Merge branch 'master' into gunbag

This commit is contained in:
ir0n1e 2016-05-04 06:39:26 +02:00
commit cbabae9253
3148 changed files with 78138 additions and 36232 deletions

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# Reporting an issue
## Before reporting
If you have found an issue with ACE3 please make sure that ACE3 really is the cause of the problem. To do this try to reproduce the issue with using only `@CBA_A3` and `@ace` on a newly created mission.
Indicate if the issue appears on stable or development version. In case it is the development version, please also include the commit SHA-1 hash.
**Please note:**
- It's not a valid to simply remove <code>@ace</code> from the mod list to confirm that ACE3 is the culprit.
- If the error happens when using a <b>third-party mod</b> contact the author of the appropriate mod and report the issue there.
## Reporting the issue
Head over to the [ACE3 GitHub issue tracker](https://github.com/acemod/ACE3/issues) and press the [New issue](https://github.com/acemod/ACE3/issues/new) button in the top right corner. Add a descriptive title and complete the issue template.
A video of the issue might be helpful in resolving it faster.
# Feature Requests
## Background
ACE2, AGM and CSE had a lot of features implemented or planned. All of them are or have been evaluated for inclusion in ACE3 itself, and we'd like to port the majority of them eventually. However, due to time constraints, we have managed to finish only a fraction of the job so far.
Please refrain from making requests for any planned or existing features from either ACE2, AGM or CSE. Most of them are already being or have been considered for porting or a rewrite.
## Requesting a feature
In order to avoid duplicates and keep the issue tracker organized, we have created a common issue for [ACE3 Feature requests](https://github.com/acemod/ACE3/issues/3594). Any and all relevant requests should be submitted there, where they will also get discussed and evaluated. Before adding a new one, make sure to check the previous entries from the thread and do a quick search for similar suggestions; please don't reiterate requests for features that had already been accepted for inclusion, or those which were disregarded earlier.
Following their approval, feature requests may be moved by moderators to a separate issue for further discussion.

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**Arma 3 Version:** `x.xx` (stable / rc / dev)
**CBA Version:** `2.x.x` (stable / dev + commit hash)
**ACE3 Version:** `3.x.x` (stable / dev + commit hash)
**Mods:**
- `@CBA_A3`
- `@ace`
**Description:**
- Add a detailed description of the error. This makes it easier for us to fix the issue.
**Steps to reproduce:**
- Add the steps needed to reproduce the issue.
**Where did the issue occur?**
- Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal
**Placed Modules:**
- Add the list of modules you have placed on the map. Use 'None' if the error occurs without any modules.
**RPT log file:**
- Add a link ([gist](https://gist.github.com) or [pastebin](http://pastebin.com)) to the client and/or server RPT file. An instruction to find your RPT files can be found [here](https://community.bistudio.com/wiki/Crash_Files#Arma_3).
- If possible at the time the bug is encountered, go to ACE Options and select "Debug To Clipboard", this will print extensive debug information to the RPT file.

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**When merged this pull request will:**
- Describe what this pull request will do
- Each change in a separate line
- Respect the [Development Guidelines](http://ace3mod.com/wiki/development/)

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*.swp
*.swo
*.biprivatekey
Thumbs.db

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@ -1,14 +1,30 @@
branches:
only:
- master
- master
- release
language: python
python:
- "3.4"
- '3.4'
before_script:
- pip install pygithub
- pip install pygithub3
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
pip install pygithub;
pip install pygithub3;
fi
script:
- python3 tools/deploy.py
- python3 tools/sqf_validator.py
- python3 tools/config_style_checker.py
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
python3 tools/deploy.py;
fi
env:
global:
- secure: "KcJQbknBOdC5lA4nFGKPXVRVIGLDXDRzC8XkHuXJCE9pIR/wbxbkvx8fHKcC6SC9eHgzneC3+o4m4+CjIbVvIwDgslRbJ8Y59i90ncONmdoRx1HUYHwuYWVZm9HJFjCsIbrEqhSyyKS+PB3WZVOLbErtNHsgS8f43PTh5Ujg7Vg="
- secure: KcJQbknBOdC5lA4nFGKPXVRVIGLDXDRzC8XkHuXJCE9pIR/wbxbkvx8fHKcC6SC9eHgzneC3+o4m4+CjIbVvIwDgslRbJ8Y59i90ncONmdoRx1HUYHwuYWVZm9HJFjCsIbrEqhSyyKS+PB3WZVOLbErtNHsgS8f43PTh5Ujg7Vg=
notifications:
slack:
rooms:
- secure: byZMNBl8PMlgjT9NA1WmhgCdGfX4b3g1kA0vEiwfm+IFNlx7BiM4J/5rp6zV/jV470xl/epAejx2tsa5SdTyFbO87NH63ILJSt5QnjUZjRuGKSutFs9WE671DtZkPRSJXHS4N6x802PRkyBz/84/lsc34FWvHvjwOuYAtOcJRFk=
- secure: V22TNaLWV+yUNWqR7c6HVvIxkRDz7Dyz9xqa43FY8iFgvNL4Q/X69h5DYHU/ILNFM00tx8OBjtPRbcjWQ+F6eY8Sje/A2axJAU+qNurAvoyiTahXUprdUUpPdkgXWuSRTZ9kALxOq5e11RC8XUietghoMcl8zPcqdrZCOOKgoEM=
on_success: change
email:
on_success: never
on_failure: change

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@ -1,4 +1,4 @@
# ACE 3 CONTRIBUTOR LIST
# ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com
#
@ -14,88 +14,109 @@ Garth "L-H" de Wet <garthofhearts@gmail.com>
Giallustio
Glowbal
Janus
jokoho482 <jokoho482@gmail.com>
Jonpas <jonpas33@gmail.com>
Kieran
NouberNou
PabstMirror <pabstmirror@gmail.com>
Ruthberg <ulteq@web.de>
SilentSpike <SilentSpike100@gmail.com>
tpM
ViperMaul
VKing <kauestad@gmail.com>
Walter Pearce <jaynus@gmail.com>
# CONTRIBUTORS
11RDP-LoupVert <loupvert@11rdp.fr>
[BIG]Bull
11RDP-LoupVert <loupvert@11rdp.fr>
ACCtomeek <tomeek99@gmail.com>
adam3adam <br.ada@seznam.cz>
Adanteh
aeroson
alef <alefor@gmail.com>
Aggr094 <bastards4glory@gmail.com>
alef <alefor@gmail.com>
Aleksey EpMAK Yermakov <epmak777@gmail.com>
Alganthe <alganthe@live.fr>
Anthariel <Contact@storm-simulation.com>
Arkhir <wonsz666@gmail.com >
Asgar Serran <piechottaf@web.de>
BaerMitUmlaut
Bamse <bamsis@gmail.com>
Bla1337
BlackPixxel <blackpixxel96@gmail.com>
BlackQwar
Brakoviejo
Brisse <brisse@outlook.com>
Brostrom.A | Evul <andreas.brostrom.ce@gmail.com>
BullHorn <bullhorn7@gmail.com>
Clon1998 <ps.patti1998@gmail.com>
Codingboy
Coren <coren4@gmail.com>
Crusty
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
Dimaslg <dimaslg@telecable.es>
dixon13 <dixonbegay@gmail.com>
Drill <drill87@gmail.com>
Dudakov aka [OMCB]Kaban <dudakov.s@gmail.com>
Dslyecxi <dslyecxi@gmail.com>
eRazeri
evromalarkey <evromalarkey@gmail.com>
F3 Project <alanr@ferstaberinde.com>
Falke75
Ferenczi
Ferenzi
FFAAMOD <modffaa@gmail.com>
Filip Basara <filip.basara93@googlemail.com>
fr89k <kaschitoku@web.de>
FreeZbe <freeseb@gmail.com>
geraldbolso1899
Ghost
GieNkoV <gienkov.grzegorz@gmail.com>
gpgpgpgp
Grzegorz
Gianmarco Varriale (TeamNuke) <admin@forhost.org>
GieNkoV <gienkov.grzegorz@gmail.com>
GitHawk <githawk@gmx.net>
gpgpgpgp
Grey-Soldierman <gungamer101@hotmail.com>
Grzegorz
Hamburger SV
Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com>
Hawkins
jokoho48
Jonpas <jonpas33@gmail.com>
Head <brobergsebastian@gmail.com>
Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com>
Kllrt <kllrtik@gmail.com>
legman <juicemelon@msn.com>
Legolasindar "Viper" <legolasindar@gmail.com>
licht-im-Norden87 <lichtimnorden87@gmail.com>
Macusercom <macusercom@gmail.com>
MarcBook
meat <p.humberdroz@gmail.com>
Michail Nikolaev
MikeMatrix <m.braun92@gmail.com>
nic547 <nic547@outlook.com>
nikolauska <nikolauska1@gmail.com>
nomisum <nomisum@gmail.com>
OnkelDisMaster <onkeldismaster@gmail.com>
oscarmolinadev
PaxJaromeMalues <seemax1991@gmail.com>
pokertour
Professor <lukas.trneny@wo.cz>
rakowozz
ramius86 <pasini86@hotmail.com>
Raspu86
Riccardo Petricca <petriccarcc@gmail.com>
Robert Boklahánics <bokirobi@gmail.com>
ramius86 <pasini86@hotmail.com>
SilentSpike <SilentSpike100@gmail.com>
ruPaladin <happyworm24@rambler.ru>
simon84 <badguy360th@gmail.com>
Sniperwolf572 <tenga6@gmail.com>
System98
SzwedzikPL <szwedzikpl@gmail.com>
Tachi <zaveruha007@gmail.com>
Toaster <jonathan.pereira@gmail.com>
Tonic
Tourorist <tourorist@gmail.com>
Valentin Torikian <valentin.torikian@gmail.com>
zGuba
Aleksey EpMAK Yermakov <epmak777@gmail.com>
ruPaladin <happyworm24@rambler.ru>
BlackPixxel
Asgar Serran <piechottaf@web.de>
Kavinsky <nmunozfernandez@gmail.com>
Coren <coren4@gmail.com>
OnkelDisMaster <onkeldismaster@gmail.com>
Dimaslg <dimaslg@telecable.e>
voiper
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Bla1337
nikolauska <nikolauska1@gmail.com>
adam3adam <br.ada@seznam.cz>
Professor <lukas.trneny@wo.cz>
Winter <simon@agius-muscat.net>
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
legman <juicemelon@msn.com>
zGuba

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@ -22,13 +22,13 @@ source code of the individual modules.
When publishing a derivative of this product you may not use a name that
might create the impression that your version is an official release.
Some folders of this project may contain a seperate LICENSE file. Should
Some folders of this project may contain a separate LICENSE file. Should
that be the case, everything in that folder and all subfolders is subject
to that license instead.
============================================================================
Full Gnu General Public License Text
Full GNU General Public License Text
============================================================================

