Merge remote-tracking branch 'upstream/master'

Conflicts:
	addons/weaponselect/stringtable.xml
This commit is contained in:
EpMAK 2015-04-17 19:48:01 +03:00
commit c88bda487b
30 changed files with 201 additions and 94 deletions

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@ -2,7 +2,7 @@
class CfgAmmo {
class BulletBase;
class B_20mm : BulletBase {
hit = 80;
hit = 80;
indirectHit = 12;
indirectHitRange = 2; //2;
caliber = 1.4;
@ -13,7 +13,7 @@ class CfgAmmo {
tracerEndTime = 3.5;
CraterEffects = "ExploAmmoCrater";
explosionEffects = "ExploAmmoExplosion";
explosionEffects = "ExploAmmoExplosion";
model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
};
class ACE_20mm_HE : B_20mm {};
@ -23,7 +23,7 @@ class CfgAmmo {
indirectHitRange = 0.3; //2;
explosive = 0;
CraterEffects = "";
explosionEffects = "";
explosionEffects = "";
};
// adjust minigun caliber and deflection to other ammo

View File

@ -907,7 +907,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
thermalMode[] = {0,1};
gunnerOpticsColor[] = {0,0,0,1};
directionStabilized = 1;
horizontallyStabilized = 1;
horizontallyStabilized = 1;
gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_wide_F";
};
class Medium: Wide
@ -918,7 +918,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
maxFov = 0.093;
gunnerOpticsColor[] = {0,0,0,1};
directionStabilized = 1;
horizontallyStabilized = 1;
horizontallyStabilized = 1;
gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_medium_F";
};
class Narrow: Wide
@ -929,7 +929,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
maxFov = 0.029;
gunnerOpticsColor[] = {0,0,0,1};
directionStabilized = 1;
horizontallyStabilized = 1;
horizontallyStabilized = 1;
gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_narrow_F";
};
@ -941,7 +941,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
maxFov = 0.01;
gunnerOpticsColor[] = {0,0,0,1};
directionStabilized = 1;
horizontallyStabilized = 1;
horizontallyStabilized = 1;
gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_narrow_F";
};

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@ -1,7 +1,7 @@
class GVAR(ProgressBar_Dialog) {
idd = -1;
movingEnable = false;
onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBar)),(_this select 0) displayCtrl 1)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBarTitle)),(_this select 0) displayCtrl 2)];);
onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBG)),(_this select 0) displayCtrl 1)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBar)),(_this select 0) displayCtrl 2)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ctrlProgressBarTitle)),(_this select 0) displayCtrl 3)];);
objects[] = {};
class controlsBackground {
@ -23,26 +23,31 @@ class GVAR(ProgressBar_Dialog) {
w = "safezoneW";
h = "safezoneH";
};
class Progress: ACE_gui_RscProgress {
class TitleBackground: ACE_gui_staticBase {
idc = 1;
x = "1.2 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "0.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "37.8 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = ".8 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
colorFrame[] = {0,0,0,0.0};
colorBar[] = {0.27,0.5,0.31,0.8};
texture = "#(argb,8,8,3)color(1,1,1,0.7)";
};
class Title_Bar : ACE_gui_staticBase {
idc = 2;
style = 0x22;
colorBackground[] = {0, 0, 0, 0};
style = ST_CENTER;
sizeEx = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
colorBackground[] = {0, 0, 0, 0.5};
colorText[] = {1, 1, 1, 1};
x = "1 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "0 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "38 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
};
class Progress: ACE_gui_RscProgress {
idc = 2;
x = "1.2 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "0.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "38 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
colorFrame[] = {1,1,1,0.5};
colorBar[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])","(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])"};
texture = "#(argb,8,8,3)color(1,1,1,0.7)";
};
class TitleText: TitleBackground {
idc = 3;
colorBackground[] = {0, 0, 0, 0};
};
};
};

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@ -38,12 +38,14 @@ createDialog QGVAR(ProgressBar_Dialog);
//Adjust position based on user setting:
_ctrlPos = ctrlPosition (uiNamespace getVariable QGVAR(ctrlProgressBarTitle));
_ctrlPos set [1, ((0 + 29 * GVAR(SettingProgressBarLocation)) * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2))];
(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetPosition _ctrlPos;
(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlCommit 0;
_ctrlPos = ctrlPosition (uiNamespace getVariable QGVAR(ctrlProgressBar));
_ctrlPos set [1, ((0.1 + 29 * GVAR(SettingProgressBarLocation)) * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2))];
(uiNamespace getVariable QGVAR(ctrlProgressBG)) ctrlSetPosition _ctrlPos;
(uiNamespace getVariable QGVAR(ctrlProgressBG)) ctrlCommit 0;
(uiNamespace getVariable QGVAR(ctrlProgressBar)) ctrlSetPosition _ctrlPos;
(uiNamespace getVariable QGVAR(ctrlProgressBar)) ctrlCommit 0;
(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetPosition _ctrlPos;
(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlCommit 0;
_perFrameFunction = {

