diff --git a/addons/advanced_ballistics/CfgVehicles.hpp b/addons/advanced_ballistics/CfgVehicles.hpp index fda4b9a8ff..4e42f35f72 100644 --- a/addons/advanced_ballistics/CfgVehicles.hpp +++ b/addons/advanced_ballistics/CfgVehicles.hpp @@ -2,7 +2,7 @@ class CfgVehicles { class ACE_Module; class GVAR(ModuleSettings): ACE_Module { scope = 2; - displayName = "Advanced Ballistics"; + displayName = "$STR_ACE_AdvancedBallistics_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa)); category = "ACE"; function = QUOTE(DFUNC(initModuleSettings)); @@ -12,26 +12,26 @@ class CfgVehicles { author = "Ruthberg"; class Arguments { class enabled { - displayName = "Advanced Ballistics"; - description = "Enables advanced ballistics"; + displayName = "$STR_ACE_AdvancedBallistics_enabled_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_enabled_Description"; typeName = "BOOL"; defaultValue = 0; }; class alwaysSimulateForSnipers { - displayName = "Always Enabled For Snipers"; - description = "Always enables advanced ballistics when high power optics are used"; + displayName = "$STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_Description"; typeName = "BOOL"; defaultValue = 1; }; class disabledInFullAutoMode { - displayName = "Disabled In FullAuto Mode"; - description = "Disables the advanced ballistics during full auto fire"; + displayName = "$STR_ACE_AdvancedBallistics_disabledInFullAutoMod_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_disabledInFullAutoMod_Description"; typeName = "BOOL"; defaultValue = 0; }; class onlyActiveForLocalPlayers { - displayName = "Disabled For Non Local Players"; - description = "Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer)"; + displayName = "$STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_Description"; typeName = "BOOL"; defaultValue = 1; }; @@ -44,35 +44,38 @@ class CfgVehicles { }; */ class ammoTemperatureEnabled { - displayName = "Enable Ammo Temperature Simulation"; - description = "Muzzle velocity varies with ammo temperature"; + displayName = "$STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_Description"; typeName = "BOOL"; defaultValue = 1; }; class barrelLengthInfluenceEnabled { - displayName = "Enable Barrel Length Simulation"; - description = "Muzzle velocity varies with barrel length"; + displayName = "$STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_Description"; typeName = "BOOL"; defaultValue = 1; }; class bulletTraceEnabled { - displayName = "Enable Bullet Trace Effect"; - description = "Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)"; + displayName = "$STR_ACE_AdvancedBallistics_bulletTraceEnabled_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_bulletTraceEnabled_Description"; typeName = "BOOL"; defaultValue = 1; }; class simulationInterval { - displayName = "Simulation Interval"; - description = "Defines the interval between every calculation step"; + displayName = "$STR_ACE_AdvancedBallistics_simulationInterval_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_simulationInterval_Description"; typeName = "NUMBER"; defaultValue = 0.0; }; class simulationRadius { - displayName = "Simulation Radius"; - description = "Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles"; + displayName = "$STR_ACE_AdvancedBallistics_simulationRadius_DisplayName"; + description = "$STR_ACE_AdvancedBallistics_simulationRadius_Description"; typeName = "NUMBER"; defaultValue = 3000; }; }; + class ModuleDescription { + description = "$STR_ACE_AdvancedBallistics_Description"; + }; }; -}; +}; \ No newline at end of file diff --git a/addons/advanced_ballistics/stringtable.xml b/addons/advanced_ballistics/stringtable.xml index 0de8071754..565e4bd801 100644 --- a/addons/advanced_ballistics/stringtable.xml +++ b/addons/advanced_ballistics/stringtable.xml @@ -25,5 +25,85 @@ Zobrazit úhloměr Mostrar Transferidor + + Advanced Ballistics + Zaawansowana balistyka + + + Advanced Ballistics + Zaawansowana balistyka + + + Enables advanced ballistics + Aktywuje zaawansowaną balistykę + + + Always Enabled For Snipers + Zawsze akt. dla snajp. + + + Always enables advanced ballistics when high power optics are used + Aktywuje zaawansowaną balistykę zawsze, kiedy używana jest optyka + + + Disabled In FullAuto Mode + Wył. podczas ognia auto. + + + Disables the advanced ballistics during full auto fire + Dezaktywuje zaawansowaną balistykę podczas ognia automatycznego + + + Disabled For Non Local Players + Wyłącz dla nielok. graczy + + + Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer) + Dezaktywuje zaawansowaną balistykę dla pocisków pochodzących od innych graczy(aktywuj tą opcję jeżeli odczuwasz spadki FPS podczas sporych strzelanin w MP) + + + Enable Ammo Temperature Simulation + Symulacja temp. amunicji + + + Muzzle velocity varies with ammo temperature + Prędkość wylotowa pocisku jest zależna od temperatury amunicji + + + Enable Barrel Length Simulation + Symulacja długości lufy + + + Muzzle velocity varies with barrel length + Prędkość wylotowa pocisku jest zależna od długości lufy + + + Enable Bullet Trace Effect + Efekt smugi pocisku + + + Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics) + Aktywuje efekt smugi pocisku dla pocisków wysokokalibrowych (widoczne tylko podczas patrzenia przez optykę) + + + Simulation Interval + Interwał symulacji + + + Defines the interval between every calculation step + Określa interwał pomiędzy każdym krokiem kalkulacji + + + Simulation Radius + Zasięg symulacji + + + Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles + Określa obszar naokoło gracza (w metrach), na którym zaawansowana balistyka jest aplikowana dla pocisków + + + + 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. + \ No newline at end of file diff --git a/addons/ballistics/CfgVehicles.hpp b/addons/ballistics/CfgVehicles.hpp index 82e7fef5e3..0ad697d91e 100644 --- a/addons/ballistics/CfgVehicles.hpp +++ b/addons/ballistics/CfgVehicles.hpp @@ -190,7 +190,7 @@ class CfgVehicles { class ACE_Box_Ammo: NATO_Box_Base { scope = 2; accuracy = 1000; - displayName = "[ACE] Ammo Supply Crate"; + displayName = "$STR_ACE_AmmoSupplyCrate_DisplayName"; model = "\A3\weapons_F\AmmoBoxes\AmmoBox_F"; author = "$STR_ACE_Common_ACETeam"; class TransportMagazines { diff --git a/addons/ballistics/stringtable.xml b/addons/ballistics/stringtable.xml index 7c6d9c85ad..85ac44b4de 100644 --- a/addons/ballistics/stringtable.xml +++ b/addons/ballistics/stringtable.xml @@ -1592,5 +1592,9 @@ Calibre: 12.7x99mm (AMAX)<br/>Cartuchos: 5 Kaliber: 12,7x99mm (AMAX)<br />Lövedékek: 5 + + [ACE] Ammo Supply Crate + [ACE] Skrzynka z amunicją + - \ No newline at end of file + diff --git a/addons/captives/CfgVehicles.hpp b/addons/captives/CfgVehicles.hpp index 1e2eb3f201..91c47824fd 100644 --- a/addons/captives/CfgVehicles.hpp +++ b/addons/captives/CfgVehicles.hpp @@ -161,7 +161,7 @@ class CfgVehicles { class GVAR(ModuleSurrender): Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Make Unit Surrender"; + displayName = "$STR_ACE_Captives_ModuleSurrender_DisplayName"; //Make Unit Surrender function = QUOTE(DFUNC(moduleSurrender)); scope = 2; //show in editor scopeCurator = 2; //show in zeus @@ -172,8 +172,8 @@ class CfgVehicles { functionPriority = 0; class Arguments {}; class ModuleDescription: ModuleDescription { - description = "Sync a unit to make them surrender.
Source: ace_captives"; + description = "$STR_ACE_Captives_ModuleSurrender_Description"; //Sync a unit to make them surrender.
Source: ace_captives sync[] = {"AnyAI"}; }; }; -}; +}; \ No newline at end of file diff --git a/addons/captives/stringtable.xml b/addons/captives/stringtable.xml index def173c55b..07cf780e19 100644 --- a/addons/captives/stringtable.xml +++ b/addons/captives/stringtable.xml @@ -193,5 +193,13 @@ Semmi sincs az egér alatt Nessuna selezione + + Make Unit Surrender + Poddaj się! + + + Sync a unit to make them surrender.<br />Source: ace_captives + Zsynchronizuj z jednostką aby sprawić by się poddała<br />Źródło: ace_captives + diff --git a/addons/common/CfgVehicles.hpp b/addons/common/CfgVehicles.hpp index 5a00c038e7..70d84b376c 100644 --- a/addons/common/CfgVehicles.hpp +++ b/addons/common/CfgVehicles.hpp @@ -25,72 +25,82 @@ class CfgVehicles { // += needs a non inherited entry in that class, otherwise it simply overwrites //#include - class Module_F; - class ACE_ModuleCheckPBOs: Module_F { + class Logic; + class Module_F: Logic { + class ModuleDescription {}; + }; + class ACE_ModuleCheckPBOs: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Check PBOs"; + displayName = "$STR_ACE_Common_CheckPBO_DisplayName"; function = QFUNC(moduleCheckPBOs); scope = 2; isGlobal = 1; icon = QUOTE(PATHTOF(UI\Icon_Module_CheckPBO_ca.paa)); class Arguments { class Action { - displayName = "Action"; - description = "What to do with people who do not have the right PBOs?"; + displayName = "$STR_ACE_Common_CheckPBO_Action_DisplayName"; + description = "$STR_ACE_Common_CheckPBO_Action_Description"; class values { class WarnOnce { default = 1; - name = "Warn once"; + name = "$STR_ACE_Common_CheckPBO_Action_WarnOnce"; value = 0; }; class Warn { - name = "Warn (permanent)"; + name = "$STR_ACE_Common_CheckPBO_Action_WarnPerm"; value = 1; }; class Kick { - name = "Kick"; + name = "$STR_ACE_Common_CheckPBO_Action_Kick"; value = 2; }; }; }; class CheckAll { - displayName = "Check all addons"; - description = "Check all addons instead of only those of ACE?"; + displayName = "$STR_ACE_Common_CheckPBO_CheckAll_DisplayName"; + description = "$STR_ACE_Common_CheckPBO_CheckAll_Description"; typeName = "BOOL"; class values { class WarnOnce { default = 1; - name = "No"; + name = "$STR_ACE_Common_CheckPBO_CheckAll_No"; value = 0; }; class Warn { - name = "Yes"; + name = "$STR_ACE_Common_CheckPBO_CheckAll_Yes"; value = 1; }; }; }; class Whitelist { - displayName = "Whitelist"; - description = "What addons are allowed regardless?"; + displayName = "$STR_ACE_Common_CheckPBO_Whitelist_DisplayName"; + description = "$STR_ACE_Common_CheckPBO_Whitelist_Description"; typeName = "STRING"; class values { default = "[]"; }; }; }; + class ModuleDescription: ModuleDescription { + description = "$STR_ACE_Common_CheckPBO_Description"; + }; }; class ACE_ModuleLSDVehicles: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "LSD Vehicles"; + displayName = "$STR_ACE_Common_LSDVehicles_DisplayName"; function = "ACE_Common_fnc_moduleLSDVehicles"; scope = 2; icon = QUOTE(PATHTOF(UI\Icon_Module_LSD_ca.paa)); isGlobal = 1; class Arguments { }; + class ModuleDescription: ModuleDescription { + description = "$STR_ACE_Common_LSDVehicles_Description"; + sync[] = {"AnyVehicle"}; + }; }; class Box_NATO_Support_F; diff --git a/addons/common/config.cpp b/addons/common/config.cpp index 27647f8d00..3f1e5a6308 100644 --- a/addons/common/config.cpp +++ b/addons/common/config.cpp @@ -101,7 +101,7 @@ class ACE_Settings { isClientSettable = 1; displayName = "$STR_ACE_Common_SettingFeedbackIconsName"; description = "$STR_ACE_Common_SettingFeedbackIconsDesc"; - values[] = {"Hide", "Top right, downwards", "Top right, to the left", "Top left, downwards", "Top left, to the right"}; + values[] = {"$STR_ACE_Common_Hide", "$STR_ACE_Common_TopRightDown", "$STR_ACE_Common_TopRightLeft", "$STR_ACE_Common_TopLeftDown", "$STR_ACE_Common_TopLeftRight"}; }; class GVAR(SettingProgressBarLocation) { value = 0; @@ -110,7 +110,7 @@ class ACE_Settings { isClientSettable = 1; displayName = "$STR_ACE_Common_SettingProgressbarLocationName"; description = "$STR_ACE_Common_SettingProgressbarLocationDesc"; - values[] = {"Top", "Bottom"}; + values[] = {"$STR_ACE_Common_Top", "$STR_ACE_Common_Bottom"}; }; class GVAR(displayTextColor) { value[] = {0,0,0,0.1}; diff --git a/addons/common/stringtable.xml b/addons/common/stringtable.xml index 8d28704362..4ddc0112d8 100644 --- a/addons/common/stringtable.xml +++ b/addons/common/stringtable.xml @@ -470,5 +470,65 @@ Une banane est un fruit qui, d'un point de vue botanique, fait partie du groupe des baies. Produite par plusieurs sortes de grandes plantes à fleurs herbacées du type Musa. A banana é uma fruta comestível, botanicamente uma baga, produzida por vários tipos de plantas herbáceas grandes do genero Musa. + + Check PBOs + Sprawdzaj PBO + + + + Sprawdzaj spójność addonów z serwerem + + + Action + Akcja + + + What to do with people who do not have the right PBOs? + Co zrobić z graczami, którzy nie mają właściwych PBO? + + + Warn once + Ostrzeż raz + + + Warn (permanent) + Ostrzeżenie (permanentne) + + + Kick + Kick + + + Check all addons + Sprawdź wsz. addony + + + Check all addons instead of only those of ACE? + Sprawdzaj wszystkie addony czy tylko te z ACE? + + + No + Tylko ACE + + + Yes + Wszystkie + + + Whitelist + Biała lista + + + What addons are allowed regardless? + Jakie addony są dozwolone? + + + LSD Vehicles + Pojazdy LSD + + + Adds LSD effect to synchronized vehicle + Dodaje efekt LSD pod zsynchronizowany pojazd + diff --git a/addons/explosives/CfgModule.hpp b/addons/explosives/CfgModule.hpp index b4f7b65a83..50b59fc55d 100644 --- a/addons/explosives/CfgModule.hpp +++ b/addons/explosives/CfgModule.hpp @@ -1,44 +1,50 @@ -class Module_F; +class Logic; +class Module_F: Logic { + class ModuleDescription {}; +}; class ACE_ModuleExplosive: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Explosive System"; + displayName = "$STR_ACE_Explosive_Module_DisplayName"; function = QUOTE(FUNC(module)); scope = 2; isGlobal = 1; icon = PATHTOF(UI\Icon_Module_Explosives_ca.paa); class Arguments { class RequireSpecialist { - displayName = "Require specialists?"; - description = "Require explosive specialists to disable explosives? Default: No"; + displayName = "$STR_ACE_Explosive_RequireSpecialist_DisplayName"; + description = "$STR_ACE_Explosive_RequireSpecialist_Description"; typeName = "BOOL"; class values { class Yes { - name = "Yes"; + name = "$STR_ACE_Explosive_Yes"; value = 1; }; class No { default = 1; - name = "No"; + name = "$STR_ACE_Explosive_No"; value = 0; }; }; }; class PunishNonSpecialists { - displayName = "Punish non-specialists?"; - description = "Increase the time it takes to complete actions for non-specialists? Default: Yes"; + displayName = "$STR_ACE_Explosive_PunishNonSpecialists_DisplayName"; + description = "$STR_ACE_Explosive_PunishNonSpecialists_Description"; typeName = "BOOL"; class values { class Yes { default = 1; - name = "Yes"; + name = "$STR_ACE_Explosive_Yes"; value = 1; }; class No { - name = "No"; + name = "$STR_ACE_Explosive_No"; value = 0; }; }; }; }; -}; + class ModuleDescription: ModuleDescription { + description = "$STR_ACE_Explosive_Module_Description"; + }; +}; \ No newline at end of file diff --git a/addons/explosives/stringtable.xml b/addons/explosives/stringtable.xml index 9d885c236c..5eb5d28512 100644 --- a/addons/explosives/stringtable.xml +++ b/addons/explosives/stringtable.xml @@ -505,5 +505,37 @@ Raccogli Pegar + + Explosive System + System ładunków wybuchowych + + + Require specialists? + Wymagaj specjalistów? + + + Require explosive specialists to disable explosives? Default: No + Wymagać saperów do rozbrajania ładunków wybuchowych? Domyślnie: Nie + + + Yes + Tak + + + No + Nie + + + Punish non-specialists? + Karaj nie-specjalistów? + + + Increase the time it takes to complete actions for non-specialists? Default: Yes + Zwiększyć ilość wymaganego czasu do ukończenia akcji dla nie-specjalistów? Domyślnie: Tak + + + + Moduł ten pozwala dostosować opcje związane z ładunkami wybuchowymi, ich podkładaniem oraz rozbrajaniem. + diff --git a/addons/hearing/CfgVehicles.hpp b/addons/hearing/CfgVehicles.hpp index 6c77255384..d20d067981 100644 --- a/addons/hearing/CfgVehicles.hpp +++ b/addons/hearing/CfgVehicles.hpp @@ -98,21 +98,24 @@ class CfgVehicles { class ACE_ModuleHearing: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Hearing"; + displayName = "$STR_ACE_Hearing_Module_DisplayName"; //Hearing function = QFUNC(moduleHearing); scope = 2; isGlobal = 1; icon = PATHTOF(UI\Icon_Module_Hearing_ca.paa); class Arguments { class EnableCombatDeafness { - displayName = "Enable combat deafness?"; - description = "Enable combat deafness?"; + displayName = "$STR_ACE_Hearing_CombatDeafness_DisplayName"; //Enable combat deafness? + description = "$STR_ACE_Hearing_CombatDeafness_Description"; //Enable combat deafness? typeName = "BOOL"; class values { - class Yes { name = "Yes"; value = 1; default = 1; }; - class No { name = "No"; value = 0; }; + class Yes { name = "$STR_ACE_Hearing_CombatDeafness_Yes"; value = 1; default = 1; }; //yes + class No { name = "$STR_ACE_Hearing_CombatDeafness_No"; value = 0; }; //no }; }; + }; + class ModuleDescription { + description = "$STR_ACE_Hearing_Module_Description"; }; }; }; diff --git a/addons/hearing/stringtable.xml b/addons/hearing/stringtable.xml index e6f59604a3..e532768fd9 100644 --- a/addons/hearing/stringtable.xml +++ b/addons/hearing/stringtable.xml @@ -109,5 +109,29 @@ Disabilita i fischi nelle orecchie Desabilitar zumbido de ouvidos + + Hearing + Słuch + + + Enable combat deafness? + Wł. głuchotę bojową + + + Enable combat deafness? + Możliwość chwilowej utraty słuchu przy głośnych wystrzałach i jednoczesnym braku włożonych stoperów + + + Yes + Tak + + + No + Nie + + + + Głuchota bojowa pojawia się w momentach, kiedy stoimy w pobliżu broni wielkokalibrowej bez ochrony słuchu, lub np. podczas ostrzału artyleryjskiego. Moduł ten pozwala na włączenie lub wyłączenie tego efektu. + diff --git a/addons/interaction/CfgVehicles.hpp b/addons/interaction/CfgVehicles.hpp index 5548311718..9968c490e1 100644 --- a/addons/interaction/CfgVehicles.hpp +++ b/addons/interaction/CfgVehicles.hpp @@ -4,21 +4,24 @@ class CfgVehicles { class ACE_ModuleInteraction: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Interaction System"; + displayName = "$STR_ACE_InteractionSystem_Module_DisplayName"; function = "ACE_Interaction_fnc_moduleInteraction"; scope = 2; isGlobal = 1; icon = PATHTOF(UI\Icon_Module_Interaction_ca.paa); class Arguments { class EnableTeamManagement { - displayName = "Enable Team Management"; - description = "Should players be allowed to use the Team Management Menu? Default: Yes"; + displayName = "$STR_ACE_InteractionSystem_EnableTeamManagement_DisplayName"; + description = "$STR_ACE_InteractionSystem_EnableTeamManagement_Description"; typeName = "BOOL"; class values { - class Yes { default = 1; name = "Yes"; value = 1;}; - class No { name = "No"; value = 0; }; + class Yes { default = 1; name = "$STR_ACE_InteractionSystem_EnableTeamManagement_Yes"; value = 1;}; + class No { name = "$STR_ACE_InteractionSystem_EnableTeamManagement_No"; value = 0; }; }; }; + }; + class ModuleDescription { + description = "$STR_ACE_InteractionSystem_Module_Description"; }; }; diff --git a/addons/interaction/stringtable.xml b/addons/interaction/stringtable.xml index 32a901507b..153b94a1d9 100644 --- a/addons/interaction/stringtable.xml +++ b/addons/interaction/stringtable.xml @@ -522,7 +522,7 @@ Rot Rojo Rouge - Czerwony + Czerwonych Červený Красный Vermelha @@ -534,7 +534,7 @@ Grün Verde Vert - Zielony + Zielonych Zelený Зеленый Verde @@ -546,7 +546,7 @@ Blau Azul Bleu - Niebieski + Niebieskich Modrý Синий Azul @@ -558,7 +558,7 @@ Gelb Amarillo Jaune - Żółty + Żółtych Žlutý Жёлтый Amarela @@ -666,7 +666,7 @@ Du bist Gruppe %1 beigetreten Te has unido al equipo %1 Tu as rejoint l'équipe %1 - Dołączyłeś do drużyny %1 + Dołączyłeś do %1 Připojil ses do %1 týmu Вы присоединились к группе %1 Você uniu-se à Equipe %1 @@ -793,5 +793,29 @@ Passeggeri Passageiros + + Interaction System + System interakcji + + + Enable Team Management + Wł. zarządzanie drużyną + + + Should players be allowed to use the Team Management Menu? Default: Yes + Czy gracze mogą korzystać z menu zarządzania drużyną? Domyślnie: Tak + + + Yes + Tak + + + No + Nie + + + + Na zarządzanie drużyną składa się: przydział kolorów dla członków drużyny, przejmowanie dowodzenia, dołączanie/opuszczanie drużyn. + diff --git a/addons/map/CfgVehicles.hpp b/addons/map/CfgVehicles.hpp index 612cadb006..150ac23930 100644 --- a/addons/map/CfgVehicles.hpp +++ b/addons/map/CfgVehicles.hpp @@ -3,74 +3,80 @@ class CfgVehicles { class ACE_ModuleMap: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Map"; + displayName = "$STR_ACE_Map_Module_DisplayName"; function = QFUNC(moduleMap); scope = 2; isGlobal = 1; icon = PATHTOF(UI\Icon_Module_Map_ca.paa); class Arguments { class MapIllumination { - displayName = "Map illumination?"; - description = "Calculate dynamic map illumination based on light conditions?"; + displayName = "$STR_ACE_Map_MapIllumination_DisplayName"; + description = "$STR_ACE_Map_MapIllumination_Description"; typeName = "BOOL"; class values { - class Yes { name = "Yes"; value = 1; default = 1; }; - class No { name = "No"; value = 0; }; + class Yes { name = "$STR_ACE_Map_Yes"; value = 1; default = 1; }; + class No { name = "$STR_ACE_Map_No"; value = 0; }; }; }; class MapShake { - displayName = "Map shake?"; - description = "Make map shake when walking?"; + displayName = "$STR_ACE_Map_MapShake_DisplayName"; + description = "$STR_ACE_Map_MapShake_Description"; typeName = "BOOL"; class values { - class Yes { name = "Yes"; value = 1; default = 1;}; - class No { name = "No"; value = 0; }; + class Yes { name = "$STR_ACE_Map_Yes"; value = 1; default = 1;}; + class No { name = "$STR_ACE_Map_No"; value = 0; }; }; }; class MapLimitZoom { - displayName = "Limit map zoom?"; - description = "Limit the amount of zoom available for the map?"; + displayName = "$STR_ACE_Map_MapLimitZoom_DisplayName"; + description = "$STR_ACE_Map_MapLimitZoom_Description"; typeName = "BOOL"; class values { - class Yes { name = "Yes"; value = 1; }; - class No { name = "No"; value = 0; default = 1;}; + class Yes { name = "$STR_ACE_Map_Yes"; value = 1; }; + class No { name = "$STR_ACE_Map_No"; value = 0; default = 1;}; }; }; class MapShowCursorCoordinates { - displayName = "Show cursor coordinates?"; - description = "Show the grid coordinates on the mouse pointer?"; + displayName = "$STR_ACE_Map_MapShowCursorCoordinates_DisplayName"; + description = "$STR_ACE_Map_MapShowCursorCoordinates_Description"; typeName = "BOOL"; class values { - class Yes { name = "Yes"; value = 1; }; - class No { name = "No"; value = 0; default = 1;}; + class Yes { name = "$STR_ACE_Map_Yes"; value = 1; }; + class No { name = "$STR_ACE_Map_No"; value = 0; default = 1;}; }; }; + }; + class ModuleDescription { + description = "$STR_ACE_Map_Module_Description"; }; }; class ACE_ModuleBlueForceTracking: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Blue Force Tracking"; + displayName = "$STR_ACE_Map_BFT_Module_DisplayName"; function = QFUNC(blueForceTrackingModule); scope = 2; isGlobal = 1; icon = PATHTOF(UI\Icon_Module_BFTracking_ca.paa); class Arguments { class Interval { - displayName = "Interval"; - description = "How often the markers should be refreshed (in seconds)"; + displayName = "$STR_ACE_Map_BFT_Interval_DisplayName"; + description = "$STR_ACE_Map_BFT_Interval_Description"; defaultValue = 