Merge branch 'master' into mapOpenCloseEvents

This commit is contained in:
PabstMirror 2015-08-17 21:08:07 -05:00
commit 980fc7a235
882 changed files with 15337 additions and 4013 deletions

1
.gitignore vendored
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@ -5,3 +5,4 @@ texHeaders.bin
*.swp
*.swo
*.biprivatekey
Thumbs.db

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@ -37,8 +37,9 @@ Aleksey EpMAK Yermakov <epmak777@gmail.com>
Alganthe <alganthe@live.fr>
Anthariel <Contact@storm-simulation.com>
Asgar Serran <piechottaf@web.de>
Bamse <bamsis@gmail.com>
Bla1337
BlackPixxel
BlackPixxel <blackpixxel96@gmail.com>
BlackQwar
Brakoviejo
Brisse <brisse@outlook.com>
@ -51,6 +52,7 @@ Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
Dimaslg <dimaslg@telecable.es>
eRazeri
evromalarkey <evromalarkey@gmail.com>
F3 Project <alanr@ferstaberinde.com>
Falke75
Ferenczi
Ferenzi
@ -66,8 +68,10 @@ Hamburger SV
Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com>
Hawkins
Head
jokoho482 <jokoho482@gmail.com>`
Jonpas <jonpas33@gmail.com>
Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com>
Kllrt <kllrtik@gmail.com>
legman <juicemelon@msn.com>
@ -82,6 +86,7 @@ nikolauska <nikolauska1@gmail.com>
nomisum <nomisum@gmail.com>
OnkelDisMaster <onkeldismaster@gmail.com>
oscarmolinadev
PaxJaromeMalues <seemax1991@gmail.com>
pokertour
Professor <lukas.trneny@wo.cz>
rakowozz
@ -101,3 +106,5 @@ Valentin Torikian <valentin.torikian@gmail.com>
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Winter <simon@agius-muscat.net>
zGuba
Drill <drill87@gmail.com>
MikeMatrix <m.braun92@gmail.com>

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@ -1,27 +1,21 @@
<p align="center">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg"
height="112">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.1.1-blue.svg"
alt="ACE version">
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 version">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.1.1/ace3_3.1.1.zip">
<img src="http://img.shields.io/badge/Download-51.7_MB-green.svg"
alt="ACE download">
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip">
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 download">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues"
alt="ACE issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 issues">
</a>
<a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg"
alt="BIF thread">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF thread">
</a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg"
alt="ACE license">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 license">
</a>
</p>
<p align="center"><sup><strong>Requires the latest version of <a href="http://www.armaholic.com/page.php?id=18767">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>

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@ -1,31 +1,31 @@
class ACE_Settings {
class GVAR(enabled) {
displayName = "Advanced Ballistics";
description = "Enables advanced ballistics";
displayName = CSTRING(enabled_DisplayName);
description = CSTRING(enabled_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(simulateForSnipers) {
displayName = "Enabled For Snipers";
description = "Enables advanced ballistics for non local snipers (when using high power optics)";
displayName = CSTRING(simulateForSnipers_DisplayName);
description = CSTRING(simulateForSnipers_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(simulateForGroupMembers) {
displayName = "Enabled For Group Members";
description = "Enables advanced ballistics for non local group members";
displayName = CSTRING(simulateForGroupMembers_DisplayName);
description = CSTRING(simulateForGroupMembers_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(simulateForEveryone) {
displayName = "Enabled For Everyone";
description = "Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)";
displayName = CSTRING(simulateForEveryone_DisplayName);
description = CSTRING(simulateForEveryone_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(disabledInFullAutoMode) {
displayName = "Disabled In FullAuto Mode";
description = "Disables advanced ballistics during full auto fire";
displayName = CSTRING(disabledInFullAutoMod_DisplayName);
description = CSTRING(disabledInFullAutoMod_Description);
typeName = "BOOL";
value = 0;
};
@ -38,32 +38,32 @@ class ACE_Settings {
};
*/
class GVAR(ammoTemperatureEnabled) {
displayName = "Enable Ammo Temperature Simulation";
description = "Muzzle velocity varies with ammo temperature";
displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
description = CSTRING(ammoTemperatureEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(barrelLengthInfluenceEnabled) {
displayName = "Enable Barrel Length Simulation";
description = "Muzzle velocity varies with barrel length";
displayName = CSTRING(barrelLengthInfluenceEnabled_DisplayName);
description = CSTRING(barrelLengthInfluenceEnabled_Description);
typeName = "BOOL";
value = 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)";
displayName = CSTRING(bulletTraceEnabled_DisplayName);
description = CSTRING(bulletTraceEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(simulationInterval) {
displayName = "Simulation Interval";
description = "Defines the interval between every calculation step";
displayName = CSTRING(simulationInterval_DisplayName);
description = CSTRING(simulationInterval_Description);
typeName = "SCALAR";
value = 0.0;
};
class GVAR(simulationRadius) {
displayName = "Simulation Radius";
description = "Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles";
displayName = CSTRING(simulationRadius_DisplayName);
description = CSTRING(simulationRadius_Description);
typeName = "SCALAR";
value = 3000;
};

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@ -53,7 +53,9 @@ if (!GVAR(simulateForEveryone) && !(local _unit)) then {
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (_abort || !(GVAR(extensionAvailable))) exitWith {
[_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH);
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_bullet, getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction")];
};
};
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
@ -114,7 +116,7 @@ if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) th
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(weather,Latitude), EGVAR(weather,currentTemperature), EGVAR(weather,Altitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)];
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)];
[{
private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"];

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@ -31,6 +31,7 @@
<Spanish>Balística avanzada</Spanish>
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English>
@ -38,6 +39,7 @@
<Spanish>Balística avanzada</Spanish>
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English>
@ -45,6 +47,7 @@
<Spanish>Activa la balística avanzada</Spanish>
<German>Aktiviert die erweiterte Ballistik</German>
<Czech>Aktivuje pokročilou balistiku</Czech>
<Portuguese>Ativa balística avançada</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English>
@ -52,6 +55,7 @@
<Polish>Akt. dla snajperów</Polish>
<German>Für Scharfschützen aktiviert</German>
<Czech>Povoleno pro odstřelovače</Czech>
<Portuguese>Ativar para caçadores</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
@ -59,6 +63,7 @@
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych snajperów (kiedy używają optyki)</Polish>
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English>
@ -66,6 +71,7 @@
<Polish>Akt. dla czł. grupy</Polish>
<German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English>
@ -73,6 +79,7 @@
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych członków grupy</Polish>
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English>
@ -80,6 +87,7 @@
<Polish>Akt. dla wszystkich</Polish>
<German>Für jeden aktiviert</German>
<Czech>Povoleno pro všechny</Czech>
<Portuguese>Ativada para todos</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
@ -87,6 +95,7 @@
<Polish>Aktywuje zaawansowaną balistykę dla wszystkich nielokalnych graczy (aktywacja tej opcji może spodowować spory spadek wydajności podczas ciężkiej wymiany ognia)</Polish>
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English>
@ -94,6 +103,7 @@
<Spanish>Siempre activada para miembros de grupo</Spanish>
<German>Für Gruppenmitglieder immer aktiviert</German>
<Czech>Vždy povoleno pro členy skupiny</Czech>
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<English>Always enables advanced ballistics when a group member fires</English>
@ -101,6 +111,7 @@
<Spanish>Activada la balística avanzada siempre cuando miembros de grupo disparan</Spanish>
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English>
@ -108,6 +119,7 @@
<Spanish>Desactivada en modo automático</Spanish>
<German>Beim vollautomatischen Feuern deaktiviert</German>
<Czech>Zakázáno v automatickém režimu střelby</Czech>
<Portuguese>Desabilitar no modo automático</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English>
@ -115,6 +127,7 @@
<Spanish>Desactivada la balística avanzada durante el fuego automático</Spanish>
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English>
@ -122,6 +135,7 @@
<Spanish>Activar simulación de temperatura de munición</Spanish>
<German>Simulation der Munitionstemperatur aktivieren</German>
<Czech>Povolit simulaci teploty munice</Czech>
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English>
@ -129,6 +143,7 @@
<Spanish>La velocidad de salida varía con la temperatura de la munición</Spanish>
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English>
@ -136,6 +151,7 @@
<Spanish>Habilitar la simulación de longitud del cañón</Spanish>
<German>Simulation der Lauflänge aktivieren</German>
<Czech>Povolit simulaci délky hlavně</Czech>
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English>
@ -143,6 +159,7 @@
<Spanish>La velocidad de salidal varía con la longitud del cañón</Spanish>
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English>
@ -150,6 +167,7 @@
<Spanish>Activar el efecto trazador de la bala</Spanish>
<German>Geschossspureffekt aktivieren</German>
<Czech>Povolit efekt trasírek</Czech>
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
@ -157,6 +175,7 @@
<Spanish>Activa el efecto trazador de la balas de gran calibre (solo visible cuando se mira a través de una mira telescópica)</Spanish>
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English>
@ -164,6 +183,7 @@
<Spanish>Intervalo de simulación</Spanish>
<German>Simulationsintervall</German>
<Czech>Interval simulace</Czech>
<Portuguese>Intervalo da simulação</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English>
@ -171,6 +191,7 @@
<Spanish>Define el intervalo entre cada cálculo</Spanish>
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
<Czech>Určuje interval mezi každým výpočtem</Czech>
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English>
@ -178,6 +199,7 @@
<Spanish>Radio de simulación</Spanish>
<German>Simulationsradius</German>
<Czech>Rozsah simulace</Czech>
<Portuguese>Raio de simulação</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
@ -185,11 +207,13 @@
<Spanish>Define el radio alrededor del jugador (en metros) en el cual se aplica la balística avanzada a los proyectiles</Spanish>
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_Description">
<English></English>
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>
</Key>
</Package>
</Project>

