Merge branch 'medical-rewrite' into medical-rewrite-restructure

This commit is contained in:
SilentSpike 2018-04-24 20:07:05 +01:00
commit e065ee239e
2037 changed files with 46654 additions and 24228 deletions

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@ -2,13 +2,13 @@ stages:
mark_for_closing:
days: 30
labels:
- need more info
- invalid
- can't reproduce
- wontfix
- information required
- status/need more info
- status/invalid
- status/can't reproduce
- status/wontfix
exclude:
- marked for cleanup
- status/marked for cleanup
- status/accepting-pr
comment:
- 'Hello @{author}! There has been no activity on this ticket for over a period of {days} days. I am automatically replying to let you know we will close this ticket within 1 week due to inactivity and consider this resolved.'
- 'If you believe this is in error, please reply with the requested information.'
@ -17,11 +17,11 @@ stages:
close: false
comment: true
assign_label:
- marked for cleanup
- status/marked for cleanup
clean_up:
days: 7
labels:
- marked for cleanup
- status/marked for cleanup
comment:
- 'Hello @{author}! We have detected no activity for {days} days on this ticket. We therefore assume that the original reporter has lost interest or the issue has been resolved.'
- 'Since we have marked this ticket for deletion, we will be closing it.'
@ -31,25 +31,26 @@ stages:
close: true
comment: true
assign_label:
- closed by bot
- status/closed by bot
remove_label:
- marked for cleanup
- status/marked for cleanup
remind_about_old_ticket:
days: 160
days: 365
labels:
- bug
- critical bug
- kind/bug
- kind/critical bug
exclude:
- need more info
- invalid
- can't reproduce
- wontfix
- information required
- marked for cleanup
- inactive
- status/need more info
- status/invalid
- status/can't reproduce
- status/wontfix
- status/marked for cleanup
- status/inactive
- status/stale
- status/accepting-pr
comment:
- 'Hello @acemod/maintainers. This ticket has been open for over {days} days without any activity.'
action:
comment: true
assign_label:
- inactive
- status/inactive

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@ -22,4 +22,4 @@
**RPT log file:**
- Add a link ([gist](https://gist.github.com) or [pastebin](http://pastebin.com)) to the client and/or server RPT file. An instruction to find your RPT files can be found [here](https://community.bistudio.com/wiki/Crash_Files#Arma_3).
- If possible at the time the bug is encountered, go to ACE Options and select "Debug To Clipboard", this will print extensive debug information to the RPT file.
- If possible at the time the bug is encountered, go to Options and select "ACE Debug To Clipboard", this will print extensive debug information to the RPT file and copy it to clipboard.

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@ -4,7 +4,7 @@ branches:
- release
language: python
python:
- '3.4'
- '3.5'
before_script:
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
pip install pygithub;

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@ -1,4 +1,4 @@
# ACE3 CONTRIBUTOR LIST
# ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com
#
@ -38,7 +38,11 @@ Aggr094 <bastards4glory@gmail.com>
alef <alefor@gmail.com>
Aleksey EpMAK Yermakov <epmak777@gmail.com>
Alganthe <alganthe@live.fr>
Andrea "AtixNeon" Verano <veranoandrea88@gmail.com>
Anthariel <Contact@storm-simulation.com>
Arcanum417 <lubos.len@gmail.com>
Anton
Arcanum417 <lubos.len@gmail.com>
Arkhir <wonsz666@gmail.com >
Asgar Serran <piechottaf@web.de>
BaerMitUmlaut
@ -50,6 +54,8 @@ Brakoviejo
Brisse <brisse@outlook.com>
Brostrom.A | Evul <andreas.brostrom.ce@gmail.com>
BullHorn <bullhorn7@gmail.com>
chris579 <github@klemm.one>
classicarma
Clon1998 <ps.patti1998@gmail.com>
Codingboy
Coren <coren4@gmail.com>
@ -60,6 +66,7 @@ dixon13 <dixonbegay@gmail.com>
Drill <drill87@gmail.com>
Dudakov aka [OMCB]Kaban <dudakov.s@gmail.com>
Dslyecxi <dslyecxi@gmail.com>
ElTyranos
eRazeri
evromalarkey <evromalarkey@gmail.com>
F3 Project <alanr@ferstaberinde.com>
@ -83,8 +90,11 @@ Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com>
Hawkins
Head <brobergsebastian@gmail.com>
Hybrid V
john681611 <john681611@hotmail.com>
Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com>
Keithen <Keithen.Neu@gmail.com>
Kllrt <kllrtik@gmail.com>
legman <juicemelon@msn.com>
Legolasindar "Viper" <legolasindar@gmail.com>
@ -102,8 +112,10 @@ nomisum <nomisum@gmail.com>
OnkelDisMaster <onkeldismaster@gmail.com>
oscarmolinadev
PaxJaromeMalues <seemax1991@gmail.com>
Phyma <sethramstrom@gmail.com>
pokertour
Professor <lukas.trneny@wo.cz>
QuickDagger
rakowozz
ramius86 <pasini86@hotmail.com>
Raspu86
@ -120,8 +132,11 @@ Tessa Elieff <Fastroping Sound - CreativeCommons Attributions 3.0>
Toaster <jonathan.pereira@gmail.com>
Tonic
Tourorist <tourorist@gmail.com>
Tuupertunut
Valentin Torikian <valentin.torikian@gmail.com>
voiper
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Winter <simon@agius-muscat.net>
xrufix
Zakant <Zakant@gmx.de>
zGuba

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@ -4,7 +4,7 @@
<p align="center">
<a href="https://github.com/acemod/ACE3/releases/latest">
<img src="https://img.shields.io/badge/Version-3.9.2-blue.svg?style=flat-square" alt="ACE3 Version">
<img src="https://img.shields.io/badge/Version-3.12.0-blue.svg?style=flat-square" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
@ -18,8 +18,8 @@
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
<img src="https://img.shields.io/badge/License-GPLv2-red.svg?style=flat-square" alt="ACE3 License">
</a>
<a href="http://slackin.ace3mod.com/">
<img src="http://slackin.ace3mod.com/badge.svg?style=flat-square&label=Slack" alt="ACE3 Slack">
<a href="https://slackin.ace3mod.com/">
<img src="https://slackin.ace3mod.com/badge.svg?style=flat-square&label=Slack" alt="ACE3 Slack">
</a>
<a href="https://travis-ci.org/acemod/ACE3">
<img src="https://img.shields.io/travis/acemod/ACE3.svg?style=flat-square&label=Build" alt="ACE3 Build Status">
@ -28,7 +28,7 @@
<p align="center">
<sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>.<br/>
Visit us on <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup>
Visit us on <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup>
</p>
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
@ -37,7 +37,8 @@ The project is entirely **open-source** and all contributions are welcome. Feel
The mod is **built modularly**, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
### Core features
## Core features
- Brand new 3D interaction/action system
- Performance and reliability framework
- Focus on modularity and customization
@ -51,7 +52,8 @@ The mod is **built modularly**, so almost any included PBO can be easily removed
- Logistics
- Advanced missile guidance and laser designation
#### Additional features
### Additional features
- Carrying and dragging
- Realistic names for vehicles and weapons
- A fire control system (FCS) for armored vehicles and helicopters
@ -72,18 +74,56 @@ The mod is **built modularly**, so almost any included PBO can be easily removed
- Vector, MicroDAGR and Kestrel devices<br>
***and much more...***
### Guides & how-tos
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
- [Installation guide](http://ace3mod.com/wiki/user/installation-guide.html)
- [Information center](http://ace3mod.com/wiki/user/information-center.html)
## Getting started
#### Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
ACE3 requires Arma 3 and the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. See the following pages for help and information on how to get started with ACE3:
- [Installation guide](https://ace3mod.com/wiki/user/installation-guide.html)
- [Information center](https://ace3mod.com/wiki/user/information-center.html)
## Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on Github. Please comment on issues if you want to contribute with, to avoid duplicating effort.
### Contribution guidelines
To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
### Submitting issues and requesting features
Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report a bug, propose a feature, or suggest changes to the existing ones. See also:
- [How to report an issue](http://ace3mod.com/wiki/user/how-to-report-an-issue.html)
- [How to make a feature request](http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
- [How to report an issue](https://ace3mod.com/wiki/user/how-to-report-an-issue.html)
- [How to make a feature request](https://ace3mod.com/wiki/user/how-to-make-a-feature-request.html)
### Testing & building
#### Testing & building
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
- [Setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.
- [Setting up the development environment](https://ace3mod.com/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.
### Get in touch
<table>
<tr>
<td><a href="https://slackin.ace3mod.com/">Slack</a></td>
<td>We have a public Slack team that anyone can join. This is where all our developers and contributors hang out and where we make announcements</td>
</tr>
<tr>
<td><a href="https://twitter.com/ACE3Mod">Twitter</a></td>
<td>You can follow our Twitter account to get updates and various links to guides</td>
</tr>
<tr>
<td><a href="https://www.facebook.com/ACE3Mod">Facebook</a></td>
<td>You can follow our Facebook account to get updates and various links to guides</td>
</tr>
<tr>
<td><a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">Bohemia Forum</a></td>
<td>We have a dedicated thread on the Bohemia Forums for the ACE3 project</td>
</tr>
</table>
## License
ACE3 is licensed under the GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).

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@ -6,43 +6,13 @@ class ACE_Settings {
typeName = "BOOL";
value = 0;
};
class GVAR(simulateForSnipers) {
class GVAR(muzzleVelocityVariationEnabled) {
category = CSTRING(DisplayName);
displayName = CSTRING(simulateForSnipers_DisplayName);
description = CSTRING(simulateForSnipers_Description);
displayName = CSTRING(muzzleVelocityVariationEnabled_DisplayName);
description = CSTRING(muzzleVelocityVariationEnabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(simulateForGroupMembers) {
category = CSTRING(DisplayName);
displayName = CSTRING(simulateForGroupMembers_DisplayName);
description = CSTRING(simulateForGroupMembers_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(simulateForEveryone) {
category = CSTRING(DisplayName);
displayName = CSTRING(simulateForEveryone_DisplayName);
description = CSTRING(simulateForEveryone_Description);
typeName = "BOOL";
value = 0;
};
class GVAR(disabledInFullAutoMode) {
category = CSTRING(DisplayName);
displayName = CSTRING(disabledInFullAutoMod_DisplayName);
description = CSTRING(disabledInFullAutoMod_Description);
typeName = "BOOL";
value = 0;
};
/* // TODO: We currently do not have firedEHs on vehicles
class GVAR(vehicleGunnerEnabled) {
category = CSTRING(DisplayName);
displayName = "Enabled For Vehicle Gunners";
description = "Enables advanced ballistics for vehicle gunners";
typeName = "BOOL";
value = 0;
};
*/
};
class GVAR(ammoTemperatureEnabled) {
category = CSTRING(DisplayName);
displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
@ -70,12 +40,6 @@ class ACE_Settings {
description = CSTRING(simulationInterval_Description);
typeName = "SCALAR";
value = 0.05;
};
class GVAR(simulationRadius) {
category = CSTRING(DisplayName);
displayName = CSTRING(simulationRadius_DisplayName);
description = CSTRING(simulationRadius_Description);
typeName = "SCALAR";
value = 3000;
sliderSettings[] = {0, 0.2, 0.05, 2};
};
};

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@ -1,7 +1,7 @@
class CfgVehicles {
class ACE_Module;
class GVAR(ModuleSettings): ACE_Module {
scope = 2;
scope = 1;
displayName = CSTRING(DisplayName);
icon = QPATHTOF(UI\Icon_Module_Wind_ca.paa);
category = "ACE";
@ -17,38 +17,12 @@ class CfgVehicles {
typeName = "BOOL";
defaultValue = 0;
};
class simulateForSnipers {
displayName = CSTRING(simulateForSnipers_DisplayName);
description = CSTRING(simulateForSnipers_Description);
class muzzleVelocityVariationEnabled {
displayName = CSTRING(muzzleVelocityVariationEnabled_DisplayName);
description = CSTRING(muzzleVelocityVariationEnabled_Description);
typeName = "BOOL";
defaultValue = 1;
};
class simulateForGroupMembers {
displayName = CSTRING(simulateForGroupMembers_DisplayName);
description = CSTRING(simulateForGroupMembers_Description);
typeName = "BOOL";
defaultValue = 0;
};
class simulateForEveryone {
displayName = CSTRING(simulateForEveryone_DisplayName);
description = CSTRING(simulateForEveryone_Description);
typeName = "BOOL";
defaultValue = 0;
};
class disabledInFullAutoMode {
displayName = CSTRING(disabledInFullAutoMod_DisplayName);
description = CSTRING(disabledInFullAutoMod_Description);
typeName = "BOOL";
defaultValue = 0;
};
/* // TODO: We currently do not have firedEHs on vehicles
class vehicleGunnerEnabled {
displayName = "Enabled For Vehicle Gunners";
description = "Enables advanced ballistics for vehicle gunners";
typeName = "BOOL";
defaultValue = 0;
};
*/
class ammoTemperatureEnabled {
displayName = CSTRING(ammoTemperatureEnabled_DisplayName);
description = CSTRING(ammoTemperatureEnabled_Description);
@ -73,15 +47,9 @@ class CfgVehicles {
typeName = "NUMBER";
defaultValue = 0.05;
};
class simulationRadius {
displayName = CSTRING(simulationRadius_DisplayName);
description = CSTRING(simulationRadius_Description);
typeName = "NUMBER";
defaultValue = 3000;
};
};
class ModuleDescription {
description = CSTRING(Description);
};
};
};
};

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@ -9,19 +9,6 @@ GVAR(ProtractorStart) = CBA_missionTime;
GVAR(allBullets) = [];
GVAR(currentGrid) = 0;
GVAR(extensionAvailable) = true;
/* @TODO: Remove this until versioning is in sync with cmake/build versioning
GVAR(extensionVersion) = ("ace_advanced_ballistics" callExtension "version");
GVAR(extensionAvailable) = (GVAR(extensionVersion) == EXTENSION_REQUIRED_VERSION);
if (!GVAR(extensionAvailable)) exitWith {
if (GVAR(extensionVersion) == "") then {
diag_log text "[ACE] ERROR: ace_advanced_ballistics.dll is missing";
} else {
diag_log text "[ACE] ERROR: ace_advanced_ballistics.dll is incompatible";
};
};
*/
if (!hasInterface) exitWith {};
["ace_settingsInitialized", {
@ -54,4 +41,4 @@ if (!hasInterface) exitWith {};
#ifdef DEBUG_MODE_FULL
call FUNC(diagnoseWeapons);
#endif
#endif

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@ -10,26 +10,25 @@
* Return Value:
* muzzle velocity shift - m/s <NUMBER>
*
* Example:
* [[], 5] call ace_advanced_ballistics_fnc_calcilateAmmoTemperatureVelocityShift
*
* Public: No
*/
#include "script_component.hpp"
params ["_muzzleVelocityShiftTable", "_temperature"];
// Check if muzzleVelocityShiftTable is Less Than 11 Entrys
// Check if muzzleVelocityShiftTable is less than 11 Entrys
if ((count _muzzleVelocityShiftTable) < 11) exitWith {0};
private _muzzleVelocityShiftTableUpperLimit = _muzzleVelocityShiftTable select 10;
if (isNil "_muzzleVelocityShiftTableUpperLimit") exitWith { 0 };
if (isNil "_muzzleVelocityShiftTableUpperLimit") exitWith {0};
// Find exact data index required for given temperature
private _temperatureIndexFunction = (_temperature + 15) / 5;
private _temperatureIndexFunction = 0 max ((_temperature + 15) / 5) min 10;
// lower and upper data index used for interpolation
private _temperatureIndexA = (0 max (floor(_temperatureIndexFunction))) min 10;
private _temperatureIndexB = (0 max (ceil(_temperatureIndexFunction))) min 10;
// Lower and upper data index used for interpolation
private _temperatureIndexA = floor(_temperatureIndexFunction);
private _temperatureIndexB = ceil(_temperatureIndexFunction);
// Interpolation ratio
private _interpolationRatio = _temperatureIndexFunction - floor(_temperatureIndexFunction);
// Interpolation
(_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _interpolationRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _interpolationRatio // Return
linearConversion [_temperatureIndexA, _temperatureIndexB, _temperatureIndexFunction, _muzzleVelocityShiftTable select _temperatureIndexA, _muzzleVelocityShiftTable select _temperatureIndexB, true] // Return

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@ -13,6 +13,9 @@
* Return Value:
* corrected ballistic coefficient <NUMBER>
*
* Example:
* [2, 5, 5, 0.5, "ASM"] call ace_advanced_ballistics_fnc_calculateAtmosphericCorrection
*
* Public: No
*/
#include "script_component.hpp"

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@ -4,7 +4,7 @@
* Calculates the muzzle velocity shift caused by different barrel lengths
*
* Arguments:
* 0: barrel length - mm
* 0: barrel length - mm <NUMBER>
* 1: muzzle velocity lookup table - m/s <ARRAY>
* 2: barrel length lookup table - mm <ARRAY>
* 3: muzzle velocity - m/s <NUMBER>
@ -12,26 +12,24 @@
* Return Value:
* muzzle velocity shift - m/s <NUMBER>
*
* Example:
* [5, [0,5], [0,5], 5] call ace_advanced_ballistics_fnc_calculateBarrelLengthVelocityShift
*
* Public: No
*/
#include "script_component.hpp"
scopeName "main";
private ["_muzzleVelocityTableCount", "_barrelLengthTableCount", "_lowerDataIndex",
"_upperDataIndex", "_lowerBarrelLength", "_upperBarrelLength", "_lowerMuzzleVelocity",
"_upperMuzzleVelocity", "_interpolationRatio"];
params ["_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity"];
TRACE_4("params",_barrelLength,_muzzleVelocityTable,_barrelLengthTable,_muzzleVelocity);
// If barrel length is not defined, then there is no point in calculating muzzle velocity
if (_barrelLength == 0) exitWith { 0 };
_muzzleVelocityTableCount = count _muzzleVelocityTable;
_barrelLengthTableCount = count _barrelLengthTable;
private _muzzleVelocityTableCount = count _muzzleVelocityTable;
private _barrelLengthTableCount = count _barrelLengthTable;
// Exit if tables are different sizes, have no elements or have only one element
if (_muzzleVelocityTableCount != _barrelLengthTableCount || _muzzleVelocityTableCount == 0 || _barrelLengthTableCount == 0) exitWith { 0 };
if (_muzzleVelocityTableCount != _barrelLengthTableCount || _muzzleVelocityTableCount == 0) exitWith { 0 };
if (_muzzleVelocityTableCount == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
// If we have the precise barrel length value, return result immediately
@ -43,29 +41,15 @@ if (_barrelLength in _barrelLengthTable) exitWith {
if (_barrelLength <= (_barrelLengthTable select 0)) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };
if (_barrelLength >= (_barrelLengthTable select _barrelLengthTableCount - 1)) exitWith { (_muzzleVelocityTable select _barrelLengthTableCount - 1) - _muzzleVelocity };
private _upperDataIndex = 0;
private _lowerDataIndex = 1;
// Find closest bordering values for barrel length
{
if (_barrelLength <= _x) then {
if (_barrelLength <= _x) exitWith {
_upperDataIndex = _forEachIndex;
_lowerDataIndex = _upperDataIndex - 1;
breakTo "main";
};
} forEach _barrelLengthTable;
// Worst case scenario
if (isNil "_lowerDataIndex" || isNil "_upperDataIndex") exitWith {0};
_lowerBarrelLength = _barrelLengthTable select _lowerDataIndex;
_upperBarrelLength = _barrelLengthTable select _upperDataIndex;
_lowerMuzzleVelocity = _muzzleVelocityTable select _lowerDataIndex;
_upperMuzzleVelocity = _muzzleVelocityTable select _upperDataIndex;
// Calculate interpolation ratio
_interpolationRatio = if (abs (_lowerBarrelLength - _upperBarrelLength) > 0) then {
(_upperBarrelLength - _barrelLength) / (_upperBarrelLength - _lowerBarrelLength)
} else {
0
};
// Calculate interpolated muzzle velocity shift
(_lowerMuzzleVelocity + ((_upperMuzzleVelocity - _lowerMuzzleVelocity) * (1 - _interpolationRatio))) - _muzzleVelocity // Return
(linearConversion [_barrelLengthTable select _lowerDataIndex, _barrelLengthTable select _upperDataIndex, _barrelLength, _muzzleVelocityTable select _lowerDataIndex, _muzzleVelocityTable select _upperDataIndex]) - _muzzleVelocity // Return

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@ -11,6 +11,9 @@
* Return Value:
* retardation - m/(s^2) <NUMBER>
*
* Example:
* [5, 20, 10] call ace_advanced_ballistics_fnc_calculateRetardation
*
* Public: No
*/
#include "script_component.hpp"

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@ -15,6 +15,9 @@
* Return Value:
* stability factor <NUMBER>
*
* Example:
* [1, 2, 3, 4, 5, 6, 7] call ace_advanced_ballistics_fnc_calculateStabilityFactor
*
* Public: No
*/
#include "script_component.hpp"

