Add selective UI

This commit is contained in:
jonpas 2015-10-28 23:23:02 +01:00
parent 3f59b2fd4e
commit 94ce49fedc
11 changed files with 613 additions and 125 deletions

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@ -1,37 +1,182 @@
class ACE_Settings { class ACE_Settings {
class GVAR(weaponInfo) { // BASIC
class GVAR(soldierVehicleWeaponInfo) {
value = 1; value = 1;
typeName = "BOOL"; typeName = "BOOL";
displayName = CSTRING(WeaponInfo); isClientSettable = 1;
displayName = CSTRING(SoldierVehicleWeaponInfo);
category = CSTRING(Category);
}; };
class GVAR(vehicleRadar) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleRadar);
category = CSTRING(Category);
};
class GVAR(vehicleCompass) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleCompass);
category = CSTRING(Category);
};
class GVAR(commandMenu) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(CommandMenu);
category = CSTRING(Category);
};
class GVAR(groupBar) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(GroupBar);
category = CSTRING(Category);
};
// ADVANCED
// Upper Weapon Info
class GVAR(weaponName) { class GVAR(weaponName) {
value = 1; value = 1;
typeName = "BOOL"; typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(WeaponName); displayName = CSTRING(WeaponName);
category = CSTRING(Category);
}; };
/*class GVAR(ammoCount) { // Disabled in config by ace_reload class GVAR(weaponNameBackground) {
value = 1; value = 1;
typeName = "BOOL"; typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(WeaponNameBackground);
category = CSTRING(Category);
};
class GVAR(firingMode) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(FiringMode);
category = CSTRING(Category);
};
// Lower Weapon Info
class GVAR(ammoType) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(AmmoType);
category = CSTRING(Category);
};
class GVAR(ammoCount) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(AmmoCount); displayName = CSTRING(AmmoCount);
};*/ description = CSTRING(AmmoCountDesc);
category = CSTRING(Category);
};
class GVAR(magCount) { class GVAR(magCount) {
value = 1; value = 1;
typeName = "BOOL"; typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(MagCount); displayName = CSTRING(MagCount);
category = CSTRING(Category);
}; };
class GVAR(grenadeName) { class GVAR(grenadeFlareType) {
value = 1; value = 1;
typeName = "BOOL"; typeName = "BOOL";
displayName = CSTRING(GrenadeName); isClientSettable = 1;
displayName = CSTRING(GrenadeFlareType);
category = CSTRING(Category);
}; };
class GVAR(grenadeCount) { class GVAR(grenadeFlareCount) {
value = 1; value = 1;
typeName = "BOOL"; typeName = "BOOL";
displayName = CSTRING(GrenadeCount); isClientSettable = 1;
displayName = CSTRING(GrenadeFlareCount);
category = CSTRING(Category);
}; };
class GVAR(zeroing) { class GVAR(zeroing) {
value = 1; value = 1;
typeName = "BOOL"; typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(Zeroing); displayName = CSTRING(Zeroing);
category = CSTRING(Category);
};
class GVAR(weaponLowerInfoBackground) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(WeaponLowerInfoBackground); //todo
category = CSTRING(Category);
};
// Stance
class GVAR(stance) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(Stance);
category = CSTRING(Category);
};
// Vehicle
class GVAR(vehicleName) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleName);
category = CSTRING(Category);
};
class GVAR(vehicleNameBackground) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleNameBackground);
category = CSTRING(Category);
};
class GVAR(vehicleFuelBar) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleFuelBar);
category = CSTRING(Category);
};
class GVAR(vehicleSpeed) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleSpeed);
category = CSTRING(Category);
};
class GVAR(vehicleAltitude) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleAltitude);
category = CSTRING(Category);
};
class GVAR(vehicleDamage) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleDamage);
category = CSTRING(Category);
};
class GVAR(vehicleInfoBackground) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleInfoBackground);
category = CSTRING(Category);
};
class GVAR(vehicleGunnerWeapon) {
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(VehicleGunnerWeapon);
category = CSTRING(Category);
}; };
}; };