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@ -20,7 +20,7 @@ class CfgWeapons {
reloadTime = 0.01;
magazineReloadTime = 0.1;
};
// Manual Switching Of Flare Mode
class SmokeLauncher;
class CMFlareLauncher: SmokeLauncher {
@ -106,12 +106,14 @@ class CfgWeapons {
class M134_minigun: MGunCore {
class LowROF: Mode_FullAuto {
reloadTime = 0.015; //0.03; same as above @todo
dispersion = 0.006; //0.0023;
reloadTime = 0.03; //0.03; same as above @todo
dispersion = 0.0064; //0.0023;
multiplier = 1;
};
class HighROF: LowROF {
reloadTime = 0.015; //0.03;
dispersion = 0.006; //0.0023;
reloadTime = 0.02; //0.03;
dispersion = 0.0064; //0.0023;
multiplier = 1;
};
class close: HighROF {};
class short: close {};

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@ -21,13 +21,10 @@ class CfgVehicles {
author = "Ruthberg";
scope = 2;
scopeCurator = 2;
displayName = "ATragMX";
displayName = CSTRING(Name);
vehicleClass = "Items";
class TransportItems {
class ACE_ATragMX {
name = "ACE_ATragMX";
count = 1;
};
MACRO_ADDITEM(ACE_ATragMX,1);
};
};

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@ -57,6 +57,6 @@ GVAR(DialogPFH) = [{
[_this select 1] call cba_fnc_removePerFrameHandler;
};
__ctrlBackground ctrlSetText format [QUOTE(PATHTOF(UI\ATRAG_%1.paa)), ["N", "D"] select (call EFUNC(common,ambientBrightness))];
}, 60, []] call cba_fnc_addPerFrameHandler;
}, 60, []] call CBA_fnc_addPerFrameHandler;
true

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@ -3,14 +3,17 @@ class CfgMagazines {
class CA_Magazine;
class B_IR_Grenade: CA_Magazine {
ACE_Attachable = "B_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
};
class O_IR_Grenade: B_IR_Grenade {
ACE_Attachable = "O_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
};
class I_IR_Grenade: B_IR_Grenade {
ACE_Attachable = "I_IRStrobe";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
};
class SmokeShell;

View File

@ -1,4 +1,3 @@
class CfgWeapons {
class ACE_ItemCore;
class InventoryItem_Base_F;
@ -9,11 +8,11 @@ class CfgWeapons {
scope = 2;
displayName = CSTRING(IrStrobe_Name);
descriptionShort = CSTRING(IrStrobe_Description);
model = "\A3\weapons_F\ammo\mag_univ.p3d";
model = QUOTE(PATHTOF(data\ace_IRStrobe.p3d));
picture = PATHTOF(UI\irstrobe_item.paa);
class ItemInfo: InventoryItem_Base_F {
mass = 1;
};
};
};
};

View File

@ -0,0 +1,30 @@
class RscTitles {
class GVAR(virtualAmmo) {
idd = -1;
movingEnable = 1;
duration = 9999999;
fadein = 0;
fadeout = 0;
onLoad = "uiNamespace setVariable ['ACE_attach_virtualAmmoDisplay', (_this select 0)];";
class controls {};
class objects {
class TheObject {
idc = 800851;
type = 82;
model = "\a3\weapons_f\Ammo\Handgrenade.p3d";
scale = 1;
direction[] = {0, 0, 1};
up[] = {0, 1, 0};
x = 0.5;
y = 0.5;
z = 1;
xBack = 0.5;
yBack = 0.5;
zBack = 0.5;
inBack = 0;
enableZoom = 0;
zoomDuration = 1;
};
};
};
};

View File

@ -16,3 +16,4 @@ class CfgPatches {
#include "CfgMagazines.hpp"
#include "CfgVehicles.hpp"
#include "CfgWeapons.hpp"
#include "GUI_VirtualAmmo.hpp"

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@ -0,0 +1,90 @@
class StageTI
{
texture = "a3\data_f\default_glass_ti_ca.paa";
};
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,1};
specular[] = {0.99999976,0.99999976,0.99999976,1};
specularPower = 128;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "z\ace\addons\attach\data\ace_IRStrobe_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage3
{
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "#(argb,8,8,3)color(0,0.1,0.1,0.1,SMDI)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,32,128,1)fresnel(0.71,0.74)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data_f\env_land_co.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};

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@ -17,10 +17,10 @@
*/
#include "script_component.hpp"
private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID"];
PARAMS_3(_attachToVehicle,_unit,_args);
_itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam;
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
params ["_attachToVehicle","_unit","_args"];
_args params [["_itemClassname","", [""]]];
TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
//Sanity Check (_unit has item in inventory, not over attach limit)
if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
@ -47,44 +47,75 @@ if (_unit == _attachToVehicle) then { //Self Attachment
_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
} else {
GVAR(placeAction) = -1;
_tempObject = _itemVehClass createVehicleLocal [0,0,-10000];
_tempObject enableSimulationGlobal false;
GVAR(placeAction) = PLACE_WAITING;
[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
//MenuBack isn't working for now (localize "STR_ACE_Attach_CancelAction")
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame);
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = 1;}] call EFUNC(common,AddActionEventHandler)];
// _unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {true}, {GVAR(placeAction) = 0;}] call EFUNC(common,AddActionEventHandler)];
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = 0}];
_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = PLACE_CANCEL}];
//Display to show virtual object:
private [];
_model = getText (configFile >> "CfgAmmo" >> _itemVehClass >> "model");
if (_model == "") then {
_model = getText (configFile >> "CfgVehicles" >> _itemVehClass >> "model");
};
//"\A3\Weapons_F\empty.p3d" is fine, but ctrlSetModel ""; - will crash game!
if (_model == "") exitWith {ERROR("No Model");};
(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _model;
[{
private "_startingPosition";
PARAMS_2(_args,_pfID);
EXPLODE_7_PVT(_args,_unit,_attachToVehicle,_itemClassname,_itemVehClass,_tempObject,_onAtachText,_actionID);
private["_angle", "_dir", "_screenPos", "_realDistance", "_up", "_virtualPos", "_virtualPosASL", "_lineInterection"];
params ["_args","_idPFH"];
_args params ["_unit","_attachToVehicle","_itemClassname","_itemVehClass","_onAtachText","_actionID"];
if ((GVAR(placeAction) != -1) ||
_virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.6]) vectorDiff (positionCameraToWorld [0,0,0]);
if (cameraView == "EXTERNAL") then {
_virtualPosASL = _virtualPosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0]));
};
_virtualPos = _virtualPosASL call EFUNC(common,ASLToPosition);
_lineInterection = lineIntersects [eyePos ACE_player, _virtualPosASL, ACE_player];
//Don't allow placing in a bad position:
if (_lineInterection && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;};
if ((GVAR(placeAction) != PLACE_WAITING) ||
{_unit != ACE_player} ||
{!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} ||
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_pfID] call CBA_fnc_removePerFrameHandler;
[_idPFH] call CBA_fnc_removePerFrameHandler;
[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
[] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
//[_unit, "MenuBack", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID;
if (GVAR(placeAction) == 1) then {
_startingPosition = _tempObject modelToWorldVisual [0,0,0];
[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _startingPosition] call FUNC(placeApprove);
(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
if (GVAR(placeAction) == PLACE_APPROVE) then {
[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _virtualPos] call FUNC(placeApprove);
};
deleteVehicle _tempObject;
} else {
_tempObject setPosATL ((ASLtoATL eyePos _unit) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]));;
//Show the virtual object:
if (_lineInterection) then {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
} else {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true;
_screenPos = worldToScreen _virtualPos;
if (_screenPos isEqualTo []) exitWith {
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
};
_realDistance = (_virtualPos distance (positionCameraToWorld [0,0,0])) / ((call CBA_fnc_getFov) select 1);
_screenPos = [(_screenPos select 0), _realDistance, (_screenPos select 1)];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _screenPos;
_dir = (positionCameraToWorld [0,0,1]) vectorFromTo (positionCameraToWorld [0,0,0]);
_angle = asin (_dir select 2);
_up = [0, cos _angle, sin _angle];
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp [[1,0,0], _up];
};
};
}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _tempObject, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
};

