Remove TO_MERGE

This commit is contained in:
KoffeinFlummi 2015-04-09 21:33:25 +02:00
parent 30862b4bfc
commit 63861a9fc0
1821 changed files with 0 additions and 80814 deletions

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x\uo\Addons\sys_air_hud

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class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_pre_init));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_post_init));
};
};
class Extended_GetIn_EventHandlers {
class ADDON {
init = QUOTE(call FUNC(onGetin));
};
};
class Extended_GetOut_EventHandlers {
class ADDON {
init = QUOTE(call FUNC(onGetout));
};
};

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class RscPicture;
class RscText;
class RscControlsGroupNoScrollbars;
class RscInGameUI
{
class RscUnitInfo
{
class CA_Radar: RscControlsGroupNoScrollbars
{
class controls
{
class CA_RadarBackground: RscPicture {
colorText[] = {0,0,0,0};
text = "";
};
class CA_RadarIcon: RscPicture {
colorText[] = {0,0,0,0};
};
class CA_Heading: RscText {
colorText[] = {0,0,0,0};
};
};
};
};
};
class CfgInGameUI
{
};

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class CfgVehicles {
class AllVehicles;
class Air: AllVehicles {
class Turrets;
};
class Helicopter: Air
{
class Turrets: Turrets {
class MainTurret;
};
commanderCanSee = 2+32;
gunnerCanSee = 2+32;
driverCanSee = 2+32;
};
class Helicopter_Base_F: Helicopter {
class Turrets: Turrets {
class MainTurret: MainTurret {};
};
};
class Heli_Attack_01_base_F: Helicopter_Base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {};
};
};
class B_Heli_Attack_01_F: Heli_Attack_01_base_F {
driverCanEject = 1;
class Turrets: Turrets {
class MainTurret: MainTurret {
stabilizedInAxes = 4;
};
};
};
};

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class CfgWeapons {
class LauncherCore;
class RocketPods: LauncherCore {
canLock = 1;
};
class missiles_DAGR: RocketPods {
canLock = 1;
};
};

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#include "script_component.hpp"
NO_DEDICATED;

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#include "script_component.hpp"
PREP(laserHudDesignateOn);
PREP(laserHudDesignateOff);
GVAR(laser) = nil;
FUNC(getPosASL) = {visiblePositionASL (_this select 0)};

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#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = { "uo_main", "uo_sys_laser", "a3_ui_f" };
version = VERSION;
};
};
#include "CfgUI.hpp"
#include "CfgEventhandlers.hpp"
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"

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#include "script_component.hpp"
if(isNil QGVAR(laser)) exitWith {
false
};
if(!local GVAR(laser)) then {
false
};
_handle = GVAR(laser) getVariable ["ACE_PFH_HANDLE", nil];
if(!isNil "_handle") then {
[_handle] call cba_fnc_removePerFrameHandler;
};
REM(ACE_LASERS, GVAR(laser));
deleteVehicle GVAR(laser);
GVAR(laser) = nil;
true

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//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
FUNC(magnitude) = {
_this distance [0, 0, 0]
};
FUNC(mat_normalize3d) = {
private ["_mag"];
PARAMS_3(_vx,_vy,_vz);
_mag = _this call FUNC(magnitude);
if (_mag == 0) then {_mag = 1};
[(_vx/_mag), (_vy/_mag), (_vz/_mag)]
};
FUNC(laserHudDesignatePFH) = {
_args = _this select 0;
_laserTarget = _args select 0;
_shooter = _args select 1;
_vehicle = vehicle _shooter;
_weapon = currentWeapon _vehicle;
if(!alive _shooter || isNull _vehicle || isNull _laserTarget) exitWith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
// Retrieve the gunner and turret memory point information
_gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer;
_turret = [_vehicle, _gunnerInfo select 1] call CBA_fnc_getTurret;
_pov = getText (_turret >> "memoryPointGunnerOptics");
_gunBeg = getText (_turret >> "gunBeg");
_gunEnd = getText (_turret >> "gunEnd");
TRACE_3("", _pov, _gunBeg, _gunEnd);
// Pull the PIP pov or barrel direction, depending on how the model is set up
_povPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _pov ) );
_povDir = [0,0,0];
if(_pov == "pip0_pos") then {
_pipDir = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition "pip0_dir" ) );
_povDir = [_povPos, _pipDir] call BIS_fnc_vectorDiff;
} else {
_gunBeginPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunBeg ) );
_gunEndPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunEnd ) );
_povDir = [_gunEndPos, _gunBeginPos] call BIS_fnc_vectorDiff;
};
TRACE_4("", _povDir, _povPos, _gunBeginPos, _gunEndPos);
_result = [_povPos, _povDir] call uo_sys_laser_fnc_shootCone;
if((count _result) > 0) then {
_resultPositions = _result select 2;
if((count _resultPositions) > 0) then {
_firstResult = _resultPositions select 0;
_pos = _firstResult select 0;
// If the laser has moved less than a half meter, then dont move it.
// Just regular use of lasers will commonly make them move this much,
// but not across multiple close frames.
// This loses accuracy a little, but saves position updates per frame.
//if( ((getPosASL _laserTarget) distance _pos) > 0.5) then {
_laserTarget setPosATL (ASLToATL _pos);
//};
#ifdef DEBUG_MODE_FULL
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLToATL _pos, 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
#endif
};
};
};
if(isNil QGVAR(laser)) then {
_laserTarget = "LaserTargetW" createVehicle (getpos player);
_handle = [FUNC(laserHudDesignatePFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler;
_laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false];
GVAR(laser) = _laserTarget;
} else {
[] call FUNC(laserHudDesignateOff);
[] call FUNC(laserHudDesignateOn);
};

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player addAction ["Laser Designator On", { _this call uo_sys_air_hud_fnc_laserHudDesignateOn }, name player];

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player addAction ["Laser Designator Off", { _this call uo_sys_air_hud_fnc_laserHudDesignateOff }, name player];

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#define COMPONENT sys_air_hud
#include "\x\uo\Addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_SYS_AIR_HUD
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_SYS_AIR_HUD
#define DEBUG_SETTINGS DEBUG_SETTINGS_SYS_AIR_HUD
#endif
#include "\x\uo\Addons\main\script_macros.hpp"

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x\ace\addons\sys_arty_aimingpoints

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class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_pre_init));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE(call COMPILE_FILE(XEH_post_init));
};
};
class Extended_Init_EventHandlers {
class ACE_Arty_M1A1_Collimator {
init = QUOTE(call COMPILE_FILE(XEH_collimator_init));
};
class ACE_Arty_M2A2_Aiming_Circle {
init = QUOTE(_this call FUNC(aimingCircleInit));
};
};
class Extended_GetIn_Eventhandlers {
class ACE_Arty_M2A2_Aiming_Circle {
clientGetin = QUOTE(_this call FUNC(aimingCircleGetIn));
};
};
class Extended_GetOut_Eventhandlers {
class ACE_Arty_M2A2_Aiming_Circle {
clientGetout = QUOTE(_this call FUNC(aimingCircleGetOut));
};
};

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class CfgVehicles {
class Thing;
class ReammoBox;
class ACE_Arty_BaseThing;
// aiming stakes classes
#include "CfgVehicles_AimingStakes.hpp"
#include "CfgVehicles_Ammoboxes.hpp"
#include "CfgVehicles_Collimator.hpp"
class Land;
class LandVehicle: Land {
class NewTurret;
};
class StaticWeapon: LandVehicle {
class Turrets;
};
class StaticCannon: StaticWeapon {
class Turrets: Turrets {
class MainTurret;
};
};
class ace_aimingcircle_base: StaticCannon {
class Turrets: Turrets {
class MainTurret : MainTurret {
class ViewOptics;
};
};
};
class ACE_Arty_M2A2_Aiming_Circle: ace_aimingcircle_base {
scope = 2;
displayName = $STR_DSS_ACE_ARTY_AIMINGCIRCLE_M2A2;
model = QPATHTO_M(ace_arty_m2a2_aiming_circle.p3d);
icon = QPATHTO_T(data\equip\m2a2_icon_ca.paa);
vehicleClass = "ACE_Arty_Equipment";
animated = 0;
reversed = 0;
autocenter = 0;
mapSize = 0.5;
class Turrets: Turrets
{
class MainTurret: MainTurret
{
weapons[] = {};
magazines[] = {};
memoryPointsGetInGunner = "pos_gunner_dir";
memoryPointsGetInGunnerDir = "pos_gunner";
gunnerOpticsModel = "\x\ace\addons\sys_arty_m119\ace_arty_m119_scope";
gunnerAction = "M2_Gunner";
gunBeg = "gunBegin";
gunEnd = "gunEnd";
proxyIndex = 1;
maxHorizontalRotSpeed = 4;
class ViewOptics : ViewOptics {
initFov = 0.0787019;
minFov = 0.0787019;
maxFov = 0.0787019;
};
};
};
class AnimationSources {
class MainGun {
source="user";
animPeriod=0.02;
initPhase=0;
minValue="-400";
maxValue="800";
};
class MainTurret {
source="user";
initPhase = 0;
animPeriod=0.02;
minValue="-6400";
maxValue="6400";
};
class upper_motion {
source="user";
initPhase = 0;
animPeriod=0.002;
minValue="-6400";
maxValue="6400";
};
class deflection_knob {
source="user";
initPhase = 0;
animPeriod=0.02;
minValue="-100";
maxValue="100";
};
class deflection_knob_coarse {
type="rotation";
source="user";
initPhase = 0;
animPeriod=0.02;
minValue="-64";
maxValue="64";
};
class elevation_knob {
source="user";
initPhase = 0;
animPeriod=0.02;
minValue="-100";
maxValue="100";
};
class elevation_knob_coarse {
source="user";
initPhase = 0;
animPeriod=0.02;
minValue="-4";
maxValue="8";
};
class orienting_knobs {
source="user";
initPhase = 0;
animPeriod=0.02;
minValue="-6400";
maxValue="6400";
};
class left_cover {
source="user";
initPhase = 0;
animPeriod=1;
minValue="0";
maxValue="1";
};
class right_cover {
source="user";
initPhase = 0;
animPeriod=1;
minValue="0";
maxValue="1";
};
class compass_needle {
source = "user";
initPhase = 0;
animPeriod=0.02;
minValue="-360";
maxValue="360";
};
};
// class MarkerLights {
// class Whitelight {
// name = "optic_backlight";
// color[] = {1,1,1, 0.0025};
// ambient[] = {1,1,1, 0.0025};
// brightness = 0.0005;
// size = 0.00004;
// blinking = "false";
// };
// };
ACE_CARGO_ONLY; ACE_Weight = 20.5;
};
};

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// ace mortars aiming posts base class
class ACE_Arty_AimingStakes : ACE_Arty_BaseThing {
destrType = "DestructTree";
weight = 1000;
simulation = "house";
model = QPATHTO_M(ACE_ARTY_AimingStakes.p3d);
animated = 0;
reversed = 0;
autocenter = 1;
sectionsInherit = "ACE_ARTY_AimingStakes";
hiddenSelections[] = {"all"};
class AnimationSources{};
ACE_NOCARGOLOAD; ACE_Weight = 10000;
};
// aiming posts for US mortar usage
// 2x M1A2 (ie 2m height) aiming Posts with M58, illumunation device, green
class ACE_Arty_AimingPost_M1A2_M58 : ACE_Arty_AimingStakes {
scope = 2;
displayName = $STR_DN_ACE_ARTY_AIMINGPOST_M1A2_M58;
hiddenSelections[] = {"lamp_1","lightpoint_1"};
class MarkerLights {
class Greenlight {
name = "lightpoint_0";
color[] = { 0, 0.5, 0.1, 0.0025 };
ambient[] = { 0, 0.5, 0.1, 0.0025 };
brightness = 0.0015;
size = 0.00001;
blinking = "false";
};
};
ACE_CARGO_ONLY; ACE_Weight = 3;
};
// 2x M1A2 (ie 2m height) aiming Posts with M59, illumunation device, orange
class ACE_Arty_AimingPost_M1A2_M59 : ACE_Arty_AimingPost_M1A2_M58 {
displayName = $STR_DN_ACE_ARTY_AIMINGPOST_M1A2_M59;
class MarkerLights: MarkerLights {
class Orangelight: Greenlight {
color[] = {255/255, 74/255, 0/255, 0.0025};
ambient[] = {255/255, 74/255, 0/255, 0.0025};
};
};
};

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class ACE_ArtyEquip_Box: ReammoBox {
vehicleClass = "ACE_Arty_Equipment";
picture = "pictureThing";
class TransportWeapons {
ACE_M_WEP(ACE_Arty_AimingPost_M1A2_M58, 12);
ACE_M_WEP(ACE_Arty_AimingPost_M1A2_M59, 12);
ACE_M_WEP(ACE_Arty_M1A1_Collimator, 6);
ACE_M_WEP(ACE_Arty_M2A2_Aiming_Circle, 2);
};
class TransportMagazines {};
};

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class ACE_Arty_M1A1_Collimator: ACE_Arty_AimingStakes {
scope = 2;
displayName = "$STR_DSS_ACE_ARTY_COLLIMATOR_M1A1";
model = QPATHTO_M(sa_collimator.p3d);
animated = 1;
reversed = 0;
autocenter = 0;
class Reflectors {
class Reflector {
color[] = {1,1,1, 1};
ambient[] = {1,1,1, 1};
position = "optic_backlight";
direction = "optic_proxy";
hitpoint = "optic_backlight";
selection = "optic_backlight";
brightness = 0.001;
size = 0.01;
};
};
class AnimationSources {
class elevate_optic {
source = "user";
animPeriod = 0.01;
minValue="-300";
maxValue="300";
};
class rotate_optic {
source = "user";
animPeriod = 0.01;
minValue="-6400";
maxValue="6400";
};
};
ACE_CARGO_ONLY; ACE_Weight = 14.5;
};
class ACE_Arty_Collimator_Proxy: ACE_Arty_BaseThing { // No idea wether this should be hidden or not
scope = 1;
displayName = "Collimator Proxy";
destrType = "DestructTree";
weight = 1000;
simulation = "house";
model = QPATHTO_M(collimator_test.p3d);
animated = 1;
reversed = 0;
autocenter = 0;
sectionsInherit = "collimator_test";
class AnimationSources{
class offset {
source = "user";
animPeriod = 0.00001;
minValue = -100;
maxValue = 100;
};
class expand_ul {
source = "user";
animPeriod = 0.00001;
minValue = -1;
maxValue = 1;
};
class expand_ur {
source = "user";
animPeriod = 0.00001;
minValue = -1;
maxValue = 1;
};
class expand_ll {
source = "user";
animPeriod = 0.00001;
minValue = -1;
maxValue = 1;
};
class expand_lr {
source = "user";
animPeriod = 0.00001;
minValue = -1;
maxValue = 1;
};
};
ACE_CARGO_ONLY; ACE_Weight = 14.5;
};

