Merge pull request #3755 from acemod/add-mine-detector

Add mine detector port from ACE2
This commit is contained in:
Glowbal 2016-06-16 14:59:35 +02:00 committed by GitHub
commit 66450ad36a
39 changed files with 801 additions and 0 deletions

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z\ace\addons\minedetector

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class ACE_detector {
class detectableObjects {
};
class detectors {
class ACE_VMM3 {
radius = 2.5;
sounds[] = {"ace_detector_1", "ace_detector_2", "ace_detector_3", "ace_detector_4"};
};
class ACE_VMH3: ACE_VMM3 {
};
};
};

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class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE( call COMPILE_FILE(XEH_clientInit) );
};
};

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class CfgSounds {
class ace_detector_1 {
name = "ace_detector_1";
sound[] = {QUOTE(PATHTOF(sounds\metal_detector.wav)), "db+1", 1};
titles[] = {};
};
class ace_detector_2 {
name = "ace_detector_2";
sound[] = {QUOTE(PATHTOF(sounds\metal_detector.wav)), "db+1", 0.9};
titles[] = {};
};
class ace_detector_3 {
name = "ace_detector_3";
sound[] = {QUOTE(PATHTOF(sounds\metal_detector.wav)), "db+1", 0.8};
titles[] = {};
};
class ace_detector_4 {
name = "ace_detector_4";
sound[] = {QUOTE(PATHTOF(sounds\metal_detector.wav)), "db+1", 0.7};
titles[] = {};
};
};

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class CfgVehicles {
class Box_NATO_Support_F;
class ACE_Box_Misc: Box_NATO_Support_F {
class TransportItems {
MACRO_ADDITEM(ACE_VMM3,4);
MACRO_ADDITEM(ACE_VMH3,4);
};
};
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
class GVAR(activate) {
displayName = CSTRING(ActivateDetector);
condition = QUOTE(call FUNC(canActivateDetector));
statement = QUOTE(call FUNC(activateDetector));
showDisabled = 0;
priority = 0.1;
icon = ""; // TODO add icon
exceptions[] = {};
};
class GVAR(deactivate) {
displayName = CSTRING(DeactivateDetector);
condition = QUOTE(call FUNC(canDeactivateDetector));
statement = QUOTE(call FUNC(deactivateDetector));
showDisabled = 0;
priority = 0.1;
icon = ""; // TODO add icon
exceptions[] = {};
};
};
};
};
class Items_base_F;
class ACE_Explosives_Place: Items_base_F {
GVAR(detectable) = 1;
};
// Editor placed mines
class Static;
class MineBase: Static {
GVAR(detectable) = 1;
};
// Zeus placed mines
class ModuleEmpty_F;
class ModuleMine_F: ModuleEmpty_F {
GVAR(detectable) = 1;
};
};

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class Mode_SemiAuto;
class CfgWeapons {
class Pistol;
class Pistol_Base_F: Pistol {
class WeaponSlotsInfo;
};
class ACE_VMM3: Pistol_Base_F {
scope = 2;
author = ECSTRING(common,ACETeam);
displayName = "VMM3";
descriptionShort = CSTRING(VMM3_Description);
model = QUOTE(PATHTOF(ace_wallon_vmm3.p3d));
picture = QUOTE(PATHTOF(data\equip\w_vmm3_ca.paa));
magazines[] = { };
modes[] = { "Single" };
class Single: Mode_SemiAuto {
displayName = "";
sounds[] = {};
begin1[] = { "", 1.77828, 1, 1000 };
soundBegin[] = { "begin1", 1 };
reloadTime = 0.075;
recoil = "recoil_pistol_light";
recoilProne = "recoil_prone_pistol_light";
dispersion = 0.001;
minRange = 2;
minRangeProbab = 0.3;
midRange = 250;
midRangeProbab = 0.7;
maxRange = 400;
maxRangeProbab = 0.05;
};
class WeaponSlotsInfo: WeaponSlotsInfo {
holsterScale = 0;
mass = 77;
class CowsSlot {};
class MuzzleSlot {};
};
};
class ACE_VMH3: ACE_VMM3 {
scope = 2;
displayName = "VMH3";
author = ECSTRING(common,ACETeam);
model = QUOTE(PATHTOF(ace_wallon_vmh3.p3d));
picture = QUOTE(PATHTOF(data\equip\w_vmh3_ca.paa));
class WeaponSlotsInfo: WeaponSlotsInfo {
mass = 55;
};
};
};