View File

@ -17,14 +17,14 @@
*/
#include "script_component.hpp"
PARAMS_3(_attachToVehicle,_player,_args);
private ["_attachLimit", "_attachedObjects","_playerPos"];
params ["_attachToVehicle","_player","_args"];
_args params [["_itemClassname","", [""]]];
TRACE_3("params",_attachToVehicle,_unit,_itemClassname);
private ["_itemName", "_attachLimit", "_attachedObjects","_playerPos"];
_itemName = [_args, 0, ""] call CBA_fnc_defaultParam;
_attachLimit = [6, 1] select (_player == _attachToVehicle);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_playerPos = (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemName in ((itemsWithMagazines _player) + [""])};
(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemClassname in ((itemsWithMagazines _player) + [""])};

View File

@ -16,9 +16,9 @@
*/
#include "script_component.hpp"
PARAMS_2(_attachToVehicle,_unit);
private ["_attachedObjects", "_inRange"];
params ["_attachToVehicle", "_unit"];
TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];

View File

@ -16,15 +16,16 @@
*/
#include "script_component.hpp"
PARAMS_2(_attachToVehicle,_unit);
private ["_attachedObjects", "_attachedItems", "_itemDisplayName"];
private ["_attachedObjects", "_attachedItems", "_itemDisplayName",
"_attachedObject", "_attachedIndex", "_itemName", "_minDistance",
"_unitPos", "_objectPos"
];
params ["_attachToVehicle","_unit"],
TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
private ["_attachedObject", "_attachedIndex", "_itemName", "_minDistance", "_unitPos", "_objectPos"];
_attachedObject = objNull;
_attachedIndex = -1;
_itemName = "";

View File

@ -18,7 +18,8 @@
#include "script_component.hpp"
private ["_listed", "_actions", "_item", "_displayName", "_picture", "_action"];
PARAMS_2(_target,_player);
params ["_target","_player"];
TRACE_2("params",_target,_player);
_listed = [];
_actions = [];
@ -30,7 +31,7 @@ _actions = [];
if (getText (_item >> "ACE_Attachable") != "") then {
_displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {_this call FUNC(attach)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call EFUNC(common,execNextFrame)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target];
};
};
@ -43,7 +44,7 @@ _actions = [];
if (getText (_item >> "ACE_Attachable") != "") then {
_displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {_this call FUNC(attach)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call EFUNC(common,execNextFrame)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target];
};
};

View File

@ -25,9 +25,10 @@
*/
#include "script_component.hpp"
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_setupObject", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
PARAMS_6(_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
_startingOffset = _attachToVehicle worldToModel _startingPosition;
@ -37,9 +38,6 @@ _closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
_closeInMax = _startDistanceFromCenter;
_closeInMin = 0;
//Delete Local Placement Object
deleteVehicle _setupObject;
while {(_closeInMax - _closeInMin) > 0.01} do {
_closeInDistance = (_closeInMax + _closeInMin) / 2;
// systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter];

View File

@ -9,4 +9,8 @@
#define DEBUG_SETTINGS DEBUG_SETTINGS_ATTACH
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#include "\z\ace\addons\main\script_macros.hpp"
#define PLACE_WAITING -1
#define PLACE_CANCEL 0
#define PLACE_APPROVE 1

View File

@ -1,8 +1,7 @@
ace_lockbackpacks
ace_backpacks
=================
Introduces the ability to lock one's backpack.
Adds indication when someone else opens your backpack (soundeffect / camShake).
## Maintainers

View File

@ -1,3 +1,3 @@
#include "script_component.hpp"
["backpackOpened", {_this call FUNC(backpackOpened)}] call EFUNC(common,addEventHandler);
["backpackOpened", DFUNC(backpackOpened)] call EFUNC(common,addEventHandler);

View File

@ -2,18 +2,18 @@
* Author: commy2
*
* Someone opened your backpack. Execute locally.
*
*
* Argument:
* 0: Who accessed your inventory? (Object)
* 1: Unit that wields the backpack (Object)
* 2: The backpack object (Object)
*
*
* Return value:
* None.
*/
#include "script_component.hpp"
PARAMS_3(_unit,_target,_backpack);
private ["_sounds", "_position"];
params ["_target", "_backpack"];
// do cam shake if the target is the player
if ([_target] call EFUNC(common,isPlayer)) then {
@ -21,7 +21,6 @@ if ([_target] call EFUNC(common,isPlayer)) then {
};
// play a rustling sound
private ["_sounds", "_position"];
_sounds = [
/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",

View File

@ -2,21 +2,21 @@
* Author: commy2
*
* Returns the unit that has the given backpack object equipped.
*
*
* Argument:
* 0: A backpack object (Object)
*
* 0: Executing Unit (Object)
* 1: A backpack object (Object)
*
* Return value:
* Unit that has the backpack equipped. (Object)
*/
#include "script_component.hpp"
scopeName "main";
private ["_backpack", "_unit"];
_backpack = _this select 0;
_unit = objNull;
params ["_unit","_backpack"];
_target = objNull;
{
if (backpackContainer _x == _backpack) exitWith {_unit = _x};
} forEach (allUnits + allDeadMen);
_unit
if (backpackContainer _x == _backpack) then {_target = _x; breakTo "main"};
} count nearestObjects [_unit, ["Man"], 5];
if (isNull _target) exitWith {ACE_Player};
_target

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@ -11,9 +11,8 @@
*/
#include "script_component.hpp"
private ["_backpack", "_config"];
_backpack = _this select 0;
private ["_config"];
params ["_backpack"];
if (typeName _backpack == "OBJECT") then {
_backpack = typeOf _backpack;

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@ -2,29 +2,27 @@
* Author: commy2
*
* Handle the open inventory event. Display message on traget client.
*
*
* Argument:
* Input from "InventoryOpened" eventhandler
*
*
* Return value:
* false. Always open the inventory dialog. (Bool)
*/
#include "script_component.hpp"
private ["_unit", "_backpack"];
_unit = _this select 0;
_backpack = _this select 1;
private "_target";
params ["","_backpack"];
// exit if the target is not a backpack
if !([_backpack] call FUNC(isBackpack)) exitWith {};
// get the unit that wears the backpack object
private "_target";
_target = [_backpack] call FUNC(getBackpackAssignedUnit);
_target = _this call FUNC(getBackpackAssignedUnit);
if (isNull _target) exitWith {false};
// raise event on target unit
["backpackOpened", _target, [_unit, _target, _backpack]] call EFUNC(common,targetEvent);
["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
// return false to open inventory as usual
false

