mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge remote-tracking branch 'upstream/master' into patch-3
This commit is contained in:
commit
76806db31b
10
.gitattributes
vendored
10
.gitattributes
vendored
@ -2,3 +2,13 @@
|
||||
*.png binary
|
||||
*.jpg binary
|
||||
*.paa binary
|
||||
|
||||
# Change GitHub language categorization
|
||||
addons/**/*.cpp linguist-language=SQF
|
||||
addons/**/*.hpp linguist-language=SQF
|
||||
|
||||
optionals/**/*.cpp linguist-language=SQF
|
||||
optionals/**/*.hpp linguist-language=SQF
|
||||
|
||||
# Do not count hemtt includes in language usage stats
|
||||
include/* linguist-vendored
|
||||
|
4
.github/workflows/extensions.yml
vendored
4
.github/workflows/extensions.yml
vendored
@ -18,7 +18,9 @@ jobs:
|
||||
- name: Build
|
||||
shell: cmd
|
||||
run: |
|
||||
cd extensions/build
|
||||
cd extensions
|
||||
mkdir build
|
||||
cd build
|
||||
cmake .. && cmake --build .
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-artifact@master
|
||||
|
3
.gitignore
vendored
3
.gitignore
vendored
@ -2,6 +2,8 @@
|
||||
*.zip
|
||||
release/*
|
||||
releases/*
|
||||
extensions/vcproj32/*
|
||||
extensions/vcproj64/*
|
||||
hemtt
|
||||
hemtt.exe
|
||||
tools/temp
|
||||
@ -13,3 +15,4 @@ texHeaders.bin
|
||||
*.biprivatekey
|
||||
Thumbs.db
|
||||
CHANGELOG.md
|
||||
sqfvm.exe
|
||||
|
@ -71,6 +71,7 @@ Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
|
||||
Dimaslg <dimaslg@telecable.es>
|
||||
diwako
|
||||
dixon13 <dixonbegay@gmail.com>
|
||||
Drift_91
|
||||
Drill <drill87@gmail.com>
|
||||
Dudakov aka [OMCB]Kaban <dudakov.s@gmail.com>
|
||||
Drofseh <drofseh@gmail.com>
|
||||
@ -158,6 +159,7 @@ Toaster <jonathan.pereira@gmail.com>
|
||||
Tonic
|
||||
Tourorist <tourorist@gmail.com>
|
||||
Tuupertunut
|
||||
TyroneMF <TyroneMF@hotmail.com>
|
||||
Valentin Torikian <valentin.torikian@gmail.com>
|
||||
voiper
|
||||
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
|
||||
@ -167,3 +169,5 @@ xrufix
|
||||
Zakant <Zakant@gmx.de>
|
||||
zGuba
|
||||
Fyuran <dankemedic@hotmail.com>
|
||||
dabako <dabako@dabakoworld.de>
|
||||
Frank <frankplow@protonmail.com>
|
||||
|
@ -388,6 +388,7 @@
|
||||
<German>Nach Tragelast sortieren</German>
|
||||
<French>Trier par capacité de chargement</French>
|
||||
<Japanese>容量で並び替え</Japanese>
|
||||
<Spanish>Ordenar por capacidad</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Arsenal_sortByAccuracyText">
|
||||
<English>Sort by accuracy</English>
|
||||
@ -395,6 +396,7 @@
|
||||
<French>Trier par précision</French>
|
||||
<Japanese>精度で並び替え</Japanese>
|
||||
<Turkish>Isabet doğruluğuna göre sırala</Turkish>
|
||||
<Spanish>Ordenar por precisión</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Arsenal_sortByRateOfFireText">
|
||||
<English>Sort by rate of fire</English>
|
||||
@ -402,12 +404,14 @@
|
||||
<French>Trier par cadence de tir</French>
|
||||
<Japanese>連射速度で並び替え</Japanese>
|
||||
<Turkish>Atış hızına göre sırala</Turkish>
|
||||
<Spanish>Ordenar por cadencia de tiro</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Arsenal_sortByMagnificationText">
|
||||
<English>Sort by magnification</English>
|
||||
<German>Nach Vergrößerung sortieren</German>
|
||||
<French>Trier par grossissement</French>
|
||||
<Japanese>倍率で並び替え</Japanese>
|
||||
<Spanish>Ordenar por magnificación</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Arsenal_sortByMagCountText">
|
||||
<English>Sort by ammo count</English>
|
||||
@ -415,16 +419,19 @@
|
||||
<French>Trier par nombre de munitions</French>
|
||||
<Japanese>装弾数で並び替え</Japanese>
|
||||
<Turkish>Mermi sayısına göre sırala</Turkish>
|
||||
<Spanish>Ordenar por cantidad de munición</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Arsenal_sortByProtectionBallistic">
|
||||
<English>Sort by ballistic protection</English>
|
||||
<French>Trier par protection balistique</French>
|
||||
<Japanese>防弾性能で並び替え</Japanese>
|
||||
<Spanish>Ordenar por protección balística</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Arsenal_sortByProtectionExplosive">
|
||||
<English>Sort by explosive protection</English>
|
||||
<French>Trier par résistance aux explosifs</French>
|
||||
<Japanese>防爆性能で並び替え</Japanese>
|
||||
<Spanish>Ordenar por protección de explosivos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Arsenal_buttonShareTooltip">
|
||||
<English>Share or stop sharing the selected loadout</English>
|
||||
@ -1380,6 +1387,7 @@
|
||||
<Russian>Задержка детонации</Russian>
|
||||
<Polish>Opoźnienie zapalnika</Polish>
|
||||
<Japanese>信管設定時間</Japanese>
|
||||
<Spanish>Tiempo de espoleta</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Arsenal_DetonatesOnImpact">
|
||||
<English>Detonates on impact</English>
|
||||
@ -1388,6 +1396,7 @@
|
||||
<Russian>Детонация от удара</Russian>
|
||||
<Polish>Detonuj przy uderzeniu</Polish>
|
||||
<Japanese>着発信管</Japanese>
|
||||
<Spanish>Detona mediante impacto</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -1,3 +1,4 @@
|
||||
//pragma SKIP_COMPILE
|
||||
diag_log text "-------------------------------------------";
|
||||
INFO("Showing entries with custom configs");
|
||||
diag_log text "-------------------------------------------";
|
||||
|
@ -1,3 +1,4 @@
|
||||
//pragma SKIP_COMPILE
|
||||
// #include "\z\ace\addons\artillerytables\script_component.hpp"
|
||||
|
||||
INFO("showing shot info");
|
||||
|
@ -44,6 +44,7 @@ if (_unit == _attachToVehicle) then { //Self Attachment
|
||||
[_onAttachText, 2] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
_unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
|
||||
[QGVAR(attached), [_attachedItem, _itemClassname]] call CBA_fnc_localEvent;
|
||||
} else {
|
||||
GVAR(placeAction) = PLACE_WAITING;
|
||||
|
||||
|
@ -50,6 +50,8 @@ if (!([_unit, _itemName] call CBA_fnc_canAddItem) && {!_isChemlight}) exitWith {
|
||||
[LELSTRING(common,Inventory_Full)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
[QGVAR(detaching), [_attachedObject, _itemName]] call CBA_fnc_localEvent;
|
||||
|
||||
// Add item to inventory (unless it's a chemlight)
|
||||
if (!_isChemlight) then {
|
||||
_unit addItem _itemName;
|
||||
|
@ -4,7 +4,7 @@
|
||||
* Approves placement of the lightObject, scans for an appropriate location and attaches
|
||||
* A player can release the attachObject with it floating in mid-air.
|
||||
* This will use lineIntersectsSurfaces to scan towards the center of the vehicle to find a collision
|
||||
* ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
|
||||
* Arma's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
|
||||
* So it does multiple scans at slighly different angles
|
||||
* This is VERY computationaly intensive, but doesn't happen that often.
|
||||
*
|
||||
@ -100,5 +100,6 @@ _unit removeItem _itemClassname;
|
||||
private _attachList = _attachToVehicle getVariable [QGVAR(attached), []];
|
||||
_attachList pushBack [_attachedObject, _itemClassname];
|
||||
_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
|
||||
[QGVAR(attached), [_attachedObject, _itemClassname]] call CBA_fnc_localEvent;
|
||||
|
||||
[_onAttachText, 2] call EFUNC(common,displayTextStructured);
|
||||
|
@ -12,7 +12,7 @@
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob, true] call ACE_captives_fnc_doEscorteCaptive;
|
||||
* [player, bob, true] call ACE_captives_fnc_doEscortCaptive;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
@ -37,10 +37,6 @@
|
||||
|
||||
[[_hint, _itemName, _vehicleName], 3.0] call EFUNC(common,displayTextStructured);
|
||||
|
||||
if (_unloaded) then {
|
||||
// Invoke listenable event
|
||||
["ace_cargoUnloaded", [_item, _vehicle]] call CBA_fnc_globalEvent;
|
||||
};
|
||||
|
||||
// TOOO maybe drag/carry the unloaded item?
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
@ -38,68 +38,67 @@ TRACE_1("",_distBehind);
|
||||
private _posBehindVehicleAGL = _vehicle modelToWorld [0, _distBehind, -2];
|
||||
|
||||
|
||||
private _itemObject = if (_item isEqualType objNull) then {
|
||||
detach _item;
|
||||
private _object = _item;
|
||||
if (_item isEqualType objNull) then {
|
||||
detach _object;
|
||||
// hideObjectGlobal must be executed before setPos to ensure light objects are rendered correctly
|
||||
// do both on server to ensure they are executed in the correct order
|
||||
[QGVAR(serverUnload), [_item, _posBehindVehicleAGL]] call CBA_fnc_serverEvent;
|
||||
_item
|
||||
[QGVAR(serverUnload), [_object, _posBehindVehicleAGL]] call CBA_fnc_serverEvent;
|
||||
} else {
|
||||
private _newItem = createVehicle [_item, _posBehindVehicleAGL, [], 0, "NONE"];
|
||||
_newItem setPosASL (AGLtoASL _posBehindVehicleAGL);
|
||||
_newItem
|
||||
_object = createVehicle [_item, _posBehindVehicleAGL, [], 0, "NONE"];
|
||||
_object setPosASL (AGLtoASL _posBehindVehicleAGL);
|
||||
};
|
||||
|
||||
_itemObject setVelocity ((velocity _vehicle) vectorAdd ((vectorNormalized (vectorDir _vehicle)) vectorMultiply -5));
|
||||
_object setVelocity ((velocity _vehicle) vectorAdd ((vectorNormalized (vectorDir _vehicle)) vectorMultiply -5));
|
||||
|
||||
// open parachute and ir light effect
|
||||
[{
|
||||
params ["_item"];
|
||||
params ["_object"];
|
||||
|
||||
if (isNull _item || {getPos _item select 2 < 1}) exitWith {};
|
||||
if (isNull _object || {getPos _object select 2 < 1}) exitWith {};
|
||||
|
||||
private _parachute = createVehicle ["B_Parachute_02_F", [0,0,0], [], 0, "CAN_COLLIDE"];
|
||||
|
||||
// cannot use setPos on parachutes without them closing down
|
||||
_parachute attachTo [_item, [0,0,0]];
|
||||
_parachute attachTo [_object, [0,0,0]];
|
||||
detach _parachute;
|
||||
|
||||
private _velocity = velocity _item;
|
||||
private _velocity = velocity _object;
|
||||
|
||||
_item attachTo [_parachute, [0,0,1]];
|
||||
_object attachTo [_parachute, [0,0,1]];
|
||||
_parachute setVelocity _velocity;
|
||||
|
||||
if ((GVAR(disableParadropEffectsClasstypes) findIf {_item isKindOf _x}) == -1) then {
|
||||
if ((GVAR(disableParadropEffectsClasstypes) findIf {_object isKindOf _x}) == -1) then {
|
||||
private _light = "Chemlight_yellow" createVehicle [0,0,0];
|
||||
_light attachTo [_item, [0,0,0]];
|
||||
_light attachTo [_object, [0,0,0]];
|
||||
};
|
||||
|
||||
}, [_itemObject], 0.7] call CBA_fnc_waitAndExecute;
|
||||
}, [_object], 0.7] call CBA_fnc_waitAndExecute;
|
||||
|
||||
// smoke effect when crate landed
|
||||
[{
|
||||
(_this select 0) params ["_item"];
|
||||
(_this select 0) params ["_object"];
|
||||
|
||||
if (isNull _item) exitWith {
|
||||
if (isNull _object) exitWith {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
if (getPos _item select 2 < 1) then {
|
||||
if ((GVAR(disableParadropEffectsClasstypes) findIf {_item isKindOf _x}) == -1) then {
|
||||
if (getPos _object select 2 < 1) then {
|
||||
if ((GVAR(disableParadropEffectsClasstypes) findIf {_object isKindOf _x}) == -1) then {
|
||||
private _smoke = "SmokeshellYellow" createVehicle [0,0,0];
|
||||
_smoke attachTo [_item, [0,0,0]];
|
||||
_smoke attachTo [_object, [0,0,0]];
|
||||
};
|
||||
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
}, 1, [_itemObject]] call CBA_fnc_addPerFrameHandler;
|
||||
}, 1, [_object]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
if (_showHint) then {
|
||||
[
|
||||
[
|
||||
LSTRING(UnloadedItem),
|
||||
getText (configOf _itemObject >> "displayName"),
|
||||
getText (configOf _object >> "displayName"),
|
||||
getText (configOf _vehicle >> "displayName")
|
||||
],
|
||||
3
|
||||
@ -107,6 +106,6 @@ if (_showHint) then {
|
||||
};
|
||||
|
||||
// Invoke listenable event
|
||||
["ace_cargoUnloaded", [_item, _vehicle, "paradrop"]] call CBA_fnc_globalEvent;
|
||||
["ace_cargoUnloaded", [_object, _vehicle, "paradrop"]] call CBA_fnc_globalEvent;
|
||||
|
||||
true
|
||||
|
@ -47,14 +47,15 @@ private _space = [_vehicle] call FUNC(getCargoSpaceLeft);
|
||||
private _itemSize = [_item] call FUNC(getSizeItem);
|
||||
_vehicle setVariable [QGVAR(space), (_space + _itemSize), true];
|
||||
|
||||
if (_item isEqualType objNull) then {
|
||||
if (isNull isVehicleCargo _item) then {
|
||||
detach _item;
|
||||
private _object = _item;
|
||||
if (_object isEqualType objNull) then {
|
||||
if (isNull isVehicleCargo _object) then {
|
||||
detach _object;
|
||||
// hideObjectGlobal must be executed before setPos to ensure light objects are rendered correctly
|
||||
// do both on server to ensure they are executed in the correct order
|
||||
[QGVAR(serverUnload), [_item, _emptyPosAGL]] call CBA_fnc_serverEvent;
|
||||
[QGVAR(serverUnload), [_object, _emptyPosAGL]] call CBA_fnc_serverEvent;
|
||||
|
||||
private _cargoNet = _item getVariable [QGVAR(cargoNet), objNull];
|
||||
private _cargoNet = _object getVariable [QGVAR(cargoNet), objNull];
|
||||
if !(isNull _cargoNet) then {
|
||||
private _itemsRemaining = _loaded select {_x getVariable [QGVAR(cargoNet), objNull] isEqualTo _cargoNet};
|
||||
if (_itemsRemaining isEqualTo []) then {
|
||||
@ -63,12 +64,13 @@ if (_item isEqualType objNull) then {
|
||||
};
|
||||
};
|
||||
} else {
|
||||
objNull setVehicleCargo _item;
|
||||
_item setPosASL (AGLtoASL _emptyPosAGL);
|
||||
objNull setVehicleCargo _object;
|
||||
_object setPosASL (AGLtoASL _emptyPosAGL);
|
||||
};
|
||||
} else {
|
||||
private _newItem = createVehicle [_item, _emptyPosAGL, [], 0, "NONE"];
|
||||
_newItem setPosASL (AGLtoASL _emptyPosAGL);
|
||||
_object = createVehicle [_item, _emptyPosAGL, [], 0, "NONE"];
|
||||
_object setPosASL (AGLtoASL _emptyPosAGL);
|
||||
};
|
||||
|
||||
// Invoke listenable event
|
||||
["ace_cargoUnloaded", [_object, _vehicle, "unload"]] call CBA_fnc_globalEvent;
|
||||
true
|
||||
|
@ -61,9 +61,9 @@ class ACE_Rsc_Control_Base {
|
||||
|
||||
#include "ACE_Settings.hpp"
|
||||
#include "define.hpp"
|
||||
#include <ProgressScreen.hpp>
|
||||
#include <HintConfig.hpp>
|
||||
#include <RscInfoType.hpp>
|
||||
#include "ProgressScreen.hpp"
|
||||
#include "HintConfig.hpp"
|
||||
#include "RscInfoType.hpp"
|
||||
#include "CompassControl.hpp"
|
||||
#include "CfgUIGrids.hpp"
|
||||
|
||||
|
@ -1,8 +1,56 @@
|
||||
class CfgMovesBasic {
|
||||
class ManActions {
|
||||
ACE_dragWithPistol = "ace_dragging";
|
||||
ACE_dragWithRifle = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
|
||||
};
|
||||
|
||||
class Actions {
|
||||
class MoveWithInjuredManDragger;
|
||||
class MoveWithInjuredManDraggerRfl: MoveWithInjuredManDragger {
|
||||
Up = "amovpercmstpsraswrfldnon";
|
||||
};
|
||||
|
||||
class MoveWithInjuredManDraggerPst;
|
||||
class ACE_MoveWithInjuredManDraggerPst: MoveWithInjuredManDraggerPst {
|
||||
Default = "ace_dragging_static";
|
||||
FastB = "ace_dragging";
|
||||
FastLB = "ace_dragging";
|
||||
FastRB = "ace_dragging";
|
||||
grabDrag = "ace_dragging_static";
|
||||
grabCarry = "Helper_SwitchToCarrynon_pst";
|
||||
HandGunOn = "ace_dragging_static";
|
||||
PlayerSlowB = "ace_dragging";
|
||||
PlayerSlowLB = "ace_dragging";
|
||||
PlayerSlowRB = "ace_dragging";
|
||||
PlayerTactB = "AmovPknlMtacSrasWpstDb";
|
||||
PlayerTactF = "AmovPknlMtacSrasWpstDf";
|
||||
PlayerTactL = "AmovPknlMtacSrasWpstDl";
|
||||
PlayerTactLB = "AmovPknlMtacSrasWpstDbl";
|
||||
PlayerTactLF = "AmovPknlMtacSrasWpstDfl";
|
||||
PlayerTactR = "AmovPknlMtacSrasWpstDr";
|
||||
PlayerTactRB = "AmovPknlMtacSrasWpstDbr";
|
||||
PlayerTactRF = "AmovPknlMtacSrasWpstDfr";
|
||||
PlayerWalkB = "ace_dragging";
|
||||
PlayerWalkLB = "ace_dragging";
|
||||
PlayerWalkRB = "ace_dragging";
|
||||
released = "ace_dragging_drop";
|
||||
SlowB = "ace_dragging";
|
||||
SlowLB = "ace_dragging";
|
||||
SlowRB = "ace_dragging";
|
||||
Stop = "ace_dragging_static";
|
||||
StopRelaxed = "ace_dragging_static";
|
||||
TactB = "AmovPknlMtacSrasWpstDb";
|
||||
TactF = "AmovPknlMtacSrasWpstDf";
|
||||
TactL = "AmovPknlMtacSrasWpstDl";
|
||||
TactLB = "AmovPknlMtacSrasWpstDbl";
|
||||
TactLF = "AmovPknlMtacSrasWpstDfl";
|
||||
TactR = "AmovPknlMtacSrasWpstDr";
|
||||
TactRB = "AmovPknlMtacSrasWpstDbr";
|
||||
TactRF = "AmovPknlMtacSrasWpstDfr";
|
||||
Up = "ace_dragging_static";
|
||||
WalkB = "ace_dragging";
|
||||
WalkLB = "ace_dragging";
|
||||
WalkRB = "ace_dragging";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -1,13 +1,127 @@
|
||||
class CfgMovesMaleSdr: CfgMovesBasic {
|
||||
class InjuredMovedBase;
|
||||
class AgonyBaseRfl;
|
||||
class StandBase;
|
||||
class AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1;
|
||||
class DraggerBase;
|
||||
|
||||
class States {
|
||||
class AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon: InjuredMovedBase {
|
||||
speed = -10; // 1/10
|
||||
};
|
||||
|
||||
class AinjPfalMstpSnonWrflDnon_carried_Up: AgonyBaseRfl {
|
||||
speed = -10; // 1/10
|
||||
};
|
||||
|
||||
class AmovPercMstpSrasWpstDnon: StandBase {
|
||||
ConnectTo[] = {
|
||||
"AmovPercMstpSrasWpstDnon",
|
||||
0.02,
|
||||
"AovrPercMstpSrasWpstDf",
|
||||
0.025,
|
||||
"AmovPercMstpSrasWpstDnon_AidlPercMstpSlowWpstDnon",
|
||||
0.0099999998,
|
||||
"PistolMagazineReloadStand",
|
||||
0.1,
|
||||
"AmovPercMstpSrasWpstDnon_AmovPercMstpSlowWpstDnon",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_SaluteIn",
|
||||
0.02,
|
||||
"AwopPercMstpSgthWpstDnon_Part1",
|
||||
0.1,
|
||||
"AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDup",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDdown",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDleft",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDright",
|
||||
0.02,
|
||||
"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon_gear",
|
||||
0.02,
|
||||
"Acts_starterPistol_in",
|
||||
0.001,
|
||||
"Acts_PistolRaisedStand_Default",
|
||||
1,
|
||||
"ace_dragging",
|
||||
0.1
|
||||
};
|
||||
};
|
||||
|
||||
class AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2: AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1 {
|
||||
aiming = "aimingDefault";
|
||||
aimingBody = "aimingUpDefault";
|
||||
aimPrecision = 5; // default: 1
|
||||
};
|
||||
|
||||
class ace_dragging: DraggerBase {
|
||||
actions = "ace_MoveWithInjuredManDraggerPst";
|
||||
aiming = "aimingPistol";
|
||||
aimingBody = "aimingPistol";
|
||||
aimPrecision = 2; // default: 1
|
||||
canPullTrigger = 1;
|
||||
canReload = 0;
|
||||
ConnectTo[] = {
|
||||
"ace_dragging",
|
||||
0.1,
|
||||
"ace_dragging_drop",
|
||||
0.2
|
||||
};
|
||||
disableWeapons = 0;
|
||||
duty = 0.6;
|
||||
enableBinocular = 0;
|
||||
file = QPATHTO_T(anim\ace_dragging.rtm);
|
||||
InterpolateTo[] = {
|
||||
"ace_dragging_static",
|
||||
0.1
|
||||
};
|
||||
interpolationSpeed = 5;
|
||||
limitGunMovement = 0.2;
|
||||
looped = 1;
|
||||
showHandGun = 1;
|
||||
turnSpeed = 0.5;
|
||||
};
|
||||
|
||||
class ace_dragging_static: ace_dragging {
|
||||
ConnectTo[] = {
|
||||
"ace_dragging",
|
||||
0.1,
|
||||
"ace_dragging_drop",
|
||||
0.2
|
||||
};
|
||||
InterpolateTo[] = {
|
||||
"ace_dragging",
|
||||
0.1,
|
||||
"ace_dragging_drop",
|
||||
0.2
|
||||
};
|
||||
looped = 1;
|
||||
speed = 0;
|
||||
};
|
||||
|
||||
class ace_dragging_drop: ace_dragging {
|
||||
ConnectTo[] = {
|
||||
"AmovPknlMstpSrasWpstDnon",
|
||||
0.1
|
||||
};
|
||||
file = QPATHTO_T(anim\ace_dragging_drop.rtm);
|
||||
InterpolateTo[] = {
|
||||
"Unconscious",
|
||||
0.02
|
||||
};
|
||||
interpolationSpeed = 5;
|
||||
looped = 0;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -6,4 +6,6 @@ PREP_RECOMPILE_START;
|
||||
#include "XEH_PREP.hpp"
|
||||
PREP_RECOMPILE_END;
|
||||
|
||||
#include "initSettings.sqf"
|
||||
|
||||
ADDON = true;
|
||||
|
BIN
addons/dragging/anim/ace_dragging.rtm
Normal file
BIN
addons/dragging/anim/ace_dragging.rtm
Normal file
Binary file not shown.
BIN
addons/dragging/anim/ace_dragging_drop.rtm
Normal file
BIN
addons/dragging/anim/ace_dragging_drop.rtm
Normal file
Binary file not shown.
