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Advanced Fatigue - Move sway to common and add enable sway setting (#9872)
* Move sway from fatigue to common * Added enable sway setting * Update addons/common/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/common/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/common/stringtable.xml --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
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86f1b6b142
commit
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@ -25,20 +25,6 @@ if (!hasInterface) exitWith {};
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};
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};
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}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
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}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
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["multiplier", {
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switch (true) do {
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case (isWeaponRested ACE_player): {
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GVAR(swayFactor) * GVAR(restedSwayFactor)
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};
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case (isWeaponDeployed ACE_player): {
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GVAR(swayFactor) * GVAR(deployedSwayFactor)
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};
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default {
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GVAR(swayFactor)
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};
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};
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}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
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// - Post process effect ------------------------------------------------------
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// - Post process effect ------------------------------------------------------
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GVAR(ppeBlackout) = ppEffectCreate ["ColorCorrections", 4220];
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GVAR(ppeBlackout) = ppEffectCreate ["ColorCorrections", 4220];
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GVAR(ppeBlackout) ppEffectEnable true;
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GVAR(ppeBlackout) ppEffectEnable true;
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@ -80,30 +80,3 @@
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[0, 5, 1, 1],
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[0, 5, 1, 1],
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true
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true
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] call CBA_fnc_addSetting;
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] call CBA_fnc_addSetting;
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[
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QGVAR(swayFactor),
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"SLIDER",
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[LSTRING(SwayFactor), LSTRING(SwayFactor_Description)],
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LSTRING(DisplayName),
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[0, 5, 1, 1],
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(restedSwayFactor),
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"SLIDER",
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[LSTRING(RestedSwayFactor), LSTRING(RestedSwayFactor_Description)],
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LSTRING(DisplayName),
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[0, 5, 1, 2],
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(deployedSwayFactor),
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"SLIDER",
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[LSTRING(DeployedSwayFactor), LSTRING(DeployedSwayFactor_Description)],
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LSTRING(DisplayName),
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[0, 5, 1, 2],
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true
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] call CBA_fnc_addSetting;
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@ -154,76 +154,6 @@
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<Portuguese>Define o quanto que um terreno íngrime aumenta na perda de estamina. Quanto maior, maior a perda de estamina.</Portuguese>
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<Portuguese>Define o quanto que um terreno íngrime aumenta na perda de estamina. Quanto maior, maior a perda de estamina.</Portuguese>
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<Czech>Nastavuje, o kolik strmý terén zvyšuje ztrátu výdrže. Vyšší znamená vyšší ztrátu výdrže.</Czech>
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<Czech>Nastavuje, o kolik strmý terén zvyšuje ztrátu výdrže. Vyšší znamená vyšší ztrátu výdrže.</Czech>
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</Key>
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</Key>
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<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor">
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<English>Sway factor</English>
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<Spanish>Factor de balanceo de mira</Spanish>
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<German>Verwacklungsfaktor</German>
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<Japanese>手ぶれ因数</Japanese>
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<Chinesesimp>抖动系数</Chinesesimp>
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<Chinese>抖動因素</Chinese>
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<French>Facteur de tremblement</French>
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<Italian>Fattore di Oscillazione</Italian>
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<Polish>Czynnik kołysania</Polish>
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<Russian>Фактор колебания прицела</Russian>