1; }; class HideAiGroups { - displayName = "Hide AI groups?"; - description = "Hide markers for 'AI only' groups?"; + displayName = "$STR_ACE_Map_BFT_HideAiGroups_DisplayName"; + description = "$STR_ACE_Map_BFT_HideAiGroups_Description"; typeName = "BOOL"; class values { - class Yes { name = "Yes"; value = 1; }; - class No { name = "No"; value = 0; default = 1; }; + class Yes { name = "$STR_ACE_Map_Yes"; value = 1; }; + class No { name = "$STR_ACE_Map_No"; value = 0; default = 1; }; }; }; + }; + class ModuleDescription { + description = "$STR_ACE_Map_BFT_Module_Description"; }; }; -}; +}; \ No newline at end of file diff --git a/addons/map/stringtable.xml b/addons/map/stringtable.xml index 4423bbcfb4..0c25016653 100644 --- a/addons/map/stringtable.xml +++ b/addons/map/stringtable.xml @@ -1,6 +1,77 @@  - - - + + + Map + Mapa + + + Map illumination? + Oświetlenie mapy + + + Calculate dynamic map illumination based on light conditions? + Oblicza dynamiczne oświetlenie mapy bazujące na warunkach oświetleniowych + + + Yes + Tak + + + No + Nie + + + Map shake? + Drżenie mapy + + + Make map shake when walking? + Ekran mapy drży podczas ruchu + + + Limit map zoom? + Ograniczony zoom + + + Limit the amount of zoom available for the map? + Ogranicza maksymalny stopień przybliżenia mapy + + + Show cursor coordinates? + Koordynaty pod kursorem + + + Show the grid coordinates on the mouse pointer? + Pokazuje pod kursorem koordynaty wskazanego kwadratu mapy + + + + Moduł ten pozwala dostosować opcje widoku ekranu mapy. + + + Blue Force Tracking + Blue Force Tracking + + + Interval + Interwał + + + How often the markers should be refreshed (in seconds) + Jak często markery powinny być odświeżane (w sekundach) + + + Hide AI groups? + Ukryj grupy AI + + + Hide markers for 'AI only' groups? + Ukrywa markery dla grup złożonych tylko z AI + + + + Pozwala śledzić na mapie pozycje sojuszniczych jednostek za pomocą markerów BFT. + + \ No newline at end of file diff --git a/addons/medical/CfgFactionClasses.hpp b/addons/medical/CfgFactionClasses.hpp index e98b1f84ec..67e3404e91 100644 --- a/addons/medical/CfgFactionClasses.hpp +++ b/addons/medical/CfgFactionClasses.hpp @@ -1,6 +1,6 @@ class CfgFactionClasses { class NO_CATEGORY; class ADDON: NO_CATEGORY { - displayName = "ACE Medical"; + displayName = "$STR_ACE_Medical_Category_DisplayName"; }; }; diff --git a/addons/medical/CfgVehicles.hpp b/addons/medical/CfgVehicles.hpp index 4054a2ee1e..aac43de0ed 100644 --- a/addons/medical/CfgVehicles.hpp +++ b/addons/medical/CfgVehicles.hpp @@ -12,7 +12,7 @@ class CfgVehicles { // TODO localization for all the modules class ACE_moduleMedicalSettings: ACE_Module { scope = 2; - displayName = "Medical Settings [ACE]"; + displayName = "$STR_ACE_MedicalSettings_Module_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Medical_ca.paa)); category = "ACE_medical"; function = QUOTE(DFUNC(moduleMedicalSettings)); @@ -22,78 +22,78 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class level { - displayName = "Medical Level"; - description = "What is the medical simulation level?"; + displayName = "$STR_ACE_MedicalSettings_level_DisplayName"; + description = "$STR_ACE_MedicalSettings_level_Description"; typeName = "NUMBER"; class values { class normal { - name = "Basic"; + name = "$STR_ACE_MedicalSettings_basic"; value = 1; default = 1; }; class full { - name = "Advanced"; + name = "$STR_ACE_MedicalSettings_advanced"; value = 2; }; }; }; class medicSetting { - displayName = "Medics setting"; - description = "What is the level of detail prefered for medics?"; + displayName = "$STR_ACE_MedicalSettings_medicSetting_DisplayName"; + description = "$STR_ACE_MedicalSettings_medicSetting_Description"; typeName = "NUMBER"; class values { class disable { - name = "Disable medics"; + name = "$STR_ACE_MedicalSettings_medicSetting_disable"; value = 0; }; class normal { - name = "Normal"; + name = "$STR_ACE_MedicalSettings_basic"; value = 1; default = 1; }; class full { - name = "Advanced"; + name = "$STR_ACE_MedicalSettings_advanced"; value = 2; }; }; }; class allowLitterCreation { - displayName = "Enable Litter"; - description = "Enable litter being created upon treatment"; + displayName = "$STR_ACE_MedicalSettings_allowLitterCreation_DisplayName"; + description = "$STR_ACE_MedicalSettings_allowLitterCreation_Description"; typeName = "BOOL"; defaultValue = 1; }; class litterCleanUpDelay { - displayName = "Life time of litter objects"; - description = "How long should litter objects stay? In seconds. -1 is forever."; + displayName = "$STR_ACE_MedicalSettings_litterCleanUpDelay_DisplayName"; + description = "$STR_ACE_MedicalSettings_litterCleanUpDelay_Description"; typeName = "NUMBER"; defaultValue = 1800; }; class enableScreams { - displayName = "Enable Screams"; - description = "Enable screaming by injuried units"; + displayName = "$STR_ACE_MedicalSettings_enableScreams_DisplayName"; + description = "$STR_ACE_MedicalSettings_enableScreams_Description"; typeName = "BOOL"; defaultValue = 1; }; class playerDamageThreshold { - displayName = "Player Damage"; - description = "What is the damage a player can take before being killed?"; + displayName = "$STR_ACE_MedicalSettings_playerDamageThreshold_DisplayName"; + description = "$STR_ACE_MedicalSettings_playerDamageThreshold_Description"; typeName = "NUMBER"; defaultValue = 1; }; class AIDamageThreshold { - displayName = "AI Damage"; - description = "What is the damage an AI can take before being killed?"; + displayName = "$STR_ACE_MedicalSettings_AIDamageThreshold_DisplayName"; + description = "$STR_ACE_MedicalSettings_AIDamageThreshold_Description"; typeName = "NUMBER"; defaultValue = 1; }; class enableUnconsciousnessAI { - displayName = "AI Unconsciousness"; - description = "Allow AI to go unconscious"; + displayName = "$STR_ACE_MedicalSettings_enableUnconsciousnessAI_DisplayName"; + description = "$STR_ACE_MedicalSettings_enableUnconsciousnessAI_Description"; typeName = "NUMBER"; class values { class disable { - name = "Disabled"; + name = "$STR_ACE_Medical_disabled"; value = 0; }; class normal { @@ -102,45 +102,45 @@ class CfgVehicles { default = 1; }; class full { - name = "Enabled"; + name = "$STR_ACE_Medical_enabled"; value = 2; }; }; }; class preventInstaDeath { - displayName = "Prevent instant death"; - description = "Have a unit move to unconscious instead of death"; + displayName = "$STR_ACE_MedicalSettings_preventInstaDeath_DisplayName"; + description = "$STR_ACE_MedicalSettings_preventInstaDeath_Description"; typeName = "BOOL"; defaultValue = 0; }; class bleedingCoefficient { - displayName = "Bleeding coefficient"; - description = "Coefficient to modify the bleeding speed"; + displayName = "$STR_ACE_MedicalSettings_bleedingCoefficient_DisplayName"; + description = "$STR_ACE_MedicalSettings_bleedingCoefficient_Description"; typeName = "NUMBER"; defaultValue = 1; }; class painCoefficient { - displayName = "Pain coefficient"; - description = "Coefficient to modify the pain intensity"; + displayName = "$STR_ACE_MedicalSettings_painCoefficient_DisplayName"; + description = "$STR_ACE_MedicalSettings_painCoefficient_Description"; typeName = "NUMBER"; defaultValue = 1; }; class keepLocalSettingsSynced { - displayName = "Sync status"; - description = "Keep unit status synced. Recommended on."; + displayName = "$STR_ACE_MedicalSettings_keepLocalSettingsSynced_DisplayName"; + description = "$STR_ACE_MedicalSettings_keepLocalSettingsSynced_Description"; typeName = "BOOL"; defaultValue = 1; }; }; class ModuleDescription { - description = "Provides a medical system for both players and AI."; + description = "$STR_ACE_MedicalSettings_Module_Description"; sync[] = {}; }; }; class ACE_moduleAdvancedMedicalSettings: ACE_Module { scope = 2; - displayName = "Advanced Medical Settings [ACE]"; + displayName = "$STR_ACE_AdvancedMedicalSettings_Module_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Medical_ca.paa)); category = "ACE_medical"; function = QUOTE(FUNC(moduleAdvancedMedicalSettings)); @@ -151,80 +151,80 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class enableFor { - displayName = "Enabled for"; - description = "Select what units the advanced medical system will be enabled for"; + displayName = "$STR_ACE_AdvancedMedicalSettings_enableFor_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_enableFor_Description"; typeName = "NUMBER"; class values { class playableUnits { - name = "Players only."; + name = "$STR_ACE_Medical_playeronly"; value = 0; default = 1; }; class playableUnitsAndAI { - name = "Players and AI"; + name = "$STR_ACE_Medical_playersandai"; value = 1; }; }; }; class enableAdvancedWounds { - displayName = "Enable Advanced wounds"; - description = "Allow reopening of bandaged wounds?"; + displayName = "$STR_ACE_AdvancedMedicalSettings_enableAdvancedWounds_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_enableAdvancedWounds_Description"; typeName = "BOOL"; defaultValue = 0; }; class enableVehicleCrashes { - displayName = "Vehicle Crashes"; - description = "Do units take damage from a vehicle crash?"; + displayName = "$STR_ACE_AdvancedMedicalSettings_enableVehicleCrashes_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_enableVehicleCrashes_Description"; typeName = "BOOL"; defaultValue = 1; }; class medicSetting_PAK { - displayName = "Allow PAK"; - description = "Who can use the PAK for full heal?"; + displayName = "$STR_ACE_AdvancedMedicalSettings_medicSetting_PAK_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_medicSetting_PAK_Description"; typeName = "NUMBER"; class values { - class anyone { name = "Anyone"; value = 0; }; - class Medic { name = "Medics only"; value = 1; default = 1; }; - class Special { name = "Doctors only"; value = 2; }; + class anyone { name = "$STR_ACE_AdvancedMedicalSettings_anyone"; value = 0; }; + class Medic { name = "$STR_ACE_AdvancedMedicalSettings_Medic"; value = 1; default = 1; }; + class Special { name = "$STR_ACE_AdvancedMedicalSettings_Special"; value = 2; }; }; }; class consumeItem_PAK { - displayName = "Remove PAK on use"; - description = "Should PAK be removed on usage?"; + displayName = "$STR_ACE_AdvancedMedicalSettings_consumeItem_PAK_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_consumeItem_PAK_Description"; typeName = "NUMBER"; class values { - class keep { name = "No"; value = 0; }; - class remove { name = "Yes"; value = 1; default = 1; }; + class keep { name = "$STR_ACE_Medical_No"; value = 0; }; + class remove { name = "$STR_ACE_Medical_Yes"; value = 1; default = 1; }; }; }; class useLocation_PAK { - displayName = "Locations PAK"; - description = "Where can the personal aid kit be used?"; + displayName = "$STR_ACE_AdvancedMedicalSettings_useLocation_PAK_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_useLocation_PAK_Description"; typeName = "NUMBER"; class values { - class anywhere { name = "Anywhere"; value = 0; }; - class vehicle { name = "Medical Vehicles"; value = 1; }; - class facility { name = "Medical facility"; value = 2; }; - class vehicleAndFacility { name = "Vehicles & facility"; value = 3; default = 1; }; - class disabled { name = "Disabled"; value = 4;}; + class anywhere { name = "$STR_ACE_AdvancedMedicalSettings_anywhere"; value = 0; }; + class vehicle { name = "$STR_ACE_AdvancedMedicalSettings_vehicle"; value = 1; }; + class facility { name = "$STR_ACE_AdvancedMedicalSettings_facility"; value = 2; }; + class vehicleAndFacility { name = "$STR_ACE_AdvancedMedicalSettings_vehicleAndFacility"; value = 3; default = 