Merge remote-tracking branch 'refs/remotes/acemod/master' into refuel

Conflicts:
	optionals/compat_bwa3/config.cpp
This commit is contained in:
IngoKauffmann 2015-10-10 13:13:30 +02:00
commit b5568ca0db
1456 changed files with 26323 additions and 21781 deletions

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@ -9,6 +9,7 @@ before_script:
- pip install pygithub3 - pip install pygithub3
script: script:
- python3 tools/deploy.py - python3 tools/deploy.py
- python3 tools/sqf_validator.py
env: env:
global: global:
- secure: "KcJQbknBOdC5lA4nFGKPXVRVIGLDXDRzC8XkHuXJCE9pIR/wbxbkvx8fHKcC6SC9eHgzneC3+o4m4+CjIbVvIwDgslRbJ8Y59i90ncONmdoRx1HUYHwuYWVZm9HJFjCsIbrEqhSyyKS+PB3WZVOLbErtNHsgS8f43PTh5Ujg7Vg=" - secure: "KcJQbknBOdC5lA4nFGKPXVRVIGLDXDRzC8XkHuXJCE9pIR/wbxbkvx8fHKcC6SC9eHgzneC3+o4m4+CjIbVvIwDgslRbJ8Y59i90ncONmdoRx1HUYHwuYWVZm9HJFjCsIbrEqhSyyKS+PB3WZVOLbErtNHsgS8f43PTh5Ujg7Vg="

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@ -1,4 +1,4 @@
# ACE 3 CONTRIBUTOR LIST # ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me: # If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com # koffeinflummi@gmail.com
# #
@ -14,6 +14,7 @@ Garth "L-H" de Wet <garthofhearts@gmail.com>
Giallustio Giallustio
Glowbal Glowbal
Janus Janus
jokoho482 <jokoho482@gmail.com>`
Kieran Kieran
NouberNou NouberNou
PabstMirror <pabstmirror@gmail.com> PabstMirror <pabstmirror@gmail.com>
@ -50,6 +51,8 @@ Coren <coren4@gmail.com>
Crusty Crusty
Dharma Bellamkonda <dharma.bellamkonda@gmail.com> Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
Dimaslg <dimaslg@telecable.es> Dimaslg <dimaslg@telecable.es>
Drill <drill87@gmail.com>
Dudakov <dudakov.s@gmail.com>
eRazeri eRazeri
evromalarkey <evromalarkey@gmail.com> evromalarkey <evromalarkey@gmail.com>
F3 Project <alanr@ferstaberinde.com> F3 Project <alanr@ferstaberinde.com>
@ -68,8 +71,7 @@ Hamburger SV
Harakhti <shadowdragonphd@gmail.com> Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com> havena <silveredenis@gmail.com>
Hawkins Hawkins
Head Head <brobergsebastian@gmail.com>
jokoho482 <jokoho482@gmail.com>`
Jonpas <jonpas33@gmail.com> Jonpas <jonpas33@gmail.com>
Karneck <dschultz26@hotmail.com> Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com> Kavinsky <nmunozfernandez@gmail.com>
@ -81,6 +83,7 @@ Macusercom <macusercom@gmail.com>
MarcBook MarcBook
meat <p.humberdroz@gmail.com> meat <p.humberdroz@gmail.com>
Michail Nikolaev Michail Nikolaev
MikeMatrix <m.braun92@gmail.com>
nic547 <nic547@outlook.com> nic547 <nic547@outlook.com>
nikolauska <nikolauska1@gmail.com> nikolauska <nikolauska1@gmail.com>
nomisum <nomisum@gmail.com> nomisum <nomisum@gmail.com>
@ -106,5 +109,3 @@ Valentin Torikian <valentin.torikian@gmail.com>
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com> VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Winter <simon@agius-muscat.net> Winter <simon@agius-muscat.net>
zGuba zGuba
Drill <drill87@gmail.com>
MikeMatrix <m.braun92@gmail.com>

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@ -3,75 +3,78 @@
</p> </p>
<p align="center"> <p align="center">
<a href="https://github.com/acemod/ACE3/releases"> <a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 version"> <img src="https://img.shields.io/badge/Version-3.3.2-blue.svg" alt="ACE3 Version">
</a> </a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip"> <a href="https://github.com/acemod/ACE3/releases/download/v3.3.2/ace3_3.3.2.zip">
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 download"> <img src="http://img.shields.io/badge/Download-62.0_MB-green.svg" alt="ACE3 Download">
</a> </a>
<a href="https://github.com/acemod/ACE3/issues"> <a href="https://github.com/acemod/ACE3/issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 issues"> <img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 Issues">
</a> </a>
<a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435"> <a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF thread"> <img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF Thread">
</a> </a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE"> <a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 license"> <img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 License">
</a>
<a href="http://slackin.koffeinflummi.de">
<img src="http://slackin.koffeinflummi.de/badge.svg" alt="ACE3 Slack">
</a> </a>
</p> </p>
<p align="center"><sup><strong>Requires the latest version of <a href="http://www.armaholic.com/page.php?id=18767">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p> <p align="center"><sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3. **ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
The project is entirely **open-source** and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)). The project is entirely **open-source** and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE by simply excluding any components they don't need, or those possibly in conflict with other add-ons. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience. The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
### Core features ### Core features
* Brand new 3D interaction/action system - Brand new 3D interaction/action system
* Performance and reliability framework - Performance and reliability framework
* Focus on modularity and customization - Focus on modularity and customization
* New flexible client and server settings & configuration - New flexible client and server settings & configuration
* Improved medical system with various levels (basic/advanced) focus on gameplay/realism - Improved medical system with various levels (basic/advanced) focus on gameplay/realism
* Proper & consistent network-synced weather - Proper & consistent network-synced weather
* Wind and weather-based ballistics - Wind and weather-based ballistics
* Captivity system - Captivity system
* Explosives system, including different trigger types - Explosives system, including different trigger types
* Map screen improvements marker placement and map tools - Map screen improvements marker placement and map tools
* Advanced missile guidance and laser designation - Advanced missile guidance and laser designation
#### Additional features #### Additional features
* Carrying and dragging - Carrying and dragging
* Realistic names for vehicles and weapons - Realistic names for vehicles and weapons
* A fire control system (FCS) for armored vehicles and helicopters - A fire control system (FCS) for armored vehicles and helicopters
* Realistic ballistics/FCS calculated in C/C++ extensions - Realistic ballistics/FCS calculated in C/C++ extensions
* Backblast area and overpressure simulation - Backblast area and overpressure simulation
* Disposable launchers - Disposable launchers
* Realistic G-forces - Realistic G-forces
* Vehicle locking - Vehicle locking
* Realistic night and thermal vision modes - Realistic night and thermal vision modes
* Magazine repacking - Magazine repacking
* Realistic weapon overheating mechanic - Realistic weapon overheating mechanic
* Combat deafness (temporary loss of hearing) simulation - Combat deafness (temporary loss of hearing) simulation
* Improved ragdoll physics - Improved ragdoll physics
* Improved interactions for AARs and ammo bearers - Improved interactions for AARs and ammo bearers
* Adjustable sniper scopes - Adjustable sniper scopes
* No idle animation with lowered weapon - No idle animation with lowered weapon
* No talking player avatar - No talking player avatar
* Jumping over obstacles, climbing over walls and cutting down fences - Jumping over obstacles, climbing over walls and cutting down fences
* Vector, MicroDAGR and Kestrel devices<br> - Vector, MicroDAGR and Kestrel devices<br>
***and much more...*** ***and much more...***
### Guides & how-tos ### Guides & how-tos
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first: If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
* [Getting started](http://ace3mod.com/wiki/user/getting-started.html) - [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
#### Contributing #### Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address. You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also: Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also:
* [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html) - [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
* [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html) - [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testing & building #### Testing & building
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build: To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
* [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE for testing purposes. - [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.

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@ -3,8 +3,9 @@ ace_advanced_ballistics
The Advanced Ballistics module introduces advanced external- and internal ballistics to the game. The Advanced Ballistics module introduces advanced external- and internal ballistics to the game.
## Maintainers ## Maintainers
The people responsible for merging changes to this component or answering potential questions. The people responsible for merging changes to this component or answering potential questions.
- [Ruthberg] (http://github.com/Ulteq) - [Ruthberg](http://github.com/Ulteq)

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@ -6,9 +6,8 @@ GVAR(currentbulletID) = -1;
GVAR(Protractor) = false; GVAR(Protractor) = false;
GVAR(ProtractorStart) = ACE_time; GVAR(ProtractorStart) = ACE_time;
GVAR(allBullets) = [];
GVAR(currentGrid) = 0; GVAR(currentGrid) = 0;
GVAR(initMessageEnabled) = false;
GVAR(extensionAvailable) = true; GVAR(extensionAvailable) = true;
/* @TODO: Remove this until versioning is in sync with cmake/build versioning /* @TODO: Remove this until versioning is in sync with cmake/build versioning

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@ -13,5 +13,5 @@ PREP(initializeTerrainExtension);
PREP(initModuleSettings); PREP(initModuleSettings);
PREP(readAmmoDataFromConfig); PREP(readAmmoDataFromConfig);
PREP(readWeaponDataFromConfig); PREP(readWeaponDataFromConfig);
PREP(handleFirePFH);
ADDON = true; ADDON = true;

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@ -8,29 +8,29 @@
* 1: temperature - degrees celcius <NUMBER> * 1: temperature - degrees celcius <NUMBER>
* *
* Return Value: * Return Value:
* 0: muzzle velocity shift - m/s <NUMBER> * muzzle velocity shift - m/s <NUMBER>
* *
* Return value: * Public: No
* None
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_muzzleVelocityShiftTable", "_temperature", "_muzzleVelocityShift", "_temperatureIndexA", "_temperatureIndexB", "_temperatureRatio"]; private ["_muzzleVelocityShiftTableUpperLimit", "_temperatureIndexFunction",
_muzzleVelocityShiftTable = _this select 0; "_temperatureIndexA", "_temperatureIndexB", "_interpolationRatio"];
_temperature = _this select 1; params["_muzzleVelocityShiftTable", "_temperature"];
if (count _muzzleVelocityShiftTable != 11) exitWith { 0 }; // Check if muzzleVelocityShiftTable is Larger Than 11 Entrys
_muzzleVelocityShiftTableUpperLimit = _muzzleVelocityShiftTable select 10;
if (isNil "_muzzleVelocityShiftTableUpperLimit") exitWith { 0 };
_temperatureIndexA = floor((_temperature + 15) / 5); // Find exact data index required for given temperature
_temperatureIndexA = 0 max _temperatureIndexA; _temperatureIndexFunction = (_temperature + 15) / 5;
_temperatureIndexA = _temperatureIndexA min 10;
_temperatureIndexB = ceil((_temperature + 15) / 5); // lower and upper data index used for interpolation
_temperatureIndexB = 0 max _temperatureIndexB; _temperatureIndexA = (0 max (floor(_temperatureIndexFunction))) min 10;
_temperatureIndexB = _temperatureIndexB min 10; _temperatureIndexB = (0 max (ceil(_temperatureIndexFunction))) min 10;
_temperatureRatio = ((_temperature + 15) / 5) - floor((_temperature + 15) / 5); // Interpolation ratio
_interpolationRatio = _temperatureIndexFunction - floor(_temperatureIndexFunction);
_muzzleVelocityShift = (_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _temperatureRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _temperatureRatio; // Interpolation
(_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _interpolationRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _interpolationRatio // Return
_muzzleVelocityShift

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@ -17,12 +17,9 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_ballisticCoefficient", "_temperature", "_pressure", "_relativeHumidity", "_atmosphereModel", "_airDensity"]; private "_airDensity";
_ballisticCoefficient = _this select 0;
_temperature = _this select 1; // in C params ["_ballisticCoefficient", "_temperature"/*in C*/, "_pressure"/*in hPa*/, "_relativeHumidity"/*as ratio 0-1*/, "_atmosphereModel"/*"ICAO" or "ASM"*/];
_pressure = _this select 2; // in hPa
_relativeHumidity = _this select 3; // as ratio 0-1
_atmosphereModel = _this select 4; // "ICAO" or "ASM"
_airDensity = [_temperature, _pressure, _relativeHumidity] call EFUNC(weather,calculateAirDensity); _airDensity = [_temperature, _pressure, _relativeHumidity] call EFUNC(weather,calculateAirDensity);

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@ -1,5 +1,5 @@
/* /*
* Author: Ruthberg * Author: Ruthberg, MikeMatrix, joko // Jonas
* *
* Calculates the muzzle velocity shift caused by different barrel lengths * Calculates the muzzle velocity shift caused by different barrel lengths
* *
@ -10,46 +10,61 @@
* 3: muzzle velocity - m/s <NUMBER> * 3: muzzle velocity - m/s <NUMBER>
* *
* Return Value: * Return Value:
* 0: muzzle velocity shift - m/s <NUMBER> * muzzle velocity shift - m/s <NUMBER>
* *
* Return value: * Public: No
* None
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity", "_lowerIndex", "_upperIndex", "_barrelLengthRatio", "_muzzleVelocityNew"]; scopeName "main";
_barrelLength = _this select 0;
_muzzleVelocityTable = _this select 1;
_barrelLengthTable = _this select 2;
_muzzleVelocity = _this select 3;
private ["_muzzleVelocityTableCount", "_barrelLengthTableCount", "_lowerDataIndex",
"_upperDataIndex", "_lowerBarrelLength", "_upperBarrelLength", "_lowerMuzzleVelocity",
"_upperMuzzleVelocity", "_interpolationRatio"];
params ["_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity"];
// If barrel length is not defined, then there is no point in calculating muzzle velocity
if (_barrelLength == 0) exitWith { 0 }; if (_barrelLength == 0) exitWith { 0 };
if (count _muzzleVelocityTable != count _barrelLengthTable) exitWith { 0 };
if (count _muzzleVelocityTable == 0 || count _barrelLengthTable == 0) exitWith { 0 };
if (count _muzzleVelocityTable == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
_lowerIndex = 0; _muzzleVelocityTableCount = count _muzzleVelocityTable;
_upperIndex = (count _barrelLengthTable) - 1; _barrelLengthTableCount = count _barrelLengthTable;
if (_barrelLength <= (_barrelLengthTable select _lowerIndex)) exitWith { (_muzzleVelocityTable select _lowerIndex) - _muzzleVelocity }; // Exit if tables are different sizes, have no elements or have only one element
if (_barrelLength >= (_barrelLengthTable select _upperIndex)) exitWith { (_muzzleVelocityTable select _upperIndex) - _muzzleVelocity }; if (_muzzleVelocityTableCount != _barrelLengthTableCount || _muzzleVelocityTableCount == 0 || _barrelLengthTableCount == 0) exitWith { 0 };
if (_muzzleVelocityTableCount == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
for "_i" from 0 to (count _barrelLengthTable) - 1 do { // If we have the precise barrel length value, return result immediately
if (_barrelLength >= _barrelLengthTable select _i) then { if (_barrelLength in _barrelLengthTable) exitWith {
_lowerIndex = _i; (_muzzleVelocityTable select (_barrelLengthTable find _barrelLength)) - _muzzleVelocity
}; };
};
for "_i" from (count _barrelLengthTable) - 1 to 0 step -1 do { // Limit values to lower and upper bound of data we have available
if (_barrelLength <= _barrelLengthTable select _i) then { if (_barrelLength <= (_barrelLengthTable select 0)) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
_upperIndex = _i; if (_barrelLength >= (_barrelLengthTable select _barrelLengthTableCount - 1)) exitWith { (_muzzleVelocityTable select _barrelLengthTableCount - 1) - _muzzleVelocity };
// Find closest bordering values for barrel length
{
if (_barrelLength <= _x) then {
_upperDataIndex = _forEachIndex;
_lowerDataIndex = _upperDataIndex - 1;
breakTo "main";
}; };
} forEach _barrelLengthTable;
// Worst case scenario
if (isNil "_lowerDataIndex" || isNil "_upperDataIndex") exitWith {0};
_lowerBarrelLength = _barrelLengthTable select _lowerDataIndex;
_upperBarrelLength = _barrelLengthTable select _upperDataIndex;
_lowerMuzzleVelocity = _muzzleVelocityTable select _lowerDataIndex;
_upperMuzzleVelocity = _muzzleVelocityTable select _upperDataIndex;
// Calculate interpolation ratio
_interpolationRatio = if (abs (_lowerBarrelLength - _upperBarrelLength) > 0) then {
(_upperBarrelLength - _barrelLength) / (_upperBarrelLength - _lowerBarrelLength)
} else {
0
}; };
_barrelLengthRatio = 0; // Calculate interpolated muzzle velocity shift
if ((_barrelLengthTable select _upperIndex) - (_barrelLengthTable select _lowerIndex) > 0) then { (_lowerMuzzleVelocity + ((_upperMuzzleVelocity - _lowerMuzzleVelocity) * (1 - _interpolationRatio))) - _muzzleVelocity // Return
_barrelLengthRatio = ((_barrelLengthTable select _upperIndex) - _barrelLength) / ((_barrelLengthTable select _upperIndex) - (_barrelLengthTable select _lowerIndex));
};
_muzzleVelocityNew = (_muzzleVelocityTable select _lowerIndex) + ((_muzzleVelocityTable select _upperIndex) - (_muzzleVelocityTable select _lowerIndex)) * (1 - _barrelLengthRatio);
_muzzleVelocityNew - _muzzleVelocity

