Merge branch 'master' into release-3.13.6

This commit is contained in:
PabstMirror 2021-03-08 22:07:18 -06:00
commit d2ceeed154
29 changed files with 281 additions and 83 deletions

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@ -59,7 +59,6 @@ if (is3DEN) then {
curatorcamera cameraEffect ["internal","back"];
} else {
GVAR(camera) cameraEffect ["terminate","back"];
ACE_player switchCamera GVAR(cameraView);
};
};
@ -71,6 +70,8 @@ if (!isNil QGVAR(moduleUsed)) then {
objNull remoteControl GVAR(center);
};
ACE_player switchCamera GVAR(cameraView);
if (isMultiplayer) then {
[QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(center) + "_face"] call CBA_fnc_globalEventJIP;

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@ -419,10 +419,12 @@
<Key ID="STR_ACE_Arsenal_sortByProtectionBallistic">
<English>Sort by ballistic protection</English>
<French>Trier par protection balistique</French>
<Japanese>防弾性能で並び替え</Japanese>
</Key>
<Key ID="STR_ACE_Arsenal_sortByProtectionExplosive">
<English>Sort by explosive protection</English>
<French>Trier par résistance aux explosifs</French>
<Japanese>防爆性能で並び替え</Japanese>
</Key>
<Key ID="STR_ACE_Arsenal_buttonShareTooltip">
<English>Share or stop sharing the selected loadout</English>
@ -1092,7 +1094,6 @@
<Spanish>Niveles de potasio</Spanish>
<German>Kaliumspiegel</German>
<French>Taux de potassium</French>
<Japanese>カリウム レベル</Japanese>
<Chinesesimp>钾水平</Chinesesimp>
<Chinese>鉀水平</Chinese>
<Italian>Ilvello di potassio</Italian>
@ -1101,6 +1102,7 @@
<Portuguese>Níveis de Potássio</Portuguese>
<Czech>Úrovně draslíku</Czech>
<Turkish>Potasyum seviyeleri</Turkish>
<Japanese>カリウム含有量</Japanese>
</Key>
<Key ID="STR_ACE_Arsenal_statMagnification">
<English>Magnification</English>

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@ -47,7 +47,7 @@ private _isChemlight = _attachedObject isKindOf "Chemlight_base";
// Exit if can't add the item
if (!([_unit, _itemName] call CBA_fnc_canAddItem) && {!_isChemlight}) exitWith {
[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
[LELSTRING(common,Inventory_Full)] call EFUNC(common,displayTextStructured);
};
// Add item to inventory (unless it's a chemlight)

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@ -154,23 +154,6 @@
<Chinesesimp>已取下萤光棒</Chinesesimp>
<Turkish>ık Çubuğu Söküldü</Turkish>
</Key>
<Key ID="STR_ACE_Attach_Inventory_Full">
<English>No inventory space</English>
<German>Kein Platz im Inventar</German>
<Spanish>Sin espacio en inventario</Spanish>
<Polish>Brak miejsca w ekwipunku</Polish>
<French>Pas de place dans l'inventaire</French>
<Czech>Nedostatek místa v inventáři</Czech>
<Portuguese>Sem espaço no inventário</Portuguese>
<Italian>Non hai più spazio</Italian>
<Hungarian>Nincs több hely</Hungarian>
<Russian>В инвентаре нет места</Russian>
<Japanese>インベントリに空きがない</Japanese>
<Korean>넣을 공간이 없음</Korean>
<Chinese>無可用空間</Chinese>
<Chinesesimp>无可用空间</Chinesesimp>
<Turkish>Envanter de alan yok</Turkish>
</Key>
<Key ID="STR_ACE_Attach_IrStrobe_Name">
<English>IR Strobe</English>
<German>IR-Stroboskop</German>

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@ -49,23 +49,6 @@
<Spanish>%1&lt;br/&gt;Preparado</Spanish>
<Turkish>%1&lt;br/&gt; Hazırlandı</Turkish>
</Key>
<Key ID="STR_ACE_Chemlights_Inventory_Full">
<English>No inventory space</English>
<German>Kein Platz im Inventar</German>
<Spanish>Sin espacio en inventario</Spanish>
<Polish>Brak miejsca w ekwipunku</Polish>
<French>Pas de place dans l'inventaire</French>
<Czech>Nedostatek místa v inventáři</Czech>
<Portuguese>Sem espaço no inventário</Portuguese>
<Italian>Nessuno spazio nell'inventario</Italian>
<Hungarian>Nincs több hely</Hungarian>
<Russian>В инвентаре нет места</Russian>
<Japanese>インベントリに空きがありません</Japanese>
<Korean>소지품 공간이 없음</Korean>
<Chinese>已無存放空間</Chinese>
<Chinesesimp>已无存放空间</Chinesesimp>
<Turkish>Envanter de alan yok</Turkish>
</Key>
<Key ID="STR_ACE_Chemlights_Box_DisplayName">
<English>[ACE] Chemlights</English>
<Japanese>[ACE] ケミライト</Japanese>

