Merge branch 'master' into trenches

Conflicts:
	AUTHORS.txt
This commit is contained in:
Glowbal 2015-08-10 23:48:07 +02:00
commit 800b254004
832 changed files with 12592 additions and 4519 deletions

1
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@ -5,3 +5,4 @@ texHeaders.bin
*.swp *.swp
*.swo *.swo
*.biprivatekey *.biprivatekey
Thumbs.db

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@ -18,6 +18,7 @@ Kieran
NouberNou NouberNou
PabstMirror <pabstmirror@gmail.com> PabstMirror <pabstmirror@gmail.com>
Ruthberg <ulteq@web.de> Ruthberg <ulteq@web.de>
SilentSpike <SilentSpike100@gmail.com>
tpM tpM
ViperMaul ViperMaul
VKing <kauestad@gmail.com> VKing <kauestad@gmail.com>
@ -36,8 +37,9 @@ Aleksey EpMAK Yermakov <epmak777@gmail.com>
Alganthe <alganthe@live.fr> Alganthe <alganthe@live.fr>
Anthariel <Contact@storm-simulation.com> Anthariel <Contact@storm-simulation.com>
Asgar Serran <piechottaf@web.de> Asgar Serran <piechottaf@web.de>
Bamse <bamsis@gmail.com>
Bla1337 Bla1337
BlackPixxel BlackPixxel <blackpixxel96@gmail.com>
BlackQwar BlackQwar
Brakoviejo Brakoviejo
Brisse <brisse@outlook.com> Brisse <brisse@outlook.com>
@ -50,6 +52,7 @@ Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
Dimaslg <dimaslg@telecable.es> Dimaslg <dimaslg@telecable.es>
eRazeri eRazeri
evromalarkey <evromalarkey@gmail.com> evromalarkey <evromalarkey@gmail.com>
F3 Project <alanr@ferstaberinde.com>
Falke75 Falke75
Ferenczi Ferenczi
Ferenzi Ferenzi
@ -65,8 +68,10 @@ Hamburger SV
Harakhti <shadowdragonphd@gmail.com> Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com> havena <silveredenis@gmail.com>
Hawkins Hawkins
Head
jokoho482 <jokoho482@gmail.com>` jokoho482 <jokoho482@gmail.com>`
Jonpas <jonpas33@gmail.com> Jonpas <jonpas33@gmail.com>
Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com> Kavinsky <nmunozfernandez@gmail.com>
Kllrt <kllrtik@gmail.com> Kllrt <kllrtik@gmail.com>
legman <juicemelon@msn.com> legman <juicemelon@msn.com>
@ -81,6 +86,7 @@ nikolauska <nikolauska1@gmail.com>
nomisum <nomisum@gmail.com> nomisum <nomisum@gmail.com>
OnkelDisMaster <onkeldismaster@gmail.com> OnkelDisMaster <onkeldismaster@gmail.com>
oscarmolinadev oscarmolinadev
PaxJaromeMalues <seemax1991@gmail.com>
pokertour pokertour
Professor <lukas.trneny@wo.cz> Professor <lukas.trneny@wo.cz>
rakowozz rakowozz
@ -89,7 +95,6 @@ Raspu86
Riccardo Petricca <petriccarcc@gmail.com> Riccardo Petricca <petriccarcc@gmail.com>
Robert Boklahánics <bokirobi@gmail.com> Robert Boklahánics <bokirobi@gmail.com>
ruPaladin <happyworm24@rambler.ru> ruPaladin <happyworm24@rambler.ru>
SilentSpike <SilentSpike100@gmail.com>
simon84 <badguy360th@gmail.com> simon84 <badguy360th@gmail.com>
Sniperwolf572 <tenga6@gmail.com> Sniperwolf572 <tenga6@gmail.com>
SzwedzikPL <szwedzikpl@gmail.com> SzwedzikPL <szwedzikpl@gmail.com>
@ -101,4 +106,6 @@ Valentin Torikian <valentin.torikian@gmail.com>
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com> VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Winter <simon@agius-muscat.net> Winter <simon@agius-muscat.net>
zGuba zGuba
Grey-Soldierman <gungamer101@hotmail.com> Grey-Soldierman <gungamer101@hotmail.com>
Drill <drill87@gmail.com>
MikeMatrix <m.braun92@gmail.com>

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<p align="center"> <p align="center">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg" <img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
height="112">
</p> </p>
<p align="center"> <p align="center">
<a href="https://github.com/acemod/ACE3/releases"> <a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.0.1-blue.svg" <img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 version">
alt="ACE version">
</a> </a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.0.1/ace3_3.0.1.zip"> <a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip">
<img src="http://img.shields.io/badge/Download-40.9_MB-green.svg" <img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 download">
alt="ACE download">
</a> </a>
<a href="https://github.com/acemod/ACE3/issues"> <a href="https://github.com/acemod/ACE3/issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" <img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 issues">
alt="ACE issues">
</a> </a>
<a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435"> <a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" <img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF thread">
alt="BIF thread">
</a> </a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE"> <a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" <img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 license">
alt="ACE license">
</a> </a>
</p> </p>
<p align="center"><sup><strong>Requires the latest version of <a href="http://www.armaholic.com/page.php?id=18767">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p> <p align="center"><sup><strong>Requires the latest version of <a href="http://www.armaholic.com/page.php?id=18767">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>

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@ -1,31 +1,31 @@
class ACE_Settings { class ACE_Settings {
class GVAR(enabled) { class GVAR(enabled) {
displayName = "Advanced Ballistics"; displayName = CSTRING(enabled_DisplayName);
description = "Enables advanced ballistics"; description = CSTRING(enabled_Description);
typeName = "BOOL"; typeName = "BOOL";
value = 0; value = 0;
}; };
class GVAR(simulateForSnipers) { class GVAR(simulateForSnipers) {
displayName = "Enabled For Snipers"; displayName = CSTRING(simulateForSnipers_DisplayName);
description = "Enables advanced ballistics for non local snipers (when using high power optics)"; description = CSTRING(simulateForSnipers_Description);
typeName = "BOOL"; typeName = "BOOL";
value = 1; value = 1;
}; };
class GVAR(simulateForGroupMembers) { class GVAR(simulateForGroupMembers) {
displayName = "Enabled For Group Members"; displayName = CSTRING(simulateForGroupMembers_DisplayName);
description = "Enables advanced ballistics for non local group members"; description = CSTRING(simulateForGroupMembers_Description);
typeName = "BOOL"; typeName = "BOOL";
value = 0; value = 0;
}; };
class GVAR(simulateForEveryone) { class GVAR(simulateForEveryone) {
displayName = "Enabled For Everyone"; displayName = CSTRING(simulateForEveryone_DisplayName);
description = "Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)"; description = CSTRING(simulateForEveryone_Description);
typeName = "BOOL"; typeName = "BOOL";
value = 0; value = 0;
}; };
class GVAR(disabledInFullAutoMode) { class GVAR(disabledInFullAutoMode) {
displayName = "Disabled In FullAuto Mode"; displayName = CSTRING(disabledInFullAutoMod_DisplayName);
description = "Disables advanced ballistics during full auto fire"; description = CSTRING(disabledInFullAutoMod_Description);
typeName = "BOOL"; typeName = "BOOL";
value = 0; value = 0;
}; };
@ -38,32 +38,32 @@ class ACE_Settings {
}; };
*/ */
class GVAR(ammoTemperatureEnabled) { class GVAR(ammoTemperatureEnabled) {
displayName = "Enable Ammo Temperature Simulation"; displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
description = "Muzzle velocity varies with ammo temperature"; description = CSTRING(ammoTemperatureEnabled_Description);
typeName = "BOOL"; typeName = "BOOL";
value = 1; value = 1;
}; };
class GVAR(barrelLengthInfluenceEnabled) { class GVAR(barrelLengthInfluenceEnabled) {
displayName = "Enable Barrel Length Simulation"; displayName = CSTRING(barrelLengthInfluenceEnabled_DisplayName);
description = "Muzzle velocity varies with barrel length"; description = CSTRING(barrelLengthInfluenceEnabled_Description);
typeName = "BOOL"; typeName = "BOOL";
value = 1; value = 1;
}; };
class GVAR(bulletTraceEnabled) { class GVAR(bulletTraceEnabled) {
displayName = "Enable Bullet Trace Effect"; displayName = CSTRING(bulletTraceEnabled_DisplayName);
description = "Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)"; description = CSTRING(bulletTraceEnabled_Description);
typeName = "BOOL"; typeName = "BOOL";
value = 1; value = 1;
}; };
class GVAR(simulationInterval) { class GVAR(simulationInterval) {
displayName = "Simulation Interval"; displayName = CSTRING(simulationInterval_DisplayName);
description = "Defines the interval between every calculation step"; description = CSTRING(simulationInterval_Description);
typeName = "SCALAR"; typeName = "SCALAR";
value = 0.0; value = 0.0;
}; };
class GVAR(simulationRadius) { class GVAR(simulationRadius) {
displayName = "Simulation Radius"; displayName = CSTRING(simulationRadius_DisplayName);
description = "Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles"; description = CSTRING(simulationRadius_Description);
typeName = "SCALAR"; typeName = "SCALAR";
value = 3000; value = 3000;
}; };

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@ -53,7 +53,9 @@ if (!GVAR(simulateForEveryone) && !(local _unit)) then {
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; }; if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (_abort || !(GVAR(extensionAvailable))) exitWith { if (_abort || !(GVAR(extensionAvailable))) exitWith {
[_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH); if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_bullet, getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction")];
};
}; };
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo]; _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
@ -114,7 +116,7 @@ if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) th
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000; GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"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), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(weather,Latitude), EGVAR(weather,currentTemperature), EGVAR(weather,Altitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)]; "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), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)];
[{ [{
private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"]; private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"];

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@ -31,6 +31,7 @@
<Spanish>Balística avanzada</Spanish> <Spanish>Balística avanzada</Spanish>
<German>Erweiterte Ballistik</German> <German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech> <Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English> <English>Advanced Ballistics</English>
@ -38,6 +39,7 @@
<Spanish>Balística avanzada</Spanish> <Spanish>Balística avanzada</Spanish>
<German>Erweiterte Ballistik</German> <German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech> <Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English> <English>Enables advanced ballistics</English>
@ -45,6 +47,7 @@
<Spanish>Activa la balística avanzada</Spanish> <Spanish>Activa la balística avanzada</Spanish>
<German>Aktiviert die erweiterte Ballistik</German> <German>Aktiviert die erweiterte Ballistik</German>
<Czech>Aktivuje pokročilou balistiku</Czech> <Czech>Aktivuje pokročilou balistiku</Czech>
<Portuguese>Ativa balística avançada</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English> <English>Enabled For Snipers</English>
@ -52,6 +55,7 @@
<Polish>Akt. dla snajperów</Polish> <Polish>Akt. dla snajperów</Polish>
<German>Für Scharfschützen aktiviert</German> <German>Für Scharfschützen aktiviert</German>
<Czech>Povoleno pro odstřelovače</Czech> <Czech>Povoleno pro odstřelovače</Czech>
<Portuguese>Ativar para caçadores</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English> <English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
@ -59,6 +63,7 @@
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych snajperów (kiedy używają optyki)</Polish> <Polish>Aktywuje zaawansowaną balistykę dla nielokalnych snajperów (kiedy używają optyki)</Polish>
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German> <German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech> <Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English> <English>Enabled For Group Members</English>
@ -66,6 +71,7 @@
<Polish>Akt. dla czł. grupy</Polish> <Polish>Akt. dla czł. grupy</Polish>
<German>Für Gruppenmitglieder aktiviert</German> <German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech> <Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English> <English>Enables advanced ballistics for non local group members</English>
@ -73,6 +79,7 @@
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych członków grupy</Polish> <Polish>Aktywuje zaawansowaną balistykę dla nielokalnych członków grupy</Polish>
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German> <German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech> <Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English> <English>Enabled For Everyone</English>
@ -80,6 +87,7 @@
<Polish>Akt. dla wszystkich</Polish> <Polish>Akt. dla wszystkich</Polish>
<German>Für jeden aktiviert</German> <German>Für jeden aktiviert</German>
<Czech>Povoleno pro všechny</Czech> <Czech>Povoleno pro všechny</Czech>
<Portuguese>Ativada para todos</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English> <English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
@ -87,6 +95,7 @@
<Polish>Aktywuje zaawansowaną balistykę dla wszystkich nielokalnych graczy (aktywacja tej opcji może spodowować spory spadek wydajności podczas ciężkiej wymiany ognia)</Polish> <Polish>Aktywuje zaawansowaną balistykę dla wszystkich nielokalnych graczy (aktywacja tej opcji może spodowować spory spadek wydajności podczas ciężkiej wymiany ognia)</Polish>
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German> <German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech> <Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English> <English>Always Enabled For Group Members</English>
@ -94,6 +103,7 @@
<Spanish>Siempre activada para miembros de grupo</Spanish> <Spanish>Siempre activada para miembros de grupo</Spanish>
<German>Für Gruppenmitglieder immer aktiviert</German> <German>Für Gruppenmitglieder immer aktiviert</German>
<Czech>Vždy povoleno pro členy skupiny</Czech> <Czech>Vždy povoleno pro členy skupiny</Czech>
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<English>Always enables advanced ballistics when a group member fires</English> <English>Always enables advanced ballistics when a group member fires</English>
@ -101,6 +111,7 @@
<Spanish>Activada la balística avanzada siempre cuando miembros de grupo disparan</Spanish> <Spanish>Activada la balística avanzada siempre cuando miembros de grupo disparan</Spanish>
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German> <German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech> <Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English> <English>Disabled In FullAuto Mode</English>
@ -108,6 +119,7 @@
<Spanish>Desactivada en modo automático</Spanish> <Spanish>Desactivada en modo automático</Spanish>
<German>Beim vollautomatischen Feuern deaktiviert</German> <German>Beim vollautomatischen Feuern deaktiviert</German>
<Czech>Zakázáno v automatickém režimu střelby</Czech> <Czech>Zakázáno v automatickém režimu střelby</Czech>
<Portuguese>Desabilitar no modo automático</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description"> <Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English> <English>Disables the advanced ballistics during full auto fire</English>
@ -115,6 +127,7 @@
<Spanish>Desactivada la balística avanzada durante el fuego automático</Spanish> <Spanish>Desactivada la balística avanzada durante el fuego automático</Spanish>
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German> <German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech> <Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English> <English>Enable Ammo Temperature Simulation</English>
@ -122,6 +135,7 @@
<Spanish>Activar simulación de temperatura de munición</Spanish> <Spanish>Activar simulación de temperatura de munición</Spanish>
<German>Simulation der Munitionstemperatur aktivieren</German> <German>Simulation der Munitionstemperatur aktivieren</German>
<Czech>Povolit simulaci teploty munice</Czech> <Czech>Povolit simulaci teploty munice</Czech>
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English> <English>Muzzle velocity varies with ammo temperature</English>
@ -129,6 +143,7 @@
<Spanish>La velocidad de salida varía con la temperatura de la munición</Spanish> <Spanish>La velocidad de salida varía con la temperatura de la munición</Spanish>
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German> <German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech> <Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English> <English>Enable Barrel Length Simulation</English>
@ -136,6 +151,7 @@
<Spanish>Habilitar la simulación de longitud del cañón</Spanish> <Spanish>Habilitar la simulación de longitud del cañón</Spanish>
<German>Simulation der Lauflänge aktivieren</German> <German>Simulation der Lauflänge aktivieren</German>
<Czech>Povolit simulaci délky hlavně</Czech> <Czech>Povolit simulaci délky hlavně</Czech>
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English> <English>Muzzle velocity varies with barrel length</English>
@ -143,6 +159,7 @@
<Spanish>La velocidad de salidal varía con la longitud del cañón</Spanish> <Spanish>La velocidad de salidal varía con la longitud del cañón</Spanish>
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German> <German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech> <Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English> <English>Enable Bullet Trace Effect</English>
@ -150,6 +167,7 @@
<Spanish>Activar el efecto trazador de la bala</Spanish> <Spanish>Activar el efecto trazador de la bala</Spanish>
<German>Geschossspureffekt aktivieren</German> <German>Geschossspureffekt aktivieren</German>
<Czech>Povolit efekt trasírek</Czech> <Czech>Povolit efekt trasírek</Czech>
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English> <English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
@ -157,6 +175,7 @@
<Spanish>Activa el efecto trazador de la balas de gran calibre (solo visible cuando se mira a través de una mira telescópica)</Spanish> <Spanish>Activa el efecto trazador de la balas de gran calibre (solo visible cuando se mira a través de una mira telescópica)</Spanish>
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German> <German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech> <Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English> <English>Simulation Interval</English>
@ -164,6 +183,7 @@
<Spanish>Intervalo de simulación</Spanish> <Spanish>Intervalo de simulación</Spanish>
<German>Simulationsintervall</German> <German>Simulationsintervall</German>
<Czech>Interval simulace</Czech> <Czech>Interval simulace</Czech>
<Portuguese>Intervalo da simulação</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English> <English>Defines the interval between every calculation step</English>
@ -171,6 +191,7 @@
<Spanish>Define el intervalo entre cada cálculo</Spanish> <Spanish>Define el intervalo entre cada cálculo</Spanish>
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German> <German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
<Czech>Určuje interval mezi každým výpočtem</Czech> <Czech>Určuje interval mezi každým výpočtem</Czech>
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English> <English>Simulation Radius</English>
@ -178,6 +199,7 @@
<Spanish>Radio de simulación</Spanish> <Spanish>Radio de simulación</Spanish>
<German>Simulationsradius</German> <German>Simulationsradius</German>
<Czech>Rozsah simulace</Czech> <Czech>Rozsah simulace</Czech>
<Portuguese>Raio de simulação</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English> <English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
@ -185,11 +207,13 @@
<Spanish>Define el radio alrededor del jugador (en metros) en el cual se aplica la balística avanzada a los proyectiles</Spanish> <Spanish>Define el radio alrededor del jugador (en metros) en el cual se aplica la balística avanzada a los proyectiles</Spanish>
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German> <German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech> <Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_Description"> <Key ID="STR_ACE_Advanced_Ballistics_Description">
<English></English> <English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish> <Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech> <Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>
</Key> </Key>
</Package> </Package>
</Project> </Project>

