mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
manual merge
This commit is contained in:
commit
cea1599112
@ -10,3 +10,6 @@ trim_trailing_whitespace = true
|
||||
|
||||
[*.md]
|
||||
trim_trailing_whitespace = false
|
||||
|
||||
[Makefile]
|
||||
indent_style = tab
|
||||
|
55
.gibot.yml
55
.gibot.yml
@ -1,55 +0,0 @@
|
||||
stages:
|
||||
mark_for_closing:
|
||||
days: 30
|
||||
labels:
|
||||
- need more info
|
||||
- invalid
|
||||
- can't reproduce
|
||||
- wontfix
|
||||
- information required
|
||||
exclude:
|
||||
- marked for cleanup
|
||||
comment:
|
||||
- 'Hello @{author}! There has been no activity on this ticket for over a period of {days} days. I am automatically replying to let you know we will close this ticket within 1 week due to inactivity and consider this resolved.'
|
||||
- 'If you believe this in error, please reply with the requested information.'
|
||||
- 'Thank you. :robot:'
|
||||
action:
|
||||
close: false
|
||||
comment: true
|
||||
assign_label:
|
||||
- marked for cleanup
|
||||
clean_up:
|
||||
days: 7
|
||||
labels:
|
||||
- marked for cleanup
|
||||
comment:
|
||||
- 'Hello @{author}! We have detected no activity for {days} days on this ticket. We therefore assume that the original reporter has lost interest or the issue has been resolved.'
|
||||
- 'Since we have marked this ticket for deletion, we will be closing it.'
|
||||
- 'If this has been closed in error, please create a comment below and we can reopen this issue. Note that you may need to provide additional information that was requested.'
|
||||
- 'Thank you. :robot:'
|
||||
action:
|
||||
close: true
|
||||
comment: true
|
||||
assign_label:
|
||||
- closed by bot
|
||||
remove_label:
|
||||
- marked for cleanup
|
||||
remind_about_old_ticket:
|
||||
days: 130
|
||||
labels:
|
||||
- bug
|
||||
- critical bug
|
||||
exclude:
|
||||
- need more info
|
||||
- invalid
|
||||
- can't reproduce
|
||||
- wontfix
|
||||
- information required
|
||||
- marked for cleanup
|
||||
- inactive
|
||||
comment:
|
||||
- 'Hello @acemod/maintainers. This ticket has been open for over {days} days without any activity.'
|
||||
action:
|
||||
comment: true
|
||||
assign_label:
|
||||
- inactive
|
21
.github/CONTRIBUTING.md
vendored
21
.github/CONTRIBUTING.md
vendored
@ -27,3 +27,24 @@ Please refrain from making requests for any planned or existing features from ei
|
||||
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.
|
||||
|
||||
# Contributing to the project
|
||||
|
||||
We welcome anyone to contribute to this repository. Issues that we are actively seeking help with, are marked as [`help wanted`](https://github.com/acemod/ACE3/issues?q=is%3Aopen+is%3Aissue+label%3A%22help+wanted%22). Feel free to pick up any of those issues.
|
||||
|
||||
## Pull Request process
|
||||
|
||||
When contributing to this repository, please first discuss the change you wish to make via issue or [Slack](https://slackin.ace3mod.com/) with the [ACE3 project maintainers](https://ace3mod.com/team.html) before making a change. This may not be necessary if you are contributing for something which has an existing issue in our repository already.
|
||||
|
||||
1. Please make a pull request (PR) as early as possible. This lets use help you in the proces of developing it. When opening a work in progress pull request, mark your PR with a `WIP:` prefix.
|
||||
2. Describe what this pull request will do and how it solves this in the description of your PR. A clear intent and description of the way the issue is resolved will help us to review the PR more efficiently.
|
||||
3. Please follow our [Development Guidelines](https://ace3mod.com/wiki/development/).
|
||||
|
||||
|
||||
### Notes
|
||||
|
||||
Please note that all contributors to this project are volunteers and do this in their own time. This means that issues and/or PRs may be open for a long time before being picked up and reviewed. We try to keep this time as short as possible, but some times things may fall short. If you feel that an issue or PR has not received attention, please comment asking for a review using the mention `@acemod/maintainers`.
|
||||
|
||||
## Assistance with contributing
|
||||
|
||||
If you require assistance with contributing, check out the #dev channel on our [Slack](https://slackin.ace3mod.com/). Additional documentation can be found on our [Development wiki](https://ace3mod.com/wiki/development/).
|
||||
|
12
.github/ISSUE_TEMPLATE.md
vendored
12
.github/ISSUE_TEMPLATE.md
vendored
@ -3,8 +3,10 @@
|
||||
**ACE3 Version:** `3.x.x` (stable / dev + commit hash)
|
||||
|
||||
**Mods:**
|
||||
- `@CBA_A3`
|
||||
- `@ace`
|
||||
```
|
||||
- CBA_A3
|
||||
- ace
|
||||
```
|
||||
|
||||
**Description:**
|
||||
- Add a detailed description of the error. This makes it easier for us to fix the issue.
|
||||
@ -15,9 +17,9 @@
|
||||
**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.
|
||||
**Additional information:**
|
||||
- Provide any additional information that will help us solve this issue.
|
||||
|
||||
**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.
|
||||
- If possible at the time the bug is encountered, go to Options and select "ACE Debug To Clipboard", this will print extensive debug information to the RPT file and copy it to clipboard.
|
||||
|
2
.github/PULL_REQUEST_TEMPLATE.md
vendored
2
.github/PULL_REQUEST_TEMPLATE.md
vendored
@ -2,4 +2,4 @@
|
||||
- Describe what this pull request will do
|
||||
- Each change in a separate line
|
||||
- Include documentation if applicable
|
||||
- Respect the [Development Guidelines](http://ace3mod.com/wiki/development/)
|
||||
- Respect the [Development Guidelines](https://ace3mod.com/wiki/development/)
|
||||
|
47
.github/stale.yml
vendored
Normal file
47
.github/stale.yml
vendored
Normal file
@ -0,0 +1,47 @@
|
||||
# Number of days of inactivity before an issue becomes stale
|
||||
daysUntilStale: 180
|
||||
|
||||
# Number of days of inactivity before a stale issue is closed
|
||||
daysUntilClose: 14
|
||||
|
||||
# Issues with these labels will never be considered stale
|
||||
exemptLabels:
|
||||
- impact/large
|
||||
- kind/critical bug
|
||||
- kind/bug
|
||||
- kind/Focus Feature
|
||||
- status/accepting-pr
|
||||
- status/cherrypick
|
||||
- status/merge on release
|
||||
- sticky
|
||||
|
||||
# Label to use when marking an issue as stale
|
||||
staleLabel: status/stale
|
||||
|
||||
# Comment to post when marking an issue as stale. Set to `false` to disable
|
||||
markComment: >
|
||||
This issue has been automatically marked as stale because it has not had
|
||||
recent activity. It will be closed if no further activity occurs. Thank you
|
||||
for your contributions.
|
||||
# Comment to post when closing a stale issue. Set to `false` to disable
|
||||
closeComment: >
|
||||
This issue has been automatically closed due to inactivity.
|
||||
|
||||
If this is still an issue, please feel free to re-open this. If necessary, provide any additional details to help us solve this issue.
|
||||
|
||||
If you wish to assist us resolving this issue,
|
||||
please re-open or create a new issue stating you wish to help us out.
|
||||
|
||||
Thank you for your contributions.
|
||||
|
||||
# Limit the number of actions per hour, from 1-30. Default is 30
|
||||
limitPerRun: 30
|
||||
|
||||
# Limit to only `issues` or `pulls`
|
||||
only: issues
|
||||
|
||||
# Set to true to ignore issues in a project (defaults to false)
|
||||
exemptProjects: true
|
||||
|
||||
# Set to true to ignore issues in a milestone (defaults to false)
|
||||
exemptMilestones: true
|
20
.github_changelog_generator
Normal file
20
.github_changelog_generator
Normal file
@ -0,0 +1,20 @@
|
||||
# No issues and PRs without labels
|
||||
issues=false
|
||||
pr-wo-labels=false
|
||||
|
||||
# Issues are disabled, don't fetch them
|
||||
max-issues=0
|
||||
|
||||
# Label filters
|
||||
exclude-labels=by design,can't reproduce,duplicate,question,invalid,wontfix,ignore changelog
|
||||
|
||||
# Tag is created before generating changelog for release candidates
|
||||
unreleased=false
|
||||
|
||||
# No section labels, we only want a list of merged PRs (label separation only works for Issues)
|
||||
simple-list=true
|
||||
|
||||
# Misc
|
||||
author=false
|
||||
compare-link=false
|
||||
header-label=## Change Log Summary
|
4
.gitignore
vendored
4
.gitignore
vendored
@ -1,5 +1,8 @@
|
||||
@*
|
||||
*.zip
|
||||
release/*
|
||||
tools/temp
|
||||
tools/armake.exe
|
||||
*.cache
|
||||
*.pbo
|
||||
texHeaders.bin
|
||||
@ -7,3 +10,4 @@ texHeaders.bin
|
||||
*.swo
|
||||
*.biprivatekey
|
||||
Thumbs.db
|
||||
CHANGELOG.md
|
||||
|
30
.travis.yml
30
.travis.yml
@ -1,30 +0,0 @@
|
||||
branches:
|
||||
only:
|
||||
- master
|
||||
- release
|
||||
language: python
|
||||
python:
|
||||
- '3.4'
|
||||
before_script:
|
||||
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
|
||||
pip install pygithub;
|
||||
pip install pygithub3;
|
||||
fi
|
||||
script:
|
||||
- python3 tools/sqf_validator.py
|
||||
- python3 tools/config_style_checker.py
|
||||
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
|
||||
python3 tools/deploy.py;
|
||||
fi
|
||||
env:
|
||||
global:
|
||||
- secure: cdxkn5cAx+s1C9Ne5m+odEhde1uuSg6XGMDgepN4DwSAJwtMnUv3ZmDebd5YJC1raZJdep+n09Cj0GoTNICQRkco50DxHKHYNad41wetY0tn0cs9gmPYzyFE5q4vuWiQ47dlGhQQ7IJDyX0nU++gG5E50/PhlZfebdedGSprN/4=
|
||||
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
|
23
AUTHORS.txt
23
AUTHORS.txt
@ -1,4 +1,4 @@
|
||||
# ACE3 CONTRIBUTOR LIST
|
||||
# ACE3 CONTRIBUTOR LIST
|
||||
# If you contributed, but are not listed here, contact me:
|
||||
# koffeinflummi@gmail.com
|
||||
#
|
||||
@ -38,7 +38,9 @@ Aggr094 <bastards4glory@gmail.com>
|
||||
alef <alefor@gmail.com>
|
||||
Aleksey EpMAK Yermakov <epmak777@gmail.com>
|
||||
Alganthe <alganthe@live.fr>
|
||||
Andrea "AtixNeon" Verano <veranoandrea88@gmail.com>
|
||||
Anthariel <Contact@storm-simulation.com>
|
||||
Anton
|
||||
Arkhir <wonsz666@gmail.com >
|
||||
Asgar Serran <piechottaf@web.de>
|
||||
BaerMitUmlaut
|
||||
@ -50,16 +52,22 @@ Brakoviejo
|
||||
Brisse <brisse@outlook.com>
|
||||
Brostrom.A | Evul <andreas.brostrom.ce@gmail.com>
|
||||
BullHorn <bullhorn7@gmail.com>
|
||||
chris579 <github@klemm.one>
|
||||
classicarma
|
||||
Clon1998 <ps.patti1998@gmail.com>
|
||||
Codingboy
|
||||
Coren <coren4@gmail.com>
|
||||
Crusty
|
||||
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
|
||||
Dimaslg <dimaslg@telecable.es>
|
||||
diwako
|
||||
dixon13 <dixonbegay@gmail.com>
|
||||
Drill <drill87@gmail.com>
|
||||
Dudakov aka [OMCB]Kaban <dudakov.s@gmail.com>
|
||||
Drofseh <drofseh@gmail.com>
|
||||
Dslyecxi <dslyecxi@gmail.com>
|
||||
Eclipser <jms@modeemi.fi>
|
||||
ElTyranos
|
||||
eRazeri
|
||||
evromalarkey <evromalarkey@gmail.com>
|
||||
F3 Project <alanr@ferstaberinde.com>
|
||||
@ -83,26 +91,36 @@ Harakhti <shadowdragonphd@gmail.com>
|
||||
havena <silveredenis@gmail.com>
|
||||
Hawkins
|
||||
Head <brobergsebastian@gmail.com>
|
||||
Hybrid V
|
||||
john681611 <john681611@hotmail.com>
|
||||
Karneck <dschultz26@hotmail.com>
|
||||
Kavinsky <nmunozfernandez@gmail.com>
|
||||
Keithen <Keithen.Neu@gmail.com>
|
||||
Kllrt <kllrtik@gmail.com>
|
||||
legman <juicemelon@msn.com>
|
||||
Legolasindar "Viper" <legolasindar@gmail.com>
|
||||
licht-im-Norden87 <lichtimnorden87@gmail.com>
|
||||
looter <looter222@gmail.com>
|
||||
Lugubrious Hatchling <thunderbra@gmail.com>
|
||||
Luigi "Luigium" Myrini <luigium@outlook.fr>
|
||||
Macusercom <macusercom@gmail.com>
|
||||
MarcBook
|
||||
meat <p.humberdroz@gmail.com>
|
||||
mharis001 <mhariszakar@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>
|
||||
Orbis2358 <mgkid3310@naver.com>
|
||||
oscarmolinadev
|
||||
PaxJaromeMalues <seemax1991@gmail.com>
|
||||
PiZZADOX <509thParachuteInfantry@gmail.com>
|
||||
Phyma <sethramstrom@gmail.com>
|
||||
pokertour
|
||||
Professor <lukas.trneny@wo.cz>
|
||||
QuickDagger
|
||||
rakowozz
|
||||
ramius86 <pasini86@hotmail.com>
|
||||
Raspu86
|
||||
@ -116,11 +134,14 @@ System98
|
||||
SzwedzikPL <szwedzikpl@gmail.com>
|
||||
Tachi <zaveruha007@gmail.com>
|
||||
Tessa Elieff <Fastroping Sound - CreativeCommons Attributions 3.0>
|
||||
Timi007 <timi007@gmx.net>
|
||||
Toaster <jonathan.pereira@gmail.com>
|
||||
Tonic
|
||||
Tourorist <tourorist@gmail.com>
|
||||
Tuupertunut
|
||||
Valentin Torikian <valentin.torikian@gmail.com>
|
||||
voiper
|
||||
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
|
||||
Winter <simon@agius-muscat.net>
|
||||
xrufix
|
||||
zGuba
|
||||
|
91
Makefile
Normal file
91
Makefile
Normal file
@ -0,0 +1,91 @@
|
||||
VERSION = $(shell cat "VERSION")
|
||||
PREFIX = ace
|
||||
BIN = @ace
|
||||
ZIP = ace3
|
||||
FLAGS = -i include -w unquoted-string -w redefinition-wo-undef
|
||||
VERSION_FILES = README.md docs/README_DE.md docs/README_PL.md mod.cpp
|
||||
|
||||
MAJOR = $(word 1, $(subst ., ,$(VERSION)))
|
||||
MINOR = $(word 2, $(subst ., ,$(VERSION)))
|
||||
PATCH = $(word 3, $(subst ., ,$(VERSION)))
|
||||
BUILD = $(word 4, $(subst ., ,$(VERSION)))
|
||||
VERSION_S = $(MAJOR).$(MINOR).$(PATCH)
|
||||
GIT_HASH = $(shell git log -1 --pretty=format:"%H" | head -c 8)
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ARMAKE = ./tools/armake.exe # Downloaded via make.ps (rename armake_wXY.exe otherwise)
|
||||
else
|
||||
ARMAKE = armake
|
||||
endif
|
||||
|
||||
$(BIN)/addons/$(PREFIX)_%.pbo: addons/%
|
||||
@mkdir -p $(BIN)/addons
|
||||
@echo " PBO $@"
|
||||
@${ARMAKE} build ${FLAGS} -f -e "version=$(GIT_HASH)" $< $@
|
||||
|
||||
$(BIN)/optionals/$(PREFIX)_%.pbo: optionals/%
|
||||
@mkdir -p $(BIN)/optionals
|
||||
@echo " PBO $@"
|
||||
@${ARMAKE} build ${FLAGS} -f -e "version=$(GIT_HASH)" $< $@
|
||||
|
||||
# Shortcut for building single addons (eg. "make <component>.pbo")
|
||||
%.pbo:
|
||||
"$(MAKE)" $(MAKEFLAGS) $(patsubst %, $(BIN)/addons/$(PREFIX)_%, $@)
|
||||
|
||||
all: $(patsubst addons/%, $(BIN)/addons/$(PREFIX)_%.pbo, $(wildcard addons/*)) \
|
||||
$(patsubst optionals/%, $(BIN)/optionals/$(PREFIX)_%.pbo, $(wildcard optionals/*))
|
||||
|
||||
filepatching:
|
||||
"$(MAKE)" $(MAKEFLAGS) FLAGS="-w unquoted-string -p"
|
||||
|
||||
$(BIN)/keys/%.biprivatekey:
|
||||
@mkdir -p $(BIN)/keys
|
||||
@echo " KEY $@"
|
||||
@${ARMAKE} keygen -f $(patsubst $(BIN)/keys/%.biprivatekey, $(BIN)/keys/%, $@)
|
||||
|
||||
$(BIN)/addons/$(PREFIX)_%.pbo.$(PREFIX)_$(VERSION)-$(GIT_HASH).bisign: $(BIN)/addons/$(PREFIX)_%.pbo $(BIN)/keys/$(PREFIX)_$(VERSION).biprivatekey
|
||||
@echo " SIG $@"
|
||||
@${ARMAKE} sign -f -s $@ $(BIN)/keys/$(PREFIX)_$(VERSION).biprivatekey $<
|
||||
|
||||
$(BIN)/optionals/$(PREFIX)_%.pbo.$(PREFIX)_$(VERSION)-$(GIT_HASH).bisign: $(BIN)/optionals/$(PREFIX)_%.pbo $(BIN)/keys/$(PREFIX)_$(VERSION).biprivatekey
|
||||
@echo " SIG $@"
|
||||
@${ARMAKE} sign -f -s $@ $(BIN)/keys/$(PREFIX)_$(VERSION).biprivatekey $<
|
||||
|
||||
signatures: $(patsubst addons/%, $(BIN)/addons/$(PREFIX)_%.pbo.$(PREFIX)_$(VERSION)-$(GIT_HASH).bisign, $(wildcard addons/*)) \
|
||||
$(patsubst optionals/%, $(BIN)/optionals/$(PREFIX)_%.pbo.$(PREFIX)_$(VERSION)-$(GIT_HASH).bisign, $(wildcard optionals/*))
|
||||
|
||||
extensions: $(wildcard extensions/*/*)
|
||||
cd extensions/build && cmake .. && make
|
||||
find ./extensions/build/ \( -name "*.so" -o -name "*.dll" \) -exec cp {} ./ \;
|
||||
|
||||
extensions-win64: $(wildcard extensions/*/*)
|
||||
cd extensions/build && CXX=$(eval $(which g++-w64-mingw-i686)) cmake .. && make
|
||||
|
||||
version:
|
||||
@echo " VER $(VERSION)"
|
||||
$(shell sed -i -r -s 's/[0-9]+\.[0-9]+\.[0-9]+\.[0-9]+/$(VERSION)/g' $(VERSION_FILES))
|
||||
$(shell sed -i -r -s 's/[0-9]+\.[0-9]+\.[0-9]+/$(VERSION_S)/g' $(VERSION_FILES))
|
||||
@echo -e "#define MAJOR $(MAJOR)\n#define MINOR $(MINOR)\n#define PATCHLVL $(PATCH)\n#define BUILD $(BUILD)" > "addons/main/script_version.hpp"
|
||||
$(shell sed -i -r -s 's/ACE_VERSION_MAJOR [0-9]+/ACE_VERSION_MAJOR $(MAJOR)/g' extensions/CMakeLists.txt)
|
||||
$(shell sed -i -r -s 's/ACE_VERSION_MINOR [0-9]+/ACE_VERSION_MINOR $(MINOR)/g' extensions/CMakeLists.txt)
|
||||
$(shell sed -i -r -s 's/ACE_VERSION_REVISION [0-9]+/ACE_VERSION_REVISION $(PATCH)/g' extensions/CMakeLists.txt)
|
||||
|
||||
commit:
|
||||
@echo " GIT commit release preparation"
|
||||
@git add -A
|
||||
@git diff-index --quiet HEAD || git commit -am "Prepare release $(VERSION_S)" -q
|
||||
|
||||
push: commit
|
||||
@echo " GIT push release preparation"
|
||||
@git push -q
|
||||
|
||||
release: clean version commit
|
||||
@"$(MAKE)" $(MAKEFLAGS) signatures
|
||||
@echo " ZIP $(ZIP)_$(VERSION_S).zip"
|
||||
@cp *.dll mod.cpp README.md docs/README_DE.md docs/README_PL.md AUTHORS.txt LICENSE logo_ace3_ca.paa meta.cpp $(BIN)
|
||||
@zip -qr $(ZIP)_$(VERSION_S).zip $(BIN)
|
||||
|
||||
clean:
|
||||
rm -rf $(BIN) $(ZIP)_*.zip
|
||||
|
||||
.PHONY: all filepatching signatures extensions extensions-win64 version commit push release clean
|
76
README.md
76
README.md
@ -4,7 +4,7 @@
|
||||
|
||||
<p align="center">
|
||||
<a href="https://github.com/acemod/ACE3/releases/latest">
|
||||
<img src="https://img.shields.io/badge/Version-3.8.1-blue.svg?style=flat-square" alt="ACE3 Version">
|
||||
<img src="https://img.shields.io/badge/Version-3.12.6-blue.svg?style=flat-square" alt="ACE3 Version">
|
||||
</a>
|
||||
<a href="https://github.com/acemod/ACE3/issues">
|
||||
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
|
||||
@ -18,17 +18,17 @@
|
||||
<a href="https://github.com/acemod/ACE3/blob/master/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 href="https://slackin.ace3mod.com/">
|
||||
<img src="https://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 href="https://circleci.com/gh/acemod/ACE3">
|
||||
<img src="https://circleci.com/gh/acemod/ACE3.svg?style=svg" alt="ACE3 Build Status">
|
||||
</a>
|
||||
</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>
|
||||
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="https://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.
|
||||
@ -37,7 +37,8 @@ The project is entirely **open-source** and all contributions are welcome. Feel
|
||||
|
||||
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
|
||||
|
||||
### Core features
|
||||
## Core features
|
||||
|
||||
- Brand new 3D interaction/action system
|
||||
- Performance and reliability framework
|
||||
- Focus on modularity and customization
|
||||
@ -51,7 +52,8 @@ The mod is **built modularly**, so almost any included PBO can be easily removed
|
||||
- Logistics
|
||||
- Advanced missile guidance and laser designation
|
||||
|
||||
#### Additional features
|
||||
### Additional features
|
||||
|
||||
- Carrying and dragging
|
||||
- Realistic names for vehicles and weapons
|
||||
- A fire control system (FCS) for armored vehicles and helicopters
|
||||
@ -72,18 +74,56 @@ The mod is **built modularly**, so almost any included PBO can be easily removed
|
||||
- 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:
|
||||
- [Installation guide](http://ace3mod.com/wiki/user/installation-guide.html)
|
||||
- [Information center](http://ace3mod.com/wiki/user/information-center.html)
|
||||
## Getting started
|
||||
|
||||
#### 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 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.
|
||||
ACE3 requires Arma 3 and the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. See the following pages for help and information on how to get started with ACE3:
|
||||
|
||||
- [Installation guide](https://ace3mod.com/wiki/user/installation-guide.html)
|
||||
- [Information center](https://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. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on Github. Please comment on issues if you want to contribute with, to avoid duplicating effort.
|
||||
|
||||
### Contribution guidelines
|
||||
|
||||
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.
|
||||
|
||||
### Submitting issues and requesting features
|
||||
|
||||
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](https://ace3mod.com/wiki/user/how-to-report-an-issue.html)
|
||||
- [How to make a feature request](https://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
|
||||
|
||||
### Testing & building
|
||||
|
||||
#### Testing & building
|
||||
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
|
||||
- [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.
|
||||
|
||||
- [Setting up the development environment](https://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.
|
||||
|
||||
### Get in touch
|
||||
|
||||
<table>
|
||||
<tr>
|
||||
<td><a href="https://slackin.ace3mod.com/">Slack</a></td>
|
||||
<td>We have a public Slack team that anyone can join. This is where all our developers and contributors hang out and where we make announcements</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><a href="https://twitter.com/ACE3Mod">Twitter</a></td>
|
||||
<td>You can follow our Twitter account to get updates and various links to guides</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><a href="https://www.facebook.com/ACE3Mod">Facebook</a></td>
|
||||
<td>You can follow our Facebook account to get updates and various links to guides</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">Bohemia Forum</a></td>
|
||||
<td>We have a dedicated thread on the Bohemia Forums for the ACE3 project</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
## License
|
||||
|
||||
ACE3 is licensed under the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
|
||||
|
Binary file not shown.