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@ -110,7 +110,6 @@ private _settings = configProperties [configFile >> "ACE_Settings", "(isClass _x
private _gvarName = _varName select [_addonSearchCount];
_output pushBack "";
_output pushBack format ["["];
_output pushBack format [" QGVAR(%1), ""%2"",", _gvarName, _cbaSettingType];
_output pushBack format [" [LSTRING(), LSTRING()], // %1, %2", _localizedName, _localizedDescription]; //IGNORE_STRING_WARNING(str_ace_common_);
@ -124,6 +123,7 @@ private _settings = configProperties [configFile >> "ACE_Settings", "(isClass _x
};
_output pushBack format [" %1 // Needs mission restart", _warnIfChangedMidMission];
_output pushBack "] call CBA_fnc_addSetting;";
_output pushBack "";
} forEach _settings;
copyToClipboard (_output joinString endl);

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@ -1296,6 +1296,23 @@
<Chinesesimp>没有空间可卸载</Chinesesimp>
<Korean>언로드 할 공간이 없습니다.</Korean>
</Key>
<Key ID="STR_ACE_Common_Inventory_Full">
<English>No inventory space</English>
<German>Kein Platz im Inventar</German>
<Spanish>Sin espacio en inventario</Spanish>
<Polish>Brak miejsca w ekwipunku</Polish>
<French>Pas de place dans l'inventaire</French>
<Czech>Nedostatek místa v inventáři</Czech>
<Portuguese>Sem espaço no inventário</Portuguese>
<Italian>Non hai più spazio</Italian>
<Hungarian>Nincs több hely</Hungarian>
<Russian>В инвентаре нет места</Russian>
<Japanese>インベントリに空きがない</Japanese>
<Korean>넣을 공간이 없음</Korean>
<Chinese>無可用空間</Chinese>
<Chinesesimp>无可用空间</Chinesesimp>
<Turkish>Envanter de alan yok</Turkish>
</Key>
<Key ID="STR_ACE_Common_KeybindToggle">
<English>Toggle</English>
<Polish>переключить</Polish>

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@ -1115,26 +1115,32 @@
<Key ID="STR_ACE_Explosives_TimerMin_DisplayName">
<English>Minimum Time</English>
<French>Durée minimale</French>
<Japanese>最短時間</Japanese>
</Key>
<Key ID="STR_ACE_Explosives_TimerMax_DisplayName">
<English>Maximum Time</English>
<French>Durée maximale</French>
<Japanese>最長時間</Japanese>
</Key>
<Key ID="STR_ACE_Explosives_TimerDefault_DisplayName">
<English>Default Time</English>
<French>Durée par défaut</French>
<Japanese>標準時間</Japanese>
</Key>
<Key ID="STR_ACE_Explosives_TimerMin_Description">
<English>Minimum time value (in seconds) for the explosive timer.</English>
<French>Définit la durée minimale paramétrable sur le minuteur.</French>
<Japanese>起爆タイマーの最低時間 (秒) を設定します。</Japanese>
</Key>
<Key ID="STR_ACE_Explosives_TimerMax_Description">
<English>Maximum time value (in seconds) for the explosive timer.</English>
<French>Définit la durée maximale paramétrable sur le minuteur.</French>
<Japanese>起爆タイマーの最長時間 (秒) を設定します。</Japanese>
</Key>
<Key ID="STR_ACE_Explosives_TimerDefault_Description">
<English>Default time value (in seconds) for the explosive timer.</English>
<French>Définit la durée paramétrée par défaut sur le minuteur.</French>
<Japanese>起爆タイマーの標準時間 (秒) を設定します。</Japanese>
</Key>
</Package>
</Project>

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@ -133,7 +133,7 @@
<Italian>Torcia a LED ad alta potenza</Italian>
<Czech>Silná LED svítilna.</Czech>
<French>Puissante lampe torche à LED.</French>
<Japanese>力な LED のフラッシュライト。</Japanese>
<Japanese>力な LED のフラッシュライト。</Japanese>
<Turkish>Güçlü LED el feneri</Turkish>
<Spanish>Linterna LED potente</Spanish>
<Russian>Мощный светодиодный фонарь.</Russian>

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@ -21,7 +21,7 @@ params ["_player", ["_displayHint", false, [false]]];
if (!GVAR(EnableCombatDeafness)) exitWith {};
if !([_player, "ACE_EarPlugs"] call CBA_fnc_canAddItem) exitWith { // inventory full
[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
[LELSTRING(common,Inventory_Full)] call EFUNC(common,displayTextStructured);
};
// Plugs already in and removing them.

