Merge branch 'translating01'

This commit is contained in:
Jonathan Pereira 2015-09-19 16:18:53 -03:00
commit 64e0f7ae9a
221 changed files with 6536 additions and 2848 deletions

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@ -1,4 +1,4 @@
# ACE 3 CONTRIBUTOR LIST
# ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com
#

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@ -3,75 +3,75 @@
</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 version">
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip">
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 download">
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 Download">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 Issues">
</a>
<a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF thread">
<a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF Thread">
</a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 license">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 License">
</a>
</p>
<p align="center"><sup><strong>Requires the latest version of <a href="http://www.armaholic.com/page.php?id=18767">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
<p align="center"><sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
The project is entirely **open-source** and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE by simply excluding any components they don't need, or those possibly in conflict with other add-ons. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
### Core features
* Brand new 3D interaction/action system
* Performance and reliability framework
* Focus on modularity and customization
* New flexible client and server settings & configuration
* Improved medical system with various levels (basic/advanced) focus on gameplay/realism
* Proper & consistent network-synced weather
* Wind and weather-based ballistics
* Captivity system
* Explosives system, including different trigger types
* Map screen improvements marker placement and map tools
* Advanced missile guidance and laser designation
- Brand new 3D interaction/action system
- Performance and reliability framework
- Focus on modularity and customization
- New flexible client and server settings & configuration
- Improved medical system with various levels (basic/advanced) focus on gameplay/realism
- Proper & consistent network-synced weather
- Wind and weather-based ballistics
- Captivity system
- Explosives system, including different trigger types
- Map screen improvements marker placement and map tools
- Advanced missile guidance and laser designation
#### Additional features
* Carrying and dragging
* Realistic names for vehicles and weapons
* A fire control system (FCS) for armored vehicles and helicopters
* Realistic ballistics/FCS calculated in C/C++ extensions
* Backblast area and overpressure simulation
* Disposable launchers
* Realistic G-forces
* Vehicle locking
* Realistic night and thermal vision modes
* Magazine repacking
* Realistic weapon overheating mechanic
* Combat deafness (temporary loss of hearing) simulation
* Improved ragdoll physics
* Improved interactions for AARs and ammo bearers
* Adjustable sniper scopes
* No idle animation with lowered weapon
* No talking player avatar
* Jumping over obstacles, climbing over walls and cutting down fences
* Vector, MicroDAGR and Kestrel devices<br>
- Carrying and dragging
- Realistic names for vehicles and weapons
- A fire control system (FCS) for armored vehicles and helicopters
- Realistic ballistics/FCS calculated in C/C++ extensions
- Backblast area and overpressure simulation
- Disposable launchers
- Realistic G-forces
- Vehicle locking
- Realistic night and thermal vision modes
- Magazine repacking
- Realistic weapon overheating mechanic
- Combat deafness (temporary loss of hearing) simulation
- Improved ragdoll physics
- Improved interactions for AARs and ammo bearers
- Adjustable sniper scopes
- No idle animation with lowered weapon
- No talking player avatar
- Jumping over obstacles, climbing over walls and cutting down fences
- Vector, MicroDAGR and Kestrel devices<br>
***and much more...***
### Guides & how-tos
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
* [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
- [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
#### Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also:
* [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
* [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
- [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
- [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testing & building
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
* [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE for testing purposes.
- [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.

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@ -32,6 +32,7 @@
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<Hungarian>Fejlett ballisztika</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English>
@ -40,6 +41,7 @@
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<Hungarian>Fejlett ballisztika</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English>
@ -48,6 +50,7 @@
<German>Aktiviert die erweiterte Ballistik</German>
<Czech>Aktivuje pokročilou balistiku</Czech>
<Portuguese>Ativa balística avançada</Portuguese>
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English>
@ -56,6 +59,7 @@
<German>Für Scharfschützen aktiviert</German>
<Czech>Povoleno pro odstřelovače</Czech>
<Portuguese>Ativar para caçadores</Portuguese>
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
@ -64,6 +68,7 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English>
@ -72,6 +77,7 @@
<German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese>
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English>
@ -80,6 +86,7 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English>
@ -88,6 +95,7 @@
<German>Für jeden aktiviert</German>
<Czech>Povoleno pro všechny</Czech>
<Portuguese>Ativada para todos</Portuguese>
<Hungarian>Mindenkinek engedélyezve</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
@ -96,6 +104,7 @@
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English>
@ -104,6 +113,7 @@
<German>Für Gruppenmitglieder immer aktiviert</German>
<Czech>Vždy povoleno pro členy skupiny</Czech>
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<English>Always enables advanced ballistics when a group member fires</English>
@ -112,6 +122,7 @@
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
<Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English>
@ -120,6 +131,7 @@
<German>Beim vollautomatischen Feuern deaktiviert</German>
<Czech>Zakázáno v automatickém režimu střelby</Czech>
<Portuguese>Desabilitar no modo automático</Portuguese>
<Hungarian>Automata módban letiltva</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English>
@ -128,6 +140,7 @@
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English>
@ -136,6 +149,7 @@
<German>Simulation der Munitionstemperatur aktivieren</German>
<Czech>Povolit simulaci teploty munice</Czech>
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English>
@ -144,6 +158,7 @@
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English>
@ -152,6 +167,7 @@
<German>Simulation der Lauflänge aktivieren</German>
<Czech>Povolit simulaci délky hlavně</Czech>
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English>
@ -160,6 +176,7 @@
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English>
@ -168,6 +185,7 @@
<German>Geschossspureffekt aktivieren</German>
<Czech>Povolit efekt trasírek</Czech>
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
@ -176,6 +194,7 @@
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
<Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English>
@ -184,6 +203,7 @@
<German>Simulationsintervall</German>
<Czech>Interval simulace</Czech>
<Portuguese>Intervalo da simulação</Portuguese>
<Hungarian>Szimuláció intervalluma</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English>
@ -192,6 +212,7 @@
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
<Czech>Určuje interval mezi každým výpočtem</Czech>
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English>
@ -200,6 +221,7 @@
<German>Simulationsradius</German>
<Czech>Rozsah simulace</Czech>
<Portuguese>Raio de simulação</Portuguese>
<Hungarian>Szimuláció hatóköre</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
@ -208,12 +230,14 @@
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_Description">
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>
<Hungarian>Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.</Hungarian>
</Key>
</Package>
</Project>

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@ -8,3 +8,24 @@ class Extended_PostInit_EventHandlers {
clientInit = QUOTE( call COMPILE_FILE(XEH_clientInit) );
};
};
class Extended_GetIn_EventHandlers {
class All {
class ADDON {
getIn = QUOTE(_this call FUNC(handleGetIn));
};
};
};
class Extended_GetOut_EventHandlers {
class All {
class ADDON {
getOut = QUOTE(_this call FUNC(handleGetOut));
};
};
};
class Extended_Killed_EventHandlers {
class All {
class ADDON {
killed = QUOTE(_this call FUNC(handleKilled));
};
};
};

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@ -7,6 +7,9 @@ PREP(canAttach);
PREP(canDetach);
PREP(detach);
PREP(getChildrenAttachActions);
PREP(handleGetIn);
PREP(handleGetOut);
PREP(handleKilled);
PREP(placeApprove);
ADDON = true;

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@ -17,15 +17,14 @@
*/
#include "script_component.hpp"
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
params ["_attachToVehicle","_unit","_args"];
params ["_attachToVehicle","_unit","_args", ["_silentScripted", false]];
_args params [["_itemClassname","", [""]]];
TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
TRACE_4("params",_attachToVehicle,_unit,_itemClassname,_silentScripted);
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
//Sanity Check (_unit has item in inventory, not over attach limit)
if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
if ((_itemClassname == "") || {(!_silentScripted) && {!(_this call FUNC(canAttach))}}) exitWith {ERROR("Tried to attach, but check failed");};
_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
_onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
@ -40,12 +39,13 @@ if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
_onAtachText = format [localize LSTRING(Item_Attached), _onAtachText];
if (_unit == _attachToVehicle) then { //Self Attachment
_unit removeItem _itemClassname; // Remove item
_attachedItem = _itemVehClass createVehicle [0,0,0];
_attachedItem attachTo _selfAttachPosition;
[_onAtachText] call EFUNC(common,displayTextStructured);
_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
_attachedItem attachTo [_unit, [-0.05, 0, 0.12], "rightshoulder"];
if (!_silentScripted) then {
_unit removeItem _itemClassname; // Remove item
[_onAtachText] call EFUNC(common,displayTextStructured);
};
_unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
} else {
GVAR(placeAction) = PLACE_WAITING;

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@ -17,14 +17,17 @@
*/
#include "script_component.hpp"
private ["_attachLimit", "_attachedObjects","_playerPos"];
params ["_attachToVehicle","_player","_args"];
_args params [["_itemClassname","", [""]]];
TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
TRACE_3("params",_attachToVehicle,_player,_itemClassname);
private ["_attachLimit", "_attachedObjects"];
_attachLimit = [6, 1] select (_player == _attachToVehicle);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_attachedObjects = _attachToVehicle getVariable [QGVAR(attached), []];
_playerPos = (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemClassname in ((itemsWithMagazines _player) + [""])};
((_player == _attachToVehicle) || {canStand _player}) &&
{(_attachToVehicle distance _player) < 7} &&
{alive _attachToVehicle} &&
{(count _attachedObjects) < _attachLimit} &&
{_itemClassname in ((itemsWithMagazines _player) + [""])};

View File

@ -16,25 +16,25 @@
*/
#include "script_component.hpp"
private ["_attachedObjects", "_inRange"];
params ["_attachToVehicle", "_unit"];
TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {false};
private ["_inRange"];
_inRange = false;
if (_unit == _attachToVehicle) then {
_inRange = count _attachedObjects > 0;
} else {
//Scan if unit is within range (using 2d distance)
private ["_unitPos", "_objectPos"];
_unitPos = getPos _unit;
_unitPos set [2,0];
{
_objectPos = getPos _x;
_objectPos set [2, 0];
if (_objectPos distance _unitPos < 4) exitWith {_inRange = true};
} forEach _attachedObjects;
};
{
_x params ["_xObject"];
if (isNull _xObject) exitWith {
TRACE_1("Null attached",_x);
_attachedList deleteAt _forEachIndex;
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
};
if (((getPos _unit) distance2d (getPos _xObject)) < 4) exitWith {_inRange = true};
} forEach _attachedList;
canStand _unit && {_inRange} && {alive _attachToVehicle}
_inRange &&
{(_unit == _attachToVehicle) || {canStand _unit}} &&
{alive _attachToVehicle}

View File

@ -16,15 +16,12 @@
*/
#include "script_component.hpp"
private ["_attachedObjects", "_attachedItems", "_itemDisplayName",
"_attachedObject", "_attachedIndex", "_itemName", "_minDistance",
"_unitPos", "_objectPos"
];
params ["_attachToVehicle","_unit"],
TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance"];
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachedObject = objNull;
_attachedIndex = -1;
@ -32,18 +29,17 @@ _itemName = "";
//Find closest attached object
_minDistance = 1000;
_unitPos = getPos _unit;
_unitPos set [2,0];
{
_objectPos = getPos _x;
_objectPos set [2, 0];
if (_objectPos distance _unitPos < _minDistance) then {
_minDistance = _objectPos distance _unitPos;
_attachedObject = _x;
_itemName = _attachedItems select _forEachIndex;
_x params ["_xObject", "_xItemName"];
if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
_minDistance = ((getPos _unit) distance2d (getPos _xObject));
_attachedObject = _xObject;
_itemName = _xItemName;
_attachedIndex = _forEachIndex;
};
} forEach _attachedObjects;
} forEach _attachedList;
// Check if unit has an attached item
if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
@ -68,10 +64,8 @@ if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then
};
// Reset unit variables
_attachedObjects deleteAt _attachedIndex;
_attachedItems deleteAt _attachedIndex;
_attachToVehicle setVariable [QGVAR(Objects), _attachedObjects, true];
_attachToVehicle setVariable [QGVAR(ItemNames), _attachedItems, true];
_attachedList deleteAt _attachedIndex;
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
// Display message
_itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");

View File

@ -0,0 +1,38 @@
/*
* Author: PabstMirror
* Handles when a unit gets in to a vehicle.
*
* Arguments:
* 0: vehicle <OBJECT>
* 1: dunno <OBJECT>
* 2: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [car2, x, player] call ACE_attach_fnc_handleGetIn
*
* Public: No
*/
#include "script_component.hpp"
if (!isServer) exitWith {};
params ["", "", "_unit"];
TRACE_1("params",_unit);
private ["_attachedList"];
_attachedList = _unit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
(_attachedList select 0) params ["_xObject"];
if (!isNull _xObject) then {
detach _xObject;
_xObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
[{deleteVehicle (_this select 0)}, [_xObject], 2] call EFUNC(common,waitAndExecute);
(_attachedList select 0) set [0, objNull];
};
_unit setVariable [QGVAR(attached), _attachedList, true];

View File

@ -0,0 +1,35 @@
/*
* Author: PabstMirror
* Handles when a unit gets in to a vehicle.
*
* Arguments:
* 0: vehicle <OBJECT>
* 1: dunno <OBJECT>
* 2: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [car2, x, player] call ACE_attach_fnc_handleGetOut
*
* Public: No
*/
#include "script_component.hpp"
if (!isServer) exitWith {};
params ["", "", "_unit"];
TRACE_1("params",_unit);
private ["_attachedList"];
_attachedList = _unit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
(_attachedList select 0) params ["_xObject", "_xItemName"];
if (isNull _xObject) then {
TRACE_1("null attached when exiting vehicle, scripted reattach",_xItemName);
_unit setVariable [QGVAR(attached), [], true];
[_unit, _unit, _xItemName, true] call FUNC(attach);
};

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@ -0,0 +1,39 @@
/*
* Author: PabstMirror
* Handles when vehicle or man is killed.
* Note: Runs where unit is local.
*
* Arguments:
* 0: DeadVehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob1] call ACE_attach_fnc_handleKilled
*
* Public: No
*/
#include "script_component.hpp"
params ["_deadUnit"];
TRACE_1("params",_deadUnit);
private ["_attachedList"];
_attachedList = _deadUnit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
{
_x params ["_xObject"];
TRACE_2("detaching",_xObject,_deadUnit);
detach _xObject;
//If it's a vehicle, also delete the attached
if (!(_deadUnit isKindOf "CAManBase")) then {
_xObject setPos ((getPos _deadUnit) vectorAdd [0, 0, -1000]);
[{deleteVehicle (_this select 0)}, [_xObject], 2] call EFUNC(common,waitAndExecute);
};
} forEach _attachedList;
_deadUnit setVariable [QGVAR(attached), nil, true];

View File

@ -25,7 +25,7 @@
*/
#include "script_component.hpp"
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_attachList"];
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
@ -87,12 +87,9 @@ _attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
//Remove Item from inventory
_unit removeItem _itemClassname;
//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_currentObjects pushBack _attachedObject;
_attachToVehicle setVariable [QGVAR(Objects), _currentObjects, true];
_currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
_currentItemNames pushBack _itemClassname;
_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
//Add Object to attached array
_attachList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachList pushBack [_attachedObject, _itemClassname];
_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
[_onAtachText] call EFUNC(common,displayTextStructured);

View File

@ -3,7 +3,6 @@
ADDON = false;
PREP(backpackOpened);
PREP(getBackpackAssignedUnit);
PREP(isBackpack);
PREP(onOpenInventory);

View File

@ -1,22 +0,0 @@
/*
* Author: commy2
*
* Returns the unit that has the given backpack object equipped.
*
* Argument:
* 0: Executing Unit (Object)
* 1: A backpack object (Object)
*
* Return value:
* Unit that has the backpack equipped. (Object)
*/
#include "script_component.hpp"
scopeName "main";
params ["_unit","_backpack"];
_target = objNull;
{
if (backpackContainer _x == _backpack) then {_target = _x; breakTo "main"};
} count nearestObjects [_unit, ["Man"], 5];
if (isNull _target) exitWith {ACE_Player};
_target