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@ -20,7 +20,7 @@ class CfgWeapons {
reloadTime = 0.01; reloadTime = 0.01;
magazineReloadTime = 0.1; magazineReloadTime = 0.1;
}; };
// Manual Switching Of Flare Mode // Manual Switching Of Flare Mode
class SmokeLauncher; class SmokeLauncher;
class CMFlareLauncher: SmokeLauncher { class CMFlareLauncher: SmokeLauncher {
@ -106,12 +106,14 @@ class CfgWeapons {
class M134_minigun: MGunCore { class M134_minigun: MGunCore {
class LowROF: Mode_FullAuto { class LowROF: Mode_FullAuto {
reloadTime = 0.015; //0.03; same as above @todo reloadTime = 0.03; //0.03; same as above @todo
dispersion = 0.006; //0.0023; dispersion = 0.0064; //0.0023;
multiplier = 1;
}; };
class HighROF: LowROF { class HighROF: LowROF {
reloadTime = 0.015; //0.03; reloadTime = 0.02; //0.03;
dispersion = 0.006; //0.0023; dispersion = 0.0064; //0.0023;
multiplier = 1;
}; };
class close: HighROF {}; class close: HighROF {};
class short: close {}; class short: close {};

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@ -10,7 +10,7 @@ class CfgVehicles {
showDisabled = 0; showDisabled = 0;
priority = 2; priority = 2;
icon = PATHTOF(UI\ATRAG_Icon.paa); icon = PATHTOF(UI\ATRAG_Icon.paa);
exceptions[] = {"notOnMap", "isNotInside"}; exceptions[] = {"notOnMap", "isNotInside", "isNotSitting"};
}; };
}; };
}; };
@ -21,13 +21,10 @@ class CfgVehicles {
author = "Ruthberg"; author = "Ruthberg";
scope = 2; scope = 2;
scopeCurator = 2; scopeCurator = 2;
displayName = "ATragMX"; displayName = CSTRING(Name);
vehicleClass = "Items"; vehicleClass = "Items";
class TransportItems { class TransportItems {
class ACE_ATragMX { MACRO_ADDITEM(ACE_ATragMX,1);
name = "ACE_ATragMX";
count = 1;
};
}; };
}; };

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@ -57,6 +57,6 @@ GVAR(DialogPFH) = [{
[_this select 1] call cba_fnc_removePerFrameHandler; [_this select 1] call cba_fnc_removePerFrameHandler;
}; };
__ctrlBackground ctrlSetText format [QUOTE(PATHTOF(UI\ATRAG_%1.paa)), ["N", "D"] select (call EFUNC(common,ambientBrightness))]; __ctrlBackground ctrlSetText format [QUOTE(PATHTOF(UI\ATRAG_%1.paa)), ["N", "D"] select (call EFUNC(common,ambientBrightness))];
}, 60, []] call cba_fnc_addPerFrameHandler; }, 60, []] call CBA_fnc_addPerFrameHandler;
true true

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@ -1,7 +1,7 @@
["ACE3 Equipment", QGVAR(ATragMXDialogKey), localize LSTRING(ATragMXDialogKey), ["ACE3 Equipment", QGVAR(ATragMXDialogKey), localize LSTRING(ATragMXDialogKey),
{ {
// Conditions: canInteract // Conditions: canInteract
if !([ACE_player, objNull, ["notOnMap", "isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false}; if !([ACE_player, objNull, ["notOnMap", "isNotInside", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
if (GVAR(active)) exitWith { if (GVAR(active)) exitWith {
closeDialog 0; closeDialog 0;
false false
@ -21,7 +21,7 @@ _conditonCode = {
}; };
_toggleCode = { _toggleCode = {
// Conditions: canInteract // Conditions: canInteract
if !([ACE_player, objNull, ["notOnMap", "isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {}; if !([ACE_player, objNull, ["notOnMap", "isNotInside", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {};
if (GVAR(active)) exitWith { if (GVAR(active)) exitWith {
closeDialog 0; closeDialog 0;
}; };

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@ -3,14 +3,17 @@ class CfgMagazines {
class CA_Magazine; class CA_Magazine;
class B_IR_Grenade: CA_Magazine { class B_IR_Grenade: CA_Magazine {
ACE_Attachable = "B_IRStrobe"; ACE_Attachable = "B_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
}; };
class O_IR_Grenade: B_IR_Grenade { class O_IR_Grenade: B_IR_Grenade {
ACE_Attachable = "O_IRStrobe"; ACE_Attachable = "O_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
}; };
class I_IR_Grenade: B_IR_Grenade { class I_IR_Grenade: B_IR_Grenade {
ACE_Attachable = "I_IRStrobe"; ACE_Attachable = "I_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
}; };
class SmokeShell; class SmokeShell;

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@ -1,4 +1,3 @@
class CfgWeapons { class CfgWeapons {
class ACE_ItemCore; class ACE_ItemCore;
class InventoryItem_Base_F; class InventoryItem_Base_F;
@ -9,11 +8,11 @@ class CfgWeapons {
scope = 2; scope = 2;
displayName = CSTRING(IrStrobe_Name); displayName = CSTRING(IrStrobe_Name);
descriptionShort = CSTRING(IrStrobe_Description); descriptionShort = CSTRING(IrStrobe_Description);
model = "\A3\weapons_F\ammo\mag_univ.p3d"; model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
picture = PATHTOF(UI\irstrobe_item.paa); picture = PATHTOF(UI\irstrobe_item.paa);
class ItemInfo: InventoryItem_Base_F { class ItemInfo: InventoryItem_Base_F {
mass = 1; mass = 1;
}; };
}; };
}; };

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@ -0,0 +1,30 @@
class RscTitles {
class GVAR(virtualAmmo) {
idd = -1;
movingEnable = 1;
duration = 9999999;
fadein = 0;
fadeout = 0;
onLoad = "uiNamespace setVariable ['ACE_attach_virtualAmmoDisplay', (_this select 0)];";
class controls {};
class objects {
class TheObject {
idc = 800851;
type = 82;
model = "\a3\weapons_f\Ammo\Handgrenade.p3d";
scale = 1;
direction[] = {0, 0, 1};
up[] = {0, 1, 0};
x = 0.5;
y = 0.5;
z = 1;
xBack = 0.5;
yBack = 0.5;
zBack = 0.5;
inBack = 0;
enableZoom = 0;
zoomDuration = 1;
};
};
};
};

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@ -16,3 +16,4 @@ class CfgPatches {
#include "CfgMagazines.hpp" #include "CfgMagazines.hpp"
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"
#include "CfgWeapons.hpp" #include "CfgWeapons.hpp"
#include "GUI_VirtualAmmo.hpp"

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@ -0,0 +1,90 @@
class StageTI
{
texture = "a3\data_f\default_glass_ti_ca.paa";
};
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,1};
specular[] = {0.99999976,0.99999976,0.99999976,1};
specularPower = 128;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "z\ace\addons\attach\data\ace_IRStrobe_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage3
{
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "#(argb,8,8,3)color(0,0.1,0.1,0.1,SMDI)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,32,128,1)fresnel(0.71,0.74)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data_f\env_land_co.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};

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@ -17,10 +17,10 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID"]; private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
params ["_attachToVehicle","_unit","_args"];
PARAMS_3(_attachToVehicle,_unit,_args); _args params [["_itemClassname","", [""]]];
_itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam; TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
//Sanity Check (_unit has item in inventory, not over attach limit) //Sanity Check (_unit has item in inventory, not over attach limit)
if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");}; if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
@ -47,44 +47,75 @@ if (_unit == _attachToVehicle) then { //Self Attachment
_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true]; _attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true]; _attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
} else { } else {
GVAR(placeAction) = -1; GVAR(placeAction) = PLACE_WAITING;
_tempObject = _itemVehClass createVehicleLocal [0,0,-10000];
_tempObject enableSimulationGlobal false;
[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus); [_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
//MenuBack isn't working for now (localize "STR_ACE_Attach_CancelAction")
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame); [{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame);
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = 1;}] call EFUNC(common,AddActionEventHandler)]; _unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
// _unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {true}, {GVAR(placeAction) = 0;}] call EFUNC(common,AddActionEventHandler)];
_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = 0}]; _actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = PLACE_CANCEL}];
//Display to show virtual object:
private [];
_model = getText (configFile >> "CfgAmmo" >> _itemVehClass >> "model");
if (_model == "") then {
_model = getText (configFile >> "CfgVehicles" >> _itemVehClass >> "model");
};
//"\A3\Weapons_F\empty.p3d" is fine, but ctrlSetModel ""; - will crash game!
if (_model == "") exitWith {ERROR("No Model");};
(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _model;
[{ [{
private "_startingPosition"; private["_angle", "_dir", "_screenPos", "_realDistance", "_up", "_virtualPos", "_virtualPosASL", "_lineInterection"];
PARAMS_2(_args,_pfID); params ["_args","_idPFH"];
EXPLODE_7_PVT(_args,_unit,_attachToVehicle,_itemClassname,_itemVehClass,_tempObject,_onAtachText,_actionID); _args params ["_unit","_attachToVehicle","_itemClassname","_itemVehClass","_onAtachText","_actionID"];
if ((GVAR(placeAction) != -1) || _virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.6]) vectorDiff (positionCameraToWorld [0,0,0]);
if (cameraView == "EXTERNAL") then {
_virtualPosASL = _virtualPosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0]));
};
_virtualPos = _virtualPosASL call EFUNC(common,ASLToPosition);
_lineInterection = lineIntersects [eyePos ACE_player, _virtualPosASL, ACE_player];
//Don't allow placing in a bad position:
if (_lineInterection && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;};
if ((GVAR(placeAction) != PLACE_WAITING) ||
{_unit != ACE_player} || {_unit != ACE_player} ||
{!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} || {!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} ||
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then { {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_pfID] call CBA_fnc_removePerFrameHandler; [_idPFH] call CBA_fnc_removePerFrameHandler;
[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus); [_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
[] 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, "MenuBack", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID; _unit removeAction _actionID;
if (GVAR(placeAction) == 1) then { (QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
_startingPosition = _tempObject modelToWorldVisual [0,0,0];
[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _startingPosition] call FUNC(placeApprove); if (GVAR(placeAction) == PLACE_APPROVE) then {
[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _virtualPos] call FUNC(placeApprove);
}; };
deleteVehicle _tempObject;
} else { } else {
_tempObject setPosATL ((ASLtoATL eyePos _unit) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]));; //Show the virtual object:
if (_lineInterection) then {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
} else {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true;
_screenPos = worldToScreen _virtualPos;
if (_screenPos isEqualTo []) exitWith {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
};
_realDistance = (_virtualPos distance (positionCameraToWorld [0,0,0])) / ((call CBA_fnc_getFov) select 1);
_screenPos = [(_screenPos select 0), _realDistance, (_screenPos select 1)];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _screenPos;
_dir = (positionCameraToWorld [0,0,1]) vectorFromTo (positionCameraToWorld [0,0,0]);
_angle = asin (_dir select 2);
_up = [0, cos _angle, sin _angle];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp [[1,0,0], _up];
};
}; };
}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _tempObject, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler; }, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
}; };

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@ -17,14 +17,14 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_attachToVehicle,_player,_args); private ["_attachLimit", "_attachedObjects","_playerPos"];
params ["_attachToVehicle","_player","_args"];
_args params [["_itemClassname","", [""]]];
TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
private ["_itemName", "_attachLimit", "_attachedObjects","_playerPos"];
_itemName = [_args, 0, ""] call CBA_fnc_defaultParam;
_attachLimit = [6, 1] select (_player == _attachToVehicle); _attachLimit = [6, 1] select (_player == _attachToVehicle);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []]; _attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_playerPos = (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot")); _playerPos = (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemName in ((itemsWithMagazines _player) + [""])}; (canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemClassname in ((itemsWithMagazines _player) + [""])};

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@ -16,9 +16,9 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_attachToVehicle,_unit);
private ["_attachedObjects", "_inRange"]; private ["_attachedObjects", "_inRange"];
params ["_attachToVehicle", "_unit"];
TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []]; _attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];

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@ -16,15 +16,16 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_attachToVehicle,_unit); private ["_attachedObjects", "_attachedItems", "_itemDisplayName",
"_attachedObject", "_attachedIndex", "_itemName", "_minDistance",
private ["_attachedObjects", "_attachedItems", "_itemDisplayName"]; "_unitPos", "_objectPos"
];
params ["_attachToVehicle","_unit"],
TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []]; _attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []]; _attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
private ["_attachedObject", "_attachedIndex", "_itemName", "_minDistance", "_unitPos", "_objectPos"];
_attachedObject = objNull; _attachedObject = objNull;
_attachedIndex = -1; _attachedIndex = -1;
_itemName = ""; _itemName = "";

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@ -18,7 +18,8 @@
#include "script_component.hpp" #include "script_component.hpp"
private ["_listed", "_actions", "_item", "_displayName", "_picture", "_action"]; private ["_listed", "_actions", "_item", "_displayName", "_picture", "_action"];
PARAMS_2(_target,_player); params ["_target","_player"];
TRACE_2("params",_target,_player);
_listed = []; _listed = [];
_actions = []; _actions = [];
@ -30,7 +31,7 @@ _actions = [];
if (getText (_item >> "ACE_Attachable") != "") then { if (getText (_item >> "ACE_Attachable") != "") then {
_displayName = getText(_item >> "displayName"); _displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture"); _picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {_this call FUNC(attach)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction); _action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call EFUNC(common,execNextFrame)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target]; _actions pushBack [_action, [], _target];
}; };
}; };
@ -43,7 +44,7 @@ _actions = [];
if (getText (_item >> "ACE_Attachable") != "") then { if (getText (_item >> "ACE_Attachable") != "") then {
_displayName = getText(_item >> "displayName"); _displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture"); _picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {_this call FUNC(attach)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction); _action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call EFUNC(common,execNextFrame)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target]; _actions pushBack [_action, [], _target];
}; };
}; };

