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Finished the advanced ballistics module settings
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addons/advanced_ballistics/ACE_Settings.hpp
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58
addons/advanced_ballistics/ACE_Settings.hpp
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@ -0,0 +1,58 @@
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class ACE_Settings {
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class GVAR(enabled) {
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displayName = "Advanced Ballistics";
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description = "Enables advanced ballistics";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class GVAR(alwaysSimulateForSnipers) {
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displayName = "Always Enabled For Snipers";
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description = "Always enables advanced ballistics when high power optics are used";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class GVAR(disabledInFullAutoMode) {
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displayName = "Disabled In FullAuto Mode";
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description = "Disables the advanced ballistics during full auto fire";
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typeName = "BOOL";
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defaultValue = 0;
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};
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class GVAR(onlyActiveForLocalPlayers) {
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displayName = "Disabled For Non Local Players";
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description = "Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer)";
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typeName = "BOOL";
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defaultValue = 1;
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};
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/* // TODO: We currently do not have firedEHs on vehicles
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class GVAR(vehicleGunnerEnabled) {
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displayName = "Enabled For Vehicle Gunners";
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description = "Enables advanced ballistics for vehicle gunners";
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typeName = "BOOL";
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defaultValue = 0;
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};
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*/
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class GVAR(ammoTemperatureEnabled) {
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displayName = "Enable Ammo Temperature Simulation";
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description = "Muzzle velocity varies with ammo temperature";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class GVAR(barrelLengthInfluenceEnabled) {
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displayName = "Enable Barrel Length Simulation";
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description = "Muzzle velocity varies with barrel length";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class GVAR(bulletTraceEnabled) {
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displayName = "Enable Bullet Trace Effect";
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description = "Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class GVAR(simulationRadius) {
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displayName = "Simulation Radius";
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description = "Defines the radius (in meters) in which advanced ballistics are applied";
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typeName = "NUMBER";
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defaultValue = 3000;
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};
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};
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@ -1,6 +1,6 @@
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class CfgVehicles {
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class Module_F;
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class GVAR(Module): Module_F {
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class ACE_Module;
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class GVAR(Module): ACE_Module {
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scope = 2;
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displayName = "Advanced Ballistics [ACE]";
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icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa));
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@ -2,17 +2,6 @@
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#include "initKeybinds.sqf"
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GVAR(enabled) = true;
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//GVAR(vehicleGunnerEnabled) = true; // TODO: We currently do not have firedEHs on vehicles
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GVAR(ammoTemperatureEnabled) = true;
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GVAR(barrelLengthInfluenceEnabled) = true;
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GVAR(bulletTraceEnabled) = true;
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GVAR(onlyActiveForLocalPlayers) = false;
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GVAR(disabledInFullAutoMode) = false;
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GVAR(alwaysSimulateForSnipers) = true;
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GVAR(simulationRadius) = 3000;
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GVAR(bulletDatabase) = [];
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GVAR(bulletDatabaseStartTime) = [];
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GVAR(bulletDatabaseSpeed) = [];
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@ -5,7 +5,7 @@ class CfgPatches {
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ACE_ballistics", "ACE_weather"};
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requiredAddons[] = {"ace_ballistics", "ace_weather", "ace_modules"};
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author[] = {"Ruthberg"};
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authorUrl = "https://github.com/ulteq";
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VERSION_CONFIG;
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@ -16,3 +16,4 @@ class CfgPatches {
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#include "CfgWeapons.hpp"
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#include "CfgVehicles.hpp"
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#include "RscTitles.hpp"
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#include "ACE_Settings.hpp"
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