Merge branch 'master' into release-3.14.0

This commit is contained in:
PabstMirror 2021-10-21 10:58:41 -05:00
commit 8cf1d7cb1b
31 changed files with 304 additions and 54 deletions

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@ -2762,18 +2762,22 @@
<Key ID="STR_ACE_Ballistics_30Rnd_65x47_Scenar_mag_Name">
<English>6.5x47 mm 30Rnd Sand Mag (HPBT Scenar)</English>
<Japanese>6.5x47 mm 30発入り サンド 弾倉 (HPBT Scenar)</Japanese>
<French>Ch. 6,5x47 mm 30Cps Sable (HPBT Scenar)</French>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_65x47_Scenar_msbs_mag_Name">
<English>6.5x47 mm 30Rnd Promet Mag (HPBT Scenar)</English>
<Japanese>6.5x47 mm 30発入り プロメット 弾倉 (HPBT Scenar)</Japanese>
<French>Ch. 6,5x47 mm 30Cps Promet (HPBT Scenar)</French>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_65x47_Scenar_black_mag_Name">
<English>6.5x47 mm 30Rnd Black Mag (HPBT Scenar)</English>
<Japanese>6.5x47 mm 30発入り ブラック 弾倉 (HPBT Scenar)</Japanese>
<French>Ch. 6,5x47 mm 30Cps Noir (HPBT Scenar)</French>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_65x47_Scenar_khaki_mag_Name">
<English>6.5x47 mm 30Rnd Khaki Mag (HPBT Scenar)</English>
<Japanese>6.5x47 mm 30発入り カーキ 弾倉 (HPBT Scenar)</Japanese>
<French>Ch. 6,5x47 mm 30Cps Kaki (HPBT Scenar)</French>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_65x47_Scenar_mag_NameShort">
<English>6.5 mm Lapua</English>
@ -2829,18 +2833,22 @@
<Key ID="STR_ACE_Ballistics_30Rnd_65_Creedmor_mag_Name">
<English>6.5 mm Creedmor 30Rnd Sand Mag</English>
<Japanese>6.5 mm クリードモア 30発入り サンド 弾倉</Japanese>
<French>Ch. 6,5 mm Creedmor 30Cps Sable</French>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_65_Creedmor_msbs_mag_Name">
<English>6.5 mm Creedmor 30Rnd Promet Mag</English>
<Japanese>6.5 mm クリードモア 30発入り プロメット 弾倉</Japanese>
<French>Ch. 6,5 mm Creedmor 30Cps Promet</French>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_65_Creedmor_black_mag_Name">
<English>6.5 mm Creedmor 30Rnd Black Mag</English>
<Japanese>6.5 mm クリードモア 30発入り ブラック 弾倉</Japanese>
<French>Ch. 6,5 mm Creedmor 30Cps Noir</French>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_65_Creedmor_khaki_mag_Name">
<English>6.5 mm Creedmor 30Rnd Khaki Mag</English>
<Japanese>6.5 mm クリードモア 30発入り カーキ 弾倉</Japanese>
<French>Ch. 6,5 mm Creedmor 30Cps Kaki</French>
</Key>
<Key ID="STR_ACE_Ballistics_30Rnd_65_Creedmor_mag_NameShort">
<English>6.5 mm CM</English>
@ -3285,21 +3293,21 @@
<Turkish>12.7 mm</Turkish>
</Key>
<Key ID="STR_ACE_Ballistics_127x99_API_Mag_NameShort">
<English>12.7mm API</English>
<French>12,7mm API</French>
<Spanish>12.7mm API</Spanish>
<Polish>12,7mm API</Polish>
<Italian>12.7mm API</Italian>
<English>12.7 mm API</English>
<French>12,7 mm API</French>
<Spanish>12.7 mm API</Spanish>
<Polish>12,7 mm API</Polish>
<Italian>12.7 mm API</Italian>
<Russian>12.7 мм бронебойно-зажигательные</Russian>
<German>12,7mm API</German>
<Czech>12.7mm API</Czech>
<Portuguese>12.7mm API</Portuguese>
<Hungarian>12,7mm páncéltörő-gyújtó</Hungarian>
<Japanese>12.7mm 焼夷徹甲弾</Japanese>
<Korean>12.7mm 철갑소이탄</Korean>
<German>12,7 mm API</German>
<Czech>12.7 mm API</Czech>
<Portuguese>12.7 mm API</Portuguese>
<Hungarian>12,7 mm páncéltörő-gyújtó</Hungarian>
<Japanese>12.7 mm 焼夷徹甲弾</Japanese>
<Korean>12.7 mm 철갑소이탄</Korean>
<Chinese>12.7毫米 穿甲燃燒彈</Chinese>
<Chinesesimp>12.7mm 穿甲燃烧弹</Chinesesimp>
<Turkish>12.7mm API</Turkish>
<Chinesesimp>12.7 mm 穿甲燃烧弹</Chinesesimp>
<Turkish>12.7 mm API</Turkish>
</Key>
<Key ID="STR_ACE_Ballistics_AmmoSupplyCrate_DisplayName">
<English>[ACE] Ammo Supply Crate</English>

