diff --git a/README.md b/README.md index 755eaceb30..c98983d880 100644 --- a/README.md +++ b/README.md @@ -3,9 +3,9 @@

- ACE3 Version + ACE3 Version - + ACE3 Download @@ -17,6 +17,9 @@ ACE3 License + + ACE3 Slack +

Requires the latest version of CBA A3. Visit us on Facebook | YouTube | Twitter | Reddit

diff --git a/addons/advanced_ballistics/stringtable.xml b/addons/advanced_ballistics/stringtable.xml index 250e9a014f..502e86ebe8 100644 --- a/addons/advanced_ballistics/stringtable.xml +++ b/addons/advanced_ballistics/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -32,6 +32,7 @@ Erweiterte Ballistik Pokročilá balistika Balística avançada + Balistique avancée Fejlett ballisztika Продвинутая баллистика @@ -42,6 +43,7 @@ Erweiterte Ballistik Pokročilá balistika Balística avançada + Balistique avancée Fejlett ballisztika Продвинутая баллистика @@ -52,6 +54,7 @@ Aktiviert die erweiterte Ballistik Aktivuje pokročilou balistiku Ativa balística avançada + Activer la balistique avancée Engedélyezi a fejlett ballisztikát Включает продвинутую баллистику @@ -62,6 +65,7 @@ Für Scharfschützen aktiviert Povoleno pro odstřelovače Ativar para caçadores + Activer pour les snipers Mesterlövészeknek engedélyezve Включена для снайперов @@ -72,6 +76,7 @@ Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung) Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku) Ativa balística avançada para caçadores não locais (quando usando miras telescópicas) + Active la balistique avancée pour les snipers non locaux (en utilisant les optiques avancées) Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor) Включает продвинутую баллистику для нелокальных снайперов (при использовании мощной оптики) @@ -82,6 +87,7 @@ Für Gruppenmitglieder aktiviert Povoleno pro členy skupiny Ativada para membros do grupo + Activer pour les membres groupés Csoporttagoknak engedélyezve Включена для группы @@ -92,6 +98,7 @@ Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder Aktivuje pokročilou balistiku pro nelokální členy skupiny Ativa balística avançada para membros de grupo não locais + Active la balistique avancée pour les membres groupés non locaux Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak Включает продвинутую баллистику для нелокальных членов группы @@ -102,6 +109,7 @@ Für jeden aktiviert Povoleno pro všechny Ativada para todos + Activer pour tout le monde Mindenkinek engedélyezve Включена для всех @@ -112,6 +120,7 @@ Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen) Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru) Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer) + 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) Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt) Включает продвинутую баллистику для всех нелокальных игроков (включение этой опции может снизить производительность при массовых перестрелках в мультиплеере) @@ -122,6 +131,7 @@ Für Gruppenmitglieder immer aktiviert Vždy povoleno pro členy skupiny Sempre ativada para membros do grupo + Toujours activer pour les membres groupés Mindig engedélyezve csoporttagoknak Всегда включена для членов группы @@ -132,6 +142,7 @@ Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt Aktivuje pokročilou balistiku pro členy skupiny Sempre ative balística avançada quando um membro do grupo disparar + Active tout le temps la balistique avancée quand un membre du groupe ouvre le feu Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel Всегда включает продвинутую баллистику когда стреляет член группы @@ -142,6 +153,7 @@ Beim vollautomatischen Feuern deaktiviert Zakázáno v automatickém režimu střelby Desabilitar no modo automático + Désactiver en mode rafale libre Automata módban letiltva Выкл. для автомат. режима @@ -152,6 +164,7 @@ Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern Zákáže pokročilou balistiku během střelby v režimu automat Desabilitar a balística avançada durante fogo automático + Désactive la balistique avancée pour les tirs en rafale libre Letiltja a fejlett ballisztikát automata tüzelés folyamán Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме @@ -162,6 +175,7 @@ Simulation der Munitionstemperatur aktivieren Povolit simulaci teploty munice Ativar simulação de temperatura de munição + Activer la simulation de la température Lőszer-hő szimuláció engedélyezése Симуляция температуры для боеприпасов @@ -172,6 +186,7 @@ Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit Úsťová rychlost je závislá na teplotě munice A velocidade de saída varia com a temperatura da munição + La température de la munition influe sur la vélocité intiale A kezdősebesség a lőszer hőmérsékletétől függően változó Начальная скорость пули зависит от температуры @@ -182,6 +197,7 @@ Simulation der Lauflänge aktivieren Povolit simulaci délky hlavně Ativar a simulação de comprimento do cano + Activer la simulation de la longueur de canon Csőhossz-szimuláció engedélyezése Симуляция длины ствола @@ -192,6 +208,7 @@ Lauflänge beeinflusst Mündungsgeschwindigkeit Úsťová rychlost je závislá na délce hlavně A velocidade de saída caria com o comprimento do cano + La longueur du canon influe sur la vélocité initale A kezdősebesség a cső hosszától függően változó Начальная скорость пули зависит от длины ствола @@ -202,6 +219,7 @@ Geschossspureffekt aktivieren Povolit efekt trasírek Ativa efeito traçante de projétil + Activer l'effet traçante Nyomkövető-effekt engedélyezése Следы пуль @@ -212,6 +230,7 @@ Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung) Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku) Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas) + Active une tracante pour les munitions de gros calibre (seulement visible en utilisant des optiques avancées) Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható) Включает эффект следов пуль для больших калибров (видны только через мощную оптику) @@ -222,6 +241,7 @@ Simulationsintervall Interval simulace Intervalo da simulação + Intervalle de simulation Szimuláció intervalluma Интервал симуляции @@ -232,6 +252,7 @@ Legt das Intervall zwischen den Berechnungsschritten fest Určuje interval mezi každým výpočtem Define o intervalo entre cada cálculo + Défini un intervalle de calcul entre deux simulations Meghatározza a számítási lépések közötti időintervallumot Определяет временной интервал между вычислениями @@ -242,6 +263,7 @@ Simulationsradius Rozsah simulace Raio de simulação + Rayon de simulation Szimuláció hatóköre Радиус симуляции @@ -252,6 +274,7 @@ Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis + Défini le rayon autour du joueur (en mètres) d'application de la balistique avancée Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам @@ -260,8 +283,9 @@ Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki. Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice. Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa. + 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 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. 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. - \ No newline at end of file + diff --git a/addons/aircraft/stringtable.xml b/addons/aircraft/stringtable.xml index e917ca7e9d..d91af73a1c 100644 --- a/addons/aircraft/stringtable.xml +++ b/addons/aircraft/stringtable.xml @@ -1,4 +1,4 @@ - + diff --git a/addons/atragmx/stringtable.xml b/addons/atragmx/stringtable.xml index fce50a4e1d..a8e23ffbda 100644 --- a/addons/atragmx/stringtable.xml +++ b/addons/atragmx/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -50,4 +50,4 @@ Abrir ATragMX - \ No newline at end of file + diff --git a/addons/attach/stringtable.xml b/addons/attach/stringtable.xml index cfbebd33ab..cc09e8f45d 100644 --- a/addons/attach/stringtable.xml +++ b/addons/attach/stringtable.xml @@ -1,4 +1,4 @@ - + diff --git a/addons/ballistics/CfgAmmo.hpp b/addons/ballistics/CfgAmmo.hpp index 5ffe94ac45..eeb64fec47 100644 --- a/addons/ballistics/CfgAmmo.hpp +++ b/addons/ballistics/CfgAmmo.hpp @@ -6,23 +6,11 @@ class CfgAmmo { 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 { airFriction=-0.00126466; hit=8; typicalSpeed=750; + tracerScale = 1; tracerStartTime=0.073; // M856 tracer burns out to 800m tracerEndTime=1.57123; // Time in seconds calculated with ballistics calculator ACE_caliber=5.69; @@ -128,9 +116,13 @@ class CfgAmmo { ACE_muzzleVelocities[]={785, 883, 925}; ACE_barrelLengths[]={254.0, 414.02, 508.0}; }; + class B_56x15_dual: BulletBase { + tracerScale = 0.5; + }; class B_65x39_Caseless : BulletBase { airFriction=-0.00075308; typicalSpeed=800; + tracerScale = 1.1; //1.0; ACE_caliber=6.706; ACE_bulletLength=32.893; ACE_bulletMass=7.9704; @@ -180,10 +172,15 @@ class CfgAmmo { ACE_muzzleVelocities[]={750, 820, 840, 852, 860}; 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 { airFriction=-0.00100957; typicalSpeed=833; hit=9; + tracerScale = 1.2; //0.6; tracerStartTime=0.073; // Based on the British L5A1 which burns out to 1000m tracerEndTime=2.15957; // Time in seconds calculated with ballistics calculator ACE_caliber=7.823; @@ -479,6 +476,7 @@ class CfgAmmo { class B_9x21_Ball : BulletBase { airFriction=-0.00226847; typicalSpeed=390; + tracerScale = 0.5; hit=6; ACE_caliber=9.042; ACE_bulletLength=15.494; @@ -491,6 +489,9 @@ class CfgAmmo { ACE_muzzleVelocities[]={440, 460, 480}; 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 { hit=5; airFriction=-0.00190333; @@ -584,6 +585,7 @@ class CfgAmmo { timeToLive=10; airFriction=-0.00038944; typicalSpeed=910; + tracerScale = 1.3; //1.2; ACE_caliber=10.363; ACE_bulletLength=54.0; ACE_bulletMass=26.568; @@ -670,9 +672,13 @@ class CfgAmmo { ACE_muzzleVelocities[]={880, 915, 925}; ACE_barrelLengths[]={508.0, 660.4, 711.2}; }; + class B_127x33_Ball: BulletBase { + tracerScale = 1.3; //1.2; + }; class B_127x54_Ball : BulletBase { airFriction=-0.00019268; typicalSpeed=300; + tracerScale = 1.3;// ACE_caliber=12.954; ACE_bulletLength=64.516; ACE_bulletMass=48.6; @@ -688,6 +694,7 @@ class CfgAmmo { timeToLive=10; airFriction=-0.00057503; typicalSpeed=900; + tracerScale = 1.3; //1.2; ACE_caliber=12.954; ACE_bulletLength=58.674; ACE_bulletMass=41.9256; @@ -703,6 +710,7 @@ class CfgAmmo { timeToLive=10; airFriction=-0.00057503; typicalSpeed=900; + tracerScale = 1.3;// hit=25; caliber=4.0; ACE_caliber=12.954; @@ -736,6 +744,7 @@ class CfgAmmo { timeToLive=10; airFriction=-0.00063800; typicalSpeed=820; + tracerScale = 1.3; //1.5; ACE_caliber=12.979; ACE_bulletLength=64.008; ACE_bulletMass=48.276; @@ -750,6 +759,7 @@ class CfgAmmo { class B_45ACP_Ball : BulletBase { airFriction=-0.00081221; typicalSpeed=250; + tracerScale = 0.6; ACE_caliber=11.481; ACE_bulletLength=17.272; ACE_bulletMass=14.904; @@ -761,4 +771,36 @@ class CfgAmmo { ACE_muzzleVelocities[]={230, 250, 285}; 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; + }; }; diff --git a/addons/ballistics/stringtable.xml b/addons/ballistics/stringtable.xml index 59e7af97dc..0cc8c0be6b 100644 --- a/addons/ballistics/stringtable.xml +++ b/addons/ballistics/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -1599,8 +1599,9 @@ [ACE] Munitionskiste [ACE] Bedna s municí [ACE] Caixa com suprimentos de munição + [ACE] Caisse de munitions [ACE] Lőszeres láda [ACE] Ящик с боеприпасами - \ No newline at end of file + diff --git a/addons/captives/CfgMoves.hpp b/addons/captives/CfgMoves.hpp index 161fcce9a4..8fa3440706 100644 --- a/addons/captives/CfgMoves.hpp +++ b/addons/captives/CfgMoves.hpp @@ -35,6 +35,12 @@ class CfgMovesMaleSdr: CfgMovesBasic { class CutSceneAnimationBase; + #define MACRO_ANIMATION \ + head = "headDefault"; \ + aimingBody = "aimingNo"; \ + forceAim = 1; \ + static = 1; + //Handcuffed Anims: class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon: CutSceneAnimationBase { actions = "ACE_CivilStandHandcuffedActions"; @@ -45,6 +51,7 @@ class CfgMovesMaleSdr: CfgMovesBasic { ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; canReload = 0; + MACRO_ANIMATION }; class ACE_AmovPercMstpScapWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_Ease"; @@ -52,12 +59,14 @@ class CfgMovesMaleSdr: CfgMovesBasic { ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01}; looped = 1; + MACRO_ANIMATION }; class ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon { actions = "CivilStandActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_easeout"; ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1}; + MACRO_ANIMATION }; //Handcuffed-FFV: @@ -65,6 +74,7 @@ class CfgMovesMaleSdr: CfgMovesBasic { file = "\A3\cargoposes_F_heli\anim\passenger_flatground_3idleunarmed.rtm"; actions = "ACE_CivilHandCuffedFFVActions"; ConnectTo[] = {}; + MACRO_ANIMATION }; @@ -78,6 +88,7 @@ class CfgMovesMaleSdr: CfgMovesBasic { ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; canReload = 0; + MACRO_ANIMATION }; class ACE_AmovPercMstpSsurWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon"; @@ -85,6 +96,7 @@ class CfgMovesMaleSdr: CfgMovesBasic { looped = 1; ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01}; + MACRO_ANIMATION }; class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon { speed = 0.5; //for gameplay reasons, slow this down @@ -92,6 +104,7 @@ class CfgMovesMaleSdr: CfgMovesBasic { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"; ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1}; + MACRO_ANIMATION }; }; }; diff --git a/addons/captives/stringtable.xml b/addons/captives/stringtable.xml index d1b2da15bb..3ecc9d68d6 100644 --- a/addons/captives/stringtable.xml +++ b/addons/captives/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -164,6 +164,7 @@ Einheit kapitulieren lassen Vzdávající se jednotka Fazer unidade se render + Faire capituler l'unité Egység kapitulálása Сделать юнита пленным @@ -174,6 +175,7 @@ Einheit synchronisieren, um sie kapitulieren zu lassen.<br />Quelle: ace_captives Synchronizuj s jednotkou, která se má vzdát.<br />Zdroj: ace_captives Sincroniza uma unidade para fazer com que ela se renda. <br/>Fonte: ace_captives + Synchronise une unité pour la rendre captive. <br/>Source: ace_captives Egység szinkronizálása, hogy kapituláljon.<br />Forrás: ace_captives Синхронизируйте с юнитами, чтобы сделать их пленными.<br />Источник: ace_captives @@ -184,6 +186,7 @@ Nastavení zajatce Gefangenen-Einstellungen Ajustes de prisioneiros + Options de capitulation Fogoly-beállítások Настройки пленения @@ -194,6 +197,7 @@ Toto kontroluje nastavení kapitulace a pout Einstellungen zur Kapitulation und Kabelbindern Controla as configurações de rendição e abraçadeiras + Contrôle les paramètres de la rédition et des Serflex Szabályozza a kapituláció és bilincselés beállításait Управляет настройками сдачи в плен и связывания @@ -204,6 +208,7 @@ Může spoutat spolubojovníky Kann Teamkollegen fesseln Pode algemar o próprio lado + Peut libérer sa propre faction Saját oldal megbilincselhető Связать союзника @@ -214,6 +219,7 @@ Mohou hráči spoutat jednotky na své straně Können Spieler eigene Einheiten fesseln Os jogadores podem algemar unidades do seu lado + Les joueurs peuvent utiliser les Serflex sur leur propre camp A játékosok megkötözhetik-e a saját oldalukon lévő egységeket Разрешить игрокам связывать юнитов своей стороны @@ -224,6 +230,7 @@ Povolit vzdávání Kapitulation erlauben Permite rendição + Permettre la capitulation Kapituláció engedélyezése Сдаться в плен @@ -234,6 +241,7 @@ Hráč se může vzdát poté, co si skryje zbraň Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben Jogadores podem se render depois de guardar sua arma + Les joueurs peuvent se rendre après avoir rangé leur arme A játékosok megadhatják magukat a fegyverük elrakása után Игроки могут сдаться в плен после того, как уберут оружие @@ -258,4 +266,4 @@ Сдавшийся или безоружный - \ No newline at end of file + diff --git a/addons/cargo/functions/fnc_initVehicle.sqf b/addons/cargo/functions/fnc_initVehicle.sqf index b817688336..efb3b9a5cf 100644 --- a/addons/cargo/functions/fnc_initVehicle.sqf +++ b/addons/cargo/functions/fnc_initVehicle.sqf @@ -41,7 +41,7 @@ if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(hasCargo)) != 1) ex private ["_text", "_condition", "_statement", "_icon", "_action"]; _condition = { params ["_target", "_player"]; - GVAR(enable) && {[_player, _target, []] call EFUNC(common,canInteractWith)} + GVAR(enable) && {locked _target < 2} && {[_player, _target, []] call EFUNC(common,canInteractWith)} }; _text = localize LSTRING(openMenu); _statement = {GVAR(interactionVehicle) = _target; createDialog QGVAR(menu);}; diff --git a/addons/cargo/stringtable.xml b/addons/cargo/stringtable.xml index 9681f7173d..e8f48c3b2c 100644 --- a/addons/cargo/stringtable.xml +++ b/addons/cargo/stringtable.xml @@ -5,31 +5,37 @@ Load Załaduj Загрузить + Naložit Unload Wyładuj Выгрузить + Vyložit Cargo Ładunek Грузовой отсек + Náklad Cargo Menu Menu ładunku Грузовой отсек + Menu nákladu Cargo space left: %1 Pozostałe miejsce: %1 Осталось мест: %1 + Volný prostor: %1 Enable Cargo Aktywuj cargo Включить модуль перевозки грузов + Povolit náklad Enable the load in cargo module @@ -40,6 +46,7 @@ Cargo Settings Ustawienia cargo Перевозка грузов + Nastavení nákladu Configure the cargo module settings @@ -47,4 +54,4 @@ Конфигурирует настройки модуля перевозки грузов - \ No newline at end of file + diff --git a/addons/common/XEH_postInit.sqf b/addons/common/XEH_postInit.sqf index ba014ff182..4a194e0fe9 100644 --- a/addons/common/XEH_postInit.sqf +++ b/addons/common/XEH_postInit.sqf @@ -150,6 +150,15 @@ call FUNC(checkFiles); //Event that settings are safe to use: ["SettingsInitialized", []] call FUNC(localEvent); + //Set init finished and run all delayed functions: + GVAR(settingsInitFinished) = true; + diag_log text format ["[ACE] %1 delayed functions running", (count GVAR(runAtSettingsInitialized))]; + { + _x params ["_func", "_params"]; + _params call _func; + } forEach GVAR(runAtSettingsInitialized); + GVAR(runAtSettingsInitialized) = nil; //cleanup + }, 0, [false]] call CBA_fnc_addPerFrameHandler; @@ -326,7 +335,7 @@ GVAR(OldIsCamera) = false; if (didJip) then { // We are jipping! Get ready and wait, and throw the event [{ - if(!(isNull player)) then { + if((!(isNull player)) && GVAR(settingsInitFinished)) then { ["PlayerJip", [player] ] call FUNC(localEvent); [(_this select 1)] call cba_fnc_removePerFrameHandler; }; diff --git a/addons/common/XEH_preInit.sqf b/addons/common/XEH_preInit.sqf index 6fdf99113c..56e3062cd2 100644 --- a/addons/common/XEH_preInit.sqf +++ b/addons/common/XEH_preInit.sqf @@ -157,6 +157,7 @@ PREP(requestCallback); PREP(resetAllDefaults); PREP(restoreVariablesJIP); PREP(revertKeyCodeLocalized); +PREP(runAfterSettingsInit); PREP(sanitizeString); PREP(sendRequest); PREP(serverLog); @@ -303,6 +304,9 @@ GVAR(nextFrameNo) = diag_frameno; GVAR(nextFrameBufferA) = []; GVAR(nextFrameBufferB) = []; +GVAR(settingsInitFinished) = false; +GVAR(runAtSettingsInitialized) = []; + // @TODO: Generic local-managed global-synced objects (createVehicleLocal) //Debug diff --git a/addons/common/functions/fnc_runAfterSettingsInit.sqf b/addons/common/functions/fnc_runAfterSettingsInit.sqf new file mode 100644 index 0000000000..cf3faa1d7e --- /dev/null +++ b/addons/common/functions/fnc_runAfterSettingsInit.sqf @@ -0,0 +1,27 @@ +/* + * Author: PabstMirror + * Executes code after setting are initilized. + * + * Argument: + * 0: Code to execute + * 1: Parameters to run the code with + * + * Return value: + * None + * + * Example: + * [{if (GVAR(setting) then {x} else {y};}, []] call ace_common_fnc_runAfterSettingsInit + * + * Public: No + */ +#include "script_component.hpp" + +params ["_func", "_params"]; + +if (GVAR(settingsInitFinished)) then { + //Setting Already Finished, Direct Run the code + _params call _func; +} else { + //Waiting on settings, throw it on the delayed run array + GVAR(runAtSettingsInitialized) pushBack [_func, _params]; +}; diff --git a/addons/common/stringtable.xml b/addons/common/stringtable.xml index 8aa895a35d..d0dcf43eb9 100644 --- a/addons/common/stringtable.xml +++ b/addons/common/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -477,6 +477,7 @@ Überprüfe PBOs Zkontrolovat PBO Verificar PBOs + Vérifier les PBOs PBO-k ellenőrzése Проверка аддонов @@ -487,6 +488,7 @@ Zjistit addon který je v souladu se serverem Este módulo verifica a integridade dos addons quando iniciamos a simulação Выполняет проверку версий аддонов ACE у подключаемых игроков + Ce module contrôle si les PBOs de chaque joueur sont corrects Action @@ -495,6 +497,7 @@ Aktion Akce Ação + Action Cselekvés Действие @@ -505,6 +508,7 @@ Was soll mit Leuten passieren, die nicht die richtigen PBOs haben? Co udělat s lidmi, co nemají správné addony? O que fazer com pessoas que não tem os PBOs corretos? + Que faire avec les personnes n'ayant pas les bon PBOs Mi legyen azokkal a személyekkel, akiknek nincsenek meg a helyes PBO-k? Что делать с игроками с неправильными аддонами? @@ -515,6 +519,7 @@ Einmal verwarnen Upozornit jednou Avisar uma vez + Avertir une fois Egyszeri figyelmeztetés Предупредить один раз @@ -525,6 +530,7 @@ Immer verwarnen Upozornit (permanentně) Avisar (permanente) + Avertir (permanent) Figyelmeztetés (tartós) Предупреждать (постоянно) @@ -535,6 +541,7 @@ Kicken Vyhodit Chutar + Ejecter Kirúgás Кикнуть @@ -545,6 +552,7 @@ Alle Addons überprüfen Zkontrolovat všechny addony Verificar todos addons + Vérifier tous les addons Összes bővítmény ellenőrzése Проверять все аддоны @@ -555,6 +563,7 @@ Alle Addons anstatt nur ACE überprüfen? Zkontrolovat všechny addony namísto jen těch od ACE? Verificar todos addons invés de só os do ACE? + Vérifie tous les addons, même ceux qui ne sont pas liés à ACE Az összes bővítmény ellenőrzése, csak az ACE helyett? Проверять все аддоны, а не только ACE? @@ -565,6 +574,7 @@ Whitelist Seznam povolených Lista branca + Liste blanche Fehérlista Вайтлист доп. аддонов @@ -575,6 +585,7 @@ Welche Addons werden dennoch erlaubt? Jaké addony jsou povoleny? Quais addons são permitidos de qualquer maneira? + Quels addons sont tolérés Milyen bővítmények vannak feltétlenül engedélyezve? Какие аддоны дополнительно разрешены? @@ -585,6 +596,7 @@ LSD-Fahrzeuge LSD vozidla Veículos LSD + LSD - Véhicules LSD járművek Транспорт под LSD @@ -595,6 +607,7 @@ Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu Přidá LSD efekt pro synchronizované vozidla Adiciona efeito LSD ao veículo sincronizado + Ajoute l'effet LSD aux véhicules synchronisés LSD-effekt hozzáadása a szinkronizált járművekhez Добавляет эффект LSD (мигание всеми цветами радуги) синхронизированным транспортным средствам @@ -605,6 +618,7 @@ Ativa dispositivo de mão Przełącz urządzenie podręczne Přepnout ruční zařízení + Allumer l'ordinateur de poche Kézi eszköz kapcsolása Включить портативное устройство @@ -615,6 +629,7 @@ Fecha dispositivo de mão Zamknij urządzenie podręczne Zavřít ruční zařízení + Fermer l'ordinateur de poche Kézi eszköz bezárása Закрыть портативное устройство @@ -625,6 +640,7 @@ Troca dispositivos de mão Następne urządzenie podręczne Procházet ruční zařízení + Changer (cycle) d'ordinateur de poche Kézi eszköz váltása Следующее портативное устройство @@ -678,6 +694,7 @@ Vehicles only Tylko pojazdy Только в транспорте + Pouze vozidla Do Not Force @@ -692,6 +709,7 @@ ACE3 Equipment ACE3 Wyposażenie ACE3 Снаряжение + ACE3 Vybavení ACE3 Common @@ -702,6 +720,7 @@ ACE3 Weapons ACE3 Broń ACE3 Оружие + ACE3 Zbraně ACE3 Movement @@ -712,11 +731,13 @@ ACE3 Scope Adjustment ACE3 Regulacja optyki ACE3 Прицелы + ACE3 Nastavení optiky ACE3 Vehicles ACE3 Pojazdy ACE3 Транспорт + ACE3 Vozidla diff --git a/addons/concertina_wire/stringtable.xml b/addons/concertina_wire/stringtable.xml index 1e6be8cf98..26216b7c0e 100644 --- a/addons/concertina_wire/stringtable.xml +++ b/addons/concertina_wire/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -7,7 +7,7 @@ Колючая проволока Koncentrina Alambre de espino - Concertina wire + Fill barbelé Ostnatý drát Concertina wire Concertina wire @@ -19,7 +19,7 @@ Колючая проволока (моток) Zwój koncentriny Bobina de alambre de espino - Concertina wire coil + Bobine de fil barbelé Smyčka ostnatého drátu Concertina wire coil Concertina wire coil @@ -31,7 +31,7 @@ Демонтировать колючую проволоку Zwiń koncentrinę Desmontar alambre de espino - Dismount Concertina wire + Descendre le fil barbelé Svinout ostnatý drát Dismount Concertina wire Dismount Concertina wire @@ -43,7 +43,7 @@ Монтировать колючую проволоку Rozwiń koncentrinę Desplegar alambre de espino - Deploy Concertina wire + Mettre en place le fil barbelé Rozvinout ostnatý drát Deploy Concertina wire Deploy Concertina wire diff --git a/addons/disarming/stringtable.xml b/addons/disarming/stringtable.xml index e43624f96d..61eaf9af59 100644 --- a/addons/disarming/stringtable.xml +++ b/addons/disarming/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -14,4 +14,4 @@ Abrir inventário - \ No newline at end of file + diff --git a/addons/disposable/stringtable.xml b/addons/disposable/stringtable.xml index 2cbd8b0012..2c6f0b0afd 100644 --- a/addons/disposable/stringtable.xml +++ b/addons/disposable/stringtable.xml @@ -1,4 +1,4 @@ - + diff --git a/addons/dragging/stringtable.xml b/addons/dragging/stringtable.xml index d1eb18d6b4..35f9d6038d 100644 --- a/addons/dragging/stringtable.xml +++ b/addons/dragging/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -50,4 +50,4 @@ Нести - \ No newline at end of file + diff --git a/addons/explosives/stringtable.xml b/addons/explosives/stringtable.xml index 0d85415ec3..7d704d8898 100644 --- a/addons/explosives/stringtable.xml +++ b/addons/explosives/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -77,6 +77,8 @@ Blocked Obstruido Заблокировано + Blokováno + Zablokowany Cancel @@ -529,6 +531,7 @@ Sprengstoffsystem Systém výbušnin Sistema de explosivos + Module explosifs Robbanóanyag-rendszer Взрывные устройства @@ -539,6 +542,7 @@ Benötigt Sprengstoffexperten? Vyžadovat specialistu? Requer especialista? + Requiert un spécialiste? Specialisták igénylése? Требуется специалист? @@ -549,6 +553,7 @@ Benötige Sprengstoffexperte um Sprengladungen zu entschärfen? Standard: Nein Vyžadovat specialistu na zneškodnění výbušniny? Výchozí: Ne Requer especialista em explosivos para desativar explosivos? Padrão: Não + Le désarmoçage d'explosif requiert un spécialiste? Défaut: non Szükséges-e egy specialista a robbanóanyagok hatástalanításához? Alapértelmezett: Nem Требуется ли специалист по минному делу для обезвреживания взрывчатки? По-умолчанию: Нет @@ -559,6 +564,7 @@ Bestrafe Nicht-Sprengstoffexperten? Potrestat, pokud není specialista? Punir não especialistas? + Punir les non-spécialistes? Nem-specialisták büntetése? Штраф не-специалистам? @@ -569,6 +575,7 @@ Entschärfungszeit für Nicht-Sprengstoffexperten erhöhen? Standard: Ja Zvýšit čas potřebný k dokončení akce pokud není specialista? Výchozí: Ano Aumentar o tempo necessário para completar ações por não especialistas? Padrão: Sim + Augmenter le temps nécessaire au désarmoçage pour les non-spécialistes? Défaut: oui Nem-specialisták esetén több ideig tartson a cselekvés befejezése? Alapértelmezett: Igen Увеличивать время завершения действий для не-специалистов? По-умолчанию: Нет @@ -578,6 +585,7 @@ Eksplozja przy rozbrajaniu? Explodovat při zneškodňování? Explotar al desactivar? + Explosion si désamorçage? Robbanás hatástalanításkor? Взрыв при разминир.? @@ -587,6 +595,7 @@ Spraw, aby niektóre ładunki wybuchowe eksplodowały przy próbie ich rozbrojenia? Domyślnie:Tak Umožnit u některých výbušnin explozi při pokusu je zneškodnit? Výchozí: Ano ¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí + Permet à certains explosifs d'exploser au désamorçage? Défaut: oui Meghatározott robbanóanyagok felrobbanjanak-e hatástalanításkor? Alapértelmezett: Igen Разрешить определенным взрывным устройствам взрываться при разминировании? По-умолчанию: Да @@ -596,8 +605,9 @@ Dieses Modul erlaubt die Einstellungen für Sprengstoffe zu verändern. Tento modul umoňuje přizpůsobit nastavení týkajících se výbušnin. Este módulo permite personalizar as definições relacionadas a explosivos. + Ce module ajuste les options relative aux explosifs Ez a modul a robbanóanyagokhoz kötött beállításokat szabályozza. Этот модуль управляет настройками, связанными со взрывными устройствами - \ No newline at end of file + diff --git a/addons/fcs/stringtable.xml b/addons/fcs/stringtable.xml index 77d683fc98..4970f9b10e 100644 --- a/addons/fcs/stringtable.xml +++ b/addons/fcs/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -74,4 +74,4 @@ СУО обнулен. - \ No newline at end of file + diff --git a/addons/finger/stringtable.xml b/addons/finger/stringtable.xml index d8fb2994e3..8d2acd30f5 100644 --- a/addons/finger/stringtable.xml +++ b/addons/finger/stringtable.xml @@ -4,62 +4,72 @@ Show pointing indicator to self Индикатор пальца для показывающего + Afficher un indicateur de pointage pour soit même Pokaż indykator wskazywania palcem dla siebie Saját mutatási indikátor megjelenítése Render the indicator for the pointing player. This option doesn't affect whether the other players would see the indicator Отображать индикатор указания пальцем для показывающего игрока. Эта настройка не влияет на то, будут ли другие игроки видеть индикатор + Affiche l'indicateur pour le joueur qui pointe. Cette option n'affecte pas les autres joueurs Wyświetl indykator kiedy wskazujesz coś palcem. Ta opcja nie wpływa na to, czy inni gracze zobaczą ten indykator czy też nie. Az indikátor megjelenítése a mutató játékosnak. Ez a beállítás nem változtat azon, hogy más játékosok látják-e az indikátort. Pointing indicator Индикатор указания пальцем + Indicateur de pointage Indykator palca Ujj-indikátor Color of the pointing indicator circle Цвет индикатора указания пальцем + Couleur de l'indicateur Kolor okręgu wyświetlanego przy wskazywaniu palcem Mutatási indikátor körének színe Action "point a finger at" Действие "показать пальцем на" + Action 'Pointer le doigt à" Akcja "wskaż palcem" Cselekvés "ujj rámutatása" Points, and shows a virtual marker of where you are looking to nearby units. Can be held down. + Montre du doigt et affiche un marqueur virtuel de la direction pointée aux uinités proches. Peut être maintenu Wskazuje a także wyświetla wirtualny marker-okrąg w miejscu, w które patrzysz, dla wszystkich pobliskich jednostek. Może być przytrzymywany. Mutat, és elhelyez egy virtuális jelölőt a nézett területhez közeli egységekhez. Lenyomva tartható. Показывает пальцем и рисует виртуальный маркер в направлении взгляда ближайшим игрокам. Можно удерживать. Pointing Settings + Option "Montrer du doigt" Ustawienia wskazywania palcem Ujj beállításai Настройки указания пальцем Pointing Enabled + Activer "Montrer du doigt" Aktywuj wskazywanie Mutatás engedélyezése Указание пальцем включено Pointing Max Range + Distance maximale du pointage Maks. zasięg wskazywania Ujj maximum hatótávja Макс. дальность Max range between players to show the pointing indicator [default: 4 meters] + Distance maximale entre joueurs pour afficher l'indicateur (défaut: 4 mètres) Określ dystans na jakim można wskazywać coś palcem innym graczom. [domyślnie: 4m] A maximális távolság, amelyben a közeli játékosoknak megjelenik az indikátor. [alapértelmezett: 4 méter] Максимальная дальность между игроками для отображения индикатора указания пальцем [по-умолчанию: 4 метра] - \ No newline at end of file + diff --git a/addons/flashlights/stringtable.xml b/addons/flashlights/stringtable.xml index acffa4ad4a..08dbe188ec 100644 --- a/addons/flashlights/stringtable.xml +++ b/addons/flashlights/stringtable.xml @@ -5,31 +5,37 @@ Fulton MX-991 Fulton MX-991 Fulton MX-991 + Fulton MX-991 Flashlight with red filter. For use on map. Latarka z czerwonym filtrem. Używana do podświetlania mapy. Фонарь с красным светофильтром. Для использования на карте. + Svítilna s červeným filtrem. Pro nahlédnutí do mapy. Maglite XL50 Maglite XL50 Maglite XL50 + Maglite XL50 White mini flashlight. For use on map. Mini latarka. Światło białe. Używana do podświetlania mapy. Небольшой фонарик белого света. Для использования на карте. + Bílá mini svítilna. Pro nahlédnutí do mapy. KSF-1 KSF-1 KSF-1 + KSF-1 Flashlight with red filter. For use on map. Latarka z czerwonym filtrem. Używana do podświetlania mapy. Фонарь с красным светофильтром. Для использования на карте. + Svítilna s červeným filtrem. Pro nahlédnutí do mapy. - \ No newline at end of file + diff --git a/addons/frag/stringtable.xml b/addons/frag/stringtable.xml index 51d0071030..bba8f1dae9 100644 --- a/addons/frag/stringtable.xml +++ b/addons/frag/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -8,6 +8,7 @@ Splittersimulation Simulace fragmentace Simulação de fragmentação + Simulation de la fragmentation Repesz-szimuláció Симуляция осколков @@ -18,6 +19,7 @@ Aktiviere die ACE-Splittersimulation Povolit ACE simulaci fragmentace Ativa a simulação de fragmentação do ACE + Active la simulation ACE de la fragmentation Az ACE repesz-szimuláció engedélyezése Включить симуляцию осколков ACE @@ -28,6 +30,7 @@ Explosionssimulation Simulace úlomků Simulação de estilhaços + Simulation d'éclat Pattogzás-szimuláció Симуляция обломков @@ -38,6 +41,7 @@ Aktiviere ACE-Explosionssimulation Povolit ACE simulaci úlomků Ativa a simulação de estilhaços do ACE + Active la simulation d'éclat ACE Az ACE pattogzás-szimuláció engedélyezése Включить симуляцию обломков ACE @@ -48,6 +52,7 @@ Maximalzahl der verfolgten Projektile Maximální počet sledovaných projektilů Máximo de projéteis rastreados + Nombre maximum de projectile suivis Maximum követett repeszek Макс. количество отслеживаемых снарядов @@ -58,6 +63,7 @@ Diese Einstellung steuert die maximale Anzahl an Projektilen, die das Splitter- und Explosionssystem gleichzeitig verfolgen wird. Wenn mehr Projektile abgefeuert werden, werden sie nicht verfolgt werden. Diese Einstellung zu verringern, kann FPS-Einbrüche bei Szenarien mit vielen Projektilen verhindern (>200 Objekte gleichzeitig in der Luft) Toto nastavení kontroluje maximální množství projektilů z fragmentace a úlomků, která jsou sledována v dané době. Pokud je vystřeleno více projektilů, tak nebudou sledovány. Snižte toto nastavení pokud si nepřejete propady FPS v situacích, kde je velké množství projektilů ( >200 nábojů najednou ve vzduchu) Esta definição controla a quantidade máxima de projéteis que o sistema de fragmentação e estilhaçamento irá acompanhar em qualquer momento. Se mais projéteis são disparados, eles não serão rastreados. Diminua essa configuração se você não quiser que o FPS caia em cenários com alta contagem de projéteis (> 200 projéteis no ar ao mesmo tempo) + Cette option controle le nombre maximum de projectile et d'éclat résultant de la fragmentation que le système suivra à un moment T. Si plus de projectiles sont générés, ils ne seront pas pris en compte. Baisser cette option si vous ne voulez pas de baisse de FPS en cas d'un nombre important de projectiles (>200 éclats en même temps) Ez a beállítás szabályozza a repeszeződés és pattogzás által kilőtt objektumok követett számát. Ha több ez a szám, ezek az objektumok nem lesznek követve. Csökkentsd ezt a beállítást, ha nem akarsz lassulásokat magas-törmelékmennyiségű helyzetekben (200+ repesz a levegőben egyszerre) Эта настройка контролирует максимальное количество снарядов, которок отслеживает система осколков и обломков в каждый момент времени. Снаряды, выстреленные сверх этого числа, отслеживаться не будут. Уменьшите это значение, если вы не хотите падения FPS при большом количестве снарядов в одной перестрелке (> 200 одновременно летящих снарядов) @@ -68,6 +74,7 @@ Maks. liczba pocisków na klatkę Maximální počet projektilů ze jeden snímek Projéteis máximos por quadro + Nombre maximal de projectile par image Maximum repesz/képkocka Макс. количество снарядов за кадр @@ -78,6 +85,7 @@ El número de cálculos de esquirlas que se hará en cualquier cuadro. Esto ayuda a dispersar el impacto en FPS del seguimiento de esquirlas de balas a través de múltiples cuadros, lo que limita aún más su impacto. Počet úlomků v daném snímku. Toto pomáhá rozšířit FPS dopad sledovaného úlomku napříč více snímky, omezuje jeho vliv ještě více. O número de cálculos por estilhaço rastreado para executar em qualquer quadro. Isso ajuda a distribuir o impacto no FPS do rastreamento de estilhaço em vários quadros, o que limita o seu impacto ainda mais. + Le nombre d'éclat à calculer dans chaque images. Ceci permet de diffuser l'impact sur les FPS dans de multiples images, le limitant d'autant plus. A lepattogzási útvonalak számításának darabjai képkockánként. Ez eloszlatja az FPS-megszakadást több képkockára, ezzel csökkentve a súlyosságát. Число обрабатываемых осколков за кадр. Это позволяет распределить нагрузку по отслеживанию осколков между несколькими кадрами, чтобы предотвратить падение FPS. @@ -88,6 +96,7 @@ (Pouze SP) Debug sledování Frag/Úlomků (nur SP) Splitter-/Explosions-Debug-Verfolgung (Somente SP) Depuração de fragmentação e estilhaços traçantes + (SP uniquement) Fragmentation/éclat debug (Csak SP) Repesz/Pattogzás debug követés (Только для одиночной игры) Отслеживаение/отладка осколков @@ -98,6 +107,7 @@ (nur SP) Splitter-/Explosions-Debugging (Pouze SP) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče. (Somente SP) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP. + (SP seulement) Requiert un redémarrage de mission ou de l'éditeur. Active les traceurs visuels de fragmentation et d'éclats en mode solo seulement (Csak SP) Küldetés/Editor újraindítás szükséges. Engedélyezi a repeszek és pattogzó lövedékek vizuális nyomkövetését, csak egyjátékos módok alatt. (Только для одиночной игры) Требует перезапуска миссии/редактора. Включает визуальные следы от осколков и обломков в режиме одиночной игры. diff --git a/addons/goggles/functions/fnc_checkGoggles.sqf b/addons/goggles/functions/fnc_checkGoggles.sqf index f222ea9881..84b86c3da4 100644 --- a/addons/goggles/functions/fnc_checkGoggles.sqf +++ b/addons/goggles/functions/fnc_checkGoggles.sqf @@ -18,7 +18,7 @@ if (!alive ace_player) exitWith {}; if (true) then { // Detect if curator interface is open and disable effects - if (!isNull(findDisplay 312)) exitWith { + if !(isNull curatorCamera) exitWith { if (GVAR(EffectsActive)) then { call FUNC(removeGlassesEffect); }; diff --git a/addons/goggles/functions/fnc_isGogglesVisible.sqf b/addons/goggles/functions/fnc_isGogglesVisible.sqf index 253a82f0a3..80f9de4830 100644 --- a/addons/goggles/functions/fnc_isGogglesVisible.sqf +++ b/addons/goggles/functions/fnc_isGogglesVisible.sqf @@ -15,17 +15,14 @@ */ #include "script_component.hpp" -PARAMS_1(_unit); - +params ["_unit"]; private ["_currentGlasses", "_result", "_position", "_visible"]; _currentGlasses = goggles _unit; _result = false; -if ((vehicle _unit) != _unit) exitWith {(cameraView != "GUNNER")}; - if (_currentGlasses != "") then { - _position =(getPosASLW _unit); + _position = getPosASLW _unit; if (surfaceIsWater _position && {((_position select 2) < 0.25)}) exitWith { _result = ([_currentGlasses] call FUNC(isDivingGoggles)); }; diff --git a/addons/grenades/CfgAmmo.hpp b/addons/grenades/CfgAmmo.hpp index 120d3ab5ea..6cb16b0328 100644 --- a/addons/grenades/CfgAmmo.hpp +++ b/addons/grenades/CfgAmmo.hpp @@ -28,66 +28,67 @@ class CfgAmmo { }; class ACE_F_Hand_White: F_20mm_White { - grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5}; - grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5}; - soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5}; - SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100}; - SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100}; - SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100}; - SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70}; - SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70}; timeToLive = 60; }; class F_20mm_Red; class ACE_F_Hand_Red: F_20mm_Red { - grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5}; - grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5}; - soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5}; - SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100}; - SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100}; - SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100}; - SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70}; - SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70}; timeToLive = 60; }; class F_20mm_Green; class ACE_F_Hand_Green: F_20mm_Green { - grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5}; - grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5}; - soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5}; - SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100}; - SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100}; - SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100}; - SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70}; - SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70}; timeToLive = 60; }; class F_20mm_Yellow; class ACE_F_Hand_Yellow: F_20mm_Yellow { - grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5}; - grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5}; - soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5}; - SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100}; - SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100}; - SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100}; - SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70}; - SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70}; timeToLive = 60; }; class SmokeShell; + class ACE_G_Handflare_White: SmokeShell { + GVAR(flare) = 1; + GVAR(color)[] = {0.5,0.5,0.5,0.5}; + model = "\A3\weapons_f\ammo\flare_white"; + dangerRadiusHit = -1; + suppressionRadiusHit = -1; + typicalSpeed = 22; + cost = 100; + deflecting = 30; + explosionTime = 3; + timeToLive = 60; + grenadeFireSound[] = {}; + grenadeBurningSound[] = {}; + aiAmmoUsageFlags = "4 + 2"; + smokeColor[] = {0,0,0,0}; + effectsSmoke = "ACE_HandFlareEffect"; + whistleDist = 0; + }; + class ACE_G_Handflare_Red: ACE_G_Handflare_White { + GVAR(color)[] = {0.5,0.25,0.25,0.5}; + model = "\A3\weapons_f\ammo\flare_red"; + }; + class ACE_G_Handflare_Green: ACE_G_Handflare_White { + GVAR(color)[] = {0.25,0.5,0.25,0.5}; + model = "\A3\weapons_f\ammo\flare_green"; + }; + class ACE_G_Handflare_Yellow: ACE_G_Handflare_White { + GVAR(color)[] = {0.5,0.5,0.25,0.5}; + model = "\A3\weapons_f\ammo\flare_yellow"; + }; + class ACE_G_M84: SmokeShell { + GVAR(flashbang) = 1; model = PATHTOF(models\ACE_m84_thrown.p3d); dangerRadiusHit = -1; suppressionRadiusHit = 20; typicalSpeed = 22; cost = 40; + explosive = 1E-7; deflecting = 15; + explosionTime = 2.3; timeToLive = 6; - fuseDistance = 2.3; grenadeFireSound[] = {}; grenadeBurningSound[] = {}; aiAmmoUsageFlags = "0"; diff --git a/addons/grenades/CfgMagazines.hpp b/addons/grenades/CfgMagazines.hpp index 31e80dc545..16dd9929ff 100644 --- a/addons/grenades/CfgMagazines.hpp +++ b/addons/grenades/CfgMagazines.hpp @@ -1,3 +1,4 @@ + class CfgMagazines { class HandGrenade; class ACE_HandFlare_Base: HandGrenade { @@ -8,55 +9,60 @@ class CfgMagazines { mass = 4; initSpeed = 22; }; + class ACE_HandFlare_White: ACE_HandFlare_Base { author = ECSTRING(common,ACETeam); scope = 2; - ammo = "ACE_F_Hand_White"; displayname = CSTRING(M127A1_White_Name); descriptionshort = CSTRING(M127A1_White_Description); displayNameShort = CSTRING(M127A1_White_NameShort); model = "\A3\weapons_f\ammo\flare_white"; picture = "\A3\Weapons_F\Data\UI\gear_flare_white_ca.paa"; + ammo = "ACE_G_Handflare_White"; }; + class ACE_HandFlare_Red: ACE_HandFlare_Base { author = ECSTRING(common,ACETeam); scope = 2; - ammo = "ACE_F_Hand_Red"; displayname = CSTRING(M127A1_Red_Name); descriptionshort = CSTRING(M127A1_Red_Description); displayNameShort = CSTRING(M127A1_Red_NameShort); model = "\A3\weapons_f\ammo\flare_red"; picture = "\A3\Weapons_F\Data\UI\gear_flare_red_ca.paa"; + ammo = "ACE_G_Handflare_Red"; }; + class ACE_HandFlare_Green: ACE_HandFlare_Base { author = ECSTRING(common,ACETeam); scope = 2; - ammo = "ACE_F_Hand_Green"; displayname = CSTRING(M127A1_Green_Name); descriptionshort = CSTRING(M127A1_Green_Description); displayNameShort = CSTRING(M127A1_Green_NameShort); model = "\A3\weapons_f\ammo\flare_green"; picture = "\A3\Weapons_F\Data\UI\gear_flare_green_ca.paa"; + ammo = "ACE_G_Handflare_Green"; }; + class ACE_HandFlare_Yellow: ACE_HandFlare_Base { author = ECSTRING(common,ACETeam); scope = 2; - ammo = "ACE_F_Hand_Yellow"; displayname = CSTRING(M127A1_Yellow_Name); descriptionshort = CSTRING(M127A1_Yellow_Description); displayNameShort = CSTRING(M127A1_Yellow_NameShort); model = "\A3\weapons_f\ammo\flare_yellow"; picture = "\A3\Weapons_F\Data\UI\gear_flare_yellow_ca.paa"; + ammo = "ACE_G_Handflare_Yellow"; }; + class ACE_M84: HandGrenade { author = ECSTRING(common,ACETeam); - ammo = "ACE_G_M84"; displayname = CSTRING(M84_Name); descriptionshort = CSTRING(M84_Description); displayNameShort = "M84"; - mass = 4; model = PATHTOF(models\ACE_m84.p3d); picture = PATHTOF(UI\ACE_m84_x_ca.paa); + ammo = "ACE_G_M84"; + mass = 4; }; class 3Rnd_UGL_FlareGreen_F; @@ -65,6 +71,7 @@ class CfgMagazines { ammo = "F_40mm_Green"; initSpeed = 120; }; + class 6Rnd_RedSignal_F: 6Rnd_GreenSignal_F { author = ECSTRING(common,ACETeam); ammo = "F_40mm_Red"; diff --git a/addons/grenades/Effects.hpp b/addons/grenades/Effects.hpp index c9e214de5c..3cbcef9a38 100644 --- a/addons/grenades/Effects.hpp +++ b/addons/grenades/Effects.hpp @@ -2,3 +2,7 @@ class ACE_M84FlashbangEffect { // empty }; + +class ACE_HandFlareEffect { + // empty +}; diff --git a/addons/grenades/XEH_preInit.sqf b/addons/grenades/XEH_preInit.sqf index 0df2e235fd..631cecca85 100644 --- a/addons/grenades/XEH_preInit.sqf +++ b/addons/grenades/XEH_preInit.sqf @@ -2,6 +2,7 @@ ADDON = false; +PREP(flare); PREP(flashbangExplosionEH); PREP(flashbangThrownFuze); PREP(nextMode); diff --git a/addons/grenades/functions/fnc_flare.sqf b/addons/grenades/functions/fnc_flare.sqf new file mode 100644 index 0000000000..bf1d571640 --- /dev/null +++ b/addons/grenades/functions/fnc_flare.sqf @@ -0,0 +1,40 @@ +/* + * Author: commy2 + * Makes flare shine. + * + * Arguments: + * 0: The flare + * 1: Color of flare + * 2: Intensity of flare + * 3: Flare lifetime + * + * Return Value: + * None + * + * Example: + * [_nade, [0.5,0.5,0.5], 0.5, 60] call ace_grenades_fnc_flare + * + * Public: No + */ +#include "script_component.hpp" + +params ["_projectile", "_color", "_intensity", "_timeToLive"]; + +private "_light"; +_light = "#lightpoint" createVehicleLocal position _projectile; + +_light setLightColor _color; +_light setLightAmbient _color; +_light setLightIntensity _intensity; +_light setLightBrightness 0.8; + +_light setLightUseFlare true; +_light setLightFlareSize 3.0; +_light setLightFlareMaxDistance 1000; + +_light setLightDayLight true; + +_light lightAttachObject [_projectile, [0,0,0]]; +//_light attachTo [_projectile, [0,0,0]]; + +[{deleteVehicle _this}, _light, _timeToLive, 1] call EFUNC(common,waitAndExecute); diff --git a/addons/grenades/functions/fnc_throwGrenade.sqf b/addons/grenades/functions/fnc_throwGrenade.sqf index 03e67a152a..9439aef4bd 100644 --- a/addons/grenades/functions/fnc_throwGrenade.sqf +++ b/addons/grenades/functions/fnc_throwGrenade.sqf @@ -21,22 +21,50 @@ */ #include "script_component.hpp" -private ["_mode", "_fuzeTime"]; -params ["_unit", "_weapon", "", "", "", "", "_projectile"]; +params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"]; -if (_unit != ACE_player) exitWith {}; if (_weapon != "Throw") exitWith {}; +// http://feedback.arma3.com/view.php?id=12340 +if (isNull _projectile) then { + _projectile = nearestObject [_unit, _ammo]; +}; + +// handle special grenades +if (local _unit) then { + if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(flashbang)) == 1) then { + private "_fuzeTime"; + _fuzeTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosionTime"); + + [FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute); + }; +}; + +if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(flare)) == 1) then { + private ["_fuzeTime", "_timeToLive", "_color", "_intensity"]; + + _fuzeTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosionTime"); + _timeToLive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "timeToLive"); + _color = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(color)); + _intensity = _color select 3; + _color resize 3; + + [FUNC(flare), [_projectile, _color, _intensity, _timeToLive], _fuzeTime, 0] call EFUNC(common,waitAndExecute); +}; + +// handle throw modes +if (_unit != ACE_player) exitWith {}; + +private "_mode"; _mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0]; if (_mode != 0) then { private "_velocity"; - _velocity = velocity _projectile; switch (_mode) do { //high throw - case 1 : { + case 1 : { _velocity = [ 0.5 * (_velocity select 0), 0.5 * (_velocity select 1), @@ -44,24 +72,18 @@ if (_mode != 0) then { ]; }; //precise throw - case 2 : { + case 2 : { _velocity = (_unit weaponDirection _weapon) vectorMultiply (vectorMagnitude _velocity); }; //roll grande - case 3 : { + case 3 : { //@todo }; //drop grenade - case 4 : { + case 4 : { _velocity = [0, 0, 0]; }; }; _projectile setVelocity _velocity; }; - -if (typeOf _projectile == "ACE_G_M84") then { - _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance"); - // _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance - [FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute); -}; diff --git a/addons/grenades/stringtable.xml b/addons/grenades/stringtable.xml index 522c370777..31282500e8 100644 --- a/addons/grenades/stringtable.xml +++ b/addons/grenades/stringtable.xml @@ -1,4 +1,4 @@ - + diff --git a/addons/hearing/stringtable.xml b/addons/hearing/stringtable.xml index b2cd45f66e..41a00fae53 100644 --- a/addons/hearing/stringtable.xml +++ b/addons/hearing/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -116,6 +116,7 @@ Gehör Sluch Audição + Audition Hallás Слух @@ -126,6 +127,7 @@ Aktiviere Taubheit im Gefecht? Povolit ztrátu sluchu? Ativar surdez em combate? + Activer la surdité au combat? Harci süketség engedélyezése? Оглушение @@ -136,6 +138,9 @@ Aktiviere Taubheit im Gefecht? Povolit ztrátu sluchu? Ativar surdez em combate? + + + Activer la surdité au combat? Harci süketség engedélyezése? Уменьшает способность игроков слышать при повреждении слуха @@ -145,15 +150,17 @@ Dieses Modul aktiviert/deaktiviert die Taubheit im Gefecht. Wenn aktiviert, können Spieler ohne Gehörschutz taub werden, wenn eine Waffe in ihrer Nähe abgefeuert wird oder eine Explosion stattfindet. Ztráta sluchu je možná ve chvíly, kdy se v bezprostřední blízkosti střílí z velkorážní zbraně nebo při bombardování a osoba je bez ochrany sluchu (např. špunty). Tento modul umožňuje tuto věc povolit nebo zakázat. Este módulo ativa / desativa surdez em combate. Quando ativado, os jogadores podem ficar surdos quando uma arma é disparada ao seu redor ou uma explosão ocorre sem proteção auditiva. - Контролирует оглушение в бою и звон в ушах. При активации играки могут быть оглушены близкими выстрелами и взрывами при отсутствии защиты для ушей. + Ce module active / désactivé la surdité au combat. Si active, des joueurs peuvent devenir sourds sans protection d'oreille, si une arme est utilisée ou une explosion a lieu à proximité - Affects Zeus RC + Effect Zeus RC + Wpływ na Zeus RC Влияет на юнита Зевса Allow zeus remote controlled units to be able to take hearing damage. - Позволить юнитам, контролируемым Зевсом, получать повреждение слуха. + Aktywuj efekty utraty słuchu dla jednostek kontrolowanych zdalnie przez Zeusa. + Контролирует оглушение в бою и звон в ушах. При активации играки могут быть оглушены близкими выстрелами и взрывами при отсутствии защиты для ушей. diff --git a/addons/huntir/stringtable.xml b/addons/huntir/stringtable.xml index 7e7767f349..3af7f8157b 100644 --- a/addons/huntir/stringtable.xml +++ b/addons/huntir/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -194,4 +194,4 @@ Esc - Sai do Ajuda - \ No newline at end of file + diff --git a/addons/interact_menu/stringtable.xml b/addons/interact_menu/stringtable.xml index 735e888245..9c3732358d 100644 --- a/addons/interact_menu/stringtable.xml +++ b/addons/interact_menu/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -90,6 +90,7 @@ Akcje Zeusa Akce Zeuse Acciones Zeus + Actions Zeus Zeus cselekvések Ações do Zeus Действия Зевса @@ -233,6 +234,7 @@ Pozadí menu interakce Interaktionsmenü-Hintergrund Fundo do menu de interação + Arrière plan du menu d'interaction Cselekvő menü háttere Фон меню взаимодействия @@ -240,9 +242,10 @@ Blur the background while the interaction menu is open. Rozmywa lub przyciemnia tło na czas otwarcia menu interakcji Desenfocar el fondo mientras el menú de interacción está abierto. - Rozmazat obraz pokud je interakční menu otevřené. + Rozmazat obraz při otevřeném interakčním menu. Den Hintergrund verschwimmen lassen, während das Interaktionsmenü geöffnet ist. Desfocar o fundo enquanto o menu de interação está aberto. + Flouter l'arrière plan durant l'ouverture du menu d'interaction A háttér elmosása a cselekvő menü használata alatt. Размыть фон, пока открыто меню взаимодействия. @@ -253,6 +256,7 @@ Rozmazaný obraz Verschwommenes Bild Desfoque de tela + Flouter l'écran Kép elmosása Размытый @@ -260,9 +264,10 @@ Black Przyciemnienie ekranu Negro - Černý obraz + Tmavý Preto Schwarz + Noir Fekete Черный @@ -271,6 +276,7 @@ Pokazuj akcje dla budynków Zobrazit akci pro budovy Mostrar acciones para edificios + Affiche les actions pour les batiments Cselekvések mutatása épületeknél Mostrar ações para edifícios Показывать действия для зданий @@ -280,6 +286,7 @@ Dodaje opcje interakcji dla otwierania drzwi oraz wchodzenia po drabinach do budynków. Uwaga: Użycie tej opcji może spowodować spadek wydajności menu interakcji, szczególnie w dużych miastach. Přidá možnost interakce pro otevření dvěří a umistňovat žebříky na budovy. (Poznámka: Použití této možnosti snižuje výkon při otevírání pomocí interakčního menu, zejména ve velkých městech.) Añade las acciones de interacción para la apertura de puertas y montaje de escaleras en los edificios. (Nota: Hay un coste de rendimiento al abrir el menú de interacción, especialmente en las ciudades) + Ajoute des interactions pour ouvrir les portes et les échelles des batiments. (Note: l'ouverture du menu en ville dégrade les performances) Cselekvéseket engedélyez ajtók kinyitására és létrák mászására. (Figyelem: ez teljesítményvesztéssel járhat a menü megnyitásakor, főleg városokban) Adiciona ações de interações para abrir portas e montar escadas em edifícios. (Nota: Existe um custo de performance quando aberto o menu de interação, especialmente em cidades) Добавляет действия открывания дверей и залезания на лестницы для зданий. (Примечание: возможно падение производительности при открытии меню взаимодействия, особенно в городах) @@ -288,6 +295,7 @@ Interaction Menu Menu interakcji Меню взаимодействия + Menu interakce - \ No newline at end of file + diff --git a/addons/interaction/stringtable.xml b/addons/interaction/stringtable.xml index bfa2df6560..7d2b91f6c8 100644 --- a/addons/interaction/stringtable.xml +++ b/addons/interaction/stringtable.xml @@ -774,6 +774,7 @@ Otwórz Otevřít Abrir + Ouvrir Nyitás Abrir Открыть @@ -785,6 +786,7 @@ Interaktionssystem Systém interakce Взаимодействие + Système d'interaction Interakciós rendszer Sistema de interação @@ -795,6 +797,7 @@ Aktiviere Gruppenverwaltung Povolit správu týmu Управление группами + Active la gestion d'équipe Csapatkezelés engedélyezése Habilitar gestão de equipes @@ -805,6 +808,7 @@ Sollen Spieler das Gruppenverwaltungsmenü verwenden dürfen? Standard: Ja Mohou hráči použít menu správy týmu? Výchozí: Ano Разрешить ли игрокам использовать меню управления группами? По-умолчани: Да + Permettre aux joueurs d'utiliser la gestion de groupe? Défaut: oui A játékosoknak engedélyezve legyen a csapatkezelő menü? Alapértelmezett: Igen Devem os jogadores ter permissão de usar o menu de gestão de equipes? Padrão: Sim @@ -814,9 +818,10 @@ Die Gruppenverwaltung erlaubt die Zuweisung von Farben für Einheiten, die Kommandierung und das Beitreten/Verlassen einer Gruppe. Správa týmu se skládá z: přidělení barev pro členy týmu, převzetí velení, připojení/odpojení. La gestión del equipo permite la asignación de colores para los miembros del equipo, tomando el mando del equipo y uniendo/dejando equipos. + La gestion d'équipe permet l'allocation de couleur aux membres d'équipe, de prendre le commandement, de rejoindre ou quitter une équipe. A csapatkezelés engedélyezi a tagok színének meghatározását, a vezetés átvételét, és csapatoknál be-és kilépést. O módulo de gestão de equipe é composto por: a atribuição de cores para os membros da equipe, comando das equipes, juntando-se / deixando equipes. Управление группами позволяет назначать цвета членам групп, брать командование, вступать в группы или покидать их. - \ No newline at end of file + diff --git a/addons/inventory/stringtable.xml b/addons/inventory/stringtable.xml index 8272594df5..04cac46b87 100644 --- a/addons/inventory/stringtable.xml +++ b/addons/inventory/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -26,4 +26,4 @@ Normalmente o tamanho da tela do inventário é ditada pelo tamanho da UI. Isso permite aumentar o tamanho da tela de inventário, mas não aumenta o tamanho da fonte, permitindo que mais linhas sejam visualizadas. - \ No newline at end of file + diff --git a/addons/javelin/stringtable.xml b/addons/javelin/stringtable.xml index e826263100..385abf586e 100644 --- a/addons/javelin/stringtable.xml +++ b/addons/javelin/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -26,4 +26,4 @@ Alterar Modo de Disparo - \ No newline at end of file + diff --git a/addons/main/script_mod.hpp b/addons/main/script_mod.hpp index e38e71ac4b..c2bf6cc10f 100644 --- a/addons/main/script_mod.hpp +++ b/addons/main/script_mod.hpp @@ -4,8 +4,8 @@ #define PREFIX ace #define MAJOR 3 -#define MINOR 2 -#define PATCHLVL 2 +#define MINOR 3 +#define PATCHLVL 0 #define BUILD 0 #define VERSION MAJOR.MINOR.PATCHLVL.BUILD diff --git a/addons/main/stringtable.xml b/addons/main/stringtable.xml index 610fd00195..d38401d45f 100644 --- a/addons/main/stringtable.xml +++ b/addons/main/stringtable.xml @@ -5,6 +5,7 @@ ACE Logistics ACE Logistyka ACE: логистика + ACE Logistika - \ No newline at end of file + diff --git a/addons/map/XEH_postInitClient.sqf b/addons/map/XEH_postInitClient.sqf index ef528d5233..02800c2540 100644 --- a/addons/map/XEH_postInitClient.sqf +++ b/addons/map/XEH_postInitClient.sqf @@ -98,4 +98,14 @@ call FUNC(determineZoom); }] call EFUNC(common,addEventHandler); }; }; -}] call EFUNC(common,addEventHandler); \ No newline at end of file +}] call EFUNC(common,addEventHandler); + +// hide