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Remove Old toMerge
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// by commy2
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if (!hasInterface) exitWith {};
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AGM_NightVision_ppEffectBlur = ppEffectCreate ["dynamicBlur", 1234];
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AGM_NightVision_ppEffectBlur ppEffectForceInNVG true;
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AGM_NightVision_ppEffectBlur ppEffectAdjust [0];
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AGM_NightVision_ppEffectBlur ppEffectCommit 0;
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AGM_NightVision_ppEffectRadialBlur = ppEffectCreate ["radialBlur", 1238];
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AGM_NightVision_ppEffectRadialBlur ppEffectForceInNVG true;
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AGM_NightVision_ppEffectRadialBlur ppEffectAdjust [0, 0, 0, 0];
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AGM_NightVision_ppEffectRadialBlur ppEffectCommit 0;
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AGM_NightVision_ppEffect = ppEffectCreate ["FilmGrain", 1235];
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AGM_NightVision_ppEffect ppEffectAdjust [0.25, 2.5, 2.5, 2.5*0.3, 2.5*0.3, false];
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AGM_NightVision_ppEffect ppEffectCommit 0;
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AGM_NightVision_ppEffectNVGBrightness = ppEffectCreate ["ColorCorrections", 1236];
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AGM_NightVision_ppEffectNVGBrightness ppEffectForceInNVG true;
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AGM_NightVision_ppEffectNVGBrightness ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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AGM_NightVision_ppEffectNVGBrightness ppEffectCommit 0;
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AGM_NightVision_ppEffectMuzzleFlash = ppEffectCreate ["ColorCorrections", 1237];
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AGM_NightVision_ppEffectMuzzleFlash ppEffectEnable true;
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AGM_NightVision_ppEffectMuzzleFlash ppEffectForceInNVG true;
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AGM_NightVision_ppEffectMuzzleFlash ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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AGM_NightVision_ppEffectMuzzleFlash ppEffectCommit 0;
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0 spawn compile preprocessFileLineNumbers "\AGM_NightVision\nightVision.sqf";
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@ -1,142 +0,0 @@
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class CfgPatches {
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class AGM_NightVision {
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units[] = {};
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weapons[] = {"AGM_NVG_Gen1", "AGM_NVG_Gen2", /*"AGM_NVG_Gen3",*/ "AGM_NVG_Gen4", "AGM_NVG_Wide"};
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requiredVersion = 0.60;
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requiredAddons[] = {AGM_Core};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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author[] = {"commy2", "KoffeinFlummi"};
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authorUrl = "https://github.com/commy2/";
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};
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};
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class CfgFunctions {
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class AGM_NightVision {
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class AGM_NightVision {
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file = "\AGM_nightvision\functions";
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class blending;
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class decreaseNVGBrightness;
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class increaseNVGBrightness;
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class AGM_NightVision {
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clientInit = "call compile preprocessFileLineNumbers '\AGM_NightVision\clientInit.sqf'";
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};
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};
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class Extended_FiredBIS_EventHandlers {
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class AllVehicles {
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class AGM_NightVision_Blending {
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clientFiredBIS = "if (_this select 0 == vehicle AGM_player && {currentVisionMode (_this select 0) == 1}) then {_this call AGM_NightVision_fnc_blending};";
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};
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};
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};
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class AGM_Core_Default_Keys {
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class increaseNVGBrightness {
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displayName = "$STR_AGM_NightVision_IncreaseNVGBrightness";
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condition = "currentVisionMode _player == 1";
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statement = "[_player, _vehicle] call AGM_NightVision_fnc_increaseNVGBrightness";
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key = 201;
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shift = 0;
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control = 0;
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alt = 1;
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allowHolding = 1;
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};
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class decreaseNVGBrightness {
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displayName = "$STR_AGM_NightVision_DecreaseNVGBrightness";
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condition = "currentVisionMode _player == 1";
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statement = "[_player, _vehicle] call AGM_NightVision_fnc_decreaseNVGBrightness";
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key = 209;
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shift = 0;
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control = 0;
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alt = 1;
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allowHolding = 1;
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};
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};
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class CfgVehicles {
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class All {
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AGM_NightVision_grain = 0.75;
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AGM_NightVision_blur = 0.055;
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};
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#define MACRO_ADDITEM(ITEM,COUNT) class _xx_##ITEM { \
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name = #ITEM; \