View File

@ -1,7 +1,7 @@
/*
* Author: commy2
*
* Handle the open inventory event. Display message on traget client.
* Handle the open inventory event. Display message on target client.
*
* Argument:
* Input from "InventoryOpened" eventhandler
@ -11,16 +11,17 @@
*/
#include "script_component.hpp"
private "_target";
params ["","_backpack"];
params ["_unit","_backpack"];
// exit if the target is not a backpack
if !([_backpack] call FUNC(isBackpack)) exitWith {};
// exit if the target is not a real backpack, i.e. parachute, static weapon bag etc.
if !([_backpack] call FUNC(isBackpack)) exitWith {false};
// get the unit that wears the backpack object
_target = _this call FUNC(getBackpackAssignedUnit);
private "_target";
_target = objectParent _backpack;
if (isNull _target) exitWith {false};
// raise event on target unit
["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);

View File

@ -6,23 +6,11 @@ class CfgAmmo {
timeToLive=6;
};
class B_20mm : BulletBase {
timeToLive=30;
};
class B_25mm : BulletBase {
timeToLive=30;
};
class B_35mm_AA : BulletBase {
timeToLive=30;
};
class B_30mm_AP : BulletBase {
timeToLive=30;
};
class B_556x45_Ball : BulletBase {
airFriction=-0.00126466;
hit=8;
typicalSpeed=750;
tracerScale = 1;
tracerStartTime=0.073; // M856 tracer burns out to 800m
tracerEndTime=1.57123; // Time in seconds calculated with ballistics calculator
ACE_caliber=5.69;
@ -128,9 +116,13 @@ class CfgAmmo {
ACE_muzzleVelocities[]={785, 883, 925};
ACE_barrelLengths[]={254.0, 414.02, 508.0};
};
class B_56x15_dual: BulletBase {
tracerScale = 0.5;
};
class B_65x39_Caseless : BulletBase {
airFriction=-0.00075308;
typicalSpeed=800;
tracerScale = 1.1; //1.0;
ACE_caliber=6.706;
ACE_bulletLength=32.893;
ACE_bulletMass=7.9704;
@ -180,10 +172,15 @@ class CfgAmmo {
ACE_muzzleVelocities[]={750, 820, 840, 852, 860};
ACE_barrelLengths[]={254.0, 406.4, 508.0, 609.6, 660.4};
};
class SubmunitionBullet;
class B_65x39_Minigun_Caseless: SubmunitionBullet {
tracerScale = 1.1; //1.0;
};
class B_762x51_Ball : BulletBase {
airFriction=-0.00100957;
typicalSpeed=833;
hit=9;
tracerScale = 1.2; //0.6;
tracerStartTime=0.073; // Based on the British L5A1 which burns out to 1000m
tracerEndTime=2.15957; // Time in seconds calculated with ballistics calculator
ACE_caliber=7.823;
@ -479,6 +476,7 @@ class CfgAmmo {
class B_9x21_Ball : BulletBase {
airFriction=-0.00226847;
typicalSpeed=390;
tracerScale = 0.5;
hit=6;
ACE_caliber=9.042;
ACE_bulletLength=15.494;
@ -491,6 +489,9 @@ class CfgAmmo {
ACE_muzzleVelocities[]={440, 460, 480};
ACE_barrelLengths[]={101.6, 127.0, 228.6};
};
class B_9x21_Ball_Tracer_Green: B_9x21_Ball {
tracerScale = 0.5;
};
class ACE_9x18_Ball_57N181S : B_9x21_Ball {
hit=5;
airFriction=-0.00190333;
@ -584,6 +585,7 @@ class CfgAmmo {
timeToLive=10;
airFriction=-0.00038944;
typicalSpeed=910;
tracerScale = 1.3; //1.2;
ACE_caliber=10.363;
ACE_bulletLength=54.0;
ACE_bulletMass=26.568;
@ -670,9 +672,13 @@ class CfgAmmo {
ACE_muzzleVelocities[]={880, 915, 925};
ACE_barrelLengths[]={508.0, 660.4, 711.2};
};
class B_127x33_Ball: BulletBase {
tracerScale = 1.3; //1.2;
};
class B_127x54_Ball : BulletBase {
airFriction=-0.00019268;
typicalSpeed=300;
tracerScale = 1.3;//
ACE_caliber=12.954;
ACE_bulletLength=64.516;
ACE_bulletMass=48.6;
@ -688,6 +694,7 @@ class CfgAmmo {
timeToLive=10;
airFriction=-0.00057503;
typicalSpeed=900;
tracerScale = 1.3; //1.2;
ACE_caliber=12.954;
ACE_bulletLength=58.674;
ACE_bulletMass=41.9256;
@ -703,6 +710,7 @@ class CfgAmmo {
timeToLive=10;
airFriction=-0.00057503;
typicalSpeed=900;
tracerScale = 1.3;//
hit=25;
caliber=4.0;
ACE_caliber=12.954;
@ -736,6 +744,7 @@ class CfgAmmo {
timeToLive=10;
airFriction=-0.00063800;
typicalSpeed=820;
tracerScale = 1.3; //1.5;
ACE_caliber=12.979;
ACE_bulletLength=64.008;
ACE_bulletMass=48.276;
@ -750,6 +759,7 @@ class CfgAmmo {
class B_45ACP_Ball : BulletBase {
airFriction=-0.00081221;
typicalSpeed=250;
tracerScale = 0.6;
ACE_caliber=11.481;
ACE_bulletLength=17.272;
ACE_bulletMass=14.904;
@ -761,4 +771,36 @@ class CfgAmmo {
ACE_muzzleVelocities[]={230, 250, 285};
ACE_barrelLengths[]={101.6, 127.0, 228.6};
};
class B_19mm_HE: BulletBase {
tracerScale = 1;
};
class B_30mm_HE: B_19mm_HE {
tracerScale = 2.5;
};
class B_20mm: BulletBase {
timeToLive=30;
tracerScale = 1.5; //1;
};
class B_25mm: BulletBase {
timeToLive=30;
tracerScale = 2.0; //1;
};
class B_30mm_AP: BulletBase {
timeToLive=30;
tracerScale = 2.5;
};
class B_35mm_AA: BulletBase {
timeToLive=30;
tracerScale = 2.75; //1.85;
};
class ShellBase;
class Sh_120mm_HE: ShellBase {
tracerScale = 3;
};
class Sh_120mm_APFSDS: ShellBase {
tracerScale = 3;
};
class Gatling_30mm_HE_Plane_CAS_01_F: BulletBase {
tracerScale = 2.5;
};
};

View File

@ -1599,6 +1599,7 @@
<German>[ACE] Munitionskiste</German>
<Czech>[ACE] Bedna s municí</Czech>
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
<Hungarian>[ACE] Lőszeres láda</Hungarian>
</Key>
</Package>
</Project>

View File

@ -18,6 +18,11 @@ class CfgMovesBasic {
default = "ACE_AmovPercMstpSsurWnonDnon";
PutDown = "";
};
class ACE_CivilHandCuffedFFVActions: ACE_CivilStandHandcuffedActions {
stop = "ACE_HandcuffedFFV";
StopRelaxed = "ACE_HandcuffedFFV";
default = "ACE_HandcuffedFFV";
};
};
};
@ -30,6 +35,12 @@ class CfgMovesMaleSdr: CfgMovesBasic {
class CutSceneAnimationBase;
#define MACRO_ANIMATION \
head = "headDefault"; \
aimingBody = "aimingNo"; \
forceAim = 1; \
static = 1;
//Handcuffed Anims:
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon: CutSceneAnimationBase {
actions = "ACE_CivilStandHandcuffedActions";
@ -40,6 +51,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
canReload = 0;
MACRO_ANIMATION
};
class ACE_AmovPercMstpScapWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_Ease";
@ -47,14 +59,25 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01};
looped = 1;
MACRO_ANIMATION
};
class ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
actions = "CivilStandActions";
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_easeout";
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1};
MACRO_ANIMATION
};
//Handcuffed-FFV:
class ACE_HandcuffedFFV: ACE_AmovPercMstpScapWnonDnon {
file = "\A3\cargoposes_F_heli\anim\passenger_flatground_3idleunarmed.rtm";
actions = "ACE_CivilHandCuffedFFVActions";
ConnectTo[] = {};
MACRO_ANIMATION
};
//Surrender Anims:
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
actions = "ACE_CivilStandSurrenderActions";
@ -65,6 +88,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
canReload = 0;
MACRO_ANIMATION
};
class ACE_AmovPercMstpSsurWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon";
@ -72,6 +96,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
looped = 1;
ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01};
MACRO_ANIMATION
};
class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
speed = 0.5; //for gameplay reasons, slow this down
@ -79,6 +104,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1};
MACRO_ANIMATION
};
};
};

View File

@ -12,17 +12,17 @@ class CfgVehicles {
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_RemoveHandcuffs {
displayName = CSTRING(ReleaseCaptive);
selection = "righthand";
distance = 2;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_MainActions {
class ACE_RemoveHandcuffs {
displayName = CSTRING(ReleaseCaptive);
selection = "righthand";
distance = 2;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
};
class ACE_EscortCaptive {
displayName = CSTRING(EscortCaptive);
distance = 4;
@ -97,7 +97,7 @@ class CfgVehicles {
};
};
#define MACRO_LOADUNLOADCAPTIVE \
#define MACRO_LOADCAPTIVE \
class ACE_Actions { \
class ACE_MainActions { \
class GVAR(LoadCaptive) { \
@ -113,27 +113,27 @@ class CfgVehicles {
class LandVehicle;
class Car: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Tank: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Air;
class Helicopter: Air {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Plane: Air {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Ship;
class Ship_F: Ship {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class StaticWeapon: LandVehicle {
MACRO_LOADUNLOADCAPTIVE
MACRO_LOADCAPTIVE
};
class Box_NATO_Support_F;

View File

@ -6,12 +6,11 @@
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
PARAMS_1(_disconnectedPlayer);
params ["_disconnectedPlayer"];
private "_escortedUnit";
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
detach _escortedUnit;
//systemChat "debug: DC detach";
};
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];

View File

@ -16,6 +16,7 @@ PREP(doFriskPerson);
PREP(doLoadCaptive);
PREP(doRemoveHandcuffs);
PREP(doUnloadCaptive);
PREP(findEmptyNonFFVCargoSeat);
PREP(handleGetIn);
PREP(handleGetOut);
PREP(handleKilled);

View File

@ -11,28 +11,36 @@
* The return value <BOOL>
*
* Example:
* [player, bob] call ACE_captives_fnc_canLoadCaptive
* [player, bob, car] call ACE_captives_fnc_canLoadCaptive
*
* Public: No
*/
#include "script_component.hpp"
private ["_objects"];
params ["_unit", "_target","_vehicle"];
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
if ((count _objects) > 0) then {_target = _objects select 0;};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
};
if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
//Looking at a captive unit, search for nearby vehicles with valid seats:
{
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
//We have a vehicle picked, make sure it has empty seats:
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
};
(!isNull _target)
&& {!isNull _vehicle}
&& {_unit getVariable [QGVAR(isEscorting), false]}
&& {_target getVariable [QGVAR(isHandcuffed), false]}
&& {_vehicle emptyPositions "cargo" > 0}
(!isNull _vehicle)

View File

@ -20,4 +20,5 @@ params ["_unit", "_target"];
//Unit is handcuffed and not currently being escorted
_target getVariable [QGVAR(isHandcuffed), false] &&
{isNull (attachedTo _target)}
{isNull (attachedTo _target)} &&
{(vehicle _target) == _target}

View File

@ -35,7 +35,9 @@ if (_state) then {
nil, 20, false, true, "", QUOTE(!isNull (GETVAR(_target,QGVAR(escortedUnit),objNull)))];
[{
EXPLODE_3_PVT((_this select 0),_unit,_target,_actionID);
params ["_args", "_pfID"];
_args params ["_unit", "_target", "_actionID"];
if (_unit getVariable [QGVAR(isEscorting), false]) then {
if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then {
_unit setVariable [QGVAR(isEscorting), false, true];

View File

@ -18,7 +18,6 @@
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
PARAMS_2(_player,_unit);
params ["_player", "_unit"];
_weapon = currentWeapon _player;

View File

@ -1,6 +1,6 @@
/*
* Author: commy2
* Unit loads the target object into a vehicle.
* Unit loads the target object into a vehicle. (logic same as canLoadCaptive)
*
* Arguments:
* 0: Unit that wants to load a captive <OBJECT>
@ -17,24 +17,34 @@
*/
#include "script_component.hpp"
private "_objects";
params ["_unit", "_target","_vehicle"];
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
if ((count _objects) > 0) then {_target = _objects select 0;};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
};
if (isNull _target) exitWith {};
if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {ERROR("");};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
//Looking at a captive unit, search for nearby vehicles with valid seats:
{
// if (([_x] call FUNC(findEmptyNonFFVCargoSeat)) != -1) exitWith {
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
// if (([_vehicle] call FUNC(findEmptyNonFFVCargoSeat)) == -1) then {
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
};
if (isNull _vehicle) exitWith {};
if ((!isNil "_target") && {!isNil "_vehicle"}) then {
_unit setVariable [QGVAR(isEscorting), false, true];
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);
};
if (isNull _vehicle) exitWith {ERROR("");};
_unit setVariable [QGVAR(isEscorting), false, true];
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);

View File

@ -0,0 +1,67 @@
/*
* Author: PabstMirror
* Finds a free cargo seat, searching non FFV first
*
* Arguments:
* 0: The Vehicle <OBJECT>
*
* Return Value:
* ARRAY [seat index <NUMBER>, is FFV <BOOL>]
*
* Example:
* [car1] call ACE_captives_fnc_findEmptyNonFFVCargoSeat
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
TRACE_1("params", _vehicle);
_vehicleConfig = configFile >> "CfgVehicles" >> (typeOf _vehicle);
_proxyOrder = getArray (_vehicleConfig >> "getInProxyOrder");
_transportSoldier = getNumber (_vehicleConfig >> "transportSoldier");
_realCargoCount = if (isArray (_vehicleConfig >> "getInProxyOrder")) then {count _proxyOrder} else {_transportSoldier};
//Find FFV turrets:
_ffvCargoIndexes = [];
{
_turretConfig = [_vehicleConfig, _x] call EFUNC(common,getTurretConfigPath);
_isCargoProxy = ((getText (_turretConfig >> "proxyType")) == "CPCargo") && {isNumber (_turretConfig >> "proxyIndex")};
if (_isCargoProxy) then {
_proxyCargoIndex = getNumber (_turretConfig >> "proxyIndex");
_cargoIndex = _proxyOrder find _proxyCargoIndex;
_ffvCargoIndexes pushBack _cargoIndex;
};
} forEach (allTurrets [_vehicle, true]);
//Find Empty Seats:
_occupiedSeats = [];
{
_x params ["", "", "_xIndex"];
if (_xIndex > -1) then {_occupiedSeats pushBack _xIndex;};
} forEach (fullCrew _vehicle);
TRACE_3("Searching for empty seat",_realCargoCount,_ffvCargoIndexes,_occupiedSeats);
_emptyCargoSeatReturn = [-1, false];
//First seach for non-ffv seats:
for "_index" from 0 to (_realCargoCount - 1) do {
if ((!(_index in _ffvCargoIndexes)) && {!(_index in _occupiedSeats)}) exitWith {
_emptyCargoSeatReturn = [_index, false];
};
};
//Only use FFV if none found:
if (_emptyCargoSeatReturn isEqualTo [-1, false]) then {
for "_index" from 0 to (_realCargoCount - 1) do {
if (!(_index in _occupiedSeats)) exitWith {
_emptyCargoSeatReturn = [_index, true];
};
};
};
_emptyCargoSeatReturn

View File

@ -4,8 +4,8 @@
*
* Arguments:
* 0: _vehicle <OBJECT>
* 2: dunno <OBJECT>
* 1: _unit <OBJECT>
* 1: dunno <OBJECT>
* 2: _unit <OBJECT>
*
* Return Value:
* The return value <BOOL>
@ -17,7 +17,8 @@
*/
#include "script_component.hpp"
params ["_vehicle", "_dontcare","_unit"];
params ["_vehicle", "","_unit"];
TRACE_2("params",_vehicle,_unit);
if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then {
@ -27,4 +28,18 @@ if (local _unit) then {
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrender);
};
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
//Need to force animation for FFV turrets
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
if (!(_turretPath isEqualTo [])) then {
TRACE_1("Setting FFV Handcuffed Animation",_turretPath);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
};
};

