German>
<Korean>(마우스 휠) 모드 변경</Korean>
<French>(Molette souris) Changer de mode</French>
<Italian>(Scorrere) Cambio Modalità</Italian>
<Chinese>(滾輪) 變更模式</Chinese>
<Chinesesimp>(滚轮) 变更模式</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_Extend"> <Key ID="STR_ACE_Advanced_Throwing_Extend">
<English>(Scroll) Extend</English> <English>(Scroll) Extend</English>
<Russian>(Скролл) Увеличить</Russian> <Russian>(Скролл) Увеличить</Russian>
<Japanese>(スクロール) 遠くに</Japanese>
<Polish>(Kółko m.) przedłuż</Polish>
<German>(Scrollen) Erweitern</German>
<Korean>(마우스 휠) 연장</Korean>
<French>(Molette souris) Etendre</French>
<Italian>(Scorrere) Estendere</Italian>
<Chinese>(滾輪) 延長</Chinese>
<Chinesesimp>(滚轮) 延长</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_Cook"> <Key ID="STR_ACE_Advanced_Throwing_Cook">
<English>(Click) Cook</English> <English>(Click) Cook</English>
<Russian>(Клик) Подготовить</Russian> <Russian>(Клик) Подготовить</Russian>
<Japanese>(クリック) 起爆</Japanese>
<Polish>(Kliknięcie) Odbezpiecz</Polish>
<German>(Klicken) Abkochen</German>
<Korean>(클릭) 예열</Korean>
<French>(Clique) Dégoupiller</French>
<Italian>(Click) Arma</Italian>
<Chinese>(點擊) 提早拉開引信</Chinese>
<Chinesesimp>(点击) 提早拉开引信</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Throwing_PickUp"> <Key ID="STR_ACE_Advanced_Throwing_PickUp">
<English>Pick Up</English> <English>Pick Up</English>
<Russian>Подобрать</Russian> <Russian>Подобрать</Russian>
<Japanese>拾い上げる</Japanese>
<Polish>Podnieś</Polish>
<German>Aufheben</German>
<Korean>줍기</Korean>
<French>Ramasser</French>
<Italian>Raccogli</Italian>
<Chinese>撿取</Chinese>
<Chinesesimp>捡取</Chinesesimp>
</Key> </Key>
</Package> </Package>
</Project> </Project>

28
addons/ai/CfgAISkill.hpp Normal file
View File

@ -0,0 +1,28 @@
/*
* Documentation:
* https://community.bistudio.com/wiki/AI_Sub-skills
*
* The idea here is to reduce the AI's godlike aiming
* capabilties while retaining it's high intelligence.
* The AI should be smart enough to move through a town,
* but also be 'human' in their reaction time and aim.
*
* Note: All these values can still be adjusted via
* scripts, these arrays just change what 0 & 1
* are for setSkill.
*/
class CfgAISkill {
aimingAccuracy[] = {0,0, 1,0.8}; // {0,0,1,1}; v1.26 defaults
aimingShake[] = {0,0, 1,0.6}; // {0,0,1,1};
aimingSpeed[] = {0,0, 1,0.7}; // {0,0.5,1,1};
commanding[] = {0,0, 1,0.8}; // {0,0,1,1};
courage[] = {0,0, 1,0.7}; // {0,0,1,1};
endurance[] = {0,0, 1,0.7}; // {0,0,1,1};
general[] = {0,0, 1,0.9}; // {0,0,1,1};
// apparently breaks rapid firing in single fire mode for players
//reloadSpeed[] = {0,0, 1,0.8}; // {0,0,1,1};
spotDistance[] = {0,0, 1,0.9}; // {0,0.2,1,0.4};
spotTime[] = {0,0, 1,0.7}; // {0,0,1,0.7};
};

View File

@ -2,6 +2,8 @@
// weapon config changes, by commy2 // weapon config changes, by commy2
/* documentation: /* documentation:
aiDispersionCoefX = 1.0 Dispersion multiplier for AI units (axis X - left to right).
aiDispersionCoefY = 1.0 Dispersion multiplier for AI units (axis Y - top-down).
aiRateOfFire = 5.0 Delay between shots at given aiRateOfFireDistance. aiRateOfFire = 5.0 Delay between shots at given aiRateOfFireDistance.
aiRateOfFireDistance = 500 At shorter distance delay (aiRateOfFire) goes linearly to zero. aiRateOfFireDistance = 500 At shorter distance delay (aiRateOfFire) goes linearly to zero.
*/ */
@ -13,12 +15,19 @@ class Mode_FullAuto;
class CfgWeapons { class CfgWeapons {
// rifles // rifles
class Rifle_Base_F; class RifleCore;
class Rifle_Short_Base_F; class Rifle: RifleCore {
class Rifle_Long_Base_F; aiDispersionCoefX = 6;
aiDispersionCoefY = 6;
};
class Rifle_Base_F: Rifle {};
class Rifle_Long_Base_F: Rifle_Base_F {};
// MX // MX
class arifle_MX_Base_F: Rifle_Base_F { class arifle_MX_Base_F: Rifle_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
modes[] += {"ACE_Burst_far"}; modes[] += {"ACE_Burst_far"};
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
@ -61,6 +70,8 @@ class CfgWeapons {
// MX carbine // MX carbine
class arifle_MXC_F: arifle_MX_Base_F { class arifle_MXC_F: arifle_MX_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
class Single: Single { class Single: Single {
minRange = 120; // 2; minRange = 120; // 2;
@ -132,6 +143,8 @@ class CfgWeapons {
// MX machine gun // MX machine gun
class arifle_MX_SW_F: arifle_MX_Base_F { class arifle_MX_SW_F: arifle_MX_Base_F {
aiDispersionCoefY = 24.0;
aiDispersionCoefX = 21.0;
// Shit is still broken // Shit is still broken
//modes[] += {"ACE_Burst_far"}; //modes[] += {"ACE_Burst_far"};
modes[] = {"Single","manual","close","short","medium","far_optic1","far_optic2","ACE_Burst_far"}; modes[] = {"Single","manual","close","short","medium","far_optic1","far_optic2","ACE_Burst_far"};
@ -167,6 +180,8 @@ class CfgWeapons {
// Katiba // Katiba
class arifle_Katiba_Base_F: Rifle_Base_F { class arifle_Katiba_Base_F: Rifle_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
modes[] += {"ACE_Burst_far"}; modes[] += {"ACE_Burst_far"};
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
@ -209,6 +224,8 @@ class CfgWeapons {
// Katiba carbine // Katiba carbine
class arifle_Katiba_C_F: arifle_Katiba_Base_F { class arifle_Katiba_C_F: arifle_Katiba_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
class Single: Single { class Single: Single {
minRange = 120; // 2; minRange = 120; // 2;
@ -251,6 +268,8 @@ class CfgWeapons {
// F2002 // F2002
class mk20_base_F: Rifle_Base_F { class mk20_base_F: Rifle_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
modes[] += {"ACE_Burst_far"}; modes[] += {"ACE_Burst_far"};
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
@ -297,6 +316,8 @@ class CfgWeapons {
// F2002 carbine // F2002 carbine
class arifle_Mk20C_F: mk20_base_F { class arifle_Mk20C_F: mk20_base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
class Single: Single { class Single: Single {
minRange = 120; // 2; minRange = 120; // 2;
@ -337,6 +358,8 @@ class CfgWeapons {
// TAR-20 // TAR-20
class Tavor_base_F: Rifle_Base_F { class Tavor_base_F: Rifle_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
modes[] += {"ACE_Burst_far"}; modes[] += {"ACE_Burst_far"};
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
@ -384,6 +407,8 @@ class CfgWeapons {
// TAR-21 // TAR-21
class arifle_TRG21_F: Tavor_base_F { class arifle_TRG21_F: Tavor_base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
class Single: Single { class Single: Single {
minRange = 120; // 2; minRange = 120; // 2;
@ -432,6 +457,8 @@ class CfgWeapons {
// SDAR // SDAR
class SDAR_base_F: Rifle_Base_F { class SDAR_base_F: Rifle_Base_F {
aiDispersionCoefY = 28.0;
aiDispersionCoefX = 20.0;
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
minRange = 10; //2; minRange = 10; //2;
@ -443,7 +470,9 @@ class CfgWeapons {
}; };
// PD2000 // PD2000
class pdw2000_base_F: Rifle_Short_Base_F { class pdw2000_base_F: Rifle_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
minRange = 100; //2; minRange = 100; //2;
@ -455,7 +484,9 @@ class CfgWeapons {
}; };
// Vector // Vector
class SMG_01_Base: Rifle_Short_Base_F { class SMG_01_Base: Rifle_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
minRange = 50; //2; minRange = 50; //2;
@ -467,7 +498,9 @@ class CfgWeapons {
}; };
// Scorpion EVO // Scorpion EVO
class SMG_02_base_F: Rifle_Short_Base_F { class SMG_02_base_F: Rifle_Base_F {
aiDispersionCoefY = 18.0;
aiDispersionCoefX = 12.0;
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
minRange = 50; //2; minRange = 50; //2;
@ -482,6 +515,8 @@ class CfgWeapons {
// Stoner // Stoner
class LMG_Mk200_F: Rifle_Long_Base_F { class LMG_Mk200_F: Rifle_Long_Base_F {
aiDispersionCoefY = 24.0;
aiDispersionCoefX = 21.0;
modes[] += {"ACE_Burst_far"}; modes[] += {"ACE_Burst_far"};
class medium; class medium;
@ -509,6 +544,8 @@ class CfgWeapons {
// Negev // Negev
class LMG_Zafir_F: Rifle_Long_Base_F { class LMG_Zafir_F: Rifle_Long_Base_F {
aiDispersionCoefY = 23.0;
aiDispersionCoefX = 19.0;
modes[] += {"ACE_Burst_far"}; modes[] += {"ACE_Burst_far"};
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
@ -682,6 +719,8 @@ class CfgWeapons {
// marksmen medium mg // marksmen medium mg
class MMG_01_base_F: Rifle_Long_Base_F { class MMG_01_base_F: Rifle_Long_Base_F {
aiDispersionCoefY = 25.0;
aiDispersionCoefX = 20.0;
modes[] += {"ACE_Burst_far"}; modes[] += {"ACE_Burst_far"};
class manual; class manual;
@ -706,6 +745,8 @@ class CfgWeapons {
}; };
class MMG_02_base_F: Rifle_Long_Base_F { class MMG_02_base_F: Rifle_Long_Base_F {
aiDispersionCoefY = 20.0;
aiDispersionCoefX = 15.0;
modes[] += {"ACE_Burst_far"}; modes[] += {"ACE_Burst_far"};
class manual; class manual;

View File

@ -1,7 +1,7 @@
ace_ai ace_ai
====== ======
Overhaul of AI firing modes of vanilla weapons, encouraging the AI to use full-auto and bursts more often. Minor changes of AI skill and overhaul of AI firing modes of vanilla weapons, encouraging the AI to use full-auto and bursts more often.
## Maintainers ## Maintainers

View File

@ -14,4 +14,5 @@ class CfgPatches {
}; };
}; };
#include "CfgAISkill.hpp"
#include "CfgWeapons.hpp" #include "CfgWeapons.hpp"

View File

@ -4,6 +4,7 @@
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE // #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS // #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_AI #ifdef DEBUG_ENABLED_AI

View File

@ -1,3 +1,4 @@
class CfgAmmo { class CfgAmmo {
class BulletBase; class BulletBase;
class B_20mm : BulletBase { class B_20mm : BulletBase {
@ -10,11 +11,11 @@ class CfgAmmo {
explosive = 1.8; explosive = 1.8;
tracersEvery = 3; tracersEvery = 3;
tracerEndTime = 3.5; tracerEndTime = 3.5;
CraterEffects = "ExploAmmoCrater"; CraterEffects = "ExploAmmoCrater";
explosionEffects = "ExploAmmoExplosion"; explosionEffects = "ExploAmmoExplosion";
model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
}; };
class ACE_20mm_HE : B_20mm {}; class ACE_20mm_HE : B_20mm {};
class ACE_20mm_AP : B_20mm { class ACE_20mm_AP : B_20mm {
hit = 50; hit = 50;
@ -39,20 +40,30 @@ class CfgAmmo {
// also adjust tracer, "muh lightshow"; also adjust splash damage radius // also adjust tracer, "muh lightshow"; also adjust splash damage radius
class Gatling_30mm_HE_Plane_CAS_01_F: BulletBase { class Gatling_30mm_HE_Plane_CAS_01_F: BulletBase {
hit = 80; // default: 180 hit = 80;
indirectHit = 12; // default: 4 indirectHit = 12;
indirectHitRange = 3; // default: 3 indirectHitRange = 3; //2;
caliber = 1.4; // default: 5 caliber = 1.4;
deflecting = 3; // default: 5 deflecting = 3;
fuseDistance = 3; // default: 10 fuseDistance = 3;
tracerStartTime = 0.02; // default: 0.1 tracerStartTime = 0.02;
timeToLive = 40; // default: 6 timeToLive = 40;
}; };
// helper projectiles to simulate a rof > fps
class ACE_Gatling_30mm_HE_Plane_CAS_01_Deploy: Gatling_30mm_HE_Plane_CAS_01_F {
simulation = "shotSubmunitions";
triggerTime = 0;
submunitionAmmo = "ACE_Gatling_30mm_HE_Plane_CAS_01_Sub";
submunitionConeType[] = {"custom", {{0,0}, {0,0}, {0,0}} };
};
class ACE_Gatling_30mm_HE_Plane_CAS_01_Sub: Gatling_30mm_HE_Plane_CAS_01_F {};
// adjust damage and splash damage, closer to bluefor gatling with same caliber // adjust damage and splash damage, closer to bluefor gatling with same caliber
class Cannon_30mm_HE_Plane_CAS_02_F: Gatling_30mm_HE_Plane_CAS_01_F { class Cannon_30mm_HE_Plane_CAS_02_F: Gatling_30mm_HE_Plane_CAS_01_F {
hit = 70; // default: 150 hit = 70; //40;
indirectHit = 11; // default: 4 indirectHit = 11; //14;
indirectHitRange = 3; // default: 3 indirectHitRange = 3;
}; };
}; };

View File

@ -1,7 +1,9 @@
class CfgMagazines { class CfgMagazines {
// shoot helper object to tripple rof // shoot helper object to tripple rof
class VehicleMagazine; class VehicleMagazine;
class 1000Rnd_Gatling_30mm_Plane_CAS_01_F: VehicleMagazine { class 1000Rnd_Gatling_30mm_Plane_CAS_01_F: VehicleMagazine {
ammo = "ACE_Gatling_30mm_HE_Plane_CAS_01_Deploy";
count = 1170; count = 1170;
}; };

