Merge branch 'master' into pr/9273

This commit is contained in:
PabstMirror 2024-08-24 22:23:15 -05:00
commit 78adfdf1ba
986 changed files with 16598 additions and 79334 deletions

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@ -11,5 +11,8 @@ trim_trailing_whitespace = true
[*.md] [*.md]
trim_trailing_whitespace = false trim_trailing_whitespace = false
[*.yml]
indent_size = 2
[Makefile] [Makefile]
indent_style = tab indent_style = tab

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@ -27,15 +27,6 @@ jobs:
- name: Validate function headers - name: Validate function headers
run: python3 docs/tools/document_functions.py --debug run: python3 docs/tools/document_functions.py --debug
lint:
runs-on: ubuntu-latest
steps:
- name: Checkout the source code
uses: actions/checkout@v4
- name: Lint (sqflint)
uses: arma-actions/sqflint@master
continue-on-error: true # No failure due to many false-positives
build: build:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:

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@ -1,29 +1,65 @@
name: Extensions name: Extensions
on: on:
pull_request: push:
paths: paths:
- 'extensions/**' - 'extension/**'
- 'Cargo.toml'
- 'Cargo.lock'
- '.github/workflows/extensions.yml'
jobs: jobs:
lint:
runs-on: ubuntu-latest
steps:
- name: Checkout the source code
uses: actions/checkout@master
- name: Install dependencies
run: |
rustup toolchain update stable --no-self-update
rustup default stable
rustup component add clippy rustfmt
- name: Run rustfmt
run: cargo fmt -- --check
- name: Run clippy
run: cargo clippy --all -- -Dwarnings
test:
runs-on: ubuntu-latest
container:
image: xd009642/tarpaulin
options: --security-opt seccomp=unconfined
steps:
- name: Checkout the source code
uses: actions/checkout@master
- name: Test & Coverage
run: cargo tarpaulin --verbose --no-default-features --workspace --timeout 240
build: build:
runs-on: ${{ matrix.os }}
strategy: strategy:
matrix: matrix:
os: [windows-latest] arrays: [
os: { tag: "windows-latest", target: "i686-pc-windows-msvc" },
os: { tag: "windows-latest", target: "x86_64-pc-windows-msvc" },
]
runs-on: ${{ matrix.arrays.os.tag }}
steps: steps:
- name: Checkout the source code - name: Checkout the source code
uses: actions/checkout@v4 uses: actions/checkout@v4
- name: Build - name: Install stable Rust
shell: cmd uses: actions-rs/toolchain@v1
run: |
cd extensions
mkdir build
cd build
cmake .. && cmake --build .
- name: Upload Artifact
uses: actions/upload-artifact@v4
with: with:
name: ace3_extensions-${{ matrix.os }}-debug target: ${{ matrix.arrays.os.target }}
path: extensions/build toolchain: stable
default: true
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Build
run: cargo build --verbose
- name: Upload
uses: actions/upload-artifact@v2
with:
name: ${{ matrix.arrays.os.target }}
path: target/debug/ace.dll
if-no-files-found: error
retention-days: 30

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@ -33,6 +33,8 @@ jobs:
xcopy /e /h /q pullrequest\addons addons\ xcopy /e /h /q pullrequest\addons addons\
xcopy /e /h /q pullrequest\optionals optionals\ xcopy /e /h /q pullrequest\optionals optionals\
xcopy /e /h /q pullrequest\include include\ xcopy /e /h /q pullrequest\include include\
xcopy /y /h /q pullrequest\ace.dll ace.dll
xcopy /y /h /q pullrequest\ace_x64.dll ace_x64.dll
- name: Run HEMTT build - name: Run HEMTT build
run: hemtt build run: hemtt build
- name: Rename build folder - name: Rename build folder

3
.gitignore vendored
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@ -2,8 +2,6 @@
*.zip *.zip
release/* release/*
releases/* releases/*
extensions/vcproj32/*
extensions/vcproj64/*
.vscode/* .vscode/*
hemtt hemtt
hemtt.exe hemtt.exe
@ -20,4 +18,5 @@ CHANGELOG.md
sqfvm.exe sqfvm.exe
ArmaScriptCompiler.exe ArmaScriptCompiler.exe
*.sqfc *.sqfc
target/
!extras/**/*.zip !extras/**/*.zip

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@ -34,32 +34,26 @@ workshop = [
] ]
[hemtt.launch.spe] [hemtt.launch.spe]
workshop = [ extends = "default"
"450814997", # CBA_A3
]
dlc = [ dlc = [
"spe" "spe"
] ]
[hemtt.launch.vn] [hemtt.launch.vn]
workshop = [ extends = "default"
"450814997", # CBA_A3's Workshop ID
]
dlc = [ dlc = [
"S.O.G. Prairie Fire", "S.O.G. Prairie Fire",
] ]
[hemtt.launch.ws] [hemtt.launch.ws]
workshop = [ extends = "default"
"450814997", # CBA_A3's Workshop ID
]
dlc = [ dlc = [
"Western Sahara", "Western Sahara",
] ]
[hemtt.launch.rhs] [hemtt.launch.rhs]
extends = "default"
workshop = [ workshop = [
"450814997", # CBA_A3's Workshop ID
"843425103", # RHS AFRF Workshop ID "843425103", # RHS AFRF Workshop ID
"843577117", # RHS USAF Workshop ID "843577117", # RHS USAF Workshop ID
"843593391", # RHS GREF Workshop ID "843593391", # RHS GREF Workshop ID

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11
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@ -0,0 +1,11 @@
[workspace]
resolver = "2"
members = [
"extension"
]
[profile.release]
opt-level = "z"
lto = true
codegen-units = 1
strip = true

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@ -1,10 +1,10 @@
#include "script_component.hpp" #include "script_component.hpp"
GVAR(currentbulletID) = -1; #include "initKeybinds.inc.sqf"
GVAR(Protractor) = false; GVAR(Protractor) = false;
GVAR(ProtractorStart) = CBA_missionTime; GVAR(ProtractorStart) = CBA_missionTime;
GVAR(allBullets) = []; GVAR(allBullets) = createHashMap;
GVAR(currentGrid) = 0; GVAR(currentGrid) = 0;
if (!hasInterface) exitWith {}; if (!hasInterface) exitWith {};
@ -24,22 +24,6 @@ if (!hasInterface) exitWith {};
// Register Perframe Handler // Register Perframe Handler
[LINKFUNC(handleFirePFH), GVAR(simulationInterval)] call CBA_fnc_addPerFrameHandler; [LINKFUNC(handleFirePFH), GVAR(simulationInterval)] call CBA_fnc_addPerFrameHandler;
//Add warnings for missing compat PBOs (only if AB is on)
{
_x params ["_modPBO", "_compatPBO"];
if ([_modPBO] call EFUNC(common,isModLoaded) && {!([_compatPBO] call EFUNC(common,isModLoaded))}) then {
WARNING_2("Weapon Mod [%1] missing ace compat pbo [%2] (from @ace\optionals)",_modPBO,_compatPBO);
};
} forEach [
["RH_acc","ace_compat_rh_acc"],
["RH_de_cfg","ace_compat_rh_de"],
["RH_m4_cfg","ace_compat_rh_m4"],
["RH_PDW","ace_compat_rh_pdw"],
["RKSL_PMII","ace_compat_rksl_pm_ii"],
["iansky_opt","ace_compat_sma3_iansky"],
["R3F_Armes","ace_compat_r3f"]
];
}] call CBA_fnc_addEventHandler; }] call CBA_fnc_addEventHandler;
#ifdef DEBUG_MODE_FULL #ifdef DEBUG_MODE_FULL

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@ -18,10 +18,3 @@ class CfgPatches {
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"
#include "RscTitles.hpp" #include "RscTitles.hpp"
#include "ACE_Settings.hpp" #include "ACE_Settings.hpp"
class ACE_Extensions {
class ace_advanced_ballistics {
windows = 1;
client = 1;
};
};

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@ -80,7 +80,7 @@ for "_i" from 0 to (count _cfgWeapons)-1 do {
diag_log text format ["AB_Diagnose_barrelTwist,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_twistDirection,_barrelTwist]; diag_log text format ["AB_Diagnose_barrelTwist,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_twistDirection,_barrelTwist];
}; };
if (_barrelLength == 0) then { if (_barrelLength == 0) then {
diag_log text format ["AB_Diagnose_barrelLength,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_barrelLength]; diag_log text format ["AB_Diagnose_barrelLength,%1,%2,%3,%4",_weapon,_magazine,_ammo,_barrelLength];
}; };
}; };
} forEach _magazines; } forEach _magazines;

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@ -1,6 +1,6 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: Glowbal, Ruthberg, joko // Jonas * Author: Glowbal, Ruthberg, joko // Jonas, Brett Mayson
* Handle the PFH for Bullets * Handle the PFH for Bullets
* *
* Arguments: * Arguments:
@ -17,7 +17,7 @@
private _deleted = false; private _deleted = false;
{ {
_x params ["_bullet","_caliber","_bulletTraceVisible","_index"]; _y params ["_bullet","_caliber","_bulletTraceVisible"];
if (alive _bullet) then { if (alive _bullet) then {
private _bulletVelocity = velocity _bullet; private _bulletVelocity = velocity _bullet;
@ -27,13 +27,21 @@ private _deleted = false;
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""]; drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
}; };
_bullet setVelocity (_bulletVelocity vectorAdd (parseSimpleArray ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6", _index, _bulletVelocity, _bulletPosition, wind, ASLToATL(_bulletPosition) select 2, CBA_missionTime toFixed 6]))); (
"ace" callExtension ["ballistics:bullet:simulate", [
_x,
_bulletVelocity,
_bulletPosition,
wind,
ASLToATL(_bulletPosition) select 2,
CBA_missionTime toFixed 6
]]
) params ["_data", "_code"];
if (_code == 0) then {
_bullet setVelocity (_bulletVelocity vectorAdd (parseSimpleArray (_data)));
};
} else { } else {
GVAR(allBullets) set [_forEachIndex, objNull]; GVAR(allBullets) deleteAt _x;
_deleted = true; "ace" callExtension ["ballistics:bullet:delete", [_x]];
}; };
} forEach GVAR(allBullets); } forEach GVAR(allBullets)
if (_deleted) then {
GVAR(allBullets) = GVAR(allBullets) - [objNull];
};

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@ -1,6 +1,6 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: Glowbal, Ruthberg * Author: Glowbal, Ruthberg, Brett Mayson
* *
* Handles advanced ballistics for (BulletBase) projectiles. Called from the unified fired EH only for players. * Handles advanced ballistics for (BulletBase) projectiles. Called from the unified fired EH only for players.
* *
@ -62,11 +62,11 @@ if (_abort) exitWith {};
// Get Weapon and Ammo Configurations // Get Weapon and Ammo Configurations
private _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo]; private _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil "_AmmoCacheEntry") then { if (isNil "_AmmoCacheEntry") then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig); _AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
}; };
private _WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon]; private _WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil "_WeaponCacheEntry") then { if (isNil "_WeaponCacheEntry") then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig); _WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
}; };
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"]; _AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"];
@ -120,8 +120,26 @@ if (_caliber * _bulletLength * _bulletMass * _barrelTwist > 0) then {
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor); _stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
}; };
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000; ("ace" callExtension [
"ballistics:bullet:new", [
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _ammoCount, _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _transonicStabilityCoef, getPosASL _projectile, _bulletVelocity, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), EGVAR(weather,currentOvercast), CBA_missionTime toFixed 6]; _ammoCount,
_airFriction,
GVAR(allBullets) pushBack [_projectile, _caliber, _bulletTraceVisible, GVAR(currentbulletID)]; _ballisticCoefficients,
_velocityBoundaries,
_atmosphereModel,
_dragModel,
_stabilityFactor,
_twistDirection,
_transonicStabilityCoef,
_bulletVelocity,
EGVAR(common,mapLatitude),
EGVAR(weather,currentTemperature),
EGVAR(common,mapAltitude),
EGVAR(weather,currentHumidity),
EGVAR(weather,currentOvercast),
CBA_missionTime toFixed 6
]
]) params ["_id", "_code"];
if (_code == 0) then {
GVAR(allBullets) set [_id, [_projectile, _caliber, _bulletTraceVisible]];
};

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@ -21,7 +21,14 @@ if (!GVAR(enabled)) exitWith {};
private _initStartTime = diag_tickTime; private _initStartTime = diag_tickTime;
private _mapSize = worldSize; private _mapSize = worldSize;
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith { (
"ace" callExtension ["ballistics:map:init", [worldName, _mapSize]]
) params ["_data", "_code"];
if (_code != 0) exitWith {
ERROR("Error initializing map")
};
if (_data == "true") exitWith {
INFO_1("Terrain already initialized [world: %1]",worldName); INFO_1("Terrain already initialized [world: %1]",worldName);
#ifdef DEBUG_MODE_FULL #ifdef DEBUG_MODE_FULL
systemChat "AdvancedBallistics: Terrain already initialized"; systemChat "AdvancedBallistics: Terrain already initialized";
@ -53,8 +60,7 @@ INFO_2("Starting Terrain Extension [cells: %1] [world: %2]",_gridCells,worldName
private _gridCenter = [_x + 25, _y + 25]; private _gridCenter = [_x + 25, _y + 25];
private _gridHeight = round(getTerrainHeightASL _gridCenter); private _gridHeight = round(getTerrainHeightASL _gridCenter);
private _gridNumObjects = count (_gridCenter nearObjects ["Building", 50]); private _gridNumObjects = count (_gridCenter nearObjects ["Building", 50]);
private _gridSurfaceIsWater = parseNumber (surfaceIsWater _gridCenter); "ace" callExtension ["ballistics:map:set", [GVAR(currentGrid), _gridHeight, _gridNumObjects, surfaceIsWater _gridCenter]];
"ace_advanced_ballistics" callExtension format["set:%1:%2:%3", _gridHeight, _gridNumObjects, _gridSurfaceIsWater];
GVAR(currentGrid) = GVAR(currentGrid) + 1; GVAR(currentGrid) = GVAR(currentGrid) + 1;
if (GVAR(currentGrid) >= _gridCells) exitWith {}; if (GVAR(currentGrid) >= _gridCells) exitWith {};
}; };