119
addons/dragging/anim/model.cfg
Normal file
119
addons/dragging/anim/model.cfg
Normal file
@ -0,0 +1,119 @@
|
||||
class cfgSkeletons {
|
||||
class OFP2_ManSkeleton {
|
||||
isDiscrete = 0;
|
||||
skeletonInherit = "";
|
||||
skeletonBones[] = {
|
||||
"Pelvis","",
|
||||
"Spine","Pelvis",
|
||||
"Spine1","Spine",
|
||||
"Spine2","Spine1",
|
||||
"Spine3","Spine2",
|
||||
"camera","Pelvis",// case has changed for arma3
|
||||
"weapon","Spine1",
|
||||
"launcher","Spine1",
|
||||
"Neck","Spine3",
|
||||
"Neck1","Neck",
|
||||
"Head","Neck1", //Head skeleton in hierarchy
|
||||
//Left upper side
|
||||
"LeftShoulder","Spine3",
|
||||
"LeftArm","LeftShoulder",
|
||||
"LeftArmRoll","LeftArm",
|
||||
"LeftForeArm","LeftArmRoll",
|
||||
"LeftForeArmRoll","LeftForeArm",
|
||||
"LeftHand","LeftForeArmRoll",
|
||||
"LeftHandRing","LeftHand",
|
||||
"LeftHandRing1","LeftHandRing",
|
||||
"LeftHandRing2","LeftHandRing1",
|
||||
"LeftHandRing3","LeftHandRing2",
|
||||
"LeftHandPinky1","LeftHandRing",
|
||||
"LeftHandPinky2","LeftHandPinky1",
|
||||
"LeftHandPinky3","LeftHandPinky2",
|
||||
"LeftHandMiddle1","LeftHand",
|
||||
"LeftHandMiddle2","LeftHandMiddle1",
|
||||
"LeftHandMiddle3","LeftHandMiddle2",
|
||||
"LeftHandIndex1","LeftHand",
|
||||
"LeftHandIndex2","LeftHandIndex1",
|
||||
"LeftHandIndex3","LeftHandIndex2",
|
||||
"LeftHandThumb1","LeftHand",
|
||||
"LeftHandThumb2","LeftHandThumb1",
|
||||
"LeftHandThumb3","LeftHandThumb2",
|
||||
//Right upper side
|
||||
"RightShoulder","Spine3",
|
||||
"RightArm","RightShoulder",
|
||||
"RightArmRoll","RightArm",
|
||||
"RightForeArm","RightArmRoll",
|
||||
"RightForeArmRoll","RightForeArm",
|
||||
"RightHand","RightForeArmRoll",
|
||||
"RightHandRing","RightHand",
|
||||
"RightHandRing1","RightHandRing",
|
||||
"RightHandRing2","RightHandRing1",
|
||||
"RightHandRing3","RightHandRing2",
|
||||
"RightHandPinky1","RightHandRing",
|
||||
"RightHandPinky2","RightHandPinky1",
|
||||
"RightHandPinky3","RightHandPinky2",
|
||||
"RightHandMiddle1","RightHand",
|
||||
"RightHandMiddle2","RightHandMiddle1",
|
||||
"RightHandMiddle3","RightHandMiddle2",
|
||||
"RightHandIndex1","RightHand",
|
||||
"RightHandIndex2","RightHandIndex1",
|
||||
"RightHandIndex3","RightHandIndex2",
|
||||
"RightHandThumb1","RightHand",
|
||||
"RightHandThumb2","RightHandThumb1",
|
||||
"RightHandThumb3","RightHandThumb2",
|
||||
//Left lower side
|
||||
"LeftUpLeg","Pelvis",
|
||||
"LeftUpLegRoll","LeftUpLeg",
|
||||
"LeftLeg","LeftUpLegRoll",
|
||||
"LeftLegRoll","LeftLeg",
|
||||
"LeftFoot","LeftLegRoll",
|
||||
"LeftToeBase","LeftFoot",
|
||||
//Right lower side
|
||||
"RightUpLeg","Pelvis",
|
||||
"RightUpLegRoll","RightUpLeg",
|
||||
"RightLeg","RightUpLegRoll",
|
||||
"RightLegRoll","RightLeg",
|
||||
"RightFoot","RightLegRoll",
|
||||
"RightToeBase","RightFoot",
|
||||
//New facial features arma3 only
|
||||
"Face_Hub","Head",
|
||||
"Face_Jawbone","Face_Hub",
|
||||
"Face_Jowl","Face_Jawbone",
|
||||
"Face_chopRight","Face_Jawbone",
|
||||
"Face_chopLeft","Face_Jawbone",
|
||||
"Face_LipLowerMiddle","Face_Jawbone",
|
||||
"Face_LipLowerLeft","Face_Jawbone",
|
||||
"Face_LipLowerRight","Face_Jawbone",
|
||||
"Face_Chin","Face_Jawbone",
|
||||
"Face_Tongue","Face_Jawbone",
|
||||
"Face_CornerRight","Face_Hub",
|
||||
"Face_CheekSideRight","Face_CornerRight",
|
||||
"Face_CornerLeft","Face_Hub",
|
||||
"Face_CheekSideLeft","Face_CornerLeft",
|
||||
"Face_CheekFrontRight","Face_Hub",
|
||||
"Face_CheekFrontLeft","Face_Hub",
|
||||
"Face_CheekUpperRight","Face_Hub",
|
||||
"Face_CheekUpperLeft","Face_Hub",
|
||||
"Face_LipUpperMiddle","Face_Hub",
|
||||
"Face_LipUpperRight","Face_Hub",
|
||||
"Face_LipUpperLeft","Face_Hub",
|
||||
"Face_NostrilRight","Face_Hub",
|
||||
"Face_NostrilLeft","Face_Hub",
|
||||
"Face_Forehead","Face_Hub",
|
||||
"Face_BrowFrontRight","Face_Forehead",
|
||||
"Face_BrowFrontLeft","Face_Forehead",
|
||||
"Face_BrowMiddle","Face_Forehead",
|
||||
"Face_BrowSideRight","Face_Forehead",
|
||||
"Face_BrowSideLeft","Face_Forehead",
|
||||
"Face_Eyelids","Face_Hub",
|
||||
"Face_EyelidUpperRight","Face_Hub",
|
||||
"Face_EyelidUpperLeft","Face_Hub",
|
||||
"Face_EyelidLowerRight","Face_Hub",
|
||||
"Face_EyelidLowerLeft","Face_Hub",
|
||||
"EyeLeft","Face_Hub",
|
||||
"EyeRight","Face_Hub"
|
||||
};// end of skeleton array
|
||||
// location of pivot points (local axes) for hierarchical animation
|
||||
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
|
||||
};
|
||||
};
|
||||
|
@ -8,7 +8,7 @@ class CfgPatches {
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = {"ace_interaction"};
|
||||
author = ECSTRING(common,ACETeam);
|
||||
authors[] = {"Garth 'L-H' de Wet", "commy2", "PiZZADOX"};
|
||||
authors[] = {"Garth 'L-H' de Wet", "commy2", "PiZZADOX", "Malbryn"};
|
||||
url = ECSTRING(main,URL);
|
||||
VERSION_CONFIG;
|
||||
};
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: commy2
|
||||
* Author: commy2, Malbryn
|
||||
* Drag an object. Called from ace_dragging_fnc_startDrag
|
||||
*
|
||||
* Arguments:
|
||||
@ -43,18 +43,27 @@ _unit setVariable [QGVAR(isDragging), true, true];
|
||||
_unit setVariable [QGVAR(draggedObject), _target, true];
|
||||
|
||||
// add drop action
|
||||
_unit setVariable [QGVAR(ReleaseActionID), [
|
||||
_unit, "DefaultAction",
|
||||
{!isNull ((_this select 0) getVariable [QGVAR(draggedObject), objNull])},
|
||||
{[_this select 0, (_this select 0) getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject)}
|
||||
] call EFUNC(common,addActionEventHandler)];
|
||||
GVAR(unit) = _unit;
|
||||
|
||||
GVAR(releaseActionID) = [0xF1, [false, false, false], {
|
||||
[GVAR(unit), GVAR(unit) getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);
|
||||
}, "keydown", "", false, 0] call CBA_fnc_addKeyHandler;
|
||||
|
||||
// show mouse hint
|
||||
["", localize LSTRING(Drop)] call EFUNC(interaction,showMouseHint);
|
||||
|
||||
// block firing
|
||||
if !(GVAR(dragAndFire)) then {
|
||||
_unit setVariable [QGVAR(blockFire), [
|
||||
_unit, "DefaultAction",
|
||||
{true},
|
||||
{}
|
||||
] call EFUNC(common,addActionEventHandler)];
|
||||
};
|
||||
|
||||
// add anim changed EH
|
||||
[_unit, "AnimChanged", FUNC(handleAnimChanged), [_unit]] call CBA_fnc_addBISEventHandler;
|
||||
|
||||
// show mouse hint
|
||||
[localize LSTRING(Drop), ""] call EFUNC(interaction,showMouseHint);
|
||||
|
||||
// check everything
|
||||
[FUNC(dragObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: commy2
|
||||
* Author: commy2, Malbryn
|
||||
* Drop a dragged object.
|
||||
*
|
||||
* Arguments:
|
||||
@ -20,7 +20,12 @@ params ["_unit", "_target"];
|
||||
TRACE_2("params",_unit,_target);
|
||||
|
||||
// remove drop action
|
||||
[_unit, "DefaultAction", _unit getVariable [QGVAR(ReleaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
|
||||
[QGVAR(releaseActionID), "keydown"] call CBA_fnc_removeKeyHandler;
|
||||
|
||||
// stop blocking
|
||||
if !(GVAR(dragAndFire)) then {
|
||||
[_unit, "DefaultAction", _unit getVariable [QGVAR(blockFire), -1]] call EFUNC(common,removeActionEventHandler);
|
||||
};
|
||||
|
||||
private _inBuilding = [_unit] call FUNC(isObjectOnObject);
|
||||
|
||||
|
@ -21,8 +21,8 @@ TRACE_2("params",_unit,_weapon);
|
||||
|
||||
if (_unit getVariable [QGVAR(isDragging), false]) then {
|
||||
|
||||
// drop dragged object when selecting a non-primary weapon
|
||||
if (_weapon != primaryWeapon _unit) then {
|
||||
// drop dragged object when changing weapon
|
||||
if (_weapon != _unit getVariable [QGVAR(currentWeapon), ""]) then {
|
||||
private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
|
||||
|
||||
[_unit, _draggedObject] call FUNC(dropObject);
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: commy2, PiZZADOX
|
||||
* Author: commy2, PiZZADOX, Malbryn
|
||||
* Start the dragging process.
|
||||
*
|
||||
* Arguments:
|
||||
@ -28,14 +28,34 @@ if (!GETVAR(_target,GVAR(ignoreWeightDrag),false) && {
|
||||
[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
// add a primary weapon if the unit has none.
|
||||
// @todo prevent opening inventory when equipped with a fake weapon
|
||||
if (primaryWeapon _unit isEqualto "") then {
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
// Add a primary weapon if the unit has none
|
||||
if !(GVAR(dragAndFire)) then {
|
||||
if (primaryWeapon _unit isEqualto "") then {
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
_unit selectWeapon primaryWeapon _unit;
|
||||
} else {
|
||||
_unit selectWeapon primaryWeapon _unit;
|
||||
};
|
||||
} else { // Making sure the unit is holding a primary weapon or handgun
|
||||
if !(currentWeapon _unit in [primaryWeapon _unit, handgunWeapon _unit]) then {
|
||||
if (primaryWeapon _unit != "") then {
|
||||
// Use primary if possible
|
||||
_unit selectWeapon primaryWeapon _unit;
|
||||
} else {
|
||||
if (handgunWeapon _unit != "") then {
|
||||
// Use pistol if unit has no primary
|
||||
_unit selectWeapon handgunWeapon _unit;
|
||||
} else {
|
||||
// Add fake weapon if no weapons besides launcher are available
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
_unit selectWeapon primaryWeapon _unit;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// select primary, otherwise the drag animation actions don't work.
|
||||
_unit selectWeapon primaryWeapon _unit;
|
||||
// Save the weapon so we can monitor if it changes
|
||||
_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
|
||||
|
||||
[_unit, "blockThrow", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
|
||||
|
||||
@ -45,7 +65,13 @@ _unit selectWeapon primaryWeapon _unit;
|
||||
// can't play action that depends on weapon if it was added the same frame
|
||||
if !(_unit call EFUNC(common,isSwimming)) then {
|
||||
[{
|
||||
[_this, "grabDrag"] call EFUNC(common,doGesture);
|
||||
private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
|
||||
|
||||
if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
|
||||
[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
|
||||
} else {
|
||||
[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
|
||||
};
|
||||
}, _unit] call CBA_fnc_execNextFrame;
|
||||
};
|
||||
|
||||
|
8
addons/dragging/initSettings.sqf
Normal file
8
addons/dragging/initSettings.sqf
Normal file
@ -0,0 +1,8 @@
|
||||
[
|
||||
QGVAR(dragAndFire),
|
||||
"CHECKBOX",
|
||||
[LSTRING(DragAndFire_DisplayName), LSTRING(DragAndFire_Description)],
|
||||
localize LSTRING(SettingsName),
|
||||
true,
|
||||
false
|
||||
] call CBA_fnc_addSetting;
|
@ -16,5 +16,5 @@
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
||||
#define DRAG_ANIMATIONS ["amovpercmstpslowwrfldnon_acinpknlmwlkslowwrfldb_2", "amovpercmstpsraswpstdnon_acinpknlmwlksnonwpstdb_2", "amovpercmstpsnonwnondnon_acinpknlmwlksnonwnondb_2", "acinpknlmstpsraswrfldnon", "acinpknlmstpsnonwpstdnon", "acinpknlmstpsnonwnondnon", "acinpknlmwlksraswrfldb", "acinpknlmwlksnonwnondb"]
|
||||
#define DRAG_ANIMATIONS ["amovpercmstpslowwrfldnon_acinpknlmwlkslowwrfldb_2", "amovpercmstpsraswpstdnon_acinpknlmwlksnonwpstdb_2", "amovpercmstpsnonwnondnon_acinpknlmwlksnonwnondb_2", "acinpknlmstpsraswrfldnon", "acinpknlmstpsnonwpstdnon", "acinpknlmstpsnonwnondnon", "acinpknlmwlksraswrfldb", "acinpknlmwlksnonwnondb", "ace_dragging", "ace_dragging_static", "ace_dragging_drop"]
|
||||
#define CARRY_ANIMATIONS ["acinpercmstpsnonwnondnon", "acinpknlmstpsnonwnondnon_acinpercmrunsnonwnondnon"]
|
||||
|
@ -59,6 +59,7 @@
|
||||
<Polish>Nieś/Puść objekt</Polish>
|
||||
<Japanese>オブジェクトを運ぶ/離す</Japanese>
|
||||
<Turkish>Objeyi Taşı/Bırak</Turkish>
|
||||
<Spanish>Arrastrar/Soltar Objeto</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragging_UnableToDrag">
|
||||
<English>Item too heavy</English>
|
||||
@ -103,6 +104,31 @@
|
||||
<Russian>Поднять/Опустить | (Ctrl + Скролл) Крутить</Russian>
|
||||
<Polish>Wyżej/niżej | (Ctrl + Kółko myszy) obracanie</Polish>
|
||||
<Turkish>Yükselt/Alçalt | (Ctrl + Tekerlek) Döndür</Turkish>
|
||||
<Spanish>Subir/Bajar | (Ctrl + Scroll) Rotar</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragging_SettingsName">
|
||||
<English>ACE Dragging</English>
|
||||
<French>ACE Traînage d'objets et d'unités</French>
|
||||
<German>ACE Ziehen</German>
|
||||
<Hungarian>ACE Húzás</Hungarian>
|
||||
<Russian>ACE Перетаскивание</Russian>
|
||||
<Spanish>ACE Arrastrar</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragging_DragAndFire_DisplayName">
|
||||
<English>Allow firing while dragging</English>
|
||||
<French>Arme utilisable durant le traînage</French>
|
||||
<German>Schießen während des Ziehens erlauben</German>
|
||||
<Hungarian>Húzás közbeni tüzelés engedélyezése</Hungarian>
|
||||
<Russian>Стрельба во время перетаскивания</Russian>
|
||||
<Spanish>Permitir disparar mientras se arrastra</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragging_DragAndFire_Description">
|
||||
<English>Allow the player to fire their gun while dragging.</English>
|
||||
<French>Cette option permet aux joueurs de faire usage de leur arme pendant qu'ils traînent un objet ou une unité.\nL'arme secondaire est utilisée si le joueur en est équipé.</French>
|
||||
<German>Erlaubt dem Spieler während des Ziehens das Abfeuern der Waffe.</German>
|
||||
<Hungarian>Húzás közben a játékos elsütheti a fegyverét.</Hungarian>
|
||||
<Russian>Позволяет игроку стрелять во время перетаскивания</Russian>
|
||||
<Spanish>Permite al jugador disparar mientras está arrastrando.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -13,6 +13,7 @@
|
||||
<Polish>[CSW] M47 Super-Dragon</Polish>
|
||||
<Turkish>[CSW] M47 Super-Dragon</Turkish>
|
||||
<Russian>[CSW] M47 Super-Dragon</Russian>
|
||||
<Spanish>[CSW] M47 Super-Dragon</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragon_dragonName">
|
||||
<English>M47 Super-Dragon</English>
|
||||
@ -26,6 +27,7 @@
|
||||
<Polish>M47 Super-Dragon</Polish>
|
||||
<Turkish>M47 Super-Dragon</Turkish>
|
||||
<Russian>M47 Super-Dragon</Russian>
|
||||
<Spanish>M47 Super-Dragon</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragon_attachSight">
|
||||
<English>Attach Sight</English>
|
||||
@ -38,6 +40,7 @@
|
||||
<Czech>Připojit puškohled</Czech>
|
||||
<Polish>Dołącz Optykę</Polish>
|
||||
<Russian>Прикрепить прицел</Russian>
|
||||
<Spanish>Acoplar visor</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragon_detachSight">
|
||||
<English>Detach Sight</English>
|
||||
@ -50,6 +53,7 @@
|
||||
<Czech>Odpojit puškohled</Czech>
|
||||
<Polish>Odczep Optykę</Polish>
|
||||
<Russian>Открепить прицел</Russian>
|
||||
<Spanish>Desacoplar visor</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragon_sightName">
|
||||
<English>SU-36/P Daysight</English>
|
||||
@ -63,6 +67,7 @@
|
||||
<Polish>SU-36/P Celownik dzienny</Polish>
|
||||
<Turkish>SU-36/P Daysight</Turkish>
|
||||
<Russian>SU-36/P Дневной</Russian>
|
||||
<Spanish>Visor diurno SU-36/P</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragon_sightDescription">
|
||||
<English>A light, cheap sight used for daytime operations. Contains the guidance computer for the whole system</English>
|
||||
@ -75,6 +80,7 @@
|
||||
<Czech>Lehký a levný puškohled pro použití za denního světla. Obsahuje navigační počítač pro celý systém.</Czech>
|
||||
<Polish>Lekki, tani celownik używany do działania w trakcie dnia. Zawiera komputer naprowadząjący dla całego systemu</Polish>
|
||||
<Russian>Легкий дешёвый прицел, используемый для дневных операций. Содержит компьютер для всей системы</Russian>
|
||||
<Spanish>Un visor ligero y barato utilizado en operaciones diurnas. Contiene el ordenador de guiado para todo el sistema.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Dragon_dragonDescription">
|
||||
<English>A Wire-Guided SACLOS missile with a unique flight characteristic</English>
|
||||
@ -87,6 +93,7 @@
|
||||
<Czech>Drátem naváděná SACLOS raketa s unikátními letovými vlastnostmi</Czech>
|
||||
<Polish>Naprowadzany przewodowo rakietowy pocisk SACLOS o unikalnej charakterystyce lotu</Polish>
|
||||
<Russian>Ракета SACLOS с проводным наведением с уникальной характеристикой полета</Russian>
|
||||
<Spanish>Misil SACLOS guiado por hilo con una característica de vuelo única.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -1048,6 +1048,7 @@
|
||||
<Chinese>絆線閃光地雷</Chinese>
|
||||
<Portuguese>Tripwire (Sinalizador)</Portuguese>
|
||||
<Czech>Světlice na nástražném drátu</Czech>
|
||||
<Spanish>Bengala con cable trampa</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_TripFlare_Description">
|
||||
<English>Type: Tripwire flare - Ignites a non-lethal flare when triggered.<br />Rounds: 1<br />Used on: Ground</English>
|
||||
@ -1062,6 +1063,7 @@
|
||||
<Chinese>類型: 絆線閃光地雷 - 觸發後產生非致命性的強光.<br />發數: 1<br />使用於: 地面</Chinese>
|
||||
<Portuguese>Tipo: Flare de Tripwire - Acende um sinalizador não letal quando acionado.<br/>Usos: 1<br/>Usado em: Chão</Portuguese>
|
||||
<Czech>Typ: Světlice na nástražném drátu - Zapálí světlici při aktivaci.<br/>Pouze 1 použití<br/>Použít na zem</Czech>
|
||||
<Spanish>Tipo: Bengala con cable trampa - Enciende una bengala no letal cuando es activado.<br />Rondas: 1<br />Usado en: Tierra</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_statExploRange">
|
||||
<English>Explosive range</English>
|
||||
@ -1076,6 +1078,7 @@
|
||||
<Portuguese>Alcance do explosivo</Portuguese>
|
||||
<Czech>Dosah exploze</Czech>
|
||||
<Turkish>Patlayıcı menzili</Turkish>
|
||||
<Spanish>Alcance explosivo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_ExplosiveTimer">
|
||||
<English>Explosive Timer</English>
|
||||
@ -1089,6 +1092,7 @@
|
||||
<Chinese>引爆倒數</Chinese>
|
||||
<Czech>Časovač exploze</Czech>
|
||||
<Turkish>Patlayıcı Zamanlayıcı</Turkish>
|
||||
<Spanish>Temporizador de explosivo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_IsEOD_DisplayName">
|
||||
<English>Is EOD</English>
|
||||
@ -1100,6 +1104,7 @@
|
||||
<Czech>Je specilista na výbušniny (EOD)</Czech>
|
||||
<Polish>Jest EOD</Polish>
|
||||
<Russian>Сапёр</Russian>
|
||||
<Spanish>¿Es EOD?</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_IsEOD_Description">
|
||||
<English>Controls whether the unit is an explosive specialist.</English>
|
||||
@ -1111,36 +1116,43 @@
|
||||
<Czech>Určuje jestli je jednotka specialista na výbušniny.</Czech>
|
||||
<Polish>Kontroluje, czy jednostka jest specjalistą od materiałów wybuchowych.</Polish>
|
||||
<Russian>Определяет, является ли юнит сапёром.</Russian>
|
||||
<Spanish>Controla si la unidad es un especialista en explosivos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_TimerMin_DisplayName">
|
||||
<English>Minimum Time</English>
|
||||
<French>Durée minimale</French>
|
||||
<Japanese>最短時間</Japanese>
|
||||
<Spanish>Tiempo mínimo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_TimerMax_DisplayName">
|
||||
<English>Maximum Time</English>
|
||||
<French>Durée maximale</French>
|
||||
<Japanese>最長時間</Japanese>
|
||||
<Spanish>Tiempo máximo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_TimerDefault_DisplayName">
|
||||
<English>Default Time</English>
|
||||
<French>Durée par défaut</French>
|
||||
<Japanese>標準時間</Japanese>
|
||||
<Spanish>Tiempo por defecto</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_TimerMin_Description">
|
||||
<English>Minimum time value (in seconds) for the explosive timer.</English>
|
||||
<French>Définit la durée minimale paramétrable sur le minuteur.</French>
|
||||
<Japanese>起爆タイマーの最低時間 (秒) を設定します。</Japanese>
|
||||
<Spanish>Tiempo mínimo (en segundos) para el temporizador del explosivo.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_TimerMax_Description">
|
||||
<English>Maximum time value (in seconds) for the explosive timer.</English>
|
||||
<French>Définit la durée maximale paramétrable sur le minuteur.</French>
|
||||
<Japanese>起爆タイマーの最長時間 (秒) を設定します。</Japanese>
|
||||
<Spanish>Tiempo máximo (en segundos) para el temporizador del explosivo.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Explosives_TimerDefault_Description">
|
||||
<English>Default time value (in seconds) for the explosive timer.</English>
|
||||
<French>Définit la durée paramétrée par défaut sur le minuteur.</French>
|
||||
<Japanese>起爆タイマーの標準時間 (秒) を設定します。</Japanese>
|
||||
<Spanish>Tiempo por defecto (en segundos) para el temporizador del explosivo.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -154,6 +154,7 @@
|
||||
<Chinese>讓單位快速繩降</Chinese>
|
||||
<Korean>패스트 로프를 놓음</Korean>
|
||||
<Czech>UMOŽNIT JEDNOTKÁM SLAŇOVAT</Czech>
|
||||
<Spanish>INDICAR A LAS UNIDADES DESCENDER POR LA CUERDA</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Fastroping_Interaction_deployRopes12">
|
||||
<English>Deploy 12m ropes</English>
|
||||
|
@ -8,6 +8,7 @@
|
||||
<Russian>ACE Перегрузки</Russian>
|
||||
<Japanese>ACE G フォース</Japanese>
|
||||
<Turkish>ACE G-Kuvveti</Turkish>
|
||||
<Spanish>ACE Fuerza G</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_GForces_enabledFor_displayName">
|
||||
<English>Gforces Effects</English>
|
||||
@ -63,6 +64,7 @@
|
||||
<Russian>Коэффициент перегрузки</Russian>
|
||||
<Japanese>G 効果係数</Japanese>
|
||||
<Turkish>G-Kuvvet Katsayısı</Turkish>
|
||||
<Spanish>Coeficiente de Fuerza G</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_GForces_Coefficient_Description">
|
||||
<English>Controls strength of G-Force affecting players.</English>
|
||||
@ -71,6 +73,7 @@
|
||||
<Russian>Определяет силу перегрузок, влияющих на игроков.</Russian>
|
||||
<Japanese>G 効果がプレイヤーに与える影響量を設定できます。</Japanese>
|
||||
<Turkish>Oyuncuları etkileyen G-Force'un gücünü kontrol eder.</Turkish>
|
||||
<Spanish>Controla la intensidad de fuerza G que afecta a los jugadores.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -166,6 +166,7 @@
|
||||
<Portuguese>Granada de Luz CTS 7290 9-Explosões</Portuguese>
|
||||
<Turkish>CTS 7290 9- Flaş Bombası</Turkish>
|
||||
<Russian>CTS 7290-9 Светошумовая граната</Russian>
|
||||
<Spanish>Granada aturdidora CTS 7290 9-explosiones</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_CTS9_NameShort">
|
||||
<English>CTS 7290-9</English>
|
||||
@ -402,6 +403,7 @@
|
||||
<Portuguese>Granada Incendiária AN-M14</Portuguese>
|
||||
<Czech>AN-M14 zápalný granát</Czech>
|
||||
<Turkish>AN-M14 Yangın Bombası</Turkish>
|
||||
<Spanish>Granada incendiaria AN-M14</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_Incendiary_NameShort">
|
||||
<English>AN-M14</English>
|
||||
@ -417,6 +419,7 @@
|
||||
<Portuguese>AN-M14</Portuguese>
|
||||
<Czech>AN-M14</Czech>
|
||||
<Turkish>AN-M14</Turkish>
|
||||
<Spanish>AN-M14</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_Incendiary_Description">
|
||||
<English>Incendiary grenade used to destroy weapons, ammunition and other equipment.</English>
|
||||
@ -432,6 +435,7 @@
|
||||
<Portuguese>Granada Incendiária utilizada para destruir armas, munições e outros equipamentos.</Portuguese>
|
||||
<Czech>Zápalný granát používaný ke zničení zbraní, munice a další výbavy.</Czech>
|
||||
<Turkish>Yangın bombaları, cephaneleri ve diğer teçhizatı yok etmek için kullanılır</Turkish>
|
||||
<Spanish>Granada incendiaria utilizada para destruir armamento, municiones y otros equipamientos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_parachute_flare_description">
|
||||
<English>Type: Star Parachute Flare</English>
|
||||
@ -445,6 +449,7 @@
|
||||
<French>Type : Fusée éclairante à parachute</French>
|
||||
<Czech>Typ: Světlice s padákem</Czech>
|
||||
<Turkish>Tür: Yıldız Paraşüt Fişeği</Turkish>
|
||||
<Spanish>Tipo: Bengala de paracaidas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_40mm_flare_white">
|
||||
<English>M583 Illumination Flare (White)</English>
|
||||
@ -458,6 +463,7 @@
|
||||
<French>M583 Fusée éclairante (Blanche)</French>
|
||||
<Czech>M583 Světlice (Bílá)</Czech>
|
||||
<Turkish>M583 Aydınlatma Fişeği (Beyaz)</Turkish>
|
||||
<Spanish>M583 Bengala de iluminación (Blanca)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_40mm_flare_red">
|
||||
<English>M662 Illumination Flare (Red)</English>
|
||||
@ -471,6 +477,7 @@
|
||||
<French>M662 Fusée éclairante (Rouge)</French>
|
||||
<Czech>M662 Světlice (Červená)</Czech>
|
||||
<Turkish>M662 Aydınlatma Fişeği (Kırmızı)</Turkish>