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@ -10,19 +10,31 @@
* Return Value:
* None
*
* Example:
* [] call ace_advanced_ballistics_fnc_diagnoseWeapons
*
* Public: No
*/
#define DEBUG_MODE_FULL
#include "script_component.hpp"
private _diagnoseStartTime = diag_tickTime;
#ifdef DEBUG_INIT_SPEEDS
private _data = [];
private _weapons = [];
private _magazines = [];
private _weaponInitSpeeds = [];
private _magazineInitSpeeds = [];
#endif
private _cfgWeapons = configFile >> "CfgWeapons";
for "_i" from 0 to (count _cfgWeapons)-1 do {
private _weaponConfig = _cfgWeapons select _i;
if (isClass _weaponConfig) then {
private _weapon = configName _weaponConfig;
private _weaponType = getNumber (_weaponConfig >> "Type");
if (_weaponType == 1) then {
// The weapon is a primary weapon
if (_weaponType in [1, 2]) then {
// The weapon is a primary weapon or a handgun weapon
private _weaponInitSpeed = getNumber (_weaponConfig >> "initSpeed");
private _magazines = getArray (_weaponConfig >> "magazines");
@ -44,16 +56,78 @@ for "_i" from 0 to (count _cfgWeapons)-1 do {
// AB initial speed --------------------------------
// Get Weapon and Ammo Configurations
private _AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
private _WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable"];
private _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil "_AmmoCacheEntry") then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
};
private _WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil "_WeaponCacheEntry") then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
};
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"];
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
private _barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _vanillaInitialSpeed] call FUNC(calculateBarrelLengthVelocityShift);
private _abInitialSpeed = _vanillaInitialSpeed + _barrelVelocityShift;
// --------------------------------------------------
diag_log text format ["ABDiagnose,%1,%2,%3,%4,%5,%6,%7",_weapon,_magazine,_ammo,_magazineInitSpeed,_weaponInitSpeed,_vanillaInitialSpeed,_abInitialSpeed];
if (_weapon find "_base" == -1 && _weapon find "_Base" == -1) then {
#ifdef DEBUG_INIT_SPEEDS
_data pushBack [-_forEachIndex, _abInitialSpeed, _magazine, _weapon];
#endif
if (_barrelLength > 0 && abs(_vanillaInitialSpeed - _abInitialSpeed) > abs(_abInitialSpeed) * 0.0025) then {
diag_log text format ["AB_Diagnose_initSpeed,%1,%2,%3,%4,%5,%6,%7,%8",_weapon,_magazine,_ammo,_magazineInitSpeed,_weaponInitSpeed,_vanillaInitialSpeed,_abInitialSpeed,_abInitialSpeed/_vanillaInitialSpeed];
};
if (_barrelTwist == 0) then {
diag_log text format ["AB_Diagnose_barrelTwist,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_twistDirection,_barrelTwist];
};
if (_barrelLength == 0) then {
diag_log text format ["AB_Diagnose_barrelLength,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_barrelLength];
};
};
} forEach _magazines;
};
};
};
#ifdef DEBUG_INIT_SPEEDS
_data sort false;
{
_x params ["_magazineIndex", "_abInitialSpeed", "_magazine", "_weapon"];
if (_magazines find _magazine == -1) then {
private _magSpeed = _abInitialSpeed;
private _ammoRef = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
if (_ammoRef != "") then {
{
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
if (_ammo == _ammoRef) exitWith {
_magSpeed = _magazineInitSpeeds select _forEachIndex;
};
} forEach _magazines;
};
_magazines pushBack _magazine;
_magazineInitSpeeds pushBack round(_magSpeed);
};
if (_weapons find _weapon == -1) then {
_weapons pushBack _weapon;
_magIndex = _magazines find _magazine;
_magSpeed = _magazineInitSpeeds select _magIndex;
_weaponInitSpeeds pushBack (_abInitialSpeed / _magSpeed);
};
} forEach _data;
{
_x params ["_magazineIndex", "_abInitialSpeed", "_magazine", "_weapon"];
_magIndex = _magazines find _magazine;
_magSpeed = _magazineInitSpeeds select _magIndex;
_wepIndex = _weapons find _weapon;
_wepSpeed = _weaponInitSpeeds select _wepIndex;
} forEach _data;
{
diag_log text format ["AB_WeaponInitSpeed,%1,%2", _x, _weaponInitSpeeds select _forEachIndex];
} forEach _weapons;
{
diag_log text format ["AB_MagazineInitSpeed,%1,%2", _x, _magazineInitSpeeds select _forEachIndex];
} forEach _magazines;
#endif
diag_log format["AdvancedBallistics: Finished 'diagnoseWeapons' in %1 seconds", (diag_tickTime - _diagnoseStartTime) toFixed 2];

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@ -9,6 +9,9 @@
* Return Value:
* None
*
* Example:
* [] call ace_advanced_ballistics_fnc_displayProtractor
*
* Public: No
*/
#include "script_component.hpp"

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@ -8,29 +8,27 @@
* Return Value:
* None
*
* Example:
* [] call ace_advanced_ballistics_fnc_handleFirePFH
*
* Public: No
*/
#include "script_component.hpp"
private _aceTimeSecond = floor CBA_missionTime;
{
_x params ["_bullet","_caliber","_bulletTraceVisible","_index"];
private _bulletVelocity = velocity _bullet;
private _bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) then {
if (!alive _bullet) then {
GVAR(allBullets) deleteAt (GVAR(allBullets) find _x);
} else {
private _bulletVelocity = velocity _bullet;
private _bulletPosition = getPosASL _bullet;
if (_bulletTraceVisible && _bulletSpeed > 500) then {
if (_bulletTraceVisible && {vectorMagnitude _bulletVelocity > BULLET_TRACE_MIN_VELOCITY}) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, _aceTimeSecond, CBA_missionTime - _aceTimeSecond]);
_bullet setVelocity (_bulletVelocity vectorAdd (parseSimpleArray ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6", _index, _bulletVelocity, _bulletPosition, wind, ASLToATL(_bulletPosition) select 2, CBA_missionTime toFixed 6])));
};
nil
} count +GVAR(allBullets);

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@ -9,6 +9,9 @@
* Return Value:
* None
*
* Example:
* [] call ace_advanced_ballistics_fnc_handleFired
*
* Public: No
*/
#include "script_component.hpp"
@ -16,102 +19,108 @@
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
// Parameterization
private ["_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletLength", "_barrelTwist", "_stabilityFactor", "_aceTimeSecond", "_barrelVelocityShift", "_ammoTemperatureVelocityShift"];
_abort = false;
if (!(_ammo isKindOf "BulletBase")) exitWith {};
if (!alive _projectile) exitWith {};
if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {};
if (underwater _unit) exitWith {};
if (!GVAR(simulateForEveryone) && !(local _unit)) then {
// The shooter is non local
_abort = true;
if (GVAR(simulateForSnipers)) then {
if (currentWeapon _unit == primaryWeapon _unit && count primaryWeaponItems _unit > 2) then {
_opticsName = (primaryWeaponItems _unit) select 2;
_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
_abort = _opticType != 2; // We only abort if the non local shooter is not a sniper
private _abort = !local _unit;
if (_abort) then {
private _bulletVelocity = velocity _projectile;
private _muzzleVelocity = vectorMagnitude _bulletVelocity;
private _maxRange = uiNamespace getVariable format[QGVAR(maxRange_%1), _ammo];
if (isNil "_maxRange") then {
private _airFriction = getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction");
private _maxRange = if (_airFriction < 0) then {
private _maxTime = ((_vanillaInitialSpeed - BULLET_TRACE_MIN_VELOCITY) / (BULLET_TRACE_MIN_VELOCITY * -_airFriction * _vanillaInitialSpeed)) max getNumber(configFile >> "CfgAmmo" >> _ammo >> "tracerEndTime");
-ln(1 - _airFriction * _vanillaInitialSpeed * _maxTime) / _airFriction
} else {
_vanillaInitialSpeed * getNumber(configFile >> "CfgAmmo" >> _ammo >> "tracerEndTime")
};
uiNamespace setVariable [format[QGVAR(maxRange_%1), _ammo], _maxRange];
};
if (ACE_player distance _unit > _maxRange && {ACE_player distance ((getPosASL _unit) vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply _maxRange)) > _maxRange}) exitWith {};
private _ammoCount = (_unit ammo _muzzle) + 1;
private _tracersEvery = getNumber(configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
private _lastRoundsTracer = getNumber(configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
if (_ammoCount <= _lastRoundsTracer || {_tracersEvery > 0 && {(_ammoCount - _lastRoundsTracer) % _tracersEvery == 0}}) exitWith { _abort = false };
if (GVAR(bulletTraceEnabled) && {_muzzleVelocity > BULLET_TRACE_MIN_VELOCITY} && {cameraView == "GUNNER"}) then {
if (currentWeapon ACE_player == binocular ACE_player) exitWith { _abort = false };
if (currentWeapon ACE_player == primaryWeapon ACE_player && {count primaryWeaponItems ACE_player > 2}) then {
private _opticsName = (primaryWeaponItems ACE_player) select 2;
private _opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
if (_opticType == 2) exitWith { _abort = false };
};
};
if (GVAR(simulateForGroupMembers) && _abort) then {
_abort = (group ACE_player) != (group _unit);
};
};
//if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // We currently do not have firedEHs on vehicles
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (_abort) exitWith {};
// Get Weapon and Ammo Configurations
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
private _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil "_AmmoCacheEntry") then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
};
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
private _WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil "_WeaponCacheEntry") then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
};
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable"];
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"];
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
private _temperature = nil; // We need the variable in this scope. So we need to init it here.
_bulletVelocity = velocity _projectile;
_muzzleVelocity = vectorMagnitude _bulletVelocity;
private _ammoCount = _unit ammo _muzzle;
private _bulletVelocity = velocity _projectile;
private _muzzleVelocity = vectorMagnitude _bulletVelocity;
_barrelVelocityShift = 0;
if (GVAR(barrelLengthInfluenceEnabled)) then {
_barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
_muzzleVelocity = _muzzleVelocity + ([_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift));
};
_ammoTemperatureVelocityShift = 0;
if (GVAR(ammoTemperatureEnabled)) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_ammoTemperatureVelocityShift = ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
_muzzleVelocity = _muzzleVelocity + ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
};
if (GVAR(muzzleVelocityVariationEnabled)) then {
private _time = round (CBA_missionTime / 2);
// Generate seed from publicly known values (via Cantor pairing function)
private _seed = 0.5 * (_time + _ammoCount) * (_time + _ammoCount + 1) + _ammoCount;
// Generate normally distributed random number (via BoxMuller transform)
private _z = sqrt(-2.0 * ln(0.00000001 max (-_seed random 1))) * cos(_seed random 360);
_muzzleVelocity = _muzzleVelocity * (_z * _muzzleVelocityVariationSD + 1);
};
if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = _barrelVelocityShift + _ammoTemperatureVelocityShift;
TRACE_4("shift",_muzzleVelocity,_muzzleVelocityShift, _barrelVelocityShift, _ammoTemperatureVelocityShift);
if (_muzzleVelocityShift != 0) then {
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_projectile setVelocity _bulletVelocity;
};
};
_bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply _muzzleVelocity;
_projectile setVelocity _bulletVelocity;
if (_abort || !(GVAR(extensionAvailable))) exitWith {
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
};
};
_bulletTraceVisible = false;
if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
private _bulletTraceVisible = false;
if (GVAR(bulletTraceEnabled) && {_muzzleVelocity > BULLET_TRACE_MIN_VELOCITY} && {cameraView == "GUNNER"}) then {
if (currentWeapon ACE_player == binocular ACE_player) then {
_bulletTraceVisible = true;
} else {
if (currentWeapon ACE_player == primaryWeapon ACE_player && count primaryWeaponItems ACE_player > 2) then {
_opticsName = (primaryWeaponItems ACE_player) select 2;
_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
private _opticsName = (primaryWeaponItems ACE_player) select 2;
private _opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
_bulletTraceVisible = _opticType == 2;
};
};
};
_stabilityFactor = 1.5;
if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
private _stabilityFactor = 1.5;
if (_caliber * _bulletLength * _bulletMass * _barrelTwist > 0) then {
if (isNil "_temperature") then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
};
_barometricPressure = ((getPosASL _projectile) select 2) call EFUNC(weather,calculateBarometricPressure);
private _barometricPressure = ((getPosASL _projectile) select 2) call EFUNC(weather,calculateBarometricPressure);
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
};
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
_aceTimeSecond = floor CBA_missionTime;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _muzzleVelocity, _transonicStabilityCoef, getPosASL _projectile, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), overcast, _aceTimeSecond, CBA_missionTime - _aceTimeSecond];
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _ammoCount, _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _transonicStabilityCoef, getPosASL _projectile, _bulletVelocity, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), EGVAR(weather,currentOvercast), CBA_missionTime toFixed 6];
GVAR(allBullets) pushBack [_projectile, _caliber, _bulletTraceVisible, GVAR(currentbulletID)];

View File

@ -10,6 +10,9 @@
* Return Value:
* None
*
* Example:
* [LOGIC, [bob, kevin], true] call ace_advanced_ballistics_fnc_initModuleSettings
*
* Public: No
*/
#include "script_component.hpp"
@ -19,14 +22,10 @@ params ["_logic","_units", "_activated"];
if !(_activated) exitWith {};
[_logic, QGVAR(enabled), "enabled"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(muzzleVelocityVariationEnabled), "muzzleVelocityVariationEnabled"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(ammoTemperatureEnabled), "ammoTemperatureEnabled"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(barrelLengthInfluenceEnabled), "barrelLengthInfluenceEnabled"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(bulletTraceEnabled), "bulletTraceEnabled"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(simulateForEveryone), "simulateForEveryone"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(disabledInFullAutoMode), "disabledInFullAutoMode"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(simulateForSnipers), "simulateForSnipers"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(simulateForGroupMembers), "simulateForGroupMembers"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(simulationInterval), "simulationInterval"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(simulationRadius), "simulationRadius"] call EFUNC(common,readSettingFromModule);
GVAR(simulationInterval) = 0 max GVAR(simulationInterval) min 0.2;

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@ -8,18 +8,18 @@
* Return Value:
* None
*
* Example:
* [] call ace_advanced_ballistics_fnc_initializeTerrainExtension
*
* Public: No
*/
#include "script_component.hpp"
if (!hasInterface) exitWith {};
if (!GVAR(enabled)) exitWith {};
if (!GVAR(extensionAvailable)) exitWith {};
private ["_initStartTime", "_mapSize", "_mapGrids", "_gridCells", "_x", "_y", "_gridCenter", "_gridHeight", "_gridNumObjects", "_gridSurfaceIsWater"];
_initStartTime = CBA_missionTime;
_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
private _initStartTime = diag_tickTime;
private _mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
INFO_1("Terrain already initialized [world: %1]", worldName);
@ -28,8 +28,8 @@ if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _ma
#endif
};
_mapGrids = ceil(_mapSize / 50) + 1;
_gridCells = _mapGrids * _mapGrids;
private _mapGrids = ceil(_mapSize / 50) + 1;
private _gridCells = _mapGrids * _mapGrids;
GVAR(currentGrid) = 0;
@ -40,20 +40,20 @@ INFO_2("Starting Terrain Extension [cells: %1] [world: %2]", _gridCells, worldNa
_args params ["_mapGrids", "_gridCells", "_initStartTime"];
if (GVAR(currentGrid) >= _gridCells) exitWith {
INFO_2("Finished terrain initialization in %1 seconds [world: %2]", ceil(CBA_missionTime - _initStartTime), worldName);
INFO_2("Finished terrain initialization in %1 seconds [world: %2]", (diag_tickTime - _initStartTime) toFixed 2, worldName);
#ifdef DEBUG_MODE_FULL
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(CBA_missionTime - _initStartTime)];
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", (diag_tickTime - _initStartTime) toFixed 2];
#endif
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
for "_i" from 1 to 50 do {
_x = floor(GVAR(currentGrid) / _mapGrids) * 50;
_y = (GVAR(currentGrid) - floor(GVAR(currentGrid) / _mapGrids) * _mapGrids) * 50;
_gridCenter = [_x + 25, _y + 25];
_gridHeight = round(getTerrainHeightASL _gridCenter);
_gridNumObjects = count (_gridCenter nearObjects ["Building", 50]);
_gridSurfaceIsWater = if (surfaceIsWater _gridCenter) then {1} else {0};
private _x = floor(GVAR(currentGrid) / _mapGrids) * 50;
private _y = (GVAR(currentGrid) - floor(GVAR(currentGrid) / _mapGrids) * _mapGrids) * 50;
private _gridCenter = [_x + 25, _y + 25];
private _gridHeight = round(getTerrainHeightASL _gridCenter);
private _gridNumObjects = count (_gridCenter nearObjects ["Building", 50]);
private _gridSurfaceIsWater = if (surfaceIsWater _gridCenter) then {1} else {0};
"ace_advanced_ballistics" callExtension format["set:%1:%2:%3", _gridHeight, _gridNumObjects, _gridSurfaceIsWater];
GVAR(currentGrid) = GVAR(currentGrid) + 1;
if (GVAR(currentGrid) >= _gridCells) exitWith {};

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@ -7,48 +7,55 @@
* ammo - classname <STRING>
*
* Return Value:
* 0: _airFriction
* 1: _caliber
* 2: _bulletLength
* 3: _bulletMass
* 4: _transonicStabilityCoef
* 5: _dragModel
* 6: _ballisticCoefficients
* 7: _velocityBoundaries
* 8: _atmosphereModel
* 9: _ammoTempMuzzleVelocityShifts
* 10: _muzzleVelocityTable
* 11: _barrelLengthTable
* 0: _airFriction <NUMBER>
* 1: _caliber <NUMBER>
* 2: _bulletLength <NUMBER>
* 3: _bulletMass <NUMBER>
* 4: _transonicStabilityCoef <NUMBER>
* 5: _dragModel <NUMBER>
* 6: _ballisticCoefficients <NUMBER>
* 7: _velocityBoundaries <NUMBER>
* 8: _atmosphereModel <NUMBER>
* 9: _ammoTempMuzzleVelocityShifts <NUMBER>
* 10: _muzzleVelocityTable <NUMBER>
* 11: _barrelLengthTable <NUMBER>
*
* Example:
* ["ammo"] call ace_advanced_ballistics_fnc_readAmmoDataFromConfig
*
* Public: No
*/
#include "script_component.hpp"
TRACE_1("Reading Ammo Config",_this);
private ["_ammo", "_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_result"];
private _ammoConfig = configFile >> "CfgAmmo" >> _this;
_airFriction = getNumber(_ammoConfig >> "airFriction");
_caliber = getNumber(_ammoConfig >> "ACE_caliber");
_bulletLength = getNumber(_ammoConfig >> "ACE_bulletLength");
_bulletMass = getNumber(_ammoConfig >> "ACE_bulletMass");
_transonicStabilityCoef = getNumber(_ammoConfig >> "ACE_transonicStabilityCoef");
private _airFriction = getNumber(_ammoConfig >> "airFriction");
private _caliber = 0 max getNumber(_ammoConfig >> "ACE_caliber");
private _bulletLength = 0 max getNumber(_ammoConfig >> "ACE_bulletLength");
private _bulletMass = 0 max getNumber(_ammoConfig >> "ACE_bulletMass");
private _transonicStabilityCoef = 0 max getNumber(_ammoConfig >> "ACE_transonicStabilityCoef") min 1;
if (_transonicStabilityCoef == 0) then {
_transonicStabilityCoef = 0.5;
};
_dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
if (_dragModel == 0 || !(_dragModel in [1, 2, 5, 6, 7, 8])) then {
private _dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
};
_ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");
_velocityBoundaries = getArray(_ammoConfig >> "ACE_velocityBoundaries");
_atmosphereModel = getText(_ammoConfig >> "ACE_standardAtmosphere");
private _ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");
private _velocityBoundaries = getArray(_ammoConfig >> "ACE_velocityBoundaries");
private _atmosphereModel = getText(_ammoConfig >> "ACE_standardAtmosphere");
if (_atmosphereModel isEqualTo "") then {
_atmosphereModel = "ICAO";
};
_ammoTempMuzzleVelocityShifts = getArray(_ammoConfig >> "ACE_ammoTempMuzzleVelocityShifts");
_muzzleVelocityTable = getArray(_ammoConfig >> "ACE_muzzleVelocities");
_barrelLengthTable = getArray(_ammoConfig >> "ACE_barrelLengths");
private _muzzleVelocityVariationSD = DEFAULT_MUZZLE_VELOCITY_VARIATION_SD;
if (isNumber (_ammoConfig >> "ACE_muzzleVelocityVariationSD")) then {
_muzzleVelocityVariationSD = getNumber(_ammoConfig >> "ACE_muzzleVelocityVariationSD") / 100;
};
private _ammoTempMuzzleVelocityShifts = getArray(_ammoConfig >> "ACE_ammoTempMuzzleVelocityShifts");
private _muzzleVelocityTable = getArray(_ammoConfig >> "ACE_muzzleVelocities");
private _barrelLengthTable = getArray(_ammoConfig >> "ACE_barrelLengths");
//Handle subsonic ammo that would have a huge muzzle velocity shift (when ballistic configs not explicitly defined)
private _typicalSpeed = getNumber (_ammoConfig >> "typicalSpeed");
@ -86,7 +93,7 @@ if ((_typicalSpeed > 0) && {_typicalSpeed < 360}) then {
};
};
_result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable];
private _result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocityVariationSD];
uiNamespace setVariable [format[QGVAR(%1), _this], _result];

View File

@ -7,9 +7,12 @@
* weapon - classname <STRING>
*
* Return Value:
* 0: _barrelTwist
* 1: _twistDirection
* 2: _barrelLength
* 0: _barrelTwist <NUMBER>
* 1: _twistDirection <NUMBER>
* 2: _barrelLength <NUMBER>
*
* Example:
* ["weapon"] call ace_advanced_ballistics_fnc_readWeaponDataFromConfig
*
* Public: No
*/
@ -17,8 +20,8 @@
private _weaponConfig = (configFile >> "CfgWeapons" >> _this);
private _barrelTwist = getNumber(_weaponConfig >> "ACE_barrelTwist");
private _twistDirection = 1;
private _barrelTwist = 0 max getNumber(_weaponConfig >> "ACE_barrelTwist");
private _twistDirection = [0, 1] select (_barrelTwist != 0);
if (isNumber (_weaponConfig >> "ACE_twistDirection")) then {
_twistDirection = getNumber (_weaponConfig >> "ACE_twistDirection");
if !(_twistDirection in [-1, 0, 1]) then {
@ -26,7 +29,7 @@ if (isNumber (_weaponConfig >> "ACE_twistDirection")) then {
};
};
private _barrelLength = getNumber(_weaponConfig >> "ACE_barrelLength");
private _barrelLength = 0 max getNumber(_weaponConfig >> "ACE_barrelLength");
private _result = [_barrelTwist, _twistDirection, _barrelLength];

View File

@ -6,6 +6,8 @@
// #define DISABLE_COMPILE_CACHE
// #define ENABLE_PERFORMANCE_COUNTERS
#define DEBUG_INIT_SPEEDS
#ifdef DEBUG_ENABLED_ADVANCEDBALLISTICS
#define DEBUG_MODE_FULL
#endif
@ -16,7 +18,6 @@
#include "\z\ace\addons\main\script_macros.hpp"
#define GRAVITY 9.80665
#define ABSOLUTE_ZERO_IN_CELSIUS -273.15
#define KELVIN(t) (t - ABSOLUTE_ZERO_IN_CELSIUS)
#define CELSIUS(t) (t + ABSOLUTE_ZERO_IN_CELSIUS)
@ -27,4 +28,9 @@
#define STD_AIR_DENSITY_ICAO 1.22498
#define STD_AIR_DENSITY_ASM 1.20885
// Standard deviation of the default muzzle velocity variation (0.3%)
#define DEFAULT_MUZZLE_VELOCITY_VARIATION_SD 0.003
#define BULLET_TRACE_MIN_VELOCITY 500
#define EXTENSION_REQUIRED_VERSION "1.0"