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class CfgWeapons {
class Launcher;
class ACE_BaseAimingPost: Launcher {
displayName = "Aiming Post";
descriptionShort = "";
type = 4;
model = QPATHTO_M(ACE_ARTY_AimingStakesW.p3d);
picture = QPATHTO_T(data\equip\w_stake_ca.paa);
class Library {
libTextDesc = "";
};
ACE_Weight = 3;
};
class ACE_Arty_AimingPost_M1A2_M58: ACE_BaseAimingPost {
scope = 2;
displayName = $STR_DN_ACE_ARTY_AIMINGPOST_M1A2_M58;
descriptionShort = $STR_DSS_ACE_ARTY_AIMINGPOST_M1A2_M58;
};
class ACE_Arty_AimingPost_M1A2_M59: ACE_BaseAimingPost {
scope = 2;
displayName = $STR_DN_ACE_ARTY_AIMINGPOST_M1A2_M59;
descriptionShort = $STR_DSS_ACE_ARTY_AIMINGPOST_M1A2_M59;
};
class ACE_Arty_M1A1_Collimator: ACE_BaseAimingPost {
scope = 2;
displayName = $STR_DSS_ACE_ARTY_COLLIMATOR_M1A1;
descriptionShort = $STR_DSS_ACE_ARTY_COLLIMATOR_M1A1;
picture = QPATHTO_T(data\equip\collimator_item_ca.paa);
model = QPATHTO_M(sa_collimator_wep.p3d);
ACE_Weight = 14.5;
};
class ACE_Arty_M2A2_Aiming_Circle: ACE_BaseAimingPost {
scope = 2;
displayName = $STR_DSS_ACE_ARTY_AIMINGCIRCLE_M2A2;
descriptionShort = $STR_DSS_ACE_ARTY_AIMINGCIRCLE_M2A2;
picture = QPATHTO_T(data\equip\m2a2_item_ca.paa);
model = QPATHTO_M(ace_arty_m2a2_aiming_circle_wep.p3d);
ACE_Weight = 20.5;
};
};

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//XEH_collimator_init.sqf
#include "script_component.hpp"
PARAMS_1(_collimator);
_adjustCollimator = _collimator addAction [localize "STR_ACE_ARTY_ADJUST_COLLIMATOR", "fnc_adjustCollimator.sqf", [], -100, false, true, "", "alive _target"];

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// #define DEBUG_MODE_FULL
#include "script_component.hpp"
ADDON = false;
["player", [ace_sys_interaction_key], 1, [QPATHTO_F(fnc_menuDef_stake), "main"]] call CBA_ui_fnc_add;
["player", [ace_sys_interaction_key_self], 9, [QPATHTO_F(fnc_menuDef_stake_self), "main"]] call CBA_ui_fnc_add;
[QGVAR(aimingCircleLightEvent), { _this call FUNC(aimingCircleHandleLight); }] call CBA_fnc_addEventHandler;
ADDON = true;

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#include "script_component.hpp"
ADDON = false;
PREP(menuDef_stake);
PREP(menuDef_stake_self);
PREP(isKindOf);
PREP(onPickupStake);
PREP(onPlaceStake);
PREP(onModifyStake);
PREP(onPlaceStakeConfirm);
PREP(onPlaceStakeCancel);
ACE_ARTY_COLLIMATORS = [];
ACE_ARTY_COLLIMATORS_PFH_ID = -1;
FUNC(milsFromGunBarrel) = {
private "_gunDir";
PARAMS_2(_gun,_obj);
// TODO: get relative directoin of placement from barrel in mils
};
FUNC(findGun) = {
private["_detectorPos", "_distance", "_target","_targets","_closeDist"];
_target = objNull;
_detectorPos = [0, 0, 0];
for [
{_distance = 10},
{(_distance <= viewdistance) && ((_detectorPos select 2) > -2) && isNull _target},
{_distance = _distance + 10}
] do {
_detectorPos = positionCameraToWorld [0, 0, _distance];
_targets = _detectorPos nearEntities ["StaticWeapon", 10];
if (count _targets > 0) exitWith {
private["_closeDist", "_dist"];
_closeDist = 9999;
{
private["_gun"];
_gun = _x;
_dist = player distance _gun;
if(_dist < _closeDist) then {
_closeDist = _dist;
_target = _gun;
};
} forEach _targets;
_target
};
};
_target
};
FUNC(collimatorHandler) = {
_gp = positionCameraToWorld [0,0,0];
_gp set[2, getTerrainHeightASL [_gp select 0, _gp select 1]];
_nearCollimators = (positionCameraToWorld [0,0,0]) nearEntities ["ACE_Arty_M1A1_Collimator", 20];
_moved = false;
{
_lastPos = _x getVariable [QGVAR(colLastPos), [0,0,0]];
if(_lastPos distance (getPosASL _x) > 0) exitWith {
_moved = true;
};
} forEach _nearCollimators;
_proxies = (positionCameraToWorld [0,0,0]) nearEntities ["ACE_Arty_Collimator_Proxy", 20];
if((count _proxies) != (count _nearCollimators)) then {
_moved = true;
};
if(_moved) then {
ACE_ARTY_COLLIMATORS = [];
{
deleteVehicle _x;
} forEach _proxies;
};
_newCollimators = _nearCollimators - ACE_ARTY_COLLIMATORS;
{
// player sideChat format["creating proxyaaaa"];
_collimatorProxy = "ACE_Arty_Collimator_Proxy" createVehicleLocal (getPos _x);
_collimatorProxy setDir 180;
_collimatorProxy attachTo [_x, [0,0,0], "optic_proxy"];
_x setVariable ["ace_collimator_proxy", _collimatorProxy];
} forEach _newCollimators;
_oldCollimators = ACE_ARTY_COLLIMATORS - _nearCollimators;
{
// player sideChat format["deleting proxy"];
_collimatorProxy = _x getVariable "ace_collimator_proxy";
detach _collimatorProxy;
deleteVehicle _collimatorProxy;
} forEach _oldCollimators;
ACE_ARTY_COLLIMATORS = _nearCollimators;
{
_collimatorProxy = _x getVariable "ace_collimator_proxy";
_x setVariable [QGVAR(colLastPos), (getPosASL _x)];
_cp = _collimatorProxy modelToWorld (_collimatorProxy selectionPosition "optic");
_cp set[2, getTerrainHeightASL [_cp select 0, _cp select 1]];
_dis = (_gp distance _cp);
_disDif = 0.59-(_dis * 0.062);
_collimatorProxy animate["expand_ul", _disDif];
_collimatorProxy animate["expand_ur", _disDif];
_collimatorProxy animate["expand_ll", _disDif];
_collimatorProxy animate["expand_lr", _disDif];
_offset = 0;
_relDir = [_collimatorProxy, _gp] call BIS_fnc_relativeDirTo;
_relDir = (_relDir-180);
_relDir = DEG2MIL(_relDir);
_cf = -0.0011*(_dis^2) + 0.1335*_dis - 1.005;
_relDir = _relDir + (_relDir*_cf);
_collimatorProxy animate["offset", _relDir];
_colRot = _x animationPhase "rotate_optic";
_collimatorProxy setDir MIL2DEG(_colRot);
// player sideChat format["ds: %1", _colRot];
// _wepVec = (vehicle player) weaponDirection ((weapons (vehicle player)) select 0);
// _wepDir = (_wepVec call CBA_fnc_vect2polar) select 1;
// _wepDir = DEG2MIL(_wepDir);
// player sideChat format["_wepDir: %1", _wepDir];
} forEach ACE_ARTY_COLLIMATORS;
};
FUNC(startCollimatorHandler) = {
ACE_ARTY_COLLIMATORS = [];
ACE_ARTY_COLLIMATORS_PFH_ID = [FUNC(collimatorHandler), 0.0, []] call CBA_fnc_addPerFrameHandler;
};
FUNC(endCollimatorHandler) = {
{
_collimatorProxy = _x getVariable "ace_collimator_proxy";
detach _collimatorProxy;
deleteVehicle _collimatorProxy;
} forEach ACE_ARTY_COLLIMATORS;
[ACE_ARTY_COLLIMATORS_PFH_ID] call CBA_fnc_removePerFrameHandler;
ACE_ARTY_COLLIMATORS = [];
};
FUNC(onAlignCollimator) = {
// player sideChat format["lol"];
GVAR(aligningCollimator) = _this select 0;
_pos = GVAR(aligningCollimator) modelToWorld (GVAR(aligningCollimator) selectionPosition "sight_begin");
_camera = "camera" camCreate _pos;
_camera cameraEffect ["internal", "back"];
_camera camSetTarget (GVAR(aligningCollimator) modelToWorld (GVAR(aligningCollimator) selectionPosition "sight_end"));
_camera camSetFov 0.2;
_camera camCommit 0.1;
showCinemaBorder false;
GVAR(collimatorAlignHorz) = GVAR(aligningCollimator) animationPhase "rotate_optic";
GVAR(collimatorAlignVert) = GVAR(aligningCollimator) animationPhase "elevate_optic";
[] call FUNC(addKeys);
_func = {
_camera = (_this select 0) select 0;
if(GVAR(aligning)) then {
_pos = GVAR(aligningCollimator) modelToWorld (GVAR(aligningCollimator) selectionPosition "sight_begin");
_camera camSetPos _pos;
_camera camSetTarget (GVAR(aligningCollimator) modelToWorld (GVAR(aligningCollimator) selectionPosition "sight_end"));
camUseNVG ace_sys_nvg_on;
_camera camSetFov 0.2;
_camera camCommit 0.1;
} else {
_camera cameraEffect ["terminate", "back"];
cutrsc ["default", "PLAIN DOWN"];
camDestroy _camera;
[] call FUNC(removeKeys);
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
};
};
GVAR(aligning) = true;
[_func, 0.05, [_camera]] call CBA_fnc_addPerFrameHandler;
};
FUNC(addKeys) = {
GVAR(key_dn) = (findDisplay 46) displayAddEventHandler["KeyDown", '["KeyDown", _this] call FUNC(keyEvent)'];
GVAR(key_up) = (findDisplay 46) displayAddEventHandler["KeyUp", '["KeyUp", _this] call FUNC(keyEvent)'];
};
FUNC(removeKeys) = {
(findDisplay 46) displayRemoveEventhandler ["KeyDown", GVAR(key_dn)];
(findDisplay 46) displayRemoveEventhandler ["KeyUp", GVAR(key_up)];
};
FUNC(keyEvent) = {
_event = _this select 0;
_parameters = _this select 1;
if (GVAR(presstime) == time) exitwith {false};
GVAR(presstime) = time;
switch(_event) do {
case "KeyDown": {
_key = _parameters select 1;
switch(_key) do {
case 0xCD: { GVAR(collimatorAlignHorz) = GVAR(collimatorAlignHorz) + 0.25; };
case 0xCB: { GVAR(collimatorAlignHorz) = GVAR(collimatorAlignHorz) - 0.25; };
case 0xD0: { GVAR(collimatorAlignVert) = GVAR(collimatorAlignVert) + 0.25; };
case 0xC8: { GVAR(collimatorAlignVert) = GVAR(collimatorAlignVert) - 0.25; };
case 1: { GVAR(aligning) = false; };
};
};
};
if ((GVAR(aligningCollimator) animationPhase "rotate_optic") != GVAR(collimatorAlignHorz)) then {
GVAR(aligningCollimator) animate ["rotate_optic", GVAR(collimatorAlignHorz)];
};
if ((GVAR(aligningCollimator) animationPhase "elevate_optic") != GVAR(collimatorAlignVert)) then {
GVAR(aligningCollimator) animate ["elevate_optic", GVAR(collimatorAlignVert)];
};
!(GVAR(aligning))
};
GVAR(placingStake) = false;
/*
AIMING CIRCLE CODE
*/
GVAR(aimingCircleViewIndex) = 1;
GVAR(aimingCircleCurrentViews) = nil;
GVAR(aimingCircleCurrentDeflection) = 0;
GVAR(aimingCircleCurrentDeflectionFine) = 0;
GVAR(aimingCircleCurrentElevation) = 0;
GVAR(aimingCircleCurrentElevationFine) = 0;
GVAR(aimingCircleCurrentOrientation) = 0;
GVAR(aimingCircleMainViews) = [
[["view_elevation", "gunEnd"], 0.5, 0, [], 0, [], 0],
["gunnerview", 0.5, 0, [], 0, [], 0],
[["view_deflection", "centerpoint"], 0.45, 0, [], 0, [], 0],
[["view_needle", "view_target_reticle"], 0.44, 0, [], 0, [], 0]
];
//
GVAR(currentAimingCircle) = nil;
GVAR(aimingCircleCam) = nil;
GVAR(aimingCircleDisplayOpen) = false;
GVAR(aimingCircleActionIds) = [];
GVAR(aimingCircleLights) = [];
GVAR(aimingCircleLightLoopPid) = [] spawn { };
FUNC(aimingCircleGetOut) = {
PARAMS_3(_circle,_pos,_unit);
if (_unit == player) then {
{
GVAR(currentAimingCircle) removeAction _x;
} forEach GVAR(aimingCircleActionIds);
_needleUnlocked = GVAR(currentAimingCircle) getVariable[QGVAR(aimingCircleNeedleUnlocked), false];
if(_needleUnlocked) then {
GVAR(currentAimingCircle) setVariable[QGVAR(aimingCircleNeedleUnlocked), false];
};
GVAR(aimingCircleActionIds) = [];
GVAR(currentAimingCircle) = nil;
};
};
FUNC(aimingCircleCloseDisplay) = {
GVAR(aimingCircleCam) cameraEffect ["terminate", "back"];
cutrsc ["default", "PLAIN DOWN"];
camDestroy GVAR(aimingCircleCam);
GVAR(aimingCircleCam) = nil;
GVAR(currentAimingCircle) switchCamera "INTERNAL";
GVAR(aimingCircleDisplayOpen) = false;
};
FUNC(aimingCircleInitDisplay) = {
GVAR(aimingCircleDisplayOpen) = true;
[GVAR(aimingCircleMainViews), GVAR(aimingCircleViewIndex)] call FUNC(aimingCircleSetView);
};
FUNC(aimingCircleSetView) = {
_views = _this select 0;
GVAR(aimingCircleCurrentViews) = _views;
_index = _this select 1;
_selectedView = _views select _index;
if(IS_ARRAY((_selectedView select 0))) then {
GVAR(currentAimingCircle) switchCamera "INTERNAL";
_viewPositions = _selectedView select 0;
_snap = false;
_camPos = (GVAR(currentAimingCircle) modelToWorld (GVAR(currentAimingCircle) selectionPosition (_viewPositions select 0)));
_targetPos = (GVAR(currentAimingCircle) modelToWorld (GVAR(currentAimingCircle) selectionPosition (_viewPositions select 1)));
if (isNil QGVAR(aimingCircleCam)) then {
GVAR(aimingCircleCam) = "camera" camCreate _camPos;
_snap = true;
showCinemaBorder false;
};
preloadCamera _targetPos;
5 preloadObject GVAR(currentAimingCircle);
GVAR(aimingCircleCam) camPreload 5;
GVAR(aimingCircleCam) camSetPos _camPos;
GVAR(aimingCircleCam) cameraEffect ["internal", "back"];
GVAR(aimingCircleCam) camSetTarget _targetPos;
GVAR(aimingCircleCam) camSetFov (_selectedView select 1);
if(_snap) then {
GVAR(aimingCircleCam) camCommit 0;
} else {
GVAR(aimingCircleCam) camCommit (_selectedView select 2);
};
} else {
GVAR(aimingCircleCam) cameraEffect ["terminate", "back"];
cutrsc ["default", "PLAIN DOWN"];
camDestroy GVAR(aimingCircleCam);
GVAR(aimingCircleCam) = nil;
if((_selectedView select 0) == "gunnerview") then {
GVAR(currentAimingCircle) switchCamera "GUNNER";
};
};
};
FUNC(aimingCircleHandleAdjustKey) = {
_key = _this select 1;
_shift = _this select 2;
_ctrl = _this select 3;
_orient = false;
if(GVAR(currentAimingCircle) animationPhase "right_cover" == 1) then {
_orient = true;
};
if(_key == 205 || {_key == 203}) then {
if(!_shift) then {
_amount = 1;
if(_ctrl) then {
_amount = 0.25;
};
if(_key == 203) then {
_amount = _amount*-1;
};
if(_orient) then {
GVAR(aimingCircleCurrentOrientation) = GVAR(aimingCircleCurrentOrientation) + _amount;
GVAR(currentAimingCircle) animate ["MainTurret", GVAR(aimingCircleCurrentOrientation)];
GVAR(currentAimingCircle) animate ["orienting_knobs", GVAR(aimingCircleCurrentOrientation)];
} else {
GVAR(aimingCircleCurrentDeflectionFine) = GVAR(aimingCircleCurrentDeflectionFine) + _amount;
GVAR(aimingCircleCurrentDeflection) = GVAR(aimingCircleCurrentDeflection) + _amount;
GVAR(currentAimingCircle) animate ["upper_motion", GVAR(aimingCircleCurrentDeflection)];
GVAR(currentAimingCircle) animate ["deflection_knob", GVAR(aimingCircleCurrentDeflectionFine)];
};
} else {
_amount = 100;
if(_key == 203) then {
_amount = _amount*-1;
};
if(_orient) then {
_currentPhase = GVAR(currentAimingCircle) animationPhase "MainTurret";
if(_currentPhase == GVAR(aimingCircleCurrentOrientation)) then {
GVAR(aimingCircleCurrentOrientation) = GVAR(aimingCircleCurrentOrientation) + _amount;
GVAR(currentAimingCircle) animate ["MainTurret", GVAR(aimingCircleCurrentOrientation)];
GVAR(currentAimingCircle) animate ["orienting_knobs", GVAR(aimingCircleCurrentOrientation)];
};
} else {
_currentPhase = GVAR(currentAimingCircle) animationPhase "upper_motion";
if(_currentPhase == GVAR(aimingCircleCurrentDeflection)) then {
GVAR(aimingCircleCurrentDeflection) = GVAR(aimingCircleCurrentDeflection) + _amount;
GVAR(currentAimingCircle) animate ["upper_motion", GVAR(aimingCircleCurrentDeflection)];
GVAR(currentAimingCircle) animate ["deflection_knob_coarse", (GVAR(currentAimingCircle) animationPhase "deflection_knob_coarse")+(_amount/100)];
};
};
};
};
};
FUNC(aimingCircleHandleKey) = {
_key = _this select 1;
_move = false;
if(_key in [203, 205, 200, 208]) then {
_this call FUNC(aimingCircleHandleAdjustKey);
} else {
if(_key in (actionKeys "MoveForward")) then {
GVAR(aimingCircleViewIndex) = (GVAR(aimingCircleViewIndex) - 1) max 0;
_move = true;
};
if(_key in (actionKeys "MoveBack")) then {
GVAR(aimingCircleViewIndex) = (GVAR(aimingCircleViewIndex) + 1) min ((count GVAR(aimingCircleCurrentViews))-1);
_move = true;
};
if(_move) then {
[GVAR(aimingCircleMainViews), GVAR(aimingCircleViewIndex)] call FUNC(aimingCircleSetView);
};
};
};
FUNC(aimingCircleMonitor) = {
if(player in GVAR(currentAimingCircle)) then {
if(cameraView == "GUNNER") then {
if(!GVAR(aimingCircleDisplayOpen)) then {
createDialog "ace_sys_aimingpoints_aimingCircleDisplay";
};
};
if(GVAR(aimingCircleDisplayOpen)) then {
[GVAR(aimingCircleMainViews), GVAR(aimingCircleViewIndex)] call FUNC(aimingCircleSetView);
};
_needleUnlocked = GVAR(currentAimingCircle) getVariable[QGVAR(aimingCircleNeedleUnlocked), false];
if(_needleUnlocked) then {
_currentAzi = GVAR(currentAimingCircle) getVariable[QGVAR(aimingCircleCurrentAzi), 0];
_currentDir = (getDir GVAR(currentAimingCircle));
if(_currentDir != _currentAzi) then {
GVAR(currentAimingCircle) setVariable[QGVAR(aimingCircleCurrentAzi), _currentDir, true];
GVAR(currentAimingCircle) animate ["compass_needle", _currentDir];
};
};
} else {
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
};
};
FUNC(aimingCircleHandleLight) = {
_ac = _this select 0;
_state = _this select 1;
if(_state) then {
_light = "#lightPoint" createVehicleLocal [0,0,0];
_light lightAttachObject [_ac, [0,0,2]];
_light setLightBrightness 0.005;
_light setLightAmbient[1, 0.5, 0.5];
_light setLightColor[1, 0.5, 0.5];
GVAR(aimingCircleLights) set[(count GVAR(aimingCircleLights)), [_ac, _light]];
_ac setVariable [QGVAR(aimingCircleLightPoint), _light];
if(scriptDone GVAR(aimingCircleLightLoopPid)) then {
GVAR(aimingCircleLightLoopPid) = [] spawn FUNC(aimingCircleLightLoop);
};
} else {
_lightObj = _ac getVariable QGVAR(aimingCircleLightPoint);
_ac setVariable [QGVAR(aimingCircleLightPoint), nil];
deleteVehicle _lightObj;
};
};
FUNC(aimingCircleLightLoop) = {
while { (count GVAR(aimingCircleLights)) > 0 } do {
_tempArray = [];
{
_ac = _x select 0;
_light = _x select 1;
if(!alive _ac) then {
deleteVehicle _light;
} else {
if(alive _light) then {
_tempArray set[(count _tempArray), _x];
};
};
} forEach GVAR(aimingCircleLights);
GVAR(aimingCircleLights) = _tempArray;
sleep 0.1;
};
};
FUNC(aimingCircleGetIn) = {
PARAMS_3(_circle,_pos,_unit);
if (_unit == player) then {
GVAR(currentAimingCircle) = _circle;
[FUNC(aimingCircleMonitor), 0] call CBA_fnc_addPerFrameHandler;
_actionId = GVAR(currentAimingCircle) addAction ["Uncover Orienting Knobs", QPATHTO_C(fnc_uncoverKnobs.sqf), [], -100, false, true, "", "gunner _target == player && {(_target animationPhase 'right_cover') == 0}"];
GVAR(aimingCircleActionIds) set[(count GVAR(aimingCircleActionIds)), _actionId];
_actionId = GVAR(currentAimingCircle) addAction ["Cover Orienting Knobs", QPATHTO_C(fnc_coverKnobs.sqf), [], -100, false, true, "", "gunner _target == player && {(_target animationPhase 'right_cover') == 1}"];
GVAR(aimingCircleActionIds) set[(count GVAR(aimingCircleActionIds)), _actionId];
_actionId = GVAR(currentAimingCircle) addAction ["Unlock Compass Needle", QPATHTO_C(fnc_needle.sqf), [], -100, false, true, "", format["gunner _target == player && !(_target getVariable[""%1"", false])", QGVAR(aimingCircleNeedleUnlocked)]];
GVAR(aimingCircleActionIds) set[(count GVAR(aimingCircleActionIds)), _actionId];
_actionId = GVAR(currentAimingCircle) addAction ["Lock Compass Needle", QPATHTO_C(fnc_needle.sqf), [], -100, false, true, "", format["gunner _target == player && (_target getVariable[""%1"", false])", QGVAR(aimingCircleNeedleUnlocked)]];
GVAR(aimingCircleActionIds) set[(count GVAR(aimingCircleActionIds)), _actionId];
_actionId = GVAR(currentAimingCircle) addAction ["Turn On Lamp", QPATHTO_C(fnc_lamp.sqf), [], -100, false, true, "", format["gunner _target == player && !(_target getVariable[""%1"", false])", QGVAR(aimingCircleLampOn)]];
GVAR(aimingCircleActionIds) set[(count GVAR(aimingCircleActionIds)), _actionId];
_actionId = GVAR(currentAimingCircle) addAction ["Turn Off Lamp", QPATHTO_C(fnc_lamp.sqf), [], -100, false, true, "", format["gunner _target == player && (_target getVariable[""%1"", false])", QGVAR(aimingCircleLampOn)]];
GVAR(aimingCircleActionIds) set[(count GVAR(aimingCircleActionIds)), _actionId];
};
};
FUNC(aimingCircleInit) = {
_ac = _this select 0;
_ac setVectorUp [0,0,0.000001];
};
ADDON = true;