View File

@ -1,3 +1,4 @@
class CfgVehicles { class CfgVehicles {
class All { class All {
class Turrets; class Turrets;
@ -10,6 +11,7 @@ class CfgVehicles {
}; };
class Air: AllVehicles {}; class Air: AllVehicles {};
class Helicopter: Air { class Helicopter: Air {
class Turrets { class Turrets {
class MainTurret; class MainTurret;
@ -17,11 +19,13 @@ class CfgVehicles {
}; };
class Plane: Air {}; class Plane: Air {};
class ParachuteBase: Helicopter { class ParachuteBase: Helicopter {
class Turrets; class Turrets;
}; };
class UAV: Plane {}; class UAV: Plane {};
class Helicopter_Base_F: Helicopter { class Helicopter_Base_F: Helicopter {
class Turrets: Turrets { class Turrets: Turrets {
class CopilotTurret; class CopilotTurret;
@ -33,10 +37,12 @@ class CfgVehicles {
class Turrets: Turrets { class Turrets: Turrets {
class CopilotTurret; class CopilotTurret;
}; };
//class UserActions;
}; };
class Heli_Light_01_base_F: Helicopter_Base_H { class Heli_Light_01_base_F: Helicopter_Base_H {
incomingMissileDetectionSystem = 16; // Vanilla: 0 lockDetectionSystem = 0;
incomingMissileDetectionSystem = 16;
driverCanEject = 1; driverCanEject = 1;
class Turrets: Turrets { class Turrets: Turrets {
@ -47,8 +53,17 @@ class CfgVehicles {
}; };
}; };
class Heli_Light_01_unarmed_base_F: Heli_Light_01_base_F {};
class B_Heli_Light_01_F: Heli_Light_01_unarmed_base_F {
/*class Turrets: Turrets {
class CopilotTurret: CopilotTurret {};
};*/
};
class Heli_Light_01_armed_base_F: Heli_Light_01_base_F { class Heli_Light_01_armed_base_F: Heli_Light_01_base_F {
incomingMissileDetectionSystem = 16; // Vanilla: 0 lockDetectionSystem = 0;
incomingMissileDetectionSystem = 16;
driverCanEject = 1; driverCanEject = 1;
class Turrets: Turrets { class Turrets: Turrets {
@ -57,10 +72,14 @@ class CfgVehicles {
}; };
}; };
}; };
class B_Heli_Light_01_armed_F: Heli_Light_01_armed_base_F {};
class Heli_Light_02_base_F: Helicopter_Base_H { class Heli_Light_02_base_F: Helicopter_Base_H {
driverCanEject = 1; driverCanEject = 1;
incomingMissileDetectionSystem = 16; // Vanilla: 24 lockDetectionSystem = 12;
magazines[] = {"2000Rnd_762x51_Belt_T_Green", "12Rnd_PG_missiles", "168Rnd_CMFlare_Chaff_Magazine"}; // Switch gun magazine to 7.62mm from 6.5mm incomingMissileDetectionSystem = 16;
magazines[] = {"2000Rnd_762x51_Belt_T_Green","12Rnd_PG_missiles","168Rnd_CMFlare_Chaff_Magazine"};
class Turrets: Turrets { class Turrets: Turrets {
class CopilotTurret: CopilotTurret { class CopilotTurret: CopilotTurret {
@ -78,8 +97,11 @@ class CfgVehicles {
#include "Heli_Attack_01_base_F.hpp" #include "Heli_Attack_01_base_F.hpp"
class B_Heli_Attack_01_F: Heli_Attack_01_base_F {};
class Heli_Attack_02_base_F: Helicopter_Base_F { class Heli_Attack_02_base_F: Helicopter_Base_F {
incomingMissileDetectionSystem = 16; // Vanilla: 24 lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1; driverCanEject = 1;
class Turrets: Turrets { class Turrets: Turrets {
@ -90,7 +112,8 @@ class CfgVehicles {
}; };
class Heli_Transport_01_base_F: Helicopter_Base_H { class Heli_Transport_01_base_F: Helicopter_Base_H {
incomingMissileDetectionSystem = 16; // Vanilla: 24 lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1; driverCanEject = 1;
class Turrets: Turrets { class Turrets: Turrets {
@ -98,21 +121,36 @@ class CfgVehicles {
canEject = 1; canEject = 1;
showHMD = 1; showHMD = 1;
}; };
class MainTurret: MainTurret { class MainTurret: MainTurret {
magazines[] = {"2000Rnd_762x51_Belt_T_Red"}; // Switch gun magazine to 7.62mm from 6.5mm magazines[] = {"2000Rnd_762x51_Belt_T_Red"};
canEject = 1; canEject = 1;
}; };
class RightDoorGun: MainTurret { class RightDoorGun: MainTurret {
magazines[] = {"2000Rnd_762x51_Belt_T_Red"}; // Switch gun magazine to 7.62mm from 6.5mm magazines[] = {"2000Rnd_762x51_Belt_T_Red"};
canEject = 1; canEject = 1;
}; };
}; };
/*class UserActions {
class DoorL1_Open {
available = 1;
condition = "((this doorPhase 'door_L') == 0) AND Alive(this) AND driver this != player AND gunner this != player";
};
class DoorR1_Open: DoorL1_Open {
condition = "((this doorPhase 'door_R') == 0) AND Alive(this) AND driver this != player AND gunner this != player";
};
class DoorL1_Close: DoorL1_Open {
condition = "((this doorPhase 'door_L') > 0) AND Alive(this) AND driver this != player AND gunner this != player";
};
class DoorR1_Close: DoorL1_Close {
condition = "((this doorPhase 'door_R') > 0) AND Alive(this) AND driver this != player AND gunner this != player";
};
};*/
}; };
class Heli_Transport_02_base_F: Helicopter_Base_H { class Heli_Transport_02_base_F: Helicopter_Base_H {
incomingMissileDetectionSystem = 16; // Vanilla: 24 lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1; driverCanEject = 1;
class Turrets: Turrets { class Turrets: Turrets {
@ -121,71 +159,186 @@ class CfgVehicles {
showHMD = 1; showHMD = 1;
}; };
}; };
/*class UserActions: UserActions {
class DoorL1_Open {
available = 1;
condition = "this animationPhase ""door_back_L"" < 0.5 AND Alive(this)";
};
class DoorR1_Open: DoorL1_Open {
condition = "this animationPhase ""door_back_R"" < 0.5 AND Alive(this)";
};
class DoorL1_Close: DoorL1_Open {
condition = "this animationPhase ""door_back_L"" > 0.5 AND Alive(this)";
};
class DoorR1_Close: DoorL1_Close {
condition = "this animationPhase ""door_back_R"" > 0.5 AND Alive(this)";
};
class CargoRamp_Open: DoorL1_Open {
userActionID = 52;
displayName = CSTRING(OpenCargoRamp);
textToolTip = CSTRING(OpenCargoRamp);
position = "action_cargoramp";
radius = 3.0;
condition = "this animationPhase ""cargoramp_open"" < 0.5 AND Alive(this)";
statement = "this animateDoor ['cargoramp_open', 1]";
};
class CargoRamp_Close: DoorL1_Close {
userActionID = 55;
displayName = CSTRING(CloseCargoRamp);
textToolTip = CSTRING(CloseCargoRamp);
position = "action_cargoramp";
radius = 3.0;
condition = "this animationPhase ""cargoramp_open"" > 0.5 AND Alive(this)";
statement = "this animateDoor ['cargoramp_open', 0]";
};
};*/
}; };
class Heli_light_03_base_F: Helicopter_Base_F { class Heli_light_03_base_F: Helicopter_Base_F {};
lockDetectionSystem = 0; // Vanilla: 12 class I_Heli_light_03_base_F: Heli_light_03_base_F {
incomingMissileDetectionSystem = 16; // Vanilla: 24 lockDetectionSystem = 0;
incomingMissileDetectionSystem = 16;
driverCanEject = 1; driverCanEject = 1;
weapons[] = {"M134_minigun","missiles_DAR","CMFlareLauncher", "ACE_AIR_SAFETY" };
magazines[] = {"5000Rnd_762x51_Yellow_Belt","24Rnd_missiles","168Rnd_CMFlare_Chaff_Magazine"};
class Turrets: Turrets { class Turrets: Turrets {
class MainTurret: MainTurret { class MainTurret: MainTurret {
canEject = 1; canEject = 1;
showHMD = 1; showHMD = 1;
weapons[] = {"Laserdesignator_mounted"}; // Add Laser Designator gunBeg = "commanderview";
gunEnd = "laserstart";
memoryPointGun = "laserstart";
stabilizedInAxes = 3;
weapons[] = {"Laserdesignator_mounted"};
soundServo[] = {"",0.01,1,30};
magazines[] = {"Laserbatteries"}; magazines[] = {"Laserbatteries"};
inGunnerMayFire = 1;
}; };
}; };
}; };
class I_Heli_light_03_F: Heli_light_03_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {};
};
};
class Heli_light_03_unarmed_base_F: Heli_light_03_base_F {};
class I_Heli_light_03_unarmed_F: Heli_light_03_unarmed_base_F {};
class Plane_CAS_01_base_F: Plane_Base_F { class Plane_CAS_01_base_F: Plane_Base_F {
lockDetectionSystem = 12; // Vanilla: 8 lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16; // Vanilla: 24 incomingMissileDetectionSystem = 16;
class Turrets;
#include <flightmodel_thunderbolt.hpp>
}; };
class Plane_CAS_02_base_F: Plane_Base_F { class Plane_CAS_02_base_F: Plane_Base_F {
lockDetectionSystem = 12; // Vanilla: 8 lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16; // Vanilla: 24 incomingMissileDetectionSystem = 16;
class Turrets;
#include <flightmodel_yak.hpp>
}; };
class Plane_Fighter_03_base_F: Plane_Base_F { class Plane_Fighter_03_base_F: Plane_Base_F {
lockDetectionSystem = 12; // Vanilla: 8 lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16; // Vanilla: 24 incomingMissileDetectionSystem = 16;
class Turrets;
#include <flightmodel_alca.hpp>
};
class UAV_01_base_F: Helicopter_Base_F {
/*class Turrets: Turrets {
class MainTurret: MainTurret {};
};*/
}; };
class UAV_02_base_F: UAV { class UAV_02_base_F: UAV {
weapons[] = {}; // Remove flare launcher weapons[] = {};
magazines[] = {}; magazines[] = {};
class Turrets {
class MainTurret;
};
}; };
class UAV_02_CAS_base_F: UAV_02_base_F { class UAV_02_CAS_base_F: UAV_02_base_F {
weapons[] = {}; // Remove flare launcher weapons[] = {};
magazines[] = {}; magazines[] = {};
/*class Turrets: Turrets {
class MainTurret: MainTurret {};
};*/
}; };
class Heli_Transport_03_base_F: Helicopter_Base_H { class Heli_Transport_03_base_F: Helicopter_Base_H {};
incomingMissileDetectionSystem = 16; // Vanilla: 24 class B_Heli_Transport_03_base_F: Heli_Transport_03_base_F {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1; driverCanEject = 1;
class Turrets: Turrets { class Turrets: Turrets {
class CopilotTurret: CopilotTurret { class CopilotTurret: CopilotTurret {
canEject = 1; canEject = 1;
}; };
//class MainTurret: MainTurret {};
class RightDoorGun: MainTurret {};
}; };
}; };
class B_Heli_Transport_03_unarmed_base_F: Heli_Transport_03_base_F {
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
};
//class MainTurret: MainTurret {};
//class RightDoorGun: MainTurret {};
};
};
class Heli_Transport_04_base_F: Helicopter_Base_H { class Heli_Transport_04_base_F: Helicopter_Base_H {
incomingMissileDetectionSystem = 16; // Vanilla: 24 lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1; driverCanEject = 1;
class Turrets: Turrets { class Turrets: Turrets {
class CopilotTurret: CopilotTurret { class CopilotTurret: CopilotTurret {
canEject = 1; canEject = 1;
}; };
class LoadmasterTurret: MainTurret { class LoadmasterTurret: MainTurret {
canEject = 1; canEject = 1;
}; };
}; };
}; };
class O_Heli_Transport_04_bench_F: Heli_Transport_04_base_F {
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
};
class LoadmasterTurret: LoadmasterTurret {
canEject = 1;
};
};
};
class O_Heli_Transport_04_covered_F: Heli_Transport_04_base_F {
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
};
class LoadmasterTurret: LoadmasterTurret {
canEject = 1;
};
};
};
}; };

View File

@ -1,8 +1,13 @@
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto; class Mode_FullAuto;
class CfgWeapons { class CfgWeapons {
class RocketPods; class RocketPods;
class ACE_AIR_SAFETY : RocketPods { class ACE_AIR_SAFETY : RocketPods
{
CanLock = 0; CanLock = 0;
displayName = "SAFE"; displayName = "SAFE";
displayNameMagazine = "SAFE"; displayNameMagazine = "SAFE";
@ -16,6 +21,18 @@ class CfgWeapons {
magazineReloadTime = 0.1; magazineReloadTime = 0.1;
}; };
// Manual Switching Of Flare Mode
class SmokeLauncher;
class CMFlareLauncher: SmokeLauncher {
modes[] = {"Single","Burst","AIBurst"};
class Single: Mode_SemiAuto {
reloadTime = 0.1;
};
class Burst: Mode_Burst {
displayName = CSTRING(CMFlareLauncher_Burst_Name);
};
};
// bigger mag for comanche // bigger mag for comanche
class CannonCore; class CannonCore;
class gatling_20mm: CannonCore { class gatling_20mm: CannonCore {
@ -26,7 +43,6 @@ class CfgWeapons {
reloadTime = 0.023; //0.04; reloadTime = 0.023; //0.04;
dispersion = 0.006; //0.0022; dispersion = 0.006; //0.0022;
}; };
class close: manual {}; class close: manual {};
class short: close {}; class short: close {};
class medium: close {}; class medium: close {};
@ -41,22 +57,18 @@ class CfgWeapons {
dispersion = 0.006; dispersion = 0.006;
displayName = CSTRING(gatling_20mm_Name); displayName = CSTRING(gatling_20mm_Name);
}; };
class close: close { class close: close {
reloadTime = 0.04; reloadTime = 0.04;
dispersion = 0.006; dispersion = 0.006;
}; };
class short: short { class short: short {
reloadTime = 0.04; reloadTime = 0.04;
dispersion = 0.006; dispersion = 0.006;
}; };
class medium: medium { class medium: medium {
reloadTime = 0.04; reloadTime = 0.04;
dispersion = 0.006; dispersion = 0.006;
}; };
class far: far { class far: far {
reloadTime = 0.04; reloadTime = 0.04;
dispersion = 0.006; dispersion = 0.006;
@ -66,13 +78,14 @@ class CfgWeapons {
// buff gatling rof // buff gatling rof
class MGunCore; class MGunCore;
class MGun: MGunCore {}; class MGun: MGunCore {};
class LMG_RCWS: MGun {}; class LMG_RCWS: MGun {};
class LMG_Minigun: LMG_RCWS { class LMG_Minigun: LMG_RCWS {
class manual: MGun { class manual: MGun {
reloadTime = 0.075; //0.015; reloadTime = 0.075; //0.015;
dispersion = 0.00093; //0.006; dispersion = 0.00093; //0.006;
}; };
class close: manual {}; class close: manual {};
class short: close {}; class short: close {};
class medium: close {}; class medium: close {};
@ -81,12 +94,10 @@ class CfgWeapons {
class LMG_Minigun_heli: LMG_Minigun { class LMG_Minigun_heli: LMG_Minigun {
showAimCursorInternal = 0; showAimCursorInternal = 0;
class manual: manual { class manual: manual {
reloadTime = 0.015; //0.033; Note: This is a way to fast ROF (requires over 60 FPS) @todo reloadTime = 0.015; //0.033; Note: This is a way to fast ROF (requires over 60 FPS) @todo
dispersion = 0.006; //0.0087; dispersion = 0.006; //0.0087;
}; };
class close: manual {}; class close: manual {};
class short: close {}; class short: close {};
class medium: close {}; class medium: close {};
@ -99,16 +110,30 @@ class CfgWeapons {
dispersion = 0.0064; //0.0023; dispersion = 0.0064; //0.0023;
multiplier = 1; multiplier = 1;
}; };
class HighROF: LowROF { class HighROF: LowROF {
reloadTime = 0.02; //0.03; reloadTime = 0.02; //0.03;
dispersion = 0.0064; //0.0023; dispersion = 0.0064; //0.0023;
multiplier = 1; multiplier = 1;
}; };
class close: HighROF {}; class close: HighROF {};
class short: close {}; class short: close {};
class medium: LowROF {}; class medium: LowROF {};
class far: medium {}; class far: medium {};
}; };
class Gatling_30mm_Plane_CAS_01_F: CannonCore {
autoFire = 1;
burst = 1;
class LowROF: Mode_FullAuto {
autoFire = 0;
burst = 22; //65;
reloadTime = 0.0462; //0.0154; //0.034;
multiplier = 3;
};
class close: LowROF {};
class near: close {};
class short: close {};
class medium: close {};
class far: close {};
};
}; };

File diff suppressed because one or more lines are too long

View File

@ -1,7 +1,7 @@
ace_aircraft ace_aircraft
============ ============
Changes to air weaponry, ejection and HUDs. Changes to air weaponry, flight models and HUDs.
- Contributions by Kimi (geraldbolso1899) for HUD updates - Contributions by Kimi (geraldbolso1899) for HUD updates