View File

@ -1,44 +1,28 @@
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE( call COMPILE_FILE(XEH_preInit) );
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE( call COMPILE_FILE(XEH_postInitClient) );
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
class Extended_FiredBIS_EventHandlers {
class CAManBase {
class ADDON {
firedBIS = QUOTE( _this call FUNC(replaceATWeapon) );
firedBIS = QUOTE(_this call FUNC(replaceATWeapon));
};
};
};
// handle preloaded missile
class Extended_Init_EventHandlers {
class Extended_InitPost_EventHandlers {
class CAManBase {
class ADDON {
init = QUOTE( _this call FUNC(takeLoadedATWeapon) );
};
};
};
class Extended_Take_EventHandlers {
class CAManBase {
class ADDON {
take = QUOTE( _this call FUNC(takeLoadedATWeapon); [_this select 0] call FUNC(updateInventoryDisplay); );
};
};
};
class Extended_Put_EventHandlers {
class CAManBase {
class ADDON {
put = QUOTE( [_this select 0] call FUNC(updateInventoryDisplay); );
init = QUOTE([ARR_2(_this select 0, secondaryWeapon (_this select 0))] call FUNC(takeLoadedATWeapon); systemChat str [ARR_2(_this select 0, secondaryWeapon (_this select 0))]);
};
};
};

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@ -3,6 +3,7 @@ class CfgMagazines {
class ACE_PreloadedMissileDummy: NLAW_F { // The dummy magazine
author = "$STR_ACE_Common_ACETeam";
scope = 1;
scopeArsenal = 1;
displayName = "$STR_ACE_Disposable_PreloadedMissileDummy";
picture = PATHTOEF(common,UI\blank_CO.paa);
weaponPoolAvailable = 0;

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@ -0,0 +1,10 @@
// by commy2
#include "script_component.hpp"
if (!hasInterface) exitWith {};
["inventoryDisplayLoaded", {[ACE_player, _this select 0] call FUNC(updateInventoryDisplay)}] call EFUNC(common,addEventHandler);
["playerInventoryChanged", {
[_this select 0, _this select 1 select 11] call FUNC(takeLoadedATWeapon);
[_this select 0] call FUNC(updateInventoryDisplay);
}] call EFUNC(common,addEventHandler);

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@ -1,4 +1,3 @@
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));

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@ -0,0 +1,8 @@
class CfgVehicles {
class Box_NATO_Support_F;
class ACE_Box_Misc: Box_NATO_Support_F {
class TransportItems {
MACRO_ADDITEM(ACE_wirecutter,4);
};
};
};

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@ -1,16 +1,16 @@
class CfgWeapons {
class InventoryItem_Base_F;
class ACE_ItemCore;
class InventoryItem_Base_F;
class ACE_ItemCore;
class ACE_wirecutter: ACE_ItemCore {
author = "$STR_ACE_Common_ACETeam";
displayName = "$STR_ACE_logistics_wirecutter_wirecutterName";
descriptionShort = "$STR_ACE_logistics_wirecutter_wirecutterDescription";
model = "\A3\weapons_F\ammo\mag_univ.p3d";
picture = QUOTE(PATHTOF(ui\item_wirecutter_ca.paa));
scope = 2;
class ItemInfo: InventoryItem_Base_F {
mass = 100;
class ACE_wirecutter: ACE_ItemCore {
author = "$STR_ACE_Common_ACETeam";
displayName = "$STR_ACE_logistics_wirecutter_wirecutterName";
descriptionShort = "$STR_ACE_logistics_wirecutter_wirecutterDescription";
model = "\A3\weapons_F\ammo\mag_univ.p3d";
picture = QUOTE(PATHTOF(ui\item_wirecutter_ca.paa));
scope = 2;
class ItemInfo: InventoryItem_Base_F {
mass = 100;
};
};
};
};

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@ -3,7 +3,7 @@
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
weapons[] = {"ACE_wirecutter"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interaction"};
author[] = {"gpgpgpgp", "PabstMirror"};
@ -13,5 +13,5 @@ class CfgPatches {
};
#include "CfgEventHandlers.hpp"
#include "CfgSounds.hpp"
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"