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<Portuguese>Fator de Balanço de Mira</Portuguese>
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<Czech>Faktor kývání</Czech>
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<Korean>손떨림 정도</Korean>
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</Key>
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<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor_Description">
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<English>Influences the amount of weapon sway. Higher means more sway.</English>
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<Spanish>Afecta al la estabilidad de la mira. Más alto significa más balanceo</Spanish>
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<German>Beeinflusst, wie ruhig man eine Waffe halten kann. Ein höherer Wert bedeutet weniger Stabilisierung.</German>
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<Japanese>武器の手ぶれの量に影響します。値が高いほど、手ぶれが強くなります。</Japanese>
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<Chinesesimp>影响手持武器的晃动程度,数值越高,抖动的越厉害。</Chinesesimp>
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<Chinese>影響手持武器晃動程度,數值越高抖動越厲害</Chinese>
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<French>Influe sur l'amplitude du tremblement de l'arme. Une valeur plus élevée signifie plus de tremblement.</French>
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<Italian>Influenza l'aumento di oscillazione dell'arma quando affaticato. Maggiore significa più oscillazione.</Italian>
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<Polish>Wpływa na poziom kołysania broni. Większa ilość znaczy większe kołysanie.</Polish>
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<Russian>Влияет на колебания прицела оружия. Чем выше - тем больше.</Russian>
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<Portuguese>Influencia a quantidade de balanço da mira da arma. Quanto maior, mais balanço.</Portuguese>
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<Czech>Ovlivňuje množství kývání zbraní. Vyšší znamená více kývání.</Czech>
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<Korean>손떨림의 정도를 정합니다. 높을 수록 많이 휘적입니다.</Korean>
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</Key>
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<Key ID="STR_ACE_Advanced_Fatigue_RestedSwayFactor">
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<English>Rested sway factor</English>
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<French>Facteur de balancement au repos</French>
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<Korean>휴식 시 손떨림 정도</Korean>
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<Portuguese>Fator de balanço de mira em repouso</Portuguese>
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<German>Verwacklungsfaktor, wenn aufgelegt</German>
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<Italian>Fattore di Oscillazione Appoggiato</Italian>
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<Japanese>静止時の手ぶれ係数</Japanese>
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<Russian>Коэффициент колебания прицела в состоянии покоя</Russian>
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</Key>
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<Key ID="STR_ACE_Advanced_Fatigue_RestedSwayFactor_Description">
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<English>Influences the amount of weapon sway while weapon is rested.</English>
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<French>Influence le degré de balancement de l'arme au repos.</French>
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<Korean>무기가 아무런 행동도 하지 않는 동안 무기가 흔들리는 정도를 정합니다.</Korean>
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<Portuguese>Influencia a quantidade de balanço de mira enquanto a arma está em repouso.</Portuguese>
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<German>Beeinflusst, wie ruhig man die Waffe hält, während sie aufgelegt ist.</German>
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<Italian>Determina la quantità di oscillazione dell'arma quando questa è appoggiata.</Italian>
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<Japanese>静止している時の武器の手ぶれの量に影響します。</Japanese>
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<Russian>Влияет на величину колебания прицела оружия в состоянии покоя.</Russian>
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</Key>
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<Key ID="STR_ACE_Advanced_Fatigue_DeployedSwayFactor">
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<English>Deployed sway factor</English>
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<French>Facteur de balancement déployé</French>
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<Korean>거치 시 손떨림 정도</Korean>
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<Portuguese>Fator de balanço de mira em posição de tiro</Portuguese>
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<German>Verwacklungsfaktor, wenn Zweibein aufgestellt ist.</German>
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<Italian>Fattore di Oscillazione su Bipode</Italian>
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<Japanese>展開時の手ぶれ係数</Japanese>
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<Russian>Коэффициент колебания прицела при развертывании</Russian>
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</Key>
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<Key ID="STR_ACE_Advanced_Fatigue_DeployedSwayFactor_Description">
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<English>Influences the amount of weapon sway while weapon is deployed.</English>
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<French>Influence le degré de balancement de l'arme déployée.</French>
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<Korean>무기를 거치하는 동안 무기를 흔드는 정도를 정합니다.</Korean>
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<Portuguese>Influencia a quantidade de balanço de mira enquanto a arma está em posição de tiro.</Portuguese>
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<German>Beeinflusst, wie ruhig man die Waffen hält, während das Zweibein aufgestellt ist.</German>