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@ -36,22 +36,32 @@
<Key ID="STR_ACE_Cargo_renamedObject">
<English>Renamed to:&lt;br/&gt;%1</English>
<Japanese>名前を次に変更:&lt;br/&gt;%1</Japanese>
<French>Renommé en :&lt;br/&gt;%1</French>
<Russian>Переименовано в:</Russian>
</Key>
<Key ID="STR_ACE_Cargo_clearedCustomName">
<English>Custom name has been cleared.</English>
<Japanese>カスタム名が削除されました。</Japanese>
<French>Le nom personnalisé a été supprimé.</French>
<Russian>Пользовательское название удалено.</Russian>
</Key>
<Key ID="STR_ACE_Cargo_renameObjectUI">
<English>Set New Name:</English>
<Japanese>新しい名前:</Japanese>
<French>Définir un nouveau nom :</French>
<Russian>Задать новое название:</Russian>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enableRename">
<English>Enable Rename Action</English>
<Japanese>名前変更を有効化</Japanese>
<French>Possibilité de renommage</French>
<Russian>Включить возможность переименования</Russian>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enableRename_Description">
<English>Enables the rename action for renamable objects.</English>
<Japanese>名前変更が可能なオブジェクトに対して、名前変更動作を有効化します。</Japanese>
<French>Active la possibilité de donner un nom personnalisé aux objets transportables (si renommables).</French>
<Russian>Включает переименование для объектов, допускающих переименование.</Russian>
</Key>
<Key ID="STR_ACE_Cargo_openMenu">
<English>Cargo</English>
@ -262,10 +272,13 @@
<Key ID="STR_ACE_Cargo_customName_edenName">
<English>Custom Name</English>
<Japanese>カスタム名</Japanese>
<French>Nom personnalisé</French>
</Key>
<Key ID="STR_ACE_Cargo_customName_edenDesc">
<English>Set a custom cargo name used in the cargo interface.</English>
<Japanese>カーゴ欄で使われるカスタム名を設定します。</Japanese>
<French>Définit un nom de fret personnalisé qui sera visible dans le menu de cargaison.</French>
<Russian>Установить пользовательское имя груза, используемое в интерфейсе погрузки.</Russian>
</Key>
<Key ID="STR_ACE_Cargo_space_edenName">
<English>Cargo Space</English>
@ -419,11 +432,15 @@
<English>Reopen Cargo Menu</English>
<Turkish>Kargo Menüsünü Tekrar Aç</Turkish>
<Japanese>カーゴ メニューを再度開く</Japanese>
<French>Rouvrir le menu de cargaison</French>
<Russian>Переоткрыть меню погрузки</Russian>
</Key>
<Key ID="STR_ACE_Cargo_openAfterUnload_description">
<English>Reopen the Cargo Menu after successful unload.</English>
<Turkish>Başarılı bir yük indirmeden sonra Kargo Menüsünü tekrar göster.</Turkish>
<Japanese>カーゴを降ろした後に再びカーゴ メニューを開きます。</Japanese>
<French>Réouvre le menu de cargaison après un déchargement réussi.</French>
<Russian>Переоткрыть меню погрузки после успешной выгрузки.</Russian>
</Key>
</Package>
</Project>

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@ -21,11 +21,10 @@ params ["_unit", "_target", ["_exceptions", []]];
_exceptions = _exceptions apply {toLower _x};
private _owner = _target getVariable [QGVAR(owner), objNull];
// exit if the target is not free to interact
if ((!isNull _target) && {
private _owner = _target getVariable [QGVAR(owner), objNull];
(!isNull _owner) && {_unit != _owner}}
) exitWith {false};
if (!isNull _owner && {_unit != _owner}) exitWith {false};
// check general conditions
private _conditions = missionNamespace getVariable [QGVAR(InteractionConditions), [[],[]]];

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@ -1384,12 +1384,14 @@
<German>Epilepsiefreundlicher Modus</German>
<Japanese>けいれん回避モード</Japanese>
<Polish>Tryb dla epileptyków</Polish>
<French>Mode adapté à l'épilepsie</French>
</Key>
<Key ID="STR_ACE_Common_EpilepsyFriendlyModeTooltip">
<English>Disables some flashing light effects to reduce seizure risk.</English>
<German>Deaktiviert einige Lichtflackereffekte um das Risiko von Epilepsieanfällen zu reduzieren.</German>
<Japanese>点滅する光エフェクトを無効化し、けいれんする恐れを低下させます。</Japanese>
<Polish>Wyłącz część migających efektów w celu zredukowania ryzyka napadu epilepsji</Polish>
<French>Désactive certains effets de lumière clignotante afin de réduire les risques de crise d'épilepsie.</French>
</Key>
<Key ID="STR_ACE_Common_FlagBlack">
<English>Flag (ACE - Black)</English>
@ -1472,22 +1474,32 @@
<English>Both</English>
<Turkish>İkisi de</Turkish>
<Japanese>両方</Japanese>
<French>Les deux</French>
<Russian>Оба</Russian>
</Key>
<Key ID="STR_ACE_Common_progressBarInfoName">
<English>Additional progress bar information</English>
<Japanese>プログレス バー詳細情報</Japanese>
<French>Infos supplémentaires de la barre de progression</French>
<Russian>Дополнительная информация прогресс-бара</Russian>
</Key>
<Key ID="STR_ACE_Common_progressBarInfoDesc">
<English>Controls extra information shown in progress bar.</English>
<Japanese>プログレス バーへ表示される情報量を決定します。</Japanese>
<French>Définit quelles informations supplémentaires sont affichées dans la barre de progression.</French>
<Russian>Устанавливает дополнительную информацию в прогресс-баре.</Russian>
</Key>
<Key ID="STR_ACE_Common_progressBarInfoPercentage">
<English>Percentage</English>
<Japanese>パーセンテージ</Japanese>
<French>Pourcentage</French>
<Russian>Процент выполнения</Russian>
</Key>
<Key ID="STR_ACE_Common_progressBarInfoTime">
<English>Time remaining</English>
<Japanese>残り時間</Japanese>
<French>Temps restant</French>
<Russian>Времени осталось</Russian>
</Key>
<Key ID="STR_ACE_Common_None">
<English>None</English>
@ -1524,6 +1536,8 @@
<Key ID="STR_ACE_Common_TimeLeft">
<English>Time left: %1s</English>
<Japanese>残り時間: %1 秒</Japanese>
<French>Temps restant : %1 s</French>
<Russian>Оставшееся время: %1s</Russian>
</Key>
<Key ID="STR_ACE_Common_LocationsBoostTraining_DisplayName">
<English>Locations Boost Training</English>

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@ -163,10 +163,14 @@
<Key ID="STR_ACE_CookOff_enableFire_name">
<English>Enable Cook-Off Vehicle Fire</English>
<Japanese>誘爆火災を有効化</Japanese>
<French>Véhicules - Feu durant l'auto-inflammation</French>
<Russian>Включить возгорание поеприпасов</Russian>
</Key>
<Key ID="STR_ACE_CookOff_enableFire_tooltip">
<English>Whether or not vehicles will catch on fire during cook-off</English>
<Japanese>誘爆により車両が炎上するかどうかを設定します。</Japanese>
<French>Définit si les véhicules prennent feu durant l'auto-inflammation de leurs munitions.</French>
<Russian>Будет ли техника возгораться при подрыве боеприпасов</Russian>
</Key>
</Package>
</Project>