View File

@ -10,566 +10,570 @@ class HScrollbar;
class RscLadderPicture; class RscLadderPicture;
class RscControlsGroupNoScrollbars; class RscControlsGroupNoScrollbars;
class RscInGameUI {
class RscUnitInfo;
class Rsc_ACE_Helo_UI_Turret: RscUnitInfo {
idd = 300;
controls[] = {"CA_IGUI_elements_group", "CA_VehicleToggles"};
class RscInGameUI
{
class RscUnitInfo;
class Rsc_ACE_Helo_UI_Turret: RscUnitInfo
{
idd = 300;
controls[] = {"CA_IGUI_elements_group","CA_VehicleToggles"};
class VScrollbar; class VScrollbar;
class HScrollbar; class HScrollbar;
class CA_IGUI_elements_group: RscControlsGroup { class CA_IGUI_elements_group: RscControlsGroup
{
idc = 170; idc = 170;
class VScrollbar: VScrollbar
class VScrollbar: VScrollbar { {
width = 0; width = 0;
}; };
class HScrollbar: HScrollbar
class HScrollbar: HScrollbar { {
height = 0; height = 0;
}; };
x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))";
x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))"; y = "0 * (0.025 * SafezoneH) + (SafezoneY)";
y = "0 * (0.025 * SafezoneH) + (SafezoneY)"; w = "53.5 * (0.01875 * SafezoneH)";
w = "53.5 * (0.01875 * SafezoneH)"; h = "40 * (0.025 * SafezoneH)";
h = "40 * (0.025 * SafezoneH)"; class controls
{
class controls { class CA_Distance: RscText
class CA_Distance: RscText { {
idc = 151; idc = 151;
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
x = "24.78 * (0.01875 * SafezoneH)"; x = "24.78 * (0.01875 * SafezoneH)";
y = "30.88 * (0.025 * SafezoneH)"; y = "30.88 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class CA_Speed: RangeText
class CA_Speed: RangeText { {
idc = 188; idc = 188;
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "120"; text = "120";
x = "14.78 * (0.01875 * SafezoneH)"; x = "14.78 * (0.01875 * SafezoneH)";
y = "30.88 * (0.025 * SafezoneH)"; y = "30.88 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class CA_Alt: RangeText
class CA_Alt: RangeText { {
idc = 189; idc = 189;
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "3825"; text = "3825";
x = "34.78 * (0.01875 * SafezoneH)"; x = "34.78 * (0.01875 * SafezoneH)";
y = "30.88 * (0.025 * SafezoneH)"; y = "30.88 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class CA_VisionMode: RscText
class CA_VisionMode: RscText { {
idc = 152; idc = 152;
style = 0; style = 0;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "VIS"; text = "VIS";
x = "12.58 * (0.01875 * SafezoneH)"; x = "12.58 * (0.01875 * SafezoneH)";
y = "8 * (0.025 * SafezoneH)"; y = "8 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class CA_FlirMode: RscText
class CA_FlirMode: RscText { {
idc = 153; idc = 153;
style = 0; style = 0;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "BHOT"; text = "BHOT";
x = "15.78 * (0.01875 * SafezoneH)"; x = "15.78 * (0.01875 * SafezoneH)";
y = "8 * (0.025 * SafezoneH)"; y = "8 * (0.025 * SafezoneH)";
w = "4.5 * (0.01875 * SafezoneH)"; w = "4.5 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class ValueGrid: RangeText
class ValueGrid: RangeText { {
idc = 172; idc = 172;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
x = "12.20 * (0.01875 * SafezoneH)"; x = "12.20 * (0.01875 * SafezoneH)";
y = "3.5 * (0.025 * SafezoneH)"; y = "3.5 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class TextTADS: RangeText
class TextTADS: RangeText { {
idc = 1010; idc = 1010;
text = "TADS"; text = "TADS";
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
style = 2; style = 2;
shadow = 0; shadow = 0;
x = "12.30 * (0.01875 * SafezoneH)"; x = "12.30 * (0.01875 * SafezoneH)";
y = "5 * (0.025 * SafezoneH)"; y = "5 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class ValueTime: RangeText
class ValueTime: RangeText { {
idc = 190; idc = 190;
text = "20:28:35"; text = "20:28:35";
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
x = "12.1 * (0.01875 * SafezoneH)"; x = "12.1 * (0.01875 * SafezoneH)";
y = "6.5 * (0.025 * SafezoneH)"; y = "6.5 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class CA_Laser: RscText
class CA_Laser: RscText { {
idc = 158; idc = 158;
style = "0x30 + 0x800"; style = "0x30 + 0x800";
sizeEx = "0.038 * SafezoneH"; sizeEx = "0.038*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = QPATHTOF(data\Helo_LaserON.paa); text = QPATHTOF(data\Helo_LaserON.paa);
x = "20.45 * (0.01875 * SafezoneH)"; x = "20.45 * (0.01875 * SafezoneH)";
y = "14.1 * (0.025 * SafezoneH)"; y = "14.1 * (0.025 * SafezoneH)";
w = "12.5 * (0.01875 * SafezoneH)"; w = "12.5 * (0.01875 * SafezoneH)";
h = "12 * (0.025 * SafezoneH)"; h = "12 * (0.025 * SafezoneH)";
}; };
class CA_Heading: RscText
class CA_Heading: RscText { {
idc = 156; idc = 156;
style = 0; style = 0;
sizeEx = "0.038 * SafezoneH"; sizeEx = "0.038*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "023"; text = "023";
x = "24.83 * (0.01875 * SafezoneH)"; x = "24.83 * (0.01875 * SafezoneH)";
y = "6 * (0.025 * SafezoneH)"; y = "6 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
}; };
}; };
}; };
class Rsc_ACE_Helo_UI_01: RscUnitInfo
class Rsc_ACE_Helo_UI_01: RscUnitInfo { {
controls[] = {"WeaponInfoControlsGroupRight", "CA_TextFlaresMode", "CA_TextFlares", "CA_VehicleToggles", "CA_Radar"}; controls[] = {"WeaponInfoControlsGroupRight","CA_TextFlaresMode","CA_TextFlares","CA_VehicleToggles","CA_Radar"};
}; };
class Rsc_ACE_Helo_UI_02: RscUnitInfo
class Rsc_ACE_Helo_UI_02: RscUnitInfo { {
controls[] = {"CA_TextFlaresMode", "CA_TextFlares", "CA_VehicleToggles", "CA_Radar"}; controls[] = {"CA_TextFlaresMode","CA_TextFlares","CA_VehicleToggles","CA_Radar"};
}; };
class Rsc_ACE_Drones_UI_Turret: RscUnitInfo
class Rsc_ACE_Drones_UI_Turret: RscUnitInfo { {
idd = 300; idd = 300;
controls[] = {"CA_Zeroing", "CA_IGUI_elements_group", "CA_VehicleToggles"}; controls[] = {"CA_Zeroing","CA_IGUI_elements_group","CA_VehicleToggles"};
class CA_IGUI_elements_group: RscControlsGroup
class CA_IGUI_elements_group: RscControlsGroup { {
idc = 170; idc = 170;
class VScrollbar: VScrollbar
class VScrollbar: VScrollbar { {
width = 0; width = 0;
}; };
class HScrollbar: HScrollbar
class HScrollbar: HScrollbar { {
height = 0; height = 0;
}; };
x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))";
x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))"; y = "0 * (0.025 * SafezoneH) + (SafezoneY)";
y = "0 * (0.025 * SafezoneH) + (SafezoneY)"; w = "53.5 * (0.01875 * SafezoneH)";
w = "53.5 * (0.01875 * SafezoneH)"; h = "40 * (0.025 * SafezoneH)";
h = "40 * (0.025 * SafezoneH)"; class controls
{
class controls { class CA_Distance: RscText
class CA_Distance: RscText { {
idc = 151; idc = 151;
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
x = "24.78 * (0.01875 * SafezoneH)"; x = "24.78 * (0.01875 * SafezoneH)";
y = "30.88 * (0.025 * SafezoneH)"; y = "30.88 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class CA_Speed: RangeText
class CA_Speed: RangeText { {
idc = 188; idc = 188;
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "120"; text = "120";
x = "14.78 * (0.01875 * SafezoneH)"; x = "14.78 * (0.01875 * SafezoneH)";
y = "30.88 * (0.025 * SafezoneH)"; y = "30.88 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class CA_Alt: RangeText
class CA_Alt: RangeText { {
idc = 189; idc = 189;
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "3825"; text = "3825";
x = "34.78 * (0.01875 * SafezoneH)"; x = "34.78 * (0.01875 * SafezoneH)";
y = "30.88 * (0.025 * SafezoneH)"; y = "30.88 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class ValueTime: RangeText
class ValueTime: RangeText { {
idc = 190; idc = 190;
text = "20:28:35"; text = "20:28:35";
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
x = "1.75 * (0.01875 * SafezoneH)"; x = "1.75 * (0.01875 * SafezoneH)";
y = "10.5 * (0.025 * SafezoneH)"; y = "10.5 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class CA_VisionMode: RscText
class CA_VisionMode: RscText { {
idc = 152; idc = 152;
style = 0; style = 0;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "VIS"; text = "VIS";
align = "right"; align = "right";
x = "2.6 * (0.01875 * SafezoneH)"; x = "2.6 * (0.01875 * SafezoneH)";
y = "12.0 * (0.025 * SafezoneH)"; y = "12.0 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.0 * (0.025 * SafezoneH)"; h = "1.0 * (0.025 * SafezoneH)";
}; };
class CA_FlirMode: RscText
class CA_FlirMode: RscText { {
idc = 153; idc = 153;
style = 0; style = 0;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "BHOT"; text = "BHOT";
align = "right"; align = "right";
x = "6.18 * (0.01875 * SafezoneH)"; x = "6.18 * (0.01875 * SafezoneH)";
y = "12.0 * (0.025 * SafezoneH)"; y = "12.0 * (0.025 * SafezoneH)";
w = "4.5 * (0.01875 * SafezoneH)"; w = "4.5 * (0.01875 * SafezoneH)";
h = "1.0 * (0.025 * SafezoneH)"; h = "1.0 * (0.025 * SafezoneH)";
}; };
class TgT_Grid_text: RangeText
class TgT_Grid_text: RangeText { {
idc = 1005; idc = 1005;
text = "TGT:"; text = "TGT:";
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
x = "1.20 * (0.01875 * SafezoneH)"; x = "1.20 * (0.01875 * SafezoneH)";
y = "13.5 * (0.025 * SafezoneH)"; y = "13.5 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class TGT_ValueGrid: RangeText
class TGT_ValueGrid: RangeText { {
idc = 172; idc = 172;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
colorText[] = {0.706, 0.0745, 0.0196, 0.8}; colorText[] = {0.706,0.0745,0.0196,0.8};
style = 2; style = 2;
sizeEx = "0.0295*SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
x = "5.20 * (0.01875 * SafezoneH)"; x = "5.20 * (0.01875 * SafezoneH)";
y = "13.5 * (0.025 * SafezoneH)"; y = "13.5 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class OWN_Grid_text: RangeText
class OWN_Grid_text: RangeText { {
idc = 1005; idc = 1005;
text = "OWN:"; text = "OWN:";
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
x = "1.20 * (0.01875 * SafezoneH)"; x = "1.20 * (0.01875 * SafezoneH)";
y = "15 * (0.025 * SafezoneH)"; y = "15 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class OWN_ValueGrid: RangeText
class OWN_ValueGrid: RangeText { {
idc = 171; idc = 171;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
colorText[] = {0.15, 1, 0.15, 0.8}; colorText[] = {0.15,1,0.15,0.8};
style = 2; style = 2;
sizeEx = "0.0295 * SafezoneH"; sizeEx = "0.0295*SafezoneH";
shadow = 0; shadow = 0;
x = "5.20 * (0.01875 * SafezoneH)"; x = "5.20 * (0.01875 * SafezoneH)";
y = "15 * (0.025 * SafezoneH)"; y = "15 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class CA_Laser: RscText
class CA_Laser: RscText { {
idc = 158; idc = 158;
style = "0x30 + 0x800"; style = "0x30 + 0x800";
sizeEx = "0.038 * SafezoneH"; sizeEx = "0.038*SafezoneH";
shadow = 0; shadow = 0;
align = "right"; align = "right";
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = QPATHTOF(data\Helo_LaserON.paa); text = QPATHTOF(data\Helo_LaserON.paa);
x = "20.45 * (0.01875 * SafezoneH)"; x = "20.45 * (0.01875 * SafezoneH)";
y = "14.1 * (0.025 * SafezoneH)"; y = "14.1 * (0.025 * SafezoneH)";
w = "12.5 * (0.01875 * SafezoneH)"; w = "12.5 * (0.01875 * SafezoneH)";
h = "12 * (0.025 * SafezoneH)"; h = "12 * (0.025 * SafezoneH)";
}; };
class CA_Heading: RscText
class CA_Heading: RscText { {
idc = 156; idc = 156;
style = 0; style = 0;
sizeEx = "0.038 * SafezoneH"; sizeEx = "0.038*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
text = "023"; text = "023";
align = "right"; align = "right";
x = "25 * (0.01875 * SafezoneH)"; x = "25 * (0.01875 * SafezoneH)";
y = "5 * (0.025 * SafezoneH)"; y = "5 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
}; };
}; };
}; };
class Rsc_ACE_Drones_UI_Pilots: RscUnitInfo
class Rsc_ACE_Drones_UI_Pilots: RscUnitInfo { {
idd = 300; idd = 300;
controls[] = {"WeaponInfoControlsGroupRight", "CA_BackgroundVehicle", "CA_BackgroundVehicleTitle", "CA_BackgroundVehicleTitleDark", "CA_BackgroundFuel", "CA_Vehicle", "CA_VehicleRole", "CA_HitZones", "CA_SpeedBackground", "CA_SpeedUnits", "CA_Speed", "CA_ValueFuel", "CA_AltBackground", "CA_AltUnits", "CA_Alt", "CA_VehicleToggles", "CA_Radar", "DriverOpticsGroup"}; controls[] = {"WeaponInfoControlsGroupRight","CA_BackgroundVehicle","CA_BackgroundVehicleTitle","CA_BackgroundVehicleTitleDark","CA_BackgroundFuel","CA_Vehicle","CA_VehicleRole","CA_HitZones","CA_SpeedBackground","CA_SpeedUnits","CA_Speed","CA_ValueFuel","CA_AltBackground","CA_AltUnits","CA_Alt","CA_VehicleToggles","CA_Radar","DriverOpticsGroup"};
class DriverOpticsGroup: RscControlsGroup
class DriverOpticsGroup: RscControlsGroup { {
idc = 392; idc = 392;
class VScrollbar: VScrollbar
class VScrollbar: VScrollbar { {
width = 0; width = 0;
}; };
class HScrollbar: HScrollbar
class HScrollbar: HScrollbar { {
height = 0; height = 0;
}; };
x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))"; x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))";
y = "0 * (0.025 * SafezoneH) + (SafezoneY)"; y = "0 * (0.025 * SafezoneH) + (SafezoneY)";
w = "53.5 * (0.01875 * SafezoneH)"; w = "53.5 * (0.01875 * SafezoneH)";
h = "40 * (0.025 * SafezoneH)"; h = "40 * (0.025 * SafezoneH)";
class controls
class controls { {
class TextGrid: RscText { class TextGrid: RscText
{
style = 0; style = 0;
sizeEx = "0.02 * SafezoneH"; sizeEx = "0.02*SafezoneH";
shadow = 0; shadow = 0;
font = "EtelkaMonospacePro"; font = "EtelkaMonospacePro";
idc = 1005; idc = 1005;
text = "GRID:"; text = "GRID:";
x = "5.8 * (0.01875 * SafezoneH)"; x = "5.8 * (0.01875 * SafezoneH)";
y = "31.8 * (0.025 * SafezoneH)"; y = "31.8 * (0.025 * SafezoneH)";
w = "5 * (0.01875 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class ValueGrid: TextGrid
class ValueGrid: TextGrid { {
idc = 189; idc = 189;
text = "382546"; text = "382546";
x = "10.3 * (0.01875 * SafezoneH)"; x = "10.3 * (0.01875 * SafezoneH)";
y = "31.8 * (0.025 * SafezoneH)"; y = "31.8 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class TextTime: TextGrid
class TextTime: TextGrid { {
idc = 1010; idc = 1010;
text = "TIME [UTC]:"; text = "TIME [UTC]:";
x = "5.8 * (0.01875 * SafezoneH)"; x = "5.8 * (0.01875 * SafezoneH)";
y = "32.6 * (0.025 * SafezoneH)"; y = "32.6 * (0.025 * SafezoneH)";
w = "5 * (0.01875 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class ValueTime: TextGrid
class ValueTime: TextGrid { {
idc = 101; idc = 101;
text = "20:28:35"; text = "20:28:35";
x = "10 * (0.01875 * SafezoneH)"; x = "10 * (0.01875 * SafezoneH)";
y = "32.6 * (0.025 * SafezoneH)"; y = "32.6 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class TextMag: TextGrid
class TextMag: TextGrid { {
idc = 1011; idc = 1011;
text = "CAM MAG:"; text = "CAM MAG:";
x = "5.8 * (0.01875 * SafezoneH)"; x = "5.8 * (0.01875 * SafezoneH)";
y = "7 * (0.025 * SafezoneH)"; y = "7 * (0.025 * SafezoneH)";
w = "5 * (0.01875 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class OpticsZoom: TextGrid
class OpticsZoom: TextGrid { {
idc = 192; idc = 192;
text = "28x"; text = "28x";
x = "10.3 * (0.01875 * SafezoneH)"; x = "10.3 * (0.01875 * SafezoneH)";
y = "7 * (0.025 * SafezoneH)"; y = "7 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class BorderLineSpdTop: RscPicture
class BorderLineSpdTop: RscPicture { {
idc = 1203; idc = 1203;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\border_line_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\border_line_ca.paa";
x = "3.343 * (0.01875 * SafezoneH)"; x = "3.343 * (0.01875 * SafezoneH)";
y = "12.4 * (0.025 * SafezoneH)"; y = "12.4 * (0.025 * SafezoneH)";
w = "3 * (0.01875 * SafezoneH)"; w = "3 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class BorderLineSpdBottom: RscPicture
class BorderLineSpdBottom: RscPicture { {
idc = 1207; idc = 1207;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\border_line_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\border_line_ca.paa";
x = "3.343 * (0.01875 * SafezoneH)"; x = "3.343 * (0.01875 * SafezoneH)";
y = "26.5 * (0.025 * SafezoneH)"; y = "26.5 * (0.025 * SafezoneH)";
w = "3 * (0.01875 * SafezoneH)"; w = "3 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class BorderLineAltTop: RscPicture
class BorderLineAltTop: RscPicture { {
idc = 1205; idc = 1205;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\border_line_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\border_line_ca.paa";
x = "47.16 * (0.01875 * SafezoneH)"; x = "47.16 * (0.01875 * SafezoneH)";
y = "12.4 * (0.025 * SafezoneH)"; y = "12.4 * (0.025 * SafezoneH)";
w = "3 * (0.01875 * SafezoneH)"; w = "3 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class BorderLineAltBottom: RscPicture
class BorderLineAltBottom: RscPicture { {
idc = 1206; idc = 1206;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\border_line_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\border_line_ca.paa";
x = "47.16 * (0.01875 * SafezoneH)"; x = "47.16 * (0.01875 * SafezoneH)";
y = "26.5 * (0.025 * SafezoneH)"; y = "26.5 * (0.025 * SafezoneH)";
w = "3 * (0.01875 * SafezoneH)"; w = "3 * (0.01875 * SafezoneH)";
h = "1 * (0.025 * SafezoneH)"; h = "1 * (0.025 * SafezoneH)";
}; };
class TextSpd: TextGrid
class TextSpd: TextGrid { {
idc = 1004; idc = 1004;
text = "SPD"; text = "SPD";
x = "4.8 * (0.01875 * SafezoneH)"; x = "4.8 * (0.01875 * SafezoneH)";
y = "11.8 * (0.025 * SafezoneH)"; y = "11.8 * (0.025 * SafezoneH)";
w = "5 * (0.01875 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class SpeedValueBorder: RscPicture
class SpeedValueBorder: RscPicture { {
idc = 1200; idc = 1200;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\altimeter_value_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\altimeter_value_ca.paa";
x = "6.3 * (0.01875 * SafezoneH)"; x = "6.3 * (0.01875 * SafezoneH)";
y = "19 * (0.025 * SafezoneH)"; y = "19 * (0.025 * SafezoneH)";
w = "5 * (0.01875 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)";
h = "2 * (0.025 * SafezoneH)"; h = "2 * (0.025 * SafezoneH)";
}; };
class CA_Speed: TextGrid
class CA_Speed: TextGrid { {
idc = 190; idc = 190;
sizeEx = "0.03*SafezoneH"; sizeEx = "0.03*SafezoneH";
text = "120"; text = "120";
x = "7.5 * (0.01875 * SafezoneH)"; x = "7.5 * (0.01875 * SafezoneH)";
y = "19.5 * (0.025 * SafezoneH)"; y = "19.5 * (0.025 * SafezoneH)";
w = "6 * (0.01875 * SafezoneH)"; w = "6 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class AnalogueSpeed: RscLadderPicture
class AnalogueSpeed: RscLadderPicture { {
idc = 384; idc = 384;
topValue = 1312; topValue = 1312;
bottomValue = -345; bottomValue = -345;
visibleRange = -1; visibleRange = -1;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\UAVspeedLadder_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\UAVspeedLadder_ca.paa";
x = "1.5 * (0.01875 * SafezoneH)"; x = "1.5 * (0.01875 * SafezoneH)";
y = "13 * (0.025 * SafezoneH)"; y = "13 * (0.025 * SafezoneH)";
w = "5 * (0.01875 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)";
h = "14 * (0.025 * SafezoneH)"; h = "14 * (0.025 * SafezoneH)";
}; };
class TextAlt: TextGrid
class TextAlt: TextGrid { {
idc = 1006; idc = 1006;
text = "ALT"; text = "ALT";
x = "46.9 * (0.01875 * SafezoneH)"; x = "46.9 * (0.01875 * SafezoneH)";
y = "11.8 * (0.025 * SafezoneH)"; y = "11.8 * (0.025 * SafezoneH)";
w = "5 * (0.01875 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class AltValueBorder: RscPicture
class AltValueBorder: RscPicture { {
idc = 1201; idc = 1201;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\airspeed_value_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\airspeed_value_ca.paa";
x = "42.25 * (0.01875 * SafezoneH)"; x = "42.25 * (0.01875 * SafezoneH)";
y = "19 * (0.025 * SafezoneH)"; y = "19 * (0.025 * SafezoneH)";
w = "5 * (0.01875 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)";
h = "2 * (0.025 * SafezoneH)"; h = "2 * (0.025 * SafezoneH)";
}; };
class CA_Alt: TextGrid
class CA_Alt: TextGrid { {
idc = 191; idc = 191;
sizeEx = "0.03 * SafezoneH"; sizeEx = "0.03*SafezoneH";
style = 1; style = 1;
text = "3825"; text = "3825";
x = "43 * (0.01875 * SafezoneH)"; x = "43 * (0.01875 * SafezoneH)";
y = "19.5 * (0.025 * SafezoneH)"; y = "19.5 * (0.025 * SafezoneH)";
w = "3.2 * (0.01875 * SafezoneH)"; w = "3.2 * (0.01875 * SafezoneH)";
h = "1.2 * (0.025 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)";
}; };
class AnalogueAlt: RscLadderPicture
class AnalogueAlt: RscLadderPicture { {
idc = 385; idc = 385;
topValue = 14430; topValue = 14430;
bottomValue = -2110; bottomValue = -2110;
visibleRange = -1; visibleRange = -1;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\UAValtLadder_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\UAValtLadder_ca.paa";
x = "47 * (0.01875 * SafezoneH)"; x = "47 * (0.01875 * SafezoneH)";
y = "13 * (0.025 * SafezoneH)"; y = "13 * (0.025 * SafezoneH)";
w = "2.5 * (0.01875 * SafezoneH)"; w = "2.5 * (0.01875 * SafezoneH)";
h = "14 * (0.025 * SafezoneH)"; h = "14 * (0.025 * SafezoneH)";
}; };
class AnalogueHorizon: RscLadderPicture
class AnalogueHorizon: RscLadderPicture { {
idc = 383; idc = 383;
topValue = 90; topValue = 90;
bottomValue = -90; bottomValue = -90;
visibleRange = -1; visibleRange = -1;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\horizon_ladder_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\horizon_ladder_ca.paa";
x = "16.75 * (0.01875 * SafezoneH)"; x = "16.75 * (0.01875 * SafezoneH)";
y = "5 * (0.025 * SafezoneH)"; y = "5 * (0.025 * SafezoneH)";
w = "20 * (0.01875 * SafezoneH)"; w = "20 * (0.01875 * SafezoneH)";
h = "30 * (0.025 * SafezoneH)"; h = "30 * (0.025 * SafezoneH)";
}; };
class HorizonCenter: RscPicture
class HorizonCenter: RscPicture { {
idc = 1202; idc = 1202;
text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\horizon_aircraft_ca.paa"; text = "\A3\Ui_f\data\IGUI\Cfg\HelicopterHUD\horizon_aircraft_ca.paa";
x = "24.75 * (0.01875 * SafezoneH)"; x = "24.75 * (0.01875 * SafezoneH)";
y = "19 * (0.025 * SafezoneH)"; y = "19 * (0.025 * SafezoneH)";
w = "4 * (0.01875 * SafezoneH)"; w = "4 * (0.01875 * SafezoneH)";
h = "2 * (0.025 * SafezoneH)"; h = "2 * (0.025 * SafezoneH)";
}; };
}; };
}; };

