Merge branch 'release' into russian

This commit is contained in:
KoffeinFlummi 2015-09-10 21:05:32 +02:00
commit c2ffe7cad0
260 changed files with 3620 additions and 2483 deletions

View File

@ -3,9 +3,9 @@
</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 Version">
<img src="https://img.shields.io/badge/Version-3.3.0-blue.svg" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip">
<a href="https://github.com/acemod/ACE3/releases/download/v3.3.0/ace3_3.3.0.zip">
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 Download">
</a>
<a href="https://github.com/acemod/ACE3/issues">
@ -17,6 +17,9 @@
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 License">
</a>
<a href="http://slackin.koffeinflummi.de">
<img src="http://slackin.koffeinflummi.de/badge.svg" alt="ACE3 Slack">
</a>
</p>
<p align="center"><sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Advanced_Ballistics">
<Key ID="STR_ACE_Advanced_Ballistics_WindInfoKey">
@ -32,6 +32,7 @@
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<French>Balistique avancée</French>
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
</Key>
@ -42,6 +43,7 @@
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<French>Balistique avancée</French>
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
</Key>
@ -52,6 +54,7 @@
<German>Aktiviert die erweiterte Ballistik</German>
<Czech>Aktivuje pokročilou balistiku</Czech>
<Portuguese>Ativa balística avançada</Portuguese>
<French>Activer la balistique avancée</French>
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
<Russian>Включает продвинутую баллистику</Russian>
</Key>
@ -62,6 +65,7 @@
<German>Für Scharfschützen aktiviert</German>
<Czech>Povoleno pro odstřelovače</Czech>
<Portuguese>Ativar para caçadores</Portuguese>
<French>Activer pour les snipers</French>
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
<Russian>Включена для снайперов</Russian>
</Key>
@ -72,6 +76,7 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
<French>Active la balistique avancée pour les snipers non locaux (en utilisant les optiques avancées)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных снайперов (при использовании мощной оптики)</Russian>
</Key>
@ -82,6 +87,7 @@
<German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese>
<French>Activer pour les membres groupés</French>
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
<Russian>Включена для группы</Russian>
</Key>
@ -92,6 +98,7 @@
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
<French>Active la balistique avancée pour les membres groupés non locaux</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных членов группы</Russian>
</Key>
@ -102,6 +109,7 @@
<German>Für jeden aktiviert</German>
<Czech>Povoleno pro všechny</Czech>
<Portuguese>Ativada para todos</Portuguese>
<French>Activer pour tout le monde</French>
<Hungarian>Mindenkinek engedélyezve</Hungarian>
<Russian>Включена для всех</Russian>
</Key>
@ -112,6 +120,7 @@
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
<French>Active la balistique avancé pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
<Russian>Включает продвинутую баллистику для всех нелокальных игроков (включение этой опции может снизить производительность при массовых перестрелках в мультиплеере)</Russian>
</Key>
@ -122,6 +131,7 @@
<German>Für Gruppenmitglieder immer aktiviert</German>
<Czech>Vždy povoleno pro členy skupiny</Czech>
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
<French>Toujours activer pour les membres groupés</French>
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
<Russian>Всегда включена для членов группы</Russian>
</Key>
@ -132,6 +142,7 @@
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
<French>Active tout le temps la balistique avancée quand un membre du groupe ouvre le feu</French>
<Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian>
<Russian>Всегда включает продвинутую баллистику когда стреляет член группы</Russian>
</Key>
@ -142,6 +153,7 @@
<German>Beim vollautomatischen Feuern deaktiviert</German>
<Czech>Zakázáno v automatickém režimu střelby</Czech>
<Portuguese>Desabilitar no modo automático</Portuguese>
<French>Désactiver en mode rafale libre</French>
<Hungarian>Automata módban letiltva</Hungarian>
<Russian>Выкл. для автомат. режима</Russian>
</Key>
@ -152,6 +164,7 @@
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
<French>Désactive la balistique avancée pour les tirs en rafale libre</French>
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
<Russian>Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме</Russian>
</Key>
@ -162,6 +175,7 @@
<German>Simulation der Munitionstemperatur aktivieren</German>
<Czech>Povolit simulaci teploty munice</Czech>
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
<French>Activer la simulation de la température</French>
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
<Russian>Симуляция температуры для боеприпасов</Russian>
</Key>
@ -172,6 +186,7 @@
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
<French>La température de la munition influe sur la vélocité intiale</French>
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от температуры</Russian>
</Key>
@ -182,6 +197,7 @@
<German>Simulation der Lauflänge aktivieren</German>
<Czech>Povolit simulaci délky hlavně</Czech>
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
<French>Activer la simulation de la longueur de canon</French>
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
<Russian>Симуляция длины ствола</Russian>
</Key>
@ -192,6 +208,7 @@
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
<French>La longueur du canon influe sur la vélocité initale</French>
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от длины ствола</Russian>
</Key>
@ -202,6 +219,7 @@
<German>Geschossspureffekt aktivieren</German>
<Czech>Povolit efekt trasírek</Czech>
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
<French>Activer l'effet traçante</French>
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
<Russian>Следы пуль</Russian>
</Key>
@ -212,6 +230,7 @@
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
<French>Active une tracante pour les munitions de gros calibre (seulement visible en utilisant des optiques avancées)</French>
<Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian>
<Russian>Включает эффект следов пуль для больших калибров (видны только через мощную оптику)</Russian>
</Key>
@ -222,6 +241,7 @@
<German>Simulationsintervall</German>
<Czech>Interval simulace</Czech>
<Portuguese>Intervalo da simulação</Portuguese>
<French>Intervalle de simulation</French>
<Hungarian>Szimuláció intervalluma</Hungarian>
<Russian>Интервал симуляции</Russian>
</Key>
@ -232,6 +252,7 @@
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
<Czech>Určuje interval mezi každým výpočtem</Czech>
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
<French>Défini un intervalle de calcul entre deux simulations</French>
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
<Russian>Определяет временной интервал между вычислениями</Russian>
</Key>
@ -242,6 +263,7 @@
<German>Simulationsradius</German>
<Czech>Rozsah simulace</Czech>
<Portuguese>Raio de simulação</Portuguese>
<French>Rayon de simulation</French>
<Hungarian>Szimuláció hatóköre</Hungarian>
<Russian>Радиус симуляции</Russian>
</Key>
@ -252,6 +274,7 @@
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
<French>Défini le rayon autour du joueur (en mètres) d'application de la balistique avancée</French>
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
<Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian>
</Key>
@ -260,6 +283,7 @@
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>
<French>Ce module active la simulation de balistique avancée - ie les projectiles sont influencé par des varibles comme le vent, la température, la pression atmosphérique, l'humidité, la gravité, le type de munition et l'arme avec laquelles ils sont tirés</French>
<Hungarian>Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.</Hungarian>
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
</Key>

View File

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

View File

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

View File

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

View File

@ -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;
};
};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Ballistics">
<!-- MX -->
@ -1599,6 +1599,7 @@
<German>[ACE] Munitionskiste</German>
<Czech>[ACE] Bedna s municí</Czech>
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
<French>[ACE] Caisse de munitions</French>
<Hungarian>[ACE] Lőszeres láda</Hungarian>
<Russian>[ACE] Ящик с боеприпасами</Russian>
</Key>

View File

@ -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
};
};
};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Captives">
<Key ID="STR_ACE_Captives_SetCaptive">
@ -164,6 +164,7 @@
<German>Einheit kapitulieren lassen</German>
<Czech>Vzdávající se jednotka</Czech>
<Portuguese>Fazer unidade se render</Portuguese>
<French>Faire capituler l'unité</French>
<Hungarian>Egység kapitulálása</Hungarian>
<Russian>Сделать юнита пленным</Russian>
</Key>
@ -174,6 +175,7 @@
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
<French>Synchronise une unité pour la rendre captive. &lt;br/&gt;Source: ace_captives</French>
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
<Russian>Синхронизируйте с юнитами, чтобы сделать их пленными.&lt;br /&gt;Источник: ace_captives</Russian>
</Key>
@ -184,6 +186,7 @@
<Czech>Nastavení zajatce</Czech>
<German>Gefangenen-Einstellungen</German>
<Portuguese>Ajustes de prisioneiros</Portuguese>
<French>Options de capitulation</French>
<Hungarian>Fogoly-beállítások</Hungarian>
<Russian>Настройки пленения</Russian>
</Key>
@ -194,6 +197,7 @@
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
<French>Contrôle les paramètres de la rédition et des Serflex</French>
<Hungarian>Szabályozza a kapituláció és bilincselés beállításait</Hungarian>
<Russian>Управляет настройками сдачи в плен и связывания</Russian>
</Key>
@ -204,6 +208,7 @@
<Czech>Může spoutat spolubojovníky</Czech>
<German>Kann Teamkollegen fesseln</German>
<Portuguese>Pode algemar o próprio lado</Portuguese>
<French>Peut libérer sa propre faction</French>
<Hungarian>Saját oldal megbilincselhető</Hungarian>
<Russian>Связать союзника</Russian>
</Key>
@ -214,6 +219,7 @@
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
<German>Können Spieler eigene Einheiten fesseln</German>
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
<French>Les joueurs peuvent utiliser les Serflex sur leur propre camp</French>
<Hungarian>A játékosok megkötözhetik-e a saját oldalukon lévő egységeket</Hungarian>
<Russian>Разрешить игрокам связывать юнитов своей стороны</Russian>
</Key>
@ -224,6 +230,7 @@
<Czech>Povolit vzdávání</Czech>
<German>Kapitulation erlauben</German>
<Portuguese>Permite rendição</Portuguese>
<French>Permettre la capitulation</French>
<Hungarian>Kapituláció engedélyezése</Hungarian>
<Russian>Сдаться в плен</Russian>
</Key>
@ -234,6 +241,7 @@
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
<French>Les joueurs peuvent se rendre après avoir rangé leur arme</French>
<Hungarian>A játékosok megadhatják magukat a fegyverük elrakása után</Hungarian>
<Russian>Игроки могут сдаться в плен после того, как уберут оружие</Russian>
</Key>