113
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<p align="center">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg"
height="112">
<img src="https://github.com/acemod/ACE3/raw/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
</p>
<p align="center">
<!--<a href="https://github.com/acemod/ACE3/releases">
v3.0.1
<img src="http://img.shields.io/badge/Version-3.0.1-blue.svg?style=flat"
alt="ACE version">
</a>
<a href="https://github.com/acemod/ACE3/archive/master.zip">
40.9 Mb
<img src="http://img.shields.io/badge/Download-40.9_MB-green.svg?style=flat"
alt="ACE download">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.5.1-blue.svg?style=flat-square" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat&label=Issues"
alt="ACE issues">
</a>-->
<a href="http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE&p=2935435&viewfull=1#post2935435">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg?style=flat"
alt="BIF thread">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
</a>
<a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg?style=flat-square" alt="BIF Thread">
</a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="http://img.shields.io/badge/License-GPLv2-red.svg?style=flat"
alt="ACE license">
<img src="https://img.shields.io/badge/License-GPLv2-red.svg?style=flat-square" alt="ACE3 License">
</a>
<a href="http://slackin.ace3mod.com/">
<img src="http://slackin.ace3mod.com/badge.svg?style=flat-square&label=Slack" alt="ACE3 Slack">
</a>
<a href="https://travis-ci.org/acemod/ACE3">
<img src="https://img.shields.io/travis/acemod/ACE3.svg?style=flat-square&label=Build" alt="ACE3 Build Status">
</a>
</p>
<p align="center"><sup><strong>Requires the latest version of <a href="http://www.armaholic.com/page.php?id=18767">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
<p align="center">
<sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>.<br/>
Visit us on <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup>
</p>
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
The project is entirely **open-source** and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE by simply excluding any components they don't need, or those possibly in conflict with other add-ons. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
### Core features
* Brand new 3D interaction/action system
* Performance and reliability framework
* Focus on modularity and customization
* New flexible client and server settings & configuration
* Improved medical system with various levels (basic/advanced) focus on gameplay/realism
* Proper & consistent network-synced weather
* Wind and weather-based ballistics
* Captivity system
* Explosives system, including different trigger types
* Map screen improvements marker placement and map tools
* Advanced missile guidance and laser designation
- Brand new 3D interaction/action system
- Performance and reliability framework
- Focus on modularity and customization
- New flexible client and server settings & configuration
- Improved medical system with various levels (basic/advanced) focus on gameplay/realism
- Proper & consistent network-synced weather
- Wind and weather-based ballistics
- Captivity system
- Explosives system, including different trigger types
- Map screen improvements marker placement and map tools
- Logistics
- Advanced missile guidance and laser designation
#### Additional features
* Carrying and dragging
* Realistic names for vehicles and weapons
* A fire control system (FCS) for armored vehicles and helicopters
* Realistic ballistics/FCS calculated in C/C++ extensions
* Backblast area and overpressure simulation
* Disposable launchers
* Realistic G-forces
* Vehicle locking
* Realistic night and thermal vision modes
* Magazine repacking
* Realistic weapon overheating mechanic
* Combat deafness (temporary loss of hearing) simulation
* Improved ragdoll physics
* Improved interactions for AARs and ammo bearers
* Adjustable sniper scopes
* No idle animation with lowered weapon
* No talking player avatar
* Jumping over obstacles, climbing over walls and cutting down fences
* Vector, MicroDAGR and Kestrel devices<br>
- Carrying and dragging
- Realistic names for vehicles and weapons
- A fire control system (FCS) for armored vehicles and helicopters
- Realistic ballistics/FCS calculated in C/C++ extensions
- Backblast area and overpressure simulation
- Disposable launchers
- Realistic G-forces
- Vehicle locking
- Realistic night and thermal vision modes
- Magazine repacking
- Realistic weapon overheating mechanic
- Combat deafness (temporary loss of hearing) simulation
- Improved interactions for AARs and ammo bearers
- Adjustable sniper scopes
- No idle animation with lowered weapon
- No talking player avatar
- Jumping over obstacles, climbing over walls and cutting down fences
- Vector, MicroDAGR and Kestrel devices<br>
***and much more...***
### Guides & how-tos
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
* [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
- [Installation guide](http://ace3mod.com/wiki/user/installation-guide.html)
- [Information center](http://ace3mod.com/wiki/user/information-center.html)
#### Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also:
* [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
* [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
- [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
- [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testing & building
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
* [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE for testing purposes.
- [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.

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class ACE_Settings {
class GVAR(enabled) {
displayName = "Advanced Ballistics";
description = "Enables advanced ballistics";
category = CSTRING(DisplayName);
displayName = CSTRING(enabled_DisplayName);
description = CSTRING(enabled_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(simulateForSnipers) {
displayName = "Enabled For Snipers";
description = "Enables advanced ballistics for non local snipers (when using high power optics)";
category = CSTRING(DisplayName);
displayName = CSTRING(simulateForSnipers_DisplayName);
description = CSTRING(simulateForSnipers_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(simulateForGroupMembers) {
displayName = "Enabled For Group Members";
description = "Enables advanced ballistics for non local group members";
category = CSTRING(DisplayName);
displayName = CSTRING(simulateForGroupMembers_DisplayName);
description = CSTRING(simulateForGroupMembers_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(simulateForEveryone) {
displayName = "Enabled For Everyone";
description = "Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)";
category = CSTRING(DisplayName);
displayName = CSTRING(simulateForEveryone_DisplayName);
description = CSTRING(simulateForEveryone_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(disabledInFullAutoMode) {
displayName = "Disabled In FullAuto Mode";
description = "Disables advanced ballistics during full auto fire";
category = CSTRING(DisplayName);
displayName = CSTRING(disabledInFullAutoMod_DisplayName);
description = CSTRING(disabledInFullAutoMod_Description);
typeName = "BOOL";
value = 0;
};
/* // TODO: We currently do not have firedEHs on vehicles
class GVAR(vehicleGunnerEnabled) {
category = CSTRING(DisplayName);
displayName = "Enabled For Vehicle Gunners";
description = "Enables advanced ballistics for vehicle gunners";
typeName = "BOOL";
@ -38,32 +44,37 @@ class ACE_Settings {
};
*/
class GVAR(ammoTemperatureEnabled) {
displayName = "Enable Ammo Temperature Simulation";
description = "Muzzle velocity varies with ammo temperature";
category = CSTRING(DisplayName);
displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
description = CSTRING(ammoTemperatureEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(barrelLengthInfluenceEnabled) {
displayName = "Enable Barrel Length Simulation";
description = "Muzzle velocity varies with barrel length";
category = CSTRING(DisplayName);
displayName = CSTRING(barrelLengthInfluenceEnabled_DisplayName);
description = CSTRING(barrelLengthInfluenceEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(bulletTraceEnabled) {
displayName = "Enable Bullet Trace Effect";
description = "Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)";
category = CSTRING(DisplayName);
displayName = CSTRING(bulletTraceEnabled_DisplayName);
description = CSTRING(bulletTraceEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(simulationInterval) {
displayName = "Simulation Interval";
description = "Defines the interval between every calculation step";
category = CSTRING(DisplayName);
displayName = CSTRING(simulationInterval_DisplayName);
description = CSTRING(simulationInterval_Description);
typeName = "SCALAR";
value = 0.0;
};
class GVAR(simulationRadius) {
displayName = "Simulation Radius";
description = "Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles";
category = CSTRING(DisplayName);
displayName = CSTRING(simulationRadius_DisplayName);
description = CSTRING(simulationRadius_Description);
typeName = "SCALAR";
value = 3000;
};

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@ -1,3 +1,10 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE( call COMPILE_FILE(XEH_preInit) );
@ -9,11 +16,3 @@ class Extended_PostInit_EventHandlers {
init = QUOTE( call COMPILE_FILE(XEH_postInit) );
};
};
class Extended_FiredBIS_EventHandlers {
class CAManBase {
class ADDON {
firedBIS = QUOTE(_this call FUNC(handleFired));
};
};
};

View File

@ -2,7 +2,7 @@ class CfgVehicles {
class ACE_Module;
class GVAR(ModuleSettings): ACE_Module {
scope = 2;
displayName = "$STR_ACE_AdvancedBallistics_DisplayName";
displayName = CSTRING(DisplayName);
icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa));
category = "ACE";
function = QUOTE(DFUNC(initModuleSettings));
@ -12,32 +12,32 @@ class CfgVehicles {
author = "Ruthberg";
class Arguments {
class enabled {
displayName = "$STR_ACE_AdvancedBallistics_enabled_DisplayName";
description = "$STR_ACE_AdvancedBallistics_enabled_Description";
displayName = CSTRING(enabled_DisplayName);
description = CSTRING(enabled_Description);
typeName = "BOOL";
defaultValue = 0;
};
class simulateForSnipers {
displayName = "$STR_ACE_AdvancedBallistics_simulateForSnipers_DisplayName";
description = "$STR_ACE_AdvancedBallistics_simulateForSnipers_Description";
displayName = CSTRING(simulateForSnipers_DisplayName);
description = CSTRING(simulateForSnipers_Description);
typeName = "BOOL";
defaultValue = 1;
};
class simulateForGroupMembers {
displayName = "$STR_ACE_AdvancedBallistics_simulateForGroupMembers_DisplayName";
description = "$STR_ACE_AdvancedBallistics_simulateForGroupMembers_Description";
displayName = CSTRING(simulateForGroupMembers_DisplayName);
description = CSTRING(simulateForGroupMembers_Description);
typeName = "BOOL";
defaultValue = 0;
};
class simulateForEveryone {
displayName = "$STR_ACE_AdvancedBallistics_simulateForEveryone_DisplayName";
description = "$STR_ACE_AdvancedBallistics_simulateForEveryone_Description";
displayName = CSTRING(simulateForEveryone_DisplayName);
description = CSTRING(simulateForEveryone_Description);
typeName = "BOOL";
defaultValue = 0;
};
class disabledInFullAutoMode {
displayName = "$STR_ACE_AdvancedBallistics_disabledInFullAutoMod_DisplayName";
description = "$STR_ACE_AdvancedBallistics_disabledInFullAutoMod_Description";
displayName = CSTRING(disabledInFullAutoMod_DisplayName);
description = CSTRING(disabledInFullAutoMod_Description);
typeName = "BOOL";
defaultValue = 0;
};
@ -50,38 +50,38 @@ class CfgVehicles {
};
*/
class ammoTemperatureEnabled {
displayName = "$STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_DisplayName";
description = "$STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_Description";
displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
description = CSTRING(ammoTemperatureEnabled_Description);
typeName = "BOOL";
defaultValue = 1;
};
class barrelLengthInfluenceEnabled {
displayName = "$STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_DisplayName";
description = "$STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_Description";
displayName = CSTRING(barrelLengthInfluenceEnabled_DisplayName);
description = CSTRING(barrelLengthInfluenceEnabled_Description);
typeName = "BOOL";
defaultValue = 1;
};
class bulletTraceEnabled {
displayName = "$STR_ACE_AdvancedBallistics_bulletTraceEnabled_DisplayName";
description = "$STR_ACE_AdvancedBallistics_bulletTraceEnabled_Description";
displayName = CSTRING(bulletTraceEnabled_DisplayName);
description = CSTRING(bulletTraceEnabled_Description);
typeName = "BOOL";
defaultValue = 1;
};
class simulationInterval {
displayName = "$STR_ACE_AdvancedBallistics_simulationInterval_DisplayName";
description = "$STR_ACE_AdvancedBallistics_simulationInterval_Description";
displayName = CSTRING(simulationInterval_DisplayName);
description = CSTRING(simulationInterval_Description);
typeName = "NUMBER";
defaultValue = 0.0;
};
class simulationRadius {
displayName = "$STR_ACE_AdvancedBallistics_simulationRadius_DisplayName";
description = "$STR_ACE_AdvancedBallistics_simulationRadius_Description";
displayName = CSTRING(simulationRadius_DisplayName);
description = CSTRING(simulationRadius_Description);
typeName = "NUMBER";
defaultValue = 3000;
};
};
class ModuleDescription {
description = "$STR_ACE_AdvancedBallistics_Description";
description = CSTRING(Description);
};
};
};