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@ -4,142 +4,129 @@
* Calculates the retardation of the bullet * Calculates the retardation of the bullet
* *
* Arguments: * Arguments:
* 0: drag model - 1-7 <integer> * 0: drag model - integer 1-7 <NUMBER>
* 1: drag coefficient - bc <NUMBER> * 1: drag coefficient - bc <NUMBER>
* 2: velocity - m/s <NUMBER> * 2: velocity - m/s <NUMBER>
* *
* Return Value: * Return Value:
* 0: retardation - m/(s^2) <NUMBER> * retardation - m/(s^2) <NUMBER>
* *
* Return value: * Public: No
* None
*/ */
#include "script_component.hpp" #include "script_component.hpp"
// Source: GNU Exterior Ballistics // Source: GNU Exterior Ballistics
private ["_dragModel", "_dragCoefficient", "_velocity", "_A", "_M", "_result"]; private ["_A", "_M"];
_dragModel = _this select 0; params ["_dragModel", "_dragCoefficient", "_velocity"];
_dragCoefficient = _this select 1; _velocity = _velocity * 3.2808399;
_velocity = (_this select 2) * 3.2808399;
_A = -1;
_M = -1;
_result = 0;
switch _dragModel do { switch _dragModel do {
case 1: case 1: {
{ call {
switch true do { if (_velocity > 4230) exitWith { _A = 0.0001477404177730177; _M = 1.9565; };
case (_velocity > 4230) : { _A = 0.0001477404177730177; _M = 1.9565; }; if (_velocity > 3680) exitWith { _A = 0.0001920339268755614; _M = 1.925; };
case (_velocity > 3680) : { _A = 0.0001920339268755614; _M = 1.925 ; }; if (_velocity > 3450) exitWith { _A = 0.0002894751026819746; _M = 1.875; };
case (_velocity > 3450) : { _A = 0.0002894751026819746; _M = 1.875 ; }; if (_velocity > 3295) exitWith { _A = 0.0004349905111115636; _M = 1.825; };
case (_velocity > 3295) : { _A = 0.0004349905111115636; _M = 1.825 ; }; if (_velocity > 3130) exitWith { _A = 0.0006520421871892662; _M = 1.775; };
case (_velocity > 3130) : { _A = 0.0006520421871892662; _M = 1.775 ; }; if (_velocity > 2960) exitWith { _A = 0.0009748073694078696; _M = 1.725; };
case (_velocity > 2960) : { _A = 0.0009748073694078696; _M = 1.725 ; }; if (_velocity > 2830) exitWith { _A = 0.001453721560187286; _M = 1.675; };
case (_velocity > 2830) : { _A = 0.001453721560187286; _M = 1.675 ; }; if (_velocity > 2680) exitWith { _A = 0.002162887202930376; _M = 1.625; };
case (_velocity > 2680) : { _A = 0.002162887202930376; _M = 1.625 ; }; if (_velocity > 2460) exitWith { _A = 0.003209559783129881; _M = 1.575; };
case (_velocity > 2460) : { _A = 0.003209559783129881; _M = 1.575 ; }; if (_velocity > 2225) exitWith { _A = 0.003904368218691249; _M = 1.55; };
case (_velocity > 2225) : { _A = 0.003904368218691249; _M = 1.55 ; }; if (_velocity > 2015) exitWith { _A = 0.003222942271262336; _M = 1.575; };
case (_velocity > 2015) : { _A = 0.003222942271262336; _M = 1.575 ; }; if (_velocity > 1890) exitWith { _A = 0.002203329542297809; _M = 1.625; };
case (_velocity > 1890) : { _A = 0.002203329542297809; _M = 1.625 ; }; if (_velocity > 1810) exitWith { _A = 0.001511001028891904; _M = 1.675; };
case (_velocity > 1810) : { _A = 0.001511001028891904; _M = 1.675 ; }; if (_velocity > 1730) exitWith { _A = 0.0008609957592468259; _M = 1.75; };
case (_velocity > 1730) : { _A = 0.0008609957592468259; _M = 1.75 ; }; if (_velocity > 1595) exitWith { _A = 0.0004086146797305117; _M = 1.85; };
case (_velocity > 1595) : { _A = 0.0004086146797305117; _M = 1.85 ; }; if (_velocity > 1520) exitWith { _A = 0.0001954473210037398; _M = 1.95; };
case (_velocity > 1520) : { _A = 0.0001954473210037398; _M = 1.95 ; }; if (_velocity > 1420) exitWith { _A = 0.00005431896266462351; _M = 2.125; };
case (_velocity > 1420) : { _A = 0.00005431896266462351; _M = 2.125 ; }; if (_velocity > 1360) exitWith { _A = 0.000008847742581674416; _M = 2.375; };
case (_velocity > 1360) : { _A = 0.000008847742581674416; _M = 2.375 ; }; if (_velocity > 1315) exitWith { _A = 0.000001456922328720298; _M = 2.625; };
case (_velocity > 1315) : { _A = 0.000001456922328720298; _M = 2.625 ; }; if (_velocity > 1280) exitWith { _A = 0.0000002419485191895565; _M = 2.875; };
case (_velocity > 1280) : { _A = 0.0000002419485191895565; _M = 2.875 ; }; if (_velocity > 1220) exitWith { _A = 0.00000001657956321067612; _M = 3.25; };
case (_velocity > 1220) : { _A = 0.00000001657956321067612; _M = 3.25 ; }; if (_velocity > 1185) exitWith { _A = 0.0000000004745469537157371; _M = 3.75; };
case (_velocity > 1185) : { _A = 0.0000000004745469537157371; _M = 3.75 ; }; if (_velocity > 1150) exitWith { _A = 0.00000000001379746590025088; _M = 4.25; };
case (_velocity > 1150) : { _A = 0.00000000001379746590025088; _M = 4.25 ; }; if (_velocity > 1100) exitWith { _A = 0.0000000000004070157961147882; _M = 4.75; };
case (_velocity > 1100) : { _A = 0.0000000000004070157961147882; _M = 4.75 ; }; if (_velocity > 1060) exitWith { _A = 0.00000000000002938236954847331; _M = 5.125; };
case (_velocity > 1060) : { _A = 0.00000000000002938236954847331; _M = 5.125 ; }; if (_velocity > 1025) exitWith { _A = 0.00000000000001228597370774746; _M = 5.25; };
case (_velocity > 1025) : { _A = 0.00000000000001228597370774746; _M = 5.25 ; }; if (_velocity > 980) exitWith { _A = 0.00000000000002916938264100495; _M = 5.125; };
case (_velocity > 980) : { _A = 0.00000000000002916938264100495; _M = 5.125 ; }; if (_velocity > 945) exitWith { _A = 0.0000000000003855099424807451; _M = 4.75; };
case (_velocity > 945) : { _A = 0.0000000000003855099424807451; _M = 4.75 ; }; if (_velocity > 905) exitWith { _A = 0.00000000001185097045689854; _M = 4.25; };
case (_velocity > 905) : { _A = 0.00000000001185097045689854; _M = 4.25 ; }; if (_velocity > 860) exitWith { _A = 0.0000000003566129470974951; _M = 3.75; };
case (_velocity > 860) : { _A = 0.0000000003566129470974951; _M = 3.75 ; }; if (_velocity > 810) exitWith { _A = 0.00000001045513263966272; _M = 3.25; };
case (_velocity > 810) : { _A = 0.00000001045513263966272; _M = 3.25 ; }; if (_velocity > 780) exitWith { _A = 0.0000001291159200846216; _M = 2.875; };
case (_velocity > 780) : { _A = 0.0000001291159200846216; _M = 2.875 ; }; if (_velocity > 750) exitWith { _A = 0.0000006824429329105383; _M = 2.625; };
case (_velocity > 750) : { _A = 0.0000006824429329105383; _M = 2.625 ; }; if (_velocity > 700) exitWith { _A = 0.000003569169672385163; _M = 2.375; };
case (_velocity > 700) : { _A = 0.000003569169672385163; _M = 2.375 ; }; if (_velocity > 640) exitWith { _A = 0.00001839015095899579; _M = 2.125; };
case (_velocity > 640) : { _A = 0.00001839015095899579; _M = 2.125 ; }; if (_velocity > 600) exitWith { _A = 0.00005711174688734240; _M = 1.950; };
case (_velocity > 600) : { _A = 0.00005711174688734240; _M = 1.950 ; }; if (_velocity > 550) exitWith { _A = 0.00009226557091973427; _M = 1.875; };
case (_velocity > 550) : { _A = 0.00009226557091973427; _M = 1.875 ; }; if (_velocity > 250) exitWith { _A = 0.00009337991957131389; _M = 1.875; };
case (_velocity > 250) : { _A = 0.00009337991957131389; _M = 1.875 ; }; if (_velocity > 100) exitWith { _A = 0.00007225247327590413; _M = 1.925; };
case (_velocity > 100) : { _A = 0.00007225247327590413; _M = 1.925 ; }; if (_velocity > 65) exitWith { _A = 0.00005792684957074546; _M = 1.975; };
case (_velocity > 65) : { _A = 0.00005792684957074546; _M = 1.975 ; }; if (_velocity > 0) exitWith { _A = 0.00005206214107320588; _M = 2.000; };
case (_velocity > 0) : { _A = 0.00005206214107320588; _M = 2.000 ; };
}; };
}; };
case 2: case 2: {
{ call {
switch true do { if (_velocity > 1674) exitWith { _A = 0.0079470052136733; _M = 1.36999902851493; };
case (_velocity > 1674) : { _A = 0.0079470052136733; _M = 1.36999902851493; }; if (_velocity > 1172) exitWith { _A = 0.00100419763721974; _M = 1.65392237010294; };
case (_velocity > 1172) : { _A = 0.00100419763721974; _M = 1.65392237010294; }; if (_velocity > 1060) exitWith { _A = 0.0000000000000000000000715571228255369; _M = 7.91913562392361; };
case (_velocity > 1060) : { _A = 0.0000000000000000000000715571228255369; _M = 7.91913562392361; }; if (_velocity > 949) exitWith { _A = 0.000000000139589807205091; _M = 3.81439537623717; };
case (_velocity > 949) : { _A = 0.000000000139589807205091; _M = 3.81439537623717; }; if (_velocity > 670) exitWith { _A = 0.000234364342818625; _M = 1.71869536324748; };
case (_velocity > 670) : { _A = 0.000234364342818625; _M = 1.71869536324748; }; if (_velocity > 335) exitWith { _A = 0.000177962438921838; _M = 1.76877550388679; };
case (_velocity > 335) : { _A = 0.000177962438921838; _M = 1.76877550388679; }; if (_velocity > 0) exitWith { _A = 0.0000518033561289704; _M = 1.98160270524632; };
case (_velocity > 0) : { _A = 0.0000518033561289704; _M = 1.98160270524632; };
}; };
}; };
case 5: case 5: {
{ call {
switch true do { if (_velocity > 1730) exitWith { _A = 0.00724854775171929; _M = 1.41538574492812; };
case (_velocity > 1730) : { _A = 0.00724854775171929; _M = 1.41538574492812; }; if (_velocity > 1228) exitWith { _A = 0.0000350563361516117; _M = 2.13077307854948; };
case (_velocity > 1228) : { _A = 0.0000350563361516117; _M = 2.13077307854948; }; if (_velocity > 1116) exitWith { _A = 0.000000000000184029481181151; _M = 4.81927320350395; };
case (_velocity > 1116) : { _A = 0.000000000000184029481181151; _M = 4.81927320350395; }; if (_velocity > 1004) exitWith { _A = 0.000000000000000000000134713064017409; _M = 7.8100555281422; };
case (_velocity > 1004) : { _A = 0.000000000000000000000134713064017409; _M = 7.8100555281422 ; }; if (_velocity > 837) exitWith { _A = 0.000000103965974081168; _M = 2.84204791809926; };
case (_velocity > 837) : { _A = 0.000000103965974081168; _M = 2.84204791809926; }; if (_velocity > 335) exitWith { _A = 0.0001093015938698234; _M = 1.81096361579504; };
case (_velocity > 335) : { _A = 0.0001093015938698234; _M = 1.81096361579504; }; if (_velocity > 0) exitWith { _A = 0.0000351963178524273; _M = 2.00477856801111; };
case (_velocity > 0) : { _A = 0.0000351963178524273; _M = 2.00477856801111; };
}; };
}; };
case 6: case 6: {
{ call {
switch true do { if (_velocity > 3236) exitWith { _A = 0.0455384883480781; _M = 1.15997674041274; };
case (_velocity > 3236) : { _A = 0.0455384883480781; _M = 1.15997674041274; }; if (_velocity > 2065) exitWith { _A = 0.07167261849653769; _M = 1.10704436538885; };
case (_velocity > 2065) : { _A = 0.07167261849653769; _M = 1.10704436538885; }; if (_velocity > 1311) exitWith { _A = 0.00166676386084348; _M = 1.60085100195952; };
case (_velocity > 1311) : { _A = 0.00166676386084348; _M = 1.60085100195952; }; if (_velocity > 1144) exitWith { _A = 0.000000101482730119215; _M = 2.9569674731838; };
case (_velocity > 1144) : { _A = 0.000000101482730119215; _M = 2.9569674731838 ; }; if (_velocity > 1004) exitWith { _A = 0.00000000000000000431542773103552; _M = 6.34106317069757; };
case (_velocity > 1004) : { _A = 0.00000000000000000431542773103552; _M = 6.34106317069757; }; if (_velocity > 670) exitWith { _A = 0.0000204835650496866; _M = 2.11688446325998; };
case (_velocity > 670) : { _A = 0.0000204835650496866; _M = 2.11688446325998; }; if (_velocity > 0) exitWith { _A = 0.0000750912466084823; _M = 1.92031057847052; };
case (_velocity > 0) : { _A = 0.0000750912466084823; _M = 1.92031057847052; };
}; };
}; };
case 7: case 7: {
{ call {
switch true do { if (_velocity > 4200) exitWith { _A = 0.00000000129081656775919; _M = 3.24121295355962; };
case (_velocity > 4200) : { _A = 0.00000000129081656775919; _M = 3.24121295355962; }; if (_velocity > 3000) exitWith { _A = 0.0171422231434847; _M = 1.27907168025204; };
case (_velocity > 3000) : { _A = 0.0171422231434847; _M = 1.27907168025204; }; if (_velocity > 1470) exitWith { _A = 0.00233355948302505; _M = 1.52693913274526; };
case (_velocity > 1470) : { _A = 0.00233355948302505; _M = 1.52693913274526; }; if (_velocity > 1260) exitWith { _A = 0.000797592111627665; _M = 1.67688974440324; };
case (_velocity > 1260) : { _A = 0.000797592111627665; _M = 1.67688974440324; }; if (_velocity > 1110) exitWith { _A = 0.00000000000571086414289273; _M = 4.3212826264889; };
case (_velocity > 1110) : { _A = 0.00000000000571086414289273; _M = 4.3212826264889 ; }; if (_velocity > 960) exitWith { _A = 0.0000000000000000302865108244904; _M = 5.99074203776707; };
case (_velocity > 960) : { _A = 0.0000000000000000302865108244904; _M = 5.99074203776707; }; if (_velocity > 670) exitWith { _A = 0.00000752285155782535; _M = 2.1738019851075; };
case (_velocity > 670) : { _A = 0.00000752285155782535; _M = 2.1738019851075 ; }; if (_velocity > 540) exitWith { _A = 0.0000131766281225189; _M = 2.08774690257991; };
case (_velocity > 540) : { _A = 0.0000131766281225189; _M = 2.08774690257991; }; if (_velocity > 0) exitWith { _A = 0.0000134504843776525; _M = 2.08702306738884; };
case (_velocity > 0) : { _A = 0.0000134504843776525; _M = 2.08702306738884; };
}; };
}; };
case 8: case 8: {
{ call {
switch true do { if (_velocity > 3571) exitWith { _A = 0.0112263766252305; _M = 1.33207346655961; };
case (_velocity > 3571) : { _A = 0.0112263766252305; _M = 1.33207346655961; }; if (_velocity > 1841) exitWith { _A = 0.0167252613732636; _M = 1.28662041261785; };
case (_velocity > 1841) : { _A = 0.0167252613732636; _M = 1.28662041261785; }; if (_velocity > 1120) exitWith { _A = 0.00220172456619625; _M = 1.55636358091189; };
case (_velocity > 1120) : { _A = 0.00220172456619625; _M = 1.55636358091189; }; if (_velocity > 1088) exitWith { _A = 0.00000000000000020538037167098; _M = 5.80410776994789; };
case (_velocity > 1088) : { _A = 0.00000000000000020538037167098; _M = 5.80410776994789; }; if (_velocity > 976) exitWith { _A = 0.00000000000592182174254121; _M = 4.29275576134191; };
case (_velocity > 976) : { _A = 0.00000000000592182174254121; _M = 4.29275576134191; }; if (_velocity > 0) exitWith { _A = 0.000043917343795117; _M = 1.99978116283334; };
case (_velocity > 0) : { _A = 0.000043917343795117; _M = 1.99978116283334; };
}; };
}; };
}; };
if (_A != -1 && _M != -1 && _velocity > 0 && _velocity < 10000) then { if (!isNil "_A" && !isNil "_M" && _velocity > 0 && _velocity < 10000) then {
_result = _A * (_velocity ^ _M) / _dragCoefficient; (_A * (_velocity ^ _M) / _dragCoefficient) / 3.2808399
_result = _result / 3.2808399; } else {
0
}; };
_result