View File

@ -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);};

View File

@ -5,31 +5,37 @@
<English>Load</English>
<Polish>Załaduj</Polish>
<Russian>Загрузить</Russian>
<Czech>Naložit</Czech>
</Key>
<Key ID="STR_ACE_Cargo_unloadObject">
<English>Unload</English>
<Polish>Wyładuj</Polish>
<Russian>Выгрузить</Russian>
<Czech>Vyložit</Czech>
</Key>
<Key ID="STR_ACE_Cargo_openMenu">
<English>Cargo</English>
<Polish>Ładunek</Polish>
<Russian>Грузовой отсек</Russian>
<Czech>Náklad</Czech>
</Key>
<Key ID="STR_ACE_Cargo_cargoMenu">
<English>Cargo Menu</English>
<Polish>Menu ładunku</Polish>
<Russian>Грузовой отсек</Russian>
<Czech>Menu nákladu</Czech>
</Key>
<Key ID="STR_ACE_Cargo_labelSpace">
<English>Cargo space left: %1</English>
<Polish>Pozostałe miejsce: %1</Polish>
<Russian>Осталось мест: %1</Russian>
<Czech>Volný prostor: %1</Czech>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enable">
<English>Enable Cargo</English>
<Polish>Aktywuj cargo</Polish>
<Russian>Включить модуль перевозки грузов</Russian>
<Czech>Povolit náklad</Czech>
</Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enable_Description">
<English>Enable the load in cargo module</English>
@ -40,6 +46,7 @@
<English>Cargo Settings</English>
<Polish>Ustawienia cargo</Polish>
<Russian>Перевозка грузов</Russian>
<Czech>Nastavení nákladu</Czech>
</Key>
<Key ID="STR_ACE_Cargo_SettingsModule_Description">
<English>Configure the cargo module settings</English>

View File

@ -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;
};

View File

@ -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

View File

@ -0,0 +1,27 @@
/*
* Author: PabstMirror
* Executes code after setting are initilized.
*
* Argument:
* 0: Code to execute <CODE>
* 1: Parameters to run the code with <ANY>
*
* 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];
};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Common">
<Key ID="STR_ACE_Common_ACETeam">
@ -477,6 +477,7 @@
<German>Überprüfe PBOs</German>
<Czech>Zkontrolovat PBO</Czech>
<Portuguese>Verificar PBOs</Portuguese>
<French>Vérifier les PBOs</French>
<Hungarian>PBO-k ellenőrzése</Hungarian>
<Russian>Проверка аддонов</Russian>
</Key>
@ -487,6 +488,7 @@
<Czech>Zjistit addon který je v souladu se serverem</Czech>
<Portuguese>Este módulo verifica a integridade dos addons quando iniciamos a simulação</Portuguese>
<Russian>Выполняет проверку версий аддонов ACE у подключаемых игроков</Russian>
<French>Ce module contrôle si les PBOs de chaque joueur sont corrects</French>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_DisplayName">
<English>Action</English>
@ -495,6 +497,7 @@
<German>Aktion</German>
<Czech>Akce</Czech>
<Portuguese>Ação</Portuguese>
<French>Action</French>
<Hungarian>Cselekvés</Hungarian>
<Russian>Действие</Russian>
</Key>
@ -505,6 +508,7 @@
<German>Was soll mit Leuten passieren, die nicht die richtigen PBOs haben?</German>
<Czech>Co udělat s lidmi, co nemají správné addony?</Czech>
<Portuguese>O que fazer com pessoas que não tem os PBOs corretos?</Portuguese>
<French>Que faire avec les personnes n'ayant pas les bon PBOs</French>
<Hungarian>Mi legyen azokkal a személyekkel, akiknek nincsenek meg a helyes PBO-k?</Hungarian>
<Russian>Что делать с игроками с неправильными аддонами?</Russian>
</Key>
@ -515,6 +519,7 @@
<German>Einmal verwarnen</German>
<Czech>Upozornit jednou</Czech>
<Portuguese>Avisar uma vez</Portuguese>
<French>Avertir une fois</French>
<Hungarian>Egyszeri figyelmeztetés</Hungarian>
<Russian>Предупредить один раз</Russian>
</Key>
@ -525,6 +530,7 @@
<German>Immer verwarnen</German>
<Czech>Upozornit (permanentně)</Czech>
<Portuguese>Avisar (permanente)</Portuguese>
<French>Avertir (permanent)</French>
<Hungarian>Figyelmeztetés (tartós)</Hungarian>
<Russian>Предупреждать (постоянно)</Russian>
</Key>
@ -535,6 +541,7 @@
<German>Kicken</German>
<Czech>Vyhodit</Czech>
<Portuguese>Chutar</Portuguese>
<French>Ejecter</French>
<Hungarian>Kirúgás</Hungarian>
<Russian>Кикнуть</Russian>
</Key>
@ -545,6 +552,7 @@
<German>Alle Addons überprüfen</German>
<Czech>Zkontrolovat všechny addony</Czech>
<Portuguese>Verificar todos addons</Portuguese>
<French>Vérifier tous les addons</French>
<Hungarian>Összes bővítmény ellenőrzése</Hungarian>
<Russian>Проверять все аддоны</Russian>
</Key>
@ -555,6 +563,7 @@
<German>Alle Addons anstatt nur ACE überprüfen?</German>
<Czech>Zkontrolovat všechny addony namísto jen těch od ACE?</Czech>
<Portuguese>Verificar todos addons invés de só os do ACE?</Portuguese>
<French>Vérifie tous les addons, même ceux qui ne sont pas liés à ACE</French>
<Hungarian>Az összes bővítmény ellenőrzése, csak az ACE helyett?</Hungarian>
<Russian>Проверять все аддоны, а не только ACE?</Russian>
</Key>
@ -565,6 +574,7 @@
<German>Whitelist</German>
<Czech>Seznam povolených</Czech>
<Portuguese>Lista branca</Portuguese>
<French>Liste blanche</French>
<Hungarian>Fehérlista</Hungarian>
<Russian>Вайтлист доп. аддонов</Russian>
</Key>
@ -575,6 +585,7 @@
<German>Welche Addons werden dennoch erlaubt?</German>
<Czech>Jaké addony jsou povoleny?</Czech>
<Portuguese>Quais addons são permitidos de qualquer maneira?</Portuguese>
<French>Quels addons sont tolérés</French>
<Hungarian>Milyen bővítmények vannak feltétlenül engedélyezve?</Hungarian>
<Russian>Какие аддоны дополнительно разрешены?</Russian>
</Key>
@ -585,6 +596,7 @@
<German>LSD-Fahrzeuge</German>
<Czech>LSD vozidla</Czech>
<Portuguese>Veículos LSD</Portuguese>
<French>LSD - Véhicules</French>
<Hungarian>LSD járművek</Hungarian>
<Russian>Транспорт под LSD</Russian>
</Key>
@ -595,6 +607,7 @@
<German>Fügt einen LSD-Effekt zum synchronisierten Fahrzeug hinzu</German>
<Czech>Přidá LSD efekt pro synchronizované vozidla</Czech>
<Portuguese>Adiciona efeito LSD ao veículo sincronizado</Portuguese>
<French>Ajoute l'effet LSD aux véhicules synchronisés</French>
<Hungarian>LSD-effekt hozzáadása a szinkronizált járművekhez</Hungarian>
<Russian>Добавляет эффект LSD (мигание всеми цветами радуги) синхронизированным транспортным средствам</Russian>
</Key>
@ -605,6 +618,7 @@
<Portuguese>Ativa dispositivo de mão</Portuguese>
<Polish>Przełącz urządzenie podręczne</Polish>
<Czech>Přepnout ruční zařízení</Czech>
<French>Allumer l'ordinateur de poche</French>
<Hungarian>Kézi eszköz kapcsolása</Hungarian>
<Russian>Включить портативное устройство</Russian>
</Key>
@ -615,6 +629,7 @@
<Portuguese>Fecha dispositivo de mão</Portuguese>
<Polish>Zamknij urządzenie podręczne</Polish>
<Czech>Zavřít ruční zařízení</Czech>
<French>Fermer l'ordinateur de poche</French>
<Hungarian>Kézi eszköz bezárása</Hungarian>
<Russian>Закрыть портативное устройство</Russian>
</Key>
@ -625,6 +640,7 @@
<Portuguese>Troca dispositivos de mão</Portuguese>
<Polish>Następne urządzenie podręczne</Polish>
<Czech>Procházet ruční zařízení</Czech>
<French>Changer (cycle) d'ordinateur de poche</French>
<Hungarian>Kézi eszköz váltása</Hungarian>
<Russian>Следующее портативное устройство</Russian>
</Key>
@ -678,6 +694,7 @@
<English>Vehicles only</English>
<Polish>Tylko pojazdy</Polish>
<Russian>Только в транспорте</Russian>
<Czech>Pouze vozidla</Czech>
</Key>
<Key ID="STR_ACE_Common_DoNotForce">
<English>Do Not Force</English>
@ -692,6 +709,7 @@
<English>ACE3 Equipment</English>
<Polish>ACE3 Wyposażenie</Polish>
<Russian>ACE3 Снаряжение</Russian>
<Czech>ACE3 Vybavení</Czech>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryCommon">
<English>ACE3 Common</English>
@ -702,6 +720,7 @@
<English>ACE3 Weapons</English>
<Polish>ACE3 Broń</Polish>
<Russian>ACE3 Оружие</Russian>
<Czech>ACE3 Zbraně</Czech>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryMovement">
<English>ACE3 Movement</English>
@ -712,11 +731,13 @@
<English>ACE3 Scope Adjustment</English>
<Polish>ACE3 Regulacja optyki</Polish>
<Russian>ACE3 Прицелы</Russian>
<Czech>ACE3 Nastavení optiky</Czech>
</Key>
<Key ID="STR_ACE_Common_ACEKeybindCategoryVehicles">
<English>ACE3 Vehicles</English>
<Polish>ACE3 Pojazdy</Polish>
<Russian>ACE3 Транспорт</Russian>
<Czech>ACE3 Vozidla</Czech>
</Key>
</Package>
</Project>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="concertina_wire">
<Key ID="STR_ACE_CONCERTINA_WIRE">
@ -7,7 +7,7 @@
<Russian>Колючая проволока</Russian>
<Polish>Koncentrina</Polish>
<Spanish>Alambre de espino</Spanish>
<French>Concertina wire</French>
<French>Fill barbelé</French>
<Czech>Ostnatý drát</Czech>
<Italian>Concertina wire</Italian>
<Hungarian>Concertina wire</Hungarian>
@ -19,7 +19,7 @@
<Russian>Колючая проволока (моток)</Russian>
<Polish>Zwój koncentriny</Polish>
<Spanish>Bobina de alambre de espino</Spanish>
<French>Concertina wire coil</French>
<French>Bobine de fil barbelé</French>
<Czech>Smyčka ostnatého drátu</Czech>
<Italian>Concertina wire coil</Italian>
<Hungarian>Concertina wire coil</Hungarian>
@ -31,7 +31,7 @@
<Russian>Демонтировать колючую проволоку</Russian>
<Polish>Zwiń koncentrinę</Polish>
<Spanish>Desmontar alambre de espino</Spanish>
<French>Dismount Concertina wire</French>
<French>Descendre le fil barbelé</French>
<Czech>Svinout ostnatý drát</Czech>
<Italian>Dismount Concertina wire</Italian>
<Hungarian>Dismount Concertina wire</Hungarian>
@ -43,7 +43,7 @@
<Russian>Монтировать колючую проволоку</Russian>
<Polish>Rozwiń koncentrinę</Polish>
<Spanish>Desplegar alambre de espino</Spanish>
<French>Deploy Concertina wire</French>
<French>Mettre en place le fil barbelé</French>
<Czech>Rozvinout ostnatý drát</Czech>
<Italian>Deploy Concertina wire</Italian>
<Hungarian>Deploy Concertina wire</Hungarian>