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@ -1,52 +1,38 @@
class CfgVehicles { class CfgVehicles {
class ACE_Module; class ACE_Module;
// Basic
class ACE_ModuleUI: ACE_Module { class ACE_ModuleUI: ACE_Module {
author = ECSTRING(common,ACETeam); author = ECSTRING(common,ACETeam);
category = "ACE"; category = "ACE";
displayName = CSTRING(ModuleDisplayName); displayName = CSTRING(ModuleName);
function = QFUNC(moduleInit); function = QFUNC(moduleInit);
scope = 2; scope = 2;
isGlobal = 1; isGlobal = 1;
//icon = QUOTE(PATHTOF(UI\Icon_Module_UI_ca.paa)); //icon = QUOTE(PATHTOF(UI\Icon_Module_UI_ca.paa));
class Arguments { class Arguments {
class weaponInfo { class soldierVehicleWeaponInfo {
displayName = CSTRING(WeaponInfo); displayName = CSTRING(SoldierVehicleWeaponInfo);
description = CSTRING(WeaponInfoDesc);
typeName = "BOOL"; typeName = "BOOL";
defaultValue = 1; defaultValue = 1;
}; };
class weaponName { class vehicleRadar {
displayName = CSTRING(WeaponName); displayName = CSTRING(VehicleRadar);
description = CSTRING(WeaponNameDesc);
typeName = "BOOL"; typeName = "BOOL";
defaultValue = 1; defaultValue = 1;
}; };
/*class ammoCount { // Disabled in config by ace_reload class vehicleCompass {
displayName = CSTRING(AmmoCount); displayName = CSTRING(VehicleCompass);
description = CSTRING(AmmoCountDesc);
typeName = "BOOL";
defaultValue = 1;
};*/
class magCount {
displayName = CSTRING(MagCount);
description = CSTRING(MagCountDesc);
typeName = "BOOL"; typeName = "BOOL";
defaultValue = 1; defaultValue = 1;
}; };
class grenadeName { class commandMenu {
displayName = CSTRING(GrenadeName); displayName = CSTRING(CommandMenu);
description = CSTRING(GrenadeNameDesc);
typeName = "BOOL"; typeName = "BOOL";
defaultValue = 1; defaultValue = 1;
}; };
class grenadeCount { class groupBar {
displayName = CSTRING(GrenadeCount); displayName = CSTRING(GroupBar);
description = CSTRING(GrenadeCountDesc);
typeName = "BOOL";
defaultValue = 1;
};
class zeroing {
displayName = CSTRING(Zeroing);
typeName = "BOOL"; typeName = "BOOL";
defaultValue = 1; defaultValue = 1;
}; };
@ -55,4 +41,124 @@ class CfgVehicles {
description = CSTRING(ModuleDescription); description = CSTRING(ModuleDescription);
}; };
}; };
// Advanced
class ACE_ModuleUI_Advanced: ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleName_Advanced);
function = QFUNC(moduleInitAdvanced);
scope = 2;
isGlobal = 1;
//icon = QUOTE(PATHTOF(UI\Icon_Module_UI_ca.paa));
class Arguments {
// Upper Weapon Info
class weaponName {
displayName = CSTRING(WeaponName);
typeName = "BOOL";
defaultValue = 1;
};
class weaponNameBackground {
displayName = CSTRING(WeaponNameBackground);
typeName = "BOOL";
defaultValue = 1;
};
class firingMode {
displayName = CSTRING(FiringMode);
typeName = "BOOL";
defaultValue = 1;
};
// Lower Weapon Info
class ammoType {
displayName = CSTRING(AmmoType);
typeName = "BOOL";
defaultValue = 1;
};
class ammoCount {
displayName = CSTRING(AmmoCount);
description = CSTRING(AmmoCountDesc);
typeName = "BOOL";
defaultValue = 1;
};
class magCount {
displayName = CSTRING(MagCount);
typeName = "BOOL";
defaultValue = 1;
};
class grenadeFlareType {
displayName = CSTRING(GrenadeFlareType);
typeName = "BOOL";
defaultValue = 1;
};
class grenadeFlareCount {
displayName = CSTRING(GrenadeFlareCount);
typeName = "BOOL";
defaultValue = 1;
};
class zeroing {
displayName = CSTRING(Zeroing);
typeName = "BOOL";
defaultValue = 1;
};
class weaponLowerInfoBackground {
displayName = CSTRING(WeaponLowerInfoBackground);
typeName = "BOOL";
defaultValue = 1;
};
// Stance
class stance {
displayName = CSTRING(Stance);
typeName = "BOOL";
defaultValue = 1;
};
// Vehicle
class vehicleName {
displayName = CSTRING(VehicleName);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleNameBackground {
displayName = CSTRING(VehicleNameBackground);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleFuelBar {
displayName = CSTRING(VehicleFuelBar);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleSpeed {
displayName = CSTRING(VehicleSpeed);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleAltitude {
displayName = CSTRING(VehicleAltitude);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleDamage {
displayName = CSTRING(VehicleDamage);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleInfoBackground {
displayName = CSTRING(VehicleInfoBackground);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleGunnerWeapon {
displayName = CSTRING(VehicleGunnerWeapon);
typeName = "BOOL";
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(ModuleDescription_Advanced);
};
};
}; };