1; }; + class disabled { name = "$STR_ACE_AdvancedMedicalSettings_disabled"; value = 4;}; }; }; class medicSetting_SurgicalKit: medicSetting_PAK { - displayName = "Allow Surgical kit (Adv)"; - description = "Who can use the surgical kit?"; + displayName = "$STR_ACE_AdvancedMedicalSettings_medicSetting_SurgicalKit_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_medicSetting_SurgicalKit_Description"; }; class consumeItem_SurgicalKit: consumeItem_PAK { - displayName = "Remove Surgical kit (Adv)"; - description = "Should Surgical kit be removed on usage?"; + displayName = "$STR_ACE_AdvancedMedicalSettings_consumeItem_SurgicalKit_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_consumeItem_SurgicalKit_Description"; }; class useLocation_SurgicalKit: useLocation_PAK { - displayName = "Locations Surgical kit (Adv)"; - description = "Where can the Surgical kit be used?"; + displayName = "$STR_ACE_AdvancedMedicalSettings_useLocation_SurgicalKit_DisplayName"; + description = "$STR_ACE_AdvancedMedicalSettings_useLocation_SurgicalKit_Description"; }; }; class ModuleDescription { - description = "Configure the treatment settings from ACE Medical"; + description = "$STR_ACE_AdvancedMedicalSettings_Module_Description"; sync[] = {}; }; }; @@ -232,7 +232,7 @@ class CfgVehicles { class ACE_moduleReviveSettings: ACE_Module { scope = 2; - displayName = "Revive Settings [ACE]"; + displayName = "$STR_ACE_ReviveSettings_Module_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Medical_ca.paa)); category = "ACE_medical"; function = QUOTE(DFUNC(moduleReviveSettings)); @@ -242,37 +242,37 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class enableRevive { - displayName = "Enable Revive"; - description = "Enable a basic revive system"; + displayName = "$STR_ACE_ReviveSettings_enableRevive_DisplayName"; + description = "$STR_ACE_ReviveSettings_enableRevive_Description"; typeName = "NUMBER"; defaultValue = 0; class values { - class disable { name = "Disabled"; value = 0; default = 1;}; - class playerOnly { name = "Player only"; value = 1; }; - class playerAndAI { name = "Player & AI"; value = 2; }; + class disable { name = "$STR_ACE_Medical_disabled"; value = 0; default = 1;}; + class playerOnly { name = "$STR_ACE_Medical_playeronly"; value = 1; }; + class playerAndAI { name = "$STR_ACE_Medical_playersandai"; value = 2; }; }; }; class maxReviveTime { - displayName = "Max Revive time"; - description = "Max amount of seconds a unit can spend in revive state"; + displayName = "$STR_ACE_ReviveSettings_maxReviveTime_DisplayName"; + description = "$STR_ACE_ReviveSettings_maxReviveTime_Description"; typeName = "NUMBER"; defaultValue = 120; }; class amountOfReviveLives { - displayName = "Max Revive lives"; - description = "Max amount of lives a unit. 0 or -1 is disabled."; + displayName = "$STR_ACE_ReviveSettings_amountOfReviveLives_DisplayName"; + description = "$STR_ACE_ReviveSettings_amountOfReviveLives_Description"; typeName = "NUMBER"; defaultValue = -1; }; }; class ModuleDescription { - description = "Provides a medical system for both players and AI."; + description = "$STR_ACE_ReviveSettings_Module_Description"; sync[] = {}; }; }; class ACE_moduleAssignMedicRoles: Module_F { scope = 2; - displayName = "Set Medic Class [ACE]"; + displayName = "$STR_ACE_AssignMedicRoles_Module_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Medical_ca.paa)); category = "ACE_medical"; function = QUOTE(FUNC(moduleAssignMedicRoles)); @@ -283,41 +283,41 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class EnableList { - displayName = "List"; - description = "List of unit names that will be classified as medic, separated by commas."; + displayName = "$STR_ACE_AssignMedicRoles_EnableList_DisplayName"; + description = "$STR_ACE_AssignMedicRoles_EnableList_Description"; defaultValue = ""; typeName = "STRING"; }; class role { - displayName = "Is Medic"; - description = "Medics allow for more advanced treatment in case of Advanced Medic roles enabled"; + displayName = "$STR_ACE_AssignMedicRoles_role_DisplayName"; + description = "$STR_ACE_AssignMedicRoles_role_Description"; typeName = "NUMBER"; class values { class none { - name = "None"; + name = "$STR_ACE_AssignMedicRoles_role_none"; value = 0; }; class medic { - name = "Regular medic"; + name = "$STR_ACE_AssignMedicRoles_role_medic"; value = 1; default = 1; }; class doctor { - name = "Doctor (Only Advanced Medics)"; + name = "$STR_ACE_AssignMedicRoles_role_doctor"; value = 2; }; }; }; }; class ModuleDescription { - description = "Assigns the ACE medic class to a unit"; + description = "$STR_ACE_AssignMedicRoles_Module_Description"; sync[] = {}; }; }; class ACE_moduleAssignMedicVehicle: Module_F { scope = 2; - displayName = "Set Medical Vehicle [ACE]"; + displayName = "$STR_ACE_AssignMedicVehicle_Module_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Medical_ca.paa)); category = "ACE_medical"; function = QUOTE(FUNC(moduleAssignMedicalVehicle)); @@ -328,22 +328,22 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class EnableList { - displayName = "List"; - description = "List of vehicles that will be classified as medical vehicle, separated by commas."; + displayName = "$STR_ACE_AssignMedicVehicle_EnableList_DisplayName"; + description = "$STR_ACE_AssignMedicVehicle_EnableList_Description"; defaultValue = ""; typeName = "STRING"; }; class enabled { - displayName = "Is Medical Vehicle"; - description = "Whatever or not the objects in the list will be a medical vehicle."; + displayName = "$STR_ACE_AssignMedicVehicle_enabled_DisplayName"; + description = "$STR_ACE_AssignMedicVehicle_enabled_Description"; typeName = "NUMBER"; class values { class none { - name = "No"; + name = "$STR_ACE_Medical_No"; value = 0; }; class medic { - name = "Yes"; + name = "$STR_ACE_Medical_Yes"; value = 1; default = 1; }; @@ -351,13 +351,13 @@ class CfgVehicles { }; }; class ModuleDescription { - description = "Assigns the ACE medic class to a unit"; + description = "$STR_ACE_AssignMedicVehicle_Module_Description"; sync[] = {}; }; }; class ACE_moduleAssignMedicalFacility: Module_F { scope = 2; - displayName = "Set Medical Facility [ACE]"; + displayName = "$STR_ACE_AssignMedicalFacility_Module_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Medical_ca.paa)); category = "ACE_medical"; function = QUOTE(FUNC(moduleAssignMedicalFacility)); @@ -368,13 +368,13 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class enabled { - displayName = "Is Medical Facility"; - description = "Registers an object as a medical facility for CMS"; + displayName = "$STR_ACE_AssignMedicalFacility_enabled_DisplayName"; + description = "$STR_ACE_AssignMedicalFacility_enabled_Description"; typeName = "BOOL"; }; }; class ModuleDescription { - description = "Defines an object as a medical facility for CMS. This allows for more advanced treatments. Can be used on buildings and vehicles. "; + description = "$STR_ACE_AssignMedicalFacility_Module_Description"; sync[] = {}; }; }; @@ -897,7 +897,7 @@ class CfgVehicles { class ACE_medicalSupplyCrate: NATO_Box_Base { scope = 2; accuracy = 1000; - displayName = "[ACE] Medical Supply Crate (Basic)"; + displayName = "$STR_ACE_medicalSupplyCrate"; model = PATHTOF(data\ace_medcrate.p3d); author = "$STR_ACE_Common_ACETeam"; class TransportItems { @@ -932,7 +932,7 @@ class CfgVehicles { }; }; class ACE_medicalSupplyCrate_advanced: ACE_medicalSupplyCrate { - displayName = "[ACE] Medical Supply Crate (Advanced)"; + displayName = "$STR_ACE_medicalSupplyCrate_advanced"; class TransportItems { class ACE_fieldDressing { name = "ACE_fieldDressing"; @@ -1017,3 +1017,24 @@ class CfgVehicles { }; }; }; + + + + + + + + + + + + + + + + + + + + + diff --git a/addons/medical/config.cpp b/addons/medical/config.cpp index 566de29f91..cd0fe0e66c 100644 --- a/addons/medical/config.cpp +++ b/addons/medical/config.cpp @@ -6,7 +6,7 @@ class CfgPatches { weapons[] = {"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_tourniquet", "ACE_morphine", "ACE_atropine", "ACE_epinephrine", "ACE_plasmaIV", "ACE_plasmaIV_500", "ACE_plasmaIV_250", "ACE_bloodIV", "ACE_bloodIV_500", "ACE_bloodIV_250", "ACE_salineIV", "ACE_salineIV_500", "ACE_salineIV_250", "ACE_quikclot", "ACE_personalAidKit", "ACE_surgicalKit", "ACE_bodyBag"}; requiredVersion = REQUIRED_VERSION; requiredAddons[] = {"ace_interaction","ace_modules", "ace_apl"}; - author[] = {"Glowbal", "KoffienFlummi"}; + author[] = {"Glowbal", "KoffeinFlummi"}; authorUrl = ""; VERSION_CONFIG; }; diff --git a/addons/medical/functions/fnc_actionCheckPulseLocal.sqf b/addons/medical/functions/fnc_actionCheckPulseLocal.sqf index 85e9bee828..b283068ec7 100644 --- a/addons/medical/functions/fnc_actionCheckPulseLocal.sqf +++ b/addons/medical/functions/fnc_actionCheckPulseLocal.sqf @@ -24,7 +24,7 @@ if (!alive _unit) then { _heartRate = 0; }; _heartRateOutput = "STR_ACE_Medical_Check_Pulse_Output_5"; -_logOutPut = "No heart rate"; +_logOutPut = localize "STR_ACE_Medical_Check_Pulse_None"; if (_heartRate > 1.0) then { if ([_caller] call FUNC(isMedic)) then { diff --git a/addons/medical/stringtable.xml b/addons/medical/stringtable.xml index 215d9ae766..50f3d67110 100644 --- a/addons/medical/stringtable.xml +++ b/addons/medical/stringtable.xml @@ -1290,7 +1290,7 @@ Trousse chirurgicale Хирургический набор Kit quirúrgico - Zestaw do szycia ran + Zestaw chirurgiczny Operationsset Sebészeti készlet Kit chirurgico @@ -1585,6 +1585,10 @@ %1 zkontroloval srdeční tep: %2 %1 verificou a frequência cardíaca: %2 + + None + Brak + Weak Schwach @@ -2701,5 +2705,377 @@ Снятие жгута ... Togliendo il laccio emostatico ... + + ACE Medical + ACE Opcje medyczne + + + Medical Settings [ACE] + Ustawienia medyczne [ACE] + + + Medical Level + Poziom medyczny + + + What is the medical simulation level? + Jaki jest poziom symulacji medycznej? + + + Basic + Podstawowy + + + Advanced + Zaawansowany + + + Medics setting + Poziom medyków + + + What is the level of detail prefered for medics? + Jaki jest poziom detali medycznych wyświetlanych dla medyków? + + + Disable medics + Wyłącz medyków + + + Enable Litter + Aktywuj odpadki + + + Enable litter being created upon treatment + Twórz odpadki medyczne podczas leczenia + + + Life time of litter objects + Długość życia odpadków + + + How long should litter objects stay? In seconds. -1 is forever. + Ile czasu musi upłynąć, aby odpadki zaczęły znikać? W sekundach. -1 dla nieskończoności. + + + Enable Screams + Aktywuj wrzaski + + + Enable screaming by injuried units + Aktywuj wrzeszczenie z bólu przez ranne jednostki + + + Player Damage + Próg obrażeń graczy + + + What is the damage a player can take before being killed? + Jaki jest próg obrażeń, jakie gracz może otrzymać zanim zostanie zabity? + + + AI Damage + Próg obrażeń AI + + + What is the damage an AI can take before being killed? + Jaki jest próg obrażeń, jakie AI może otrzymać zanim zostanie zabite? + + + AI Unconsciousness + Nieprzytomność AI + + + Allow AI to go unconscious + Czy AI może być nieprzytomne od odniesionych obrażeń? + + + Disabled + Wyłączone + + + Enabled + Włączone + + + Prevent instant death + Wył. natychmiast. śmierć + + + Have a unit move to unconscious instead of death + Spraw, aby jednostka została przeniesiona do stanu nieprzytomności zamiast ginąć na miejscu od śmiertelnych obrażeń + + + Bleeding coefficient + Mnożnik krwawienia + + + Coefficient to modify the bleeding speed + Mnożnik modyfikujący prędkość wykrwawiania się + + + Pain coefficient + Mnożnik bólu + + + Coefficient to modify the