View File

@ -14,6 +14,8 @@
<Portuguese>Mostrar Informação do Vento</Portuguese>
<Japanese>風の情報を表示</Japanese>
<Korean>바람의 정보를 표시</Korean>
<Chinese>顯示風況</Chinese>
<Chinesesimp>显示风况</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ProtractorKey">
<English>Show Protractor</English>
@ -28,6 +30,8 @@
<Portuguese>Mostrar Transferidor</Portuguese>
<Japanese>分度器を表示</Japanese>
<Korean>각도기 표시</Korean>
<Chinese>顯示量角器</Chinese>
<Chinesesimp>显示量角器</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_DisplayName">
<English>Advanced Ballistics</English>
@ -42,6 +46,8 @@
<Italian>Balistica Avanzata</Italian>
<Japanese>アドバンスド バリスティックス</Japanese>
<Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese>
<Chinesesimp>先进弹道系统</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
<English>Advanced Ballistics</English>
@ -56,6 +62,8 @@
<Italian>Balistica Avanzata</Italian>
<Japanese>アドバンスド バリスティックス</Japanese>
<Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese>
<Chinesesimp>先进弹道系统</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
<English>Enables advanced ballistics</English>
@ -68,148 +76,22 @@
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
<Russian>Включает продвинутую баллистику</Russian>
<Italian>Abilita Balistica Avanzata</Italian>
<Japanese>アドバンスド バリスティックスを有効化</Japanese>
<Japanese>アドバンスド バリスティックス</Japanese>
<Korean>고급 탄도학을 적용합니다</Korean>
<Chinese>啟用先進彈道系統</Chinese>
<Chinesesimp>启用先进弹道系统</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
<English>Enabled For Snipers</English>
<Spanish>Activada para francotiradores</Spanish>
<Polish>Akt. dla snajperów</Polish>
<German>Für Scharfschützen aktiviert</German>
<Czech>Povoleno pro odstřelovače</Czech>
<Portuguese>Ativar para caçadores</Portuguese>
<French>Activé pour les snipers</French>
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
<Russian>Включена для снайперов</Russian>
<Italian>Abilita per Tiratori Scelti</Italian>
<Japanese>狙撃手へ有効化</Japanese>
<Korean>저격수만 적용</Korean>
<Key ID="STR_ACE_Advanced_Ballistics_muzzleVelocityVariationEnabled_DisplayName">
<English>Enable Muzzle Velocity Variation</English>
<German>Variation der Mündungsgeschwindigkeit aktivieren</German>
<Japanese>銃口初速の変化</Japanese>
<Italian>Abilita Variazione Velocità Volata</Italian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
<Spanish>Activa la balística avanzada para francotiradores no locales (cuando se usa una mira telescópica)</Spanish>
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych snajperów (kiedy używają optyki)</Polish>
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (při použití optiky)</Czech>
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
<French>Active la balistique avancée pour les snipers non locaux (en utilisant les optiques avancées)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных снайперов (при использовании мощной оптики)</Russian>
<Italian>Abilita Balistica Avanzata per Tiratori Scelti non locali (con ottiche ad alto potenziale)</Italian>
<Japanese>非ローカルの狙撃手 (高倍率スコープを使っている場合)へアドバンスド バリスティックスを有効化します</Japanese>
<Korean>고급 탄도학을 비-저격수 인원에게도 적용합니다(고성능 조준경을 사용시)</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
<English>Enabled For Group Members</English>
<Spanish>Activada para miembros de grupo</Spanish>
<Polish>Akt. dla czł. grupy</Polish>
<German>Für Gruppenmitglieder aktiviert</German>
<Czech>Povoleno pro členy skupiny</Czech>
<Portuguese>Ativada para membros do grupo</Portuguese>
<French>Activé pour les membres groupés</French>
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
<Russian>Включена для группы</Russian>
<Italian>Abilita per Membri del Gruppo</Italian>
<Japanese>グループ メンバーへ有効化</Japanese>
<Korean>그룹 멤버도 적용</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
<English>Enables advanced ballistics for non local group members</English>
<Spanish>Activada la balística avanzada para miembros de grupo no locales</Spanish>
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych członków grupy</Polish>
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
<French>Active la balistique avancée pour les membres du groupe non locaux</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
<Russian>Включает продвинутую баллистику для нелокальных членов группы</Russian>
<Italian>Abilita Balistica Avanzata per Membri non locali del Gruppo</Italian>
<Japanese>非ローカルのグループ メンバーへアドバンスド バリスティックスを有効化します</Japanese>
<Korean>고급 탄도학을 비-그룹멤버에게도 적용합니다</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
<English>Enabled For Everyone</English>
<Spanish>Activada para todos</Spanish>
<Polish>Akt. dla wszystkich</Polish>
<German>Für jeden aktiviert</German>
<Czech>Povoleno pro všechny</Czech>
<Portuguese>Ativada para todos</Portuguese>
<French>Activé pour tout le monde</French>
<Hungarian>Mindenkinek engedélyezve</Hungarian>
<Russian>Включена для всех</Russian>
<Italian>Abilita per tutti</Italian>
<Japanese>全員に有効化</Japanese>
<Korean>모두에게 적용</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
<Spanish>Activada la balística avanzada para todos los jugadores no locales (activarlo puede degradar el rendimiento durante grandes tiroteos en multijugador).</Spanish>
<Polish>Aktywuje zaawansowaną balistykę dla wszystkich nielokalnych graczy (aktywacja tej opcji może spodowować spory spadek wydajności podczas ciężkiej wymiany ognia)</Polish>
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivuje pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles FPS během velké přestřelky v multiplayeru)</Czech>
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
<French>Active la balistique avancée pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
<Russian>Включает продвинутую баллистику для всех нелокальных игроков (включение этой опции может снизить производительность при массовых перестрелках в мультиплеере)</Russian>
<Italian>Abilita Balistica Avanzata per tutti i giocatori non locali (abilitare questo parametro potrebbe ridurre le prestazioni durante scontri intensi in multiplayer)</Italian>
<Japanese>非ローカルの全プレイヤーへアドバンスド バリスティックスを有効化します (マルチプレイで大規模な銃撃戦がおこなわれると、動作の低下を招きます)</Japanese>
<Korean>고급 탄도학을 모든 비-로컬그룹에게도 적용합니다(적용 후 대규모 전투시 성능하락을 유발할 수 있습니다)</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
<English>Always Enabled For Group Members</English>
<Polish>Zawsze akt. dla czł. grupy</Polish>
<Spanish>Siempre activada para miembros de grupo</Spanish>
<German>Für Gruppenmitglieder immer aktiviert</German>
<Czech>Vždy povoleno pro členy skupiny</Czech>
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
<French>Toujours activer pour les membres du groupe</French>
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
<Russian>Всегда включена для членов группы</Russian>
<Italian>Sempre abilitato per Membri del Gruppo</Italian>
<Japanese>常にグループ メンバーへ有効化</Japanese>
<Korean>그룹 멤버에게 항상 적용</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
<English>Always enables advanced ballistics when a group member fires</English>
<Polish>Aktywuje zaawansowaną balistykę dla wszystkich członków grupy</Polish>
<Spanish>Activada la balística avanzada siempre cuando miembros de grupo disparan</Spanish>
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
<French>Active tout le temps la balistique avancée quand un membre du groupe ouvre le feu</French>
<Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian>
<Russian>Всегда включает продвинутую баллистику когда стреляет член группы</Russian>
<Italian>Abilita sempre Balistica Avanzata quando un membro del gruppo spara</Italian>
<Japanese>グループ メンバーが射撃した時、常にアドバンスド バリスティックスを有効化します</Japanese>
<Korean>그룹 멤버가 발사시 항상 고급 탄도학을 적용합니다</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English>
<Polish>Wył. podczas ognia auto.</Polish>
<Spanish>Desactivada en modo automático</Spanish>
<German>Beim vollautomatischen Feuern deaktiviert</German>
<Czech>Zakázáno v automatickém režimu střelby</Czech>
<Portuguese>Desabilitar no modo automático</Portuguese>
<French>Désactiver en mode automatique</French>
<Hungarian>Automata módban letiltva</Hungarian>
<Russian>Выкл. для автомат. режима</Russian>
<Italian>Disabilita in modalità di fuoco automatico</Italian>
<Japanese>フルオートでは無効化</Japanese>
<Korean>조정간 자동시 비활성화</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English>
<Polish>Dezaktywuje zaawansowaną balistykę podczas ognia automatycznego</Polish>
<Spanish>Desactivada la balística avanzada durante el fuego automático</Spanish>
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
<French>Désactive la balistique avancée pour les tirs en automatique</French>
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
<Russian>Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме</Russian>
<Italian>Disabilita Balistica Avanzata durante fuoco automatico</Italian>
<Japanese>フルオートで射撃中ではアドバンスド バリスティックスを無効化します</Japanese>
<Korean>조정간 자동시 고급 탄도학을 비활성화 합니다</Korean>
<Key ID="STR_ACE_Advanced_Ballistics_muzzleVelocityVariationEnabled_Description">
<English>Simulates slight variations in muzzle velocity between each shot</English>
<German>Simuliert leichte Variationen der Mündungsgeschwindigkeit zwischen jedem Schuss.</German>
<Japanese>発射毎に僅かな銃口初速の変化をシミュレートします。</Japanese>
<Italian>Simula lievi variazioni della velocità della volata tra un colpo e l'altro</Italian>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English>
@ -222,8 +104,10 @@
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
<Russian>Симуляция температуры для боеприпасов</Russian>
<Italian>Abilita simulazione della temperatura delle munizioni</Italian>
<Japanese>弾薬温度シミュレーションを有効化</Japanese>
<Japanese>弾薬温度シミュレーション</Japanese>
<Korean>탄약 온도 구현 적용</Korean>
<Chinese>啟用彈藥溫度模擬系統</Chinese>
<Chinesesimp>启用弹药温度模拟系统</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English>
@ -236,8 +120,10 @@
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от температуры</Russian>
<Italian>La velocità dello sparo varia a seconda della temperatura delle munizioni</Italian>
<Japanese>弾薬の温度により初速を変化させます</Japanese>
<Japanese>弾薬の温度により銃口初速を変化させます</Japanese>
<Korean>탄약 온도에 비례해 총구 속도가 달라집니다</Korean>
<Chinese>子彈初速將隨彈藥溫度而有所變化</Chinese>
<Chinesesimp>子弹初速将随弹药温度而有所变化</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English>
@ -250,8 +136,10 @@
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
<Russian>Симуляция длины ствола</Russian>
<Italian>Abilita simulazione della lunghezza della canna</Italian>
<Japanese>銃身長シミュレーションを有効化</Japanese>
<Japanese>銃身長シミュレーション</Japanese>
<Korean>총열 길이 구현 적용</Korean>
<Chinese>啟用槍管長度模擬系統</Chinese>
<Chinesesimp>启用枪管长度模拟系统</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English>
@ -264,8 +152,10 @@
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от длины ствола</Russian>
<Italian>La velocità di sparo varia a seconda della lunghezza della canna</Italian>
<Japanese>銃身長により初速を変化させます</Japanese>
<Japanese>銃身長により銃口初速を変化させます</Japanese>
<Korean>총구 속도가 총열에 비례해 달라집니다</Korean>
<Chinese>子彈初速將隨槍管長度而有所變化</Chinese>
<Chinesesimp>子弹初速将随枪管长度而有所变化</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English>
@ -278,8 +168,10 @@
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
<Russian>Следы пуль</Russian>
<Italian>Abilita effetto dei Proiettili Traccianti</Italian>
<Japanese>弾丸の痕跡表示を有効化</Japanese>
<Japanese>弾丸の痕跡表示</Japanese>
<Korean>예광탄 효과 적용</Korean>
<Chinese>啟用曳光彈效果</Chinese>
<Chinesesimp>启用曳光弹效果</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
@ -294,6 +186,8 @@
<Italian>Abilita effetto dei proiettili traccianti di alto calibro (visibile solo attraverso ottiche ad alto potenziale)</Italian>
<Japanese>大口径の銃弾による弾丸の痕跡表示を有効化します (高倍率スコープを介してでしか見れません)</Japanese>
<Korean>대구경 탄환에 예광탄 효과를 적용합니다(오직 고성능 조준경 사용시에만 보입니다)</Korean>
<Chinese>啟用曳光彈效果給大口徑子彈 (只有透過高倍率光學瞄鏡才能看到)</Chinese>
<Chinesesimp>启用曳光弹效果给大口径子弹 (只有透过高倍率光学瞄镜才能看到)</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
<English>Simulation Interval</English>
@ -308,12 +202,14 @@
<Italian>Intervallo Simulazione</Italian>
<Japanese>シミュレーション間隔</Japanese>
<Korean>구현 간격</Korean>
<Chinese>模擬間隔</Chinese>
<Chinesesimp>模拟间隔</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English>
<English>Defines the interval between each calculation step</English>
<Polish>Określa interwał pomiędzy każdym krokiem kalkulacji</Polish>
<Spanish>Define el intervalo entre cada cálculo</Spanish>
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
<German>Definiert das Intervall zwischen den einzelnen Simulationsschritten</German>
<Czech>Určuje interval mezi každým výpočtem</Czech>
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
<French>Définit un intervalle de calcul entre deux simulations</French>
@ -322,6 +218,8 @@
<Italian>Definisce l'intervallo tra ogni step di calcolo</Italian>
<Japanese>各計算ごとの間隔を定義します</Japanese>
<Korean>각 계산 단위의 간격을 정의합니다</Korean>
<Chinese>定義每個模擬計算之間的時間間隔</Chinese>
<Chinesesimp>定义每个模拟计算之间的时间间隔</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
<English>Simulation Radius</English>
@ -334,8 +232,10 @@
<Hungarian>Szimuláció hatóköre</Hungarian>
<Russian>Радиус симуляции</Russian>
<Italian>Raggio Simulazione</Italian>
<Japanese>シミュレーション適用範囲</Japanese>
<Japanese>シミュレーション適用範囲</Japanese>
<Korean>구현 범위</Korean>
<Chinese>模擬半徑</Chinese>
<Chinesesimp>模拟半径</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
@ -350,6 +250,8 @@
<Italian>Definisce il raggio attorno al giocatore (in metri) per cui la Balistica Avanzata è applicata ai proiettili</Italian>
<Japanese>プレイヤーの周囲にアドバンスド バリスティックスによる弾道を適用させる範囲を半径で定義します (メートル)</Japanese>
<Korean>플레이어 주위의 발사체를 고급 탄도학으로 정의하는 범위를 정합니다(미터)</Korean>
<Chinese>以玩家的半徑距離(公尺)定義先進彈道系統啟用範圍</Chinese>
<Chinesesimp>以玩家的半径距离(公尺)定义先进弹道系统启用范围</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_Description">
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
@ -364,6 +266,8 @@
<Italian>Questo modulo abilita la simulazione della Balistica Avanzata - cioè la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata</Italian>
<Japanese>このモジュールはアドバンスド バリスティックスを有効化します。弾道は気温や気圧、湿度、重力、弾薬の種類、発射する武器から影響を受けるようになります。</Japanese>
<Korean>이 모듈은 고급 탄도학을 적용시킵니다 - 이는 발사체의 궤적이 기온, 대기압, 습도, 중력, 탄환의 종류와 어느 무기에서 발사되는지에 따라 영향을 받습니다.</Korean>
<Chinese>該模塊實現先進的彈道仿真 - 這意味著子彈的軌跡是由空氣溫度、大氣壓力、濕度、重力、彈藥類型以及射擊的武器所影響</Chinese>
<Chinesesimp>该模块实现先进的弹道仿真 - 这意味着子弹的轨迹是由空气温度、大气压力、湿度、重力、弹药类型以及射击的武器所影响</Chinesesimp>
</Key>
</Package>
</Project>

View File

@ -1,13 +1,13 @@
class ACE_Settings {
class GVAR(enabled) {
category = "Advanced Fatigue";
category = CSTRING(DisplayName);
displayName = CSTRING(Enabled);
description = CSTRING(Enabled_Description);
typeName = "BOOL";
value = 1;
};
class GVAR(enableStaminaBar) {
category = "Advanced Fatigue";
category = CSTRING(DisplayName);
displayName = CSTRING(EnableStaminaBar);
description = CSTRING(EnableStaminaBar_Description);
typeName = "BOOL";
@ -15,31 +15,35 @@ class ACE_Settings {
isClientSettable = 1;
};
class GVAR(performanceFactor) {
category = "Advanced Fatigue";
category = CSTRING(DisplayName);
displayName = CSTRING(PerformanceFactor);
description = CSTRING(PerformanceFactor_Description);
typeName = "SCALAR";
value = 1;
sliderSettings[] = {0, 5, 1, 1};
};
class GVAR(recoveryFactor) {
category = "Advanced Fatigue";
category = CSTRING(DisplayName);
displayName = CSTRING(RecoveryFactor);
description = CSTRING(RecoveryFactor_Description);
typeName = "SCALAR";
value = 1;
sliderSettings[] = {0, 5, 1, 1};
};
class GVAR(loadFactor) {
category = "Advanced Fatigue";
category = CSTRING(DisplayName);
displayName = CSTRING(LoadFactor);
description = CSTRING(LoadFactor_Description);
typeName = "SCALAR";
value = 1;
sliderSettings[] = {0, 5, 1, 1};
};
class GVAR(terrainGradientFactor) {
category = "Advanced Fatigue";
category = CSTRING(DisplayName);
displayName = CSTRING(TerrainGradientFactor);
description = CSTRING(TerrainGradientFactor_Description);
typeName = "SCALAR";
value = 1;
sliderSettings[] = {0, 5, 1, 1};
};
};

View File

@ -3,9 +3,9 @@ class CfgVehicles {
class GVAR(moduleSettings): ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = "Advanced Fatigue";
displayName = CSTRING(DisplayName);
function = QFUNC(moduleSettings);
scope = 2;
scope = 1;
isGlobal = 1;
isTriggerActivated = 0;
icon = QPATHTOF(UI\Icon_Module.paa);

View File

@ -8,6 +8,11 @@
*
* Return Value:
* None
*
* Example:
* ["ID", 5] call ace_advanced_fatigue_fnc_addDutyFactor
*
* Public: No
*/
#include "script_component.hpp"
params [["_id", "", [""]], ["_factor", 1, [0, {}]]];

View File

@ -7,6 +7,11 @@
*
* Return Value:
* None
*
* Example:
* [DISPLAY] call ace_advanced_fatigue_fnc_createStaminaBar
*
* Public: No
*/
#include "script_component.hpp"
params ["_display"];

View File

@ -8,6 +8,11 @@
*
* Return Value:
* None
*
* Example:
* [newbob, oldbob] call ace_advanced_fatigue_fnc_handlePlayerChanged
*
* Public: No
*/
#include "script_component.hpp"
params ["_newUnit", "_oldUnit"];

View File

@ -7,6 +7,11 @@
*
* Return Value:
* None
*
* Example:
* [0.5] call ace_advanced_fatigue_fnc_handleStaminaBar
*
* Public: No
*/
#include "script_component.hpp"
params ["_stamina"];

View File

@ -7,6 +7,11 @@
*
* Return Value:
* None
*
* Example:
* [] call ace_advanced_fatigue_fnc_mainLoop
*
* Public: No
*/
#include "script_component.hpp"
if (!alive ACE_player) exitWith { // Dead people don't breath, Will also handle null (Map intros)

View File

@ -7,6 +7,11 @@
*
* Return Value:
* None
*
* Example:
* [MODULE] call ace_advanced_fatigue_fnc_moduleSettings
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic"];

View File

@ -7,6 +7,11 @@
*
* Return Value:
* None
*
* Example:
* ["ID"] call ace_advanced_fatigue_fnc_removeDutyFactor
*
* Public: No
*/
#include "script_component.hpp"
params [["_id", "", [""]]];