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@ -16,19 +16,26 @@
*/
#include "script_component.hpp"
#define SOUND_CLIP_TIME_SPACEING 1.5
private ["_timeToCut"];
PARAMS_2(_unit,_fenceObject);
if (_unit != ACE_player) exitWith {};
_timeToCut = if ([ACE_player] call EFUNC(common,isEngineer)) then {5} else {10};
_timeToCut = if ([ACE_player] call EFUNC(common,isEngineer)) then {7.5} else {11};
[ACE_player, "AinvPknlMstpSnonWnonDr_medic5", 0] call EFUNC(common,doAnimation);
if (_timeToCut > 5) then {
playSound "ACE_wirecutter_sound_long";
} else {
playSound "ACE_wirecutter_sound";
_progressCheck = {
PARAMS_2(_args,_passedTime);
EXPLODE_2_PVT(_args,_fenceObject,_lastSoundEffectTime);
if (_passedTime > (_lastSoundEffectTime + SOUND_CLIP_TIME_SPACEING)) then {
// playSound "ACE_wirecutter_sound";
playSound3D [QUOTE(PATHTO_R(sound\wirecut.ogg)), objNull, false, (getPosASL ACE_player), 3, 1, 10];
_args set [1, _passedTime];
};
((!isNull _fenceObject) && {(damage _fenceObject) < 1} && {("ACE_wirecutter" in (items ACE_player))})
};
[_timeToCut, [_fenceObject], {(_this select 0) call FUNC(cutDownFenceCallback)}, {(_this select 0) call FUNC(cutDownFenceAbort)}, localize "STR_ACE_logistics_wirecutter_CuttingFence"] call EFUNC(common,progressBar);
[_timeToCut, [_fenceObject,0], {(_this select 0) call FUNC(cutDownFenceCallback)}, {(_this select 0) call FUNC(cutDownFenceAbort)}, localize "STR_ACE_logistics_wirecutter_CuttingFence", _progressCheck] call EFUNC(common,progressBar);

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@ -20,9 +20,9 @@ PARAMS_1(_unit);
_nearestFence = objNull;
{
if ((isNull _nearestFence) && {[_x] call FUNC(isFence)}) then {
_nearestFence = _x;
};
if ((isNull _nearestFence) && {[_x] call FUNC(isFence)}) then {
_nearestFence = _x;
};
} forEach nearestObjects [_unit, [], 15];
_nearestFence

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@ -35,7 +35,7 @@ if (!("ACE_wirecutter" in (items ace_player))) exitWith {};
} else {
// Prevent Rare Error when ending mission with interact key down:
if (isNull ace_player) exitWith {};
//If player moved >5 meters from last pos, then rescan
if (((getPosASL ace_player) distance _setPosition) > 5) then {

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@ -17,11 +17,9 @@
#include "script_component.hpp"
//find is case sensitive, so keep everything lowercase
#define FENCE_A3_TYPENAMES ["land_net_fence_4m_f", "land_net_fence_8m_f", "land_net_fenced_8m_f", "land_new_wiredfence_5m_f", "land_new_wiredfence_10m_dam_f", "land_new_wiredfence_10m_f", "land_pipe_fence_4m_f", "land_pipe_fence_4mnolc_f", "land_sportground_fence_f", "land_wired_fence_4m_f", "land_wired_fence_4md_f", "land_wired_fence_8m_f", "land_wired_fence_8md_f", "land_razorwire_f"]
#define FENCE_A3_P3DS ["mil_wiredfence_f.p3d"]
#define FENCE_TYPENAMES ["land_net_fence_4m_f", "land_net_fence_8m_f", "land_net_fenced_8m_f", "land_new_wiredfence_5m_f", "land_new_wiredfence_10m_dam_f", "land_new_wiredfence_10m_f", "land_pipe_fence_4m_f", "land_pipe_fence_4mnolc_f", "land_sportground_fence_f", "land_wired_fence_4m_f", "land_wired_fence_4md_f", "land_wired_fence_8m_f", "land_wired_fence_8md_f", "land_razorwire_f"]
#define FENCE_AIA_TYPENAMES []
#define FENCE_AIA_P3DS ["wall_indfnc_3.p3d", "wall_indfnc_9.p3d", "wall_indfnc_corner.p3d", "pletivo_wired.p3d", "wall_fen1_5.p3d"]
#define FENCE_P3DS ["mil_wiredfence_f.p3d","wall_indfnc_3.p3d", "wall_indfnc_9.p3d", "wall_indfnc_corner.p3d", "pletivo_wired.p3d", "wall_fen1_5.p3d"]
private ["_typeOf", "_returnValue"];
PARAMS_1(_object);
@ -30,14 +28,15 @@ _typeOf = toLower (typeOf _object);
_returnValue = false;
if (_typeOf != "") then {
_returnValue = _typeOf in (FENCE_A3_TYPENAMES + FENCE_AIA_TYPENAMES);
//If the fence has configEntry we can check it directly
_returnValue = _typeOf in FENCE_TYPENAMES;
} else {
_typeOf = toLower (str _object); //something like "123201: wall_indfnc_9.p3d"
{
if ((_typeOf find _x) != -1) then {
if ((_typeOf find _x) != -1) exitWith {
_returnValue = true;
};
} forEach (FENCE_A3_P3DS + FENCE_AIA_P3DS);
} forEach FENCE_P3DS;
};
_returnValue