|
||||
<Spanish>M662 Bengala de iluminación (Roja)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_40mm_flare_green">
|
||||
<English>M661 Illumination Flare (Green)</English>
|
||||
@ -484,6 +491,7 @@
|
||||
<French>M661 Fusée éclairante (Verte)</French>
|
||||
<Czech>M661 Světlice (Zelená)</Czech>
|
||||
<Turkish>M661 Aydınlatma Fişeği (Yeşil)</Turkish>
|
||||
<Spanish>M661 Bengala de iluminación (Verde)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_parachute_flare_ir_description">
|
||||
<English>Type: Parachute IR Flare</English>
|
||||
@ -497,6 +505,7 @@
|
||||
<French>Type : Fusée IR à parachute</French>
|
||||
<Czech>Typ: Infračervená světlice s padákem</Czech>
|
||||
<Turkish>Tip : Paraşüt IR Flare</Turkish>
|
||||
<Spanish>Tipo: Bengala infrarroja de paracaidas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_40mm_flare_ir">
|
||||
<English>M992 Illumination IR Flare</English>
|
||||
@ -510,41 +519,49 @@
|
||||
<French>M992 Fusée IR</French>
|
||||
<Czech>M992 Infračervená světlice</Czech>
|
||||
<Turkish>M992 Illumination IR Flare</Turkish>
|
||||
<Spanish>M992 Bengala de iluminación infrarroja</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_SatchelCharge_Remote_Mag_Throwable">
|
||||
<English>Explosive Satchel (Throwable)</English>
|
||||
<French>Charge en sacoche (lançable)</French>
|
||||
<Japanese>梱包爆薬 (投てき仕様)</Japanese>
|
||||
<Spanish>Carga de mochila explosiva (Lanzable)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_SatchelCharge_Description">
|
||||
<English>Type: Charge<br />Rounds: 1<br />Used on: Things that need to die</English>
|
||||
<French>Type : Charge<br />Munitions : 1<br />Application : à balancer sur des trucs qui doivent mourir</French>
|
||||
<Japanese>種類: 爆薬<br />弾数: 1<br />次で使用: 破壊すべき物に</Japanese>
|
||||
<Spanish>Tipo: Carga<br />Unidades: 1<br />Usada: Cosas que necesitan morir</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_SatchelCharge_LibText">
|
||||
<English>An explosive satchel that is throwable. 7 second fixed fuse</English>
|
||||
<French>Charge explosive lançable. Détonation après 7 secondes.</French>
|
||||
<Japanese>投げられる梱包爆薬。起爆までの時間は 7 秒間</Japanese>
|
||||
<Spanish>Carga de mochila explosiva que se puede lanzar. Espoleta fija de 7 segundos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_DemoCharge_Remote_Mag_Throwable">
|
||||
<English>Explosive Charge (Throwable)</English>
|
||||
<French>Charge explosive (lançable)</French>
|
||||
<Japanese>爆薬ブロック (投てき仕様)</Japanese>
|
||||
<Spanish>Carga explosiva (Lanzable)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_DemoCharge_LibText">
|
||||
<English>An explosive charge that is throwable. 7 second fixed fuse</English>
|
||||
<French>Bloc explosif lançable. Détonation après 7 secondes.</French>
|
||||
<Japanese>投げられる爆薬ブロック。起爆までの時間は 7 秒間</Japanese>
|
||||
<Spanish>Carga explosiva que se puede lanzar. Espoleta fija de 7 segundos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_Convert_Fuse">
|
||||
<English>Convert to short fuse</English>
|
||||
<French>Appliquer une mèche</French>
|
||||
<Japanese>短信管へ変更</Japanese>
|
||||
<Spanish>Convertir a espoleta corta</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_Remove_Fuse">
|
||||
<English>Remove short fuse</English>
|
||||
<French>Retirer la mèche</French>
|
||||
<Japanese>短信管を削除</Japanese>
|
||||
<Spanish>Quitar espoleta corta</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_Settings_DisplayName">
|
||||
<English>ACE Grenades</English>
|
||||
@ -566,11 +583,13 @@
|
||||
<English>Allow Explosive Conversion</English>
|
||||
<French>Autoriser les mèches (charges lançables)</French>
|
||||
<Japanese>爆薬変更を許可</Japanese>
|
||||
<Spanish>Permitir conversión de explosivos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_convertExplosives_Description">
|
||||
<English>Allow converting explosives to throwables</English>
|
||||
<French>Cette option permet de rendre les charges explosives lançables, à la manière des grenades.\nPour celà, ouvrir l'inventaire et double-cliquer sur les charges, afin de leur appliquer une mèche.\nLa mèche peut se retirer en suivant la même procédure.</French>
|
||||
<Japanese>爆発物を投てき仕様へ交換できるようにします。</Japanese>
|
||||
<Spanish>Permitir convertir explosivos a lanzables</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -72,6 +72,7 @@
|
||||
<French>Échanger les armes</French>
|
||||
<Japanese>ガンバッグ内の武器を交換</Japanese>
|
||||
<Turkish>Silah çantasında silah değişimi</Turkish>
|
||||
<Spanish>Intercambiar arma en funda de arma</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Gunbag_SwapGunbagEnabled_DisplayName">
|
||||
<English>Enable Weapon Swap</English>
|
||||
@ -80,6 +81,7 @@
|
||||
<French>Activer l'échange d'arme</French>
|
||||
<Japanese>武器交換を有効化</Japanese>
|
||||
<Turkish>Silah Değiştirmeyi Etkinleştir</Turkish>
|
||||
<Spanish>Habilitar cambio de arma</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Gunbag_SwapGunbagEnabled_Description">
|
||||
<English>Allows interaction to directly swap the primary weapon and stored weapon.</English>
|
||||
@ -88,6 +90,7 @@
|
||||
<French>Active le menu d'interaction personnelle permettant d'échanger directement l'arme primaire et l'arme rangée dans la housse.</French>
|
||||
<Japanese>持っている武器とガンバッグ内の武器を交換できるようにします。</Japanese>
|
||||
<Turkish>Etkileşimin doğrudan birincil silahı ve depolanan silahı değiştirmesine izin verir.</Turkish>
|
||||
<Spanish>Permitir interacción para intercambiar el arma principal y el arma guardada.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Gunbag_OffGunbag">
|
||||
<English>Get weapon out of gunbag</English>
|
||||
|
@ -285,6 +285,7 @@
|
||||
<Russian>Защита слуха</Russian>
|
||||
<Portuguese>Proteção Auditiva</Portuguese>
|
||||
<Czech>Ochrana sluchu</Czech>
|
||||
<Spanish>Protección auditiva</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hearing_statHearingLowerVolume">
|
||||
<English>Volume muffling</English>
|
||||
@ -298,6 +299,7 @@
|
||||
<Russian>Глушение звука</Russian>
|
||||
<Portuguese>Abafamento de Volume</Portuguese>
|
||||
<Czech>Snížení hlasitosti</Czech>
|
||||
<Spanish>Atenuación de volumen</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hearing_earplugsVolume_DisplayName">
|
||||
<English>Earplugs Volume</English>
|
||||
@ -311,6 +313,7 @@
|
||||
<Portuguese>Volume do Protetor Auricular</Portuguese>
|
||||
<French>Volume bouchons anti bruit</French>
|
||||
<Czech>Hlasitost se špunty</Czech>
|
||||
<Spanish>Volumen de protectores auditivos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hearing_earplugsVolume_Description">
|
||||
<English>Volume when using earplugs.</English>
|
||||
@ -324,6 +327,7 @@
|
||||
<Portuguese>Volume quando estiver utilizando um Protetor Auricular</Portuguese>
|
||||
<French>Volume audio perçu par les joueurs portant des bouchons anti bruit.</French>
|
||||
<Czech>Hlasitost při používání špuntů do uší.</Czech>
|
||||
<Spanish>Volumen cuando se utilizan protectores auditivos.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hearing_unconsciousnessVolume_DisplayName">
|
||||
<English>Unconscious Volume</English>
|
||||
@ -337,6 +341,7 @@
|
||||
<Portuguese>Volume Inconsciente</Portuguese>
|
||||
<French>Volume inconscience</French>
|
||||
<Czech>Hlasitost při ztrátě vědomí</Czech>
|
||||
<Spanish>Volumen inconsciente</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hearing_unconsciousnessVolume_Description">
|
||||
<English>Volume when unconscious.</English>
|
||||
@ -350,6 +355,7 @@
|
||||
<Portuguese>Volume enquanto inconsciente</Portuguese>
|
||||
<French>Volume perçu par les joueurs inconscients.</French>
|
||||
<Czech>Hlasitost během ztráty vědomí.</Czech>
|
||||
<Spanish>Volumen durante la inconsciencia.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -19,12 +19,15 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hellfire_KDescriptionShort">
|
||||
<English>Semi-active laser homing missile with high explosive anti-tank warhead</English>
|
||||
<Spanish>Misil de guiado láser semi-activo con cabeza de alto explosivo anti-tanque</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hellfire_LDescriptionShort">
|
||||
<English>Millimeter-wave radar guided missile with high explosive anti-tank warhead</English>
|
||||
<Spanish>Misil guiado por radar de onda milimétrica con cabeza de alto explosivo anti-tanque</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hellfire_NDescriptionShort">
|
||||
<English>Semi-active laser homing missile with metal augmented charge anti-personnel warhead</English>
|
||||
<Spanish>Misil guiado por láser semi-activo con cabeza de carga de metal aumentada anti-persona</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -39,7 +39,7 @@
|
||||
"CHECKBOX",
|
||||
LSTRING(UseListMenu),
|
||||
[format ["ACE %1", LLSTRING(Category_InteractionMenu)], LLSTRING(Category_InteractionMenu)],
|
||||
false,
|
||||
true,
|
||||
false
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
|
@ -493,11 +493,13 @@
|
||||
<English>Consolidate single child actions</English>
|
||||
<Russian>Объединять с единственным дочерним действием</Russian>
|
||||
<Japanese>サブ動作を統合</Japanese>
|
||||
<Spanish>Consolidar acciones hijo únicas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Interact_Menu_consolidateSingleChild_Description">
|
||||
<English>Combines parent action with only one child action together.</English>
|
||||
<Russian>Объединять родительское действие с единственным дочерним действием в одно.</Russian>
|
||||
<Japanese>メインの動作とサブ動作一つを統合して表示します。</Japanese>
|
||||
<Spanish>Combina acciones padre con una única accion hijo de forma conjunta</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -1207,16 +1207,19 @@
|
||||
<English>Attach %1</English>
|
||||
<Russian>Установить %1</Russian>
|
||||
<Japanese>%1 を取り付け</Japanese>
|
||||
<Spanish>Acoplar %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Interaction_weaponAttachmentsDetach">
|
||||
<English>Detach %1</English>
|
||||
<Russian>Снять %1</Russian>
|
||||
<Japanese>%1 を外す</Japanese>
|
||||
<Spanish>Desacoplar %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Interaction_weaponAttachments_Description">
|
||||
<English>Enables attach/detach weapon attachment actions for current weapon.</English>
|
||||
<Russian>Включает действия Установить/Снять для приспособлений текущего оружия.</Russian>
|
||||
<Japanese>インタラクションから使用中の武器に対してのアタッチメント取り外しを可能にします。</Japanese>
|
||||
<Spanish>Activar acciones de acoplar/desacoplar accesorios para el arma actual.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -15,6 +15,7 @@
|
||||
<French>Remplissage des chargeurs</French>
|
||||
<Czech>Přepáskování zásobníků</Czech>
|
||||
<Turkish>Şarjör Yeniden Doldurma</Turkish>
|
||||
<Spanish>Reempaquetado de cargadores</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MagazineRepack_timePerAmmo">
|
||||
<English>Time per round</English>
|
||||
@ -30,6 +31,7 @@
|
||||
<French>Temps par cartouche</French>
|
||||
<Czech>Čas na náboj</Czech>
|
||||
<Turkish>Süre başına mermi</Turkish>
|
||||
<Spanish>Tiempo por cartucho</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MagazineRepack_timePerMagazine">
|
||||
<English>Time per magazine</English>
|
||||
@ -45,6 +47,7 @@
|
||||
<French>Temps par chargeur</French>
|
||||
<Czech>Čas na zásobník</Czech>
|
||||
<Turkish>Süre başına şarjör</Turkish>
|
||||
<Spanish>Tiempo por cargador</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MagazineRepack_timePerBeltLink">
|
||||
<English>Time per belt link</English>
|
||||
@ -59,6 +62,7 @@
|
||||
<Portuguese>Tempo por carregador de cinto</Portuguese>
|
||||
<French>Temps par bande</French>
|
||||
<Czech>Čas na článek pásu</Czech>
|
||||
<Spanish>Tiempo por enganche de cinta</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MagazineRepack_RepackMagazines">
|
||||
<English>Repack Magazines</English>
|
||||
|
@ -100,7 +100,7 @@ class RscDisplayMainMap {
|
||||
class objects {
|
||||
class Compass: RscObject {
|
||||
scale = 0.7;
|
||||
zoomDuration = 0;
|
||||
zoomDuration = 0.1; // 0 (instant transition) breaks Arma saving position/size
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -524,6 +524,7 @@
|
||||
<Russian>Отключить BFT</Russian>
|
||||
<Portuguese>Desativar BFT</Portuguese>
|
||||
<Czech>Vypnout sledování přátelských jednotek (BFT).</Czech>
|
||||
<Spanish>Desabilitar BFT</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_disableBFT_description">
|
||||
<English>Always disable Blue Force Tracking for this group.</English>
|
||||
@ -538,6 +539,7 @@
|
||||
<Russian>Всегда отключать Blue Force Tracking для этой группы</Russian>
|
||||
<Portuguese>Sempre desativar Rastreio Blue Force (BFT) para esse grupo.</Portuguese>
|
||||
<Czech>Vždy vypne sledování přátelských jednotek (BFT) pro tuto skupinu.</Czech>
|
||||
<Spanish>Deshabilitar siempre Blue Force Tracking para este grupo.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -271,57 +271,68 @@
|
||||
<Polish>Pokazuj jedynie sojusznicze gesty</Polish>
|
||||
<French>Afficher uniquement le pointage des alliés</French>
|
||||
<Japanese>友軍ジェスチャーのみ表示</Japanese>
|
||||
<Spanish>Mostrar sólo gestos de aliados</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_onlyShowFriendlys_description">
|
||||
<English>Shows only Gestures from Units that are from the same side or a Friendly side.</English>
|
||||
<Russian>Показывать жесты только от игроков союзной стороны.</Russian>
|
||||
<French>Affiche uniquement les pointages effectués par des unités qui sont du même camp, ou d'un camp allié.</French>
|
||||
<Japanese>友軍ユニットのみからジェスチャーを表示します。</Japanese>
|
||||
<Spanish>Muestra únicamente gestos de las unidades que son del mismo bando o de un bando aliado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_maxRangeCamera_displayName">
|
||||
<English>Max range Camera</English>
|
||||
<French>Portée de la caméra</French>
|
||||
<Japanese>カメラ最大範囲</Japanese>
|
||||
<Spanish>Máximo alcance de cámara</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_maxRangeCamera_description">
|
||||
<English>Max range between a Camera and players to show the map gesture indicator</English>
|
||||
<French>Définit le rayon au-delà duquel une caméra ne verra plus l'indicateur de pointage des autres joueurs.</French>
|
||||
<Japanese>プレイヤーが行うマップ ジェスチャーをカメラから確認できる最大範囲を設定します。</Japanese>
|
||||
<Spanish>Máxima distancia entre una cámara y los jugadores para mostrar el indicador de gestos en mapa</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_allowSpectator_displayName">
|
||||
<English>Allow Spectator</English>
|
||||
<French>Autoriser les spectateurs</French>
|
||||
<Japanese>スペクテイターに許可</Japanese>
|
||||
<Spanish>Permitir espectador</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_allowSpectator_description">
|
||||
<English>Allows Spectator to See Map Gestures</English>
|
||||
<French>Permet aux spectateurs de voir le pointage des autres joueurs.</French>
|
||||
<Japanese>スペクテイターからマップ ジェスチャーを表示できるようにします。</Japanese>
|
||||
<Spanish>Permitir al espectador ver los gestos de mapa</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_allowCurator_displayName">
|
||||
<English>Allow Curator</English>
|
||||
<French>Autoriser les curateurs</French>
|
||||
<Japanese>キュレーターに許可</Japanese>
|
||||
<Spanish>Permitir Curador</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_allowCurator_description">
|
||||
<English>Allows Curator to See Map Gestures</English>
|
||||
<French>Permet aux curateurs de voir le pointage des autres joueurs.</French>
|
||||
<Japanese>キュレーターからマップ ジェスチャーを表示できるようにします。</Japanese>
|
||||
<Spanish>Permitir al Curador ver los gestos de mapa</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_briefingMode_displayName">
|
||||
<English>Briefing Mode</English>
|
||||
<French>Visibilité lors du briefing</French>
|
||||
<Japanese>ブリーフィング モード</Japanese>
|
||||
<Spanish>Modo de briefing</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_briefingMode_description">
|
||||
<English>What player can see what</English>
|
||||
<French>Définit quels pointages les joueurs peuvent voir lors du briefing.</French>
|
||||
<Japanese>プレイヤーが見ることができる対象を決定します。</Japanese>
|
||||
<Spanish>Qué puede ver cada jugador</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_briefingMode_Disabled">
|
||||
<English>Disabled</English>
|
||||
<French>Pointage désactivé</French>
|
||||
<Japanese>無効化</Japanese>
|
||||
<Spanish>Deshabilitado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_briefingMode_Group">
|
||||
<English>Group</English>
|
||||
@ -351,6 +362,7 @@
|
||||
<English>Proximity</English>
|
||||
<French>Proximité</French>
|
||||
<Japanese>付近のみ</Japanese>
|
||||
<Spanish>Proximidad</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Map_Gestures_briefingMode_All">
|
||||
<English>All</English>
|
||||
|
@ -202,6 +202,7 @@
|
||||
<Portuguese>Tecla para girar Ferramentas de Mapa</Portuguese>
|
||||
<Czech>Klávesa pro otáčení pomůcky k mapě</Czech>
|
||||
<Turkish>Harita Aracının Yönünü Değiştirme Tuşu</Turkish>
|
||||
<Spanish>Tecla para rotar herramientas de mapa</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_rotateModifierKey_description">
|
||||
<English>Modifier key to allow rotating map tools</English>
|
||||
@ -217,6 +218,7 @@
|
||||
<Portuguese>Tecla de Modificador para permitir girar as ferramentas de mapa</Portuguese>
|
||||
<Czech>Klávesa která umožnuje otáčení pomůcky k mapě</Czech>
|
||||
<Turkish>Dönen harita araçlarına izin veren değiştirici tuş</Turkish>
|
||||
<Spanish>Tecla modificadora para permitir rotar herramientas de mapa</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_drawStraightLines_displayName">
|
||||
<English>Draw straight lines with maptools</English>
|
||||
@ -232,6 +234,7 @@
|
||||
<Portuguese>Desenhar linhas retas com as ferramentas de mapa</Portuguese>
|
||||
<Czech>Kreslit rovné čáry s pomůckou k mapě</Czech>
|
||||
<Turkish>Maptools ile düz çizgiler çizme</Turkish>
|
||||
<Spanish>Dibujar línea recta con las herramientas de mapa</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MapTools_drawStraightLines_description">
|
||||
<English>Draw on the edge of maptools to draw straight lines. Note: Must hover at midpoint to delete.</English>
|
||||
@ -247,6 +250,7 @@
|
||||
<Portuguese>Desenhe no canto da ferramenta de mapa para desenhar linhas retas. Observação: Sobreponha o meio com o mouse para deletar.</Portuguese>
|
||||
<Czech>Povolit kreslení rovných čar při kreslení na okraji pomůcky k mapě. Poznámka: Pro smazání musíte mít kurzor nad středem čáry.</Czech>
|
||||
<Turkish>Düz çizgiler çizmek için maptools'un kenarına çizin. Not: Silmek için orta noktada fareyle üzerine gelmeniz gerekir.</Turkish>
|
||||
<Spanish>Dibujar sobre el borde de las herramientas de mapa para dibujar líneas rectas. Nota: Debe situarse en el punto intermedio para eliminarla.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -35,5 +35,11 @@ class RscDisplayInsertMarker {
|
||||
class MarkerAngleText: RscText {
|
||||
idc = IDC_ACE_INSERT_MARKER_ANGLE_TEXT;
|
||||
};
|
||||
class MarkerScale: RscXSliderH {
|
||||
idc = IDC_ACE_INSERT_MARKER_SCALE;
|
||||
};
|
||||
class MarkerScaleText: RscText {
|
||||
idc = IDC_ACE_INSERT_MARKER_SCALE_TEXT;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -6,6 +6,7 @@ PREP(onLBSelChangedChannel);
|
||||
PREP(onLBSelChangedColor);
|
||||
PREP(onLBSelChangedShape);
|
||||
PREP(onSliderPosChangedAngle);
|
||||
PREP(onSliderPosChangedScale);
|
||||
PREP(placeMarker);
|
||||
PREP(sendMarkersJIP);
|
||||
PREP(setMarkerJIP);
|
||||
|
@ -15,6 +15,7 @@ if (isMultiplayer && {!isServer} && {hasInterface}) then {
|
||||
GVAR(mapDisplaysWithDrawEHs) = [];
|
||||
GVAR(currentMarkerPosition) = [];
|
||||
GVAR(currentMarkerAngle) = 0;
|
||||
GVAR(currentMarkerScale) = 1;
|
||||
GVAR(currentMarkerColorConfigName) = "";
|
||||
GVAR(currentMarkerConfigName) = "";
|
||||
|
||||
|
@ -45,6 +45,8 @@
|
||||
private _aceColorLB = _display displayctrl IDC_ACE_INSERT_MARKER_COLOR;
|
||||
private _aceAngleSlider = _display displayctrl IDC_ACE_INSERT_MARKER_ANGLE;
|
||||
private _aceAngleSliderText = _display displayctrl IDC_ACE_INSERT_MARKER_ANGLE_TEXT;
|
||||
private _aceScaleSlider = _display displayctrl IDC_ACE_INSERT_MARKER_SCALE;
|
||||
private _aceScaleSliderText = _display displayctrl IDC_ACE_INSERT_MARKER_SCALE_TEXT;
|
||||
|
||||
private _mapDisplay = displayParent _display;
|
||||
if (isNull _mapDisplay) exitWith {ERROR("No Map");};
|
||||
@ -103,7 +105,8 @@
|
||||
private _pos = ctrlposition _text;
|
||||
_pos params ["_posX", "_posY", "_posW", "_posH"];
|
||||
_posX = _posX + 0.01;
|
||||
_posY = _posY min ((safeZoneH + safeZoneY) - (8 * _posH + 8 * BORDER)); //prevent buttons being placed below bottom edge of screen
|
||||
_posY = _posY min ((safeZoneH + safeZoneY) - (11 * _posH + 11 * BORDER)); //prevent buttons being placed below bottom edge of screen
|
||||
|
||||
_pos set [0, _posX];
|
||||
_pos set [1, _posY];
|
||||
_text ctrlSetPosition _pos;
|
||||
@ -118,9 +121,9 @@
|
||||
//--- Description
|
||||
_pos set [1, _posY - 1 * _posH];
|
||||
if (GVAR(timestampEnabled)) then {
|
||||
_pos set [3,7 * _posH + 7 * BORDER];
|
||||
_pos set [3,9 * _posH + 9 * BORDER];
|
||||
} else {
|
||||
_pos set [3,6 * _posH + 6 * BORDER];
|
||||
_pos set [3,10 * _posH + 10 * BORDER];
|
||||
};
|
||||
_description ctrlEnable false;
|
||||
_description ctrlSetPosition _pos;
|
||||
@ -187,16 +190,28 @@
|
||||
_aceAngleSliderText ctrlSetPosition _pos;
|
||||
_aceAngleSliderText ctrlCommit 0;
|
||||
|
||||
//--- Scale
|
||||
_pos set [1, _posY + 5 * _posH + 6 * BORDER + _timestampOffset];
|
||||
_pos set [2, _posW];
|
||||
_aceScaleSlider ctrlSetPosition _pos;
|
||||
_aceScaleSlider ctrlCommit 0;
|
||||
|
||||
//--- Scale Text
|
||||
_pos set [1, _posY + 6 * _posH + 7 * BORDER + _timestampOffset];
|
||||
_pos set [2, _posW];
|
||||
_aceScaleSliderText ctrlSetPosition _pos;
|
||||
_aceScaleSliderText ctrlCommit 0;
|
||||
|
||||
private _offsetButtons = 0;
|
||||
|
||||
if (isMultiplayer) then {
|
||||
_pos set [1,_posY + 5 * _posH + 7 * BORDER + _timestampOffset];
|
||||
_pos set [1,_posY + 7 * _posH + 9 * BORDER + _timestampOffset];
|
||||
_pos set [3,_posH];
|
||||
_descriptionChannel ctrlSetStructuredText parseText format ["<t size='0.8'>%1:</t>", localize "str_a3_cfgvehicles_modulerespawnposition_f_arguments_marker_0"];
|
||||
_descriptionChannel ctrlSetPosition _pos;
|
||||
_descriptionChannel ctrlCommit 0;
|
||||
|
||||
_pos set [1,_posY + 6 * _posH + 7 * BORDER + _timestampOffset];
|
||||
_pos set [1,_posY + 8 * _posH + 9 * BORDER + _timestampOffset];
|
||||
_pos set [3,_posH];
|
||||
_channel ctrlSetPosition _pos;
|
||||
_channel ctrlCommit 0;
|
||||
@ -235,11 +250,11 @@
|
||||
|
||||
_channel ctrlAddEventHandler ["LBSelChanged", {_this call FUNC(onLBSelChangedChannel)}];
|
||||
|
||||
_offsetButtons = 7 * _posH + 8 * BORDER;
|
||||
_offsetButtons = 9 * _posH + 10 * BORDER;
|
||||
} else {
|
||||
_descriptionChannel ctrlShow false;
|
||||
_channel ctrlShow false;
|
||||
_offsetButtons = 5 * _posH + 7 * BORDER;
|
||||
_offsetButtons = 7 * _posH + 9 * BORDER;
|
||||
};
|
||||
|
||||
//--- ButtonOK
|
||||
@ -321,4 +336,20 @@
|
||||
//Update now and add eventHandler:
|
||||
[_aceAngleSlider, _curSelAngle] call FUNC(onSliderPosChangedAngle);
|
||||
_aceAngleSlider ctrlAddEventHandler ["SliderPosChanged", {_this call FUNC(onSliderPosChangedAngle)}];
|
||||
|
||||
////////////////////
|
||||
// init marker scale slider
|
||||
_aceScaleSlider sliderSetRange [0.5, 2.0];
|
||||
|
||||
if !(GVAR(editingMarker) isEqualTo "") then {
|
||||
//get the original scale
|
||||
GVAR(currentMarkerScale) = (markerSize GVAR(editingMarker)) param [0, 1];
|
||||
};
|
||||
|
||||
private _curSelScale = GETGVAR(currentMarkerScale,1);
|
||||
_aceScaleSlider sliderSetPosition _curSelScale;
|
||||
|
||||
//Update now and add eventHandler:
|
||||
[_aceScaleSlider, _curSelScale] call FUNC(onSliderPosChangedScale);
|
||||
_aceScaleSlider ctrlAddEventHandler ["SliderPosChanged", {_this call FUNC(onSliderPosChangedScale)}];
|
||||
}, _this] call CBA_fnc_execNextFrame;
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Draws the current temp marker. Allows rotation.