View File

@ -1,6 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Advanced_Fatigue">
<Key ID="STR_ACE_Advanced_Fatigue_DisplayName">
<English>Advanced Fatigue</English>
<German>Erweiterte Ausdauer</German>
<Chinese>進階疲勞</Chinese>
<Chinesesimp>进阶疲劳</Chinesesimp>
<Japanese>アドバンスド疲労</Japanese>
<Italian>Fatica Avanzata</Italian>
<Korean>고급 피로도</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor">
<English>Performance Factor</English>
<German>Leistungsfaktor</German>
@ -9,24 +18,30 @@
<Korean>성능 요인</Korean>
<French>Facteur de performance</French>
<Italian>Fattore Prestazione</Italian>
<Chinese>體力值</Chinese>
<Chinesesimp>体力值</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor_Description">
<English>Influences the overall performance of all players with no custom factor. Higher means better.</English>
<German>Beinflusst die Leistungsfähigkeit aller Spieler ohne eigenen Leistungsfaktor. Ein höherer Wert bedeutet bessere Leistung.</German>
<Japanese>非カスタム要因をもつ全プレイヤーへ全体的に動作を影響させます。高いほど影響がでます。</Japanese>
<Japanese>非カスタム要因をもつ全プレイヤーへ全体的に動作を影響させます。高いほど良い効果があります。</Japanese>
<Polish>Wpływa na ogólną wydolność organizmu u wszystkich graczy bez ustawionego niestandardowego współczynnika. Więcej znaczy lepiej.</Polish>
<Korean>모든 성능이 임의로 설정된 값 없이 영향받습니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Influence les performances générales de tous les joueurs sans facteurs personalisés. Une valeur plus élevée implique de meilleures performances.</French>
<Italian>Influenza qualsiasi prestazione di tutti i giocatori smuniti di un fattore personalizzato. Maggiore significa migliore.</Italian>
<Chinese>影響所有玩家的體力表現,值越高代表體力越好</Chinese>
<Chinesesimp>影响所有玩家的体力表现,值越高代表体力越好</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_PerformanceFactor_EdenDescription">
<English>Influences the overall performance of this unit. Higher means better.</English>
<German>Beinflusst die Leistungsfähigkeit dieser Einheit. Ein höherer Wert bedeutet bessere Leistung.</German>
<Japanese>非カスタム要因をもつ全プレイヤーへ全体的に動作を影響させます。高いほど影響がでます。</Japanese>
<Japanese>このユニットの全体的な動作に影響させます。高いほど良い効果があります。</Japanese>
<Polish>Wpływa na ogólną wydolność tej jednostki. Więcej znaczy lepiej.</Polish>
<Korean>모든 성능이 이 단위로 영향을 받습니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Influence les performances générales de cette unité. Une valeur plus élevée implique de meilleures performances.</French>
<Italian>Influenza qualsiasi prestazione di questa unità. Maggiore significa migliore.</Italian>
<Chinese>影響這個單位的體力表現,值越高代表體力越好</Chinese>
<Chinesesimp>影响这个单位的体力表现,值越高代表体力越好</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_RecoveryFactor">
<English>Recovery Factor</English>
@ -36,15 +51,19 @@
<Korean>회복 요인</Korean>
<French>Facteur de récupération</French>
<Italian>Fattore Recupero</Italian>
<Chinese>回復值</Chinese>
<Chinesesimp>回复值</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_RecoveryFactor_Description">
<English>Changes how fast the player recovers when resting. Higher is faster.</English>
<German>Ändert, wie schnell ein Spieler Ausdauer regeneriert. Ein höherer Wert bedeutet eine schnellere Regeneration.</German>
<Japanese>休憩時はプレイヤーが早く回復します。高いほど早くなります。</Japanese>
<Japanese>休憩時はプレイヤーが早く回復します。高いほど早くなります。</Japanese>
<Polish>Wpływa na czas regeneracji podczas postoju. Więcej znaczy szybciej.</Polish>
<Korean>얼마나 빨리 회복하는지를 바꿉니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Change la vitesse à laquelle les joueurs récupèrent leur endurance lorsqu'ils se reposent. Une valeur plus élevée implique une récupération plus rapide.</French>
<Italian>Determina in quanto tempo il giocatore recupera quando rilassato. Maggiore significa migliore.</Italian>
<Chinese>決定玩家休息多久就能回復體力,值越高恢復越快</Chinese>
<Chinesesimp>决定玩家休息多久就能回复体力,值越高恢复越快</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_LoadFactor">
<English>Load Factor</English>
@ -54,15 +73,19 @@
<Korean>부담 요인</Korean>
<French>Facteur d'encombrement</French>
<Italian>Fattore Caricamento</Italian>
<Chinese>負重量</Chinese>
<Chinesesimp>负重量</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_LoadFactor_Description">
<English>Increases or decreases how much weight influences the players performance. Zero means equipment weight has no performance influence.</English>
<German>Erhöht oder verringert, wie viel Einfluss das Ausrüstungsgewicht auf die Leistung hat. Null heißt, dass es keinen Einfluss hat.</German>
<Japanese>重量によりプレイヤーの動作への影響下増加したり、低下します。装備を持っていない場合、影響はしません。</Japanese>
<Japanese>重量の増減によりプレイヤーの動作へ影響を与えます。装備を持っていない場合、影響はしません。</Japanese>
<Polish>Zmniejsza lub zwiększa wpływ ciężaru ekwipunku na wydolność gracza. Zero oznacza kompletny brak wpływu na wydolność.</Polish>
<Korean>플레이어가 무게에 따라 얼마나 영향받는지를 증가시키거나 감소시킵니다. 0의 경우 플레이어가 장비 무게에 영향받지 않습니다.</Korean>
<French>Augmente ou réduit l'influence que le poids à sur les performances des joueurs. Zéro implique que le poids de l'équipement n'a pas d'influence sur les performances.</French>
<Italian>Incrementa o decrementa quanto il peso influenza le prestazioni dei giocatori. Zero significa che il peso dell'equipaggiamento non ha alcuna influenza nelle prestazioni.</Italian>
<Chinese>增加或降低玩家所能承受的負重量. 如設定值為0, 代表裝備的重量將不會影響到玩家的體力表現</Chinese>
<Chinesesimp>增加或降低玩家所能承受的负重量. 如设定值为0, 代表装备的重量将不会影响到玩家的体力表现</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_TerrainGradientFactor">
<English>Terrain Gradient Factor</English>
@ -72,6 +95,8 @@
<Korean>지형 경사도 요인</Korean>
<French>Facteur d'inclinaison du terrain</French>
<Italian>Fattore Pendenza Terreno</Italian>
<Chinese>地形陡峭影響值</Chinese>
<Chinesesimp>地形陡峭影响值</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_TerrainGradientFactor_Description">
<English>Sets how much steep terrain increases stamina loss. Higher means higher stamina loss.</English>
@ -81,6 +106,8 @@
<Korean>경사도에 따라 얼마나 피로해지는지를 정합니다. 값이 클수록 더 많은 피로를 유발합니다.</Korean>
<French>Configure l'influence de l'inclinaison du terrain sur la perte d'endurance. Une valeur plus élevée implique une perte d'endurance plus importante.</French>
<Italian>Stabilisce quanto la pendenza del terreno incrementa la perdita della stamina. Maggiore significa più stamina persa.</Italian>
<Chinese>設定陡峭的地形將會影響多少體力的流失,值越高代表體力流失越快</Chinese>
<Chinesesimp>设定陡峭的地形将会影响多少体力的流,失值越高代表体力流失越快</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_Enabled">
<English>Enabled</English>
@ -90,6 +117,8 @@
<Korean>활성화</Korean>
<French>Activé</French>
<Italian>Abilitato</Italian>
<Chinese>啟用</Chinese>
<Chinesesimp>启用</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_Enabled_Description">
<English>Enables/disables Advanced Fatigue.</English>
@ -99,6 +128,8 @@
<Korean>고급 피로도 활성화/비활성화</Korean>
<French>Active/désactive la fatigue avancée.</French>
<Italian>Abilita/disabilita la Fatica Avanzata.</Italian>
<Chinese>啟用/關閉進階體力.</Chinese>
<Chinesesimp>启用/关闭进阶体力.</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_EnableStaminaBar">
<English>Show stamina bar</English>
@ -108,6 +139,8 @@
<Korean>피로도 막대</Korean>
<French>Afficher la barre d'endurance</French>
<Italian>Mostra barra stamina</Italian>
<Chinese>顯示體力條</Chinese>
<Chinesesimp>显示体力条</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_EnableStaminaBar_Description">
<English>Shows the stamina bar.</English>
@ -117,6 +150,8 @@
<Korean>피로도 막대를 보여줍니다.</Korean>
<French>Affiche la barre d'endurance.</French>
<Italian>Mostra la barra della stamina.</Italian>
<Chinese>顯示體力條</Chinese>
<Chinesesimp>显示体力条</Chinesesimp>
</Key>
</Package>
</Project>

View File

@ -0,0 +1,11 @@
class CfgAmmo {
class Default;
class Grenade: Default {
GVAR(torqueDirection)[] = {1, 1, 0};
GVAR(torqueMagnitude) = "(50 + random 100) * selectRandom [1, -1]";
};
class GrenadeCore: Default {
GVAR(torqueDirection)[] = {1, 1, 0};
GVAR(torqueMagnitude) = "(50 + random 100) * selectRandom [1, -1]";
};
};

View File

@ -7,7 +7,7 @@ class CfgVehicles {
category = "ACE";
displayName = CSTRING(Category);
function = QFUNC(moduleInit);
scope = 2;
scope = 1;
isGlobal = 1;
icon = QPATHTOF(UI\Icon_Module_AdvancedThrowing_ca.paa);
class Arguments {
@ -60,6 +60,7 @@ class CfgVehicles {
displayName = CSTRING(PickUp);
condition = QUOTE([ARR_2(_player,true)] call FUNC(canPrepare));
statement = QUOTE(_this call FUNC(pickUp));
exceptions[] = {"isNotSwimming"};
distance = 1.8; // Requires >1.7 to work when standing with weapon on back
icon = "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemine_ca.paa";
};

View File

@ -21,6 +21,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
["ACE3 Weapons", QGVAR(prepare), localize LSTRING(Prepare), {
// Condition
if (!([ACE_player] call FUNC(canPrepare))) exitWith {false};
if (EGVAR(common,isReloading)) exitWith {true};
// Statement
[ACE_player] call FUNC(prepare);
@ -30,7 +31,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
["ACE3 Weapons", QGVAR(dropModeToggle), localize LSTRING(DropModeToggle), {
// Condition
if !(ACE_player getVariable [QGVAR(inHand), false]) exitWith {false};
if (!(ACE_player getVariable [QGVAR(inHand), false]) || {underwater ACE_player}) exitWith {false};
// Statement
private _currentDropMode = ACE_player getVariable [QGVAR(dropMode), false];
@ -93,6 +94,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
// Set last thrown time on Vanilla Throwing and Advanced Throwing
["ace_firedPlayer", {
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon"];
if (_weapon == "Throw") then {
_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
};
@ -115,7 +117,9 @@ addMissionEventHandler ["Draw3D", { // Blue is predicted before throw, red is re
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [0,0,1,1], _newTrajAGL, 1, 1, 0, "", 2];
} forEach GVAR(predictedPath);
{
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [1,0,0,1], _x, 1, 1, 0, "", 2];
} forEach GVAR(flightPath)
_x params ["_pos", "_vectorUp"];
drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", [1,0,0,1], _pos, 1, 1, 0, "", 2];
drawLine3D [_pos, _pos vectorAdd _vectorUp, [1,0,1,1]];
} forEach GVAR(flightPath);
}];
#endif

View File

@ -15,5 +15,6 @@ class CfgPatches {
};
#include "ACE_Settings.hpp"
#include "CfgAmmo.hpp"
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"

View File

@ -32,6 +32,7 @@ GVAR(enabled) &&
#endif
{!(call EFUNC(common,isFeatureCameraActive))} &&
{!EGVAR(common,isReloading)} &&
{[_unit, objNull, ["isNotInside", "isNotSitting"/*, "isNotOnLadder"*/]] call EFUNC(common,canInteractWith)} && // Ladder needs positioning fixes on throw
{_unit call CBA_fnc_canUseWeapon} // Disable in non-FFV seats due to surface detection issues
{[_unit, objNull, ["isNotInside", "isNotSwimming", "isNotSitting"/*, "isNotOnLadder"*/]] call EFUNC(common,canInteractWith)} && // Ladder needs positioning fixes on throw
{_unit call CBA_fnc_canUseWeapon} && // Disable in non-FFV seats due to surface detection issues
{"" == currentWeapon _unit || {currentWeapon _unit != secondaryWeapon _unit}} &&
{0 >= _unit getVariable [QEGVAR(common,effect_blockThrow), 0]}

View File

@ -67,7 +67,7 @@ for "_i" from 0.05 to 1.45 step 0.1 do {
private _col = [ [1, 1, 1, _alpha], [0, 1, 0, _alpha], [1, 0, 0, _alpha], [1, 1, 0, _alpha] ] select _cross;
if (_cross != 2 && {lineIntersects [eyePos ACE_player, _newTrajASL]}) then {
_col set [3, 0.1]
_col set [3, 0.1];
};
_pathData pushBack [_col, ASLToAGL _newTrajASL, _iDim];

View File

@ -36,6 +36,11 @@ if (_throwable isEqualTo [] && {!_primed}) exitWith {
private _throwableMag = _throwable param [0, "#none"];
// If not primed, double check we actually have the magazine in inventory
if ((!_primed) && {!((_throwableMag in (uniformItems ACE_player)) || {_throwableMag in (vestItems ACE_player)} || {_throwableMag in (backpackItems ACE_player)})}) exitWith {
[ACE_player, "No valid throwable (glitched currentThrowable)"] call FUNC(exitThrowMode);
};
// Get correct throw power for primed grenade
if (_primed) then {
private _ammoType = typeOf _activeThrowable;
@ -123,6 +128,10 @@ _activeThrowable setDir (_unitDirVisual + 90);
private _pitch = [-30, -90] select (_throwType == "high");
[_activeThrowable, _pitch, 0] call BIS_fnc_setPitchBank;
// Force drop mode if underwater
if (underwater player) then {
ACE_player setVariable [QGVAR(dropMode), true];
};
if (ACE_player getVariable [QGVAR(dropMode), false]) then {
_posFin = _posFin vectorAdd (AGLToASL (positionCameraToWorld [_leanCoef, 0, ACE_player getVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT]]));

View File

@ -34,7 +34,8 @@ if !(_unit getVariable [QGVAR(primed), false]) then {
_activeThrowable setVelocity [0, 0, -0.1];
// Set thrower
[QEGVAR(common,setShotParents), [_activeThrowable, _unit, (getShotParents _activeThrowable) select 1]] call CBA_fnc_serverEvent;
private _instigator = (getShotParents _activeThrowable) param [1, _unit]; // getShotParents could be [] on replaced grenades (like IR chemlight)
[QEGVAR(common,setShotParents), [_activeThrowable, _unit, _instigator]] call CBA_fnc_serverEvent;
};
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)

View File

@ -13,13 +13,10 @@
* Example:
* [logic, [unit1, unit2], true] call ace_advanced_throwing_fnc_moduleInit
*
* Public:
* No
* Public: No
*/
#include "script_component.hpp"
if (!isServer) exitWith {};
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {};

View File

@ -7,7 +7,7 @@
* None
*
* Return Value:
* Nothing
* None
*
* Example:
* call ace_advanced_throwing_fnc_renderPickUpInteraction

View File

@ -49,9 +49,26 @@ if (!(_unit getVariable [QGVAR(primed), false])) then {
_newVelocity = _newVelocity vectorAdd (velocity (vehicle _unit));
};
// Calculate torque of thrown grenade
private _config = configFile >> "CfgAmmo" >> typeOf _activeThrowable;
private _torqueDir = getArray (_config >> QGVAR(torqueDirection));
_torqueDir = if (_torqueDir isEqualTypeArray [0,0,0]) then { vectorNormalized _torqueDir } else { [0,0,0] };
private _torqueMag = getNumber (_config >> QGVAR(torqueMagnitude));
if (_dropMode) then {
_torqueMag = _torqueMag * THROWSTYLE_DROP_TORQUE_COEF;
} else {
if (_throwType == "high") then {
_torqueMag = _torqueMag * THROWSTYLE_HIGH_TORQUE_COEF;
};
};
private _torque = _torqueDir vectorMultiply _torqueMag;
// Drop if unit dies during throw process
if (alive _unit) then {
_activeThrowable setVelocity _newVelocity;
_activeThrowable addTorque (_unit vectorModelToWorld _torque);
};
// Invoke listenable event
@ -67,12 +84,12 @@ if (!(_unit getVariable [QGVAR(primed), false])) then {
#ifdef DRAW_THROW_PATH
GVAR(predictedPath) = call FUNC(drawArc); // save the current throw arc
GVAR(predictedPath) = call FUNC(drawArc); // Save the current throw arc
GVAR(flightPath) = [];
[_unit getVariable QGVAR(activeThrowable)] spawn {
params ["_grenade"];
while {!isNull _grenade} do {
GVAR(flightPath) pushBack ASLtoAGL getPosASL _grenade;
GVAR(flightRotation) = [];
(_unit getVariable QGVAR(activeThrowable)) spawn {
while {!isNull _this && {(getPosATL _this) select 2 > 0.05}} do {
GVAR(flightPath) pushBack [ASLtoAGL (getPosASL _this), vectorUp _this];
sleep 0.05;
};
};

View File

@ -23,6 +23,8 @@
#define THROWSTYLE_HIGH_DIR [0, 200, 500]
#define THROWSTYLE_HIGH_VEL_COEF 2
#define THROWSTYLE_DROP_VEL 2
#define THROWSTYLE_HIGH_TORQUE_COEF .6
#define THROWSTYLE_DROP_TORQUE_COEF .2
#define THROW_TYPE_DEFAULT "normal"
#define THROW_SPEED_DEFAULT 18

View File

@ -10,6 +10,8 @@
<Korean>고급 투척</Korean>
<French>Lancé amélioré</French>
<Italian>Lancio Avanzato</Italian>
<Chinese>進階投擲</Chinese>
<Chinesesimp>进阶投掷</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Module_Description">
<English>Allows changing advanced throwing behaviour.</English>
@ -20,16 +22,20 @@
<Korean>고급 투척 행위를 허가합니다</Korean>
<French>Permet de changer la configuration du lancé amélioré.</French>
<Italian>Permette il cambiamento della modalità di tiro.</Italian>
<Chinese>允許使用更多不同的投擲方式</Chinese>
<Chinesesimp>允许使用更多不同的投掷方式</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Enable_DisplayName">
<English>Enable Advanced Throwing</English>
<Russian>Включить улучшенный бросок</Russian>
<Japanese>アドバンスド投てきを有効化</Japanese>
<Japanese>アドバンスド投てき</Japanese>
<Polish>Aktywuj zaawansowane rzucanie</Polish>
<German>Aktiviere erweitertes Wurfsystem</German>
<Korean>고급 투척 활성화 </Korean>
<French>Active le lancé amélioré</French>
<Italian>Abilita Lancio Avanzato</Italian>
<Chinese>啟用進階投擲</Chinese>
<Chinesesimp>启用进阶投掷</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Enable_Description">
<English>Enables advanced throwing system.</English>
@ -40,6 +46,8 @@
<Korean>고급 투척을 활성화 합니다</Korean>
<French>Active le système de lancé amélioré.</French>
<Italian>Abilita il sistema di lancio avanzato.</Italian>
<Chinese>啟用進階投擲系統</Chinese>
<Chinesesimp>启用进阶投掷系统</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_ShowThrowArc_DisplayName">
<English>Show Throw Arc</English>
@ -50,6 +58,8 @@
<Korean>투척 궤적 표시</Korean>
<French>Afficher l'arc de lancé</French>
<Italian>Mostra Arco di Tiro</Italian>
<Chinese>顯示投擲軌道</Chinese>
<Chinesesimp>显示投掷轨道</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_ShowThrowArc_Description">
<English>Enables visualization of the throw arc (where throwable will fly).</English>
@ -60,6 +70,8 @@
<Korean>투척 궤도를 시각화 합니다(투척물이 어디로 갈지)</Korean>
<French>Active la visualisation de l'arc de lancé (où l'objet lancé va atterrir).</French>
<Italian>Abilita la visualizzazione dell'arco del tiro (dove l'oggetto lanciabile volerà).</Italian>
<Chinese>顯示投擲軌道幫助投擲</Chinese>
<Chinesesimp>显示投掷轨道帮助投掷</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_ShowMouseControls_DisplayName">
<English>Show Throwing Mouse Controls</English>
@ -70,6 +82,8 @@
<Korean>마우스 조작 표시</Korean>
<French>Afficher les contrôles à la souris du lancé</French>
<Italian>Mostra Comandi Mouse Lancio</Italian>
<Chinese>顯示滑鼠投擲控制提示</Chinese>
<Chinesesimp>显示滑鼠投掷控制提示</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_ShowMouseControls_Description">
<English>Enables visual cues for mouse controls when throwable is prepared.</English>
@ -80,16 +94,20 @@
<Korean>투척물을 준비시 마우스 조작을 시각화해서 보여줍니다</Korean>
<French>Active les aides visuels pour les controles à la souris lorsqu'un lancé est préparé.</French>
<Italian>Abilita la visualizzazione dei controlli del mouse quando l'oggetto lanciabile è pronto.</Italian>
<Chinese>開啟後會在準備投擲時, 顯示滑鼠相關操作</Chinese>
<Chinesesimp>开启后会在准备投掷时, 显示滑鼠相关操作</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_DisplayName">
<English>Enable Throwables Pick Up</English>
<Russian>Включить подбор гранат</Russian>
<Japanese>投てき物の拾い上げを有効化</Japanese>
<Japanese>投てき物の拾い上げ</Japanese>
<Polish>Zezwól na podnoszenie obiektów miotanych</Polish>
<German>Aktiviere Aufheben von Wurfobjekten</German>
<Korean>투척물 줍기 활성화</Korean>
<French>Active la récupération des objets lancés</French>
<Italian>Abilita Raccogli Oggetti</Italian>
<Chinese>啟用可撿取地面投擲物</Chinese>
<Chinesesimp>启用可捡取地面投掷物</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUp_Description">
<English>Enables ability to pick up throwables from the ground.</English>
@ -100,16 +118,20 @@
<Korean>땅에 떨어진 투척물을 주울 수 있게 해줍니다.</Korean>
<French>Active la capacité de récupérer les objets lancés sur le sol.</French>
<Italian>Abilita la possibilità di raccogliere un oggetto lanciabile da terra.</Italian>
<Chinese>啟用後, 可撿取地面上的投擲物</Chinese>
<Chinesesimp>启用后, 可捡取地面上的投掷物</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_DisplayName">
<English>Enable Attached Throwables Pick Up</English>
<Russian>Включить подбор прикрепленных гранат</Russian>
<Japanese>い上げた投てき物の取り付けを有効化</Japanese>
<Japanese>った投てき物の取り付け</Japanese>
<Polish>Zezwól na podnoszenie przyczepionych obiektów miotanych</Polish>
<German>Aktiviere erneute Aufnahme befestigter Wurfobjekte</German>
<Korean>부착 투척물 줍기 활성화</Korean>
<French>Active le ramassage d'objets lançables attachés</French>
<Italian>Abilita Raccogli Oggetti Lanciabili da altri Oggetti</Italian>
<Chinese>啟用可撿取附著投擲物</Chinese>
<Chinesesimp>启用可捡取附着投掷物</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnablePickUpAttached_Description">
<English>Enables ability to pick up throwables from attached objects.</English>
@ -120,16 +142,20 @@
<Korean>부착된 투척물을 주울 수 있게 해줍니다.</Korean>
<French>Active la capacité à ramasser les objets lançables attaché à d'autres objets.</French>
<Italian>Abilita la possibilità di raccogliere gli oggetti lanciabili dagli altri oggetti. </Italian>
<Chinese>啟用後, 可撿取附著在物件上的投擲物</Chinese>
<Chinesesimp>启用后, 可捡取附着在物件上的投掷物</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Prepare">
<English>Prepare/Change Throwable</English>
<Russian>Подготовить/заменить гранату</Russian>
<Japanese>機能の起動/変更</Japanese>
<Japanese>投てき物の準備/変更</Japanese>
<Polish>Przygotuj/zmień ob. miotany</Polish>
<German>Wurfobjekt vorbereiten/wechseln</German>
<Korean>투척물 준비/변경</Korean>
<French>Préparer/changer d'objet</French>
<Italian>Prepara/Cambia Oggetto lanciabile</Italian>
<Chinese>準備/變更投擲物</Chinese>
<Chinesesimp>准备/变更投掷物</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_dropModeHold">
<English>Throwable Drop Mode (Hold)</English>
@ -140,26 +166,32 @@
<Korean>투척물 떨어뜨리기 모드(꾹눌러서)</Korean>
<French>Mode de lancé de l'objet (Tenir)</French>
<Italian>Modalità Oggetto Gettabile (Mantenere)</Italian>
<Chinese>投擲模式 (按住)</Chinese>
<Chinesesimp>投掷模式 (按住)</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_DropModeToggle">
<English>Throwable Drop Mode (Toggle)</English>
<Russian>Режим броска гранаты (переключить)</Russian>
<Japanese>投てきモード (トグル)</Japanese>
<Japanese>投てきモード (切替)</Japanese>
<Polish>Tryb upuszczania ob. miotanego (przełącz)</Polish>
<German>Wurfobjekt Fallmodus (umschalten)</German>
<Korean>투척물 떨어뜨리기 모드(토글)</Korean>
<French>Mode de lancé de l'objet (Basculer)</French>
<Italian>Modalità Oggetto lanciabile Gettabile (Interruttore)</Italian>
<Chinese>投擲模式 (切換)</Chinese>
<Chinesesimp>投掷模式 (切换)</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Primed">
<English>Primed</English>
<Russian>Подготовлена</Russian>
<Japanese>起動し</Japanese>
<Japanese>作動させ</Japanese>
<Polish>Odbezpieczony</Polish>
<German>Scharf gemacht</German>
<Korean>뇌관 작동</Korean>
<French>Amorcer</French>
<Italian>Armato</Italian>
<Chinese>引信開始燃燒</Chinese>
<Chinesesimp>引信开始燃烧</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Throw">
<English>Throw</English>
@ -170,6 +202,8 @@
<Korean>던지기</Korean>
<French>Lancer</French>
<Italian>Lanciare</Italian>
<Chinese>投擲</Chinese>
<Chinesesimp>投掷</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_ChangeMode">
<English>(Scroll) Change Mode</English>
@ -180,6 +214,8 @@
<Korean>(마우스 휠) 모드 변경</Korean>
<French>(Molette souris) Changer de mode</French>
<Italian>(Scorrere) Cambio Modalità</Italian>
<Chinese>(滾輪) 變更模式</Chinese>
<Chinesesimp>(滚轮) 变更模式</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Extend">
<English>(Scroll) Extend</English>
@ -190,6 +226,8 @@
<Korean>(마우스 휠) 연장</Korean>
<French>(Molette souris) Etendre</French>
<Italian>(Scorrere) Estendere</Italian>
<Chinese>(滾輪) 延長</Chinese>
<Chinesesimp>(滚轮) 延长</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Cook">
<English>(Click) Cook</English>
@ -200,6 +238,8 @@
<Korean>(클릭) 예열</Korean>
<French>(Clique) Dégoupiller</French>
<Italian>(Click) Arma</Italian>
<Chinese>(點擊) 提早拉開引信</Chinese>
<Chinesesimp>(点击) 提早拉开引信</Chinesesimp>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_PickUp">
<English>Pick Up</English>
@ -210,6 +250,8 @@
<Korean>줍기</Korean>
<French>Ramasser</French>
<Italian>Raccogli</Italian>
<Chinese>撿取</Chinese>
<Chinesesimp>捡取</Chinesesimp>
</Key>
</Package>
</Project>