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@ -104,4 +104,4 @@
<Italian>Colore nametag di default (membri non del gruppo)</Italian>
</Key>
</Package>
</Project>
</Project>

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@ -5,20 +5,20 @@ class CfgWeapons {
class Default;
class Binocular: Default {
forceOptics = 0; // Allow using compass with Binocular
opticsZoomMin = 0.056889; // 5.25x power
opticsZoomMax = 0.056889; // 9 px/mil
modelOptics = "\z\ace\addons\optics\models\NWD_M22_5x"; // 7° horizontal field of view
visionMode[] = {"Normal"}; // Can't use nvgs with binoculars any more than you can with scopes
// Fix AI using Binocs on short range - #18737
forceOptics = 0; // Allow using compass with Binocular
opticsZoomMin = 0.056889; // 5.25x power
opticsZoomMax = 0.056889; // 9 px/mil
modelOptics = "\z\ace\addons\optics\models\NWD_M22_5x"; // 7° horizontal field of view
visionMode[] = {"Normal"}; // Can't use nvgs with binoculars any more than you can with scopes
// Fix AI using Binocs on short range - #18737
// minRange = 300; // 300 = uses Rangefinder often (runs a few meters, stops, uses RF, repeats)
minRange = 500; //500 = seem almost never use it..?
minRangeProbab = 0.001;
minRangeProbab = 0.001;
midRange = 1000;
midRangeProbab = 0.01;
maxRange = 5000;
maxRangeProbab = 0.01;
};
};
// zooming reticle scopes
class optic_DMS: ItemCore {