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@ -1,9 +1,9 @@
// by commy2
#include "script_component.hpp"
private ["_wall", "_paper"];
private "_paper";
_wall = _this select 0;
params ["_wall"];
if (local _wall) then {
_paper = "UserTexture_1x2_F" createVehicle position _wall;

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@ -1598,6 +1598,7 @@
<Spanish>[ACE] Caja de suministros de munición</Spanish>
<German>[ACE] Munitionskiste</German>
<Czech>[ACE] Bedna s municí</Czech>
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
</Key>
</Package>
</Project>

View File

@ -5,6 +5,13 @@ class ACE_Settings {
typeName = "BOOL";
value = 1;
};
class GVAR(requireSurrender) {
displayName = CSTRING(ModuleSettings_requireSurrender_name);
description = CSTRING(ModuleSettings_requireSurrender_description);
typeName = "SCALAR";
values[] = {ECSTRING(common,Disabled), CSTRING(SurrenderOnly), CSTRING(SurrenderOrNoWeapon)};
value = 1;
};
class GVAR(allowSurrender) {
displayName = CSTRING(ModuleSettings_allowSurrender_name);
description = CSTRING(ModuleSettings_allowSurrender_description);

View File

@ -189,6 +189,26 @@ class CfgVehicles {
typeName = "BOOL";
defaultValue = 1;
};
class requireSurrender {
displayName = CSTRING(ModuleSettings_requireSurrender_name);
description = CSTRING(ModuleSettings_requireSurrender_description);
typeName = "NUMBER";
class values {
class disable {
name = ECSTRING(common,No);
value = 0;
};
class Surrender {
name = CSTRING(SurrenderOnly);
value = 1;
default = 1;
};
class SurrenderOrNoWeapon {
name = CSTRING(SurrenderOrNoWeapon);
value = 2;
};
};
};
};
class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleSettings_Description);

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@ -16,11 +16,11 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
//Check sides, Player has cableTie, target is alive and not already handcuffed
(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
("ACE_CableTie" in (items _unit)) &&
{alive _target} &&
{!(_target getVariable [QGVAR(isHandcuffed), false])}
{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
(GVAR(requireSurrender) == 0 || ((_target getVariable [QGVAR(isSurrendering), false]) || (currentWeapon _target == "" && GVAR(requireSurrender) == 2)))

View File

@ -16,8 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
//Alive, handcuffed, not being escored, and not unconscious
(_target getVariable [QGVAR(isHandcuffed), false]) &&

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@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
_target getVariable [QGVAR(isHandcuffed), false]
|| {_target getVariable [QGVAR(isSurrendering), false]}

View File

@ -18,8 +18,7 @@
#include "script_component.hpp"
private ["_objects"];
PARAMS_3(_unit,_target,_vehicle);
params ["_unit", "_target","_vehicle"];
if (isNull _target) then {
_objects = attachedObjects _unit;
@ -28,7 +27,7 @@ if (isNull _target) then {
};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship_F"], 10];
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
};

View File

@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
//Unit is handcuffed and not currently being escorted
_target getVariable [QGVAR(isHandcuffed), false] &&

View File

@ -16,8 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_unit);
DEFAULT_PARAM(1,_target,objNull);
params ["_unit", ["_target", objNull]];
if (isNull _target) then {
_target = _unit getVariable [QGVAR(escortedUnit), objNull];

View File

@ -16,12 +16,12 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_newSurrenderState);
private "_returnValue";
params ["_unit", "_newSurrenderState"];
_returnValue = if (_newSurrenderState) then {
//no weapon equiped AND not currently surrendering and
//no weapon equiped AND not currently surrendering and
GVAR(allowSurrender) && {(currentWeapon _unit) == ""} && {!(_unit getVariable [QGVAR(isSurrendering), false])}
} else {
//is Surrendering

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@ -18,6 +18,6 @@
private ["_cargo"];
PARAMS_2(_player,_unit);
params ["_player", "_unit"];
((vehicle _unit) != _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}

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@ -16,10 +16,11 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
_unit removeItem "ACE_CableTie";
params ["_unit", "_target"];
playSound3D [QUOTE(PATHTO_R(sounds\cable_tie_zipping.ogg)), objNull, false, (getPosASL _target), 1, 1, 10];
["SetHandcuffed", [_target], [_target, true]] call EFUNC(common,targetEvent);
_unit removeItem "ACE_CableTie";

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@ -17,7 +17,7 @@
*/
#include "script_component.hpp"
PARAMS_3(_unit,_target,_state);
params ["_unit", "_target","_state"];
if (_state) then {
if (_unit getVariable [QGVAR(isEscorting), false]) exitWith {};

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@ -19,6 +19,7 @@
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
PARAMS_2(_player,_unit);
params ["_player", "_unit"];
_weapon = currentWeapon _player;
if (_weapon == primaryWeapon _player && {_weapon != ""}) then {

View File

@ -17,9 +17,10 @@
*/
#include "script_component.hpp"
PARAMS_3(_unit,_target,_vehicle);
private "_objects";
params ["_unit", "_target","_vehicle"];
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
@ -28,7 +29,7 @@ if (isNull _target) then {
if (isNull _target) exitWith {};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car_F", "Tank_F", "Helicopter_F", "Boat_F", "Plane_F"], 10];
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
};
if (isNull _vehicle) exitWith {};

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@ -15,6 +15,6 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
["SetHandcuffed", [_target], [_target, false]] call EFUNC(common,targetEvent);

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@ -16,6 +16,6 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_target);
params ["_unit", "_target"];
["MoveOutCaptive", [_target], [_target]] call EFUNC(common,targetEvent);

View File

@ -17,7 +17,7 @@
*/
#include "script_component.hpp"
PARAMS_3(_vehicle,_dontcare,_unit);
params ["_vehicle", "_dontcare","_unit"];
if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then {

View File

@ -17,7 +17,7 @@
*/
#include "script_component.hpp"
PARAMS_3(_vehicle,_dontcare,_unit);
params ["_vehicle", "_dontcare","_unit"];
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
private ["_cargoIndex"];

View File

@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_oldUnit);
params ["_oldUnit"];
if (!local _oldUnit) exitWith {};

View File

@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_isUnconc);
params ["_unit","_isUnconc"];
if (!local _unit) exitWith {};

View File

@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_newUnit,_oldUnit);
params ["_newUnit","_oldUnit"];
//set showHUD based on new unit status:
if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then {

View File

@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_dead);
params ["_unit","_dead"];
if (!local _unit) exitWith {};

View File

@ -15,7 +15,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_unit);
params ["_unit"];
// prevent players from throwing grenades (added to all units)
[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);

View File

@ -17,7 +17,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_zeusIsOpen);
params ["_unit","_zeusIsOpen"];
//set showHUD based on unit status:
if (!_zeusIsOpen) then {

View File

@ -13,7 +13,8 @@
#include "script_component.hpp"
PARAMS_1(_logic);
params ["_logic"];
[_logic, QGVAR(allowHandcuffOwnSide), "allowHandcuffOwnSide"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(allowSurrender), "allowSurrender"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(requireSurrender), "requireSurrender"] call EFUNC(common,readSettingFromModule);

View File

@ -17,9 +17,10 @@
*/
#include "script_component.hpp"
PARAMS_3(_logic,_units,_activated);
private ["_bisMouseOver", "_mouseOverObject"];
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {};
if (local _logic) then {

View File

@ -16,8 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_state);
params ["_unit","_state"];
if (!local _unit) exitwith {
ERROR("running setHandcuffed on remote unit");
@ -43,7 +42,7 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
PARAMS_1(_unit);
params ["_unit"];
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);

View File

@ -16,8 +16,7 @@
*/
#include "script_component.hpp"
PARAMS_2(_unit,_state);
params ["_unit","_state"];
if (!local _unit) exitwith {
ERROR("running surrender on remote unit");

View File

@ -16,10 +16,10 @@
*/
#include "script_component.hpp"
PARAMS_2(_target,_vehicle);
private ["_cargoIndex"];
params ["_target","_vehicle"];
_target moveInCargo _vehicle;
_target assignAsCargo _vehicle;
_cargoIndex = _vehicle getCargoIndex _target;

View File

@ -15,8 +15,7 @@
*/
#include "script_component.hpp"
PARAMS_1(_unit);
params ["_unit"];
_unit setVariable [QGVAR(CargoIndex), -1, true];
moveOut _unit;