View File

@ -0,0 +1,18 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};

3
addons/ai/XEH_PREP.hpp Normal file
View File

@ -0,0 +1,3 @@
PREP(garrison);
PREP(unGarrison);
PREP(garrisonMove);

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@ -0,0 +1,84 @@
#include "script_component.hpp"
[QGVAR(AISection), {
params [["_units", [], [[]]], ["_sections", [], [[]]], ["_bool", true, [true]]];
{
private _section = _x;
{
if (_bool) then {
_x enableAI _section;
} else {
_x disableAI _section;
};
LOG(format [ARR_4("XEH_postInit: %1 disableAI %2 | ID %3", _x, _section, clientOwner)]);
} foreach (_units select {local _x});
} foreach _sections
}] call CBA_fnc_addEventHandler;
[QGVAR(unGarrison), FUNC(unGarrison)] call CBA_fnc_addEventHandler;
[QGVAR(doMove), {
params ["_unitsArray"];
{
_x params ["_unit", "_pos"];
//_unit doFollow leader _unit;
_unit setDestination [_pos, "LEADER PLANNED", true];
_unit doMove _pos;
LOG(format [ARR_4("XEH_postInit: %1 doMove %2 | ID %3", _unit, _pos, clientOwner)]);
} foreach _unitsArray
}] call CBA_fnc_addEventHandler;
[QGVAR(setBehaviour), {
params ["_groupsArray", "_behaviour"];
{
_x params ["_group"];
_group setBehaviour _behaviour;
LOG(format [ARR_4("XEH_postInit: %1 setBehaviour %2 | ID %3", _group, _behaviour, clientOwner)]);
} foreach _groupsArray
}] call CBA_fnc_addEventHandler;
[QGVAR(enableAttack), {
params ["_unitsArray", "_mode"];
{
_x params ["_unit"];
_unit enableAttack _mode;
LOG(format [ARR_4("XEH_postInit: %1 enableAttack %2 | ID %3", _unit, _mode, clientOwner)]);
} foreach _unitsArray
}] call CBA_fnc_addEventHandler;
#ifdef DEBUG_MODE_FULL
addMissionEventHandler ["Draw3D", {
private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
{
_x params ["_unit", "_pos"];
switch true do {
case (surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
for "_i" from 0 to 3 do {
drawLine3D [_unit modelToWorldVisualWorld [0,0,1], (AGLtoASL _pos), [1,0,0,1]];
};
drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
};
case (!surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
for "_i" from 0 to 3 do {
drawLine3D [_unit modelToWorldVisual [0,0,1], _pos, [1,0,0,1]];
};
drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
};
case (!surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
for "_i" from 0 to 3 do {
drawLine3D [_unit modelToWorldVisual [0,0,1], (AGLToASL _pos), [1,0,0,1]];
};
drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
};
case (surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
for "_i" from 0 to 3 do {
drawLine3D [_unit modelToWorldVisualWorld [0,0,1], _pos, [1,0,0,1]];
};
drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
};
};
} foreach _unitMoveList;
}];
#endif

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@ -0,0 +1,9 @@
#include "script_component.hpp"
ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
ADDON = true;

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

View File

@ -15,3 +15,4 @@ class CfgPatches {
};
#include "CfgWeapons.hpp"
#include "CfgEventHandlers.hpp"

View File

@ -0,0 +1,278 @@
/*
* Author: alganthe
* Garrison function used to garrison AI inside buildings.
*
* Arguments:
* 0: The building(s) nearest this position are used <POSITION>
* 1: Limit the building search to those type of building <ARRAY>
* 2: Units that will be garrisoned <ARRAY>
* 3: Radius to fill building(s) <SCALAR> (default: 50)
* 4: 0: even filling, 1: building by building, 2: random filling <SCALAR> (default: 0)
* 5: True to fill building(s) from top to bottom <BOOL> (default: false) (note: only works with filling mode 0 and 1)
* 6: Teleport units <BOOL> (default: false)
* Return Value:
* Units not garrisoned <ARRAY>
*
* Example:
* [position, nil, [unit1, unit2, unit3, unitN], 200, 1, false, false] call ace_ai_fnc_garrison
*
* Public: Yes
*/
#include "script_component.hpp"
params [["_startingPos",[0,0,0], [[]], 3], ["_buildingTypes", ["Building"], [[]]], ["_unitsArray", [], [[]]], ["_fillingRadius", 50, [0]], ["_fillingType", 0, [0]], ["_topDownFilling", false, [true]], ["_teleport", false, [true]]];
TRACE_6("fnc_garrison: Start",_startingPos,_buldingTypes,count _unitsArray,_fillingRadius,_fillingTYpe,_topDownFilling);
_unitsArray = _unitsArray select {alive _x && {!isPlayer _x}};
if (_startingPos isEqualTo [0,0,0]) exitWith {
TRACE_1("fnc_garrison: StartingPos error",_startingPos);
[LSTRING(GarrisonInvalidPosition)] call EFUNC(common,displayTextStructured);
};
if (count _unitsArray == 0 || {isNull (_unitsArray select 0)}) exitWith {
TRACE_1("fnc_garrison: Units error",_unitsArray);
[LSTRING(GarrisonNoUnits)] call EFUNC(common,displayTextStructured);
};
private _buildings = nearestObjects [_startingPos, _buildingTypes, ([_fillingRadius, 50] select (_fillingRadius < 50))];
if (_fillingRadius >= 50) then {
_buildings = [_buildings] call CBA_fnc_shuffle;
};
if (count _buildings == 0) exitWith {
TRACE_1("fnc_garrison: Building error",_buildings);
[LSTRING(GarrisonNoBuilding)] call EFUNC(common,displayTextStructured);
};
private _buildingsIndex = [];
if (_topDownFilling) then {
{
private _buildingPos = _x buildingPos -1;
// Those reverse are necessary, as dumb as it is there's no better way to sort those subarrays in sqf
{
reverse _x;
} foreach _buildingPos;
_buildingPos sort false;
{
reverse _x;
} foreach _buildingPos;
_buildingsIndex pushBack _buildingPos;
} foreach _buildings;
} else {
{
_buildingsIndex pushBack (_x buildingPos -1);
} foreach _buildings;
};
// Remove buildings without positions
{
_buildingsIndex deleteAt (_buildingsIndex find _x);
} foreach (_buildingsIndex select {count _x == 0});
//Remove positions units are already pathing to
_buildingsIndex = _buildingsIndex apply {
private _testedBuilding = _x;
_testedBuilding select {
private _testedPos = _x;
(({(_x select 1) isEqualTo _testedPos} count (missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []])) == 0)
}
};
// Warn the user that there's not enough positions to place all units
private _count = 0;
{_count = _count + count _x} foreach _buildingsIndex;
if ( (count _unitsArray) - _count > 0) then {
TRACE_4("fnc_garrison: Not enough spots to place all units",_unitsArray,count _unitsArray,_count,((count _unitsArray) - _count > 0));
[LSTRING(GarrisonNotEnoughPos)] call EFUNC(common,displayTextStructured);
};
private _placedUnits = [];
private _unitMoveList = [];
// Force all units to un-garrison
[QGVAR(unGarrison), [_unitsArray], _unitsArray] call CBA_fnc_targetEvent;
private _fnc_comparePos = {
params ["_nearestUnits", "_pos"];
({
if (surfaceIsWater getPos _x) then {
floor ((getPosASL _x) select 2) == floor ((AGLtoASL _pos) select 2)
} else {
floor ((getPosATL _x) select 2) == floor (_pos select 2)
};
} count _nearestUnits) > 0
};
// Do the placement
switch (_fillingType) do {
// Even filling
case 0: {
while {count _unitsArray > 0} do {
if (count _buildingsIndex == 0) exitWith {};
private _building = _buildingsIndex select 0;
if (_building isEqualTo []) then {
LOG(format [ARR_2("fnc_garrison: Empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
_buildingsIndex deleteAt 0;
} else {
private _pos = _building select 0;
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
_buildingsIndex set [0, _building - [_pos]];
} else {
private _unit = _unitsArray select 0;
private _posSurface = surfaceIsWater _pos;
if (_teleport) then {
doStop _unit;
if (_posSurface) then {
_unit setPosASL (AGLtoASL _pos);
} else {
_unit setPosATL _pos;
};
} else {
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
};
_placedUnits pushBack _unit;
_unitsArray deleteAt (_unitsArray find _unit);
_building deleteAt 0;
_buildingsIndex deleteAt 0;
_buildingsIndex pushBackUnique _building;
_unit setVariable [QGVAR(garrisonned), true, true];
};
};
};
};
// Building by building
case 1: {
while {count _unitsArray > 0} do {
if (count _buildingsIndex == 0) exitWith {};
private _building = _buildingsIndex select 0;
if (_building isEqualTo []) then {
LOG(format [ARR_2("fnc_garrison: empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
_buildingsIndex deleteAt 0;
} else {
private _pos = _building select 0;
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
_buildingsIndex set [0, _building - [_pos]];
} else {
private _unit = _unitsArray select 0;
private _posSurface = surfaceIsWater _pos;
if (_teleport) then {
doStop _unit;
if (_posSurface) then {
_unit setPosASL (AGLtoASL _pos);
} else {
_unit setPosATL _pos;
};
} else {
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
};
_placedUnits pushBack _unit;
_unitsArray deleteAt (_unitsArray find _unit);
_buildingsIndex set [0, _building - [_pos]];
_unit setVariable [QGVAR(garrisonned), true, true];
};
};
};
};
// Random
case 2: {
while {count _unitsArray > 0} do {
if (count _buildingsIndex == 0) exitWith {};
private _building = selectRandom _buildingsIndex;
if (_building isEqualTo []) then {
LOG(format [ARR_2("fnc_garrison: empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
_buildingsIndex deleteAt (_buildingsIndex find _building);
} else {
private _pos = selectRandom _building;
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
_buildingsIndex set [(_buildingsIndex find _building), _building - [_pos]];
} else {
private _unit = _unitsArray select 0;
private _posSurface = surfaceIsWater _pos;
if (_teleport) then {
doStop _unit;
if (_posSurface) then {
_unit setPosASL (AGLtoASL _pos);
} else {
_unit setPosATL _pos;
};
} else {
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
};
_placedUnits pushBack _unit;
_unitsArray deleteAt (_unitsArray find _unit);
_buildingsIndex set [(_buildingsIndex find _building), _building - [_pos]];
_unit setVariable [QGVAR(garrisonned), true, true];
};
};
};
};
};
TRACE_1(format [ARR_2("fnc_garrison: while loop ended | %1 units ready to be treated by PFH",count _unitMoveList)], _teleport);
// Update the unit list and remove duplicate positions and units
private _garrison_unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
_garrison_unitMoveList = _garrison_unitMoveList select {
_x params ["_testedUnit", "_testedPos"];
({(_x select 0) isEqualTo _testedUnit} count _unitMoveList == 0)
};
_garrison_unitMoveList append _unitMoveList;
missionNameSpace setVariable [QGVAR(garrison_unitMoveList), _garrison_unitMoveList, true];
if (_teleport) then {
[QGVAR(AISection), [_placedUnits, ["PATH"], false], _placedUnits] call CBA_fnc_targetEvent;
} else {
[_unitMoveList] call FUNC(garrisonMove);
};
TRACE_1(format [ARR_3("fnc_garrison: End | %1 units left | %2 buildings left", count _unitsArray, count _buildingsIndex)], _unitsArray);
_unitsArray

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@ -0,0 +1,149 @@
/*
* Author: alganthe
* Internal function used by ace_ai_fnc_garrison to make the units move to the positions it picked.
*
* Arguments:
* 0: Array of arrays <ARRAY>
* 0: Unit needing to be placed <UNIT>
* 1: Position the unit need to be placed at <POSITION>
*
* Return Value:
* Nothing
*
* Example:
* [ [unit1, [10, 10, 10]], [unit2, [30, 30, 30]], [unitN, getPos player] ] call ace_ai_fnc_garrisonMove
*
* Public: No
*/
#include "script_component.hpp"
params [ ["_unitMoveList", nil, [[]]] ];
if (isNil "_unitMoveList") exitWith {};
// Start initial movement
private _unitMoveListUnits = (_unitMoveList apply {_x select 0});
[QGVAR(setBehaviour), [(_unitMoveListUnits select {leader _x == _x}), "AWARE"], _unitMoveListUnits] call CBA_fnc_targetEvent;
[QGVAR(AISection), [_unitMoveListUnits, ["FSM"], false], _unitMoveListUnits] call CBA_fnc_targetEvent;
[QGVAR(doMove), [_unitMoveList], _unitMoveListUnits] call CBA_fnc_targetEvent;
[QGVAR(enableAttack), [_unitMoveListUnits select {leader _x == _x}, false], _unitMoveListUnits] call CBA_fnc_targetEvent;
{
_x setVariable [QGVAR(garrisonMove_failSafe), nil, true];
_x setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
} foreach _unitMoveListUnits;
// Avoid duplicate PFHs
if (isNil QGVAR(garrison_moveUnitPFH)) then {
missionNameSpace setVariable [QGVAR(garrison_moveUnitPFH), true, true];
// PFH checking if the units have reached their destination
[{
params ["_args", "_pfhID"];
private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
// End PFH if all units are placed / unable to reach position
if (_unitMoveList isEqualTo []) then {
missionNameSpace setVariable [QGVAR(garrison_moveUnitPFH), nil, true];
LOG("garrisonMove PFH: PFH finished it's job | deleting PFH");
_pfhID call CBA_fnc_removePerFrameHandler;
} else {
{
_x params ["_unit", "_pos"];
// Check if unit is alive or even existing
if (!alive _unit) then {
_unitMoveList deleteAt (_unitMoveList find _x);
LOG(format [ARR_2("garrisonMove PFH: unit dead or deleted | %1 units left", count _unitMoveList)]);
} else {
private _unitPos = getPos _unit;
if (surfaceisWater _unitPos) then {
_unitPos = getPosASL _unit;
} else {
_unitPos = getPosATL _unit;
};
if (unitReady _unit) then {
// Check for distance, doMove and AI are moody and may stop for no reason, within 6 meters and ready should be fine
if (_unitPos distance _pos < 3) then {
_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
_unit setVariable [QGVAR(garrisonned), true, true];
_unitMoveList deleteAt (_unitMoveList find _x);
[QGVAR(AISection), [[_unit], ["PATH"], false], _unit] call CBA_fnc_targetEvent;
[QGVAR(AISection), [[_unit], ["FSM"], true], _unit] call CBA_fnc_targetEvent;
if ({(_x select 0) in units _unit && {!isPlayer (_x select 0)}} count _unitMoveList == 0) then {
[QGVAR(enableAttack), [[_unit], true], _unit] call CBA_fnc_targetEvent;
};
LOG(format [ARR_2("garrisonMove PFH: unit in position | %1 units left", count _unitMoveList)]);
} else {
// Tell the unit to move if an order wasn't given within 30s, avoid doMove spam
(_unit getVariable [QGVAR(garrisonMove_failSafe), [CBA_missionTime, 5]]) params ["_failSafeTimer", "_failSafeRemainingAttemps"];
if (_failSafeTimer <= CBA_missionTime) then {
if (_failSafeRemainingAttemps == 0 ) then {
_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
[QGVAR(unGarrison), [[_unit]], _unit] call CBA_fnc_targetEvent;
_unitMoveList deleteAt (_unitMoveList find _x);
LOG("garrisonMove PFH unitReady: all moving commands failed | restoring AI capabilities");
} else {
_unit setVariable [QGVAR(garrisonMove_failSafe), [_failSafeTimer + 15, _failSafeRemainingAttemps - 1]];
[QGVAR(doMove), [[[_unit, _pos]]], _unit] call CBA_fnc_targetEvent;
LOG("garrisonMove PFH unitReady: unit not close enough | Sending another doMove command");
};
};
};
} else {
(_unit getVariable [QGVAR(garrisonMove_unitPosMemory), [CBA_missionTime, [0,0,0]]]) params ["_unitPosTimer", "_unitOldPos"];
// AI may sometimes not be able to report unitReady, this is to avoid the PFH running forever
switch true do {
case ((_unitPosTimer + 15) < CBA_missionTime && {(_unitPos distance _pos) < 3}) : {
TRACE_1("case 1",_unit);
_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
_unit setVariable [QGVAR(garrisonned), true, true];
_unitMoveList deleteAt (_unitMoveList find _x);
[QGVAR(AISection), [[_unit], ["PATH"], false], _unit] call CBA_fnc_targetEvent;
[QGVAR(AISection), [[_unit], ["FSM"], true], _unit] call CBA_fnc_targetEvent;
if ({(_x select 0) in units _unit && {!isPlayer (_x select 0)}} count _unitMoveList == 0) then {
[QGVAR(enableAttack), [[_unit], true], _unit] call CBA_fnc_targetEvent;
};
LOG(format [ARR_2("garrisonMove PFH unitNotReady: unit in position | %1 units left", count _unitMoveList)]);
};
case ((_unitPosTimer + 15) < CBA_missionTime && {_unitOldPos distance _unitPos < 0.5}) : {
TRACE_3("case 2",_unit, ((_unitPosTimer + 15) < CBA_missionTime), (_unitOldPos distance _unitPos < 0.5));
_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
[QGVAR(unGarrison), [[_unit]], _unit] call CBA_fnc_targetEvent;
_unitMoveList deleteAt (_unitMoveList find _x);
LOG("garrisonMove PFH unitNotReady: all moving commands failed | restoring AI capabilities");
};
case (_unitOldPos distance _unitPos < 0.5) : {};
default {
_unit setVariable [QGVAR(garrisonMove_unitPosMemory), [CBA_missionTime, _unitPos]];
};
};
};
};
} foreach _unitMoveList;
missionNameSpace setVariable [QGVAR(garrison_unitMoveList), _unitMoveList, true];
};
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
};

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@ -0,0 +1,57 @@
/*
* Author: alganthe
* Used to un-garrison units.
*
* Arguments:
* 0: Units to un-garrison <ARRAY>
*
* Return Value:
* None
*
* Example:
* [unit1, unit2, unit3] call ace_ai_fnc_unGarrison
*
* Public: Yes
*
*/
#include "script_component.hpp"
params [["_units", [], [[]]]];
_units = _units select {local _x};
{
if (!isPlayer _x && {local _x}) then {
_x enableAI "PATH";
_x enableAI "FSM";
private _leader = leader _x;
TRACE_3("fnc_ungarrison: unit and leader",_x , _leader, (_leader == _x));
_x setVariable [QGVAR(garrisonned), false, true];
if (_leader != _x) then {
doStop _x;
_x doFollow _leader;
} else {
_x doMove ((nearestBuilding (getPos _x)) buildingExit 0);
};
private _fnc_countGarrisonnedUnits = {
params ["_unit", "_bool"];
if (_bool) then {
({(_x getVariable [QGVAR(garrisonned), false]) && {!isPlayer _x}} count units _unit)
} else {
({!(_x getVariable [QGVAR(garrisonned), false]) && {!isPlayer _x}} count units _unit)
};
};
if ([_x, true] call _fnc_countGarrisonnedUnits == ({!isPlayer _x} count (units _x)) - 1 || {[_x, false] call _fnc_countGarrisonnedUnits == {!isPlayer _x} count (units _x)}) then {
LOG("fnc_ungarrison: enableAttack true");
(group _x) enableAttack true;
};
};
} foreach _units;

