diff --git a/.gitignore b/.gitignore
index f05646fb8a..f312ddb55e 100644
--- a/.gitignore
+++ b/.gitignore
@@ -5,3 +5,4 @@ texHeaders.bin
*.swp
*.swo
*.biprivatekey
+Thumbs.db
diff --git a/ace_parse_imagepath.dll b/ace_parse_imagepath.dll
new file mode 100644
index 0000000000..33264959a8
Binary files /dev/null and b/ace_parse_imagepath.dll differ
diff --git a/addons/advanced_ballistics/stringtable.xml b/addons/advanced_ballistics/stringtable.xml
index eed6e20be3..5c6dd58d6e 100644
--- a/addons/advanced_ballistics/stringtable.xml
+++ b/addons/advanced_ballistics/stringtable.xml
@@ -31,6 +31,7 @@
Balística avanzada
Erweiterte Ballistik
Pokročilá balistika
+ Balística avançada
Advanced Ballistics
@@ -38,6 +39,7 @@
Balística avanzada
Erweiterte Ballistik
Pokročilá balistika
+ Balística avançada
Enables advanced ballistics
@@ -45,6 +47,7 @@
Activa la balística avanzada
Aktiviert die erweiterte Ballistik
Aktivuje pokročilou balistiku
+ Ativa balística avançada
Enabled For Snipers
@@ -52,6 +55,7 @@
Akt. dla snajperów
Für Scharfschützen aktiviert
Povoleno pro odstřelovače
+ Ativar para caçadores
Enables advanced ballistics for non local snipers (when using high power optics)
@@ -59,6 +63,7 @@
Aktywuje zaawansowaną balistykę dla nielokalnych snajperów (kiedy używają optyki)
Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)
Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)
+ Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)
Enabled For Group Members
@@ -66,6 +71,7 @@
Akt. dla czł. grupy
Für Gruppenmitglieder aktiviert
Povoleno pro členy skupiny
+ Ativada para membros do grupo
Enables advanced ballistics for non local group members
@@ -73,6 +79,7 @@
Aktywuje zaawansowaną balistykę dla nielokalnych członków grupy
Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder
Aktivuje pokročilou balistiku pro nelokální členy skupiny
+ Ativa balística avançada para membros de grupo não locais
Enabled For Everyone
@@ -80,6 +87,7 @@
Akt. dla wszystkich
Für jeden aktiviert
Povoleno pro všechny
+ Ativada para todos
Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)
@@ -87,6 +95,7 @@
Aktywuje zaawansowaną balistykę dla wszystkich nielokalnych graczy (aktywacja tej opcji może spodowować spory spadek wydajności podczas ciężkiej wymiany ognia)
Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)
Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)
+ Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)
Always Enabled For Group Members
@@ -94,6 +103,7 @@
Siempre activada para miembros de grupo
Für Gruppenmitglieder immer aktiviert
Vždy povoleno pro členy skupiny
+ Sempre ativada para membros do grupo
Always enables advanced ballistics when a group member fires
@@ -101,6 +111,7 @@
Activada la balística avanzada siempre cuando miembros de grupo disparan
Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt
Aktivuje pokročilou balistiku pro členy skupiny
+ Sempre ative balística avançada quando um membro do grupo disparar
Disabled In FullAuto Mode
@@ -108,6 +119,7 @@
Desactivada en modo automático
Beim vollautomatischen Feuern deaktiviert
Zakázáno v automatickém režimu střelby
+ Desabilitar no modo automático
Disables the advanced ballistics during full auto fire
@@ -115,6 +127,7 @@
Desactivada la balística avanzada durante el fuego automático
Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern
Zákáže pokročilou balistiku během střelby v režimu automat
+ Desabilitar a balística avançada durante fogo automático
Enable Ammo Temperature Simulation
@@ -122,6 +135,7 @@
Activar simulación de temperatura de munición
Simulation der Munitionstemperatur aktivieren
Povolit simulaci teploty munice
+ Ativar simulação de temperatura de munição
Muzzle velocity varies with ammo temperature
@@ -129,6 +143,7 @@
La velocidad de salida varía con la temperatura de la munición
Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit
Úsťová rychlost je závislá na teplotě munice
+ A velocidade de saída varia com a temperatura da munição
Enable Barrel Length Simulation
@@ -136,6 +151,7 @@
Habilitar la simulación de longitud del cañón
Simulation der Lauflänge aktivieren
Povolit simulaci délky hlavně
+ Ativar a simulação de comprimento do cano
Muzzle velocity varies with barrel length
@@ -143,6 +159,7 @@
La velocidad de salidal varía con la longitud del cañón
Lauflänge beeinflusst Mündungsgeschwindigkeit
Úsťová rychlost je závislá na délce hlavně
+ A velocidade de saída caria com o comprimento do cano
Enable Bullet Trace Effect
@@ -150,6 +167,7 @@
Activar el efecto trazador de la bala
Geschossspureffekt aktivieren
Povolit efekt trasírek
+ Ativa efeito traçante de projétil
Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)
@@ -157,6 +175,7 @@
Activa el efecto trazador de la balas de gran calibre (solo visible cuando se mira a través de una mira telescópica)
Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)
Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)
+ Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)
Simulation Interval
@@ -164,6 +183,7 @@
Intervalo de simulación
Simulationsintervall
Interval simulace
+ Intervalo da simulação
Defines the interval between every calculation step
@@ -171,6 +191,7 @@
Define el intervalo entre cada cálculo
Legt das Intervall zwischen den Berechnungsschritten fest
Určuje interval mezi každým výpočtem
+ Define o intervalo entre cada cálculo
Simulation Radius
@@ -178,6 +199,7 @@
Radio de simulación
Simulationsradius
Rozsah simulace
+ Raio de simulação
Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles
@@ -185,11 +207,12 @@
Define el radio alrededor del jugador (en metros) en el cual se aplica la balística avanzada a los proyectiles
Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird
Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil
+ Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis
-
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.
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.
+ 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.
\ No newline at end of file
diff --git a/addons/backpacks/README.md b/addons/backpacks/README.md
index 9c721428b1..6fa54a9897 100644
--- a/addons/backpacks/README.md
+++ b/addons/backpacks/README.md
@@ -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
diff --git a/addons/ballistics/stringtable.xml b/addons/ballistics/stringtable.xml
index 171d7936b8..db44078980 100644
--- a/addons/ballistics/stringtable.xml
+++ b/addons/ballistics/stringtable.xml
@@ -1598,6 +1598,7 @@
[ACE] Caja de suministros de munición
[ACE] Munitionskiste
[ACE] Bedna s municí
+ [ACE] Caixa com suprimentos de munição
\ No newline at end of file
diff --git a/addons/captives/stringtable.xml b/addons/captives/stringtable.xml
index 19ab9050a3..a65daba683 100644
--- a/addons/captives/stringtable.xml
+++ b/addons/captives/stringtable.xml
@@ -163,6 +163,7 @@
Hacer que la unidad se rinda
Einheit kapitulieren lassen
Vzdávající se jednotka
+ Fazer unidade se render
Sync a unit to make them surrender.<br />Source: ace_captives
@@ -170,42 +171,49 @@
Sincroniza una unidad para hacer que se rinda.<br />Fuente: ace_captives
Einheit synchronisieren, um sie kapitulieren zu lassen.<br />Quelle: ace_captives
Synchronizuj s jednotkou, která se má vzdát.<br />Zdroj: ace_captives
+ Sincroniza uma unidade para fazer com que ela se renda. <br/>Fonte: ace_captives
Captives Settings
Ustawienia więźniów
Ajustes de prisioneros
Nastavení zajatce
+ Ajustes de prisioneiros
Controls settings for surrender and cable ties
Moduł ten kontroluje ustawienia kapitulacji oraz opasek zaciskowych
Ajustes de control para rendición y precintos
Toto kontroluje nastavení kapitulace a pout
+ Controla as configurações de rendição e abraçadeiras
Can handcuff own side
Skuwanie sojuszników
Se puede esposar el bando propio
Může spoutat spolubojovníky
+ Pode algemar o próprio lado
Can players cabletie units on their own side
Czy gracze mogą skuwać sojuszników?
Pueden los jugadores esposar unidades en su propio bando
Mohou hráči spoutat jednotky na své straně
+ Os jogadores podem algemar unidades do seu lado
Allow surrendering
Pozwól kapitulować
Permitir rendición
Povolit vzdávání
+ Permite rendição
Players can surrender after holstering their weapon
Gracze mogą skapitulować po schowaniu swojej broni do kabury
Los jugadores pueden rendirse después de enfundar su arma
Hráč se může vzdát poté, co si skryje zbraň
+ Jogadores podem se render depois de guardar sua arma
\ No newline at end of file
diff --git a/addons/common/XEH_postInit.sqf b/addons/common/XEH_postInit.sqf
index 3796a4fdc8..22513ec468 100644
--- a/addons/common/XEH_postInit.sqf
+++ b/addons/common/XEH_postInit.sqf
@@ -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;
@@ -56,6 +56,10 @@
["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler);
["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler);
+if (isServer) then {
+ ["hideObjectGlobal", {(_this select 0) hideObjectGlobal (_this select 1)}] call FUNC(addEventHandler);
+};
+
// hack to get PFH to work in briefing
[QGVAR(onBriefingPFH), "onEachFrame", {
if (ACE_time > 0) exitWith {
diff --git a/addons/common/XEH_preInit.sqf b/addons/common/XEH_preInit.sqf
index 72e85e4b6b..54f374fcc2 100644
--- a/addons/common/XEH_preInit.sqf
+++ b/addons/common/XEH_preInit.sqf
@@ -102,6 +102,7 @@ PREP(goKneeling);
PREP(hadamardProduct);
PREP(hasItem);
PREP(hasMagazine);
+PREP(hideUnit);
PREP(inheritsFrom);
PREP(insertionSort);
PREP(interpolateFromArray);
@@ -179,6 +180,7 @@ PREP(toBin);
PREP(toBitmask);
PREP(toHex);
PREP(toNumber);
+PREP(unhideUnit);
PREP(uniqueElementsOnly);
PREP(unloadPerson);
PREP(unloadPersonLocal);
diff --git a/addons/common/functions/fnc_checkFiles.sqf b/addons/common/functions/fnc_checkFiles.sqf
index 631329ecee..647a1b00a6 100644
--- a/addons/common/functions/fnc_checkFiles.sqf
+++ b/addons/common/functions/fnc_checkFiles.sqf
@@ -56,20 +56,23 @@ _addons = [_addons, {_this find "ace_" == 0}] call FUNC(filter);
} forEach getArray (configFile >> "ACE_Extensions" >> "extensions");
///////////////
-// check server version
+// check server version/addons
///////////////
if (isMultiplayer) then {
if (isServer) then {
// send servers version of ACE to all clients
GVAR(ServerVersion) = _version;
+ GVAR(ServerAddons) = _addons;
publicVariable QGVAR(ServerVersion);
+ publicVariable QGVAR(ServerAddons);
} else {
- // clients have to wait for the variable
+ // clients have to wait for the variables
[{
- if (isNil QGVAR(ServerVersion)) exitWith {};
+ if (isNil QGVAR(ServerVersion) || isNil QGVAR(ServerAddons)) exitWith {};
- private "_version";
- _version = _this select 0;
+ private ["_version","_addons"];
+ _version = (_this select 0) select 0;
+ _addons = (_this select 0) select 1;
if (_version != GVAR(ServerVersion)) then {
private "_errorMsg";
@@ -82,7 +85,18 @@ if (isMultiplayer) then {
};
};
+ _addons = _addons - GVAR(ServerAddons);
+ if !(_addons isEqualTo []) then {
+ _errorMsg = format ["Client/Server Addon Mismatch. Client has extra addons: %1.",_addons];
+
+ diag_log text format ["[ACE] ERROR: %1", _errorMsg];
+
+ if (hasInterface) then {diag_log str "1";
+ ["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
+ };
+ };
+
[_this select 1] call CBA_fnc_removePerFrameHandler;
- }, 1, _version] call CBA_fnc_addPerFrameHandler;
+ }, 1, [_version,_addons]] call CBA_fnc_addPerFrameHandler;
};
};
diff --git a/addons/common/functions/fnc_checkPBOs.sqf b/addons/common/functions/fnc_checkPBOs.sqf
index 4733f1a81f..ac6d8fb270 100644
--- a/addons/common/functions/fnc_checkPBOs.sqf
+++ b/addons/common/functions/fnc_checkPBOs.sqf
@@ -8,8 +8,8 @@
* 0: Warn once
* 1: Warn permanently
* 2: Kick
- * 1: Check all PBOs? (Optional - default: "[]")
- * 2: Whitelist (Optinal - default: false)
+ * 1: Check all PBOs? (Optional - default: false)
+ * 2: Whitelist (Optinal - default: "[]")
*
* Return value:
* None
diff --git a/addons/common/functions/fnc_hideUnit.sqf b/addons/common/functions/fnc_hideUnit.sqf
new file mode 100644
index 0000000000..94857335f4
--- /dev/null
+++ b/addons/common/functions/fnc_hideUnit.sqf
@@ -0,0 +1,34 @@
+/*
+ * Author: SilentSpike (based on muteUnit)
+ * Globally hides a unit. This allows the handling of more than one reason to hide an object globally.
+ *
+ * Arguments:
+ * 0: Unit
+ * 1: Reason to hide the unit
+ *
+ * Return Value:
+ * nil
+ *
+ * Example:
+ * [ACE_Player, "SpectatorMode"] call ace_common_fnc_hideUnit
+ *
+ * Public: No
+ */
+
+#include "script_component.hpp"
+
+PARAMS_2(_unit,_reason);
+
+if (isNull _unit) exitWith {};
+
+private "_setHiddenReasons";
+_setHiddenReasons = _unit getVariable [QGVAR(setHiddenReasons), []];
+
+if !(_reason in _setHiddenReasons) then {
+ _setHiddenReasons pushBack _reason;
+ _unit setVariable [QGVAR(setHiddenReasons), _setHiddenReasons, true];
+};
+
+//if !(isObjectHidden _unit) then { (Uncomment when isObjectHidden hits stable branch)
+ ["hideObjectGlobal",[_unit,true]] call FUNC(serverEvent);
+//};
diff --git a/addons/common/functions/fnc_moduleCheckPBOs.sqf b/addons/common/functions/fnc_moduleCheckPBOs.sqf
index 9543b3a5c9..c75324c9a3 100644
--- a/addons/common/functions/fnc_moduleCheckPBOs.sqf
+++ b/addons/common/functions/fnc_moduleCheckPBOs.sqf
@@ -3,7 +3,9 @@
* Initializes the check-PBOs module.
*
* Arguments:
- * Whatever the module provides. (I dunno.)
+ * 0: The module logic
+ * 1: units
+ * 2: activated
*
* Return Value:
* None
diff --git a/addons/common/functions/fnc_unhideUnit.sqf b/addons/common/functions/fnc_unhideUnit.sqf
new file mode 100644
index 0000000000..190be47664
--- /dev/null
+++ b/addons/common/functions/fnc_unhideUnit.sqf
@@ -0,0 +1,34 @@
+/*
+ * Author: SilentSpike (based on unmuteUnit)
+ * Globally unhides a unit. Only unhides if the last reason was removed.
+ *
+ * Arguments:
+ * 0: Unit
+ * 1: Reason to unhide the unit
+ *
+ * Return Value:
+ * nil
+ *
+ * Example:
+ * [ACE_Player, "SpectatorMode"] call ace_common_fnc_unhideUnit
+ *
+ * Public: No
+ */
+
+#include "script_component.hpp"
+
+PARAMS_2(_unit,_reason);
+
+if (isNull _unit) exitWith {};
+
+private "_setHiddenReasons";
+_setHiddenReasons = _unit getVariable [QGVAR(setHiddenReasons), []];
+
+if (_reason in _setHiddenReasons) then {
+ _setHiddenReasons deleteAt (_setHiddenReasons find _reason);
+ _unit setVariable [QGVAR(setHiddenReasons), _setHiddenReasons, true];
+};
+
+if (_setHiddenReasons isEqualTo []) then {
+ ["hideObjectGlobal",[_unit,false]] call FUNC(serverEvent);
+};
diff --git a/addons/common/stringtable.xml b/addons/common/stringtable.xml
index 7d0de1b584..28a40e382a 100644
--- a/addons/common/stringtable.xml
+++ b/addons/common/stringtable.xml
@@ -476,6 +476,7 @@
Comprobar PBOs
Überprüfe PBOs
Zkontrolovat PBO
+ Verificar PBOs
@@ -483,6 +484,7 @@
Este módulo verifica la integridad de los addons con los que iniciamos el simulador
Dieses Modul überprüft ob jeder Spieler die richtigen PBO-Dateien hat.
Zjistit addon který je v souladu se serverem
+ Este módulo verifica a integridade dos addons quando iniciamos a simulação
Action
@@ -490,6 +492,7 @@
Acción
Aktion
Akce
+ Ação
What to do with people who do not have the right PBOs?
@@ -497,6 +500,7 @@
¿Qué hacer con la gente que no tiene correctamente los PBOs?
Was soll mit Leuten passieren, die nicht die richtigen PBOs haben?
Co udělat s lidmi, co nemají správné addony?
+ O que fazer com pessoas que não tem os PBOs corretos?
Warn once
@@ -504,6 +508,7 @@
Avisar una vez
Einmal verwarnen
Upozornit jednou
+ Avisar uma vez
Warn (permanent)
@@ -511,6 +516,7 @@
Avisar (permanente)
Immer verwarnen
Upozornit (permanentně)
+ Avisar (permanente)
Kick
@@ -518,6 +524,7 @@
Expulsar
Kicken
Vyhodit
+ Chutar
Check all addons
@@ -525,6 +532,7 @@
Comprobar todos los addons
Alle Addons überprüfen
Zkontrolovat všechny addony
+ Verificar todos addons
Check all addons instead of only those of ACE?
@@ -532,6 +540,7 @@
Comprobar todos los addons en vez de solo los del ACE
Alle Addons anstatt nur ACE überprüfen?
Zkontrolovat všechny addony namísto jen těch od ACE?
+ Verificar todos addons invés de só os do ACE?
Whitelist
@@ -539,6 +548,7 @@
Lista blanca
Whitelist
Seznam povolených
+ Lista branca
What addons are allowed regardless?
@@ -546,6 +556,7 @@
Qué addons están permitidos igualmente
Welche Addons werden dennoch erlaubt?
Jaké addony jsou povoleny?
+ Quais addons são permitidos de qualquer maneira?
LSD Vehicles
@@ -553,6 +564,7 @@
Vehículos LSD
LSD-Fahrzeuge
LSD vozidla
+ Veículos LSD
Adds LSD effect to synchronized vehicle
@@ -560,18 +572,28 @@
Añade el efecto LSD al vehículo sincronizado
Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu
Přidá LSD efekt pro synchronizované vozidla
+ Adiciona efeito LSD ao veículo sincronizado
Toggle Handheld Device
Seleccionar dispositivo de mano
+ Ativa dispositivo de mão
+ Przełącz urządzenie podręczne
+ Přepnout ruční zařízení
Close Handheld Device
Cerrar dispositivo de mano
+ Fecha dispositivo de mão
+ Zamknij urządzenie podręczne
+ Zavřít ruční zařízení
Cycle Handheld Devices
Cambiar dispositivos de mano
+ Troca dispositivos de mão
+ Następne urządzenie podręczne
+ Procházet ruční zařízení
\ No newline at end of file
diff --git a/addons/concertina_wire/stringtable.xml b/addons/concertina_wire/stringtable.xml
index 0583a9448d..812de87e6c 100644
--- a/addons/concertina_wire/stringtable.xml
+++ b/addons/concertina_wire/stringtable.xml
@@ -6,44 +6,48 @@
NATO-Draht
Проволочная спираль
Drut kolczasty
- Concertina wire
+ Alambre de espino
Concertina wire
Ostnatý drát
Concertina wire
Concertina wire
+ Arame farpado
Concertina Wire Coil
NATO-Draht Rolle
Проволочная спираль (моток)
Zwój drutu kolczastego
- Concertina wire coil
+ Bobina de alambre de espino
Concertina wire coil
Smyčka ostnatého drátu
Concertina wire coil
Concertina wire coil
+ Bobina de arame farpado
Dismount Concertina Wire
NATO-Draht abbauen
Демонтировать проволочную спираль
Zwiń drut kolczasty
- Dismount Concertina wire
+ Desmontar alambre de espino
Dismount Concertina wire
Svinout ostnatý drát
Dismount Concertina wire
Dismount Concertina wire
+ Desmontar arame farpado
Deploy Concertina Wire
NATO-Draht verlegen
Монтировать проволочную спираль
Rozwiń drut kolczasty
- Deploy Concertina wire
+ Desplegar alambre de espino
Deploy Concertina wire
Rozvinout ostnatý drát
Deploy Concertina wire
Deploy Concertina wire
+ Colocar arame farpado
\ No newline at end of file
diff --git a/addons/explosives/stringtable.xml b/addons/explosives/stringtable.xml
index abd6d83e26..7ab3c13fe0 100644
--- a/addons/explosives/stringtable.xml
+++ b/addons/explosives/stringtable.xml
@@ -511,6 +511,7 @@
Sistema de explosivos
Sprengstoffsystem
Systém výbušnin
+ Sistema de explosivos
Require specialists?
@@ -518,6 +519,7 @@
¿Requiere especialista?
Benötigt Sprengstoffexperten?
Vyžadovat specialistu?
+ Requer especialista?
Require explosive specialists to disable explosives? Default: No
@@ -525,6 +527,7 @@
Requiere especialista en explosivos para desactivar explosivos?. Por defecto: No
Benötige Sprengstoffexperte um Sprengladungen zu entschärfen? Standard: Nein
Vyžadovat specialistu na zneškodnění výbušniny? Výchozí: Ne
+ Requer especialista em explosivos para desativar explosivos? Padrão: Não
Punish non-specialists?
@@ -532,6 +535,7 @@
¿Penalizar a los no especialistas?
Bestrafe Nicht-Sprengstoffexperten?
Potrestat, pokud není specialista?
+ Punir não especialistas?
Increase the time it takes to complete actions for non-specialists? Default: Yes
@@ -539,18 +543,27 @@
Aumenta el tiempo que lleva completar acciones para los no especialstas?. Por defecto: Si
Entschärfungszeit für Nicht-Sprengstoffexperten erhöhen? Standard: Ja
Zvýšit čas potřebný k dokončení akce pokud není specialista? Výchozí: Ano
+ Aumentar o tempo necessário para completar ações por não especialistas? Padrão: Sim
Explode on defusal?
+ Explosão no desarmamento?
+ Eksplozja przy rozbrajaniu?
+ Explodovat při zneškodňování?
+ Explotar al desactivar?
Enable certain explosives to explode on defusal? Default: Yes
+ Ativa certos explosivos para detonar no desarmamento? Padrão: Sim
+ Spraw, aby niektóre ładunki wybuchowe eksplodowały przy próbie ich rozbrojenia? Domyślnie:Tak
+ Umožnit u některých výbušnin explozi při pokusu je zneškodnit? Výchozí: Ano
+ ¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí
-
Moduł ten pozwala dostosować opcje związane z ładunkami wybuchowymi, ich podkładaniem oraz rozbrajaniem.
Dieses Modul erlaubt die Einstellungen für Sprengstoffe zu verändern.
Tento modul umoňuje přizpůsobit nastavení týkajících se výbušnin.
+ Este módulo permite personalizar as definições relacionadas a explosivos.
-
+
\ No newline at end of file
diff --git a/addons/frag/stringtable.xml b/addons/frag/stringtable.xml
index fb25760e94..9fdb89ba87 100644
--- a/addons/frag/stringtable.xml
+++ b/addons/frag/stringtable.xml
@@ -7,6 +7,7 @@
Simulación de fragmentación
Splittersimulation
Simulace fragmentace
+ Simulação de fragmentação
Enable the ACE Fragmentation Simulation
@@ -14,6 +15,7 @@
Aktywuje symulację fragmentacji ACE
Aktiviere die ACE-Splittersimulation
Povolit ACE simulaci fragmentace
+ Ativa a simulação de fragmentação do ACE
Spalling Simulation
@@ -21,6 +23,7 @@
Symulacja odprysków
Explosionssimulation
Simulace úlomků
+ Simulação de estilhaços
Enable the ACE Spalling Simulation
@@ -28,6 +31,7 @@
Aktywuje symulację odprysków ACE
Aktiviere ACE-Explosionssimulation
Povolit ACE simulaci úlomků
+ Ativa a simulação de estilhaços do ACE
Maximum Projectiles Tracked
@@ -35,6 +39,7 @@
Maks. liczba śledzonych pocisków
Maximalzahl der verfolgten Projektile
Maximální počet sledovaných projektilů
+ Máximo de projéteis rastreados
This setting controls the maximum amount of projectiles the fragmentation and spalling system will track at any given time. If more projectiles are fired, they will not be tracked. Lower this setting if you do not want FPS drops at high-count projectile scenarios ( >200 rounds in the air at once)
@@ -42,6 +47,7 @@
To ustawienie kontroluje maksymalną ilość pocisków, jakie fragmentacja i odpryski symulują w danym momencie. Jeżeli więcej pocisków będzie wystrzelonych, wtedy nie będą one śledzone. Zmniejsz tą opcję jeżeli nie chcesz odczuwać spadków FPS podczas ciężkiej wymiany ognia (więcej niż 200 pocisków w powietrzu na raz).
Diese Einstellung steuert die maximale Anzahl an Projektilen, die das Splitter- und Explosionssystem gleichzeitig verfolgen wird. Wenn mehr Projektile abgefeuert werden, werden sie nicht verfolgt werden. Diese Einstellung zu verringern, kann FPS-Einbrüche bei Szenarien mit vielen Projektilen verhindern (>200 Objekte gleichzeitig in der Luft)
Toto nastavení kontroluje maximální množství projektilů z fragmentace a úlomků, která jsou sledována v dané době. Pokud je vystřeleno více projektilů, tak nebudou sledovány. Snižte toto nastavení pokud si nepřejete propady FPS v situacích, kde je velké množství projektilů ( >200 nábojů najednou ve vzduchu)
+ Esta definição controla a quantidade máxima de projéteis que o sistema de fragmentação e estilhaçamento irá acompanhar em qualquer momento. Se mais projéteis são disparados, eles não serão rastreados. Diminua essa configuração se você não quiser que o FPS caia em cenários com alta contagem de projéteis (> 200 projéteis no ar ao mesmo tempo)
Maximum Projectiles Per Frame
@@ -49,6 +55,7 @@
Maximale Anzahl an Projektilen pro Frame
Maks. liczba pocisków na klatkę
Maximální počet projektilů ze jeden snímek
+ Projéteis máximos por quadro
The number of spall track calculations to perform in any given frame. This helps spread the FPS impact of tracking spall rounds across multiple frames, limiting its impact even further.
@@ -56,12 +63,14 @@
Gibt die Anzahl der Explosionverfolgungsberechnungen an, die gleichzeitig ausgeführt werden. Das kann dabei helfen den FPS-Einfluss abzuschwächen, wenn Teile über mehrere Frames hinweg verfolgt werden.
El número de cálculos de esquirlas que se hará en cualquier cuadro. Esto ayuda a dispersar el impacto en FPS del seguimiento de esquirlas de balas a través de múltiples cuadros, lo que limita aún más su impacto.
Počet úlomků v daném snímku. Toto pomáhá rozšířit FPS dopad sledovaného úlomku napříč více snímky, omezuje jeho vliv ještě více.
+ O número de cálculos por estilhaço rastreado para executar em qualquer quadro. Isso ajuda a distribuir o impacto no FPS do rastreamento de estilhaço em vários quadros, o que limita o seu impacto ainda mais.
(SP Only) Frag/Spall Debug Tracing
(Solo SP) Seguimiento de depuración de Fragmentación/Astillamiento
(Tylko SP) Wizualny debug odł./odpr.
(Pouze SP) Debug sledování Frag/Úlomků
+ (Somente SP) Depuração de fragmentação e estilhaços traçantes
(SP Only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.
@@ -69,6 +78,7 @@
(Tylko SP) Wymaga restartu misji/edytora. Aktywuje wizualne śledzenie odłamków oraz odprysków w trybie gry Single Player.
(nur SP) Splitter-/Explosions-Debugging
(Pouze SP) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče.
+ (Somente SP) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP.
\ No newline at end of file
diff --git a/addons/hearing/CfgWeapons.hpp b/addons/hearing/CfgWeapons.hpp
index 11ad91f658..adcdb2217b 100644
--- a/addons/hearing/CfgWeapons.hpp
+++ b/addons/hearing/CfgWeapons.hpp
@@ -12,4 +12,39 @@ class CfgWeapons {
mass = 1;
};
};
+
+ class H_HelmetB;
+ class H_HelmetCrew_B: H_HelmetB {
+ GVAR(protection) = 1;
+ GVAR(lowerVolume) = 0.80;
+ };
+ class H_HelmetCrew_0: H_HelmetCrew_B {};
+ class H_HelmetCrew_I: H_HelmetCrew_B {};
+
+ class H_CrewHelmetHeli_B: H_HelmetB {
+ GVAR(protection) = 0.75;
+ GVAR(lowerVolume) = 0.70;
+ };
+ class H_CrewHelmetHeli_O: H_CrewHelmetHeli_B {};
+ class H_CrewHelmetHeli_I: H_CrewHelmetHeli_B {};
+
+ class H_PilotHelmetHeli_B: H_HelmetB {
+ GVAR(protection) = 0.75;
+ GVAR(lowerVolume) = 0.70;
+ };
+ class H_PilotHelmetHeli_O: H_PilotHelmetHeli_B {};
+ class H_PilotHelmetHeli_I: H_PilotHelmetHeli_B {};
+
+ class H_PilotHelmetFighter_B: H_HelmetB {
+ GVAR(protection) = 1;
+ GVAR(lowerVolume) = 0.80;
+ };
+ class H_PilotHelmetFighter_O: H_PilotHelmetFighter_B {};
+ class H_PilotHelmetFighter_I: H_PilotHelmetFighter_B {};
+
+ class H_Cap_headphones: H_HelmetB {
+ GVAR(protection) = 0.5;
+ GVAR(lowerVolume) = 0.60;
+ };
+ class H_Cap_marshal: H_Cap_headphones {};
};
diff --git a/addons/hearing/config.cpp b/addons/hearing/config.cpp
index 1007b2095d..5d130e589a 100644
--- a/addons/hearing/config.cpp
+++ b/addons/hearing/config.cpp
@@ -5,7 +5,7 @@ class CfgPatches {
units[] = {};
weapons[] = {"ACE_EarPlugs"};
requiredVersion = REQUIRED_VERSION;
- requiredAddons[] = {"ace_interaction"};
+ requiredAddons[] = {"ace_interaction", "A3_Characters_F", "A3_Characters_F_Kart"};
author[] = {"KoffeinFlummi", "esteldunedain", "HopeJ", "commy2", "Rocko", "Rommel", "Ruthberg"};
authorUrl = "https://github.com/KoffeinFlummi/";
VERSION_CONFIG;
diff --git a/addons/hearing/functions/fnc_addEarPlugs.sqf b/addons/hearing/functions/fnc_addEarPlugs.sqf
index 455de07fd9..62ed4518e2 100644
--- a/addons/hearing/functions/fnc_addEarPlugs.sqf
+++ b/addons/hearing/functions/fnc_addEarPlugs.sqf
@@ -15,9 +15,12 @@
*/
#include "script_component.hpp"
-private ["_unit", "_launcher"];
+PARAMS_1(_unit);
-_unit = _this select 0;
+// Exit if hearing is disabled or soldier has earplugs already in (persistence scenarios)
+if (!GVAR(enableCombatDeafness) || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
+
+private ["_launcher"];
// add earplugs if the soldier has a rocket launcher
_launcher = secondaryWeapon _unit;
diff --git a/addons/hearing/functions/fnc_earRinging.sqf b/addons/hearing/functions/fnc_earRinging.sqf
index 96482f5b79..ce85ac2a22 100644
--- a/addons/hearing/functions/fnc_earRinging.sqf
+++ b/addons/hearing/functions/fnc_earRinging.sqf
@@ -27,6 +27,15 @@ if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
_strength = _strength / 4;
};
+//headgear hearing protection
+if(headgear _unit != "") then {
+ private ["_protection"];
+ _protection = (getNumber (configFile >> "CfgWeapons" >> (headgear _unit) >> QGVAR(protection))) min 1;
+ if(_protection > 0) then {
+ _strength = _strength * (1 - _protection);
+ };
+};
+
_unit setVariable [QGVAR(dv), (_unit getVariable [QGVAR(dv), 0]) + _strength];
if (GVAR(earRingingPFH) != -1) exitWith {};
@@ -35,8 +44,8 @@ GVAR(earRingingPFH) = [{
EXPLODE_1_PVT(_this select 0,_unit);
private ["_prior"];
_prior = (_unit getvariable [QGVAR(dv), 0]) min 20;
-
- if (!alive _unit || _prior <= 0) exitWith {
+
+ if (!alive _unit || _prior <= 0 || GVAR(DisableEarRinging)) exitWith {
_unit setVariable [QGVAR(dv), 0];
_unit setVariable [QGVAR(prior), 0];
GVAR(beep) = false;
@@ -47,7 +56,7 @@ GVAR(earRingingPFH) = [{
GVAR(earRingingPFH) = -1;
[_this select 1] call cba_fnc_removePerFrameHandler;
};
-
+
if (((_unit getvariable [QGVAR(dv), 0]) - (_unit getvariable [QGVAR(prior), 0])) > 2) then {
if (ACE_time > GVAR(time3)) then {
GVAR(beep2) = false;
@@ -58,16 +67,16 @@ GVAR(earRingingPFH) = [{
GVAR(time3) = ACE_time + 5;
};
};
-
+
_unit setvariable [QGVAR(prior), _prior];
GVAR(volume) = (1 - (_prior / 20)) max 0;
-
+
if (_prior > 19.75) then {
_unit setvariable [QGVAR(deaf), true];
} else {
_unit setvariable [QGVAR(deaf), false];
};
-
+
if ((_unit getvariable [QGVAR(deaf), false]) && {ACE_time > GVAR(time4)}) then {
playSound "ACE_Combat_Deafness";
GVAR(beep2) = true;
@@ -77,7 +86,7 @@ GVAR(earRingingPFH) = [{
// Hearing takes longer to return to normal after it hits rock bottom
_unit setvariable [QGVAR(dv), _prior - (0.5 * (GVAR(volume) max 0.1))];
-
+
if (_prior > 10) then {
//check if the ringing is already being played
if (ACE_time > GVAR(time2)) then {
diff --git a/addons/hearing/functions/fnc_updateVolume.sqf b/addons/hearing/functions/fnc_updateVolume.sqf
index cfec318dc0..5502f38bf4 100644
--- a/addons/hearing/functions/fnc_updateVolume.sqf
+++ b/addons/hearing/functions/fnc_updateVolume.sqf
@@ -46,6 +46,15 @@ if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
_volume = _volume min GVAR(EarplugsVolume);
};
+// Headgear can reduce hearing
+if(headgear ACE_player != "") then {
+ private ["_lowerVolume"];
+ _lowerVolume = (getNumber (configFile >> "CfgWeapons" >> (headgear ACE_player) >> QGVAR(lowerVolume))) min 1;
+ if(_lowerVolume > 0) then {
+ _volume = _volume min (1 - _lowerVolume);
+ };
+};
+
// Reduce volume if player is unconscious
if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
_volume = _volume min GVAR(UnconsciousnessVolume);
diff --git a/addons/hearing/stringtable.xml b/addons/hearing/stringtable.xml
index 35b847c5d1..dbd063b752 100644
--- a/addons/hearing/stringtable.xml
+++ b/addons/hearing/stringtable.xml
@@ -115,6 +115,7 @@
Audición
Gehör
Sluch
+ Audição
Enable combat deafness?
@@ -122,6 +123,7 @@
¿Habilitar sordera de combate?
Aktiviere Taubheit im Gefecht?
Povolit ztrátu sluchu?
+ Ativar surdez em combate?
Enable combat deafness?
@@ -129,12 +131,14 @@
Habilita la sordera de combate
Aktiviere Taubheit im Gefecht?
Povolit ztrátu sluchu?
+ Ativar surdez em combate?
Głuchota bojowa pojawia się w momentach, kiedy stoimy w pobliżu broni wielkokalibrowej bez ochrony słuchu, lub np. podczas ostrzału artyleryjskiego. Moduł ten pozwala na włączenie lub wyłączenie tego efektu.
Dieses Modul aktiviert/deaktiviert die Taubheit im Gefecht. Wenn aktiviert, können Spieler ohne Gehörschutz taub werden, wenn eine Waffe in ihrer Nähe abgefeuert wird oder eine Explosion stattfindet.
Ztráta sluchu je možná ve chvíly, kdy se v bezprostřední blízkosti střílí z velkorážní zbraně nebo při bombardování a osoba je bez ochrany sluchu (např. špunty). Tento modul umožňuje tuto věc povolit nebo zakázat.
+ Este módulo ativa / desativa surdez em combate. Quando ativado, os jogadores podem ficar surdos quando uma arma é disparada ao seu redor ou uma explosão ocorre sem proteção auditiva.
\ No newline at end of file
diff --git a/addons/huntir/stringtable.xml b/addons/huntir/stringtable.xml
index 45c6b19392..7e7767f349 100644
--- a/addons/huntir/stringtable.xml
+++ b/addons/huntir/stringtable.xml
@@ -4,178 +4,194 @@
HuntIR Transport Box
HuntIR Transportkiste
- HuntIR Transport Box
+ Caja de transporte de HuntIR
Trasnportní bedna HuntIR
Ящик с HuntIR
HuntIR Transport Box
Skrzynia HuntIR
HuntIR Transport Box
HuntIR Transport Box
+ Caixa de transporte do HuntIR
HuntIR Round
HuntIR Granate
- HuntIR Round
+ Proyectil HuntIR
HuntIR Round
HuntIR снаряд
HuntIR Round
Nabój HuntIR
Munition HuntIR
HuntIR lövedék
+ Cartucho HuntIR
HuntIR monitor
HuntIR Monitor
- HuntIR monitor
+ Monitor HuntIR
HuntIR monitor
HuntIR монитор
HuntIR monitor
Odbiornik HuntIR
Ecran HuntIR
HuntIR monitor
+ Monitor HuntIR
Activate HuntIR monitor
HuntIR Monitor aktivieren
- Activate HuntIR monitor
+ Activar monitor HuntIR
Zapnout HuntIR monitor
Включить HuntIR монитор
Activate HuntIR monitor
Włącz odbiornik HuntIR
Allumer écran HuntIR
HuntIR monitor aktiválása
+ Ativar monitor do HuntIR
Camera:
Kamera:
- Camera:
+ Camara:
Kamera:
Камера:
Camera:
Kamera:
Caméra:
Kamera:
+ Câmera:
Altitude:
Höhe:
- Altitude:
+ Altitud:
Výška:
Высота:
Altitude:
Wysokość:
Altitude:
Magasság:
+ Altitude:
Recording Time:
Aufnahmezeit:
- Recording Time:
+ Tiempo de grabación:
Čas nahrávání:
Время записи:
Recording Time:
Czas nagrywania:
Temps d'enregistrement:
Felvételi idő:
+ Tempo de gravação:
Press ESC to quit camera
Zum Verlassen ESC drücken
- Press ESC to quit camera
+ Pulsar ESC para salir de la camara
Stiskni ESC pro opustění kamery
Нажмите ESC чтобы выйти из режима камеры
Press ESC to quit camera
Wciśnij ESC by wyjść z widoku kamery
Appuyer sur ESC pour quitter camera
Nyomj ESC-ket a kamerából való kilépéshez
+ Pressione ESC para sair da câmera
Help
Hilfe
- Help
+ Ayuda
Pomoc
Помощь
Help
Pomoc
Aide
Súgó
+ Ajuda
A/D - Cycle zoom
A/D - Zoom
- A/D - Cycle zoom
+ A/D - Cambiar zoom
A/D - Změna přiblížení
A/D - Приближение
A/D - Cycle zoom
A/D - powiększenie
A/D - Changement zoom
A/D - Nagyítás
+ A/D - Troca zoom
W/S - Select camera
W/S - Wähle Kamera
- W/S - Select camera
+ W/S - Seleccionar camara
W/S - Výběr kamery
W/S - Выбрать камеру
W/S - Select camera
W/S - wybór kamery
W/S - Sélectionner caméra
W/S - Kamera váltás
+ W/S - Seleciona câmera
Left/Right - Rotate camera
Links/Rechts - Rotiere Kamera
- Left/Right - Rotate camera
+ Left/Right - Rotar camara
Levá/Pravá - Rotace kamery
Влево/Вправо - Вращать камеру
Left/Right - Rotate camera
Lewo/Prawo - obrót kamery w poziomie
Gauche/Droite - Rotation caméra
Jobb/Bal - Kamera forgatás
+ Esquerda/Direita - Rotaciona câmera
Up/Down - Elevate/lower camera
Hoch/Runter - Neige Kamera
- Up/Down - Elevate/lower camera
+ Up/Down - Subir/bajar camara
Nahoru/Dolu - Zvýšít/snížit úhel pohledu kamery
Вверх/Вниз - Поднять/Опустить камеру
Up/Down - Elevate/lower camera
Góra/Dół - obrót kamery w pionie
Haut/Bas - Monter/descendre caméra
Fel/Le - Kamera döntése/süllyesztése
+ Acima/Abaixo - Eleva/Abaixa a câmera
N - Cycle IT modes
N - Sichtmodi
- N - Cycle IT modes
+ N - Cambiar modos de IT
N - Změna režimů kamery
N - Режимы камеры
N - Cycle IT modes
N - wybór trybu IT
N - Changement de modes IT
N - Hőkép módok
+ N - Troca modo IT
R - Reset camera
R - Reset
- R - Reset camera
+ R - Reiniciar camara
R - Reset kamery
R - Сбросить настройки камеры
R - Reset camera
R - resetuj kamerę
R - Reset caméra
R - Kamera visszaállítása
+ R - Redefine a câmera
Esc - Exit help
ESC - Hilfe verlassen
- Esc - Exit help
+ Esc - Salit de ayuda
Esc - Ukončit pomoc
Esc - Выйти из помощи
Esc - Exit help
Esc - wyjście z ekranu Pomocy
Esc - Sortir de l'aide
Exit - Kilépés a súgóból
+ Esc - Sai do Ajuda
\ No newline at end of file
diff --git a/addons/interact_menu/ACE_Settings.hpp b/addons/interact_menu/ACE_Settings.hpp
index e9e16f78f1..ea4d4699ed 100644
--- a/addons/interact_menu/ACE_Settings.hpp
+++ b/addons/interact_menu/ACE_Settings.hpp
@@ -76,4 +76,11 @@ class ACE_Settings {
displayName = CSTRING(background);
values[] = {"$STR_A3_OPTIONS_DISABLED", CSTRING(backgroundBlur), CSTRING(backgroundBlack)};
};
+ class GVAR(addBuildingActions) {
+ value = 0;
+ typeName = "BOOL";
+ isClientSettable = 1;
+ displayName = CSTRING(addBuildingActions);
+ description = CSTRING(addBuildingActionsDescription);
+ };
};
diff --git a/addons/interact_menu/XEH_clientInit.sqf b/addons/interact_menu/XEH_clientInit.sqf
index d2231d8768..cbc28e66b4 100644
--- a/addons/interact_menu/XEH_clientInit.sqf
+++ b/addons/interact_menu/XEH_clientInit.sqf
@@ -3,6 +3,9 @@
if (!hasInterface) exitWith {};
+GVAR(cachedBuildingTypes) = [];
+GVAR(cachedBuildingActionPairs) = [];
+
GVAR(ParsedTextCached) = [];
//Setup text/shadow/size/color settings matrix
@@ -17,6 +20,9 @@ GVAR(ParsedTextCached) = [];
// Install the render EH on the main display
addMissionEventHandler ["Draw3D", DFUNC(render)];
+//Add Actions to Houses:
+["interactMenuOpened", {_this call FUNC(userActions_addHouseActions)}] call EFUNC(common,addEventHandler);
+
// This spawn is probably worth keeping, as pfh don't work natively on the briefing screen and IDK how reliable the hack we implemented for them is.
// The thread dies as soon as the mission start, so it's not really compiting for scheduler space.
[] spawn {
@@ -30,8 +36,6 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
["ACE3 Common", QGVAR(InteractKey), (localize LSTRING(InteractKey)),
{
- // Conditions: canInteract
- if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Statement
[0] call FUNC(keyDown)
},{[0,false] call FUNC(keyUp)},
@@ -39,8 +43,6 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
["ACE3 Common", QGVAR(SelfInteractKey), (localize LSTRING(SelfInteractKey)),
{
- // Conditions: canInteract
- if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Statement
[1] call FUNC(keyDown)
},{[1,false] call FUNC(keyUp)},
@@ -72,3 +74,11 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
if (GVAR(menuBackground)==1) then {[QGVAR(menuBackground), false] call EFUNC(common,blurScreen);};
if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
}] call EFUNC(common,addEventHandler);
+
+// Let key work with zeus open (not perfect, enables all added hotkeys in zeus interface rather than only menu)
+["zeusDisplayChanged",{
+ if (_this select 1) then {
+ (finddisplay 312) displayAddEventHandler ["KeyUp", {[_this,'keyup'] call CBA_events_fnc_keyHandler}];
+ (finddisplay 312) displayAddEventHandler ["KeyDown", {[_this,'keydown'] call CBA_events_fnc_keyHandler}];
+ };
+}] call EFUNC(common,addEventHandler);
diff --git a/addons/interact_menu/XEH_preInit.sqf b/addons/interact_menu/XEH_preInit.sqf
index 1620349468..c656ab9056 100644
--- a/addons/interact_menu/XEH_preInit.sqf
+++ b/addons/interact_menu/XEH_preInit.sqf
@@ -6,6 +6,7 @@ PREP(addActionToClass);
PREP(addActionToObject);
PREP(compileMenu);
PREP(compileMenuSelfAction);
+PREP(compileMenuZeus);
PREP(collectActiveActionTree);
PREP(createAction);
PREP(ctrlSetParsedTextCached);
@@ -24,6 +25,8 @@ PREP(renderMenu);
PREP(renderSelector);
PREP(setupTextColors);
PREP(splitPath);
+PREP(userActions_addHouseActions);
+PREP(userActions_getHouseActions);
// Event handlers for all interact menu controls
DFUNC(handleMouseMovement) = {
@@ -75,4 +78,7 @@ GVAR(lastTimeSearchedActions) = -1000;
["CAManBase"] call FUNC(compileMenu);
["CAManBase"] call FUNC(compileMenuSelfAction);
+// Init zeus menu
+[] call FUNC(compileMenuZeus);
+
ADDON = true;
diff --git a/addons/interact_menu/config.cpp b/addons/interact_menu/config.cpp
index c1da3392e9..8909c3d685 100644
--- a/addons/interact_menu/config.cpp
+++ b/addons/interact_menu/config.cpp
@@ -21,5 +21,5 @@ class CfgPatches {
#include "ACE_Settings.hpp"
class ACE_Extensions {
- extensions[] += {"ace_break_line"};
+ extensions[] += {"ace_break_line", "ace_parse_imagepath"};
};
diff --git a/addons/interact_menu/functions/fnc_compileMenu.sqf b/addons/interact_menu/functions/fnc_compileMenu.sqf
index 8d68a34268..cf4db7aab1 100644
--- a/addons/interact_menu/functions/fnc_compileMenu.sqf
+++ b/addons/interact_menu/functions/fnc_compileMenu.sqf
@@ -90,7 +90,7 @@ _recurseFnc = {
[],
_position,
_distance,
- [_showDisabled,_enableInside,_canCollapse,_runOnHover],
+ [_showDisabled,_enableInside,_canCollapse,_runOnHover, false],
_modifierFunction
],
_children
diff --git a/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf b/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf
index 27f841c505..a34c45f504 100644
--- a/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf
+++ b/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf
@@ -74,7 +74,7 @@ _recurseFnc = {
{},
[0,0,0],
10, //distace
- [_showDisabled,_enableInside,_canCollapse,_runOnHover],
+ [_showDisabled,_enableInside,_canCollapse,_runOnHover, true],
_modifierFunction
],
_children
diff --git a/addons/interact_menu/functions/fnc_compileMenuZeus.sqf b/addons/interact_menu/functions/fnc_compileMenuZeus.sqf
new file mode 100644
index 0000000000..9dc212ac40
--- /dev/null
+++ b/addons/interact_menu/functions/fnc_compileMenuZeus.sqf
@@ -0,0 +1,94 @@
+/*
+ * Author: SilentSpike
+ * Compile the zeus action menu (only to be done once)
+ *
+ * Argument:
+ * nil
+ *
+ * Return value:
+ * None
+ *
+ * Public: No
+ */
+#include "script_component.hpp";
+
+// Exit if the action menu is already compiled for zeus
+if !(isNil {missionNamespace getVariable [QGVAR(ZeusActions), nil]}) exitWith {};
+
+private "_recurseFnc";
+_recurseFnc = {
+ private ["_actions", "_displayName", "_icon", "_statement", "_condition", "_showDisabled",
+ "_enableInside", "_canCollapse", "_runOnHover", "_children", "_entry", "_entryCfg", "_insertChildren", "_modifierFunction"];
+ EXPLODE_1_PVT(_this,_actionsCfg);
+ _actions = [];
+
+ {
+ _entryCfg = _x;
+ if(isClass _entryCfg) then {
+ _displayName = getText (_entryCfg >> "displayName");
+
+ _icon = getText (_entryCfg >> "icon");
+ _statement = compile (getText (_entryCfg >> "statement"));
+
+ _condition = getText (_entryCfg >> "condition");
+ if (_condition == "") then {_condition = "true"};
+
+ _insertChildren = compile (getText (_entryCfg >> "insertChildren"));
+ _modifierFunction = compile (getText (_entryCfg >> "modifierFunction"));
+
+ _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
+ _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
+ _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
+ _runOnHover = true;
+ if (isText (_entryCfg >> "runOnHover")) then {
+ _runOnHover = compile getText (_entryCfg >> "runOnHover");
+ } else {
+ _runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
+ };
+
+ _condition = compile _condition;
+ _children = [_entryCfg] call _recurseFnc;
+
+ _entry = [
+ [
+ configName _entryCfg,
+ _displayName,
+ _icon,
+ _statement,
+ _condition,
+ _insertChildren,
+ {},
+ [0,0,0],
+ 10, //distace
+ [_showDisabled,_enableInside,_canCollapse,_runOnHover],
+ _modifierFunction
+ ],
+ _children
+ ];
+ _actions pushBack _entry;
+ };
+ } forEach (configProperties [_actionsCfg, "isClass _x", true]);
+ _actions
+};
+
+private ["_actionsCfg"];
+_actionsCfg = configFile >> "ACE_ZeusActions";
+
+// Create a master action to base zeus actions on
+GVAR(ZeusActions) = [
+ [
+ [
+ "ACE_ZeusActions",
+ localize LSTRING(ZeusActionsRoot),
+ "\A3\Ui_F_Curator\Data\Logos\arma3_zeus_icon_ca.paa",
+ {true},
+ {true},
+ {},
+ {},
+ {[0,0,0]},
+ 10,
+ [false,true,false]
+ ],
+ [_actionsCfg] call _recurseFnc
+ ]
+];
diff --git a/addons/interact_menu/functions/fnc_createAction.sqf b/addons/interact_menu/functions/fnc_createAction.sqf
index b26cb186f3..6845683044 100644
--- a/addons/interact_menu/functions/fnc_createAction.sqf
+++ b/addons/interact_menu/functions/fnc_createAction.sqf
@@ -68,7 +68,7 @@ _distance = if (count _this > 8) then {
_params = if (count _this > 9) then {
_this select 9
} else {
- [false,false,false,false]
+ [false,false,false,false,false]
};
_modifierFunction = if (count _this > 10) then {
diff --git a/addons/interact_menu/functions/fnc_keyDown.sqf b/addons/interact_menu/functions/fnc_keyDown.sqf
index 50e911c878..5bf156b69e 100644
--- a/addons/interact_menu/functions/fnc_keyDown.sqf
+++ b/addons/interact_menu/functions/fnc_keyDown.sqf
@@ -16,6 +16,11 @@ EXPLODE_1_PVT(_this,_menuType);
if (GVAR(openedMenuType) == _menuType) exitWith {true};
+// Conditions: canInteract (these don't apply to zeus)
+if ((isNull curatorCamera) && {
+ !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith))
+}) exitWith {false};
+
while {dialog} do {
closeDialog 0;
};
@@ -34,6 +39,7 @@ GVAR(ParsedTextCached) = [];
GVAR(useCursorMenu) = (vehicle ACE_player != ACE_player) ||
visibleMap ||
+ (!isNull curatorCamera) ||
{(_menuType == 1) && {(isWeaponDeployed ACE_player) || GVAR(AlwaysUseCursorSelfInteraction) || {cameraView == "GUNNER"}}} ||
{(_menuType == 0) && GVAR(AlwaysUseCursorInteraction)};
@@ -46,7 +52,12 @@ for "_i" from 0 to (count GVAR(iconCtrls))-1 do {
GVAR(iconCtrls) resize GVAR(iconCount);
if (GVAR(useCursorMenu)) then {
- (findDisplay 46) createDisplay QGVAR(cursorMenu); //"RscCinemaBorder";//
+ // Don't close zeus interface if open
+ if (isNull curatorCamera) then {
+ (findDisplay 46) createDisplay QGVAR(cursorMenu); //"RscCinemaBorder";//
+ } else {
+ createDialog QGVAR(cursorMenu);
+ };
(finddisplay 91919) displayAddEventHandler ["KeyUp", {[_this,'keyup'] call CBA_events_fnc_keyHandler}];
(finddisplay 91919) displayAddEventHandler ["KeyDown", {[_this,'keydown'] call CBA_events_fnc_keyHandler}];
// The dialog sets:
diff --git a/addons/interact_menu/functions/fnc_keyUp.sqf b/addons/interact_menu/functions/fnc_keyUp.sqf
index 6f1d00276f..02e2d4db01 100644
--- a/addons/interact_menu/functions/fnc_keyUp.sqf
+++ b/addons/interact_menu/functions/fnc_keyUp.sqf
@@ -46,6 +46,8 @@ if(GVAR(actionSelected)) then {
};
};
+["interactMenuClosed", [GVAR(openedMenuType)]] call EFUNC(common,localEvent);
+
GVAR(keyDown) = false;
GVAR(keyDownSelfAction) = false;
GVAR(openedMenuType) = -1;
@@ -54,6 +56,4 @@ GVAR(expanded) = false;
GVAR(lastPath) = [];
GVAR(menuDepthPath) = [];
-["interactMenuClosed", [GVAR(openedMenuType)]] call EFUNC(common,localEvent);
-
true
diff --git a/addons/interact_menu/functions/fnc_renderActionPoints.sqf b/addons/interact_menu/functions/fnc_renderActionPoints.sqf
index 707c3a3349..8ca7f8aa33 100644
--- a/addons/interact_menu/functions/fnc_renderActionPoints.sqf
+++ b/addons/interact_menu/functions/fnc_renderActionPoints.sqf
@@ -118,24 +118,35 @@ _fnc_renderSelfActions = {
} forEach _classActions;
};
+_fnc_renderZeusActions = {
+ {
+ _action = _x;
+ [_this, _action, [0.5, 0.5]] call FUNC(renderBaseMenu);
+ } forEach GVAR(ZeusActions);
+};
+
GVAR(collectedActionPoints) resize 0;
// Render nearby actions, unit self actions or vehicle self actions as appropiate
if (GVAR(openedMenuType) == 0) then {
-
- if (vehicle ACE_player == ACE_player) then {
- if (ACE_diagTime > GVAR(lastTimeSearchedActions) + 0.20) then {
- // Once every 0.2 secs, collect nearby objects active and visible action points and render them
- call _fnc_renderNearbyActions;
+ if (isNull curatorCamera) then {
+ if (vehicle ACE_player == ACE_player) then {
+ if (ACE_diagTime > GVAR(lastTimeSearchedActions) + 0.20) then {
+ // Once every 0.2 secs, collect nearby objects active and visible action points and render them
+ call _fnc_renderNearbyActions;
+ } else {
+ // The rest of the frames just draw the same action points rendered the last frame
+ call _fnc_renderLastFrameActions;
+ };
} else {
- // The rest of the frames just draw the same action points rendered the last frame
- call _fnc_renderLastFrameActions;
+ // Render vehicle self actions when in vehicle
+ (vehicle ACE_player) call _fnc_renderSelfActions;
};
} else {
- (vehicle ACE_player) call _fnc_renderSelfActions;
+ // Render zeus actions when zeus open
+ (getAssignedCuratorLogic player) call _fnc_renderZeusActions;
};
-
} else {
ACE_player call _fnc_renderSelfActions;
};
diff --git a/addons/interact_menu/functions/fnc_renderBaseMenu.sqf b/addons/interact_menu/functions/fnc_renderBaseMenu.sqf
index 5ee698b547..5330bbebd2 100644
--- a/addons/interact_menu/functions/fnc_renderBaseMenu.sqf
+++ b/addons/interact_menu/functions/fnc_renderBaseMenu.sqf
@@ -36,7 +36,7 @@ _pos = if((count _this) > 2) then {
};
// For non-self actions, exit if the action is too far away or ocluded
-if (GVAR(openedMenuType) == 0 && vehicle ACE_player == ACE_player &&
+if (GVAR(openedMenuType) == 0 && (vehicle ACE_player == ACE_player) && (isNull curatorCamera) &&
{
private ["_headPos","_actualDistance"];
_headPos = ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot");
@@ -44,7 +44,7 @@ if (GVAR(openedMenuType) == 0 && vehicle ACE_player == ACE_player &&
if (_actualDistance > _distance) exitWith {true};
- if (_actualDistance > 1.5) exitWith {
+ if ((_actualDistance > 1.5) && {!((_actionData select 9) select 4)}) exitWith {
// If distance to action is greater than 1.5 m, check LOS
_line = [_headPos call EFUNC(common,positionToASL), _pos call EFUNC(common,positionToASL), _object, ACE_player];
lineIntersects _line
diff --git a/addons/interact_menu/functions/fnc_userActions_addHouseActions.sqf b/addons/interact_menu/functions/fnc_userActions_addHouseActions.sqf
new file mode 100644
index 0000000000..9143db0d4d
--- /dev/null
+++ b/addons/interact_menu/functions/fnc_userActions_addHouseActions.sqf
@@ -0,0 +1,97 @@
+/*
+ * Author: PabstMirror
+ * Scans for nearby "Static" objects (buildings) and adds the UserActions to them.