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@ -98,7 +98,7 @@ class CfgVehicles {
class Item_Base_F;
class ACE_WaterBottle_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(WaterBottle_DisplayName);
@ -108,7 +108,7 @@ class CfgVehicles {
};
};
class ACE_WaterBottle_Half_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(WaterBottleHalf_DisplayName);
@ -118,7 +118,7 @@ class CfgVehicles {
};
};
class ACE_WaterBottle_Empty_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(WaterBottleEmpty_DisplayName);
@ -128,7 +128,7 @@ class CfgVehicles {
};
};
class ACE_Canteen_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(Canteen_DisplayName);
@ -138,7 +138,7 @@ class CfgVehicles {
};
};
class ACE_Canteen_Half_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(CanteenHalf_DisplayName);
@ -148,7 +148,7 @@ class CfgVehicles {
};
};
class ACE_Canteen_Empty_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(CanteenEmpty_DisplayName);
@ -158,7 +158,7 @@ class CfgVehicles {
};
};
class ACE_Can_Spirit_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = "$STR_a3_cfgvehicles_land_can_v1_f0";
@ -168,7 +168,7 @@ class CfgVehicles {
};
};
class ACE_Can_Franta_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = "$STR_a3_cfgvehicles_land_can_v2_f0";
@ -178,7 +178,7 @@ class CfgVehicles {
};
};
class ACE_Can_RedGull_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = "$STR_a3_cfgvehicles_land_can_v3_f0";
@ -188,7 +188,7 @@ class CfgVehicles {
};
};
class ACE_MRE_LambCurry_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(MRE_LambCurry_DisplayName);
@ -198,7 +198,7 @@ class CfgVehicles {
};
};
class ACE_MRE_BeefStew_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(MRE_BeefStew_DisplayName);
@ -208,7 +208,7 @@ class CfgVehicles {
};
};
class ACE_MRE_CreamTomatoSoup_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(MRE_CreamTomatoSoup_DisplayName);
@ -218,7 +218,7 @@ class CfgVehicles {
};
};
class ACE_MRE_CreamChickenSoup_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(MRE_CreamChickenSoup_DisplayName);
@ -228,7 +228,7 @@ class CfgVehicles {
};
};
class ACE_MRE_ChickenTikkaMasala_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(MRE_ChickenTikkaMasala_DisplayName);
@ -238,7 +238,7 @@ class CfgVehicles {
};
};
class ACE_MRE_SteakVegetables_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(MRE_SteakVegetables_DisplayName);
@ -248,7 +248,7 @@ class CfgVehicles {
};
};
class ACE_MRE_MeatballsPasta_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(MRE_MeatballsPasta_DisplayName);
@ -258,7 +258,7 @@ class CfgVehicles {
};
};
class ACE_MRE_ChickenHerbDumplings_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(MRE_ChickenHerbDumplings_DisplayName);
@ -268,7 +268,7 @@ class CfgVehicles {
};
};
class ACE_Humanitarian_Ration_Item: Item_Base_F {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeCurator = 2;
displayName = CSTRING(Humanitarian_Ration_DisplayName);

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@ -4,26 +4,38 @@
<Key ID="STR_ACE_Fire_category_displayName">
<English>ACE Fire</English>
<Japanese>ACE 火災</Japanese>
<French>ACE Feu</French>
<Russian>ACE Возгорание</Russian>
</Key>
<Key ID="STR_ACE_Fire_Actions_PatDown">
<English>Pat Down Fire</English>
<Japanese>火を叩き消す</Japanese>
<French>Éteindre le feu</French>
<Russian>Потушить</Russian>
</Key>
<Key ID="STR_ACE_Fire_Actions_PerformingPatDown">
<English>Patting Down Fire</English>
<Japanese>火を叩き消しています</Japanese>
<French>Feu en cours d'extinction...</French>
<Russian>Тушение</Russian>
</Key>
<Key ID="STR_ACE_Fire_setting_description">
<English>Allow units to catch fire</English>
<Japanese>ユニットへ着火を許可</Japanese>
<French>Définit si les unités peuvent prendre feu ou non.</French>
<Russian>Включает возгорание</Russian>
</Key>
<Key ID="STR_ACE_Fire_setting_flareEnable">
<English>Enable fire-flare at night</English>
<Japanese>夜間にフレア効果を有効化</Japanese>
<French>Halo lumineux la nuit</French>
<Russian>Включает сверкание пламени</Russian>
</Key>
<Key ID="STR_ACE_Fire_setting_flareDescription">
<English>Uses a flare effect to increase fire intensity at night</English>
<Japanese>夜間に火災の強さを上昇させるフレア効果を有効化します。</Japanese>
<French>Ajoute un effet de halo lumineux afin d'accroitre l'intensité du feu durant la nuit.</French>
<Russian>Включает ореол пламени для большей интенсивности ночью</Russian>
</Key>
</Package>
</Project>

View File

@ -28,7 +28,7 @@ class CfgVehicles {
class ACE_Module: Module_F {};
class XGVAR(setupModule): ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACEX";
category = "ACE";
displayName = CSTRING(Fortify);
function = QFUNC(setupModule);
scope = 2;
@ -86,7 +86,7 @@ class CfgVehicles {
class XGVAR(buildLocationModule): ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACEX";
category = "ACE";
displayName = CSTRING(buildLocationModule);
scope = 2;
isGlobal = 1;

View File

@ -2,7 +2,7 @@ class CfgVehicles {
class ACE_Module;
class XGVAR(module): ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACEX";
category = "ACE";
displayName = CSTRING(Module);
function = QFUNC(moduleInit);
scope = 1;

View File

@ -19,7 +19,7 @@ class CfgMagazines {
};
class XGVAR(document): GVAR(base) {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
displayName = CSTRING(Document_DisplayName);
descriptionShort = CSTRING(Document_Description);
picture = QPATHTOF(ui\document_ca.paa);
@ -28,7 +28,7 @@ class CfgMagazines {
};
class XGVAR(photo): GVAR(base) {
author = ACECSTRING(common,ACETeam);
author = ECSTRING(common,ACETeam);
displayName = CSTRING(Photo_DisplayName);
descriptionShort = CSTRING(Photo_Description);
picture = QPATHTOF(ui\photo_ca.paa);