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@ -5,7 +5,9 @@ private _category = format ["ACE %1", localize LSTRING(DisplayName)];
[LSTRING(enabled_DisplayName), LSTRING(enabled_Description)], [LSTRING(enabled_DisplayName), LSTRING(enabled_Description)],
_category, _category,
false, false,
1 1,
{[QGVAR(enabled), _this] call EFUNC(common,cbaSettings_settingChanged)},
true // Needs mission restart
] call CBA_fnc_addSetting; ] call CBA_fnc_addSetting;
[ [
@ -45,5 +47,7 @@ private _category = format ["ACE %1", localize LSTRING(DisplayName)];
[LSTRING(simulationInterval_DisplayName), LSTRING(simulationInterval_Description)], [LSTRING(simulationInterval_DisplayName), LSTRING(simulationInterval_Description)],
_category, _category,
[0, 0.2, 0.05, 2], [0, 0.2, 0.05, 2],
1 1,
{[QGVAR(simulationInterval), _this] call EFUNC(common,cbaSettings_settingChanged)},
true // Needs mission restart
] call CBA_fnc_addSetting; ] call CBA_fnc_addSetting;

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@ -46,7 +46,7 @@
<Hungarian>Fejlett ballisztika</Hungarian> <Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian> <Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian> <Italian>Balistica Avanzata</Italian>
<Japanese>アドバンスド弾道計算</Japanese> <Japanese>高度な弾道計算</Japanese>
<Korean>고급 탄도학</Korean> <Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese> <Chinese>先進彈道系統</Chinese>
<Chinesesimp>进阶弹道系统</Chinesesimp> <Chinesesimp>进阶弹道系统</Chinesesimp>
@ -63,7 +63,7 @@
<Hungarian>Fejlett ballisztika</Hungarian> <Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian> <Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian> <Italian>Balistica Avanzata</Italian>
<Japanese>アドバンスド弾道計算を有効化</Japanese> <Japanese>高度な弾道計算を有効化</Japanese>
<Korean>고급 탄도학</Korean> <Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese> <Chinese>先進彈道系統</Chinese>
<Chinesesimp>进阶弹道系统</Chinesesimp> <Chinesesimp>进阶弹道系统</Chinesesimp>
@ -80,7 +80,7 @@
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian> <Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
<Russian>Включает продвинутую баллистику</Russian> <Russian>Включает продвинутую баллистику</Russian>
<Italian>Abilita Balistica Avanzata</Italian> <Italian>Abilita Balistica Avanzata</Italian>
<Japanese>アドバンスド弾道計算は高度な弾道計算処理を有効化します。</Japanese> <Japanese>高度な弾道計算を有効化します。</Japanese>
<Korean>고급 탄도학을 적용합니다</Korean> <Korean>고급 탄도학을 적용합니다</Korean>
<Chinese>啟用先進彈道系統</Chinese> <Chinese>啟用先進彈道系統</Chinese>
<Chinesesimp>启用进阶弹道系统</Chinesesimp> <Chinesesimp>启用进阶弹道系统</Chinesesimp>
@ -280,7 +280,7 @@
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian> <Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
<Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian> <Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian>
<Italian>Definisce il raggio attorno al giocatore (in metri) entro il quale la Balistica Avanzata è applicata ai proiettili</Italian> <Italian>Definisce il raggio attorno al giocatore (in metri) entro il quale la Balistica Avanzata è applicata ai proiettili</Italian>
<Japanese>アドバンスド弾道計算の適用半径範囲 (プレイヤー中心、メートル単位) を定義します。</Japanese> <Japanese>高度な弾道計算が飛翔体に適用される半径距離 (プレイヤー中心、メートル単位) を定義します。</Japanese>
<Korean>플레이어 주위의 발사체를 고급 탄도학으로 정의하는 범위를 정합니다(미터)</Korean> <Korean>플레이어 주위의 발사체를 고급 탄도학으로 정의하는 범위를 정합니다(미터)</Korean>
<Chinese>以玩家的半徑距離(公尺)定義先進彈道系統啟用範圍</Chinese> <Chinese>以玩家的半徑距離(公尺)定義先進彈道系統啟用範圍</Chinese>
<Chinesesimp>定义玩家周围的半径(米),在这个半径内,进阶弹道系统会被启用</Chinesesimp> <Chinesesimp>定义玩家周围的半径(米),在这个半径内,进阶弹道系统会被启用</Chinesesimp>
@ -297,7 +297,7 @@
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian> <Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish> <Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
<Italian>Questo modulo abilita la simulazione della Balistica Avanzata - essa comporta che la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata.</Italian> <Italian>Questo modulo abilita la simulazione della Balistica Avanzata - essa comporta che la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata.</Italian>
<Japanese>アドバンスド弾道計算のシミュレーションを有効化します。 弾道は気温・気圧・湿度・重力・弾薬の種類・発射する武器などの変化による影響を受けるようになります。</Japanese> <Japanese>高度な弾道計算のシミュレーションを有効化します。 弾道は気温・気圧・湿度・重力・弾薬の種類・発射する武器などの変化による影響を受けるようになります。</Japanese>
<Korean>이 모듈은 고급 탄도학을 적용시킵니다 - 이는 발사체의 궤적이 기온, 대기압, 습도, 중력, 탄환의 종류와 어느 무기에서 발사되는지에 따라 영향을 받습니다.</Korean> <Korean>이 모듈은 고급 탄도학을 적용시킵니다 - 이는 발사체의 궤적이 기온, 대기압, 습도, 중력, 탄환의 종류와 어느 무기에서 발사되는지에 따라 영향을 받습니다.</Korean>
<Chinese>該模塊實現先進的彈道仿真 - 這意味著子彈的軌跡是由空氣溫度、大氣壓力、濕度、重力、彈藥類型以及射擊的武器所影響</Chinese> <Chinese>該模塊實現先進的彈道仿真 - 這意味著子彈的軌跡是由空氣溫度、大氣壓力、濕度、重力、彈藥類型以及射擊的武器所影響</Chinese>
<Chinesesimp>该模块实现增强的弹道模拟—子弹的轨迹由空气温度、大气压力、湿度、重力、弹药类型和射击的武器等变量所影响</Chinesesimp> <Chinesesimp>该模块实现增强的弹道模拟—子弹的轨迹由空气温度、大气压力、湿度、重力、弹药类型和射击的武器等变量所影响</Chinesesimp>

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@ -10,3 +10,4 @@ PREP(mainLoop);
PREP(moduleSettings); PREP(moduleSettings);
PREP(removeDutyFactor); PREP(removeDutyFactor);
PREP(renderDebugLines); PREP(renderDebugLines);
PREP(updateStaminaBar);

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@ -14,6 +14,8 @@ call FUNC(renderDebugLines);
["CBA_settingsInitialized", { ["CBA_settingsInitialized", {
if (!GVAR(enabled)) exitWith {}; if (!GVAR(enabled)) exitWith {};
[QEGVAR(ui,hideHud), LINKFUNC(updateStaminaBar)] call CBA_fnc_addEventHandler;
["baseline", { ["baseline", {
private _fatigue = ACE_player getVariable [QGVAR(aimFatigue), 0]; private _fatigue = ACE_player getVariable [QGVAR(aimFatigue), 0];
switch (stance ACE_player) do { switch (stance ACE_player) do {

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@ -140,7 +140,7 @@ systemChat format ["---- velocity %1 - respiratoryRate: %2 ----", (vectorMagnitu
[ACE_player, _perceivedFatigue, GVAR(anReserve) == 0, _fwdAngle, _sideAngle] call FUNC(handleEffects); [ACE_player, _perceivedFatigue, GVAR(anReserve) == 0, _fwdAngle, _sideAngle] call FUNC(handleEffects);
if (GVAR(enableStaminaBar)) then { if (GVAR(enableStaminaBarRealized)) then {
[GVAR(anReserve) / AN_MAXRESERVE] call FUNC(handleStaminaBar); [GVAR(anReserve) / AN_MAXRESERVE] call FUNC(handleStaminaBar);
}; };

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@ -0,0 +1,25 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Updates the stamina bar state
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_advanced_fatigue_fnc_updateStaminaBar
*
* Public: No
*/
GVAR(enableStaminaBarRealized) = GVAR(enabled) && GVAR(enableStaminaBar) && {!(missionNamespace getVariable [QEGVAR(ui,hideHud), false])};
TRACE_1("updateStaminaBar",GVAR(enableStaminaBarRealized));
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
if (isNull _staminaBarContainer) exitWith {};
_staminaBarContainer ctrlSetFade ([1, 0] select GVAR(enableStaminaBarRealized));
_staminaBarContainer ctrlCommit 0;

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@ -6,12 +6,7 @@
true, true,
1, 1,
{ {
if (!_this) then { call FUNC(updateStaminaBar);
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlSetFade 1;
_staminaBarContainer ctrlCommit 0;
};
[QGVAR(enabled), _this] call EFUNC(common,cbaSettings_settingChanged) [QGVAR(enabled), _this] call EFUNC(common,cbaSettings_settingChanged)
}, },
true // Needs mission restart true // Needs mission restart
@ -24,13 +19,7 @@
LSTRING(DisplayName), LSTRING(DisplayName),
true, true,
1, 1,
{ {call FUNC(updateStaminaBar)}
if (!_this) then {
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlSetFade 1;
_staminaBarContainer ctrlCommit 0;
};
}
] call CBA_fnc_addSetting; ] call CBA_fnc_addSetting;
[ [

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@ -7,7 +7,7 @@
<German>ACE Erweiterte Ausdauer</German> <German>ACE Erweiterte Ausdauer</German>
<Chinese>ACE 進階疲勞</Chinese> <Chinese>ACE 進階疲勞</Chinese>
<Chinesesimp>ACE 进阶体力</Chinesesimp> <Chinesesimp>ACE 进阶体力</Chinesesimp>
<Japanese>ACE アドバンスド疲労</Japanese> <Japanese>ACE 高度な疲労</Japanese>
<Italian>ACE Fatica Avanzata</Italian> <Italian>ACE Fatica Avanzata</Italian>
<Korean>ACE 고급 피로도</Korean> <Korean>ACE 고급 피로도</Korean>
<French>ACE Fatigue avancée</French> <French>ACE Fatigue avancée</French>
@ -173,7 +173,7 @@
<English>Enables/disables Advanced Fatigue.</English> <English>Enables/disables Advanced Fatigue.</English>
<Spanish>Activa/desactiva la fatiga avanzada</Spanish> <Spanish>Activa/desactiva la fatiga avanzada</Spanish>
<German>Aktiviert/deaktiviert Advanced Fatigue.</German> <German>Aktiviert/deaktiviert Advanced Fatigue.</German>
<Japanese>アドバンスド疲労は高度な疲労管理システムを有効化します。</Japanese> <Japanese>高度な疲労を有効/無効化します。</Japanese>
<Polish>Włącza/wyłącza zaawansowaną wytrzymałość</Polish> <Polish>Włącza/wyłącza zaawansowaną wytrzymałość</Polish>
<Korean>고급 피로도 활성화/비활성화</Korean> <Korean>고급 피로도 활성화/비활성화</Korean>
<French>Active/Désactive la fatigue avancée.</French> <French>Active/Désactive la fatigue avancée.</French>

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@ -5,7 +5,7 @@
<English>Advanced Throwing</English> <English>Advanced Throwing</English>
<Spanish>Lanzamiento Avanzado</Spanish> <Spanish>Lanzamiento Avanzado</Spanish>
<Russian>Улучшенный бросок гранат</Russian> <Russian>Улучшенный бросок гранат</Russian>
<Japanese>アドバンスド投擲</Japanese> <Japanese>高度な投擲</Japanese>
<Polish>Zaawansowane rzucanie</Polish> <Polish>Zaawansowane rzucanie</Polish>
<German>Erweitertes Wurfsystem</German> <German>Erweitertes Wurfsystem</German>
<Korean>고급 투척</Korean> <Korean>고급 투척</Korean>
@ -21,7 +21,7 @@
<English>Allows changing advanced throwing behaviour.</English> <English>Allows changing advanced throwing behaviour.</English>
<Spanish>Permite modificar el comportamiento del lanzamiento avanzado</Spanish> <Spanish>Permite modificar el comportamiento del lanzamiento avanzado</Spanish>
<Russian>Позволяет настраивать поведение улучшенного броска гранат.</Russian> <Russian>Позволяет настраивать поведение улучшенного броска гранат.</Russian>
<Japanese>アドバンスド投擲は投擲の高度な動作挙動を変更可能にします。</Japanese> <Japanese>高度な投擲挙動への変更を可能にします。</Japanese>
<Polish>Zezwala na zmianę zachowania zaawansowanego trybu rzucania.</Polish> <Polish>Zezwala na zmianę zachowania zaawansowanego trybu rzucania.</Polish>
<German>Erlaubt es, das Verhalten des erweiterten Wurfsystems zu ändern.</German> <German>Erlaubt es, das Verhalten des erweiterten Wurfsystems zu ändern.</German>
<Korean>고급 투척 행위를 허가합니다</Korean> <Korean>고급 투척 행위를 허가합니다</Korean>
@ -36,7 +36,7 @@
<English>Enable Advanced Throwing</English> <English>Enable Advanced Throwing</English>
<Spanish>Activar Lanzamiento Avanzado</Spanish> <Spanish>Activar Lanzamiento Avanzado</Spanish>
<Russian>Вкл. улучшенный бросок</Russian> <Russian>Вкл. улучшенный бросок</Russian>
<Japanese>アドバンスド投擲を有効化</Japanese> <Japanese>高度な投擲を有効化</Japanese>
<Polish>Aktywuj zaawansowane rzucanie</Polish> <Polish>Aktywuj zaawansowane rzucanie</Polish>
<German>Aktiviere erweitertes Wurfsystem</German> <German>Aktiviere erweitertes Wurfsystem</German>
<Korean>고급 투척 활성화 </Korean> <Korean>고급 투척 활성화 </Korean>
@ -52,7 +52,7 @@
<English>Enables advanced throwing system.</English> <English>Enables advanced throwing system.</English>
<Spanish>Activa el Lanzamiento Avanzado</Spanish> <Spanish>Activa el Lanzamiento Avanzado</Spanish>
<Russian>Включает систему улучшенного броска.</Russian> <Russian>Включает систему улучшенного броска.</Russian>
<Japanese>アドバンスド投擲は高度な投擲システムを有効化します。</Japanese> <Japanese>高度な投擲システムを有効化します。</Japanese>
<Polish>Aktywuje system zaawansowanego rzucania.</Polish> <Polish>Aktywuje system zaawansowanego rzucania.</Polish>
<German>Aktiviert das erweiterte Wurfsystem.</German> <German>Aktiviert das erweiterte Wurfsystem.</German>
<Korean>고급 투척을 활성화 합니다</Korean> <Korean>고급 투척을 활성화 합니다</Korean>