View File

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

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@ -1,17 +1,13 @@
class RscTitles
{
class RscTurretDial
{
class RscTitles {
class RscTurretDial {
idd=-1;
onLoad="with uiNameSpace do { RscTurretDial = _this select 0 };";
movingEnable=0;
duration=5;
fadeIn="false";
fadeOut="false";
class controls
{
class RscTurretDial
{
class controls {
class RscTurretDial {
idc=132949;
type=0;
style=128;
@ -28,18 +24,15 @@ class RscTitles
};
};
class RscProtractor
{
class RscProtractor {
idd=-1;
onLoad="with uiNameSpace do { RscProtractor = _this select 0 };";
movingEnable=0;
duration=60;
fadeIn="false";
fadeOut="false";
class controls
{
class RscProtractorBase
{
class controls {
class RscProtractorBase {
idc=132950;
type=0;
style=48;
@ -54,8 +47,7 @@ class RscTitles
sizeEx=0.027;
text="";
};
class RscProtractorMarker : RscProtractorBase
{
class RscProtractorMarker : RscProtractorBase {
idc=132951;
};
};

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@ -0,0 +1,14 @@
PREP(calculateAmmoTemperatureVelocityShift);
PREP(calculateAtmosphericCorrection);
PREP(calculateBarrelLengthVelocityShift);
PREP(calculateRetardation);
PREP(calculateStabilityFactor);
PREP(diagnoseWeapons);
PREP(displayProtractor);
PREP(handleFired);
PREP(initializeTerrainExtension);
PREP(initModuleSettings);
PREP(readAmmoDataFromConfig);
PREP(readWeaponDataFromConfig);
PREP(handleFirePFH);

View File

@ -6,9 +6,8 @@ GVAR(currentbulletID) = -1;
GVAR(Protractor) = false;
GVAR(ProtractorStart) = ACE_time;
GVAR(allBullets) = [];
GVAR(currentGrid) = 0;
GVAR(initMessageEnabled) = false;
GVAR(extensionAvailable) = true;
/* @TODO: Remove this until versioning is in sync with cmake/build versioning
@ -22,4 +21,37 @@ if (!GVAR(extensionAvailable)) exitWith {
};
};
*/
[] call FUNC(initializeTerrainExtension);
if (!hasInterface) exitWith {};
["SettingsInitialized", {
//If not enabled, dont't add PFEH
if (!GVAR(enabled)) exitWith {};
//Run the terrain processor
[] call FUNC(initializeTerrainExtension);
// Register fire event handler
["firedPlayer", DFUNC(handleFired)] call EFUNC(common,addEventHandler);
["firedPlayerNonLocal", DFUNC(handleFired)] call EFUNC(common,addEventHandler);
//Add warnings for missing compat PBOs (only if AB is on)
{
_x params ["_modPBO", "_compatPBO"];
if ((isClass (configFile >> "CfgPatches" >> _modPBO)) && {!isClass (configFile >> "CfgPatches" >> _compatPBO)}) then {
ACE_LOGWARNING_2("Weapon Mod [%1] missing ace compat pbo [%2] (from @ace\optionals)",_modPBO,_compatPBO);
};
} forEach [
["RH_acc","ace_compat_rh_acc"],
["RH_de_cfg","ace_compat_rh_de"],
["RH_m4_cfg","ace_compat_rh_m4"],
["RH_PDW","ace_compat_rh_pdw"],
["RKSL_PMII","ace_compat_rksl_pm_ii"],
["iansky_opt","ace_compat_sma3_iansky"],
["R3F_Armes","ace_compat_r3f"]
];
}] call EFUNC(common,addEventHandler);
#ifdef DEBUG_MODE_FULL
call FUNC(diagnoseWeapons);
#endif

View File

@ -2,16 +2,6 @@
ADDON = false;
PREP(calculateAmmoTemperatureVelocityShift);
PREP(calculateAtmosphericCorrection);
PREP(calculateBarrelLengthVelocityShift);
PREP(calculateRetardation);
PREP(calculateStabilityFactor);
PREP(displayProtractor);
PREP(handleFired);
PREP(initializeTerrainExtension);
PREP(initModuleSettings);
PREP(readAmmoDataFromConfig);
PREP(readWeaponDataFromConfig);
#include "XEH_PREP.hpp"
ADDON = true;

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@ -0,0 +1,3 @@
#include "script_component.hpp"
#include "XEH_PREP.hpp"

View File

@ -5,7 +5,7 @@ class CfgPatches {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_ballistics", "ace_weather", "ace_modules"};
requiredAddons[] = {"ace_ballistics", "ace_weather"};
author[] = {"Ruthberg"};
authorUrl = "https://github.com/ulteq";
VERSION_CONFIG;

View File

@ -8,29 +8,30 @@
* 1: temperature - degrees celcius <NUMBER>
*
* Return Value:
* 0: muzzle velocity shift - m/s <NUMBER>
* muzzle velocity shift - m/s <NUMBER>
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_muzzleVelocityShiftTable", "_temperature", "_muzzleVelocityShift", "_temperatureIndexA", "_temperatureIndexB", "_temperatureRatio"];
_muzzleVelocityShiftTable = _this select 0;
_temperature = _this select 1;
private ["_muzzleVelocityShiftTableUpperLimit", "_temperatureIndexFunction",
"_temperatureIndexA", "_temperatureIndexB", "_interpolationRatio"];
params["_muzzleVelocityShiftTable", "_temperature"];
if (count _muzzleVelocityShiftTable != 11) exitWith { 0 };
// Check if muzzleVelocityShiftTable is Less Than 11 Entrys
if ((count _muzzleVelocityShiftTable) < 11) exitWith {0};
_muzzleVelocityShiftTableUpperLimit = _muzzleVelocityShiftTable select 10;
if (isNil "_muzzleVelocityShiftTableUpperLimit") exitWith { 0 };
_temperatureIndexA = floor((_temperature + 15) / 5);
_temperatureIndexA = 0 max _temperatureIndexA;
_temperatureIndexA = _temperatureIndexA min 10;
// Find exact data index required for given temperature
_temperatureIndexFunction = (_temperature + 15) / 5;
_temperatureIndexB = ceil((_temperature + 15) / 5);
_temperatureIndexB = 0 max _temperatureIndexB;
_temperatureIndexB = _temperatureIndexB min 10;
// lower and upper data index used for interpolation
_temperatureIndexA = (0 max (floor(_temperatureIndexFunction))) min 10;
_temperatureIndexB = (0 max (ceil(_temperatureIndexFunction))) min 10;
_temperatureRatio = ((_temperature + 15) / 5) - floor((_temperature + 15) / 5);
// Interpolation ratio
_interpolationRatio = _temperatureIndexFunction - floor(_temperatureIndexFunction);
_muzzleVelocityShift = (_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _temperatureRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _temperatureRatio;
_muzzleVelocityShift
// Interpolation
(_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _interpolationRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _interpolationRatio // Return

View File

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

View File

@ -1,5 +1,5 @@
/*
* Author: Ruthberg
* Author: Ruthberg, MikeMatrix, joko // Jonas
*
* Calculates the muzzle velocity shift caused by different barrel lengths
*
@ -10,46 +10,62 @@
* 3: muzzle velocity - m/s <NUMBER>
*
* Return Value:
* 0: muzzle velocity shift - m/s <NUMBER>
* muzzle velocity shift - m/s <NUMBER>
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity", "_lowerIndex", "_upperIndex", "_barrelLengthRatio", "_muzzleVelocityNew"];
_barrelLength = _this select 0;
_muzzleVelocityTable = _this select 1;
_barrelLengthTable = _this select 2;
_muzzleVelocity = _this select 3;
scopeName "main";
private ["_muzzleVelocityTableCount", "_barrelLengthTableCount", "_lowerDataIndex",
"_upperDataIndex", "_lowerBarrelLength", "_upperBarrelLength", "_lowerMuzzleVelocity",
"_upperMuzzleVelocity", "_interpolationRatio"];
params ["_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity"];
TRACE_4("params",_barrelLength,_muzzleVelocityTable,_barrelLengthTable,_muzzleVelocity);
// If barrel length is not defined, then there is no point in calculating muzzle velocity
if (_barrelLength == 0) exitWith { 0 };
if (count _muzzleVelocityTable != count _barrelLengthTable) exitWith { 0 };
if (count _muzzleVelocityTable == 0 || count _barrelLengthTable == 0) exitWith { 0 };
if (count _muzzleVelocityTable == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
_lowerIndex = 0;
_upperIndex = (count _barrelLengthTable) - 1;
_muzzleVelocityTableCount = count _muzzleVelocityTable;
_barrelLengthTableCount = count _barrelLengthTable;
if (_barrelLength <= (_barrelLengthTable select _lowerIndex)) exitWith { (_muzzleVelocityTable select _lowerIndex) - _muzzleVelocity };
if (_barrelLength >= (_barrelLengthTable select _upperIndex)) exitWith { (_muzzleVelocityTable select _upperIndex) - _muzzleVelocity };
// Exit if tables are different sizes, have no elements or have only one element
if (_muzzleVelocityTableCount != _barrelLengthTableCount || _muzzleVelocityTableCount == 0 || _barrelLengthTableCount == 0) exitWith { 0 };
if (_muzzleVelocityTableCount == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
for "_i" from 0 to (count _barrelLengthTable) - 1 do {
if (_barrelLength >= _barrelLengthTable select _i) then {
_lowerIndex = _i;
};
};
for "_i" from (count _barrelLengthTable) - 1 to 0 step -1 do {
if (_barrelLength <= _barrelLengthTable select _i) then {
_upperIndex = _i;
// If we have the precise barrel length value, return result immediately
if (_barrelLength in _barrelLengthTable) exitWith {
(_muzzleVelocityTable select (_barrelLengthTable find _barrelLength)) - _muzzleVelocity
};
// Limit values to lower and upper bound of data we have available
if (_barrelLength <= (_barrelLengthTable select 0)) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
if (_barrelLength >= (_barrelLengthTable select _barrelLengthTableCount - 1)) exitWith { (_muzzleVelocityTable select _barrelLengthTableCount - 1) - _muzzleVelocity };
// Find closest bordering values for barrel length
{
if (_barrelLength <= _x) then {
_upperDataIndex = _forEachIndex;
_lowerDataIndex = _upperDataIndex - 1;
breakTo "main";
};
} forEach _barrelLengthTable;
// Worst case scenario
if (isNil "_lowerDataIndex" || isNil "_upperDataIndex") exitWith {0};
_lowerBarrelLength = _barrelLengthTable select _lowerDataIndex;
_upperBarrelLength = _barrelLengthTable select _upperDataIndex;
_lowerMuzzleVelocity = _muzzleVelocityTable select _lowerDataIndex;
_upperMuzzleVelocity = _muzzleVelocityTable select _upperDataIndex;
// Calculate interpolation ratio
_interpolationRatio = if (abs (_lowerBarrelLength - _upperBarrelLength) > 0) then {
(_upperBarrelLength - _barrelLength) / (_upperBarrelLength - _lowerBarrelLength)
} else {
0
};
_barrelLengthRatio = 0;
if ((_barrelLengthTable select _upperIndex) - (_barrelLengthTable select _lowerIndex) > 0) then {
_barrelLengthRatio = ((_barrelLengthTable select _upperIndex) - _barrelLength) / ((_barrelLengthTable select _upperIndex) - (_barrelLengthTable select _lowerIndex));
};
_muzzleVelocityNew = (_muzzleVelocityTable select _lowerIndex) + ((_muzzleVelocityTable select _upperIndex) - (_muzzleVelocityTable select _lowerIndex)) * (1 - _barrelLengthRatio);
_muzzleVelocityNew - _muzzleVelocity
// Calculate interpolated muzzle velocity shift
(_lowerMuzzleVelocity + ((_upperMuzzleVelocity - _lowerMuzzleVelocity) * (1 - _interpolationRatio))) - _muzzleVelocity // Return

