Merge branch 'master' into settingsErrorChecking

Conflicts:
	addons/map_gestures/stringtable.xml
This commit is contained in:
PabstMirror 2015-11-03 12:09:36 -06:00
commit cfba7c01e8
64 changed files with 486 additions and 191 deletions

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@ -44,6 +44,7 @@ BlackPixxel <blackpixxel96@gmail.com>
BlackQwar
Brakoviejo
Brisse <brisse@outlook.com>
Brostrom.A | Evul <andreas.brostrom.ce@gmail.com>
BullHorn <bullhorn7@gmail.com>
Clon1998 <ps.patti1998@gmail.com>
Codingboy

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@ -14,7 +14,7 @@ Indicate if the issue appears on stable or development version. In case it is th
## Reporting the issue
Head over to the <a href="{{ site.githubUrl }}/issues" target="_blank">ACE3 GitHub issue tracker</a> and press the <a href="{{ site.githubUrl }}/issues/new" target="_blank">"New issue"</a> button in the top right corner. Add a descriptive title and copy the following issue template in to the text area:
Head over to the [ACE3 GitHub issue tracker](https://github.com/acemod/ACE3/issues) and press the [New issue](https://github.com/acemod/ACE3/issues/new) button in the top right corner. Add a descriptive title and copy the following issue template in to the text area:
```
ACE3 Version: 3.x.x
@ -43,8 +43,8 @@ ACE3 Version: 3.x.x
A video of the issue might be helpful in resolving it faster.
GitHub uses [Markdown](http://daringfireball.net/projects/markdown/syntax) to style the output. If you want to know more about it (e.g. how to [turn text bold](https://help.github.com/articles/markdown-basics/#styling-text), how to denote [code blocks](https://help.github.com/articles/markdown-basics/#inline-formats) or [inline code](https://help.github.com/articles/markdown-basics/#multiple-lines)) have a look at the [GitHub Markdown Documentation](https://help.github.com/articles/github-flavored-markdown).
Github uses <a href="http://daringfireball.net/projects/markdown/syntax" target="_blank">"Markdown"</a> to style the output. If you want to know more about it (e.g. how to <a href="https://help.github.com/articles/markdown-basics/#styling-text" target="_blank">turn text bold</a>, how to denote <a href="https://help.github.com/articles/markdown-basics/#inline-formats" target="_blank">code blocks</a> or <a href="https://help.github.com/articles/markdown-basics/#multiple-lines" target="_blank">inline code</a>) have a look at the <a href="https://help.github.com/articles/github-flavored-markdown/" target="_blank">GitHub markdown documentation</a>.
# Feature Requests
@ -54,11 +54,11 @@ ACE2, AGM and CSE had a lot of features implemented or planned. All of them are
Please refrain from making requests for any planned or existing features from either ACE2, AGM or CSE. Most of them are already being or have been considered for porting or a rewrite.
## Requesting a feature
In order to avoid duplicates and keep the issue tracker organized, we have created a common issue for <a href="{{ site.githubUrl }}/issues/414/" target="_blank">ACE 3 Feature requests</a>. 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.
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/414). 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.
# Regarding Pull Requests (PRs)
- You want to help but don't know where to start ? Check the wiki entry for [setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html)
- You want to help but don't know where to start? Check the wiki entry for [setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html)
- [Make sure to respect the file structure](http://ace3mod.com/wiki/development/modularity-and-pbo-structure.html)
- [Make sure to respect the coding guidelines](http://ace3mod.com/wiki/development/coding-guidelines.html)

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@ -1,30 +1,35 @@
<p align="center">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.3.2-blue.svg" alt="ACE3 Version">
<img src="https://img.shields.io/badge/Version-3.3.2-blue.svg?style=flat-square" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.3.2/ace3_3.3.2.zip">
<img src="https://img.shields.io/badge/Download-65.7_MB-green.svg" alt="ACE3 Download">
<img src="https://img.shields.io/badge/Download-65.7_MB-green.svg?style=flat-square" alt="ACE3 Download">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 Issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
</a>
<a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF Thread">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg?style=flat-square" alt="BIF Thread">
</a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="https://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 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" alt="ACE3 Slack">
<img src="http://slackin.ace3mod.com/badge.svg?style=flat-square&label=Slack" alt="ACE3 Slack">
</a>
<a href="https://travis-ci.org/acemod/ACE3">
<img src="https://img.shields.io/travis/acemod/ACE3.svg" alt="ACE3 Build Status">
<img src="https://img.shields.io/travis/acemod/ACE3.svg?style=flat-square&label=Build" alt="ACE3 Build Status">
</a>
</p>
<p align="center"><sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
<p align="center">
<sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>.<br/>
Visit us on <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup>
</p>
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
@ -43,6 +48,7 @@ The mod is **built modularly**, so almost any included PBO can be easily removed
- Captivity system
- Explosives system, including different trigger types
- Map screen improvements marker placement and map tools
- Logistics
- Advanced missile guidance and laser designation
#### Additional features

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@ -153,16 +153,32 @@ class CfgVehicles {
class GVAR(ModuleSurrender): Module_F {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleSurrender_DisplayName); //Make Unit Surrender
displayName = CSTRING(ModuleSurrender_DisplayName);
function = QFUNC(moduleSurrender);
scope = 2; //show in editor
isGlobal = 1; //run global
isGlobal = 0; //run on server
isTriggerActivated = 1; //Wait for triggers
icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Surrender_ca.paa));
functionPriority = 0;
class Arguments {};
class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleSurrender_Description); //Sync a unit to make them surrender.<br/>Source: ace_captives
description = CSTRING(ModuleSurrender_Description);
sync[] = {"AnyAI"};
};
};
class GVAR(ModuleHandcuffed): Module_F {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleHandcuffed_DisplayName);
function = QFUNC(moduleHandcuffed);
scope = 2; //show in editor
isGlobal = 0; //run on server
isTriggerActivated = 1; //Wait for triggers
icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Handcuffed_ca.paa));
functionPriority = 0;
class Arguments {};
class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleHandcuffed_Description);
sync[] = {"AnyAI"};
};
};

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@ -24,6 +24,7 @@ PREP(handlePlayerChanged);
PREP(handleRespawn);
PREP(handleUnitInitPost);
PREP(handleZeusDisplayChanged);
PREP(moduleHandcuffed);
PREP(moduleSettings);
PREP(moduleSurrender);
PREP(setHandcuffed);

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@ -2,7 +2,7 @@
class CfgPatches {
class ADDON {
units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender)};
units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender), QGVAR(ModuleHandcuffed)};
weapons[] = {"ACE_CableTie"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_Interaction"};

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@ -20,11 +20,12 @@ params ["_unit", "_target"];
//Check sides, Player has cableTie, target is alive and not already handcuffed
(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
("ACE_CableTie" in (items _unit)) &&
{"ACE_CableTie" in (items _unit)} &&
{alive _target} &&
{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
{
(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
{!([_target] call EFUNC(common,isPlayer))} || //is an AI (not a player)
{GVAR(requireSurrender) == 0} || //or don't require surrendering
{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon

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@ -0,0 +1,35 @@
/*
* Author: PabstMirror
* Module Function to make a unit handcuffed (can be called from editor)
*
* Arguments:
* 0: The Module Logic <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* Called from module
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_units", "_activated"];
TRACE_3("params",_logic,_units,_activated);
if (!_activated) exitWith {};
if (!isServer) exitWith {};
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
["SetHandcuffed", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05] call EFUNC(common,waitAndExecute);
deleteVehicle _logic;

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@ -1,9 +1,9 @@
/*
* Author: PabstMirror
* Module Function to make a unit surrender (can be called from editor, or placed with zeus)
* Module Function to make a unit surrender (can be called from editor)
*
* Arguments:
* 0: The Module Logic Object <OBJECT>
* 0: The Module Logic <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
@ -17,20 +17,19 @@
*/
#include "script_component.hpp"
private ["_bisMouseOver", "_mouseOverObject"];
params ["_logic", "_units", "_activated"];
TRACE_3("params",_logic,_units,_activated);
if (!_activated) exitWith {};
if (!isServer) exitWith {};
if (local _logic) then {