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@ -1,25 +0,0 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {
"ACE_Arty_AimingPost_M1A2_M58",
"ACE_Arty_AimingPost_M1A2_M59",
"ACE_Arty_M1A1_Collimator",
"ACE_Arty_M2A2_Aiming_Circle"
};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"CAWeapons", "ace_sys_arty", "ace_sys_interaction", "ace_main"};
author[] = {"Nou"};
VERSION_CONFIG;
};
};
PRELOAD_ADDONS;
#include "CfgEventHandlers.hpp"
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"
#include "dialogs.hpp"

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@ -1,13 +0,0 @@
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0,0,0,1};
specularPower=1;
PixelShaderID="Normal";
VertexShaderID="Basic";
class Stage0
{
texture="x\ace\Addons\sys_arty_aimingpoints\data\collimator_pattern_alpha.paa";
uvSource="tex";
};

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@ -1,123 +0,0 @@
ambient[] = {1.28,1.2,1.55,1.0}; // ambient color shine
diffuse[] = {1.28,1.2,1.55,1.0}; // diffuse color shine
forcedDiffuse[] = {0.0,0.0,0.0,0.0}; // unused
emmisive[] = {0.0,0.0,0.0,1.0}; // emmisive color
specular[] = {0.375,0.375,0.375,1}; // specular color
specularPower = 10.0; // glosiness
PixelShaderID = "Super"; // type of pixelshader
VertexShaderID = "Super"; // type of vertexshader
/*********************************
** STAGE 1 Normal Map (NOHQ) **
*********************************/
class Stage1
{
texture = "x\ace\addons\sys_arty_aimingpoints\data\m2a2_1_nohq.paa"; // path to normal map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 2 Detail Map (DT) **
*********************************/
class Stage2
{
texture = "ca\data\destruct\metal_rough_half_dt.paa"; // path to detail map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {19.9239,-1.74311,0};
up[] = {1.74311,19.9239,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
/*********************************
** STAGE 3 Micro Map (MC) **
*********************************/
class Stage3
{
texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; // micro color
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {0.984808,-0.173648,0};
up[] = {0.173648,0.984808,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
/*********************************
** STAGE 4 Ambient Shadow (AS) **
*********************************/
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; // path to as map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 5 Specular (SMDI) **
*********************************/
class Stage5
{
texture = "x\ace\addons\sys_arty_aimingpoints\data\m2a2_1_smdi.paa"; // path to smdi map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 6 Fresnel reflection **
*********************************/
class Stage6
{
texture = "#(ai,16,2,2)fresnel(1.4,1.16)"; // fresnel reflection terms #(ai, size,size, tile)fresnel(term 1, term 2)
uvSource = "none";
};
/*********************************
** STAGE 7 Reflection map **
*********************************/
class Stage7
{
texture = "ca\data\env_land_co.paa"; // path to reflection map
uvSource = "none"; // source of uv mapping
};
/*********************************
** STAGE 7 Thermal **
*********************************/
class StageTI
{
texture = "";
};