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@ -119,23 +119,6 @@
<Chinese>你沒有耳塞</Chinese>
<Turkish>Kulak Tıkacın Yok</Turkish>
</Key>
<Key ID="STR_ACE_Hearing_Inventory_Full">
<English>No inventory space</English>
<German>Kein Platz im Inventar</German>
<Spanish>Sin espacio en el inventario</Spanish>
<Polish>Brak miejsca w ekwipunku</Polish>
<French>Il n'y a plus de place dans l'inventaire.</French>
<Czech>Není místo v inventáři</Czech>
<Italian>Non hai abbastanza spazio</Italian>
<Portuguese>Não há espaço no inventário</Portuguese>
<Hungarian>Nincs több hely</Hungarian>
<Russian>Нет места в инвентаре</Russian>
<Japanese>インベントリに空きがありません</Japanese>
<Korean>넣을 공간이 없습니다</Korean>
<Chinesesimp>无可用空间</Chinesesimp>
<Chinese>無可用空間</Chinese>
<Turkish>Envanterin de alan yok</Turkish>
</Key>
<Key ID="STR_ACE_Hearing_DisableEarRinging_DisplayName">
<English>Disable ear ringing</English>
<French>Désactiver les bourdonnements</French>

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@ -492,10 +492,12 @@
<Key ID="STR_ACE_Interact_Menu_consolidateSingleChild">
<English>Consolidate single child actions</English>
<Russian>Объединять с единственным дочерним действием</Russian>
<Japanese>サブ動作を統合</Japanese>
</Key>
<Key ID="STR_ACE_Interact_Menu_consolidateSingleChild_Description">
<English>Combines parent action with only one child action together.</English>
<Russian>Объединять родительское действие с единственным дочерним действием в одно.</Russian>
<Japanese>メインの動作とサブ動作一つを統合して表示します。</Japanese>
</Key>
</Package>
</Project>

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@ -1,24 +1,12 @@
class ACE_Settings {
class GVAR(enableTeamManagement) {
category = CSTRING(DisplayName);
displayName = CSTRING(EnableTeamManagement_DisplayName);
description = CSTRING(EnableTeamManagement_Description);
value = 1;
typeName = "BOOL";
movedToSQF = 1;
};
class GVAR(enableMagazinePassing) {
category = CSTRING(DisplayName);
value = 1;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(PassMagazineSetting);
movedToSQF = 1;
};
class GVAR(disableNegativeRating) {
category = CSTRING(DisplayName);
displayName = CSTRING(DisableNegativeRating_DisplayName);
description = CSTRING(DisableNegativeRating_Description);
value = 0;
typeName = "BOOL";
movedToSQF = 1;
};
};

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@ -312,6 +312,14 @@ class CfgVehicles {
statement = "";
showDisabled = 1;
icon = ""; // @todo
class GVAR(weaponAttachments) {
displayName = "$STR_A3_CfgEditorSubcategories_EdSubcat_SideSlot0";
condition = QGVAR(enableWeaponAttachments);
exceptions[] = {"isNotInside", "isNotSwimming", "isNotSitting"};
insertChildren = QUOTE(call DFUNC(getWeaponAttachmentsActions));
modifierFunction = QUOTE(_this select 3 set [ARR_2(2, getText (configFile >> 'CfgWeapons' >> currentWeapon (_this select 0) >> 'picture'))];);
};
};
};
};

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@ -33,6 +33,10 @@ PREP(pardon);
PREP(canPullOutBody);
PREP(pullOutBody);
// Weapon Attachments
PREP(getWeaponAttachmentsActions);
PREP(switchWeaponAttachment);
// interaction with doors
PREP(getDoor);
PREP(getGlassDoor);

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@ -135,3 +135,9 @@ GVAR(isOpeningDoor) = false;
}];
};
}] call CBA_fnc_addEventHandler;
{
[_x, {
[QGVAR(clearWeaponAttachmentsActionsCache)] call CBA_fnc_localEvent;
}] call CBA_fnc_addPlayerEventHandler;
} forEach ["loadout", "weapon"];

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@ -6,6 +6,8 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.sqf"
DFUNC(repair_Statement) = { // moved from config because of build problems
TRACE_1("repair_Statement",_this);
{