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05]call EFUNC(common,waitAndExecute);
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05] call EFUNC(common,waitAndExecute);
deleteVehicle _logic;
};
deleteVehicle _logic;

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@ -56,8 +56,11 @@ if (_state) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
};
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation);
@ -67,7 +70,6 @@ if (_state) then {
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
} else {
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
@ -90,8 +92,7 @@ if (_state) then {
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];

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@ -48,7 +48,11 @@ if (_state) then {
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
local _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
};
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
params ["_unit", "_newAnimation"];
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
@ -64,8 +68,7 @@ if (_state) then {
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
local _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(surrenderAnimEHID), -1];

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Captives">
<Key ID="STR_ACE_Captives_SetCaptive">
@ -99,7 +99,7 @@
</Key>
<Key ID="STR_ACE_Captives_CableTieDescription">
<English>Cable ties that allow you to restrain prisoners.</English>
<German>Kabelbinder ermöglichen es, Gefangene zu fesseln.</German>
<German>Mit Kabelbindern können Gefangene gefesselt werden.</German>
<Polish>Opaska zaciskowa pozwala na skrępowanie dłoni u więźnia.</Polish>
<Spanish>Los precintos permiten maniatar prisioneros</Spanish>
<French>Les Serflex permettent de menotter les prisonniers.</French>
@ -179,6 +179,12 @@
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
<Russian>Синхронизируйте с юнитами, чтобы сделать их пленными.&lt;br /&gt;Источник: ace_captives</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_DisplayName">
<English>Make Unit Handcuffed</English>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_Description">
<English>Sync a unit to make them handcuffed.&lt;br /&gt;Source: ace_captives</English>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English>
<Polish>Ustawienia więźniów</Polish>
@ -206,7 +212,7 @@
<Polish>Skuwanie sojuszników</Polish>
<Spanish>Se puede esposar el bando propio</Spanish>
<Czech>Může spoutat spolubojovníky</Czech>
<German>Kann Teamkollegen fesseln</German>
<German>Kann Kameraden fesseln</German>
<Portuguese>Pode algemar o próprio lado</Portuguese>
<French>Peut libérer sa propre faction</French>
<Hungarian>Saját oldal megbilincselhető</Hungarian>
@ -217,7 +223,7 @@
<Polish>Czy gracze mogą skuwać sojuszników?</Polish>
<Spanish>Pueden los jugadores esposar unidades en su propio bando</Spanish>
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
<German>Können Spieler eigene Einheiten fesseln</German>
<German>Spieler können eigene Einheiten fesseln. </German>
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
<French>Les joueurs peuvent utiliser les Serflex sur leur propre camp</French>
<Hungarian>A játékosok megkötözhetik-e a saját oldalukon lévő egységeket</Hungarian>
@ -239,7 +245,7 @@
<Polish>Gracze mogą skapitulować po schowaniu swojej broni do kabury</Polish>
<Spanish>Los jugadores pueden rendirse después de enfundar su arma</Spanish>
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben.</German>
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
<French>Les joueurs peuvent se rendre après avoir rangé leur arme</French>
<Hungarian>A játékosok megadhatják magukat a fegyverük elrakása után</Hungarian>
@ -247,6 +253,7 @@
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
<English>Require surrendering</English>
<German>Benötigt Kapitulation</German>
<Polish>Wymagaj kapitulacji</Polish>
<Portuguese>Requer rendição</Portuguese>
<Russian>Требовать пленения</Russian>
@ -254,6 +261,7 @@
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description">
<English>Require Players to surrender before they can be arrested</English>
<German>Spieler müssen sich erst ergeben, bevor sie gefangen genommen werden können</German>
<Polish>Wymagaj od graczy kapitulacji zanim będzie można ich zaaresztować</Polish>
<Portuguese>Requer que jogadores se rendam antes de poderem ser presos</Portuguese>
<Russian>Требуется, чтобы игрок сдался в плен прежде, чем его можно будет связать</Russian>
@ -261,6 +269,7 @@
</Key>
<Key ID="STR_ACE_Captives_SurrenderOnly">
<English>Surrendering only</English>
<German>Nur Ergeben</German>
<Polish>Tylko kapitulacja</Polish>
<Portuguese>Somente rendição </Portuguese>
<Russian>Только сдавшийся в плен</Russian>
@ -268,6 +277,7 @@
</Key>
<Key ID="STR_ACE_Captives_SurrenderOrNoWeapon">
<English>Surrendering or No weapon</English>
<German>Ergeben oder keine Waffe</German>
<Polish>Kapitulacja lub brak broni</Polish>
<Portuguese>Rendição ou desarmado</Portuguese>
<Russian>Сдавшийся или безоружный</Russian>

View File

@ -172,6 +172,13 @@ class CfgVehicles {
GVAR(hasCargo) = 0;
};
// autonomus
class Helicopter_Base_F;
class UAV_01_base_F: Helicopter_Base_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// boats
class Ship;
class Ship_F: Ship {

View File

@ -223,6 +223,7 @@ PREP(getTurretCopilot);
PREP(getDoorTurrets);
PREP(getTurretsFFV);
PREP(getTurretsOther);
PREP(hasHatch);
// missing inventory commands
PREP(binocularMagazine);

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@ -0,0 +1,35 @@
/*
* Author: commy2
* Check if unit is in a vehicle position where it can turn in or out.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Unit has a hatch? <BOOL>
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit"];
local _vehicle = vehicle _unit;
if (_unit == _vehicle) exitWith {false};
local _config = configFile >> "CfgVehicles" >> typeOf _vehicle;
if (getNumber (_config >> "hideProxyInCombat") != 1) exitWith {false};
if (_unit == driver _vehicle) exitWith {
getNumber (_config >> "forceHideDriver") == 0; // return
};
local _turret = [_unit] call FUNC(getTurretIndex);
if (_turret isEqualTo []) exitWith {false};
local _turretConfig = [_config, _turret] call FUNC(getTurretConfigPath);
getNumber (_turretConfig >> "forceHideGunner") == 0; // return

View File

@ -11,7 +11,7 @@
* None
*
* Example:
* [{(_this select 0) == vehicle (_this select 0)}, {(_this select 0) setDamage 1;}, [ACE_player]] call ace_common_fnc_waitAndExecute
* [{(_this select 0) == vehicle (_this select 0)}, {(_this select 0) setDamage 1;}, [ACE_player]] call ace_common_fnc_waitUntilAndExecute
*
* Public: No
*/

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@ -6,24 +6,28 @@
<Polish>DAGR</Polish>
<Spanish>DAGR</Spanish>
<Russian>DAGR</Russian>
<Portuguese>DAGR</Portuguese>
</Key>
<Key ID="STR_ACE_DAGR_ConfigureDAGR">
<English>Configure DAGR</English>
<Polish>Konfiguruj DAGR</Polish>
<Spanish>Configurar DAGR</Spanish>
<Russian>Настроить DAGR</Russian>
<Portuguese>Configurar DAGR</Portuguese>
</Key>
<Key ID="STR_ACE_DAGR_ToggleDAGR">
<English>Toggle DAGR</English>
<Polish>Przełącz DAGR</Polish>
<Spanish>Mostrar DAGR</Spanish>
<Russian>Вкл./выкл. DAGR</Russian>
<Portuguese>Mostrar DAGR</Portuguese>
</Key>
<Key ID="STR_ACE_DAGR_Description">
<English>Defense Advanced GPS Receiver</English>
<Polish>Defense Advanced GPS Receiver</Polish>
<Spanish>Defense Advanced GPS Receiver</Spanish>
<Russian>Военный многофункциональный GPS-приёмник</Russian>
<Portuguese>Defense Advanced GPS Receiver</Portuguese>
</Key>
</Package>
</Project>
</Project>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Dragging">
<Key ID="STR_ACE_Dragging_Drag">
@ -53,6 +53,7 @@
<English>Raise/Lower</English>
<German>Heben/Senken</German>
<Polish>Wyżej/Niżej</Polish>
<Portuguese>Levantar/Abaixar</Portuguese>
</Key>
</Package>
</Project>
</Project>

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@ -1,7 +1,7 @@
#include "script_component.hpp"
GVAR(enabled) = false;
GVAR(ACE_time) = 0;
GVAR(time) = 0;
GVAR(position) = [0,0,0];
if (!hasInterface) exitWith {};

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@ -22,7 +22,7 @@ _distance = call FUNC(getRange);
if !(!GVAR(enabled) && FUNC(canUseFCS)) exitWith {};
GVAR(Enabled) = true;
GVAR(Time) = ACE_time;
GVAR(time) = ACE_time;
if (_distance == 0) then {
_distance = [5, 5000, 0] call EFUNC(common,getTargetDistance); // maximum distance: 5000m, 5m precision

View File

@ -60,7 +60,7 @@ private ["_movingAzimuth", "_posTarget", "_velocityTarget"];
// MOVING TARGETS
_movingAzimuth = 0;
if (ACE_time - GVAR(ACE_time) > 1 and GVAR(ACE_time) != -1 and count _this < 3) then {
if (ACE_time - GVAR(time) > 1 and GVAR(time) != -1 and count _this < 3) then {
// calculate speed of target
_posTarget = [
(getPos _vehicle select 0) + _distance * (_weaponDirection select 0),
@ -68,9 +68,9 @@ if (ACE_time - GVAR(ACE_time) > 1 and GVAR(ACE_time) != -1 and count _this < 3)
(getPos _vehicle select 2) + _distance * (_weaponDirection select 2)
];
_velocityTarget = [
((_posTarget select 0) - (GVAR(position) select 0)) / (ACE_time - GVAR(ACE_time)),
((_posTarget select 1) - (GVAR(position) select 1)) / (ACE_time - GVAR(ACE_time)),
((_posTarget select 2) - (GVAR(position) select 2)) / (ACE_time - GVAR(ACE_time))
((_posTarget select 0) - (GVAR(position) select 0)) / (ACE_time - GVAR(time)),
((_posTarget select 1) - (GVAR(position) select 1)) / (ACE_time - GVAR(time)),
((_posTarget select 2) - (GVAR(position) select 2)) / (ACE_time - GVAR(time))
];
private ["_magazineType", "_ammoType", "_initSpeed", "_airFriction", "_timeToLive", "_simulationStep", "_initSpeedCoef", "_velocityMagnitude"];