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@ -1,63 +1,41 @@
#define DEBUG_MODE_FULL //#define DEBUG_MODE_FULL
#include "script_component.hpp" #include "script_component.hpp"
// Exit on Headless // Exit on Headless
if !(hasInterface) exitWith {}; if (!hasInterface) exitWith {};
["SettingsInitialized", { ["SettingsInitialized", {
// Selective UI Basic
call FUNC(setElements);
// On load and entering/exiting a vehicle // On load and entering/exiting a vehicle
["infoDisplayChanged", { ["infoDisplayChanged", {
LOG("UI infoDisplayChanged"); // Selective UI Advanced
private ["_elements", "_display"];
// All elements with their show/hide, IDD and IDC
_elements = [
[GVAR(weaponInfo), 300, 2302],
[GVAR(weaponName), 300, 118],
//[GVAR(ammoCount), 300, 184], // Disabled in config by ace_reload
[GVAR(magCount), 300, 185],
[GVAR(grenadeName), 300, 152],
[GVAR(grenadeCount), 300, 151],
[GVAR(zeroing), 300, 168]
];
disableSerialization;
{ {
_display = _x; _x call FUNC(setAdvancedElement);
{ } forEach ELEMENTS_ADVANCED;
EXPLODE_3_PVT(_x,_show,_idd,_idc); }] call EFUNC(common,addEventHandler);
//_idd = 300; //debug
//_idc = 122; //debug
if (_idd == ctrlIDD _display) then {
_show = if (_show) then {0} else {1};
(_display displayCtrl _idc) ctrlSetFade _show; ["SettingChanged", {
(_display displayCtrl _idc) ctrlCommit 0; params ["_name"];
// Selective UI Basic
if (_name in ELEMENTS_BASIC) then {
call FUNC(setElements);
}; };
} forEach _elements;
} forEach (uiNamespace getVariable "IGUI_displays"); // Those displays can be present several times for some reason // Selective UI Advanced
}] call EFUNC(common,addEventHandler); {
_x params ["_element"];
if (_name == _element) then {
_x call FUNC(setAdvancedElement);
TRACE_2("Setting Changed",_name,_element);
};
} forEach ELEMENTS_ADVANCED;
}] call EFUNC(common,addEventHandler); }] call EFUNC(common,addEventHandler);
}] call EFUNC(common,addEventHandler);
/*
RscUnitInfo = 300
--------
Alt = 122 (UNKNOWN)
Ammo = 119 (UNKNOWN)
AmmoCount = 184 (Ammo Count)
MagCount = 185 (Magazine Count)
CA_TextFlares = 151 (Grenade Count)
CA_TextFlaresMode = 152 (Grenade Name)
CA_Zeroing = 168 (Zeroing)
Weapon = 118 (Weapon Name)
WeaponInfoControlsGroupLeft = 2302 (entire RscUnitInfo without Zeroing)
WeaponInfoControlsGroupRight = 2303 (UNKNOWN)
RscStanceInfo = 303
-------
StanceIndicator = 188 (UNKNOWN)
*/

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@ -3,5 +3,8 @@
ADDON = false; ADDON = false;
PREP(moduleInit); PREP(moduleInit);
PREP(moduleInitAdvanced);
PREP(setAdvancedElement);
PREP(setElements);
ADDON = true; ADDON = true;