+ * Called when interact_menu starts rendering (from "interact_keyDown" event)
+ *
+ * Arguments:
+ * 0: Interact Menu Type (0 - world, 1 - self)
+ *
+ * Return Value:
+ * Nothing
+ *
+ * Example:
+ * [0] call ace_interact_menu_fnc_addHouseActions
+ *
+ * Public: Yes
+ */
+#include "script_component.hpp"
+
+PARAMS_1(_interactionType);
+
+//Ignore if not enabled:
+if (!GVAR(addBuildingActions)) exitWith {};
+//Ignore self-interaction menu:
+if (_interactionType != 0) exitWith {};
+//Ignore when mounted:
+if ((vehicle ACE_player) != ACE_player) exitWith {};
+
+[{
+ private ["_nearBuidlings", "_typeOfHouse", "_houseBeingScaned", "_actionSet", "_memPoints", "_memPointsActions", "_helperPos", "_helperObject"];
+ PARAMS_2(_args,_pfID);
+ EXPLODE_4_PVT(_args,_setPosition,_addedHelpers,_housesScaned,_housesToScanForActions);
+
+ if (!EGVAR(interact_menu,keyDown)) then {
+ {deleteVehicle _x;} forEach _addedHelpers;
+ [_pfID] call CBA_fnc_removePerFrameHandler;
+ } else {
+ // Prevent Rare Error when ending mission with interact key down:
+ if (isNull ace_player) exitWith {};
+
+ //Make the common case fast (cursorTarget is looking at a door):
+ if ((!isNull cursorTarget) && {cursorTarget isKindOf "Static"} && {!(cursorTarget in _housesScaned)}) then {
+ if (((count (configFile >> "CfgVehicles" >> (typeOf cursorTarget) >> "UserActions")) > 0) || {(count (getArray (configFile >> "CfgVehicles" >> (typeOf cursorTarget) >> "ladders"))) > 0}) then {
+ _housesToScanForActions = [cursorTarget];
+ } else {
+ _housesScaned pushBack cursorTarget;
+ };
+ };
+
+ //For performance, we only do 1 thing per frame,
+ //-either do a wide scan and search for houses with actions
+ //-or scan one house at a time and add the actions for that house
+
+ if (_housesToScanForActions isEqualTo []) then {
+ //If player moved >2 meters from last pos, then rescan
+ if (((getPosASL ace_player) distance _setPosition) < 2) exitWith {};
+
+ _nearBuidlings = nearestObjects [ace_player, ["Static"], 30];
+ {
+ _typeOfHouse = typeOf _x;
+ if (((count (configFile >> "CfgVehicles" >> _typeOfHouse >> "UserActions")) == 0) && {(count (getArray (configFile >> "CfgVehicles" >> _typeOfHouse >> "ladders"))) == 0}) then {
+ _housesScaned pushBack _x;
+ } else {
+ _housesToScanForActions pushBack _x;
+ };
+ } forEach (_nearBuidlings - _housesScaned);
+
+ _args set [0, (getPosASL ace_player)];
+ } else {
+ _houseBeingScaned = _housesToScanForActions deleteAt 0;
+ _typeOfHouse = typeOf _houseBeingScaned;
+ //Skip this house for now if we are outside of it's radius
+ //(we have to scan far out for the big houses, but we don't want to waste time adding actions on every little shack)
+ if ((_houseBeingScaned != cursorTarget) && {((ACE_player distance _houseBeingScaned) - ((sizeOf _typeOfHouse) / 2)) > 4}) exitWith {};
+
+ _housesScaned pushBack _houseBeingScaned;
+
+ _actionSet = [_typeOfHouse] call FUNC(userActions_getHouseActions);
+ EXPLODE_2_PVT(_actionSet,_memPoints,_memPointsActions);
+
+ // systemChat format ["Add Actions for [%1] (count %2) @ %3", _typeOfHouse, (count _memPoints), diag_tickTime];
+ {
+ _helperPos = (_houseBeingScaned modelToWorld (_houseBeingScaned selectionPosition _x)) call EFUNC(common,positionToASL);
+ _helperObject = "Sign_Sphere25cm_F" createVehicleLocal _helperPos;
+ _addedHelpers pushBack _helperObject;
+ _helperObject setVariable [QGVAR(building), _houseBeingScaned];
+ _helperObject setPosASL _helperPos;
+ _helperObject hideObject true;
+ TRACE_3("Making New Helper",_helperObject,_x,_houseBeingScaned);
+
+ {
+ [_helperObject, 0, [], _x] call EFUNC(interact_menu,addActionToObject);
+ } forEach (_memPointsActions select _forEachIndex);
+
+ } forEach _memPoints;
+ };
+ };
+}, 0, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], [], []]] call CBA_fnc_addPerFrameHandler;
diff --git a/addons/interact_menu/functions/fnc_userActions_getHouseActions.sqf b/addons/interact_menu/functions/fnc_userActions_getHouseActions.sqf
new file mode 100644
index 0000000000..0b3d4347c7
--- /dev/null
+++ b/addons/interact_menu/functions/fnc_userActions_getHouseActions.sqf
@@ -0,0 +1,137 @@
+/*
+ * Author: PabstMirror
+ * Scans the buidling type for UserActions and Ladder mount points.
+ *
+ * Arguments:
+ * 0: Building Classname
+ *
+ * Return Value:
+ * [[Array of MemPoints], [Array Of Actions]]
+ *
+ * Public: Yes
+ */
+#include "script_component.hpp"
+
+PARAMS_1(_typeOfBuilding);
+
+private["_action", "_actionDisplayName", "_actionDisplayNameDefault", "_actionMaxDistance", "_actionOffset", "_actionPath", "_actionPosition", "_building", "_configPath", "_endIndex", "_iconImage", "_index", "_ladders", "_memPointIndex", "_memPoints", "_memPointsActions", "_startIndex"];
+
+_searchIndex = GVAR(cachedBuildingTypes) find _typeOfBuilding;
+if (_searchIndex != -1) exitWith {GVAR(cachedBuildingActionPairs) select _searchIndex};
+
+_memPoints = [];
+_memPointsActions = [];
+
+//Get the offset for a memory point:
+_fnc_getMemPointOffset = {
+ PARAMS_1(_memoryPoint);
+ _memPointIndex = _memPoints find _memoryPoint;
+ _actionOffset = [0,0,0];
+ if (_memPointIndex == -1) then {
+ _memPoints pushBack _memoryPoint;
+ _memPointsActions pushBack [];
+ } else {
+ _actionOffset set [2, 0.0254 * (count (_memPointsActions select _memPointIndex))];
+ };
+ _actionOffset
+};
+
+// Add UserActions for the building:
+_fnc_userAction_Statement = {
+ PARAMS_3(_target,_player,_variable);
+ EXPLODE_2_PVT(_variable,_actionStatement,_actionCondition);
+ this = _target getVariable [QGVAR(building), objNull];
+ call _actionStatement;
+};
+_fnc_userAction_Condition = {
+ PARAMS_3(_target,_player,_variable);
+ EXPLODE_2_PVT(_variable,_actionStatement,_actionCondition);
+ this = _target getVariable [QGVAR(building), objNull];
+ if (isNull this) exitWith {false};
+ call _actionCondition;
+};
+
+_configPath = configFile >> "CfgVehicles" >> _typeOfBuilding >> "UserActions";
+for "_index" from 0 to ((count _configPath) - 1) do {
+ _actionPath = _configPath select _index;
+
+ _actionDisplayName = getText (_actionPath >> "displayName");
+ _actionDisplayNameDefault = getText (_actionPath >> "displayNameDefault");
+ _actionPosition = getText (_actionPath >> "position");
+ _actionCondition = getText (_actionPath >> "condition");
+ _actionStatement = getText (_actionPath >> "statement");
+ _actionMaxDistance = getNumber (_actionPath >> "radius");
+
+ if (_actionDisplayName == "") then {_actionDisplayName = (configName _x);};
+ if (_actionPosition == "") then {ERROR("Bad Position");};
+ if (_actionCondition == "") then {_actionCondition = "true";};
+ if (_actionStatement == "") then {ERROR("No Statement");};
+
+ _actionStatement = compile _actionStatement;
+ _actionCondition = compile _actionCondition;
+ _actionMaxDistance = _actionMaxDistance + 0.1; //increase range slightly
+ _iconImage = "";
+
+ //extension ~4x as fast:
+ _iconImage = "ace_parse_imagepath" callExtension _actionDisplayNameDefault;
+
+ _actionOffset = [_actionPosition] call _fnc_getMemPointOffset;
+ _memPointIndex = _memPoints find _actionPosition;
+
+ _action = [(configName _actionPath), _actionDisplayName, _iconImage, _fnc_userAction_Statement, _fnc_userAction_Condition, {}, [_actionStatement, _actionCondition], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction);
+ (_memPointsActions select _memPointIndex) pushBack _action;
+};
+
+// Add Ladder Actions for the building:
+_fnc_ladder_ladderUp = {
+ PARAMS_3(_target,_player,_variable);
+ EXPLODE_1_PVT(_variable,_ladderIndex);
+ _building = _target getVariable [QGVAR(building), objNull];
+ TRACE_3("Ladder Action - UP",_player,_building,_ladderIndex);
+ _player action ["LadderUp", _building, _ladderIndex, 0];
+};
+_fnc_ladder_ladderDown = {
+ PARAMS_3(_target,_player,_variable);
+ EXPLODE_1_PVT(_variable,_ladderIndex);
+ _building = _target getVariable [QGVAR(building), objNull];
+ TRACE_3("Ladder Action - Down",_player,_building,_ladderIndex);
+ _player action ["LadderDown", _building, _ladderIndex, 1];
+};
+
+_fnc_ladder_conditional = {
+ PARAMS_2(_target,_player);
+ //(Check distance < 2) and (Don't show actions if on a ladder)
+ ((_target distance _player) < 2) && {((getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState _player) >> "onLadder")) == 0)}
+};
+
+_ladders = getArray (configFile >> "CfgVehicles" >> _typeOfBuilding >> "ladders");
+{
+ EXPLODE_2_PVT(_x,_ladderBottomMemPoint,_ladderTopMemPoint);
+
+ _actionMaxDistance = 3; //interact_menu will check head -> target's offset; leave this high and do a precice distance check in condition
+
+ _actionDisplayName = localize "str_action_ladderup";
+ _iconImage = "\A3\ui_f\data\igui\cfg\actions\ladderup_ca.paa";
+ //Ladder Up Action:
+ _actionOffset = [_ladderBottomMemPoint] call _fnc_getMemPointOffset;
+ _actionOffset = _actionOffset vectorAdd [0,0,1];
+ _memPointIndex = _memPoints find _ladderBottomMemPoint;
+ _action = [format ["LadderUp_%1", _forEachIndex], _actionDisplayName, _iconImage, _fnc_ladder_ladderUp, _fnc_ladder_conditional, {}, [_forEachIndex], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction);
+ (_memPointsActions select _memPointIndex) pushBack _action;
+
+ _actionDisplayName = localize "str_action_ladderdown";
+ _iconImage = "\A3\ui_f\data\igui\cfg\actions\ladderdown_ca.paa";
+ //Ladder Down Action:
+ _actionOffset = [_ladderTopMemPoint] call _fnc_getMemPointOffset;
+ _actionOffset = _actionOffset vectorAdd [0,0,0.25];
+ _memPointIndex = _memPoints find _ladderTopMemPoint;
+ _action = [format ["LadderDown_%1", _forEachIndex], _actionDisplayName, _iconImage, _fnc_ladder_ladderDown, _fnc_ladder_conditional, {}, [_forEachIndex], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction);
+ (_memPointsActions select _memPointIndex) pushBack _action;
+
+} forEach _ladders;
+
+GVAR(cachedBuildingTypes) pushBack _typeOfBuilding;
+GVAR(cachedBuildingActionPairs) pushBack [_memPoints, _memPointsActions];
+
+
+[_memPoints, _memPointsActions]
diff --git a/addons/interact_menu/stringtable.xml b/addons/interact_menu/stringtable.xml
index 6737729092..5ab782803d 100644
--- a/addons/interact_menu/stringtable.xml
+++ b/addons/interact_menu/stringtable.xml
@@ -85,6 +85,12 @@
Interazioni con veicoli
Ações de Veículos
+
+
+
\ No newline at end of file
diff --git a/addons/interaction/ACE_ZeusActions.hpp b/addons/interaction/ACE_ZeusActions.hpp
new file mode 100644
index 0000000000..195a979955
--- /dev/null
+++ b/addons/interaction/ACE_ZeusActions.hpp
@@ -0,0 +1,244 @@
+class ACE_ZeusActions {
+ // _target = curatorLogic
+ // curatorSelected = [objects,groups,waypoints,markers]
+ class ZeusUnits {
+ displayName = "$STR_A3_RscDisplayCurator_ModeUnits_tooltip";
+ icon = "\A3\UI_F_Curator\Data\Displays\RscDisplayCurator\modeUnits_ca.paa";
+
+ class stance {
+ displayName = "$STR_A3_RscAttributeUnitPos_Title";
+
+ class prone {
+ displayName = "$STR_Pos_Down";
+ icon = "\A3\UI_F\Data\IGUI\RscIngameUI\RscUnitInfo\SI_prone_ca.paa";
+ statement = "{_x setUnitPos 'DOWN';} forEach (curatorSelected select 0);";
+ };
+ class crouch {
+ displayName = "$STR_Pos_Crouch";
+ icon = "\A3\UI_F\Data\IGUI\RscIngameUI\RscUnitInfo\SI_crouch_ca.paa";
+ statement = "{_x setUnitPos 'MIDDLE';} forEach (curatorSelected select 0);";
+ };
+ class stand {
+ displayName = "$STR_Pos_Up";
+ icon = "\A3\UI_F\Data\IGUI\RscIngameUI\RscUnitInfo\SI_stand_ca.paa";
+ statement = "{_x setUnitPos 'UP';} forEach (curatorSelected select 0);";
+ };
+ class auto {
+ displayName = "$STR_Pos_Automatic";
+ icon = "\A3\UI_F_Curator\Data\default_ca.paa";
+ statement = "{_x setUnitPos 'AUTO';} forEach (curatorSelected select 0);";
+ };
+ };
+ class remoteControl {
+ displayName = "$STR_A3_CfgVehicles_ModuleRemoteControl_F";
+ icon = "\A3\Modules_F_Curator\Data\portraitRemoteControl_ca.paa";
+ statement = "_unit = objNull; { if ((side _x in [east,west,resistance,civilian]) && !(isPlayer _x)) exitWith { _unit = _x; }; } forEach (curatorSelected select 0); bis_fnc_curatorObjectPlaced_mouseOver = ['OBJECT',_unit]; (group _target) createUnit ['ModuleRemoteControl_F',[0,0,0],[],0,''];";
+ };
+ };
+ class ZeusGroups {
+ displayName = "$STR_A3_RscDisplayCurator_ModeGroups_tooltip";
+ icon = "\A3\UI_F_Curator\Data\Displays\RscDisplayCurator\modeGroups_ca.paa";
+
+ class behaviour {
+ displayName = "$STR_Combat_Mode";
+
+ class careless {
+ displayName = "$STR_Combat_Careless";
+ statement = "{ _x setBehaviour 'CARELESS'; } forEach (curatorSelected select 1);";
+ };
+ class safe {
+ displayName = "$STR_Combat_Safe";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeBehaviour\safe_ca.paa";
+ statement = "{ _x setBehaviour 'SAFE'; } forEach (curatorSelected select 1);";
+ };
+ class aware {
+ displayName = "$STR_Combat_Aware";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeBehaviour\aware_ca.paa";
+ statement = "{ _x setBehaviour 'AWARE'; } forEach (curatorSelected select 1);";
+ };
+ class combat {
+ displayName = "$STR_Combat_Combat";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeBehaviour\combat_ca.paa";
+ statement = "{ _x setBehaviour 'COMBAT'; } forEach (curatorSelected select 1);";
+ };
+ class stealth {
+ displayName = "$STR_Combat_Stealth";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeBehaviour\stealth_ca.paa";
+ statement = "{ _x setBehaviour 'STEALTH'; } forEach (curatorSelected select 1);";
+ };
+ };
+ class speed {
+ displayName = "$STR_HC_Menu_Speed";
+
+ class limited {
+ displayName = "$STR_Speed_Limited";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeSpeedMode\limited_ca.paa";
+ statement = "{_x setSpeedMode 'LIMITED';} forEach (curatorSelected select 1);";
+ };
+ class normal {
+ displayName = "$STR_Speed_Normal";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeSpeedMode\normal_ca.paa";
+ statement = "{_x setSpeedMode 'NORMAL';} forEach (curatorSelected select 1);";
+ };
+ class full {
+ displayName = "$STR_Speed_Full";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeSpeedMode\full_ca.paa";
+ statement = "{_x setSpeedMode 'FULL';} forEach (curatorSelected select 1);";
+ };
+ };
+ class formation {
+ displayName = "$STR_Formation";
+
+ class wedge {
+ displayName = "$STR_Wedge";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\wedge_ca.paa";
+ statement = "{_x setFormation 'WEDGE';} forEach (curatorSelected select 1);";
+ };
+ class vee {
+ displayName = "$STR_Vee";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\vee_ca.paa";
+ statement = "{_x setFormation 'VEE';} forEach (curatorSelected select 1);";
+ };
+ class line {
+ displayName = "$STR_Line";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\line_ca.paa";
+ statement = "{_x setFormation 'LINE';} forEach (curatorSelected select 1);";
+ };
+ class column {
+ displayName = "$STR_Column";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\column_ca.paa";
+ statement = "{_x setFormation 'COLUMN';} forEach (curatorSelected select 1);";
+ };
+ class file {
+ displayName = "$STR_File";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\file_ca.paa";
+ statement = "{_x setFormation 'FILE';} forEach (curatorSelected select 1);";
+ };
+ class stag_column {
+ displayName = "$STR_Staggered";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\stag_column_ca.paa";
+ statement = "{_x setFormation 'STAG COLUMN';} forEach (curatorSelected select 1);";
+ };
+ class ech_left {
+ displayName = "$STR_EchL";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\ech_left_ca.paa";
+ statement = "{_x setFormation 'ECH LEFT';} forEach (curatorSelected select 1);";
+ };
+ class ech_right {
+ displayName = "$STR_EchR";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\ech_right_ca.paa";
+ statement = "{_x setFormation 'ECH RIGHT';} forEach (curatorSelected select 1);";
+ };
+ class diamond {
+ displayName = "$STR_Diamond";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\diamond_ca.paa";
+ statement = "{_x setFormation 'DIAMOND';} forEach (curatorSelected select 1);";
+ };
+ };
+ };
+ class ZeusWaypoints {
+ displayName = "Waypoints";
+ icon = "\A3\UI_F_Curator\Data\CfgCurator\waypoint_ca.paa";
+
+ class behaviour {
+ displayName = "$STR_Combat_Mode";
+
+ class careless {
+ displayName = "$STR_Combat_Careless";
+ statement = "{ _x setWaypointBehaviour 'CARELESS'; } forEach (curatorSelected select 2);";
+ };
+ class safe {
+ displayName = "$STR_Combat_Safe";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeBehaviour\safe_ca.paa";
+ statement = "{ _x setWaypointBehaviour 'SAFE'; } forEach (curatorSelected select 2);";
+ };
+ class aware {
+ displayName = "$STR_Combat_Aware";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeBehaviour\aware_ca.paa";
+ statement = "{ _x setWaypointBehaviour 'AWARE'; } forEach (curatorSelected select 2);";
+ };
+ class combat {
+ displayName = "$STR_Combat_Combat";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeBehaviour\combat_ca.paa";
+ statement = "{ _x setWaypointBehaviour 'COMBAT'; } forEach (curatorSelected select 2);";
+ };
+ class stealth {
+ displayName = "$STR_Combat_Stealth";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeBehaviour\stealth_ca.paa";
+ statement = "{ _x setWaypointBehaviour 'STEALTH'; } forEach (curatorSelected select 2);";
+ };
+ };
+ class speed {
+ displayName = "$STR_HC_Menu_Speed";
+
+ class limited {
+ displayName = "$STR_Speed_Limited";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeSpeedMode\limited_ca.paa";
+ statement = "{ _x setWaypointSpeed 'LIMITED'; } forEach (curatorSelected select 2);";
+ };
+ class normal {
+ displayName = "$STR_Speed_Normal";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeSpeedMode\normal_ca.paa";
+ statement = "{ _x setWaypointSpeed 'NORMAL'; } forEach (curatorSelected select 2);";
+ };
+ class full {
+ displayName = "$STR_Speed_Full";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeSpeedMode\full_ca.paa";
+ statement = "{ _x setWaypointSpeed 'FULL'; } forEach (curatorSelected select 2);";
+ };
+ };
+ class formation {
+ displayName = "$STR_Formation";
+
+ class wedge {
+ displayName = "$STR_Wedge";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\wedge_ca.paa";
+ statement = "{_x setWaypointFormation 'WEDGE';} forEach (curatorSelected select 1);";
+ };
+ class vee {
+ displayName = "$STR_Vee";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\vee_ca.paa";
+ statement = "{_x setWaypointFormation 'VEE';} forEach (curatorSelected select 1);";
+ };
+ class line {
+ displayName = "$STR_Line";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\line_ca.paa";
+ statement = "{_x setWaypointFormation 'LINE';} forEach (curatorSelected select 1);";
+ };
+ class column {
+ displayName = "$STR_Column";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\column_ca.paa";
+ statement = "{_x setWaypointFormation 'COLUMN';} forEach (curatorSelected select 1);";
+ };
+ class file {
+ displayName = "$STR_File";
+ icon = "\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\file_ca.paa";
+ statement = "{_x setWaypointFormation 'FILE';} forEach (curatorSelected select 1);";
+ };
+ class stag_column {
+ displayName = "$STR_Staggered";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\stag_column_ca.paa";
+ statement = "{_x setWaypointFormation 'STAG COLUMN';} forEach (curatorSelected select 1);";
+ };
+ class ech_left {
+ displayName = "$STR_EchL";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\ech_left_ca.paa";
+ statement = "{_x setWaypointFormation 'ECH LEFT';} forEach (curatorSelected select 1);";
+ };
+ class ech_right {
+ displayName = "$STR_EchR";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\ech_right_ca.paa";
+ statement = "{_x setWaypointFormation 'ECH RIGHT';} forEach (curatorSelected select 1);";
+ };
+ class diamond {
+ displayName = "$STR_Diamond";
+ icon="\A3\UI_F_Curator\Data\RscCommon\RscAttributeFormation\diamond_ca.paa";
+ statement = "{_x setWaypointFormation 'DIAMOND';} forEach (curatorSelected select 1);";
+ };
+ };
+ };
+ class ZeusMarkers {
+ displayName = "$STR_A3_RscDisplayCurator_ModeMarkers_tooltip";
+ icon = "\A3\UI_F_Curator\Data\Displays\RscDisplayCurator\modeMarkers_ca.paa";
+ };
+};
diff --git a/addons/interaction/CfgVehicles.hpp b/addons/interaction/CfgVehicles.hpp
index 9e9dc4bc76..17c271f372 100644
--- a/addons/interaction/CfgVehicles.hpp
+++ b/addons/interaction/CfgVehicles.hpp
@@ -581,6 +581,13 @@ class CfgVehicles {
selection = "";
distance = 2;
condition = "true";
+ class ACE_OpenBox {
+ displayName = CSTRING(OpenBox);
+ condition = QUOTE(alive _target);
+ statement = QUOTE(_player action [ARR_2(QUOTE(QUOTE(Gear)), _target)]);
+ showDisabled = 0;
+ priority = -1;
+ };
};
};
class ACE_SelfActions {};
diff --git a/addons/interaction/config.cpp b/addons/interaction/config.cpp
index 7a68b2c12a..0afb2fc0fe 100644
--- a/addons/interaction/config.cpp
+++ b/addons/interaction/config.cpp
@@ -16,3 +16,4 @@ class CfgPatches {
#include "CfgVehicles.hpp"
#include "Menu_Config.hpp"
#include "ACE_Settings.hpp"
+#include "ACE_ZeusActions.hpp"
diff --git a/addons/interaction/stringtable.xml b/addons/interaction/stringtable.xml
index c1a9d463e9..5bd3282872 100644
--- a/addons/interaction/stringtable.xml
+++ b/addons/interaction/stringtable.xml
@@ -793,12 +793,19 @@
Passeggeri
Passageiros
+
+ Open
+ Otwórz
+ Otevřít
+ Abrir
+
Interaction System
System interakcji
Sistema de interacción
Interaktionssystem
Systém interakce
+ Sistema de interação
Enable Team Management
@@ -806,6 +813,7 @@
Habilitar gestión de equipos
Aktiviere Gruppenverwaltung
Povolit správu týmu
+ Habilitar gestão de equipes
Should players be allowed to use the Team Management Menu? Default: Yes
@@ -813,12 +821,15 @@
¿Deben tener permitido los jugadores el uso del menu de gestión de equipos? Por defecto: Si
Sollen Spieler das Gruppenverwaltungsmenü verwenden dürfen? Standard: Ja
Mohou hráči použít menu správy týmu? Výchozí: Ano
+ Devem os jogadores ter permissão de usar o menu de gestão de equipes? Padrão: Sim
-
+ Team management allows color allocation for team members, taking team command and joining/leaving teams.
Na zarządzanie drużyną składa się: przydział kolorów dla członków drużyny, przejmowanie dowodzenia, dołączanie/opuszczanie drużyn.
Die Gruppenverwaltung erlaubt die Zuweisung von Farben für Einheiten, die Kommandierung und das Beitreten/Verlassen einer Gruppe.
Správa týmu se skládá z: přidělení barev pro členy týmu, převzetí velení, připojení/odpojení.
+ O módulo de gestão de equipe é composto por: a atribuição de cores para os membros da equipe, comando das equipes, juntando-se / deixando equipes.
+ La gestión del equipo permite la asignación de colores para los miembros del equipo, tomando el mando del equipo y uniendo/dejando equipos.
\ No newline at end of file
diff --git a/addons/main/script_macros.hpp b/addons/main/script_macros.hpp
index 1fb4a0b622..ae1e1cb685 100644
--- a/addons/main/script_macros.hpp
+++ b/addons/main/script_macros.hpp
@@ -25,7 +25,7 @@
#ifndef STRING_MACROS_GUARD
#define STRING_MACROS_GUARD
#define LSTRING(var1) QUOTE(TRIPLES(STR,ADDON,var1))
- #define LESTRING(var1,var2) QUOTE(TRIPLES(STR,DOUBLES(PREFIX,var1),var2))
+ #define ELSTRING(var1,var2) QUOTE(TRIPLES(STR,DOUBLES(PREFIX,var1),var2))
#define CSTRING(var1) QUOTE(TRIPLES($STR,ADDON,var1))
#define ECSTRING(var1,var2) QUOTE(TRIPLES($STR,DOUBLES(PREFIX,var1),var2))
#endif
diff --git a/addons/map/XEH_postInitClient.sqf b/addons/map/XEH_postInitClient.sqf
index a3f377544b..52c904b1ce 100644
--- a/addons/map/XEH_postInitClient.sqf
+++ b/addons/map/XEH_postInitClient.sqf
@@ -18,7 +18,30 @@ call FUNC(determineZoom);
GVAR(lastStillTime) = ACE_time;
GVAR(isShaking) = false;
+ //Allow panning the lastStillPosition while mapShake is active
+ GVAR(rightMouseButtonLastPos) = [];
((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", {[] call FUNC(updateMapEffects);}];
+ ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["MouseMoving", {
+ if (GVAR(isShaking) && {(count GVAR(rightMouseButtonLastPos)) == 2}) then {
+ private["_lastPos", "_newPos"];
+ _lastPos = (_this select 0) ctrlMapScreenToWorld GVAR(rightMouseButtonLastPos);
+ _newPos = (_this select 0) ctrlMapScreenToWorld (_this select [1,2]);
+ GVAR(lastStillPosition) set [0, (GVAR(lastStillPosition) select 0) + (_lastPos select 0) - (_newPos select 0)];
+ GVAR(lastStillPosition) set [1, (GVAR(lastStillPosition) select 1) + (_lastPos select 1) - (_newPos select 1)];
+ GVAR(rightMouseButtonLastPos) = _this select [1,2];
+ TRACE_3("Mouse Move",_lastPos,_newPos,GVAR(rightMouseButtonLastPos));
+ };
+ }];
+ ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["MouseButtonDown", {
+ if ((_this select 1) == 1) then {
+ GVAR(rightMouseButtonLastPos) = _this select [2,2];
+ };
+ }];
+ ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["MouseButtonUp", {
+ if ((_this select 1) == 1) then {
+ GVAR(rightMouseButtonLastPos) = [];
+ };
+ }];
};
["SettingsInitialized", {
diff --git a/addons/map/stringtable.xml b/addons/map/stringtable.xml
index 930baf7835..9b7627e66e 100644
--- a/addons/map/stringtable.xml
+++ b/addons/map/stringtable.xml
@@ -7,6 +7,7 @@
Mapa
Karte
Mapa
+ Mapa
Map illumination?
@@ -14,6 +15,7 @@
¿Iluminación de mapa?
Kartenausleuchtung
Osvětlení mapy
+ Iluminação do mapa?
Calculate dynamic map illumination based on light conditions?
@@ -21,6 +23,7 @@
Calcula la iluminación dinámica del mapa basandose en las condiciones de luz
Berechne die Kartenauslichtung anhand des Umgebungslichts?
Vypočítat dynamické osvětlení mapy na základně světelných podmínek?
+ Calcular a iluminação dinâmica do mapa de acordo com as condições de luz?
Map shake?
@@ -28,6 +31,7 @@
¿Temblor de mapa?
Kamerawackeln
Třesení mapy?
+ Tremor de mapa?
Make map shake when walking?
@@ -35,6 +39,7 @@
Hace que el mapa tiemble cuando caminas
Kamerawackeln beim Gehen?
Umožnit třesení mapy za pochodu?
+ Tremer o mapa enquanto caminha?
Limit map zoom?
@@ -42,6 +47,7 @@
¿Limitar el zoom de mapa?
Kartenzoom einschränken
Omezit přiblížení mapy?
+ Limitar zoom do mapa?
Limit the amount of zoom available for the map?
@@ -49,6 +55,7 @@
Limita la cantidad de zoom disponible para el mapa
Zoomstufe der Karte einschränken?
Omezit stupeň přiblížení pro mapu?
+ Limitar a quantidade de zoom disponível para o mapa?
Show cursor coordinates?
@@ -56,6 +63,7 @@
¿Mostrar coordenadas de cursor?
Zeige Cursor-Koordinaten?
Zobrazit souřadnice u kurzoru?
+ Mostrar coordenadas no cursor?
Show the grid coordinates on the mouse pointer?
@@ -63,25 +71,35 @@
Muestra las coordenadas de la cuadricula en el puntero del ratón
Gitter-Koordinaten auf dem Mauszeiger anzeigen?
Zobrazit souřadnice u kurzoru v mapě?
+ Mostrar as coordenadas de grade no ponteiro do mouse?
-
Moduł ten pozwala dostosować opcje widoku ekranu mapy.
Dieses Modul erweitert die Kartenfunktionen.
Tento modul umožňuje přizpůsobit mapu s obrazem.
+ Este módulo permite que você personalize a tela de mapa.
Blue Force Tracking
Blue Force Tracking
- Seguimiento de fuerzas amigas
+ Blue Force Tracking
Blue Force Tracking
Blue Force Tracking
+ Rastreio de forças azuis
BFT Enable
+ RFA ativo
+ Aktywuj BFT
+ Povolit BFT
+ Activar BFT
Enable Blue Force Tracking. Default: No
+ Ativa Rastreio de Forças Azuis. Padrão: Não
+ Aktywuj Blue Force Tracking. Domyślnie: Nie
+ Povolit Blue Force Tracking. Výchozí: Ne
+ Activar Blue Force Tracking. Por defecto: No
Interval
@@ -89,6 +107,7 @@
Intervalo
Intervall
Interval
+ Intervalo
How often the markers should be refreshed (in seconds)
@@ -96,6 +115,7 @@
Frecuencia de actualización de los marcadores (en segundos)
Wie oft sollen die Markierungen aktualisiert werden (in Sekunden)
Jak často budou značky aktualizovány (v sekundách)
+ Frequência em que os marcadores devem ser atualizados (em segundos)
Hide AI groups?
@@ -103,6 +123,7 @@
¿Ocultar grupos de IA?
KI-Gruppen verstecken?
Skrýt AI skupiny?
+ Esconder grupos de IA?
Hide markers for 'AI only' groups?
@@ -110,12 +131,13 @@
Oculta las marcas de grupos 'solo IA'
Verstecke Marker für "nur KI"-Gruppen?
Skrýt značky pouze pro AI skupiny?
+ Esconder marcadores que pertencem ao grupo de IA?
-
Pozwala śledzić na mapie pozycje sojuszniczych jednostek za pomocą markerów BFT.
Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen.
Umožňuje sledovat přátelské jednokty na mapě v rámci BFT.
+ Permite que você acompanhe as posições no mapa das unidades aliadas com marcadores RFA.
\ No newline at end of file
diff --git a/addons/medical/ACE_Medical_Treatments.hpp b/addons/medical/ACE_Medical_Treatments.hpp
index 8eacf39006..079ae40506 100644
--- a/addons/medical/ACE_Medical_Treatments.hpp
+++ b/addons/medical/ACE_Medical_Treatments.hpp
@@ -11,6 +11,7 @@ class ACE_Medical_Actions {
treatmentTimeSelfCoef = 1;
items[] = {{"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_quikclot"}};
condition = "";
+ patientStateCondition = 0;
itemConsumed = 1;
callbackSuccess = QUOTE(DFUNC(treatmentBasic_bandage));
@@ -107,6 +108,7 @@ class ACE_Medical_Actions {
// Item required for the action. Leave empty for no item required.
items[] = {"ACE_fieldDressing"};
condition = "";
+ patientStateCondition = 0;
// Callbacks
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage));
callbackFailure = "";
@@ -206,6 +208,7 @@ class ACE_Medical_Actions {
items[] = {"ACE_surgicalKit"};
treatmentLocations[] = {QGVAR(useLocation_SurgicalKit)};
requiredMedic = QGVAR(medicSetting_SurgicalKit);
+ patientStateCondition = QGVAR(useCondition_SurgicalKit);
treatmentTime = "(count ((_this select 1) getVariable ['ACE_Medical_bandagedWounds', []]) * 5)";
callbackSuccess = "";
callbackProgress = QUOTE(DFUNC(treatmentAdvanced_surgicalKit_onProgress));
@@ -219,6 +222,7 @@ class ACE_Medical_Actions {
items[] = {"ACE_personalAidKit"};
treatmentLocations[] = {QGVAR(useLocation_PAK)};
requiredMedic = QGVAR(medicSetting_PAK);
+ patientStateCondition = QGVAR(useCondition_PAK);
treatmentTime = QUOTE((_this select 1) call FUNC(treatmentAdvanced_fullHealTreatmentTime));
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_fullHeal));
itemConsumed = QGVAR(consumeItem_PAK);
@@ -266,10 +270,10 @@ class ACE_Medical_Actions {
requiredMedic = 0;
treatmentTime = 15;
items[] = {};
- condition = "((_this select 1) getvariable ['ACE_medical_inCardiacArrest', false])";
+ condition = "!([(_this select 1)] call ace_common_fnc_isAwake)";
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
callbackFailure = "";
- callbackProgress = "(((_this select 0) select 1) getvariable ['ACE_medical_inCardiacArrest', false])";
+ callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)";
animationPatient = "";
animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
animationCaller = "AinvPknlMstpSlayWnonDnon_medic";
diff --git a/addons/medical/ACE_Settings.hpp b/addons/medical/ACE_Settings.hpp
index 2b28e91882..fcaba03aa0 100644
--- a/addons/medical/ACE_Settings.hpp
+++ b/addons/medical/ACE_Settings.hpp
@@ -133,6 +133,20 @@ class ACE_Settings {
value = 2;
values[] = {"Anywhere", "Medical vehicles", "Medical facility", "vehicle & facility", "Disabled"};
};
+ class GVAR(useCondition_PAK) {
+ displayName = CSTRING(AdvancedMedicalSettings_useCondition_PAK_DisplayName);
+ description = CSTRING(AdvancedMedicalSettings_useCondition_PAK_Description);
+ typeName = "SCALAR";
+ value = 0;
+ values[] = {"Anytime", "Stable"};
+ };
+ class GVAR(useCondition_SurgicalKit) {
+ displayName = CSTRING(AdvancedMedicalSettings_useCondition_SurgicalKit_DisplayName);
+ description = CSTRING(AdvancedMedicalSettings_useCondition_SurgicalKit_Description);
+ typeName = "SCALAR";
+ value = 0;
+ values[] = {"Anytime", "Stable"};
+ };
class GVAR(keepLocalSettingsSynced) {
typeName = "BOOL";
value = 1;
diff --git a/addons/medical/CfgVehicles.hpp b/addons/medical/CfgVehicles.hpp
index c8a4528ca5..66df5550fc 100644
--- a/addons/medical/CfgVehicles.hpp
+++ b/addons/medical/CfgVehicles.hpp
@@ -196,13 +196,21 @@ class CfgVehicles {
class consumeItem_PAK {
displayName = CSTRING(AdvancedMedicalSettings_consumeItem_PAK_DisplayName);
description = CSTRING(AdvancedMedicalSettings_consumeItem_PAK_Description);
-
typeName = "NUMBER";
class values {
class keep { name = CSTRING(No); value = 0; };
class remove { name = CSTRING(Yes); value = 1; default = 1; };
};
};
+ class useCondition_PAK {
+ displayName = CSTRING(AdvancedMedicalSettings_useCondition_PAK_DisplayName);
+ description = CSTRING(AdvancedMedicalSettings_useCondition_PAK_Description);
+ typeName = "NUMBER";
+ class values {
+ class AnyTime { name = CSTRING(AnyTime); value = 0; };
+ class Stable { name = CSTRING(Stable); value = 1; default = 1; };
+ };
+ };
class useLocation_PAK {
displayName = CSTRING(AdvancedMedicalSettings_useLocation_PAK_DisplayName);
description = CSTRING(AdvancedMedicalSettings_useLocation_PAK_Description);
@@ -227,15 +235,23 @@ class CfgVehicles {
displayName = CSTRING(AdvancedMedicalSettings_useLocation_SurgicalKit_DisplayName);
description = CSTRING(AdvancedMedicalSettings_useLocation_SurgicalKit_Description);
};
+ class useCondition_SurgicalKit: useCondition_PAK {
+ displayName = CSTRING(AdvancedMedicalSettings_useCondition_SurgicalKit_DisplayName);
+ description = CSTRING(AdvancedMedicalSettings_useCondition_SurgicalKit_Description);
+ class values {
+ class AnyTime { name = CSTRING(AnyTime); value = 0; default = 1; };
+ class Stable { name = CSTRING(Stable); value = 1; };
+ };
+ };
class healHitPointAfterAdvBandage {
displayName = CSTRING(AdvancedMedicalSettings_healHitPointAfterAdvBandage_DisplayName);
- description = CSTRING(AdvancedMedicalSettings_healHitPointAfterAdvBandage_Description);
+ description = CSTRING(AdvancedMedicalSettings_healHitPointAfterAdvBandage_Description);
typeName = "BOOL";
defaultValue = 0;
};
class painIsOnlySuppressed {
displayName = CSTRING(AdvancedMedicalSettings_painIsOnlySuppressed_DisplayName);
- description = CSTRING(AdvancedMedicalSettings_painIsOnlySuppressed_Description);
+ description = CSTRING(AdvancedMedicalSettings_painIsOnlySuppressed_Description);
typeName = "BOOL";
defaultValue = 1;
};
diff --git a/addons/medical/XEH_postInit.sqf b/addons/medical/XEH_postInit.sqf
index 0b51f57165..f9f821eeb3 100644
--- a/addons/medical/XEH_postInit.sqf
+++ b/addons/medical/XEH_postInit.sqf
@@ -92,7 +92,7 @@ GVAR(effectTimeBlood) = ACE_time;
[{
private["_bleeding", "_blood"];
// Zeus interface is open or player is dead; disable everything
- if (!(isNull (findDisplay 312)) or !(alive ACE_player)) exitWith {
+ if (!(isNull curatorCamera) or !(alive ACE_player)) exitWith {
GVAR(effectUnconsciousCC) ppEffectEnable false;
GVAR(effectUnconsciousRB) ppEffectEnable false;
GVAR(effectBlindingCC) ppEffectEnable false;
@@ -174,52 +174,54 @@ GVAR(lastHeartBeatSound) = ACE_time;
if ((ACE_time > GVAR(lastHeartBeat) + _interval)) then {
GVAR(lastHeartBeat) = ACE_time;
- // Pain effect
- _strength = (_pain - (ACE_player getvariable [QGVAR(painSuppress), 0])) max 0;
- _strength = _strength * (ACE_player getVariable [QGVAR(painCoefficient), GVAR(painCoefficient)]);
- if (GVAR(painEffectType) == 1) then {
- GVAR(effectPainCC) ppEffectEnable false;
- if (_pain > (ACE_player getvariable [QGVAR(painSuppress), 0]) && {alive ACE_player}) then {
- _strength = _strength * 0.15;
- GVAR(effectPainCA) ppEffectEnable true;
- GVAR(effectPainCA) ppEffectAdjust [_strength, _strength, false];
- GVAR(effectPainCA) ppEffectCommit 0.01;
- [{
- GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
- GVAR(effectPainCA) ppEffectCommit (_this select 1);
- }, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
- [{
- GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
+ // Pain effect, no pain effect in zeus camera
+ if (isNull curatorCamera) then {
+ _strength = (_pain - (ACE_player getvariable [QGVAR(painSuppress), 0])) max 0;
+ _strength = _strength * (ACE_player getVariable [QGVAR(painCoefficient), GVAR(painCoefficient)]);
+ if (GVAR(painEffectType) == 1) then {
+ GVAR(effectPainCC) ppEffectEnable false;
+ if (_pain > (ACE_player getvariable [QGVAR(painSuppress), 0]) && {alive ACE_player}) then {
+ _strength = _strength * 0.15;
+ GVAR(effectPainCA) ppEffectEnable true;
+ GVAR(effectPainCA) ppEffectAdjust [_strength, _strength, false];
GVAR(effectPainCA) ppEffectCommit 0.01;
- }, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
- [{
- GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
- GVAR(effectPainCA) ppEffectCommit (_this select 1);
- }, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
+ [{
+ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
+ GVAR(effectPainCA) ppEffectCommit (_this select 1);
+ }, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
+ [{
+ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
+ GVAR(effectPainCA) ppEffectCommit 0.01;
+ }, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
+ [{
+ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
+ GVAR(effectPainCA) ppEffectCommit (_this select 1);
+ }, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
+ } else {
+ GVAR(effectPainCA) ppEffectEnable false;
+ };
} else {
GVAR(effectPainCA) ppEffectEnable false;
- };
- } else {
- GVAR(effectPainCA) ppEffectEnable false;
- if (_pain > (ACE_player getvariable [QGVAR(painSuppress), 0]) && {alive ACE_player}) then {
- _strength = _strength * 0.9;
- GVAR(effectPainCC) ppEffectEnable true;
- GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - _strength,1 - _strength,0,0,0,0.2,2]];
- GVAR(effectPainCC) ppEffectCommit 0.01;
- [{
- GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
- GVAR(effectPainCC) ppEffectCommit (_this select 1);
- }, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
- [{
- GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
+ if (_pain > (ACE_player getvariable [QGVAR(painSuppress), 0]) && {alive ACE_player}) then {
+ _strength = _strength * 0.9;
+ GVAR(effectPainCC) ppEffectEnable true;
+ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - _strength,1 - _strength,0,0,0,0.2,2]];
GVAR(effectPainCC) ppEffectCommit 0.01;
- }, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
- [{
- GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
- GVAR(effectPainCC) ppEffectCommit (_this select 1);
- }, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
- } else {
- GVAR(effectPainCC) ppEffectEnable false;
+ [{
+ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
+ GVAR(effectPainCC) ppEffectCommit (_this select 1);
+ }, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
+ [{
+ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
+ GVAR(effectPainCC) ppEffectCommit 0.01;
+ }, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
+ [{
+ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
+ GVAR(effectPainCC) ppEffectCommit (_this select 1);
+ }, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
+ } else {
+ GVAR(effectPainCC) ppEffectEnable false;
+ };
};
};
};
diff --git a/addons/medical/XEH_preInit.sqf b/addons/medical/XEH_preInit.sqf
index a932ee5c9d..b479383468 100644
--- a/addons/medical/XEH_preInit.sqf
+++ b/addons/medical/XEH_preInit.sqf
@@ -56,6 +56,7 @@ PREP(isInMedicalFacility);
PREP(isInMedicalVehicle);
PREP(isMedic);
PREP(isMedicalVehicle);
+PREP(isInStableCondition);
PREP(itemCheck);
PREP(modifyMedicalAction);
PREP(onMedicationUsage);
diff --git a/addons/medical/functions/fnc_canTreat.sqf b/addons/medical/functions/fnc_canTreat.sqf
index 062a696fcd..4795ccc561 100644
--- a/addons/medical/functions/fnc_canTreat.sqf
+++ b/addons/medical/functions/fnc_canTreat.sqf
@@ -16,7 +16,7 @@
#include "script_component.hpp"
-private ["_caller", "_target", "_selectionName", "_className", "_config", "_medicRequired", "_items", "_locations", "_return", "_condition"];
+private ["_caller", "_target", "_selectionName", "_className", "_config", "_medicRequired", "_items", "_locations", "_return", "_condition", "_patientStateCondition"];
_caller = _this select 0;
_target = _this select 1;
_selectionName = _this select 2;
@@ -44,7 +44,6 @@ if !([_caller, _medicRequired] call FUNC(isMedic)) exitwith {false};
_items = getArray (_config >> "items");
if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exitwith {false};
-_locations = getArray (_config >> "treatmentLocations");
_return = true;
if (getText (_config >> "condition") != "") then {
@@ -62,6 +61,14 @@ if (getText (_config >> "condition") != "") then {
};
if (!_return) exitwith {false};
+_patientStateCondition = if (isText(_config >> "patientStateCondition")) then {
+ missionNamespace getvariable [getText(_config >> "patientStateCondition"), 0]
+} else {
+ getNumber(_config >> "patientStateCondition")
+};
+if (_patientStateCondition == 1 && {!([_target] call FUNC(isInStableCondition))}) exitwith {false};
+
+_locations = getArray (_config >> "treatmentLocations");
if ("All" in _locations) exitwith {true};
private [ "_medFacility", "_medVeh"];
diff --git a/addons/medical/functions/fnc_getUnconsciousCondition.sqf b/addons/medical/functions/fnc_getUnconsciousCondition.sqf
index 83955f7bd1..19d3bdec1d 100644
--- a/addons/medical/functions/fnc_getUnconsciousCondition.sqf
+++ b/addons/medical/functions/fnc_getUnconsciousCondition.sqf
@@ -16,7 +16,6 @@
private ["_unit","_return"];
_unit = _this select 0;
-if (GVAR(level) == 1) exitwith {true};
if (isnil QGVAR(unconsciousConditions)) then {
GVAR(unconsciousConditions) = [];
};
diff --git a/addons/medical/functions/fnc_handleBandageOpening.sqf b/addons/medical/functions/fnc_handleBandageOpening.sqf
index a92bf9029c..a86077cb3b 100644
--- a/addons/medical/functions/fnc_handleBandageOpening.sqf
+++ b/addons/medical/functions/fnc_handleBandageOpening.sqf
@@ -58,10 +58,10 @@ if (isClass (_config >> _className)) then {
_bandagedWounds = _target getvariable [QGVAR(bandagedWounds), []];
_exist = false;
-_injuryId = _injury select 0;
+_injuryType = _injury select 1;
_bandagedInjury = [];
{
- if ((_x select 0) == _injuryId) exitwith {
+ if ((_x select 1) == _injuryType && (_x select 2) == (_injury select 2)) exitwith {
_exist = true;
_existingInjury = _x;
_existingInjury set [3, (_existingInjury select 3) + _impact];
@@ -73,16 +73,11 @@ _bandagedInjury = [];
if !(_exist) then {
// [ID, classID, bodypart, percentage treated, bloodloss rate]
- _bandagedInjury = [_injuryId, _injury select 1, _injury select 2, _impact, _injury select 4];
+ _bandagedInjury = [_injury select 0, _injury select 1, _injury select 2, _impact, _injury select 4];
_bandagedWounds pushback _bandagedInjury;
};
-_target setvariable [QGVAR(bandagedWounds), _bandagedWounds, !USE_WOUND_EVENT_SYNC];
-
-if (USE_WOUND_EVENT_SYNC) then {
- // sync _bandagedInjury
-
-};
+_target setvariable [QGVAR(bandagedWounds), _bandagedWounds, true];
// Check if we are ever going to reopen this
if (random(1) <= _reopeningChance) then {
@@ -95,22 +90,19 @@ if (random(1) <= _reopeningChance) then {
_injuryIndex = _this select 3;
_injury = _this select 4;
- if (alive _target) then {
+ //if (alive _target) then {
_openWounds = _target getvariable [QGVAR(openWounds), []];
if ((count _openWounds)-1 < _injuryIndex) exitwith {};
_selectedInjury = _openWounds select _injuryIndex;
- if (_selectedInjury select 0 == _injury select 0) then { // matching the IDs
+ if (_selectedInjury select 1 == _injury select 1 && (_selectedInjury select 2) == (_injury select 2)) then { // matching the IDs
_selectedInjury set [3, (_selectedInjury select 3) + _impact];
_openWounds set [_injuryIndex, _selectedInjury];
- _target setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC];
- if (USE_WOUND_EVENT_SYNC) then {
- ["medical_propagateWound", [_target, _selectedInjury]] call EFUNC(common,globalEvent);
- };
+
_bandagedWounds = _target getvariable [QGVAR(bandagedWounds), []];
_exist = false;
- _injuryId = _injury select 0;
+ _injuryId = _injury select 1;
{
- if ((_x select 0) == _injuryId) exitwith {
+ if ((_x select 1) == _injuryId && (_x select 2) == (_injury select 2)) exitwith {
_exist = true;
_existingInjury = _x;
_existingInjury set [3, ((_existingInjury select 3) - _impact) max 0];
@@ -119,10 +111,11 @@ if (random(1) <= _reopeningChance) then {
}foreach _bandagedWounds;
if (_exist) then {
- _target setvariable [QGVAR(bandagedWounds), _bandagedWounds, !USE_WOUND_EVENT_SYNC];
+ _target setvariable [QGVAR(bandagedWounds), _bandagedWounds, true];
+ _target setvariable [QGVAR(openWounds), _openWounds, true];
};
};
// Otherwise something went wrong, we we don't reopen them..