View File

@ -326,14 +326,20 @@
<Key ID="STR_ACE_Interaction_RenameGroup">
<English>Rename Group</English>
<Japanese>グループ名変更</Japanese>
<French>Renommer le groupe</French>
<Russian>Переименовать группу</Russian>
</Key>
<Key ID="STR_ACE_Interaction_RenameGroupAlreadyExists">
<English>This group name is already in use.</English>
<Japanese>このグループ名は既に使われています。</Japanese>
<French>Ce nom de groupe est déjà attribué.</French>
<Russian>Данное имя группы уже используется.</Russian>
</Key>
<Key ID="STR_ACE_Interaction_RenameGroupInput">
<English>NEW GROUP NAME:</English>
<Japanese>新しいグループ名:</Japanese>
<French>NOUVEAU NOM DE GROUPE :</French>
<Russian>НОВОЕ ИМЯ ГРУППЫ</Russian>
</Key>
<Key ID="STR_ACE_Interaction_Dance">
<English>DANCE!</English>
@ -1242,14 +1248,19 @@
<Key ID="STR_ACE_Interaction_enableRenameGroup_DisplayName">
<English>Allow group rename</English>
<Japanese>グループ名変更を許可</Japanese>
<French>Permettre le renommage de groupe</French>
<Russian>Разрешить переименование группы</Russian>
</Key>
<Key ID="STR_ACE_Interaction_enableRenameGroup_Description">
<English>Allows a group leader to rename their group if the name is not already taken.</English>
<Japanese>グループ リーダーによるグループ名の変更を許可します。</Japanese>
<French>Cette option permet aux chefs de groupe de modifier le nom de leur groupe.</French>
<Russian>Разрешить лидеру группы её переименование, если имя не занято.</Russian>
</Key>
<Key ID="STR_ACE_Interaction_interactWithTerrainObjects_Description">
<English>Warning: can cause some objects to collide with others.</English>
<Russian>Внимание: может вызвать отталкивание некоторых объектов друг от друга.</Russian>
<French>Attention : certains objets peuvent entrer en collision avec d'autres.</French>
<Japanese>警告: 一部のオブジェクトが干渉する可能性があります。</Japanese>
</Key>
</Package>

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@ -4,6 +4,8 @@
<Key ID="STR_ACE_Logistics_Rope_descriptionShort">
<English>A twisted braid of fibers. Usually used for rappelling or towing.</English>
<Japanese>組み紐されたロープ。ラペリングやけん引に使用されます。</Japanese>
<French>Une corde en fibres torsadées. Généralement utilisée pour la descente en rappel ou le remorquage.</French>
<Russian>Витой канат. ООбычно используется для спуска или буксирования.</Russian>
</Key>
<Key ID="STR_ACE_Logistics_Rope_Rope_3_Display">
<English>Rope 3.2 meters</English>

View File

@ -169,10 +169,14 @@
<Key ID="STR_ACE_MagazineRepack_repackLoadedMagazines">
<English>Repack Loaded Magazines</English>
<Japanese>装填済み弾倉を詰め替え</Japanese>
<French>Remplir le chargeur engagé</French>
<Russian>Перепаковать загруженные магазины</Russian>
</Key>
<Key ID="STR_ACE_MagazineRepack_repackLoadedMagazinesHint">
<English>Repacking magazines, weapon unloaded</English>
<Japanese>弾倉を詰め替えし、&lt;br /&gt;非装填状態です</Japanese>
<French>Remplissage des chargeurs, arme déchargée.</French>
<Russian>Перепаковка магазинов, оружие разряжено</Russian>
</Key>
</Package>
</Project>

View File

@ -670,18 +670,26 @@
<Key ID="STR_ACE_Medical_Damage_ThermalBurn">
<English>Thermal Burn</English>
<Japanese>熱傷</Japanese>
<French>Brûlure thermique</French>
<Russian>Термический ожог</Russian>
</Key>
<Key ID="STR_ACE_Medical_Damage_ThermalBurn_Minor">
<English>Minor Thermal Burn</English>
<Japanese>小さな熱傷</Japanese>
<French>Légère brûlure thermique</French>
<Russian>Незначительный термический ожог</Russian>
</Key>
<Key ID="STR_ACE_Medical_Damage_ThermalBurn_Medium">
<English>Medium Thermal Burn</English>
<Japanese>中くらいの熱傷</Japanese>
<French>Brûlure thermique modérée</French>
<Russian>Средний термический ожог</Russian>
</Key>
<Key ID="STR_ACE_Medical_Damage_ThermalBurn_Large">
<English>Major Thermal Burn</English>
<Japanese>大きな熱傷</Japanese>
<French>Sévère brûlure thermique</French>
<Russian>Сильный термический ожог</Russian>
</Key>
<Key ID="STR_ACE_Medical_Damage_Eden_threshold_DisplayName">
<English>Unit Damage Threshold</English>

View File

@ -193,11 +193,13 @@
<English>Enable Fracture/Tourniquet/Splint Indicators</English>
<Russian>Включить индикаторы переломов/жгутов/шин</Russian>
<Japanese>骨折/止血帯の表記を有効化</Japanese>
<French>Indicateurs de fractures/garrots/attelles</French>
</Key>
<Key ID="STR_ACE_Medical_Feedback_EnableHUDIndicators_Description">
<English>Enables indicators for fractures and applied tourniquets and splints over the Stance Indicator.</English>
<Russian>Включает индикацию переломов, наложенных шин и жгутов поверх индикатора положения тела.</Russian>
<Japanese>体勢インジケータに骨折や添え木、止血帯の有無を表示するかどうかを設定できます。</Japanese>
<French>Affiche des icônes au niveau de l'indicateur de posture, indiquant si le personnage souffre de fractures ou si des garrots ou des attelles sont appliqués.</French>
</Key>
</Container>
</Package>

View File

@ -1130,31 +1130,37 @@
<English>Blood Loss Colors</English>
<Russian>Цвета кровопотери</Russian>
<Japanese>失血量カラー</Japanese>
<French>Couleurs des hémorragies</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_BloodLossColor_Description">
<English>Blood Loss Colors, That Used in Medical GUI. 10 Color Gradient.</English>
<Russian>Цвета кровопотери, которые используются в Медицинском интерфейсе. Градиент из 10 цветов.</Russian>
<Japanese>医療 GUI 内で失血量を 10 段階のカラーで表します。</Japanese>
<French>Couleurs utilisées pour afficher les hémorragies dans l'interface médicale. Dégradé de 10 couleurs.</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_BloodLossColorX_DisplayName">
<English>Blood Loss Color %1</English>
<Russian>Цвет кровопотери %1</Russian>
<Japanese>失血量カラー %1</Japanese>
<French>Hémorragies - couleur %1</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_DamageColors">
<English>Damage Colors</English>
<Russian>Цвета урона</Russian>
<Japanese>負傷カラー</Japanese>
<French>Couleur des dégâts</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_DamageColor_Description">
<English>Damage Colors, That Used in Medical GUI. 10 Color Gradient.</English>
<Russian>Цвета урона, которые используются в Медицинском интерфейсе. Градиент из 10 цветов.</Russian>
<Japanese>医療 GUI 内で負傷を 10 段階のカラーで表します。</Japanese>
<French>Couleurs utilisées pour afficher les dégâts dans l'interface médicale. Dégradé de 10 couleurs.</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_DamageColorX_DisplayName">
<English>Damage Color %1</English>
<Russian>Цвет урона %1</Russian>
<Japanese>負傷カラー %1</Japanese>
<French>Dégâts - couleur %1</French>
</Key>
</Package>
</Project>