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@ -12,18 +12,21 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
if !(isServer) exitWith {}; if (!isServer) exitWith {};
PARAMS_3(_logic,_units,_activated); params ["_logic", "_units", "_activated"];
if !(_activated) exitWith {}; if (!_activated) exitWith {};
[_logic, QGVAR(weaponInfo), "weaponInfo"] call EFUNC(common,readSettingFromModule); // Exit if HUD visibility is hardcoded in mission config and showHUD command is overriden
[_logic, QGVAR(weaponName), "weaponName"] call EFUNC(common,readSettingFromModule); if (isArray (missionConfigFile >> "showHUD")) exitWith {
//[_logic, QGVAR(ammoCount), "ammoCount"] call EFUNC(common,readSettingFromModule); // Disabled in config by ace_reload ACE_LOGINFO("User Interface (Basic) Module Failed to Initialize - showHUD overriden in mission config!");
[_logic, QGVAR(magCount), "magCount"] call EFUNC(common,readSettingFromModule); };
[_logic, QGVAR(grenadeName), "grenadeName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(grenadeCount), "grenadeCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(zeroing), "zeroing"] call EFUNC(common,readSettingFromModule);
diag_log text "[ACE]: UI Module Initialized."; [_logic, QGVAR(soldierVehicleWeaponInfo), "soldierVehicleWeaponInfo"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleRadar), "vehicleRadar"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleCompass), "vehicleCompass"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(commandMenu), "commandMenu"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(groupBar), "groupBar"] call EFUNC(common,readSettingFromModule);
ACE_LOGINFO("User Interface (Basic) Module Initialized.");

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@ -0,0 +1,42 @@
/*
* Author: Jonpas
* Initializes the UI module.
*
* Arguments:
* 0: Module Logic <LOGIC>
* 1: Units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*/
#include "script_component.hpp"
if (!isServer) exitWith {};
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {};
[_logic, QGVAR(weaponName), "weaponName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(weaponNameBackground), "weaponNameBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(firingMode), "firingMode"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(ammoType), "ammoType"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(ammoCount), "ammoCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(magCount), "magCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(grenadeFlareType), "grenadeFlareType"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(grenadeFlareCount), "grenadeFlareCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(zeroing), "zeroing"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(weaponLowerInfoBackground), "weaponLowerInfoBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(stance), "stance"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleName), "vehicleName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleNameBackground), "vehicleNameBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleFuelBar), "vehicleFuelBar"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleSpeed), "vehicleSpeed"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleAltitude), "vehicleAltitude"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleDamage), "vehicleDamage"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleInfoBackground), "vehicleInfoBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleGunnerWeapon), "vehicleGunnerWeapon"] call EFUNC(common,readSettingFromModule);
ACE_LOGINFO("User Interface (Advanced) Module Initialized.");

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@ -0,0 +1,43 @@
/*
* Author: Jonpas
* Sets advanced visible element of the UI using displays and controls.
*
* Arguments:
* 0: Show/Hide Element OR Element Variable <BOOL/STRING>
* 1: Element IDD <NUMBER>
* 2: Element IDCs <ARRAY>
*
* Return Value:
* None
*
* Example:
* [show, 303, [188] ] call ace_ui_fnc_setAdvancedElement
*
* Public: No
*/
#include "script_component.hpp"
params ["_show", "_idd", "_elements"];
// Get show/hide boolean from mission namespace if it's a string
if (typeName _show == "STRING") then {
_show = missionNamespace getVariable _show;
};
_show = [1, 0] select _show;
// Disable/Enable elements
{
local _idc = _x;
// Loop through IGUI displays as they can be present several times for some reason
{
if (_idd == ctrlIDD _x) then {
TRACE_3("Setting Element Visibility",_show,_idd,_idc);
(_x displayCtrl _idc) ctrlSetFade _show;
(_x displayCtrl _idc) ctrlCommit 0;
};
} forEach (uiNamespace getVariable "IGUI_displays");
} forEach _elements;

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@ -0,0 +1,44 @@
/*
* Author: Jonpas
* Sets basic visible elements of the UI using showHUD setter.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ace_ui_fnc_setBasicElements
*
* Public: No
*/
#include "script_component.hpp"
//@todo - change to EFUNC(common,showHud) setter
local _shownHUD = shownHUD; // [hud, info, radar, compass, direction, menu, group, cursors]
showHUD [
_shownHUD select 0,
GVAR(soldierVehicleWeaponInfo),
GVAR(vehicleRadar),
GVAR(vehicleCompass),
_shownHUD select 4,
GVAR(commandMenu),
GVAR(groupBar),
_shownHUD select 7
];
/*
["UIselective", [
_shownHUD select 0,
_shownHUD select 1,
_shownHUD select 2,
_shownHUD select 3,
_shownHUD select 4,
GVAR(commandMenu),
_shownHUD select 6,
_shownHUD select 7
]] call EFUNC(common,showHud);
*/