BIN
ace_advanced_ballistics_x64.dll
Normal file
BIN
ace_advanced_ballistics_x64.dll
Normal file
Binary file not shown.
BIN
ace_break_line_x64.dll
Normal file
BIN
ace_break_line_x64.dll
Normal file
Binary file not shown.
BIN
ace_clipboard_x64.dll
Normal file
BIN
ace_clipboard_x64.dll
Normal file
Binary file not shown.
BIN
ace_fcs_x64.dll
Normal file
BIN
ace_fcs_x64.dll
Normal file
Binary file not shown.
BIN
ace_medical_x64.dll
Normal file
BIN
ace_medical_x64.dll
Normal file
Binary file not shown.
BIN
ace_parse_imagepath_x64.dll
Normal file
BIN
ace_parse_imagepath_x64.dll
Normal file
Binary file not shown.
@ -6,43 +6,13 @@ class ACE_Settings {
|
||||
typeName = "BOOL";
|
||||
value = 0;
|
||||
};
|
||||
class GVAR(simulateForSnipers) {
|
||||
class GVAR(muzzleVelocityVariationEnabled) {
|
||||
category = CSTRING(DisplayName);
|
||||
displayName = CSTRING(simulateForSnipers_DisplayName);
|
||||
description = CSTRING(simulateForSnipers_Description);
|
||||
displayName = CSTRING(muzzleVelocityVariationEnabled_DisplayName);
|
||||
description = CSTRING(muzzleVelocityVariationEnabled_Description);
|
||||
typeName = "BOOL";
|
||||
value = 1;
|
||||
};
|
||||
class GVAR(simulateForGroupMembers) {
|
||||
category = CSTRING(DisplayName);
|
||||
displayName = CSTRING(simulateForGroupMembers_DisplayName);
|
||||
description = CSTRING(simulateForGroupMembers_Description);
|
||||
typeName = "BOOL";
|
||||
value = 0;
|
||||
};
|
||||
class GVAR(simulateForEveryone) {
|
||||
category = CSTRING(DisplayName);
|
||||
displayName = CSTRING(simulateForEveryone_DisplayName);
|
||||
description = CSTRING(simulateForEveryone_Description);
|
||||
typeName = "BOOL";
|
||||
value = 0;
|
||||
};
|
||||
class GVAR(disabledInFullAutoMode) {
|
||||
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";
|
||||
value = 0;
|
||||
};
|
||||
*/
|
||||
};
|
||||
class GVAR(ammoTemperatureEnabled) {
|
||||
category = CSTRING(DisplayName);
|
||||
displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
|
||||
@ -69,13 +39,7 @@ class ACE_Settings {
|
||||
displayName = CSTRING(simulationInterval_DisplayName);
|
||||
description = CSTRING(simulationInterval_Description);
|
||||
typeName = "SCALAR";
|
||||
value = 0.0;
|
||||
};
|
||||
class GVAR(simulationRadius) {
|
||||
category = CSTRING(DisplayName);
|
||||
displayName = CSTRING(simulationRadius_DisplayName);
|
||||
description = CSTRING(simulationRadius_Description);
|
||||
typeName = "SCALAR";
|
||||
value = 3000;
|
||||
value = 0.05;
|
||||
sliderSettings[] = {0, 0.2, 0.05, 2};
|
||||
};
|
||||
};
|
||||
|
@ -7,12 +7,12 @@ class Extended_PreStart_EventHandlers {
|
||||
|
||||
class Extended_PreInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE( call COMPILE_FILE(XEH_preInit) );
|
||||
init = QUOTE(call COMPILE_FILE(XEH_preInit));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_PostInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE( call COMPILE_FILE(XEH_postInit) );
|
||||
init = QUOTE(call COMPILE_FILE(XEH_postInit));
|
||||
};
|
||||
};
|
||||
|
@ -1,7 +1,7 @@
|
||||
class CfgVehicles {
|
||||
class ACE_Module;
|
||||
class GVAR(ModuleSettings): ACE_Module {
|
||||
scope = 2;
|
||||
scope = 1;
|
||||
displayName = CSTRING(DisplayName);
|
||||
icon = QPATHTOF(UI\Icon_Module_Wind_ca.paa);
|
||||
category = "ACE";
|
||||
@ -17,38 +17,12 @@ class CfgVehicles {
|
||||
typeName = "BOOL";
|
||||
defaultValue = 0;
|
||||
};
|
||||
class simulateForSnipers {
|
||||
displayName = CSTRING(simulateForSnipers_DisplayName);
|
||||
description = CSTRING(simulateForSnipers_Description);
|
||||
class muzzleVelocityVariationEnabled {
|
||||
displayName = CSTRING(muzzleVelocityVariationEnabled_DisplayName);
|
||||
description = CSTRING(muzzleVelocityVariationEnabled_Description);
|
||||
typeName = "BOOL";
|
||||
defaultValue = 1;
|
||||
};
|
||||
class simulateForGroupMembers {
|
||||
displayName = CSTRING(simulateForGroupMembers_DisplayName);
|
||||
description = CSTRING(simulateForGroupMembers_Description);
|
||||
typeName = "BOOL";
|
||||
defaultValue = 0;
|
||||
};
|
||||
class simulateForEveryone {
|
||||
displayName = CSTRING(simulateForEveryone_DisplayName);
|
||||
description = CSTRING(simulateForEveryone_Description);
|
||||
typeName = "BOOL";
|
||||
defaultValue = 0;
|
||||
};
|
||||
class disabledInFullAutoMode {
|
||||
displayName = CSTRING(disabledInFullAutoMod_DisplayName);
|
||||
description = CSTRING(disabledInFullAutoMod_Description);
|
||||
typeName = "BOOL";
|
||||
defaultValue = 0;
|
||||
};
|
||||
/* // TODO: We currently do not have firedEHs on vehicles
|
||||
class vehicleGunnerEnabled {
|
||||
displayName = "Enabled For Vehicle Gunners";
|
||||
description = "Enables advanced ballistics for vehicle gunners";
|
||||
typeName = "BOOL";
|
||||
defaultValue = 0;
|
||||
};
|
||||
*/
|
||||
class ammoTemperatureEnabled {
|
||||
displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
|
||||
description = CSTRING(ammoTemperatureEnabled_Description);
|
||||
@ -71,17 +45,11 @@ class CfgVehicles {
|
||||
displayName = CSTRING(simulationInterval_DisplayName);
|
||||
description = CSTRING(simulationInterval_Description);
|
||||
typeName = "NUMBER";
|
||||
defaultValue = 0.0;
|
||||
};
|
||||
class simulationRadius {
|
||||
displayName = CSTRING(simulationRadius_DisplayName);
|
||||
description = CSTRING(simulationRadius_Description);
|
||||
typeName = "NUMBER";
|
||||
defaultValue = 3000;
|
||||
defaultValue = 0.05;
|
||||
};
|
||||
};
|
||||
class ModuleDescription {
|
||||
description = CSTRING(Description);
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -9,19 +9,6 @@ GVAR(ProtractorStart) = CBA_missionTime;
|
||||
GVAR(allBullets) = [];
|
||||
GVAR(currentGrid) = 0;
|
||||
|
||||
GVAR(extensionAvailable) = true;
|
||||
/* @TODO: Remove this until versioning is in sync with cmake/build versioning
|
||||
GVAR(extensionVersion) = ("ace_advanced_ballistics" callExtension "version");
|
||||
GVAR(extensionAvailable) = (GVAR(extensionVersion) == EXTENSION_REQUIRED_VERSION);
|
||||
if (!GVAR(extensionAvailable)) exitWith {
|
||||
if (GVAR(extensionVersion) == "") then {
|
||||
diag_log text "[ACE] ERROR: ace_advanced_ballistics.dll is missing";
|
||||
} else {
|
||||
diag_log text "[ACE] ERROR: ace_advanced_ballistics.dll is incompatible";
|
||||
};
|
||||
};
|
||||
*/
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
["ace_settingsInitialized", {
|
||||
@ -54,4 +41,4 @@ if (!hasInterface) exitWith {};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
call FUNC(diagnoseWeapons);
|
||||
#endif
|
||||
#endif
|
||||
|
@ -2,6 +2,8 @@
|
||||
|
||||
ADDON = false;
|
||||
|
||||
PREP_RECOMPILE_START;
|
||||
#include "XEH_PREP.hpp"
|
||||
PREP_RECOMPILE_END;
|
||||
|
||||
ADDON = true;
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
@ -10,26 +11,24 @@
|
||||
* Return Value:
|
||||
* muzzle velocity shift - m/s <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* [[], 5] call ace_advanced_ballistics_fnc_calculateAmmoTemperatureVelocityShift
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_muzzleVelocityShiftTable", "_temperature"];
|
||||
|
||||
// Check if muzzleVelocityShiftTable is Less Than 11 Entrys
|
||||
// Check if muzzleVelocityShiftTable is less than 11 Entrys
|
||||
if ((count _muzzleVelocityShiftTable) < 11) exitWith {0};
|
||||
private _muzzleVelocityShiftTableUpperLimit = _muzzleVelocityShiftTable select 10;
|
||||
if (isNil "_muzzleVelocityShiftTableUpperLimit") exitWith { 0 };
|
||||
if (isNil "_muzzleVelocityShiftTableUpperLimit") exitWith {0};
|
||||
|
||||
// Find exact data index required for given temperature
|
||||
private _temperatureIndexFunction = (_temperature + 15) / 5;
|
||||
private _temperatureIndexFunction = 0 max ((_temperature + 15) / 5) min 10;
|
||||
|
||||
// lower and upper data index used for interpolation
|
||||
private _temperatureIndexA = (0 max (floor(_temperatureIndexFunction))) min 10;
|
||||
private _temperatureIndexB = (0 max (ceil(_temperatureIndexFunction))) min 10;
|
||||
// Lower and upper data index used for interpolation
|
||||
private _temperatureIndexA = floor(_temperatureIndexFunction);
|
||||
private _temperatureIndexB = ceil(_temperatureIndexFunction);
|
||||
|
||||
// Interpolation ratio
|
||||
private _interpolationRatio = _temperatureIndexFunction - floor(_temperatureIndexFunction);
|
||||
|
||||
// Interpolation
|
||||
(_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _interpolationRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _interpolationRatio // Return
|
||||
linearConversion [_temperatureIndexA, _temperatureIndexB, _temperatureIndexFunction, _muzzleVelocityShiftTable select _temperatureIndexA, _muzzleVelocityShiftTable select _temperatureIndexB, true] // Return
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
@ -13,9 +14,11 @@
|
||||
* Return Value:
|
||||
* corrected ballistic coefficient <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* [2, 5, 5, 0.5, "ASM"] call ace_advanced_ballistics_fnc_calculateAtmosphericCorrection
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_ballisticCoefficient", "_temperature"/*in C*/, "_pressure"/*in hPa*/, "_relativeHumidity"/*as ratio 0-1*/, "_atmosphereModel"/*"ICAO" or "ASM"*/];
|
||||
|
||||
|
@ -1,10 +1,11 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg, MikeMatrix, joko // Jonas
|
||||
*
|
||||
* Calculates the muzzle velocity shift caused by different barrel lengths
|
||||
*
|
||||
* Arguments:
|
||||
* 0: barrel length - mm
|
||||
* 0: barrel length - mm <NUMBER>
|
||||
* 1: muzzle velocity lookup table - m/s <ARRAY>
|
||||
* 2: barrel length lookup table - mm <ARRAY>
|
||||
* 3: muzzle velocity - m/s <NUMBER>
|
||||
@ -12,26 +13,23 @@
|
||||
* Return Value:
|
||||
* muzzle velocity shift - m/s <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* [5, [0,5], [0,5], 5] call ace_advanced_ballistics_fnc_calculateBarrelLengthVelocityShift
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
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 };
|
||||
|
||||
_muzzleVelocityTableCount = count _muzzleVelocityTable;
|
||||
_barrelLengthTableCount = count _barrelLengthTable;
|
||||
private _muzzleVelocityTableCount = count _muzzleVelocityTable;
|
||||
private _barrelLengthTableCount = count _barrelLengthTable;
|
||||
|
||||
// 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 != _barrelLengthTableCount || _muzzleVelocityTableCount == 0) exitWith { 0 };
|
||||
if (_muzzleVelocityTableCount == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
|
||||
|
||||
// If we have the precise barrel length value, return result immediately
|
||||
@ -43,29 +41,15 @@ if (_barrelLength in _barrelLengthTable) exitWith {
|
||||
if (_barrelLength <= (_barrelLengthTable select 0)) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
|
||||
if (_barrelLength >= (_barrelLengthTable select _barrelLengthTableCount - 1)) exitWith { (_muzzleVelocityTable select _barrelLengthTableCount - 1) - _muzzleVelocity };
|
||||
|
||||
private _upperDataIndex = 0;
|
||||
private _lowerDataIndex = 1;
|
||||
|
||||
// Find closest bordering values for barrel length
|
||||
{
|
||||
if (_barrelLength <= _x) then {
|
||||
if (_barrelLength <= _x) exitWith {
|
||||
_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
|
||||
};
|
||||
|
||||
// Calculate interpolated muzzle velocity shift
|
||||
(_lowerMuzzleVelocity + ((_upperMuzzleVelocity - _lowerMuzzleVelocity) * (1 - _interpolationRatio))) - _muzzleVelocity // Return
|
||||
(linearConversion [_barrelLengthTable select _lowerDataIndex, _barrelLengthTable select _upperDataIndex, _barrelLength, _muzzleVelocityTable select _lowerDataIndex, _muzzleVelocityTable select _upperDataIndex]) - _muzzleVelocity // Return
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
@ -11,9 +12,11 @@
|
||||
* Return Value:
|
||||
* retardation - m/(s^2) <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* [5, 20, 10] call ace_advanced_ballistics_fnc_calculateRetardation
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
// Source: GNU Exterior Ballistics
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
@ -15,9 +16,11 @@
|
||||
* Return Value:
|
||||
* stability factor <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* [1, 2, 3, 4, 5, 6, 7] call ace_advanced_ballistics_fnc_calculateStabilityFactor
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_caliber", "_bulletLength", "_bulletMass", "_barrelTwist", "_muzzleVelocity", "_temperature", "_barometricPressure"];
|
||||
|
||||
|
@ -1,3 +1,5 @@
|
||||
#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: esteldunedain
|
||||
*
|
||||
@ -10,10 +12,20 @@
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_advanced_ballistics_fnc_diagnoseWeapons
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
|
||||
private _diagnoseStartTime = diag_tickTime;
|
||||
#ifdef DEBUG_INIT_SPEEDS
|
||||
private _data = [];
|
||||
private _weapons = [];
|
||||
private _magazines = [];
|
||||
private _weaponInitSpeeds = [];
|
||||
private _magazineInitSpeeds = [];
|
||||
#endif
|
||||
|
||||
private _cfgWeapons = configFile >> "CfgWeapons";
|
||||
for "_i" from 0 to (count _cfgWeapons)-1 do {
|
||||
@ -21,9 +33,7 @@ for "_i" from 0 to (count _cfgWeapons)-1 do {
|
||||
if (isClass _weaponConfig) then {
|
||||
private _weapon = configName _weaponConfig;
|
||||
private _weaponType = getNumber (_weaponConfig >> "Type");
|
||||
if (_weaponType == 1) then {
|
||||
// The weapon is a primary weapon
|
||||
|
||||
if (_weaponType in [TYPE_WEAPON_PRIMARY, TYPE_WEAPON_HANDGUN]) then {
|
||||
private _weaponInitSpeed = getNumber (_weaponConfig >> "initSpeed");
|
||||
private _magazines = getArray (_weaponConfig >> "magazines");
|
||||
{
|
||||
@ -44,16 +54,78 @@ for "_i" from 0 to (count _cfgWeapons)-1 do {
|
||||
|
||||
// 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"];
|
||||
private _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
|
||||
if (isNil "_AmmoCacheEntry") then {
|
||||
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
|
||||
};
|
||||
private _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", "_muzzleVelocityVariationSD"];
|
||||
_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];
|
||||
|
||||
if (_weapon find "_base" == -1 && _weapon find "_Base" == -1) then {
|
||||
#ifdef DEBUG_INIT_SPEEDS
|
||||
_data pushBack [-_forEachIndex, _abInitialSpeed, _magazine, _weapon];
|
||||
#endif
|
||||
if (_barrelLength > 0 && abs(_vanillaInitialSpeed - _abInitialSpeed) > abs(_abInitialSpeed) * 0.0025) then {
|
||||
diag_log text format ["AB_Diagnose_initSpeed,%1,%2,%3,%4,%5,%6,%7,%8",_weapon,_magazine,_ammo,_magazineInitSpeed,_weaponInitSpeed,_vanillaInitialSpeed,_abInitialSpeed,_abInitialSpeed/_vanillaInitialSpeed];
|
||||
};
|
||||
if (_barrelTwist == 0) then {
|
||||
diag_log text format ["AB_Diagnose_barrelTwist,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_twistDirection,_barrelTwist];
|
||||
};
|
||||
if (_barrelLength == 0) then {
|
||||
diag_log text format ["AB_Diagnose_barrelLength,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_barrelLength];
|
||||
};
|
||||
};
|
||||
} forEach _magazines;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
#ifdef DEBUG_INIT_SPEEDS
|
||||
_data sort false;
|
||||
{
|
||||
_x params ["_magazineIndex", "_abInitialSpeed", "_magazine", "_weapon"];
|
||||
if (_magazines find _magazine == -1) then {
|
||||
private _magSpeed = _abInitialSpeed;
|
||||
private _ammoRef = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
|
||||
if (_ammoRef != "") then {
|
||||
{
|
||||
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
|
||||
if (_ammo == _ammoRef) exitWith {
|
||||
_magSpeed = _magazineInitSpeeds select _forEachIndex;
|
||||
};
|
||||
} forEach _magazines;
|
||||
};
|
||||
_magazines pushBack _magazine;
|
||||
_magazineInitSpeeds pushBack round(_magSpeed);
|
||||
};
|
||||
if (_weapons find _weapon == -1) then {
|
||||
_weapons pushBack _weapon;
|
||||
_magIndex = _magazines find _magazine;
|
||||
_magSpeed = _magazineInitSpeeds select _magIndex;
|
||||
_weaponInitSpeeds pushBack (_abInitialSpeed / _magSpeed);
|
||||
};
|
||||
} forEach _data;
|
||||
{
|
||||
_x params ["_magazineIndex", "_abInitialSpeed", "_magazine", "_weapon"];
|
||||
_magIndex = _magazines find _magazine;
|
||||
_magSpeed = _magazineInitSpeeds select _magIndex;
|
||||
_wepIndex = _weapons find _weapon;
|
||||
_wepSpeed = _weaponInitSpeeds select _wepIndex;
|
||||
} forEach _data;
|
||||
{
|
||||
diag_log text format ["AB_WeaponInitSpeed,%1,%2", _x, _weaponInitSpeeds select _forEachIndex];
|
||||
} forEach _weapons;
|
||||
{
|
||||
diag_log text format ["AB_MagazineInitSpeed,%1,%2", _x, _magazineInitSpeeds select _forEachIndex];
|
||||
} forEach _magazines;
|
||||
#endif
|
||||
|
||||
diag_log format["AdvancedBallistics: Finished 'diagnoseWeapons' in %1 seconds", (diag_tickTime - _diagnoseStartTime) toFixed 2];
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
@ -9,9 +10,11 @@
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_advanced_ballistics_fnc_displayProtractor
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
#define __dsp (uiNamespace getVariable "RscProtractor")
|
||||
#define __ctrl1 (__dsp displayCtrl 132950)
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Glowbal, Ruthberg, joko // Jonas
|
||||
* Handle the PFH for Bullets
|
||||
@ -8,29 +9,26 @@
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_advanced_ballistics_fnc_handleFirePFH
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private _aceTimeSecond = floor CBA_missionTime;
|
||||
|
||||
{
|
||||
_x params ["_bullet","_caliber","_bulletTraceVisible","_index"];
|
||||
|
||||
private _bulletVelocity = velocity _bullet;
|
||||
|
||||
private _bulletSpeed = vectorMagnitude _bulletVelocity;
|
||||
|
||||
if (!alive _bullet || _bulletSpeed < 100) then {
|
||||
if (!alive _bullet) then {
|
||||
GVAR(allBullets) deleteAt (GVAR(allBullets) find _x);
|
||||
} else {
|
||||
private _bulletVelocity = velocity _bullet;
|
||||
private _bulletPosition = getPosASL _bullet;
|
||||
|
||||
if (_bulletTraceVisible && _bulletSpeed > 500) then {
|
||||
if (_bulletTraceVisible && {vectorMagnitude _bulletVelocity > BULLET_TRACE_MIN_VELOCITY}) 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, CBA_missionTime - _aceTimeSecond]);
|
||||
_bullet setVelocity (_bulletVelocity vectorAdd (parseSimpleArray ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6", _index, _bulletVelocity, _bulletPosition, wind, ASLToATL(_bulletPosition) select 2, CBA_missionTime toFixed 6])));
|
||||
};
|
||||
nil
|
||||
} count +GVAR(allBullets);
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Glowbal, Ruthberg
|
||||
*
|
||||
@ -9,109 +10,117 @@
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_advanced_ballistics_fnc_handleFired
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
//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 (!(_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;
|
||||
if (GVAR(simulateForSnipers)) then {
|
||||
if (currentWeapon _unit == primaryWeapon _unit && count primaryWeaponItems _unit > 2) then {
|
||||
_opticsName = (primaryWeaponItems _unit) select 2;
|
||||
_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
|
||||
_abort = _opticType != 2; // We only abort if the non local shooter is not a sniper
|
||||
|
||||
private _abort = !local _unit;
|
||||
if (_abort) then {
|
||||
private _bulletVelocity = velocity _projectile;
|
||||
private _muzzleVelocity = vectorMagnitude _bulletVelocity;
|
||||
|
||||
private _maxRange = uiNamespace getVariable format[QGVAR(maxRange_%1), _ammo];
|
||||
if (isNil "_maxRange") then {
|
||||
private _airFriction = getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction");
|
||||
private _maxRange = if (_airFriction < 0) then {
|
||||
private _maxTime = ((_vanillaInitialSpeed - BULLET_TRACE_MIN_VELOCITY) / (BULLET_TRACE_MIN_VELOCITY * -_airFriction * _vanillaInitialSpeed)) max getNumber(configFile >> "CfgAmmo" >> _ammo >> "tracerEndTime");
|
||||
-ln(1 - _airFriction * _vanillaInitialSpeed * _maxTime) / _airFriction
|
||||
} else {
|
||||
_vanillaInitialSpeed * getNumber(configFile >> "CfgAmmo" >> _ammo >> "tracerEndTime")
|
||||
};
|
||||
uiNamespace setVariable [format[QGVAR(maxRange_%1), _ammo], _maxRange];
|
||||
};
|
||||
if (ACE_player distance _unit > _maxRange && {ACE_player distance ((getPosASL _unit) vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply _maxRange)) > _maxRange}) exitWith {};
|
||||
|
||||
private _ammoCount = (_unit ammo _muzzle) + 1;
|
||||
private _tracersEvery = getNumber(configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
|
||||
private _lastRoundsTracer = getNumber(configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
|
||||
if (_ammoCount <= _lastRoundsTracer || {_tracersEvery > 0 && {(_ammoCount - _lastRoundsTracer) % _tracersEvery == 0}}) exitWith { _abort = false };
|
||||
|
||||
if (GVAR(bulletTraceEnabled) && {_muzzleVelocity > BULLET_TRACE_MIN_VELOCITY} && {cameraView == "GUNNER"}) then {
|
||||
if (currentWeapon ACE_player == binocular ACE_player) exitWith { _abort = false };
|
||||
if (currentWeapon ACE_player == primaryWeapon ACE_player && {count primaryWeaponItems ACE_player > 2}) then {
|
||||
private _opticsName = (primaryWeaponItems ACE_player) select 2;
|
||||
private _opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
|
||||
if (_opticType == 2) exitWith { _abort = false };
|
||||
};
|
||||
};
|
||||
if (GVAR(simulateForGroupMembers) && _abort) then {
|
||||
_abort = (group ACE_player) != (group _unit);
|
||||
};
|
||||
};
|
||||
//if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // We currently do not have firedEHs on vehicles
|
||||
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
|
||||
|
||||
if (_abort || !(GVAR(extensionAvailable))) exitWith {
|
||||
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
|
||||
EGVAR(windDeflection,trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
|
||||
};
|
||||
};
|
||||
if (_abort) exitWith {};
|
||||
|
||||
// Get Weapon and Ammo Configurations
|
||||
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
|
||||
private _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
|
||||
if (isNil "_AmmoCacheEntry") then {
|
||||
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
|
||||
};
|
||||
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
|
||||
private _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"];
|
||||
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"];
|
||||
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
|
||||
|
||||
private _temperature = nil; // We need the variable in this scope. So we need to init it here.