View File

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

View File

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

View File

@ -0,0 +1,59 @@
/*
* Author: esteldunedain
*
* This function diagnoses all primary weapons to find cases in which the initial
* velocity of shots with and without AB significantly mismatch
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Public: No
*/
#define DEBUG_MODE_FULL
#include "script_component.hpp"
private _cfgWeapons = configFile >> "CfgWeapons";
for "_i" from 0 to (count _cfgWeapons)-1 do {
private _weaponConfig = _cfgWeapons select _i;
if (isClass _weaponConfig) then {
private _weapon = configName _weaponConfig;
private _weaponType = getNumber (_weaponConfig >> "Type");
if (_weaponType == 1) then {
// The weapon is a primary weapon
private _weaponInitSpeed = getNumber (_weaponConfig >> "initSpeed");
private _magazines = getArray (_weaponConfig >> "magazines");
{
private _magazine = _x;
private _magazineInitSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
private _ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
// Vanilla initial speed --------------------------
private _vanillaInitialSpeed = _magazineInitSpeed;
if (_weaponInitSpeed > 0) then {
_vanillaInitialSpeed = _weaponInitSpeed;
} else {
if (_weaponInitSpeed < 0) then {
_vanillaInitialSpeed = _vanillaInitialSpeed * (-_weaponInitSpeed);
};
};
// --------------------------------------------------
// AB initial speed --------------------------------
// Get Weapon and Ammo Configurations
private _AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
private _WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable"];
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
private _barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _vanillaInitialSpeed] call FUNC(calculateBarrelLengthVelocityShift);
private _abInitialSpeed = _vanillaInitialSpeed + _barrelVelocityShift;
// --------------------------------------------------
diag_log text format ["ABDiagnose,%1,%2,%3,%4,%5,%6,%7",_weapon,_magazine,_ammo,_magazineInitSpeed,_weaponInitSpeed,_vanillaInitialSpeed,_abInitialSpeed];
} forEach _magazines;
};
};
};

View File

@ -8,6 +8,8 @@
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
@ -15,8 +17,6 @@
#define __ctrl1 (__dsp displayCtrl 132950)
#define __ctrl2 (__dsp displayCtrl 132951)
private ["_inclinationAngle", "_refPosition"];
if (GVAR(Protractor)) exitWith {
GVAR(Protractor) = false;
1 cutText ["", "PLAIN"];
@ -28,34 +28,30 @@ if (currentWeapon ACE_player != primaryWeapon ACE_player) exitWith { false };
2 cutText ["", "PLAIN"];
EGVAR(weather,WindInfo) = false;
0 cutText ["", "PLAIN"];
(["RscWindIntuitive"] call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
GVAR(Protractor) = true;
[{
params ["","_idPFH"];
if !(GVAR(Protractor) && !(weaponLowered ACE_player) && currentWeapon ACE_player == primaryWeapon ACE_player) exitWith {
GVAR(Protractor) = false;
1 cutText ["", "PLAIN"];
[_this select 1] call cba_fnc_removePerFrameHandler;
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
_refPosition = [SafeZoneX + 0.001, SafeZoneY + 0.001, 0.2, 0.2 * 4/3];
_inclinationAngle = asin((ACE_player weaponDirection currentWeapon ACE_player) select 2);
_inclinationAngle = -58 max _inclinationAngle min 58;
1 cutRsc ["RscProtractor", "PLAIN", 1, false];
__ctrl1 ctrlSetScale 0.75;
__ctrl1 ctrlSetScale 1;
__ctrl1 ctrlCommit 0;
__ctrl1 ctrlSetText QUOTE(PATHTOF(UI\protractor.paa));
__ctrl1 ctrlSetTextColor [1, 1, 1, 1];
__ctrl2 ctrlSetScale 0.75;
__ctrl2 ctrlSetPosition [(_refPosition select 0), (_refPosition select 1) - 0.0012 * _inclinationAngle, (_refPosition select 2), (_refPosition select 3)];
__ctrl2 ctrlSetScale 1;
__ctrl2 ctrlSetPosition [SafeZoneX + 0.001, SafeZoneY - 0.001 - 0.1074 * (-0.86 max ((ACE_player weaponDirection currentWeapon ACE_player) select 2) min 0.86), 0.2, 0.2 * 4/3];
__ctrl2 ctrlCommit 0;
__ctrl2 ctrlSetText QUOTE(PATHTOF(UI\protractor_marker.paa));
__ctrl2 ctrlSetTextColor [1, 1, 1, 1];
}, 0.1, []] call CBA_fnc_addPerFrameHandler;
true

View File

@ -0,0 +1,42 @@
/*
* Author: Glowbal, Ruthberg, joko // Jonas
* Handle the PFH for Bullets
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
private _aceTimeSecond = floor ACE_time;
{
private ["_bulletVelocity", "_bulletPosition", "_bulletSpeed"];
_x params["_bullet","_caliber","_bulletTraceVisible","_index"];
_bulletVelocity = velocity _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) then {
GVAR(allBullets) deleteAt (GVAR(allBullets) find _x);
} else {
_bulletPosition = getPosASL _bullet;
if (_bulletTraceVisible && _bulletSpeed > 500) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, _aceTimeSecond, ACE_time - _aceTimeSecond]);
};
nil
} count +GVAR(allBullets);
if (GVAR(allBullets) isEqualTo []) then {
[_this select 1] call CBA_fnc_removePerFrameHandler;
GVAR(BulletPFH) = nil;
};

View File

@ -1,40 +1,30 @@
/*
* Author: Glowbal, Ruthberg
*
* Handles advanced ballistics for (BulletBase) projectiles
* Handles advanced ballistics for (BulletBase) projectiles. Called from the unified fired EH only for players.
*
* Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* Nothing
* None
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_weapon", "_mode", "_ammo", "_magazine", "_caliber", "_bullet", "_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
_unit = _this select 0;
_weapon = _this select 1;
_mode = _this select 3;
_ammo = _this select 4;
_magazine = _this select 5;
_bullet = _this select 6;
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
// Parameterization
private ["_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletLength", "_barrelTwist", "_stabilityFactor", "_aceTimeSecond", "_barrelVelocityShift", "_ammoTemperatureVelocityShift"];
_abort = false;
if (!hasInterface) exitWith {};
if (!alive _bullet) exitWith {};
if (!GVAR(enabled)) exitWith {};
if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
if (underwater _unit) exitWith {};
if (!(_ammo isKindOf "BulletBase")) exitWith {};
if (!alive _projectile) exitWith {};
if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {};
if (underwater _unit) exitWith {};
if (!GVAR(simulateForEveryone) && !(local _unit)) then {
// The shooter is non local
_abort = true;
@ -53,43 +43,52 @@ if (!GVAR(simulateForEveryone) && !(local _unit)) then {
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (_abort || !(GVAR(extensionAvailable))) exitWith {
[_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH);
};
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil {_AmmoCacheEntry}) then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
};
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil {_WeaponCacheEntry}) then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
};
_bulletVelocity = velocity _bullet;
_muzzleVelocity = vectorMagnitude _bulletVelocity;
if (GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = [_WeaponCacheEntry select 2, _AmmoCacheEntry select 10, _AmmoCacheEntry select 11, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
if (_muzzleVelocityShift != 0) then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
};
};
// Get Weapon and Ammo Configurations
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil "_AmmoCacheEntry") then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
};
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil "_WeaponCacheEntry") then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
};
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable"];
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
_bulletVelocity = velocity _projectile;
_muzzleVelocity = vectorMagnitude _bulletVelocity;
_barrelVelocityShift = 0;
if (GVAR(barrelLengthInfluenceEnabled)) then {
_barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
};
_ammoTemperatureVelocityShift = 0;
if (GVAR(ammoTemperatureEnabled)) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_muzzleVelocityShift = [_AmmoCacheEntry select 9, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift);
_ammoTemperatureVelocityShift = ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
};
if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = _barrelVelocityShift + _ammoTemperatureVelocityShift;
TRACE_4("shift",_muzzleVelocity,_muzzleVelocityShift, _barrelVelocityShift, _ammoTemperatureVelocityShift);
if (_muzzleVelocityShift != 0) then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_projectile setVelocity _bulletVelocity;
};
};
_bulletTraceVisible = false;
if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
if (currentWeapon ACE_player in ["ACE_Vector", "Binocular", "Rangefinder", "Laserdesignator"]) then {
if (currentWeapon ACE_player == binocular ACE_player) then {
_bulletTraceVisible = true;
} else {
if (currentWeapon ACE_player == primaryWeapon ACE_player && count primaryWeaponItems ACE_player > 2) then {
@ -100,43 +99,22 @@ if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
};
};
_caliber = _AmmoCacheEntry select 1;
_bulletLength = _AmmoCacheEntry select 2;
_bulletMass = _AmmoCacheEntry select 3;
_barrelTwist = _WeaponCacheEntry select 0;
_stabilityFactor = 1.5;
if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_barometricPressure = ((getPosASL _bullet) select 2) call EFUNC(weather,calculateBarometricPressure);
if (isNil "_temperature") then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
};
_barometricPressure = ((getPosASL _projectile) select 2) call EFUNC(weather,calculateBarometricPressure);
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
};
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(weather,Latitude), EGVAR(weather,currentTemperature), EGVAR(weather,Altitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)];
_aceTimeSecond = floor ACE_time;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _muzzleVelocity, _transonicStabilityCoef, getPosASL _projectile, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, _aceTimeSecond, ACE_time - _aceTimeSecond];
[{
private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"];
_args = _this select 0;
_bullet = _args select 0;
_caliber = _args select 1;
_bulletTraceVisible = _args select 2;
_index = _args select 3;
_bulletVelocity = velocity _bullet;
_bulletPosition = getPosASL _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
if (_bulletTraceVisible && _bulletSpeed > 600) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.6],[0,0,0,0.4]],[1,0],0,0,"","",""];
};
GVAR(allBullets) pushBack [_projectile, _caliber, _bulletTraceVisible, GVAR(currentbulletID)];
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, floor(ACE_time), ACE_time - floor(ACE_time)]);
}, GVAR(simulationInterval), [_bullet, _caliber, _bulletTraceVisible, GVAR(currentbulletID)]] call CBA_fnc_addPerFrameHandler;
if (isNil QGVAR(BulletPFH)) then {
GVAR(BulletPFH) = [FUNC(handleFirePFH), GVAR(simulationInterval), []] call CBA_fnc_addPerFrameHandler;
};