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@ -182,6 +182,7 @@
<Italian>Distanza di seguimento</Italian> <Italian>Distanza di seguimento</Italian>
<German>Folge-Entfernung</German> <German>Folge-Entfernung</German>
<Korean>따라가는 거리</Korean> <Korean>따라가는 거리</Korean>
<French>Distance de suivi</French>
<Japanese>追跡距離</Japanese> <Japanese>追跡距離</Japanese>
</Key> </Key>
<Key ID="STR_ACE_Aircraft_DroneFollowHint"> <Key ID="STR_ACE_Aircraft_DroneFollowHint">
@ -189,6 +190,7 @@
<Italian>Seguendo unità entro %1m</Italian> <Italian>Seguendo unità entro %1m</Italian>
<German>Folgt Einheit bis zu %1m</German> <German>Folgt Einheit bis zu %1m</German>
<Korean>%1m 이내로 유닛을 따라갑니다</Korean> <Korean>%1m 이내로 유닛을 따라갑니다</Korean>
<French>Suivre l'unité jusqu'à %1m</French>
<Japanese>%1m 間隔で 目標を追跡します</Japanese> <Japanese>%1m 間隔で 目標を追跡します</Japanese>
</Key> </Key>
</Package> </Package>

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@ -78,6 +78,7 @@ PREP(removeStat);
PREP(removeVirtualItems); PREP(removeVirtualItems);
PREP(renameDefaultLoadout); PREP(renameDefaultLoadout);
PREP(replaceUniqueItemsLoadout); PREP(replaceUniqueItemsLoadout);
PREP(saveLoadout);
PREP(scanConfig); PREP(scanConfig);
PREP(showItem); PREP(showItem);
PREP(sortPanel); PREP(sortPanel);

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@ -85,10 +85,10 @@ private _insigniaCondition = toString {
// Ref fnc_addListBoxItem, 0/nil = configFile, 1 = campaignConfigFile, 2 = missionConfigFile // Ref fnc_addListBoxItem, 0/nil = configFile, 1 = campaignConfigFile, 2 = missionConfigFile
{ {
GVAR(insigniaCache) set [_x, 1]; GVAR(insigniaCache) set [configName _x, 1];
} forEach (_insigniaCondition configClasses (campaignConfigFile >> "CfgUnitInsignia")); } forEach (_insigniaCondition configClasses (campaignConfigFile >> "CfgUnitInsignia"));
{ {
GVAR(insigniaCache) set [_x, 2]; GVAR(insigniaCache) set [configName _x, 2];
} forEach (_insigniaCondition configClasses (missionConfigFile >> "CfgUnitInsignia")); } forEach (_insigniaCondition configClasses (missionConfigFile >> "CfgUnitInsignia"));
ADDON = true; ADDON = true;

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@ -26,28 +26,27 @@ if (GVAR(shiftState)) then {
switch (true) do { switch (true) do {
// Beginning // Beginning
case (_index == -1): { case (_index == -1): {
"ace_clipboard" callExtension (format ["[%1", endl]); "ace" callExtension ["clipboard:append", [format ["[%1", endl]]];
}; };
// End // End
case (_index == _listLength): { case (_index == _listLength): {
"ace_clipboard" callExtension "];"; "ace" callExtension ["clipboard:append", ["];"]];
}; };
// Rest // Rest
default { default {
"ace_clipboard" callExtension ([" ", str (GVAR(defaultLoadoutsList) select _index), [",", ""] select (_index == _listLength - 1), endl] joinString ""); "ace" callExtension ["clipboard:append", [[" ", str (GVAR(defaultLoadoutsList) select _index), [",", ""] select (_index == _listLength - 1), endl] joinString ""]];
}; };
}; };
}; };
"ace_clipboard" callExtension "--COMPLETE--"; "ace" callExtension ["clipboard:complete", []];
[_display, LLSTRING(exportDefault)] call FUNC(message); [_display, LLSTRING(exportDefault)] call FUNC(message);
} else { } else {
// Export singular loadout // Export singular loadout
private _export = str (GVAR(center) call CBA_fnc_getLoadout); private _export = str (GVAR(center) call CBA_fnc_getLoadout);
"ace" callExtension ["clipboard:append", [_export]];
"ace_clipboard" callExtension (_export + ";"); "ace" callExtension ["clipboard:complete", []];
"ace_clipboard" callExtension "--COMPLETE--";
[_display, LLSTRING(exportCurrent)] call FUNC(message); [_display, LLSTRING(exportCurrent)] call FUNC(message);
}; };

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@ -16,7 +16,13 @@
params ["_display"]; params ["_display"];
// Can be either a singular loadout or an array of loadouts // Can be either a singular loadout or an array of loadouts
private _extendedLoadout = call compile copyFromClipboard; private _extendedLoadout = if (isMultiplayer) then {
("ace" callExtension ["clipboard:loadout", []]) params ["_loadout", "_code"];
if (_code != 0) exitWith {};
parseSimpleArray _loadout
} else {
call compile copyFromClipboard
};
// If error, exit // If error, exit
if (isNil "_extendedLoadout" || {!(_extendedLoadout isEqualType [])}) exitWith { if (isNil "_extendedLoadout" || {!(_extendedLoadout isEqualType [])}) exitWith {

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@ -138,14 +138,6 @@ _actionsBoxCtrl ctrlSetPosition [
]; ];
_actionsBoxCtrl ctrlCommit 0; _actionsBoxCtrl ctrlCommit 0;
// Disable import in MP
if (isMultiplayer) then {
private _importButtonCtrl = _display displayCtrl IDC_buttonImport;
_importButtonCtrl ctrlEnable false;
_importButtonCtrl ctrlSetFade 0.6;
_importButtonCtrl ctrlCommit 0;
};
//--------------- Camera prep //--------------- Camera prep
cutText ["", "PLAIN"]; cutText ["", "PLAIN"];
showCommandingMenu ""; showCommandingMenu "";

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@ -94,8 +94,8 @@ if (!isNull _loadoutsDisplay) then {
}; };
} params ["_className"]; } params ["_className"];
"ace_clipboard" callExtension (_className + ";"); "ace" callExtension ["clipboard:append", [_className]];
"ace_clipboard" callExtension "--COMPLETE--"; "ace" callExtension ["clipboard:complete", []];
[_display, LLSTRING(exportedClassnameText)] call FUNC(message); [_display, LLSTRING(exportedClassnameText)] call FUNC(message);
} else { } else {

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@ -0,0 +1,37 @@
#include "..\script_component.hpp"
/*
* Author: DartRuffian
* Saves a given loadout to the client's profile.
*
* Arguments:
* 0: Name of loadout <STRING>
* 1: CBA extended loadout or getUnitLoadout array <ARRAY>
* 2: Replace existing loadout <BOOL> (default: false)
*
* Return Value:
* True if loadout was saved, otherwise false <BOOL>
*
* Example:
* ["Current Loadout", getUnitLoadout ACE_player] call ace_arsenal_fnc_saveLoadout
*
* Public: Yes
*/
params [["_name", "", [""]], ["_loadout", [], [[]]], ["_replaceExisting", false, [false]]];
if (_name == "" || {_loadout isEqualTo []}) exitWith { false };
private _loadouts = profileNamespace getVariable [QGVAR(saved_loadouts), []];
private _loadoutIndex = _loadouts findIf {(_x#0) == _name};
// If a loadout with same name already exists and no overwriting enabled, quit
if (!_replaceExisting && {_loadoutIndex != -1}) exitWith { false };
if (_loadoutIndex == -1) then {
_loadouts pushBack [_name, _loadout];
} else {
_loadouts set [_loadoutIndex, [_name, _loadout]];
};
profileNamespace setVariable [QGVAR(saved_loadouts), _loadouts];
true

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@ -14,4 +14,9 @@
params ["_config"]; params ["_config"];
(modParams [_config call EFUNC(common,getAddon), ["name"]]) param [0, ""] private _addon = _config call EFUNC(common,getAddon);
// Calling modParams with "" prints 'ModParams - Undefined or empty mod directory' in RPT
if (_addon == "") exitWith {""};
(modParams [_addon, ["name"]]) param [0, ""]

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@ -1,8 +1,14 @@
TRACE_1("prep",_this); TRACE_1("prep",_this);
PREP(adjustFire);
PREP(calculateElevation);
PREP(calculateMaxAngle);
PREP(calculateMuzzleVelocity);
PREP(calculateSolution);
PREP(firedEH); PREP(firedEH);
PREP(interactMenuOpened); PREP(interactMenuOpened);
PREP(rangeTableOpen); PREP(rangeTableOpen);
PREP(rangeTableUpdate); PREP(rangeTableUpdate);
PREP(simulateShot);
PREP(turretChanged); PREP(turretChanged);
PREP(turretPFEH); PREP(turretPFEH);

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@ -4,10 +4,13 @@
TRACE_2("CBA_settingsInitialized",GVAR(advancedCorrections),GVAR(disableArtilleryComputer)); TRACE_2("CBA_settingsInitialized",GVAR(advancedCorrections),GVAR(disableArtilleryComputer));
if (hasInterface) then { if (hasInterface) then {
// Add hud overlay for actuall azimuth and elevation: // Add hud overlay for actual azimuth and elevation:
GVAR(pfID) = -1; GVAR(pfID) = -1;
["turret", LINKFUNC(turretChanged), true] call CBA_fnc_addPlayerEventHandler; ["turret", LINKFUNC(turretChanged), true] call CBA_fnc_addPlayerEventHandler;
// Handles being teleported from one vehicle to another
["vehicle", {[_this select 0, (_this select 1) unitTurret (_this select 0)] call FUNC(turretChanged)}] call CBA_fnc_addPlayerEventHandler;
// Add ability to dynamically open rangetables: // Add ability to dynamically open rangetables:
["ace_interactMenuOpened", LINKFUNC(interactMenuOpened)] call CBA_fnc_addEventHandler; ["ace_interactMenuOpened", LINKFUNC(interactMenuOpened)] call CBA_fnc_addEventHandler;
}; };
@ -30,6 +33,33 @@
}; };
}] call CBA_fnc_addEventHandler; }] call CBA_fnc_addEventHandler;
addMissionEventHandler ["ExtensionCallback", {
params ["_name", "_function", "_data"];
if (_name == "ace:artillery" && {_function == "calculate_table"}) then {
(parseSimpleArray _data) params ["_line", "_data"];
if (_data isEqualType []) then {
GVAR(tableData) set [_line, _data];
};
GVAR(tableSizeReceived) = GVAR(tableSizeReceived) + 1;
if (GVAR(tableSizeReceived) == GVAR(tableSizeActual)) then {
private _dialog = uiNamespace getVariable [QGVAR(rangeTableDialog), displayNull];
private _ctrlRangeTable = _dialog displayCtrl IDC_TABLE;
if (isNull _dialog) exitWith {true};
for "_i" from 0 to GVAR(tableSizeActual) do {
private _row = GVAR(tableData) getOrDefault [_i, []];
if (count _row == 12) then {
_ctrlRangeTable lnbAddRow _row;
};
};
private _dialog = uiNamespace getVariable [QGVAR(rangeTableDialog), displayNull];
private _ctrlRangeTable = _dialog displayCtrl IDC_TABLE;
if (isNull _dialog) exitWith {TRACE_1("dialog closed",_this);};
_ctrlRangeTable lnbAddRow ["", "", "", "", "", "", "", "", "", "", ""];
TRACE_1("table filled",_ctrlRangeTable);
};
};
}];
#ifdef DEBUG_MODE_FULL #ifdef DEBUG_MODE_FULL
#include "dev\showShotInfo.inc.sqf" #include "dev\showShotInfo.inc.sqf"
#include "dev\checkConfigs.inc.sqf" #include "dev\checkConfigs.inc.sqf"

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@ -14,13 +14,6 @@ class CfgPatches {
}; };
}; };
class ACE_Extensions {
class ace_artillerytables {
windows = 1;
client = 1;
};
};
#include "CfgEventHandlers.hpp" #include "CfgEventHandlers.hpp"
#include "CfgMagazines.hpp" #include "CfgMagazines.hpp"
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"