View File

@ -8,7 +8,7 @@ class CfgPatches {
requiredVersion = REQUIRED_VERSION; requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"}; requiredAddons[] = {"ace_common"};
author = ECSTRING(common,ACETeam); author = ECSTRING(common,ACETeam);
authors[] = {"KoffeinFlummi", "Crusty", "commy2", "jaynus", "Kimi"}; authors[] = {"KoffeinFlummi","Crusty","commy2","jaynus","Kimi"};
url = ECSTRING(main,URL); url = ECSTRING(main,URL);
VERSION_CONFIG; VERSION_CONFIG;

View File

@ -0,0 +1,24 @@
acceleration = 300;
maxSpeed = 936;
irScanRangeMin = 500;
irScanRangeMax = 5000;
aileronSensitivity = 0.64;
elevatorSensitivity = 0.682;
rudderInfluence = 0.001;
aileronControlsSensitivityCoef = 3;
elevatorControlsSensitivity = 2;
rudderControlsSensitivityoef = 4;
elevatorCoef[] = {0.6,0.73,0.62,0.52,0.39,0.33,0.28};
aileronCoef[] = {0.5,0.68,0.75,0.86,0.92,0.96,1};
rudderCoef[] = {0.9,0.75,0.58,0.45,0.38,0.35,0.3};
envelope[] = {0,0.06,1.2,3,3.6,3.75,3.65,3.45,3.3,2.8,2.4,1.9,1.5};
angleOfIndicence = 0.0523599; //determines velocity vector behaviour, how quickly it catches up with where your nose is pointing, I think
draconicForceXCoef = 7.5; //max angle of attack, lower value gives higher aoa
draconicForceYCoef = 0.2198; //Something to do with bleed off of speed, low values seem to increase bleed off
draconicForceZCoef = 5.12; //????
draconicTorqueXCoef = 0.18; //resistance to elevator input, also impacts speed degradation
draconicTorqueYCoef = 0.000017;
thrustCoef[] = {1.3,1.27,1.24,1.2,1.17,1.15,1.13,1.1,1.06,1,0.94,0.72,0.51,0.4,0.25,0};
gunAimDown = 0.029;
flapsFrictionCoef = 0.32;

View File

@ -0,0 +1,22 @@
maxSpeed = 736;
aileronSensitivity = 0.85;
elevatorSensitivity = 0.75;
rudderInfluence = 0.001;
aileronControlsSensitivityCoef = 3;
elevatorControlsSensitivity = 2;
rudderControlsSensitivityoef = 4;
elevatorCoef[] = {0.7,0.75,0.75,0.65,0.55,0.45,0.35};
aileronCoef[] = {0.6,0.85,0.88,0.92,0.95,0.97,1};
rudderCoef[] = {0.8,0.75,0.65,0.5,0.4,0.33,0.3};
flapsFrictionCoef = 0.35;
angleOfIndicence = 0.0523599;
draconicForceXCoef = 9.5;
draconicForceYCoef = 0.56;
draconicForceZCoef = 0.1;
draconicTorqueXCoef = 0.58;
draconicTorqueYCoef = 0.00013;
envelope[] = {0,0,0.75,2.4,3.6,3.8,3.7,3.2,2.2,1.7,0.9};
thrustCoef[] = {1,1.2,1.3,1.25,1.06,1.01,1,0.92,0.75,0.65,0.5,0.25,0};
acceleration = 265;
landingSpeed = 220;

View File

@ -0,0 +1,21 @@
maxSpeed = 1059;
acceleration = 300;
aileronSensitivity = 0.635;
elevatorSensitivity = 0.814;
rudderInfluence = 0.001;
aileronControlsSensitivityCoef = 3;
elevatorControlsSensitivity = 2;
rudderControlsSensitivityoef = 4;
elevatorCoef[] = {0.6,0.76,0.7,0.65,0.58,0.47,0.43};
aileronCoef[] = {0.5,0.85,0.87,0.89,0.92,0.95,1};
rudderCoef[] = {0.8,0.7,0.6,0.5,0.4,0.32,0.27};
angleOfIndicence = 0.0523599;
draconicForceXCoef = 7.6;
draconicForceYCoef = 0.75;
draconicForceZCoef = 0.085;
draconicTorqueXCoef = 0.815;
draconicTorqueYCoef = 0.000152;
envelope[] = {0,0.446,1.5,3.9,5.2,4.8,4.2,3.5,2,1,0.5};
thrustCoef[] = {1,1.2,1.7,1.7,1.65,1.54,1.32,1.1,0.95,0.75,0.5,0.35,0};
flapsFrictionCoef = 0.32;

View File

@ -4,6 +4,7 @@
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE // #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS // #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_AIRCRAFT #ifdef DEBUG_ENABLED_AIRCRAFT

View File

@ -1,6 +1,18 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Aircraft"> <Package name="Aircraft">
<Key ID="STR_ACE_Aircraft_CMFlareLauncher_Burst_Name">
<English>Burst</English>
<German>Feuerstoß</German>
<Spanish>Ráfaga</Spanish>
<Polish>Seria</Polish>
<Czech>Dávka</Czech>
<French>Rafale</French>
<Russian>Очередь</Russian>
<Hungarian>Sorozat</Hungarian>
<Portuguese>Rajada</Portuguese>
<Italian>Raffica</Italian>
</Key>
<Key ID="STR_ACE_Aircraft_gatling_20mm_Name"> <Key ID="STR_ACE_Aircraft_gatling_20mm_Name">
<English>XM301</English> <English>XM301</English>
<German>XM301</German> <German>XM301</German>
@ -12,10 +24,6 @@
<Hungarian>XM301</Hungarian> <Hungarian>XM301</Hungarian>
<Portuguese>XM301</Portuguese> <Portuguese>XM301</Portuguese>
<Italian>XM301</Italian> <Italian>XM301</Italian>
<Japanese>XM301</Japanese>
<Korean>XM301</Korean>
<Chinese>XM301</Chinese>
<Chinesesimp>XM301</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Aircraft_OpenCargoRamp"> <Key ID="STR_ACE_Aircraft_OpenCargoRamp">
<English>Open Cargo Door</English> <English>Open Cargo Door</English>
@ -28,10 +36,6 @@
<Russian>Открыть грузовой отсек</Russian> <Russian>Открыть грузовой отсек</Russian>
<Italian>Apri la rampa di carico</Italian> <Italian>Apri la rampa di carico</Italian>
<Portuguese>Abrir porta de carga</Portuguese> <Portuguese>Abrir porta de carga</Portuguese>
<Japanese>カーゴ ドアを開く</Japanese>
<Korean>화물칸 개방</Korean>
<Chinese>開啟貨艙門</Chinese>
<Chinesesimp>开启货舱门</Chinesesimp>
</Key> </Key>
<Key ID="STR_ACE_Aircraft_CloseCargoRamp"> <Key ID="STR_ACE_Aircraft_CloseCargoRamp">
<English>Close Cargo Door</English> <English>Close Cargo Door</English>
@ -44,10 +48,6 @@
<Russian>Закрыть грузовой отсек</Russian> <Russian>Закрыть грузовой отсек</Russian>
<Italian>Chiudi la rampa di carico</Italian> <Italian>Chiudi la rampa di carico</Italian>
<Portuguese>Fechar porta de carga</Portuguese> <Portuguese>Fechar porta de carga</Portuguese>
<Japanese>カーゴ ドアを閉じる</Japanese>
<Korean>화물칸 폐쇄</Korean>
<Chinese>關閉貨艙門</Chinese>
<Chinesesimp>关闭货舱门</Chinesesimp>
</Key> </Key>
</Package> </Package>
</Project> </Project>

View File

@ -4,6 +4,7 @@
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE // #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS // #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_APL #ifdef DEBUG_ENABLED_APL