View File

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

View File

@ -3,10 +3,10 @@
* Initializes the advanced ballistics dll extension with terrain data
*
* Arguments:
* Nothing
* None
*
* Return Value:
* Nothing
* None
*
* Public: No
*/
@ -22,9 +22,9 @@ _initStartTime = ACE_time;
_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
if (GVAR(initMessageEnabled)) then {
#ifdef DEBUG_MODE_FULL
systemChat "AdvancedBallistics: Terrain already initialized";
};
#endif
};
_mapGrids = ceil(_mapSize / 50) + 1;
@ -33,19 +33,16 @@ _gridCells = _mapGrids * _mapGrids;
GVAR(currentGrid) = 0;
[{
private ["_args", "_mapGrids", "_gridCells", "_initStartTime"];
_args = _this select 0;
_mapGrids = _args select 0;
_gridCells = _args select 1;
_initStartTime = _args select 2;
params ["_args","_idPFH"];
_args params ["_mapGrids", "_gridCells", "_initStartTime"];
if (GVAR(currentGrid) >= _gridCells) exitWith {
if (GVAR(initMessageEnabled)) then {
#ifdef DEBUG_MODE_FULL
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(ACE_time - _initStartTime)];
};
[_this select 1] call cba_fnc_removePerFrameHandler;
#endif
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
for "_i" from 1 to 50 do {
_x = floor(GVAR(currentGrid) / _mapGrids) * 50;
_y = (GVAR(currentGrid) - floor(GVAR(currentGrid) / _mapGrids) * _mapGrids) * 50;
@ -57,5 +54,5 @@ GVAR(currentGrid) = 0;
GVAR(currentGrid) = GVAR(currentGrid) + 1;
if (GVAR(currentGrid) >= _gridCells) exitWith {};
};
}, 0, [_mapGrids, _gridCells, _initStartTime]] call CBA_fnc_addPerFrameHandler

View File

@ -4,61 +4,90 @@
* Reads the ammo class config and updates the config cache
*
* Arguments:
* 0: ammo - classname <string>
* ammo - classname <STRING>
*
* Return Value:
* 0: [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable] <ARRAY>
* 0: _airFriction
* 1: _caliber
* 2: _bulletLength
* 3: _bulletMass
* 4: _transonicStabilityCoef
* 5: _dragModel
* 6: _ballisticCoefficients
* 7: _velocityBoundaries
* 8: _atmosphereModel
* 9: _ammoTempMuzzleVelocityShifts
* 10: _muzzleVelocityTable
* 11: _barrelLengthTable
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
TRACE_1("Reading Ammo Config",_this);
private ["_ammo", "_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_result"];
_ammo = _this;
_ammoConfig = configFile >> "CfgAmmo" >> _this;
_airFriction = getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction");
_caliber = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_caliber");
_bulletLength = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_bulletLength");
_bulletMass = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_bulletMass");
_transonicStabilityCoef = 0.5;
if (isNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef")) then {
_transonicStabilityCoef = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef");
_airFriction = getNumber(_ammoConfig >> "airFriction");
_caliber = getNumber(_ammoConfig >> "ACE_caliber");
_bulletLength = getNumber(_ammoConfig >> "ACE_bulletLength");
_bulletMass = getNumber(_ammoConfig >> "ACE_bulletMass");
_transonicStabilityCoef = getNumber(_ammoConfig >> "ACE_transonicStabilityCoef");
if (_transonicStabilityCoef == 0) then {
_transonicStabilityCoef = 0.5;
};
_dragModel = 1;
_ballisticCoefficients = [];
_velocityBoundaries = [];
_atmosphereModel = "ICAO";
if (isNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_dragModel")) then {
_dragModel = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_dragModel");
if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
_dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
if (_dragModel == 0 || !(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
};
_ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");
_velocityBoundaries = getArray(_ammoConfig >> "ACE_velocityBoundaries");
_atmosphereModel = getText(_ammoConfig >> "ACE_standardAtmosphere");
if (_atmosphereModel isEqualTo "") then {
_atmosphereModel = "ICAO";
};
_ammoTempMuzzleVelocityShifts = getArray(_ammoConfig >> "ACE_ammoTempMuzzleVelocityShifts");
_muzzleVelocityTable = getArray(_ammoConfig >> "ACE_muzzleVelocities");
_barrelLengthTable = getArray(_ammoConfig >> "ACE_barrelLengths");
//Handle subsonic ammo that would have a huge muzzle velocity shift (when ballistic configs not explicitly defined)
private _typicalSpeed = getNumber (_ammoConfig >> "typicalSpeed");
if ((_typicalSpeed > 0) && {_typicalSpeed < 360}) then {
private _inheritedBarrelConfig = (!(_muzzleVelocityTable isEqualTo [])) && {(configProperties [_ammoConfig, "(configName _x) == 'ACE_muzzleVelocities'", false]) isEqualTo []};
private _inheritedTempConfig = (!(_ammoTempMuzzleVelocityShifts isEqualTo [])) && {(configProperties [_ammoConfig, "(configName _x) == 'ACE_ammoTempMuzzleVelocityShifts'", false]) isEqualTo []};
TRACE_3("subsonic",_typicalSpeed,_inheritedBarrelConfig,_inheritedTempConfig);
if (_inheritedBarrelConfig || _inheritedTempConfig) then {
private _parentConfig = inheritsFrom _ammoConfig;
private _parentSpeed = getNumber (_parentConfig >> "typicalSpeed");
ACE_LOGWARNING_4("Subsonic Ammo %1 (%2 m/s) missing `ACE_muzzleVelocities` or `ACE_ammoTempMuzzleVelocityShifts` configs, attempting to use parent %3 (%4m/s)",_this,_typicalSpeed,configName _parentConfig, _parentSpeed);
if (_parentSpeed <= 0) exitWith {//Handle weird or null parent
_muzzleVelocityTable = [];
_ammoTempMuzzleVelocityShifts = [];
};
private _linearMuliplier = _typicalSpeed / _parentSpeed;
if (_inheritedBarrelConfig) then {
if (!((configProperties [_parentConfig, "(configName _x) == 'ACE_muzzleVelocities'", false]) isEqualTo [])) then {
TRACE_2("Parent Has Defined Barrel MV",_linearMuliplier,_muzzleVelocityTable);
{ _muzzleVelocityTable set [_forEachIndex, (_x * _linearMuliplier)]; } forEach _muzzleVelocityTable;
} else {
TRACE_2("Parent DOES NOT Have Defined Barrel MV",_linearMuliplier,_muzzleVelocityTable);
_muzzleVelocityTable = [];
};
};
if (_inheritedTempConfig) then {
if (!((configProperties [_parentConfig, "(configName _x) == 'ACE_ammoTempMuzzleVelocityShifts'", false]) isEqualTo [])) then {
TRACE_2("Parent Has Defined Ammo Temp Shifts",_linearMuliplier,_muzzleVelocityTable);
{ _ammoTempMuzzleVelocityShifts set [_forEachIndex, (_x * _linearMuliplier)]; } forEach _ammoTempMuzzleVelocityShifts;
} else {
TRACE_2("Parent DOES NOT Have Defined Ammo Temp Shifts",_linearMuliplier,_muzzleVelocityTable);
_ammoTempMuzzleVelocityShifts = [];
};
};
};
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ballisticCoefficients")) then {
_ballisticCoefficients = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ballisticCoefficients");
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_velocityBoundaries")) then {
_velocityBoundaries = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_velocityBoundaries");
};
if (isText(configFile >> "CfgAmmo" >> _ammo >> "ACE_standardAtmosphere")) then {
_atmosphereModel = getText(configFile >> "CfgAmmo" >> _ammo >> "ACE_standardAtmosphere");
};
_ammoTempMuzzleVelocityShifts = [];
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts")) then {
_ammoTempMuzzleVelocityShifts = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts");
};
_muzzleVelocityTable = [];
_barrelLengthTable = [];
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_muzzleVelocities")) then {
_muzzleVelocityTable = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_muzzleVelocities");
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_barrelLengths")) then {
_barrelLengthTable = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_barrelLengths");
};
_result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable];
uiNamespace setVariable [format[QGVAR(%1), _ammo], _result];
uiNamespace setVariable [format[QGVAR(%1), _this], _result];
_result

View File

@ -4,28 +4,30 @@
* Reads the weapon class config and updates the config cache
*
* Arguments:
* 0: weapon - classname <string>
* weapon - classname <STRING>
*
* Return Value:
* 0: [_barrelTwist, _twistDirection, _barrelLength] <ARRAY>
* 0: _barrelTwist
* 1: _twistDirection
* 2: _barrelLength
*
* Return value:
* None
* Public: No
*/
#include "script_component.hpp"
private ["_weapon", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"];
_weapon = _this;
private ["_weaponConfig", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"];
_weaponConfig = (configFile >> "CfgWeapons" >> _this);
_barrelTwist = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelTwist");
_barrelTwist = getNumber(_weaponConfig >> "ACE_barrelTwist");
_twistDirection = 1;
if (isNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection")) then {
_twistDirection = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection");
if (_twistDirection != -1 && _twistDirection != 0 && _twistDirection != 1) then {
if (isNumber (_weaponConfig >> "ACE_twistDirection")) then {
_twistDirection = getNumber (_weaponConfig >> "ACE_twistDirection");
if !(_twistDirection in [-1, 0, 1]) then {
_twistDirection = 1;
};
};
_barrelLength = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelLength");
_barrelLength = getNumber(_weaponConfig >> "ACE_barrelLength");
_result = [_barrelTwist, _twistDirection, _barrelLength];

View File

@ -1,4 +1,4 @@
["ACE3 Equipment", QGVAR(ProtractorKey), localize "STR_ACE_AdvancedBallistics_ProtractorKey",
["ACE3 Equipment", QGVAR(ProtractorKey), localize LSTRING(ProtractorKey),
{
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};

View File

@ -1,6 +1,11 @@
#define COMPONENT advanced_ballistics
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_ADVANCEDBALLISTICS
#define DEBUG_MODE_FULL
#endif