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ace_minedetector
===========
Add mine detectors
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [Glowbal](https://github.com/Glowbal)
- [Grey](https://github.com/Grey-Soldierman)

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PREP(canActivateDetector);
PREP(canDeactivateDetector);
PREP(activateDetector);
PREP(deactivateDetector);
PREP(hasDetector);
PREP(detectorLoop);
PREP(disableDetector);
PREP(enableDetector);
PREP(getDetectedObject);
PREP(isDetectorEnabled);
PREP(playDetectorSound);
PREP(getDetectorConfig);

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#include "script_component.hpp"
[QGVAR(detectorEnabled), {
params ["_unit", "_type"];
private _config = [_type] call FUNC(getDetectorConfig);
private _helperObject = "ACE_LogicDummy" createVehicleLocal (getPos _unit);
_unit setvariable [QGVAR(helperLogic), _helperObject];
[FUNC(detectorLoop), 0.01, [_unit, _type, _config, CBA_missionTime, _helperObject]] call CBA_fnc_addPerFrameHandler;
}] call CBA_fnc_addEventHandler;
[QGVAR(detectorDisabled), {
params ["_unit", "_type"];
private _helperObject = _unit getvariable [QGVAR(helperLogic), objNull];
if !(isNull _helperObject) then {
deleteVehicle _helperObject;
};
}] call CBA_fnc_addEventHandler;
//Shows detector and mine posistions in 3d when debug is on
#ifdef DEBUG_MODE_FULL
GVAR(debugDetector) = [];
addMissionEventHandler ["Draw3D", {
if (GVAR(debugDetector) isEqualTo []) exitWith {};
GVAR(debugDetector) params ["_detectorPointAGL", "_mines"];
drawIcon3D ["\A3\ui_f\data\map\markers\military\dot_CA.paa", [0,0,1,1], _detectorPointAGL, 1, 1, 0, "detector", 1, 0.02, "PuristaMedium"];
{
_name = format ["%1@%2", typeOf _x, (floor ((_x distance _detectorPointAGL) * 10)) / 10];
if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> QGVAR(detectable))) == 1) then {
drawIcon3D ["\A3\ui_f\data\map\markers\military\dot_CA.paa", [1,0,0,1], (ASLtoAGL (getPosASL _x)), 1, 1, 0, _name, 1, 0.02, "PuristaMedium"];
} else {
drawIcon3D ["\A3\ui_f\data\map\markers\military\dot_CA.paa", [1,1,0,1], (ASLtoAGL (getPosASL _x)), 1, 1, 0, _name, 1, 0.02, "PuristaMedium"];
};
} forEach _mines;
}];
#endif

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#include "script_component.hpp"
ADDON = false;
#include "XEH_PREP.hpp"
// TODO load from config instead of hardcoded in sqf
GVAR(ALL_DETECTABLE_TYPES) = ["ACE_Explosive_Object", "ACE_Explosive_Helper", "ACE_Explosives_Place", "ModuleMine_F", "MineBase"];
ADDON = true;

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#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {"ACE_VMH3","ACE_VMM3"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_explosives"};
author = ECSTRING(common,ACETeam);
authors[] = {"Grey", "Glowbal", "Rocko"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"
#include "CfgSounds.hpp"
#include "ACE_detector.hpp"

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ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {0.93, 0.93, 0.93, 1.0};
specularPower = 200.0;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {
texture="z\ace\addons\minedetector\data\ace_vmh3_nohq.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage2 {
texture = "a3\weapons_f\data\detailmaps\metal_detail_dt.paa";
uvSource = "tex";
class uvTransform {
aside[] = {6.0, 0.0, 0.0};
up[] = {0.0, 3.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage3 {
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage4 {
texture = "#(argb,8,8,3)color(1,0,0,1,AS)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage5 {
texture="z\ace\addons\minedetector\data\ace_vmh3_smdi.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage6 {
texture = "#(ai,64,64,1)fresnel(1.29,0.5)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage7 {
texture = "a3\data_f\env_land_co.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};

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ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {0.93, 0.93, 0.93, 1.0};
specularPower = 200.0;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {
texture="z\ace\addons\minedetector\data\ace_vmm3_nohq.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage2 {
texture = "a3\weapons_f\data\detailmaps\metal_detail_dt.paa";
uvSource = "tex";
class uvTransform {
aside[] = {6.0, 0.0, 0.0};
up[] = {0.0, 3.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage3 {
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage4 {
texture = "#(argb,8,8,3)color(1,0,0,1,AS)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage5 {
texture="z\ace\addons\minedetector\data\ace_vmm3_smdi.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage6 {
texture = "#(ai,64,64,1)fresnel(1.29,0.5)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage7 {
texture = "a3\data_f\env_land_co.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};