- };
- }, [_target, _impact, _part, _injuryIndex, _injury], _delay, 0] call EFUNC(common,waitAndExecute);
+ //};
+ }, [_target, _impact, _part, _injuryIndex, +_injury], _delay, 0] call EFUNC(common,waitAndExecute);
};
diff --git a/addons/medical/functions/fnc_handleDamage.sqf b/addons/medical/functions/fnc_handleDamage.sqf
index ab6e6f2a68..aad69ee2fa 100644
--- a/addons/medical/functions/fnc_handleDamage.sqf
+++ b/addons/medical/functions/fnc_handleDamage.sqf
@@ -80,10 +80,10 @@ if (GVAR(level) < 2) then {
} else {
_damageReturn = _damageReturn min 0.89;
};
+
};
[_unit] call FUNC(addToInjuredCollection);
-
if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith {
if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
[_unit] call EFUNC(common,unloadPerson);
@@ -99,7 +99,7 @@ if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitW
if (_damageReturn >= 0.9 && {_selection in ["", "head", "body"]}) exitWith {
if (_unit getvariable ["ACE_isUnconscious", false]) exitwith {
[_unit] call FUNC(setDead);
- 0.89
+ 0.89;
};
if (_delayedUnconsicous) then {
[{
@@ -110,9 +110,9 @@ if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitW
[_this select 0, true] call FUNC(setUnconscious);
}, [_unit]] call EFUNC(common,execNextFrame);
};
- 0.89
+ 0.89;
};
- _damageReturn min 0.89;
+ 0.89;
};
if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
@@ -120,8 +120,7 @@ if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_dam
[_unit] call EFUNC(common,unloadPerson);
};
[_unit] call FUNC(setDead);
-
- 0.89
+ 0.89;
};
-_damageReturn
+_damageReturn;
diff --git a/addons/medical/functions/fnc_handleDamage_advanced.sqf b/addons/medical/functions/fnc_handleDamage_advanced.sqf
index 9da0d065ed..e617738a90 100644
--- a/addons/medical/functions/fnc_handleDamage_advanced.sqf
+++ b/addons/medical/functions/fnc_handleDamage_advanced.sqf
@@ -39,8 +39,6 @@ _damageBodyParts = _unit getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
-[_unit] call FUNC(handleDamage_advancedSetDamage);
-
_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
diff --git a/addons/medical/functions/fnc_handleDamage_caching.sqf b/addons/medical/functions/fnc_handleDamage_caching.sqf
index 9760770d71..99816ee274 100644
--- a/addons/medical/functions/fnc_handleDamage_caching.sqf
+++ b/addons/medical/functions/fnc_handleDamage_caching.sqf
@@ -81,12 +81,17 @@ if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) t
_args = _this select 0;
if (diag_frameno > (_args select 1) + 2) then {
+ (_args select 0) setDamage 0;
+
_cache_params = (_args select 0) getVariable [QGVAR(cachedHandleDamageParams), []];
_cache_damages = (_args select 0) getVariable QGVAR(cachedDamages);
{
_params = _x + [_cache_damages select _foreachIndex];
_params call FUNC(handleDamage_advanced);
}foreach _cache_params;
+
+ [(_args select 0)] call FUNC(handleDamage_advancedSetDamage);
+
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
}, 0, [_unit, diag_frameno] ] call CBA_fnc_addPerFrameHandler;
diff --git a/addons/medical/functions/fnc_isInStableCondition.sqf b/addons/medical/functions/fnc_isInStableCondition.sqf
new file mode 100644
index 0000000000..f7c22ed085
--- /dev/null
+++ b/addons/medical/functions/fnc_isInStableCondition.sqf
@@ -0,0 +1,30 @@
+/*
+* Author: Glowbal
+* Check if a unit is in a stable condition
+*
+* Arguments:
+* 0: The patient
+*
+* Return Value:
+* Is in stable condition
+*
+* Public: No
+*/
+
+#include "script_component.hpp"
+
+private ["_unit"];
+_unit = _this select 0;
+
+if (GVAR(level) <= 1) exitwith {
+ ([_unit] call FUNC(getBloodloss)) == 0;
+};
+
+_totalBloodLoss = 0;
+_openWounds = _unit getvariable [QGVAR(openWounds), []];
+{
+ // total bleeding ratio * percentage of injury left
+ _totalBloodLoss = _totalBloodLoss + ((_x select 4) * (_x select 3));
+}foreach _openWounds;
+
+(_totalBloodLoss == 0);
diff --git a/addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf b/addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf
index 5263044583..2960c65b9d 100644
--- a/addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf
+++ b/addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf
@@ -33,5 +33,7 @@ if !(_activated) exitWith {};
[_logic, QGVAR(consumeItem_SurgicalKit), "consumeItem_SurgicalKit"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(useLocation_PAK), "useLocation_PAK"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(useLocation_SurgicalKit), "useLocation_SurgicalKit"] call EFUNC(common,readSettingFromModule);
+[_logic, QGVAR(useCondition_PAK), "useCondition_PAK"] call EFUNC(common,readSettingFromModule);
+[_logic, QGVAR(useCondition_SurgicalKit), "useCondition_SurgicalKit"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(healHitPointAfterAdvBandage), "healHitPointAfterAdvBandage"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(painIsOnlySuppressed), "painIsOnlySuppressed"] call EFUNC(common,readSettingFromModule);
diff --git a/addons/medical/functions/fnc_setDead.sqf b/addons/medical/functions/fnc_setDead.sqf
index fe18ac581f..c29edcd5e3 100644
--- a/addons/medical/functions/fnc_setDead.sqf
+++ b/addons/medical/functions/fnc_setDead.sqf
@@ -49,7 +49,7 @@ if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal ==
_unit = _args select 0;
_startTime = _unit getvariable [QGVAR(reviveStartTime), 0];
- if (ACE_time - _startTime > GVAR(maxReviveTime)) exitwith {
+ if (GVAR(maxReviveTime) > 0 && {ACE_time - _startTime > GVAR(maxReviveTime)}) exitwith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
_unit setvariable [QGVAR(inReviveState), nil, true];
_unit setvariable [QGVAR(reviveStartTime), nil];
@@ -66,6 +66,11 @@ if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal ==
_unit setvariable [QGVAR(reviveStartTime), nil];
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
+ if (GVAR(level) >= 2) then {
+ if (_unit getvariable [QGVAR(heartRate), 60] > 0) then {
+ _unit setvariable [QGVAR(heartRate), 0];
+ };
+ };
}, 1, [_unit] ] call CBA_fnc_addPerFrameHandler;
false;
};
diff --git a/addons/medical/functions/fnc_setUnconscious.sqf b/addons/medical/functions/fnc_setUnconscious.sqf
index 3298c0a869..7e5cd8c1b7 100644
--- a/addons/medical/functions/fnc_setUnconscious.sqf
+++ b/addons/medical/functions/fnc_setUnconscious.sqf
@@ -6,10 +6,14 @@
* 0: The unit that will be put in an unconscious state
* 1: Set unconsciouns
* 2: Minimum unconscious ACE_time
+ * 3: Force AI Unconscious (skip random death chance)
*
* ReturnValue:
* nil
*
+ * Example:
+ * [bob, true] call ace_medical_fnc_setUnconscious;
+ *
* Public: yes
*/
diff --git a/addons/medical/functions/fnc_treatment.sqf b/addons/medical/functions/fnc_treatment.sqf
index 06cea8dfe3..18f3406df2 100644
--- a/addons/medical/functions/fnc_treatment.sqf
+++ b/addons/medical/functions/fnc_treatment.sqf
@@ -16,7 +16,7 @@
#include "script_component.hpp"
-private ["_caller", "_target", "_selectionName", "_className", "_config", "_medicRequired", "_items", "_locations", "_return", "_callbackProgress", "_treatmentTime", "_callerAnim", "_patientAnim", "_iconDisplayed", "_return", "_usersOfItems", "_consumeItems", "_condition", "_displayText", "_wpn", "_treatmentTimeConfig"];
+private ["_caller", "_target", "_selectionName", "_className", "_config", "_medicRequired", "_items", "_locations", "_return", "_callbackProgress", "_treatmentTime", "_callerAnim", "_patientAnim", "_iconDisplayed", "_return", "_usersOfItems", "_consumeItems", "_condition", "_displayText", "_wpn", "_treatmentTimeConfig", "_patientStateCondition"];
_caller = _this select 0;
_target = _this select 1;
_selectionName = _this select 2;
@@ -53,9 +53,6 @@ if !([_caller, _medicRequired] call FUNC(isMedic)) exitwith {false};
_items = getArray (_config >> "items");
if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exitwith {false};
-// Check allowed locations
-_locations = getArray (_config >> "treatmentLocations");
-
_return = true;
if (isText (_config >> "Condition")) then {
_condition = getText(_config >> "condition");
@@ -74,6 +71,16 @@ if (isText (_config >> "Condition")) then {
};
if (!_return) exitwith {false};
+_patientStateCondition = if (isText(_config >> "patientStateCondition")) then {
+ missionNamespace getvariable [getText(_config >> "patientStateCondition"), 0]
+} else {
+ getNumber(_config >> "patientStateCondition")
+};
+if (_patientStateCondition == 1 && {!([_target] call FUNC(isInStableCondition))}) exitwith {false};
+
+// Check allowed locations
+_locations = getArray (_config >> "treatmentLocations");
+
if ("All" in _locations) then {
_return = true;
} else {
diff --git a/addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf b/addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf
index 0a49420783..ade74a6ccb 100644
--- a/addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf
+++ b/addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf
@@ -23,7 +23,7 @@ _selectionName = _this select 2;
_className = _this select 3;
_items = _this select 4;
-// TODO replace by event system instead
-[[_caller, _target], QUOTE(DFUNC(treatmentAdvanced_CPRLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
-
+if (alive _target && {(_target getvariable [QGVAR(inCardiacArrest), false] || _target getvariable [QGVAR(inReviveState), false])}) then {
+ [[_caller, _target], QUOTE(DFUNC(treatmentAdvanced_CPRLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
+};
true;
diff --git a/addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf b/addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf
index 4bb14e1139..61723319a5 100644
--- a/addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf
+++ b/addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf
@@ -14,17 +14,15 @@
#include "script_component.hpp"
-private ["_caller","_target", "_n"];
+private ["_caller","_target", "_reviveStartTime"];
_caller = _this select 0;
_target = _this select 1;
-_n = _target getvariable [QEGVAR(common,ENABLE_REVIVE_COUNTER),0];
-if (_n > 0) then {
- _n = _n - random(20);
- if (_n < 0) then {
- _n = 0;
+if (_target getvariable [QGVAR(inReviveState), false]) exitwith {
+ _reviveStartTime = _target getvariable [QGVAR(reviveStartTime),0];
+ if (_reviveStartTime > 0) then {
+ _target setvariable [QGVAR(reviveStartTime), (_reviveStartTime + random(20)) min ACE_time];
};
- _target setvariable [QEGVAR(common,ENABLE_REVIVE_COUNTER), _n];
};
if (random(1)>= 0.6) exitwith {
diff --git a/addons/medical/functions/fnc_treatment_failure.sqf b/addons/medical/functions/fnc_treatment_failure.sqf
index 19352e5441..53fd03d2f3 100644
--- a/addons/medical/functions/fnc_treatment_failure.sqf
+++ b/addons/medical/functions/fnc_treatment_failure.sqf
@@ -60,4 +60,4 @@ if (isNil _callback) then {
_args call _callback;
-_args call FUNC(createLitter);
+// _args call FUNC(createLitter);
diff --git a/addons/medical/stringtable.xml b/addons/medical/stringtable.xml
index 6fa58bb759..5ceb625f59 100644
--- a/addons/medical/stringtable.xml
+++ b/addons/medical/stringtable.xml
@@ -1592,6 +1592,7 @@
Nada
Keine
Žádný
+ Nada
Weak
@@ -2211,6 +2212,7 @@
Bandażowanie usuwa ślady krwi
Obvázání odstraňuje skvrny od krve
El vendaje elimina las manchas de sangre
+ Bandagem remove manchas de sangue
Pain is only temporarily suppressed
@@ -2218,6 +2220,7 @@
Ból jest tymczasowo zwalczany
Bolest je potlačena pouze dočasně
El dolor se suprime solo temporalmente
+ Dor é suprimida somente temporáriamente
Pain Effect Type
@@ -2730,6 +2733,7 @@
Médico ACE
ACE-Medicsystem
ACE Zdravotnické
+ ACE Médico
Medical Settings [ACE]
@@ -2738,6 +2742,7 @@
Ajustes médicos [ACE]
Medizinische Einstellungen [ACE]
Lékařské nastavení [ACE]
+ Ajustes médicos [ACE]
Medical Level
@@ -2746,6 +2751,7 @@
Nivel médico
Medizinisches Level
Úroveň medického
+ Nível médico
What is the medical simulation level?
@@ -2754,6 +2760,7 @@
¿Cuál es el nivel de simulación médica?
Wie hoch soll das medizinische Simulationslevel sein?
Jaká je úroveň lékařské simulace?
+ Qual o nível de simulação médica?
Basic
@@ -2762,6 +2769,7 @@
Básico
Standard
Základní
+ Básica
Advanced
@@ -2770,6 +2778,7 @@
Avanzado
Erweitert
Pokročilé
+ Avançada
Medics setting
@@ -2778,6 +2787,7 @@
Configuración médica
Medizinische Einstellungen
Úroveň zdravotníků
+ Configuração médica
What is the level of detail prefered for medics?
@@ -2785,6 +2795,7 @@
Jaki jest poziom detali medycznych wyświetlanych dla medyków?
¿Cuál es el nivel de detalle preferido para los médicos?
Jaká úroveň detailů je preferována pro zdravotníky?
+ Qual o nível de detalhe preferido para os médicos?
Disable medics
@@ -2793,6 +2804,7 @@
Desactivar médicos
Sanitäter deaktivieren
Zakázat zdravotníky
+ Desativar médicos
Enable Litter
@@ -2801,6 +2813,7 @@
Activar restos médicos
Abfälle aktivieren
Povolit odpadky
+ Ativar lixo médico
Enable litter being created upon treatment
@@ -2809,6 +2822,7 @@
Activar los restos médicos que se crean en el tratamiento
Aktiviere Abfälle, wenn eine Behandlung durchgeführt wurde
Vytváří odpad zdravotnického materiálu pří léčení
+ Ativar lixo ser criado após tratamento
Life time of litter objects
@@ -2817,6 +2831,7 @@
Tiempo de vida de los restos médicos
Dauer des angezeigten Abfalls
Životnost pro odpadky
+ Tempo de vida dos objetos do lixo
How long should litter objects stay? In seconds. -1 is forever.
@@ -2825,6 +2840,7 @@
¿Por cuánto tiempo deben permanecer los restos médicos? En segundos. -1 es para siempre.
Wie lange sollen Abfälle am Boden liegen (in Sekunden)? -1 ist für immer.
Za jak dlouho začnou odpadky mizet? V sekundách. -1 navždy.
+ Quanto tempo os objetos do lixo devem ficar? Em segundos. -1 é para sempre.
Enable Screams
@@ -2833,6 +2849,7 @@
Activar gritos
Schreie aktivieren
Povolit křik
+ Ativar gritos
Enable screaming by injuried units
@@ -2841,6 +2858,7 @@
Activar gritos para unidades heridas
Aktiviere Schreie bei verletzten Einheiten
Povolit křičení zraněných jednotek
+ Ativa gritos para unidades feridas
Player Damage
@@ -2849,6 +2867,7 @@
Daño de jugador
Spielerschaden
Poškození hráče
+ Dano do jogador
What is the damage a player can take before being killed?
@@ -2857,6 +2876,7 @@
¿Cuál es el daño que un jugador puede sufrir antes de morir?
Wie viel Schaden kann ein Spieler erleiden, bevor er getötet wird?
Jaké poškození může hráč dostat než bude zabit?
+ Qal é o dano que um jogador pode sofrer antes de morrer?
AI Damage
@@ -2865,6 +2885,7 @@
Daño IA
KI-Schaden
Poškození AI
+ Dano da IA
What is the damage an AI can take before being killed?
@@ -2873,6 +2894,7 @@
¿Cuál es el daño que la IA puede sufrir antes de morir?
Wie viel Schaden kann eine KI erleiden, bis sie getötet wird?
Jaké poškození může AI dostat než bude zabito?
+ Qual é o dano que uma IA pode sofrer antes de morrer?
AI Unconsciousness
@@ -2881,6 +2903,7 @@
Inconsciencia IA
KI-Bewusstlosigkeit
Bezvědomí AI
+ Inconsciência da IA
Allow AI to go unconscious
@@ -2889,30 +2912,39 @@
Permita a la IA caer inconsciente
KI kann bewusstlos werden
Umožňuje AI upadnout do bezvědomí
+ Permite IA ficar inconsciente
Remote Controlled AI
IA controlada remotamente
+ IA controlada remotamente
+ Zdalnie sterowane AI
+ Vzdáleně ovládané AI
Treat remote controlled units as AI not players?
¿Tratar unidades remotamente controladas como IA?
+ Tratar unidades remotamente controladas como IA?
+ Traktuj jednostki zdalnie sterowane (przez Zeusa) jako AI, nie jako graczy?
+ Ošetřit vzdáleně ovládané jednotky jako AI, ne jako hráče?
Disabled
Отключено
Wyłączone
- Activado
+ Desactivado
Deaktiviert
Zakázáno
+ Desativado
Enabled
Включено
Włączone
- Desactivado
+ Activado
Aktiviert
Povoleno
+ Ativado
Prevent instant death
@@ -2921,6 +2953,7 @@
Prevenir muerte instantánea
Verhindere direkten Tod
Zabránit okamžité smrti
+ Previnir morte instantânea
Have a unit move to unconscious instead of death
@@ -2929,6 +2962,7 @@
Mover una unidad a inconsciente en vez de a muerta
Lässt eine Einheit bewusstlos werden anstatt zu sterben
Jednotka upadne do bezvědomí namísto smrti
+ Fazer a unidade ficar inconsciente invés de morrer
Bleeding coefficient
@@ -2937,6 +2971,7 @@
Coeficiente de sangrado
Verblutungsmultiplikator
Koeficient krvácení
+ Coeficiente de sangramento
Coefficient to modify the bleeding speed
@@ -2945,6 +2980,7 @@
Coeficiente para modificar la velocidad de sangrado
Multiplikator um die Verblutungsgeschwindigkeit zu verändern
Koeficient rychlosti krvácení
+ Coeficiente para modificar a velocidade do sangramento
Pain coefficient
@@ -2953,6 +2989,7 @@
Coeficiente de dolor
Schmerzmultiplikator
Koeficient bolesti
+ Coeficiente de dor
Coefficient to modify the pain intensity
@@ -2961,6 +2998,7 @@
Coeficiente para modificar la intensidad del dolor
Multiplikator um den Schmerzintensität zu verändern
Koeficient intenzity bolesti
+ Coeficiente para modificar a instensidade de dor
Sync status
@@ -2969,6 +3007,7 @@
Sincronizador estado
Status synchronisieren
Synchronizovat status
+ Sincronizar estado
Keep unit status synced. Recommended on.
@@ -2977,6 +3016,7 @@
Mantener el estado de la unidad sincronizado. Recomendado activado
Status der Einheit synchron halten. Sollte aktiviert bleiben.
Udržuje status jednotky synchronizovaný. Doporučeno zapnout.
+ Mater o estado da unidade sincronizado. Recomendado ativado.
Provides a medical system for both players and AI.
@@ -2985,6 +3025,7 @@
Proporciona un sistema médico para jugadores e IA.
Aktiviert ein medizinisches System für Spieler und KI.
Poskytuje zdravotní systém pro hráče a AI.
+ Proporciona o sistema médico para os jogadores e a IA.
Advanced Medical Settings [ACE]
@@ -2993,6 +3034,7 @@
Ajustes médicos avanzados [ACE]
Erweiterte medizinische Einstellungen [ACE]
Pokročilé zdravotnické nastavení [ACE]
+ Ajustes médicos avançados [ACE]
Enabled for
@@ -3001,6 +3043,7 @@
Hablitado para
Aktiviert für
Povoleno pro
+ Habilitado para
Select what units the advanced medical system will be enabled for
@@ -3009,6 +3052,7 @@
Seleccione para qué unidades será habilitado el sistema médico avanzado
Wähle aus welche Einheiten das erweiterte medizinische System haben
Vyberte, pro jaké jednotky bude pokročilý zdravotní systém povolen
+ Selecione quais unidades o sistema médico avançado será habilitado
Players only
@@ -3017,6 +3061,7 @@
Solo jugadores
Nur Spieler
Pouze hráči
+ Somente jogadores
Players and AI
@@ -3025,6 +3070,7 @@
Jugadors e IA
Spieler und KI
Hráči a AI
+ Jogadores e IA
Enable Advanced wounds
@@ -3033,6 +3079,7 @@
Activa heridas avanzadas
Aktiviere erweiterte Wunden
Povolit pokročilé zranění
+ Ativar ferimentos avançados
Allow reopening of bandaged wounds?
@@ -3041,6 +3088,7 @@
Permitir la reapertura de las heridas vendadas?
Erlaube das Öffnen von bandagierten Wunden?
Umožnit znovuotevření zavázané rány?
+ Permitr reabertura de ferimentos enfaixados?
Vehicle Crashes
@@ -3049,6 +3097,7 @@
Accidentes de vehículos
Fahrzeugunfälle
Poškození z kolize
+ Batidas de veículos
Do units take damage from a vehicle crash?
@@ -3057,6 +3106,7 @@
¿Las unidades reciben daño de un accidente de tráfico?
Bekommen Einheiten von Fahrzeugunfällen Schaden?
Dostane jednotka poškození při autonehodě?
+ As unidades recebem dano de uma batida de veículo?
Allow PAK
@@ -3065,6 +3115,7 @@
Permitir EPA
Erlaube Erstehilfekasten
Povolit osobní lékárničky
+ Permitir Kit de Primeiros Socorros
Who can use the PAK for full heal?
@@ -3073,6 +3124,7 @@
¿Quién puede utilizar el EPA para una cura completa?
Wer kann den Erstehilfekasten für eine Endheilung verwenden?
Kdo může použít osobní lékárničku pro plné vyléčení?
+ Quem pode usar o KPS para cura completa?
Anyone
@@ -3081,6 +3133,7 @@
Nadie
Jeder
Kdokoliv
+ Qualquer um
Medics only
@@ -3089,6 +3142,7 @@
Solo médicos
Nur Sanitäter
Pouze zdravotník
+ Somente médicos
Doctors only
@@ -3097,6 +3151,7 @@
Solo doctores
Nur Ärzte
Pouze doktor
+ Somente doutores
Remove PAK on use
@@ -3105,6 +3160,7 @@
Eliminar EPA después del uso
Entferne Erstehilfekasten bei Verwendung
Odebrat osobní lékárničku po použití
+ Remover o KPS depois do uso
Should PAK be removed on usage?
@@ -3113,6 +3169,7 @@
El EPA será eliminado después de usarlo
Sollen Erstehilfekästen bei Verwendung entfernt werden?
Má se osobní lékárnička odstranit po použití?
+ Deve o KPS ser removido depois do uso?
Locations PAK
@@ -3121,14 +3178,26 @@
Ubicacions del EPA
Orte für Erstehilfekasten
Lokace osobní lékárničky
+ Localizações do KPS
- Where can the personal aid kit be used?
+ Where can the Personal Aid Kit be used?
Где может использоваться аптечка?
Gdzie można korzystać z apteczek osobistych?
¿Dónde se puede utilizar el equipo de primeros auxilios?
Wo kann der Erstehilfekasten verwendet werden?
- Kde může být osobní lékárnička použita?
+ Kde může být použita osobní lékárnička?
+ Onde o kit de primeiros socorros pode ser utilizado?
+
+
+ Condition PAK
+ Podmínka osobní lékárničky
+ Condición EPA
+
+
+ When can the Personal Aid Kit be used?
+ Kde může být použita osobní lékárnička?
+ ¿Cuando se puede utilizar el Equipo de primeros auxilios?
Anywhere
@@ -3137,6 +3206,7 @@
Donde sea
Überall
Kdekoliv
+ Qualquer lugar
Medical vehicles
@@ -3145,6 +3215,7 @@
Vehiculos médicos
Medizinische Fahrzeuge
Zdravotnická vozidla
+ Veículos médcos
Medical facility
@@ -3153,6 +3224,7 @@
Centro médico
Medizinische Einrichtungen
Zdravotnické zařízení
+ Instalação médica
Vehicles & facility
@@ -3161,6 +3233,7 @@
Vehículos y centros
Fahrzeuge & Einrichtungen
Vozidla a zařízení
+ Veículos e instalações
Disabled
@@ -3169,6 +3242,7 @@
Desactivado
Deaktiviert
Zakázáno
+ Desativado
Allow Surgical kit (Adv)
@@ -3177,6 +3251,7 @@
Permitir equipo quirúrgico (Avanzado)
Erlaube Operationskasten
Povolit chirurgickou soupravu (Pokr.)
+ Permite kit cirúrgico (avançado)
Who can use the surgical kit?
@@ -3185,6 +3260,7 @@
¿Quién puede utilizar el equipo quirúrgico?
Wer kann den Operationskasten verwenden?
Kdo může použít chirurgickou soupravu?
+ Quem pode usar o kit cirúrgico?
Remove Surgical kit (Adv)
@@ -3193,6 +3269,7 @@
Eliminar equipo quirúrgico (Avanzado)
Enrtferne Operationskasten (erweitert)
Odebrat chirurgickou soupravu (Pokr.)
+ Remover kit cirúrgico (avançado)
Should Surgical kit be removed on usage?
@@ -3201,6 +3278,7 @@
Eliminar el equipo quirúrgico después del uso
Entferne Operationskästen bei Verwendung?
Odebrat chirurgickou soupravu po použití?
+ Deve o kit cirúrgico ser removido após o uso?
Locations Surgical kit (Adv)
@@ -3209,6 +3287,7 @@
Ubicaciones del equipo quirúrgico (Avanzado)
Orte für Operationskästen (erweitert)
Lokace chirurgické soupravy (Pokr.)
+ Localizações do kit cirúrgico (avançado)
Where can the Surgical kit be used?
@@ -3217,6 +3296,17 @@
Dónde se puede utilizar el equipo quirúrgico
Wo kann der Operationskasten verwendet werden?
Kde může být použita chirurgická souprava?
+ Onde o kit cirúrgico pode ser utilizado?
+
+
+ Condition Surgical kit (Adv)
+ Podmínka chirurgické soupravy (Pokr.)
+ Condición de equipo quirúrgico (Av)
+
+
+ When can the Surgical kit be used?
+ Kde může být použita chirurgická souprava?
+ ¿Cuando se puede utilizar el equipo quirúrgico?
Bloodstains
@@ -3224,6 +3314,7 @@
Plamy krwi
Skvrny od krve
Manchas de sangre
+ Manchas de sangue
Bandaging removes bloodstains
@@ -3231,6 +3322,7 @@
Bandażowanie usuwa ślady krwi
Obvázání odstraňuje skvrny od krve
El vendaje elimina las manchas de sangre
+ Bandagem remove manchas de sangue
Pain suppression
@@ -3238,6 +3330,7 @@
Zwalczanie bólu
Potlačení bolesti
Supresión del dolor
+ Supressão de dor
Pain is only temporarily suppressed, not removed
@@ -3245,6 +3338,7 @@
Ból jest tylko tymczasowo zwalczany, nie jest usuwany trwale
Bolest je potlačena, ale jen dočastně
El dolor se suprime solo temporalmente, no se elimina.
+ Dor é somente temporáriamente suprimida, não removida
Configure the treatment settings from ACE Medical
@@ -3253,6 +3347,7 @@
Configure las opciones de tratamiento del ACE Médico
Behandlungseinstellungen vom ACE-Medical konfigurieren
Konfigurace nastavení léčby ze zdravotnické systému ACE
+ Configure as opções de tratamento do ACE Médico
Revive Settings [ACE]
@@ -3261,6 +3356,7 @@
Sistema de resucitado [ACE]
Wiederbelebungseinstellungen [ACE]
Nastavení oživení [ACE]
+ Sistema de reavivamento [ACE]
Enable Revive
@@ -3269,6 +3365,7 @@
Habilitar resucitado
Erlaube Wiederbelebung
Povolit oživení
+ Habilitar reavivamento
Enable a basic revive system
@@ -3277,6 +3374,7 @@
Habilitar un sistema básico de resucitado
Aktiviere Standard-Wiederbelebungssystem
Povolit základní systém oživení
+ Habilitar um sistema básico de reavivamento
Max Revive time
@@ -3285,6 +3383,7 @@
Tiempo máximo de resucitado
Maximale Wiederbelebungszeit
Maximální čas pro oživení
+ Tempo máximo de reavivamento
Max amount of seconds a unit can spend in revive state
@@ -3293,6 +3392,7 @@
Cantidad máxima de segundos que una unidad puede gastar en estado de resucitación
Maximale Zeitspanne in Sekunden die eine Einheit im Wiederbelebungszustand verbringen kann
Maximální doba v agónii v sekundách
+ Quantidade máxima de segundos que uma unidade pode gastar em um estado de reavivamento
Max Revive lives
@@ -3301,6 +3401,7 @@
Vidas máximas de resucitado
Maximale Leben bei Wiederbelebung
Maximální počet oživení
+ Vidas máximas do reavivado
Max amount of lives a unit. 0 or -1 is disabled.
@@ -3309,6 +3410,7 @@
Cantidad máxima de vidas por unidad. 0 o -1 es desactivado.
Maximale Anzahl von Leben einer Einheit. 0 or -1 bedeutet deaktiviert.
Maximální počet životu pro jednotku. 0 nebo -1 je zakázáno.
+ Quantidade máxima de vidas por unidade. 0 ou -1 é desativado.
Provides a medical system for both players and AI.
@@ -3317,6 +3419,7 @@
Proporciona un sistema médico para jugadores e IA.
Aktiviert das Medicsystem für Spieler und KI.
Poskytuje zdravotní systém pro hráče a AI.
+ Proporciona um sistema médico para jogadores e IA.
Set Medic Class [ACE]
@@ -3325,6 +3428,7 @@
Establecer case médica [ACE]
Setze Sanitäterklassen [ACE]
Určit třídu medika [ACE]
+ Definir classe médica [ACE]
List
@@ -3333,6 +3437,7 @@
Lista
Liste
Seznam
+ Lista
List of unit names that will be classified as medic, separated by commas.
@@ -3341,6 +3446,7 @@
Lista de los nombres de las unidades que se clasifican como médico, separados por comas.
Liste von Namen, die als Sanitäter verwendet werden. Wird durch Kommas getrennt.
Seznam osob které budou klasifikovány jako zdravotník, oddělené čárkami.
+ Lista dos nomes das unidades que se classificam como médicos, separados por vírgulas.
Is Medic
@@ -3349,13 +3455,13 @@
Es médico
Ist Sanitäter
Je zdravotník
+ É médico
-
-
-
+ Moduł ten pozwala przypisać klasę medyczną wybranym jednostkom.
Dieses Modul legt fest welche Einheit ein Sanitäter ist.
Tento modul určuje, která jednotka je zdravotník.
+ Este módulo determina qual unidade é um paramédico.
None
@@ -3364,6 +3470,7 @@
Nada
Keine
Žádný
+ Nada
Regular medic
@@ -3372,6 +3479,7 @@
Médico regular
Normaler Sanitäter
Řadový zdravotník
+ Médico regular
Doctor (Only Advanced Medics)
@@ -3380,6 +3488,7 @@
Doctor (Solo medicina avanzada)
Arzt (nur erweiterte Sanitäter)
Doktor (Pouze pokročilý zdravotníci)
+ Doutor (Somente médicos avançados)
Assigns the ACE medic class to a unit
@@ -3388,6 +3497,7 @@
Asigna la clase médico ACE a una unidad
Weise die ACE-Sanitäterklasse einer Einheit zu
Přiřadí ACE třídu zdravotníka do jednotky
+ Atribui a classe médica do ACE a uma unidade
Set Medical Vehicle [ACE]
@@ -3396,6 +3506,7 @@
Establecer vehículos médicos [ACE]
Setze medizinisches Fahrzeug [ACE]
Určit zdravotnické vozidlo [ACE]
+ Definir veículo médico [ACE]
List
@@ -3404,6 +3515,7 @@
Lista
Liste
Seznam
+ Lista
List of vehicles that will be classified as medical vehicle, separated by commas.
@@ -3412,6 +3524,7 @@
Lista de los vehículos que se clasifican como vehículo médicos, separados por comas.
Liste ovn Fahrzeugen, die als medizinische Fahrzeuge verwendet werden. Wird durch Kommas getrennt.
Seznam vozidel které budou klasifikovány jako zdravotnická vozidla, oddělené čárkami.
+ Lista de veículos que serão classificados como veículos médicos, separados por vírgulas.
Is Medical Vehicle
@@ -3420,6 +3533,7 @@
Es vehículo médico
Ist medizinisches Fahrzeug
Je zdravotnické vozidlo
+ É um veículo médico
Whatever or not the objects in the list will be a medical vehicle.
@@ -3428,6 +3542,7 @@
Cualquiera de la lista o fuera de ella será un vehículo médico.
Leg fest ob das Objekt in der Liste ein medizinisches Fahrzeug ist.
Ať už jsou nebo nejsou objekty v seznamu budou zdravotnická vozidla.
+ Se serão ou não os objetos dessa lista veículos médicos.
Assigns the ACE medic class to a unit
@@ -3436,6 +3551,7 @@
Asigna la clase médico ACE a una unidad
Weist die ACE-Sanitäterklasse einer Einheit zu
Přiřadí ACE třídu zdravotníka do jednotky
+ Atribui a classe médica ACE a uma unidade
Set Medical Facility [ACE]
@@ -3444,6 +3560,7 @@
Establece el centro médico [ACE]
Setze medizinische Einrichtung [ACE]
Určit zdravotnické zařízení [ACE]
+ Definir instalação médica [ACE]
Is Medical Facility
@@ -3452,6 +3569,7 @@
Es centro médico
Ist eine medizinische Einrichtung
Je zdravotnické zařízení
+ É uma instalação médica
Registers an object as a medical facility
@@ -3460,6 +3578,7 @@
Registra un objeto como un centro médico
Definiert ein Objekt als medizinische Einrichtung
Registruje objekt jako zdravotnické zařízení
+ Registra um objeto como instalacão médica
Defines an object as a medical facility. This allows for more advanced treatments. Can be used on buildings and vehicles.
@@ -3468,6 +3587,7 @@
Define un objeto como un centro médico. Esto permite tratamientos más avanzados. Se puede utilizar en edificios y vehículos.
Definiert ein Objekt als medizinische Einrichtung. Das ermöglicht weitere Behandlungen. Kann bei Gebäuden und Fahrzeugen verwendet werden.
Definuje objekt jako zdravotnické zařízení. To umožňuje více pokročilé léčení. Může být použito na budovy nebo na vozidla.
+ Define um objeto como instalação médica. Isso permite tratamentos mais avançados. Pode ser utilizado em edifícios e veículos.
[ACE] Medical Supply Crate (Basic)
@@ -3476,6 +3596,7 @@
[ACE] Caja de suministros médicos (Básica)
[ACE] Medizinische Kiste (standard)
[ACE] Zdravotnické zásoby (základní)
+ [ACE] Caixa com suprimentos médicos
[ACE] Medical Supply Crate (Advanced)
@@ -3484,6 +3605,7 @@
[ACE] Caja de suministros médicos (Avanzada)
[ACE] Medizinische Kiste (erweitert)
[ACE] Zdravotnické zásoby (pokročilé)
+ [ACE] Caixa com suprimentos médicos (Avançados)
Yes
@@ -3509,5 +3631,15 @@
Não
No
+
+ Anytime
+ Kdykoli
+ Siempre
+
+
+ Stable
+ Stabilní
+ Estable
+
\ No newline at end of file
diff --git a/addons/microdagr/stringtable.xml b/addons/microdagr/stringtable.xml
index 4a933fc993..7d3ac64af5 100644
--- a/addons/microdagr/stringtable.xml
+++ b/addons/microdagr/stringtable.xml
@@ -306,12 +306,14 @@
Wypełnienie mapy MicroDAGR
Relleno del mapa MicroDAGR
MicroDAGR - Vyplnění mapy
+ Preenchimento de mapa do MicroDAGR
MicroDAGR Map Fill
Wypełnienie mapy MicroDAGR
Relleno del mapa MicroDAGR
MicroDAGR - Vyplnění mapy
+ Preenchimento de mapa do MicroDAGR
How much map data is filled on MicroDAGR's
@@ -319,6 +321,7 @@
Cuanta información está disponible en el mapa del MicroDAG
Wie viel Daten auf einem MicroDAGR zu sehen sind
Kolik informací je načteno do MicroDAGR?
+ Quanta informação é preenchida no mapa do MicroDAGR
Full Satellite + Buildings
@@ -326,6 +329,7 @@
Satelite completo + Edificios
Satellitenbild + Gebäude
Satelit + Budovy
+ Satélite completo + Edifícios
Topographical + Roads
@@ -333,6 +337,7 @@
Topografico + Carreteras
Topografisch + Straßen
Topografické + Cesty
+ Topográfico + Estradas
None (Cannot use map view)
@@ -340,6 +345,7 @@
Nada (No se puede el mapa)
Keine (kann keine Kartenansicht verwenden)
Žádný (Nelze použít zobrazení mapy)
+ Nada (Não pode usar a tela de mapa)
Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.<br />Source: microDAGR.pbo
@@ -347,6 +353,7 @@
Controla la cantidad de información disponible en el microDAGR. Menos datos limitan la vista del mapa a mostrar menos en el minimapa.<br />Fuente: microDAGR.pbo
Steuert wie viel Daten auf dem microDAGR zu sehen ist. Weniger Daten schränken die Kartenansicht ein, um mehr auf der Minimap zu sehen.<br />Quelle: microDAGR.pbo
Tento modul umožňuje kontrolovat, kolik informací je obsaženo v MicroDAGR. Menší množství dat omezené zobrazením mapy ukazují méně věcí na minimapě.<br />Zdroj: microDAGR.pbo
+ Controla quantos dados são preenchidos nos itens microDAGR. Menos dados restringe a visualização de mapa para mostrar menos informações no minimapa<br/>Fonte: MicroDAGR.pbo
\ No newline at end of file
diff --git a/addons/missileguidance/stringtable.xml b/addons/missileguidance/stringtable.xml
index 4c18c2f4c7..2845767f15 100644
--- a/addons/missileguidance/stringtable.xml
+++ b/addons/missileguidance/stringtable.xml
@@ -103,6 +103,7 @@
Desactivado
Aus
Vypnout
+ Desligado
Player Only
@@ -110,6 +111,7 @@
Solo jugador
Nur Spieler
Pouze hráči
+ Somente jogador
Player and AI
@@ -117,6 +119,7 @@
Jugador e IA
Spieler und KI
Hráči a AI
+ Jogador e IA
\ No newline at end of file
diff --git a/addons/missionmodules/stringtable.xml b/addons/missionmodules/stringtable.xml
index 2cdd0ba8a6..b99285850d 100644
--- a/addons/missionmodules/stringtable.xml
+++ b/addons/missionmodules/stringtable.xml
@@ -7,6 +7,7 @@
Módulo de misiones ACE
ACE-Missionsmodule
ACE Moduly mise
+ Módulo de missões ACE
Ambiance Sounds [ACE]
@@ -14,6 +15,7 @@
[ACE] Sonidos ambiente
Umgebungsgeräusche [ACE]
Zvuky prostředí [ACE]
+ [ACE] Sons ambientes
Sounds
@@ -21,6 +23,7 @@
Sonidos
Sounds
Zvuky
+ Sons
Class names of the ambiance sounds to be played. Seperated by ','
@@ -28,6 +31,7 @@
Class names de los sonidos ambiente que se reproducirán. Separados por ','
Klassennamen der Umgebungsgeräusche, die abgespielt werden sollen. Getrennt durch ","
Class names zvuků prostředí, které budou přehrány. Oddělené ','
+ Nomes de classe dos sons de ambiente para serem reproduzidos. Separados por ","
Minimal Distance
@@ -35,6 +39,7 @@
Distancia mínima
Mindestabstand
Minimální vzdálenost
+ Distância mínima
Used for calculating a random position and sets the minimal distance between the players and the played sound file(s)
@@ -42,6 +47,7 @@
Usado para calcular una posición aleatoria y establecer la distancia mínima entre los jugadores y los ficheros de sonido reproducidos
Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Mindestabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest
Používá se pro výpočet náhodné pozice a určuje minimální vzdálenost mezi hráči a přehrávaným zvukem.
+ Usada para calcular uma posição aleatória e definir a distância mínima entre os jogadores e os arquivos de sons que estão sendo reproduzidos.
Maximum Distance
@@ -49,6 +55,7 @@
Distancia máxima
Maximalabstand
Maximální vzdálenost
+ Distância máxima
Used for calculating a random position and sets the maximum distance between the players and the played sound file(s)
@@ -56,6 +63,7 @@
Usado para calcular una posición aleatoria y establecer la distancia máxima entre los jugadores y los ficheros de sonido reproducidos
Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Maximalabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest
Používá se pro výpočet náhodné pozice a určuje maximální vzdálenost mezi hráči a přehrávaným zvukem.
+ Usado para calcular uma posição aleatória e definir uma distância máxima entre os jogadores e os arquivos de sons que estão sendo reproduzidos.
Minimal Delay
@@ -63,6 +71,7 @@
Retraso mínimo
Minimale Verzögerung
Minimální prodleva
+ Atraso mínimo
Minimal delay between sounds played
@@ -70,6 +79,7 @@
Retraso mínimo entre los sonidos reproducidos
Minimale Verzögerung zwischen abzuspielenden Sounds
Minimální prodleva mezi přehrávanými zvuky
+ Atraso mínimo entre os sons reproduzidos
Maximum Delay
@@ -77,6 +87,7 @@
Retraso máximo
Maximale Verzögerung
Maximální prodleva
+ Atraso máximo
Maximum delay between sounds played
@@ -84,6 +95,7 @@
Retraso máximo entre los sonidos reproducidos
Maximale Verzögerung zwischen abzuspielenden Sounds
Maximální prodleva mezi přehrávanými zvuky
+ Atraso máximo entre os sons reproduzidos
Follow Players
@@ -91,6 +103,7 @@
Seguir jugadores
Spielern folgen
Následovat hráče
+ Seguir jogadores
Follow players. If set to false, loop will play sounds only nearby logic position.
@@ -98,6 +111,7 @@
Seguir jugadores. Si esta desabilitado (false), se reproducirán sonidos en bucle solo cerca de la posición lógica.
Spielern folgen. Wenn auf falsch gesetzt, werden Sounds nur in der Nähe des Logikmoduls abgespielt.
Následuj hráče. Pokud je FALSE, smyčka zvuku bude přehrávána na nejbližší pozici logiki.
+ Segue os jogadores. Se esta desabilitado (falso), o loop reproduzirá os sons somente perto de sua posição lógica.
Volume
@@ -105,6 +119,7 @@
Volumen
Lautstärke
Hlasitost
+ Volume
The volume of the sounds played
@@ -112,6 +127,7 @@
Volumen de los sonidos reproducidos
Lautstärke der abzuspielenden Sounds
Hlasitost přehrávaného zvuku
+ O volume em que os sons serão reproduzidos
Ambiance sounds loop (synced across MP)
@@ -119,6 +135,7 @@
Bucle de sonidos ambiente (sincronizados en MP)
Umgebungsgeräusch-Schleife (im MP synchronisiert)
Smyčka okkolního zvuku (synchronizováno v MP)
+ Loop de sons ambientes (sincronizados através do MP)
\ No newline at end of file
diff --git a/addons/mk6mortar/stringtable.xml b/addons/mk6mortar/stringtable.xml
index e3a80bdee7..26ab485db2 100644
--- a/addons/mk6mortar/stringtable.xml
+++ b/addons/mk6mortar/stringtable.xml
@@ -55,6 +55,7 @@
Ajustes MK6
MK6-Einstellungen
MK6 - Nastavení
+ Ajustes do MK6
Air Resistance
@@ -62,6 +63,7 @@
Resistencia al aire
Luftwiderstand
Odpor vzduchu
+ Resistência do Ar
For Player Shots, Model Air Resistance and Wind Effects
@@ -69,6 +71,7 @@
Para disparos del jugador, modelo de resistencia al aire y efectos de viento
Für Spielerschüsse, Luftwiderstand und Windeffekte
Pro hráčovu střelbu, Model odporu vzduchu a povětrných podmínek
+ Para disparos do jogador, modelo de resistência de ar e efeitos de vento
Allow MK6 Computer
@@ -76,6 +79,7 @@
Habilitar ordenador del MK6
Erlaube MK6-Computer
MK6 - Povolit počítač
+ Permitir computador do MK6
Show the Computer and Rangefinder (these NEED to be removed if you enable air resistance)
@@ -83,6 +87,7 @@
Muestra el ordenador y el medidor de distancia (DEBEN ser quitados si se activa la resistecia al aire)
Zeige den Computer und den Entfernungsmesser an (diese MÜSSEN entfernt werden, wenn der Luftwiderstand aktiviert ist)
Zobrazit počítač a dálkoměr (toto MUSÍ být odstraněno pokud je zapnut odpor vzduchu)
+ Mostra o computador e o medidor de distância (estes DEVEM ser removidos se você habilitar resistência do ar)
Allow MK6 Compass
@@ -90,6 +95,7 @@
Habilitar brujula del MK6
Erlaube MK6-Kompass
MK6 - Povolit kompas
+ Permitir bússula do MK6
Show the MK6 Digital Compass
@@ -97,12 +103,14 @@
Muestra la brujula digital en el MK6
Zeige MK6-Digitaler-Kompass
MK6 - Zobrazit digitální kompas
+ Mostra a bússula digital do MK6
Moduł ten pozwala dostosować ustawienia moździerza MK6.
Dieses Modul erlaubt das Einstellen des MK6-Mörsers.
Tento modul umožňuje nastavení minometu MK6.
+ Este módulo permite que você ajuste o morteiro MK6.
\ No newline at end of file
diff --git a/addons/modules/XEH_postInit.sqf b/addons/modules/XEH_postInit.sqf
index f7b652ab44..62d16f42ce 100644
--- a/addons/modules/XEH_postInit.sqf
+++ b/addons/modules/XEH_postInit.sqf
@@ -26,12 +26,8 @@
_function = missionNamespace getvariable _function;
};
- if (_isGlobal) then {
- [_logic, [], true] call _function;
- } else {
- if (isServer) then {
- [_logic, [], true] call _function;
- };
+ if (_isGlobal || isServer) then {
+ [_logic, (synchronizedObjects _logic), true] call _function;
};
if !(_isPersistent) then {
diff --git a/addons/mx2a/stringtable.xml b/addons/mx2a/stringtable.xml
index 951a606a7a..88d6bef6b5 100644
--- a/addons/mx2a/stringtable.xml
+++ b/addons/mx2a/stringtable.xml
@@ -6,6 +6,7 @@
MX-2A
MX-2A
MX-2A
+ MX-2A
Thermal imaging device
@@ -13,6 +14,7 @@
Monokular termowizyjny
Dispositivo de imagen térmica
Termální dalekohled
+ Dispositivo de imagem térmica
\ No newline at end of file
diff --git a/addons/nametags/functions/fnc_drawNameTagIcon.sqf b/addons/nametags/functions/fnc_drawNameTagIcon.sqf
index 7b6bbda138..021a4e2a0b 100644
--- a/addons/nametags/functions/fnc_drawNameTagIcon.sqf
+++ b/addons/nametags/functions/fnc_drawNameTagIcon.sqf
@@ -35,7 +35,7 @@ if ((_iconType == ICON_NAME_SPEAK) || (_iconType == ICON_SPEAK)) then {
_alpha = _alpha max 0.6;//Boost alpha when speaking
} else {
if (_iconType == ICON_NAME_RANK) then {
- _icon = TEXTURES_RANKS select ((["PRIVATE", "CORPORAL", "SERGEANT", "LIEUTENANT", "CAPTAIN", "MAJOR", "COLONEL"] find (rank _target)) + 1);
+ _icon = format["\A3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa",(toLower(rank _target))];
_size = 1;
};
};
diff --git a/addons/nametags/script_component.hpp b/addons/nametags/script_component.hpp
index da912b48c4..7bf0acbc4a 100644
--- a/addons/nametags/script_component.hpp
+++ b/addons/nametags/script_component.hpp
@@ -16,15 +16,3 @@
#define ICON_NAME_RANK 2
#define ICON_NAME_SPEAK 3
#define ICON_SPEAK 4
-
-//todo?: custom rank icons??
-#define TEXTURES_RANKS [ \
- "", \
- "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa", \
- "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa", \
- "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa", \
- "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa", \
- "\A3\Ui_f\data\GUI\Cfg\Ranks\captain_gs.paa", \
- "\A3\Ui_f\data\GUI\Cfg\Ranks\major_gs.paa", \
- "\A3\Ui_f\data\GUI\Cfg\Ranks\colonel_gs.paa" \
- ]
\ No newline at end of file
diff --git a/addons/nametags/stringtable.xml b/addons/nametags/stringtable.xml
index 2d2fb1a26c..8571b4c537 100644
--- a/addons/nametags/stringtable.xml
+++ b/addons/nametags/stringtable.xml
@@ -115,6 +115,7 @@
Etiquetas de nombre
Namensanzeigen
Jmenovky
+ Etiquetas de nome
Player Names View Dist.
@@ -122,6 +123,7 @@
Distancia de vision para nombres de jugadores
Spielernamen-Distanz
Vzdálenost zobrazení jména hráčů
+ Distância de visão dos nomes dos jogadores
Distance in meters at which player names are shown. Default: 5
@@ -129,6 +131,7 @@
Distancia en metros a la que se muestran los nombres de los jugadores. Por defecto: 5
Distanz in Metern bei der Spielernamen angezeigt werden. Standard: 5
Vzdálenost v metrech pro zobrazení jména. Výchozí: 5
+ Distância em metros que os nomes dos jogadores são mostrados. Padrão: 5
Show name tags for AI?
@@ -136,6 +139,7 @@
¿Mostrar nombres para la IA?
Zeige Namensanzeigen für KI?
Zobrazit jmenovky pro AI?
+ Mostrar nomes para IA?
Show the name and rank tags for friendly AI units? Default: Do not force
@@ -143,6 +147,7 @@
Muestra etiquetas de nombre y rango para las unidades IA amigas? Por defecto: No forzar
Zeige den Namen und Rang für freundliche KI-Einheiten? Standard: nicht erwzingen
Zobrazit jména a hodnosti pro spřátelené AI jednotky? Výchozí: Nevynucovat
+ Mostra o nome e patente para unidades IA aliadas? Padrão: Não forçar
Do Not Force
@@ -150,6 +155,7 @@
No forzar
Nicht erzwingen
Nevynucovat
+ Não forçar
Force Hide
@@ -157,6 +163,7 @@
Ocultar forzado
Verstecken erzwingen
Vynuceno skrýt
+ Ocultar forçado
Force Show
@@ -164,6 +171,7 @@
Mostrar forzado
Anzeigen erzwingen
Vynuceno zobrazit
+ Mostrar forçado
Show crew info?
@@ -171,6 +179,7 @@
¿Mostrar información de la tripulación?
Zeige Besatzungsinfo?
Zobrazit informace o posádce?
+ Mostrar informação de tripulação?
Show vehicle crew info, or by default allows players to choose it on their own. Default: Do Not Force
@@ -178,6 +187,7 @@
Muestra información de la tripulación, o por defecto permite a los jugadores elegirlo. Por defecto: No forzar
Zeige Fahrzeugbesatzungsinfo oder erlaube Spielern es auszuwählen. Standard: nicht erzwingen.
Zobrazit informace o posádce, nebo nechat aby si hráč vybral sám. Výchozí: Nevynucovat
+ Mostrar informações de tripulação ou por padrão permitir a escolha dos jogadores. Padrão: Não forçar.
Show for Vehicles
@@ -185,6 +195,7 @@
Mostrar para vehiculos
Zeige bei Fahrzeugen
Zobrazit pro vozidla
+ Mostrar para veículos
Show cursor NameTag for vehicle commander (only if client has name tags enabled)Default: No
@@ -192,6 +203,7 @@
Muestra etiquetas de nombre en el cursor para el comandante del vehiculo (solo si el cliente tiene las etiquetas de nombre activadas) Por defecto: No
Zeige Maus-Namensanzeigen für Fahrzeugkommandanten (nur wenn der Client Namensanzeigen aktiviert hat). Standard: Nein
Zobrazit jmenovky pro velitele vozidla (pouze pokud má klient jmenovky povolené). Výchozí: Ne
+ Mostrar o nome no cursor para o comandante do veículo (somente se o cliente tiver etiquetas de nomes ativada). Padrão: Não
This module allows you to customize settings and range of Name Tags.
@@ -199,6 +211,7 @@
Dieses Modul erlaubt die Einstellungen der Anzeigenamen zu verändern.
Este módulo permite personalizar la configuración y la distancia de las Etiquetas de nombre.
Tento modul umožňuje si přizpůsobit nastavení a vzdálenost jmenovky.
+ Este módulo permite que você personalize as configurações e distâncias de etiquetas de nome.
Disabled
@@ -206,6 +219,7 @@
Desactivado
Deaktiviert
Zakázáno
+ Desativado
Enabled
@@ -213,6 +227,7 @@
Activado
Aktiviert
Povoleno
+ Ativado
Only on Cursor
@@ -220,6 +235,7 @@
Solo cursor
Nur bei Maus
Pouze na kurzor
+ Somente no cursor
Only on Keypress
@@ -227,6 +243,7 @@
Solo al pulsar tecla
Nur bei Tastendruck
Pouze na klávesu
+ Somente em tecla ativada
Only on Cursor and Keypress
@@ -234,24 +251,28 @@
En cursor y al pulsar tecla
Nur Maus und Tastendruck
Pouze na kurzor a klávesu
+ Somente em cursor ou tecla ativada
Force Show Only on Cursor
Wymuś pod kursorem
Forzar mostrar solo en el cursor
Vynuceno zobrazit pouze na kurzor
+ Forçar mostrar somente no cursor
Force Show Only on Keypress
Wymuś po wciśnięciu klawisza
Forzar mostrar solo al pulsar tecla
Vynuceno zobrazit pouze na klávesu
+ Forçar somente mostrar em tecla ativada
Force Show Only on Cursor and Keypress
Wymuś pod kursorem i po wciśnięciu klawisza
Forzar mostrar en el cursor y al pulsar tecla
Vynuceno zobrazit pouze na kurzor a klávesu
+ Forçar mostrar somente em cursor e tecla ativada
Use Nametag settings
@@ -259,6 +280,7 @@
Usar ajustes de etiquetas de nombre
Verwende Namenanzeigen
Použít nastavení jmenovky
+ Usar ajustes de etiquetas de nome
Always Show All
@@ -266,30 +288,35 @@
Mostrar siempre todo
Immer alle zeigen
Vždy zobrazit vše
+ Sempre mostrar tudo
Show player names and set their activation. Default: Enabled
Opcja ta pozwala dostosować sposób wyświetlania imion nad głowami graczy. Opcja "Tylko po wciśnięciu klawisza" wyświetla imiona tylko przytrzymania klawisza "Modyfikator" dostępnego w menu ustawień addonów -> ACE3.
Mostrar nombres de los jugadores y establecer su activación. Predeterminado: Habilitado
Zobrazit jména hráčů a nastavit jejich aktivaci. Výchozí: Povoleno
+ Mostrar os nomes dos jogadores e definir sua ativação. Padrão: Ativado
Effect of sound waves above the heads of speaking players after holding the PTT key. This option works with TFAR and ACRE2.
Opcja ta pozwala dostosować sposób wyświetlania efektu fal dźwiękowych nad głowami mówiących graczy, wyświetlanych po przytrzymaniu klawisza PTT. Opcja ta współpracuje z TFAR oraz ACRE2.
Efecto de ondas sonoras encima de las cabezas de los jugadores que hablan después de mantener la tecla PTT. Esta opción funciona con TFAR y ACRE2.
Efekt zvukových vln nad hlavami hráčů když mluví skrz PTT klávesu. Tato volba funguje s TFAR a ACRE2.
+ Efeito de ondas sonoras acima das cabeças dos jogadores que falam depois mantendo pressionada a tecla PTT. Esta opção funciona com TFAR e ACRE2.