View File

@ -13,33 +13,23 @@
* 6: barometric Pressure - hPA <NUMBER> * 6: barometric Pressure - hPA <NUMBER>
* *
* Return Value: * Return Value:
* 0: stability factor <NUMBER> * stability factor <NUMBER>
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_caliber", "_bulletLength", "_bulletMass", "_barrelTwist", "_muzzleVelocity", "_temperature", "_barometricPressure", "_l", "_t", "_stabilityFactor"]; private ["_twist", "_length", "_stabilityFactor"];
_caliber = _this select 0; params ["_caliber", "_bulletLength", "_bulletMass", "_barrelTwist", "_muzzleVelocity", "_temperature", "_barometricPressure"];
_bulletLength = _this select 1;
_bulletMass = _this select 2;
_barrelTwist = _this select 3;
_muzzleVelocity = _this select 4;
_temperature = _this select 5;
_barometricPressure = _this select 6;
// Source: http://www.jbmballistics.com/ballistics/bibliography/articles/miller_stability_1.pdf // Source: http://www.jbmballistics.com/ballistics/bibliography/articles/miller_stability_1.pdf
_t = _barrelTwist / _caliber; _twist = _barrelTwist / _caliber;
_l = _bulletLength / _caliber; _length = _bulletLength / _caliber;
_stabilityFactor = 7587000 * _bulletMass / (_t^2 * _caliber^3 * _l * (1 + _l^2)); _stabilityFactor = 7587000 * _bulletMass / (_twist^2 * _caliber^3 * _length * (1 + _length^2));
if (_muzzleVelocity > 341.376) then { if (_muzzleVelocity > 341.376) then {
_stabilityFactor = _stabilityFactor * (_muzzleVelocity / 853.44) ^ (1/3); (_stabilityFactor * (_muzzleVelocity / 853.44) ^ (1/3)) * KELVIN(_temperature) / KELVIN(15) * 1013.25 / _barometricPressure
} else { } else {
_stabilityFactor = _stabilityFactor * (_muzzleVelocity / 341.376) ^ (1/3); (_stabilityFactor * (_muzzleVelocity / 341.376) ^ (1/3)) * KELVIN(_temperature) / KELVIN(15) * 1013.25 / _barometricPressure
}; };
_stabilityFactor = _stabilityFactor * KELVIN(_temperature) / KELVIN(15) * 1013.25 / _barometricPressure;
_stabilityFactor

View File

@ -8,6 +8,8 @@
* *
* Return value: * Return value:
* None * None
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
@ -15,8 +17,6 @@
#define __ctrl1 (__dsp displayCtrl 132950) #define __ctrl1 (__dsp displayCtrl 132950)
#define __ctrl2 (__dsp displayCtrl 132951) #define __ctrl2 (__dsp displayCtrl 132951)
private ["_inclinationAngle", "_refPosition"];
if (GVAR(Protractor)) exitWith { if (GVAR(Protractor)) exitWith {
GVAR(Protractor) = false; GVAR(Protractor) = false;
1 cutText ["", "PLAIN"]; 1 cutText ["", "PLAIN"];
@ -32,17 +32,13 @@ EGVAR(weather,WindInfo) = false;
GVAR(Protractor) = true; GVAR(Protractor) = true;
[{ [{
params ["","_idPFH"];
if !(GVAR(Protractor) && !(weaponLowered ACE_player) && currentWeapon ACE_player == primaryWeapon ACE_player) exitWith { if !(GVAR(Protractor) && !(weaponLowered ACE_player) && currentWeapon ACE_player == primaryWeapon ACE_player) exitWith {
GVAR(Protractor) = false; GVAR(Protractor) = false;
1 cutText ["", "PLAIN"]; 1 cutText ["", "PLAIN"];
[_this select 1] call cba_fnc_removePerFrameHandler; [_idPFH] call cba_fnc_removePerFrameHandler;
}; };
_refPosition = [SafeZoneX + 0.001, SafeZoneY + 0.001, 0.2, 0.2 * 4/3];
_inclinationAngle = asin((ACE_player weaponDirection currentWeapon ACE_player) select 2);
_inclinationAngle = -58 max _inclinationAngle min 58;
1 cutRsc ["RscProtractor", "PLAIN", 1, false]; 1 cutRsc ["RscProtractor", "PLAIN", 1, false];
__ctrl1 ctrlSetScale 1; __ctrl1 ctrlSetScale 1;
@ -51,7 +47,7 @@ GVAR(Protractor) = true;
__ctrl1 ctrlSetTextColor [1, 1, 1, 1]; __ctrl1 ctrlSetTextColor [1, 1, 1, 1];
__ctrl2 ctrlSetScale 1; __ctrl2 ctrlSetScale 1;
__ctrl2 ctrlSetPosition [(_refPosition select 0), (_refPosition select 1) - 0.0012 * _inclinationAngle, (_refPosition select 2), (_refPosition select 3)]; __ctrl2 ctrlSetPosition [SafeZoneX + 0.001, SafeZoneY + 0.001 - 0.0012 * (-58 max (asin((ACE_player weaponDirection currentWeapon ACE_player) select 2)) min 58), 0.2, 0.2 * 4/3];
__ctrl2 ctrlCommit 0; __ctrl2 ctrlCommit 0;
__ctrl2 ctrlSetText QUOTE(PATHTOF(UI\protractor_marker.paa)); __ctrl2 ctrlSetText QUOTE(PATHTOF(UI\protractor_marker.paa));
__ctrl2 ctrlSetTextColor [1, 1, 1, 1]; __ctrl2 ctrlSetTextColor [1, 1, 1, 1];

View File

@ -0,0 +1,46 @@
/*
* Author: Glowbal, Ruthberg, joko // Jonas
* Handle the PFH for Bullets
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
private "_deleted";
_deleted = 0;
_aceTimeSecond = floor ACE_time;
{
private ["_bulletVelocity", "_bulletPosition", "_bulletSpeed"];
_x params["_bullet","_caliber","_bulletTraceVisible","_index"];
_bulletVelocity = velocity _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) exitWith {
GVAR(allBullets) deleteAt (_forEachIndex - _deleted);
_deleted = _deleted + 1;
};
_bulletPosition = getPosASL _bullet;
if (_bulletTraceVisible && _bulletSpeed > 500) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, _aceTimeSecond, ACE_time - _aceTimeSecond]);
} forEach GVAR(allBullets);
if (GVAR(allBullets) isEqualTo []) then {
[_this select 1] call CBA_fnc_removePerFrameHandler;
GVAR(BulletPFH) = nil;
};

View File

@ -13,28 +13,28 @@
* 6: projectile - Object of the projectile that was shot <OBJECT> * 6: projectile - Object of the projectile that was shot <OBJECT>
* *
* Return Value: * Return Value:
* Nothing * None
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_weapon", "_mode", "_ammo", "_magazine", "_caliber", "_bullet", "_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"]; // Early Quiting
_unit = _this select 0; if (!hasInterface) exitWith {};
_weapon = _this select 1; if (!GVAR(enabled)) exitWith {};
_mode = _this select 3;
_ammo = _this select 4; // Parameterization
_magazine = _this select 5; private ["_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
_bullet = _this select 6; params ["_unit", "_weapon", "", "_mode", "_ammo", "_magazine", "_bullet"];
_abort = false; _abort = false;
if (!hasInterface) exitWith {};
if (!alive _bullet) exitWith {};
if (!GVAR(enabled)) exitWith {};
if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
if (underwater _unit) exitWith {};
if (!(_ammo isKindOf "BulletBase")) exitWith {}; if (!(_ammo isKindOf "BulletBase")) exitWith {};
if (!alive _bullet) exitWith {};
if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {}; if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {};
if (underwater _unit) exitWith {};
if (!GVAR(simulateForEveryone) && !(local _unit)) then { if (!GVAR(simulateForEveryone) && !(local _unit)) then {
// The shooter is non local // The shooter is non local
_abort = true; _abort = true;
@ -58,34 +58,41 @@ if (_abort || !(GVAR(extensionAvailable))) exitWith {
}; };
}; };
// Get Weapon and Ammo Configurations
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo]; _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil {_AmmoCacheEntry}) then { if (isNil "_AmmoCacheEntry") then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig); _AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
}; };
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon]; _WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil {_WeaponCacheEntry}) then { if (isNil "_WeaponCacheEntry") then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig); _WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
}; };
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable"];
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
_bulletVelocity = velocity _bullet; _bulletVelocity = velocity _bullet;
_muzzleVelocity = vectorMagnitude _bulletVelocity; _muzzleVelocity = vectorMagnitude _bulletVelocity;
if (GVAR(barrelLengthInfluenceEnabled)) then { if (GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = [_WeaponCacheEntry select 2, _AmmoCacheEntry select 10, _AmmoCacheEntry select 11, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift); _barrelVelocityShift = uiNamespace getVariable [format [QGVAR(%1_muzzleVelocityShift),_weapon],nil];
if (_muzzleVelocityShift != 0) then { if (isNil "_barrelVelocityShift") then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift)); _barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
_bullet setVelocity _bulletVelocity; uiNamespace setVariable [format [QGVAR(%1_muzzleVelocityShift),_weapon],_muzzleVelocityShift];
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
}; };
}; };
if (GVAR(ammoTemperatureEnabled)) then { if (GVAR(ammoTemperatureEnabled)) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight); _temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_muzzleVelocityShift = [_AmmoCacheEntry select 9, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift); _temperatureVelocityShift = ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
};
if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
if (_muzzleVelocityShift != 0) then { if (_muzzleVelocityShift != 0) then {
_muzzleVelocity = _muzzleVelocity + (_barrelVelocityShift + _ammoTemperatureVelocityShift);
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift)); _bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity; _bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
}; };
}; };
@ -102,43 +109,22 @@ if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
}; };
}; };
_caliber = _AmmoCacheEntry select 1;
_bulletLength = _AmmoCacheEntry select 2;
_bulletMass = _AmmoCacheEntry select 3;
_barrelTwist = _WeaponCacheEntry select 0;
_stabilityFactor = 1.5; _stabilityFactor = 1.5;
if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then { if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
if (isNil "_temperature") then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight); _temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
};
_barometricPressure = ((getPosASL _bullet) select 2) call EFUNC(weather,calculateBarometricPressure); _barometricPressure = ((getPosASL _bullet) select 2) call EFUNC(weather,calculateBarometricPressure);
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor); _stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
}; };
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000; GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)]; _aceTimeSecond = floor ACE_time;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _muzzleVelocity, _transonicStabilityCoef, getPosASL _bullet, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, _aceTimeSecond, ACE_time - _aceTimeSecond];
[{ GVAR(allBullets) pushBack [_bullet, _caliber, _bulletTraceVisible, GVAR(currentbulletID)];
private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"];
_args = _this select 0;
_bullet = _args select 0;
_caliber = _args select 1;
_bulletTraceVisible = _args select 2;
_index = _args select 3;
_bulletVelocity = velocity _bullet; if (isNil QGVAR(BulletPFH)) then {
_bulletPosition = getPosASL _bullet; GVAR(BulletPFH) = [FUNC(handleFirePFH), GVAR(simulationInterval), []] call CBA_fnc_addPerFrameHandler;
};
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
if (_bulletTraceVisible && _bulletSpeed > 500) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, floor(ACE_time), ACE_time - floor(ACE_time)]);
}, GVAR(simulationInterval), [_bullet, _caliber, _bulletTraceVisible, GVAR(currentbulletID)]] call CBA_fnc_addPerFrameHandler;

View File

@ -8,17 +8,13 @@
* 2: activated <BOOL> * 2: activated <BOOL>
* *
* Return Value: * Return Value:
* None <NIL> * None
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_logic", "_units", "_activated"]; params ["_logic","_units", "_activated"];
_logic = _this select 0;
_units = _this select 1;
_activated = _this select 2;
if !(_activated) exitWith {}; if !(_activated) exitWith {};

View File

@ -3,10 +3,10 @@
* Initializes the advanced ballistics dll extension with terrain data * Initializes the advanced ballistics dll extension with terrain data
* *
* Arguments: * Arguments:
* Nothing * None
* *
* Return Value: * Return Value:
* Nothing * None
* *
* Public: No * Public: No
*/ */
@ -22,9 +22,9 @@ _initStartTime = ACE_time;
_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize"); _mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith { if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
if (GVAR(initMessageEnabled)) then { #ifdef DEBUG_MODE_FULL
systemChat "AdvancedBallistics: Terrain already initialized"; systemChat "AdvancedBallistics: Terrain already initialized";
}; #endIf
}; };
_mapGrids = ceil(_mapSize / 50) + 1; _mapGrids = ceil(_mapSize / 50) + 1;
@ -33,17 +33,14 @@ _gridCells = _mapGrids * _mapGrids;
GVAR(currentGrid) = 0; GVAR(currentGrid) = 0;
[{ [{
private ["_args", "_mapGrids", "_gridCells", "_initStartTime"]; params ["_args","_idPFH"];
_args = _this select 0; _args params ["_mapGrids", "_gridCells", "_initStartTime"];
_mapGrids = _args select 0;
_gridCells = _args select 1;
_initStartTime = _args select 2;
if (GVAR(currentGrid) >= _gridCells) exitWith { if (GVAR(currentGrid) >= _gridCells) exitWith {
if (GVAR(initMessageEnabled)) then { #ifdef DEBUG_MODE_FULL
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(ACE_time - _initStartTime)]; systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(ACE_time - _initStartTime)];
}; #endif
[_this select 1] call cba_fnc_removePerFrameHandler; [_idPFH] call cba_fnc_removePerFrameHandler;
}; };
for "_i" from 1 to 50 do { for "_i" from 1 to 50 do {

View File

@ -4,61 +4,53 @@
* Reads the ammo class config and updates the config cache * Reads the ammo class config and updates the config cache
* *
* Arguments: * Arguments:
* 0: ammo - classname <string> * ammo - classname <STRING>
* *
* Return Value: * Return Value:
* 0: [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable] <ARRAY> * 0: _airFriction
* 1: _caliber
* 2: _bulletLength
* 3: _bulletMass
* 4: _transonicStabilityCoef
* 5: _dragModel
* 6: _ballisticCoefficients
* 7: _velocityBoundaries
* 8: _atmosphereModel
* 9: _ammoTempMuzzleVelocityShifts
* 10: _muzzleVelocityTable
* 11: _barrelLengthTable
* *
* Return value: * Public: No
* None
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_ammo", "_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_result"]; private ["_ammo", "_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_result"];
_ammo = _this; _ammoConfig = configFile >> "CfgAmmo" >> _this;
_airFriction = getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction"); _airFriction = getNumber(_ammoConfig >> "airFriction");
_caliber = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_caliber"); _caliber = getNumber(_ammoConfig >> "ACE_caliber");
_bulletLength = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_bulletLength"); _bulletLength = getNumber(_ammoConfig >> "ACE_bulletLength");
_bulletMass = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_bulletMass"); _bulletMass = getNumber(_ammoConfig >> "ACE_bulletMass");
_transonicStabilityCoef = 0.5; _transonicStabilityCoef = getNumber(_ammoConfig >> "ACE_transonicStabilityCoef");
if (isNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef")) then { if (_transonicStabilityCoef == 0) then {
_transonicStabilityCoef = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef"); _transonicStabilityCoef = 0.5;
}; };
_dragModel = 1; _dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
_ballisticCoefficients = []; if (_dragModel == 0 || !(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_velocityBoundaries = [];
_atmosphereModel = "ICAO";
if (isNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_dragModel")) then {
_dragModel = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_dragModel");
if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1; _dragModel = 1;
};
}; };
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ballisticCoefficients")) then { _ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");
_ballisticCoefficients = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ballisticCoefficients"); _velocityBoundaries = getArray(_ammoConfig >> "ACE_velocityBoundaries");
}; _atmosphereModel = getText(_ammoConfig >> "ACE_standardAtmosphere");
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_velocityBoundaries")) then { if (_atmosphereModel isEqualTo "") then {
_velocityBoundaries = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_velocityBoundaries"); _atmosphereModel = "ICAO";
};
if (isText(configFile >> "CfgAmmo" >> _ammo >> "ACE_standardAtmosphere")) then {
_atmosphereModel = getText(configFile >> "CfgAmmo" >> _ammo >> "ACE_standardAtmosphere");
};
_ammoTempMuzzleVelocityShifts = [];
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts")) then {
_ammoTempMuzzleVelocityShifts = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts");
};
_muzzleVelocityTable = [];
_barrelLengthTable = [];
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_muzzleVelocities")) then {
_muzzleVelocityTable = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_muzzleVelocities");
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_barrelLengths")) then {
_barrelLengthTable = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_barrelLengths");
}; };
_ammoTempMuzzleVelocityShifts = getArray(_ammoConfig >> "ACE_ammoTempMuzzleVelocityShifts");
_muzzleVelocityTable = getArray(_ammoConfig >> "ACE_muzzleVelocities");
_barrelLengthTable = getArray(_ammoConfig >> "ACE_barrelLengths");
_result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable]; _result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable];
uiNamespace setVariable [format[QGVAR(%1), _ammo], _result]; uiNamespace setVariable [format[QGVAR(%1), _this], _result];
_result _result

View File

@ -4,28 +4,28 @@
* Reads the weapon class config and updates the config cache * Reads the weapon class config and updates the config cache
* *
* Arguments: * Arguments:
* 0: weapon - classname <string> * weapon - classname <STRING>
* *
* Return Value: * Return Value:
* 0: [_barrelTwist, _twistDirection, _barrelLength] <ARRAY> * 0: _barrelTwist
* 1: _twistDirection
* 2: _barrelLength
* *
* Return value: * Public: No
* None
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_weapon", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"]; private ["_weaponConfig", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"];
_weapon = _this; _weaponConfig = (configFile >> "CfgWeapons" >> _this);
_barrelTwist = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelTwist"); _barrelTwist = getNumber(_weaponConfig >> "ACE_barrelTwist");
_twistDirection = 1; _twistDirection = 1;
if (isNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection")) then { _twistDirection = getNumber(_weaponConfig >> "ACE_twistDirection");
_twistDirection = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection"); if !(_twistDirection in [-1, 0, 1]) then {
if (_twistDirection != -1 && _twistDirection != 0 && _twistDirection != 1) then {
_twistDirection = 1; _twistDirection = 1;
};
}; };
_barrelLength = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelLength");
_barrelLength = getNumber(_weaponConfig >> "ACE_barrelLength");
_result = [_barrelTwist, _twistDirection, _barrelLength]; _result = [_barrelTwist, _twistDirection, _barrelLength];

