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Merge branch 'master' into release-3.10.0
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commit
6a4a3d4ce1
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project name="ACE">
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<Package name="Rearm">
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<Key ID="STR_ACE_Rearm_RearmSettings_Module_DisplayName">
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@ -95,42 +95,52 @@
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<Key ID="STR_ACE_Rearm_RearmSettings_supply_DisplayName">
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<English>Ammunition supply</English>
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<German>Munitionsvorat</German>
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<Italian>Scorta munizioni</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_RearmSettings_supply_Description">
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<English>How much ammunition does an ammo truck carry?</English>
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<German>Wie viel Munition transportiert ein Munitionslaster?</German>
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<Italian>Quante munizioni può trasportare un camion?</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_RearmSettings_unlimited">
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<English>Unlimited ammo supply</English>
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<German>Unbegrenzter Munitionsvorat</German>
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<Italian>Scorta munizioni infinita</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_RearmSettings_limited">
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<English>Limited ammo supply based on caliber</English>
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<German>Begrenzter, kaliberabhängiger Munitionsvorat</German>
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<Italian>Scorta munizioni limitata in base al calibro</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_RearmSettings_magazineSupply">
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<English>Only specific Magazines</English>
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<German>Nur bestimmte Magazine</German>
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<Italian>Solo specifici caricatori</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_ReadSupplyCounter">
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<English>Check remaining ammunition</English>
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<German>Verbleibende Munition prüfen</German>
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<Italian>Controlla munizioni rimanenti</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_ReadSupplyCounterAction">
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<English>Checking remaining ammunition...</English>
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<German>Überprüfe verbleibende Munition...</German>
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<Italian>Controllando le munizioni rimanenti</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_Hint_RemainingSupplyPoints">
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<English>There is ammunition worth %1 points left.</English>
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<German>Es ist noch Munition für %1 Punkte übrig.</German>
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<Italian>E' presente una penalità delle munizioni %1 punti rimanenti.</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_Hint_RemainingAmmo">
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<English>The following ammunition is left:%1</English>
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<German>Folgende Munition ist übrig:%1</German>
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<Italian>Mancano le seguenti:%1</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_Hint_Empty">
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<English>There is no ammunition left.</English>
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<German>Es ist keine Munition übrig.</German>
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<Italian>Non ci sono munizioni rimanenti.</Italian>
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</Key>
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<Key ID="STR_ACE_Rearm_Rearm">
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<English>Rearm</English>
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@ -152,7 +162,7 @@
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<Russian>Перевооружается %1 снарядами %2...</Russian>
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<Portuguese>Rearmando %1 com %2...</Portuguese>
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<Czech>Přezbrojuji %1 za pomoci %2...</Czech>
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<Italian>Sto Riarmando %1 con %2...</Italian>
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<Italian>Riarmando %1 con %2...</Italian>
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<Spanish>Rearmando %1 con %2...</Spanish>
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<French>Réarmement de %1 avec %2...</French>
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<Japanese>%1を%2により再武装する。</Japanese>
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project name="ACE">
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<Package name="repair">
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<Key ID="STR_ACE_Repair_SpareTrack">
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@ -956,6 +956,7 @@
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</Key>
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<Key ID="STR_ACE_Repair_engineerSetting_AdvancedOnly">
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<English>Advanced Engineer only</English>
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<Italian>Solo Geniere avanzato</Italian>
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</Key>
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<Key ID="STR_ACE_Repair_enginerSetting_Wheel_name">
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<English>Allow Wheel</English>
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@ -1233,6 +1234,7 @@
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<Key ID="STR_ACE_Repair_AssignEngineerRole_role_advanced">
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<!-- Advanced Engineer is to long for some fields so it it shorted to Adv. -->
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<English>Adv. Engineer</English>
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<Italian>Adv. Geniere</Italian>
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</Key>
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<Key ID="STR_ACE_Repair_AssignEngineerRole_Module_Description">
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<English>Assign one or multiple units as an engineer</English>
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@ -7,7 +7,12 @@
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<title></title>
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<member id="76561197969985591" nick="ace_bux">
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<name>ace_bux</name>
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<email></email>
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<email></email>
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<remark>ACE Core Developer</remark>
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</member>
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<member id="76561198009834665" nick="SilentSpike">
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<name>SilentSpike</name>
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<email></email>
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<remark>ACE Core Developer</remark>
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</member>
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</squad>
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@ -51,17 +51,64 @@ Event Name | Passed Parameter(s) | Locality | Description
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`ace_cargoLoaded` | [_item, _vehicle] | Global | Cargo has been Loaded into vehicle
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`ace_cargoUnloaded` | [_item, _vehicle] | Global | Cargo has been Unloaded from vehicle
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## 3. Scripting
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## 3. Editor Attributes
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### 3.1 Disabling cargo for a mission object
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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.
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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.
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## 4. Scripting
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### 4.1 Disabling cargo for a mission object
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To disable cargo for a mission object use:
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```cpp
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this setVariable ["ace_cargo_size", -1];
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[this, -1] call ace_cargo_fnc_setSize;
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```
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### 3.2 Add cargo to vehicle
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### 4.2 Adjusting cargo size of an object
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`ace_cargo_fnc_setSize`
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Note that this function can be used to make objects loadable/unloadable (set to `-1` for unloadable).
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```cpp
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* Set the cargo size of any object. Has global effect.
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* Adds the load action menu if necessary.
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* Negative size makes unloadable.
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*
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* Arguments:
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* 0: Object <OBJECT>
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* 1: Cargo size <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [object, 3] call ace_cargo_fnc_setSize
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```
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### 4.3 Adjusting cargo space of a vehicle
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`ace_cargo_fnc_setSpace`
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Note that this function can be used to enable/disable a vehicle's cargo space (set to `0` to disable).
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```cpp
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* Set the cargo space of any object. Has global effect.
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* Adds the cargo action menu if necessary.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Cargo space <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [vehicle, 20] call ace_cargo_fnc_setSpace
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```
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### 4.4 Load cargo into vehicle
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`ace_cargo_fnc_loadItem` (Also callable from cba event `ace_loadCargo`)
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Note first arg can be a in-game object or a classname of an object type.
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@ -78,7 +125,7 @@ Note first arg can be a in-game object or a classname of an object type.
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* [object, vehicle] call ace_cargo_fnc_loadItem
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```
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### 3.3 Unload cargo from vehicle
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### 4.5 Unload cargo from vehicle
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`ace_cargo_fnc_unloadItem` (Also callable from cba event `ace_unloadCargo`)
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