View File

@ -163,6 +163,7 @@
<Spanish>Hacer que la unidad se rinda</Spanish>
<German>Einheit kapitulieren lassen</German>
<Czech>Vzdávající se jednotka</Czech>
<Portuguese>Fazer unidade se render</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
@ -170,42 +171,71 @@
<Spanish>Sincroniza una unidad para hacer que se rinda.&lt;br /&gt;Fuente: ace_captives</Spanish>
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English>
<Polish>Ustawienia więźniów</Polish>
<Spanish>Ajustes de prisioneros</Spanish>
<Czech>Nastavení zajatce</Czech>
<German>Gefangenen-Einstellungen</German>
<Portuguese>Ajustes de prisioneiros</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_Description">
<English>Controls settings for surrender and cable ties</English>
<Polish>Moduł ten kontroluje ustawienia kapitulacji oraz opasek zaciskowych</Polish>
<Spanish>Ajustes de control para rendición y precintos</Spanish>
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
<English>Can handcuff own side</English>
<Polish>Skuwanie sojuszników</Polish>
<Spanish>Se puede esposar el bando propio</Spanish>
<Czech>Může spoutat spolubojovníky</Czech>
<German>Kann Teamkollegen fesseln</German>
<Portuguese>Pode algemar o próprio lado</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
<English>Can players cabletie units on their own side</English>
<Polish>Czy gracze mogą skuwać sojuszników?</Polish>
<Spanish>Pueden los jugadores esposar unidades en su propio bando</Spanish>
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
<German>Können Spieler eigene Einheiten fesseln</German>
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
<English>Allow surrendering</English>
<Polish>Pozwól kapitulować</Polish>
<Spanish>Permitir rendición</Spanish>
<Czech>Povolit vzdávání</Czech>
<German>Kapitulation erlauben</German>
<Portuguese>Permite rendição</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
<English>Players can surrender after holstering their weapon</English>
<Polish>Gracze mogą skapitulować po schowaniu swojej broni do kabury</Polish>
<Spanish>Los jugadores pueden rendirse después de enfundar su arma</Spanish>
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
<English>Require surrendering</English>
<Polish>Wymagaj kapitulacji</Polish>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description">
<English>Require Players to surrender before they can be arrested</English>
<Polish>Wymagaj od graczy kapitulacji zanim będzie można ich zaaresztować</Polish>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOnly">
<English>Surrendering only</English>
<Polish>Tylko kapitulacja</Polish>
</Key>
<Key ID="STR_ACE_Captives_SurrenderOrNoWeapon">
<English>Surrendering or No weapon</English>
<Polish>Kapitulacja lub brak broni</Polish>
</Key>
</Package>
</Project>

1
addons/cargo/$PBOPREFIX$ Normal file
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@ -0,0 +1 @@
z\ace\addons\cargo

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@ -0,0 +1,9 @@
class ACE_Settings {
class GVAR(enable) {
displayName = CSTRING(ModuleSettings_enable);
description = CSTRING(ModuleSettings_enable_Description);
typeName = "BOOL";
value = 1;
category = CSTRING(settingsCategory);
};
};

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@ -0,0 +1,79 @@
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_Killed_EventHandlers {
class All {
init = QUOTE(call FUNC(handleDestroyed));
};
};
class Extended_Init_EventHandlers {
class StaticWeapon {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class ReammoBox_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class Cargo_base_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class CargoNet_01_box_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Land_CargoBox_V1_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Land_PaperBox_closed_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Car {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Tank {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Helicopter {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Plane {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Ship_F {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
};

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@ -0,0 +1,294 @@
class CfgVehicles {
class ACE_Module;
class ACE_moduleCargoSettings: ACE_Module {
scope = 2;
displayName = CSTRING(SettingsModule_DisplayName);
icon = QUOTE(PATHTOF(UI\Icon_Module_Cargo_ca.paa));
category = "ACE";
function = QFUNC(moduleSettings);
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class enable {
displayName = CSTRING(ModuleSettings_enable);
description = CSTRING(ModuleSettings_enable_Description);
typeName = "BOOL";
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(SettingsModule_Description);
sync[] = {};
};
};
class LandVehicle;
class Car: LandVehicle {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
class ACE_Cargo {
/*
class Cargo {
class ACE_medicalSupplyCrate {
type = "ACE_medicalSupplyCrate";
amount = 1;
};
};*/
};
};
class Tank: LandVehicle {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
class Car_F;
class Truck_F: Car_F {
GVAR(space) = 8;
GVAR(hasCargo) = 1;
};
class Air;
class Helicopter: Air {
GVAR(space) = 8;
GVAR(hasCargo) = 1;
};
class Heli_Transport_02_base_F;
class I_Heli_Transport_02_F : Heli_Transport_02_base_F {
GVAR(space) = 20;
GVAR(hasCargo) = 1;
};
class Plane: Air {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
class Ship;
class Ship_F: Ship {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
// Static weapons
class StaticWeapon: LandVehicle {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
class StaticMortar;
class Mortar_01_base_F: StaticMortar {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
// Ammo boxes
class ThingX;
class ReammoBox_F: ThingX {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
class Scrapyard_base_F;
class Land_PaperBox_closed_F: Scrapyard_base_F {
GVAR(space) = 10;
GVAR(hasCargo) = 1;
GVAR(size) = 11;
GVAR(canLoad) = 1;
XEH_ENABLED;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
class Cargo_base_F: ThingX {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
GVAR(size) = 4;
GVAR(canLoad) = 1;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
class Cargo10_base_F: Cargo_base_F {
GVAR(space) = 14;
GVAR(size) = 15;
XEH_ENABLED;
};
class Land_Cargo20_blue_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_brick_red_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_cyan_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_grey_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_light_blue_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_light_green_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_military_green_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Ruins_F;
class Land_Cargo20_military_ruins_F: Ruins_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_orange_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_red_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_sand_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_vr_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_white_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_yellow_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo40_blue_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_brick_red_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_cyan_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_grey_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_light_blue_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_light_green_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_military_green_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_military_ruins_F: Ruins_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_orange_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_red_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_sand_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_vr_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_white_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_yellow_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
// small
class Land_CargoBox_V1_F: ThingX {
GVAR(space) = 7;
GVAR(hasCargo) = 1;
GVAR(size) = 7;
XEH_ENABLED;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
};

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@ -0,0 +1,28 @@
#include "script_component.hpp"
ADDON = false;
PREP(canLoad);
PREP(canLoadItemIn);
PREP(canUnloadItem);
PREP(findNearestVehicle);
PREP(getCargoSpaceLeft);
PREP(getSizeItem);
PREP(handleDestroyed);
PREP(initObject);
PREP(initVehicle);
PREP(loadItem);
PREP(moduleSettings);
PREP(onMenuOpen);
PREP(startLoadIn);
PREP(startUnload);
PREP(unloadItem);
PREP(validateCargoSpace);
GVAR(initializedItemClasses) = [];
if (isServer) then {
["cargo_hideItem", {params ["_object", "_status"]; _object hideObjectGlobal _status;}] call EFUNC(common,addEventHandler);
};
ADDON = true;

18
addons/cargo/config.cpp Normal file
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@ -0,0 +1,18 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interaction"};
author[] = {"commy2", "Glowbal"};
authorUrl = "https://ace3mod.com/";
VERSION_CONFIG;
};
};
#include "ACE_Settings.hpp"
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
#include "menu.hpp"

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@ -0,0 +1,32 @@
/*
* Author: Glowbal
* Check if player can load an item into the nearest vehicle.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Object to load <OBJECT>
*
* Return value:
* Can load <BOOL>
*
* Example:
* [player, object] call ace_cargo_fnc_canLoad
*
* Public: No
*/
#include "script_component.hpp"
params ["_player", "_object"];
private ["_nearestVehicle"];
_nearestVehicle = [_player] call FUNC(findNearestVehicle);
if (_nearestVehicle isKindOf "Cargo_Base_F" || isNull _nearestVehicle) then {
{
if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_nearestVehicle = _x};
} forEach (nearestObjects [_player, ["Cargo_base_F", "Land_PaperBox_closed_F"], MAX_LOAD_DISTANCE]);
};
if (isNull _nearestVehicle) exitWith {false};
[_object, _nearestVehicle] call FUNC(canLoadItemIn)