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<Italian>Determina la quantità di oscillazione dell'arma quando questa è stabilizzata usando il bipode.</Italian>
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<Japanese>武器の展開(Cキー)時の武器の手ぶれの量に影響します。</Japanese>
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<Russian>Влияет на величину колебания прицела оружия при его развертывании.</Russian>
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</Key>
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<Key ID="STR_ACE_Advanced_Fatigue_Enabled">
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<Key ID="STR_ACE_Advanced_Fatigue_Enabled">
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<English>Enabled</English>
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<English>Enabled</English>
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<Spanish>Activada</Spanish>
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<Spanish>Activada</Spanish>
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@ -499,10 +499,24 @@ GVAR(reloadMutex_lastMagazines) = [];
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// Start the sway loop
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// Start the sway loop
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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["CBA_settingsInitialized", {
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["CBA_settingsInitialized", {
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["multiplier", {
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switch (true) do {
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case (isWeaponRested ACE_player): {
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GVAR(swayFactor) * GVAR(restedSwayFactor)
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};
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case (isWeaponDeployed ACE_player): {
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GVAR(swayFactor) * GVAR(deployedSwayFactor)
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};
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default {
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GVAR(swayFactor)
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};
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};
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}, QUOTE(ADDON)] call FUNC(addSwayFactor);
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[{
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[{
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// frame after settingsInitialized to ensure all other addons have added their factors
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// frame after settingsInitialized to ensure all other addons have added their factors
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if ((GVAR(swayFactorsBaseline) + GVAR(swayFactorsMultiplier)) isNotEqualTo []) then {
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if (GVAR(enableSway)) then {
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call FUNC(swayLoop)
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call FUNC(swayLoop);
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};
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};
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// check for pre-3.16 sway factors being added
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// check for pre-3.16 sway factors being added
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if (!isNil {missionNamespace getVariable "ACE_setCustomAimCoef"}) then {
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if (!isNil {missionNamespace getVariable "ACE_setCustomAimCoef"}) then {
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@ -17,12 +17,12 @@
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private _baseline = 1;
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private _baseline = 1;
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if (GVAR(swayFactorsBaseline) isNotEqualTo []) then {
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if (GVAR(swayFactorsBaseline) isNotEqualTo []) then {
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_baseline = 1 max ([missionNamespace, "ACE_setCustomAimCoef_baseline", "max"] call EFUNC(common,arithmeticGetResult));
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_baseline = 1 max ([missionNamespace, "ACE_setCustomAimCoef_baseline", "max"] call FUNC(arithmeticGetResult));
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};
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};
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private _multiplier = 1;
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private _multiplier = 1;
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if (GVAR(swayFactorsMultiplier) isNotEqualTo []) then {
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if (GVAR(swayFactorsMultiplier) isNotEqualTo []) then {
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_multiplier = [missionNamespace, "ACE_setCustomAimCoef_multiplier", "product"] call EFUNC(common,arithmeticGetResult);
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_multiplier = [missionNamespace, "ACE_setCustomAimCoef_multiplier", "product"] call FUNC(arithmeticGetResult);
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};
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};
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ACE_player setCustomAimCoef (_baseline * _multiplier);
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ACE_player setCustomAimCoef (_baseline * _multiplier);
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@ -1,5 +1,6 @@
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private _category = format ["ACE %1", LLSTRING(DisplayName)];
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private _category = format ["ACE %1", LLSTRING(DisplayName)];
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private _categoryColors = [_category, format ["| %1 |", LLSTRING(subcategory_colors)]];
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private _categoryColors = [_category, LSTRING(subcategory_colors)];
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private _categorySway = [_category, LSTRING(subcategory_sway)];
