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Change stringtable entries
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@ -46,7 +46,7 @@
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["ACE_SelfActions"],
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["ACE_SelfActions"],
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_action,
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_action,
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true
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true
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] call ace_interact_menu_fnc_addActionToClass;
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] call EFUNC(interact_menu,addActionToClass);
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}
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}
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] call CBA_fnc_addEventHandler;
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] call CBA_fnc_addEventHandler;
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#endif
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#endif
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@ -40,7 +40,6 @@ if (_fragTypes isEqualTo []) then {
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// Post 2.18 change - uncomment line 41, remove line 43, 50-55, 64-66, and change lines 57 & 169 from _targets to _objects
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// Post 2.18 change - uncomment line 41, remove line 43, 50-55, 64-66, and change lines 57 & 169 from _targets to _objects
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// private _objects = [ASLToAGL _posASL, _fragRange, _fragRange, 0, false, _fragRange] nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], false, true, true];
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// private _objects = [ASLToAGL _posASL, _fragRange, _fragRange, 0, false, _fragRange] nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], false, true, true];
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private _objects = (ASLToAGL _posASL) nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], _fragRange];
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private _objects = (ASLToAGL _posASL) nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], _fragRange];
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if (_objects isEqualTo []) exitWith {
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if (_objects isEqualTo []) exitWith {
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TRACE_2("No nearby targets",_posASL,_fragRange);
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TRACE_2("No nearby targets",_posASL,_fragRange);
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@ -127,7 +127,7 @@
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<English>Simulation Mode</English>
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<English>Simulation Mode</English>
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</Key>
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</Key>
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<Key ID="STR_ACE_Frag_FragMode_Desc">
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<Key ID="STR_ACE_Frag_FragMode_Desc">
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<English>Create a combination of random and/or unit targeted fragments</English>
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<English>Sets the fragmentation simulation mode, which can be targeted, random or both.</English>
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</Key>
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</Key>
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<Key ID="STR_ACE_Frag_FragMode_Opt0">
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<Key ID="STR_ACE_Frag_FragMode_Opt0">
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<English>Unit targeted fragmentation</English>
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<English>Unit targeted fragmentation</English>
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@ -142,13 +142,13 @@
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<English>Disable Fragment Misses</English>
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<English>Disable Fragment Misses</English>
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</Key>
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</Key>
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<Key ID="STR_ACE_Frag_MinFrag_Desc">
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<Key ID="STR_ACE_Frag_MinFrag_Desc">
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<English>For each unit a fragment could be shot towards, create it. This setting has no effect when "Random fragmentation" is selected.</English>
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<English>Create a fragment for each unit that a fragment could be shot towards. This setting has no effect when "Random fragmentation" is selected.</English>
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</Key>
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</Key>
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<Key ID="STR_ACE_Frag_SpallIntensity">
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<Key ID="STR_ACE_Frag_SpallIntensity">
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<English>Spalling Intensity</English>
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<English>Spalling Intensity</English>
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</Key>
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</Key>
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<Key ID="STR_ACE_Frag_SpallIntensity_Desc">
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<Key ID="STR_ACE_Frag_SpallIntensity_Desc">
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<English>Modifier to increase or decrease the number and intensity of spalling events. Increasing this value may cause performance degredation</English>
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<English>Modifier to increase or decrease the number and intensity of spalling events. Increasing this value may cause performance degradation.</English>
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</Key>
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</Key>
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<Key ID="STR_ACE_Frag_MaxTrack">
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<Key ID="STR_ACE_Frag_MaxTrack">
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<English>Maximum Projectiles Tracked</English>
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<English>Maximum Projectiles Tracked</English>
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@ -220,7 +220,7 @@
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<English>Draw Hitboxes</English>
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<English>Draw Hitboxes</English>
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</Key>
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</Key>
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<Key ID="STR_ACE_Frag_DrawHitBox_Desc">
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<Key ID="STR_ACE_Frag_DrawHitBox_Desc">
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<English>Draw hitboxes on objects added using ace_frag_fnc_dev_trackHitBox.</English>
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<English>Draw hitboxes on objects that were hit.</English>
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</Key>
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</Key>
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</Package>
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</Package>
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</Project>
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</Project>
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