|
||||
* Draws the current temp marker. Allows rotation and scale.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: TheMap <Control>
|
||||
@ -25,8 +25,8 @@ if (GVAR(currentMarkerConfigName) == "" || {GVAR(currentMarkerColorConfigName) =
|
||||
ERROR("Bad Data");
|
||||
};
|
||||
|
||||
private _sizeX = 1;
|
||||
private _sizeY = 1;
|
||||
private _sizeX = GVAR(currentMarkerScale);
|
||||
private _sizeY = GVAR(currentMarkerScale);
|
||||
|
||||
private _textureConfig = configFile >> "CfgMarkers" >> GVAR(currentMarkerConfigName);
|
||||
private _texture = getText (_textureConfig >> "icon");
|
||||
|
28
addons/markers/functions/fnc_onSliderPosChangedScale.sqf
Executable file
28
addons/markers/functions/fnc_onSliderPosChangedScale.sqf
Executable file
@ -0,0 +1,28 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: frankplow
|
||||
* Applies scale from on slider position change.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Slider (idc 1420) <CONTROL>
|
||||
* 1: Slider Data (scale: 0.5...2.0) <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [slider, 1.5] call ace_markers_fnc_onSliderPosChangedScale
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_ctrl", "_data"];
|
||||
TRACE_2("params",_ctrl,_data);
|
||||
|
||||
private _scale = _data * 100;
|
||||
_scale = round _scale;
|
||||
_scale = _scale / 100;
|
||||
|
||||
((ctrlParent _ctrl) displayCtrl IDC_ACE_INSERT_MARKER_SCALE_TEXT) ctrlSetText format [localize LSTRING(MarkerScale), _scale];
|
||||
|
||||
GVAR(currentMarkerScale) = _data;
|
@ -58,7 +58,8 @@ if (_closeNum isEqualTo 1) then {
|
||||
GETGVAR(currentMarkerConfigName,""),
|
||||
GETGVAR(currentMarkerColorConfigName,""),
|
||||
GETGVAR(currentMarkerPosition,[]),
|
||||
GETGVAR(currentMarkerAngle,0)
|
||||
GETGVAR(currentMarkerAngle,0),
|
||||
GETGVAR(currentMarkerScale,1)
|
||||
]
|
||||
]] call CBA_fnc_globalEvent;
|
||||
|
||||
|
@ -25,7 +25,7 @@ TRACE_2("params",_allMapMarkers,_allMapMarkersProperties);
|
||||
|
||||
if (_index != -1) then {
|
||||
private _data = _allMapMarkersProperties select _index;
|
||||
_data params ["_markerClassname", "_colorClassname", "_pos", "_dir"];
|
||||
_data params ["_markerClassname", "_colorClassname", "_pos", "_dir", "_scale"];
|
||||
|
||||
private _config = (configfile >> "CfgMarkers") >> _markerClassname;
|
||||
|
||||
@ -47,6 +47,7 @@ TRACE_2("params",_allMapMarkers,_allMapMarkersProperties);
|
||||
|
||||
_x setMarkerPosLocal _pos;
|
||||
_x setMarkerDirLocal _dir;
|
||||
_x setMarkerSizeLocal _scale;
|
||||
};
|
||||
false
|
||||
} count allMapMarkers;
|
||||
|
@ -19,7 +19,7 @@
|
||||
|
||||
params ["_marker", "_data"];
|
||||
TRACE_2("params",_marker,_data);
|
||||
_data params ["_markerClassname", "_colorClassname", "_pos", "_dir"];
|
||||
_data params ["_markerClassname", "_colorClassname", "_pos", "_dir", "_scale"];
|
||||
|
||||
private _config = configfile >> "CfgMarkers" >> _markerClassname;
|
||||
|
||||
@ -41,6 +41,7 @@ _marker setMarkerColorLocal configName _config;
|
||||
|
||||
_marker setMarkerPosLocal _pos;
|
||||
_marker setMarkerDirLocal _dir;
|
||||
_marker setMarkerSizeLocal [_scale, _scale];
|
||||
|
||||
// save properties on server machine for JIP, marker editing ready
|
||||
if (isMultiplayer && {isServer}) then {
|
||||
|
@ -38,3 +38,5 @@
|
||||
#define IDC_ACE_INSERT_MARKER_COLOR 1221
|
||||
#define IDC_ACE_INSERT_MARKER_ANGLE 1230
|
||||
#define IDC_ACE_INSERT_MARKER_ANGLE_TEXT 1231
|
||||
#define IDC_ACE_INSERT_MARKER_SCALE 1240
|
||||
#define IDC_ACE_INSERT_MARKER_SCALE_TEXT 1241
|
||||
|
@ -1,6 +1,10 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Markers">
|
||||
<Key ID="STR_ACE_Markers_MarkerScale">
|
||||
<English>Scale: %1</English>
|
||||
<Spanish>Escala: %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MarkerDirection">
|
||||
<English>Direction: %1°</English>
|
||||
<German>Drehung: %1°</German>
|
||||
@ -32,6 +36,7 @@
|
||||
<French>Marqueurs</French>
|
||||
<Czech>Značky</Czech>
|
||||
<Turkish>Işaretleyiciler</Turkish>
|
||||
<Spanish>Marcadores</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MoveRestriction">
|
||||
<English>Allow moving markers for</English>
|
||||
@ -46,6 +51,7 @@
|
||||
<Portuguese>Permitir que movam marcadores</Portuguese>
|
||||
<French>Permettre le déplacement des marqueurs pour</French>
|
||||
<Czech>Povolit pohyb se značkami pro</Czech>
|
||||
<Spanish>Permitir marcadores en movimiento para</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MoveRestriction_Description">
|
||||
<English>Restricts which players are able to move markers while holding the Alt key.</English>
|
||||
@ -61,6 +67,7 @@
|
||||
<French>Définit quels joueurs peuvent déplacer des marqueurs en maintenant la touche Alt enfoncée.</French>
|
||||
<Czech>Omezuje kdo může pohybovat se značkami při podržení klávesy Alt.</Czech>
|
||||
<Turkish>Alt tuşunu basılı tutarken hangi işaretçilerin hareket edebileceğini sınırlar.</Turkish>
|
||||
<Spanish>Reestringir qué jugadores son capaces de mover los marcadores manteniendo pulsada la tecla Alt.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MoveRestriction_Nobody">
|
||||
<English>Nobody</English>
|
||||
@ -76,6 +83,7 @@
|
||||
<French>Personne</French>
|
||||
<Czech>Nikdo</Czech>
|
||||
<Turkish>Hiçkimse</Turkish>
|
||||
<Spanish>Ninguno</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MoveRestriction_All">
|
||||
<English>All players</English>
|
||||
@ -91,6 +99,7 @@
|
||||
<French>Tous les joueurs</French>
|
||||
<Czech>Všichni hráči</Czech>
|
||||
<Turkish>Bütün Oyuncular</Turkish>
|
||||
<Spanish>Todos los jugadores</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MoveRestriction_Admins">
|
||||
<English>Admins</English>
|
||||
@ -106,6 +115,7 @@
|
||||
<French>Admins</French>
|
||||
<Czech>Administrátoři</Czech>
|
||||
<Turkish>Adminler</Turkish>
|
||||
<Spanish>Admins</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MoveRestriction_GroupLeaders">
|
||||
<English>Group leaders</English>
|
||||
@ -121,6 +131,7 @@
|
||||
<French>Chefs de groupe</French>
|
||||
<Czech>Velitelé jednotek</Czech>
|
||||
<Turkish>Grup Liderleri</Turkish>
|
||||
<Spanish>Líderes de grupo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MoveRestriction_GroupLeadersAndAdmins">
|
||||
<English>Group leaders and Admins</English>
|
||||
@ -136,6 +147,7 @@
|
||||
<French>Chefs de groupe et Admins</French>
|
||||
<Czech>Velitelé jednotek a Administrátoři</Czech>
|
||||
<Turkish>Grup Liderleri Ve Adminler</Turkish>
|
||||
<Spanish>Líderes de grupo y administradores</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_MoveRestriction_Owner">
|
||||
<English>Creator</English>
|
||||
@ -149,76 +161,91 @@
|
||||
<Italian>Creatore</Italian>
|
||||
<Czech>Tvůrce</Czech>
|
||||
<Turkish>Yaratıcı</Turkish>
|
||||
<Spanish>Creador</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampEnabled">
|
||||
<English>Allow Timestamps</English>
|
||||
<French>Permettre l'horodatage</French>
|
||||
<Japanese>タイムスタンプ許可</Japanese>
|
||||
<Spanish>Permitir marcas de tiempo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampEnabledDescription">
|
||||
<English>Whether to allow timestamps to be automatically applied to markers</English>
|
||||
<French>Active une interface permettant d'apposer un horodatage sur les marqueurs.</French>
|
||||
<Japanese>マーカーへ自動的にタイムスタンプを付与するかどうかを設定できます。</Japanese>
|
||||
<Spanish>Permitir que las marcas de tiempo sean automáticamente aplicadas a los marcadores</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_Timestamp">
|
||||
<English>Timestamp</English>
|
||||
<French>Horodatage</French>
|
||||
<Japanese>タイムスタンプ</Japanese>
|
||||
<Spanish>Marca de tiempo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampTooltipNoWatch">
|
||||
<English>Watch Required</English>
|
||||
<French>Une montre est requise.</French>
|
||||
<Japanese>時計の要求</Japanese>
|
||||
<Spanish>Reloj requerido</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampFormat">
|
||||
<English>Timestamp Format</English>
|
||||
<French>Horodatage - Format</French>
|
||||
<Japanese>タイムスタンプ形式</Japanese>
|
||||
<Spanish>Formato de marca de tiempo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampFormatDescription0">
|
||||
<English>Changes the timestamp format</English>
|
||||
<French>Modifie le format de l'horodatage.</French>
|
||||
<Japanese>タイムスタンプの形式を変更します</Japanese>
|
||||
<Spanish>Cambia el formato de marca de tiempo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampFormatDescription1">
|
||||
<English>"HH" - Hour</English>
|
||||
<French>"HH" - Heures</French>
|
||||
<Japanese>"HH" - 時間</Japanese>
|
||||
<Spanish>"HH" - Hora</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampFormatDescription2">
|
||||
<English>"MM" - Minute</English>
|
||||
<French>"MM" - Minutes</French>
|
||||
<Japanese>"MM" - 分</Japanese>
|
||||
<Spanish>"MM" - Minuto</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampFormatDescription3">
|
||||
<English>"SS" - Seconds</English>
|
||||
<French>"SS" - Secondes</French>
|
||||
<Japanese>"SS" - 秒</Japanese>
|
||||
<Spanish>"SS" - Segundos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampFormatDescription4">
|
||||
<English>"MM" - Milliseconds</English>
|
||||
<French>"MS" - Millisecondes</French>
|
||||
<Japanese>"MM" - ミリ秒</Japanese>
|
||||
<Spanish>"MM" - Milisegundos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampHourFormat">
|
||||
<English>Timestamp Hour Format</English>
|
||||
<French>Horodatage - Système horaire</French>
|
||||
<Japanese>タイムスタンプ時刻形式</Japanese>
|
||||
<Spanish>Formato de hora de marca de tiempo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampHourFormat24">
|
||||
<English>24-Hour Clock</English>
|
||||
<French>Format 24 heures</French>
|
||||
<Japanese>24 時間表記</Japanese>
|
||||
<Spanish>Reloj 24-Horas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampHourFormat12">
|
||||
<English>12-Hour Clock</English>
|
||||
<French>Format 12 heures</French>
|
||||
<Japanese>12 時間表記</Japanese>
|
||||
<Spanish>Reloj 12-Horas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Markers_TimestampHourFormatDescription">
|
||||
<English>Changes timestamp to use either 24-hour or 12-hour clock format</English>
|
||||
<French>Permet de choisir le système d'horodatage souhaité, au format 12 ou 24 heures.</French>
|
||||
<Japanese>タイムスタンプの時刻を 24 時間か 12 時間表記のどちらかに変更できます。</Japanese>
|
||||
<Spanish>Cambia que la marca de tiempo sea en formato de reloj 24-horas o 12-horas</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -16,6 +16,7 @@
|
||||
<French>AGM-65L Maverick, Missile Air-Sol à Guidage Laser</French>
|
||||
<Czech>AGM-65 Maverick L, Laserem naváděná střela vzduch-země</Czech>
|
||||
<Turkish>AGM-65 Maverick L, Laser Guided Anti-Ground-Missile</Turkish>
|
||||
<Spanish>AGM-65 Maverick L, Misil Aire-Tierra guiado por Láser</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Maverick_l_mag_x1">
|
||||
<English>AGM-65 Maverick L [ACE]</English>
|
||||
@ -31,6 +32,7 @@
|
||||
<French>1x AGM-65L Maverick [ACE]</French>
|
||||
<Czech>AGM-65 Maverick L [ACE]</Czech>
|
||||
<Turkish>AGM-65 Maverick L [ACE]</Turkish>
|
||||
<Spanish>AGM-65 Maverick L [ACE]</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Maverick_l_mag_x2">
|
||||
<English>2x AGM-65 Maverick L [ACE]</English>
|
||||
@ -46,6 +48,7 @@
|
||||
<French>2x AGM-65L Maverick [ACE]</French>
|
||||
<Czech>2x AGM-65 Maverick L [ACE]</Czech>
|
||||
<Turkish>2x AGM-65 Maverick L [ACE]</Turkish>
|
||||
<Spanish>2x AGM-65 Maverick L [ACE]</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Maverick_l_mag_x3">
|
||||
<English>3x AGM-65 Maverick L [ACE]</English>
|
||||
@ -61,9 +64,11 @@
|
||||
<French>3x AGM-65L Maverick [ACE]</French>
|
||||
<Czech>3x AGM-65 Maverick L [ACE]</Czech>
|
||||
<Turkish>3x AGM-65 Maverick L [ACE]</Turkish>
|
||||
<Spanish>3x AGM-65 Maverick L [ACE]</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Maverick_l_mag_short">
|
||||
<English>MAVL</English>
|
||||
<Spanish>MAVL</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Maverick_kh25ml_mag_descr">
|
||||
<English>Kh-25ML, Laser Guided Air-to-Ground-Missile</English>
|
||||
@ -79,6 +84,7 @@
|
||||
<French>Kh-25ML, Missile Air-Sol à Guidage Laser</French>
|
||||
<Czech>Kh-25ML, Laserem naváděná střela vzduch-země</Czech>
|
||||
<Turkish>Kh-25ML, Laser Guided Air-to-Ground-Missile</Turkish>
|
||||
<Spanish>Kh-25ML, Misil Aire-Tierra guiado por Láser</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Maverick_kh25ml_mag_x1">
|
||||
<English>1x Kh-25ML [ACE]</English>
|
||||
@ -94,6 +100,7 @@
|
||||
<French>1x Kh-25ML [ACE]</French>
|
||||
<Czech>1x Kh-25ML [ACE]</Czech>
|
||||
<Turkish>1x Kh-25ML [ACE]</Turkish>
|
||||
<Spanish>1x Kh-25ML [ACE]</Spanish>
|
||||
</Key>
|
||||
</Container>
|
||||
<Container name="weapons">
|
||||
@ -111,6 +118,7 @@
|
||||
<French>AGM-65L Maverick</French>
|
||||
<Czech>AGM-65 Maverick L</Czech>
|
||||
<Turkish>AGM-65 Maverick L</Turkish>
|
||||
<Spanish>AGM-65 Maverick L</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Maverick_kh25ml">
|
||||
<English>Kh-25ML</English>
|
||||
@ -126,6 +134,7 @@
|
||||
<French>Kh-25ML</French>
|
||||
<Czech>Kh-25ML</Czech>
|
||||
<Turkish>Kh-25ML</Turkish>
|
||||
<Spanish>Kh-25ML</Spanish>
|
||||
</Key>
|
||||
</Container>
|
||||
</Package>
|
||||
|
@ -59,6 +59,7 @@
|
||||
<Czech>Zvýšení pravděpodobnosti probuzení s Epinefrinem</Czech>
|
||||
<Russian>Увеличение шанса очнуться от адреналина</Russian>
|
||||
<Turkish>Epinefrin Uyanma Şansı Artışı</Turkish>
|
||||
<Spanish>Aumento de probabilidad de despertarse por epinefrina</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_spontaneousWakeUpEpinephrineBoost_Description">
|
||||
<English>Increases how often spontaneous wake up checks happen when patient has Epinephrine in their system.</English>
|
||||
@ -200,6 +201,7 @@
|
||||
<French>Les attelles guérissent les fractures, mais empêchent de courir</French>
|
||||
<Japanese>添え木で治癒可能、駆け足できないように</Japanese>
|
||||
<Turkish>Ateller İyileştirir, Ama Koşu Yapamaz</Turkish>
|
||||
<Spanish>Las férulas sanan, pero no pueden trotar</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_FractureChance_DisplayName">
|
||||
<English>Fracture Chance</English>
|
||||
@ -210,6 +212,7 @@
|
||||
<Russian>Шанс перелома</Russian>
|
||||
<Polish>Szansa na złamanie</Polish>
|
||||
<Turkish>Kırılma Şansı</Turkish>
|
||||
<Spanish>Probabilidad de fractura</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_FractureChance_Description">
|
||||
<English>The probability of a fracture causing wound resulting in a fracture.</English>
|
||||
@ -220,6 +223,7 @@
|
||||
<Russian>Вероятность перелома при получении соответствующих ран.</Russian>
|
||||
<Polish>Prawdopodobieństwo złamania kości w wyniku rany mogącej powodować złamania.</Polish>
|
||||
<Turkish>Yaraya neden olan bir kırığın kırılma olasılığı.</Turkish>
|
||||
<Spanish>La probabilidad de que una herida que pueda provocar una fractura, provoque una fractura.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_MedicalSettings_enableFor_DisplayName">
|
||||
<English>Enabled for</English>
|
||||
|
@ -1,3 +1,5 @@
|
||||
//pragma SKIP_COMPILE - Inline file
|
||||
|
||||
GVAR(stateMachine) = [{call EFUNC(common,getLocalUnits)}, true] call CBA_statemachine_fnc_create;
|
||||
|
||||
// Add states [statemachine, onState, onStateEntered, onStateLeaving, name]
|
||||
|
@ -122,8 +122,10 @@ private _bodyPartVisParams = [_unit, false, false, false, false]; // params arra
|
||||
_critialDamage = true;
|
||||
};
|
||||
if ([_unit, _bodyPartNToAdd, _bodyPartDamage, _woundDamage] call FUNC(determineIfFatal)) then {
|
||||
TRACE_1("determineIfFatal returned true",_woundDamage);
|
||||
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
|
||||
if (!isPlayer _unit || {random 1 < EGVAR(medical,deathChance)}) then {
|
||||
TRACE_1("determineIfFatal returned true",_woundDamage);
|
||||
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
|
||||
};
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
|
@ -33,3 +33,21 @@
|
||||
[0, 1, 0.1, 2, true],
|
||||
true
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QEGVAR(medical,deathChance),
|
||||
"SLIDER",
|
||||
[LSTRING(deathChance_DisplayName), LSTRING(deathChance_Description)],
|
||||
ELSTRING(medical,Category),
|
||||
[0, 1, 1, 2, true],
|
||||
true
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QEGVAR(medical,enableVehicleCrashes),
|
||||
"CHECKBOX",
|
||||
[LSTRING(EnableVehicleCrashes_DisplayName), LSTRING(EnableVehicleCrashes_Description)],
|
||||
ELSTRING(medical,Category),
|
||||
true,
|
||||
true
|
||||
] call CBA_fnc_addSetting;
|
||||
|
@ -676,6 +676,7 @@
|
||||
<Russian>Порог урона</Russian>
|
||||
<Polish>Próg obrażeń jednostki</Polish>
|
||||
<Turkish>Birim Hasar Katsayısı</Turkish>
|
||||
<Spanish>Umbral de daño de unidad</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_Eden_threshold_Description">
|
||||
<English>Sets the amount of damage a unit can receive before going unconscious. (0 for mission default)</English>
|
||||
@ -686,16 +687,35 @@
|
||||
<Russian>Устанавливает количество урона, которое может получить юнит перед тем, как потерять сознание. (0 для значения миссии)</Russian>
|
||||
<Polish>Ustawia próg obrażeń jakie może otrzymać jednostka przed utratą przytomności. (0 jako ustawienie domyślne misji)</Polish>
|
||||
<Turkish>Bilinçsiz duruma geçmeden önce bir birimin alabileceği hasar miktarını ayarlar. (Görev varsayılanı için 0)</Turkish>
|
||||
<Spanish>Determina la cantidad de daño que puede recibir una unidad antes de quedar inconsciente (0 para predeterminado de misión)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_PainUnconsciousChance_DisplayName">
|
||||
<English>Pain Unconscious Chance</English>
|
||||
<Polish>Szansa na nieprzytomność przez ból</Polish>
|
||||
<Japanese>気絶確立</Japanese>
|
||||
<Spanish>Probabilidad de inconsciencia por dolor</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_PainUnconsciousChance_Description">
|
||||
<English>The probability of a person falling unconscious when their pain is above the tolerance threshold upon receiving damage.</English>
|
||||
<Polish>Szansa że osoba straci przytomność gdy jej ból jest powyżej tolerowalnego progu podczas otrzymywania obrażeń.</Polish>
|
||||
<Japanese>ユニットがダメージを受けた時に痛みが許容しきい値を超えた場合、気絶をする確立を設定します。</Japanese>
|
||||
<Spanish>La probabilidad de que una persona caiga inconsciente cuando su dolor está por encima del umbral al haber recibido daño.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_DeathChance_DisplayName">
|
||||
<English>Fatal Injury Death Chance</English>
|
||||
<Spanish>Probabilidad de muerte por herida fatal</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_DeathChance_Description">
|
||||
<English>The chance of dying to a fatal injury.</English>
|
||||
<Spanish>La probabilidad de morir a causa de una herida fatal.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_EnableVehicleCrashes_DisplayName">
|
||||
<English>Enable Vehicle Crash Damage</English>
|
||||
<Spanish>Activar daño por accidente de vehículo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Damage_EnableVehicleCrashes_Description">
|
||||
<English>Controls whether crew receives damage from vehicle collisions.</English>
|
||||
<Spanish>Controla si la tripulación recibe daño debido a colisiones en vehículo.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -94,7 +94,7 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
|
||||
|
||||
// represents all incoming damage for selecting a non-selectionSpecific wound location, (used for selectRandomWeighted [value1,weight1,value2....])