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@ -0,0 +1,68 @@
#include "script_component.hpp"
/*
* Author: mharis001, Dystopian
* Returns children actions for weapon attachment switching.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Actions <ARRAY>
*
* Example:
* player call ace_interaction_fnc_getWeaponAttachmentsActions
*
* Public: No
*/
params ["_unit"];
[_unit, {
params ["_unit"];
private _currentWeapon = currentWeapon _unit;
if (_currentWeapon isEqualTo "") exitWith {[]};
private _weaponItems = _unit weaponAccessories _currentWeapon;
private _cfgWeapons = configFile >> "CfgWeapons";
private _actions = [];
// "attach" actions
private _items = _unit call EFUNC(common,uniqueItems);
private _compatibleItems = _currentWeapon call CBA_fnc_compatibleItems;
{
private _config = _cfgWeapons >> _x;
private _name = format [LLSTRING(weaponAttachmentsAttach), getText (_config >> "displayName")];
private _picture = getText (_config >> "picture");
private _type = getNumber (_config >> "itemInfo" >> "type");
private _oldAttachment = _weaponItems select ([TYPE_MUZZLE, TYPE_FLASHLIGHT, TYPE_OPTICS, TYPE_BIPOD] find _type);
private _action = [
_x, _name, _picture,
LINKFUNC(switchWeaponAttachment),
{true},
{},
[_currentWeapon, _x, _oldAttachment]
] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _unit];
} forEach ((_items arrayIntersect _compatibleItems) - _weaponItems);
// "detach" actions
{
if (_x isEqualTo "") then {continue};
private _config = _cfgWeapons >> _x;
private _name = format [LLSTRING(weaponAttachmentsDetach), getText (_config >> "displayName")];
private _picture = getText (_config >> "picture");
private _action = [
_x, _name, _picture,
LINKFUNC(switchWeaponAttachment),
{true},
{},
[_currentWeapon, "", _x]
] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _unit];
} forEach _weaponItems;
_actions
}, _unit, QGVAR(weaponAttachmentsActions), 5, QGVAR(clearWeaponAttachmentsActionsCache)] call EFUNC(common,cachedCall);

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@ -0,0 +1,59 @@
#include "script_component.hpp"
/*
* Author: mharis001, Dystopian
* Switches weapon attachment.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player (not used) <OBJECT>
* 2: Action params <ARRAY>
*
* Return Value:
* None
*
* Example:
* [player, player, [currentWeapon player, "acc_flashlight", ""]] call ace_interaction_fnc_switchWeaponAttachment
*
* Public: No
*/
params ["_unit", "", "_actionParams"];
_actionParams params ["_weapon", "_newAttachment", "_oldAttachment"];
TRACE_3("Switching attachment",_weapon,_newAttachment,_oldAttachment);
[_unit, "Gear"] call EFUNC(common,doGesture);
private _addNew = _newAttachment isNotEqualTo "";
private _removeOld = _oldAttachment isNotEqualTo "";
if (_addNew) then {
_unit removeItem _newAttachment;
};
if (_removeOld && {!([_unit, _oldAttachment] call CBA_fnc_canAddItem)}) exitWith {
LOG("no space");
[LELSTRING(common,Inventory_Full)] call EFUNC(common,displayTextStructured);
if (_addNew) then {
_unit addItem _newAttachment;
};
};
if (_removeOld) then {
[{
params ["_unit", "_weapon", "_oldAttachment"];
switch (_weapon) do {
case (primaryWeapon _unit): {_unit removePrimaryWeaponItem _oldAttachment;};
case (handgunWeapon _unit): {_unit removeHandgunItem _oldAttachment;};
default {_unit removeSecondaryWeaponItem _oldAttachment;};
};
_unit addItem _oldAttachment;
}, [_unit, _weapon, _oldAttachment], 0.3] call CBA_fnc_waitAndExecute;
};
if (!_addNew) exitWith {};
[{
params ["_unit", "_weapon", "_newAttachment"];
_unit addWeaponItem [_weapon, _newAttachment];
[[getText (configFile >> "CfgWeapons" >> _newAttachment >> "picture"), 4], true] call CBA_fnc_notify;
}, [_unit, _weapon, _newAttachment], 1] call CBA_fnc_waitAndExecute;

