Merge branch 'master' into medical-rewrite

Conflicts:
	addons/medical/CfgVehicles.hpp
	addons/medical/XEH_PREP.hpp
	addons/medical/stringtable.xml
This commit is contained in:
PabstMirror 2017-09-27 15:48:22 -05:00
commit 80e5088013
32 changed files with 178 additions and 47 deletions

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@ -63,3 +63,11 @@ class Extended_Local_EventHandlers {
};
};
};
class Extended_Killed_EventHandlers {
class CAManBase {
class ADDON {
killed = QUOTE(_this call FUNC(handleKilled));
};
};
};

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@ -1,4 +1,3 @@
PREP(canApplyHandcuffs);
PREP(canEscortCaptive);
PREP(canFriskPerson);
@ -18,6 +17,7 @@ PREP(handleAnimChangedHandcuffed);
PREP(handleAnimChangedSurrendered);
PREP(handleGetIn);
PREP(handleGetOut);
PREP(handleKilled);
PREP(handleLocal);
PREP(handleOnUnconscious);
PREP(handlePlayerChanged);

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@ -1,4 +1,5 @@
#include "script_component.hpp"
#include "\a3\editor_f\Data\Scripts\dikCodes.h"
["ace_settingsInitialized", {
// Hold on a little bit longer to ensure anims will work
@ -35,6 +36,21 @@ if (isServer) then {
if (!hasInterface) exitWith {};
["ACE3 Common", QGVAR(captives), [(localize LSTRING(SetCaptive)), (localize LSTRING(KeyComb_description))],
{
private _target = cursorObject;
if !([ACE_player, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
if !(_target isKindOf "CAManBase" || {(_target distance ACE_player) > getNumber (configFile >> "CfgVehicles" >> "CAManBase" >> "ACE_Actions" >> "ACE_ApplyHandcuffs" >> "distance")}) exitWith {false};
if ([ACE_player, _target] call FUNC(canApplyHandcuffs)) exitWith {
[QGVAR(setHandcuffed), [_target, true], _target] call CBA_fnc_targetEvent;
true
};
false
},
{false},
[DIK_F1, [true, false, false]], true] call CBA_fnc_addKeybind; // Shift + F1
["isNotEscorting", {!(GETVAR(_this select 0,GVAR(isEscorting),false))}] call EFUNC(common,addCanInteractWithCondition);
["isNotHandcuffed", {!(GETVAR(_this select 0,GVAR(isHandcuffed),false))}] call EFUNC(common,addCanInteractWithCondition);
["isNotSurrendering", {!(GETVAR(_this select 0,GVAR(isSurrendering),false))}] call EFUNC(common,addCanInteractWithCondition);

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@ -19,6 +19,9 @@
params ["_unit", "_target","_vehicle"];
// Don't show "Load Captive" if unit is unconscious (already has "Load Patient")
if (_target getVariable ["ACE_isUnconscious", false]) exitWith {false};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{

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@ -18,4 +18,5 @@
params ["_player", "_unit"];
((vehicle _unit) != _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}
// Don't show "Unload Captive" if unit is unconscious (already has "Unload Patient")
(vehicle _unit != _unit) && {vehicle _player == _player} && {_unit getVariable [QGVAR(isHandcuffed), false]} && {!(_unit getVariable ["ACE_isUnconscious", false])}

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@ -0,0 +1,24 @@
/*
* Author: Jonpas
* Called when a unit dies.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob] call ace_captives_fnc_handleKilled
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
TRACE_1("handleKilled",_unit);
// Remove handcuffs on a dead unit, removing them after unit goes into ragdoll causes a stand-up twitch and restarts the ragdoll
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
[_unit, false] call FUNC(setHandcuffed);
};

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@ -17,6 +17,7 @@
#include "script_component.hpp"
params ["_unit","_dead"];
TRACE_2("handleRespawn",_unit,_dead);
if (!local _unit) exitWith {};

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@ -427,6 +427,10 @@
<Chinese>投降或無武器狀態</Chinese>
<Chinesesimp>投降或无武器状态</Chinesesimp>
</Key>
<Key ID="STR_ACE_Captives_KeyComb_Description">
<English>Sets the unit under the cursor captive.</English>
<German>Nimmt die Einheit vor dem Cursor fest.</German>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrenderAi_name">
<English>Require AI surrendering</English>
<German>Benötigt AI Kapitulation</German>