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@ -25,9 +25,10 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_setupObject", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"]; private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
PARAMS_6(_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition); params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
_startingOffset = _attachToVehicle worldToModel _startingPosition; _startingOffset = _attachToVehicle worldToModel _startingPosition;
@ -37,9 +38,6 @@ _closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
_closeInMax = _startDistanceFromCenter; _closeInMax = _startDistanceFromCenter;
_closeInMin = 0; _closeInMin = 0;
//Delete Local Placement Object
deleteVehicle _setupObject;
while {(_closeInMax - _closeInMin) > 0.01} do { while {(_closeInMax - _closeInMin) > 0.01} do {
_closeInDistance = (_closeInMax + _closeInMin) / 2; _closeInDistance = (_closeInMax + _closeInMin) / 2;
// systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter]; // systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter];

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@ -9,4 +9,8 @@
#define DEBUG_SETTINGS DEBUG_SETTINGS_ATTACH #define DEBUG_SETTINGS DEBUG_SETTINGS_ATTACH
#endif #endif
#include "\z\ace\addons\main\script_macros.hpp" #include "\z\ace\addons\main\script_macros.hpp"
#define PLACE_WAITING -1
#define PLACE_CANCEL 0
#define PLACE_APPROVE 1

View File

@ -1,8 +1,7 @@
ace_lockbackpacks ace_backpacks
================= =================
Introduces the ability to lock one's backpack. Adds indication when someone else opens your backpack (soundeffect / camShake).
## Maintainers ## Maintainers

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@ -225,5 +225,27 @@ class CfgVehicles {
MACRO_ADDMAGAZINE(ACE_5Rnd_127x99_API_Mag,4); MACRO_ADDMAGAZINE(ACE_5Rnd_127x99_API_Mag,4);
MACRO_ADDMAGAZINE(ACE_5Rnd_127x99_AMAX_Mag,4); MACRO_ADDMAGAZINE(ACE_5Rnd_127x99_AMAX_Mag,4);
}; };
class AnimationSources {
class Ammo_source {
source = "user";
animPeriod = 1;
initPhase = 0;
};
class AmmoOrd_source {
source = "user";
animPeriod = 1;
initPhase = 1;
};
class Grenades_source {
source = "user";
animPeriod = 1;
initPhase = 1;
};
class Support_source {
source = "user";
animPeriod = 1;
initPhase = 1;
};
};
}; };
}; };

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@ -1,9 +1,9 @@
// by commy2 // by commy2
#include "script_component.hpp" #include "script_component.hpp"
private ["_wall", "_paper"]; private "_paper";
_wall = _this select 0; params ["_wall"];
if (local _wall) then { if (local _wall) then {
_paper = "UserTexture_1x2_F" createVehicle position _wall; _paper = "UserTexture_1x2_F" createVehicle position _wall;

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@ -1598,6 +1598,7 @@
<Spanish>[ACE] Caja de suministros de munición</Spanish> <Spanish>[ACE] Caja de suministros de munición</Spanish>
<German>[ACE] Munitionskiste</German> <German>[ACE] Munitionskiste</German>
<Czech>[ACE] Bedna s municí</Czech> <Czech>[ACE] Bedna s municí</Czech>
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
</Key> </Key>
</Package> </Package>
</Project> </Project>

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@ -5,6 +5,13 @@ class ACE_Settings {
typeName = "BOOL"; typeName = "BOOL";
value = 1; value = 1;
}; };
class GVAR(requireSurrender) {
displayName = CSTRING(ModuleSettings_requireSurrender_name);
description = CSTRING(ModuleSettings_requireSurrender_description);
typeName = "SCALAR";
values[] = {ECSTRING(common,Disabled), CSTRING(SurrenderOnly), CSTRING(SurrenderOrNoWeapon)};
value = 1;
};
class GVAR(allowSurrender) { class GVAR(allowSurrender) {
displayName = CSTRING(ModuleSettings_allowSurrender_name); displayName = CSTRING(ModuleSettings_allowSurrender_name);
description = CSTRING(ModuleSettings_allowSurrender_description); description = CSTRING(ModuleSettings_allowSurrender_description);

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@ -189,6 +189,26 @@ class CfgVehicles {
typeName = "BOOL"; typeName = "BOOL";
defaultValue = 1; defaultValue = 1;
}; };
class requireSurrender {
displayName = CSTRING(ModuleSettings_allowSurrender_name);
description = CSTRING(ModuleSettings_allowSurrender_description);
typeName = "NUMBER";
class values {
class disable {
name = ECSTRING(common,No);
value = 0;
};
class Surrender {
name = CSTRING(SurrenderOnly);
value = 1;
default = 1;
};
class SurrenderOrNoWeapon {
name = CSTRING(SurrenderOrNoWeapon);
value = 2;
};
};
};
}; };
class ModuleDescription: ModuleDescription { class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleSettings_Description); description = CSTRING(ModuleSettings_Description);

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@ -16,11 +16,11 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_target); params ["_unit", "_target"];
//Check sides, Player has cableTie, target is alive and not already handcuffed //Check sides, Player has cableTie, target is alive and not already handcuffed
(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) && (GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
("ACE_CableTie" in (items _unit)) && ("ACE_CableTie" in (items _unit)) &&
{alive _target} && {alive _target} &&
{!(_target getVariable [QGVAR(isHandcuffed), false])} {!(_target getVariable [QGVAR(isHandcuffed), false])} &&
(GVAR(requireSurrender) == 0 || ((_target getVariable [QGVAR(isSurrendering), false]) || (currentWeapon _target == "" && GVAR(requireSurrender) == 2)))

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@ -16,8 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_target); params ["_unit", "_target"];
//Alive, handcuffed, not being escored, and not unconscious //Alive, handcuffed, not being escored, and not unconscious
(_target getVariable [QGVAR(isHandcuffed), false]) && (_target getVariable [QGVAR(isHandcuffed), false]) &&

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@ -16,7 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_target); params ["_unit", "_target"];
_target getVariable [QGVAR(isHandcuffed), false] _target getVariable [QGVAR(isHandcuffed), false]
|| {_target getVariable [QGVAR(isSurrendering), false]} || {_target getVariable [QGVAR(isSurrendering), false]}

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@ -18,8 +18,7 @@
#include "script_component.hpp" #include "script_component.hpp"
private ["_objects"]; private ["_objects"];
params ["_unit", "_target","_vehicle"];
PARAMS_3(_unit,_target,_vehicle);
if (isNull _target) then { if (isNull _target) then {
_objects = attachedObjects _unit; _objects = attachedObjects _unit;

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@ -16,7 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_target); params ["_unit", "_target"];
//Unit is handcuffed and not currently being escorted //Unit is handcuffed and not currently being escorted
_target getVariable [QGVAR(isHandcuffed), false] && _target getVariable [QGVAR(isHandcuffed), false] &&

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@ -16,8 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_1(_unit); params ["_unit", ["_target", objNull]];
DEFAULT_PARAM(1,_target,objNull);
if (isNull _target) then { if (isNull _target) then {
_target = _unit getVariable [QGVAR(escortedUnit), objNull]; _target = _unit getVariable [QGVAR(escortedUnit), objNull];

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@ -16,12 +16,12 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_newSurrenderState);
private "_returnValue"; private "_returnValue";
params ["_unit", "_newSurrenderState"];
_returnValue = if (_newSurrenderState) then { _returnValue = if (_newSurrenderState) then {
//no weapon equiped AND not currently surrendering and //no weapon equiped AND not currently surrendering and
GVAR(allowSurrender) && {(currentWeapon _unit) == ""} && {!(_unit getVariable [QGVAR(isSurrendering), false])} GVAR(allowSurrender) && {(currentWeapon _unit) == ""} && {!(_unit getVariable [QGVAR(isSurrendering), false])}
} else { } else {
//is Surrendering //is Surrendering

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@ -18,6 +18,6 @@
private ["_cargo"]; private ["_cargo"];
PARAMS_2(_player,_unit); params ["_player", "_unit"];
((vehicle _unit) != _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]} ((vehicle _unit) != _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}

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@ -16,10 +16,11 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_target);
_unit removeItem "ACE_CableTie"; params ["_unit", "_target"];
playSound3D [QUOTE(PATHTO_R(sounds\cable_tie_zipping.ogg)), objNull, false, (getPosASL _target), 1, 1, 10]; playSound3D [QUOTE(PATHTO_R(sounds\cable_tie_zipping.ogg)), objNull, false, (getPosASL _target), 1, 1, 10];
["SetHandcuffed", [_target], [_target, true]] call EFUNC(common,targetEvent); ["SetHandcuffed", [_target], [_target, true]] call EFUNC(common,targetEvent);
_unit removeItem "ACE_CableTie";

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@ -17,7 +17,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_unit,_target,_state); params ["_unit", "_target","_state"];
if (_state) then { if (_state) then {
if (_unit getVariable [QGVAR(isEscorting), false]) exitWith {}; if (_unit getVariable [QGVAR(isEscorting), false]) exitWith {};

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@ -19,6 +19,7 @@
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"]; private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
PARAMS_2(_player,_unit); PARAMS_2(_player,_unit);
params ["_player", "_unit"];
_weapon = currentWeapon _player; _weapon = currentWeapon _player;
if (_weapon == primaryWeapon _player && {_weapon != ""}) then { if (_weapon == primaryWeapon _player && {_weapon != ""}) then {

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@ -17,9 +17,10 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_unit,_target,_vehicle);
private "_objects"; private "_objects";
params ["_unit", "_target","_vehicle"];
if (isNull _target) then { if (isNull _target) then {
_objects = attachedObjects _unit; _objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter); _objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);

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@ -15,6 +15,6 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_target); params ["_unit", "_target"];
["SetHandcuffed", [_target], [_target, false]] call EFUNC(common,targetEvent); ["SetHandcuffed", [_target], [_target, false]] call EFUNC(common,targetEvent);

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@ -16,6 +16,6 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_target); params ["_unit", "_target"];
["MoveOutCaptive", [_target], [_target]] call EFUNC(common,targetEvent); ["MoveOutCaptive", [_target], [_target]] call EFUNC(common,targetEvent);

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@ -17,7 +17,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_vehicle,_dontcare,_unit); params ["_vehicle", "_dontcare","_unit"];
if (local _unit) then { if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then { if (_unit getVariable [QGVAR(isEscorting), false]) then {

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@ -17,7 +17,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_vehicle,_dontcare,_unit); params ["_vehicle", "_dontcare","_unit"];
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then { if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
private ["_cargoIndex"]; private ["_cargoIndex"];

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@ -15,7 +15,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_1(_oldUnit); params ["_oldUnit"];
if (!local _oldUnit) exitWith {}; if (!local _oldUnit) exitWith {};

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@ -16,7 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_isUnconc); params ["_unit","_isUnconc"];
if (!local _unit) exitWith {}; if (!local _unit) exitWith {};

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@ -16,7 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_newUnit,_oldUnit); params ["_newUnit","_oldUnit"];
//set showHUD based on new unit status: //set showHUD based on new unit status:
if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then { if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then {

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@ -16,7 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_dead); params ["_unit","_dead"];
if (!local _unit) exitWith {}; if (!local _unit) exitWith {};

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@ -15,7 +15,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_1(_unit); params ["_unit"];
// prevent players from throwing grenades (added to all units) // prevent players from throwing grenades (added to all units)
[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler); [_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);

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@ -17,7 +17,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_zeusIsOpen); params ["_unit","_zeusIsOpen"];
//set showHUD based on unit status: //set showHUD based on unit status:
if (!_zeusIsOpen) then { if (!_zeusIsOpen) then {

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@ -13,7 +13,8 @@
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_1(_logic); params ["_logic"];
[_logic, QGVAR(allowHandcuffOwnSide), "allowHandcuffOwnSide"] call EFUNC(common,readSettingFromModule); [_logic, QGVAR(allowHandcuffOwnSide), "allowHandcuffOwnSide"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(allowSurrender), "allowSurrender"] call EFUNC(common,readSettingFromModule); [_logic, QGVAR(allowSurrender), "allowSurrender"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(requireSurrender), "requireSurrender"] call EFUNC(common,readSettingFromModule);

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@ -17,9 +17,10 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_logic,_units,_activated);
private ["_bisMouseOver", "_mouseOverObject"]; private ["_bisMouseOver", "_mouseOverObject"];
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {}; if (!_activated) exitWith {};
if (local _logic) then { if (local _logic) then {

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@ -16,8 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_state); params ["_unit","_state"];
if (!local _unit) exitwith { if (!local _unit) exitwith {
ERROR("running setHandcuffed on remote unit"); ERROR("running setHandcuffed on remote unit");
@ -43,7 +42,7 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers) // fix anim on mission start (should work on dedicated servers)
[{ [{
PARAMS_1(_unit); params ["_unit"];
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then { if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation); [_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);

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@ -16,8 +16,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_state); params ["_unit","_state"];
if (!local _unit) exitwith { if (!local _unit) exitwith {
ERROR("running surrender on remote unit"); ERROR("running surrender on remote unit");

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@ -16,10 +16,10 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_target,_vehicle);
private ["_cargoIndex"]; private ["_cargoIndex"];
params ["_target","_vehicle"];
_target moveInCargo _vehicle; _target moveInCargo _vehicle;
_target assignAsCargo _vehicle; _target assignAsCargo _vehicle;
_cargoIndex = _vehicle getCargoIndex _target; _cargoIndex = _vehicle getCargoIndex _target;

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@ -15,8 +15,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_1(_unit); params ["_unit"];
_unit setVariable [QGVAR(CargoIndex), -1, true]; _unit setVariable [QGVAR(CargoIndex), -1, true];
moveOut _unit; moveOut _unit;

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@ -163,6 +163,7 @@
<Spanish>Hacer que la unidad se rinda</Spanish> <Spanish>Hacer que la unidad se rinda</Spanish>
<German>Einheit kapitulieren lassen</German> <German>Einheit kapitulieren lassen</German>
<Czech>Vzdávající se jednotka</Czech> <Czech>Vzdávající se jednotka</Czech>
<Portuguese>Fazer unidade se render</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description"> <Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English> <English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
@ -170,42 +171,67 @@
<Spanish>Sincroniza una unidad para hacer que se rinda.&lt;br /&gt;Fuente: ace_captives</Spanish> <Spanish>Sincroniza una unidad para hacer que se rinda.&lt;br /&gt;Fuente: ace_captives</Spanish>
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German> <German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech> <Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName"> <Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English> <English>Captives Settings</English>
<Polish>Ustawienia więźniów</Polish> <Polish>Ustawienia więźniów</Polish>
<Spanish>Ajustes de prisioneros</Spanish> <Spanish>Ajustes de prisioneros</Spanish>
<Czech>Nastavení zajatce</Czech> <Czech>Nastavení zajatce</Czech>
<German>Gefangenen-Einstellungen</German>
<Portuguese>Ajustes de prisioneiros</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_Description"> <Key ID="STR_ACE_Captives_ModuleSettings_Description">
<English>Controls settings for surrender and cable ties</English> <English>Controls settings for surrender and cable ties</English>
<Polish>Moduł ten kontroluje ustawienia kapitulacji oraz opasek zaciskowych</Polish> <Polish>Moduł ten kontroluje ustawienia kapitulacji oraz opasek zaciskowych</Polish>
<Spanish>Ajustes de control para rendición y precintos</Spanish> <Spanish>Ajustes de control para rendición y precintos</Spanish>
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech> <Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name"> <Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
<English>Can handcuff own side</English> <English>Can handcuff own side</English>
<Polish>Skuwanie sojuszników</Polish> <Polish>Skuwanie sojuszników</Polish>
<Spanish>Se puede esposar el bando propio</Spanish> <Spanish>Se puede esposar el bando propio</Spanish>
<Czech>Může spoutat spolubojovníky</Czech> <Czech>Může spoutat spolubojovníky</Czech>
<German>Kann Teamkollegen fesseln</German>
<Portuguese>Pode algemar o próprio lado</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description"> <Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
<English>Can players cabletie units on their own side</English> <English>Can players cabletie units on their own side</English>
<Polish>Czy gracze mogą skuwać sojuszników?</Polish> <Polish>Czy gracze mogą skuwać sojuszników?</Polish>
<Spanish>Pueden los jugadores esposar unidades en su propio bando</Spanish> <Spanish>Pueden los jugadores esposar unidades en su propio bando</Spanish>
<Czech>Mohou hráči spoutat jednotky na své straně</Czech> <Czech>Mohou hráči spoutat jednotky na své straně</Czech>
<German>Können Spieler eigene Einheiten fesseln</German>
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name"> <Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
<English>Allow surrendering</English> <English>Allow surrendering</English>
<Polish>Pozwól kapitulować</Polish> <Polish>Pozwól kapitulować</Polish>
<Spanish>Permitir rendición</Spanish> <Spanish>Permitir rendición</Spanish>
<Czech>Povolit vzdávání</Czech> <Czech>Povolit vzdávání</Czech>
<German>Kapitulation erlauben</German>
<Portuguese>Permite rendição</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description"> <Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
<English>Players can surrender after holstering their weapon</English> <English>Players can surrender after holstering their weapon</English>
<Polish>Gracze mogą skapitulować po schowaniu swojej broni do kabury</Polish> <Polish>Gracze mogą skapitulować po schowaniu swojej broni do kabury</Polish>
<Spanish>Los jugadores pueden rendirse después de enfundar su arma</Spanish> <Spanish>Los jugadores pueden rendirse después de enfundar su arma</Spanish>
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech> <Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
<English>Require surrendering</English>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description">
<English>Require Players to surrender before they can be arrested</English>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOnly">
<English>Surrendering only</English>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOrNoWeapon">
<English>Surrendering or No weapon</English>
</Key> </Key>
</Package> </Package>
</Project> </Project>