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@ -0,0 +1 @@
#include "\z\ace\addons\ui\script_component.hpp"

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@ -10,3 +10,75 @@
#endif #endif
#include "\z\ace\addons\main\script_macros.hpp" #include "\z\ace\addons\main\script_macros.hpp"
// Elements
#define ELEMENTS_BASIC [QGVAR(soldierVehicleWeaponInfo), QGVAR(vehicleRadar), QGVAR(vehicleCompass), QGVAR(commandMenu), QGVAR(groupBar)]
// Element, IDD, IDC
#define ELEMENTS_ADVANCED [ \
[QGVAR(weaponName), 300, [118] ], \
[QGVAR(weaponNameBackground), 300, [1001, 1008] ], \
[QGVAR(firingMode), 300, [187, 1203] ], \
[QGVAR(ammoType), 300, [155] ], \
[QGVAR(ammoCount), 300, [184] ], \
[QGVAR(magCount), 300, [185] ], \
[QGVAR(grenadeName), 300, [152] ], \
[QGVAR(grenadeCount), 300, [151] ], \
[QGVAR(weaponLowerInfoBackground), 300, [1202] ], \
[QGVAR(zeroing), 300, [168] ], \
[QGVAR(stance), 303, [188, 1201] ], \
[QGVAR(vehicleName), 300, [120] ], \
[QGVAR(vehicleNameBackground), 300, [1000, 1013] ], \
[QGVAR(vehicleFuelBar), 300, [113, 1202] ], \
[QGVAR(vehicleSpeed), 300, [121, 1004, 1006] ], \
[QGVAR(vehicleAltitude), 300, [122, 1005, 1014] ], \
[QGVAR(vehicleDamage), 300, [111] ], \
[QGVAR(vehicleInfoBackground), 300, [1200] ], \
[QGVAR(vehicleGunnerWeapon), 300, [150] ] \
]
/*
RscUnitInfo = 300
--------------------
118 (Weapon Name)
+ 1001 (Weapon Name Background 1/2)
+ 1008 (Weapon Name Background 2/2)
187 (Firing Mode)
+ 1203 (Firing Mode Background)
155 (Ammo Type)
184 (Ammo Count) - disabled in config by ace_reload
185 (Magazine Count)
152 (Grenade/Flare Type)
151 (Grenade/Flare Count)
1202 (Lower Weapon Info Background)
168 (Zeroing)
120 (Vehicle Name)
1000 (Vehicle Name Background 1/2)
+ 1013 (Vehicle Name Background 2/2)
113 (Vehicle Fuel Bar)
+ 1202 (Vehicle Fuel Bar Background)
121 (Vehicle Speed Number)
+ 1004 (Vehicle Speed Unit)
+ 1006 (Vehicle Speed Background)
122 (Vehicle Altitude Number)
+ 1005 (Vehicle Altitude Units)
+ 1014 (Vehicle Altitude Background)
111 (Vehicle Damage)
1200 (Vehicle Info Background)
150 (Vehicle Gunner Weapon)
RscStanceInfo = 303
--------------------
188 (Stance)
+ 1201 (Stance Background)
*/