@ -90,7 +90,7 @@ if (ACE_time - GVAR(ACE_time) > 1 and GVAR(ACE_time) != -1 and count _this < 3)
if (_initSpeedCoef > 0) then {
_initSpeed = _initSpeedCoef;
};
if (_simulationStep != 0) then {
private ["_posX", "_velocityX", "_velocityY", "_timeToTarget"];
@ -130,7 +130,7 @@ if (ACE_time - GVAR(ACE_time) > 1 and GVAR(ACE_time) != -1 and count _this < 3)
};
};
GVAR(enabled) = false;
GVAR(ACE_time) = -1;
GVAR(time) = -1;
private ["_viewDiff", "_FCSAzimuth", "_FCSMagazines", "_FCSElevation"];
@ -157,7 +157,7 @@ _FCSElevation = [];
_maxElev = getNumber (_turretConfig >> "maxElev");
_initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
_airFriction = getNumber (configFile >> "CfgAmmo" >> _ammoType >> "airFriction");
{
private ["_weapon", "_muzzles", "_weaponMagazines", "_muzzleMagazines"];
_weapon = _x;
@ -179,7 +179,7 @@ _FCSElevation = [];
};
};
} forEach _weapons;
_offset = "ace_fcs" callExtension format ["%1,%2,%3,%4", _initSpeed, _airFriction, _angleTarget, _distance];
_offset = parseNumber _offset;
@ -209,4 +209,4 @@ if(_playSound) then {
if(_showHint) then {
[format ["%1: %2", localize LSTRING(ZeroedTo), _distance]] call EFUNC(common,displayTextStructured);
};
};

View File

@ -259,10 +259,12 @@
<Key ID="STR_ACE_Map_DefaultChannel_DisplayName">
<English>Set Channel At Start</English>
<Polish>Ust. domyślny kanał</Polish>
<Portuguese>Definir canal no início</Portuguese>
</Key>
<Key ID="STR_ACE_Map_DefaultChannel_Description">
<English>Change the starting marker channel at mission start</English>
<Polish>Ustaw domyślny kanał dla markerów przy starcie misji</Polish>
<Portuguese>Muda o canal do marcador no início da missão</Portuguese>
</Key>
</Package>
</Project>

View File

@ -3,72 +3,95 @@
<Package name="map_gestures">
<Key ID="STR_ACE_map_gestures_moduleSettings_displayName">
<English>Map Gestures</English>
<Portuguese>Gestos no mapa</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_enabled_displayName">
<English>Enabled</English>
<Portuguese>Ativado</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_maxRange_displayName">
<English>Map Gesture Max Range</English>
<Portuguese>Distância para gestos no mapa</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_maxRange_description">
<English>Max range between players to show the map gesture indicator [default: 7 meters]</English>
<Portuguese>Distância max. entre os jogadores para mostrar o indicador de gesto no mapa [padrão: 7 metros]</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadColor_displayName">
<English>Lead Default Color</English>
<Portuguese>Cor padrão para o líder</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadColor_description">
<English>Fallback Color value for group leaders when there is no group setting. [Module: leave blank to not force on clients]</English>
<Portuguese>Valor de cor alternativa para líderes de grupo</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultColor_displayName">
<English>Default Color</English>
<Portuguese>Cor padrão</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultColor_description">
<English>Fallback Color value when there is no group setting. [Module: leave blank to not force on clients]</English>
<Portuguese>Valor alternativo de cor</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_leadColor_displayName">
<English>Lead Color</English>
<Portuguese>Cor do líder</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_leadColor_description">
<English>Color value for group leaders of groups synced with this module.</English>
<Portuguese>Valor de cor para líderes de grupo sincronizados com este módulo.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_color_displayName">
<English>Color</English>
<Portuguese>Cor</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_color_description">
<English>Color value for group members of groups synced with this module.</English>
<Portuguese>Valor de cor para membros de grupo sincronizados com este módulo.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_moduleGroupSettings_displayName">
<English>Map Gestures - Group Settings</English>
<Portuguese>Gestos no mapa - Definições de Grupo</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_interval_displayName">
<English>Update Interval</English>
<Portuguese>Intervalo de atualizações</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_interval_description">
<English>Time between data updates.</English>
<Portuguese>Tempo entre atualização de dados</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurations_displayName">
<English>Group color configurations</English>
<Portuguese>Configurações de cores de grupo</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurations_description">
<English>Group color configuration containing arrays of color pairs ([leadColor, color]).</English>
<Portuguese>Configuração de cores de grupo contendo arrays com pares de cores ([leadColor, color]).</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurationMapping_description">
<English>Hash of Group ID mapped to the Group color configuration index.</English>
<Portuguese>Hashes de ID de grupos mapeados para o índice de configuração de cor de grupos.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurationMapping_displayName">
<English>GroupID Color configuration mapping</English>
<Portuguese>Mapeamento de configuração para cores de GroupID</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_enabled_description">
<English>Enables the Map Gestures.</English>
<Portuguese>Ativa os gestos no mapa</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_nameTextColor_displayName">
<English>Name Text Color</English>
<Portuguese>Cor do texto do nome</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_nameTextColor_description">
<English>Color of the name tag text besides the map gestures mark.</English>
<Portuguese>Cor do texto da etiqueta de nome que fica embaixo da marcação de gestos no mapa.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_mapGestures_category">
<English>Map Gestures</English>
<Portuguese>Gestos no mapa</Portuguese>
</Key>
</Package>
</Project>
</Project>

View File

@ -154,13 +154,13 @@ class ACE_Settings {
category = CSTRING(Category_Medical);
typeName = "SCALAR";
value = 3;
values[] = {"Anywhere", "Medical vehicles", "Medical facility", "vehicle & facility", "Disabled"};
values[] = {CSTRING(AdvancedMedicalSettings_anywhere), CSTRING(AdvancedMedicalSettings_vehicle), CSTRING(AdvancedMedicalSettings_facility), CSTRING(AdvancedMedicalSettings_vehicleAndFacility), ECSTRING(common,Disabled)};
};
class GVAR(useLocation_SurgicalKit) {
category = CSTRING(Category_Medical);
typeName = "SCALAR";
value = 2;
values[] = {"Anywhere", "Medical vehicles", "Medical facility", "vehicle & facility", "Disabled"};
values[] = {CSTRING(AdvancedMedicalSettings_anywhere), CSTRING(AdvancedMedicalSettings_vehicle), CSTRING(AdvancedMedicalSettings_facility), CSTRING(AdvancedMedicalSettings_vehicleAndFacility), ECSTRING(common,Disabled)};
};
class GVAR(useCondition_PAK) {
category = CSTRING(Category_Medical);

View File

@ -70,6 +70,7 @@ PREP(setDead);
PREP(setHitPointDamage);
PREP(setStructuralDamage);
PREP(setUnconscious);
PREP(translateSelections);
PREP(treatment);
PREP(treatment_failure);
PREP(treatment_success);

View File

@ -11,6 +11,9 @@
* ReturnValue:
* Can Treat <BOOL>
*
* Example:
* [player, cursorTarget, "Head", "SurgicalKit"] call ace_medical_fnc_canTreat
*
* Public: Yes
*/
@ -85,10 +88,11 @@ _medVeh = {([_caller] call FUNC(isInMedicalVehicle)) || ([_target] call FUNC(isI
_val = missionNamespace getvariable _x;
if (typeName _val == "SCALAR") then {
_return = switch (_val) do {
case 0: {true};
case 1: _medVeh;
case 2: _medFacility;
case 3: {call _medFacility || call _medVeh};
case 0: {true}; //AdvancedMedicalSettings_anywhere
case 1: {call _medVeh}; //AdvancedMedicalSettings_vehicle
case 2: {call _medFacility}; //AdvancedMedicalSettings_facility
case 3: {(call _medFacility) || {call _medVeh}}; //AdvancedMedicalSettings_vehicleAndFacility
default {false}; //Disabled
};
};
};

View File

@ -45,12 +45,9 @@ _createLitter = {
if(surfaceIsWater (getPos _unit)) exitWith { false };
_position = getPosATL _unit;
_position params ["_posX", "_posY"];
_position = if (random(1) >= 0.5) then {
[_posX + random 1, _posY + random 1, 0]
} else {
[_posX - random 1, _posY - random 1, 0];
};
_position params ["_posX", "_posY", "_posZ"];
_position = [_posX + (random 2) - 1, _posY + (random 2) - 1, _posZ];
_direction = (random 360);
// Create the litter, and timeout the event based on the cleanup delay

View File

@ -39,6 +39,13 @@ TRACE_3("ACE_DEBUG: HandleDamage",_selection,_damage,_unit);
if (_selection == "hands") exitWith {_unit getHit "hands"};
if (_selection == "legs") exitWith {_unit getHit "legs"};
// Deal with the new hitpoint and selection names introduced with Arma v1.50 and later.
// This will convert new selection names into selection names that the medical system understands
// TODO This should be cleaned up when we revisit the medical system at a later stage
// and instead we should deal with the new hitpoints directly
_selection = [_selection] call FUNC(translateSelections);
_this set [1, _selection]; // ensure that the parameters are set correctly
// If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "?"
if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; //@todo "neck", "pelvis", "spine1", "spine2", "spine3"

View File

@ -0,0 +1,37 @@
/*
* Author: Glowbal
* Translate selection names into medical usable hit selection names.