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@ -0,0 +1 @@
#include "\z\ace\addons\ai\script_component.hpp"

View File

@ -2,8 +2,8 @@
#define COMPONENT_BEAUTIFIED AI
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
//#define DEBUG_MODE_FULL
//#define DISABLE_COMPILE_CACHE
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_AI

41
addons/ai/stringtable.xml Normal file
View File

@ -0,0 +1,41 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="ai">
<Key ID="STR_ACE_ai_GarrisonInvalidPosition">
<English>Invalid position provided.</English>
<French>Position invalide fourni</French>
<Japanese>位置が無効です。</Japanese>
<Italian>Posizione invalida fornita.</Italian>
<Chinese>提供的位置無效。</Chinese>
<Chinesesimp>提供的位置无效。</Chinesesimp>
<Korean>위치가 잘못되었습니다.</Korean>
</Key>
<Key ID="STR_ACE_ai_GarrisonNoUnits">
<English>No units provided.</English>
<French>Aucune unité fourni</French>
<Japanese>ユニットがありません。</Japanese>
<Italian>Nessuna unità fornita.</Italian>
<Chinese>找不到可用的單位。</Chinese>
<Chinesesimp>找不到可用的单位。</Chinesesimp>
<Korean>병력이 없습니다.</Korean>
</Key>
<Key ID="STR_ACE_ai_GarrisonNotEnoughPos">
<English>There aren't enough positions to place all units.</English>
<French>Il n'y a pas assez de positions pour placer toutes les unités</French>
<Japanese>全ユニットを置くために十分な位置がありません。</Japanese>
<Italian>Non ci sono abbastanza posizioni per piazzare tutte le unità.</Italian>
<Chinese>沒有足夠的位置能擺放所有單位。</Chinese>
<Chinesesimp>没有足够的位置能摆放所有单位。</Chinesesimp>
<Korean>모든 병력을 배치 할 공간이 없습니다.</Korean>
</Key>
<Key ID="STR_ACE_ai_GarrisonNoBuilding">
<English>No building found.</English>
<French>Aucun bâtiment trouvé</French>
<Japanese>建物がありません。</Japanese>
<Italian>Nessun edificio trovato.</Italian>
<Chinese>沒找到建築物。</Chinese>
<Chinesesimp>没找到建筑物。</Chinesesimp>
<Korean>건물이 없습니다.</Korean>
</Key>
</Package>
</Project>

View File

@ -39,29 +39,20 @@ class CfgAmmo {
// also adjust tracer, "muh lightshow"; also adjust splash damage radius
class Gatling_30mm_HE_Plane_CAS_01_F: BulletBase {
hit = 80;
indirectHit = 12;
indirectHitRange = 3; //2;
caliber = 1.4;
deflecting = 3;
fuseDistance = 3;
tracerStartTime = 0.02;
timeToLive = 40;
hit = 80; // default: 180
indirectHit = 12; // default: 4
indirectHitRange = 3; // default: 3
caliber = 1.4; // default: 5
deflecting = 3; // default: 5
fuseDistance = 3; // default: 10
tracerStartTime = 0.02; // default: 0.1
timeToLive = 40; // default: 6
};
// helper projectiles to simulate a rof > fps
class ACE_Gatling_30mm_HE_Plane_CAS_01_Deploy: Gatling_30mm_HE_Plane_CAS_01_F {
simulation = "shotSubmunitions";
triggerTime = 0;
submunitionAmmo = "ACE_Gatling_30mm_HE_Plane_CAS_01_Sub";
submunitionConeType[] = {"custom", {{0,0}, {0,0}, {0,0}} };
};
class ACE_Gatling_30mm_HE_Plane_CAS_01_Sub: Gatling_30mm_HE_Plane_CAS_01_F {};
// adjust damage and splash damage, closer to bluefor gatling with same caliber
class Cannon_30mm_HE_Plane_CAS_02_F: Gatling_30mm_HE_Plane_CAS_01_F {
hit = 70; //40;
indirectHit = 11; //14;
indirectHitRange = 3;
hit = 70; // default: 150
indirectHit = 11; // default: 4
indirectHitRange = 3; // default: 3
};
};

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@ -0,0 +1,17 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient));
};
};

View File

@ -2,7 +2,6 @@ class CfgMagazines {
// shoot helper object to tripple rof
class VehicleMagazine;
class 1000Rnd_Gatling_30mm_Plane_CAS_01_F: VehicleMagazine {
ammo = "ACE_Gatling_30mm_HE_Plane_CAS_01_Deploy";
count = 1170;
};

View File

@ -33,51 +33,27 @@ class CfgVehicles {
class Turrets: Turrets {
class CopilotTurret;
};
//class UserActions;
};
class Heli_Light_01_base_F: Helicopter_Base_H {
lockDetectionSystem = 0;
incomingMissileDetectionSystem = 16;
driverCanEject = 1;
incomingMissileDetectionSystem = 16; // Vanilla: 0
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
showHMD = 1;
};
};
};
class Heli_Light_01_unarmed_base_F: Heli_Light_01_base_F {};
class B_Heli_Light_01_F: Heli_Light_01_unarmed_base_F {
/*class Turrets: Turrets {
class CopilotTurret: CopilotTurret {};
};*/
};
class Heli_Light_01_armed_base_F: Heli_Light_01_base_F {
lockDetectionSystem = 0;
incomingMissileDetectionSystem = 16;
driverCanEject = 1;
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
};
};
incomingMissileDetectionSystem = 16; // Vanilla: 0
};
class B_Heli_Light_01_armed_F: Heli_Light_01_armed_base_F {};
class Heli_Light_02_base_F: Helicopter_Base_H {
driverCanEject = 1;
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
magazines[] = {"2000Rnd_762x51_Belt_T_Green", "12Rnd_PG_missiles", "168Rnd_CMFlare_Chaff_Magazine"};
incomingMissileDetectionSystem = 16; // Vanilla: 24
magazines[] = {"2000Rnd_762x51_Belt_T_Green", "12Rnd_PG_missiles", "168Rnd_CMFlare_Chaff_Magazine"}; // Switch gun magazine to 7.62mm from 6.5mm
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
showHMD = 1;
};
};
@ -91,224 +67,81 @@ class CfgVehicles {
#include "Heli_Attack_01_base_F.hpp"
class B_Heli_Attack_01_F: Heli_Attack_01_base_F {};
class Heli_Attack_02_base_F: Helicopter_Base_F {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1;
class Turrets: Turrets {
class MainTurret: MainTurret {
canEject = 1;
};
};
incomingMissileDetectionSystem = 16; // Vanilla: 24
};
class Heli_Transport_01_base_F: Helicopter_Base_H {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1;
incomingMissileDetectionSystem = 16; // Vanilla: 24
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
showHMD = 1;
};
class MainTurret: MainTurret {
magazines[] = {"2000Rnd_762x51_Belt_T_Red"};
canEject = 1;
magazines[] = {"2000Rnd_762x51_Belt_T_Red"}; // Switch gun magazine to 7.62mm from 6.5mm
};
class RightDoorGun: MainTurret {
magazines[] = {"2000Rnd_762x51_Belt_T_Red"};
canEject = 1;
magazines[] = {"2000Rnd_762x51_Belt_T_Red"}; // Switch gun magazine to 7.62mm from 6.5mm
};
};
/*class UserActions {
class DoorL1_Open {
available = 1;
condition = "((this doorPhase 'door_L') == 0) AND Alive(this) AND driver this != player AND gunner this != player";
};
class DoorR1_Open: DoorL1_Open {
condition = "((this doorPhase 'door_R') == 0) AND Alive(this) AND driver this != player AND gunner this != player";
};
class DoorL1_Close: DoorL1_Open {
condition = "((this doorPhase 'door_L') > 0) AND Alive(this) AND driver this != player AND gunner this != player";
};
class DoorR1_Close: DoorL1_Close {
condition = "((this doorPhase 'door_R') > 0) AND Alive(this) AND driver this != player AND gunner this != player";
};
};*/
};
class Heli_Transport_02_base_F: Helicopter_Base_H {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1;
incomingMissileDetectionSystem = 16; // Vanilla: 24
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
showHMD = 1;
};
};
/*class UserActions: UserActions {
class DoorL1_Open {
available = 1;
condition = "this animationPhase ""door_back_L"" < 0.5 AND Alive(this)";
};
class DoorR1_Open: DoorL1_Open {
condition = "this animationPhase ""door_back_R"" < 0.5 AND Alive(this)";
};
class DoorL1_Close: DoorL1_Open {
condition = "this animationPhase ""door_back_L"" > 0.5 AND Alive(this)";
};
class DoorR1_Close: DoorL1_Close {
condition = "this animationPhase ""door_back_R"" > 0.5 AND Alive(this)";
};
class CargoRamp_Open: DoorL1_Open {
userActionID = 52;
displayName = CSTRING(OpenCargoRamp);
textToolTip = CSTRING(OpenCargoRamp);
position = "action_cargoramp";
radius = 3.0;
condition = "this animationPhase ""cargoramp_open"" < 0.5 AND Alive(this)";
statement = "this animateDoor ['cargoramp_open', 1]";
};
class CargoRamp_Close: DoorL1_Close {
userActionID = 55;
displayName = CSTRING(CloseCargoRamp);
textToolTip = CSTRING(CloseCargoRamp);
position = "action_cargoramp";
radius = 3.0;
condition = "this animationPhase ""cargoramp_open"" > 0.5 AND Alive(this)";
statement = "this animateDoor ['cargoramp_open', 0]";
};
};*/
};
class Heli_light_03_base_F: Helicopter_Base_F {
driverCanEject = 1;
class Turrets: Turrets {
class MainTurret: MainTurret {
canEject = 1;
};
};
};
class I_Heli_light_03_F: Heli_light_03_base_F {
lockDetectionSystem = 0;
incomingMissileDetectionSystem = 16;
weapons[] = {"M134_minigun", "missiles_DAR", "CMFlareLauncher", "ACE_AIR_SAFETY" };
magazines[] = {"5000Rnd_762x51_Yellow_Belt", "24Rnd_missiles", "168Rnd_CMFlare_Chaff_Magazine"};
lockDetectionSystem = 0; // Vanilla: 12
incomingMissileDetectionSystem = 16; // Vanilla: 24
class Turrets: Turrets {
class MainTurret: MainTurret {
showHMD = 1;
gunBeg = "commanderview";
gunEnd = "laserstart";
memoryPointGun = "laserstart";
stabilizedInAxes = 3;
weapons[] = {"Laserdesignator_mounted"};
soundServo[] = {"", 0.01, 1, 30};
weapons[] = {"Laserdesignator_mounted"}; // Add Laser Designator
magazines[] = {"Laserbatteries"};
inGunnerMayFire = 1;
};
};
};
class Heli_light_03_unarmed_base_F: Heli_light_03_base_F {};
class I_Heli_light_03_unarmed_F: Heli_light_03_unarmed_base_F {};
class Plane_CAS_01_base_F: Plane_Base_F {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
lockDetectionSystem = 12; // Vanilla: 8
incomingMissileDetectionSystem = 16; // Vanilla: 24
};
class Plane_CAS_02_base_F: Plane_Base_F {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
lockDetectionSystem = 12; // Vanilla: 8
incomingMissileDetectionSystem = 16; // Vanilla: 24
};
class Plane_Fighter_03_base_F: Plane_Base_F {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
};
class UAV_01_base_F: Helicopter_Base_F {
/*class Turrets: Turrets {
class MainTurret: MainTurret {};
};*/
lockDetectionSystem = 12; // Vanilla: 8
incomingMissileDetectionSystem = 16; // Vanilla: 24
};
class UAV_02_base_F: UAV {
weapons[] = {};
weapons[] = {}; // Remove flare launcher
magazines[] = {};
class Turrets {
class MainTurret;
};
};
class UAV_02_CAS_base_F: UAV_02_base_F {
weapons[] = {};
weapons[] = {}; // Remove flare launcher
magazines[] = {};
/*class Turrets: Turrets {
class MainTurret: MainTurret {};
};*/
};
class Heli_Transport_03_base_F: Helicopter_Base_H {
driverCanEject = 1;
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
};
};
incomingMissileDetectionSystem = 16; // Vanilla: 24
};
class B_Heli_Transport_03_F: Heli_Transport_03_base_F {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
};
class Heli_Transport_04_base_F: Helicopter_Base_H {
lockDetectionSystem = 12;
incomingMissileDetectionSystem = 16;
driverCanEject = 1;
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
};
class LoadmasterTurret: MainTurret {
canEject = 1;
};
};
};
class O_Heli_Transport_04_bench_F: Heli_Transport_04_base_F {
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
};
class LoadmasterTurret: LoadmasterTurret {
canEject = 1;
};
};
};
class O_Heli_Transport_04_covered_F: Heli_Transport_04_base_F {
class Turrets: Turrets {
class CopilotTurret: CopilotTurret {
canEject = 1;
};
class LoadmasterTurret: LoadmasterTurret {
canEject = 1;
};
};
incomingMissileDetectionSystem = 16; // Vanilla: 24
};
};

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@ -105,28 +105,5 @@ class CfgWeapons {
dispersion = 0.0064; //0.0023;
multiplier = 1;
};
class close: HighROF {};
class short: close {};
class medium: LowROF {};
class far: medium {};
};
class Gatling_30mm_Plane_CAS_01_F: CannonCore {
autoFire = 1;
burst = 1;
class LowROF: Mode_FullAuto {
autoFire = 0;
burst = 22; //65;
reloadTime = 0.0462; //0.0154; //0.034;
multiplier = 3;
};
class close: LowROF {};
class near: close {};
class short: close {};
class medium: close {};
class far: close {};
};
};

File diff suppressed because one or more lines are too long

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@ -1,7 +1,7 @@
ace_aircraft
============
Changes to air weaponry, flight models and HUDs.
Changes to air weaponry, ejection and HUDs.
- Contributions by Kimi (geraldbolso1899) for HUD updates

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@ -0,0 +1,2 @@
PREP(initEjectAction);
PREP(canShowEject);

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@ -0,0 +1,29 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};
private _cfgAction = configFile >> "CfgActions" >> "Eject";
GVAR(ejectActionParams) = [
[
"", // will be set with setUserActionText
{
params ["_vehicle", "_unit"];
private _preserveEngineOn = (_unit == driver _vehicle) && {isEngineOn _vehicle};
moveOut _unit;
if (_preserveEngineOn) then {
// vehicle is local to last driver, no need to care
_vehicle engineOn true;
};
},
nil,
getNumber (_cfgAction >> "priority"),
false,
true,
getText (_cfgAction >> "shortcut"),
'[_this, _target] call DFUNC(canShowEject)'
],
getText (_cfgAction >> "text"),
getText (_cfgAction >> "textDefault")
];
["Helicopter", "initPost", LINKFUNC(initEjectAction)] call CBA_fnc_addClassEventHandler;

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@ -0,0 +1,9 @@
#include "script_component.hpp"
ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
ADDON = true;

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

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@ -18,6 +18,7 @@ class CfgPatches {
};
#include "CfgAmmo.hpp"
#include "CfgEventHandlers.hpp"
#include "CfgMagazines.hpp"
#include "CfgVehicles.hpp"
#include "CfgWeapons.hpp"

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@ -0,0 +1,34 @@
/*
* Author: Dystopian
* Check if Eject action can be shown.
*
* Arguments:
* 0: Unit who calls action <OBJECT>
* 1: Vehicle which action is attached to <OBJECT>
*
* Return Value:
* Can show <BOOL>
*
* Example:
* [player, vehicle player] call ace_aircraft_fnc_canShowEject
*
* Public: No
*/
#include "script_component.hpp"
#define FULLCREW_UNIT 0
#define FULLCREW_ROLE 1
#define FULLCREW_TURRETPATH 3
params ["_unit", "_vehicle"];
_vehicle == vehicle _unit
&& {
private _ejectVarName = "";
{
if (_unit == _x select FULLCREW_UNIT) exitWith {
_ejectVarName = format [QGVAR(ejectAction_%1_%2), _x select FULLCREW_ROLE, _x select FULLCREW_TURRETPATH];
};
} count fullCrew _vehicle;
_vehicle getVariable [_ejectVarName, false]
}

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@ -0,0 +1,48 @@
/*
* Author: Dystopian
* Add Eject action to vehicle if needed.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [cursorObject] call ace_aircraft_fnc_initEjectAction
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
if (unitIsUAV _vehicle) exitWith {};
private _config = configFile >> "CfgVehicles" >> typeOf _vehicle;
private _addAction = false;
if (0 == getNumber (_config >> "driverCanEject")) then {
TRACE_2("eject action",typeOf _vehicle,"driver");
_vehicle setVariable [QGVAR(ejectAction_driver_[]), true];
_addAction = true;
};
{
{
_x params ["", "_role", "", "_turretPath"];
if (0 == getNumber (([_config, _turretPath] call CBA_fnc_getTurret) >> "canEject")) then {
TRACE_2("eject action",typeOf _vehicle,_turretPath);
_vehicle setVariable [format [QGVAR(ejectAction_%1_%2), _role, _turretPath], true];
_addAction = true;
};
} forEach fullCrew [_vehicle, _x, true];
} forEach ["gunner", "commander", "turret"];
if (!_addAction) exitWith {};
GVAR(ejectActionParams) params ["_params", "_text", "_picture"];
private _actionID = _vehicle addAction _params;
_vehicle setUserActionText [_actionID, _text, "", _picture];
_vehicle setVariable [QGVAR(ejectAction), _actionID];

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@ -0,0 +1 @@
#include "\z\ace\addons\aircraft\script_component.hpp"

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@ -14,6 +14,8 @@
<Italian>XM301</Italian>
<Japanese>XM301</Japanese>
<Korean>XM301</Korean>
<Chinese>XM301</Chinese>
<Chinesesimp>XM301</Chinesesimp>
</Key>
<Key ID="STR_ACE_Aircraft_OpenCargoRamp">
<English>Open Cargo Door</English>
@ -28,6 +30,8 @@
<Portuguese>Abrir porta de carga</Portuguese>
<Japanese>カーゴ ドアを開く</Japanese>
<Korean>화물칸 개방</Korean>
<Chinese>開啟貨艙門</Chinese>
<Chinesesimp>开启货舱门</Chinesesimp>
</Key>
<Key ID="STR_ACE_Aircraft_CloseCargoRamp">
<English>Close Cargo Door</English>
@ -42,6 +46,8 @@
<Portuguese>Fechar porta de carga</Portuguese>
<Japanese>カーゴ ドアを閉じる</Japanese>
<Korean>화물칸 폐쇄</Korean>
<Chinese>關閉貨艙門</Chinese>
<Chinesesimp>关闭货舱门</Chinesesimp>
</Key>
</Package>
</Project>

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@ -1 +0,0 @@
#include "\z\ace\addons\apl\script_component.hpp"

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@ -0,0 +1 @@
z\ace\addons\arsenal

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@ -0,0 +1,18 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};

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@ -0,0 +1,36 @@
class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay {
class controls {
class GroupSingleplayer: RscControlsGroupNoScrollbars {
class Controls;
};
class GroupTutorials: GroupSingleplayer {
h = "(6 * 1.5) * (pixelH * pixelGrid * 2)";
class Controls: Controls {
class Bootcamp;
class VRTraining;
class Arsenal;
class GVAR(mission): Arsenal {
idc = -1;
text = CSTRING(Mission);
tooltip = CSTRING(Mission_tooltip);
y = "(3 * 1.5) * (pixelH * pixelGrid * 2) + (pixelH)";
onbuttonclick = QUOTE(playMission [ARR_2('','PATHTOF(missions\Arsenal.VR)')]);
animTextureNormal = QPATHTOF(data\buttonMissionMainMenu_ca.paa);
animTextureDisabled = QPATHTOF(data\buttonMissionMainMenu_ca.paa);
animTextureOver = QPATHTOF(data\buttonMissionMainMenuHover_ca.paa);
animTextureFocused = QPATHTOF(data\buttonMissionMainMenuHover_ca.paa);
animTexturePressed = QPATHTOF(data\buttonMissionMainMenu_ca.paa);
animTextureDefault = QPATHTOF(data\buttonMissionMainMenu_ca.paa);
};
class FieldManual: Bootcamp {
y = "(4 * 1.5) * (pixelH * pixelGrid * 2) + (pixelH)";
};
class CommunityGuides: Bootcamp {
y = "(5 * 1.5) * (pixelH * pixelGrid * 2) + (pixelH)";
};
};
};
};
};

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@ -0,0 +1,47 @@
PREP(addListBoxItem);
PREP(addVirtualItems);
PREP(buttonCargo);
PREP(buttonClearAll);
PREP(buttonExport);
PREP(buttonHide);
PREP(buttonImport);
PREP(buttonLoadoutsDelete);
PREP(buttonLoadoutsLoad);
PREP(buttonLoadoutsRename);
PREP(buttonLoadoutsSave);
PREP(buttonLoadoutsShare);
PREP(clearSearchbar);
PREP(fillLeftPanel);
PREP(fillLoadoutsList);
PREP(fillRightPanel);
PREP(handleLoadoutsSearchbar);
PREP(handleMouse);
PREP(handleScrollWheel);
PREP(handleSearchbar);
PREP(initBox);
PREP(itemInfo);
PREP(loadoutsChangeTab);
PREP(message);
PREP(onArsenalClose);
PREP(onArsenalOpen);
PREP(onKeyDown);
PREP(onLoadoutsClose);
PREP(onLoadoutsOpen);
PREP(onMouseButtonDown);
PREP(onMouseButtonUp);
PREP(onSelChangedLeft);
PREP(onSelChangedLoadouts);
PREP(onSelChangedRight);
PREP(onSelChangedRightListnBox);
PREP(open3DEN);
PREP(openBox);
PREP(portVALoadouts);
PREP(removeBox);
PREP(removeVirtualItems);
PREP(scanConfig);
PREP(showItem);
PREP(sortPanel);
PREP(updateCamPos);
PREP(updateRightPanel);
PREP(updateUniqueItemsList);
PREP(verifyLoadout);