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="AdvancedBallistics">
<Key ID="STR_ACE_AdvancedBallistics_WindInfoKey">
<Package name="Advanced_Ballistics">
<Key ID="STR_ACE_Advanced_Ballistics_WindInfoKey">
<English>Show Wind Info</English>
<Polish>Pokaż inf. o wietrze</Polish>
<Italian>Mostra indicazioni del vento</Italian>
@ -10,10 +10,10 @@
<Spanish>Mostrar información del viento</Spanish>
<German>Windinformationen anzeigen</German>
<Hungarian>Széladatok mutatása</Hungarian>
<Czech>Zobrazit informace o větru</Czech>
<Czech>Zobrazit údaje o větru</Czech>
<Portuguese>Mostrar Informação do Vento</Portuguese>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_ProtractorKey">
<Key ID="STR_ACE_Advanced_Ballistics_ProtractorKey">
<English>Show Protractor</English>
<Polish>Pokaż kątomierz</Polish>
<Italian>Mostra il rapportatore</Italian>
@ -25,118 +25,293 @@
<Czech>Zobrazit úhloměr</Czech>
<Portuguese>Mostrar Transferidor</Portuguese>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_DisplayName">
<English>Advanced Ballistics</English>
<Polish>Zaawansowana balistyka</Polish>
<Spanish>Balística avanzada</Spanish>
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<French>Balistique avancée</French>
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_enabled_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English>
<Polish>Zaawansowana balistyka</Polish>
<Spanish>Balística avanzada</Spanish>
<German>Erweiterte Ballistik</German>
<Czech>Pokročilá balistika</Czech>
<Portuguese>Balística avançada</Portuguese>
<French>Balistique avancée</French>
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_enabled_Description">
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English>
<Polish>Aktywuje zaawansowaną balistykę</Polish>
<Spanish>Activa la balística avanzada</Spanish>
<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>
<Italian>Abilita Balistica Avanzata</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulateForSnipers_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English>
<Spanish>Activada para francotiradores</Spanish>
<Polish>Akt. dla snajperów</Polish>
<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>
<Italian>Abilita per Tiratori Scelti</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulateForSnipers_Description">
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
<Spanish>Activa la balística avanzada para francotiradores no locales (cuando se usa una mira telescópica)</Spanish>
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych snajperów (kiedy używają optyki)</Polish>
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (při použití optiky)</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>
<Italian>Abilita Balistica Avanzata per Tiratori Scelti non locali (con ottiche ad alto potenziale)</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulateForGroupMembers_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English>
<Spanish>Activada para miembros de grupo</Spanish>
<Polish>Akt. dla czł. grupy</Polish>
<German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese>
<French>Activer pour les membres du groupe</French>
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
<Russian>Включена для группы</Russian>
<Italian>Abilita per Membri del Gruppo</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulateForGroupMembers_Description">
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English>
<Spanish>Activada la balística avanzada para miembros de grupo no locales</Spanish>
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych członków grupy</Polish>
<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 du groupe non locaux</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных членов группы</Russian>
<Italian>Abilita Balistica Avanzata per Membri non locali del Gruppo</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulateForEveryone_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English>
<Spanish>Activada para todos</Spanish>
<Polish>Akt. dla wszystkich</Polish>
<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>
<Italian>Abilita per tutti</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulateForEveryone_Description">
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
<Spanish>Activada la balística avanzada para todos los jugadores no locales (activarlo puede degradar el rendimiento durante grandes tiroteos en multijugador).</Spanish>
<Polish>Aktywuje zaawansowaną balistykę dla wszystkich nielokalnych graczy (aktywacja tej opcji może spodowować spory spadek wydajności podczas ciężkiej wymiany ognia)</Polish>
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivuje pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles FPS během velké 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 avancée 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>
<Italian>Abilita Balistica Avanzata per tutti i giocatori non locali (abilitare questo parametro potrebbe degradare le prestazioni durante scontri intensi in multiplayer)</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_alwaysSimulateForGroupMembers_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English>
<Polish>Zawsze akt. dla czł. grupy</Polish>
<Spanish>Siempre activada para miembros de grupo</Spanish>
<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 du groupe</French>
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
<Russian>Всегда включена для членов группы</Russian>
<Italian>Sempre abilitato per Membri del Gruppo</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_alwaysSimulateForGroupMembers_Description">
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<English>Always enables advanced ballistics when a group member fires</English>
<Polish>Aktywuje zaawansowaną balistykę dla wszystkich członków grupy</Polish>
<Spanish>Activada la balística avanzada siempre cuando miembros de grupo disparan</Spanish>
<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>
<Italian>Abilita sempre Balistica Avanzata quando un Membro del Gruppo spara</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_disabledInFullAutoMod_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English>
<Polish>Wył. podczas ognia auto.</Polish>
<Spanish>Desactivada en modo automático</Spanish>
<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>
<Italian>Disabilita in modalità di fuoco automatico</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_disabledInFullAutoMod_Description">
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English>
<Polish>Dezaktywuje zaawansowaną balistykę podczas ognia automatycznego</Polish>
<Spanish>Desactivada la balística avanzada durante el fuego automático</Spanish>
<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>
<Italian>Disabilita Balistica Avanzata durante fuoco automatico</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English>
<Polish>Symulacja temp. amunicji</Polish>
<Spanish>Activar simulación de temperatura de munición</Spanish>
<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>
<Italian>Abilita simulazione della temperatura delle munizioni</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_Description">
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English>
<Polish>Prędkość wylotowa pocisku jest zależna od temperatury amunicji</Polish>
<Spanish>La velocidad de salida varía con la temperatura de la munición</Spanish>
<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>
<Italian>Velocità alla volata varia con la temperatura delle munizioni</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English>
<Polish>Symulacja długości lufy</Polish>
<Spanish>Habilitar la simulación de longitud del cañón</Spanish>
<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>
<Italian>Abilita simulazione della lunghezza della canna</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_Description">
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English>
<Polish>Prędkość wylotowa pocisku jest zależna od długości lufy</Polish>
<Spanish>La velocidad de salidal varía con la longitud del cañón</Spanish>
<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>
<Italian>Velocità alla volata varia con la lunghezza della canna</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_bulletTraceEnabled_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English>
<Polish>Efekt smugi pocisku</Polish>
<Spanish>Activar el efecto trazador de la bala</Spanish>
<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>
<Italian>Abilita effetto di tracciatura dei proiettili</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_bulletTraceEnabled_Description">
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
<Polish>Aktywuje efekt smugi pocisku dla pocisków wysokokalibrowych (widoczne tylko podczas patrzenia przez optykę)</Polish>
<Spanish>Activa el efecto trazador de la balas de gran calibre (solo visible cuando se mira a través de una mira telescópica)</Spanish>
<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>
<Italian>Abilita effetto di tracciatura per proiettili di alto calibro (visibile solo attraverso ottiche ad alto potenziale)</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulationInterval_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English>
<Polish>Interwał symulacji</Polish>
<Spanish>Intervalo de simulación</Spanish>
<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>
<Italian>Intervallo Simulazione</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulationInterval_Description">
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English>
<Polish>Określa interwał pomiędzy każdym krokiem kalkulacji</Polish>
<Spanish>Define el intervalo entre cada cálculo</Spanish>
<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>Définit un intervalle de calcul entre deux simulations</French>
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
<Russian>Определяет временной интервал между вычислениями</Russian>
<Italian>Definisce l'intervallo tra ogni step di calcolo</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulationRadius_DisplayName">
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English>
<Polish>Zasięg symulacji</Polish>
<Spanish>Radio de simulación</Spanish>
<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>
<Italian>Raggio Simulazione</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulationRadius_Description">
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
<Polish>Określa obszar naokoło gracza (w metrach), na którym zaawansowana balistyka jest aplikowana dla pocisków</Polish>
<Spanish>Define el radio alrededor del jugador (en metros) en el cual se aplica la balística avanzada a los proyectiles</Spanish>
<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>Définit 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>
<Italian>Definisce il raggio attorno al giocatore (in metri) per cui la Balistica Avanzata è applicata ai proiettili</Italian>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_Description">
<English></English>
<Key ID="STR_ACE_Advanced_Ballistics_Description">
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
<German>Dieses Modul aktiviert die Erweiterte Ballisitk. Die Flugbahn eines Geschosses wird nun von Einflüssen wie z.B Temperatur, Luftdruck, Luftfeuchtigkeit, Schwerkraft, Geschossart sowie der Waffe aus dem es gefeuert wird, beeinflusst.</German>
<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 influencés par des varibles comme le vent, la température, la pression atmosphérique, l'humidité, la gravité, le type de munition et l'arme avec laquelle ils sont tirés.</French>
<Hungarian>Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.</Hungarian>
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
<Italian>Questo modulo abilita la simulazione della Balistica Avanzata - cioè la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata</Italian>
</Key>
</Package>
</Project>

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@ -1,6 +1,11 @@
#define COMPONENT ai
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_AI
#define DEBUG_MODE_FULL
#endif

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@ -176,8 +176,8 @@ class CfgVehicles {
};
class CargoRamp_Open: DoorL1_Open {
userActionID = 52;
displayName = "$STR_ACE_Aircraft_OpenCargoRamp";
textToolTip = "$STR_ACE_Aircraft_OpenCargoRamp";
displayName = CSTRING(OpenCargoRamp);
textToolTip = CSTRING(OpenCargoRamp);
position = "action_cargoramp";
radius = 3.0;
condition = "this animationPhase ""cargoramp_open"" < 0.5 AND Alive(this)";
@ -185,8 +185,8 @@ class CfgVehicles {
};
class CargoRamp_Close: DoorL1_Close {
userActionID = 55;
displayName = "$STR_ACE_Aircraft_CloseCargoRamp";
textToolTip = "$STR_ACE_Aircraft_CloseCargoRamp";
displayName = CSTRING(CloseCargoRamp);
textToolTip = CSTRING(CloseCargoRamp);
position = "action_cargoramp";
radius = 3.0;
condition = "this animationPhase ""cargoramp_open"" > 0.5 AND Alive(this)";

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@ -20,7 +20,7 @@ class CfgWeapons {
reloadTime = 0.01;
magazineReloadTime = 0.1;
};
// Manual Switching Of Flare Mode
class SmokeLauncher;
class CMFlareLauncher: SmokeLauncher {
@ -29,7 +29,7 @@ class CfgWeapons {
reloadTime = 0.1;
};
class Burst: Mode_Burst {
displayName = "$STR_ACE_Aircraft_CMFlareLauncher_Burst_Name";
displayName = CSTRING(CMFlareLauncher_Burst_Name);
};
};
@ -50,12 +50,12 @@ class CfgWeapons {
};
class ACE_gatling_20mm_Comanche: gatling_20mm {
displayName = "$STR_ACE_Aircraft_gatling_20mm_Name";
displayName = CSTRING(gatling_20mm_Name);
class manual: manual {
reloadTime = 0.04;
dispersion = 0.006;
displayName = "$STR_ACE_Aircraft_gatling_20mm_Name";
displayName = CSTRING(gatling_20mm_Name);
};
class close: close {
reloadTime = 0.04;
@ -106,12 +106,14 @@ class CfgWeapons {
class M134_minigun: MGunCore {
class LowROF: Mode_FullAuto {
reloadTime = 0.015; //0.03; same as above @todo
dispersion = 0.006; //0.0023;
reloadTime = 0.03; //0.03; same as above @todo
dispersion = 0.0064; //0.0023;
multiplier = 1;
};
class HighROF: LowROF {
reloadTime = 0.015; //0.03;
dispersion = 0.006; //0.0023;
reloadTime = 0.02; //0.03;
dispersion = 0.0064; //0.0023;
multiplier = 1;
};
class close: HighROF {};
class short: close {};

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@ -1,9 +1,10 @@
ace_aircraft
============
Changes to air weaponry, flightmodels and HUDs.
Changes to air weaponry, flight models and HUDs.
- Contributions by Kimi (geraldbolso1899) for HUD updates
* Contributations by Kimi (geraldbolso1899) for HUD updates
## Maintainers
@ -11,4 +12,4 @@ The people responsible for merging changes to this component or answering potent
- [KoffeinFlummi](https://github.com/KoffeinFlummi)
- [commy2](https://github.com/commy2)
- [jaynus](https://github.com/walterpearce)
- [jaynus](https://github.com/walterpearce)

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@ -1,6 +1,11 @@
#define COMPONENT aircraft
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_AIRCRAFT
#define DEBUG_MODE_FULL
#endif

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@ -7,7 +7,7 @@
<Spanish>Ráfaga</Spanish>
<Polish>Seria</Polish>
<Czech>Dávka</Czech>
<French>Contre mesure</French>
<French>Contre mesures</French>
<Russian>Очередь</Russian>
<Hungarian>Sorozat</Hungarian>
<Portuguese>Rajada</Portuguese>
@ -29,7 +29,7 @@
<English>Open Cargo Door</English>
<German>Laderampe öffnen</German>
<Spanish>Abrir compuerta de carga</Spanish>
<French>Ourvir la rampe</French>
<French>Ouvrir la rampe</French>
<Polish>Otwórz drzwi ładowni</Polish>
<Czech>Otevřít nákladní prostor</Czech>
<Hungarian>Rakodórámpa nyitása</Hungarian>