* Aims to deal with the new hitpoint system introduced in Arma3 v1.50 and later.
*
* Arguments:
* 0: selection name <STRING>
*
* Return Value:
* translated selection name <STRING>
*
* Example:
* ["pelvis"] call ace_medical_fnc_translateSelections
* Returns "body"
*
* Public: No
*/
#define HEAD_SELECTIONS ["face_hub", "neck", "head"]
#define TORSO_SELECTIONS ["pelvis", "spine1", "spine2", "spine3", "body"]
#define L_ARM_SELECTIONS ["hand_l"]
#define R_ARM_SELECTIONS ["hand_r"]
#define L_LEG_SELECTIONS ["leg_l"]
#define R_LEG_SELECTIONS ["leg_r"]
params ["_selection"];
if (_selection in HEAD_SELECTIONS) exitwith {"head"};
if (_selection in TORSO_SELECTIONS) exitwith {"body"};
// Not necessary unless we get more hitpoints variants in an next arma update
/*if (_selection in L_ARM_SELECTIONS) exitwith {"hand_l"};
if (_selection in R_ARM_SELECTIONS) exitwith {"hand_r"};
if (_selection in L_LEG_SELECTIONS) exitwith {"leg_l"};
if (_selection in R_LEG_SELECTIONS) exitwith {"leg_r"};*/
_selection;

View File

@ -100,10 +100,11 @@ if ("All" in _locations) then {
_val = missionNamespace getvariable _x;
if (typeName _val == "SCALAR") then {
_return = switch (_val) do {
case 0: {true};
case 1: _medVeh;
case 2: _medFacility;
case 3: {call _medFacility || call _medVeh};
case 0: {true}; //AdvancedMedicalSettings_anywhere
case 1: {call _medVeh}; //AdvancedMedicalSettings_vehicle
case 2: {call _medFacility}; //AdvancedMedicalSettings_facility
case 3: {(call _medFacility) || {call _medVeh}}; //AdvancedMedicalSettings_vehicleAndFacility
default {false}; //Disabled
};
};
};

View File

@ -2105,10 +2105,12 @@
<Polish>%1 wykonał cykl RKO</Polish>
<Russian>%1 провел сердечно-легочную реанимацию</Russian>
<Spanish>%1 realicó RCP</Spanish>
<Portuguese>%1 realizou RCP</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_Activity_fullHeal">
<English>%1 used Personal Aid Kit</English>
<Polish>%1 użył apteczki</Polish>
<Portuguese>%1 utilizou KPS</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_HeavilyWounded">
<English>Heavily wounded</English>
@ -2223,6 +2225,7 @@
<Polish>Lecz w pełni zabandażowane hitpointy</Polish>
<Spanish>Curar miembros totalmente vendados</Spanish>
<Russian>Исцелять полностью перебинтованные части тела</Russian>
<Portuguese>Curar hitpoints totalmente enfaixados</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_painIsOnlySuppressed">
<English>Pain is only temporarily suppressed</English>
@ -3441,12 +3444,14 @@
<Polish>Lecz hitpointy</Polish>
<Spanish>Curar puntos de vida</Spanish>
<Russian>Исцелять части тела</Russian>
<Portuguese>Curar hitpoints</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_healHitPointAfterAdvBandage_Description">
<English>Heal fully bandaged hitpoints</English>
<Polish>Po bandażowaniu ulecz hitpointy, usuwając z nich ślady krwi i przywracając im pełną sprawność.</Polish>
<Spanish>Curar miembros totalmente vendados</Spanish>
<Russian>Исцелять полностью перебинтованные части тела</Russian>
<Portuguese>Curar totalmente hitpoints enfaixados</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_painIsOnlySuppressed_DisplayName">
<English>Pain suppression</English>
@ -3844,12 +3849,14 @@
<Polish>Ta osoba (%1) jest przytomna i nie może zostać załadowana</Polish>
<Spanish>Esta persona (%1) está despierto y no puede ser cargado</Spanish>
<Russian>Боец (%1) в сознании и не может быть погружен</Russian>
<Portuguese>Esta pessoa (%1) está acordada e não pode ser carregada</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_noTourniquetOnBodyPart">
<English>There is no tourniquet on this body part!</English>
<Polish>Na tej części ciała nie ma stazy!</Polish>
<Spanish>No hay torniquete en esta parte del cuerpo!</Spanish>
<Russian>Нет жгута на этой части тела!</Russian>
<Portuguese>Não existe nenhum torniquete nesta parte do corpo!</Portuguese>
</Key>
</Package>
</Project>
</Project>

View File

@ -24,4 +24,10 @@ class ACE_Settings {
isClientSettable = 1;
category = ECSTRING(medical,Category_Medical);
};
class GVAR(maxRange) {
//for ref: 3d interaction (MEDICAL_ACTION_DISTANCE) is 1.75
value = 3;
typeName = "SCALAR";
category = ECSTRING(medical,Category_Medical);
};
};

View File

@ -2,6 +2,10 @@
if (!hasInterface) exitwith {};
GVAR(MenuPFHID) = -1;
GVAR(lastOpenedOn) = -1;
GVAR(pendingReopen) = false;
["medical_treatmentSuccess", {
if (GVAR(openAfterTreatment) && {GVAR(pendingReopen)}) then {
@ -15,8 +19,9 @@ if (!hasInterface) exitwith {};
["ACE3 Common", QGVAR(displayMenuKeyPressed), localize LSTRING(DisplayMenuKey),
{
_target = cursorTarget;
if (!(_target isKindOf "CAManBase") || ACE_player distance _target > 10) then {_target = ACE_player};
local _target = cursorTarget;
if (!((_target isKindOf "CAManBase") && {[ACE_player, _target] call FUNC(canOpenMenu)})) then {_target = ACE_player};
// Conditions: canInteract
if !([ACE_player, _target, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
if !([ACE_player, _target] call FUNC(canOpenMenu)) exitwith {false};
@ -27,7 +32,7 @@ if (!hasInterface) exitwith {};
},
{
if (ACE_time - GVAR(lastOpenedOn) > 0.5) exitWith {
[ObjNull] call FUNC(openMenu);
[objNull] call FUNC(openMenu);
};
false
},

View File

@ -10,7 +10,7 @@
* Can open <BOOL>
*
* Example:
* [] call ace_medical_menu_canOpenMenu
* [player, cursorTarget] call ace_medical_menu_fnc_canOpenMenu
*
* Public: No
*/
@ -18,7 +18,8 @@
params ["_caller", "_target"];
if !(GVAR(allow) == 1 || (GVAR(allow) == 2 && {vehicle _caller != _caller || vehicle _target != _target} && {alive ACE_player})) exitwith {false};
if !(GVAR(useMenu) == 1 || (GVAR(useMenu) == 2 && {vehicle _caller != _caller || vehicle _target != _target} && {alive ACE_player})) exitwith {false};
true
(alive _caller)
&& {!isNull _target}
&& {((_caller distance _target) < GVAR(maxRange)) || {(vehicle _caller) == (vehicle _target)}} //for now, ignore range when in same vehicle
&& {(GVAR(allow) == 1) || {(GVAR(allow) == 2) && {(vehicle _caller != _caller) || {vehicle _target != _target}}}}
&& {(GVAR(useMenu) == 1) || {(GVAR(useMenu) == 2) && {(vehicle _caller != _caller) || {vehicle _target != _target}}}}

View File

@ -20,7 +20,7 @@ _configBasic = (configFile >> "ACE_Medical_Actions" >> "Basic");
_configAdvanced = (configFile >> "ACE_Medical_Actions" >> "Advanced");
_fnc_compileActionsLevel = {
private ["_entryCount", "_actions", "_displayName", "_condition", "_category", "_statement"];
private ["_actions", "_displayName", "_condition", "_category", "_statement"];
params ["_config"];
_actions = [];
@ -40,3 +40,26 @@ _fnc_compileActionsLevel = {
GVAR(actionsBasic) = [_configBasic] call _fnc_compileActionsLevel;
GVAR(actionsAdvanced) = [_configAdvanced] call _fnc_compileActionsLevel;
//Manually add the drag actions, if dragging exists.