View File

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

View File

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

View File

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

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Explosives">
<Key ID="STR_ACE_Explosives_Menu">
@ -77,6 +77,8 @@
<English>Blocked</English>
<Spanish>Obstruido</Spanish>
<Russian>Заблокировано</Russian>
<Czech>Blokováno</Czech>
<Polish>Zablokowany</Polish>
</Key>
<Key ID="STR_ACE_Explosives_CancelAction">
<English>Cancel</English>
@ -529,6 +531,7 @@
<German>Sprengstoffsystem</German>
<Czech>Systém výbušnin</Czech>
<Portuguese>Sistema de explosivos</Portuguese>
<French>Module explosifs</French>
<Hungarian>Robbanóanyag-rendszer</Hungarian>
<Russian>Взрывные устройства</Russian>
</Key>
@ -539,6 +542,7 @@
<German>Benötigt Sprengstoffexperten?</German>
<Czech>Vyžadovat specialistu?</Czech>
<Portuguese>Requer especialista?</Portuguese>
<French>Requiert un spécialiste?</French>
<Hungarian>Specialisták igénylése?</Hungarian>
<Russian>Требуется специалист?</Russian>
</Key>
@ -549,6 +553,7 @@
<German>Benötige Sprengstoffexperte um Sprengladungen zu entschärfen? Standard: Nein</German>
<Czech>Vyžadovat specialistu na zneškodnění výbušniny? Výchozí: Ne</Czech>
<Portuguese>Requer especialista em explosivos para desativar explosivos? Padrão: Não</Portuguese>
<French>Le désarmoçage d'explosif requiert un spécialiste? Défaut: non</French>
<Hungarian>Szükséges-e egy specialista a robbanóanyagok hatástalanításához? Alapértelmezett: Nem</Hungarian>
<Russian>Требуется ли специалист по минному делу для обезвреживания взрывчатки? По-умолчанию: Нет</Russian>
</Key>
@ -559,6 +564,7 @@
<German>Bestrafe Nicht-Sprengstoffexperten?</German>
<Czech>Potrestat, pokud není specialista?</Czech>
<Portuguese>Punir não especialistas?</Portuguese>
<French>Punir les non-spécialistes?</French>
<Hungarian>Nem-specialisták büntetése?</Hungarian>
<Russian>Штраф не-специалистам?</Russian>
</Key>
@ -569,6 +575,7 @@
<German>Entschärfungszeit für Nicht-Sprengstoffexperten erhöhen? Standard: Ja</German>
<Czech>Zvýšit čas potřebný k dokončení akce pokud není specialista? Výchozí: Ano</Czech>
<Portuguese>Aumentar o tempo necessário para completar ações por não especialistas? Padrão: Sim</Portuguese>
<French>Augmenter le temps nécessaire au désarmoçage pour les non-spécialistes? Défaut: oui</French>
<Hungarian>Nem-specialisták esetén több ideig tartson a cselekvés befejezése? Alapértelmezett: Igen</Hungarian>
<Russian>Увеличивать время завершения действий для не-специалистов? По-умолчанию: Нет</Russian>
</Key>
@ -578,6 +585,7 @@
<Polish>Eksplozja przy rozbrajaniu?</Polish>
<Czech>Explodovat při zneškodňování?</Czech>
<Spanish>Explotar al desactivar?</Spanish>
<French>Explosion si désamorçage?</French>
<Hungarian>Robbanás hatástalanításkor?</Hungarian>
<Russian>Взрыв при разминир.?</Russian>
</Key>
@ -587,6 +595,7 @@
<Polish>Spraw, aby niektóre ładunki wybuchowe eksplodowały przy próbie ich rozbrojenia? Domyślnie:Tak</Polish>
<Czech>Umožnit u některých výbušnin explozi při pokusu je zneškodnit? Výchozí: Ano</Czech>
<Spanish>¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí</Spanish>
<French>Permet à certains explosifs d'exploser au désamorçage? Défaut: oui</French>
<Hungarian>Meghatározott robbanóanyagok felrobbanjanak-e hatástalanításkor? Alapértelmezett: Igen</Hungarian>
<Russian>Разрешить определенным взрывным устройствам взрываться при разминировании? По-умолчанию: Да</Russian>
</Key>
@ -596,6 +605,7 @@
<German>Dieses Modul erlaubt die Einstellungen für Sprengstoffe zu verändern.</German>
<Czech>Tento modul umoňuje přizpůsobit nastavení týkajících se výbušnin.</Czech>
<Portuguese>Este módulo permite personalizar as definições relacionadas a explosivos.</Portuguese>
<French>Ce module ajuste les options relative aux explosifs</French>
<Hungarian>Ez a modul a robbanóanyagokhoz kötött beállításokat szabályozza.</Hungarian>
<Russian>Этот модуль управляет настройками, связанными со взрывными устройствами</Russian>
</Key>