View File

@ -1,112 +1,109 @@
class CfgVehicles { class CfgVehicles {
/*class Man; /*class Man;
class CAManBase: Man { class CAManBase: Man {
// @todo // @todo
class UserActions { class UserActions {
class ACE_Fire { class ACE_Fire {
displayName = ""; displayName = "";
priority = -99; priority = -99;
available = 1; available = 1;
radius = 2.5; radius = 2.5;
radiusView = 0; radiusView = 0;
position = ""; position = "";
showWindow = 0; showWindow = 0;
showIn3D = 0; showIn3D = 0;
onlyForPlayer = 1; onlyForPlayer = 1;
shortcut = "DefaultAction"; shortcut = "DefaultAction";
condition = QUOTE(call GVAR(UserActionFireCondition)); condition = QUOTE(call GVAR(UserActionFireCondition));
statement = QUOTE(call GVAR(UserActionFire)); statement = QUOTE(call GVAR(UserActionFire));
userActionID = 100; userActionID = 100;
}; };
}; };
};*/ };*/
// += needs a non inherited entry in that class, otherwise it simply overwrites // += needs a non inherited entry in that class, otherwise it simply overwrites
//#include <DefaultItems.hpp> //#include <DefaultItems.hpp>
class Logic; class Logic;
class Module_F: Logic { class Module_F: Logic {
class ModuleDescription; class ModuleDescription;
}; };
class ACE_Module: Module_F {}; class ACE_Module: Module_F {};
class ACE_ModuleCheckPBOs: ACE_Module { class ACE_ModuleCheckPBOs: ACE_Module {
author = CSTRING(ACETeam); author = CSTRING(ACETeam);
category = "ACE"; category = "ACE";
displayName = CSTRING(CheckPBO_DisplayName); displayName = CSTRING(CheckPBO_DisplayName);
function = QFUNC(moduleCheckPBOs); function = QFUNC(moduleCheckPBOs);
scope = 2; scope = 2;
isGlobal = 1; isGlobal = 1;
icon = QUOTE(PATHTOF(UI\Icon_Module_CheckPBO_ca.paa)); icon = QUOTE(PATHTOF(UI\Icon_Module_CheckPBO_ca.paa));
class Arguments { class Arguments {
class Action { class Action {
displayName = CSTRING(CheckPBO_Action_DisplayName); displayName = CSTRING(CheckPBO_Action_DisplayName);
description = CSTRING(CheckPBO_Action_Description); description = CSTRING(CheckPBO_Action_Description);
typeName = "NUMBER"; typeName = "NUMBER";
class values { class values {
class WarnOnce { class WarnOnce {
default = 1; default = 1;
name = CSTRING(CheckPBO_Action_WarnOnce); name = CSTRING(CheckPBO_Action_WarnOnce);
value = 0; value = 0;
}; };
class Warn { class Warn {
name = CSTRING(CheckPBO_Action_WarnPerm); name = CSTRING(CheckPBO_Action_WarnPerm);
value = 1; value = 1;
}; };
class Kick { class Kick {
name = CSTRING(CheckPBO_Action_Kick); name = CSTRING(CheckPBO_Action_Kick);
value = 2; value = 2;
}; };
};
};
class CheckAll {
displayName = CSTRING(CheckPBO_CheckAll_DisplayName);
description = CSTRING(CheckPBO_CheckAll_Description);
typeName = "BOOL";
defaultValue = 0;
};
class Whitelist {
displayName = CSTRING(CheckPBO_Whitelist_DisplayName);
description = CSTRING(CheckPBO_Whitelist_Description);
typeName = "STRING";
defaultValue = "[]";
};
}; };
}; class ModuleDescription: ModuleDescription {
class CheckAll { description = CSTRING(CheckPBO_Description);
displayName = CSTRING(CheckPBO_CheckAll_DisplayName);
description = CSTRING(CheckPBO_CheckAll_Description);
typeName = "BOOL";
defaultValue = 0;
};
class Whitelist {
displayName = CSTRING(CheckPBO_Whitelist_DisplayName);
description = CSTRING(CheckPBO_Whitelist_Description);
typeName = "STRING";
class values {
default = "[]";
}; };
};
}; };
class ModuleDescription: ModuleDescription {
description = CSTRING(CheckPBO_Description);
};
};
class ACE_ModuleLSDVehicles: ACE_Module { class ACE_ModuleLSDVehicles: ACE_Module {
author = CSTRING(ACETeam); author = CSTRING(ACETeam);
category = "ACE"; category = "ACE";
displayName = CSTRING(LSDVehicles_DisplayName); displayName = CSTRING(LSDVehicles_DisplayName);
function = "ACE_Common_fnc_moduleLSDVehicles"; function = "ACE_Common_fnc_moduleLSDVehicles";
scope = 2; scope = 2;
icon = QUOTE(PATHTOF(UI\Icon_Module_LSD_ca.paa)); icon = QUOTE(PATHTOF(UI\Icon_Module_LSD_ca.paa));
isGlobal = 1; isGlobal = 1;
class Arguments { class Arguments {};
class ModuleDescription: ModuleDescription {
description = CSTRING(LSDVehicles_Description);
sync[] = {"AnyVehicle"};
};
}; };
class ModuleDescription: ModuleDescription {
description = CSTRING(LSDVehicles_Description); class Box_NATO_Support_F;
sync[] = {"AnyVehicle"}; class ACE_Box_Misc: Box_NATO_Support_F {
author = CSTRING(ACETeam);
displayName = CSTRING(MiscItems);
transportMaxWeapons = 9001;
transportMaxMagazines = 9001;
transportMaxItems = 9001;
maximumload = 9001;
class TransportWeapons {};
class TransportMagazines {};
class TransportItems {};
class TransportBackpacks {};
}; };
};
class Box_NATO_Support_F;
class ACE_Box_Misc: Box_NATO_Support_F {
author = CSTRING(ACETeam);
displayName = CSTRING(MiscItems);
transportMaxWeapons = 9001;
transportMaxMagazines = 9001;
transportMaxItems = 9001;
maximumload = 9001;
class TransportWeapons {};
class TransportMagazines {};
class TransportItems {};
class TransportBackpacks {};
};
class Item_Base_F; class Item_Base_F;
class ACE_bananaItem: Item_Base_F { class ACE_bananaItem: Item_Base_F {
@ -115,13 +112,32 @@ class CfgVehicles {
displayName = CSTRING(bananaDisplayName); displayName = CSTRING(bananaDisplayName);
author = CSTRING(ACETeam); author = CSTRING(ACETeam);
vehicleClass = "Items"; vehicleClass = "Items";
class TransportItems class TransportItems {
{ MACRO_ADDITEM(ACE_banana,1);
class ACE_banana
{
name = "ACE_banana";
count = 1;
};
}; };
}; };
class Land_HelipadEmpty_F;
class ACE_LogicDummy: Land_HelipadEmpty_F {
scope = 1;
SLX_XEH_DISABLED = 1;
author = CSTRING(ACETeam);
class EventHandlers {
init = "(_this select 0) enableSimulation false";
};
};
class Bicycle;
class ACE_Headbug_Fix: Bicycle {
scope = 1;
side = 3;
model = PATHTOF(data\ACE_HeadBanger.p3d);
//model = QPATHTO_M(ACE_HeadBanger.p3d);
author = CSTRING(ACETeam);
displayName = " ";
soundEngine[] = {"", 20, 0.875};
soundEnviron[] = {"", 25, 0.925};
isBicycle = 1;
XEH_DISABLED;
};
}; };

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@ -6,7 +6,7 @@
//Singe PFEH to handle execNextFrame and waitAndExec: //Singe PFEH to handle execNextFrame and waitAndExec:
[{ [{
private ["_entry"]; private ["_entry"];
//Handle the waitAndExec array: //Handle the waitAndExec array:
while {((count GVAR(waitAndExecArray)) > 0) && {((GVAR(waitAndExecArray) select 0) select 0) <= ACE_Time}} do { while {((count GVAR(waitAndExecArray)) > 0) && {((GVAR(waitAndExecArray) select 0) select 0) <= ACE_Time}} do {
_entry = GVAR(waitAndExecArray) deleteAt 0; _entry = GVAR(waitAndExecArray) deleteAt 0;
@ -37,6 +37,21 @@
}; };
}] call FUNC(addEventhandler); }] call FUNC(addEventhandler);
["HeadbugFixUsed", {
PARAMS_2(_profileName,_animation);
diag_log text format ["[ACE] Headbug Used: Name: %1, Animation: %2", _profileName, _animation];
}] call FUNC(addEventHandler);
//~~~~~Get Map Data~~~~~
//Find MGRS zone and 100km grid for current map
[] call FUNC(getMGRSdata);
//Prepare variables for FUNC(getMapGridFromPos)/FUNC(getMapPosFromGrid)
[] call FUNC(getMapGridData);
["fixCollision", DFUNC(fixCollision)] call FUNC(addEventhandler); ["fixCollision", DFUNC(fixCollision)] call FUNC(addEventhandler);
["fixFloating", DFUNC(fixFloating)] call FUNC(addEventhandler); ["fixFloating", DFUNC(fixFloating)] call FUNC(addEventhandler);
["fixPosition", DFUNC(fixPosition)] call FUNC(addEventhandler); ["fixPosition", DFUNC(fixPosition)] call FUNC(addEventhandler);
@ -56,6 +71,10 @@
["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler); ["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler);
["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler); ["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler);
if (isServer) then {
["hideObjectGlobal", {(_this select 0) hideObjectGlobal (_this select 1)}] call FUNC(addEventHandler);
};
// hack to get PFH to work in briefing // hack to get PFH to work in briefing
[QGVAR(onBriefingPFH), "onEachFrame", { [QGVAR(onBriefingPFH), "onEachFrame", {
if (ACE_time > 0) exitWith { if (ACE_time > 0) exitWith {
@ -99,8 +118,9 @@ if(!isServer) then {
}; };
["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler); ["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler);
["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler); ["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler);
[FUNC(syncedEventPFH), 0.5, []] call cba_fnc_addPerFrameHandler; if (isServer) then {
[FUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
};
call FUNC(checkFiles); call FUNC(checkFiles);
@ -137,7 +157,16 @@ call FUNC(checkFiles);
//Event that settings are safe to use: //Event that settings are safe to use:
["SettingsInitialized", []] call FUNC(localEvent); ["SettingsInitialized", []] call FUNC(localEvent);
}, 0, [false]] call cba_fnc_addPerFrameHandler; }, 0, [false]] call CBA_fnc_addPerFrameHandler;
["SettingsInitialized", {
[
GVAR(checkPBOsAction),
GVAR(checkPBOsCheckAll),
call compile GVAR(checkPBOsWhitelist)
] call FUNC(checkPBOs)
}] call FUNC(addEventHandler);
/***************************************************************/ /***************************************************************/
@ -252,7 +281,7 @@ GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
["playerWeaponChanged", [ACE_player, _newPlayerWeapon]] call FUNC(localEvent); ["playerWeaponChanged", [ACE_player, _newPlayerWeapon]] call FUNC(localEvent);
}; };
}, 0, []] call cba_fnc_addPerFrameHandler; }, 0, []] call CBA_fnc_addPerFrameHandler;
// PFH to raise camera created event. Only works on these cams by BI. // PFH to raise camera created event. Only works on these cams by BI.
@ -277,7 +306,7 @@ GVAR(OldIsCamera) = false;
["activeCameraChanged", [ACE_player, _isCamera]] call FUNC(localEvent); ["activeCameraChanged", [ACE_player, _isCamera]] call FUNC(localEvent);
}; };
}, 1, []] call cba_fnc_addPerFrameHandler; // feel free to decrease the sleep ACE_time if you need it. }, 1, []] call CBA_fnc_addPerFrameHandler; // feel free to decrease the sleep ACE_time if you need it.
[QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable); [QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
@ -305,21 +334,21 @@ if(isMultiplayer && { ACE_time > 0 || isNull player } ) then {
["PlayerJip", [player] ] call FUNC(localEvent); ["PlayerJip", [player] ] call FUNC(localEvent);
[(_this select 1)] call cba_fnc_removePerFrameHandler; [(_this select 1)] call cba_fnc_removePerFrameHandler;
}; };
}, 0, []] call cba_fnc_addPerFrameHandler; }, 0, []] call CBA_fnc_addPerFrameHandler;
}; };
["SettingsInitialized", {
[
GVAR(checkPBOsAction),
GVAR(checkPBOsCheckAll),
call compile GVAR(checkPBOsWhitelist)
] call FUNC(checkPBOs)
}] call FUNC(addEventHandler);
//Device Handler: //Device Handler:
GVAR(deviceKeyHandlingArray) = []; GVAR(deviceKeyHandlingArray) = [];
GVAR(deviceKeyCurrentIndex) = -1; GVAR(deviceKeyCurrentIndex) = -1;
// Register localizations for the Keybinding categories
["ACE3 Equipment", localize LSTRING(ACEKeybindCategoryEquipment)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Common", localize LSTRING(ACEKeybindCategoryCommon)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Weapons", localize LSTRING(ACEKeybindCategoryWeapons)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Movement", localize LSTRING(ACEKeybindCategoryMovement)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Scope Adjustment", localize LSTRING(ACEKeybindCategoryScopeAdjustment)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Vehicles", localize LSTRING(ACEKeybindCategoryVehicles)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Equipment", QGVAR(openDevice), (localize "STR_ACE_Common_toggleHandheldDevice"), ["ACE3 Equipment", QGVAR(openDevice), (localize "STR_ACE_Common_toggleHandheldDevice"),
{ {
[] call FUNC(deviceKeyFindValidIndex); [] call FUNC(deviceKeyFindValidIndex);

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@ -11,7 +11,6 @@ PREP(addCanInteractWithCondition);
PREP(addLineToDebugDraw); PREP(addLineToDebugDraw);
PREP(addSetting); PREP(addSetting);
PREP(addToInventory); PREP(addToInventory);
PREP(adminKick);
PREP(ambientBrightness); PREP(ambientBrightness);
PREP(applyForceWalkStatus); PREP(applyForceWalkStatus);
PREP(ASLToPosition); PREP(ASLToPosition);
@ -70,7 +69,11 @@ PREP(getFirstTerrainIntersection);
PREP(getForceWalkStatus); PREP(getForceWalkStatus);
PREP(getGunner); PREP(getGunner);
PREP(getInPosition); PREP(getInPosition);
PREP(getMapGridData);
PREP(getMapGridFromPos);
PREP(getMapPosFromGrid);
PREP(getMarkerType); PREP(getMarkerType);
PREP(getMGRSdata);
PREP(getName); PREP(getName);
PREP(getNumberFromMissionSQM); PREP(getNumberFromMissionSQM);
PREP(getNumberMagazinesIn); PREP(getNumberMagazinesIn);
@ -103,6 +106,8 @@ PREP(goKneeling);
PREP(hadamardProduct); PREP(hadamardProduct);
PREP(hasItem); PREP(hasItem);
PREP(hasMagazine); PREP(hasMagazine);
PREP(headBugFix);
PREP(hideUnit);
PREP(inheritsFrom); PREP(inheritsFrom);
PREP(insertionSort); PREP(insertionSort);
PREP(interpolateFromArray); PREP(interpolateFromArray);
@ -180,6 +185,7 @@ PREP(toBin);
PREP(toBitmask); PREP(toBitmask);
PREP(toHex); PREP(toHex);
PREP(toNumber); PREP(toNumber);
PREP(unhideUnit);
PREP(uniqueElementsOnly); PREP(uniqueElementsOnly);
PREP(unloadPerson); PREP(unloadPerson);
PREP(unloadPersonLocal); PREP(unloadPersonLocal);
@ -321,7 +327,7 @@ if (hasInterface) then {
// Raise ACE event // Raise ACE event
["playerChanged", [ACE_player, _oldPlayer]] call FUNC(localEvent); ["playerChanged", [ACE_player, _oldPlayer]] call FUNC(localEvent);
}; };
}, 0, []] call cba_fnc_addPerFrameHandler; }, 0, []] call CBA_fnc_addPerFrameHandler;
}; };
// Time handling // Time handling
@ -334,7 +340,7 @@ ACE_pausedTime = 0;
ACE_virtualPausedTime = 0; ACE_virtualPausedTime = 0;
PREP(timePFH); PREP(timePFH);
[FUNC(timePFH), 0, []] call cba_fnc_addPerFrameHandler; [FUNC(timePFH), 0, []] call CBA_fnc_addPerFrameHandler;
// Init toHex // Init toHex
[0] call FUNC(toHex); [0] call FUNC(toHex);

Binary file not shown.