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@ -1,50 +1,101 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="UI"> <Package name="UI">
<Key ID="STR_ACE_UI_WeaponInfo"> <Key ID="STR_ACE_UI_Category">
<English>Weapon Info</English> <English>User Interface</English>
</Key> </Key>
<Key ID="STR_ACE_UI_WeaponInfoDesc">
<English>Entire weapon info interface (weapon name, firing mode, magazine info, ammo count, magazine count, grenade count) except zeroing.</English> <Key ID="STR_ACE_UI_ModuleName">
<English>User Interface (Basic)</English>
</Key> </Key>
<Key ID="STR_ACE_UI_ModuleDescription">
<English>This module allows hiding of basic user interface parts. Makes some User Interface (Advanced) settings inoperable.</English>
</Key>
<Key ID="STR_ACE_UI_SoldierVehicleWeaponInfo">
<English>Soldier/Vehicle/Weapon Information</English>
</Key>
<Key ID="STR_ACE_UI_VehicleRadar">
<English>Vehicle Radar</English>
</Key>
<Key ID="STR_ACE_UI_VehicleCompass">
<English>Vehicle Compass</English>
</Key>
<Key ID="STR_ACE_UI_CommandMenu">
<English>Command Menu</English>
</Key>
<Key ID="STR_ACE_UI_GroupBar">
<English>Group Bar</English>
</Key>
<Key ID="STR_ACE_UI_ModuleName_Advanced">
<English>User Interface (Advanced)</English>
</Key>
<Key ID="STR_ACE_UI_ModuleDescription_Advanced">
<English>This module allows hiding of specific user interface parts, more detailed than basic. User Interface (Basic) settings will make some of the settings inoperable.</English>
</Key>
<Key ID="STR_ACE_UI_WeaponName"> <Key ID="STR_ACE_UI_WeaponName">
<English>Weapon Name</English> <English>Weapon Name</English>
</Key> </Key>
<Key ID="STR_ACE_UI_WeaponNameDesc"> <Key ID="STR_ACE_UI_WeaponNameBackground">
<English>Requires enabled Weapon Info</English> <English>Weapon Name Background</English>
</Key>
<Key ID="STR_ACE_UI_FiringMode">
<English>Firing Mode</English>
</Key>
<Key ID="STR_ACE_UI_AmmoType">
<English>Ammo Type</English>
</Key> </Key>
<Key ID="STR_ACE_UI_AmmoCount"> <Key ID="STR_ACE_UI_AmmoCount">
<English>Ammo Count</English> <English>Ammo Count</English>
</Key> </Key>
<Key ID="STR_ACE_UI_AmmoCountDesc"> <Key ID="STR_ACE_UI_AmmoCountDesc">
<English>Requires enabled Weapon Info</English> <English>Always disabled on foot by ace_reload.</English>
</Key> </Key>
<Key ID="STR_ACE_UI_MagCount"> <Key ID="STR_ACE_UI_MagCount">
<English>Magazine Count</English> <English>Magazine Count</English>
</Key> </Key>
<Key ID="STR_ACE_UI_MagCountDesc"> <Key ID="STR_ACE_UI_GrenadeFlareType">
<English>Requires enabled Weapon Info</English> <English>Grenade/Flare Type</English>
</Key> </Key>
<Key ID="STR_ACE_UI_GrenadeName"> <Key ID="STR_ACE_UI_GrenadeFlareCount">
<English>Grenade Name</English> <English>Grenade/Flare Count</English>
</Key>
<Key ID="STR_ACE_UI_GrenadeNameDesc">
<English>Requires enabled Weapon Info</English>
</Key>
<Key ID="STR_ACE_UI_GrenadeCount">
<English>Grenade Count</English>
</Key>
<Key ID="STR_ACE_UI_GrenadeCountDesc">
<English>Requires enabled Weapon Info</English>
</Key> </Key>
<Key ID="STR_ACE_UI_Zeroing"> <Key ID="STR_ACE_UI_Zeroing">
<English>Zeroing</English> <English>Zeroing</English>
</Key> </Key>
<Key ID="STR_ACE_UI_ModuleDisplayName"> <Key ID="STR_ACE_UI_WeaponLowerInfoBackground">
<English>User Interface</English> <English>Weapon Lower Info Background</English>
</Key> </Key>
<Key ID="STR_ACE_UI_ModuleDescription"> <Key ID="STR_ACE_UI_Stance">
<English>This module allows hiding of specific user interface parts.</English> <English>Stance</English>
</Key>
<Key ID="STR_ACE_UI_VehicleName">
<English>Vehicle Name</English>
</Key>
<Key ID="STR_ACE_UI_VehicleNameBackground">
<English>Vehicle Name Background</English>
</Key>
<Key ID="STR_ACE_UI_VehicleFuelBar">
<English>Vehicle Fuel Bar</English>
</Key>
<Key ID="STR_ACE_UI_VehicleSpeed">
<English>Vehicle Speed</English>
</Key>
<Key ID="STR_ACE_UI_VehicleAltitude">
<English>Vehicle Altitude</English>
</Key>
<Key ID="STR_ACE_UI_VehicleDamage">
<English>Vehicle Damage</English>
</Key>
<Key ID="STR_ACE_UI_VehicleInfoBackground">
<English>Vehicle Info Background</English>
</Key>
<Key ID="STR_ACE_UI_VehicleGunnerWeapon">
<English>Vehicle Gunner Weapon</English>
</Key> </Key>
</Package> </Package>
</Project> </Project>