View File

@ -4,8 +4,8 @@
*
* Arguments:
* 0: _vehicle <OBJECT>
* 2: dunno <OBJECT>
* 1: _unit <OBJECT>
* 1: dunno <OBJECT>
* 2: _unit <OBJECT>
*
* Return Value:
* The return value <BOOL>
@ -17,17 +17,21 @@
*/
#include "script_component.hpp"
params ["_vehicle", "_dontcare","_unit"];
params ["_vehicle", "", "_unit"];
TRACE_2("params",_vehicle,_unit);
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
private ["_cargoIndex"];
_cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1];
//If captive was not "unloaded", then move them back into the vehicle.
if (_cargoIndex != -1) exitWith {
if (_cargoIndex != -1) then {
//If captive was not "unloaded", then move them back into the vehicle.
TRACE_1("forcing back into vehicle",_cargoIndex);
_unit moveInCargo [_vehicle, _cargoIndex];
} else {
//Getting out of vehicle:
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
};

View File

@ -18,7 +18,7 @@
params ["_unit"];
// prevent players from throwing grenades (added to all units)
[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);
// [_unit, "Throw", {systemChat "a"; ((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}; true}, {systemChat "b";}] call EFUNC(common,addActionEventhandler);
if (local _unit) then {
// reset status on mission start

View File

@ -26,11 +26,11 @@ if (!_activated) exitWith {};
if (local _logic) then {
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
PARAMS_1(_units);
params ["_units"];
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute);
}, [_units], 0.05]call EFUNC(common,waitAndExecute);
deleteVehicle _logic;
};

View File

@ -17,6 +17,7 @@
#include "script_component.hpp"
params ["_unit","_state"];
TRACE_2("params",_unit,_state);
if (!local _unit) exitwith {
ERROR("running setHandcuffed on remote unit");
@ -43,24 +44,47 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
params ["_unit"];
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
if ((vehicle _unit) == _unit) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
} else {
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation);
if (_unit == (vehicle _unit)) then {
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Handcuff animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
}];
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
} else {
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
TRACE_1("turret Path",_turretPath);
if (_turretPath isEqualTo []) exitWith {};
TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
}];
TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
@ -68,6 +92,7 @@ if (_state) then {
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];

View File

@ -17,6 +17,7 @@
#include "script_component.hpp"
params ["_unit","_state"];
TRACE_2("params",_unit,_state);
if (!local _unit) exitwith {
ERROR("running surrender on remote unit");
@ -43,13 +44,13 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
PARAMS_1(_unit);
params ["_unit"];
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
params ["_unit", "_newAnimation"];
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Surrender animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
@ -57,7 +58,7 @@ if (_state) then {
}];
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
@ -85,8 +86,8 @@ if (_state) then {
//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
//Handles long animation chains
[{
PARAMS_2(_args,_pfID);
EXPLODE_2_PVT(_args,_unit,_maxTime);
params ["_args", "_pfID"];
_args params ["_unit", "_maxTime"];
//If waited long enough or they re-surrendered or they are unconscious, exit loop
if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;

View File

@ -16,11 +16,17 @@
*/
#include "script_component.hpp"
params ["_target","_vehicle"];
TRACE_2("params",_target,_vehicle);
private ["_cargoIndex"];
params ["_target","_vehicle"];
_getSeat = [_vehicle] call FUNC(findEmptyNonFFVCargoSeat);
TRACE_1("free cargo seat",_getSeat);
_cargoIndex = _getSeat select 0;
if (_cargoIndex == -1) exitWith {ERROR("cargo index -1");};
_target moveInCargo [_vehicle, _cargoIndex];
_target assignAsCargoIndex [_vehicle, _cargoIndex];
_target moveInCargo _vehicle;
_target assignAsCargo _vehicle;
_cargoIndex = _vehicle getCargoIndex _target;
_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];

View File

@ -16,8 +16,11 @@
#include "script_component.hpp"
params ["_unit"];
TRACE_1("params",_unit);
_unit setVariable [QGVAR(CargoIndex), -1, true];
moveOut _unit;
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
unassignVehicle _unit;

View File

@ -1,6 +1,8 @@
#define COMPONENT captives
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
#ifdef DEBUG_ENABLED_CAPTIVES
#define DEBUG_MODE_FULL
#endif

View File

@ -164,6 +164,7 @@
<German>Einheit kapitulieren lassen</German>
<Czech>Vzdávající se jednotka</Czech>
<Portuguese>Fazer unidade se render</Portuguese>
<Hungarian>Egység kapitulálása</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
@ -172,6 +173,7 @@
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English>
@ -180,6 +182,7 @@
<Czech>Nastavení zajatce</Czech>
<German>Gefangenen-Einstellungen</German>
<Portuguese>Ajustes de prisioneiros</Portuguese>
<Hungarian>Fogoly-beállítások</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_Description">
<English>Controls settings for surrender and cable ties</English>
@ -188,6 +191,7 @@
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
<Hungarian>Szabályozza a kapituláció és bilincselés beállításait</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
<English>Can handcuff own side</English>
@ -196,6 +200,7 @@
<Czech>Může spoutat spolubojovníky</Czech>
<German>Kann Teamkollegen fesseln</German>
<Portuguese>Pode algemar o próprio lado</Portuguese>
<Hungarian>Saját oldal megbilincselhető</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
<English>Can players cabletie units on their own side</English>
@ -204,6 +209,7 @@
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
<German>Können Spieler eigene Einheiten fesseln</German>
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
<Hungarian>A játékosok megkötözhetik-e a saját oldalukon lévő egységeket</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
<English>Allow surrendering</English>
@ -212,6 +218,7 @@
<Czech>Povolit vzdávání</Czech>
<German>Kapitulation erlauben</German>
<Portuguese>Permite rendição</Portuguese>
<Hungarian>Kapituláció engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
<English>Players can surrender after holstering their weapon</English>
@ -220,22 +227,27 @@
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
<Hungarian>A játékosok megadhatják magukat a fegyverük elrakása után</Hungarian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
<English>Require surrendering</English>
<Polish>Wymagaj kapitulacji</Polish>
<Portuguese>Requer rendição</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description">
<English>Require Players to surrender before they can be arrested</English>
<Polish>Wymagaj od graczy kapitulacji zanim będzie można ich zaaresztować</Polish>
<Portuguese>Requer que jogadores se rendam antes de poderem ser presos</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOnly">
<English>Surrendering only</English>
<Polish>Tylko kapitulacja</Polish>
<Portuguese>Somente rendição </Portuguese>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOrNoWeapon">
<English>Surrendering or No weapon</English>
<Polish>Kapitulacja lub brak broni</Polish>
<Portuguese>Rendição ou desarmado</Portuguese>
</Key>
</Package>
</Project>

View File

@ -18,6 +18,8 @@
params ["_player", "_object"];
if (!([_player, _object, []] call EFUNC(common,canInteractWith))) exitWith {false};
private ["_nearestVehicle"];
_nearestVehicle = [_player] call FUNC(findNearestVehicle);

View File

@ -39,7 +39,10 @@ SETMVAR(GVAR(initializedClasses),_initializedClasses);
if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(hasCargo)) != 1) exitWith {};
private ["_text", "_condition", "_statement", "_icon", "_action"];
_condition = {GVAR(enable)};
_condition = {
params ["_target", "_player"];
GVAR(enable) && {locked _target < 2} && {[_player, _target, []] call EFUNC(common,canInteractWith)}
};
_text = localize LSTRING(openMenu);
_statement = {GVAR(interactionVehicle) = _target; createDialog QGVAR(menu);};
_icon = "";

View File

@ -4,38 +4,47 @@
<Key ID="STR_ACE_Cargo_loadObject">
<English>Load</English>
<Polish>Załaduj</Polish>
<Portuguese>Carregar</Portuguese>
</Key>
<Key ID="STR_ACE_Cargo_unloadObject">
<English>Unload</English>
<Polish>Wyładuj</Polish>
<Portuguese>Descarregar</Portuguese>
</Key>
<Key ID="STR_ACE_Cargo_openMenu">
<English>Cargo</English>
<Polish>Ładunek</Polish>
<Portuguese>Carga</Portuguese>
</Key>
<Key ID="STR_ACE_Cargo_cargoMenu">
<English>Cargo Menu</English>
<Polish>Menu ładunku</Polish>
<Portuguese>Menu de carga</Portuguese>
</Key>
<Key ID="STR_ACE_Cargo_labelSpace">
<English>Cargo space left: %1</English>
<Polish>Pozostałe miejsce: %1</Polish>
<Portuguese>Espaço de carga restante: %1</Portuguese>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enable">
<English>Enable Cargo</English>
<Polish>Aktywuj cargo</Polish>
<Portuguese>Ativar carga</Portuguese>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enable_Description">
<English>Enable the load in cargo module</English>
<Polish>Aktywuj możliwość załadunku skrzyń i przedmiotów do pojazdów.</Polish>
<Portuguese>Ativar o módulo de carregamento de carga</Portuguese>
</Key>
<Key ID="STR_ACE_Cargo_SettingsModule_DisplayName">
<English>Cargo Settings</English>
<Polish>Ustawienia cargo</Polish>
<Portuguese>Preferências de carregamento</Portuguese>
</Key>
<Key ID="STR_ACE_Cargo_SettingsModule_Description">
<English>Configure the cargo module settings</English>
<Polish>Skonfiguruj ustawienia modułu cargo.</Polish>
<Portuguese>Configura as preferências do módulo de carga</Portuguese>
</Key>
</Package>
</Project>

View File

@ -1,4 +1,6 @@
// ACE - Common
// #define ENABLE_PERFORMANCE_COUNTERS
#include "script_component.hpp"
//IGNORE_PRIVATE_WARNING("_handleNetEvent", "_handleRequestAllSyncedEvents", "_handleRequestSyncedEvent", "_handleSyncedEvent");
@ -148,6 +150,15 @@ call FUNC(checkFiles);
//Event that settings are safe to use:
["SettingsInitialized", []] call FUNC(localEvent);
//Set init finished and run all delayed functions:
GVAR(settingsInitFinished) = true;
diag_log text format ["[ACE] %1 delayed functions running", (count GVAR(runAtSettingsInitialized))];
{
_x params ["_func", "_params"];
_params call _func;
} forEach GVAR(runAtSettingsInitialized);
GVAR(runAtSettingsInitialized) = nil; //cleanup
}, 0, [false]] call CBA_fnc_addPerFrameHandler;
@ -208,6 +219,7 @@ GVAR(OldVisibleMap) = false;
// PFH to raise varios events
[{
BEGIN_COUNTER(stateChecker);
private ["_newCameraView", "_newInventoryDisplayIsOpen", "_newPlayerInventory", "_newPlayerTurret", "_newPlayerVehicle", "_newPlayerVisionMode", "_newPlayerWeapon", "_newZeusDisplayIsOpen", "_newVisibleMap"];
// "playerInventoryChanged" event
_newPlayerInventory = [ACE_player] call FUNC(getAllGear);
@ -281,25 +293,18 @@ GVAR(OldVisibleMap) = false;
["visibleMapChanged", [ACE_player, _newVisibleMap]] call FUNC(localEvent);
};
END_COUNTER(stateChecker);
}, 0, []] call CBA_fnc_addPerFrameHandler;
// PFH to raise camera created event. Only works on these cams by BI.
#define ALL_CAMERAS [ \
missionNamespace getVariable ["BIS_DEBUG_CAM", objNull], \
missionNamespace getVariable ["BIS_fnc_camera_cam", objNull], \
uiNamespace getVariable ["BIS_fnc_arsenal_cam", objNull], \
uiNamespace getVariable ["BIS_fnc_animViewer_cam", objNull], \
missionNamespace getVariable ["BIS_fnc_establishingShot_fakeUAV", objNull] \
]
GVAR(OldIsCamera) = false;
[{
// "activeCameraChanged" event
private ["_isCamera"];
_isCamera = {!isNull _x} count ALL_CAMERAS > 0;
_isCamera = call FUNC(isfeatureCameraActive);
if !(_isCamera isEqualTo GVAR(OldIsCamera)) then {
// Raise ACE event locally
GVAR(OldIsCamera) = _isCamera;
@ -330,7 +335,7 @@ GVAR(OldIsCamera) = false;
if (didJip) then {
// We are jipping! Get ready and wait, and throw the event
[{
if(!(isNull player)) then {
if((!(isNull player)) && GVAR(settingsInitFinished)) then {
["PlayerJip", [player] ] call FUNC(localEvent);
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
@ -381,5 +386,4 @@ GVAR(deviceKeyCurrentIndex) = -1;
{false},
[0xC7, [true, false, false]], false] call cba_fnc_addKeybind; //SHIFT + Home Key
GVAR(commonPostInited) = true;

View File

@ -157,6 +157,7 @@ PREP(requestCallback);
PREP(resetAllDefaults);
PREP(restoreVariablesJIP);
PREP(revertKeyCodeLocalized);
PREP(runAfterSettingsInit);
PREP(sanitizeString);
PREP(sendRequest);
PREP(serverLog);
@ -303,6 +304,9 @@ GVAR(nextFrameNo) = diag_frameno;
GVAR(nextFrameBufferA) = [];
GVAR(nextFrameBufferB) = [];
GVAR(settingsInitFinished) = false;
GVAR(runAtSettingsInitialized) = [];
// @TODO: Generic local-managed global-synced objects (createVehicleLocal)
//Debug

View File

@ -20,7 +20,9 @@ _version = getText (configFile >> "CfgPatches" >> "ace_main" >> "versionStr");
diag_log text format ["[ACE]: ACE is version %1.", _version];
private "_addons";
_addons = activatedAddons;
//_addons = activatedAddons; // broken with High-Command module, see #2134
_addons = "true" configClasses (configFile >> "CfgPatches");//
_addons = [_addons, {toLower configName _this}] call FUNC(map);//
_addons = [_addons, {_this find "ace_" == 0}] call FUNC(filter);
{
@ -80,7 +82,7 @@ if (isMultiplayer) then {
diag_log text format ["[ACE] ERROR: %1", _errorMsg];
if (hasInterface) then {diag_log str "1";
if (hasInterface) then {
["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
};
};
@ -91,7 +93,7 @@ if (isMultiplayer) then {
diag_log text format ["[ACE] ERROR: %1", _errorMsg];
if (hasInterface) then {diag_log str "1";
if (hasInterface) then {
["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
};
};

View File

@ -0,0 +1,27 @@
/*
* Author: PabstMirror
* Executes code after setting are initilized.
*
* Argument:
* 0: Code to execute <CODE>
* 1: Parameters to run the code with <ANY>
*
* Return value:
* None
*
* Example:
* [{if (GVAR(setting) then {x} else {y};}, []] call ace_common_fnc_runAfterSettingsInit
*
* Public: No
*/
#include "script_component.hpp"
params ["_func", "_params"];
if (GVAR(settingsInitFinished)) then {
//Setting Already Finished, Direct Run the code
_params call _func;
} else {
//Waiting on settings, throw it on the delayed run array
GVAR(runAtSettingsInitialized) pushBack [_func, _params];
};