View File

@ -1,8 +0,0 @@
// by commy2
#include "script_component.hpp"
private "_name";
_name = name (_this select 0);
[_name, "{if (serverCommandAvailable '#kick') then {serverCommand format['#kick %1', _this]}}"] call FUNC(execRemoteFnc);

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@ -56,20 +56,23 @@ _addons = [_addons, {_this find "ace_" == 0}] call FUNC(filter);
} forEach getArray (configFile >> "ACE_Extensions" >> "extensions"); } forEach getArray (configFile >> "ACE_Extensions" >> "extensions");
/////////////// ///////////////
// check server version // check server version/addons
/////////////// ///////////////
if (isMultiplayer) then { if (isMultiplayer) then {
if (isServer) then { if (isServer) then {
// send servers version of ACE to all clients // send servers version of ACE to all clients
GVAR(ServerVersion) = _version; GVAR(ServerVersion) = _version;
GVAR(ServerAddons) = _addons;
publicVariable QGVAR(ServerVersion); publicVariable QGVAR(ServerVersion);
publicVariable QGVAR(ServerAddons);
} else { } else {
// clients have to wait for the variable // clients have to wait for the variables
[{ [{
if (isNil QGVAR(ServerVersion)) exitWith {}; if (isNil QGVAR(ServerVersion) || isNil QGVAR(ServerAddons)) exitWith {};
private "_version"; private ["_version","_addons"];
_version = _this select 0; _version = (_this select 0) select 0;
_addons = (_this select 0) select 1;
if (_version != GVAR(ServerVersion)) then { if (_version != GVAR(ServerVersion)) then {
private "_errorMsg"; private "_errorMsg";
@ -82,7 +85,18 @@ if (isMultiplayer) then {
}; };
}; };
_addons = _addons - GVAR(ServerAddons);
if !(_addons isEqualTo []) then {
_errorMsg = format ["Client/Server Addon Mismatch. Client has extra addons: %1.",_addons];
diag_log text format ["[ACE] ERROR: %1", _errorMsg];
if (hasInterface) then {diag_log str "1";
["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
};
};
[_this select 1] call CBA_fnc_removePerFrameHandler; [_this select 1] call CBA_fnc_removePerFrameHandler;
}, 1, _version] call CBA_fnc_addPerFrameHandler; }, 1, [_version,_addons]] call CBA_fnc_addPerFrameHandler;
}; };
}; };

View File

@ -8,8 +8,8 @@
* 0: Warn once * 0: Warn once
* 1: Warn permanently * 1: Warn permanently
* 2: Kick * 2: Kick
* 1: Check all PBOs? <BOOL> (Optional - default: "[]") * 1: Check all PBOs? <BOOL> (Optional - default: false)
* 2: Whitelist <STRING> (Optinal - default: false) * 2: Whitelist <STRING> (Optinal - default: "[]")
* *
* Return value: * Return value:
* None * None
@ -67,24 +67,26 @@ if (!isServer) then {
//[_error, "{systemChat _this}"] call FUNC(execRemoteFnc); //[_error, "{systemChat _this}"] call FUNC(execRemoteFnc);
diag_log text _error; diag_log text _error;
_text = composeText [lineBreak, parseText format ["<t align='center'>%1</t>", _text]]; if (_mode < 2) then {
_text = composeText [lineBreak, parseText format ["<t align='center'>%1</t>", _text]];
_rscLayer = "ACE_RscErrorHint" call BIS_fnc_rscLayer; _rscLayer = "ACE_RscErrorHint" call BIS_fnc_rscLayer;
_rscLayer cutRsc ["ACE_RscErrorHint", "PLAIN", 0, true]; _rscLayer cutRsc ["ACE_RscErrorHint", "PLAIN", 0, true];
disableSerialization; disableSerialization;
_ctrlHint = uiNamespace getVariable "ACE_ctrlErrorHint"; _ctrlHint = uiNamespace getVariable "ACE_ctrlErrorHint";
_ctrlHint ctrlSetStructuredText _text; _ctrlHint ctrlSetStructuredText _text;
if (_mode == 0) then { if (_mode == 0) then {
sleep 10; sleep 10;
_rscLayer cutFadeOut 0.2; _rscLayer cutFadeOut 0.2;
};
}; };
if (_mode == 2) then { if (_mode == 2) then {
sleep 10; waitUntil {alive player}; // To be able to show list if using checkAll
waitUntil {alive player}; _text = composeText [parseText format ["<t align='center'>%1</t>", _text]];
[player] call FUNC(adminKick); ["[ACE] ERROR", _text, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
}; };
}; };
}; };

View File

@ -7,9 +7,10 @@ diag_log text format["REGISTERED ACE PFH HANDLERS"];
diag_log text format["-------------------------------------------"]; diag_log text format["-------------------------------------------"];
if (!isNil "ACE_PFH_COUNTER") then { if (!isNil "ACE_PFH_COUNTER") then {
{ {
private["_pfh"]; private ["_isActive"];
_pfh = _x select 0; _x params ["_pfh", "_parameters"];
diag_log text format["Registered PFH: id=%1, %1:%2", (_pfh select 0), (_pfh select 1), (_pfh select 2) ]; _isActive = if (!isNil {cba_common_PFHhandles select (_pfh select 0)}) then {"ACTIVE"} else {"REMOVED"};
diag_log text format["Registered PFH: id=%1 [%2, delay %3], %4:%5", (_pfh select 0), (_isActive), (_parameters select 1), (_pfh select 1), (_pfh select 2) ];
} forEach ACE_PFH_COUNTER; } forEach ACE_PFH_COUNTER;
}; };

View File

@ -0,0 +1,165 @@
/*
* Author: VKing
* Gets the current map's MGRS grid zone designator and 100km square.
* Also gets longitude, latitude and altitude offset for the map
*
* Argument:
* 0: Optional: Map name, if undefined the current map is used (String)
*
* Return value:
* 0: Grid zone designator (String)
* 1: 100km square (String)
* 2: GZD + 100km sq. as a single string (String)
* Writes return values to GVAR(MGRS_data) if run on the current map
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
private ["_zone","_band","_GZD","_long","_lat","_UTM","_easting","_northing", "_altitude"];
DEFAULT_PARAM(0,_map,worldName);
_long = getNumber (ConfigFile >> "CfgWorlds" >> _map >> "longitude");
_lat = getNumber (ConfigFile >> "CfgWorlds" >> _map >> "latitude");
_altitude = getNumber (ConfigFile >> "CfgWorlds" >> _map >> "elevationOffset");
if (_map in ["Chernarus", "Bootcamp_ACR", "Woodland_ACR", "utes"]) then { _lat = 50; _altitude = 0; };
if (_map in ["Altis", "Stratis"]) then { _lat = 40; _altitude = 0; };
if (_map in ["Takistan", "Zargabad", "Mountains_ACR"]) then { _lat = 35; _altitude = 2000; };
if (_map in ["Shapur_BAF", "ProvingGrounds_PMC"]) then { _lat = 35; _altitude = 100; };
if (_map in ["fallujah"]) then { _lat = 33; _altitude = 0; };
if (_map in ["fata", "Abbottabad"]) then { _lat = 30; _altitude = 1000; };
if (_map in ["sfp_wamako"]) then { _lat = 14; _altitude = 0; };
if (_map in ["sfp_sturko"]) then { _lat = 56; _altitude = 0; };
if (_map in ["Bornholm"]) then { _lat = 55; _altitude = 0; };
if (_map in ["Imrali"]) then { _lat = 40; _altitude = 0; };
if (_map in ["Caribou"]) then { _lat = 68; _altitude = 0; };
if (_map in ["Namalsk"]) then { _lat = 65; _altitude = 0; };
if (_map in ["MCN_Aliabad"]) then { _lat = 36; _altitude = 0; };
if (_map in ["Clafghan"]) then { _lat = 34; _altitude = 640; };
if (_map in ["Sangin", "hellskitchen"]) then { _lat = 32; _altitude = 0; };
if (_map in ["Sara"]) then { _lat = 40; _altitude = 0; };
if (_map in ["reshmaan"]) then { _lat = 35; _altitude = 2000; };
if (_map in ["Thirsk"]) then { _lat = 65; _altitude = 0; };
if (_map in ["lingor"]) then { _lat = -4; _altitude = 0; };
if (_map in ["Panthera3"]) then { _lat = 46; _altitude = 0; };
if (_map in ["Kunduz"]) then { _lat = 37; _altitude = 400; };
_UTM = [_long,_lat] call BIS_fnc_posDegToUTM;
_easting = _UTM select 0;
_northing = _UTM select 1;
// _zone = _UTM select 2;
TRACE_4("",_UTM,_easting,_northing,_zone);
/*
_band = switch (true) do {
case (_lat<-72): {"C"};
case (_lat<-64): {"D"};
case (_lat<-56): {"E"};
case (_lat<-48): {"F"};
case (_lat<-40): {"G"};
case (_lat<-32): {"H"};
case (_lat<-24): {"J"};
case (_lat<-16): {"K"};
case (_lat<-8): {"L"};
case (_lat<0): {"M"};
case (_lat>72): {"X"};
case (_lat>64): {"W"};
case (_lat>56): {"V"};
case (_lat>48): {"U"};
case (_lat>40): {"T"};
case (_lat>32): {"S"};
case (_lat>24): {"R"};
case (_lat>16): {"Q"};
case (_lat>8): {"P"};
case (_lat>=0): {"N"};
};
*/
_zone = 1 + (floor ((_long + 180) / 6));
_band = "Z";
if (_lat <= -80) then {
_band = "A";
} else {
if (_lat < 84) then {
_band = "CDEFGHJKLMNPQRSTUVWXX" select [(floor ((_lat / 8) + 10)), 1];
};
};
if (_map == "VR") then {_zone = 0; _band = "RV";};
_GZD = format ["%1%2",_zone,_band];
TRACE_3("",_zone,_band,_GZD);
private ["_set1","_set2","_set3","_set4","_set5","_set6","_metaE","_metaN","_letterE","_letterN","_grid100km"];
_set1 = [1,7,13,19,25,31,37,43,49,55];
_set2 = [2,8,14,20,26,32,38,44,50,56];
_set3 = [3,9,15,21,27,33,39,45,51,57];
_set4 = [4,10,16,22,28,34,40,46,52,58];
_set5 = [5,11,17,23,29,35,41,47,53,59];
_set6 = [6,12,18,24,30,36,42,48,54,60];
switch (true) do {
case (_zone in _set1): {_metaE = 1; _metaN = 1;};
case (_zone in _set2): {_metaE = 2; _metaN = 2;};
case (_zone in _set3): {_metaE = 3; _metaN = 1;};
case (_zone in _set4): {_metaE = 1; _metaN = 2;};
case (_zone in _set5): {_metaE = 2; _metaN = 1;};
case (_zone in _set6): {_metaE = 3; _metaN = 2;};
};
TRACE_2("",_metaE,_metaN);
switch (true) do {
case (_zone == 0): {_letterE = "E"};
case (_easting > 800000): {LOG("E8"); switch (_metaE) do {case 1: {_letterE="H"}; case 2: {_letterE="R"}; case 3: {_letterE="Z"}; }; };
case (_easting > 700000): {LOG("E7"); switch (_metaE) do {case 1: {_letterE="G"}; case 2: {_letterE="Q"}; case 3: {_letterE="Y"}; }; };
case (_easting > 600000): {LOG("E6"); switch (_metaE) do {case 1: {_letterE="F"}; case 2: {_letterE="P"}; case 3: {_letterE="X"}; }; };
case (_easting > 500000): {LOG("E5"); switch (_metaE) do {case 1: {_letterE="E"}; case 2: {_letterE="N"}; case 3: {_letterE="W"}; }; };
case (_easting > 400000): {LOG("E4"); switch (_metaE) do {case 1: {_letterE="D"}; case 2: {_letterE="M"}; case 3: {_letterE="V"}; }; };
case (_easting > 300000): {LOG("E3"); switch (_metaE) do {case 1: {_letterE="C"}; case 2: {_letterE="L"}; case 3: {_letterE="U"}; }; };
case (_easting > 200000): {LOG("E2"); switch (_metaE) do {case 1: {_letterE="B"}; case 2: {_letterE="K"}; case 3: {_letterE="T"}; }; };
case (_easting > 100000): {LOG("E1"); switch (_metaE) do {case 1: {_letterE="A"}; case 2: {_letterE="J"}; case 3: {_letterE="S"}; }; };
default {_letterE="@"};
};
TRACE_1("",_letterE);
_northing = _northing mod 2000000;
TRACE_1("",_northing);
switch (true) do {
case (_zone == 0): {_letterN = "N"};
case (_northing > 1900000): {LOG("N19"); switch (_metaN) do {case 1: {_letterN = "V"}; case 2: {_letterN = "E"}; }; };
case (_northing > 1800000): {LOG("N18"); switch (_metaN) do {case 1: {_letterN = "U"}; case 2: {_letterN = "D"}; }; };
case (_northing > 1700000): {LOG("N17"); switch (_metaN) do {case 1: {_letterN = "T"}; case 2: {_letterN = "C"}; }; };
case (_northing > 1600000): {LOG("N16"); switch (_metaN) do {case 1: {_letterN = "S"}; case 2: {_letterN = "B"}; }; };
case (_northing > 1500000): {LOG("N15"); switch (_metaN) do {case 1: {_letterN = "R"}; case 2: {_letterN = "A"}; }; };
case (_northing > 1400000): {LOG("N14"); switch (_metaN) do {case 1: {_letterN = "Q"}; case 2: {_letterN = "V"}; }; };
case (_northing > 1300000): {LOG("N13"); switch (_metaN) do {case 1: {_letterN = "P"}; case 2: {_letterN = "U"}; }; };
case (_northing > 1200000): {LOG("N12"); switch (_metaN) do {case 1: {_letterN = "N"}; case 2: {_letterN = "T"}; }; };
case (_northing > 1100000): {LOG("N11"); switch (_metaN) do {case 1: {_letterN = "M"}; case 2: {_letterN = "S"}; }; };
case (_northing > 1000000): {LOG("N10"); switch (_metaN) do {case 1: {_letterN = "L"}; case 2: {_letterN = "R"}; }; };
case (_northing > 900000): {LOG("N09"); switch (_metaN) do {case 1: {_letterN = "K"}; case 2: {_letterN = "Q"}; }; };
case (_northing > 800000): {LOG("N08"); switch (_metaN) do {case 1: {_letterN = "J"}; case 2: {_letterN = "P"}; }; };
case (_northing > 700000): {LOG("N07"); switch (_metaN) do {case 1: {_letterN = "H"}; case 2: {_letterN = "N"}; }; };
case (_northing > 600000): {LOG("N06"); switch (_metaN) do {case 1: {_letterN = "G"}; case 2: {_letterN = "M"}; }; };
case (_northing > 500000): {LOG("N05"); switch (_metaN) do {case 1: {_letterN = "F"}; case 2: {_letterN = "L"}; }; };
case (_northing > 400000): {LOG("N04"); switch (_metaN) do {case 1: {_letterN = "E"}; case 2: {_letterN = "K"}; }; };
case (_northing > 300000): {LOG("N03"); switch (_metaN) do {case 1: {_letterN = "D"}; case 2: {_letterN = "J"}; }; };
case (_northing > 200000): {LOG("N02"); switch (_metaN) do {case 1: {_letterN = "C"}; case 2: {_letterN = "H"}; }; };
case (_northing > 100000): {LOG("N01"); switch (_metaN) do {case 1: {_letterN = "B"}; case 2: {_letterN = "G"}; }; };
case (_northing > 0): {LOG("N00"); switch (_metaN) do {case 1: {_letterN = "A"}; case 2: {_letterN = "F"}; }; };
};
TRACE_1("",_letterN);
_grid100km = _letterE+_letterN;
TRACE_1("",_grid100km);
if (_map == worldName) then {
GVAR(MGRS_data) = [_GZD,_grid100km,_GZD+_grid100km];
GVAR(mapAltitude) = _altitude;
GVAR(mapLatitude) = _lat;
GVAR(mapLongitude) = _long;
};
[_GZD,_grid100km,_GZD+_grid100km]