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count = COUNT; \
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};
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class Box_NATO_Support_F;
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class AGM_Box_Misc: Box_NATO_Support_F {
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class TransportItems {
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MACRO_ADDITEM(AGM_NVG_Gen1,6)
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MACRO_ADDITEM(AGM_NVG_Gen2,6)
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//MACRO_ADDITEM(AGM_NVG_Gen3,6)
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MACRO_ADDITEM(AGM_NVG_Gen4,6)
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MACRO_ADDITEM(AGM_NVG_Wide,6)
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};
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};
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};
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class CfgWeapons {
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class Binocular;
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class NVGoggles: Binocular {
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displayName = "$STR_AGM_NightVision_NVG_Gen3_brown";
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AGM_NightVision_grain = 0.75;
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AGM_NightVision_blur = 0.055;
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AGM_NightVision_radBlur = 0.001;
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};
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class NVGoggles_OPFOR: NVGoggles {
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displayName = "$STR_AGM_NightVision_NVG_Gen3_black";
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};
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class NVGoggles_INDEP: NVGoggles {
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displayName = "$STR_AGM_NightVision_NVG_Gen3_green";
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};
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class AGM_NVG_Gen1: NVGoggles_OPFOR {
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author = "$STR_AGM_Core_AGMTeam";
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modelOptics = "\A3\weapons_f\reticle\optics_night";
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displayName = "$STR_AGM_NightVision_NVG_Gen1";
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AGM_NightVision_grain = 2.25;
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AGM_NightVision_blur = 0.22;
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AGM_NightVision_radBlur = 0.004;
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};
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class AGM_NVG_Gen2: NVGoggles_INDEP {
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author = "$STR_AGM_Core_AGMTeam";
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modelOptics = "\A3\weapons_f\reticle\optics_night";
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displayName = "$STR_AGM_NightVision_NVG_Gen2";
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AGM_NightVision_grain = 1.5;
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AGM_NightVision_blur = 0.11;
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AGM_NightVision_radBlur = 0.002;
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};
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/*class AGM_NVG_Gen3: NVGoggles {
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author = "$STR_AGM_Core_AGMTeam";
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modelOptics = "\A3\weapons_f\reticle\optics_night";
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displayName = "$STR_AGM_NightVision_NVG_Gen3";
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AGM_NightVision_grain = 0.75;
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AGM_NightVision_blur = 0.055;
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AGM_NightVision_radBlur = 0.001;
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};*/
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class AGM_NVG_Gen4: NVGoggles {
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author = "$STR_AGM_Core_AGMTeam";
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modelOptics = "\A3\weapons_f\reticle\optics_night";
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displayName = "$STR_AGM_NightVision_NVG_Gen4";
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AGM_NightVision_grain = 0.0;
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AGM_NightVision_blur = 0.0;
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AGM_NightVision_radBlur = 0.0;
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};
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class AGM_NVG_Wide: NVGoggles {
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author = "$STR_AGM_Core_AGMTeam";
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// modelOptics = "\AGM_NightVision\weapons\agm_nvg_wide";
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modelOptics = "\agm_nightvision\agm_nvg_wide_optics.p3d";
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displayName = "$STR_AGM_NightVision_NVG_FullScreen";
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AGM_NightVision_grain = 0.75;
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AGM_NightVision_blur = 0.055;
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AGM_NightVision_radBlur = 0.001;
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};
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};
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// by commy2
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private ["_vehicle", "_weapon", "_ammo", "_magazine", "_player"];
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_vehicle = _this select 0;
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_weapon = _this select 1;
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_ammo = _this select 4;
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_magazine = _this select 5;
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_player = AGM_player;
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if (_player != _vehicle && {!(_weapon in (_vehicle weaponsTurret ([_player] call AGM_Core_fnc_getTurretIndex)))}) exitWith {};
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private ["_silencer", "_visibleFireCoef", "_visibleFireTimeCoef", "_visibleFire", "_visibleFireTime", "_nvgBrightnessCoef", "_fnc_isTracer", "_darkness"];
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_silencer = switch (_weapon) do {
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case (primaryWeapon _player) : {primaryWeaponItems _player select 0};
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case (secondaryWeapon _player) : {secondaryWeaponItems _player select 0};
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case (handgunWeapon _player) : {handgunItems _player select 0};
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default {""};
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};
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_visibleFireCoef = 1;
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_visibleFireTimeCoef = 1;
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if (_silencer != "") then {