View File

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

View File

@ -4,59 +4,69 @@
<Key ID="STR_ACE_finger_indicatorForSelf_name">
<English>Show pointing indicator to self</English>
<Russian>Индикатор пальца для показывающего</Russian>
<French>Afficher un indicateur de pointage pour soit même</French>
<Polish>Pokaż indykator wskazywania palcem dla siebie</Polish>
<Hungarian>Saját mutatási indikátor megjelenítése</Hungarian>
</Key>
<Key ID="STR_ACE_finger_indicatorForSelf_description">
<English>Render the indicator for the pointing player. This option doesn't affect whether the other players would see the indicator</English>
<Russian>Отображать индикатор указания пальцем для показывающего игрока. Эта настройка не влияет на то, будут ли другие игроки видеть индикатор</Russian>
<French>Affiche l'indicateur pour le joueur qui pointe. Cette option n'affecte pas les autres joueurs</French>
<Polish> Wyświetl indykator kiedy wskazujesz coś palcem. Ta opcja nie wpływa na to, czy inni gracze zobaczą ten indykator czy też nie.</Polish>
<Hungarian>Az indikátor megjelenítése a mutató játékosnak. Ez a beállítás nem változtat azon, hogy más játékosok látják-e az indikátort.</Hungarian>
</Key>
<Key ID="STR_ACE_finger_indicatorColor_name">
<English>Pointing indicator</English>
<Russian>Индикатор указания пальцем</Russian>
<French>Indicateur de pointage</French>
<Polish>Indykator palca</Polish>
<Hungarian>Ujj-indikátor</Hungarian>
</Key>
<Key ID="STR_ACE_finger_indicatorColor_description">
<English>Color of the pointing indicator circle</English>
<Russian>Цвет индикатора указания пальцем</Russian>
<French>Couleur de l'indicateur</French>
<Polish>Kolor okręgu wyświetlanego przy wskazywaniu palcem</Polish>
<Hungarian>Mutatási indikátor körének színe</Hungarian>
</Key>
<Key ID="STR_ACE_finger_keyComb">
<English>Action "point a finger at"</English>
<Russian>Действие "показать пальцем на"</Russian>
<French>Action 'Pointer le doigt à"</French>
<Polish>Akcja "wskaż palcem"</Polish>
<Hungarian>Cselekvés "ujj rámutatása"</Hungarian>
</Key>
<Key ID="STR_ACE_finger_keyComb_description">
<English>Points, and shows a virtual marker of where you are looking to nearby units. Can be held down.</English>
<French>Montre du doigt et affiche un marqueur virtuel de la direction pointée aux uinités proches. Peut être maintenu</French>
<Polish>Wskazuje a także wyświetla wirtualny marker-okrąg w miejscu, w które patrzysz, dla wszystkich pobliskich jednostek. Może być przytrzymywany.</Polish>
<Hungarian>Mutat, és elhelyez egy virtuális jelölőt a nézett területhez közeli egységekhez. Lenyomva tartható.</Hungarian>
<Russian>Показывает пальцем и рисует виртуальный маркер в направлении взгляда ближайшим игрокам. Можно удерживать.</Russian>
</Key>
<Key ID="STR_ACE_finger_moduleSettings_displayName">
<English>Pointing Settings</English>
<French>Option "Montrer du doigt"</French>
<Polish>Ustawienia wskazywania palcem</Polish>
<Hungarian>Ujj beállításai</Hungarian>
<Russian>Настройки указания пальцем</Russian>
</Key>
<Key ID="STR_ACE_finger_enabled_displayName">
<English>Pointing Enabled</English>
<French>Activer "Montrer du doigt"</French>
<Polish>Aktywuj wskazywanie</Polish>
<Hungarian>Mutatás engedélyezése</Hungarian>
<Russian>Указание пальцем включено</Russian>
</Key>
<Key ID="STR_ACE_finger_maxRange_displayName">
<English>Pointing Max Range</English>
<French>Distance maximale du pointage</French>
<Polish>Maks. zasięg wskazywania</Polish>
<Hungarian>Ujj maximum hatótávja</Hungarian>
<Russian>Макс. дальность</Russian>
</Key>
<Key ID="STR_ACE_finger_maxRange_description">
<English>Max range between players to show the pointing indicator [default: 4 meters]</English>
<French>Distance maximale entre joueurs pour afficher l'indicateur (défaut: 4 mètres)</French>
<Polish>Określ dystans na jakim można wskazywać coś palcem innym graczom. [domyślnie: 4m] </Polish>
<Hungarian>A maximális távolság, amelyben a közeli játékosoknak megjelenik az indikátor. [alapértelmezett: 4 méter]</Hungarian>
<Russian>Максимальная дальность между игроками для отображения индикатора указания пальцем [по-умолчанию: 4 метра]</Russian>