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@ -0,0 +1,31 @@
[
QGVAR(enableTeamManagement), "CHECKBOX",
[LSTRING(EnableTeamManagement_DisplayName), LSTRING(EnableTeamManagement_Description)],
format ["ACE %1", LLSTRING(DisplayName)],
true,
true
] call CBA_fnc_addSetting;
[
QGVAR(enableMagazinePassing), "CHECKBOX",
LSTRING(PassMagazineSetting),
format ["ACE %1", LLSTRING(DisplayName)],
true
] call CBA_fnc_addSetting;
[
QGVAR(disableNegativeRating), "CHECKBOX",
[LSTRING(DisableNegativeRating_DisplayName), LSTRING(DisableNegativeRating_Description)],
format ["ACE %1", LLSTRING(DisplayName)],
false,
true,
{[QGVAR(disableNegativeRating), _this] call EFUNC(common,cbaSettings_settingChanged)},
true
] call CBA_fnc_addSetting;
[
QGVAR(enableWeaponAttachments), "CHECKBOX",
["str_a3_cfgeditorcategories_edcat_weaponattachments0", LSTRING(weaponAttachments_Description)],
format ["ACE %1", LLSTRING(DisplayName)],
true
] call CBA_fnc_addSetting;

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@ -1203,5 +1203,20 @@
<Spanish>Romper parabrisas</Spanish>
<Turkish>Ön camı parçala</Turkish>
</Key>
<Key ID="STR_ACE_Interaction_weaponAttachmentsAttach">
<English>Attach %1</English>
<Russian>Установить %1</Russian>
<Japanese>%1 を取り付け</Japanese>
</Key>
<Key ID="STR_ACE_Interaction_weaponAttachmentsDetach">
<English>Detach %1</English>
<Russian>Снять %1</Russian>
<Japanese>%1 を外す</Japanese>
</Key>
<Key ID="STR_ACE_Interaction_weaponAttachments_Description">
<English>Enables attach/detach weapon attachment actions for current weapon.</English>
<Russian>Включает действия Установить/Снять для приспособлений текущего оружия.</Russian>
<Japanese>インタラクションから使用中の武器に対してのアタッチメント取り外しを可能にします。</Japanese>
</Key>
</Package>
</Project>

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@ -12,7 +12,7 @@
<Italian>Aggangia il bersaglio</Italian>
<Spanish>Fijar objetivo (Mantener)</Spanish>
<Portuguese>Travar Alvo(Segurar)</Portuguese>
<Japanese>目標を捕捉 (押しっぱ)</Japanese>
<Japanese>目標を捕捉 (押し)</Japanese>
<Korean>표적 획득 (누르기)</Korean>
<Chinesesimp>锁定目标 (按住)</Chinesesimp>
<Chinese>鎖定目標 (按住)</Chinese>

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@ -153,58 +153,72 @@
<Key ID="STR_ACE_Markers_TimestampEnabled">
<English>Allow Timestamps</English>
<French>Permettre l'horodatage</French>
<Japanese>タイムスタンプ許可</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampEnabledDescription">
<English>Whether to allow timestamps to be automatically applied to markers</English>
<French>Active une interface permettant d'apposer un horodatage sur les marqueurs.</French>
<Japanese>マーカーへ自動的にタイムスタンプを付与するかどうかを設定できます。</Japanese>
</Key>
<Key ID="STR_ACE_Markers_Timestamp">
<English>Timestamp</English>
<French>Horodatage</French>
<Japanese>タイムスタンプ</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampTooltipNoWatch">
<English>Watch Required</English>
<French>Une montre est requise.</French>
<Japanese>時計の要求</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampFormat">
<English>Timestamp Format</English>
<French>Horodatage - Format</French>
<Japanese>タイムスタンプ形式</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampFormatDescription0">
<English>Changes the timestamp format</English>
<French>Modifie le format de l'horodatage.</French>
<Japanese>タイムスタンプの形式を変更します</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampFormatDescription1">
<English>"HH" - Hour</English>
<French>"HH" - Heures</French>
<Japanese>"HH" - 時間</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampFormatDescription2">
<English>"MM" - Minute</English>
<French>"MM" - Minutes</French>
<Japanese>"MM" - 分</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampFormatDescription3">
<English>"SS" - Seconds</English>
<French>"SS" - Secondes</French>
<Japanese>"SS" - 秒</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampFormatDescription4">
<English>"MM" - Milliseconds</English>
<French>"MS" - Millisecondes</French>
<Japanese>"MM" - ミリ秒</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampHourFormat">
<English>Timestamp Hour Format</English>
<French>Horodatage - Système horaire</French>
<Japanese>タイムスタンプ時刻形式</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampHourFormat24">
<English>24-Hour Clock</English>
<French>Format 24 heures</French>
<Japanese>24 時間表記</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampHourFormat12">
<English>12-Hour Clock</English>
<French>Format 12 heures</French>
<Japanese>12 時間表記</Japanese>
</Key>
<Key ID="STR_ACE_Markers_TimestampHourFormatDescription">
<English>Changes timestamp to use either 24-hour or 12-hour clock format</English>
<French>Permet de choisir le système d'horodatage souhaité, au format 12 ou 24 heures.</French>
<Japanese>タイムスタンプの時刻を 24 時間か 12 時間表記のどちらかに変更できます。</Japanese>
</Key>
</Package>
</Project>