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@ -68,6 +68,7 @@ PREP(getMGRSdata);
PREP(getName);
PREP(getNumberMagazinesIn);
PREP(getPitchBankYaw);
PREP(getPylonTurret);
PREP(getSettingData);
PREP(getStaminaBarControl);
PREP(getTargetAzimuthAndInclination);

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@ -0,0 +1,64 @@
/*
* Author: PabstMirror
* Finds turret owner of a pylon.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Pylon Index (starting at 0) <NUMBER>
*
* Return Value:
* * Turret index (either [-1] or [0]) <ARRAY>
*
* Example:
* [cursorObject, 0] call ace_common_fnc_getPylonTurret
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params ["_vehicle", "_pylonIndex"];
// See if index is in ace_pylonTurrets setVar on vehicle
private _pylonTurrets = _vehicle getVariable ["ace_pylonTurrets", []];
private _returnValue = _pylonTurrets param [_pylonIndex, []];
if (!(_returnValue isEqualTo [])) then {
TRACE_1("Using ace_pylonTurrets value",_returnValue);
} else {
// Attempt to determine turret owner based on magazines in the vehicle
private _pyMags = getPylonMagazines _vehicle;
private _pylonConfigs = configProperties [configFile >> "CfgVehicles" >> typeOf _vehicle >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"];
if (_pylonIndex >= (count _pyMags)) exitWith {ERROR("out of bounds");};
if (_pylonIndex >= (count _pylonConfigs)) exitWith {ERROR("out of bounds");};
private _targetMag = _pyMags select _pylonIndex;
private _inPilot = _targetMag in (_vehicle magazinesTurret [-1]);
private _inGunner = _targetMag in (_vehicle magazinesTurret [0]);
if (_inPilot) then {
if (_inGunner) then {
TRACE_3("ambiguous - in both",_targetMag,_inPilot,_inGunner);
} else {
TRACE_3("Pilot Mag",_targetMag,_inPilot,_inGunner);
_returnValue = [-1];
};
} else {
if (_inGunner) then {
TRACE_3("Gunner Mag",_targetMag,_inPilot,_inGunner);
_returnValue = [0];
} else {
TRACE_3("ambiguous - in neither",_targetMag,_inPilot,_inGunner);
};
};
if (_returnValue isEqualTo []) then { // If not sure, just use config value
_returnValue = getArray ((_pylonConfigs select _pylonIndex) >> "turret");
if (_returnValue isEqualTo []) then {
_returnValue = [-1];
};
};
};
TRACE_3("",_vehicle,_pylonIndex,_returnValue);
_returnValue

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@ -15,6 +15,8 @@
*/
#include "script_component.hpp"
ACE_DEPRECATED(QFUNC(isUnderwater),"3.13.0","underwater OBJECT");
params [["_unit", objNull, [objNull]]];
private _return = false;

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Common">
<Key ID="STR_ACE_Common_ACETeam">
@ -1152,6 +1152,7 @@
<Japanese>降ろすための空間がありません</Japanese>
<Chinese>沒有空間可卸載</Chinese>
<Chinesesimp>没有空间可卸载</Chinesesimp>
<Korean>언로드 할 공간이 없습니다.</Korean>
</Key>
<Key ID="STR_ACE_Common_KeybindToggle">
<English>Toggle</English>