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@ -1,7 +0,0 @@
/*
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
*/

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

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@ -1,5 +0,0 @@
#include "script_component.hpp"
ADDON = false;
ADDON = true;

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@ -11,5 +11,3 @@ class CfgPatches {
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"

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@ -0,0 +1,79 @@
ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={1.000000,1.000000,1.000000,1.000000};
specularPower=83.900002;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1 {
texture="z\ace\addons\apl\data\jezek_texture_NOHQ.tga";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage2 {
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage3 {
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage4 {
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource="tex";
class uvTransform
{
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage5 {
texture="z\ace\addons\apl\data\jezek_texture_SMDI.tga";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage6 {
texture="#(ai,32,128,1)fresnel(1.85,0.64)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage7 {
texture="a3\data_f\env_land_co.paa";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};

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@ -0,0 +1,78 @@
ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={1.000000,1.000000,1.000000,0.000000};
specularPower=16.000000;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1 {
texture="z\ace\addons\apl\data\BarbWire_A_NOHQ.tga";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage2 {
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage3 {
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage4 {
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage5 {
texture="#(argb,8,8,3)color(0,0,1,1,SMDI)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage6 {
texture="#(ai,32,128,1)fresnel(0.01,0.01)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
};
};
class Stage7 {
texture="#(argb,8,8,3)color(0,0,0,1,CO)";
uvSource="tex";
class uvTransform {
aside[]={1.000000,0.000000,0.000000};
up[]={0.000000,1.000000,0.000000};
dir[]={0.000000,0.000000,0.000000};
pos[]={0.000000,0.000000,0.000000};
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};

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@ -0,0 +1,8 @@
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0,0,0,0};
specularPower=0;
PixelShaderID="Normal";
VertexShaderID="Basic";

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@ -0,0 +1,75 @@
ambient[]={1,1,1,1};
diffuse[]={2,2,2,0};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.054000214,0.054000214,0.058000047,0};
specularPower=50.700001;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="z\ace\addons\apl\data\entrchtool_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="tex";
class uvTransform
{
aside[]={4,0,0};
up[]={0,6,0};
dir[]={0,0,2};
pos[]={0,0,0};
};
Filter="Anizotropic";
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
Filter="Anizotropic";
};
class Stage4
{
texture="z\ace\addons\apl\data\entrchtool_as.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="z\ace\addons\apl\data\entrchtool_smdi.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage6
{
texture="a3\data_f\env_co.paa";
uvSource="none";
};

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@ -0,0 +1,10 @@
Density=2400;
rough=0;
dust=0;
bulletPenetrability=50;
soundEnviron=Empty;
isWater=false;
friction=0.1;
restitution=0.1;
impact = Hit_Glass;
soundHit = glass;

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@ -0,0 +1 @@
surfaceInfo="z\ace\addons\apl\data\glass_House.bisurf";

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@ -0,0 +1,10 @@
Density=1380;
rough=0.1;
dust=0;
bulletPenetrability=150;
soundEnviron=Empty;
isWater=false;
friction=0.7;
restitution=0.3;
impact = default_Mat;
soundHit = plastic;

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@ -0,0 +1,4 @@
surfaceInfo="z\ace\addons\apl\data\plastic.bisurf";
diffuse[]={0.5,0.5,1.0,1.000000};
ambient[]={0.5,0.5,1.0,1.000000};

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BIN
addons/apl/data/plech.paa Normal file

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@ -1,6 +1,11 @@
#define COMPONENT APL
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_APL
#define DEBUG_MODE_FULL
#endif

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@ -1,3 +1,10 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE( call COMPILE_FILE(XEH_preInit) );

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@ -4,13 +4,13 @@ class CfgVehicles {
class ACE_SelfActions {
class ACE_Equipment {
class GVAR(open) {
displayName = "$STR_ACE_ATragMX_OpenATragMXDialog";
displayName = CSTRING(OpenATragMXDialog);
condition = QUOTE(call FUNC(can_show));
statement = QUOTE(call FUNC(create_dialog));
showDisabled = 0;
priority = 2;
icon = PATHTOF(UI\ATRAG_Icon.paa);
exceptions[] = {"notOnMap", "isNotInside"};
exceptions[] = {"notOnMap", "isNotInside", "isNotSitting"};
};
};
};
@ -21,13 +21,10 @@ class CfgVehicles {
author = "Ruthberg";
scope = 2;
scopeCurator = 2;
displayName = "ATragMX";
displayName = CSTRING(Name);
vehicleClass = "Items";
class TransportItems {
class ACE_ATragMX {
name = "ACE_ATragMX";
count = 1;
};
MACRO_ADDITEM(ACE_ATragMX,1);
};
};

View File

@ -6,8 +6,8 @@ class CfgWeapons {
class ACE_ATragMX: ACE_ItemCore {
author = "Ruthberg";
scope = 2;
displayName = "$STR_ACE_ATragMX_Name";
descriptionShort = "$STR_ACE_ATragMX_Description";
displayName = CSTRING(Name);
descriptionShort = CSTRING(Description);
model = PATHTOF(data\tdsrecon.p3d);
picture = PATHTOF(UI\ATRAG_Icon.paa);
icon = "iconObject_circle";

View File

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

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@ -0,0 +1,67 @@
PREP(add_new_gun);
PREP(calculate_range_card);
PREP(calculate_solution);
PREP(calculate_target_range_assist);
PREP(calculate_target_solution);
PREP(calculate_target_speed_assist);
PREP(can_show);
PREP(change_gun);
PREP(change_target_slot);
PREP(clear_user_data);
PREP(create_dialog);
PREP(cycle_gun_list);
PREP(cycle_image_size_units);
PREP(cycle_num_ticks_units);
PREP(cycle_range_card_columns);
PREP(cycle_scope_unit);
PREP(cycle_target_size_units);
PREP(cycle_target_speed_direction);
PREP(delete_gun);
PREP(init);
PREP(parse_input);
PREP(reset_relative_click_memory);
PREP(restore_atmo_default);
PREP(restore_user_data);
PREP(save_gun);
PREP(show_add_new_gun);
PREP(show_atmo_env_data);
PREP(show_gun_ammo_data);
PREP(show_gun_list);
PREP(show_main_page);
PREP(show_range_card);
PREP(show_range_card_setup);
PREP(show_solution_setup);
PREP(show_target_data);
PREP(show_target_range_assist);
PREP(show_target_speed_assist);
PREP(show_target_speed_assist_timer);
PREP(sord);
PREP(store_user_data);
PREP(target_speed_assist_timer);
PREP(toggle_atmo_env_data);
PREP(toggle_gun_ammo_data);
PREP(toggle_gun_list);
PREP(toggle_range_card);
PREP(toggle_range_card_setup);
PREP(toggle_solution_setup);
PREP(toggle_target_data);
PREP(toggle_target_range_assist);
PREP(toggle_target_speed_assist);
PREP(update_atmosphere);
PREP(update_atmo_env_data);
PREP(update_atmo_selection);
PREP(update_gun);
PREP(update_gun_ammo_data);
PREP(update_inclination_angle);
PREP(update_range_card);
PREP(update_relative_click_memory);
PREP(update_result);
PREP(update_scope_unit);
PREP(update_solution_setup);
PREP(update_target);
PREP(update_target_data);
PREP(update_target_selection);
PREP(update_unit_selection);
PREP(update_zero_range);
PREP(on_close_dialog);