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@ -1,124 +0,0 @@
ambient[] = {1.28,1.2,1.55,1.0}; // ambient color shine
diffuse[] = {1.28,1.2,1.55,1.0}; // diffuse color shine
forcedDiffuse[] = {0.0,0.0,0.0,0.0}; // unused
emmisive[] = {0.0,0.0,0.0,1.0}; // emmisive color
specular[] = {0.375,0.375,0.375,1}; // specular color
specularPower = 10.0; // glosiness
PixelShaderID = "Super"; // type of pixelshader
VertexShaderID = "Super"; // type of vertexshader
/*********************************
** STAGE 1 Normal Map (NOHQ) **
*********************************/
class Stage1
{
texture = "x\ace\addons\sys_arty_aimingpoints\data\m2a2_2_nohq.paa"; // path to normal map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 2 Detail Map (DT) **
*********************************/
class Stage2
{
texture = "ca\data\destruct\metal_rough_half_dt.paa"; // path to detail map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {19.9239,-1.74311,0};
up[] = {1.74311,19.9239,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
/*********************************
** STAGE 3 Micro Map (MC) **
*********************************/
class Stage3
{
texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; // micro color
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {0.984808,-0.173648,0};
up[] = {0.173648,0.984808,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
/*********************************
** STAGE 4 Ambient Shadow (AS) **
*********************************/
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; // path to as map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 5 Specular (SMDI) **
*********************************/
class Stage5
{
texture = "x\ace\addons\sys_arty_aimingpoints\data\m2a2_2_smdi.paa"; // path to smdi map
//texture = "#(argb,8,8,3)color(1,1,1,1,SMDI)";
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 6 Fresnel reflection **
*********************************/
class Stage6
{
texture = "#(ai,16,2,2)fresnel(1.4,1.16)"; // fresnel reflection terms #(ai, size,size, tile)fresnel(term 1, term 2)
uvSource = "none";
};
/*********************************
** STAGE 7 Reflection map **
*********************************/
class Stage7
{
texture = "ca\data\env_land_co.paa"; // path to reflection map
uvSource = "none"; // source of uv mapping
};
/*********************************
** STAGE 7 Thermal **
*********************************/
class StageTI
{
texture = "";
};

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@ -1,124 +0,0 @@
ambient[] = {1.28,1.2,1.55,1.0}; // ambient color shine
diffuse[] = {1.28,1.2,1.55,1.0}; // diffuse color shine
forcedDiffuse[] = {0.0,0.0,0.0,0.0}; // unused
emmisive[] = {0.0,0.0,0.0,1.0}; // emmisive color
specular[] = {0.375,0.375,0.375,1}; // specular color
specularPower = 10.0; // glosiness
PixelShaderID = "Super"; // type of pixelshader
VertexShaderID = "Super"; // type of vertexshader
/*********************************
** STAGE 1 Normal Map (NOHQ) **
*********************************/
class Stage1
{
texture = "x\ace\addons\sys_arty_aimingpoints\data\m2a2_3_nohq.paa"; // path to normal map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 2 Detail Map (DT) **
*********************************/
class Stage2
{
texture = "ca\data\destruct\metal_rough_half_dt.paa"; // path to detail map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {19.9239,-1.74311,0};
up[] = {1.74311,19.9239,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
/*********************************
** STAGE 3 Micro Map (MC) **
*********************************/
class Stage3
{
texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; // micro color
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {0.984808,-0.173648,0};
up[] = {0.173648,0.984808,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
/*********************************
** STAGE 4 Ambient Shadow (AS) **
*********************************/
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; // path to as map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 5 Specular (SMDI) **
*********************************/
class Stage5
{
texture = "x\ace\addons\sys_arty_aimingpoints\data\m2a2_3_smdi.paa"; // path to smdi map
uvSource = "tex"; // source of uv mapping
/*****************************
** UV Distorsion **
*****************************/
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
/*********************************
** STAGE 6 Fresnel reflection **
*********************************/
class Stage6
{
texture = "#(ai,16,2,2)fresnel(1.4,1.16)"; // fresnel reflection terms #(ai, size,size, tile)fresnel(term 1, term 2)
uvSource = "none";
};
/*********************************
** STAGE 7 Reflection map **
*********************************/
class Stage7
{
texture = "ca\data\env_land_co.paa"; // path to reflection map
uvSource = "none"; // source of uv mapping
};
/*********************************
** STAGE 7 Thermal **
*********************************/
class StageTI
{
texture = "";
};

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@ -1,75 +0,0 @@
class StageTI
{
texture="";
};
ambient[]={1.28,1.2,1.55,1};
diffuse[]={1.28,1.2,1.55,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.99999928,0.99999994,0.99999988,1};
specularPower=100;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="x\ace\addons\sys_arty_aimingpoints\data\m2a2_1_nohq.tga";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage2
{
texture="ca\data\destruct\metal_rough_half_dt.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage4
{
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="#(argb,8,8,3)color(0,1,1,1,SMDI)";
uvSource="none";
};
class Stage6
{
texture="#(ai,16,2,2)fresnel(1.4,1.16)";
uvSource="none";
};
class Stage7
{
texture="ca\data\env_land_co.paa";
uvSource="none";
};

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@ -1,78 +0,0 @@
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={1,1,1,1};
specularPower=301.79999;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="x\ace\Addons\sys_arty_aimingpoints\data\sa_collimator_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage2
{
texture="ca\data\destruct\metal_rough_half_dt.paa";
uvSource="tex";
class uvTransform
{
aside[]={10,0,0};
up[]={0,5,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage4
{
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="x\ace\Addons\sys_arty_aimingpoints\data\sa_collimator_smdi.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage6
{
texture="#(ai,64,64,1)fresnel(4.74,1.16)";
uvSource="none";
};
class Stage7
{
texture="ca\data\env_land_co.paa";
uvSource="none";
};

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@ -1,120 +0,0 @@
//dialogs.hpp
#define __X SafeZoneX
#define __Y SafeZoneY
#define __W SafeZoneW
#define __H SafeZoneH
#define __SX(var1) x = ((var1 * safeZoneW) + safeZoneX)
#define __SY(var1) y = ((var1 * safeZoneH) + safeZoneY)
#define __SW(var1) w = (var1 * safeZoneW)
#define __SH(var1) h = (var1 * safeZoneH)
// Control types
#define CT_STATIC 0
#define CT_BUTTON 1
#define CT_EDIT 2
#define CT_SLIDER 3
#define CT_COMBO 4
#define CT_LISTBOX 5
#define CT_LISTNBOX 102
#define CT_TOOLBOX 6
#define CT_CHECKBOXES 7
#define CT_PROGRESS 8
#define CT_HTML 9
#define CT_STATIC_SKEW 10
#define CT_ACTIVETEXT 11
#define CT_TREE 12
#define CT_STRUCTURED_TEXT 13
#define CT_CONTEXT_MENU 14
#define CT_CONTROLS_GROUP 15
#define CT_SHORTCUTBUTTON 16
#define CT_XKEYDESC 40
#define CT_XBUTTON 41
#define CT_XLISTBOX 42
#define CT_XSLIDER 43
#define CT_XCOMBO 44
#define CT_ANIMATED_TEXTURE 45
#define CT_OBJECT 80
#define CT_OBJECT_ZOOM 81
#define CT_OBJECT_CONTAINER 82
#define CT_OBJECT_CONT_ANIM 83
#define CT_LINEBREAK 98
#define CT_USER 99
#define CT_MAP 100
#define CT_MAP_MAIN 101
// Static styles
#define ST_POS 0x0F
#define ST_HPOS 0x03
#define ST_VPOS 0x0C
#define ST_LEFT 0x00
#define ST_RIGHT 0x01
#define ST_CENTER 0x02
#define ST_DOWN 0x04
#define ST_UP 0x08
#define ST_VCENTER 0x0c
#define ST_TYPE 0xF0
#define ST_SINGLE 0
#define ST_MULTI 16
#define ST_TITLE_BAR 32
#define ST_PICTURE 48
#define ST_FRAME 64
#define ST_BACKGROUND 80
#define ST_GROUP_BOX 96
#define ST_GROUP_BOX2 112
#define ST_HUD_BACKGROUND 128
#define ST_TILE_PICTURE 144
#define ST_WITH_RECT 160
#define ST_LINE 176
#define ST_SHADOW 0x100
#define ST_NO_RECT 0x200
#define ST_KEEP_ASPECT_RATIO 0x800
#define Mainback_IDC 1104
//MP Menu
#define Paused_Title_IDC 523
#define CA_B_SAVE_IDC 103
#define CA_B_Skip_IDC 1002
#define CA_B_REVERT_IDC 119
#define CA_B_Respawn_IDC 1010
#define CA_B_Options_IDC 101
#define CA_B_Abort_IDC 104
//SP Menu
#define CA_PGTitle_IDC 523
#define PG_Save_IDC 103
#define PG_Skip_IDC 1002
#define PG_Revert_IDC 119
#define PG_Again_IDC 1003
#define PG_Options_IDC 101
#define PG_Abort_IDC 104
#define ACE_SETTINGS_IDC 113801
#define ACE_LOGO_IDC 113805
#define FontM "Zeppelin32"
#define ClrWhite 1,1,1
#define ClrBlack 0,0,0
#define ClrGray 0.5,0.5,0.5
#define ClrBlue 0.2,0.5,1
class ace_sys_aimingpoints_aimingCircleDisplay {
idd = 7832;
movingEnable = 0;
name = "ace_sys_aimingpoints_aimingCircleDisplay";
onLoad = "_this call ace_sys_arty_aimingpoints_fnc_aimingCircleInitDisplay";
onUnload = "_this call ace_sys_arty_aimingpoints_fnc_aimingCircleCloseDisplay";
onKeyDown = "_this call ace_sys_arty_aimingpoints_fnc_aimingCircleHandleKey";
class controlsBackground {
};
class objects {
// define controls here
};
class controls {
};
};

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@ -1,4 +0,0 @@
//fnc_coverKnobs.sqf
#include "\x\ace\addons\sys_arty_aimingpoints\script_component.hpp"
GVAR(currentAimingCircle) animate ["right_cover", 0];
GVAR(currentAimingCircle) animate ["left_cover", 0];

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@ -1,17 +0,0 @@
#include "script_component.hpp"
private["_ret", "_parent"];
PARAMS_3(_mag,_type,_superClass);
_ret = false;
_parent = configName (inheritsFrom ( configFile >> _superClass >> _mag));
while { _parent != "" } do {
if (_parent == _type) exitWith {
_ret = true;
};
_parent = configName (inheritsFrom ( configFile >> _superClass >> _parent));
};
_ret

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@ -1,5 +0,0 @@
//fnc_lamp.sqf
#include "\x\ace\addons\sys_arty_aimingpoints\script_component.hpp"
_currentState = GVAR(currentAimingCircle) getVariable [QGVAR(aimingCircleLampOn), false];
GVAR(currentAimingCircle) setVariable [QGVAR(aimingCircleLampOn), !_currentState, true];
[QGVAR(aimingCircleLightEvent), [GVAR(currentAimingCircle), !_currentState]] call CBA_fnc_globalEvent;

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@ -1,110 +0,0 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
#include "\ca\editor\Data\Scripts\dikCodes.h"
TRACE_1("enter", _this);
private ["_menuDef", "_target", "_params", "_menuName", "_menuRsc", "_menus", "_goodStake", "_obj", "_objList"];
PARAMS_2(_target,_params);
_menuDef = [];
_menuName = "";
_menuRsc = "popup";
if (typeName _params == typeName []) then {
if (count _params < 1) exitWith {diag_log format["Error: Invalid params: %1, %2", _this, __FILE__];};
_menuName = _params select 0;
_menuRsc = if (count _params > 1) then {_params select 1} else {_menuRsc};
} else {
_menuName = _params;
};
//-----------------------------------------------------------------------------
if (GVAR(placingStake)) exitWith {
TRACE_1("EXITINGGGG", GVAR(placingStake));
_menuDef
};
_goodStake = false;
_isCollimator = false;
_isAimingCircle = false;
GVAR(pickupStakeObject) = nil;
_obj = nil;
if(_target isKindOf "ACE_Arty_AimingStakes" || {_target isKindOf "ACE_Arty_M2A2_Aiming_Circle"}) then {
_obj = _target;
_goodStake = true;
if (typeOf _obj == "ACE_Arty_M1A1_Collimator") then {
_isCollimator = true;
};
if(typeOf _obj == "ACE_Arty_M2A2_Aiming_Circle") then {
_isAimingCircle = true;
};
} else {
_objList = (getPos player) nearObjects["ACE_Arty_AimingStakes", 1.5];
if (count _objList > 0) then {
{
private["_stake", "_rPos"];
_stake = _x;
_rPos = player worldToModel (getPos _stake);
TRACE_2("checking", _stake, _rPos);
if (_rPos select 1 > 0) exitWith {
TRACE_1("done!", _stake);
_obj = _stake;
_goodStake = true;
if (typeOf _stake == "ACE_Arty_M1A1_Collimator") then {
_isCollimator = true;
};
};
} forEach _objList;
};
};
if (!_goodStake) exitWith {
TRACE_1("EXITINGGGG BAD STAKE", _menuDef,GVAR(placingStake));
_menuDef
};
GVAR(pickupStakeObject) = _obj;
TRACE_1("doing menu");
_menus =
[
[
["main", "", _menuRsc],
[
[localize "STR_ACE_ARTY_ALLIGN_COLLIMATOR",
{ [GVAR(pickupStakeObject)] call FUNC(onAlignCollimator) },
"", "", "", -1,
1, (_goodStake && {_isCollimator})],
// Moved to sys_cargo\fnc_carry!
[localize "STR_ACE_ARTY_PICKUP_STAKE",
{ [GVAR(pickupStakeObject)] call FUNC(onPickupStake) },
"", "", "", -1,
1, (_goodStake)],
[localize "STR_ACE_ARTY_RAISE_STAKE",
{ [GVAR(pickupStakeObject), 0.25] call FUNC(onModifyStake) },
"", "", "", -1,
1, (_goodStake && {!_isCollimator} && {!_isAimingCircle})],
[localize "STR_ACE_ARTY_LOWER_STAKE",
{ [GVAR(pickupStakeObject), -0.25] call FUNC(onModifyStake) },
"", "", "", -1,
1, (_goodStake && {!_isCollimator} && {!_isAimingCircle})]
]
]
];
//-----------------------------------------------------------------------------
{
if (_x select 0 select 0 == _menuName) exitWith {_menuDef = _x};
} forEach _menus;
if (count _menuDef == 0) then {
hintC format ["Error: Menu not found: %1\n%2\n%3", str _menuName, if (_menuName == "") then {_this}else{""}, __FILE__];
diag_log format ["Error: Menu not found: %1, %2, %3", str _menuName, _this, __FILE__];
};
TRACE_1("",_menuDef);
if(isNil "_menuDef") then {_menuDef = [] };
_menuDef // return value