clock on map if player has no watch +GVAR(hasWatch) = true; + +["playerInventoryChanged", { + if (isNull (_this select 0)) exitWith { + GVAR(hasWatch) = true; + }; + GVAR(hasWatch) = "ItemWatch" in (_this select 1 select 17); +}] call EFUNC(common,addEventHandler); diff --git a/addons/map/functions/fnc_onDrawMap.sqf b/addons/map/functions/fnc_onDrawMap.sqf index bc147884e4..37ec5a7000 100644 --- a/addons/map/functions/fnc_onDrawMap.sqf +++ b/addons/map/functions/fnc_onDrawMap.sqf @@ -2,3 +2,6 @@ #include "script_component.hpp" ((_this select 0) displayCtrl 1016) ctrlShow GVAR(mapShowCursorCoordinates); + +// hide clock when no watch in inventory, or whatever never ever +((_this select 0) displayCtrl 101) ctrlShow GVAR(hasWatch); diff --git a/addons/map/stringtable.xml b/addons/map/stringtable.xml index 433c369ef5..c2d456b10e 100644 --- a/addons/map/stringtable.xml +++ b/addons/map/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -8,6 +8,7 @@ Karte Mapa Mapa + Carte Térkép Карта @@ -18,19 +19,24 @@ Kartenausleuchtung Osvětlení mapy Iluminação do mapa? + Luminosité Térkép megvilágítása? Освещение карты? Simulate map lighting based on ambient lighting and player's items? + Symuluj oświetlenie mapy bazujące na oświetleniu otoczenia oraz przedmiotach gracza? + Calcul la luminosité de la carte en fonction des conditions de lumière Симулировать освещение карты на основе окружающего света и приборов игрока? Map flashlight glow? + Poświata latarki Свет фонаря на карте? Add external glow to players who use flashlight on map? + Pokaż poświatę światła latarki na graczu, który używa latarki na widoku mapy? Добавить свет при использовании фонаря на карте? @@ -40,6 +46,7 @@ Kamerawackeln Třesení mapy? Tremor de mapa? + Tremblement de la carte? Térkép-rázkódás? Тряска карты? @@ -50,6 +57,7 @@ Kamerawackeln beim Gehen? Umožnit třesení mapy za pochodu? Tremer o mapa enquanto caminha? + La carte tremble lors d'un déplacement? Rázkódjon-e a térkép mozgáskor? Заставлять карту трястись при ходьбе? @@ -60,6 +68,7 @@ Kartenzoom einschränken Omezit přiblížení mapy? Limitar zoom do mapa? + Limiter le zoom de la carte? Térkép-nagyítás korlátozása? Ограничить приближение карты? @@ -70,6 +79,7 @@ Zoomstufe der Karte einschränken? Omezit stupeň přiblížení pro mapu? Limitar a quantidade de zoom disponível para o mapa? + Limite le zoom maximum pour la carte? Korlátozva legyen-e a nagyítás mennyisége a térképnél? Ограничить максимальное приближение, доступное на карте? @@ -80,6 +90,7 @@ Zeige Cursor-Koordinaten? Zobrazit souřadnice u kurzoru? Mostrar coordenadas no cursor? + Afficher les coordonnées sur le curseur? Kurzor-koordináták mutatása? Показывать координаты курсора? @@ -90,6 +101,7 @@ Gitter-Koordinaten auf dem Mauszeiger anzeigen? Zobrazit souřadnice u kurzoru v mapě? Mostrar as coordenadas de grade no ponteiro do mouse? + Affiche les coordonnées à coté du curseur? Mutatva legyen-e a kurzornál található rész rácskoordinátája? Показывать координаты около курсора мыши? @@ -99,6 +111,7 @@ Dieses Modul erweitert die Kartenfunktionen. Tento modul umožňuje přizpůsobit mapu s obrazem. Este módulo permite que você personalize a tela de mapa. + Ce module permet de personnaliser l'écran de la carte Ez a modul lehetővé teszi a térképnézet testreszabását. Этот модуль позволяет настроить отображение карты. @@ -109,6 +122,7 @@ Blue Force Tracking Blue Force Tracking Rastreio de forças azuis + Blue Force Tracking Blue Force követés Система слежения Blue Force Tracking @@ -118,6 +132,7 @@ Aktywuj BFT Povolit BFT Activar BFT + Activer le Suivi des Forces Alliées BFT engedélyezése Включить BFT @@ -127,6 +142,7 @@ Aktywuj Blue Force Tracking. Domyślnie: Nie Povolit Blue Force Tracking. Výchozí: Ne Activar Blue Force Tracking. Por defecto: No + Activer le SFA. Défaut: non Blue Force követés engedélyezése. Alapértelmezett: Nem Включает систему служения BFT. По-умолчанию: Нет @@ -137,6 +153,7 @@ Intervall Interval Intervalo + Intervalle Intervallum Интервал @@ -147,6 +164,7 @@ Wie oft sollen die Markierungen aktualisiert werden (in Sekunden) Jak často budou značky aktualizovány (v sekundách) Frequência em que os marcadores devem ser atualizados (em segundos) + Tout les combien de temps les marqueurs doivent être rafraichit? Milyen gyakran frissüljenek a jelölők (másodpercben) Как часто должны обновляться маркеры (в секундах) @@ -157,6 +175,7 @@ KI-Gruppen verstecken? Skrýt AI skupiny? Esconder grupos de IA? + Cacher les groupes IA? AI csoportok elrejtése? Скрыть группы ботов? @@ -167,6 +186,7 @@ Verstecke Marker für "nur KI"-Gruppen? Skrýt značky pouze pro AI skupiny? Esconder marcadores que pertencem ao grupo de IA? + Cacher les marqueurs pour les groupes d'IA seulement? Jelölők elrejtése "csak AI" csoportoknál? Скрыть маркеры групп, которые состоят полностью из ботов? @@ -176,6 +196,7 @@ Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen. Umožňuje sledovat přátelské jednokty na mapě v rámci BFT. Permite que você acompanhe as posições no mapa das unidades aliadas com marcadores RFA. + Ce module permet de suivre les unités alliées avec des marqueurs sur la carte. Ez a modul lehetővé teszi a szövetséges egységek követését BFT térképjelzőjkkel. Этот модуль позволяет отслеживать перемещение союзных войск по карте при помощи маркеров BFT. @@ -183,31 +204,37 @@ Flashlights Latarki Фонари + Svítilny NVG Noktowizja ПНВ + NVG On Włącz Вкл. + Zapnout Off Wyłącz Выкл. + Vypnout Increase Brightness Zwiększ czułość Увеличить яркость + Zvýšit jas Decrease Brightness Zmniejsz czułość Уменьшить яркость + Snížit jas - \ No newline at end of file + diff --git a/addons/maptools/functions/fnc_updateMapToolMarkers.sqf b/addons/maptools/functions/fnc_updateMapToolMarkers.sqf index 5c88d907b8..5d11c6a6e9 100644 --- a/addons/maptools/functions/fnc_updateMapToolMarkers.sqf +++ b/addons/maptools/functions/fnc_updateMapToolMarkers.sqf @@ -18,7 +18,7 @@ params ["_theMap"]; -private ["_rotatingTexture", "_textureWidth", "_scale", "_xPos", "_yPos"]; +private ["_rotatingTexture", "_textureWidth", "_scaleX", "_scaleY", "_xPos", "_yPos"]; // Show/Hide draw buttons if ([] call FUNC(canDraw)) then { @@ -43,16 +43,18 @@ if (GVAR(mapTool_Shown) == 1) then { }; // Update scale of both parts -_scale = _textureWidth * CONSTANT_SCALE * (call FUNC(calculateMapScale)); +getResolution params ["_resWidth", "_resHeight", "", "", "_aspectRatio"]; +_scaleX = 32 * _textureWidth * CONSTANT_SCALE * (call FUNC(calculateMapScale)); +_scaleY = _scaleX * ((_resWidth / _resHeight) / _aspectRatio); //handle bad aspect ratios // Position of the fixed part _xPos = GVAR(mapTool_pos) select 0; _yPos = (GVAR(mapTool_pos) select 1) + _textureWidth * CENTER_OFFSET_Y_PERC; -_theMap drawIcon [QUOTE(PATHTOF(data\mapToolFixed.paa)), [1,1,1,1], [_xPos,_yPos], (32 * _scale), (32 * _scale), 0, "", 0]; +_theMap drawIcon [QUOTE(PATHTOF(data\mapToolFixed.paa)), [1,1,1,1], [_xPos,_yPos], _scaleX, _scaleY, 0, "", 0]; // Position and rotation of the rotating part _xPos = (GVAR(mapTool_pos) select 0) + sin(GVAR(mapTool_angle)) * _textureWidth * CENTER_OFFSET_Y_PERC; _yPos = (GVAR(mapTool_pos) select 1) + cos(GVAR(mapTool_angle)) * _textureWidth * CENTER_OFFSET_Y_PERC; -_theMap drawIcon [_rotatingTexture, [1,1,1,1], [_xPos,_yPos], (32 * _scale), (32 * _scale), GVAR(mapTool_angle), "", 0]; +_theMap drawIcon [_rotatingTexture, [1,1,1,1], [_xPos,_yPos], _scaleX, _scaleY, GVAR(mapTool_angle), "", 0]; diff --git a/addons/medical/ACE_Medical_Treatments.hpp b/addons/medical/ACE_Medical_Treatments.hpp index 96f5493aec..ea9e03974a 100644 --- a/addons/medical/ACE_Medical_Treatments.hpp +++ b/addons/medical/ACE_Medical_Treatments.hpp @@ -7,6 +7,7 @@ class ACE_Medical_Actions { category = "bandage"; treatmentLocations[] = {"All"}; allowedSelections[] = {"All"}; + allowSelfTreatment = 1; requiredMedic = 0; treatmentTime = 5; treatmentTimeSelfCoef = 1; @@ -32,6 +33,7 @@ class ACE_Medical_Actions { displayName = CSTRING(Inject_Morphine); displayNameProgress = CSTRING(Injecting_Morphine); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; + allowSelfTreatment = 1; category = "medication"; treatmentTime = 2; items[] = {"ACE_morphine"}; @@ -43,6 +45,7 @@ class ACE_Medical_Actions { displayName = CSTRING(Inject_Epinephrine); displayNameProgress = CSTRING(Injecting_Epinephrine); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; + allowSelfTreatment = 1; category = "medication"; requiredMedic = 1; treatmentTime = 3; @@ -55,6 +58,7 @@ class ACE_Medical_Actions { displayName = CSTRING(Transfuse_Blood); displayNameProgress = CSTRING(Transfusing_Blood); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; + allowSelfTreatment = 0; category = "advanced"; requiredMedic = 1; treatmentTime = 20; @@ -93,7 +97,7 @@ class ACE_Medical_Actions { displayNameProgress = CSTRING(Actions_Diagnosing); category = "examine"; treatmentLocations[] = {"All"}; - allowedSelections[] = {"head"}; + allowedSelections[] = {"head", "body"}; requiredMedic = 0; treatmentTime = 1; items[] = {}; @@ -105,6 +109,29 @@ class ACE_Medical_Actions { itemConsumed = 0; litter[] = {}; }; + class CPR: Bandage { + displayName = CSTRING(Actions_CPR); + displayNameProgress = CSTRING(Actions_PerformingCPR); + category = "advanced"; + treatmentLocations[] = {"All"}; + allowedSelections[] = {"body"}; + allowSelfTreatment = 0; + requiredMedic = 0; + treatmentTime = 15; + items[] = {}; + condition = QUOTE(!([(_this select 1)] call ace_common_fnc_isAwake) && GVAR(enableRevive)>0); + callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR)); + callbackFailure = ""; + callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)"; + animationPatient = ""; + animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback"; + animationCaller = "AinvPknlMstpSlayWnonDnon_medic"; + animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic"; + animationCallerSelf = ""; + animationCallerSelfProne = ""; + itemConsumed = 0; + litter[] = {}; + }; }; class Advanced { @@ -115,6 +142,7 @@ class ACE_Medical_Actions { // Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All. treatmentLocations[] = {"All"}; allowedSelections[] = {"All"}; + allowSelfTreatment = 1; // What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor requiredMedic = 0; // The time it takes for a treatment action to complete. Time is in seconds. @@ -188,6 +216,7 @@ class ACE_Medical_Actions { displayName = CSTRING(Actions_Blood4_1000); displayNameProgress = CSTRING(Transfusing_Blood); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; + allowSelfTreatment = 0; category = "advanced"; items[] = {"ACE_bloodIV"}; requiredMedic = 1; @@ -238,6 +267,7 @@ class ACE_Medical_Actions { category = "advanced"; items[] = {"ACE_surgicalKit"}; treatmentLocations[] = {QGVAR(useLocation_SurgicalKit)}; + allowSelfTreatment = 0; requiredMedic = QGVAR(medicSetting_SurgicalKit); patientStateCondition = QGVAR(useCondition_SurgicalKit); treatmentTime = "(count ((_this select 1) getVariable ['ACE_Medical_bandagedWounds', []]) * 5)"; @@ -253,6 +283,7 @@ class ACE_Medical_Actions { category = "advanced"; items[] = {"ACE_personalAidKit"}; treatmentLocations[] = {QGVAR(useLocation_PAK)}; + allowSelfTreatment = 0; requiredMedic = QGVAR(medicSetting_PAK); patientStateCondition = QGVAR(useCondition_PAK); treatmentTime = QUOTE((_this select 1) call FUNC(treatmentAdvanced_fullHealTreatmentTime)); @@ -297,6 +328,7 @@ class ACE_Medical_Actions { displayName = CSTRING(Check_Response); callbackSuccess = QUOTE(DFUNC(actionCheckResponse)); displayNameProgress = CSTRING(Check_Response_Content); + allowSelfTreatment = 0; }; class RemoveTourniquet: Tourniquet { displayName = CSTRING(Actions_RemoveTourniquet); @@ -313,6 +345,7 @@ class ACE_Medical_Actions { category = "advanced"; treatmentLocations[] = {"All"}; allowedSelections[] = {"body"}; + allowSelfTreatment = 0; requiredMedic = 0; treatmentTime = 15; items[] = {}; @@ -334,6 +367,7 @@ class ACE_Medical_Actions { displayNameProgress = CSTRING(PlacingInBodyBag); category = "advanced"; treatmentLocations[] = {"All"}; + allowSelfTreatment = 0; requiredMedic = 0; treatmentTime = 15; items[] = {"ACE_bodyBag"}; @@ -605,6 +639,7 @@ class ACE_Medical_Advanced { class vehiclecrash { thresholds[] = {{0.25, 5}}; selectionSpecific = 0; + lethalDamage = 0.2; }; class backblast { thresholds[] = {{0, 2},{0.55, 5}, {1, 6}}; @@ -622,6 +657,7 @@ class ACE_Medical_Advanced { class falling { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; + lethalDamage = 0.4; }; class ropeburn { thresholds[] = {{0.1, 1}}; diff --git a/addons/medical/ACE_Settings.hpp b/addons/medical/ACE_Settings.hpp index 910f152292..b17610b0e3 100644 --- a/addons/medical/ACE_Settings.hpp +++ b/addons/medical/ACE_Settings.hpp @@ -220,7 +220,7 @@ class ACE_Settings { description = CSTRING(menuTypeDescription); typeName = "SCALAR"; value = 0; - values[] = {CSTRING(useSelection)/*, CSTRING(useRadial)*/}; - // isClientSettable = 1; + values[] = {CSTRING(useSelection), CSTRING(useRadial), "Disabled"}; + isClientSettable = 1; }; }; diff --git a/addons/medical/CfgVehicles.hpp b/addons/medical/CfgVehicles.hpp index 350f83b3f7..4e73e77ee1 100644 --- a/addons/medical/CfgVehicles.hpp +++ b/addons/medical/CfgVehicles.hpp @@ -2,12 +2,12 @@ #define MEDICAL_ACTION_DISTANCE 1.75 class CfgVehicles { - class Logic; class Module_F: Logic { class ArgumentsBaseUnits { }; }; + class ACE_Module; class ACE_moduleMedicalSettings: ACE_Module { scope = 2; @@ -19,6 +19,7 @@ class CfgVehicles { isGlobal = 1; isTriggerActivated = 0; author = ECSTRING(common,ACETeam); + class Arguments { class level { displayName = CSTRING(MedicalSettings_level_DisplayName); @@ -137,6 +138,7 @@ class CfgVehicles { defaultValue = 1; }; }; + class ModuleDescription { description = CSTRING(MedicalSettings_Module_Description); sync[] = {}; @@ -154,6 +156,7 @@ class CfgVehicles { isTriggerActivated = 0; isDisposable = 0; author = ECSTRING(common,ACETeam); + class Arguments { class enableFor { displayName = CSTRING(AdvancedMedicalSettings_enableFor_DisplayName); @@ -256,13 +259,13 @@ class CfgVehicles { defaultValue = 1; }; }; + class ModuleDescription { description = CSTRING(AdvancedMedicalSettings_Module_Description); sync[] = {}; }; }; - class ACE_moduleReviveSettings: ACE_Module { scope = 2; displayName = CSTRING(ReviveSettings_Module_DisplayName); @@ -273,6 +276,7 @@ class CfgVehicles { isGlobal = 1; isTriggerActivated = 0; author = ECSTRING(common,ACETeam); + class Arguments { class enableRevive { displayName = CSTRING(ReviveSettings_enableRevive_DisplayName); @@ -298,11 +302,13 @@ class CfgVehicles { defaultValue = -1; }; }; + class ModuleDescription { description = CSTRING(ReviveSettings_Module_Description); sync[] = {}; }; }; + class ACE_moduleAssignMedicRoles: Module_F { scope = 2; displayName = CSTRING(AssignMedicRoles_Module_DisplayName); @@ -314,6 +320,7 @@ class CfgVehicles { isTriggerActivated = 0; isDisposable = 0; author = ECSTRING(common,ACETeam); + class Arguments { class EnableList { displayName = CSTRING(AssignMedicRoles_EnableList_DisplayName); @@ -342,6 +349,7 @@ class CfgVehicles { }; }; }; + class ModuleDescription { description = CSTRING(AssignMedicRoles_Module_Description); sync[] = {}; @@ -359,6 +367,7 @@ class CfgVehicles { isTriggerActivated = 0; isDisposable = 0; author = ECSTRING(common,ACETeam); + class Arguments { class EnableList { displayName = CSTRING(AssignMedicVehicle_EnableList_DisplayName); @@ -384,11 +393,13 @@ class CfgVehicles { }; }; }; + class ModuleDescription { description = CSTRING(AssignMedicVehicle_Module_Description); sync[] = {}; }; }; + class ACE_moduleAssignMedicalFacility: Module_F { scope = 2; displayName = CSTRING(AssignMedicalFacility_Module_DisplayName); @@ -400,6 +411,7 @@ class CfgVehicles { isTriggerActivated = 0; isDisposable = 0; author = ECSTRING(common,ACETeam); + class Arguments { class enabled { displayName = CSTRING(AssignMedicalFacility_enabled_DisplayName); @@ -407,70 +419,52 @@ class CfgVehicles { typeName = "BOOL"; }; }; + class ModuleDescription { description = CSTRING(AssignMedicalFacility_Module_Description); sync[] = {}; }; }; - #define ARM_LEG_ARMOR_DEFAULT 2 - #define ARM_LEG_ARMOR_BETTER 3 + #define ARM_LEG_ARMOR_DEFAULT 3 + #define ARM_LEG_ARMOR_BETTER 5 #define ARM_LEG_ARMOR_CSAT 4 - class Man; - class CAManBase: Man { - class HitPoints { - class HitHead; - class HitBody; - // "DEACTIVE" DEFAULT HITPOINTS - class HitHands { - armor = 999; //armor = 2; - explosionShielding = 0; //explosionShielding = 1; - material = -1; - minimalHit = 0; - name = ""; - passThrough = 1; - radius = 0; //radius = 0.06; - visual = "injury_hands"; - }; - class HitLegs { - armor = 999; //armor = 2; - explosionShielding = 0; //explosionShielding = 1; - material = -1; - minimalHit = 0; - name = ""; - passThrough = 1; - radius = 0; //radius = 0.08; - visual = "injury_legs"; - }; + class Land; + class Man: Land { + class HitPoints; + }; + class CAManBase: Man { + class HitPoints: HitPoints { // custom hitpoints. addons might want to adjust these accordingly class HitLeftArm { - armor = ARM_LEG_ARMOR_DEFAULT; //2; - explosionShielding = 1; + armor = ARM_LEG_ARMOR_DEFAULT; material = -1; - minimalHit = 0; - name = "hand_l"; - passThrough = 1; - radius = 0.06; - visual = "injury_hands"; - }; - class HitRightArm: HitLeftArm { - name = "hand_r"; - }; - class HitLeftLeg { - armor = ARM_LEG_ARMOR_DEFAULT; //2; - explosionShielding = 1; - material = -1; - minimalHit = 0; - name = "leg_l"; + name = "hand_l"; // @todo hopefully these still include the whole arm + hands passThrough = 1; radius = 0.08; + explosionShielding = 1; + visual = "injury_hands"; + minimalHit = 0.01; + }; + class HitRightArm: HitLeftArm { + name = "hand_r"; // @todo hopefully these still include the whole arm + hands + }; + class HitLeftLeg { + armor = ARM_LEG_ARMOR_DEFAULT; + material = -1; + name = "leg_l"; + passThrough = 1; + radius = 0.1; + explosionShielding = 1; visual = "injury_legs"; + minimalHit = 0.01; }; class HitRightLeg: HitLeftLeg { name = "leg_r"; }; }; + class ACE_SelfActions { #include "ACE_Medical_SelfActions.hpp" }; @@ -529,23 +523,19 @@ class CfgVehicles { class B_Soldier_04_f: B_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; - + class HitHead; + class HitBody; + class HitHands; + class HitLegs; class HitLeftArm: HitLeftArm { armor = ARM_LEG_ARMOR_BETTER; }; - class HitRightArm: HitRightArm { armor = ARM_LEG_ARMOR_BETTER; }; - class HitLeftLeg: HitLeftLeg { armor = ARM_LEG_ARMOR_BETTER; }; - class HitRightLeg: HitRightLeg { armor = ARM_LEG_ARMOR_BETTER; }; @@ -554,23 +544,19 @@ class CfgVehicles { class B_Soldier_05_f: B_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; - + class HitHead; + class HitBody; + class HitHands; + class HitLegs; class HitLeftArm: HitLeftArm { armor = ARM_LEG_ARMOR_BETTER; }; - class HitRightArm: HitRightArm { armor = ARM_LEG_ARMOR_BETTER; }; - class HitLeftLeg: HitLeftLeg { armor = ARM_LEG_ARMOR_BETTER; }; - class HitRightLeg: HitRightLeg { armor = ARM_LEG_ARMOR_BETTER; }; @@ -581,23 +567,19 @@ class CfgVehicles { class I_Soldier_03_F: I_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; - + class HitHead; + class HitBody; + class HitHands; + class HitLegs; class HitLeftArm: HitLeftArm { armor = ARM_LEG_ARMOR_BETTER; }; - class HitRightArm: HitRightArm { armor = ARM_LEG_ARMOR_BETTER; }; - class HitLeftLeg: HitLeftLeg { armor = ARM_LEG_ARMOR_BETTER; }; - class HitRightLeg: HitRightLeg { armor = ARM_LEG_ARMOR_BETTER; }; @@ -606,23 +588,19 @@ class CfgVehicles { class I_Soldier_04_F: I_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; - + class HitHead; + class HitBody; + class HitHands; + class HitLegs; class HitLeftArm: HitLeftArm { armor = ARM_LEG_ARMOR_BETTER; }; - class HitRightArm: HitRightArm { armor = ARM_LEG_ARMOR_BETTER; }; - class HitLeftLeg: HitLeftLeg { armor = ARM_LEG_ARMOR_BETTER; }; - class HitRightLeg: HitRightLeg { armor = ARM_LEG_ARMOR_BETTER; }; @@ -631,61 +609,88 @@ class CfgVehicles { class O_Soldier_base_F: SoldierEB { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; - + class HitHead; + class HitBody; + class HitHands; + class HitLegs; class HitLeftArm: HitLeftArm { armor = ARM_LEG_ARMOR_CSAT; - passThrough = 0.85; }; - class HitRightArm: HitRightArm { armor = ARM_LEG_ARMOR_CSAT; - passThrough = 0.85; }; - class HitLeftLeg: HitLeftLeg { armor = ARM_LEG_ARMOR_CSAT; - passThrough = 0.85; }; - class HitRightLeg: HitRightLeg { armor = ARM_LEG_ARMOR_CSAT; - passThrough = 0.85; }; }; }; class O_Soldier_02_F: O_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; - + class HitHead; + class HitBody; + class HitHands; + class HitLegs; class HitLeftArm: HitLeftArm { armor = ARM_LEG_ARMOR_CSAT; - passThrough = 0.85; }; - class HitRightArm: HitRightArm { armor = ARM_LEG_ARMOR_CSAT; - passThrough = 0.85; }; - class HitLeftLeg: HitLeftLeg { armor = ARM_LEG_ARMOR_CSAT; - passThrough = 0.85; }; - class HitRightLeg: HitRightLeg { armor = ARM_LEG_ARMOR_CSAT; - passThrough = 0.85; }; }; }; + + class O_officer_F: O_Soldier_base_F { + class HitPoints: HitPoints { + class HitHead; + class HitBody; + class HitHands; + class HitLegs; + class HitLeftArm: HitLeftArm { + armor = ARM_LEG_ARMOR_CSAT; // @todo is that suppossed to be the case? + }; + class HitRightArm: HitRightArm { + armor = ARM_LEG_ARMOR_CSAT; + }; + class HitLeftLeg: HitLeftLeg { + armor = ARM_LEG_ARMOR_CSAT; + }; + class HitRightLeg: HitRightLeg { + armor = ARM_LEG_ARMOR_CSAT; + }; + }; + }; + + class O_Protagonist_VR_F: O_Soldier_base_F { + class HitPoints: HitPoints { + class HitHead; + class HitBody; + class HitHands; + class HitLegs; + class HitLeftArm: HitLeftArm { + armor = 2; + }; + class HitRightArm: HitRightArm { + armor = 2; + }; + class HitLeftLeg: HitLeftLeg { + armor = 2; + }; + class HitRightLeg: HitRightLeg { + armor = 2; + }; + }; + }; + class MapBoard_altis_F; class ACE_bodyBagObject: MapBoard_altis_F { XEH_ENABLED; diff --git a/addons/medical/XEH_init.sqf b/addons/medical/XEH_init.sqf index 0ded7d471f..acdd50ce82 100644 --- a/addons/medical/XEH_init.sqf +++ b/addons/medical/XEH_init.sqf @@ -1,10 +1,12 @@ #include "script_component.hpp" -private ["_unit"]; -_unit = _this select 0; +params ["_unit"]; _unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]; if (local _unit) then { - [_unit] call FUNC(init); + if (!EGVAR(common,settingsInitFinished)) exitWith { + EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(init), [_unit]]; + }; + [_unit] call FUNC(init); }; diff --git a/addons/medical/XEH_postInit.sqf b/addons/medical/XEH_postInit.sqf index f9f821eeb3..e6f7837e24 100644 --- a/addons/medical/XEH_postInit.sqf +++ b/addons/medical/XEH_postInit.sqf @@ -11,10 +11,9 @@ GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"]; ["interactMenuClosed", {[objNull, false] call FUNC(displayPatientInformation); }] call EFUNC(common,addEventHandler); ["medical_onUnconscious", { - if (local (_this select 0)) then { - private ["_unit"]; - _unit = _this select 0; - if (_this select 1) then { + params ["_unit", "_status"]; + if (local _unit) then { + if (_status) then { _unit setVariable ["tf_globalVolume", 0.4]; _unit setVariable ["tf_voiceVolume", 0, true]; _unit setVariable ["tf_unable_to_use_radio", true, true]; @@ -35,10 +34,8 @@ GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"]; // Initialize all effects _fnc_createEffect = { - private ["_type", "_layer", "_default", "_effect"]; - _type = _this select 0; - _layer = _this select 1; - _default = _this select 2; + private "_effect"; + params ["_type", "_layer", "_default"]; _effect = ppEffectCreate [_type, _layer]; _effect ppEffectForceInNVG true; @@ -245,30 +242,28 @@ GVAR(lastHeartBeatSound) = ACE_time; }, 0, []] call CBA_fnc_addPerFrameHandler; -if (USE_WOUND_EVENT_SYNC) then { - // broadcast injuries to JIP clients in a MP session - if (isMultiplayer && hasInterface) then { - ["playerChanged", { - EXPLODE_2_PVT(_this,_newPlayer,_oldPlayer); - if (alive _newPlayer) then { - // We are only pulling the wounds for the units in the player group. Anything else will come when the unit interacts with them. - { - [_x, _newPlayer] call FUNC(requestWoundSync); - }foreach units group _newPlayer; - }; - }] call EFUNC(common,addEventhandler); - }; -}; -[ - {(((_this select 0) getvariable [QGVAR(bloodVolume), 100]) < 65)}, - {(((_this select 0) getvariable [QGVAR(pain), 0]) - ((_this select 0) getvariable [QGVAR(painSuppress), 0])) > 0.9}, - {(([_this select 0] call FUNC(getBloodLoss)) > 0.25)}, - {((_this select 0) getvariable [QGVAR(inReviveState), false])}, - {((_this select 0) getvariable [QGVAR(inCardiacArrest), false])}, - {((_this select 0) getvariable ["ACE_isDead", false])}, - {(((_this select 0) getvariable [QGVAR(airwayStatus), 100]) < 80)} -] call FUNC(addUnconsciousCondition); +["SettingsInitialized", { + if (GVAR(level) == 2) exitwith { + [ + {(((_this select 0) getvariable [QGVAR(bloodVolume), 100]) < 65)}, + {(((_this select 0) getvariable [QGVAR(pain), 0]) - ((_this select 0) getvariable [QGVAR(painSuppress), 0])) > 0.9}, + {(([_this select 0] call FUNC(getBloodLoss)) > 0.25)}, + {((_this select 0) getvariable [QGVAR(inReviveState), false])}, + {((_this select 0) getvariable [QGVAR(inCardiacArrest), false])}, + {((_this select 0) getvariable ["ACE_isDead", false])}, + {(((_this select 0) getvariable [QGVAR(airwayStatus), 100]) < 80)} + ] call FUNC(addUnconsciousCondition); + }; + + [ + {(((_this select 0) getvariable [QGVAR(bloodVolume), 100]) < 40)}, + {(((_this select 0) getvariable [QGVAR(pain), 0]) - ((_this select 0) getvariable [QGVAR(painSuppress), 0])) > 0.6}, + {(([_this select 0] call FUNC(getBloodLoss)) > 0.1)}, + {((_this select 0) getvariable [QGVAR(inReviveState), false])}, + {((_this select 0) getvariable ["ACE_isDead", false])} + ] call FUNC(addUnconsciousCondition); +}] call EFUNC(common,addEventHandler); // Prevent all types of interaction while unconscious // @todo: probably remove this when CBA keybind hold key works properly diff --git a/addons/medical/XEH_preInit.sqf b/addons/medical/XEH_preInit.sqf index b479383468..2625bf4b8a 100644 --- a/addons/medical/XEH_preInit.sqf +++ b/addons/medical/XEH_preInit.sqf @@ -68,6 +68,7 @@ PREP(selectionNameToNumber); PREP(setCardiacArrest); PREP(setDead); PREP(setHitPointDamage); +PREP(setStructuralDamage); PREP(setUnconscious); PREP(treatment); PREP(treatment_failure); @@ -83,6 +84,7 @@ PREP(treatmentAdvanced_medication); PREP(treatmentAdvanced_medicationLocal); PREP(treatmentAdvanced_surgicalKit_onProgress); PREP(treatmentBasic_bandage); +PREP(treatmentBasic_bandageLocal); PREP(treatmentBasic_bloodbag); PREP(treatmentBasic_bloodbagLocal); PREP(treatmentBasic_epipen); diff --git a/addons/medical/XEH_respawn.sqf b/addons/medical/XEH_respawn.sqf index 44060fa15c..b5b07bf141 100644 --- a/addons/medical/XEH_respawn.sqf +++ b/addons/medical/XEH_respawn.sqf @@ -1,11 +1,8 @@ #include "script_component.hpp" -private ["_unit"]; - -_unit = _this select 0; - -if !(local _unit) exitWith {}; +params ["_unit"]; +// reset all variables. @todo GROUP respawn? [_unit] call FUNC(init); // Reset captive status for respawning unit diff --git a/addons/medical/functions/fnc_actionCheckBloodPressure.sqf b/addons/medical/functions/fnc_actionCheckBloodPressure.sqf index 646e472f70..889cc90de9 100644 --- a/addons/medical/functions/fnc_actionCheckBloodPressure.sqf +++ b/addons/medical/functions/fnc_actionCheckBloodPressure.sqf @@ -7,15 +7,12 @@ * 1: The patient * * Return Value: -* NONE +* None * * Public: No */ #include "script_component.hpp" -private ["_caller","_target","_selectionName"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; +params ["_caller", "_target", "_selectionName"]; [[_caller, _target, _selectionName], QUOTE(DFUNC(actionCheckBloodPressureLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ diff --git a/addons/medical/functions/fnc_actionCheckBloodPressureLocal.sqf b/addons/medical/functions/fnc_actionCheckBloodPressureLocal.sqf index 92120a280c..9d061460fe 100644 --- a/addons/medical/functions/fnc_actionCheckBloodPressureLocal.sqf +++ b/addons/medical/functions/fnc_actionCheckBloodPressureLocal.sqf @@ -7,25 +7,22 @@ * 1: The patient * * Return Value: - * NONE + * None * * Public: No */ #include "script_component.hpp" -private ["_caller","_target","_selectionName","_bloodPressure","_bloodPressureHigh","_bloodPressureLow", "_logOutPut", "_output"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; +private ["_bloodPressure", "_logOutPut", "_output"]; +params ["_caller", "_target", "_selectionName"]; -_bloodPressure = [_target] call FUNC(getBloodPressure); -if (!alive _target) then { - _bloodPressure = [0,0]; +_bloodPressure = if (!alive _target) then { + [0,0] +} else { + [_target] call FUNC(getBloodPressure) }; - -_bloodPressureHigh = _bloodPressure select 1; -_bloodPressureLow = _bloodPressure select 0; +_bloodPressure params ["_bloodPressureHigh", "_bloodPressureLow"]; _output = ""; _logOutPut = ""; if ([_caller] call FUNC(isMedic)) then { diff --git a/addons/medical/functions/fnc_actionCheckPulse.sqf b/addons/medical/functions/fnc_actionCheckPulse.sqf index f615c69983..8c2c6cf109 100644 --- a/addons/medical/functions/fnc_actionCheckPulse.sqf +++ b/addons/medical/functions/fnc_actionCheckPulse.sqf @@ -7,15 +7,13 @@ * 1: The patient * * Return Value: -* NONE +* None * * Public: No */ #include "script_component.hpp" -private ["_caller","_target","_selectionName"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; +params ["_caller","_target", "_selectionName"]; [[_caller, _target, _selectionName], QUOTE(DFUNC(actionCheckPulseLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ + diff --git a/addons/medical/functions/fnc_actionCheckPulseLocal.sqf b/addons/medical/functions/fnc_actionCheckPulseLocal.sqf index f719aad2d8..94f3e6ad34 100644 --- a/addons/medical/functions/fnc_actionCheckPulseLocal.sqf +++ b/addons/medical/functions/fnc_actionCheckPulseLocal.sqf @@ -7,17 +7,15 @@ * 1: The patient * * Return Value: - * NONE + * None * * Public: No */ #include "script_component.hpp" -private ["_caller", "_unit", "_selectionName", "_heartRateOutput", "_heartRate", "_logOutPut"]; -_caller = _this select 0; -_unit = _this select 1; -_selectionName = _this select 2; +private ["_heartRateOutput", "_heartRate", "_logOutPut"]; +params ["_caller", "_unit", "_selectionName"]; _heartRate = _unit getvariable [QGVAR(heartRate), 80]; if (!alive _unit) then { diff --git a/addons/medical/functions/fnc_actionCheckResponse.sqf b/addons/medical/functions/fnc_actionCheckResponse.sqf index b5df63047e..6910545a9d 100644 --- a/addons/medical/functions/fnc_actionCheckResponse.sqf +++ b/addons/medical/functions/fnc_actionCheckResponse.sqf @@ -7,23 +7,17 @@ * 1: The patient * * Return Value: - * NONE + * None * * Public: No */ #include "script_component.hpp" -private ["_caller","_target", "_output"]; -_caller = _this select 0; -_target = _this select 1; +private ["_output"]; +params ["_caller", "_target"]; -_output = ""; -if ([_target] call EFUNC(common,isAwake)) then { - _output = LSTRING(Check_Response_Responsive); -} else { - _output = LSTRING(Check_Response_Unresponsive); -}; +_output = [LSTRING(Check_Response_Unresponsive), LSTRING(Check_Response_Responsive)] select ([_target] call EFUNC(common,isAwake)); ["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName)], 2, _caller]] call EFUNC(common,targetEvent); diff --git a/addons/medical/functions/fnc_actionDiagnose.sqf b/addons/medical/functions/fnc_actionDiagnose.sqf index 243edbdef8..5cc0d307da 100644 --- a/addons/medical/functions/fnc_actionDiagnose.sqf +++ b/addons/medical/functions/fnc_actionDiagnose.sqf @@ -7,16 +7,15 @@ * 1: The patient * * Return Value: -* NONE +* None * * Public: No */ #include "script_component.hpp" -private ["_caller", "_target", "_genericMessages"]; -_caller = _this select 0; -_target = _this select 1; +private "_genericMessages"; +params ["_caller", "_target"]; _genericMessages = [LSTRING(diagnoseMessage)]; diff --git a/addons/medical/functions/fnc_actionLoadUnit.sqf b/addons/medical/functions/fnc_actionLoadUnit.sqf index 03d9a3ef54..42a94997d8 100644 --- a/addons/medical/functions/fnc_actionLoadUnit.sqf +++ b/addons/medical/functions/fnc_actionLoadUnit.sqf @@ -7,20 +7,18 @@ * 1: The patient * * Return Value: - * NONE + * None * * Public: No */ #include "script_component.hpp" -private ["_caller", "_target","_vehicle"]; -_caller = _this select 0; -_target = _this select 1; +private "_vehicle"; +params ["_caller", "_target"]; if ([_target] call EFUNC(common,isAwake)) exitwith { - // TODO localization - ["displayTextStructured", [_caller], [["This person (%1) is awake and cannot be loaded", [_target] call EFUNC(common,getName)], 1.5, _caller]] call EFUNC(common,targetEvent); + ["displayTextStructured", [_caller], [[LSTRING(CanNotLoaded), [_target] call EFUNC(common,getName)], 1.5, _caller]] call EFUNC(common,targetEvent); }; if ([_target] call FUNC(isBeingCarried)) then { [_caller, _target] call EFUNC(dragging,dropObject_carry); diff --git a/addons/medical/functions/fnc_actionPlaceInBodyBag.sqf b/addons/medical/functions/fnc_actionPlaceInBodyBag.sqf index 73f9eeca4d..f416535701 100644 --- a/addons/medical/functions/fnc_actionPlaceInBodyBag.sqf +++ b/addons/medical/functions/fnc_actionPlaceInBodyBag.sqf @@ -14,9 +14,8 @@ #include "script_component.hpp" -PARAMS_2(_caller,_target); - private ["_position", "_headPos", "_spinePos", "_dirVect", "_direction", "_bodyBag"]; +params ["_caller", "_target"]; if (alive _target) then { [_target, true] call FUNC(setDead); diff --git a/addons/medical/functions/fnc_actionRemoveTourniquet.sqf b/addons/medical/functions/fnc_actionRemoveTourniquet.sqf index a14dbc3bcd..b920f276f0 100644 --- a/addons/medical/functions/fnc_actionRemoveTourniquet.sqf +++ b/addons/medical/functions/fnc_actionRemoveTourniquet.sqf @@ -8,17 +8,15 @@ * 2: SelectionName * * Return Value: - * NONE + * None * * Public: Yes */ #include "script_component.hpp" -private ["_caller", "_target", "_part", "_selectionName", "_tourniquets", "_output"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; +private ["_part", "_tourniquets", "_output"]; +params ["_caller", "_target", "_selectionName"]; // grab the required data _part = [_selectionName] call FUNC(selectionNameToNumber); @@ -26,7 +24,7 @@ _tourniquets = _target getvariable [QGVAR(tourniquets), [0,0,0,0,0,0]]; // Check if there is a tourniquet on this bodypart if ((_tourniquets select _part) == 0) exitwith { - _output = "There is no tourniquet on this body part!"; + _output = LSTRING(noTourniquetOnBodyPart); ["displayTextStructured", [_caller], [_output, 1.5, _caller]] call EFUNC(common,targetEvent); }; diff --git a/addons/medical/functions/fnc_actionUnloadUnit.sqf b/addons/medical/functions/fnc_actionUnloadUnit.sqf index a73f32265a..6bb4f5beed 100644 --- a/addons/medical/functions/fnc_actionUnloadUnit.sqf +++ b/addons/medical/functions/fnc_actionUnloadUnit.sqf @@ -5,23 +5,20 @@ * Arguments: * 0: The medic * 1: The patient - * 2: Drag after unload + * 2: Drag after unload (default: false) * * Return Value: - * NONE + * None * * Public: No */ #include "script_component.hpp" -private ["_caller", "_target", "_drag"]; -_caller = _this select 0; -_target = _this select 1; -_drag = if (count _this > 2) then {_this select 2} else {false}; +params ["_caller", "_target", ["_drag", false]]; // cannot unload a unit not in a vehicle. if (vehicle _target == _target) exitwith {}; if (([_target] call EFUNC(common,isAwake))) exitwith {}; -["unloadPersonEvent", _target, [_target, vehicle _target]] call EFUNC(common,targetEvent) \ No newline at end of file +["unloadPersonEvent", _target, [_target, vehicle _target]] call EFUNC(common,targetEvent) diff --git a/addons/medical/functions/fnc_addHeartRateAdjustment.sqf b/addons/medical/functions/fnc_addHeartRateAdjustment.sqf index f4516a100c..7171eee275 100644 --- a/addons/medical/functions/fnc_addHeartRateAdjustment.sqf +++ b/addons/medical/functions/fnc_addHeartRateAdjustment.sqf @@ -9,18 +9,15 @@ * 3: callback * * Return Value: - * nil + * None * * Public: Yes */ #include "script_component.hpp" -private ["_unit", "_value", "_time", "_adjustment", "_callBack"]; -_unit = [_this, 0, objNull, [objNull]] call BIS_fnc_Param; -_value = [_this, 1, 0, [0]] call BIS_fnc_Param; -_time = [_this, 2, 1, [0]] call BIS_fnc_Param; -_callBack = [_this, 3, {}, [{}]] call BIS_fnc_Param; + +params [["_unit", objNull, [objNull]], ["_value", 0, [0]], ["_time", 1, [0]], ["_callBack", {}, [{}]]]; _adjustment = _unit getvariable [QGVAR(heartRateAdjustments), []]; _adjustment pushback [_value, _time, _callBack]; diff --git a/addons/medical/functions/fnc_addToInjuredCollection.sqf b/addons/medical/functions/fnc_addToInjuredCollection.sqf index 083f949d9d..0ed9b9747f 100644 --- a/addons/medical/functions/fnc_addToInjuredCollection.sqf +++ b/addons/medical/functions/fnc_addToInjuredCollection.sqf @@ -6,16 +6,14 @@ * 0: The Unit * * ReturnValue: - * + * None * * Public: Yes */ #include "script_component.hpp" -private ["_unit", "_force"]; -_unit = _this select 0; -_force = if (count _this > 1) then {_this select 1} else {false}; +params ["_unit", ["_force", false]]; if ([_unit] call FUNC(hasMedicalEnabled) || _force) then { @@ -27,13 +25,13 @@ if ([_unit] call FUNC(hasMedicalEnabled) || _force) then { _unit setvariable [QGVAR(addedToUnitLoop), true, true]; [{ - private ["_unit", "_interval"]; - _unit = (_this select 0) select 0; - _interval = ACE_time - ((_this select 0) select 1); + params ["_args", "_idPFH"]; + _args params ["_unit", "_interval"]; + _interval = ACE_time - _interval; (_this select 0) set [1, ACE_time]; - + if (!alive _unit || !local _unit) then { - [_this select 1] call CBA_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; if (!local _unit) then { if (GVAR(level) >= 2) then { _unit setvariable [QGVAR(heartRate), _unit getvariable [QGVAR(heartRate), 80], true]; @@ -47,9 +45,12 @@ if ([_unit] call FUNC(hasMedicalEnabled) || _force) then { private "_pain"; _pain = _unit getvariable [QGVAR(pain), 0]; if (_pain > (_unit getvariable [QGVAR(painSuppress), 0])) then { - if (_pain > 0.7 && {random(1) > 0.6}) then { + // This introduces wierd unconscious behaviour for basic medical and possibly also advanced. + // TODO This is disabled as it's considered non critical code. + // We will need to decide if we want unconscious triggered on high pain levels or if we can get rid of this entirely. + /*if (_pain > 0.7 && {random(1) > 0.6}) then { [_unit] call FUNC(setUnconscious); - }; + };*/ [_unit, _pain] call FUNC(playInjuredSound); }; diff --git a/addons/medical/functions/fnc_addToLog.sqf b/addons/medical/functions/fnc_addToLog.sqf index af7d9f3170..3b071948f3 100644 --- a/addons/medical/functions/fnc_addToLog.sqf +++ b/addons/medical/functions/fnc_addToLog.sqf @@ -9,28 +9,24 @@ * 3: The arguments for localization * * Return Value: - * nil + * None * * Public: Yes */ #include "script_component.hpp" -private ["_unit", "_type", "_message", "_arguments", "_lastNumber", "_moment", "_logVarName", "_log","_newLog", "_logs"]; -_unit = _this select 0; -_type = _this select 1; -_message = _this select 2; -_arguments = _this select 3; +private ["_moment", "_logVarName", "_log","_newLog", "_logs"]; +params ["_unit", "_type", "_message", "_arguments"]; if (!local _unit) exitwith { - [_this, QUOTE(DFUNC(addToLog)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ + [_this, QFUNC(addToLog), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ }; -_lastNumber = date select 4; -_moment = format["%1:%2",date select 3, _lastNumber]; -if (_lastNumber < 10) then { - _moment = format["%1:0%2",date select 3, _lastNumber]; -}; +date params ["", "", "", "_minute", "_hour"]; + +_moment = format [ (["%1:%2", "%1:0%2"] select (_minute < 10)), _hour, _minute]; + _logVarName = format[QGVAR(logFile_%1), _type]; _log = _unit getvariable [_logVarName, []]; @@ -41,10 +37,10 @@ if (count _log >= 8) then { if (_foreachIndex > 0) then { _newLog pushback _x; }; - }foreach _log; + } foreach _log; _log = _newLog; }; -_log pushback [_message,_moment,_type, _arguments]; +_log pushback [_message, _moment, _type, _arguments]; _unit setvariable [_logVarName, _log, true]; ["medical_onLogEntryAdded", [_unit, _type, _message, _arguments]] call EFUNC(common,localEvent); diff --git a/addons/medical/functions/fnc_addToTriageCard.sqf b/addons/medical/functions/fnc_addToTriageCard.sqf index 7495c04a8a..56b2042bc9 100644 --- a/addons/medical/functions/fnc_addToTriageCard.sqf +++ b/addons/medical/functions/fnc_addToTriageCard.sqf @@ -7,16 +7,15 @@ * 1: The new item classname * * Return Value: - * nil + * None * * Public: Yes */ #include "script_component.hpp" -private ["_unit", "_newItem", "_log", "_inList", "_amount"]; -_unit = _this select 0; -_newItem = _this select 1; +private ["_log", "_inList", "_amount"]; +params ["_unit", "_newItem"]; if (!local _unit) exitwith { [_this, QUOTE(DFUNC(addToTriageList)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ @@ -36,7 +35,7 @@ _amount = 1; _amount = (_info select 1); _inList = true; }; -}foreach _log; +} foreach _log; if (!_inList) then { _log pushback [_newItem, 1, ACE_time]; diff --git a/addons/medical/functions/fnc_addUnconsciousCondition.sqf b/addons/medical/functions/fnc_addUnconsciousCondition.sqf index 579a55ca1f..6a867088da 100644 --- a/addons/medical/functions/fnc_addUnconsciousCondition.sqf +++ b/addons/medical/functions/fnc_addUnconsciousCondition.sqf @@ -3,14 +3,13 @@ * Adds new condition for the unconscious state. Conditions are not actively checked for units unless unit is in unconscious state. * * Arguments: - * 0: Code, should return a boolean + * 0-N: Code, should return a boolean * * ReturnValue: - * + * None * * Public: Yes */ - #include "script_component.hpp" if (isnil QGVAR(unconsciousConditions)) then { @@ -21,5 +20,5 @@ if (typeName _this == typeName []) then { if (typeName _x == typeName {}) then { GVAR(unconsciousConditions) pushback _x; }; - }foreach _this; + } foreach _this; }; diff --git a/addons/medical/functions/fnc_addUnloadPatientActions.sqf b/addons/medical/functions/fnc_addUnloadPatientActions.sqf index 13a4177859..f29b3923f1 100644 --- a/addons/medical/functions/fnc_addUnloadPatientActions.sqf +++ b/addons/medical/functions/fnc_addUnloadPatientActions.sqf @@ -13,8 +13,7 @@ * Public: No */ #include "script_component.hpp" - -EXPLODE_3_PVT(_this,_vehicle,_player,_parameters); +params ["_vehicle", "_player", "_parameters"]; private ["_actions", "_unit"]; _actions = []; diff --git a/addons/medical/functions/fnc_adjustPainLevel.sqf b/addons/medical/functions/fnc_adjustPainLevel.sqf index 7e6ce2d5f1..df82e06823 100644 --- a/addons/medical/functions/fnc_adjustPainLevel.sqf +++ b/addons/medical/functions/fnc_adjustPainLevel.sqf @@ -18,10 +18,10 @@ private ["_pain"]; -PARAMS_2(_unit,_addedPain); - +params ["_unit", "_addedPain"]; //Only run on local units: if (!local _unit) exitWith {ERROR("unit is not local");}; +TRACE_3("ACE_DEBUG: adjustPainLevel Called",_unit, _pain, _addedPain); //Ignore if medical system disabled: if (GVAR(level) == 0) exitWith {}; diff --git a/addons/medical/functions/fnc_canAccessMedicalEquipment.sqf b/addons/medical/functions/fnc_canAccessMedicalEquipment.sqf index 4b1940b7e3..2aecfb9a12 100644 --- a/addons/medical/functions/fnc_canAccessMedicalEquipment.sqf +++ b/addons/medical/functions/fnc_canAccessMedicalEquipment.sqf @@ -14,9 +14,8 @@ #include "script_component.hpp" -private ["_target", "_caller", "_accessLevel", "_return"]; -_caller = _this select 0; -_target = _this select 1; +private ["_accessLevel", "_return"]; +params ["_caller", "_target"]; _accessLevel = _target getvariable [QGVAR(allowSharedEquipmentAccess), -1]; @@ -28,4 +27,4 @@ if (_accessLevel >= 0) then { if (_accessLevel == 2) exitwith { _return = (group _target == group _caller); }; }; -_return; \ No newline at end of file +_return; diff --git a/addons/medical/functions/fnc_canTreat.sqf b/addons/medical/functions/fnc_canTreat.sqf index e0cab95420..ba6ced0486 100644 --- a/addons/medical/functions/fnc_canTreat.sqf +++ b/addons/medical/functions/fnc_canTreat.sqf @@ -16,36 +16,35 @@ #include "script_component.hpp" -private ["_caller", "_target", "_selectionName", "_className", "_config", "_medicRequired", "_items", "_locations", "_return", "_condition", "_patientStateCondition", "_allowedSelections"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; -_className = _this select 3; +private ["_config", "_medicRequired", "_items", "_locations", "_return", "_condition", "_patientStateCondition", "_allowedSelections"]; +params ["_caller", "_target", "_selectionName", "_className"]; -if !(_target isKindOf "CAManBase") exitWith {false}; +if !(_target isKindOf "CAManBase") exitWith { false }; + + +_config = (ConfigFile >> "ACE_Medical_Actions" >> (["Basic", "Advanced"] select (GVAR(level)>=2)) >> _className); -_config = (ConfigFile >> "ACE_Medical_Actions" >> "Basic" >> _className); -if (GVAR(level)>=2) then { - _config = (ConfigFile >> "ACE_Medical_Actions" >> "Advanced" >> _className); -}; if !(isClass _config) exitwith {false}; +// Allow self treatment check +if (_caller == _target && {getNumber (_config >> "allowSelfTreatment") == 0}) exitwith {false}; + _medicRequired = if (isNumber (_config >> "requiredMedic")) then { getNumber (_config >> "requiredMedic"); } else { // Check for required class if (isText (_config >> "requiredMedic")) exitwith { - missionNamespace getvariable [(getText (_config >> "requiredMedic")), 0]; + missionNamespace getvariable [(getText (_config >> "requiredMedic")), 0] }; 0; }; -if !([_caller, _medicRequired] call FUNC(isMedic)) exitwith {false}; +if !([_caller, _medicRequired] call FUNC(isMedic)) exitwith { false }; _items = getArray (_config >> "items"); -if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exitwith {false}; +if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exitwith { false }; _allowedSelections = getArray (_config >> "allowedSelections"); -if !("All" in _allowedSelections || {(_selectionName in _allowedSelections)}) exitwith {false}; +if !("All" in _allowedSelections || {(_selectionName in _allowedSelections)}) exitwith { false }; _return = true; if (getText (_config >> "condition") != "") then { @@ -61,7 +60,7 @@ if (getText (_config >> "condition") != "") then { _return = [_caller, _target, _selectionName, _className] call _condition; }; }; -if (!_return) exitwith {false}; +if (!_return) exitwith { false }; _patientStateCondition = if (isText(_config >> "patientStateCondition")) then { missionNamespace getvariable [getText(_config >> "patientStateCondition"), 0] @@ -71,7 +70,7 @@ _patientStateCondition = if (isText(_config >> "patientStateCondition")) then { if (_patientStateCondition == 1 && {!([_target] call FUNC(isInStableCondition))}) exitwith {false}; _locations = getArray (_config >> "treatmentLocations"); -if ("All" in _locations) exitwith {true}; +if ("All" in _locations) exitwith { true }; private [ "_medFacility", "_medVeh"]; _medFacility = {([_caller] call FUNC(isInMedicalFacility)) || ([_target] call FUNC(isInMedicalFacility))}; @@ -93,6 +92,6 @@ _medVeh = {([_caller] call FUNC(isInMedicalVehicle)) || ([_target] call FUNC(isI }; }; }; -}foreach _locations; +} foreach _locations; _return; diff --git a/addons/medical/functions/fnc_canTreatCached.sqf b/addons/medical/functions/fnc_canTreatCached.sqf index b1dfaf7d12..273da7dc4b 100644 --- a/addons/medical/functions/fnc_canTreatCached.sqf +++ b/addons/medical/functions/fnc_canTreatCached.sqf @@ -17,6 +17,7 @@ #include "script_component.hpp" #define MAX_DURATION_CACHE 2 +params ["", "_target", "_selection", "_classname"]; // parameters, function, namespace, uid -[_this, DFUNC(canTreat), _this select 1, format[QGVAR(canTreat_%1_%2), _this select 2, _this select 3], MAX_DURATION_CACHE, "clearConditionCaches"] call EFUNC(common,cachedCall); +[_this, DFUNC(canTreat), _target, format [QGVAR(canTreat_%1_%2), _selection, _classname], MAX_DURATION_CACHE, "clearConditionCaches"] call EFUNC(common,cachedCall); diff --git a/addons/medical/functions/fnc_copyDeadBody.sqf b/addons/medical/functions/fnc_copyDeadBody.sqf index 36bcd91487..9cd43dada6 100644 --- a/addons/medical/functions/fnc_copyDeadBody.sqf +++ b/addons/medical/functions/fnc_copyDeadBody.sqf @@ -7,16 +7,15 @@ * 1: The caller * * Return Value: - * OBJECT Returns the copy of the unit. If no copy could be made, returns the oldBody + * Returns the copy of the unit. If no copy could be made, returns the oldBody * * Public: No */ #include "script_component.hpp" -private ["_oldBody","_newUnit","_class","_group","_position","_side", "_caller", "_name"]; -_oldBody = _this select 0; -_caller = _this select 1; +private ["_newUnit", "_class", "_group", "_position", "_side", "_name"]; +params ["_oldBody", "_caller"]; if (alive _oldBody) exitwith {_oldBody}; // we only want to do this for dead bodies @@ -79,5 +78,5 @@ _newUnit setvariable ["ACE_isUnconscious", true, true]; _newUnit setvariable [QGVAR(disableInteraction), true, true]; _oldBody setvariable [QGVAR(disableInteraction), true, true]; -_newUnit setDamage 0.89; +[_newUnit, 0.89] call FUNC(setStructuralDamage); _newUnit; diff --git a/addons/medical/functions/fnc_createLitter.sqf b/addons/medical/functions/fnc_createLitter.sqf index a3b71b7f9c..c234574abc 100644 --- a/addons/medical/functions/fnc_createLitter.sqf +++ b/addons/medical/functions/fnc_createLitter.sqf @@ -3,11 +3,16 @@ * Spawns litter for the treatment action on the ground around the target * * Arguments: - * 0: The target - * 1: The treatment classname + * 0: The Caller + * 1: The target + * 2: The treatment Selection Name + * 3: The treatment classname + * 4: ? + * 5: Users of Items + * 6: Previous Damage * * Return Value: - * + * None * * Public: No */ @@ -16,13 +21,8 @@ #define MIN_ENTRIES_LITTER_CONFIG 3 -private ["_target", "_className", "_config", "_litter", "_createLitter", "_position", "_createdLitter", "_caller", "_selectionName", "_usersOfItems", "_previousDamage"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; -_className = _this select 3; -_usersOfItems = _this select 5; -_previousDamage = _this select 6; +private ["_config", "_litter", "_createLitter", "_position", "_createdLitter"]; +params ["_caller", "_target", "_selectionName", "_className", "", "_usersOfItems", "_previousDamage"]; if !(GVAR(allowLitterCreation)) exitwith {}; if (vehicle _caller != _caller || vehicle _target != _target) exitwith {}; @@ -38,25 +38,24 @@ if !(isArray (_config >> "litter")) exitwith {}; _litter = getArray (_config >> "litter"); _createLitter = { - private["_position", "_litterClass", "_direction"]; - + private["_position", "_direction"]; + params ["_unit", "_litterClass"]; // @TODO: handle carriers over water // For now, don't spawn litter if we are over water to avoid floating litter - if(surfaceIsWater (getPos (_this select 0))) exitWith { false }; - - _position = getPosATL (_this select 0); - _position = [_position select 0, _position select 1, 0]; - _litterClass = _this select 1; - if (random(1) >= 0.5) then { - _position = [(_position select 0) + random 1, (_position select 1) + random 1, _position select 2]; + if(surfaceIsWater (getPos _unit)) exitWith { false }; + + _position = getPosATL _unit; + _position params ["_posX", "_posY"]; + _position = if (random(1) >= 0.5) then { + [_posX + random 1, _posY + random 1, 0] } else { - _position = [(_position select 0) - random 1, (_position select 1) - random 1, _position select 2]; + [_posX - random 1, _posY - random 1, 0]; }; _direction = (random 360); // Create the litter, and timeout the event based on the cleanup delay // The cleanup delay for events in MP is handled by the server side - [QGVAR(createLitter), [_litterClass,_position,_direction], 0] call EFUNC(common,syncedEvent); + [QGVAR(createLitter), [_litterClass, _position, _direction], 0] call EFUNC(common,syncedEvent); true }; @@ -65,11 +64,10 @@ _createdLitter = []; { if (typeName _x == "ARRAY") then { if (count _x < MIN_ENTRIES_LITTER_CONFIG) exitwith {}; - private ["_selection", "_litterCondition", "_litterOptions"]; - _selection = _x select 0; + + _x params ["_selection", "_litterCondition", "_litterOptions"]; + if (toLower _selection in [toLower _selectionName, "all"]) then { // in is case sensitve. We can be forgiving here, so lets use toLower. - _litterCondition = _x select 1; - _litterOptions = _x select 2; if (isnil _litterCondition) then { _litterCondition = if (_litterCondition != "") then {compile _litterCondition} else {{true}}; @@ -88,8 +86,8 @@ _createdLitter = []; if (typeName _x == "STRING") then { [_target, _x] call _createLitter; }; - }foreach _litterOptions; + } foreach _litterOptions; }; }; }; -}foreach _litter; \ No newline at end of file +} foreach _litter; diff --git a/addons/medical/functions/fnc_determineIfFatal.sqf b/addons/medical/functions/fnc_determineIfFatal.sqf index bad15dbcad..10a64d79a6 100644 --- a/addons/medical/functions/fnc_determineIfFatal.sqf +++ b/addons/medical/functions/fnc_determineIfFatal.sqf @@ -1,19 +1,21 @@ -/** - * fn_determineIfFatal.sqf - * @Descr: N/A - * @Author: Glowbal +/* + * Author: Glowbal + * Determine If Fatal * - * @Arguments: [] - * @Return: - * @PublicAPI: false + * Arguments: + * 0: Unit + * 1: Part + * 2: with Damage (default: 0) + * + * Return Value: + * None + * + * Public: No */ - #include "script_component.hpp" -private ["_unit","_part","_damageThreshold", "_withDamage", "_damageBodyPart"]; -_unit = _this select 0; -_part = _this select 1; -_withDamage = if (count _this > 2) then { _this select 2} else {0}; +private ["_damageThreshold", "_damageBodyPart"]; +params ["_unit", "_part", ["_withDamage", 0]]; if (!alive _unit) exitwith {true}; if (_part < 0 || _part > 5) exitwith {false}; @@ -36,7 +38,7 @@ if (_part == 0) exitwith { // Check if damage to body part is higher as damage torso if (_part == 1) exitwith { - (_damageBodyPart >= (_damageThreshold select 1) && {(random(1) > 0.2)}); + (_damageBodyPart >= (_damageThreshold select 1) && {(random(1) > 0.35)}); }; // Check if damage to body part is higher as damage limbs (_damageBodyPart >= (_damageThreshold select 2) && {(random(1) > 0.95)}); diff --git a/addons/medical/functions/fnc_displayPatientInformation.sqf b/addons/medical/functions/fnc_displayPatientInformation.sqf index e181328318..f73376cb29 100644 --- a/addons/medical/functions/fnc_displayPatientInformation.sqf +++ b/addons/medical/functions/fnc_displayPatientInformation.sqf @@ -4,10 +4,11 @@ * * Arguments: * 0: The Unit - * 1: Show + * 1: Show (default: true) + * 2: Selection (default: 0) * * ReturnValue: - * nil + * None * * Public: No */ @@ -17,13 +18,11 @@ // Exit for basic medical if (GVAR(level) < 2) exitWith {}; -private ["_target", "_show", "_selectionN", "_amountOfGeneric", "_bandagedwounds", "_logCtrl", "_part", "_partText", "_pointDamage", "_severity", "_total", "_totalIvVolume", "_triageStatus", "_type"]; -_target = _this select 0; -_show = if (count _this > 1) then {_this select 1} else {true}; -_selectionN = if (count _this > 2) then {_this select 2} else {0}; +private ["_amountOfGeneric", "_bandagedwounds", "_logCtrl", "_part", "_partText", "_pointDamage", "_severity", "_total", "_totalIvVolume", "_triageStatus", "_type"]; +params ["_target", ["_show", true], ["_selectionN", 0]]; -GVAR(currentSelectedSelectionN) = if (typeName _selectionN == "SCALAR") then {_selectionN} else {0}; -GVAR(displayPatientInformationTarget) = if (_show) then {_target} else {ObjNull}; +GVAR(currentSelectedSelectionN) = [0, _selectionN] select (IS_SCALAR(_selectionN)); +GVAR(displayPatientInformationTarget) = [ObjNull, _target] select _show; if (USE_WOUND_EVENT_SYNC) then { [_target, ACE_player] call FUNC(requestWoundSync); @@ -34,22 +33,22 @@ if (_show) then { [{ private ["_target", "_display", "_alphaLevel", "_damaged", "_availableSelections", "_openWounds", "_selectionBloodLoss", "_red", "_green", "_blue", "_alphaLevel", "_allInjuryTexts", "_lbCtrl", "_genericMessages"]; - _target = (_this select 0) select 0; - _selectionN = (_this select 0) select 1; + params ["_args", "_idPFH"]; + _args params ["_target", "_selectionN"]; if (GVAR(displayPatientInformationTarget) != _target || GVAR(currentSelectedSelectionN) != _selectionN) exitwith { - [_this select 1] call CBA_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; if (ACE_player distance _target > MAX_DISTANCE) exitwith { ("ACE_MedicalRscDisplayInformation" call BIS_fnc_rscLayer) cutText ["","PLAIN"]; - [_this select 1] call CBA_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; ["displayTextStructured", [ACE_player], [[LSTRING(DistanceToFar), [_target] call EFUNC(common,getName)], 1.75, ACE_player]] call EFUNC(common,targetEvent); }; disableSerialization; _display = uiNamespace getvariable QGVAR(DisplayInformation); if (isnil "_display") exitwith { - [_this select 1] call CBA_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; _allInjuryTexts = []; @@ -81,7 +80,7 @@ if (_show) then { if !(isnil "_value") then { _totalIvVolume = _totalIvVolume + (_target getvariable [_x, 0]); }; - }foreach GVAR(IVBags); + } foreach GVAR(IVBags); if (_totalIvVolume >= 1) then { _genericMessages pushback [format[localize LSTRING(receivingIvVolume), floor _totalIvVolume], [1, 1, 1, 1]]; }; @@ -92,33 +91,33 @@ if (_show) then { _openWounds = _target getvariable [QGVAR(openWounds), []]; private "_amountOf"; { - _amountOf = _x select 3; + _x params ["", "_x1", "_selectionX", "_amountOf", "_x4"]; // Find how much this bodypart is bleeding if (_amountOf > 0) then { - _damaged set[_x select 2, true]; - _selectionBloodLoss set [(_x select 2), (_selectionBloodLoss select (_x select 2)) + (20 * ((_x select 4) * _amountOf))]; + _damaged set[_selectionX, true]; + _selectionBloodLoss set [_selectionX, (_selectionBloodLoss select _selectionX) + (20 * (_x4 * _amountOf))]; - if (_selectionN == (_x select 2)) then { + if (_selectionN == _selectionX) then { // Collect the text to be displayed for this injury [ Select injury class type definition - select the classname DisplayName (6th), amount of injuries for this] if (_amountOf >= 1) then { // TODO localization - _allInjuryTexts pushback [format["%2x %1", (GVAR(AllWoundInjuryTypes) select (_x select 1)) select 6, _amountOf], [1,1,1,1]]; + _allInjuryTexts pushback [format["%2x %1", (GVAR(AllWoundInjuryTypes) select _x1) select 6, _amountOf], [1,1,1,1]]; } else { // TODO localization - _allInjuryTexts pushback [format["Partial %1", (GVAR(AllWoundInjuryTypes) select (_x select 1)) select 6], [1,1,1,1]]; + _allInjuryTexts pushback [format["Partial %1", (GVAR(AllWoundInjuryTypes) select _x1) select 6], [1,1,1,1]]; }; }; }; - }foreach _openWounds; + } foreach _openWounds; _bandagedwounds = _target getvariable [QGVAR(bandagedWounds), []]; { - _amountOf = _x select 3; + _x params ["", "", "_selectionX", "_amountOf", "_x4"]; // Find how much this bodypart is bleeding - if !