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@ -0,0 +1,41 @@
#include "..\script_component.hpp"
/*
* Author: LorenLuke
* Adjusts a target point north and east, and recalculates a solution in air based on atmospheric conditions
*
* Arguments:
* 0: Gun Position ASL <ARRAY>
* 1: Target Position ASL <ARRAY>
* 2: Adjustment to the East (negative is West); meters <NUMBER>
* 3: Adjustment to the North (negative is South); meters <NUMBER>
* 4: Adjustment vertically (negative is Down); meters <NUMBER>
* 5: Muzzle velocity; meters/second <NUMBER>
* 6: Air Friction; meters^-1 (m/s^2)/(m^2/s^2) <NUMBER>
* 7: High angle boolean (true is high angle) <BOOL>
* 8: Temperature; degrees Celsius <NUMBER>
* 9: Atmospheric Density; kg/(meters^3) <NUMBER>
* 10: Direction of wind; degrees clockwise from north <NUMBER>
* 11: Speed of wind; meters/second <NUMBER>
*
* Return Value:
* Array of returns <ARRAY>
* 0: Angle of shot; Milliradians <NUMBER>
* 1: Angle adjust left or right; Milliradians <NUMBER>
* 2: Time of flight; seconds <NUMBER>
*
* Example:
* [getposASL vehicle player, targetPos, 20, 50, 0, 200, -0.0001, true, 15, 1.225, 225, 5] call ace_artilleryTables_fnc_adjustFire
*
* Public: No
*/
params ["_gunPos", "_targetPos", "_adjustEast", "_adjustNorth", "_adjustUp", "_muzzleVelocity", "_airFriction", ["_highAngle", true], ["_temperature", 15], ["_airDensity", 1.225], ["_windDir", 0], ["_windSpeed", 0]];
//DEFAULT_AIR_FRICTION == -0.00006
//MK6_82mm_AIR_FRICTION == -0.0001
private _resultPos = [_adjustEast + _targetPos select 0, _adjustNorth + _targetPos select 1, _adjustUp + _targetPos select 2];
private _returns = ["_gunPos", "_resultPos", "_muzzleVelocity", "_highAngle", "_airFriction", "_temperature", "_airDensity", "_windDir", "_windSpeed"] call FUNC(calculateSolution);
_returns

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@ -0,0 +1,71 @@
#include "..\script_component.hpp"
/*
* Author: LorenLuke
* Adjusts a target point north and east, and recalculates a solution in air based on atmospheric conditions
*
* Arguments:
* 0: Distance to Target; meters <NUMBER>
* 1: Height of target; meters, relative to gun altitude (positive means target higher than gun) <NUMBER>
* 2: Muzzle velocity; meters/second <NUMBER>
* 3: High angle boolean (true is high angle) <BOOL>
* 4: Air Friction; meters^-1 [(m/s^2)/(m^2/s^2)] <NUMBER>
* 5: Temperature; degrees Celsius <NUMBER>
* 6: Atmospheric Density; kg/(meters^3) <NUMBER>
* 7: Cross wind; meters/second (negative is Right to Left) <NUMBER>
* 8: Tail wind; meters/second (negative is flying against the wind) <NUMBER>
*
* Return Value:
* Array of returns <ARRAY>
* 0: Angle of shot; Milliradians <NUMBER>
* 1: Angle adjust left or right; Milliradians <NUMBER>
* 2: Time of flight; seconds <NUMBER>
*
* Example:
* [myPos, 0, 200, true, -0.0001, 15, 1.225, 5, -10] call ace_artilleryTables_fnc_calculateElevation
*
* Public: No
*/
params ["_targetDistance", "_targetHeight", "_muzzleVelocity", ["_highArc", true], ["_airFriction", 0], ["_temperature", 15], ["_airDensity", 1.225], ["_crossWind", 0], ["_tailWind", 0]];
//DEFAULT_AIR_FRICTION == -0.00006
//MK6_82mm_AIR_FRICTION == -0.0001
if (_airFriction != 0) then {
_muzzleVelocity = [_muzzleVelocity, _temperature, _atmosphericDensity] call FUNC(calculateMuzzleVelocity);
};
private _maxResults = [_muzzleVelocity, _airFriction] call FUNC(calculateMaxAngle);
private _testShot = [_maxResults select 0, _targetHeight, _muzzleVelocity, _airFriction, _crossWind, _tailWind, _temperature, _airDensity] call FUNC(simulateShot);
if (_testShot select 1 < _targetDistance) exitWith {
//No way we can hit it so don't bother;
[-1, -1, -1]
};
private _useDistance = _targetDistance;
private _useAngle = 0;
private _resultDistance = 0;
private _xDeviation = 0;
private _tof = 0;
while {abs(_resultDistance - _targetDistance) > 0.5} do {
TRACE_7("callExtension:artillery:simulate_find_solution",_useDistance,_targetHeight,_muzzleVelocity,_airFriction,_higharc,DEFAULT_MIN_ELEV,DEFAULT_MAX_ELEV);
(
"ace" callExtension ["artillery:simulate_find_solution", [_useDistance, _targetHeight, _muzzleVelocity, _airFriction, _higharc, DEFAULT_MIN_ELEV, DEFAULT_MAX_ELEV]]
) params ["_data", "_code"];
TRACE_1("",_code);
(parseSimpleArray _data) params ["", "_useAngleRad", ""];
_useAngle = deg(_useAngleRad) * DEGTOMILS;
private _shotResults = [_useAngle, _targetHeight, _muzzleVelocity, _airFriction, _crossWind, _tailWind, _temperature, _airDensity] call FUNC(simulateShot);
_xDeviation = _shotResults select 0;
_resultDistance = _shotResults select 1;
_tof = _shotResults select 2;
_useDistance = (2 * _targetDistance) - _resultDistance;
};
private _angleOffsetDeg = _xDeviation atan2 _resultDistance;
private _angleOffset = _angleOffsetDeg * DEGTOMILS;
[_useAngle, -_angleOffset, _tof]

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@ -0,0 +1,31 @@
#include "..\script_component.hpp"
/*
* Author: LorenLuke
* Calculates the best possible angle to shoot farthest based on muzzle velocity and air friction.
*
* Arguments:
* 0: Initial Muzzle Velocity; meters/second <NUMBER>
* 1: Air Friction; meters^-1 (m/s^2)/(m^2/s^2) <NUMBER>
*
* Return Values: <ARRAY>
* 1: Best Angle; Milliradians <NUMBER>
* 2: Furthest Distance; Meters <NUMBER>
*
* Example:
* [200, -0.00006] call ace_artilleryTables_fnc_calculateMaxAngle
*
* Public: No
*/
params ["_muzzleVelocity", "_airFriction"];
TRACE_2("callExtension:artillery:find_max_angle",_muzzleVelocity,_airFriction);
(
"ace" callExtension ["artillery:find_max_angle", [_muzzleVelocity, _airFriction]]
) params ["_data", "_code"];
TRACE_1("",_code);
(parseSimpleArray _data) params ["_bestAngle", "_bestDistance", ""];
_returns = [deg _bestAngle * 6400 / 360, _bestDistance];
_returns params ["_bestAngle", "_bestDistance"];
_returns

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@ -0,0 +1,28 @@
#include "..\script_component.hpp"
/*
* Author: LorenLuke
* Calculates the muzzleVelocity change with advanced calculations.
*
* Arguments:
* 0: Initial Muzzle velocity; meters/second <NUMBER>
* 1: Temperature; degrees Celsius <NUMBER>
* 2: Atmospheric Density; kg/(meters^3) <NUMBER>
*
* Return Value:
* Adjusted Muzzle Velocity; Meters <NUMBER>
*
* Example:
* [200, 15, 1.225] call ace_artilleryTables_fnc_calculateMuzzleVelocity
*
* Public: No
*/
params ["_muzzleVelocity", "_temperature", "_airDensity"];
// Calculate air density
private _relativeDensity = _airDensity / 1.225;
private _newMuzzleVelocityCoefficient = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1);
private _newMuzzleVelocity = _muzzleVelocity * _newMuzzleVelocityCoefficient;
_newMuzzleVelocity

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@ -0,0 +1,44 @@
#include "..\script_component.hpp"
/*
* Author: LorenLuke
* Provides fire angle and deflection solutions on a target of set distance and height, including accounting for drag and atmospheric wind conditions.
*
* Arguments:
* 0: Gun Position ASL; <ARRAY>
* 1: Target Position ASL; <ARRAY>
* 2: Muzzle Velocity; meters/second <NUMBER>
* 3: High angle boolean (true is high angle) <BOOL>
* 4: Air Friction; meters^-1 [(m/s^2)/(m^2/s^2)] <NUMBER>
* 5: Temperature; degrees Celsius <NUMBER>
* 6: Atmospheric Density; kg/(meters^3) <NUMBER>
* 7: Direction of wind; degrees clockwise from north <NUMBER>
* 8: Speed of wind; meters/second <NUMBER>
*
* Return Value:
* array of returns <ARRAY>
* 0: Angle of shot; Milliradians <NUMBER>
* 1: Angle adjust left or right; Milliradians <NUMBER>
* 2: Time of flight; seconds <NUMBER>
*
* Example:
* [myPos, targetPos, 200, true, -0.0001, 15, 1.225, 225, 5] call ace_artilleryTables_fnc_calculateSolution
*
* Public: No
*/
params ["_ownPos", "_targetPos", "_muzzleVelocity", ["_highAngle", true], ["_airFriction", 0], ["_temperature", 15], ["_airDensity", 1.225], ["_windDir", 0], ["_windSpeed", 0]];
//DEFAULT_AIR_FRICTION == -0.00006
//MK6_82mm_AIR_FRICTION == -0.0001
private _relPos = _targetPos vectorDiff _ownPos;
private _targetDir = (_relpos select 0) atan2 (_relPos select 1);
private _targetDist = sqrt( (_relPos select 0)^2 + (_relpos select 1)^2 );
private _heightDif = _relPos select 2;
private _crossWind = sin(_targetDir - _windDir) * _windSpeed;
private _tailWind = -cos(_targetDir - _windDir) * _windSpeed;
private _solutionReturns = [_targetDist, _heightDif, _muzzleVelocity, _highAngle, _airFriction, _crossWind, _tailWind, _temperature, _airDensity] call FUNC(calculateElevation);
_solutionReturns

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@ -34,7 +34,7 @@ TRACE_2("created dialog",_dialog,_ctrlChargeList);
// Get Mags: // Get Mags:
private _mags = [_weaponName] call CBA_fnc_compatibleMagazines; private _mags = [_weaponName] call CBA_fnc_compatibleMagazines;
if (_mags isEqualTo []) exitWith {WARNING_1("No Mags",_weaponName);}; if (_mags isEqualTo []) exitWith {WARNING_1("No Mags %1",_weaponName);};
private _magCfg = configFile >> "CfgMagazines"; private _magCfg = configFile >> "CfgMagazines";
private _magParamsArray = []; private _magParamsArray = [];
_mags = _mags apply { _mags = _mags apply {

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@ -34,31 +34,12 @@ _ctrlElevationLow ctrlSetTextColor ([[1,1,1,1],[0.25,0.25,0.25,1]] select GVAR(l
lnbClear _ctrlRangeTable; lnbClear _ctrlRangeTable;
// Call extension with current data and start workers // Call extension with current data and start workers
TRACE_5("callExtension:start",_muzzleVelocity,_airFriction,_elevMin,_elevMax,GVAR(lastElevationMode)); TRACE_5("callExtension:artillery:calculate_table",_muzzleVelocity,_airFriction,_elevMin,_elevMax,GVAR(lastElevationMode));
private _ret = "ace_artillerytables" callExtension ["start", [_muzzleVelocity,_airFriction,_elevMin,_elevMax,GVAR(lastElevationMode)]]; (
TRACE_1("",_ret); "ace" callExtension ["artillery:calculate_table", [_muzzleVelocity, _airFriction, _elevMin, _elevMax, GVAR(lastElevationMode)]]
) params ["_data", "_code"];
TRACE_1("",_code);
// Non-blocking read data out of extension as it becomes availiable GVAR(tableData) = createHashMap;
[{ GVAR(tableSizeActual) = (parseSimpleArray _data) select 1;
private _dialog = uiNamespace getVariable [QGVAR(rangeTableDialog), displayNull]; GVAR(tableSizeReceived) = 0;
private _ctrlRangeTable = _dialog displayCtrl IDC_TABLE;
if (isNull _dialog) exitWith {true};
private _status = 1; // 1 = data on line, 2 - data not ready, 3 - done
while {_status == 1} do {
private _ret = ("ace_artillerytables" callExtension ["getline", []]);
// TRACE_1("callExtension:getline",_ret);
_status = _ret select 1;
if (_status == 1) then { _ctrlRangeTable lnbAddRow parseSimpleArray (_ret select 0) };
};
(_status == 3) // exit loop when all data read
}, {
// put dummy line at end because scrolling is problematic and can't see last line
private _dialog = uiNamespace getVariable [QGVAR(rangeTableDialog), displayNull];
private _ctrlRangeTable = _dialog displayCtrl IDC_TABLE;
if (isNull _dialog) exitWith {TRACE_1("dialog closed",_this);};
_ctrlRangeTable lnbAddRow ["", "", "", "", "", "", "", "", "", "", ""];
TRACE_1("table filled",_ctrlRangeTable);
}, []] call CBA_fnc_waitUntilAndExecute;

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@ -0,0 +1,47 @@
#include "..\script_component.hpp"
/*
* Author: LorenLuke
* Simulates an indirect shot on a target of known height with given drag, wind, and atmospheric conditions
*
* Arguments:
* 0: Gun Elevation Angle; milliradians <NUMBER>
* 1: Relative Target Height; meters, relative to gun altitude (positive means target higher than gun) <NUMBER>
* 2: Muzzle Velocity; meters/second <NUMBER>
* 3: Air Friction; meters^-1 [(m/s^2)/(m^2/s^2)] <NUMBER>
* 4: Cross wind; meters/second (negative is Right to Left) <NUMBER>
* 5: Tail wind; meters/second (negative is flying against the wind) <NUMBER>
* 6: Temperature; degrees Celsius <NUMBER>
* 7: Atmospheric Density; kg/(meters^3) <NUMBER>
*
* Return Value:
* array of returns <ARRAY>
* 0: Deflection Adjustment To Hit; Milliradians (negative is Left) <NUMBER>
* 1: Distance of Shot; meters <NUMBER>
* 2: Time of Flight; seconds <NUMBER>
*
* Example:
* [900, 10, 200, -0.0001, 4, 0, 15, 1.225] call ace_artilleryTables_fnc_simulateShot
*
* Public: No
*/
params ["_angle", "_targetHeight", "_muzzleVelocity", ["_airFriction", 0], ["_crossWind", 0], ["_tailWind", 0], ["_temperature", 15], ["_atmosphericDensity", 1.225]];
//DEFAULT_AIR_FRICTION == -0.00006
//MK6_82mm_AIR_FRICTION == -0.0001
if (_airFriction != 0) then {
_muzzleVelocity = [_muzzleVelocity, _temperature, _atmosphericDensity] call FUNC(calculateMuzzleVelocity);
};
private _atmosphericDensityRatio = _atmosphericDensity / 1.225;
private _radAngle = rad(_angle / DEGTOMILS);
TRACE_8("callExtension:artillery:simulate_shot",_radAngle,_targetHeight,_muzzleVelocity,_airFriction,_crossWind,_tailWind,_temperature,_atmosphericDensityRatio);
(
"ace" callExtension ["artillery:simulate_shot", [_radAngle, _targetHeight, _muzzleVelocity, _airFriction, _crossWind, _tailWind, _temperature, _atmosphericDensityRatio]]
) params ["_data", "_code"];
TRACE_1("",_code);
//[xDeviation, yDistance, timeOfFlight]
parseSimpleArray _data