Nametags Size
Rozmiar imion
Tamaño de las Etiquetas de nombre
Velikost jmenovky
+ Tamanho das etiquetas de nome
Text and Icon Size Scaling
Skalowanie tekstu oraz ikon
Escala del texto y el icono
Velikost textu a ikon
+ Escala de tamanho dos ícones e textos
\ No newline at end of file
diff --git a/addons/optionsmenu/stringtable.xml b/addons/optionsmenu/stringtable.xml
index cbd9d642bf..d1b6199413 100644
--- a/addons/optionsmenu/stringtable.xml
+++ b/addons/optionsmenu/stringtable.xml
@@ -247,6 +247,7 @@
[ACE] Permitir exportar configuración
Erlaube Config-Export [ACE]
Povolit export natavení [ACE]
+ [ACE] Permitir exportação de configurações
Show News on Main Menu
Mostrar noticias en el menú principal
+ Mostrar notícias no menu principal
+ Pokazuj wiadomości ACE w menu głównym
+ Zobrazit novinky v hlavním menu
\ No newline at end of file
diff --git a/addons/rangecard/stringtable.xml b/addons/rangecard/stringtable.xml
index 535059456e..cf013f2ae3 100644
--- a/addons/rangecard/stringtable.xml
+++ b/addons/rangecard/stringtable.xml
@@ -6,42 +6,49 @@
Tabela balistyczna
Tarjeta de distancias
Vzdálenostní tabulka
+ Tabela de distâncias
50 METER increments -- MRAD/MRAD (reticle/turrets)
Co 50 metrów - MRAD/MRAD (siatka/pokrętło)
Incrementos de 50 METROS -- MRAD/MRAD (retícula/torretas)
Přidat 50 METRŮ -- MRAD/MRAD (síťka/věže)
+ Incrementos de 50 METROS - MRAD/MRAD (retícula/torres)
Open Range Card
Otwórz tabelę balistyczną
Abrir tarjeta de distancias
Otevřít vzdálenostní tabulku
+ Abrir tabela de distâncias
Open Range Card Copy
Otwórz kopię tabeli balistycznej
Abrir copia de tarjeta de distancias
Otevřít kopii vzdálenostní tabulky
+ Abrir cópia da tabela de distâncias
Open Range Card
Otwórz tabelę balistyczną
Abrir tarjeta de distancias
Otevřít vzdálenostní tabulku
+ Abrir tabela de distäncias
Open Range Card Copy
Otwórz kopię tabeli balistycznej
Abrir copia de tarjeta de distancias
Otevřít kopii vzdálenostní tabulky
+ Abrir cópia da tabela de distâncias
Copy Range Card
Skopiuj tabelę balistyczną
Copiar tarjeta de distancias
Kopírovat vzdálenostní tabulku
+ Copiar tabela de distäncias
\ No newline at end of file
diff --git a/addons/reloadlaunchers/functions/fnc_load.sqf b/addons/reloadlaunchers/functions/fnc_load.sqf
index 745bb2a5cb..ce7b743df5 100644
--- a/addons/reloadlaunchers/functions/fnc_load.sqf
+++ b/addons/reloadlaunchers/functions/fnc_load.sqf
@@ -38,7 +38,7 @@ _onSuccess = {
};
_onFailure = {
- [localize LESTRING(common,ActionAborted)] call DEFUNC(common,displayTextStructured);
+ [localize ELSTRING(common,ActionAborted)] call DEFUNC(common,displayTextStructured);
};
_condition = {
diff --git a/addons/respawn/CfgAddons.hpp b/addons/respawn/CfgAddons.hpp
index 2793ac09da..111613615e 100644
--- a/addons/respawn/CfgAddons.hpp
+++ b/addons/respawn/CfgAddons.hpp
@@ -1,5 +1,5 @@
class CfgAddons {
class GVAR(Rallypoints) {
- list[] = { "ACE_Rallypoint_West", "ACE_Rallypoint_East", "ACE_Rallypoint_Independent", "ACE_RallypointExit_West", "ACE_RallypointExit_East", "ACE_RallypointExit_Independent" };
+ list[] = {"ACE_Rallypoint_West", "ACE_Rallypoint_East", "ACE_Rallypoint_Independent", "ACE_Rallypoint_West_Base", "ACE_Rallypoint_East_Base", "ACE_Rallypoint_Independent_Base"};
};
};
diff --git a/addons/respawn/config.cpp b/addons/respawn/config.cpp
index daed5e2ab0..4a23d1f650 100644
--- a/addons/respawn/config.cpp
+++ b/addons/respawn/config.cpp
@@ -3,7 +3,7 @@
class CfgPatches {
class ADDON {
units[] = {};
- weapons[] = { "ACE_Rallypoint_West", "ACE_Rallypoint_East", "ACE_Rallypoint_Independent", "ACE_RallypointExit_West", "ACE_RallypointExit_East", "ACE_RallypointExit_Independent" };
+ weapons[] = {"ACE_Rallypoint_West", "ACE_Rallypoint_East", "ACE_Rallypoint_Independent", "ACE_Rallypoint_West_Base", "ACE_Rallypoint_East_Base", "ACE_Rallypoint_Independent_Base"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = { "ace_common" };
author[] = { "bux578", "commy2" };
diff --git a/addons/respawn/functions/fnc_moveRallypoint.sqf b/addons/respawn/functions/fnc_moveRallypoint.sqf
index 5a0472cf5b..d512c23886 100644
--- a/addons/respawn/functions/fnc_moveRallypoint.sqf
+++ b/addons/respawn/functions/fnc_moveRallypoint.sqf
@@ -26,10 +26,12 @@ private ["_rallypoint", "_position"];
_rallypoint = [
objNull,
missionNamespace getVariable ["ACE_Rallypoint_West", objNull],
- missionNamespace getVariable ["ACE_RallypointExit_East", objNull],
- missionNamespace getVariable ["ACE_RallypointExit_Independent", objNull]
+ missionNamespace getVariable ["ACE_Rallypoint_East", objNull],
+ missionNamespace getVariable ["ACE_Rallypoint_Independent", objNull]
] select ([west, east, independent] find _side) + 1;
+TRACE_3("moving rally",_unit, _rallypoint, (typeOf _rallypoint));
+
if (isNull _rallypoint) exitWith {};
_position = getPosATL _unit;
diff --git a/addons/respawn/stringtable.xml b/addons/respawn/stringtable.xml
index 40bb04f53a..4b649173f0 100644
--- a/addons/respawn/stringtable.xml
+++ b/addons/respawn/stringtable.xml
@@ -151,6 +151,7 @@
Sistema de reaparición
Respawn-System
Systém znovuzrození
+ Sistema de Renascimento
Save Gear?
@@ -158,6 +159,7 @@
¿Guardar equipo?
Ausrüstung speichern?
Uložit výbavu?
+ Salvar equipamento?
Respawn with the gear a soldier had just before his death?
@@ -165,6 +167,7 @@
Reaparece con el equipo que el soldado tenía justo antes de morir
Mit der Ausrüstung, die ein Soldat vor seinem Tod hatte, respawnen?
Znovuubjevit s výbavou kterou měl voják před smrtí?
+ Renascer com o equipamento que um soldado tinha antes de sua morte?
Remove bodies?
@@ -172,6 +175,7 @@
¿Eliminar cuerpos?
Körper entfernen?
Odstranit těla?
+ Remover corpos?
Remove player bodies after disconnect?
@@ -179,12 +183,14 @@
Elimina los cuerpos de los jugadores cuando se desconecten
Entferne Spielerkörper nach dem Trennen einer Verbindung?
Odstranit hráčova těla po odpojení?
+ Remover corpos dos jogadores depois de desconectar?
Moduł ten pozwala dostosować ustawienia odrodzenia (respawnu).
Dieses Modul erlaubt es die Respawn-Einstellungen anzupassen.
Tento modul umožňuje nastavení znovuzrození (spawn).
+ Este módulo permite que você personalize as configurações do renascimento (Spawn).
Friendly Fire Messages
@@ -192,11 +198,13 @@
Mensajes de fuego amigo
Freundbeschuss-Nachrichten
Upozornění na přátelskou střelbu
+ Mensagens de fogo amigo
Użycie tego modułu na misji spowoduje wyświetlenie wiadomości na czacie w przypadku, kiedy zostanie popełniony friendly fire - wyświetlona zostanie wtedy wiadomość kto kogo zabił.
Zobrazí zprávu v chatu v případě, když budete střílet na vlastní jednotky. Ve zprávě se zobrazí kdo na koho střílel, popř. kdo koho zabil.
+ Usando este módulo em uma missão para exibir mensagens chat, no caso de quando você faz um fogo amigo - então a mensagem será exibida mostrando quem matou quem.
Rallypoint System
@@ -204,11 +212,13 @@
Sistema de punto de reunión
Rallypoint-System
Systém shromáždění
+ Sistema de ponto de encontro
Moduł ten pozwala zastosować na misji "punkt zbiórki", do którego można szybko przeteleportować się z "bazy". Wymaga postawienia odpowiednich obiektów na mapie - bazy oraz flagi. Obydwa dostępne są w kategorii Puste -> ACE Odrodzenie.
Tento modul umožňuje určit místo shromaždiště, kam se mohou jednokty rychle teleportovat ze "základny". Toto vyžaduje vhodné objekty v mapě - základna a vlajka. Oba dva můžete najít v kategorii Prázdné -> ACE Oživení.
+ Este módulo permite que você aplique em uma missão "pontos de encontro", que pode rapidamente se teletransportar para a "base". Ele requer colocar objetos apropriados no mapa - base e bandeiras. Ambos estão disponíveis na categoria em branco -> ACE Revival.
Move Rallypoint
@@ -216,6 +226,7 @@
Mover punto de reunión
Bewege Rallypoint
Přesun na shromaždiště
+ Mover para ponto de encontro
ACE Respawn
@@ -223,6 +234,7 @@
Reaparición ACE
ACE-Respawn
ACE Znovuzrození
+ ACE Respawn
\ No newline at end of file
diff --git a/addons/safemode/XEH_postInit.sqf b/addons/safemode/XEH_postInit.sqf
index 7ab283f6b6..c7132dd76c 100644
--- a/addons/safemode/XEH_postInit.sqf
+++ b/addons/safemode/XEH_postInit.sqf
@@ -14,7 +14,7 @@ if (!hasInterface) exitWith {};
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
- if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
+ if !([ACE_player] call EFUNC(common,canUseWeapon) && {currentWeapon ACE_player != binocular ACE_player}) exitWith {false};
// Statement
[ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call FUNC(lockSafety);
diff --git a/addons/sandbag/stringtable.xml b/addons/sandbag/stringtable.xml
index 034a6bfdbb..5576add969 100644
--- a/addons/sandbag/stringtable.xml
+++ b/addons/sandbag/stringtable.xml
@@ -6,132 +6,144 @@
Sandsack
Мешок с песком
Worek z piaskiem
- Sandbag
+ Saco de arena
Sac de sable
Pytel s pískem
Sacco di Sabbia
Homokzsák
+ Saco de Areia
Sandbag (empty)
Sandsack (leer)
Мешок с песком (пустой)
Worek na piasek
- Sandbag (empty)
+ Saco de arena (vacio)
Sac de sable (vide)
Pytel na písek (prázdný)
Sacco di Sabbia (Vuoto)
Homokzsák (üres)
+ Saco de Areia (vazio)
Cannot build here
Nicht möglich
Установка на этом месте невозможна
Nie można tu budować
- Cannot build here
+ No se puede construir aqui
Impossible de construire ici
Zde nelze postavit
Impossibile costruire qui
Nem teheted ide
+ Não pode contruir aqui
Pick up Sandbag
Sandsack abbauen
Взять мешок с песком
Zabierz worek
- Pick up sandbag
+ Coger saco de arena
Prendre sac de sable
Zvednout pytel
Prendi Sacco di Sabbia
Homokzsák felvétele
+ Pegar saco de areia
Carry Sandbag
Sandsack tragen
Нести мешок с песком
Przenieś worek
- Carry sandbag
+ Portar saco de arena
Porter sac de sable
Nést pytel
Trasporta Sacco di Sabbia
Homokzsák cipelése
+ Carregar saco de areia
End Carrying
Tragen beenden
Завершить переноску
Zostaw worek
- End carrying
+ Dejar de portar
Arreter de porter
Položit
Fine Trasporto
Cipelés abbahagyása
+ Parar de carregar
Drop Sandbag
Sandsack ablegen
Положить мешок
Upuść worek
- Drop sandbag
+ Soltar saco de arena
Lacher sac de sable
Odložit pytel
Lascia Sacco di Sabbia
Homokzsák eldobása
+ Derrubar saco de areia
Confirm Deployment
Aufbauen
Подтвердить установку
Potwierdź rozłożenie
- Confirm Deployment
+ Confirmar despliegue
Confirmer Déploiement
Potvrdit Položení
Conferma Posizionamento
Lerak
+ Confirmar implantação
Cancel Deployment
Abbrechen
Отменить установку
Anuluj rozłożenie
- Cancel Deployment
+ Cancelar despliegue
Annuler Déploiement
Zrušit Položení
Cancella Posizionamento
Visszavonás
+ Cancelar implantação
Deploy Sandbag
Sandsack aufbauen
Установить мешок с песком
Rozłóż worek z piaskiem
- Deploy sandbag
+ Desplegar saco de arena
Deployer sac de sable
Umístit pytel
Posiziona Sacco di Sabbia
Homokzsák lerakása
+ Implantar saco de areia
Sandbag Box
Sandsack Kiste
Ящик мешков с песком
Skrzynia worków na piasek
- Sandbag box
+ Caja de sacos de arena
Caisse de sacs de sable
Bedna na pytle s pískem
Contenitore Sacchi di Sabbia
Homokzsákos láda
+ Caixa de saco de areia
Here is no sand
Hier gibt es keinen Sand
Здесь нет песка
Tu nie ma piasku
- Here is no sand
+ Aqui no hay arena
Pas de sable ici
Tady není písek
Qui non cè Sabbia
Itt nincs homok
+ Aqui não tem areia
+ Modifier, rotates
diff --git a/addons/sitting/CfgVehicles.hpp b/addons/sitting/CfgVehicles.hpp
index c915750d02..5fbcdab06e 100644
--- a/addons/sitting/CfgVehicles.hpp
+++ b/addons/sitting/CfgVehicles.hpp
@@ -63,7 +63,7 @@ class CfgVehicles {
GVAR(sitRotation) = 10;
};
// Camping Chair
- class Land_CampingChair_V2_F: ThingX {
+ class Land_CampingChair_V2_F: ThingX {
XEH_ENABLED;
MACRO_SEAT_ACTION
GVAR(canSit) = 1;
@@ -71,44 +71,8 @@ class CfgVehicles {
GVAR(sitPosition[]) = {0, -0.1, -0.45};
GVAR(sitRotation) = 45;
};
- // Chair (Plastic)
- class Land_ChairPlastic_F: ThingX {
- XEH_ENABLED;
- MACRO_SEAT_ACTION
- GVAR(canSit) = 1;
- GVAR(sitDirection) = 90;
- GVAR(sitPosition[]) = {0, 0, -0.5};
- GVAR(sitRotation) = 5;
- };
- // Chair (Wooden)
- class Land_ChairWood_F: ThingX {
- XEH_ENABLED;
- MACRO_SEAT_ACTION
- GVAR(canSit) = 1;
- GVAR(sitDirection) = 180;
- GVAR(sitPosition[]) = {0, -0.05, 0};
- GVAR(sitRotation) = 75;
- };
- // Office Chair
- class Land_OfficeChair_01_F: ThingX {
- XEH_ENABLED;
- MACRO_SEAT_ACTION
- GVAR(canSit) = 1;
- GVAR(sitDirection) = 180;
- GVAR(sitPosition[]) = {0, 0, -0.6};
- GVAR(sitRotation) = 15;
- };
- // Rattan Chair
- class Land_RattanChair_01_F: ThingX {
- XEH_ENABLED;
- MACRO_SEAT_ACTION
- GVAR(canSit) = 1;
- GVAR(sitDirection) = 180;
- GVAR(sitPosition[]) = {0, -0.1, -1}; // Z must be -1 due to chair's geometry (magic floating seat point)
- GVAR(sitRotation) = 2;
- };
// Field Toilet
- class Land_FieldToilet_F: ThingX {
+ class Land_FieldToilet_F: ThingX {
XEH_ENABLED;
MACRO_SEAT_ACTION
GVAR(canSit) = 1;
@@ -117,7 +81,7 @@ class CfgVehicles {
GVAR(sitRotation) = 10;
};
// Toiletbox
- class Land_ToiletBox_F: ThingX {
+ class Land_ToiletBox_F: ThingX {
XEH_ENABLED;
MACRO_SEAT_ACTION
GVAR(canSit) = 1;
@@ -125,4 +89,42 @@ class CfgVehicles {
GVAR(sitPosition[]) = {0, 0.75, -1.1};
GVAR(sitRotation) = 10;
};
+
+ class Furniture_base_F;
+ // Chair (Plastic)
+ class Land_ChairPlastic_F: Furniture_base_F {
+ XEH_ENABLED;
+ MACRO_SEAT_ACTION
+ GVAR(canSit) = 1;
+ GVAR(sitDirection) = 90;
+ GVAR(sitPosition[]) = {0, 0, -0.5};
+ GVAR(sitRotation) = 5;
+ };
+ // Chair (Wooden)
+ class Land_ChairWood_F: Furniture_base_F {
+ XEH_ENABLED;
+ MACRO_SEAT_ACTION
+ GVAR(canSit) = 1;
+ GVAR(sitDirection) = 180;
+ GVAR(sitPosition[]) = {0, -0.05, 0};
+ GVAR(sitRotation) = 75;
+ };
+ // Office Chair
+ class Land_OfficeChair_01_F: Furniture_base_F {
+ XEH_ENABLED;
+ MACRO_SEAT_ACTION
+ GVAR(canSit) = 1;
+ GVAR(sitDirection) = 180;
+ GVAR(sitPosition[]) = {0, 0, -0.6};
+ GVAR(sitRotation) = 15;
+ };
+ // Rattan Chair
+ class Land_RattanChair_01_F: Furniture_base_F {
+ XEH_ENABLED;
+ MACRO_SEAT_ACTION
+ GVAR(canSit) = 1;
+ GVAR(sitDirection) = 180;
+ GVAR(sitPosition[]) = {0, -0.1, -1}; // Z must be -1 due to chair's geometry (magic floating seat point)
+ GVAR(sitRotation) = 2;
+ };
};
diff --git a/addons/sitting/stringtable.xml b/addons/sitting/stringtable.xml
index 16eb84c59f..443c34c360 100644
--- a/addons/sitting/stringtable.xml
+++ b/addons/sitting/stringtable.xml
@@ -4,19 +4,37 @@
Sit Down
Usiądź
+ Sentar
+ Sednout si
+ Sentarse
Stand Up
Wstań
+ Levantar
+ Vstát
+ Levantarse
Enable Sitting
+ Habilitar opção para sentar
+ Aktywuj siadanie
+ Povolit sezení
+ Acivar asiento
Sitting
+ Sentado
+ Siadanie
+ Sedící
+ Sentarse
This module allows you to disable the ability to sit on chairs and toilets.
+ Este módulo permite que você desabilite a capacidade de sentar-se em cadeiras e banheiros.
+ Moduł ten pozwala na włączenie lub wyłączenie możliwości siadania na krzesłach i toaletach.
+ Tento modul dovoluje zakázat možnost sedět na židlých a toaletách.
+ Este módulo te permite desactivar la capacidad de sentarte en sillas y aseos.
\ No newline at end of file
diff --git a/addons/spectator/$PBOPREFIX$ b/addons/spectator/$PBOPREFIX$
new file mode 100644
index 0000000000..42fe4034e9
--- /dev/null
+++ b/addons/spectator/$PBOPREFIX$
@@ -0,0 +1 @@
+z\ace\addons\spectator
\ No newline at end of file
diff --git a/addons/spectator/ACE_Settings.hpp b/addons/spectator/ACE_Settings.hpp
new file mode 100644
index 0000000000..88f4ebfad6
--- /dev/null
+++ b/addons/spectator/ACE_Settings.hpp
@@ -0,0 +1,26 @@
+class ACE_Settings {
+ class GVAR(enabled) {
+ value = 0;
+ typeName = "BOOL";
+ };
+ class GVAR(limitSide) {
+ value = 0;
+ typeName = "BOOL";
+ };
+ class GVAR(AI) {
+ value = 0;
+ typeName = "BOOL";
+ };
+ class GVAR(tracking) {
+ value = 0;
+ typeName = "BOOL";
+ };
+ class GVAR(modulePos) {
+ value = 0;
+ typeName = "BOOL";
+ };
+ class GVAR(endMission) {
+ value = 0;
+ typeName = "BOOL";
+ };
+};
\ No newline at end of file
diff --git a/addons/spectator/CfgEventHandlers.hpp b/addons/spectator/CfgEventHandlers.hpp
new file mode 100644
index 0000000000..e75956f440
--- /dev/null
+++ b/addons/spectator/CfgEventHandlers.hpp
@@ -0,0 +1,11 @@
+class Extended_PreInit_EventHandlers {
+ class ADDON {
+ init = QUOTE(call COMPILE_FILE(XEH_preInit));
+ };
+};
+
+class Extended_PostInit_EventHandlers {
+ class ADDON {
+ init = QUOTE(call COMPILE_FILE(XEH_postInit));
+ };
+};
diff --git a/addons/spectator/CfgVehicles.hpp b/addons/spectator/CfgVehicles.hpp
new file mode 100644
index 0000000000..8faee1dca7
--- /dev/null
+++ b/addons/spectator/CfgVehicles.hpp
@@ -0,0 +1,53 @@
+class CfgVehicles {
+ class ACE_Module;
+ class ACE_ModuleSpectator: ACE_Module {
+ author = ECSTRING(common,ACETeam);
+ category = "ACE";
+ displayName = CSTRING(Module_DisplayName);
+ function = QFUNC(moduleSpectator);
+ scope = 2;
+ isGlobal = 1;
+ icon = PATHTOF(UI\Icon_Module_Spectator_ca.paa);
+ class Arguments {
+ class SpectatorEnabled {
+ displayName = CSTRING(Enabled_DisplayName);
+ description = CSTRING(Enabled_Description);
+ typeName = "BOOL";
+ defaultValue = 0;
+ };
+ class SpectatorPlayerSide {
+ displayName = CSTRING(PlayerSide_DisplayName);
+ description = CSTRING(PlayerSide_Description);
+ typeName = "BOOL";
+ defaultValue = 0;
+ };
+ class SpectatorAI {
+ displayName = CSTRING(AI_DisplayName);
+ description = CSTRING(AI_Description);
+ typeName = "BOOL";
+ defaultValue = 0;
+ };
+ class SpectatorTracking {
+ displayName = CSTRING(Tracking_DisplayName);
+ description = CSTRING(Tracking_Description);
+ typeName = "BOOL";
+ defaultValue = 0;
+ };
+ class SpectatorPos {
+ displayName = CSTRING(Pos_DisplayName);
+ description = CSTRING(Pos_Description);
+ typeName = "BOOL";
+ defaultValue = 0;
+ };
+ class SpectatorEnd {
+ displayName = CSTRING(End_DisplayName);
+ description = CSTRING(End_Description);
+ typeName = "BOOL";
+ defaultValue = 0;
+ };
+ };
+ class ModuleDescription {
+ description = CSTRING(Module_Description);
+ };
+ };
+};
\ No newline at end of file
diff --git a/addons/spectator/README.md b/addons/spectator/README.md
new file mode 100644
index 0000000000..180f21c57c
--- /dev/null
+++ b/addons/spectator/README.md
@@ -0,0 +1,10 @@
+ace_spectator
+=======
+
+Spectator. Includes features from Splendid Cam, and much more.
+
+## Maintainers
+
+The people responsible for merging changes to this component or answering potential questions.
+
+- [voiper](https://github.com/voiperr)
\ No newline at end of file
diff --git a/addons/spectator/UI.hpp b/addons/spectator/UI.hpp
new file mode 100644
index 0000000000..eec38066f9
--- /dev/null
+++ b/addons/spectator/UI.hpp
@@ -0,0 +1,640 @@
+#define PIXEL_X (safeZoneWAbs / (getResolution select 0))
+#define PIXEL_Y (safeZoneH / (getResolution select 1))
+#define XHAIR RESUNITS_X * 4
+#define COMPASS_W RESUNITS_X * 20
+#define COMPASS_H COMPASS_W / 15
+#define COMPASS_X RESCENTRE_X - COMPASS_W / 2
+#define HELP_W RESUNITS_X * 75
+#define HELP_H RESUNITS_Y * 75
+
+class ace_spectator_overlay {
+
+ idd = 12200;
+ enableSimulation = 1;
+ movingEnable = 1;
+ enableDisplay = 1;
+ onLoad = "uiNamespace setVariable ['ace_spectator_overlay', _this select 0]; ['Init', _this] call ace_spectator_fnc_overlay";
+
+ class controls {
+
+ class Unitlist {
+
+ access = 0;
+ idc = 0;
+ type = CT_TREE;
+ style = ST_LEFT;
+ default = 0;
+ blinkingPeriod = 0;
+
+ x = QUOTE(safeZoneX);
+ y = QUOTE(safeZoneY + RESUNITS_X * 4/3);
+ w = QUOTE(RESUNITS_X * 30);
+ h = QUOTE(RESUNITS_Y * 50);
+
+ colorBorder[] = {1,1,1,1};
+
+ colorBackground[] = {0.1,0.1,0.1,1};
+ colorSelect[] = {1,0.5,0,1};
+ colorMarked[] = {1,0.5,0,0.5};
+ colorMarkedSelected[] = {1,0.5,0,1};
+
+ sizeEx = QUOTE(RESUNITS_Y * 2);
+ font = GUI_FONT_NORMAL;
+ shadow = 1;
+ colorText[] = {1,1,1,1};
+ colorSelectText[] = {1,1,1,1};
+ colorMarkedText[] = {1,1,1,1};
+
+ tooltip = "";
+ tooltipColorShade[] = {0,0,0,1};
+ tooltipColorText[] = {1,1,1,1};
+ tooltipColorBox[] = {1,1,1,1};
+
+ multiselectEnabled = 0;
+ expandOnDoubleclick = 0;
+ hiddenTexture = "A3\ui_f\data\gui\rsccommon\rsctree\hiddenTexture_ca.paa";
+ expandedTexture = "A3\ui_f\data\gui\rsccommon\rsctree\expandedTexture_ca.paa";
+ maxHistoryDelay = 1;
+
+ class ScrollBar {
+ width = 0;
+ height = 0;
+ scrollSpeed = 0.01;
+
+ arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa";
+ arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa";
+ border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa";
+ thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa";
+
+ color[] = {1,1,1,1};
+ };
+
+ colorDisabled[] = {0,0,0,0};
+ colorArrow[] = {0,0,0,0};
+
+ onDestroy = QUOTE(GVAR(mouseBusy) = false; false);
+ onMouseEnter = QUOTE(GVAR(mouseBusy) = true; false);
+ onMouseExit = QUOTE(GVAR(mouseBusy) = false; false);
+
+ onTreeDblClick = "['Select', _this] call ace_spectator_fnc_overlay; false";
+ };
+ };
+};
+
+class ace_spectator_vd {
+ idd = 12201;
+ enableSimulation = 1;
+ enableDisplay = 0;
+ movingEnable = 0;
+
+ onLoad = "uiNamespace setVariable ['ace_spectator_vd', _this select 0]; ['Init', _this] call ace_spectator_fnc_viewDistance";
+
+ class Controls {
+
+ class BG: vip_rsc_box {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 30);
+ y = QUOTE(safeZoneY + COMPASS_H);
+ w = QUOTE(RESUNITS_X * 30);
+ h = QUOTE(COMPASS_H);
+ colorBackground[] = {0.1,0.1,0.1,1};
+ onDestroy = QUOTE(GVAR(mouseBusy) = false; false);
+ };
+
+ class TitleFrame: vip_rsc_frame {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 30);
+ y = QUOTE(safeZoneY + COMPASS_H);
+ w = QUOTE(RESUNITS_X * 8);
+ h = QUOTE(COMPASS_H);
+ shadow = 2;
+ colorText[]={1,1,1,1};
+ };
+
+ class Title: vip_rsc_text {
+ style = ST_CENTER;
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 30);
+ y = QUOTE(safeZoneY + COMPASS_H);
+ w = QUOTE(RESUNITS_X * 8);
+ h = QUOTE(COMPASS_H);
+ sizeEx = QUOTE(RESUNITS_Y * 2);
+ font = GUI_FONT_NORMAL;
+ shadow = 2;
+ colorText[]={1,1,1,1};
+ text = CSTRING(VD_Title);
+ };
+
+ class DistanceFrame: TitleFrame {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 10.5);
+ w = QUOTE(RESUNITS_X * 5);
+ };
+
+ class Distance: Title {
+ idc = 1;
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 10.5);
+ w = QUOTE(RESUNITS_X * 5);
+ text = "";
+ };
+
+ class ButtonExit: vip_rsc_button {
+ idc = 0;
+ style = ST_CENTER;
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 5);
+ y = QUOTE(safeZoneY + COMPASS_H);
+ w = QUOTE(RESUNITS_X * 5);
+ h = QUOTE(COMPASS_H);
+
+ colorBackground[] = {1,1,1,1};
+ sizeEx = QUOTE(RESUNITS_Y * 2);
+ font = GUI_FONT_NORMAL;
+
+ text = CSTRING(VD_Button);
+
+ onButtonClick = "closeDialog 0; false";
+ onMouseButtonDown = QUOTE(GVAR(mouseBusy) = true; false);
+ onMouseButtonUp = QUOTE(GVAR(mouseBusy) = false; false);
+ };
+
+ class Slider {
+ idc = 2;
+
+ type = CT_XSLIDER;
+ style = SL_HORZ;
+ shadow = 2;
+
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 21.5);
+ y = QUOTE(safeZoneY + COMPASS_H);
+ w = QUOTE(RESUNITS_X * 9.5);
+ h = QUOTE(COMPASS_H);
+ color[] = {1,1,1,1};
+ colorActive[] = {1,1,1,1};
+ colorDisabled[] = {1,1,1,0.2};
+ arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa";
+ arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa";
+ border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa";
+ thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa";
+
+ text = "";
+ onSliderPosChanged = "['Slider', _this] call ace_spectator_fnc_viewDistance";
+ onMouseButtonDown = QUOTE(GVAR(mouseBusy) = true; false);
+ onMouseButtonUp = QUOTE(GVAR(mouseBusy) = false; false);
+ };
+ };
+};
+
+class ace_spectator_map {
+
+ idd = 12202;
+ enableSimulation = 1;
+ enableDisplay = 0;
+ onLoad = "uiNameSpace setVariable ['ace_spectator_map', _this select 0]; ['Init', _this select 0] call ace_spectator_fnc_map";
+ onUnload = "['Close', _this select 0] call ace_spectator_fnc_map";
+ onKeyDown = "['KeyDown', _this] call ace_spectator_fnc_map";
+
+ class controls {
+ //changes stolen from ACE_map
+ class Map {
+ access = 0;
+ idc = 1;
+ type = CT_MAP_MAIN;
+ style = ST_PICTURE;
+ default = 0;
+ blinkingPeriod = 0;
+
+ x = safeZoneXAbs;
+ y = safeZoneY;
+ w = safeZoneWAbs;
+ h = safeZoneH;
+
+ sizeEx = GUI_GRID_CENTER_H;
+ font = GUI_FONT_NORMAL;
+ colorText[] = {0,0,0,1};
+ text = "#(argb,8,8,3)color(1,1,1,1)";
+
+ moveOnEdges = 1;
+
+ ptsPerSquareSea = 5;
+ ptsPerSquareTxt = 20;
+ ptsPerSquareCLn = 10;
+ ptsPerSquareExp = 10;
+ ptsPerSquareCost = 10;
+
+ ptsPerSquareFor = 9;
+ ptsPerSquareForEdge = 9;
+ ptsPerSquareRoad = 6;
+ ptsPerSquareObj = 9;
+
+ scaleMin = 0.001;
+ scaleMax = 1.0;
+ scaleDefault = 0.16;
+
+ alphaFadeStartScale = 2;
+ alphaFadeEndScale = 2;
+ maxSatelliteAlpha = 0.5;
+
+ colorBackground[] = {0.929412, 0.929412, 0.929412, 1.0};
+ colorOutside[] = {0.929412, 0.929412, 0.929412, 1.0};
+ colorSea[] = {0.4,0.6,0.8,0.5};
+ colorForest[] = {0.6, 0.8, 0.2, 0.25};
+ colorForestBorder[] = {0.6,0.8,0.4,1};
+ colorRocks[] = {0.50, 0.50, 0.50, 0.50};
+ colorRocksBorder[] = {0,0,0,1};
+ colorLevels[] = {0.0, 0.0, 0.0, 1.0};
+ colorMainCountlines[] = {0.858824, 0, 0,1};
+ colorCountlines[] = {0.647059, 0.533333, 0.286275, 1};
+ colorMainCountlinesWater[] = {0.5,0.6,0.7,0.6};
+ colorCountlinesWater[] = {0.5,0.6,0.7,0.3};
+ colorPowerLines[] = {0.1,0.1,0.1,1};
+ colorRailWay[] = {0.8,0.2,0,1};
+ colorNames[] = {1.1,0.1,1.1,0.9};
+ colorInactive[] = {1,1,0,0.5};
+ colorTracks[] = {0.2,0.13,0,1};
+ colorTracksFill[] = {1,0.88,0.65,0.3};
+ colorRoads[] = {0.2,0.13,0,1};
+ colorRoadsFill[] = {1,0.88,0.65,1};
+ colorMainRoads[] = {0.0,0.0,0.0,1};
+ colorMainRoadsFill[] = {0.94,0.69,0.2,1};
+ colorGrid[] = {0.05,0.1,0,0.6};
+ colorGridMap[] = {0.05,0.1,0,0.4};
+
+ fontLabel="PuristaMedium";
+ sizeExLabel="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
+ fontGrid="TahomaB";
+ sizeExGrid = 0.032;
+ fontUnits="TahomaB";
+ sizeExUnits="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
+ fontNames="EtelkaNarrowMediumPro";
+ sizeExNames="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2";
+ fontInfo="PuristaMedium";
+ sizeExInfo="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
+ fontLevel="TahomaB";
+ sizeExLevel=0.03;
+ showCountourInterval = 1;
+
+ class Task {
+ icon = "#(argb,8,8,3)color(1,1,1,1)";
+ color[] = {1,1,0,1};
+
+ iconCreated = "#(argb,8,8,3)color(1,1,1,1)";
+ colorCreated[] = {0,0,0,1};
+
+ iconCanceled = "#(argb,8,8,3)color(1,1,1,1)";
+ colorCanceled[] = {0,0,0,0.5};
+
+ iconDone = "#(argb,8,8,3)color(1,1,1,1)";
+ colorDone[] = {0,1,0,1};
+
+ iconFailed = "#(argb,8,8,3)color(1,1,1,1)";
+ colorFailed[] = {1,0,0,1};
+
+ size = 8;
+ importance = 1;
+ coefMin = 1;
+ coefMax = 1;
+ };
+ class ActiveMarker { //includes icons spawned by drawIcon
+ color[] = {0,0,0,1};
+ size = 2;
+ coefMin = 1; //make sure icon doesnt scale
+ };
+ class Waypoint {
+ coefMax = 1;
+ coefMin = 4;
+ color[] = {0,0,0,1};
+ icon = "#(argb,8,8,3)color(0,0,0,1)";
+ importance = 1;
+ size = 2;
+ };
+ class WaypointCompleted: Waypoint{};
+ class CustomMark: Waypoint{};
+ class Command: Waypoint{};
+ class Bush {
+ icon = "";
+ color[] = {0.450000, 0.640000, 0.330000, 0.0};
+ size = 14;
+ importance = "0.2 * 14 * 0.05";
+ coefMin = 0.250000;
+ coefMax = 4;
+ };
+ class Rock: Waypoint{color[]={0.45,0.64,0.33,0.4}; importance="0.5 * 12 * 0.05";};
+ class SmallTree {
+ icon = "";
+ color[] = {0.450000, 0.640000, 0.330000, 0.0};
+ size = 12;
+ importance = "0.6 * 12 * 0.05";
+ coefMin = 0.250000;
+ coefMax = 4;
+ };
+ class Tree {
+ icon = "";
+ color[] = {0.450000, 0.640000, 0.330000, 0.0};
+ size = 12;
+ importance = "0.9 * 16 * 0.05";
+ coefMin = 0.250000;
+ coefMax = 4;
+ };
+ class Legend {
+ x = SafeZoneX+SafeZoneW-.340;
+ y = SafeZoneY+SafeZoneH-.152;
+ font = "PuristaMedium";
+ w = .340;
+ h = .152;
+ sizeEx = 0.039210;
+ colorBackground[] = {0.906000, 0.901000, 0.880000, 0.5};
+ color[] = {0, 0, 0, 0.75};
+ };
+ class BusStop: Waypoint{};
+ class FuelStation: Waypoint{};
+ class Hospital: Waypoint{};
+ class Church: Waypoint{};
+ class Lighthouse: Waypoint{};
+ class Power: Waypoint{};
+ class PowerSolar: Waypoint{};
+ class PowerWave: Waypoint{};
+ class PowerWind: Waypoint{};
+ class Quay: Waypoint{};
+ class Transmitter: Waypoint{};
+ class Watertower: Waypoint{};
+ class Cross: Waypoint{};
+ class Chapel: Waypoint{};
+ class Shipwreck: Waypoint{};
+ class Bunker: Waypoint{};
+ class Fortress: Waypoint{};
+ class Fountain: Waypoint{};
+ class Ruin: Waypoint{};
+ class Stack: Waypoint{};
+ class Tourism: Waypoint{};
+ class ViewTower: Waypoint{};
+ };
+ };
+};
+
+class RscTitles {
+ class ace_spectator_crosshair {
+
+ onLoad = "uiNamespace setVariable ['ace_spectator_crosshair', _this select 0]";
+
+ idd=-1;
+ movingEnable=0;
+ fadein=0;
+ fadeout=0;
+ duration=1e+011;
+
+ class controls {
+
+ class X: vip_rsc_picture {
+ idc = 0;
+ x = QUOTE(RESCENTRE_X - XHAIR / 2);
+ y = QUOTE(RESCENTRE_Y - XHAIR * 4/3 / 2);
+ w = QUOTE(XHAIR);
+ h = QUOTE(XHAIR * 4/3);
+ text = "\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa";
+ colorText[] = {1,1,1,0.8};
+ };
+ };
+ };
+
+ class ace_spectator_status {
+
+ onLoad = "uiNamespace setVariable ['ace_spectator_status', _this select 0]; [_this select 0] call ace_spectator_fnc_status";
+ idd = -1;
+ movingEnable=0;
+ fadein=0;
+ fadeout=0;
+ duration=1e+011;
+
+ class controls {
+
+ class BGRight: vip_rsc_box {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 30);
+ y = QUOTE(safeZoneY);
+ w = QUOTE(RESUNITS_X * 30);
+ h = QUOTE(COMPASS_H);
+ colorBackground[] = {0.1,0.1,0.1,1};
+ };
+
+ class BGLeft: BGRight {
+ x = QUOTE(safeZoneX);
+ };
+
+ class SpeedFrame: vip_rsc_frame {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 5);
+ y = QUOTE(safeZoneY);
+ w = QUOTE(RESUNITS_X * 5);
+ h = QUOTE(COMPASS_H);
+ shadow = 2;
+ colorText[]={1,1,1,1};
+ };
+
+ class Speed: vip_rsc_text {
+ idc = 0;
+ style = ST_CENTER;
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 5);
+ y = QUOTE(safeZoneY);
+ w = QUOTE(RESUNITS_X * 5);
+ h = QUOTE(COMPASS_H);
+ colorText[]={1,1,1,1};
+ sizeEx = QUOTE(RESUNITS_Y * 2);
+ font = GUI_FONT_NORMAL;
+ text = "";
+ };
+
+ class FovFrame: SpeedFrame {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 10.5);
+ };
+
+ class Fov: Speed {
+ idc = 4;
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 10.5);
+ };
+
+ class TimeAccFrame: SpeedFrame {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 21.5);
+ };
+
+ class TimeAcc: Speed {
+ idc = 5;
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 21.5);
+ };
+
+ class FocusFrame: SpeedFrame {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 16);
+ };
+
+ class Focus: Speed {
+ idc = 6;
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 16);
+ };
+
+ class NameFrame: SpeedFrame {
+ x = QUOTE(safeZoneX);
+ w = QUOTE(RESUNITS_X * 24.5);
+ };
+
+ class Name: Speed {
+ idc = 1;
+ x = QUOTE(safeZoneX);
+ w = QUOTE(RESUNITS_X * 24.5);
+ };
+
+ class ModeFrame: SpeedFrame {
+ x = QUOTE(safeZoneX + RESUNITS_X * 25);
+ };
+
+ class Mode: Speed {
+ idc = 2;
+ x = QUOTE(safeZoneX + RESUNITS_X * 25);
+ };
+
+ class TimeFrame: SpeedFrame {
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 30);
+ w = QUOTE(RESUNITS_X * 8);
+ };
+
+ class Time: Speed {
+ idc = 3;
+ x = QUOTE(safeZoneX + safeZoneW - RESUNITS_X * 30);
+ w = QUOTE(RESUNITS_X * 8);
+ };
+ };
+ };
+
+ class ace_spectator_compass {
+
+ onLoad = "uiNamespace setVariable ['ace_spectator_compass', _this select 0]";
+ onUnload = "";
+ idd=-1;
+ movingEnable=0;
+ fadein=0;
+ fadeout=0;
+ duration=1e+011;
+
+ class controls {
+
+ class BG: vip_rsc_box {
+ x = QUOTE(COMPASS_X);
+ y = QUOTE(safeZoneY);
+ w = QUOTE(COMPASS_W);
+ h = QUOTE(COMPASS_H);
+ colorBackground[] = {0.1,0.1,0.1,1};
+ };
+
+ class 0_90: vip_rsc_picture {
+ idc = 1;
+ x = QUOTE(RESCENTRE_X);
+ y = QUOTE(safeZoneY);
+ w = QUOTE(COMPASS_W / 2);
+ h = QUOTE(COMPASS_H);
+ text = "A3\ui_f_curator\data\cfgIngameUI\compass\texture180_ca.paa";
+ };
+
+ class 90_180: 0_90 {
+ idc = 2;
+ x = QUOTE(RESCENTRE_X + COMPASS_W / 2);
+ text = "A3\ui_f_curator\data\cfgIngameUI\compass\texture270_ca.paa";
+ };
+
+ class 180_270: 0_90 {
+ idc = 3;
+ x = QUOTE(RESCENTRE_X + COMPASS_W);
+ text = "A3\ui_f_curator\data\cfgIngameUI\compass\texture0_ca.paa";
+ };
+
+ class 270_0: 0_90 {
+ idc = 4;
+ x = QUOTE(RESCENTRE_X + COMPASS_W * 1.5);
+ text = "A3\ui_f_curator\data\cfgIngameUI\compass\texture90_ca.paa";
+ };
+
+ class Post: vip_rsc_box {
+ x = QUOTE(COMPASS_X + COMPASS_W / 2);
+ y = QUOTE(safeZoneY);
+ w = QUOTE(PIXEL_X * 2);
+ h = QUOTE(COMPASS_H);
+ colorBackground[]={1,0,0,1};
+ };
+
+ class LeftBlocker: vip_rsc_box {
+ x = QUOTE(COMPASS_X - COMPASS_W / 2);
+ y = QUOTE(safeZoneY);
+ w = QUOTE(COMPASS_W / 2);
+ h = QUOTE(COMPASS_H);
+ colorBackground[] = {0.1,0.1,0.1,1};
+ };
+
+ class RightBlocker: LeftBlocker {
+ x = QUOTE(COMPASS_X + COMPASS_W);
+ };
+
+ class Frame: vip_rsc_frame {
+ x = QUOTE(COMPASS_X);
+ y = QUOTE(safeZoneY);
+ w = QUOTE(COMPASS_W);
+ h = QUOTE(COMPASS_H);
+ shadow=2;
+ colorText[]={1,1,1,1};
+ };
+ };
+ };
+
+ class ace_spectator_help {
+
+ onLoad = "uiNamespace setVariable ['ace_spectator_help', _this select 0]; ['Help', _this select 0] call ace_spectator_fnc_camera";
+ idd = -1;
+ movingEnable=0;
+ fadein=0;
+ fadeout=0;
+ duration=1e+011;
+
+ class controls {
+
+ class BG: vip_rsc_box {
+ idc = -1;
+ x = QUOTE(RESCENTRE_X - HELP_W / 2);
+ y = QUOTE(RESCENTRE_Y - HELP_H / 2);
+ w = QUOTE(HELP_W);
+ h = QUOTE(HELP_H);
+ colorBackground[] = {0.1,0.1,0.1,1};
+ };
+
+ class Title: vip_rsc_text {
+ idc = 0;
+ style = ST_CENTER;
+ x = QUOTE(RESCENTRE_X - RESUNITS_X * 25);
+ y = QUOTE(RESCENTRE_Y - (HELP_H / 2) + RESUNITS_Y * 3);
+ w = QUOTE(RESUNITS_X * 50);
+ h = QUOTE(RESUNITS_Y * 4);
+ colorText[]={1,1,1,1};
+ sizeEx = QUOTE(RESUNITS_Y * 4);
+ font = GUI_FONT_NORMAL;
+ text = "ACE Spectator Controls";
+ };
+
+ class LeftColumn1 {
+ idc = 1;
+ type = CT_STRUCTURED_TEXT;
+ style = ST_LEFT;
+ x = QUOTE(RESCENTRE_X - HELP_W / 2 + RESUNITS_X * 3);
+ y = QUOTE(RESCENTRE_Y - (HELP_H / 2) + RESUNITS_Y * 10);
+ w = QUOTE(RESUNITS_X * 16.75);
+ h = QUOTE(RESUNITS_Y * 63);
+ text = "";
+ size = QUOTE(RESUNITS_Y * 2.5);
+ colorBackground[] = {0,0,0,0};
+ };
+
+ class LeftColumn2: LeftColumn1 {
+ idc = 2;
+ x = QUOTE(RESCENTRE_X - HELP_W / 2 + RESUNITS_X * 19.75);
+ };
+
+ class RightColumn1: LeftColumn1 {
+ idc = 3;
+ x = QUOTE(RESCENTRE_X + HELP_W / 2 - RESUNITS_X * 3 - RESUNITS_X * 29.5);
+ };
+
+ class RightColumn2: LeftColumn1 {
+ idc = 4;
+ x = QUOTE(RESCENTRE_X + HELP_W / 2 - RESUNITS_X * 3 - RESUNITS_X * 11.75);
+ };
+ };
+ };
+};
\ No newline at end of file
diff --git a/addons/spectator/UI/Icon_Module_Spectator_ca.paa b/addons/spectator/UI/Icon_Module_Spectator_ca.paa
new file mode 100644
index 0000000000..a4d784cea6
Binary files /dev/null and b/addons/spectator/UI/Icon_Module_Spectator_ca.paa differ
diff --git a/addons/spectator/XEH_postInit.sqf b/addons/spectator/XEH_postInit.sqf
new file mode 100644
index 0000000000..b57d08ac7b
--- /dev/null
+++ b/addons/spectator/XEH_postInit.sqf
@@ -0,0 +1,96 @@
+/*
+ Author:
+ voiper
+*/
+
+#include "script_component.hpp"
+
+["SettingsInitialized", {
+ if !GVAR(enabled) exitWith {};
+
+ //check if respawn is set up properly
+ _fail = if (getNumber (missionConfigFile >> "respawn") != 3 && getText (missionConfigFile >> "respawn") != "Base") then {true} else {false};
+ if (_fail) exitWith {
+ _text = "[ACE_Spectator] ERROR: This mission does not have respawn set up properly. Add 'respawn=3' or 'respawn=""BASE""' to description.ext.";
+ systemChat _text;
+ diag_log text _text;
+ };
+
+ if GVAR(endMission) then {
+ [{
+ if (player distance GVAR(penPos) < 200) then {
+ if ({isPlayer _x && alive _x && (_x distance GVAR(penPos)) > 200} count allUnits == 0) then {
+ [["endDeath", false], "BIS_fnc_endMission"] call BIS_fnc_MP;
+ [_this select 1] call CBA_fnc_removePerFrameHandler;
+ };
+ };
+ }, 2] call CBA_fnc_addPerFrameHandler;
+ };
+
+ if (isDedicated) exitWith {};
+
+ call FUNC(penPos);
+
+ {
+ if (getMarkerPos _x isEqualTo [0,0,0]) then {
+ _marker = createMarkerLocal [_x, [0,0]];
+ _marker setMarkerShapeLocal "ICON";
+ };
+
+ _x setMarkerPosLocal GVAR(penPos);
+ } forEach ["respawn_west", "respawn_east", "respawn_guerrila", "respawn_civilian"];
+
+ GVAR(playerSide) = side (group player);
+
+ if GVAR(tracking) then {
+ [FUNC(checkUnits), 2] call CBA_fnc_addPerFrameHandler;
+ [FUNC(trackUnits), 20] call CBA_fnc_addPerFrameHandler;
+ };
+
+ player addEventHandler ["Killed", {
+ [player] joinSilent grpNull;
+ if (isClass (configFile >> "CfgPatches" >> "ace_hearing")) then {EGVAR(hearing,disableVolumeUpdate) = true};
+ _delay = getNumber (missionConfigFile >> "respawnDelay");
+ _delay fadeSound 0;
+ 999999 cutText ["", "BLACK", _delay];
+ }];
+
+ player addEventHandler ["Respawn", {
+ if (!isNil QGVAR(cam)) then {["Exit"] call FUNC(camera)};
+ if (isClass (configFile >> "CfgPatches" >> "ace_hearing")) then {EGVAR(hearing,disableVolumeUpdate) = true};
+ if (isClass (configFile >> "CfgPatches" >> "acre_sys_radio")) then {[true] call acre_api_fnc_setSpectator};
+ if (isClass (configFile >> "CfgPatches" >> "task_force_radio")) then {[player, true] call TFAR_fnc_forceSpectator};
+
+ if !GVAR(modulePos) then {
+ _corpse = _this select 1;
+ if (!isNil "_corpse") then {
+ if (!isNull _corpse) then {
+ GVAR(startingPos) = getPosATL _corpse;
+ };
+ };
+ };
+
+ player addEventHandler ["HandleDamage", {0}];
+ [player] joinSilent grpNull;
+ removeAllWeapons player;
+ removeAllItems player;
+ removeAllAssignedItems player;
+ removeUniform player;
+ removeVest player;
+ player linkItem "ItemMap";
+ player linkItem "ItemRadio";
+ hideObjectGlobal player;
+
+ if (surfaceisWater GVAR(penPos)) then {
+ player forceAddUniform "U_B_Wetsuit";
+ player addVest "V_RebreatherB";
+ };
+
+ player setPosATL GVAR(penPos);
+
+ 0 fadeSound 0;
+ 999999 cutText ["", "BLACK FADED", 0];
+ ["Init", [true]] call FUNC(camera);
+ }];
+
+}] call EFUNC(common,addEventHandler);
\ No newline at end of file
diff --git a/addons/spectator/XEH_preInit.sqf b/addons/spectator/XEH_preInit.sqf
new file mode 100644
index 0000000000..41b24e8fcc
--- /dev/null
+++ b/addons/spectator/XEH_preInit.sqf
@@ -0,0 +1,31 @@
+#include "script_component.hpp"
+
+ADDON = false;
+
+PREP(camera);
+PREP(cameraIntro);
+PREP(canSpectateUnit);
+PREP(checkUnits);
+PREP(compass);
+PREP(crosshair);
+PREP(draw3D);
+PREP(drawMines2D);
+PREP(drawMines3D);
+PREP(drawTracks2D);
+PREP(drawUnits2D);
+PREP(drawUnits3D);
+PREP(killed);
+PREP(map);
+PREP(moduleSpectator);
+PREP(overlay);
+PREP(penPos);
+PREP(respawn);
+PREP(sideColour);
+PREP(status);
+PREP(trackUnits);
+PREP(unitInfo);
+PREP(unitSide);
+PREP(unitVar);
+PREP(viewDistance);
+
+ADDON = true;
\ No newline at end of file
diff --git a/addons/spectator/config.cpp b/addons/spectator/config.cpp
new file mode 100644
index 0000000000..89b0b814b5
--- /dev/null
+++ b/addons/spectator/config.cpp
@@ -0,0 +1,19 @@
+#include "script_component.hpp"
+
+class CfgPatches {
+ class ADDON {
+ units[] = {};
+ weapons[] = {};
+ requiredVersion = REQUIRED_VERSION;
+ requiredAddons[] = {"ace_common"};
+ author[] = {"voiper"};
+ authorUrl = "https://github.com/voiperr/";
+ VERSION_CONFIG;
+ };
+};
+
+#include "ACE_Settings.hpp"
+#include "CfgEventHandlers.hpp"
+#include "CfgVehicles.hpp"
+#include "rsc_defines.hpp"
+#include "UI.hpp"
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_camera.sqf b/addons/spectator/functions/fnc_camera.sqf
new file mode 100644
index 0000000000..bc4cea88cc
--- /dev/null
+++ b/addons/spectator/functions/fnc_camera.sqf
@@ -0,0 +1,1081 @@
+/*
+ Author:
+ voiper, derived in part from BIS_fnc_camera by Karel Moricky
+
+ Description:
+ Spectator camera and UI.