|
||||
|
||||
_bulletVelocity = velocity _projectile;
|
||||
_muzzleVelocity = vectorMagnitude _bulletVelocity;
|
||||
private _ammoCount = _unit ammo _muzzle;
|
||||
private _bulletVelocity = velocity _projectile;
|
||||
private _muzzleVelocity = vectorMagnitude _bulletVelocity;
|
||||
|
||||
_barrelVelocityShift = 0;
|
||||
if (GVAR(barrelLengthInfluenceEnabled)) then {
|
||||
_barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
|
||||
_muzzleVelocity = _muzzleVelocity + ([_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift));
|
||||
};
|
||||
|
||||
_ammoTemperatureVelocityShift = 0;
|
||||
if (GVAR(ammoTemperatureEnabled)) then {
|
||||
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
|
||||
_ammoTemperatureVelocityShift = ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
|
||||
_muzzleVelocity = _muzzleVelocity + ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
|
||||
};
|
||||
if (GVAR(muzzleVelocityVariationEnabled)) then {
|
||||
private _time = round (CBA_missionTime / 2);
|
||||
// Generate seed from publicly known values (via Cantor pairing function)
|
||||
private _seed = 0.5 * (_time + _ammoCount) * (_time + _ammoCount + 1) + _ammoCount;
|
||||
// Generate normally distributed random number (via Box–Muller transform)
|
||||
private _z = sqrt(-2.0 * ln(0.00000001 max (-_seed random 1))) * cos(_seed random 360);
|
||||
|
||||
_muzzleVelocity = _muzzleVelocity * (_z * _muzzleVelocityVariationSD + 1);
|
||||
};
|
||||
|
||||
if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
|
||||
_muzzleVelocityShift = _barrelVelocityShift + _ammoTemperatureVelocityShift;
|
||||
TRACE_4("shift",_muzzleVelocity,_muzzleVelocityShift, _barrelVelocityShift, _ammoTemperatureVelocityShift);
|
||||
if (_muzzleVelocityShift != 0) then {
|
||||
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
|
||||
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
|
||||
_projectile setVelocity _bulletVelocity;
|
||||
};
|
||||
};
|
||||
_bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply _muzzleVelocity;
|
||||
_projectile setVelocity _bulletVelocity;
|
||||
|
||||
_bulletTraceVisible = false;
|
||||
if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
|
||||
private _bulletTraceVisible = false;
|
||||
if (GVAR(bulletTraceEnabled) && {_muzzleVelocity > BULLET_TRACE_MIN_VELOCITY} && {cameraView == "GUNNER"}) 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 {
|
||||
_opticsName = (primaryWeaponItems ACE_player) select 2;
|
||||
_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
|
||||
private _opticsName = (primaryWeaponItems ACE_player) select 2;
|
||||
private _opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
|
||||
_bulletTraceVisible = _opticType == 2;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
_stabilityFactor = 1.5;
|
||||
if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
|
||||
private _stabilityFactor = 1.5;
|
||||
if (_caliber * _bulletLength * _bulletMass * _barrelTwist > 0) then {
|
||||
if (isNil "_temperature") then {
|
||||
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
|
||||
};
|
||||
_barometricPressure = ((getPosASL _projectile) select 2) call EFUNC(weather,calculateBarometricPressure);
|
||||
private _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;
|
||||
|
||||
_aceTimeSecond = floor CBA_missionTime;
|
||||
"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, CBA_missionTime - _aceTimeSecond];
|
||||
"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), _ammoCount, _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _transonicStabilityCoef, getPosASL _projectile, _bulletVelocity, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), EGVAR(weather,currentOvercast), CBA_missionTime toFixed 6];
|
||||
|
||||
GVAR(allBullets) pushBack [_projectile, _caliber, _bulletTraceVisible, GVAR(currentbulletID)];
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Glowbal, Ruthberg
|
||||
* Module for adjusting the advanced ballistics settings
|
||||
@ -10,23 +11,21 @@
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [LOGIC, [bob, kevin], true] call ace_advanced_ballistics_fnc_initModuleSettings
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_logic","_units", "_activated"];
|
||||
|
||||
if !(_activated) exitWith {};
|
||||
|
||||
[_logic, QGVAR(enabled), "enabled"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(muzzleVelocityVariationEnabled), "muzzleVelocityVariationEnabled"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(ammoTemperatureEnabled), "ammoTemperatureEnabled"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(barrelLengthInfluenceEnabled), "barrelLengthInfluenceEnabled"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(bulletTraceEnabled), "bulletTraceEnabled"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(simulateForEveryone), "simulateForEveryone"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(disabledInFullAutoMode), "disabledInFullAutoMode"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(simulateForSnipers), "simulateForSnipers"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(simulateForGroupMembers), "simulateForGroupMembers"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(simulationInterval), "simulationInterval"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(simulationRadius), "simulationRadius"] call EFUNC(common,readSettingFromModule);
|
||||
|
||||
GVAR(simulationInterval) = 0 max GVAR(simulationInterval) min 0.2;
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
* Initializes the advanced ballistics dll extension with terrain data
|
||||
@ -8,18 +9,17 @@
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_advanced_ballistics_fnc_initializeTerrainExtension
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
if (!GVAR(enabled)) exitWith {};
|
||||
if (!GVAR(extensionAvailable)) exitWith {};
|
||||
|
||||
private ["_initStartTime", "_mapSize", "_mapGrids", "_gridCells", "_x", "_y", "_gridCenter", "_gridHeight", "_gridNumObjects", "_gridSurfaceIsWater"];
|
||||
|
||||
_initStartTime = CBA_missionTime;
|
||||
_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
|
||||
private _initStartTime = diag_tickTime;
|
||||
private _mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
|
||||
|
||||
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
|
||||
INFO_1("Terrain already initialized [world: %1]", worldName);
|
||||
@ -28,8 +28,8 @@ if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _ma
|
||||
#endif
|
||||
};
|
||||
|
||||
_mapGrids = ceil(_mapSize / 50) + 1;
|
||||
_gridCells = _mapGrids * _mapGrids;
|
||||
private _mapGrids = ceil(_mapSize / 50) + 1;
|
||||
private _gridCells = _mapGrids * _mapGrids;
|
||||
|
||||
GVAR(currentGrid) = 0;
|
||||
|
||||
@ -40,20 +40,20 @@ INFO_2("Starting Terrain Extension [cells: %1] [world: %2]", _gridCells, worldNa
|
||||
_args params ["_mapGrids", "_gridCells", "_initStartTime"];
|
||||
|
||||
if (GVAR(currentGrid) >= _gridCells) exitWith {
|
||||
INFO_2("Finished terrain initialization in %1 seconds [world: %2]", ceil(CBA_missionTime - _initStartTime), worldName);
|
||||
INFO_2("Finished terrain initialization in %1 seconds [world: %2]", (diag_tickTime - _initStartTime) toFixed 2, worldName);
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(CBA_missionTime - _initStartTime)];
|
||||
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", (diag_tickTime - _initStartTime) toFixed 2];
|
||||
#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;
|
||||
_gridCenter = [_x + 25, _y + 25];
|
||||
_gridHeight = round(getTerrainHeightASL _gridCenter);
|
||||
_gridNumObjects = count (_gridCenter nearObjects ["Building", 50]);
|
||||
_gridSurfaceIsWater = if (surfaceIsWater _gridCenter) then {1} else {0};
|
||||
private _x = floor(GVAR(currentGrid) / _mapGrids) * 50;
|
||||
private _y = (GVAR(currentGrid) - floor(GVAR(currentGrid) / _mapGrids) * _mapGrids) * 50;
|
||||
private _gridCenter = [_x + 25, _y + 25];
|
||||
private _gridHeight = round(getTerrainHeightASL _gridCenter);
|
||||
private _gridNumObjects = count (_gridCenter nearObjects ["Building", 50]);
|
||||
private _gridSurfaceIsWater = if (surfaceIsWater _gridCenter) then {1} else {0};
|
||||
"ace_advanced_ballistics" callExtension format["set:%1:%2:%3", _gridHeight, _gridNumObjects, _gridSurfaceIsWater];
|
||||
GVAR(currentGrid) = GVAR(currentGrid) + 1;
|
||||
if (GVAR(currentGrid) >= _gridCells) exitWith {};
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
@ -7,48 +8,54 @@
|
||||
* ammo - classname <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* 0: _airFriction
|
||||
* 1: _caliber
|
||||
* 2: _bulletLength
|
||||
* 3: _bulletMass
|
||||
* 4: _transonicStabilityCoef
|
||||
* 5: _dragModel
|
||||
* 6: _ballisticCoefficients
|
||||
* 7: _velocityBoundaries
|
||||
* 8: _atmosphereModel
|
||||
* 9: _ammoTempMuzzleVelocityShifts
|
||||
* 10: _muzzleVelocityTable
|
||||
* 11: _barrelLengthTable
|
||||
* 0: _airFriction <NUMBER>
|
||||
* 1: _caliber <NUMBER>
|
||||
* 2: _bulletLength <NUMBER>
|
||||
* 3: _bulletMass <NUMBER>
|
||||
* 4: _transonicStabilityCoef <NUMBER>
|
||||
* 5: _dragModel <NUMBER>
|
||||
* 6: _ballisticCoefficients <NUMBER>
|
||||
* 7: _velocityBoundaries <NUMBER>
|
||||
* 8: _atmosphereModel <NUMBER>
|
||||
* 9: _ammoTempMuzzleVelocityShifts <NUMBER>
|
||||
* 10: _muzzleVelocityTable <NUMBER>
|
||||
* 11: _barrelLengthTable <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* ["ammo"] call ace_advanced_ballistics_fnc_readAmmoDataFromConfig
|
||||
*
|
||||
* 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"];
|
||||
_ammoConfig = configFile >> "CfgAmmo" >> _this;
|
||||
|
||||
_airFriction = getNumber(_ammoConfig >> "airFriction");
|
||||
_caliber = getNumber(_ammoConfig >> "ACE_caliber");
|
||||
_bulletLength = getNumber(_ammoConfig >> "ACE_bulletLength");
|
||||
_bulletMass = getNumber(_ammoConfig >> "ACE_bulletMass");
|
||||
_transonicStabilityCoef = getNumber(_ammoConfig >> "ACE_transonicStabilityCoef");
|
||||
private _ammoConfig = configFile >> "CfgAmmo" >> _this;
|
||||
|
||||
private _airFriction = getNumber(_ammoConfig >> "airFriction");
|
||||
private _caliber = 0 max getNumber(_ammoConfig >> "ACE_caliber");
|
||||
private _bulletLength = 0 max getNumber(_ammoConfig >> "ACE_bulletLength");
|
||||
private _bulletMass = 0 max getNumber(_ammoConfig >> "ACE_bulletMass");
|
||||
private _transonicStabilityCoef = 0 max getNumber(_ammoConfig >> "ACE_transonicStabilityCoef") min 1;
|
||||
if (_transonicStabilityCoef == 0) then {
|
||||
_transonicStabilityCoef = 0.5;
|
||||
};
|
||||
_dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
|
||||
if (_dragModel == 0 || !(_dragModel in [1, 2, 5, 6, 7, 8])) then {
|
||||
private _dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
|
||||
if (!(_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");
|
||||
private _ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");
|
||||
private _velocityBoundaries = getArray(_ammoConfig >> "ACE_velocityBoundaries");
|
||||
private _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");
|
||||
private _muzzleVelocityVariationSD = DEFAULT_MUZZLE_VELOCITY_VARIATION_SD;
|
||||
if (isNumber (_ammoConfig >> "ACE_muzzleVelocityVariationSD")) then {
|
||||
_muzzleVelocityVariationSD = getNumber(_ammoConfig >> "ACE_muzzleVelocityVariationSD") / 100;
|
||||
};
|
||||
private _ammoTempMuzzleVelocityShifts = getArray(_ammoConfig >> "ACE_ammoTempMuzzleVelocityShifts");
|
||||
private _muzzleVelocityTable = getArray(_ammoConfig >> "ACE_muzzleVelocities");
|
||||
private _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");
|
||||
@ -86,7 +93,7 @@ if ((_typicalSpeed > 0) && {_typicalSpeed < 360}) then {
|
||||
};
|
||||
};
|
||||
|
||||
_result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable];
|
||||
private _result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocityVariationSD];
|
||||
|
||||
uiNamespace setVariable [format[QGVAR(%1), _this], _result];
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Ruthberg
|
||||
*
|
||||
@ -7,18 +8,20 @@
|
||||
* weapon - classname <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* 0: _barrelTwist
|
||||
* 1: _twistDirection
|
||||
* 2: _barrelLength
|
||||
* 0: _barrelTwist <NUMBER>
|
||||
* 1: _twistDirection <NUMBER>
|
||||
* 2: _barrelLength <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* ["weapon"] call ace_advanced_ballistics_fnc_readWeaponDataFromConfig
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private _weaponConfig = (configFile >> "CfgWeapons" >> _this);
|
||||
|
||||
private _barrelTwist = getNumber(_weaponConfig >> "ACE_barrelTwist");
|
||||
private _twistDirection = 1;
|
||||
private _barrelTwist = 0 max getNumber(_weaponConfig >> "ACE_barrelTwist");
|
||||
private _twistDirection = [0, 1] select (_barrelTwist != 0);
|
||||
if (isNumber (_weaponConfig >> "ACE_twistDirection")) then {
|
||||
_twistDirection = getNumber (_weaponConfig >> "ACE_twistDirection");
|
||||
if !(_twistDirection in [-1, 0, 1]) then {
|
||||
@ -26,10 +29,10 @@ if (isNumber (_weaponConfig >> "ACE_twistDirection")) then {
|
||||
};
|
||||
};
|
||||
|
||||
private _barrelLength = getNumber(_weaponConfig >> "ACE_barrelLength");
|
||||
private _barrelLength = 0 max getNumber(_weaponConfig >> "ACE_barrelLength");
|
||||
|
||||
private _result = [_barrelTwist, _twistDirection, _barrelLength];
|
||||
|
||||
uiNamespace setVariable [format[QGVAR(%1), _weapon], _result];
|
||||
uiNamespace setVariable [format[QGVAR(%1), _this], _result];
|
||||
|
||||
_result
|
||||
|
@ -6,6 +6,8 @@
|
||||
// #define DISABLE_COMPILE_CACHE
|
||||
// #define ENABLE_PERFORMANCE_COUNTERS
|
||||
|
||||
#define DEBUG_INIT_SPEEDS
|
||||
|
||||
#ifdef DEBUG_ENABLED_ADVANCEDBALLISTICS
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
@ -16,7 +18,6 @@
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
||||
#define GRAVITY 9.80665
|
||||
#define ABSOLUTE_ZERO_IN_CELSIUS -273.15
|
||||
#define KELVIN(t) (t - ABSOLUTE_ZERO_IN_CELSIUS)
|
||||
#define CELSIUS(t) (t + ABSOLUTE_ZERO_IN_CELSIUS)
|
||||
@ -27,4 +28,9 @@
|
||||
#define STD_AIR_DENSITY_ICAO 1.22498
|
||||
#define STD_AIR_DENSITY_ASM 1.20885
|
||||
|
||||
// Standard deviation of the default muzzle velocity variation (0.3%)
|
||||
#define DEFAULT_MUZZLE_VELOCITY_VARIATION_SD 0.003
|
||||
|
||||
#define BULLET_TRACE_MIN_VELOCITY 500
|
||||
|
||||
#define EXTENSION_REQUIRED_VERSION "1.0"
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Advanced_Ballistics">
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_WindInfoKey">
|
||||
@ -12,7 +12,10 @@
|
||||
<Hungarian>Széladatok mutatása</Hungarian>
|
||||
<Czech>Zobrazit údaje o větru</Czech>
|
||||
<Portuguese>Mostrar Informação do Vento</Portuguese>
|
||||
<Japanese>風の情報を表示</Japanese>
|
||||
<Japanese>風の情報を表示する</Japanese>
|
||||
<Korean>바람의 정보를 표시</Korean>
|
||||
<Chinese>顯示風況</Chinese>
|
||||
<Chinesesimp>显示风况</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_ProtractorKey">
|
||||
<English>Show Protractor</English>
|
||||
@ -25,7 +28,10 @@
|
||||
<Hungarian>Szögmérő mutatása</Hungarian>
|
||||
<Czech>Zobrazit úhloměr</Czech>
|
||||
<Portuguese>Mostrar Transferidor</Portuguese>
|
||||
<Japanese>分度器を表示</Japanese>
|
||||
<Japanese>分度器を表示する</Japanese>
|
||||
<Korean>각도기 표시</Korean>
|
||||
<Chinese>顯示量角器</Chinese>
|
||||
<Chinesesimp>显示量角器</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_DisplayName">
|
||||
<English>Advanced Ballistics</English>
|
||||
@ -39,6 +45,9 @@
|
||||
<Russian>Продвинутая баллистика</Russian>
|
||||
<Italian>Balistica Avanzata</Italian>
|
||||
<Japanese>アドバンスド バリスティックス</Japanese>
|
||||
<Korean>고급 탄도학</Korean>
|
||||
<Chinese>先進彈道系統</Chinese>
|
||||
<Chinesesimp>先进弹道系统</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
|
||||
<English>Advanced Ballistics</English>
|
||||
@ -52,6 +61,9 @@
|
||||
<Russian>Продвинутая баллистика</Russian>
|
||||
<Italian>Balistica Avanzata</Italian>
|
||||
<Japanese>アドバンスド バリスティックス</Japanese>
|
||||
<Korean>고급 탄도학</Korean>
|
||||
<Chinese>先進彈道系統</Chinese>
|
||||
<Chinesesimp>先进弹道系统</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
|
||||
<English>Enables advanced ballistics</English>
|
||||
@ -64,137 +76,32 @@
|
||||
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
|
||||
<Russian>Включает продвинутую баллистику</Russian>
|
||||
<Italian>Abilita Balistica Avanzata</Italian>
|
||||
<Japanese>アドバンスド バリスティックスを有効化</Japanese>
|
||||
<Japanese>アドバンスド バリスティックスを有効化します。</Japanese>
|
||||
<Korean>고급 탄도학을 적용합니다</Korean>
|
||||
<Chinese>啟用先進彈道系統</Chinese>
|
||||
<Chinesesimp>启用先进弹道系统</Chinesesimp>
|
||||
</Key>
|
||||
<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>Activé pour les snipers</French>
|
||||
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
|
||||
<Russian>Включена для снайперов</Russian>
|
||||
<Italian>Abilita per Tiratori Scelti</Italian>
|
||||
<Japanese>狙撃手へ有効化</Japanese>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_muzzleVelocityVariationEnabled_DisplayName">
|
||||
<English>Enable Muzzle Velocity Variation</English>
|
||||
<German>Variation der Mündungsgeschwindigkeit aktivieren</German>
|
||||
<Japanese>銃口初速の変動を有効化する</Japanese>
|
||||
<Italian>Abilita Variazione Velocità Volata</Italian>
|
||||
<Korean>총구속도 변화적용</Korean>
|
||||
<Chinese>啟用槍口初速變化</Chinese>
|
||||
<Chinesesimp>启用枪口初速变化</Chinesesimp>
|
||||
<French>Activer les variations de la vitesse initiale</French>
|
||||
<Polish>Aktywuj wariację prędkości wylotowej</Polish>
|
||||
</Key>
|
||||
<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>
|
||||
<Japanese>非ローカルの狙撃手 (高倍率スコープを使っている場合)へアドバンスド バリスティックスを有効化します</Japanese>
|
||||
</Key>
|
||||
<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>Activé pour les membres groupés</French>
|
||||
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
|
||||
<Russian>Включена для группы</Russian>
|
||||
<Italian>Abilita per Membri del Gruppo</Italian>
|
||||
<Japanese>グループ メンバーへ有効化</Japanese>
|
||||
</Key>
|
||||
<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>
|
||||
<Japanese>非ローカルのグループ メンバーへアドバンスド バリスティックスを有効化します</Japanese>
|
||||
</Key>
|
||||
<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>Activé pour tout le monde</French>
|
||||
<Hungarian>Mindenkinek engedélyezve</Hungarian>
|
||||
<Russian>Включена для всех</Russian>
|
||||
<Italian>Abilita per tutti</Italian>
|
||||
<Japanese>全員に有効化</Japanese>
|
||||
</Key>
|
||||
<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>
|
||||
<Japanese>非ローカルの全プレイヤーへアドバンスド バリスティックスを有効化します (マルチプレイで大規模な銃撃戦がおこなわれると、動作の低下を招きます)</Japanese>
|
||||
</Key>
|
||||
<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>
|
||||
<Japanese>常にグループ メンバーへ有効化</Japanese>
|
||||
</Key>
|
||||
<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>
|
||||
<Japanese>グループ メンバーが射撃した時、常にアドバンスド バリスティックスを有効化します</Japanese>
|
||||
</Key>
|
||||
<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 automatique</French>
|
||||
<Hungarian>Automata módban letiltva</Hungarian>
|
||||
<Russian>Выкл. для автомат. режима</Russian>
|
||||
<Italian>Disabilita in modalità di fuoco automatico</Italian>
|
||||
<Japanese>フルオートでは無効化</Japanese>
|
||||
</Key>
|
||||
<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 automatique</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>
|
||||
<Japanese>フルオートで射撃中ではアドバンスド バリスティックスを無効化します</Japanese>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_muzzleVelocityVariationEnabled_Description">
|
||||
<English>Simulates slight variations in muzzle velocity between each shot</English>
|
||||
<German>Simuliert leichte Variationen der Mündungsgeschwindigkeit zwischen jedem Schuss.</German>
|
||||
<Japanese>発射毎の銃口初速の変動をシミュレートします。</Japanese>
|
||||
<Italian>Simula lievi variazioni della velocità della volata tra un colpo e l'altro</Italian>
|
||||
<Korean>각 사격 사이에 총구속도 변화를 시뮬레이션 합니다.</Korean>
|
||||
<Chinese>模擬每發子彈的槍口初速都略有不同</Chinese>
|
||||
<Chinesesimp>模拟每发子弹的枪口初速都略有不同</Chinesesimp>
|
||||
<French>Simule les légères variations</French>
|
||||
<Polish>Symuluje lekkie zmiany w prędkości wylotowej między każdym strzałem</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