View File

@ -62,6 +62,7 @@
<French>Activé &amp; Diagnostic du décès/de l'arrêt cardiaque</French>
<Polish>Włączone i pozwala zdiagnozować Śmierć/Zatrzymanie Akcji Serca</Polish>
<Japanese>死亡/心停止状態でも診断許可</Japanese>
<Russian>Включено &amp; Может диагностировать смерть/остановку сердца</Russian>
</Key>
<Key ID="STR_ACE_Medical_Treatment_AdvancedMedication_DisplayName">
<English>Advanced Medication</English>
@ -153,18 +154,26 @@
<Key ID="STR_ACE_Medical_Treatment_ClearTrauma_DisplayName">
<English>Clear Trauma</English>
<Japanese>外傷の削除</Japanese>
<French>Soigner les blessures</French>
<Russian>Очистить рану</Russian>
</Key>
<Key ID="STR_ACE_Medical_Treatment_ClearTrauma_Description">
<English>Controls when hitpoint damage from wounds is healed.</English>
<Japanese>治療後に負傷箇所にある外傷の状態を決定できます。</Japanese>
<French>Définit à quel moment les blessures sont entièrement soignées.</French>
<Russian>Определяет, когда исцеляется урон от ран.</Russian>
</Key>
<Key ID="STR_ACE_Medical_Treatment_ClearTrauma_AfterBandage">
<English>After Bandage</English>
<Japanese>包帯を巻いた後</Japanese>
<French>Après bandage</French>
<Russian>После перевязки</Russian>
</Key>
<Key ID="STR_ACE_Medical_Treatment_ClearTrauma_AfterStitch">
<English>After Stitch</English>
<Japanese>縫合後</Japanese>
<French>Après suture</French>
<Russian>После наложения швов</Russian>
</Key>
<Key ID="STR_ACE_Medical_Treatment_LocationsBoostTraining_Description">
<English>Boost medical training when in medical vehicles or facilities. Untrained becomes medic, medic becomes doctor.</English>

View File

@ -23,9 +23,7 @@ if (isNull _unit) exitWith {};
private _virtualLoad = 0;
{
if (!isNull _x) then {
_virtualLoad = _virtualLoad + (_x getVariable [QGVAR(vLoad), 0]);
};
_virtualLoad = _virtualLoad + (_x getVariable [QGVAR(vLoad), 0]);
} forEach [
_unit,
uniformContainer _unit,

View File

@ -528,11 +528,13 @@
<English>Nametag Ambient Brightness Coefficient</English>
<Russian>Коэффициент окружающего освещения для меток игроков</Russian>
<Japanese>環境名札明るさ係数</Japanese>
<French>Coefficient de luminosité ambiante</French>
</Key>
<Key ID="STR_ACE_NameTags_AmbientBrightnessAffectsViewDist_Description">
<English>Adjusts how strongly ambient brightness affects nametag view distance.</English>
<Russian>Определяет как сильно окружающее освещение влияет на дальность отображения меток игроков.</Russian>
<Japanese>環境光の強さによって名札の描画距離を調整します。</Japanese>
<French>Définit à quel point le manque de lumière ambiante abaisse la distance de visibilité du nom des joueurs.</French>
</Key>
</Package>
</Project>