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@ -0,0 +1,83 @@
#include "script_component.hpp"
#include "defines.hpp"
GVAR(EH_ID) = 0;
GVAR(lastSearchTextLeft) = "";
GVAR(lastSearchTextRight) = "";
GVAR(lastSearchTextLoadouts) = "";
[QGVAR(initBox), {_this call FUNC(initBox)}] call CBA_fnc_addEventHandler;
[QGVAR(removeBox), {_this call FUNC(removeBox)}] call CBA_fnc_addEventHandler;
[QGVAR(broadcastFace), {
params ["_unit", "_face"];
_unit setFace _face;
}] call CBA_fnc_addEventHandler;
[QGVAR(broadcastVoice), {
params ["_unit", "_voice"];
_unit setSpeaker _voice;
}] call CBA_fnc_addEventHandler;
[QGVAR(loadoutUnshared), {
params ["_contentPanelCtrl" , "_playerName", "_loadoutName"];
if (!(isNil QGVAR(currentLoadoutsTab)) && {GVAR(currentLoadoutsTab) == IDC_buttonSharedLoadouts}) then {
private _dataToCheck = _playerName + _loadoutName;
for '_i' from 0 to (((lnbsize _contentPanelCtrl) select 0) - 1) do {
if ((_contentPanelCtrl lnbData [_i, 1]) == _dataToCheck) exitwith {_contentPanelCtrl lnbDeleteRow _i};
};
} else {
if (
profileName == _playerName &&
{!(isNil QGVAR(currentLoadoutsTab) && {GVAR(currentLoadoutsTab) == IDC_buttonMyLoadouts})}
) then {
for '_i' from 0 to (((lnbsize _contentPanelCtrl) select 0) - 1) do {
if ((_contentPanelCtrl lnbText [_i, 1]) == _loadoutName) exitwith {
_contentPanelCtrl lnbSetPicture [[_i, 0], QPATHTOF(data\iconPublicBlank.paa)];
_contentPanelCtrl lnbSetValue [[_i, 0], 0];
};
};
};
};
}] call CBA_fnc_addEventHandler;
[QGVAR(loadoutShared), {
params ["_contentPanelCtrl" ,"_loadoutArgs"];
_loadoutArgs params ["_playerName", "_loadoutName", "_loadoutData"];
if (!(isNil QGVAR(currentLoadoutsTab)) && {GVAR(currentLoadoutsTab) == IDC_buttonSharedLoadouts}) then {
private _curSelData =_contentPanelCtrl lnbData [(lnbCurSelRow _contentPanelCtrl), 1];
([_loadoutData] call FUNC(verifyLoadout)) params ["_loadout", "_nullItemsAmount", "_unavailableItemsAmount"];
private _newRow = _contentPanelCtrl lnbAddRow [_playerName, _loadoutName];
ADD_LOADOUTS_LIST_PICTURES
_contentPanelCtrl lnbSetData [[_newRow, 1], _playerName + _loadoutName];
if (_nullItemsAmount > 0) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 0, 0, 0.8]];
} else {
if (_unavailableItemsAmount > 0) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 1, 1, 0.25]];
};
};
_contentPanelCtrl lnbSort [1, false];
// Select previously selected loadout
for '_i' from 0 to (((lnbsize _contentPanelCtrl) select 0) - 1) do {
if ((_contentPanelCtrl lnbText [_i, 1]) == _curSelData) exitwith {_contentPanelCtrl lnbSetCurSelRow _i};
};
};
}] call CBA_fnc_addEventHandler;

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@ -0,0 +1,21 @@
#include "script_component.hpp"
ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
// Arsenal
GVAR(modList) = ["","curator","kart","heli","mark","expansion","expansionpremium"];
[QGVAR(camInverted), "CHECKBOX", localize LSTRING(invertCameraSetting), localize LSTRING(settingCategory), false] call CBA_Settings_fnc_init;
[QGVAR(enableModIcons), "CHECKBOX", [LSTRING(modIconsSetting), LSTRING(modIconsTooltip)], localize LSTRING(settingCategory), true] call CBA_Settings_fnc_init;
[QGVAR(fontHeight), "SLIDER", [LSTRING(fontHeightSetting), LSTRING(fontHeightTooltip)], localize LSTRING(settingCategory), [1, 10, 4.5, 1]] call CBA_Settings_fnc_init;
// Arsenal loadouts
[QGVAR(allowDefaultLoadouts), "CHECKBOX", [LSTRING(allowDefaultLoadoutsSetting), LSTRING(defaultLoadoutsTooltip)], localize LSTRING(settingCategory), true, true] call CBA_Settings_fnc_init;
[QGVAR(allowSharedLoadouts), "CHECKBOX", localize LSTRING(allowSharingSetting), localize LSTRING(settingCategory), true, true] call CBA_Settings_fnc_init;
[QGVAR(EnableRPTLog), "CHECKBOX", [LSTRING(printToRPTSetting), LSTRING(printToRPTTooltip)], localize LSTRING(settingCategory), false, false] call CBA_Settings_fnc_init;
ADDON = true;

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@ -0,0 +1,5 @@
#include "script_component.hpp"
#include "XEH_PREP.hpp"
call FUNC(scanConfig);

41
addons/arsenal/config.cpp Normal file
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@ -0,0 +1,41 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
author = ECSTRING(common,ACETeam);
authors[] = {"alganthe"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};
class Cfg3DEN {
class Mission {
class GVAR(DummyCategory) {
displayName="Dummy attribute, should never show up";
class AttributeCategories {
class ACE3_Arsenal {
class Attributes {
class GVAR(DefaultLoadoutsListAttribute) {
property = QGVAR(DefaultLoadoutsListAttribute);
value=0;
expression="if !(is3DEN) then {ace_arsenal_defaultLoadoutsList = _value};";
defaultValue="[]";
validate="none";
wikiType="[[Array]]";
};
};
};
};
};
};
};
#include "ui\RscAttributes.hpp"
#include "CfgEventHandlers.hpp"
#include "RscDisplayMain.hpp"

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addons/arsenal/defines.hpp Normal file
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@ -0,0 +1,334 @@
// Pixel grid
#define pixelScale 0.25
#define GRID_W (pixelW * pixelGridNoUIScale * pixelScale)
#define GRID_H (pixelH * pixelGridNoUIScale * pixelScale)
// IDCs
#define IDD_ace_arsenal 1127001
#define IDC_mouseArea 0
#define IDC_arrowMinus 101
#define IDC_arrowPlus 102
#define IDC_blockLeftFrame 3
#define IDC_blockLeftBackground 4
#define IDC_blockRightFrame 5
#define IDC_blockRighttBackground 6
#define IDC_loadIndicator 7
#define IDC_loadIndicatorBar 701
#define IDC_totalWeight 8
#define IDC_totalWeightText 801
#define IDC_message 9
#define IDC_menuBar 10
#define IDC_menuBarClose 1001
#define IDC_infoBox 11
#define IDC_infoBackground 1101
#define IDC_infoName 1102
#define IDC_infoAuthor 1103
#define IDC_DLCBackground 1104
#define IDC_DLCIcon 1105
#define IDC_mouseBlock 12
#define IDC_leftTabContent 13
#define IDC_rightTabContent 14
#define IDC_rightTabContentListnBox 15
#define IDC_sortLeftTab 16
#define IDC_sortRightTab 17
#define IDC_leftSearchbar 18
#define IDC_leftSearchbarButton 41
#define IDC_rightSearchbar 19
#define IDC_rightSearchbarButton 42
#define IDC_tabLeft 20
#define IDC_iconBackgroundPrimaryWeapon 2001
#define IDC_buttonPrimaryWeapon 2002
#define IDC_iconBackgroundHandgun 2003
#define IDC_buttonHandgun 2004
#define IDC_iconBackgroundSecondaryWeapon 2005
#define IDC_buttonSecondaryWeapon 2006
#define IDC_iconBackgroundHeadgear 2007
#define IDC_buttonHeadgear 2008
#define IDC_iconBackgroundUniform 2009
#define IDC_buttonUniform 2010
#define IDC_iconBackgroundVest 2011
#define IDC_buttonVest 2012
#define IDC_iconBackgroundBackpack 2013
#define IDC_buttonBackpack 2014
#define IDC_iconBackgroundGoggles 2015
#define IDC_buttonGoggles 2016
#define IDC_iconBackgroundNVG 2017
#define IDC_buttonNVG 2018
#define IDC_iconBackgroundBinoculars 2019
#define IDC_buttonBinoculars 2020
#define IDC_iconBackgroundMap 2021
#define IDC_buttonMap 2022
#define IDC_iconBackgroundGPS 2023
#define IDC_buttonGPS 2024
#define IDC_iconBackgroundRadio 2025
#define IDC_buttonRadio 2026
#define IDC_iconBackgroundCompass 2028
#define IDC_buttonCompass 2029
#define IDC_iconBackgroundWatch 2030
#define IDC_buttonWatch 2031
#define IDC_iconBackgroundFace 2032
#define IDC_buttonFace 2033
#define IDC_iconBackgroundVoice 2034
#define IDC_buttonVoice 2035
#define IDC_iconBackgroundInsigna 2036
#define IDC_buttonInsigna 2037
#define IDC_iconBackgroundOptic 21
#define IDC_buttonOptic 22
#define IDC_iconBackgroundItemAcc 23
#define IDC_buttonItemAcc 24
#define IDC_iconBackgroundMuzzle 25
#define IDC_buttonMuzzle 26
#define IDC_iconBackgroundBipod 27
#define IDC_buttonBipod 28
#define IDC_iconBackgroundCurrentMag 3001
#define IDC_buttonCurrentMag 3002
#define IDC_iconBackgroundCurrentMag2 3003
#define IDC_buttonCurrentMag2 3004
#define IDC_iconBackgroundMag 29
#define IDC_buttonMag 30
#define IDC_iconBackgroundMagALL 31
#define IDC_buttonMagALL 32
#define IDC_iconBackgroundThrow 33
#define IDC_buttonThrow 34
#define IDC_iconBackgroundPut 35
#define IDC_buttonPut 36
#define IDC_iconBackgroundMisc 37
#define IDC_buttonMisc 38
#define IDC_buttonRemoveAllSelected 39
#define IDC_buttonRemoveAll 40
#define IDD_loadouts_display 1127002
#define IDC_centerBox 3
#define IDC_centerTitle 301
#define IDC_contentPanel 302
#define IDC_textEditBox 303
#define IDC_buttonSave 304
#define IDC_buttonLoad 305
#define IDC_buttonShare 306
#define IDC_buttonDelete 307
#define IDC_buttonRename 308
#define IDC_loadoutsSearchbar 309
#define IDC_buttonMyLoadoutsBackground 401
#define IDC_buttonMyLoadouts 402
#define IDC_buttonDefaultLoadoutsBackground 403
#define IDC_buttonDefaultLoadouts 404
#define IDC_buttonSharedLoadoutsBackground 405
#define IDC_buttonSharedLoadouts 406
#define FADE_DELAY 0.15
#define CAM_DIS_MAX 5
#define RIGHT_PANEL_ACC_IDCS IDC_buttonOptic, IDC_buttonItemAcc, IDC_buttonMuzzle, IDC_buttonBipod
#define RIGHT_PANEL_ACC_BACKGROUND_IDCS IDC_iconBackgroundOptic, IDC_iconBackgroundItemAcc, IDC_iconBackgroundMuzzle, IDC_iconBackgroundBipod
#define RIGHT_PANEL_ITEMS_IDCS IDC_buttonMag, IDC_buttonMagALL, IDC_buttonThrow, IDC_buttonPut, IDC_buttonMisc
#define RIGHT_PANEL_ITEMS_BACKGROUND_IDCS IDC_iconBackgroundMag, IDC_iconBackgroundMagALL, IDC_iconBackgroundThrow, IDC_iconBackgroundPut, IDC_iconBackgroundMisc
#define ARROWS_IDCS IDC_arrowMinus, IDC_arrowPlus
#define GETDLC\
{\
private _dlc = "";\
private _addons = configsourceaddonlist _this;\
if (count _addons > 0) then {\
private _mods = configsourcemodlist (configfile >> "CfgPatches" >> _addons select 0);\
if (count _mods > 0) then {\
_dlc = _mods select 0;\
};\
};\
_dlc\
}
#define ADDMODICON\
{\
private _dlcName = _this call GETDLC;\
if (_dlcName != "") then {\
_ctrlPanel lbsetpictureright [_lbAdd,(modParams [_dlcName,["logo"]]) param [0,""]];\
_modID = GVAR(modList) find _dlcName;\
if (_modID < 0) then {_modID = GVAR(modList) pushback _dlcName;};\
_ctrlPanel lbsetvalue [_lbAdd,_modID];\
};\
};
#define ADDBINOCULARSMAG\
private _magazines = getarray (configfile >> "cfgweapons" >> _item >> "magazines");\
if (count _magazines > 0) then {GVAR(center) addmagazine (_magazines select 0)};
#define TOGGLE_RIGHT_PANEL_WEAPON\
{\
_x = _display displayCtrl _x;\
_x ctrlSetFade 0;\
_x ctrlShow true;\
_x ctrlEnable true;\
_x ctrlCommit FADE_DELAY;\
} foreach [\
IDC_blockRightFrame,\
IDC_blockRighttBackground,\
IDC_rightTabContent,\
IDC_sortRightTab,\
RIGHT_PANEL_ACC_IDCS,\
IDC_rightSearchbar,\
IDC_rightSearchbarButton,\
IDC_buttonCurrentMag\
];\
private _buttonCurrentMag2Ctrl = _display displayCtrl IDC_buttonCurrentMag2;\
if (GVAR(currentLeftPanel) == IDC_buttonPrimaryWeapon) then {\
_buttonCurrentMag2Ctrl ctrlSetFade 0;\
_buttonCurrentMag2Ctrl ctrlShow true;\
_buttonCurrentMag2Ctrl ctrlEnable true;\
} else {\
_buttonCurrentMag2Ctrl ctrlSetFade 1;\
_buttonCurrentMag2Ctrl ctrlShow false;\
_buttonCurrentMag2Ctrl ctrlEnable false;\
};\
_buttonCurrentMag2Ctrl ctrlCommit FADE_DELAY;\
{\
_x = _display displayCtrl _x;\
_x ctrlSetFade 1;\
_x ctrlShow false;\
_x ctrlEnable false;\
_x ctrlCommit FADE_DELAY;\
} foreach [\
IDC_loadIndicator,\
RIGHT_PANEL_ITEMS_IDCS,\
IDC_rightTabContentListnBox,\
RIGHT_PANEL_ITEMS_BACKGROUND_IDCS,\
IDC_buttonRemoveAll\
];
#define TOGGLE_RIGHT_PANEL_CONTAINER\
{\
_x = _display displayCtrl _x;\
_x ctrlSetFade 0;\
_x ctrlShow true;\
_x ctrlEnable true;\
_x ctrlCommit FADE_DELAY;\
} foreach [\
IDC_blockRightFrame, \
IDC_blockRighttBackground,\
IDC_loadIndicator,\
IDC_rightTabContentListnBox,\
IDC_sortRightTab,\
IDC_tabRight,\
RIGHT_PANEL_ACC_IDCS,\
RIGHT_PANEL_ITEMS_IDCS,\
IDC_rightSearchbar,\
IDC_rightSearchbarButton\
];\
{\
_x = _display displayCtrl _x;\
_x ctrlSetFade 1;\
_x ctrlShow false;\
_x ctrlEnable false;\
_x ctrlCommit FADE_DELAY;\
} foreach [\
IDC_buttonCurrentMag,\
IDC_buttonCurrentMag2,\
IDC_iconBackgroundCurrentMag,\
IDC_iconBackgroundCurrentMag2\
];
#define TOGGLE_RIGHT_PANEL_HIDE\
{\
_x = _display displayCtrl _x;\
_x ctrlSetFade 1;\
_x ctrlShow false;\
_x ctrlEnable false;\
_x ctrlCommit FADE_DELAY;\
} foreach [\
IDC_blockRightFrame,\
IDC_blockRighttBackground,\
IDC_loadIndicator,\
IDC_rightTabContent,\
IDC_rightTabContentListnBox,\
IDC_sortRightTab,\
RIGHT_PANEL_ACC_BACKGROUND_IDCS,\
RIGHT_PANEL_ACC_IDCS,\
RIGHT_PANEL_ITEMS_BACKGROUND_IDCS,\
RIGHT_PANEL_ITEMS_IDCS,\
IDC_buttonRemoveAll,\
IDC_rightSearchbar,\
IDC_rightSearchbarButton,\
IDC_buttonCurrentMag,\
IDC_buttonCurrentMag2,\
IDC_iconBackgroundCurrentMag,\
IDC_iconBackgroundCurrentMag2\
];
#define LIST_DEFAULTS\
[\
[\
(primaryweapon GVAR(center) call bis_fnc_baseWeapon),\
(secondaryweapon GVAR(center) call bis_fnc_baseWeapon),\
(handgunweapon GVAR(center) call bis_fnc_baseWeapon)\
],\
[\
[primaryWeaponItems GVAR(center), secondaryWeaponItems GVAR(center), handgunItems GVAR(center)],\
[primaryWeaponMagazine GVAR(center), secondaryWeaponMagazine GVAR(center), handgunMagazine GVAR(center)]\
],\
uniformItems GVAR(center) + vestItems GVAR(center) + backpackItems GVAR(center),\
[headgear GVAR(center)],\
[uniform GVAR(center)],\
[vest GVAR(center)],\
[backpack GVAR(center)],\
[goggles GVAR(center)],\
[hmd GVAR(center)],\
[binocular GVAR(center)]\
]
#define CHECK_WEAPON_OR_ACC\
_item in (_weaponsArray select 0) ||\
{_item in (_weaponsArray select 1)} ||\
{_item in (_weaponsArray select 2)} ||\
{_item in (GVAR(virtualItems) select 9)} ||\
{_item in (_accsArray select 0)} ||\
{_item in (_accsArray select 1)} ||\
{_item in (_accsArray select 2)} ||\
{_item in (_accsArray select 3)}
#define CHECK_ASSIGNED_ITEMS\
_item in (GVAR(virtualItems) select 10) ||\
{_item in (GVAR(virtualItems) select 11)} ||\
{_item in (GVAR(virtualItems) select 12)} ||\
{_item in (GVAR(virtualItems) select 13)} ||\
{_item in (GVAR(virtualItems) select 14)} ||\
{_item in (GVAR(virtualItems) select 8)}
#define CHECK_CONTAINER\
_item in (GVAR(virtualItems) select 4) ||\
{_item in (GVAR(virtualItems) select 5)} ||\
{_item in (GVAR(virtualItems) select 6)}
#define CLASS_CHECK_ITEM\
isClass (_weaponCfg >> _item) ||\
{isClass (_vehcCfg >> _item)} ||\
{isClass (_glassesCfg >> _item)} ||\
{isClass (_magCfg >> _item)}
#define CHECK_CONTAINER_ITEMS\
_item in (GVAR(virtualItems) select 3) ||\
{_item in (_accsArray select 0)} ||\
{_item in (_accsArray select 1)} ||\
{_item in (_accsArray select 2)} ||\
{_item in (_accsArray select 3)} ||\
{_item in (GVAR(virtualItems) select 4)} ||\
{_item in (GVAR(virtualItems) select 5)} ||\
{_item in (GVAR(virtualItems) select 6)} ||\
{_item in (GVAR(virtualItems) select 7)} ||\
{_item in (GVAR(virtualItems) select 8)} ||\
{_item in (GVAR(virtualItems) select 10)} ||\
{_item in (GVAR(virtualItems) select 11)} ||\
{_item in (GVAR(virtualItems) select 12)} ||\
{_item in (GVAR(virtualItems) select 13)} ||\
{_item in (GVAR(virtualItems) select 14)} ||\
{_item in (GVAR(virtualItems) select 15)} ||\
{_item in (GVAR(virtualItems) select 16)} ||\
{_item in (GVAR(virtualItems) select 17)}
#define ADD_LOADOUTS_LIST_PICTURES\
_contentPanelCtrl lnbSetPicture [[_newRow, 2], getText (configFile >> "cfgWeapons" >> ((_loadout select 0) select 0) >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 3], getText (configFile >> "cfgWeapons" >> ((_loadout select 1) select 0) >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 4], getText (configFile >> "cfgWeapons" >> ((_loadout select 2) select 0) >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 5], getText (configFile >> "cfgWeapons" >> ((_loadout select 3) select 0) >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 6], getText (configFile >> "cfgWeapons" >> ((_loadout select 4) select 0) >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 7], getText (configFile >> "cfgVehicles" >> ((_loadout select 5) select 0) >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 8], getText (configFile >> "cfgWeapons" >> (_loadout select 6) >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 9], getText (configFile >> "cfgGlasses" >> (_loadout select 7) >> "picture")];

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/*
* Author: Dedmen
* Add a listbox row.
*
* Arguments:
* 0: Config category <STRING> (must be "CfgWeapons", "CfgVehicles", "CfgMagazines", "CfgVoice")
* 1: Classname <STRING>
* 2: Panel control <CONTROL>
* 3: Name of the picture entry in that Cfg class <STRING>
*
* Return Value:
* None
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_configCategory", "_className", "_ctrlPanel", ["_pictureEntryName", "picture", [""]]];
private _cacheNamespace = _ctrlPanel; //For better readability.
private _cachedItemInfo = _cacheNamespace getVariable [_configCategory+_className, []];
//_cachedItemInfo == [_displayName, _itemPicture, _modPicture, _modID]
if (_cachedItemInfo isEqualTo []) then {//Not in cache. So get info and put into cache.
private _configPath = configFile >> _configCategory >> _className;
_cachedItemInfo set [0, getText (_configPath >> "displayName")];
//if _pictureEntryName is empty then this item has no Icons. (Faces)
_cachedItemInfo set [1, if (_pictureEntryName isEqualTo "") then {""} else {getText (_configPath >> _pictureEntryName)}];
//get name of DLC
private _dlcName = "";
private _addons = configsourceaddonlist _configPath;
if !(_addons isEqualTo []) then {
private _mods = configsourcemodlist (configfile >> "CfgPatches" >> _addons select 0);
if !(_mods isEqualTo []) then {
_dlcName = _mods select 0;
};
};
if (_dlcName != "") then {
_cachedItemInfo set [2, (modParams [_dlcName,["logo"]]) param [0,""]];//mod picture
_modID = GVAR(modList) find _dlcName;
if (_modID < 0) then {_modID = GVAR(modList) pushback _dlcName;};//We keep a ordered list of all mods for sorting later.
_cachedItemInfo set [3, _modID];//mod ID
} else {
_cachedItemInfo set [2, ""];//mod picture
_cachedItemInfo set [3, 0];//mod ID
};
_cacheNamespace setVariable [_configCategory+_className, _cachedItemInfo];
};
_cachedItemInfo params ["_displayName", "_itemPicture", "_modPicture", "_modID"];
private _lbAdd = _ctrlPanel lbAdd _displayName;
_ctrlPanel lbSetData [_lbAdd, _className];
_ctrlPanel lbSetPicture [_lbAdd, _itemPicture];
_ctrlPanel lbSetPictureRight [_lbAdd,["",_modPicture] select (GVAR(enableModIcons))];
_ctrlPanel lbSetValue [_lbAdd,_modID];
_ctrlPanel lbSetTooltip [_lbAdd, format ["%1\n%2", _displayName, _className]];