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@ -1,64 +0,0 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
#include "\ca\editor\Data\Scripts\dikCodes.h"
TRACE_1("enter", _this);
private ["_menuDef", "_target", "_params", "_menuName", "_menuRsc", "_menus", "_playerHasStake", "_wepArray"];
private [];
// _this==[_target, _menuNameOrParams]
_target = _this select 0;
_params = _this select 1;
_menuDef = [];
_menuName = "";
_menuRsc = "popup";
if (typeName _params == typeName []) then {
if (count _params < 1) exitWith {diag_log format["Error: Invalid params: %1, %2", _this, __FILE__];};
_menuName = _params select 0;
_menuRsc = if (count _params > 1) then {_params select 1} else {_menuRsc};
} else {
_menuName = _params;
};
//-----------------------------------------------------------------------------
if (GVAR(placingStake)) exitWith { _menuDef };
_playerHasStake = false;
GVAR(selfInteractStake) = nil;
{
private["_wep"];
_wep = _x;
if ([_wep, "ACE_BaseAimingPost", "CfgWeapons"] call FUNC(isKindOf)) exitWith {
GVAR(selfInteractStake) = _wep;
_playerHasStake = true;
};
} forEach (weapons player);
_playerInVehicle = (vehicle player != player);
_menus =
[
[
["main", localize "STR_ACE_MENU_EQUIPPLAYER", _menuRsc],
[
[localize "STR_ACE_ARTY_PLACE_STAKE",
{ [GVAR(selfInteractStake)] call FUNC(onPlaceStake) },
"", "", "", -1,
1, !_playerInVehicle && {_playerHasStake}]
]
]
];
//-----------------------------------------------------------------------------
{
if (_x select 0 select 0 == _menuName) exitWith {_menuDef = _x};
} forEach _menus;
if (count _menuDef == 0) then {
hintC format ["Error: Menu not found: %1\n%2\n%3", str _menuName, if (_menuName == "") then {_this}else{""}, __FILE__];
diag_log format ["Error: Menu not found: %1, %2, %3", str _menuName, _this, __FILE__];
};
_menuDef // return value

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@ -1,4 +0,0 @@
//fnc_needle.sqf
#include "\x\ace\addons\sys_arty_aimingpoints\script_component.hpp"
_needleUnlocked = GVAR(currentAimingCircle) getVariable[QGVAR(aimingCircleNeedleUnlocked), false];
GVAR(currentAimingCircle) setVariable[QGVAR(aimingCircleNeedleUnlocked), !_needleUnlocked];

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@ -1,2 +0,0 @@
#include "script_component.hpp"

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@ -1,18 +0,0 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_pos", "_atl"];
PARAMS_2(_stake,_action);
_atl = getPosATL _stake;
if ((_atl select 2) <= -1.75 && {_action < 0}) exitWith { };
if ((_atl select 2) >= 0 && {_action > 0}) exitWith { };
_pos = getPos _stake;
_pos set[2, (_pos select 2) + _action];
_stake setPos _pos;
{
_x reveal _obj;
} forEach playableUnits;

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@ -1,13 +0,0 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_stake", "_class"];
//TRACE_1("", _this);
PARAMS_1(_stake);
_class = typeOf _stake;
// deleteVehicle _stake;
[_stake] call FUNC(onPlaceStake);

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@ -1,97 +0,0 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
#define ACE_TEXT_RED(Text) ("<t color='#FF0000'>" + ##Text + "</t>")
#define ACE_TEXT_SILVER(Text) ("<t color='#C0C0C0'>" + ##Text + "</t>")
#define ACE_TEXT_ORANGE(Text) ("<t color='#ffa500'>" + ##Text + "</t>")
TRACE_1("enter", _this);
GVAR(placingStake) = true;
// begin stake placement
private["_localStake", "_pos", "_dir"];
PARAMS_1(_stake);
if(IS_STRING(_stake)) then {
player removeWeapon _stake;
_localStake = _stake createVehicle [0,0,0];
} else {
_localStake = _stake;
};
TRACE_1("", _localStake);
_pos = player modelToWorld [0, 1, 0];
_dir = getDir player;
_stakeType = typeOf _localStake;
[_pos, _dir, _localStake, _stakeType] spawn {
private["_gunArray", "_confirmPlaceAction", "_cancelPlaceAction"];
PARAMS_4(_pos,_dir,_obj,_stakeType);
player setVariable [QGVAR(stakePlaced), false, false];
player setVariable [QGVAR(stakeCancel), false, false];
player setVariable [QGVAR(registeredGun),objNull,false];
_confirmPlaceAction = player addAction[ACE_TEXT_SILVER(localize "STR_ACE_ARTY_PLACE_STAKE"),QPATHTO_F(fnc_onPlaceStakeConfirm),[_obj],-99,false,false,"","_target == player"];
_cancelPlaceAction = player addAction[ACE_TEXT_RED(localize "STR_ACE_ARTY_TAKE_STAKE"),QPATHTO_F(fnc_onPlaceStakeCancel),[_obj],-100,false,false,"","_target == player"];
_registerGunAction = player addAction[ACE_TEXT_ORANGE(localize "STR_ACE_ARTY_REGISTERGUN2STAKE"),QPATHTO_F(fnc_onRegisterGun),[],-101,false,false,"","_target == player && {cursorTarget isKindOf ""StaticWeapon""}"];
_obj attachTo [player, [0, 1, 0]];
_obj setDir 0;
if (typeOf _obj == "ACE_Arty_M1A1_Collimator") then {
_obj setDir 180;
};
_atlPos = [0,0,0];
_aslPos = [0,0,0];
while {!(player getVariable QGVAR(stakePlaced)) && {!(player getVariable QGVAR(stakeCancel))} && {alive player}} do{
private["_distance", "_gun"];
_pos = getPos _obj;
_atlPos = getPosATL _obj;
_aslPos = getPosASL _obj;
_dir = getDir player;
if (typeOf _obj == "ACE_Arty_M1A1_Collimator") then {
_dir = (_dir + 180) mod 360;
};
// _obj setDir _dir;
// _obj setPos _pos;
// _obj setVectorUp[0,0,0.00001]; // fix incase we are on an incline
// TODO: show the "distance from gun" and "mil from gun" hints...? or a non-interrupt dialog?
//_gun = player getVariable [QGVAR(registeredGun),objNull];
_gun = [] call FUNC(findGun); // keep working code in till you find a better fix rocko! :O
_distance = (_obj distance _gun) max 0;
_dn = if (!isNull _gun) then { getText(configFile >> "CfgVehicles" >> typeOf _gun >> "displayName") } else { "" };
hintSilent format[localize "STR_ACE_ARTY_DISTANCE2GUN",_dn,_distance];
sleep 0.1;
};
detach _obj;
if ((player getVariable QGVAR(stakePlaced)) && {alive player}) then {
// deleteVehicle _obj;
// _obj = _stakeType createVehicle _pos;
// player sideChat format["atl: %1, agl: %2", (_atlPos select 2), (_pos select 2)];
// if(abs((_atlPos select 2)-(_pos select 2)) < 0.05) then {
// _aslPos set[2, (getTerrainHeightASL [_aslPos select 0, _aslPos select 1])];
// };
_obj setPosASL _aslPos;
_obj setDir _dir;
_obj setVectorUp[0,0,0.00001]; // fix incase we are on an incline
{
(group _x) reveal _obj;
} forEach playableUnits;
(group player) reveal _obj;
} else {
deleteVehicle _obj;
player addWeapon _stakeType;
};
// remove action item menus
player removeAction _confirmPlaceAction;
player removeAction _cancelPlaceAction;
player removeAction _registerGunAction;
GVAR(placingStake) = false;
};

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#include "script_component.hpp"
player setVariable [QGVAR(stakeCancel), true, false];

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@ -1,3 +0,0 @@
#include "script_component.hpp"
player setVariable [QGVAR(stakePlaced), true, false];

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//#define DEBUG_MODE_FULL
#include "script_component.hpp"
PARAMS_3(_target,_caller,_id);
if (cursorTarget isKindOf "StaticWeapon") then {
player removeAction _id;
player setVariable [QGVAR(registeredGun),cursorTarget,false];
};

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@ -1,4 +0,0 @@
//fnc_uncoverKnobs.sqf
#include "\x\ace\addons\sys_arty_aimingpoints\script_component.hpp"
GVAR(currentAimingCircle) animate ["right_cover", 1];
GVAR(currentAimingCircle) animate ["left_cover", 1];

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@ -1,79 +0,0 @@
License (short)
===============
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Full license text
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View File

@ -1,320 +0,0 @@
class CfgSkeletons {
class Default {
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class ACE_ARTY_AimingStakes_Skeleton: Default {
skeletonInherit = "Default";
};
class collimator_test_skeleton: Default {
skeletonInherit = "Default";
skeletonBones[] = {
"stand","",
"Optics","stand",
"pattern","Optics",
"ll","pattern",
"lr","pattern",
"ur","pattern",
"ul","pattern"
};
};
class sa_collimator_skeleton: Default {
skeletonInherit = "Default";
skeletonBones[] = {
"body","",
"optic_rotate_body","body",
"optic","optic_rotate_body"
};
};
class ace_arty_m2a2_aiming_circle_skeleton: Default {
skeletonInherit = "Default";
skeletonBones[] = {
"base","",
"OrientKnobLeft","base",
"OrientKnobRight","base",
"KnobCapLeft","base",
"KnobCapRight","base",
"LowerMotion","base",
"needle","base",
"UpperMotion","LowerMotion",
"MaskBox","LowerMotion",
"eye","UpperMotion",
"DeflectionKnob","UpperMotion",
"DeflectionKnobCoarse","DeflectionKnob",
"ElevationKnob","UpperMotion",
"ElevationKnobCoarse","ElevationKnob",
"ElevationOptic","UpperMotion"
};
};
};
class CfgModels {
class Default {
sectionsInherit = "";
sections[] = {};
};
class ACE_ARTY_AimingStakes: Default {
sectionsInherit = "Default";
sections[] = {"all","stake","lamps","lamp_0","lamp_1","lightpoint_0","lightpoint_1"};
skeletonName = "ACE_ARTY_AimingStakes_Skeleton";
class Animations {};
};
class ACE_ARTY_AimingStakesW: ACE_ARTY_AimingStakes {};
class ace_arty_m2a2_aiming_circle: Default {
sectionsInherit = "Default";
sections[] = {};
skeletonName = "ace_arty_m2a2_aiming_circle_skeleton";
class Animations {
class MainGun {
type="rotation";
selection="ElevationOptic";
sourceAddress = "clamp";
source="user";
axis="optic_elevation_axis";
animPeriod=0.01;
initPhase=0;
maxValue="800";
minValue="-400";
angle1="rad -45";
angle0="rad 22.5";
};
class MainTurret {
type="rotation";
source="user";
selection="LowerMotion";
sourceAddress = "loop";
axis="motion_rotation_axis";
animPeriod=0.005;
minValue="-6400";
maxValue="6400";
angle0="rad -360";
angle1="rad +360";
};
class upper_motion {
type="rotation";
source="user";
selection="UpperMotion";
sourceAddress = "loop";
axis="motion_rotation_axis";
animPeriod=0.01;
initPhase=0;
minValue="-6400";
maxValue="6400";
angle0="rad -360";
angle1="rad +360";
};
class deflection_knob {
type="rotation";
source="user";
selection="DeflectionKnob";
sourceAddress = "loop";
axis="deflection_rotation_axis";
animPeriod=0.01;
minValue="-100";
maxValue="100";
angle0="rad -360";
angle1="rad +360";
};
class deflection_knob_coarse {
type="rotation";
source="user";
selection="DeflectionKnobCoarse";
sourceAddress = "loop";
axis="deflection_rotation_axis";
animPeriod=0.01;
minValue="-64";
maxValue="64";
angle0="rad -720";
angle1="rad +720";
};
class elevation_knob {
type="rotation";
source="user";
selection="ElevationKnob";
sourceAddress = "loop";
axis="elevation_rotation_axis";
animPeriod=0.01;
minValue="-100";
maxValue="100";
angle1="rad -360";
angle0="rad +360";
};
class elevation_knob_coarse {
type="rotation";
source="user";
selection="ElevationKnobCoarse";
sourceAddress = "loop";
axis="elevation_rotation_axis";
animPeriod=0.01;
minValue="-4";
maxValue="8";
angle1="rad -360";
angle0="rad +360";
};
class orienting_knobs {
type="rotation";
source="user";
selection="OrientingKnobs";
sourceAddress = "loop";
axis="orienting_knob_axis";
animPeriod=0.01;
minValue="-6400";
maxValue="6400";
angle0="rad -360";
angle1="rad +360";
};
class left_cover {
type="rotation";
source="user";
selection="KnobCapLeft";
sourceAddress = "clamp";
axis="cover_left_rotation_axis";
animPeriod=1;
minValue="0";
maxValue="1";
angle0="rad 0";
angle1="rad +45";
};
class right_cover {
type="rotation";
source="user";
selection="KnobCapRight";
sourceAddress = "clamp";
axis="cover_right_rotation_axis";
animPeriod=1;
minValue="0";
maxValue="1";
angle0="rad 0";
angle1="rad -45";
};
class compass_needle
{
type="rotation";
source="user";
animPeriod = 0;//Unknown
sourceAddress = "loop";
selection="needle";
axis="motion_rotation_axis";
minValue="-360";
maxValue="360";
angle0="rad +360";
angle1="rad -360";
};
};
};
class sa_collimator: Default {
sectionsInherit = "Default";
sections[] = {"backlight_reflector"};
skeletonName = "sa_collimator_skeleton";
class Animations {
class elevate_optic {
type="rotation";
selection="optic";
sourceAddress = "clamp";
source="user";
axis="optic_axis";
animPeriod=0;
initPhase=0;
minValue="-300";
maxValue="300";
angle0="rad 16.875";
angle1="rad -16.875";
};
class rotate_optic {
type="rotation";
source="user";
selection="optic_rotate_body";
sourceAddress = "loop";
axis="optic_rotate_axis";
memory = true;
animPeriod=0;
minValue="-6400";
maxValue="6400";
angle0="rad -360";
angle1="rad +360";
};
};
};
class collimator_test: Default {
sectionsInherit = "Default";
sections[] = {"ll","ul","lr","ur","stand","Optics","pattern"};
skeletonName = "collimator_test_skeleton";
class Animations {
class expand_ul {
type="translation";
source="user";
selection="ul";
sourceAddress = "clamp";
axis="ul_axis";
memory = true;
animPeriod=0.0001;
minValue="-1";
maxValue="1";
offset0="-1";
offset1="1";
};
class expand_lr {
type="translation";
source="user";
selection="lr";
sourceAddress = "clamp";
axis="lr_axis";
memory = true;
animPeriod=0.0001;
minValue="-1";
maxValue="1";
offset0="-1";
offset1="1";
};
class expand_ur {
type="translation";
source="user";
selection="ur";
sourceAddress = "clamp";
axis="ur_axis";
memory = true;
animPeriod=0.0001;
minValue="-1";
maxValue="1";
offset0="-1";
offset1="1";
};
class expand_ll {
type="translation";
source="user";
selection="ll";
sourceAddress = "clamp";
axis="ll_axis";
memory = true;
animPeriod=0.0001;
minValue="-1";
maxValue="1";
offset0="-1";
offset1="1";
};
class offset {
type="translation";
source="user";
selection="pattern";
sourceAddress = "clamp";
axis="offset_axis";
memory = true;
animPeriod=0.0001;
minValue="-100";
maxValue="100";
offset0="-0.23377";
offset1="0.23377";
};
};
};
};