|
||||
private _damageSelectionArray = [
|
||||
HITPOINT_INDEX_HEAD, _damageHead select 1, HITPOINT_INDEX_BODY, _damageBody select 1, HITPOINT_INDEX_LARM, _damageLeftArm select 1,
|
||||
HITPOINT_INDEX_HEAD, _damageHead select 1, HITPOINT_INDEX_BODY, _damageBody select 1, HITPOINT_INDEX_LARM, _damageLeftArm select 1,
|
||||
HITPOINT_INDEX_RARM, _damageRightArm select 1, HITPOINT_INDEX_LLEG, _damageLeftLeg select 1, HITPOINT_INDEX_RLEG, _damageRightLeg select 1
|
||||
];
|
||||
|
||||
@ -204,14 +204,15 @@ if (
|
||||
// It does fire the EH multiple times, but this seems to scale with the intensity of the crash
|
||||
private _vehicle = vehicle _unit;
|
||||
if (
|
||||
_hitPoint isEqualTo "#structural" &&
|
||||
EGVAR(medical,enableVehicleCrashes) &&
|
||||
{_hitPoint isEqualTo "#structural"} &&
|
||||
{_ammo isEqualTo ""} &&
|
||||
{_vehicle != _unit} &&
|
||||
{vectorMagnitude (velocity _vehicle) > 5}
|
||||
// todo: no way to detect if stationary and another vehicle hits you
|
||||
) exitWith {
|
||||
private _damageSelectionArray = [
|
||||
HITPOINT_INDEX_HEAD, 1, HITPOINT_INDEX_BODY, 1, HITPOINT_INDEX_LARM, 1,
|
||||
HITPOINT_INDEX_HEAD, 1, HITPOINT_INDEX_BODY, 1, HITPOINT_INDEX_LARM, 1,
|
||||
HITPOINT_INDEX_RARM, 1, HITPOINT_INDEX_LLEG, 1, HITPOINT_INDEX_RLEG, 1
|
||||
];
|
||||
[QEGVAR(medical,woundReceived), [_unit, "Body", _newDamage, _unit, "vehiclecrash", _damageSelectionArray]] call CBA_fnc_localEvent;
|
||||
|
@ -27,7 +27,7 @@ _unit setUnconscious _isUnconscious;
|
||||
|
||||
if (_isUnconscious) then {
|
||||
// eject from static weapon
|
||||
if (vehicle _unit isKindOf "StaticWeapon") then {
|
||||
if (vehicle _unit isKindOf "StaticWeapon" && {!(vehicle _unit isKindOf "Pod_Heli_Transport_04_crewed_base_F")}) then {
|
||||
TRACE_2("ejecting from static weapon",_unit,vehicle _unit);
|
||||
[_unit] call EFUNC(common,unloadPerson);
|
||||
};
|
||||
|
@ -33,7 +33,7 @@ private _distance = if (_type == "hit") then {
|
||||
} else {
|
||||
[10, 15, 20] select _severity;
|
||||
};
|
||||
private _targets = allPlayers inAreaArray [getPosWorld _unit, _distance, _distance, 0, false, _distance];
|
||||
private _targets = allPlayers inAreaArray [ASLToAGL getPosASL _unit, _distance, _distance, 0, false, _distance];
|
||||
if (_targets isEqualTo []) exitWith {};
|
||||
|
||||
// Handle timeout
|
||||
|
@ -112,6 +112,7 @@
|
||||
<Czech>Efekt pro nízké množství krve</Czech>
|
||||
<Polish>Efekt po utracie znacznej ilości krwi</Polish>
|
||||
<Turkish>Düşük Kan Efekt Türü</Turkish>
|
||||
<Spanish>Tipo de efecto por volumen bajo de sangre</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Feedback_BloodVolumeEffectType_Description">
|
||||
<English>Selects the used low blood volume effect type.</English>
|
||||
@ -121,6 +122,7 @@
|
||||
<Czech>Nastavuje který efekt pro nízké množství krve bude používán.</Czech>
|
||||
<Polish>Wybiera efekt ktory będzie pokazywany po utracie znacznej ilości krwi.</Polish>
|
||||
<Turkish>Kullanılan düşük kan hacmi efekt türünü seçer.</Turkish>
|
||||
<Spanish>Selecciona el tipo de efecto a causa de un volumen bajo de sangre.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Feedback_BloodVolumeEffectType_colorCorrection">
|
||||
<English>Color Fading</English>
|
||||
@ -130,6 +132,7 @@
|
||||
<Czech>Ztráta barev</Czech>
|
||||
<Polish>Zanikanie kolorów</Polish>
|
||||
<Turkish>Renk Soldurma</Turkish>
|
||||
<Spanish>Atenuación del color</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Feedback_BloodVolumeEffectType_icon">
|
||||
<English>Icon</English>
|
||||
@ -139,6 +142,7 @@
|
||||
<Czech>Ikona</Czech>
|
||||
<Polish>Ikona</Polish>
|
||||
<Turkish>Simge</Turkish>
|
||||
<Spanish>Icono</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Feedback_BloodVolumeEffectType_both">
|
||||
<English>Icon + Color Fading</English>
|
||||
@ -148,6 +152,7 @@
|
||||
<Czech>Ikona + Ztráta barev</Czech>
|
||||
<Polish>Ikona + Zanikanie kolorów</Polish>
|
||||
<Turkish>Simge + Renk Soldurma</Turkish>
|
||||
<Spanish>Icono + Atenuación del color</Spanish>
|
||||
</Key>
|
||||
<Container name="Settings">
|
||||
<Key ID="STR_ACE_Medical_Feedback_enableScreams_DisplayName">
|
||||
|
@ -193,11 +193,13 @@
|
||||
<English>Show Triage Level in Interaction Menu</English>
|
||||
<French>Couleur de triage dans le menu d'interaction</French>
|
||||
<Japanese>インタラクションにトリアージ レベル表示</Japanese>
|
||||
<Spanish>Mostrar nivel de triado en menú de interacción</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_GUI_InteractionMenuShowTriage_Description">
|
||||
<English>Shows the patient's triage level by changing the color of the main and medical menu actions.</English>
|
||||
<French>Modifie la couleur du menu d'interactions et du sous-menu médical en fonction de la fiche de triage du patient.</French>
|
||||
<Japanese>メニューと医療メニューの色を変更し、患者のトリアージ レベルを表示します。</Japanese>
|
||||
<Spanish>Mostrar el nivel de triado en el paciente cambiando el color de acciones de menú principales y médicas </Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_GUI_Medical">
|
||||
<English>Medical</English>
|
||||
@ -1118,6 +1120,7 @@
|
||||
<Chinesesimp>伤员信息</Chinesesimp>
|
||||
<Japanese>患者情報</Japanese>
|
||||
<Turkish>Hasta Bilgileri</Turkish>
|
||||
<Spanish>Información de paciente</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -149,12 +149,14 @@
|
||||
<German>Ausbluten im Herzstillstand</German>
|
||||
<French>Saignement durant l'arrêt cardiaque</French>
|
||||
<Japanese>心停止中の失血</Japanese>
|
||||
<Spanish>Desangrado durante parada cardíaca</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Statemachine_CardiacArrestBleedout_Description">
|
||||
<English>Controls whether a person can die in cardiac arrest by blood loss before the cardiac arrest time runs out.</English>
|
||||
<German>Legt fest, ob man während des Herzstillstands durch Blutverlust sterben kann, auch wenn die Überlebenszeit im Herzstillstand noch nicht ausgelaufen ist.</German>
|
||||
<French>Définit si un joueur en arrêt cardiaque peut mourir par exsanguination, avant que la durée de l'arrêt cardiaque définie ci-dessus ne soit écoulée.</French>
|
||||
<Japanese>心停止時間を超え死亡する前に、失血による心停止で死亡するかどうかを決定します。</Japanese>
|
||||
<Spanish>COntrola si una persona puede morir en parada cardíaca por causa de pérdida de sangre antes de que se termine el contador de parada cardíaca</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -69,6 +69,7 @@
|
||||
<Italian>Medicazione avanzata</Italian>
|
||||
<Polish>Zaawansowane leki</Polish>
|
||||
<Turkish>Gelişmiş Ilaç</Turkish>
|
||||
<Spanish>Medicación avanzada</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_AdvancedMedication_Description">
|
||||
<English>Enables extended, more in-depth medication handling. Also, enables the use of Adenosine.</English>
|
||||
@ -81,6 +82,7 @@
|
||||
<Italian>Abilita una gestione della medicazione più estesa e approfondita. Permette inoltre l'utilizzo dell'Adenosina.</Italian>
|
||||
<German>Ermöglicht erweiterte, mehr tiefgründigere Anwendung von Medikationen. Ebenso ermöglicht es die Benutzung von Adenosin.</German>
|
||||
<Polish>Pozwala na zaawansowane uzycie leków. Pozwala na używanie Adenozyny.</Polish>
|
||||
<Spanish>Habilita el manejo de la medicación más avanzada y en profundidad. Tambien permite el uso de Adenosina.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_AdvancedBandages_DisplayName">
|
||||
<English>Advanced Bandages</English>
|
||||
@ -118,6 +120,7 @@
|
||||
<Russian>Включено и может открыться заново</Russian>
|
||||
<Polish>Aktywne & możliwe ponowne otwarcie</Polish>
|
||||
<Turkish>Etkinleştirildi ve Yeniden Açılabilir</Turkish>
|
||||
<Spanish>Habilitada y pueden reabrirse</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_WoundReopenChance_DisplayName">
|
||||
<English>Wound Reopening Coefficient</English>
|
||||
@ -128,6 +131,7 @@
|
||||
<Polish>Współczynnik ponownego otwierania ran</Polish>
|
||||
<Japanese>再開放係数</Japanese>
|
||||
<Turkish>Yara Yeniden Açılma Katsayısı</Turkish>
|
||||
<Spanish>Coeficiente de reapertura de heridas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_WoundReopenChance_Description">
|
||||
<English>Coefficient for controlling the wound reopening chance. The final reopening chance is determined by multiplying this value with the specific reopening chance for the wound type and bandage used.</English>
|
||||
@ -138,6 +142,7 @@
|
||||
<Polish>Współczynnik kontroluje szanse na ponowne otworzenie rany. Końcowa szansa na otworzenie jest ustalana przez pomnożenie tej wartości z wartością szansy na otworzenie rany dla typu rany oraz typu bandaża.</Polish>
|
||||
<Japanese>傷が再開放する確率の係数を設定できます。再開放は、この数値と傷の種類、そして使用した包帯に応じて左右されます。</Japanese>
|
||||
<Turkish>Yaranın yeniden açılma şansını kontrol etme katsayısı. Son yeniden açılma şansı, bu değerin kullanılan yara tipi ve bandaj için spesifik yeniden açılma şansı ile çarpılmasıyla belirlenir.</Turkish>
|
||||
<Spanish>Coeficiente que controla la probabilidad de reapertura de heridas. La probabilidad final de reapertura de heridas queda determinada multiplicando este valor por la probabilidad específica del tipo de herida y venda usada.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_ClearTraumaAfterBandage_DisplayName">
|
||||
<English>Clear Trauma After Bandage</English>
|
||||
@ -255,59 +260,69 @@
|
||||
<English>Autoinjector Treatment Time</English>
|
||||
<French>Durée d'interaction - Auto-injecteurs</French>
|
||||
<Japanese>注射器の使用時間</Japanese>
|
||||
<Spanish>Tiempo de tratamiento de autoinyección</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeAutoinjector_Description">
|
||||
<English>Time, in seconds, required to administer medication using an autoinjector.</English>
|
||||
<French>Définit le temps nécessaire à l'administration d'une substance auto-injectable (en secondes).</French>
|
||||
<Japanese>注射器の使用に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para administrar medicación utilizando un autoinyectador.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeTourniquet_DisplayName">
|
||||
<English>Tourniquet Treatment Time</English>
|
||||
<French>Durée d'interaction - Garrots</French>
|
||||
<German>Tourniquet-Behandlungszeit</German>
|
||||
<Japanese>止血帯の使用時間</Japanese>
|
||||
<Spanish>Tiempo de tratamiento de torniquete</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeTourniquet_Description">
|
||||
<English>Time, in seconds, required to apply/remove a tourniquet.</English>
|
||||
<French>Définit le temps nécessaire à l'application ou au retrait d'un garrot (en secondes).</French>
|
||||
<German>Zeit in Sekunden, die benötigt wird, um ein Tourniquet anzuwenden.</German>
|
||||
<Japanese>止血帯の使用/排除に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para aplicar/quitar un torniquete.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeIV_DisplayName">
|
||||
<English>IV Bag Treatment Time</English>
|
||||
<French>Durée d'interaction - IVs</French>
|
||||
<German>IV Beutelbehandlungszeit</German>
|
||||
<Japanese>点滴の使用時間</Japanese>
|
||||
<Spanish>Tiempo de tratamiento de bolsa de IV</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeIV_Description">
|
||||
<English>Time, in seconds, required to administer an IV bag.</English>
|
||||
<French>Définit le temps nécessaire à la pose d'une perfusion IV (en secondes).</French>
|
||||
<German>Zeit in Sekunden, die benötigt wird, um einen Infusionsbeutel aufzutragen.</German>
|
||||
<Japanese>点滴の投与に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para administrar una bolsa de IV.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeSplint_DisplayName">
|
||||
<English>Splint Treatment Time</English>
|
||||
<French>Durée d'interaction - Attelles</French>
|
||||
<German>Schienenbehandlungszeit</German>
|
||||
<Japanese>添え木の使用時間</Japanese>
|
||||
<Spanish>TIempo de tratamiento de férula</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeSplint_Description">
|
||||
<English>Time, in seconds, required to apply a splint.</English>
|
||||
<French>Définit le temps nécessaire à l'application d'une attelle (en secondes).</French>
|
||||
<German>Zeit in Sekunden, die zum Anbringen einer Schiene benötigt wird.</German>
|
||||
<Japanese>添え木の使用に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Spanish>TIempo, en segundos, requerido para aplicar una férula.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeBodyBag_DisplayName">
|
||||
<English>Body Bag Use Time</English>
|
||||
<French>Durée d'interaction - Housses mortuaires</French>
|
||||
<German>Anwendungszeit für Leichensack</German>
|
||||
<Japanese>死体袋の使用時間</Japanese>
|
||||
<Spanish>TIempo de uso de bolsa para cuerpos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeBodyBag_Description">
|
||||
<English>Time, in seconds, required to put a patient in a body bag.</English>
|
||||
<French>Définit le temps nécessaire à la mise en housse d'un corps (en secondes).</French>
|
||||
<German>Zeit in Sekunden, die benötigt wird, um einen Leichensack aufzutragen.</German>
|
||||
<Japanese>死体袋の使用に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para poner a un paciente en una bolsa para cuerpos.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_MedicEpinephrine_DisplayName">
|
||||
<English>Allow Epinephrine</English>
|
||||
@ -470,6 +485,7 @@
|
||||
<Czech>Samo-použití osobní lékárničky (PAK)</Czech>
|
||||
<Russian>Использование аптечки на себе</Russian>
|
||||
<Turkish>Kendi PAK Kullanımı</Turkish>
|
||||
<Spanish>Usar EPA sobre uno mismo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_AllowSelfPAK_Description">
|
||||
<English>Enables the use of PAKs to heal oneself.</English>
|
||||
@ -482,6 +498,7 @@
|
||||
<Czech>Umožňuje použít osobní lékárničku (PAK) na sama sebe.</Czech>
|
||||
<Russian>Позволяют использовать аптечку на себе в одиночку.</Russian>
|
||||
<Turkish>Kendini iyileştirmek için PAK'ların kullanılmasını sağlar.</Turkish>
|
||||
<Spanish>Habilita el uso de EPA para curarse a uno mismo.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TimeCoefficientPAK_DisplayName">
|
||||
<English>Time Coefficient PAK</English>
|
||||
@ -623,11 +640,13 @@
|
||||
<English>Wound Stitch Time</English>
|
||||
<French>Durée d'interaction - Sutures</French>
|
||||
<Japanese>縫合時間</Japanese>
|
||||
<Spanish>Tiempo de sutura de herida</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_WoundStitchTime_Description">
|
||||
<English>Time, in seconds, required to stitch a single wound.</English>
|
||||
<French>Définit le temps nécessaire à la suture d'une plaie (en secondes).</French>
|
||||
<Japanese>縫合に掛かる時間 (秒) を決定します。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para suturar una única herida.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_AllowSelfIV_DisplayName">
|
||||
<English>Self IV Transfusion</English>
|
||||
@ -659,11 +678,13 @@
|
||||
<English>Allow Unconscious Body Bag</English>
|
||||
<French>Housse mortuaire - Autoriser patients inconscients</French>
|
||||
<Japanese>無意識者を死体袋に</Japanese>
|
||||
<Spanish>Permitir bolsa para cuerpos inconsciente</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_AllowBodyBagUnconscious_Description">
|
||||
<English>Enables placing an unconscious patient in a body bag.</English>
|
||||
<French>Active la possibilité de placer des patients inconscients dans les housses mortuaires.\nAttention : le cas échéant cela provoquera la mort du patient.</French>
|
||||
<Japanese>気絶しているプレイヤーを死体袋へ入れられるかどうかを決定します。</Japanese>
|
||||
<Spanish>Permitir colocar a un paciente inconsciente en una bolsa para cuerpos.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_MedicIV_DisplayName">
|
||||
<English>Allow IV Transfusion</English>
|
||||
@ -674,6 +695,7 @@
|
||||
<Japanese>IV 輸血の制限</Japanese>
|
||||
<Czech>Povolit IV transfuzi</Czech>
|
||||
<Russian>Разрешить переливание IV группы крови</Russian>
|
||||
<Spanish>Permitir transfusión de IV</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_MedicIV_Description">
|
||||
<English>Training level required to transfuse IVs.</English>
|
||||
@ -684,14 +706,17 @@
|
||||
<Japanese>IV 輸血を行うのに訓練済レベルを要求とします。</Japanese>
|
||||
<Czech>Úroveň výcviku nutná pro IV transfuzi.</Czech>
|
||||
<Russian>Уровень навыка требуемый для переливания крови IV группы.</Russian>
|
||||
<Spanish>Nivel de capacitación requerido para transfusiones de IV.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_LocationIV_DisplayName">
|
||||
<English>Locations IV Transfusion</English>
|
||||
<Japanese>IV 輸血の場所制限</Japanese>
|
||||
<Spanish>Ubicación para transfusiones IV</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_LocationIV_Description">
|
||||
<English>Controls where IV transfusions can be performed.</English>
|
||||
<Japanese>IV 輸血を行える場所を決定できます。</Japanese>
|
||||
<Spanish>Controla dónde pueden ser realizadas las transfusiones IV.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_ConvertItems_DisplayName">
|
||||
<English>Convert Vanilla Items</English>
|
||||
@ -919,11 +944,13 @@
|
||||
<English>CPR Treatment Time</English>
|
||||
<French>Durée d'interaction - RCP</French>
|
||||
<Japanese>CPR の動作時間</Japanese>
|
||||
<Spanish>Tiempo de tratamiento de RCP</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeCPR_Description">
|
||||
<English>Time, in seconds, required to perform CPR on a patient.</English>
|
||||
<French>Définit le temps nécessaire à la mise en œuvre d'une RCP (en secondes).</French>
|
||||
<Japanese>心肺蘇生にかかる時間 (秒) を決定します。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para realizar RCP en un paciente.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Treatment_HolsterRequired_DisplayName">
|
||||
<English>Holster Required</English>
|
||||
@ -4385,6 +4412,7 @@
|
||||
<English>The body twitched and may not be dead!</English>
|
||||
<French>L'unité a bougé et n'est peut-être pas morte !</French>
|
||||
<Japanese>身体が動き死んでないようだ!</Japanese>
|
||||
<Spanish>¡El cuerpo se retorció y puede que no esté muerto!</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -17,6 +17,22 @@ private _closeCode = {
|
||||
};
|
||||
[(localize LSTRING(itemName)), QPATHTOF(images\microDAGR_item.paa), _conditonCode, _toggleCode, _closeCode] call EFUNC(common,deviceKeyRegisterNew);
|
||||
|
||||
// Mode keybinds:
|
||||
["ACE3 Equipment", QGVAR(previousMode), LLSTRING(previousMode), {
|
||||
private _newMode = GVAR(currentApplicationPage) - 1;
|
||||
if (_newMode < APP_MODE_INFODISPLAY) then {
|
||||
_newMode = APP_MODE_SETUP;
|
||||
};
|
||||
[_newMode] call FUNC(saveCurrentAndSetNewMode);
|
||||
}, ""] call CBA_fnc_addKeybind;
|
||||
|
||||
["ACE3 Equipment", QGVAR(nextMode), LLSTRING(nextMode), {
|
||||
private _newMode = GVAR(currentApplicationPage) + 1;
|
||||
if (_newMode > APP_MODE_SETUP) then {
|
||||
_newMode = APP_MODE_INFODISPLAY;
|
||||
};
|
||||
[_newMode] call FUNC(saveCurrentAndSetNewMode);
|
||||
}, ""] call CBA_fnc_addKeybind;
|
||||
|
||||
//Add Eventhandler:
|
||||
[QEGVAR(vector,rangefinderData), {_this call FUNC(recieveRangefinderData)}] call CBA_fnc_addEventHandler;
|
||||
|
@ -20,7 +20,7 @@ params ["_newMode"];
|
||||
disableSerialization;
|
||||
private _display = uiNamespace getVariable [[QGVAR(RscTitleDisplay), QGVAR(DialogDisplay)] select (GVAR(currentShowMode) == DISPLAY_MODE_DIALOG), displayNull];
|
||||
|
||||
if (isNull _display) exitWith {ERROR("No Display");};
|
||||
if (isNull _display) exitWith {LOG("No Display");};
|
||||
|
||||
if (GVAR(currentApplicationPage) == 2) then {
|
||||
private _theMap = [_display displayCtrl IDC_MAPDETAILS, _display displayCtrl IDC_MAPPLAIN] select (!GVAR(mapShowTexture));
|
||||
|
@ -584,5 +584,13 @@
|
||||
<Chinesesimp>设定有多少数据会显示在微型军用GPS接收器上。这些资料的多寡会反映在迷你地图的显示上。</Chinesesimp>
|
||||
<Chinese>設定有多少數據會顯示在微型軍用GPS接收器上。這些資料的多寡會反映在迷你地圖的顯示上。</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MicroDAGR_previousMode">
|
||||
<English>MicroDAGR - Previous Mode</English>
|
||||
<Spanish>MicroDAGR - Modo anterior</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MicroDAGR_nextMode">
|
||||
<English>MicroDAGR - Next Mode</English>
|
||||
<Spanish>MicroDAGR - Modo siguiente</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -1,7 +1,7 @@
|
||||
ace_mk6mortar
|
||||
==========
|
||||
|
||||
Tweaks the Nk6 Mortar system.
|
||||
Tweaks the Mk6 Mortar system.
|
||||
|
||||
|
||||
## Maintainers
|
||||
|
@ -19,4 +19,4 @@ class CfgPatches {
|
||||
#include "CfgFactionClasses.hpp"
|
||||
#include "CfgVehicles.hpp"
|
||||
|
||||
#include <RscTitles.hpp>
|
||||
#include "RscTitles.hpp"
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: commy2, esteldunedain
|
||||
* Author: commy2, esteldunedain, Drift_91
|
||||
* Draw the nametag and rank icon.