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_visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire");
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_visibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFireTime");
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};
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_visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire");
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_visibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFireTime");
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_nvgBrightnessCoef = 1 + (_player getVariable ["AGM_NVGBrightness", 0]) / 4;
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_fnc_isTracer = {
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private ["_indexShot", "_lastRoundsTracer", "_tracersEvery"];
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false};
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_indexShot = (_player ammo _weapon) + 1;
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_lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
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if (_indexShot <= _lastRoundsTracer) exitWith {true};
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_tracersEvery = getNumber (configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
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if (_tracersEvery == 0) exitWith {false};
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(_indexShot - _lastRoundsTracer) % _tracersEvery == 0
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};
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if (call _fnc_isTracer) then {
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_visibleFire = _visibleFire + 2;
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_visibleFireTime = _visibleFireTime + 2;
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};
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_darkness = 1 - (call AGM_Core_fnc_ambientBrightness);
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_visibleFire = _darkness * _visibleFireCoef * _visibleFire * _nvgBrightnessCoef / 10 min 1;
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_visibleFireTime = _darkness * _visibleFireTimeCoef * _visibleFireTime * _nvgBrightnessCoef / 10 min 0.5;
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["NightVision", [_visibleFire, _visibleFireTime], {format ["visibleFire: %1 - visibleFireTime: %2", _this select 0, _this select 1]}] call AGM_Debug_fnc_log;
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AGM_NightVision_ppEffectMuzzleFlash ppEffectAdjust [1, 1, _visibleFire, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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AGM_NightVision_ppEffectMuzzleFlash ppEffectCommit 0;
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AGM_NightVision_ppEffectMuzzleFlash ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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AGM_NightVision_ppEffectMuzzleFlash ppEffectCommit _visibleFireTime;
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// by commy2
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private ["_player", "_vehicle", "_brightness"];
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_player = _this select 0;
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_vehicle = _this select 1;
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_brightness = _player getVariable ["AGM_NVGBrightness", 0];
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if (_brightness > -1) then {
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_brightness = round (10 * _brightness - 1) / 10;
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_player setVariable ["AGM_NVGBrightness", _brightness, false];
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AGM_NightVision_ppEffectNVGBrightness ppEffectAdjust [1, 1, _brightness / 4, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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AGM_NightVision_ppEffectNVGBrightness ppEffectCommit 0;
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[format [localize "STR_AGM_NightVision_NVGBrightness", format ["%1%", _brightness * 100]]] call AGM_Core_fnc_displayTextStructured;
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playSound "AGM_Sound_Click";
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};
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// by commy2
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private ["_player", "_vehicle", "_brightness"];
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_player = _this select 0;
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_vehicle = _this select 1;
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_brightness = _player getVariable ["AGM_NVGBrightness", 0];
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if (_brightness < 1) then {
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_brightness = round (10 * _brightness + 1) / 10;
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_player setVariable ["AGM_NVGBrightness", _brightness, false];
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AGM_NightVision_ppEffectNVGBrightness ppEffectAdjust [1, 1, _brightness / 4, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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AGM_NightVision_ppEffectNVGBrightness ppEffectCommit 0;
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[format [localize "STR_AGM_NightVision_NVGBrightness", format ["%1%", _brightness * 100]]] call AGM_Core_fnc_displayTextStructured;
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playSound "AGM_Sound_Click";
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};
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//by commy2
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private ["_currentVehicle", "_currentTurret", "_currentHMD", "_grainSetting", "_blurSetting"];
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_currentView = "";
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_currentVehicle = objNull;
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_currentTurret = [-1];
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_currentHMD = "";
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while {true} do {
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AGM_NightVision_ppEffect ppEffectEnable false;
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AGM_NightVision_ppEffectBlur ppEffectEnable false;
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AGM_NightVision_ppEffectRadialBlur ppEffectEnable false;
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AGM_NightVision_ppEffectNVGBrightness ppEffectEnable false;
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waitUntil {currentVisionMode AGM_player == 1};
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AGM_NightVision_ppEffect ppEffectEnable true;
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AGM_NightVision_ppEffectBlur ppEffectEnable true;
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AGM_NightVision_ppEffectRadialBlur ppEffectEnable true;
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AGM_NightVision_ppEffectNVGBrightness ppEffectEnable true;
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waitUntil {
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// any updates?
