Setting to disable hearing for zeus RC

This commit is contained in:
PabstMirror 2015-08-08 14:40:19 -05:00
parent d5a3c66b89
commit a6acff9178
5 changed files with 22 additions and 1 deletions

View File

@ -19,4 +19,10 @@ class ACE_Settings {
isClientSettable = 1;
displayName = CSTRING(DisableEarRinging);
};
class GVAR(enabledForZeusUnits) {
value = 1;
typeName = "BOOL";
displayName = CSTRING(enabledForZeusUnits_DisplayName);
description = CSTRING(enabledForZeusUnits_Description);
};
};

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@ -130,6 +130,12 @@ class CfgVehicles {
};
};
};
class enabledForZeusUnits {
displayName = CSTRING(enabledForZeusUnits_DisplayName);
description = CSTRING(enabledForZeusUnits_Description);
typeName = "BOOL";
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(Module_Description);

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@ -21,6 +21,7 @@ PARAMS_2(_unit,_strength);
if (_unit != ACE_player) exitWith {};
if (_strength < 0.05) exitWith {};
if (!isNull curatorCamera) exitWith {};
if ((!GVAR(enabledForZeusUnits)) && {player != ACE_player}) exitWith {};
if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
_strength = _strength / 4;

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@ -21,4 +21,6 @@ if ((_logic getVariable "DisableEarRinging") != -1) then {
[_logic, QGVAR(DisableEarRinging), "DisableEarRinging"] call EFUNC(common,readSettingFromModule);
};
[_logic, QGVAR(enabledForZeusUnits), "enabledForZeusUnits"] call EFUNC(common,readSettingFromModule);
diag_log text "[ACE]: Hearing Module Initialized.";

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@ -118,7 +118,7 @@
<Portuguese>Audição</Portuguese>
</Key>
<Key ID="STR_ACE_Hearing_CombatDeafness_DisplayName">
<English>Enable combat deafness?</English>
<English>Combat Deafness</English>
<Polish>Wł. głuchotę bojową</Polish>
<Spanish>¿Habilitar sordera de combate?</Spanish>
<German>Aktiviere Taubheit im Gefecht?</German>
@ -140,5 +140,11 @@
<Czech>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.</Czech>
<Portuguese>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.</Portuguese>
</Key>
<Key ID="STR_ACE_Hearing_enabledForZeusUnits_DisplayName">
<English>Effect Zeus RC</English>
</Key>
<Key ID="STR_ACE_Hearing_enabledForZeusUnits_Description">
<English>Allow zeus remote controlled units to be able to take hearing damage.</English>
</Key>
</Package>
</Project>