(_damaged select (_x select 2)) then { - _selectionBloodLoss set [(_x select 2), (_selectionBloodLoss select (_x select 2)) + (20 * ((_x select 4) * _amountOf))]; + if !(_damaged select _selectionX) then { + _selectionBloodLoss set [_selectionX, (_selectionBloodLoss select _selectionX) + (20 * (_x4 * _amountOf))]; }; - if (_selectionN == (_x select 2)) then { + if (_selectionN == _selectionX) then { // Collect the text to be displayed for this injury [ Select injury class type definition - select the classname DisplayName (6th), amount of injuries for this] if (_amountOf > 0) then { if (_amountOf >= 1) then { @@ -130,7 +129,7 @@ if (_show) then { }; }; }; - }foreach _bandagedwounds; + } foreach _bandagedwounds; } else { _damaged = [true, true, true, true, true, true]; { @@ -160,7 +159,7 @@ if (_show) then { _availableSelections = [50,51,52,53,54,55]; { - private ["_red", "_green", "_blue"]; + private ["_red", "_green", "_blue", "_total"]; _total = _x; _red = 1; @@ -177,20 +176,22 @@ if (_show) then { }; }; (_display displayCtrl (_availableSelections select _foreachIndex)) ctrlSetTextColor [_red, _green, _blue, 1.0]; - }foreach _selectionBloodLoss; + } foreach _selectionBloodLoss; _lbCtrl = (_display displayCtrl 200); lbClear _lbCtrl; { - _lbCtrl lbAdd (_x select 0); - _lbCtrl lbSetColor [_foreachIndex, _x select 1]; - }foreach _genericMessages; + _x params ["_add", "_color"]; + _lbCtrl lbAdd _add; + _lbCtrl lbSetColor [_foreachIndex, _color]; + } foreach _genericMessages; _amountOfGeneric = count _genericMessages; { - _lbCtrl lbAdd (_x select 0); - _lbCtrl lbSetColor [_foreachIndex + _amountOfGeneric, _x select 1]; - }foreach _allInjuryTexts; + _x params ["_add", "_color"]; + _lbCtrl lbAdd _add; + _lbCtrl lbSetColor [_foreachIndex + _amountOfGeneric, _color]; + } foreach _allInjuryTexts; if (count _allInjuryTexts == 0) then { _lbCtrl lbAdd (localize LSTRING(NoInjuriesBodypart)); }; @@ -202,9 +203,7 @@ if (_show) then { _logs = _target getvariable [QGVAR(logFile_Activity), []]; { // [_message,_moment,_type, _arguments] - _message = _x select 0; - _moment = _x select 1; - _arguments = _x select 3; + _x params ["_message", "_moment", "_type", "_arguments"]; if (isLocalized _message) then { _message = localize _message; }; @@ -213,10 +212,10 @@ if (_show) then { if (typeName _x == "STRING" && {isLocalized _x}) then { _arguments set [_foreachIndex, localize _x]; }; - }foreach _arguments; + } foreach _arguments; _message = format([_message] + _arguments); _logCtrl lbAdd format["%1 %2", _moment, _message]; - }foreach _logs; + } foreach _logs; _triageStatus = [_target] call FUNC(getTriageStatus); (_display displayCtrl 303) ctrlSetText (_triageStatus select 0); diff --git a/addons/medical/functions/fnc_displayTriageCard.sqf b/addons/medical/functions/fnc_displayTriageCard.sqf index c4ed4ad829..9849242de1 100644 --- a/addons/medical/functions/fnc_displayTriageCard.sqf +++ b/addons/medical/functions/fnc_displayTriageCard.sqf @@ -4,18 +4,18 @@ * * Arguments: * 0: The unit + * 1: Show (default: true) * * Return Value: - * nil + * None * * Public: Yes */ #include "script_component.hpp" -private ["_target", "_show", "_amount", "_item", "_log", "_message", "_triageCardTexts", "_triageStatus"]; -_target = _this select 0; -_show = if (count _this > 1) then {_this select 1} else {true}; +private ["_amount", "_item", "_log", "_message", "_triageCardTexts", "_triageStatus"]; +params ["_target", ["_show", true]]; GVAR(TriageCardTarget) = if (_show) then {_target} else {ObjNull}; @@ -25,15 +25,16 @@ if (_show) then { [{ private ["_target", "_display", "_alphaLevel", "_alphaLevel", "_lbCtrl"]; - _target = (_this select 0) select 0; + params ["_args", "_idPFH"]; + _args params ["_target"]; if (GVAR(TriageCardTarget) != _target) exitwith { - [_this select 1] call CBA_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; disableSerialization; _display = uiNamespace getvariable QGVAR(triageCard); if (isnil "_display") exitwith { - [_this select 1] call CBA_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; _triageCardTexts = []; @@ -44,8 +45,7 @@ if (_show) then { _log = _target getvariable [QGVAR(triageCard), []]; { - _item = _x select 0; - _amount = _x select 1; + _x params ["_item", "_amount"]; _message = _item; if (isClass(configFile >> "CfgWeapons" >> _item)) then { _message = getText(configFile >> "CfgWeapons" >> _item >> "DisplayName"); @@ -55,18 +55,21 @@ if (_show) then { }; }; _triageCardTexts pushback format["%1x - %2", _amount, _message]; - }foreach _log; + } foreach _log; if (count _triageCardTexts == 0) then { _lbCtrl lbAdd (localize LSTRING(TriageCard_NoEntry)); }; { _lbCtrl lbAdd _x; - }foreach _triageCardTexts; + } foreach _triageCardTexts; _triageStatus = [_target] call FUNC(getTriageStatus); - (_display displayCtrl 2000) ctrlSetText (_triageStatus select 0); - (_display displayCtrl 2000) ctrlSetBackgroundColor (_triageStatus select 2); + + _triageStatus params ["_text", "", "_color"]; + + (_display displayCtrl 2000) ctrlSetText _text; + (_display displayCtrl 2000) ctrlSetBackgroundColor _color; }, 0, [_target]] call CBA_fnc_addPerFrameHandler; diff --git a/addons/medical/functions/fnc_dropDownTriageCard.sqf b/addons/medical/functions/fnc_dropDownTriageCard.sqf index 6f30152c5f..d207c7f9a4 100644 --- a/addons/medical/functions/fnc_dropDownTriageCard.sqf +++ b/addons/medical/functions/fnc_dropDownTriageCard.sqf @@ -3,18 +3,18 @@ * Display triage card for a unit * * Arguments: - * 0: The unit + * 0: Show * * Return Value: - * nil + * None * * Public: Yes */ #include "script_component.hpp" -private ["_show", "_ctrl", "_display", "_idc", "_pos"]; -_show = _this select 0; +private ["_ctrl", "_display", "_idc", "_pos"]; +params ["_show"]; disableSerialization; _display = uiNamespace getvariable QGVAR(triageCard); diff --git a/addons/medical/functions/fnc_getBloodLoss.sqf b/addons/medical/functions/fnc_getBloodLoss.sqf index 1881643d97..a3fdbd5b94 100644 --- a/addons/medical/functions/fnc_getBloodLoss.sqf +++ b/addons/medical/functions/fnc_getBloodLoss.sqf @@ -15,10 +15,9 @@ #define BLOODLOSSRATE_BASIC 0.2 -private ["_unit", "_totalBloodLoss","_tourniquets","_openWounds", "_cardiacOutput", "_internalWounds"]; +private ["_totalBloodLoss","_tourniquets","_openWounds", "_cardiacOutput", "_internalWounds"]; // TODO Only use this calculation if medium or higher, otherwise use vanilla calculations (for basic medical). - -_unit = _this select 0; +params ["_unit"]; _totalBloodLoss = 0; // Advanced medical bloodloss handling @@ -34,16 +33,17 @@ if (GVAR(level) >= 2) then { // (((BLOODLOSS_SMALL_WOUNDS * (_x select 0))) + ((BLOODLOSS_MEDIUM_WOUNDS * (_x select 1))) + ((BLOODLOSS_LARGE_WOUNDS * (_x select 2))) * (_cardiacOutput / DEFAULT_CARDIAC_OUTPUT)); }; - }foreach _openWounds; + } foreach _openWounds; _internalWounds = _unit getvariable [QGVAR(internalWounds), []]; { _totalBloodLoss = _totalBloodLoss + ((_x select 4) * (_x select 3)); - }foreach _internalWounds; + } foreach _internalWounds; // cap the blood loss to be no greater as the current cardiac output //(_totalBloodLoss min _cardiacOutput); } else { - _totalBloodLoss = BLOODLOSSRATE_BASIC * (damage _unit); + { _totalBloodLoss = _totalBloodLoss + _x } forEach (_unit getvariable [QGVAR(bodyPartStatus), []]); + _totalBloodLoss = (_totalBloodLoss / 6) * BLOODLOSSRATE_BASIC; }; _totalBloodLoss * ((_unit getVariable [QGVAR(bleedingCoefficient), GVAR(bleedingCoefficient)]) max 0); diff --git a/addons/medical/functions/fnc_getBloodPressure.sqf b/addons/medical/functions/fnc_getBloodPressure.sqf index f5012c8735..659949d716 100644 --- a/addons/medical/functions/fnc_getBloodPressure.sqf +++ b/addons/medical/functions/fnc_getBloodPressure.sqf @@ -6,29 +6,28 @@ * 0: The Unit * * ReturnValue: - * Blood Pressuret ,> + * 0: BloodPressure Low + * 1: BloodPressure High * * Public: No */ #include "script_component.hpp" -/* - Value is taken because with cardic output and resistance at default values, it will put blood pressure High at 120. -*/ +// Value is taken because with cardic output and resistance at default values, it will put blood pressure High at 120. #define MODIFIER_BP_HIGH 0.229 -/* - Value is taken because with cardic output and resistance at default values, it will put blood pressure Low at 80. -*/ +// Value is taken because with cardic output and resistance at default values, it will put blood pressure Low at 80. #define MODIFIER_BP_LOW 0.1524 -private ["_unit", "_bloodPressureLow", "_bloodPressureHigh", "_cardiacOutput", "_resistance"]; -_unit = _this select 0; +private ["_bloodPressureLow", "_bloodPressureHigh", "_cardiacOutput", "_resistance"]; + +params ["_unit"]; + _cardiacOutput = [_unit] call FUNC(getCardiacOutput); _resistance = _unit getvariable [QGVAR(peripheralResistance), 100]; _bloodPressureHigh = (_cardiacOutput * MODIFIER_BP_HIGH) * _resistance; _bloodPressureLow = (_cardiacOutput * MODIFIER_BP_LOW) * _resistance; -[_bloodPressureLow, _bloodPressureHigh]; +[_bloodPressureLow max 0, _bloodPressureHigh max 0] diff --git a/addons/medical/functions/fnc_getBloodVolumeChange.sqf b/addons/medical/functions/fnc_getBloodVolumeChange.sqf index 23eba4a0c7..3524e15cb5 100644 --- a/addons/medical/functions/fnc_getBloodVolumeChange.sqf +++ b/addons/medical/functions/fnc_getBloodVolumeChange.sqf @@ -28,10 +28,8 @@ */ #define BLOOD_CHANGE_PER_SECOND 0.0595 - - -private ["_unit","_bloodVolume","_bloodVolumeChange", "_ivVolume"]; -_unit = _this select 0; +private ["_bloodVolume", "_bloodVolumeChange", "_ivVolume"]; +params ["_unit"]; _bloodVolume = _unit getvariable [QGVAR(bloodVolume), 100]; _bloodVolumeChange = -([_unit] call FUNC(getBloodLoss)); @@ -43,13 +41,13 @@ if (_bloodVolume < 100.0) then { _ivVolume = (_unit getvariable [_x, 0]) + IV_CHANGE_PER_SECOND; _unit setvariable [_x,_ivVolume]; }; - }foreach GVAR(IVBags); + } foreach GVAR(IVBags); } else { { if ((_unit getvariable [_x, 0]) > 0) then { _unit setvariable [_x, 0]; // lets get rid of exessive IV volume }; - }foreach GVAR(IVBags); + } foreach GVAR(IVBags); }; _bloodVolumeChange; diff --git a/addons/medical/functions/fnc_getCardiacOutput.sqf b/addons/medical/functions/fnc_getCardiacOutput.sqf index 34d7be33af..f24aa438ca 100644 --- a/addons/medical/functions/fnc_getCardiacOutput.sqf +++ b/addons/medical/functions/fnc_getCardiacOutput.sqf @@ -22,7 +22,6 @@ // to limit the amount of complex calculations necessary, we take a set modifier to calculate Stroke Volume. #define MODIFIER_CARDIAC_OUTPUT 19.04761 -private "_unit"; -_unit = _this select 0; +params ["_unit"]; ((_unit getvariable [QGVAR(bloodVolume), 100])/MODIFIER_CARDIAC_OUTPUT) + ((_unit getvariable [QGVAR(heartRate), 80])/80-1); diff --git a/addons/medical/functions/fnc_getHeartRateChange.sqf b/addons/medical/functions/fnc_getHeartRateChange.sqf index 92a2053737..d46733452a 100644 --- a/addons/medical/functions/fnc_getHeartRateChange.sqf +++ b/addons/medical/functions/fnc_getHeartRateChange.sqf @@ -15,8 +15,9 @@ #define HEART_RATE_MODIFIER 0.02 -private ["_unit", "_heartRate", "_hrIncrease", "_bloodLoss", "_time", "_values", "_adjustment", "_change", "_callBack", "_bloodVolume"]; -_unit = _this select 0; +private ["_heartRate", "_hrIncrease", "_bloodLoss", "_time", "_values", "_adjustment", "_change", "_callBack", "_bloodVolume"]; +params ["_unit"]; + _hrIncrease = 0; if (!(_unit getvariable [QGVAR(inCardiacArrest),false])) then { _heartRate = _unit getvariable [QGVAR(heartRate), 80]; @@ -24,10 +25,8 @@ if (!(_unit getvariable [QGVAR(inCardiacArrest),false])) then { _adjustment = _unit getvariable [QGVAR(heartRateAdjustments), []]; { - _values = (_x select 0); + _x params ["_values", "_time", "_callBack"]; if (abs _values > 0) then { - _time = (_x select 1); - _callBack = _x select 2; if (_time <= 0) then { _time = 1; }; @@ -47,7 +46,7 @@ if (!(_unit getvariable [QGVAR(inCardiacArrest),false])) then { [_unit] call _callBack; }; - }foreach _adjustment; + } foreach _adjustment; _adjustment = _adjustment - [ObjNull]; _unit setvariable [QGVAR(heartRateAdjustments), _adjustment]; diff --git a/addons/medical/functions/fnc_getTriageStatus.sqf b/addons/medical/functions/fnc_getTriageStatus.sqf index 812c20ed2a..4dcef530a3 100644 --- a/addons/medical/functions/fnc_getTriageStatus.sqf +++ b/addons/medical/functions/fnc_getTriageStatus.sqf @@ -6,7 +6,9 @@ * 0: The unit * * Return Value: - * Triage status from the unit. Name, statusID, color > + * 0: Name + * 1: Status ID + * 2: Color > * * Public: Yes */ @@ -14,7 +16,7 @@ #include "script_component.hpp" private ["_unit","_return","_status"]; -_unit = _this select 0; +params ["_unit"]; _status = _unit getvariable [QGVAR(triageLevel), -1]; _return = switch (_status) do { case 1: {[localize LSTRING(Triage_Status_Minor), 1, [0, 0.5, 0, 0.9]]}; @@ -23,4 +25,4 @@ _return = switch (_status) do { case 4: {[localize LSTRING(Triage_Status_Deceased), 4, [0, 0, 0, 0.9]]}; default {[localize LSTRING(Triage_Status_None), 0, [0, 0, 0, 0.9]]}; }; -_return; +_return diff --git a/addons/medical/functions/fnc_getTypeOfDamage.sqf b/addons/medical/functions/fnc_getTypeOfDamage.sqf index d51131ce0c..7a351e0b77 100644 --- a/addons/medical/functions/fnc_getTypeOfDamage.sqf +++ b/addons/medical/functions/fnc_getTypeOfDamage.sqf @@ -13,23 +13,19 @@ #include "script_component.hpp" -PARAMS_1(_typeOfProjectile); +params ["_typeOfProjectile"]; -private ["_typeOfDamage"]; -_typeOfDamage = switch (true) do { - case (_typeOfProjectile isKindOf "BulletBase"): {"bullet"}; - case (_typeOfProjectile isKindOf "GrenadeCore"): {"grenade"}; - case (_typeOfProjectile isKindOf "TimeBombCore"): {"explosive"}; - case (_typeOfProjectile isKindOf "MineCore"): {"explosive"}; - case (_typeOfProjectile isKindOf "FuelExplosion"): {"explosive"}; - case (_typeOfProjectile isKindOf "ShellBase"): {"shell"}; - case (_typeOfProjectile isKindOf "RocketBase"): {"explosive"}; - case (_typeOfProjectile isKindOf "MissileBase"): {"explosive"}; - case (_typeOfProjectile isKindOf "LaserBombCore"): {"explosive"}; - case (_typeOfProjectile isKindOf "BombCore"): {"explosive"}; - case (_typeOfProjectile isKindOf "Grenade"): {"grenade"}; - default {toLower _typeOfProjectile}; -}; - -_typeOfDamage +if (_typeOfProjectile isKindOf "BulletBase") exitWith {"bullet"}; +if (_typeOfProjectile isKindOf "ShotgunBase") exitwith {"bullet"}; +if (_typeOfProjectile isKindOf "GrenadeCore") exitWith {"grenade"}; +if (_typeOfProjectile isKindOf "TimeBombCore") exitWith {"explosive"}; +if (_typeOfProjectile isKindOf "MineCore") exitWith {"explosive"}; +if (_typeOfProjectile isKindOf "FuelExplosion") exitWith {"explosive"}; +if (_typeOfProjectile isKindOf "ShellBase") exitWith {"shell"}; +if (_typeOfProjectile isKindOf "RocketBase") exitWith {"explosive"}; +if (_typeOfProjectile isKindOf "MissileBase") exitWith {"explosive"}; +if (_typeOfProjectile isKindOf "LaserBombCore") exitWith {"explosive"}; +if (_typeOfProjectile isKindOf "BombCore") exitWith {"explosive"}; +if (_typeOfProjectile isKindOf "Grenade") exitWith {"grenade"}; +toLower _typeOfProjectile diff --git a/addons/medical/functions/fnc_getUnconsciousCondition.sqf b/addons/medical/functions/fnc_getUnconsciousCondition.sqf index 19d3bdec1d..c354dd6ebd 100644 --- a/addons/medical/functions/fnc_getUnconsciousCondition.sqf +++ b/addons/medical/functions/fnc_getUnconsciousCondition.sqf @@ -14,7 +14,7 @@ #include "script_component.hpp" private ["_unit","_return"]; -_unit = _this select 0; +params ["_unit"]; if (isnil QGVAR(unconsciousConditions)) then { GVAR(unconsciousConditions) = []; @@ -25,6 +25,6 @@ _return = false; if (typeName _x == typeName {} && {([_unit] call _x)}) exitwith { _return = true; }; -}foreach GVAR(unconsciousConditions); +} foreach GVAR(unconsciousConditions); -_return; +_return diff --git a/addons/medical/functions/fnc_handleBandageOpening.sqf b/addons/medical/functions/fnc_handleBandageOpening.sqf index a86077cb3b..4a32adb9e5 100644 --- a/addons/medical/functions/fnc_handleBandageOpening.sqf +++ b/addons/medical/functions/fnc_handleBandageOpening.sqf @@ -18,13 +18,8 @@ #include "script_component.hpp" -private ["_target", "_impact", "_part", "_injuryIndex", "_injury", "_bandage", "_classID", "_className", "_reopeningChance", "_reopeningMinDelay", "_reopeningMaxDelay", "_config", "_woundTreatmentConfig", "_bandagedWounds", "_exist", "_injuryId", "_existingInjury", "_delay", "_openWounds", "_selectedInjury", "_bandagedInjury"]; -_target = _this select 0; -_impact = _this select 1; -_part = _this select 2; -_injuryIndex = _this select 3; -_injury = _this select 4; -_bandage = _this select 5; +private ["_className", "_reopeningChance", "_reopeningMinDelay", "_reopeningMaxDelay", "_config", "_woundTreatmentConfig", "_bandagedWounds", "_exist", "_injuryId", "_existingInjury", "_delay", "_openWounds", "_selectedInjury", "_bandagedInjury"]; +params ["_target", "_impact", "_part", "_injuryIndex", "_injury", "_bandage"]; _classID = _injury select 1; _className = GVAR(woundClassNames) select _classID; @@ -57,8 +52,8 @@ if (isClass (_config >> _className)) then { }; _bandagedWounds = _target getvariable [QGVAR(bandagedWounds), []]; -_exist = false; _injuryType = _injury select 1; +_exist = false; _bandagedInjury = []; { if ((_x select 1) == _injuryType && (_x select 2) == (_injury select 2)) exitwith { @@ -69,7 +64,7 @@ _bandagedInjury = []; _bandagedInjury = _existingInjury; }; -}foreach _bandagedWounds; +} foreach _bandagedWounds; if !(_exist) then { // [ID, classID, bodypart, percentage treated, bloodloss rate] @@ -83,12 +78,8 @@ _target setvariable [QGVAR(bandagedWounds), _bandagedWounds, true]; if (random(1) <= _reopeningChance) then { _delay = _reopeningMinDelay + random(_reopeningMaxDelay - _reopeningMinDelay); [{ - private ["_target", "_impact", "_part", "_injuryIndex", "_bandage", "_injury", "_openWounds", "_selectedInjury","_bandagedWounds","_exist"]; - _target = _this select 0; - _impact = _this select 1; - _part = _this select 2; - _injuryIndex = _this select 3; - _injury = _this select 4; + private ["_bandage", "_openWounds", "_selectedInjury","_bandagedWounds","_exist"]; + params ["_target", "_impact", "_part", "_injuryIndex", "_injury"]; //if (alive _target) then { _openWounds = _target getvariable [QGVAR(openWounds), []]; @@ -108,7 +99,7 @@ if (random(1) <= _reopeningChance) then { _existingInjury set [3, ((_existingInjury select 3) - _impact) max 0]; _bandagedWounds set [_foreachIndex, _existingInjury]; }; - }foreach _bandagedWounds; + } foreach _bandagedWounds; if (_exist) then { _target setvariable [QGVAR(bandagedWounds), _bandagedWounds, true]; diff --git a/addons/medical/functions/fnc_handleCreateLitter.sqf b/addons/medical/functions/fnc_handleCreateLitter.sqf index d7595ec439..31e65218c2 100644 --- a/addons/medical/functions/fnc_handleCreateLitter.sqf +++ b/addons/medical/functions/fnc_handleCreateLitter.sqf @@ -1,9 +1,22 @@ -//#define DEBUG_MODE_FULL +/* + * Author: Glowbal + * handle Litter Create + * + * Arguments: + * 0: Litter Class + * 1: Position + * 2: Unit + * + * Return Value: + * None + * + * Public: No + */ #include "script_component.hpp" if(!hasInterface) exitWith { false }; -PARAMS_3(_litterClass,_position,_direction); +params ["_litterClass", "_position", "_unit"]; private["_litterObject", "_maxLitterCount"]; //IGNORE_PRIVATE_WARNING(_values); @@ -16,9 +29,9 @@ _litterObject = _litterClass createVehicleLocal _position; _litterObject setDir _direction; _litterObject setPosATL _position; // Move the litter next frame to get rid of HORRIBLE spacing, fixes #1112 -[{ (_this select 0) setPosATL (_this select 1); }, [_litterObject, _position]] call EFUNC(common,execNextFrame); - -_maxLitterCount = getArray (configFile >> "ACE_Settings" >> QGVAR(litterSimulationDetail) >> "_values") select GVAR(litterSimulationDetail); +[{ params ["_object", "_pos"]; _object setPosATL _pos; }, [_litterObject, _position]] call EFUNC(common,execNextFrame); + +_maxLitterCount = getArray (configFile >> "ACE_Settings" >> QGVAR(litterSimulationDetail) >> "_values") select GVAR(litterSimulationDetail); if((count GVAR(allCreatedLitter)) > _maxLitterCount ) then { // gank the first litter object, and spawn ours. private["_oldLitter"]; @@ -34,10 +47,11 @@ if(!GVAR(litterPFHRunning) && {GVAR(litterCleanUpDelay) > 0}) then { GVAR(litterPFHRunning) = true; [{ { - if (ACE_time - (_x select 0) >= GVAR(litterCleanUpDelay)) then { + _x params ["_time", "_objects"]; + if (ACE_time - _time >= GVAR(litterCleanUpDelay)) then { { deleteVehicle _x; - } forEach (_x select 1); + } forEach _objects; GVAR(allCreatedLitter) set[_foreachIndex, objNull]; }; } forEach GVAR(allCreatedLitter); @@ -46,8 +60,6 @@ if(!GVAR(litterPFHRunning) && {GVAR(litterCleanUpDelay) > 0}) then { if ( (count GVAR(allCreatedLitter)) == 0) exitwith { [(_this select 1)] call CBA_fnc_removePerFrameHandler; GVAR(litterPFHRunning) = false; - }; + }; }, 30, []] call CBA_fnc_addPerFrameHandler; }; - -true \ No newline at end of file diff --git a/addons/medical/functions/fnc_handleDamage.sqf b/addons/medical/functions/fnc_handleDamage.sqf index a4e5525276..1a58e2ed01 100644 --- a/addons/medical/functions/fnc_handleDamage.sqf +++ b/addons/medical/functions/fnc_handleDamage.sqf @@ -1,5 +1,5 @@ -/* - * Author: KoffeinFlummi, Glowbal + /* + * Author: KoffeinFlummi, Glowbal, commy2 * Main HandleDamage EH function. * * Arguments: @@ -14,74 +14,79 @@ * * Public: No */ - #include "script_component.hpp" -private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"]; -_unit = _this select 0; -_selection = _this select 1; -_damage = _this select 2; -_shooter = _this select 3; -_projectile = _this select 4; +params ["_unit", "_selection", "_damage", "_shooter", "_projectile"]; +TRACE_5("ACE_DEBUG: HandleDamage Called",_unit, _selection, _damage, _shooter, _projectile); -if !(local _unit) exitWith {nil}; +// bug, apparently can fire for remote units in special cases +if !(local _unit) exitWith { + TRACE_2("ACE_DEBUG: HandleDamage on remote unit!",_unit, isServer); + nil +}; +private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"]; + +// bug, assumed fixed, @todo excessive testing, if nothing happens remove if (typeName _projectile == "OBJECT") then { _projectile = typeOf _projectile; _this set [4, _projectile]; }; -// If the damage is being weird, we just tell it to fuck off. -if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0}; +TRACE_3("ACE_DEBUG: HandleDamage",_selection,_damage,_unit); + +// If damage is in dummy hitpoints, "hands" and "legs", don't change anything +if (_selection == "hands") exitWith {_unit getHit "hands"}; +if (_selection == "legs") exitWith {_unit getHit "legs"}; + +// If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "?" +if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; //@todo "neck", "pelvis", "spine1", "spine2", "spine3" // Exit if we disable damage temporarily -_damageOld = damage _unit; -if (_selection in GVAR(SELECTIONS)) then { - _damageOld = _unit getHit _selection; +if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith { + TRACE_3("ACE_DEBUG: HandleDamage damage disabled.",_selection,damage _unit,_unit); + if (_selection == "") then { + damage _unit + } else { + _unit getHit _selection + }; }; -if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {_damageOld}; // Get return damage _damageReturn = _damage; -if (GVAR(level) < 2) then { - _damageReturn = _this call FUNC(handleDamage_basic); + +_newDamage = _this call FUNC(handleDamage_caching); +// handleDamage_caching may have modified the projectile string +_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); + +TRACE_3("ACE_DEBUG: HandleDamage caching new damage",_selection,_newDamage,_unit); + +_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage); +_minLethalDamage = if (_typeIndex >= 0) then { + GVAR(minLethalDamages) select _typeIndex } else { - if !([_unit] call FUNC(hasMedicalEnabled)) exitwith { - // Because of the config changes, we cannot properly disable the medical system for a unit. - // lets use basic for the ACE_time being.. - _damageReturn = _this call FUNC(handleDamage_basic); - }; - _newDamage = _this call FUNC(handleDamage_caching); - // handleDamage_caching may have modified the projectile string - _projectile = _this select 4; - _typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); + 0.01 +}; - _typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage); - _minLethalDamage = 0.01; - if (_typeIndex >= 0) then { - _minLethalDamage = GVAR(minLethalDamages) select _typeIndex; +if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then { + if (GVAR(enableVehicleCrashes)) then { + _selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS)))); }; +}; - if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then { - if (GVAR(enableVehicleCrashes)) then { - _selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS)))); - }; +if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then { + if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith { + _damageReturn = 0.9; }; - - if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then { - if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith { - _damageReturn = 0.9; - }; - if ([_unit] call FUNC(setDead)) then { - _damageReturn = 1; - } else { - _damageReturn = _damageReturn min 0.89; - }; + if ([_unit] call FUNC(setDead)) then { + _damageReturn = 1; } else { _damageReturn = _damageReturn min 0.89; }; - +} else { + _damageReturn = _damageReturn min 0.89; }; + [_unit] call FUNC(addToInjuredCollection); if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith { @@ -123,4 +128,6 @@ if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_dam 0.89; }; -_damageReturn; +TRACE_3("ACE_DEBUG: HandleDamage damage return",_selection,_damageReturn,_unit); + +_damageReturn diff --git a/addons/medical/functions/fnc_handleDamage_advanced.sqf b/addons/medical/functions/fnc_handleDamage_advanced.sqf index e617738a90..214d291e86 100644 --- a/addons/medical/functions/fnc_handleDamage_advanced.sqf +++ b/addons/medical/functions/fnc_handleDamage_advanced.sqf @@ -12,23 +12,16 @@ * 6: Type of Damage * * Return Value: - * Nothing + * None * * Public: No */ #include "script_component.hpp" -private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage", "_part", "_damageBodyParts", "_newDamage", "_hitPoints"]; -_unit = _this select 0; -_selectionName = _this select 1; -_amountOfDamage = _this select 2; -_sourceOfDamage = _this select 3; -_typeOfProjectile = _this select 4; -_newDamage = _this select 5; +private ["_typeOfProjectile", "_part", "_damageBodyParts", "_hitPoints"]; +params ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfProjectile", "_newDamage"]; -// Most likely taking exessive fire damage. Lets exit. -if (isNull _sourceOfDamage && {_typeOfProjectile == ""} && {vehicle _unit == _unit} && {(_selectionName == "head" || isBurning _unit)}) exitwith {}; _part = [_selectionName] call FUNC(selectionNameToNumber); if (_part < 0) exitwith {}; @@ -40,6 +33,7 @@ _damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage]; _unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true]; _typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage); + [_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_assignWounds); // TODO Disabled until implemented fully diff --git a/addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf b/addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf index 3df8a5ce0c..bac5a32976 100644 --- a/addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf +++ b/addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf @@ -6,23 +6,23 @@ * 0: Unit for which the hitpoint damage will be sorted out * * Return Value: - * nil + * None * * Public: No */ #include "script_component.hpp" -PARAMS_1(_unit); +params ["_unit"]; if (!local _unit) exitwith {}; -private ["_bodyStatus", "_headDamage", "_torsoDamage", "_handsDamage", "_legsDamage"]; +private "_bodyStatus"; // ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"] _bodyStatus = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]; -EXPLODE_6_PVT(_bodyStatus,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL); +_bodyStatus params ["_headDamage", "_torsoDamage", "_handsDamageR", "_handsDamageL", "_legsDamageR", "_legsDamageL"]; _unit setHitPointDamage ["hitHead", _headDamage min 0.95]; _unit setHitPointDamage ["hitBody", _torsoDamage min 0.95]; diff --git a/addons/medical/functions/fnc_handleDamage_airway.sqf b/addons/medical/functions/fnc_handleDamage_airway.sqf index bc220eaad9..8b627faae1 100644 --- a/addons/medical/functions/fnc_handleDamage_airway.sqf +++ b/addons/medical/functions/fnc_handleDamage_airway.sqf @@ -10,19 +10,15 @@ * 4: Type of the damage done * * Return Value: - * None + * None * * Public: No */ #include "script_component.hpp" -private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn"]; -_unit = _this select 0; -_selectionName = _this select 1; -_amountOfDamage = _this select 2; -_sourceOfDamage = _this select 3; -_typeOfDamage = _this select 4; +private "_bodyPartn"; +params ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage"]; _bodyPartn = [_selectionName] call FUNC(selectionNameToNumber); if (_bodyPartn > 1) exitwith {}; diff --git a/addons/medical/functions/fnc_handleDamage_basic.sqf b/addons/medical/functions/fnc_handleDamage_basic.sqf index 04049cfa7c..43b0852e1b 100644 --- a/addons/medical/functions/fnc_handleDamage_basic.sqf +++ b/addons/medical/functions/fnc_handleDamage_basic.sqf @@ -1,192 +1,60 @@ /* - * Author: KoffeinFlummi - * Basic HandleDamage EH function. + * Author: KoffeinFlummi, Glowbal + * Handle damage basic medical * * Arguments: - * 0: Unit That Was Hit - * 1: Name Of Hit Selection - * 2: Amount Of Damage - * 3: Shooter - * 4: Projectile - * 5: Current damage to be returned * * Return Value: - * Damage To Be Inflicted + * * * Public: No */ #include "script_component.hpp" -#define LEGDAMAGETRESHOLD1 1 -#define LEGDAMAGETRESHOLD2 1.7 -#define ARMDAMAGETRESHOLD1 1 -#define ARMDAMAGETRESHOLD2 1.7 -#define UNCONSCIOUSNESSTRESHOLD 0.7 +private ["_damageBodyParts", "_cache_params", "_cache_damages"]; +params ["_target"]; +TRACE_1("ACE_DEBUG: HandleDamage_BASIC Called",_target); -private ["_unit", "_selectionName", "_damage", "_shooter", "_projectile", "_damage", "_armdamage", "_hitPoint", "_index", "_legdamage", "_newDamage", "_otherDamage", "_pain", "_restore"]; +_damageBodyParts = _target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]; +_cache_params = _target getVariable [QGVAR(cachedHandleDamageParams), []]; +_cache_damages = _target getVariable QGVAR(cachedDamages); -_unit = _this select 0; -_selectionName = _this select 1; -_damage = _this select 2; -_shooter = _this select 3; -_projectile = _this select 4; +TRACE_4("ACE_DEBUG: HandleDamage BASIC",_unit, _damageBodyParts,_cache_params,_cache_damages); -// Apply damage treshold / coefficient -_threshold = [ - _unit getVariable [QGVAR(damageThreshold), GVAR(AIDamageThreshold)], - _unit getVariable [QGVAR(damageThreshold), GVAR(playerDamageThreshold)] -] select ([_unit] call EFUNC(common,isPlayer)); -_damage = _damage * (1 / _threshold); +{ + _x params ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage"]; + if !(isNull _sourceOfDamage && {_typeOfProjectile == ""} && {vehicle _unit == _unit} && {(_selectionName == "head" || isBurning _unit)}) then { + _part = [_selectionName] call FUNC(selectionNameToNumber); + if (_part < 0) exitwith {}; -// This is a new hit, reset variables. -// Note: sometimes handleDamage spans over 2 or even 3 frames. -if (diag_frameno > (_unit getVariable [QGVAR(basic_frameNo), -3]) + 2) then { - _unit setVariable [QGVAR(basic_frameNo), diag_frameno]; - _unit setVariable [QGVAR(isFalling), false]; - _unit setVariable [QGVAR(projectiles), []]; - _unit setVariable [QGVAR(hitPoints), []]; - _unit setVariable [QGVAR(damages), []]; - _unit setVariable [QGVAR(structDamage), 0]; + private ["_newDamage", "_pain"]; + _newDamage = (_cache_damages select _foreachIndex); + _damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage]; + _unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts]; - if (isnil {_unit getvariable QGVAR(structDamagePFH)}) then { - // Assign orphan structural damage to torso - [{ - private ["_unit", "_damagesum"]; - _unit = (_this select 0) select 0; - if (ACE_diagTime - (_unit getvariable [QGVAR(structDamagePFH),-2]) >= 2) then { - _unit setVariable [QGVAR(structDamagePFH), nil]; - _damagesum = (_unit getHitPointDamage "HitHead") + - (_unit getHitPointDamage "HitBody") + - (_unit getHitPointDamage "HitLeftArm") + - (_unit getHitPointDamage "HitRightArm") + - (_unit getHitPointDamage "HitLeftLeg") + - (_unit getHitPointDamage "HitRightLeg"); - if (_damagesum < 0.06 and damage _unit > 0.06 and alive _unit) then { - _unit setHitPointDamage ["HitBody", damage _unit]; - }; - [(_this select 1)] call cba_fnc_removePerFrameHandler; + if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then { + // If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed. + if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then { + [_unit, true, 0.5+random(3)] call FUNC(setUnconscious); }; - }, 0, [_unit]] call CBA_fnc_addPerFrameHandler; - }; - _unit setVariable [QGVAR(structDamagePFH), ACE_diagTime]; // Assign starting ACE_time or reset it -}; - -_newDamage = _damage - (damage _unit); -if (_selectionName in GVAR(SELECTIONS)) then { - _newDamage = _damage - (_unit getHitPointDamage (GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selectionName))); -}; - -_damage = _damage - _newDamage; - - -// Exclude falling damage to everything other than legs and reduce it overall. -if (((velocity _unit) select 2 < -5) and (vehicle _unit == _unit)) then { - _unit setVariable [QGVAR(isFalling), true]; -}; -if (_unit getVariable [QGVAR(isFalling), false] and !(_selectionName in ["", "leg_l", "leg_r"])) exitWith { - (_unit getHitPointDamage (GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selectionName))) max 0.01; -}; -if (_unit getVariable [QGVAR(isFalling), false]) then { - _newDamage = _newDamage * 0.7; -}; - - -// Make sure there's only one damaged selection per projectile per frame. -if (_selectionName != "" and !(_unit getVariable QGVAR(isFalling))) then { - _cache_projectiles = _unit getVariable QGVAR(projectiles); - _cache_hitpoints = _unit getVariable QGVAR(hitPoints); - _cache_damages = _unit getVariable QGVAR(damages); - if (_projectile in _cache_projectiles) then { - _index = _cache_projectiles find _projectile; - _otherDamage = (_cache_damages select _index); - if (_otherDamage > _newDamage) then { - _newDamage = 0; - } else { - _hitPoint = _cache_hitpoints select _index; - _restore = ((_unit getHitPointDamage _hitPoint) - _otherDamage) max 0; - _unit setHitPointDamage [_hitPoint, _restore]; - // Make entry unfindable - _cache_projectiles set [_index, objNull]; - _cache_projectiles pushBack _projectile; - _cache_hitpoints pushBack (GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selectionName)); - _cache_damages pushBack _newDamage; }; - } else { - _cache_projectiles pushBack _projectile; - _cache_hitpoints pushBack (GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selectionName)); - _cache_damages pushBack _newDamage; + _pain = _unit getVariable [QGVAR(pain), 0]; + _pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0])); + _unit setVariable [QGVAR(pain), _pain min 1, true]; }; - _unit setVariable [QGVAR(projectiles), _cache_projectiles]; - _unit setVariable [QGVAR(hitPoints), _cache_hitpoints]; - _unit setVariable [QGVAR(damages), _cache_damages]; -}; +}foreach _cache_params; -// Get rid of double structural damage (seriously arma, what the fuck?) -if (_selectionName == "") then { - _cache_structDamage = _unit getVariable QGVAR(structDamage); - if (_newDamage > _cache_structDamage) then { - _unit setVariable [QGVAR(structDamage), _newDamage]; - _newDamage = _newDamage - _cache_structDamage; - } else { - _newDamage = 0; - }; -}; +// We broadcast the value across the net here, in order to avoid broadcasting it multiple times earlier in the above code block +_target setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true]; +TRACE_2("ACE_DEBUG: HandleDamage BASIC Broadcast value here",_unit, _target getvariable QGVAR(bodyPartStatus)); -if (_selectionName == "") then { - _damage = _damage + (_unit getVariable QGVAR(structDamage)); -} else { - _damage = _damage + _newDamage; -}; +EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL); +_target setHitPointDamage ["hitHead", _headDamage min 0.95]; +_target setHitPointDamage ["hitBody", _torsoDamage min 0.95]; +_target setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95]; +_target setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95]; -// Leg Damage -_legdamage = (_unit getHitPointDamage "HitLeftLeg") + (_unit getHitPointDamage "HitRightLeg"); -if (_selectionName == "leg_l") then { - _legdamage = _damage + (_unit getHitPointDamage "HitRightLeg"); -}; -if (_selectionName == "leg_r") then { - _legdamage = (_unit getHitPointDamage "HitLeftLeg") + _damage; -}; - -if (_legdamage >= LEGDAMAGETRESHOLD1) then { - _unit setHitPointDamage ["HitLegs", 1]; -} else { - _unit setHitPointDamage ["HitLegs", 0]; -}; -// @todo: force prone for completely fucked up legs. - - -// Arm Damage -_armdamage = (_unit getHitPointDamage "HitLeftArm") + (_unit getHitPointDamage "HitRightArm"); -if (_selectionName == "hand_l") then { - _armdamage = _damage + (_unit getHitPointDamage "HitRightArm"); -}; -if (_selectionName == "hand_r") then { - _armdamage = (_unit getHitPointDamage "HitLeftArm") + _damage; -}; - -if (_armdamage >= ARMDAMAGETRESHOLD1) then { - _unit setHitPointDamage ["HitHands", 1]; -} else { - _unit setHitPointDamage ["HitHands", 0]; -}; -// @todo: Drop weapon for full damage. - - -// Set Pain -if (_selectionName == "") then { - _pain = _unit getVariable [QGVAR(pain), 0]; - _pain = _pain + _newDamage * (1 - (_unit getVariable [QGVAR(morphine), 0])); - _unit setVariable [QGVAR(pain), _pain min 1, true]; -}; - -// Unconsciousness -if (_selectionName == "" and - _damage >= UNCONSCIOUSNESSTRESHOLD and - _damage < 1 and - !(_unit getVariable ["ACE_isUnconscious", False] -)) then { - [_unit, true] call FUNC(setUnconscious); -}; - -_damage +{ + _target setHitPointDamage [_x, (_damageBodyParts select _foreachIndex) min 0.95]; +}foreach GVAR(HITPOINTS); diff --git a/addons/medical/functions/fnc_handleDamage_caching.sqf b/addons/medical/functions/fnc_handleDamage_caching.sqf index 99816ee274..41f93b954b 100644 --- a/addons/medical/functions/fnc_handleDamage_caching.sqf +++ b/addons/medical/functions/fnc_handleDamage_caching.sqf @@ -18,13 +18,9 @@ #include "script_component.hpp" -private ["_unit", "_selectionName", "_damage", "_source", "_projectile", "_hitSelections", "_hitPoints", "_impactVelocity", "_newDamage", "_cache_hitpoints", "_cache_projectiles", "_cache_params", "_cache_damages"]; -_unit = _this select 0; -_selectionName = _this select 1; -_damage = _this select 2; -_source = _this select 3; -_projectile = _this select 4; - +private ["_hitSelections", "_hitPoints", "_impactVelocity", "_newDamage", "_cache_hitpoints", "_cache_projectiles", "_cache_params", "_cache_damages"]; +params ["_unit", "_selectionName", "_damage", "_source", "_projectile"]; +TRACE_8("ACE_DEBUG: HandleDamage_Caching Called",_unit, _selectionName, _damage, _source, _projectile,GVAR(SELECTIONS),GVAR(HITPOINTS),damage _unit); _hitSelections = GVAR(SELECTIONS); _hitPoints = GVAR(HITPOINTS); @@ -78,21 +74,23 @@ if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) t // handle the cached damages 3 frames later [{ private ["_args", "_params"]; - _args = _this select 0; + params ["_args", "_idPFH"]; + _args params ["_unit", "_frameno"]; + if (diag_frameno > _frameno + 2) then { + _unit setDamage 0; - if (diag_frameno > (_args select 1) + 2) then { - (_args select 0) setDamage 0; - - _cache_params = (_args select 0) getVariable [QGVAR(cachedHandleDamageParams), []]; - _cache_damages = (_args select 0) getVariable QGVAR(cachedDamages); - { - _params = _x + [_cache_damages select _foreachIndex]; - _params call FUNC(handleDamage_advanced); - }foreach _cache_params; - - [(_args select 0)] call FUNC(handleDamage_advancedSetDamage); - - [(_this select 1)] call cba_fnc_removePerFrameHandler; + if (GVAR(level) < 2 || {!([_unit] call FUNC(hasMedicalEnabled))}) then { + [_unit] call FUNC(handleDamage_basic); + } else { + _cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []]; + _cache_damages = _unit getVariable QGVAR(cachedDamages); + { + _params = _x + [_cache_damages select _foreachIndex]; + _params call FUNC(handleDamage_advanced); + } foreach _cache_params; + [_unit] call FUNC(handleDamage_advancedSetDamage); + }; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; }, 0, [_unit, diag_frameno] ] call CBA_fnc_addPerFrameHandler; @@ -152,4 +150,6 @@ if (_selectionName != "") then { _unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params]; }; -_newDamage; +TRACE_8("ACE_DEBUG: HandleDamage_Caching",_unit, _newDamage, _cache_params, _cache_damages, _unit getVariable QGVAR(cachedProjectiles), _unit getVariable QGVAR(cachedHitPoints), _unit getVariable QGVAR(cachedDamages), _unit getVariable QGVAR(cachedHandleDamageParams)); + +_newDamage diff --git a/addons/medical/functions/fnc_handleDamage_fractures.sqf b/addons/medical/functions/fnc_handleDamage_fractures.sqf index 31fa1c8873..46000dbbdf 100644 --- a/addons/medical/functions/fnc_handleDamage_fractures.sqf +++ b/addons/medical/functions/fnc_handleDamage_fractures.sqf @@ -17,12 +17,8 @@ #include "script_component.hpp" -private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn", "_fractures", "_fractureType"]; -_unit = _this select 0; -_selectionName = _this select 1; -_amountOfDamage = _this select 2; -_sourceOfDamage = _this select 3; -_typeOfDamage = _this select 4; +private ["_bodyPartn", "_fractures", "_fractureType"]; +params ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage"]; _bodyPartn = [_selectionName] call FUNC(selectionNameToNumber); _fractureType = 1; diff --git a/addons/medical/functions/fnc_handleDamage_internalInjuries.sqf b/addons/medical/functions/fnc_handleDamage_internalInjuries.sqf index 6ee256a977..d8d9be1506 100644 --- a/addons/medical/functions/fnc_handleDamage_internalInjuries.sqf +++ b/addons/medical/functions/fnc_handleDamage_internalInjuries.sqf @@ -10,19 +10,15 @@ * 4: Type of the damage done * * Return Value: - * None + * None * * Public: No */ #include "script_component.hpp" -private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn"]; -_unit = _this select 0; -_selectionName = _this select 1; -_amountOfDamage = _this select 2; -_sourceOfDamage = _this select 3; -_typeOfDamage = _this select 4; +private "_bodyPartn"; +params ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage"]; _bodyPartn = [_selectionName] call FUNC(selectionNameToNumber); // TODO implement internal injuries diff --git a/addons/medical/functions/fnc_handleDamage_wounds.sqf b/addons/medical/functions/fnc_handleDamage_wounds.sqf index 70eeb74f9d..ae032e6d64 100644 --- a/addons/medical/functions/fnc_handleDamage_wounds.sqf +++ b/addons/medical/functions/fnc_handleDamage_wounds.sqf @@ -10,19 +10,16 @@ * 4: Type of the damage done * * Return Value: - * None + * None * * Public: No */ #include "script_component.hpp" -private ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage", "_bodyPartn", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd", "_bloodLoss", "_bodyPartNToAdd", "_classType", "_damageLevels", "_foundIndex", "_i", "_injury", "_maxDamage", "_pain", "_painLevel", "_selections", "_toAddClassID", "_woundsCreated"]; -_unit = _this select 0; -_selectionName = _this select 1; -_damage = _this select 2; -_typeOfProjectile = _this select 3; -_typeOfDamage = _this select 4; +private ["_bodyPartn", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd", "_bloodLoss", "_bodyPartNToAdd", "_classType", "_damageLevels", "_foundIndex", "_i", "_injury", "_maxDamage", "_pain", "_painLevel", "_selections", "_toAddClassID", "_woundsCreated"]; +params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"]; +TRACE_6("ACE_DEBUG: HandleDamage Called",_unit, _selectionName, _damage, _shooter, _typeOfProjectile,_typeOfDamage); // Administration for open wounds and ids _openWounds = _unit getvariable[QGVAR(openWounds), []]; @@ -43,7 +40,7 @@ _foundIndex = -1; if (_x select 1 == _toAddClassID && {_x select 2 == _bodyPartNToAdd}) exitwith { _foundIndex = _foreachIndex; }; - }foreach _openWounds; + } foreach _openWounds; if (_foundIndex < 0) then { // Since it is a new injury, we will have to add it to the open wounds array to store it @@ -53,7 +50,7 @@ _foundIndex = -1; _injury = _openWounds select _foundIndex; _injury set [3, (_injury select 3) + 1]; }; -}foreach _woundsCreated; +} foreach _woundsCreated; _unit setvariable [QGVAR(openWounds), _openWounds, true]; @@ -64,3 +61,4 @@ if (count _woundsCreated > 0) then { _painLevel = _unit getvariable [QGVAR(pain), 0]; _unit setvariable [QGVAR(pain), _painLevel + _painToAdd]; +TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD",_unit, _painLevel, _painToAdd, _unit getvariable QGVAR(pain), _unit getvariable QGVAR(openWounds),_woundsCreated); diff --git a/addons/medical/functions/fnc_handleDamage_woundsOld.sqf b/addons/medical/functions/fnc_handleDamage_woundsOld.sqf index 1034ba9cae..dc21012dd6 100644 --- a/addons/medical/functions/fnc_handleDamage_woundsOld.sqf +++ b/addons/medical/functions/fnc_handleDamage_woundsOld.sqf @@ -17,12 +17,9 @@ #include "script_component.hpp" -private ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage", "_bodyPartn", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd", "_bloodLoss", "_bodyPartNToAdd", "_classType", "_damageLevels", "_foundIndex", "_i", "_injury", "_maxDamage", "_pain", "_painLevel", "_selections", "_toAddClassID", "_woundsCreated"]; -_unit = _this select 0; -_selectionName = _this select 1; -_damage = _this select 2; -_typeOfProjectile = _this select 3; -_typeOfDamage = _this select 4; +private ["_bodyPartn", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd", "_bloodLoss", "_bodyPartNToAdd", "_classType", "_damageLevels", "_foundIndex", "_i", "_injury", "_maxDamage", "_pain", "_painLevel", "_selections", "_toAddClassID", "_woundsCreated"]; +params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"]; +TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD Called",_unit, _selectionName, _damage, _shooter, _typeOfProjectile,_typeOfDamage); // Convert the selectionName to a number and ensure it is a valid selection. _bodyPartn = [_selectionName] call FUNC(selectionNameToNumber); @@ -70,7 +67,7 @@ _allPossibleInjuries = []; _allPossibleInjuries pushback _x; }; }; -}foreach _allInjuriesForDamageType; +} foreach _allInjuriesForDamageType; // No possible wounds available for this damage type or damage amount. if (_highestPossibleSpot < 0) exitwith {}; @@ -98,7 +95,7 @@ _woundsCreated = []; if (_x select 1 == _toAddClassID && {_x select 2 == _bodyPartNToAdd}) exitwith { _foundIndex = _foreachIndex; }; - }foreach _openWounds; + } foreach _openWounds; }; _injury = []; @@ -123,21 +120,15 @@ _woundsCreated = []; _painToAdd = _painToAdd + (_toAddInjury select 3); }; }; -}foreach (_injuryTypeInfo select 0); // foreach damage thresholds +} foreach (_injuryTypeInfo select 0); // foreach damage thresholds -_unit setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC]; +_unit setvariable [QGVAR(openWounds), _openWounds, true]; // Only update if new wounds have been created if (count _woundsCreated > 0) then { -// _unit setvariable [QGVAR(lastUniqueWoundID), _woundID, true]; -}; - -if (USE_WOUND_EVENT_SYNC) then { - // Broadcast the new injuries across the net in parts. One broadcast per injury. Prevents having to broadcast one massive array of injuries. - { - // ["medical_propagateWound", [_unit, _x]] call EFUNC(common,globalEvent); - }foreach _woundsCreated; + _unit setvariable [QGVAR(lastUniqueWoundID), _woundID, true]; }; _painLevel = _unit getvariable [QGVAR(pain), 0]; _unit setvariable [QGVAR(pain), _painLevel + _painToAdd]; +TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD",_unit, _painLevel, _painToAdd, _unit getvariable QGVAR(pain), _unit getvariable QGVAR(openWounds),_woundsCreated); diff --git a/addons/medical/functions/fnc_handleKilled.sqf b/addons/medical/functions/fnc_handleKilled.sqf index 5003ec189c..d6a4440d76 100644 --- a/addons/medical/functions/fnc_handleKilled.sqf +++ b/addons/medical/functions/fnc_handleKilled.sqf @@ -13,8 +13,8 @@ #include "script_component.hpp" -private["_unit", "_openWounds"]; -_unit = _this select 0; +private "_openWounds"; +params ["_unit"]; if (!local _unit) exitwith {}; _unit setvariable [QGVAR(pain), 0]; @@ -22,11 +22,4 @@ if (GVAR(level) >= 2) then { _unit setvariable [QGVAR(heartRate), 0]; _unit setvariable [QGVAR(bloodPressure), [0, 0]]; _unit setvariable [QGVAR(airwayStatus), 0]; - - if (USE_WOUND_EVENT_SYNC) then { - _openWounds = _unit getvariable [QGVAR(openWounds), []]; - { - ["medical_propagateWound", [_unit, _x]] call EFUNC(common,globalEvent); - }foreach _openWounds; - }; }; diff --git a/addons/medical/functions/fnc_handleLocal.sqf b/addons/medical/functions/fnc_handleLocal.sqf index c0f9c15292..50a30e90e8 100644 --- a/addons/medical/functions/fnc_handleLocal.sqf +++ b/addons/medical/functions/fnc_handleLocal.sqf @@ -15,9 +15,7 @@ #include "script_component.hpp" -private["_unit", "_local"]; -_unit = _this select 0; -_local = _this select 1; +params ["_unit", "_local"]; if (_local) then { if (_unit getvariable[QGVAR(addedToUnitLoop),false]) then { [_unit, true] call FUNC(addToInjuredCollection); diff --git a/addons/medical/functions/fnc_handleUnitVitals.sqf b/addons/medical/functions/fnc_handleUnitVitals.sqf index 0c7113f69a..fddf5489da 100644 --- a/addons/medical/functions/fnc_handleUnitVitals.sqf +++ b/addons/medical/functions/fnc_handleUnitVitals.sqf @@ -13,10 +13,9 @@ #include "script_component.hpp" -private ["_unit", "_heartRate","_bloodPressure","_bloodVolume","_painStatus", "_lastTimeValuesSynced", "_syncValues", "_airwayStatus", "_blood", "_bloodPressureH", "_bloodPressureL", "_interval"]; -_unit = _this select 0; -_interval = _this select 1; - +private ["_heartRate","_bloodPressure","_bloodVolume","_painStatus", "_lastTimeValuesSynced", "_syncValues", "_airwayStatus", "_blood"]; +params ["_unit", "_interval"]; +TRACE_3("ACE_DEBUG",_unit,_interval,_unit); if (_interval == 0) exitWith {}; _lastTimeValuesSynced = _unit getvariable [QGVAR(lastMomentValuesSynced), 0]; @@ -30,23 +29,28 @@ _bloodVolume = _bloodVolume max 0; _unit setvariable [QGVAR(bloodVolume), _bloodVolume, _syncValues]; +TRACE_3("ACE_DEBUG",_bloodVolume,_syncValues,_unit); // Set variables for synchronizing information across the net if (_bloodVolume < 100) then { if ((_bloodVolume < 90 && (GVAR(level) == 2)) || _bloodVolume <= 45) then { + TRACE_4("ACE_DEBUG_ADVANCED",_bloodVolume,_unit getVariable QGVAR(hasLostBlood),_syncValues,_unit); if (_unit getvariable [QGVAR(hasLostBlood), 0] != 2) then { _unit setvariable [QGVAR(hasLostBlood), 2, true]; }; } else { + TRACE_4("ACE_DEBUG", _bloodVolume,_unit getVariable QGVAR(hasLostBlood),_syncValues,_unit); if (_unit getvariable [QGVAR(hasLostBlood), 0] != 1) then { _unit setvariable [QGVAR(hasLostBlood), 1, true]; }; } } else { + TRACE_4("ACE_DEBUG",_bloodVolume,_unit getVariable QGVAR(hasLostBlood),_syncValues,_unit); if (_unit getvariable [QGVAR(hasLostBlood), 0] != 0) then { _unit setvariable [QGVAR(hasLostBlood), 0, true]; }; }; +TRACE_3("ACE_DEBUG",[_unit] call FUNC(getBloodLoss),_unit getVariable QGVAR(isBleeding),_unit); if (([_unit] call FUNC(getBloodLoss)) > 0) then { if !(_unit getvariable [QGVAR(isBleeding), false]) then { _unit setvariable [QGVAR(isBleeding), true, true]; @@ -58,6 +62,7 @@ if (([_unit] call FUNC(getBloodLoss)) > 0) then { }; _painStatus = _unit getvariable [QGVAR(pain), 0]; +TRACE_4("ACE_DEBUG",_painStatus,_unit getVariable QGVAR(hasPain),_unit getVariable QGVAR(painSuppress),_unit); if (_painStatus > (_unit getvariable [QGVAR(painSuppress), 0])) then { if !(_unit getvariable [QGVAR(hasPain), false]) then { _unit setvariable [QGVAR(hasPain), true, true]; @@ -69,6 +74,7 @@ if (_painStatus > (_unit getvariable [QGVAR(painSuppress), 0])) then { }; if (GVAR(level) == 1) then { + TRACE_5("ACE_DEBUG_BASIC_VITALS",_painStatus,_unit getVariable QGVAR(hasPain),_unit getVariable QGVAR(morphine),_syncValues,_unit); // reduce pain if (_painStatus > 0) then { _unit setVariable [QGVAR(pain), (_painStatus - 0.001 * _interval) max 0, _syncValues]; @@ -91,6 +97,7 @@ if (GVAR(level) == 1) then { // handle advanced medical, with vitals if (GVAR(level) >= 2) then { + TRACE_6("ACE_DEBUG_ADVANCED_VITALS",_painStatus,_bloodVolume, _unit getVariable QGVAR(hasPain),_unit getVariable QGVAR(morphine),_syncValues,_unit); if (_bloodVolume < 30) exitwith { [_unit] call FUNC(setDead); }; @@ -105,7 +112,7 @@ if (GVAR(level) >= 2) then { // Set the vitals _heartRate = (_unit getvariable [QGVAR(heartRate), 80]) + (([_unit] call FUNC(getHeartRateChange)) * _interval); - _unit setvariable [QGVAR(heartRate), _heartRate, _syncValues]; + _unit setvariable [QGVAR(heartRate), _heartRate max 0, _syncValues]; _bloodPressure = [_unit] call FUNC(getBloodPressure); _unit setvariable [QGVAR(bloodPressure), _bloodPressure, _syncValues]; @@ -114,7 +121,7 @@ if (GVAR(level) >= 2) then { _painReduce = if (_painStatus > 5) then {0.002} else {0.001}; _unit setVariable [QGVAR(pain), (_painStatus - _painReduce * _interval) max 0, _syncValues]; }; - + TRACE_8("ACE_DEBUG_ADVANCED_VITALS",_painStatus,_painReduce,_heartRate,_bloodVolume,_bloodPressure,_interval,_syncValues,_unit); // TODO Disabled until implemented fully // Handle airway /*if (GVAR(setting_allowAirwayInjuries)) then { @@ -140,8 +147,7 @@ if (GVAR(level) >= 2) then { // Check vitals for medical status // TODO check for in revive state instead of variable - _bloodPressureL = _bloodPressure select 0; - _bloodPressureH = _bloodPressure select 1; + _bloodPressure params ["_bloodPressureL", "_bloodPressureH"]; if (!(_unit getvariable [QGVAR(inCardiacArrest),false])) then { if (_heartRate < 10 || _bloodPressureH < 30 || _bloodVolume < 20) then { @@ -174,12 +180,13 @@ if (GVAR(level) >= 2) then { // syncing any remaining values if (_syncValues) then { + TRACE_3("ACE_DEBUG_IVBAGS_SYNC",GVAR(IVBags),_syncValues,_unit); { private "_value"; _value = _unit getvariable _x; if !(isnil "_value") then { _unit setvariable [_x,(_unit getvariable [_x, 0]), true]; }; - }foreach GVAR(IVBags); + } foreach GVAR(IVBags); }; }; diff --git a/addons/medical/functions/fnc_hasItem.sqf b/addons/medical/functions/fnc_hasItem.sqf index cfec633b55..df1a3828f5 100644 --- a/addons/medical/functions/fnc_hasItem.sqf +++ b/addons/medical/functions/fnc_hasItem.sqf @@ -16,19 +16,17 @@ #include "script_component.hpp" private ["_medic", "_patient", "_item", "_return", "_crew"]; -_medic = _this select 0; -_patient = _this select 1; -_item = _this select 2; +params ["_medic", "_patient", "_item"]; if (isnil QGVAR(setting_allowSharedEquipment)) then { GVAR(setting_allowSharedEquipment) = true; }; if (GVAR(setting_allowSharedEquipment) && {[_patient, _item] call EFUNC(common,hasItem)}) exitwith { - true; + true }; if ([_medic, _item] call EFUNC(common,hasItem)) exitwith { - true; + true }; _return = false; @@ -38,7 +36,7 @@ if ((vehicle _medic != _medic) && {[vehicle _medic] call FUNC(isMedicalVehicle)} if ([_medic, _x] call FUNC(canAccessMedicalEquipment) && {([_x, _item] call EFUNC(common,hasItem))}) exitwith { _return = true; }; - }foreach _crew; + } foreach _crew; }; -_return; +_return diff --git a/addons/medical/functions/fnc_hasItems.sqf b/addons/medical/functions/fnc_hasItems.sqf index ea16edebc4..dd53cb3337 100644 --- a/addons/medical/functions/fnc_hasItems.sqf +++ b/addons/medical/functions/fnc_hasItems.sqf @@ -16,9 +16,7 @@ #include "script_component.hpp" private ["_medic", "_patient", "_items", "_return"]; -_medic = _this select 0; -_patient = _this select 1; -_items = _this select 2; +params ["_medic", "_patient", "_items"]; _return = true; { @@ -31,4 +29,4 @@ _return = true; }; }foreach _items; -_return; +_return diff --git a/addons/medical/functions/fnc_hasMedicalEnabled.sqf b/addons/medical/functions/fnc_hasMedicalEnabled.sqf index 63fddd16b4..cbf40078fd 100644 --- a/addons/medical/functions/fnc_hasMedicalEnabled.sqf +++ b/addons/medical/functions/fnc_hasMedicalEnabled.sqf @@ -1,21 +1,27 @@ -/** - * fn_hasMedicalEnabled.sqf - * @Descr: Check if unit has CMS enabled. - * @Author: Glowbal - * - * @Arguments: [unit OBJECT] - * @Return: BOOL - * @PublicAPI: true - */ +/* + * Author: Glowbal + * Check if unit has CMS enabled + * + * Arguments: + * 0: unit + * + * Return Value: + * enabled + * + * Example: + * [Unit] call ace_medical_fnc_hasMedicalEnabled + * + * Public: No + */ #include "script_component.hpp" -private ["_unit", "_medicalEnabled"]; -_unit = _this select 0; +private "_medicalEnabled"; +params ["_unit"]; _medicalEnabled = _unit getvariable QGVAR(enableMedical); if (isnil "_medicalEnabled") exitwith { - (((GVAR(enableFor) == 0 && (isPlayer _unit || (_unit getvariable [QEGVAR(common,isDeadPlayer), false])))) || (GVAR(enableFor) == 1) || GVAR(level) == 1); + (((GVAR(enableFor) == 0 && (isPlayer _unit || (_unit getvariable [QEGVAR(common,isDeadPlayer), false])))) || (GVAR(enableFor) == 1) || GVAR(level) == 1) }; -_medicalEnabled; +_medicalEnabled diff --git a/addons/medical/functions/fnc_hasTourniquetAppliedTo.sqf b/addons/medical/functions/fnc_hasTourniquetAppliedTo.sqf index 6183854e45..955665233a 100644 --- a/addons/medical/functions/fnc_hasTourniquetAppliedTo.sqf +++ b/addons/medical/functions/fnc_hasTourniquetAppliedTo.sqf @@ -14,8 +14,6 @@ #include "script_component.hpp" -private ["_target", "_selectionName"]; -_target = _this select 0; -_selectionName = _this select 1; +params ["_target", "_selectionName"]; (((_target getvariable [QGVAR(tourniquets), [0,0,0,0,0,0]]) select ([_selectionName] call FUNC(selectionNameToNumber))) > 0); diff --git a/addons/medical/functions/fnc_init.sqf b/addons/medical/functions/fnc_init.sqf index 27d80163a5..bd97203f33 100644 --- a/addons/medical/functions/fnc_init.sqf +++ b/addons/medical/functions/fnc_init.sqf @@ -1,5 +1,5 @@ /* - * Author: KoffeinFlummi + * Author: KoffeinFlummi, commy2 * Initializes unit variables. * * Arguments: @@ -10,17 +10,17 @@ * * Public: No */ - #include "script_component.hpp" -private ["_unit", "_allUsedMedication", "_logs"]; - -_unit = _this select 0; +params ["_unit"]; +// basic _unit setVariable [QGVAR(pain), 0, true]; _unit setVariable [QGVAR(morphine), 0, true]; _unit setVariable [QGVAR(bloodVolume), 100, true]; +_unit setVariable ["ACE_isUnconscious", false, true]; +// advanced // tourniquets _unit setvariable [QGVAR(tourniquets), [0,0,0,0,0,0], true]; @@ -59,13 +59,14 @@ _unit setvariable [QGVAR(airwayCollapsed), false]; // generic medical admin _unit setvariable [QGVAR(addedToUnitLoop), false, true]; _unit setvariable [QGVAR(inCardiacArrest), false, true]; -_unit setVariable ["ACE_isUnconscious", false, true]; _unit setvariable [QGVAR(hasLostBlood), 0, true]; _unit setvariable [QGVAR(isBleeding), false, true]; _unit setvariable [QGVAR(hasPain), false, true]; _unit setvariable [QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives), true]; _unit setvariable [QGVAR(painSuppress), 0, true]; +private ["_allUsedMedication", "_logs"]; + // medication _allUsedMedication = _unit getVariable [QGVAR(allUsedMedication), []]; { diff --git a/addons/medical/functions/fnc_isBeingCarried.sqf b/addons/medical/functions/fnc_isBeingCarried.sqf index 6505f8b51a..b47c5e475f 100644 --- a/addons/medical/functions/fnc_isBeingCarried.sqf +++ b/addons/medical/functions/fnc_isBeingCarried.sqf @@ -15,7 +15,7 @@ */ #include "script_component.hpp" -PARAMS_1(_target); +params ["_target"]; private "_owner"; diff --git a/addons/medical/functions/fnc_isBeingDragged.sqf b/addons/medical/functions/fnc_isBeingDragged.sqf index 4d09ed9e29..929b48ccb7 100644 --- a/addons/medical/functions/fnc_isBeingDragged.sqf +++ b/addons/medical/functions/fnc_isBeingDragged.sqf @@ -15,7 +15,7 @@ */ #include "script_component.hpp" -PARAMS_1(_target); +params ["_target"]; private "_owner"; diff --git a/addons/medical/functions/fnc_isInMedicalFacility.sqf b/addons/medical/functions/fnc_isInMedicalFacility.sqf index bed660a46a..34f1cf4244 100644 --- a/addons/medical/functions/fnc_isInMedicalFacility.sqf +++ b/addons/medical/functions/fnc_isInMedicalFacility.sqf @@ -13,8 +13,8 @@ #include "script_component.hpp" -private ["_unit","_eyePos","_objects","_isInBuilding","_medicalFacility"]; -_unit = _this select 0; +private ["_eyePos", "_objects", "_isInBuilding", "_medicalFacility"]; +params ["_unit"]; _eyePos = eyePos _unit; _isInBuilding = false; @@ -42,13 +42,13 @@ _objects = (lineIntersectsWith [_unit modelToWorldVisual [0, 0, (_eyePos select if (((typeOf _x) in _medicalFacility) || (_x getVariable [QGVAR(isMedicalFacility),false])) exitwith { _isInBuilding = true; }; -}foreach _objects; +} foreach _objects; if (!