if (["ace_dragging"] call EFUNC(common,isModLoaded)) then {
_condition = {
(ACE_player != GVAR(INTERACTION_TARGET)) && {[ACE_player, GVAR(INTERACTION_TARGET)] call EFUNC(dragging,canDrag)}
};
_statement = {
GVAR(pendingReopen) = false; //No medical_treatmentSuccess event after drag, so don't want this true
[ACE_player, GVAR(INTERACTION_TARGET)] call EFUNC(dragging,startDrag);
};
GVAR(actionsBasic) pushBack [localize ELSTRING(dragging,Drag), "drag", _condition, _statement];
GVAR(actionsAdvanced) pushBack [localize ELSTRING(dragging,Drag), "drag", _condition, _statement];
_condition = {
(ACE_player != GVAR(INTERACTION_TARGET)) && {[ACE_player, GVAR(INTERACTION_TARGET)] call EFUNC(dragging,canCarry)}
};
_statement = {
GVAR(pendingReopen) = false; //No medical_treatmentSuccess event after drag, so don't want this true
[ACE_player, GVAR(INTERACTION_TARGET)] call EFUNC(dragging,startCarry);
};
GVAR(actionsBasic) pushBack [localize ELSTRING(dragging,Carry), "drag", _condition, _statement];
GVAR(actionsAdvanced) pushBack [localize ELSTRING(dragging,Carry), "drag", _condition, _statement];
};

View File

@ -17,9 +17,10 @@
*/
#include "script_component.hpp"
private "_actions";
params ["_player", "_target", "_name"];
private ["_actions", "_collectedActions", "_bodyPart"];
if (!([ACE_player, _target, ["isNotInside"]] call EFUNC(common,canInteractWith))) exitwith {[]};
_actions = if (EGVAR(medical,level) == 2) then {

View File

@ -9,7 +9,7 @@
* None
*
* Example:
* ["some category"] call ace_medical_menu_handleUI_DisplayOptions
* ["some category"] call ace_medical_menu_fnc_handleUI_DisplayOptions
*
* Public: No
*/
@ -21,7 +21,7 @@
if (!hasInterface) exitwith{};
private ["_entries", "_display", "_newTarget", "_card", "_ctrl", "_code"];
private ["_entries", "_display", "_newTarget", "_ctrl", "_code"];
params ["_name"];
@ -31,9 +31,11 @@ _display = uiNamespace getVariable QGVAR(medicalMenu);
if (isNil "_display") exitwith {}; // no valid dialog present
if (_name isEqualTo "toggle") exitwith {
if (GVAR(INTERACTION_TARGET) != ACE_player) then {
_newTarget = ACE_player;
} else {
_newTarget = ACE_player;
//If we are on the player, and only if our old target is still valid, switch to it:
if ((GVAR(INTERACTION_TARGET) == ACE_player) &&
{[ACE_player, GVAR(INTERACTION_TARGET_PREVIOUS), ["isNotInside"]] call EFUNC(common,canInteractWith)} &&
{[ACE_player, GVAR(INTERACTION_TARGET_PREVIOUS)] call FUNC(canOpenMenu)}) then {
_newTarget = GVAR(INTERACTION_TARGET_PREVIOUS);
};

View File

@ -9,7 +9,7 @@
* None
*
* Example:
* [] call ace_medical_menu_handleUI_dropDownTriageCard
* [] call ace_medical_menu_fnc_handleUI_dropDownTriageCard
*
* Public: No
*/

View File

@ -15,7 +15,7 @@
#include "script_component.hpp"
params ["_logic", "_units", "_activated"];
params ["_logic", "", "_activated"];
if !(_activated) exitWith {};

View File

@ -9,7 +9,7 @@
* None
*
* Example:
* call ace_medical_menu_onMenuClosed
* call ace_medical_menu_fnc_onMenuClosed
*
* Public: No
*/
@ -19,3 +19,4 @@ if (EGVAR(interact_menu,menuBackground)==1) then {[QGVAR(id), false] call EFUNC(
if (EGVAR(interact_menu,menuBackground)==2) then {(uiNamespace getVariable [QEGVAR(interact_menu,menuBackground), displayNull]) closeDisplay 0;};
[GVAR(MenuPFHID)] call CBA_fnc_removePerFrameHandler;
GVAR(MenuPFHID) = -1;

View File

@ -9,7 +9,7 @@
* None
*
* Example:
* [medical_menu] call ace_medical_menu_onMenuOpen
* [medical_menu] call ace_medical_menu_fnc_onMenuOpen
*
* Public: No
*/
@ -64,6 +64,8 @@ disableSerialization;
(_display displayCtrl 1) ctrlSetText format ["%1", [_target] call EFUNC(common,getName)];
setMousePosition [0.4, 0.4];
if (GVAR(MenuPFHID) != -1) exitWith {ERROR("PFID already running");};
GVAR(MenuPFHID) = [{
(_this select 0) params ["_display"];
@ -74,15 +76,15 @@ GVAR(MenuPFHID) = [{
[GVAR(INTERACTION_TARGET)] call FUNC(updateIcons);
[GVAR(LatestDisplayOptionMenu)] call FUNC(handleUI_DisplayOptions);
_status = [GVAR(INTERACTION_TARGET)] call EFUNC(medical,getTriageStatus);
(_display displayCtrl 2000) ctrlSetText (_status select 0);
(_display displayCtrl 2000) ctrlSetBackgroundColor (_status select 2);
if (ACE_player distance _target > MAX_DISTANCE) exitwith {
//Check that it's valid to stay open:
if !(([ACE_player, _target, ["isNotInside"]] call EFUNC(common,canInteractWith)) && {[ACE_player, _target] call FUNC(canOpenMenu)}) then {
closeDialog 314412;
["displayTextStructured", [ACE_player], [[ELSTRING(medical,DistanceToFar), [_target] call EFUNC(common,getName)], 1.75, ACE_player]] call EFUNC(common,targetEvent);
//If we failed because of distance check, show UI message:
if ((ACE_player distance GVAR(INTERACTION_TARGET)) > GVAR(maxRange)) then {
["displayTextStructured", [ACE_player], [[ELSTRING(medical,DistanceToFar), [GVAR(INTERACTION_TARGET)] call EFUNC(common,getName)], 1.75, ACE_player]] call EFUNC(common,targetEvent);
};
};
}, 0, [_display]] call CBA_fnc_addPerFrameHandler;
["Medical_onMenuOpen", [ACE_player, _interactionTarget]] call EFUNC(common,localEvent);
["Medical_onMenuOpen", [ACE_player, _target]] call EFUNC(common,localEvent);

View File

@ -9,7 +9,7 @@
* If action was taken <BOOL>
*
* Example:
* [some_player] call ace_medical_menu_openMenu
* [some_player] call ace_medical_menu_fnc_openMenu
*
* Public: No
*/
@ -17,7 +17,7 @@
params ["_interactionTarget"];
if (dialog || isNull _interactionTarget) exitwith {
if (dialog || {isNull _interactionTarget}) exitwith {
disableSerialization;
private ["_display", "_handled"];

View File

@ -10,7 +10,7 @@
* None
*
* Example:
* [some_display, log] call ace_medical_menu_updateActivityLog
* [some_display, log] call ace_medical_menu_fnc_updateActivityLog
*
* Public: No
*/
@ -24,7 +24,7 @@ _logCtrl = _display displayCtrl 214;
lbClear _logCtrl;
{
_x params ["_message", "_moment", "_dummy", "_arguments"];
_x params ["_message", "_moment", "", "_arguments"];
if (isLocalized _message) then {
_message = localize _message;

View File

@ -4,22 +4,23 @@
*
* Arguments:
* 0: selection bloodloss <ARRAY>
* 1: display <DISPLAY>
* 1: damaged (array of bools) <ARRAY>
* 2: display <DISPLAY>
*
* Return Value:
* None
*
* Example:
* [0.3, some_display] call ace_medical_menu_updateBodyImage
* [0.3, some_display] call ace_medical_menu_fnc_updateBodyImage
*
* Public: No
*/
#include "script_component.hpp"
params ["_selectionBloodLoss", "_display"];
params ["_selectionBloodLoss", "_damaged", "_display"];
// Handle the body image coloring
_availableSelections = [50, 51, 52, 53, 54, 55];
local _availableSelections = [50, 51, 52, 53, 54, 55];
{
private ["_red", "_green", "_blue"];

View File

@ -9,7 +9,7 @@
* None
*
* Example:
* [] call ace_medical_menu_updateIcons
* [] call ace_medical_menu_fnc_updateIcons
*
* Public: No
*/
@ -18,7 +18,7 @@
#define START_IDC 111
#define END_IDC 118
private ["_display", "_idc", "_options", "_name", "_amount"];
private ["_display", "_idc", "_options", "_amount"];
disableSerialization;

View File

@ -14,7 +14,7 @@
*/
#include "script_component.hpp"
private "_lbCtrl";
private ["_lbCtrl", "_amountOfGeneric"];
params ["_display", "_genericMessages", "_allInjuryTexts"];
@ -28,7 +28,7 @@ lbClear _lbCtrl;
_amountOfGeneric = count _genericMessages;
{
_x params ["_add", "_Color"];
_x params ["_add", "_color"];
_lbCtrl lbAdd _add;
_lbCtrl lbSetColor [_forEachIndex + _amountOfGeneric, _color];
} forEach _allInjuryTexts;

View File

@ -10,7 +10,7 @@
* None
*
* Example:
* [some_display, log] call ace_medical_menu_updateQuickViewLog
* [some_display, log] call ace_medical_menu_fnc_updateQuickViewLog
*
* Public: No
*/
@ -24,7 +24,7 @@ _logCtrl = _display displayCtrl 215;
lbClear _logCtrl;
{
_x params ["_message", "_moment", "_dummy", "_arguments"];
_x params ["_message", "_moment", "", "_arguments"];
if (isLocalized _message) then {
_message = localize _message;

View File

@ -10,18 +10,20 @@
* None
*
* Example:
* [some_player, some_display] call ace_medical_menu_updateUIInfo
* [some_player, some_display] call ace_medical_menu_fnc_updateUIInfo
*
* Public: No
*/