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if (hmd AGM_player != _currentHMD || {cameraView != _currentView} || {vehicle AGM_player != _currentVehicle} || {!(_currentTurret isEqualTo []) && {AGM_player != _currentVehicle turretUnit _currentTurret}}) then {
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_currentHMD = hmd AGM_player;
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_currentView = cameraView;
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_currentVehicle = vehicle AGM_player;
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_currentTurret = [AGM_player] call AGM_Core_fnc_getTurretIndex;
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private ["_config", "_fnc_isUsingHMD"];
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_config = configFile >> "CfgVehicles" >> typeOf _currentVehicle;
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_fnc_isUsingHMD = {
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if (_currentView != "GUNNER") exitWith {true}; // asume hmd usage outside of gunner view
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if (AGM_player == driver _currentVehicle) exitWith {
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!("NVG" in getArray (_config >> "ViewOptics" >> "visionMode"));
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};
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private "_turretConfig";
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_turretConfig = [_config, _currentTurret] call AGM_Core_fnc_getTurretConfigPath;
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_turretConfig = _turretConfig >> "OpticsIn";
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private "_result";
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_result = true;
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for "_index" from 0 to (count _turretConfig - 1) do {
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if ("NVG" in getArray (_turretConfig select _index >> "visionMode")) exitWith {_result = false};
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true
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};
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_result
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};
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// on foot or in vehicle using hmd
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if (_currentVehicle == AGM_player || _fnc_isUsingHMD) then {
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_grainSetting = getNumber (configFile >> "CfgWeapons" >> _currentHMD >> "AGM_NightVision_grain");
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_blurSetting = getNumber (configFile >> "CfgWeapons" >> _currentHMD >> "AGM_NightVision_blur");
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_radBlurSetting = getNumber (configFile >> "CfgWeapons" >> _currentHMD >> "AGM_NightVision_radBlur");
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AGM_NightVision_ppEffect ppEffectAdjust [0.25, 2.5, 2.5, _grainSetting, _grainSetting, false];
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AGM_NightVision_ppEffect ppEffectCommit 0;
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AGM_NightVision_ppEffectBlur ppEffectAdjust [_blurSetting];
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AGM_NightVision_ppEffectBlur ppEffectCommit 0;
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AGM_NightVision_ppEffectRadialBlur ppEffectAdjust [_radBlurSetting, _radBlurSetting, 0.2, 0.2];
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AGM_NightVision_ppEffectRadialBlur ppEffectCommit 0;
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// in vehicle and not using hmd
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} else {
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_grainSetting = _currentVehicle getVariable ["AGM_NightVision_grain", getNumber (_config >> "AGM_NightVision_grain")];
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_blurSetting = _currentVehicle getVariable ["AGM_NightVision_blur", getNumber (_config >> "AGM_NightVision_blur")];
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_radBlurSetting = _currentVehicle getVariable ["AGM_NightVision_radBlur", getNumber (_config >> "AGM_NightVision_radBlur")];