View File

@ -30,7 +30,10 @@ if (isNull (uiNamespace getVariable [QGVAR(display), displayNull])) then {
}; };
private _ctrlGroup = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl 1000; private _ctrlGroup = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl 1000;
if (cameraView != "GUNNER") exitWith { // need to be in gunner mode, so we can check where the optics are aiming at
// Need to be in gunner mode, so we can check where the optics are aiming at
// However, if there are no optics, ignore the above
if (!_invalidGunnerMem && {cameraView != "GUNNER"}) exitWith {
_ctrlGroup ctrlShow false; _ctrlGroup ctrlShow false;
}; };
_ctrlGroup ctrlShow true; _ctrlGroup ctrlShow true;

View File

@ -12,6 +12,10 @@
// This is a good fit for most large artillery, but a little low for lighter mortars // This is a good fit for most large artillery, but a little low for lighter mortars
#define DEFAULT_AIR_FRICTION -0.00006 #define DEFAULT_AIR_FRICTION -0.00006
#define DEFAULT_MIN_ELEV 0
// 90 degrees in radians
#define DEFAULT_MAX_ELEV 1.5708
#define DEGTOMILS 17.7777778 #define DEGTOMILS 17.7777778
#define IDC_MODECONTROLGROUP 1000 #define IDC_MODECONTROLGROUP 1000

View File

@ -6,7 +6,7 @@ class CfgPatches {
units[] = {"ACE_Item_ATragMX"}; units[] = {"ACE_Item_ATragMX"};
weapons[] = {"ACE_ATragMX"}; weapons[] = {"ACE_ATragMX"};
requiredVersion = REQUIRED_VERSION; requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_Advanced_Ballistics", "ACE_common", "ACE_weather"}; requiredAddons[] = {"ace_advanced_ballistics", "ace_common", "ace_weather"};
author = ECSTRING(common,ACETeam); author = ECSTRING(common,ACETeam);
authors[] = {"Ruthberg"}; authors[] = {"Ruthberg"};
url = ECSTRING(main,URL); url = ECSTRING(main,URL);

View File

@ -30,9 +30,16 @@ while {_velocity > _thresholdVelocity} do {
private _bc = GVAR(targetSolutionInput) select 14; private _bc = GVAR(targetSolutionInput) select 14;
private _dragModel = GVAR(targetSolutionInput) select 15; private _dragModel = GVAR(targetSolutionInput) select 15;
private _temperature = GVAR(targetSolutionInput) select 5; private _temperature = GVAR(targetSolutionInput) select 5;
private _drag = parseNumber(("ace_advanced_ballistics" callExtension format["retard:%1:%2:%3:%4", _dragModel, _bc, _velocity, _temperature]));
_distance = _distance + _velocity * __DELTA_T; _distance = _distance + _velocity * __DELTA_T;
_velocity = _velocity - (_drag * __DELTA_T); private _data = (
"ace" callExtension ["ballistics:retard", [
_dragModel,
_bc,
_velocity,
_temperature
]]
) select 0;
_velocity = _velocity - ((parseNumber _data) * __DELTA_T);
}; };
_distance _distance

View File

@ -90,7 +90,14 @@ private _wind1 = [cos(270 - _windDirection * 30) * _windSpeed1, sin(270 - _windD
private _wind2 = [cos(270 - _windDirection * 30) * _windSpeed2, sin(270 - _windDirection * 30) * _windSpeed2, 0]; private _wind2 = [cos(270 - _windDirection * 30) * _windSpeed2, sin(270 - _windDirection * 30) * _windSpeed2, 0];
private _windDrift = 0; private _windDrift = 0;
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then { if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
_bc = parseNumber(("ace_advanced_ballistics" callExtension format["atmosphericCorrection:%1:%2:%3:%4:%5", _bc, _temperature, _barometricPressure, _relativeHumidity, _atmosphereModel])); _bc = parseNumber (("ace" callExtension ["ballistics:atmospheric_correction", [
_bc,
_temperature,
_barometricPressure,
_relativeHumidity,
_atmosphereModel
]]
) select 0);
}; };
private _eoetvoesMultiplier = 0; private _eoetvoesMultiplier = 0;
@ -113,8 +120,15 @@ while {_TOF < 15 && (_bulletPos select 1) < _targetRange} do {
_trueSpeed = vectorMagnitude _trueVelocity; _trueSpeed = vectorMagnitude _trueVelocity;
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then { if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
private _drag = parseNumber(("ace_advanced_ballistics" callExtension format["retard:%1:%2:%3:%4", _dragModel, _bc, _trueSpeed, _temperature])); private _data = (
_bulletAccel = (vectorNormalized _trueVelocity) vectorMultiply (-1 * _drag); "ace" callExtension ["ballistics:retard", [
_dragModel,
_bc,
_trueSpeed,
_temperature
]]
) select 0;
_bulletAccel = (vectorNormalized _trueVelocity) vectorMultiply (-1 * (parseNumber _data));
} else { } else {
_bulletAccel = _trueVelocity vectorMultiply (_trueSpeed * _airFriction); _bulletAccel = _trueVelocity vectorMultiply (_trueSpeed * _airFriction);
}; };

View File

@ -36,11 +36,25 @@ if (!GVAR(atmosphereModeTBH)) then {
}; };
private _scopeBaseAngle = if !(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then { private _scopeBaseAngle = if !(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
private _zeroAngle = "ace_advanced_ballistics" callExtension format ["calcZero:%1:%2:%3:%4", _zeroRange, _muzzleVelocity, _airFriction, _boreHeight]; parseNumber (("ace" callExtension ["ballistics:zero_vanilla", [
(parseNumber _zeroAngle) _zeroRange,
_muzzleVelocity,
_airFriction,
_boreHeight
]]) select 0)
} else { } else {
private _zeroAngle = "ace_advanced_ballistics" callExtension format ["calcZeroAB:%1:%2:%3:%4:%5:%6:%7:%8:%9", _zeroRange, _muzzleVelocity, _boreHeight, _temperature, _barometricPressure, _relativeHumidity, _bc, _dragModel, _atmosphereModel]; parseNumber (("ace" callExtension ["ballistics:zero_advanced", [
(parseNumber _zeroAngle) _zeroRange,
_muzzleVelocity,
_airFriction,
_boreHeight,
_temperature,
_barometricPressure,
_relativeHumidity,
_bc,
_dragModel,
_atmosphereModel
]]) select 0)
}; };
GVAR(workingMemory) set [2, _zeroRange]; GVAR(workingMemory) set [2, _zeroRange];

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@ -50,8 +50,8 @@ if (_unit == _attachToVehicle) then { //Self Attachment
} else { } else {
GVAR(placeAction) = PLACE_WAITING; GVAR(placeAction) = PLACE_WAITING;
[_unit, "forceWalk", "ACE_Attach", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Attach", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call CBA_fnc_execNextFrame; [{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call CBA_fnc_execNextFrame;
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)]; _unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
@ -88,8 +88,8 @@ if (_unit == _attachToVehicle) then { //Self Attachment
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then { {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler; [_idPFH] call CBA_fnc_removePerFrameHandler;
[_unit, "forceWalk", "ACE_Attach", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Attach", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[] call EFUNC(interaction,hideMouseHint); [] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler); [_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID; _unit removeAction _actionID;

View File

@ -40,12 +40,12 @@ if (_respawn > 3) then {
if (_unit getVariable [QGVAR(isHandcuffed), false]) then { if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
[_unit, false] call FUNC(setHandcuffed); [_unit, false] call FUNC(setHandcuffed);
}; };
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrendered); [_unit, false] call FUNC(setSurrendered);
}; };
[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isEscorting), false]) then { if (_unit getVariable [QGVAR(isEscorting), false]) then {
_unit setVariable [QGVAR(isEscorting), false, true]; _unit setVariable [QGVAR(isEscorting), false, true];

View File

@ -41,8 +41,8 @@ if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith
if (_state) then { if (_state) then {
_unit setVariable [QGVAR(isHandcuffed), true, true]; _unit setVariable [QGVAR(isHandcuffed), true, true];
[_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(handcuffed), true] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set); [_unit, "blockRadio", QGVAR(handcuffed), true] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
[_unit, false] call FUNC(setSurrendered); [_unit, false] call FUNC(setSurrendered);
@ -82,8 +82,8 @@ if (_state) then {
}, [_unit], 0.01] call CBA_fnc_waitAndExecute; }, [_unit], 0.01] call CBA_fnc_waitAndExecute;
} else { } else {
_unit setVariable [QGVAR(isHandcuffed), false, true]; _unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set); [_unit, "blockRadio", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH //remove AnimChanged EH
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1]; private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];

View File

@ -44,8 +44,8 @@ if (_state) then {
_unit setVariable [QGVAR(isSurrendering), true, true]; _unit setVariable [QGVAR(isSurrendering), true, true];
[_unit, "setCaptive", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(surrendered), true] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set); [_unit, "blockRadio", QGVAR(surrendered), true] call EFUNC(common,statusEffect_set);
if (_unit == ACE_player) then { if (_unit == ACE_player) then {
["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud); ["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud);
@ -71,8 +71,8 @@ if (_state) then {
}, [_unit], 0.01] call CBA_fnc_waitAndExecute; }, [_unit], 0.01] call CBA_fnc_waitAndExecute;
} else { } else {
_unit setVariable [QGVAR(isSurrendering), false, true]; _unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set); [_unit, "blockRadio", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH //remove AnimChanged EH
private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1]; private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];

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@ -158,6 +158,7 @@
<Japanese>目隠しを外す</Japanese> <Japanese>目隠しを外す</Japanese>
<Russian>Снять повязку с глаз</Russian> <Russian>Снять повязку с глаз</Russian>
<Spanish>Quitar vendas de los ojos</Spanish> <Spanish>Quitar vendas de los ojos</Spanish>
<Portuguese>Remover a venda</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Captives_CableTie"> <Key ID="STR_ACE_Captives_CableTie">
<English>Cable Tie</English> <English>Cable Tie</English>

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@ -62,6 +62,17 @@ if (_item isEqualType objNull) then {
// Some objects below water will take damage over time, eventually becoming "water logged" and unfixable (because of negative z attach) // Some objects below water will take damage over time, eventually becoming "water logged" and unfixable (because of negative z attach)
[_item, "blockDamage", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); [_item, "blockDamage", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// Prevent UAVs from firing
private _UAVCrew = _item call EFUNC(common,getVehicleUAVCrew);
if (_UAVCrew isNotEqualTo []) then {
{
[_x, true] call EFUNC(common,disableAiUAV);
} forEach _UAVCrew;
_item setVariable [QGVAR(isUAV), _UAVCrew, true];
};
}; };
// Invoke listenable event // Invoke listenable event

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@ -100,14 +100,26 @@ if (_item isEqualType objNull) then {
// Create smoke effect when crate landed // Create smoke effect when crate landed
[{ [{
(_this select 0) params ["_object"]; params ["_object", "_pfhID"];
if (isNull _object) exitWith { if (isNull _object) exitWith {
[_this select 1] call CBA_fnc_removePerFrameHandler; _pfhID call CBA_fnc_removePerFrameHandler;
}; };
if (getPos _object select 2 < 1) exitWith { if (getPos _object select 2 < 1) exitWith {
[_this select 1] call CBA_fnc_removePerFrameHandler; _pfhID call CBA_fnc_removePerFrameHandler;
// Reenable UAV crew
private _UAVCrew = _object getVariable [QGVAR(isUAV), []];
if (_UAVCrew isNotEqualTo []) then {
// Reenable AI
{
[_x, false] call EFUNC(common,disableAiUAV);
} forEach _UAVCrew;
_object setVariable [QGVAR(isUAV), nil, true];
};
if ((GVAR(disableParadropEffectsClasstypes) findIf {_object isKindOf _x}) == -1) then { if ((GVAR(disableParadropEffectsClasstypes) findIf {_object isKindOf _x}) == -1) then {
private _smoke = "SmokeshellYellow" createVehicle [0, 0, 0]; private _smoke = "SmokeshellYellow" createVehicle [0, 0, 0];

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@ -96,6 +96,18 @@ if (_object isEqualType objNull) then {
[QEGVAR(zeus,addObjects), [[_object], _objectCurators]] call CBA_fnc_serverEvent; [QEGVAR(zeus,addObjects), [[_object], _objectCurators]] call CBA_fnc_serverEvent;
}; };
// Reenable UAV crew
private _UAVCrew = _object getVariable [QGVAR(isUAV), []];
if (_UAVCrew isNotEqualTo []) then {
// Reenable AI
{
[_x, false] call EFUNC(common,disableAiUAV);
} forEach _UAVCrew;
_object setVariable [QGVAR(isUAV), nil, true];
};
} else { } else {
_object = createVehicle [_item, _emptyPosAGL, [], 0, "NONE"]; _object = createVehicle [_item, _emptyPosAGL, [], 0, "NONE"];