_isInBuilding) then { _objects = position _unit nearObjects 7.5; { if (((typeOf _x) in _medicalFacility) || (_x getVariable [QGVAR(isMedicalFacility),false])) exitwith { _isInBuilding = true; }; - }foreach _objects; + } foreach _objects; }; _isInBuilding; diff --git a/addons/medical/functions/fnc_isInMedicalVehicle.sqf b/addons/medical/functions/fnc_isInMedicalVehicle.sqf index d376ce3824..1f1ff193fd 100644 --- a/addons/medical/functions/fnc_isInMedicalVehicle.sqf +++ b/addons/medical/functions/fnc_isInMedicalVehicle.sqf @@ -13,9 +13,8 @@ #include "script_component.hpp" -private ["_unit", "_vehicle"]; - -_unit = _this select 0; +private ["_vehicle"]; +params ["_unit"]; _vehicle = vehicle _unit; if (_unit == _vehicle) exitWith {false}; diff --git a/addons/medical/functions/fnc_isInStableCondition.sqf b/addons/medical/functions/fnc_isInStableCondition.sqf index f7c22ed085..763185640c 100644 --- a/addons/medical/functions/fnc_isInStableCondition.sqf +++ b/addons/medical/functions/fnc_isInStableCondition.sqf @@ -13,8 +13,8 @@ #include "script_component.hpp" -private ["_unit"]; -_unit = _this select 0; +private ["_openWounds", "_openWounds"]; +params ["_unit"]; if (GVAR(level) <= 1) exitwith { ([_unit] call FUNC(getBloodloss)) == 0; @@ -25,6 +25,6 @@ _openWounds = _unit getvariable [QGVAR(openWounds), []]; { // total bleeding ratio * percentage of injury left _totalBloodLoss = _totalBloodLoss + ((_x select 4) * (_x select 3)); -}foreach _openWounds; +} foreach _openWounds; (_totalBloodLoss == 0); diff --git a/addons/medical/functions/fnc_isMedic.sqf b/addons/medical/functions/fnc_isMedic.sqf index 122d261238..ca974fb751 100644 --- a/addons/medical/functions/fnc_isMedic.sqf +++ b/addons/medical/functions/fnc_isMedic.sqf @@ -4,7 +4,7 @@ * * Arguments: * 0: The Unit - * 1: Class + * 1: Class (default: 1) * * ReturnValue: * Is in of medic class @@ -15,8 +15,7 @@ #include "script_component.hpp" private ["_unit", "_class", "_medicN"]; -_unit = _this select 0; -_medicN = if (count _this > 1) then {_this select 1} else {1}; +params ["_unit", ["_medicN", 1]]; _class = _unit getVariable [QGVAR(medicClass), getNumber (configFile >> "CfgVehicles" >> typeOf _unit >> "attendant")]; diff --git a/addons/medical/functions/fnc_isMedicalVehicle.sqf b/addons/medical/functions/fnc_isMedicalVehicle.sqf index 5e9283852f..14499cb241 100644 --- a/addons/medical/functions/fnc_isMedicalVehicle.sqf +++ b/addons/medical/functions/fnc_isMedicalVehicle.sqf @@ -12,7 +12,6 @@ */ #include "script_component.hpp" -private ["_vehicle"]; -_vehicle = _this select 0; +params ["_vehicle"]; (_vehicle getVariable [QGVAR(medicClass), getNumber (configFile >> "CfgVehicles" >> typeOf _vehicle >> "attendant")]) > 0 diff --git a/addons/medical/functions/fnc_itemCheck.sqf b/addons/medical/functions/fnc_itemCheck.sqf index c903417dfc..d49e04e774 100644 --- a/addons/medical/functions/fnc_itemCheck.sqf +++ b/addons/medical/functions/fnc_itemCheck.sqf @@ -6,15 +6,14 @@ * 0: The unit * * ReturnValue: - * nil + * None * * Public: Yes */ #include "script_component.hpp" -private ["_unit"]; -_unit = _this select 0; +params ["_unit"]; while {({_x == "FirstAidKit"} count items _unit) > 0} do { _unit removeItem "FirstAidKit"; diff --git a/addons/medical/functions/fnc_modifyMedicalAction.sqf b/addons/medical/functions/fnc_modifyMedicalAction.sqf index 268ba8e253..8feaa7bfca 100644 --- a/addons/medical/functions/fnc_modifyMedicalAction.sqf +++ b/addons/medical/functions/fnc_modifyMedicalAction.sqf @@ -10,17 +10,18 @@ * 3: The action to modify * * ReturnValue: - * nil + * None * * Public: No */ #include "script_component.hpp" -EXPLODE_4_PVT(_this,_target,_player,_selectionN,_actionData); +params ["_target", "_player", "_selectionN", "_actionData"]; + if (GVAR(level) < 2) exitwith { private ["_pointDamage"]; - _pointDamage = _target getHitPointDamage (["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"] select _selectionN); + _pointDamage = (_target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]) select _selectionN; if (_pointDamage >= 0.8) exitWith { _actionData set [2, QUOTE(PATHTOF(UI\icons\medical_crossRed.paa))]; @@ -33,8 +34,8 @@ if (GVAR(level) < 2) exitwith { private ["_openWounds", "_amountOf"]; _openWounds = _target getvariable [QGVAR(openWounds), []]; { - _amountOf = _x select 3; - if (_amountOf > 0 && {(_selectionN == (_x select 2))} && {(_x select 4) > 0}) exitwith { + _x params ["", "", "_selectionX", "_amountOf", "_x4"]; + if (_amountOf > 0 && {(_selectionN == _selectionX)} && {_x4 > 0}) exitwith { _actionData set [2, QUOTE(PATHTOF(UI\icons\medical_crossRed.paa))]; }; } foreach _openWounds; diff --git a/addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf b/addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf index 2960c65b9d..b54196d75f 100644 --- a/addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf +++ b/addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf @@ -8,17 +8,14 @@ * 2: activated * * Return Value: - * None + * None * * Public: No */ #include "script_component.hpp" -private ["_logic", "_units", "_activated"]; -_logic = _this select 0; -_units = _this select 1; -_activated = _this select 2; +params ["_logic", "_units", "_activated"]; if !(_activated) exitWith {}; diff --git a/addons/medical/functions/fnc_moduleAssignMedicRoles.sqf b/addons/medical/functions/fnc_moduleAssignMedicRoles.sqf index 1c26eb53d4..e295c55a2e 100644 --- a/addons/medical/functions/fnc_moduleAssignMedicRoles.sqf +++ b/addons/medical/functions/fnc_moduleAssignMedicRoles.sqf @@ -8,15 +8,15 @@ * 2: activated * * Return Value: - * None + * None * * Public: No */ #include "script_component.hpp" -private ["_logic","_setting","_objects", "_list", "_splittedList", "_nilCheckPassedList", "_parsedList"]; -_logic = [_this,0,objNull,[objNull]] call BIS_fnc_param; +private ["_setting", "_objects", "_list", "_splittedList", "_nilCheckPassedList", "_parsedList"]; +params [["_logic", objNull, [objNull]]]; if (!isNull _logic) then { _list = _logic getvariable ["EnableList",""]; @@ -32,7 +32,7 @@ if (!isNull _logic) then { _nilCheckPassedList = _nilCheckPassedList + ","+ _x; }; }; - }foreach _splittedList; + } foreach _splittedList; _list = "[" + _nilCheckPassedList + "]"; _parsedList = [] call compile _list; @@ -47,7 +47,7 @@ if (!isNull _logic) then { }; }; }; - }foreach _objects; + } foreach _objects; }; { if (!isnil "_x") then { @@ -57,7 +57,5 @@ if (!isNull _logic) then { }; }; }; - }foreach _parsedList; + } foreach _parsedList; }; - -true \ No newline at end of file diff --git a/addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf b/addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf index c08d737f4b..7a219f2559 100644 --- a/addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf +++ b/addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf @@ -8,15 +8,15 @@ * 2: activated * * Return Value: - * None + * None * * Public: No */ #include "script_component.hpp" -private ["_logic","_setting","_objects"]; -_logic = [_this,0,objNull,[objNull]] call BIS_fnc_param; +private ["_setting", "_objects"]; +params [["_logic", objNull, [objNull]]]; if (!isNull _logic) then { _setting = _logic getvariable ["class",0]; _objects = synchronizedObjects _logic; @@ -24,7 +24,7 @@ if (!isNull _logic) then { if (local _x) then { _x setvariable[QGVAR(isMedicalFacility), true, true]; }; - }foreach _objects; + } foreach _objects; }; true; diff --git a/addons/medical/functions/fnc_moduleAssignMedicalVehicle.sqf b/addons/medical/functions/fnc_moduleAssignMedicalVehicle.sqf index af6de73ce1..9744ce5f7b 100644 --- a/addons/medical/functions/fnc_moduleAssignMedicalVehicle.sqf +++ b/addons/medical/functions/fnc_moduleAssignMedicalVehicle.sqf @@ -8,7 +8,7 @@ * 2: activated * * Return Value: - * None + * None * * Public: No */ @@ -16,8 +16,8 @@ #include "script_component.hpp" -private ["_logic","_setting","_objects", "_list", "_splittedList", "_nilCheckPassedList", "_parsedList"]; -_logic = [_this,0,objNull,[objNull]] call BIS_fnc_param; +private ["_setting", "_objects", "_list", "_splittedList", "_nilCheckPassedList", "_parsedList"]; +params [["_logic", objNull, [objNull]]]; if (!isNull _logic) then { _list = _logic getvariable ["EnableList",""]; @@ -33,7 +33,7 @@ if (!isNull _logic) then { _nilCheckPassedList = _nilCheckPassedList + ","+ _x; }; }; - }foreach _splittedList; + } foreach _splittedList; _list = "[" + _nilCheckPassedList + "]"; _parsedList = [] call compile _list; @@ -48,7 +48,7 @@ if (!isNull _logic) then { }; }; }; - }foreach _objects; + } foreach _objects; }; { if (!isnil "_x") then { @@ -58,7 +58,5 @@ if (!isNull _logic) then { }; }; }; - }foreach _parsedList; + } foreach _parsedList; }; - -true; diff --git a/addons/medical/functions/fnc_moduleMedicalSettings.sqf b/addons/medical/functions/fnc_moduleMedicalSettings.sqf index 00b7a15fcf..4e1af0e86c 100644 --- a/addons/medical/functions/fnc_moduleMedicalSettings.sqf +++ b/addons/medical/functions/fnc_moduleMedicalSettings.sqf @@ -8,17 +8,14 @@ * 2: activated * * Return Value: - * None + * None * * Public: No */ #include "script_component.hpp" -private ["_logic", "_units", "_activated"]; -_logic = _this select 0; -_units = _this select 1; -_activated = _this select 2; +params ["_logic", "_units", "_activated"]; if !(_activated) exitWith {}; diff --git a/addons/medical/functions/fnc_moduleReviveSettings.sqf b/addons/medical/functions/fnc_moduleReviveSettings.sqf index c96b1eb67c..19aa9579dd 100644 --- a/addons/medical/functions/fnc_moduleReviveSettings.sqf +++ b/addons/medical/functions/fnc_moduleReviveSettings.sqf @@ -8,17 +8,14 @@ * 2: activated * * Return Value: - * None + * None * * Public: No */ #include "script_component.hpp" -private ["_logic", "_units", "_activated"]; -_logic = _this select 0; -_units = _this select 1; -_activated = _this select 2; +params ["_logic", "_units", "_activated"]; if !(_activated) exitWith {}; diff --git a/addons/medical/functions/fnc_onMedicationUsage.sqf b/addons/medical/functions/fnc_onMedicationUsage.sqf index 904ad3ef88..db4ba737ea 100644 --- a/addons/medical/functions/fnc_onMedicationUsage.sqf +++ b/addons/medical/functions/fnc_onMedicationUsage.sqf @@ -11,28 +11,21 @@ * 5: Incompatable medication > * * Return Value: - * NONE + * None * * Public: No */ #include "script_component.hpp" -private ["_target", "_className", "_variable", "_maxDosage", "_timeInSystem", "_incompatabileMeds", "_foundEntry", "_allUsedMedication","_allMedsFromClassname", "_usedMeds", "_hasOverDosed", "_med", "_limit", "_classNamesUsed", "_decreaseAmount", "_viscosityChange", "_viscosityAdjustment", "_medicationConfig", "_onOverDose", "_painReduce"]; -_target = _this select 0; -_className = _this select 1; -_variable = _this select 2; -_maxDosage = _this select 3; -_timeInSystem = _this select 4; -_incompatabileMeds = _this select 5; -_viscosityChange = _this select 6; -_painReduce = _this select 7; +private ["_foundEntry", "_allUsedMedication","_allMedsFromClassname", "_usedMeds", "_hasOverDosed", "_med", "_limit", "_decreaseAmount", "_viscosityAdjustment", "_medicationConfig", "_onOverDose"]; +params ["_target", "_className", "_variable", "_maxDosage", "_timeInSystem", "_incompatabileMeds", "_viscosityChange", "_painReduce"]; _foundEntry = false; _allUsedMedication = _target getvariable [QGVAR(allUsedMedication), []]; { - if (_x select 0 == _variable) exitwith { - _allMedsFromClassname = _x select 1; + _x params ["_variableX", "_allMedsFromClassname"]; + if (_variableX== _variable) exitwith { if !(_className in _allMedsFromClassname) then { _allMedsFromClassname pushback _className; _x set [1, _allMedsFromClassname]; @@ -56,15 +49,14 @@ if (_usedMeds >= floor (_maxDosage + round(random(2))) && _maxDosage >= 1 && GVA _hasOverDosed = 0; { - _med = _x select 0; - _limit = _x select 1; + _x params ["_med", "_limit"]; { - _classNamesUsed = _x select 1; + _x params ["", "_classNamesUsed"]; if ({_x == _med} count _classNamesUsed > _limit) then { _hasOverDosed = _hasOverDosed + 1; }; - }foreach _allUsedMedication; -}foreach _incompatabileMeds; + } foreach _allUsedMedication; +} foreach _incompatabileMeds; if (_hasOverDosed > 0 && GVAR(enableOverdosing)) then { _medicationConfig = (configFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Medication"); @@ -85,16 +77,9 @@ _decreaseAmount = 1 / _timeInSystem; _viscosityAdjustment = _viscosityChange / _timeInSystem; [{ - private ["_args", "_target", "_timeInSystem", "_variable", "_amountDecreased","_decreaseAmount", "_usedMeds", "_viscosityAdjustment", "_painReduce"]; - _args = _this select 0; - _target = _args select 0; - _timeInSystem = _args select 1; - _variable = _args select 2; - _amountDecreased = _args select 3; - _decreaseAmount = _args select 4; - _viscosityAdjustment = _args select 5; - _painReduce = _args select 6; - + params ["_args", "_idPFH"]; + _args params ["_target", "_timeInSystem", "_variable", "_amountDecreased","_decreaseAmount", "_viscosityAdjustment", "_painReduce"]; + private "_usedMeds"; _usedMeds = _target getvariable [_variable, 0]; _usedMeds = _usedMeds - _decreaseAmount; _target setvariable [_variable, _usedMeds]; @@ -106,7 +91,7 @@ _viscosityAdjustment = _viscosityChange / _timeInSystem; _target setvariable [QGVAR(painSuppress), ((_target getvariable [QGVAR(painSuppress), 0]) - _painReduce) max 0]; if (_amountDecreased >= 1 || (_usedMeds <= 0) || !alive _target) then { - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; _args set [3, _amountDecreased]; }, 1, [_target, _timeInSystem, _variable, 0, _decreaseAmount, _viscosityAdjustment, _painReduce / _timeInSystem] ] call CBA_fnc_addPerFrameHandler; diff --git a/addons/medical/functions/fnc_onPropagateWound.sqf b/addons/medical/functions/fnc_onPropagateWound.sqf index 934899eac4..f8b361ad17 100644 --- a/addons/medical/functions/fnc_onPropagateWound.sqf +++ b/addons/medical/functions/fnc_onPropagateWound.sqf @@ -7,7 +7,7 @@ * 1: injury * * Return Value: - * None + * None * * Public: No */ @@ -15,8 +15,7 @@ #include "script_component.hpp" private ["_unit", "_injury", "_openWounds", "_injuryID", "_exists"]; -_unit = _this select 0; -_injury = _this select 1; +params ["_unit", "_injury"]; if (!local _unit) then { _openWounds = _unit getvariable[QGVAR(openWounds), []]; @@ -28,7 +27,7 @@ if (!local _unit) then { _exists = true; _openWounds set [_foreachIndex, _injury]; }; - }foreach _openWounds; + } foreach _openWounds; if (!_exists) then { _openWounds pushback _injury; diff --git a/addons/medical/functions/fnc_onWoundUpdateRequest.sqf b/addons/medical/functions/fnc_onWoundUpdateRequest.sqf index 3c99496d7b..091bea7ef8 100644 --- a/addons/medical/functions/fnc_onWoundUpdateRequest.sqf +++ b/addons/medical/functions/fnc_onWoundUpdateRequest.sqf @@ -7,19 +7,18 @@ * 1: Origin object * * ReturnValue: - * + * None * * Public: Yes */ #include "script_component.hpp" private ["_unit", "_openWounds", "_originOfrequest"]; -_unit = _this select 0; -_originOfrequest = _this select 1; +params ["_unit", "_originOfrequest"]; if (local _unit && !(local _originOfrequest)) then { _openWounds = _unit getvariable [QGVAR(openWounds), []]; { ["medical_propagateWound", [_originOfrequest], [_unit, _x]] call EFUNC(common,targetEvent); - }foreach _openWounds; + } foreach _openWounds; }; diff --git a/addons/medical/functions/fnc_parseConfigForInjuries.sqf b/addons/medical/functions/fnc_parseConfigForInjuries.sqf index 1b2db7c278..764d0bf591 100644 --- a/addons/medical/functions/fnc_parseConfigForInjuries.sqf +++ b/addons/medical/functions/fnc_parseConfigForInjuries.sqf @@ -3,13 +3,12 @@ * Parse the ACE_Medical_Advanced config for all injury types. * * Arguments: - * + * None * ReturnValue: - * + * None * * Public: No */ - #include "script_component.hpp" private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType", "_classDisplayName", "_subClassDisplayName", "_maxDamage", "_subClassmaxDamage", "_defaultMinLethalDamage", "_minLethalDamage", "_allFoundDamageTypes", "_classID", "_configDamageTypes", "_i", "_parseForSubClassWounds", "_subClass", "_subClassConfig", "_subClassbloodLoss", "_subClasscauses", "_subClassminDamage", "_subClasspain", "_subClassselections", "_subClasstype", "_type", "_varName", "_woundTypes"]; @@ -110,7 +109,7 @@ _selectionSpecific = getNumber(_damageTypesConfig >> "selectionSpecific"); if (_type in (_x select 5)) then { _woundTypes pushback _x; }; - }foreach _allWoundClasses; + } foreach _allWoundClasses; _typeThresholds = _thresholds; _selectionSpecificType = _selectionSpecific; if (isClass(_damageTypesConfig >> _x)) then { @@ -130,11 +129,11 @@ _selectionSpecific = getNumber(_damageTypesConfig >> "selectionSpecific"); _minDamageThresholds = _minDamageThresholds + ":"; _amountThresholds = _amountThresholds + ":"; }; - }foreach _typeThresholds; + } foreach _typeThresholds; "ace_medical" callExtension format ["addDamageType,%1,%2,%3,%4,%5", _type, GVAR(minLethalDamages) select _foreachIndex, _minDamageThresholds, _amountThresholds, _selectionSpecificType]; -}foreach _allFoundDamageTypes; +} foreach _allFoundDamageTypes; // Extension loading @@ -142,34 +141,30 @@ _selectionSpecific = getNumber(_damageTypesConfig >> "selectionSpecific"); { private ["_classID", "_className", "_allowedSelections", "_bloodLoss", "_pain", "_minDamage", "_maxDamage", "_causes", "_classDisplayName", "_extensionInput", "_selections", "_causesArray"]; // add shit to addInjuryType - _classID = _x select 0; + _x params ["_classID", "_selections", "_bloodLoss", "_pain", "_damage", "_causesArray", "_classDisplayName"]; + _damage params ["_minDamage", "_maxDamage"]; _className = GVAR(woundClassNames) select _forEachIndex; _allowedSelections = ""; - _selections = _x select 1; { _allowedSelections = _allowedSelections + _x; if (_forEachIndex < (count _selections) - 1) then { _allowedSelections = _allowedSelections + ":"; }; - }foreach _selections; + } foreach _selections; - _bloodLoss = _x select 2; - _pain = _x select 3; - _minDamage = (_x select 4) select 0; - _maxDamage = (_x select 4) select 1; _causes = ""; - _causesArray = (_x select 5); + { _causes = _causes + _x; if (_forEachIndex < (count _causesArray) - 1) then { _causes = _causes + ":"; }; - }foreach _causesArray; + } foreach _causesArray; _classDisplayName = _x select 6; "ace_medical" callExtension format["addInjuryType,%1,%2,%3,%4,%5,%6,%7,%8,%9", _classID, _className, _allowedSelections, _bloodLoss, _pain, _minDamage, _maxDamage, _causes, _classDisplayName]; -}foreach _allWoundClasses; +} foreach _allWoundClasses; "ace_medical" callExtension "ConfigComplete"; diff --git a/addons/medical/functions/fnc_playInjuredSound.sqf b/addons/medical/functions/fnc_playInjuredSound.sqf index 3d41ec70db..ddf107c840 100644 --- a/addons/medical/functions/fnc_playInjuredSound.sqf +++ b/addons/medical/functions/fnc_playInjuredSound.sqf @@ -6,9 +6,10 @@ * * Arguments: * 0: The Unit + * 1: Amount of Pain * * ReturnValue: - * + * None * * Public: No */ @@ -16,8 +17,7 @@ #include "script_component.hpp" private ["_unit","_availableSounds_A","_availableSounds_B","_availableSounds_C","_sound", "_pain"]; -_unit = _this select 0; -_pain = _this select 1; +params ["_unit", "_pain"]; if (!local _unit || !GVAR(enableScreams)) exitwith{}; // Lock if the unit is already playing a sound. diff --git a/addons/medical/functions/fnc_requestWoundSync.sqf b/addons/medical/functions/fnc_requestWoundSync.sqf index 74fd3e230d..31cf726214 100644 --- a/addons/medical/functions/fnc_requestWoundSync.sqf +++ b/addons/medical/functions/fnc_requestWoundSync.sqf @@ -7,16 +7,14 @@ * 1: object belonging to the caller * * ReturnValue: - * + * None * * Public: Yes */ #include "script_component.hpp" -private [ "_target", "_caller"]; -_target = _this select 0; -_caller = _this select 1; +params [ "_target", "_caller"]; if (local _target || GVAR(level) < 2) exitwith {}; // if the target is local, we already got the most update to date information if (_target getvariable [QGVAR(isWoundSynced), false]) exitwith {}; diff --git a/addons/medical/functions/fnc_setCardiacArrest.sqf b/addons/medical/functions/fnc_setCardiacArrest.sqf index c33d83bb40..017befcaad 100644 --- a/addons/medical/functions/fnc_setCardiacArrest.sqf +++ b/addons/medical/functions/fnc_setCardiacArrest.sqf @@ -7,15 +7,15 @@ * 0: The unit that will be put in cardiac arrest state * * ReturnValue: - * + * None * * Public: yes */ #include "script_component.hpp" -private ["_unit", "_timeInCardiacArrest"]; -_unit = _this select 0; +private "_timeInCardiacArrest"; +params ["_unit"]; if (_unit getvariable [QGVAR(inCardiacArrest),false]) exitwith {}; _unit setvariable [QGVAR(inCardiacArrest), true,true]; @@ -28,20 +28,17 @@ _timeInCardiacArrest = 120 + round(random(600)); [{ private ["_args","_unit","_startTime","_timeInCardiacArrest","_heartRate"]; - _args = _this select 0; - _unit = _args select 0; - _startTime = _args select 1; - _timeInCardiacArrest = _args select 2; + params ["_args", "_idPFH"]; + _args params ["_unit", "_startTime", "_timeInCardiacArrest"]; _heartRate = _unit getvariable [QGVAR(heartRate), 80]; if (_heartRate > 0 || !alive _unit) exitwith { - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; _unit setvariable [QGVAR(inCardiacArrest), nil,true]; }; if (ACE_time - _startTime >= _timeInCardiacArrest) exitwith { - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; _unit setvariable [QGVAR(inCardiacArrest), nil,true]; [_unit] call FUNC(setDead); }; }, 1, [_unit, ACE_time, _timeInCardiacArrest] ] call CBA_fnc_addPerFrameHandler; - diff --git a/addons/medical/functions/fnc_setDead.sqf b/addons/medical/functions/fnc_setDead.sqf index c29edcd5e3..c8c81a699e 100644 --- a/addons/medical/functions/fnc_setDead.sqf +++ b/addons/medical/functions/fnc_setDead.sqf @@ -6,7 +6,7 @@ * 0: The unit that will be killed * * ReturnValue: - * + * None * * Public: yes */ @@ -14,11 +14,7 @@ #include "script_component.hpp" private ["_unit", "_force", "_reviveVal", "_lifesLeft"]; -_unit = _this select 0; -_force = false; -if (count _this >= 2) then { - _force = _this select 1; -}; +params ["_unit", ["_force", false]]; if (!alive _unit) exitwith{true}; if (!local _unit) exitwith { @@ -44,13 +40,13 @@ if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal == [_unit, true] call FUNC(setUnconscious); [{ - private ["_args","_unit","_startTime"]; - _args = _this select 0; - _unit = _args select 0; + private "_startTime"; + params ["_args", "_idPFH"]; + _args params ["_unit"]; _startTime = _unit getvariable [QGVAR(reviveStartTime), 0]; if (GVAR(maxReviveTime) > 0 && {ACE_time - _startTime > GVAR(maxReviveTime)}) exitwith { - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; _unit setvariable [QGVAR(inReviveState), nil, true]; _unit setvariable [QGVAR(reviveStartTime), nil]; [_unit, true] call FUNC(setDead); @@ -64,7 +60,7 @@ if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal == }; _unit setvariable [QGVAR(reviveStartTime), nil]; - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; if (GVAR(level) >= 2) then { if (_unit getvariable [QGVAR(heartRate), 60] > 0) then { @@ -82,5 +78,5 @@ if (isPLayer _unit) then { ["medical_onSetDead", [_unit]] call EFUNC(common,localEvent); -_unit setdamage 1; +[_unit, 1] call FUNC(setStructuralDamage); true; diff --git a/addons/medical/functions/fnc_setHitPointDamage.sqf b/addons/medical/functions/fnc_setHitPointDamage.sqf index 18d4fc616e..f8698a7fe0 100644 --- a/addons/medical/functions/fnc_setHitPointDamage.sqf +++ b/addons/medical/functions/fnc_setHitPointDamage.sqf @@ -7,10 +7,10 @@ * 0: Unit * 1: HitPoint * 2: Damage - * 3: Disable overall damage adjustment (optional) + * 3: Disable overall damage adjustment (default: false) * * Return Value: - * nil + * None * * Public: Yes */ @@ -22,10 +22,7 @@ #define ARMDAMAGETRESHOLD2 1.7 private ["_unit", "_selection", "_damage", "_selections", "_damages", "_damageOld", "_damageSumOld", "_damageNew", "_damageSumNew", "_damageFinal", "_armdamage", "_legdamage"]; - -_unit = _this select 0; -_selection = _this select 1; -_damage = _this select 2; +params ["_unit", "_selection", "_damage", ["_disabled", false]]; // Unit isn't local, give function to machine where it is. if !(local _unit) exitWith { @@ -33,7 +30,7 @@ if !(local _unit) exitWith { }; // Check if overall damage adjustment is disabled -if (count _this > 3 && {_this select 3}) exitWith { +if (_disabled) exitWith { _unit setHitPointDamage [_selection, _damage]; }; diff --git a/addons/medical/functions/fnc_setStructuralDamage.sqf b/addons/medical/functions/fnc_setStructuralDamage.sqf new file mode 100644 index 0000000000..b4dc74eac1 --- /dev/null +++ b/addons/medical/functions/fnc_setStructuralDamage.sqf @@ -0,0 +1,25 @@ +/* + * Author: commy2 + * Set the structural damage of a soldier without changing the individual hitpoints. Unit has to be local. Not safe to use with vehicles! + * + * Arguments: + * 0: The unit + * + * ReturnValue: + * + * + * Public: no? + */ + +params ["_unit", "_damage"]; + +if (!local _unit) exitWith {}; + +private "_allHitPoints"; +_allHitPoints = getAllHitPointsDamage _unit select 2; + +_unit setDamage _damage; + +{ + _unit setHitIndex [_forEachIndex, _x]; +} forEach _allHitPoints; diff --git a/addons/medical/functions/fnc_setUnconscious.sqf b/addons/medical/functions/fnc_setUnconscious.sqf index 7e5cd8c1b7..3de62db974 100644 --- a/addons/medical/functions/fnc_setUnconscious.sqf +++ b/addons/medical/functions/fnc_setUnconscious.sqf @@ -4,9 +4,9 @@ * * Arguments: * 0: The unit that will be put in an unconscious state - * 1: Set unconsciouns - * 2: Minimum unconscious ACE_time - * 3: Force AI Unconscious (skip random death chance) + * 1: Set unconsciouns (default: true) + * 2: Minimum unconscious ACE_time (default: (round(random(10)+5))) + * 3: Force AI Unconscious (skip random death chance) (default: false) * * ReturnValue: * nil @@ -19,13 +19,10 @@ #include "script_component.hpp" -#define DEFAULT_DELAY (round(random(10)+5)) +#define DEFAULT_DELAY (round(random(10)+5)) -private ["_unit", "_set", "_animState", "_originalPos", "_startingTime","_minWaitingTime", "_force", "_isDead"]; -_unit = _this select 0; -_set = if (count _this > 1) then {_this select 1} else {true}; -_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY}; -_force = if (count _this > 3) then {_this select 3} else {false}; +private ["_animState", "_originalPos", "_startingTime", "_isDead"]; +params ["_unit", ["_set", true], ["_minWaitingTime", DEFAULT_DELAY], ["_force", false]]; // No change, fuck off. (why is there no xor?) if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {}; @@ -97,8 +94,7 @@ if (GVAR(moveUnitsFromGroupOnUnconscious)) then { _anim = [_unit] call EFUNC(common,getDeathAnim); [_unit, _anim, 1, true] call EFUNC(common,doAnimation); [{ - _unit = _this select 0; - _anim = _this select 1; + params ["_unit", "_anim"]; if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then { [_unit, _anim, 2, true] call EFUNC(common,doAnimation); }; diff --git a/addons/medical/functions/fnc_treatment.sqf b/addons/medical/functions/fnc_treatment.sqf index a319d50440..5e97e31501 100644 --- a/addons/medical/functions/fnc_treatment.sqf +++ b/addons/medical/functions/fnc_treatment.sqf @@ -16,11 +16,8 @@ #include "script_component.hpp" -private ["_caller", "_target", "_selectionName", "_className", "_config", "_medicRequired", "_items", "_locations", "_return", "_callbackProgress", "_treatmentTime", "_callerAnim", "_patientAnim", "_iconDisplayed", "_return", "_usersOfItems", "_consumeItems", "_condition", "_displayText", "_wpn", "_treatmentTimeConfig", "_patientStateCondition", "_allowedSelections"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; -_className = _this select 3; +private ["_config", "_medicRequired", "_items", "_locations", "_return", "_callbackProgress", "_treatmentTime", "_callerAnim", "_patientAnim", "_iconDisplayed", "_return", "_usersOfItems", "_consumeItems", "_condition", "_displayText", "_wpn", "_treatmentTimeConfig", "_patientStateCondition", "_allowedSelections"]; +params ["_caller", "_target", "_selectionName", "_className"]; // If the cursorMenu is open, the loading bar will fail. If we execute the function one frame later, it will work fine if (uiNamespace getVariable [QEGVAR(interact_menu,cursorMenuOpened),false]) exitwith { @@ -37,6 +34,9 @@ if (GVAR(level) >= 2) then { }; if !(isClass _config) exitwith {false}; +// Allow self treatment check +if (_caller == _target && {getNumber (_config >> "allowSelfTreatment") == 0}) exitwith {false}; + _medicRequired = if (isNumber (_config >> "requiredMedic")) then { getNumber (_config >> "requiredMedic"); } else { @@ -107,7 +107,7 @@ if ("All" in _locations) then { }; }; }; - }foreach _locations; + } foreach _locations; }; if !(_return) exitwith {false}; @@ -180,7 +180,7 @@ if (vehicle _caller == _caller && {_callerAnim != ""}) then { TRACE_1("Weapon Deployed, breaking out first",(stance _caller)); [_caller, "", 0] call EFUNC(common,doAnimation); }; - + if ((stance _caller) == "STAND") then { switch (_wpn) do {//If standing, end in a crouched animation based on their current weapon case ("rfl"): {_caller setvariable [QGVAR(treatmentPrevAnimCaller), "AmovPknlMstpSrasWrflDnon"];}; diff --git a/addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf b/addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf index ade74a6ccb..f09de600ae 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf @@ -16,12 +16,7 @@ #include "script_component.hpp" -private ["_caller", "_target", "_selectionName", "_className", "_items"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; -_className = _this select 3; -_items = _this select 4; +params ["_caller", "_target", "_selectionName", "_className", "_items"]; if (alive _target && {(_target getvariable [QGVAR(inCardiacArrest), false] || _target getvariable [QGVAR(inReviveState), false])}) then { [[_caller, _target], QUOTE(DFUNC(treatmentAdvanced_CPRLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ diff --git a/addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf b/addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf index a7c8ea6744..818640ca07 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf @@ -14,9 +14,8 @@ #include "script_component.hpp" -private ["_caller","_target", "_reviveStartTime"]; -_caller = _this select 0; -_target = _this select 1; +private "_reviveStartTime"; +param ["_caller","_target"]; if (_target getvariable [QGVAR(inReviveState), false]) then { _reviveStartTime = _target getvariable [QGVAR(reviveStartTime),0]; @@ -25,7 +24,7 @@ if (_target getvariable [QGVAR(inReviveState), false]) then { }; }; -if ((random 1) >= 0.6) then { +if (GVAR(level) > 1 && {(random 1) >= 0.6}) then { _target setvariable [QGVAR(inCardiacArrest), nil,true]; _target setvariable [QGVAR(heartRate), 40]; _target setvariable [QGVAR(bloodPressure), [50,70]]; diff --git a/addons/medical/functions/fnc_treatmentAdvanced_bandage.sqf b/addons/medical/functions/fnc_treatmentAdvanced_bandage.sqf index 1278994a11..aa3669c227 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_bandage.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_bandage.sqf @@ -7,7 +7,8 @@ * 1: The patient * 2: SelectionName * 3: Treatment classname - * + * 4: Item + * 5: specific Spot (default: -1) * * Return Value: * Succesful treatment started @@ -16,15 +17,7 @@ */ #include "script_component.hpp" - -private ["_caller", "_target", "_selectionName", "_className", "_items", "_specificSpot"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; -_className = _this select 3; -_items = _this select 4; - -_specificSpot = if (count _this > 6) then {_this select 6} else {-1}; +params ["_caller", "_target", "_selectionName", "_className", "_items", "", ["_specificSpot", -1]]; if !([_target] call FUNC(hasMedicalEnabled)) exitwith { _this call FUNC(treatmentBasic_bandage); diff --git a/addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf b/addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf index d6c490d3c6..abf09385b2 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf @@ -15,19 +15,16 @@ #include "script_component.hpp" -private ["_target", "_bandage", "_part", "_selectionName", "_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact", "_exit", "_specificClass", "_classID", "_effectivenessFound", "_className", "_hitPoints", "_hitSelections", "_point", "_woundTreatmentConfig"]; -_target = _this select 0; -_bandage = _this select 1; -_selectionName = _this select 2; -_specificClass = if (count _this > 3) then {_this select 3} else { -1 }; +private ["_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact", "_exit", "_classID", "_effectivenessFound", "_className", "_hitPoints", "_hitSelections", "_point", "_woundTreatmentConfig"]; +params ["_target", "_bandage", "_selectionName", ["_specificClass", -1]]; // Ensure it is a valid bodypart _part = [_selectionName] call FUNC(selectionNameToNumber); -if (_part < 0) exitwith {}; +if (_part < 0) exitwith {false}; // Get the open wounds for this unit _openWounds = _target getvariable [QGVAR(openWounds), []]; -if (count _openWounds == 0) exitwith {}; // nothing to do here! +if (count _openWounds == 0) exitwith {false}; // nothing to do here! // Get the default effectiveness for the used bandage _config = (ConfigFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Bandaging"); @@ -43,10 +40,11 @@ _effectivenessFound = -1; _mostEffectiveInjury = _openWounds select 0; _exit = false; { + _x params ["", "_classID", "_partX"]; + TRACE_2("OPENWOUND: ", _target, _x); // Only parse injuries that are for the selected bodypart. - if (_x select 2 == _part) then { + if (_partX == _part) then { _woundEffectivenss = _effectiveness; - _classID = (_x select 1); // Select the classname from the wound classname storage _className = GVAR(woundClassNames) select _classID; @@ -59,6 +57,7 @@ _exit = false; }; }; + TRACE_2("Wound classes: ", _specificClass, _classID); if (_specificClass == _classID) exitwith { _effectivenessFound = _woundEffectivenss; _mostEffectiveSpot = _foreachIndex; @@ -74,7 +73,7 @@ _exit = false; }; }; if (_exit) exitwith {}; -}foreach _openWounds; +} foreach _openWounds; if (_effectivenessFound == -1) exitwith {}; // Seems everything is patched up on this body part already.. @@ -96,12 +95,11 @@ if (_impact > 0 && {GVAR(enableAdvancedWounds)}) then { }; // If all wounds have been bandaged, we will reset all damage to 0, so the unit is not showing any blood on the model anymore. -if (GVAR(healHitPointAfterAdvBandage) && {{(_x select 2) == _part && {_x select 3 > 0}}count _openWounds == 0}) then { +if (GVAR(healHitPointAfterAdvBandage) && {{(_x select 2) == _part && {((_x select 4) * (_x select 3)) > 0}}count _openWounds == 0}) then { _hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]; _hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]; _point = _hitPoints select (_hitSelections find _selectionName); - [_target, _point, 0] call FUNC(setHitPointDamage); - // _target setvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0], true]; + _target setHitPointDamage [_point, 0]; }; true; diff --git a/addons/medical/functions/fnc_treatmentAdvanced_fullHeal.sqf b/addons/medical/functions/fnc_treatmentAdvanced_fullHeal.sqf index 37627a8c5d..a26876568d 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_fullHeal.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_fullHeal.sqf @@ -10,12 +10,7 @@ #include "script_component.hpp" -private ["_target", "_caller", "_selectionName", "_className", "_items"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; -_className = _this select 3; -_items = _this select 4; +params ["_caller", "_target", "_selectionName", "_className", "_items"]; // TODO replace by event system [[_caller, _target], QUOTE(DFUNC(treatmentAdvanced_fullHealLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ diff --git a/addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf b/addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf index df7594921d..ed5eb0858d 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf @@ -10,9 +10,8 @@ #include "script_component.hpp" -private ["_target", "_caller", "_allUsedMedication"]; -_caller = _this select 0; -_target = _this select 1; +private "_allUsedMedication"; +params ["_caller", "_target"]; if (alive _target) exitwith { @@ -64,7 +63,7 @@ if (alive _target) exitwith { _allUsedMedication = _target getVariable [QGVAR(allUsedMedication), []]; { _target setvariable [_x select 0, nil]; - }foreach _allUsedMedication; + } foreach _allUsedMedication; // Resetting damage _target setDamage 0; diff --git a/addons/medical/functions/fnc_treatmentAdvanced_fullHealTreatmentTime.sqf b/addons/medical/functions/fnc_treatmentAdvanced_fullHealTreatmentTime.sqf index 108bdd4a5d..a0539948ea 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_fullHealTreatmentTime.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_fullHealTreatmentTime.sqf @@ -15,12 +15,12 @@ */ #include "script_component.hpp" -private ["_target", "_totalDamage"]; -_target = _this; +private "_totalDamage"; + _totalDamage = 0; { _totalDamage = _totalDamage + _x; -} forEach (_target getVariable [QGVAR(bodyPartStatus), []]); +} forEach (_this getVariable [QGVAR(bodyPartStatus), []]); (10 max (_totalDamage * 10) min 120) diff --git a/addons/medical/functions/fnc_treatmentAdvanced_medication.sqf b/addons/medical/functions/fnc_treatmentAdvanced_medication.sqf index 0b401a73cc..b5b0af1401 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_medication.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_medication.sqf @@ -17,12 +17,7 @@ #include "script_component.hpp" -private ["_caller", "_target", "_selectionName", "_className", "_items"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; -_className = _this select 3; -_items = _this select 4; +params ["_caller", "_target", "_selectionName", "_className", "_items"]; [[_target, _className], QUOTE(DFUNC(treatmentAdvanced_medicationLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ @@ -32,7 +27,7 @@ _items = _this select 4; [_target, "activity", LSTRING(Activity_usedItem), [[_caller] call EFUNC(common,getName), getText (configFile >> "CfgWeapons" >> _x >> "displayName")]] call FUNC(addToLog); [_target, "activity_view", LSTRING(Activity_usedItem), [[_caller] call EFUNC(common,getName), getText (configFile >> "CfgWeapons" >> _x >> "displayName")]] call FUNC(addToLog); }; -}foreach _items; +} foreach _items; true; diff --git a/addons/medical/functions/fnc_treatmentAdvanced_medicationLocal.sqf b/addons/medical/functions/fnc_treatmentAdvanced_medicationLocal.sqf index c4ba840398..00a4fae8d9 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_medicationLocal.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_medicationLocal.sqf @@ -15,9 +15,8 @@ #include "script_component.hpp" -private ["_target", "_className", "_currentInSystem", "_medicationConfig", "_painReduce", "_hrIncreaseLow", "_hrIncreaseNorm", "_hrIncreaseHigh", "_maxDose", "_inCompatableMedication", "_timeInSystem", "_heartRate", "_pain", "_resistance", "_hrCallback", "_varName", "_viscosityChange"]; -_target = _this select 0; -_className = _this select 1; +private ["_currentInSystem", "_medicationConfig", "_painReduce", "_hrIncreaseLow", "_hrIncreaseNorm", "_hrIncreaseHigh", "_maxDose", "_inCompatableMedication", "_timeInSystem", "_heartRate", "_pain", "_resistance", "_hrCallback", "_varName", "_viscosityChange"]; +params ["_target", "_className"]; // We have added a new dose of this medication to our system, so let's increase it _varName = format[QGVAR(%1_inSystem), _className]; diff --git a/addons/medical/functions/fnc_treatmentAdvanced_surgicalKit_onProgress.sqf b/addons/medical/functions/fnc_treatmentAdvanced_surgicalKit_onProgress.sqf index c0e1037027..aadcb40d45 100644 --- a/addons/medical/functions/fnc_treatmentAdvanced_surgicalKit_onProgress.sqf +++ b/addons/medical/functions/fnc_treatmentAdvanced_surgicalKit_onProgress.sqf @@ -1,23 +1,30 @@ /* * Author: BaerMitUmlaut - * Handles treatment via surgical kit per frame. + * Handles treatment via surgical kit per frame + * + * Arguments: + * 0: Arguments + * 0: Caller + * 1: Target + * 1: Elapsed Time + * 2: Total Time + * + * Return Value: + * Succesful treatment started * * Public: No */ - #include "script_component.hpp" -private ["_args", "_target", "_caller", "_elapsedTime", "_totalTime", "_bandagedWounds"]; -_args = _this select 0; -_caller = _args select 0; -_target = _args select 1; -_elapsedTime = _this select 1; -_totalTime = _this select 2; + +private "_bandagedWounds"; +params ["_args", "_elapsedTime", "_totalTime"]; +_args params ["_caller", "_target"]; _bandagedWounds = _target getVariable [QGVAR(bandagedWounds), []]; //In case two people stitch up one patient and the last wound has already been closed we can stop already -if (count _bandagedWounds == 0) exitWith {false}; +if (count _bandagedWounds == 0) exitWith { false }; //Has enough time elapsed that we can close another wound? if ((_totalTime - _elapsedTime) <= (((count _bandagedWounds) - 1) * 5)) then { @@ -25,4 +32,4 @@ if ((_totalTime - _elapsedTime) <= (((count _bandagedWounds) - 1) * 5)) then { _target setVariable [QGVAR(bandagedWounds), _bandagedWounds, true]; }; -true \ No newline at end of file +true diff --git a/addons/medical/functions/fnc_treatmentBasic_bandage.sqf b/addons/medical/functions/fnc_treatmentBasic_bandage.sqf index 75b0b6bfdd..04cace08af 100644 --- a/addons/medical/functions/fnc_treatmentBasic_bandage.sqf +++ b/addons/medical/functions/fnc_treatmentBasic_bandage.sqf @@ -9,7 +9,7 @@ * 3: Treatment classname * * Return Value: - * nil + * None * * Public: No */ @@ -17,19 +17,7 @@ #include "script_component.hpp" #define BANDAGEHEAL 0.8 -private ["_caller", "_target","_selection","_className","_target","_hitSelections","_hitPoints","_point", "_damage"]; -_caller = _this select 0; -_target = _this select 1; -_selection = _this select 2; -_className = _this select 3; +private ["_hitSelections", "_hitPoints", "_point", "_damage"]; +params ["_caller", "_target", "_selection", "_className"]; -if (_selection == "all") then { - _target setDamage ((damage _target - BANDAGEHEAL) max 0); -} else { - _hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]; - _hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]; - _point = _hitPoints select (_hitSelections find _selection); - - _damage = ((_target getHitPointDamage _point) - BANDAGEHEAL) max 0; - [_target, _point, _damage] call FUNC(setHitPointDamage); -}; +[[_target, _selection], QUOTE(DFUNC(treatmentBasic_bandageLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ diff --git a/addons/medical/functions/fnc_treatmentBasic_bandageLocal.sqf b/addons/medical/functions/fnc_treatmentBasic_bandageLocal.sqf new file mode 100644 index 0000000000..37c9f3ef15 --- /dev/null +++ b/addons/medical/functions/fnc_treatmentBasic_bandageLocal.sqf @@ -0,0 +1,43 @@ +/* + * Author: Glowbal + * Handles the bandage of a patient. + * + * Arguments: + * 0: The patient + * 1: Treatment classname + * + * + * Return Value: + * Succesful treatment started + * + * Public: No + */ + +#include "script_component.hpp" +#define BANDAGEHEAL 0.8 + +params ["_target", "_selectionName"]; + +_damageBodyParts = _target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]; + +// Ensure it is a valid bodypart +_part = [_selectionName] call FUNC(selectionNameToNumber); +if (_part < 0) exitwith {false}; + +if ((_damageBodyParts select _part) > 0) then { + _damageBodyParts set [_part, ((_damageBodyParts select _part) - BANDAGEHEAL) max 0]; + _target setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true]; + TRACE_2("ACE_DEBUG: Treatment BASIC Bandage Broadcast value here",_unit, _target getvariable QGVAR(bodyPartStatus)); +}; + +EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL); +_target setHitPointDamage ["hitHead", _headDamage min 0.95]; +_target setHitPointDamage ["hitBody", _torsoDamage min 0.95]; +_target setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95]; +_target setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95]; + +{ + _target setHitPointDamage [_x, (_damageBodyParts select _foreachIndex) min 0.95]; +}foreach GVAR(HITPOINTS); + +true; diff --git a/addons/medical/functions/fnc_treatmentBasic_bloodbag.sqf b/addons/medical/functions/fnc_treatmentBasic_bloodbag.sqf index 7cfb65a909..5700d351cb 100644 --- a/addons/medical/functions/fnc_treatmentBasic_bloodbag.sqf +++ b/addons/medical/functions/fnc_treatmentBasic_bloodbag.sqf @@ -9,16 +9,13 @@ * 3: Treatment classname * * Return Value: - * nil + * None * * Public: No */ #include "script_component.hpp" -private ["_caller", "_target", "_treatmentClassname"]; -_caller = _this select 0; -_target = _this select 1; -_treatmentClassname = _this select 3; +params ["_caller", "_target", "_treatmentClassname"]; [[_target, _treatmentClassname], QUOTE(DFUNC(treatmentBasic_bloodbagLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ diff --git a/addons/medical/functions/fnc_treatmentBasic_bloodbagLocal.sqf b/addons/medical/functions/fnc_treatmentBasic_bloodbagLocal.sqf index 08057c9492..64ba6e031b 100644 --- a/addons/medical/functions/fnc_treatmentBasic_bloodbagLocal.sqf +++ b/addons/medical/functions/fnc_treatmentBasic_bloodbagLocal.sqf @@ -15,7 +15,7 @@ #include "script_component.hpp" #define BLOODBAGHEAL 70 -PARAMS_2(_target,_treatmentClassname); +params ["_target", "_treatmentClassname"]; private ["_blood", "_bloodAdded"]; diff --git a/addons/medical/functions/fnc_treatmentBasic_epipen.sqf b/addons/medical/functions/fnc_treatmentBasic_epipen.sqf index bdfb95fb2a..d387e91f89 100644 --- a/addons/medical/functions/fnc_treatmentBasic_epipen.sqf +++ b/addons/medical/functions/fnc_treatmentBasic_epipen.sqf @@ -9,17 +9,13 @@ * 3: Treatment classname * * Return Value: - * nil + * None * * Public: No */ - #include "script_component.hpp" -private ["_caller", "_target","_className"]; -_caller = _this select 0; -_target = _this select 1; -_className = _this select 3; +params ["_caller", "_target","_className"]; [_target, false] call FUNC(setUnconscious); diff --git a/addons/medical/functions/fnc_treatmentBasic_morphine.sqf b/addons/medical/functions/fnc_treatmentBasic_morphine.sqf index 048b314781..87559d0dd2 100644 --- a/addons/medical/functions/fnc_treatmentBasic_morphine.sqf +++ b/addons/medical/functions/fnc_treatmentBasic_morphine.sqf @@ -9,7 +9,7 @@ * 3: Treatment classname * * Return Value: - * nil + * None * * Public: No */ @@ -17,8 +17,6 @@ #include "script_component.hpp" #define MORPHINEHEAL 0.4 -private ["_caller", "_target"]; -_caller = _this select 0; -_target = _this select 1; +params ["_caller", "_target"]; [[_target], QUOTE(DFUNC(treatmentBasic_morphineLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ diff --git a/addons/medical/functions/fnc_treatmentBasic_morphineLocal.sqf b/addons/medical/functions/fnc_treatmentBasic_morphineLocal.sqf index 9dddf743e2..780196819b 100644 --- a/addons/medical/functions/fnc_treatmentBasic_morphineLocal.sqf +++ b/addons/medical/functions/fnc_treatmentBasic_morphineLocal.sqf @@ -7,7 +7,7 @@ * 1: The patient * * Return Value: - * nil + * None * * Public: No */ @@ -15,8 +15,8 @@ #include "script_component.hpp" #define MORPHINEHEAL 0.4 -private ["_target", "_morphine", "_pain"]; -_target = _this select 0; +private ["_morphine", "_pain"]; +params ["_target"]; // reduce pain, pain sensitivity _morphine = ((_target getVariable [QGVAR(morphine), 0]) + MORPHINEHEAL) min 1; diff --git a/addons/medical/functions/fnc_treatmentIV.sqf b/addons/medical/functions/fnc_treatmentIV.sqf index e0c4d20ed6..2a7bbc6adf 100644 --- a/addons/medical/functions/fnc_treatmentIV.sqf +++ b/addons/medical/functions/fnc_treatmentIV.sqf @@ -8,26 +8,23 @@ * 2: SelectionName * 3: Treatment classname * - * * Return Value: - * + * Succesful treatment started * * Public: Yes */ #include "script_component.hpp" -private ["_caller", "_target", "_selectionName", "_className", "_items", "_removeItem"]; -_caller = _this select 0; -_target = _this select 1; -_selectionName = _this select 2; -_className = _this select 3; -_items = _this select 4; +private "_removeItem"; +params ["_caller", "_target", "_selectionName", "_className", "_items"]; -if (count _items == 0) exitwith {}; +if (count _items == 0) exitwith {false}; _removeItem = _items select 0; [[_target, _className], QUOTE(DFUNC(treatmentIVLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ [_target, _removeItem] call FUNC(addToTriageCard); [_target, "activity", LSTRING(Activity_gaveIV), [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog); [_target, "activity_view", LSTRING(Activity_gaveIV), [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog); // TODO expand message + +true diff --git a/addons/medical/functions/fnc_treatmentIVLocal.sqf b/addons/medical/functions/fnc_treatmentIVLocal.sqf index 9abb5fda2f..37cba2ad1b 100644 --- a/addons/medical/functions/fnc_treatmentIVLocal.sqf +++ b/addons/medical/functions/fnc_treatmentIVLocal.sqf @@ -8,16 +8,15 @@ * * * Return Value: - * nil + * None * * Public: Yes */ #include "script_component.hpp" -private ["_target", "_treatmentClassname", "_config", "_volumeAdded", "_typeOf", "_varName", "_bloodVolume"]; -_target = _this select 0; -_treatmentClassname = _this select 1; +private ["_config", "_volumeAdded", "_typeOf", "_varName", "_bloodVolume"]; +params ["_target", "_treatmentClassname"]; _bloodVolume = _target getvariable [QGVAR(bloodVolume), 100]; if (_bloodVolume >= 100) exitwith {}; diff --git a/addons/medical/functions/fnc_treatmentTourniquet.sqf b/addons/medical/functions/fnc_treatmentTourniquet.sqf index 148ed06252..2a169a50d0 100644 --- a/addons/medical/functions/fnc_treatmentTourniquet.sqf +++ b/addons/medical/functions/fnc_treatmentTourniquet.sqf @@ -10,7 +10,7 @@ * * * Return Value: - * + * Succesful treatment started * * Public: No */ @@ -24,7 +24,7 @@ _selectionName = _this select 2; _className = _this select 3; _items = _this select 4; -if (count _items == 0) exitwith {}; +if (count _items == 0) exitwith {false}; _part = [_selectionName] call FUNC(selectionNameToNumber); if (_part == 0 || _part == 1) exitwith { @@ -47,4 +47,4 @@ _removeItem = _items select 0; [_target, "activity_view", LSTRING(Activity_appliedTourniquet), [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog); // TODO expand message -true; +true diff --git a/addons/medical/functions/fnc_treatmentTourniquetLocal.sqf b/addons/medical/functions/fnc_treatmentTourniquetLocal.sqf index 5108bf8433..d1ffd34e4b 100644 --- a/addons/medical/functions/fnc_treatmentTourniquetLocal.sqf +++ b/addons/medical/functions/fnc_treatmentTourniquetLocal.sqf @@ -7,16 +7,14 @@ * 1: Item used classname * * Return Value: - * nil + * None * * Public: No */ #include "script_component.hpp" -private ["_target", "_tourniquetItem", "_part", "_tourniquets", "_applyingTo", "_selectionName"]; -_target = _this select 0; -_tourniquetItem = _this select 1; -_selectionName = _this select 2; +private ["_tourniquets", "_part", "_applyingTo"]; +params ["_target", "_tourniquetItem", "_selectionName"]; [_target] call FUNC(addToInjuredCollection); @@ -29,24 +27,21 @@ _tourniquets set[_part, _applyingTo]; _target setvariable [QGVAR(tourniquets), _tourniquets, true]; [{ - private ["_args","_target","_applyingTo","_part", "_tourniquets", "_time"]; - _args = _this select 0; - _target = _args select 0; - _applyingTo = _args select 1; - _part = _args select 2; - _time = _args select 3; + params ["_args", "_idPFH"]; + _args params ["_target", "_applyingTo", "_part", "_time"]; + if (!alive _target) exitwith { - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; _tourniquets = _target getvariable [QGVAR(tourniquets), [0,0,0,0,0,0]]; if !((_tourniquets select _part) == _applyingTo) exitwith { // Tourniquet has been removed - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; if (ACE_time - _time > 120) then { _target setvariable [QGVAR(pain), (_target getvariable [QGVAR(pain), 0]) + 0.005]; }; }, 5, [_target, _applyingTo, _part, ACE_time] ] call CBA_fnc_addPerFrameHandler; -true; +true diff --git a/addons/medical/functions/fnc_treatment_failure.sqf b/addons/medical/functions/fnc_treatment_failure.sqf index 8a5d784301..e943485e0e 100644 --- a/addons/medical/functions/fnc_treatment_failure.sqf +++ b/addons/medical/functions/fnc_treatment_failure.sqf @@ -10,21 +10,16 @@ * 4: Items available > * * Return Value: - * nil + * None * * Public: No */ #include "script_component.hpp" -private ["_args", "_caller", "_target","_selectionName","_className","_config","_callback", "_usersOfItems", "_weaponSelect", "_lastAnim"]; - -_args = _this select 0; -_caller = _args select 0; -_target = _args select 1; -_selectionName = _args select 2; -_className = _args select 3; -_usersOfItems = _args select 5; +private ["_config", "_callback", "_weaponSelect", "_lastAnim"]; +params ["_args"]; +_args params ["_caller", "_target", "_selectionName", "_className", "_items", "_usersOfItems"]; if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then { _caller removeWeapon "ACE_FakePrimaryWeapon"; @@ -33,14 +28,14 @@ if (vehicle _caller == _caller) then { _lastAnim = _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""]; //Don't play another medic animation (when player is rapidily treating) TRACE_2("Reseting to old animation", animationState player, _lastAnim); - switch (true) do { - case (_lastAnim == "AinvPknlMstpSlayWrflDnon_medic"): {_lastAnim = "AmovPknlMstpSrasWrflDnon"}; - case (_lastAnim == "AinvPpneMstpSlayWrflDnon_medic"): {_lastAnim = "AmovPpneMstpSrasWrflDnon"}; - case (_lastAnim == "AinvPknlMstpSlayWnonDnon_medic"): {_lastAnim = "AmovPknlMstpSnonWnonDnon"}; - case (_lastAnim == "AinvPpneMstpSlayWpstDnon_medic"): {_lastAnim = "AinvPpneMstpSlayWpstDnon"}; - case (_lastAnim == "AinvPknlMstpSlayWpstDnon_medic"): {_lastAnim = "AmovPknlMstpSrasWpstDnon"}; + switch (toLower _lastAnim) do { + case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"}; + case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"}; + case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"}; + case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"}; + case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"}; }; - [_caller, _lastAnim, 1] call EFUNC(common,doAnimation); + [_caller, _lastAnim, 2] call EFUNC(common,doAnimation); }; _caller setvariable [QGVAR(treatmentPrevAnimCaller), nil]; @@ -57,8 +52,9 @@ if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") }; { - (_x select 0) addItem (_x select 1); -}foreach _usersOfItems; + _x params ["_unit", "_item"]; + _unit addItem _item; +} foreach _usersOfItems; // Record specific callback _config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className); @@ -67,10 +63,10 @@ if (GVAR(level) >= 2) then { }; _callback = getText (_config >> "callbackFailure"); -if (isNil _callback) then { - _callback = compile _callback; +_callback = if (isNil _callback) then { + compile _callback } else { - _callback = missionNamespace getvariable _callback; + missionNamespace getvariable _callback }; _args call _callback; diff --git a/addons/medical/functions/fnc_treatment_success.sqf b/addons/medical/functions/fnc_treatment_success.sqf index f5cb9baf71..bf183e24db 100644 --- a/addons/medical/functions/fnc_treatment_success.sqf +++ b/addons/medical/functions/fnc_treatment_success.sqf @@ -10,19 +10,16 @@ * 4: Items available > * * Return Value: - * nil + * None * * Public: No */ #include "script_component.hpp" -private ["_args", "_caller", "_target","_selectionName","_className","_config","_callback", "_weaponSelect", "_lastAnim"]; -_args = _this select 0; -_caller = _args select 0; -_target = _args select 1; -_selectionName = _args select 2; -_className = _args select 3; +private ["_config", "_callback", "_weaponSelect", "_lastAnim"]; +params ["_args"]; +_args params ["_caller", "_target","_selectionName","_className", "_items", "_usersOfItems"]; if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then { _caller removeWeapon "ACE_FakePrimaryWeapon"; @@ -31,14 +28,14 @@ if (vehicle _caller == _caller) then { _lastAnim = _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""]; //Don't play another medic animation (when player is rapidily treating) TRACE_2("Reseting to old animation", animationState player, _lastAnim); - switch (true) do { - case (_lastAnim == "AinvPknlMstpSlayWrflDnon_medic"): {_lastAnim = "AmovPknlMstpSrasWrflDnon"}; - case (_lastAnim == "AinvPpneMstpSlayWrflDnon_medic"): {_lastAnim = "AmovPpneMstpSrasWrflDnon"}; - case (_lastAnim == "AinvPknlMstpSlayWnonDnon_medic"): {_lastAnim = "AmovPknlMstpSnonWnonDnon"}; - case (_lastAnim == "AinvPpneMstpSlayWpstDnon_medic"): {_lastAnim = "AinvPpneMstpSlayWpstDnon"}; - case (_lastAnim == "AinvPknlMstpSlayWpstDnon_medic"): {_lastAnim = "AmovPknlMstpSrasWpstDnon"}; + switch (tolower _lastAnim) do { + case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"}; + case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"}; + case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"}; + case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"}; + case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"}; }; - [_caller, _lastAnim, 1] call EFUNC(common,doAnimation); + [_caller, _lastAnim, 2] call EFUNC(common,doAnimation); }; _caller setvariable [QGVAR(treatmentPrevAnimCaller), nil]; diff --git a/addons/medical/functions/fnc_unconsciousPFH.sqf b/addons/medical/functions/fnc_unconsciousPFH.sqf index 5b1ca04d2d..0e8c424ca3 100644 --- a/addons/medical/functions/fnc_unconsciousPFH.sqf +++ b/addons/medical/functions/fnc_unconsciousPFH.sqf @@ -13,21 +13,17 @@ * 1: PFEH ID * * ReturnValue: - * nil + * None * * Public: yes */ - #include "script_component.hpp" private ["_unit", "_minWaitingTime", "_slotInfo", "_hasMovedOut", "_parachuteCheck", "_args", "_originalPos", "_startingTime", "_awakeInVehicleAnimation", "_oldVehicleAnimation", "_vehicle"]; -_args = _this select 0; -_unit = _args select 0; -_originalPos = _args select 1; -_startingTime = _args select 2; -_minWaitingTime = _args select 3; -_hasMovedOut = _args select 4; -_parachuteCheck = _args select 5; +params ["_args", "_idPFH"]; +_args params ["_unit", "_originalPos", "_startingTime", "_minWaitingTime", "_hasMovedOut", "_parachuteCheck"]; + +TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _originalPos, _startingTime, _minWaitingTime, _hasMovedOut, _parachuteCheck); if (!alive _unit) exitwith { if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then { @@ -45,11 +41,14 @@ if (!alive _unit) exitwith { [_unit, "isUnconscious"] call EFUNC(common,unmuteUnit); ["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent); - [(_this select 1)] call cba_fnc_removePerFrameHandler; + TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , QGVAR(unconscious)); + + [_idPFH] call CBA_fnc_removePerFrameHandler; }; // In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith { + TRACE_7("ACE_DEBUG_Unconscious_PFH",_unit, _args, [_unit] call FUNC(isBeingCarried), [_unit] call FUNC(isBeingDragged), _idPFH, _unit getvariable QGVAR(unconsciousArguments),animationState _unit); // TODO, handle this with carry instead, so we can remove the PFH here. // Wait until the unit isn't being carried anymore, so we won't end up with wierd animations if !