View File

@ -477,6 +477,7 @@
<German>Überprüfe PBOs</German>
<Czech>Zkontrolovat PBO</Czech>
<Portuguese>Verificar PBOs</Portuguese>
<Hungarian>PBO-k ellenőrzése</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Description">
<Polish>Sprawdzaj spójność addonów z serwerem</Polish>
@ -492,6 +493,7 @@
<German>Aktion</German>
<Czech>Akce</Czech>
<Portuguese>Ação</Portuguese>
<Hungarian>Cselekvés</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_Description">
<English>What to do with people who do not have the right PBOs?</English>
@ -500,6 +502,7 @@
<German>Was soll mit Leuten passieren, die nicht die richtigen PBOs haben?</German>
<Czech>Co udělat s lidmi, co nemají správné addony?</Czech>
<Portuguese>O que fazer com pessoas que não tem os PBOs corretos?</Portuguese>
<Hungarian>Mi legyen azokkal a személyekkel, akiknek nincsenek meg a helyes PBO-k?</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnOnce">
<English>Warn once</English>
@ -508,6 +511,7 @@
<German>Einmal verwarnen</German>
<Czech>Upozornit jednou</Czech>
<Portuguese>Avisar uma vez</Portuguese>
<Hungarian>Egyszeri figyelmeztetés</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnPerm">
<English>Warn (permanent)</English>
@ -516,6 +520,7 @@
<German>Immer verwarnen</German>
<Czech>Upozornit (permanentně)</Czech>
<Portuguese>Avisar (permanente)</Portuguese>
<Hungarian>Figyelmeztetés (tartós)</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_Kick">
<English>Kick</English>
@ -524,6 +529,7 @@
<German>Kicken</German>
<Czech>Vyhodit</Czech>
<Portuguese>Chutar</Portuguese>
<Hungarian>Kirúgás</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_DisplayName">
<English>Check all addons</English>
@ -532,6 +538,7 @@
<German>Alle Addons überprüfen</German>
<Czech>Zkontrolovat všechny addony</Czech>
<Portuguese>Verificar todos addons</Portuguese>
<Hungarian>Összes bővítmény ellenőrzése</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_Description">
<English>Check all addons instead of only those of ACE?</English>
@ -540,6 +547,7 @@
<German>Alle Addons anstatt nur ACE überprüfen?</German>
<Czech>Zkontrolovat všechny addony namísto jen těch od ACE?</Czech>
<Portuguese>Verificar todos addons invés de só os do ACE?</Portuguese>
<Hungarian>Az összes bővítmény ellenőrzése, csak az ACE helyett?</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_DisplayName">
<English>Whitelist</English>
@ -548,6 +556,7 @@
<German>Whitelist</German>
<Czech>Seznam povolených</Czech>
<Portuguese>Lista branca</Portuguese>
<Hungarian>Fehérlista</Hungarian>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_Description">
<English>What addons are allowed regardless?</English>
@ -556,6 +565,7 @@
<German>Welche Addons werden dennoch erlaubt?</German>
<Czech>Jaké addony jsou povoleny?</Czech>
<Portuguese>Quais addons são permitidos de qualquer maneira?</Portuguese>
<Hungarian>Milyen bővítmények vannak feltétlenül engedélyezve?</Hungarian>
</Key>
<Key ID="STR_ACE_Common_LSDVehicles_DisplayName">
<English>LSD Vehicles</English>
@ -564,6 +574,7 @@
<German>LSD-Fahrzeuge</German>
<Czech>LSD vozidla</Czech>
<Portuguese>Veículos LSD</Portuguese>
<Hungarian>LSD járművek</Hungarian>
</Key>
<Key ID="STR_ACE_Common_LSDVehicles_Description">
<English>Adds LSD effect to synchronized vehicle</English>
@ -572,6 +583,7 @@
<German>Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu</German>
<Czech>Přidá LSD efekt pro synchronizované vozidla</Czech>
<Portuguese>Adiciona efeito LSD ao veículo sincronizado</Portuguese>
<Hungarian>LSD-effekt hozzáadása a szinkronizált járművekhez</Hungarian>
</Key>
<Key ID="STR_ACE_Common_toggleHandheldDevice">
<English>Toggle Handheld Device</English>
@ -580,6 +592,7 @@
<Portuguese>Ativa dispositivo de mão</Portuguese>
<Polish>Przełącz urządzenie podręczne</Polish>
<Czech>Přepnout ruční zařízení</Czech>
<Hungarian>Kézi eszköz kapcsolása</Hungarian>
</Key>
<Key ID="STR_ACE_Common_closeHandheldDevice">
<English>Close Handheld Device</English>
@ -588,6 +601,7 @@
<Portuguese>Fecha dispositivo de mão</Portuguese>
<Polish>Zamknij urządzenie podręczne</Polish>
<Czech>Zavřít ruční zařízení</Czech>
<Hungarian>Kézi eszköz bezárása</Hungarian>
</Key>
<Key ID="STR_ACE_Common_cycleHandheldDevices">
<English>Cycle Handheld Devices</English>
@ -596,6 +610,7 @@
<Portuguese>Troca dispositivos de mão</Portuguese>
<Polish>Następne urządzenie podręczne</Polish>
<Czech>Procházet ruční zařízení</Czech>
<Hungarian>Kézi eszköz váltása</Hungarian>
</Key>
<Key ID="STR_ACE_Common_Disabled">
<English>Disabled</English>
@ -646,6 +661,7 @@
<Key ID="STR_ACE_Common_VehiclesOnly">
<English>Vehicles only</English>
<Polish>Tylko pojazdy</Polish>
<Portuguese>Somente veículos</Portuguese>
</Key>
<Key ID="STR_ACE_Common_DoNotForce">
<English>Do Not Force</English>
@ -658,26 +674,32 @@
<Key ID="STR_ACE_Common_ACEKeybindCategoryEquipment">
<English>ACE3 Equipment</English>
<Polish>ACE3 Wyposażenie</Polish>
<Portuguese>Equipamentos ACE3</Portuguese>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryCommon">
<English>ACE3 Common</English>
<Polish>ACE3 Ogólne</Polish>
<Portuguese>Comum ACE3</Portuguese>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryWeapons">
<English>ACE3 Weapons</English>
<Polish>ACE3 Broń</Polish>
<Portuguese>Armamento ACE3</Portuguese>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryMovement">
<English>ACE3 Movement</English>
<Polish>ACE3 Ruch</Polish>
<Portuguese>Movimento ACE3</Portuguese>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryScopeAdjustment">
<English>ACE3 Scope Adjustment</English>
<Polish>ACE3 Regulacja optyki</Polish>
<Portuguese>Ajuste de luneta ACE3</Portuguese>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryVehicles">
<English>ACE3 Vehicles</English>
<Polish>ACE3 Pojazdy</Polish>
<Portuguese>Veículos ACE3</Portuguese>
</Key>
</Package>
</Project>

View File

@ -76,6 +76,7 @@
<Key ID="STR_ACE_Explosives_BlockedAction">
<English>Blocked</English>
<Spanish>Obstruido</Spanish>
<Portuguese>Bloqueado</Portuguese>
</Key>
<Key ID="STR_ACE_Explosives_CancelAction">
<English>Cancel</English>
@ -492,7 +493,7 @@
<Czech>Spínač mrtvého muže</Czech>
<Polish>Czuwak</Polish>
<Spanish>Detonador de hombre muerto</Spanish>
<Hungarian>Dead Man's Switch</Hungarian>
<Hungarian>Halott ember kapcsolója</Hungarian>
<Portuguese>Detonador do homem morto</Portuguese>
<Russian>Кнопка мертвеца</Russian>
<Italian>Detonatore a rilascio</Italian>
@ -528,6 +529,7 @@
<German>Sprengstoffsystem</German>
<Czech>Systém výbušnin</Czech>
<Portuguese>Sistema de explosivos</Portuguese>
<Hungarian>Robbanóanyag-rendszer</Hungarian>
</Key>
<Key ID="STR_ACE_Explosives_RequireSpecialist_DisplayName">
<English>Require specialists?</English>
@ -536,6 +538,7 @@
<German>Benötigt Sprengstoffexperten?</German>
<Czech>Vyžadovat specialistu?</Czech>
<Portuguese>Requer especialista?</Portuguese>
<Hungarian>Specialisták igénylése?</Hungarian>
</Key>
<Key ID="STR_ACE_Explosives_RequireSpecialist_Description">
<English>Require explosive specialists to disable explosives? Default: No</English>
@ -544,6 +547,7 @@
<German>Benötige Sprengstoffexperte um Sprengladungen zu entschärfen? Standard: Nein</German>
<Czech>Vyžadovat specialistu na zneškodnění výbušniny? Výchozí: Ne</Czech>
<Portuguese>Requer especialista em explosivos para desativar explosivos? Padrão: Não</Portuguese>
<Hungarian>Szükséges-e egy specialista a robbanóanyagok hatástalanításához? Alapértelmezett: Nem</Hungarian>
</Key>
<Key ID="STR_ACE_Explosives_PunishNonSpecialists_DisplayName">
<English>Punish non-specialists?</English>
@ -552,6 +556,7 @@
<German>Bestrafe Nicht-Sprengstoffexperten?</German>
<Czech>Potrestat, pokud není specialista?</Czech>
<Portuguese>Punir não especialistas?</Portuguese>
<Hungarian>Nem-specialisták büntetése?</Hungarian>
</Key>
<Key ID="STR_ACE_Explosives_PunishNonSpecialists_Description">
<English>Increase the time it takes to complete actions for non-specialists? Default: Yes</English>
@ -560,6 +565,7 @@
<German>Entschärfungszeit für Nicht-Sprengstoffexperten erhöhen? Standard: Ja</German>
<Czech>Zvýšit čas potřebný k dokončení akce pokud není specialista? Výchozí: Ano</Czech>
<Portuguese>Aumentar o tempo necessário para completar ações por não especialistas? Padrão: Sim</Portuguese>
<Hungarian>Nem-specialisták esetén több ideig tartson a cselekvés befejezése? Alapértelmezett: Igen</Hungarian>
</Key>
<Key ID="STR_ACE_Explosives_ExplodeOnDefuse_DisplayName">
<English>Explode on defusal?</English>
@ -567,6 +573,7 @@
<Polish>Eksplozja przy rozbrajaniu?</Polish>
<Czech>Explodovat při zneškodňování?</Czech>
<Spanish>Explotar al desactivar?</Spanish>
<Hungarian>Robbanás hatástalanításkor?</Hungarian>
</Key>
<Key ID="STR_ACE_Explosives_ExplodeOnDefuse_Description">
<English>Enable certain explosives to explode on defusal? Default: Yes</English>
@ -574,6 +581,7 @@
<Polish>Spraw, aby niektóre ładunki wybuchowe eksplodowały przy próbie ich rozbrojenia? Domyślnie:Tak</Polish>
<Czech>Umožnit u některých výbušnin explozi při pokusu je zneškodnit? Výchozí: Ano</Czech>
<Spanish>¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí</Spanish>
<Hungarian>Meghatározott robbanóanyagok felrobbanjanak-e hatástalanításkor? Alapértelmezett: Igen</Hungarian>
</Key>
<Key ID="STR_ACE_Explosives_Module_Description">
<English>This module adjusts the settings related to explosives.</English>
@ -581,6 +589,7 @@
<German>Dieses Modul erlaubt die Einstellungen für Sprengstoffe zu verändern.</German>
<Czech>Tento modul umoňuje přizpůsobit nastavení týkajících se výbušnin.</Czech>
<Portuguese>Este módulo permite personalizar as definições relacionadas a explosivos.</Portuguese>
<Hungarian>Ez a modul a robbanóanyagokhoz kötött beállításokat szabályozza.</Hungarian>
</Key>
</Package>
</Project>

View File

@ -41,7 +41,7 @@ _iconSize = BASE_SIZE * _fovCorrection;
_drawColor set [3, ((_drawColor select 3) * (_timeLeftToShow / 0.5))];
};
drawIcon3D [QUOTE(PATHTOF(UI\fp_icon.paa)), _drawColor, _pos, _iconSize, _iconSize, 0, _name, 1, 0.03, "PuristaMedium"];
drawIcon3D [QUOTE(PATHTOF(UI\fp_icon2.paa)), _drawColor, _pos, _iconSize, _iconSize, 0, _name, 1, 0.03, "PuristaMedium"];
};
} count (GVAR(fingersHash) select 0);

View File

@ -1,50 +1,70 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="finger">
<Key ID="STR_ACE_finger_indicatorForSelf_name">
<English>Show pointing indicator to self</English>
<Russian>Отображать пальце-индикатор для показывающего игрока</Russian>
<Polish>Pokaż indykator wskazywania palcem dla siebie</Polish>
<Hungarian>Saját mutatási indikátor megjelenítése</Hungarian>
<Portuguese>Mostrar indicador para si mesmo</Portuguese>
</Key>
<Key ID="STR_ACE_finger_indicatorForSelf_description">
<English>Render the indicator for the pointing player. This option doesn't affect whether the other players would see the indicator</English>
<Russian>Отображать индикатор для показывающего игрока. Эта настройка не влияет на то, будутт ли другие игроки видеть индикатор</Russian>
<Polish> Wyświetl indykator kiedy wskazujesz coś palcem. Ta opcja nie wpływa na to, czy inni gracze zobaczą ten indykator czy też nie.</Polish>
<Hungarian>Az indikátor megjelenítése a mutató játékosnak. Ez a beállítás nem változtat azon, hogy más játékosok látják-e az indikátort.</Hungarian>
<Portuguese>Renderizar o indicador para o jogador que está apontando. Esta opção não afeta se os outros jogadores verão ou não o indicador</Portuguese>
</Key>
<Key ID="STR_ACE_finger_indicatorColor_name">
<English>Pointing indicator</English>
<Russian>Пальце-индикатор</Russian>
<Polish>Indykator palca</Polish>
<Hungarian>Ujj-indikátor</Hungarian>
<Portuguese>Indicador de apontamento</Portuguese>
</Key>
<Key ID="STR_ACE_finger_indicatorColor_description">
<English>Color of the pointing indicator circle</English>
<Russian>Цвет индикатора пальце-указания</Russian>
<Polish>Kolor okręgu wyświetlanego przy wskazywaniu palcem</Polish>
<Hungarian>Mutatási indikátor körének színe</Hungarian>
<Portuguese>Cor do círculo de indicação</Portuguese>
</Key>
<Key ID="STR_ACE_finger_keyComb">
<English>Action "point a finger at"</English>
<Russian>Действие "показать пальцем на"</Russian>
<Polish>Akcja "wskaż palcem"</Polish>
<Hungarian>Cselekvés "ujj rámutatása"</Hungarian>
<Portuguese>Ação "Apontar um dedo para"</Portuguese>
</Key>
<Key ID="STR_ACE_finger_keyComb_description">
<English>Points, and shows a virtual marker of where you are looking to nearby units. Can be held down.</English>
<Polish>Wskazuje a także wyświetla wirtualny marker-okrąg w miejscu, w które patrzysz, dla wszystkich pobliskich jednostek. Może być przytrzymywany.</Polish>
<Hungarian>Mutat, és elhelyez egy virtuális jelölőt a nézett területhez közeli egységekhez. Lenyomva tartható.</Hungarian>
<Portuguese>Aponta e mostra um marcador virtual para onde você está olhando para unidades próximas. Pode ser utilizado para baixo.</Portuguese>
</Key>
<Key ID="STR_ACE_finger_moduleSettings_displayName">
<English>Pointing Settings</English>
<Polish>Ustawienia wskazywania palcem</Polish>
<Hungarian>Ujj beállításai</Hungarian>
<Portuguese>Preferências de apontamento</Portuguese>
</Key>
<Key ID="STR_ACE_finger_enabled_displayName">
<English>Pointing Enabled</English>
<Polish>Aktywuj wskazywanie</Polish>
<Hungarian>Mutatás engedélyezése</Hungarian>
<Portuguese>Apontamento ativado</Portuguese>
</Key>
<Key ID="STR_ACE_finger_maxRange_displayName">
<English>Pointing Max Range</English>
<Polish>Maks. zasięg wskazywania</Polish>
<Hungarian>Ujj maximum hatótávja</Hungarian>
<Portuguese>Distância máxima do apontamento</Portuguese>
</Key>
<Key ID="STR_ACE_finger_maxRange_description">
<English>Max range between players to show the pointing indicator [default: 4 meters]</English>
<Polish>Określ dystans na jakim można wskazywać coś palcem innym graczom. [domyślnie: 4m] </Polish>
<Hungarian>A maximális távolság, amelyben a közeli játékosoknak megjelenik az indikátor. [alapértelmezett: 4 méter]</Hungarian>
<Portuguese>Distância máxima entre jogadores para mostrar o apontamento [padrão: 4 metros]</Portuguese>
</Key>
</Package>
</Project>
</Project>

Binary file not shown.