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@ -690,10 +690,12 @@
<Key ID="STR_ACE_Medical_Damage_PainUnconsciousChance_DisplayName">
<English>Pain Unconscious Chance</English>
<Polish>Szansa na nieprzytomność przez ból</Polish>
<Japanese>気絶確立</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Damage_PainUnconsciousChance_Description">
<English>The probability of a person falling unconscious when their pain is above the tolerance threshold upon receiving damage.</English>
<Polish>Szansa że osoba straci przytomność gdy jej ból jest powyżej tolerowalnego progu podczas otrzymywania obrażeń.</Polish>
<Japanese>ユニットがダメージを受けた時に痛みが許容しきい値を超えた場合、気絶をする確立を設定します。</Japanese>
</Key>
</Package>
</Project>

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@ -49,6 +49,7 @@ GVAR(bloodTickCounter) = 0;
private _volume = missionNamespace getVariable [QEGVAR(hearing,unconsciousnessVolume), VOL_UNCONSCIOUS];
[QUOTE(ADDON), _volume, _unconscious] call EFUNC(common,setHearingCapability);
[_unconscious, 1] call FUNC(effectUnconscious);
[true] call FUNC(handleEffects);
["unconscious", _unconscious] call EFUNC(common,setDisableUserInputStatus);
}] call CBA_fnc_addEventHandler;

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@ -192,10 +192,12 @@
<Key ID="STR_ACE_Medical_GUI_InteractionMenuShowTriage_DisplayName">
<English>Show Triage Level in Interaction Menu</English>
<French>Couleur de triage dans le menu d'interaction</French>
<Japanese>インタラクションにトリアージ レベル表示</Japanese>
</Key>
<Key ID="STR_ACE_Medical_GUI_InteractionMenuShowTriage_Description">
<English>Shows the patient's triage level by changing the color of the main and medical menu actions.</English>
<French>Modifie la couleur du menu d'interactions et du sous-menu médical en fonction de la fiche de triage du patient.</French>
<Japanese>メニューと医療メニューの色を変更し、患者のトリアージ レベルを表示します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_GUI_Medical">
<English>Medical</English>

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@ -148,11 +148,13 @@
<English>Bleedout During Cardiac Arrest</English>
<German>Ausbluten im Herzstillstand</German>
<French>Saignement durant l'arrêt cardiaque</French>
<Japanese>心停止中の失血</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_CardiacArrestBleedout_Description">
<English>Controls whether a person can die in cardiac arrest by blood loss before the cardiac arrest time runs out.</English>
<German>Legt fest, ob man während des Herzstillstands durch Blutverlust sterben kann, auch wenn die Überlebenszeit im Herzstillstand noch nicht ausgelaufen ist.</German>
<French>Définit si un joueur en arrêt cardiaque peut mourir par exsanguination, avant que la durée de l'arrêt cardiaque définie ci-dessus ne soit écoulée.</French>
<Japanese>心停止時間を超え死亡する前に、失血による心停止で死亡するかどうかを決定します。</Japanese>
</Key>
</Package>
</Project>