View File

@ -49,10 +49,14 @@
<Key ID="STR_ACE_Overheating_heatCoef_displayName">
<English>Heating Coefficient</English>
<Japanese>過熱係数</Japanese>
<French>Coefficient de surchauffe</French>
<Russian>Коэффициент нагрева</Russian>
</Key>
<Key ID="STR_ACE_Overheating_heatCoef_description">
<English>Coefficient for the amount of heat a weapon generates per shot.\nHigher value increases heat.</English>
<Japanese>射撃毎に武器が生み出す熱量の係数を設定します。\n高い値であるほど熱量が増加します。</Japanese>
<French>Coefficient impactant la quantité de chaleur générée par l'arme à chaque tir.</French>
<Russian>Коэффициент количества тепла, выделяемого оружием за выстрел. \nБольшие значения увеличивают нагрев.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_DisplayTextOnJam_displayName">
<English>Display Text on Jam</English>
@ -185,26 +189,38 @@
<Key ID="STR_ACE_Overheating_particleEffectsAndDispersionDistance_displayName">
<English>Distance for Effects and Dispersion</English>
<Japanese>エフェクトと分散用距離</Japanese>
<French>Distance des effets et de la dispersion</French>
<Russian>Дистанция для Еффектов и Разброса</Russian>
</Key>
<Key ID="STR_ACE_Overheating_particleEffectsAndDispersionDistance_description">
<English>The distance, in meters, from the player within which overheating particle effects and dispersion are visible.</English>
<Japanese>プレイヤーが過熱パーティクル エフェクトと分散を見えるようになる距離 (m) を設定します。</Japanese>
<French>Définit la distance en mètres, jusqu'à laquelle les effets de particules et la dispersion sont visibles.</French>
<Russian>Дистанция в метрах, с которой видны эффекты частиц и разброса при перегреве.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_overheatingRateOfFire_displayName">
<English>Heat Increases Fire Rate</English>
<Japanese>熱による連射速度上昇</Japanese>
<French>La chaleur augmente la cadence de tir</French>
<Russian>Нагрев увеличивает темп стрельбы</Russian>
</Key>
<Key ID="STR_ACE_Overheating_overheatingRateOfFire_description">
<English>As weapons heat up, their rate of fire increases by up to 10%.</English>
<Japanese>武器が熱を帯び始めると、連射速度が 10% 上昇します。</Japanese>
<French>Lorsqu'une arme chauffe, sa cadence de tir peut augmenter jusqu'à 10%.</French>
<Russian>При нареве орудия, его темп стрельбы увеличивается до 10%.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_jamChanceCoef_displayName">
<English>Jam Chance Coefficient</English>
<Japanese>弾詰まり係数</Japanese>
<French>Coefficient du risque d'enrayement</French>
<Russian>Шанс заклинивания оружия</Russian>
</Key>
<Key ID="STR_ACE_Overheating_jamChanceCoef_description">
<English>Coefficient for the chance that a weapon will jam from overheating.\nHigher value make jams more likely.\nSet to 0 to disable jamming.</English>
<Japanese>武器が過熱によって弾詰まりする確立係数を設定します。\n高い値では弾詰まりが起こりやすくなり、0 で弾詰まりが無効化されます。</Japanese>
<French>Coefficient modifiant les chances qu'une arme s'enraye à cause de la surchauffe.\nPlus la valeur est élevée, plus grand est le risque que l'arme s'enraye.\nDéfinir à 0 pour désactiver l'enrayement des armes.</French>
<Russian>Шанс заклинивания оружия от перегрева.\nБольшие значения повышают шанс заклинивания.\nУстановите 0 для отключения заклинивания.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_unJamOnReload_displayName">
<English>Unjam Weapon on Reload</English>
@ -241,10 +257,14 @@
<Key ID="STR_ACE_Overheating_unJamOnSwapBarrel_displayName">
<English>Unjam on Barrel Swap</English>
<Japanese>銃身交換で弾詰まり解消</Japanese>
<French>Désenrayer l'arme au changement de canon</French>
<Russian>Замена ствола устраняет заклинивание оружия.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_unJamOnSwapBarrel_description">
<English>Controls whether swapping barrels clears a weapon jam.</English>
<Japanese>銃身を交換して弾詰まりの解消をできるようにします。</Japanese>
<French>Les armes se désenrayent lors d'un remplacement de canon.</French>
<Russian>Определяет, устраняет ли замена ствола заклинивание оружия.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_unJamFailChance_displayName">
<English>Chance of Unjam Failing</English>
@ -281,10 +301,14 @@
<Key ID="STR_ACE_Overheating_cookoffCoef_displayName">
<English>Overheating Cookoff Coefficient</English>
<Japanese>過熱誘爆係数</Japanese>
<French>Coefficient de l'auto-inflammation</French>
<Russian>Коеффициент возгорания при перегреве</Russian>
</Key>
<Key ID="STR_ACE_Overheating_cookoffCoef_description">
<English>Coefficient for the heat required for cookoffs to occur.\nHigher values require more heat to cookoff.\nSet to 0 to disable cookoff.</English>
<Japanese>過熱によって誘爆が起きる確立係数を設定します。\n高い値では誘爆までに必要な過熱量が増加し、0 で誘爆が無効化されます。</Japanese>
<French>Coefficient modifiant la quantité de chaleur requise pour que les munitions s'auto-inflamment dans la chambre de l'arme.\nPlus la valeur est élevée, plus l'arme doit être chaude pour que les munitions s'auto-inflamment.\nDéfinir sur 0 pour désactiver l'auto-inflammation.</French>
<Russian>Коеффициент нагрева, при котором возникает возгорание.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_SpareBarrelName">
<English>Spare barrel</English>
@ -337,22 +361,32 @@
<Key ID="STR_ACE_Overheating_WeaponCookedOff">
<English>Weapon cooked off!</English>
<Japanese>武器が誘爆した!</Japanese>
<French>Auto-inflammation des munitions !</French>
<Russian>Оружие сдетонировало!</Russian>
</Key>
<Key ID="STR_ACE_Overheating_FailureToEject">
<English>Failure to eject.</English>
<Japanese>排莢に失敗しました。</Japanese>
<French>Défaut d'éjection.</French>
<Russian>Не удалось достать.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_FailureToExtract">
<English>Failure to extract.</English>
<Japanese>排出に失敗しました。</Japanese>
<French>Défaut d'extraction.</French>
<Russian>Не удалось извлечь.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_FailureToFeed">
<English>Failure to feed.</English>
<Japanese>給弾に失敗しました。</Japanese>
<French>Défaut d'alimentation.</French>
<Russian>Не удалось подать.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_FailureToFire">
<English>Failure to fire.</English>
<Japanese>撃発に失敗しました。</Japanese>
<French>Défaut de tir.</French>
<Russian>Не удалось выстрелить.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_UnjamWeapon">
<English>Clear jam</English>
@ -530,26 +564,38 @@
<Key ID="STR_ACE_Overheating_CoolWeaponWithItem">
<English>Cool weapon with...</English>
<Japanese>次で武器を冷ます・・・</Japanese>
<French>Refroidir l'arme avec...</French>
<Russian>Охладить оружие с...</Russian>
</Key>
<Key ID="STR_ACE_Overheating_CoolingWeaponWithItem">
<English>Cooling %1 with %2.</English>
<Japanese>%1 を %2 で冷ましています。</Japanese>
<French>Refroidissement du %1 avec %2...</French>
<Russian>Охлаждение %1 с %2.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_CoolWeaponWithWaterSource">
<English>Cool weapon in water source.</English>
<Japanese>水源で武器を冷ます</Japanese>
<French>Refroidir l'arme dans la source d'eau.</French>
<Russian>Охладить оружие в воде.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_CoolingWeaponWithWaterSource">
<English>Cooling weapon in water source.</English>
<Japanese>水源で武器を冷ましています・・・</Japanese>
<French>Refroidissement de l'arme dans la source d'eau...</French>
<Russian>Охлаждение оружия в воде.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_CoolWeaponNotEnoughWater">
<English>Container doesn't have enough water.</English>
<Japanese>水源には十分な水量がありません。</Japanese>
<French>Le récipient ne contient pas suffisamment d'eau.</French>
<Russian>Воды недостаточно для охлаждения.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_CoolWeaponIsCool">
<English>Weapon is cool enough the water has stopped boiling.</English>
<Japanese>武器が冷まりきり、水が沸騰していません。</Japanese>
<French>L'arme est suffisamment froide pour que l'eau ait cessé de bouillir.</French>
<Russian>Оружие достаточно холодное для прекращения кипения воды.</Russian>
</Key>
<Key ID="STR_ACE_Overheating_Temperature">
<English>Temperature</English>