+
+ Arguments:
+ 0: Mode: "Init" is the only mission relevant one
+ 1: (optional):
+ 0: Whether player can escape from camera (false for MP spectator; true for SP photography)
+
+ Example:
+ ["Init", [false]] call ace_spectator_fnc_camera;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+#include "\a3\editor_f\Data\Scripts\dikCodes.h"
+
+disableSerialization;
+_mode = _this select 0;
+_this = _this select 1;
+
+switch _mode do {
+
+ case "Init": {
+
+ GVAR(noEscape) = if (count _this > 0) then {_this select 0} else {false};
+
+ call FUNC(penPos);
+
+ _camPos = if (!isNil QGVAR(startingPos)) then {
+ GVAR(startingPos)
+ } else {
+ getPos cameraOn
+ };
+
+ _camDir = if (!isNil QGVAR(startingDir)) then {
+ GVAR(startingDir)
+ } else {
+ 0
+ };
+
+ _camPos set [2, (_camPos select 2) + 2];
+ _cam = "camera" camCreate _camPos;
+ _cam setDir _camDir;
+ _cam cameraEffect ["internal", "back"];
+ _cam camSetFocus [-1, -1];
+ _cam camCommit 0;
+ showCinemaBorder false;
+ cameraEffectEnableHUD true;
+ setViewDistance 3000;
+
+ //variables
+ GVAR(cam) = _cam;
+ GVAR(LMB) = false;
+ GVAR(RMB) = false;
+ GVAR(vector) = [_camDir, 0, 0];
+ GVAR(fov) = 0.7;
+ GVAR(vision) = 0;
+ GVAR(moveScale) = 0.1;
+ GVAR(cameraOn) = true;
+ GVAR(focus) = [-1, -1];
+ GVAR(lock) = [-1];
+ GVAR(attach) = objNull;
+ GVAR(unit) = objNull;
+ GVAR(mouseBusy) = false;
+ GVAR(markers) = 3;
+ GVAR(accTime) = 1;
+ GVAR(third) = false;
+
+ //define only if doesn't exist (to preserve saved spots from a previous camera)
+ if (isNil QGVAR(savedSpots)) then {
+ GVAR(savedSpots) = [];
+ for "_i" from 0 to 11 do {GVAR(savedSpots) set [_i, []]};
+ };
+
+ if (isNil QGVAR(savedUnits)) then {
+ GVAR(savedUnits) = [];
+ for "_i" from 0 to 9 do {GVAR(savedUnits) set [_i, objNull]};
+ };
+
+ GVAR(keys) = [];
+ _DIKcodes = true call BIS_fnc_keyCode;
+ _DIKlast = _DIKcodes select (count _DIKcodes - 1);
+ for "_i" from 0 to (_DIKlast - 1) do {
+ GVAR(keys) set [_i, false];
+ };
+
+ _display = findDisplay 46;
+
+ GVAR(ehDraw3D) = addMissionEventhandler ["Draw3D", {['Draw3D', _this] call FUNC(draw3D)}];
+ addMissionEventHandler ["Ended", {if (!isNil QGVAR(cam)) then {["Exit"] call FUNC(camera)}}];
+ GVAR(ehKeyDown) = _display displayAddEventHandler ["keyDown", {['KeyDown', _this] call FUNC(camera)}];
+ GVAR(ehKeyUp) = _display displayAddEventHandler ["keyUp", {['KeyUp', _this] call FUNC(camera)}];
+ GVAR(ehMouseButtonDown) = _display displayAddEventHandler ["mouseButtonDown", {['MouseButtonDown', _this] call FUNC(camera)}];
+ GVAR(ehMouseButtonUp) = _display displayAddEventHandler ["mouseButtonUp", {['MouseButtonUp',_this] call FUNC(camera)}];
+ GVAR(ehMouseZChanged) = _display displayAddEventHandler ["mouseZChanged", {['MouseZChanged',_this] call FUNC(camera)}];
+ GVAR(ehMouseMoving) = _display displayAddEventHandler ["mouseMoving", {['Mouse',_this] call FUNC(camera)}];
+ GVAR(ehMouseHolding) =_display displayAddEventHandler ["mouseHolding", {['Mouse',_this] call FUNC(camera)}];
+
+ //remove mission layer
+ _displayMission = call (uiNamespace getVariable "BIS_fnc_displayMission");
+ _control = _displayMission displayCtrl 11400;
+ _control ctrlSetFade 1;
+ _control ctrlCommit 0;
+
+ //kill layers
+ cutText ["", "Plain"];
+ _layers = missionNamespace getVariable ["BIS_fnc_rscLayer_list", []];
+ for "_i" from 1 to (count _layers - 1) step 2 do {
+ (_layers select _i) cutText ["", "Plain"];
+ };
+
+ clearRadio;
+
+ //crosshair
+ _layer = [QGVAR(crosshair)] call BIS_fnc_rscLayer;
+ _layer cutRsc [QGVAR(crosshair), "PLAIN", 2, true];
+
+ //compass
+ _layer = [QGVAR(compass)] call BIS_fnc_rscLayer;
+ _layer cutRsc [QGVAR(compass), "PLAIN", 2, true];
+
+ //status
+ _layer = [QGVAR(status)] call BIS_fnc_rscLayer;
+ _layer cutRsc [QGVAR(status), "PLAIN", 2, true];
+
+ //help
+ _layer = [QGVAR(help)] call BIS_fnc_rscLayer;
+ preloadTitleRsc [QGVAR(help), "PLAIN", 0, true];
+
+ if (isClass (configFile >> "CfgPatches" >> "ace_nametags")) then {
+ GVAR(tags) = [EGVAR(nametags,showPlayerNames), EGVAR(nametags,showNamesForAI)];
+ EGVAR(nametags,showPlayerNames) = 0;
+ EGVAR(nametags,showNamesForAI) = false;
+ };
+
+ if (isClass (configFile >> "CfgPatches" >> "ace_interact_menu")) then {
+ [QGVAR(interactCondition), {false}] call EFUNC(common,addCanInteractWithCondition);
+ };
+
+ //add unit check, since if tracking were on it would already be present
+ if !GVAR(tracking) then {
+ [FUNC(checkUnits), 2] call CBA_fnc_addPerFrameHandler
+ };
+
+ [FUNC(cameraIntro), 1] call CBA_fnc_addPerFrameHandler;
+ };
+
+ //////////////////////////////////////////
+ case "Mouse": {
+ _mapOn = uiNamespace getVariable QGVAR(map);
+ if (!isNull _mapOn) exitWith {};
+
+ _keys = GVAR(keys);
+ _cam = GVAR(cam);
+ _dir = GVAR(vector) select 0;
+ _pitch = GVAR(vector) select 1;
+ _bank = GVAR(vector) select 2;
+ _camPos = getPosASL _cam;
+ _coef = (GVAR(moveScale) * (((getPosATL _cam) select 2) / 2)) min 50 max 0.001;
+
+ _move = {
+ _inPos = _this;
+ if !GVAR(cameraOn) exitWith {};
+ if (_inPos select 2 > 20000) then {_inPos set [2, 20000]};
+ _obj = GVAR(attach);
+ if !(isNull _obj) then {
+ if ((GVAR(lock) select 0) < 0) then {
+ _modelPos = _obj worldToModel (ASLtoATL _inPos);
+ _cam attachTo [_obj, _modelPos];
+ };
+ } else {
+ _cam setPosASL _inPos;
+ };
+ };
+
+ if (GVAR(LMB) || GVAR(RMB)) then {
+ if GVAR(mouseBusy) exitWith {};
+ _mX = (_this select 1) * (GVAR(accTime) max 0.05);
+ _mY = (_this select 2) * (GVAR(accTime) max 0.05);
+
+ if GVAR(RMB) then {
+
+ _dX = _mX;
+ _dY = -_mY;
+
+ _camPos = [_camPos, _dY, getDir _cam] call BIS_fnc_relPos;
+ _camPos = [_camPos, _dX, getDir _cam + 90] call BIS_fnc_relPos;
+
+ _camPos call _move;
+
+ } else {
+ if (GVAR(lock) select 0 > -1) exitWith {};
+ _dX = _mX / 50 * 180 * GVAR(fov);
+ _dY = -_mY / 50 * 180 * GVAR(fov);
+
+ if (_keys select DIK_LSHIFT) then {
+ _pitch = (_pitch + _dY) max -180 min 180;
+ _bank = (_bank + _dX) max -181 min 181;
+ if (_bank <= -181) then {_bank = 180} else {if (_bank >= 181) then {_bank = -180}};
+ } else {
+ _dir = _dir + _dX;
+ _pitch = (_pitch + _dY) max -90 min 90;
+ };
+ GVAR(vector) = [_dir, _pitch, _bank];
+ [_cam, GVAR(vector)] call BIS_fnc_setObjectRotation;
+ };
+ };
+
+ _camMove = {
+ _dX = _this select 0;
+ _dY = _this select 1;
+ _dZ = _this select 2;
+ _pos = getPosASL _cam;
+ _moveDir = (getDir _cam) + _dX * 90;
+ _camPos = [
+ (_pos select 0) + ((sin (_moveDir)) * _coef * _dY),
+ (_pos select 1) + ((cos (_moveDir)) * _coef * _dY),
+ (_pos select 2) + _dZ * _coef / 1.5
+ ];
+ //for some reason, at visual height = 0, cameras report 10cm higher than they actually are
+ _camPos set [2, (_camPos select 2) max (getTerrainHeightASL _camPos + 0.1)];
+
+ _camPos call _move;
+ };
+
+ _camRotate = {
+ if ((GVAR(lock) select 0) > -1) exitWith {};
+ _dX = (_this select 0) * GVAR(fov) * _rotMod;
+ _dY = (_this select 1) * GVAR(fov) * _rotMod;
+ _pitch = ((GVAR(vector) select 1) + _dY) max -90 min 90;
+ _bank = GVAR(vector) select 2;
+ _dir = _dir + _dX;
+ GVAR(vector) = [_dir, _pitch, _bank];
+ [_cam, GVAR(vector)] call BIS_fnc_setObjectRotation;
+ };
+
+ _camBank = {
+ if ((GVAR(lock) select 0) > -1) exitWith {};
+ _dZ = (_this select 0) * _rotMod;
+ _pitch = GVAR(vector) select 1;
+ _bank = ((GVAR(vector) select 2) + _dZ) max -181 min 181;
+ if (_bank == -181) then {_bank = 180} else {if (_bank == 181) then {_bank = -180}};
+ GVAR(vector) = [_dir, _pitch, _bank];
+ [_cam, GVAR(vector)] call BIS_fnc_setObjectRotation;
+ };
+
+ _numPad0 = _keys select DIK_NUMPAD0;
+ _numPadDel = _keys select DIK_DECIMAL;
+ _rotMod = if (_numPad0 && !_numPadDel) then {
+ 5
+ } else {
+ if (!_numPad0 && _numPadDel) then {0.1} else {1};
+ };
+
+ if (_keys select DIK_W) then {[0,1,0] call _camMove};
+ if (_keys select DIK_S) then {[0,-1,0] call _camMove};
+ if (_keys select DIK_A) then {[-1,1,0] call _camMove};
+ if (_keys select DIK_D) then {[1,1,0] call _camMove};
+
+ if (_keys select DIK_Q) then {[0,0,1] call _camMove};
+ if (_keys select DIK_Z) then {[0,0,-1] call _camMove};
+
+ if (_keys select DIK_NUMPAD1) then {[-1,-1,0] call _camRotate};
+ if (_keys select DIK_NUMPAD2) then {[+0,-1,0] call _camRotate};
+ if (_keys select DIK_NUMPAD3) then {[+1,-1,0] call _camRotate};
+ if (_keys select DIK_NUMPAD4) then {[-1,+0,0] call _camRotate};
+ if (_keys select DIK_NUMPAD6) then {[+1,+0,0] call _camRotate};
+ if (_keys select DIK_NUMPAD7) then {[-1,+1,0] call _camRotate};
+ if (_keys select DIK_NUMPAD8) then {[+0,+1,0] call _camRotate};
+ if (_keys select DIK_NUMPAD9) then {[+1,+1,0] call _camRotate};
+ if (_keys select DIK_DIVIDE) then {[-1] call _camBank};
+ if (_keys select DIK_MULTIPLY) then {[+1] call _camBank};
+
+ if (_keys select DIK_ADD) then {
+ GVAR(fov) = GVAR(fov) - (GVAR(fov) / 50 * _rotMod) max 0.01;
+ _cam camPrepareFOV GVAR(fov);
+ _cam camCommitPrepared 0;
+ };
+ if (_keys select DIK_SUBTRACT) then {
+ GVAR(fov) = GVAR(fov) + (GVAR(fov) / 50 * _rotMod) min 2;
+ _cam camPrepareFOV GVAR(fov);
+ _cam camCommitPrepared 0;
+ };
+
+ if (_keys select DIK_NUMPADENTER) then {
+ GVAR(fov) = 0.7;
+ _cam camPrepareFOV GVAR(fov);
+ _cam camCommitPrepared 0;
+ };
+
+ if (_keys select DIK_MINUS) then {
+ _cur = GVAR(focus) select 0;
+ if (_cur < 0) then {_cur = 1};
+ _cur = _cur - (_cur / 25) max 0.25;
+ GVAR(focus) = [_cur, 1.5];
+ _cam camSetFocus GVAR(focus);
+ _cam camCommit 0;
+ };
+
+ if (_keys select DIK_EQUALS) then {
+ _cur = GVAR(focus) select 0;
+ if (_cur < 0) then {_cur = 1};
+ _cur = _cur + (_cur / 25) min 5000;
+ GVAR(focus) = [_cur, 1.5];
+ _cam camSetFocus GVAR(focus);
+ _cam camCommit 0;
+ };
+
+ if (_keys select DIK_LBRACKET)then {
+ if (!isMultiplayer) then {
+ _cur = GVAR(accTime);
+ _cur = _cur - (_cur / 25) max 0;
+ GVAR(accTime) = _cur;
+ setAccTime GVAR(accTime);
+ };
+ };
+
+ if (_keys select DIK_RBRACKET)then {
+ if (!isMultiplayer) then {
+ _cur = GVAR(accTime);
+ _cur = _cur + (_cur / 25) min 4;
+ GVAR(accTime) = _cur;
+ setAccTime GVAR(accTime);
+ };
+ };
+ };
+
+ //////////////////////////////////////////
+ case "MouseButtonDown": {
+ _mapOn = uiNamespace getVariable QGVAR(map);
+ if (!isNull _mapOn) exitWith {};
+
+ _button = _this select 1;
+ _mX = _this select 2;
+ _mY = _this select 3;
+ _shift = _this select 4;
+ _ctrl = _this select 5;
+ _alt = _this select 6;
+
+ switch (_button) do {
+ case 0: {GVAR(LMB) = true};
+ case 1: {GVAR(RMB) = true};
+ };
+ };
+
+ //////////////////////////////////////////
+ case "MouseButtonUp": {
+ _mapOn = uiNamespace getVariable QGVAR(map);
+ if (!isNull _mapOn) exitWith {};
+
+ _button = _this select 1;
+ switch (_button) do {
+ case 0: {GVAR(LMB) = false};
+ case 1: {GVAR(RMB) = false};
+ };
+ };
+
+ //////////////////////////////////////////
+ case "MouseZChanged": {
+ _mapOn = uiNamespace getVariable QGVAR(map);
+ if (!isNull _mapOn) exitWith {};
+
+ _diff = _this select 1;
+ if (_diff > 0) then {
+ GVAR(moveScale) = GVAR(moveScale) + (GVAR(moveScale) / 10) min 1;
+ } else {
+ GVAR(moveScale) = GVAR(moveScale) - (GVAR(moveScale) / 10) max 0.001;
+ };
+ };
+
+ //////////////////////////////////////////
+ case "KeyDown": {
+ _key = _this select 1;
+ _shift = _this select 2;
+ _ctrl = _this select 3;
+ _alt = _this select 4;
+ _return = false;
+
+ GVAR(keys) set [_key, true];
+
+ _cam = GVAR(cam);
+ _camOn = GVAR(cameraOn);
+ _unit = GVAR(unit);
+ _lock = GVAR(lock) select 0;
+
+ _camPos = [getPos _cam, GVAR(vector), GVAR(fov), GVAR(focus)];
+
+ _camSaveSpot = {
+ _num = _this select 0;
+ if (!isNull GVAR(attach)) then {
+ _vector = _camPos select 1;
+ _dir = _vector select 0;
+ _vector set [0, _dir - (getDir GVAR(attach))];
+ _camPos set [1, _vector];
+ };
+ GVAR(savedSpots) set [_num, _camPos];
+ };
+
+ _camLoadSpot = {
+ _num = _this select 0;
+ _arr = GVAR(savedSpots) select _num;
+ if (count (_arr) > 0) then {
+ if (!_camOn) then {
+ ["Camera", ["Free"]] call FUNC(camera)
+ };
+ call _detach;
+ _cam setPos (_arr select 0);
+ _vector = _arr select 1;
+ [_cam, _vector] call BIS_fnc_setObjectRotation;
+ _cam camPrepareFOV (_arr select 2);
+ _cam camPrepareFocus (_arr select 3);
+ _cam camCommitPrepared 0;
+ GVAR(vector) = _vector;
+ };
+ };
+
+ _camSaveUnit = {
+ _num = _this select 0;
+
+ if (!isNull _unit) then {
+ _alreadySaved = GVAR(savedUnits) find _unit;
+ if (_alreadySaved > -1) then {
+ GVAR(savedUnits) set [_alreadySaved, objNull];
+ };
+ GVAR(savedUnits) set [_num, _unit]
+ };
+ };
+
+ _camLoadUnit = {
+ _num = _this select 0;
+ _unit = GVAR(savedUnits) select _num;
+ if (!isNull _unit) then {
+ if (_lock > -1) then {
+ ["Camera", ["Lock"]] call FUNC(camera)
+ };
+ if (GVAR(unit) == _unit) then {
+ call _detach;
+ if (_camOn) then {
+ ["Camera", ["Third"]] call FUNC(camera);
+ } else {
+ ["Camera", ["SwitchUnit"]] call FUNC(camera);
+ };
+ } else {
+ GVAR(unit) = _unit;
+ if ((GVAR(lock) select 0) > -1) then {["Camera", ["Lock"]] call FUNC(camera)};
+ if (!_camOn) then {
+ call _detach;
+ ["Camera", ["SwitchUnit"]] call FUNC(camera);
+ };
+ };
+ };
+ };
+
+ _detach = {
+ if (!isNull GVAR(attach)) then {
+ ["Camera", ["Attach"]] call FUNC(camera);
+ };
+ };
+
+ switch (_key) do {
+
+ case (DIK_F1): {if (_ctrl) then {[0] call _camSaveSpot} else {[0] call _camLoadSpot}; _return = true};
+ case (DIK_F2): {if (_ctrl) then {[1] call _camSaveSpot} else {[1] call _camLoadSpot}; _return = true};
+ case (DIK_F3): {if (_ctrl) then {[2] call _camSaveSpot} else {[2] call _camLoadSpot}; _return = true};
+ case (DIK_F4): {if (_ctrl) then {[3] call _camSaveSpot} else {[3] call _camLoadSpot}; _return = true};
+ case (DIK_F5): {if (_ctrl) then {[4] call _camSaveSpot} else {[4] call _camLoadSpot}; _return = true};
+ case (DIK_F6): {if (_ctrl) then {[5] call _camSaveSpot} else {[5] call _camLoadSpot}; _return = true};
+ case (DIK_F7): {if (_ctrl) then {[6] call _camSaveSpot} else {[6] call _camLoadSpot}; _return = true};
+ case (DIK_F8): {if (_ctrl) then {[7] call _camSaveSpot} else {[7] call _camLoadSpot}; _return = true};
+ case (DIK_F9): {if (_ctrl) then {[8] call _camSaveSpot} else {[8] call _camLoadSpot}; _return = true};
+ case (DIK_F10): {if (_ctrl) then {[9] call _camSaveSpot} else {[9] call _camLoadSpot}; _return = true};
+ case (DIK_F11): {if (_ctrl) then {[10] call _camSaveSpot} else {[10] call _camLoadSpot}; _return = true};
+ case (DIK_F12): {if (_ctrl) then {[11] call _camSaveSpot} else {[11] call _camLoadSpot}; _return = true};
+
+ case (DIK_1): {if (_ctrl) then {[0] call _camSaveUnit} else {[0] call _camLoadUnit}; _return = true};
+ case (DIK_2): {if (_ctrl) then {[1] call _camSaveUnit} else {[1] call _camLoadUnit}; _return = true};
+ case (DIK_3): {if (_ctrl) then {[2] call _camSaveUnit} else {[2] call _camLoadUnit}; _return = true};
+ case (DIK_4): {if (_ctrl) then {[3] call _camSaveUnit} else {[3] call _camLoadUnit}; _return = true};
+ case (DIK_5): {if (_ctrl) then {[4] call _camSaveUnit} else {[4] call _camLoadUnit}; _return = true};
+ case (DIK_6): {if (_ctrl) then {[5] call _camSaveUnit} else {[5] call _camLoadUnit}; _return = true};
+ case (DIK_7): {if (_ctrl) then {[6] call _camSaveUnit} else {[6] call _camLoadUnit}; _return = true};
+ case (DIK_8): {if (_ctrl) then {[7] call _camSaveUnit} else {[7] call _camLoadUnit}; _return = true};
+ case (DIK_9): {if (_ctrl) then {[8] call _camSaveUnit} else {[8] call _camLoadUnit}; _return = true};
+ case (DIK_0): {if (_ctrl) then {[9] call _camSaveUnit} else {[9] call _camLoadUnit}; _return = true};
+
+ case (DIK_NUMPAD5): {
+ _dir = getDir _cam;
+ if (!isNull GVAR(attach)) then {_dir = _dir - getDir GVAR(attach)};
+ GVAR(vector) = [_dir, 0, 0];
+ [_cam, GVAR(vector)] call BIS_fnc_setObjectRotation;
+ GVAR(fov) = 0.7;
+ _cam camPrepareFOV GVAR(fov);
+ _cam camCommitPrepared 0;
+ };
+
+ case (DIK_NUMPADENTER): {_return = true};
+
+ case (DIK_NUMPAD0): {_return = true};
+
+ case (DIK_DECIMAL): {_return = true};
+
+ case (DIK_BACKSPACE): {
+ GVAR(focus) = if (!_shift) then {
+ [-1, 1];
+ } else {
+ [-1, -1];
+ };
+ _cam camPrepareFocus GVAR(focus);
+ _cam camCommitPrepared 0;
+ _return = true;
+ };
+
+ case (DIK_BACKSLASH): {
+ if (!isMultiplayer) then {
+ GVAR(accTime) = 1;
+ setAccTime GVAR(accTime);
+ };
+ };
+
+ case (DIK_GRAVE): {_return = true};
+
+ case (DIK_SPACE): {
+ if (!_camOn) exitWith {};
+ if (_ctrl) then {
+ ["Camera", ["Attach"]] call FUNC(camera);
+ } else {
+ ["Camera", ["Lock"]] call FUNC(camera);
+ };
+ };
+
+ case (DIK_LEFT): {
+ ["Camera", ["NewUnit", -1]] call FUNC(camera)
+ };
+
+ case (DIK_RIGHT): {
+ ["Camera", ["NewUnit", 1]] call FUNC(camera)
+ };
+
+ case (DIK_UP): {
+ if (isNull GVAR(unit)) exitWith {};
+ if (_lock > -1) then {["Camera", ["Lock"]] call FUNC(camera)};
+ call _detach;
+ if (_camOn) then {
+ ["Camera", ["Third"]] call FUNC(camera);
+ } else {
+ if GVAR(third) then {
+ ["Camera", ["First"]] call FUNC(camera);
+ };
+ };
+ };
+
+ case (DIK_DOWN): {
+ if (isNull GVAR(unit)) exitWith {};
+ if (_lock > -1) then {["Camera", ["Lock"]] call FUNC(camera)};
+ call _detach;
+ if (!_camOn) then {
+ if !GVAR(third) then {
+ ["Camera", ["Third"]] call FUNC(camera);
+ } else {
+ ["Camera", ["Free"]] call FUNC(camera);
+ };
+ };
+ };
+
+ case (DIK_T): {
+ GVAR(markers) = GVAR(markers) + 1;
+ if (GVAR(markers) > 3) then {GVAR(markers) = 0};
+ if (GVAR(markers) == 0) then {clearRadio};
+ };
+
+ case (DIK_U): {
+ _map = uiNameSpace getVariable [QGVAR(map), findDisplay 12202];
+ if (!isNull _map) exitWith {};
+
+ _overlay = uiNamespace getVariable [QGVAR(overlay), findDisplay 12200];
+ if (isNull _overlay) then {
+ createDialog QGVAR(overlay);
+ } else {
+ closeDialog 0;
+ };
+ };
+
+ case (DIK_X): {
+ _layer = [QGVAR(crosshair)] call BIS_fnc_rscLayer;
+ _xhair = uiNamespace getVariable QGVAR(crosshair);
+ if (isNull _xhair) then {
+ _layer cutRsc [QGVAR(crosshair), "PLAIN", 0, true];
+ call FUNC(crosshair);
+ } else {
+ _layer cutText ["", "PLAIN"];
+ };
+ };
+
+ case (DIK_C): {
+ _layer = [QGVAR(compass)] call BIS_fnc_rscLayer;
+ if (isNull (uiNamespace getVariable QGVAR(compass))) then {
+ _layer cutRsc [QGVAR(compass), "PLAIN", 0, true];
+ } else {
+ _layer cutText ["", "PLAIN"];
+ };
+
+ _layer = [QGVAR(status)] call BIS_fnc_rscLayer;
+ if (isNull (uiNamespace getVariable QGVAR(status))) then {
+ _layer cutRsc [QGVAR(status), "PLAIN", 0, true];
+ } else {
+ _layer cutText ["", "PLAIN"];
+ };
+ };
+
+ case (DIK_G): {
+ _vd = uiNamespace getVariable [QGVAR(vd), findDisplay 12201];
+ if (isNull _vd) then {
+ createDialog QGVAR(vd);
+ } else {
+ closeDialog 0;
+ }
+ };
+
+ case (DIK_H): {
+ _layer = [QGVAR(help)] call BIS_fnc_rscLayer;
+ if (isNull (uiNamespace getVariable QGVAR(help))) then {
+ _layer cutRsc [QGVAR(help), "PLAIN", 0, true];
+ } else {
+ _layer cutText ["", "PLAIN"];
+ };
+ };
+
+ case (DIK_M): {
+ _map = uiNameSpace getVariable [QGVAR(map), findDisplay 12202];
+ if (isNull _map) then {
+ createDialog QGVAR(map);
+ } else {
+ closeDialog 0;
+ };
+ };
+
+ case (DIK_N): {
+ GVAR(vision) = GVAR(vision) + 1;
+ if (GVAR(vision) > 4) then {GVAR(vision) = 0};
+ switch GVAR(vision) do {
+ case 0: {
+ camUseNVG false;
+ false SetCamUseTi 0;
+ };
+ case 1: {
+ camUseNVG true;
+ false SetCamUseTi 0;
+ };
+ case 2: {
+ camUseNVG false;
+ true SetCamUseTi 0;
+ };
+ case 3: {
+ camUseNVG false;
+ true SetCamUseTi 1;
+ };
+
+ case 4: {
+ camUseNVG false;
+ true SetCamUseTi 4;
+ };
+ };
+ };
+
+ case (DIK_ESCAPE): {
+ if !GVAR(noEscape) then {
+ _return = true;
+ _this spawn {
+ disableSerialization;
+ _display = _this select 0;
+ _message = ["Do you want to exit spectator?", "ACE Spectator", nil, true, _display] call BIS_fnc_guiMessage;
+ if (_message) then {["Exit"] call FUNC(camera)};
+ };
+ };
+ };
+ default {};
+ };
+
+ _return
+ };
+
+ //////////////////////////////////////////
+ case "KeyUp": {
+ GVAR(keys) set [_this select 1, false];
+ };
+
+ //////////////////////////////////////////
+ case "Camera": {
+
+ _mode = _this select 0;
+
+ _cam = GVAR(cam);
+ _camOn = GVAR(cameraOn);
+ _unit = GVAR(unit);
+ _lock = GVAR(lock) select 0;
+
+ _findTarget = {
+
+ _ret = [];
+ _screenPos = screenToWorld [0.5,0.5];
+ _camPosASL = getPosASL _cam;
+ _camPosReal = getPos _cam;
+ _endPosASL = [_screenPos select 0, _screenPos select 1, getTerrainHeightASL _screenPos];
+ _endPosReal = if (surfaceIsWater _endPosASL) then {_endPosASL} else {ASLtoATL _endPosASL};
+ _objs = lineIntersectsWith [_camPosASL, _endPosASL, objNull, objNull, true];
+
+ if (count _objs > 0) then { //if vehicle/object found
+ _obj = _objs select (count _objs - 1);
+ _ret = _obj;
+ } else { //check for units near endpoint instead
+ _units = allUnits;
+ if (count _units > 0) then {
+ _nearestUnit = _units select 0;
+ {if (_endPosReal distance _x < _endPosReal distance _nearestUnit) then {_nearestUnit = _x}} forEach _units;
+ _intersect = [_nearestUnit, "FIRE"] intersect [_camPosReal, _endPosReal];
+ if (count (_intersect) > 0) then {
+ _ret = _nearestUnit;
+ } else { //check for units near camera instead
+ _nearestUnit = _units select 0;
+ {if (_cam distance _x < _cam distance _nearestUnit) then {_nearestUnit = _x}} forEach _units;
+ _intersect = [_nearestUnit, "FIRE"] intersect [_camPosReal, _endPosReal];
+ if (count _intersect > 0) then {
+ _ret = _nearestUnit;
+ } else { //if nothing else, point at ground position
+ _ret = _endPosReal;
+ };
+ };
+ };
+ };
+ _ret
+ };
+
+ switch (_mode) do {
+
+ case "Free": {
+ GVAR(cameraOn) = true;
+ GVAR(third) = false;
+ detach _cam;
+ player switchCamera "Internal";
+ _cam cameraEffect ["Internal", "Back"];
+ cameraEffectEnableHUD true;
+ _dir = getDir _unit;
+ _pos = [_unit, -5, _dir] call BIS_fnc_relPos;
+ _pos set [2, ((getPos _unit) select 2) + 2];
+ _cam setPos _pos;
+ GVAR(vector) set [0, _dir];
+ [_cam, GVAR(vector)] call BIS_fnc_setObjectRotation;
+ };
+
+ case "First": {
+ if (_unit == player) exitWith {};
+ GVAR(cameraOn) = false;
+ GVAR(third) = false;
+ _cam attachTo [vehicle _unit, [0,0.1,0]];
+ _cam cameraEffect ["Terminate", "Back"];
+ vehicle _unit switchCamera "Internal";
+ };
+
+ case "Third": {
+ if (_unit == player) exitWith {};
+ GVAR(third) = true;
+ GVAR(cameraOn) = false;
+ if (!difficultyEnabled "3rdPersonView") then {
+ player switchCamera "Internal";
+ _cam cameraEffect ["Internal", "Back"];
+ cameraEffectEnableHUD true;
+ if (vehicle _unit == _unit) then {
+ _cam attachTo [_unit, [0.1, -2.4, 0.6], "head"];
+ } else {
+ _cam attachTo [vehicle _unit, [0, -7, 1.5]];
+ };
+ } else {
+ _cam attachTo [vehicle _unit, [0,0.1,0]];
+ _cam cameraEffect ["Terminate", "Back"];
+ vehicle _unit switchCamera "External";
+ };
+ };
+
+ case "NewUnit": {
+
+ _increment = _this select 1;
+ _units = [];
+ {
+ if (alive _x) then {_units pushBack _x};
+ } forEach GVAR(units);
+
+ _count = count _units;
+
+ if (_count > 0) then {
+
+ _index = _units find _unit;
+ _index = _index + _increment;
+ if (_index < 0) then {_index = _count - 1};
+ if (_index > (_count - 1)) then {_index = 0};
+
+ GVAR(unit) = _units select _index;
+ if (!_camOn) then {["Camera", ["SwitchUnit"]] call FUNC(camera)};
+ };
+ };
+
+ case "SwitchUnit": {
+ if !GVAR(third) then {
+ ["Camera", ["First"]] call FUNC(camera);
+ } else {
+ ["Camera", ["Third"]] call FUNC(camera);
+ };
+ };
+
+ case "Lock": {
+ if (_lock < 0) then {
+
+ _target = call _findTarget;
+
+ if (typeName _target == "OBJECT") then {
+ GVAR(lock) = [1, _target];
+ } else {
+ if (count _target > 0) then {
+ GVAR(lock) = [1, _target];
+ };
+ };
+
+ _cam camPrepareTarget (GVAR(lock) select 1);
+ _cam camCommitPrepared 0;
+ call FUNC(crosshair);
+ } else {
+
+ _dir = getDir _cam;
+ _pitchBank = _cam call BIS_fnc_getPitchBank;
+ GVAR(lock) = [-1];
+ _cam cameraEffect ["Terminate", "Back"];
+ camDestroy _cam;
+ _cam = "camera" camCreate (_camPos select 0);
+ [_cam, _camPos select 1] call BIS_fnc_setObjectRotation;
+ _cam camPrepareFOV (_camPos select 2);
+ _cam camPrepareFocus GVAR(focus);
+ _cam camCommitPrepared 0;
+ _cam cameraEffect ["Internal", "Back"];
+ cameraEffectEnableHUD true;
+ GVAR(cam) = _cam;
+ _obj = GVAR(attach);
+ if !(isNull _obj) then {
+ _modelPos = _obj worldToModel (_camPos select 0);
+ _cam attachTo [_obj, _modelPos];
+ _dir = _dir - getDir _obj;
+ };
+ GVAR(vector) = [_dir, _pitchBank select 0, 0];
+ [_cam, GVAR(vector)] call BIS_fnc_setObjectRotation;
+ call FUNC(crosshair);
+ };
+ };
+
+ case "Attach": {
+ _dir = getDir _cam;
+ _pitchBank = _cam call BIS_fnc_getPitchBank;
+ if (isNull GVAR(attach)) then {
+ _target = call _findTarget;
+ if (typeName _target == "OBJECT") then {
+ if (_target isKindOf "AllVehicles") then {
+ _dir = _dir - getDir _target;
+ _cam attachTo [_target];
+ GVAR(attach) = _target;
+ call FUNC(crosshair);
+ };
+ };
+ } else {
+ detach _cam;
+ GVAR(attach) = objNull;
+ call FUNC(crosshair);
+ };
+ GVAR(vector) = [_dir, _pitchBank select 0, _pitchBank select 1];
+ [_cam, GVAR(vector)] call BIS_fnc_setObjectRotation;
+ };
+ };
+
+ call FUNC(crosshair);
+ };
+
+ //////////////////////////////////////////
+ case "Help": {
+
+ _dialog = _this;
+
+_c1Action = parseText "
+Camera:
+
+Move
+Pitch, Yaw
+Roll
+Slide
+Speed Multiplier
+Camera Mode
+Track Pos or Object
+Lock to Object
+Save Pos
+Recall Pos
+Optic Mode
+Focus
+Autofocus
+Disable Focus
+Pitch and Yaw
+Roll
+Pitch/Roll Reset
+Zoom
+Reset Zoom
+Pitch/Yaw/Roll/Zoom Fast
+Pitch/Yaw/Roll/Zoom Slow
+
+";
+
+_c1Control = parseText "
+
+
+W, A, S, D
+LMB + Mouse
+Shift + LMB + Mouse
+RMB + Mouse
+MouseWheel Up, Down
+Arrow Up, Down
+Space
+Ctrl + Space
+Ctrl + F1...F12
+F1...F12
+N
+Keyboard - and +
+Backspace
+Shift + Backspace
+Numpad 1...9
+Numpad / and *
+Numpad 5
+Numpad - and +
+Numpad Enter
+Numpad 0
+Numpad Decimal
+
+";
+
+_c2Action = parseText "
+Units:
+
+Cycle Unit
+Save Unit
+Recall Unit
+Unit List
+
+Display:
+
+Toggle Crosshair
+Toggle Status Bar
+View Distance Dialog
+Cycle Marker Mode
+Toggle Help
+
+";
+
+_c2Control = parseText "
+
+
+Arrow Left, Right
+Ctrl + 1...10
+1...10
+U
+
+
+
+X
+C
+G
+T
+H
+
+";
+
+if (!isMultiplayer) then {
+
+_add1 = parseText "
+
+Time:
+
+Faster, Slower
+Reset
+
+";
+
+_add2 = parseText "
+
+
+
+[ and ]
+\
+
+";
+
+ _c2Action = composeText [_c2Action, _add1];
+ _c2Control = composeText [_c2Control, _add2];
+};
+
+ (_dialog displayCtrl 1) ctrlSetStructuredText _c1Action;
+ (_dialog displayCtrl 2) ctrlSetStructuredText _c1Control;
+ (_dialog displayCtrl 3) ctrlSetStructuredText _c2Action;
+ (_dialog displayCtrl 4) ctrlSetStructuredText _c2Control;
+ };
+
+ //////////////////////////////////////////
+ case "Exit": {
+
+ if (isClass (configFile >> "CfgPatches" >> "ace_nametags")) then {
+ EGVAR(nametags,showPlayerNames) = GVAR(tags) select 0;
+ EGVAR(nametags,showNamesForAI) = GVAR(tags) select 1;
+ GVAR(tags) = nil;
+ };
+
+ if (isClass (configFile >> "CfgPatches" >> "ace_hearing")) then {
+ EGVAR(hearing,disableVolumeUpdate) = false;
+ };
+
+ if (isClass (configFile >> "CfgPatches" >> "ace_interact_menu")) then {
+ [QGVAR(interactCondition)] call EFUNC(common,removeCanInteractWithCondition);
+ };
+
+ GVAR(cam) cameraEffect ["terminate", "back"];
+ camUseNVG false;
+ false SetCamUseTi 0;
+ camDestroy GVAR(cam);
+ clearRadio;
+
+ GVAR(noEscape) = nil;
+ GVAR(cam) = nil;
+ GVAR(LMB) = nil;
+ GVAR(RMB) = nil;
+ GVAR(vector) = nil;
+ GVAR(fov) = nil;
+ GVAR(vision) = nil;
+ GVAR(moveScale) = nil;
+ GVAR(cameraOn) = nil;
+ GVAR(focus) = nil;
+ GVAR(lock) = nil;
+ GVAR(attach) = nil;
+ GVAR(unit) = nil;
+ GVAR(mouseBusy) = nil;
+ GVAR(markers) = nil;
+ GVAR(keys) = nil;
+ GVAR(accTime) = nil;
+
+ _display = findDisplay 46;
+
+ removeMissionEventHandler ["Draw3D", GVAR(ehDraw3D)];
+ _display displayRemoveEventHandler ["keyDown", GVAR(ehKeyDown)];
+ _display displayRemoveEventHandler ["keyUp", GVAR(ehKeyUp)];
+ _display displayRemoveEventHandler ["mouseButtonDown", GVAR(ehMouseButtonDown)];
+ _display displayRemoveEventHandler ["mouseButtonUp", GVAR(ehMouseButtonUp)];
+ _display displayRemoveEventHandler ["mouseZChanged", GVAR(ehMouseZChanged)];
+ _display displayRemoveEventHandler ["mouseMoving", GVAR(ehMouseMoving)];
+ _display displayRemoveEventHandler ["mouseHolding", GVAR(ehMouseHolding)];
+ GVAR(ehDraw3D) = nil;
+ GVAR(ehKeyDown) = nil;
+ GVAR(ehKeyUp) = nil;
+ GVAR(ehMouseButtonDown) = nil;
+ GVAR(ehMouseButtonUp) = nil;
+ GVAR(ehMouseZChanged) = nil;
+ GVAR(ehMouseMoving) = nil;
+ GVAR(ehMouseHolding) = nil;
+
+ _layers = missionNamespace getVariable ["BIS_fnc_rscLayer_list", []];
+
+ for "_i" from 1 to (count _layers - 1) step 2 do {
+ (_layers select _i) cutText ["", "Plain"];
+ };
+
+ if (!isMultiplayer) then {setAccTime 1};
+ ACE_player switchCamera "Internal";
+ };
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_cameraIntro.sqf b/addons/spectator/functions/fnc_cameraIntro.sqf
new file mode 100644
index 0000000000..22bfa27d57
--- /dev/null
+++ b/addons/spectator/functions/fnc_cameraIntro.sqf
@@ -0,0 +1,28 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Curtain, sound, and text intro when camera starts.
+
+ Arguments:
+ None
+
+ Example:
+ call ace_spectator_fnc_camIntro;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+999999 cutText ["", "BLACK IN", 2];
+2 fadeSound 1;
+
+["Press H for spectator controls", 2] call EFUNC(common,displaytextstructured);
+
+[_this select 1] call CBA_fnc_removePerFrameHandler;
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_canSpectateUnit.sqf b/addons/spectator/functions/fnc_canSpectateUnit.sqf
new file mode 100644
index 0000000000..1ce9f32d97
--- /dev/null
+++ b/addons/spectator/functions/fnc_canSpectateUnit.sqf
@@ -0,0 +1,30 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Check if a unit is suitable to spectate.
+
+ Arguments:
+ 0: Unit to check
+
+ Example:
+ [unit] call ace_spectator_canSpectateUnit;
+
+ Return Value:
+ Whether is suitable to spectate
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_unit = _this select 0;
+
+if (_unit distance GVAR(penPos) < 200) exitWith {false};
+if (_unit distance [0,0,0] < 100) exitWith {false};
+if (!GVAR(AI) && !isPlayer _unit) exitWith {false};
+if (GVAR(limitSide) && (([_unit] call FUNC(unitSide)) != GVAR(playerSide))) exitWith {false};
+
+true
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_checkUnits.sqf b/addons/spectator/functions/fnc_checkUnits.sqf
new file mode 100644
index 0000000000..5d62aeed12
--- /dev/null
+++ b/addons/spectator/functions/fnc_checkUnits.sqf
@@ -0,0 +1,37 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Compile array of units to spectate.
+
+ Arguments:
+ None.
+
+ Example:
+ call ace_spectator_fnc_checkUnits;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_units = allUnits;
+_units append allDead;
+GVAR(units) = [];
+
+{
+ _listed = _x getVariable [QGVAR(listed), false];
+ if (!_listed) then {
+ [_x] call FUNC(unitVar);
+ _x addEventHandler ["Killed", {_this call FUNC(killed)}];
+ _x addEventHandler ["Respawn", {_this call FUNC(respawn)}];
+ _x setVariable [QGVAR(listed), true];
+ };
+
+ if ([_x] call FUNC(canSpectateUnit)) then {GVAR(units) pushback _x};
+} forEach _units;
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_compass.sqf b/addons/spectator/functions/fnc_compass.sqf
new file mode 100644
index 0000000000..4120cd996f
--- /dev/null
+++ b/addons/spectator/functions/fnc_compass.sqf
@@ -0,0 +1,59 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Orient and set compass.
+
+ Arguments:
+ 0: Compass
+
+ Example:
+ [display] call ace_spectator_fnc_compass;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+#define RESUNITS_X safeZoneW / 100
+#define CENTRE safeZoneX + safeZoneW / 2
+#define COMPASS_W RESUNITS_X * 20
+#define COMPASS_X CENTRE - COMPASS_W / 2
+#define ARC_W COMPASS_W / 2
+#define DEGUNIT COMPASS_W / 180
+
+_dialog = _this select 0;
+
+_Q1 = _dialog displayCtrl 1;
+_Q2 = _dialog displayCtrl 2;
+_Q3 = _dialog displayCtrl 3;
+_Q4 = _dialog displayCtrl 4;
+_qOrder = [];
+
+_dir = if GVAR(cameraOn) then {getDir GVAR(cam)} else {getDir GVAR(unit)};
+_angleFromCentre = _dir - floor(_dir / 90) * 90;
+_leftEdgePos = _angleFromCentre * DEGUNIT;
+
+_positions = [
+ [CENTRE - _leftEdgePos - ARC_W, safeZoneY],
+ [CENTRE - _leftEdgePos, safeZoneY],
+ [CENTRE - _leftEdgePos + ARC_W, safeZoneY],
+ [0, safeZoneY - 1]
+];
+
+_qOrder = switch (true) do {
+ case ((_dir >= 0) && (_dir < 90)): {[_Q4, _Q1, _Q2, _Q3]};
+ case ((_dir >= 90) && (_dir < 180)): {[_Q1, _Q2, _Q3, _Q4]};
+ case ((_dir >= 180) && (_dir < 270)): {[_Q2, _Q3, _Q4, _Q1]};
+ case (_dir >= 270): {[_Q3, _Q4, _Q1, _Q2]};
+};
+
+{
+ _x ctrlSetPosition (_positions select _forEachIndex);
+ _x ctrlCommit 0;
+} forEach _qOrder;
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_crosshair.sqf b/addons/spectator/functions/fnc_crosshair.sqf
new file mode 100644
index 0000000000..80a12cd668
--- /dev/null
+++ b/addons/spectator/functions/fnc_crosshair.sqf
@@ -0,0 +1,29 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Automatically set crosshair colour.
+
+ Arguments:
+ None
+
+ Example:
+ call ace_spectator_fnc_crosshair;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_xhair = uiNamespace getVariable QGVAR(crosshair);
+if (!isNull _xhair) then {
+ _colour = if ((GVAR(lock) select 0) > -1) then {[1,0,0,0.8]} else {
+ if (!isNull GVAR(attach)) then {[1,1,0,0.8]} else {[1,1,1,0.8]};
+ };
+ (_xhair displayCtrl 0) ctrlSetTextColor _colour;
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_draw3D.sqf b/addons/spectator/functions/fnc_draw3D.sqf
new file mode 100644
index 0000000000..26eb319f73
--- /dev/null
+++ b/addons/spectator/functions/fnc_draw3D.sqf
@@ -0,0 +1,34 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Draw3D EH for spectator.
+
+ Arguments:
+ None
+
+ Example:
+ call ace_spectator_fnc_draw3D;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_map = uiNameSpace getVariable QGVAR(map);
+if (!isNull _map) exitWith {};
+
+_compass = uiNamespace getVariable QGVAR(compass);
+_status = uiNamespace getVariable QGVAR(status);
+if (!isNull _compass) then {[_compass] call FUNC(compass)};
+if (!isNull _status) then {[_status] call FUNC(status)};
+
+if (GVAR(markers) > 0) then {
+ call FUNC(drawMines3D);
+ call FUNC(drawUnits3D);
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_drawMines2D.sqf b/addons/spectator/functions/fnc_drawMines2D.sqf
new file mode 100644
index 0000000000..c77c589529
--- /dev/null
+++ b/addons/spectator/functions/fnc_drawMines2D.sqf
@@ -0,0 +1,43 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Draw mines on spectator map.
+
+ Arguments:
+ 0: Map control
+ 1: Zoom level
+
+ Example:
+ [map, zoomlevel] call ace_spectator_fnc_drawMines2D;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+#define SCALE 5 * safeZoneH / 100
+#define MIN 300 * SCALE
+#define TEXTURE "\A3\ui_f\data\map\markers\military\triangle_CA.paa"
+
+_map = _this select 0;
+_zoom = _this select 1;
+
+_size = SCALE / _zoom;
+_textSize = ((1/4 * _size) max (SCALE / 2) min (SCALE / 1.5)) / 2;
+_iconSize = (20 * _size) max SCALE min MIN;
+_showText = (GVAR(markers) > 1);
+
+{
+ _name = "";
+ if (_showText) then {
+ _magName = getText (configFile >> "CfgAmmo" >> (typeOf _x) >> "defaultMagazine");
+ _name = getText (configFile >> "CfgMagazines" >> _magName >> "displayName");
+ };
+ _map drawIcon [TEXTURE, [1,0.5,0,1], getPos _x, _iconSize, _iconSize, getDir _x, _name, 1, _textSize, "PuristaMedium"];
+} forEach allMines;
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_drawMines3D.sqf b/addons/spectator/functions/fnc_drawMines3D.sqf
new file mode 100644
index 0000000000..7183db574f
--- /dev/null
+++ b/addons/spectator/functions/fnc_drawMines3D.sqf
@@ -0,0 +1,55 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Draw mines in 3D.
+
+ Arguments:
+ None
+
+ Example:
+ call ace_spectator_fnc_drawMines3D;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+#define SCALE safeZoneH / 100
+#define TEXTMAX (1.5 * SCALE)
+#define TEXTMIN 6 * SCALE
+#define ICONMAX (30 * SCALE)
+#define ICONMIN (120 * SCALE)
+#define TEXTURE "\A3\ui_f\data\map\markers\military\triangle_CA.paa"
+
+_cam = GVAR(cam);
+_showText = (GVAR(markers) > 1);
+
+{
+ _pos = getPos _x;
+ _dist = (_cam distance _pos) + 0.1;
+
+ if (_dist < 2000) then {
+
+ _distScaled = SCALE / sqrt(_dist);
+ _iconScale = 300 * _distScaled;
+ //_iconSize = (20 * _size) max _scale min _min;
+ _iconSize = _iconScale max ICONMAX min ICONMIN;
+ _textSize = 0;
+
+ if (_showText) then {
+ _textScale = 10 * _distScaled;
+ _textSize = _textScale max TEXTMAX min TEXTMIN;
+ };
+
+ _magName = getText (configFile >> "CfgAmmo" >> (typeOf _x) >> "defaultMagazine");
+ _name = getText (configFile >> "CfgMagazines" >> _magName >> "displayName");
+
+ drawIcon3D [TEXTURE, [1,0.5,0,1], _pos, _iconSize, _iconSize, 0, _name, 1, _textSize, "PuristaMedium"];
+ };
+} forEach allMines;
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_drawTracks2D.sqf b/addons/spectator/functions/fnc_drawTracks2D.sqf
new file mode 100644
index 0000000000..32b6d58ae8
--- /dev/null
+++ b/addons/spectator/functions/fnc_drawTracks2D.sqf
@@ -0,0 +1,56 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Draw unit tracks in spectator map.
+
+ Arguments:
+ 0: Map control
+ 1: Zoom level
+
+ Example:
+ [map, zoomlevel] call ace_spectator_fnc_drawTracks2D;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_map = _this select 0;
+_zoom = _this select 1;
+
+{
+ _unit = _x select 0;
+
+ _info = [_unit] call FUNC(unitInfo);
+ _colour = _info select 2;
+
+ if (_unit == GVAR(unit)) then {_colour = [1,1,0,_colour select 3]};
+
+ _positions = _x select 1;
+ _count = count _positions;
+ _step = floor (10 * _zoom) min 3 max 1;
+ _lastIndex = 0;
+
+ if (_count > 1) then {
+ for "_i" from 0 to (_count - 1) step _step do {;
+ if (_i > 0 && _i < _count) then {
+ _pos1 = _positions select _i;
+ _pos2 = _positions select (_i - _step);
+ _lastIndex = _i;
+ _map drawLine [_pos1, _pos2, _colour];
+ };
+ };
+ };
+
+ //((_count - _step + _count mod _step) max 0)
+ if (alive _unit) then {
+ _map drawLine [_positions select _lastIndex, getPosVisual _unit, _colour];
+ };
+
+} forEach GVAR(trackingArray);
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_drawUnits2D.sqf b/addons/spectator/functions/fnc_drawUnits2D.sqf
new file mode 100644
index 0000000000..858b418c2f
--- /dev/null
+++ b/addons/spectator/functions/fnc_drawUnits2D.sqf
@@ -0,0 +1,81 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Draw unit icons on spectator map.
+
+ Arguments:
+ 0: Map control
+ 1: Zoom level
+
+ Example:
+ [map, zoomlevel] call ace_spectator_fnc_drawUnits2D;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+#define SCALE 5 * safeZoneH / 100
+#define MIN 300 * SCALE
+
+_map = _this select 0;
+_zoom = _this select 1;
+
+_topIcon = [];
+
+_size = SCALE / _zoom;
+_showText = (GVAR(markers) > 1);
+_textSize = (0.25 * _size) max (SCALE / 2) min (SCALE / 1.5);
+
+{
+ _unit = _x;
+ _isTarget = (_unit == GVAR(unit));
+
+ if (true) then {
+
+ _veh = vehicle _unit;
+ _inVeh = (_veh != _unit);
+ if (!_isTarget && _inVeh && !(_unit == ((crew _veh) select 0))) exitWith {};
+ if (!_isTarget && _inVeh && (GVAR(unit) in (crew _veh))) exitWith {};
+
+ _obj = if (_inVeh) then {_veh} else {_unit};
+ _pos = getPosVisual _obj;
+ _dir = getDir _obj;
+
+ _info = [_unit] call FUNC(unitInfo);
+ _name = _info select 0;
+ _colour = _info select 2;
+
+ _icon = getText (configFile >> "CfgVehicles" >> (typeOf _veh) >> "Icon");
+ _iconSize = 0;
+ _iconText = "";
+
+ if (_inVeh) then {
+ _iconSize = (50 * _size) max SCALE min (MIN * 2);
+ if (_showText) then {
+ _iconText = "[" + (getText (configFile >> "CfgVehicles" >> (typeOf _veh) >> "displayName")) + "] " + _name;
+ };
+ } else {
+ _iconSize = (50 * _size) max SCALE min MIN;
+ if (_showText) then {
+ _iconText = _name;
+ };
+ };
+
+ if (_isTarget) exitWith {
+ _topIcon = [_icon, [1,1,0,1], _pos, _iconSize, _iconSize, _dir, _iconText, 1, _textSize, "PuristaBold", "RIGHT"];
+ };
+
+ _map drawIcon [_icon, _colour, _pos, _iconSize, _iconSize, _dir, _iconText, 1, _textSize, "PuristaMedium", "RIGHT"]
+ };
+} forEach GVAR(units);
+
+if (count _topIcon > 0) then {
+ _map drawIcon _topIcon;
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_drawUnits3D.sqf b/addons/spectator/functions/fnc_drawUnits3D.sqf
new file mode 100644
index 0000000000..709e7d8fff
--- /dev/null
+++ b/addons/spectator/functions/fnc_drawUnits3D.sqf
@@ -0,0 +1,97 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Draw unit icons in 3D.
+
+ Arguments:
+ None
+
+ Example:
+ call ace_spectator_fnc_drawUnits3D;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+#define SCALE safeZoneH / 100
+#define TEXTMAX (1.5 * SCALE)
+#define TEXTMIN 6 * SCALE
+#define ICONMAX (30 * SCALE)
+#define ICONMIN (120 * SCALE)
+
+_cam = GVAR(cam);
+_showText = (GVAR(markers) > 1);
+_topIcon = [];
+
+{
+ _unit = _x;
+
+ if (true) then {
+ _veh = vehicle _unit;
+ _inVeh = (_veh != _unit);
+ _cmdr = if (_inVeh && (_unit == ((crew _veh) select 0))) then {true} else {false};
+
+ _obj = if (_inVeh && _cmdr) then {_veh} else {_unit};
+ _pos = if (surfaceIsWater getPos _obj) then {getPosASLVisual _obj} else {getPosATLVisual _obj};
+ _dist = (_cam distance _pos) + 0.1;
+
+ _isTarget = (_unit == GVAR(unit));
+
+ //exit if too far
+ if (_dist > 2000 && !_isTarget) exitWith {};
+
+ //exit if target not on screen
+ if ((count (worldToScreen _pos) < 1) && !_isTarget) exitWith {};
+
+ _info = [_unit] call FUNC(unitInfo);
+ _name = _info select 0;
+ _colour = _info select 2;
+
+ _pos set [2, (_pos select 2) + 3];
+ _distScaled = SCALE / sqrt(_dist);
+
+ _icon = "";
+ _iconScale = 300 * _distScaled;
+ _iconSize = _iconScale max ICONMAX min ICONMIN;
+
+ _text = if (_showText) then {_name} else {""};
+ _textScale = 10 * _distScaled;
+ _textSize = _textScale max TEXTMAX min TEXTMIN;
+
+ if (_inVeh) then {
+ if (_cmdr) then {
+ _icon = getText (configFile >> "CfgVehicles" >> (typeOf _veh) >> "Icon");
+ _text = if (_showText) then {
+ "[" + (getText (configFile >> "CfgVehicles" >> (typeOf _veh) >> "displayName")) + "] " + _text
+ } else {""};
+ _pos set [2, (_pos select 2) + 3];
+ } else {
+ _iconSize = 0;
+ _textSize = if (_dist < 25) then {_textSize / 1.5} else {0};
+ };
+ } else {
+ _icon = getText (configFile >> "CfgVehicles" >> (typeOf _unit) >> "Icon");
+ };
+
+ if (GVAR(markers) > 2) then {
+ _text = _text + " [" + str ceil(_dist) + "]";
+ };
+
+ if (_isTarget) exitWith {
+ _topIcon = [_icon, [1,1,0,1], _pos, _iconSize, _iconSize, 0, _text, 2, _textSize, "PuristaBold", "CENTER", true];
+ };
+
+ drawIcon3D [_icon, _colour, _pos, _iconSize, _iconSize, 0, _text, 2, _textSize, "PuristaMedium"];
+ };
+} forEach GVAR(units);
+
+if ((count _topIcon > 0) && GVAR(cameraOn)) then {
+ drawIcon3D _topIcon;
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_killed.sqf b/addons/spectator/functions/fnc_killed.sqf
new file mode 100644
index 0000000000..4774476be4
--- /dev/null
+++ b/addons/spectator/functions/fnc_killed.sqf
@@ -0,0 +1,65 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Killed EH for remote units.
+
+ Arguments:
+ 0: Unit
+ 1: Killer
+
+ Example:
+ [unit, killer] call ace_spectator_fnc_killed;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_unit = _this select 0;
+_killer = _this select 1;
+
+if (isNil "_unit") exitWith {};
+if (isNil QGVAR(cam)) exitWith {};
+if (isNull _unit) exitWith {};
+
+if (!isNull _killer) then {
+ if (GVAR(markers) > 2 && !difficultyEnabled "deathMessages") then {
+ _nameUnit = name _unit;
+ _nameKiller = name _killer;
+
+ _text = if (_killer == _unit) then {
+ format ["%1 died", _nameUnit]
+ } else {
+ format ["%2 killed by %1", _nameUnit, _nameKiller]
+ };
+ systemChat _text;
+ };
+};
+
+if (_unit == GVAR(unit) && !GVAR(cameraOn)) then {
+ ["Camera", ["Free"]] call FUNC(camera);
+ GVAR(unit) = objNull;
+};
+
+_savedUnit = GVAR(savedUnits) find _unit;
+if (_savedUnit > -1) then {
+ GVAR(savedUnits) set [_savedUnit, objNull];
+};
+
+if (!isNil QGVAR(trackingArray)) then {
+ _pos = getPos _unit;
+ _pos resize 2;
+ _index = -1;
+ {if ((_x select 0) == _unit) then {_index = _forEachIndex}} forEach GVAR(trackingArray);
+ _unitArray = GVAR(trackingArray) select _index;
+ _tracks = _unitArray select 1;
+ _tracks pushBack _pos;
+ _unitArray set [1, _tracks];
+ GVAR(trackingArray) set [_index, _unitArray];
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_map.sqf b/addons/spectator/functions/fnc_map.sqf
new file mode 100644
index 0000000000..b58fa8ce2b
--- /dev/null
+++ b/addons/spectator/functions/fnc_map.sqf
@@ -0,0 +1,156 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Manage spectator map.