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@ -0,0 +1,29 @@
/*
* Author: Glowbal
* Check if item can be loaded into other Object.
*
* Arguments:
* 0: Item Object <OBJECT>
* 1: Holder Object (Vehicle) <OBJECT>
*
* Return value:
* Can load in <BOOL>
*
* Example:
* [item, holder] call ace_cargo_fnc_canLoadItemIn
*
* Public: No
*/
#include "script_component.hpp"
params ["_item", "_vehicle"];
if (speed _vehicle > 1 || (((getPos _vehicle) select 2) > 3)) exitWith {false};
private "_itemSize";
_itemSize = ([_item] call FUNC(getSizeItem));
(_itemSize > 0) &&
{alive _item && alive _vehicle} &&
{(_item distance _vehicle <= MAX_LOAD_DISTANCE)} &&
{_itemSize <= ([_vehicle] call FUNC(getCargoSpaceLeft))}

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/*
* Author: Glowbal, ViperMaul
* Check if item can be unloaded.
*
* Arguments:
* 0: loaded Object <OBJECT>
* 1: Object <OBJECT>
*
* Return value:
* Can be unloaded <BOOL>
*
* Example:
* [item, holder] call ace_cargo_fnc_canUnloadItem
*
* Public: No
*/
#include "script_component.hpp"
private ["_loaded", "_validVehiclestate", "_emptyPos"];
params ["_item", "_vehicle"];
_loaded = _vehicle getVariable [QGVAR(loaded), []];
if !(_item in _loaded) exitWith {false};
_validVehiclestate = true;
_emptyPos = [];
if (_vehicle isKindOf "Ship" ) then {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, typeOf _item]); // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air" ) then {
if !(speed _vehicle <1 && {isTouchingGround _vehicle}) then {_validVehiclestate = false};
_emptyPos = (getPosASL _vehicle) call EFUNC(common,ASLtoPosition);
_emptyPos = [(_emptyPos select 0) + random(5), (_emptyPos select 1) + random(5), _emptyPos select 2 ];
} else {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, typeOf _item]);
};
};
if (!_validVehiclestate) exitWith {false};
(count _emptyPos != 0)

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/*
* Author: Glowbal
* Get nearest vehicle from unit, priority: Car-Air-Tank-Ship.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return value:
* Vehicle in Distance <OBJECT>
*
* Example:
* [unit] call ace_cargo_fnc_findNearestVehicle
*
* Public: No
*/
#include "script_component.hpp"
private ["_loadCar", "_loadHelicopter", "_loadTank", "_loadShip", "_loadContainer"];
params ["_unit"];
_loadCar = nearestObject [_unit, "car"];
if (_unit distance _loadCar <= MAX_LOAD_DISTANCE) exitWith {_loadCar};
_loadHelicopter = nearestObject [_unit, "air"];
if (_unit distance _loadHelicopter <= MAX_LOAD_DISTANCE) exitWith {_loadHelicopter};
_loadTank = nearestObject [_unit, "tank"];
if (_unit distance _loadTank <= MAX_LOAD_DISTANCE) exitWith {_loadTank};
_loadShip = nearestObject [_unit, "ship"];
if (_unit distance _loadShip <= MAX_LOAD_DISTANCE) exitWith {_loadShip};
_loadContainer = nearestObject [_unit,"Cargo_base_F"];
if (_unit distance _loadContainer <= MAX_LOAD_DISTANCE) exitWith {_loadContainer};
objNull

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/*
* Author: Glowbal
* Get the cargo space left on object.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* Cargo space left <NUMBER>
*
* Example:
* [object] call ace_cargo_fnc_getCargoSpaceLeft
*
* Public: No
*/
#include "script_component.hpp"
params ["_object"];
_object getVariable [QGVAR(space), getNumber (configFile >> "CfgVehicles" >> typeof _object >> QGVAR(space))]

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/*
* Author: Glowbal
* Get the cargo size of an object.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* Cargo size <NUMBER> (default: -1)
*
* Example:
* [object] call ace_cargo_fnc_getSizeItem
*
* Public: No
*/
#include "script_component.hpp"
private "_config";
params ["_item"];
_config = (configFile >> "CfgVehicles" >> typeof _item >> QGVAR(size));
if (isNumber (_config)) exitWith {
_item getVariable [QGVAR(size), getNumber (_config)]
};
-1

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/*
* Author: Glowbal
* Handle object being destroyed.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* None
*
* Example:
* [object] call ace_cargo_fnc_handleDestroyed
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
private["_loaded"];
_loaded = _vehicle getVariable [QGVAR(loaded), []];
if (count _loaded == 0) exitWith {};
{
// TODO deleteVehicle or just delete vehicle? Do we want to be able to recover destroyed equipment?
deleteVehicle _x;
//_x setDamage 1;
} count _loaded;
[_vehicle] call FUNC(validateCargoSpace);

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/*
* Author: Glowbal
* Initializes variables for loadable objects. Called from init EH.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* None
*
* Example:
* [object] call ace_cargo_fnc_initObject
*
* Public: No
*/
#include "script_component.hpp"
params ["_object"];
if (getNumber (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(canLoad)) != 1) exitWith {};
private ["_type", "_action"];
_type = typeOf _object;
// do nothing if the class is already initialized
if (_type in GVAR(initializedItemClasses)) exitWith {};
GVAR(initializedItemClasses) pushBack _type;
_action = [QGVAR(load), localize LSTRING(loadObject), QUOTE(PATHTOF(UI\Icon_load.paa)), {[_player, _target] call FUNC(startLoadIn)}, {GVAR(enable) && {[_player, _target] call FUNC(canLoad)}}] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass);

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/*
* Author: Glowbal
* Initializes vehicle, adds open caro menu action if available.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [vehicle] call ace_cargo_fnc_initVehicle
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
TRACE_1("params", _vehicle);
private ["_type", "_initializedClasses"];
_type = typeOf _vehicle;
_initializedClasses = GETMVAR(GVAR(initializedClasses),[]);
if (isServer) then {
{
if (isClass _x) then {
private ["_className", "_amount","_position","_object"];
_className = getText (_x >> "type");
_amount = getNumber (_x >> "amount");
_position = getPos _vehicle;
_position set [1, (_position select 1) + 1];
_position set [2, (_position select 2) + 7.5];
for "_i" from 1 to _amount do {
_object = createVehicle [_className, _position, [], 0, "CAN_COLLIDE"];
if !([_object, _vehicle] call FUNC(loadItem)) exitWith {
deleteVehicle _object;
};
};
};
nil
} count ("true" configClasses (configFile >> "CfgVehicles" >> _type >> "ACE_Cargo" >> "Cargo"));
};
// do nothing if the class is already initialized
if (_type in _initializedClasses) exitWith {};
// set class as initialized
_initializedClasses pushBack _type;
SETMVAR(GVAR(initializedClasses),_initializedClasses);
if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(hasCargo)) != 1) exitWith {};
private ["_text", "_condition", "_statement", "_icon", "_action"];
_condition = {GVAR(enable)};
_text = localize LSTRING(openMenu);
_statement = {GVAR(interactionVehicle) = _target; createDialog QGVAR(menu);};
_icon = "";
_action = [QGVAR(openMenu), _text, _icon, _statement, _condition] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass);

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/*
* Author: Glowbal
* Load object into vehicle.
*
* Arguments:
* 0: Object <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return value:
* Object loaded <BOOL>
*
* Example:
* [object, vehicle] call ace_cargo_fnc_loadItem
*
* Public: No
*/
#include "script_component.hpp"
private ["_loaded", "_space", "_itemSize"];
params ["_item", "_vehicle"];
if !([_item, _vehicle] call FUNC(canLoadItemIn)) exitWith {false};
_loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded pushback _item;
_vehicle setVariable [QGVAR(loaded), _loaded, true];
_space = [_vehicle] call FUNC(getCargoSpaceLeft);
_itemSize = [_item] call FUNC(getSizeItem);
_vehicle setVariable [QGVAR(space), _space - _itemSize, true];
detach _item;
_item attachTo [_vehicle,[0,0,100]];
["cargo_hideItem", [_item, true]] call EFUNC(common,serverEvent);
true