View File

@ -0,0 +1,76 @@
/*
* Author: PabstMirror (ideas from Nou's mapGridToPos and BIS_fnc_gridToPos)
* Finds real x/y offset and map step for a 10 digit grid
* Save time by preparing data one time at startup
*
* Argument:
* None
*
* Return values:
* None
*
* Example:
* [] call ace_map_fnc_getMapGridData
*
* Public: No
*/
#include "script_component.hpp"
private["_cfgGrid", "_formatX", "_formatY", "_heightOffset", "_offsetX", "_offsetY", "_originGrid", "_realOffsetY", "_startGrid", "_stepX", "_stepY", "_zoom", "_zoomMax", "_letterGrid"];
GVAR(mapGridData) = [];
//--- Extract grid values from world config (Borrowed from BIS_fnc_gridToPos)
_cfgGrid = configFile >> "CfgWorlds" >> worldName >> "Grid";
_offsetX = getNumber (_cfgGrid >> "offsetX");
_offsetY = getNumber (_cfgGrid >> "offsetY");
_zoomMax = 1e99;
_formatX = "";
_formatY = "";
_stepX = 1e10;
_stepY = 1e10;
{
_zoom = getnumber (_x >> "zoomMax");
if (_zoom < _zoomMax) then {
_zoomMax = _zoom;
_formatX = getText (_x >> "formatX");
_formatY = getText (_x >> "formatY");
_stepX = getNumber (_x >> "stepX");
_stepY = getNumber (_x >> "stepY");
};
} foreach configProperties [_cfgGrid, "isClass _x", false];
_letterGrid = false;
if (((toLower _formatX) find "a") != -1) then {_letterGrid = true};
if (((toLower _formatY) find "a") != -1) then {_letterGrid = true};
if (_letterGrid) exitWith {
diag_log text format ["[ACE] Map Grid Warning (%1) - Map uses letter grids [%2,%3]", worldName, _formatX, _formatY];
};
//Start at [0, 500] and move north until we get a change in grid
_heightOffset = 500;
_startGrid = mapGridPosition [0, _heightOffset];
_originGrid = _startGrid;
while {_startGrid == _originGrid} do {
_heightOffset = _heightOffset + 1;
_originGrid = mapGridPosition [0, _heightOffset];
};
//Calculate the real y offset
_realOffsetY = parseNumber (_originGrid select [(count _formatX), (count _formatY)]) * _stepY + _heightOffset - 1;
//Calculate MGRS 10digit step - they should both be 1 meter:
_stepXat5 = _stepX * 10 ^ ((count _formatX) - 5);
_stepYat5 = -1 * _stepY * 10 ^ ((count _formatY) - 5);
if (_stepYat5 < 0) then {
diag_log text format ["[ACE] Map Grid Warning (%1) - Northing is reversed", worldName];
};
if (_stepXat5 != 1) then {
diag_log text format ["[ACE] Map Grid Warning (%1) - MGRS 10 digit grid does not equal 1 meter: (%2) for x", worldName, _stepXat5];
};
if ((_stepYat5 != 1) && {_stepYat5 != -1}) then {
diag_log text format ["[ACE] Map Grid Warning (%1) - MGRS 10 digit grid does not equal 1 meter: (%2) for y", worldName, _stepXat5];
};
GVAR(mapGridData) = [_offsetX, _realOffsetY, _stepXat5, _stepYat5];

View File

@ -0,0 +1,63 @@
/*
* Author: VKing, PabstMirror
* Gets a 10-digit map grid for the given world position
*
* Argument:
* 0: Position (2D Position) <ARRAY>
* 1: Return type; false for array of easting and northing, true for single string <Bool>
*
* Return values:
* 0: Easting <String>
* 1: Northing <String>
*
* Example:
* [(getPos player)] call ace_common_fnc_getMapGridFromPos;
*
* Public: Yes
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
PARAMS_1(_pos);
DEFAULT_PARAM(1,_returnSingleString,false);
private["_count", "_easting", "_nativeGrid", "_northing"];
//Fallback, when map data is weird (letters)
if ((count GVAR(mapGridData)) == 0) exitWith {
_nativeGrid = mapGridPosition _pos;
if (_returnSingleString) then {
_nativeGrid
} else {
_count = floor ((count _nativeGrid) / 2);
[(_nativeGrid select [0, _count]), (_nativeGrid select [_count, _count])]
};
};
EXPLODE_4_PVT(GVAR(mapGridData),_offsetX,_realOffsetY,_stepXat5,_stepYat5);
_easting = floor (((_pos select 0) - _offsetX) / _stepXat5);
_northing = floor (((_pos select 1) - _realOffsetY) / _stepYat5);
//Attempt to handle negative east/north (e.g.: moving west of map bounds)
if (_easting > 0) then {
_easting = str _easting;
while {count _easting < 5} do {_easting = "0" + _easting;};
} else {
_easting = str abs _easting;
while {count _easting < 4} do {_easting = "0" + _easting;};
_easting = "-" + _easting;
};
if (_northing > 0) then {
_northing = str _northing;
while {count _northing < 5} do {_northing = "0" + _northing;};
} else {
_northing = str abs _northing;
while {count _northing < 4} do {_northing = "0" + _northing;};
_northing = "-" + _northing;
};
if (_returnSingleString) then {
_easting + _northing
} else {
[_easting, _northing]
};

View File

@ -0,0 +1,46 @@
/*
* Author: PabstMirror
* Gets position from grid cords
*
* Argument:
* 0: Grid Cords <STRING>
* 1: Get Center or bottom right <BOOL><OPTIONAL>
*
* Return values:
* Position <ARRAY>
*
* Example:
* ["6900080085"] call ace_common_fnc_getMapPosFromGrid
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_1(_inputString);
DEFAULT_PARAM(1,_getCenterOfGrid,true);
private["_countInput", "_countInputHalf", "_xPart", "_xPos", "_yPart", "_yPos"];
if ((count GVAR(mapGridData)) == 0) exitWith {
ERROR("Map has bad data, falling back to BIS_fnc_gridToPos");
(_this call BIS_fnc_gridToPos) select 0
};
EXPLODE_4_PVT(GVAR(mapGridData),_offsetX,_realOffsetY,_stepXat5,_stepYat5);
_countInput = count _inputString;
_countInputHalf = floor (_countInput / 2);
//Split string, ignoring middle
_xPart = _inputString select [0, _countInputHalf];
_yPart = _inputString select [(ceil (_countInput / 2)), _countInputHalf];
_xPos = ((parseNumber _xPart) * _stepXat5 * 10 ^ (5 - _countInputHalf)) + _offsetX;
_yPos = ((parseNumber _yPart) * _stepYat5 * 10 ^ (5 - _countInputHalf)) + _realOffsetY;
if (_getCenterOfGrid) then {
_xPos = _xPos + 0.5 * _stepXat5 * 10 ^ (5 - _countInputHalf);
_yPos = _yPos + 0.5 * _stepYat5 * 10 ^ (5 - _countInputHalf);
};
[_xPos, _yPos, 0];

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@ -0,0 +1,42 @@
/**
* fnc_headbugfix.sqf
* @Descr: Fixes animation issues that may get you stuck
* @Author: rocko
*
* @Arguments:
* @Return: nil
* @PublicAPI: true
*/
#include "script_component.hpp"
private ["_pos","_dir","_anim"];
_anim = animationState ACE_player;
["HeadbugFixUsed", [profileName, _anim]] call FUNC(serverEvent);
["HeadbugFixUsed", [profileName, _anim]] call FUNC(localEvent);
if (ACE_player != vehicle ACE_player || { !([ACE_player, objNull, ["isNotSitting"]] call FUNC(canInteractWith)) } ) exitWith {false};
_pos = getposATL ACE_player;
_dir = getDir ACE_player;
titleCut ["", "BLACK"];
[ACE_Player, "headBugFix"] call FUNC(hideUnit);
// create invisible headbug fix vehicle
_ACE_HeadbugFix = "ACE_Headbug_Fix" createVehicleLocal _pos;
_ACE_HeadbugFix setDir _dir;
ACE_player moveInAny _ACE_HeadbugFix;
sleep 0.1;
unassignVehicle ACE_player;
ACE_player action ["Eject", vehicle ACE_player];
ACE_player setDir _dir;
ACE_player setposATL _pos;
sleep 1.0;
deleteVehicle _ACE_HeadbugFix;
[ACE_Player, "headBugFix"] call FUNC(unhideUnit);
titleCut ["", "PLAIN"];
true

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@ -0,0 +1,34 @@
/*
* Author: SilentSpike (based on muteUnit)
* Globally hides a unit. This allows the handling of more than one reason to hide an object globally.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Reason to hide the unit <STRING>
*
* Return Value:
* nil
*
* Example:
* [ACE_Player, "SpectatorMode"] call ace_common_fnc_hideUnit
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_unit,_reason);
if (isNull _unit) exitWith {};
private "_setHiddenReasons";
_setHiddenReasons = _unit getVariable [QGVAR(setHiddenReasons), []];
if !(_reason in _setHiddenReasons) then {
_setHiddenReasons pushBack _reason;
_unit setVariable [QGVAR(setHiddenReasons), _setHiddenReasons, true];
};
//if !(isObjectHidden _unit) then { (Uncomment when isObjectHidden hits stable branch)
["hideObjectGlobal",[_unit,true]] call FUNC(serverEvent);
//};

View File

@ -12,7 +12,7 @@
#define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson)) #define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson))
private ["_caller", "_unit","_vehicle", "_loadcar", "_loadhelicopter", "_loadtank"]; private ["_caller", "_unit","_vehicle", "_loadcar", "_loadhelicopter", "_loadtank","_loadboat"];
_caller = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param; _caller = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
_unit = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param; _unit = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
_vehicle = ObjNull; _vehicle = ObjNull;
@ -30,6 +30,11 @@ if (_unit distance _loadcar <= 10) then {
_loadtank = nearestObject [_unit, "tank"]; _loadtank = nearestObject [_unit, "tank"];
if (_unit distance _loadtank <= 10) then { if (_unit distance _loadtank <= 10) then {
_vehicle = _loadtank; _vehicle = _loadtank;
} else {
_loadboat = nearestObject [_unit, "ship"];
if (_unit distance _loadboat <= 10) then {
_vehicle = _loadboat;
};
}; };
}; };
}; };

View File

@ -10,35 +10,48 @@
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_vehicle","_caller","_handle","_loaded"]; private ["_unit","_vehicle","_caller","_handle","_loaded","_slotsOpen"];
_unit = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param; _unit = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
_vehicle = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param; _vehicle = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
_caller = [_this, 2, ObjNull,[ObjNull]] call BIS_fnc_Param; _caller = [_this, 2, ObjNull,[ObjNull]] call BIS_fnc_Param;
_slotsOpen = false;
if (!alive _unit) then { if (!alive _unit) then {
_unit = [_unit,_caller] call FUNC(makeCopyOfBody); _unit = [_unit,_caller] call FUNC(makeCopyOfBody);
}; };
_unit moveInCargo _vehicle;
_loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
_loaded pushback _unit;
_vehicle setvariable [QGVAR(loaded_persons),_loaded,true];
if (!([_unit] call FUNC(isAwake))) then {
_handle = [_unit,_vehicle] spawn {
private ["_unit","_vehicle"];
_unit = _this select 0;
_vehicle = _this select 1;
waituntil {vehicle _unit == _vehicle};
sleep 0.5;
//Save the "awake" animation before applying the death animation if (_vehicle emptyPositions "cargo" > 0) then {
if (vehicle _unit == _vehicle) then { _unit moveInCargo _vehicle;
_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]]; _slotsOpen = true;
};
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
};
} else { } else {
if ([_unit] call FUNC(isArrested)) then { if (_vehicle emptyPositions "gunner" > 0) then {
_unit moveInGunner _vehicle;
_slotsOpen = true;
};
};
if (_slotsOpen) then {
_loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
_loaded pushback _unit;
_vehicle setvariable [QGVAR(loaded_persons),_loaded,true];
if (!([_unit] call FUNC(isAwake))) then {
_handle = [_unit,_vehicle] spawn {
private ["_unit","_vehicle"];
_unit = _this select 0;
_vehicle = _this select 1;
waituntil {vehicle _unit == _vehicle};
sleep 0.5;
//Save the "awake" animation before applying the death animation
if (vehicle _unit == _vehicle) then {
_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
};
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
};
} else {
if ([_unit] call FUNC(isArrested)) then {
};
}; };
}; };

View File

@ -3,7 +3,9 @@
* Initializes the check-PBOs module. * Initializes the check-PBOs module.
* *
* Arguments: * Arguments:
* Whatever the module provides. (I dunno.) * 0: The module logic <LOGIC>
* 1: units <ARRAY>
* 2: activated <BOOL>
* *
* Return Value: * Return Value:
* None * None

View File

@ -41,11 +41,11 @@ if ((typeName _value) != (_settingData select 1)) then {
_failed = true; _failed = true;
if ((_settingData select 1) == "BOOL" and (typeName _value) == "SCALAR") then { if ((_settingData select 1) == "BOOL" and (typeName _value) == "SCALAR") then {
// If value is not 0 or 1 consider it invalid and don't set anything // If value is not 0 or 1 consider it invalid and don't set anything
if (_value == 0) then { if (_value isEqualTo 0) then {
_value = false; _value = false;
_failed = false; _failed = false;
}; };
if (_value == 1) then { if (_value isEqualTo 1) then {
_value = true; _value = true;
_failed = false; _failed = false;
}; };

View File

@ -65,7 +65,8 @@ if (isNil _name) then {
localizedDescription, localizedDescription,
possibleValues, possibleValues,
isForced, isForced,
defaultValue defaultValue,
category
];*/ ];*/
_settingData = [ _settingData = [
_name, _name,
@ -75,7 +76,8 @@ if (isNil _name) then {
getText (_optionEntry >> "description"), getText (_optionEntry >> "description"),
getArray (_optionEntry >> "values"), getArray (_optionEntry >> "values"),
getNumber (_optionEntry >> "force") > 0, getNumber (_optionEntry >> "force") > 0,
_value _value,
getText (_optionEntry >> "category")
]; ];
//Strings in the values array won't be localized from the config, so just do that now: //Strings in the values array won't be localized from the config, so just do that now:

View File

@ -36,7 +36,7 @@ if (isNil QGVAR(publishSchedId)) then {
GVAR(publishVarNames) = []; GVAR(publishVarNames) = [];
GVAR(publishNextTime) = 1e7; GVAR(publishNextTime) = 1e7;
}; };
}, 0, []] call cba_fnc_addPerFrameHandler; }, 0, []] call CBA_fnc_addPerFrameHandler;
}; };
// If the variable is not on the list // If the variable is not on the list