View File

@ -32,6 +32,9 @@
<German>Erweiterte Ballistik</German> <German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech> <Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese> <Portuguese>Balística avançada</Portuguese>
<French>Balistique avancée</French>
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English> <English>Advanced Ballistics</English>
@ -40,6 +43,9 @@
<German>Erweiterte Ballistik</German> <German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech> <Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese> <Portuguese>Balística avançada</Portuguese>
<French>Balistique avancée</French>
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English> <English>Enables advanced ballistics</English>
@ -48,6 +54,9 @@
<German>Aktiviert die erweiterte Ballistik</German> <German>Aktiviert die erweiterte Ballistik</German>
<Czech>Aktivuje pokročilou balistiku</Czech> <Czech>Aktivuje pokročilou balistiku</Czech>
<Portuguese>Ativa balística avançada</Portuguese> <Portuguese>Ativa balística avançada</Portuguese>
<French>Activer la balistique avancée</French>
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
<Russian>Включает продвинутую баллистику</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English> <English>Enabled For Snipers</English>
@ -56,6 +65,9 @@
<German>Für Scharfschützen aktiviert</German> <German>Für Scharfschützen aktiviert</German>
<Czech>Povoleno pro odstřelovače</Czech> <Czech>Povoleno pro odstřelovače</Czech>
<Portuguese>Ativar para caçadores</Portuguese> <Portuguese>Ativar para caçadores</Portuguese>
<French>Activer pour les snipers</French>
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
<Russian>Включена для снайперов</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English> <English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
@ -64,6 +76,9 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German> <German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech> <Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese> <Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
<French>Active la balistique avancée pour les snipers non locaux (en utilisant les optiques avancées)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных снайперов (при использовании мощной оптики)</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English> <English>Enabled For Group Members</English>
@ -72,6 +87,9 @@
<German>Für Gruppenmitglieder aktiviert</German> <German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech> <Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese> <Portuguese>Ativada para membros do grupo</Portuguese>
<French>Activer pour les membres groupés</French>
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
<Russian>Включена для группы</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English> <English>Enables advanced ballistics for non local group members</English>
@ -80,6 +98,9 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German> <German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech> <Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese> <Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
<French>Active la balistique avancée pour les membres groupés non locaux</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных членов группы</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English> <English>Enabled For Everyone</English>
@ -88,6 +109,9 @@
<German>Für jeden aktiviert</German> <German>Für jeden aktiviert</German>
<Czech>Povoleno pro všechny</Czech> <Czech>Povoleno pro všechny</Czech>
<Portuguese>Ativada para todos</Portuguese> <Portuguese>Ativada para todos</Portuguese>
<French>Activer pour tout le monde</French>
<Hungarian>Mindenkinek engedélyezve</Hungarian>
<Russian>Включена для всех</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English> <English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
@ -96,6 +120,9 @@
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German> <German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech> <Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese> <Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
<French>Active la balistique avancé pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
<Russian>Включает продвинутую баллистику для всех нелокальных игроков (включение этой опции может снизить производительность при массовых перестрелках в мультиплеере)</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English> <English>Always Enabled For Group Members</English>
@ -104,6 +131,9 @@
<German>Für Gruppenmitglieder immer aktiviert</German> <German>Für Gruppenmitglieder immer aktiviert</German>
<Czech>Vždy povoleno pro členy skupiny</Czech> <Czech>Vždy povoleno pro členy skupiny</Czech>
<Portuguese>Sempre ativada para membros do grupo</Portuguese> <Portuguese>Sempre ativada para membros do grupo</Portuguese>
<French>Toujours activer pour les membres groupés</French>
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
<Russian>Всегда включена для членов группы</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description"> <Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<English>Always enables advanced ballistics when a group member fires</English> <English>Always enables advanced ballistics when a group member fires</English>
@ -112,6 +142,9 @@
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German> <German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech> <Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese> <Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
<French>Active tout le temps la balistique avancée quand un membre du groupe ouvre le feu</French>
<Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian>
<Russian>Всегда включает продвинутую баллистику когда стреляет член группы</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English> <English>Disabled In FullAuto Mode</English>
@ -120,6 +153,9 @@
<German>Beim vollautomatischen Feuern deaktiviert</German> <German>Beim vollautomatischen Feuern deaktiviert</German>
<Czech>Zakázáno v automatickém režimu střelby</Czech> <Czech>Zakázáno v automatickém režimu střelby</Czech>
<Portuguese>Desabilitar no modo automático</Portuguese> <Portuguese>Desabilitar no modo automático</Portuguese>
<French>Désactiver en mode rafale libre</French>
<Hungarian>Automata módban letiltva</Hungarian>
<Russian>Выкл. для автомат. режима</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description"> <Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English> <English>Disables the advanced ballistics during full auto fire</English>
@ -128,6 +164,9 @@
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German> <German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech> <Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese> <Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
<French>Désactive la balistique avancée pour les tirs en rafale libre</French>
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
<Russian>Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English> <English>Enable Ammo Temperature Simulation</English>
@ -136,6 +175,9 @@
<German>Simulation der Munitionstemperatur aktivieren</German> <German>Simulation der Munitionstemperatur aktivieren</German>
<Czech>Povolit simulaci teploty munice</Czech> <Czech>Povolit simulaci teploty munice</Czech>
<Portuguese>Ativar simulação de temperatura de munição</Portuguese> <Portuguese>Ativar simulação de temperatura de munição</Portuguese>
<French>Activer la simulation de la température</French>
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
<Russian>Симуляция температуры для боеприпасов</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English> <English>Muzzle velocity varies with ammo temperature</English>
@ -144,6 +186,9 @@
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German> <German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech> <Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese> <Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
<French>La température de la munition influe sur la vélocité intiale</French>
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от температуры</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English> <English>Enable Barrel Length Simulation</English>
@ -152,6 +197,9 @@
<German>Simulation der Lauflänge aktivieren</German> <German>Simulation der Lauflänge aktivieren</German>
<Czech>Povolit simulaci délky hlavně</Czech> <Czech>Povolit simulaci délky hlavně</Czech>
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese> <Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
<French>Activer la simulation de la longueur de canon</French>
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
<Russian>Симуляция длины ствола</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English> <English>Muzzle velocity varies with barrel length</English>
@ -160,6 +208,9 @@
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German> <German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech> <Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese> <Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
<French>La longueur du canon influe sur la vélocité initale</French>
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от длины ствола</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English> <English>Enable Bullet Trace Effect</English>
@ -168,6 +219,9 @@
<German>Geschossspureffekt aktivieren</German> <German>Geschossspureffekt aktivieren</German>
<Czech>Povolit efekt trasírek</Czech> <Czech>Povolit efekt trasírek</Czech>
<Portuguese>Ativa efeito traçante de projétil</Portuguese> <Portuguese>Ativa efeito traçante de projétil</Portuguese>
<French>Activer l'effet traçante</French>
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
<Russian>Следы пуль</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description"> <Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English> <English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
@ -176,6 +230,9 @@
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German> <German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech> <Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese> <Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
<French>Active une tracante pour les munitions de gros calibre (seulement visible en utilisant des optiques avancées)</French>
<Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian>
<Russian>Включает эффект следов пуль для больших калибров (видны только через мощную оптику)</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English> <English>Simulation Interval</English>
@ -184,6 +241,9 @@
<German>Simulationsintervall</German> <German>Simulationsintervall</German>
<Czech>Interval simulace</Czech> <Czech>Interval simulace</Czech>
<Portuguese>Intervalo da simulação</Portuguese> <Portuguese>Intervalo da simulação</Portuguese>
<French>Intervalle de simulation</French>
<Hungarian>Szimuláció intervalluma</Hungarian>
<Russian>Интервал симуляции</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English> <English>Defines the interval between every calculation step</English>
@ -192,6 +252,9 @@
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German> <German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
<Czech>Určuje interval mezi každým výpočtem</Czech> <Czech>Určuje interval mezi každým výpočtem</Czech>
<Portuguese>Define o intervalo entre cada cálculo</Portuguese> <Portuguese>Define o intervalo entre cada cálculo</Portuguese>
<French>Défini un intervalle de calcul entre deux simulations</French>
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
<Russian>Определяет временной интервал между вычислениями</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName"> <Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English> <English>Simulation Radius</English>
@ -200,6 +263,9 @@
<German>Simulationsradius</German> <German>Simulationsradius</German>
<Czech>Rozsah simulace</Czech> <Czech>Rozsah simulace</Czech>
<Portuguese>Raio de simulação</Portuguese> <Portuguese>Raio de simulação</Portuguese>
<French>Rayon de simulation</French>
<Hungarian>Szimuláció hatóköre</Hungarian>
<Russian>Радиус симуляции</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description"> <Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English> <English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
@ -208,12 +274,19 @@
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German> <German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech> <Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese> <Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
<French>Défini le rayon autour du joueur (en mètres) d'application de la balistique avancée</French>
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
<Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_Description"> <Key ID="STR_ACE_Advanced_Ballistics_Description">
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English> <English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish> <Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech> <Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese> <Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>
<French>Ce module active la simulation de balistique avancée - ie les projectiles sont influencé par des varibles comme le vent, la température, la pression atmosphérique, l'humidité, la gravité, le type de munition et l'arme avec laquelles ils sont tirés</French>
<Hungarian>Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.</Hungarian>
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
</Key> </Key>
</Package> </Package>
</Project> </Project>

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@ -1,9 +1,10 @@
ace_aircraft ace_aircraft
============ ============
Changes to air weaponry, flightmodels and HUDs. Changes to air weaponry, flight models and HUDs.
- Contributions by Kimi (geraldbolso1899) for HUD updates
* Contributations by Kimi (geraldbolso1899) for HUD updates
## Maintainers ## Maintainers

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Aircraft"> <Package name="Aircraft">
<Key ID="STR_ACE_Aircraft_CMFlareLauncher_Burst_Name"> <Key ID="STR_ACE_Aircraft_CMFlareLauncher_Burst_Name">

11
addons/apl/README.md Normal file
View File

@ -0,0 +1,11 @@
ace_apl
============
Assets licensed under Arma Public License (APL).
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- None

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@ -3,8 +3,9 @@ ace_atragmx
ATragMX - Handheld ballistics calculator ATragMX - Handheld ballistics calculator
## Maintainers ## Maintainers
The people responsible for merging changes to this component or answering potential questions. The people responsible for merging changes to this component or answering potential questions.
- [Ruthberg] (http://github.com/Ulteq) - [Ruthberg](http://github.com/Ulteq)

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="ATragMX"> <Package name="ATragMX">
<Key ID="STR_ACE_ATragMX_Name"> <Key ID="STR_ACE_ATragMX_Name">

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@ -8,3 +8,24 @@ class Extended_PostInit_EventHandlers {
clientInit = QUOTE( call COMPILE_FILE(XEH_clientInit) ); clientInit = QUOTE( call COMPILE_FILE(XEH_clientInit) );
}; };
}; };
class Extended_GetIn_EventHandlers {
class All {
class ADDON {
getIn = QUOTE(_this call FUNC(handleGetIn));
};
};
};
class Extended_GetOut_EventHandlers {
class All {
class ADDON {
getOut = QUOTE(_this call FUNC(handleGetOut));
};
};
};
class Extended_Killed_EventHandlers {
class All {
class ADDON {
killed = QUOTE(_this call FUNC(handleKilled));
};
};
};

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@ -2,7 +2,9 @@ ace_attach
========== ==========
Introducing the ability to attach various throwables to yourself or vehicles, to mark your position and assist in IFF. Introducing the ability to attach various throwables to yourself or vehicles, to mark your position and assist in IFF.
Adds item `ACE_IR_Strobe_Item`.
#### Items Added:
`ACE_IR_Strobe_Item`
## Maintainers ## Maintainers

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@ -7,6 +7,9 @@ PREP(canAttach);
PREP(canDetach); PREP(canDetach);
PREP(detach); PREP(detach);
PREP(getChildrenAttachActions); PREP(getChildrenAttachActions);
PREP(handleGetIn);
PREP(handleGetOut);
PREP(handleKilled);
PREP(placeApprove); PREP(placeApprove);
ADDON = true; ADDON = true;

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@ -17,15 +17,14 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"]; params ["_attachToVehicle","_unit","_args", ["_silentScripted", false]];
params ["_attachToVehicle","_unit","_args"];
_args params [["_itemClassname","", [""]]]; _args params [["_itemClassname","", [""]]];
TRACE_3("params",_attachToVehicle,_unit,_itemClassname); TRACE_4("params",_attachToVehicle,_unit,_itemClassname,_silentScripted);
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
//Sanity Check (_unit has item in inventory, not over attach limit) //Sanity Check (_unit has item in inventory, not over attach limit)
if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");}; if ((_itemClassname == "") || {(!_silentScripted) && {!(_this call FUNC(canAttach))}}) exitWith {ERROR("Tried to attach, but check failed");};
_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable"); _itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
_onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName"); _onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
@ -40,12 +39,13 @@ if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
_onAtachText = format [localize LSTRING(Item_Attached), _onAtachText]; _onAtachText = format [localize LSTRING(Item_Attached), _onAtachText];
if (_unit == _attachToVehicle) then { //Self Attachment if (_unit == _attachToVehicle) then { //Self Attachment
_unit removeItem _itemClassname; // Remove item
_attachedItem = _itemVehClass createVehicle [0,0,0]; _attachedItem = _itemVehClass createVehicle [0,0,0];
_attachedItem attachTo _selfAttachPosition; _attachedItem attachTo [_unit, [-0.05, 0, 0.12], "rightshoulder"];
if (!_silentScripted) then {
_unit removeItem _itemClassname; // Remove item
[_onAtachText] call EFUNC(common,displayTextStructured); [_onAtachText] call EFUNC(common,displayTextStructured);
_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true]; };
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true]; _unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
} else { } else {
GVAR(placeAction) = PLACE_WAITING; GVAR(placeAction) = PLACE_WAITING;

View File

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

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@ -16,25 +16,27 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_attachedObjects", "_inRange"];
params ["_attachToVehicle", "_unit"]; params ["_attachToVehicle", "_unit"];
TRACE_2("params",_attachToVehicle,_unit); TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []]; if ((vehicle _unit) != _unit) exitWith {false};
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {false};
private ["_inRange"];
_inRange = false; _inRange = false;
if (_unit == _attachToVehicle) then { {
_inRange = count _attachedObjects > 0; _x params ["_xObject"];
} else { if (isNull _xObject) exitWith {
//Scan if unit is within range (using 2d distance) TRACE_1("Null attached",_x);
private ["_unitPos", "_objectPos"]; _attachedList deleteAt _forEachIndex;
_unitPos = getPos _unit; _attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
_unitPos set [2,0]; };
{ if (((getPos _unit) distance2d (getPos _xObject)) < 4) exitWith {_inRange = true};
_objectPos = getPos _x; } forEach _attachedList;
_objectPos set [2, 0];
if (_objectPos distance _unitPos < 4) exitWith {_inRange = true};
} forEach _attachedObjects;
};
canStand _unit && {_inRange} && {alive _attachToVehicle} _inRange &&
{(_unit == _attachToVehicle) || {canStand _unit}} &&
{alive _attachToVehicle}

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@ -16,15 +16,12 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_attachedObjects", "_attachedItems", "_itemDisplayName",
"_attachedObject", "_attachedIndex", "_itemName", "_minDistance",
"_unitPos", "_objectPos"
];
params ["_attachToVehicle","_unit"], params ["_attachToVehicle","_unit"],
TRACE_2("params",_attachToVehicle,_unit); TRACE_2("params",_attachToVehicle,_unit);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []]; private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance"];
_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachedObject = objNull; _attachedObject = objNull;
_attachedIndex = -1; _attachedIndex = -1;
@ -32,18 +29,17 @@ _itemName = "";
//Find closest attached object //Find closest attached object
_minDistance = 1000; _minDistance = 1000;
_unitPos = getPos _unit;
_unitPos set [2,0];
{ {
_objectPos = getPos _x; _x params ["_xObject", "_xItemName"];
_objectPos set [2, 0];
if (_objectPos distance _unitPos < _minDistance) then { if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
_minDistance = _objectPos distance _unitPos; _minDistance = ((getPos _unit) distance2d (getPos _xObject));
_attachedObject = _x; _attachedObject = _xObject;
_itemName = _attachedItems select _forEachIndex; _itemName = _xItemName;
_attachedIndex = _forEachIndex; _attachedIndex = _forEachIndex;
}; };
} forEach _attachedObjects; } forEach _attachedList;
// Check if unit has an attached item // Check if unit has an attached item
if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")}; if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
@ -68,10 +64,8 @@ if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then
}; };
// Reset unit variables // Reset unit variables
_attachedObjects deleteAt _attachedIndex; _attachedList deleteAt _attachedIndex;
_attachedItems deleteAt _attachedIndex; _attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
_attachToVehicle setVariable [QGVAR(Objects), _attachedObjects, true];
_attachToVehicle setVariable [QGVAR(ItemNames), _attachedItems, true];
// Display message // Display message
_itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName"); _itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");

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@ -0,0 +1,43 @@
/*
* Author: PabstMirror
* Handles when a unit gets in to a vehicle.
*
* Arguments:
* 0: vehicle <OBJECT>
* 1: dunno <OBJECT>
* 2: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [car2, x, player] call ACE_attach_fnc_handleGetIn
*
* Public: No
*/
#include "script_component.hpp"
params ["", "", "_unit"];
TRACE_1("params",_unit);
if (!local _unit) exitWith {};
private ["_attachedList"];
_attachedList = _unit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
(_attachedList select 0) params ["_xObject"];
if (!isNull _xObject) then {
TRACE_1("detaching and moving attached light",_xObject);
detach _xObject;
_xObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
[{
params ["_detachedLight"];
TRACE_1("delayed delete",_detachedLight);
deleteVehicle _detachedLight;
}, [_xObject], 2] call EFUNC(common,waitAndExecute);
(_attachedList select 0) set [0, objNull];
};
_unit setVariable [QGVAR(attached), _attachedList, true];