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/*
* Author: Alganthe, Dedmen
* Add virtual items to the provided target.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Items <ARRAY of strings> <BOOL>
* 2: Add globally <BOOL>
*
* Return Value:
* None
*
* Example:
* [_box, ["item1", "item2", "itemN"]] call ace_arsenal_fnc_addVirtualItems
* [_box, true, false] call ace_arsenal_fnc_addVirtualItems
*
* Public: Yes
*/
#include "script_component.hpp"
#include "..\defines.hpp"
params [["_object", objNull, [objNull]], ["_items", [], [true, []]], ["_global", false, [false]]];
if (_object == objNull) exitWith {};
if (_items isEqualType [] && {count _items == 0}) exitWith {};
private _cargo = _object getVariable [QGVAR(virtualItems), [
[[], [], []], // Weapons 0, primary, secondary, handgun
[[], [], [], []], // WeaponAccessories 1, optic,side,muzzle,bipod
[ ], // Magazines 2
[ ], // Headgear 3
[ ], // Uniform 4
[ ], // Vest 5
[ ], // Backpacks 6
[ ], // Goggles 7
[ ], // NVGs 8
[ ], // Binoculars 9
[ ], // Map 10
[ ], // Compass 11
[ ], // Radio slot 12
[ ], // Watch slot 13
[ ], // Comms slot 14
[ ], // WeaponThrow 15
[ ], // WeaponPut 16
[ ] // InventoryItems 17
]];
private _configCfgWeapons = configFile >> "CfgWeapons"; //Save this lookup in variable for perf improvement
if (_items isEqualType true && {_items}) then {
private _configItems = uiNamespace getVariable QGVAR(configItems);
{
(_x select 0) append (_x select 1);
(_x select 2) set [(_x select 3), (_x select 0) arrayIntersect (_x select 0)];
} forEach [
[(_cargo select 0 select 0),(_configItems select 0 select 0), _cargo select 0, 0],
[(_cargo select 0 select 1),(_configItems select 0 select 1), _cargo select 0, 1],
[(_cargo select 0 select 2),(_configItems select 0 select 2), _cargo select 0, 2],
[(_cargo select 1 select 0),(_configItems select 1 select 0), _cargo select 1, 0],
[(_cargo select 1 select 1),(_configItems select 1 select 1), _cargo select 1, 1],
[(_cargo select 1 select 2),(_configItems select 1 select 2), _cargo select 1, 2],
[(_cargo select 1 select 3),(_configItems select 1 select 3), _cargo select 1, 3]
];
for "_index" from 2 to 17 do {
(_cargo select _index) append (_configItems select _index);
_cargo set [_index, (_cargo select _index) arrayIntersect (_cargo select _index)];
};
} else {
{
if (_x isEqualType "") then {
private _configItemInfo = _configCfgWeapons >> _x >> "ItemInfo";
private _simulationType = getText (_configCfgWeapons >> _x >> "simulation");
switch true do {
case (isClass (_configCfgWeapons >> _x)): {
switch true do {
/* Weapon acc */
case (
isClass (_configItemInfo) &&
{(getNumber (_configItemInfo >> "type")) in [101, 201, 301, 302]} &&
{!(_x isKindOf ["CBA_MiscItem", (_configCfgWeapons)])}
): {
switch (getNumber (_configItemInfo >> "type")) do {
case 201: {
(_cargo select 1) select 0 pushBackUnique _x;
};
case 301: {
(_cargo select 1) select 1 pushBackUnique _x;
};
case 101: {
(_cargo select 1) select 2 pushBackUnique _x;
};
case 302: {
(_cargo select 1) select 3 pushBackUnique _x;
};
};
};
/* Headgear */
case (isClass (_configItemInfo) &&
{getNumber (_configItemInfo >> "type") == 605}): {
(_cargo select 3) pushBackUnique _x;
};
/* Uniform */
case (isClass (_configItemInfo) &&
{getNumber (_configItemInfo >> "type") == 801}): {
(_cargo select 4) pushBackUnique _x;
};
/* Vest */
case (isClass (_configItemInfo) &&
{getNumber (_configItemInfo >> "type") == 701}): {
(_cargo select 5) pushBackUnique _x;
};
/* NVgs */
case (_simulationType == "NVGoggles"): {
(_cargo select 8) pushBackUnique _x;
};
/* Binos */
case (_simulationType == "Binocular" ||
{(_simulationType == 'Weapon') && {(getNumber (_configCfgWeapons >> _x >> 'type') == 4096)}}): {
(_cargo select 9) pushBackUnique _x;
};
/* Map */
case (_simulationType == "ItemMap"): {
(_cargo select 10) pushBackUnique _x;
};
/* Compass */
case (_simulationType == "ItemCompass"): {
(_cargo select 11) pushBackUnique _x;
};
/* Radio */
case (_simulationType == "ItemRadio"): {
(_cargo select 12) pushBackUnique _x;
};
/* Watch */
case (_simulationType == "ItemWatch"): {
(_cargo select 13) pushBackUnique _x;
};
/* GPS */
case (_simulationType == "ItemGPS"): {
(_cargo select 14) pushBackUnique _x;
};
/* UAV terminals */
case (isClass (_configItemInfo) &&
{getNumber (_configItemInfo >> "type") == 621}): {
(_cargo select 14) pushBackUnique _x;
};
/* Weapon, at the bottom to avoid adding binos */
case (isClass (_configCfgWeapons >> _x >> "WeaponSlotsInfo") &&
{getNumber (_configCfgWeapons >> _x >> 'type') != 4096}): {
switch (getNumber (_configCfgWeapons >> _x >> "type")) do {
case 1: {
(_cargo select 0) select 0 pushBackUnique ([_x] call bis_fnc_baseWeapon);
};
case 2: {
(_cargo select 0) select 2 pushBackUnique ([_x] call bis_fnc_baseWeapon);
};
case 4: {
(_cargo select 0) select 1 pushBackUnique ([_x] call bis_fnc_baseWeapon);
};
};
};
/* Misc items */
case (
isClass (_configItemInfo) &&
((getNumber (_configItemInfo >> "type")) in [101, 201, 301, 302] &&
{(_x isKindOf ["CBA_MiscItem", (_configCfgWeapons)])}) ||
{(getNumber (_configItemInfo >> "type")) in [401, 619, 620]} ||
{(getText (_configCfgWeapons >> _x >> "simulation")) == "ItemMineDetector"}
): {
(_cargo select 17) pushBackUnique _x;
};
};
};
case (isClass (configFile >> "CfgMagazines" >> _x)): {
// Lists to check against
private _grenadeList = [];
{
_grenadeList append getArray (_configCfgWeapons >> "Throw" >> _x >> "magazines");
false
} count getArray (_configCfgWeapons >> "Throw" >> "muzzles");
private _putList = [];
{
_putList append getArray (_configCfgWeapons >> "Put" >> _x >> "magazines");
false
} count getArray (_configCfgWeapons >> "Put" >> "muzzles");
// Check what the magazine actually is
switch true do {
// Rifle, handgun, secondary weapons mags
case (
(getNumber (configFile >> "CfgMagazines" >> _x >> "type") in [256,512,1536,16]) &&
{!(_x in _grenadeList)} &&
{!(_x in _putList)}
): {
(_cargo select 2) pushBackUnique _x;
};
// Grenades
case (_x in _grenadeList): {
(_cargo select 15) pushBackUnique _x;
};
// Put
case (_x in _putList): {
(_cargo select 16) pushBackUnique _x;
};
};
};
case (isClass (configFile >> "CfgVehicles" >> _x)): {
if (getText (configFile >> "CfgVehicles" >> _x >> "vehicleClass") == "Backpacks") then {
(_cargo select 6) pushBackUnique _x;
};
};
case (isClass (configFile >> "CfgGlasses" >> _x)): {
(_cargo select 7) pushBackUnique _x;
};
};
};
} foreach _items;
};
_object setVariable [QGVAR(virtualItems), _cargo, _global];

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/*
* Author: Alganthe
* Add or remove item(s) when the + or - button is pressed in the right panel.
*
* Arguments:
* 0: Arsenal display <DISPLAY>
* 1: Add or remove <SCALAR> (-1: remove, 1: Add)
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
#include "..\defines.hpp"
params ["_display", "_addOrRemove"];
private _load = 0;
private _maxLoad = "";
private _items = [];
private _ctrlList = (_display displayCtrl IDC_rightTabContentListnBox);
private _lnbCurSel = lnbCurSelRow _ctrlList;
private _item = _ctrlList lnbData [_lnbCurSel, 0];
if ((_ctrlList lnbValue [_lnbCurSel, 2]) == 1 && {_addOrRemove == 1}) exitWith {};
// Update item count and currentItems array
switch GVAR(currentLeftPanel) do {
case IDC_buttonUniform : {
if (_addOrRemove > 0) then {
for "_count" from 1 to ([1, 5] select (GVAR(shiftState))) do {
GVAR(center) addItemToUniform _item;
};
} else {
for "_count" from 1 to ([1, 5] select (GVAR(shiftState))) do {
GVAR(center) removeItemFromUniform _item;
};
};
_load = loadUniform GVAR(center);
_maxLoad = gettext (configfile >> "CfgWeapons" >> uniform GVAR(center) >> "ItemInfo" >> "containerClass");
_items = uniformItems GVAR(center);
GVAR(currentItems) set [15 ,_items];
};
case IDC_buttonVest : {
if (_addOrRemove > 0) then {
for "_count" from 1 to ([1, 5] select (GVAR(shiftState))) do {
GVAR(center) addItemToVest _item;
};
} else {
for "_count" from 1 to ([1, 5] select (GVAR(shiftState))) do {
GVAR(center) removeItemFromVest _item;
};
};
_load = loadVest GVAR(center);
_maxLoad = gettext (configfile >> "CfgWeapons" >> vest GVAR(center) >> "ItemInfo" >> "containerClass");
_items = vestItems GVAR(center);
GVAR(currentItems) set [16,_items];
};
case IDC_buttonBackpack : {
if (_addOrRemove > 0) then {
for "_count" from 1 to ([1, 5] select (GVAR(shiftState))) do {
GVAR(center) addItemToBackpack _item;
};
} else {
for "_count" from 1 to ([1, 5] select (GVAR(shiftState))) do {
GVAR(center) removeItemFromBackpack _item;
};
};
_load = loadBackpack GVAR(center);
_maxLoad = backpack GVAR(center);
_items = backpackItems GVAR(center);
GVAR(currentItems) set [17,_items];
};
};
// Update progress bar status, weight info
private _loadIndicatorBarCtrl = _display displayCtrl IDC_loadIndicatorBar;
_loadIndicatorBarCtrl progressSetPosition _load;
private _value = {_x == _item} count _items;
_ctrlList lnbSetText [[_lnbCurSel, 2],str _value];
[QGVAR(cargoChanged), [_display, _item, _addOrRemove, GVAR(shiftState)]] call CBA_fnc_localEvent;
[_ctrlList, _maxLoad] call FUNC(updateRightPanel);

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/*
* Author: Alganthe
* Clear the current container.
*
* Arguments:
* 0: Arsenal display <DISPLAY>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
#include "..\defines.hpp"
params ["_display"];
// Clear container
switch (GVAR(currentLeftPanel)) do {
case IDC_buttonUniform: {
{GVAR(center) removeItemFromUniform _x} foreach (uniformItems GVAR(center));
GVAR(currentItems) set [15, []];
};
case IDC_buttonVest: {
{GVAR(center) removeItemFromVest _x} foreach (vestItems GVAR(center));
GVAR(currentItems) set [16, []];
};
case IDC_buttonBackpack: {
{GVAR(center) removeItemFromBackpack _x} foreach (backpackItems GVAR(center));
GVAR(currentItems) set [17, []];
};
};
// Clear number of owned items
private _ctrlList = _display displayCtrl IDC_rightTabContentListnBox;
for "_l" from 0 to (lbSize _ctrlList - 1) do {
_ctrlList lnbSetText [[_l, 2], str 0];
};
private _removeAllCtrl = _display displayCtrl IDC_buttonRemoveAll;
_removeAllCtrl ctrlSetFade 1;
_removeAllCtrl ctrlCommit FADE_DELAY;
// Update load bar
private _loadIndicatorBarCtrl = _display displayCtrl IDC_loadIndicatorBar;
_loadIndicatorBarCtrl progressSetPosition 0;
private _maxLoad = switch (GVAR(currentLeftPanel)) do {
case IDC_buttonUniform: {
gettext (configfile >> "CfgWeapons" >> uniform GVAR(center) >> "ItemInfo" >> "containerClass")
};
case IDC_buttonVest: {
gettext (configfile >> "CfgWeapons" >> vest GVAR(center) >> "ItemInfo" >> "containerClass")
};
case IDC_buttonBackpack: {
backpack GVAR(center)
};
};
private _control = _display displayCtrl IDC_rightTabContentListnBox;
[_control, _maxLoad] call FUNC(updateRightPanel);

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/*
* Author: Alganthe
* Export current loadout / default loadouts list to clipboard.
*
* Arguments:
* 0: Arsenal display <DISPLAY>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_display"];
if (GVAR(shiftState)) then {
if (isNil QGVAR(defaultLoadoutsList) || {GVAR(defaultLoadoutsList) isEqualTo []}) exitWith {
[_display, localize LSTRING(exportDefaultError)] call FUNC(message);
};
private _listLength = count GVAR(defaultLoadoutsList);
for "_index" from -1 to _listLength do {
switch true do {
case (_index == -1): {
"ace_clipboard" callExtension (format ["[%1", endl]);
};
case (_index == _listLength): {
"ace_clipboard" callExtension "];";
};
default {
"ace_clipboard" callExtension ([" ",str (GVAR(defaultLoadoutsList) select _index), [",", ""] select (_index == _listLength - 1), endl] joinString "");
};
};
};
"ace_clipboard" callExtension "--COMPLETE--";
[_display, localize LSTRING(exportDefault)] call FUNC(message);
} else {
private _export = str getUnitLoadout GVAR(center);
"ace_clipboard" callExtension (_export + ";");
"ace_clipboard" callExtension "--COMPLETE--";
[_display, localize LSTRING(exportCurrent)] call FUNC(message);
};

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/*
* Author: Alganthe
* Hide / show arsenal interface.
*
* Arguments:
* 0: Arsenal display <DISPLAY>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
#include "..\defines.hpp"
params ["_display"];
private _showToggle = !ctrlShown (_display displayCtrl IDC_menuBar);
{
private _ctrl = _display displayctrl _x;
_ctrl ctrlshow _showToggle;
_ctrl ctrlcommit 0.15;
} foreach [
IDC_blockLeftFrame,
IDC_blockLeftBackground,
IDC_blockRightFrame,
IDC_blockRighttBackground,
IDC_loadIndicator,
IDC_totalWeight,
IDC_menuBar,
IDC_infoBox,
IDC_leftTabContent,
IDC_rightTabContent,
IDC_rightTabContentListnBox,
IDC_sortLeftTab,
IDC_sortRightTab,
IDC_leftSearchbarButton,
IDC_rightSearchbarButton,
IDC_leftSearchbar,
IDC_rightSearchbar,
IDC_tabLeft,
RIGHT_PANEL_ACC_BACKGROUND_IDCS,
RIGHT_PANEL_ACC_IDCS,
RIGHT_PANEL_ITEMS_BACKGROUND_IDCS,
RIGHT_PANEL_ITEMS_IDCS,
IDC_buttonRemoveAll,
IDC_buttonCurrentMag,
IDC_buttonCurrentMag2,
IDC_iconBackgroundCurrentMag,
IDC_iconBackgroundCurrentMag2
];

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/*
* Author: Alganthe
* Import loadout / default loadouts list from clipboard.
*
* Arguments:
* 0: Arsenal display <DISPLAY>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
#include "..\defines.hpp"
params ["_display"];
private _data = call (compile copyFromClipboard);
if (isNil "_data" || {!(_data isEqualType [])}) exitWith {
[_display, localize LSTRING(importFormatError)] call FUNC(message);
};
if (GVAR(shiftState) && {is3DEN}) then {
{
if (
count _x == 2 &&
{_x select 0 isEqualType ""} &&
{_x select 0 != ""} &&
{_x select 1 isEqualType []} &&
{count (_x select 1) == 10}
) then {
_x params ["_loadoutName", "_loadout"];
private _sameNameLoadoutsList = GVAR(defaultLoadoutsList) select {_x select 0 == _loadoutName};
if (count _sameNameLoadoutsList == 0) then {
GVAR(defaultLoadoutsList) pushBack [_loadoutName, _loadout];
} else {
GVAR(defaultLoadoutsList) set [GVAR(defaultLoadoutsList) find (_sameNameLoadoutsList select 0), _loadoutName, _loadout];
};
};
} foreach _data;
[_display, localize LSTRING(importedDefault)] call FUNC(message);
set3DENMissionAttributes [[QGVAR(DummyCategory), QGVAR(DefaultLoadoutsListAttribute), GVAR(defaultLoadoutsList)]];
} else {
if (count _data == 10) then {
GVAR(center) setUnitLoadout _data;
GVAR(currentItems) = ["", "", "", "", "", "", "", "", "", "", "", "", "", "", "", [], [], [], [], [], []];
for "_index" from 0 to 15 do {
switch (_index) do {
case 0;
case 1;
case 2:{
GVAR(currentItems) set [_index, ((LIST_DEFAULTS select 0) select _index)];
};
case 3;
case 4;
case 5;
case 6;
case 7;
case 8;
case 9: {
GVAR(currentItems) set [_index, (LIST_DEFAULTS select _index) select 0];
};
case 10: {
{(GVAR(currentItems) select 15) pushBack _x} forEach (uniformItems GVAR(center));
};
case 11: {
{(GVAR(currentItems) select 16) pushBack _x} forEach (vestItems GVAR(center));
};
case 12: {
{(GVAR(currentItems) select 17) pushBack _x} forEach (backpackItems GVAR(center));
};
case 13: {
GVAR(currentItems) set [18, (primaryWeaponItems GVAR(center)) + (primaryWeaponMagazine GVAR(center))];
};
case 14: {
GVAR(currentItems) set [19, (secondaryWeaponItems GVAR(center)) + (secondaryWeaponMagazine GVAR(center))];
};
case 15: {
GVAR(currentItems) set [20, (handgunItems GVAR(center)) + (handgunMagazine GVAR(center))];
};
};
};
{
private _simulationType = getText (configFile >> "CfgWeapons" >> _x >> "simulation");
private _index = 10 + (["itemmap", "itemcompass", "itemradio", "itemwatch", "itemgps"] find (tolower _simulationType));
GVAR(currentItems) set [_index, _x];
} foreach (assignedItems GVAR(center));
call FUNC(updateUniqueItemsList);
// Reapply insignia
[GVAR(center), ""] call bis_fnc_setUnitInsignia;
[GVAR(center), GVAR(currentInsignia)] call bis_fnc_setUnitInsignia;
[_display, _display displayCtrl GVAR(currentLeftPanel)] call FUNC(fillLeftPanel);
[_display, localize LSTRING(importedCurrent)] call FUNC(message);
};
};

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/*
* Author: Alganthe
* Delete / unshare loadout currently selected.
*
* Arguments:
* 0: Arsenal display <DISPLAY>
* 1: Button control <CONTROL>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
#include "..\defines.hpp"
params ["_display", "_control"];
if !(ctrlEnabled _control) exitWith {};
private _contentPanelCtrl = _display displayCtrl IDC_contentPanel;
private _contentPanelCursSel = lnbCurSelRow _contentPanelCtrl;
private _loadoutName = _contentPanelCtrl lnbText [_contentPanelCursSel, 1];
if (GVAR(currentLoadoutsTab) != IDC_buttonSharedLoadouts) then {
if (is3DEN && {GVAR(currentLoadoutsTab) == IDC_buttonDefaultLoadouts}) then {
GVAR(defaultLoadoutsList) deleteAt (GVAR(defaultLoadoutsList) find ((GVAR(defaultLoadoutsList) select {_x select 0 == _loadoutName}) select 0));
set3DENMissionAttributes [[QGVAR(DummyCategory), QGVAR(DefaultLoadoutsListAttribute), GVAR(defaultLoadoutsList)]];
} else {
private _data = profileNamespace getVariable [QGVAR(saved_loadouts), []];
_data deleteAt (_data find ((_data select {_x select 0 == _loadoutName}) select 0));
};
_contentPanelCtrl setVariable [_loadoutName + str GVAR(currentLoadoutsTab), nil];
_contentPanelCtrl lnbDeleteRow _contentPanelCursSel;
_contentPanelCtrl lnbSetCurSelRow (_contentPanelCursSel);
[(findDisplay IDD_ace_arsenal), [localize LSTRING(loadoutDeleted), _loadoutName] joinString " "] call FUNC(message);
} else {
private _profileName = profileName; // GVAR(center) could be a remote unit
private _loadoutVar = _profileName + _loadoutName;
private _sharedLoadoutsVars = GVAR(sharedLoadoutsNamespace) getVariable QGVAR(sharedLoadoutsVars);
GVAR(sharedLoadoutsNamespace) setVariable [_loadoutVar, nil, true];
GVAR(sharedLoadoutsNamespace) setVariable [QGVAR(sharedLoadoutsVars), _sharedLoadoutsVars - [_loadoutVar], true];
_contentPanelCtrl lnbDeleteRow _contentPanelCursSel;
_contentPanelCtrl lnbSetCurSelRow (_contentPanelCursSel);
[QGVAR(loadoutUnshared), [_contentPanelCtrl, profileName, _loadoutName]] call CBA_fnc_remoteEvent;
[(findDisplay IDD_ace_arsenal), [localize LSTRING(loadoutUnshared), _loadoutName] joinString " "] call FUNC(message);
};

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