|
||||
<English>Enable Ammo Temperature Simulation</English>
|
||||
@ -207,7 +114,10 @@
|
||||
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
|
||||
<Russian>Симуляция температуры для боеприпасов</Russian>
|
||||
<Italian>Abilita simulazione della temperatura delle munizioni</Italian>
|
||||
<Japanese>弾薬の温度シミュレーションを有効化</Japanese>
|
||||
<Japanese>弾薬温度のシミュレーションを有効化する</Japanese>
|
||||
<Korean>탄약 온도 구현 적용</Korean>
|
||||
<Chinese>啟用彈藥溫度模擬系統</Chinese>
|
||||
<Chinesesimp>启用弹药温度模拟系统</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
|
||||
<English>Muzzle velocity varies with ammo temperature</English>
|
||||
@ -219,8 +129,11 @@
|
||||
<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>
|
||||
<Japanese>弾薬の温度により初速値を変化させます</Japanese>
|
||||
<Italian>La velocità dello sparo varia a seconda della temperatura delle munizioni</Italian>
|
||||
<Japanese>弾薬の温度により銃口初速を変動させます。</Japanese>
|
||||
<Korean>탄약 온도에 비례해 총구 속도가 달라집니다</Korean>
|
||||
<Chinese>子彈初速將隨彈藥溫度而有所變化</Chinese>
|
||||
<Chinesesimp>子弹初速将随弹药温度而有所变化</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
|
||||
<English>Enable Barrel Length Simulation</English>
|
||||
@ -233,7 +146,10 @@
|
||||
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
|
||||
<Russian>Симуляция длины ствола</Russian>
|
||||
<Italian>Abilita simulazione della lunghezza della canna</Italian>
|
||||
<Japanese>銃身長のシミュレーションを有効化</Japanese>
|
||||
<Japanese>銃身長のシミュレーションを有効化する</Japanese>
|
||||
<Korean>총열 길이 구현 적용</Korean>
|
||||
<Chinese>啟用槍管長度模擬系統</Chinese>
|
||||
<Chinesesimp>启用枪管长度模拟系统</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
|
||||
<English>Muzzle velocity varies with barrel length</English>
|
||||
@ -245,8 +161,11 @@
|
||||
<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>
|
||||
<Japanese>銃身長により初速値を変化させます</Japanese>
|
||||
<Italian>La velocità di sparo varia a seconda della lunghezza della canna</Italian>
|
||||
<Japanese>銃身長により銃口初速を変動させます。</Japanese>
|
||||
<Korean>총구 속도가 총열에 비례해 달라집니다</Korean>
|
||||
<Chinese>子彈初速將隨槍管長度而有所變化</Chinese>
|
||||
<Chinesesimp>子弹初速将随枪管长度而有所变化</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
|
||||
<English>Enable Bullet Trace Effect</English>
|
||||
@ -258,8 +177,11 @@
|
||||
<French>Activer l'effet balle traçante</French>
|
||||
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
|
||||
<Russian>Следы пуль</Russian>
|
||||
<Italian>Abilita effetto di tracciatura dei proiettili</Italian>
|
||||
<Japanese>弾丸の痕跡表示を有効化</Japanese>
|
||||
<Italian>Abilita effetto dei Proiettili Traccianti</Italian>
|
||||
<Japanese>弾丸の軌跡エフェクトを有効化する</Japanese>
|
||||
<Korean>예광탄 효과 적용</Korean>
|
||||
<Chinese>啟用曳光彈效果</Chinese>
|
||||
<Chinesesimp>启用曳光弹效果</Chinesesimp>
|
||||
</Key>
|
||||
<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>
|
||||
@ -271,8 +193,11 @@
|
||||
<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>
|
||||
<Japanese>大口径の銃弾による弾丸の痕跡表示を有効化します (高倍率スコープを介してでしか見れません)</Japanese>
|
||||
<Italian>Abilita effetto dei proiettili traccianti di alto calibro (visibile solo attraverso ottiche ad alto potenziale)</Italian>
|
||||
<Japanese>大口径弾の軌跡エフェクトを有効化します。 (高性能光学機器を介してのみ見ることができます)</Japanese>
|
||||
<Korean>대구경 탄환에 예광탄 효과를 적용합니다(오직 고성능 조준경 사용시에만 보입니다)</Korean>
|
||||
<Chinese>啟用曳光彈效果給大口徑子彈 (只有透過高倍率光學瞄鏡才能看到)</Chinese>
|
||||
<Chinesesimp>启用曳光弹效果给大口径子弹 (只有透过高倍率光学瞄镜才能看到)</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
|
||||
<English>Simulation Interval</English>
|
||||
@ -285,20 +210,26 @@
|
||||
<Hungarian>Szimuláció intervalluma</Hungarian>
|
||||
<Russian>Интервал симуляции</Russian>
|
||||
<Italian>Intervallo Simulazione</Italian>
|
||||
<Japanese>シミュレーション間隔</Japanese>
|
||||
<Japanese>シミュレーションの間隔</Japanese>
|
||||
<Korean>구현 간격</Korean>
|
||||
<Chinese>模擬間隔</Chinese>
|
||||
<Chinesesimp>模拟间隔</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
|
||||
<English>Defines the interval between every calculation step</English>
|
||||
<English>Defines the interval between each 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>
|
||||
<German>Definiert das Intervall zwischen den einzelnen Simulationsschritten</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>
|
||||
<Japanese>各計算ごとの間隔を定義します</Japanese>
|
||||
<Japanese>各計算毎の間隔を定義します。</Japanese>
|
||||
<Korean>각 계산 단위의 간격을 정의합니다</Korean>
|
||||
<Chinese>定義每個模擬計算之間的時間間隔</Chinese>
|
||||
<Chinesesimp>定义每个模拟计算之间的时间间隔</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
|
||||
<English>Simulation Radius</English>
|
||||
@ -311,7 +242,10 @@
|
||||
<Hungarian>Szimuláció hatóköre</Hungarian>
|
||||
<Russian>Радиус симуляции</Russian>
|
||||
<Italian>Raggio Simulazione</Italian>
|
||||
<Japanese>シミュレーションの適用範囲</Japanese>
|
||||
<Japanese>シミュレーションの範囲</Japanese>
|
||||
<Korean>구현 범위</Korean>
|
||||
<Chinese>模擬半徑</Chinese>
|
||||
<Chinesesimp>模拟半径</Chinesesimp>
|
||||
</Key>
|
||||
<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>
|
||||
@ -324,7 +258,10 @@
|
||||
<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>
|
||||
<Japanese>プレイヤーの周囲にアドバンスド バリスティックスによる弾道を適用させる範囲を半径で定義します (メートル)</Japanese>
|
||||
<Japanese>アドバンスド バリスティックスの適用半径範囲 (プレイヤー中心、メートル単位) を定義します。</Japanese>
|
||||
<Korean>플레이어 주위의 발사체를 고급 탄도학으로 정의하는 범위를 정합니다(미터)</Korean>
|
||||
<Chinese>以玩家的半徑距離(公尺)定義先進彈道系統啟用範圍</Chinese>
|
||||
<Chinesesimp>以玩家的半径距离(公尺)定义先进弹道系统启用范围</Chinesesimp>
|
||||
</Key>
|
||||
<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>
|
||||
@ -337,7 +274,10 @@
|
||||
<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>
|
||||
<Japanese>このモジュールはアドバンスド バリスティックスを有効化します。弾道は気温や気圧、湿度、重力、弾薬の種類、発射する武器から影響を受けるようになります。</Japanese>
|
||||
<Japanese>アドバンスド バリスティックスのシミュレーションを有効化します。 弾道は気温・気圧・湿度・重力・弾薬の種類・発射する武器などの変化による影響を受けるようになります。</Japanese>
|
||||
<Korean>이 모듈은 고급 탄도학을 적용시킵니다 - 이는 발사체의 궤적이 기온, 대기압, 습도, 중력, 탄환의 종류와 어느 무기에서 발사되는지에 따라 영향을 받습니다.</Korean>
|
||||
<Chinese>該模塊實現先進的彈道仿真 - 這意味著子彈的軌跡是由空氣溫度、大氣壓力、濕度、重力、彈藥類型以及射擊的武器所影響</Chinese>
|
||||
<Chinesesimp>该模块实现先进的弹道仿真 - 这意味着子弹的轨迹是由空气温度、大气压力、湿度、重力、弹药类型以及射击的武器所影响</Chinesesimp>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -1,45 +1,20 @@
|
||||
class ACE_Settings {
|
||||
class GVAR(enabled) {
|
||||
category = "Advanced Fatigue";
|
||||
displayName = CSTRING(Enabled);
|
||||
description = CSTRING(Enabled_Description);
|
||||
typeName = "BOOL";
|
||||
value = 1;
|
||||
movedToSQF = 1;
|
||||
};
|
||||
class GVAR(enableStaminaBar) {
|
||||
category = "Advanced Fatigue";
|
||||
displayName = CSTRING(EnableStaminaBar);
|
||||
description = CSTRING(EnableStaminaBar_Description);
|
||||
typeName = "BOOL";
|
||||
value = 1;
|
||||
isClientSettable = 1;
|
||||
movedToSQF = 1;
|
||||
};
|
||||
class GVAR(performanceFactor) {
|
||||
category = "Advanced Fatigue";
|
||||
displayName = CSTRING(PerformanceFactor);
|
||||
description = CSTRING(PerformanceFactor_Description);
|
||||
typeName = "SCALAR";
|
||||
value = 1;
|
||||
movedToSQF = 1;
|
||||
};
|
||||
class GVAR(recoveryFactor) {
|
||||
category = "Advanced Fatigue";
|
||||
displayName = CSTRING(RecoveryFactor);
|
||||
description = CSTRING(RecoveryFactor_Description);
|
||||
typeName = "SCALAR";
|
||||
value = 1;
|
||||
movedToSQF = 1;
|
||||
};
|
||||
class GVAR(loadFactor) {
|
||||
category = "Advanced Fatigue";
|
||||
displayName = CSTRING(LoadFactor);
|
||||
description = CSTRING(LoadFactor_Description);
|
||||
typeName = "SCALAR";
|
||||
value = 1;
|
||||
movedToSQF = 1;
|
||||
};
|
||||
class GVAR(terrainGradientFactor) {
|
||||
category = "Advanced Fatigue";
|
||||
displayName = CSTRING(TerrainGradientFactor);
|
||||
description = CSTRING(TerrainGradientFactor_Description);
|
||||
typeName = "SCALAR";
|
||||
value = 1;
|
||||
movedToSQF = 1;
|
||||
};
|
||||
};
|
||||
|
@ -3,9 +3,9 @@ class CfgVehicles {
|
||||
class GVAR(moduleSettings): ACE_Module {
|
||||
author = ECSTRING(common,ACETeam);
|
||||
category = "ACE";
|
||||
displayName = "Advanced Fatigue";
|
||||
displayName = CSTRING(DisplayName);
|
||||
function = QFUNC(moduleSettings);
|
||||
scope = 2;
|
||||
scope = 1;
|
||||
isGlobal = 1;
|
||||
isTriggerActivated = 0;
|
||||
icon = QPATHTOF(UI\Icon_Module.paa);
|
||||
|
@ -12,10 +12,17 @@ if (!hasInterface) exitWith {};
|
||||
GVAR(ppeBlackout) ppEffectCommit 0.4;
|
||||
|
||||
// - GVAR updating and initialization -----------------------------------------
|
||||
if !(isNull ACE_player) then {
|
||||
[ACE_player, objNull] call FUNC(handlePlayerChanged);
|
||||
};
|
||||
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
|
||||
["unit", FUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
["visibleMap", {
|
||||
params ["", "_visibleMap"]; // command visibleMap is updated one frame later
|
||||
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
|
||||
_staminaBarContainer ctrlShow ((!_visibleMap) && {(vehicle ACE_player) == ACE_player});
|
||||
}, true] call CBA_fnc_addPlayerEventHandler;
|
||||
["vehicle", {
|
||||
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
|
||||
_staminaBarContainer ctrlShow ((!visibleMap) && {(vehicle ACE_player) == ACE_player});
|
||||
}, true] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
// - Duty factors -------------------------------------------------------------
|
||||
if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
|
||||
@ -40,13 +47,3 @@ if (!hasInterface) exitWith {};
|
||||
// - Add main loop at 1 second interval -------------------------------------------------------------
|
||||
[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
["ace_settingChanged", {
|
||||
params ["_name", "_value"];
|
||||
|
||||
if (_name == QGVAR(enableStaminaBar) && {!_value}) then {
|
||||
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
|
||||
_staminaBarContainer ctrlSetFade 1;
|
||||
_staminaBarContainer ctrlCommit 0;
|
||||
};
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
@ -2,8 +2,11 @@
|
||||
|
||||
ADDON = false;
|
||||
|
||||
PREP_RECOMPILE_START;
|
||||
#include "XEH_PREP.hpp"
|
||||
//#include "initSettings.sqf"
|
||||
PREP_RECOMPILE_END;
|
||||
|
||||
#include "initSettings.sqf"
|
||||
|
||||
GVAR(staminaBarWidth) = 10 * (((safezoneW / safezoneH) min 1.2) / 40);
|
||||
GVAR(dutyList) = [[], []];
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Adds a duty factor.
|
||||
@ -8,8 +9,12 @@
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* ["ID", 5] call ace_advanced_fatigue_fnc_addDutyFactor
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params [["_id", "", [""]], ["_factor", 1, [0, {}]]];
|
||||
if (_id == "" || {_factor isEqualTo 1}) exitWith {};
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Creates the stamina bar.
|
||||
@ -7,8 +8,12 @@
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [DISPLAY] call ace_advanced_fatigue_fnc_createStaminaBar
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params ["_display"];
|
||||
|
||||
private _staminaBar = _display ctrlCreate [QGVAR(StaminaBarContainer), -1];
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Calculates the duty of the current animation.
|
||||
@ -14,21 +15,22 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params ["_unit", "_animName"];
|
||||
|
||||
private _duty = 1;
|
||||
private _animType = _animName select [1, 3];
|
||||
|
||||
GVAR(isSwimming) = false;
|
||||
GVAR(isProne) = (stance _unit) == "PRONE";
|
||||
|
||||
if (_animType in ["idl", "mov"]) then {
|
||||
if (_animType in ["idl", "mov", "adj"]) then {
|
||||
switch (_animName select [5, 3]) do {
|
||||
case ("knl"): {
|
||||
_duty = 1.5;
|
||||
};
|
||||
case ("pne"): {
|
||||
_duty = 12;
|
||||
_duty = 10;
|
||||
GVAR(isProne) = true; // #4880 - Unarmed sprint->prone has wrong `stance`
|
||||
};
|
||||
default {
|
||||
_duty = 1;
|
||||
@ -47,9 +49,15 @@ if (_animType in ["idl", "mov"]) then {
|
||||
};
|
||||
} else {
|
||||
// swimming and diving
|
||||
if (_animType in ["swm", "ssw", "bsw", "dve", "sdv", "bdv"]) then {
|
||||
_duty = 5;
|
||||
GVAR(isSwimming) = true;
|
||||
switch (true) do {
|
||||
case (_animType in ["swm", "ssw", "bsw"]): {
|
||||
_duty = 6.5;
|
||||
GVAR(isSwimming) = true;
|
||||
};
|
||||
case (_animType in ["dve", "sdv", "bdv"]): {
|
||||
_duty = 2.5;
|
||||
GVAR(isSwimming) = true;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Calculates the current metabolic costs for a unit.
|
||||
@ -15,21 +16,10 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params ["_unit", "_velocity"];
|
||||
|
||||
private _virtualLoad = 0;
|
||||
{
|
||||
_virtualLoad = _virtualLoad + (_x getVariable [QEGVAR(movement,vLoad), 0]);
|
||||
} forEach [
|
||||
_unit,
|
||||
uniformContainer _unit,
|
||||
vestContainer _unit,
|
||||
backpackContainer _unit
|
||||
];
|
||||
private _gearMass = ((_unit getVariable [QEGVAR(movement,totalLoad), loadAbs _unit]) / 22.046) * GVAR(loadFactor);
|
||||
|
||||
private _gearMass = ((loadAbs _unit + _virtualLoad) * 0.1 / 2.2046) * GVAR(loadFactor);
|
||||
private _terrainFactor = 1;
|
||||
private _terrainAngle = asin (1 - ((surfaceNormal getPosASL _unit) select 2));
|
||||
private _terrainGradient = (_terrainAngle / 45 min 1) * 5 * GVAR(terrainGradientFactor);
|
||||
private _duty = GVAR(animDuty);
|
||||
@ -50,12 +40,12 @@ if (_velocity > 2) then {
|
||||
(
|
||||
2.10 * SIM_BODYMASS
|
||||
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
|
||||
+ _terrainFactor * (SIM_BODYMASS + _gearMass) * (0.90 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
|
||||
+ (SIM_BODYMASS + _gearMass) * (0.90 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
|
||||
) * 0.23 * _duty
|
||||
} else {
|
||||
(
|
||||
1.05 * SIM_BODYMASS
|
||||
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
|
||||
+ _terrainFactor * (SIM_BODYMASS + _gearMass) * (1.15 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
|
||||
+ (SIM_BODYMASS + _gearMass) * (1.15 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
|
||||
) * 0.23 * _duty
|
||||
};
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Handles any audible, visual and physical effects of fatigue.
|
||||
@ -16,7 +17,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params ["_unit", "_fatigue", "_speed", "_overexhausted"];
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
@ -58,7 +58,15 @@ if (GVAR(ppeBlackoutLast) == 1) then {
|
||||
|
||||
// - Physical effects ---------------------------------------------------------
|
||||
if (GVAR(isSwimming)) exitWith {
|
||||
_unit setAnimSpeedCoef (1 - _fatigue / 3);
|
||||
_unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true];
|
||||
|
||||
if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then {
|
||||
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
|
||||
} else {
|
||||
if ((!isSprintAllowed _unit) && {_fatigue < 0.7}) then {
|
||||
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
|
||||
};
|
||||
};
|
||||
};
|
||||
if ((getAnimSpeedCoef _unit) != 1) then {
|
||||
_unit setAnimSpeedCoef 1;
|
||||
@ -82,12 +90,12 @@ if (_overexhausted) then {
|
||||
|
||||
switch (stance _unit) do {
|
||||
case ("CROUCH"): {
|
||||
_unit setCustomAimCoef (1.0 + _fatigue ^ 2 * 0.1);
|
||||
[_unit, QUOTE(ADDON), (1.0 + _fatigue ^ 2 * 0.1) * GVAR(swayFactor)] call EFUNC(common,setAimCoef);
|
||||
};
|
||||
case ("PRONE"): {
|
||||
_unit setCustomAimCoef (1.0 + _fatigue ^ 2 * 2.0);
|
||||
[_unit, QUOTE(ADDON), (1.0 + _fatigue ^ 2 * 2.0) * GVAR(swayFactor)] call EFUNC(common,setAimCoef);
|
||||
};
|
||||
default {
|
||||
_unit setCustomAimCoef (1.5 + _fatigue ^ 2 * 3.0);
|
||||
[_unit, QUOTE(ADDON), (1.5 + _fatigue ^ 2 * 3.0) * GVAR(swayFactor)] call EFUNC(common,setAimCoef);
|
||||
};
|
||||
};
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Handles switching units (once on init and afterwards via Zeus).
|
||||
@ -8,13 +9,20 @@
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [newbob, oldbob] call ace_advanced_fatigue_fnc_handlePlayerChanged
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params ["_newUnit", "_oldUnit"];
|
||||
TRACE_2("unit changed",_newUnit,_oldUnit);
|
||||
|
||||
if !(isNull _oldUnit) then {
|
||||
_oldUnit enableStamina true;
|
||||
_oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]];
|
||||
_oldUnit setVariable [QGVAR(animHandler), nil];
|
||||
TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler));
|
||||
|
||||
_oldUnit setVariable [QGVAR(ae1Reserve), GVAR(ae1Reserve)];
|
||||
_oldUnit setVariable [QGVAR(ae2Reserve), GVAR(ae2Reserve)];
|
||||
@ -30,6 +38,7 @@ if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then {
|
||||
private _animHandler = _newUnit addEventHandler ["AnimChanged", {
|
||||
GVAR(animDuty) = _this call FUNC(getAnimDuty);
|
||||
}];
|
||||
TRACE_1("add new",_animHandler);
|
||||
_newUnit setVariable [QGVAR(animHandler), _animHandler];
|
||||
};
|
||||
|
||||
@ -50,7 +59,6 @@ GVAR(peakPower) = VO2MAX_STRENGTH * GVAR(VO2MaxPower);
|
||||
|
||||
GVAR(ae1PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 13.3 * ANTPERCENT ^ 1.28 * 1.362;
|
||||
GVAR(ae2PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 16.7 * ANTPERCENT ^ 1.28 * 1.362;
|
||||
GVAR(anPathwayPower) = GVAR(peakPower) - _ae1PathwayPower - _ae2PathwayPower;
|
||||
|
||||
GVAR(ppeBlackoutLast) = 100;
|
||||
GVAR(lastBreath) = 0;
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Handles visual changes of the stamina bar.
|
||||
@ -7,8 +8,12 @@
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [0.5] call ace_advanced_fatigue_fnc_handleStaminaBar
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params ["_stamina"];
|
||||
|
||||
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Main looping function that updates fatigue values.
|
||||
@ -7,17 +8,24 @@
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_advanced_fatigue_fnc_mainLoop
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
if (!alive ACE_player) exitWith { // Dead people don't breath, Will also handle null (Map intros)
|
||||
[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;
|
||||
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
|
||||
_staminaBarContainer ctrlSetFade 1;
|
||||
_staminaBarContainer ctrlCommit 1;
|
||||
};
|
||||
|
||||
private _currentWork = REE;
|
||||
private _currentSpeed = (vectorMagnitude (velocity ACE_player)) min 6;
|
||||
|
||||
// fix #4481. Diving to the ground is recorded as PRONE stance with running speed velocity. Cap maximum speed to fix.
|
||||
if (stance ACE_player == "PRONE") then {
|
||||
if (GVAR(isProne)) then {
|
||||
_currentSpeed = _currentSpeed min 1.5;
|
||||
};
|
||||
|
||||
@ -29,11 +37,11 @@ if ((vehicle ACE_player == ACE_player) && {_currentSpeed > 0.1} && {isTouchingGr
|
||||
// Calculate muscle damage increase
|
||||
// Note: Muscle damage recovery is ignored as it takes multiple days
|
||||
GVAR(muscleDamage) = GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * 0.00004;
|
||||
private _muscleIntegrity = 1 - GVAR(muscleDamage);
|
||||
private _muscleIntegritySqrt = sqrt (1 - GVAR(muscleDamage));
|
||||
|
||||
// Calculate available power
|
||||
private _ae1PathwayPowerFatigued = GVAR(ae1PathwayPower) * sqrt (GVAR(ae1Reserve) / AE1_MAXRESERVE) * OXYGEN * sqrt _muscleIntegrity;
|
||||
private _ae2PathwayPowerFatigued = GVAR(ae2PathwayPower) * sqrt (GVAR(ae2Reserve) / AE2_MAXRESERVE) * OXYGEN * sqrt _muscleIntegrity;
|
||||
private _ae1PathwayPowerFatigued = GVAR(ae1PathwayPower) * sqrt (GVAR(ae1Reserve) / AE1_MAXRESERVE) * OXYGEN * _muscleIntegritySqrt;
|
||||
private _ae2PathwayPowerFatigued = GVAR(ae2PathwayPower) * sqrt (GVAR(ae2Reserve) / AE2_MAXRESERVE) * OXYGEN * _muscleIntegritySqrt;
|
||||
|
||||
// Calculate how much power is consumed from each reserve
|
||||
private _ae1Power = _currentWork min _ae1PathwayPowerFatigued;
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Initializes the module settings.
|
||||
@ -7,8 +8,12 @@
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [MODULE] call ace_advanced_fatigue_fnc_moduleSettings
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params ["_logic"];
|
||||
|
||||
[_logic, QGVAR(enabled), "Enabled"] call EFUNC(common,readSettingFromModule);
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: BaerMitUmlaut
|
||||
* Removes a duty factor.
