Merge branch 'master' into release-3.10.0

This commit is contained in:
jonpas 2017-06-10 22:35:22 +02:00
commit 6a4a3d4ce1
4 changed files with 73 additions and 9 deletions

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Rearm">
<Key ID="STR_ACE_Rearm_RearmSettings_Module_DisplayName">
@ -95,42 +95,52 @@
<Key ID="STR_ACE_Rearm_RearmSettings_supply_DisplayName">
<English>Ammunition supply</English>
<German>Munitionsvorat</German>
<Italian>Scorta munizioni</Italian>
</Key>
<Key ID="STR_ACE_Rearm_RearmSettings_supply_Description">
<English>How much ammunition does an ammo truck carry?</English>
<German>Wie viel Munition transportiert ein Munitionslaster?</German>
<Italian>Quante munizioni può trasportare un camion?</Italian>
</Key>
<Key ID="STR_ACE_Rearm_RearmSettings_unlimited">
<English>Unlimited ammo supply</English>
<German>Unbegrenzter Munitionsvorat</German>
<Italian>Scorta munizioni infinita</Italian>
</Key>
<Key ID="STR_ACE_Rearm_RearmSettings_limited">
<English>Limited ammo supply based on caliber</English>
<German>Begrenzter, kaliberabhängiger Munitionsvorat</German>
<Italian>Scorta munizioni limitata in base al calibro</Italian>
</Key>
<Key ID="STR_ACE_Rearm_RearmSettings_magazineSupply">
<English>Only specific Magazines</English>
<German>Nur bestimmte Magazine</German>
<Italian>Solo specifici caricatori</Italian>
</Key>
<Key ID="STR_ACE_Rearm_ReadSupplyCounter">
<English>Check remaining ammunition</English>
<German>Verbleibende Munition prüfen</German>
<Italian>Controlla munizioni rimanenti</Italian>
</Key>
<Key ID="STR_ACE_Rearm_ReadSupplyCounterAction">
<English>Checking remaining ammunition...</English>
<German>Überprüfe verbleibende Munition...</German>
<Italian>Controllando le munizioni rimanenti</Italian>
</Key>
<Key ID="STR_ACE_Rearm_Hint_RemainingSupplyPoints">
<English>There is ammunition worth %1 points left.</English>
<German>Es ist noch Munition für %1 Punkte übrig.</German>
<Italian>E' presente una penalità delle munizioni %1 punti rimanenti.</Italian>
</Key>
<Key ID="STR_ACE_Rearm_Hint_RemainingAmmo">
<English>The following ammunition is left:%1</English>
<German>Folgende Munition ist übrig:%1</German>
<Italian>Mancano le seguenti:%1</Italian>
</Key>
<Key ID="STR_ACE_Rearm_Hint_Empty">
<English>There is no ammunition left.</English>
<German>Es ist keine Munition übrig.</German>
<Italian>Non ci sono munizioni rimanenti.</Italian>
</Key>
<Key ID="STR_ACE_Rearm_Rearm">
<English>Rearm</English>
@ -152,7 +162,7 @@
<Russian>Перевооружается %1 снарядами %2...</Russian>
<Portuguese>Rearmando %1 com %2...</Portuguese>
<Czech>Přezbrojuji %1 za pomoci %2...</Czech>
<Italian>Sto Riarmando %1 con %2...</Italian>
<Italian>Riarmando %1 con %2...</Italian>
<Spanish>Rearmando %1 con %2...</Spanish>
<French>Réarmement de %1 avec %2...</French>
<Japanese>%1を%2により再武装する。</Japanese>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="repair">
<Key ID="STR_ACE_Repair_SpareTrack">
@ -956,6 +956,7 @@
</Key>
<Key ID="STR_ACE_Repair_engineerSetting_AdvancedOnly">
<English>Advanced Engineer only</English>
<Italian>Solo Geniere avanzato</Italian>
</Key>
<Key ID="STR_ACE_Repair_enginerSetting_Wheel_name">
<English>Allow Wheel</English>
@ -1233,6 +1234,7 @@
<Key ID="STR_ACE_Repair_AssignEngineerRole_role_advanced">
<!-- Advanced Engineer is to long for some fields so it it shorted to Adv. -->
<English>Adv. Engineer</English>
<Italian>Adv. Geniere</Italian>
</Key>
<Key ID="STR_ACE_Repair_AssignEngineerRole_Module_Description">
<English>Assign one or multiple units as an engineer</English>

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@ -7,7 +7,12 @@
<title></title>
<member id="76561197969985591" nick="ace_bux">
<name>ace_bux</name>
<email></email>
<email></email>
<remark>ACE Core Developer</remark>
</member>
<member id="76561198009834665" nick="SilentSpike">
<name>SilentSpike</name>
<email></email>
<remark>ACE Core Developer</remark>
</member>
</squad>

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@ -51,17 +51,64 @@ Event Name | Passed Parameter(s) | Locality | Description
`ace_cargoLoaded` | [_item, _vehicle] | Global | Cargo has been Loaded into vehicle
`ace_cargoUnloaded` | [_item, _vehicle] | Global | Cargo has been Unloaded from vehicle
## 3. Scripting
## 3. Editor Attributes
### 3.1 Disabling cargo for a mission object
In the 3D mission editor attributes for "Cargo Size" and "Cargo Space" are available on suitable objects. These can be adjusted to change the respective value on a per-object basis - as well as to enable loading for objects and vehicles which would usually not support it.
If you wish to enable loading for an object/vehicle which does not have these editor attributes, see the `ace_cargo_fnc_setSize` and `ace_cargo_fnc_setSpace` functions.
## 4. Scripting
### 4.1 Disabling cargo for a mission object
To disable cargo for a mission object use:
```cpp
this setVariable ["ace_cargo_size", -1];
[this, -1] call ace_cargo_fnc_setSize;
```
### 3.2 Add cargo to vehicle
### 4.2 Adjusting cargo size of an object
`ace_cargo_fnc_setSize`
Note that this function can be used to make objects loadable/unloadable (set to `-1` for unloadable).
```cpp
* Set the cargo size of any object. Has global effect.
* Adds the load action menu if necessary.
* Negative size makes unloadable.
*
* Arguments:
* 0: Object <OBJECT>
* 1: Cargo size <NUMBER>
*
* Return Value:
* None
*
* Example:
* [object, 3] call ace_cargo_fnc_setSize
```
### 4.3 Adjusting cargo space of a vehicle
`ace_cargo_fnc_setSpace`
Note that this function can be used to enable/disable a vehicle's cargo space (set to `0` to disable).
```cpp
* Set the cargo space of any object. Has global effect.
* Adds the cargo action menu if necessary.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Cargo space <NUMBER>
*
* Return Value:
* None
*
* Example:
* [vehicle, 20] call ace_cargo_fnc_setSpace
```
### 4.4 Load cargo into vehicle
`ace_cargo_fnc_loadItem` (Also callable from cba event `ace_loadCargo`)
Note first arg can be a in-game object or a classname of an object type.
@ -78,7 +125,7 @@ Note first arg can be a in-game object or a classname of an object type.
* [object, vehicle] call ace_cargo_fnc_loadItem
```
### 3.3 Unload cargo from vehicle
### 4.5 Unload cargo from vehicle
`ace_cargo_fnc_unloadItem` (Also callable from cba event `ace_unloadCargo`)