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/*
* Author: Glowbal
* Module for adjusting the cargo settings
*
* Arguments:
* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* function = "ace_cargo_fnc_loadItem"
*
* Public: No
*/
#include "script_component.hpp"
if (!isServer) exitWith {};
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {};
[_logic, QGVAR(enable), "enable"] call EFUNC(common,readSettingFromModule);
diag_log text "[ACE]: Cargo Module Initialized.";

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/*
* Author: Glowbal
* Handle the UI data display.
*
* Arguments:
* 0: Display <DISPLAY>
*
* Return value:
* None
*
* Example:
* [display] call ace_cargo_fnc_onMenuOpen
*
* Public: No
*/
#include "script_component.hpp"
disableSerialization;
params ["_display"];
uiNamespace setVariable [QGVAR(menuDisplay), _display];
[{
private ["_display","_loaded", "_ctrl", "_label"];
disableSerialization;
_display = uiNamespace getVariable QGVAR(menuDisplay);
if (isnil "_display") exitWith {
[_this select 1] call CBA_fnc_removePerFrameHandler;
};
if (isNull GVAR(interactionVehicle) || ACE_player distance GVAR(interactionVehicle) >= 10) exitWith {
closeDialog 0;
[_this select 1] call CBA_fnc_removePerFrameHandler;
};
_loaded = GVAR(interactionVehicle) getVariable [QGVAR(loaded), []];
_ctrl = _display displayCtrl 100;
_label = _display displayCtrl 2;
lbClear _ctrl;
{
_ctrl lbAdd (getText(configfile >> "CfgVehicles" >> typeOf _x >> "displayName"));
true
} count _loaded;
_label ctrlSetText format[localize LSTRING(labelSpace), [GVAR(interactionVehicle)] call DFUNC(getCargoSpaceLeft)];
}, 0, []] call CBA_fnc_addPerFrameHandler;

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/*
* Author: Glowbal
* Start load item.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* Object loaded <BOOL>
*
* Example:
* [object] call ace_cargo_fnc_starLoadIn
*
* Public: No
*/
#include "script_component.hpp"
params ["_player", "_object"];
private ["_nearestVehicle"];
_nearestVehicle = [_player] call FUNC(findNearestVehicle);
if (isNull _nearestVehicle || _nearestVehicle isKindOf "Cargo_Base_F") then {
{
if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_nearestVehicle = _x};
} foreach (nearestObjects [_player, ["Cargo_base_F", "Land_PaperBox_closed_F"], MAX_LOAD_DISTANCE]);
};
if (isNull _nearestVehicle) exitWith {false};
[_object, _nearestVehicle] call FUNC(loadItem)

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/*
* Author: Glowbal
* Start unload action.
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* [] call ace_cargo_fnc_startUnload
*
* Public: No
*/
#include "script_component.hpp"
private ["_display", "_loaded", "_ctrl", "_selected", "_item"];
disableSerialization;
_display = uiNamespace getVariable QGVAR(menuDisplay);
if (isnil "_display") exitWith {};
_loaded = GVAR(interactionVehicle) getVariable [QGVAR(loaded), []];
if (count _loaded == 0) exitWith {};
_ctrl = _display displayCtrl 100;
_selected = (lbCurSel _ctrl) max 0;
if (count _loaded <= _selected) exitWith {};
_item = _loaded select _selected;
[_item, GVAR(interactionVehicle)] call FUNC(unloadItem);

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/*
* Author: Glowbal, ViperMaul
* Unload object from vehicle.
*
* Arguments:
* 0: Object <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return value:
* Object unloaded <BOOL>
*
* Example:
* [object, vehicle] call ace_cargo_fnc_unloadItem
*
* Public: No
*/
#include "script_component.hpp"
private ["_loaded", "_space", "_itemSize", "_emptyPos", "_validVehiclestate"];
params ["_item", "_vehicle"];
if !([_item, _vehicle] call FUNC(canUnloadItem)) exitWith {
false
};
_validVehiclestate = true;
_emptyPos = [];
if (_vehicle isKindOf "Ship" ) then {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
TRACE_1("SHIP Ground Check", getPosATL _vehicle );
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, typeOf _item]); // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air" ) then {
if !(speed _vehicle <1 && {isTouchingGround _vehicle}) then {_validVehiclestate = false};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = (getPosASL _vehicle) call EFUNC(common,ASLtoPosition);
_emptyPos = [(_emptyPos select 0) + random(5), (_emptyPos select 1) + random(5), _emptyPos select 2 ];
} else {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 13, typeOf _item]);
};
};
TRACE_1("getPosASL Vehicle Check", getPosASL _vehicle);
if (!_validVehiclestate) exitWith {false};
if (count _emptyPos == 0) exitWith {false}; //consider displaying text saying there are no safe places to exit the vehicle
_loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded = _loaded - [_item];
_vehicle setVariable [QGVAR(loaded), _loaded, true];
_space = [_vehicle] call FUNC(getCargoSpaceLeft);
_itemSize = [_item] call FUNC(getSizeItem);
_vehicle setVariable [QGVAR(space), (_space + _itemSize), true];
detach _item;
_item setPosASL (_emptyPos call EFUNC(common,PositiontoASL));
["cargo_hideItem", [_item, false]] call EFUNC(common,serverEvent);
// TOOO maybe drag/carry the unloaded item?
true

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/*
* Author: Glowbal
* Validate the vehicle cargo space.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* None
*
* Example:
* [object] call ace_cargo_fnc_validateCargoSpace
*
* Public: No
*/
#include "script_component.hpp"
private ["_loaded", "_newLoaded", "_totalSpaceOccupied"];
params ["_vehicle"];
_loaded = _vehicle getVariable [QGVAR(loaded), []];
_newLoaded = [];
_totalSpaceOccupied = 0;
{
if !(isNull _x) then {
_newLoaded pushback _x;
_totalSpaceOccupied = _totalSpaceOccupied + ([_x] call FUNC(getSizeItem));
};
true
} count _loaded;
if (count _loaded != count _newLoaded) then {
_vehicle setVariable [QGVAR(loaded), _newLoaded, true];
};
_vehicle setVariable [QGVAR(space), getNumber (configFile >> "CfgVehicles" >> typeof _vehicle >> QGVAR(space)) - _totalSpaceOccupied, true];

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#include "\z\ace\addons\cargo\script_component.hpp"

103
addons/cargo/menu.hpp Normal file
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#include "\z\ace\addons\common\define.hpp"
class GVAR(menu) {
idd = 314614;
movingEnable = true;
onLoad = QUOTE([_this select 0] call FUNC(onMenuOpen));
onUnload = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(menuDisplay)),nil)];);
class controlsBackground {
class HeaderBackground: ACE_gui_backgroundBase{
idc = -1;
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
x = "13 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "13 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
text = "#(argb,8,8,3)color(0,0,0,0)";
};
class CenterBackground: HeaderBackground {
y = "2.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
h = "14 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
text = "#(argb,8,8,3)color(0,0,0,0.8)";
colorText[] = {0, 0, 0, "(profilenamespace getVariable ['GUI_BCG_RGB_A',0.9])"};
colorBackground[] = {0,0,0,"(profilenamespace getVariable ['GUI_BCG_RGB_A',0.9])"};
};
};
class controls {
class HeaderName {
idc = 1;
type = CT_STATIC;
x = "13 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "13 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
style = ST_LEFT + ST_SHADOW;
font = "PuristaMedium";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {"(profilenamespace getVariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getVariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getVariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getVariable ['GUI_BCG_RGB_A',0.9])"};
text = CSTRING(cargoMenu);
};
class SubHeader: HeaderName {
idc = 2;
x = "13 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "2.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "13 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
style = ST_CENTER;
colorText[] = {1, 1, 1.0, 0.9};
colorBackground[] = {0,0,0,0};
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.2)";
text = "";
};
class cargoList: ACE_gui_listBoxBase {
idc = 100;
x = "13.1 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "4 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "12.8 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "10 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
rowHeight = 0.03;
colorBackground[] = {0, 0, 0, 0.2};
colorText[] = {1, 1, 1, 1.0};
colorScrollbar[] = {0.95, 0.95, 0.95, 1};
colorSelect[] = {1, 1, 1, 1.0};
colorSelect2[] = {1, 1, 1, 1.0};
colorSelectBackground[] = {0.3, 0.3, 0.3, 1.0};
colorSelectBackground2[] = {0.3, 0.3, 0.3, 1.0};
};
class btnUnload: ACE_gui_buttonBase {
text = "Cancel";
idc = 11;
x = "13.1 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "14.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "5 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
size = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
animTextureNormal = "#(argb,8,8,3)color(0,0,0,0.9)";
animTextureDisabled = "#(argb,8,8,3)color(0,0,0,0.8)";
animTextureOver = "#(argb,8,8,3)color(1,1,1,1)";
animTextureFocused = "#(argb,8,8,3)color(1,1,1,1)";
animTexturePressed = "#(argb,8,8,3)color(1,1,1,1)";
animTextureDefault = "#(argb,8,8,3)color(1,1,1,1)";
color[] = {1, 1, 1, 1};
color2[] = {0,0,0, 1};
colorBackgroundFocused[] = {1,1,1,1};
colorBackground[] = {1,1,1,1};
colorbackground2[] = {1,1,1,1};
colorDisabled[] = {1,1,1,1};
colorFocused[] = {0,0,0,1};
periodFocus = 1;
periodOver = 1;
action = QUOTE(closeDialog 0);
};
class btnCancel: btnUnload {
text = CSTRING(unloadObject);
idc = 12;
x = "20.9 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
action = QUOTE([] call FUNC(startUnload););
};
};
};