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AGM_NightVision_ppEffect ppEffectAdjust [0.25, 2.5, 2.5, _grainSetting, _grainSetting, false];
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AGM_NightVision_ppEffect ppEffectCommit 0;
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AGM_NightVision_ppEffectBlur ppEffectAdjust [_blurSetting];
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AGM_NightVision_ppEffectBlur ppEffectCommit 0;
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AGM_NightVision_ppEffectRadialBlur ppEffectAdjust [_radBlurSetting, _radBlurSetting, 0.2, 0.2];
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AGM_NightVision_ppEffectRadialBlur ppEffectCommit 0;
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};
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};
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// Detect if curator interface is open and disable effects
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if (!isNull findDisplay 312) then {
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AGM_NightVision_ppEffect ppEffectEnable false;
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AGM_NightVision_ppEffectBlur ppEffectEnable false;
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AGM_NightVision_ppEffectRadialBlur ppEffectEnable false;
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AGM_NightVision_ppEffectNVGBrightness ppEffectEnable false;
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waitUntil {isNull findDisplay 312};
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AGM_NightVision_ppEffect ppEffectEnable true;
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AGM_NightVision_ppEffectBlur ppEffectEnable true;
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AGM_NightVision_ppEffectRadialBlur ppEffectEnable true;
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AGM_NightVision_ppEffectNVGBrightness ppEffectEnable true;
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};
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currentVisionMode AGM_player != 1
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};
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};
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@ -1,127 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Edited with tabler - 2014-12-17 -->
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<Project name="AGM">
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||||
<Package name="NightVision">
|
||||
<Key ID="STR_AGM_NightVision_NVG_Gen1">
|
||||
<English>NV Goggles (Gen1)</English>
|
||||
<Czech>Noktovizor (Gen1)</Czech>
|
||||
<French>JVN (Gen1)</French>
|
||||
<German>NS-Brille (Gen1)</German>
|
||||
<Italian>Occhiali notturni (Gen1)</Italian>
|
||||
<Polish>Gogle noktowizyjne (Gen1)</Polish>
|
||||
<Portuguese>Óculos de visão noturna (Gen1)</Portuguese>
|
||||
<Russian>ПНВ (Gen1)</Russian>
|
||||
<Spanish>Sistema de visión nocturna (Gen1)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_NVG_Gen2">
|
||||
<English>NV Goggles (Gen2)</English>
|
||||
<Czech>Noktovizor (Gen2)</Czech>
|
||||
<French>JVN (Gen2)</French>
|
||||
<German>NS-Brille (Gen2)</German>
|
||||
<Italian>Occhiali notturni (Gen2)</Italian>
|
||||
<Polish>Gogle noktowizyjne (Gen2)</Polish>
|
||||
<Portuguese>Óculos de visão noturna (Gen2)</Portuguese>
|
||||
<Russian>ПНВ (Gen2)</Russian>
|
||||
<Spanish>Sistema de visión nocturna (Gen2)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_NVG_Gen3">
|
||||
<English>NV Goggles (Gen3)</English>
|
||||
<Czech>Noktovizor (Gen3)</Czech>
|
||||
<French>JVN (Gen3)</French>
|
||||
<German>NS-Brille (Gen3)</German>
|
||||
<Italian>Occhiali notturni (Gen3)</Italian>
|
||||
<Polish>Gogle noktowizyjne (Gen3)</Polish>
|
||||
<Portuguese>Óculos de visão noturna (Gen3)</Portuguese>
|
||||
<Russian>ПНВ (Gen3)</Russian>
|
||||
<Spanish>Sistema de visión nocturna (Gen3)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_NVG_Gen3_brown">
|
||||
<English>NV Goggles (Gen3, Brown)</English>
|
||||
<Czech>Noktovizor (Gen3, hnědý)</Czech>
|
||||
<French>JVN (Gen3, marron)</French>
|
||||
<German>NS-Brille (Gen3, Braun)</German>
|
||||
<Italian>Occhiali notturni (Gen3, marroni)</Italian>
|
||||
<Polish>Gogle noktowizyjne (Gen3, brązowe)</Polish>
|
||||
<Portuguese>Óculos de visão noturna (Gen3, marrons)</Portuguese>
|
||||
<Russian>ПНВ (Gen3, коричневый)</Russian>