#include "script_component.hpp"
private ["_genericMessages", "_totalIvVolume", "_damaged", "_selectionBloodLoss", "_allInjuryTexts"];
params ["_target", "_display"];
private["_allInjuryTexts", "_bandagedwounds", "_damaged", "_genericMessages", "_logs", "_openWounds", "_part", "_partText", "_pointDamage", "_selectionBloodLoss", "_selectionN", "_severity", "_totalIvVolume", "_triageStatus"];
if (isNil "_display" || {isNull _display}) exitWith {ERROR("No display");};
_selectionN = GVAR(selectedBodyPart);
if (_selectionN < 0 || _selectionN > 5) exitwith {};
if (_selectionN < 0 || {_selectionN > 5}) exitwith {};
_genericMessages = [];
_partText = [ELSTRING(medical,Head), ELSTRING(medical,Torso), ELSTRING(medical,LeftArm) ,ELSTRING(medical,RightArm) ,ELSTRING(medical,LeftLeg), ELSTRING(medical,RightLeg)] select _selectionN;
@ -109,7 +111,7 @@ if (EGVAR(medical,level) >= 2) then {
{
_selectionBloodLoss set [_forEachIndex, _x];
if (_x > 0 && _forEachIndex == _selectionN) then {
if ((_x > 0) && {_forEachIndex == _selectionN}) then {
_pointDamage = _x;
_severity = switch (true) do {
case (_pointDamage > 0.5): {localize ELSTRING(medical,HeavilyWounded)};
@ -129,7 +131,7 @@ if (EGVAR(medical,level) >= 2) then {
} forEach (_target getvariable [QEGVAR(medical,bodyPartStatus), [0,0,0,0,0,0]]);
};
[_selectionBloodLoss, _display] call FUNC(updateBodyImage);
[_selectionBloodLoss, _damaged, _display] call FUNC(updateBodyImage);
[_display, _genericMessages, _allInjuryTexts] call FUNC(updateInformationLists);
_logs = _target getVariable [QEGVAR(medical,logFile_activity_view), []];

View File

@ -325,7 +325,7 @@ class GVAR(medicalMenu) {
animTextureFocused = "#(argb,8,8,3)color(0,0,0,0.0)";
animTexturePressed = "#(argb,8,8,3)color(0,0,0,0.0)";
animTextureDefault = "#(argb,8,8,3)color(0,0,0,0.0)";
action = QUOTE(GVAR(selectedBodyPart) = 0; [GVAR(INTERACTION_TARGET)] call FUNC(updateUIInfo););
action = QUOTE(GVAR(selectedBodyPart) = 0;);
};
class selectTorso : selectHead {
idc = 302;
@ -333,7 +333,7 @@ class GVAR(medicalMenu) {
y = "5.4 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "2.2 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "4.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
action = QUOTE(GVAR(selectedBodyPart) = 1; [GVAR(INTERACTION_TARGET)] call FUNC(updateUIInfo););
action = QUOTE(GVAR(selectedBodyPart) = 1;);
};
class selectLeftArm: selectHead{
idc = 303;
@ -341,12 +341,12 @@ class GVAR(medicalMenu) {
y = "5.9 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "1.1 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "4.3 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
action = QUOTE(GVAR(selectedBodyPart) = 3; [GVAR(INTERACTION_TARGET)] call FUNC(updateUIInfo););
action = QUOTE(GVAR(selectedBodyPart) = 3;);
};
class selectRightArm: selectLeftArm{
idc = 304;
x = "20.6 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
action = QUOTE(GVAR(selectedBodyPart) = 2; [GVAR(INTERACTION_TARGET)] call FUNC(updateUIInfo););
action = QUOTE(GVAR(selectedBodyPart) = 2;);
};
class selectLeftLeg :selectHead {
idc = 305;
@ -354,12 +354,12 @@ class GVAR(medicalMenu) {
y = "9.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "1.1 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "6 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
action = QUOTE(GVAR(selectedBodyPart) = 5; [GVAR(INTERACTION_TARGET)] call FUNC(updateUIInfo););
action = QUOTE(GVAR(selectedBodyPart) = 5;);
};
class selectRightLeg :selectLeftLeg {
idc = 306;
x = "19.6 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
action = QUOTE(GVAR(selectedBodyPart) = 4; [GVAR(INTERACTION_TARGET)] call FUNC(updateUIInfo););
action = QUOTE(GVAR(selectedBodyPart) = 4;);
};

View File

@ -3,9 +3,6 @@
if (!hasInterface) exitWith {};
//Functions that are called for each draw of the map:
GVAR(miniMapDrawHandlers) = [];
//Add deviceKey entry:
private ["_conditonCode", "_toggleCode", "_closeCode"];
_conditonCode = {

View File

@ -23,4 +23,7 @@ PREP(saveCurrentAndSetNewMode);
PREP(showApplicationPage);
PREP(updateDisplay);
//Functions that are called for each draw of the map:
GVAR(miniMapDrawHandlers) = [];
ADDON = true;

View File

@ -15,9 +15,7 @@
*/
#include "script_component.hpp"
private ["_unit"];
_unit = _this select 0;
params ["_unit"];
(["ACE_Altimeter"] call BIS_fnc_rscLayer) cutRsc ["ACE_Altimeter", "PLAIN", 0, true];
if (isNull (uiNamespace getVariable ["ACE_Altimeter", displayNull])) exitWith {};
@ -27,7 +25,7 @@ GVAR(AltimeterActive) = true;
[{
if (!GVAR(AltimeterActive)) exitWith {[_this select 1] call CALLSTACK(cba_fnc_removePerFrameEventHandler)};
disableSerialization;
EXPLODE_4_PVT(_this select 0,_display,_unit,_oldHeight,_prevTime);
(_this select 0) params ["_display", "_unit", "_oldHeight", "_prevTime"];
if !("ACE_Altimeter" in assignedItems _unit) exitWith {[_this select 1] call CALLSTACK(cba_fnc_removePerFrameEventHandler); call FUNC(hideAltimeter)};
private ["_height", "_hour", "_minute", "_descentRate","_HeightText", "_DecendRate", "_TimeText", "_curTime", "_timeDiff"];
@ -38,7 +36,7 @@ GVAR(AltimeterActive) = true;
_hour = floor daytime;
_minute = floor ((daytime - _hour) * 60);
_height = (getPosASL _unit) select 2;
_height = ((getPosASL _unit) select 2) + EGVAR(common,mapAltitude);
_curTime = ACE_time;
_timeDiff = _curTime - _prevTime;
_descentRate = if(_timeDiff > 0) then {floor((_oldHeight - _height) / _timeDiff)} else {0};

View File

@ -1,4 +1,3 @@
#define DEBUG_ENABLED_PARACHUTE
#define COMPONENT parachute
#include "\z\ace\addons\main\script_mod.hpp"

View File

@ -525,12 +525,14 @@ class CfgWeapons {
class LMG_coax: LMG_RCWS {
displayName = "PKT";
};
class ACE_LMG_coax_MBT_01: LMG_coax {
// class ACE_LMG_coax_PKT_mem2: LMG_coax {};
class ACE_LMG_coax_MAG58_mem2: LMG_coax {
displayName = "MAG 58";
};
class ACE_LMG_coax_APC_Tracked_03: LMG_coax {
class ACE_LMG_coax_MAG58_mem3: LMG_coax {
displayName = "MAG 58";
};
class ACE_LMG_coax_L94A1_mem3: LMG_coax {
displayName = "L94A1";
};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="repair">
<Key ID="STR_ACE_Repair_SpareTrack">
@ -388,6 +388,7 @@
<Czech>Ocas</Czech>
<Russian>Хвост</Russian>
<Spanish>Tail</Spanish>
<Portuguese>Cauda</Portuguese>
</Key>
<Key ID="STR_ACE_Repair_HitPitotTube">
<English>Pitot Tube</English>
@ -1000,12 +1001,14 @@
<Polish>Wym. naprawy kół</Polish>
<Spanish>Requisitos de reparación de ruedas</Spanish>
<Russian>Для ремонта колес требуется</Russian>
<Portuguese>Requerimentos para reparo de rodas</Portuguese>
</Key>
<Key ID="STR_ACE_Repair_wheelRepairRequiredItems_description">
<English>Items required to remove/replace wheels</English>
<Polish>Przedmioty potrzebne do wymiany kół</Polish>
<Spanish>Elementos necesarios para quitar/cambiar ruedas</Spanish>
<Russian>Предметы, которые требуются для снятия/замены колес</Russian>
<Portuguese>Itens requeridos para remover/trocar rodas</Portuguese>
</Key>
</Package>
</Project>
</Project>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="tacticalladder">
<Key ID="STR_ACE_TacticalLadder_DisplayName">
@ -41,6 +41,7 @@
<English>Extend, +Ctrl tilt</English>
<German>Ausfahren, +Strg kippen</German>
<Polish>Rozłóż, +Ctrl nachyl</Polish>
<Portuguese>Extender, +Ctrl tilt</Portuguese>
</Key>
<Key ID="STR_ACE_TacticalLadder_Position">
<English>Position ladder</English>
@ -67,4 +68,4 @@
<Portuguese>Pegar escada</Portuguese>
</Key>
</Package>
</Project>
</Project>

View File

@ -91,7 +91,7 @@ class CfgVehicles {
class O_APC_Tracked_02_cannon_F: O_APC_Tracked_02_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_30mm_CTWS","ACE_LMG_coax_MBT_01","missiles_titan"};
weapons[] = {"autocannon_30mm_CTWS","ACE_LMG_coax_PKT_mem2","missiles_titan"};
magazines[] = {"140Rnd_30mm_MP_shells_Tracer_Green","60Rnd_30mm_APFSDS_shells_Tracer_Green","2000Rnd_762x51_Belt_Green","2Rnd_GAT_missiles"};
};
};
@ -101,7 +101,7 @@ class CfgVehicles {
fuelCapacity = 660 * FUEL_FACTOR;
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_30mm","ACE_LMG_coax_APC_Tracked_03"};