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@ -254,50 +254,60 @@
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeAutoinjector_DisplayName">
<English>Autoinjector Treatment Time</English>
<French>Durée d'interaction - Auto-injecteurs</French>
<Japanese>注射器の使用時間</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeAutoinjector_Description">
<English>Time, in seconds, required to administer medication using an autoinjector.</English>
<French>Définit le temps nécessaire à l'administration d'une substance auto-injectable (en secondes).</French>
<Japanese>注射器の使用に掛かる時間 (秒) を決定します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeTourniquet_DisplayName">
<English>Tourniquet Treatment Time</English>
<French>Durée d'interaction - Garrots</French>
<German>Tourniquet-Behandlungszeit</German>
<Japanese>止血帯の使用時間</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeTourniquet_Description">
<English>Time, in seconds, required to apply/remove a tourniquet.</English>
<French>Définit le temps nécessaire à l'application ou au retrait d'un garrot (en secondes).</French>
<German>Zeit in Sekunden, die benötigt wird, um ein Tourniquet anzuwenden.</German>
<Japanese>止血帯の使用/排除に掛かる時間 (秒) を決定します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeIV_DisplayName">
<English>IV Bag Treatment Time</English>
<French>Durée d'interaction - IVs</French>
<German>IV Beutelbehandlungszeit</German>
<Japanese>点滴の使用時間</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeIV_Description">
<English>Time, in seconds, required to administer an IV bag.</English>
<French>Définit le temps nécessaire à la pose d'une perfusion IV (en secondes).</French>
<German>Zeit in Sekunden, die benötigt wird, um einen Infusionsbeutel aufzutragen.</German>
<Japanese>点滴の投与に掛かる時間 (秒) を決定します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeSplint_DisplayName">
<English>Splint Treatment Time</English>
<French>Durée d'interaction - Attelles</French>
<German>Schienenbehandlungszeit</German>
<Japanese>添え木の使用時間</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeSplint_Description">
<English>Time, in seconds, required to apply a splint.</English>
<French>Définit le temps nécessaire à l'application d'une attelle (en secondes).</French>
<German>Zeit in Sekunden, die zum Anbringen einer Schiene benötigt wird.</German>
<Japanese>添え木の使用に掛かる時間 (秒) を決定します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeBodyBag_DisplayName">
<English>Body Bag Use Time</English>
<French>Durée d'interaction - Housses mortuaires</French>
<German>Anwendungszeit für Leichensack</German>
<Japanese>死体袋の使用時間</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeBodyBag_Description">
<English>Time, in seconds, required to put a patient in a body bag.</English>
<French>Définit le temps nécessaire à la mise en housse d'un corps (en secondes).</French>
<German>Zeit in Sekunden, die benötigt wird, um einen Leichensack aufzutragen.</German>
<Japanese>死体袋の使用に掛かる時間 (秒) を決定します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_MedicEpinephrine_DisplayName">
<English>Allow Epinephrine</English>
@ -612,10 +622,12 @@
<Key ID="STR_ACE_Medical_Treatment_WoundStitchTime_DisplayName">
<English>Wound Stitch Time</English>
<French>Durée d'interaction - Sutures</French>
<Japanese>縫合時間</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_WoundStitchTime_Description">
<English>Time, in seconds, required to stitch a single wound.</English>
<French>Définit le temps nécessaire à la suture d'une plaie (en secondes).</French>
<Japanese>縫合に掛かる時間 (秒) を決定します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_AllowSelfIV_DisplayName">
<English>Self IV Transfusion</English>
@ -646,10 +658,12 @@
<Key ID="STR_ACE_Medical_Treatment_AllowBodyBagUnconscious_DisplayName">
<English>Allow Unconscious Body Bag</English>
<French>Housse mortuaire - Autoriser patients inconscients</French>
<Japanese>無意識者を死体袋に</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_AllowBodyBagUnconscious_Description">
<English>Enables placing an unconscious patient in a body bag.</English>
<French>Active la possibilité de placer des patients inconscients dans les housses mortuaires.\nAttention : le cas échéant cela provoquera la mort du patient.</French>