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@ -1,15 +0,0 @@
#define COMPONENT sys_arty_aimingpoints
#include "\x\ace\addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_SYS_ARTY_AIMINGPOINTS
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_SYS_ARTY_AIMINGPOINTS
#define DEBUG_SETTINGS DEBUG_SETTINGS_SYS_ARTY_AIMINGPOINTS
#endif
#include "\x\ace\addons\main\script_macros.hpp"
#define MILPREC 17.7777777777778
#define DEG2MIL(deg) (((deg*MILPREC)) min 6400)
#define MIL2DEG(mil) mil/MILPREC

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@ -1,178 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<Project name="Arma2"><Package name="sys_arty_aimingpoints">
<!-- DIALOG -->
<Container name="STR_DIALOG">
<Key ID="STR_ACE_ARTY_REGISTERGUN2STAKE">
<German>Richtlatte ausrichten</German>
<English>Align Stake</English>
<Spanish>Align Stake to %1</Spanish>
<Czech>Zarovnat Tyč</Czech>
<French>Align Stake</French>
<Polish>Dopasuj słup celowniczy</Polish>
<Italian>Align Stake</Italian>
<Russian>Выровнять Стойку</Russian>
<Hungarian>Align Stake</Hungarian>
</Key>
<Key ID="STR_ACE_ARTY_RAISE_STAKE">
<German>Richtlatte hoch</German>
<English>Raise Stake</English>
<Spanish>Raise Stake</Spanish>
<Czech>Zvýšit výšku tyče</Czech>
<French>Raise Stake</French>
<Polish>Podnieś słup celowniczy</Polish>
<Italian>Raise Stake</Italian>
<Russian>Поднять Стойку</Russian>
<Hungarian>Raise Stake</Hungarian>
</Key>
<Key ID="STR_ACE_ARTY_LOWER_STAKE">
<German>Richtlatte runter</German>
<English>Lower Stake</English>
<Spanish>Lower Stake</Spanish>
<Czech>Snižít výšku tyče</Czech>
<French>Lower Stake</French>
<Polish>Opuść słup celowniczy</Polish>
<Italian>Lower Stake</Italian>
<Russian>Опустить Стойку</Russian>
<Hungarian>Lower Stake</Hungarian>
</Key>
<Key ID="STR_ACE_ARTY_PICKUP_STAKE">
<German>Richtlatte aufnehmen</German>
<English>Pickup Aiming Point</English>
<Spanish>Pickup Aiming Point</Spanish>
<Czech>Sebrat zaměřovací tyč</Czech>
<French>Pickup Aiming Point</French>
<Polish>Zabierz słup celowniczy</Polish>
<Italian>Pickup Aiming Point</Italian>
<Russian>Взять Стойку</Russian>
<Hungarian>Pickup Aiming Point</Hungarian>
</Key>
<Key ID="STR_ACE_ARTY_PLACE_STAKE">
<German>Richtlatte platzieren</German>
<English>Place Aiming Point</English>
<Spanish>Place Aiming Point</Spanish>
<Czech>Umístit zaměřovací tyč</Czech>
<French>Place Aiming Point</French>
<Polish>Ustaw słup celowniczy</Polish>
<Italian>Place Aiming Point</Italian>
<Russian>Установить прицельную стойку</Russian>
<Hungarian>Place Aiming Point</Hungarian>
</Key>
<Key ID="STR_ACE_ARTY_TAKE_STAKE">
<German>Richtlatte einpacken</German>
<English>Pack Aiming Point</English>
<Spanish>Pack Aiming Point</Spanish>
<Czech>Sbalit zaměřovací tyč</Czech>
<French>Pack Aiming Point</French>
<Polish>Spakuj słup celowniczy</Polish>
<Italian>Pack Aiming Point</Italian>
<Russian>Упаковать прицельную стойку</Russian>
<Hungarian>Pack Aiming Point</Hungarian>
</Key>
<Key ID="STR_ACE_ARTY_ALLIGN_COLLIMATOR">
<German>Kollimator ausrichten</German>
<English>Align Collimator</English>
<Spanish>Align Collimator</Spanish>
<Czech>Zarovnat kolimátor</Czech>
<French>Align Collimator</French>
<Polish>Dopasuj kolimator</Polish>
<Italian>Align Collimator</Italian>
<Russian>Выровнять коллиматор</Russian>
<Hungarian>Align Collimator</Hungarian>
</Key>
<Key ID="STR_ACE_ARTY_ADJUST_COLLIMATOR">
<German>Kollimator einstellen</German>
<English>Adjust Collimator</English>
<Spanish>Adjust Collimator</Spanish>
<Czech>Nastavit kolimátor</Czech>
<French>Adjust Collimator</French>
<Polish>Wyreguluj kolimator</Polish>
<Italian>Adjust Collimator</Italian>
<Russian>Отрегулировать коллиматор</Russian>
<Hungarian>Adjust Collimator</Hungarian>
</Key>
<Key ID="STR_ACE_ARTY_DISTANCE2GUN">
<German>Abstand zu %1: %2 m</German>
<English>Distance to %1: %2 m</English>
<Spanish>Distance to %1: %2 m</Spanish>
<Czech>Vzdálenost k %1: %2 m</Czech>
<French>Distance to %1: %2 m</French>
<Polish>Odległość do %1: %2 m</Polish>
<Italian>Distance to %1: %2 m</Italian>
<Russian>Дистанция до %1: %2 m</Russian>
<Hungarian>Distance to %1: %2 m</Hungarian>
</Key>
</Container>
<!-- DISPLAYNAMES -->
<Container name="STR_DN">
<Key ID="STR_DN_ACE_ARTY_AIMINGPOST_M1A2_M58">
<German>Richtlatte (M58)</German>
<English>M1A2 M58 Aiming Post</English>
<Spanish>M1A2 M58 Aiming Post</Spanish>
<Czech>M1A2 M58 zaměřovací tyč</Czech>
<French>M1A2 M58 Aiming Post</French>
<Polish>Słup celowniczy M1A2 M58</Polish>
<Italian>M1A2 M58 Aiming Post</Italian>
<Russian>Прицельная стойка M1A2 M58</Russian>
<Hungarian>M1A2 M58 Aiming Post</Hungarian>
</Key>
<Key ID="STR_DN_ACE_ARTY_AIMINGPOST_M1A2_M59">
<German>Richtlatte (M59)</German>
<English>M1A2 M59 Aiming Post</English>
<Spanish>M1A2 M59 Aiming Post</Spanish>
<Czech>M1A2 M59 zaměřovací tyč</Czech>
<French>M1A2 M59 Aiming Post</French>
<Polish>Słup celowniczy M1A2 M59</Polish>
<Italian>M1A2 M59 Aiming Post</Italian>
<Russian>Прицельная стойка M1A2 M59</Russian>
<Hungarian>M1A2 M59 Aiming Post</Hungarian>
</Key>
</Container>
<!-- DISPLAYNAMES SHORT -->
<Container name="STR_DSS">
<Key ID="STR_DSS_ACE_ARTY_AIMINGPOST_M1A2_M58">
<German>Farbe: grün</German>
<English>Aiming Post, M1A2 with M58, green</English>
<Spanish>Aiming Post, M1A2 with M58, green</Spanish>
<Czech>Zaměřovací tyč, M1A2 s M58, zelená</Czech>
<French>Aiming Post, M1A2 with M58, green</French>
<Polish>Słup celowniczy M1A2 M59 (zielony)</Polish>
<Italian>Aiming Post, M1A2 with M58, green</Italian>
<Russian>Прицельная стойка, M1A2 с M58, зелёная</Russian>
<Hungarian>Aiming Post, M1A2 with M58, green</Hungarian>
</Key>
<Key ID="STR_DSS_ACE_ARTY_AIMINGPOST_M1A2_M59">
<German>Farbe: orange</German>
<English>Aiming Post, M1A2 with M59, orange</English>
<Spanish>Aiming Post, M1A2 with M59, orange</Spanish>
<Czech>Zaměřovací tyč, M1A2 s M59, oranžová</Czech>
<French>Aiming Post, M1A2 with M59, orange</French>
<Polish>Słup celowniczy M1A2 M59 (pomarańczowy)</Polish>
<Italian>Aiming Post, M1A2 with M59, orange</Italian>
<Russian>Прицельная стойка, M1A2 с M59, оранжевая</Russian>
<Hungarian>Aiming Post, M1A2 with M59, orange</Hungarian>
</Key>
<Key ID="STR_DSS_ACE_ARTY_COLLIMATOR_M1A1">
<German>Kollimator (M1A1)</German>
<English>Collimator, M1A1</English>
<Spanish>Collimator, M1A1</Spanish>
<Czech>Kolimátor, M1A1</Czech>
<French>Collimator, M1A1</French>
<Polish>Kolimator M1A1</Polish>
<Italian>Collimator, M1A1</Italian>
<Russian>Коллиматор, M1A1</Russian>
<Hungarian>Collimator, M1A1</Hungarian>
</Key>
<Key ID="STR_DSS_ACE_ARTY_AIMINGCIRCLE_M2A2">
<German>Aiming Circle, M2A2</German>
<English>Aiming Circle, M2A2</English>
<Spanish>Aiming Circle, M2A2</Spanish>
<Czech>Aiming Circle, M2A2</Czech>
<French>Aiming Circle, M2A2</French>
<Polish>Okrąg celowniczy M2A2</Polish>
<Italian>Aiming Circle, M2A2</Italian>
<Russian>Буссоль, M2A2</Russian>
<Hungarian>Aiming Circle, M2A2</Hungarian>
</Key>
</Container>
</Package>
</Project>

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@ -1 +0,0 @@
x\ace\Addons\sys_arty_ammunition