pain intensity + Mnożnik modyfikujący intensywność bólu + + + Sync status + Synchronizuj status + + + Keep unit status synced. Recommended on. + Utrzymuj synchronizację statusu jednostek. Zalecane zostawienie tej opcji włączonej. + + + Provides a medical system for both players and AI. + Moduł ten dostarcza system medyczny dla graczy oraz AI. + + + Advanced Medical Settings [ACE] + Zaawansowane ustawienia medyczne [ACE] + + + Enabled for + Aktywne dla + + + Select what units the advanced medical system will be enabled for + Wybierz dla kogo zaawansowany system medyczny będzie aktywny + + + Players only + Tylko dla graczy + + + Players and AI + Gracze oraz AI + + + Enable Advanced wounds + Akt. zaawansowane rany + + + Allow reopening of bandaged wounds? + Pozwól na otwieranie się zabandażowanych ran? + + + Vehicle Crashes + Obrażenia od kolizji + + + Do units take damage from a vehicle crash? + Czy jednostki otrzymują obrażenia w wyniku kolizji pojazdów? + + + Allow PAK + Ust. apteczek osobistych + + + Who can use the PAK for full heal? + Kto może skorzystać z apteczki osobistej w celu pełnego uleczenia? + + + Anyone + Wszyscy + + + Medics only + Tylko medycy + + + Doctors only + Tylko doktorzy + + + Remove PAK on use + Usuń apteczkę po użyciu + + + Should PAK be removed on usage? + Czy apteczka osobista powinna zniknąć z ekwipunku po jej użyciu? + + + No + Nie + + + Yes + Tak + + + Locations PAK + Ogr. apteczek osobistych + + + Where can the personal aid kit be used? + Gdzie można korzystać z apteczek osobistych? + + + Anywhere + Wszędzie + + + Medical vehicles + Pojazdy medyczne + + + Medical facility + Budynki medyczne + + + Vehicles & facility + Pojazdy i budynki medyczne + + + Disabled + Wyłączone + + + Allow Surgical kit (Adv) + Ust. zestawu chirurg. + + + Who can use the surgical kit? + Kto może skorzystać z zestawu chirurgicznego w celu zszycia ran? + + + Remove Surgical kit (Adv) + Usuń zest. chir. po użyciu + + + Should Surgical kit be removed on usage? + Czy zestaw chirurgiczny powinien zniknąć z ekwipunku po jego użyciu? + + + Locations Surgical kit (Adv) + Ogr. zestawu chirurg. + + + Where can the Surgical kit be used? + Gdzie można korzystać z zestawu chirurgicznego? + + + Configure the treatment settings from ACE Medical + Skonfiguruj zaawansowane ustawienia leczenia systemu medycznego ACE + + + Revive Settings [ACE] + Ustawienia wskrzeszania [ACE] + + + Enable Revive + Aktywuj wskrzeszanie + + + Enable a basic revive system + Aktywuj podstawowy system wskrzeszania + + + Max Revive time + Maks. czas agonii + + + Max amount of seconds a unit can spend in revive state + Maksymalna długość agonii w sekundach (czas na wskrzeszenie) + + + Max Revive lives + Maks. ilość wskrzeszeń + + + Max amount of lives a unit. 0 or -1 is disabled. + Maksymalna ilość wskrzeszeń. Wpisz 0 lub -1 aby wyłączyć. + + + Provides a medical system for both players and AI. + Moduł ten aktywuje podstawowy system wskrzeszania. Jednostka po otrzymaniu śmiertelnych obrażeń przechodzi do stanu agonii, która trwa określoną długość czasu. W tym czasie aby wskrzesić i jednocześnie odratować jednostkę należy opatrzeć jej rany i wykonać RKO. + + + Set Medic Class [ACE] + Ustaw klasę medyka [ACE] + + + List + Lista + + + List of unit names that will be classified as medic, separated by commas. + Lista nazw jednostek, które są sklasyfikowane jako medycy, oddzielone przecinkami. + + + Is Medic + Klasa medyczna + + + + + + + None + Żadna + + + Regular medic + Zwykły medyk + + + Doctor (Only Advanced Medics) + Doktor (tylko zaawansowani medycy) + + + Assigns the ACE medic class to a unit + Moduł ten przypisuje klasę medyka ACE do jednostek. + + + Set Medical Vehicle [ACE] + Ustaw pojazd medyczny [ACE] + + + List + Lista + + + List of vehicles that will be classified as medical vehicle, separated by commas. + Lista nazw pojazdów, które są sklasyfikowane jako pojazdy medyczne, oddzielone przecinkami. + + + Is Medical Vehicle + Jest pojazdem med. + + + Whatever or not the objects in the list will be a medical vehicle. + Czy pojazdy z tej listy są pojazdami medycznymi. + + + Assigns the ACE medic class to a unit + Moduł ten pozwala na przypisanie danym pojazdom statusu pojazdów medycznych. Wewnątrz takiego pojazdu można wykonywać zaawansowane zabiegi medyczne. + + + Set Medical Facility [ACE] + Ustaw budynek medyczny [ACE] + + + Is Medical Facility + Jest budynkiem med. + + + Registers an object as a medical facility + Przypisuje danemu obiektowi status budynku medycznego + + + Defines an object as a medical facility. This allows for more advanced treatments. Can be used on buildings and vehicles. + Moduł ten pozwala przypisać status budynku medycznego danemu obiektowi. Budynek taki pozwala na wykonywanie zaawansowanych zabiegów medycznych. Może być użyte na pojazdach i budynkach. + + + [ACE] Medical Supply Crate (Basic) + [ACE] Skrzynka z zapasami medycznymi (podstawowa) + + + [ACE] Medical Supply Crate (Advanced) + [ACE] Skrzynka z zapasami medycznymi (zaawansowana) + diff --git a/addons/microdagr/CfgVehicles.hpp b/addons/microdagr/CfgVehicles.hpp index 833f7bd2f6..dc4ae7d237 100644 --- a/addons/microdagr/CfgVehicles.hpp +++ b/addons/microdagr/CfgVehicles.hpp @@ -44,7 +44,7 @@ class CfgVehicles { class GVAR(dagrModule): Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "MicroDAGR Map Fill"; + displayName = "$STR_ACE_Dagr_Module_DisplayName"; function = QFUNC(moduleMapFill); scope = 2; isGlobal = 1; @@ -52,18 +52,18 @@ class CfgVehicles { functionPriority = 0; class Arguments { class MapDataAvailable { - displayName = "MicroDAGR Map Fill"; // Argument label - description = "How much map data is filled on MicroDAGR's "; // Tooltip description - typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL" + displayName = "$STR_ACE_Dagr_MapDataAvailable_DisplayName"; + description = "$STR_ACE_Dagr_MapDataAvailable_Description"; + typeName = "NUMBER"; class values { - class None {name = "Full Satellite + Buildings"; value = MAP_DETAIL_SAT; default = 1;}; - class Side {name = "Topographical + Roads"; value = MAP_DETAIL_TOPOROADS;}; - class Unique {name = "None (Cannot use map view)"; value = MAP_DETAIL_NONE;}; + class None {name = "$STR_ACE_Dagr_None"; value = MAP_DETAIL_SAT; default = 1;}; + class Side {name = "$STR_ACE_Dagr_Side"; value = MAP_DETAIL_TOPOROADS;}; + class Unique {name = "$STR_ACE_Dagr_Unique"; value = MAP_DETAIL_NONE;}; }; }; }; class ModuleDescription: ModuleDescription { - description = "Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.
Source: microDAGR.pbo"; + description = "$STR_ACE_Dagr_Module_Description"; }; }; @@ -73,4 +73,4 @@ class CfgVehicles { MACRO_ADDITEM(ACE_microDAGR,10); }; }; -}; +}; \ No newline at end of file diff --git a/addons/microdagr/stringtable.xml b/addons/microdagr/stringtable.xml index af2b303f2b..c8fa993b46 100644 --- a/addons/microdagr/stringtable.xml +++ b/addons/microdagr/stringtable.xml @@ -301,5 +301,33 @@ Chiudi MicroDAGR Fechar MicroDAGR + + MicroDAGR Map Fill + Wypełnienie mapy MicroDAGR + + + MicroDAGR Map Fill + Wypełnienie mapy MicroDAGR + + + How much map data is filled on MicroDAGR's + Jak duża część informacji mapy jest załadowana do MicroDAGR? + + + Full Satellite + Buildings + Pełna satelitarna + budynki + + + Topographical + Roads + Topograficzna + drogi + + + None (Cannot use map view) + Żadna (wyłącza ekran mapy) + + + Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.<br />Source: microDAGR.pbo + Moduł ten pozwala kontrolować jak duża ilość informacji jest załadowana do przedmiotów MicroDAGR. Mniejsza ilość danych ogranicza widok mapy pokazując mniej rzeczy na minimapie.<br />Źródło: microDAGR.pbo + diff --git a/addons/missileguidance/ACE_Settings.hpp b/addons/missileguidance/ACE_Settings.hpp index d489ef15f3..c04e6c080c 100644 --- a/addons/missileguidance/ACE_Settings.hpp +++ b/addons/missileguidance/ACE_Settings.hpp @@ -5,6 +5,6 @@ class ACE_Settings { isClientSettable = 1; displayName = "$STR_ACE_MissileGuidance"; description = "$STR_ACE_MissileGuidance_Desc"; - values[] = {"Off", "Player Only", "Player and AI"}; + values[] = {"$STR_ACE_MissileGuidance_Off", "$STR_ACE_MissileGuidance_PlayerOnly", "$STR_ACE_MissileGuidance_PlayerAndAi"}; }; }; \ No newline at end of file diff --git a/addons/missileguidance/stringtable.xml b/addons/missileguidance/stringtable.xml index dcb2be486c..3c551493a5 100644 --- a/addons/missileguidance/stringtable.xml +++ b/addons/missileguidance/stringtable.xml @@ -97,5 +97,17 @@ Hellfire II AGM-114K lézer-irányított rakéta Управляемая ракета лазерного наведения Hellfire II AGM-114K + + Off + Wyłącz + + + Player Only + Tylko gracz + + + Player and AI + Gracz oraz AI + diff --git a/addons/missionmodules/CfgFactionClasses.hpp b/addons/missionmodules/CfgFactionClasses.hpp index 792f4d31e3..6f320805fb 100644 --- a/addons/missionmodules/CfgFactionClasses.hpp +++ b/addons/missionmodules/CfgFactionClasses.hpp @@ -1,6 +1,6 @@ class CfgFactionClasses { class NO_CATEGORY; class ACE_missionModules: NO_CATEGORY { - displayName = "ACE Mission Modules"; + displayName = "$STR_ACE_MissionModules_Category_DisplayName"; }; }; \ No newline at end of file diff --git a/addons/missionmodules/CfgVehicles.hpp b/addons/missionmodules/CfgVehicles.hpp index 35a937c660..a08e78f17b 100644 --- a/addons/missionmodules/CfgVehicles.hpp +++ b/addons/missionmodules/CfgVehicles.hpp @@ -8,7 +8,7 @@ class CfgVehicles { // TODO make a curator variant for this class ACE_moduleAmbianceSound: Module_F { scope = 2; - displayName = "Ambiance Sounds [ACE]"; + displayName = "$STR_ACE_MissionModules_AmbianceSounds_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Ambient_Sounds_ca.paa)); category = "ACE_missionModules"; function = QUOTE(FUNC(moduleAmbianceSound)); @@ -18,51 +18,51 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class soundFiles { - displayName = "Sounds"; - description = "Class names of the ambiance sounds to be played. Seperated by ','"; + displayName = "$STR_ACE_MissionModules_AmbianceSounds_soundFiles_DisplayName"; + description = "$STR_ACE_MissionModules_AmbianceSounds_soundFiles_Description"; typeName = "STRING"; defaultValue = ""; }; class minimalDistance { - displayName = "Minimal Distance"; - description = "Used for calculating a random position and sets the minimal distance between the players and the played sound file(s)"; + displayName = "$STR_ACE_MissionModules_AmbianceSounds_minimalDistance_DisplayName"; + description = "$STR_ACE_MissionModules_AmbianceSounds_minimalDistance_Description"; typeName = "NUMBER"; defaultValue = 400; }; class maximalDistance { - displayName = "Maximum Distance"; - description = "Used for calculating a random position and sets the maximum distance between the players and the played sound file(s)"; + displayName = "$STR_ACE_MissionModules_AmbianceSounds_maximalDistance_DisplayName"; + description = "$STR_ACE_MissionModules_AmbianceSounds_maximalDistance_Description"; typeName = "NUMBER"; defaultValue = 900; }; class minimalDelay { - displayName = "Minimal Delay"; - description = "Minimal delay between sounds played"; + displayName = "$STR_ACE_MissionModules_AmbianceSounds_minimalDelay_DisplayName"; + description = "$STR_ACE_MissionModules_AmbianceSounds_minimalDelay_Description"; typeName = "NUMBER"; defaultValue = 10; }; class maximalDelay { - displayName = "Maximum Delay"; - description = "Maximum delay between sounds played"; + displayName = "$STR_ACE_MissionModules_AmbianceSounds_maximalDelay_DisplayName"; + description = "$STR_ACE_MissionModules_AmbianceSounds_maximalDelay_Description"; typeName = "NUMBER"; defaultValue = 170; }; class followPlayers { - displayName = "Follow Players"; - description = "Follow players. If set to false, loop will play sounds only nearby logic position."; + displayName = "$STR_ACE_MissionModules_AmbianceSounds_followPlayers_DisplayName"; + description = "$STR_ACE_MissionModules_AmbianceSounds_followPlayers_Description"; typeName = "BOOL"; defaultValue = 0; }; class soundVolume { - displayName = "Volume"; - description = "The volume of the sounds played"; + displayName = "$STR_ACE_MissionModules_AmbianceSounds_soundVolume_DisplayName"; + description = "$STR_ACE_MissionModules_AmbianceSounds_soundVolume_Description"; typeName = "NUMBER"; defaultValue = 1; }; }; class ModuleDescription { - description = "Ambiance sounds loop (synced across MP)"; + description = "$STR_ACE_MissionModules_AmbianceSounds_Description"; sync[] = {}; }; }; -}; +}; \ No newline at end of file diff --git a/addons/missionmodules/stringtable.xml b/addons/missionmodules/stringtable.xml new file mode 100644 index 0000000000..12d70602c2 --- /dev/null +++ b/addons/missionmodules/stringtable.xml @@ -0,0 +1,73 @@ + + + + + ACE Mission Modules + ACE Moduły misji + + + Ambiance Sounds [ACE] + Dźwięki [ACE] + + + Sounds + Dźwięki + + + Classnames of the ambiance sounds played. Seperated by ','. + Classname-y dźwięków do odtwarzania. Oddzielone przy użyciu ','. + + + Minimal Distance + Minimalny dystans + + + Minimal Distance + Minimalny dystans + + + Maximal Distance + Maksymalny dystans + + + Maximal Distance + Maksymalny dystans + + + Minimal Delay + Minimalne opóźnienie + + + Minimal Delay between sounds played + Minimalne opóźnienie pomiędzy odtwarzanymi dźwiękami + + + Maximal Delay + Maksymalne opóźnienie + + + Maximal Delay between sounds played + Maksymalne opóźnienie pomiędzy odtwarzanymi dźwiękami + + + Follow Players + Podążaj za graczami + + + Follow players. If set to false, loop will play sounds only nearby logic position. + Podążaj za graczami. Jeżeli ustawione na 'Nie', pętla będzie odtwarzana tylko w pobliżu pozycji logiki. + + + Volume + Głośność + + + The volume of the sounds played + Głośność odtwarzanych dźwięków + + + Ambiance sounds loop (synced across MP) + Pętla odtwarzania dzwięków (synchronizowana na MP) + + + \ No newline at end of file diff --git a/addons/mk6mortar/CfgVehicles.hpp b/addons/mk6mortar/CfgVehicles.hpp index baf74fa2c4..e4a9d0f2a5 100644 --- a/addons/mk6mortar/CfgVehicles.hpp +++ b/addons/mk6mortar/CfgVehicles.hpp @@ -50,7 +50,7 @@ class CfgVehicles { class GVAR(module): Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "MK6 Settings"; + displayName = "$STR_ACE_mk6mortar_Module_DisplayName"; function = QFUNC(moduleInit); scope = 2; isGlobal = 0; @@ -58,26 +58,26 @@ class CfgVehicles { functionPriority = 0; class Arguments { class airResistanceEnabled { - displayName = "Air Resistance"; - description = "For Player Shots, Model Air Resistance and Wind Effects"; + displayName = "$STR_ACE_mk6mortar_airResistanceEnabled_DisplayName"; + description = "$STR_ACE_mk6mortar_airResistanceEnabled_Description"; typeName = "BOOL"; defaultValue = 1; }; class allowComputerRangefinder { - displayName = "Allow MK6 Computer"; - description = "Show the Computer and Rangefinder (these NEED to be removed if you enable air resistance)"; + displayName = "$STR_ACE_mk6mortar_allowComputerRangefinder_DisplayName"; + description = "$STR_ACE_mk6mortar_allowComputerRangefinder_Description"; typeName = "BOOL"; defaultValue = 0; }; class allowCompass { - displayName = "Allow MK6 Compass"; - description = "Show the MK6 Digital Compass"; + displayName = "$STR_ACE_mk6mortar_allowCompass_DisplayName"; + description = "$STR_ACE_mk6mortar_allowCompass_Description"; typeName = "BOOL"; defaultValue = 1; }; }; class ModuleDescription: ModuleDescription { - description = ""; + description = "$STR_ACE_mk6mortar_Module_Description"; }; }; -}; +}; \ No newline at end of file diff --git a/addons/mk6mortar/stringtable.xml b/addons/mk6mortar/stringtable.xml index fd2fe4aa4c..37c7d322ad 100644 --- a/addons/mk6mortar/stringtable.xml +++ b/addons/mk6mortar/stringtable.xml @@ -49,5 +49,37 @@ Nabít Carica + + MK6 Settings + Moździerz MK6 - Ustawienia + + + Air Resistance + Opór powietrza + + + For Player Shots, Model Air Resistance and Wind Effects + Modeluj opór powietrza oraz wpływ wiatru na tor lotu pocisku dla strzałów z moździerza MK6 przez graczy + + + Allow MK6 Computer + Komputer MK6 + + + Show the Computer and Rangefinder (these NEED to be removed if you enable air resistance) + Zezwól na komputer i dalmierz (opcja ta MUSI zostać wyłączona jeżeli aktywowałeś opór powietrza) + + + Allow MK6 Compass + Kompas MK6 + + + Show the MK6 Digital Compass + Pokaż kompas MK6 + + + + Moduł ten pozwala dostosować ustawienia moździerza MK6. + diff --git a/addons/nametags/CfgVehicles.hpp b/addons/nametags/CfgVehicles.hpp index ec005c8218..3619df195f 100644 --- a/addons/nametags/CfgVehicles.hpp +++ b/addons/nametags/CfgVehicles.hpp @@ -1,69 +1,75 @@ class CfgVehicles { - class Module_F; + class Logic; + class Module_F: Logic { + class ModuleDescription {}; + }; class ACE_ModuleNameTags : Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Name Tags"; + displayName = "$STR_ACE_NameTags_Module_DisplayName"; function = QFUNC(moduleNameTags); scope = 2; isGlobal = 1; icon = QUOTE(PATHTOF(UI\Icon_Module_NameTags_ca.paa)); class Arguments { class PlayerNamesViewDistance { - displayName = "Player Names View Dist."; - description = "Distance in meters at which player names are shown. Default: 5"; + displayName = "$STR_ACE_NameTags_PlayerNamesViewDistance_DisplayName"; + description = "$STR_ACE_NameTags_PlayerNamesViewDistance_Description"; typeName = "NUMBER"; defaultValue = 5; }; class showNamesForAI { - displayName = "Show name tags for AI?"; - description = "Show the name and rank tags for friendly AI units? Default: Do not force"; + displayName = "$STR_ACE_NameTags_showNamesForAI_DisplayName"; + description = "$STR_ACE_NameTags_showNamesForAI_Description"; typeName = "NUMBER"; class values { class DoNotForce { default = 1; - name = "Do Not Force"; + name = "$STR_ACE_NameTags_DoNotForce"; value = -1; }; class ForceHide { - name = "Force Hide"; + name = "$STR_ACE_NameTags_ForceHide"; value = 0; }; class ForceShow { - name = "Force show"; + name = "$STR_ACE_NameTags_ForceShow"; value = 1; }; }; }; class showVehicleCrewInfo { - displayName = "Show crew info?"; - description = "Show vehicle crew info, or by default allows players to choose it on their own. Default: Do Not Force"; + displayName = "$STR_ACE_NameTags_showVehicleCrewInfo_DisplayName"; + description = "$STR_ACE_NameTags_showVehicleCrewInfo_Description"; typeName = "NUMBER"; class values { class DoNotForce { default = 1; - name = "Do Not Force"; + name = "$STR_ACE_NameTags_DoNotForce"; value = -1; }; class ForceHide { - name = "Force Hide"; + name = "$STR_ACE_NameTags_ForceHide"; value = 0; }; class ForceShow { - name = "Force Show"; + name = "$STR_ACE_NameTags_ForceShow"; value = 1; }; }; }; class showCursorTagForVehicles { - displayName = "Show for Vehicles"; - description = "Show cursor NameTag for vehicle commander (only if client has name tags enabled)Default: No"; + displayName = "$STR_ACE_NameTags_showCursorTagForVehicles_DisplayName"; + description = "$STR_ACE_NameTags_showCursorTagForVehicles_Description"; typeName = "BOOL"; class values { - class Yes {name = "Yes"; value = 1;}; - class No {default = 1; name = "No"; value = 0;}; + class Yes {name = "$STR_ACE_NameTags_Yes"; value = 1;}; + class No {default = 1; name = "$STR_ACE_NameTags_No"; value = 0;}; }; }; + }; + class ModuleDescription: ModuleDescription { + description = "$STR_ACE_NameTags_Module_Description"; }; }; -}; +}; \ No newline at end of file diff --git a/addons/nametags/config.cpp b/addons/nametags/config.cpp index dce054a9ec..7a0086bfb6 100644 --- a/addons/nametags/config.cpp +++ b/addons/nametags/config.cpp @@ -27,7 +27,8 @@ class ACE_Settings { typeName = "SCALAR"; isClientSettable = 1; displayName = "$STR_ACE_NameTags_ShowPlayerNames"; - values[] = {"Disabled", "Enabled", "Only Cursor", "Only On Keypress", "Only Cursor and KeyPress"}; + description = "$STR_ACE_NameTags_ShowPlayerNames_Desc"; + values[] = {"$STR_ACE_Common_Disabled", "$STR_ACE_Common_Enabled", "$STR_ACE_Common_OnlyCursor", "$STR_ACE_Common_OnlyOnKeypress", "$STR_ACE_Common_OnlyCursorAndKeyPress"}; }; class GVAR(showPlayerRanks) { value = 1; @@ -57,7 +58,8 @@ class ACE_Settings { typeName = "SCALAR"; isClientSettable = 1; displayName = "$STR_ACE_NameTags_ShowSoundWaves"; - values[] = {"Disabled", "Use Nametag settings", "Always Show All"}; + description = "$STR_ACE_NameTags_ShowSoundWaves_Desc"; + values[] = {"$STR_ACE_Common_Disabled", "$STR_ACE_Common_NameTagSettings", "$STR_ACE_Common_AlwaysShowAll"}; }; class GVAR(PlayerNamesViewDistance) { value = 5; diff --git a/addons/nametags/stringtable.xml b/addons/nametags/stringtable.xml index 8daae5cd5d..251e8eba9a 100644 --- a/addons/nametags/stringtable.xml +++ b/addons/nametags/stringtable.xml @@ -109,5 +109,101 @@ Colore dei nomi non appartenenti al gruppo Cor padrão do nome (unidades fora do grupo) + + Name Tags + Ustawienia imion + + + Player Names View Dist. + Zasięg imion graczy + + + Distance in meters at which player names are shown. Default: 5 + Dystans w metrach, na którym wyświetlane są imiona graczy. Domyślnie: 5 + + + Show name tags for AI? + Imiona AI + + + Show the name and rank tags for friendly AI units? Default: Do not force + Pokaż imiona i rangi przyjaznych jednostek AI? Domyślnie: Nie wymuszaj + + + Do Not Force + Nie wymuszaj + + + Force Hide + Wymuś ukrycie + + + Force show + Wymuś wyświetlanie + + + Show crew info? + Pokaż załogę + + + Show vehicle crew info, or by default allows players to choose it on their own. Default: Do Not Force + Pokaż informacje o obsadzie pojazdu, lub pozwól graczom ustawić tą opcje według własnego uznania. Domyślnie: Nie wymuszaj + + + Show for Vehicles + Pokaż dla pojazdów + + + Show cursor NameTag for vehicle commander (only if client has name tags enabled)Default: No + Pokazuj imię dowódcy pojazdu nad pojazdem (tylko jeżeli klient ma włączone imiona graczy). Domyślnie: Nie + + + Yes + Tak + + + No + Nie + + + + Moduł ten pozwala dostosować ustawienia i zasięg wyświetlania imion. + + + Disabled + Wyłączone + + + Enabled + Włączone + + + Only Cursor + Tylko pod kursorem + + + Only On Keypress + Tylko po wciśnięciu klawisza + + + Only Cursor and KeyPress + Tylko pod kursorem i po wciśnięciu klawisza + + + Use Nametag settings + Użyj ustawień imion + + + Always Show All + Zawsze pokazuj wszystkie + + + + Opcja ta pozwala dostosować sposób wyświetlania imion nad głowami graczy. Opcja "Tylko po wciśnięciu klawisza" wyświetla imiona tylko przytrzymania klawisza "Modyfikator" dostępnego w menu ustawień addonów -> ACE3. + + + + Opcja ta pozwala dostosować sposób wyświetlania efektu fal dźwiękowych nad głowami mówiących graczy, wyświetlanych po przytrzymaniu klawisza PTT. Opcja ta współpracuje z TFAR oraz ACRE2. + diff --git a/addons/optionsmenu/CfgVehicles.hpp b/addons/optionsmenu/CfgVehicles.hpp index 2a19aa2966..52895acb66 100644 --- a/addons/optionsmenu/CfgVehicles.hpp +++ b/addons/optionsmenu/CfgVehicles.hpp @@ -1,9 +1,8 @@ class CfgVehicles { class ACE_Module; - // TODO localization for all the modules class ACE_moduleAllowConfigExport: ACE_Module { scope = 2; - displayName = "Allow Config Export [ACE]"; + displayName = "$STR_AllowConfigExport_Module_DisplayName"; //icon = ""; category = "ACE"; function = QUOTE(DFUNC(moduleAllowConfigExport)); @@ -13,16 +12,15 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class allowconfigurationExport { - displayName = "Allow"; - description = "Allow export of all settings to a server config formatted."; + displayName = "$STR_AllowConfigExport_allowconfigurationExport_DisplayName"; + description = "$STR_AllowConfigExport_allowconfigurationExport_Description"; typeName = "BOOL"; defaultValue = 1; }; }; class ModuleDescription { - description = "When allowed, you have access to the settings modification and export in SP. Clicking export will place the formated config on your clipboard."; + description = "$STR_AllowConfigExport_Module_Description"; sync[] = {}; }; }; - }; \ No newline at end of file diff --git a/addons/optionsmenu/stringtable.xml b/addons/optionsmenu/stringtable.xml index d5de0c1426..3b649aa6c7 100644 --- a/addons/optionsmenu/stringtable.xml +++ b/addons/optionsmenu/stringtable.xml @@ -241,5 +241,49 @@ Escalar o menu de opções Proporzioni della interfaccia utente + + Allow Config Export [ACE] + Pozwól na eksport ustawień [ACE] + + + Allow + Zezwól + + + Allow export of all settings to a server config formatted. + Zezwól na eksport wszystkich ustawień do formatu konfiguracji serwera. + + + When allowed, you have access to the settings modification and export in SP. Clicking export will place the formated config on your clipboard. + Jeżeli ustawione na zezwól, wtedy będziesz mieć dostęp do ekranu modyfikacji wszystich ustawień i zmiennych ACE, a także będziesz mieć możliwość eksportu tychże ustawień do formatu rozpoznawalnego przez userconfig serwera. Kliknięcie opcji Eksportuj skopiuje wszystkie ustawienia do schowka. Działa tylko w trybie SP. + + + Hide + Ukryj + + + Top right, downwards + Po prawej u góry, w dół + + + Top right, to the left + Po prawej u góry, do lewej + + + Top left, downwards + Po lewej u góry, w dół + + + Top left, to the right + Po lewej u góry, do prawej + + + Top + Góra + + + Bottom + Dół + diff --git a/addons/respawn/CfgVehicleClasses.hpp b/addons/respawn/CfgVehicleClasses.hpp index 8d4eeb139c..19ed9fede8 100644 --- a/addons/respawn/CfgVehicleClasses.hpp +++ b/addons/respawn/CfgVehicleClasses.hpp @@ -1,5 +1,5 @@ class CfgVehicleClasses { class GVAR(Rallypoints) { - displayName = "ACE Respawn"; + displayName = "$STR_ACE_Respawn_EditorCategory"; }; }; diff --git a/addons/respawn/CfgVehicles.hpp b/addons/respawn/CfgVehicles.hpp index 2f963a12d3..07ef054b0d 100644 --- a/addons/respawn/CfgVehicles.hpp +++ b/addons/respawn/CfgVehicles.hpp @@ -1,9 +1,12 @@ class CfgVehicles { - class Module_F; + class Logic; + class Module_F: Logic { + class ModuleDescription {}; + }; class ACE_ModuleRespawn: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Respawn System"; + displayName = "$STR_ACE_Respawn_Module_DisplayName"; function = QFUNC(module); scope = 2; isGlobal = 1; @@ -11,43 +14,60 @@ class CfgVehicles { class Arguments { class SavePreDeathGear { - displayName = "Save Gear?"; - description = "Respawn with the gear a soldier had just before his death?"; + displayName = "$STR_ACE_Respawn_SavePreDeathGear_DisplayName"; + description = "$STR_ACE_Respawn_SavePreDeathGear_Description"; typeName = "BOOL"; - defaultValue = 0; + + class values { + class Yes { name = "$STR_ACE_Respawn_Yes"; value = 1; }; + class No { default = 1; name = "$STR_ACE_Respawn_No"; value = 0; }; + }; }; class RemoveDeadBodiesDisconnected { - displayName = "Remove bodies?"; - description = "Remove player bodies after disconnect?"; + displayName = "$STR_ACE_Respawn_RemoveDeadBodiesDisconnected_DisplayName"; + description = "$STR_ACE_Respawn_RemoveDeadBodiesDisconnected_Description"; typeName = "BOOL"; - defaultValue = 1; + + class values { + class Yes { default = 1; name = "$STR_ACE_Respawn_Yes"; value = 1; }; + class No { name = "$STR_ACE_Respawn_No"; value = 0; }; + }; }; + }; + class ModuleDescription: ModuleDescription { + description = "$STR_ACE_Respawn_Module_Description"; }; }; class ACE_ModuleFriendlyFire: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Friendly Fire Messages"; + displayName = "$STR_ACE_FriendlyFire_Module_DisplayName"; function = QFUNC(moduleFriendlyFire); scope = 2; isGlobal = 1; icon = QUOTE(PATHTOF(UI\Icon_Module_FriendlyFire_ca.paa)); class Arguments {}; + class ModuleDescription: ModuleDescription { + description = "$STR_ACE_FriendlyFire_Module_Description"; + }; }; class ACE_ModuleRallypoint: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Rallypoint System"; + displayName = "$STR_ACE_Rallypoint_Module_DisplayName"; function = QFUNC(moduleRallypoint); scope = 2; isGlobal = 1; icon = QUOTE(PATHTOF(UI\Icon_Module_Rallypoint_ca.paa)); class Arguments {}; + class ModuleDescription: ModuleDescription { + description = "$STR_ACE_Rallypoint_Module_Description"; + }; }; // team leader @@ -55,7 +75,7 @@ class CfgVehicles { class CAManBase : Man { class ACE_SelfActions { class ACE_MoveRallypoint { - displayName = "Move Rallypoint"; + displayName = "$STR_ACE_Rallypoint_MoveRallypoint"; condition = QUOTE([ARR_2(_player, side group _player)] call FUNC(canMoveRallypoint)); statement = QUOTE([ARR_2(_player, side group _player)] call FUNC(moveRallypoint)); showDisabled = 0; diff --git a/addons/respawn/stringtable.xml b/addons/respawn/stringtable.xml index 539bb4b530..a9965dd2a4 100644 --- a/addons/respawn/stringtable.xml +++ b/addons/respawn/stringtable.xml @@ -145,5 +145,61 @@ Rallypoint Nezávislý Ponto de encontro Independente + + Respawn System + System odrodzenia + + + Save Gear? + Zapisać ekwipunek? + + + Respawn with the gear a soldier had just before his death? + Odradzaj z ekwipunkiem jaki żołnierz miał tuż przed swoją śmiercią? + + + Yes + Tak + + + No + Nie + + + Remove bodies? + Usuwać ciała? + + + Remove player bodies after disconnect? + Usuwaj ciała graczy po rozłączeniu z serwera? + + + + Moduł ten pozwala dostosować ustawienia odrodzenia (respawnu). + + + Friendly Fire Messages + Wiadomości Friendly Fire + + + + Użycie tego modułu na misji spowoduje wyświetlenie wiadomości na czacie w przypadku, kiedy zostanie popełniony friendly fire - wyświetlona zostanie wtedy wiadomość kto kogo zabił. + + + Rallypoint System + System punktu zbiórki + + + + Moduł ten pozwala zastosować na misji "punkt zbiórki", do którego można szybko przeteleportować się z "bazy". Wymaga postawienia odpowiednich obiektów na mapie - bazy oraz flagi. Obydwa dostępne są w kategorii Puste -> ACE Odrodzenie. + + + Move Rallypoint + Przenieś punkt zbiórki + + + ACE Respawn + ACE Odrodzenie + diff --git a/addons/switchunits/CfgVehicles.hpp b/addons/switchunits/CfgVehicles.hpp index 429970b1a0..1e041a3f4f 100644 --- a/addons/switchunits/CfgVehicles.hpp +++ b/addons/switchunits/CfgVehicles.hpp @@ -3,63 +3,66 @@ class CfgVehicles { class ACE_ModuleSwitchUnits: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "SwitchUnits System"; + displayName = "$STR_ACE_SwitchUnits_Module_DisplayName"; function = FUNC(module); scope = 2; isGlobal = 1; icon = QUOTE(PATHTOF(UI\Icon_Module_SwitchUnits_ca.paa)); class Arguments { class SwitchToWest { - displayName = "Switch to West?"; - description = "Allow switching to west units?"; + displayName = "$STR_ACE_SwitchUnits_SwitchToWest_DisplayName"; + description = "$STR_ACE_SwitchUnits_SwitchToWest_Description"; typeName = "BOOL"; class values { - class Yes {name = "Yes"; value = 1;}; - class No {default = 1; name = "No"; value = 0;}; + class Yes {name = "$STR_ACE_SwitchUnits_Yes"; value = 1;}; + class No {default = 1; name = "$STR_ACE_SwitchUnits_Yes"; value = 0;}; }; }; class SwitchToEast { - displayName = "Switch to East?"; - description = "Allow switching to east units?"; + displayName = "$STR_ACE_SwitchUnits_SwitchToEast_DisplayName"; + description = "$STR_ACE_SwitchUnits_SwitchToEast_Description"; typeName = "BOOL"; class values { - class Yes {name = "Yes"; value = 1;}; - class No {default = 1; name = "No"; value = 0;}; + class Yes {name = "$STR_ACE_SwitchUnits_Yes"; value = 1;}; + class No {default = 1; name = "$STR_ACE_SwitchUnits_No"; value = 0;}; }; }; class SwitchToIndependent { - displayName = "Switch to Independent?"; - description = "Allow switching to independent units?"; + displayName = "$STR_ACE_SwitchUnits_SwitchToIndependent_DisplayName"; + description = "$STR_ACE_SwitchUnits_SwitchToIndependent_Description"; typeName = "BOOL"; class values { - class Yes {name = "Yes"; value = 1;}; - class No {default = 1; name = "No"; value = 0;}; + class Yes {name = "$STR_ACE_SwitchUnits_Yes"; value = 1;}; + class No {default = 1; name = "$STR_ACE_SwitchUnits_No"; value = 0;}; }; }; class SwitchToCivilian { - displayName = "Switch to Civilian?"; - description = "Allow switching to civilian units?"; + displayName = "$STR_ACE_SwitchUnits_SwitchToCivilian_DisplayName"; + description = "$STR_ACE_SwitchUnits_SwitchToCivilian_Description"; typeName = "BOOL"; class values { - class Yes {name = "Yes"; value = 1;}; - class No {default = 1; name = "No"; value = 0;}; + class Yes {name = "$STR_ACE_SwitchUnits_Yes"; value = 1;}; + class No {default = 1; name = "$STR_ACE_SwitchUnits_No"; value = 0;}; }; }; class EnableSafeZone { - displayName = "Enable Safe Zone?"; - description = "Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone."; + displayName = "$STR_ACE_SwitchUnits_EnableSafeZone_DisplayName"; + description = "$STR_ACE_SwitchUnits_EnableSafeZone_Description"; typeName = "BOOL"; class values { - class Yes {default = 1; name = "Yes"; value = 1;}; - class No {name = "No"; value = 0;}; + class Yes {default = 1; name = "$STR_ACE_SwitchUnits_Yes"; value = 1;}; + class No {name = "$STR_ACE_SwitchUnits_No"; value = 0;}; }; }; class SafeZoneRadius { - displayName = "Safe Zone Radius"; - description = "The safe zone around players from a different team. Default: 200"; + displayName = "$STR_ACE_SwitchUnits_SafeZoneRadius_DisplayName"; + description = "$STR_ACE_SwitchUnits_SafeZoneRadius_Description"; typeName = "NUMBER"; defaultValue = 100; }; + }; + class ModuleDescription { + description = "$STR_ACE_SwitchUnits_Module_Description"; }; }; -}; +}; \ No newline at end of file diff --git a/addons/switchunits/stringtable.xml b/addons/switchunits/stringtable.xml index 8121e3e61e..c1e7fc2d57 100644 --- a/addons/switchunits/stringtable.xml +++ b/addons/switchunits/stringtable.xml @@ -25,5 +25,69 @@ Questa unità è troppo vicina al nemico. Essa unidade está muito perta do inimigo. + + Yes + Tak + + + No + Nie + + + SwitchUnits System + System zmiany stron + + + Switch to West? + Zmiana na Zachód? + + + Allow switching to west units? + Pozwolić zmieniać graczom stronę na Zachód? + + + Switch to East? + Zmiana na Wschód? + + + Allow switching to east units? + Pozwolić zmieniać graczom stronę na Wschód? + + + Switch to Independent? + Zmiana na Ruch Oporu? + + + Allow switching to independent units? + Pozwolić zmieniać stronę na Ruch Oporu? + + + Switch to Civilian? + Zmiana na Cywili? + + + Allow switching to civilian units? + Pozwolić zmieniać stronę na Cywili? + + + Enable Safe Zone? + Aktywuj bezp. strefę? + + + Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone. + Aktywuje bezpieczną strefę wokół jednostek przeciwnika. Gracze nie mogą zmieniać strony wewnątrz tej strefy. + + + Safe Zone Radius + Promień bezp. strefy + + + The safe zone around players from a different team. Default: 200 + Promień bezpiecznej strefy wokół graczy