View File

@ -5,31 +5,37 @@
<English>Fulton MX-991</English>
<Polish>Fulton MX-991</Polish>
<Russian>Fulton MX-991</Russian>
<Czech>Fulton MX-991</Czech>
</Key>
<Key ID="STR_ACE_Flashlights_MX991_Description">
<English>Flashlight with red filter. For use on map.</English>
<Polish>Latarka z czerwonym filtrem. Używana do podświetlania mapy.</Polish>
<Russian>Фонарь с красным светофильтром. Для использования на карте.</Russian>
<Czech>Svítilna s červeným filtrem. Pro nahlédnutí do mapy.</Czech>
</Key>
<Key ID="STR_ACE_Flashlights_XL50_DisplayName">
<English>Maglite XL50</English>
<Polish>Maglite XL50</Polish>
<Russian>Maglite XL50</Russian>
<Czech>Maglite XL50</Czech>
</Key>
<Key ID="STR_ACE_Flashlights_XL50_Description">
<English>White mini flashlight. For use on map.</English>
<Polish>Mini latarka. Światło białe. Używana do podświetlania mapy.</Polish>
<Russian>Небольшой фонарик белого света. Для использования на карте.</Russian>
<Czech>Bílá mini svítilna. Pro nahlédnutí do mapy.</Czech>
</Key>
<Key ID="STR_ACE_Flashlights_KSF1_DisplayName">
<English>KSF-1</English>
<Polish>KSF-1</Polish>
<Russian>KSF-1</Russian>
<Czech>KSF-1</Czech>
</Key>
<Key ID="STR_ACE_Flashlights_KSF1_Description">
<English>Flashlight with red filter. For use on map.</English>
<Polish>Latarka z czerwonym filtrem. Używana do podświetlania mapy.</Polish>
<Russian>Фонарь с красным светофильтром. Для использования на карте.</Russian>
<Czech>Svítilna s červeným filtrem. Pro nahlédnutí do mapy.</Czech>
</Key>
</Package>
</Project>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Frag">
<Key ID="STR_ACE_Frag_EnableFrag">
@ -8,6 +8,7 @@
<German>Splittersimulation</German>
<Czech>Simulace fragmentace</Czech>
<Portuguese>Simulação de fragmentação</Portuguese>
<French>Simulation de la fragmentation</French>
<Hungarian>Repesz-szimuláció</Hungarian>
<Russian>Симуляция осколков</Russian>
</Key>
@ -18,6 +19,7 @@
<German>Aktiviere die ACE-Splittersimulation</German>
<Czech>Povolit ACE simulaci fragmentace</Czech>
<Portuguese>Ativa a simulação de fragmentação do ACE</Portuguese>
<French>Active la simulation ACE de la fragmentation</French>
<Hungarian>Az ACE repesz-szimuláció engedélyezése</Hungarian>
<Russian>Включить симуляцию осколков ACE</Russian>
</Key>
@ -28,6 +30,7 @@
<German>Explosionssimulation</German>
<Czech>Simulace úlomků</Czech>
<Portuguese>Simulação de estilhaços</Portuguese>
<French>Simulation d'éclat</French>
<Hungarian>Pattogzás-szimuláció</Hungarian>
<Russian>Симуляция обломков</Russian>
</Key>
@ -38,6 +41,7 @@
<German>Aktiviere ACE-Explosionssimulation</German>
<Czech>Povolit ACE simulaci úlomků</Czech>
<Portuguese>Ativa a simulação de estilhaços do ACE</Portuguese>
<French>Active la simulation d'éclat ACE</French>
<Hungarian>Az ACE pattogzás-szimuláció engedélyezése</Hungarian>
<Russian>Включить симуляцию обломков ACE</Russian>
</Key>
@ -48,6 +52,7 @@
<German>Maximalzahl der verfolgten Projektile</German>
<Czech>Maximální počet sledovaných projektilů</Czech>
<Portuguese>Máximo de projéteis rastreados</Portuguese>
<French>Nombre maximum de projectile suivis</French>
<Hungarian>Maximum követett repeszek</Hungarian>
<Russian>Макс. количество отслеживаемых снарядов</Russian>
</Key>
@ -58,6 +63,7 @@
<German>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 (&gt;200 Objekte gleichzeitig in der Luft)</German>
<Czech>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 ( &gt;200 nábojů najednou ve vzduchu)</Czech>
<Portuguese>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 (&gt; 200 projéteis no ar ao mesmo tempo)</Portuguese>
<French>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 (&gt;200 éclats en même temps)</French>
<Hungarian>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)</Hungarian>
<Russian>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 (&gt; 200 одновременно летящих снарядов)</Russian>
</Key>
@ -68,6 +74,7 @@
<Polish>Maks. liczba pocisków na klatkę</Polish>
<Czech>Maximální počet projektilů ze jeden snímek</Czech>
<Portuguese>Projéteis máximos por quadro</Portuguese>
<French>Nombre maximal de projectile par image</French>
<Hungarian>Maximum repesz/képkocka</Hungarian>
<Russian>Макс. количество снарядов за кадр</Russian>
</Key>
@ -78,6 +85,7 @@
<Spanish>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.</Spanish>
<Czech>Počet úlomků v daném snímku. Toto pomáhá rozšířit FPS dopad sledovaného úlomku napříč více snímky, omezuje jeho vliv ještě více.</Czech>
<Portuguese>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.</Portuguese>
<French>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.</French>
<Hungarian>A lepattogzási útvonalak számításának darabjai képkockánként. Ez eloszlatja az FPS-megszakadást több képkockára, ezzel csökkentve a súlyosságát.</Hungarian>
<Russian>Число обрабатываемых осколков за кадр. Это позволяет распределить нагрузку по отслеживанию осколков между несколькими кадрами, чтобы предотвратить падение FPS.</Russian>
</Key>
@ -88,6 +96,7 @@
<Czech>(Pouze SP) Debug sledování Frag/Úlomků</Czech>
<German>(nur SP) Splitter-/Explosions-Debug-Verfolgung</German>
<Portuguese>(Somente SP) Depuração de fragmentação e estilhaços traçantes</Portuguese>
<French>(SP uniquement) Fragmentation/éclat debug</French>
<Hungarian>(Csak SP) Repesz/Pattogzás debug követés</Hungarian>
<Russian>(Только для одиночной игры) Отслеживаение/отладка осколков</Russian>
</Key>
@ -98,6 +107,7 @@
<German>(nur SP) Splitter-/Explosions-Debugging</German>
<Czech>(Pouze SP) Vyžaduje restart mise/editoru. Aktivuje vizuální stopování fragmentace a úlomů pouze v režimu jednoho hráče.</Czech>
<Portuguese>(Somente SP) Requer um reinício de missão / editor. Habilita o rastreamento visual de projéteis de fragmentação e estilhaçamento apenas no modo de jogo SP.</Portuguese>
<French>(SP seulement) Requiert un redémarrage de mission ou de l'éditeur. Active les traceurs visuels de fragmentation et d'éclats en mode solo seulement</French>
<Hungarian>(Csak SP) Küldetés/Editor újraindítás szükséges. Engedélyezi a repeszek és pattogzó lövedékek vizuális nyomkövetését, csak egyjátékos módok alatt.</Hungarian>
<Russian>(Только для одиночной игры) Требует перезапуска миссии/редактора. Включает визуальные следы от осколков и обломков в режиме одиночной игры.</Russian>
</Key>

View File

@ -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);
};

View File

@ -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));
};

View File

@ -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";

View File

@ -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";

View File

@ -2,3 +2,7 @@
class ACE_M84FlashbangEffect {
// empty
};
class ACE_HandFlareEffect {
// empty
};

View File

@ -2,6 +2,7 @@
ADDON = false;
PREP(flare);
PREP(flashbangExplosionEH);
PREP(flashbangThrownFuze);
PREP(nextMode);

View File

@ -0,0 +1,40 @@
/*
* Author: commy2
* Makes flare shine.
*
* Arguments:
* 0: The flare <OBJECT>
* 1: Color of flare <ARRAY>
* 2: Intensity of flare <NUMBER>
* 3: Flare lifetime <OBJECT>
*
* 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);

View File

@ -21,17 +21,45 @@
*/
#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 {
@ -59,9 +87,3 @@ if (_mode != 0) then {
_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);
};

View File

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

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Hearing">
<Key ID="STR_ACE_Hearing_EarPlugs_Name">
@ -116,6 +116,7 @@
<German>Gehör</German>
<Czech>Sluch</Czech>
<Portuguese>Audição</Portuguese>
<French>Audition</French>
<Hungarian>Hallás</Hungarian>
<Russian>Слух</Russian>
</Key>
@ -126,6 +127,7 @@
<German>Aktiviere Taubheit im Gefecht?</German>
<Czech>Povolit ztrátu sluchu?</Czech>
<Portuguese>Ativar surdez em combate?</Portuguese>
<French>Activer la surdité au combat?</French>
<Hungarian>Harci süketség engedélyezése?</Hungarian>
<Russian>Оглушение</Russian>
</Key>
@ -136,6 +138,9 @@
<German>Aktiviere Taubheit im Gefecht?</German>
<Czech>Povolit ztrátu sluchu?</Czech>
<Portuguese>Ativar surdez em combate?</Portuguese>
</Key>
<Key ID="STR_ACE_Hearing_Module_Description">
<French>Activer la surdité au combat?</French>
<Hungarian>Harci süketség engedélyezése?</Hungarian>
<Russian>Уменьшает способность игроков слышать при повреждении слуха</Russian>
</Key>
@ -145,15 +150,17 @@
<German>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.</German>
<Czech>Ztráta sluchu je možná ve chvíly, kdy se v bezprostřední blízkosti střílí z velkorážní zbraně nebo při bombardování a osoba je bez ochrany sluchu (např. špunty). Tento modul umožňuje tuto věc povolit nebo zakázat.</Czech>
<Portuguese>Este módulo ativa / desativa surdez em combate. Quando ativado, os jogadores podem ficar surdos quando uma arma é disparada ao seu redor ou uma explosão ocorre sem proteção auditiva.</Portuguese>
<Russian>Контролирует оглушение в бою и звон в ушах. При активации играки могут быть оглушены близкими выстрелами и взрывами при отсутствии защиты для ушей.</Russian>
<French>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</French>
</Key>
<Key ID="STR_ACE_Hearing_enabledForZeusUnits_DisplayName">
<English>Affects Zeus RC</English>
<English>Effect Zeus RC</English>
<Polish>Wpływ na Zeus RC</Polish>
<Russian>Влияет на юнита Зевса</Russian>
</Key>
<Key ID="STR_ACE_Hearing_enabledForZeusUnits_Description">
<English>Allow zeus remote controlled units to be able to take hearing damage.</English>
<Russian>Позволить юнитам, контролируемым Зевсом, получать повреждение слуха.</Russian>
<Polish>Aktywuj efekty utraty słuchu dla jednostek kontrolowanych zdalnie przez Zeusa.</Polish>
<Russian>Контролирует оглушение в бою и звон в ушах. При активации играки могут быть оглушены близкими выстрелами и взрывами при отсутствии защиты для ушей.</Russian>
</Key>
</Package>
</Project>