|
||||
<Spanish>Sistema de visión nocturna (Gen3, marrón)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_NVG_Gen3_green">
|
||||
<English>NV Goggles (Gen3, Green)</English>
|
||||
<Czech>Noktovizor (Gen3, zelený)</Czech>
|
||||
<French>JVN (Gen3, vertes)</French>
|
||||
<German>NS-Brille (Gen3, Grün)</German>
|
||||
<Italian>Occhiali notturni (Gen3, verdi)</Italian>
|
||||
<Polish>Gogle noktowizyjne (Gen3, zielone)</Polish>
|
||||
<Portuguese>Óculos de visão noturna (Gen3, verdes)</Portuguese>
|
||||
<Russian>ПНВ (Gen3, зеленый)</Russian>
|
||||
<Spanish>Sistema de visión nocturna (Gen3, verde)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_NVG_Gen3_black">
|
||||
<English>NV Goggles (Gen3, Black)</English>
|
||||
<Czech>Noktovizor (Gen3, černý)</Czech>
|
||||
<French>JVN (Gen3, noires)</French>
|
||||
<German>NS-Brille (Gen3, Schwarz)</German>
|
||||
<Italian>Occhiali notturni (Gen3, neri)</Italian>
|
||||
<Polish>Gogle noktowizyjne (Gen3, czarne)</Polish>
|
||||
<Portuguese>Óculos de visão noturna (Gen3, pretos)</Portuguese>
|
||||
<Russian>ПНВ (Gen3, черный)</Russian>
|
||||
<Spanish>Sistema de visión nocturna (Gen3, negro)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_NVG_Gen4">
|
||||
<English>NV Goggles (Gen4)</English>
|
||||
<Czech>Noktovizor (Gen4)</Czech>
|
||||
<French>JVN (Gen4)</French>
|
||||
<German>NS-Brille (Gen4)</German>
|
||||
<Italian>Occhiali notturni (Gen4)</Italian>
|
||||
<Polish>Gogle noktowizyjne (Gen4)</Polish>
|
||||
<Portuguese>Óculos de visão noturna (Gen4)</Portuguese>
|
||||
<Russian>ПНВ (Gen4)</Russian>
|
||||
<Spanish>Sistema de visión nocturna (Gen4)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_NVG_FullScreen">
|
||||
<English>NV Goggles (Wide)</English>
|
||||
<German>NS-Brille (Weitwinkel)</German>
|
||||
<Spanish>Sistema de visión nocturna (Panorámicas)</Spanish>
|
||||
<Polish>Gogle noktowizyjne (panoramiczne)</Polish>
|
||||
<Czech>Noktovizor (Široký)</Czech>
|
||||
<Russian>ПНВ (Широкий)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_NVGBrightness">
|
||||
<English>Brightness: %1</English>
|
||||
<German>Helligkeit: %1</German>
|
||||
<Spanish>Brillo: %1</Spanish>
|
||||
<Polish>Czułość: %1</Polish>
|
||||
<Czech>Zvýšení: %1</Czech>
|
||||
<French>Luminosité : %1</French>
|
||||
<Russian>Контраст: </Russian>
|
||||
<Hungarian>Fényerő: %1</Hungarian>
|
||||
<Portuguese>Luminosidade: %1</Portuguese>
|
||||
<Italian>Luminosità: %1</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_IncreaseNVGBrightness">
|
||||
<English>Increase NVG Brightness</English>
|
||||
<German>Nachtsichtgerätshelligkeit erhöhen</German>
|
||||
<Spanish>Aumentar el brillo de las NVG</Spanish>
|
||||
<Polish>Zwiększ czułość noktowizji</Polish>
|
||||
<Czech>Zvýšení jasu noktovizoru</Czech>
|
||||
<French>Augmenter la luminosité des JVN</French>
|
||||
<Russian>Увеличить яркость ПНВ</Russian>
|
||||
<Hungarian>Fényerő növelése</Hungarian>
|
||||
<Portuguese>Aumentar Luminosidade do EVN</Portuguese>
|
||||
<Italian>Aumenta la luminosità dell'NVG</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_NightVision_DecreaseNVGBrightness">
|
||||
<English>Decrease NVG Brightness</English>
|
||||
<German>Nachtsichtgerätshelligkeit verringern</German>
|
||||
<Spanish>Disminuir el brillo de las NVG</Spanish>
|
||||
<Polish>Zmniejsz czułość noktowizji</Polish>
|
||||
<Czech>Snížení jasu noktovizoru</Czech>
|
||||
<French>Baisser la luminosité des JVN</French>
|
||||
<Russian>Уменьшить яркость ПНВ</Russian>
|
||||
<Hungarian>Fényerő csökkentése</Hungarian>
|
||||
<Portuguese>Diminuir Luminosidade do EVN</Portuguese>
|
||||
<Italian>Riduci la luminosità dell'NVG</Italian>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -16,4 +16,4 @@ class Extended_FiredBIS_EventHandlers {
|
||||
clientFiredBIS = QUOTE( _this call FUNC(blending) );
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -16,7 +16,9 @@ class CfgPatches {
|
||||
#include "CfgVehicles.hpp"
|
||||
#include "CfgWeapons.hpp"
|
||||
|
||||
class ACE_Core_Default_Keys {
|
||||
|
||||
// class EGVAR(common,Default_Keys) { //???
|
||||
class ACE_common_Default_Keys {
|
||||
class increaseNVGBrightness {
|
||||
displayName = "$STR_ACE_NightVision_IncreaseNVGBrightness";
|
||||
condition = QUOTE( currentVisionMode _player == 1 );
|
||||
|
Loading…
Reference in New Issue
Block a user