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@ -22,6 +22,7 @@
<Polish>Napraw animację</Polish>
<French>Corriger animation</French>
<Hungarian>Animációk kijavítása</Hungarian>
<Italian>Fixa l'animazione</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_ResetAll">
<English>Reset All</English>
@ -32,6 +33,7 @@
<Polish>Resetuj wszystko</Polish>
<French>Défaut</French>
<Hungarian>Minden visszaállítása</Hungarian>
<Italian>Resetta tutto</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_TabColors">
<English>Colors</English>
@ -42,6 +44,7 @@
<Czech>Barvy</Czech>
<Polish>Kolory</Polish>
<Hungarian>Színek</Hungarian>
<Italian>Colori</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_TabOptions">
<English>Options</English>
@ -64,6 +67,7 @@
<French>Valeurs</French>
<German>Werte</German>
<Hungarian>Értékek</Hungarian>
<Italian>Valori</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_Enabled">
<English>Yes</English>
@ -98,6 +102,7 @@
<Polish>Ustawienie:</Polish>
<French>Paramètres</French>
<Hungarian>Opció:</Hungarian>
<Italian>Parametri:</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_Export">
<English>Export</English>
@ -108,6 +113,7 @@
<Polish>Eksport</Polish>
<French>Exporter</French>
<Hungarian>Exportálás</Hungarian>
<Italian>Esporta</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_OpenExport">
<English>Open Export Menu</English>
@ -118,6 +124,7 @@
<Polish>Otwórz menu eksportowania</Polish>
<French>Ouvrir le menu d'exportation</French>
<Hungarian>Exportálási menü megnyitása</Hungarian>
<Italian>Apri menù esportazione</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_stringType">
<English>String input.</English>
@ -127,6 +134,7 @@
<Polish>Wpisywanie tekstu.</Polish>
<French>Entrée</French>
<Hungarian>String bevitel.</Hungarian>
<Italian>Stringa di unput.</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_arrayType">
<English>Array. Seperate elements by using ,.</English>
@ -137,6 +145,7 @@
<French>Tableau. Séparation par ,.</French>
<Czech>Tabulka. Odděl elementy použitím ,.</Czech>
<Hungarian>Array. Válasszad el az elemeket vesszővel.</Hungarian>
<Italian>Array. Separa gli elementi usando ,.</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_scalarType">
<English>Number</English>
@ -147,6 +156,7 @@
<Polish>Cyfra</Polish>
<French>Nombre</French>
<Hungarian>Szám</Hungarian>
<Italian>Numero</Italian>
</Key>
<Key ID="STR_ACE_optionsMenu_unknownType">
<English>Uknown input type</English>
@ -157,6 +167,7 @@
<Polish>Nieznany rodzaj danych</Polish>
<French>Type d'entrée inconnue</French>
<Hungarian>Ismeretlen beviteli típus</Hungarian>
<Italian>Input inserito sconosciuto</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_SaveInput">
<English>Save input</English>
@ -167,6 +178,7 @@
<Polish>Zapisz dane</Polish>
<French>Sauvegarder</French>
<Hungarian>Bevitel elmentése</Hungarian>
<Italian>Salva input</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_inClientSettings">
<English>Include Client Settings</English>
@ -177,6 +189,7 @@
<Polish>Zawrzyj ustawienia klienta</Polish>
<French>Inclure paramètres client</French>
<Hungarian>Kliens-beállítások melléklése</Hungarian>
<Italian>Includi i parametri del client</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_exClientSettings">
<English>Exclude Client Settings</English>
@ -187,6 +200,7 @@
<Polish>Wyklucz ustawienia klienta</Polish>
<French>Exclure paramètres client</French>
<Hungarian>Kliens-beállítások elhagyása</Hungarian>
<Italian>Escludi i parametri del client</Italian>
</Key>
<Key ID="STR_ACE_OptionsMenu_settingsExported">
<English>Settings exported to clipboard</English>
@ -197,6 +211,7 @@
<Polish>Ustawienia wyeksportowano do schowka</Polish>
<French>Paramètres exportés dans le presse papier</French>
<Hungarian>Beállítások exportálva a vágólapba</Hungarian>
<Italian>Parametri esportati alla clipboard</Italian>
</Key>
</Package>
</Project>

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@ -14,12 +14,13 @@
* Public: No
*/
#include "script_component.hpp"
if (!hasInterface) exitWith {};
["ACE3", QGVAR(showAltimeter), localize "STR_ACE_Parachute_showAltimeter",
{
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
if !([ACE_player, objNull, ["isNotEscorting", "isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
if (!('ACE_Altimeter' in assignedItems ace_player)) exitWith {false};
if (!(missionNamespace getVariable [QGVAR(AltimeterActive), false])) then {
[ace_player] call FUNC(showAltimeter);
@ -40,5 +41,4 @@ GVAR(PFH) = false;
}] call EFUNC(common,addEventHandler);
// don't show speed and height when in expert mode
["Parachute", {if (!cadetMode) then {_dlg = _this select 0; {(_dlg displayCtrl _x) ctrlShow false} forEach [121, 122, 1004, 1005, 1006, 1014];};}] call EFUNC(common,addInfoDisplayEventHandler); //@todo addEventHandler infoDisplayChanged with select 1 == "Parachute"
["Soldier", {if (!cadetMode) then {_dlg = _this select 0; {_ctrl = (_dlg displayCtrl _x); _ctrl ctrlSetPosition [0,0,0,0]; _ctrl ctrlCommit 0;} forEach [380, 382]};}] call EFUNC(common,addInfoDisplayEventHandler); //@todo addEventHandler infoDisplayChanged with select 1 == "Soldier"
["infoDisplayChanged", {_this call FUNC(handleInfoDisplayChanged)}] call EFUNC(common,addEventHandler);

View File

@ -18,6 +18,7 @@
ADDON = false;
PREP(doLanding);
PREP(handleInfoDisplayChanged);
PREP(hideAltimeter);
PREP(onEachFrame);
PREP(showAltimeter);