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// class name structure
// prefix_caliber_shell_fuze_setting
class ace_arty_howitzer_105mm_base : ace_arty_howitzer_base {
whistleDist = 1500;
//soundFly[] = {"\x\ace\addons\sys_arty_ammunition\Sounds\arty_flightsound",10,1.2,600};
};
class ace_arty_105mm_m1_m782_pd: ace_arty_howitzer_105mm_base {
hit = 110;
indirecthit = 50;
indirecthitrange = 11.52;
typicalSpeed = 300;
timeToLive = 500;
explosive = 1;
cost = 300;
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m1_shell.p3d";
airFriction = -0.0000758;
CraterEffects = "ArtyShellCrater";
ExplosionEffects = "ArtyShellExplosion";
caliber = 6;
};
class ace_arty_105mm_m1_m782_time: ace_arty_105mm_m1_m782_pd {
hit = 0;
indirecthit = 0;
indirecthitrange = 0;
CraterEffects = "";
ExplosionEffects = "";
ACE_ARTY_FIRE_HANDLER = "\x\ace\addons\sys_arty_ammunition\fuzes\m782\fuze_time.sqf";
ACE_ARTY_EXPLOSION = "ace_arty_105mm_m1_explosion";
};
class ace_arty_105mm_m1_m782_prox: ace_arty_105mm_m1_m782_time {
ACE_ARTY_FIRE_HANDLER = "\x\ace\addons\sys_arty_ammunition\fuzes\m782\fuze_prox.sqf";
ACE_ARTY_EXPLOSION = "ace_arty_105mm_m1_explosion";
};
class ace_arty_105mm_m1_m782_delay: ace_arty_105mm_m1_m782_prox {
ACE_FRAG_SKIP = 1;
ACE_ARTY_FIRE_HANDLER = "\x\ace\addons\sys_arty_ammunition\fuzes\m782\fuze_delay.sqf";
soundHit[] = {"",0,1,0};
};
class ace_arty_105mm_m1_explosion : ace_arty_howitzer_105mm_base {
hit = 110;
indirecthit = 50;
indirecthitrange = 11.52;
explosionTime = 0.0001;
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m1_shell.p3d"; // Add model or : No shape for ammo type ace_arty_105mm_m1_explosion
};
class ace_arty_105mm_m1_delay_action: ace_arty_105mm_m1_m782_pd {
explosionTime = 0.05;
deflecting=65;
};
class ace_arty_105mm_m314a3_m782 : ace_arty_howitzer_105mm_base {
hit = 0;
indirecthit = 0;
indirecthitrange = 0;
typicalSpeed = 300;
timeToLive = 500;
explosive = 0.01;
cost = 300;
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m314a3_shell.p3d";
airFriction = -0.0000758;
CraterEffects = "";
ExplosionEffects = "GrenadeExplosion";
caliber = 6;
ACE_ARTY_ISBASEEJECTING = 1;
ACE_ARTY_BASEEJECT_HOB = 500;
ACE_ARTY_BASEEJECT_COMPENSATE = 0; // calculate the trajectory for this round's submunitions 1 true, 0 false
ACE_ARTY_BASEEJECT_POWER = 0.25; // the percent speed at which the base ejection charges will enter the airstream.
ACE_ARTY_FIRE_HANDLER = "\x\ace\addons\sys_arty_ammunition\fuzes\m782\fuze_time.sqf";
ACE_ARTY_BASE_EJECT_HANDLER = "\x\ace\addons\sys_arty_ammunition\105mm\eject_illum.sqf";
ACE_ARTY_EXPLOSION = "ace_arty_baseEject";
};
class ace_arty_105mm_m84a1_m782 : ace_arty_howitzer_105mm_base {
hit = 0;
indirecthit = 0;
indirecthitrange = 0;
typicalSpeed = 300;
timeToLive = 500;
explosive = 0.01;
cost = 300;
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m84a1_shell.p3d";
airFriction = -0.0000758;
CraterEffects = "";
ExplosionEffects = "WPExplosion";
caliber = 6;
ACE_ARTY_FIRE_HANDLER = "\x\ace\addons\sys_arty_ammunition\fuzes\m782\fuze_time.sqf";
ACE_ARTY_ISBASEEJECTING = 1;
ACE_ARTY_BASEEJECT_HOB = 150;
ACE_ARTY_BASEEJECT_COMPENSATE = 1; // calculate the trajectory for this round's submunitions 1 true, 0 false
ACE_ARTY_BASEEJECT_POWER = 0.125; // the percent speed at which the base ejection charges will enter the airstream.
ACE_ARTY_BASE_EJECT_HANDLER = "\x\ace\addons\sys_arty_ammunition\105mm\eject_smoke_m84.sqf";
ACE_ARTY_EXPLOSION = "ace_arty_baseEject";
};
class ace_arty_105mm_m916_m782 : ace_arty_howitzer_105mm_base {
hit = 0;
indirecthit = 0;
indirecthitrange = 5;
typicalSpeed = 300;
timeToLive = 500;
explosive = 0.01;
cost = 300;
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m916_shell.p3d";
airFriction = -0.0000758;
CraterEffects = "";
ExplosionEffects = "";
caliber = 6;
ACE_ARTY_FIRE_HANDLER = "\x\ace\addons\sys_arty_ammunition\fuzes\m782\fuze_time.sqf";
ACE_ARTY_ISBASEEJECTING = 1;
ACE_ARTY_BASEEJECT_HOB = 50;
ACE_ARTY_BASEEJECT_COMPENSATE = 1; // calculate the trajectory for this round's submunitions 1 true, 0 false
ACE_ARTY_BASEEJECT_POWER = 0.25; // the percent speed at which the base ejection charges will enter the airstream.
ACE_ARTY_BASE_EJECT_HANDLER = "\x\ace\addons\sys_arty_ammunition\105mm\eject_dpicm.sqf";
ACE_ARTY_EXPLOSION = "ace_arty_baseEject";
};
class ace_arty_105mm_m60a2_m782_pd: ace_arty_howitzer_105mm_base {
hit = 110;
indirecthit = 50;
indirecthitrange = 11.52;
typicalSpeed = 300;
timeToLive = 500;
explosive = 1;
cost = 300;
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m60a2_shell.p3d";
airFriction = -0.0000758;
CraterEffects = "";
ExplosionEffects = "ace_arty_WPExplosion";
caliber = 6;
};
class ARTY_SmokeShellWhite;
class ace_arty_105mm_m84a1_m782_smokeCanisterHC : ARTY_SmokeShellWhite {
explosionTime = 6;
timeToLive = 120;
smokeColor[] = {1, 1, 1, 1};
effectsSmoke = "ace_arty_105mm_m84a1_m782_smokeCanisterHC_effect";
model = "\ca\Weapons\granat";
};
class ace_arty_105mm_m314a3_m782_flare :FlareBase {
model="\ca\Weapons\granat";
lightColor[] = {0.8, 0.8, 0.8, 0};
deflecting=65;
};
class G_40mm_HE;
class ace_arty_dpicm_m80 : G_40mm_HE {
hit = 100;
ace_hit = 100;
ace_heat = 1;
indirectHit = 24;
indirectHitRange = 5;
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m80_bomblet.p3d";
ExplosionEffects = "ace_arty_dpicmEffects";
};

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class ace_arty_105mm_default : ace_arty_howitzer_default {
ACE_ARTY_BTABS = "\x\ace\addons\sys_arty_ammunition\105mm\tables\ace_arty_105mm_genericBtab_%1_chg%2.sqf"; // 1 = angle (LA/HA) 2 = chg#
ACE_ARTY_BTABS_KEY = "ace_arty_105mm_genericBtab_%1_chg%2";
scope = 2;
ACE_Weight = 18.10;
};
class ace_arty_105mm_m1 : ace_arty_105mm_default {
scope = 1;
type = 0;
displayName = "105mm M1 HE";
ACE_ARTY_MAGAZINE_FORMAT = "ace_arty_105mm_m1_m782_%1_chg%2";
ACE_ARTY_CHARGE_IMAGE_FORMAT = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\m14_chg%1.paa";
ACE_ARTY_SHELL_IMAGE = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\m1.paa";
ACE_ARTY_SHELL_VEHICLE = "ace_arty_m1_cartridge";
ACE_ARTY_FUZE_TYPES[] = {"pd", "prox", "time", "delay"};
ACE_ARTY_FUZE_DESC[] = {"Point Detonate", "Proximity", "Time", "Delay"};
ACE_ARTY_AMMO_CLASSES[] = {"ace_arty_105mm_m1_m782_pd", "ace_arty_105mm_m1_m782_prox", "ace_arty_105mm_m1_m782_time", "ace_arty_105mm_m1_m782_delay"};
ACE_ARTY_MINCHARGE = 1;
ACE_ARTY_MAXCHARGE = 8;
ACE_ARTY_INEFFECT = "HE";
};
class ace_arty_105mm_m1_m782_pd_chg1 : ace_arty_howitzer_mag {
displayName = "105mm M1 - M782 PD Chg. 1";
ammo = "ace_arty_105mm_m1_m782_pd";
initSpeed = 205;
ACE_ARTY_DEFAULT_CLASS = "ace_arty_105mm_m1";
};
class ace_arty_105mm_m1_m782_pd_chg2 : ace_arty_105mm_m1_m782_pd_chg1 { initSpeed = 223; displayName = "105mm M1 - M782 PD Chg. 2"; };
class ace_arty_105mm_m1_m782_pd_chg3 : ace_arty_105mm_m1_m782_pd_chg1 { initSpeed = 247; displayName = "105mm M1 - M782 PD Chg. 3"; };
class ace_arty_105mm_m1_m782_pd_chg4 : ace_arty_105mm_m1_m782_pd_chg1 { initSpeed = 278; displayName = "105mm M1 - M782 PD Chg. 4"; };
class ace_arty_105mm_m1_m782_pd_chg5 : ace_arty_105mm_m1_m782_pd_chg1 { initSpeed = 325; displayName = "105mm M1 - M782 PD Chg. 5"; };
class ace_arty_105mm_m1_m782_pd_chg6 : ace_arty_105mm_m1_m782_pd_chg1 { initSpeed = 393; displayName = "105mm M1 - M782 PD Chg. 6"; };
class ace_arty_105mm_m1_m782_pd_chg7 : ace_arty_105mm_m1_m782_pd_chg1 { initSpeed = 494; displayName = "105mm M1 - M782 PD Chg. 7"; };
class ace_arty_105mm_m1_m782_pd_chg8 : ace_arty_105mm_m1_m782_pd_chg1 { initSpeed = 616; displayName = "105mm M1 - M782 PD Chg. 8"; };
class ace_arty_105mm_m1_m782_time_chg1 : ace_arty_howitzer_mag {
displayName = "105mm M1 - M782 TIME Chg. 1";
ammo = "ace_arty_105mm_m1_m782_time";
initSpeed = 205;
};
class ace_arty_105mm_m1_m782_time_chg2 : ace_arty_105mm_m1_m782_time_chg1 { initSpeed = 223; displayName = "105mm M1 - M782 TIME Chg. 2"; };
class ace_arty_105mm_m1_m782_time_chg3 : ace_arty_105mm_m1_m782_time_chg1 { initSpeed = 247; displayName = "105mm M1 - M782 TIME Chg. 3"; };
class ace_arty_105mm_m1_m782_time_chg4 : ace_arty_105mm_m1_m782_time_chg1 { initSpeed = 278; displayName = "105mm M1 - M782 TIME Chg. 4"; };
class ace_arty_105mm_m1_m782_time_chg5 : ace_arty_105mm_m1_m782_time_chg1 { initSpeed = 325; displayName = "105mm M1 - M782 TIME Chg. 5"; };
class ace_arty_105mm_m1_m782_time_chg6 : ace_arty_105mm_m1_m782_time_chg1 { initSpeed = 393; displayName = "105mm M1 - M782 TIME Chg. 6"; };
class ace_arty_105mm_m1_m782_time_chg7 : ace_arty_105mm_m1_m782_time_chg1 { initSpeed = 494; displayName = "105mm M1 - M782 TIME Chg. 7"; };
class ace_arty_105mm_m1_m782_time_chg8 : ace_arty_105mm_m1_m782_time_chg1 { initSpeed = 616; displayName = "105mm M1 - M782 TIME Chg. 8"; };
class ace_arty_105mm_m1_m782_prox_chg1 : ace_arty_howitzer_mag {
displayName = "105mm M1 - M782 PROX Chg. 1";
ammo = "ace_arty_105mm_m1_m782_prox";
initSpeed = 205;
};
class ace_arty_105mm_m1_m782_prox_chg2 : ace_arty_105mm_m1_m782_prox_chg1 { initSpeed = 223; displayName = "105mm M1 - M782 PROX Chg. 2"; };
class ace_arty_105mm_m1_m782_prox_chg3 : ace_arty_105mm_m1_m782_prox_chg1 { initSpeed = 247; displayName = "105mm M1 - M782 PROX Chg. 3"; };
class ace_arty_105mm_m1_m782_prox_chg4 : ace_arty_105mm_m1_m782_prox_chg1 { initSpeed = 278; displayName = "105mm M1 - M782 PROX Chg. 4"; };
class ace_arty_105mm_m1_m782_prox_chg5 : ace_arty_105mm_m1_m782_prox_chg1 { initSpeed = 325; displayName = "105mm M1 - M782 PROX Chg. 5"; };
class ace_arty_105mm_m1_m782_prox_chg6 : ace_arty_105mm_m1_m782_prox_chg1 { initSpeed = 393; displayName = "105mm M1 - M782 PROX Chg. 6"; };
class ace_arty_105mm_m1_m782_prox_chg7 : ace_arty_105mm_m1_m782_prox_chg1 { initSpeed = 494; displayName = "105mm M1 - M782 PROX Chg. 7"; };
class ace_arty_105mm_m1_m782_prox_chg8 : ace_arty_105mm_m1_m782_prox_chg1 { initSpeed = 616; displayName = "105mm M1 - M782 PROX Chg. 8"; };
class ace_arty_105mm_m1_m782_delay_chg1 : ace_arty_howitzer_mag {
displayName = "105mm M1 - M782 DELAY Chg. 1";
ammo = "ace_arty_105mm_m1_m782_delay";
initSpeed = 205;
};
class ace_arty_105mm_m1_m782_delay_chg2 : ace_arty_105mm_m1_m782_delay_chg1 { initSpeed = 223; displayName = "105mm M1 - M782 DELAY Chg. 2"; };
class ace_arty_105mm_m1_m782_delay_chg3 : ace_arty_105mm_m1_m782_delay_chg1 { initSpeed = 247; displayName = "105mm M1 - M782 DELAY Chg. 3"; };
class ace_arty_105mm_m1_m782_delay_chg4 : ace_arty_105mm_m1_m782_delay_chg1 { initSpeed = 278; displayName = "105mm M1 - M782 DELAY Chg. 4"; };
class ace_arty_105mm_m1_m782_delay_chg5 : ace_arty_105mm_m1_m782_delay_chg1 { initSpeed = 325; displayName = "105mm M1 - M782 DELAY Chg. 5"; };
class ace_arty_105mm_m1_m782_delay_chg6 : ace_arty_105mm_m1_m782_delay_chg1 { initSpeed = 393; displayName = "105mm M1 - M782 DELAY Chg. 6"; };
class ace_arty_105mm_m1_m782_delay_chg7 : ace_arty_105mm_m1_m782_delay_chg1 { initSpeed = 494; displayName = "105mm M1 - M782 DELAY Chg. 7"; };
class ace_arty_105mm_m1_m782_delay_chg8 : ace_arty_105mm_m1_m782_delay_chg1 { initSpeed = 616; displayName = "105mm M1 - M782 DELAY Chg. 8"; };
class ace_arty_105mm_m314a3 : ace_arty_105mm_default {
scope = 1;
type = 0;
displayName = "105mm M314A3 Illumination";
ACE_ARTY_MAGAZINE_FORMAT = "ace_arty_105mm_m314a3_m782_%1_chg%2";
ACE_ARTY_CHARGE_IMAGE_FORMAT = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\m14_chg%1.paa";
ACE_ARTY_SHELL_IMAGE = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\M314A3.paa";
ACE_ARTY_SHELL_VEHICLE = "ace_arty_m314a3_cartridge";
ACE_ARTY_FUZE_TYPES[] = {"time"};
ACE_ARTY_FUZE_DESC[] = {"Time"};
ACE_ARTY_AMMO_CLASSES[] = {"ace_arty_105mm_m314a3_m782"};
ACE_ARTY_MINCHARGE = 1;
ACE_ARTY_MAXCHARGE = 7;
ACE_ARTY_INEFFECT = "ILLUM";
};
class ace_arty_105mm_m314a3_m782_time_chg1 : ace_arty_howitzer_mag {
displayName = "105mm M314A3 - M782 TIME Chg. 1";
ammo = "ace_arty_105mm_m314a3_m782";
initSpeed = 205;
ACE_ARTY_DEFAULT_CLASS = "ace_arty_105mm_m314a3";
};
class ace_arty_105mm_m314a3_m782_time_chg2 : ace_arty_105mm_m314a3_m782_time_chg1 { initSpeed = 223; displayName = "105mm M314A3 - M782 TIME Chg. 2"; };
class ace_arty_105mm_m314a3_m782_time_chg3 : ace_arty_105mm_m314a3_m782_time_chg1 { initSpeed = 247; displayName = "105mm M314A3 - M782 TIME Chg. 3"; };
class ace_arty_105mm_m314a3_m782_time_chg4 : ace_arty_105mm_m314a3_m782_time_chg1 { initSpeed = 278; displayName = "105mm M314A3 - M782 TIME Chg. 4"; };
class ace_arty_105mm_m314a3_m782_time_chg5 : ace_arty_105mm_m314a3_m782_time_chg1 { initSpeed = 325; displayName = "105mm M314A3 - M782 TIME Chg. 5"; };
class ace_arty_105mm_m314a3_m782_time_chg6 : ace_arty_105mm_m314a3_m782_time_chg1 { initSpeed = 393; displayName = "105mm M314A3 - M782 TIME Chg. 6"; };
class ace_arty_105mm_m314a3_m782_time_chg7 : ace_arty_105mm_m314a3_m782_time_chg1 { initSpeed = 494; displayName = "105mm M314A3 - M782 TIME Chg. 7"; };
class ace_arty_105mm_m84a1 : ace_arty_105mm_default {
scope = 1;
type = 0;
displayName = "105mm M84A1 Base Ejecting HC Smoke";
ACE_ARTY_MAGAZINE_FORMAT = "ace_arty_105mm_m84a1_m782_%1_chg%2";
ACE_ARTY_CHARGE_IMAGE_FORMAT = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\m14_chg%1.paa";
ACE_ARTY_SHELL_IMAGE = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\M84A1.paa";
ACE_ARTY_SHELL_VEHICLE = "ace_arty_m84a1_cartridge";
ACE_ARTY_FUZE_TYPES[] = {"time"};
ACE_ARTY_FUZE_DESC[] = {"Time"};
ACE_ARTY_AMMO_CLASSES[] = {"ace_arty_105mm_m84a1_m782"};
ACE_ARTY_MINCHARGE = 1;
ACE_ARTY_MAXCHARGE = 7;
ACE_ARTY_INEFFECT = "SMOKE";
};
class ace_arty_105mm_m84a1_m782_time_chg1 : ace_arty_howitzer_mag {
displayName = "105mm M84A1 - M782 TIME Chg. 1";
ammo = "ace_arty_105mm_m84a1_m782";
initSpeed = 205;
ACE_ARTY_DEFAULT_CLASS = "ace_arty_105mm_m84a1";
};
class ace_arty_105mm_m84a1_m782_time_chg2 : ace_arty_105mm_m84a1_m782_time_chg1 { initSpeed = 223; displayName = "105mm M84A1 - M782 TIME Chg. 2"; };
class ace_arty_105mm_m84a1_m782_time_chg3 : ace_arty_105mm_m84a1_m782_time_chg1 { initSpeed = 247; displayName = "105mm M84A1 - M782 TIME Chg. 3"; };
class ace_arty_105mm_m84a1_m782_time_chg4 : ace_arty_105mm_m84a1_m782_time_chg1 { initSpeed = 278; displayName = "105mm M84A1 - M782 TIME Chg. 4"; };
class ace_arty_105mm_m84a1_m782_time_chg5 : ace_arty_105mm_m84a1_m782_time_chg1 { initSpeed = 325; displayName = "105mm M84A1 - M782 TIME Chg. 5"; };
class ace_arty_105mm_m84a1_m782_time_chg6 : ace_arty_105mm_m84a1_m782_time_chg1 { initSpeed = 393; displayName = "105mm M84A1 - M782 TIME Chg. 6"; };
class ace_arty_105mm_m84a1_m782_time_chg7 : ace_arty_105mm_m84a1_m782_time_chg1 { initSpeed = 494; displayName = "105mm M84A1 - M782 TIME Chg. 7"; };
class ace_arty_105mm_m916 : ace_arty_105mm_default {
scope = 1;
type = 0;
displayName = "105mm M916 Base Ejecting DPICM";
ACE_ARTY_MAGAZINE_FORMAT = "ace_arty_105mm_m916_m782_%1_chg%2";
ACE_ARTY_CHARGE_IMAGE_FORMAT = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\m14_chg%1.paa";
ACE_ARTY_SHELL_IMAGE = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\M916.paa";
ACE_ARTY_SHELL_VEHICLE = "ace_arty_m916_cartridge";
ACE_ARTY_FUZE_TYPES[] = {"time"};
ACE_ARTY_FUZE_DESC[] = {"Time"};
ACE_ARTY_AMMO_CLASSES[] = {"ace_arty_105mm_m916_m782"};
ACE_ARTY_MINCHARGE = 1;
ACE_ARTY_MAXCHARGE = 8;
ACE_ARTY_INEFFECT = "DPICM";
};
class ace_arty_105mm_m916_m782_time_chg1 : ace_arty_howitzer_mag {
displayName = "105mm M916 - M782 TIME Chg. 1";
ammo = "ace_arty_105mm_m916_m782";
initSpeed = 205;
ACE_ARTY_DEFAULT_CLASS = "ace_arty_105mm_m916";
};
// m119 setVariable ["ace_sys_arty_currentRound", ["ace_arty_105mm_m1_m782_pd_chg6", [0], random (10000)]]; m119 fire "ace_arty_m119";
class ace_arty_105mm_m916_m782_time_chg2 : ace_arty_105mm_m916_m782_time_chg1 { initSpeed = 223; displayName = "105mm M916 - M782 TIME Chg. 2"; };
class ace_arty_105mm_m916_m782_time_chg3 : ace_arty_105mm_m916_m782_time_chg1 { initSpeed = 247; displayName = "105mm M916 - M782 TIME Chg. 3"; };
class ace_arty_105mm_m916_m782_time_chg4 : ace_arty_105mm_m916_m782_time_chg1 { initSpeed = 278; displayName = "105mm M916 - M782 TIME Chg. 4"; };
class ace_arty_105mm_m916_m782_time_chg5 : ace_arty_105mm_m916_m782_time_chg1 { initSpeed = 325; displayName = "105mm M916 - M782 TIME Chg. 5"; };
class ace_arty_105mm_m916_m782_time_chg6 : ace_arty_105mm_m916_m782_time_chg1 { initSpeed = 393; displayName = "105mm M916 - M782 TIME Chg. 6"; };
class ace_arty_105mm_m916_m782_time_chg7 : ace_arty_105mm_m916_m782_time_chg1 { initSpeed = 494; displayName = "105mm M916 - M782 TIME Chg. 7"; };
class ace_arty_105mm_m916_m782_time_chg8 : ace_arty_105mm_m916_m782_time_chg1 { initSpeed = 616; displayName = "105mm M916 - M782 TIME Chg. 8"; };
class ace_arty_105mm_m60a2 : ace_arty_105mm_default {
scope = 1;
type = 0;
displayName = "105mm M60A2 WP";
ACE_ARTY_MAGAZINE_FORMAT = "ace_arty_105mm_m60a2_m782_%1_chg%2";
ACE_ARTY_CHARGE_IMAGE_FORMAT = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\m14_chg%1.paa";
ACE_ARTY_SHELL_IMAGE = "\x\ace\Addons\sys_arty_ammunition\105mm\data\images\M60A2.paa";
ACE_ARTY_SHELL_VEHICLE = "ace_arty_m60a2_cartridge";
ACE_ARTY_FUZE_TYPES[] = {"pd"};
ACE_ARTY_FUZE_DESC[] = {"Point Detonate"};
ACE_ARTY_AMMO_CLASSES[] = {"ace_arty_105mm_m60a2_m782"};
ACE_ARTY_MINCHARGE = 1;
ACE_ARTY_MAXCHARGE = 7;
ACE_ARTY_INEFFECT = "WP";
};
class ace_arty_105mm_m60a2_m782_pd_chg1 : ace_arty_howitzer_mag {
displayName = "105mm M60A2 - M782 PD Chg. 1";
ammo = "ace_arty_105mm_m60a2_m782_pd";
initSpeed = 205;
ACE_ARTY_DEFAULT_CLASS = "ace_arty_105mm_m60a2";
};
class ace_arty_105mm_m60a2_m782_pd_chg2 : ace_arty_105mm_m60a2_m782_pd_chg1 { initSpeed = 223; displayName = "105mm M60A2 - M782 PD Chg. 2"; };
class ace_arty_105mm_m60a2_m782_pd_chg3 : ace_arty_105mm_m60a2_m782_pd_chg1 { initSpeed = 247; displayName = "105mm M60A2 - M782 PD Chg. 3"; };
class ace_arty_105mm_m60a2_m782_pd_chg4 : ace_arty_105mm_m60a2_m782_pd_chg1 { initSpeed = 278; displayName = "105mm M60A2 - M782 PD Chg. 4"; };
class ace_arty_105mm_m60a2_m782_pd_chg5 : ace_arty_105mm_m60a2_m782_pd_chg1 { initSpeed = 325; displayName = "105mm M60A2 - M782 PD Chg. 5"; };
class ace_arty_105mm_m60a2_m782_pd_chg6 : ace_arty_105mm_m60a2_m782_pd_chg1 { initSpeed = 393; displayName = "105mm M60A2 - M782 PD Chg. 6"; };
class ace_arty_105mm_m60a2_m782_pd_chg7 : ace_arty_105mm_m60a2_m782_pd_chg1 { initSpeed = 494; displayName = "105mm M60A2 - M782 PD Chg. 7"; };