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/*
* Author: Glowbal
* Activate the mine detector
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_minedetector_fnc_activateDetector
*
* Public: No
*/
#include "script_component.hpp"
if (call FUNC(canActivateDetector)) then {
[ACE_player, currentWeapon ACE_player] call FUNC(enableDetector);
};

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/*
* Author: Glowbal
* Check if the mine detector can be activated
*
* Arguments:
* None
*
* Return Value:
* Can be activated <BOOL>
*
* Example:
* [] call ace_minedetector_fnc_canActivateDetector
*
* Public: No
*/
#include "script_component.hpp"
([ACE_player] call FUNC(hasDetector)) && !([ACE_player, currentWeapon ACE_player] call FUNC(isDetectorEnabled));

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/*
* Author: Glowbal
* Check if the mine detector can be deactivated
*
* Arguments:
* None
*
* Return Value:
* Can be deactivated <BOOL>
*
* Example:
* [] call ace_minedetector_fnc_canDeactivateDetector
*
* Public: No
*/
#include "script_component.hpp"
([ACE_player] call FUNC(hasDetector)) && {[ACE_player, currentWeapon ACE_player] call FUNC(isDetectorEnabled)};

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/*
* Author: Glowbal
* Deactivate the mine detector
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_minedetector_fnc_deactivateDetector
*
* Public: No
*/
#include "script_component.hpp"
if (call FUNC(canDeactivateDetector)) then {
[ACE_player, currentWeapon ACE_player] call FUNC(disableDetector);
};

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/*
* Author: Glowbal
* Handle mine detection in a PFH loop
*
* Arguments:
* 0: args <ARRAY>
* 1: PHD Id <PFH_ID>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_args", "_idPFH"];
_args params ["_unit", "_type", "_detectorConfig", "_lastPlayed"];
if !([_unit, _type] call FUNC(hasDetectorType)) exitwith {
// disable detector type
[_unit, _type] call FUNC(disableDetector);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (!alive _unit) exitwith {
[_unit, _type] call FUNC(disableDetector);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if !([_unit, _type] call FUNC(isDetectorEnabled)) exitwith {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (ACE_player == _unit && {currentWeapon _unit == _type}) then {
private _detected = [_unit, _detectorConfig] call FUNC(getDetectedObject);
_detected params ["_hasDetected", "_object", "_distance"];
private _distanceTiming = switch (true) do {
case (_distance >= 2): {1};
case (_distance >= 1.25): {0.85};
case (_distance >= 0.75): {0.7};
default {0.5};
};
if (_hasDetected && {(CBA_missionTime - _lastPlayed > _distanceTiming)}) then {
_args set [3, CBA_missionTime];
_detectorConfig params ["_type", "_radius", "_detectableTypes", "_sounds"];
private _sound = switch (true) do {
case (_distance >= 2): {_sounds select 3};
case (_distance >= 1.25): {_sounds select 2};
case (_distance >= 0.5): {_sounds select 1};
default {_sounds select 0};
};
[_unit, _sound, true] call FUNC(playDetectorSound);
};
};

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/*
* Author: Glowbal
* Disables the mine detector
*
* Arguments:
* 0: Unit <OBJECT>
* 1: detecter type <STRING>
*
* Return Value:
* None
*
* Example:
* [UNIT, DETECTOR_CLASS_NAME] call ace_minedetector_fnc_disableDetector
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_detectorType"];
_unit setvariable [format[QGVAR(enable_%1), _detectorType], false];
[QGVAR(detectorDisabled), [_unit, _detectorType]] call CBA_fnc_localEvent;

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/*
* Author: Glowbal
* Enables the mine detector
*
* Arguments:
* 0: Unit <OBJECT>
* 1: detecter type <STRING>
*
* Return Value:
* None
*
* Example:
* [UNIT, DETECTOR_CLASS_NAME] call ace_minedetector_fnc_enableDetector
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_detectorType"];
_unit setvariable [format[QGVAR(enable_%1), _detectorType], true];
[QGVAR(detectorEnabled), [_unit, _detectorType]] call CBA_fnc_localEvent;