View File

@ -4,26 +4,32 @@
<Key ID="STR_ACE_Flashlights_MX991_DisplayName">
<English>Fulton MX-991</English>
<Polish>Fulton MX-991</Polish>
<Portuguese>Fulton MX-991</Portuguese>
</Key>
<Key ID="STR_ACE_Flashlights_MX991_Description">
<English>Flashlight with red filter. For use on map.</English>
<Polish>Latarka z czerwonym filtrem. Używana do podświetlania mapy.</Polish>
<Portuguese>Lanterna com filtro vermelho. Para uso no mapa.</Portuguese>
</Key>
<Key ID="STR_ACE_Flashlights_XL50_DisplayName">
<English>Maglite XL50</English>
<Polish>Maglite XL50</Polish>
<Portuguese>Maglite XL50</Portuguese>
</Key>
<Key ID="STR_ACE_Flashlights_XL50_Description">
<English>White mini flashlight. For use on map.</English>
<Polish>Mini latarka. Światło białe. Używana do podświetlania mapy.</Polish>
<Portuguese>Mini lanterna branca. Para uso no mapa.</Portuguese>
</Key>
<Key ID="STR_ACE_Flashlights_KSF1_DisplayName">
<English>KSF-1</English>
<Polish>KSF-1</Polish>
<Portuguese>KSF-1</Portuguese>
</Key>
<Key ID="STR_ACE_Flashlights_KSF1_Description">
<English>Flashlight with red filter. For use on map.</English>
<Polish>Latarka z czerwonym filtrem. Używana do podświetlania mapy.</Polish>
<Portuguese>Lanterna com filtro vermelho. Para uso no mapa.</Portuguese>
</Key>
</Package>
</Project>

View File

@ -8,6 +8,7 @@
<German>Splittersimulation</German>
<Czech>Simulace fragmentace</Czech>
<Portuguese>Simulação de fragmentação</Portuguese>
<Hungarian>Repesz-szimuláció</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_EnableFrag_Desc">
<English>Enable the ACE Fragmentation Simulation</English>
@ -16,6 +17,7 @@
<German>Aktiviere die ACE-Splittersimulation</German>
<Czech>Povolit ACE simulaci fragmentace</Czech>
<Portuguese>Ativa a simulação de fragmentação do ACE</Portuguese>
<Hungarian>Az ACE repesz-szimuláció engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_EnableSpall">
<English>Spalling Simulation</English>
@ -24,6 +26,7 @@
<German>Explosionssimulation</German>
<Czech>Simulace úlomků</Czech>
<Portuguese>Simulação de estilhaços</Portuguese>
<Hungarian>Pattogzás-szimuláció</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_EnableSpall_Desc">
<English>Enable the ACE Spalling Simulation</English>
@ -32,6 +35,7 @@
<German>Aktiviere ACE-Explosionssimulation</German>
<Czech>Povolit ACE simulaci úlomků</Czech>
<Portuguese>Ativa a simulação de estilhaços do ACE</Portuguese>
<Hungarian>Az ACE pattogzás-szimuláció engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_MaxTrack">
<English>Maximum Projectiles Tracked</English>
@ -40,6 +44,7 @@
<German>Maximalzahl der verfolgten Projektile</German>
<Czech>Maximální počet sledovaných projektilů</Czech>
<Portuguese>Máximo de projéteis rastreados</Portuguese>
<Hungarian>Maximum követett repeszek</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_MaxTrack_Desc">
<English>This setting controls the maximum amount of projectiles the fragmentation and spalling system will track at any given time. If more projectiles are fired, they will not be tracked. Lower this setting if you do not want FPS drops at high-count projectile scenarios ( &gt;200 rounds in the air at once)</English>
@ -48,6 +53,7 @@
<German>Diese Einstellung steuert die maximale Anzahl an Projektilen, die das Splitter- und Explosionssystem gleichzeitig verfolgen wird. Wenn mehr Projektile abgefeuert werden, werden sie nicht verfolgt werden. Diese Einstellung zu verringern, kann FPS-Einbrüche bei Szenarien mit vielen Projektilen verhindern (&gt;200 Objekte gleichzeitig in der Luft)</German>
<Czech>Toto nastavení kontroluje maximální množství projektilů z fragmentace a úlomků, která jsou sledována v dané době. Pokud je vystřeleno více projektilů, tak nebudou sledovány. Snižte toto nastavení pokud si nepřejete propady FPS v situacích, kde je velké množství projektilů ( &gt;200 nábojů najednou ve vzduchu)</Czech>
<Portuguese>Esta definição controla a quantidade máxima de projéteis que o sistema de fragmentação e estilhaçamento irá acompanhar em qualquer momento. Se mais projéteis são disparados, eles não serão rastreados. Diminua essa configuração se você não quiser que o FPS caia em cenários com alta contagem de projéteis (&gt; 200 projéteis no ar ao mesmo tempo)</Portuguese>
<Hungarian>Ez a beállítás szabályozza a repeszeződés és pattogzás által kilőtt objektumok követett számát. Ha több ez a szám, ezek az objektumok nem lesznek követve. Csökkentsd ezt a beállítást, ha nem akarsz lassulásokat magas-törmelékmennyiségű helyzetekben (200+ repesz a levegőben egyszerre)</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_MaxTrackPerFrame">
<English>Maximum Projectiles Per Frame</English>
@ -56,6 +62,7 @@
<Polish>Maks. liczba pocisków na klatkę</Polish>
<Czech>Maximální počet projektilů ze jeden snímek</Czech>
<Portuguese>Projéteis máximos por quadro</Portuguese>
<Hungarian>Maximum repesz/képkocka</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_MaxTrackPerFrame_Desc">
<English>The number of spall track calculations to perform in any given frame. This helps spread the FPS impact of tracking spall rounds across multiple frames, limiting its impact even further.</English>
@ -64,6 +71,7 @@
<Spanish>El número de cálculos de esquirlas que se hará en cualquier cuadro. Esto ayuda a dispersar el impacto en FPS del seguimiento de esquirlas de balas a través de múltiples cuadros, lo que limita aún más su impacto.</Spanish>
<Czech>Počet úlomků v daném snímku. Toto pomáhá rozšířit FPS dopad sledovaného úlomku napříč více snímky, omezuje jeho vliv ještě více.</Czech>
<Portuguese>O número de cálculos por estilhaço rastreado para executar em qualquer quadro. Isso ajuda a distribuir o impacto no FPS do rastreamento de estilhaço em vários quadros, o que limita o seu impacto ainda mais.</Portuguese>
<Hungarian>A lepattogzási útvonalak számításának darabjai képkockánként. Ez eloszlatja az FPS-megszakadást több képkockára, ezzel csökkentve a súlyosságát.</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_EnableDebugTrace">
<English>(SP Only) Frag/Spall Debug Tracing</English>
@ -72,6 +80,7 @@
<Czech>(Pouze SP) Debug sledování Frag/Úlomků</Czech>
<German>(nur SP) Splitter-/Explosions-Debug-Verfolgung</German>
<Portuguese>(Somente SP) Depuração de fragmentação e estilhaços traçantes</Portuguese>
<Hungarian>(Csak SP) Repesz/Pattogzás debug követés</Hungarian>
</Key>
<Key ID="STR_ACE_Frag_EnableDebugTrace_Desc">
<English>(SP Only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.</English>
@ -80,6 +89,7 @@
<German>(nur SP) Splitter-/Explosions-Debugging</German>
<Czech>(Pouze SP) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče.</Czech>
<Portuguese>(Somente SP) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP.</Portuguese>
<Hungarian>(Csak SP) Küldetés/Editor újraindítás szükséges. Engedélyezi a repeszek és pattogzó lövedékek vizuális nyomkövetését, csak egyjátékos módok alatt.</Hungarian>
</Key>
</Package>
</Project>
</Project>

View File

@ -18,7 +18,7 @@
if (!alive ace_player) exitWith {};
if (true) then {
// Detect if curator interface is open and disable effects
if (!isNull(findDisplay 312)) exitWith {
if !(isNull curatorCamera) exitWith {
if (GVAR(EffectsActive)) then {
call FUNC(removeGlassesEffect);
};

View File

@ -15,17 +15,14 @@
*/
#include "script_component.hpp"
PARAMS_1(_unit);
params ["_unit"];
private ["_currentGlasses", "_result", "_position", "_visible"];
_currentGlasses = goggles _unit;
_result = false;
if ((vehicle _unit) != _unit) exitWith {(cameraView != "GUNNER")};
if (_currentGlasses != "") then {
_position =(getPosASLW _unit);
_position = getPosASLW _unit;
if (surfaceIsWater _position && {((_position select 2) < 0.25)}) exitWith {
_result = ([_currentGlasses] call FUNC(isDivingGoggles));
};

View File

@ -5,87 +5,95 @@ class CfgAmmo {
flareSize = 12;
timeToLive = 60;
};
class F_40mm_White: FlareBase {
intensity = 40000;
flareSize = 12;
};
class F_20mm_White: FlareBase {
intensity = 20000;
flareSize = 6;
};
class F_Signal_Green: FlareBase {
intensity = 20000;
flareSize = 12;
};
class Flare_82mm_AMOS_White: FlareCore {
intensity = 80000;
flareSize = 12;
timeToLive = 60;
};
class F_20mm_Red: F_20mm_White {};
class F_20mm_Green: F_20mm_White {};
class F_20mm_Yellow: F_20mm_White {};
class ACE_F_Hand_White: F_20mm_White {
grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
timeToLive = 60;
};
class ACE_F_Hand_Red: F_20mm_Red {
grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
timeToLive = 60;
};
class ACE_F_Hand_Green: F_20mm_Green {
grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
timeToLive = 60;
};
class ACE_F_Hand_Yellow: F_20mm_Yellow {
grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
timeToLive = 60;
};
class ACE_G_M84: F_20mm_Yellow {
useFlare = 0;
flareSize = 0;
intensity = 0;
grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
timeToLive = 6;
fuseDistance = 2.3;
class F_20mm_Red;
class ACE_F_Hand_Red: F_20mm_Red {
timeToLive = 60;
};
class F_20mm_Green;
class ACE_F_Hand_Green: F_20mm_Green {
timeToLive = 60;
};
class F_20mm_Yellow;
class ACE_F_Hand_Yellow: F_20mm_Yellow {
timeToLive = 60;
};
class SmokeShell;
class ACE_G_Handflare_White: SmokeShell {
GVAR(flare) = 1;
GVAR(color)[] = {0.5,0.5,0.5,0.5};
model = "\A3\weapons_f\ammo\flare_white";
dangerRadiusHit = -1;
suppressionRadiusHit = -1;
typicalSpeed = 22;
cost = 100;
deflecting = 30;
explosionTime = 3;
timeToLive = 60;
grenadeFireSound[] = {};
grenadeBurningSound[] = {};
aiAmmoUsageFlags = "4 + 2";
smokeColor[] = {0,0,0,0};
effectsSmoke = "ACE_HandFlareEffect";
whistleDist = 0;
};
class ACE_G_Handflare_Red: ACE_G_Handflare_White {
GVAR(color)[] = {0.5,0.25,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_red";
};
class ACE_G_Handflare_Green: ACE_G_Handflare_White {
GVAR(color)[] = {0.25,0.5,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_green";
};
class ACE_G_Handflare_Yellow: ACE_G_Handflare_White {
GVAR(color)[] = {0.5,0.5,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_yellow";
};
class ACE_G_M84: SmokeShell {
GVAR(flashbang) = 1;
model = PATHTOF(models\ACE_m84_thrown.p3d);
dangerRadiusHit = -1;
suppressionRadiusHit = 20;
typicalSpeed = 22;
cost = 40;
explosive = 1E-7;
deflecting = 15;
explosionTime = 2.3;
timeToLive = 6;
grenadeFireSound[] = {};
grenadeBurningSound[] = {};
aiAmmoUsageFlags = "0";
smokeColor[] = {0,0,0,0};
effectsSmoke = "ACE_M84FlashbangEffect";
whistleDist = 0;
};
};

View File

@ -1,3 +1,4 @@
class CfgMagazines {
class HandGrenade;
class ACE_HandFlare_Base: HandGrenade {
@ -8,55 +9,60 @@ class CfgMagazines {
mass = 4;
initSpeed = 22;
};
class ACE_HandFlare_White: ACE_HandFlare_Base {
author = ECSTRING(common,ACETeam);
scope = 2;
ammo = "ACE_F_Hand_White";
displayname = CSTRING(M127A1_White_Name);
descriptionshort = CSTRING(M127A1_White_Description);
displayNameShort = CSTRING(M127A1_White_NameShort);
model = "\A3\weapons_f\ammo\flare_white";
picture = "\A3\Weapons_F\Data\UI\gear_flare_white_ca.paa";
ammo = "ACE_G_Handflare_White";
};
class ACE_HandFlare_Red: ACE_HandFlare_Base {
author = ECSTRING(common,ACETeam);
scope = 2;
ammo = "ACE_F_Hand_Red";
displayname = CSTRING(M127A1_Red_Name);
descriptionshort = CSTRING(M127A1_Red_Description);
displayNameShort = CSTRING(M127A1_Red_NameShort);
model = "\A3\weapons_f\ammo\flare_red";
picture = "\A3\Weapons_F\Data\UI\gear_flare_red_ca.paa";
ammo = "ACE_G_Handflare_Red";
};
class ACE_HandFlare_Green: ACE_HandFlare_Base {
author = ECSTRING(common,ACETeam);
scope = 2;
ammo = "ACE_F_Hand_Green";
displayname = CSTRING(M127A1_Green_Name);
descriptionshort = CSTRING(M127A1_Green_Description);
displayNameShort = CSTRING(M127A1_Green_NameShort);
model = "\A3\weapons_f\ammo\flare_green";
picture = "\A3\Weapons_F\Data\UI\gear_flare_green_ca.paa";
ammo = "ACE_G_Handflare_Green";
};
class ACE_HandFlare_Yellow: ACE_HandFlare_Base {
author = ECSTRING(common,ACETeam);
scope = 2;
ammo = "ACE_F_Hand_Yellow";
displayname = CSTRING(M127A1_Yellow_Name);
descriptionshort = CSTRING(M127A1_Yellow_Description);
displayNameShort = CSTRING(M127A1_Yellow_NameShort);
model = "\A3\weapons_f\ammo\flare_yellow";
picture = "\A3\Weapons_F\Data\UI\gear_flare_yellow_ca.paa";
ammo = "ACE_G_Handflare_Yellow";
};
class ACE_M84: HandGrenade {
author = ECSTRING(common,ACETeam);
ammo = "ACE_G_M84";
displayname = CSTRING(M84_Name);
descriptionshort = CSTRING(M84_Description);
displayNameShort = "M84";
mass = 4;
model = PATHTOF(models\ACE_m84.p3d);
picture = PATHTOF(UI\ACE_m84_x_ca.paa);
ammo = "ACE_G_M84";
mass = 4;
};
class 3Rnd_UGL_FlareGreen_F;
@ -65,6 +71,7 @@ class CfgMagazines {
ammo = "F_40mm_Green";
initSpeed = 120;
};
class 6Rnd_RedSignal_F: 6Rnd_GreenSignal_F {
author = ECSTRING(common,ACETeam);
ammo = "F_40mm_Red";

View File

@ -0,0 +1,8 @@
class ACE_M84FlashbangEffect {
// empty
};
class ACE_HandFlareEffect {
// empty
};

View File

@ -2,6 +2,7 @@
ADDON = false;
PREP(flare);
PREP(flashbangExplosionEH);
PREP(flashbangThrownFuze);
PREP(nextMode);

View File

@ -17,3 +17,5 @@ class CfgPatches {
#include "CfgWeapons.hpp"
#include "CfgMagazines.hpp"
#include "CfgVehicles.hpp"
#include "Effects.hpp"