View File

@ -0,0 +1,34 @@
/*
* Author: SilentSpike (based on unmuteUnit)
* Globally unhides a unit. Only unhides if the last reason was removed.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Reason to unhide the unit <STRING>
*
* Return Value:
* nil
*
* Example:
* [ACE_Player, "SpectatorMode"] call ace_common_fnc_unhideUnit
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_unit,_reason);
if (isNull _unit) exitWith {};
private "_setHiddenReasons";
_setHiddenReasons = _unit getVariable [QGVAR(setHiddenReasons), []];
if (_reason in _setHiddenReasons) then {
_setHiddenReasons deleteAt (_setHiddenReasons find _reason);
_unit setVariable [QGVAR(setHiddenReasons), _setHiddenReasons, true];
};
if (_setHiddenReasons isEqualTo []) then {
["hideObjectGlobal",[_unit,false]] call FUNC(serverEvent);
};

View File

@ -15,16 +15,34 @@
#define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson)) #define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson))
private ["_loaded", "_emptyPos"]; private ["_loaded", "_emptyPos","_validVehiclestate"];
PARAMS_2(_unit,_vehicle); PARAMS_2(_unit,_vehicle);
_validVehiclestate = true;
if (driver _vehicle == _unit) exitwith {TRACE_1("Exiting on Failed Driver Check", driver _vehicle == _unit); false;}; if (_vehicle isKindOf "Ship" ) then {
TRACE_1("Vehicle Check", driver _vehicle == _unit); if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
if !(speed _vehicle <1 && (((getPos _vehicle) select 2) < 2)) exitwith {TRACE_1("Exiting on Failed speed check", getPosASL _vehicle == _unit); false;}; TRACE_1("SHIP Ground Check", getPosATL _vehicle );
TRACE_1("getPosASL Vehicle Check", getPos _vehicle); _emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 13, typeof _unit]); // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air" ) then {
if !(speed _vehicle <1 && {isTouchingGround _vehicle}) then {_validVehiclestate = false};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = (getPosASL _vehicle) call EFUNC(common,ASLtoPosition);
_emptyPos = [(_emptyPos select 0) + random(5), (_emptyPos select 1) + random(5), _emptyPos select 2 ];
} else {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 13, typeof _unit]);
};
};
TRACE_1("getPosASL Vehicle Check", getPosASL _vehicle);
if (!_validVehiclestate) exitwith { diag_log format["Unable to unload patient because invalid (%1) vehicle state. Either moving or Not close enough on the ground. position: %2 isTouchingGround: %3 Speed: %4", _vehicle, getPos _vehicle, isTouchingGround _vehicle, speed _vehicle]; false };
diag_log str _emptyPos;
if (count _emptyPos == 0) exitwith {diag_log format["No safe empty spots to unload patient. %1", _emptyPos]; false}; //consider displaying text saying there are no safe places to exit the vehicle
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 13, typeof _unit]);
if (count _emptyPos == 0) exitwith {false}; //consider displaying text saying there are no safe places to exit the vehicle
unassignVehicle _unit; unassignVehicle _unit;
[_unit] orderGetIn false; [_unit] orderGetIn false;

View File

@ -476,6 +476,7 @@
<Spanish>Comprobar PBOs</Spanish> <Spanish>Comprobar PBOs</Spanish>
<German>Überprüfe PBOs</German> <German>Überprüfe PBOs</German>
<Czech>Zkontrolovat PBO</Czech> <Czech>Zkontrolovat PBO</Czech>
<Portuguese>Verificar PBOs</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_Description"> <Key ID="STR_ACE_Common_CheckPBO_Description">
<English></English> <English></English>
@ -483,6 +484,7 @@
<Spanish>Este módulo verifica la integridad de los addons con los que iniciamos el simulador</Spanish> <Spanish>Este módulo verifica la integridad de los addons con los que iniciamos el simulador</Spanish>
<German>Dieses Modul überprüft ob jeder Spieler die richtigen PBO-Dateien hat.</German> <German>Dieses Modul überprüft ob jeder Spieler die richtigen PBO-Dateien hat.</German>
<Czech>Zjistit addon který je v souladu se serverem</Czech> <Czech>Zjistit addon který je v souladu se serverem</Czech>
<Portuguese>Este módulo verifica a integridade dos addons quando iniciamos a simulação</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_DisplayName"> <Key ID="STR_ACE_Common_CheckPBO_Action_DisplayName">
<English>Action</English> <English>Action</English>
@ -490,6 +492,7 @@
<Spanish>Acción</Spanish> <Spanish>Acción</Spanish>
<German>Aktion</German> <German>Aktion</German>
<Czech>Akce</Czech> <Czech>Akce</Czech>
<Portuguese>Ação</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_Description"> <Key ID="STR_ACE_Common_CheckPBO_Action_Description">
<English>What to do with people who do not have the right PBOs?</English> <English>What to do with people who do not have the right PBOs?</English>
@ -497,6 +500,7 @@
<Spanish>¿Qué hacer con la gente que no tiene correctamente los PBOs?</Spanish> <Spanish>¿Qué hacer con la gente que no tiene correctamente los PBOs?</Spanish>
<German>Was soll mit Leuten passieren, die nicht die richtigen PBOs haben?</German> <German>Was soll mit Leuten passieren, die nicht die richtigen PBOs haben?</German>
<Czech>Co udělat s lidmi, co nemají správné addony?</Czech> <Czech>Co udělat s lidmi, co nemají správné addony?</Czech>
<Portuguese>O que fazer com pessoas que não tem os PBOs corretos?</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnOnce"> <Key ID="STR_ACE_Common_CheckPBO_Action_WarnOnce">
<English>Warn once</English> <English>Warn once</English>
@ -504,6 +508,7 @@
<Spanish>Avisar una vez</Spanish> <Spanish>Avisar una vez</Spanish>
<German>Einmal verwarnen</German> <German>Einmal verwarnen</German>
<Czech>Upozornit jednou</Czech> <Czech>Upozornit jednou</Czech>
<Portuguese>Avisar uma vez</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnPerm"> <Key ID="STR_ACE_Common_CheckPBO_Action_WarnPerm">
<English>Warn (permanent)</English> <English>Warn (permanent)</English>
@ -511,6 +516,7 @@
<Spanish>Avisar (permanente)</Spanish> <Spanish>Avisar (permanente)</Spanish>
<German>Immer verwarnen</German> <German>Immer verwarnen</German>
<Czech>Upozornit (permanentně)</Czech> <Czech>Upozornit (permanentně)</Czech>
<Portuguese>Avisar (permanente)</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_Kick"> <Key ID="STR_ACE_Common_CheckPBO_Action_Kick">
<English>Kick</English> <English>Kick</English>
@ -518,6 +524,7 @@
<Spanish>Expulsar</Spanish> <Spanish>Expulsar</Spanish>
<German>Kicken</German> <German>Kicken</German>
<Czech>Vyhodit</Czech> <Czech>Vyhodit</Czech>
<Portuguese>Chutar</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_DisplayName"> <Key ID="STR_ACE_Common_CheckPBO_CheckAll_DisplayName">
<English>Check all addons</English> <English>Check all addons</English>
@ -525,6 +532,7 @@
<Spanish>Comprobar todos los addons</Spanish> <Spanish>Comprobar todos los addons</Spanish>
<German>Alle Addons überprüfen</German> <German>Alle Addons überprüfen</German>
<Czech>Zkontrolovat všechny addony</Czech> <Czech>Zkontrolovat všechny addony</Czech>
<Portuguese>Verificar todos addons</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_Description"> <Key ID="STR_ACE_Common_CheckPBO_CheckAll_Description">
<English>Check all addons instead of only those of ACE?</English> <English>Check all addons instead of only those of ACE?</English>
@ -532,6 +540,7 @@
<Spanish>Comprobar todos los addons en vez de solo los del ACE</Spanish> <Spanish>Comprobar todos los addons en vez de solo los del ACE</Spanish>
<German>Alle Addons anstatt nur ACE überprüfen?</German> <German>Alle Addons anstatt nur ACE überprüfen?</German>
<Czech>Zkontrolovat všechny addony namísto jen těch od ACE?</Czech> <Czech>Zkontrolovat všechny addony namísto jen těch od ACE?</Czech>
<Portuguese>Verificar todos addons invés de só os do ACE?</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_DisplayName"> <Key ID="STR_ACE_Common_CheckPBO_Whitelist_DisplayName">
<English>Whitelist</English> <English>Whitelist</English>
@ -539,6 +548,7 @@
<Spanish>Lista blanca</Spanish> <Spanish>Lista blanca</Spanish>
<German>Whitelist</German> <German>Whitelist</German>
<Czech>Seznam povolených</Czech> <Czech>Seznam povolených</Czech>
<Portuguese>Lista branca</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_Description"> <Key ID="STR_ACE_Common_CheckPBO_Whitelist_Description">
<English>What addons are allowed regardless?</English> <English>What addons are allowed regardless?</English>
@ -546,6 +556,7 @@
<Spanish>Qué addons están permitidos igualmente</Spanish> <Spanish>Qué addons están permitidos igualmente</Spanish>
<German>Welche Addons werden dennoch erlaubt?</German> <German>Welche Addons werden dennoch erlaubt?</German>
<Czech>Jaké addony jsou povoleny?</Czech> <Czech>Jaké addony jsou povoleny?</Czech>
<Portuguese>Quais addons são permitidos de qualquer maneira?</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_LSDVehicles_DisplayName"> <Key ID="STR_ACE_Common_LSDVehicles_DisplayName">
<English>LSD Vehicles</English> <English>LSD Vehicles</English>
@ -553,6 +564,7 @@
<Spanish>Vehículos LSD</Spanish> <Spanish>Vehículos LSD</Spanish>
<German>LSD-Fahrzeuge</German> <German>LSD-Fahrzeuge</German>
<Czech>LSD vozidla</Czech> <Czech>LSD vozidla</Czech>
<Portuguese>Veículos LSD</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_LSDVehicles_Description"> <Key ID="STR_ACE_Common_LSDVehicles_Description">
<English>Adds LSD effect to synchronized vehicle</English> <English>Adds LSD effect to synchronized vehicle</English>
@ -560,18 +572,112 @@
<Spanish>Añade el efecto LSD al vehículo sincronizado</Spanish> <Spanish>Añade el efecto LSD al vehículo sincronizado</Spanish>
<German>Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu</German> <German>Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu</German>
<Czech>Přidá LSD efekt pro synchronizované vozidla</Czech> <Czech>Přidá LSD efekt pro synchronizované vozidla</Czech>
<Portuguese>Adiciona efeito LSD ao veículo sincronizado</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Common_toggleHandheldDevice"> <Key ID="STR_ACE_Common_toggleHandheldDevice">
<English>Toggle Handheld Device</English> <English>Toggle Handheld Device</English>
<Spanish>Seleccionar dispositivo de mano</Spanish> <Spanish>Seleccionar dispositivo de mano</Spanish>
<German>Handheld aufrufen</German>
<Portuguese>Ativa dispositivo de mão</Portuguese>
<Polish>Przełącz urządzenie podręczne</Polish>
<Czech>Přepnout ruční zařízení</Czech>
</Key> </Key>
<Key ID="STR_ACE_Common_closeHandheldDevice"> <Key ID="STR_ACE_Common_closeHandheldDevice">
<English>Close Handheld Device</English> <English>Close Handheld Device</English>
<Spanish>Cerrar dispositivo de mano</Spanish> <Spanish>Cerrar dispositivo de mano</Spanish>
<German>Handheld schließen</German>
<Portuguese>Fecha dispositivo de mão</Portuguese>
<Polish>Zamknij urządzenie podręczne</Polish>
<Czech>Zavřít ruční zařízení</Czech>
</Key> </Key>
<Key ID="STR_ACE_Common_cycleHandheldDevices"> <Key ID="STR_ACE_Common_cycleHandheldDevices">
<English>Cycle Handheld Devices</English> <English>Cycle Handheld Devices</English>
<Spanish>Cambiar dispositivos de mano</Spanish> <Spanish>Cambiar dispositivos de mano</Spanish>
<German>Handheld wechseln</German>
<Portuguese>Troca dispositivos de mão</Portuguese>
<Polish>Następne urządzenie podręczne</Polish>
<Czech>Procházet ruční zařízení</Czech>
</Key>
<Key ID="STR_ACE_Common_Disabled">
<English>Disabled</English>
<Czech>Zakázáno</Czech>
<French>Non</French>
<German>Deaktiviert</German>
<Italian>Disattivato</Italian>
<Polish>Wyłączone</Polish>
<Portuguese>Desativado</Portuguese>
<Russian>Откл.</Russian>
<Spanish>Desactivado</Spanish>
</Key>
<Key ID="STR_ACE_Common_Enabled">
<English>Enabled</English>
<Czech>Zapnuto</Czech>
<French>Oui</French>
<German>Aktiviert</German>
<Italian>Attivato</Italian>
<Polish>Włączone</Polish>
<Portuguese>Ativado</Portuguese>
<Russian>Вкл.</Russian>
<Spanish>Activado</Spanish>
</Key>
<Key ID="STR_ACE_Common_Yes">
<English>Yes</English>
<German>Ja</German>
<Spanish>Si</Spanish>
<Polish>Tak</Polish>
<Czech>Ano</Czech>
<French>Oui</French>
<Russian>Да</Russian>
<Hungarian>Igen</Hungarian>
<Portuguese>Sim</Portuguese>
<Italian>Si</Italian>
</Key>
<Key ID="STR_ACE_Common_No">
<English>No</English>
<German>Nein</German>
<Spanish>No</Spanish>
<Polish>Nie</Polish>
<Czech>Ne</Czech>
<French>Non</French>
<Russian>Нет</Russian>
<Hungarian>Nem</Hungarian>
<Portuguese>Não</Portuguese>
<Italian>No</Italian>
</Key>
<Key ID="STR_ACE_Common_VehiclesOnly">
<English>Vehicles only</English>
</Key>
<Key ID="STR_ACE_Common_DoNotForce">
<English>Do Not Force</English>
<Polish>Nie wymuszaj</Polish>
<Spanish>No forzar</Spanish>
<German>Nicht erzwingen</German>
<Czech>Nevynucovat</Czech>
<Portuguese>Não forçar</Portuguese>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryEquipment">
<English>ACE3 Equipment</English>
<Polish>ACE3 Wyposażenie</Polish>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryCommon">
<English>ACE3 Common</English>
<Polish>ACE3 Ogólne</Polish>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryWeapons">
<English>ACE3 Weapons</English>
<Polish>ACE3 Broń</Polish>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryMovement">
<English>ACE3 Movement</English>
<Polish>ACE3 Ruch</Polish>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryScopeAdjustment">
<English>ACE3 Scope Adjustment</English>
<Polish>ACE3 Regulacja optyki</Polish>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryVehicles">
<English>ACE3 Vehicles</English>
<Polish>ACE3 Pojazdy</Polish>
</Key> </Key>
</Package> </Package>
</Project> </Project>

View File

@ -123,7 +123,8 @@ class CfgVehicles {
displayName = "$STR_ACE_ROLLWIRE"; displayName = "$STR_ACE_ROLLWIRE";
distance = 4; distance = 4;
condition = "true"; condition = "true";
statement = QUOTE([ARR_2(_target,_player)] call FUNC(deploy)); //wait a frame to handle "Do When releasing action menu key" option:
statement = QUOTE([ARR_2({_this call FUNC(deploy)}, [ARR_2(_target,_player)])] call EFUNC(common,execNextFrame));
showDisabled = 0; showDisabled = 0;
exceptions[] = {}; exceptions[] = {};
priority = 5; priority = 5;

View File

@ -9,3 +9,5 @@ GVAR(deployPFH) = -1;
GVAR(placer) setVariable [QGVAR(wireDeployed), true]; GVAR(placer) setVariable [QGVAR(wireDeployed), true];
}; };
}] call EFUNC(common,addEventHandler); }] call EFUNC(common,addEventHandler);
[QGVAR(vehicleDamage), {_this call FUNC(vehicleDamage)}] call EFUNC(common,addEventHandler);

View File

@ -7,5 +7,6 @@ PREP(dismount);
PREP(dismountSuccess); PREP(dismountSuccess);
PREP(handleDamage); PREP(handleDamage);
PREP(handleKilled); PREP(handleKilled);
PREP(vehicleDamage);
ADDON = true; ADDON = true;