View File

@ -6,41 +6,41 @@ if ((profileNamespace getVariable ["ACE_ATragMX_profileNamespaceVersion", 0]) ==
GVAR(gunList) = profileNamespace getVariable "ACE_ATragMX_gunList";
} else {
// Profile Name, Muzzle Velocity, Zero Range, Scope Base Angle, AirFriction, Bore Height, Scope Unit, Scope Click Unit, Scope Click Number, Maximum Elevation, Dialed Elevation, Dialed Windage, Mass, Bullet Diameter, Rifle Twist, BC, Drag Model, Atmosphere Model
GVAR(gunList) = [["12.7x108mm" , 820, 100, 0.0657, -0.0006469, 3.81, 0, 2, 10, 120, 0, 0, 48.28, 12.7, 38.10, 0.630, 1, "ASM" ],
GVAR(gunList) = [["12.7x108mm" , 820, 100, 0.0657485, -0.00063800, 3.81, 0, 2, 10, 120, 0, 0, 48.28, 12.7, 38.10, 0.630, 1, "ASM" ],
["12.7x99mm AMAX" , 860, 100, 0.0612, -0.0003722, 3.81, 0, 2, 10, 120, 0, 0, 48.60, 12.7, 38.10, 1.050, 1, "ASM" ],
["12.7x99mm" , 900, 100, 0.0623, -0.0005942, 3.81, 0, 2, 10, 120, 0, 0, 41.92, 12.7, 38.10, 0.670, 1, "ASM" ],
["12.7x99mm AMAX" , 860, 100, 0.0611565, -0.00036645, 3.81, 0, 2, 10, 120, 0, 0, 48.60, 12.7, 38.10, 1.050, 1, "ASM" ],
["12.7x99mm" , 900, 100, 0.0582418, -0.00057503, 3.81, 0, 2, 10, 120, 0, 0, 41.92, 12.7, 38.10, 0.670, 1, "ASM" ],
["12.7x54mm" , 300, 100, 0.3395, -0.0001877, 3.81, 0, 2, 10, 120, 0, 0, 48.60, 12.7, 24.13, 1.050, 1, "ASM" ],
["12.7x54mm" , 300, 100, 0.3394630, -0.00019268, 3.81, 0, 2, 10, 120, 0, 0, 48.60, 12.7, 24.13, 1.050, 1, "ASM" ],
[".408 Chey Tac" , 910, 100, 0.0571, -0.0003958, 3.81, 0, 2, 10, 120, 0, 0, 27.15, 10.4, 33.02, 0.970, 1, "ASM" ],
[".408 Chey Tac" , 910, 100, 0.0569400, -0.00038944, 3.81, 0, 2, 10, 120, 0, 0, 27.15, 10.4, 33.02, 0.970, 1, "ASM" ],
["9.3×64mm" , 870, 100, 0.0619, -0.0010921, 3.81, 0, 2, 10, 120, 0, 0, 14.90, 9.30, 35.56, 0.368, 1, "ASM" ],
["9.3×64mm" , 870, 100, 0.0619295, -0.00108571, 3.81, 0, 2, 10, 120, 0, 0, 14.90, 9.30, 35.56, 0.368, 1, "ASM" ],
[".338LM 250gr" , 880, 100, 0.0598, -0.0006234, 3.81, 0, 2, 10, 120, 0, 0, 16.20, 8.58, 25.40, 0.322, 7, "ICAO"],
[".338LM 300gr" , 800, 100, 0.0677, -0.0005397, 3.81, 0, 2, 10, 120, 0, 0, 19.44, 8.58, 25.40, 0.381, 7, "ICAO"],
[".338LM API526" , 895, 100, 0.0601, -0.0007120, 3.81, 0, 2, 10, 120, 0, 0, 16.39, 8.58, 25.40, 0.560, 1, "ASM" ],
[".338LM 250gr" , 880, 100, 0.0598469, -0.00059133, 3.81, 0, 2, 10, 120, 0, 0, 16.20, 8.58, 25.40, 0.322, 7, "ICAO"],
[".338LM 300gr" , 800, 100, 0.0677343, -0.00052190, 3.81, 0, 2, 10, 120, 0, 0, 19.44, 8.58, 25.40, 0.381, 7, "ICAO"],
[".338LM API526" , 895, 100, 0.0588865, -0.00069611, 3.81, 0, 2, 10, 120, 0, 0, 16.39, 8.58, 25.40, 0.560, 1, "ASM" ],
[".300WM Mk248 Mod 0", 900, 100, 0.0584, -0.0007305, 3.81, 0, 2, 10, 120, 0, 0, 13.31, 7.80, 25.40, 0.268, 7, "ICAO"],
[".300WM Mk248 Mod 1", 867, 100, 0.0611, -0.0006326, 3.81, 0, 2, 10, 120, 0, 0, 14.26, 7.80, 25.40, 0.310, 7, "ICAO"],
[".300WM Berger OTM" , 853, 100, 0.0622, -0.0005271, 3.81, 0, 2, 10, 120, 0, 0, 14.90, 7.80, 25.40, 0.368, 7, "ICAO"],
[".300WM Mk248 Mod 0", 900, 100, 0.0584442, -0.00070530, 3.81, 0, 2, 10, 120, 0, 0, 13.31, 7.80, 25.40, 0.268, 7, "ICAO"],
[".300WM Mk248 Mod 1", 867, 100, 0.0610738, -0.00061188, 3.81, 0, 2, 10, 120, 0, 0, 14.26, 7.80, 25.40, 0.310, 7, "ICAO"],
[".300WM Berger OTM" , 853, 100, 0.0622179, -0.00053733, 3.81, 0, 2, 10, 120, 0, 0, 14.90, 7.80, 25.40, 0.368, 7, "ICAO"],
["7.62x54mmR" , 800, 100, 0.0692, -0.0010165, 3.81, 0, 2, 10, 120, 0, 0, 9.849, 7.92, 24.13, 0.400, 1, "ICAO"],
["7.62x54mmR" , 800, 100, 0.0691878, -0.00100023, 3.81, 0, 2, 10, 120, 0, 0, 9.849, 7.92, 24.13, 0.400, 1, "ICAO"],
["7.62x51mm M80" , 810, 100, 0.0679, -0.0010319, 3.81, 0, 2, 10, 120, 0, 0, 9.525, 7.82, 25.40, 0.200, 7, "ICAO"],
["7.62x51mm M118LR" , 780, 100, 0.0710, -0.0008497, 3.81, 0, 2, 10, 120, 0, 0, 11.34, 7.82, 25.40, 0.243, 7, "ICAO"],
["7.62x51mm Mk319" , 910, 100, 0.0585, -0.0010435, 3.81, 0, 2, 10, 120, 0, 0, 8.424, 7.82, 25.40, 0.377, 1, "ICAO"],
["7.62x51mm M993" , 930, 100, 0.0585, -0.0010914, 3.81, 0, 2, 10, 120, 0, 0, 8.230, 7.82, 25.40, 0.359, 1, "ICAO"],
["7.62x51mm Subsonic", 320, 100, 0.3060, -0.0004145, 3.81, 0, 2, 10, 120, 0, 0, 12.96, 7.82, 25.40, 0.235, 7, "ICAO"],
["7.62x51mm M80" , 810, 100, 0.0679374, -0.00100957, 3.81, 0, 2, 10, 120, 0, 0, 9.525, 7.82, 25.40, 0.200, 7, "ICAO"],
["7.62x51mm M118LR" , 780, 100, 0.0710319, -0.00082828, 3.81, 0, 2, 10, 120, 0, 0, 11.34, 7.82, 25.40, 0.243, 7, "ICAO"],
["7.62x51mm Mk319" , 910, 100, 0.0584524, -0.00102338, 3.81, 0, 2, 10, 120, 0, 0, 8.424, 7.82, 25.40, 0.377, 1, "ICAO"],
["7.62x51mm M993" , 930, 100, 0.0570316, -0.00107148, 3.81, 0, 2, 10, 120, 0, 0, 8.230, 7.82, 25.40, 0.359, 1, "ICAO"],
["7.62x51mm Subsonic", 320, 100, 0.3059680, -0.00049899, 3.81, 0, 2, 10, 120, 0, 0, 12.96, 7.82, 25.40, 0.235, 7, "ICAO"],
["6.5x39mm" , 800, 100, 0.0683, -0.0007728, 3.81, 0, 2, 10, 120, 0, 0, 7.970, 6.71, 22.86, 0.263, 7, "ICAO"],
["6.5x47mm Lapua" , 800, 100, 0.0682, -0.0006977, 3.81, 0, 2, 10, 120, 0, 0, 9.007, 6.71, 22.86, 0.290, 7, "ICAO"],
["6.5mm Creedmor" , 840, 100, 0.0637, -0.0006136, 3.81, 0, 2, 10, 120, 0, 0, 9.072, 6.71, 22.86, 0.317, 7, "ICAO"],
["6.5x39mm" , 800, 100, 0.0683482, -0.00075308, 3.81, 0, 2, 10, 120, 0, 0, 7.970, 6.71, 22.86, 0.263, 7, "ICAO"],
["6.5x47mm Lapua" , 800, 100, 0.0682221, -0.00067037, 3.81, 0, 2, 10, 120, 0, 0, 9.007, 6.71, 22.86, 0.290, 7, "ICAO"],
["6.5mm Creedmor" , 840, 100, 0.0636501, -0.00060887, 3.81, 0, 2, 10, 120, 0, 0, 9.072, 6.71, 22.86, 0.317, 7, "ICAO"],
["5.56x45mm M855" , 870, 100, 0.0626, -0.0013685, 3.81, 0, 2, 10, 120, 0, 0, 4.018, 5.70, 17.78, 0.151, 7, "ASM" ],
["5.56x45mm Mk262" , 820, 100, 0.0671, -0.0011287, 3.81, 0, 2, 10, 120, 0, 0, 4.990, 5.70, 17.78, 0.361, 1, "ASM" ],
["5.56x45mm Mk318" , 880, 100, 0.0616, -0.0013064, 3.81, 0, 2, 10, 120, 0, 0, 4.018, 5.70, 17.78, 0.307, 1, "ASM" ],
["5.56x45mm M995" , 869, 100, 0.0616, -0.0012972, 3.81, 0, 2, 10, 120, 0, 0, 4.536, 5.70, 17.78, 0.310, 1, "ASM" ]];
["5.56x45mm M855" , 870, 100, 0.0626386, -0.00126466, 3.81, 0, 2, 10, 120, 0, 0, 4.018, 5.70, 17.78, 0.151, 7, "ASM" ],
["5.56x45mm Mk262" , 820, 100, 0.0671481, -0.00109563, 3.81, 0, 2, 10, 120, 0, 0, 4.990, 5.70, 17.78, 0.361, 1, "ASM" ],
["5.56x45mm Mk318" , 880, 100, 0.0615937, -0.00123318, 3.81, 0, 2, 10, 120, 0, 0, 4.018, 5.70, 17.78, 0.307, 1, "ASM" ],
["5.56x45mm M995" , 869, 100, 0.0626713, -0.00123272, 3.81, 0, 2, 10, 120, 0, 0, 4.536, 5.70, 17.78, 0.310, 1, "ASM" ]];
[] call FUNC(clear_user_data);
profileNamespace setVariable ["ACE_ATragMX_gunList", GVAR(gunList)];

View File

@ -2,71 +2,6 @@
ADDON = false;
PREP(add_new_gun);
PREP(calculate_range_card);
PREP(calculate_solution);
PREP(calculate_target_range_assist);
PREP(calculate_target_solution);
PREP(calculate_target_speed_assist);
PREP(can_show);
PREP(change_gun);
PREP(change_target_slot);
PREP(clear_user_data);
PREP(create_dialog);
PREP(cycle_gun_list);
PREP(cycle_image_size_units);
PREP(cycle_num_ticks_units);
PREP(cycle_range_card_columns);
PREP(cycle_scope_unit);
PREP(cycle_target_size_units);
PREP(cycle_target_speed_direction);
PREP(delete_gun);
PREP(init);
PREP(parse_input);
PREP(reset_relative_click_memory);
PREP(restore_atmo_default);
PREP(restore_user_data);
PREP(save_gun);
PREP(show_add_new_gun);
PREP(show_atmo_env_data);
PREP(show_gun_ammo_data);
PREP(show_gun_list);
PREP(show_main_page);
PREP(show_range_card);
PREP(show_range_card_setup);
PREP(show_solution_setup);
PREP(show_target_data);
PREP(show_target_range_assist);
PREP(show_target_speed_assist);
PREP(show_target_speed_assist_timer);
PREP(sord);
PREP(store_user_data);
PREP(target_speed_assist_timer);
PREP(toggle_atmo_env_data);
PREP(toggle_gun_ammo_data);
PREP(toggle_gun_list);
PREP(toggle_range_card);
PREP(toggle_range_card_setup);
PREP(toggle_solution_setup);
PREP(toggle_target_data);
PREP(toggle_target_range_assist);
PREP(toggle_target_speed_assist);
PREP(update_atmosphere);
PREP(update_atmo_env_data);
PREP(update_atmo_selection);
PREP(update_gun);
PREP(update_gun_ammo_data);
PREP(update_inclination_angle);
PREP(update_range_card);
PREP(update_relative_click_memory);
PREP(update_result);
PREP(update_scope_unit);
PREP(update_solution_setup);
PREP(update_target);
PREP(update_target_data);
PREP(update_target_selection);
PREP(update_unit_selection);
PREP(update_zero_range);
PREP(on_close_dialog);
#include "XEH_PREP.hpp"
ADDON = true;

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@ -0,0 +1,3 @@
#include "script_component.hpp"
#include "XEH_PREP.hpp"

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@ -47,7 +47,7 @@ _temperature = GVAR(temperature);
_barometricPressure = GVAR(barometricPressure);
_relativeHumidity = GVAR(relativeHumidity);
if (!GVAR(atmosphereModeTBH)) then {
_barometricPressure = 1013.25 * exp(-(_altitude) / 7990);
_barometricPressure = 1013.25 * (1 - (0.0065 * _altitude) / (273.15 + _temperature + 0.0065 * _altitude)) ^ 5.255754495;
_relativeHumidity = 50;
};

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@ -47,7 +47,7 @@ _temperature = GVAR(temperature);
_barometricPressure = GVAR(barometricPressure);
_relativeHumidity = GVAR(relativeHumidity);
if (!GVAR(atmosphereModeTBH)) then {
_barometricPressure = 1013.25 * exp(-(_altitude) / 7990);
_barometricPressure = 1013.25 * (1 - (0.0065 * _altitude) / (273.15 + _temperature + 0.0065 * _altitude)) ^ 5.255754495;
_relativeHumidity = 50;
};

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@ -54,9 +54,9 @@ GVAR(active) = true;
GVAR(DialogPFH) = [{
if (!GVAR(active)) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
[_this select 1] call CBA_fnc_removePerFrameHandler;
};
__ctrlBackground ctrlSetText format [QUOTE(PATHTOF(UI\ATRAG_%1.paa)), ["N", "D"] select (call EFUNC(common,ambientBrightness))];
}, 60, []] call cba_fnc_addPerFrameHandler;
}, 60, []] call CBA_fnc_addPerFrameHandler;
true

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@ -2,4 +2,4 @@
uiNamespace setVariable ['ATragMX_Display', nil];
GVAR(active) = false;
[GVAR(DialogPFH)] call cba_fnc_removePerFrameHandler;
[GVAR(DialogPFH)] call CBA_fnc_removePerFrameHandler;

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