View File

@ -0,0 +1,40 @@
/*
* Author: commy2
* Makes flare shine.
*
* Arguments:
* 0: The flare <OBJECT>
* 1: Color of flare <ARRAY>
* 2: Intensity of flare <NUMBER>
* 3: Flare lifetime <OBJECT>
*
* Return Value:
* None
*
* Example:
* [_nade, [0.5,0.5,0.5], 0.5, 60] call ace_grenades_fnc_flare
*
* Public: No
*/
#include "script_component.hpp"
params ["_projectile", "_color", "_intensity", "_timeToLive"];
private "_light";
_light = "#lightpoint" createVehicleLocal position _projectile;
_light setLightColor _color;
_light setLightAmbient _color;
_light setLightIntensity _intensity;
_light setLightBrightness 0.8;
_light setLightUseFlare true;
_light setLightFlareSize 3.0;
_light setLightFlareMaxDistance 1000;
_light setLightDayLight true;
_light lightAttachObject [_projectile, [0,0,0]];
//_light attachTo [_projectile, [0,0,0]];
[{deleteVehicle _this}, _light, _timeToLive, 1] call EFUNC(common,waitAndExecute);

View File

@ -21,22 +21,50 @@
*/
#include "script_component.hpp"
private ["_mode", "_fuzeTime"];
params ["_unit", "_weapon", "", "", "", "", "_projectile"];
params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
if (_unit != ACE_player) exitWith {};
if (_weapon != "Throw") exitWith {};
// http://feedback.arma3.com/view.php?id=12340
if (isNull _projectile) then {
_projectile = nearestObject [_unit, _ammo];
};
// handle special grenades
if (local _unit) then {
if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(flashbang)) == 1) then {
private "_fuzeTime";
_fuzeTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosionTime");
[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
};
};
if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(flare)) == 1) then {
private ["_fuzeTime", "_timeToLive", "_color", "_intensity"];
_fuzeTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosionTime");
_timeToLive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "timeToLive");
_color = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(color));
_intensity = _color select 3;
_color resize 3;
[FUNC(flare), [_projectile, _color, _intensity, _timeToLive], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
};
// handle throw modes
if (_unit != ACE_player) exitWith {};
private "_mode";
_mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
if (_mode != 0) then {
private "_velocity";
_velocity = velocity _projectile;
switch (_mode) do {
//high throw
case 1 : {
case 1 : {
_velocity = [
0.5 * (_velocity select 0),
0.5 * (_velocity select 1),
@ -44,24 +72,18 @@ if (_mode != 0) then {
];
};
//precise throw
case 2 : {
case 2 : {
_velocity = (_unit weaponDirection _weapon) vectorMultiply (vectorMagnitude _velocity);
};
//roll grande
case 3 : {
case 3 : {
//@todo
};
//drop grenade
case 4 : {
case 4 : {
_velocity = [0, 0, 0];
};
};
_projectile setVelocity _velocity;
};
if (typeOf _projectile == "ACE_G_M84") then {
_fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance");
// _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance
[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
};

View File

@ -19,4 +19,10 @@ class ACE_Settings {
isClientSettable = 1;
displayName = CSTRING(DisableEarRinging);
};
class GVAR(enabledForZeusUnits) {
value = 1;
typeName = "BOOL";
displayName = CSTRING(enabledForZeusUnits_DisplayName);
description = CSTRING(enabledForZeusUnits_Description);
};
};

View File

@ -29,7 +29,7 @@ class Extended_FiredNear_EventHandlers {
class Extended_Explosion_EventHandlers {
class CAManBase {
class GVAR(ExplosionNear) {
clientExplosion = QUOTE( if (GVAR(enableCombatDeafness) && {_this select 0 == ACE_player}) then {_this call FUNC(explosionNear)}; );
clientExplosion = QUOTE(_this call FUNC(explosionNear););
};
};
};

View File

@ -130,6 +130,12 @@ class CfgVehicles {
};
};
};
class enabledForZeusUnits {
displayName = CSTRING(enabledForZeusUnits_DisplayName);
description = CSTRING(enabledForZeusUnits_Description);
typeName = "BOOL";
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(Module_Description);

View File

@ -47,5 +47,16 @@ class CfgWeapons {
GVAR(lowerVolume) = 0.60;
};
class H_Cap_marshal: H_Cap_headphones {};
};
class H_HelmetB_light: H_HelmetB {
GVAR(protection) = 0.8;
GVAR(lowerVolume) = 0.20;
};
class H_HelmetB_plain_mcamo;
class H_HelmetSpecB: H_HelmetB_plain_mcamo {
GVAR(protection) = 0.8;
GVAR(lowerVolume) = 0.20;
};
};

View File

@ -15,7 +15,7 @@ GVAR(time4) = 0;
["SettingsInitialized", {
// Spawn volume updating process
[FUNC(updateVolume), 1, [false] ] call CBA_fnc_addPerFrameHandler;
[FUNC(updateVolume), 1, [false]] call CBA_fnc_addPerFrameHandler;
}] call EFUNC(common,addEventHandler);
//Update veh attunation when player veh changes

View File

@ -14,8 +14,7 @@
* Public: No
*/
#include "script_component.hpp"
PARAMS_1(_unit);
params ["_unit"];
// Exit if hearing is disabled or soldier has earplugs already in (persistence scenarios)
if (!GVAR(enableCombatDeafness) || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};

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@ -15,12 +15,12 @@
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_unit,_strength);
params ["_unit", "_strength"];
if (_unit != ACE_player) exitWith {};
if (_strength < 0.05) exitWith {};
if (!isNull curatorCamera) exitWith {};
if ((!GVAR(enabledForZeusUnits)) && {player != ACE_player}) exitWith {};
if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
_strength = _strength / 4;

View File

@ -19,10 +19,14 @@
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
PARAMS_2(_unit,_damage);
params ["_unit", "_damage"];
if (_unit != ACE_player) exitWith {};
TRACE_2("explosion near player",_unit,_damage);
private ["_strength"];
_strength = 0 max _damage;
_strength = (0 max _damage) * 30;
if (_strength < 0.01) exitWith {};
[{_this call FUNC(earRinging)}, [_unit, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);
[{_this call FUNC(earRinging)}, [_unit, _strength], 0.2] call EFUNC(common,waitAndExecute);

View File

@ -7,8 +7,8 @@
* 1: Firer: Object - Object which fires a weapon near the unit <OBJECT>
* 2: Distance - Distance in meters between the unit and firer <NUMBER>
* 3: weapon - Fired weapon <STRING>
* 4: muzzle - Muzzle that was used <STRING>
* 5: mod - Current mode of the fired weapon <STRING>
* 4: muzzle - Muzzle that was used (not used) <STRING>
* 5: mode - Current mode of the fired weapon (not used) <STRING>
* 6: ammo - Ammo used <STRING>
*
* Return Value:
@ -16,6 +16,7 @@
*
* Example:
* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
* [player, player, 10, "arifle_MX_ACO_pointer_F", "arifle_MX_ACO_pointer_F", "single", "B_65x39_Caseless"] call ace_hearing_fnc_firedNear
*
* Public: No
*/
@ -24,14 +25,14 @@
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
PARAMS_7(_object,_firer,_distance,_weapon,_muzzle,_mode,_ammo);
params ["_object", "_firer", "_distance", "_weapon", "", "", "_ammo"];
//Only run if firedNear object is player or player's vehicle:
if ((ACE_player != _object) && {(vehicle ACE_player) != _object}) exitWith {};
if (_weapon in ["Throw", "Put"]) exitWith {};
if (_distance > 50) exitWith {};
private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber", "_parentClasses"];
private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber"];
_vehAttenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttenuation)};
@ -58,7 +59,7 @@ if (count _weaponMagazines == 0) then {
_muzzleMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> _x >> "magazines");
_weaponMagazines append _muzzleMagazines;
};
} forEach _muzzles;
} count _muzzles;
{
_ammoType = getText(configFile >> "CfgMagazines" >> _x >> "ammo");
_weaponMagazines set [_forEachIndex, [_x, _ammoType]];
@ -68,33 +69,30 @@ if (count _weaponMagazines == 0) then {
_magazine = "";
{
EXPLODE_2_PVT(_x,_magazineType,_ammoType);
_x params ["_magazineType", "_ammoType"];
if (_ammoType == _ammo) exitWith {
_magazine = _magazineType;
};
} forEach _weaponMagazines;
} count _weaponMagazines;
if (_magazine == "") exitWith {};
_initSpeed = getNumber(configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
_ammoConfig = (configFile >> "CfgAmmo" >> _ammo);
_parentClasses = [_ammoConfig, true] call BIS_fnc_returnParents;
_caliber = getNumber(_ammoConfig >> "ACE_caliber");
_caliber = switch (true) do {
case ("ShellBase" in _parentClasses): { 80 };
case ("RocketBase" in _parentClasses): { 200 };
case ("MissileBase" in _parentClasses): { 600 };
case ("SubmunitionBase" in _parentClasses): { 80 };
default {
if (_caliber <= 0) then { 6.5 } else { _caliber };
};
_caliber = call {
if (_ammo isKindOf ["ShellBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
if (_ammo isKindOf ["RocketBase", (configFile >> "CfgAmmo")]) exitWith { 200 };
if (_ammo isKindOf ["MissileBase", (configFile >> "CfgAmmo")]) exitWith { 600 };
if (_ammo isKindOf ["SubmunitionBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
if (_caliber <= 0) then { 6.5 } else { _caliber };
};
_loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) * _audibleFireCoef / 5;
_strength = _vehAttenuation * (_loudness - (_loudness / 50 * _distance)); // linear drop off
//systemChat format["%1 : %2 : %3", _strength, _initSpeed, _parentClasses];
//systemChat format["%1 : %2", _strength, _initSpeed];
//systemChat format["%1 : %2 : %3", _weapon, _magazine, _initSpeed];
if (_strength < 0.01) exitWith {};
[{_this call FUNC(earRinging)}, [ACE_player, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);
[{_this call FUNC(earRinging)}, [ACE_player, _strength], 0.2] call EFUNC(common,waitAndExecute);

View File

@ -14,7 +14,6 @@
* Public: No
*/
#include "script_component.hpp"
PARAMS_1(_unit);
params ["_unit"];
_unit getVariable ["ACE_hasEarPlugsin", false]

View File

@ -10,9 +10,7 @@
*/
#include "script_component.hpp"
PARAMS_3(_logic,_units,_activated);
if !(_activated) exitWith {};
params ["_logic"];
[_logic, QGVAR(enableCombatDeafness), "EnableCombatDeafness"] call EFUNC(common,readSettingFromModule);
@ -21,4 +19,6 @@ if ((_logic getVariable "DisableEarRinging") != -1) then {
[_logic, QGVAR(DisableEarRinging), "DisableEarRinging"] call EFUNC(common,readSettingFromModule);
};
[_logic, QGVAR(enabledForZeusUnits), "enabledForZeusUnits"] call EFUNC(common,readSettingFromModule);
diag_log text "[ACE]: Hearing Module Initialized.";

View File

@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_player);
params ["_player"];
// Plugs in inventory, putting them in
_player removeItem "ACE_EarPlugs";

View File

@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_player);
params ["_player"];
if !(_player canAdd "ACE_EarPlugs") exitWith { // inventory full
[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);

View File

@ -19,9 +19,9 @@
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
EXPLODE_1_PVT((_this select 0),_justUpdateVolume);
private["_volume", "_soundTransitionTime"];
(_this select 0) params ["_justUpdateVolume"];
GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0;

View File

@ -116,14 +116,16 @@
<German>Gehör</German>
<Czech>Sluch</Czech>
<Portuguese>Audição</Portuguese>
<Hungarian>Hallás</Hungarian>
</Key>
<Key ID="STR_ACE_Hearing_CombatDeafness_DisplayName">
<English>Enable combat deafness?</English>
<English>Combat Deafness</English>
<Polish>Wł. głuchotę bojową</Polish>
<Spanish>¿Habilitar sordera de combate?</Spanish>
<German>Aktiviere Taubheit im Gefecht?</German>
<Czech>Povolit ztrátu sluchu?</Czech>
<Portuguese>Ativar surdez em combate?</Portuguese>
<Hungarian>Harci süketség engedélyezése?</Hungarian>
</Key>
<Key ID="STR_ACE_Hearing_CombatDeafness_Description">
<English>Reduces the hearing ability as the player takes hearing damage</English>
@ -132,6 +134,7 @@
<German>Aktiviere Taubheit im Gefecht?</German>
<Czech>Povolit ztrátu sluchu?</Czech>
<Portuguese>Ativar surdez em combate?</Portuguese>
<Hungarian>Harci süketség engedélyezése?</Hungarian>
</Key>
<Key ID="STR_ACE_Hearing_Module_Description">
<English>Controls combat deafness and ear ringing. When activated, players can be deafened when a gun is fired in their vicinity or an explosion takes place without hearing protection</English>
@ -140,5 +143,13 @@
<Czech>Ztráta sluchu je možná ve chvíly, kdy se v bezprostřední blízkosti střílí z velkorážní zbraně nebo při bombardování a osoba je bez ochrany sluchu (např. špunty). Tento modul umožňuje tuto věc povolit nebo zakázat.</Czech>
<Portuguese>Este módulo ativa / desativa surdez em combate. Quando ativado, os jogadores podem ficar surdos quando uma arma é disparada ao seu redor ou uma explosão ocorre sem proteção auditiva.</Portuguese>
</Key>
<Key ID="STR_ACE_Hearing_enabledForZeusUnits_DisplayName">
<English>Effect Zeus RC</English>
<Portuguese>Afeta Zeus CR</Portuguese>
</Key>
<Key ID="STR_ACE_Hearing_enabledForZeusUnits_Description">
<English>Allow zeus remote controlled units to be able to take hearing damage.</English>
<Portuguese>Permite que unidades remotamente controladas pelo Zeus sejam atingidas por danos auditivos.</Portuguese>
</Key>
</Package>
</Project>

View File

@ -75,10 +75,32 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
}] call EFUNC(common,addEventHandler);
// Let key work with zeus open (not perfect, enables all added hotkeys in zeus interface rather than only menu)
// Let key work with zeus open (not perfect, contains workaround to prevent other CBA keybindings)
["zeusDisplayChanged",{
if (_this select 1) then {
(finddisplay 312) displayAddEventHandler ["KeyUp", {[_this,'keyup'] call CBA_events_fnc_keyHandler}];
(finddisplay 312) displayAddEventHandler ["KeyDown", {[_this,'keydown'] call CBA_events_fnc_keyHandler}];
(finddisplay 312) displayAddEventHandler ["KeyUp", {
_key = ["ACE3 Common","ace_interact_menu_InteractKey"] call CBA_fnc_getKeybind;
_key = _key select 5;
_dik = _key select 0;
_mods = _key select 1;
if ((_this select 1) == _dik) then {
if ((_this select [2,3]) isEqualTo _mods) then {
[_this,'keyup'] call CBA_events_fnc_keyHandler
};
};
}];
(finddisplay 312) displayAddEventHandler ["KeyDown", {
_key = ["ACE3 Common","ace_interact_menu_InteractKey"] call CBA_fnc_getKeybind;
_key = _key select 5;
_dik = _key select 0;
_mods = _key select 1;
if ((_this select 1) == _dik) then {
if ((_this select [2,3]) isEqualTo _mods) then {
[_this,'keydown'] call CBA_events_fnc_keyHandler
};
};
}];
};
}] call EFUNC(common,addEventHandler);

View File

@ -122,7 +122,7 @@ _actions = if (_isMan) then {
// Dummy statement so it's not collapsed when there's no available actions
true
},
{[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith)},
{[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting", "isNotOnLadder"]] call EFUNC(common,canInteractWith)},
{},
{},
"Spine3",

View File

@ -18,7 +18,7 @@ if (GVAR(openedMenuType) == _menuType) exitWith {true};
// Conditions: canInteract (these don't apply to zeus)
if ((isNull curatorCamera) && {
!([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith))
!([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting", "isNotOnLadder"]] call EFUNC(common,canInteractWith))
}) exitWith {false};
while {dialog} do {