View File

@ -37,7 +37,7 @@ deleteVehicle _wirecoil;
_unit setVariable [QGVAR(wireDeployed), false]; _unit setVariable [QGVAR(wireDeployed), false];
GVAR(deployPFH) = [{ GVAR(deployPFH) = [{
EXPLODE_4_PVT(_this select 0,_wireNoGeo,_wireNoGeoPos,_unit,_action); EXPLODE_3_PVT(_this select 0,_wireNoGeo,_wireNoGeoPos,_unit);
private ["_range", "_posStart", "_posEnd", "_dirVect", "_dir", "_anim", "_wire"]; private ["_range", "_posStart", "_posEnd", "_dirVect", "_dir", "_anim", "_wire"];
_posStart = (_wireNoGeo modelToWorldVisual (_wireNoGeo selectionPosition "start")) call EFUNC(common,positionToASL); _posStart = (_wireNoGeo modelToWorldVisual (_wireNoGeo selectionPosition "start")) call EFUNC(common,positionToASL);
@ -73,7 +73,7 @@ GVAR(deployPFH) = [{
{ {
_wireNoGeo animate [_x, _anim]; _wireNoGeo animate [_x, _anim];
} foreach WIRE_FAST; } foreach WIRE_FAST;
}, 0, [_wireNoGeo, _wireNoGeoPos, _unit, _action]] call CBA_fnc_addPerFrameHandler; }, 0, [_wireNoGeo, _wireNoGeoPos, _unit]] call CBA_fnc_addPerFrameHandler;
[localize "STR_ACE_ROLLWIRE", "", ""] call EFUNC(interaction,showMouseHint); [localize "STR_ACE_ROLLWIRE", "", ""] call EFUNC(interaction,showMouseHint);

View File

@ -17,7 +17,9 @@
PARAMS_2(_wire,_killer); PARAMS_2(_wire,_killer);
if (isNull _killer) then { private ["_distance", "_vehicle"];
if (isNull _killer) then {
_killer = _wire getVariable ["ace_concertina_wire_lastDamager", objNull]; _killer = _wire getVariable ["ace_concertina_wire_lastDamager", objNull];
if (isNull _killer) then { if (isNull _killer) then {
_killer = nearestObject [_wire, "car"]; _killer = nearestObject [_wire, "car"];
@ -25,111 +27,9 @@ if (isNull _killer) then {
}; };
if (isNull _killer || {_killer == _wire} || {_killer == gunner (vehicle _killer)}) exitWith {}; if (isNull _killer || {_killer == _wire} || {_killer == gunner (vehicle _killer)}) exitWith {};
private ["_type", "_mode", "_distance", "_anim", "_parts", "_selectionPart", "_selection", "_pos_w", "_dir_w", "_vehicle"];
_type = typeOf _wire;
_mode = switch (_type) do {
case "ACE_ConcertinaWire": { 0 };
case "Land_Razorwire_F": { 1 };
default { -1 };
};
if (_mode == -1) exitWith {};
// _mode = 0 = Single Coil
// _mode = 1 = Triple Coil
// --------------------------------
// L M R
// 4.54929 (4)
// 6.13564 (6)
//9.78744 (10)
_distance = _wire distance _killer; _distance = _wire distance _killer;
if (_distance > 14 || {_distance < 2}) exitWith {}; // Fix if shooting wire if (_distance > 14 || {_distance < 2}) exitWith {}; // Fix if shooting wire
_type = typeOf _wire;
_anim = _wire animationPhase "wire_2";
_pos_w = getPos _wire;
_dir_w = getDir _wire;
_vehicle = vehicle _killer; _vehicle = vehicle _killer;
if (_mode == 0) then { [QGVAR(vehicleDamage), [_vehicle], [_wire, _vehicle]] call EFUNC(common,targetEvent);
private ["_x", "_y", "_found", "_wireCheckPosAr", "_no"];
_x = _pos_w select 0;
_y = _pos_w select 1;
// Check if two Single coils are placed next to each other (i.e playes have built a big wire obstacle)
_wireCheckPosAr = [
[_x + (sin (_dir_w+90) * 1.5),_y + (cos (_dir_w+90) * 1.5)],
[(_x-(sin _dir_w)) + (sin (_dir_w+90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w+90) * 1.5)],
[_x + (sin (_dir_w-90) * 1.5),_y + (cos (_dir_w-90) * 1.5)],
[(_x-(sin _dir_w)) + (sin (_dir_w-90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w-90) * 1.5)]
];
{
_found = false;
_no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log ".....";
_no = _no - [_wire]; //diag_log _no;
if (count _no > 0) exitWith {
_found = true; //diag_log "found";
};
} foreach _wireCheckPosAr;
// Double coil found!
if (_found) then {
_mode = 1;
} else {
// Randomly make a single coil also catch tanks, if speed is high
if (_vehicle isKindOf "Tank" && {20 > random 100} && {speed _vehicle > 30}) then {
_mode = 1;
} else {
if !(_vehicle isKindOf "Tank") then {
_mode = 1;
};
};
};
};
if (_mode == 1) then {
switch (true) do {
case (_vehicle isKindOf "Tank"): {
_parts = ["ltrack","rtrack"];
};
case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
};
};
} else {
switch (true) do {
case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
};
};
};
if (canMove _vehicle) then {
{
_selectionPart = "hit" + _x;
if (isText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name")) then {
_selection = getText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name");
// TODO: Only the tires that have touched the wire should burst.
_vehicle setHit [_selection, 1];
};
} forEach _parts;
};
if (_mode == 1) then {
if (_vehicle isKindOf "StaticWeapon") exitWith {};
[{
PARAMS_2(_vehicle,_wire);
_vehicle setVelocity ((velocity _vehicle) vectorMultiply 0.75);
private ["_vPos", "_vDir"];
// Set vehicle back in front of wire, since the wire will make the vehicle jump, and a wire with no geometry lod is undestructible and not recognizeable
_vPos = getPosASL _vehicle;
_vDir = getDir _vehicle;
_vehicle setPosASL (_vPos vectorAdd [-0.35 * sin(_vDir), -0.35 * cos(_vDir), 0]);
// TODO: Needs to be placed in safe distance to wire, so we do not constantly re-spawn new wires
}, [_vehicle, _wire], 0.1, 0] call EFUNC(common,waitAndExecute);
};
//TODO: Create broken geoless wire (two version)
//TODO: Make wire remains stop vehicles

View File

@ -0,0 +1,123 @@
/*
* Author: Rocko
* Handles vehicle damage from hitting wire
*
* Arguments:
* 0: wire <OBJECT>
* 1: vehicle <OBJECT>
*
* Return Value:
* Nothing
*
* Return value:
* None
*/
#include "script_component.hpp"
PARAMS_2(_wire,_vehicle);
private ["_type", "_mode", "_anim", "_parts", "_selectionPart", "_selection", "_pos_w", "_dir_w"];
_type = typeOf _wire;
_mode = switch (_type) do {
case "ACE_ConcertinaWire": { 0 };
case "Land_Razorwire_F": { 1 };
default { -1 };
};
if (_mode == -1) exitWith {};
// _mode = 0 = Single Coil
// _mode = 1 = Triple Coil
// --------------------------------
// L M R
// 4.54929 (4)
// 6.13564 (6)
//9.78744 (10)
_type = typeOf _wire;
_anim = _wire animationPhase "wire_2";
_pos_w = getPos _wire;
_dir_w = getDir _wire;
if (_mode == 0) then {
private ["_x", "_y", "_found", "_wireCheckPosAr", "_no"];
_x = _pos_w select 0;
_y = _pos_w select 1;
// Check if two Single coils are placed next to each other (i.e playes have built a big wire obstacle)
_wireCheckPosAr = [
[_x + (sin (_dir_w+90) * 1.5),_y + (cos (_dir_w+90) * 1.5)],
[(_x-(sin _dir_w)) + (sin (_dir_w+90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w+90) * 1.5)],
[_x + (sin (_dir_w-90) * 1.5),_y + (cos (_dir_w-90) * 1.5)],
[(_x-(sin _dir_w)) + (sin (_dir_w-90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w-90) * 1.5)]
];
{
_found = false;
_no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log ".....";
_no = _no - [_wire]; //diag_log _no;
if (count _no > 0) exitWith {
_found = true; //diag_log "found";
};
} foreach _wireCheckPosAr;
// Double coil found!
if (_found) then {
_mode = 1;
} else {
// Randomly make a single coil also catch tanks, if speed is high
if (_vehicle isKindOf "Tank" && {20 > random 100} && {speed _vehicle > 30}) then {
_mode = 1;
} else {
if !(_vehicle isKindOf "Tank") then {
_mode = 1;
};
};
};
};
if (_mode == 1) then {
switch (true) do {
case (_vehicle isKindOf "Tank"): {
_parts = ["ltrack","rtrack"];
};
case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
};
};
} else {
switch (true) do {
case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
};
};
};
if (canMove _vehicle) then {
{
_selectionPart = "hit" + _x;
if (isText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name")) then {
_selection = getText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name");
// TODO: Only the tires that have touched the wire should burst.
_vehicle setHit [_selection, 1];
};
} forEach _parts;
};
if (_mode == 1) then {
if (_vehicle isKindOf "StaticWeapon") exitWith {};
[{
PARAMS_2(_vehicle,_wire);
_vehicle setVelocity ((velocity _vehicle) vectorMultiply 0.75);
private ["_vPos", "_vDir"];
// Set vehicle back in front of wire, since the wire will make the vehicle jump, and a wire with no geometry lod is undestructible and not recognizeable
_vPos = getPosASL _vehicle;
_vDir = getDir _vehicle;
_vehicle setPosASL (_vPos vectorAdd [-0.35 * sin(_vDir), -0.35 * cos(_vDir), 0]);
// TODO: Needs to be placed in safe distance to wire, so we do not constantly re-spawn new wires
}, [_vehicle, _wire], 0.1] call EFUNC(common,waitAndExecute);
};
//TODO: Create broken geoless wire (two version)
//TODO: Make wire remains stop vehicles

View File

@ -1,6 +1,8 @@
#define COMPONENT concertina_wire #define COMPONENT concertina_wire
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
#ifdef DEBUG_ENABLED_CONCERTINA_WIRE #ifdef DEBUG_ENABLED_CONCERTINA_WIRE
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -5,45 +5,49 @@
<English>Concertina Wire</English> <English>Concertina Wire</English>
<German>NATO-Draht</German> <German>NATO-Draht</German>
<Russian>Проволочная спираль</Russian> <Russian>Проволочная спираль</Russian>
<Polish>Drut kolczasty</Polish> <Polish>Koncentrina</Polish>
<Spanish>Concertina wire</Spanish> <Spanish>Alambre de espino</Spanish>
<French>Concertina wire</French> <French>Concertina wire</French>
<Czech>Ostnatý drát</Czech> <Czech>Ostnatý drát</Czech>
<Italian>Concertina wire</Italian> <Italian>Concertina wire</Italian>
<Hungarian>Concertina wire</Hungarian> <Hungarian>Concertina wire</Hungarian>
<Portuguese>Arame farpado</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_CONCERTINA_WIRECOIL"> <Key ID="STR_ACE_CONCERTINA_WIRECOIL">
<English>Concertina Wire Coil</English> <English>Concertina Wire Coil</English>
<German>NATO-Draht Rolle</German> <German>NATO-Draht Rolle</German>
<Russian>Проволочная спираль (моток)</Russian> <Russian>Проволочная спираль (моток)</Russian>
<Polish>Zwój drutu kolczastego</Polish> <Polish>Zwój koncentriny</Polish>
<Spanish>Concertina wire coil</Spanish> <Spanish>Bobina de alambre de espino</Spanish>
<French>Concertina wire coil</French> <French>Concertina wire coil</French>
<Czech>Smyčka ostnatého drátu</Czech> <Czech>Smyčka ostnatého drátu</Czech>
<Italian>Concertina wire coil</Italian> <Italian>Concertina wire coil</Italian>
<Hungarian>Concertina wire coil</Hungarian> <Hungarian>Concertina wire coil</Hungarian>
<Portuguese>Bobina de arame farpado</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_UNROLLWIRE"> <Key ID="STR_ACE_UNROLLWIRE">
<English>Dismount Concertina Wire</English> <English>Dismount Concertina Wire</English>
<German>NATO-Draht abbauen</German> <German>NATO-Draht abbauen</German>
<Russian>Демонтировать проволочную спираль</Russian> <Russian>Демонтировать проволочную спираль</Russian>
<Polish>Zwiń drut kolczasty</Polish> <Polish>Zwiń koncentrinę</Polish>
<Spanish>Dismount Concertina wire</Spanish> <Spanish>Desmontar alambre de espino</Spanish>
<French>Dismount Concertina wire</French> <French>Dismount Concertina wire</French>
<Czech>Svinout ostnatý drát</Czech> <Czech>Svinout ostnatý drát</Czech>
<Italian>Dismount Concertina wire</Italian> <Italian>Dismount Concertina wire</Italian>
<Hungarian>Dismount Concertina wire</Hungarian> <Hungarian>Dismount Concertina wire</Hungarian>
<Portuguese>Desmontar arame farpado</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_ROLLWIRE"> <Key ID="STR_ACE_ROLLWIRE">
<English>Deploy Concertina Wire</English> <English>Deploy Concertina Wire</English>
<German>NATO-Draht verlegen</German> <German>NATO-Draht verlegen</German>
<Russian>Монтировать проволочную спираль</Russian> <Russian>Монтировать проволочную спираль</Russian>
<Polish>Rozwiń drut kolczasty</Polish> <Polish>Rozwiń koncentrinę</Polish>
<Spanish>Deploy Concertina wire</Spanish> <Spanish>Desplegar alambre de espino</Spanish>
<French>Deploy Concertina wire</French> <French>Deploy Concertina wire</French>
<Czech>Rozvinout ostnatý drát</Czech> <Czech>Rozvinout ostnatý drát</Czech>
<Italian>Deploy Concertina wire</Italian> <Italian>Deploy Concertina wire</Italian>
<Hungarian>Deploy Concertina wire</Hungarian> <Hungarian>Deploy Concertina wire</Hungarian>
<Portuguese>Colocar arame farpado</Portuguese>
</Key> </Key>
</Package> </Package>
</Project> </Project>

View File

@ -10,7 +10,7 @@ class CfgVehicles {
showDisabled = 0; showDisabled = 0;
priority = 0.1; priority = 0.1;
icon = QUOTE(PATHTOF(UI\DAGR_Icon.paa)); icon = QUOTE(PATHTOF(UI\DAGR_Icon.paa));
exceptions[] = {"isNotInside"}; exceptions[] = {"isNotInside", "isNotSitting"};
class GVAR(toggle) { class GVAR(toggle) {
displayName = "Toggle DAGR"; displayName = "Toggle DAGR";
condition = QUOTE([ARR_2(_player,'ACE_DAGR')] call EFUNC(common,hasItem)); condition = QUOTE([ARR_2(_player,'ACE_DAGR')] call EFUNC(common,hasItem));
@ -18,7 +18,7 @@ class CfgVehicles {
showDisabled = 0; showDisabled = 0;
priority = 0.2; priority = 0.2;
icon = QUOTE(PATHTOF(UI\DAGR_Icon.paa)); icon = QUOTE(PATHTOF(UI\DAGR_Icon.paa));
exceptions[] = {"notOnMap", "isNotInside"}; exceptions[] = {"notOnMap", "isNotInside", "isNotSitting"};
}; };
}; };
}; };
@ -33,10 +33,7 @@ class CfgVehicles {
displayName = "DAGR"; displayName = "DAGR";
vehicleClass = "Items"; vehicleClass = "Items";
class TransportItems { class TransportItems {
class ACE_DAGR { MACRO_ADDITEM(ACE_DAGR,1);
name = "ACE_DAGR";
count = 1;
};
}; };
}; };

View File

@ -7,11 +7,11 @@ class CfgWeapons {
author[] = {$STR_ACE_Common_ACETeam, "Ruthberg"}; author[] = {$STR_ACE_Common_ACETeam, "Ruthberg"};
scope = 2; scope = 2;
displayName = "DAGR"; displayName = "DAGR";
model = QUOTE(PATHTOF(data\DAGR.p3d));
descriptionShort = ""; descriptionShort = "";
picture = PATHTOF(UI\DAGR_Icon.paa); picture = PATHTOF(UI\DAGR_Icon.paa);
icon = "iconObject_circle"; icon = "iconObject_circle";
mapSize = 0.034; mapSize = 0.034;
class ItemInfo: InventoryItem_Base_F { class ItemInfo: InventoryItem_Base_F {
mass = 10; mass = 10;
}; };

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