+
+ Arguments:
+ 0: Mode
+ 1: Elements (depending on situation)
+
+ Example:
+ ["Init", [map]] call ace_spectator_fnc_map;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+#include "\a3\editor_f\Data\Scripts\dikCodes.h"
+
+_mode = _this select 0;
+_this = _this select 1;
+
+switch _mode do {
+
+ case "Init": {
+ _map = _this displayCtrl 1;
+
+ if (isNil QGVAR(mapPos)) then {
+ GVAR(mapPos) = [(GVAR(penPos) select 0) / 4, (GVAR(penPos) select 1) / 4];
+ };
+
+ if (isNil QGVAR(mapZoom)) then {
+ GVAR(mapZoom) = 0.75;
+ };
+
+ _map ctrlMapAnimAdd [0, GVAR(mapZoom), GVAR(mapPos)];
+ ctrlMapAnimCommit _map;
+ setMousePosition [0.5, 0.5];
+
+ _map ctrlAddEventHandler ["Draw", {['Draw', _this] call FUNC(map)}];
+ _map ctrlAddEventHandler ["MouseButtonDblClick", {['Click', _this] call FUNC(map)}];
+ };
+
+ case "Close": {
+ _map = _this displayCtrl 1;
+ GVAR(mapPos) = _map ctrlMapScreenToWorld [0.5,0.5];
+ GVAR(mapZoom) = ctrlMapScale _map;
+ };
+
+ case "Draw": {
+ _map = _this select 0;
+ _zoom = ctrlMapScale _map;
+
+ if (GVAR(markers) > 0) then {
+ if ((GVAR(markers) > 2) && GVAR(tracking)) then {
+ [_map, _zoom] call FUNC(drawTracks2D);
+ };
+ [_map, _zoom] call FUNC(drawMines2D);
+ [_map, _zoom] call FUNC(drawUnits2D);
+ };
+
+ if (GVAR(cameraOn)) then {
+ _scale = 5 * safeZoneH / 100;
+ _map drawIcon ["\A3\ui_f\data\gui\Rsc\RscDisplayMissionEditor\iconcamera_ca.paa", [1,1,1,1], getPos GVAR(cam), 500 * _scale, 500 * _scale, getDir GVAR(cam), "", 0, 0, "PuristaMedium"];
+ };
+ };
+
+ case "Click": {
+ _map = _this select 0;
+ _button = _this select 1;
+ _shift = _this select 4;
+ _mapPos = _map ctrlMapScreenToWorld [_this select 2, _this select 3];
+
+ if (_shift) then {
+ if (GVAR(cameraOn)) then {
+ _dir = [getPos GVAR(cam), _mapPos] call BIS_fnc_dirTo;
+ GVAR(vector) set [0, _dir];
+ [GVAR(cam), GVAR(vector)] call BIS_fnc_setObjectRotation;
+ };
+ } else {
+
+ _newUnit = objNull;
+
+ _scale = ctrlMapScale _map;
+ _radius = _scale * 250;
+ _units = [];
+
+ //find units near spot, ignoring height (necessary since nearestObjects takes height into account)
+ {
+ if (alive _x) then {
+ _pos = getPos _x;
+ _pos set [2, 0];
+ if (_pos distance _mapPos <= _radius) then {
+ _units pushBack _x;
+ };
+ };
+ } forEach GVAR(units);
+
+ //find closest unit to spot
+ if (count _units > 0) then {
+ _nearest = 0;
+ for "_i" from 1 to (count _units - 1) do {
+ if (((_units select _i) distance _mapPos) < ((_units select _nearest) distance _mapPos)) then {
+ _nearest = _i;
+ };
+ };
+ _newUnit = _units select _nearest;
+ };
+
+ if (!isNull _newUnit) then {
+
+ if (vehicle _newUnit != _newUnit) then {
+ _crew = crew (vehicle _newUnit);
+ _newUnit = _crew select 0;
+ };
+
+ GVAR(unit) = _newUnit;
+ if (GVAR(cameraOn)) then {
+ ["Camera", ["Third"]] call FUNC(camera);
+ } else {
+ if (GVAR(third)) then {
+ ["Camera", ["Third"]] call FUNC(camera);
+ } else {
+ ["Camera", ["First"]] call FUNC(camera);
+ };
+ };
+ } else {
+
+ if (!GVAR(cameraOn)) then {
+ ["Camera", ["Free"]] call FUNC(camera);
+ };
+ _mapPos set [2, 10];
+ GVAR(cam) setPosATL _mapPos;
+ };
+ };
+ };
+
+ case "KeyDown": {
+ _key = _this select 1;
+ _shift = _this select 2;
+ _ctrl = _this select 3;
+ _alt = _this select 4;
+ _return = false;
+
+ switch (_key) do {
+ case (DIK_DELETE): {_return = true};
+ };
+
+ _return
+ };
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_moduleSpectator.sqf b/addons/spectator/functions/fnc_moduleSpectator.sqf
new file mode 100644
index 0000000000..a371327b23
--- /dev/null
+++ b/addons/spectator/functions/fnc_moduleSpectator.sqf
@@ -0,0 +1,28 @@
+/*
+ * Author: esteldunedain
+ * Initializes the addon module.
+ *
+ * Arguments:
+ * Whatever the module provides.
+ *
+ * Return Value:
+ * None
+ */
+
+#include "script_component.hpp"
+
+PARAMS_3(_logic,_units,_activated);
+
+if !(_activated) exitWith {};
+
+[_logic, QGVAR(enabled), "SpectatorEnabled"] call EFUNC(common,readSettingFromModule);
+[_logic, QGVAR(limitSide), "SpectatorPlayerSide"] call EFUNC(common,readSettingFromModule);
+[_logic, QGVAR(AI), "SpectatorAI"] call EFUNC(common,readSettingFromModule);
+[_logic, QGVAR(tracking), "SpectatorTracking"] call EFUNC(common,readSettingFromModule);
+[_logic, QGVAR(modulePos), "SpectatorPos"] call EFUNC(common,readSettingFromModule);
+[_logic, QGVAR(endMission), "SpectatorEnd"] call EFUNC(common,readSettingFromModule);
+
+if GVAR(modulePos) then {
+ GVAR(startingPos) = getPosATL _logic;
+ GVAR(startingDir) = getDir _logic;
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_overlay.sqf b/addons/spectator/functions/fnc_overlay.sqf
new file mode 100644
index 0000000000..d998b9a3b2
--- /dev/null
+++ b/addons/spectator/functions/fnc_overlay.sqf
@@ -0,0 +1,106 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Spectator unit list.
+
+ Arguments:
+ 0: Specific function to use
+ 1: Function params
+
+ Example:
+ ["Init", [display]] call ace_spectator_fnc_overlay;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_mode = _this select 0;
+_this = _this select 1;
+
+switch _mode do {
+
+ case "Init": {
+
+ _display = _this select 0;
+ _ctrl = _display displayCtrl 0;
+ _count = _ctrl tvCount [];
+ for "_i" from 0 to _count do {
+ _ctrl tvDelete [_x];
+ };
+
+ _ctrl tvAdd [[], "Blufor"];
+ _ctrl tvAdd [[], "Opfor"];
+ _ctrl tvAdd [[], "Independent"];
+ _ctrl tvAdd [[], "Civilian"];
+
+ _unitList = [];
+
+ {
+ _units = units _x;
+ private ["_groupNum"];
+ {
+ if ((GVAR(units) find _x > -1) && alive _x) then {
+ _info = [_x] call FUNC(unitInfo);
+ _text = _info select 0;
+ _team = _info select 1;
+ _side = switch (_team) do {
+ case BLUFOR: {0};
+ case OPFOR: {1};
+ case INDEPENDENT: {2};
+ case CIVILIAN: {3};
+ };
+
+ _icon = getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "Icon");
+ _picture = "\a3\ui_f\data\map\VehicleIcons\" + _icon + "_ca.paa";
+ _treeIndex = [];
+ _unitList pushBack _x;
+
+ _savedUnit = GVAR(savedUnits) find _x;
+ if (_savedUnit > -1) then {_text = _text + " (#" + str (_savedUnit + 1) + ")"};
+
+ if (_forEachIndex == 0) then {
+ _groupNum = _ctrl tvAdd [[_side], _text];
+ _treeIndex = [_side, _groupNum];
+ } else {
+ _num = _ctrl tvAdd [[_side, _groupNum], _text];
+ _treeIndex = [_side, _groupNum, _num];
+ };
+
+ _ctrl tvSetPicture [_treeIndex, _picture];
+ _ctrl tvSetData [_treeIndex, [_x] call FUNC(unitVar)];
+ _unitList pushBack _treeIndex;
+ };
+ } forEach _units;
+ } forEach allGroups;
+
+ if (!isNull GVAR(unit)) then {
+ if (alive GVAR(unit)) then {
+ _treeIndex = _unitList select ((_unitList find GVAR(unit)) + 1);
+ _ctrl tvSetCurSel _treeIndex;
+ };
+ };
+ };
+
+ case "Select": {
+
+ _ctrl = _this select 0;
+ _selection = _this select 1;
+ if (count _selection < 2) exitWith {};
+
+ _str = _ctrl tvData _selection;
+ _unit = missionNamespace getVariable _str;
+ GVAR(unit) = _unit;
+ if (GVAR(cameraOn)) then {
+ ["Camera", ["Third"]] call FUNC(camera);
+ } else {
+ ["Camera", ["SwitchUnit"]] call FUNC(camera);
+ };
+ };
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_penPos.sqf b/addons/spectator/functions/fnc_penPos.sqf
new file mode 100644
index 0000000000..a176d3e811
--- /dev/null
+++ b/addons/spectator/functions/fnc_penPos.sqf
@@ -0,0 +1,33 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Determine spec pen position.
+
+ Arguments:
+ None
+
+ Example:
+ call ace_spectator_fnc_penPos;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_mapSize = (configFile >> "CfgWorlds" >> worldName >> "mapSize");
+_worldEdge = if (isNumber _mapSize) then {getNumber _mapSize} else {32768};
+_pos = [_worldEdge * 2, _worldEdge * 2];
+
+if (surfaceisWater _pos) then {
+ _pos set [2, -1.4];
+ GVAR(penPos) = ASLtoATL _pos;
+} else {
+ _pos set [2, 0];
+ GVAR(penPos) = _pos;
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_respawn.sqf b/addons/spectator/functions/fnc_respawn.sqf
new file mode 100644
index 0000000000..dba2f6a850
--- /dev/null
+++ b/addons/spectator/functions/fnc_respawn.sqf
@@ -0,0 +1,25 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Respawn EH for remote clients.
+
+ Arguments:
+ 0: Unit
+
+ Example:
+ ["Init", [false]] call ace_spectator_fnc_camera;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_unit = _this select 0;
+_unit setVariable [QGVAR(name), name _unit, true];
+//_unit setVariable [QGVAR(listed), false];
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_sideColour.sqf b/addons/spectator/functions/fnc_sideColour.sqf
new file mode 100644
index 0000000000..1262ae5b07
--- /dev/null
+++ b/addons/spectator/functions/fnc_sideColour.sqf
@@ -0,0 +1,66 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Determine side colour for spectator GUI.
+
+ Arguments:
+ 0: Side
+
+ Example:
+ [0 call ace_spectator_fnc_sideColour;
+
+ Return Value:
+ Colour
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+#define FACTOR 1.3
+#define GETCOLOUR(a,b) (profileNameSpace getVariable [QUOTE(a), b])
+
+PARAMS_1(_side);
+
+_colour = switch _side do {
+ case BLUFOR: {
+ [
+ GETCOLOUR('Map_BLUFOR_R', 0),
+ GETCOLOUR('Map_BLUFOR_G', 0.3),
+ GETCOLOUR('Map_BLUFOR_B', 0.6)
+ ]
+ };
+
+ case OPFOR: {
+ [
+ GETCOLOUR('Map_OPFOR_R', 0.5),
+ GETCOLOUR('Map_OPFOR_G', 0),
+ GETCOLOUR('Map_OPFOR_B', 0)
+ ]
+ };
+
+ case INDEPENDENT: {
+ [
+ GETCOLOUR('Map_Independent_R', 0),
+ GETCOLOUR('Map_Independent_G', 0.5),
+ GETCOLOUR('Map_Independent_B', 0)
+ ]
+ };
+
+ case CIVILIAN: {
+ [
+ GETCOLOUR('Map_Civilian_R', 0.4),
+ GETCOLOUR('Map_Civilian_G', 0),
+ GETCOLOUR('Map_Civilian_B', 0.5)
+ ]
+ };
+};
+
+_colour set [0, (_colour select 0) * FACTOR];
+_colour set [1, (_colour select 1) * FACTOR];
+_colour set [2, (_colour select 2) * FACTOR];
+_colour set [3, 1];
+
+_colour
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_status.sqf b/addons/spectator/functions/fnc_status.sqf
new file mode 100644
index 0000000000..4207ef9c00
--- /dev/null
+++ b/addons/spectator/functions/fnc_status.sqf
@@ -0,0 +1,60 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Render status.
+
+ Arguments:
+ 0: Status element
+
+ Example:
+ [display] call ace_spectator_fnc_status;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_display = _this select 0;
+
+_speedText = (str ([GVAR(moveScale), 4] call BIS_fnc_cutDecimals)) + "v";
+(_display displayCtrl 0) ctrlSetText _speedText;
+
+_name = "";
+_colour = [1,1,1,1];
+
+if (!isNull GVAR(unit)) then {
+ _info = [GVAR(unit)] call FUNC(unitInfo);
+ _name = _info select 0;
+ _side = _info select 1;
+ _colour = _info select 2;
+ _colour set [3, 1];
+};
+(_display displayCtrl 1) ctrlSetText _name;
+(_display displayCtrl 1) ctrlSetTextColor _colour;
+
+_mode = if (GVAR(cameraOn)) then {
+ if (isNull GVAR(attach)) then {"FREE"} else {"ATTACH"};
+} else {
+ if (GVAR(third)) then {"THIRD"} else {"FIRST"};
+};
+(_display displayCtrl 2) ctrlSetText _mode;
+
+_timeText = [dayTime] call BIS_fnc_timeToString;
+(_display displayCtrl 3) ctrlSetText _timeText;
+
+_fovText = (str ([GVAR(fov), 3] call BIS_fnc_cutDecimals)) + "a";
+(_display displayCtrl 4) ctrlSetText _fovText;
+
+_timeAccText = (str ([GVAR(accTime), 4] call BIS_fnc_cutDecimals)) + "x";
+(_display displayCtrl 5) ctrlSetText _timeAccText;
+
+_focusDist = [GVAR(focus) select 0, 1] call BIS_fnc_cutDecimals;
+_focusBlur = GVAR(focus) select 1;
+_focusText = if (_focusDist == -1 && _focusBlur == 1) then {"Auto"} else {if (_focusDist < 0) then {toString [8734]} else {str _focusDist + "m"}};
+(_display displayCtrl 6) ctrlSetText _focusText;
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_trackUnits.sqf b/addons/spectator/functions/fnc_trackUnits.sqf
new file mode 100644
index 0000000000..28da75a554
--- /dev/null
+++ b/addons/spectator/functions/fnc_trackUnits.sqf
@@ -0,0 +1,54 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Check and record tracking for all units.
+
+ Arguments:
+ None
+
+ Example:
+ call ace_spectator_fnc_trackUnits;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+if (isNil QGVAR(trackingArray)) then {
+ GVAR(trackingArray) = [];
+};
+
+if (count GVAR(units) < 1) exitWith {};
+
+{
+ _unit = _x;
+ _pos = getPos _unit;
+ _pos resize 2;
+
+ _index = -1;
+
+ {if ((_x select 0) == _unit) then {_index = _forEachIndex}} forEach GVAR(trackingArray);
+ if (_index == -1) then {
+ GVAR(trackingArray) pushBack [_unit, [_pos]]
+ } else {
+ _unitArray = GVAR(trackingArray) select _index;
+ _trackingArray = _unitArray select 1;
+ _latestIndex = (count _trackingArray) - 1;
+ _latestPos = _trackingArray select _latestIndex;
+ _diffX = abs((_latestPos select 0) - (_pos select 0));
+ _diffY = abs((_latestPos select 1) - (_pos select 1));
+
+ if !((_diffX < 20) && (_diffY < 20)) then {
+ _trackingArray pushBack _pos;
+ _unitArray set [1, _trackingArray];
+ GVAR(trackingArray) set [_index, _unitArray];
+ };
+ };
+
+} forEach GVAR(units);
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_unitInfo.sqf b/addons/spectator/functions/fnc_unitInfo.sqf
new file mode 100644
index 0000000000..a377cabf31
--- /dev/null
+++ b/addons/spectator/functions/fnc_unitInfo.sqf
@@ -0,0 +1,34 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Retrieve unit name, side, and colour.
+
+ Arguments:
+ 0: Unit
+
+ Example:
+ [player] call ace_spectator_fnc_unitInfo;
+
+ Return Value:
+ Name , Side , Colour
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+PARAMS_1(_unit);
+
+_name = [_unit] call EFUNC(common,getName);
+_side = [_unit] call FUNC(unitSide);
+_colour = [_side] call FUNC(sideColour);
+
+if (!alive _unit) then {
+ {_colour set [_forEachIndex, _x / 2.5]} forEach _colour;
+ _colour set [3, 0.8];
+};
+
+[_name, _side, _colour]
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_unitSide.sqf b/addons/spectator/functions/fnc_unitSide.sqf
new file mode 100644
index 0000000000..d33520d5ec
--- /dev/null
+++ b/addons/spectator/functions/fnc_unitSide.sqf
@@ -0,0 +1,39 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ Retrieve unit's side, even after they join grpNull.
+
+ Arguments:
+ 0: Unit to check
+
+ Example:
+ [unit] call ace_spectator_unitSide;
+
+ Return Value:
+ Side
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+PARAMS_1(_unit);
+
+private ["_side"];
+
+if (alive _unit) then {
+ _side = side (group _unit);
+} else {
+ _sideNum = getNumber (configFile >> "CfgVehicles" >> (typeOf _unit) >> "side");
+ _side = switch _sideNum do {
+ case 0: {OPFOR};
+ case 1: {BLUFOR};
+ case 2: {INDEPENDENT};
+ case 3: {CIVILIAN};
+ };
+};
+
+_side
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_unitVar.sqf b/addons/spectator/functions/fnc_unitVar.sqf
new file mode 100644
index 0000000000..6d072ae171
--- /dev/null
+++ b/addons/spectator/functions/fnc_unitVar.sqf
@@ -0,0 +1,38 @@
+/*
+ Author: Karel Moricky, modified by voiper
+
+ Description:
+ Set or return an unique object variable (client only).
+
+ Arguments:
+ 0: Unit
+
+ Returns:
+ Variable
+*/
+
+#include "script_component.hpp"
+
+private ["_object","_var"];
+
+_object = [_this, 0, objnull, [objnull]] call BIS_fnc_param;
+
+if (isNull _object) exitwith {""};
+
+_var = _object getVariable [QGVAR(objectVar), ""];
+
+if (_var == "") then {
+ _var = vehicleVarname _object;
+
+ if (_var == "") then {
+ _var = [_this, 1, QGVAR(obj), [""]] call BIS_fnc_param;
+ _varID = [_var, 1] call BIS_fnc_counter;
+ _var = _var + str _varID;
+ };
+
+ _object setVariable [QGVAR(objectVar), _var];
+ missionNamespace setVariable [_var, _object];
+ _object setVehicleVarname _var;
+};
+
+_var
\ No newline at end of file
diff --git a/addons/spectator/functions/fnc_viewDistance.sqf b/addons/spectator/functions/fnc_viewDistance.sqf
new file mode 100644
index 0000000000..4112ed2a62
--- /dev/null
+++ b/addons/spectator/functions/fnc_viewDistance.sqf
@@ -0,0 +1,47 @@
+/*
+ Author:
+ voiper
+
+ Description:
+ View distance dialog.
+
+ Arguments:
+ 0: Mode
+ 1: Arguemnts
+
+ Example:
+ ["Init", [dialog]] call ace_spectator_fnc_viewDistance;
+
+ Return Value:
+ None
+
+ Public:
+ No
+*/
+
+#include "script_component.hpp"
+
+_mode = _this select 0;
+_this = _this select 1;
+
+switch _mode do {
+
+ case "Init": {
+ _dialog = _this select 0;
+ _dist = -1;
+ _text = _dialog displayCtrl 1;
+ _slider = _dialog displayCtrl 2;
+ _slider slidersetRange [1000,20000];
+ _slider sliderSetSpeed [1000,1000,1000];
+ _slider sliderSetPosition viewDistance;
+ _text ctrlSetText str viewDistance;
+ };
+
+ case "Slider": {
+ _dialog = ctrlParent (_this select 0);
+ _dist = _this select 1;
+ _text = _dialog displayCtrl 1;
+ setViewDistance _dist;
+ _text ctrlSetText str viewDistance;
+ };
+};
\ No newline at end of file
diff --git a/addons/spectator/functions/script_component.hpp b/addons/spectator/functions/script_component.hpp
new file mode 100644
index 0000000000..d5034cb39c
--- /dev/null
+++ b/addons/spectator/functions/script_component.hpp
@@ -0,0 +1 @@
+#include "\z\ace\addons\spectator\script_component.hpp"
\ No newline at end of file
diff --git a/addons/spectator/rsc_defines.hpp b/addons/spectator/rsc_defines.hpp
new file mode 100644
index 0000000000..e7cb7178c3
--- /dev/null
+++ b/addons/spectator/rsc_defines.hpp
@@ -0,0 +1,646 @@
+// Control types
+#define CT_STATIC 0
+#define CT_BUTTON 1
+#define CT_EDIT 2
+#define CT_SLIDER 3
+#define CT_COMBO 4
+#define CT_LISTBOX 5
+#define CT_TOOLBOX 6
+#define CT_CHECKBOXES 7
+#define CT_PROGRESS 8
+#define CT_HTML 9
+#define CT_STATIC_SKEW 10
+#define CT_ACTIVETEXT 11
+#define CT_TREE 12
+#define CT_STRUCTURED_TEXT 13
+#define CT_CONTEXT_MENU 14
+#define CT_CONTROLS_GROUP 15
+#define CT_SHORTCUTBUTTON 16
+#define CT_HITZONES 17
+#define CT_XKEYDESC 40
+#define CT_XBUTTON 41
+#define CT_XLISTBOX 42
+#define CT_XSLIDER 43
+#define CT_XCOMBO 44
+#define CT_ANIMATED_TEXTURE 45
+#define CT_OBJECT 80
+#define CT_OBJECT_ZOOM 81
+#define CT_OBJECT_CONTAINER 82
+#define CT_OBJECT_CONT_ANIM 83
+#define CT_LINEBREAK 98
+#define CT_USER 99
+#define CT_MAP 100
+#define CT_MAP_MAIN 101
+#define CT_LISTNBOX 102
+#define CT_ITEMSLOT 103
+#define CT_CHECKBOX 77
+
+// Static styles
+#define ST_POS 0x0F
+#define ST_HPOS 0x03
+#define ST_VPOS 0x0C
+#define ST_LEFT 0x00
+#define ST_RIGHT 0x01
+#define ST_CENTER 0x02
+#define ST_DOWN 0x04
+#define ST_UP 0x08
+#define ST_VCENTER 0x0C
+
+#define ST_TYPE 0xF0
+#define ST_SINGLE 0x00
+#define ST_MULTI 0x10
+#define ST_TITLE_BAR 0x20
+#define ST_PICTURE 0x30
+#define ST_FRAME 0x40
+#define ST_BACKGROUND 0x50
+#define ST_GROUP_BOX 0x60
+#define ST_GROUP_BOX2 0x70
+#define ST_HUD_BACKGROUND 0x80
+#define ST_TILE_PICTURE 0x90
+#define ST_WITH_RECT 0xA0
+#define ST_LINE 0xB0
+#define ST_UPPERCASE 0xC0
+#define ST_LOWERCASE 0xD0
+
+#define ST_SHADOW 0x100
+#define ST_NO_RECT 0x200
+#define ST_KEEP_ASPECT_RATIO 0x800
+
+#define ST_TITLE ST_TITLE_BAR + ST_CENTER
+
+// Slider styles
+#define SL_DIR 0x400
+#define SL_VERT 0
+#define SL_HORZ 0x400
+
+#define SL_TEXTURES 0x10
+
+// progress bar
+#define ST_VERTICAL 0x01
+#define ST_HORIZONTAL 0
+
+// Listbox styles
+#define LB_TEXTURES 0x10
+#define LB_MULTI 0x20
+
+// Tree styles
+#define TR_SHOWROOT 1
+#define TR_AUTOCOLLAPSE 2
+
+// MessageBox styles
+#define MB_BUTTON_OK 1
+#define MB_BUTTON_CANCEL 2
+#define MB_BUTTON_USER 4
+#define MB_ERROR_DIALOG 8
+
+// Fonts
+#define GUI_FONT_NORMAL PuristaMedium
+#define GUI_FONT_BOLD PuristaSemibold
+#define GUI_FONT_THIN PuristaLight
+#define GUI_FONT_MONO EtelkaMonospacePro
+#define GUI_FONT_NARROW EtelkaNarrowMediumPro
+#define GUI_FONT_CODE LucidaConsoleB
+#define GUI_FONT_SYSTEM TahomaB
+
+//colours
+
+#define COLOUR_GUI_TEXT {"profilenamespace getvariable ['GUI_TITLETEXT_RGB_R',1]", "profilenamespace getvariable ['GUI_TITLETEXT_RGB_G',1]", "profilenamespace getvariable ['GUI_TITLETEXT_RGB_B',1]", "profilenamespace getvariable ['GUI_TITLETEXT_RGB_A',1]"}
+
+#define COLOUR_GUI_BG {"profilenamespace getvariable ['GUI_BCG_RGB_R',0.8]", "profilenamespace getvariable ['GUI_BCG_RGB_G',0.8]","profilenamespace getvariable ['GUI_BCG_RGB_B',0.8]","profilenamespace getvariable ['GUI_BCG_RGB_A',0.8]"}
+
+#define COLOUR_IGUI_TEXT {"profilenamespace getvariable ['IGUI_TEXT_RGB_R',1]", "profilenamespace getvariable ['IGUI_TEXT_RGB_G',1]", "profilenamespace getvariable ['IGUI_TEXT_RGB_B',1]", "profilenamespace getvariable ['IGUI_TEXT_RGB_A',1]"}
+
+#define COLOUR_IGUI_BG {"profilenamespace getvariable ['IGUI_BCG_RGB_R',0.8]", "profilenamespace getvariable ['IGUI_BCG_RGB_G',0.5]","profilenamespace getvariable ['IGUI_BCG_RGB_B',0]","profilenamespace getvariable ['IGUI_BCG_RGB_A',0.8]"}
+
+#define COLOUR_IGUI_WARN {"profilenamespace getvariable ['IGUI_TEXT_WARNING_R',0.8]", "profilenamespace getvariable ['IGUI_TEXT_WARNING_G',0.5]", "profilenamespace getvariable ['IGUI_TEXT_WARNING_B',0]", "profilenamespace getvariable ['IGUI_TEXT_WARNING_A',0.8]"}
+
+// Grids
+#define GUI_GRID_CENTER_WAbs ((safezoneW / safezoneH) min 1.2)
+#define GUI_GRID_CENTER_HAbs (GUI_GRID_CENTER_WAbs / 1.2)
+#define GUI_GRID_CENTER_W (GUI_GRID_CENTER_WAbs / 40)
+#define GUI_GRID_CENTER_H (GUI_GRID_CENTER_HAbs / 25)
+#define GUI_GRID_CENTER_X (safezoneX + (safezoneW - GUI_GRID_CENTER_WAbs)/2)
+#define GUI_GRID_CENTER_Y (safezoneY + (safezoneH - GUI_GRID_CENTER_HAbs)/2)
+
+#define RESUNITS_X (safeZoneW / 100)
+#define RESUNITS_Y (safeZoneH / 100)
+#define RESCENTRE_X safeZoneX + safeZoneW / 2
+#define RESCENTRE_Y safeZoneY + safeZoneH / 2
+
+#define Q(s) #s
+
+class vip_rsc_picture {
+
+ access = 0;
+ idc = -1;
+ type = CT_STATIC;
+ style = ST_PICTURE;
+ colorBackground[] = {0,0,0,0};
+ colorText[] = {1,1,1,1};
+ font = "TahomaB";
+ sizeEx = 0;
+ lineSpacing = 0;
+ text = "";
+ fixedWidth = 0;
+ shadow = 0;
+};
+
+class vip_rsc_text {
+
+ access = 0;
+ idc = -1;
+ type = CT_STATIC;
+ style = ST_LEFT;
+ colorBackground[] = {0,0,0,0};
+ colorText[] = {1,1,1,1};
+ font = "PuristaMedium";
+ sizeEx = 0.08;
+ lineSpacing = 1;
+ text = "";
+ fixedWidth = 0;
+ moving = 0;
+};
+
+class vip_rsc_box {
+
+ idc=-1;
+ type = CT_STATIC;
+ style = ST_CENTER;
+ text = "";
+ font = "TahomaB";
+ sizeEx = 0.04;
+
+ colorBackground[] = {0,0,0,1};
+ colorText[] = {1,1,1,1};
+};
+
+class vip_rsc_button {
+
+ access = 0;
+ type = CT_BUTTON;
+ style = ST_LEFT;
+ default = 0;
+ blinkingPeriod = 0;
+
+ x = 0 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;
+ y = 0 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;
+ w = 6 * GUI_GRID_CENTER_W;
+ h = 1 * GUI_GRID_CENTER_H;
+
+ colorBackground[] = {0.8,0.8,0.8,1};
+ colorBackgroundDisabled[] = {0.8,0.8,0.8, 0.25};
+ colorBackgroundActive[] = {1,1,1,1};
+ colorFocused[] = {0.8,0.8,0.8,1};
+
+ text = "";
+ sizeEx = 1 * GUI_GRID_CENTER_H;
+ font = GUI_FONT_NORMAL;
+ shadow = 1;
+ colorText[] = {0,0,0,1};
+ colorDisabled[] = {0,0,0,0.25};
+
+ borderSize = 0.0;
+ colorBorder[] = {1,1,1,1};
+
+ colorShadow[] = {0,0,0,0.0};
+ offsetX = 0.0075;
+ offsetY = 0.01;
+ offsetPressedX = 0.000;
+ offsetPressedY = 0.00;
+
+ period = 0;
+ periodFocus = 0;
+ periodOver = 0.5;
+
+ soundClick[] = {"\A3\ui_f\data\sound\RscButton\soundClick",0.09,1};
+ soundEnter[] = {"\A3\ui_f\data\sound\RscButton\soundEnter",0.09,1};
+ soundPush[] = {"\A3\ui_f\data\sound\RscButton\soundPush",0.09,1};
+ soundEscape[] = {"\A3\ui_f\data\sound\RscButton\soundEscape",0.09,1};
+
+ //onButtonClick = "false";
+};
+
+class vip_rsc_listbox {
+
+ access = 0;
+ idc = 25;
+ type = CT_COMBO;
+ style = ST_LEFT + LB_TEXTURES;
+ default = 0;
+ blinkingPeriod = 0;
+
+ x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;
+ y = 4 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;
+ w = 9 * GUI_GRID_CENTER_W;
+ h = 1 * GUI_GRID_CENTER_H;
+
+ colorBackground[] = {0.2,0.2,0.2,1};
+ colorSelectBackground[] = {1,0.5,0,1};
+
+ sizeEx = GUI_GRID_CENTER_H;
+ font = GUI_FONT_NORMAL;
+ shadow = 0;
+ colorText[] = {1,1,1,1};
+ colorDisabled[] = {1,1,1,0.5};
+ colorSelect[] = {1,1,1,1};
+
+ pictureColor[] = {1,0.5,0,1};
+ pictureColorSelect[] = {1,1,1,1};
+ pictureColorDisabled[] = {1,1,1,0.5};
+
+ arrowEmpty = "\A3\ui_f\data\GUI\RscCommon\rsccombo\arrow_combo_ca.paa";
+ arrowFull = "\A3\ui_f\data\GUI\RscCommon\rsccombo\arrow_combo_active_ca.paa";
+
+ wholeHeight = 8 * GUI_GRID_CENTER_H;
+ maxHistoryDelay = 1;
+
+ soundExpand[] = {"\A3\ui_f\data\sound\RscCombo\soundExpand",0.1,1};
+ soundCollapse[] = {"\A3\ui_f\data\sound\RscCombo\soundCollapse",0.1,1};
+ soundSelect[] = {"\A3\ui_f\data\sound\RscCombo\soundSelect",0.1,1};
+
+ class ComboScrollBar
+ {
+ width = 0;
+ height = 0;
+ scrollSpeed = 0.01;
+
+ arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa";
+ arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa";
+ border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa";
+ thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa";
+
+ color[] = {1,1,1,1};
+ };
+
+ onLBSelChanged = "";
+};
+
+class vip_rsc_frame {
+ type = 0;
+ idc = -1;
+ style=ST_FRAME;
+ shadow=2;
+ colorBackground[]={0,0,0,0};
+ colorText[]={1,1,1,1};
+ font="PuristaMedium";
+ sizeEx=0.02;
+ text="";
+};
+
+class vip_rsc_map {
+ moveOnEdges=1;
+ x="SafeZoneXAbs";
+ y="SafeZoneY + 1.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
+ w="SafeZoneWAbs";
+ h="SafeZoneH - 1.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
+ shadow=0;
+ ptsPerSquareSea=5;
+ ptsPerSquareTxt=20;
+ ptsPerSquareCLn=10;
+ ptsPerSquareExp=10;
+ ptsPerSquareCost=10;
+ ptsPerSquareFor=9;
+ ptsPerSquareForEdge=9;
+ ptsPerSquareRoad=6;
+ ptsPerSquareObj=9;
+ showCountourInterval=0;
+ scaleMin=0.001;
+ scaleMax=1;
+ scaleDefault=0.16;
+ maxSatelliteAlpha=0.85000002;
+ alphaFadeStartScale=2;
+ alphaFadeEndScale=2;
+ colorBackground[]={0.96899998,0.95700002,0.949,1};
+ colorSea[]={0.46700001,0.63099998,0.85100001,0.5};
+ colorForest[]={0.62400001,0.77999997,0.38800001,0.5};
+ colorForestBorder[]={0,0,0,0};
+ colorRocks[]={0,0,0,0.30000001};
+ colorRocksBorder[]={0,0,0,0};
+ colorLevels[]={0.28600001,0.177,0.093999997,0.5};
+ colorMainCountlines[]={0.57200003,0.354,0.18799999,0.5};
+ colorCountlines[]={0.57200003,0.354,0.18799999,0.25};
+ colorMainCountlinesWater[]={0.491,0.57700002,0.70200002,0.60000002};
+ colorCountlinesWater[]={0.491,0.57700002,0.70200002,0.30000001};
+ colorPowerLines[]={0.1,0.1,0.1,1};
+ colorRailWay[]={0.80000001,0.2,0,1};
+ colorNames[]={0.1,0.1,0.1,0.89999998};
+ colorInactive[]={1,1,1,0.5};
+ colorOutside[]={0,0,0,1};
+ colorTracks[]={0.83999997,0.75999999,0.64999998,0.15000001};
+ colorTracksFill[]={0.83999997,0.75999999,0.64999998,1};
+ colorRoads[]={0.69999999,0.69999999,0.69999999,1};
+ colorRoadsFill[]={1,1,1,1};
+ colorMainRoads[]={0.89999998,0.5,0.30000001,1};
+ colorMainRoadsFill[]={1,0.60000002,0.40000001,1};
+ colorGrid[]={0.1,0.1,0.1,0.60000002};
+ colorGridMap[]={0.1,0.1,0.1,0.60000002};
+ fontLabel="PuristaMedium";
+ sizeExLabel="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
+ fontGrid="TahomaB";
+ sizeExGrid=0.02;
+ fontUnits="TahomaB";
+ sizeExUnits="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
+ fontNames="EtelkaNarrowMediumPro";
+ sizeExNames="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2";
+ fontInfo="PuristaMedium";
+ sizeExInfo="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
+ fontLevel="TahomaB";
+ sizeExLevel=0.02;
+ text="#(argb,8,8,3)color(1,1,1,1)";
+ class Legend
+ {
+ x="SafeZoneX + ( ((safezoneW / safezoneH) min 1.2) / 40)";
+ y="SafeZoneY + safezoneH - 4.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
+ w="10 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
+ h="3.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
+ font="PuristaMedium";
+ sizeEx="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
+ colorBackground[]={1,1,1,0.5};
+ color[]={0,0,0,1};
+ };
+ class Task
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\taskIcon_CA.paa";
+ iconCreated="\A3\ui_f\data\map\mapcontrol\taskIconCreated_CA.paa";
+ iconCanceled="\A3\ui_f\data\map\mapcontrol\taskIconCanceled_CA.paa";
+ iconDone="\A3\ui_f\data\map\mapcontrol\taskIconDone_CA.paa";
+ iconFailed="\A3\ui_f\data\map\mapcontrol\taskIconFailed_CA.paa";
+ color[]=
+ {
+ "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
+ "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])",
+ "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])",
+ "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"
+ };
+ colorCreated[]={1,1,1,1};
+ colorCanceled[]={0.69999999,0.69999999,0.69999999,1};
+ colorDone[]={0.69999999,1,0.30000001,1};
+ colorFailed[]={1,0.30000001,0.2,1};
+ size=27;
+ importance=1;
+ coefMin=1;
+ coefMax=1;
+ };
+ class Waypoint
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa";
+ color[]={0,0,0,1};
+ };
+ class WaypointCompleted
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\waypointCompleted_ca.paa";
+ color[]={0,0,0,1};
+ };
+ class CustomMark
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\custommark_ca.paa";
+ size=24;
+ importance=1;
+ coefMin=1;
+ coefMax=1;
+ color[]={0,0,0,1};
+ };
+ class Command
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa";
+ size=18;
+ importance=1;
+ coefMin=1;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class Bush
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
+ color[]={0.44999999,0.63999999,0.33000001,0.40000001};
+ size="14/2";
+ importance="0.2 * 14 * 0.05 * 0.05";
+ coefMin=0.25;
+ coefMax=4;
+ };
+ class Rock
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\rock_ca.paa";
+ color[]={0.1,0.1,0.1,0.80000001};
+ size=12;
+ importance="0.5 * 12 * 0.05";
+ coefMin=0.25;
+ coefMax=4;
+ };
+ class SmallTree
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
+ color[]={0.44999999,0.63999999,0.33000001,0.40000001};
+ size=12;
+ importance="0.6 * 12 * 0.05";
+ coefMin=0.25;
+ coefMax=4;
+ };
+ class Tree
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
+ color[]={0.44999999,0.63999999,0.33000001,0.40000001};
+ size=12;
+ importance="0.9 * 16 * 0.05";
+ coefMin=0.25;
+ coefMax=4;
+ };
+ class busstop
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\busstop_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class fuelstation
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\fuelstation_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class hospital
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\hospital_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class church
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\church_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class lighthouse
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\lighthouse_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class power
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\power_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class powersolar
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\powersolar_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class powerwave
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\powerwave_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class powerwind
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\powerwind_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class quay
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\quay_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class transmitter
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\transmitter_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class watertower
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\watertower_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={1,1,1,1};
+ };
+ class Cross
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\Cross_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={0,0,0,1};
+ };
+ class Chapel
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\Chapel_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={0,0,0,1};
+ };
+ class Shipwreck
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\Shipwreck_CA.paa";
+ size=24;
+ importance=1;
+ coefMin=0.85000002;
+ coefMax=1;
+ color[]={0,0,0,1};
+ };
+ class Bunker
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\bunker_ca.paa";
+ size=14;
+ importance="1.5 * 14 * 0.05";
+ coefMin=0.25;
+ coefMax=4;
+ color[]={0,0,0,1};
+ };
+ class Fortress
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\bunker_ca.paa";
+ size=16;
+ importance="2 * 16 * 0.05";
+ coefMin=0.25;
+ coefMax=4;
+ color[]={0,0,0,1};
+ };
+ class Fountain
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\fountain_ca.paa";
+ size=11;
+ importance="1 * 12 * 0.05";
+ coefMin=0.25;
+ coefMax=4;
+ color[]={0,0,0,1};
+ };
+ class Ruin
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\ruin_ca.paa";
+ size=16;
+ importance="1.2 * 16 * 0.05";
+ coefMin=1;
+ coefMax=4;
+ color[]={0,0,0,1};
+ };
+ class Stack
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\stack_ca.paa";
+ size=20;
+ importance="2 * 16 * 0.05";
+ coefMin=0.89999998;
+ coefMax=4;
+ color[]={0,0,0,1};
+ };
+ class Tourism
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\tourism_ca.paa";
+ size=16;
+ importance="1 * 16 * 0.05";
+ coefMin=0.69999999;
+ coefMax=4;
+ color[]={0,0,0,1};
+ };
+ class ViewTower
+ {
+ icon="\A3\ui_f\data\map\mapcontrol\viewtower_ca.paa";
+ size=16;
+ importance="2.5 * 16 * 0.05";
+ coefMin=0.5;
+ coefMax=4;
+ color[]={0,0,0,1};
+ };
+};
\ No newline at end of file
diff --git a/addons/spectator/script_component.hpp b/addons/spectator/script_component.hpp
new file mode 100644
index 0000000000..c445dc4cdd
--- /dev/null
+++ b/addons/spectator/script_component.hpp
@@ -0,0 +1,12 @@
+#define COMPONENT spectator
+#include "\z\ace\addons\main\script_mod.hpp"
+
+#ifdef DEBUG_ENABLED_SPECTATOR
+ #define DEBUG_MODE_FULL
+#endif
+
+#ifdef DEBUG_SETTINGS_SPECTATOR
+ #define DEBUG_SETTINGS DEBUG_SETTINGS_SPECTATOR
+#endif
+
+#include "\z\ace\addons\main\script_macros.hpp"
\ No newline at end of file
diff --git a/addons/spectator/stringtable.xml b/addons/spectator/stringtable.xml
new file mode 100644
index 0000000000..5cd585108a
--- /dev/null
+++ b/addons/spectator/stringtable.xml
@@ -0,0 +1,95 @@
+
+
+
+
+ Spectator
+ Obserwator
+ Pozorovatel
+ Espectador
+
+
+ Enable Spectator
+ Aktywuj obserwatora
+ Povolit pozorovatele
+ Activar espectador
+
+
+ Begin spectating on player death?
+ Włącz obserwatora po śmierci gracza?
+ Přepnout do pozorovatele po hráčově smrti?
+ ¿Comenzar como espectador al morir el jugador?
+
+
+ Player Side Only
+ Tylko strona gracza
+ Pouze strana hráče
+ Sólo bando del jugador
+
+
+ Only spectate units belonging to player's side?
+ Pozwól obserwować jednostki będące tylko po stronie gracza?
+ Pozorovat pouze jednotky patřící k hráčově straně?
+ ¿Sólo observar unidades que pertenecen al bando del jugador?
+
+
+ Spectate AI
+ Obserwacja AI
+ Pozorovat AI
+ Observar IA
+
+
+ Allow spectating of AI units?
+ Pozwól obserwować jednostki AI?
+ Umožnit pozorovat AI jednotky?
+ ¿Permitir observar unidades de la IA?
+
+
+ Track Units
+ Śledź jednostki
+ Sledovat jednotky
+ Seguir unidades
+
+
+ Track units' movements throughout mission?
+ Śledź ruch jednostek w trakcie misji?
+ Sledovat pohyby jednotek napříč misí?
+ ¿Seguimiento de movimientos de unidades a lo largo de la misión?
+
+
+ Start Position
+ Pozycja startowa
+ Počáteční pozice
+ Posición de inicio
+
+
+ Use this module as a starting position for spectator camera?
+ Użyj pozycji modułu jako pozycje startową dla kamery obserwatora?
+ Použít tento modul jako počáteční pozici pro pozorovací kameru?
+ ¿Utiliza este módulo como una posición de inicio para la cámara de espectador?
+
+
+ End Mission
+ Zakończ misję
+ Konec mise
+ Finalizar misión
+
+
+ End mission when all players dead (default BIS behaviour)?
+ Zakończ misję kiedy wszyscy gracze będą martwi (domyślne zachowanie BIS)?
+ Ukončit misi když umřou všichni hráči (výchozí BIS chování)?
+ ¿Finalizar misión cuando todos los jugadores mueran (comportamiento por defecto de BIS)?
+
+
+ View Distance
+ Zasięg widzenia
+ Dohlednost
+ Distancia de visión
+
+
+ OK
+ OK
+ OK
+ Aceptar
+
+
+
\ No newline at end of file
diff --git a/addons/spottingscope/stringtable.xml b/addons/spottingscope/stringtable.xml
index 7fc7fdee58..e20f0635ea 100644
--- a/addons/spottingscope/stringtable.xml
+++ b/addons/spottingscope/stringtable.xml
@@ -6,33 +6,36 @@
Teleskop
Зрительная труба
Teleskop
- Spotting Scope
+ Telescopio
Téléscope de visée
Zaměřovací Dalekohled
Spotting Scope
Megfigyelő távcső
+ Luneta de observador
Pick up Spotting Scope
Teleskop aufnehmen
Поднять зрительная трубу
Zabierz teleskop
- Pick up Spotting Scope
+ Coger telescopio
Prendre téléscope de visée
Zvednout Zaměřovací dalekohled
Raccogli spottingscope
Mefgigy. távcső felvétele
+ Pegar luneta de observador
Place Spotting Scope
Teleskop aufstellen
Установить зрительная трубу
Ustaw teleskop
- Place Spotting Scope
+ Colocar telescopio
Placer téléscope de visée
Položit Zaměřovací dalekohled
Posiziona spottingscope
Megfigy. távcső elhelyezése
+ Colocar luneta de observador
\ No newline at end of file
diff --git a/addons/switchunits/stringtable.xml b/addons/switchunits/stringtable.xml
index 4656504545..2d0bc91314 100644
--- a/addons/switchunits/stringtable.xml
+++ b/addons/switchunits/stringtable.xml
@@ -23,7 +23,7 @@
Cette unité est trop proche des ennemis
Ez az egység túl közel van az ellenséghez.
Questa unità è troppo vicina al nemico.
- Essa unidade está muito perta do inimigo.
+ Essa unidade está muito perto do inimigo.
SwitchUnits System
@@ -31,6 +31,7 @@
Sistema de cambio de unidad
Einheiten-Switch-System?
Systém výměny stran
+ Sistema de troca de unidades
Switch to West?
@@ -38,6 +39,7 @@
¿Cambiar a Oeste?
Nach BLUFOR wechseln?
Přesunout k BLUFOR?
+ Trocar para Oeste?
Allow switching to west units?
@@ -45,6 +47,7 @@
¿Permitir cambios a unidades del Oeste?
Erlaube das Wechseln zu BLUFOR-Einheiten?
Povolit přesun k BLUFOR?
+ Permitir troca de unidades para o Oeste?
Switch to East?
@@ -52,6 +55,7 @@
¿Cambiar a Este?
Nach OPFOR wechseln?
Přesunout k OPFOR?
+ Trocar para Leste?
Allow switching to east units?
@@ -59,6 +63,7 @@
¿Permitir cambios a unidades del Este?
Erlaube das Wechseln zu OPFOR-Einheiten?
Povolit přesun k OPFOR?
+ Permitir troca de unidades para o Leste?
Switch to Independent?
@@ -66,6 +71,7 @@
¿Cambiar a Independiente?
Nach INDFOR wechseln?
Přesunout k INDFOR?
+ Trocar para Indenpendente
Allow switching to independent units?
@@ -73,6 +79,7 @@
¿Permitir cambios a unidades Independientes?
Erlaube das Wechseln zu INDFOR-Einheiten?
Povolit přesun k INDFOR?
+ Permitir troca de unidades para o Indenpendente?
Switch to Civilian?
@@ -80,6 +87,7 @@
¿Cambiar a Civil?
Nach CIVILIAN wechseln?
Přesunout k CIVILISTŮM?
+ Trocar para Civis?
Allow switching to civilian units?
@@ -87,6 +95,7 @@
¿Permitir cambios a unidades Civiles
Erlaube das Wechseln zu CIVILIAN-Einheiten?
Povolit přesun k CIVILISTŮM?
+ Permitir troca de unidades para o Civil?
Enable Safe Zone?
@@ -94,6 +103,7 @@
¿Habilitar zona segura?
Aktiviere Sicherheitszone?
Povolit bezpečné oblasti?
+ Habilitar zona segura?
Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone.
@@ -101,6 +111,7 @@
Habilita una zona segura alrededor de las unidades enemigas. Los jugadores no pueden cambiar de unidad dentro de la zona segura.
Aktiviere eine Sicherheitszone um feindliche Einheiten? Spieler können nicht zu Einheiten in der Sicherheitszone wechseln.
Povolit bezpečnou zónu kolem nepřátelských jednotek? Hráči se nemohou změnit strany/jednotky uvnitř bezpečné zóny.
+ Habilitar uma zona segur ao redor das unidades inimigas? Jogadores não conseguirão trocar para unidades dentro dessa zona segura.
Safe Zone Radius
@@ -108,6 +119,7 @@
Radio de la zona segura
Sicherheitszonenradius
Oblast bezpečné zóny
+ Raio da zona segura
The safe zone around players from a different team. Default: 200
@@ -115,11 +127,13 @@
La zona segura alrededor de los jugadores de distintos equipos. Por defecto: 200
Die Sicherheitszone um Spieler von einem anderen Team. Standard: 200
Bezpečná zóna kolem hráče z jiných týmu. Výchozí: 200
+ A zona segura ao redor dos jogadores de diferentes equipes. Padrão: 200
-
+ Moduł ten pozwala na zmianę strony w trakcie gry.
Tento modul umožňuje přepínání mazi dostupnými stranami.
+ Este módulo permite mudar o lado à disposição dos jogadores.
\ No newline at end of file
diff --git a/addons/tacticalladder/stringtable.xml b/addons/tacticalladder/stringtable.xml
index 962cc9e6ae..4342ac5408 100644
--- a/addons/tacticalladder/stringtable.xml
+++ b/addons/tacticalladder/stringtable.xml
@@ -11,6 +11,7 @@
Teleskopický žebřík
Telescopic Ladder
Telescopic Ladder
+ Escada telescópica
Deploy ladder
@@ -22,6 +23,7 @@
Rozložit žebřík
Deploy ladder
Deploy ladder
+ Implantar escada
Drop ladder
@@ -33,6 +35,7 @@
Položit žebřík
Drop ladder
Drop ladder
+ Derrubar escada
Adjust ladder
@@ -40,6 +43,7 @@
Reguluj drabinę
Upravit žebřík
Ajustar escalera
+ Ajustar escada
Position ladder
@@ -51,6 +55,7 @@
Umístit žebřík
Position ladder
Position ladder
+ Posicionar escada
Pickup ladder
@@ -62,6 +67,7 @@
Vzít žebřík
Pickup ladder
Pickup ladder
+ Pegar escada
\ No newline at end of file
diff --git a/addons/tripod/$PBOPREFIX$ b/addons/tripod/$PBOPREFIX$
index a374eb7994..2a79aeafd9 100644
--- a/addons/tripod/$PBOPREFIX$
+++ b/addons/tripod/$PBOPREFIX$
@@ -1 +1 @@
-z\ace\addons\tripod
+z\ace\addons\tripod
\ No newline at end of file
diff --git a/addons/tripod/CfgEventHandlers.hpp b/addons/tripod/CfgEventHandlers.hpp
index ed5027f094..d700ed4c85 100644
--- a/addons/tripod/CfgEventHandlers.hpp
+++ b/addons/tripod/CfgEventHandlers.hpp
@@ -1,7 +1,7 @@
class Extended_PreInit_EventHandlers {
- class ADDON {
- init = QUOTE( call COMPILE_FILE(XEH_preInit) );
- };
+ class ADDON {
+ init = QUOTE( call COMPILE_FILE(XEH_preInit) );
+ };
};
class Extended_PostInit_EventHandlers {
diff --git a/addons/tripod/CfgVehicles.hpp b/addons/tripod/CfgVehicles.hpp
index 714d2cafb1..cb1774cdf4 100644
--- a/addons/tripod/CfgVehicles.hpp
+++ b/addons/tripod/CfgVehicles.hpp
@@ -1,4 +1,3 @@
-
class CfgVehicles {
class Man;
class CAManBase: Man {
diff --git a/addons/tripod/CfgWeapons.hpp b/addons/tripod/CfgWeapons.hpp
index cc7521f0f2..5ae0ee84d2 100644
--- a/addons/tripod/CfgWeapons.hpp
+++ b/addons/tripod/CfgWeapons.hpp
@@ -1,4 +1,3 @@
-
class CfgWeapons {
class ACE_ItemCore;
class InventoryItem_Base_F;
diff --git a/addons/tripod/stringtable.xml b/addons/tripod/stringtable.xml
index baf20b9854..254af3295f 100644
--- a/addons/tripod/stringtable.xml
+++ b/addons/tripod/stringtable.xml
@@ -11,6 +11,7 @@
SSWT souprava
SSWT Kit
SSWT Kit
+ Kit SSWT
Place SSWT Kit
@@ -22,30 +23,35 @@
Rozlož souprava SSWT
Place SSWT Kit
Place SSWT Kit
+ Colocar kit SSWT
Pick up SSWT Kit
Podnieś trójnóg snajperski
Coger equipo SSWT
Zvednout SSWT soupravu
+ Pegar kit SSWT
Adjust SSWT Kit
Reguluj trójnóg snajperski
Ajustar equipo SSWT
Regulovat SSWT soupravu
+ Ajustar kit SSWT
Done
Gotowe
Hecho
Hotovo
+ Feito
+ Modifier, adjust
+ Modyfikator, regulacja
+ Modificador, ajuste
+ Modifikátor, regulace
+ + Modificador, ajuste
\ No newline at end of file
diff --git a/addons/vehiclelock/stringtable.xml b/addons/vehiclelock/stringtable.xml
index 23d8b380b9..89a64faf8a 100644
--- a/addons/vehiclelock/stringtable.xml
+++ b/addons/vehiclelock/stringtable.xml
@@ -139,6 +139,7 @@
Configuración del cierre del vehiculo
Fahrzeugsperreinstellungen
Nastavení zámku vozidla
+ Configuração de fechadura do veículo
Lock Vehicle Inventory
@@ -146,6 +147,7 @@
Bloquear inventario del vehículo
Sperre Fahrzeuginventar
Inventář zamčeného vozidla
+ Bloquear inventário do veículo
Locks the inventory of locked vehicles
@@ -153,6 +155,7 @@
Bloquea el inventario de los vehículos cerrados
Sperrt das Inventar von gesperrten Fahrzeugen
Zamknout inventář u zamčených vozidel
+ Bloqueia o inventário de veículos fechados
Vehicle Starting Lock State
@@ -160,6 +163,7 @@
Estado inicial del cierre en vehículos
Fahrzeuge spawnen gesperrt
Počáteční stav zámku vozidla
+ Estado inicial da fechadura dos veículos
Set lock state for all vehicles (removes ambiguous lock states)
@@ -167,6 +171,7 @@
Establece el estado de cierre para todos los vehículos (elimina estados de cierre ambiguos)
Setze Sperrstatus für alle Fahrzeuge (entfernt unklare Sperrzustände)
Nastavit stav zámku u všech vozidel (odstraňuje nejednoznačné stavy zámků)
+ Definir estados de fechadura para todos os veículos (remove estados de fechadura ambíguos)
As Is
@@ -174,6 +179,7 @@
Está
Unverändert
Jak je
+ Como está
Locked
@@ -181,6 +187,7 @@
Cerrado
Gesperrt
Zamčeno
+ Fechado
Unlocked
@@ -188,6 +195,7 @@
Abierto
Offen
Odemčeno
+ Aberto
Default Lockpick Strength
@@ -195,6 +203,7 @@
Durabilidad de la ganzua por defecto
Standard-Pick-Stärke
Výchozí síla páčidla
+ Durabilidade padrão da chave micha
Default Time to lockpick (in seconds). Default: 10
@@ -202,6 +211,7 @@
Tiempo por defecto para forzar cerradura (en segundos). Por defecto: 10
Standardzeit um ein Schloss zu knacken (in Sekunden). Standard: 10
Čas k vypáčení zámku (v sekundách). Výchozí: 10
+ Tempo padrão para forçar a fechadura (em segundos). Padrão: 10
Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.<br />Source: vehiclelock.pbo
@@ -209,6 +219,7 @@
Ajustes de la durabilidad de la ganzua y el estado inicial del cierre de los vehículos. Elimina estados de cierre ambiguos.<br />Fuente: vehiclelock.pbo
Einstellungen für Pick-Stärke und anfänglichen Fahrzeugsperrzustand. Entfernt unklare Sperrzustände.<br />Quelle: vehiclelock.pbo
Nastavení síly vypáčení a počáteční stav zámku vozidla. Odstraňuje nejednoznačné stavy zámků.<br />Zdroj: vehiclelock.pbo
+ Definições para a durabilidade da chave micha e estado inicial da fechadura do veículo. Remove estados de fechadura ambíguas <br /> Fonte: Vehiclelock.pbo
Vehicle Key Assign
@@ -216,6 +227,7 @@
Asignacion de la llave del vehículo
Fahrzeugschlüsselzuweisung
Přidělení klíče k vozidlu
+ Atribuição de chave de veículo
Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.<br />Source: vehiclelock.pbo
@@ -223,6 +235,7 @@
Sincronizar con vehiculos y jugadores. Distribuirá llaves personalizadas a los jugadores para todos los vehículos sincronizados. Solo valido para objetos presentes al inicio de la mision.<br />Fuente: vehiclelock.pbo
Synchronisiere mit Fahrzeugen und Spielern. Wird eigene Schlüssel an Spieler für jedes synchronisierte Fahrzeuge aushändigen. Nur gültig für am Missionsstart existierende Fahrzeuge.<br />Quelle: vehiclelock.pbo
Synchronizuj s vozidly a hráči. Hráč dostane klíč ke každému synchonizovanému vozidlu. Platné pouze pro objekty přítomné na začátku mise.<br />Zdroj: vehiclelock.pbo
+ Sincronizar com veículos e jogadores. Irá distribuir chaves personalizadas para os jogadores para cada veículo sincronizado. Só é válido para objetos presentes no início da missão <br /> Fonte: vehiclelock.pbo
\ No newline at end of file
diff --git a/addons/viewdistance/XEH_postInit.sqf b/addons/viewdistance/XEH_postInit.sqf
index c49a197c26..865e5527e5 100644
--- a/addons/viewdistance/XEH_postInit.sqf
+++ b/addons/viewdistance/XEH_postInit.sqf
@@ -2,28 +2,33 @@
if (!hasInterface) exitWith {};
-// Force the view distance down to the limit.