View File

@ -90,6 +90,8 @@
<Polish>Akcje Zeusa</Polish>
<Czech>Akce Zeuse</Czech>
<Spanish>Acciones Zeus</Spanish>
<Hungarian>Zeus cselekvések</Hungarian>
<Portuguese>Ações do Zeus</Portuguese>
</Key>
<Key ID="STR_ACE_Interact_Menu_ColorTextMax">
<English>Interaction - Text Max</English>
@ -230,6 +232,7 @@
<Czech>Pozadí menu interakce</Czech>
<German>Interaktionsmenü-Hintergrund</German>
<Portuguese>Fundo do menu de interação</Portuguese>
<Hungarian>Cselekvő menü háttere</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_blurScreenDesc">
<English>Blur the background while the interaction menu is open.</English>
@ -238,6 +241,7 @@
<Czech>Rozmazat obraz pokud je interakční menu otevřené.</Czech>
<German>Den Hintergrund verschwimmen lassen, während das Interaktionsmenü geöffnet ist.</German>
<Portuguese>Desfocar o fundo enquanto o menu de interação está aberto.</Portuguese>
<Hungarian>A háttér elmosása a cselekvő menü használata alatt.</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_backgroundBlur">
<English>Blur screen</English>
@ -246,6 +250,7 @@
<Czech>Rozmazaný obraz</Czech>
<German>Verschwommenes Bild</German>
<Portuguese>Desfoque de tela</Portuguese>
<Hungarian>Kép elmosása</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_backgroundBlack">
<English>Black</English>
@ -254,22 +259,28 @@
<Czech>Černý obraz</Czech>
<Portuguese>Preto</Portuguese>
<German>Schwarz</German>
<Hungarian>Fekete</Hungarian>
</Key>
<Key ID="STR_ACE_Interact_Menu_addBuildingActions">
<English>Show actions for buildings</English>
<Polish>Pokazuj akcje dla budynków</Polish>
<Czech>Zobrazit akci pro budovy</Czech>
<Spanish>Mostrar acciones para edificios</Spanish>
<Hungarian>Cselekvések mutatása épületeknél</Hungarian>
<Portuguese>Mostrar ações para edifícios</Portuguese>
</Key>
<Key ID="STR_ACE_Interact_Menu_addBuildingActionsDescription">
<English>Adds interaction actions for opening doors and mounting ladders on buildings. (Note: There is a performance cost when opening interaction menu, especially in towns)</English>
<Polish>Dodaje opcje interakcji dla otwierania drzwi oraz wchodzenia po drabinach do budynków. Uwaga: Użycie tej opcji może spowodować spadek wydajności menu interakcji, szczególnie w dużych miastach.</Polish>
<Czech>Přidá možnost interakce pro otevření dvěří a umistňovat žebříky na budovy. (Poznámka: Použití této možnosti snižuje výkon při otevírání pomocí interakčního menu, zejména ve velkých městech.) </Czech>
<Spanish>Añade las acciones de interacción para la apertura de puertas y montaje de escaleras en los edificios. (Nota: Hay un coste de rendimiento al abrir el menú de interacción, especialmente en las ciudades)</Spanish>
<Hungarian>Cselekvéseket engedélyez ajtók kinyitására és létrák mászására. (Figyelem: ez teljesítményvesztéssel járhat a menü megnyitásakor, főleg városokban)</Hungarian>
<Portuguese>Adiciona ações de interações para abrir portas e montar escadas em edifícios. (Nota: Existe um custo de performance quando aberto o menu de interação, especialmente em cidades)</Portuguese>
</Key>
<Key ID="STR_ACE_Interact_Menu_Category_InteractionMenu">
<English>Interaction Menu</English>
<Polish>Menu interakcji</Polish>
<Portuguese>Menu de interação</Portuguese>
</Key>
</Package>
</Project>

View File

@ -191,7 +191,7 @@ class CfgVehicles {
class ACE_TeamManagement {
displayName = CSTRING(TeamManagement);
condition = QUOTE(GVAR(EnableTeamManagement));
exceptions[] = {"isNotInside", "isNotSitting"};
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = "";
showDisabled = 1;
priority = 3.2;
@ -201,7 +201,7 @@ class CfgVehicles {
class ACE_JoinTeamRed {
displayName = CSTRING(JoinTeamRed);
condition = QUOTE(true);
exceptions[] = {"isNotInside", "isNotSitting"};
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'RED')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.4;
@ -211,7 +211,7 @@ class CfgVehicles {
class ACE_JoinTeamGreen {
displayName = CSTRING(JoinTeamGreen);
condition = QUOTE(true);
exceptions[] = {"isNotInside", "isNotSitting"};
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'GREEN')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.3;
@ -221,7 +221,7 @@ class CfgVehicles {
class ACE_JoinTeamBlue {
displayName = CSTRING(JoinTeamBlue);
condition = QUOTE(true);
exceptions[] = {"isNotInside", "isNotSitting"};
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'BLUE')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.2;
@ -231,7 +231,7 @@ class CfgVehicles {
class ACE_JoinTeamYellow {
displayName = CSTRING(JoinTeamYellow);
condition = QUOTE(true);
exceptions[] = {"isNotInside", "isNotSitting"};
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'YELLOW')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.1;
@ -242,7 +242,7 @@ class CfgVehicles {
class ACE_LeaveTeam {
displayName = CSTRING(LeaveTeam);
condition = QUOTE(assignedTeam _player != 'MAIN');
exceptions[] = {"isNotInside", "isNotSitting"};
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE([ARR_2(_player,'MAIN')] call DFUNC(joinTeam));
showDisabled = 1;
priority = 2.5;
@ -252,7 +252,7 @@ class CfgVehicles {
class ACE_BecomeLeader {
displayName = CSTRING(BecomeLeader);
condition = QUOTE(_this call DFUNC(canBecomeLeader));
exceptions[] = {"isNotInside", "isNotSitting"};
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE(_this call DFUNC(doBecomeLeader));
showDisabled = 1;
priority = 1.0;
@ -262,7 +262,7 @@ class CfgVehicles {
class ACE_LeaveGroup {
displayName = CSTRING(LeaveGroup);
condition = QUOTE(count (units group _player) > 1);
exceptions[] = {"isNotInside", "isNotSitting"};
exceptions[] = {"isNotInside", "isNotSitting", "isNotOnLadder"};
statement = QUOTE(_oldGroup = units group _player; _newGroup = createGroup side _player; [_player] joinSilent _newGroup; {_player reveal _x} forEach _oldGroup;);
showDisabled = 1;
priority = 1.2;
@ -379,7 +379,7 @@ class CfgVehicles {
class ACE_Equipment {
displayName = CSTRING(Equipment);
condition = QUOTE(true);
exceptions[] = {"isNotInside","notOnMap", "isNotSitting"};
exceptions[] = {"isNotInside", "notOnMap", "isNotSitting"};
statement = "";
showDisabled = 1;
priority = 4.5;

View File

@ -35,7 +35,7 @@ private ["_team"];
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (GVAR(isOpeningDoor) || {[2] call FUNC(getDoor) select 1 == ''}) exitWith {false};
if (GVAR(isOpeningDoor) || {[MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor) select 1 == ''}) exitWith {false};
// Statement
call EFUNC(interaction,openDoor);
@ -82,3 +82,4 @@ private ["_team"];
[29, [false, false, false]], false] call cba_fnc_addKeybind;
["isNotSwimming", {!underwater (_this select 0)}] call EFUNC(common,addCanInteractWithCondition);
["isNotOnLadder", {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState (_this select 0) >> "ACE_isLadder") != 1}] call EFUNC(common,addCanInteractWithCondition);

View File

@ -18,7 +18,7 @@
private ["_info", "_phase", "_position", "_time", "_usedMouseWheel", "_getDoorAnimations"];
_info = [2] call FUNC(getDoor);
_info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
EXPLODE_2_PVT(_info,_house,_door);
@ -36,7 +36,7 @@ if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_l
};
GVAR(isOpeningDoor) = true;
playSound "ACE_Sound_Click";
playSound "ACE_Sound_Click"; //@todo replace with smth. more fitting
[_house, _animations] spawn {
private ["_house", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];

View File

@ -9,4 +9,6 @@
#define DEBUG_SETTINGS DEBUG_SETTINGS_INTERACTION
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#include "\z\ace\addons\main\script_macros.hpp"
#define MACRO_DOOR_REACH_DISTANCE (AGLToASL positionCameraToWorld [0,0,0] vectorDistance AGLToASL (ACE_player modelToWorld (ACE_player selectionPosition "Head"))) + 2

File diff suppressed because it is too large Load Diff

View File

@ -1,30 +1,11 @@
// by commy2 and esteldunedain
#include "script_component.hpp"
private ["_p0", "_p1", "_p0Pos", "_offV1", "_offV2", "_offV3", "_camPos", "_intermediatePos", "_iteration", "_light", "_line", "_pL", "_pL2", "_pX", "_size", "_units", "_fnc_getDistanceToTerrain", "_fnc_doesIntersectWithMan"];
params ["_unit", "_range", "_isGreen", "_brightness"];
// init object
/*if (isNil QGVAR(laserdot)) then {
_light = "#lightpoint" createVehicleLocal [0,0,0];
_light setLightBrightness 10;
_light setLightColor [1,0,0];
_light setLightAmbient [1,0,0];
_light setLightDayLight true;
//_light lightAttachObject [GVAR(laserdot), [0,0,0]];
_light setLightAttenuation [0.04,4,4,0,0.04,0.08];
private ["_p0", "_v1", "_v2", "_v3", "_p1", "_pL", "_distance", "_pL2", "_camPos", "_size"];
GVAR(laserdot) = _light;
};*/
EXPLODE_4_PVT(_this,_unit,_range,_isGreen,_brightness);
_p0Pos = _unit modelToWorldVisual (_unit selectionPosition "righthand");
// Convert _p0Pos to ASL
_p0 = + _p0Pos;
if (!surfaceIsWater _p0) then {
_p0 = ATLtoASL _p0;
};
_p0 = AGLToASL (_unit modelToWorldVisual (_unit selectionPosition "righthand"));
// Find a system of orthogonal reference vectors
// _v1 points in the direction of the weapon
@ -36,68 +17,22 @@ _v3 = _v2 vectorCrossProduct _v1;
// Offset over the 3 reference axis
// This offset could eventually be configured by weapon in the config
_offV1 = 0.31;
_offV2 = 0;
_offV3 = 0.08;
#define OFFV1 0.31
#define OFFV2 0
#define OFFV3 0.08
// Offset _p0, the start of the laser
_p0 = _p0 vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
_p0Pos = _p0Pos vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
_p0 = _p0 vectorAdd (_v1 vectorMultiply OFFV1) vectorAdd (_v3 vectorMultiply OFFV3) vectorAdd (_v2 vectorMultiply OFFV2);
// Calculate _p1, the potential end of the laser
_p1 = _p0 vectorAdd (_v1 vectorMultiply _range);
//Debugaaa = lineIntersectsObjs [_p0, _p1, objNull, _unit, false, 2];
_pL = lineIntersectsSurfaces [_p0, _p1, ACE_player, vehicle ACE_player, true, 1, "GEOM", "FIRE"] select 0 select 0;
_fnc_getDistanceToTerrain = {
private ["_distance"];
// no intersection found, quit
if (isNil "_pL") exitWith {};
_pX = + _p0;
_line = [_p0, _pX];
_distance = _this;
_iteration = _distance;
while {_iteration > 0.05 / 2} do {
_iteration = _iteration / 2;
_pX = _p0 vectorAdd (_v1 vectorMultiply _distance);
_line set [1, _pX];
_distance = _distance + (([1, -1] select (lineIntersects (_line + [_unit]) || {terrainIntersectASL _line})) * _iteration);
if (_distance > _this) exitWith {_distance = _this};
};
_distance
};
// Get distance to nearest object or terrain (excluding men)
_distance = _range call _fnc_getDistanceToTerrain;
// Find all men potentially intercepted by the ray
_intermediatePos = _p0 vectorAdd (_v1 vectorMultiply _distance/2);
if (!surfaceIsWater _intermediatePos) then {
_intermediatePos = ASLtoATL _intermediatePos;
};
_units = nearestObjects [_intermediatePos, ["Man"], _distance/2];
_units deleteAt (_units find _unit);
_fnc_doesIntersectWithMan = {
_pX = _p0 vectorAdd (_v1 vectorMultiply (_this select 1));
if (!surfaceIsWater _pX) then {
_pX = ASLtoATL _pX;
};
count ([_this select 0, "FIRE"] intersect [_p0Pos, _pX]) > 0
};
// Test intersection with nearby men
{
if ([_x, _distance] call _fnc_doesIntersectWithMan) then {
_distance = _distance min ((_unit distance _x) - _offV1);
};
} forEach _units;
_distance = _p0 vectorDistance _pL;
//systemChat str _distance;
if (_distance < 0.5) exitWith {};
@ -105,31 +40,29 @@ if (_distance < 0.5) exitWith {};
_pL = _p0 vectorAdd (_v1 vectorMultiply _distance);
_pL2 = _p0 vectorAdd (_v1 vectorMultiply (_distance - 0.5));
// Convert _pL to pos
if (!surfaceIsWater _pL) then {
_pL = ASLtoATL _pL;
};
_pL = ASLtoAGL _pL;
/*
drawLine3D [
_p0Pos,
_p0,
_pL,
[[1,0,0,1], [0,1,0,1]] select _isGreen
];
*/
_size = 2 * (_range - (positionCameraToWorld [0,0,0] vectorDistance _pL)) / _range;
//systemChat str [_unit, "FIRE"] intersect [_camPos, _pL];
_camPos = positionCameraToWorld [0,0,0.2];
if (count ([_unit, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
if (count ([ACE_player, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
// Convert _camPos to ASL
if (!surfaceIsWater _camPos) then { _camPos = ATLtoASL _camPos; };
_camPos = AGLToASL _camPos;
if ( terrainIntersectASL [_camPos, _pL2]) exitWith {};
if ( lineIntersects [_camPos, _pL2]) exitWith {};
//GVAR(laserdot) setPos _pL;
_size = 2 * (_range - (positionCameraToWorld [0,0,0] vectorDistance _pL)) / _range;
drawIcon3D [
format ["\a3\weapons_f\acc\data\collimdot_%1_ca.paa", ["red", "green"] select _isGreen],

View File

@ -35,7 +35,7 @@ _brightness = 2 - call EFUNC(common,ambientBrightness);
};
if (_laserID > 0 && {_x isFlashlightOn _weapon}) then {
[_x, 50, (_laserID == 2 || _isIR), _brightness] call FUNC(drawLaserpoint);
[_x, 100, (_laserID == 2 || _isIR), _brightness] call FUNC(drawLaserpoint);
};
};

View File

@ -543,46 +543,22 @@ class CfgPatches {
"map_vr",
"extended_eventhandlers", "cba_ui", "cba_xeh", "cba_xeh_a3", "cba_jr"
};
author[] = {"ACE Team"};
authorUrl = "";
versionDesc = "A.C.E.";
versionAct = QUOTE(['MAIN',_this] execVM '\z\ace\addons\main\about.sqf';);
author[] = {ECSTRING(common,ACETeam)};
authorUrl = "http://ace3mod.com/";
VERSION_CONFIG;
};
};
class CfgMods {
class PREFIX {
dir = "@ACE";
name = "Core - Advanced Combat Environment";
dir = "@ace";
name = "Advanced Combat Environment 3";
picture = "A3\Ui_f\data\Logos\arma3_expansion_alpha_ca";
hidePicture = "true";
hideName = "true";
actionName = "Website";
action = "http://ace.dev-heaven.net";
description = "Bugtracker: ";
};
};
class CfgSettings {
class CBA {
class Versioning {
class PREFIX {
level = DEFAULT_VERSIONING_LEVEL;
handler = "ace_common_fnc_mismatch";
class Dependencies {
CBA[]={"cba_main", {1,0,0}, "true"};
XEH[]={"cba_xeh", {1,0,0}, "true"};
};
};
};
/*
class Registry {
class PREFIX {
removed[] = {};
};
};
*/
action = "http://ace3mod.com/";
description = "Issue Tracker: https://github.com/acemod/ACE3/issues";
};
};