View File

@ -3946,26 +3946,31 @@
<Key ID="STR_ACE_RealisticNames_optic_arco_lush">
<English>ELCAN SpecterOS (Lush)</English>
<Polish>ELCAN SpecterOS (Leśny)</Polish>
<French>ELCAN SpecterOS (Forêt)</French>
<Japanese>ELCAN SpecterOS (緑地)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_arco_arid">
<English>ELCAN SpecterOS (Arid)</English>
<Polish>ELCAN SpecterOS (Jałowy)</Polish>
<French>ELCAN SpecterOS (Désert)</French>
<Japanese>ELCAN SpecterOS (乾燥地帯)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_arco_ak_blk">
<English>ELCAN SpecterOS 7.62 (Black)</English>
<Polish>ELCAN SpecterOS 7.62 (Czarny)</Polish>
<French>ELCAN SpecterOS 7.62 (Noire)</French>
<Japanese>ELCAN SpecterOS 7.62 (ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_arco_ak_lush">
<English>ELCAN SpecterOS 7.62 (Lush)</English>
<Polish>ELCAN SpecterOS 7.62 (Leśny)</Polish>
<French>ELCAN SpecterOS 7.62 (Forêt)</French>
<Japanese>ELCAN SpecterOS 7.62 (緑地)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_arco_ak_arid">
<English>ELCAN SpecterOS 7.62 (Arid)</English>
<Polish>ELCAN SpecterOS 7.62 (Jałowy)</Polish>
<French>ELCAN SpecterOS 7.62 (Désert)</French>
<Japanese>ELCAN SpecterOS 7.62 (乾燥地帯)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_erco_blk">
@ -4213,11 +4218,13 @@
<Key ID="STR_ACE_RealisticNames_optic_dms_weathered">
<English>Burris XTR II (Old)</English>
<Polish>Burris XTR II (Stary)</Polish>
<French>Burris XTR II (Usée)</French>
<Japanese>Burris XTR II (使い古し)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_dms_weathered_kir">
<English>Burris XTR II (ASP-1 Kir)</English>
<Polish>Burris XTR II (ASP-1 Kir)</Polish>
<French>Burris XTR II (ASP-1 Kir)</French>
<Japanese>Burris XTR II (ASP-1 Kir)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_holosight">
@ -4268,11 +4275,13 @@
<Key ID="STR_ACE_RealisticNames_optic_holosight_lush">
<English>EOTech XPS3 (Lush)</English>
<Polish>EOTech XPS3 (Leśny)</Polish>
<French>EOTech XPS3 (Forêt)</French>
<Japanese>EOTech XPS3 (緑地)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_holosight_arid">
<English>EOTech XPS3 (Arid)</English>
<Polish>EOTech XPS3 (Jałowy)</Polish>
<French>EOTech XPS3 (Désert)</French>
<Japanese>EOTech XPS3 (乾燥地帯)</Japanese>
</Key>
<Key ID="STR_ACE_RealisticNames_optic_holosight_smg">

View File

@ -263,7 +263,9 @@
</Key>
<Key ID="STR_ACE_Repair_LocationsBoostTraining_Description">
<English>Boost engineer training when in repair vehicles or facilities. Untrained becomes engineer, engineer becomes advanced engineer.</English>
<French>Améliore les compétences en ingénierie des unités en fonction du lieu où elles se trouvent ; notamment dans les véhicules de réparation ou les ateliers.\nUn soldat non formé devient ingénieur, un ingénieur devient ingénieur avancé.</French>
<Japanese>修理車両か施設内では工兵能力を上昇させます。兵士は工兵になり、工兵は上級工兵になります。</Japanese>
<Russian>Повысьте подготовку инженеров при ремонте транспортных средств или объектов. Нетренированный становится инженером, инженер становится продвинутым инженером.</Russian>
</Key>
<Key ID="STR_ACE_Repair_fullRepairLocation">
<English>Full Repair Locations</English>

View File

@ -2,7 +2,7 @@ class CfgVehicles {
class ACE_Module;
class ACEX_ModuleSitting: ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACEX";
category = "ACE";
displayName = CSTRING(ModuleDisplayName);
function = QFUNC(moduleInit);
scope = 1;

View File

@ -4,46 +4,68 @@
<Key ID="STR_ACE_Towing_displayName">
<English>Towing</English>
<Japanese>けん引</Japanese>
<French>Remorquage</French>
<Russian>Буксирование</Russian>
</Key>
<Key ID="STR_ACE_Towing_attach">
<English>Attach Tow Rope</English>
<Japanese>けん引ロープを取り付け</Japanese>
<French>Attacher la corde de remorquage</French>
<Russian>Прикрепить буксировочный канат</Russian>
</Key>
<Key ID="STR_ACE_Towing_canceled">
<English>Attaching Cancelled</English>
<Japanese>取り付けを中止しました</Japanese>
<French>Attachage annulé</French>
<Russian>Прикрепление отменено</Russian>
</Key>
<Key ID="STR_ACE_Towing_start3">
<English>Attach Tow Rope (3.2m)</English>
<Japanese>けん引ロープ (3.2m) を取り付け</Japanese>
<French>Attacher la corde (3,2 m)</French>
<Russian>Прикрепить буксировочный канат (3.2м)</Russian>
</Key>
<Key ID="STR_ACE_Towing_start6">
<English>Attach Tow Rope (6.2m)</English>
<Japanese>けん引ロープ (6.2m) を取り付け</Japanese>
<French>Attacher la corde (6,2 m)</French>
<Russian>Прикрепить буксировочный канат (6.2м)</Russian>
</Key>
<Key ID="STR_ACE_Towing_start12">
<English>Attach Tow Rope (12.2m)</English>
<Japanese>けん引ロープ (12.2m) を取り付け</Japanese>
<French>Attacher la corde (12,2 m)</French>
<Russian>Прикрепить буксировочный канат (12.2м)</Russian>
</Key>
<Key ID="STR_ACE_Towing_start15">
<English>Attach Tow Rope (15.2m)</English>
<Japanese>けん引ロープ (15.2m) を取り付け</Japanese>
<French>Attacher la corde (15,2 m)</French>
<Russian>Прикрепить буксировочный канат (15.2м)</Russian>
</Key>
<Key ID="STR_ACE_Towing_start18">
<English>Attach Tow Rope (18.2m)</English>
<Japanese>けん引ロープ (18.2m) を取り付け</Japanese>
<English>Attach Tow Rope (18.3m)</English>
<Japanese>けん引ロープ (18.3m) を取り付け</Japanese>
<French>Attacher la corde (18,3 m)</French>
<Russian>Прикрепить буксировочный канат (18.3м)</Russian>
</Key>
<Key ID="STR_ACE_Towing_start27">
<English>Attach Tow Rope (27.2m)</English>
<Japanese>けん引ロープ (28.2m) を取り付け</Japanese>
<English>Attach Tow Rope (27.4m)</English>
<Japanese>けん引ロープ (27.4m) を取り付け</Japanese>
<French>Attacher la corde (27,4 m)</French>
<Russian>Прикрепить буксировочный канат (27.4м)</Russian>
</Key>
<Key ID="STR_ACE_Towing_start36">
<English>Attach Tow Rope (36.2m)</English>
<Japanese>けん引ロープ (36.2m) を取り付け</Japanese>
<English>Attach Tow Rope (36.6m)</English>
<Japanese>けん引ロープ (36.6m) を取り付け</Japanese>
<French>Attacher la corde (36,6 m)</French>
<Russian>Прикрепить буксировочный канат (36.6м)</Russian>
</Key>
<Key ID="STR_ACE_Towing_detach">
<English>Detach Tow Rope</English>
<Japanese>けん引ロープを外す</Japanese>
<French>Détacher la corde</French>
<Russian>Отцепить буксировочный канат</Russian>
</Key>
</Package>
</Project>