View File

@ -0,0 +1,41 @@
/*
* Author: commy2
* Hides the height and velocity display while freefalling or parachuting on higher difficulties.
*
* Arguments:
* Stuff from infoDisplayChanged eventhandler.
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
private ["_dialog", "_type"];
_dialog = _this select 0;
_type = _this select 1;
// don't do anything in noob mode
if (cadetMode) exitWith {};
switch (_type) do {
case ("Parachute"): {
{
(_dialog displayCtrl _x) ctrlShow false;
} forEach [121, 122, 1004, 1005, 1006, 1014];
};
case ("Soldier"): {
{
private "_control";
_control = (_dialog displayCtrl _x);
// these reset ctrlShow every frame by the engine. Set height/width to 0 as work around.
_control ctrlSetPosition [0,0,0,0];
_control ctrlCommit 0;
} forEach [380, 382];
};
};
nil // switch might return true if no case was found. Just to make sure the return value matches

View File

@ -11,6 +11,7 @@
<Spanish>Altímetro</Spanish>
<Hungarian>Magasságmérő</Hungarian>
<Russian>Высотомер</Russian>
<Italian>Altimetro</Italian>
</Key>
<Key ID="STR_ACE_Parachute_AltimeterDisplayName">
<English>Altimeter Watch</English>
@ -21,6 +22,7 @@
<Spanish>Reloj altímetro</Spanish>
<Hungarian>Magasságmérős karóra</Hungarian>
<Russian>Часы с высотомером</Russian>
<Italian>Controlla l'altimetro</Italian>
</Key>
<Key ID="STR_ACE_Parachute_AltimeterDescription">
<English>Used to show height, descent rate and the time.</English>
@ -31,6 +33,7 @@
<Spanish>Utilizado para mostrar altura, tasa de descenso y hora.</Spanish>
<Hungarian>Mutatja a magasságot, a zuhanási sebességet, és az időt.</Hungarian>
<Russian>Используется для определения высоты, скорости снижения и времени.</Russian>
<Italian>Usato per mostrare l'altitudine, la velocità di discesa e l'ora.</Italian>
</Key>
<Key ID="STR_ACE_Parachute_NonSteerableParachute">
<English>Non-Steerable Parachute</English>
@ -41,6 +44,7 @@
<Czech>Neříditelný padák</Czech>
<Hungarian>Irányíthatatlan ejtőernyő</Hungarian>
<Russian>Неуправляемый парашют</Russian>
<Italian>Paracadute non manovrabile</Italian>
</Key>
</Package>
</Project>
</Project>

View File

@ -70,4 +70,4 @@
<Italian>Attacco la tracolla...</Italian>
</Key>
</Package>
</Project>
</Project>

View File

@ -11,6 +11,7 @@
<Polish>Załaduj wyrzutnię</Polish>
<French>Charger lanceur</French>
<Hungarian>Kilövö betöltése</Hungarian>
<Italian>Carica lanciamissili</Italian>
</Key>
<Key ID="STR_ACE_ReloadLaunchers_LoadingLauncher">
<English>Loading launcher ...</English>
@ -21,6 +22,7 @@
<Czech>Nabíjím odpalovač ...</Czech>
<Polish>Ładowanie wyrzutni ...</Polish>
<Hungarian>Kilövő betöltés alatt ...</Hungarian>
<Italian>Carico il lanciamissili ...</Italian>
</Key>
<Key ID="STR_ACE_ReloadLaunchers_LauncherLoaded">
<English>Launcher loaded</English>
@ -31,6 +33,7 @@
<Czech>Odpalovač nabit</Czech>
<Polish>Wyrzutnia załadowana</Polish>
<Hungarian>Kilövő betöltve</Hungarian>
<Italian>Lanciamissili caricato</Italian>
</Key>
<Key ID="STR_ACE_ReloadLaunchers_LoadMagazine">
<English>Load %1</English>
@ -41,6 +44,7 @@
<Czech>Nabít %1</Czech>
<Polish>Załadowano %1</Polish>
<Hungarian>%1 betöltése</Hungarian>
<Italian>Caricato %1</Italian>
</Key>
</Package>
</Project>

View File

@ -10,6 +10,7 @@
<Hungarian>Biztonságos mód</Hungarian>
<Russian>Предохранитель</Russian>
<French>Sécurité</French>
<Italian>Sicura inserita</Italian>
</Key>
<Key ID="STR_ACE_SafeMode_TakeOffSafety">
<English>Take off Safety</English>
@ -20,6 +21,7 @@
<Hungarian>Biztonsági kapcsoló eltolása</Hungarian>
<Russian>Снять с предохранителя</Russian>
<French>Enlever sécurité</French>
<Italian>Togli la sicura</Italian>
</Key>
<Key ID="STR_ACE_SafeMode_PutOnSafety">
<English>Put on Safety</English>
@ -30,6 +32,7 @@
<Hungarian>Biztonsági kapcsoló helyretolása</Hungarian>
<Russian>Поставить на предохранитель</Russian>
<French>Sécurité mise</French>
<Italian>Inserisci la sicura</Italian>
</Key>
<Key ID="STR_ACE_SafeMode_TookOffSafety">
<English>Took off Safety</English>
@ -40,6 +43,7 @@
<Hungarian>Biztonságos mód megszüntetve</Hungarian>
<Russian>Снят с предохранителя</Russian>
<French>Sécurité enlevée</French>
<Italian>Togli la sicura</Italian>
</Key>
</Package>
</Project>