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@ -0,0 +1,35 @@
/*
* Author: PabstMirror
* Handles when a unit gets in to a vehicle.
*
* Arguments:
* 0: vehicle <OBJECT>
* 1: dunno <OBJECT>
* 2: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [car2, x, player] call ACE_attach_fnc_handleGetOut
*
* Public: No
*/
#include "script_component.hpp"
params ["", "", "_unit"];
TRACE_1("params",_unit);
if (!local _unit) exitWith {};
private ["_attachedList"];
_attachedList = _unit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
(_attachedList select 0) params ["_xObject", "_xItemName"];
if (isNull _xObject) then {
TRACE_1("null attached when exiting vehicle, scripted reattach",_xItemName);
_unit setVariable [QGVAR(attached), [], true];
[_unit, _unit, _xItemName, true] call FUNC(attach);
};

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@ -0,0 +1,39 @@
/*
* Author: PabstMirror
* Handles when vehicle or man is killed.
* Note: Runs where unit is local.
*
* Arguments:
* 0: DeadVehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob1] call ACE_attach_fnc_handleKilled
*
* Public: No
*/
#include "script_component.hpp"
params ["_deadUnit"];
TRACE_1("params",_deadUnit);
private ["_attachedList"];
_attachedList = _deadUnit getVariable [QGVAR(attached), []];
if ((count _attachedList) == 0) exitWith {};
{
_x params ["_xObject"];
TRACE_2("detaching",_xObject,_deadUnit);
detach _xObject;
//If it's a vehicle, also delete the attached
if (!(_deadUnit isKindOf "CAManBase")) then {
_xObject setPos ((getPos _deadUnit) vectorAdd [0, 0, -1000]);
[{deleteVehicle (_this select 0)}, [_xObject], 2] call EFUNC(common,waitAndExecute);
};
} forEach _attachedList;
_deadUnit setVariable [QGVAR(attached), nil, true];

View File

@ -25,7 +25,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"]; private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_attachList"];
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"]; params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAtachText", "_startingPosition"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition); TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
@ -87,12 +87,9 @@ _attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
//Remove Item from inventory //Remove Item from inventory
_unit removeItem _itemClassname; _unit removeItem _itemClassname;
//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames //Add Object to attached array
_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []]; _attachList = _attachToVehicle getVariable [QGVAR(attached), []];
_currentObjects pushBack _attachedObject; _attachList pushBack [_attachedObject, _itemClassname];
_attachToVehicle setVariable [QGVAR(Objects), _currentObjects, true]; _attachToVehicle setVariable [QGVAR(attached), _attachList, true];
_currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
_currentItemNames pushBack _itemClassname;
_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
[_onAtachText] call EFUNC(common,displayTextStructured); [_onAtachText] call EFUNC(common,displayTextStructured);

View File

@ -1,11 +1,11 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Attach"> <Package name="Attach">
<Key ID="STR_ACE_Attach_AttachDetach"> <Key ID="STR_ACE_Attach_AttachDetach">
<English>Attach item &gt;&gt;</English> <English>Attach item &gt;&gt;</English>
<German>Gegenstand befestigen &gt;&gt;</German> <German>Gegenstand befestigen &gt;&gt;</German>
<Spanish>Acoplar objeto &gt;&gt;</Spanish> <Spanish>Acoplar objeto &gt;&gt;</Spanish>
<Polish>Przyczep przedmiot &gt;&gt;</Polish> <Polish>Przyczep &gt;&gt;</Polish>
<French>Attacher l'objet &gt;&gt;</French> <French>Attacher l'objet &gt;&gt;</French>
<Czech>Připnout předmět &gt;&gt;</Czech> <Czech>Připnout předmět &gt;&gt;</Czech>
<Portuguese>Fixar item &gt;&gt;</Portuguese> <Portuguese>Fixar item &gt;&gt;</Portuguese>
@ -185,7 +185,7 @@
<English>%1&lt;br/&gt;Attached</English> <English>%1&lt;br/&gt;Attached</English>
<German>%1&lt;br/&gt;befestigt</German> <German>%1&lt;br/&gt;befestigt</German>
<Spanish>%1&lt;br/&gt;acoplada</Spanish> <Spanish>%1&lt;br/&gt;acoplada</Spanish>
<Polish>%1&lt;br/&gt;przyczepiono</Polish> <Polish>Przyczepiono&lt;br/&gt;%1</Polish>
<French>%1&lt;br/&gt;attachée</French> <French>%1&lt;br/&gt;attachée</French>
<Czech>%1&lt;br/&gt;Připnutý</Czech> <Czech>%1&lt;br/&gt;Připnutý</Czech>
<Portuguese>%1&lt;br/&gt;Fixada</Portuguese> <Portuguese>%1&lt;br/&gt;Fixada</Portuguese>
@ -197,7 +197,7 @@
<English>%1&lt;br/&gt;Detached</English> <English>%1&lt;br/&gt;Detached</English>
<German>%1&lt;br/&gt;entfernt</German> <German>%1&lt;br/&gt;entfernt</German>
<Spanish>%1&lt;br/&gt;quitada</Spanish> <Spanish>%1&lt;br/&gt;quitada</Spanish>
<Polish>%1&lt;br/&gt;odczepiono</Polish> <Polish>Odczepiono&lt;br/&gt;%1</Polish>
<French>%1&lt;br/&gt;détachée</French> <French>%1&lt;br/&gt;détachée</French>
<Czech>%1&lt;br/&gt;Odepnutý</Czech> <Czech>%1&lt;br/&gt;Odepnutý</Czech>
<Portuguese>%1&lt;br/&gt;Separada</Portuguese> <Portuguese>%1&lt;br/&gt;Separada</Portuguese>

View File

@ -1,7 +1,8 @@
ace_backpacks ace_backpacks
================= =================
Adds indication when someone else opens your backpack (soundeffect / camShake). Adds indication when someone else opens your backpack (sound effect and camera shake).
## Maintainers ## Maintainers

View File

@ -3,7 +3,6 @@
ADDON = false; ADDON = false;
PREP(backpackOpened); PREP(backpackOpened);
PREP(getBackpackAssignedUnit);
PREP(isBackpack); PREP(isBackpack);
PREP(onOpenInventory); PREP(onOpenInventory);

View File

@ -1,26 +1,27 @@
/* /*
* Author: commy2 * Author: commy2
* Someone opened your backpack. Play sound and camshake. Execute locally.
* *
* Someone opened your backpack. Execute locally. * Arguments:
*
* Argument:
* 0: Who accessed your inventory? (Object) * 0: Who accessed your inventory? (Object)
* 1: Unit that wields the backpack (Object) * 1: Unit that wields the backpack (Object)
* 2: The backpack object (Object) * 2: The backpack object (Object)
* *
* Return value: * Return Value:
* None. * None
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_unit,_target,_backpack); params ["_target", "_backpack"];
// do cam shake if the target is the player // do cam shake if the target is the player
if ([_target] call EFUNC(common,isPlayer)) then { if ([_target] call EFUNC(common,isPlayer)) then {
addCamShake [4, 0.5, 5]; addCamShake [4, 0.5, 5];
}; };
// play a rustling sound // play a zipper sound effect
private ["_sounds", "_position"]; private ["_sounds", "_position"];
_sounds = [ _sounds = [
@ -33,8 +34,7 @@ _sounds = [
QUOTE(PATHTO_R(sounds\zip_out.wav)) QUOTE(PATHTO_R(sounds\zip_out.wav))
]; ];
_position = _target modelToWorldVisual (_target selectionPosition "Spine3"); _position = AGLToASL (_target modelToWorldVisual (_target selectionPosition "Spine3"));
_position = _position call EFUNC(common,positionToASL);
playSound3D [ playSound3D [
_sounds select floor random count _sounds, _sounds select floor random count _sounds,

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@ -1,22 +0,0 @@
/*
* Author: commy2
*
* Returns the unit that has the given backpack object equipped.
*
* Argument:
* 0: A backpack object (Object)
*
* Return value:
* Unit that has the backpack equipped. (Object)
*/
#include "script_component.hpp"
private ["_backpack", "_unit"];
_backpack = _this select 0;
_unit = objNull;
{
if (backpackContainer _x == _backpack) exitWith {_unit = _x};
} forEach (allUnits + allDeadMen);
_unit

View File

@ -1,24 +1,24 @@
/* /*
* Author: commy2 * Author: commy2
* Check if the given backpack is an actual backpack that can store items. Parachute, static weapon packs, etc. will return false.
* *
* Check if the given backpack is an actual backpack that can store items. Parachute backpacks will return false for example. * Arguments:
* 0: Backpack <OBJECT, STRING>
* *
* Argument: * Return Value:
* 0: A backpack (Object or String) * Boolean <BOOL>
* *
* Return value: * Public: Yes
* Boolean (Bool)
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_backpack", "_config"]; params ["_backpack"];
_backpack = _this select 0;
if (typeName _backpack == "OBJECT") then { if (typeName _backpack == "OBJECT") then {
_backpack = typeOf _backpack; _backpack = typeOf _backpack;
}; };
private "_config";
_config = configFile >> "CfgVehicles" >> _backpack; _config = configFile >> "CfgVehicles" >> _backpack;
getText (_config >> "vehicleClass") == "backpacks" && {getNumber (_config >> "maximumLoad") > 0} getText (_config >> "vehicleClass") == "backpacks" && {getNumber (_config >> "maximumLoad") > 0} // return

View File

@ -1,30 +1,31 @@
/* /*
* Author: commy2 * Author: commy2
* Handle the open inventory event. Camshake and sound on target client.
* *
* Handle the open inventory event. Display message on traget client. * Arguments:
* 0: Unit <OBJECT>
* 1: Backpack <OBJECT>
* *
* Argument: * Return Value:
* Input from "InventoryOpened" eventhandler
*
* Return value:
* false. Always open the inventory dialog. (Bool) * false. Always open the inventory dialog. (Bool)
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_backpack"]; params ["_unit", "_backpack"];
_unit = _this select 0; // exit if the target is not a real backpack, i.e. parachute, static weapon bag etc.
_backpack = _this select 1; if !([_backpack] call FUNC(isBackpack)) exitWith {false};
// exit if the target is not a backpack
if !([_backpack] call FUNC(isBackpack)) exitWith {};
// get the unit that wears the backpack object // get the unit that wears the backpack object
private "_target"; private "_target";
_target = [_backpack] call FUNC(getBackpackAssignedUnit); _target = objectParent _backpack;
if (isNull _target) exitWith {false};
// raise event on target unit // raise event on target unit
["backpackOpened", _target, [_unit, _target, _backpack]] call EFUNC(common,targetEvent); ["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
// return false to open inventory as usual // return false to open inventory as usual
false false

View File

@ -6,23 +6,11 @@ class CfgAmmo {
timeToLive=6; timeToLive=6;
}; };
class B_20mm : BulletBase {
timeToLive=30;
};
class B_25mm : BulletBase {
timeToLive=30;
};
class B_35mm_AA : BulletBase {
timeToLive=30;
};
class B_30mm_AP : BulletBase {
timeToLive=30;
};
class B_556x45_Ball : BulletBase { class B_556x45_Ball : BulletBase {
airFriction=-0.00126466; airFriction=-0.00126466;
hit=8; hit=8;
typicalSpeed=750; typicalSpeed=750;
tracerScale = 1;
tracerStartTime=0.073; // M856 tracer burns out to 800m tracerStartTime=0.073; // M856 tracer burns out to 800m
tracerEndTime=1.57123; // Time in seconds calculated with ballistics calculator tracerEndTime=1.57123; // Time in seconds calculated with ballistics calculator
ACE_caliber=5.69; ACE_caliber=5.69;
@ -128,9 +116,13 @@ class CfgAmmo {
ACE_muzzleVelocities[]={785, 883, 925}; ACE_muzzleVelocities[]={785, 883, 925};
ACE_barrelLengths[]={254.0, 414.02, 508.0}; ACE_barrelLengths[]={254.0, 414.02, 508.0};
}; };
class B_56x15_dual: BulletBase {
tracerScale = 0.5;
};
class B_65x39_Caseless : BulletBase { class B_65x39_Caseless : BulletBase {
airFriction=-0.00075308; airFriction=-0.00075308;
typicalSpeed=800; typicalSpeed=800;
tracerScale = 1.1; //1.0;
ACE_caliber=6.706; ACE_caliber=6.706;
ACE_bulletLength=32.893; ACE_bulletLength=32.893;
ACE_bulletMass=7.9704; ACE_bulletMass=7.9704;
@ -180,10 +172,15 @@ class CfgAmmo {
ACE_muzzleVelocities[]={750, 820, 840, 852, 860}; ACE_muzzleVelocities[]={750, 820, 840, 852, 860};
ACE_barrelLengths[]={254.0, 406.4, 508.0, 609.6, 660.4}; ACE_barrelLengths[]={254.0, 406.4, 508.0, 609.6, 660.4};
}; };
class SubmunitionBullet;
class B_65x39_Minigun_Caseless: SubmunitionBullet {
tracerScale = 1.1; //1.0;
};
class B_762x51_Ball : BulletBase { class B_762x51_Ball : BulletBase {
airFriction=-0.00100957; airFriction=-0.00100957;
typicalSpeed=833; typicalSpeed=833;
hit=9; hit=9;
tracerScale = 1.2; //0.6;
tracerStartTime=0.073; // Based on the British L5A1 which burns out to 1000m tracerStartTime=0.073; // Based on the British L5A1 which burns out to 1000m
tracerEndTime=2.15957; // Time in seconds calculated with ballistics calculator tracerEndTime=2.15957; // Time in seconds calculated with ballistics calculator
ACE_caliber=7.823; ACE_caliber=7.823;
@ -479,6 +476,7 @@ class CfgAmmo {
class B_9x21_Ball : BulletBase { class B_9x21_Ball : BulletBase {
airFriction=-0.00226847; airFriction=-0.00226847;
typicalSpeed=390; typicalSpeed=390;
tracerScale = 0.5;
hit=6; hit=6;
ACE_caliber=9.042; ACE_caliber=9.042;
ACE_bulletLength=15.494; ACE_bulletLength=15.494;
@ -491,6 +489,9 @@ class CfgAmmo {
ACE_muzzleVelocities[]={440, 460, 480}; ACE_muzzleVelocities[]={440, 460, 480};
ACE_barrelLengths[]={101.6, 127.0, 228.6}; ACE_barrelLengths[]={101.6, 127.0, 228.6};
}; };
class B_9x21_Ball_Tracer_Green: B_9x21_Ball {
tracerScale = 0.5;
};
class ACE_9x18_Ball_57N181S : B_9x21_Ball { class ACE_9x18_Ball_57N181S : B_9x21_Ball {
hit=5; hit=5;
airFriction=-0.00190333; airFriction=-0.00190333;
@ -584,6 +585,7 @@ class CfgAmmo {
timeToLive=10; timeToLive=10;
airFriction=-0.00038944; airFriction=-0.00038944;
typicalSpeed=910; typicalSpeed=910;
tracerScale = 1.3; //1.2;
ACE_caliber=10.363; ACE_caliber=10.363;
ACE_bulletLength=54.0; ACE_bulletLength=54.0;
ACE_bulletMass=26.568; ACE_bulletMass=26.568;
@ -670,9 +672,13 @@ class CfgAmmo {
ACE_muzzleVelocities[]={880, 915, 925}; ACE_muzzleVelocities[]={880, 915, 925};
ACE_barrelLengths[]={508.0, 660.4, 711.2}; ACE_barrelLengths[]={508.0, 660.4, 711.2};
}; };
class B_127x33_Ball: BulletBase {
tracerScale = 1.3; //1.2;
};
class B_127x54_Ball : BulletBase { class B_127x54_Ball : BulletBase {
airFriction=-0.00019268; airFriction=-0.00019268;
typicalSpeed=300; typicalSpeed=300;
tracerScale = 1.3;//
ACE_caliber=12.954; ACE_caliber=12.954;
ACE_bulletLength=64.516; ACE_bulletLength=64.516;
ACE_bulletMass=48.6; ACE_bulletMass=48.6;
@ -688,6 +694,7 @@ class CfgAmmo {
timeToLive=10; timeToLive=10;
airFriction=-0.00057503; airFriction=-0.00057503;
typicalSpeed=900; typicalSpeed=900;
tracerScale = 1.3; //1.2;
ACE_caliber=12.954; ACE_caliber=12.954;
ACE_bulletLength=58.674; ACE_bulletLength=58.674;
ACE_bulletMass=41.9256; ACE_bulletMass=41.9256;
@ -703,6 +710,7 @@ class CfgAmmo {
timeToLive=10; timeToLive=10;
airFriction=-0.00057503; airFriction=-0.00057503;
typicalSpeed=900; typicalSpeed=900;
tracerScale = 1.3;//
hit=25; hit=25;
caliber=4.0; caliber=4.0;
ACE_caliber=12.954; ACE_caliber=12.954;
@ -736,6 +744,7 @@ class CfgAmmo {
timeToLive=10; timeToLive=10;
airFriction=-0.00063800; airFriction=-0.00063800;
typicalSpeed=820; typicalSpeed=820;
tracerScale = 1.3; //1.5;
ACE_caliber=12.979; ACE_caliber=12.979;
ACE_bulletLength=64.008; ACE_bulletLength=64.008;
ACE_bulletMass=48.276; ACE_bulletMass=48.276;
@ -750,6 +759,7 @@ class CfgAmmo {
class B_45ACP_Ball : BulletBase { class B_45ACP_Ball : BulletBase {
airFriction=-0.00081221; airFriction=-0.00081221;
typicalSpeed=250; typicalSpeed=250;
tracerScale = 0.6;
ACE_caliber=11.481; ACE_caliber=11.481;
ACE_bulletLength=17.272; ACE_bulletLength=17.272;
ACE_bulletMass=14.904; ACE_bulletMass=14.904;
@ -761,4 +771,36 @@ class CfgAmmo {
ACE_muzzleVelocities[]={230, 250, 285}; ACE_muzzleVelocities[]={230, 250, 285};
ACE_barrelLengths[]={101.6, 127.0, 228.6}; ACE_barrelLengths[]={101.6, 127.0, 228.6};
}; };
class B_19mm_HE: BulletBase {
tracerScale = 1;
};
class B_30mm_HE: B_19mm_HE {
tracerScale = 2.5;
};
class B_20mm: BulletBase {
timeToLive=30;
tracerScale = 1.5; //1;
};
class B_25mm: BulletBase {
timeToLive=30;
tracerScale = 2.0; //1;
};
class B_30mm_AP: BulletBase {
timeToLive=30;
tracerScale = 2.5;
};
class B_35mm_AA: BulletBase {
timeToLive=30;
tracerScale = 2.75; //1.85;
};
class ShellBase;
class Sh_120mm_HE: ShellBase {
tracerScale = 3;
};
class Sh_120mm_APFSDS: ShellBase {
tracerScale = 3;
};
class Gatling_30mm_HE_Plane_CAS_01_F: BulletBase {
tracerScale = 2.5;
};
}; };