|
||||
@ -7,8 +8,12 @@
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* ["ID"] call ace_advanced_fatigue_fnc_removeDutyFactor
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
params [["_id", "", [""]]];
|
||||
|
||||
GVAR(dutyList) params ["_idList", "_factorList"];
|
||||
|
@ -2,16 +2,18 @@
|
||||
QGVAR(enabled),
|
||||
"CHECKBOX",
|
||||
[LSTRING(Enabled), LSTRING(Enabled_Description)],
|
||||
"ACE3 Advanced Fatigue",
|
||||
LSTRING(DisplayName),
|
||||
true,
|
||||
true
|
||||
true,
|
||||
{[QGVAR(enabled), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
] call CBA_Settings_fnc_init;
|
||||
|
||||
[
|
||||
QGVAR(enableStaminaBar),
|
||||
"CHECKBOX",
|
||||
[LSTRING(EnableStaminaBar), LSTRING(EnableStaminaBar_Description)],
|
||||
"ACE3 Advanced Fatigue",
|
||||
LSTRING(DisplayName),
|
||||
true,
|
||||
true, {
|
||||
if (!_this) then {
|
||||
@ -26,8 +28,8 @@
|
||||
QGVAR(performanceFactor),
|
||||
"SLIDER",
|
||||
[LSTRING(PerformanceFactor), LSTRING(PerformanceFactor_Description)],
|
||||
"ACE3 Advanced Fatigue",
|
||||
[0, 2, 1, 1],
|
||||
LSTRING(DisplayName),
|
||||
[0, 5, 1, 1],
|
||||
true
|
||||
] call CBA_Settings_fnc_init;
|
||||
|
||||
@ -35,8 +37,8 @@
|
||||
QGVAR(recoveryFactor),
|
||||
"SLIDER",
|
||||
[LSTRING(RecoveryFactor), LSTRING(RecoveryFactor_Description)],
|
||||
"ACE3 Advanced Fatigue",
|
||||
[0, 2, 1, 1],
|
||||
LSTRING(DisplayName),
|
||||
[0, 5, 1, 1],
|
||||
true
|
||||
] call CBA_Settings_fnc_init;
|
||||
|
||||
@ -44,8 +46,8 @@
|
||||
QGVAR(loadFactor),
|
||||
"SLIDER",
|
||||
[LSTRING(LoadFactor), LSTRING(LoadFactor_Description)],
|
||||
"ACE3 Advanced Fatigue",
|
||||
[0, 2, 1, 1],
|
||||
LSTRING(DisplayName),
|
||||
[0, 5, 1, 1],
|
||||
true
|
||||
] call CBA_Settings_fnc_init;
|
||||
|
||||
@ -53,7 +55,16 @@
|
||||
QGVAR(terrainGradientFactor),
|
||||
"SLIDER",
|
||||
[LSTRING(TerrainGradientFactor), LSTRING(TerrainGradientFactor_Description)],
|
||||
"ACE3 Advanced Fatigue",
|
||||
[0, 2, 1, 1],
|
||||
LSTRING(DisplayName),
|
||||
[0, 5, 1, 1],
|
||||
true
|
||||
] call CBA_Settings_fnc_init;
|
||||
|
||||
[
|
||||
QGVAR(swayFactor),
|
||||
"SLIDER",
|
||||
[LSTRING(SwayFactor), LSTRING(SwayFactor_Description)],
|
||||
LSTRING(DisplayName),
|
||||
[0, 5, 1, 1],
|
||||
true
|
||||
] call CBA_Settings_fnc_init;
|
||||
|
@ -1,83 +1,177 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Advanced_Fatigue">
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_DisplayName">
|
||||
<English>ACE Advanced Fatigue</English>
|
||||
<German>ACE Erweiterte Ausdauer</German>
|
||||
<Chinese>ACE 進階疲勞</Chinese>
|
||||
<Chinesesimp>ACE 进阶疲劳</Chinesesimp>
|
||||
<Japanese>ACE アドバンスド ファティーグ</Japanese>
|
||||
<Italian>ACE Fatica Avanzata</Italian>
|
||||
<Korean>ACE 고급 피로도</Korean>
|
||||
<French>ACE Fatigue Avancée</French>
|
||||
<Polish>ACE Zaawansowane Zmęczenie</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor">
|
||||
<English>Performance Factor</English>
|
||||
<German>Leistungsfaktor</German>
|
||||
<Japanese>パフォーマンス要因</Japanese>
|
||||
<Japanese>パフォーマンス因数</Japanese>
|
||||
<Polish>Współczynnik wydolności</Polish>
|
||||
<Korean>성능 요인</Korean>
|
||||
<French>Facteur de performance</French>
|
||||
<Italian>Fattore Prestazione</Italian>
|
||||
<Chinese>體力值</Chinese>
|
||||
<Chinesesimp>体力值</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor_Description">
|
||||
<English>Influences the overall performance of all players with no custom factor. Higher means better.</English>
|
||||
<German>Beinflusst die Leistungsfähigkeit aller Spieler ohne eigenen Leistungsfaktor. Ein höherer Wert bedeutet bessere Leistung.</German>
|
||||
<Japanese>非カスタム要因をもつ全プレイヤーへ全体的に動作を影響させます。高いほど影響がでます。</Japanese>
|
||||
<Japanese>個別の因数を設定されていない、全てのプレイヤーのあらゆるパフォーマンスに影響を与えます。 値が高ければ高いほど、良い効果が得られます。</Japanese>
|
||||
<Polish>Wpływa na ogólną wydolność organizmu u wszystkich graczy bez ustawionego niestandardowego współczynnika. Więcej znaczy lepiej.</Polish>
|
||||
<Korean>모든 성능이 임의로 설정된 값 없이 영향받습니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
|
||||
<French>Influence les performances générales de tous les joueurs sans facteurs personalisés. Une valeur plus élevée implique de meilleures performances.</French>
|
||||
<Italian>Influenza qualsiasi prestazione di tutti i giocatori smuniti di un fattore personalizzato. Maggiore significa migliore.</Italian>
|
||||
<Chinese>影響所有玩家的體力表現,值越高代表體力越好</Chinese>
|
||||
<Chinesesimp>影响所有玩家的体力表现,值越高代表体力越好</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor_EdenDescription">
|
||||
<English>Influences the overall performance of this unit. Higher means better.</English>
|
||||
<German>Beinflusst die Leistungsfähigkeit dieser Einheit. Ein höherer Wert bedeutet bessere Leistung.</German>
|
||||
<Japanese>非カスタム要因をもつ全プレイヤーへ全体的に動作を影響させます。高いほど影響がでます。</Japanese>
|
||||
<Japanese>このユニットのあらゆるパフォーマンスに影響を与えます。 値が高ければ高いほど、良い効果が得られます。</Japanese>
|
||||
<Polish>Wpływa na ogólną wydolność tej jednostki. Więcej znaczy lepiej.</Polish>
|
||||
<Korean>모든 성능이 이 단위로 영향을 받습니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
|
||||
<French>Influence les performances générales de cette unité. Une valeur plus élevée implique de meilleures performances.</French>
|
||||
<Italian>Influenza qualsiasi prestazione di questa unità. Maggiore significa migliore.</Italian>
|
||||
<Chinese>影響這個單位的體力表現,值越高代表體力越好</Chinese>
|
||||
<Chinesesimp>影响这个单位的体力表现,值越高代表体力越好</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_RecoveryFactor">
|
||||
<English>Recovery Factor</English>
|
||||
<German>Erholungsfaktor</German>
|
||||
<Japanese>回復要因</Japanese>
|
||||
<Japanese>回復因数</Japanese>
|
||||
<Polish>Współczynnik regeneracji</Polish>
|
||||
<Korean>회복 요인</Korean>
|
||||
<French>Facteur de récupération</French>
|
||||
<Italian>Fattore Recupero</Italian>
|
||||
<Chinese>回復值</Chinese>
|
||||
<Chinesesimp>回复值</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_RecoveryFactor_Description">
|
||||
<English>Changes how fast the player recovers when resting. Higher is faster.</English>
|
||||
<German>Ändert, wie schnell ein Spieler Ausdauer regeneriert. Ein höherer Wert bedeutet eine schnellere Regeneration.</German>
|
||||
<Japanese>休憩時は、プレイヤーが早く回復します。高いほど早くなります。</Japanese>
|
||||
<Japanese>プレイヤーが休憩をとる際に、どのくらいの速度でスタミナ回復するかを設定します。 値が高ければ高いほど、早くなります。</Japanese>
|
||||
<Polish>Wpływa na czas regeneracji podczas postoju. Więcej znaczy szybciej.</Polish>
|
||||
<Korean>얼마나 빨리 회복하는지를 바꿉니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
|
||||
<French>Change la vitesse à laquelle les joueurs récupèrent leur endurance lorsqu'ils se reposent. Une valeur plus élevée implique une récupération plus rapide.</French>
|
||||
<Italian>Determina in quanto tempo il giocatore recupera quando rilassato. Maggiore significa migliore.</Italian>
|
||||
<Chinese>決定玩家休息多久就能回復體力,值越高恢復越快</Chinese>
|
||||
<Chinesesimp>决定玩家休息多久就能回复体力,值越高恢复越快</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_LoadFactor">
|
||||
<English>Load Factor</English>
|
||||
<German>Gewichtsfaktor</German>
|
||||
<Japanese>負荷要因</Japanese>
|
||||
<Japanese>重量因数</Japanese>
|
||||
<Polish>Współczynnik masy ekwipunku</Polish>
|
||||
<Korean>부담 요인</Korean>
|
||||
<French>Facteur d'encombrement</French>
|
||||
<Italian>Fattore Caricamento</Italian>
|
||||
<Chinese>負重量</Chinese>
|
||||
<Chinesesimp>负重量</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_LoadFactor_Description">
|
||||
<English>Increases or decreases how much weight influences the players performance. Zero means equipment weight has no performance influence.</English>
|
||||
<German>Erhöht oder verringert, wie viel Einfluss das Ausrüstungsgewicht auf die Leistung hat. Null heißt, dass es keinen Einfluss hat.</German>
|
||||
<Japanese>重量によりプレイヤーの動作への影響下増加したり、低下します。装備を持っていない場合、影響はしません。</Japanese>
|
||||
<Japanese>装備重量がプレイヤーのパフォーマンスにもたらす影響を増減させます。 値をゼロに設定した場合、装備重量はパフォーマンスに影響を与えません。</Japanese>
|
||||
<Polish>Zmniejsza lub zwiększa wpływ ciężaru ekwipunku na wydolność gracza. Zero oznacza kompletny brak wpływu na wydolność.</Polish>
|
||||
<Korean>플레이어가 무게에 따라 얼마나 영향받는지를 증가시키거나 감소시킵니다. 0의 경우 플레이어가 장비 무게에 영향받지 않습니다.</Korean>
|
||||
<French>Augmente ou réduit l'influence que le poids à sur les performances des joueurs. Zéro implique que le poids de l'équipement n'a pas d'influence sur les performances.</French>
|
||||
<Italian>Incrementa o decrementa quanto il peso influenza le prestazioni dei giocatori. Zero significa che il peso dell'equipaggiamento non ha alcuna influenza nelle prestazioni.</Italian>
|
||||
<Chinese>增加或降低玩家所能承受的負重量. 如設定值為0, 代表裝備的重量將不會影響到玩家的體力表現</Chinese>
|
||||
<Chinesesimp>增加或降低玩家所能承受的负重量. 如设定值为0, 代表装备的重量将不会影响到玩家的体力表现</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_TerrainGradientFactor">
|
||||
<English>Terrain Gradient Factor</English>
|
||||
<German>Terrainsteigungsfaktor</German>
|
||||
<Japanese>地形の勾配による要因</Japanese>
|
||||
<Japanese>地形勾配因数</Japanese>
|
||||
<Polish>Współczynnik terenu</Polish>
|
||||
<Korean>지형 경사도 요인</Korean>
|
||||
<French>Facteur d'inclinaison du terrain</French>
|
||||
<Italian>Fattore Pendenza Terreno</Italian>
|
||||
<Chinese>地形陡峭影響值</Chinese>
|
||||
<Chinesesimp>地形陡峭影响值</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_TerrainGradientFactor_Description">
|
||||
<English>Sets how much steep terrain increases stamina loss. Higher means higher stamina loss.</English>
|
||||
<German>Beeinflusst, wie stark Steigungen den Ausdauerverbrauch erhöhen. Ein höherer Wert erhöht den Ausdauerverbrauch.</German>
|
||||
<Japanese>地形によって影響する体力の消費量を決定します。高数値ではより体力を消費します。</Japanese>
|
||||
<Japanese>急勾配の地形がどれだけスタミナ消費を増大させるかを設定します。 値が高ければ高いほど、スタミナ消費が大きくなります。</Japanese>
|
||||
<Polish>Wpływa na to w jakim stopniu stromy teren wpływa na utratę wytrzymałości. Więcej oznacza szybszą utratę wytrzymałości.</Polish>
|
||||
<Korean>경사도에 따라 얼마나 피로해지는지를 정합니다. 값이 클수록 더 많은 피로를 유발합니다.</Korean>
|
||||
<French>Configure l'influence de l'inclinaison du terrain sur la perte d'endurance. Une valeur plus élevée implique une perte d'endurance plus importante.</French>
|
||||
<Italian>Stabilisce quanto la pendenza del terreno incrementa la perdita della stamina. Maggiore significa più stamina persa.</Italian>
|
||||
<Chinese>設定陡峭的地形將會影響多少體力的流失,值越高代表體力流失越快</Chinese>
|
||||
<Chinesesimp>设定陡峭的地形将会影响多少体力的流,失值越高代表体力流失越快</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor">
|
||||
<English>Sway factor</English>
|
||||
<Japanese>手ぶれ因数</Japanese>
|
||||
<Chinesesimp>抖动因数</Chinesesimp>
|
||||
<Chinese>抖動因素</Chinese>
|
||||
<French>Facteur de stabilisation</French>
|
||||
<Italian>Fattore di oscillazione</Italian>
|
||||
<Polish>Czynnik kołysania</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor_Description">
|
||||
<English>Influences the amount of weapon sway. Higher means more sway.</English>
|
||||
<Japanese>武器を持つ手のぶれ度合いを設定します。 値が高ければ高いほど、手ぶれが強くなります。</Japanese>
|
||||
<Chinesesimp>影响手持武器的晃动程度,数值越高,抖动的越厉害.</Chinesesimp>
|
||||
<Chinese>影響手持武器晃動程度,數值越高抖動越厲害</Chinese>
|
||||
<French>Influence les mouvements de l'arme, une valeur plus élevée signifie plus de mouvements</French>
|
||||
<Italian>Influenza l'ammontare di oscillazione dell'arma. Maggiore significa più oscillazione.</Italian>
|
||||
<Polish>Wpływa na poziom kołysania broni. Większa ilość znaczy większe kołysanie.</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_Enabled">
|
||||
<English>Enabled</English>
|
||||
<German>Aktiv</German>
|
||||
<Japanese>有効化</Japanese>
|
||||
<Japanese>アドバンスド ファティーグを有効化する</Japanese>
|
||||
<Polish>Włączone</Polish>
|
||||
<Korean>활성화</Korean>
|
||||
<French>Activé</French>
|
||||
<Italian>Abilitato</Italian>
|
||||
<Chinese>啟用</Chinese>
|
||||
<Chinesesimp>启用</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_Enabled_Description">
|
||||
<English>Enables/disables Advanced Fatigue.</English>
|
||||
<German>Aktiviert/deaktiviert Advanced Fatigue.</German>
|
||||
<Japanese>アドバンスド疲労の有効化と無効化</Japanese>
|
||||
<Japanese>アドバンスド ファティーグを有効化します。</Japanese>
|
||||
<Polish>Włącza/wyłącza zaawansowaną wytrzymałość</Polish>
|
||||
<Korean>고급 피로도 활성화/비활성화</Korean>
|
||||
<French>Active/désactive la fatigue avancée.</French>
|
||||
<Italian>Abilita/disabilita la Fatica Avanzata.</Italian>
|
||||
<Chinese>啟用/關閉進階體力.</Chinese>
|
||||
<Chinesesimp>启用/关闭进阶体力.</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_EnableStaminaBar">
|
||||
<English>Show stamina bar</English>
|
||||
<German>Zeige Ausdauerleiste</German>
|
||||
<Japanese>体力バーを表示</Japanese>
|
||||
<Japanese>スタミナバーを表示する</Japanese>
|
||||
<Polish>Pokaż pasek wytrzymałości</Polish>
|
||||
<Korean>피로도 막대</Korean>
|
||||
<French>Afficher la barre d'endurance</French>
|
||||
<Italian>Mostra barra stamina</Italian>
|
||||
<Chinese>顯示體力條</Chinese>
|
||||
<Chinesesimp>显示体力条</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Fatigue_EnableStaminaBar_Description">
|
||||
<English>Shows the stamina bar.</English>
|
||||
<German>Zeigt die Ausdauerleiste an.</German>
|
||||
<Japanese>体力バーを表示します。</Japanese>
|
||||
<Japanese>スタミナバーを表示します。</Japanese>
|
||||
<Polish>Pokazuje pasek wytrzymałości.</Polish>
|
||||
<Korean>피로도 막대를 보여줍니다.</Korean>
|
||||
<French>Affiche la barre d'endurance.</French>
|
||||
<Italian>Mostra la barra della stamina.</Italian>
|
||||
<Chinese>顯示體力條</Chinese>
|
||||
<Chinesesimp>显示体力条</Chinesesimp>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
11
addons/advanced_throwing/CfgAmmo.hpp
Normal file
11
addons/advanced_throwing/CfgAmmo.hpp
Normal file
@ -0,0 +1,11 @@
|
||||
class CfgAmmo {
|
||||
class Default;
|
||||
class Grenade: Default {
|
||||
GVAR(torqueDirection)[] = {1, 1, 0};
|
||||
GVAR(torqueMagnitude) = "(50 + random 100) * selectRandom [1, -1]";
|
||||
};
|
||||
class GrenadeCore: Default {
|
||||
GVAR(torqueDirection)[] = {1, 1, 0};
|
||||
GVAR(torqueMagnitude) = "(50 + random 100) * selectRandom [1, -1]";
|
||||
};
|
||||
};
|
@ -7,7 +7,7 @@ class CfgVehicles {
|
||||
category = "ACE";
|
||||
displayName = CSTRING(Category);
|
||||
function = QFUNC(moduleInit);
|
||||
scope = 2;
|
||||
scope = 1;
|
||||
isGlobal = 1;
|
||||
icon = QPATHTOF(UI\Icon_Module_AdvancedThrowing_ca.paa);
|
||||
class Arguments {
|
||||
@ -60,6 +60,7 @@ class CfgVehicles {
|
||||
displayName = CSTRING(PickUp);
|
||||
condition = QUOTE([ARR_2(_player,true)] call FUNC(canPrepare));
|
||||
statement = QUOTE(_this call FUNC(pickUp));
|
||||
exceptions[] = {"isNotSwimming"};
|
||||
distance = 1.8; // Requires >1.7 to work when standing with weapon on back
|
||||
icon = "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemine_ca.paa";
|
||||
};
|
||||
|
@ -11,7 +11,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
|
||||
{
|
||||
{
|
||||
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
|
||||
GVAR(ammoMagLookup) setVariable [_ammo, _x];
|
||||
if (_ammo != "") then { GVAR(ammoMagLookup) setVariable [_ammo, _x]; };
|
||||
} count (getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines"));
|
||||
nil
|
||||
} count getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
|
||||
@ -21,6 +21,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
|
||||
["ACE3 Weapons", QGVAR(prepare), localize LSTRING(Prepare), {
|
||||
// Condition
|
||||
if (!([ACE_player] call FUNC(canPrepare))) exitWith {false};
|
||||
if (EGVAR(common,isReloading)) exitWith {true};
|
||||
|
||||
// Statement
|
||||
[ACE_player] call FUNC(prepare);
|
||||
@ -30,7 +31,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
|
||||
|
||||
["ACE3 Weapons", QGVAR(dropModeToggle), localize LSTRING(DropModeToggle), {
|
||||
// Condition
|
||||
if !(ACE_player getVariable [QGVAR(inHand), false]) exitWith {false};
|
||||
if (!(ACE_player getVariable [QGVAR(inHand), false]) || {underwater ACE_player}) exitWith {false};
|
||||
|
||||
// Statement
|
||||
private _currentDropMode = ACE_player getVariable [QGVAR(dropMode), false];
|
||||
@ -67,7 +68,8 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
|
||||
}] call CBA_fnc_addPlayerEventhandler;
|
||||
|
||||
["visibleMap", {
|
||||
if (visibleMap && {ACE_player getVariable [QGVAR(inHand), false]}) then {
|
||||
params ["", "_visibleMap"]; // command visibleMap is updated one frame later
|
||||
if (_visibleMap && {ACE_player getVariable [QGVAR(inHand), false]}) then {
|
||||
[ACE_player, "Opened Map"] call FUNC(exitThrowMode);
|
||||
};
|
||||
}] call CBA_fnc_addPlayerEventhandler;
|
||||
@ -92,6 +94,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
|
||||
|
||||
// Set last thrown time on Vanilla Throwing and Advanced Throwing
|
||||
["ace_firedPlayer", {
|
||||
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon"];
|
||||
if (_weapon == "Throw") then {
|
||||
_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
|
||||
};
|
||||
@ -114,8 +117,9 @@ addMissionEventHandler ["Draw3D", { // Blue is predicted before throw, red is re
|
||||
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [0,0,1,1], _newTrajAGL, 1, 1, 0, "", 2];
|
||||
} forEach GVAR(predictedPath);
|
||||
{
|
||||
_newTrajAGL = _x;
|
||||
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [1,0,0,1], _newTrajAGL, 1, 1, 0, "", 2];
|
||||
} forEach GVAR(flightPath)
|
||||
_x params ["_pos", "_vectorUp"];
|
||||
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [1,0,0,1], _pos, 1, 1, 0, "", 2];
|
||||
drawLine3D [_pos, _pos vectorAdd _vectorUp, [1,0,1,1]];
|
||||
} forEach GVAR(flightPath);
|
||||
}];
|
||||
#endif
|
||||
|
@ -2,6 +2,8 @@
|
||||
|
||||
ADDON = false;
|
||||
|
||||
PREP_RECOMPILE_START;
|
||||
#include "XEH_PREP.hpp"
|
||||
PREP_RECOMPILE_END;
|
||||
|
||||
ADDON = true;
|
||||
|
@ -15,5 +15,6 @@ class CfgPatches {
|
||||
};
|
||||
|
||||
#include "ACE_Settings.hpp"
|
||||
#include "CfgAmmo.hpp"
|
||||
#include "CfgEventHandlers.hpp"
|
||||
#include "CfgVehicles.hpp"
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Checks if a throwable can be prepared.
|
||||
@ -14,7 +15,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit", ["_ignoreLastThrownTime", false]];
|
||||
|
||||
@ -31,7 +31,9 @@ GVAR(enabled) &&
|
||||
{_unit getVariable [QGVAR(lastThrownTime), CBA_missionTime - 3] < CBA_missionTime - 2} && // Prevent throwing in quick succession
|
||||
#endif
|
||||
|
||||
{!(call EFUNC(common,isFeatureCameraActive))} &&
|
||||
{!EGVAR(common,isReloading)} &&
|
||||
{[_unit, objNull, ["isNotInside", "isNotSitting"/*, "isNotOnLadder"*/]] call EFUNC(common,canInteractWith)} && // Ladder needs positioning fixes on throw
|
||||
{_unit call CBA_fnc_canUseWeapon} // Disable in non-FFV seats due to surface detection issues
|
||||
{(call CBA_fnc_getActiveFeatureCamera) isEqualTo ""} &&
|
||||
{[_unit, objNull, ["isNotInside", "isNotSwimming", "isNotSitting"/*, "isNotOnLadder"*/]] call EFUNC(common,canInteractWith)} && // Ladder needs positioning fixes on throw
|
||||
{_unit call CBA_fnc_canUseWeapon} && // Disable in non-FFV seats due to surface detection issues
|
||||
{"" == currentWeapon _unit || {currentWeapon _unit != secondaryWeapon _unit}} &&
|
||||
{0 >= _unit getVariable [QEGVAR(common,effect_blockThrow), 0]} &&
|
||||
{isNull (ACE_controlledUAV select 0)}
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Checks if a throwable can be thrown.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit"];
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Zapat, Dslyecxi, Jonpas
|
||||
* Draws throw arc.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
// Disable drawing when intersecting with the vehicle
|
||||
if !([ACE_player] call FUNC(canThrow)) exitWith {
|
||||
@ -67,7 +67,7 @@ for "_i" from 0.05 to 1.45 step 0.1 do {
|
||||
private _col = [ [1, 1, 1, _alpha], [0, 1, 0, _alpha], [1, 0, 0, _alpha], [1, 1, 0, _alpha] ] select _cross;
|
||||
|
||||
if (_cross != 2 && {lineIntersects [eyePos ACE_player, _newTrajASL]}) then {
|
||||
_col set [3, 0.1]
|
||||
_col set [3, 0.1];
|
||||
};
|
||||
|
||||
_pathData pushBack [_col, ASLToAGL _newTrajASL, _iDim];
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas, SilentSpike
|
||||
* Handles drawing the currently selected or cooked throwable.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if (dialog || {!(ACE_player getVariable [QGVAR(inHand), false])} || {!([ACE_player, true] call FUNC(canPrepare))}) exitWith {
|
||||
[ACE_player, "In dialog or no throwable in hand or cannot prepare throwable"] call FUNC(exitThrowMode);
|
||||
@ -36,6 +36,11 @@ if (_throwable isEqualTo [] && {!_primed}) exitWith {
|
||||
|
||||
private _throwableMag = _throwable param [0, "#none"];
|
||||
|
||||
// If not primed, double check we actually have the magazine in inventory
|
||||
if ((!_primed) && {!((_throwableMag in (uniformItems ACE_player)) || {_throwableMag in (vestItems ACE_player)} || {_throwableMag in (backpackItems ACE_player)})}) exitWith {
|
||||
[ACE_player, "No valid throwable (glitched currentThrowable)"] call FUNC(exitThrowMode);
|
||||
};
|
||||
|
||||
// Get correct throw power for primed grenade
|
||||
if (_primed) then {
|
||||
private _ammoType = typeOf _activeThrowable;
|
||||
@ -123,6 +128,10 @@ _activeThrowable setDir (_unitDirVisual + 90);
|
||||
private _pitch = [-30, -90] select (_throwType == "high");
|
||||
[_activeThrowable, _pitch, 0] call BIS_fnc_setPitchBank;
|
||||
|
||||
// Force drop mode if underwater
|
||||
if (underwater player) then {
|
||||
ACE_player setVariable [QGVAR(dropMode), true];
|
||||
};
|
||||
|
||||
if (ACE_player getVariable [QGVAR(dropMode), false]) then {
|
||||
_posFin = _posFin vectorAdd (AGLToASL (positionCameraToWorld [_leanCoef, 0, ACE_player getVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT]]));
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Exits throw mode.