|
||||
*
|
||||
* Arguments:
|
||||
@ -33,12 +33,15 @@ _fnc_parameters = {
|
||||
if (_drawSoundwave) then {
|
||||
_icon = format [QPATHTOF(UI\soundwave%1.paa), floor random 10];
|
||||
} else {
|
||||
if (_drawRank && {rank _target != ""}) then {
|
||||
_icon = GVAR(factionRanks) getVariable (_target getVariable [QGVAR(faction), faction _target]);
|
||||
if (!isNil "_icon") then {
|
||||
_icon = _icon param [ALL_RANKS find rank _target, ""];
|
||||
} else {
|
||||
_icon = format ["\A3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa", rank _target];
|
||||
if (_drawRank) then {
|
||||
_icon = _target getVariable "ace_nametags_rankIcon";
|
||||
if (isNil "_icon" && {rank _target != ""}) then {
|
||||
_icon = GVAR(factionRanks) getVariable (_target getVariable [QGVAR(faction), faction _target]);
|
||||
if (!isNil "_icon") then {
|
||||
_icon = _icon param [ALL_RANKS find rank _target, ""];
|
||||
} else {
|
||||
_icon = format ["\A3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa", rank _target];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -15,6 +15,7 @@
|
||||
<Portuguese>Coeficiente de Distância de Sobrepressão</Portuguese>
|
||||
<Hungarian>Túlnyomás-távolság együtthatója</Hungarian>
|
||||
<Czech>Koeficient vzdálenosti přetlaku</Czech>
|
||||
<Spanish>Coeficiente de distancia de sobrepresión</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overpressure_distanceCoefficient_toolTip">
|
||||
<English>Scales the overpressure effect [Default: 1]</English>
|
||||
@ -30,6 +31,7 @@
|
||||
<Portuguese>Escala o efeito de sobrepressão [Padrão: 1]</Portuguese>
|
||||
<Hungarian>Állítja a túlnyomás hatását [Alapértelmezett: 1]</Hungarian>
|
||||
<Czech>Nastavuje jak velký je efekt přetlaku [Standard: 1]</Czech>
|
||||
<Spanish>Escala el efecto de sobrepresión [Predeterminado: 1]</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overpressure_statBackblastRange">
|
||||
<English>Backblast range</English>
|
||||
@ -44,6 +46,7 @@
|
||||
<Hungarian>Utóhatás távolsága</Hungarian>
|
||||
<French>Portée du backblast</French>
|
||||
<Czech>Dosah zpětné tlakové vlny (backblast)</Czech>
|
||||
<Spanish>Alcance del cono de fuego</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overpressure_statBackblastAngle">
|
||||
<English>Backblast angle</English>
|
||||
@ -58,6 +61,7 @@
|
||||
<Hungarian>Utóhatás aránya</Hungarian>
|
||||
<French>Angle du backblast</French>
|
||||
<Czech>Úhel zpětné tlakové vlny (backblast)</Czech>
|
||||
<Spanish>Ángulo del cono de fuego</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -21,6 +21,7 @@ class CfgVehicles {
|
||||
};
|
||||
};
|
||||
MACRO_HASRESERVE
|
||||
GVAR(failureDelay) = 2;
|
||||
};
|
||||
class ParachuteWest: ParachuteBase {
|
||||
MACRO_HASRESERVE
|
||||
|
@ -1,4 +1,5 @@
|
||||
PREP(cutParachute);
|
||||
PREP(handleFailureChance);
|
||||
PREP(handleInfoDisplayChanged);
|
||||
PREP(handleReserve);
|
||||
PREP(hideAltimeter);
|
||||
|
@ -38,3 +38,5 @@ if (!hasInterface) exitWith {};
|
||||
|
||||
// Don't show vanilla speed and height when in expert mode
|
||||
["ace_infoDisplayChanged", {_this call FUNC(handleInfoDisplayChanged)}] call CBA_fnc_addEventHandler;
|
||||
|
||||
["vehicle", {_this call FUNC(handleFailureChance)}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
@ -18,4 +18,13 @@ PREP_RECOMPILE_END;
|
||||
{[QGVAR(hideAltimeter), _this, false] call EFUNC(common,cbaSettings_settingChanged)}
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(failureChance),
|
||||
"SLIDER",
|
||||
LSTRING(FailureChance),
|
||||
["ACE Uncategorized", localize "str_dn_parachute"],
|
||||
[0, 1, 0, 2, true],
|
||||
1
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
ADDON = true;
|
||||
|
26
addons/parachute/functions/fnc_handleFailureChance.sqf
Normal file
26
addons/parachute/functions/fnc_handleFailureChance.sqf
Normal file
@ -0,0 +1,26 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: JoramD
|
||||
* Handles percentage chance parachute failure.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Vehicle <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, vehicle player] call ace_parachute_fnc_handleFailureChance
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit", "_vehicle"];
|
||||
|
||||
if !(_vehicle isKindOf "ParachuteBase") exitWith {};
|
||||
|
||||
if (random 1 < GVAR(failureChance)) then {
|
||||
private _failureDelay = getNumber (configOf _vehicle >> QGVAR(failureDelay));
|
||||
[FUNC(cutParachute), [_unit, _vehicle], _failureDelay] call CBA_fnc_waitAndExecute;
|
||||
};
|
@ -133,5 +133,8 @@
|
||||
<Spanish>Oculta la altitud y la velocidad que se muestran en caída libre o en paracaídas.</Spanish>
|
||||
<Turkish>Serbest düşme veya paraşütle atlama sırasında gösterilen yüksekliği ve hızı gizler.</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Parachute_FailureChance">
|
||||
<English>Parachute Failure Chance</English>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -14,6 +14,7 @@
|
||||
<Russian>СНАРЯЖЕНИЕ САМОЛЕТА</Russian>
|
||||
<Portuguese>LOADOUT DA AERONAVE</Portuguese>
|
||||
<Czech>VÝZBROJ LETADLA</Czech>
|
||||
<Spanish>ARMAMENTO DE AERONAVE</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_LoadoutsFor">
|
||||
<English>Loadouts for %1</English>
|
||||
@ -28,6 +29,7 @@
|
||||
<Russian>Оснащение %1</Russian>
|
||||
<Portuguese>Loadouts para %1</Portuguese>
|
||||
<Czech>Sady výzbroje pro %1</Czech>
|
||||
<Spanish>Armamento para %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_ConfigurePylons">
|
||||
<English>Configure Pylons</English>
|
||||
@ -42,6 +44,7 @@
|
||||
<Russian>Настройка Пилонов</Russian>
|
||||
<Portuguese>Configurar Pylons</Portuguese>
|
||||
<Czech>Nastavit pylony</Czech>
|
||||
<Spanish>Configurar pilones</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_Category_Pylons">
|
||||
<English>ACE Pylons</English>
|
||||
@ -56,6 +59,7 @@
|
||||
<Russian>ACE Пилоны</Russian>
|
||||
<Portuguese>ACE Pylons</Portuguese>
|
||||
<Czech>ACE Pylony</Czech>
|
||||
<Spanish>ACE Pilones</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_Empty">
|
||||
<English><empty></English>
|
||||
@ -71,6 +75,7 @@
|
||||
<Portuguese><vazio></Portuguese>
|
||||
<Czech><prázdné></Czech>
|
||||
<Turkish><boş></Turkish>
|
||||
<Spanish><vacío></Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_BannerText">
|
||||
<English>Pylons that are colored red will have to be manually rearmed.</English>
|
||||
@ -85,6 +90,7 @@
|
||||
<Russian>Пилоны, окрашенные красным, должны быть переоборудованы вручную</Russian>
|
||||
<Portuguese>Pylons que estão coloridos de vermelho, precisarão ser rearmados manualmente.</Portuguese>
|
||||
<Czech>Pylony označené červeně budou muset být manuálně přezbrojeny.</Czech>
|
||||
<Spanish>Pilones de color rojo deben ser rearmados manualmente.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_InUse">
|
||||
<English>%1 is already configuring this aircraft!</English>
|
||||
@ -99,6 +105,7 @@
|
||||
<Russian>%1 уже настраивает эту авиатехнику!</Russian>
|
||||
<Portuguese>%1 já está configurando essa aeronave!</Portuguese>
|
||||
<Czech>%1 už nastavuje výzbroj tohoto letadla!</Czech>
|
||||
<Spanish>%1 ya está configurando esta aeronave!</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_ReplacingPylon">
|
||||
<English>Replacing pylon %1 out of %2...</English>
|
||||
@ -113,6 +120,7 @@
|
||||
<Russian>Замена пилона %1 из %2...</Russian>
|
||||
<Portuguese>Substituindo pylon %1 de %2...</Portuguese>
|
||||
<Czech>Nahrazuji pylon %1 z %2...</Czech>
|
||||
<Spanish>Reemplazando pilón %1 de %2...</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_Stopped">
|
||||
<English>Stopped at pylon %1!</English>
|
||||
@ -127,6 +135,7 @@
|
||||
<Russian>Остановлено на пилоне %1!</Russian>
|
||||
<Portuguese>Parado no pylon %1!</Portuguese>
|
||||
<Czech>Přerušeno na pylonu %1!</Czech>
|
||||
<Spanish>Parado en pilón %1!</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_TooFar">
|
||||
<English>Vehicle too far</English>
|
||||
@ -141,6 +150,7 @@
|
||||
<Russian>Техника слишком далеко</Russian>
|
||||
<Portuguese>Veículo muito longe</Portuguese>
|
||||
<Czech>Vozidlo je příliš daleko</Czech>
|
||||
<Spanish>Vehículo demasiado alejado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_EnabledForZeus">
|
||||
<English>Enable Pylons Menu for Zeus</English>
|
||||
@ -154,6 +164,7 @@
|
||||
<Russian>Активировать Меню пилонов для Зевса</Russian>
|
||||
<Portuguese>Ativar Menu de Pylon para Zeus</Portuguese>
|
||||
<Czech>Povolit menu s pylony pro Zeuse</Czech>
|
||||
<Spanish>Habilitar menú de pilones para Zeus</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_EnabledForZeus_description">
|
||||
<English>Enables use of the zeus module.</English>
|
||||
@ -167,6 +178,7 @@
|
||||
<Russian>Позволяет использовать модуль Зевса</Russian>
|
||||
<Portuguese>Permite usar o módulo de Zeus</Portuguese>
|
||||
<Czech>Povoluje použití daného Zeus modulu.</Czech>
|
||||
<Spanish>Habilita el uso del módulo de Zeus.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_EnabledFromAmmoTrucks">
|
||||
<English>Enable Pylons Menu from Ammo Trucks</English>
|
||||
@ -180,6 +192,7 @@
|
||||
<Russian>Меню пилонов из грузовика боеприпасов</Russian>
|
||||
<Portuguese>Ativar Menu de Pylons de Caminhões de Munição</Portuguese>
|
||||
<Czech>Povolit menu s pylony z muničních náklaďáků.</Czech>
|
||||
<Spanish>Habilitar menú de pilones desde camiones de munición</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_EnabledFromAmmoTrucks_description">
|
||||
<English>Enables use of pylons menu from ammo trucks.</English>
|
||||
@ -193,6 +206,7 @@
|
||||
<Russian>Позволяет использовать меню пилонов из грузовика с боеприпасами</Russian>
|
||||
<Portuguese>Permite abrir o menu de pylons através de veículos de munição.</Portuguese>
|
||||
<Czech>Povoluje použití menu na nastavení pylonů z náklaďáků s municí.</Czech>
|
||||
<Spanish>Habilita el uso del menú de pilones desde camiones de munición.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_AircraftDoesntHavePylons">
|
||||
<English>This aircraft doesn't have pylons</English>
|
||||
@ -206,6 +220,7 @@
|
||||
<Russian>Эта авиатехника не имеет пилонов</Russian>
|
||||
<Portuguese>Essa aeronave não possui pylons</Portuguese>
|
||||
<Czech>Toto letadlo nemá pylony</Czech>
|
||||
<Spanish>Esta aeronave no tiene pilones</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_ConfigurePylonsDisabledForZeus">
|
||||
<English>Configure pylons module is disabled for zeus</English>
|
||||
@ -219,6 +234,7 @@
|
||||
<Russian>Модуль Настройка пилонов отключен для Zeus</Russian>
|
||||
<Portuguese>O Módulo de configurar pylons está desativado para o Zeus</Portuguese>
|
||||
<Czech>Nastavení pylonů je vypnuto pro Zeuse</Czech>
|
||||
<Spanish>La configuración del módulo de pilones está deshabilitada para Zeus</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_RearmNewPylons">
|
||||
<English>Rearm New Pylons</English>
|
||||
@ -233,6 +249,7 @@
|
||||
<Russian>Перевооружать новые пилоны</Russian>
|
||||
<Portuguese>Rearmar novos pylons</Portuguese>
|
||||
<Czech>Přezbrojit nové pylony</Czech>
|
||||
<Spanish>Rearmar nuevos pilones</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_RearmNewPylons_description">
|
||||
<English>Automatically rearm new pylons from the nearest rearm vehicle.</English>
|
||||
@ -247,6 +264,7 @@
|
||||
<Russian>Автоматически перевооружать новые пилоны из ближайшей техники с боеприпасами</Russian>
|
||||
<Portuguese>Automaticamente rearmas novos pylons com o veículo de munição mais próximo</Portuguese>
|
||||
<Czech>Automaticky přezbrojit nové pylony z nejbližšího vozidla s municí.</Czech>
|
||||
<Spanish>Rearma automáticamente nuevos pilones desde el vehículo de rearme más cercano.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_TimePerPylon">
|
||||
<English>Time Per Pylon</English>
|
||||
@ -261,6 +279,7 @@
|
||||
<Russian>Время на пилон</Russian>
|
||||
<Portuguese>Tempo por pylon</Portuguese>
|
||||
<Czech>Čas na pylon</Czech>
|
||||
<Spanish>Tiempo por pilón</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_TimePerPylon_description">
|
||||
<English>The time it takes to replace each pylon (in seconds).</English>
|
||||
@ -275,6 +294,7 @@
|
||||
<Russian>Время для замены каждого пилона (в секундах)</Russian>
|
||||
<Portuguese>O tempo necessário para substituir cada pylon (em segundos)</Portuguese>
|
||||
<Czech>Udává čas jaký trvá nahrazení každého pylonu (ve vteřinách).</Czech>
|
||||
<Spanish>El tiempo que lleva reemplazar cada pilón (en segundos).</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_SearchDistance">
|
||||
<English>Search Distance</English>
|
||||
@ -289,6 +309,7 @@
|
||||
<Russian>Дальность поиска</Russian>
|
||||
<Portuguese>Distância de procura</Portuguese>
|
||||
<Czech>Vzdálenost hledání munice</Czech>
|
||||
<Spanish>Distancia de búsqueda</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_SearchDistance_description">
|
||||
<English>The distance an aircraft needs to be from a rearm vehicle.</English>
|
||||
@ -303,6 +324,7 @@
|
||||
<Russian>Дальность от авиатехники до грузовика (пункта) с боеприпасами</Russian>
|
||||
<Portuguese>A distância que a aeronave precisa estar de um veículo de munições.</Portuguese>
|
||||
<Czech>Maximální vzdálenost ze které je možné letadlo přezbrojit s vozidlem s municí.</Czech>
|
||||
<Spanish>La distancia a la que debe estar una aeronave de un vehículo de rearme.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_RequireEngineer">
|
||||
<English>Require Engineer</English>
|
||||
@ -317,6 +339,7 @@
|
||||
<Russian>Требуется Инженер</Russian>
|
||||
<Portuguese>Requer um engenheiro</Portuguese>
|
||||
<Czech>Vyžadovat Inženýra</Czech>
|
||||
<Spanish>Requerir Ingeniero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_RequireEngineer_description">
|
||||
<English>Require an engineer.</English>
|
||||
@ -331,6 +354,7 @@
|
||||
<Russian>Требуется роль Инженера</Russian>
|
||||
<Portuguese>É necessário uma unidade definida como engenheiro para interagir com pylons.</Portuguese>
|
||||
<Czech>Vyžaduje, aby hráč byl Inženýr.</Czech>
|
||||
<Spanish>Requerir un Ingeniero.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_RequireToolkit">
|
||||
<English>Require Toolkit</English>
|
||||
@ -345,6 +369,7 @@
|
||||
<Russian>Требуется Набор инструментов</Russian>
|
||||
<Portuguese>Requer Kit de Ferramentas</Portuguese>
|
||||
<Czech>Vyžadovat sadu nářadí (toolkit).</Czech>
|
||||
<Spanish>Requerir Kit de herramientas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Pylons_RequireToolkit_description">
|
||||
<English>Require a toolkit in inventory.</English>
|
||||
@ -359,6 +384,7 @@
|
||||
<Russian>Требуется наличие Набора инструментов в инвентаре</Russian>
|
||||
<Portuguese>Requer um Kit de Ferramentas no inventário.</Portuguese>
|
||||
<Czech>Vyžaduje, aby hráč měl ve svém inventáři sadu nářadí (toolkit).</Czech>
|
||||
<Spanish>Requiere un Kit de herramientas en el inventario</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -1328,6 +1328,7 @@
|
||||
<French>M183 Charge de démolition (lançable)</French>
|
||||
<Japanese>M183 梱包爆薬 (投てき仕様)</Japanese>
|
||||
<Turkish>M183 Demolition Charge (Throwable)</Turkish>
|
||||
<Spanish>Carga de demolición M183 (Lanzable)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_DemoCharge_Name">
|
||||
<English>M112 Demolition Block</English>
|
||||
@ -1351,6 +1352,7 @@
|
||||
<French>M112 Bloc de démolition (lançable)</French>
|
||||
<Japanese>M112 爆薬ブロック (投てき仕様)</Japanese>
|
||||
<Turkish>M112 Demolition Charge (Throwable)</Turkish>
|
||||
<Spanish>Bloque de demolición M112 (Lanzable)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_HandGrenade_Name">
|
||||
<English>M67 Fragmentation Grenade</English>
|
||||
@ -3494,6 +3496,7 @@
|
||||
<French>Polaris DAGOR (XM312)</French>
|
||||
<Czech>Polaris DAGOR (XM312)</Czech>
|
||||
<Turkish>Polaris DAGOR (XM312)</Turkish>
|
||||
<Spanish>Polaris DAGOR (XM312)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_lsv_01_at">
|
||||
<English>Polaris DAGOR (Mini-Spike AT)</English>
|
||||
@ -3508,6 +3511,7 @@
|
||||
<French>Polaris DAGOR (Mini-Spike AC)</French>
|
||||
<Czech>Polaris DAGOR (Mini-Spike AT)</Czech>
|
||||
<Turkish>Polaris DAGOR (Mini-Spike AT)</Turkish>
|
||||
<Spanish>Polaris DAGOR (Mini-Spike AT)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_lsv_01_unarmed">
|
||||
<English>Polaris DAGOR</English>
|
||||
@ -3522,6 +3526,7 @@
|
||||
<French>Polaris DAGOR</French>
|
||||
<Czech>Polaris DAGOR</Czech>
|
||||
<Turkish>Polaris DAGOR</Turkish>
|
||||
<Spanish>Polaris DAGOR</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_lsv_01_light">
|
||||
<English>Polaris DAGOR (light)</English>
|
||||
@ -3536,6 +3541,7 @@
|
||||
<French>Polaris DAGOR (léger)</French>
|
||||
<Czech>Polaris DAGOR (lehký)</Czech>
|
||||
<Turkish>Polaris DAGOR (light)</Turkish>
|
||||
<Spanish>Polaris DAGOR (ligero)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_lsv_02_armed">
|
||||
<English>LSV Mk. II (M134)</English>
|
||||
@ -3550,6 +3556,7 @@
|
||||
<French>LSV Mk. II (M134)</French>
|
||||
<Czech>LSV Mk. II (M134)</Czech>
|
||||
<Turkish>LSV Mk. II (M134)</Turkish>
|
||||
<Spanish>LSV Mk. II (M134)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_lsv_02_at">
|
||||
<English>LSV Mk. II (Metis-M)</English>
|
||||
@ -3564,6 +3571,7 @@
|
||||
<French>LSV Mk. II (Metis-M)</French>
|
||||
<Czech>LSV Mk. II (Metis-M)</Czech>
|
||||
<Turkish>LSV Mk. II (Metis-M)</Turkish>
|
||||
<Spanish>LSV Mk. II (Metis-M)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_lsv_02_unarmed">
|
||||
<English>LSV Mk. II</English>
|
||||
@ -3578,6 +3586,7 @@
|
||||
<French>LSV Mk. II</French>
|
||||
<Czech>LSV Mk. II</Czech>
|
||||
<Turkish>LSV Mk. II</Turkish>
|
||||
<Spanish>LSV Mk. II</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_afv_wheeled_01">
|
||||
<English>Rooikat 120</English>
|
||||
@ -3592,6 +3601,7 @@
|
||||
<French>Rooikat 120</French>
|
||||
<Czech>Rooikat 120</Czech>
|
||||
<Turkish>Rooikat 120</Turkish>
|
||||
<Spanish>Rooikat 120</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_afv_wheeled_01_up">
|
||||
<English>Rooikat 120 UP</English>
|
||||
@ -3606,6 +3616,7 @@
|
||||
<French>Rooikat 120 UP</French>
|
||||
<Czech>Rooikat 120 UP</Czech>
|
||||
<Turkish>Rooikat 120 UP</Turkish>
|
||||
<Spanish>Rooikat 120 UP</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_MBT_04_cannon">
|
||||
<English>T-14 Armata</English>
|
||||
@ -3620,6 +3631,7 @@
|
||||
<French>T-14 Armata</French>
|
||||
<Czech>T-14 Armata</Czech>
|
||||
<Turkish>T-14 Armata</Turkish>
|
||||
<Spanish>T-14 Armata</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_MBT_04_command">
|
||||
<English>T-14K Armata</English>
|
||||
@ -3634,6 +3646,7 @@
|
||||
<French>T-14K Armata</French>
|
||||
<Czech>T-14K Armata</Czech>
|
||||
<Turkish>T-14K Armata</Turkish>
|
||||
<Spanish>T-14K Armata</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_LT_01_AA">
|
||||
<English>Wiesel 2 Ozelot (AA)</English>
|
||||
@ -3648,6 +3661,7 @@
|
||||
<French>Wiesel 2 Ozelot (AA)</French>
|
||||
<Czech>Wiesel 2 Ozelot (AA)</Czech>
|
||||
<Turkish>Wiesel 2 Ozelot (AA)</Turkish>
|
||||
<Spanish>Wiesel 2 Ozelot (AA)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_LT_01_AT">
|
||||
<English>Wiesel 2 (ATGM)</English>
|
||||
@ -3662,6 +3676,7 @@
|
||||
<French>Wiesel 2 (ATGM)</French>
|
||||
<Czech>Wiesel 2 (ATGM)</Czech>
|
||||
<Turkish>Wiesel 2 (ATGM)</Turkish>
|
||||
<Spanish>Wiesel 2 (ATGM)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_LT_01_cannon">
|
||||
<English>Wiesel 2 (MK20)</English>
|
||||
@ -3676,6 +3691,7 @@
|
||||
<French>Wiesel 2 (MK20)</French>
|
||||
<Czech>Wiesel 2 (MK20)</Czech>
|
||||
<Turkish>Wiesel 2 (MK20)</Turkish>
|
||||
<Spanish>Wiesel 2 (MK20)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_LT_01_scout">
|
||||
<English>Wiesel 2 RFCV (Radar)</English>
|
||||
@ -3690,6 +3706,7 @@
|
||||
<French>Wiesel 2 RFCV (Radar)</French>
|
||||
<Czech>Wiesel 2 RFCV (Radar)</Czech>
|
||||
<Turkish>Wiesel 2 RFCV (Radar)</Turkish>
|
||||
<Spanish>Wiesel 2 RFCV (Radar)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_hamr">
|
||||
<English>Leupold Mark 4 HAMR</English>
|
||||
@ -3704,6 +3721,7 @@
|
||||
<French>Leupold Mark 4 HAMR</French>
|
||||
<Czech>Leupold Mark 4 HAMR</Czech>
|
||||
<Turkish>Leupold Mark 4 HAMR</Turkish>
|
||||
<Spanish>Leupold Mark 4 HAMR</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_hamr_khk">
|
||||
<English>Leupold Mark 4 HAMR (Khaki)</English>
|
||||
@ -3718,6 +3736,7 @@
|
||||
<French>Leupold Mark 4 HAMR (Kaki)</French>
|
||||
<Czech>Leupold Mark 4 HAMR (Khaki)</Czech>
|
||||
<Turkish>Leupold Mark 4 HAMR (Haki)</Turkish>
|
||||
<Spanish>Leupold Mark 4 HAMR (Caqui)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_hamr_2d">
|
||||
<English>Leupold Mark 4 HAMR (2D)</English>
|
||||
@ -3732,6 +3751,7 @@
|
||||
<French>Leupold Mark 4 HAMR (2D)</French>
|
||||
<Czech>Leupold Mark 4 HAMR (2D)</Czech>
|
||||
<Turkish>Leupold Mark 4 HAMR (2D)</Turkish>
|
||||
<Spanish>Leupold Mark 4 HAMR (2D)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_arco">
|
||||
<English>ELCAN SpecterOS (Tan)</English>
|
||||
@ -3746,6 +3766,7 @@
|
||||
<French>ELCAN SpecterOS (Tan)</French>
|
||||
<Czech>ELCAN SpecterOS (Žlutohnědá)</Czech>
|
||||
<Turkish>ELCAN SpecterOS (Tan)</Turkish>
|
||||
<Spanish>ELCAN SpecterOS (Tan)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_arco_blk">
|
||||
<English>ELCAN SpecterOS (Black)</English>
|
||||
@ -3760,6 +3781,7 @@
|
||||
<French>ELCAN SpecterOS (Noire)</French>
|
||||
<Czech>ELCAN SpecterOS (Černá)</Czech>
|
||||
<Turkish>ELCAN SpecterOS (Siyah)</Turkish>
|
||||
<Spanish>ELCAN SpecterOS (Negra)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_arco_ghex">
|
||||
<English>ELCAN SpecterOS (Green Hex)</English>
|
||||
@ -3773,6 +3795,7 @@
|
||||
<French>ELCAN SpecterOS (Hex Verte)</French>
|
||||
<Czech>ELCAN SpecterOS (Zelený Hex)</Czech>
|
||||
<Turkish>ELCAN SpecterOS (Yeşil Hex)</Turkish>
|
||||
<Spanish>ELCAN SpecterOS (Verde Hex)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_arco_2d">
|
||||
<English>ELCAN SpecterOS (2D)</English>
|
||||
@ -3787,6 +3810,7 @@
|
||||
<French>ELCAN SpecterOS (2D)</French>
|
||||
<Czech>ELCAN SpecterOS (2D)</Czech>
|
||||
<Turkish>ELCAN SpecterOS (2D)</Turkish>
|
||||
<Spanish>ELCAN SpecterOS (2D)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_erco_blk">
|
||||
<English>SIG BRAVO4 / ROMEO3 (Black)</English>
|
||||
@ -3801,6 +3825,7 @@
|
||||
<French>SIG BRAVO4 / ROMEO3 (Noire)</French>
|
||||
<Czech>SIG BRAVO4 / ROMEO3 (Černá)</Czech>
|
||||
<Turkish>SIG BRAVO4 / ROMEO3 (Siyah)</Turkish>
|
||||
<Spanish>SIG BRAVO4 / ROMEO3 (Negra)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_erco_khk">
|
||||
<English>SIG BRAVO4 / ROMEO3 (Khaki)</English>
|
||||
@ -3815,6 +3840,7 @@
|
||||
<French>SIG BRAVO4 / ROMEO3 (Kaki)</French>
|
||||
<Czech>SIG BRAVO4 / ROMEO3 (Khaki)</Czech>
|
||||
<Turkish>SIG BRAVO4 / ROMEO3 (Haki)</Turkish>
|
||||
<Spanish>SIG BRAVO4 / ROMEO3 (Caqui)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_erco_snd">
|
||||
<English>SIG BRAVO4 / ROMEO3 (Sand)</English>
|
||||
@ -3829,6 +3855,7 @@
|
||||
<French>SIG BRAVO4 / ROMEO3 (Beige)</French>
|
||||
<Czech>SIG BRAVO4 / ROMEO3 (Písková)</Czech>
|
||||
<Turkish>SIG BRAVO4 / ROMEO3 (Kum)</Turkish>
|
||||
<Spanish>SIG BRAVO4 / ROMEO3 (Arena)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_lrps">
|
||||
<English>Nightforce NXS</English>
|
||||
@ -3842,6 +3869,7 @@
|
||||
<French>Nightforce NXS</French>
|
||||