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@ -1,63 +0,0 @@
class ace_arty_m1_cartridge : ACE_Arty_ShellHolder {
scope = 1;
icon = "iconThing";
mapSize = 0; // iconsize on map... small object such as a tree is 0.7
displayName = "M1 HE Cartridge";
vehicleClass = "Objects";
nameSound = "obj_object";
picture = "pictureThing";
class Library {libTextDesc = "";};
descriptionShort = "";
destrType = "DestructTree";
weight = 1000;
simulation = "house";
type = 1;
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m1_cartridge.p3d";
animated = false;
reversed = false;
class EventHandlers {
killed = "_this call ace_sys_arty_ammunition_fnc_onShellDestroyed";
};
ACE_ARTY_MAGAZINE_CLASS = "ace_arty_105mm_m1";
};
class ace_arty_m84a1_cartridge: ace_arty_m1_cartridge {
displayName = "M84A1 Smoke Cartridge";
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m84a1_cartridge.p3d";
ACE_ARTY_MAGAZINE_CLASS = "ace_arty_105mm_m84a1";
};
class ace_arty_m314a3_cartridge : ace_arty_m1_cartridge {
displayName = "M314A3 Illum Cartridge";
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m314a3_cartridge.p3d";
ACE_ARTY_MAGAZINE_CLASS = "ace_arty_105mm_m314a3";
};
class ace_arty_m916_cartridge : ace_arty_m1_cartridge {
displayName = "M916 DPICM Cartridge";
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m916_cartridge.p3d";
ACE_ARTY_MAGAZINE_CLASS = "ace_arty_105mm_m916";
};
class ace_arty_m60a2_cartridge : ace_arty_m1_cartridge {
displayName = "M602A2 WP Cartridge";
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m60a2_cartridge.p3d";
ACE_ARTY_MAGAZINE_CLASS = "ace_arty_105mm_m60a2";
};
class ACE_UsedTubes;
class ace_arty_m14_casing : ACE_UsedTubes {
model = "\x\ace\addons\sys_arty_ammunition\105mm\ace_arty_m14_casing.p3d";
};
class ace_arty_105mm_m314a3_m782_parachute : ACE_HuntIR {
class EventHandlers {
EXTENDED_EVENTHANDLERS
};
SLX_XEH_DISABLED = 0;
}; // Defined in 60mm

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@ -1,71 +0,0 @@
//XEH_illum_init.sqf
#define MAX_ILL 2.1
private["_flareChute", "_pos", "_light", "_sm", "_sp"];
_flareChute = _this select 0;
_pos = getPos (_flareChute);
_light = "#lightpoint" createVehicleLocal _pos;
_light setPos _pos;
_light setLightBrightness MAX_ILL;
_light setLightAmbient[238/255, 233/255, 183/255];
_light setLightColor[241/255, 226/255, 62/255];
_light lightAttachObject [_flareChute, [0,0,-0.8]];
_sm = "#particlesource" createVehicleLocal getPos (_flareChute);
_sm setParticleRandom [0.5, [0, 0, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0, 360];
_sm setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8,0],
"", "Billboard", 1, 30, [0, 0, 0],
[0,0,0], 1, 1, 0.80, 0.5, [1.3,4],
[[0.9,0.9,0.9,0.6], [1,1,1,0.3], [1,1,1,0]],[1],0.1,0.1,"","",_light];
_sm setDropInterval 0.02;
_sp = "#particlesource" createVehicleLocal getPos (_flareChute);
_sp setParticleRandom [0.03, [0, 0, 0], [0, 0, 0], 0, 0.2, [0, 0, 0, 0], 0, 0, 360];
_sp setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal", 16, 13, 2,0],
"", "Billboard", 1, 0.1, [0, 0, 0],
[0,0,0], 1, 1, 0.80, 0.5, [1.5,0],
[[1,1,1,-4], [1,1,1,-4], [1,1,1,-2],[1,1,1,0]],[1000],0.1,0.1,"","",_light,360];
_sp setDropInterval 0.001;
// _sp2 = "#particlesource" createVehicleLocal getPos (_flareChute);
// _sp2 setParticleRandom [0.03, [0, 0, 0], [0, 0, 0], 0, 0.2, [0, 0, 0, 0], 0, 0, 360];
// _sp2 setParticleParams ["\ca\Data\Flare12",
// "", "Billboard", 1, 0.1, [0, 0, 0],
// [0,0,0], 1, 1, 0.80, 0.5, [1.5,0],
// [[1,1,1,-4], [1,1,1,-4], [1,1,1,-2],[1,1,1,0]],[1000],0.1,0.1,"","",_light,360];
// _sp2 setDropInterval 0.001;
//_flareChute setVectorDir _chuteVel;
[_flareChute, _light, _sp, _sm] spawn {
private["_shell", "_light", "_sp", "_sm", "_start", "_b", "_s"];
_shell = _this select 0;
_light = _this select 1;
_sp = _this select 2;
_sm = _this select 3;
_start = time;
_b = MAX_ILL;
_s = 0;
waitUntil {
if((_start + 50) < time) then {
_b = (_b - random (0.1)) max 0;
_light setLightBrightness _b;
};
if((_start + 60) < time) then {
deleteVehicle _light;
deleteVehicle _sp;
// deleteVehicle _sp2;
deleteVehicle _sm;
};
sleep 0.1;
(!alive _shell && (_start + 60) < time);
};
deleteVehicle _light;
deleteVehicle _sp;
deleteVehicle _sm;
};

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