|
||||
@ -14,7 +15,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit", "_reason"];
|
||||
TRACE_2("params",_unit,_reason);
|
||||
@ -32,6 +32,10 @@ if !(_unit getVariable [QGVAR(primed), false]) then {
|
||||
_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
|
||||
// Fix floating for throwables without proper physics (eg. IR Grenade)
|
||||
_activeThrowable setVelocity [0, 0, -0.1];
|
||||
|
||||
// Set thrower
|
||||
private _instigator = (getShotParents _activeThrowable) param [1, _unit]; // getShotParents could be [] on replaced grenades (like IR chemlight)
|
||||
[QEGVAR(common,setShotParents), [_activeThrowable, _unit, _instigator]] call CBA_fnc_serverEvent;
|
||||
};
|
||||
|
||||
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Retrieve muzzle name from config.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_magazineClassname"];
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Initializes the Advanced Throwing module.
|
||||
@ -13,12 +14,8 @@
|
||||
* Example:
|
||||
* [logic, [unit1, unit2], true] call ace_advanced_throwing_fnc_moduleInit
|
||||
*
|
||||
* Public:
|
||||
* No
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if (!isServer) exitWith {};
|
||||
|
||||
params ["_logic", "_units", "_activated"];
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Key down event.
|
||||
@ -17,7 +18,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if !(ACE_player getVariable [QGVAR(inHand), false]) exitWith {false};
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Mouse button down event.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if !(ACE_player getVariable [QGVAR(inHand), false]) exitWith {};
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Mouse scroll wheel changed event.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if !(ACE_player getVariable [QGVAR(inHand), false]) exitWith {};
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Picks up a throwable from the ground.
|
||||
@ -14,7 +15,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_helper", "_unit"];
|
||||
TRACE_2("params",_helper,_unit);
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Prepares throwable or selects the next.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit"];
|
||||
TRACE_1("params",_unit);
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Primes the throwable, creates global throwable vehicle and throws Fired XEH.
|
||||
@ -14,7 +15,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit", ["_showHint", false]];
|
||||
TRACE_2("params",_unit,_showHint);
|
||||
@ -54,6 +54,9 @@ deleteVehicle _activeThrowableOld;
|
||||
_activeThrowable // projectile
|
||||
]] call CBA_fnc_globalEvent;
|
||||
|
||||
// Set prime instigator
|
||||
[QEGVAR(common,setShotParents), [_activeThrowable, _unit, _unit]] call CBA_fnc_serverEvent;
|
||||
|
||||
if (_showHint) then {
|
||||
// Show primed hint
|
||||
private _displayNameShort = getText (configFile >> "CfgMagazines" >> _throwableMag >> "displayNameShort");
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: PabstMirror, Jonpas
|
||||
* When interact_menu starts rendering (from "interact_keyDown" event).
|
||||
@ -7,14 +8,13 @@
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* call ace_advanced_throwing_fnc_renderPickUpInteraction
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
[{
|
||||
params ["_args", "_idPFH"];
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Dslyecxi, Jonpas
|
||||
* Throw selected throwable.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit"];
|
||||
TRACE_1("params",_unit);
|
||||
@ -49,9 +49,26 @@ if (!(_unit getVariable [QGVAR(primed), false])) then {
|
||||
_newVelocity = _newVelocity vectorAdd (velocity (vehicle _unit));
|
||||
};
|
||||
|
||||
// Calculate torque of thrown grenade
|
||||
private _config = configFile >> "CfgAmmo" >> typeOf _activeThrowable;
|
||||
private _torqueDir = getArray (_config >> QGVAR(torqueDirection));
|
||||
_torqueDir = if (_torqueDir isEqualTypeArray [0,0,0]) then { vectorNormalized _torqueDir } else { [0,0,0] };
|
||||
private _torqueMag = getNumber (_config >> QGVAR(torqueMagnitude));
|
||||
|
||||
if (_dropMode) then {
|
||||
_torqueMag = _torqueMag * THROWSTYLE_DROP_TORQUE_COEF;
|
||||
} else {
|
||||
if (_throwType == "high") then {
|
||||
_torqueMag = _torqueMag * THROWSTYLE_HIGH_TORQUE_COEF;
|
||||
};
|
||||
};
|
||||
|
||||
private _torque = _torqueDir vectorMultiply _torqueMag;
|
||||
|
||||
// Drop if unit dies during throw process
|
||||
if (alive _unit) then {
|
||||
_activeThrowable setVelocity _newVelocity;
|
||||
_activeThrowable addTorque (_unit vectorModelToWorld _torque);
|
||||
};
|
||||
|
||||
// Invoke listenable event
|
||||
@ -67,12 +84,12 @@ if (!(_unit getVariable [QGVAR(primed), false])) then {
|
||||
|
||||
|
||||
#ifdef DRAW_THROW_PATH
|
||||
GVAR(predictedPath) = call FUNC(drawArc); // save the current throw arc
|
||||
GVAR(predictedPath) = call FUNC(drawArc); // Save the current throw arc
|
||||
GVAR(flightPath) = [];
|
||||
[_unit getVariable QGVAR(activeThrowable)] spawn {
|
||||
params ["_grenade"];
|
||||
while {!isNull _grenade} do {
|
||||
GVAR(flightPath) pushBack ASLtoAGL getPosASL _grenade;
|
||||
GVAR(flightRotation) = [];
|
||||
(_unit getVariable QGVAR(activeThrowable)) spawn {
|
||||
while {!isNull _this && {(getPosATL _this) select 2 > 0.05}} do {
|
||||
GVAR(flightPath) pushBack [ASLtoAGL (getPosASL _this), vectorUp _this];
|
||||
sleep 0.05;
|
||||
};
|
||||
};
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: CBA Team
|
||||
* Throws Fired XEH.
|
||||
@ -19,7 +20,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
TRACE_1("Fired",_this);
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: Jonpas
|
||||
* Updates controls hints based on current state.
|
||||
@ -13,7 +14,6 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if (!GVAR(showMouseControls)) exitWith {};
|
||||
|
||||
|
@ -23,6 +23,8 @@
|
||||
#define THROWSTYLE_HIGH_DIR [0, 200, 500]
|
||||
#define THROWSTYLE_HIGH_VEL_COEF 2
|
||||
#define THROWSTYLE_DROP_VEL 2
|
||||
#define THROWSTYLE_HIGH_TORQUE_COEF .6
|
||||
#define THROWSTYLE_DROP_TORQUE_COEF .2
|
||||
|
||||
#define THROW_TYPE_DEFAULT "normal"
|
||||
#define THROW_SPEED_DEFAULT 18
|
||||
|
@ -1,131 +1,257 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Advanced_Throwing">
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Category">
|
||||
<English>Advanced Throwing</English>
|
||||
<Russian>Улучшенный бросок гранат</Russian>
|
||||
<Japanese>アドバンスド投てき</Japanese>
|
||||
<Japanese>アドバンスド スローイング</Japanese>
|
||||
<Polish>Zaawansowane rzucanie</Polish>
|
||||
<German>Erweitertes Wurfsystem</German>
|
||||
<Korean>고급 투척</Korean>
|
||||
<French>Lancé amélioré</French>
|
||||
<Italian>Lancio Avanzato</Italian>
|
||||
<Chinese>進階投擲</Chinese>
|
||||
<Chinesesimp>进阶投掷</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Module_Description">
|
||||
<English>Allows changing advanced throwing behaviour.</English>
|
||||
<Russian>Позволяет настраивать поведение улучшенного броска гранат.</Russian>
|
||||
<Japanese>アドバンスド投てきの挙動変更を許可します。</Japanese>
|
||||
<Japanese>アドバンスド スローイングの動作挙動を変更します。</Japanese>
|
||||
<Polish>Zezwala na zmianę zachowania zaawansowanego trybu rzucania.</Polish>
|
||||
<German>Erlaubt es, das Verhalten des erweiterten Wurfsystems zu ändern.</German>
|
||||
<Korean>고급 투척 행위를 허가합니다</Korean>
|
||||
<French>Permet de changer la configuration du lancé amélioré.</French>
|
||||
<Italian>Permette il cambiamento della modalità di tiro.</Italian>
|
||||
<Chinese>允許使用更多不同的投擲方式</Chinese>
|
||||
<Chinesesimp>允许使用更多不同的投掷方式</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Enable_DisplayName">
|
||||
<English>Enable Advanced Throwing</English>
|
||||
<Russian>Включить улучшенный бросок</Russian>
|
||||
<Japanese>アドバンスド投てきを有効化</Japanese>
|
||||
<Japanese>アドバンスド スローイングを有効化する</Japanese>
|
||||
<Polish>Aktywuj zaawansowane rzucanie</Polish>
|
||||
<German>Aktiviere erweitertes Wurfsystem</German>
|
||||
<Korean>고급 투척 활성화 </Korean>
|
||||
<French>Active le lancé amélioré</French>
|
||||
<Italian>Abilita Lancio Avanzato</Italian>
|
||||
<Chinese>啟用進階投擲</Chinese>
|
||||
<Chinesesimp>启用进阶投掷</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Enable_Description">
|
||||
<English>Enables advanced throwing system.</English>
|
||||
<Russian>Включает систему улучшенного броска.</Russian>
|
||||
<Japanese>アドバンスド投てきシステムを有効化</Japanese>
|
||||
<Japanese>アドバンスド スローイングを有効化します。</Japanese>
|
||||
<Polish>Aktywuje system zaawansowanego rzucania.</Polish>
|
||||
<German>Aktiviert das erweiterte Wurfsystem.</German>
|
||||
<Korean>고급 투척을 활성화 합니다</Korean>
|
||||
<French>Active le système de lancé amélioré.</French>
|
||||
<Italian>Abilita il sistema di lancio avanzato.</Italian>
|
||||
<Chinese>啟用進階投擲系統</Chinese>
|
||||
<Chinesesimp>启用进阶投掷系统</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_ShowThrowArc_DisplayName">
|
||||
<English>Show Throw Arc</English>
|
||||
<Russian>Показать траекторию броска</Russian>
|
||||
<Japanese>軌道を表示</Japanese>
|
||||
<Japanese>投てき軌道を表示する</Japanese>
|
||||
<Polish>Pokaż trasę lotu</Polish>
|
||||
<German>Zeige Wurfbogen</German>
|
||||
<Korean>투척 궤적 표시</Korean>
|
||||
<French>Afficher l'arc de lancé</French>
|
||||
<Italian>Mostra Arco di Tiro</Italian>
|
||||
<Chinese>顯示投擲軌道</Chinese>
|
||||
<Chinesesimp>显示投掷轨道</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_ShowThrowArc_Description">
|
||||
<English>Enables visualization of the throw arc (where throwable will fly).</English>
|
||||
<Russian>Включает визуализацию траектории броска (как полетит граната).</Russian>
|
||||
<Japanese>投てき物の予測軌道の表示を有効化します。</Japanese>
|
||||
<Japanese>投てき軌道 (投てき物がどこに飛ぶか) の表示を有効化します。</Japanese>
|
||||
<Polish>Wyświetla wizualizację trasy przelotu granatu.</Polish>
|
||||
<German>Aktiviert die Visualisierung des Wurfbogens (wohin das Objekt geworfen werden wird).</German>
|
||||
<Korean>투척 궤도를 시각화 합니다(투척물이 어디로 갈지)</Korean>
|
||||
<French>Active la visualisation de l'arc de lancé (où l'objet lancé va atterrir).</French>
|
||||
<Italian>Abilita la visualizzazione dell'arco del tiro (dove l'oggetto lanciabile volerà).</Italian>
|
||||
<Chinese>顯示投擲軌道幫助投擲</Chinese>
|
||||
<Chinesesimp>显示投掷轨道帮助投掷</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_ShowMouseControls_DisplayName">
|
||||
<English>Show Throwing Mouse Controls</English>
|
||||
<Russian>Показывать управление мышью</Russian>
|
||||
<Japanese>投てきのマウス操作を表示</Japanese>
|
||||
<Japanese>投てきのマウス操作を表示する</Japanese>
|
||||
<Polish>Pokaż podpowiedzi sterowania myszą</Polish>
|
||||
<German>Zeige Maussteuerung beim Werfen</German>
|
||||
<Korean>마우스 조작 표시</Korean>
|
||||
<French>Afficher les contrôles à la souris du lancé</French>
|
||||
<Italian>Mostra Comandi Mouse Lancio</Italian>
|
||||
<Chinese>顯示滑鼠投擲控制提示</Chinese>
|
||||
<Chinesesimp>显示滑鼠投掷控制提示</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_ShowMouseControls_Description">
|
||||
<English>Enables visual cues for mouse controls when throwable is prepared.</English>
|
||||
<Russian>Включает отображение подсказок по управлению мышью, когда граната подготовлена.</Russian>
|
||||
<Japanese>投てき物を投げるとき、マウス操作の説明表示を有効化します。</Japanese>
|
||||
<Japanese>投てき物を構える時、マウス操作の説明表示を有効化します。</Japanese>
|
||||
<Polish>Wyświetla podpowiedzi sterowania myszą kiedy obiekt miotany jest w ręku.</Polish>
|
||||
<German>Aktiviert visuelle Hinweise zur Maussteuerung, wenn ein Objekt zum Werfen vorbereitet wird.</German>
|
||||
<Korean>투척물을 준비시 마우스 조작을 시각화해서 보여줍니다</Korean>
|
||||
<French>Active les aides visuels pour les controles à la souris lorsqu'un lancé est préparé.</French>
|
||||
<Italian>Abilita la visualizzazione dei controlli del mouse quando l'oggetto lanciabile è pronto.</Italian>
|
||||
<Chinese>開啟後會在準備投擲時, 顯示滑鼠相關操作</Chinese>
|
||||
<Chinesesimp>开启后会在准备投掷时, 显示滑鼠相关操作</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_DisplayName">
|
||||
<English>Enable Throwables Pick Up</English>
|
||||
<Russian>Включить подбор гранат</Russian>
|
||||
<Japanese>投てき物の拾い上げを有効化</Japanese>
|
||||
<Japanese>投てき物の拾い上げを有効化する</Japanese>
|
||||
<Polish>Zezwól na podnoszenie obiektów miotanych</Polish>
|
||||
<German>Aktiviere Aufheben von Wurfobjekten</German>
|
||||
<Korean>투척물 줍기 활성화</Korean>
|
||||
<French>Active la récupération des objets lancés</French>
|
||||
<Italian>Abilita Raccogli Oggetti</Italian>
|
||||
<Chinese>啟用可撿取地面投擲物</Chinese>
|
||||
<Chinesesimp>启用可捡取地面投掷物</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_Description">
|
||||
<English>Enables ability to pick up throwables from the ground.</English>
|
||||
<Russian>Включает возможность подбирать гранаты с земли.</Russian>
|
||||
<Japanese>地面に落ちている投てき物の拾い上げ動作を有効化します。</Japanese>
|
||||
<Japanese>地面に落ちている投てき物を拾い上げる機能を有効化します。</Japanese>
|
||||
<Polish>Umożliwia podnoszenie obiektów miotanych z ziemi.</Polish>
|
||||
<German>Aktiviert die Möglichkeit, geworfene Objekte wieder vom Boden aufzuheben.</German>
|
||||
<Korean>땅에 떨어진 투척물을 주울 수 있게 해줍니다.</Korean>
|
||||
<French>Active la capacité de récupérer les objets lancés sur le sol.</French>
|
||||
<Italian>Abilita la possibilità di raccogliere un oggetto lanciabile da terra.</Italian>
|
||||
<Chinese>啟用後, 可撿取地面上的投擲物</Chinese>
|
||||
<Chinesesimp>启用后, 可捡取地面上的投掷物</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_DisplayName">
|
||||
<English>Enable Attached Throwables Pick Up</English>
|
||||
<Russian>Включить подбор прикрепленных гранат</Russian>
|
||||
<Japanese>拾い上げた投てき物の取り付けを有効化</Japanese>
|
||||
<Japanese>取り付けられた投てき物の拾い上げを有効化する</Japanese>
|
||||
<Polish>Zezwól na podnoszenie przyczepionych obiektów miotanych</Polish>
|
||||
<German>Aktiviere erneute Aufnahme befestigter Wurfobjekte</German>
|
||||
<Korean>부착 투척물 줍기 활성화</Korean>
|
||||
<French>Active le ramassage d'objets lançables attachés</French>
|
||||
<Italian>Abilita Raccogli Oggetti Lanciabili da altri Oggetti</Italian>
|
||||
<Chinese>啟用可撿取附著投擲物</Chinese>
|
||||
<Chinesesimp>启用可捡取附着投掷物</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_Description">
|
||||
<English>Enables ability to pick up throwables from attached objects.</English>
|
||||
<Russian>Включает возможность подбирать гранаты, прикрепленные к объектам.</Russian>
|
||||
<Japanese>オブジェクトに取り付けられていた投てき物を拾い上げられるようにします。</Japanese>
|
||||
<Japanese>取り付けられた投てき物を、取り付け先から拾い上げる機能を有効化します。</Japanese>
|
||||
<Polish>Umożliwia podnoszenie obiektów miotanych przyczepionych do innych obiektów.</Polish>
|
||||
<German>Aktiviert die Möglichkeit, befestigte Wurfobjekte erneut aufzunehmen.</German>
|
||||
<Korean>부착된 투척물을 주울 수 있게 해줍니다.</Korean>
|
||||
<French>Active la capacité à ramasser les objets lançables attaché à d'autres objets.</French>
|
||||
<Italian>Abilita la possibilità di raccogliere gli oggetti lanciabili dagli altri oggetti. </Italian>
|
||||
<Chinese>啟用後, 可撿取附著在物件上的投擲物</Chinese>
|
||||
<Chinesesimp>启用后, 可捡取附着在物件上的投掷物</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Prepare">
|
||||
<English>Prepare/Change Throwable</English>
|
||||
<Russian>Подготовить/заменить гранату</Russian>
|
||||
<Japanese>機能の起動/変更</Japanese>
|
||||
<Japanese>投てき物の準備/変更</Japanese>
|
||||
<Polish>Przygotuj/zmień ob. miotany</Polish>
|
||||
<German>Wurfobjekt vorbereiten/wechseln</German>
|
||||
<Korean>투척물 준비/변경</Korean>
|
||||
<French>Préparer/changer d'objet</French>
|
||||
<Italian>Prepara/Cambia Oggetto lanciabile</Italian>
|
||||
<Chinese>準備/變更投擲物</Chinese>
|
||||
<Chinesesimp>准备/变更投掷物</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_dropModeHold">
|
||||
<English>Throwable Drop Mode (Hold)</English>
|
||||
<Russian>Режим броска гранаты (удерживать)</Russian>
|
||||
<Japanese>投てきモード (押しっぱ)</Japanese>
|
||||
<Japanese>投てきモード (押している間)</Japanese>
|
||||
<Polish>Tryb upuszczania ob. miotanego (przytrzymaj)</Polish>
|
||||
<German>Wurfobjekt Fallmodus (halten)</German>
|
||||
<Korean>투척물 떨어뜨리기 모드(꾹눌러서)</Korean>
|
||||
<French>Mode de lancé de l'objet (Tenir)</French>
|
||||
<Italian>Modalità Oggetto Gettabile (Mantenere)</Italian>
|
||||
<Chinese>投擲模式 (按住)</Chinese>
|
||||
<Chinesesimp>投掷模式 (按住)</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_DropModeToggle">
|
||||
<English>Throwable Drop Mode (Toggle)</English>
|
||||
<Russian>Режим броска гранаты (переключить)</Russian>
|
||||
<Japanese>投てきモード (トグル)</Japanese>
|
||||
<Japanese>投てきモード (切り替え)</Japanese>
|
||||
<Polish>Tryb upuszczania ob. miotanego (przełącz)</Polish>
|
||||
<German>Wurfobjekt Fallmodus (umschalten)</German>
|
||||
<Korean>투척물 떨어뜨리기 모드(토글)</Korean>
|
||||
<French>Mode de lancé de l'objet (Basculer)</French>
|
||||
<Italian>Modalità Oggetto lanciabile Gettabile (Interruttore)</Italian>
|
||||
<Chinese>投擲模式 (切換)</Chinese>
|
||||
<Chinesesimp>投掷模式 (切换)</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Primed">
|
||||
<English>Primed</English>
|
||||
<Russian>Подготовлена</Russian>
|
||||
<Japanese>起動した</Japanese>
|
||||
<Japanese>点火</Japanese>
|
||||
<Polish>Odbezpieczony</Polish>
|
||||
<German>Scharf gemacht</German>
|
||||
<Korean>뇌관 작동</Korean>
|
||||
<French>Amorcer</French>
|
||||
<Italian>Armato</Italian>
|
||||
<Chinese>引信開始燃燒</Chinese>
|
||||
<Chinesesimp>引信开始燃烧</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Throw">
|
||||
<English>Throw</English>
|
||||
<Russian>Бросить</Russian>
|
||||
<Japanese>投げる</Japanese>
|
||||
<Polish>Rzuć</Polish>
|
||||
<German>Werfen</German>
|
||||
<Korean>던지기</Korean>
|
||||
<French>Lancer</French>
|
||||
<Italian>Lanciare</Italian>
|
||||
<Chinese>投擲</Chinese>
|
||||
<Chinesesimp>投掷</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_ChangeMode">
|
||||
<English>(Scroll) Change Mode</English>
|
||||
<Russian>(Скролл) Изменить режим</Russian>
|
||||
<Japanese>(スクロール) モード変更</Japanese>
|
||||
<Polish>(Kółko m.) zmień tryb</Polish>
|
||||
<German>(Scrollen) Modus wechseln</German>
|
||||
<Korean>(마우스 휠) 모드 변경</Korean>
|
||||
<French>(Molette souris) Changer de mode</French>
|
||||
<Italian>(Scorrere) Cambio Modalità</Italian>
|
||||
<Chinese>(滾輪) 變更模式</Chinese>
|
||||
<Chinesesimp>(滚轮) 变更模式</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Extend">
|
||||
<English>(Scroll) Extend</English>
|
||||
<Russian>(Скролл) Увеличить</Russian>
|
||||
<Japanese>(スクロール) 遠くに</Japanese>
|
||||
<Japanese>(スクロール) 腕を伸ばす</Japanese>
|
||||
<Polish>(Kółko m.) przedłuż</Polish>
|
||||
<German>(Scrollen) Erweitern</German>
|
||||
<Korean>(마우스 휠) 연장</Korean>
|
||||
<French>(Molette souris) Etendre</French>
|
||||
<Italian>(Scorrere) Estendere</Italian>
|
||||
<Chinese>(滾輪) 延長</Chinese>
|
||||
<Chinesesimp>(滚轮) 延长</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_Cook">
|
||||
<English>(Click) Cook</English>
|
||||
<Russian>(Клик) Подготовить</Russian>
|
||||
<Japanese>(クリック) 起爆</Japanese>
|
||||
<Japanese>(クリック) 点火する</Japanese>
|
||||
<Polish>(Kliknięcie) Odbezpiecz</Polish>
|
||||
<German>(Klicken) Abkochen</German>
|
||||
<Korean>(클릭) 예열</Korean>
|
||||
<French>(Clique) Dégoupiller</French>
|
||||
<Italian>(Click) Arma</Italian>
|
||||
<Chinese>(點擊) 提早拉開引信</Chinese>
|
||||
<Chinesesimp>(点击) 提早拉开引信</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Throwing_PickUp">
|
||||
<English>Pick Up</English>
|
||||
<Russian>Подобрать</Russian>
|
||||
<Japanese>拾い上げる</Japanese>
|
||||
<Polish>Podnieś</Polish>
|
||||
<German>Aufheben</German>
|
||||
<Korean>줍기</Korean>
|
||||
<French>Ramasser</French>
|
||||
<Italian>Raccogli</Italian>
|
||||
<Chinese>撿取</Chinese>
|
||||
<Chinesesimp>捡取</Chinesesimp>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -1,28 +0,0 @@
|
||||
|
||||
/*
|
||||
* Documentation:
|
||||
* https://community.bistudio.com/wiki/AI_Sub-skills
|
||||
*
|
||||
* The idea here is to reduce the AI's godlike aiming
|
||||
* capabilties while retaining it's high intelligence.
|
||||
* The AI should be smart enough to move through a town,
|
||||
* but also be 'human' in their reaction time and aim.
|
||||
*
|
||||
* Note: All these values can still be adjusted via
|
||||
* scripts, these arrays just change what 0 & 1
|
||||
* are for setSkill.