View File

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

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Interact_Menu">
<Key ID="STR_ACE_Interact_Menu_AlwaysUseCursorSelfInteraction">
@ -90,6 +90,7 @@
<Polish>Akcje Zeusa</Polish>
<Czech>Akce Zeuse</Czech>
<Spanish>Acciones Zeus</Spanish>
<French>Actions Zeus</French>
<Hungarian>Zeus cselekvések</Hungarian>
<Portuguese>Ações do Zeus</Portuguese>
<Russian>Действия Зевса</Russian>
@ -233,6 +234,7 @@
<Czech>Pozadí menu interakce</Czech>
<German>Interaktionsmenü-Hintergrund</German>
<Portuguese>Fundo do menu de interação</Portuguese>
<French>Arrière plan du menu d'interaction</French>
<Hungarian>Cselekvő menü háttere</Hungarian>
<Russian>Фон меню взаимодействия</Russian>
</Key>
@ -240,9 +242,10 @@
<English>Blur the background while the interaction menu is open.</English>
<Polish>Rozmywa lub przyciemnia tło na czas otwarcia menu interakcji</Polish>
<Spanish>Desenfocar el fondo mientras el menú de interacción está abierto.</Spanish>
<Czech>Rozmazat obraz pokud je interakční menu otevřené.</Czech>
<Czech>Rozmazat obraz při otevřeném interakčním menu.</Czech>
<German>Den Hintergrund verschwimmen lassen, während das Interaktionsmenü geöffnet ist.</German>
<Portuguese>Desfocar o fundo enquanto o menu de interação está aberto.</Portuguese>
<French>Flouter l'arrière plan durant l'ouverture du menu d'interaction</French>
<Hungarian>A háttér elmosása a cselekvő menü használata alatt.</Hungarian>
<Russian>Размыть фон, пока открыто меню взаимодействия.</Russian>
</Key>
@ -253,6 +256,7 @@
<Czech>Rozmazaný obraz</Czech>
<German>Verschwommenes Bild</German>
<Portuguese>Desfoque de tela</Portuguese>
<French>Flouter l'écran</French>
<Hungarian>Kép elmosása</Hungarian>
<Russian>Размытый</Russian>
</Key>
@ -260,9 +264,10 @@
<English>Black</English>
<Polish>Przyciemnienie ekranu</Polish>
<Spanish>Negro</Spanish>
<Czech>Černý obraz</Czech>
<Czech>Tmavý</Czech>
<Portuguese>Preto</Portuguese>
<German>Schwarz</German>
<French>Noir</French>
<Hungarian>Fekete</Hungarian>
<Russian>Черный</Russian>
</Key>
@ -271,6 +276,7 @@
<Polish>Pokazuj akcje dla budynków</Polish>
<Czech>Zobrazit akci pro budovy</Czech>
<Spanish>Mostrar acciones para edificios</Spanish>
<French>Affiche les actions pour les batiments</French>
<Hungarian>Cselekvések mutatása épületeknél</Hungarian>
<Portuguese>Mostrar ações para edifícios</Portuguese>
<Russian>Показывать действия для зданий</Russian>
@ -280,6 +286,7 @@
<Polish>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.</Polish>
<Czech>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.) </Czech>
<Spanish>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)</Spanish>
<French>Ajoute des interactions pour ouvrir les portes et les échelles des batiments. (Note: l'ouverture du menu en ville dégrade les performances)</French>
<Hungarian>Cselekvéseket engedélyez ajtók kinyitására és létrák mászására. (Figyelem: ez teljesítményvesztéssel járhat a menü megnyitásakor, főleg városokban)</Hungarian>
<Portuguese>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)</Portuguese>
<Russian>Добавляет действия открывания дверей и залезания на лестницы для зданий. (Примечание: возможно падение производительности при открытии меню взаимодействия, особенно в городах)</Russian>
@ -288,6 +295,7 @@
<English>Interaction Menu</English>
<Polish>Menu interakcji</Polish>
<Russian>Меню взаимодействия</Russian>
<Czech>Menu interakce</Czech>
</Key>
</Package>
</Project>

View File

@ -774,6 +774,7 @@
<Polish>Otwórz</Polish>
<Czech>Otevřít</Czech>
<Spanish>Abrir</Spanish>
<French>Ouvrir</French>
<Hungarian>Nyitás</Hungarian>
<Portuguese>Abrir</Portuguese>
<Russian>Открыть</Russian>
@ -785,6 +786,7 @@
<German>Interaktionssystem</German>
<Czech>Systém interakce</Czech>
<Russian>Взаимодействие</Russian>
<French>Système d'interaction</French>
<Hungarian>Interakciós rendszer</Hungarian>
<Portuguese>Sistema de interação</Portuguese>
</Key>
@ -795,6 +797,7 @@
<German>Aktiviere Gruppenverwaltung</German>
<Czech>Povolit správu týmu</Czech>
<Russian>Управление группами</Russian>
<French>Active la gestion d'équipe</French>
<Hungarian>Csapatkezelés engedélyezése</Hungarian>
<Portuguese>Habilitar gestão de equipes</Portuguese>
</Key>
@ -805,6 +808,7 @@
<German>Sollen Spieler das Gruppenverwaltungsmenü verwenden dürfen? Standard: Ja</German>
<Czech>Mohou hráči použít menu správy týmu? Výchozí: Ano</Czech>
<Russian>Разрешить ли игрокам использовать меню управления группами? По-умолчани: Да</Russian>
<French>Permettre aux joueurs d'utiliser la gestion de groupe? Défaut: oui</French>
<Hungarian>A játékosoknak engedélyezve legyen a csapatkezelő menü? Alapértelmezett: Igen</Hungarian>
<Portuguese>Devem os jogadores ter permissão de usar o menu de gestão de equipes? Padrão: Sim</Portuguese>
</Key>
@ -814,6 +818,7 @@
<German>Die Gruppenverwaltung erlaubt die Zuweisung von Farben für Einheiten, die Kommandierung und das Beitreten/Verlassen einer Gruppe.</German>
<Czech>Správa týmu se skládá z: přidělení barev pro členy týmu, převzetí velení, připojení/odpojení. </Czech>
<Spanish>La gestión del equipo permite la asignación de colores para los miembros del equipo, tomando el mando del equipo y uniendo/dejando equipos.</Spanish>
<French>La gestion d'équipe permet l'allocation de couleur aux membres d'équipe, de prendre le commandement, de rejoindre ou quitter une équipe. </French>
<Hungarian>A csapatkezelés engedélyezi a tagok színének meghatározását, a vezetés átvételét, és csapatoknál be-és kilépést.</Hungarian>
<Portuguese>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.</Portuguese>
<Russian>Управление группами позволяет назначать цвета членам групп, брать командование, вступать в группы или покидать их.</Russian>

View File

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

View File

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

View File

@ -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

View File

@ -5,6 +5,7 @@
<English>ACE Logistics</English>
<Polish>ACE Logistyka</Polish>
<Russian>ACE: логистика</Russian>
<Czech>ACE Logistika</Czech>
</Key>
</Package>
</Project>

View File

@ -99,3 +99,13 @@ call FUNC(determineZoom);
};
};
}] 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);

View File

@ -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);