-if (GVAR(enabled) && {viewDistance > GVAR(limitViewDistance)}) then {
- setViewDistance GVAR(limitViewDistance);
-};
-
-// Adapt view distance when the player is created or changed according to whether client is on foot or vehicle.
-["playerChanged",{
- [false] call FUNC(adaptViewDistance);
-}] call ace_common_fnc_addEventHandler;
-
-// Set the EH which waits for any of the view distance settings to be changed, so that the effect is show immediately
-["SettingChanged",{
- if ((_this select 0 == QGVAR(viewDistanceOnFoot)) ||
- (_this select 0 == QGVAR(viewDistanceLandVehicle)) ||
- (_this select 0 == QGVAR(viewDistanceAirVehicle)) ||
- (_this select 0 == QGVAR(objectViewDistanceCoeff))) then {
-
- [true] call FUNC(adaptViewDistance);
+["SettingsInitialized", {
+ // if not enabled, then bugger off.
+ if !(GVAR(enabled)) exitWith {};
+
+ // Force the view distance down to the limit.
+ if (viewDistance > GVAR(limitViewDistance)) then {
+ setViewDistance GVAR(limitViewDistance);
};
-}] call ace_common_fnc_addEventHandler;
+
+ // Adapt view distance when the player is created or changed according to whether client is on foot or vehicle.
+ ["playerChanged",{
+ [false] call FUNC(adaptViewDistance);
+ }] call EFUNC(common,addEventHandler);
+
+ // Set the EH which waits for any of the view distance settings to be changed, so that the effect is show immediately
+ ["SettingChanged",{
+ if ((_this select 0 == QGVAR(viewDistanceOnFoot)) ||
+ (_this select 0 == QGVAR(viewDistanceLandVehicle)) ||
+ (_this select 0 == QGVAR(viewDistanceAirVehicle)) ||
+ (_this select 0 == QGVAR(objectViewDistanceCoeff))) then {
-// Set the EH which waits for a vehicle change to automatically swap to On Foot/In Land Vehicle/In Air Vehicle
-["playerVehicleChanged",{
- [false] call FUNC(adaptViewDistance)
-}] call ace_common_fnc_addEventHandler;
\ No newline at end of file
+ [true] call FUNC(adaptViewDistance);
+ };
+ }] call EFUNC(common,addEventHandler);
+
+ // Set the EH which waits for a vehicle change to automatically swap between On Foot/In Land Vehicle/In Air Vehicle
+ ["playerVehicleChanged",{
+ [false] call FUNC(adaptViewDistance)
+ }] call EFUNC(common,addEventHandler);
+}] call EFUNC(common,addEventHandler);
\ No newline at end of file
diff --git a/addons/viewdistance/stringtable.xml b/addons/viewdistance/stringtable.xml
index 9cb7fcde2e..b8de5321c2 100644
--- a/addons/viewdistance/stringtable.xml
+++ b/addons/viewdistance/stringtable.xml
@@ -6,150 +6,175 @@
Ogranicznik zasięgu widzenia
Limitador de distancia de visión
Omezovač dohlednosti
+ Limitador de distância de visão
Allows limiting maximum view distance that can be set by players.
Pozwala ustawić maksymalny limit zasięgu widzenia.
Permite limitar la distancia máxima de visión que se puede establecer por los jugadores.
Umožňuje určit maximální dohlednost, kterou si může hráč nastavit
+ Permite limitar a distância máxima de visão que pode ser definida pelos jogadores.
Enable ACE viewdistance
Wł. zasięg widzenia ACE
Habilitar distancia de visión ACE
Povolit ACE dohlednost
+ Habilitar distância de visão ACE
Enables ACE viewdistance
Aktywuje możliwość zmiany zasięgu widzenia w menu ustawień ACE
Habilita la distancia de visión ACE
Povolit ACE dohlednost
+ Habilita a distância de visão ACE
View Distance Limit
Limit zas. widzenia
Limite de distancia de visión
Limit dohlednosti
+ Limite da distância de visão
Sets the limit for how high clients can raise their view distance (up to 10000)
Ustawia maksymalny limit zasięgu widzenia jaki mogą ustawić gracze (do 10000)
Establece el límite de cuan alta pueden aumentar los clientes la distancia de visión (hasta 10.000)
Stanoví limit jak daleko si může client zvýšit dohlednost (do 10000)
+ Estabelecer um limite de quão alto os clientes podem aumentar sua distância de visão (até 10000)
Limit for client's view distance set here and can overridden by module
Limit zasięgu widzenia jest ustawiany tutaj i może zostać nadpisany poprzez moduł
Establecer aqui el límite para la distancia de visión de los clientes. Puede ser anulado por módulo
Limit dohlednoti pro klienty se nastavuje zde a může být potlačeno pomocí modulu.
+ Permite limitar a distância de visão máxima que pode ser definida por jogadores. Pode ser substituído por módulo.
Client View Distance (Land Vehicle)
Zasięg widzenia (pojazdy naziemne)
Distancia de visión del cliente (Vehículo terrestre)
Dohlednost (Pozemní technika)
+ Distância de visão do cliente (Veículo terrestre)
Changes in game view distance when the player is in a land vehicle.
Zmienia zasięg widzenia kiedy gracz porusza się pojazdami naziemnymi.
Cambia en juego la distancia de visión cuando el jugador va en un vehículo terrestre.
Změna dohlednosti pro hráče pokud je v pozemní technice.
+ Muda a distância de visão do jogador dentro do jogo quando ele está dentro de um veículo terrestre.
Client View Distance (Air Vehicle)
Zasięg widzenia (pojazdy lotnicze)
Distancia de visión del cliente (Vehículo aéreo)
Dohlednost (Vzdušná technika)
+ Distância de visão do cliente (Veículo aéreo)
Changes in game view distance when the player is in an air vehicle.
Zmienia zasięg widzenia kiedy gracz porusza się pojazdami lotniczymi.
Cambia en juego la distancia de visión cuando el jugador va en un vehículo aéreo.
Změna dohlednosti pro hráče pokud je ve vzdušné technice.
+ Muda a distância de visão do jogador dentro do jogo quando ele está dentro de um veículo aéreo.
Dynamic Object View Distance
Dynamiczny zasięg rysowania obiektów
Distancia de visión dinámica de objetos
Dynamická dohlednost objektů
+ Distância de visão dinâmica dos objetos
Sets the object view distance as a coefficient of the view distance.
Zmienia zasięg rysowania obiektów jako mnożnik zasięgu widzenia.
Establece la distancia de visión de objetos como un coeficiente de la distancia de visión.
Nastaví objekt dohlednosti jako koeficient dohlednosti.
+ Estabelece a distância de visão dos objetos com um coeficiente da distância de visão.
Off
Wyłącz
Apagada
Vypnout
+ Desligado
Very Low
Bardzo niski
Muy baja
Velmi málo
+ Muito baixo
Low
Niski
Baja
Málo
+ Baixo
Medium
Średni
Media
Středně
+ Médio
High
Wysoki
Alta
Hodně
+ Alto
Very High
Bardzo wysoki
Muy alta
Velmi hodně
+ Muito alto
View Distance:
Zasięg widzenia:
Distancia de visión:
Dohlednost:
+ Distância de visão:
Object View Distance is
Zasięg widzenia obiektów wynosi
La distancia de visión de objetos es:
Dohlednost objektů je
+ Distância de visão do objeto é
That option is invalid! The limit is
Ta opcja jest nieprawidłowa! Limit wynosi
Esta opción no es valida! El limite es
Tato volba je neplatná! Limit je
+ Essa opção é inválida. O limte é
Video Settings
Ustawienia wideo
Ajustes de vídeo
Nastavení videa
+ Ajustes de vídeo
\ No newline at end of file
diff --git a/addons/weather/stringtable.xml b/addons/weather/stringtable.xml
index 54069425a4..69e2d4a792 100644
--- a/addons/weather/stringtable.xml
+++ b/addons/weather/stringtable.xml
@@ -19,6 +19,7 @@
Clima
Wetter
Počasí
+ Clima
Multiplayer synchronized ACE weather module
@@ -26,6 +27,7 @@
Modulo climático del ACE sincronizado en multijugador
ACE-Wettermodul (synchron im Multiplayer)
Synchronizovat ACE počasí v multiplayeru
+ Módulo climático ACE para sincronismo multiplayer
Weather propagation
@@ -33,6 +35,7 @@
Propagación del clima
Wetterübertragung
Změny počasí
+ Propagação do clima
Enables server side weather propagation
@@ -40,6 +43,7 @@
Permite al servidor controlar la propagación del clima
Aktiviere serverseitige Wetterübertragung
Aktivuje změny počasí na straně serveru
+ Ativa propagação de clima via server
ACE Weather
@@ -47,6 +51,7 @@
Clima ACE
ACE-Wetter
ACE počasí
+ Clima ACE
Overrides the default weather (editor, mission settings) with ACE weather (map based)
@@ -54,6 +59,7 @@
Sobreescribe el sistema climático por defecto (editor, ajustes de mision) con clima del ACE (basado en el mapa)
Überschreibt das Standardwetter (Editor, Missionseinstellungen) mit dem ACE-Wetter (kartenbasiert)
Přepíše výchozí počasí (editor, nastavení mise) s ACE počasím (podle mapy)
+ Sobreescreve o clima padrão (editor, ajustes de missão) pelo sistema de clima ACE (baseado por mapa)
Sync Rain
@@ -61,6 +67,7 @@
Sincronizar lluvia
Regen synchronisieren
Synchronizuj déšť
+ Sincronizar chuva
Synchronizes rain
@@ -68,6 +75,7 @@
Sincroniza la lluvia
Synchronisiert den Regen
Synchronizace deště
+ Sincroniza a chuva
Sync Wind
@@ -75,6 +83,7 @@
Sincronizar viento
Wind synchronisieren
Synchronizuj vítr
+ Sincronizar vento
Synchronizes wind
@@ -82,6 +91,7 @@
Sincroniza el viento
Synchronisiert den Wind
Synchronizace větru
+ Sincroniza o vento
Sync Misc
@@ -89,6 +99,7 @@
Sincronizar otros
Sonstiges synchronisieren
Synchronizuj různé
+ Sincronizar outros
Synchronizes lightnings, rainbow, fog, ...
@@ -96,6 +107,7 @@
Sincroniza relampagos, arcoiris, niebla ...
Synchronisiert Blitze, Regenbögen, Nebel, ...
Synchronizace blesků, duhy, mlhy, ...
+ Sincroniza relâmpagos, arco-íris, neblina...
Update Interval
@@ -103,6 +115,7 @@
Intervalo de actualización
Aktualisierungsintervall
Interval aktualizace
+ Intervalo de atualização
Defines the interval (seconds) between weather updates
@@ -110,6 +123,7 @@
Defina el intervalo (en segundos) entre actualizacions de clima
Definiert das Intervall (in Sekunden) zwischen Wetteraktualisierungen
Určit interval (v sekundách) mezi aktualizacemi počasí
+ Defina o intervalo (em segundos) entre as atualizações de clima
\ No newline at end of file
diff --git a/addons/winddeflection/stringtable.xml b/addons/winddeflection/stringtable.xml
index a361681e59..036456e35e 100644
--- a/addons/winddeflection/stringtable.xml
+++ b/addons/winddeflection/stringtable.xml
@@ -66,6 +66,7 @@
Wpływ wiatru
Desviación por viento
Účinky větru
+ Desvio de vento
Wind Deflection
@@ -73,6 +74,7 @@
Desviación por viento
Windablenkung
Účinky větru
+ Desvio de vento
Enables wind deflection
@@ -80,6 +82,7 @@
Activa la desviación por viento
Aktiviert Windablenkung
Umožňit vliv větru
+ Ativa o desvio de vento
Vehicle Enabled
@@ -87,6 +90,7 @@
Habilitada en vehículos
Fahrzeuge aktiviert
Vozidla povolena
+ Ativado em veículos
Enables wind deflection for static/vehicle gunners
@@ -94,6 +98,7 @@
Habilita la desviación por viento para artilleros estaticos/de vehículos
Aktiviere Windablenkung für statische oder Fahrzeugschützen
Umožnit vliv větru pro střelce z vozidla/statiky
+ Ativa o desvio de vento para atiradores de estáticas e veículos
Simulation Interval
@@ -101,6 +106,7 @@
Intervalo de simulación
Simulationsintervall
Interval simulace
+ Intervalo de simulação
Defines the interval between every calculation step
@@ -108,6 +114,7 @@
Define el intervalo entre cada calculo
Definiert das Intervall zwischen jedem Berechnungsschritt
Určuje interval mezi každým výpočtem
+ Define o intervalo entre cada cálculo
Simulation Radius
@@ -115,6 +122,7 @@
Radio de simulación
Simulationsradius
Oblast simulace
+ Radio da Simulação
Defines the radius around the player (in meters) at which projectiles are wind deflected
@@ -122,6 +130,7 @@
Define el radio alrededor del jugador (en metros) en el cual los proyectiles son desviados por el viento
Gibt den Radius (in Metern) um den Spieler an, in dem Projektile vom Wind beeinflusst werden
Definuje oblast kolem hráče (v metrech) v které je projektil ovlivněn větrem
+ Define o raio ao redor do jogador (em metros) em qual os projéteis são desviados pelo vento
Wind influence on projectiles trajectory
@@ -129,6 +138,7 @@
Influencia del viento en la trayectoria de proyectiles
Windeinfluss auf die Geschossbahnen
Vítr ovlivňuje trajektorii projektilu
+ Influência do vento na trajetória dos projéteis
\ No newline at end of file
diff --git a/addons/yardage450/stringtable.xml b/addons/yardage450/stringtable.xml
index c7cb16b83b..971b3a4889 100644
--- a/addons/yardage450/stringtable.xml
+++ b/addons/yardage450/stringtable.xml
@@ -6,6 +6,7 @@
Yardage 450
Yardage 450
Yardage 450
+ Yardage 450
Laser Rangefinder
@@ -13,6 +14,7 @@
Dalmierz laserowy
Telémetro láser
Laserový dálkoměr
+ Medidor de Distância a laser
Yardage 450 - Power Button
@@ -20,6 +22,7 @@
Yardage 450 - Przycisk zasilania
Yardage 450 - Botón de encendido
Yardage 450 - Tlačítko napájení
+ Yardage 450 - Botão de energia
\ No newline at end of file
diff --git a/addons/zeus/stringtable.xml b/addons/zeus/stringtable.xml
index 8ddde63cc8..80d08a3275 100644
--- a/addons/zeus/stringtable.xml
+++ b/addons/zeus/stringtable.xml
@@ -6,102 +6,119 @@
Ustawienia Zeusa
Ajustes Zeus
Nastavení Zeuse
+ Ajustes do Zeus
Provides control over various aspects of Zeus.
Pozwala kontrolować różne aspekty Zeusa.
Proporciona control sobre diversos aspectos de Zeus.
Poskytuje kontrolu na různými aspekty Zeuse.
+ Proporciona controle sobre diversos aspectos do Zeus.
Ascension Messages
Wiad. o nowym Zeusie
Mensajes de ascensión
Zpráva o novém Zeusovi
+ Mensagens de ascensão
Display global popup messages when a player is assigned as Zeus.
Wyświetlaj globalną wiadomość kiedy gracz zostanie przydzielony jako Zeus
Mostrar mensajes emergentes globales cuando a un jugador se le asigna como Zeus.
Zobrazit globální zprávu když je hráč přiřazen jako Zeus.
+ Mostra uma mensagem popup quando um jogador é atribuido ao Zeus.
Zeus Eagle
Orzeł Zeusa
Águila Zeus
Orel Zeuse
+ Águia do Zeus
Spawn an eagle that follows the Zeus camera.
Spawnuj orła, który podąrza za kamerą Zeusa.
Generar un águila que sigue la cámara Zeus.
Vytvoří orla, který následuje kameru Zeuse.
+ Cria uma águia que segue a câmera do Zeus
Wind Sounds
Dźwięki wiatru
Sonidos de viento
Zvuky větru
+ Sons de vento
Play wind sounds when Zeus remote controls a unit.
Odtwarzaj dźwięki wiatru kiedy Zeus zdalnie kontroluje jednostkę.
Reproduce sonidos de viento cuando Zeus controle remotamente una unidad.
Přehrát varování (vítr) když Zeus převezmě kontrolu nad jednotkou.
+ Reproduz sons de vento quando uma unidade é remotamente controlada pelo Zeus.
Ordnance Warning
Ostrz. o ostrzale arty.
Advertencia de artefactos explosivos
Varování před dělostřelectvem
+ Aviso de explosivos
Play a radio warning when Zeus uses ordnance.
Odtwarzaj wiadomość radiową kiedy Zeus używa artylerii.
Reproduce un aviso de radio cuando Zeus utiliza artefactos explosivos.
Přehrát varování (rádio) když Zeus použije dělostřelectvo.
+ Reproduz uma aviso via rádio quando o Zeus usa um explosivo.
Reveal Mines
Pokazuj miny
Revelar minas
Odhalit miny
+ Revelar minas
Reveal mines to allies and place map markers.
Pokazuj znaczniki min dla sojuszników i twórz markery na mapie w miejscu min.
Revelar minas a aliados y establecer marcadores de mapa.
Odhalí miny pro spojence a umístnit jejich značku na mapu.
+ Revelar minas para aliados e colocar marcadores no mapa.
Reveal to Allies
Pokaż dla sojuszników
Revelar a aliados
Odhalit pro spojence
+ Revelar para aliados
Allies + Map Markers
Sojusznicy + markery na mapie
Aliados + Marcas de mapa
Spojenci + Značky na mapě
+ Aliados + Marcadores no mapa
Toggle Captive
Przełącz więźnia
Alternar cautivo
Přepnout - Vězeň
+ Alternar prisioneiro
Toggle Surrender
Przełącz kapitulację
Alternar rendición
Přepnout - Vzdávání
+ Alternar rendição
Toggle Unconscious
Przełącz nieprzytomność
Alternar inconsciencia
Přepnout - Bezvědomí
+ Alternar inconsciência
Unit must be alive
@@ -132,13 +149,14 @@
Jednostka nie może być więźniem
La unidad no debe estar cautiva
Jednotka nemí být vězeň
+ Unidade não pode ser prisioneira
Place on a unit
Rien sous le curseur
Es wurde nichts ausgewählt
Nada bajo el ratón
- Nada debaixo do mouse
+ Coloque em uma unidade
Umístni na jednotku
Nie ma nic pod kursorem
Ничего не выделено
@@ -150,6 +168,7 @@
Wymaga addonu, który nie jest obecny
Requiere un addon que no está presente
Vyžaduje addon, který není přítomen
+ Requer um addon que não está presente
\ No newline at end of file
diff --git a/documentation/development/ace3-config-entries.md b/documentation/development/ace3-config-entries.md
index d87ca4145e..1e28bec44d 100644
--- a/documentation/development/ace3-config-entries.md
+++ b/documentation/development/ace3-config-entries.md
@@ -63,6 +63,8 @@ ace_barrelLength
ace_laserpointer
ace_nextmodeclass
ace_modedescription
+ace_hearing_protection
+ace_hearing_lowerVolume
```
diff --git a/documentation/development/coding-guidelines.md b/documentation/development/coding-guidelines.md
index 89f0d91342..1ab53046ec 100644
--- a/documentation/development/coding-guidelines.md
+++ b/documentation/development/coding-guidelines.md
@@ -107,12 +107,12 @@ Every function should have a header of the following format:
* Arguments:
* 0: The first argument
* 1: The second argument
- *
+ *
* Return Value:
* The return value
*
* Example:
- * _bool = ["something", player] call ace_common_fnc_imanexample
+ * ["something", player] call ace_common_fnc_imanexample
*
* Public: [Yes/No]
*/
@@ -124,33 +124,39 @@ Every function should have a header of the following format:
### 4.1 Module/PBO specific Macro Usage
The family of `GVAR` macro's define global variable strings or constants for use within a module. Please use these to make sure we follow naming conventions across all modules and also prevent duplicate/overwriting between variables in different modules. The macro family expands as follows, for the example of the module 'balls':
-* `GVAR(face)` is `ace_balls_face`
-* `QGVAR(face)` is `"ace_balls_face"`
-* `EGVAR(balls,face)` is `ace_balls_face`
-* `EGVAR(leg,face)` is `ace_leg_face`
-* `QEGVAR(leg,face)` is `"ace_leg_face"`
-
+
+| Macros | is the same as |
+| -------|---------|
+| `GVAR(face)` | ace_balls_face |
+|`QGVAR(face)` | ace_balls_face |
+| `EGVAR(balls,face)` | ace_balls_face |
+| `EGVAR(leg,face)` | ace_leg_face |
+| `QEGVAR(leg,face)` | ace_leg_face |
There also exists the FUNC family of Macros:
-* `FUNC(face)` is `ace_balls_fnc_face` or the call trace wrapper for that function.
-* `EFUNC(balls,face)` is `ace_balls_fnc_face` or the call trace wrapper for that function.
-* `EFUNC(leg,face)` is `ace_leg_fnc_face` or the call trace wrapper for that function.
-* `DFUNC(face)` is `ace_balls_fnc_face` and will ALWAYS be the function global variable.
-* `DEFUNC(leg,face)` is `ace_leg_fnc_face` and will ALWAYS be the function global variable.
-* `QFUNC(face)` is `"ace_balls_fnc_face"`
-* `QEFUNC(leg,face)` is `"ace_leg_fnc_face"`
+| Macros | is the same as |
+| -------|---------|
+|`FUNC(face)` | ace_balls_fnc_face or the call trace wrapper for that function.|
+|`EFUNC(balls,face)` | ace_balls_fnc_face or the call trace wrapper for that function.|
+|`EFUNC(leg,face) `| ace_leg_fnc_face or the call trace wrapper for that function.|
+|`DFUNC(face)` | ace_balls_fnc_face and will ALWAYS be the function global variable.|
+|`DEFUNC(leg,face)` | ace_leg_fnc_face and will ALWAYS be the function global variable.|
+|`QFUNC(face)` | ace_balls_fnc_face |
+|`QEFUNC(leg,face)` |ace_leg_fnc_face|
The `FUNC` and `EFUNC` macros should NOT be used inside `QUOTE` macros if the intention is to get the function name or assumed to be the function variable due to call tracing (see below). If you need to 100% always be sure that you are getting the function name or variable use the `DFUNC` or `DEFUNC` macros. For example `QUOTE(FUNC(face)) == "ace_balls_fnc_face"` would be an illegal use of `FUNC` inside `QUOTE`.
Using `FUNC` or `EFUNC` inside a `QUOTE` macro is fine if the intention is for it to be executed as a function.
-#### 4.1.1 FUNC Macros, Call Tracing, and Non-ACE/Anonymous Functions
+#### 4.1.1 FUNC Macros, Call Tracing, and Non-ACE3 /Anonymous Functions
-ACE implements a basic call tracing system that can dump the call stack on errors or wherever you want. To do this the `FUNC` macros in debug mode will expand out to include metadata about the call including line numbers and files. This functionality is automatic with the use of calls via `FUNC` and `EFUNC`, but any calls to other functions need to use the following macros:
+ACE3 implements a basic call tracing system that can dump the call stack on errors or wherever you want. To do this the `FUNC` macros in debug mode will expand out to include metadata about the call including line numbers and files. This functionality is automatic with the use of calls via `FUNC` and `EFUNC`, but any calls to other functions need to use the following macros:
-* `CALLSTACK(functionName)` example: `[] call CALLSTACK(cba_fnc_someFunction)`
-* `CALLSTACK_NAMED(function,functionName)` example: `[] call CALLSTACK_NAMED(_anonymousFunction,'My anonymous function!')`
+| Macro | example |
+| -------|---------|
+|`CALLSTACK(functionName)` | `[] call CALLSTACK(cba_fnc_someFunction)` |
+|`CALLSTACK_NAMED(function,functionName)` | `[] call CALLSTACK_NAMED(_anonymousFunction,'My anonymous function!')`|
These macros will call these functions with the appropriate wrappers and enable call logging into them (but to no further calls inside obviously).
@@ -162,44 +168,64 @@ These macros will call these functions with the appropriate wrappers and enable
#### 4.2.1 setVariable, getVariable family macros
-* `GETVAR(player,MyVarName,false)`
- `player getVariable ["MyVarName", false]`
-* `GETMVAR(MyVarName,objNull)`
- `missionNamespace getVariable ["MyVarName", objNull]`
-* `GETUVAR(MyVarName,displayNull)`
- `uiNamespace getVariable ["MyVarName", displayNull]`
-* `SETVAR(player,MyVarName,127)`
- `player setVariable ["MyVarName", 127]`
-* `SETPVAR(player,MyVarName,127)`
- `player setVariable ["MyVarName", 127, true]`
-* `SETMVAR(MyVarName,player)`
- `missionNamespace setVariable ["MyVarName", player]`
-* `SETUVAR(MyVarName,_control)`
- `uiNamespace setVariable ["MyVarName", _control]`
+| Macro | is the same as |
+| -------|---------|
+|`GETVAR(player,MyVarName,false)` | player getVariable ["MyVarName", false]|
+|`GETMVAR(MyVarName,objNull)` | missionNamespace getVariable ["MyVarName", objNull]|
+|`GETUVAR(MyVarName,displayNull)` | uiNamespace getVariable ["MyVarName", displayNull]|
+|`SETVAR(player,MyVarName,127)` | player setVariable ["MyVarName", 127] SETPVAR(player,MyVarName,127) player setVariable ["MyVarName", 127, true] |
+|`SETMVAR(MyVarName,player)` | missionNamespace setVariable ["MyVarName", player] |
+|`SETUVAR(MyVarName,_control)` | uiNamespace setVariable ["MyVarName", _control] |
+
+#### 4.2.2 STRING family macros
+
+Note that you need the strings in module stringtable.xml in the correct format
+`STR_ACE__`
+Example:
+`STR_Balls_Banana`
+
+Script strings:
+
+| Macro | is the same as |
+| -------|---------|
+| `LSTRING(banana)` | "STR_ACE_balls_banana"|
+| `ELSTRING(balls,banana)` | "STR_ACE_balls_banana"|
+
+
+Config Strings (require `$` as first character):
+
+| Macro | is the same as |
+| -------|---------|
+| `CSTRING(banana)` | "$STR_ACE_balls_banana" |
+| `ECSTRING(balls,banana)` | "$STR_ACE_balls_banana" |
## 5. Event Handlers
-Event handlers in ACE are implemented through our event system. They should be used to trigger or allow triggering of specific functionality.
+Event handlers in ACE3 are implemented through our event system. They should be used to trigger or allow triggering of specific functionality.
The commands are listed below.
-* `[eventName, eventCodeBlock] call ace_common_fnc_addEventHandler` adds an event handler with the event name and returns the event handler id.
-* `[eventName, args] call ace_common_fnc_globalEvent` calls an event with the listed args on all machines, the local machine, and the server.
-* `[eventName, args] call ace_common_fnc_serverEvent` calls an event just on the server computer (dedicated or self-hosted).
-* `[eventName, targetObject(s), args] call ace_common_fnc_targetEvent` calls an event just on the targeted object or list of objects.
-* `[eventName, args] call ace_common_fnc_localEvent` calls an event just on the local machine, useful for inter-module events.
+| Even Handler | use |
+| -------|---------|
+|`[eventName, eventCodeBlock] call ace_common_fnc_addEventHandler` | adds an event handler with the event name and returns the event handler id.|
+| `[eventName, args] call ace_common_fnc_globalEvent` | calls an event with the listed args on all machines, the local machine, and the server. |
+|`[eventName, args] call ace_common_fnc_serverEvent` | calls an event just on the server computer (dedicated or self-hosted).|
+| `[eventName, targetObject(s), args] call ace_common_fnc_targetEvent` | calls an event just on the targeted object or list of objects.|
+|`[eventName, args] call ace_common_fnc_localEvent` | calls an event just on the local machine, useful for inter-module events.|
Events can be removed or cleared with the following commands.
-* `[eventName, eventHandlerId] call ace_common_fnc_removeEventHandler` will remove a specific event handler of the event name, using the ID returned from `ace_common_fnc_addEventHandler`.
-* `[eventName] call ace_common_fnc_removeAllEventHandlers` will remove all event handlers for that type of event.
+| Even Handler | use |
+| -------|---------|
+|`[eventName, eventHandlerId] call ace_common_fnc_removeEventHandler` | will remove a specific event handler of the event name, using the ID returned from `ace_common_fnc_addEventHandler`.|
+|`[eventName] call ace_common_fnc_removeAllEventHandlers` | will remove all event handlers for that type of event.|
-More information on the [ACE Events System](https://github.com/KoffeinFlummi/ACE3/wiki/ACE-Events-System) page.
+More information on the [ACE3 Events System](https://github.com/KoffeinFlummi/ACE3/wiki/ACE-Events-System) page.
## 6. Hashes
-Hashes are a variable type that store key value pairs. They are not implemented natively in SQF, so there are a number of macros and functions for their usage in ACE. If you are unfamiliar with the idea, they are similar in function to `setVariable`/`getVariable` but do not require an object to use.
+Hashes are a variable type that store key value pairs. They are not implemented natively in SQF, so there are a number of macros and functions for their usage in ACE3. If you are unfamiliar with the idea, they are similar in function to `setVariable`/`getVariable` but do not require an object to use.
The following example is a simple usage using our macros which will be explained further below.
@@ -217,11 +243,13 @@ if(HASH_HASKEY(_hash, "key")) then {
A description of the above macros is below.
-* `HASHCREATE` is used to create an empty hash.
-* `HASH_SET(hash, key, val)` will set the hash key to that value, a key can be anything, even objects.
-* `HASH_GET(hash, key)` will return the value of that key (or nil if it doesn't exist).
-* `HASH_HASKEY(hash, key)` will return true/false if that key exists in the hash.
-* `HASH_REM(hash, key)` will remove that hash key.
+| Macro | use |
+| -------|---------|
+|`HASHCREATE` | used to create an empty hash.|
+| `HASH_SET(hash, key, val)` | will set the hash key to that value, a key can be anything, even objects. |
+|`HASH_GET(hash, key)` | will return the value of that key (or nil if it doesn't exist). |
+| `HASH_HASKEY(hash, key)` | will return true/false if that key exists in the hash. |
+| `HASH_REM(hash, key)` | will remove that hash key.|
### 6.1 Hashlists
@@ -256,11 +284,14 @@ HASH_SET(_anotherHash, "anotherKey", "another value");
As you can see above working with hashlists are fairly simple, a more in depth explanation of the macros is below.
-* `HASHLIST_CREATELIST(keys)` creates a new hashlist with the default keys, pass [] for no default keys.
-* `HASHLIST_CREATEHASH(hashlist)` returns a blank hash template from a hashlist.
-* `HASHLIST_PUSH(hashList, hash)` pushes a new hash onto the end of the list.
-* `HASHLIST_SELECT(hashlist, index)` returns the hash at that index in the list.
-* `HASHLIST_SET(hashlist, index, hash)` sets a specific index to that hash.
+
+| Macro | use |
+| -------|---------|
+|`HASHLIST_CREATELIST(keys)` | creates a new hashlist with the default keys, pass [] for no default keys.|
+|`HASHLIST_CREATEHASH(hashlist)` | returns a blank hash template from a hashlist.|
+|`HASHLIST_PUSH(hashList, hash)` | pushes a new hash onto the end of the list.|
+|`HASHLIST_SELECT(hashlist, index)` | returns the hash at that index in the list. |
+|`HASHLIST_SET(hashlist, index, hash)` | sets a specific index to that hash.|
#### 6.1.1 A note on pass by reference and hashes
diff --git a/documentation/development/setting-up-the-development-environment.md b/documentation/development/setting-up-the-development-environment.md
index 5264760785..e02760f96d 100644
--- a/documentation/development/setting-up-the-development-environment.md
+++ b/documentation/development/setting-up-the-development-environment.md
@@ -23,7 +23,7 @@ This page describes how you can setup your development environment for ACE3, all
## 2. Why so complicated?
-If you have contributed to AGM you might be used to an easier build process, where there was even an .exe you could use for building. ACE3, however, makes use of CBA macros to simplify things and give the developer access to a better debug process, which requires a stricter build environment. Additionally, Mikero's tools are stricter and report more errors than AddonBuilder does. The structure of this development environment also allows for [file patching](#file-patching), which is very useful for debugging.
+If you have contributed to AGM you might be used to an easier build process, where there was even an .exe you could use for building. ACE3, however, makes use of CBA macros to simplify things and give the developer access to a better debug process, which requires a stricter build environment. Additionally, Mikero's tools are stricter and report more errors than AddonBuilder does. The structure of this development environment also allows for [file patching](#7-file-patching), which is very useful for debugging.
Not offering .exes for the Python scripts we use allows us to make easy changes without the hassle of compiling self-extracting exes all the time.
diff --git a/documentation/feature/advanced_ballistics.md b/documentation/feature/advanced_ballistics.md
index 70123a0320..1f38a9d18e 100644
--- a/documentation/feature/advanced_ballistics.md
+++ b/documentation/feature/advanced_ballistics.md
@@ -25,7 +25,7 @@ The Advanced Ballistics module improves internal and external ballistics.
## 2. Usage
### 2.1 Protractor
-Press Ctrl +Shift +K while using a compatible weapon to toggle the protractor. The red line indicates the current inclination angle in degrees. The protractor will disappear if you lower or holster your weapon.
+Press Ctrl +⇧ Shift +K while using a compatible weapon to toggle the protractor. The red line indicates the current inclination angle in degrees. The protractor will disappear if you lower or holster your weapon.
## 3. Dependencies
`ace_ballistics`, `ace_weather`, `ace_modules`
diff --git a/documentation/feature/aircraft.md b/documentation/feature/aircraft.md
index 25f4e52cad..ead653641d 100644
--- a/documentation/feature/aircraft.md
+++ b/documentation/feature/aircraft.md
@@ -35,7 +35,7 @@ Adds a HUD to the AH-9 based on the Comanche's HUD.
## 2. Usage
### 2.1 Switching flare modes
-Press CTRL +C to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`)
+Press Ctrl +C to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`)
## 3. Dependencies
diff --git a/documentation/feature/attach.md b/documentation/feature/attach.md
index a248f8657f..fcf7f2ef77 100644
--- a/documentation/feature/attach.md
+++ b/documentation/feature/attach.md
@@ -17,14 +17,14 @@ Adds an attachable IR strobe, which is only visible using night vision devices a
## 2. Usage
### 2.1 Attaching to yourself
-- Use Self Interact CTRL +⊞ Win (ACE3 default).
+- Use Self Interact Ctrl +⊞ Win (ACE3 default).
- Select `Equipment`.
- Select `Attach item`.
- Select which item you want to attach.
- Repeat the process to detach.
### 2.2 Attaching to a vehicle
-- Interact with the vehicle ⊞ Win (ACE3 default).
+- Interact with the vehicle ⊞ Win (ACE3 default).
- Select `Attach item`.
- Select your item and follow the instructions on the screen.
- Repeat the process to detach.
diff --git a/documentation/feature/captives.md b/documentation/feature/captives.md
index 33b7ec3739..6ff4623016 100644
--- a/documentation/feature/captives.md
+++ b/documentation/feature/captives.md
@@ -31,7 +31,7 @@ Allows players to surrender. It renders the unit unable to move and with the han
### 2.2 Escorting a captive
- Interact with the captive ⊞ win .
- Select the `Escort prisoner` option.
-- To stop escorting, use the mousewheel and select `Release` or use Self Interaction CTRL +⊞ win and select `Release`.
+- To stop escorting, use the mousewheel and select `Release` or use Self Interaction Ctrl +⊞ win and select `Release`.
### 2.3 Loading and unloading a captive into/from a vehicle
- Escort the captive.
diff --git a/documentation/feature/concertina_wire.md b/documentation/feature/concertina_wire.md
index 0c0cdb3ab6..72c63ece5e 100644
--- a/documentation/feature/concertina_wire.md
+++ b/documentation/feature/concertina_wire.md
@@ -1,6 +1,6 @@
---
layout: wiki
-title: concertina wire
+title: Concertina Wire
description:
group: feature
parent: wiki
@@ -8,12 +8,12 @@ parent: wiki
## 1. Overview
-A concertina wire is a type of barbed wire formed in large coils that can be expanded to form obstacles, in ACE3 any vehicle making contact with it get it's tires destroyed.
+A concertina wire is a type of barbed wire formed in large coils that can be expanded to form obstacles, in ACE3 any vehicle making contact with it gets its tires destroyed.
## 2. Usage
### 2.1 Deploying the concertina wire
-- Approach the concertina coil and select ⊞ Win (ACE3 default)
+- Approach the concertina coil and select ⊞ Win (ACE3 default)
- Select `Deploy concertina wire`.
- Follow the instructions on screen.
diff --git a/documentation/feature/disarming.md b/documentation/feature/disarming.md
index 02b8dc2163..f635b94901 100644
--- a/documentation/feature/disarming.md
+++ b/documentation/feature/disarming.md
@@ -14,7 +14,7 @@ You can search the inventory and disarm captured or unconscious units.
## 2. Usage
### 2.1 Searching and disarming
-- Interact with the captured or unconscious unit ⊞ Win (ACE3 default key bind `Interaction Key`).
+- Interact with the captured or unconscious unit ⊞ Win (ACE3 default key bind `Interaction Key`).
- Select `Open inventory`.
- Drag & Drop the items you wish to remove from the unit.
diff --git a/documentation/feature/dragging.md b/documentation/feature/dragging.md
index e3fdf0b6fe..d23935034d 100644
--- a/documentation/feature/dragging.md
+++ b/documentation/feature/dragging.md
@@ -14,9 +14,9 @@ This adds the option to drag or carry units or objects.
### 2.1 Dragging / Carrying units and objects
- You can only drag or carry an unconscious unit.
-- Interact with the unit or object ⊞ Win (ACE3 default key bind `Interact Key`).
+- Interact with the unit or object ⊞ Win (ACE3 default key bind `Interact Key`).
- Select `Drag` or `Carry`.
-- To release, use the mouse wheel and select `Release` or use Self Interaction CTRL +⊞ Win and select `Release`.
+- To release, use the mouse wheel and select `Release` or use Self Interaction Ctrl +⊞ Win and select `Release`.
## 3. Dependencies
diff --git a/documentation/feature/explosives.md b/documentation/feature/explosives.md
index a88b9ae1b4..071252ffc0 100644
--- a/documentation/feature/explosives.md
+++ b/documentation/feature/explosives.md
@@ -20,18 +20,18 @@ Enables attaching explosives to vehicles.
## 2. Usage
### 2.1 Placing explosives
-- Use self interaction CTRL +⊞ Win (ACE3 default key bind `Self Interaction Key`).
+- Use self interaction Ctrl +⊞ Win (ACE3 default key bind `Self Interaction Key`).
- Select `Explosives`.
- Choose your explosive type and follow the instructions on the screen.
### 2.2 Arming and detonating explosives
-- Interact with the explosive ⊞ Win (ACE3 default key bind `Interact Key`).
+- Interact with the explosive ⊞ Win (ACE3 default key bind `Interact Key`).
- Choose the arming method.
- For clackers use Self Interaction `Explosives` → `Detonate` and choose the corresponding Firing Device.
### 2.3 Defusing explosives
- A `Defusal Kit` is required.
-- Interact with the explosive ⊞ Win .
+- Interact with the explosive ⊞ Win .
- Select `Disarm`.
- You are safe to pick it up after the action has completed.
diff --git a/documentation/feature/fcs.md b/documentation/feature/fcs.md
index b66cad8522..713fba4dcf 100644
--- a/documentation/feature/fcs.md
+++ b/documentation/feature/fcs.md
@@ -21,13 +21,13 @@ Anti air cannons can now use airburst ammunition. It will explode on the FCS' ze
### 2.1 Engaging moving targets
- Place the crosshair on the enemy vehicle.
-- Press and hold TAB (ACE 3 default key bind `Lock Target [Hold]`) and follow the target for about 2 seconds.
-- Release TAB .
+- Press and hold Tab ↹ (ACE 3 default key bind `Lock Target [Hold]`) and follow the target for about 2 seconds.
+- Release Tab ↹ .
- The optic is now adjusted sideways to ensure a hit.
### 2.2 Ranging stationary targets
- Place the crosshair on the object to range.
-- Tap TAB
+- Tap Tab ↹
- The optic is now adjusted.
*NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1*
diff --git a/documentation/feature/hearing.md b/documentation/feature/hearing.md
index 5389f0c3d5..c596f12d19 100644
--- a/documentation/feature/hearing.md
+++ b/documentation/feature/hearing.md
@@ -11,15 +11,18 @@ parent: wiki
### 1.1 Hearing damage simulation
Introduces hearing damage caused by nearby explosions and large-caliber weapons.
-### 1.2 Earplugs
+### 1.2 Earplugs
Adds earplugs to mitigate that effect. Soldiers with high caliber weapons or
missile launchers will be equipped with those, but remember to put them in.
+### 1.3 Helmets
+Some types of helmets can mitigate hearing damage also (ie. crewman helmet, pilot helmet etc.).
+
## 2. Usage
### 2.1 Equipping earplugs
- For this you need the `Earplugs` item.
-- Press the self interaction key CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
+- Press the self interaction key Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
- Select `Equipment`.
- Select `Earplugs in`.
- Same method to remove them but the option is `Earplugs out`.
diff --git a/documentation/feature/huntIR.md b/documentation/feature/huntIR.md
index e4e690dac3..205b812e33 100644
--- a/documentation/feature/huntIR.md
+++ b/documentation/feature/huntIR.md
@@ -17,10 +17,10 @@ NOTE: the HuntIR round doesn't work with modded weapons without a compatibility
- To be able to connect to the IR CMOS camera you'll need a `HuntIR monitor`.
- Fire the HuntIR round as high as possible over the area you want to observe.
- Open the `HuntIR monitor`.
- - To open the `HuntIR monitor` self interact CTRL + ⊞ Win (ACE3 default)
+ - To open the `HuntIR monitor` self interact Ctrl + ⊞ Win (ACE3 default)
- Select `Equipment`.
- Select `Activate HuntIR monitor`.
-- You now have control of the IR CMOS camera to close the monitor press ESC or ⊞ Win
+- You now have control of the IR CMOS camera to close the monitor press ESC or ⊞ Win
### 2.2 IR CMOS camera controls
diff --git a/documentation/feature/javelin.md b/documentation/feature/javelin.md
index 8cf59c0a08..a4187a0b82 100644
--- a/documentation/feature/javelin.md
+++ b/documentation/feature/javelin.md
@@ -20,12 +20,12 @@ The Titan / Javelin now posses the ability to be used in top down attack or dire
- For this feature you need to have a compatible launcher.
- Fully zoom in with the launcher.
- Switch to thermals N (Arma 3 default key bind `Night vision`).
-- While keeping your aim steadily on target press and hold TAB (ACE3 default key bind `Lock Target [Hold]`).
+- While keeping your aim steadily on target press and hold Tab ↹ (ACE3 default key bind `Lock Target [Hold]`).
- When the sound changes and a cross appears on the screen the target is locked and you're able to fire.
### 2.2 Switching fire mode
- For this feature you need to have a compatible launcher.
-- When aiming with your launcher press CTRL + TAB .
+- When aiming with your launcher press Ctrl + Tab ↹ .
- On the right side of the screen (for most launchers) you should see that `TOP`is now illumiated in green which means that your missile will be fired in top down mode.
## 3. Dependencies
diff --git a/documentation/feature/logistics_uavbattery.md b/documentation/feature/logistics_uavbattery.md
index 2920d4b7a4..367d161340 100644
--- a/documentation/feature/logistics_uavbattery.md
+++ b/documentation/feature/logistics_uavbattery.md
@@ -15,7 +15,7 @@ Adds an item `ACE_UAVBattery` that allows refuelling / recharging of the "Darter
### 2.1 Recharging the darter
- For this you need a `UAV battery` and the UAV needs to be a quad-copter.
-- Interact with the UAV ⊞ Win (ACE3 default key bind `Interact Key`)
+- Interact with the UAV ⊞ Win (ACE3 default key bind `Interact Key`)
- Select `Recharge`
## 3. Dependencies
diff --git a/documentation/feature/logistics_wirecutter.md b/documentation/feature/logistics_wirecutter.md
index 077e3b48cb..71eb6ac62f 100644
--- a/documentation/feature/logistics_wirecutter.md
+++ b/documentation/feature/logistics_wirecutter.md
@@ -16,7 +16,7 @@ Adds an item `ACE_wirecutter` that allows cutting of fences in Arma 3 and AllInA
### 2.1 Using the wirecutter
- For this you need a `Wirecutter`.
- Approach the fence you want to cut.
-- Press the interaction key ⊞ Win (ACE3 default key bind `Interaction Key`).
+- Press the interaction key ⊞ Win (ACE3 default key bind `Interaction Key`).
- Find the interaction point and select `Cut Fence` (the only option).
## 3. Dependencies
diff --git a/documentation/feature/magazinerepack.md b/documentation/feature/magazinerepack.md
index 191f12d2b7..304f3e7f96 100644
--- a/documentation/feature/magazinerepack.md
+++ b/documentation/feature/magazinerepack.md
@@ -15,7 +15,7 @@ Adds the ability to repack magazines of the same type.
### 2.1 Repacking
- For this you need multiple half empty mags of the same type.
-- Press the self interaction button CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
+- Press the self interaction button Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
- Select `Repack magazines`.
- Select the type of magazines you want to repack.
diff --git a/documentation/feature/maptools.md b/documentation/feature/maptools.md
index a67412343f..1618721c82 100644
--- a/documentation/feature/maptools.md
+++ b/documentation/feature/maptools.md
@@ -22,10 +22,10 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
### 2.1 Using map tools
- For this you need to have `Map Tools`.
- Open the map M (Arma 3 default key bind `Map`).
-- Press the self interaction key CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
+- Press the self interaction key Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
- Select `Map tools`.
- Select the type of tools you want to use.
-- Note that you can drag the Roamer (map tool) around with LMB and rotate it with CTRL + LMB .
+- Note that you can drag the Roamer (map tool) around with LMB and rotate it with Ctrl + LMB .
### 2.2 Drawing lines
- To draw lines `Map Tools` are not required.
diff --git a/documentation/feature/microdagr.md b/documentation/feature/microdagr.md
index 3ff9562293..2ed13875f2 100644
--- a/documentation/feature/microdagr.md
+++ b/documentation/feature/microdagr.md
@@ -1,26 +1,148 @@
---
layout: wiki
title: MicroDAGR
-description:
+description: A GPS device and much more !
group: feature
parent: wiki
---
-## Overview
+For an easier time reading don't forget that you can view all chapters on the right side of the page by clicking on Show/hide under table of content.
-### Sub-feature 1
-Short description of sub-feature 1.
+## 1. Overview
-### Sub-feature 2
-Short description of sub-feature 2.
+"Military operations rely on the position,
+navigation and timing (PNT) data that GPS
+can provide. In combat, the accuracy of
+PNT data can mean the difference between
+life and death. Non-military GPS receivers
+simply aren’t good enough when lives are
+on the line" (Extracted from the real life manual)
+
+that's where the MicroDAGR comes in, here's a list of it's features (in arma 3) :
+
+- Compass and headings.
+- Date and hour synced to the mission.
+- Elevation (above or below sea level)
+- Current speed.
+- GPS with topographic and satellite view.
+- Creating, naming, deleting waypoints.
+- Friendly identification (BLUFOR tracker need to be on)
+- The MicroDAGR is also able to connect to your vector to retrieve data from it.
+
+## 2. Usage
+
+Please note that the numbers in 2.1 are going to be referred to as `1` `2` etc when explaining how to use the MicroDAGR
+
+### 2.1 Bringing the MicroDAGR
+
+- Self interact Ctrl +⊞ Win .
+- Select `Equipment`.
+- Select `configure MicroDAGR`.
+
+### 2.2 The MicroDAGR interface
+
+
+
+number | function |
+------ | ----------------------------------------------------- |
+`1` | Options menu and hour display.
+`2` | Grid position `e` is west to east `n` is south to north.
+`3` | Elevation above sea level in meters.
+`4` & `11` | Compass heading.
+`5` & `10` | Current speed.
+`6` | Date (mission).
+`7` | Main menu button.
+`8` | Compass menu button.
+`9` | Map menu button.
+`12` | Compass
+`13` | Player heading (your eyes).
+`14` | Center the map on your position.
+`15` | Map zoom.
+`16` | Map dezoom
+`17` | Your position.
+`18` | Waypoint creation menu
+`19` | Waypoint editing menu.
+`20` | Connection menu.
+`21` | Settings menu.
+
+### 2.3 Waypoints
+#### 2.3.1 Adding waypoints
+- There's three ways of adding a waypoint.
+
+- First way: Using the waypoint creation menu.
+ - Find the position you want to mark on the map.
+ - Get it's map grid.
+ - The grid is composed of 6 digits.
+ - The first three digits are read west to east. (Top of the map screen).
+ - The last three are read south to north. (Left side of the map screen).
+ - Go to the options menu (Click in `1` area, above the bar).
+ - Click on `Mark`(`18`).
+ - Enter the grid number.
+ - Press OK.
+ - Enter the desired name of the waypoint.
+ - Press OK.
+
+- Second way: Using the waypoint menu
+ - Find the position you want to mark on the map.
+ - Get it's map grid.
+ - The grid is composed of 6 digits.
+ - The first three digits are read west to east. (Top of the map screen).
+ - The last three are read south to north. (Left side of the map screen).
+ - Go to the options menu (Click in `1` area, above the bar).
+ - CLick on `Waypoints` (`19`).
+ - Click on `Add`.
+ - Enter the grid number.
+ - Press OK.
+ - Enter the name of the waypoint.
+ - Press OK.
+
+- Third way: Using the Map menu.
+ - Go to the map menu (click on `9`)
+ - double left click on the position where you want your waypoint.
+ - Enter the name of the waypoint.
+ - Press OK.
+
+#### 2.3.2 Setting a waypoint
+- Go to the options menu (Click in `1` area, above the bar).
+- CLick on `Waypoints` (`19`).
+- Select the waypoint.
+- Click on `SetWp`.
-## Usage
+- Once a waypoint is set:
+ - It's heading, elevation and distance are marked on the main menu. (`7`)
+ - It's heading, direction, grid position and name are marked in the compass menu (`8`)
+ - A marker appear at the waypoint grid location in the map menu (`9`)
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+#### 2.3.3 Deleting a waypoint
+- Go to the options menu (Click in `1` area, above the bar).
+- CLick on `Waypoints` (`19`).
+- Select the waypoint.
+- Click on `Delete`.
+
+### 2.4 Switching between mils and degrees
+- Go to the options menu (Click in `1` area, above the bar).
+- Click on `Settings` (`21`)
+- Double left click on the unit next to `Angular unit:`
+
+### 2.5 Switching between topographical and satellite view
+
+- Go to the map menu (`9`)
+- Click on the map menu button again (`9`)
+
+### 2.6 Retrieving data from the vector
+- For this you obviously need a `vector 21`.
+- Go to the options menu (Click in `1` area, above the bar).
+- Click on `Connect to` (`20`).
+- Pull out your `vector 21`.
+ - Press and hold both R and Tab ↹ until the red pointing circle appears.
+ - Sight the circle on the object and release both keys.
+- The data on the main menu now have changed, you can now see the azimuth the range and the elevation of the point you sighted.
+- Note that the compass menu also changed and now features the azimuth, compass bearing, distance and grid position of the point you sighted.
+
+Note that the results of the measure you took won't change until you do an other measure.
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/missileguidance.md b/documentation/feature/missileguidance.md
index 7dd4d6a304..7231741d1a 100644
--- a/documentation/feature/missileguidance.md
+++ b/documentation/feature/missileguidance.md
@@ -13,14 +13,14 @@ Adds the AMG framework, for more information about it refer to the [AMG framewor
## 2. Usage
### 2.1 Switching fire mode
-- Press CTRL + TAB the LED's on the right of the UI will change.
+- Press Ctrl + Tab ↹ the LED's on the right of the UI will change.
- `TOP` for top down mode.
- `DIR` for direct mode.
### 2.2 Locking
- Fully zoom in by using NUMPAD +
- Switch to thermals by pressing N the `FLTR` LED should light up.
-- Aim at the target and hold TAB a crosshair will appear and the `SEEK` LED will light up.
+- Aim at the target and hold Tab ↹ a crosshair will appear and the `SEEK` LED will light up.
- Fire!