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[
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[
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QGVAR(checkPBOsAction),
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QGVAR(checkPBOsAction),
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@ -87,7 +88,7 @@ private _categoryColors = [_category, format ["| %1 |", LLSTRING(subcategory_col
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QGVAR(epilepsyFriendlyMode),
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QGVAR(epilepsyFriendlyMode),
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"CHECKBOX",
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"CHECKBOX",
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[LSTRING(EpilepsyFriendlyMode), LSTRING(EpilepsyFriendlyModeTooltip)],
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[LSTRING(EpilepsyFriendlyMode), LSTRING(EpilepsyFriendlyModeTooltip)],
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format ["ACE %1", localize LSTRING(DisplayName)],
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_category,
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false,
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false,
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2
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2
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] call CBA_fnc_addSetting;
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] call CBA_fnc_addSetting;
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@ -96,7 +97,45 @@ private _categoryColors = [_category, format ["| %1 |", LLSTRING(subcategory_col
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QGVAR(progressBarInfo),
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QGVAR(progressBarInfo),
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"LIST",
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"LIST",
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[LSTRING(progressBarInfoName), LSTRING(progressBarInfoDesc)],
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[LSTRING(progressBarInfoName), LSTRING(progressBarInfoDesc)],
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format ["ACE %1", localize LSTRING(DisplayName)],
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_category,
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[[0, 1, 2], [LSTRING(None), LSTRING(progressBarInfoPercentage), LSTRING(progressBarInfoTime)], 2],
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[[0, 1, 2], [LSTRING(None), LSTRING(progressBarInfoPercentage), LSTRING(progressBarInfoTime)], 2],
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0
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0
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] call CBA_fnc_addSetting;
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] call CBA_fnc_addSetting;
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[
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QGVAR(enableSway),
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"CHECKBOX",
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[LSTRING(enableSway), LSTRING(enableSway_Description)],
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_categorySway,
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true,
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1,
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{},
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true
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] call CBA_fnc_addSetting;
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[
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QGVAR(swayFactor),
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"SLIDER",
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[LSTRING(SwayFactor), LSTRING(SwayFactor_Description)],
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_categorySway,
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[0, 5, 1, 2],
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1
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] call CBA_fnc_addSetting;
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[
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QGVAR(restedSwayFactor),
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"SLIDER",
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[LSTRING(RestedSwayFactor), LSTRING(RestedSwayFactor_Description)],
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_categorySway,
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[0, 5, 1, 2],
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1
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] call CBA_fnc_addSetting;
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[
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QGVAR(deployedSwayFactor),
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"SLIDER",
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[LSTRING(DeployedSwayFactor), LSTRING(DeployedSwayFactor_Description)],
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_categorySway,
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[0, 5, 1, 2],
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1
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] call CBA_fnc_addSetting;
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@ -1828,5 +1828,84 @@
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<Chinese>下方</Chinese>
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<Chinese>下方</Chinese>
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<Turkish>Alt</Turkish>
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<Turkish>Alt</Turkish>
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</Key>
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</Key>
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<Key ID="STR_ACE_Common_subcategory_sway">
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<English>Sway</English>
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</Key>
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<Key ID="STR_ACE_Common_EnableSway">
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<English>Enable ACE Sway</English>
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</Key>