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#define COMPONENT cargo
#include "\z\ace\addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_CARGO
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_ENABLED_CARGO
#define DEBUG_SETTINGS DEBUG_ENABLED_CARGO
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#define MAX_LOAD_DISTANCE 10

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<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Cargo">
<Key ID="STR_ACE_Cargo_loadObject">
<English>Load</English>
</Key>
<Key ID="STR_ACE_Cargo_unloadObject">
<English>Unload</English>
</Key>
<Key ID="STR_ACE_Cargo_openMenu">
<English>Cargo</English>
</Key>
<Key ID="STR_ACE_Cargo_cargoMenu">
<English>Cargo Menu</English>
</Key>
<Key ID="STR_ACE_Cargo_labelSpace">
<English>Cargo space left: %1</English>
</Key>
<Key ID="STR_ACE_Cargo_settingsCategory">
<English>Cargo</English>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enable">
<English>Enable Cargo</English>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enable_Description">
<English>Enable the load in cargo module</English>
</Key>
<Key ID="STR_ACE_Cargo_SettingsModule_DisplayName">
<English>Cargo Settings</English>
</Key>
<Key ID="STR_ACE_Cargo_SettingsModule_Description">
<English>Configure the cargo module settings</English>
</Key>
</Package>
</Project>

View File

@ -113,10 +113,31 @@ class CfgVehicles {
author = CSTRING(ACETeam);
vehicleClass = "Items";
class TransportItems {
class ACE_banana {
name = "ACE_banana";
count = 1;
};
MACRO_ADDITEM(ACE_banana,1);
};
};
class Land_HelipadEmpty_F;
class ACE_LogicDummy: Land_HelipadEmpty_F {
scope = 1;
SLX_XEH_DISABLED = 1;
author = CSTRING(ACETeam);
class EventHandlers {
init = "(_this select 0) enableSimulation false";
};
};
class Bicycle;
class ACE_Headbug_Fix: Bicycle {
scope = 1;
side = 3;
model = PATHTOF(data\ACE_HeadBanger.p3d);
//model = QPATHTO_M(ACE_HeadBanger.p3d);
author = CSTRING(ACETeam);
displayName = " ";
soundEngine[] = {"", 20, 0.875};
soundEnviron[] = {"", 25, 0.925};
isBicycle = 1;
XEH_DISABLED;
};
};

View File

@ -6,7 +6,7 @@
//Singe PFEH to handle execNextFrame and waitAndExec:
[{
private ["_entry"];
//Handle the waitAndExec array:
while {((count GVAR(waitAndExecArray)) > 0) && {((GVAR(waitAndExecArray) select 0) select 0) <= ACE_Time}} do {
_entry = GVAR(waitAndExecArray) deleteAt 0;
@ -37,6 +37,21 @@
};
}] call FUNC(addEventhandler);
["HeadbugFixUsed", {
PARAMS_2(_profileName,_animation);
diag_log text format ["[ACE] Headbug Used: Name: %1, Animation: %2", _profileName, _animation];
}] call FUNC(addEventHandler);
//~~~~~Get Map Data~~~~~
//Find MGRS zone and 100km grid for current map
[] call FUNC(getMGRSdata);
//Prepare variables for FUNC(getMapGridFromPos)/FUNC(getMapPosFromGrid)
[] call FUNC(getMapGridData);
["fixCollision", DFUNC(fixCollision)] call FUNC(addEventhandler);
["fixFloating", DFUNC(fixFloating)] call FUNC(addEventhandler);
["fixPosition", DFUNC(fixPosition)] call FUNC(addEventhandler);
@ -56,15 +71,9 @@
["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler);
["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler);
// hack to get PFH to work in briefing
[QGVAR(onBriefingPFH), "onEachFrame", {
if (ACE_time > 0) exitWith {
[QGVAR(onBriefingPFH), "onEachFrame"] call BIS_fnc_removeStackedEventHandler;
};
call cba_common_fnc_onFrame;
}] call BIS_fnc_addStackedEventHandler;
/////
if (isServer) then {
["hideObjectGlobal", {(_this select 0) hideObjectGlobal (_this select 1)}] call FUNC(addEventHandler);
};
QGVAR(remoteFnc) addPublicVariableEventHandler {
(_this select 1) call FUNC(execRemoteFnc);
@ -99,8 +108,9 @@ if(!isServer) then {
};
["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler);
["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler);
[FUNC(syncedEventPFH), 0.5, []] call cba_fnc_addPerFrameHandler;
if (isServer) then {
[FUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
};
call FUNC(checkFiles);
@ -137,7 +147,7 @@ call FUNC(checkFiles);
//Event that settings are safe to use:
["SettingsInitialized", []] call FUNC(localEvent);
}, 0, [false]] call cba_fnc_addPerFrameHandler;
}, 0, [false]] call CBA_fnc_addPerFrameHandler;
["SettingsInitialized", {
@ -261,7 +271,7 @@ GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
["playerWeaponChanged", [ACE_player, _newPlayerWeapon]] call FUNC(localEvent);
};
}, 0, []] call cba_fnc_addPerFrameHandler;
}, 0, []] call CBA_fnc_addPerFrameHandler;
// PFH to raise camera created event. Only works on these cams by BI.
@ -286,7 +296,7 @@ GVAR(OldIsCamera) = false;
["activeCameraChanged", [ACE_player, _isCamera]] call FUNC(localEvent);
};
}, 1, []] call cba_fnc_addPerFrameHandler; // feel free to decrease the sleep ACE_time if you need it.
}, 1, []] call CBA_fnc_addPerFrameHandler; // feel free to decrease the sleep ACE_time if you need it.
[QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
@ -314,13 +324,21 @@ if(isMultiplayer && { ACE_time > 0 || isNull player } ) then {
["PlayerJip", [player] ] call FUNC(localEvent);
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
}, 0, []] call cba_fnc_addPerFrameHandler;
}, 0, []] call CBA_fnc_addPerFrameHandler;
};
//Device Handler:
GVAR(deviceKeyHandlingArray) = [];
GVAR(deviceKeyCurrentIndex) = -1;
// Register localizations for the Keybinding categories
["ACE3 Equipment", localize LSTRING(ACEKeybindCategoryEquipment)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Common", localize LSTRING(ACEKeybindCategoryCommon)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Weapons", localize LSTRING(ACEKeybindCategoryWeapons)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Movement", localize LSTRING(ACEKeybindCategoryMovement)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Scope Adjustment", localize LSTRING(ACEKeybindCategoryScopeAdjustment)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Vehicles", localize LSTRING(ACEKeybindCategoryVehicles)] call cba_fnc_registerKeybindModPrettyName;
["ACE3 Equipment", QGVAR(openDevice), (localize "STR_ACE_Common_toggleHandheldDevice"),
{
[] call FUNC(deviceKeyFindValidIndex);

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