(([_unit] call FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then { @@ -57,7 +56,7 @@ if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith { TRACE_1("Removing fake weapon [on wakeup]",_unit); _unit removeWeapon "ACE_FakePrimaryWeapon"; }; - + if (vehicle _unit == _unit) then { if (animationState _unit == "AinjPpneMstpSnonWrflDnon") then { [_unit,"AinjPpneMstpSnonWrflDnon_rolltofront", 2] call EFUNC(common,doAnimation); @@ -99,7 +98,7 @@ if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith { ["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent); // EXIT PFH - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; if (!_hasMovedOut) then { // Reset the unit back to the previous captive state. @@ -130,13 +129,15 @@ if (_parachuteCheck) then { }; if (!local _unit) exitwith { + TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _args, _startingTime, _minWaitingTime, _idPFH, _unit getvariable QGVAR(unconsciousArguments)); _args set [3, _minWaitingTime - (ACE_time - _startingTime)]; _unit setvariable [QGVAR(unconsciousArguments), _args, true]; - [(_this select 1)] call cba_fnc_removePerFrameHandler; + [_idPFH] call CBA_fnc_removePerFrameHandler; }; // Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs if ((ACE_time - _startingTime) >= _minWaitingTime) exitwith { + TRACE_2("ACE_DEBUG_Unconscious_Temp knock outs",_unit, [_unit] call FUNC(getUnconsciousCondition)); if (!([_unit] call FUNC(getUnconsciousCondition))) then { _unit setvariable ["ACE_isUnconscious", false, true]; }; diff --git a/addons/medical/functions/fnc_useItem.sqf b/addons/medical/functions/fnc_useItem.sqf index 750ea0452f..770d8b6ea7 100644 --- a/addons/medical/functions/fnc_useItem.sqf +++ b/addons/medical/functions/fnc_useItem.sqf @@ -8,17 +8,16 @@ * 2: Item * * ReturnValue: - * + * 0: success + * 1: Unit * * Public: Yes */ #include "script_component.hpp" -private ["_medic", "_patient", "_item", "_return","_crew"]; -_medic = _this select 0; -_patient = _this select 1; -_item = _this select 2; +private ["_return","_crew"]; +params ["_medic", "_patient", "_item"]; if (isnil QGVAR(setting_allowSharedEquipment)) then { GVAR(setting_allowSharedEquipment) = true; @@ -42,7 +41,7 @@ if ([vehicle _medic] call FUNC(isMedicalVehicle) && {vehicle _medic != _medic}) _return = [true, _x]; [[_x, _item], QUOTE(EFUNC(common,useItem)), _x] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ }; - }foreach _crew; + } foreach _crew; }; -_return; +_return diff --git a/addons/medical/functions/fnc_useItems.sqf b/addons/medical/functions/fnc_useItems.sqf index fbaa324022..0d937c0938 100644 --- a/addons/medical/functions/fnc_useItems.sqf +++ b/addons/medical/functions/fnc_useItems.sqf @@ -8,7 +8,7 @@ * 2: Items > * * ReturnValue: - * + * None * * Public: Yes */ @@ -16,9 +16,7 @@ #include "script_component.hpp" private ["_medic", "_patient", "_items", "_itemUsedInfo", "_itemsUsedBy"]; -_medic = _this select 0; -_patient = _this select 1; -_items = _this select 2; +params ["_medic", "_patient", "_items"]; _itemsUsedBy = []; { @@ -27,7 +25,7 @@ _itemsUsedBy = []; { _itemUsedInfo = [_medic, _patient, _x] call FUNC(useItem); if (_itemUsedInfo select 0) exitwith { _itemsUsedBy pushback [(_itemUsedInfo select 1), _x]}; - }foreach _x; + } foreach _x; }; // handle required item @@ -35,6 +33,6 @@ _itemsUsedBy = []; _itemUsedInfo = [_medic, _patient, _x] call FUNC(useItem); if (_itemUsedInfo select 0) exitwith { _itemsUsedBy pushback [(_itemUsedInfo select 1), _x]}; }; -}foreach _items; +} foreach _items; [count _items == count _itemsUsedBy, _itemsUsedBy]; diff --git a/addons/medical/stringtable.xml b/addons/medical/stringtable.xml index 8d0ec93113..7a911dbb6f 100644 --- a/addons/medical/stringtable.xml +++ b/addons/medical/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -1593,6 +1593,7 @@ Keine Žádný Nada + Aucun Nincs @@ -2219,6 +2220,7 @@ Obvázání odstraňuje skvrny od krve El vendaje elimina las manchas de sangre Bandagem remove manchas de sangue + Les bandages supprimes les tâches de sang A kötözés eltávolítja a vérfoltokat Перевязка убирает пятна крови @@ -2229,6 +2231,7 @@ Bolest je potlačena pouze dočasně El dolor se suprime solo temporalmente Dor é suprimida somente temporáriamente + La douleur est seulement supprimée temporairement A fájdalom csak ideiglenesen csökken Боль приглушается только временно @@ -2744,6 +2747,7 @@ ACE-Medicsystem ACE Zdravotnické ACE Médico + ACE Médical ACE Orvosi Rendszer @@ -2754,6 +2758,7 @@ Medizinische Einstellungen [ACE] Lékařské nastavení [ACE] Ajustes médicos [ACE] + Option médicale [ACE] Orvosi beállítások [ACE] @@ -2764,6 +2769,7 @@ Medizinisches Level Úroveň medického Nível médico + Niveau de simulation médicale Orvosi szint @@ -2774,6 +2780,7 @@ Wie hoch soll das medizinische Simulationslevel sein? Jaká je úroveň lékařské simulace? Qual o nível de simulação médica? + Quel niveau de simulation médicale choisissez vous? Milyen komplex legyen az orvosi szimuláció? @@ -2784,6 +2791,7 @@ Standard Základní Básica + Basique Alap @@ -2794,6 +2802,7 @@ Erweitert Pokročilé Avançada + Avancée Fejlett @@ -2804,6 +2813,7 @@ Medizinische Einstellungen Úroveň zdravotníků Configuração médica + Paramètre des infirmiers Orvosok beállítása @@ -2813,6 +2823,7 @@ ¿Cuál es el nivel de detalle preferido para los médicos? Jaká úroveň detailů je preferována pro zdravotníky? Qual o nível de detalhe preferido para os médicos? + Quel niveau de détail voullez vous pour les infirmier? Mi a javasolt részletesség orvosok számára? @@ -2823,6 +2834,7 @@ Sanitäter deaktivieren Zakázat zdravotníky Desativar médicos + Désactiver les infirmiers Orvosok letiltása @@ -2833,6 +2845,7 @@ Abfälle aktivieren Povolit odpadky Ativar lixo médico + Activer les détritus Szemét engedélyezése @@ -2843,6 +2856,7 @@ Aktiviere Abfälle, wenn eine Behandlung durchgeführt wurde Vytváří odpad zdravotnického materiálu pří léčení Ativar lixo ser criado após tratamento + Activer la création de détrimus au début des traitements Engedélyezi a szemét keletkezését ellátáskor @@ -2853,6 +2867,7 @@ Dauer des angezeigten Abfalls Životnost pro odpadky Tempo de vida dos objetos do lixo + Durée d'affichage des détritus Szemétobjektumok élettartama @@ -2863,6 +2878,7 @@ Wie lange sollen Abfälle am Boden liegen (in Sekunden)? -1 ist für immer. Za jak dlouho začnou odpadky mizet? V sekundách. -1 navždy. Quanto tempo os objetos do lixo devem ficar? Em segundos. -1 é para sempre. + Combien de temps doivent rester affiché les détritus? En secondes. -1 pour tout le temps Milyen sokáig legyenek jelen a szemétobjektumok (másodpercben)? A -1 végtelen időt jelent. @@ -2873,6 +2889,7 @@ Schreie aktivieren Povolit křik Ativar gritos + Activer les hurlements Kiáltások engedélyezése @@ -2883,6 +2900,7 @@ Aktiviere Schreie bei verletzten Einheiten Povolit křičení zraněných jednotek Ativa gritos para unidades feridas + Active les hurlements d'unités blessées Engedélyezi a sérült egységek kiáltásait @@ -2893,6 +2911,7 @@ Spielerschaden Poškození hráče Dano do jogador + Dégats des joueurs Játékos sérülés @@ -2903,6 +2922,7 @@ Wie viel Schaden kann ein Spieler erleiden, bevor er getötet wird? Jaké poškození může hráč dostat než bude zabit? Qal é o dano que um jogador pode sofrer antes de morrer? + Quels dégats peut subir un joueur avant d'être tué Mennyi sérülést szenvedhet el egy játékos, mielőtt meghal? @@ -2913,6 +2933,7 @@ KI-Schaden Poškození AI Dano da IA + Dégats des IA AI sérülés @@ -2923,6 +2944,7 @@ Wie viel Schaden kann eine KI erleiden, bis sie getötet wird? Jaké poškození může AI dostat než bude zabito? Qual é o dano que uma IA pode sofrer antes de morrer? + Quels dégats peut subir une IA avant d'être tuée Mennyi sérülést szenvedhet el egy AI, mielőtt meghal? @@ -2933,6 +2955,7 @@ KI-Bewusstlosigkeit Bezvědomí AI Inconsciência da IA + Inconscience des IA AI eszméletlenség @@ -2943,6 +2966,7 @@ KI kann bewusstlos werden Umožňuje AI upadnout do bezvědomí Permite IA ficar inconsciente + Autoriser les IA à tomber inconsciente Engedélyezi az AI eszméletének elvesztését @@ -2951,6 +2975,7 @@ IA controlada remotamente Zdalnie sterowane AI Vzdáleně ovládané AI + Contrôle à distance des IA Távvezérelt AI Зевса считать ботом @@ -2960,6 +2985,7 @@ Tratar unidades remotamente controladas como IA? Traktuj jednostki zdalnie sterowane (przez Zeusa) jako AI, nie jako graczy? Ošetřit vzdáleně ovládané jednotky jako AI, ne jako hráče? + Soigner les unitées controlées à distance comme des IA et non comme des joueurs? Távvezérelt egységek AI-ként, nem játékosként való kezelése? Обрабатывать дистанционно управляемых юнитов как ботов, а не как игроков? @@ -2971,6 +2997,7 @@ Verhindere direkten Tod Zabránit okamžité smrti Previnir morte instantânea + Empêcher la morte instantanée Azonnali halál kiiktatása @@ -2981,6 +3008,7 @@ Lässt eine Einheit bewusstlos werden anstatt zu sterben Jednotka upadne do bezvědomí namísto smrti Fazer a unidade ficar inconsciente invés de morrer + Forcer l'inconscience au lieu de la mort instantanée Egy egység kerüljön eszméletlen állapotba a halott helyett @@ -2991,6 +3019,7 @@ Verblutungsmultiplikator Koeficient krvácení Coeficiente de sangramento + Coefficient de saignement Vérzési koefficiens @@ -3001,6 +3030,7 @@ Multiplikator um die Verblutungsgeschwindigkeit zu verändern Koeficient rychlosti krvácení Coeficiente para modificar a velocidade do sangramento + Coefficient modifiant la vitesse de saignement Egy szorzó a vérzés sebességének szabályozására @@ -3011,6 +3041,7 @@ Schmerzmultiplikator Koeficient bolesti Coeficiente de dor + Coefficient de douleur Fájdalmi koefficiens @@ -3021,6 +3052,7 @@ Multiplikator um den Schmerzintensität zu verändern Koeficient intenzity bolesti Coeficiente para modificar a instensidade de dor + Coefficient modifiant l'intensité de la douleur Egy szorzó a fájdalom erősségének szabályozására @@ -3031,6 +3063,7 @@ Status synchronisieren Synchronizovat status Sincronizar estado + Status de la synchronisation Szinkronizációs állapot @@ -3041,6 +3074,7 @@ Status der Einheit synchron halten. Sollte aktiviert bleiben. Udržuje status jednotky synchronizovaný. Doporučeno zapnout. Mater o estado da unidade sincronizado. Recomendado ativado. + Garder l'unité synchronisée, Recommandé sur oui. Egységállapotok szinkronizálása. Javasolt a bekapcsolása. @@ -3051,6 +3085,7 @@ Aktiviert ein medizinisches System für Spieler und KI. Poskytuje zdravotní systém pro hráče a AI. Proporciona o sistema médico para os jogadores e a IA. + Fourni un système médical pour les joueurs tout comme pour les IA. Egy orvosi rendszert ad játékosok és AI-k számára. @@ -3061,6 +3096,7 @@ Erweiterte medizinische Einstellungen [ACE] Pokročilé zdravotnické nastavení [ACE] Ajustes médicos avançados [ACE] + Paramètres des soins avancés Fejlett orvosi beállítások [ACE] @@ -3071,6 +3107,7 @@ Aktiviert für Povoleno pro Habilitado para + Activer pour Engedélyezve... @@ -3081,6 +3118,7 @@ Wähle aus welche Einheiten das erweiterte medizinische System haben Vyberte, pro jaké jednotky bude pokročilý zdravotní systém povolen Selecione quais unidades o sistema médico avançado será habilitado + Sélectionne pour quelle unité le système de soin avancé est activé Kiválasztható, mely egységek számára legyen engedélyezve a fejlett orvosi rendszer @@ -3091,6 +3129,7 @@ Nur Spieler Pouze hráči Somente jogadores + Joueur uniquement Csak játékosok @@ -3101,6 +3140,7 @@ Spieler und KI Hráči a AI Jogadores e IA + Joueur et IA Játékosok és AI @@ -3111,6 +3151,7 @@ Aktiviere erweiterte Wunden Povolit pokročilé zranění Ativar ferimentos avançados + Activer les blessures avancées Komplex sebek engedélyezése @@ -3121,6 +3162,7 @@ Erlaube das Öffnen von bandagierten Wunden? Umožnit znovuotevření zavázané rány? Permitr reabertura de ferimentos enfaixados? + Permettre la réouverture des bandages Visszanyílhatnak a bekötözött sebek? @@ -3131,6 +3173,7 @@ Fahrzeugunfälle Poškození z kolize Batidas de veículos + Accident en véhicule Járműbalesetek @@ -3141,6 +3184,7 @@ Bekommen Einheiten von Fahrzeugunfällen Schaden? Dostane jednotka poškození při autonehodě? As unidades recebem dano de uma batida de veículo? + Les unités subissent des dégats lors d'accident Sérülnek-e az egységek autós ütközés során? @@ -3151,6 +3195,7 @@ Erlaube Erste-Hilfe-Set Povolit osobní lékárničky Permitir Kit de Primeiros Socorros + Permettre le kit de premier secours Elsősegélycsomag engedélyezése @@ -3161,6 +3206,7 @@ Wer kann das Erste-Hilfe-Set für eine Endheilung verwenden? Kdo může použít osobní lékárničku pro plné vyléčení? Quem pode usar o KPS para cura completa? + Qui peut utilier les kit de premier secours pour soigner Ki használhatja az elsősegélycsomagot teljes gyógyításra? @@ -3171,6 +3217,7 @@ Jeder Kdokoliv Qualquer um + Tout le monde Akárki @@ -3181,6 +3228,7 @@ Nur Sanitäter Pouze zdravotník Somente médicos + Infirmier uniquement Csak orvosok @@ -3191,6 +3239,7 @@ Nur Ärzte Pouze doktor Somente doutores + Médecin uniquement Csak doktorok @@ -3201,6 +3250,7 @@ Entferne Erste-Hilfe-Set bei Verwendung Odebrat osobní lékárničku po použití Remover o KPS depois do uso + Enlever le KPS à l'utilisation Elsősegélycsomag eltávolítása használatkor @@ -3211,6 +3261,7 @@ Sollen Erste-Hilfe-Sets bei Verwendung entfernt werden? Má se osobní lékárnička odstranit po použití? Deve o KPS ser removido depois do uso? + Le Kit de Premier Secours doit il être enlevé à l'utilisation? Eltávolítódjon az elsősegélycsomag használatkor? @@ -3221,6 +3272,7 @@ Orte für Erste-Hilfe-Set Lokace osobní lékárničky Localizações do KPS + Lieu d'utilisation du KPS Elsősegélycsomag helyek @@ -3231,12 +3283,14 @@ Wo kann das Erste-Hilfe-Set verwendet werden? Kde může být použita osobní lékárnička? Onde o kit de primeiros socorros pode ser utilizado? + Où le Kit de Premier Secour peut être utilisé Hol lehet az elsősegélycsomagot használni? Condition PAK Podmínka osobní lékárničky Condición EPA + Condition d'utilisation du KPS Warunek apteczek Elsősegélycsomag állapot Condição do KPS @@ -3246,6 +3300,7 @@ When can the Personal Aid Kit be used? Kde může být použita osobní lékárnička? ¿Cuando se puede utilizar el Equipo de primeros auxilios? + Quand peut être utilisé le Kit de Premier Secours Po spełnieniu jakich warunków apteczka osobista może zostać zastosowana na pacjencie? Mikor lehet az elsősegélycsomagot használni? Onde o kit de primeiros socorros pode ser utilizado? @@ -3259,6 +3314,7 @@ Überall Kdekoliv Qualquer lugar + PArtout Akárhol @@ -3269,6 +3325,7 @@ Medizinische Fahrzeuge Zdravotnická vozidla Veículos médcos + Dans les véhicules médicals Orvosi járművek @@ -3279,6 +3336,7 @@ Medizinische Einrichtungen Zdravotnické zařízení Instalação médica + Dans les installations médicales Orvosi létesítmény @@ -3289,6 +3347,7 @@ Fahrzeuge & Einrichtungen Vozidla a zařízení Veículos e instalações + Dans les véhicules et les installations médicals Járművek & létesítmény @@ -3299,6 +3358,7 @@ Erlaube Operationskasten Povolit chirurgickou soupravu (Pokr.) Permite kit cirúrgico (avançado) + Permettre les kit de chirurgie (Avancé) Sebészkészlet (Fejlett) engedélyezése @@ -3309,6 +3369,7 @@ Wer kann den Operationskasten verwenden? Kdo může použít chirurgickou soupravu? Quem pode usar o kit cirúrgico? + Qui peut utiliser les kit de chirurgie Ki használhatja a sebészkészletet? @@ -3319,6 +3380,7 @@ Enrtferne Operationskasten (erweitert) Odebrat chirurgickou soupravu (Pokr.) Remover kit cirúrgico (avançado) + Supprimer les kit de chirurgie (Avancé) Sebészkészlet (Fejlett) eltávolítása @@ -3329,6 +3391,7 @@ Entferne Operationskästen bei Verwendung? Odebrat chirurgickou soupravu po použití? Deve o kit cirúrgico ser removido após o uso? + Le kit de chirurgie doit il être supprimé à l'utilisation Eltávolítódjon a sebészkészlet használatkor? @@ -3339,6 +3402,7 @@ Orte für Operationskästen (erweitert) Lokace chirurgické soupravy (Pokr.) Localizações do kit cirúrgico (avançado) + Lieu d'utilisation du kit de chirurgie Sebészkészlet (Fejlett) helyei @@ -3349,12 +3413,14 @@ Wo kann der Operationskasten verwendet werden? Kde může být použita chirurgická souprava? Onde o kit cirúrgico pode ser utilizado? + Où peut être utilisé les kit de chirurgie Hol lehet a sebészkészletet használni? Condition Surgical kit (Adv) Podmínka chirurgické soupravy (Pokr.) Condición de equipo quirúrgico (Av) + Conditions d'utilisation du kit de chirurgie Warunek zestawu chir. Sebészkészlet állapot Condição do Kit Cirúrgico (Avançado) @@ -3364,6 +3430,7 @@ When can the Surgical kit be used? Kde může být použita chirurgická souprava? ¿Cuando se puede utilizar el equipo quirúrgico? + Quand peut être utilisé les kit de chirurgie Po spełnieniu jakich warunków zestaw chirurgiczny może zostać zastosowany na pacjencie? Mikor lehet a sebészkészletet használni? Onde o kit cirúrgico pode ser utilizado? @@ -3376,6 +3443,7 @@ Skvrny od krve Manchas de sangre Manchas de sangue + Tâches de sang Vérfoltok Удалять пятна крови @@ -3386,6 +3454,7 @@ Obvázání odstraňuje skvrny od krve El vendaje elimina las manchas de sangre Bandagem remove manchas de sangue + Appliquer un bandage supprime les tâches de sang Kötözés eltávolítja a vérfoltokat Перевязка удаляет пятна крови @@ -3396,6 +3465,7 @@ Potlačení bolesti Supresión del dolor Supressão de dor + Suppression de la douleur Fájdalomcsillapítás Приглушение боли @@ -3406,6 +3476,7 @@ Bolest je potlačena, ale jen dočastně El dolor se suprime solo temporalmente, no se elimina. Dor é somente temporáriamente suprimida, não removida + La douleur est temporairement supprimée, pas enlevée A fájdalom csak ideiglenesen csökken, nem távolítódik el Боль приглушается только временно @@ -3417,6 +3488,7 @@ Behandlungseinstellungen vom ACE-Medical konfigurieren Konfigurace nastavení léčby ze zdravotnické systému ACE Configure as opções de tratamento do ACE Médico + Configure les paramètres de traitement du système de soin ACE Kezelési lehetőségek konfigurálása az ACE Orvosi rendszerből @@ -3427,6 +3499,7 @@ Wiederbelebungseinstellungen [ACE] Nastavení oživení [ACE] Sistema de reavivamento [ACE] + Paramètre du revive [ACE] Újraélesztés beállításai [ACE] @@ -3437,6 +3510,7 @@ Erlaube Wiederbelebung Povolit oživení Habilitar reavivamento + Activer le revive Újraélesztés engedélyezése @@ -3447,6 +3521,7 @@ Aktiviere Standard-Wiederbelebungssystem Povolit základní systém oživení Habilitar um sistema básico de reavivamento + Active un sytème de revive basique Egy alap újraélesztési rendszer engedélyezése @@ -3457,6 +3532,7 @@ Maximale Wiederbelebungszeit Maximální čas pro oživení Tempo máximo de reavivamento + Temps maximum pour le revive Maximum újraélesztési idő @@ -3467,6 +3543,7 @@ Maximale Zeitspanne in Sekunden die eine Einheit im Wiederbelebungszustand verbringen kann Maximální doba v agónii v sekundách Quantidade máxima de segundos que uma unidade pode gastar em um estado de reavivamento + Nombre de seconde maximum qu'une unité peut être en attente d'un revive Maximum másodperc, amit egy egység újraélesztési állapotban tölthet @@ -3477,6 +3554,7 @@ Maximale Leben bei Wiederbelebung Maximální počet oživení Vidas máximas do reavivado + Nombre maximum de revive Maximum újraélesztési lehetőségek @@ -3487,6 +3565,7 @@ Maximale Anzahl von Leben einer Einheit. 0 or -1 bedeutet deaktiviert. Maximální počet životu pro jednotku. 0 nebo -1 je zakázáno. Quantidade máxima de vidas por unidade. 0 ou -1 é desativado. + Nombre de vie maximale d'une unité. 0 ou -1 désactive Egy egység maximum "életei". 0 vagy -1 letiltja. @@ -3497,6 +3576,7 @@ Aktiviert das Medicsystem für Spieler und KI. Poskytuje zdravotní systém pro hráče a AI. Proporciona um sistema médico para jogadores e IA. + Fourni un sytème médical pour les joueurs et les IAs Egy orvosi rendszert ad játékosok és AI-k számára. @@ -3507,6 +3587,7 @@ Setze Sanitäterklassen [ACE] Určit třídu medika [ACE] Definir classe médica [ACE] + Définir comme unité médicale [ACE] Orvos beállítása [ACE] @@ -3517,6 +3598,7 @@ Liste Seznam Lista + Liste Lista @@ -3527,6 +3609,7 @@ Liste von Namen, die als Sanitäter verwendet werden. Wird durch Kommas getrennt. Seznam osob které budou klasifikovány jako zdravotník, oddělené čárkami. Lista dos nomes das unidades que se classificam como médicos, separados por vírgulas. + Liste d'unité qui seront listées comme infirmier, séparation par virgule Azon egységek nevei, melyek orvosként vannak meghatározva, vesszővel elválasztva. @@ -3537,6 +3620,7 @@ Ist Sanitäter Je zdravotník É médico + Est infirmier Orvos-e @@ -3545,6 +3629,7 @@ Dieses Modul legt fest welche Einheit ein Sanitäter ist. Tento modul určuje, která jednotka je zdravotník. Este módulo determina qual unidade é um paramédico. + Ce module permet d'assigner la classe médicale à une unité sélectionnée Ez a modul engedélyezi az orvosi jelző hozzárendelését kiválasztott egységekhez. Этот модуль позволяет назначить класс медика выбранным юнитам. @@ -3556,6 +3641,7 @@ Keine Žádný Nada + Aucun Nincs @@ -3566,6 +3652,7 @@ Normaler Sanitäter Řadový zdravotník Médico regular + Infirmier standard Hagyományos orvos @@ -3576,6 +3663,7 @@ Arzt (nur erweiterte Sanitäter) Doktor (Pouze pokročilý zdravotníci) Doutor (Somente médicos avançados) + Médecin (traitements avancés uniquement) Doktor (csak fejlett orvosok) @@ -3586,6 +3674,7 @@ Weise die ACE-Sanitäterklasse einer Einheit zu Přiřadí ACE třídu zdravotníka do jednotky Atribui a classe médica do ACE a uma unidade + Assigner la classe médicale à une unité Az ACE orvosi jelző hozzárendelése egy egységhez @@ -3596,6 +3685,7 @@ Setze medizinisches Fahrzeug [ACE] Určit zdravotnické vozidlo [ACE] Definir veículo médico [ACE] + Définir comme véhicule médical [ACE] Orvosi jármű beállítása [ACE] @@ -3606,6 +3696,7 @@ Liste Seznam Lista + Liste Lista @@ -3616,6 +3707,7 @@ Liste von Fahrzeugen, die als medizinische Fahrzeuge verwendet werden. Wird durch Kommas getrennt. Seznam vozidel které budou klasifikovány jako zdravotnická vozidla, oddělené čárkami. Lista de veículos que serão classificados como veículos médicos, separados por vírgulas. + Liste de véhicule classé comme véhicule médical, séparation par virgule. Orvosi járműveknek tekintett járművek listája, vesszővel elválasztva. @@ -3626,6 +3718,7 @@ Ist medizinisches Fahrzeug Je zdravotnické vozidlo É um veículo médico + Véhicule médical Orvosi jármű-e @@ -3636,6 +3729,7 @@ Leg fest ob das Objekt in der Liste ein medizinisches Fahrzeug ist. Ať už jsou nebo nejsou objekty v seznamu budou zdravotnická vozidla. Se serão ou não os objetos dessa lista veículos médicos. + Quoi qu'il arrive les objets de la liste seront des véhicules médical A listában lévő objektumok orvosi járművek-e, vagy sem. @@ -3646,6 +3740,7 @@ Weist die ACE-Sanitäterklasse einer Einheit zu Přiřadí ACE třídu zdravotníka do jednotky Atribui a classe médica ACE a uma unidade + Assigne la classe médicale à une unité Hozzárendeli az ACE orvosi jelzőt egy egységhez @@ -3656,6 +3751,7 @@ Setze medizinische Einrichtung [ACE] Určit zdravotnické zařízení [ACE] Definir instalação médica [ACE] + Définir comme équipement médical [ACE] Orvosi létesítmény beállítása [ACE] @@ -3666,6 +3762,7 @@ Ist eine medizinische Einrichtung Je zdravotnické zařízení É uma instalação médica + Est un équipement médical Orvosi létesítmény-e @@ -3676,6 +3773,7 @@ Definiert ein Objekt als medizinische Einrichtung Registruje objekt jako zdravotnické zařízení Registra um objeto como instalacão médica + Enregistrer un objet comme un équipement médical Egy objektum orvosi létesítményként való regisztrálása @@ -3686,6 +3784,7 @@ Definiert ein Objekt als medizinische Einrichtung. Das ermöglicht weitere Behandlungen. Kann bei Gebäuden und Fahrzeugen verwendet werden. Definuje objekt jako zdravotnické zařízení. To umožňuje více pokročilé léčení. Může být použito na budovy nebo na vozidla. Define um objeto como instalação médica. Isso permite tratamentos mais avançados. Pode ser utilizado em edifícios e veículos. + Définir un objet comme équipement médical. Cela permet les traitements avancés. Peut être utilisé sur les batiments et les véhicules Egy objektumot orvosi létesítményként határoz meg. Ez fejlett ellátási lehetőségeket engedélyez. Használható járműveken és épületeken. @@ -3696,6 +3795,7 @@ [ACE] Medizinische Kiste (standard) [ACE] Zdravotnické zásoby (základní) [ACE] Caixa com suprimentos médicos + [ACE] Caisse médicale (basique) [ACE] Orvosi láda (Alap) @@ -3706,12 +3806,14 @@ [ACE] Medizinische Kiste (erweitert) [ACE] Zdravotnické zásoby (pokročilé) [ACE] Caixa com suprimentos médicos (Avançados) + [ACE] Caisse médicale (avancée) [ACE] Orvosi láda (Fejlett) Anytime Kdykoli Siempre + Tout le temps Zawsze Akármikor Sempre @@ -3721,6 +3823,7 @@ Stable Stabilní Estable + Stable Po stabilizacji Stabil Estável @@ -3743,5 +3846,13 @@ %1 odszedł zbyt daleko, nie można kontynuować leczenia Расстояние до %1 стало слишком большим для лечения + + This person (%1) is awake and cannot be loaded + Ta osoba (%1) jest przytomna i nie może zostać załadowana + + + There is no tourniquet on this body part! + Na tej części ciała nie ma stazy! + \ No newline at end of file diff --git a/addons/medical_menu/XEH_preInit.sqf b/addons/medical_menu/XEH_preInit.sqf index c231c7df6e..65ac88e245 100644 --- a/addons/medical_menu/XEH_preInit.sqf +++ b/addons/medical_menu/XEH_preInit.sqf @@ -3,6 +3,7 @@ ADDON = false; PREP(onMenuOpen); +PREP(onMenuClose); PREP(openMenu); PREP(canOpenMenu); diff --git a/addons/medical_menu/functions/fnc_onMenuClose.sqf b/addons/medical_menu/functions/fnc_onMenuClose.sqf new file mode 100644 index 0000000000..4300089a4a --- /dev/null +++ b/addons/medical_menu/functions/fnc_onMenuClose.sqf @@ -0,0 +1,21 @@ +/* + * Author: joko // Jonas + * Handle medical menu closed + * + * Arguments: + * None + * + * Return Value: + * None + * + * Example: + * call ace_medical_menu_onMenuClosed + * + * Public: No + */ +#include "script_component.hpp" + +if (EGVAR(interact_menu,menuBackground)==1) then {[QGVAR(id), false] call EFUNC(common,blurScreen);}; +if (EGVAR(interact_menu,menuBackground)==2) then {(uiNamespace getVariable [QEGVAR(interact_menu,menuBackground), displayNull]) closeDisplay 0;}; + +[GVAR(MenuPFHID)] call CBA_fnc_removePerFrameHandler; diff --git a/addons/medical_menu/functions/fnc_onMenuOpen.sqf b/addons/medical_menu/functions/fnc_onMenuOpen.sqf index 164353fe73..9f0acfbeb6 100644 --- a/addons/medical_menu/functions/fnc_onMenuOpen.sqf +++ b/addons/medical_menu/functions/fnc_onMenuOpen.sqf @@ -22,6 +22,9 @@ params ["_display"]; if (isNil "_display") exitwith {}; +if (EGVAR(interact_menu,menuBackground)==1) then {[QGVAR(id), true] call EFUNC(common,blurScreen);}; +if (EGVAR(interact_menu,menuBackground)==2) then {0 cutRsc[QEGVAR(interact_menu,menuBackground), "PLAIN", 1, false];}; + if (isNil QGVAR(LatestDisplayOptionMenu)) then { GVAR(LatestDisplayOptionMenu) = "triage"; } else { diff --git a/addons/medical_menu/functions/fnc_updateInformationLists.sqf b/addons/medical_menu/functions/fnc_updateInformationLists.sqf index 70903347b5..ecd700e43a 100644 --- a/addons/medical_menu/functions/fnc_updateInformationLists.sqf +++ b/addons/medical_menu/functions/fnc_updateInformationLists.sqf @@ -33,6 +33,6 @@ _amountOfGeneric = count _genericMessages; _lbCtrl lbSetColor [_forEachIndex + _amountOfGeneric, _color]; } forEach _allInjuryTexts; -if !(_allInjuryTexts isEqualTo []) then { +if (_allInjuryTexts isEqualTo []) then { _lbCtrl lbAdd localize ELSTRING(medical,NoInjuriesBodypart); }; diff --git a/addons/medical_menu/functions/fnc_updateUIInfo.sqf b/addons/medical_menu/functions/fnc_updateUIInfo.sqf index 7dee2d5123..b493b5026e 100644 --- a/addons/medical_menu/functions/fnc_updateUIInfo.sqf +++ b/addons/medical_menu/functions/fnc_updateUIInfo.sqf @@ -105,11 +105,12 @@ if (EGVAR(medical,level) >= 2) then { } forEach _bandagedwounds; } else { _damaged = [true, true, true, true, true, true]; - { - _selectionBloodLoss set [_forEachIndex, _target getHitPointDamage _x]; - if (_target getHitPointDamage _x > 0 && _forEachIndex == _selectionN) then { - _pointDamage = _target getHitPointDamage _x; + { + _selectionBloodLoss set [_forEachIndex, _x]; + + if (_x > 0 && _forEachIndex == _selectionN) then { + _pointDamage = _x; _severity = switch (true) do { case (_pointDamage > 0.5): {localize ELSTRING(medical,HeavilyWounded)}; case (_pointDamage > 0.1): {localize ELSTRING(medical,LightlyWounded)}; @@ -125,7 +126,7 @@ if (EGVAR(medical,level) >= 2) then { ] select _forEachIndex); _allInjuryTexts pushBack [format ["%1 %2", _severity, toLower _part], [1,1,1,1]]; }; - } forEach ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]; + } forEach (_target getvariable [QEGVAR(medical,bodyPartStatus), [0,0,0,0,0,0]]); }; [_selectionBloodLoss, _display] call FUNC(updateBodyImage); diff --git a/addons/medical_menu/stringtable.xml b/addons/medical_menu/stringtable.xml index 2c8713de09..1fbf5e20bc 100644 --- a/addons/medical_menu/stringtable.xml +++ b/addons/medical_menu/stringtable.xml @@ -57,6 +57,7 @@ EXAMINAR & TRATAMIENTO EXAMINER & TRAITEMENTS BADANIE & LECZENIE + VYŠETŘENÍ & LÉČBA STATUS @@ -64,6 +65,7 @@ ESTADO ÉTATS STATUS + STAV OVERVIEW @@ -71,6 +73,7 @@ DESCRIPCIÓN DESCRIPTION OPIS + PŘEHLED ACTIVITY LOG @@ -78,6 +81,7 @@ REGISTRO DE ACTIVIDAD REGISTRE DES SOINS LOGI AKTYWNOŚCI + PROTOKOL QUICK VIEW @@ -85,6 +89,7 @@ VISTA RÁPIDA VUE RAPIDE SZYBKI PODGLĄD + RYCHLÝ NÁHLED View triage Card @@ -134,6 +139,7 @@ Arrastrar/Cargar Glisser/Porter Ciągnij/Nieś + Táhnout/Nést Toggle (Self) @@ -155,6 +161,7 @@ Seleccionar Cabeza Selectioner Tête Wybierz głowę + Vybrat Hlavu Select Torso @@ -162,6 +169,7 @@ Seleccionar Torso Selectioner Torse Wybierz tors + Vybrat Trup Select Left Arm @@ -169,6 +177,7 @@ Seleccionar Brazo Izquierdo Selectioner Bras Gauche Wybierz lewą rękę + Vybrat Levou Ruku Select Right Arm @@ -176,6 +185,7 @@ Seleccionar Brazo Derecho Selectioner Bras Droit Wybierz prawą rękę + Vybrat Pravou Ruku Select Left Leg @@ -183,6 +193,7 @@ Seleccionar Pierna Izquierda Selectioner Jambe Gauche Wybierz lewą nogę + Vybrat Levou Nohu Select Right Leg @@ -190,6 +201,7 @@ Seleccionar Pierna Derecha Selectioner Jambe Droite Wybierz prawą nogę + Vybrat Pravou Nohu Head @@ -197,12 +209,14 @@ Cabeza Tête Głowa + Hlava Torso Торс Torse Tors + Trup Left Arm @@ -210,6 +224,7 @@ Brazo Izquierdo Bras Gauche Lewa ręka + Levá Ruka Right Arm @@ -217,6 +232,7 @@ Brazo Derecho Bras Droit Prawa ręka + Pravá Ruka Left Leg @@ -224,6 +240,7 @@ Pierna Izquierda Jambe Gauche Lewa noga + Levá Noha Right Leg @@ -231,6 +248,7 @@ Pierna Derecha Jambe Droite Prawa noga + Pravá Noha Body Part: %1 @@ -315,6 +333,7 @@ No respira Apnée Brak oddechu + Nedýchá Difficult breathing @@ -322,6 +341,7 @@ Dificultad para respirar Difficultée Respiratoire Trudności z oddychaniem + Potíže s dýcháním Almost no breathing @@ -329,6 +349,7 @@ Casi sin respirar Respiration Faible Prawie brak oddechu + Téměř nedýchá Bleeding @@ -336,6 +357,7 @@ Sangrando Seignement Krwawienie zewnętrzne + Krvácí in Pain @@ -343,6 +365,7 @@ Con Dolor A De La Douleur W bólu + v Bolestech Lost a lot of Blood @@ -350,6 +373,7 @@ Mucha Sangre perdida A Perdu Bcp de Sang Stracił dużo krwi + Ztratil hodně Krve Tourniquet [CAT] diff --git a/addons/medical_menu/ui/menu.hpp b/addons/medical_menu/ui/menu.hpp index ab078d4c72..342f0230a2 100644 --- a/addons/medical_menu/ui/menu.hpp +++ b/addons/medical_menu/ui/menu.hpp @@ -3,10 +3,10 @@ class GVAR(medicalMenu) { idd = 314412; movingEnable = true; - onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(medicalMenu)), _this select 0)]; [ARR_2(QUOTE(QGVAR(id)), true)] call EFUNC(common,blurScreen); [_this select 0] call FUNC(onMenuOpen);); - onUnload = QUOTE([ARR_2(QUOTE(QGVAR(id)), false)] call EFUNC(common,blurScreen); [GVAR(MenuPFHID)] call CBA_fnc_removePerFrameHandler;); + onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(medicalMenu)), _this select 0)]; [_this select 0] call FUNC(onMenuOpen);); + onUnload = QUOTE([] call FUNC(onMenuClose)); class controlsBackground { - class HeaderBackground: ACE_gui_backgroundBase{ + class HeaderBackground: ACE_gui_backgroundBase { idc = -1; SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; x = "1 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)"; diff --git a/addons/microdagr/CfgWeapons.hpp b/addons/microdagr/CfgWeapons.hpp index 9776f1c615..6fa84b6e7b 100644 --- a/addons/microdagr/CfgWeapons.hpp +++ b/addons/microdagr/CfgWeapons.hpp @@ -7,6 +7,7 @@ class CfgWeapons { scope = 2; displayName = CSTRING(itemName); descriptionShort = CSTRING(itemDescription); + model = QUOTE(PATHTOF(data\MicroDAGR.p3d)); picture = QUOTE(PATHTOF(images\microDAGR_item.paa)); class ItemInfo: InventoryItem_Base_F { mass = 2; diff --git a/addons/microdagr/data/MicroDAGR.p3d b/addons/microdagr/data/MicroDAGR.p3d new file mode 100644 index 0000000000..bd4ea59090 Binary files /dev/null and b/addons/microdagr/data/MicroDAGR.p3d differ diff --git a/addons/microdagr/data/MicroDAGR.rvmat b/addons/microdagr/data/MicroDAGR.rvmat new file mode 100644 index 0000000000..6f3522304c --- /dev/null +++ b/addons/microdagr/data/MicroDAGR.rvmat @@ -0,0 +1,92 @@ +ambient[] = {0.6,0.6,0.6,0.6}; +diffuse[] = {0.6,0.6,0.6,0.6}; +forcedDiffuse[] = {0.0,0.0,0.0,0.0}; +emmisive[] = {0.0,0.0,0.0,0.6}; +specular[] = {0.1,0.1,0.1,0.2}; +specularPower = 90.0; +PixelShaderID = "Super"; +VertexShaderID = "Super"; +class Stage1 +{ + texture="z\ace\addons\microdagr\data\MicroDAGR_nohq.paa"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; +class Stage2 +{ + texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; + uvSource="tex"; + class uvTransform + { + aside[]={0,9,0}; + up[]={4.5,0,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; +class Stage3 +{ + texture="#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; +class Stage4 +{ + texture="#(argb,8,8,3)color(1,1,1,1,AS)"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; +class Stage5 +{ + texture="z\ace\addons\microdagr\data\MicroDAGR_smdi.paa"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; +class Stage6 +{ + texture="#(ai,16,2,2)fresnel(10.4,8.3)"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,1}; + pos[]={0,0,0}; + }; +}; +class Stage7 +{ + texture="a3\data_f\env_land_co.paa"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; diff --git a/addons/microdagr/data/MicroDAGR_co.paa b/addons/microdagr/data/MicroDAGR_co.paa new file mode 100644 index 0000000000..6efd68bff5 Binary files /dev/null and b/addons/microdagr/data/MicroDAGR_co.paa differ diff --git a/addons/microdagr/data/MicroDAGR_nohq.paa b/addons/microdagr/data/MicroDAGR_nohq.paa new file mode 100644 index 0000000000..1b9c8a337c Binary files /dev/null and b/addons/microdagr/data/MicroDAGR_nohq.paa differ diff --git a/addons/microdagr/data/MicroDAGR_smdi.paa b/addons/microdagr/data/MicroDAGR_smdi.paa new file mode 100644 index 0000000000..66c69a63b3 Binary files /dev/null and b/addons/microdagr/data/MicroDAGR_smdi.paa differ diff --git a/addons/microdagr/stringtable.xml b/addons/microdagr/stringtable.xml index f6c44dfcb4..7e2261107f 100644 --- a/addons/microdagr/stringtable.xml +++ b/addons/microdagr/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -308,6 +308,7 @@ MicroDAGR - Vyplnění mapy MicroDAGR-Kartenfüllung Preenchimento de mapa do MicroDAGR + MicroDAGR - Remplissage de la carte MicroDAGR térképkitöltés Заполнение карты MicroDAGR @@ -318,6 +319,7 @@ MicroDAGR - Vyplnění mapy MicroDAGR-Kartenfüllung Preenchimento de mapa do MicroDAGR + MicroDAGR - Remplissage de la carte MicroDAGR térképkitöltés Заполнение карты MicroDAGR @@ -328,6 +330,7 @@ Wie viel Daten auf einem MicroDAGR zu sehen sind Kolik informací je načteno do MicroDAGR? Quanta informação é preenchida no mapa do MicroDAGR + Combien d'information apparaisse sur la carte du MicroDAGR Mennyi térképadatot tartalmaz a MicroDAGR Сколько данных должно отображаться на карте MicroDAGR @@ -338,6 +341,7 @@ Satellitenbild + Gebäude Satelit + Budovy Satélite completo + Edifícios + Satellite + Batiments Teljes műholdas + épületek Спутник + Здания @@ -348,6 +352,7 @@ Topografisch + Straßen Topografické + Cesty Topográfico + Estradas + Topographie + Routes Topográfia + utak Топография + Дороги @@ -358,6 +363,7 @@ Keine (kann keine Kartenansicht verwenden) Žádný (Nelze použít zobrazení mapy) Nada (Não pode usar a tela de mapa) + Rien (La vue carte n'est pas possible) Semmi (nem használható a térképnézet) Не показывать (запрещает использовать режим карты) @@ -368,8 +374,9 @@ Steuert wie viel Daten auf dem microDAGR zu sehen ist. Weniger Daten schränken die Kartenansicht ein, um mehr auf der Minimap zu sehen.<br />Quelle: microDAGR.pbo Tento modul umožňuje kontrolovat, kolik informací je obsaženo v MicroDAGR. Menší množství dat omezené zobrazením mapy ukazují méně věcí na minimapě.<br />Zdroj: microDAGR.pbo Controla quantos dados são preenchidos nos itens microDAGR. Menos dados restringe a visualização de mapa para mostrar menos informações no minimapa<br/>Fonte: MicroDAGR.pbo + Contrôle le nombre d'information disponible sur la carte du MicroDAGR. <br/>Source: microDAGR.pbo Meghatárroza a MicroDAGR objektumok térképének tartalmát. A kevesebb adat korlátozza a térképnézeti módot az eszközön. <br />Forrás: microDAGR.pbo Контролирует, сколько данных должно отображаться на карте устройств MicroDAGR. Ограничивает объем отображаемых данных на миникарте.<br />Источник: microDAGR.pbo - \ No newline at end of file + diff --git a/addons/missileguidance/stringtable.xml b/addons/missileguidance/stringtable.xml index 5e80e00e30..3a416007f4 100644 --- a/addons/missileguidance/stringtable.xml +++ b/addons/missileguidance/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -104,6 +104,7 @@ Aus Vypnout Desligado + Eteint Ki Выкл. @@ -114,6 +115,7 @@ Nur Spieler Pouze hráči Somente jogador + Seulement les joueurs Csak játékosok Только игрок @@ -124,8 +126,9 @@ Spieler und KI Hráči a AI Jogador e IA + Joueurs et IA Játékosok és AI Игрок и боты - \ No newline at end of file + diff --git a/addons/missionmodules/stringtable.xml b/addons/missionmodules/stringtable.xml index 13c97f7e59..fe06252a61 100644 --- a/addons/missionmodules/stringtable.xml +++ b/addons/missionmodules/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -8,6 +8,7 @@ ACE-Missionsmodule ACE Moduly mise Módulo de missões ACE + ACE module de mission ACE küldetési modulok Модули миссий ACE @@ -18,6 +19,7 @@ Umgebungsgeräusche [ACE] Zvuky prostředí [ACE] [ACE] Sons ambientes + Sons d'ambiance [ACE] Ambiens hangok [ACE] Звук окружения [ACE] @@ -28,6 +30,7 @@ Sounds Zvuky Sons + Sons Hangok Звуки @@ -39,6 +42,7 @@ Class names zvuků prostředí, které budou přehrány. Oddělené ',' Nomes de classe dos sons de ambiente para serem reproduzidos. Separados por "," Имена классов звуков окружения, которые должны проигрываться. Разделенные ',' + ClassNames des sons d'ambiances. Séparation par "," Minimal Distance @@ -47,6 +51,7 @@ Mindestabstand Minimální vzdálenost Distância mínima + Distance minimale Minimális távolság Минимальная дистанция @@ -57,6 +62,7 @@ Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Mindestabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest Používá se pro výpočet náhodné pozice a určuje minimální vzdálenost mezi hráči a přehrávaným zvukem. Usada para calcular uma posição aleatória e definir a distância mínima entre os jogadores e os arquivos de sons que estão sendo reproduzidos. + Utilisé pour calculer une position aléatoire et pour définir la distance minimale entre le joueur les sons lus. Egy véletlenszerű pozíció számításához használt érték, amihez megadja a minimum távolságot a játékosok és a lejátszott hangfájl(ok) között Используется для расчета случайной позиции и указывает минимальное расстояние между игроками и источниками звука @@ -67,6 +73,7 @@ Maximalabstand Maximální vzdálenost Distância máxima + Distance maximale Maximális távolság Максимальная дистанция @@ -77,6 +84,7 @@ Wird verwendet, um eine zufällige Position zu bestimmen und setzt den Maximalabstand zwischen Spielern und der/den abzuspielenden Sounddatei(en) fest Používá se pro výpočet náhodné pozice a určuje maximální vzdálenost mezi hráči a přehrávaným zvukem. Usado para calcular uma posição aleatória e definir uma distância máxima entre os jogadores e os arquivos de sons que estão sendo reproduzidos. + Utilisé pour calculer une position aléatoire et pour définir la distance maximale entre le joueur les sons lus. Egy véletlenszerű pozíció számításához használt érték, amihez megadja a maximum távolságot a játékosok és a lejátszott hangfájl(ok) között Используется для расчета случайной позиции и указывает максимальное расстояние между игроками и источниками звука @@ -87,6 +95,7 @@ Minimale Verzögerung Minimální prodleva Atraso mínimo + Délais minimal Minimum késleltetés Минимальная задержка @@ -97,6 +106,7 @@ Minimale Verzögerung zwischen abzuspielenden Sounds Minimální prodleva mezi přehrávanými zvuky Atraso mínimo entre os sons reproduzidos + Délais minimal entre les sons lus. Minimum késleltetés a lejátszott hangok között Минимальная задержка между воспроизведением звуков @@ -107,6 +117,7 @@ Maximale Verzögerung Maximální prodleva Atraso máximo + Délais maximal Maximum késleltetés Максимальная задержка @@ -117,6 +128,7 @@ Maximale Verzögerung zwischen abzuspielenden Sounds Maximální prodleva mezi přehrávanými zvuky Atraso máximo entre os sons reproduzidos + Délais maximal entre les sons lus. Maximum késleltetés a lejátszott hangok között Максимальная задержка между воспроизведением звуков @@ -127,6 +139,7 @@ Spielern folgen Následovat hráče Seguir jogadores + Suivre les joueurs Játékosok követése Следовать за игроками @@ -137,6 +150,7 @@ Spielern folgen. Wenn auf falsch gesetzt, werden Sounds nur in der Nähe des Logikmoduls abgespielt. Následuj hráče. Pokud je FALSE, smyčka zvuku bude přehrávána na nejbližší pozici logiki. Segue os jogadores. Se esta desabilitado (falso), o loop reproduzirá os sons somente perto de sua posição lógica. + Suivre le joueur. Si défini sur false, les sons seront joués en boucle autour la position logique Játékosok követése. Ha le van tiltva, az ismétlés csak a legközelebbi logikai ponton játszik le hangokat. Следовать за игроками. Если установить в Ложь, звуки будут циклически проигрываться только около позиции Логики. @@ -147,6 +161,7 @@ Lautstärke Hlasitost Volume + Volume Hangerő Громкость @@ -157,6 +172,7 @@ Lautstärke der abzuspielenden Sounds Hlasitost přehrávaného zvuku O volume em que os sons serão reproduzidos + Volume des sons lus A lejátszott hangok hangereje Громкость воспроизводимых звуков @@ -167,6 +183,7 @@ Umgebungsgeräusch-Schleife (im MP synchronisiert) Smyčka okkolního zvuku (synchronizováno v MP) Loop de sons ambientes (sincronizados através do MP) + Sons d'ambiance lus en boucle (Synchronisation MP) Ambiens hangok folyamatossága (MP alatt szinkronizálva) Циклически воспроизводимые звуки окружения (синх. между игроками) diff --git a/addons/mk6mortar/stringtable.xml b/addons/mk6mortar/stringtable.xml index ff342c1847..bd8f99da0d 100644 --- a/addons/mk6mortar/stringtable.xml +++ b/addons/mk6mortar/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -56,6 +56,7 @@ MK6-Einstellungen MK6 - Nastavení Ajustes do MK6 + Option du MK6 MK6 beállítások Настройки MK6 @@ -66,6 +67,7 @@ Luftwiderstand Odpor vzduchu Resistência do Ar + Résistance de l'air Légellenállás Сопротивление воздуха @@ -76,6 +78,7 @@ Für Spielerschüsse, Luftwiderstand und Windeffekte Pro hráčovu střelbu, Model odporu vzduchu a povětrných podmínek Para disparos do jogador, modelo de resistência de ar e efeitos de vento + Pour les tirs de joueurs, modèle de résistance à l'air et d'effet du vent Játékos általi lövésekhez, legyen-e számított légellenállás és szélhatás Для выстрелов игрока. Моделирует сопротивление воздуха и эффект ветра @@ -86,6 +89,7 @@ Erlaube MK6-Computer MK6 - Povolit počítač Permitir computador do MK6 + Autoriser l'ordinateur de tir pour MK6 MK6 számítógép engedélyezése Разрешить компьютер MK6 @@ -96,6 +100,7 @@ Zeige den Computer und den Entfernungsmesser an (diese MÜSSEN entfernt werden, wenn der Luftwiderstand aktiviert ist) Zobrazit počítač a dálkoměr (toto MUSÍ být odstraněno pokud je zapnut odpor vzduchu) Mostra o computador e o medidor de distância (estes DEVEM ser removidos se você habilitar resistência do ar) + Affiche l'ordinateur de tir (cette option doit être DESACTIVEE si la résisance à l'air est activée) A távmérő és számítógép megjelenítése (ezeket el KELL távolítani ha a légellenállás engedélyezve van) Показывает компьютер и дальномер (это НУЖНО отключить, если вы включаете сопротивление воздуха) @@ -106,6 +111,7 @@ Erlaube MK6-Kompass MK6 - Povolit kompas Permitir bússula do MK6 + Autoriser la boussole pour MK6 MK6 iránytű engedélyezése Разрешить компас MK6 @@ -116,6 +122,7 @@ Zeige MK6-Digitaler-Kompass MK6 - Zobrazit digitální kompas Mostra a bússula digital do MK6 + Affiche la boussole digitale pour le MK6 Az MK6 digitális iránytű megjelenítése Показывает цифровой компас MK6 @@ -125,6 +132,7 @@ Tento modul umožňuje nastavení minometu MK6. Este módulo permite que você ajuste o morteiro MK6. Модуль настройки миномета MK6. + Ce module permet de régler les options du mortier MK6 diff --git a/addons/mx2a/stringtable.xml b/addons/mx2a/stringtable.xml index e9abbb8e8b..f45e10bcaa 100644 --- a/addons/mx2a/stringtable.xml +++ b/addons/mx2a/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -8,6 +8,7 @@ MX-2A MX-2A MX-2A + MX-2A MX-2A MX-2A @@ -18,8 +19,9 @@ Dispositivo de imagen térmica Termální dalekohled Dispositivo de imagem térmica + Appareil d'imagerie thermique Hőleképező készülék Тепловизионный прибор - \ No newline at end of file + diff --git a/addons/nametags/stringtable.xml b/addons/nametags/stringtable.xml index ae03267035..d3616d18f4 100644 --- a/addons/nametags/stringtable.xml +++ b/addons/nametags/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -116,6 +116,7 @@ Namensanzeigen Jmenovky Etiquetas de nome + NameTags Névcímkék Имена игроков @@ -126,6 +127,7 @@ Spielernamen-Distanz Vzdálenost zobrazení jména hráčů Distância de visão dos nomes dos jogadores + Distance de vue des noms de joueurs Játékosok nevének látótávja Дистанция отображения имен @@ -136,6 +138,7 @@ Distanz in Metern bei der Spielernamen angezeigt werden. Standard: 5 Vzdálenost v metrech pro zobrazení jména. Výchozí: 5 Distância em metros que os nomes dos jogadores são mostrados. Padrão: 5 + Distance en mètres au delà de laquelle les noms de joueurs ne sont plus affichés. Défaut: 5 Méterben megadott érték a játékosok nevének mutatására. Alapértelmezett: 5 Дистанция в метрах, на которой отображаются имена игроков. По-умолчанию: 5 @@ -146,6 +149,7 @@ Zeige Namensanzeigen für KI? Zobrazit jmenovky pro AI? Mostrar nomes para IA? + Afficher les noms pour les IA? Névcímkék megjelenítése AI-nál? Показывать имена ботов? @@ -156,6 +160,7 @@ Zeige den Namen und Rang für freundliche KI-Einheiten? Standard: nicht erwzingen Zobrazit jména a hodnosti pro spřátelené AI jednotky? Výchozí: Nevynucovat Mostra o nome e patente para unidades IA aliadas? Padrão: Não forçar + Affiche le nom et le rang pour les IA alliées? Défaut : ne pas forcer Mutassa-e a szövetséges AI egységek nevét és rangját? Alapértelmezett: Nincs felülbírálás Показывать имена и звания дружественных ботов? По-умолчанию: Не обязывать @@ -166,6 +171,7 @@ Verstecken erzwingen Vynuceno skrýt Ocultar forçado + Forcer la désactivation Erőltetett rejtett Обязательно: Скрывать @@ -176,6 +182,7 @@ Anzeigen erzwingen Vynuceno zobrazit Mostrar forçado + Forcer l'affichage Erőltetett látható Обязательно: Показывать @@ -186,6 +193,7 @@ Zeige Besatzungsinfo? Zobrazit informace o posádce? Mostrar informação de tripulação? + Afficher les informations de l'équipage? Legénységi adatok megjelenítése? Показывать экипаж? @@ -196,6 +204,7 @@ Zeige Fahrzeugbesatzungsinfo oder erlaube Spielern es auszuwählen. Standard: nicht erzwingen. Zobrazit informace o posádce, nebo nechat aby si hráč vybral sám. Výchozí: Nevynucovat Mostrar informações de tripulação ou por padrão permitir a escolha dos jogadores. Padrão: Não forçar. + Afficher les informations sur l'équipage d'un véhicule. Défaut: ne pas forcer A legénységi adatok mutatása, alapértelmezett esetben a játékos által kiválasztható. Alapértelmezett: Nincs felülbírálás Показывать информацию об экипаже техники, или по-умолчанию, позволяет игрокам выбрать свою настройку. По-умолчанию: Не обязывать @@ -206,17 +215,19 @@ Zeige bei Fahrzeugen Zobrazit pro vozidla Mostrar para veículos + Montrer pour les véhicules Mutatás járműveknél Показывать для техники - Show cursor NameTag for vehicle commander (only if client has name tags enabled)Default: No + Show cursor NameTag for vehicle commander (only if client has name tags enabled) Default: No Pokazuj imię dowódcy pojazdu nad pojazdem (tylko jeżeli klient ma włączone imiona graczy). Domyślnie: Nie Muestra etiquetas de nombre en el cursor para el comandante del vehiculo (solo si el cliente tiene las etiquetas de nombre activadas) Por defecto: No Zeige Maus-Namensanzeigen für Fahrzeugkommandanten (nur wenn der Client Namensanzeigen aktiviert hat). Standard: Nein Zobrazit jmenovky pro velitele vozidla (pouze pokud má klient jmenovky povolené). Výchozí: Ne Mostrar o nome no cursor para o comandante do veículo (somente se o cliente tiver etiquetas de nomes ativada). Padrão: Não Показывать имя командира техники (только, если клиент включил отображение имен). По-умолчанию: Нет + Afficher les étiquettes de nom pour les commandants de véhicule (uniquement si l'affichage est activé pour le client). Défaut: non This module allows you to customize settings and range of Name Tags. @@ -225,6 +236,7 @@ Este módulo permite personalizar la configuración y la distancia de las Etiquetas de nombre. Tento modul umožňuje si přizpůsobit nastavení a vzdálenost jmenovky. Este módulo permite que você personalize as configurações e distâncias de etiquetas de nome. + Ce module permet le paramétrage de l'affichage des étiquettes des noms Ez a modul lehetővé teszi a névcímkék beállításainak testreszabását. Этот модуль позволяет настроить опции и дистанцию отображения имен игроков. @@ -235,6 +247,7 @@ Nur bei Maus Pouze na kurzor Somente no cursor + Seulement sous le curseur Csak kurzorra Только под курсором @@ -245,6 +258,7 @@ Nur bei Tastendruck Pouze na klávesu Somente em tecla ativada + Seulement par appui de touche Csak gombnyomásra Только по нажатию клавиши @@ -255,6 +269,7 @@ Nur Maus und Tastendruck Pouze na kurzor a klávesu Somente em cursor ou tecla ativada + Seulement sous le curseur et par appui de touche Csak kurzorra és gombnyomásra Под курсором или по нажатию клавиши @@ -265,6 +280,7 @@ Vynuceno zobrazit pouze na kurzor Erzwinge nur mit Mauszeiger anzuzeigen Forçar mostrar somente no cursor + Forcer l'affichage sous le curseur uniquement Erőltetett látható, csak kurzorra Обязательно: Только под курсором @@ -275,6 +291,7 @@ Vynuceno zobrazit pouze na klávesu Erzwinge nur mit Tastendruck anzuzeigen Forçar somente mostrar em tecla ativada + Forcer l'affichage par appui de touche uniquement Erőltetett látható, csak gombnyomásra Обязательно: Только по нажатию клавиши @@ -285,6 +302,7 @@ Vynuceno zobrazit pouze na kurzor a klávesu Erzwinge nur mit Mauszeiger und Tastendruck anzuzeigen Forçar mostrar somente em cursor e tecla ativada + Forcer l'affichage sous le curseur et par appui de touche uniquement Erőltetett látható, csak kurzorra és gombnyomásra Обязательно: Под курсором или по нажатию клавиши @@ -295,6 +313,7 @@ Verwende Namenanzeigen Použít nastavení jmenovky Usar ajustes de etiquetas de nome + Utiliser les paramètre des NamesTags Névcímkék beállításának használata Так же, как имена @@ -305,6 +324,7 @@ Immer alle zeigen Vždy zobrazit vše Sempre mostrar tudo + Toujours montrer tout Mindig minden mutatása Всегда показывать @@ -315,6 +335,7 @@ Zobrazit jména hráčů a nastavit jejich aktivaci. Výchozí: Povoleno Erlaubt das Anzeigen von Spielernamen und stellt ein, ob sie standardmäßig aktiviert oder deaktiviert sind. Standard: aktiviert Mostrar os nomes dos jogadores e definir sua ativação. Padrão: Ativado + Afficher les noms des joueurs et paramètre son activation. Défaut: activé Mutassa a játékosok nevét és kezelje az aktivációjukat. Alapértelmezett: Engedélyezve Показывать имена игроков и установить их активацию. По-умолчанию: Включено @@ -325,6 +346,7 @@ Efekt zvukových vln nad hlavami hráčů když mluví skrz PTT klávesu. Tato volba funguje s TFAR a ACRE2. Es wird ein Schallwellensymbol über den Köpfen von sprechenden Spielern angezeigt, die ihre Push-to-Talk-Taste drücken. Diese Option funktioniert mit TFAR und ACRE2. Efeito de ondas sonoras acima das cabeças dos jogadores que falam depois mantendo pressionada a tecla PTT. Esta opção funciona com TFAR e ACRE2. + Icone au dessus de la tête du joueur qui parle après avoir utilisé la touche de PTT. Option compatible avec ACRE2 et TFAR Hanghullám-effekt a beszélő játékosok feje felett a PTT-gomb lenyomásakor. Ez a beállítás TFAR és ACRE2 alatt működik. Эффект звуковой волны над головами говорящих игроков при удерживании кнопки push-to-talk. Эта опация работает также с рациями TFAR и ACRE2. @@ -335,6 +357,7 @@ Velikost jmenovky Namensschildgröße Tamanho das etiquetas de nome + Taille des noms Névcímkék mérete Размер имен игроков @@ -345,8 +368,9 @@ Velikost textu a ikon Text- und Symbolgrößen Escala de tamanho dos ícones e textos + Taille du texte et des icones Szöveg és ikon méretének skálázása Масштабирование размера текста и иконок - \ No newline at end of file + diff --git a/addons/optionsmenu/stringtable.xml b/addons/optionsmenu/stringtable.xml index 148dc06147..e3a78fb216 100644 --- a/addons/optionsmenu/stringtable.xml +++ b/addons/optionsmenu/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -224,6 +224,7 @@ Erlaube Config-Export [ACE] Povolit export natavení [ACE] [ACE] Permitir exportação de configurações + Autoriser l'exportation de la configuration [ACE] Konfiguráció-exportálás engedélyezése [ACE] Разрешить экспорт настроек [ACE] @@ -234,6 +235,7 @@ Erlaube Povolit Permitir + Autoriser Engedélyezés Разрешить @@ -244,6 +246,7 @@ Erlaube alle Einstellungen in einer Server-Config zu exportieren. Povolit exportovat všechna nastavení do formátu server configu. Permitir exportação de todas as configurações para uma configuração formatada de servidor. + Autorise l'exportation des toutes les options vers un fichier de configuration Az összes beállítás szerver-konfigurációba való exportálásának engedélyezése. Разрешить экспорт всех настроек в формате серверного конфига. @@ -254,6 +257,7 @@ Wenn erlaubt, können die Einstellungsmodifikationen angezeigt und im SP exportiert werden. Wenn auf "Exportieren" geklickt wird, wird eine formatierte Config-Datei in der Zwischenablage abgespeichert. Pokud je povoleno, budete mít přístup k modifikaci nastavení a exportování v SP. Kliknutím na export umístníte formátovaný config do vaší schránky. Quando permitido, você tem acesso à modificação de definições e exportação em SP. Clicando em exportação colocará a configuração formatada em sua área de transferência. + Quand autoriser, vous pouvez accéder au modification et à l'exporation en solo. Cliquer sur exporter placera la configuration dans le presse papier Engedélyezéskor hozzáférést kapsz a beállítások módosításához és exportálásához egyjátékos módban. Exportáláskor a formázott konfiguráció a vágólapra kerül. Когда разршен, у вас появляется доступ к модификации настроек и экспорту их в одинночном режиме. Нажатие на кнопку Экспорт поместит форматированные настройки в буфер обмена. @@ -264,6 +268,7 @@ Verstecken Skrýt Ocultar + Cacher Elrejtés Скрыть @@ -274,6 +279,7 @@ Open rechts, nach unten Vpravo nahoře, dolů Superior direito, para baixo + Haut droit, vers le bas Jobb felül, lefele Справа — сверху вниз @@ -284,6 +290,7 @@ Von rechts nach links Vpravo nahoře, do leva Superior direito, à esquerda + Haut droit, vers la gauche Jobb felül, balra Сверху — справа налево @@ -294,6 +301,7 @@ Von links, nach unten Vlevo nahoře, dolů Superior esquerdo, para baixo + Haut gauche, vers le bas Bal felül, lefele Слева - сверху вниз @@ -304,6 +312,7 @@ Oben links nach rechts Vlevo nahoře, do prava Superior esquerdo, para a direita + Haut gauche, vers la droite Bal felül, jobbra Сверху — слева направо @@ -314,6 +323,7 @@ Oben Nahoře Acima + Haut Fent Сверху @@ -324,6 +334,7 @@ Unten Dole Abaixo + Bas Alul Снизу @@ -334,6 +345,7 @@ Debug do schránky Debug in die Zwischenablage Depuração para área de transferência + Debug vers le presse papier Debug a vágólapra Отладка в буфер обмена @@ -344,20 +356,31 @@ Pošle debug informace do RPT a schránky. Protokolliert Debug-Informationen im RPT und speichert sie in der Zwischenablage. Envia informação de depuração para RPT e área de transferência. + + + Headbug Fix + + + Resets your animation state. + Copie le Debug dans le RPT et le presse papier Debug információt küld az RPT-be és a vágólapra. Отправляет отладочную информацию в RPT и буфер обмена. Headbug Fix Fix Headbug + HeadBug "Fejhiba" fix Fix Headbug + Fix Headbug Resets your animation state. Resetuje aktualną animację. + Réinitialise l'état de l'animation Visszaállítja az animációs állapotodat. Исправляет баг с зациклившейся анимацией. + Resetovat aktuální animaci. ACE News @@ -365,7 +388,8 @@ ACE-Neuigkeiten Notícias do ACE Wiadomości ACE - ACE Novinky + ACE Zprávy + Nouveautés ACE ACE hírek Новости ACE @@ -375,7 +399,7 @@ Zeige Neuigkeiten im Hauptmenü Mostrar notícias no menu principal Pokazuj wiadomości ACE w menu głównym - Zobrazit novinky v hlavním menu + Affiche les nouveautés sur l'écran principal Hírek mutatása a főmenüben Показывать новости в Главном Меню @@ -383,11 +407,13 @@ All Categories Wszystkie kategorie Все категории + Všechny Kategorie Logistics Logistyka Логистика + Logistika diff --git a/addons/overpressure/CfgEventHandlers.hpp b/addons/overpressure/CfgEventHandlers.hpp index 439270861b..6f8dba89bd 100644 --- a/addons/overpressure/CfgEventHandlers.hpp +++ b/addons/overpressure/CfgEventHandlers.hpp @@ -14,38 +14,38 @@ class Extended_PostInit_EventHandlers { class Extended_FiredBIS_EventHandlers { class CAManBase { class ADDON { - firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireLauncherBackblast)}); + firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHBB);};); }; }; class Tank { class ADDON { - firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)}); + firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};); }; }; class Car { class ADDON { - firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)}); + firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};); }; }; class Helicopter { class ADDON { - firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)}); + firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};); }; }; class Plane { class ADDON { - firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)}); + firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};); }; }; class Ship_F { class ADDON { - firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)}); + firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};); }; }; class StaticWeapon { class ADDON { - firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)}); + firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};); }; }; }; diff --git a/addons/overpressure/CfgWeapons.hpp b/addons/overpressure/CfgWeapons.hpp index e9170a4b2e..a88fa90894 100644 --- a/addons/overpressure/CfgWeapons.hpp +++ b/addons/overpressure/CfgWeapons.hpp @@ -3,6 +3,7 @@ class CfgWeapons { class LauncherCore; class Launcher: LauncherCore { + GVAR(priority) = 1; GVAR(angle) = 60; GVAR(range) = 10; GVAR(damage) = 0.7; @@ -11,6 +12,7 @@ class CfgWeapons { class Launcher_Base_F: Launcher {}; class launch_Titan_base: Launcher_Base_F { + GVAR(priority) = 1; GVAR(angle) = 40; GVAR(range) = 8; GVAR(damage) = 0.5; @@ -18,6 +20,7 @@ class CfgWeapons { class launch_Titan_short_base: launch_Titan_base { // Titan is a soft-launch launcher + GVAR(priority) = 1; GVAR(angle) = 30; GVAR(range) = 2; GVAR(damage) = 0.5; @@ -25,12 +28,14 @@ class CfgWeapons { class launch_NLAW_F: Launcher_Base_F { // NLAW is a soft-launch launcher + GVAR(priority) = 1; GVAR(angle) = 30; GVAR(range) = 2; GVAR(damage) = 0.6; }; class launch_RPG32_F: Launcher_Base_F { + GVAR(priority) = 1; GVAR(angle) = 60; GVAR(range) = 15; GVAR(damage) = 0.7; @@ -38,12 +43,14 @@ class CfgWeapons { class CannonCore; class cannon_120mm: CannonCore { + GVAR(priority) = 1; GVAR(angle) = 90; GVAR(range) = 50; GVAR(damage) = 0.85; }; class mortar_155mm_AMOS: CannonCore { + GVAR(priority) = 1; GVAR(angle) = 90; GVAR(range) = 60; GVAR(damage) = 1; diff --git a/addons/overpressure/XEH_preInit.sqf b/addons/overpressure/XEH_preInit.sqf index 5eefc5eae4..d0ce7cbcf1 100644 --- a/addons/overpressure/XEH_preInit.sqf +++ b/addons/overpressure/XEH_preInit.sqf @@ -6,5 +6,7 @@ PREP(fireLauncherBackblast); PREP(fireOverpressureZone); PREP(getDistance); PREP(overpressureDamage); - +PREP(cacheOverPressureValues); +PREP(firedEHOP); +PREP(firedEHBB); ADDON = true; diff --git a/addons/overpressure/functions/fnc_cacheOverPressureValues.sqf b/addons/overpressure/functions/fnc_cacheOverPressureValues.sqf new file mode 100644 index 0000000000..0717065c43 --- /dev/null +++ b/addons/overpressure/functions/fnc_cacheOverPressureValues.sqf @@ -0,0 +1,76 @@ +/* + * Author: joko // Jonas + * + * Handle fire of local launchers + * + * Argument: + * 0: Weapon + * 1: Magazine + * 2: Ammo + * + * Return value: + * Array: + * 0: Angle + * 1: Range + * 2: Damage + * + */ + #include "script_component.hpp" + +params ["_weapon", "_ammo", "_magazine"]; +TRACE_3("Parameter",_weapon,_magazine,_ammo); + +private ["_array", "_type", "_return", "_config" /*, "_priority"*/]; + +// get Priority Array from Config +_array = [ + getNumber (configFile >> "CfgWeapons" >> QGVAR(priority)), + getNumber (configFile >> "CfgMagazines" >> QGVAR(priority)), + getNumber (configFile >> "CfgAmmo" >> QGVAR(priority)) +]; + +TRACE_1("Proiroity Array",_array); + +/* for CBA Upadte 2.1 +_priority = _array call CBA_fnc_findMax; +_type = if (isNil "_priority") then { + 0 +} else { + _priority select 1 +}; +*/ + +// obsolete as CBA Update 2.1 start +_array params ["_max"]; + +// set Default type +_type = 0; +// get Highest Entry out the the Priority Array +{ + if (_max < _x) then { + _max = _x; + _type = _forEachIndex; + }; +} forEach _array; +// obsolete end + +TRACE_2("Highest Value",_max,_type); +// create the Config entry Point +_config = [ + (configFile >> "CfgWeapons" >> _weapon), + (configFile >> "CfgMagazines" >> _magazine), + (configFile >> "CfgAmmo" >> _ammo) +] select _type; +TRACE_1("ConfigPath",_config); + +// get the Variables out of the Configes and create a array with then +_return = [ + (getNumber (_config >> QGVAR(angle))), + (getNumber (_config >> QGVAR(range))), + (getNumber (_config >> QGVAR(damage))) +]; +TRACE_1("Return",_return); +_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine]; +missionNameSpace setVariable [format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine], _return]; + +_return diff --git a/addons/overpressure/functions/fnc_fireLauncherBackblast.sqf b/addons/overpressure/functions/fnc_fireLauncherBackblast.sqf index d5c28cca44..14ffdd2db7 100644 --- a/addons/overpressure/functions/fnc_fireLauncherBackblast.sqf +++ b/addons/overpressure/functions/fnc_fireLauncherBackblast.sqf @@ -3,22 +3,22 @@ * * Handle fire of local launchers * - * Argument: - * 0: Unit that fired (Object) - * 1: Weapon fired (String) - * 2: Muzzle (String) - * 3: Mode (String) - * 4: Ammo (String) - * 5: Magazine (String) - * 6: Projectile (Object) + * Arguments: + * 0: Unit that fired + * 1: Weapon fired + * 2: Muzzle + * 3: Mode + * 4: Ammo + * 5: Magazine + * 6: Projectile * * Return value: * None */ -//#define DEBUG_MODE_FULL + #include "script_component.hpp" -EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile); +params ["_firer", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"]; // Prevent AI from causing backblast damage if !