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<Key ID="STR_ACE_Common_EnableSway_Description">
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<English>Enables weapon sway influenced by sway factors, such as stance, fatigue and medical condition.\nDisabling this setting will defer sway to vanilla or other mods.</English>
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</Key>
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<Key ID="STR_ACE_Common_SwayFactor">
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<English>Sway factor</English>
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<Spanish>Factor de balanceo de mira</Spanish>
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<German>Verwacklungsfaktor</German>
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<Japanese>手ぶれ因数</Japanese>
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<Chinesesimp>抖动系数</Chinesesimp>
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<Chinese>抖動因素</Chinese>
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<French>Facteur de tremblement</French>
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<Italian>Fattore di Oscillazione</Italian>
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<Polish>Czynnik kołysania</Polish>
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<Russian>Фактор колебания прицела</Russian>
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<Portuguese>Fator de Balanço de Mira</Portuguese>
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<Czech>Faktor kývání</Czech>
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<Korean>손떨림 정도</Korean>
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</Key>
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<Key ID="STR_ACE_Common_SwayFactor_Description">
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<English>Influences the amount of weapon sway. Higher means more sway.</English>
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<Spanish>Afecta al la estabilidad de la mira. Más alto significa más balanceo</Spanish>
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<German>Beeinflusst, wie ruhig man eine Waffe halten kann. Ein höherer Wert bedeutet weniger Stabilisierung.</German>
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<Japanese>武器の手ぶれの量に影響します。値が高いほど、手ぶれが強くなります。</Japanese>
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<Chinesesimp>影响手持武器的晃动程度,数值越高,抖动的越厉害。</Chinesesimp>
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<Chinese>影響手持武器晃動程度,數值越高抖動越厲害</Chinese>
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<French>Influe sur l'amplitude du tremblement de l'arme. Une valeur plus élevée signifie plus de tremblement.</French>
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<Italian>Influenza l'aumento di oscillazione dell'arma quando affaticato. Maggiore significa più oscillazione.</Italian>
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<Polish>Wpływa na poziom kołysania broni. Większa ilość znaczy większe kołysanie.</Polish>
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<Russian>Влияет на колебания прицела оружия. Чем выше - тем больше.</Russian>
|
||||||
|
<Portuguese>Influencia a quantidade de balanço da mira da arma. Quanto maior, mais balanço.</Portuguese>
|
||||||
|
<Czech>Ovlivňuje množství kývání zbraní. Vyšší znamená více kývání.</Czech>
|
||||||
|
<Korean>손떨림의 정도를 정합니다. 높을 수록 많이 휘적입니다.</Korean>
|
||||||
|
</Key>
|
||||||
|
<Key ID="STR_ACE_Common_RestedSwayFactor">
|
||||||
|
<English>Rested sway factor</English>
|
||||||
|
<French>Facteur de balancement au repos</French>
|
||||||
|
<Korean>휴식 시 손떨림 정도</Korean>
|
||||||
|
<Portuguese>Fator de balanço de mira em repouso</Portuguese>
|
||||||
|
<German>Verwacklungsfaktor, wenn aufgelegt</German>
|
||||||
|
<Italian>Fattore di Oscillazione Appoggiato</Italian>
|
||||||
|
<Japanese>静止時の手ぶれ係数</Japanese>
|
||||||
|
<Russian>Коэффициент колебания прицела в состоянии покоя</Russian>
|
||||||
|
</Key>
|
||||||
|
<Key ID="STR_ACE_Common_RestedSwayFactor_Description">
|
||||||
|
<English>Influences the amount of weapon sway while weapon is rested.</English>
|
||||||
|
<French>Influence le degré de balancement de l'arme au repos.</French>
|
||||||
|
<Korean>무기가 아무런 행동도 하지 않는 동안 무기가 흔들리는 정도를 정합니다.</Korean>
|
||||||
|
<Portuguese>Influencia a quantidade de balanço de mira enquanto a arma está em repouso.</Portuguese>
|
||||||
|
<German>Beeinflusst, wie ruhig man die Waffe hält, während sie aufgelegt ist.</German>
|
||||||
|
<Italian>Determina la quantità di oscillazione dell'arma quando questa è appoggiata.</Italian>
|
||||||
|
<Japanese>静止している時の武器の手ぶれの量に影響します。</Japanese>
|
||||||
|
<Russian>Влияет на величину колебания прицела оружия в состоянии покоя.</Russian>
|
||||||
|
</Key>
|
||||||
|
<Key ID="STR_ACE_Common_DeployedSwayFactor">
|
||||||
|
<English>Deployed sway factor</English>
|
||||||
|
<French>Facteur de balancement déployé</French>
|
||||||
|
<Korean>거치 시 손떨림 정도</Korean>
|
||||||
|
<Portuguese>Fator de balanço de mira em posição de tiro</Portuguese>
|
||||||
|
<German>Verwacklungsfaktor, wenn Zweibein aufgestellt ist.</German>
|
||||||
|
<Italian>Fattore di Oscillazione su Bipode</Italian>
|
||||||
|
<Japanese>展開時の手ぶれ係数</Japanese>
|
||||||
|
<Russian>Коэффициент колебания прицела при развертывании</Russian>
|
||||||
|
</Key>
|
||||||
|
<Key ID="STR_ACE_Common_DeployedSwayFactor_Description">
|
||||||
|
<English>Influences the amount of weapon sway while weapon is deployed.</English>
|
||||||
|
<French>Influence le degré de balancement de l'arme déployée.</French>
|
||||||
|
<Korean>무기를 거치하는 동안 무기를 흔드는 정도를 정합니다.</Korean>
|
||||||
|
<Portuguese>Influencia a quantidade de balanço de mira enquanto a arma está em posição de tiro.</Portuguese>
|
||||||
|
<German>Beeinflusst, wie ruhig man die Waffen hält, während das Zweibein aufgestellt ist.</German>
|
||||||
|
<Italian>Determina la quantità di oscillazione dell'arma quando questa è stabilizzata usando il bipode.</Italian>
|
||||||
|
<Japanese>武器の展開(Cキー)時の武器の手ぶれの量に影響します。</Japanese>
|
||||||
|
<Russian>Влияет на величину колебания прицела оружия при его развертывании.</Russian>
|
||||||
|
</Key>
|
||||||
</Package>
|
</Package>
|
||||||
</Project>
|
</Project>
|
||||||
|
Loading…
Reference in New Issue
Block a user