## 3. Dependencies
diff --git a/documentation/feature/mk6mortar.md b/documentation/feature/mk6mortar.md
index eb4b22caaf..90b6512ed5 100644
--- a/documentation/feature/mk6mortar.md
+++ b/documentation/feature/mk6mortar.md
@@ -18,7 +18,7 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
### 2.2 Working with the rangetable
- To open the table:
- - Self interact CTRL + ⊞ Win
+ - Self interact Ctrl + ⊞ Win
- Select `equipment`.
- Select `Open 82mm Rangetable`.
@@ -34,7 +34,7 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
- Once you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1339-2 = 1337.
- On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found.
- - To adjust the ELV use pageUP and pageDOWN .
+ - To adjust the ELV use Page Up and page Down .
- Once the number you found and ELV are the same FIRE !
- On top of that you can calculate the time the shell will take to land by using the third row from the left, in our case the shell need to travel 2000m that's 20xthe number indicated. so 20x0,5 = 10s.
diff --git a/documentation/feature/modules.md b/documentation/feature/modules.md
new file mode 100644
index 0000000000..3b6bcef0b8
--- /dev/null
+++ b/documentation/feature/modules.md
@@ -0,0 +1,14 @@
+---
+layout: wiki
+title: Modules
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+This is taking care of module initialization **DO NOT REMOVE**.
+
+## 2. Dependencies
+
+`ace_main`
diff --git a/documentation/feature/overheating.md b/documentation/feature/overheating.md
index dcbc4c1939..b97df663ce 100644
--- a/documentation/feature/overheating.md
+++ b/documentation/feature/overheating.md
@@ -25,12 +25,12 @@ Adds the ability to changes barrels on machine guns to compensate for those effe
### 2.2 Swapping barrels
- For this you need a `Spare barrel` and a compatible weapon.
-- Press self interaction CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
+- Press self interaction Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
- Select `Equipment`.
- Select `Swap barrel`.
### 2.3 Checking your barrel temperature
-- Press self interaction CTRL + ⊞ Win .
+- Press self interaction Ctrl + ⊞ Win .
- Select `Equipment`.
- Select `Check weapon temperature`.
diff --git a/documentation/feature/rangecard.md b/documentation/feature/rangecard.md
index b40e76cd49..6c588de45a 100644
--- a/documentation/feature/rangecard.md
+++ b/documentation/feature/rangecard.md
@@ -13,7 +13,7 @@ Add a range card that updates itself for your weapon and the type of ammo you're
## 2. Usage
### 2.1 Opening the range card
-- Open the self interaction menu CTRL + ⊞ Win
+- Open the self interaction menu Ctrl + ⊞ Win
- Select `Equipment`
- Select `Open Range Card`
diff --git a/documentation/feature/reload.md b/documentation/feature/reload.md
index 3cd4db1c8d..1d8637c290 100644
--- a/documentation/feature/reload.md
+++ b/documentation/feature/reload.md
@@ -14,7 +14,7 @@ Hides the actual round count of magazines and removes the icon when the current
## 2. Usage
### 2.1 Checking your ammo
-- Press CTRL + R (ACE3 default key bind `Check Ammo`).
+- Press Ctrl + R (ACE3 default key bind `Check Ammo`).
## 3. Dependencies
diff --git a/documentation/feature/reloadlaunchers.md b/documentation/feature/reloadlaunchers.md
index 773814a73e..3bfa739360 100644
--- a/documentation/feature/reloadlaunchers.md
+++ b/documentation/feature/reloadlaunchers.md
@@ -13,7 +13,7 @@ Add the ability to reload someone else's launcher.
### 2. Usage
### 2.1 Reloading someone else's launcher
-- Press the interaction key ⊞ Win and aim at your buddy's launcher.
+- Press the interaction key ⊞ Win and aim at your buddy's launcher.
- Select `reload launcher`.
- Select the type of ammo.
diff --git a/documentation/feature/respawn.md b/documentation/feature/respawn.md
index 753784b52b..08d3bf7feb 100644
--- a/documentation/feature/respawn.md
+++ b/documentation/feature/respawn.md
@@ -23,7 +23,7 @@ Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOB's
### 2.1 Using rallypoints
- For this to work pre-emptive preparations need to be made by the mission maker.
- Approach the rallypoint flagpole
-- Use the interaction key ⊞ Win (ACE3 default key bind `Interaction key`).
+- Use the interaction key ⊞ Win (ACE3 default key bind `Interaction key`).
- Select teleport to (base / rallypoint).
diff --git a/documentation/feature/safemode.md b/documentation/feature/safemode.md
index 9024ac973b..0bcf4435de 100644
--- a/documentation/feature/safemode.md
+++ b/documentation/feature/safemode.md
@@ -14,8 +14,8 @@ You can now use the safety mode of any weapon. Switching weapon modes takes the
## 2. Usage
### 2.1 Switching safety on / off
-- To turn it on press CTRL + ` (QWERTY layout) (ACE3 default key bind `Safe Mode`).
-- To turn it off press CTRL + ` (QWERTY layout) again or switch firing mode.
+- To turn it on press Ctrl + ` (QWERTY layout) (ACE3 default key bind `Safe Mode`).
+- To turn it off press Ctrl + ` (QWERTY layout) again or switch firing mode.
## 3. Dependencies
diff --git a/documentation/feature/sandbags.md b/documentation/feature/sandbags.md
index 5e0011b755..9c0c90b7e0 100644
--- a/documentation/feature/sandbags.md
+++ b/documentation/feature/sandbags.md
@@ -15,7 +15,7 @@ Note that those sandbags are affected by physics, a rocket will send them flying
### 2.1 Placing the sandbags
- You'll need at least one `sandbag (empty)`.
- You need to be over a grass area / sand area to be able to fill the sandbag.
-- Self interact CTRL +⊞ Win (ACE3 default).
+- Self interact Ctrl +⊞ Win (ACE3 default).
- Select `Deploy sandbag`.
- Follow the instruction on screen.
diff --git a/documentation/feature/scopes.md b/documentation/feature/scopes.md
index 9e70641f71..cfcee4a687 100644
--- a/documentation/feature/scopes.md
+++ b/documentation/feature/scopes.md
@@ -15,16 +15,16 @@ Allows snipers to adjust their scopes horizontally and vertically in mils.
### 2.1 Adjusting your scope vertically
Please not that the following key combinations are ACE3 default key binds.
-- Minor adjustment up pageUP .
-- Minor adjustment down pageDOWN .
-- Major adjustment up Shift + pageUP .
-- Major adjustment down Shift + pageDOWN .
+- Minor adjustment up Page Up .
+- Minor adjustment down page Down .
+- Major adjustment up ⇧ Shift + Page Up .
+- Major adjustment down ⇧ Shift + page Down .
### 2.2 Adjusting your scope horizontally
-- Minor adjustment right CTRL + pageUP .
-- Minor adjustment left CTRL + pageDOWN .
-- Major adjustment right CTRL + Shift + pageUP .
-- Major adjustment left CTRL + Shift + pageDOWN .
+- Minor adjustment right Ctrl + Page Up .
+- Minor adjustment left Ctrl + page Down .
+- Major adjustment right Ctrl + ⇧ Shift + Page Up .
+- Major adjustment left Ctrl + ⇧ Shift + page Down .
## 3. Dependencies
diff --git a/documentation/feature/spotting_scope.md b/documentation/feature/spotting_scope.md
index ead45d540f..a2b9bdf19d 100644
--- a/documentation/feature/spotting_scope.md
+++ b/documentation/feature/spotting_scope.md
@@ -12,7 +12,7 @@ Adds a deployable spotting scope.
## 2. Usage
### 2.1 Deploying the spotting scope
-- Self interact CTRL +⊞ Win (ACE3 default).
+- Self interact Ctrl +⊞ Win (ACE3 default).
- Select `Equipment`.
- Select `Place spotting scope` (note that the scope will be at your feet).
diff --git a/documentation/feature/tacticallader.md b/documentation/feature/tacticallader.md
index f992236db6..9ed4b9459d 100644
--- a/documentation/feature/tacticallader.md
+++ b/documentation/feature/tacticallader.md
@@ -12,9 +12,9 @@ Adds a deployable ladder with adjustable height that you can transport on your b
## 2. Usage
### 2.1 Deploying the ladder
-- Self interact CTRL +⊞ Win (ACE3 default).
+- Self interact Ctrl +⊞ Win (ACE3 default).
- Select `Deploy ladder`.
-- You can adjust it's position and height by interacting with it ⊞ Win (ACE3 default) and following the instructions on screen.
+- You can adjust it's position and height by interacting with it ⊞ Win (ACE3 default) and following the instructions on screen.
## 3. Dependencies
diff --git a/documentation/feature/tripod.md b/documentation/feature/tripod.md
index 4f57dc05a7..f6f49ba3d1 100644
--- a/documentation/feature/tripod.md
+++ b/documentation/feature/tripod.md
@@ -13,12 +13,12 @@ Adds a packable tripod deployable on the field. It features a flat part to deplo
### 2.1 deploying the tripod
- Note that you need a `SSWT kit` in your inventory.
-- Self interact CTRL +⊞ Win .
+- Self interact Ctrl +⊞ Win .
- Select `Equipment`
- Select `Place SSWT kit`.
-To adjust or pick up the tripod just interact with it ⊞ Win and select the desired action.
+To adjust or pick up the tripod just interact with it ⊞ Win and select the desired action.
## 3. Dependencies
-`ace_interaction`
\ No newline at end of file
+`ace_interaction`
diff --git a/documentation/feature/vector.md b/documentation/feature/vector.md
index 025012959a..4dbf4440a1 100644
--- a/documentation/feature/vector.md
+++ b/documentation/feature/vector.md
@@ -32,12 +32,12 @@ The Vector is controlled with 2 keys: the azimuth key and the range key; Ta
#### 2.2 Azimuth
-- Press and hold the TAB until the azimuth is displayed.
+- Press and hold the Tab ↹ until the azimuth is displayed.
#### 2.3 Slope distance and Azimuth
-- Press and hold both R and TAB until the red pointing circle appears.
+- Press and hold both R and Tab ↹ until the red pointing circle appears.
- Sight the circle on the object and release both keys.
#### 2.4 Horizontal distance and height difference
@@ -49,35 +49,35 @@ The Vector is controlled with 2 keys: the azimuth key and the range key; Ta
#### 2.5 Azimuth and Inclination
-- Tap TAB once then press and hold it until the azimuth and inclination is displayed.
+- Tap Tab ↹ once then press and hold it until the azimuth and inclination is displayed.
#### 2.6 Distance between two points
- Press and hold R until the red pointing circle appears.
-- Sight the circle on the first object and tap TAB while further holding R . The first measurement is confirmed ("1-P" = first point).
+- Sight the circle on the first object and tap Tab ↹ while further holding R . The first measurement is confirmed ("1-P" = first point).
- Sight the second object and release R .
#### 2.7 Horizontal and vertical distance between two points
- Tap R once then press and hold it until the red pointing circle appears.
-- Sight the circle on the object and tap TAB once. The first measurement is confirmed ("1-P" = first point).
+- Sight the circle on the object and tap Tab ↹ once. The first measurement is confirmed ("1-P" = first point).
- Sight the second object and release R .
#### 2.8 Horizontal distance and azimuth between two points
-- Press and hold TAB until the azimuth appears.
-- Sight the circle on the first object and tap R while further holding TAB . The first measurement is confirmed ("1-P" = first point).
-- Sight the second object and release TAB .
+- Press and hold Tab ↹ until the azimuth appears.
+- Sight the circle on the first object and tap R while further holding Tab ↹ . The first measurement is confirmed ("1-P" = first point).
+- Sight the second object and release Tab ↹ .
### 2.9 Fall of shot
-- Tap TAB once then press and hold it until the azimuth appears.
-- Sight the circle on the object and tap R while further holding TAB . The first measurement is confirmed ("1-P" = first point).
-- Sight the Fall of shot and release TAB . The left digits display the left (`L`)/right (`r`) correction value in meter and the right digits display the longer (`A` = add)/shorter (`d` = drop) correction value in meter. If R is tapped the height correction values will be displayed (`UP` and `dn`).
+- Tap Tab ↹ once then press and hold it until the azimuth appears.
+- Sight the circle on the object and tap R while further holding Tab ↹ . The first measurement is confirmed ("1-P" = first point).
+- Sight the Fall of shot and release Tab ↹ . The left digits display the left (`L`)/right (`r`) correction value in meter and the right digits display the longer (`A` = add)/shorter (`d` = drop) correction value in meter. If R is tapped the height correction values will be displayed (`UP` and `dn`).
## 3. Dependencies
diff --git a/documentation/feature/vehicles.md b/documentation/feature/vehicles.md
index 3f78b654b2..a58d314194 100644
--- a/documentation/feature/vehicles.md
+++ b/documentation/feature/vehicles.md
@@ -41,6 +41,10 @@ MBT main guns and mortars can no longer lock on enemies. The AT rounds of both n
- To turn the engine on press 2 .
- To turn the engine off press 1 .
+### 2.2 Turning the speed limiter on / off
+- To turn the speed limiter on press Del .
+- To turn it off press Del again.
+
## 3. Dependencies
`ace_common`
diff --git a/documentation/framework/carry-drag.md b/documentation/framework/carry-drag.md
index 988797ba79..cfa4eb13af 100644
--- a/documentation/framework/carry-drag.md
+++ b/documentation/framework/carry-drag.md
@@ -26,3 +26,71 @@ class CfgVehicles {
};
```
+## 2. Functions
+
+**NOTE THAT THE FOLLOWING FUNCTIONS ARE NOT PUBLIC AND THUS MAY CHANGE IN THE FUTURE.**
+
+
+Also note that if the item is too heavy you won't be able to carry / drag it, the mass is also affected by what's inside it.
+To bypass this empty the object and / or use setMass.
+
+### 2.1 Enabling / disabling dragging
+
+`ace_dragging_fnc_setDraggable.`
+Enable the object to be dragged.
+
+| Arguments | |
+--------------| -------- |
+0 | Any object (Object)
+1: | true to enable dragging, false to disable (Bool)
+2:| Position offset for attachTo command (Array, optional; default: [0,0,0])
+3: | Direction in degree to rotate the object after attachTo (Number, optional; default: 0)
+Return value: NONE
+
+#### 2.1.1 example 1:
+```
+[foo,true,[0,2,0],45] call ace_dragging_fnc_setDraggable
+```
+| Arguments | |
+--------------| -------- |
+0:| foo (my object)
+1:| true (dragging is enabled)
+2:| `[0,2,0]` (0 meters sideways, 2 meters forward, 0 meters upwards)
+3:| 45 (the object is rotated by 45°)
+
+#### 2.1.2 example 2
+```
+[bar,false,[3,-2,2],20] call ace_dragging_fnc_setDraggable
+```
+
+| Arguments | |
+--------------| -------- |
+0:| bar (object)
+1:| false (dragging is disabled)
+2:| 3 meters sideways, -2 meters backwards, 2 meters upwards
+3:| the object is rotated by 20°
+
+### 2.2 Enabling / disabling carrying
+`ace_dragging_fnc_setCarryable.`
+Enable the object to be carried.
+
+| Arguments | |
+--------------| -------- |
+0 | Any object (Object)
+1:| true to enable carrying, false to disable (Bool)
+2:| Position offset for attachTo command (Array, optional; default: [0,1,1])
+3:| Direction in degree to rotate the object after attachTo (Number, optional; default: 0)
+Return value: NONE
+
+
+#### 2.1.1 example 1:
+```
+[foo,true,[0,3,1],10] call ace_dragging_fnc_setCarryable
+```
+| Arguments | |
+--------------| -------- |
+0:| foo (my object)
+1:| true (carrying is enabled)
+2:| `[0,2,0]` (0 meters sideways, 3 meters forward, 1 meters upwards)
+3:| 10 (the object is rotated by 10°)
+
diff --git a/extensions/CMakeLists.txt b/extensions/CMakeLists.txt
index 2382e64558..ed8dd066e4 100644
--- a/extensions/CMakeLists.txt
+++ b/extensions/CMakeLists.txt
@@ -126,6 +126,7 @@ add_subdirectory(break_line)
add_subdirectory(clipboard)
add_subdirectory(advanced_ballistics)
add_subdirectory(medical)
+add_subdirectory(parse_imagepath)
# Test Extension for dynamically loading/unloading built extensions; does not build in release
if (DEVEL)
diff --git a/extensions/parse_imagepath/CMakeLists.txt b/extensions/parse_imagepath/CMakeLists.txt
new file mode 100644
index 0000000000..e38a4bb506
--- /dev/null
+++ b/extensions/parse_imagepath/CMakeLists.txt
@@ -0,0 +1,12 @@
+set(ACE_EXTENSION_NAME "ace_parse_imagepath")
+
+file(GLOB SOURCES *.h *.hpp *.c *.cpp)
+add_library( ${ACE_EXTENSION_NAME} SHARED ${SOURCES} ${GLOBAL_SOURCES})
+target_link_libraries(${ACE_EXTENSION_NAME} ace_common)
+set_target_properties(${ACE_EXTENSION_NAME} PROPERTIES PREFIX "")
+set_target_properties(${ACE_EXTENSION_NAME} PROPERTIES FOLDER Extensions)
+
+if(CMAKE_COMPILER_IS_GNUCXX)
+ set_target_properties(${ACE_EXTENSION_NAME} PROPERTIES LINK_SEARCH_START_STATIC 1)
+ set_target_properties(${ACE_EXTENSION_NAME} PROPERTIES LINK_SEARCH_END_STATIC 1)
+endif()
\ No newline at end of file
diff --git a/extensions/parse_imagepath/ace_parse_imagepath.cpp b/extensions/parse_imagepath/ace_parse_imagepath.cpp
new file mode 100644
index 0000000000..051535e473
--- /dev/null
+++ b/extensions/parse_imagepath/ace_parse_imagepath.cpp
@@ -0,0 +1,54 @@
+/*
+ * ace_parse_imagepath.cpp
+ * Author: PabstMirror
+ * Gets raw image path from structured text input.
+ *
+ * Takes:
+ * Structured text that usualy has an image:
+ * Example: " ";
+ *
+ * Returns:
+ * Just the image path or "" if none
+ */
+
+#include "shared.hpp"
+
+#include
+#include
+
+extern "C" {
+ __declspec (dllexport) void __stdcall RVExtension(char *output, int outputSize, const char *function);
+};
+
+std::string getImagePathFromStructuredText(const std::string & input) {
+ std::string returnValue = "";
+ std::size_t endIndex = input.find(".paa");
+ std::size_t startIndex = endIndex - 1;
+ if ((endIndex != std::string::npos) && (endIndex > 1)) {
+ endIndex = endIndex + 4;
+ while ((startIndex > 0) && (returnValue == "")) {
+ if ((input[startIndex]) == '\'') {
+ returnValue = input.substr((startIndex + 1), (endIndex - startIndex - 1));
+ };
+ startIndex = startIndex - 1;
+ };
+ };
+ return returnValue;
+}
+
+// i like to live dangerously. jk, fix strncpy sometime pls.
+#pragma warning( push )
+#pragma warning( disable : 4996 )
+
+void __stdcall RVExtension(char *output, int outputSize, const char *function) {
+ ZERO_OUTPUT();
+ if (!strcmp(function, "version")) {
+ strncpy(output, ACE_FULL_VERSION_STR, outputSize);
+ } else {
+ strncpy(output, getImagePathFromStructuredText(function).c_str(), outputSize);
+ output[outputSize - 1] = '\0';
+ }
+ EXTENSION_RETURN();
+}
+
+#pragma warning( pop )
diff --git a/extras/assets/icons/png/Icon_Actions/disarm.png b/extras/assets/icons/Icon_Actions_png/disarm.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Actions/disarm.png
rename to extras/assets/icons/Icon_Actions_png/disarm.png
diff --git a/extras/assets/icons/icon_microDAGR.png b/extras/assets/icons/Icon_Actions_png/icon_microDAGR.png
similarity index 100%
rename from extras/assets/icons/icon_microDAGR.png
rename to extras/assets/icons/Icon_Actions_png/icon_microDAGR.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Ambient_Sounds_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Ambient_Sounds_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Ambient_Sounds_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Ambient_Sounds_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_BFTracking_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_BFTracking_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_BFTracking_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_BFTracking_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_CheckPBO_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_CheckPBO_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_CheckPBO_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_CheckPBO_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Explosives_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Explosives_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Explosives_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Explosives_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_FriendlyFire_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_FriendlyFire_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_FriendlyFire_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_FriendlyFire_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Hearing_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Hearing_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Hearing_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Hearing_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Interaction_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Interaction_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Interaction_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Interaction_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_LSD_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_LSD_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_LSD_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_LSD_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Make_Unit_Surrender_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Make_Unit_Surrender_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Make_Unit_Surrender_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Make_Unit_Surrender_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Map_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Map_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Map_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Map_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Medical_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Medical_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Medical_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Medical_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_NameTags_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_NameTags_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_NameTags_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_NameTags_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Rallypoint_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Rallypoint_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Rallypoint_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Rallypoint_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Repair_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Repair_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Repair_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Repair_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Respawn_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Respawn_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Respawn_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Respawn_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icons_Module_Sitting_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Sitting_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icons_Module_Sitting_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Sitting_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_SwitchUnits_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_SwitchUnits_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_SwitchUnits_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_SwitchUnits_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_VehicleKey_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_VehicleKey_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_VehicleKey_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_VehicleKey_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_VehicleLock_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_VehicleLock_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_VehicleLock_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_VehicleLock_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Wind_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Wind_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Wind_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Wind_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Zeus_Captive_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Zeus_Captive_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Zeus_Captive_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Zeus_Captive_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Zeus_Settings_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Zeus_Settings_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Zeus_Settings_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Zeus_Settings_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Zeus_Surrender_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Zeus_Surrender_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Zeus_Surrender_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Zeus_Surrender_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_Zeus_Unconscious_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_Zeus_Unconscious_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_Zeus_Unconscious_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_Zeus_Unconscious_ca.png
diff --git a/extras/assets/icons/png/Icon_Module/Icon_Module_microDAGR_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_microDAGR_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module/Icon_Module_microDAGR_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_microDAGR_ca.png
diff --git a/extras/assets/icons/png/Icon_Module_mk6_ca.png b/extras/assets/icons/Icon_Module_png/Icon_Module_mk6_ca.png
similarity index 100%
rename from extras/assets/icons/png/Icon_Module_mk6_ca.png
rename to extras/assets/icons/Icon_Module_png/Icon_Module_mk6_ca.png
diff --git a/optionals/compat_bwa3/CfgAmmo.hpp b/optionals/compat_bwa3/CfgAmmo.hpp
index 599651ac10..c19e00819a 100644
--- a/optionals/compat_bwa3/CfgAmmo.hpp
+++ b/optionals/compat_bwa3/CfgAmmo.hpp
@@ -3,6 +3,7 @@ class CfgAmmo {
class B_556x45_Ball_Tracer_Red;
class B_762x51_Tracer_Red;
class B_127x99_Ball_Tracer_Red;
+ class GrenadeHand;
class BWA3_B_556x45_Ball: B_556x45_Ball_Tracer_Red {
ACE_caliber=5.69;
ACE_bulletLength=23.012;
@@ -132,4 +133,10 @@ class CfgAmmo {
ACE_muzzleVelocities[]={};
ACE_barrelLengths[]={};
};
+ class BWA3_G_DM51A1: GrenadeHand {
+ ace_frag_metal = 296;
+ ace_frag_charge = 180;
+ ace_frag_gurney_c = 2930; // Gurney velocity constant for PETN
+ ace_frag_gurney_k = 1/2; // shape factor for a cylinder
+ };
};
\ No newline at end of file
diff --git a/optionals/compat_bwa3/CfgMagazines.hpp b/optionals/compat_bwa3/CfgMagazines.hpp
new file mode 100644
index 0000000000..bf43af6426
--- /dev/null
+++ b/optionals/compat_bwa3/CfgMagazines.hpp
@@ -0,0 +1,9 @@
+class CfgMagazines {
+ class CA_Magazine;
+ class BWA3_200Rnd_556x45: CA_Magazine {
+ ACE_isBelt = 1;
+ };
+ class BWA3_120Rnd_762x51: CA_Magazine {
+ ACE_isBelt = 1;
+ };
+};
\ No newline at end of file
diff --git a/optionals/compat_bwa3/CfgWeapons.hpp b/optionals/compat_bwa3/CfgWeapons.hpp
index 731396ed73..c0acea9912 100644
--- a/optionals/compat_bwa3/CfgWeapons.hpp
+++ b/optionals/compat_bwa3/CfgWeapons.hpp
@@ -2,6 +2,7 @@ class CfgWeapons {
class Pistol_Base_F;
class Rifle_Base_F;
class Rifle_Long_Base_F;
+ class UGL_F;
class BWA3_P8: Pistol_Base_F {
ACE_barrelTwist=248.92;
ACE_barrelLength=108;
@@ -30,6 +31,13 @@ class CfgWeapons {
ACE_barrelTwist=304.8;
ACE_barrelLength=406;
};
+ class BWA3_G27_AG: BWA3_G27 {
+ class AG40: UGL_F {
+ magazines[] += {
+ "ACE_HuntIR_M203"
+ };
+ };
+ };
class BWA3_MG4: Rifle_Long_Base_F {
ACE_barrelTwist=177.8;
ACE_barrelLength=480;
@@ -42,7 +50,11 @@ class CfgWeapons {
ACE_barrelTwist=381.0;
ACE_barrelLength=736.7;
};
-
+ class AG40: UGL_F {
+ magazines[] += {
+ "ACE_HuntIR_M203"
+ };
+ };
class optic_Hamr;
class InventoryOpticsItem_Base_F;
diff --git a/optionals/compat_bwa3/config.cpp b/optionals/compat_bwa3/config.cpp
index e1ca37d121..efdebaf616 100644
--- a/optionals/compat_bwa3/config.cpp
+++ b/optionals/compat_bwa3/config.cpp
@@ -13,3 +13,4 @@ class CfgPatches {
#include "CfgAmmo.hpp"
#include "CfgWeapons.hpp"
+#include "CfgMagazines.hpp"
diff --git a/optionals/compat_rhs_afrf3/CfgMagazines.hpp b/optionals/compat_rhs_afrf3/CfgMagazines.hpp
new file mode 100644
index 0000000000..92444a380b
--- /dev/null
+++ b/optionals/compat_rhs_afrf3/CfgMagazines.hpp
@@ -0,0 +1,17 @@
+class cfgMagazines {
+ class VehicleMagazine;
+ class rhs_30Rnd_545x39_AK;
+
+ class rhs_100Rnd_762x54mmR: rhs_30Rnd_545x39_AK {
+ ace_isbelt = 1;
+ };
+ class rhs_mag_127x108mm_50: VehicleMagazine {
+ ace_isbelt = 1;
+ };
+ class rhs_mag_127x108mm_150: rhs_mag_127x108mm_50 {
+ ace_isbelt = 0;
+ };
+ class rhs_mag_127x108mm_1470 : rhs_mag_127x108mm_50 {
+ ace_isbelt = 0;
+ };
+};
\ No newline at end of file
diff --git a/optionals/compat_rhs_afrf3/CfgVehicles.hpp b/optionals/compat_rhs_afrf3/CfgVehicles.hpp
new file mode 100644
index 0000000000..e9c71f4da7
--- /dev/null
+++ b/optionals/compat_rhs_afrf3/CfgVehicles.hpp
@@ -0,0 +1,156 @@
+class cfgVehicles {
+ class LandVehicle;
+ class Tank: LandVehicle {
+ class NewTurret;
+ };
+ class Tank_F: Tank {
+ class Turrets {
+ class MainTurret: NewTurret {
+ class Turrets {
+ class CommanderOptics;
+ };
+ };
+ };
+ };
+ class Car;
+ class Car_F: Car {
+ class ViewPilot;
+ class NewTurret;
+ };
+ class Wheeled_APC_F: Car_F {
+ class NewTurret;
+ class Turrets {
+ class MainTurret: NewTurret
+ {
+ class ViewOptics;
+ };
+ };
+ class CommanderOptics;
+ };
+ class rhs_bmd_base: Tank_F {
+ class Turrets: Turrets {
+ class CommanderOptics: NewTurret {
+ ace_fcs_Enabled = 0;
+ };
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ };
+ class GPMGTurret1: NewTurret {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ class rhs_bmp1tank_base: Tank_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ };
+ class Com_BMP1: NewTurret {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ class rhs_bmp_base: rhs_bmp1tank_base {};
+ class rhs_bmp1_vdv: rhs_bmp_base {};
+ class rhs_bmp2e_vdv : rhs_bmp1_vdv {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ class Turrets: Turrets {
+ class CommanderOptics : CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ };
+ };
+ class rhs_bmp3tank_base: Tank_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ class Turrets: Turrets {
+ class CommanderOptics: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ class GPMGTurret1: NewTurret {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ class rhs_btr_base: Wheeled_APC_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ };
+ class CommanderOptics: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ class rhs_a3spruttank_base: Tank_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ class Turrets: Turrets {
+ class CommanderOptics: CommanderOptics
+ {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ class GPMGTurret1: NewTurret {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ class rhs_a3t72tank_base: Tank_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ class Turrets: Turrets {
+ class CommanderOptics: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ class CommanderMG: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ };
+ };
+ class rhs_t72bd_tv: rhs_a3t72tank_base {};
+ class rhs_t90_tv: rhs_t72bd_tv {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ class Turrets: Turrets {
+ class CommanderOptics: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ };
+ };
+ class rhs_tank_base: Tank_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ class Turrets: Turrets {
+ class CommanderOptics: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ class CommanderMG: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ };
+ };
+
+ class rhs_infantry_msv_base;
+ class rhs_pilot_base : rhs_infantry_msv_base
+ {
+ ace_gforcecoef = 0.55;
+ };
+};
\ No newline at end of file
diff --git a/optionals/compat_rhs_afrf3/CfgWeapons.hpp b/optionals/compat_rhs_afrf3/CfgWeapons.hpp
index bf5020dfc2..0c3d3dfac4 100644
--- a/optionals/compat_rhs_afrf3/CfgWeapons.hpp
+++ b/optionals/compat_rhs_afrf3/CfgWeapons.hpp
@@ -57,7 +57,7 @@ class CfgWeapons
ACE_barrelTwist=195.072;
ACE_barrelLength=589.28;
};
-
+
class rhs_acc_sniper_base;
class rhs_acc_pso1m2: rhs_acc_sniper_base {
ACE_ScopeAdjust_Vertical[] = { 0, 0 };
@@ -65,4 +65,29 @@ class CfgWeapons
ACE_ScopeAdjust_VerticalIncrement = 0.0;
ACE_ScopeAdjust_HorizontalIncrement = 0.5;
};
+
+ class Launcher_Base_F;
+ class rhs_weap_rpg7: Launcher_Base_F {
+ ace_reloadlaunchers_enabled = 1;
+ };
+
+ class H_HelmetB;
+ class rhs_tsh4: H_HelmetB {
+ ace_hearing_protection = 1;
+ ace_hearing_lowerVolume = 0.80;
+ };
+ class rhs_tsh4_ess: rhs_tsh4 {};
+ class rhs_tsh4_bala: rhs_tsh4 {};
+ class rhs_tsh4_ess_bala: rhs_tsh4 {};
+
+ class rhs_zsh7a: H_HelmetB {
+ ace_hearing_protection = 1;
+ ace_hearing_lowerVolume = 0.80;
+ };
+ class rhs_zsh7a_mike: rhs_zsh7a {};
+
+ class rhs_gssh18: H_HelmetB {
+ ace_hearing_protection = 0.5;
+ ace_hearing_lowerVolume = 0.60;
+ };
};
\ No newline at end of file
diff --git a/optionals/compat_rhs_afrf3/config.cpp b/optionals/compat_rhs_afrf3/config.cpp
index 8b7f9d5ca4..123f80b566 100644
--- a/optionals/compat_rhs_afrf3/config.cpp
+++ b/optionals/compat_rhs_afrf3/config.cpp
@@ -5,11 +5,13 @@ class CfgPatches {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
- requiredAddons[] = {"rhs_c_weapons"};
+ requiredAddons[] = {"rhs_c_weapons", "rhs_c_troops"};
author[]={"Ruthberg"};
VERSION_CONFIG;
};
};
#include "CfgAmmo.hpp"
+#include "CfgMagazines.hpp"
#include "CfgWeapons.hpp"
+#include "CfgVehicles.hpp"
\ No newline at end of file
diff --git a/optionals/compat_rhs_usf3/CfgMagazines.hpp b/optionals/compat_rhs_usf3/CfgMagazines.hpp
new file mode 100644
index 0000000000..e067d1f293
--- /dev/null
+++ b/optionals/compat_rhs_usf3/CfgMagazines.hpp
@@ -0,0 +1,22 @@
+class cfgMagazines {
+ class CA_Magazine;
+ class VehicleMagazine;
+ class rhs_mag_30Rnd_556x45_M855A1_Stanag;
+ class rhs_mag_30Rnd_556x45_M200_Stanag;
+
+ class rhsusf_100Rnd_556x45_soft_pouch: rhs_mag_30Rnd_556x45_M855A1_Stanag {
+ ace_isbelt = 1;
+ };
+ class rhsusf_100Rnd_556x45_M200_soft_pouch: rhs_mag_30Rnd_556x45_M200_Stanag {
+ ace_isbelt = 1;
+ };
+ class rhsusf_50Rnd_762x51: CA_Magazine {
+ ace_isbelt = 1;
+ };
+ class rhs_mag_100rnd_127x99_mag: VehicleMagazine {
+ ace_isbelt = 1;
+ };
+ class RHS_48Rnd_40mm_MK19: VehicleMagazine {
+ ace_isbelt = 1;
+ };
+};
\ No newline at end of file
diff --git a/optionals/compat_rhs_usf3/CfgVehicles.hpp b/optionals/compat_rhs_usf3/CfgVehicles.hpp
new file mode 100644
index 0000000000..2be7a8076e
--- /dev/null
+++ b/optionals/compat_rhs_usf3/CfgVehicles.hpp
@@ -0,0 +1,32 @@
+class cfgVehicles {
+ class LandVehicle;
+ class Tank: LandVehicle {
+ class NewTurret;
+ };
+ class Tank_F: Tank {
+ class Turrets {
+ class MainTurret: NewTurret {
+ class Turrets {
+ class CommanderOptics;
+ };
+ };
+ };
+ };
+
+ class MBT_01_base_F: Tank_F {};
+ class rhsusf_m1a1tank_base: MBT_01_base_F {
+ class Turrets: Turrets {
+ class MainTurret: MainTurret {
+ ace_fcs_Enabled = 0;
+ class Turrets: Turrets {
+ class CommanderOptics: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ class Loader: CommanderOptics {
+ ace_fcs_Enabled = 0;
+ };
+ };
+ };
+ };
+ };
+};
\ No newline at end of file
diff --git a/optionals/compat_rhs_usf3/CfgWeapons.hpp b/optionals/compat_rhs_usf3/CfgWeapons.hpp
index e2e1efc00e..d5ab60f3eb 100644
--- a/optionals/compat_rhs_usf3/CfgWeapons.hpp
+++ b/optionals/compat_rhs_usf3/CfgWeapons.hpp
@@ -5,7 +5,7 @@ class CfgWeapons
class Rifle_Base_F;
class srifle_EBR_F;
class launch_O_Titan_F;
-
+
class rhs_weap_XM2010_Base_F: Rifle_Base_F {
ACE_barrelTwist=254.0;
ACE_barrelLength=609.6;
@@ -51,11 +51,13 @@ class CfgWeapons
ACE_twistDirection=0;
ACE_barrelLength=508.0;
};
+
class hgun_ACPC2_F;
class rhsusf_weap_m1911a1: hgun_ACPC2_F {
ACE_barrelTwist=406.4;
ACE_barrelLength=127.0;
};
+
class rhsusf_acc_sniper_base;
class rhsusf_acc_LEUPOLDMK4: rhsusf_acc_sniper_base {
ACE_ScopeAdjust_Vertical[] = { -4, 30 };
@@ -69,13 +71,50 @@ class CfgWeapons
ACE_ScopeAdjust_VerticalIncrement = 0.1;
ACE_ScopeAdjust_HorizontalIncrement = 0.1;
};
+
class rhs_weap_fgm148 : launch_O_Titan_F {
ace_javelin_enabled = 1;
weaponInfoType = "ACE_RscOptics_javelin";
modelOptics = "\z\ace\addons\javelin\data\reticle_titan.p3d";
-
+
canLock = 0;
lockingTargetSound[] = {"",0,1};
lockedTargetSound[] = {"",0,1};
};
+
+ class rhsusf_opscore_01;
+ class rhsusf_cvc_helmet: rhsusf_opscore_01 {
+ ace_hearing_protection = 1;
+ ace_hearing_lowerVolume = 0.80;
+ };
+ class rhsusf_cvc_green_helmet: rhsusf_cvc_helmet {};
+ class rhsusf_cvc_ess: rhsusf_cvc_helmet {};
+ class rhsusf_cvc_green_ess: rhsusf_cvc_ess {};
+
+ class H_PilotHelmetHeli_B;
+ class H_CrewHelmetHeli_B;
+ class rhsusf_hgu56p: H_PilotHelmetHeli_B
+ {
+ ace_hearing_protection = 0.75;
+ ace_hearing_lowerVolume = 0.70;
+ };
+ class rhsusf_hgu56p_mask: H_CrewHelmetHeli_B
+ {
+ ace_hearing_protection = 0.75;
+ ace_hearing_lowerVolume = 0.70;
+ };
+
+ class H_HelmetB;
+ class RHS_jetpilot_usaf: H_HelmetB {
+ ace_hearing_protection = 1;
+ ace_hearing_lowerVolume = 0.80;
+ };
+
+ class rhsusf_ach_helmet_ocp;
+ class rhsusf_opscore_01: rhsusf_ach_helmet_ocp {
+ ace_hearing_protection = 0.50;
+ ace_hearing_lowerVolume = 0.60;
+ };
+ class rhsusf_opscore_01_tan: rhsusf_opscore_01 {};
+ class rhsusf_opscore_03_ocp: rhsusf_opscore_01 {};
};
diff --git a/optionals/compat_rhs_usf3/config.cpp b/optionals/compat_rhs_usf3/config.cpp
index bc4d264697..3e9aee6ec7 100644
--- a/optionals/compat_rhs_usf3/config.cpp
+++ b/optionals/compat_rhs_usf3/config.cpp
@@ -5,11 +5,13 @@ class CfgPatches {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
- requiredAddons[] = {"rhsusf_c_weapons"};
+ requiredAddons[] = {"rhsusf_c_weapons", "rhsusf_c_troops"};
author[]={"Ruthberg"};
VERSION_CONFIG;
};
};
#include "CfgAmmo.hpp"
+#include "CfgMagazines.hpp"
#include "CfgWeapons.hpp"
+#include "CfgVehicles.hpp"
\ No newline at end of file
diff --git a/optionals/tracers/CfgAmmo.hpp b/optionals/tracers/CfgAmmo.hpp
index 7155087627..a432be3286 100644
--- a/optionals/tracers/CfgAmmo.hpp
+++ b/optionals/tracers/CfgAmmo.hpp
@@ -1,217 +1,159 @@
class CfgAmmo {
- class B_556x45_Ball;
- class B_556x45_Ball_Tracer_Red : B_556x45_Ball {
- model = PATHTOF(ace_TracerRed2.p3d);
- };
- class B_556x45_Ball_Tracer_Green : B_556x45_Ball {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_556x45_Ball_Tracer_Yellow : B_556x45_Ball {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
- class ACE_545x39_Ball_7T3M : B_556x45_Ball_Tracer_Green {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_65x39_Case;
- class B_65x39_Case_green: B_65x39_Case {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_65x39_Case_yellow: B_65x39_Case {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
- class B_65x39_Caseless;
- class B_65x39_Caseless_green: B_65x39_Caseless {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_65x39_Caseless_yellow: B_65x39_Caseless {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
- class B_762x51_Ball;
- class B_762x51_Tracer_Red: B_762x51_Ball {
- model = PATHTOF(ace_TracerRed2.p3d);
- };
- class B_762x51_Tracer_Green: B_762x51_Ball {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_762x51_Tracer_Yellow: B_762x51_Ball {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
- class B_762x54_Ball;
- class B_762x54_Tracer_Red: B_762x54_Ball {
- model = PATHTOF(ace_TracerRed2.p3d);
- };
- class B_762x54_Tracer_Green: B_762x54_Ball {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_762x54_Tracer_Yellow: B_762x54_Ball {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
- class ACE_762x54_Ball_7T2 : B_762x54_Tracer_Green {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class ACE_762x39_Ball_57N231P : B_762x54_Tracer_Green {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_9x21_Ball;
- class B_9x21_Ball_Tracer_Green: B_9x21_Ball {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_127x99_Ball;
- class B_127x99_Ball_Tracer_Red: B_127x99_Ball {
- model = PATHTOF(ace_TracerRed2.p3d);
- };
- class B_127x99_Ball_Tracer_Green: B_127x99_Ball {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_127x99_Ball_Tracer_Yellow: B_127x99_Ball {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
- class B_127x99_SLAP;
- class B_127x99_SLAP_Tracer_Red: B_127x99_SLAP {
- model = PATHTOF(ace_TracerRed2.p3d);
- };
- class B_127x99_SLAP_Tracer_Green: B_127x99_SLAP {
- model = PATHTOF(ace_TracerGreen2.p3d);
- };
- class B_127x99_SLAP_Tracer_Yellow: B_127x99_SLAP {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
- class B_30mm_HE;
- class B_30mm_HE_Tracer_Red: B_30mm_HE {
- model = PATHTOF(tracer_red_2.p3d);
- };
- class B_30mm_HE_Tracer_Green: B_30mm_HE {
- model = PATHTOF(tracer_green_2.p3d);
- };
- class B_30mm_HE_Tracer_Yellow: B_30mm_HE {
- model = PATHTOF(tracer_yellow_2.p3d);
- };
- class B_40mm_GPR;
- class B_40mm_GPR_Tracer_Red: B_40mm_GPR {
- model = PATHTOF(tracer_red_2.p3d);
- };
- class B_40mm_GPR_Tracer_Green: B_40mm_GPR {
- model = PATHTOF(tracer_green_2.p3d);
- };
- class B_40mm_GPR_Tracer_Yellow: B_40mm_GPR {
- model = PATHTOF(tracer_yellow_2.p3d);
- };
- class B_20mm;
- class B_20mm_Tracer_Red: B_20mm {
- model = PATHTOF(tracer_red_2.p3d);
- };
- class B_30mm_AP;
- class B_30mm_AP_Tracer_Red: B_30mm_AP {
- model = PATHTOF(tracer_red_2.p3d);
- };
- class B_30mm_AP_Tracer_Green: B_30mm_AP {
- model = PATHTOF(tracer_green_2.p3d);
- };
- class B_30mm_AP_Tracer_Yellow: B_30mm_AP {
- model = PATHTOF(tracer_yellow_2.p3d);
- };
- class B_30mm_APFSDS;
- class B_30mm_APFSDS_Tracer_Red: B_30mm_APFSDS {
- model = PATHTOF(tracer_red_2.p3d);
- };
- class B_30mm_APFSDS_Tracer_Green: B_30mm_APFSDS {
- model = PATHTOF(tracer_green_2.p3d);
- };
- class B_30mm_APFSDS_Tracer_Yellow: B_30mm_APFSDS {
- model = PATHTOF(tracer_yellow_2.p3d);
- };
- class B_35mm_AA;
- class B_35mm_AA_Tracer_Red: B_35mm_AA {
- model = PATHTOF(tracer_red_2.p3d);
- };
- class B_35mm_AA_Tracer_Green: B_35mm_AA {
- model = PATHTOF(tracer_green_2.p3d);
- };
- class B_35mm_AA_Tracer_Yellow: B_35mm_AA {
- model = PATHTOF(tracer_yellow_2.p3d);
- };
- class Sh_120mm_HE;
- class Sh_120mm_HE_Tracer_Red: Sh_120mm_HE {
- model = PATHTOF(ace_shell_tracer_red.p3d);
- };
- class Sh_120mm_HE_Tracer_Green: Sh_120mm_HE {
- model = PATHTOF(ace_shell_tracer_green.p3d);
- };
- class Sh_120mm_HE_Tracer_Yellow: Sh_120mm_HE {
- model = PATHTOF(ace_shell_tracer_yellow.p3d);
- };
- class Sh_120mm_APFSDS;
- class Sh_120mm_APFSDS_Tracer_Red: Sh_120mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_red.p3d);
- };
- class Sh_120mm_APFSDS_Tracer_Green: Sh_120mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_green.p3d);
- };
- class Sh_120mm_APFSDS_Tracer_Yellow: Sh_120mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_yellow.p3d);
- };
+ class BulletBase;
+ class ShellBase;
class SubmunitionBullet;
- class B_762x51_Minigun_Tracer_Red: SubmunitionBullet {
- model = PATHTOF(ace_TracerRed2.p3d);
- };
- class B_762x51_Minigun_Tracer_Yellow: B_762x51_Minigun_Tracer_Red {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
- class B_762x51_Minigun_Tracer_Red_splash: B_762x51_Ball {
- model = PATHTOF(ace_TracerRed2.p3d);
- };
- class B_762x51_Minigun_Tracer_Yellow_splash: B_762x51_Minigun_Tracer_Red_splash {
- model = PATHTOF(ace_TracerYellow2.p3d);
- };
+
+ //No idea
+ class B_56x15_dual: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_white
+
+ //Pistol
+ class B_9x21_Ball: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_white
+ class B_9x21_Ball_Tracer_Green: B_9x21_Ball {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+
+ class B_45ACP_Ball: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_45ACP_Ball_Green: B_45ACP_Ball {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_45ACP_Ball_Yellow: B_45ACP_Ball {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ //Assault rifle
+ class B_556x45_Ball: BulletBase {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+ class B_556x45_Ball_Tracer_Red: B_556x45_Ball {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_556x45_Ball_Tracer_Green: B_556x45_Ball {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_556x45_Ball_Tracer_Yellow: B_556x45_Ball {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_65x39_Caseless: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_65x39_Caseless_green: B_65x39_Caseless {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_65x39_Caseless_yellow: B_65x39_Caseless {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_65x39_Case;
+ class B_65x39_Case_green: B_65x39_Case {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_65x39_Case_yellow: B_65x39_Case {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_65x39_Minigun_Caseless: SubmunitionBullet {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_65x39_Minigun_Caseless_Red_splash;
+ class B_65x39_Minigun_Caseless_Yellow_splash: B_65x39_Minigun_Caseless_Red_splash {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+ class B_65x39_Minigun_Caseless_Green_splash: B_65x39_Minigun_Caseless_Red_splash {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+
+ //Battle rifle
+ class B_762x51_Ball: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_white
+ class B_762x51_Tracer_Red: B_762x51_Ball {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_762x51_Tracer_Green: B_762x51_Ball {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_762x51_Tracer_Yellow: B_762x51_Ball {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_762x51_Minigun_Tracer_Red: SubmunitionBullet {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_762x51_Minigun_Tracer_Red_splash: B_762x51_Ball {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+
+ class B_762x51_Minigun_Tracer_Yellow: B_762x51_Minigun_Tracer_Red {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+ class B_762x51_Minigun_Tracer_Yellow_splash: B_762x51_Minigun_Tracer_Red_splash {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_762x54_Ball;
+ class B_762x54_Tracer_Red: B_762x54_Ball {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_762x54_Tracer_Green: B_762x54_Ball {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_762x54_Tracer_Yellow: B_762x54_Ball {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ //Sniper rifle
+ class B_127x99_Ball: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_white
+ class B_127x99_Ball_Tracer_Red: B_127x99_Ball {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_127x99_Ball_Tracer_Green: B_127x99_Ball {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_127x99_Ball_Tracer_Yellow: B_127x99_Ball {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_127x99_SLAP;
+ class B_127x99_SLAP_Tracer_Red: B_127x99_SLAP {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_127x99_SLAP_Tracer_Green: B_127x99_SLAP {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_127x99_SLAP_Tracer_Yellow: B_127x99_SLAP {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_408_Ball: BulletBase {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_127x33_Ball: BulletBase {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+
+ class B_127x108_Ball: BulletBase {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+
+ class B_338_Ball: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+
+ class B_338_NM_Ball: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+
+ class B_127x54_Ball: BulletBase {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+
+ class B_93x64_Ball: BulletBase {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+
+ //Autocannon
+ class B_19mm_HE: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_white
+
+ class B_30mm_HE;
+ class B_30mm_HE_Tracer_Red: B_30mm_HE {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_30mm_HE_Tracer_Green: B_30mm_HE {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_30mm_HE_Tracer_Yellow: B_30mm_HE {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_30mm_MP;
+ class B_30mm_MP_Tracer_Red: B_30mm_MP {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_30mm_MP_Tracer_Green: B_30mm_MP {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_30mm_MP_Tracer_Yellow: B_30mm_MP {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_40mm_GPR;
+ class B_40mm_GPR_Tracer_Red: B_40mm_GPR {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_40mm_GPR_Tracer_Green: B_40mm_GPR {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_40mm_GPR_Tracer_Yellow: B_40mm_GPR {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_20mm: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_20mm_Tracer_Red: B_20mm {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+
+ class B_25mm: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_white
+
+ class B_30mm_AP: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_white
+ class B_30mm_AP_Tracer_Red: B_30mm_AP {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_30mm_AP_Tracer_Green: B_30mm_AP {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_30mm_AP_Tracer_Yellow: B_30mm_AP {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_30mm_APFSDS;
+ class B_30mm_APFSDS_Tracer_Red: B_30mm_APFSDS {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_30mm_APFSDS_Tracer_Green: B_30mm_APFSDS {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_30mm_APFSDS_Tracer_Yellow: B_30mm_APFSDS {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_40mm_APFSDS;
+ class B_40mm_APFSDS_Tracer_Red: B_40mm_APFSDS {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_40mm_APFSDS_Tracer_Green: B_40mm_APFSDS {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_40mm_APFSDS_Tracer_Yellow: B_40mm_APFSDS {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class B_35mm_AA: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_white
+ class B_35mm_AA_Tracer_Red: B_35mm_AA {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
+ class B_35mm_AA_Tracer_Green: B_35mm_AA {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
+ class B_35mm_AA_Tracer_Yellow: B_35mm_AA {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
+
+ class Gatling_30mm_HE_Plane_CAS_01_F: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red.p3d
+ class Cannon_30mm_HE_Plane_CAS_02_F: Gatling_30mm_HE_Plane_CAS_01_F {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green.p3d
+
+ //Cannon
+ class Sh_120mm_HE: ShellBase {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_white
+ class Sh_120mm_HE_Tracer_Red: Sh_120mm_HE {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_red
+ class Sh_120mm_HE_Tracer_Green: Sh_120mm_HE {model = PATHTOF(ace_shell_tracer_green.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_green
+ class Sh_120mm_HE_Tracer_Yellow: Sh_120mm_HE {model = PATHTOF(ace_shell_tracer_yellow.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_yellow
+
+ class Sh_120mm_APFSDS: ShellBase {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_white
+ class Sh_120mm_APFSDS_Tracer_Red: Sh_120mm_APFSDS {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_red
+ class Sh_120mm_APFSDS_Tracer_Green: Sh_120mm_APFSDS {model = PATHTOF(ace_shell_tracer_green.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_green
+ class Sh_120mm_APFSDS_Tracer_Yellow: Sh_120mm_APFSDS {model = PATHTOF(ace_shell_tracer_yellow.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_yellow
+
class Sh_125mm_APFSDS;
- class Sh_125mm_APFSDS_T_Red: Sh_125mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_red.p3d);
- };
- class Sh_125mm_APFSDS_T_Green: Sh_125mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_green.p3d);
- };
- class Sh_125mm_APFSDS_T_Yellow: Sh_125mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_yellow.p3d);
- };
+ class Sh_125mm_APFSDS_T_Red: Sh_125mm_APFSDS {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_red
+ class Sh_125mm_APFSDS_T_Green: Sh_125mm_APFSDS {model = PATHTOF(ace_shell_tracer_green.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_green
+ class Sh_125mm_APFSDS_T_Yellow: Sh_125mm_APFSDS {model = PATHTOF(ace_shell_tracer_yellow.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_yellow
+
class Sh_125mm_HE;
- class Sh_125mm_HE_T_Red: Sh_125mm_HE {
- model = PATHTOF(ace_shell_tracer_red.p3d);
- };
- class Sh_125mm_HE_T_Green: Sh_125mm_HE {
- model = PATHTOF(ace_shell_tracer_green.p3d);
- };
- class Sh_125mm_HE_T_Yellow: Sh_125mm_HE {
- model = PATHTOF(ace_shell_tracer_yellow.p3d);
- };
+ class Sh_125mm_HE_T_Red: Sh_125mm_HE {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_red
+ class Sh_125mm_HE_T_Green: Sh_125mm_HE {model = PATHTOF(ace_shell_tracer_green.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_green
+ class Sh_125mm_HE_T_Yellow: Sh_125mm_HE {model = PATHTOF(ace_shell_tracer_yellow.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_yellow
+
class Sh_125mm_HEAT;
- class Sh_125mm_HEAT_T_Red: Sh_125mm_HEAT {
- model = PATHTOF(ace_shell_tracer_red.p3d);
- };
- class Sh_125mm_HEAT_T_Green: Sh_125mm_HEAT {
- model = PATHTOF(ace_shell_tracer_green.p3d);
- };
- class Sh_125mm_HEAT_T_Yellow: Sh_125mm_HEAT {
- model = PATHTOF(ace_shell_tracer_yellow.p3d);
- };
+ class Sh_125mm_HEAT_T_Red: Sh_125mm_HEAT {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_red
+ class Sh_125mm_HEAT_T_Green: Sh_125mm_HEAT {model = PATHTOF(ace_shell_tracer_green.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_green
+ class Sh_125mm_HEAT_T_Yellow: Sh_125mm_HEAT {model = PATHTOF(ace_shell_tracer_yellow.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_yellow
+
class Sh_105mm_APFSDS;
- class Sh_105mm_APFSDS_T_Red: Sh_105mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_red.p3d);
- };
- class Sh_105mm_APFSDS_T_Green: Sh_105mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_green.p3d);
- };
- class Sh_105mm_APFSDS_T_Yellow: Sh_105mm_APFSDS {
- model = PATHTOF(ace_shell_tracer_yellow.p3d);
- };
+ class Sh_105mm_APFSDS_T_Red: Sh_105mm_APFSDS {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_red
+ class Sh_105mm_APFSDS_T_Green: Sh_105mm_APFSDS {model = PATHTOF(ace_shell_tracer_green.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_green
+ class Sh_105mm_APFSDS_T_Yellow: Sh_105mm_APFSDS {model = PATHTOF(ace_shell_tracer_yellow.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_yellow
+
class Sh_105mm_HEAT_MP;
- class Sh_105mm_HEAT_MP_T_Red: Sh_105mm_HEAT_MP {
- model = PATHTOF(ace_shell_tracer_red.p3d);
- };
- class Sh_105mm_HEAT_MP_T_Green: Sh_105mm_HEAT_MP {
- model = PATHTOF(ace_shell_tracer_green.p3d);
- };
- class Sh_105mm_HEAT_MP_T_Yellow: Sh_105mm_HEAT_MP {
- model = PATHTOF(ace_shell_tracer_yellow.p3d);
- };
-};
+ class Sh_105mm_HEAT_MP_T_Red: Sh_105mm_HEAT_MP {model = PATHTOF(ace_shell_tracer_red.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_red
+ class Sh_105mm_HEAT_MP_T_Green: Sh_105mm_HEAT_MP {model = PATHTOF(ace_shell_tracer_green.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_green
+ class Sh_105mm_HEAT_MP_T_Yellow: Sh_105mm_HEAT_MP {model = PATHTOF(ace_shell_tracer_yellow.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\shell_tracer_yellow
+};
\ No newline at end of file