View File

@ -3,10 +3,11 @@ ace_ballistics
Changes to weapon, magazine and ammunition values. Changes to weapon, magazine and ammunition values.
## Maintainers ## Maintainers
The people responsible for merging changes to this component or answering potential questions. The people responsible for merging changes to this component or answering potential questions.
- [Ruthberg] (http://github.com/Ulteq) - [Ruthberg](http://github.com/Ulteq)
- [KoffeinFlummi](https://github.com/KoffeinFlummi) - [KoffeinFlummi](https://github.com/KoffeinFlummi)
- [commy2](https://github.com/commy2) - [commy2](https://github.com/commy2)

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Ballistics"> <Package name="Ballistics">
<!-- MX --> <!-- MX -->
@ -1599,6 +1599,9 @@
<German>[ACE] Munitionskiste</German> <German>[ACE] Munitionskiste</German>
<Czech>[ACE] Bedna s municí</Czech> <Czech>[ACE] Bedna s municí</Czech>
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese> <Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
<French>[ACE] Caisse de munitions</French>
<Hungarian>[ACE] Lőszeres láda</Hungarian>
<Russian>[ACE] Ящик с боеприпасами</Russian>
</Key> </Key>
</Package> </Package>
</Project> </Project>

View File

@ -25,14 +25,6 @@ class Extended_GetOut_EventHandlers {
}; };
}; };
}; };
//reset captivity and escorting status when getting killed
class Extended_Killed_EventHandlers {
class CAManBase {
class GVAR(AutoDetachCaptive) {
killed = QUOTE(_this call FUNC(handleKilled));
};
};
};
//mission start //mission start
class Extended_InitPost_EventHandlers { class Extended_InitPost_EventHandlers {
class CAManBase { class CAManBase {

View File

@ -18,6 +18,11 @@ class CfgMovesBasic {
default = "ACE_AmovPercMstpSsurWnonDnon"; default = "ACE_AmovPercMstpSsurWnonDnon";
PutDown = ""; PutDown = "";
}; };
class ACE_CivilHandCuffedFFVActions: ACE_CivilStandHandcuffedActions {
stop = "ACE_HandcuffedFFV";
StopRelaxed = "ACE_HandcuffedFFV";
default = "ACE_HandcuffedFFV";
};
}; };
}; };
@ -30,6 +35,12 @@ class CfgMovesMaleSdr: CfgMovesBasic {
class CutSceneAnimationBase; class CutSceneAnimationBase;
#define MACRO_ANIMATION \
head = "headDefault"; \
aimingBody = "aimingNo"; \
forceAim = 1; \
static = 1;
//Handcuffed Anims: //Handcuffed Anims:
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon: CutSceneAnimationBase { class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon: CutSceneAnimationBase {
actions = "ACE_CivilStandHandcuffedActions"; actions = "ACE_CivilStandHandcuffedActions";
@ -40,6 +51,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon",0.1}; ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
canReload = 0; canReload = 0;
MACRO_ANIMATION
}; };
class ACE_AmovPercMstpScapWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon { class ACE_AmovPercMstpScapWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_Ease"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_Ease";
@ -47,14 +59,25 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01}; InterpolateTo[] = {"Unconscious",0.01};
looped = 1; looped = 1;
MACRO_ANIMATION
}; };
class ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon { class ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
actions = "CivilStandActions"; actions = "CivilStandActions";
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_easeout"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_easeout";
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1}; ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1};
MACRO_ANIMATION
}; };
//Handcuffed-FFV:
class ACE_HandcuffedFFV: ACE_AmovPercMstpScapWnonDnon {
file = "\A3\cargoposes_F_heli\anim\passenger_flatground_3idleunarmed.rtm";
actions = "ACE_CivilHandCuffedFFVActions";
ConnectTo[] = {};
MACRO_ANIMATION
};
//Surrender Anims: //Surrender Anims:
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase { class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
actions = "ACE_CivilStandSurrenderActions"; actions = "ACE_CivilStandSurrenderActions";
@ -65,6 +88,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon",0.1}; ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
canReload = 0; canReload = 0;
MACRO_ANIMATION
}; };
class ACE_AmovPercMstpSsurWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon { class ACE_AmovPercMstpSsurWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon";
@ -72,6 +96,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
looped = 1; looped = 1;
ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01}; InterpolateTo[] = {"Unconscious",0.01};
MACRO_ANIMATION
}; };
class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon { class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
speed = 0.5; //for gameplay reasons, slow this down speed = 0.5; //for gameplay reasons, slow this down
@ -79,6 +104,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1}; ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1};
MACRO_ANIMATION
}; };
}; };
}; };

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@ -12,6 +12,8 @@ class CfgVehicles {
exceptions[] = {}; exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa)); icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
}; };
class ACE_MainActions {
class ACE_RemoveHandcuffs { class ACE_RemoveHandcuffs {
displayName = CSTRING(ReleaseCaptive); displayName = CSTRING(ReleaseCaptive);
selection = "righthand"; selection = "righthand";
@ -21,8 +23,6 @@ class CfgVehicles {
exceptions[] = {}; exceptions[] = {};
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa)); icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
}; };
class ACE_MainActions {
class ACE_EscortCaptive { class ACE_EscortCaptive {
displayName = CSTRING(EscortCaptive); displayName = CSTRING(EscortCaptive);
distance = 4; distance = 4;
@ -97,7 +97,7 @@ class CfgVehicles {
}; };
}; };
#define MACRO_LOADUNLOADCAPTIVE \ #define MACRO_LOADCAPTIVE \
class ACE_Actions { \ class ACE_Actions { \
class ACE_MainActions { \ class ACE_MainActions { \
class GVAR(LoadCaptive) { \ class GVAR(LoadCaptive) { \
@ -113,27 +113,27 @@ class CfgVehicles {
class LandVehicle; class LandVehicle;
class Car: LandVehicle { class Car: LandVehicle {
MACRO_LOADUNLOADCAPTIVE MACRO_LOADCAPTIVE
}; };
class Tank: LandVehicle { class Tank: LandVehicle {
MACRO_LOADUNLOADCAPTIVE MACRO_LOADCAPTIVE
}; };
class Air; class Air;
class Helicopter: Air { class Helicopter: Air {
MACRO_LOADUNLOADCAPTIVE MACRO_LOADCAPTIVE
}; };
class Plane: Air { class Plane: Air {
MACRO_LOADUNLOADCAPTIVE MACRO_LOADCAPTIVE
}; };
class Ship; class Ship;
class Ship_F: Ship { class Ship_F: Ship {
MACRO_LOADUNLOADCAPTIVE MACRO_LOADCAPTIVE
}; };
class StaticWeapon: LandVehicle { class StaticWeapon: LandVehicle {
MACRO_LOADUNLOADCAPTIVE MACRO_LOADCAPTIVE
}; };
class Box_NATO_Support_F; class Box_NATO_Support_F;
@ -190,8 +190,8 @@ class CfgVehicles {
defaultValue = 1; defaultValue = 1;
}; };
class requireSurrender { class requireSurrender {
displayName = CSTRING(ModuleSettings_allowSurrender_name); displayName = CSTRING(ModuleSettings_requireSurrender_name);
description = CSTRING(ModuleSettings_allowSurrender_description); description = CSTRING(ModuleSettings_requireSurrender_description);
typeName = "NUMBER"; typeName = "NUMBER";
class values { class values {
class disable { class disable {

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@ -1,10 +1,10 @@
ace_captives ace_captives
============ ============
Allows taking people captive/handcuffed Adds ability to handcuff and surrender.
####Items: #### Items Added:
`ACE_CableTie` - adds ability to take someone captive `ACE_CableTie`
## Maintainers ## Maintainers

View File

@ -6,12 +6,11 @@
if (isServer) then { if (isServer) then {
addMissionEventHandler ["HandleDisconnect", { addMissionEventHandler ["HandleDisconnect", {
PARAMS_1(_disconnectedPlayer); params ["_disconnectedPlayer"];
private "_escortedUnit"; private "_escortedUnit";
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull]; _escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then { if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
detach _escortedUnit; detach _escortedUnit;
//systemChat "debug: DC detach";
}; };
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then { if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true]; _disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
@ -19,7 +18,6 @@ if (isServer) then {
}]; }];
}; };
["playerVehicleChanged", {_this call FUNC(handleVehicleChanged)}] call EFUNC(common,addEventHandler);
["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler); ["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler);
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler); ["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler); ["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
@ -28,7 +26,7 @@ if (isServer) then {
["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler); ["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
["SetSurrendered", {_this call FUNC(setSurrendered)}] call EFUNC(common,addEventHandler); ["SetSurrendered", {_this call FUNC(setSurrendered)}] call EFUNC(common,addEventHandler);
//Medical Integration Events??? //Medical Integration Events
["medical_onUnconscious", {_this call ACE_Captives_fnc_handleOnUnconscious}] call EFUNC(common,addEventHandler); ["medical_onUnconscious", {_this call ACE_Captives_fnc_handleOnUnconscious}] call EFUNC(common,addEventHandler);
if (!hasInterface) exitWith {}; if (!hasInterface) exitWith {};

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@ -16,9 +16,9 @@ PREP(doFriskPerson);
PREP(doLoadCaptive); PREP(doLoadCaptive);
PREP(doRemoveHandcuffs); PREP(doRemoveHandcuffs);
PREP(doUnloadCaptive); PREP(doUnloadCaptive);
PREP(findEmptyNonFFVCargoSeat);
PREP(handleGetIn); PREP(handleGetIn);
PREP(handleGetOut); PREP(handleGetOut);
PREP(handleKilled);
PREP(handleOnUnconscious); PREP(handleOnUnconscious);
PREP(handlePlayerChanged); PREP(handlePlayerChanged);
PREP(handleRespawn); PREP(handleRespawn);

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@ -23,4 +23,9 @@ params ["_unit", "_target"];
("ACE_CableTie" in (items _unit)) && ("ACE_CableTie" in (items _unit)) &&
{alive _target} && {alive _target} &&
{!(_target getVariable [QGVAR(isHandcuffed), false])} && {!(_target getVariable [QGVAR(isHandcuffed), false])} &&
(GVAR(requireSurrender) == 0 || ((_target getVariable [QGVAR(isSurrendering), false]) || (currentWeapon _target == "" && GVAR(requireSurrender) == 2))) {
(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
{GVAR(requireSurrender) == 0} || //or don't require surrendering
{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon
}

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@ -11,28 +11,36 @@
* The return value <BOOL> * The return value <BOOL>
* *
* Example: * Example:
* [player, bob] call ACE_captives_fnc_canLoadCaptive * [player, bob, car] call ACE_captives_fnc_canLoadCaptive
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_objects"];
params ["_unit", "_target","_vehicle"]; params ["_unit", "_target","_vehicle"];
if (isNull _target) then { if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
_objects = attachedObjects _unit; //Looking at a vehicle while escorting, get target from attached objects:
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter); {
if ((count _objects) > 0) then {_target = _objects select 0;}; if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
}; };
if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
if (isNull _vehicle) then { if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship_F"], 10]; //Looking at a captive unit, search for nearby vehicles with valid seats:
if ((count _objects) > 0) then {_vehicle = _objects select 0;}; {
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
//We have a vehicle picked, make sure it has empty seats:
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
}; };
(!isNull _target) (!isNull _vehicle)
&& {!isNull _vehicle}
&& {_unit getVariable [QGVAR(isEscorting), false]}
&& {_target getVariable [QGVAR(isHandcuffed), false]}
&& {_vehicle emptyPositions "cargo" > 0}

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@ -20,4 +20,5 @@ params ["_unit", "_target"];
//Unit is handcuffed and not currently being escorted //Unit is handcuffed and not currently being escorted
_target getVariable [QGVAR(isHandcuffed), false] && _target getVariable [QGVAR(isHandcuffed), false] &&
{isNull (attachedTo _target)} {isNull (attachedTo _target)} &&
{(vehicle _target) == _target}

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@ -35,7 +35,9 @@ if (_state) then {
nil, 20, false, true, "", QUOTE(!isNull (GETVAR(_target,QGVAR(escortedUnit),objNull)))]; nil, 20, false, true, "", QUOTE(!isNull (GETVAR(_target,QGVAR(escortedUnit),objNull)))];
[{ [{
EXPLODE_3_PVT((_this select 0),_unit,_target,_actionID); params ["_args", "_pfID"];
_args params ["_unit", "_target", "_actionID"];
if (_unit getVariable [QGVAR(isEscorting), false]) then { if (_unit getVariable [QGVAR(isEscorting), false]) then {
if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then { if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then {
_unit setVariable [QGVAR(isEscorting), false, true]; _unit setVariable [QGVAR(isEscorting), false, true];

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@ -18,7 +18,6 @@
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"]; private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
PARAMS_2(_player,_unit);
params ["_player", "_unit"]; params ["_player", "_unit"];
_weapon = currentWeapon _player; _weapon = currentWeapon _player;

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@ -1,6 +1,6 @@
/* /*
* Author: commy2 * Author: commy2
* Unit loads the target object into a vehicle. * Unit loads the target object into a vehicle. (logic same as canLoadCaptive)
* *
* Arguments: * Arguments:
* 0: Unit that wants to load a captive <OBJECT> * 0: Unit that wants to load a captive <OBJECT>
@ -17,24 +17,34 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private "_objects";
params ["_unit", "_target","_vehicle"]; params ["_unit", "_target","_vehicle"];
if (isNull _target) then { if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
_objects = attachedObjects _unit; //Looking at a vehicle while escorting, get target from attached objects:
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter); {
if ((count _objects) > 0) then {_target = _objects select 0;}; if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
}; };
if (isNull _target) exitWith {}; if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {ERROR("");};
if (isNull _vehicle) then { if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car_F", "Tank_F", "Helicopter_F", "Boat_F", "Plane_F"], 10]; //Looking at a captive unit, search for nearby vehicles with valid seats:
if ((count _objects) > 0) then {_vehicle = _objects select 0;}; {
// if (([_x] call FUNC(findEmptyNonFFVCargoSeat)) != -1) exitWith {
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
// if (([_vehicle] call FUNC(findEmptyNonFFVCargoSeat)) == -1) then {
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
}; };
if (isNull _vehicle) exitWith {};
if ((!isNil "_target") && {!isNil "_vehicle"}) then { if (isNull _vehicle) exitWith {ERROR("");};
_unit setVariable [QGVAR(isEscorting), false, true];
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent); _unit setVariable [QGVAR(isEscorting), false, true];
}; ["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);

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@ -0,0 +1,67 @@
/*
* Author: PabstMirror
* Finds a free cargo seat, searching non FFV first
*
* Arguments:
* 0: The Vehicle <OBJECT>
*
* Return Value:
* ARRAY [seat index <NUMBER>, is FFV <BOOL>]
*
* Example:
* [car1] call ACE_captives_fnc_findEmptyNonFFVCargoSeat
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
TRACE_1("params", _vehicle);
_vehicleConfig = configFile >> "CfgVehicles" >> (typeOf _vehicle);
_proxyOrder = getArray (_vehicleConfig >> "getInProxyOrder");
_transportSoldier = getNumber (_vehicleConfig >> "transportSoldier");
_realCargoCount = if (isArray (_vehicleConfig >> "getInProxyOrder")) then {count _proxyOrder} else {_transportSoldier};
//Find FFV turrets:
_ffvCargoIndexes = [];
{
_turretConfig = [_vehicleConfig, _x] call EFUNC(common,getTurretConfigPath);
_isCargoProxy = ((getText (_turretConfig >> "proxyType")) == "CPCargo") && {isNumber (_turretConfig >> "proxyIndex")};
if (_isCargoProxy) then {
_proxyCargoIndex = getNumber (_turretConfig >> "proxyIndex");
_cargoIndex = _proxyOrder find _proxyCargoIndex;
_ffvCargoIndexes pushBack _cargoIndex;
};
} forEach (allTurrets [_vehicle, true]);
//Find Empty Seats:
_occupiedSeats = [];
{
_x params ["", "", "_xIndex"];
if (_xIndex > -1) then {_occupiedSeats pushBack _xIndex;};
} forEach (fullCrew _vehicle);
TRACE_3("Searching for empty seat",_realCargoCount,_ffvCargoIndexes,_occupiedSeats);
_emptyCargoSeatReturn = [-1, false];
//First seach for non-ffv seats:
for "_index" from 0 to (_realCargoCount - 1) do {
if ((!(_index in _ffvCargoIndexes)) && {!(_index in _occupiedSeats)}) exitWith {
_emptyCargoSeatReturn = [_index, false];
};
};
//Only use FFV if none found:
if (_emptyCargoSeatReturn isEqualTo [-1, false]) then {
for "_index" from 0 to (_realCargoCount - 1) do {
if (!(_index in _occupiedSeats)) exitWith {
_emptyCargoSeatReturn = [_index, true];
};
};
};
_emptyCargoSeatReturn