View File

@ -2,10 +2,6 @@
#define ST_RIGHT 1 #define ST_RIGHT 1
#define ST_CENTER 2 #define ST_CENTER 2
#define ST_WITH_RECT 160
#define LB_TEXTURES 0x10
class ATragMX_RscText { class ATragMX_RscText {
idc=-1; idc=-1;
type=0; type=0;
@ -97,7 +93,7 @@ class ATragMX_RscToolbox {
class ATragMX_RscListBox { class ATragMX_RscListBox {
idc=-1; idc=-1;
type=5; type=5;
style=LB_TEXTURES; style=0;
font="TahomaB"; font="TahomaB";
sizeEx=0.028; sizeEx=0.028;
rowHeight=0.03; rowHeight=0.03;
@ -117,14 +113,13 @@ class ATragMX_RscListBox {
soundSelect[]={"",0.09,1}; soundSelect[]={"",0.09,1};
class ScrollBar { class ScrollBar {
width=0.05; color[]={1,1,1,0.6};
color[]={0.15,0.21,0.23,0.3}; colorActive[]={1,1,1,1};
colorActive[]={0.15,0.21,0.23,0.3}; colorDisabled[]={1,1,1,0.3};
colorDisabled[]={0.15,0.21,0.23,0.3}; //thumb="\ca\ui\data\igui_scrollbar_thumb_ca.paa";
arrowEmpty="\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; //arrowFull="\ca\ui\data\igui_arrow_top_active_ca.paa";
arrowFull="\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; //arrowEmpty="\ca\ui\data\igui_arrow_top_ca.paa";
border="\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; //border="\ca\ui\data\igui_border_scroll_ca.paa";
thumb="\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa";
}; };
class ListScrollBar : ScrollBar { class ListScrollBar : ScrollBar {
@ -133,6 +128,7 @@ class ATragMX_RscListBox {
class ATragMX_RscListNBox: ATragMX_RscListBox { class ATragMX_RscListNBox: ATragMX_RscListBox {
idc=-1; idc=-1;
type=102; type=102;
columns[]={0.0, 0.225, 0.475, 0.7};
drawSideArrows=0; drawSideArrows=0;
idcLeft=-1; idcLeft=-1;
idcRight=-1; idcRight=-1;
@ -354,7 +350,6 @@ class ATragMX_Display {
colorBackground[]={0.15,0.21,0.23,0.3}; colorBackground[]={0.15,0.21,0.23,0.3};
colorFocused[]={0.15,0.21,0.23,0.2}; colorFocused[]={0.15,0.21,0.23,0.2};
text="MV"; text="MV";
action=QUOTE(0 call FUNC(toggle_muzzle_velocity_data));
}; };
class TEXT_MUZZLE_VELOCITY_OUTPUT: TEXT_BORE_HEIGHT_OUTPUT { class TEXT_MUZZLE_VELOCITY_OUTPUT: TEXT_BORE_HEIGHT_OUTPUT {
idc=130; idc=130;
@ -388,18 +383,18 @@ class ATragMX_Display {
y=0.265*safezoneH+safezoneY+0.320; y=0.265*safezoneH+safezoneY+0.320;
text=""; text="";
}; };
class TEXT_BAROMETRIC_PRESSURE: TEXT_TEMPERATURE { class TEXT_BAROMETRIC_PRESSURE: TEXT_AIR_FRICTION {
idc=21; idc=21;
x=0.550*safezoneW+safezoneX+0.20; x=0.550*safezoneW+safezoneX+0.20;
y=0.265*safezoneH+safezoneY+0.355;
text="BP"; text="BP";
}; };
class TEXT_BAROMETRIC_PRESSURE_OUTPUT: TEXT_TEMPERATURE_OUTPUT { class TEXT_BAROMETRIC_PRESSURE_OUTPUT: TEXT_TEMPERATURE_OUTPUT {
idc=210; idc=210;
y=0.265*safezoneH+safezoneY+0.355; y=0.265*safezoneH+safezoneY+0.355;
}; };
class TEXT_RELATIVE_HUMIDITY: TEXT_BAROMETRIC_PRESSURE { class TEXT_RELATIVE_HUMIDITY: TEXT_AIR_FRICTION {
idc=22; idc=22;
x=0.550*safezoneW+safezoneX+0.20;
y=0.265*safezoneH+safezoneY+0.390; y=0.265*safezoneH+safezoneY+0.390;
text="RH"; text="RH";
}; };
@ -531,7 +526,7 @@ class ATragMX_Display {
}; };
class TEXT_ELEVATION_OUTPUT_ABSOLUTE: ATragMX_RscText { class TEXT_ELEVATION_OUTPUT_ABSOLUTE: ATragMX_RscText {
idc=400; idc=400;
style=ST_WITH_RECT+ST_RIGHT; style=160;
sizeEx=0.025; sizeEx=0.025;
w=0.065; w=0.065;
h=0.032; h=0.032;
@ -611,40 +606,17 @@ class ATragMX_Display {
class TEXT_SCOPE_CLICK_NUMBER: TEXT_GUN_LIST { class TEXT_SCOPE_CLICK_NUMBER: TEXT_GUN_LIST {
idc=2001; idc=2001;
style=ST_CENTER; style=ST_CENTER;
w=0.025; w=0.03;
x=0.550*safezoneW+safezoneX+0.27; x=0.550*safezoneW+safezoneX+0.27;
text="4"; text="4";
action=QUOTE(call FUNC(toggle_solution_setup)); action=QUOTE(call FUNC(toggle_solution_setup));
}; };
class TEXT_OPTIONS: TEXT_GUN_LIST { class TEXT_CALCULATE: TEXT_SCOPE_UNIT {
idc=3000; idc=3000;
style=ST_RIGHT; style=ST_RIGHT;
x=0.550*safezoneW+safezoneX+0.3; x=0.550*safezoneW+safezoneX+0.3;
text="Options"; text="Calc";
action=QUOTE(false call FUNC(toggle_option_menu)); action=QUOTE(call FUNC(calculate_target_solution));
};
class TEXT_OPTIONS_BACKGROUND: ATragMX_RscButton {
idc=3001;
colorBackground[]={0.15,0.21,0.23,0.2};
colorBackgroundActive[]={0.15,0.21,0.23,0.2};
colorFocused[]={0.15,0.21,0.23,0.2};
x=0.550*safezoneW+safezoneX+0.105;
y=0.265*safezoneH+safezoneY+0.17;
w=0.3;
h=0.535;
offsetPressedX=0.0;
offsetPressedY=0.0;
action=QUOTE(false call FUNC(toggle_option_menu));
};
class TEXT_OPTIONS_LIST_OUTPUT: ATragMX_RscListBox {
idc=3002;
style=0;
w=0.17;
h=0.28;
x=0.550*safezoneW+safezoneX+0.225;
y=0.265*safezoneH+safezoneY+0.355;
sizeEx=0.025;
onMouseButtonClick=QUOTE(true call FUNC(toggle_option_menu));
}; };
class TEXT_RANGE_CARD_SCOPE_UNIT: TEXT_GUN_PROFILE { class TEXT_RANGE_CARD_SCOPE_UNIT: TEXT_GUN_PROFILE {
@ -694,7 +666,6 @@ class ATragMX_Display {
}; };
class TEXT_RANGE_CARD_OUTPUT: ATragMX_RscListNBox { class TEXT_RANGE_CARD_OUTPUT: ATragMX_RscListNBox {
idc=5007; idc=5007;
columns[]={0.0, 0.225, 0.475, 0.7};
idcLeft=50061; idcLeft=50061;
idcRight=50062; idcRight=50062;
w=0.285; w=0.285;
@ -703,17 +674,16 @@ class ATragMX_Display {
y=0.265*safezoneH+safezoneY+0.27; y=0.265*safezoneH+safezoneY+0.27;
}; };
class TEXT_GUN_LIST_OUTPUT: ATragMX_RscListNBox { class TEXT_GUN_LIST_OUTPUT: ATragMX_RscListBox {
idc=6000; idc=6000;
columns[]={-0.05};
w=0.16; w=0.16;
h=0.45; h=0.45;
x=0.550*safezoneW+safezoneX+0.11; x=0.550*safezoneW+safezoneX+0.11;
y=0.265*safezoneH+safezoneY+0.24; y=0.265*safezoneH+safezoneY+0.24;
sizeEx=0.018; sizeEx=0.025;
colorSelectBackground[]={0.15,0.21,0.23,0.3}; colorSelectBackground[]={0.15,0.21,0.23,0.3};
colorSelectBackground2[]={0.15,0.21,0.23,0.3}; colorSelectBackground2[]={0.15,0.21,0.23,0.3};
onLBDblClick=QUOTE(true call FUNC(toggle_gun_list)); onMouseButtonDblClick=QUOTE(true call FUNC(toggle_gun_list));
}; };
class TEXT_GUN_LIST_COLUMN_CAPTION: TEXT_GUN_PROFILE { class TEXT_GUN_LIST_COLUMN_CAPTION: TEXT_GUN_PROFILE {
idc=6001; idc=6001;
@ -796,9 +766,8 @@ class ATragMX_Display {
class TEXT_TARGET_RANGE_ASSIST_TARGET_SIZE: TEXT_TARGET_RANGE_ASSIST_MEASUREMENT_METHOD { class TEXT_TARGET_RANGE_ASSIST_TARGET_SIZE: TEXT_TARGET_RANGE_ASSIST_MEASUREMENT_METHOD {
idc=7003; idc=7003;
style=ST_RIGHT; style=ST_RIGHT;
x=0.550*safezoneW+safezoneX+0.092; x=0.550*safezoneW+safezoneX+0.10;
y=0.265*safezoneH+safezoneY+0.4; y=0.265*safezoneH+safezoneY+0.4;
w=0.128;
text="Target Size"; text="Target Size";
}; };
class TEXT_TARGET_RANGE_ASSIST_IMAGE_SIZE: TEXT_TARGET_RANGE_ASSIST_TARGET_SIZE { class TEXT_TARGET_RANGE_ASSIST_IMAGE_SIZE: TEXT_TARGET_RANGE_ASSIST_TARGET_SIZE {
@ -905,22 +874,22 @@ class ATragMX_Display {
class TEXT_TARGET_SPEED_ASSIST_TARGET_RANGE: TEXT_TARGET_RANGE_ASSIST_TARGET_SIZE { class TEXT_TARGET_SPEED_ASSIST_TARGET_RANGE: TEXT_TARGET_RANGE_ASSIST_TARGET_SIZE {
idc=8000; idc=8000;
x=0.550*safezoneW+safezoneX+0.12; x=0.550*safezoneW+safezoneX+0.13;
text="Target Range"; text="Target Range";
}; };
class TEXT_TARGET_SPEED_ASSIST_NUM_TICKS: TEXT_TARGET_RANGE_ASSIST_IMAGE_SIZE { class TEXT_TARGET_SPEED_ASSIST_NUM_TICKS: TEXT_TARGET_RANGE_ASSIST_IMAGE_SIZE {
idc=8001; idc=8001;
x=0.550*safezoneW+safezoneX+0.12; x=0.550*safezoneW+safezoneX+0.13;
text="Num Ticks"; text="Num Ticks";
}; };
class TEXT_TARGET_SPEED_ASSIST_TIME: TEXT_TARGET_RANGE_ASSIST_ANGLE { class TEXT_TARGET_SPEED_ASSIST_TIME: TEXT_TARGET_RANGE_ASSIST_ANGLE {
idc=8002; idc=8002;
x=0.550*safezoneW+safezoneX+0.12; x=0.550*safezoneW+safezoneX+0.13;
text="Time (secs)"; text="Time (secs)";
}; };
class TEXT_TARGET_SPEED_ASSIST_TARGET_ESTIMATED_SPEED: TEXT_TARGET_RANGE_ASSIST_ESTIMATED_RANGE { class TEXT_TARGET_SPEED_ASSIST_TARGET_ESTIMATED_SPEED: TEXT_TARGET_RANGE_ASSIST_ESTIMATED_RANGE {
idc=8003; idc=8003;
x=0.550*safezoneW+safezoneX+0.12; x=0.550*safezoneW+safezoneX+0.13;
text="Est Speed"; text="Est Speed";
}; };
class TEXT_TARGET_SPEED_ASSIST_TARGET_RANGE_INPUT: TEXT_TARGET_RANGE_ASSIST_TARGET_SIZE_INPUT { class TEXT_TARGET_SPEED_ASSIST_TARGET_RANGE_INPUT: TEXT_TARGET_RANGE_ASSIST_TARGET_SIZE_INPUT {
@ -1071,8 +1040,6 @@ class ATragMX_Display {
x=0.550*safezoneW+safezoneX+0.12; x=0.550*safezoneW+safezoneX+0.12;
y=0.265*safezoneH+safezoneY+0.28; y=0.265*safezoneH+safezoneY+0.28;
text=""; text="";
onKeyDown=QUOTE(call FUNC(trim_gun_name));
onKeyUp=QUOTE(call FUNC(trim_gun_name));
}; };
class TEXT_ADD_NEW_GUN_OK: ATragMX_RscButton { class TEXT_ADD_NEW_GUN_OK: ATragMX_RscButton {
idc=11002; idc=11002;
@ -1501,343 +1468,5 @@ class ATragMX_Display {
y=0.265*safezoneH+safezoneY+0.55; y=0.265*safezoneH+safezoneY+0.55;
action=QUOTE(0 call FUNC(toggle_solution_setup)); action=QUOTE(0 call FUNC(toggle_solution_setup));
}; };
class TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE: TEXT_BORE_HEIGHT {
idc=16000;
w=0.22;
y=0.265*safezoneH+safezoneY+0.25;
sizeEx=0.022;
text="Temperature";
};
class TEXT_MUZZLE_VELOCITY_DATA_MUZZLE_VELOCITY: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE {
idc=16001;
x=0.550*safezoneW+safezoneX+0.215;
sizeEx=0.022;
text="Muzzle velocity";
};
class TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_1: ATragMX_RscEdit {
idc=160021;
w=0.082;
h=0.035;
x=0.550*safezoneW+safezoneX+0.128;
y=0.265*safezoneH+safezoneY+0.29;
text="0";
};
class TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_2: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_1 {
idc=160022;
y=0.265*safezoneH+safezoneY+0.325;
};
class TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_3: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_1 {
idc=160023;
y=0.265*safezoneH+safezoneY+0.360;
};
class TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_4: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_1 {
idc=160024;
y=0.265*safezoneH+safezoneY+0.395;
};
class TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_5: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_1 {
idc=160025;
y=0.265*safezoneH+safezoneY+0.430;
};
class TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_6: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_1 {
idc=160026;
y=0.265*safezoneH+safezoneY+0.465;
};
class TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_7: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_1 {
idc=160027;
y=0.265*safezoneH+safezoneY+0.500;
};
class TEXT_MUZZLE_VELOCITY_DATA_MUZZLE_VELOCITY_INPUT_1: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_1 {
idc=160031;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_MUZZLE_VELOCITY_DATA_MUZZLE_VELOCITY_INPUT_2: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_2 {
idc=160032;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_MUZZLE_VELOCITY_DATA_MUZZLE_VELOCITY_INPUT_3: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_3 {
idc=160033;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_MUZZLE_VELOCITY_DATA_MUZZLE_VELOCITY_INPUT_4: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_4 {
idc=160034;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_MUZZLE_VELOCITY_DATA_MUZZLE_VELOCITY_INPUT_5: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_5 {
idc=160035;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_MUZZLE_VELOCITY_DATA_MUZZLE_VELOCITY_INPUT_6: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_6 {
idc=160036;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_MUZZLE_VELOCITY_DATA_MUZZLE_VELOCITY_INPUT_7: TEXT_MUZZLE_VELOCITY_DATA_TEMPERATURE_INPUT_7 {
idc=160037;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_MUZZLE_VELOCITY_DATA_CLEAR: TEXT_TARGET_DATA_NEXT {
idc=16004;
style=ST_CENTER;
h=0.035;
y=0.265*safezoneH+safezoneY+0.3625;
text="Clear";
action=QUOTE(call FUNC(clear_muzzle_velocity_data));
};
class TEXT_MUZZLE_VELOCITY_DATA_QUESTIONMARK: TEXT_MUZZLE_VELOCITY_DATA_CLEAR {
idc=16005;
y=0.265*safezoneH+safezoneY+0.430;
text="?";
action="";
};
class TEXT_MUZZLE_VELOCITY_DATA_DONE: TEXT_TARGET_DATA_DONE {
idc=16006;
action=QUOTE(1 call FUNC(toggle_muzzle_velocity_data));
};
class TEXT_MUZZLE_VELOCITY_DATA_CANCEL: TEXT_TARGET_DATA_CANCEL {
idc=16007;
action=QUOTE(0 call FUNC(toggle_muzzle_velocity_data));
};
class TEXT_MUZZLE_VELOCITY_DATA_PREV: TEXT_TARGET_DATA_PREV {
idc=16008;
};
class TEXT_MUZZLE_VELOCITY_DATA_NEXT: TEXT_TARGET_DATA_NEXT {
idc=16009;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE: TEXT_BORE_HEIGHT {
idc=17000;
w=0.22;
x=0.550*safezoneW+safezoneX+0.15;
y=0.265*safezoneH+safezoneY+0.25;
sizeEx=0.022;
text="Meters";
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_C1_BALLISTIC_COEFFICIENT: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE {
idc=17001;
x=0.550*safezoneW+safezoneX+0.235;
sizeEx=0.022;
text="BC-Coef";
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_1: ATragMX_RscEdit {
idc=170021;
w=0.082;
h=0.035;
x=0.550*safezoneW+safezoneX+0.128;
y=0.265*safezoneH+safezoneY+0.29;
text="0";
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_2: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_1 {
idc=170022;
y=0.265*safezoneH+safezoneY+0.325;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_3: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_1 {
idc=170023;
y=0.265*safezoneH+safezoneY+0.360;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_4: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_1 {
idc=170024;
y=0.265*safezoneH+safezoneY+0.395;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_5: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_1 {
idc=170025;
y=0.265*safezoneH+safezoneY+0.430;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_6: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_1 {
idc=170026;
y=0.265*safezoneH+safezoneY+0.465;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_7: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_1 {
idc=170027;
y=0.265*safezoneH+safezoneY+0.500;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_C1_BALLISTIC_COEFFICIENT_INPUT_1: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_1 {
idc=170031;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_C1_BALLISTIC_COEFFICIENT_INPUT_2: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_2 {
idc=170032;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_C1_BALLISTIC_COEFFICIENT_INPUT_3: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_3 {
idc=170033;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_C1_BALLISTIC_COEFFICIENT_INPUT_4: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_4 {
idc=170034;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_C1_BALLISTIC_COEFFICIENT_INPUT_5: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_5 {
idc=170035;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_C1_BALLISTIC_COEFFICIENT_INPUT_6: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_6 {
idc=170036;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_C1_BALLISTIC_COEFFICIENT_INPUT_7: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DISTANCE_INPUT_7 {
idc=170037;
x=0.550*safezoneW+safezoneX+0.225;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_QUESTIONMARK: TEXT_TARGET_DATA_NEXT {
idc=17004;
style=ST_CENTER;
w=0.04;
h=0.035;
y=0.265*safezoneH+safezoneY+0.35;
text="?";
action="";
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_CLEAR: TEXT_C1_BALLISTIC_COEFFICIENT_DATA_QUESTIONMARK {
idc=17005;
w=0.07;
y=0.265*safezoneH+safezoneY+0.4175;
text="Clear";
action=QUOTE(call FUNC(clear_c1_ballistic_coefficient_data));
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_DONE: TEXT_TARGET_DATA_DONE {
idc=17006;
action=QUOTE(1 call FUNC(toggle_c1_ballistic_coefficient_data));
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_CANCEL: TEXT_TARGET_DATA_CANCEL {
idc=17007;
action=QUOTE(0 call FUNC(toggle_c1_ballistic_coefficient_data));
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_PREV: TEXT_TARGET_DATA_PREV {
idc=17008;
};
class TEXT_C1_BALLISTIC_COEFFICIENT_DATA_NEXT: TEXT_TARGET_DATA_NEXT {
idc=17009;
};
class TEXT_TRUING_DROP_ZERO_RANGE: ATragMX_RscText {
idc=18000;
style=ST_LEFT;
x=0.550*safezoneW+safezoneX+0.115;
y=0.265*safezoneH+safezoneY+0.220;
w=0.135;
h=0.03;
sizeEx=0.025;
text="ZR=100meters";
};
class TEXT_TRUING_DROP_DROP_UNIT: TEXT_TRUING_DROP_ZERO_RANGE {
idc=18001;
style=ST_LEFT;
x=0.550*safezoneW+safezoneX+0.25;
text="Drop=mil";
};
class TEXT_TRUING_DROP_TARGET_RANGE: TEXT_TRUING_DROP_ZERO_RANGE {
idc=18002;
y=0.265*safezoneH+safezoneY+0.35;
sizeEx=0.027;
text="Target Range";
};
class TEXT_TRUING_DROP_DROP: TEXT_TRUING_DROP_TARGET_RANGE {
idc=18003;
w=0.07;
y=0.265*safezoneH+safezoneY+0.40;
text="Drop";
};
class TEXT_TRUING_DROP_MUZZLE_VELOCITY: TEXT_TRUING_DROP_DROP {
idc=18004;
y=0.265*safezoneH+safezoneY+0.50;
text="MV";
};
class TEXT_TRUING_DROP_C1_BALLISTIC_COEFFICIENT: TEXT_TRUING_DROP_DROP {
idc=18005;
y=0.265*safezoneH+safezoneY+0.55;
text="C1";
};
class TEXT_TRUING_DROP_DROP_OUTPUT: ATragMX_RscEdit {
idc=18006;
style=ST_WITH_RECT+ST_RIGHT;
colorBackground[]={0.15,0.21,0.23,0.3};
colorDisabled[]={0,0,0,1};
w=0.06;
y=0.265*safezoneH+safezoneY+0.40;
x=0.550*safezoneW+safezoneX+0.17;
text="";
};
class TEXT_TRUING_DROP_MUZZLE_VELOCITY_OUTPUT: TEXT_TRUING_DROP_DROP_OUTPUT {
idc=18007;
y=0.265*safezoneH+safezoneY+0.50;
text="";
};
class TEXT_TRUING_DROP_C1_BALLISTIC_COEFFICIENT_OUTPUT: TEXT_TRUING_DROP_DROP_OUTPUT {
idc=18008;
y=0.265*safezoneH+safezoneY+0.55;
text="";
};
class TEXT_TRUING_DROP_SUPER: TEXT_TARGET_A {
idc=18009;
w=0.06;
x=0.550*safezoneW+safezoneX+0.25;
y=0.265*safezoneH+safezoneY+0.30;
text="SUPER";
action=QUOTE(GVAR(truingDropMode) = 0; call FUNC(update_truing_drop_selection));
};
class TEXT_TRUING_DROP_SUB: TEXT_TRUING_DROP_SUPER {
idc=18010;
x=0.550*safezoneW+safezoneX+0.32;
text="SUB";
action=QUOTE(GVAR(truingDropMode) = 1; call FUNC(update_truing_drop_selection));
};
class TEXT_TRUING_DROP_TARGET_RANGE_SUPER_INPUT: ATragMX_RscEdit {
idc=18011;
style=ST_WITH_RECT+ST_RIGHT;
colorDisabled[]={0,0,0,0.6};
w=0.06;
x=0.550*safezoneW+safezoneX+0.25;
y=0.265*safezoneH+safezoneY+0.35;
};
class TEXT_TRUING_DROP_TARGET_RANGE_SUB_INPUT: TEXT_TRUING_DROP_TARGET_RANGE_SUPER_INPUT {
idc=18012;
x=0.550*safezoneW+safezoneX+0.32;
};
class TEXT_TRUING_DROP_DROP_SUPER_INPUT: TEXT_TRUING_DROP_TARGET_RANGE_SUPER_INPUT {
idc=18013;
y=0.265*safezoneH+safezoneY+0.40;
};
class TEXT_TRUING_DROP_DROP_SUB_INPUT: TEXT_TRUING_DROP_TARGET_RANGE_SUB_INPUT {
idc=18014;
y=0.265*safezoneH+safezoneY+0.40;
};
class TEXT_TRUING_DROP_CALC: TEXT_GUN_LIST {
idc=18015;
style=ST_CENTER;
w=0.11;
x=0.550*safezoneW+safezoneX+0.26;
y=0.265*safezoneH+safezoneY+0.45;
text="Calc";
action=QUOTE(true call FUNC(calculate_truing_drop));
};
class TEXT_TRUING_DROP_MV_INPUT: TEXT_TRUING_DROP_TARGET_RANGE_SUPER_INPUT {
idc=18016;
y=0.265*safezoneH+safezoneY+0.50;
};
class TEXT_TRUING_DROP_C1_BALLISTIC_COEFFICIENT_INPUT: TEXT_TRUING_DROP_TARGET_RANGE_SUB_INPUT {
idc=18017;
y=0.265*safezoneH+safezoneY+0.55;
};
class TEXT_TRUING_DROP_ACCEPT: TEXT_GUN_LIST {
idc=18018;
w=0.085;
h=0.04;
x=0.550*safezoneW+safezoneX+0.125;
y=0.265*safezoneH+safezoneY+0.60;
text="Accept";
action=QUOTE(1 call FUNC(toggle_truing_drop));
};
class TEXT_TRUING_DROP_CANCEL: TEXT_TRUING_DROP_ACCEPT {
idc=18019;
x=0.550*safezoneW+safezoneX+0.210;
text="Cancel";
action=QUOTE(0 call FUNC(toggle_truing_drop));
};
class TEXT_TRUING_DROP_RESTORE: TEXT_TRUING_DROP_CANCEL {
idc=18020;
x=0.550*safezoneW+safezoneX+0.29525;
text="Restore";
action=QUOTE(true call FUNC(restore_truing_drop));
};
}; };
}; };