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Map">
<Key ID="STR_ACE_Map_Module_DisplayName">
@ -8,6 +8,7 @@
<German>Karte</German>
<Czech>Mapa</Czech>
<Portuguese>Mapa</Portuguese>
<French>Carte</French>
<Hungarian>Térkép</Hungarian>
<Russian>Карта</Russian>
</Key>
@ -18,19 +19,24 @@
<German>Kartenausleuchtung</German>
<Czech>Osvětlení mapy</Czech>
<Portuguese>Iluminação do mapa?</Portuguese>
<French>Luminosité</French>
<Hungarian>Térkép megvilágítása?</Hungarian>
<Russian>Освещение карты?</Russian>
</Key>
<Key ID="STR_ACE_Map_MapIllumination_Description">
<English>Simulate map lighting based on ambient lighting and player's items?</English>
<Polish>Symuluj oświetlenie mapy bazujące na oświetleniu otoczenia oraz przedmiotach gracza?</Polish>
<French>Calcul la luminosité de la carte en fonction des conditions de lumière</French>
<Russian>Симулировать освещение карты на основе окружающего света и приборов игрока?</Russian>
</Key>
<Key ID="STR_ACE_Map_MapGlow_DisplayName">
<English>Map flashlight glow?</English>
<Polish>Poświata latarki</Polish>
<Russian>Свет фонаря на карте?</Russian>
</Key>
<Key ID="STR_ACE_Map_MapGlow_Description">
<English>Add external glow to players who use flashlight on map?</English>
<Polish>Pokaż poświatę światła latarki na graczu, który używa latarki na widoku mapy?</Polish>
<Russian>Добавить свет при использовании фонаря на карте?</Russian>
</Key>
<Key ID="STR_ACE_Map_MapShake_DisplayName">
@ -40,6 +46,7 @@
<German>Kamerawackeln</German>
<Czech>Třesení mapy?</Czech>
<Portuguese>Tremor de mapa?</Portuguese>
<French>Tremblement de la carte?</French>
<Hungarian>Térkép-rázkódás?</Hungarian>
<Russian>Тряска карты?</Russian>
</Key>
@ -50,6 +57,7 @@
<German>Kamerawackeln beim Gehen?</German>
<Czech>Umožnit třesení mapy za pochodu?</Czech>
<Portuguese>Tremer o mapa enquanto caminha?</Portuguese>
<French>La carte tremble lors d'un déplacement?</French>
<Hungarian>Rázkódjon-e a térkép mozgáskor?</Hungarian>
<Russian>Заставлять карту трястись при ходьбе?</Russian>
</Key>
@ -60,6 +68,7 @@
<German>Kartenzoom einschränken</German>
<Czech>Omezit přiblížení mapy?</Czech>
<Portuguese>Limitar zoom do mapa?</Portuguese>
<French>Limiter le zoom de la carte?</French>
<Hungarian>Térkép-nagyítás korlátozása?</Hungarian>
<Russian>Ограничить приближение карты?</Russian>
</Key>
@ -70,6 +79,7 @@
<German>Zoomstufe der Karte einschränken?</German>
<Czech>Omezit stupeň přiblížení pro mapu?</Czech>
<Portuguese>Limitar a quantidade de zoom disponível para o mapa?</Portuguese>
<French>Limite le zoom maximum pour la carte?</French>
<Hungarian>Korlátozva legyen-e a nagyítás mennyisége a térképnél?</Hungarian>
<Russian>Ограничить максимальное приближение, доступное на карте?</Russian>
</Key>
@ -80,6 +90,7 @@
<German>Zeige Cursor-Koordinaten?</German>
<Czech>Zobrazit souřadnice u kurzoru?</Czech>
<Portuguese>Mostrar coordenadas no cursor?</Portuguese>
<French>Afficher les coordonnées sur le curseur?</French>
<Hungarian>Kurzor-koordináták mutatása?</Hungarian>
<Russian>Показывать координаты курсора?</Russian>
</Key>
@ -90,6 +101,7 @@
<German>Gitter-Koordinaten auf dem Mauszeiger anzeigen?</German>
<Czech>Zobrazit souřadnice u kurzoru v mapě?</Czech>
<Portuguese>Mostrar as coordenadas de grade no ponteiro do mouse?</Portuguese>
<French>Affiche les coordonnées à coté du curseur?</French>
<Hungarian>Mutatva legyen-e a kurzornál található rész rácskoordinátája?</Hungarian>
<Russian>Показывать координаты около курсора мыши?</Russian>
</Key>
@ -99,6 +111,7 @@
<German>Dieses Modul erweitert die Kartenfunktionen.</German>
<Czech>Tento modul umožňuje přizpůsobit mapu s obrazem.</Czech>
<Portuguese>Este módulo permite que você personalize a tela de mapa.</Portuguese>
<French>Ce module permet de personnaliser l'écran de la carte</French>
<Hungarian>Ez a modul lehetővé teszi a térképnézet testreszabását.</Hungarian>
<Russian>Этот модуль позволяет настроить отображение карты.</Russian>
</Key>
@ -109,6 +122,7 @@
<German>Blue Force Tracking</German>
<Czech>Blue Force Tracking</Czech>
<Portuguese>Rastreio de forças azuis</Portuguese>
<French>Blue Force Tracking</French>
<Hungarian>Blue Force követés</Hungarian>
<Russian>Система слежения Blue Force Tracking</Russian>
</Key>
@ -118,6 +132,7 @@
<Polish>Aktywuj BFT</Polish>
<Czech>Povolit BFT</Czech>
<Spanish>Activar BFT</Spanish>
<French>Activer le Suivi des Forces Alliées</French>
<Hungarian>BFT engedélyezése</Hungarian>
<Russian>Включить BFT</Russian>
</Key>
@ -127,6 +142,7 @@
<Polish>Aktywuj Blue Force Tracking. Domyślnie: Nie</Polish>
<Czech>Povolit Blue Force Tracking. Výchozí: Ne</Czech>
<Spanish>Activar Blue Force Tracking. Por defecto: No</Spanish>
<French>Activer le SFA. Défaut: non</French>
<Hungarian>Blue Force követés engedélyezése. Alapértelmezett: Nem</Hungarian>
<Russian>Включает систему служения BFT. По-умолчанию: Нет</Russian>
</Key>
@ -137,6 +153,7 @@
<German>Intervall</German>
<Czech>Interval</Czech>
<Portuguese>Intervalo</Portuguese>
<French>Intervalle</French>
<Hungarian>Intervallum</Hungarian>
<Russian>Интервал</Russian>
</Key>
@ -147,6 +164,7 @@
<German>Wie oft sollen die Markierungen aktualisiert werden (in Sekunden)</German>
<Czech>Jak často budou značky aktualizovány (v sekundách)</Czech>
<Portuguese>Frequência em que os marcadores devem ser atualizados (em segundos)</Portuguese>
<French>Tout les combien de temps les marqueurs doivent être rafraichit?</French>
<Hungarian>Milyen gyakran frissüljenek a jelölők (másodpercben)</Hungarian>
<Russian>Как часто должны обновляться маркеры (в секундах)</Russian>
</Key>
@ -157,6 +175,7 @@
<German>KI-Gruppen verstecken?</German>
<Czech>Skrýt AI skupiny?</Czech>
<Portuguese>Esconder grupos de IA?</Portuguese>
<French>Cacher les groupes IA?</French>
<Hungarian>AI csoportok elrejtése?</Hungarian>
<Russian>Скрыть группы ботов?</Russian>
</Key>
@ -167,6 +186,7 @@
<German>Verstecke Marker für "nur KI"-Gruppen?</German>
<Czech>Skrýt značky pouze pro AI skupiny?</Czech>
<Portuguese>Esconder marcadores que pertencem ao grupo de IA?</Portuguese>
<French>Cacher les marqueurs pour les groupes d'IA seulement?</French>
<Hungarian>Jelölők elrejtése "csak AI" csoportoknál?</Hungarian>
<Russian>Скрыть маркеры групп, которые состоят полностью из ботов?</Russian>
</Key>
@ -176,6 +196,7 @@
<German>Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen.</German>
<Czech>Umožňuje sledovat přátelské jednokty na mapě v rámci BFT.</Czech>
<Portuguese>Permite que você acompanhe as posições no mapa das unidades aliadas com marcadores RFA.</Portuguese>
<French>Ce module permet de suivre les unités alliées avec des marqueurs sur la carte.</French>
<Hungarian>Ez a modul lehetővé teszi a szövetséges egységek követését BFT térképjelzőjkkel.</Hungarian>
<Russian>Этот модуль позволяет отслеживать перемещение союзных войск по карте при помощи маркеров BFT.</Russian>
</Key>
@ -183,31 +204,37 @@
<English>Flashlights</English>
<Polish>Latarki</Polish>
<Russian>Фонари</Russian>
<Czech>Svítilny</Czech>
</Key>
<Key ID="STR_ACE_Map_Action_NVG">
<English>NVG</English>
<Polish>Noktowizja</Polish>
<Russian>ПНВ</Russian>
<Czech>NVG</Czech>
</Key>
<Key ID="STR_ACE_Map_Action_NVGOn">
<English>On</English>
<Polish>Włącz</Polish>
<Russian>Вкл.</Russian>
<Czech>Zapnout</Czech>
</Key>
<Key ID="STR_ACE_Map_Action_NVGOff">
<English>Off</English>
<Polish>Wyłącz</Polish>
<Russian>Выкл.</Russian>
<Czech>Vypnout</Czech>
</Key>
<Key ID="STR_ACE_Map_Action_NVGUp">
<English>Increase Brightness</English>
<Polish>Zwiększ czułość</Polish>
<Russian>Увеличить яркость</Russian>
<Czech>Zvýšit jas</Czech>
</Key>
<Key ID="STR_ACE_Map_Action_NVGDown">
<English>Decrease Brightness</English>
<Polish>Zmniejsz czułość</Polish>
<Russian>Уменьшить яркость</Russian>
<Czech>Snížit jas</Czech>
</Key>
</Package>
</Project>

View File

@ -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];

View File

@ -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}};

View File

@ -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;
};
};

View File

@ -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;

View File

@ -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 {
if (!EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(init), [_unit]];
};
[_unit] call FUNC(init);
};

View File

@ -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;
@ -245,21 +242,9 @@ 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);
};
};
["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},
@ -269,6 +254,16 @@ if (USE_WOUND_EVENT_SYNC) then {
{((_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

View File

@ -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);

View File

@ -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

View File

@ -7,15 +7,12 @@
* 1: The patient <OBJECT>
*
* 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 */

View File

@ -7,25 +7,22 @@
* 1: The patient <OBJECT>
*
* 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 {

View File

@ -7,15 +7,13 @@
* 1: The patient <OBJECT>
*
* 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 */

View File

@ -7,17 +7,15 @@
* 1: The patient <OBJECT>
*
* 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 {

View File

@ -7,23 +7,17 @@
* 1: The patient <OBJECT>
*
* 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);