|
||||
*/
|
||||
|
||||
class CfgAISkill {
|
||||
aimingAccuracy[] = {0,0, 1,0.8}; // {0,0,1,1}; v1.26 defaults
|
||||
aimingShake[] = {0,0, 1,0.6}; // {0,0,1,1};
|
||||
aimingSpeed[] = {0,0, 1,0.7}; // {0,0.5,1,1};
|
||||
commanding[] = {0,0, 1,0.8}; // {0,0,1,1};
|
||||
courage[] = {0,0, 1,0.7}; // {0,0,1,1};
|
||||
endurance[] = {0,0, 1,0.7}; // {0,0,1,1};
|
||||
general[] = {0,0, 1,0.9}; // {0,0,1,1};
|
||||
// apparently breaks rapid firing in single fire mode for players
|
||||
//reloadSpeed[] = {0,0, 1,0.8}; // {0,0,1,1};
|
||||
spotDistance[] = {0,0, 1,0.9}; // {0,0.2,1,0.4};
|
||||
spotTime[] = {0,0, 1,0.7}; // {0,0,1,0.7};
|
||||
};
|
24
addons/ai/CfgEventHandlers.hpp
Normal file
24
addons/ai/CfgEventHandlers.hpp
Normal file
@ -0,0 +1,24 @@
|
||||
|
||||
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));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_PostInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_postInit));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_DisplayLoad_EventHandlers {
|
||||
class RscDisplayCurator {
|
||||
ADDON = QUOTE(call FUNC(drawCuratorGarrisonPathing));
|
||||
};
|
||||
};
|
@ -467,7 +467,7 @@ class CfgWeapons {
|
||||
};
|
||||
|
||||
// Scorpion EVO
|
||||
class SMG_02_base_F: Rifle_Base_F {
|
||||
class SMG_02_base_F: Rifle_Short_Base_F {
|
||||
|
||||
class Single: Mode_SemiAuto {
|
||||
minRange = 50; //2;
|
||||
|
@ -1,7 +1,7 @@
|
||||
ace_ai
|
||||
======
|
||||
|
||||
Minor changes of AI skill and overhaul of AI firing modes of vanilla weapons, encouraging the AI to use full-auto and bursts more often.
|
||||
Overhaul of AI firing modes of vanilla weapons, encouraging the AI to use full-auto and bursts more often.
|
||||
|
||||
|
||||
## Maintainers
|
||||
|
4
addons/ai/XEH_PREP.hpp
Normal file
4
addons/ai/XEH_PREP.hpp
Normal file
@ -0,0 +1,4 @@
|
||||
PREP(drawCuratorGarrisonPathing);
|
||||
PREP(garrison);
|
||||
PREP(unGarrison);
|
||||
PREP(garrisonMove);
|
70
addons/ai/XEH_postInit.sqf
Normal file
70
addons/ai/XEH_postInit.sqf
Normal file
@ -0,0 +1,70 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
[QGVAR(AISection), {
|
||||
params [["_units", [], [[]]], ["_sections", [], [[]]], ["_bool", true, [true]]];
|
||||
{
|
||||
private _section = _x;
|
||||
{
|
||||
if (_bool) then {
|
||||
_x enableAI _section;
|
||||
LOG_3("%1 enableAI %2 | ID: %3",_x,_section,clientOwner);
|
||||
} else {
|
||||
_x disableAI _section;
|
||||
LOG_3("%1 disableAI %2 | ID: %3",_x,_section,clientOwner);
|
||||
};
|
||||
} forEach (_units select {local _x});
|
||||
} forEach _sections;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(unGarrison), FUNC(unGarrison)] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(doMove), {
|
||||
params ["_unitsArray"];
|
||||
{
|
||||
_x params ["_unit", "_pos"];
|
||||
_unit setDestination [_pos, "LEADER PLANNED", true];
|
||||
_unit doMove _pos;
|
||||
LOG_3("%1 doMove %2 | ID: %3",_unit,_pos,clientOwner);
|
||||
} forEach _unitsArray;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(setBehaviour), {
|
||||
params ["_groupsArray", "_behaviour"];
|
||||
{
|
||||
_x setBehaviour _behaviour;
|
||||
LOG_3("%1 setBehaviour %2 | ID: %3",_x,_behaviour,clientOwner);
|
||||
} forEach _groupsArray;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(enableAttack), {
|
||||
params ["_unitsArray", "_mode"];
|
||||
{
|
||||
_x enableAttack _mode;
|
||||
LOG_3("%1 enableAttack %2 | ID: %3",_x,_mode,clientOwner);
|
||||
} forEach _unitsArray;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(setUnitPos), {
|
||||
params ["_unit", "_mode"];
|
||||
_unit setUnitPos _mode;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(setSpeedMode), {
|
||||
params ["_unit", "_mode"];
|
||||
_unit setSpeedMode _mode;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(setCombatMode), {
|
||||
params ["_unit", "_mode"];
|
||||
_unit setCombatMode _mode;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(allowFleeing), {
|
||||
params ["_unit", "_cowardice"];
|
||||
_unit allowFleeing _cowardice;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(enableGunLights), {
|
||||
params ["_unit", "_mode"];
|
||||
_unit enableGunLights _mode;
|
||||
}] call CBA_fnc_addEventHandler;
|
9
addons/ai/XEH_preInit.sqf
Normal file
9
addons/ai/XEH_preInit.sqf
Normal file
@ -0,0 +1,9 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
ADDON = false;
|
||||
|
||||
PREP_RECOMPILE_START;
|
||||
#include "XEH_PREP.hpp"
|
||||
PREP_RECOMPILE_END;
|
||||
|
||||
ADDON = true;
|
@ -1,2 +1,3 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
#include "XEH_PREP.hpp"
|
@ -14,5 +14,5 @@ class CfgPatches {
|
||||
};
|
||||
};
|
||||
|
||||
#include "CfgAISkill.hpp"
|
||||
#include "CfgWeapons.hpp"
|
||||
#include "CfgEventHandlers.hpp"
|
||||
|
54
addons/ai/functions/fnc_drawCuratorGarrisonPathing.sqf
Normal file
54
addons/ai/functions/fnc_drawCuratorGarrisonPathing.sqf
Normal file
@ -0,0 +1,54 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: alganthe
|
||||
* Add draw3D eh to the curator interface.
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
addMissionEventHandler ["Draw3D", {
|
||||
if (findDisplay 312 isEqualTo displayNull) exitWith {
|
||||
removeMissionEventHandler ["Draw3D", _thisEventHandler];
|
||||
};
|
||||
|
||||
private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
|
||||
{
|
||||
_x params ["_unit", "_pos"];
|
||||
|
||||
switch (true) do {
|
||||
case (surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
|
||||
for "_i" from 0 to 3 do {
|
||||
drawLine3D [_unit modelToWorldVisualWorld [0,0,1], (AGLtoASL _pos), [1,0,0,1]];
|
||||
};
|
||||
drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
|
||||
};
|
||||
|
||||
case (!surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
|
||||
for "_i" from 0 to 3 do {
|
||||
drawLine3D [_unit modelToWorldVisual [0,0,1], _pos, [1,0,0,1]];
|
||||
};
|
||||
drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
|
||||
};
|
||||
|
||||
case (!surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
|
||||
for "_i" from 0 to 3 do {
|
||||
drawLine3D [_unit modelToWorldVisual [0,0,1], (AGLToASL _pos), [1,0,0,1]];
|
||||
};
|
||||
drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
|
||||
};
|
||||
|
||||
case (surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
|
||||
for "_i" from 0 to 3 do {
|
||||
drawLine3D [_unit modelToWorldVisualWorld [0,0,1], _pos, [1,0,0,1]];
|
||||
};
|
||||
drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
|
||||
};
|
||||
};
|
||||
} forEach _unitMoveList;
|
||||
}];
|
283
addons/ai/functions/fnc_garrison.sqf
Normal file
283
addons/ai/functions/fnc_garrison.sqf
Normal file
@ -0,0 +1,283 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: alganthe
|
||||
* Garrison function used to garrison AI inside buildings.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The building(s) nearest this position are used <POSITION>
|
||||
* 1: Limit the building search to those type of building <ARRAY>
|
||||
* 2: Units that will be garrisoned <ARRAY>
|
||||
* 3: Radius to fill building(s) <SCALAR> (default: 50)
|
||||
* 4: 0: even filling, 1: building by building, 2: random filling <SCALAR> (default: 0)
|
||||
* 5: True to fill building(s) from top to bottom <BOOL> (default: false) (note: only works with filling mode 0 and 1)
|
||||
* 6: Teleport units <BOOL> (default: false)
|
||||
|
||||
* Return Value:
|
||||
* Units not garrisoned <ARRAY>
|
||||
*
|
||||
* Example:
|
||||
* [position, nil, [unit1, unit2, unit3, unitN], 200, 1, false, false] call ace_ai_fnc_garrison
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
|
||||
params [["_startingPos",[0,0,0], [[]], 3], ["_buildingTypes", ["Building"], [[]]], ["_unitsArray", [], [[]]], ["_fillingRadius", 50, [0]], ["_fillingType", 0, [0]], ["_topDownFilling", false, [true]], ["_teleport", false, [true]]];
|
||||
|
||||
TRACE_6("fnc_garrison: Start",_startingPos,_buldingTypes,count _unitsArray,_fillingRadius,_fillingTYpe,_topDownFilling);
|
||||
|
||||
_unitsArray = _unitsArray select {alive _x && {!isPlayer _x}};
|
||||
private _currentUnitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
|
||||
|
||||
if (_startingPos isEqualTo [0,0,0]) exitWith {
|
||||
TRACE_1("fnc_garrison: StartingPos error",_startingPos);
|
||||
[LSTRING(GarrisonInvalidPosition)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
if (count _unitsArray == 0 || {isNull (_unitsArray select 0)}) exitWith {
|
||||
TRACE_1("fnc_garrison: Units error",_unitsArray);
|
||||
[LSTRING(GarrisonNoUnits)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
private _buildings = nearestObjects [_startingPos, _buildingTypes, ([_fillingRadius, 50] select (_fillingRadius < 50))];
|
||||
if (_fillingRadius >= 50) then {
|
||||
_buildings = [_buildings] call CBA_fnc_shuffle;
|
||||
};
|
||||
|
||||
if (count _buildings == 0) exitWith {
|
||||
TRACE_1("fnc_garrison: Building error",_buildings);
|
||||
[LSTRING(GarrisonNoBuilding)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
private _buildingsIndex = [];
|
||||
|
||||
if (_topDownFilling) then {
|
||||
{
|
||||
private _buildingPos = _x buildingPos -1;
|
||||
|
||||
// Those reverse are necessary, as dumb as it is there's no better way to sort those subarrays in sqf
|
||||
{
|
||||
reverse _x;
|
||||
} foreach _buildingPos;
|
||||
|
||||
_buildingPos sort false;
|
||||
|
||||
{
|
||||
reverse _x;
|
||||
} foreach _buildingPos;
|
||||
|
||||
_buildingsIndex pushBack _buildingPos;
|
||||
} foreach _buildings;
|
||||
} else {
|
||||
{
|
||||
_buildingsIndex pushBack (_x buildingPos -1);
|
||||
} foreach _buildings;
|
||||
};
|
||||
|
||||
// Remove buildings without positions
|
||||
{
|
||||
_buildingsIndex deleteAt (_buildingsIndex find _x);
|
||||
} foreach (_buildingsIndex select {count _x == 0});
|
||||
|
||||
//Remove positions units are already pathing to
|
||||
_buildingsIndex = _buildingsIndex apply {
|
||||
_x select {
|
||||
private _testedPos = _x;
|
||||
({(_x select 1) isEqualTo _testedPos} count (missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []])) == 0
|
||||
}
|
||||
};
|
||||
|
||||
// Warn the user that there's not enough positions to place all units
|
||||
private _count = 0;
|
||||
{_count = _count + count _x} foreach _buildingsIndex;
|
||||
if ( (count _unitsArray) - _count > 0) then {
|
||||
TRACE_4("fnc_garrison: Not enough spots to place all units",_unitsArray,count _unitsArray,_count,((count _unitsArray) - _count > 0));
|
||||
[LSTRING(GarrisonNotEnoughPos)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
private _placedUnits = [];
|
||||
private _unitMoveList = [];
|
||||
|
||||
// Force all units to un-garrison
|
||||
[QGVAR(unGarrison), [_unitsArray], _unitsArray] call CBA_fnc_targetEvent;
|
||||
|
||||
private _fnc_comparePos = {
|
||||
params ["_nearestUnits", "_pos"];
|
||||
({
|
||||
if (surfaceIsWater getPos _x) then {
|
||||
floor ((getPosASL _x) select 2) == floor ((AGLtoASL _pos) select 2)
|
||||
} else {
|
||||
floor ((getPosATL _x) select 2) == floor (_pos select 2)
|
||||
};
|
||||
} count _nearestUnits) > 0
|
||||
};
|
||||
|
||||
// Do the placement
|
||||
switch (_fillingType) do {
|
||||
|
||||
// Even filling
|
||||
case 0: {
|
||||
|
||||
while {count _unitsArray > 0} do {
|
||||
if (count _buildingsIndex == 0) exitWith {};
|
||||
private _building = _buildingsIndex select 0;
|
||||
|
||||
if (_building isEqualTo []) then {
|
||||
LOG(format [ARR_2("fnc_garrison: Empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
|
||||
_buildingsIndex deleteAt 0;
|
||||
|
||||
} else {
|
||||
private _pos = _building select 0;
|
||||
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
|
||||
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
|
||||
|
||||
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
|
||||
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
|
||||
_buildingsIndex set [0, _building - [_pos]];
|
||||
|
||||
} else {
|
||||
private _unit = _unitsArray select 0;
|
||||
private _posSurface = surfaceIsWater _pos;
|
||||
|
||||
if (_teleport) then {
|
||||
doStop _unit;
|
||||
if (_posSurface) then {
|
||||
_unit setPosASL (AGLtoASL _pos);
|
||||
} else {
|
||||
_unit setPosATL _pos;
|
||||
};
|
||||
|
||||
_currentUnitMoveList deleteAt (_currentUnitMoveList findIf {_x select 0 == _unit});
|
||||
|
||||
} else {
|
||||
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
|
||||
};
|
||||
|
||||
_placedUnits pushBack _unit;
|
||||
_unitsArray deleteAt (_unitsArray find _unit);
|
||||
_building deleteAt 0;
|
||||
_buildingsIndex deleteAt 0;
|
||||
_buildingsIndex pushBackUnique _building;
|
||||
_unit setVariable [QGVAR(garrisonned), true, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Building by building
|
||||
case 1: {
|
||||
|
||||
while {count _unitsArray > 0} do {
|
||||
if (count _buildingsIndex == 0) exitWith {};
|
||||
private _building = _buildingsIndex select 0;
|
||||
|
||||
if (_building isEqualTo []) then {
|
||||
LOG(format [ARR_2("fnc_garrison: empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
|
||||
_buildingsIndex deleteAt 0;
|
||||
|
||||
} else {
|
||||
private _pos = _building select 0;
|
||||
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
|
||||
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
|
||||
|
||||
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
|
||||
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
|
||||
_buildingsIndex set [0, _building - [_pos]];
|
||||
|
||||
} else {
|
||||
private _unit = _unitsArray select 0;
|
||||
private _posSurface = surfaceIsWater _pos;
|
||||
|
||||
if (_teleport) then {
|
||||
doStop _unit;
|
||||
if (_posSurface) then {
|
||||
_unit setPosASL (AGLtoASL _pos);
|
||||
} else {
|
||||
_unit setPosATL _pos;
|
||||
};
|
||||
|
||||
_currentUnitMoveList deleteAt (_currentUnitMoveList findIf {_x select 0 == _unit});
|
||||
|
||||
} else {
|
||||
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
|
||||
};
|
||||
|
||||
_placedUnits pushBack _unit;
|
||||
_unitsArray deleteAt (_unitsArray find _unit);
|
||||
_buildingsIndex set [0, _building - [_pos]];
|
||||
_unit setVariable [QGVAR(garrisonned), true, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Random
|
||||
case 2: {
|
||||
|
||||
while {count _unitsArray > 0} do {
|
||||
if (count _buildingsIndex == 0) exitWith {};
|
||||
private _building = selectRandom _buildingsIndex;
|
||||
|
||||
if (_building isEqualTo []) then {
|
||||
LOG(format [ARR_2("fnc_garrison: empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
|
||||
_buildingsIndex deleteAt (_buildingsIndex find _building);
|
||||
|
||||
} else {
|
||||
private _pos = selectRandom _building;
|
||||
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
|
||||
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
|
||||
|
||||
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
|
||||
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
|
||||
_buildingsIndex set [(_buildingsIndex find _building), _building - [_pos]];
|
||||
|
||||
} else {
|
||||
private _unit = _unitsArray select 0;
|
||||
private _posSurface = surfaceIsWater _pos;
|
||||
|
||||
if (_teleport) then {
|
||||
doStop _unit;
|
||||
if (_posSurface) then {
|
||||
_unit setPosASL (AGLtoASL _pos);
|
||||
} else {
|
||||
_unit setPosATL _pos;
|
||||
};
|
||||
|
||||
_currentUnitMoveList deleteAt (_currentUnitMoveList findIf {_x select 0 == _unit});
|
||||
|
||||
} else {
|
||||
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
|
||||
};
|
||||
|
||||
_placedUnits pushBack _unit;
|
||||
_unitsArray deleteAt (_unitsArray find _unit);
|
||||
_buildingsIndex set [(_buildingsIndex find _building), _building - [_pos]];
|
||||
_unit setVariable [QGVAR(garrisonned), true, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
TRACE_1(format [ARR_2("fnc_garrison: while loop ended | %1 units ready to be treated by PFH",count _unitMoveList)], _teleport);
|
||||
|
||||
// Update the unit list and remove duplicate positions and units
|
||||
private _garrison_unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
|
||||
|
||||
_garrison_unitMoveList = _garrison_unitMoveList select {
|
||||
_x params ["_testedUnit", "_testedPos"];
|
||||
({(_x select 0) isEqualTo _testedUnit} count _unitMoveList == 0)
|
||||
};
|
||||
|
||||
_garrison_unitMoveList append _unitMoveList;
|
||||
|
||||
missionNameSpace setVariable [QGVAR(garrison_unitMoveList), _garrison_unitMoveList, true];
|
||||
|
||||
if (_teleport) then {
|
||||
[QGVAR(AISection), [_placedUnits, ["PATH"], false], _placedUnits] call CBA_fnc_targetEvent;
|
||||
|
||||
} else {
|
||||
[_unitMoveList] call FUNC(garrisonMove);
|
||||
};
|
||||
|
||||
TRACE_1(format [ARR_3("fnc_garrison: End | %1 units left | %2 buildings left", count _unitsArray, count _buildingsIndex)], _unitsArray);
|
||||
_unitsArray
|
139
addons/ai/functions/fnc_garrisonMove.sqf
Normal file
139
addons/ai/functions/fnc_garrisonMove.sqf
Normal file
@ -0,0 +1,139 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: alganthe
|
||||
* Internal function used by ace_ai_fnc_garrison to make the units move to the positions it picked.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Array of arrays <ARRAY>
|
||||
* 0: Unit needing to be placed <UNIT>
|
||||
* 1: Position the unit need to be placed at <POSITION>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [ [unit1, [10, 10, 10]], [unit2, [30, 30, 30]], [unitN, getPos player] ] call ace_ai_fnc_garrisonMove
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params [ ["_unitMoveList", nil, [[]]] ];
|
||||
|
||||
if (isNil "_unitMoveList") exitWith {};
|
||||
|
||||
// Start initial movement
|
||||
private _unitMoveListUnits = (_unitMoveList apply {_x select 0});
|
||||
[QGVAR(setBehaviour), [(_unitMoveListUnits select {leader _x == _x}), "AWARE"], _unitMoveListUnits] call CBA_fnc_targetEvent;
|
||||
[QGVAR(AISection), [_unitMoveListUnits, ["FSM"], false], _unitMoveListUnits] call CBA_fnc_targetEvent;
|
||||
[QGVAR(doMove), [_unitMoveList], _unitMoveListUnits] call CBA_fnc_targetEvent;
|
||||
[QGVAR(enableAttack), [_unitMoveListUnits select {leader _x == _x}, false], _unitMoveListUnits] call CBA_fnc_targetEvent;
|
||||
|
||||
{
|
||||
_x setVariable [QGVAR(garrisonMove_failSafe), nil, true];
|
||||
_x setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
|
||||
} foreach _unitMoveListUnits;
|
||||
|
||||
// Avoid duplicate PFHs
|
||||
if (isNil QGVAR(garrison_moveUnitPFH)) then {
|
||||
missionNameSpace setVariable [QGVAR(garrison_moveUnitPFH), true, true];
|
||||
|
||||
// PFH checking if the units have reached their destination
|
||||
[{
|
||||
params ["_args", "_pfhID"];
|
||||
|
||||
private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
|
||||
|
||||
// End PFH if all units are placed / unable to reach position
|
||||
if (_unitMoveList isEqualTo []) then {
|
||||
missionNameSpace setVariable [QGVAR(garrison_moveUnitPFH), nil, true];
|
||||
LOG("garrisonMove PFH: PFH finished it's job | deleting PFH");
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
} else {
|
||||
{
|
||||
_x params ["_unit", "_pos"];
|
||||
|
||||
private _fnc_attemptFailed = {
|
||||
if (_failSafeRemainingAttemps == 0 ) then {
|
||||
_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
|
||||
_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
|
||||
[QGVAR(unGarrison), [[_unit]], _unit] call CBA_fnc_targetEvent;
|
||||
_unitMoveList deleteAt (_unitMoveList find _x);
|
||||
LOG("garrisonMove PFH: all moving commands failed | restoring AI capabilities");
|
||||
|
||||
} else {
|
||||
_unit setVariable [QGVAR(garrisonMove_failSafe), [_failSafeTimer + 15, _failSafeRemainingAttemps - 1]];
|
||||
[QGVAR(doMove), [[[_unit, _pos]]], _unit] call CBA_fnc_targetEvent;
|
||||
LOG("garrisonMove PFH unitReady: unit not close enough | Sending another doMove command");
|
||||
};
|
||||
};
|
||||
|
||||
private _fnc_attemptSuccessful = {
|
||||
_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
|
||||
_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
|
||||
_unit setVariable [QGVAR(garrisonned), true, true];
|
||||
_unitMoveList deleteAt (_unitMoveList find _x);
|
||||
|
||||
[QGVAR(AISection), [[_unit], ["PATH"], false], _unit] call CBA_fnc_targetEvent;
|
||||
[QGVAR(AISection), [[_unit], ["FSM"], true], _unit] call CBA_fnc_targetEvent;
|
||||
|
||||
if ({(_x select 0) in units _unit && {!isPlayer (_x select 0)}} count _unitMoveList == 0) then {
|
||||
[QGVAR(enableAttack), [[_unit], true], _unit] call CBA_fnc_targetEvent;
|
||||
};
|
||||
|
||||
LOG(format [ARR_2("garrisonMove PFH: unit in position | %1 units left", count _unitMoveList)]);
|
||||
};
|
||||
|
||||
// Check if unit is alive or even existing
|
||||
if (!alive _unit || {_unit getVariable [QGVAR(garrisoned), false]}) then {
|
||||
_unitMoveList deleteAt (_unitMoveList find _x);
|
||||
LOG(format [ARR_2("garrisonMove PFH: unit dead, deleted or garrisoned via TP | %1 units left", count _unitMoveList)]);
|
||||
|
||||
} else {
|
||||
private _unitPos = getPos _unit;
|
||||
if (surfaceisWater _unitPos) then {
|
||||
_unitPos = getPosASL _unit;
|
||||
} else {
|
||||
_unitPos = getPosATL _unit;
|
||||
};
|
||||
|
||||
if (unitReady _unit) then {
|
||||
// Check for distance, doMove and AI are moody and may stop for no reason, within 6 meters and ready should be fine
|