View File

@ -1,17 +1,13 @@
PREP(add_new_gun); PREP(add_new_gun);
PREP(calculate_distance_at_velocity);
PREP(calculate_range_card); PREP(calculate_range_card);
PREP(calculate_solution); PREP(calculate_solution);
PREP(calculate_target_range_assist); PREP(calculate_target_range_assist);
PREP(calculate_target_solution); PREP(calculate_target_solution);
PREP(calculate_target_speed_assist); PREP(calculate_target_speed_assist);
PREP(calculate_truing_drop);
PREP(can_show); PREP(can_show);
PREP(change_gun); PREP(change_gun);
PREP(change_target_slot); PREP(change_target_slot);
PREP(clear_c1_ballistic_coefficient_data);
PREP(clear_muzzle_velocity_data);
PREP(clear_user_data); PREP(clear_user_data);
PREP(create_dialog); PREP(create_dialog);
PREP(cycle_gun_list); PREP(cycle_gun_list);
@ -22,29 +18,17 @@ PREP(cycle_scope_unit);
PREP(cycle_target_size_units); PREP(cycle_target_size_units);
PREP(cycle_target_speed_direction); PREP(cycle_target_speed_direction);
PREP(delete_gun); PREP(delete_gun);
PREP(evaluate_option_menu_input);
PREP(init); PREP(init);
PREP(initGunList);
PREP(insert_c1_ballistic_coefficient_data);
PREP(insert_muzzle_velocity_data);
PREP(parse_input); PREP(parse_input);
PREP(read_gun_list_entries_from_config);
PREP(recalculate_c1_ballistic_coefficient);
PREP(recalculate_muzzle_velocity);
PREP(reset_relative_click_memory); PREP(reset_relative_click_memory);
PREP(restore_atmo_default); PREP(restore_atmo_default);
PREP(restore_truing_drop);
PREP(restore_user_data); PREP(restore_user_data);
PREP(save_gun); PREP(save_gun);
PREP(shift_c1_ballistic_coefficient_data);
PREP(shift_muzzle_velocity_data);
PREP(show_add_new_gun); PREP(show_add_new_gun);
PREP(show_atmo_env_data); PREP(show_atmo_env_data);
PREP(show_c1_ballistic_coefficient_data);
PREP(show_gun_ammo_data); PREP(show_gun_ammo_data);
PREP(show_gun_list); PREP(show_gun_list);
PREP(show_main_page); PREP(show_main_page);
PREP(show_muzzle_velocity_data);
PREP(show_range_card); PREP(show_range_card);
PREP(show_range_card_setup); PREP(show_range_card_setup);
PREP(show_solution_setup); PREP(show_solution_setup);
@ -52,36 +36,24 @@ PREP(show_target_data);
PREP(show_target_range_assist); PREP(show_target_range_assist);
PREP(show_target_speed_assist); PREP(show_target_speed_assist);
PREP(show_target_speed_assist_timer); PREP(show_target_speed_assist_timer);
PREP(show_truing_drop);
PREP(sord); PREP(sord);
PREP(store_gun_list);
PREP(store_user_data); PREP(store_user_data);
PREP(target_speed_assist_timer); PREP(target_speed_assist_timer);
PREP(toggle_atmo_env_data); PREP(toggle_atmo_env_data);
PREP(toggle_c1_ballistic_coefficient_data);
PREP(toggle_coriolis);
PREP(toggle_gun_ammo_data); PREP(toggle_gun_ammo_data);
PREP(toggle_gun_list); PREP(toggle_gun_list);
PREP(toggle_muzzle_velocity_data);
PREP(toggle_option_menu);
PREP(toggle_range_card); PREP(toggle_range_card);
PREP(toggle_range_card_setup); PREP(toggle_range_card_setup);
PREP(toggle_solution_setup); PREP(toggle_solution_setup);
PREP(toggle_target_data); PREP(toggle_target_data);
PREP(toggle_target_range_assist); PREP(toggle_target_range_assist);
PREP(toggle_target_speed_assist); PREP(toggle_target_speed_assist);
PREP(toggle_truing_drop);
PREP(trim_gun_name);
PREP(true_c1_ballistic_coefficient);
PREP(true_muzzle_velocity);
PREP(update_atmosphere); PREP(update_atmosphere);
PREP(update_atmo_env_data); PREP(update_atmo_env_data);
PREP(update_atmo_selection); PREP(update_atmo_selection);
PREP(update_c1_ballistic_coefficient_data);
PREP(update_gun); PREP(update_gun);
PREP(update_gun_ammo_data); PREP(update_gun_ammo_data);
PREP(update_inclination_angle); PREP(update_inclination_angle);
PREP(update_muzzle_velocity_data);
PREP(update_range_card); PREP(update_range_card);
PREP(update_relative_click_memory); PREP(update_relative_click_memory);
PREP(update_result); PREP(update_result);
@ -90,8 +62,6 @@ PREP(update_solution_setup);
PREP(update_target); PREP(update_target);
PREP(update_target_data); PREP(update_target_data);
PREP(update_target_selection); PREP(update_target_selection);
PREP(update_truing_drop_data);
PREP(update_truing_drop_selection);
PREP(update_unit_selection); PREP(update_unit_selection);
PREP(update_zero_range); PREP(update_zero_range);
PREP(on_close_dialog); PREP(on_close_dialog);

View File

@ -2,7 +2,53 @@
#include "initKeybinds.sqf" #include "initKeybinds.sqf"
GVAR(active) = false; if ((profileNamespace getVariable ["ACE_ATragMX_profileNamespaceVersion", 0]) == ATRAGMX_PROFILE_NAMESPACE_VERSION && count (profileNamespace getVariable ["ACE_ATragMX_gunList", []]) > 0) then {
GVAR(initialised) = false; GVAR(gunList) = profileNamespace getVariable "ACE_ATragMX_gunList";
} else {
// Profile Name, Muzzle Velocity, Zero Range, Scope Base Angle, AirFriction, Bore Height, Scope Unit, Scope Click Unit, Scope Click Number, Maximum Elevation, Dialed Elevation, Dialed Windage, Mass, Bullet Diameter, Rifle Twist, BC, Drag Model, Atmosphere Model
GVAR(gunList) = [["12.7x108mm" , 820, 100, 0.0657485, -0.00063800, 3.81, 0, 2, 10, 120, 0, 0, 48.28, 12.7, 38.10, 0.630, 1, "ASM" ],
["12.7x99mm AMAX" , 860, 100, 0.0611565, -0.00036645, 3.81, 0, 2, 10, 120, 0, 0, 48.60, 12.7, 38.10, 1.050, 1, "ASM" ],
["12.7x99mm" , 900, 100, 0.0582418, -0.00057503, 3.81, 0, 2, 10, 120, 0, 0, 41.92, 12.7, 38.10, 0.670, 1, "ASM" ],
["12.7x99mm API" , 900, 100, 0.0582418, -0.00057503, 3.81, 0, 2, 10, 120, 0, 0, 41.99, 12.9, 38.10, 0.670, 1, "ASM" ],
["12.7x54mm" , 300, 100, 0.3394630, -0.00019268, 3.81, 0, 2, 10, 120, 0, 0, 48.60, 12.7, 24.13, 1.050, 1, "ASM" ],
[".408 Chey Tac" , 910, 100, 0.0569400, -0.00038944, 3.81, 0, 2, 10, 120, 0, 0, 26.57, 10.4, 33.02, 0.970, 1, "ASM" ],
["9.3×64mm" , 870, 100, 0.0619295, -0.00108571, 3.81, 0, 2, 10, 120, 0, 0, 14.90, 9.30, 35.56, 0.368, 1, "ASM" ],
[".338LM 250gr" , 880, 100, 0.0598469, -0.00059133, 3.81, 0, 2, 10, 120, 0, 0, 16.20, 8.58, 25.40, 0.322, 7, "ICAO"],
[".338LM 300gr" , 800, 100, 0.0677343, -0.00052190, 3.81, 0, 2, 10, 120, 0, 0, 19.44, 8.58, 25.40, 0.381, 7, "ICAO"],
[".338LM API526" , 895, 100, 0.0588865, -0.00069611, 3.81, 0, 2, 10, 120, 0, 0, 16.39, 8.58, 25.40, 0.560, 1, "ASM" ],
[".300WM Mk248 Mod0" , 900, 100, 0.0584442, -0.00070530, 3.81, 0, 2, 10, 120, 0, 0, 12.31, 7.80, 25.40, 0.268, 7, "ICAO"],
[".300WM Mk248 Mod1" , 867, 100, 0.0610738, -0.00061188, 3.81, 0, 2, 10, 120, 0, 0, 14.26, 7.80, 25.40, 0.310, 7, "ICAO"],
[".300WM Berger OTM" , 853, 100, 0.0622179, -0.00053733, 3.81, 0, 2, 10, 120, 0, 0, 14.90, 7.80, 25.40, 0.368, 7, "ICAO"],
["7.62x54mmR" , 800, 100, 0.0691878, -0.00100023, 3.81, 0, 2, 10, 120, 0, 0, 9.849, 7.92, 24.13, 0.400, 1, "ICAO"],
["7.62x51mm M80" , 810, 100, 0.0679374, -0.00100957, 3.81, 0, 2, 10, 120, 0, 0, 9.461, 7.82, 25.40, 0.200, 7, "ICAO"],
["7.62x51mm M118LR" , 780, 100, 0.0710319, -0.00082828, 3.81, 0, 2, 10, 120, 0, 0, 11.34, 7.82, 25.40, 0.243, 7, "ICAO"],
["7.62x51mm Mk316" , 780, 100, 0.0710319, -0.00082029, 3.81, 0, 2, 10, 120, 0, 0, 11.34, 7.82, 25.40, 0.243, 7, "ICAO"],
["7.62x51mm Mk319" , 910, 100, 0.0584524, -0.00102338, 3.81, 0, 2, 10, 120, 0, 0, 8.424, 7.82, 25.40, 0.377, 1, "ICAO"],
["7.62x51mm M993" , 930, 100, 0.0570316, -0.00107148, 3.81, 0, 2, 10, 120, 0, 0, 8.230, 7.82, 25.40, 0.359, 1, "ICAO"],
["7.62x51mm Subsonic", 320, 100, 0.3059680, -0.00049899, 3.81, 0, 2, 10, 120, 0, 0, 12.96, 7.82, 25.40, 0.235, 7, "ICAO"],
["6.5x39mm" , 800, 100, 0.0683482, -0.00075308, 3.81, 0, 2, 10, 120, 0, 0, 7.970, 6.71, 22.86, 0.263, 7, "ICAO"],
["6.5x47mm Lapua" , 800, 100, 0.0682221, -0.00067037, 3.81, 0, 2, 10, 120, 0, 0, 9.007, 6.71, 22.86, 0.290, 7, "ICAO"],
["6.5mm Creedmor" , 840, 100, 0.0636501, -0.00060887, 3.81, 0, 2, 10, 120, 0, 0, 9.072, 6.71, 22.86, 0.317, 7, "ICAO"],
["5.56x45mm M855" , 870, 100, 0.0626386, -0.00126466, 3.81, 0, 2, 10, 120, 0, 0, 4.018, 5.70, 17.78, 0.151, 7, "ASM" ],
["5.56x45mm Mk262" , 820, 100, 0.0671481, -0.00109563, 3.81, 0, 2, 10, 120, 0, 0, 4.990, 5.70, 17.78, 0.361, 1, "ASM" ],
["5.56x45mm Mk318" , 880, 100, 0.0615937, -0.00123318, 3.81, 0, 2, 10, 120, 0, 0, 4.018, 5.70, 17.78, 0.307, 1, "ASM" ],
["5.56x45mm M995" , 869, 100, 0.0626713, -0.00123272, 3.81, 0, 2, 10, 120, 0, 0, 4.536, 5.70, 17.78, 0.310, 1, "ASM" ]];
[] call FUNC(clear_user_data);
profileNamespace setVariable ["ACE_ATragMX_gunList", GVAR(gunList)];
};
[] call FUNC(init);
[] call FUNC(restore_user_data);
[QEGVAR(vector,rangefinderData), {_this call FUNC(sord)}] call CBA_fnc_addEventHandler; [QEGVAR(vector,rangefinderData), {_this call FUNC(sord)}] call CBA_fnc_addEventHandler;