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@ -4,8 +4,8 @@
* *
* Arguments: * Arguments:
* 0: _vehicle <OBJECT> * 0: _vehicle <OBJECT>
* 2: dunno <OBJECT> * 1: dunno <OBJECT>
* 1: _unit <OBJECT> * 2: _unit <OBJECT>
* *
* Return Value: * Return Value:
* The return value <BOOL> * The return value <BOOL>
@ -17,7 +17,8 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_vehicle", "_dontcare","_unit"]; params ["_vehicle", "","_unit"];
TRACE_2("params",_vehicle,_unit);
if (local _unit) then { if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then { if (_unit getVariable [QGVAR(isEscorting), false]) then {
@ -25,6 +26,20 @@ if (local _unit) then {
}; };
if (_unit getVariable [QGVAR(isSurrendering), false]) then { if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrender); [_unit, false] call FUNC(setSurrendered);
};
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
//Need to force animation for FFV turrets
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
if (!(_turretPath isEqualTo [])) then {
TRACE_1("Setting FFV Handcuffed Animation",_turretPath);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
}; };
}; };

View File

@ -4,8 +4,8 @@
* *
* Arguments: * Arguments:
* 0: _vehicle <OBJECT> * 0: _vehicle <OBJECT>
* 2: dunno <OBJECT> * 1: dunno <OBJECT>
* 1: _unit <OBJECT> * 2: _unit <OBJECT>
* *
* Return Value: * Return Value:
* The return value <BOOL> * The return value <BOOL>
@ -17,17 +17,21 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_vehicle", "_dontcare","_unit"]; params ["_vehicle", "", "_unit"];
TRACE_2("params",_vehicle,_unit);
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then { if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
private ["_cargoIndex"]; private ["_cargoIndex"];
_cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1]; _cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1];
if (_cargoIndex != -1) then {
//If captive was not "unloaded", then move them back into the vehicle. //If captive was not "unloaded", then move them back into the vehicle.
if (_cargoIndex != -1) exitWith { TRACE_1("forcing back into vehicle",_cargoIndex);
_unit moveInCargo [_vehicle, _cargoIndex]; _unit moveInCargo [_vehicle, _cargoIndex];
}; } else {
//Getting out of vehicle:
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
}; };

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@ -1,32 +0,0 @@
/*
* Author: PabstMirror
* Handles when a unit is kill. Reset captivity and escorting status
*
* Arguments:
* 0: _oldUnit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob1] call ACE_captives_fnc_handleKilled
*
* Public: No
*/
#include "script_component.hpp"
params ["_oldUnit"];
if (!local _oldUnit) exitWith {};
if (_oldUnit getVariable [QGVAR(isHandcuffed), false]) then {
[_oldUnit, false] call FUNC(setHandcuffed);
};
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
_oldUnit setVariable [QGVAR(isEscorting), false, true];
};
if (_oldUnit getVariable [QGVAR(isSurrendering), false]) then {
[_oldUnit, false] call FUNC(setSurrendered);
};

View File

@ -20,20 +20,34 @@ params ["_unit","_dead"];
if (!local _unit) exitWith {}; if (!local _unit) exitWith {};
//With respawn="group", we could be respawning into a unit that is handcuffed/captive // Group and side respawn can potentially respawn you as a captive unit
//If they are, reset and rerun the SET function // Base and instant respawn cannot, so captive should be entirely reset
//if not, make sure to explicity disable the setCaptivityStatus, because captiveNum does not work correctly on respawn // So we explicity account for the respawn type
private ["_respawn"];
_respawn = [0] call BIS_fnc_missionRespawnType;
if (_unit getVariable [QGVAR(isHandcuffed), false]) then { if (_respawn > 3) then {
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
_unit setVariable [QGVAR(isHandcuffed), false]; _unit setVariable [QGVAR(isHandcuffed), false];
[_unit, true] call FUNC(setHandcuffed); [_unit, true] call FUNC(setHandcuffed);
} else { };
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
};
if (_unit getVariable [QGVAR(isSurrendering), false]) then { if (_unit getVariable [QGVAR(isSurrendering), false]) then {
_unit setVariable [QGVAR(isSurrendering), false]; _unit setVariable [QGVAR(isSurrendering), false];
[_unit, true] call FUNC(setSurrendered); [_unit, true] call FUNC(setSurrendered);
};
} else { } else {
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
[_unit, false] call FUNC(setHandcuffed);
};
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrendered);
};
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus); [_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
_oldUnit setVariable [QGVAR(isEscorting), false, true];
};
}; };

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@ -18,7 +18,7 @@
params ["_unit"]; params ["_unit"];
// prevent players from throwing grenades (added to all units) // prevent players from throwing grenades (added to all units)
[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler); // [_unit, "Throw", {systemChat "a"; ((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}; true}, {systemChat "b";}] call EFUNC(common,addActionEventhandler);
if (local _unit) then { if (local _unit) then {
// reset status on mission start // reset status on mission start

View File

@ -26,11 +26,11 @@ if (!_activated) exitWith {};
if (local _logic) then { if (local _logic) then {
//Modules run before postInit can instal the event handler, so we need to wait a little bit //Modules run before postInit can instal the event handler, so we need to wait a little bit
[{ [{
PARAMS_1(_units); params ["_units"];
{ {
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent); ["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units; } forEach _units;
}, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute); }, [_units], 0.05]call EFUNC(common,waitAndExecute);
deleteVehicle _logic; deleteVehicle _logic;
}; };

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@ -17,6 +17,7 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_unit","_state"]; params ["_unit","_state"];
TRACE_2("params",_unit,_state);
if (!local _unit) exitwith { if (!local _unit) exitwith {
ERROR("running setHandcuffed on remote unit"); ERROR("running setHandcuffed on remote unit");
@ -43,24 +44,47 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers) // fix anim on mission start (should work on dedicated servers)
[{ [{
params ["_unit"]; params ["_unit"];
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then { if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
if ((vehicle _unit) == _unit) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation); [_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
} else {
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
//Adds an animation changed eh //Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain) //If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID"; private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", { _animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation); params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation);
if (_unit == (vehicle _unit)) then {
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Handcuff animation interrupted",_newAnimation); TRACE_1("Handcuff animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
}; };
} else {
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
TRACE_1("turret Path",_turretPath);
if (_turretPath isEqualTo []) exitWith {};
TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
}]; }];
TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID]; _unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
}; }, [_unit], 0.01] call EFUNC(common,waitAndExecute);
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
} else { } else {
_unit setVariable [QGVAR(isHandcuffed), false, true]; _unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus); [_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
@ -68,6 +92,7 @@ if (_state) then {
//remove AnimChanged EH //remove AnimChanged EH
private "_animChangedEHID"; private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1]; _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID]; _unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1]; _unit setVariable [QGVAR(handcuffAnimEHID), -1];
@ -84,3 +109,6 @@ if (_state) then {
showHUD true; showHUD true;
}; };
}; };
//Global Event after changes:
["CaptiveStatusChanged", [_unit, _state, "SetHandcuffed"]] call EFUNC(common,globalEvent);

View File

@ -17,6 +17,7 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_unit","_state"]; params ["_unit","_state"];
TRACE_2("params",_unit,_state);
if (!local _unit) exitwith { if (!local _unit) exitwith {
ERROR("running surrender on remote unit"); ERROR("running surrender on remote unit");
@ -43,13 +44,13 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers) // fix anim on mission start (should work on dedicated servers)
[{ [{
PARAMS_1(_unit); params ["_unit"];
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then { if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh //Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain) //If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID"; private "_animChangedEHID";
_animChangedEHID = _unit addEventHandler ["AnimChanged", { _animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation); params ["_unit", "_newAnimation"];
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Surrender animation interrupted",_newAnimation); TRACE_1("Surrender animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
@ -57,7 +58,7 @@ if (_state) then {
}]; }];
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID]; _unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
}; };
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute); }, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else { } else {
_unit setVariable [QGVAR(isSurrendering), false, true]; _unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus); [_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
@ -85,8 +86,8 @@ if (_state) then {
//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up" //spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
//Handles long animation chains //Handles long animation chains
[{ [{
PARAMS_2(_args,_pfID); params ["_args", "_pfID"];
EXPLODE_2_PVT(_args,_unit,_maxTime); _args params ["_unit", "_maxTime"];
//If waited long enough or they re-surrendered or they are unconscious, exit loop //If waited long enough or they re-surrendered or they are unconscious, exit loop
if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith { if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler; [_pfID] call CBA_fnc_removePerFrameHandler;
@ -100,3 +101,6 @@ if (_state) then {
}, 0, [_unit, (ACE_time + 20)]] call CBA_fnc_addPerFrameHandler; }, 0, [_unit, (ACE_time + 20)]] call CBA_fnc_addPerFrameHandler;
}; };
}; };
//Global Event after changes:
["CaptiveStatusChanged", [_unit, _state, "SetSurrendered"]] call EFUNC(common,globalEvent);

View File

@ -16,11 +16,17 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_target","_vehicle"];
TRACE_2("params",_target,_vehicle);
private ["_cargoIndex"]; private ["_cargoIndex"];
params ["_target","_vehicle"]; _getSeat = [_vehicle] call FUNC(findEmptyNonFFVCargoSeat);
TRACE_1("free cargo seat",_getSeat);
_cargoIndex = _getSeat select 0;
if (_cargoIndex == -1) exitWith {ERROR("cargo index -1");};
_target moveInCargo [_vehicle, _cargoIndex];
_target assignAsCargoIndex [_vehicle, _cargoIndex];
_target moveInCargo _vehicle;
_target assignAsCargo _vehicle;
_cargoIndex = _vehicle getCargoIndex _target;
_target setVariable [QGVAR(CargoIndex), _cargoIndex, true]; _target setVariable [QGVAR(CargoIndex), _cargoIndex, true];

View File

@ -16,8 +16,11 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_unit"]; params ["_unit"];
TRACE_1("params",_unit);
_unit setVariable [QGVAR(CargoIndex), -1, true]; _unit setVariable [QGVAR(CargoIndex), -1, true];
moveOut _unit; moveOut _unit;
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
unassignVehicle _unit; unassignVehicle _unit;

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@ -1,6 +1,8 @@
#define COMPONENT captives #define COMPONENT captives
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
#ifdef DEBUG_ENABLED_CAPTIVES #ifdef DEBUG_ENABLED_CAPTIVES
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -164,6 +164,9 @@
<German>Einheit kapitulieren lassen</German> <German>Einheit kapitulieren lassen</German>
<Czech>Vzdávající se jednotka</Czech> <Czech>Vzdávající se jednotka</Czech>
<Portuguese>Fazer unidade se render</Portuguese> <Portuguese>Fazer unidade se render</Portuguese>
<French>Faire capituler l'unité</French>
<Hungarian>Egység kapitulálása</Hungarian>
<Russian>Сделать юнита пленным</Russian>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description"> <Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English> <English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
@ -172,6 +175,9 @@
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German> <German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech> <Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese> <Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
<French>Synchronise une unité pour la rendre captive. &lt;br/&gt;Source: ace_captives</French>
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
<Russian>Синхронизируйте с юнитами, чтобы сделать их пленными.&lt;br /&gt;Источник: ace_captives</Russian>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName"> <Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English> <English>Captives Settings</English>
@ -180,6 +186,9 @@
<Czech>Nastavení zajatce</Czech> <Czech>Nastavení zajatce</Czech>
<German>Gefangenen-Einstellungen</German> <German>Gefangenen-Einstellungen</German>
<Portuguese>Ajustes de prisioneiros</Portuguese> <Portuguese>Ajustes de prisioneiros</Portuguese>
<French>Options de capitulation</French>
<Hungarian>Fogoly-beállítások</Hungarian>
<Russian>Настройки пленения</Russian>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_Description"> <Key ID="STR_ACE_Captives_ModuleSettings_Description">
<English>Controls settings for surrender and cable ties</English> <English>Controls settings for surrender and cable ties</English>
@ -188,6 +197,9 @@
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech> <Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
<German>Einstellungen zur Kapitulation und Kabelbindern</German> <German>Einstellungen zur Kapitulation und Kabelbindern</German>
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese> <Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
<French>Contrôle les paramètres de la rédition et des Serflex</French>
<Hungarian>Szabályozza a kapituláció és bilincselés beállításait</Hungarian>
<Russian>Управляет настройками сдачи в плен и связывания</Russian>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name"> <Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
<English>Can handcuff own side</English> <English>Can handcuff own side</English>
@ -196,6 +208,9 @@
<Czech>Může spoutat spolubojovníky</Czech> <Czech>Může spoutat spolubojovníky</Czech>
<German>Kann Teamkollegen fesseln</German> <German>Kann Teamkollegen fesseln</German>
<Portuguese>Pode algemar o próprio lado</Portuguese> <Portuguese>Pode algemar o próprio lado</Portuguese>
<French>Peut libérer sa propre faction</French>
<Hungarian>Saját oldal megbilincselhető</Hungarian>
<Russian>Связать союзника</Russian>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description"> <Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
<English>Can players cabletie units on their own side</English> <English>Can players cabletie units on their own side</English>
@ -204,6 +219,9 @@
<Czech>Mohou hráči spoutat jednotky na své straně</Czech> <Czech>Mohou hráči spoutat jednotky na své straně</Czech>
<German>Können Spieler eigene Einheiten fesseln</German> <German>Können Spieler eigene Einheiten fesseln</German>
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese> <Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
<French>Les joueurs peuvent utiliser les Serflex sur leur propre camp</French>
<Hungarian>A játékosok megkötözhetik-e a saját oldalukon lévő egységeket</Hungarian>
<Russian>Разрешить игрокам связывать юнитов своей стороны</Russian>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name"> <Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
<English>Allow surrendering</English> <English>Allow surrendering</English>
@ -212,6 +230,9 @@
<Czech>Povolit vzdávání</Czech> <Czech>Povolit vzdávání</Czech>
<German>Kapitulation erlauben</German> <German>Kapitulation erlauben</German>
<Portuguese>Permite rendição</Portuguese> <Portuguese>Permite rendição</Portuguese>
<French>Permettre la capitulation</French>
<Hungarian>Kapituláció engedélyezése</Hungarian>
<Russian>Сдаться в плен</Russian>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description"> <Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
<English>Players can surrender after holstering their weapon</English> <English>Players can surrender after holstering their weapon</English>
@ -220,18 +241,37 @@
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech> <Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German> <German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese> <Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
<French>Les joueurs peuvent se rendre après avoir rangé leur arme</French>
<Hungarian>A játékosok megadhatják magukat a fegyverük elrakása után</Hungarian>
<Russian>Игроки могут сдаться в плен после того, как уберут оружие</Russian>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name"> <Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
<English>Require surrendering</English> <English>Require surrendering</English>
<Polish>Wymagaj kapitulacji</Polish>
<Portuguese>Requer rendição</Portuguese>
<Russian>Требовать пленения</Russian>
<Spanish>Requiere rendición</Spanish>
</Key> </Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description"> <Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description">
<English>Require Players to surrender before they can be arrested</English> <English>Require Players to surrender before they can be arrested</English>
<Polish>Wymagaj od graczy kapitulacji zanim będzie można ich zaaresztować</Polish>
<Portuguese>Requer que jogadores se rendam antes de poderem ser presos</Portuguese>
<Russian>Требуется, чтобы игрок сдался в плен прежде, чем его можно будет связать</Russian>
<Spanish>Requiere que los Jugadores se rindan antes de arrestarlos</Spanish>
</Key> </Key>
<Key ID="STR_ACE_Captives_SurrenderOnly"> <Key ID="STR_ACE_Captives_SurrenderOnly">
<English>Surrendering only</English> <English>Surrendering only</English>
<Polish>Tylko kapitulacja</Polish>
<Portuguese>Somente rendição </Portuguese>
<Russian>Только сдавшийся в плен</Russian>
<Spanish>Solo rendición</Spanish>
</Key> </Key>
<Key ID="STR_ACE_Captives_SurrenderOrNoWeapon"> <Key ID="STR_ACE_Captives_SurrenderOrNoWeapon">
<English>Surrendering or No weapon</English> <English>Surrendering or No weapon</English>
<Polish>Kapitulacja lub brak broni</Polish>
<Portuguese>Rendição ou desarmado</Portuguese>
<Russian>Сдавшийся или безоружный</Russian>
<Spanish>Rendición o desarme</Spanish>
</Key> </Key>
</Package> </Package>
</Project> </Project>

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

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

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@ -0,0 +1,91 @@
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));
};
};
class Extended_Killed_EventHandlers {
class All {
init = QUOTE(call FUNC(handleDestroyed));
};
};
//Need initPost or we have problems with setVariable with 'ACE_Cargo'
class Extended_InitPost_EventHandlers {
class StaticWeapon {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class ReammoBox_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class Cargo_base_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class CargoNet_01_box_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Land_CargoBox_V1_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Land_PaperBox_closed_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
};
};
class Car {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Tank {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Helicopter {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Plane {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class Ship_F {
class ADDON {
init = QUOTE(_this call DFUNC(initVehicle));
};
};
class ACE_RepairItem_Base {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class ACE_bodyBagObject {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class ACE_ConcertinaWireCoil {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
};