||||
if (_unitPos distance _pos < 1.5) then {
|
||||
call _fnc_attemptSuccessful;
|
||||
|
||||
} else {
|
||||
// Tell the unit to move if an order wasn't given within 30s, avoid doMove spam
|
||||
(_unit getVariable [QGVAR(garrisonMove_failSafe), [CBA_missionTime, 5]]) params ["_failSafeTimer", "_failSafeRemainingAttemps"];
|
||||
|
||||
if (_failSafeTimer <= CBA_missionTime) then {
|
||||
call _fnc_attemptFailed;
|
||||
};
|
||||
};
|
||||
} else {
|
||||
(_unit getVariable [QGVAR(garrisonMove_unitPosMemory), [CBA_missionTime, [0,0,0]]]) params ["_unitPosTimer", "_unitOldPos"];
|
||||
|
||||
// AI may sometimes not be able to report unitReady, this is to avoid the PFH running forever
|
||||
switch true do {
|
||||
case ((_unitPos distance _pos) < 1.5) : {
|
||||
call _fnc_attemptSuccessful;
|
||||
};
|
||||
|
||||
case ((_unitPosTimer + 5) < CBA_missionTime && {_unitOldPos distance _unitPos < 0.5}) : {
|
||||
call _fnc_attemptFailed;
|
||||
};
|
||||
|
||||
case (_unitOldPos distance _unitPos < 0.5) : {};
|
||||
|
||||
default {
|
||||
_unit setVariable [QGVAR(garrisonMove_unitPosMemory), [CBA_missionTime, _unitPos]];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
} foreach _unitMoveList;
|
||||
|
||||
missionNameSpace setVariable [QGVAR(garrison_unitMoveList), _unitMoveList, true];
|
||||
};
|
||||
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
51
addons/ai/functions/fnc_unGarrison.sqf
Normal file
51
addons/ai/functions/fnc_unGarrison.sqf
Normal file
@ -0,0 +1,51 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: alganthe
|
||||
* Used to un-garrison units.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Units to un-garrison <ARRAY>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [unit1, unit2, unit3] call ace_ai_fnc_unGarrison
|
||||
*
|
||||
* Public: Yes
|
||||
*
|
||||
*/
|
||||
|
||||
params [["_units", [], [[]]]];
|
||||
|
||||
_units = _units select {local _x};
|
||||
|
||||
{
|
||||
private _unit = _x;
|
||||
if (!isPlayer _unit && {local _unit}) then {
|
||||
_unit enableAI "PATH";
|
||||
_unit enableAI "FSM";
|
||||
|
||||
private _leader = leader _unit;
|
||||
|
||||
TRACE_3("fnc_ungarrison: unit and leader",_unit , _leader, (_leader == _unit));
|
||||
|
||||
_unit setVariable [QGVAR(garrisonned), false, true];
|
||||
|
||||
private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
|
||||
_unitMoveList deleteAt (_unitMoveList findIf {_x select 0 == _unit});
|
||||
|
||||
if (_leader != _unit) then {
|
||||
doStop _unit;
|
||||
_unit doFollow _leader;
|
||||
|
||||
} else {
|
||||
_unit doMove ((nearestBuilding (getPos _unit)) buildingExit 0);
|
||||
};
|
||||
|
||||
if ((units _unit) findif {(_x getVariable [QGVAR(garrisonned), false]) && !isPlayer _x} == -1) then {
|
||||
LOG("fnc_ungarrison: enableAttack true");
|
||||
(group _unit) enableAttack true;
|
||||
};
|
||||
};
|
||||
} foreach _units;
|
1
addons/ai/functions/script_component.hpp
Normal file
1
addons/ai/functions/script_component.hpp
Normal file
@ -0,0 +1 @@
|
||||
#include "\z\ace\addons\ai\script_component.hpp"
|
45
addons/ai/stringtable.xml
Normal file
45
addons/ai/stringtable.xml
Normal file
@ -0,0 +1,45 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="ai">
|
||||
<Key ID="STR_ACE_ai_GarrisonInvalidPosition">
|
||||
<English>Invalid position provided.</English>
|
||||
<French>Position invalide fourni</French>
|
||||
<Japanese>位置が無効です。</Japanese>
|
||||
<Italian>Posizione invalida fornita.</Italian>
|
||||
<Chinese>提供的位置無效</Chinese>
|
||||
<Chinesesimp>提供的位置无效。</Chinesesimp>
|
||||
<Korean>위치가 잘못되었습니다.</Korean>
|
||||
<Polish>Podano błędną pozycję.</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_ai_GarrisonNoUnits">
|
||||
<English>No units provided.</English>
|
||||
<French>Aucune unité fourni</French>
|
||||
<Japanese>ユニットがありません。</Japanese>
|
||||
<Italian>Nessuna unità fornita.</Italian>
|
||||
<Chinese>找不到可用的單位</Chinese>
|
||||
<Chinesesimp>找不到可用的单位。</Chinesesimp>
|
||||
<Korean>병력이 없습니다.</Korean>
|
||||
<Polish>Nie podano żadnych jednostek.</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_ai_GarrisonNotEnoughPos">
|
||||
<English>There aren't enough positions to place all units.</English>
|
||||
<French>Il n'y a pas assez de positions pour placer toutes les unités</French>
|
||||
<Japanese>全ユニットを置くために十分な位置がありません。</Japanese>
|
||||
<Italian>Non ci sono abbastanza posizioni per piazzare tutte le unità.</Italian>
|
||||
<Chinese>沒有足夠的位置能擺放所有單位</Chinese>
|
||||
<Chinesesimp>没有足够的位置能摆放所有单位。</Chinesesimp>
|
||||
<Korean>모든 병력을 배치 할 공간이 없습니다.</Korean>
|
||||
<Polish>Nie ma wystarczającej ilości pozycji, aby umieścić wszystkie jednostki.</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_ai_GarrisonNoBuilding">
|
||||
<English>No building found.</English>
|
||||
<French>Aucun bâtiment trouvé</French>
|
||||
<Japanese>建物がありません。</Japanese>
|
||||
<Italian>Nessun edificio trovato.</Italian>
|
||||
<Chinese>沒找到建築物</Chinese>
|
||||
<Chinesesimp>没找到建筑物。</Chinesesimp>
|
||||
<Korean>건물이 없습니다.</Korean>
|
||||
<Polish>Nie znaleziono budynku.</Polish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -1,4 +1,3 @@
|
||||
|
||||
class CfgAmmo {
|
||||
class BulletBase;
|
||||
class B_20mm : BulletBase {
|
||||
@ -11,11 +10,11 @@ class CfgAmmo {
|
||||
explosive = 1.8;
|
||||
tracersEvery = 3;
|
||||
tracerEndTime = 3.5;
|
||||
|
||||
CraterEffects = "ExploAmmoCrater";
|
||||
explosionEffects = "ExploAmmoExplosion";
|
||||
model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
|
||||
};
|
||||
|
||||
class ACE_20mm_HE : B_20mm {};
|
||||
class ACE_20mm_AP : B_20mm {
|
||||
hit = 50;
|
||||
@ -40,30 +39,20 @@ class CfgAmmo {
|
||||
|
||||
// also adjust tracer, "muh lightshow"; also adjust splash damage radius
|
||||
class Gatling_30mm_HE_Plane_CAS_01_F: BulletBase {
|
||||
hit = 80;
|
||||
indirectHit = 12;
|
||||
indirectHitRange = 3; //2;
|
||||
caliber = 1.4;
|
||||
deflecting = 3;
|
||||
fuseDistance = 3;
|
||||
tracerStartTime = 0.02;
|
||||
timeToLive = 40;
|
||||
hit = 80; // default: 180
|
||||
indirectHit = 12; // default: 4
|
||||
indirectHitRange = 3; // default: 3
|
||||
caliber = 1.4; // default: 5
|
||||
deflecting = 3; // default: 5
|
||||
fuseDistance = 3; // default: 10
|
||||
tracerStartTime = 0.02; // default: 0.1
|
||||
timeToLive = 40; // default: 6
|
||||
};
|
||||
|
||||
// helper projectiles to simulate a rof > fps
|
||||
class ACE_Gatling_30mm_HE_Plane_CAS_01_Deploy: Gatling_30mm_HE_Plane_CAS_01_F {
|
||||
simulation = "shotSubmunitions";
|
||||
triggerTime = 0;
|
||||
submunitionAmmo = "ACE_Gatling_30mm_HE_Plane_CAS_01_Sub";
|
||||
submunitionConeType[] = {"custom", {{0,0}, {0,0}, {0,0}} };
|
||||
};
|
||||
|
||||
class ACE_Gatling_30mm_HE_Plane_CAS_01_Sub: Gatling_30mm_HE_Plane_CAS_01_F {};
|
||||
|
||||
// adjust damage and splash damage, closer to bluefor gatling with same caliber
|
||||
class Cannon_30mm_HE_Plane_CAS_02_F: Gatling_30mm_HE_Plane_CAS_01_F {
|
||||
hit = 70; //40;
|
||||
indirectHit = 11; //14;
|
||||
indirectHitRange = 3;
|
||||
hit = 70; // default: 150
|
||||
indirectHit = 11; // default: 4
|
||||
indirectHitRange = 3; // default: 3
|
||||
};
|
||||
};
|
||||
|
17
addons/aircraft/CfgEventHandlers.hpp
Normal file
17
addons/aircraft/CfgEventHandlers.hpp
Normal file
@ -0,0 +1,17 @@
|
||||
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));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_PostInit_EventHandlers {
|
||||
class ADDON {
|
||||
clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient));
|
||||
};
|
||||
};
|
@ -1,9 +1,7 @@
|
||||
|
||||
class CfgMagazines {
|
||||
// shoot helper object to tripple rof
|
||||
class VehicleMagazine;
|
||||
class 1000Rnd_Gatling_30mm_Plane_CAS_01_F: VehicleMagazine {
|
||||
ammo = "ACE_Gatling_30mm_HE_Plane_CAS_01_Deploy";
|
||||
count = 1170;
|
||||
};
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
class CfgVehicles {
|
||||
class All {
|
||||
class Turrets;
|
||||
@ -11,7 +10,6 @@ class CfgVehicles {
|
||||
};
|
||||
|
||||
class Air: AllVehicles {};
|
||||
|
||||
class Helicopter: Air {
|
||||
class Turrets {
|
||||
class MainTurret;
|
||||
@ -19,13 +17,11 @@ class CfgVehicles {
|
||||
};
|
||||
|
||||
class Plane: Air {};
|
||||
|
||||
class ParachuteBase: Helicopter {
|
||||
class Turrets;
|
||||
};
|
||||
|
||||
class UAV: Plane {};
|
||||
|
||||
class Helicopter_Base_F: Helicopter {
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret;
|
||||
@ -37,53 +33,27 @@ class CfgVehicles {
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret;
|
||||
};
|
||||
//class UserActions;
|
||||
};
|
||||
|
||||
class Heli_Light_01_base_F: Helicopter_Base_H {
|
||||
lockDetectionSystem = 0;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
driverCanEject = 1;
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 0
|
||||
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
showHMD = 1;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class Heli_Light_01_unarmed_base_F: Heli_Light_01_base_F {};
|
||||
|
||||
class B_Heli_Light_01_F: Heli_Light_01_unarmed_base_F {
|
||||
/*class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {};
|
||||
};*/
|
||||
};
|
||||
|
||||
class Heli_Light_01_armed_base_F: Heli_Light_01_base_F {
|
||||
lockDetectionSystem = 0;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
driverCanEject = 1;
|
||||
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
};
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 0
|
||||
};
|
||||
|
||||
class B_Heli_Light_01_armed_F: Heli_Light_01_armed_base_F {};
|
||||
|
||||
class Heli_Light_02_base_F: Helicopter_Base_H {
|
||||
driverCanEject = 1;
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
magazines[] = {"2000Rnd_762x51_Belt_T_Green","12Rnd_PG_missiles","168Rnd_CMFlare_Chaff_Magazine"};
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
magazines[] = {"2000Rnd_762x51_Belt_T_Green", "12Rnd_PG_missiles", "168Rnd_CMFlare_Chaff_Magazine"}; // Switch gun magazine to 7.62mm from 6.5mm
|
||||
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
showHMD = 1;
|
||||
};
|
||||
};
|
||||
@ -97,248 +67,81 @@ class CfgVehicles {
|
||||
|
||||
#include "Heli_Attack_01_base_F.hpp"
|
||||
|
||||
class B_Heli_Attack_01_F: Heli_Attack_01_base_F {};
|
||||
|
||||
class Heli_Attack_02_base_F: Helicopter_Base_F {
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
driverCanEject = 1;
|
||||
|
||||
class Turrets: Turrets {
|
||||
class MainTurret: MainTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
};
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
};
|
||||
|
||||
class Heli_Transport_01_base_F: Helicopter_Base_H {
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
driverCanEject = 1;
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
showHMD = 1;
|
||||
};
|
||||
|
||||
class MainTurret: MainTurret {
|
||||
magazines[] = {"2000Rnd_762x51_Belt_T_Red"};
|
||||
canEject = 1;
|
||||
magazines[] = {"2000Rnd_762x51_Belt_T_Red"}; // Switch gun magazine to 7.62mm from 6.5mm
|
||||
};
|
||||
|
||||
class RightDoorGun: MainTurret {
|
||||
magazines[] = {"2000Rnd_762x51_Belt_T_Red"};
|
||||
canEject = 1;
|
||||
magazines[] = {"2000Rnd_762x51_Belt_T_Red"}; // Switch gun magazine to 7.62mm from 6.5mm
|
||||
};
|
||||
};
|
||||
|
||||
/*class UserActions {
|
||||
class DoorL1_Open {
|
||||
available = 1;
|
||||
condition = "((this doorPhase 'door_L') == 0) AND Alive(this) AND driver this != player AND gunner this != player";
|
||||
};
|
||||
class DoorR1_Open: DoorL1_Open {
|
||||
condition = "((this doorPhase 'door_R') == 0) AND Alive(this) AND driver this != player AND gunner this != player";
|
||||
};
|
||||
class DoorL1_Close: DoorL1_Open {
|
||||
condition = "((this doorPhase 'door_L') > 0) AND Alive(this) AND driver this != player AND gunner this != player";
|
||||
};
|
||||
class DoorR1_Close: DoorL1_Close {
|
||||
condition = "((this doorPhase 'door_R') > 0) AND Alive(this) AND driver this != player AND gunner this != player";
|
||||
};
|
||||
};*/
|
||||
};
|
||||
|
||||
class Heli_Transport_02_base_F: Helicopter_Base_H {
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
driverCanEject = 1;
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
showHMD = 1;
|
||||
};
|
||||
};
|
||||
|
||||
/*class UserActions: UserActions {
|
||||
class DoorL1_Open {
|
||||
available = 1;
|
||||
condition = "this animationPhase ""door_back_L"" < 0.5 AND Alive(this)";
|
||||
};
|
||||
class DoorR1_Open: DoorL1_Open {
|
||||
condition = "this animationPhase ""door_back_R"" < 0.5 AND Alive(this)";
|
||||
};
|
||||
class DoorL1_Close: DoorL1_Open {
|
||||
condition = "this animationPhase ""door_back_L"" > 0.5 AND Alive(this)";
|
||||
};
|
||||
class DoorR1_Close: DoorL1_Close {
|
||||
condition = "this animationPhase ""door_back_R"" > 0.5 AND Alive(this)";
|
||||
};
|
||||
class CargoRamp_Open: DoorL1_Open {
|
||||
userActionID = 52;
|
||||
displayName = CSTRING(OpenCargoRamp);
|
||||
textToolTip = CSTRING(OpenCargoRamp);
|
||||
position = "action_cargoramp";
|
||||
radius = 3.0;
|
||||
condition = "this animationPhase ""cargoramp_open"" < 0.5 AND Alive(this)";
|
||||
statement = "this animateDoor ['cargoramp_open', 1]";
|
||||
};
|
||||
class CargoRamp_Close: DoorL1_Close {
|
||||
userActionID = 55;
|
||||
displayName = CSTRING(CloseCargoRamp);
|
||||
textToolTip = CSTRING(CloseCargoRamp);
|
||||
position = "action_cargoramp";
|
||||
radius = 3.0;
|
||||
condition = "this animationPhase ""cargoramp_open"" > 0.5 AND Alive(this)";
|
||||
statement = "this animateDoor ['cargoramp_open', 0]";
|
||||
};
|
||||
};*/
|
||||
};
|
||||
|
||||
class Heli_light_03_base_F: Helicopter_Base_F {};
|
||||
class I_Heli_light_03_base_F: Heli_light_03_base_F {
|
||||
lockDetectionSystem = 0;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
driverCanEject = 1;
|
||||
weapons[] = {"M134_minigun","missiles_DAR","CMFlareLauncher", "ACE_AIR_SAFETY" };
|
||||
magazines[] = {"5000Rnd_762x51_Yellow_Belt","24Rnd_missiles","168Rnd_CMFlare_Chaff_Magazine"};
|
||||
class Heli_light_03_base_F: Helicopter_Base_F {
|
||||
lockDetectionSystem = 0; // Vanilla: 12
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
|
||||
class Turrets: Turrets {
|
||||
class MainTurret: MainTurret {
|
||||
canEject = 1;
|
||||
showHMD = 1;
|
||||
gunBeg = "commanderview";
|
||||
gunEnd = "laserstart";
|
||||
memoryPointGun = "laserstart";
|
||||
stabilizedInAxes = 3;
|
||||
weapons[] = {"Laserdesignator_mounted"};
|
||||
soundServo[] = {"",0.01,1,30};
|
||||
weapons[] = {"Laserdesignator_mounted"}; // Add Laser Designator
|
||||
magazines[] = {"Laserbatteries"};
|
||||
inGunnerMayFire = 1;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class I_Heli_light_03_F: Heli_light_03_base_F {
|
||||
class Turrets: Turrets {
|
||||
class MainTurret: MainTurret {};
|
||||
};
|
||||
};
|
||||
|
||||
class Heli_light_03_unarmed_base_F: Heli_light_03_base_F {};
|
||||
|
||||
class I_Heli_light_03_unarmed_F: Heli_light_03_unarmed_base_F {};
|
||||
|
||||
class Plane_CAS_01_base_F: Plane_Base_F {
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
|
||||
class Turrets;
|
||||
|
||||
#include <flightmodel_thunderbolt.hpp>
|
||||
lockDetectionSystem = 12; // Vanilla: 8
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
};
|
||||
|
||||
class Plane_CAS_02_base_F: Plane_Base_F {
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
|
||||
class Turrets;
|
||||
|
||||
#include <flightmodel_yak.hpp>
|
||||
lockDetectionSystem = 12; // Vanilla: 8
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
};
|
||||
|
||||
class Plane_Fighter_03_base_F: Plane_Base_F {
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
|
||||
class Turrets;
|
||||
|
||||
#include <flightmodel_alca.hpp>
|
||||
};
|
||||
|
||||
class UAV_01_base_F: Helicopter_Base_F {
|
||||
/*class Turrets: Turrets {
|
||||
class MainTurret: MainTurret {};
|
||||
};*/
|
||||
lockDetectionSystem = 12; // Vanilla: 8
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
};
|
||||
|
||||
class UAV_02_base_F: UAV {
|
||||
weapons[] = {};
|
||||
weapons[] = {}; // Remove flare launcher
|
||||
magazines[] = {};
|
||||
|
||||
class Turrets {
|
||||
class MainTurret;
|
||||
};
|
||||
};
|
||||
|
||||
class UAV_02_CAS_base_F: UAV_02_base_F {
|
||||
weapons[] = {};
|
||||
weapons[] = {}; // Remove flare launcher
|
||||
magazines[] = {};
|
||||
|
||||
/*class Turrets: Turrets {
|
||||
class MainTurret: MainTurret {};
|
||||
};*/
|
||||
};
|
||||
|
||||
class Heli_Transport_03_base_F: Helicopter_Base_H {};
|
||||
class B_Heli_Transport_03_base_F: Heli_Transport_03_base_F {
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
driverCanEject = 1;
|
||||
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
//class MainTurret: MainTurret {};
|
||||
class RightDoorGun: MainTurret {};
|
||||
};
|
||||
class Heli_Transport_03_base_F: Helicopter_Base_H {
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
};
|
||||
|
||||
class B_Heli_Transport_03_unarmed_base_F: Heli_Transport_03_base_F {
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
//class MainTurret: MainTurret {};
|
||||
//class RightDoorGun: MainTurret {};
|
||||
};
|
||||
};
|
||||
|
||||
class Heli_Transport_04_base_F: Helicopter_Base_H {
|
||||
lockDetectionSystem = 12;
|
||||
incomingMissileDetectionSystem = 16;
|
||||
driverCanEject = 1;
|
||||
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
class LoadmasterTurret: MainTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class O_Heli_Transport_04_bench_F: Heli_Transport_04_base_F {
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
class LoadmasterTurret: LoadmasterTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class O_Heli_Transport_04_covered_F: Heli_Transport_04_base_F {
|
||||
class Turrets: Turrets {
|
||||
class CopilotTurret: CopilotTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
class LoadmasterTurret: LoadmasterTurret {
|
||||
canEject = 1;
|
||||
};
|
||||
};
|
||||
incomingMissileDetectionSystem = 16; // Vanilla: 24
|
||||
};
|
||||
};
|
||||
|
@ -1,13 +1,8 @@
|
||||
|
||||
class Mode_SemiAuto;
|
||||
class Mode_Burst;
|
||||
class Mode_FullAuto;
|
||||
|
||||
class CfgWeapons {
|
||||
|
||||
class RocketPods;
|
||||
class ACE_AIR_SAFETY : RocketPods
|
||||
{
|
||||
class ACE_AIR_SAFETY : RocketPods {
|
||||
CanLock = 0;
|
||||
displayName = "SAFE";
|
||||
displayNameMagazine = "SAFE";
|
||||
@ -21,18 +16,6 @@ class CfgWeapons {
|
||||
magazineReloadTime = 0.1;
|
||||
};
|
||||
|
||||
// Manual Switching Of Flare Mode
|
||||
class SmokeLauncher;
|
||||
class CMFlareLauncher: SmokeLauncher {
|
||||
modes[] = {"Single","Burst","AIBurst"};
|
||||
class Single: Mode_SemiAuto {
|
||||
reloadTime = 0.1;
|
||||
};
|
||||
class Burst: Mode_Burst {
|
||||
displayName = CSTRING(CMFlareLauncher_Burst_Name);
|
||||
};
|
||||
};
|
||||
|
||||
// bigger mag for comanche
|
||||
class CannonCore;
|
||||
class gatling_20mm: CannonCore {
|
||||
@ -43,6 +26,7 @@ class CfgWeapons {
|
||||
reloadTime = 0.023; //0.04;
|
||||
dispersion = 0.006; //0.0022;
|
||||
};
|
||||
|
||||
class close: manual {};
|
||||
class short: close {};
|
||||
class medium: close {};
|
||||
@ -57,18 +41,22 @@ class CfgWeapons {
|
||||
dispersion = 0.006;
|
||||
displayName = CSTRING(gatling_20mm_Name);
|
||||
};
|
||||
|
||||
class close: close {
|
||||
reloadTime = 0.04;
|
||||
dispersion = 0.006;
|
||||
};
|
||||
|
||||
class short: short {
|
||||
reloadTime = 0.04;
|
||||
dispersion = 0.006;
|
||||
};
|
||||
|
||||
class medium: medium {
|
||||
reloadTime = 0.04;
|
||||
dispersion = 0.006;
|
||||
};
|
||||
|
||||
class far: far {
|
||||
reloadTime = 0.04;
|
||||
dispersion = 0.006;
|
||||
@ -78,14 +66,13 @@ class CfgWeapons {
|
||||
// buff gatling rof
|
||||
class MGunCore;
|
||||
class MGun: MGunCore {};
|
||||
|
||||
class LMG_RCWS: MGun {};
|
||||
|
||||
class LMG_Minigun: LMG_RCWS {
|
||||
class manual: MGun {
|
||||
reloadTime = 0.075; //0.015;
|
||||
dispersion = 0.00093; //0.006;
|
||||
};
|
||||
|
||||
class close: manual {};
|
||||
class short: close {};
|
||||
class medium: close {};
|
||||
@ -94,10 +81,12 @@ class CfgWeapons {
|
||||
|
||||
class LMG_Minigun_heli: LMG_Minigun {
|
||||
showAimCursorInternal = 0;
|
||||
|
||||
class manual: manual {
|
||||
reloadTime = 0.015; //0.033; Note: This is a way to fast ROF (requires over 60 FPS) @todo
|
||||
dispersion = 0.006; //0.0087;
|
||||
};
|
||||
|
||||
class close: manual {};
|
||||
class short: close {};
|
||||
class medium: close {};
|
||||
@ -110,30 +99,11 @@ class CfgWeapons {
|
||||
dispersion = 0.0064; //0.0023;
|
||||
multiplier = 1;
|
||||
};
|
||||
|
||||
class HighROF: LowROF {
|
||||
reloadTime = 0.02; //0.03;
|
||||
dispersion = 0.0064; //0.0023;
|
||||
multiplier = 1;
|
||||
};
|
||||
class close: HighROF {};
|
||||
class short: close {};
|
||||
class medium: LowROF {};
|
||||
class far: medium {};
|
||||
};
|
||||
|
||||
class Gatling_30mm_Plane_CAS_01_F: CannonCore {
|
||||
autoFire = 1;
|
||||
burst = 1;
|
||||
class LowROF: Mode_FullAuto {
|
||||
autoFire = 0;
|
||||
burst = 22; //65;
|
||||
reloadTime = 0.0462; //0.0154; //0.034;
|
||||
multiplier = 3;
|
||||
};
|
||||
class close: LowROF {};
|
||||
class near: close {};
|
||||
class short: close {};
|
||||
class medium: close {};
|
||||
class far: close {};
|
||||
};
|
||||
};
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user