View File

@ -2,8 +2,6 @@
ADDON = false; ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp" #include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
ADDON = true; ADDON = true;

View File

@ -6,7 +6,7 @@ class CfgPatches {
units[] = {"ACE_Item_ATragMX"}; units[] = {"ACE_Item_ATragMX"};
weapons[] = {"ACE_ATragMX"}; weapons[] = {"ACE_ATragMX"};
requiredVersion = REQUIRED_VERSION; requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_Advanced_Ballistics", "ACE_common", "ACE_weather"}; requiredAddons[] = {"ACE_common", "ACE_weather"};
author = ECSTRING(common,ACETeam); author = ECSTRING(common,ACETeam);
authors[] = {"Ruthberg"}; authors[] = {"Ruthberg"};
url = ECSTRING(main,URL); url = ECSTRING(main,URL);
@ -18,3 +18,7 @@ class CfgPatches {
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"
#include "CfgWeapons.hpp" #include "CfgWeapons.hpp"
#include "RscTitles.hpp" #include "RscTitles.hpp"
class ACE_newEvents {
RangerfinderData = QEGVAR(vector,rangefinderData);
};

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@ -6,7 +6,7 @@
* Nothing * Nothing
* *
* Return Value: * Return Value:
* None * Nothing
* *
* Example: * Example:
* call ace_atragmx_fnc_add_new_gun * call ace_atragmx_fnc_add_new_gun
@ -15,16 +15,13 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
call FUNC(trim_gun_name);
private _gunName = ctrlText 11001; private _gunName = ctrlText 11001;
if (_gunName != "") then { if (_gunName != "") then {
private _gunProfileEntry = [_gunName, 810, 100, 0.0679, -0.0010350, 3.81, 0, 2, 10, 120, 0, 0, 9.525, 7.82, 25.40, 0.393, 1, "ICAO", [[-15,0],[0,0],[10,0],[15,0],[25,0],[30,0],[35,0]], [[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]], true]; private _gunProfileEntry = [_gunName, 810, 100, 0.0679, -0.0010350, 3.81, 0, 2, 10, 120, 0, 0, 9.525, 7.82, 25.40, 0.393, 1, "ICAO"],
GVAR(gunList) = GVAR(gunList) + [_gunProfileEntry]; GVAR(gunList) = GVAR(gunList) + [_gunProfileEntry];
lbAdd [6000, _gunName]; lbAdd [6000, _gunProfileEntry select 0];
call FUNC(store_gun_list); profileNamespace setVariable ["ACE_ATragMX_gunList", GVAR(gunList)];
}; };

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@ -1,37 +0,0 @@
/*
* Author: Ruthberg
* Calculates distance at which the bullet velocity drops below the threshold velocity
*
* Arguments:
* theshold velocity <NUMBER>
*
* Return Value:
* distance <NUMBER>
*
* Example:
* 403 call ace_atragmx_fnc_calculate_distance_at_velocity
*
* Public: No
*/
#include "script_component.hpp"
#define __DELTA_T 0.001
if (isNil QGVAR(targetSolutionInput)) exitWith { 0 };
private _thresholdVelocity = _this;
private _velocity = GVAR(targetSolutionInput) select 4;
if (_velocity <= _thresholdVelocity) exitWith { 0 };
private _distance = 0;
while {_velocity > _thresholdVelocity} do {
private _bc = GVAR(targetSolutionInput) select 14;
private _dragModel = GVAR(targetSolutionInput) select 15;
private _drag = parseNumber(("ace_advanced_ballistics" callExtension format["retard:%1:%2:%3", _dragModel, _bc, _velocity]));
_distance = _distance + _velocity * __DELTA_T;
_velocity = _velocity - (_drag * __DELTA_T);
};
_distance

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@ -3,10 +3,10 @@
* Calculates the range card output based on the current data set * Calculates the range card output based on the current data set
* *
* Arguments: * Arguments:
* None * Nothing
* *
* Return Value: * Return Value:
* None * Nothing
* *
* Example: * Example:
* call ace_atragmx_fnc_calculate_range_card * call ace_atragmx_fnc_calculate_range_card
@ -15,16 +15,61 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
GVAR(rangeCardData) = []; [] call FUNC(parse_input);
GVAR(workingMemory) params ["",
"_muzzleVelocity", "",
"_scopeBaseAngle",
"_airFriction",
"_boreHeight", "", "", "", "", "", "",
"_bulletMass",
"_bulletDiameter",
"_barrelTwist",
"_bc",
"_dragModel",
"_atmosphereModel"
];
private _twistDirection = 0;
if (_barrelTwist > 0) then {
_twistDirection = 1;
} else {
if (_barrelTwist < 0) then {
_twistDirection = -1;
};
};
_barrelTwist = abs _barrelTwist;
private _altitude = GVAR(altitude);
private _temperature = GVAR(temperature);
private _barometricPressure = GVAR(barometricPressure);
private _relativeHumidity = GVAR(relativeHumidity);
if (!GVAR(atmosphereModeTBH)) then {
_barometricPressure = 1013.25 * (1 - (0.0065 * _altitude) / (273.15 + _temperature + 0.0065 * _altitude)) ^ 5.255754495;
_relativeHumidity = 50;
};
private _bulletLength = 45.72;
private _stabilityFactor = 1.5;
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
if (_bulletDiameter > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
_stabilityFactor = [_bulletDiameter, _bulletLength, _bulletMass, _barrelTwist * 10, _muzzleVelocity, _temperature, _barometricPressure] call EFUNC(advanced_ballistics,calculateStabilityFactor);
};
};
private _latitude = GVAR(latitude) select GVAR(currentTarget);
private _directionOfFire = GVAR(directionOfFire) select GVAR(currentTarget);
private _windSpeed1 = (GVAR(windSpeed1) select GVAR(currentTarget));
private _windSpeed2 = (GVAR(windSpeed2) select GVAR(currentTarget));
private _windDirection = (GVAR(windDirection) select GVAR(currentTarget));
private _inclinationAngle = (GVAR(inclinationAngle) select GVAR(currentTarget));
private _targetSpeed = (GVAR(targetSpeed) select GVAR(currentTarget));
private _targetRange = GVAR(rangeCardEndRange); private _targetRange = GVAR(rangeCardEndRange);
if (GVAR(currentUnit) == 1) then { if (GVAR(currentUnit) == 1) then {
_targetRange = _targetRange / 1.0936133; _targetRange = _targetRange / 1.0936133;
}; };
private _solutionInput = +GVAR(targetSolutionInput); GVAR(rangeCardData) = [];
_solutionInput set [ 8, round(_solutionInput select 4)];
_solutionInput set [13, _targetRange];
_solutionInput set [17, true];
private _result = _solutionInput call FUNC(calculate_solution); private _result = [_scopeBaseAngle, _bulletMass, _boreHeight, _airFriction, _muzzleVelocity, _temperature, _barometricPressure, _relativeHumidity, 1000,
[_windSpeed1, _windSpeed2], _windDirection, _inclinationAngle, _targetSpeed, _targetRange, _bc, _dragModel, _atmosphereModel, true, _stabilityFactor, _twistDirection, _latitude, _directionOfFire] call FUNC(calculate_solution);

View File

@ -51,10 +51,7 @@ params [
]; ];
_windSpeed params ["_windSpeed1", "_windSpeed2"]; _windSpeed params ["_windSpeed1", "_windSpeed2"];
private ["_tx", "_tz", "_lastBulletPos", "_bulletPos", "_bulletVelocity", "_bulletAccel", "_bulletSpeed", "_gravity", "_deltaT"]; private ["_bulletPos", "_bulletVelocity", "_bulletAccel", "_bulletSpeed", "_gravity", "_deltaT"];
_tx = 0;
_tz = 0;
_lastBulletPos = [0, 0, 0];
_bulletPos = [0, 0, 0]; _bulletPos = [0, 0, 0];
_bulletVelocity = [0, 0, 0]; _bulletVelocity = [0, 0, 0];
_bulletAccel = [0, 0, 0]; _bulletAccel = [0, 0, 0];
@ -77,10 +74,9 @@ _horizontalDeflection = 0;
_spinDrift = 0; _spinDrift = 0;
_spinDeflection = 0; _spinDeflection = 0;
private ["_n", "_range", "_trueRange", "_rangeFactor"]; private ["_n", "_range", "_rangeFactor"];
_n = 0; _n = 0;
_range = 0; _range = 0;
_trueRange = 0;
_rangeFactor = 1; _rangeFactor = 1;
if (_storeRangeCardData) then { if (_storeRangeCardData) then {
if (GVAR(currentUnit) == 1) then { if (GVAR(currentUnit) == 1) then {
@ -94,15 +90,22 @@ _wind1 = [cos(270 - _windDirection * 30) * _windSpeed1, sin(270 - _windDirection
_wind2 = [cos(270 - _windDirection * 30) * _windSpeed2, sin(270 - _windDirection * 30) * _windSpeed2, 0]; _wind2 = [cos(270 - _windDirection * 30) * _windSpeed2, sin(270 - _windDirection * 30) * _windSpeed2, 0];
_windDrift = 0; _windDrift = 0;
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then { if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
_bc = parseNumber(("ace_advanced_ballistics" callExtension format["atmosphericCorrection:%1:%2:%3:%4:%5", _bc, _temperature, _barometricPressure, _relativeHumidity, _atmosphereModel])); _bc = [_bc, _temperature, _barometricPressure, _relativeHumidity, _atmosphereModel] call EFUNC(advanced_ballistics,calculateAtmosphericCorrection);
}; };
private ["_speedTotal", "_stepsTotal", "_speedAverage"];
_speedTotal = 0;
_stepsTotal = 0;
_speedAverage = 0;
private ["_eoetvoesMultiplier"]; private ["_eoetvoesMultiplier"];
_eoetvoesMultiplier = 0; _eoetvoesMultiplier = 0;
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then { if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
_eoetvoesMultiplier = 2 * (0.0000729 * _muzzleVelocity / -9.80665) * cos(_latitude) * sin(_directionOfFire); _eoetvoesMultiplier = 2 * (0.0000729 * _muzzleVelocity / -9.80665) * cos(_latitude) * sin(_directionOfFire);
}; };
_TOF = 0;
_bulletPos set [0, 0]; _bulletPos set [0, 0];
_bulletPos set [1, 0]; _bulletPos set [1, 0];
_bulletPos set [2, -(_boreHeight / 100)]; _bulletPos set [2, -(_boreHeight / 100)];
@ -114,11 +117,19 @@ _bulletVelocity set [2, Sin(_scopeBaseAngle) * _muzzleVelocity];
while {_TOF < 15 && (_bulletPos select 1) < _targetRange} do { while {_TOF < 15 && (_bulletPos select 1) < _targetRange} do {
_bulletSpeed = vectorMagnitude _bulletVelocity; _bulletSpeed = vectorMagnitude _bulletVelocity;
_speedTotal = _speedTotal + _bulletSpeed;
_stepsTotal = _stepsTotal + 1;
_speedAverage = (_speedTotal / _stepsTotal);
_trueVelocity = _bulletVelocity vectorDiff _wind1; _trueVelocity = _bulletVelocity vectorDiff _wind1;
_trueSpeed = vectorMagnitude _trueVelocity; _trueSpeed = vectorMagnitude _trueVelocity;
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then { if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
private _drag = parseNumber(("ace_advanced_ballistics" callExtension format["retard:%1:%2:%3", _dragModel, _bc, _trueSpeed])); private _drag = if (missionNamespace getVariable [QEGVAR(advanced_ballistics,extensionAvailable), false]) then {
parseNumber(("ace_advanced_ballistics" callExtension format["retard:%1:%2:%3", _dragModel, _bc, _trueSpeed]))
} else {
([_dragModel, _bc, _trueSpeed] call EFUNC(advanced_ballistics,calculateRetardation))
};
_bulletAccel = (vectorNormalized _trueVelocity) vectorMultiply (-1 * _drag); _bulletAccel = (vectorNormalized _trueVelocity) vectorMultiply (-1 * _drag);
} else { } else {
_bulletAccel = _trueVelocity vectorMultiply (_trueSpeed * _airFriction); _bulletAccel = _trueVelocity vectorMultiply (_trueSpeed * _airFriction);
@ -126,32 +137,29 @@ while {_TOF < 15 && (_bulletPos select 1) < _targetRange} do {
_bulletAccel = _bulletAccel vectorAdd _gravity; _bulletAccel = _bulletAccel vectorAdd _gravity;
_lastBulletPos = _bulletPos;
_bulletPos = _bulletPos vectorAdd (_bulletVelocity vectorMultiply (_deltaT * 0.5));
_bulletVelocity = _bulletVelocity vectorAdd (_bulletAccel vectorMultiply _deltaT); _bulletVelocity = _bulletVelocity vectorAdd (_bulletAccel vectorMultiply _deltaT);
_bulletPos = _bulletPos vectorAdd (_bulletVelocity vectorMultiply (_deltaT * 0.5)); _bulletPos = _bulletPos vectorAdd (_bulletVelocity vectorMultiply _deltaT);
_TOF = _TOF + _deltaT; _TOF = _TOF + _deltaT;
if (_storeRangeCardData) then { if (_storeRangeCardData) then {
_range = GVAR(rangeCardStartRange) + _n * GVAR(rangeCardIncrement); _range = GVAR(rangeCardStartRange) + _n * GVAR(rangeCardIncrement);
if ((_bulletPos select 1) * _rangeFactor >= _range && _range <= GVAR(rangeCardEndRange)) then { if ((_bulletPos select 1) * _rangeFactor >= _range && _range <= GVAR(rangeCardEndRange)) then {
_trueRange = _range / _rangeFactor; if ((_bulletPos select 1) > 0) then {
if (_trueRange != 0) then { _elevation = - atan((_bulletPos select 2) / (_bulletPos select 1));
_tx = (_lastBulletPos select 0) + (_trueRange - (_lastBulletPos select 1)) * ((_bulletPos select 0) - (_lastBulletPos select 0)) / ((_bulletPos select 1) - (_lastBulletPos select 1)); _windage1 = - atan((_bulletPos select 0) / (_bulletPos select 1));
_tz = (_lastBulletPos select 2) + (_trueRange - (_lastBulletPos select 1)) * ((_bulletPos select 2) - (_lastBulletPos select 2)) / ((_bulletPos select 1) - (_lastBulletPos select 1)); _windDrift = (_wind2 select 0) * (_TOF - (_range / _rangeFactor) / _muzzleVelocity);
_elevation = - atan(_tz / _trueRange); _windage2 = - atan(_windDrift / (_bulletPos select 1));
_windage1 = - atan(_tx / _trueRange); };
_windDrift = (_wind2 select 0) * (_TOF - _trueRange / _muzzleVelocity); if (_range != 0) then {
_windage2 = - atan(_windDrift / _trueRange); _lead = (_targetSpeed * _TOF) / (Tan(3.38 / 60) * _range);
_lead = (_targetSpeed * _TOF) / (Tan(3.38 / 60) * _trueRange);
}; };
_kineticEnergy = 0.5 * (_bulletMass / 1000 * (_bulletSpeed ^ 2)); _kineticEnergy = 0.5 * (_bulletMass / 1000 * (_bulletSpeed ^ 2));
_kineticEnergy = _kineticEnergy * 0.737562149; _kineticEnergy = _kineticEnergy * 0.737562149;
if ((missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) && (_bulletPos select 1) > 0) then { if ((missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) && (_bulletPos select 1) > 0) then {
// Coriolis // Coriolis
_horizontalDeflection = 0.0000729 * (_bulletPos select 1) * _TOF * sin(_latitude); _horizontalDeflection = 0.0000729 * ((_bulletPos select 1) ^ 2) * sin(_latitude) / _speedAverage;
_horizontalCoriolis = - atan(_horizontalDeflection / (_bulletPos select 1)); _horizontalCoriolis = - atan(_horizontalDeflection / (_bulletPos select 1));
_windage1 = _windage1 + _horizontalCoriolis; _windage1 = _windage1 + _horizontalCoriolis;
_windage2 = _windage2 + _horizontalCoriolis; _windage2 = _windage2 + _horizontalCoriolis;
@ -172,13 +180,14 @@ while {_TOF < 15 && (_bulletPos select 1) < _targetRange} do {
}; };
}; };
if (_targetRange != 0) then { if ((_bulletPos select 1) > 0) then {
_tx = (_lastBulletPos select 0) + (_targetRange - (_lastBulletPos select 1)) * ((_bulletPos select 0) - (_lastBulletPos select 0)) / ((_bulletPos select 1) - (_lastBulletPos select 1)); _elevation = - atan((_bulletPos select 2) / (_bulletPos select 1));
_tz = (_lastBulletPos select 2) + (_targetRange - (_lastBulletPos select 1)) * ((_bulletPos select 2) - (_lastBulletPos select 2)) / ((_bulletPos select 1) - (_lastBulletPos select 1)); _windage1 = - atan((_bulletPos select 0) / (_bulletPos select 1));
_elevation = - atan(_tz / _targetRange);
_windage1 = - atan(_tx / _targetRange);
_windDrift = (_wind2 select 0) * (_TOF - _targetRange / _muzzleVelocity); _windDrift = (_wind2 select 0) * (_TOF - _targetRange / _muzzleVelocity);
_windage2 = - atan(_windDrift / _targetRange); _windage2 = - atan(_windDrift / (_bulletPos select 1));
};
if (_targetRange != 0) then {
_lead = (_targetSpeed * _TOF) / (Tan(3.38 / 60) * _targetRange); _lead = (_targetSpeed * _TOF) / (Tan(3.38 / 60) * _targetRange);
}; };
@ -187,7 +196,7 @@ _kineticEnergy = _kineticEnergy * 0.737562149;
if ((missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) && (_bulletPos select 1) > 0) then { if ((missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) && (_bulletPos select 1) > 0) then {
// Coriolis // Coriolis
_horizontalDeflection = 0.0000729 * (_bulletPos select 1) * _TOF * sin(_latitude); _horizontalDeflection = 0.0000729 * ((_bulletPos select 1) ^ 2) * sin(_latitude) / _speedAverage;
_horizontalCoriolis = - atan(_horizontalDeflection / (_bulletPos select 1)); _horizontalCoriolis = - atan(_horizontalDeflection / (_bulletPos select 1));
_windage1 = _windage1 + _horizontalCoriolis; _windage1 = _windage1 + _horizontalCoriolis;
_windage2 = _windage2 + _horizontalCoriolis; _windage2 = _windage2 + _horizontalCoriolis;