<Japanese>気絶しているプレイヤーを死体袋へ入れられるかどうかを決定します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_MedicIV_DisplayName">
<English>Allow IV Transfusion</English>
@ -673,9 +687,11 @@
</Key>
<Key ID="STR_ACE_Medical_Treatment_LocationIV_DisplayName">
<English>Locations IV Transfusion</English>
<Japanese>IV 輸血の場所制限</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_LocationIV_Description">
<English>Controls where IV transfusions can be performed.</English>
<Japanese>IV 輸血を行える場所を決定できます。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_ConvertItems_DisplayName">
<English>Convert Vanilla Items</English>
@ -902,10 +918,12 @@
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeCPR_DisplayName">
<English>CPR Treatment Time</English>
<French>Durée d'interaction - RCP</French>
<Japanese>CPR の動作時間</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_TreatmentTimeCPR_Description">
<English>Time, in seconds, required to perform CPR on a patient.</English>
<French>Définit le temps nécessaire à la mise en œuvre d'une RCP (en secondes).</French>
<Japanese>心肺蘇生にかかる時間 (秒) を決定します。</Japanese>
</Key>
<Key ID="STR_ACE_Medical_Treatment_HolsterRequired_DisplayName">
<English>Holster Required</English>
@ -2541,7 +2559,7 @@
<Hungarian>Zárókötszer</Hungarian>
<Italian>Bendaggio rapido</Italian>
<Portuguese>Curativo de Campo</Portuguese>
<Japanese>緊急圧迫包帯</Japanese>
<Japanese>緊急圧迫包帯を巻く</Japanese>
<Korean>필드 드레싱</Korean>
<Chinesesimp>绷带 (基础型)</Chinesesimp>
<Chinese>基礎繃帶</Chinese>
@ -2557,7 +2575,7 @@
<French>Bandage compressif</French>
<Portuguese>Bandagem de Compressão</Portuguese>
<Czech>Obvaz Tlakový</Czech>
<Japanese>弾性包帯</Japanese>
<Japanese>弾性包帯を巻く</Japanese>
<Korean>거즈 붕대</Korean>
<Chinesesimp>绷带 (包扎型)</Chinesesimp>
<Chinese>包紮繃帶</Chinese>
@ -2574,7 +2592,7 @@
<Hungarian>Rögzitő kötszer</Hungarian>
<Italian>Bendaggio elastico</Italian>
<Portuguese>Bandagem Elástica</Portuguese>
<Japanese>伸縮包帯</Japanese>
<Japanese>伸縮包帯を巻く</Japanese>
<Korean>압박 붕대</Korean>
<Chinesesimp>绷带 (弹性型)</Chinesesimp>
<Chinese>彈性繃帶</Chinese>
@ -2591,7 +2609,7 @@
<Hungarian>QuikClot</Hungarian>
<Italian>QuikClot (polvere emostatica)</Italian>
<Portuguese>QuikClot</Portuguese>
<Japanese>クイッククロット</Japanese>
<Japanese>クイッククロットを巻く</Japanese>
<Korean>퀵 클롯</Korean>
<Chinesesimp>绷带 (止血型)</Chinesesimp>
<Chinese>止血粉</Chinese>
@ -3759,7 +3777,7 @@
<Hungarian>Valamennyi vért vesztett</Hungarian>
<Czech>Ztratil trochu krve</Czech>
<Portuguese>Ele perdeu um pouco de sangue</Portuguese>
<Japanese>は出血している</Japanese>
<Japanese>患者は出血している</Japanese>
<Korean>적은 양의 피를 잃었다</Korean>
<Chinesesimp>他轻微失血</Chinesesimp>
<Chinese>他流失一些血液</Chinese>
@ -3776,7 +3794,7 @@
<Czech>Ztratil hodně krve</Czech>
<Portuguese>Ele perdeu muito sangue</Portuguese>
<Italian>Ha perso molto sangue</Italian>
<Japanese>は大量失血している</Japanese>
<Japanese>患者は大量失血している</Japanese>
<Korean>많은 양의 피를 잃었다</Korean>
<Chinesesimp>他大量失血</Chinesesimp>
<Chinese>他流失大量血液</Chinese>
@ -3793,7 +3811,7 @@
<Hungarian>Nem vesztett vért</Hungarian>
<Czech>Neztratil žádnou krev</Czech>
<Portuguese>Ele não perdeu sangue</Portuguese>
<Japanese>は失血していない</Japanese>
<Japanese>患者は失血していない</Japanese>
<Korean>피를 잃지 않았다</Korean>
<Chinesesimp>他没有失血</Chinesesimp>
<Chinese>他並沒有失血</Chinese>
@ -3810,7 +3828,7 @@
<Hungarian>Fájdalmai vannak</Hungarian>
<Czech>Je v bolestech</Czech>
<Portuguese>Ele está com dor</Portuguese>
<Japanese>彼には痛みがあるようだ</Japanese>
<Japanese>患者は痛いようだ</Japanese>
<Korean>통증이 있다</Korean>
<Chinesesimp>他感到疼痛</Chinesesimp>
<Chinese>他感到疼痛中</Chinese>
@ -3827,7 +3845,7 @@
<Hungarian>Nincsenek fájdalmai</Hungarian>
<Czech>Nemá žádné bolesti</Czech>
<Portuguese>Ele não está com dor</Portuguese>
<Japanese>彼には痛みがないようだ</Japanese>
<Japanese>患者は痛くないようだ</Japanese>
<Korean>통증이 없다</Korean>
<Chinesesimp>他没有感到疼痛</Chinesesimp>
<Chinese>他沒感到疼痛中</Chinese>
@ -4366,6 +4384,7 @@
<Key ID="STR_ACE_Medical_Treatment_bodybagWhileStillAlive">
<English>The body twitched and may not be dead!</English>
<French>L'unité a bougé et n'est peut-être pas morte !</French>
<Japanese>身体が動き死んでないようだ!</Japanese>
</Key>
</Package>
</Project>

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@ -63,7 +63,7 @@ class CfgAmmo {
//trackOversteer = 1;
//trackLead = 0;
initTime = 2;
initTime = 0.5;
// Begin ACE guidance Configs
class ADDON {