([_firer] call EFUNC(common,isPlayer)) exitWith {}; @@ -28,11 +28,16 @@ private ["_position", "_direction"]; _position = getPosASL _projectile; _direction = [0, 0, 0] vectorDiff (vectorDir _projectile); -private ["_backblastAngle", "_backblastRange", "_backblastDamage"]; +private ["_var","_varName","_backblastAngle", "_backblastRange", "_backblastDamage"]; +// Bake variable name and check if the variable exists, call the caching function otherwise +_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine]; +_var = if (isNil _varName) then { + [_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues); +} else { + missionNameSpace getVariable _varName; +}; +_var params["_backblastAngle","_backblastRange","_backblastDamage"]; -_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2; -_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range)); -_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage)); // Damage to others private "_affected"; diff --git a/addons/overpressure/functions/fnc_fireOverpressureZone.sqf b/addons/overpressure/functions/fnc_fireOverpressureZone.sqf index 4438e4a859..3068928ba4 100644 --- a/addons/overpressure/functions/fnc_fireOverpressureZone.sqf +++ b/addons/overpressure/functions/fnc_fireOverpressureZone.sqf @@ -3,14 +3,14 @@ * * Handle fire of local vehicle weapons creating overpressure zones * - * Argument: - * 0: Unit that fired (Object) - * 1: Weapon fired (String) - * 2: Muzzle (String) - * 3: Mode (String) - * 4: Ammo (String) - * 5: Magazine (String) - * 6: Projectile (Object) + * Arguments: + * 0: Unit that fired + * 1: Weapon fired + * 2: Muzzle + * 3: Mode + * 4: Ammo + * 5: Magazine + * 6: Projectile * * Return value: * None @@ -18,8 +18,7 @@ //#define DEBUG_MODE_FULL #include "script_component.hpp" -EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile); - +params ["_firer", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"]; // Prevent AI from causing overpressure damage if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {}; //@todo non-maingun turrets? @@ -28,18 +27,23 @@ private ["_position", "_direction"]; _position = getPosASL _projectile; _direction = vectorDir _projectile; -private ["_dangerZoneAngle", "_dangerZoneRange", "_dangerZoneDamage"]; +private ["_var", "_varName", "_dangerZoneAngle", "_dangerZoneRange", "_dangerZoneDamage"]; -_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2; -_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range)); -_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage)); +// Bake variable name and check if the variable exists, call the caching function otherwise +_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine]; +_var = if (isNil _varName) then { + [_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues); +} else { + missionNameSpace getVariable _varName; +}; +_var params["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"]; // Damage to others private "_affected"; _affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange]; // Let each client handle their own affected units -["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent); +["overpressure", _affected, [_firer, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent); // Draw debug lines #ifdef DEBUG_MODE_FULL diff --git a/addons/overpressure/functions/fnc_firedEHBB.sqf b/addons/overpressure/functions/fnc_firedEHBB.sqf new file mode 100644 index 0000000000..cf2ac31561 --- /dev/null +++ b/addons/overpressure/functions/fnc_firedEHBB.sqf @@ -0,0 +1,32 @@ +/* + * Author: joko // Jonas + * + * Handle fire of local launchers + * + * Arguments: + * 0: Unit that fired + * 1: Weapon fired + * 2: Muzzle + * 3: Mode + * 4: Ammo + * 5: Magazine + * 6: Projectile + * + * Return value: + * None + */ +#include "script_component.hpp" +private ["_damage","_varName"]; +params ["", "_weapon", "", "", "_ammo", "_magazine", ""]; + +// Bake variable name and check if the variable exists, call the caching function otherwise +_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine]; +_damage = if (isNil _varName) then { + ([_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues)) select 2; +} else { + (missionNameSpace getVariable _varName) select 2; +}; + +if (_damage > 0) then { + _this call DFUNC(fireLauncherBackblast) +}; diff --git a/addons/overpressure/functions/fnc_firedEHOP.sqf b/addons/overpressure/functions/fnc_firedEHOP.sqf new file mode 100644 index 0000000000..6cec770deb --- /dev/null +++ b/addons/overpressure/functions/fnc_firedEHOP.sqf @@ -0,0 +1,32 @@ +/* + * Author: joko // Jonas + * + * Handle fire of Other Weapons + * + * Arguments: + * 0: Unit that fired + * 1: Weapon fired + * 2: Muzzle + * 3: Mode + * 4: Ammo + * 5: Magazine + * 6: Projectile + * + * Return value: + * None + */ +#include "script_component.hpp" +private ["_damage","_varName"]; +params ["", "_weapon", "", "", "_ammo", "_magazine", ""]; + +// Bake variable name and check if the variable exists, call the caching function otherwise +_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine]; +_damage = if (isNil _varName) then { + ([_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues)) select 2; +} else { + (missionNameSpace getVariable _varName) select 2; +}; + +if (_damage > 0) then { + _this call DFUNC(fireOverpressureZone) +}; diff --git a/addons/overpressure/functions/fnc_getDistance.sqf b/addons/overpressure/functions/fnc_getDistance.sqf index 905ecbd180..3b3103d951 100644 --- a/addons/overpressure/functions/fnc_getDistance.sqf +++ b/addons/overpressure/functions/fnc_getDistance.sqf @@ -3,13 +3,13 @@ * * Calculate the distance to the first intersection of a line * - * Argument: - * 0: Pos ASL of origin (Array) - * 1: Direction (Array) - * 2: Max distance to search (Number) + * Arguments: + * 0: Pos ASL of origin (ARRAY> + * 1: Direction + * 2: Max distance to search * * Return value: - * Distance to intersection (+- 0.1 m) + * Distance to intersection (+- 0.1 m) */ #include "script_component.hpp" diff --git a/addons/overpressure/functions/fnc_overpressureDamage.sqf b/addons/overpressure/functions/fnc_overpressureDamage.sqf index d1280b682f..a24367937b 100644 --- a/addons/overpressure/functions/fnc_overpressureDamage.sqf +++ b/addons/overpressure/functions/fnc_overpressureDamage.sqf @@ -4,23 +4,29 @@ * Calculate and apply backblast damage to potentially affected local units * * Argument: - * 0: Unit that fired (Object) - * 1: Pos ASL of the projectile (Array) - * 2: Direction of the projectile (Array) - * 3: Weapon fired (String) + * 0: Unit that fired + * 1: Pos ASL of the projectile + * 2: Direction of the projectile + * 3: Weapon fired + * 4: Magazine + * 5: Ammo * * Return value: * None */ #include "script_component.hpp" -EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon); +private ["_var","_overpressureAngle", "_overpressureRange", "_overpressureDamage"]; +params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"]; -private ["_overpressureAngle", "_overpressureRange", "_overpressureDamage"]; - -_overpressureAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2; -_overpressureRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range)); -_overpressureDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage)); +// Bake variable name and check if the variable exists, call the caching function otherwise +_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine]; +_var = if (isNil _varName) then { + [_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues); +} else { + missionNameSpace getVariable _varName; +}; +_var params["_overpressureAngle","_overpressureRange","_overpressureDamage"]; TRACE_4("Parameters:",_overpressureAngle,_overpressureRange,_overpressureDamage,_weapon); diff --git a/addons/overpressure/script_component.hpp b/addons/overpressure/script_component.hpp index 3a44df1f9b..fbe7cd1238 100644 --- a/addons/overpressure/script_component.hpp +++ b/addons/overpressure/script_component.hpp @@ -9,4 +9,4 @@ #define DEBUG_SETTINGS DEBUG_ENABLED_OVERPRESSURE #endif -#include "\z\ace\addons\main\script_macros.hpp" \ No newline at end of file +#include "\z\ace\addons\main\script_macros.hpp" diff --git a/addons/parachute/stringtable.xml b/addons/parachute/stringtable.xml index d29499a2bb..5ee6363c63 100644 --- a/addons/parachute/stringtable.xml +++ b/addons/parachute/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -17,7 +17,7 @@ Altimeter Watch Montre altimètre Höhenmesser - Hodinky s výškoměrem + Hodinky s Výškoměrem Zegarek z wysokościomierzem Reloj altímetro Magasságmérős karóra @@ -43,7 +43,7 @@ Paracaídas no dirigible Parachute non manœuvrable Niesterowalny spadochron - Neříditelný padák + Neříditelný Padák Irányíthatatlan ejtőernyő Неуправляемый парашют Paracadute non manovrabile @@ -52,16 +52,20 @@ Cut Parachute Fallschirm abschneiden + Couper le parachute Odetnij spadochron Ejtőernyő elvágása Обрезать стропы + Odžíznout Padák Reserve Parachute Reserve Fallschirm + Mettre de coté le parachute (????) Spadochron awaryjny Tartalék ejtőernyő Запасной парашют + Záložní Padák - \ No newline at end of file + diff --git a/addons/protection/$PBOPREFIX$ b/addons/protection/$PBOPREFIX$ deleted file mode 100644 index 7ba9736ebe..0000000000 --- a/addons/protection/$PBOPREFIX$ +++ /dev/null @@ -1 +0,0 @@ -z\ace\addons\protection \ No newline at end of file diff --git a/addons/protection/CfgVehicles.hpp b/addons/protection/CfgVehicles.hpp deleted file mode 100644 index bce583e2ec..0000000000 --- a/addons/protection/CfgVehicles.hpp +++ /dev/null @@ -1,5 +0,0 @@ - -class CfgVehicles { - #include - #include -}; diff --git a/addons/protection/CfgWeapons.hpp b/addons/protection/CfgWeapons.hpp deleted file mode 100644 index 3f706fed41..0000000000 --- a/addons/protection/CfgWeapons.hpp +++ /dev/null @@ -1,4 +0,0 @@ - -class CfgWeapons { - #include -}; diff --git a/addons/protection/FixHelmets.hpp b/addons/protection/FixHelmets.hpp deleted file mode 100644 index eb2c515e50..0000000000 --- a/addons/protection/FixHelmets.hpp +++ /dev/null @@ -1,230 +0,0 @@ - -// INTEGER -#define HELMET_ARMOR_NO_PROTECTION 0 - -// FLOAT, 0-1 -#define HELMET_PASSTHROUGH_NO_PROTECTION 1 - -/*class InventoryItem_Base_F; -class HeadgearItem: InventoryItem_Base_F { - armor = 0; - passThrough = 1; -}; - -class H_HelmetB: ItemCore { - class ItemInfo: HeadgearItem { - //mass = 40; - armor = 4; - passThrough = 0.5; - }; -}; - -class H_HelmetB_camo: H_HelmetB { - class ItemInfo: HeadgearItem { - //mass = 40; - armor = 4; - passThrough = 0.5; - }; -}; - -class H_HelmetB_light: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 30; - armor = 3; - passThrough = 0.5; - }; -}; - -class H_Booniehat_khk: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 10; - armor = 0; - passThrough = 1; - }; -}; - -class H_HelmetB_plain_mcamo: H_HelmetB {}; - -class H_HelmetSpecB: H_HelmetB_plain_mcamo { - class ItemInfo: ItemInfo { - //mass = 50; - armor = 5; - passThrough = 0.5; - }; -}; - -class H_HelmetIA: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 40; - armor = 4; - passThrough = 0.5; - }; -}; - -class H_Cap_red: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 4; - armor = 0; - passThrough = 1; - }; -}; - -class H_Cap_headphones: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 8; - armor = 0; - passThrough = 1; - }; -}; - -class H_HelmetCrew_B: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 40; - armor = 4; - passThrough = 0.5; - }; -}; - -class H_PilotHelmetFighter_B: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 50; - armor = 5; - passThrough = 0.5; - }; -}; - -class H_PilotHelmetHeli_B: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 30; - armor = 3; - passThrough = 0.5; - }; -}; - -class H_CrewHelmetHeli_B: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 30; - armor = 3; - passThrough = 0.5; - }; -}; - -class H_HelmetO_ocamo: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 50; - armor = 5; - passThrough = 0.5; - }; -}; - -class H_HelmetLeaderO_ocamo: H_HelmetO_ocamo { - class ItemInfo: ItemInfo { - //mass = 60; - armor = 6; - passThrough = 0.5; - }; -}; - -class H_MilCap_ocamo: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 6; - armor = 0; - passThrough = 1; - }; -}; - -class H_BandMask_blk: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 8; - armor = 0; - passThrough = 1; - }; -}; - -class H_HelmetSpecO_ocamo: H_HelmetO_ocamo { - class ItemInfo: ItemInfo { - //mass = 40; - armor = 4; - passThrough = 0.5; - }; -}; - -class H_Bandanna_surfer: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 8; - armor = 0; - passThrough = 1; - }; -}; - -class H_Shemag_khk: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 6; - armor = 0; - passThrough = 1; - }; -}; - -class H_ShemagOpen_khk: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 6; - armor = 0; - passThrough = 1; - }; -}; - -class H_Beret_blk: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 6; - armor = 0; - passThrough = 1; - }; -}; - -class H_Beret_02: H_Beret_blk { - class ItemInfo: ItemInfo { - //mass = 6; - armor = 0; - passThrough = 1; - }; -}; - -class H_Watchcap_blk: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 6; - armor = 0; - passThrough = 1; - }; -}; - -class H_TurbanO_blk: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 8; - armor = 0; - passThrough = 1; - }; -}; - -class H_StrawHat: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 6; - armor = 0; - passThrough = 1; - }; -}; - -class H_Hat_blue: H_HelmetB { - class ItemInfo: ItemInfo { - //mass = 6; - armor = 0; - passThrough = 1; - }; -}; - -class H_RacingHelmet_1_F: H_HelmetB_camo { - class ItemInfo: ItemInfo { - //mass = 50; - armor = 5; - passThrough = 0.5; - }; -};*/ diff --git a/addons/protection/FixUniforms.hpp b/addons/protection/FixUniforms.hpp deleted file mode 100644 index e69de29bb2..0000000000 diff --git a/addons/protection/FixVests.hpp b/addons/protection/FixVests.hpp deleted file mode 100644 index f3d1ad2b3d..0000000000 --- a/addons/protection/FixVests.hpp +++ /dev/null @@ -1,303 +0,0 @@ - -class ItemCore; -class VestItem; - -class Vest_Camo_Base: ItemCore { - class ItemInfo: VestItem { - /*containerClass = "Supply0"; - mass = 0; - armor = 0; - passThrough = 1;*/ - }; -}; -class Vest_NoCamo_Base: ItemCore { - class ItemInfo: VestItem { - /*containerClass = "Supply0"; - mass = 0; - armor = 0; - passThrough = 1;*/ - }; -}; - -// belts -class V_Rangemaster_belt: Vest_NoCamo_Base { - class ItemInfo: ItemInfo { - /*containerClass = "Supply40"; - mass = 10; - armor = 0; - passThrough = 1;*/ - }; -}; - -// bandolliers -class V_BandollierB_khk: Vest_Camo_Base { - class ItemInfo: ItemInfo { - /*containerClass = "Supply80"; - mass = 15; - armor = 0;*/ - passThrough = 0.85; //1; - }; -}; -/*class V_BandollierB_cbr: V_BandollierB_khk { - class ItemInfo: ItemInfo {}; -}; -class V_BandollierB_rgr: V_BandollierB_khk { - class ItemInfo: ItemInfo {}; -}; -class V_BandollierB_blk: V_BandollierB_khk { - class ItemInfo: ItemInfo {}; -}; -class V_BandollierB_oli: V_BandollierB_khk { - class ItemInfo: ItemInfo {}; -};*/ - -// plate carriers -class V_PlateCarrier1_rgr: Vest_NoCamo_Base { // lite - class ItemInfo: ItemInfo { - /*containerClass = "Supply140"; - mass = 80;*/ - armor = 8; //20; - passThrough = 0.75; //0.5; - }; -}; -class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { // heavy - class ItemInfo: ItemInfo { - /*containerClass = "Supply140"; - mass = 100;*/ - armor = 12; //30; - passThrough = 0.75; //0.5; - }; -}; -class V_PlateCarrier3_rgr: Vest_NoCamo_Base { // heavy (us) - class ItemInfo: ItemInfo { - /*containerClass = "Supply140"; - mass = 100;*/ - armor = 12; //30; - passThrough = 0.75; //0.5; - }; -}; -class V_PlateCarrierGL_rgr: Vest_NoCamo_Base { // lite (gl) - class ItemInfo: ItemInfo { - containerClass = "Supply160"; //"Supply140"; - /*mass = 100;*/ - armor = 8; //100; - passThrough = 0.75; //0.7; - }; -}; -class V_PlateCarrier1_blk: Vest_Camo_Base { // heavy (black) - class ItemInfo: ItemInfo { - /*containerClass = "Supply140";*/ - mass = 100; //80; - armor = 12; //20; - passThrough = 0.75; //0.5; - }; -}; -class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base { // lite (special) - class ItemInfo: ItemInfo { - /*containerClass = "Supply100"; - mass = 120;*/ - armor = 16; //40; - passThrough = 0.75; //0.1; - }; -}; - -// chestrigs -/*class V_Chestrig_khk: Vest_Camo_Base { - class ItemInfo: ItemInfo { - containerClass = "Supply140"; - mass = 20; - armor = 0; - passThrough = 1; - }; -}; -class V_Chestrig_rgr: V_Chestrig_khk {}; -class V_Chestrig_blk: V_Chestrig_khk {}; -class V_Chestrig_oli: Vest_Camo_Base { - class ItemInfo: ItemInfo { - containerClass = "Supply140"; - mass = 20; - armor = 0; - passThrough = 1; - }; -};*/ - -// tactical vests -class V_TacVest_khk: Vest_Camo_Base { - class ItemInfo: ItemInfo { - /*containerClass = "Supply100"; - mass = 40;*/ - armor = 8; //20; - /*passThrough = 1;*/ - }; -}; -class V_TacVest_brn: V_TacVest_khk {}; -class V_TacVest_oli: V_TacVest_khk {}; -class V_TacVest_blk: V_TacVest_khk {}; -class V_TacVest_camo: Vest_Camo_Base { - class ItemInfo: ItemInfo { - /*containerClass = "Supply100"; - mass = 40;*/ - armor = 8; //20; - /*passThrough = 1;*/ - }; -}; -class V_TacVest_blk_POLICE: Vest_Camo_Base { - class ItemInfo: ItemInfo { - /*containerClass = "Supply100";*/ - mass = 40; //60; - armor = 8; //100; - passThrough = 1; //0.7; - }; -}; -class V_TacVestIR_blk: Vest_NoCamo_Base { // raven vest - class ItemInfo: VestItem { - /*containerClass = "Supply100"; - mass = 50;*/ - armor = 8; //20; - passThrough = 0.85; //0.5; - }; -}; -class V_TacVestCamo_khk: Vest_Camo_Base { - class ItemInfo: VestItem { - /*containerClass = "Supply100"; - mass = 40;*/ - armor = 8; //20; - /*passThrough = 1;*/ - }; -}; - -// harnesses -class V_HarnessO_brn: Vest_NoCamo_Base { - class ItemInfo: ItemInfo { - /*containerClass = "Supply160"; - mass = 30; - armor = 0;*/ - passThrough = 0.85; //0.5; - }; -}; -class V_HarnessOGL_brn: Vest_NoCamo_Base { // gl - class ItemInfo: ItemInfo { - /*containerClass = "Supply120"; - mass = 20; - armor = 0;*/ - passThrough = 0.85; //0.5; - }; -}; -class V_HarnessO_gry: V_HarnessO_brn { - class ItemInfo: ItemInfo { - /*containerClass = "Supply160"; - mass = 30; - armor = 0;*/ - passThrough = 0.85; //0.5; - }; -}; -class V_HarnessOGL_gry: V_HarnessO_gry { // gl - class ItemInfo: ItemInfo { - /*containerClass = "Supply120"; - mass = 20; - armor = 0;*/ - passThrough = 0.85; //0.5; - }; -}; -class V_HarnessOSpec_brn: V_HarnessO_brn { - class ItemInfo: VestItem { - /*containerClass = "Supply160"; - mass = 30; - armor = 0;*/ - passThrough = 0.85; //0.5; - }; -}; -class V_HarnessOSpec_gry: V_HarnessO_gry { - class ItemInfo: ItemInfo { - /*containerClass = "Supply160"; - mass = 30; - armor = 0;*/ - passThrough = 0.85; //0.5; - }; -}; - -// indep plate carriers -class V_PlateCarrierIA1_dgtl: Vest_NoCamo_Base { // lite - class ItemInfo: VestItem { - /*containerClass = "Supply120"; - mass = 60;*/ - armor = 8; //20; - passThrough = 0.75; //0.5; - }; -}; -class V_PlateCarrierIA2_dgtl: V_PlateCarrierIA1_dgtl { // heavy - class ItemInfo: VestItem { - /*containerClass = "Supply120"; - mass = 80;*/ - armor = 12; //30; - passThrough = 0.75; //0.5; - }; -}; -class V_PlateCarrierIAGL_dgtl: V_PlateCarrierIA2_dgtl { // heavy (gl) - class ItemInfo: VestItem { - containerClass = "Supply140"; //"Supply120"; - mass = 100; //80; - armor = 12; //100; - passThrough = 0.75; //0.7; - }; -}; - -// rebreather -/*class V_RebreatherB: Vest_Camo_Base { - class ItemInfo: ItemInfo { - containerClass = "Supply0"; - mass = 80; - armor = 20; - passThrough = 1; - }; -}; -class V_RebreatherIR: V_RebreatherB {}; -class V_RebreatherIA: V_RebreatherB {};*/ - -// more plate carriers -class V_PlateCarrier_Kerry: V_PlateCarrier1_rgr { // lighter - class ItemInfo: ItemInfo { - /*containerClass = "Supply140"; - mass = 80;*/ - armor = 8; //30; - passThrough = 0.75; //0.5; - }; -}; -class V_PlateCarrierL_CTRG: V_PlateCarrier1_rgr { // lite - class ItemInfo: ItemInfo { - /*containerClass = "Supply140"; - mass = 80;*/ - armor = 8; //20; - passThrough = 0.75; //0.5; - }; -}; -class V_PlateCarrierH_CTRG: V_PlateCarrier2_rgr { // heavy - class ItemInfo: ItemInfo { - /*containerClass = "Supply140"; - mass = 100;*/ - armor = 12; //30; - passThrough = 0.75; //0.5; - }; -}; - -// another tactical vest -class V_I_G_resistanceLeader_F: V_TacVest_camo { - class ItemInfo: ItemInfo {}; -}; - -// press vest -class V_Press_F: Vest_Camo_Base { - class ItemInfo: ItemInfo { - /*containerClass = "Supply40"; - mass = 20;*/ - armor = 8; //0; ? - /*passThrough = 1;*/ - }; -}; - -// marksman dlc -/*class V_PlateCarrierGL_blk: V_PlateCarrierGL_rgr {}; -class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr {}; -class V_PlateCarrierSpec_blk: V_PlateCarrierSpec_rgr {}; -class V_PlateCarrierSpec_mtp: V_PlateCarrierSpec_rgr {}; -class V_PlateCarrierIAGL_oli: V_PlateCarrierIAGL_dgtl {};*/ diff --git a/addons/protection/README.md b/addons/protection/README.md deleted file mode 100644 index a6def1a1bc..0000000000 --- a/addons/protection/README.md +++ /dev/null @@ -1,12 +0,0 @@ -ace_protection -============== - -Fixes and tweaks the protection values of body armour. - - -## Maintainers - -The people responsible for merging changes to this component or answering potential questions. - -- [KoffeinFlummi](https://github.com/KoffeinFlummi) -- [commy2](https://github.com/commy2) diff --git a/addons/protection/config.cpp b/addons/protection/config.cpp deleted file mode 100644 index bb4ef3f739..0000000000 --- a/addons/protection/config.cpp +++ /dev/null @@ -1,16 +0,0 @@ -#include "script_component.hpp" - -class CfgPatches { - class ADDON { - units[] = {}; - weapons[] = {}; - requiredVersion = REQUIRED_VERSION; - requiredAddons[] = {"ace_common"}; - author[] = {"commy2"}; - authorUrl = "https://github.com/commy2"; - VERSION_CONFIG; - }; -}; - -#include "CfgVehicles.hpp" -#include "CfgWeapons.hpp" diff --git a/addons/protection/script_component.hpp b/addons/protection/script_component.hpp deleted file mode 100644 index 1b2774a8ef..0000000000 --- a/addons/protection/script_component.hpp +++ /dev/null @@ -1,12 +0,0 @@ -#define COMPONENT protection -#include "\z\ace\addons\main\script_mod.hpp" - -#ifdef DEBUG_ENABLED_PROTECTION - #define DEBUG_MODE_FULL -#endif - -#ifdef DEBUG_ENABLED_PROTECTION - #define DEBUG_SETTINGS DEBUG_ENABLED_PROTECTION -#endif - -#include "\z\ace\addons\main\script_macros.hpp" \ No newline at end of file diff --git a/addons/rangecard/stringtable.xml b/addons/rangecard/stringtable.xml index 5faa244513..b59e468fa3 100644 --- a/addons/rangecard/stringtable.xml +++ b/addons/rangecard/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -19,6 +19,7 @@ Přidat 50 METRŮ -- MRAD/MRAD (síťka/věže) 50-Meter-Schritte MRAD/MRAD (Fadenkreuz/Geschützturm) Incrementos de 50 METROS - MRAD/MRAD (retícula/torres) + Incrément de 50m -- MRAD/MRAD (réticule/tourelle) Intervalle 50 mètres -- millième/millième (réticule/tambours) 50 MÉTERES lépések - MRAD/MRAD (célzó/lövegek) Шаг 50 МЕТРОВ - MRAD/MRAD (сетка/маховички) @@ -30,6 +31,7 @@ Otevřít vzdálenostní tabulku Öffne Entfernungsspinne Abrir tabela de distâncias + Ouvrir la table de tir Afficher table de tir Távolsági kártya kinyitása Открыть таблицу поправок @@ -41,6 +43,7 @@ Otevřít kopii vzdálenostní tabulky Öffne Kopie der Entfernungsspinne Abrir cópia da tabela de distâncias + Ouvrir une copie de la table de tir Afficher table de tir copiée Távolsági kártya-másolat kinyitása Открыть копию таблицы поправок @@ -52,6 +55,7 @@ Otevřít vzdálenostní tabulku Öffne Entfernungsspinne Abrir tabela de distäncias + Ouvrir la table de tir Afficher table de tir Távolsági kártya kinyitása Открыть таблицу поправок @@ -63,6 +67,7 @@ Otevřít kopii vzdálenostní tabulky Öffne Kopie der Entfernungsspinne Abrir cópia da tabela de distâncias + Ouvrir une copie de la table de tir Afficher table de tir copiée Távolsági kártya-másolat kinyitása Открыть копию таблицы поправок @@ -74,6 +79,7 @@ Kopírovat vzdálenostní tabulku Kopiere Entfernungsspinne Copiar tabela de distäncias + Recopier la table de tir Copier table de tir Távolsági kártya másolása Скопировать таблицу поправок diff --git a/addons/repair/ACE_Settings.hpp b/addons/repair/ACE_Settings.hpp index 48d3a9c0c6..fc3f063fb1 100644 --- a/addons/repair/ACE_Settings.hpp +++ b/addons/repair/ACE_Settings.hpp @@ -57,8 +57,15 @@ class ACE_Settings { displayName = CSTRING(engineerSetting_fullRepair_name); description = CSTRING(engineerSetting_fullRepair_description); typeName = "SCALAR"; - value = 3; + value = 2; values[] = {CSTRING(engineerSetting_anyone), CSTRING(engineerSetting_EngineerOnly), CSTRING(engineerSetting_RepairSpecialistOnly)}; category = ECSTRING(OptionsMenu,CategoryLogistics); }; + class GVAR(addSpareParts) { + displayName = CSTRING(addSpareParts_name); + description = CSTRING(addSpareParts_description); + typeName = "BOOL"; + value = 1; + category = ECSTRING(OptionsMenu,CategoryLogistics); + }; }; diff --git a/addons/repair/CfgEventHandlers.hpp b/addons/repair/CfgEventHandlers.hpp index 08ec6bad15..2a4386f5b0 100644 --- a/addons/repair/CfgEventHandlers.hpp +++ b/addons/repair/CfgEventHandlers.hpp @@ -13,31 +13,31 @@ class Extended_PostInit_EventHandlers { class Extended_Init_EventHandlers { class Car { class ADDON { - init = QUOTE(_this call DFUNC(addRepairActions)); + init = QUOTE(_this call DFUNC(addRepairActions); _this call DFUNC(addSpareParts)); }; }; class Tank { class ADDON { - init = QUOTE(_this call DFUNC(addRepairActions)); + init = QUOTE(_this call DFUNC(addRepairActions); _this call DFUNC(addSpareParts)); }; }; class Helicopter { class ADDON { - init = QUOTE(_this call DFUNC(addRepairActions)); + init = QUOTE(_this call DFUNC(addRepairActions); _this call DFUNC(addSpareParts)); }; }; class Plane { class ADDON { - init = QUOTE(_this call DFUNC(addRepairActions)); + init = QUOTE(_this call DFUNC(addRepairActions); _this call DFUNC(addSpareParts)); }; }; class Ship_F { class ADDON { - init = QUOTE(_this call DFUNC(addRepairActions)); + init = QUOTE(_this call DFUNC(addRepairActions); _this call DFUNC(addSpareParts)); }; }; }; diff --git a/addons/repair/CfgVehicles.hpp b/addons/repair/CfgVehicles.hpp index 27e8890dbc..e9ca5258ba 100644 --- a/addons/repair/CfgVehicles.hpp +++ b/addons/repair/CfgVehicles.hpp @@ -91,6 +91,12 @@ class CfgVehicles { class Special { name = CSTRING(engineerSetting_RepairSpecialistOnly); value = 2; default = 1;}; }; }; + class addSpareParts { + displayName = CSTRING(addSpareParts_name); + description = CSTRING(addSpareParts_description); + typeName = "BOOL"; + defaultValue = 1; + }; }; class ModuleDescription { description = CSTRING(moduleDescription); @@ -215,19 +221,57 @@ class CfgVehicles { sync[] = {}; }; }; + class ACE_moduleAddSpareParts: Module_F { + scope = 2; + displayName = CSTRING(AddSpareParts_Module_DisplayName); + icon = QUOTE(PATHTOF(ui\Icon_Module_Repair_ca.paa)); + category = "ACE_Logistics"; + function = QFUNC(moduleAddSpareParts); + functionPriority = 10; + isGlobal = 0; + isTriggerActivated = 0; + isDisposable = 0; + author = ECSTRING(common,ACETeam); + class Arguments { + class List { + displayName = CSTRING(AddSpareParts_List_DisplayName); + description = CSTRING(AddSpareParts_List_Description); + defaultValue = ""; + typeName = "STRING"; + }; + class Part { + displayName = CSTRING(AddSpareParts_Part_DisplayName); + description = CSTRING(AddSpareParts_Part_Description); + typeName = "STRING"; + class values { + class Wheel { + name = CSTRING(SpareWheel); + value = "ACE_Wheel"; + default = 1; + }; + class Track { + name = CSTRING(SpareTrack); + value = "ACE_Track"; + }; + }; + }; + class Amount { + displayName = CSTRING(AddSpareParts_Amount_DisplayName); + description = CSTRING(AddSpareParts_Amount_Description); + typeName = "NUMBER"; + defaultValue = 1; + }; + }; + class ModuleDescription { + description = CSTRING(AddSpareParts_Module_Description); + sync[] = {}; + }; + }; class LandVehicle; class Car: LandVehicle { MACRO_REPAIRVEHICLE - class ACE_Cargo { - class Cargo { - class ACE_Wheel { - type = "ACE_Wheel"; - amount = 1; - }; - }; - }; }; class Tank: LandVehicle { diff --git a/addons/repair/XEH_preInit.sqf b/addons/repair/XEH_preInit.sqf index 8d2f1d8497..f94c230f29 100644 --- a/addons/repair/XEH_preInit.sqf +++ b/addons/repair/XEH_preInit.sqf @@ -3,6 +3,7 @@ ADDON = false; PREP(addRepairActions); +PREP(addSpareParts); PREP(canMiscRepair); PREP(canRemove); PREP(canRepair); @@ -24,6 +25,7 @@ PREP(isEngineer); PREP(isInRepairFacility); PREP(isNearRepairVehicle); PREP(isRepairVehicle); +PREP(moduleAddSpareParts); PREP(moduleAssignEngineer); PREP(moduleAssignRepairVehicle); PREP(moduleAssignRepairFacility); diff --git a/addons/repair/functions/fnc_addSpareParts.sqf b/addons/repair/functions/fnc_addSpareParts.sqf new file mode 100644 index 0000000000..4d3197c8e8 --- /dev/null +++ b/addons/repair/functions/fnc_addSpareParts.sqf @@ -0,0 +1,45 @@ +/* + * Author: Jonpas + * Adds spare parts to the vehicle. Before SettingsInitialized only collect for later execution. + * + * Arguments: + * 0: Vehicle + * 1: Amount (default: 1) + * 2: Spare Part Classname (default: "") + * 3: Force (add even if setting is disabled) (default: false) + * + * Return Value: + * None + * + * Example: + * [vehicle] call ace_repair_fnc_addSpareParts + * + * Public: No + */ +#include "script_component.hpp" + +private ["_part"]; +params ["_vehicle", ["_amount", 1], ["_part", ""], ["_force", false]]; +TRACE_2("params",_vehicle,_amount); + +// Exit if ace_cargo is not loaded +if !(["ace_cargo"] call EFUNC(common,isModLoaded)) exitWith {}; + +// Collect until SettingsInitialized +if (!EGVAR(common,settingsInitFinished)) exitWith { + EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addSpareParts), _this]; +}; + +// Exit if not forced and add spare parts is disabled (after settings initted to make sure it really is) +if (!_force && !GVAR(addSpareParts)) exitWith {}; + +// Select appropriate part +if (_part == "") then { + if (_vehicle isKindOf "Car") then { _part = "ACE_Wheel" }; + if (_vehicle isKindOf "Tank") then { _part = "ACE_Track" }; +}; +// Exit if no appropriate part +if (_part == "") exitWith {}; + +// Load +["AddCargoByClass", [_part, _vehicle, _amount]] call EFUNC(common,localEvent); diff --git a/addons/repair/functions/fnc_moduleAddSpareParts.sqf b/addons/repair/functions/fnc_moduleAddSpareParts.sqf new file mode 100644 index 0000000000..46689951a7 --- /dev/null +++ b/addons/repair/functions/fnc_moduleAddSpareParts.sqf @@ -0,0 +1,61 @@ +/* + * Author: Jonpas + * Adds spare parts to a vehicle. + * + * Arguments: + * 0: The module logic + * 1: Synchronized units + * 2: Activated + * + * Return Value: + * None + * + * Example: + * function = "ace_repair_fnc_moduleAssignRepairVehicle" + * + * Public: No + */ +#define DEBUG_MODE_FULL +#include "script_component.hpp" + +params ["_logic"]; + +if (!isNull _logic) then { + private ["_list", "_part", "_amount", "_nilCheckPassedList"]; + // Module settings + _list = _logic getVariable ["List", ""]; + _part = _logic getVariable ["Part", 0]; + _amount = _logic getVariable ["Amount", 1]; + + // Parse list + _nilCheckPassedList = ""; + { + _x = [_x] call EFUNC(common,stringRemoveWhiteSpace); + if !(isnil _x) then { + if (_nilCheckPassedList == "") then { + _nilCheckPassedList = _x; + } else { + _nilCheckPassedList = _nilCheckPassedList + "," + _x; + }; + }; + } forEach ([_list, ","] call BIS_fnc_splitString); + _list = "[" + _nilCheckPassedList + "]"; + _list = [] call compile _list; + + // Add synchronized objects to list + { + _list pushBack _x; + } forEach (synchronizedObjects _logic); + + if (_list isEqualTo []) exitWith {}; + + TRACE_3("module info parsed",_list,_part,_amount); + // Add spare parts + { + if (!isNil "_x" && {typeName _x == typeName objNull}) then { + [_x, _amount, _part, true] call FUNC(addSpareParts); + }; + } forEach _list; +}; + +true diff --git a/addons/repair/functions/fnc_moduleRepairSettings.sqf b/addons/repair/functions/fnc_moduleRepairSettings.sqf index 3b97d2f168..2c7e406490 100644 --- a/addons/repair/functions/fnc_moduleRepairSettings.sqf +++ b/addons/repair/functions/fnc_moduleRepairSettings.sqf @@ -31,4 +31,6 @@ if (!isServer) exitWith {}; [_logic, QGVAR(fullRepairLocation), "fullRepairLocation"] call EFUNC(common,readSettingFromModule); [_logic, QGVAR(engineerSetting_fullRepair), "engineerSetting_fullRepair"] call EFUNC(common,readSettingFromModule); +[_logic, QGVAR(addSpareParts), "addSpareParts"] call EFUNC(common,readSettingFromModule); + diag_log text "[ACE]: Repair Module Initialized."; diff --git a/addons/repair/stringtable.xml b/addons/repair/stringtable.xml index de69421fae..56aa2e14c0 100644 --- a/addons/repair/stringtable.xml +++ b/addons/repair/stringtable.xml @@ -1,5 +1,4 @@  - @@ -8,7 +7,7 @@ Cadena de repuesto Chenille de réserve Zapasowa gąsienica - Náhradní pásy + Náhradní Pásy Lagarta Reserva Cingolo di scorta Pót lánctalp @@ -32,7 +31,7 @@ Cambiar rueda Changer Roue Wymień koło - Vyměňit kolo + Vyměňit Kolo Trocar Roda Sostituisci la ruota Kerék cseréje @@ -43,12 +42,14 @@ Ersetze Reifen ... Wymienianie koła ... Замена колеса ... + Měním Kolo ... Wheel replaced Reifen ersetzt Koło zostało wymienione Колесо заменено + Kolo vyměněno Remove Wheel @@ -67,57 +68,68 @@ Entferne Reifen ... Zdejmowanie koła ... Снятие колеса ... + Odstraňuji Kolo ... Wheel removed Reifen entfernt Koło zostało zdjęte Колесо снято + Kolo odstraněno Change Track Wymień gąsienicę Заменить гусеницу + Vyměnit Pás Replacing Track ... Wymienianie gąsienicy ... Замена гусеницы ... + Měním Pás ... Track replaced Gąsienica została wymieniona Гусеница заменена + Pás vyměněn Remove Track Zdejmij gąsienicę Снять гусеницу + Odstranit Pás Removing Track ... Zdejmowanie gąsienicy ... Снятие гусеницы ... + Odstraňuji Pás ... Track removed Gąsienica została zdjęta Гусеница снята + Pás odstraněn Full Repair Pełna naprawa Полный ремонт + Kompletní Oprava Repairing Vehicle ... Naprawianie pojazdu ... Ремонт транспорта ... + Opravuji Vozidlo ... Full Repair Locations Lokaliz. pełnej naprawy Места полного ремонта + Lokace pro Kompletní Opravu At what locations can a vehicle be fully repaired? @@ -128,12 +140,21 @@ Allow Full Repair Zezwól na pełną naprawę Полный ремонт выполняют + Povolit Kompletní Opravu Who can perform a full repair on a vehicle? Kto może przeprowadzić pełną naprawę pojazdu? Кто может выполнять полный ремонт? + + Add Spare Parts + Dodaj części zam. + + + Add spare parts to vehicles (requires Cargo component)? + Czy dodać do pojazdów części zamienne? Wymaga włączonego cargo. + Repair >> Reparieren >> @@ -150,6 +171,7 @@ Display text on repair Wyświetl tekst przy naprawie Отображать текст при ремонте + Zobrazit text při opravě Display a notification whenever you repair a vehicle @@ -197,6 +219,7 @@ Bauteil vollständig repariert W pełni naprawiono część Полностью отремонтированная часть + Kompletně opravená část Partially repaired %1 @@ -209,6 +232,7 @@ %1 vollständig repariert W pełni naprawiono: %1 Полностью отремонтировано: %1 + Kompletně opraveno %1 Partially repaired %1 @@ -254,14 +278,18 @@ Left Horizontal Stabilizer + Lewy statecznik poziomy Левый горизонтальный стабилизатор Right Horizontal Stabilizer + Prawy statecznik poziomy Правый горизонтальный стабилизатор Vertical Stabilizer + Vertikální Stabilizátor + Statecznik pionowy Вертикальный стабилизатор @@ -278,30 +306,42 @@ Transmission + Převodovka + Skrzynia biegów Трансмиссия Gear + Podwozie Коробка передач Starter + Zapłon + Startér Стартер Tail + Ogon + Ocas Хвост - - Pilot Tube + + Pitot Tube + Rurka Pitota + Pilotova Trubice Кокпит Static Port + Port statyczny Статический иллюминатор Ammo + Munice + Amunicja Боеприпасы @@ -331,6 +371,8 @@ Missiles Ракеты + Rakety + Rakiety Left Track @@ -482,7 +524,7 @@ Rotor de cola Rotor anticouple Tylni rotor - Zadní Rotor + Ocasní Rotor Rotor de Cauda Rotore di coda Farokrotor @@ -544,36 +586,43 @@ Anyone Ktokolwiek Кто угодно + Kdokoliv Engineer only Tylko mechanicy Только инженеры + Pouze inženýr Repair Specialist only Tylko inżynierowie Только ремонтные специалисты + Pouze specialista na opravování Allow Wheel Wymiana kół Разрешить замену колес + Možnost Výměny Kol Who can remove and replace wheels? Kto może zdejmować i zmieniać koła? Кто может снимать и заменять колеса? + Kdo může odstranit a vyměnit kola? Allow Repair Możliwość naprawy Разрешить ремонт + Možnost Opravování Who can perform repair actions? Kto może wykonywać czynności związane z naprawą pojazdów? Кто может выполнять ремонт? + Kdo může provádět opravy? Repair Threshold @@ -609,6 +658,7 @@ Anywhere Wszędzie Где угодно + Kdekoliv Repair Vehicle only @@ -629,11 +679,13 @@ Assign Engineer Przydziel inżyniera Назначить инженером + Přiřadit Inženýra List Lista Список + Seznam List of unit names that will be classified as engineer, separated by commas. @@ -654,16 +706,19 @@ None Żadny Нет + Nikdo Engineer Mechanik Инженер + Inženýr Specialist Inżynier Специалист + Specialista Assign one or multiple units as an engineer @@ -679,6 +734,7 @@ List Lista Список + Seznam List of vehicles that will be classified as repair vehicle, separated by commas. @@ -709,6 +765,7 @@ List Lista Список + Seznam List of objects that will be classified as repair Facility, separated by commas. @@ -730,5 +787,37 @@ Przydziel klasę budynku naprawczego do jednego lub kilku budynków. Назначить один или несколько объектов ремонтными сооружениями + + Add Spare Parts + Dodaj części zam. + + + Add spare parts to one or multiple objects + Dodaj części zamienne do jednego lub wielu obiektów. + + + List + Lista + + + List of objects that will get spare parts added, separated by commas. + Lista obiektów, które otrzymają części zamienne, oddzielone przecinkiem. + + + Part + Część + + + Spare part. + Część zamienna. + + + Amount + Ilość + + + Number of selected spare parts. + Ilość wybranych części zamiennych. + diff --git a/addons/respawn/functions/fnc_restoreGear.sqf b/addons/respawn/functions/fnc_restoreGear.sqf index 7e55c1d8e2..fd3f03d7aa 100644 --- a/addons/respawn/functions/fnc_restoreGear.sqf +++ b/addons/respawn/functions/fnc_restoreGear.sqf @@ -182,15 +182,18 @@ _activeWeapon = _activeWeaponAndMuzzle select 0; _activeMuzzle = _activeWeaponAndMuzzle select 1; _activeWeaponMode = _activeWeaponAndMuzzle select 2; -if (_activeMuzzle != "" and _activeMuzzle != _activeWeapon) then { +if (!(_activeMuzzle isEqualTo "") and + !(_activeMuzzle isEqualTo _activeWeapon) and + (_activeMuzzle in getArray (configfile >> "CfgWeapons" >> _activeWeapon >> "muzzles"))) then { + _unit selectWeapon _activeMuzzle; } else { - if (_activeWeapon != "") then { + if (!(_activeWeapon isEqualTo "")) then { _unit selectWeapon _activeWeapon; }; }; -if (currentWeapon _unit != "") then { +if (!(currentWeapon _unit isEqualTo "")) then { private ["_index"]; _index = 0; while { diff --git a/addons/respawn/stringtable.xml b/addons/respawn/stringtable.xml index 0055860e28..0406b4caa6 100644 --- a/addons/respawn/stringtable.xml +++ b/addons/respawn/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -152,6 +152,7 @@ Respawn-System Systém znovuzrození Sistema de Renascimento + Système de Respawn Respawn-rendszer Возрождение @@ -162,6 +163,7 @@ Ausrüstung speichern? Uložit výbavu? Salvar equipamento? + Sauver l'équipement? Felszerelés elmentése? Сохранять снаряжение? @@ -172,6 +174,7 @@ Mit der Ausrüstung, die ein Soldat vor seinem Tod hatte, respawnen? Znovuubjevit s výbavou kterou měl voják před smrtí? Renascer com o equipamento que um soldado tinha antes de sua morte? + Conserve l'équipement au Respawn Az egység halála előtti felszerelésével való respawnolása? Возрождать солдата с тем же снаряжением, которое было на нем при смерти? @@ -182,6 +185,7 @@ Körper entfernen? Odstranit těla? Remover corpos? + Enlever les coprs? Holttestek eltávolítása? Удалять трупы? @@ -192,6 +196,7 @@ Entferne Spielerkörper nach dem Trennen einer Verbindung? Odstranit hráčova těla po odpojení? Remover corpos dos jogadores depois de desconectar? + Enlève les corps de joueurs après déconnection Játékosi testek eltávolítása távozás után? Удалять трупы игроков после дисконнекта? @@ -201,6 +206,7 @@ Tento modul umožňuje nastavení znovuzrození (spawn). Este módulo permite que você personalize as configurações do renascimento (Spawn). Этот модуль позволяет настроить систему возрождения. + Ce module permet de régler les options de Respawn Friendly Fire Messages @@ -209,6 +215,7 @@ Freundbeschuss-Nachrichten Upozornění na přátelskou střelbu Mensagens de fogo amigo + Message de tirs fraticides Baráti tűz üzenetek Сообщения об огне по своим @@ -217,6 +224,7 @@ Zobrazí zprávu v chatu v případě, když budete střílet na vlastní jednotky. Ve zprávě se zobrazí kdo na koho střílel, popř. kdo koho zabil. Usando este módulo em uma missão para exibir mensagens chat, no caso de quando você faz um fogo amigo - então a mensagem será exibida mostrando quem matou quem. Отображает сообщение в чате, в случае, когда убивают союзных игроков. В докладе указывается, кто стрелял, в кого. Кто кого убил. + Ce module permet l'affiche de message dans le chat lors d'un tir fraticide et indique qui a tué qui. Rallypoint System @@ -225,6 +233,7 @@ Rallypoint-System Systém shromáždění Sistema de ponto de encontro + Système de point de ralliement Gyülekezőpont-rendszer Система точек сбора @@ -241,6 +250,7 @@ Bewege Rallypoint Přesun na shromaždiště Mover para ponto de encontro + Bouger le point de ralliement Gyülekezőpont mozgatása Двигать точку сбора @@ -251,6 +261,7 @@ ACE-Respawn ACE Znovuzrození ACE Respawn + ACE Respawn ACE Respawn ACE Возрождение diff --git a/addons/sitting/CfgMoves.hpp b/addons/sitting/CfgMoves.hpp index fc902032e2..5cef0fbc6d 100644 --- a/addons/sitting/CfgMoves.hpp +++ b/addons/sitting/CfgMoves.hpp @@ -1,6 +1,9 @@ // Enable visual head movement while free-looking #define MACRO_ANIMATION \ - head = "headDefault"; + head = "headDefault"; \ + aimingBody = "aimingNo"; \ + forceAim = 1; \ + static = 1; class CfgMovesBasic; class CfgMovesMaleSdr: CfgMovesBasic { diff --git a/addons/sitting/functions/fnc_sit.sqf b/addons/sitting/functions/fnc_sit.sqf index 0c6825ed58..e0692af951 100644 --- a/addons/sitting/functions/fnc_sit.sqf +++ b/addons/sitting/functions/fnc_sit.sqf @@ -16,7 +16,7 @@ */ #include "script_component.hpp" -private ["_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_sitDirectionVisual"]; +private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_sitDirectionVisual"]; params ["_seat", "_player"]; @@ -26,6 +26,26 @@ GVAR(seat) = _seat; // Overwrite weird position, because Arma decides to set it differently based on current animation/stance... _player switchMove "amovpknlmstpsraswrfldnon"; +// add scrollwheel action to release object +_actionID = _player getVariable [QGVAR(StandUpActionID), -1]; + +if (_actionID != -1) then { + _player removeAction _actionID; +}; + +_actionID = _player addAction [ + format ["%1", localize LSTRING(Stand)], + QUOTE((_this select 0) call FUNC(stand)), + nil, + 20, + false, + true, + "GetOut", + QUOTE(_this call FUNC(canStand)) +]; + +_player setVariable [QGVAR(StandUpActionID), _actionID]; + // Read config _configFile = configFile >> "CfgVehicles" >> typeOf _seat; _sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection)); diff --git a/addons/sitting/functions/fnc_stand.sqf b/addons/sitting/functions/fnc_stand.sqf index 978bcaf279..ef19d5f586 100644 --- a/addons/sitting/functions/fnc_stand.sqf +++ b/addons/sitting/functions/fnc_stand.sqf @@ -17,8 +17,19 @@ params ["_player"]; +// remove scroll wheel action +_player removeAction (_player getVariable [QGVAR(StandUpActionID), -1]); + // Restore animation -[_player, "", 2] call EFUNC(common,doAnimation); +private "_animation"; +_animation = switch (currentWeapon _player) do { + case "": {"amovpercmstpsnonwnondnon"}; + case (primaryWeapon _player): {"amovpercmstpslowwrfldnon"}; + case (handgunWeapon _player): {"amovpercmstpslowwpstdnon"}; + default {"amovpercmstpsnonwnondnon"}; +}; + +[_player, _animation, 2] call EFUNC(common,doAnimation); // Set variables to nil _player setVariable [QGVAR(isSitting), nil]; diff --git a/addons/sitting/stringtable.xml b/addons/sitting/stringtable.xml index 9cb2882320..b8716f49e5 100644 --- a/addons/sitting/stringtable.xml +++ b/addons/sitting/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -7,6 +7,7 @@ Sentar Sednout si Sentarse + S'assoir Leülés Сесть @@ -16,6 +17,7 @@ Levantar Vstát Levantarse + Se lever Felállás Встать @@ -25,6 +27,7 @@ Aktywuj siadanie Povolit sezení Acivar asiento + Permettre de s'assoir Ülés engedélyezése Разрешить сидение @@ -32,8 +35,9 @@ Sitting Sentado Siadanie - Sedící + Sezení Sentarse + S'assoir Ülés Сидение @@ -43,8 +47,9 @@ Moduł ten pozwala na włączenie lub wyłączenie możliwości siadania na krzesłach i toaletach. Tento modul dovoluje zakázat možnost sedět na židlých a toaletách. Este módulo te permite desactivar la capacidad de sentarte en sillas y aseos. + Ce module controle la capacité de s'assoir sur des chaises ou sur des toilettes Ez a modul lehetővé teszi a székekre és toalettekre való leülés letiltását. Этот модуль позволяет вам запретить возможность садиться на стулья и туалеты. - \ No newline at end of file + diff --git a/addons/slideshow/functions/fnc_addSlideActions.sqf b/addons/slideshow/functions/fnc_addSlideActions.sqf index 1ebba306b4..a18249a4f8 100644 --- a/addons/slideshow/functions/fnc_addSlideActions.sqf +++ b/addons/slideshow/functions/fnc_addSlideActions.sqf @@ -20,7 +20,6 @@ #include "script_component.hpp" private "_actions"; - params ["_objects", "_images", "_names", "_controller", "_currentSlideshow"]; _actions = []; diff --git a/addons/slideshow/functions/fnc_autoTransition.sqf b/addons/slideshow/functions/fnc_autoTransition.sqf index c8b03a707a..4c31c4ff6a 100644 --- a/addons/slideshow/functions/fnc_autoTransition.sqf +++ b/addons/slideshow/functions/fnc_autoTransition.sqf @@ -19,7 +19,6 @@ #include "script_component.hpp" private "_currentSlide"; - params ["_objects", "_images", "_varString", "_duration"]; // Get current slide number of this slideshow diff --git a/addons/slideshow/functions/fnc_createSlideshow.sqf b/addons/slideshow/functions/fnc_createSlideshow.sqf index 665b954496..369593dd16 100644 --- a/addons/slideshow/functions/fnc_createSlideshow.sqf +++ b/addons/slideshow/functions/fnc_createSlideshow.sqf @@ -19,8 +19,7 @@ */ #include "script_component.hpp" -private ["_currentSlideshow", "_actionsObject", "_actionsClass", "_mainAction", "_slidesAction", "_varString"]; - +private ["_currentSlideshow", "_slidesAction", "_varString"]; params ["_objects", "_controllers", "_images", "_names", "_duration"]; // Verify data diff --git a/addons/slideshow/functions/fnc_makeList.sqf b/addons/slideshow/functions/fnc_makeList.sqf index 6736fabbdb..e550e462a7 100644 --- a/addons/slideshow/functions/fnc_makeList.sqf +++ b/addons/slideshow/functions/fnc_makeList.sqf @@ -17,9 +17,8 @@ */ #include "script_component.hpp" -params ["_list", "_trimWhitespace", "_checkNil"]; - private ["_splittedList", "_listTrimmedWhitespace", "_nilCheckPassedList"]; +params ["_list", "_trimWhitespace", "_checkNil"]; // Split using comma delimiter _splittedList = [_list, ","] call BIS_fnc_splitString; diff --git a/addons/slideshow/functions/fnc_moduleInit.sqf b/addons/slideshow/functions/fnc_moduleInit.sqf index da1724dfcc..a0b5386f97 100644 --- a/addons/slideshow/functions/fnc_moduleInit.sqf +++ b/addons/slideshow/functions/fnc_moduleInit.sqf @@ -18,7 +18,6 @@ if (!hasInterface && !isDedicated) exitWith {}; private ["_objects", "_controllers", "_images", "_names", "_duration"]; - params [["_logic", objNull, [objNull]], "_units", "_activated"]; if !