weapons[] = {"autocannon_30mm","ACE_LMG_coax_L94A1_mem3"};
magazines[] = {"140Rnd_30mm_MP_shells_Tracer_Yellow","60Rnd_30mm_APFSDS_shells_Tracer_Yellow","1000Rnd_762x51_Belt_Yellow","1000Rnd_762x51_Belt_Yellow"};
class Turrets: Turrets {
class CommanderOptics: CommanderOptics {};
@ -114,7 +114,7 @@ class CfgVehicles {
fuelCapacity = 550 * FUEL_FACTOR;
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"cannon_120mm_long","ACE_LMG_coax_MBT_01"};
weapons[] = {"cannon_120mm_long","ACE_LMG_coax_MAG58_mem3"};
magazines[] = {"28Rnd_120mm_APFSDS_shells_Tracer_Yellow","14Rnd_120mm_HE_shells_Tracer_Yellow","2000Rnd_762x51_Belt_Yellow","2000Rnd_762x51_Belt_Yellow"};
class Turrets: Turrets {
class CommanderOptics: CommanderOptics {};
@ -127,8 +127,8 @@ class CfgVehicles {
fuelCapacity = 500 * FUEL_FACTOR;
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"cannon_120mm","ACE_LMG_coax_MBT_01"};
magazines[] = {"32Rnd_120mm_APFSDS_shells_Tracer_Red","16Rnd_120mm_HE_shells_Tracer_Red","2000Rnd_762x51_Belt_Green","2000Rnd_762x51_Belt_Green"};
weapons[] = {"cannon_120mm","ACE_LMG_coax_MAG58_mem2"};
magazines[] = {"32Rnd_120mm_APFSDS_shells_Tracer_Red","16Rnd_120mm_HE_shells_Tracer_Red","2000Rnd_762x51_Belt_Red","2000Rnd_762x51_Belt_Red"};
class Turrets: Turrets {
class CommanderOptics: CommanderOptics {};
};
@ -281,8 +281,8 @@ class CfgVehicles {
class B_APC_Wheeled_01_cannon_F: B_APC_Wheeled_01_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_40mm_CTWS","ACE_LMG_coax_MBT_01"};
magazines[] = {"60Rnd_40mm_GPR_Tracer_Red_shells","40Rnd_40mm_APFSDS_Tracer_Red_shells","2000Rnd_762x51_Belt_Green"};
weapons[] = {"autocannon_40mm_CTWS","ACE_LMG_coax_MAG58_mem2"};
magazines[] = {"60Rnd_40mm_GPR_Tracer_Red_shells","40Rnd_40mm_APFSDS_Tracer_Red_shells","2000Rnd_762x51_Belt_Red"};
};
};
};
@ -301,8 +301,8 @@ class CfgVehicles {
class B_MBT_01_TUSK_F: B_MBT_01_cannon_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"cannon_105mm","ACE_LMG_coax_MBT_01"};
magazines[] = {"40Rnd_105mm_APFSDS_T_Red","20Rnd_105mm_HEAT_MP_T_Red","2000Rnd_762x51_Belt_Green","2000Rnd_762x51_Belt_Green"};
weapons[] = {"cannon_105mm","ACE_LMG_coax_MAG58_mem2"};
magazines[] = {"40Rnd_105mm_APFSDS_T_Red","20Rnd_105mm_HEAT_MP_T_Red","2000Rnd_762x51_Belt_Red","2000Rnd_762x51_Belt_Red"};
class Turrets: Turrets {
class CommanderOptics: CommanderOptics {};
};
@ -326,7 +326,7 @@ class CfgVehicles {
class I_APC_Wheeled_03_cannon_F: I_APC_Wheeled_03_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_30mm_CTWS","ACE_LMG_coax_MBT_01","missiles_titan"};
weapons[] = {"autocannon_30mm_CTWS","ACE_LMG_coax_MAG58_mem2","missiles_titan"};
magazines[] = {"140Rnd_30mm_MP_shells_Tracer_Yellow","60Rnd_30mm_APFSDS_shells_Tracer_Yellow","2000Rnd_762x51_Belt_Yellow","2Rnd_GAT_missiles"};
};
};

View File

@ -5,8 +5,26 @@ class CfgWeapons {
class LMG_RCWS: MGun {};
class LMG_coax;
class ACE_LMG_coax_MBT_01: LMG_coax {};
class ACE_LMG_coax_APC_Tracked_03: LMG_coax {};
class ACE_LMG_coax_L94A1_mem3: LMG_coax {};
class ACE_LMG_coax_PKT_mem2: LMG_coax {
class GunParticles {
class effect1 {
positionName = "usti hlavne2";
directionName = "konec hlavne2";
effectName = "MachineGunCloud";
};
};
};
class ACE_LMG_coax_MAG58_mem3: LMG_coax {};
class ACE_LMG_coax_MAG58_mem2: LMG_coax {
class GunParticles {
class effect1 {
positionName = "usti hlavne2";
directionName = "konec hlavne2";
effectName = "MachineGunCloud";
};
};
};
class LMG_Minigun: LMG_RCWS {
magazines[] = {"1000Rnd_65x39_Belt","1000Rnd_65x39_Belt_Green","1000Rnd_65x39_Belt_Tracer_Green","1000Rnd_65x39_Belt_Tracer_Red","1000Rnd_65x39_Belt_Tracer_Yellow","1000Rnd_65x39_Belt_Yellow","2000Rnd_65x39_Belt","2000Rnd_65x39_Belt_Green","2000Rnd_65x39_Belt_Tracer_Green","2000Rnd_65x39_Belt_Tracer_Green_Splash","2000Rnd_65x39_Belt_Tracer_Red","2000Rnd_65x39_Belt_Tracer_Yellow","2000Rnd_65x39_Belt_Tracer_Yellow_Splash","2000Rnd_65x39_Belt_Yellow","2000Rnd_762x51_Belt_T_Green","2000Rnd_762x51_Belt_T_Red","2000Rnd_762x51_Belt_T_Yellow","200Rnd_65x39_Belt","200Rnd_65x39_Belt_Tracer_Green","200Rnd_65x39_Belt_Tracer_Red","200Rnd_65x39_Belt_Tracer_Yellow","5000Rnd_762x51_Belt","5000Rnd_762x51_Yellow_Belt"};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Zeus">
<Key ID="STR_ACE_Zeus_Settings_DisplayName">
@ -214,15 +214,19 @@
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareWheel_DisplayName">
<English>Add Spare Wheel</English>
<Portuguese>Adicionar roda sobressalente</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareWheel_Description">
<English>Adds a Spare Wheel to the vehicle</English>
<Portuguese>Adiciona uma roda sobressalente ao veículo</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareTrack_DisplayName">
<English>Add Spare Track</English>
<Portuguese>Adicionar esteira sobressalente</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareTrack_Description">
<English>Adds a Spare Track to the vehicle</English>
<Portuguese>Adiciona uma esteira sobressalente ao veículo</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_OnlyAlive">
<English>Unit must be alive</English>
@ -264,9 +268,11 @@
</Key>
<Key ID="STR_ACE_Zeus_OnlyVehiclesWithCargo">
<English>Unit must be a vehicle with cargo space</English>
<Portuguese>Unidade deve ser um veículo com espaço em carga</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_OnlyEnoughCargoSpace">
<English>Unit must have cargo space left</English>
<Portuguese>Unidade deve conter espaço sobressalente</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_OnlyNonCaptive">
<English>Unit must not be captive</English>
@ -317,4 +323,4 @@
<Spanish>Añadir cualquier objeto creado a todos los directores en la misión</Spanish>
</Key>
</Package>
</Project>
</Project>

View File

@ -3,25 +3,25 @@
</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.3.2-blue.svg" alt="ACE3 Version">
<img src="https://img.shields.io/badge/Version-3.3.2-blue.svg?style=flat-square" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.3.2/ace3_3.3.2.zip">
<img src="https://img.shields.io/badge/Download-65.7_MB-green.svg" alt="ACE3 Download">
<img src="https://img.shields.io/badge/Download-65.7_MB-green.svg?style=flat-square" alt="ACE3 Download">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 Issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
</a>
<a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF Thread">
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg?style=flat-square" alt="BIF Thread">
</a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="https://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 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" alt="ACE3 Slack">
<img src="http://slackin.ace3mod.com/badge.svg?style=flat-square&label=Slack" alt="ACE3 Slack">
</a>
<a href="https://travis-ci.org/acemod/ACE3">
<img src="https://img.shields.io/travis/acemod/ACE3.svg" alt="ACE3 Build Status">
<img src="https://img.shields.io/travis/acemod/ACE3.svg?style=flat-square&label=Build" alt="ACE3 Build Status">
</a>
</p>
<p align="center"><sup><strong>Benötigt die aktuellste Version von <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. Besucht uns auf <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
@ -30,30 +30,54 @@
Da die MOD vollkommen als **open-source** Projekt gestaltet ist, steht es jedem frei Änderungen vorzuschlagen, oder seine eigene, modifizierte Version zu erstellen, solange diese ebenfalls der Öffentlichkeit zugänglich ist und mit GNU General Public License übereinstimmt. (Weitere Informationen ist der Lizenzdatei in diesem Projekt entnehmbar)
Die Mod ist **modular gestaltet** — beinahe jede PBO kann entfernt werden, sodass jede Gemeinschaft ihre eigene Version der Mod unterhalten kann. Dies kann zum Beispiel einige Funktionalitäten ausschließen, da das Feature nicht gewünscht ist, oder es mit einer anderen MOD in Konflikt gerät etc. .Ebenfalls können viele Einstellungen vom Missionsersteller vorgenommen werden (u.a. am medizinischem System), sodass eine individuelle Erfahrung gewährleistet wird.