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/*
* Author: Glowbal
* Enables the mine detector
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Configuration <ARRAY>
*
* Return Value:
* [isDetected <BOOL>, mine <OBJECT>, distance <NUMBER>] <ARRAY>
*
* Example:
* [ace_player, DETECTOR_CONFIG] call ace_minedetector_fnc_getDetectedObject
*
* Public: No
*/
#define __DR 1.3
#include "script_component.hpp"
params ["_unit", "_detectorConfig"];
_detectorConfig params ["_type", "_radius", "_detectableTypes", "_sounds"];
private _worldPosition = _unit modelToWorld (_unit selectionPosition "granat");
private _direction = _unit weaponDirection "Put";
private _detectorPointAGL = _worldPosition vectorAdd (_direction vectorMultiply __DR);
private _mines = nearestObjects [_detectorPointAGL, _detectableTypes, _radius];
#ifdef DEBUG_MODE_FULL
GVAR(debugDetector) = [_detectorPointAGL, _mines];
#endif
private _isDetectable = false;
private _mine = objNull;
private _distance = -1;
{
//Try all mines in range and use first detectable one:
if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> QGVAR(detectable))) == 1) exitWith {
_isDetectable = true;
_mine = _x;
_distance = _detectorPointAGL distance _x;
};
nil
} count _mines;
TRACE_3("return",_isDetectable, _mine, _distance);
[_isDetectable, _mine, _distance];

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/*
* Author: Glowbal
* Get the mine detector configuration from the config file
*
* Arguments:
* 0: Detector class name <STRING>
*
* Return Value:
* Detector configuration or empty array if invalid <ARRAY>
*
* Example:
* ["my_detector"] call ace_minedetector_fnc_getDetectorConfig
*
* Public: No
*/
#include "script_component.hpp"
params ["_detectorType"];
private _config = (configFile >> "ACE_detector" >> "detectors" >> _detectorType);
if (isClass _config) then {
[
_detectorType,
getNumber (_config >> "radius"),
GVAR(ALL_DETECTABLE_TYPES), // TODO read from config and use this as a back up value instead
getArray (_config >> "sounds")
];
} else {
[];
};

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/*
* Author: Glowbal
* Check if unit has a mine detector in hands
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Current weapon is a mine detector <BOOLEAN>
*
* Example:
* [ace_player] call ace_minedetector_fnc_hasDetector
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
!(([currentWeapon _unit] call FUNC(getDetectorConfig)) isEqualTo []);

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/*
* Author: Glowbal
* Check if the mine detector is enabled
*
* Arguments:
* 0: detecter type <STRING>
*
* Return Value:
* None
*
* Example:
* ["example"] call ace_minedetector_fnc_[functionName]
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_detectorType"];
alive _unit && {(_unit getvariable [format[QGVAR(enable_%1), _detectorType], false])};

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/*
* Author: Glowbal
* Play the detector sound
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Sound class name <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "ace_buzz_1"] call ace_minedetector_fnc_playDetectorSound
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_detectorSound"];
if (isNull _unit) exitwith {
ACE_LOGERROR_1("unit does not exist [%1]",_unit);
};
if (!alive _unit) exitwith {
ACE_LOGERROR_1("unit is not alive [%1]",_unit);
};
private _helperObject = _unit getvariable [QGVAR(helperLogic), objNull];
if (!isNull _helperObject) then {
deleteVehicle _helperObject;
};
_helperObject = "ACE_LogicDummy" createVehicleLocal (getPos _unit);
if !(isNull _helperObject) then {
_helperObject attachto [_unit,[0,0,-3],""];
_unit setvariable [QGVAR(helperLogic), _helperObject];
[_helperObject, _unit] say3D _detectorSound;
} else {
ACE_LOGERROR_1("helper does not exist [%1]",_helperObject);
};

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#include "\z\ace\addons\minedetector\script_component.hpp"

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#define COMPONENT minedetector
#include "\z\ace\addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_MINEDETECTOR
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_MINEDETECTOR
#define DEBUG_SETTINGS DEBUG_SETTINGS_MINEDETECTOR
#endif
#include "\z\ace\addons\main\script_macros.hpp"

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<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="MineDetector">
<Key ID="STR_ACE_MineDetector_VMM3_Description">
<English>Metal detector</English>
</Key>
<Key ID="STR_ACE_MineDetector_ActivateDetector">
<English>Activate Detector</English>
</Key>
<Key ID="STR_ACE_MineDetector_DeactivateDetector">
<English>Deactivate Detector</English>
</Key>
</Package>
</Project>