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@ -85,6 +85,7 @@
<Italian>Abilita l'esplosione delle munizioni. Spara munizioni di proiettili quando il veicolo va a fuoco e contiene munizioni.</Italian>
<Chinese>開啟彈藥殉爆效果. 當一台載有彈藥的載具起火時, 將會有殉爆的效果</Chinese>
<Chinesesimp>开启弹药殉爆效果. 当一台载有弹药的载具起火时, 将会有殉爆的效果</Chinesesimp>
<Korean>쿡오프 현상을 활성화 합니다. 이것은 탄약에 불이 붙어있는 동안 주변에 발사체를 발사합니다.</Korean>
</Key>
<Key ID="STR_ACE_CookOff_ammoCookoffDuration_name">
<English>Ammunition cook off duration</English>
@ -94,6 +95,7 @@
<Italian>Durata esplosione munizioni</Italian>
<Chinese>彈藥殉爆效果持續時間</Chinese>
<Chinesesimp>弹药殉爆效果持续时间</Chinesesimp>
<Korean>쿡오프 지속 시간</Korean>
</Key>
<Key ID="STR_ACE_CookOff_ammoCookoffDuration_tooltip">
<English>Multiplier for how long cook off lasts [Setting to 0 will disable ammo cookoff]</English>
@ -103,6 +105,7 @@
<Italian>Moltiplicatore della durata dell'esplosione [Impostare 0 disabiliterà l'esplosione delle munizioni]</Italian>
<Chinese>設定彈藥殉爆效果會持續多久時間 [輸入0來關閉殉爆效果]</Chinese>
<Chinesesimp>设定弹药殉爆效果会持续多久时间 [输入0来关闭殉爆效果]</Chinesesimp>
<Korean>쿡오프 지속 시간의 배수 [0 이면 비활성]</Korean>
</Key>
</Package>
</Project>

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@ -136,6 +136,7 @@
<Polish>ZJAZD NA LINACH</Polish>
<Chinesesimp>让单位快速绳降</Chinesesimp>
<Chinese>讓單位快速繩降</Chinese>
<Korean>패스트 로프를 놓음</Korean>
</Key>
</Package>
</Project>

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@ -78,7 +78,7 @@
</Key>
<Key ID="STR_ACE_Flashlights_KSF1_Description">
<English>Flashlight with red filter. For use on map.</English>
<German>Tachenlampe mit rotem Filter zum Kartenlesen.</German>
<German>Taschenlampe mit rotem Filter zum Kartenlesen.</German>
<Polish>Latarka z czerwonym filtrem. Używana do podświetlania mapy.</Polish>
<Portuguese>Lanterna com filtro vermelho. Para uso no mapa.</Portuguese>
<Russian>Фонарь с красным светофильтром. Для использования на карте.</Russian>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Frag">
<Key ID="STR_ACE_Frag_Module_DisplayName">
@ -203,6 +203,7 @@
<Japanese>(SP のみ) ミッションとエディタの再起動が必要です。有効化すると、シングルプレイでのみ破片と剥離の弾頭が見えるようになります。</Japanese>
<Chinesesimp>(仅在单人模式) 让你在单人模式下可观察到碎片/剥落粒子的移动轨迹.</Chinesesimp>
<Chinese>(僅在單人模式) 讓你在單人模式下可觀察到碎片/剝落粒子的移動軌跡.</Chinese>
<Korean>(SP 전용) 임무 / 편집자가 다시 시작해야합니다. SP 게임 모드에서만 조각화 및 스 폴링 라운드의 시각적 추적을 가능하게합니다.</Korean>
</Key>
</Package>
</Project>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Interact_Menu">
<Key ID="STR_ACE_Interact_Menu_AlwaysUseCursorSelfInteraction">
@ -444,6 +444,7 @@
<Japanese>サブ動作が表示されるホバーをした時に、表示されるメニューのアニメーション速度を早くしたり遅くしたりできます</Japanese>
<Chinesesimp>使选单的动画速度更快, 并减少子选项显现出来的时间</Chinesesimp>
<Chinese>使選單的動畫速度更快, 並減少子選項顯現出來的時間</Chinese>
<Korean>상호 작용을 표시하기 위해 메뉴 애니메이션을 빠르게 만들고 마우스를 가져 오는 데 필요한 시간을 줄입니다.</Korean>
</Key>
</Package>
</Project>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Logistics_UAVbattery">
<Key ID="STR_ACE_Logistics_UAVbattery_Full">
@ -95,6 +95,7 @@
<Japanese>充電中</Japanese>
<Chinesesimp>充电中...</Chinesesimp>
<Chinese>充電中...</Chinese>
<Korean>충전중...</Korean>
</Key>
</Package>
</Project>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Main">
<Key ID="STR_ACE_Main_Category_Logistics">
@ -14,6 +14,7 @@
<Japanese>ACE ロジスティクス</Japanese>
<Chinesesimp>ACE 后勤</Chinesesimp>
<Chinese>ACE 後勤</Chinese>
<Korean>ACE 논리</Korean>
</Key>
<Key ID="STR_ACE_Main_URL">
<English>http://ace3mod.com/</English>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="medical_ai">
<Key ID="STR_ACE_medical_ai_enabledFor_OnlyServerAndHC">
@ -12,6 +12,7 @@
<Italian>Solo Server e HC</Italian>
<Chinesesimp>只在伺服器或无头客户端</Chinesesimp>
<Chinese>只在伺服器或無頭客戶端</Chinese>
<Korean>서버와 헤드리스만</Korean>
</Key>
</Package>
</Project>