(_activated) exitWith {}; diff --git a/addons/slideshow/stringtable.xml b/addons/slideshow/stringtable.xml index fe076ecc9a..63363d34e0 100644 --- a/addons/slideshow/stringtable.xml +++ b/addons/slideshow/stringtable.xml @@ -1,15 +1,18 @@ - + Slideshow + Diaporama Pokaz slajdów Vetítés Apresentação de Slides Слайд-шоу + Prezentace This module allows you to set up slide-shows on different objects. One module per image list. Only objects with hiddenSelection 0 are supported. + Ce module permet d'afficher des diaporamas sur différents objets. Un module par liste d'image. Seul les objets avec le paramètre "HiddenSelection 0" sont supportés Ten moduł pozwala skonfigurować pokaz slajdów na różnych obiektach. Jeden moduł na jedną liste slajdów. Tylko obiekty z hiddenSelection 0 są wspierane. Ez a modul lehetővé teszi a különböző objektumokon való vetítést. Egy modul/képlista. Csak "hiddenSelection 0"-t tartalmazó objektumok felelnek meg. Este módulo permite que você monte apresentações de slides em diferentes objetos. Um módulo por lista de imagem. Somente objetos com hiddenSelection 0 são suportados. @@ -17,13 +20,16 @@ Objects + Objets Obiekty Objektumok Objetos Объекты + Objekty Object names (can also be synchronized objects) slide-show will be displayed on, separated by commas if multiple. Reference INFO for object support. + Nom d'objets (peuvent aussi être des objets synchronisés) sur lesquels les diaporamas vont être affichées, séparation par virgule si plusieurs. Nazwy obiektów (mogą to też być zsynchronizowane obiekty) na których pokaz slajdów zostanie pokazany, oddzielony przecinkiem jeżeli jest ich więcej niż 1. Sprawdź opis modułu aby dowiedzieć się jakie obiekty są wspierane przez moduł. Objektum nevek (szinkronizált is lehet) amik a vetítésen megjelennek, több darab esetén vesszővel elválasztva. Objektumtámogatásért az INFO-t tekintsd meg. Nomes dos objetos (também podem ser objetos sincronizados) em que a apresentação de slides será mostrada, separado por vírgulas se for mais de um. Referência INFO para suporte do objeto. @@ -31,6 +37,7 @@ Controllers + Controleurs Kontroler Vezérlők Controles @@ -38,6 +45,7 @@ Controller object names, separated by commas if multiple. + Noms de controleur d'objets, séparation par virgule si plusieurs Nazwa obiektu - kontrolera, oddzielona przecinkami jeżeli jest ich więcej niż 1. Vezérlő objektum nevek, vesszővel elválasztva több darab esetén. Nome dos objetos de controle, separado por vírgula se mais de um. @@ -45,13 +53,16 @@ Images + Images Obrazy Képek Imagens Изображения + Obrázky List of images that will be used for the slide-show, separated by commas, with full path correctly formatted (eg. images\image.paa). + Liste d'images qui seront utilisées dans des diaporama, séparation par virgule, avec le chemin d'accès complet et formaté correctement (ie. images\image.paa) Lista obrazów, które zostaną użyte do pokazu slajdów, oddzielone przecinkiem, z poprawnym pełnym formatem ścieżki do obrazka (np. slajdy\obrazek.paa). A képek listája amit a vetítés használni fog, vesszővel elválasztva, megfelelően formázott teljes útvonallal (pl. képek\kép.paa) Lista das imagens que serão utilizadas na apresentação de slides, separadas por vírgula, com o caminho completo corretamente formatado (ex: imagens\imagem.paa). @@ -59,13 +70,16 @@ Interaction Names + Noms d'interaction Nazwy interakcji Interakciós nevek Nomes de Interação Интерактивные имена + Názvy Interakcí List of names that will be used for interaction entries, separated by commas, in order of images. + Liste de nom qui seront utilisés pour des interactions, séparation par virgule, dans l'ordre des images Lista nazw, które zostaną użyte do nazwania wpisów interakcji, oddzielone przecinkiem, w kolejności obrazów. Olyan nevek listája, melyek interakciós célra kellenek, vesszővel elválasztva, kép szerinti sorrendben. Lista dos nomes que serão usados para entradas de interação, separados por vírgulas, na ordem das imagens. @@ -73,6 +87,7 @@ Slide Duration + Durée d'une diapositive Czas trwania slajdów Dia időtartam Duração do Slide @@ -80,6 +95,7 @@ Duration of each slide. Default: 0 (Automatic Transitions Disabled) + Durée de chaque diapositive. Dafaut: 0 (transition automatique désactivée) Czas trwania poszczególnych slajdów. Domyślnie: 0 (Automatyczne przejścia wyłączone) A diák időtartama. Alapértelmezett: 0 (Automatikus váltás letiltva) Duração de cada slide. Padrão: 0 (Transição automática desabilitada) @@ -87,10 +103,11 @@ Slides + Diapositives Slajdy Diák Slides Слайды - \ No newline at end of file + diff --git a/addons/spectator/stringtable.xml b/addons/spectator/stringtable.xml index ca44a2ab27..5f594081ed 100644 --- a/addons/spectator/stringtable.xml +++ b/addons/spectator/stringtable.xml @@ -5,6 +5,7 @@ Spectator Settings Ustawienia obserwatora Настройки спектатора + Nastavení Pozorovatele Configure how the spectator system will operate by default. @@ -15,6 +16,7 @@ Unit filter Filtr jednostek Фильтр юнитов + Filtr jednotek Method of filtering spectatable units. @@ -25,26 +27,31 @@ No units Brak jednostek Никто + Žádné jednotky Only players Tylko gracze Только игроки + Pouze hráči Playable Units Grywalne jednostki Играбельные юниты + Hratelné Jednotky All units Wszystkie jednostki Все юниты + Všechny jednotky Side filter Filtr stron Фильтр стороны + Filtr stran Method of filtering spectatable sides. @@ -55,26 +62,31 @@ Player side Strona gracza Сторона игрока + Strana hráče Friendly sides Strony sojusznicze Дружественные стороны + Strana spojenců Hostile sides Strony wrogie Враждебные стороны + Strana nepřítele All sides Wszystkie strony Все стороны + Všechny strany Camera modes Tryby kamery Режимы камеры + Módy kamery Camera modes that can be used. @@ -85,26 +97,31 @@ All Wszystkie Все + Všechny Free only Tylko wolna Только свободная + Pouze volná Internal only Tylko wewnętrzna Только внутренняя + Pouze vnitřní External only Tylko zewnętrzna Только внешняя + Pouze vnější Internal and external Wewnętrzna i zewnętrzna Внутренняя и внешняя + Vnitřní a vnější Vision modes @@ -120,11 +137,13 @@ Night vision Noktowizja Ночное видение + Noktovize Thermal imaging Termowizja Тепловизионное + Termovize @@ -141,67 +160,80 @@ Free Wolna Свободная + Volná Internal Wewnętrzna Внутренняя + Vnitřní External Zewnętrzna Внешняя + Vnější Normal Normalna Нормальное + Normální Night Noc Ночное + Noc Thermal Termo Тепловизор + Termál Free Camera Kamera swobodna Свободная камера + Volná Kamera Camera Forward Kamera naprzód Камера вперед + Kamera Vpřed Camera Backward Kamera w tył Камера назад + Kamera Zpět Camera Left Kamera w lewo Камера влево + Kamera Doleva Camera Right Kamera w prawo Камера вправо + Kamera Doprava Camera Up Kamera w górę Камера вверх + Kamera Nahoru Camera Down Kamera w dół Камера вниз + Kamera Dolů Pan Camera @@ -217,6 +249,7 @@ Lock Camera to Target Zablokuj kamerę na celu Зафиксировать камеру на цели + Zamknout Kameru na Cíl Speed Boost @@ -227,26 +260,31 @@ Focus on Unit Skup na jednostce Фокус на юните + Zaměřit se na Jednotku Interface Interfejs Интерфейс + Rozhraní Toggle Interface Przełącz interfejs Переключить интерфейс + Přepnout Rozhraní Toggle Unit Icons Przełącz ikony jednostek Вкл./выкл. иконки юнитов + Přepnout Ikony Jednotek Toggle Unit List Przełącz listę jednostek Вкл./выкл. список юнитов + Přepnout Seznam Jednotek Toggle Toolbar @@ -257,16 +295,19 @@ Toggle Compass Przełącz kompas Вкл./выкл. компас + Přepnout Kompas Toggle Map Przełącz mapę Вкл./выкл. карту + Přepnout Mapu Toggle Help Przełącz pomoc Вкл./выкл. помощь + Přepnout Nápovědu Camera Attributes @@ -277,21 +318,25 @@ Next Camera Następna kamera Следующая камера + Následující Kamera Previous Camera Poprzednia kamera Предыдущая камера + Předchozí Kamera Next Unit Następna jednostka Следующий юнит + Následující Jednotka Previous Unit Poprzednia jednostka Предыдущий юнит + Předchozí Jednotka Next Vision Mode @@ -307,11 +352,13 @@ Adjust Zoom Reguluj zoom Настроить зум + Regulovat Přiblížení Adjust Speed Reguluj prędkość Настроить скорость + Regulovat Rychlost Increment Zoom @@ -327,11 +374,13 @@ Reset Zoom Resetuj zoom Сбросить зум + Obnovit Přiblížení Reset Speed Resetuj prędkość Сбросить скорость + Obnovit Rychlost - \ No newline at end of file + diff --git a/addons/switchunits/stringtable.xml b/addons/switchunits/stringtable.xml index 61731242b3..2e96f14d67 100644 --- a/addons/switchunits/stringtable.xml +++ b/addons/switchunits/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -32,6 +32,7 @@ Einheiten-Switch-System? Systém výměny stran Sistema de troca de unidades + Système de changement d'unité Egységváltó-rendszer Переключение между юнитами @@ -42,6 +43,7 @@ Nach BLUFOR wechseln? Přesunout k BLUFOR? Trocar para Oeste? + Changer en OUEST? Átváltás BLUFOR-ra? На синих? @@ -52,6 +54,7 @@ Erlaube das Wechseln zu BLUFOR-Einheiten? Povolit přesun k BLUFOR? Permitir troca de unidades para o Oeste? + Permettre le changement en unité OUEST? Nyugat-fakciós egységekre való váltás engedélyezése? Разрешить переключаться на синих юнитов? @@ -62,6 +65,7 @@ Nach OPFOR wechseln? Přesunout k OPFOR? Trocar para Leste? + Changer en EST? Átváltás OPFOR-ra? На красных? @@ -72,6 +76,7 @@ Erlaube das Wechseln zu OPFOR-Einheiten? Povolit přesun k OPFOR? Permitir troca de unidades para o Leste? + Permettre le changement en unité EST? Kelet-fakciós egységekre való váltás engedélyezése? Разрешить переключаться на красных юнитов? @@ -82,6 +87,7 @@ Nach INDFOR wechseln? Přesunout k INDFOR? Trocar para Indenpendente + Changer en INDE? Átváltás INDFOR-ra? На независимых? @@ -92,6 +98,7 @@ Erlaube das Wechseln zu INDFOR-Einheiten? Povolit přesun k INDFOR? Permitir troca de unidades para o Indenpendente? + Permettre le changement en unité INDE? Független egységekre való váltás engedélyezése? Разрешить переключаться на независимых юнитов? @@ -102,6 +109,7 @@ Nach CIVILIAN wechseln? Přesunout k CIVILISTŮM? Trocar para Civis? + Changer en CIV? Átváltás civilre? На гражданских? @@ -112,6 +120,7 @@ Erlaube das Wechseln zu CIVILIAN-Einheiten? Povolit přesun k CIVILISTŮM? Permitir troca de unidades para o Civil? + Permettre le changement en unité CIV? Civil egységekre való váltás engedélyezése? Разрешить переключаться на гражданских юнитов? @@ -122,6 +131,7 @@ Aktiviere Sicherheitszone? Povolit bezpečné oblasti? Habilitar zona segura? + Activer la zone sécurisée? Biztonságos zóna engedélyezése? Безопасная зона @@ -132,6 +142,7 @@ Aktiviere eine Sicherheitszone um feindliche Einheiten? Spieler können nicht zu Einheiten in der Sicherheitszone wechseln. Povolit bezpečnou zónu kolem nepřátelských jednotek? Hráči se nemohou změnit strany/jednotky uvnitř bezpečné zóny. Habilitar uma zona segur ao redor das unidades inimigas? Jogadores não conseguirão trocar para unidades dentro dessa zona segura. + Activer une zone sécurisée autour des enemis? Les joueurs ne peuvent changer d'unité dand la zone sécurisée Engedélyezve legyen-e egy biztonságos zóna az ellenségek körül? A játékosok nem tudnak a biztonságos zónán belüli egységekre váltani. Включить безопасную зону вокруг вражеских юнитов? Игроки не могут переключаться на юнитов, находящихся в безопасной зоне. @@ -142,6 +153,7 @@ Sicherheitszonenradius Oblast bezpečné zóny Raio da zona segura + Rayon de la zone sécurisée Biztonságos zóna hatóköre Радиус безопасной зоны @@ -152,6 +164,7 @@ Die Sicherheitszone um Spieler von einem anderen Team. Standard: 200 Bezpečná zóna kolem hráče z jiných týmu. Výchozí: 200 A zona segura ao redor dos jogadores de diferentes equipes. Padrão: 200 + Rayon de la zone sécurisée autour de joueurs d'équipe différentes. Défaut: 200 A biztonságos zóna más csapatból lévő játékosok körül. Alapértelmezett: 200 Радиус безопасной зоны вокруг ироков из противоположной команды. По-умолчанию: 200 @@ -160,6 +173,7 @@ Tento modul umožňuje přepínání mazi dostupnými stranami. Este módulo permite mudar o lado à disposição dos jogadores. Этот модуль позволяет игрокам переключаться между доступными юнитами. + Ce module permet le changement de faction des joueurs - \ No newline at end of file + diff --git a/addons/tacticalladder/stringtable.xml b/addons/tacticalladder/stringtable.xml index d916f8acb9..a05c82efb2 100644 --- a/addons/tacticalladder/stringtable.xml +++ b/addons/tacticalladder/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -7,7 +7,7 @@ Телескопическая лестница Drabina teleskopowa Escalera telescópica - Telescopic Ladder + Echelle téléscopique Teleskopický žebřík Telescopic Ladder Teleszkopikus létra @@ -19,7 +19,7 @@ Установить лестницу Rozłóż drabinę Despelgar escalera - Deploy ladder + Déployer l'échelle Rozložit žebřík Deploy ladder Létra lerakása @@ -31,7 +31,7 @@ Положить лестницу Zostaw drabinę Soltar escalera - Drop ladder + Lacher l'échelle Položit žebřík Drop ladder Létra eldobása @@ -44,6 +44,7 @@ Upravit žebřík Ajustar escalera Ajustar escada + Régler l'échelle Létra állítása Выровнять лестницу @@ -53,7 +54,7 @@ Перенести лестницу Postaw drabinę Colocar escalera - Position ladder + Positionner l'échelle Umístit žebřík Position ladder Létra elhelyezése @@ -65,11 +66,11 @@ Взять лестницу Zabierz drabinę Recoger escalera - Pickup ladder + Prendre l'échelle Vzít žebřík Pickup ladder Létra felvétele Pegar escada - \ No newline at end of file + diff --git a/addons/tripod/stringtable.xml b/addons/tripod/stringtable.xml index 9c85f19a71..e87c89e6ff 100644 --- a/addons/tripod/stringtable.xml +++ b/addons/tripod/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -7,7 +7,7 @@ Снайперский штатив Trójnóg snajperski SSWT Kit - SSWT Kit + Kit SSWT SSWT souprava SSWT Kit SSWT Készlet @@ -19,7 +19,7 @@ Установить снайперский штатив Postaw trójnóg snajperski Place SSWT Kit - Place SSWT Kit + Placer le kit SSWT Rozlož souprava SSWT Place SSWT Kit SSWT készlet elhelyezése @@ -32,6 +32,7 @@ Zvednout SSWT soupravu SSWT-Werkzeug aufheben Pegar kit SSWT + Prendre le kit SSWT SSWT készlet felvétele Подобрать снайперский штатив @@ -42,6 +43,7 @@ Regulovat SSWT soupravu SSWT-Werkzeug anpassen Ajustar kit SSWT + Régler le kit SSWT SSWT készlet állítása Выровнять снайперский штатив @@ -52,6 +54,7 @@ Hotovo Fertig Feito + Terminé Kész Готово @@ -62,8 +65,9 @@ + Modifikátor, regulace + Modifikator, anpassen + Modificador, ajuste + + modifier, régler + Módosító, szabályzás + Модификатор, подстройка - \ No newline at end of file + diff --git a/addons/vehiclelock/stringtable.xml b/addons/vehiclelock/stringtable.xml index bf5dd3b6c3..e1d08762cd 100644 --- a/addons/vehiclelock/stringtable.xml +++ b/addons/vehiclelock/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -140,6 +140,7 @@ Fahrzeugsperreinstellungen Nastavení zámku vozidla Configuração de fechadura do veículo + Paramétrage du sytème de verrouillage Jármű-zár beállítás Запирание транспорта @@ -150,6 +151,7 @@ Sperre Fahrzeuginventar Inventář zamčeného vozidla Bloquear inventário do veículo + Verrouiller l'inventaire du véhicule Jármű rakodótér zárás Закрывать инвентарь транспорта @@ -160,6 +162,7 @@ Sperrt das Inventar von gesperrten Fahrzeugen Zamknout inventář u zamčených vozidel Bloqueia o inventário de veículos fechados + Verrouille l'inventaire de véhicule fermés à clé Bezárja a zárt járművek rakterét is Закрывать инвентарь транспорта, если транспорт закрыт @@ -170,6 +173,7 @@ Fahrzeuge spawnen gesperrt Počáteční stav zámku vozidla Estado inicial da fechadura dos veículos + Etat du verrouillage du véhicule au démarrage Jármű kezdő zár-állapot Начальное состояние замков @@ -180,6 +184,7 @@ Setze Sperrstatus für alle Fahrzeuge (entfernt unklare Sperrzustände) Nastavit stav zámku u všech vozidel (odstraňuje nejednoznačné stavy zámků) Definir estados de fechadura para todos os veículos (remove estados de fechadura ambíguos) + Défini l'état de vérrouillage pour tous les véhicules (supprime les vérrouillage ambigue) Beállítja a zár-állapotot az összes járműhöz (eltávolítja az azonosíthatatlan zárállapotokat) Устанавливает начальное состояние замков всех транспортных средств (устраняет неоднозначные состояния) @@ -190,6 +195,7 @@ Unverändert Jak je Como está + Pas de changement Úgy-ahogy Как есть @@ -200,6 +206,7 @@ Gesperrt Zamčeno Fechado + Verrouillé Zárva Закрыт @@ -210,6 +217,7 @@ Offen Odemčeno Aberto + Déverrouillé Nyitva Открыт @@ -220,6 +228,7 @@ Standard-Pick-Stärke Výchozí síla páčidla Durabilidade padrão da chave micha + Force de crochetage par défaut Alapértelmezett zártörő-erősség Сила отмычки по-умолчанию @@ -230,6 +239,7 @@ Standardzeit um ein Schloss zu knacken (in Sekunden). Standard: 10 Čas k vypáčení zámku (v sekundách). Výchozí: 10 Tempo padrão para forçar a fechadura (em segundos). Padrão: 10 + Temps par défaut pour le crochetage Alapértelmezett idő a zárfeltöréshez (másodpercben). Alapértelmezett: 10 Время для взлома замка отмычкой (в секундах). По-умолчанию: 10 @@ -240,6 +250,7 @@ Einstellungen für Pick-Stärke und anfänglichen Fahrzeugsperrzustand. Entfernt unklare Sperrzustände.<br />Quelle: vehiclelock.pbo Nastavení síly vypáčení a počáteční stav zámku vozidla. Odstraňuje nejednoznačné stavy zámků.<br />Zdroj: vehiclelock.pbo Definições para a durabilidade da chave micha e estado inicial da fechadura do veículo. Remove estados de fechadura ambíguas <br /> Fonte: Vehiclelock.pbo + Paramètres pour le crochetage et état inital des véhicules. Supprime les états de verrouillage ambigue. <br/>Source: véhicle.pbo Beállítások a zártörő erősségére és alapértelmezett zár-állapotra a járműveken. Eltávolítja az azonosíthatatlan zár-állapotokat. <br />Forrás: vehiclelock.pbo Настройки силы отмычек и начальное состояние замков транспорта. Устраняет неоднозначные состояния замков.<br />Источник: vehiclelock.pbo @@ -250,6 +261,7 @@ Fahrzeugschlüsselzuweisung Přidělení klíče k vozidlu Atribuição de chave de veículo + Assignation des clés de véhicule Járműkulcs-osztás Назначение ключей от транспорта @@ -260,8 +272,9 @@ Synchronisiere mit Fahrzeugen und Spielern. Wird eigene Schlüssel an Spieler für jedes synchronisierte Fahrzeuge aushändigen. Nur gültig für am Missionsstart existierende Fahrzeuge.<br />Quelle: vehiclelock.pbo Synchronizuj s vozidly a hráči. Hráč dostane klíč ke každému synchonizovanému vozidlu. Platné pouze pro objekty přítomné na začátku mise.<br />Zdroj: vehiclelock.pbo Sincronizar com veículos e jogadores. Irá distribuir chaves personalizadas para os jogadores para cada veículo sincronizado. Só é válido para objetos presentes no início da missão <br /> Fonte: vehiclelock.pbo + Synchronise avec les véhicules et les joueurs. Distribue les clés aux joueurs pour chaque véhicule synchronisé. Uniquement valide pour les objects présent au démarrage. <br/>Source: vehiclelock.pbo Szinkronizál a járművekkel és játékosokkal. Egyedi kulcsokat oszt ki a játékosoknak minden szinkronizált járműhöz. Csak a küldetés indításakor jelenlévő járművekhez érvényes. <br />Forrás: vehiclelock.pbo Синхронизируйте с транспортом и игроком. Это выдаст игроку ключи от всех синхронизированных транспортных средств. Работает только для объектов, присутствующих на старте миссии.<br />Источник: vehiclelock.pbo - \ No newline at end of file + diff --git a/addons/vehicles/stringtable.xml b/addons/vehicles/stringtable.xml index e1002bc154..a912701b27 100644 --- a/addons/vehicles/stringtable.xml +++ b/addons/vehicles/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -38,4 +38,4 @@ Limitatore di Velocità - \ No newline at end of file + diff --git a/addons/viewdistance/stringtable.xml b/addons/viewdistance/stringtable.xml index 56d52c4bd4..b3058bc29e 100644 --- a/addons/viewdistance/stringtable.xml +++ b/addons/viewdistance/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -8,6 +8,7 @@ Omezovač dohlednosti Sichtweitenbegrenzung Limitador de distância de visão + Limiteur de distance de vue Látótáv-korlátozó Ограничитель дальности видимости @@ -18,6 +19,7 @@ Umožňuje určit maximální dohlednost, kterou si může hráč nastavit Erlaubt das Einschränken der maximalen Sichtweite, welche von Spielern eingestellt werden kann. Permite limitar a distância máxima de visão que pode ser definida pelos jogadores. + Permet de limiter la distance de vue que les joueurs peuvent choisir Lehetővé teszi a játékosok által a látótávolság maximumának korlátozását. Позволяет ограничить максимальную дальность видимости, которая может быть установлена игроками. @@ -28,6 +30,7 @@ Povolit ACE dohlednost Aktiviere ACE-Sichtweite Habilitar distância de visão ACE + Activer la distance de vue ACE ACE látótávolság engedélyezése Ограничить дальность видимости @@ -38,6 +41,7 @@ Povolit ACE dohlednost Aktiviert ACE-Sichtweite Habilita a distância de visão ACE + Activer la distance de vue ACE Engedélyezi az ACE látótávolságot Включает ограничитель дальности видимости ACE @@ -48,6 +52,7 @@ Limit dohlednosti Sichtweitengrenze Limite da distância de visão + Limite de distance de vue Látótáv-korlát Дальность видимости @@ -58,6 +63,7 @@ Stanoví limit jak daleko si může client zvýšit dohlednost (do 10000) Setze die Grenze fest, wie weit Spieler ihre Sichtweite erhöhen können (bis 10000) Estabelecer um limite de quão alto os clientes podem aumentar sua distância de visão (até 10000) + Défini pour les clients la limite de distance de vue maximale (jusqu'à 10000) Korlátozza, mekkora látótávolságot állíthatnak be a kliensek (maximum 10000-ig) Устанавливает предел дальности, насколько клиенты могут увеличить свою дальность видимости (до 10000) @@ -68,6 +74,7 @@ Limit dohlednoti pro klienty se nastavuje zde a může být potlačeno pomocí modulu. Stellt die Grenze für die Sichtweite des Spielers ein. Das kann von einem Modul überschrieben werden. Permite limitar a distância de visão máxima que pode ser definida por jogadores. Pode ser substituído por módulo. + Limite de la distance de vue pour les clients et peut être forcé par ce module A kliens látótávolsága itt állítható be, és felülbírálható modulok által Предел дальности видимости клиентов устанавливается здесь и может быть переопределен модулем @@ -78,6 +85,7 @@ Dohlednost (Pěšák) Spielersichtweite (zu Fuß) Distância de visão do cliente (A pé) + Distance de vue (à pied) Kliens látótáv (gyalog) Дальность видимости (Пешком) @@ -88,6 +96,7 @@ Změna dohlednosti pro hráče pokud jde po svých. Verändert die Sichtweite, wenn ein Spieler zu Fuß unterwegs ist. Muda a distância de visão do jogador dentro do jogo quando ele está a pé. + Change la distance de vue quand le joueur est à pied Megváltoztatja a játékon belüli látótávolságot, amennyiben a játékos gyalogosan van. Изменяет дальность видимости в игре, когда игрок перемещается пешком. @@ -98,6 +107,7 @@ Dohlednost (Pozemní technika) Spielersichtweite (Landfahrzeuge) Distância de visão do cliente (Veículo terrestre) + Distance de vue (à pied) Kliens látótáv (szárazföldi jármű) Дальность видимости (В наземном трансп.) @@ -108,6 +118,7 @@ Změna dohlednosti pro hráče pokud je v pozemní technice. Verändert die Sichtweite, wenn ein Spieler in einem Landfahrzeug ist. Muda a distância de visão do jogador dentro do jogo quando ele está dentro de um veículo terrestre. + Change la distance de vue quand le joueur est dans un véhicule Megváltoztatja a játékon belüli látótávolságot, amennyiben a játékos szárazföldi járműben van. Изменяет дальность видимости в игре, когда игрок перемещается в наземном транспорте. @@ -118,6 +129,7 @@ Dohlednost (Vzdušná technika) Spielersichtweite (Luftfahrzeuge) Distância de visão do cliente (Veículo aéreo) + Distance de vue (véhicule aérien) Kliens látótáv (légi jármű) Дальность видимости (В воздушном трансп.) @@ -128,6 +140,7 @@ Změna dohlednosti pro hráče pokud je ve vzdušné technice. Verändert die Sichtweite wenn ein Spieler in einem Luftfahrzeug ist. Muda a distância de visão do jogador dentro do jogo quando ele está dentro de um veículo aéreo. + Change la distance de vue quand le joueur est dans un véhicule aérien Megváltoztatja a játékon belüli látótávolságot, amennyiben a játékos légi járműben van. Изменяет дальность видимости в игре, когда игрок перемещается в воздушном транспорте. @@ -138,6 +151,7 @@ Dynamická dohlednost objektů Dynamische Objektsichtweite Distância de visão dinâmica dos objetos + Distance de vue pour les objet dynamique Dinamikus objektum-látótáv Динамич. дальность отрисовки объектов @@ -148,6 +162,7 @@ Nastaví objekt dohlednosti jako koeficient dohlednosti. Passt die Objektsichtweite dynamisch der Sichtweite an. Estabelece a distância de visão dos objetos com um coeficiente da distância de visão. + Défini la distance d'affichage des objets comme un coefficient de la distance de vue Beállítja az objektum-látótávot a megadott látótáv koefficienseként. Устанавливает дальность отрисовки объектов как коэффициент от общей дальности видимости. @@ -158,6 +173,7 @@ Vypnout Aus Desligado + Eteint Kikapcsolva Выкл. @@ -168,6 +184,7 @@ Velmi málo Sehr niedrig Muito baixo + Très bas Minimális Очень низкая @@ -178,6 +195,7 @@ Málo Niedrig Baixo + Bas Alacsony Низкая @@ -188,6 +206,7 @@ Středně Mittel Médio + Moyen Közepes Средняя @@ -198,6 +217,7 @@ Hodně Hoch Alto + Haut Magas Высокая @@ -208,6 +228,7 @@ Velmi hodně Sehr hoch Muito alto + Très haut Maximális Очень высокая @@ -218,6 +239,7 @@ Dohlednost: Sichtweite: Distância de visão: + Distance de vue Látótávolság: Дальность видимости: @@ -228,6 +250,7 @@ Dohlednost objektů je Objektsichtweite ist Distância de visão do objeto é + La distance d'affichage des objets est: Az objektum-látótávolság: Дальность видимости объектов: @@ -238,6 +261,7 @@ Tato volba je neplatná! Limit je Diese Option ist ungültig! Die Grenze ist Essa opção é inválida. O limte é + Cette option est non valide! La limite est Ez a beállítás érvénytelen! A maximum mennyiség Настройка не верна! Текущий предел @@ -248,6 +272,7 @@ Nastavení videa Grafikeinstellungen Ajustes de vídeo + Paramètres vidéo Videobeállítások Видео настройки diff --git a/addons/weather/stringtable.xml b/addons/weather/stringtable.xml index 44b0e66736..d6129f67e5 100644 --- a/addons/weather/stringtable.xml +++ b/addons/weather/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -20,6 +20,7 @@ Wetter Počasí Clima + Météo Időjárás Погода @@ -30,6 +31,7 @@ ACE-Wettermodul (synchron im Multiplayer) Synchronizovat ACE počasí v multiplayeru Módulo climático ACE para sincronismo multiplayer + Module ACE de synchronisation de la météo en multi. Többjátékos szinkronizált ACE időjárás modul ACE Модуль для синхронизации погоды в мультиплеере @@ -40,6 +42,7 @@ Wetterübertragung Změny počasí Propagação do clima + Propagation de la météo Időjárás-változás Единая погода для всех @@ -50,6 +53,7 @@ Aktiviere serverseitige Wetterübertragung Aktivuje změny počasí na straně serveru Ativa propagação de clima via server + Active la propagation météo par le serveur Engedélyezi a szerveroldali időjárás-változást Включает управление погодой на серверной стороне @@ -60,6 +64,7 @@ ACE-Wetter ACE počasí Clima ACE + ACE Météo ACE Időjárás Погода ACE @@ -70,6 +75,7 @@ Überschreibt das Standardwetter (Editor, Missionseinstellungen) mit dem ACE-Wetter (kartenbasiert) Přepíše výchozí počasí (editor, nastavení mise) s ACE počasím (podle mapy) Sobreescreve o clima padrão (editor, ajustes de missão) pelo sistema de clima ACE (baseado por mapa) + Force la métao par défaut (éditeur, paramètres de mission) avec la météo ACE (basé sur la carte) Felülbírálja az alapértelmezett időjárást (editor, küldetésbeállítások) az ACE időjárással (térkép-alapú) Заменяет погоду по-умолчанию (из редактора, настроек миссии) погодой ACE (на основе карты) @@ -80,6 +86,7 @@ Regen synchronisieren Synchronizuj déšť Sincronizar chuva + Synchronisation de la pluie Eső szinkronizálása Синхрониз. дождь @@ -90,6 +97,7 @@ Synchronisiert den Regen Synchronizace deště Sincroniza a chuva + Synchronise la pluie Szinkronizálja az esőt Синхронизирует дождь @@ -100,6 +108,7 @@ Wind synchronisieren Synchronizuj vítr Sincronizar vento + Synchronisation du vent Szél szinkronizálása Синхрониз. ветер @@ -110,6 +119,7 @@ Synchronisiert den Wind Synchronizace větru Sincroniza o vento + Synchronise le vent Szinkronizálja a szelet Синхронизирует ветер @@ -120,6 +130,7 @@ Sonstiges synchronisieren Synchronizuj různé Sincronizar outros + Synchronisation autres Egyéb szinkronizálása Синхрониз. прочее @@ -130,6 +141,7 @@ Synchronisiert Blitze, Regenbögen, Nebel, ... Synchronizace blesků, duhy, mlhy, ... Sincroniza relâmpagos, arco-íris, neblina... + Synchronise les éclairs, les arcs en ciel, le brouillard Szinkronizálja a villámokat, szivárványokat, ködöt, ... Синхронизирует молнии, радугу, туман, ... @@ -140,6 +152,7 @@ Aktualisierungsintervall Interval aktualizace Intervalo de atualização + Intervalle de synchronisation Frissítési intervallum Интервал обновления @@ -150,6 +163,7 @@ Definiert das Intervall (in Sekunden) zwischen Wetteraktualisierungen Určit interval (v sekundách) mezi aktualizacemi počasí Defina o intervalo (em segundos) entre as atualizações de clima + Défini un intervalle (secondes) entre deux synchronisations Megadja az intervallumot (másodpercben) az időjárás-frissítések között Определяет интервал (в секундах) между обновлениями погоды diff --git a/addons/winddeflection/stringtable.xml b/addons/winddeflection/stringtable.xml index f5a824bba6..76e3f7f4e4 100644 --- a/addons/winddeflection/stringtable.xml +++ b/addons/winddeflection/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -68,6 +68,7 @@ Účinky větru Windablenkung Desvio de vento + Déflexion du vent Szél-hárítás Отклонение ветром @@ -78,6 +79,7 @@ Windablenkung Účinky větru Desvio de vento + Déflexion du vent Szél-hárítás Отклонение ветром @@ -88,6 +90,7 @@ Aktiviert Windablenkung Umožňit vliv větru Ativa o desvio de vento + Active la déflexion dûe au vent Engedélyezi a szél-hárítást Включает отклонение ветром @@ -98,6 +101,7 @@ Fahrzeuge aktiviert Vozidla povolena Ativado em veículos + Activer les véhicules Jármű engedélyezve Для техники @@ -108,6 +112,7 @@ Aktiviere Windablenkung für statische oder Fahrzeugschützen Umožnit vliv větru pro střelce z vozidla/statiky Ativa o desvio de vento para atiradores de estáticas e veículos + Activer la déflection dûe au vent pour les armes statique et les véhicules Engedélyezi a szél-hárítást a statikus/jármű-lövészeknél Включает отклонение ветром для стрелков стационарных орудий и техники @@ -118,6 +123,7 @@ Simulationsintervall Interval simulace Intervalo de simulação + Intervalle de simulation Szimulációs intervallum Интервал симуляции @@ -128,6 +134,7 @@ Definiert das Intervall zwischen jedem Berechnungsschritt Určuje interval mezi každým výpočtem Define o intervalo entre cada cálculo + Défini l'intervalle entre deux points de calcul Megszabja a számítási lépések közötti intervallumot Определяет временной интервал между расчетами @@ -138,6 +145,7 @@ Simulationsradius Oblast simulace Radio da Simulação + Rayon de simulation Szimulációs hatókör Радиус симуляции @@ -148,6 +156,7 @@ Gibt den Radius (in Metern) um den Spieler an, in dem Projektile vom Wind beeinflusst werden Definuje oblast kolem hráče (v metrech) v které je projektil ovlivněn větrem Define o raio ao redor do jogador (em metros) em qual os projéteis são desviados pelo vento + Défini un rayon autour du joueur (en mètres) autour duquel les projectiles sont influencés par le vent Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékeket háríthatja a szél Определяет радиус вокруг игрока (а метрах), в котором снаряды отклоняются ветром @@ -158,6 +167,7 @@ Windeinfluss auf die Geschossbahnen Vítr ovlivňuje trajektorii projektilu Influência do vento na trajetória dos projéteis + Le vent influe sur la trajectoire des projectiles Szél hatása a lövedékek röppályájára Влияние втера на траекторию снарядов diff --git a/addons/zeus/stringtable.xml b/addons/zeus/stringtable.xml index 0fc63c417c..64ef482531 100644 --- a/addons/zeus/stringtable.xml +++ b/addons/zeus/stringtable.xml @@ -1,4 +1,4 @@ - + @@ -8,6 +8,7 @@ Nastavení Zeuse Zeus-Einstellungen Ajustes do Zeus + Paramètres du Zeus Zeus beállítások Настройки Зевса @@ -18,6 +19,7 @@ Poskytuje kontrolu na různými aspekty Zeuse. Bietet die Steuerung verschiedener Zeus-Optionen an. Proporciona controle sobre diversos aspectos do Zeus. + Fourni le contrôle des différents aspects de Zeus Különböző beállítási lehetőségeket biztosít a Zeus részeihez. Обеспечивает контроль над различными аспектами работы Зевса. @@ -28,6 +30,7 @@ Zpráva o novém Zeusovi Aufstiegsnachrichten Mensagens de ascensão + Message ascension Felemelkedési üzenetek Сообщения о вознесении @@ -38,6 +41,7 @@ Zobrazit globální zprávu když je hráč přiřazen jako Zeus. Zeige globale Popup-Nachrichten wenn ein Spieler zu Zeus wird. Mostra uma mensagem popup quando um jogador é atribuido ao Zeus. + Affiche un message en global quand un joueur est assigner comme Zeus Globális üzeneteket jelez ki, ha egy játékos Zeus-nak lesz beosztva. Отображает глобальное всплывающее сообщение, когда один из игроков становится Зевсом. @@ -48,6 +52,7 @@ Orel Zeuse Zeus-Adler Águia do Zeus + Aigle Zeus Zeus sas Орел Зевса @@ -58,6 +63,7 @@ Vytvoří orla, který následuje kameru Zeuse. Erstelle einen Adler, der der Zeus-Kamera folgt. Cria uma águia que segue a câmera do Zeus + Faire apparaitre un aigle qui suit la caméra Zeus Lerak egy sast, ami követi a Zeus kamerát. Спавнит орла, который следует за камерой Зевса. @@ -68,6 +74,7 @@ Zvuky větru Windgeräusche Sons de vento + Bruit de vent Szélhangok Звук ветра @@ -78,6 +85,7 @@ Přehrát varování (vítr) když Zeus převezmě kontrolu nad jednotkou. Spiele Windgeräusche ab, wenn Zeus eine Einheit steuert. Reproduz sons de vento quando uma unidade é remotamente controlada pelo Zeus. + Joue des bruits de vent quand Zeus controle une unité Szélhangokat játszik le, ha a Zeus távvezérel egy egységet. Проигрывает звук ветра каждый раз, когда Зевс вселяется в юнита. @@ -88,6 +96,7 @@ Varování před dělostřelectvem Artilleriewarnung Aviso de explosivos + Alerte d'équipement militaire Tüzérségi figyelmeztetés Предупреждение об арте @@ -98,6 +107,7 @@ Přehrát varování (rádio) když Zeus použije dělostřelectvo. Spiele eine Radiowarnung ab, wenn Zeus Artillerie verwendet. Reproduz uma aviso via rádio quando o Zeus usa um explosivo. + Joue un son radio quand le Zeus utilise du matériel militaire Rádiós figyelmeztetés kiadása, ha a Zeus tüzérséget használ. Проигрывает звук радио каждый раз, когда Зевс использует артиллерию. @@ -108,6 +118,7 @@ Odhalit miny Enthülle Minen Revelar minas + Révéler les mines Aknák feltárása Показывать мины @@ -118,6 +129,7 @@ Odhalí miny pro spojence a umístnit jejich značku na mapu. Enthülle Minen gegenüber Verbündeten und platziere Kartenmarkierungen. Revelar minas para aliados e colocar marcadores no mapa. + Révéler les mines et placer un marqueur sur la carte Feltárja az aknákat a szövetségeseknek, és jelölőket helyez el a térképen. Показывает мины союзникам и отмечает их маркерами на карте. @@ -128,6 +140,7 @@ Odhalit pro spojence An Verbündete weitergeben Revelar para aliados + Révéler aux alliés Feltárás a szövetségeseknek Показывать союзникам @@ -138,6 +151,7 @@ Spojenci + Značky na mapě Verbündete + Kartenmarkierungen Aliados + Marcadores no mapa + Alliés + marqueurs sur la carte Szövetségesek + térkép jelölők Союзники + Маркеры на карте @@ -148,6 +162,7 @@ Přepnout - Vězeň Gefangennahme umschalten Alternar prisioneiro + Basculer en captif Elfogott állapot váltása Пленный (вкл./выкл.) @@ -158,6 +173,7 @@ Přepnout - Vzdávání Aufgabe umschalten Alternar rendição + Basculer en capitulation Kapituláló állapot váltása Сдавшийся (вкл./выкл.) @@ -168,6 +184,7 @@ Přepnout - Bezvědomí Bewusstlosigkeit umschalten Alternar inconsciência + Basculer en inconscient Eszméletlen állapot váltása Без сознания (вкл./выкл.) @@ -175,16 +192,19 @@ Assign Medic Przydziel medyka Назначить медиком + Přiřadit Zdravotníka Assign Medical Vehicle Przydziel pojazd medyczny Назначить медицинским транспортом + Přiřadit Zdravotnické Vozidlo Assign Medical Facility Przydziel budynek medyczny Назанчить медицинским сооружением + Přiřadit Zdravotnické Zařízení Unit must be alive @@ -227,6 +247,7 @@ Jednotka nemí být vězeň Einheit darf nicht gefangen sein Unidade não pode ser prisioneira + L'unité ne doit pas être captive Csak elfogatlan egységeken használni Юнит не должен быть пленным @@ -249,6 +270,7 @@ Vyžaduje addon, který není přítomen Benötigt ein Addon, das nicht vorhanden ist Requer um addon que não está presente + Requiert un addon qui n'est pas présent Egy jelenleg hiányzó bővítményt igényel Требуется аддон, который отсутствует diff --git a/documentation/feature/fonts.md b/documentation/feature/fonts.md index 198e3f8bd0..7661feeaaf 100644 --- a/documentation/feature/fonts.md +++ b/documentation/feature/fonts.md @@ -1,6 +1,7 @@ --- layout: wiki title: Fonts +description: Custom fonts including fixed-width font. group: feature category: general parent: wiki diff --git a/documentation/feature/huntIR.md b/documentation/feature/huntIR.md index bd4841c184..be84c8b02b 100644 --- a/documentation/feature/huntIR.md +++ b/documentation/feature/huntIR.md @@ -1,6 +1,7 @@ --- layout: wiki title: HuntIR +description: High-altitude Unit Navigated Tactical Imaging Round group: feature category: equipment parent: wiki @@ -9,27 +10,27 @@ parent: wiki ## 1. Overview ### 1.1 The HuntIR -The **H**igh altitude **U**nit **N**avigated **T**actical **I**maging **R**ound (HuntIR) is designed to be fired from a grenade launcher. After being fired in the air the in built parachute will be deployed and the IR CMOS camera will activate, providing a video stream until it touches the ground or get shot down. +The **H**igh-altitude **U**nit **N**avigated **T**actical **I**maging **R**ound (HuntIR) is designed to be fired from a grenade launcher. After being fired in the air the in-built parachute will be deployed and the IR CMOS camera will activate, providing a video stream until it touches the ground or get shot down. ## 2. Usage -NOTE: the HuntIR round doesn't work with modded weapons without a compatibility fix made either by the ACE3 team or the mod team. +NOTE: The HuntIR round does not work with modded weapons without a compatibility fix made either by the ACE3 team or the mod team. ### 2.1 Using the HuntIR -- To be able to connect to the IR CMOS camera you'll need a `HuntIR monitor`. +- To be able to connect to the IR CMOS camera you will need a `HuntIR monitor`. - Fire the HuntIR round as high as possible over the area you want to observe. - Open the `HuntIR monitor`. - To open the `HuntIR monitor` self interact Ctrl + ⊞ Win (ACE3 default) - Select `Equipment`. - Select `Activate HuntIR monitor`. -- You now have control of the IR CMOS camera to close the monitor press ESC or ⊞ Win +- You now have control of the IR CMOS camera, to close the monitor press ESC or ⊞ Win ### 2.2 IR CMOS camera controls Shortcut | Action ------------ | ------------- -A | Lower zoom level +A | Decrease zoom level D | Increase zoom level -N | Toggle NV and TI modes +N | Toggle NV S | Next camera W | Previous camera | Rotate camera anticlockwise diff --git a/documentation/feature/maptools.md b/documentation/feature/maptools.md index 0e99b9feef..8da9e77207 100644 --- a/documentation/feature/maptools.md +++ b/documentation/feature/maptools.md @@ -16,23 +16,23 @@ This adds the possibility to draw accurate lines on the map screen. This adds map tools that can be used to measure distances between two points or bearings on the map. ### 1.3 GPS on map -If you are equipped with a vanilla GPS it will be shown on the map. (You don't need the map tools in your inventory for this.) +If you are equipped with a vanilla GPS it will be shown on the map. (You don't need the `Map Tools` item in your inventory for this.) ## 2. Usage ### 2.1 Using map tools -- For this you need to have `Map Tools`. +- To use map tools the `Map Tools` item is required. - Open the map M (Arma 3 default key bind `Map`). - Press the self interaction key Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`). - Select `Map tools`. - Select the type of tools you want to use. -- Note that you can drag the Roamer (map tool) around with LMB and rotate it with Ctrl + LMB. +- Note that you can drag the Roamer (map tool) around with LMB and rotate it with Ctrl + LMB. ### 2.2 Drawing lines -- To draw lines `Map Tools` are not required. +- To draw lines the `Map Tools` item is required. - Press ALT + LMB to start the line, left click again to end it. - To delete a line press Del around the center of the line. -- Note that you can change the color of the lines by clicking on one of the coloured column on top of the screen (While the map is opened) +- Note that you can change the color of the lines by clicking on one of the coloured column on top of the screen (While the map is opened). ## 3. Dependencies diff --git a/documentation/feature/medical-system.md b/documentation/feature/medical-system.md index 4bc0ae1557..0a2cef1c8a 100644 --- a/documentation/feature/medical-system.md +++ b/documentation/feature/medical-system.md @@ -1,13 +1,13 @@ --- layout: wiki title: Medical System -description: ACE provide users with a more realistic medical system and comes in both a basic and advanced version. Both versions have overlap but each have their own unique characteristics. +description: ACE3 provides users with a more realistic medical system and comes in both a basic and advanced version. Both versions have overlap but each have their own unique characteristics. group: feature order: 4 category: realism parent: wiki --- -**Disclaimer:** The documentation for the medical system being extremely long it's highly advised to use the table of contents at the top right corner of the page. +**Disclaimer:** With the documentation for the medical system being extremely long it's highly advised to use the table of contents at the top right corner of the page. ## 1. Overview ACE3 provides users with a more realistic medical system and comes in both a basic and an advanced version. This page will detail the differences between both systems and what they do as well as how to use them efficiently. @@ -34,7 +34,7 @@ Besides the 4 elements introduced by basic medical, advanced introduces the foll - Cardiac Arrest. - Various treatment methods such as CPR, different kinds of IVs and a working tourniquet. - A basic medication simulation. - + ## 2. Usage ### 2.1 Basic @@ -84,17 +84,17 @@ Atropine | Serves no use in basic - **Yes:** Ask him if he has wounds / he is in pain. - **No:** Go to step 2. - + - **Step 2:** Is the patient wounded? - **Yes:** Treat the wounds and go to step 3. - **No:** Skip this step. - + - **Step 3:** Is the patient in pain? - **Yes:** Give him morphine. - **No:** Skip this step. - + - **Step 4:** Did the patient lose blood? - **Yes:** Give blood via IV. - **No:** Go to step 5. @@ -102,13 +102,21 @@ Atropine | Serves no use in basic - **Step 5** - - If at this point the patient is still not back on its feet it's time to use an epinephrine autoinjector. + - If at this point the patient is still not back on its feet it's time to use an epinephrine Autoinjector. #### 2.1.3 Additional informations - If the revive system is in place your character will not die until the revive timer is at 0. Even if a tank shoots your ass off an epinephrine shot will bring you back up after your wounds are treated. (The timer is invisible and may vary from mission to mission, it also depends on the amount of lives remaining you have.) - You can't do an overdose in basic. +#### 2.1.4 Revive (Basic Medical) +For the following procedure to work revive need to be enabled. + +- A unit in the revive state will be unconscious and will stay unconscious until it is either woken up or the revive timer runs out. +- A unit in the revive state can't die from any source of damage, only the timer ending can kill it. +- To wake up a patient treat all of his wounds, make sure he isn't in pain and then use epinephrine. +- Each successful revive removes a life from the unit, once the lives run out the next time the unit will take fatal damage it will not enter the revive state and will die. + ### 2.2 Advanced Same as with basic, when hit an injury is sustained. Different though is that the type of injury and the severity of it are based upon how the damage was done and what caused it. This affects both blood loss and immediate consequences, such as being knocked out or being killed right away. When a player has sustained an injury, this will be indicated by flashing red on the screen; this means the player is bleeding. @@ -140,7 +148,7 @@ Same as with basic, when hit an injury is sustained. Different though is that th - Sources: falling, vehicle crashes, punches. - Effects: pain - light, bleeding - extremely slowly. -##### 2.2.1.5 Cut wounds** +##### 2.2.1.5 Cut wounds - Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision. - Sources: vehicle crashes, grenades, explosions, artillery shells, backblast, stabs. @@ -216,7 +224,7 @@ Atropine | lower the heart rate of the patient #### 2.2.2 Vitals -##### 2.2.2.1 Blood pressure +##### 2.2.2.1 Blood pressure NOTE:the `systolic` blood pressure is the number on the left, the `diastolic` blood pressure is the number on the right. @@ -232,7 +240,7 @@ Atropine | lower the heart rate of the patient - **Low:** 45 and below - **Normal:** between 46 and 119 - **High:** 120 and above - + ##### 2.2.2.3 Cardiac arrest @@ -256,12 +264,12 @@ This is a step by step guide, follow the steps from 1 to 6 in order unless state - **Step 2:** Does the patient have a pulse? - **Yes:** Go to step 3. - **No:** If you are alone provide CPR, if you have someone else get him to do CPR while you treat the patient's wounds. skip to step 3 or 4 depending on the situation. - + - **Step 3:** Is the patient wounded? - **Yes**: Treat the wounds. - **No:** Skip this step. - + - **Step 4:** Did the patient lose blood? - **Yes:** Use IVs to restore the volume of liquid in the blood stream of the patient. @@ -288,5 +296,76 @@ Note that keeping the patient's vitals stable is very important while treating h - You don't have to take epinephrine after you take morphine, just wait until your pulse stabilizes by itself (Provided that you are in a stable condition). - Giving too much morphine to a patient (more than one every 10 minutes) will put him in cardiac arrest because of a blood pressure / heart rate too low. -## 3. Dependencies -`ace_interaction`, `ace_modules`, `ace_apl` \ No newline at end of file +#### 2.2.5 Revive (Advanced Medical) +For the following procedure to work revive needs to be enabled. + +- A unit in the revive state will be unconscious and will stay unconscious until it is either woken up or the revive timer runs out. +- A unit in the revive state can't die from any source of damage, only the timer ending can kill it. +- To wake up a patient the use of a PAK is required. +- Each successful revive removes a life from the unit, once the lives run out the next time the unit will take fatal damage it will not enter the revive state and will die. +- Each successful round of CPR (filled up completion bar) increases the time left in the revive state. + +## 3. Guides +### 3.1 Example loadouts + +#### 3.1.1 Basic +- Soldier: + - 10 × Bandage (Basic) + - 3 × Morphine Autoinjector + - 1 × Epinephrine Autoinjector + +- Medic: + - 15-25 × Bandage (Basic) + - 10 × Morphine Autoinjector + - 10 × Epinephrine Autoinjector + - 6 × Blood IV (500ml) + +#### 3.1.2 Advanced + +- Soldier : + - 3-6 × Bandage (Basic) + - 3-6 × Bandage (Elastic) + - 3-6 × Packing Bandage + - 3-6 × Basic Field Dressing (QuikClot) + - 1 × Morphine Autoinjector + - 1 × Epinephrine Autoinjector + - 1 × Tourniquet (CAT) + - **Optional**: 1 × Saline IV (500ml) - used only by a qualified medic + + +- Combat First Responder (CFR): + - 10-15 × Bandage (Basic) + - 10-15 × Bandage (Elastic) + - 10-15 × Packing Bandage + - 10-15 × Basic Field Dressing (QuikClot) + - 8 × Atropine Autoinjector + - 5 × Morphine Autoinjector + - 5 × Epinephrine Autoinjector + - 3 × Tourniquet (CAT) + - 4 × Saline IV (500ml) + + +- Medic: + - 10-15 × Bandage (Basic) + - 15-20 × Bandage (Elastic) + - 15-20 × Packing Bandage + - 10-15 × Basic Field Dressing (QuikClot) + - 12 × Atropine Autoinjector + - 8 × Morphine Autoinjector + - 8 × Epinephrine Autoinjector + - 5 × Tourniquet (CAT) + - 6 × Saline IV (500ml) + - 1-3 × *Surgical Kit* + - 1-3 × *Personal Aid Kit* + + +- Paramedic: + - 10-15 × Bandage (Basic) + - 15-20 × Bandage (Elastic) + - 15-20 × Packing Bandage + - 10-15 × Basic Field Dressing (QuikClot) + - 5 × Tourniquet (CAT) + - 2 × Saline IV (500ml) + +## 4. Dependencies +`ace_interaction`, `ace_modules`, `ace_apl` diff --git a/documentation/feature/mk6mortar.md b/documentation/feature/mk6mortar.md index 691a6bc8ef..58462f0e2f 100644 --- a/documentation/feature/mk6mortar.md +++ b/documentation/feature/mk6mortar.md @@ -1,7 +1,7 @@ --- layout: wiki title: Mk6 Mortar -description: Improve the existing mk6 mortar. +description: Improve the existing Mk6 Mortar. group: feature category: equipment parent: wiki @@ -9,57 +9,38 @@ parent: wiki ## 1. Overview -### 1.1 mk6 mortar overhaul +### 1.1 Mk6 Mortar overhaul ACE3 adds wind deflection for shells as well as a rangetable to accurately take out your target without the artillery computer. + ## 2. Usage ### 2.1 Switching charge - Press F (Arma 3 default key bind `Fire Mode Switch`) to switch between charges -### 2.2 Working with the rangetable -- To open the table: - - Self interact Ctrl + ⊞ Win - - Select `equipment`. - - Select `Open 82mm Rangetable`. +### 2.2 Opening the table +- Self interact Ctrl + ⊞ Win +- Select `Equipment`. +- Select `Open 82mm Rangetable`. -- Using the table: - - Get the distance and elevation difference between you and the target for this you can use map tools. For this example we'll say we're 2 000m away and 50m below (we're at 20m they are at 70m, 70-20=50). - - - Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2. - - - Check the range column on the table, we're at 2 000 then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1339. - - - After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 2 (4:2 = 2) if our target was 300m above us we would have to subtract 12 from our elevation (3x4 = 12). - - - Once you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1339-2 = 1337. - - - On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found. - - To adjust the ELV use Page Up and page Down. - - Once the number you found and ELV are the same FIRE ! - - On top of that you can calculate the time the shell will take to land by using the third row from the left, in our case the shell need to travel 2000m that's 20xthe number indicated. so 20x0,5 = 10s. +### 2.2 Getting your shells to land where you want. +For this you need a `82mm Rangetable`, `Map Tools` and a `Vector 21` are also recommended. -### 2.3 Working with the rangetable (Crosswinds enabled) -- Same as above there's just an extra step, I'll provide an other example in case you forgot. - - - Get the distance and elevation difference between you and the target for this you can use map tools. For this example we'll say we're 2 400m away and 223m below (we're at 2m they are at 225, 225-2=223) - - Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2. - - - Check the range column on the table, we're 2 400m a then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1145. - - After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 22 (2,2 x 10 (2,2 because we're around 220m below)). - - Extra step needed here, a kestrel 4500 IS NEEDED. - - Pick the crosswind on your kestrel (for this refer to the kestrel documentation). - - - For this example the crosswind is of 2 MPS on my table I can see under Azimuth correction that for each 1MPS I need to correct by 2.5 mill. - - So in this case i'm subtracting 5 mill from the ELV. - - - It's MATH TIME the ELV given by the table is 1 145, we subtract 22 because of the heigh, we also subtract 5 for the crosswind ( 1 145-22-5 = 1 118 ). - - After you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1 118. - - - On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found. - - FIREEEE !!!! - - Little advantage of having crosswind enabled is that you don't have to calculate the flight time, it's marked on the table in this case it's 33,8s. +- Get the distance and elevation difference between you and the target (you can use map tools). +- Select the charge you want to use (0 = close / 1 = medium / 2 = far). +- Open the `82mm Rangetable` +- Calculate the correct ELEV (elevation): + - Open the `82mm Rangetable` and click on the charge you are using. + - Find your range under the `RANGE` column + - Under the `ELEV` column find the number that matches your range, that's the base elevation you are going to work with. + - Under the `D ELEV for 100m DR` find the number that matches your ELEV and compensate: + - _Example_, if you're 200m above your target multiply the number by 2 and add it to your ELEV. + - If you're 200m below the target multiply the number by 2 and substract it to your ELEV. + - The lower the elevation the closer to you it will land. + - Once you finished calculating the ELEV align the barrel of the mortar with your target (directly looking at it) and set your ELEV to what you calculated by using Page Up and Page Down. + - Once the ELEV is correctly set and the barrel is facing the right direction, shoot and enjoy your bananas while watching hell rain on your enemies. + ## 3. Dependencies diff --git a/documentation/framework/advanced-missile-guidance.md b/documentation/framework/advanced-missile-guidance.md deleted file mode 100644 index 14f1d1feae..0000000000 --- a/documentation/framework/advanced-missile-guidance.md +++ /dev/null @@ -1,108 +0,0 @@ ---- -layout: wiki -title: Advanced Missile Guidance -description: The ACE3 Advanced Missile Guidance Framework provides a setup of configuration settings, functions and a execution framework for addon makers to integrate with the missile guidance and targeting mechanisms of ACE3. -group: framework -order: 5 -parent: wiki ---- - -## 1. Overview - -The ACE3 Advanced Missile Guidance Framework provides a setup of configuration settings, functions and a execution framework for addon makers to integrate with the missile guidance and targeting mechanisms of ACE3. It also provides for mod makers to create their own custom guidance methods within the framework. - -The framework provides all the functionality needed for guidance; from laser locking, target specification and selection, to handling the fired events and tracking and steering the vehicle based on provided parameters. This way, all that needs to be defined in addons is the appropriate CfgAmmo entries for the missile. - -The framework also provides addon makers and scripters with the ability to configure custom seeker types and attack profiles, which are defined below. This allows for complete control of the guidance, locking and flight of a missile at the discretion of the addon maker. - -ACE3 provides a full suite of base concepts and guidance for the majority of modern missile weaponry avialable today; these includes all basic types of seekers (SALH/SACLOS/Optic/Thermal/etc) - as well as the different common attack profiles utilized with guided munitions (such as top-down attacks). - -Finally, flight profiles and mechanics for realistic missile simulations are also implemented; allowing for lock-steering bump guidance flight such as with the M47 Dragon or GBU steering fins, or finely tuned direct flight guidance which is currently avialable with other missile types. - -## 2. Details - -The framework is broken up into 3 major components: Locking Types, Seeker Types and Attack Profiles. In combination, these components build out the entire process of launching, locking and going terminal flight against targets. - -### 2.1 Components - -#### 2.1.1 Locking Types -Locking types provide the basic functionality of targeting which will be based to a seeker type, providing target aquisition for seekers. This provides the basic functionality for providing pre-determined targets for a seeker, or allowing the seeker to perform its own target aquisition and locking. Additionally, the seeker may reference back into the locking type in order to re-perform target aquisition. - -#### 2.1.2 Seeker Types -Each seeker is generally assumed to be the logic for the seeker head unit within any given munition. Seekers within this framework provide the basic targeting functionality for the entire framework. The locking type will provide a generic target to the seeker, or the seeker may aquire a target on its own. The seeker then provides a target, either an object or a ASL position, which is then passed further into the framework. This target (or position) should be the actual current target position for the missiles flight. Seekers are required to perform all limitations and checks within their systems, although various limitations have been provided in this framework such as LOS FOV, laser guidance, etc. - -#### 2.1.3 Attack Profiles - -An attack profile adjusts the current target flight location to create the actual flight path of the missile. The attack profile is provided with all parameters of the system, including the returned target of the seeker. Using this information, the attack profile then will adjust the *direct flight target position* to specifically direct where and how the missile shall flight. - -## 3. How it all ties together - -The system is executed in a linear series of calls to each step of the process, and feeding back the return from that step to the next step. Execution is conducted using Locking->Seeker->Profile, iteratively every frame of execution. Flight times are adjusted to accTime values and FPS lag, giving consistent flight. - -On each step of execution, a target specification array [targetObj, targetPos] is passed to the locking type, which then will return a possible modified target array. Next, this modified data is passed to the seeker type - which then, in turn, returns a position vector to the current "seeked" target position (ASL). Last, this target position is passed to the attack profile, who then returns an "adjusted attack position (ASL)", which is the location the missile should *currently* be homing on for flight. - -In the simplest sense, the entire system provides the flight trajectory of the missile homing directly on the "adjusted attack position"; thus, an attack profile would ajust this position to direct the missile. For example, Top down attacks return the adjusted attack position high above the target, until entering their terminal stages, which then changes the position to be directly ontop of the target - thus "walking the missile" along its flight path and to the kill. - -## 4. Adding AMG to a missile - -### 4.1 Enabling guidance on Ammo Types -``` -class CfgAmmo { - class MissileBase; - class MyMissileType : MissileBase { - // Turn off arma crosshair-guidance - manualControl = 0; - - // Begin ACE guidance Configs - class ace_missileguidance { - enabled = 1; - - minDeflection = 0.00025; // Minium flap deflection for guidance - maxDeflection = 0.001; // Maximum flap deflection for guidance - incDeflection = 0.0005; // The incrmeent in which deflection adjusts. - - canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet modes. All 'recruit' games use vanilla locking - - // Seeker type and settings for munitions - defaultSeekerType = "SALH"; - seekerTypes[] = { "SALH", "LIDAR", "SARH", "Optic", "Thermal", "GPS", "SACLOS", "MCLOS" }; - - defaultSeekerLockMode = "LOAL"; - seekerLockModes[] = { "LOAL", "LOBL" }; - - seekerAngle = 90; // Angle in front of the missile which can be searched - seekerAccuracy = 1; // seeker accuracy multiplier - - seekerMinRange = 1; - seekerMaxRange = 2500; // Range from the missile which the seeker can visually search - - // Attack profile type selection - defaultAttackProfile = "LIN"; - attackProfiles[] = { "LIN", "DIR", "MID", "HI" }; - }; -``` - -## 5. Creating your own custom seekers and attack profiles - -### 5.1 Adding seeker types and attack profiles - -``` -class ace_missileguidance_attackProfiles{ - class MyAttackProfile { - name = ""; - visualName = ""; - description = ""; - - functionName = "my_fnc_doAttackProfile"; - }; -}; -class ace_missileguidance_seekerTypes { - class MySeekerType { - name = ""; - visualName = ""; - description = ""; - - functionName = "my_fnc_doSeekerType"; - }; -}; -``` diff --git a/documentation/framework/carry-drag.md b/documentation/framework/carry-drag.md deleted file mode 100644 index cfa4eb13af..0000000000 --- a/documentation/framework/carry-drag.md +++ /dev/null @@ -1,96 +0,0 @@ ---- -layout: wiki -title: Carry and Drag System -description: -group: framework -order: 5 -parent: wiki ---- - -## 1. Config Values - -``` -class CfgVehicles { - class MyVehicle { - - - ace_dragging_canDrag = 1; // can this object be dragged?; 1 yes, 0 no (0 default) - ace_dragging_dragPosition[] = {0,1.2,0} // Offset of the model from the body while dragging, comparable to the offset in attachTo (It's the same actually) - ace_dragging_dragDirection = 0; // how much degrees is the model rotatated after dragging it (a global setDir after attachTo) - - ace_dragging_canCarry = 1; // can this object be carried?; 1 yes, 0 no (0 default) - ace_dragging_carryPosition[] = {0,1.2,0}; // Same as drag, but for carrying objects - ace_dragging_carryDirection = 0; // Same as drag, but for carrying objects - - }; -}; -``` - -## 2. Functions - -**NOTE THAT THE FOLLOWING FUNCTIONS ARE NOT PUBLIC AND THUS MAY CHANGE IN THE FUTURE.**
- - -Also note that if the item is too heavy you won't be able to carry / drag it, the mass is also affected by what's inside it.