View File

@ -669,11 +669,15 @@
<English>Enable movement speed indicator</English>
<Polish>Włącz wskaźnik prędkości poruszania</Polish>
<Japanese>移動速度インジケータを有効化</Japanese>
<French>Indicateur de vitesse de déplacement</French>
<Russian>Включить индикатор скорости передвижения</Russian>
</Key>
<Key ID="STR_ACE_UI_EnableSpeedIndicator_Description">
<English>Enables movement speed indicator for player character.</English>
<Polish>Włącza wskaźnik prędkości poruszania się dla postaci gracza.</Polish>
<Japanese>プレイヤー キャラの移動速度を表示します。</Japanese>
<French>Affiche un indicateur permettant de visualiser la vitesse de déplacement du personnage.</French>
<Russian>Включает индикатор скорости передвижения персонажа игрока.</Russian>
</Key>
</Package>
</Project>

View File

@ -4,26 +4,32 @@
<Key ID="STR_ACE_Vehicle_Damage_category_displayName">
<English>ACE Advanced Vehicle Damage</English>
<Japanese>ACE 拡張車両ダメージ</Japanese>
<French>ACE Dégâts de véhicule avancés</French>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_setting_description">
<English>Enable/Disable advanced vehicle damage</English>
<Japanese>拡張車両ダメージの使用を設定します。</Japanese>
<French>Active les dégâts de véhicule avancés.</French>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_carDamage_setting_description">
<English>Enable/Disable advanced car damage (Experimental)</English>
<Japanese>拡張車ダメージ (試験的)</Japanese>
<French>Active les dégâts avancés sur les voitures (expérimental).</French>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_carDamage_setting_enable">
<English>Enable/Disable advanced Car Damage</English>
<Japanese>拡張車ダメージの使用を設定します。</Japanese>
<French>Dégâts de voiture avancés</French>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_removeAmmoAfterCookoff_setting_description">
<English>Removes all vehicle ammo after cook-off</English>
<Japanese>誘爆後は車両から全ての弾薬を削除します。</Japanese>
<French>Retire toutes les munitions des véhicules après une auto-inflammation.</French>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_removeAmmoAfterCookoff_setting_enable">
<English>Enable/Disable Ammo Removal During Cook-Off</English>
<Japanese>誘爆後の弾薬処理</Japanese>
<French>Retirer les munitions durant l'auto-inflammation</French>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_generic_turret_wreck">
<English>Wreck (Turret)</English>

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@ -17,7 +17,7 @@ class CfgVehicles {
class ACE_Module;
class XGVAR(Module): ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACEX";
category = "ACE";
function = QFUNC(moduleInit);
displayName = CSTRING(ModuleDisplayName);
scope = 1;

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@ -8,7 +8,10 @@ class CfgWeapons {
EGVAR(overheating,allowSwapBarrel) = 1;
EGVAR(overheating,dispersion) = 0.25;
};
class gm_machineGun_base;
class gm_rifle_base;
class gm_machineGun_base: gm_rifle_base {
EGVAR(overheating,closedBolt) = 0;
};
class gm_mg3_base: gm_machineGun_base {
EGVAR(overheating,mrbs) = 3000;
EGVAR(overheating,slowdownFactor) = 1;
@ -26,8 +29,32 @@ class CfgWeapons {
EGVAR(overpressure,priority) = 1;
EGVAR(overpressure,range) = 10;
};
// SUB MACHINE GUNS
class gm_mp2_base: gm_rifle_base {
EGVAR(overheating,closedBolt) = 0;
};
class gm_pm63_base: gm_rifle_base {
EGVAR(overheating,closedBolt) = 0;
};
// GRENADE LAUNCHERS
class gm_hk69a1_base: gm_rifle_base {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
class gm_pallad_d_base: gm_rifle_base {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
// FLARE GUNS
class gm_pistol_base;
class gm_lp1_base: gm_pistol_base {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
class gm_p2a1_base: gm_pistol_base {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
// HELMETS
#define HEARING_PROTECTION_OPEN EGVAR(hearing,protection) = 0; EGVAR(hearing,lowerVolume) = 0;
#define HEARING_PROTECTION_VICCREW EGVAR(hearing,protection) = 0.85; EGVAR(hearing,lowerVolume) = 0.6;

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@ -4,4 +4,5 @@ class CfgWeapons {
#include "CfgWeapons\launchers.hpp"
#include "CfgWeapons\pistols.hpp"
#include "CfgWeapons\uniforms.hpp"
#include "CfgWeapons\weapons.hpp"
};

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@ -1,5 +1,17 @@
#define MX991_FLASHLIGHT_SIZE 1.75
class vn_pistol;
class vn_m79_p: vn_pistol {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
class vn_mk22;
class vn_m10: vn_mk22 {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
class vn_m1895: vn_mk22 {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
class vn_pm;
class vn_fkb1_pm: vn_pm {
ACE_Flashlight_Colour = "white";

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@ -0,0 +1,25 @@
class vn_rifle;
class vn_lmg: vn_rifle {
EGVAR(overheating,closedBolt) = 0;
};
class vn_m63a_lmg: vn_rifle {
EGVAR(overheating,closedBolt) = 0;
};
class vn_smg: vn_rifle {
EGVAR(overheating,closedBolt) = 0;
};
class vn_vz61: vn_smg {
EGVAR(overheating,closedBolt) = 1;
};
class vn_mk1_udg: vn_smg {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
class vn_m79: vn_rifle {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};
class vn_shotgun;
class vn_izh54: vn_shotgun {
EGVAR(overheating,jamTypesAllowed)[] = {"Fire", "Dud"};
};