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@ -32,6 +32,7 @@
<Italian>Abilita o disabilita la Perdite di Sangue create sanguinando e prendendo danno</Italian>
<Chinesesimp>开启后, 会让受伤时伤口有血液滴落的效果</Chinesesimp>
<Chinese>開啟後, 會讓受傷時傷口有血液滴落的效果</Chinese>
<Korean>출혈이나 부상을 입었을 때, 떨어지는 혈액을 활성화 하거나 비활성화 합니다.</Korean>
</Key>
</Package>
</Project>

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@ -141,9 +141,9 @@
<Italian>Introduci griglia coordinate:</Italian>
<Portuguese>Digite as Ccords. do Grid</Portuguese>
<Japanese>座標を入力:</Japanese>
<Korean>망 좌표 입력:</Korean>
<Chinesesimp>输入网格座标:</Chinesesimp>
<Chinese>輸入網格座標:</Chinese>
<Korean>좌표 입력:</Korean>
</Key>
<Key ID="STR_ACE_MicroDAGR_wpEnterName">
<English>Name of [%1]</English>
@ -173,9 +173,9 @@
<Italian>Nuovo MGRS</Italian>
<Portuguese>MGRS-Novo</Portuguese>
<Japanese>MGRS-New</Japanese>
<Korean>MGRS-새 것</Korean>
<Chinesesimp>军事网格座标系统-新型</Chinesesimp>
<Chinese>軍事網格座標系統-新型</Chinese>
<Korean>MGRS-New</Korean>
</Key>
<Key ID="STR_ACE_MicroDAGR_controlWGD">
<English>WGD</English>

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@ -175,6 +175,7 @@
<Japanese>プレイヤーと AI</Japanese>
<Chinesesimp>玩家和AI</Chinesesimp>
<Chinese>玩家和AI</Chinese>
<Korean>플레이어와 AI</Korean>
</Key>
<Key ID="STR_ACE_MissileGuidance_CycleFireMode">
<English>Cycle Fire Mode</English>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Movement">
<Key ID="STR_ACE_Movement_UseImperial">
@ -63,6 +63,7 @@
<Japanese>ここは登れない</Japanese>
<Chinesesimp>这里无法攀爬</Chinesesimp>
<Chinese>這裡無法攀爬</Chinese>
<Korean>여기는 올라갈 수 없다</Korean>
</Key>
</Package>
</Project>

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@ -127,16 +127,13 @@ if (_barrelLength > 0 && _useABConfig) then {
_muzzleVelocity = _initSpeed;
};
if (_useABConfig) then {
ctrlSetText [770000, format["%1'' - %2 gr (%3)", round((_ammoConfig select 1) * 39.3700787) / 1000, round((_ammoConfig select 3) * 15.4323584), _ammoClass]];
if (_barrelLength > 0 && _barrelTwist > 0) then {
ctrlSetText [770000, format["%1'' - %2 gr (%3)", round((_ammoConfig select 1) * 39.3700787) / 1000, round((_ammoConfig select 3) * 15.4323584), _ammoClass]];
if (_barrelLength > 0) then {
if (_useABConfig && _barrelTwist > 0) then {
ctrlSetText [770002, format["Barrel: %1'' 1:%2'' twist", round(2 * _barrelLength * 0.0393700787) / 2, round(_barrelTwist * 0.0393700787)]];
} else {
ctrlSetText [770002, ""];
ctrlSetText [770002, format["Barrel: %1''", round(2 * _barrelLength * 0.0393700787) / 2]];
};
} else {
ctrlSetText [770000, getText (configFile >> "CfgMagazines" >> _magazineClass >> "displayNameShort")];
ctrlSetText [770002, getText (configFile >> "CfgWeapons" >> _weaponClass >> "displayName")];
};
lnbAddRow [770100, ["4mps Wind(MRADs)", "1mps LEAD(MRADs)"]];
@ -241,10 +238,5 @@ for "_column" from 0 to 8 do {
};
} forEach [0, 3, 8];
if (_useABConfig) then {
ctrlSetText [770020, "For best results keep ammunition at ambient air temperature. Tables calculated for the above listed barrel"];
ctrlSetText [770021, format["and load with optic mounted %1'' above line of bore.", round((_boreHeight / 2.54) * 10) / 10]];
} else {
ctrlSetText [770020, ""];
ctrlSetText [770021, ""];
};
ctrlSetText [770020, "For best results keep ammunition at ambient air temperature. Tables calculated for the above listed barrel"];
ctrlSetText [770021, format["and load with optic mounted %1'' above line of bore.", round((_boreHeight / 2.54) * 10) / 10]];