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@ -3,6 +3,7 @@
class CfgPatches { class CfgPatches {
class ADDON { class ADDON {
name = COMPONENT_NAME;
units[] = {"ACE_Box_Chemlights","ACE_Item_Chemlight_Shield","ACE_Item_Chemlight_Shield_Green","ACE_Item_Chemlight_Shield_Red","ACE_Item_Chemlight_Shield_Blue","ACE_Item_Chemlight_Shield_Yellow","ACE_Item_Chemlight_Shield_Orange","ACE_Item_Chemlight_Shield_White","ModuleChemlightOrange","ModuleChemlightWhite","ModuleChemlightHiRed","ModuleChemlightHiYellow","ModuleChemlightHiWhite","ModuleChemlightHiBlue","ModuleChemlightHiGreen","ModuleChemlightUltraHiOrange"}; units[] = {"ACE_Box_Chemlights","ACE_Item_Chemlight_Shield","ACE_Item_Chemlight_Shield_Green","ACE_Item_Chemlight_Shield_Red","ACE_Item_Chemlight_Shield_Blue","ACE_Item_Chemlight_Shield_Yellow","ACE_Item_Chemlight_Shield_Orange","ACE_Item_Chemlight_Shield_White","ModuleChemlightOrange","ModuleChemlightWhite","ModuleChemlightHiRed","ModuleChemlightHiYellow","ModuleChemlightHiWhite","ModuleChemlightHiBlue","ModuleChemlightHiGreen","ModuleChemlightUltraHiOrange"};
weapons[] = {"ACE_Chemlight_Shield", "ACE_Chemlight_Shield_Green","ACE_Chemlight_Shield_Red","ACE_Chemlight_Shield_Blue","ACE_Chemlight_Shield_Yellow","ACE_Chemlight_Shield_Orange","ACE_Chemlight_Shield_White"}; weapons[] = {"ACE_Chemlight_Shield", "ACE_Chemlight_Shield_Green","ACE_Chemlight_Shield_Red","ACE_Chemlight_Shield_Blue","ACE_Chemlight_Shield_Yellow","ACE_Chemlight_Shield_Orange","ACE_Chemlight_Shield_White"};
requiredVersion = REQUIRED_VERSION; requiredVersion = REQUIRED_VERSION;

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@ -1,4 +1,5 @@
#define COMPONENT chemlights #define COMPONENT chemlights
#define COMPONENT_BEAUTIFIED Chemlights
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL

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@ -43,6 +43,7 @@ PREP(deviceKeyFindValidIndex);
PREP(deviceKeyRegisterNew); PREP(deviceKeyRegisterNew);
PREP(deprecateComponent); PREP(deprecateComponent);
PREP(disableAI); PREP(disableAI);
PREP(disableAiUAV);
PREP(disableUserInput); PREP(disableUserInput);
PREP(displayIcon); PREP(displayIcon);
PREP(displayText); PREP(displayText);
@ -177,6 +178,7 @@ PREP(setupLocalUnitsHandler);
PREP(setVariableJIP); PREP(setVariableJIP);
PREP(setVariablePublic); PREP(setVariablePublic);
PREP(setVolume); PREP(setVolume);
PREP(setWeaponLightLaserState);
PREP(showHud); PREP(showHud);
PREP(statusEffect_addType); PREP(statusEffect_addType);
PREP(statusEffect_get); PREP(statusEffect_get);
@ -189,6 +191,7 @@ PREP(stopGesture);
PREP(stringCompare); PREP(stringCompare);
PREP(stringToColoredText); PREP(stringToColoredText);
PREP(swayLoop); PREP(swayLoop);
PREP(switchAttachmentMode);
PREP(switchPersistentLaser); PREP(switchPersistentLaser);
PREP(switchToGroupSide); PREP(switchToGroupSide);
PREP(throttledPublicVariable); PREP(throttledPublicVariable);

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@ -19,16 +19,16 @@
//Status Effect EHs: //Status Effect EHs:
[QGVAR(setStatusEffect), LINKFUNC(statusEffect_set)] call CBA_fnc_addEventHandler; [QGVAR(setStatusEffect), LINKFUNC(statusEffect_set)] call CBA_fnc_addEventHandler;
["forceWalk", false, ["ace_advanced_fatigue", "ACE_SwitchUnits", "ACE_Attach", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_Trenches", "ace_medical_fracture"]] call FUNC(statusEffect_addType); ["forceWalk", false, ["ace_advanced_fatigue", "ace_attach", "ace_dragging", "ace_explosives", QEGVAR(medical,fracture), "ace_rearm", "ace_refuel", "ace_sandbag", "ace_switchunits", "ace_tacticalladder", "ace_trenches"]] call FUNC(statusEffect_addType);
["blockSprint", false, ["ace_advanced_fatigue", "ace_dragging", "ace_medical_fracture"]] call FUNC(statusEffect_addType); ["blockSprint", false, ["ace_advanced_fatigue", "ace_dragging", QEGVAR(medical,fracture)]] call FUNC(statusEffect_addType);
["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered)]] call FUNC(statusEffect_addType); ["setCaptive", true, [QEGVAR(captives,handcuffed), QEGVAR(captives,surrendered)]] call FUNC(statusEffect_addType);
["blockDamage", false, ["fixCollision", "ACE_cargo"]] call FUNC(statusEffect_addType); ["blockDamage", false, ["fixCollision", "ace_cargo"]] call FUNC(statusEffect_addType);
["blockEngine", false, ["ACE_Refuel"]] call FUNC(statusEffect_addType); ["blockEngine", false, ["ace_refuel"]] call FUNC(statusEffect_addType);
["blockThrow", false, ["ACE_Attach", "ACE_concertina_wire", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_rearm", "ACE_refuel", "ACE_Sandbag", "ACE_Trenches", "ACE_tripod"]] call FUNC(statusEffect_addType); ["blockThrow", false, ["ace_attach", "ace_concertina_wire", "ace_dragging", "ace_explosives", "ace_rearm", "ace_refuel", "ace_sandbag", "ace_tacticalladder", "ace_trenches", "ace_tripod"]] call FUNC(statusEffect_addType);
["setHidden", true, ["ace_unconscious"]] call FUNC(statusEffect_addType); ["setHidden", true, ["ace_unconscious"]] call FUNC(statusEffect_addType);
["blockRadio", false, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType); ["blockRadio", false, [QEGVAR(captives,handcuffed), QEGVAR(captives,surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType);
["blockSpeaking", false, ["ace_unconscious"]] call FUNC(statusEffect_addType); ["blockSpeaking", false, ["ace_unconscious"]] call FUNC(statusEffect_addType);
["disableWeaponAssembly", false, ["ace_common", "ace_common_lockVehicle", "ace_csw"]] call FUNC(statusEffect_addType); ["disableWeaponAssembly", false, ["ace_common", QGVAR(lockVehicle), "ace_csw"]] call FUNC(statusEffect_addType);
["lockInventory", true, [], true] call FUNC(statusEffect_addType); ["lockInventory", true, [], true] call FUNC(statusEffect_addType);
[QGVAR(forceWalk), { [QGVAR(forceWalk), {
@ -133,6 +133,30 @@
_object lockInventory (_set > 0); _object lockInventory (_set > 0);
}] call CBA_fnc_addEventHandler; }] call CBA_fnc_addEventHandler;
[QGVAR(disableAiUAV), {
params ["_unit", "_disable"];
if (_disable) then {
private _features = ["AUTOTARGET", "TARGET", "WEAPONAIM"/*, "FIREWEAPON"*/, "RADIOPROTOCOL"]; // TODO: Uncomment in 2.18
// Save current status
_unit setVariable [QGVAR(featuresAiUAV), _features apply {[_x, _unit checkAIFeature _x]}];
{
_unit enableAIFeature [_x, false];
} forEach _features;
} else {
// Restore previous status
private _features = _unit getVariable [QGVAR(featuresAiUAV), []];
{
_unit enableAIFeature [_x select 0, _x select 1];
} forEach _features;
_unit setVariable [QGVAR(featuresAiUAV), nil];
};
}] call CBA_fnc_addEventHandler;
//Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit //Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit
//This variable is used for isPlayer checks //This variable is used for isPlayer checks
if (isServer) then { if (isServer) then {
@ -192,6 +216,7 @@ if (isServer) then {
[QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler; [QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(addWeaponItem), {(_this select 0) addWeaponItem [(_this select 1), (_this select 2)]}] call CBA_fnc_addEventHandler; [QGVAR(addWeaponItem), {(_this select 0) addWeaponItem [(_this select 1), (_this select 2)]}] call CBA_fnc_addEventHandler;
[QGVAR(removeMagazinesTurret), {(_this select 0) removeMagazinesTurret [_this select 1, _this select 2]}] call CBA_fnc_addEventHandler; [QGVAR(removeMagazinesTurret), {(_this select 0) removeMagazinesTurret [_this select 1, _this select 2]}] call CBA_fnc_addEventHandler;
[QGVAR(triggerAmmo), {triggerAmmo _this}] call CBA_fnc_addEventHandler;
[QGVAR(setVanillaHitPointDamage), { [QGVAR(setVanillaHitPointDamage), {
params ["_object", "_hitPointAnddamage"]; params ["_object", "_hitPointAnddamage"];

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@ -12,6 +12,8 @@ GVAR(showHudHash) = createHashMap;
GVAR(vehicleIconCache) = createHashMap; // for getVehicleIcon GVAR(vehicleIconCache) = createHashMap; // for getVehicleIcon
GVAR(wheelSelections) = createHashMap; GVAR(wheelSelections) = createHashMap;
GVAR(InteractionConditions) = createHashMap;
GVAR(blockItemReplacement) = false; GVAR(blockItemReplacement) = false;
// Cache for FUNC(isModLoaded) // Cache for FUNC(isModLoaded)

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@ -15,3 +15,25 @@ uiNamespace setVariable [QGVAR(addonCache), createHashMap];
// Cache for FUNC(getConfigName) // Cache for FUNC(getConfigName)
uiNamespace setVariable [QGVAR(configNames), createHashMap]; uiNamespace setVariable [QGVAR(configNames), createHashMap];
//Add warnings for missing compat PBOs
GVAR(isModLoadedCache) = createHashMap;
{
_x params ["_modPBO", "_compatPBO"];
if ([_modPBO] call FUNC(isModLoaded) && {!([_compatPBO] call FUNC(isModLoaded))}) then {
WARNING_2("Weapon Mod [%1] missing ace compat pbo [%2]",_modPBO,_compatPBO);
};
} forEach [
["CUP_Creatures_People_LoadOrder","ace_compat_cup_units"],
["CUP_Vehicles_LoadOrder","ace_compat_cup_vehicles"],
["CUP_Weapons_LoadOrder","ace_compat_cup_weapons"],
["r3f_armes_c","ace_compat_r3f"],
["RF_Data_Loadorder","ace_compat_rf"],
["RH_acc","ace_compat_rh_acc"],
["RH_de_cfg","ace_compat_rh_de"],
["RH_m4_cfg","ace_compat_rh_m4"],
["RH_PDW","ace_compat_rh_pdw"],
["RKSL_PMII","ace_compat_rksl_pm_ii"],
["iansky_opt","ace_compat_sma3_iansky"],
["R3F_Armes","ace_compat_r3f"]
];

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@ -70,8 +70,6 @@ class ctrlMapEmpty;
#include "CompassControl.hpp" #include "CompassControl.hpp"
#include "CfgUIGrids.hpp" #include "CfgUIGrids.hpp"
class ACE_Extensions {};
class ACE_Tests { class ACE_Tests {
vehicleTransportInventory = QPATHTOF(dev\test_vehicleInventory.sqf); vehicleTransportInventory = QPATHTOF(dev\test_vehicleInventory.sqf);
mapConfigs = QPATHTOF(dev\test_mapConfigs.sqf); mapConfigs = QPATHTOF(dev\test_mapConfigs.sqf);

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@ -19,17 +19,4 @@
params ["_conditionName", "_conditionFunc"]; params ["_conditionName", "_conditionFunc"];
_conditionName = toLowerANSI _conditionName; _conditionName = toLowerANSI _conditionName;
GVAR(InteractionConditions) set [_conditionName, _conditionFunc];
private _conditions = missionNamespace getVariable [QGVAR(InteractionConditions), [[],[]]];
_conditions params ["_conditionNames", "_conditionFuncs"];
private _index = _conditionNames find _conditionName;
if (_index == -1) then {
_index = count _conditionNames;
};
_conditionNames set [_index, _conditionName];
_conditionFuncs set [_index, _conditionFunc];
GVAR(InteractionConditions) = _conditions;

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@ -27,15 +27,11 @@ private _owner = _target getVariable [QGVAR(owner), objNull];
if (!isNull _owner && {_unit != _owner}) exitWith {false}; if (!isNull _owner && {_unit != _owner}) exitWith {false};
// check general conditions // check general conditions
private _conditions = missionNamespace getVariable [QGVAR(InteractionConditions), [[],[]]];
_conditions params ["_conditionNames", "_conditionFuncs"];
private _canInteract = true; private _canInteract = true;
{ {
if (!(_x in _exceptions) && {!([_unit, _target] call (_conditionFuncs select _forEachIndex))}) exitWith { if (!(_x in _exceptions) && {!([_unit, _target] call _y)}) exitWith {
_canInteract = false; _canInteract = false;
}; };
} forEach _conditionNames; } forEach GVAR(InteractionConditions);
_canInteract _canInteract