-To bypass this empty the object and / or use setMass.
- -### 2.1 Enabling / disabling dragging - -`ace_dragging_fnc_setDraggable.`
-Enable the object to be dragged.
- -| Arguments | | ---------------| -------- | -0 | Any object (Object) -1: | true to enable dragging, false to disable (Bool) -2:| Position offset for attachTo command (Array, optional; default: [0,0,0]) -3: | Direction in degree to rotate the object after attachTo (Number, optional; default: 0) -Return value: NONE
- -#### 2.1.1 example 1: -``` -[foo,true,[0,2,0],45] call ace_dragging_fnc_setDraggable -``` -| Arguments | | ---------------| -------- | -0:| foo (my object) -1:| true (dragging is enabled) -2:| `[0,2,0]` (0 meters sideways, 2 meters forward, 0 meters upwards) -3:| 45 (the object is rotated by 45°) - -#### 2.1.2 example 2 -``` -[bar,false,[3,-2,2],20] call ace_dragging_fnc_setDraggable -``` - -| Arguments | | ---------------| -------- | -0:| bar (object) -1:| false (dragging is disabled) -2:| 3 meters sideways, -2 meters backwards, 2 meters upwards -3:| the object is rotated by 20° - -### 2.2 Enabling / disabling carrying -`ace_dragging_fnc_setCarryable.`
-Enable the object to be carried.
- -| Arguments | | ---------------| -------- | -0 | Any object (Object) -1:| true to enable carrying, false to disable (Bool) -2:| Position offset for attachTo command (Array, optional; default: [0,1,1]) -3:| Direction in degree to rotate the object after attachTo (Number, optional; default: 0) -Return value: NONE
- - -#### 2.1.1 example 1: -``` -[foo,true,[0,3,1],10] call ace_dragging_fnc_setCarryable -``` -| Arguments | | ---------------| -------- | -0:| foo (my object) -1:| true (carrying is enabled) -2:| `[0,2,0]` (0 meters sideways, 3 meters forward, 1 meters upwards) -3:| 10 (the object is rotated by 10°) - diff --git a/documentation/framework/disposables-framework.md b/documentation/framework/disposables-framework.md new file mode 100644 index 0000000000..22887ea2b0 --- /dev/null +++ b/documentation/framework/disposables-framework.md @@ -0,0 +1,38 @@ +--- +layout: wiki +title: Disposables Framework +description: Explains how to set-up custom disposable launchers with the ACE3 disposables system. +group: framework +order: 5 +parent: wiki +--- + +
+
Note:
+

This is just the necessary to make a launcher disposable, this is not a guide to make your own launcher.

+
+ +## 1. Making a launcher disposable + +### 1.1 CfgWeapons + +```c++ +class CfgWeapons { + class Launcher_Base_F; + class launch_banana: Launcher_Base_F { + ACE_UsedTube = "launch_banana_Used_F"; // The class name of the used tube + magazines[] = {"ACE_PreloadedMissileDummy"}; // The dummy magazine + }; + class launch_banana_Used_F: launch_banana { // The used tube should be a sub class of the disposable launcher + scope = 1; + ACE_isUsedLauncher = 1; + author = "grandBanana"; + displayName = "Used banana launcher"; + descriptionShort = "A used banana launcher"; + magazines[] = {"ACE_FiredMissileDummy"}; // This will disable the used launcher class from being fired again + //picture = ""; // Not supported yet + //model = ""; // Not supported yet + weaponPoolAvailable = 0; + }; +}; +``` diff --git a/documentation/framework/dragging-framework.md b/documentation/framework/dragging-framework.md new file mode 100644 index 0000000000..14352182b7 --- /dev/null +++ b/documentation/framework/dragging-framework.md @@ -0,0 +1,94 @@ +--- +layout: wiki +title: Dragging/Carrying Framework +description: Explains how to set-up dragging and carrying of objects with the ACE3 dragging and carrying system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Config Values + +```c++ +class CfgVehicles { + class MyVehicle { + // Dragging + ace_dragging_canDrag = 1; // Can be dragged (0-no, 1-yes) + ace_dragging_dragPosition[] = {0, 1.2, 0}; // Offset of the model from the body while dragging (same as attachTo) + ace_dragging_dragDirection = 0; // Model direction while dragging (same as setDir after attachTo) + + // Carrying + ace_dragging_canCarry = 1; // Can be carried (0-no, 1-yes) + ace_dragging_carryPosition[] = {0, 1.2, 0}; // Offset of the model from the body while dragging (same as attachTo) + ace_dragging_carryDirection = 0; // Model direction while dragging (same as setDir after attachTo) + }; +}; +``` + + +## 2. Functions + +
+
Note:
+

The following functions are NOT public and are likely to change in the future!

+
+ +You will **not** be able to carry / drag objects that are too heavy, the mass is also affected by what is inside the object. To bypass this empty the object and/or use `setMass`. + +### 2.1 Enabling / disabling dragging + +`ace_dragging_fnc_setDraggable` + + | Arguments | Type | Optional (default value) +---| --------- | ---- | ------------------------ +0 | Any object | Object | Required +1 | Enable dragging, true to enable, false to disable | Boolean | Required +2 | Position to offset the object from player | Array | Optional (default: `[0, 0, 0]`) +3 | Direction in degree to rotate the object | Number | Optional (default: `0`) +**R** | None | None | Return value + +#### 2.1.1 Example 1 + +`[foo, true, [0, 2, 0], 45] call ace_dragging_fnc_setDraggable;` + + | Arguments | Explanation +---| --------- | ----------- +0 | `foo` | My object +1 | `true` | Dragging is enabled +2 | `[0,2,0]` | 0 meters sideways, 2 meters forward, 0 meters upwards +3 | `45` | Rotated by 45° + +#### 2.1.2 Example 2 + +`[bar, false, [3, -2, 2], 20] call ace_dragging_fnc_setDraggable;` + + | Arguments | Explanation +---| --------- | ----------- +0 | `bar` | My object +1 | `false` | Dragging is disabled +2 | `[3, -2, 2]` | 3 meters sideways, 2 meters backwards, 2 meters upwards +3 | `20` | Rotated by 20° + + +### 2.2 Enabling / disabling carrying + +`ace_dragging_fnc_setCarryable` + + | Arguments | Type | Optional (default value) +---| --------- | ---- | ------------------------ +0 | Any object | Object | Required +1 | Enable carrying, true to enable, false to disable | Boolean | Required +2 | Position to offset the object from player | Array | Optional (default: `[0, 1, 1]`) +3 | Direction in degree to rotate the object | Number | Optional (default: `0`) +**R** | None | None | Return value + +#### 2.2.1 Example + +`[foo, true, [0, 3, 1], 10] call ace_dragging_fnc_setCarryable;` + + | Arguments | Explanation +---| --------- | ----------- +0 | `foo` | My object +1 | `true`| Carrying is enabled +2 | `[0,2,0]` | 0 meters sideways, 3 meters forward, 1 meter upwards +3 | `10` | Rotated by 10° diff --git a/documentation/framework/explosives-framework.md b/documentation/framework/explosives-framework.md new file mode 100644 index 0000000000..abe6e016af --- /dev/null +++ b/documentation/framework/explosives-framework.md @@ -0,0 +1,123 @@ +--- +layout: wiki +title: Explosives Framework +description: Explains how to set-up custom explosives with the ACE3 explosives system. +group: framework +order: 5 +parent: wiki +--- + +
+
Note:
+

This is just the necessary to make explosives using the framework, this is not a guide to make your own explosives.

+
+ +## 1. Explosives + +### 1.1 Setting the magazine + +```c++ +class CfgMagazines { + class CA_Magazine; + class banana_satchel_remote_mag: CA_Magazine { + ACE_Placeable = 1; // Can be placed + useAction = 0; // Disable the vanilla interaction + ACE_SetupObject = "banana_satchel_place"; // The object placed before the explosive is armed + class ACE_Triggers { // Trigger configurations + SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used + class Timer { + FuseTime = 0.5; // Time for the fuse to burn + }; + class Command { + FuseTime = 0.5; + }; + class MK16_Transmitter: Command {}; + class DeadmanSwitch: Command {}; + }; + }; +}; +``` + +### 1.2 Setting the ammo + +```c++ +class CfgAmmo { + class PipeBombBase; + class SatchelCharge_Remote_Ammo: PipeBombBase { + soundActivation[] = {"", 0, 0, 0}; // No sound on activation + soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation + triggerWhenDestroyed = 1; // (Optional) Explode when the object is shot and destroyed (after being placed) (0-disabled, 1-enabled). + ACE_explodeOnDefuse = 0.02; // (Optional) Add a chance for the explosive to detonate after being disarmed (in percent) + }; +}; +``` + +### 1.3 Adding the place item + +```c++ +class CfgVehicles { + class ACE_Explosives_Place; + class banana_satchel_place: ACE_Explosives_Place { + displayName = "Banana satchel"; // Name of the item + model = ""; // Path to your model + ACE_offset[] = {0, 0, 0}; // Offset of the interaction point from the model in meters on the X,Y,Z axis. + }; +}; +``` + + +## 2. Mines + +### 2.1 Setting the magazine + +_Pretty much the same as Explosives except that we inherit from_ `ATMine_Range_Mag` _instead of_ `CA_Magazine`. + +```c++ +class CfgMagazines { + class ATMine_Range_Mag; + class BananaMine_Range_Mag: ATMine_Range_Mag { + ACE_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed + class ACE_Triggers { // Triggers + SupportedTriggers[] = {"PressurePlate"}; // This mine only support pressure plate activation + class PressurePlate { + digDistance = 0.05; + }; + }; + }; +}; +``` + +### 2.2 Setting up the Ammo + +The class you inherit from depends of what type of trigger you are using, for `PressurePlate` and `Tripwire` you can skip this step, for timers and clackers refer to the Explosives entry. + +Directional mines inherit from `DirectionalBombBase`. + + +## 3. Adding your own detonators + +```c++ +class CfgWeapons { + class ACE_ItemCore; // ACE3 base item class + class ACE_Clacker; // Clacker base class + class banana_clacker: ACE_Clacker { + displayName = "banana clacker"; // Name of the item + picture = ""; // Path to the item's picture + ACE_Range = 9000; // Explosives activation range in meters + }; +}; +``` + + +## 4. Trigger list + +Name | Use +---- | ----- +`Command` | Explode when activated via clacker. +`MK16_Transmitter` | Explode when activated via M26 clacker. +`DeadManSwitch` | Explode after activated via the switch or the person dies. +`Cellphone` | Explode when the number is called. +`PressurePlate` | Explode upon being stepped upon. +`IRSensor` | Explode after movement is detected in front of the mine. +`Timer` | Explode after timer drop to 0. +`Tripwire` | Explode when something touch the tripwire. diff --git a/documentation/framework/frag-framework.md b/documentation/framework/frag-framework.md new file mode 100644 index 0000000000..2800d78f52 --- /dev/null +++ b/documentation/framework/frag-framework.md @@ -0,0 +1,119 @@ +--- +layout: wiki +title: Fragmentation Framework +description: Explains how to set-up fragmentation system for explosives using ACE3 fragmentation system. +group: framework +parent: wiki +order: 7 +--- + +## 1. Overview + +The fragmentation system in ACE3 is a significant improvement over the fragmentation system in ACE2. Previously the system relied on fuzzy math from the values of `indirectHit` and `indirectHitRange` in `CfgAmmo` to calculate roughly the velocity and range of fragmentation. This had some serious drawbacks, especially in the case of smaller explosives such as hand grenades and 40mm grenades where casualty production was lower than desired. + +In ACE3 the system has moved away from what "feels" right to actual explosive engineering equations, primarily the [Gurney equations](http://en.wikipedia.org/wiki/Gurney_equations). This allows us to get close to the actual fragmentation velocities that would be produced by an explosive configuration similar to type of ammo we are simulating. + +The system for the end-developer is easy to use, and only requires minimal research into the type of ammo being represented. + + +## 2. Config Values + +```c++ +class CfgAmmo { + class MyGrenade { + ace_frag_enabled = 1; // Enable fragmentation (0-disabled, 1-enabled) + ace_frag_metal = 210; // Amount of metal being fragmented (grams) - information below + ace_frag_charge = 185; // Amount of explosive filler (grams) - information below + ace_frag_gurney_c = 2843; // Gurney velocity constant for explosive type - information below + ace_frag_gurney_k = 3/5; // Gurney shape factor - information below + ace_frag_classes[] = {"ACE_frag_large"}; // Type of fragments - information below + ace_frag_skip = 0; // (Optional) Skip fragmentation for this ammo type (0-disabled, 1-enabled) - information below + ace_frag_force = 1; // (Optional) Force fragmentation system (0-disabled, 1-enabled) - information below + }; +}; +``` + +### 1.1 Metal amount + +`ace_frag_metal` + +Amount of metal being fragmented (generally taken as the entire weight of the warhead, though in some cases you might want to only include the fragmentation jacket or body. + +Dimensionless value, as long as same unit as `ace_frag_charge` (for example `kg/kg` or `g/g` or `lbs/lbs`). + +### 1.2 Explosives filler amount + +`ace_frag_charge` + +Amount of explosive filler in the warhead. `ace_frag_metal` and `ace_frag_charge` are dimensionless values, as long as they are both in the same unit (for example kg/kg g/g lbs/lbs). + +Dimensionless value, as long as same unit as `ace_frag_metal` (for example `kg/kg` or `g/g` or `lbs/lbs`). + +### 1.3 Gurney velocity constant + +`ace_frag_gurney_c` + +Gurney constant for explosive force. You can find a list of common explosive types below. If you can not find it here, or want more accurate numbers, just google the type of explosive and Gurney constant and you can find substantial information. This is **not** the detonation velocity of the explosive, do not confuse them! + +Type | Speed +--------------- | -------- +Composition B | 2700 m/s +Composition C-3 | 2680 m/s +Cyclotol 75/25 | 2790 m/s +HMX | 2800 m/s +LX-14 | 2970 m/s +Octol 75/25 | 2800 m/s +PBX 9404 | 2900 m/s +PBX 9502 | 2377 m/s +PETN | 2930 m/s +RDX | 2830 m/s +Tetryl | 2500 m/s +TNT | 2440 m/s +Tritonal | 2320 m/s + +### 1.4 Gurney shape factor + +`ace_frag_gurney_k` + +Shape factor for the explosive configuration. You should choose it based on the general configuration of explosives/metal in the warhead. Most grenades for example are a sphere. Artillery and aircraft bombs are a cylinder. Mines generally a flat plate. Below is a list of the three common shapes and their factors. + +Shape | Factor +-------- | ------ +Sphere | 3/5 +Cylinder | 1/2 +Plate | 3/5 + +There are other configurations but these are the most common. If you are interested in others check out the wikipedia link given above. Most of these will not correctly function in ACE3 though due to additional variables for the equation. + +### 1.5 Fragments type + +`ace_frag_classes[]` + +There are different types of fragmentation fragments to choose from, and they can be defined in this config value. + +| Type +| ---- +| ACE_frag_tiny +| ACE_frag_tiny_HD +| ACE_frag_small +| ACE_frag_small_HD +| ACE_frag_medium +| ACE_frag_medium_HD +| ACE_frag_large +| ACE_frag_large_HD +| ACE_frag_huge +| ACE_frag_huge_HD + +The tinier the piece of fragmentation the shorter the distance of travel. The `_HD` variants are all even higher drag versions. Grenades generally should use the `_HD` variants. Experimentation here is important. + +### 1.6 Ignore fragmentation + +`ace_frag_skip` + +Setting this to `1` will skip fragmentation for ammo of this type. This is useful for things that might cause high network load, such as FFAR rockets, or possibly even 40mm grenades from AGLs. Experimentation under network conditions is required. + +### 1.7 Force fragmentation + +`ace_frag_force` + +Settings this to `1` will force the fragmentation system to use frag on this ammo, ignoring internal qualifications based on hit values. diff --git a/documentation/framework/fragmentation-configuration.md b/documentation/framework/fragmentation-configuration.md deleted file mode 100644 index 876074e6f4..0000000000 --- a/documentation/framework/fragmentation-configuration.md +++ /dev/null @@ -1,77 +0,0 @@ ---- -layout: wiki -title: Fragmentation Configuration -description: The fragmentation system (ace_frag) in ACE3 is a significant improvement over the fragmentation system in ACE2. -group: framework -parent: wiki -order: 7 ---- - -The fragmentation system (ace_frag) in ACE3 is a significant improvement over the fragmentation system in ACE2. Previously the system relied on fuzzy math from the values of `indirectHit` and `indirectHitRange` in CfgAmmo to calculate roughly the velocity and range of fragmentation. This had some serious drawbacks, especially in the case of smaller explosives such as hand grenades and 40mm grenades where casualty production was lower than desired. - -In ACE3 the system has moved away from what "feels" right to actual explosive engineering equations, primarily the [Gurney equations](http://en.wikipedia.org/wiki/Gurney_equations). This allows us to get close to the actual fragmentation velocities that would be produced by an explosive configuration similar to type of ammo we are simulating. - -The system for the end-developer is easy to use, and only requires minimal research into the type of ammo being represented. I will describe how to do this in this ticket. - -Below is an example set of explosives configuration properties for sys_frag (in this case an M67 hand grenade): - -```c++ -ace_frag_metal = 210; // metal in grams -ace_frag_charge = 185; // explosive in grams -ace_frag_gurney_c = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations -ace_frag_gurney_k = 3/5; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations -``` - -`ace_frag_metal` is the amount of metal being fragmented (generally taken as the entire weight of the warhead, though in some cases you might want to only include the fragmentation jacket or body. `ace_frag_charge` is the amount of explosive filler in the warhead. `ace_frag_metal` and `ace_frag_charge` are dimensionless values, as long as they are both in the same unit (for example kg/kg g/g lbs/lbs). - -`ace_frag_gurney_c` is the Gurney constant for explosive force. You can find a list of common explosive types below. If you can not find it here, or want more accurate numbers, just google the type of explosive and Gurney constant and you can find substantial information. This is *NOT* the detonation velocity of the explosive, do not confuse them! - -| Type | Speed | -|------------------|----------| -|Composition B | 2700 m/s | -|Composition C-3 | 2680 m/s | -|Cyclotol 75/25 | 2790 m/s | -|HMX | 2800 m/s | -|LX-14 | 2970 m/s | -|Octol 75/25 | 2800 m/s | -|PBX 9404 | 2900 m/s | -|PBX 9502 | 2377 m/s | -|PETN | 2930 m/s | -|RDX | 2830 m/s | -|Tetryl | 2500 m/s | -|TNT | 2440 m/s | -|Tritonal | 2320 m/s | - - -`ace_frag_gurney_k` is the shape factor for the explosive configuration. You should choose it based on the general configuration of explosives/metal in the warhead. Most grenades for example are a sphere. Artillery and aircraft bombs are a cylinder. Mines generally a flat plate. Below is a list of the three common shapes and their factors. - -``` -Sphere = 3/5 -Cylinder = 1/2 -Plate = 3/5 -``` - -There are other configurations but these are the most common. If you are interested in others check out the wikipedia link given above. Most of these will not correctly function in sys_frag though due to additional variables for the equation. - -In addition to these variables there are different types of fragmentation fragments to choose from, and they can be defined in the config value `ace_frag_classes[]`. Below are a list of the types. - -``` -ACE_frag_tiny -ACE_frag_tiny_HD -ACE_frag_small -ACE_frag_small_HD -ACE_frag_medium -ACE_frag_medium_HD -ACE_frag_large -ACE_frag_large_HD -ACE_frag_huge -ACE_frag_huge_HD -``` - -The tinier the piece of fragmentation the shorter the distance of travel. The `_HD` variants are all even higher drag versions. Grenades generally should use the `_HD` variants. Experimentation here is important. - -The final information needed is a couple of entries for forcing or ignoring fragmentation for this ammo. - -If you set `ace_frag_skip` to 1 then you will skip fragmentation for ammo of this type. This is useful for things that might cause high network load, such as FFAR rockets, or possibly even 40mm grenades from AGLs. Experimentation under network conditions is required. - -If you set `ace_frag_force` to 1 it will force the fragmentation system to use frag on this ammo, ignoring sys_frags internal qualifications based on hit values. diff --git a/documentation/framework/goggles-framework.md b/documentation/framework/goggles-framework.md new file mode 100644 index 0000000000..3dea205af9 --- /dev/null +++ b/documentation/framework/goggles-framework.md @@ -0,0 +1,35 @@ +--- +layout: wiki +title: Goggles Framework +description: Explains how to set-up goggles with ACE3 goggles system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Config Values + +```c++ +class CfgGlasses { + class MyGoggles { + ace_color[] = {0, 0, -1}; // Post-proccess color + ace_tintAmount = 8; // Amount of tint applied to the color + ace_resistance = 1; // Resistance to breaking (0 or 1 or 2) + ace_protection = 0; // Provides protection (0-no, 1-yes) + ace_overlay = ""; // (Optional) Default overlay image path ("" for none) + ace_overlayDirt = "A3\Ui_f\data\igui\rsctitles\HealthTextures\dust_upper_ca.paa"; // (Optional) Dirt overlay image path + ace_overlayCracked = "mod\textures\HUD\Cracked.paa"; // (Optional) Cracked overlay image path + ace_dustPath = "mod\textures\fx\dust\dust1.paa"; // (Optional) Dust overlay image path + }; +}; +``` + + +## 2. Events + +### 2.1 Listenable + +Event Name | Description | Passed Parameter(s) | Locality +---------- | ----------- | ------------------- | -------- +`"GlassesChanged"` | Glasses Changed | `[_glassesClass]` | Local +`"GlassesCracked"` | Glasses Cracked | `[_unit]` | Local diff --git a/documentation/framework/hearing-framework.md b/documentation/framework/hearing-framework.md new file mode 100644 index 0000000000..6d83665916 --- /dev/null +++ b/documentation/framework/hearing-framework.md @@ -0,0 +1,21 @@ +--- +layout: wiki +title: Hearing Framework +description: Explains how to set-up headgear with ACE3 hearing system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Config Values + +```c++ +class CfgWeapons { + class MyHelmet { + ace_hearing_protection = 0.80; // Protection against deafening (0 to 1, higher means more protection) + ace_hearing_lowerVolume = 0.60; // Muffling of the sound (0 to 1, higher means more muffling) + }; +}; +``` + +The protection/muffling is a multiplier and not an absolute value, you can still be deafened/muffled with a value of 1. diff --git a/documentation/framework/huntIR-framework.md b/documentation/framework/huntIR-framework.md new file mode 100644 index 0000000000..542515d6cb --- /dev/null +++ b/documentation/framework/huntIR-framework.md @@ -0,0 +1,27 @@ +--- +layout: wiki +title: HuntIR Framework +description: Explains how to add HuntIR support to a weapon. +group: framework +order: 5 +parent: wiki +--- + +## 1. Config Values + +```c++ +class CfgWeapons { + class MyRifle { + class MyGL: UGL_F { + magazines[] = { + // All default UGL magazines + "MyFirstMag", + "MySecondMag", + "MyLastMag", + // HuntIR magazine + "ACE_HuntIR_M203" + }; + }; + }; +}; +``` diff --git a/documentation/framework/javelin-framework.md b/documentation/framework/javelin-framework.md new file mode 100644 index 0000000000..dd384fd282 --- /dev/null +++ b/documentation/framework/javelin-framework.md @@ -0,0 +1,23 @@ +--- +layout: wiki +title: Javelin Framework +description: Explains how to set-up Javelin-style locking system to a launcher. +group: framework +order: 5 +parent: wiki +--- + +## 1. Config Values + +```c++ +class CfgWeapons { + class MyLauncher { + ace_javelin_enabled = 1; // Enable Javelin-style locking (0-disabled, 1-enabled) + weaponInfoType = "ACE_RscOptics_javelin"; // Inteface + modelOptics = "\z\ace\addons\javelin\data\reticle_titan.p3d"; // Optics model + canLock = 0; // Disable vanilla locking (0-disabled, 1-enabled) + lockingTargetSound[] = {"", 0, 1}; // Locking sound + lockedTargetSound[] = {"", 0, 1}; // Target acquired sound + }; +}; +``` diff --git a/documentation/framework/missile-guidance-framework.md b/documentation/framework/missile-guidance-framework.md new file mode 100644 index 0000000000..f09a5c0bc3 --- /dev/null +++ b/documentation/framework/missile-guidance-framework.md @@ -0,0 +1,117 @@ +--- +layout: wiki +title: Advanced Missile Guidance Framework +description: The ACE3 Advanced Missile Guidance Framework provides a setup of configuration settings, functions and a execution framework for mod makers to integrate with the missile guidance and targeting mechanisms of ACE3. +group: framework +order: 5 +parent: wiki +--- + +## 1. Overview + +The ACE3 Advanced Missile Guidance Framework provides a setup of configuration settings, functions and an execution framework for mod makers to integrate with the missile guidance and targeting mechanisms of ACE3. It also provides the mod makers to create their own custom guidance methods within the framework. + +The framework provides all the functionality needed for guidance; from laser locking, target specification and selection, to handling the fired events and tracking and steering the vehicle based on provided parameters. This way, all that needs to be defined in mods is the appropriate `CfgAmmo` entries for the missile. + +The framework also provides mod makers and scripters with the ability to configure custom seeker types and attack profiles, which are defined below. This allows for complete control of the guidance, locking and flight of a missile at the discretion of the mod maker. + +ACE3 provides a full suite of base concepts and guidance for the majority of modern missile weaponry avialable today; these includes all basic types of seekers (SALH, SACLOS, Optic, Thermal ...) as well as the different common attack profiles utilized with guided munitions (such as top-down attack). + +Finally, flight profiles and mechanics for realistic missile simulations are also implemented; allowing for lock-steering bump guidance flight such as with the M47 Dragon or GBU steering fins, or finely tuned direct flight guidance which is currently available with other missile types. + + +## 2. Components + +The framework is broken up into 3 major components: Locking Types, Seeker Types and Attack Profiles. In combination, these components build out the entire process of launching, locking and going terminal flight against targets. + +#### 2.1 Locking Types +Locking types provide the basic functionality of targeting which will be based to a seeker type, providing target acquisition for seekers. This provides the basic functionality for providing pre-determined targets for a seeker, or allowing the seeker to perform its own target acquisition and locking. Additionally, the seeker may reference back into the locking type in order to re-perform target acquisition. + +#### 2.2 Seeker Types +Each seeker is generally assumed to be the logic for the seeker head unit within any given munition. Seekers within this framework provide the basic targeting functionality for the entire framework. The locking type will provide a generic target to the seeker, or the seeker may aquire a target on its own. The seeker then provides a target, either an object or a ASL position, which is then passed further into the framework. This target (or position) should be the actual current target position for the missiles flight. Seekers are required to perform all limitations and checks within their systems, although various limitations have been provided in this framework such as LOS FOV, laser guidance, etc. + +#### 2.3 Attack Profiles + +An attack profile adjusts the current target flight location to create the actual flight path of the missile. The attack profile is provided with all parameters of the system, including the returned target of the seeker. Using this information, the attack profile then will adjust the *direct flight target position* to specifically direct where and how the missile shall flight. + + +## 3. How it all ties together + +The system is executed in a linear series of calls to each step of the process, and feeding back the return from that step to the next step. Execution is conducted using Locking -> Seeker -> Profile, iteratively every frame of execution. Flight times are adjusted to `accTime` values and FPS lag, giving consistent flight. + +On each step of execution, a target specification array `[targetObj, targetPos]` is passed to the locking type, which then will return a possible modified target array. Next, this modified data is passed to the seeker type - which then, in turn, returns a position vector to the current "seeked" target position (ASL). Last, this target position is passed to the attack profile, which then returns an "adjusted attack position" (ASL), which is the location the missile should *currently* be homing on for flight. + +In the simplest sense, the entire system provides the flight trajectory of the missile homing directly on the "adjusted attack position"; thus, an attack profile would ajust this position to direct the missile. For example, top down attacks return the adjusted attack position high above the target, until entering their terminal stages, which then changes the position to be directly on top of the target - thus "walking the missile" along its flight path and to the impact. + + +## 4. Config Values + +### 4.1 Enabling guidance on Ammo Types + +```c++ +class CfgAmmo { + class MyMissile { + manualControl = 0; // Turn off vanilla crosshair guidance + + // Begin ACE guidance Configs + class ace_missileguidance { + enabled = 1; // Enable missile guidance (0-disabled, 1-enabled) + + minDeflection = 0.00025; // Minimum flap deflection for guidance + maxDeflection = 0.001; // Maximum flap deflection for guidance + incDeflection = 0.0005; // The increment in which deflection adjusts + + canVanillaLock = 0; // Enable vanilla lock, only applicable to non-cadet modes, 'recruit' always uses vanilla locking (0-disabled, 1-enabled) + + defaultSeekerType = "SALH"; // Default seeker type + seekerTypes[] = {"SALH", "LIDAR", "SARH", "Optic", "Thermal", "GPS", "SACLOS", "MCLOS"}; // Seeker types available + + defaultSeekerLockMode = "LOAL"; // Default seeker lock mode + seekerLockModes[] = {"LOAL", "LOBL"}; // Seeker lock modes available + + seekerAngle = 90; // Angle in front of the missile which can be searched + seekerAccuracy = 1; // Seeker accuracy multiplier + + seekerMinRange = 1; // Minimum range from the missile which the seeker can visually search + seekerMaxRange = 2500; // Maximum from the missile which the seeker can visually search + + defaultAttackProfile = "LIN"; // Default attack profile + attackProfiles[] = {"LIN", "DIR", "MID", "HI"}; // Attack profiles available + }; +``` + +### 4.2 Custom Seeker Types + +```c++ +class ace_missileguidance_attackProfiles { + class MyAttackProfile { + name = ""; // Name + visualName = ""; // Visual name + description = ""; // Description + + functionName = "my_fnc_doSeekerType"; // Function that handles the seeker type + }; +}; +``` + +### 4.3 Custom Attack Profiles + +```c++ +class ace_missileguidance_seekerTypes { + class MySeekerType { + name = ""; // Name + visualName = ""; // Visual name + description = ""; // Description + + functionName = "my_fnc_doAttackProfile"; // Function that handles the attack profile + }; +}; +``` + +## 5. Events + +### 5.1 Listenable + +Event Name | Description | Passed Parameter(s) | Locality +---------- | ----------- | ------------------- | -------- +`"ace_missileguidance_handoff"` | Missile handed off | `[_target, _args]` | Global diff --git a/documentation/framework/nightvision-framework.md b/documentation/framework/nightvision-framework.md new file mode 100644 index 0000000000..73d78a222a --- /dev/null +++ b/documentation/framework/nightvision-framework.md @@ -0,0 +1,21 @@ +--- +layout: wiki +title: Night Vision Framework +description: Explains how to set-up night vision goggles with ACE3 night vision system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Config Values + +```c++ +class CfgWeapons { + class MyNightVision { + displayName = "Banana NVGs"; // Name displayed in the inventory + ace_nightVision_grain = 0.75; // Amount of grain (dots) on the screen (more means more grain) - can be higher than 1 + ace_nightVision_blur = 0.055; // Blur amount (more means more blur) - keep low values! + ace_nightVision_radBlur = 0.001; // Radial blur amount (more means more blur) - keep low values! + }; +}; +``` diff --git a/documentation/framework/overheating-framework.md b/documentation/framework/overheating-framework.md new file mode 100644 index 0000000000..21cca53516 --- /dev/null +++ b/documentation/framework/overheating-framework.md @@ -0,0 +1,78 @@ +--- +layout: wiki +title: Overheating Framework +description: Explains how to set-up weapon overheating with ACE3 overheating system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Config Values + +### 1.1 Barrel Switching + +```c++ +class CfgWeapons { + class MyMG { + ace_overheating_allowSwapBarrel = 1; // Enable barrel swap (0-disabled, 1-enabled) - information below + ace_overheating_dispersion[] = {0, -0.001, 0.001, 0.004}; // Bullet dispersion (in radians) - information below + ace_overheating_slowdownFactor[] = {1, 1, 1, 0.9}; // Slowdown factor inside the barrel - information below + ace_overheating_jamChance[] = {0, 0.0003, 0.0015, 0.0075}; // Jam chance - information below + }; +}; +``` + +#### 1.1.1 Temperatures + +`ace_overheating_dispersion[]` +`ace_overheating_slowdownFactor[]` +`ace_overheating_jamChance[]` + +Above arrays have 4 values for different temperatures, which are interpolated between. These values correspond to temperatures converted to real life values from. + +Config | Real Life +------ | --------- +0 | 0°C +1 | 333°C +2 | 666°C +3 | 1000°C + +### 1.1.2 Barrel Swapping + +`ace_overheating_allowSwapBarrel` + +Meant for machine guns where you can easily swap the barrel without dismantling the whole weapon. + +### 1.1.3 Dispersion + +`ace_overheating_dispersion[]` + +Dispersion in radians. First value is for temperature 0, second for temperature 1 and so on. Values in-between get interpolated. Negative values are ignored and can be used to move the starting point to hotter temperatures. + +### 1.1.4 Slowdown Factor + +`ace_overheating_slowdownFactor[]` + +How much the projectile gets slowed down before leaving the barrel. `0.9` means the bullet will lose 10% velocity. Values in-between get interpolated. Numbers greater than `1` increase the velocity, smaller decrease it. + +### 1.1.5 Jam Chance + +`ace_overheating_jamChance[]` + +Chance to jam the weapon. `0.0003` means 3 malfunctions on 10,000 rounds fired at this temperature. Values in-between get interpolated. Negative values are ignored and can be used to move the starting point to hotter temperatures. + +When no reliable data exists for temperature versus jam chance except MRBS, the following uniform criteria was adopted. +`[0, 1/MRBS, 5/MRBS, 25/MRBS]` + + +### 1.2 Custom Animations + +```c++ +class CfgWeapons { + class MyMG { + ace_clearJamAction = "GestureReload"; // Custom jam clearing action, default uses reload animation + ace_checkTemperatureAction = "Gear"; // Custom check temperature action, default uses gear animation + ace_clearJamAction = ""; // Custom jam clearing action, use empty string to undefine + }; +}; +``` diff --git a/documentation/framework/overpressure-framework.md b/documentation/framework/overpressure-framework.md new file mode 100644 index 0000000000..229200cb46 --- /dev/null +++ b/documentation/framework/overpressure-framework.md @@ -0,0 +1,45 @@ +--- +layout: wiki +title: Overpressure Framework +description: Explains how to set-up launchers and cannons with backblast and overpressure areas with the ACE3 overpressure system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Config Values + +### 1.1 Launchers + +```c++ +class CfgWeapons { + class MyLauncher { + ace_overpressure_angle = 60; // Cone in which the damage is applied (in degrees from the back end of the launcher) + ace_overpressure_range = 15; // Range in meters in which the damage is applied + ace_overpressure_damage = 0.7; // Damage multiplier + }; +}; +``` + +### 1.2 Cannons + +```c++ +class CfgWeapons { + class MyBananaCannon { + ace_overpressure_angle = 90; // Cone in which the damage is applied (in degrees from the muzzle of the cannon) + ace_overpressure_range = 50; // Range in meters in which the damage is applied + ace_overpressure_damage = 0.85; // Damage multiplier + }; +}; +``` + +- You can note that the angle range and damage values are higher, that's because this is a cannon and the backblast area is bigger. + + +## 2. Events + +### 2.1 Listenable + +Event Name | Description | Passed Parameter(s) | Locality +---------- | ----------- | ------------------- | -------- +`"overpressure"` | Overpressure damage inflicted | `[_firer, _position, _direction, _weapon]` | Target diff --git a/documentation/framework/parachute-framework.md b/documentation/framework/parachute-framework.md new file mode 100644 index 0000000000..2548a3ab4d --- /dev/null +++ b/documentation/framework/parachute-framework.md @@ -0,0 +1,19 @@ +--- +layout: wiki +title: Parachute Framework +description: Explains how to set-up a parachute with ACE3 parachute system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Adding reserve parachute to existing parachute + +```c++ +class CfgVehicles { + class BananaParachute { + ace_hasReserveParachute = 1; // Add reserve parachute (1-enabled, 0-disabled) + ace_reserveParachute = "ACE_ReserveParachute"; // Classname of the reserve parachute + }; +}; +``` diff --git a/documentation/framework/reloadlaunchers-framework.md b/documentation/framework/reloadlaunchers-framework.md new file mode 100644 index 0000000000..d58c91666a --- /dev/null +++ b/documentation/framework/reloadlaunchers-framework.md @@ -0,0 +1,26 @@ +--- +layout: wiki +title: Reload Launchers Framework +description: Explains how to set-up launchers with ACE3 reload launchers system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Adding third party reload + +```c++ +class CfgWeapons { + class MyLauncher { + ace_reloadlaunchers_enabled = 1; // Allow your buddies to reload your launcher (0-disabled, 1-enabled) + }; +}; +``` + +## 2. Events + +### 2.1 Listenable + +Event Name | Description | Passed Parameter(s) | Locality +---------- | ----------- | ------------------- | -------- +`"reloadLauncher"` | Launcher reloaded | `[_unit, _target, _weapon, _magazine]` | Target diff --git a/documentation/framework/scopes-framework.md b/documentation/framework/scopes-framework.md new file mode 100644 index 0000000000..fc318a13f6 --- /dev/null +++ b/documentation/framework/scopes-framework.md @@ -0,0 +1,31 @@ +--- +layout: wiki +title: Scopes Framework +description: Explains how to set-up scopes with ACE3 scope adjustment system. +group: framework +order: 5 +parent: wiki +--- + +## 1. Adding scope adjustment support + +```c++ +class CfgWeapons { + class InventoryOpticsItem_Base_F; // ItemInfo base class + + class YourScope { + ace_scopeAdjust_vertical[] = {-4, 30}; // Maxmimum vertical adjustment limits + ace_scopeAdjust_horizontal[] = {-6, 6}; // Maximum horizontal adjustment limits + ace_scopeAdjust_verticalIncrement = 0.1; // Vertical increment + ace_scopeAdjust_horizontalIncrement = 0.1; // Horizontal increment + class ItemInfo: InventoryOpticsItem_Base_F { + class OpticsModes { + class Snip { + discreteDistance[] = {100}; + discreteDistanceInitIndex = 0; + }; + }; + }; + }; +}; +``` diff --git a/documentation/framework/settings-framework.md b/documentation/framework/settings-framework.md new file mode 100644 index 0000000000..b809e19a61 --- /dev/null +++ b/documentation/framework/settings-framework.md @@ -0,0 +1,105 @@ +--- +layout: wiki +title: Settings Framework +description: ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting PBOs. +group: framework +order: 5 +parent: wiki +--- + +ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting PBOs. These settings are all handled server side and broadcasted to the clients connecting to that server. This ensures that everyone playing on the server will have a uniform experience. + +Part of this settings framework are global settings and client settings. Both use the same underlaying framework, with the difference that client settings can be adjusted by clients, where global settings can not. + + +## 1. How do they work + +Settings are entries in the config that get translated to `missionNamespace` global variables. An example settings entry looks like this: + +```c++ +class ACE_Settings { + class ACE_module_sampleSetting { + // Following 2 entries are redundant if isClientSettable = 0 + displayName = "$STR_ACE_Common_SettingName"; // Stringtable entry with the setting name + description = "$STR_ACE_Common_SettingDescription"; // Stringtable entry with the setting description + + isClientSettable = 1; // Show in client options menu (0-no, 1-yes) + typeName = "SCALAR"; // Type (BOOL/SCALAR/STRING/ARRAY/COLOR) + value = 1; // Value + + // Following entry is redundant if typeName is NOT "SCALAR" + values[] = {"Disabled", "Enabled", "Only Cursor", "Only On Keypress", "Only Cursor and KeyPress"}; // (Optional) Stringtable entries that describe the options + + // Following entry is present only in export + force = 0; // Force the setting (0-no, 1-yes), exported settings are forced by default + }; +}; +``` + +Settings are defined from the mod's config but can be adjusted through the following methods: + +- Optional config entries +- Mission modules + + +## 2. Load order + +The load order for the settings are: + +1. Mod Config +2. Server Config +3. Mission Config +4. Placed Mission Modules + +What this means is that at any the 3 points after the Mod Config it is possible to insert your adjusted settings and force those (optionally). This is a powerful tool for server admins, whom can ensure that everyone is using uniform settings across the board on their server. And it provides mission makers the ability to easily set settings for their mission, without creating a large dependency on ACE3; you do not have to place down mission modules. + + +## 3. How do I use them? + +In the 'how do they work' chapter an example of settings was shown. This is the same for any settings config. The only difference is the location. For ACE3 modules, the settings are placed in the class `ACE_Settings`. The same goes for the mission config. + +The server config setting entries are done through our optional `ace_server.pbo`, which can be found in the optionals folder of `@ace`. It also contains a `userconfig` folder, which inside contains the file `ace\serverconfig.hpp`. This is the location where ACE3 settings are placed. There is no need for a sub-class. + +### 3.1 Exporting the settings + +ACE3 contains a lot of settings, for that reason tweaking everything to your liking manually can be quite a task. We have provided the option to export all settings in the editor (single-player). For this, follow these simple steps: + +- Open the editor (single-player). +- Under modules (F7), find ACE, `Allow Config Export [ACE]`. +- Place down the module, ensure that the `Allow` parameter is set to `Yes`. +- Press preview, once in the game, press Esc and open the ACE3 Options dialog (top left) +- This is the dialog where you can modify client side settings. On the bottom left of it, you will now see a button called `Config Export`. Press it and a new dialog opens. +- You are now in the dialog that allows you to adjust all settings from ACE3. Tweak this to your liking. +- Once you are done tweaking, press the `Export` button and all settings will be copied to your clipboard. +- Paste the settings in your `serverconfig.hpp` file and you're done. + +Note that the format copied to your clipboard by this can also be used in the mission config (`description.ext`), as long as they are in the class `ACE_Settings`. + +```c++ +class ACE_Settings { + // Add exported settings here +}; +``` + +#### 3.1.1 Notes + +- If a setting is forced it cannot be changed further down the line, see `2. Load order` for the hierarchy. +- Client settings can be forced, include while exporting (the button is next to export on the UI) +- You can use `ACE_common_forceAllSettings` to force settings in a mission, it will lock **all** the settings (which are not already forced) to the values they are set in either modules or server config + +Example of `ACE_common_forceAllSettings`: +```c++ +class ACE_Settings { + class ACE_common_forceAllSettings { + value = 1; + typeName = "BOOL"; + }; +}; +``` + + +### 3.2 Loading up the server config + +As stated before, the server config gets loaded through the optional `ace_server.pbo`. This PBO is only required (and should only be used) on the server - clients do not need to have this! It is for this reason we have not signed this PBO. + +Load the `ace_server.pbo` like any other addon on your server. It is advised to create an `@aceServer` mod folder with an `addons` sub folder where you would paste the `ace_server.pbo` and load that through `-serverMod=@aceServer`. diff --git a/documentation/framework/settings.md b/documentation/framework/settings.md deleted file mode 100644 index 58208a873d..0000000000 --- a/documentation/framework/settings.md +++ /dev/null @@ -1,95 +0,0 @@ ---- -layout: wiki -title: Settings Framework -description: ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting pbos. -group: framework -order: 5 -parent: wiki ---- - -ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting pbos. These settings are all handled server side and broadcasted to the clients connecting to that server. This ensures that everyone playing on the server will have a uniform experience. - -Part of this settings framework are global settings and client settings. Both use the same underlaying framework, with the difference that client settings can be adjusted by clients, where global settings can not. - - -## 1. How do they work - -Settings are entries in the config that get translated to `missionnamespace` global variables. An example settings entry looks like this: - -```c++ -class ACE_module_sampleSetting { - // Value - value = 1; - - // Type (SCALAR, BOOL, STRING, ARRAY, COLOR) - typeName = "SCALAR"; - - // Force the setting? - force = 0; - - // Does it appear on the options menu? - isClientSettable = 1; - - // The following settings only apply when isClientSettable == 1 - // Stringtable entry with the setting name - displayName = "$STR_ACE_Common_SettingName"; - - // Stringtable entry with the setting description - description = "$STR_ACE_Common_SettingDescription"; - - // Stringtable entries that describe the options - // Only applies if typeName == "SCALAR"; and is optional - values[] = {"Disabled", "Enabled", "Only Cursor", "Only On Keypress", "Only Cursor and KeyPress"}; -}; -``` - -Settings are defined from the mods config but can be adjusted through the following methods: - -* Optional config entries -* Mission side modules - -## 2. Load order - -The load order for the settings are: - -* 1. Mod config -* 2. Server config -* 3. Mission config -* 4. Placed down mission modules - -What this means is that at any the 3 points after the mod config it is possible to insert your adjusted settings and force those (optionally). This is a powerful tool for server admins, whom can ensure that everyone is using uniform settings across the board on their server. And it provides mission makers the ability to easily set settings for their mission, without creating a large dependency on ACE3; you do not have to place down mission modules. - -## 3. How do I use them? - -In the 'how do they work' chapter an example of settings was shown. This is the same for any settings config. The only difference is the location. For ACE3 modules, the settings are placed in the class `ACE_settings`. The same goes for the mission config. - -The server config setting entries are done through our optional ACE_server.pbo, which can be found in the optionals folder of @ace. It also contains a `userconfig` folder, which inside contains the file `ace\serverconfig.hpp`. This is the location ACE3 settings are placed. There is no need for a sub class. - -### 3.1 Getting all the settings! - -ACE3 contains a lot of settings; for that reason tweaking everything to your liking manually can be quite a task. We have provided the option to export all settings in the editor (single-player). For this, follow these simple steps: - -* Open the editor (single-player). -* Under modules (F7), find ACE, `Config Export [ACE]`. -* Place down the module, ensure that the allow parameter is set to yes. -* Press preview, once in game, press Esc and open the ACE3 Options dialog (top left) -* This is the dialog where you can modify client side settings. On the bottom left of it, you will now see a button called `Config Export`. Press it and a new dialog opens. -* You are now in the dialog that allows you to adjust all settings from ACE3. Tweak this to your liking. -* Once you are done tweaking, press the `Export` button and all settings will be copied to your clipboard. -* Paste the settings in your `serverconfig.hpp` file and you're done. - -Note that the format copied to your clipboard by this can also be used in the mission config (`description.ext`), as long as they are in the class `ACE_Settings`. - -```c++ -class ACE_Settings { - // add exported settings here -}; -``` - - -### 3.2 Loading up the server config - -As stated before, the server config gets loaded through the optional `ACE_server.pbo`. This PBO is only required (and should only be used) on the server - clients do not need to have this! It is for this reason we have not signed this PBO. - -Load the `ACE_server.pbo` like any other addon on your server. It is advised to create an `@aceServer` mod folder with an `addons` sub folder where you would paste the `ACE_server.pbo` and load that through `-serverMod=@aceServer`. - diff --git a/documentation/user/how-to-report-an-issue.md b/documentation/user/how-to-report-an-issue.md index 96f2dd76c3..2c6b4c02ad 100644 --- a/documentation/user/how-to-report-an-issue.md +++ b/documentation/user/how-to-report-an-issue.md @@ -1,7 +1,7 @@ --- layout: wiki title: How to report an issue -description: If you've found an issue with ACE3 please read this entry before reporting it. +description: If you have found an issue with ACE3 please read this entry before reporting it. group: user order: 10 parent: wiki @@ -9,13 +9,13 @@ parent: wiki ### Before reporting -If you've found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only `@cba_a3` and `@ACE3` on a newly created mission. +If you have found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only `@CBA_A3` and `@ace` on a newly created mission. Indicate if the issue appears on stable or development version. In case it is the development version, please also include the commit SHA-1 hash.
Please note:
-

It's not a valid to simply remove @ACE3 from the mod list to confirm that ACE3 is the culprit.

+

It's not a valid to simply remove @ace from the mod list to confirm that ACE3 is the culprit.

If the error happens when using a third-party mod contact the author of the appropriate mod and report the issue there.

@@ -28,23 +28,23 @@ ACE3 Version: 3.x.x (indicate if stable or dev, if dev indicate the commit the version is based on) **Mods:** -* @cba_a3 -* @ace3 +* `@CBA_A3` +* `@ace` **Placed ACE3 Modules:** * *Add the list of modules you have placed on the map. Use 'None' if the error occurs without using any modules.* **Description:** -*Add a detailed description of the error. This makes it easier for us to fix the issue.* +* Add a detailed description of the error. This makes it easier for us to fix the issue.* **Steps to reproduce:** * *Add the steps needed to reproduce the issue.* **Where did the issue occur?** -*A possible answer might be "Multiplayer", "Singleplayer"* +* A possible answer might be "Multiplayer", "Editor" or "Singleplayer"* **RPT log file:** -*Add a link (pastebin.com) to the client or server RPT file.* +* Add a link (pastebin.com) to the client or server RPT file.* ``` A video of the issue might be helpful in resolving it faster. diff --git a/documentation/user/information-center.md b/documentation/user/information-center.md index b1a1e8e9f0..2299ab0df8 100644 --- a/documentation/user/information-center.md +++ b/documentation/user/information-center.md @@ -20,7 +20,7 @@ Downloaded ACE3 and have no idea where to start? This page serves as a starting ## 1. FAQ -### 1.1 Features +### 1.1 Features **Q:** Where is X feature?
**A:** When it's done.
@@ -38,16 +38,17 @@ Downloaded ACE3 and have no idea where to start? This page serves as a starting **Q:** Laser locking is broken, when are you going to fix it?
**A:** Fun fact, it isn't, you need to come from the direction of the laser, (laser is pointing to the east, you come from the west) and you drop the GBU, it will then guide itself to the target. The reasoning behind that is that the vehicle or building laser designated would obstruct the laser and the GBU would then be unable to lock on it.
-**Q:** I take vanilla damage with ACE 3.1.1
-**A:** This has been fixed on ACE3 master and will be fixed in the next release, in the meantime Basic medical doesn't have that issue.
+**Q:** I am having dll errors.
+**A:** Start the game once with the Arma 3 Launcher, close it, then start the game with your usual launcher (ArmA3Sync, Play withSix, etc …).
+The simple explanation is that the BattlEye process wasn't ended properly and is unable to start again properly, launching it with the Arma 3 Launcher is the only known solution to fix it.
-**Q:** I'm having dll errors.
-**A:** Remove ACE3 from your Arma 3 folder and repeat the installation process (don't forget to re-download).
+**Q:** ACE3 fonts is outdated.
+**A:** This happens because you have file patching enabled, restart your game without the `-FilePatching` param. ### 1.3 Compatibility -**Q:**(mod) doesn't have some ACE3 features.
-**A:**ACE3 isn't and can't be responsible for compatibility with every (mod), due it's size other (mod) authors are strongly encouraged to provide that from their side. Compatibility PBOs currently in ACE3 are there to kick-start and provide examples for (mod) authors.
+**Q:** (mod) doesn't have some ACE3 features.
+**A:** ACE3 isn't and can't be responsible for compatibility with every (mod), due it's size other (mod) authors are strongly encouraged to provide that from their side. Compatibility PBO's currently in ACE3 are there to kick-start and provide examples for (mod) authors.
**Q:** ACE3 causes issues in (mod).
-**A:**If you've found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only @cba_a3 and @ACE3 on a newly created mission. ACE3 isn't and can't be responsible for all mod conflicts, due it's size other mod authors are strongly encouraged to provide that from their side.
\ No newline at end of file +**A:** If you've found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only `@CBA_A3` and `@ace` on a newly created mission. ACE3 isn't and can't be responsible for all mod conflicts, due it's size other mod authors are strongly encouraged to provide that from their side.
diff --git a/mod.cpp b/mod.cpp index 0f16ca182a..20d9f44d59 100644 --- a/mod.cpp +++ b/mod.cpp @@ -1,8 +1,8 @@ -name = "Advanced Combat Environment 3.2.1"; +name = "Advanced Combat Environment 3.3.0"; picture = "logo_ace3_ca.paa"; actionName = "GitHub"; action = "https://github.com/acemod/ACE3"; -description = "ACE3 - Version 3.2.1"; +description = "ACE3 - Version 3.3.0"; logo = "logo_ace3_ca.paa"; logoOver = "logo_ace3_ca.paa"; tooltip = "ACE3";