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@ -301,9 +301,9 @@
<Spanish>La fuente de combustible está vacía.</Spanish>
<French>La source de carburant est vide.</French>
<Japanese>給油元は空です。</Japanese>
<Korean>재급유처가 비었음.</Korean>
<Chinesesimp>燃料来源已空.</Chinesesimp>
<Chinese>燃料來源已空.</Chinese>
<Korean>연료공급처가 비었음.</Korean>
</Key>
<Key ID="STR_ACE_Refuel_Hint_TooFar">
<English>Maximum fuel hose length reached.</English>

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@ -109,9 +109,9 @@
<Czech>Rallypoint Západ (Základna)</Czech>
<Portuguese>Ponto de encontro Oeste (Base)</Portuguese>
<Japanese>ラリーポイント ウエスト (ベース)</Japanese>
<Korean>서쪽 집결지 (기지)</Korean>
<Chinesesimp>蓝方集合点 (基地)</Chinesesimp>
<Chinese>藍方集合點 (基地)</Chinese>
<Korean>청군 집결지 (기지)</Korean>
</Key>
<Key ID="STR_ACE_Respawn_RallypointEastBase">
<English>Rallypoint East (Base)</English>
@ -125,9 +125,9 @@
<Czech>Ralllypoint Východ (Základna)</Czech>
<Portuguese>Ponto de encontro Lest (Base)</Portuguese>
<Japanese>ラリーポイント イースト (ベース)</Japanese>
<Korean>동쪽 집결지 (기지)</Korean>
<Chinesesimp>红方集合点 (基地)</Chinesesimp>
<Chinese>紅方集合點 (基地)</Chinese>
<Korean>대항군 집결지 (기지)</Korean>
</Key>
<Key ID="STR_ACE_Respawn_RallypointIndependentBase">
<English>Rallypoint Independent (Base)</English>
@ -141,9 +141,9 @@
<Czech>Rallypoint Nezávislý (Základna)</Czech>
<Portuguese>Ponto de encontro Independente (Base)</Portuguese>
<Japanese>ラリーポイント インデペンデント (ベース)</Japanese>
<Korean>독립 집결지 (기지)</Korean>
<Chinesesimp>独立方集合点 (基地)</Chinesesimp>
<Chinese>獨立方集合點 (基地)</Chinese>
<Korean>독립군 집결지 (기지)</Korean>
</Key>
<Key ID="STR_ACE_Respawn_RallypointWest">
<English>Rallypoint West</English>
@ -157,9 +157,9 @@
<Czech>Rallypoint Západ</Czech>
<Portuguese>Ponto de encontro Oeste</Portuguese>
<Japanese>ラリーポイント ウエスト</Japanese>
<Korean>서쪽 집결지</Korean>
<Chinesesimp>蓝方集合点</Chinesesimp>
<Chinese>藍方集合點</Chinese>
<Korean>청군 집결지</Korean>
</Key>
<Key ID="STR_ACE_Respawn_RallypointEast">
<English>Rallypoint East</English>
@ -173,9 +173,9 @@
<Czech>Rallypoint Východ</Czech>
<Portuguese>Ponto de encontro Leste</Portuguese>
<Japanese>ラリーポイント イースト</Japanese>
<Korean>동쪽 집결지</Korean>
<Chinesesimp>红方集合点</Chinesesimp>
<Chinese>紅方集合點</Chinese>
<Korean>대항군 집결지</Korean>
</Key>
<Key ID="STR_ACE_Respawn_RallypointIndependent">
<English>Rallypoint Independent</English>
@ -189,9 +189,9 @@
<Czech>Rallypoint Nezávislý</Czech>
<Portuguese>Ponto de encontro Independente</Portuguese>
<Japanese>ラリーポイント インデペンデント</Japanese>
<Korean>독립 집결지</Korean>
<Chinesesimp>独立方集合点</Chinesesimp>
<Chinese>獨立方集合點</Chinese>
<Korean>독립군 집결지</Korean>
</Key>
<Key ID="STR_ACE_Respawn_Module_DisplayName">
<English>Respawn System</English>