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@ -3,10 +3,10 @@
* Calculates the target range and updates the output fields * Calculates the target range and updates the output fields
* *
* Arguments: * Arguments:
* None * Nothing
* *
* Return Value: * Return Value:
* None * Nothing
* *
* Example: * Example:
* call ace_atragmx_fnc_calculate_target_range_assist * call ace_atragmx_fnc_calculate_target_range_assist
@ -16,7 +16,7 @@
#include "script_component.hpp" #include "script_component.hpp"
private _angle = parseNumber(ctrlText 7012); private _angle = parseNumber(ctrlText 7012);
private _targetSize = abs(parseNumber(ctrlText 7010)); private _targetSize = parseNumber(ctrlText 7010);
if (GVAR(rangeAssistUseTargetHeight)) then { if (GVAR(rangeAssistUseTargetHeight)) then {
_targetSize = _targetSize * cos(_angle); _targetSize = _targetSize * cos(_angle);
}; };
@ -43,7 +43,7 @@ switch (GVAR(rangeAssistImageSizeUnit)) do {
_imageSize = _imageSize / 60 / 1.047; _imageSize = _imageSize / 60 / 1.047;
}; };
}; };
private _estRange = abs(parseNumber(ctrlText 7013)); private _estRange = parseNumber(ctrlText 7013);
if (GVAR(currentUnit) == 1) then { if (GVAR(currentUnit) == 1) then {
_estRange = _estRange / 1.0936133; _estRange = _estRange / 1.0936133;
}; };
@ -52,7 +52,7 @@ switch (_this) do {
case 0: { case 0: {
_targetSize = tan(_imageSize) * _estRange; _targetSize = tan(_imageSize) * _estRange;
if (GVAR(rangeAssistUseTargetHeight) && cos(_angle) != 0) then { if (GVAR(rangeAssistUseTargetHeight)) then {
_targetSize = _targetSize / cos(_angle); _targetSize = _targetSize / cos(_angle);
}; };
@ -71,9 +71,7 @@ switch (_this) do {
ctrlSetText [7010, Str(Round(_targetSize * 100) / 100)]; ctrlSetText [7010, Str(Round(_targetSize * 100) / 100)];
}; };
case 1: { case 1: {
if (_estRange > 0) then { _imageSize = atan(_targetSize / _estRange);
_imageSize = atan(_targetSize / _estRange);
};
switch (GVAR(rangeAssistImageSizeUnit)) do { switch (GVAR(rangeAssistImageSizeUnit)) do {
case 0: { case 0: {
@ -90,9 +88,7 @@ switch (_this) do {
ctrlSetText [7011, Str(Round(_imageSize * 100) / 100)]; ctrlSetText [7011, Str(Round(_imageSize * 100) / 100)];
}; };
case 2: { case 2: {
if (tan(_imageSize) != 0) then { _estRange = _targetSize / tan(_imageSize);
_estRange = _targetSize / tan(_imageSize);
};
ctrlSetText [7013, Str(Round(_estRange))]; ctrlSetText [7013, Str(Round(_estRange))];
}; };

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@ -3,10 +3,10 @@
* Calculates the fireing solution and updates the result input/output fields * Calculates the fireing solution and updates the result input/output fields
* *
* Arguments: * Arguments:
* None * Nothing
* *
* Return Value: * Return Value:
* None * Nothing
* *
* Example: * Example:
* call ace_atragmx_fnc_calculate_target_solution * call ace_atragmx_fnc_calculate_target_solution
@ -52,7 +52,7 @@ if (!GVAR(atmosphereModeTBH)) then {
}; };
private ["_bulletLength", "_stabilityFactor"]; private ["_bulletLength", "_stabilityFactor"];
_bulletLength = 50 * _bulletMass / ((_bulletDiameter/2)^2); _bulletLength = 45.72;
_stabilityFactor = 1.5; _stabilityFactor = 1.5;
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then { if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
if (_bulletDiameter > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then { if (_bulletDiameter > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
@ -70,10 +70,9 @@ _inclinationAngle = GVAR(inclinationAngle) select GVAR(currentTarget);
_targetSpeed = GVAR(targetSpeed) select GVAR(currentTarget); _targetSpeed = GVAR(targetSpeed) select GVAR(currentTarget);
_targetRange = GVAR(targetRange) select GVAR(currentTarget); _targetRange = GVAR(targetRange) select GVAR(currentTarget);
GVAR(targetSolutionInput) = [_scopeBaseAngle, _bulletMass, _boreHeight, _airFriction, _muzzleVelocity, _temperature, _barometricPressure, _relativeHumidity, round(_muzzleVelocity), private ["_result"];
[_windSpeed1, _windSpeed2], _windDirection, _inclinationAngle, _targetSpeed, _targetRange, _bc, _dragModel, _atmosphereModel, false, _stabilityFactor, _twistDirection, _latitude, _directionOfFire]; _result = [_scopeBaseAngle, _bulletMass, _boreHeight, _airFriction, _muzzleVelocity, _temperature, _barometricPressure, _relativeHumidity, 1000,
[_windSpeed1, _windSpeed2], _windDirection, _inclinationAngle, _targetSpeed, _targetRange, _bc, _dragModel, _atmosphereModel, false, _stabilityFactor, _twistDirection, _latitude, _directionOfFire] call FUNC(calculate_solution);
private _result = GVAR(targetSolutionInput) call FUNC(calculate_solution);
GVAR(elevationOutput) set [GVAR(currentTarget), _result select 0]; GVAR(elevationOutput) set [GVAR(currentTarget), _result select 0];
GVAR(windage1Output) set [GVAR(currentTarget), (_result select 1) select 0]; GVAR(windage1Output) set [GVAR(currentTarget), (_result select 1) select 0];
@ -81,8 +80,5 @@ GVAR(windage2Output) set [GVAR(currentTarget), (_result select 1) select 1];
GVAR(leadOutput) set [GVAR(currentTarget), _result select 2]; GVAR(leadOutput) set [GVAR(currentTarget), _result select 2];
GVAR(tofOutput) set [GVAR(currentTarget), _result select 3]; GVAR(tofOutput) set [GVAR(currentTarget), _result select 3];
GVAR(velocityOutput) set [GVAR(currentTarget), _result select 4]; GVAR(velocityOutput) set [GVAR(currentTarget), _result select 4];
GVAR(verticalCoriolisOutput) set [GVAR(currentTarget), _result select 6];
GVAR(horizontalCoriolisOutput) set [GVAR(currentTarget), _result select 7];
GVAR(spinDriftOutput) set [GVAR(currentTarget), _result select 8];
[] call FUNC(update_result); [] call FUNC(update_result);

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@ -3,10 +3,10 @@
* Calculates the target speed and updates the output fields * Calculates the target speed and updates the output fields
* *
* Arguments: * Arguments:
* None * Nothing
* *
* Return Value: * Return Value:
* None * Nothing
* *
* Example: * Example:
* call ace_atragmx_fnc_calculate_target_speed_assist * call ace_atragmx_fnc_calculate_target_speed_assist

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@ -1,107 +0,0 @@
/*
* Author: Ruthberg
* Calculates the truing drop and updates the output fields
*
* Arguments:
* parse input <BOOL>
*
* Return Value:
* None
*
* Example:
* call ace_atragmx_fnc_calculate_truing_drop
*
* Public: No
*/
#include "script_component.hpp"
private _parseInput = _this;
private _transonicRange = GVAR(truingDropRangeData) select 0;
private _subsonicRange = GVAR(truingDropRangeData) select 1;
private _transonicDrop = GVAR(truingDropDropData) select 1;
private _subsonicDrop = GVAR(truingDropDropData) select 2;
if (_parseInput) then {
_transonicRange = 0 max abs(parseNumber(ctrlText 18011)) min 4000;
_subsonicRange = 0 max abs(parseNumber(ctrlText 18012)) min 4000;
if (GVAR(currentUnit) != 2) then {
_transonicRange = _transonicRange * 0.9144;
_subsonicRange = _subsonicRange * 0.9144;
};
_transonicRange = Round(_transonicRange);
_subsonicRange = Round(_subsonicRange);
_subsonicRange = _transonicRange max _subsonicRange;
_transonicDrop = -100 max parseNumber(ctrlText 18013) min 100;
_subsonicDrop = -100 max parseNumber(ctrlText 18014) min 100;
private _dropUnit = GVAR(currentScopeUnit);
if (_dropUnit == 3) then {
switch (GVAR(currentScopeClickUnit)) do {
case 0: { _dropUnit = 1; };
case 1: { _dropUnit = 2; };
case 2: { _dropUnit = 0; };
};
};
switch (_dropUnit) do {
case 0: {
_transonicDrop = _transonicDrop * 3.38;
_subsonicDrop = _subsonicDrop * 3.38;
};
case 2: {
_transonicDrop = _transonicDrop / 1.047;
_subsonicDrop = _subsonicDrop / 1.047;
};
};
_transonicDrop = Round(_transonicDrop * 100) / 100;
_subsonicDrop = Round(_subsonicDrop * 100) / 100;
_subsonicDrop = _transonicDrop max _subsonicDrop;
};
if ((GVAR(truingDropDropData) select 0) == 0 || {!([_transonicRange, _subsonicRange] isEqualTo GVAR(truingDropRangeData))}) then {
if (isNil QGVAR(targetSolutionInput)) then {
call FUNC(calculate_target_solution);
};
private _solutionInput = +GVAR(targetSolutionInput);
if (_transonicRange == 0) then {
_transonicRange = Round(403 call FUNC(calculate_distance_at_velocity));
};
_solutionInput set [13, _transonicRange];
private _result1 = _solutionInput call FUNC(calculate_solution);
_transonicDrop = Round((_result1 select 0) * 100) / 100;
GVAR(truingDropRangeData) set [0, _transonicRange];
GVAR(truingDropDropData) set [1, _transonicDrop];
GVAR(truingDropReferenceDropData) set [0, _transonicDrop];
private _speedOfSound = (_solutionInput select 5) call EFUNC(weather,calculateSpeedOfSound);
if (_subsonicRange == 0) then {
_subsonicRange = _speedOfSound call FUNC(calculate_distance_at_velocity);
if (GVAR(currentUnit) == 2) then {
_subsonicRange = _subsonicRange + 200;
} else {
_subsonicRange = _subsonicRange + 200 * 1.0936133;
};
_subsonicRange = Round(_subsonicRange);
};
_solutionInput set [13, _subsonicRange];
private _result2 = _solutionInput call FUNC(calculate_solution);
_subsonicDrop = Round((_result2 select 0) * 100) / 100;
GVAR(truingDropRangeData) set [1, _subsonicRange];
GVAR(truingDropDropData) set [2, _subsonicDrop];
GVAR(truingDropReferenceDropData) set [1, _subsonicDrop];
} else {
if (_transonicDrop != GVAR(truingDropDropData) select 1 || _subsonicDrop != GVAR(truingDropDropData) select 2) then {
GVAR(truingDropDropData) set [1, _transonicDrop];
GVAR(truingDropDropData) set [2, _subsonicDrop];
if (GVAR(truingDropMode) == 0) then {
call FUNC(true_muzzle_velocity);
} else {
call FUNC(true_c1_ballistic_coefficient);
};
};
};
call FUNC(update_truing_drop_data);

View File

@ -3,7 +3,7 @@
* Tests if the ATragMX dialog can be shown * Tests if the ATragMX dialog can be shown
* *
* Arguments: * Arguments:
* None * Nothing
* *
* Return Value: * Return Value:
* can_show <BOOL> * can_show <BOOL>

View File

@ -8,7 +8,7 @@
* update display <BOOL> * update display <BOOL>
* *
* Return Value: * Return Value:
* None * Nothing
* *
* Example: * Example:
* call ace_atragmx_fnc_change_gun * call ace_atragmx_fnc_change_gun
@ -26,12 +26,6 @@ if (_restoreMemory) then {
}; };
GVAR(currentGun) = _gunID; GVAR(currentGun) = _gunID;
[false, false] call FUNC(recalculate_muzzle_velocity);
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
false call FUNC(restore_truing_drop);
[false, false] call FUNC(recalculate_c1_ballistic_coefficient);
};
if (_updateDisplay) then { if (_updateDisplay) then {
lbSetCurSel [6000, GVAR(currentGun)]; lbSetCurSel [6000, GVAR(currentGun)];
}; };
@ -43,8 +37,6 @@ GVAR(currentScopeClickNumber) = 1 max (GVAR(workingMemory) select 8) min 10;
if (_updateDisplay) then { if (_updateDisplay) then {
[] call FUNC(update_gun); [] call FUNC(update_gun);
[] call FUNC(update_gun_ammo_data); [] call FUNC(update_gun_ammo_data);
[] call FUNC(update_muzzle_velocity_data);
[] call FUNC(update_c1_ballistic_coefficient_data);
}; };
GVAR(elevationOutput) set [GVAR(currentTarget), 0]; GVAR(elevationOutput) set [GVAR(currentTarget), 0];
@ -53,9 +45,6 @@ GVAR(windage2Output) set [GVAR(currentTarget), 0];
GVAR(leadOutput) set [GVAR(currentTarget), 0]; GVAR(leadOutput) set [GVAR(currentTarget), 0];
GVAR(tofOutput) set [GVAR(currentTarget), 0]; GVAR(tofOutput) set [GVAR(currentTarget), 0];
GVAR(velocityOutput) set [GVAR(currentTarget), 0]; GVAR(velocityOutput) set [GVAR(currentTarget), 0];
GVAR(verticalCoriolisOutput) set [GVAR(currentTarget), 0];
GVAR(horizontalCoriolisOutput) set [GVAR(currentTarget), 0];
GVAR(spinDriftOutput) set [GVAR(currentTarget), 0];
if (_updateDisplay) then { if (_updateDisplay) then {
[] call FUNC(calculate_target_solution); [] call FUNC(calculate_target_solution);

View File

@ -6,7 +6,7 @@
* target <NUMBER> * target <NUMBER>
* *
* Return Value: * Return Value:
* None * Nothing
* *
* Example: * Example:
* 2 call ace_atragmx_fnc_change_target_slot * 2 call ace_atragmx_fnc_change_target_slot
@ -17,8 +17,9 @@
private _target = 0 max _this min 3; private _target = 0 max _this min 3;
[] call FUNC(parse_input); call FUNC(parse_input);
GVAR(currentTarget) = _target; GVAR(currentTarget) = _target;
call FUNC(update_target_selection); call FUNC(update_target_selection);
call FUNC(calculate_target_solution);
[] call FUNC(calculate_target_solution);

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