Finished the advanced ballistics module settings

This commit is contained in:
ulteq 2015-04-12 11:59:02 +02:00
parent c532742a5b
commit 879c6b42b9
4 changed files with 62 additions and 14 deletions

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@ -0,0 +1,58 @@
class ACE_Settings {
class GVAR(enabled) {
displayName = "Advanced Ballistics";
description = "Enables advanced ballistics";
typeName = "BOOL";
defaultValue = 1;
};
class GVAR(alwaysSimulateForSnipers) {
displayName = "Always Enabled For Snipers";
description = "Always enables advanced ballistics when high power optics are used";
typeName = "BOOL";
defaultValue = 1;
};
class GVAR(disabledInFullAutoMode) {
displayName = "Disabled In FullAuto Mode";
description = "Disables the advanced ballistics during full auto fire";
typeName = "BOOL";
defaultValue = 0;
};
class GVAR(onlyActiveForLocalPlayers) {
displayName = "Disabled For Non Local Players";
description = "Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer)";
typeName = "BOOL";
defaultValue = 1;
};
/* // TODO: We currently do not have firedEHs on vehicles
class GVAR(vehicleGunnerEnabled) {
displayName = "Enabled For Vehicle Gunners";
description = "Enables advanced ballistics for vehicle gunners";
typeName = "BOOL";
defaultValue = 0;
};
*/
class GVAR(ammoTemperatureEnabled) {
displayName = "Enable Ammo Temperature Simulation";
description = "Muzzle velocity varies with ammo temperature";
typeName = "BOOL";
defaultValue = 1;
};
class GVAR(barrelLengthInfluenceEnabled) {
displayName = "Enable Barrel Length Simulation";
description = "Muzzle velocity varies with barrel length";
typeName = "BOOL";
defaultValue = 1;
};
class GVAR(bulletTraceEnabled) {
displayName = "Enable Bullet Trace Effect";
description = "Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)";
typeName = "BOOL";
defaultValue = 1;
};
class GVAR(simulationRadius) {
displayName = "Simulation Radius";
description = "Defines the radius (in meters) in which advanced ballistics are applied";
typeName = "NUMBER";
defaultValue = 3000;
};
};

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@ -1,6 +1,6 @@
class CfgVehicles {
class Module_F;
class GVAR(Module): Module_F {
class ACE_Module;
class GVAR(Module): ACE_Module {
scope = 2;
displayName = "Advanced Ballistics [ACE]";
icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa));

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@ -2,17 +2,6 @@
#include "initKeybinds.sqf"
GVAR(enabled) = true;
//GVAR(vehicleGunnerEnabled) = true; // TODO: We currently do not have firedEHs on vehicles
GVAR(ammoTemperatureEnabled) = true;
GVAR(barrelLengthInfluenceEnabled) = true;
GVAR(bulletTraceEnabled) = true;
GVAR(onlyActiveForLocalPlayers) = false;
GVAR(disabledInFullAutoMode) = false;
GVAR(alwaysSimulateForSnipers) = true;
GVAR(simulationRadius) = 3000;
GVAR(bulletDatabase) = [];
GVAR(bulletDatabaseStartTime) = [];
GVAR(bulletDatabaseSpeed) = [];

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@ -5,7 +5,7 @@ class CfgPatches {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_ballistics", "ACE_weather"};
requiredAddons[] = {"ace_ballistics", "ace_weather", "ace_modules"};
author[] = {"Ruthberg"};
authorUrl = "https://github.com/ulteq";
VERSION_CONFIG;
@ -16,3 +16,4 @@ class CfgPatches {
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"
#include "RscTitles.hpp"
#include "ACE_Settings.hpp"