View File

@ -3,12 +3,12 @@
// #define DEBUG_MODE_FULL
#ifdef DEBUG_ENABLED_CORE
#ifdef DEBUG_ENABLED_MAIN
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_CORE
#define DEBUG_SETTINGS DEBUG_SETTINGS_CORE
#ifdef DEBUG_SETTINGS_MAIN
#define DEBUG_SETTINGS DEBUG_SETTINGS_MAIN
#endif
#include "\z\ace\addons\main\script_macros.hpp"

View File

@ -4,6 +4,7 @@
<Key ID="STR_ACE_Main_Category_Logistics">
<English>ACE Logistics</English>
<Polish>ACE Logistyka</Polish>
<Portuguese>Logísticas ACE</Portuguese>
</Key>
</Package>
</Project>

View File

@ -98,4 +98,14 @@ call FUNC(determineZoom);
}] call EFUNC(common,addEventHandler);
};
};
}] call EFUNC(common,addEventHandler);
}] call EFUNC(common,addEventHandler);
// hide clock on map if player has no watch
GVAR(hasWatch) = true;
["playerInventoryChanged", {
if (isNull (_this select 0)) exitWith {
GVAR(hasWatch) = true;
};
GVAR(hasWatch) = "ItemWatch" in (_this select 1 select 17);
}] call EFUNC(common,addEventHandler);

View File

@ -2,3 +2,6 @@
#include "script_component.hpp"
((_this select 0) displayCtrl 1016) ctrlShow GVAR(mapShowCursorCoordinates);
// hide clock when no watch in inventory, or whatever never ever
((_this select 0) displayCtrl 101) ctrlShow GVAR(hasWatch);

View File

@ -8,6 +8,7 @@
<German>Karte</German>
<Czech>Mapa</Czech>
<Portuguese>Mapa</Portuguese>
<Hungarian>Térkép</Hungarian>
</Key>
<Key ID="STR_ACE_Map_MapIllumination_DisplayName">
<English>Map illumination?</English>
@ -16,15 +17,19 @@
<German>Kartenausleuchtung</German>
<Czech>Osvětlení mapy</Czech>
<Portuguese>Iluminação do mapa?</Portuguese>
<Hungarian>Térkép megvilágítása?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_MapIllumination_Description">
<English>Simulate map lighting based on ambient lighting and player's items?</English>
<Portuguese>Simular a luz do mapa baseado em luz ambiente e itens do jogador?</Portuguese>
</Key>
<Key ID="STR_ACE_Map_MapGlow_DisplayName">
<English>Map flashlight glow?</English>
<Portuguese>Brilho de lanterna no mapa?</Portuguese>
</Key>
<Key ID="STR_ACE_Map_MapGlow_Description">
<English>Add external glow to players who use flashlight on map?</English>
<Portuguese>Adicionar brilho externo para jogadores que usam lanterna no mapa?</Portuguese>
</Key>
<Key ID="STR_ACE_Map_MapShake_DisplayName">
<English>Map shake?</English>
@ -33,6 +38,7 @@
<German>Kamerawackeln</German>
<Czech>Třesení mapy?</Czech>
<Portuguese>Tremor de mapa?</Portuguese>
<Hungarian>Térkép-rázkódás?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_MapShake_Description">
<English>Make map shake when walking?</English>
@ -41,6 +47,7 @@
<German>Kamerawackeln beim Gehen?</German>
<Czech>Umožnit třesení mapy za pochodu?</Czech>
<Portuguese>Tremer o mapa enquanto caminha?</Portuguese>
<Hungarian>Rázkódjon-e a térkép mozgáskor?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_MapLimitZoom_DisplayName">
<English>Limit map zoom?</English>
@ -49,6 +56,7 @@
<German>Kartenzoom einschränken</German>
<Czech>Omezit přiblížení mapy?</Czech>
<Portuguese>Limitar zoom do mapa?</Portuguese>
<Hungarian>Térkép-nagyítás korlátozása?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_MapLimitZoom_Description">
<English>Limit the amount of zoom available for the map?</English>
@ -57,6 +65,7 @@
<German>Zoomstufe der Karte einschränken?</German>
<Czech>Omezit stupeň přiblížení pro mapu?</Czech>
<Portuguese>Limitar a quantidade de zoom disponível para o mapa?</Portuguese>
<Hungarian>Korlátozva legyen-e a nagyítás mennyisége a térképnél?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_MapShowCursorCoordinates_DisplayName">
<English>Show cursor coordinates?</English>
@ -65,6 +74,7 @@
<German>Zeige Cursor-Koordinaten?</German>
<Czech>Zobrazit souřadnice u kurzoru?</Czech>
<Portuguese>Mostrar coordenadas no cursor?</Portuguese>
<Hungarian>Kurzor-koordináták mutatása?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_MapShowCursorCoordinates_Description">
<English>Show the grid coordinates on the mouse pointer?</English>
@ -73,6 +83,7 @@
<German>Gitter-Koordinaten auf dem Mauszeiger anzeigen?</German>
<Czech>Zobrazit souřadnice u kurzoru v mapě?</Czech>
<Portuguese>Mostrar as coordenadas de grade no ponteiro do mouse?</Portuguese>
<Hungarian>Mutatva legyen-e a kurzornál található rész rácskoordinátája?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_Module_Description">
<English>This module allows you to customize the map screen.</English>
@ -80,6 +91,7 @@
<German>Dieses Modul erweitert die Kartenfunktionen.</German>
<Czech>Tento modul umožňuje přizpůsobit mapu s obrazem.</Czech>
<Portuguese>Este módulo permite que você personalize a tela de mapa.</Portuguese>
<Hungarian>Ez a modul lehetővé teszi a térképnézet testreszabását.</Hungarian>
</Key>
<Key ID="STR_ACE_Map_BFT_Module_DisplayName">
<English>Blue Force Tracking</English>
@ -88,6 +100,7 @@
<German>Blue Force Tracking</German>
<Czech>Blue Force Tracking</Czech>
<Portuguese>Rastreio de forças azuis</Portuguese>
<Hungarian>Blue Force követés</Hungarian>
</Key>
<Key ID="STR_ACE_Map_BFT_Enabled_DisplayName">
<English>BFT Enable</English>
@ -95,6 +108,7 @@
<Polish>Aktywuj BFT</Polish>
<Czech>Povolit BFT</Czech>
<Spanish>Activar BFT</Spanish>
<Hungarian>BFT engedélyezése</Hungarian>
</Key>
<Key ID="STR_ACE_Map_BFT_Enabled_Description">
<English>Enable Blue Force Tracking. Default: No</English>
@ -102,6 +116,7 @@
<Polish>Aktywuj Blue Force Tracking. Domyślnie: Nie</Polish>
<Czech>Povolit Blue Force Tracking. Výchozí: Ne</Czech>
<Spanish>Activar Blue Force Tracking. Por defecto: No</Spanish>
<Hungarian>Blue Force követés engedélyezése. Alapértelmezett: Nem</Hungarian>
</Key>
<Key ID="STR_ACE_Map_BFT_Interval_DisplayName">
<English>Interval</English>
@ -110,6 +125,7 @@
<German>Intervall</German>
<Czech>Interval</Czech>
<Portuguese>Intervalo</Portuguese>
<Hungarian>Intervallum</Hungarian>
</Key>
<Key ID="STR_ACE_Map_BFT_Interval_Description">
<English>How often the markers should be refreshed (in seconds)</English>
@ -118,6 +134,7 @@
<German>Wie oft sollen die Markierungen aktualisiert werden (in Sekunden)</German>
<Czech>Jak často budou značky aktualizovány (v sekundách)</Czech>
<Portuguese>Frequência em que os marcadores devem ser atualizados (em segundos)</Portuguese>
<Hungarian>Milyen gyakran frissüljenek a jelölők (másodpercben)</Hungarian>
</Key>
<Key ID="STR_ACE_Map_BFT_HideAiGroups_DisplayName">
<English>Hide AI groups?</English>
@ -126,6 +143,7 @@
<German>KI-Gruppen verstecken?</German>
<Czech>Skrýt AI skupiny?</Czech>
<Portuguese>Esconder grupos de IA?</Portuguese>
<Hungarian>AI csoportok elrejtése?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_BFT_HideAiGroups_Description">
<English>Hide markers for 'AI only' groups?</English>
@ -134,6 +152,7 @@
<German>Verstecke Marker für "nur KI"-Gruppen?</German>
<Czech>Skrýt značky pouze pro AI skupiny?</Czech>
<Portuguese>Esconder marcadores que pertencem ao grupo de IA?</Portuguese>
<Hungarian>Jelölők elrejtése "csak AI" csoportoknál?</Hungarian>
</Key>
<Key ID="STR_ACE_Map_BFT_Module_Description">
<English>This module allows the tracking of allied units with BFT map markers.</English>
@ -141,30 +160,37 @@
<German>Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen.</German>
<Czech>Umožňuje sledovat přátelské jednokty na mapě v rámci BFT.</Czech>
<Portuguese>Permite que você acompanhe as posições no mapa das unidades aliadas com marcadores RFA.</Portuguese>
<Hungarian>Ez a modul lehetővé teszi a szövetséges egységek követését BFT térképjelzőjkkel.</Hungarian>
</Key>
<Key ID="STR_ACE_Map_Action_Flashlights">
<English>Flashlights</English>
<Polish>Latarki</Polish>
<Portuguese>Lanternas</Portuguese>
</Key>
<Key ID="STR_ACE_Map_Action_NVG">
<English>NVG</English>
<Polish>Noktowizja</Polish>
<Portuguese>Óculos de Visão Noturna</Portuguese>
</Key>
<Key ID="STR_ACE_Map_Action_NVGOn">
<English>On</English>
<Polish>Włącz</Polish>
<Portuguese>Ligado</Portuguese>
</Key>
<Key ID="STR_ACE_Map_Action_NVGOff">
<English>Off</English>
<Polish>Wyłącz</Polish>
<Portuguese>Desligado</Portuguese>
</Key>
<Key ID="STR_ACE_Map_Action_NVGUp">
<English>Increase Brightness</English>
<Polish>Zwiększ czułość</Polish>
<Portuguese>Aumentar brilho</Portuguese>
</Key>
<Key ID="STR_ACE_Map_Action_NVGDown">
<English>Decrease Brightness</English>
<Polish>Zmniejsz czułość</Polish>
<Portuguese>Diminuir brilho</Portuguese>
</Key>
</Package>
</Project>

View File

@ -14,7 +14,7 @@ class CfgVehicles {
class ACE_MapToolsHide {
displayName = CSTRING(MapToolsHide);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0}));
statement = QUOTE(GVAR(mapTool_Shown) = 0; [] call FUNC(updateMapToolMarkers));
statement = QUOTE(GVAR(mapTool_Shown) = 0;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 5;
@ -22,7 +22,7 @@ class CfgVehicles {
class ACE_MapToolsShowNormal {
displayName = CSTRING(MapToolsShowNormal);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 1}));
statement = QUOTE(GVAR(mapTool_Shown) = 1; [] call FUNC(updateMapToolMarkers));
statement = QUOTE(GVAR(mapTool_Shown) = 1;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 4;
@ -30,7 +30,7 @@ class CfgVehicles {
class ACE_MapToolsShowSmall {
displayName = CSTRING(MapToolsShowSmall);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 2}));
statement = QUOTE(GVAR(mapTool_Shown) = 2; [] call FUNC(updateMapToolMarkers));
statement = QUOTE(GVAR(mapTool_Shown) = 2;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 3;
@ -38,7 +38,7 @@ class CfgVehicles {
class ACE_MapToolsAlignNorth {
displayName = CSTRING(MapToolsAlignNorth);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0}));
statement = QUOTE(GVAR(mapTool_angle) = 0; [] call FUNC(updateMapToolMarkers));
statement = QUOTE(GVAR(mapTool_angle) = 0;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 2;
@ -46,7 +46,7 @@ class CfgVehicles {
class ACE_MapToolsAlignCompass {
displayName = CSTRING(MapToolsAlignCompass);
condition = QUOTE((call FUNC(canUseMapTools) && {GVAR(mapTool_Shown) != 0} && {('ItemCompass' in assigneditems ACE_player) || {'ItemCompass' in assigneditems ACE_player}}));
statement = QUOTE(GVAR(mapTool_angle) = getDir ACE_player; [] call FUNC(updateMapToolMarkers));
statement = QUOTE(GVAR(mapTool_angle) = getDir ACE_player;);
exceptions[] = {"isNotDragging", "notOnMap", "isNotInside", "isNotSitting"};
showDisabled = 1;
priority = 1;

View File

@ -26,11 +26,11 @@ GVAR(drawing_controls) = [36732, 36733, 36734, 36735, 36736, 36737];
_fnc_installMapEvents = {
private "_d";
_d = _this;
((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["MouseMoving", {_this call FUNC(handleMouseMove);}];
((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["MouseButtonDown", {[1, _this] call FUNC(handleMouseButton);}];
((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["MouseButtonUp", {[0, _this] call FUNC(handleMouseButton)}];
((finddisplay _d) displayctrl 51) ctrlAddEventHandler ["Draw", {_this call FUNC(updateMapToolMarkers);}];
(finddisplay _d) displayAddEventHandler ["KeyDown", {_this call FUNC(handleKeyDown);}];
((findDisplay _d) displayCtrl 51) ctrlAddEventHandler ["MouseMoving", {_this call FUNC(handleMouseMove);}];
((findDisplay _d) displayCtrl 51) ctrlAddEventHandler ["MouseButtonDown", {[1, _this] call FUNC(handleMouseButton);}];
((findDisplay _d) displayCtrl 51) ctrlAddEventHandler ["MouseButtonUp", {[0, _this] call FUNC(handleMouseButton)}];
((findDisplay _d) displayCtrl 51) ctrlAddEventHandler ["Draw", {_this call FUNC(updateMapToolMarkers);}];
(findDisplay _d) displayAddEventHandler ["KeyDown", {_this call FUNC(handleKeyDown);}];
};
// Wait until the briefing map is detected
@ -64,9 +64,17 @@ GVAR(drawing_controls) = [36732, 36733, 36734, 36735, 36736, 36737];
// Install event handlers on the map control and display (control = 51)
GVAR(drawing_syncMarkers) = false;
12 call _fnc_installMapEvents;
// Update the size and rotation of map tools
[] call FUNC(updateMapToolMarkers);
[FUNC(mapStateUpdater), 0, []] call CBA_fnc_addPerFrameHandler;
};
["visibleMapChanged", {
params ["", "_mapOn"];
if (_mapOn) then {
// Show GPS if required
[GVAR(mapGpsShow)] call FUNC(openMapGps);
} else {
// Hide GPS
[false] call FUNC(openMapGps);
// Cancel drawing
call FUNC(cancelDrawing);
};
}] call EFUNC(common,addEventHandler);

View File

@ -16,7 +16,6 @@ PREP(handleMouseButton);
PREP(handleMouseMove);
PREP(handleMouseZChanged);
PREP(isInsideMapTool);
PREP(mapStateUpdater);
PREP(openMapGps);
PREP(openMapGpsUpdate);
PREP(removeLineMarker);

View File

@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
PARAMS_4(_name,_startPos,_endPos,_color);
params ["_name", "_startPos", "_endPos", "_color"];
private ["_marker", "_difPos", "_mag"];

View File

@ -14,7 +14,7 @@
private ["_screenOffset", "_pos"];
_pos = ((finddisplay 12) displayctrl 51) ctrlMapScreenToWorld [0.5, 0.5];
_screenOffset = ((finddisplay 12) displayctrl 51) posWorldToScreen [(_pos select 0) + 100, (_pos select 1)];
_pos = ((findDisplay 12) displayCtrl 51) ctrlMapScreenToWorld [0.5, 0.5];
_screenOffset = ((findDisplay 12) displayCtrl 51) posWorldToScreen [(_pos select 0) + 100, (_pos select 1)];
(_screenOffset select 0) - 0.5

View File

@ -12,7 +12,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_lineMarkers);
params ["_lineMarkers"];
{
private "_marker";

View File

@ -12,6 +12,6 @@
#include "script_component.hpp"
PARAMS_1(_requester);
params ["_requester"];
["drawing_sendbackMarkers", _requester, [GVAR(drawing_lineMarkers)]] call EFUNC(common,targetEvent);

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