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@ -103,47 +103,29 @@ if (_oldCompats isNotEqualTo []) then {
/////////////// ///////////////
private _platform = toLowerANSI (productVersion select 6); private _platform = toLowerANSI (productVersion select 6);
if (!isServer && {_platform in ["linux", "osx"]}) then { if (_platform in ["linux", "osx"]) then {
// Linux and OSX client ports do not support extensions at all // Linux and OSX client ports do not support extensions at all
INFO("Operating system does not support extensions"); if (hasInterface) then {
WARNING("Operating system does not support extensions");
} else {
INFO("Operating system does not support extensions");
};
} else { } else {
{ ("ace" callExtension ["version", []]) params [["_versionEx", "", [""]], ["_returnCode", -1, [-1]]];
private _extension = configName _x;
private _isWindows = _platform == "windows" && {getNumber (_x >> "windows") == 1};
private _isLinux = _platform == "linux" && {getNumber (_x >> "linux") == 1};
private _isClient = hasInterface && {getNumber (_x >> "client") == 1};
private _isServer = !hasInterface && {getNumber (_x >> "server") == 1};
if ((_isWindows || _isLinux) && {_isClient || _isServer}) then { if (_returnCode != 0 || {_versionEx == ""}) then {
private _versionEx = _extension callExtension "version"; private _errorMsg = format ["Extension not found. [Return Code: %1]", _returnCode];
ERROR(_errorMsg);
if (_versionEx == "") then { if (hasInterface) then {
private _extensionFile = _extension; ["[ACE] ERROR", _errorMsg] call FUNC(errorMessage);
if (productVersion select 7 == "x64") then {
_extensionFile = format ["%1_x64", _extensionFile];
};
private _platformExt = [".dll", ".so"] select (_platform == "linux");
_extensionFile = format ["%1%2", _extensionFile, _platformExt];
private _errorMsg = format ["Extension %1 not found.", _extensionFile];
ERROR(_errorMsg);
if (hasInterface) then {
["[ACE] ERROR", _errorMsg] call FUNC(errorMessage);
};
} else {
// Print the current extension version
INFO_2("Extension version: %1: %2",_extension,_versionEx);
};
}; };
} forEach ("true" configClasses (configFile >> "ACE_Extensions")); } else {
_versionEx = _versionEx select [0, 8]; // git hash
INFO_1("Extension [Version: %1]",_versionEx);
};
}; };
if (isArray (configFile >> "ACE_Extensions" >> "extensions")) then {
WARNING("extensions[] array no longer supported");
};
/////////////// ///////////////
// Check server version/addons // Check server version/addons

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@ -38,7 +38,7 @@ if (_isDeprecatedLoaded && {!_isReplacementLoaded}) then {
switch (true) do { switch (true) do {
case (_componentMajor >= _major && {_componentMinor >= _minor} && {_componentPatch >= _patch}): { // Removed from this version case (_componentMajor >= _major && {_componentMinor >= _minor} && {_componentPatch >= _patch}): { // Removed from this version
private _message = format[ private _message = format[
"Component %1 is deprecated. It has been replaced by %2. The component %1 is no longer usable on this version. ", _oldComponentName, _newComponentName, _version]; "Component %1 is deprecated. It has been replaced by %2. The component %1 is no longer usable on this version %3. ", _oldComponentName, _newComponentName, _version];
systemChat format["ACE [ERROR] - %1", _message]; systemChat format["ACE [ERROR] - %1", _message];
ERROR(_message); ERROR(_message);
}; };

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@ -0,0 +1,45 @@
#include "..\script_component.hpp"
/*
* Author: johnb43
* Disables/Enables UAV AI crew members, can be run on any machine and is applied globally.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Disable AI <BOOL>
*
* Return Value:
* None
*
* Example:
* [cursorObject, true] call ace_common_fnc_disableAiUAV
*
* Public: No
*/
params [["_unit", objNull, [objNull]], ["_disable", true, [false]]];
// Allow disabling of Zeus remote controlled units
if (!alive _unit || {isPlayer _unit} || {!unitIsUAV _unit}) exitWith {};
if (_disable) then {
// Ignore if already disabled
if (!isNil "_jipID") exitWith {};
// Disable shooting and targeting on every machine
// Give predefined JIP ID, in case of simultaneous executions on different machines
private _jipID = [QGVAR(disableAiUAV), [_unit, _disable], QGVAR(disableAiUAV_) + hashValue _unit] call CBA_fnc_globalEventJIP;
[_jipID, _unit] call CBA_fnc_removeGlobalEventJIP;
_unit setVariable [QGVAR(disableAiUavJipID), _jipID, true];
} else {
// Restore shooting and targeting to each client's individual state prior to disabling
private _jipID = _unit getVariable QGVAR(disableAiUavJipID);
if (isNil "_jipID") exitWith {};
_jipID call CBA_fnc_removeGlobalEventJIP;
_unit setVariable [QGVAR(disableAiUavJipID), nil, true];
[QGVAR(disableAiUAV), [_unit, _disable]] call CBA_fnc_globalEvent;
};

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@ -1,6 +1,6 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: commy2 * Author: commy2, johnb43
* Get the muzzles of a weapon. * Get the muzzles of a weapon.
* *
* Arguments: * Arguments:
@ -10,19 +10,30 @@
* All weapon muzzles <ARRAY> * All weapon muzzles <ARRAY>
* *
* Example: * Example:
* ["gun"] call ace_common_fnc_getWeaponMuzzles * "arifle_AK12_F" call ace_common_fnc_getWeaponMuzzles
* *
* Public: Yes * Public: Yes
*/ */
params [["_weapon", "", [""]]]; params [["_weapon", "", [""]]];
private _muzzles = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles"); private _config = configFile >> "CfgWeapons" >> _weapon;
if (!isClass _config) exitWith {
[] // return
};
private _muzzles = [];
// Get config case muzzle names
{ {
if (_x == "this") then { if (_x == "this") then {
_muzzles set [_forEachIndex, configName (configFile >> "CfgWeapons" >> _weapon)]; _muzzles pushBack (configName _config);
} else {
if (isClass (_config >> _x)) then {
_muzzles pushBack (configName (_config >> _x));
};
}; };
} forEach _muzzles; } forEach getArray (_config >> "muzzles");
_muzzles _muzzles // return

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@ -17,4 +17,4 @@
params ["_unit"]; params ["_unit"];
alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])} lifeState _unit in ["HEALTHY", "INJURED"]

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@ -18,16 +18,4 @@
params ["_conditionName"]; params ["_conditionName"];
_conditionName = toLowerANSI _conditionName; _conditionName = toLowerANSI _conditionName;
GVAR(InteractionConditions) deleteAt _conditionName;
private _conditions = missionNamespace getVariable [QGVAR(InteractionConditions), [[],[]]];
_conditions params ["_conditionNames", "_conditionFuncs"];
private _index = _conditionNames find _conditionName;
if (_index == -1) exitWith {};
_conditionNames deleteAt _index;
_conditionFuncs deleteAt _index;
GVAR(InteractionConditions) = _conditions;

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@ -0,0 +1,59 @@
#include "..\script_component.hpp"
/*
* Author: johnb43
* Toggles the unit's current weapon's light & laser.
* API for persistent lasers. Doesn't work on AI, as they have their own logic.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon light/laser state <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [player, true] call ace_common_fnc_setWeaponLightLaserState
*
* Public: Yes
*/
params [["_unit", objNull, [objNull]], ["_state", false, [false]]];
if (!local _unit || {!alive _unit} || {!(_unit call FUNC(isPlayer))}) exitWith {};
if !(_unit call CBA_fnc_canUseWeapon) exitWith {};
private _currentWeapon = currentWeapon _unit;
// Exit if unit has no weapon selected
if (_currentWeapon == "") exitWith {};
private _weaponIndex = [_unit, _currentWeapon] call FUNC(getWeaponIndex);
// Ignore binoculars
if (_weaponIndex == -1) exitWith {};
_unit setVariable [QGVAR(laserEnabled_) + str _weaponIndex, _state];
// Turn off light/laser (switching between weapons can leave previous weapon laser on)
action ["GunLightOff", _unit];
action ["IRLaserOff", _unit];
// Light/laser is off, don't need to do anything more
if (!_state) exitWith {};
// Turn laser on next frame (if weapon hasn't changed)
[{
params ["_unit", "_currentWeapon"];
private _weaponState = (weaponState _unit) select [0, 3];
if (_weaponState select 0 != _currentWeapon) exitWith {};
action ["GunLightOn", _unit];
action ["IRLaserOn", _unit];
_unit selectWeapon _weaponState;
}, [_unit, _currentWeapon]] call CBA_fnc_execNextFrame;
nil

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@ -6,8 +6,8 @@
* *
* Arguments: * Arguments:
* 0: Source ID <STRING> (default: "") * 0: Source ID <STRING> (default: "")
* 1: Show Hud Bool Array (8 to set, empty to remove) <ARRAY> (default: []) * 1: Show Hud Bool Array (10 to set, empty to remove) <ARRAY> (default: [])
* - [hud, info, radar, compass, direction, menu, group, cursors] * - [hud, info, radar, compass, direction, menu, group, cursors, panels, kills]
* - hud: Boolean - show scripted HUD (same as normal showHUD true/false) * - hud: Boolean - show scripted HUD (same as normal showHUD true/false)
* - info: Boolean - show vehicle + soldier info (hides weapon info from the HUD as well) * - info: Boolean - show vehicle + soldier info (hides weapon info from the HUD as well)
* - radar: Boolean - show vehicle radar * - radar: Boolean - show vehicle radar
@ -17,7 +17,8 @@
* - group: Boolean - show group info bar (hides squad leader info bar) * - group: Boolean - show group info bar (hides squad leader info bar)
* - cursors: Boolean - show HUD weapon cursors (connected with scripted HUD) * - cursors: Boolean - show HUD weapon cursors (connected with scripted HUD)
* - panels: Boolean - show vehicle panels / GPS * - panels: Boolean - show vehicle panels / GPS
* - ???: Boolean - Possibly related to changelog entry `Added: A new showKillConfirmations parameter for the showHud command` * - kills: Boolean - show "x killed by y" systemChat messages
* - showIcon3D: is unsupported as it has inverted logic
* *
* Return Value: * Return Value:
* Resulting ShowHud Array <ARRAY> * Resulting ShowHud Array <ARRAY>

View File

@ -0,0 +1,73 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Switch attachment from one mode to another - based on CBA_accessory_fnc_switchAttachment
* ToDo: Port this to CBA?
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon (String or CBA-Weapon-Index (not ace's getWeaponIndex)) <STRING|NUMBER>
* 2: From <STRING>
* 3: To <STRING>
*
* Return Value:
* None
*
* Example:
* [player, 0, "ACE_DBAL_A3_Green_VP", "ACE_DBAL_A3_Green"] call ace_common_fnc_switchAttachmentMode
*
* Public: No
*/
params ["_unit", "_weapon", "_currItem", "_switchItem"];
TRACE_4("switchAttachmentMode",_unit,_weapon,_currItem,_switchItem);
if (_weapon isEqualTo "") exitWith {};
private _exit = _unit != ACE_player;
switch (_weapon) do {
case 0;
case (primaryWeapon _unit): {
private _currWeaponType = 0;
_unit removePrimaryWeaponItem _currItem;
[{
params ["_unit", "", "_switchItem"];
_unit addPrimaryWeaponItem _switchItem;
["CBA_attachmentSwitched", _this] call CBA_fnc_localEvent;
}, [_unit, _currItem, _switchItem, _currWeaponType]] call CBA_fnc_execNextFrame;
};
case 1;
case (handgunWeapon _unit): {
private _currWeaponType = 1;
_unit removeHandgunItem _currItem;
[{
params ["_unit", "", "_switchItem"];
_unit addHandgunItem _switchItem;
["CBA_attachmentSwitched", _this] call CBA_fnc_localEvent;
}, [_unit, _currItem, _switchItem, _currWeaponType]] call CBA_fnc_execNextFrame;
};
case 2;
case (secondaryWeapon _unit): {
private _currWeaponType = 2;
_unit removeSecondaryWeaponItem _currItem;
[{
params ["_unit", "", "_switchItem"];
_unit addSecondaryWeaponItem _switchItem;
["CBA_attachmentSwitched", _this] call CBA_fnc_localEvent;
}, [_unit, _currItem, _switchItem, _currWeaponType]] call CBA_fnc_execNextFrame;
};
default {
ERROR_1("bad weapon - %1",_this);
_exit = true;
};
};
if (_exit) exitWith {}; // Don't notify if the unit isn't the local player or if an invalid weapon was passed
private _configSwitchItem = configfile >> "CfgWeapons" >> _switchItem;
private _switchItemHintText = getText (_configSwitchItem >> "MRT_SwitchItemHintText");
private _switchItemHintImage = getText (_configSwitchItem >> "picture");
playSound "click";
if (_switchItemHintText != "") then {
[[_switchItemHintImage, 2.0], [_switchItemHintText], true] call CBA_fnc_notify;
};