Die Mod ist **modular aufgebaut**. Beinahe jede PBO kann entfernt werden, sodass jede Gemeinschaft ihre eigene Version der Mod unterhalten kann. Dies kann zum Beispiel einige Funktionalitäten ausschließen, wenn gewisse Features nicht gewünscht sind, oder es mit einer anderen Mod in Konflikt gerät. Ebenfalls können viele Einstellungen vom Missionsersteller vorgenommen werden (u.a. am Sanitätssystem), sodass eine individuelle Erfahrung gewährleistet werden kann.
### Features
- Verbessertes medizinisches System
- Logistik System: U.a. Transport und Fahrzeugreparatur
- Sprengstoffsystem mit unterschiedlichen Zündern
### Hauptmerkmale
- Vollkommen neues 3D-Interaktionssystem
- Leistungs- und stabilitätsoptimiert
- Hauptmerkmal auf Modularität und individuelle Anpassungsmöglichkeiten
- Neue, flexible Spieler- und Servereinstellungen
- Verbessertes Sanitätssystem mit unterschiedlichen Stufen (Basis/Erweitert)
- Echte und stetige Wettersynchronisation
- Ballistik basierend auf vielen Faktoren u.a. Wetter und Wind
- Gefangenensystem
- Reale Namen für Arma 3 Fahrzeuge und Waffen
- Realistisches, ballistisches Verhalten (Wind und Luftfeuchtigkeit)
- Simulation der Rückstrahlzone
- Ein Feuerleitsystem für gepanzerte Fahrzeuge und Hubschrauber
***und noch viel mehr...***
- Sprengtoffmechaniken mit unterschiedlichen Zündern
- Kartenverbesserungen Setzen von Markierungen / Kartenwerkzeuge
- Erweitertes Raketenlenksystem
#### Weitere Mechaniken
- Tragen und Ziehen
- Waffen und Fahrzeuge tragen die Namen ihrer Vorbilder aus der echten Welt
- Ein Feuerleitsystem (FLS) für Hubschrauber und Panzer
- Viele Funktionen werden in C/C++ Erweiterungen berechnet
- Rückstrahlzonen- und Überdrucksimulation
- Einwegwaffen
- Realistische G-Kräfte
- Fahrzeuge abschließen
- Realistische Nacht- und Thermalsicht
- Magazine umpacken
- Realistische Waffen Er- bzw. Überhitzung
- Temporäre Taubheit bei zu lauten Geräuschen
- Verbesserte Ragdoll-Physik
- Verbesserte Interaktionen für MG2s und Munitionsschlepper
- Einstellbare Zielfernrohre
- Keine Ruheanimationen bei gesenkter Waffe
- Über Hindernisse springen, über Mauern klettern, Zäune durchtrennen
- Kein "sprechender Charkater"
- Vector IV, MicroDAGR und Kestrel <br>
***und noch viel viel mehr...***
#### Anleitungen
Du hast ACE3 installiert, hast aber keine Ahnung was und wie alles funktioniert und wo sich was befindet?
- [Erste Schritte](http://ace3mod.com/wiki/user/getting-started.html).
#### Mitwirken
Wenn du bei der Entwicklung der MOD mithelfen möchtest, so kannst du dies tun, indem du nach Fehlern Ausschau hältst, oder neue Funktionen vorschlägst. Um etwas beizutragen, "Forke" einfach dieses Archiv (bzw. repository) und erstelle deine "Pull-Request", welche von anderen Entwicklern und Beiträgern überprüft wird. Bitte trage dich dabei in [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) mit deinem Nutzernamen und einer gütligen Email-Adresse ein.
Wenn du bei der Entwicklung von ACE3 mithelfen möchtest, kannst du dies tun, indem du nach Fehlern Ausschau hältst oder neue Funktionen vorschlägst. Um etwas beizutragen, "Forke" dieses Repository und erstelle deine "Pull-Requests", welche von anderen Entwicklern und Beiträgern überprüft werden. Bitte trage dich dabei in [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) mit deinem Nutzernamen und einer gültigen Email-Adresse ein.
Um einen Fehler oder ein Feature zu melden bzw. ein bereits Bestehendes zu ändern - nutze unseren [Issue Tracker](https://github.com/acemod/ACE3/issues). Besuche auch:
Um uns einen Fehler, Anregungen oder neue Funktionalitäten mitzuteilen: Nutze unseren [Issue Tracker](https://github.com/acemod/ACE3/issues). Besuche auch:
- [Wie kann ich ein Problem melden](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
- [Wie kann ich ein Feature Request erstellen](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
- [Wie kann ich ein Wunsch zu einer neuen Funktion mitteilen?](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
#### Testen & MOD erstellen
Wenn du die neusten Entwicklungen erleben und uns dabei helfen möchtest bestehende Fehler zu entdecken, lade dir einfach die "Master Branch" herunter. Entweder nutzt du [Git](https://help.github.com/articles/fetching-a-remote/) - wenn die Schritte bekannt sind - oder du lädst es dir direkt über [diesen Link](https://github.com/acemod/ACE3/archive/master.zip) herunter.
Wie du deine eigene Entwicklungsumgebung und eine Testversion von ACE3 erstellst folge [dieser Anleitung](https://github.com/acemod/ACE3/blob/master/documentation/development/setting-up-the-development-environment.md).
#### Testen & Mod erstellen
Wenn du die neusten Entwicklungen erleben und uns dabei helfen möchtest bestehende Fehler zu entdecken, lade dir die "Master Branch" herunter. Entweder nutzt du [Git](https://help.github.com/articles/fetching-a-remote/) - wenn die Schritte bekannt sind - oder du lädst es dir direkt über [diesen Link](https://github.com/acemod/ACE3/archive/master.zip) herunter.
Wie du deine eigene Entwicklungsumgebung und eine Testversion von ACE3 erstellst, folge [dieser Anleitung](https://github.com/acemod/ACE3/blob/master/documentation/development/setting-up-the-development-environment.md).

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</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Wersja-3.3.2-blue.svg" alt="ACE3 Wersja">
<img src="https://img.shields.io/badge/Wersja-3.3.2-blue.svg?style=flat-square" alt="ACE3 Wersja">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.3.2/ace3_3.3.2.zip">
<img src="https://img.shields.io/badge/Pobierz-65.7_MB-green.svg" alt="ACE3 Pobierz">
<img src="https://img.shields.io/badge/Pobierz-65.7_MB-green.svg?style=flat-square" alt="ACE3 Pobierz">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Zagadnienia" alt="ACE3 Zagadnienia">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Zagadnienia&style=flat-square" alt="ACE3 Zagadnienia">
</a>
<a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
<img src="https://img.shields.io/badge/Temat-BIF-lightgrey.svg" alt="Temat BIF">
<img src="https://img.shields.io/badge/Temat-BIF-lightgrey.svg?style=flat-square" alt="Temat BIF">
</a>
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="https://img.shields.io/badge/Licencja-GPLv2-red.svg" alt="ACE3 Licencja">
<img src="https://img.shields.io/badge/Licencja-GPLv2-red.svg?style=flat-square" alt="ACE3 Licencja">
</a>
<a href="http://slackin.ace3mod.com/">
<img src="http://slackin.ace3mod.com/badge.svg" alt="ACE3 Slack">
<img src="http://slackin.ace3mod.com/badge.svg?label=Slack&style=flat-square" alt="ACE3 Slack">
</a>
<a href="https://travis-ci.org/acemod/ACE3">
<img src="https://img.shields.io/travis/acemod/ACE3.svg" alt="ACE3 Build Status">
<img src="https://img.shields.io/travis/acemod/ACE3.svg?style=flat-square" alt="ACE3 Build Status">
</a>
</p>
<p align="center"><sup><strong>Wymaga najnowszej wersji <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. Odwiedź nas na <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>

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@ -1440,4 +1440,4 @@ if __name__ == "__main__":
main(sys.argv)
d,h,m,s = Fract_Sec(timeit.default_timer() - start_time)
print("\nTotal Program time elapsed: {0:2}h {1:2}m {2:4.5f}s".format(h,m,s))
input("Press Enter to continue...")
input("Press Enter to continue...")