<Czech>Nightforce NXS</Czech>
|
||||
<Turkish>Nightforce NXS</Turkish>
|
||||
<Spanish>Nightforce NXS</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_lrps_ghex">
|
||||
<English>Nightforce NXS (Green Hex)</English>
|
||||
@ -3855,6 +3883,7 @@
|
||||
<French>Nightforce NXS (Hex Verte)</French>
|
||||
<Czech>Nightforce NXS (Zelený Hex)</Czech>
|
||||
<Turkish>Nightforce NXS (Yeşil Hex)</Turkish>
|
||||
<Spanish>Nightforce NXS (Verde Hex)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_lrps_tna">
|
||||
<English>Nightforce NXS (Jungle)</English>
|
||||
@ -3869,6 +3898,7 @@
|
||||
<French>Nightforce NXS (Jungle)</French>
|
||||
<Czech>Nightforce NXS (Džungle)</Czech>
|
||||
<Turkish>Nightforce NXS (Orman)</Turkish>
|
||||
<Spanish>Nightforce NXS (Jungla)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_lrps_2d">
|
||||
<English>Nightforce NXS (2D)</English>
|
||||
@ -3882,6 +3912,7 @@
|
||||
<French>Nightforce NXS (2D)</French>
|
||||
<Czech>Nightforce NXS (2D)</Czech>
|
||||
<Turkish>Nightforce NXS (2D)</Turkish>
|
||||
<Spanish>Nightforce NXS (2D)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_ams">
|
||||
<English>US Optics MR-10 (Black)</English>
|
||||
@ -3895,6 +3926,7 @@
|
||||
<French>US Optics MR-10 (Noire)</French>
|
||||
<Czech>US Optics MR-10 (Černá)</Czech>
|
||||
<Turkish>US Optics MR-10 (Siyah)</Turkish>
|
||||
<Spanish>US Optics MR-10 (Negra)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_ams_khk">
|
||||
<English>US Optics MR-10 (Khaki)</English>
|
||||
@ -3908,6 +3940,7 @@
|
||||
<French>US Optics MR-10 (Kaki)</French>
|
||||
<Czech>US Optics MR-10 (Khaki)</Czech>
|
||||
<Turkish>US Optics MR-10 (Haki)</Turkish>
|
||||
<Spanish>US Optics MR-10 (Caqui)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_ams_snd">
|
||||
<English>US Optics MR-10 (Sand)</English>
|
||||
@ -3921,6 +3954,7 @@
|
||||
<French>US Optics MR-10 (Beige)</French>
|
||||
<Czech>US Optics MR-10 (Písková)</Czech>
|
||||
<Turkish>US Optics MR-10 (Kum)</Turkish>
|
||||
<Spanish>US Optics MR-10 (Arena)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_khs_blk">
|
||||
<English>KAHLES Helia (Black)</English>
|
||||
@ -3934,6 +3968,7 @@
|
||||
<French>KAHLES Helia (Noire)</French>
|
||||
<Czech>KAHLES Helia (Černá)</Czech>
|
||||
<Turkish>KAHLES Helia (Siyah)</Turkish>
|
||||
<Spanish>KAHLES Helia (Negra)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_khs_hex">
|
||||
<English>KAHLES Helia (Hex)</English>
|
||||
@ -3947,6 +3982,7 @@
|
||||
<French>KAHLES Helia (Hex)</French>
|
||||
<Czech>KAHLES Helia (Hex)</Czech>
|
||||
<Turkish>KAHLES Helia (Hex)</Turkish>
|
||||
<Spanish>KAHLES Helia (Hex)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_khs_old">
|
||||
<English>KAHLES Helia (Old)</English>
|
||||
@ -3960,6 +3996,7 @@
|
||||
<French>KAHLES Helia (Usée)</French>
|
||||
<Czech>KAHLES Helia (Stará)</Czech>
|
||||
<Turkish>KAHLES Helia (Eski)</Turkish>
|
||||
<Spanish>KAHLES Helia (Vieja)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_khs_tan">
|
||||
<English>KAHLES Helia (Tan)</English>
|
||||
@ -3973,6 +4010,7 @@
|
||||
<French>KAHLES Helia (Tan)</French>
|
||||
<Czech>KAHLES Helia (Žlutohnědá)</Czech>
|
||||
<Turkish>KAHLES Helia (Tan)</Turkish>
|
||||
<Spanish>KAHLES Helia (Tan)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_dms">
|
||||
<English>Burris XTR II</English>
|
||||
@ -3986,6 +4024,7 @@
|
||||
<French>Burris XTR II</French>
|
||||
<Czech>Burris XTR II</Czech>
|
||||
<Turkish>Burris XTR II</Turkish>
|
||||
<Spanish>Burris XTR II</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_dms_ghex">
|
||||
<English>Burris XTR II (Green Hex)</English>
|
||||
@ -3999,6 +4038,7 @@
|
||||
<French>Burris XTR II (Hex Verte)</French>
|
||||
<Czech>Burris XTR II (Zelený Hex)</Czech>
|
||||
<Turkish>Burris XTR II (Yeşil Hex)</Turkish>
|
||||
<Spanish>Burris XTR II (Verde Hex)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_holosight">
|
||||
<English>EOTech XPS3 (Tan)</English>
|
||||
@ -4013,6 +4053,7 @@
|
||||
<French>EOTech XPS3 (Tan)</French>
|
||||
<Czech>EOTech XPS3 (Žlutohnědá)</Czech>
|
||||
<Turkish>EOTech XPS3 (Tan)</Turkish>
|
||||
<Spanish>EOTech XPS3 (Tan)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_holosight_blk">
|
||||
<English>EOTech XPS3 (Black)</English>
|
||||
@ -4027,6 +4068,7 @@
|
||||
<French>EOTech XPS3 (Noire)</French>
|
||||
<Czech>EOTech XPS3 (Černá)</Czech>
|
||||
<Turkish>EOTech XPS3 (Siyah)</Turkish>
|
||||
<Spanish>EOTech XPS3 (Negra)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_holosight_khk">
|
||||
<English>EOTech XPS3 (Khaki)</English>
|
||||
@ -4041,6 +4083,7 @@
|
||||
<French>EOTech XPS3 (Kaki)</French>
|
||||
<Czech>EOTech XPS3 (Khaki)</Czech>
|
||||
<Turkish>EOTech XPS3 (Haki)</Turkish>
|
||||
<Spanish>EOTech XPS3 (Caqui)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_holosight_smg">
|
||||
<English>EOTech XPS3 SMG (Tan)</English>
|
||||
@ -4055,6 +4098,7 @@
|
||||
<French>EOTech XPS3 SMG (Tan)</French>
|
||||
<Czech>EOTech XPS3 SMG (Žlutohnědá)</Czech>
|
||||
<Turkish>EOTech XPS3 SMG (Tan)</Turkish>
|
||||
<Spanish>EOTech XPS3 SMG (Tan)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_holosight_smg_blk">
|
||||
<English>EOTech XPS3 SMG (Black)</English>
|
||||
@ -4069,6 +4113,7 @@
|
||||
<French>EOTech XPS3 SMG (Noire)</French>
|
||||
<Czech>EOTech XPS3 SMG (Černá)</Czech>
|
||||
<Turkish>EOTech XPS3 SMG (Siyah)</Turkish>
|
||||
<Spanish>EOTech XPS3 SMG (Negra)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_holosight_smg_khk">
|
||||
<English>EOTech XPS3 SMG (Khaki)</English>
|
||||
@ -4083,6 +4128,7 @@
|
||||
<French>EOTech XPS3 SMG (Kaki)</French>
|
||||
<Czech>EOTech XPS3 SMG (Khaki)</Czech>
|
||||
<Turkish>EOTech XPS3 SMG (Hakii)</Turkish>
|
||||
<Spanish>EOTech XPS3 SMG (Caqui)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_mrco">
|
||||
<English>IOR-Valdada Pitbull 2</English>
|
||||
@ -4096,6 +4142,7 @@
|
||||
<French>IOR-Valdada Pitbull 2</French>
|
||||
<Czech>IOR-Valdada Pitbull 2</Czech>
|
||||
<Turkish>IOR-Valdada Pitbull 2</Turkish>
|
||||
<Spanish>IOR-Valdada Pitbull 2</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_mrco_2d">
|
||||
<English>IOR-Valdada Pitbull 2 (2D)</English>
|
||||
@ -4109,6 +4156,7 @@
|
||||
<French>IOR-Valdada Pitbull 2 (2D)</French>
|
||||
<Czech>IOR-Valdada Pitbull 2 (2D)</Czech>
|
||||
<Turkish>IOR-Valdada Pitbull 2 (2D)</Turkish>
|
||||
<Spanish>IOR-Valdada Pitbull 2 (2D)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_Yorris">
|
||||
<English>Burris FastFire 2</English>
|
||||
@ -4122,6 +4170,7 @@
|
||||
<French>Burris FastFire 2</French>
|
||||
<Czech>Burris FastFire 2</Czech>
|
||||
<Turkish>Burris FastFire 2</Turkish>
|
||||
<Spanish>Burris FastFire 2</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_ACO">
|
||||
<English>C-More Railway (Red)</English>
|
||||
@ -4136,6 +4185,7 @@
|
||||
<French>C-More Railway (Rouge)</French>
|
||||
<Czech>C-More Railway (Červený)</Czech>
|
||||
<Turkish>C-More Railway (Kırmızı)</Turkish>
|
||||
<Spanish>C-More Railway (Roja)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_ACO_grn">
|
||||
<English>C-More Railway (Green)</English>
|
||||
@ -4150,6 +4200,7 @@
|
||||
<French>C-More Railway (Verte)</French>
|
||||
<Czech>C-More Railway (Zelený)</Czech>
|
||||
<Turkish>C-More Railway (Yeşil)</Turkish>
|
||||
<Spanish>C-More Railway (Verde)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_ACO_smg">
|
||||
<English>C-More Railway SMG (Red)</English>
|
||||
@ -4164,6 +4215,7 @@
|
||||
<French>C-More Railway SMG (Rouge)</French>
|
||||
<Czech>C-More Railway SMG (Červený)</Czech>
|
||||
<Turkish>C-More Railway SMG (Kırmızı)</Turkish>
|
||||
<Spanish>C-More Railway SMG (Roja)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_optic_ACO_grn_smg">
|
||||
<English>C-More Railway SMG (Green)</English>
|
||||
@ -4178,6 +4230,7 @@
|
||||
<French>C-More Railway SMG (Verte)</French>
|
||||
<Czech>C-More Railway SMG (Zelený)</Czech>
|
||||
<Turkish>C-More Railway SMG (Yeşil)</Turkish>
|
||||
<Spanish>C-More Railway SMG (Verde)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_RealisticNames_P90_TR_Black_Name">
|
||||
<English>P90 TR (Black)</English>
|
||||
|
@ -15,6 +15,7 @@
|
||||
<Portuguese>Mira Telescópica</Portuguese>
|
||||
<Czech>Puškohledy</Czech>
|
||||
<Turkish>Dürbünler</Turkish>
|
||||
<Spanish>Visores</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_enabled_displayName">
|
||||
<English>Enable ACE Scope adjustment</English>
|
||||
@ -29,6 +30,7 @@
|
||||
<Russian>Включить настройку прицелов ACE</Russian>
|
||||
<Portuguese>Permitir ajustes de Mira do ACE</Portuguese>
|
||||
<Czech>Povolit ACE náměr puškohledů</Czech>
|
||||
<Spanish>Activar ACE Ajuste de visores</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_enabled_description">
|
||||
<English>Enable adjustment turrets on high powered scopes</English>
|
||||
@ -43,6 +45,7 @@
|
||||
<Russian>Включает регулировочные барабанчики ввода поправок на прицелах с высокой кратностью</Russian>
|
||||
<Portuguese>Permite que as Miras Telescópicas sejam ajustadas com ACE</Portuguese>
|
||||
<Czech>Povolí náměr puškohledů pomocí komínků optiky na seřízení zameřovacího kříže u kompatibilních puškohledů.</Czech>
|
||||
<Spanish>Activar torretas de ajuste en visores de muchos aumentos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_forceUseOfAdjustmentTurrets_displayName">
|
||||
<English>Force adjustment turrets</English>
|
||||
@ -57,6 +60,7 @@
|
||||
<Russian>Включить регулировку ненастроенных прицелов</Russian>
|
||||
<Portuguese>Força ajustes ACE para Miras</Portuguese>
|
||||
<Czech>Vynutit použití komínků</Czech>
|
||||
<Spanish>Forzar torretas de ajuste</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_forceUseOfAdjustmentTurrets_description">
|
||||
<English>Force usage of adjustment turrets on high powered scopes</English>
|
||||
@ -71,6 +75,7 @@
|
||||
<Russian>Принудительно использовать барабанчики ввода поправок для ненастроенных прицелов с высокой кратностью</Russian>
|
||||
<Portuguese>Força o uso dos controles de ajuste de Mira do ACE em Miras Telescópicas</Portuguese>
|
||||
<Czech>Vynutí používání komínků u puškohledů.</Czech>
|
||||
<Spanish>Forzar uso de torretas de ajuste en visores de muchos aumentos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_correctZeroing_displayName">
|
||||
<English>Correct zeroing</English>
|
||||
@ -85,6 +90,7 @@
|
||||
<Russian>Корректировать пристрелку</Russian>
|
||||
<Portuguese>Corrigir Zeramento</Portuguese>
|
||||
<Czech>Opravit náměr</Czech>
|
||||
<Spanish>Corregir la homogeneidad</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_correctZeroing_description">
|
||||
<English>Corrects the zeroing of all small arms sights</English>
|
||||
@ -99,6 +105,7 @@
|
||||
<Russian>Позволяет корректировать пристрелку для всех прицелов стрелкового оружия</Russian>
|
||||
<Portuguese>Corrige o Zeramento de todas as miras de armas pequenas. (Zeroing)</Portuguese>
|
||||
<Czech>Opravuje náměr mířidel všech ručních zbraní</Czech>
|
||||
<Spanish>Corrige la homogeneidad de los visores de armas cortas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_overwriteZeroRange_displayName">
|
||||
<English>Overwrite zero distance</English>
|
||||
@ -113,6 +120,7 @@
|
||||
<Russian>Перезаписать дальность пристрелки</Russian>
|
||||
<Portuguese>Sobrepor distância zero</Portuguese>
|
||||
<Czech>Přepsat vzdálenost náměru</Czech>
|
||||
<Spanish>Sobreescribe la distancia de homogeneizado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_overwriteZeroRange_Description">
|
||||
<English>Uses the 'defaultZeroRange' setting to overwrite the zero range of high power scopes</English>
|
||||
@ -127,6 +135,7 @@
|
||||
<Russian>Использует настройку 'defaultZeroRange' для перенастройки дальности пристрелки прицелов с высокой кратностью</Russian>
|
||||
<Portuguese>Utiliza a configuração 'Distância Zero Padrão' para sobrepor a distância zero de Miras Telescópicas</Portuguese>
|
||||
<Czech>Používá nastavení 'defaultZeroRange' na přepsání vzdálenosti náměru pro puškohledy</Czech>
|
||||
<Spanish>Utiliza el parámetro 'defaultZeroRange' para sobreescribir la distancia de homogeneizado en los visores de muchos aumentos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_defaultZeroRange_displayName">
|
||||
<English>Default zero distance</English>
|
||||
@ -141,6 +150,7 @@
|
||||
<Russian>Дальность пристрелки по умолчанию</Russian>
|
||||
<Portuguese>Distância Zero Padrão</Portuguese>
|
||||
<Czech>Standardní vzdálenost náměru</Czech>
|
||||
<Spanish>Distancia de homogeneizado por defecto</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_defaultZeroRange_description">
|
||||
<English>High powered scopes will be zeroed at this distance</English>
|
||||
@ -155,6 +165,7 @@
|
||||
<Russian>Дальность, на которую будут пристреляны прицелы с высокой кратностью</Russian>
|
||||
<Portuguese>Miras Telescópicas serão zeradas nessa distância</Portuguese>
|
||||
<Czech>Puškohledy budou naměřené na tuto vzdálenost</Czech>
|
||||
<Spanish>Visores con muchos aumentos serán homogeneizados por este parámetro</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_zeroReferenceTemperature_displayName">
|
||||
<English>Reference temperature</English>
|
||||
@ -169,6 +180,7 @@
|
||||
<Russian>Референсная температура</Russian>
|
||||
<Portuguese>Temperatura de Referência</Portuguese>
|
||||
<Czech>Referenční teplota</Czech>
|
||||
<Spanish>Temperatura de referencia</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_zeroReferenceTemperature_description">
|
||||
<English>Temperature at which the scope was zeroed</English>
|
||||
@ -183,6 +195,7 @@
|
||||
<Russian>Температура, при которой выполнена пристрелка прицела</Russian>
|
||||
<Portuguese>Temperatura na qual a mira foi zerada.</Portuguese>
|
||||
<Czech>Teplota za které byl puškohled naměřen</Czech>
|
||||
<Spanish>Temperatura a la que el visor ha sido homogeneizado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_zeroReferenceBarometricPressure_displayName">
|
||||
<English>Reference barometric pressure</English>
|
||||
@ -197,6 +210,7 @@
|
||||
<Russian>Референсное давление</Russian>
|
||||
<Portuguese>Pressão Barométrica de Referência</Portuguese>
|
||||
<Czech>Referenční barometrický tlak</Czech>
|
||||
<Spanish>Referencia de presión barométrica</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_zeroReferenceBarometricPressure_description">
|
||||
<English>Barometric pressure at which the scope was zeroed</English>
|
||||
@ -211,6 +225,7 @@
|
||||
<Russian>Давление, при котором выполнена пристрелка прицела</Russian>
|
||||
<Portuguese>Pressão Barométrica de quando a mira foi zerada.</Portuguese>
|
||||
<Czech>Barometrický tlak za kterého byl puškohled naměřen</Czech>
|
||||
<Spanish>Presión barométrica a la que el visor ha sido homogeneizado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_zeroReferenceHumidity_displayName">
|
||||
<English>Reference humidity</English>
|
||||
@ -225,6 +240,7 @@
|
||||
<Russian>Референсная влажность</Russian>
|
||||
<Portuguese>Humidade de Referência</Portuguese>
|
||||
<Czech>Referenční vlhkost vzduchu</Czech>
|
||||
<Spanish>Humedad de referencia</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_zeroReferenceHumidity_description">
|
||||
<English>Humidity at which the scope was zeroed</English>
|
||||
@ -239,6 +255,7 @@
|
||||
<Russian>Влажность, при которой выполнена пристрелка прицела</Russian>
|
||||
<Portuguese>Humidade na qual a mira foi zerada.</Portuguese>
|
||||
<Czech>Vlhkost vzduchu za které byl puškohled naměřen</Czech>
|
||||
<Spanish>Humedad a la cual el visor ha sido homogeneizado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_deduceBarometricPressureFromTerrainAltitude_displayName">
|
||||
<English>Deduce pressure from altitude</English>
|
||||
@ -253,6 +270,7 @@
|
||||
<Russian>Просчитать давление из высоты</Russian>
|
||||
<Portuguese>Deduzir pressão pela altitude</Portuguese>
|
||||
<Czech>Snížit tlak podle nadmořské výšky</Czech>
|
||||
<Spanish>Deducir presión de la altitud</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_deduceBarometricPressureFromTerrainAltitude_description">
|
||||
<English>Deduce the barometric pressure from the terrain altitude</English>
|
||||
@ -267,6 +285,7 @@
|
||||
<Russian>Давление определяется по высоте</Russian>
|
||||
<Portuguese>Deduz a pressão barométrica pela altitude do terreno.</Portuguese>
|
||||
<Czech>Snížit barometrický tlak podle současné nadmořské výšky terénu</Czech>
|
||||
<Spanish>Deduce la presión barométrica de la altura del terreno</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_useLegacyUI_displayName">
|
||||
<English>Use legacy UI</English>
|
||||
@ -281,6 +300,7 @@
|
||||
<Portuguese>Usar Interface Antiga</Portuguese>
|
||||
<French>Utiliser l'ancienne IU</French>
|
||||
<Czech>Používat staré UI</Czech>
|
||||
<Spanish>Utilizar interfaz antigua</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_useLegacyUI_description">
|
||||
<English>Displays elevation and windage with signed numbers</English>
|
||||
@ -295,6 +315,7 @@
|
||||
<Portuguese>Exibir elevação e vento com número sinalizados.</Portuguese>
|
||||
<French>Affiche les valeurs de hausse et de dérive avec des nombres signés.</French>
|
||||
<Czech>Zobrazovat elevaci a vítr s znaménky plus a mínus.</Czech>
|
||||
<Spanish>Muestra la elevación y el viento con números positivos y negativos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_simplifiedZeroing_displayName">
|
||||
<English>Simplified zeroing</English>
|
||||
@ -309,6 +330,7 @@
|
||||
<Portuguese>Zeramento Simplificado</Portuguese>
|
||||
<French>Zérotage simplifié</French>
|
||||
<Czech>Zjednodušené naměřování</Czech>
|
||||
<Spanish>Homogeneizado simplificado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_simplifiedZeroing_description">
|
||||
<English>Replicates the vanilla zeroing system for riflescopes.</English>
|
||||
@ -323,6 +345,7 @@
|
||||
<Portuguese>Imita o sistema de zeramento vanilla para miras de rifle.</Portuguese>
|
||||
<French>Reproduit le système de zérotage vanilla pour les lunettes.</French>
|
||||
<Czech>Replikuje systém naměřování puškohledů ze základní hry.</Czech>
|
||||
<Spanish>Replica en los visores el sistema de homogeneizado de vanilla</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_AdjustUpMinor">
|
||||
<English>Minor adjustment up</English>
|
||||
@ -481,6 +504,7 @@
|
||||
<Portuguese>Resetar Ajuste Zero</Portuguese>
|
||||
<French>Réinitialiser le réglage du zéro</French>
|
||||
<Czech>Reset vynulování</Czech>
|
||||
<Spanish>Restaurar ajuste de homogeneizado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_Description">
|
||||
<English>This module adds windage and elevation adjustment turrets on high power rifle scopes.</English>
|
||||
@ -495,6 +519,7 @@
|
||||
<Russian>Этот модуль добавляет барабанчики ввода горизонтальных и вертикальных поправок для прицелов с высокой кратностью</Russian>
|
||||
<Portuguese>Esse módulo implementa vento e elevação para os ajustes de miras telescópicas.</Portuguese>
|
||||
<Czech>Tento modul přidává korekci zaměrovacího kříže puškohledů pro vítr a výšku.</Czech>
|
||||
<Spanish>Este módulo añade torretas de ajuste de viento y elevación en visores con muchos aumentos.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_DisplayAdjustmentDown">
|
||||
<English>%1D</English>
|
||||
@ -510,6 +535,7 @@
|
||||
<Portuguese>%1D</Portuguese>
|
||||
<Czech>%1D</Czech>
|
||||
<Turkish>%1D</Turkish>
|
||||
<Spanish>%1D</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_DisplayAdjustmentLeft">
|
||||
<English>%1L</English>
|
||||
@ -525,6 +551,7 @@
|
||||
<Portuguese>%1L</Portuguese>
|
||||
<Czech>%1L</Czech>
|
||||
<Turkish>%1L</Turkish>
|
||||
<Spanish>%1L</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_DisplayAdjustmentRight">
|
||||
<English>%1R</English>
|
||||
@ -540,6 +567,7 @@
|
||||
<Portuguese>%1R</Portuguese>
|
||||
<Czech>%1R</Czech>
|
||||
<Turkish>%1R</Turkish>
|
||||
<Spanish>%1R</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_statHorizontalLimits">
|
||||
<English>Horizontal limits</English>
|
||||
@ -552,6 +580,7 @@
|
||||
<Portuguese>Limite Horizontal</Portuguese>
|
||||
<French>Limites horizontales</French>
|
||||
<Czech>Horizontální limity</Czech>
|
||||
<Spanish>Límites horizontales</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Scopes_statVerticalLimits">
|
||||
<English>Vertical limits</English>
|
||||
@ -564,6 +593,7 @@
|
||||
<Portuguese>Limite Vertical</Portuguese>
|
||||
<French>Limites verticales</French>
|
||||
<Czech>Vertikální limity</Czech>
|
||||
<Spanish>Límites verticales</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -178,6 +178,7 @@
|
||||
<Russian>Установить имя</Russian>
|
||||
<Portuguese>Definir Nome</Portuguese>
|
||||
<Czech>Jméno setu</Czech>
|
||||
<Spanish>Definir nombre</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Slideshow_SetName_Description">
|
||||
<English>Name that will be used for main interaction entry (to distinguish multiple slideshows). Default: "Slides"</English>
|
||||
@ -192,6 +193,7 @@
|
||||
<Russian>Имя, которое будет использоваться для основных взаимодействий (для различения нескольких слайдов). По умолчанию: «Slides»</Russian>
|
||||
<Portuguese>Nome que será usado para a entrada principal de interação (para separar vários slideshows). Padrão: "Slides"</Portuguese>
|
||||
<Czech>Jméno, které bude použito pro hlavní interakci (pro rozlišení více prezentací). Standard: Snímky</Czech>
|
||||
<Spanish>Nombre usado para la entrada principal de interacción (para distinguir entre diferentes diapositivas). Por defecto: "Diapositivas"</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Slideshow_Duration_DisplayName">
|
||||
<English>Slide Duration</English>
|
||||
|
@ -15,6 +15,7 @@
|
||||
<Portuguese>Espectador</Portuguese>
|
||||
<Czech>Divák</Czech>
|
||||
<Turkish>Izleyici</Turkish>
|
||||
<Spanish>Espectador</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Spectator_Settings_DisplayName">
|
||||
<English>ACE Spectator</English>
|
||||
@ -30,6 +31,7 @@
|
||||
<Portuguese>ACE Espectador</Portuguese>
|
||||
<Czech>ACE Divák</Czech>
|
||||
<Turkish>ACE Izleyici</Turkish>
|
||||
<Spanish>ACE Espectador</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Spectator_Settings_Description">
|
||||
<English>Configure how the spectator system will operate by default.</English>
|
||||
@ -60,6 +62,7 @@
|
||||
<Portuguese>IA Ativado</Portuguese>
|
||||
<Czech>AI povoleno</Czech>
|
||||
<Turkish>AI Etkin</Turkish>
|
||||
<Spanish>IA Activada</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Spectator_ai_Description">
|
||||
<English>Make AI viewable in spectator</English>
|
||||
@ -74,6 +77,7 @@
|
||||
<Russian>Сделать ИИ видимыми в режиме зрителя</Russian>
|
||||
<Portuguese>Permite que IA seja visivel no espectador</Portuguese>
|
||||
<Czech>Umožňuje sledovat AI v módu diváka</Czech>
|
||||
<Spanish>Permitir ver a la IA en espectador</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Spectator_modes_DisplayName">
|
||||
<English>Camera modes</English>
|
||||
@ -212,6 +216,7 @@
|
||||
<Italian>Distanza massima per seguire</Italian>
|
||||
<Czech>Maximální vzdálenost sledování objektu</Czech>
|
||||
<Polish>Maksymalna odległość śledzenia</Polish>
|
||||
<Spanish>Distancia máxima de seguimiento</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Spectator_MaxFollowDistance_Description">
|
||||
<English>Maximum distance the follow camera can be from the target</English>
|
||||
@ -224,6 +229,7 @@
|
||||
