Merge branch 'master' of github.com:KoffeinFlummi/ACE3 into spanishTranslation3.5.0

This commit is contained in:
esteldunedain 2016-02-25 09:58:42 -03:00
commit e8b71bb2d6
49 changed files with 242 additions and 346 deletions

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@ -170,16 +170,16 @@
<Italian>Fai arrendere l'unità</Italian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
<Polish>Zsynchronizuj z jednostką, aby skapitulowała.&lt;br /&gt;Źródło: ace_captives</Polish>
<Spanish>Sincroniza una unidad para hacer que se rinda.&lt;br /&gt;Fuente: ace_captives</Spanish>
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.&lt;br /&gt;Quelle: ace_captives</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
<French>Synchronise une unité pour la rendre captive. &lt;br/&gt;Source: ace_captives</French>
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
<Russian>Синхронизируйте с юнитами, чтобы заставить их сдаться в плен.&lt;br /&gt;Источник: ace_captives</Russian>
<Italian>Sincronizza una unità per farla arrendere.&lt;br/&gt;Fonte: ace_captives</Italian>
<English>Sync a unit to make them surrender.</English>
<Polish>Zsynchronizuj z jednostką, aby skapitulowała.</Polish>
<Spanish>Sincroniza una unidad para hacer que se rinda.</Spanish>
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.</German>
<Czech>Synchronizuj s jednotkou, která se má vzdát.</Czech>
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda.</Portuguese>
<French>Synchronise une unité pour la rendre captive.</French>
<Hungarian>Egység szinkronizálása, hogy kapituláljon.</Hungarian>
<Russian>Синхронизируйте с юнитами, чтобы заставить их сдаться в плен.</Russian>
<Italian>Sincronizza una unità per farla arrendere.</Italian>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_DisplayName">
<English>Make Unit Handcuffed</English>
@ -191,13 +191,13 @@
<Italian>Metti manette all'unità</Italian>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_Description">
<English>Sync a unit to make them handcuffed.&lt;br /&gt;Source: ace_captives</English>
<German>Synchronisiere eine Einheit um sie in Handschellen zu legen.&lt;br /&gt;Quelle: ace_captives</German>
<Polish>Zsynchronizuj z jednostką, aby została skuta.&lt;br /&gt;Źródło: ace_captives</Polish>
<Portuguese>Sincronizar uma unidade para deixá-la algemada.&lt;br/&gt;Source: ace_captives</Portuguese>
<Russian>Синхронизируйте с юнитами, чтобы сделать их связанными.&lt;br /&gt;Источник: ace_captives</Russian>
<Czech>Synchronizovat s jednotkou, která má být v poutech.&lt;br /&gt;Zdroj: ace_captives</Czech>
<Italian>Sincronizza un'unità per metterle le manette.&lt;br/&gt;Fonte: ace_captives</Italian>
<English>Sync a unit to make them handcuffed.</English>
<German>Synchronisiere eine Einheit um sie in Handschellen zu legen.</German>
<Polish>Zsynchronizuj z jednostką, aby została skuta.</Polish>
<Portuguese>Sincronizar uma unidade para deixá-la algemada.</Portuguese>
<Russian>Синхронизируйте с юнитами, чтобы сделать их связанными.</Russian>
<Czech>Synchronizovat s jednotkou, která má být v poutech.</Czech>
<Italian>Sincronizza un'unità per metterle le manette.</Italian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English>

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@ -5,7 +5,7 @@ class CfgLocationTypes {
class ACE_HashLocation {
color[] = {0,0,0,0};
drawStyle = "bananas";
font = "PuristaMedium";
font = "RobotoCondensed";
importance = 5;
name = "HashLocation";
shadow = 0;

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@ -25,7 +25,7 @@ class RscTitles {
y = safeZoneY + 0.2 * safezoneH;
w = 0.2 * safeZoneW;
h = 0.1 * SafeZoneH;
font = "PuristaMedium";
font = "RobotoCondensed";
};
};
};

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@ -225,7 +225,6 @@ PREP(binocularMagazine);
PREP(removeBinocularMagazine);
// ACE_Debug
PREP(exportConfig);
PREP(getChildren);
PREP(getDisplayConfigName);
PREP(monitor);
@ -234,10 +233,6 @@ PREP(showUser);
PREP(dumpPerformanceCounters);
PREP(dumpArray);
// ACE_CuratorFix
PREP(addCuratorUnloadEventhandler);
PREP(fixCrateContent);
PREP(globalEvent);
PREP(_handleNetEvent);
PREP(addEventHandler);