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@ -0,0 +1,429 @@
class CfgVehicles {
class ACE_Module;
class ACE_moduleCargoSettings: ACE_Module {
scope = 2;
displayName = CSTRING(SettingsModule_DisplayName);
icon = QUOTE(PATHTOF(UI\Icon_Module_Cargo_ca.paa));
category = "ACE_Logistics";
function = QFUNC(moduleSettings);
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class enable {
displayName = CSTRING(ModuleSettings_enable);
description = CSTRING(ModuleSettings_enable_Description);
typeName = "BOOL";
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(SettingsModule_Description);
sync[] = {};
};
};
class LandVehicle;
class Car: LandVehicle {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
class ACE_Cargo {
/*
class Cargo {
class ACE_medicalSupplyCrate {
type = "ACE_medicalSupplyCrate";
amount = 1;
};
};*/
};
};
class Tank: LandVehicle {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
class Car_F;
class Truck_F: Car_F {
GVAR(space) = 8;
GVAR(hasCargo) = 1;
};
// hemets
class Truck_01_base_F: Truck_F {
GVAR(space) = 8;
};
class B_Truck_01_transport_F: Truck_01_base_F {
GVAR(space) = 20;
};
class B_Truck_01_covered_F: B_Truck_01_transport_F {
GVAR(space) = 20;
};
class B_Truck_01_mover_F: B_Truck_01_transport_F {
GVAR(space) = 4;
};
class B_Truck_01_box_F: B_Truck_01_mover_F {
GVAR(space) = 40;
};
class B_Truck_01_Repair_F: B_Truck_01_mover_F {
GVAR(space) = 20;
};
class B_Truck_01_ammo_F: B_Truck_01_mover_F {
GVAR(space) = 8;
};
class B_Truck_01_fuel_F: B_Truck_01_mover_F {
GVAR(space) = 4;
};
class B_Truck_01_medical_F: B_Truck_01_transport_F {
GVAR(space) = 8;
};
// kamaz'
class Truck_02_base_F: Truck_F { //covers "covered" variants
GVAR(space) = 20;
};
class Truck_02_transport_base_F: Truck_02_base_F {
GVAR(space) = 20;
};
class Truck_02_box_base_F: Truck_02_base_F { // repair variant, not actually cargo box like hemet
GVAR(space) = 12;
};
class Truck_02_medical_base_F: Truck_02_box_base_F {
GVAR(space) = 8;
};
class Truck_02_Ammo_base_F: Truck_02_base_F {
GVAR(space) = 12;
};
class Truck_02_fuel_base_F: Truck_02_base_F {
GVAR(space) = 4;
};
// typhoon
class Truck_03_base_F: Truck_F {
GVAR(space) = 8;
};
class O_Truck_03_transport_F: Truck_03_base_F {
GVAR(space) = 20;
};
class O_Truck_03_covered_F: Truck_03_base_F {
GVAR(space) = 20;
};
class O_Truck_03_repair_F: Truck_03_base_F {
GVAR(space) = 12;
};
class O_Truck_03_ammo_F: Truck_03_base_F {
GVAR(space) = 8;
};
class O_Truck_03_fuel_F: Truck_03_base_F {
GVAR(space) = 4;
};
class O_Truck_03_medical_F: Truck_03_base_F {
GVAR(space) = 8;
};
class O_Truck_03_device_F: Truck_03_base_F {
GVAR(space) = 4;
};
// civ trucks
class Van_01_base_F: Truck_F {
GVAR(space) = 8;
};
class Van_01_transport_base_F: Van_01_base_F {
GVAR(space) = 8;
};
class Van_01_box_base_F: Van_01_base_F { // repair variant, not actually cargo box like hemet
GVAR(space) = 12;
};
class Van_01_fuel_base_F: Van_01_base_F {
GVAR(space) = 4;
};
// misc. vehicles
class Quadbike_01_base_F: Car_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
class Kart_01_Base_F: Car_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// helicopters
class Air;
class Helicopter: Air {
GVAR(space) = 8;
GVAR(hasCargo) = 1;
};
class Heli_Transport_02_base_F;
class I_Heli_Transport_02_F : Heli_Transport_02_base_F {
GVAR(space) = 20;
GVAR(hasCargo) = 1;
};
// jets
class Plane: Air {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// boats
class Ship;
class Ship_F: Ship {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
class Boat_Civil_01_base_F: Ship_F {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
};
class Boat_F: Ship_F {};
class Rubber_duck_base_F: Boat_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
class Boat_Armed_01_base_F: Boat_F {
GVAR(space) = 8;
GVAR(hasCargo) = 1;
};
// submarines
class SDV_01_base_F: Boat_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// Static weapons
class StaticWeapon: LandVehicle {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
class StaticMortar;
class Mortar_01_base_F: StaticMortar {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
// Ammo boxes
class ThingX;
class ReammoBox_F: ThingX {
GVAR(size) = 2; // 1 = small, 2 = large
GVAR(canLoad) = 1;
};
class Scrapyard_base_F;
class Land_PaperBox_closed_F: Scrapyard_base_F {
GVAR(space) = 10;
GVAR(hasCargo) = 1;
GVAR(size) = 11;
GVAR(canLoad) = 1;
XEH_ENABLED;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
class Cargo_base_F: ThingX {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
GVAR(size) = 4;
GVAR(canLoad) = 1;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
class Cargo10_base_F: Cargo_base_F {
GVAR(space) = 14;
GVAR(size) = 15;
XEH_ENABLED;
};
class Land_Cargo20_blue_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_brick_red_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_cyan_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_grey_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_light_blue_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_light_green_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_military_green_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Ruins_F;
class Land_Cargo20_military_ruins_F: Ruins_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_orange_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_red_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_sand_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_vr_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_white_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo20_yellow_F: Cargo_base_F {
GVAR(space) = 49;
GVAR(size) = 50;
XEH_ENABLED;
};
class Land_Cargo40_blue_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_brick_red_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_cyan_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_grey_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_light_blue_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_light_green_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_military_green_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_military_ruins_F: Ruins_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_orange_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_red_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_sand_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_vr_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_white_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
class Land_Cargo40_yellow_F: Cargo_base_F {
GVAR(space) = 99;
GVAR(size) = 100;
XEH_ENABLED;
};
// small
class Land_CargoBox_V1_F: ThingX {
GVAR(space) = 7;
GVAR(hasCargo) = 1;
GVAR(size) = 7;
XEH_ENABLED;
class ACE_Actions {
class ACE_MainActions {
displayName = ECSTRING(interaction,MainAction);
distance = 5;
condition = QUOTE(true);
statement = "";
icon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
selection = "";
};
};
};
};

12
addons/cargo/README.md Normal file
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@ -0,0 +1,12 @@
ace_cargo
============
Adds cargo menu to vehicles and allows loading and unloading of cargo items.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [commy2](https://github.com/commy2)
- [Glowbal](https://github.com/Glowbal)

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@ -0,0 +1,5 @@
#include "script_component.hpp"
["LoadCargo", {_this call FUNC(loadItem)}] call EFUNC(common,addEventHandler);
["UnloadCargo", {_this call FUNC(unloadItem)}] call EFUNC(common,addEventHandler);
["AddCargoByClass", {_this call FUNC(addCargoItem)}] call EFUNC(common,addEventHandler);

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@ -0,0 +1,25 @@
#include "script_component.hpp"
ADDON = false;
PREP(addCargoItem);
PREP(canLoad);
PREP(canLoadItemIn);
PREP(canUnloadItem);
PREP(findNearestVehicle);
PREP(getCargoSpaceLeft);
PREP(getSizeItem);
PREP(handleDestroyed);
PREP(initObject);
PREP(initVehicle);
PREP(loadItem);
PREP(moduleSettings);
PREP(onMenuOpen);
PREP(startLoadIn);
PREP(startUnload);
PREP(unloadItem);
PREP(validateCargoSpace);
GVAR(initializedItemClasses) = [];
ADDON = true;

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@ -5,13 +5,14 @@ class CfgPatches {
units[] = {}; units[] = {};
weapons[] = {}; weapons[] = {};
requiredVersion = REQUIRED_VERSION; requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"BWA3_Weapons","BWA3_Tracked"}; requiredAddons[] = {"ace_interaction"};
author[]={"Ruthberg", "GitHawk"}; author[] = {"commy2", "Glowbal"};
authorUrl = "https://ace3mod.com/";
VERSION_CONFIG; VERSION_CONFIG;
}; };
}; };
#include "CfgAmmo.hpp" #include "ACE_Settings.hpp"
#include "CfgWeapons.hpp" #include "CfgEventHandlers.hpp"
#include "CfgMagazines.hpp"
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"
#include "menu.hpp"

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@ -0,0 +1,41 @@
/*
* Author: Glowbal, Jonpas
* Adds a cargo item to the vehicle.
*
* Arguments:
* 0: Item Classname <STRING>
* 1: Vehicle <OBJECT>
* 2: Amount <NUMBER> (default: 1)
* 3: Show Hint <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* ["item", vehicle] call ace_cargo_fnc_addCargoItem
*
* Public: No
*/
#include "script_component.hpp"
private ["_position", "_item", "_i"];
params ["_itemClass", "_vehicle", ["_amount", 1], ["_showHint", false, [false]] ];
TRACE_3("params",_itemClass,_vehicle,_amount);
_position = getPos _vehicle;
_position set [1, (_position select 1) + 1];
_position set [2, (_position select 2) + 7.5];
for "_i" from 1 to _amount do {
_item = createVehicle [_itemClass, _position, [], 0, "CAN_COLLIDE"];
// Load item or delete it if no space left
if !([_item, _vehicle, _showHint] call FUNC(loadItem)) exitWith {
TRACE_1("no room to load item - deleting",_item);
deleteVehicle _item;
};
TRACE_1("Item Loaded",_item);
// Invoke listenable event
["cargoAddedByClass", [_itemClass, _vehicle, _amount]] call EFUNC(common,globalEvent);
};

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@ -0,0 +1,36 @@
/*
* Author: Glowbal
* Check if player can load an item into the nearest vehicle.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Object to load <OBJECT>
*
* Return value:
* Can load <BOOL>
*
* Example:
* [player, object] call ace_cargo_fnc_canLoad
*
* Public: No
*/
#include "script_component.hpp"
params ["_player", "_object"];
if (!([_player, _object, []] call EFUNC(common,canInteractWith))) exitWith {false};
private ["_nearestVehicle"];
_nearestVehicle = [_player] call FUNC(findNearestVehicle);
if (_nearestVehicle isKindOf "Cargo_Base_F" || isNull _nearestVehicle) then {
{
if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_nearestVehicle = _x};
} forEach (nearestObjects [_player, ["Cargo_base_F", "Land_PaperBox_closed_F"], MAX_LOAD_DISTANCE]);
};
if (isNull _nearestVehicle) exitWith {false};
if ((locked _nearestVehicle) >= 2) exitWith {false};
[_object, _nearestVehicle] call FUNC(canLoadItemIn)

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

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@ -0,0 +1,44 @@
/*
* Author: Glowbal, ViperMaul
* Check if item can be unloaded.
*
* Arguments:
* 0: loaded Object <OBJECT>
* 1: Object <OBJECT>
*
* Return value:
* Can be unloaded <BOOL>
*
* Example:
* [item, holder] call ace_cargo_fnc_canUnloadItem
*
* Public: No
*/
#include "script_component.hpp"
private ["_loaded", "_validVehiclestate", "_emptyPos"];
params ["_item", "_vehicle"];
_loaded = _vehicle getVariable [QGVAR(loaded), []];
if !(_item in _loaded) exitWith {false};
_validVehiclestate = true;
_emptyPos = [];
if (_vehicle isKindOf "Ship" ) then {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, typeOf _item]); // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air" ) then {
if !(speed _vehicle <1 && {isTouchingGround _vehicle}) then {_validVehiclestate = false};
_emptyPos = (getPosASL _vehicle) call EFUNC(common,ASLtoPosition);
_emptyPos = [(_emptyPos select 0) + random(5), (_emptyPos select 1) + random(5), _emptyPos select 2 ];
} else {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, typeOf _item]);
};
};
if (!_validVehiclestate) exitWith {false};
(count _emptyPos != 0)

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

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

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

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

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

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/*
* Author: Glowbal
* Initializes vehicle, adds open cargo menu action if available.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [vehicle] call ace_cargo_fnc_initVehicle
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
TRACE_1("params", _vehicle);
private ["_type", "_initializedClasses"];
_type = typeOf _vehicle;
_initializedClasses = GETMVAR(GVAR(initializedClasses),[]);
if (isServer) then {
{
if (isClass _x) then {
private ["_cargoClassname", "_cargoCount"];
_cargoClassname = getText (_x >> "type");
_cargoCount = getNumber (_x >> "amount");
TRACE_3("adding ACE_Cargo", (configName _x), _cargoClassname, _cargoCount);
["AddCargoByClass", [_cargoClassname, _vehicle, _cargoCount]] call EFUNC(common,localEvent);
};
} count ("true" configClasses (configFile >> "CfgVehicles" >> _type >> "ACE_Cargo" >> "Cargo"));
};
// do nothing if the class is already initialized
if (_type in _initializedClasses) exitWith {};
// set class as initialized
_initializedClasses pushBack _type;
SETMVAR(GVAR(initializedClasses),_initializedClasses);
if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(hasCargo)) != 1) exitWith {};
private ["_text", "_condition", "_statement", "_icon", "_action"];
_condition = {
params ["_target", "_player"];
GVAR(enable) && {locked _target < 2} && {alive _target} && {[_player, _target, []] call EFUNC(common,canInteractWith)}
};
_text = localize LSTRING(openMenu);
_statement = {GVAR(interactionVehicle) = _target; createDialog QGVAR(menu);};
_icon = "";
_action = [QGVAR(openMenu), _text, _icon, _statement, _condition] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass);

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/*
* Author: Glowbal
* Load object into vehicle.
*
* Arguments:
* 0: Object <OBJECT>
* 1: Vehicle <OBJECT>
* 2: Show Hint <BOOL> (default: true)
*
* Return value:
* Object loaded <BOOL>
*
* Example:
* [object, vehicle] call ace_cargo_fnc_loadItem
*
* Public: No
*/
#include "script_component.hpp"
private ["_loaded", "_space", "_itemSize"];
params ["_item", "_vehicle", ["_showHint", true, [true]] ];
TRACE_2("params",_item,_vehicle);
if !([_item, _vehicle] call FUNC(canLoadItemIn)) exitWith {
TRACE_2("canLoadItemIn failed",_item,_vehicle);
false
};
_loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded pushback _item;
_vehicle setVariable [QGVAR(loaded), _loaded, true];
TRACE_1("added to loaded array",_loaded);
_space = [_vehicle] call FUNC(getCargoSpaceLeft);
_itemSize = [_item] call FUNC(getSizeItem);
_vehicle setVariable [QGVAR(space), _space - _itemSize, true];
detach _item;
_item attachTo [_vehicle,[0,0,100]];
["hideObjectGlobal", [_item, true]] call EFUNC(common,serverEvent);
// show hint
private ["_itemName", "_vehicleName"];
_itemName = getText (configFile >> "CfgVehicles" >> typeOf _item >> "displayName");
_vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
if (_showHint) then {
["displayTextStructured", [[localize LSTRING(LoadedItem), _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent);
};
// Invoke listenable event
["cargoLoaded", [_item, _vehicle]] call EFUNC(common,globalEvent);
true

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

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

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

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

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/*
* Author: Glowbal, ViperMaul
* Unload object from vehicle.
*
* Arguments:
* 0: Object <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return value:
* Object unloaded <BOOL>
*
* Example:
* [object, vehicle] call ace_cargo_fnc_unloadItem
*
* Public: No
*/
#include "script_component.hpp"
private ["_loaded", "_space", "_itemSize", "_emptyPos", "_validVehiclestate"];
params ["_item", "_vehicle"];
if !([_item, _vehicle] call FUNC(canUnloadItem)) exitWith {
false
};
_validVehiclestate = true;
_emptyPos = [];
if (_vehicle isKindOf "Ship" ) then {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
TRACE_1("SHIP Ground Check", getPosATL _vehicle );
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, typeOf _item]); // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air" ) then {
if !(speed _vehicle <1 && {isTouchingGround _vehicle}) then {_validVehiclestate = false};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = (getPosASL _vehicle) call EFUNC(common,ASLtoPosition);
_emptyPos = [(_emptyPos select 0) + random(5), (_emptyPos select 1) + random(5), _emptyPos select 2 ];
} else {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 13, typeOf _item]);
};
};
TRACE_1("getPosASL Vehicle Check", getPosASL _vehicle);
if (!_validVehiclestate) exitWith {false};
if (count _emptyPos == 0) exitWith {false}; //consider displaying text saying there are no safe places to exit the vehicle
_loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded = _loaded - [_item];
_vehicle setVariable [QGVAR(loaded), _loaded, true];
_space = [_vehicle] call FUNC(getCargoSpaceLeft);
_itemSize = [_item] call FUNC(getSizeItem);
_vehicle setVariable [QGVAR(space), (_space + _itemSize), true];
detach _item;
_item setPosASL (_emptyPos call EFUNC(common,PositiontoASL));
["hideObjectGlobal", [_item, false]] call EFUNC(common,serverEvent);
// show hint
private ["_itemName", "_vehicleName"];
_itemName = getText (configFile >> "CfgVehicles" >> typeOf _item >> "displayName");
_vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
["displayTextStructured", [[localize LSTRING(UnloadedItem), _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent);
// TOOO maybe drag/carry the unloaded item?
// Invoke listenable event
["cargoUnloaded", [_item, _vehicle]] call EFUNC(common,globalEvent);
true

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

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

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

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