View File

@ -6,54 +6,63 @@
<Polish>Zerowanie powoli w górę</Polish>
<Russian>Малая корректировка ВВЕРХ</Russian>
<Spanish>Ajuste menor arriba</Spanish>
<Italian>Regola leggermente alzata in alto</Italian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustDownMinor">
<English>Minor adjustment down</English>
<Polish>Zerowanie powoli w dół</Polish>
<Russian>Малая корректировка ВНИЗ</Russian>
<Spanish>Ajuste menor abajo</Spanish>
<Italian>Regola leggermente alzata in basso</Italian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustRightMinor">
<English>Minor adjustment right</English>
<Polish>Zerowanie powoli w prawo</Polish>
<Russian>Малая корректировка ВПРАВО</Russian>
<Spanish>Ajuste menor derecha</Spanish>
<Italian>Regola leggermente il tiro a destra</Italian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustLeftMinor">
<English>Minor adjustment left</English>
<Polish>Zerowanie powoli w lewo</Polish>
<Russian>Малая корректировка ВЛЕВО</Russian>
<Spanish>Ajuste menor izquierda</Spanish>
<Italian>Regola leggermete il tiro a sinistra</Italian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustUpMajor">
<English>Major adjustment up</English>
<Polish>Zerowanie w górę</Polish>
<Russian>Большая корректировка ВВЕРХ</Russian>
<Spanish>Ajuste mayor arriba</Spanish>
<Italian>Regola l'alzata in alto</Italian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustDownMajor">
<English>Major adjustment down</English>
<Polish>Zerowanie w dół</Polish>
<Russian>Большая корректировка ВНИЗ</Russian>
<Spanish>Ajuste mayor abajo</Spanish>
<Italian>Regola l'alzata in basso</Italian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustRightMajor">
<English>Major adjustment right</English>
<Polish>Zerowanie w prawo</Polish>
<Russian>Большая корректировка ВПРАВО</Russian>
<Spanish>Ajuste mayor derecha</Spanish>
<Italian>Regola il tiro a destra</Italian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustLeftMajor">
<English>Major adjustment left</English>
<Polish>Zerowanie w lewo</Polish>
<Russian>Большая корректировка ВЛЕВО</Russian>
<Spanish>Ajuste mayor izquierda</Spanish>
<Italian>Regola il tiro a sinistra</Italian>
</Key>
<Key ID="STR_ACE_Scopes_AdjustZero">
<English>Set zero adjustment</English>
<Polish>Zresetuj wyzerowanie</Polish>
<Russian>Сбросить корректировку</Russian>
<Spanish>Establecer ajuste a cero</Spanish>
<Italian>Resetta i valori del tiro</Italian>
</Key>
</Package>
</Project>

View File

@ -10,6 +10,7 @@
<Spanish>Cambiado de unidad</Spanish>
<French>Unité changée</French>
<Hungarian>Egység átváltva</Hungarian>
<Italian>Cambia unità</Italian>
</Key>
<Key ID="STR_ACE_SwitchUnits_TooCloseToEnemy">
<English>This unit is too close to the enemy.</English>
@ -20,6 +21,7 @@
<Spanish>Esta unidad está demasiado cerca del enemigo.</Spanish>
<French>Cette unité est trop proche des ennemis</French>
<Hungarian>Ez az egység túl közel van az ellenséghez.</Hungarian>
<Italian>Questa unità è troppo vicina al nemico.</Italian>
</Key>
</Package>
</Project>