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@ -13,9 +13,9 @@
<Italian>Cambia unità</Italian>
<Portuguese>Trocado de unidade</Portuguese>
<Japanese>ユニットを切り替え</Japanese>
<Korean>인원으로 전환</Korean>
<Chinesesimp>切换单位</Chinesesimp>
<Chinese>切換單位</Chinese>
<Korean>인원 전환</Korean>
</Key>
<Key ID="STR_ACE_SwitchUnits_TryingToSwitch">
<English>Trying to switch</English>
@ -60,9 +60,9 @@
<Russian>Переключение между юнитами</Russian>
<Italian>Sistema Cambio Unità</Italian>
<Japanese>SwitchUnits システム</Japanese>
<Korean>인원전환 시스템</Korean>
<Chinesesimp>切换单位系统</Chinesesimp>
<Chinese>切換單位系統</Chinese>
<Korean>인원 전환 시스템</Korean>
</Key>
<Key ID="STR_ACE_SwitchUnits_SwitchToWest_DisplayName">
<English>Switch to West?</English>
@ -76,9 +76,9 @@
<Russian>На синих?</Russian>
<Italian>Cambia per BLUFOR?</Italian>
<Japanese>ウエストへ切り替えますか?</Japanese>
<Korean>서방으로 전환합니까?</Korean>
<Chinesesimp>切换至蓝方?</Chinesesimp>
<Chinese>切換至藍方?</Chinese>
<Korean>청군으로 전환합니까?</Korean>
</Key>
<Key ID="STR_ACE_SwitchUnits_SwitchToWest_Description">
<English>Allow switching to west units?</English>
@ -92,9 +92,9 @@
<Russian>Разрешить переключаться на синих юнитов?</Russian>
<Italian>Consenti passaggio ad unità BLUFOR?</Italian>
<Japanese>ウエスト側ユニットへ切り替えられるようにしますか?</Japanese>
<Korean>서방 인원으로 전환합니까?</Korean>
<Chinesesimp>允许切换至蓝方?</Chinesesimp>
<Chinese>允許切換至藍方?</Chinese>
<Korean>청군 인원으로 전환합니까?</Korean>
</Key>
<Key ID="STR_ACE_SwitchUnits_SwitchToEast_DisplayName">
<English>Switch to East?</English>
@ -108,9 +108,9 @@
<Russian>На красных?</Russian>
<Italian>Cambia per OPFOR?</Italian>
<Japanese>イースト側へ切り替えますか?</Japanese>
<Korean>동방으로 전환합니까?</Korean>
<Chinesesimp>切换至红方?</Chinesesimp>
<Chinese>切換至紅方?</Chinese>
<Korean>대항군으로 전환합니까?</Korean>
</Key>
<Key ID="STR_ACE_SwitchUnits_SwitchToEast_Description">
<English>Allow switching to east units?</English>
@ -124,9 +124,9 @@
<Russian>Разрешить переключаться на красных юнитов?</Russian>
<Italian>Consenti passaggio ad unità OPFOR?</Italian>
<Japanese>イースト側ユニットへ切り替えられるようにしますか?</Japanese>
<Korean>동방인원으로 전환합니까?</Korean>
<Chinesesimp>允许切换至红方?</Chinesesimp>
<Chinese>允許切換至紅方?</Chinese>
<Korean>대항군 인원으로 전환합니까?</Korean>
</Key>
<Key ID="STR_ACE_SwitchUnits_SwitchToIndependent_DisplayName">
<English>Switch to Independent?</English>
@ -140,9 +140,9 @@
<Russian>На независимых?</Russian>
<Italian>Cambia per INDFOR?</Italian>
<Japanese>インデペンデントへ切り替えますか?</Japanese>
<Korean>중립으로 전환합니까?</Korean>
<Chinesesimp>切换至独立方?</Chinesesimp>
<Chinese>切換至獨立方?</Chinese>
<Korean>독립군 으로 전환합니까?</Korean>
</Key>
<Key ID="STR_ACE_SwitchUnits_SwitchToIndependent_Description">
<English>Allow switching to independent units?</English>
@ -156,9 +156,9 @@
<Russian>Разрешить переключаться на независимых юнитов?</Russian>
<Italian>Consenti passaggio ad unità INDFOR?</Italian>
<Japanese>インデペンデント側ユニットへ切り替えられるようにしますか?</Japanese>
<Korean>중립 인원으로 전환합니까?</Korean>
<Chinesesimp>允许切换至独立方?</Chinesesimp>
<Chinese>允許切換至獨立方?</Chinese>
<Korean>독립군 인원으로 전환합니까?</Korean>
</Key>
<Key ID="STR_ACE_SwitchUnits_SwitchToCivilian_DisplayName">
<English>Switch to Civilian?</English>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="WindDeflection">
<Key ID="STR_ACE_WindDeflection_METER_WIND_CATEGORY">
@ -173,9 +173,9 @@
<Russian>Интервал симуляции</Russian>
<Italian>Intervallo Simulazione</Italian>
<Japanese>シミュレーションの間隔</Japanese>
<Korean>재현 간격</Korean>
<Chinesesimp>模拟间隔</Chinesesimp>
<Chinese>模擬間隔</Chinese>
<Korean>시뮬레이션 간격</Korean>
</Key>
<Key ID="STR_ACE_WindDeflection_simulationInterval_Description">
<English>Defines the interval between every calculation step</English>
@ -205,9 +205,9 @@
<Russian>Радиус симуляции</Russian>
<Italian>Raggio Simulazione</Italian>
<Japanese>シミュレーション半径</Japanese>
<Korean>재현 범위</Korean>
<Chinesesimp>模拟半径</Chinesesimp>
<Chinese>模擬半徑</Chinese>
<Korean>시뮬레이션 범위</Korean>
</Key>
<Key ID="STR_ACE_WindDeflection_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which projectiles are wind deflected</English>