<French>Distance maximale à laquelle la caméra de suivi peut se trouver par rapport à la cible.</French>
|
||||
<Czech>Maximální vzdálenost při které může kamera sledovat cíl</Czech>
|
||||
<Polish>Maksymalna odległość na jakiej kamera może podążać od celu</Polish>
|
||||
<Spanish>Distancia máxima que la cámara de seguimiento puede estar del objetivo</Spanish>
|
||||
</Key>
|
||||
<!-- Interface strings -->
|
||||
<Key ID="STR_ACE_Spectator_TooltipEngineer">
|
||||
@ -321,6 +327,7 @@
|
||||
<Portuguese>Ícones</Portuguese>
|
||||
<Czech>Ikony</Czech>
|
||||
<Turkish>Ikonlar</Turkish>
|
||||
<Spanish>Iconos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Spectator_uiProjectiles">
|
||||
<English>Projectiles</English>
|
||||
@ -336,6 +343,7 @@
|
||||
<Portuguese>Projéteis</Portuguese>
|
||||
<Czech>Projektily</Czech>
|
||||
<Turkish>Mermiler</Turkish>
|
||||
<Spanish>Proyectiles</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Spectator_nextUnit">
|
||||
<English>Next Unit</English>
|
||||
@ -383,6 +391,7 @@
|
||||
<Portuguese>Modo de Visão</Portuguese>
|
||||
<Czech>Režim sledování</Czech>
|
||||
<Turkish>Görüş Modu</Turkish>
|
||||
<Spanish>Modo de visión</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Spectator_camSlow">
|
||||
<English>Slow Speed</English>
|
||||
@ -398,6 +407,7 @@
|
||||
<Portuguese>Velocidade Lenta</Portuguese>
|
||||
<Czech>Pomalá rychlost</Czech>
|
||||
<Turkish>Yavaş Hız</Turkish>
|
||||
<Spanish>Velocidad lenta</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -15,6 +15,7 @@
|
||||
<Czech>Přepnout jednotky</Czech>
|
||||
<French>Changement de camp</French>
|
||||
<Turkish>Birlik Değiştir</Turkish>
|
||||
<Spanish>Cambiar unidades</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_SwitchUnits_SwitchedUnit">
|
||||
<English>Switched unit</English>
|
||||
@ -75,6 +76,7 @@
|
||||
<Portuguese>Habilita troca de time</Portuguese>
|
||||
<Japanese>陣営切り替えを有効化</Japanese>
|
||||
<Russian>Включить смену стороны</Russian>
|
||||
<Spanish>Habilitar cambio de bando</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_SwitchUnits_SwitchToWest_DisplayName">
|
||||
<English>Switch to West?</English>
|
||||
|
@ -15,6 +15,7 @@
|
||||
<Portuguese>Marcação</Portuguese>
|
||||
<Czech>Označování</Czech>
|
||||
<Turkish>Işaretleme</Turkish>
|
||||
<Spanish>Marcado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Tagging_ModuleDesc">
|
||||
<English>Configure how the tagging system will operate by default.</English>
|
||||
@ -29,6 +30,7 @@
|
||||
<Chinese>定義噴漆系統預設設定</Chinese>
|
||||
<Portuguese>Configura como o sistema de Marcação funcionará como padrão. (Tagging)</Portuguese>
|
||||
<Czech>Nakonfigurujte, jak bude systém značkování ve výchozím nastavení fungovat.</Czech>
|
||||
<Spanish>Configura cómo funciona el sistema de marcado por defecto.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Tagging_QuickTag">
|
||||
<English>Spray Paint - Quick Tag</English>
|
||||
@ -44,6 +46,7 @@
|
||||
<Portuguese>Lata de Tinta - Marcação Rápida</Portuguese>
|
||||
<Czech>Stříkací barva - Rychlá značka</Czech>
|
||||
<Turkish>Sprey Boya- Hızlı Işaretleme</Turkish>
|
||||
<Spanish>Pintada con spray - Marcado rápido</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Tagging_QuickTagDesc">
|
||||
<English>Action performed on main tag interaction point.</English>
|
||||
@ -58,6 +61,7 @@
|
||||
<Chinese>直接噴漆在互動選單瞄準的點上。</Chinese>
|
||||
<Portuguese>Ação executada no ponto principal de marcação</Portuguese>
|
||||
<Czech>Akce prováděná v hlavním bodě značky interakce.</Czech>
|
||||
<Spanish>Acción realizada en el punto de interacción de marcado principal.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Tagging_LastUsed">
|
||||
<English>Last Used</English>
|
||||
@ -73,6 +77,7 @@
|
||||
<Portuguese>Último usado</Portuguese>
|
||||
<Czech>Naposledy použitý</Czech>
|
||||
<Turkish>Son Kullanan</Turkish>
|
||||
<Spanish>Último usado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Tagging_RandomX">
|
||||
<English>Random X</English>
|
||||
@ -88,6 +93,7 @@
|
||||
<Portuguese>Aleatório X</Portuguese>
|
||||
<Czech>Náhodné X</Czech>
|
||||
<Turkish>Rasgele X</Turkish>
|
||||
<Spanish>Aleatorio X</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Tagging_Random">
|
||||
<English>Random</English>
|
||||
@ -103,6 +109,7 @@
|
||||
<Portuguese>Aleatório</Portuguese>
|
||||
<Czech>Náhodný</Czech>
|
||||
<Turkish>Rasgele</Turkish>
|
||||
<Spanish>Aleatorio</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Tagging_Tag">
|
||||
<English>Tag</English>
|
||||
|
@ -208,6 +208,7 @@
|
||||
<Chinesesimp>继续盖掩体</Chinesesimp>
|
||||
<Chinese>繼續蓋掩體</Chinese>
|
||||
<Turkish>Kazmaya Devam Et</Turkish>
|
||||
<Spanish>Continuar cavando trinchera</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_RemoveEnvelope">
|
||||
<English>Remove Trench</English>
|
||||
@ -223,6 +224,7 @@
|
||||
<Chinesesimp>移除掩体</Chinesesimp>
|
||||
<Chinese>移除掩體</Chinese>
|
||||
<Turkish>Siperi Kaldır</Turkish>
|
||||
<Spanish>Eliminar trinchera</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_RemovingTrench">
|
||||
<English>Removing Trench</English>
|
||||
@ -238,51 +240,61 @@
|
||||
<Chinesesimp>正在移除掩体</Chinesesimp>
|
||||
<Chinese>移除掩體中</Chinese>
|
||||
<Turkish>Siper Kaldırılıyor</Turkish>
|
||||
<Spanish>Eliminando trinchera</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_Category">
|
||||
<English>ACE Trenches</English>
|
||||
<French>ACE Tranchées</French>
|
||||
<Japanese>ACE 塹壕</Japanese>
|
||||
<Spanish>ACETrincheras</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_SmallEnvelopeDigDuration_DisplayName">
|
||||
<English>Small Trench Dig Duration</English>
|
||||
<French>Petites tranchées - durée d'excavation</French>
|
||||
<Japanese>小型塹壕の完成時間</Japanese>
|
||||
<Spanish>Tiempo de cavar trinchera pequeña</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_SmallEnvelopeDigDuration_Description">
|
||||
<English>Time, in seconds, required to dig a small trench.</English>
|
||||
<French>Définit le temps nécessaire au déploiement des petites tranchées (en secondes).</French>
|
||||
<Japanese>小型塹壕が完成するまでの時間 (秒) を設定できます。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para cavar una trinchera pequeña.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_SmallEnvelopeRemoveDuration_DisplayName">
|
||||
<English>Small Trench Remove Duration</English>
|
||||
<French>Petites tranchées - durée de retrait</French>
|
||||
<Japanese>小型塹壕の削除時間</Japanese>
|
||||
<Spanish>Tiempo de eliminar trinchera pequeña</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_SmallEnvelopeRemoveDuration_Description">
|
||||
<English>Time, in seconds, required to remove a small trench.</English>
|
||||
<French>Définit le temps nécessaire pour le retrait des petites tranchées (en secondes).</French>
|
||||
<Japanese>小型塹壕が削除されるまでの時間 (秒) を設定できます。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para eliminar una trinchera pequeña.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_BigEnvelopeDigDuration_DisplayName">
|
||||
<English>Big Trench Dig Duration</English>
|
||||
<French>Grandes tranchées - durée d'excavation</French>
|
||||
<Japanese>大型塹壕の完成時間</Japanese>
|
||||
<Spanish>Tiempo de cavar trinchera grande</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_BigEnvelopeDigDuration_Description">
|
||||
<English>Time, in seconds, required to dig a big trench.</English>
|
||||
<French>Définit le temps nécessaire au déploiement des grandes tranchées (en secondes).</French>
|
||||
<Japanese>大型塹壕が完成するまでの時間 (秒) を設定できます。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para cavar una trinchera grande</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_BigEnvelopeRemoveDuration_DisplayName">
|
||||
<English>Big Trench Remove Duration</English>
|
||||
<French>Grandes tranchées - durée de retrait</French>
|
||||
<Japanese>大型塹壕の削除時間</Japanese>
|
||||
<Spanish>Tiempo de eliminar trinchera grande</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Trenches_BigEnvelopeRemoveDuration_Description">
|
||||
<English>Time, in seconds, required to remove a big trench.</English>
|
||||
<French>Définit le temps nécessaire pour le retrait des grandes tranchées (en secondes).</French>
|
||||
<Japanese>大型塹壕が削除されるまでの時間 (秒) を設定できます。</Japanese>
|
||||
<Spanish>Tiempo, en segundos, requerido para eliminar una trinchera grande</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -1,174 +1,182 @@
|
||||
class ACE_UI {
|
||||
class devWatermark {
|
||||
idd = IDD_MISSION;
|
||||
elements[] = {11400};
|
||||
location = ANYWHERE;
|
||||
class conditions {
|
||||
isDevelopmentBranch = QUOTE(productVersion select 4 == 'Development');
|
||||
};
|
||||
};
|
||||
class weaponName {
|
||||
idd = 300;
|
||||
elements[] = {118};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_WEAPON};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class weaponNameBackground {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {1001, 1008};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class firingMode {
|
||||
idd = 300;
|
||||
elements[] = {187, 1203};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_WEAPON_MODE_TEXTURE, 1203};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class ammoType {
|
||||
idd = 300;
|
||||
elements[] = {155};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_WEAPON_AMMO};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class ammoCount {
|
||||
idd = 300;
|
||||
elements[] = {184};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_AMMOCOUNT};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class magCount {
|
||||
idd = 300;
|
||||
elements[] = {185};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_MAGCOUNT};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class throwableName {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {152};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class throwableCount {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {151};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class zeroing {
|
||||
idd = 300;
|
||||
elements[] = {168};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_WEAPON_ELEVATION};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class weaponLowerInfoBackground {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {1202};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class staminaBar {
|
||||
idd = 305;
|
||||
elements[] = {193};
|
||||
idd = IDD_STAMINA_BAR;
|
||||
elements[] = {IDC_IGUI_STAMINA_BAR};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class stance {
|
||||
idd = 303;
|
||||
elements[] = {188, 1201};
|
||||
idd = IDD_STANCEINFO;
|
||||
elements[] = {IDC_IGUI_STANCE_INDICATOR, 1201};
|
||||
location = GROUND_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerWeaponName {
|
||||
idd = 300;
|
||||
elements[] = {118};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_WEAPON};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerWeaponNameBackground {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {1001, 1008};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerFiringMode {
|
||||
idd = 300;
|
||||
elements[] = {187, 1203};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_WEAPON_MODE_TEXTURE, 1203};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerAmmoType {
|
||||
idd = 300;
|
||||
elements[] = {155};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_WEAPON_AMMO};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerAmmoCount {
|
||||
idd = 300;
|
||||
elements[] = {184};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_AMMOCOUNT};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerMagCount {
|
||||
idd = 300;
|
||||
elements[] = {185};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_MAGCOUNT};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerLaunchableName {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {152};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerLaunchableCount {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {151};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerZeroing {
|
||||
idd = 300;
|
||||
elements[] = {168};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_WEAPON_ELEVATION};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class gunnerWeaponLowerInfoBackground {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {1202};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class vehicleName {
|
||||
idd = 300;
|
||||
elements[] = {120};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_VEHICLE};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class vehicleNameBackground {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {1000, 1013};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class vehicleFuelBar {
|
||||
idd = 300;
|
||||
elements[] = {113, 1202};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_VALUE_FUEL, 1202};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class vehicleSpeed {
|
||||
idd = 300;
|
||||
elements[] = {121, 1004, 1006};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_SPEED, 1004, 1006};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class vehicleAltitude {
|
||||
idd = 300;
|
||||
elements[] = {122, 1005, 1014};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_ALT, 1005, 1014};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class vehicleDamage {
|
||||
idd = 300;
|
||||
elements[] = {111};
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {IDC_IGUI_HITZONES};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
};
|
||||
class vehicleInfoBackground {
|
||||
idd = 300;
|
||||
idd = IDD_UNITINFO;
|
||||
elements[] = {1200};
|
||||
location = VEHICLE_ONLY;
|
||||
class conditions {};
|
||||
|
@ -33,16 +33,19 @@ GVAR(elementsSet) = call CBA_fnc_createNamespace;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
// On changing settings
|
||||
["ace_settingChanged", {
|
||||
params ["_name"];
|
||||
["CBA_SettingChanged", {
|
||||
params ["_name", "_value"];
|
||||
|
||||
private _delimPos = count QUOTE(DOUBLES(ADDON,));
|
||||
if (_name select [0, _delimPos] != QUOTE(DOUBLES(ADDON,))) exitWith {};
|
||||
|
||||
if (_name in ELEMENTS_BASIC) then {
|
||||
[true] call FUNC(setElements);
|
||||
} else {
|
||||
private _nameNoPrefix = toLower (_name select [7]);
|
||||
private _nameNoPrefix = toLower (_name select [_delimPos]);
|
||||
private _cachedElement = GVAR(configCache) getVariable _nameNoPrefix;
|
||||
if (!isNil "_cachedElement") then {
|
||||
[_nameNoPrefix, missionNamespace getVariable _name, true] call FUNC(setAdvancedElement);
|
||||
[_nameNoPrefix, _value, true] call FUNC(setAdvancedElement);
|
||||
};
|
||||
};
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
@ -8,4 +8,6 @@ PREP_RECOMPILE_END;
|
||||
|
||||
GVAR(interfaceInitialized) = false;
|
||||
|
||||
#include "initSettings.sqf"
|
||||
|
||||
ADDON = true;
|
||||
|
@ -66,6 +66,7 @@ if (!_force) then {
|
||||
};
|
||||
};
|
||||
|
||||
private _displays = ((uiNamespace getVariable "IGUI_displays") + [findDisplay IDD_MISSION]) select {_idd == ctrlIDD _x};
|
||||
private _fade = [1, 0] select _show;
|
||||
|
||||
// Disable/Enable elements
|
||||
@ -75,15 +76,16 @@ private _success = false;
|
||||
|
||||
// Loop through IGUI displays as they can be present several times for some reason
|
||||
{
|
||||
if (_idd == ctrlIDD _x) then {
|
||||
TRACE_4("Setting Element Visibility",_element,_fade,_idd,_idc);
|
||||
_success = true;
|
||||
|
||||
(_x displayCtrl _idc) ctrlSetFade _fade;
|
||||
(_x displayCtrl _idc) ctrlCommit 0;
|
||||
private _control = _x displayCtrl _idc;
|
||||
if (ctrlFade _control == _fade) then {continue};
|
||||
|
||||
_success = true;
|
||||
};
|
||||
} count (uiNamespace getVariable "IGUI_displays");
|
||||
TRACE_4("Setting Element Visibility",_element,_fade,_idd,_idc);
|
||||
|
||||
_control ctrlSetFade _fade;
|
||||
_control ctrlCommit 0;
|
||||
} count _displays;
|
||||
nil
|
||||
} count _elements;
|
||||
|
||||
|
9
addons/ui/initSettings.sqf
Normal file
9
addons/ui/initSettings.sqf
Normal file
@ -0,0 +1,9 @@
|
||||
if (productVersion select 4 == 'Development') then {
|
||||
[
|
||||
QGVAR(devWatermark),
|
||||
"CHECKBOX",
|
||||
LSTRING(devWatermark),
|
||||
"ACE " + LLSTRING(Category),
|
||||
true
|
||||
] call CBA_fnc_addSetting;
|
||||
};
|
@ -16,6 +16,7 @@
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
||||
#include "\a3\ui_f\hpp\defineResincl.inc"
|
||||
|
||||
// Basic Elements
|
||||
#define ELEMENTS_BASIC [QGVAR(soldierVehicleWeaponInfo), QGVAR(vehicleRadar), QGVAR(vehicleCompass), QGVAR(commandMenu), QGVAR(groupBar)]
|
||||
|
@ -46,6 +46,7 @@
|
||||
<Chinesesimp>此模块允许你调整使用者介面的任何一个元件</Chinesesimp>
|
||||
<Chinese>此模塊允許你調整使用者介面的任何一個元件</Chinese>
|
||||
<Czech>Tento modul umožňuje přepínání viditelných částí uživatelského rozhraní.</Czech>
|
||||
<Spanish>Este módulo permite activar la visibilidad de apartados de la interfaz</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_AllowSelectiveUI">
|
||||
<English>Allow Selective UI</English>
|
||||
@ -156,6 +157,11 @@
|
||||
<Spanish>Barra de grupo</Spanish>
|
||||
<Turkish>Grup Göstergesi</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_devWatermark">
|
||||
<English>Development Build Watermark</English>
|
||||
<Russian>Водяной знак Development Build</Russian>
|
||||
<Spanish>Marca de agua para compilación de desarrollo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_WeaponName">
|
||||
<English>Weapon Name</English>
|
||||
<Czech>Název zbraně</Czech>
|
||||
@ -360,6 +366,7 @@
|
||||
<Chinese>砲手武器名稱</Chinese>
|
||||
<Czech>Jméno zbraně vozidla</Czech>
|
||||
<Turkish>Nişancı Silah Ismi</Turkish>
|
||||
<Spanish>Nombre de arma de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerWeaponNameBackground">
|
||||
<English>Gunner Weapon Name Background</English>
|
||||
@ -374,6 +381,7 @@
|
||||
<Chinesesimp>炮手武器名称背景</Chinesesimp>
|
||||
<Chinese>砲手武器名稱背景</Chinese>
|
||||
<Czech>Pozadí jména zbraně vozidla</Czech>
|
||||
<Spanish>Fondo de nombre de arma de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerFiringMode">
|
||||
<English>Gunner Firing Mode</English>
|
||||
@ -389,6 +397,7 @@
|
||||
<Chinese>砲手射擊模式</Chinese>
|
||||
<Czech>Režim palby zbraně vozidla</Czech>
|
||||
<Turkish>Nişancı Ateşleme Modu</Turkish>
|
||||
<Spanish>Modo de fuego de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerAmmoType">
|
||||
<English>Gunner Ammo Type</English>
|
||||
@ -404,6 +413,7 @@
|
||||
<Chinese>砲手彈藥類型</Chinese>
|
||||
<Czech>Typ munice zbraně vozidla</Czech>
|
||||
<Turkish>Nişancı Mermi Türü</Turkish>
|
||||
<Spanish>Tipo de munición de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerAmmoCount">
|
||||
<English>Gunner Ammo Count</English>
|
||||
@ -419,6 +429,7 @@
|
||||
<Chinese>砲手彈藥數量</Chinese>
|
||||
<Czech>Počet zásobníků zbraně vozidla</Czech>
|
||||
<Turkish>Nişancı Mermi Sayısı</Turkish>
|
||||
<Spanish>Cantidad de munición de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerMagCount">
|
||||
<English>Gunner Magazine Count</English>
|
||||
@ -434,6 +445,7 @@
|
||||
<Chinese>砲手彈匣數量</Chinese>
|
||||
<Czech>Počet munice zbraně vozidla</Czech>
|
||||
<Turkish>Nişancı Şarjör Sayısı</Turkish>
|
||||
<Spanish>Cantidad de cargadores de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerLaunchableName">
|
||||
<English>Gunner Launchable Type</English>
|
||||
@ -448,6 +460,7 @@
|
||||
<Chinesesimp>炮手发射物类型</Chinesesimp>
|
||||
<Chinese>砲手發射物類型</Chinese>
|
||||
<Czech>Typ odpalitelných granátů vozidla</Czech>
|
||||
<Spanish>Tipo de lanzador de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerLaunchableCount">
|
||||
<English>Gunner Launchable Count</English>
|
||||
@ -462,6 +475,7 @@
|
||||
<Chinesesimp>炮手发射物数量</Chinesesimp>
|
||||
<Chinese>砲手發射物數量</Chinese>
|
||||
<Czech>Počet odpalitelných granátů vozidla</Czech>
|
||||
<Spanish>Cantidad de lanzadores de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerZeroing">
|
||||
<English>Gunner Zeroing</English>
|
||||
@ -476,6 +490,7 @@
|
||||
<Chinesesimp>炮手归零距离</Chinesesimp>
|
||||
<Chinese>砲手歸零距離</Chinese>
|
||||
<Czech>Náměr zbraně vozidla</Czech>
|
||||
<Spanish>Calibracion de mira de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_GunnerWeaponLowerInfoBackground">
|
||||
<English>Gunner Weapon Lower Info Background</English>
|
||||
@ -490,6 +505,7 @@
|
||||
<Chinesesimp>炮手武器底部资讯栏背景</Chinesesimp>
|
||||
<Chinese>砲手武器底部資訊欄背景</Chinese>
|
||||
<Czech>Nižší pozadí panelu s informacemi o zbrani vozidla</Czech>
|
||||
<Spanish>Fondo de información inferior de armamento de artillero</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_VehicleName">
|
||||
<English>Vehicle Name</English>
|
||||
@ -614,6 +630,7 @@
|
||||
<Italian>Richiede informazione Soldato/Veicolo/Arma.</Italian>
|
||||
<Chinesesimp>需要士兵/载具/武器的资讯.</Chinesesimp>
|
||||
<Chinese>需要士兵/載具/武器的資訊.</Chinese>
|
||||
<Spanish>Requiere información de Soldado/Vehículo.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_Disallowed">
|
||||
<English>Modifying User Interface is disabled.</English>
|
||||
@ -628,6 +645,7 @@
|
||||
<Italian>La modifica dell'Interfaccia Utente è disabilitata.</Italian>
|
||||
<Chinesesimp>自定使用者介面功能已关闭</Chinesesimp>
|
||||
<Chinese>自定使用者介面功能已關閉</Chinese>
|
||||
<Spanish>La modificación de la interfaz de usuario está desactivada.</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_UI_Disabled">
|
||||
<English>Cannot modify a forced User Interface element.</English>
|
||||
@ -642,6 +660,7 @@
|
||||
<Chinesesimp>无法编辑已被锁定的使用者介面元件</Chinesesimp>
|
||||
<Chinese>無法編輯已被鎖定的使用者介面元件</Chinese>
|
||||
<Czech>Nelze upravit prvek vynuceného uživatelského rozhraní.</Czech>
|
||||
<Spanish>No se puede modificar un elemento forzado de la Interfaz del Usuario</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -23,7 +23,7 @@
|
||||
QGVAR(vehicleStartingLockState), "LIST",
|
||||
[LSTRING(VehicleStartingLockState_DisplayName), LSTRING(VehicleStartingLockState_Description)],
|
||||
LSTRING(DisplayName),
|
||||
[[-1,0,1,2],["str_cfg_envsounds_default", LSTRING(VehicleStartingLockState_AsIs), LSTRING(VehicleStartingLockState_Locked), LSTRING(VehicleStartingLockState_Unlocked)], 0], // [values, titles, defaultIndex]
|
||||
[[-1,0,1,2],[LSTRING(VehicleStartingLockState_AsIs), LSTRING(VehicleStartingLockState_RemoveAmbiguousLockState), LSTRING(VehicleStartingLockState_Locked), LSTRING(VehicleStartingLockState_Unlocked)], 0], // [values, titles, defaultIndex]
|
||||
true, // isGlobal
|
||||
{[QGVAR(vehicleStartingLockState), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
|
@ -15,6 +15,7 @@
|
||||
<French>ACE Verrouillage véhicule</French>
|
||||
<Czech>ACE Zamykání Vozidel</Czech>
|
||||
<Turkish>ACE Araç Kilidi</Turkish>
|
||||
<Spanish>ACE Bloqueo de vehículo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_VehicleLock_Action_UnLock">
|
||||
<English>Unlock Vehicle</English>
|
||||
@ -276,6 +277,10 @@
|
||||
<Chinesesimp>设定所有载具的初始上锁状态 (移除不明确的锁定状态)</Chinesesimp>
|
||||
<Chinese>設定所有載具的初始上鎖狀態 (移除不明確的鎖定狀態)</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_VehicleLock_VehicleStartingLockState_RemoveAmbiguousLockState">
|
||||
<English>Remove Ambiguous Lock State</English>
|
||||
<Spanish>Eliminar estado de bloqueo ambiguo</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_VehicleLock_VehicleStartingLockState_AsIs">
|
||||
<English>As Is</English>
|
||||
<Polish>Jak jest</Polish>
|
||||
|
@ -156,6 +156,7 @@
|
||||
<Japanese>設定速度の増減量</Japanese>
|
||||
<Czech>Krokování omezovače rychlosti</Czech>
|
||||
<Russian>Шаг ограничителя скорости</Russian>
|
||||
<Spanish>Salto de limitador de vehículo</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user