View File

@ -10,6 +10,7 @@
<Czech>Odemknout vozidlo</Czech>
<Hungarian>Jármű nyitása</Hungarian>
<Russian>Открыть машину</Russian>
<Italian>Apri il veicolo</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Action_Lock">
<English>Lock Vehicle</English>
@ -20,6 +21,7 @@
<Czech>Zamknout vozidlo</Czech>
<Hungarian>Jármű zárása</Hungarian>
<Russian>Закрыть машину</Russian>
<Italian>Chiudi il veicolo</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Action_Lockpick">
<English>Lockpick Vehicle</English>
@ -30,6 +32,7 @@
<Czech>Vypáčit vozidlo</Czech>
<Hungarian>Jármű feltörése</Hungarian>
<Russian>Взломать замок</Russian>
<Italian>Scassina veicolo</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Action_LockpickInUse">
<English>Picking Lock....</English>
@ -40,6 +43,7 @@
<Czech>Páčim vozidlo...</Czech>
<Hungarian>Zár feltörése...</Hungarian>
<Russian>Взламываем замок...</Russian>
<Italian>Scassino il veicolo....</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Item_Custom_Description">
<English>A custom key that will open a specific vehicle.</English>
@ -50,6 +54,7 @@
<Czech>Vlastní klíč, který otevře konkrétní vozidlo.</Czech>
<Hungarian>Egy egyedi kulcs, ami egy meghatározott járművet nyit ki.</Hungarian>
<Russian>Ключ от конкретной машины.</Russian>
<Italian>Una chiave personalizzata che apre determinati veicoli.</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Item_Master_Description">
<English>A Master Key will open any lock, no matter what!</English>
@ -60,6 +65,7 @@
<Czech>Hlavní klíč otevře libovolný zámek, bez vyjímek!</Czech>
<Hungarian>Egy főkulcs, ami minden zárat kinyit, helyzettől függetlenül!</Hungarian>
<Russian>Универсальный ключ, открывающий любой замок.</Russian>
<Italian>Una chiave principale che apre qualsiasi serratura!</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Item_Lockpick_Description">
<English>A lockpick set that can pick the locks of most vehicles.</English>
@ -70,6 +76,7 @@
<Czech>Sada paklíčů, která dokáže odemknout zámky u většiny vozidel.</Czech>
<Hungarian>Egy tolvajkulcs-készlet, mely a legtöbb jármű zárjait fel tudja törni.</Hungarian>
<Russian>Набор отмычек, которым можно взломать почти любую машину.</Russian>
<Italian>Un grimardello per forzare la maggior parte dei veicoli</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Item_West_Description">
<English>A key that should open most WEST vehicles.</English>
@ -80,6 +87,7 @@
<Czech>Klíč který by měl otevřít většinou Západních vozidel.</Czech>
<Hungarian>Egy kulcs, ami a NYUGAT egységeinek legtöbb járművét ki tudja nyitni.</Hungarian>
<Russian>Ключ для открытия большинства машин Красных.</Russian>
<Italian>Una chiave che apre la maggior parte dei veicoli WEST</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Item_East_Description">
<English>A key that should open most EAST vehicle.</English>
@ -90,6 +98,7 @@
<Hungarian>Egy kulcs, ami a KELET egységeinek legtöbb járművét ki tudja nyitni.</Hungarian>
<Czech>Klíč který by měl otevřít vetšinu Východních vozidel.</Czech>
<Russian>Ключ для открытия большинства машин Синих.</Russian>
<Italian>Una chaive che apr ela maggior parte dei veicoli EAST</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Item_Indp_Description">
<English>A key that should open most INDEP vehicle.</English>
@ -100,6 +109,7 @@
<Hungarian>Egy kulcs, ami a FÜGGETLEN egységek legtöbb járművét ki tudja nyitni.</Hungarian>
<Czech>Klíč který by měl otevřít většinu Nezávislých vozidel.</Czech>
<Russian>Ключ для открытия большинства машин Независимых.</Russian>
<Italian>Una chaive che apr ela maggior parte dei veicoli INDEP</Italian>
</Key>
<Key ID="STR_ACE_Vehicle_Item_Civ_Description">
<English>A key that should open most CIV vehicle.</English>
@ -110,6 +120,7 @@
<Czech>Klíč který by měl otevřít většinu Civilních vozidel.</Czech>
<Hungarian>Egy kulcs, ami a CIVIL járművek többségét ki tudja nyitni.</Hungarian>
<Russian>Ключ для открытия большинства машин Гражданских.</Russian>
<Italian>Una chaive che apr ela maggior parte dei veicoli CIV</Italian>
</Key>
</Package>
</Project>
</Project>

View File

@ -7,6 +7,7 @@
<Russian>Показать информацию о погоде</Russian>
<French>Afficher information du vent</French>
<Spanish>Mostrar información del viento</Spanish>
<Italian>Mostra informazioni sul vento</Italian>
</Key>
</Package>
</Project>

View File

@ -59,4 +59,4 @@
</Key>
</Container>
</Package>
</Project>
</Project>