View File

@ -7,16 +7,15 @@
* 1: The patient <OBJECT>
*
* 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)];

View File

@ -7,20 +7,18 @@
* 1: The patient <OBJECT>
*
* 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);

View File

@ -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);

View File

@ -8,17 +8,15 @@
* 2: SelectionName <STRING>
*
* 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);
};

View File

@ -5,20 +5,17 @@
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: Drag after unload <BOOL> <OPTIONAL>
* 2: Drag after unload <BOOL> (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 {};

View File

@ -9,18 +9,15 @@
* 3: callback <CODE>
*
* 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];

View File

@ -6,16 +6,14 @@
* 0: The Unit <OBJECT>
*
* ReturnValue:
* <NIL>
* 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);
};

View File

@ -9,28 +9,24 @@
* 3: The arguments for localization <ARRAY>
*
* 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, []];

View File

@ -7,16 +7,15 @@
* 1: The new item classname <STRING>
*
* 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 */

View File

@ -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 <CODE>
* 0-N: Code, should return a boolean <CODE>
*
* ReturnValue:
* <NIL>
* None
*
* Public: Yes
*/
#include "script_component.hpp"
if (isnil QGVAR(unconsciousConditions)) then {

View File

@ -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 = [];

View File

@ -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 {};

View File

@ -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];

View File

@ -16,26 +16,25 @@
#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 };
_config = (ConfigFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
if (GVAR(level)>=2) then {
_config = (ConfigFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
};
_config = (ConfigFile >> "ACE_Medical_Actions" >> (["Basic", "Advanced"] select (GVAR(level)>=2)) >> _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;
};

View File

@ -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);

View File

@ -7,16 +7,15 @@
* 1: The caller <OBJECT>
*
* 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 <OBJECT>
*
* 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;

View File

@ -3,11 +3,16 @@
* Spawns litter for the treatment action on the ground around the target
*
* Arguments:
* 0: The target <OBJECT>
* 1: The treatment classname <STRING>
* 0: The Caller <OBJECT>
* 1: The target <OBJECT>
* 2: The treatment Selection Name <STRING>
* 3: The treatment classname <STRING>
* 4: ?
* 5: Users of Items <?>
* 6: Previous Damage <NUMBER>
*
* 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 {};
@ -38,19 +38,18 @@ 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 };
if(surfaceIsWater (getPos _unit)) 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];
_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);
@ -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}};

View File

@ -1,19 +1,21 @@
/**
* fn_determineIfFatal.sqf
* @Descr: N/A
* @Author: Glowbal
/*
* Author: Glowbal
* Determine If Fatal
*
* @Arguments: []
* @Return:
* @PublicAPI: false
* Arguments:
* 0: Unit <OBJECT>
* 1: Part <NUMBER>
* 2: with Damage <NUMBER> (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)});

View File

@ -4,10 +4,11 @@
*
* Arguments:
* 0: The Unit <OBJECT>
* 1: Show <BOOL> <OPTIONAL>
* 1: Show <BOOL> (default: true)
* 2: Selection <NUMBER> (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 = [];
@ -92,20 +91,20 @@ 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]];
};
};
};
@ -113,12 +112,12 @@ if (_show) then {
_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 {
@ -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;
@ -182,14 +181,16 @@ if (_show) then {
_lbCtrl = (_display displayCtrl 200);
lbClear _lbCtrl;
{
_lbCtrl lbAdd (_x select 0);
_lbCtrl lbSetColor [_foreachIndex, _x select 1];
_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];
_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;
};

View File

@ -4,18 +4,18 @@
*
* Arguments:
* 0: The unit <OBJECT>
* 1: Show <BOOL> (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");
@ -65,8 +65,11 @@ if (_show) then {
} 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;

View File

@ -3,18 +3,18 @@
* Display triage card for a unit
*
* Arguments:
* 0: The unit <OBJECT>
* 0: Show <BOOL>
*
* 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);

View File

@ -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
@ -44,6 +43,7 @@ if (GVAR(level) >= 2) then {
// 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);

View File

@ -6,29 +6,28 @@
* 0: The Unit <OBJECT>
*
* ReturnValue:
* Blood Pressuret <ARRAY <NUMBER>,<NUMBER>>
* 0: BloodPressure Low <NUMBER>
* 1: BloodPressure High <NUMBER>
*
* 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]

View File

@ -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));

View File

@ -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);

View File

@ -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;
};

View File

@ -6,7 +6,9 @@
* 0: The unit <OBJECT>
*
* Return Value:
* Triage status from the unit. Name, statusID, color <ARRAY <STRING><NUMBER><ARRAY>>
* 0: Name <STRING>
* 1: Status ID <NUMBER>
* 2: Color <ARRAY <NUMBER>>
*
* 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

View File

@ -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

View File

@ -14,7 +14,7 @@
#include "script_component.hpp"
private ["_unit","_return"];
_unit = _this select 0;
params ["_unit"];
if (isnil QGVAR(unconsciousConditions)) then {
GVAR(unconsciousConditions) = [];
@ -27,4 +27,4 @@ _return = false;
};
} foreach GVAR(unconsciousConditions);
_return;
_return

View File

@ -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 {
@ -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), []];

View File

@ -1,9 +1,22 @@
//#define DEBUG_MODE_FULL
/*
* Author: Glowbal
* handle Litter Create
*
* Arguments:
* 0: Litter Class <STRING>
* 1: Position <ARRAY>
* 2: Unit <OBJECT>
*
* 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);
@ -16,7 +29,7 @@ _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);
[{ 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 {
@ -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);
@ -49,5 +63,3 @@ if(!GVAR(litterPFHRunning) && {GVAR(litterCleanUpDelay) > 0}) then {
};
}, 30, []] call CBA_fnc_addPerFrameHandler;
};
true

View File

@ -1,5 +1,5 @@
/*
* Author: KoffeinFlummi, Glowbal
* Author: KoffeinFlummi, Glowbal, commy2
* Main HandleDamage EH function.
*
* Arguments:
@ -14,52 +14,58 @@
*
* 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);
} 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);
TRACE_3("ACE_DEBUG: HandleDamage caching new damage",_selection,_newDamage,_unit);
_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage);
_minLethalDamage = 0.01;
if (_typeIndex >= 0) then {
_minLethalDamage = GVAR(minLethalDamages) select _typeIndex;
_minLethalDamage = if (_typeIndex >= 0) then {
GVAR(minLethalDamages) select _typeIndex
} else {
0.01
};
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
@ -81,7 +87,6 @@ if (GVAR(level) < 2) then {
_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

View File

@ -12,23 +12,16 @@
* 6: Type of Damage <STRING>
*
* 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

View File

@ -6,23 +6,23 @@
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
*
* 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];

View File

@ -10,19 +10,15 @@
* 4: Type of the damage done <STRING>
*
* Return Value:
* None <NIL>
* 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 {};

View File

@ -1,192 +1,60 @@
/*
* Author: KoffeinFlummi
* Basic HandleDamage EH function.
* Author: KoffeinFlummi, Glowbal
* Handle damage basic medical
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <STRING>
* 5: Current damage to be returned <NUMBER>
*
* Return Value:
* Damage To Be Inflicted <NUMBER>
* <nil>
*
* 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;
};
}, 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;
};
_unit setVariable [QGVAR(projectiles), _cache_projectiles];
_unit setVariable [QGVAR(hitPoints), _cache_hitpoints];
_unit setVariable [QGVAR(damages), _cache_damages];
};
// 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;
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);
};
};
if (_selectionName == "") then {
_damage = _damage + (_unit getVariable QGVAR(structDamage));
} else {
_damage = _damage + _newDamage;
};
// 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]));
_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
_unit setVariable [QGVAR(pain), _pain min 1, true];
};
}foreach _cache_params;
// Unconsciousness
if (_selectionName == "" and
_damage >= UNCONSCIOUSNESSTRESHOLD and
_damage < 1 and
!(_unit getVariable ["ACE_isUnconscious", False]
)) then {
[_unit, true] call FUNC(setUnconscious);
};
// 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));
_damage
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);

View File

@ -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);
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;
[(_args select 0)] call FUNC(handleDamage_advancedSetDamage);
[(_this select 1)] call cba_fnc_removePerFrameHandler;
[_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

View File

@ -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;

View File

@ -10,19 +10,15 @@
* 4: Type of the damage done <STRING>
*
* Return Value:
* None <NIL>
* 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

View File

@ -10,19 +10,16 @@
* 4: Type of the damage done <STRING>
*
* Return Value:
* None <NIL>
* 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), []];
@ -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);

View File

@ -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);
@ -125,19 +122,13 @@ _woundsCreated = [];
};
} 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);

View File

@ -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;
};
};

View File

@ -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);

Some files were not shown because too many files have changed in this diff Show More