View File

@ -1,6 +1,6 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: Dystopian * Author: Dystopian, johnb43
* Controls persistent laser state. * Controls persistent laser state.
* *
* Arguments: * Arguments:
@ -17,51 +17,87 @@
params ["_enabled"]; params ["_enabled"];
if (!hasInterface) exitwith {};
// Reset state
{
ACE_player setVariable [QGVAR(laserEnabled_) + str _x, nil];
} forEach [0, 1, 2];
if (!_enabled) exitWith { if (!_enabled) exitWith {
if (isNil QGVAR(laserKeyDownEH)) exitWith {}; if (isNil QGVAR(laserKeyDownEH)) exitWith {};
["KeyDown", GVAR(laserKeyDownEH)] call CBA_fnc_removeDisplayHandler;
removeUserActionEventHandler ["headlights", "Activate", GVAR(laserKeyDownEH)];
["loadout", GVAR(laserLoadoutEH)] call CBA_fnc_removePlayerEventHandler; ["loadout", GVAR(laserLoadoutEH)] call CBA_fnc_removePlayerEventHandler;
["turret", GVAR(laserTurretEH)] call CBA_fnc_removePlayerEventHandler; ["turret", GVAR(laserTurretEH)] call CBA_fnc_removePlayerEventHandler;
["vehicle", GVAR(laserVehicleEH)] call CBA_fnc_removePlayerEventHandler; ["vehicle", GVAR(laserVehicleEH)] call CBA_fnc_removePlayerEventHandler;
["weapon", GVAR(laserWeaponEH)] call CBA_fnc_removePlayerEventHandler; ["weapon", GVAR(laserWeaponEH)] call CBA_fnc_removePlayerEventHandler;
GVAR(laserKeyDownEH) = nil;
GVAR(laserLoadoutEH) = nil;
GVAR(laserTurretEH) = nil;
GVAR(laserVehicleEH) = nil;
GVAR(laserWeaponEH) = nil;
}; };
GVAR(laserKeyDownEH) = ["KeyDown", { private _fnc_getLightLaserState = {
if !((_this select 1) in actionKeys "headlights") exitWith {false}; private _currentWeapon = currentWeapon ACE_player;
private _weapon = currentWeapon ACE_player;
[
{
params ["_weapon", "_laserWasEnabled"];
private _laserEnabled = ACE_player isIRLaserOn _weapon || {ACE_player isFlashlightOn _weapon};
if (_laserEnabled && {_laserWasEnabled} || {!_laserEnabled && {!_laserWasEnabled}}) exitWith {};
private _weaponIndex = [ACE_player, _weapon] call FUNC(getWeaponIndex);
ACE_player setVariable [QGVAR(laserEnabled_) + str _weaponIndex, [nil, true] select _laserEnabled];
},
[_weapon, ACE_player isIRLaserOn _weapon || {ACE_player isFlashlightOn _weapon}]
] call CBA_fnc_execNextFrame;
false
}] call CBA_fnc_addDisplayHandler;
private _laserEH = { if (_currentWeapon == "") exitWith {};
if (sunOrMoon == 1) exitWith {};
params ["_player"]; // Ignore in vehicle except FFV
private _weaponIndex = [_player, currentWeapon _player] call FUNC(getWeaponIndex); if !(ACE_player call CBA_fnc_canUseWeapon) exitWith {};
if (
!(_player getVariable [QGVAR(laserEnabled_) + str _weaponIndex, false]) private _weaponIndex = [ACE_player, _currentWeapon] call FUNC(getWeaponIndex);
|| {_weaponIndex > 0 && {"" != primaryWeapon _player}} // Arma switches to primary weapon if exists
|| {!(_player call CBA_fnc_canUseWeapon)} // ignore in vehicle except FFV if (_weaponIndex == -1) exitWith {};
) exitWith {};
[ // Light/laser state only changes in the next frame
// wait for weapon in "ready to fire" direction // However, as by default changing attachment modes is CTRL + L, the vanilla EH triggers when lights are bound to L (even despite CBA intercepting keystroke)
{0.01 > getCameraViewDirection _this vectorDistance (_this weaponDirection currentWeapon _this)}, // Therefore, add an extra frame of delay, after which the previous laser state will have been restored
{{_this action [_x, _this]} forEach ["GunLightOn", "IRLaserOn"]}, [{
_player, ACE_player setVariable [
3, QGVAR(laserEnabled_) + str (_this select 1),
{{_this action [_x, _this]} forEach ["GunLightOn", "IRLaserOn"]} ACE_player isIRLaserOn (_this select 0) || {ACE_player isFlashlightOn (_this select 0)}
] call CBA_fnc_waitUntilAndExecute; ];
}, [_currentWeapon, _weaponIndex], 2] call CBA_fnc_execAfterNFrames;
}; };
GVAR(laserLoadoutEH) = ["loadout", _laserEH] call CBA_fnc_addPlayerEventHandler; // Get current weapon light/laser state
GVAR(laserTurretEH) = ["turret", _laserEH] call CBA_fnc_addPlayerEventHandler; call _fnc_getLightLaserState;
GVAR(laserVehicleEH) = ["vehicle", _laserEH] call CBA_fnc_addPlayerEventHandler;
GVAR(laserWeaponEH) = ["weapon", _laserEH] call CBA_fnc_addPlayerEventHandler; // Update state every time it's changed
GVAR(laserKeyDownEH) = addUserActionEventHandler ["headlights", "Activate", _fnc_getLightLaserState];
// Dropping weapons, as well as switching light/laser attachments turns off lights/lasers
GVAR(lastWeapons) = (getUnitLoadout ACE_player) select [0, 3];
// Monitor weapon addition/removal here
GVAR(laserLoadoutEH) = ["loadout", {
params ["_unit", "_loadout"];
private _weapons = _loadout select [0, 3];
if (_weapons isEqualTo GVAR(lastWeapons)) exitWith {};
GVAR(lastWeapons) = _weapons;
[
_unit,
_unit getVariable [QGVAR(laserEnabled_) + str ([_unit, currentWeapon _unit] call FUNC(getWeaponIndex)), false]
] call FUNC(setWeaponLightLaserState);
}] call CBA_fnc_addPlayerEventHandler;
private _fnc_switchPersistentLaserEH = {
params ["_unit"];
[
_unit,
_unit getVariable [QGVAR(laserEnabled_) + str ([_unit, currentWeapon _unit] call FUNC(getWeaponIndex)), false]
] call FUNC(setWeaponLightLaserState);
};
GVAR(laserTurretEH) = ["turret", _fnc_switchPersistentLaserEH] call CBA_fnc_addPlayerEventHandler;
GVAR(laserVehicleEH) = ["vehicle", _fnc_switchPersistentLaserEH] call CBA_fnc_addPlayerEventHandler;
GVAR(laserWeaponEH) = ["weapon", _fnc_switchPersistentLaserEH] call CBA_fnc_addPlayerEventHandler;

View File

@ -44,7 +44,7 @@
<French>Avancé</French> <French>Avancé</French>
<Hungarian>Fejlett</Hungarian> <Hungarian>Fejlett</Hungarian>
<Italian>Avanzato</Italian> <Italian>Avanzato</Italian>
<Japanese>アドバンスド</Japanese> <Japanese>高度な</Japanese>
<Korean>고급</Korean> <Korean>고급</Korean>
<Chinese>進階</Chinese> <Chinese>進階</Chinese>
<Chinesesimp>进阶</Chinesesimp> <Chinesesimp>进阶</Chinesesimp>

View File

@ -0,0 +1 @@
z\ace\addons\compat_aegis

View File

@ -0,0 +1,21 @@
class CfgVehicles {
class APC_Wheeled_01_base_v2_F;
class B_APC_Wheeled_01_cannon_v2_F: APC_Wheeled_01_base_v2_F {
displayName = ECSTRING(realisticnames,APC_Wheeled_01_cannon_Name);
};
class B_APC_Wheeled_01_base_F;
class B_APC_Wheeled_01_medical_F: B_APC_Wheeled_01_base_F {
displayName = SUBCSTRING(APC_Wheeled_01_medical_Name);
};
class APC_Tracked_02_medical_base_F;
class O_R_APC_Tracked_02_medical_F: APC_Tracked_02_medical_base_F {
displayName = SUBCSTRING(APC_Tracked_02_medical_Name);
};
class APC_Tracked_03_base_v2_F;
class B_A_APC_tracked_03_cannon_v2_F: APC_Tracked_03_base_v2_F {
displayName = ECSTRING(realisticnames,APC_tracked_03_cannon_Name);
};
};

View File

@ -0,0 +1,26 @@
#include "script_component.hpp"
class CfgPatches {
class SUBADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {
"A3_Aegis_Armor_F_Aegis_APC_Wheeled_01",
"A3_Aegis_Armor_F_Aegis_APC_Tracked_02",
"A3_Aegis_Armor_F_Aegis_APC_Tracked_03",
"ace_realisticnames"
};
skipWhenMissingDependencies = 1;
author = ECSTRING(common,ACETeam);
authors[] = {"johnb43"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
// this prevents any patched class from requiring this addon
addonRootClass = "A3_Characters_F";
};
};
#include "CfgVehicles.hpp"

View File

@ -0,0 +1,3 @@
#define SUBCOMPONENT realisticnames
#define SUBCOMPONENT_BEAUTIFIED Realistic Names
#include "..\script_component.hpp"

View File

@ -0,0 +1,37 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Compat_Aegis_RealisticNames">
<Key ID="STR_ACE_Compat_Aegis_RealisticNames_APC_Wheeled_01_medical_Name">
<English>Badger IFV (Medical)</English>
<German>SPz Badger (Medizin)</German>
<Spanish>Badger IFV (médico)</Spanish>
<Polish>Badger IFV (sprzęt medyczny)</Polish>
<Czech>Badger IFV (zdravotnický)</Czech>
<French>Badger IFV (médical)</French>
<Russian>БМП Badger (медицинский)</Russian>
<Portuguese>Badger IFV (médico)</Portuguese>
<Italian>Badger IFV (medico)</Italian>
<Japanese>バジャー IFV医療</Japanese>
<Korean>뱃져 보병전투차 (의료)</Korean>
<Chinese>"蜜獾"步兵戰車(醫療用)</Chinese>
<Chinesesimp>"蜜獾"(医疗)</Chinesesimp>
<Turkish>Badger IFV (Sıhhiye)</Turkish>
</Key>
<Key ID="STR_ACE_Compat_Aegis_RealisticNames_APC_Tracked_02_medical_Name">
<English>BM-2T Stalker (Medical)</English>
<German>BM-2T Stalker (Medizin)</German>
<Spanish>BM-2T Stalker (médico)</Spanish>
<Polish>BM-2T Stalker (sprzęt medyczny)</Polish>
<Czech>BM-2T Stalker (zdravotnický)</Czech>
<French>BM-2T Stalker (médical)</French>
<Russian>БМ-2Т Сталкер (медицинский)</Russian>
<Portuguese>BM-2T Stalker (médico)</Portuguese>
<Italian>BM-2T Stalker (medico)</Italian>
<Japanese>BM-2T ストーカー(医療)</Japanese>
<Korean>BM-2T 스토커 (의료)</Korean>
<Chinese>BM-2T"潛行者"步兵戰車(醫療用)</Chinese>
<Chinesesimp>BM-2T "潜行者"(医疗)</Chinesesimp>
<Turkish>BM-2T Stalker (Sıhhiye)</Turkish>
</Key>
</Package>
</Project>

View File

@ -0,0 +1,95 @@
class CfgVehicles {
class Tank;
class Tank_F: Tank {
class Turrets {
class MainTurret;
};
};
class APC_Tracked_03_base_F: Tank_F {
class Turrets: Turrets {
class MainTurret: MainTurret {};
};
};
class APC_Tracked_03_base_v2_F: APC_Tracked_03_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_40mm_CTWS", "ACE_LMG_coax_L94A1_mem3"}; // Aegis upgrades to a 40mm cannon, but we want realistic MG name
};
};
};
class MBT_01_base_F: Tank_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
// Overwrite the changes Aegis makes for the .338 coax MG on the Slammer/Merkava
// The idea is:
// 1) keep it as realistic as possible
// 2) easier to overwrite something with skipWhenMissingDependencies than to not overwrite something if another mod is loaded
weapons[] = {"cannon_120mm", "ACE_LMG_coax_MAG58_mem3"}; // Base 1.82: "cannon_120mm","LMG_coax"
magazines[] = {
"24Rnd_120mm_APFSDS_shells_Tracer_Red",
"12Rnd_120mm_HE_shells_Tracer_Red",
"12Rnd_120mm_HEAT_MP_T_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"4Rnd_120mm_LG_cannon_missiles" // Aegis adds laser-guided munitions
};
};
};
};
class B_MBT_01_base_F: MBT_01_base_F {};
class B_MBT_01_cannon_F: B_MBT_01_base_F {};
class B_MBT_01_TUSK_F: B_MBT_01_cannon_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"cannon_120mm", "ACE_LMG_coax_MAG58_mem3"}; // Base 1.82: "cannon_120mm","LMG_coax"
magazines[] = {
"24Rnd_120mm_APFSDS_shells_Tracer_Red",
"12Rnd_120mm_HE_shells_Tracer_Red",
"12Rnd_120mm_HEAT_MP_T_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"4Rnd_120mm_LG_cannon_missiles" // Aegis adds laser-guided munitions
};
};
};
};
};

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@ -0,0 +1,25 @@
#include "script_component.hpp"
class CfgPatches {
class SUBADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {
"A3_Aegis_Armor_F_Aegis_MBT_01",
"A3_Aegis_Armor_F_Aegis_APC_Tracked_03",
"ace_vehicles"
};
skipWhenMissingDependencies = 1;
author = ECSTRING(common,ACETeam);
authors[] = {"johnb43"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
// this prevents any patched class from requiring this addon
addonRootClass = "A3_Characters_F";
};
};
#include "CfgVehicles.hpp"

View File

@ -0,0 +1,3 @@
#define SUBCOMPONENT vehicles
#define SUBCOMPONENT_BEAUTIFIED Vehicles
#include "..\script_component.hpp"

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@ -0,0 +1,19 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
skipWhenMissingDependencies = 1;
author = ECSTRING(common,ACETeam);
authors[] = {"johnb43"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
// this prevents any patched class from requiring this addon
addonRootClass = "A3_Characters_F";
};
};

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@ -0,0 +1,5 @@
#define COMPONENT compat_aegis
#define COMPONENT_BEAUTIFIED Aegis Compatibility
#include "\z\ace\addons\main\script_mod.hpp"
#include "\z\ace\addons\main\script_macros.hpp"

View File

@ -1,15 +1,15 @@
class CfgMagazines { class CfgMagazines {
class US85_Magazine; class US85_Magazine;
class US85_ATMine_mag: US85_Magazine { class US85_ATMine_mag: US85_Magazine {
EGVAR(explosives,SetupObject) = "ACE_Explosives_Place_US85_ATMine_mag"; EGVAR(explosives,setupObject) = "ACE_Explosives_Place_US85_ATMine_mag";
useAction = 0; useAction = 0;
}; };
class US85_M14Mine_mag: US85_Magazine { class US85_M14Mine_mag: US85_Magazine {
EGVAR(explosives,SetupObject) = "ACE_Explosives_Place_US85_M14Mine"; EGVAR(explosives,setupObject) = "ACE_Explosives_Place_US85_M14Mine";
useAction = 0; useAction = 0;
}; };
class US85_SatchelCharge_Mag: US85_Magazine { class US85_SatchelCharge_Mag: US85_Magazine {
EGVAR(explosives,SetupObject) = "ACE_Explosives_Place_US85_SatchelCharge_Mag"; EGVAR(explosives,setupObject) = "ACE_Explosives_Place_US85_SatchelCharge_Mag";
useAction = 0; useAction = 0;
}; };
}; };

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