View File

@ -36,7 +36,7 @@ private _fnc_errorAndClose = {
params ["_msg"];
_display closeDisplay 0;
deleteVehicle _logic;
[_msg] call EFUNC(common,displayTextStructured);
[_msg] call FUNC(showMessage);
breakOut "Main";
};
@ -106,6 +106,7 @@ private _fnc_onUnload = {
private _logic = GETMVAR(BIS_fnc_initCuratorAttributes_target,objnull);
if (isNull _logic) exitWith {};
deleteVehicle _logic;
};
private _fnc_onConfirm = {

View File

@ -36,7 +36,7 @@ private _fnc_errorAndClose = {
params ["_msg"];
_display closeDisplay 0;
deleteVehicle _logic;
[_msg] call EFUNC(common,displayTextStructured);
[_msg] call FUNC(showMessage);
breakOut "Main";
};
@ -97,6 +97,7 @@ private _fnc_onUnload = {
private _logic = GETMVAR(BIS_fnc_initCuratorAttributes_target,objnull);
if (isNull _logic) exitWith {};
deleteVehicle _logic;
};
private _fnc_onConfirm = {

View File

@ -899,9 +899,9 @@
<Russian>Требуется аддон, который отсутствует</Russian>
<Italian>Richiede un addon che non è presente</Italian>
<Japanese>要求されたアドオンは存在していません</Japanese>
<Korean>현재 없는 에드온을 필요로 합니다</Korean>
<Chinesesimp>需要一个不存在的插件</Chinesesimp>
<Chinese>需要一個不存在的插件</Chinese>
<Korean>현재 없는 애드온을 필요로 합니다</Korean>
</Key>
<Key ID="STR_ACE_Zeus_AddObjectsToCurator">
<English>Add Objects to Curator</English>