z innych drużyn. Domyślnie: 200 + + + + + diff --git a/addons/vehiclelock/CfgVehicles.hpp b/addons/vehiclelock/CfgVehicles.hpp index 94bcf34317..8436657676 100644 --- a/addons/vehiclelock/CfgVehicles.hpp +++ b/addons/vehiclelock/CfgVehicles.hpp @@ -69,7 +69,7 @@ class CfgVehicles { class ACE_VehicleLock_ModuleSetup: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Vehicle Lock Setup"; + displayName = "$STR_ACE_VehicleLock_Module_DisplayName"; function = QFUNC(moduleInit); scope = 2; isGlobal = 0; @@ -77,37 +77,37 @@ class CfgVehicles { functionPriority = 0; class Arguments { class LockVehicleInventory { - displayName = "Lock Vehicle Inventory"; - description = "Locks the inventory of locked vehicles"; + displayName = "$STR_ACE_VehicleLock_LockVehicleInventory_DisplayName"; + description = "$STR_ACE_VehicleLock_LockVehicleInventory_Description"; typeName = "BOOL"; defaultValue = 0; }; class VehicleStartingLockState { - displayName = "Vehicle Starting Lock State"; // Argument label - description = "Set lock state for all vehicles (removes ambiguous lock states)"; // Tooltip description + displayName = "$STR_ACE_VehicleLock_VehicleStartingLockState_DisplayName"; // Argument label + description = "$STR_ACE_VehicleLock_VehicleStartingLockState_Description"; // Tooltip description typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL" class values { - class None {name = "As Is"; value = 0; default = 1;}; - class Side {name = "Locked"; value = 1;}; - class Unique {name = "Unlocked"; value = 2;}; + class None {name = "$STR_ACE_VehicleLock_VehicleStartingLockState_AsIs"; value = 0; default = 1;}; + class Side {name = "$STR_ACE_VehicleLock_VehicleStartingLockState_Locked"; value = 1;}; + class Unique {name = "$STR_ACE_VehicleLock_VehicleStartingLockState_Unlocked"; value = 2;}; }; }; class DefaultLockpickStrength { - displayName = "Default Lockpick Strength"; - description = "Default Time to lockpick (in seconds). Default: 10"; + displayName = "$STR_ACE_VehicleLock_DefaultLockpickStrength_DisplayName"; + description = "$STR_ACE_VehicleLock_DefaultLockpickStrength_Description"; typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL" defaultValue = "10"; // Default text filled in the input box }; }; class ModuleDescription: ModuleDescription { - description = "Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
Source: vehiclelock.pbo"; + description = "$STR_ACE_VehicleLock_Module_Description"; }; }; class ACE_VehicleLock_ModuleSyncedAssign: Module_F { author = "$STR_ACE_Common_ACETeam"; category = "ACE"; - displayName = "Vehicle Key Assign"; + displayName = "$STR_ACE_VehicleLock_VehicleKeyAssign_Module_DisplayName"; function = QFUNC(moduleSync); scope = 2; isGlobal = 0; @@ -115,8 +115,8 @@ class CfgVehicles { functionPriority = 0; class Arguments {}; class ModuleDescription: ModuleDescription { - description = "Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
Source: vehiclelock.pbo"; + description = "$STR_ACE_VehicleLock_VehicleKeyAssign_Module_Description"; sync[] = {"AnyPlayer", "AnyVehicle"}; }; }; -}; +}; \ No newline at end of file diff --git a/addons/vehiclelock/stringtable.xml b/addons/vehiclelock/stringtable.xml index 6ccfc8347b..4738d045df 100644 --- a/addons/vehiclelock/stringtable.xml +++ b/addons/vehiclelock/stringtable.xml @@ -133,5 +133,57 @@ Una chaive che apr ela maggior parte dei veicoli civili Uma chave que abre a maioria dos veículos civis. + + Vehicle Lock Setup + Ustawienie blokady pojazdów + + + Lock Vehicle Inventory + Zablokuj ekwipunek pojazdu + + + Locks the inventory of locked vehicles + Blokuje dostęp do ekwipunku pojazdu + + + Vehicle Starting Lock State + Początkowy stan blok. poj. + + + Set lock state for all vehicles (removes ambiguous lock states) + Ustawia początkowy stan blokady dla wszystkich pojazdów (usuwa dwuznaczne stany blokady) + + + As Is + Jak jest + + + Locked + Zablokowany + + + Unlocked + Odblokowany + + + Default Lockpick Strength + Czas włamywania + + + Default Time to lockpick (in seconds). Default: 10 + Domyślny czas potrzebny na otwarcie pojazdu (w sekundach). Domyślnie: 10 + + + Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.<br />Source: vehiclelock.pbo + Ustawienia czasu włamywania oraz domyślnego stanu blokady pojazdów. Wyłącza dwuznaczne ustawienia blokady. Moduł ten umożliwia więc np. zamknięcie pojazdów przeciwnika na klucz tak, że gracze bez odpowiedniego sprzętu (wytrycha) nie będą mogli ich używać.<br />Źródło: vehiclelock.pbo + + + Vehicle Key Assign + Przydział kluczyka do pojazdu + + + Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.<br />Source: vehiclelock.pbo + Zsynchronizuj z pojazdami i graczami. Rozda klucze dla graczy dla każdego zsynchronizowanego pojazdu. Działa tylko na pojazdy obecne na misji od samego początku (postawione w edytorze).<br />Źródło: vehiclelock.pbo + diff --git a/addons/weather/CfgVehicles.hpp b/addons/weather/CfgVehicles.hpp index 3de925e446..d2b5bddcba 100644 --- a/addons/weather/CfgVehicles.hpp +++ b/addons/weather/CfgVehicles.hpp @@ -2,7 +2,7 @@ class CfgVehicles { class ACE_Module; class GVAR(ModuleSettings): ACE_Module { scope = 2; - displayName = "Weather"; + displayName = "$STR_ACE_Weather_Module_DisplayName"; icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa)); category = "ACE"; function = QUOTE(DFUNC(initModuleSettings)); @@ -12,41 +12,44 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class enableServerController { - displayName = "Weather propagation"; - description = "Enables sever side weather propagation"; + displayName = "$STR_ACE_Weather_enableServerController_DisplayName"; + description = "$STR_ACE_Weather_enableServerController_Description"; typeName = "BOOL"; defaultValue = 1; }; class useACEWeather { - displayName = "ACE Weather"; - description = "Overrides the default weather (editor, mission settings) with ACE weather (map based)"; + displayName = "$STR_ACE_Weather_useACEWeather_DisplayName"; + description = "$STR_ACE_Weather_useACEWeather_Description"; typeName = "BOOL"; defaultValue = 1; }; class syncRain { - displayName = "Sync Rain"; - description = "Synchronizes rain"; + displayName = "$STR_ACE_Weather_syncRain_DisplayName"; + description = "$STR_ACE_Weather_syncRain_Description"; typeName = "BOOL"; defaultValue = 1; }; class syncWind { - displayName = "Sync Wind"; - description = "Synchronizes wind"; + displayName = "$STR_ACE_Weather_syncWind_DisplayName"; + description = "$STR_ACE_Weather_syncWind_Description"; typeName = "BOOL"; defaultValue = 1; }; class syncMisc { - displayName = "Sync Misc"; - description = "Synchronizes lightnings, rainbow, fog, ..."; + displayName = "$STR_ACE_Weather_syncMisc_DisplayName"; + description = "$STR_ACE_Weather_syncMisc_Description"; typeName = "BOOL"; defaultValue = 1; }; class serverUpdateInterval { - displayName = "Update Interval"; - description = "Defines the interval (seconds) between weather updates"; + displayName = "$STR_ACE_Weather_serverUpdateInterval_DisplayName"; + description = "$STR_ACE_Weather_serverUpdateInterval_Description"; typeName = "NUMBER"; defaultValue = 60; }; }; + class ModuleDescription { + description = "$STR_ACE_Weather_Module_Description"; + }; }; -}; +}; \ No newline at end of file diff --git a/addons/weather/stringtable.xml b/addons/weather/stringtable.xml index 2008fc7bc1..02c0964e03 100644 --- a/addons/weather/stringtable.xml +++ b/addons/weather/stringtable.xml @@ -13,5 +13,61 @@ Zobrazit informace o větru Mostrar informação do vento + + Weather + Pogoda + + + Multiplayer synchronized ACE weather module + Synchronizowana pogoda ACE + + + Weather propagation + Zmiany pogody + + + Enables server side weather propagation + Aktywuje zmiany pogody po stronie serwera + + + ACE Weather + Pogoda ACE + + + Overrides the default weather (editor, mission settings) with ACE weather (map based) + Nadpisuje domyślne ustawienia pogody (edytor, wywiad) przy użyciu pogody ACE (zależna od mapy) + + + Sync Rain + Synchronizuj deszcz + + + Synchronizes rain + Synchronizuje deszcz + + + Sync Wind + Synchronizuj wiatr + + + Synchronizes wind + Synchronizuje wiatr + + + Sync Misc + Synchronizuj różne + + + Synchronizes lightnings, rainbow, fog, ... + Synchronizuje pioruny, tęcze, mgłę, ... + + + Update Interval + Interwał aktualizacji + + + Defines the interval (seconds) between weather updates + Określa interwał (sekundy) pomiędzy aktualizacjami pogody + \ No newline at end of file diff --git a/addons/winddeflection/CfgVehicles.hpp b/addons/winddeflection/CfgVehicles.hpp index 1c24c0a386..2ce9421071 100644 --- a/addons/winddeflection/CfgVehicles.hpp +++ b/addons/winddeflection/CfgVehicles.hpp @@ -2,7 +2,7 @@ class CfgVehicles { class ACE_Module; class GVAR(ModuleSettings): ACE_Module { scope = 2; - displayName = "Wind Deflection"; + displayName = "$STR_ACE_WEATHER_WINDDEFLECTION_DISPLAYNAME"; //WIND DEFLECTION icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa)); category = "ACE"; function = QUOTE(DFUNC(initModuleSettings)); @@ -12,29 +12,32 @@ class CfgVehicles { author = "$STR_ACE_Common_ACETeam"; class Arguments { class enabled { - displayName = "Wind Deflection"; - description = "Enables wind deflection"; + displayName = "$STR_ACE_WEATHER_DEFLECTIONMODULE_DISPLAYNAME"; + description = "$STR_ACE_WEATHER_DEFLECTIONMODULE_DESCRIPTION"; typeName = "BOOL"; defaultValue = 1; }; class vehicleEnabled { - displayName = "Vehicle Enabled"; - description = "Enables wind deflection for static/vehicle gunners"; + displayName = "$STR_ACE_WEATHER_VEHICLEENABLED_DISPLAYNAME"; + description = "$STR_ACE_WEATHER_VEHICLEENABLED_DESCRIPTION"; typeName = "BOOL"; defaultValue = 1; }; class simulationInterval { - displayName = "Simulation Interval"; - description = "Defines the interval between every calculation step"; + displayName = "$STR_ACE_WEATHER_SIMULATIONINTERVAL_DISPLAYNAME"; + description = "$STR_ACE_WEATHER_SIMULATIONINTERVAL_DESCRIPTION"; typeName = "NUMBER"; defaultValue = 0.05; }; class simulationRadius { - displayName = "Simulation Radius"; - description = "Defines the radius around the player (in meters) at which projectiles are wind deflected"; + displayName = "$STR_ACE_WEATHER_SIMULATIONRADIUS_DISPLAYNAME"; + description = "$STR_ACE_WEATHER_SIMULATIONRADIUS_DESCRIPTION"; typeName = "NUMBER"; defaultValue = 3000; }; }; + class ModuleDescription { + description = "$STR_ACE_WEATHER_WINDDEFLECTION_DESCRIPTION"; + }; }; -}; +}; \ No newline at end of file diff --git a/addons/winddeflection/stringtable.xml b/addons/winddeflection/stringtable.xml index 4ebcc81bee..515591bd32 100644 --- a/addons/winddeflection/stringtable.xml +++ b/addons/winddeflection/stringtable.xml @@ -62,6 +62,46 @@ Umidità: %1% Humidade: %1% + + Wind Deflection + Wpływ wiatru + + + Wind Deflection + Wpływ wiatru + + + Enables wind deflection + Aktywuje wpływ wiatru na trajektorię lotu pocisków + + + Vehicle Enabled + Włączone dla pojazdów + + + Enables wind deflection for static/vehicle gunners + Aktywuje wpływ wiatru na trajektorię lotu pocisków dla broni statycznej i na pojazdach + + + Simulation Interval + Interwał symulacji + + + Defines the interval between every calculation step + Określa interwał pomiędzy każdym krokiem kalkulacji + + + Simulation Radius + Zasięg symulacji + + + Defines the radius around the player (in meters) at which projectiles are wind deflected + Określa obszar naokoło gracza (w metrach), na którym pociski są znoszone przez wiatr + + + Wind influence on projectiles trajectory + Wpływ wiatru na trajektorię lotu pocisków +