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@ -80,7 +80,7 @@
// Listbox styles
#define LB_TEXTURES 0x10
#define LB_MULTI 0x20
#define FontCSE "PuristaMedium"
#define FONT_ACE "RobotoCondensed"
class ACE_gui_backgroundBase {
type = CT_STATIC;
@ -88,7 +88,7 @@ class ACE_gui_backgroundBase {
style = ST_PICTURE;
colorBackground[] = {0,0,0,0};
colorText[] = {1, 1, 1, 1};
font = FontCSE;
font = FONT_ACE;
text = "";
sizeEx = 0.032;
};
@ -125,7 +125,7 @@ class ACE_gui_editBase
text = "";
size = 0.2;
style = "0x00 + 0x40";
font = "PuristaMedium";
font = "RobotoCondensed";
shadow = 2;
sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorDisabled[] =
@ -189,19 +189,19 @@ class ACE_gui_buttonBase {
animTexturePressed = "#(argb,8,8,3)color(1,1,1,1)";
animTextureDefault = "#(argb,8,8,3)color(1,1,1,1)";
period = 0.5;
font = FontCSE;
font = FONT_ACE;
soundClick[] = {"\A3\ui_f\data\sound\RscButton\soundClick",0.09,1};
soundPush[] = {"\A3\ui_f\data\sound\RscButton\soundPush",0.0,0};
soundEnter[] = {"\A3\ui_f\data\sound\RscButton\soundEnter",0.07,1};
soundEscape[] = {"\A3\ui_f\data\sound\RscButton\soundEscape",0.09,1};
class Attributes {
font = FontCSE;
font = FONT_ACE;
color = "#E5E5E5";
align = "center";
shadow = "true";
};
class AttributesImage {
font = FontCSE;
font = FONT_ACE;
color = "#E5E5E5";
align = "left";
shadow = "true";
@ -229,7 +229,7 @@ class ACE_gui_staticBase {
w = 0.183825;
h = 0.104575;
style = ST_LEFT;
font = FontCSE;
font = FONT_ACE;
sizeEx = 0.03921;
colorText[] = {0.95, 0.95, 0.95, 1.0};
colorBackground[] = {0, 0, 0, 0};
@ -240,7 +240,7 @@ class RscListBox;
class ACE_gui_listBoxBase : RscListBox{
type = CT_LISTBOX;
style = ST_MULTI;
font = FontCSE;
font = FONT_ACE;
sizeEx = 0.03921;
color[] = {1, 1, 1, 1};
colorText[] = {0.543, 0.5742, 0.4102, 1.0};
@ -295,7 +295,7 @@ class ACE_gui_listNBox {
style =ST_MULTI;
w = 0.4;
h = 0.4;
font = FontCSE;
font = FONT_ACE;
sizeEx = 0.031;
autoScrollSpeed = -1;
@ -375,7 +375,7 @@ class ACE_gui_comboBoxBase: RscCombo {
arrowEmpty = "";
arrowFull = "";
wholeHeight = 0.45;
font = FontCSE;
font = FONT_ACE;
sizeEx = 0.031;
soundSelect[] = {"\A3\ui_f\data\sound\RscCombo\soundSelect",0.1,1};
soundExpand[] = {"\A3\ui_f\data\sound\RscCombo\soundExpand",0.1,1};
@ -463,22 +463,22 @@ class ACE_gui_mapBase {
colorGrid[] = {0.1,0.1,0.1,0.6};
colorGridMap[] = {0.1,0.1,0.1,0.6};
colorText[] = {1, 1, 1, 0.85};
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = 0.0270000;
stickX[] = {0.20, {"Gamma", 1.00, 1.50} };
stickY[] = {0.20, {"Gamma", 1.00, 1.50} };
onMouseButtonClick = "";
onMouseButtonDblClick = "";
fontLabel = "PuristaMedium";
fontLabel = "RobotoCondensed";
sizeExLabel = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
fontGrid = "TahomaB";
sizeExGrid = 0.02;
fontUnits = "TahomaB";
sizeExUnits = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
fontNames = "PuristaMedium";
fontNames = "RobotoCondensed";
sizeExNames = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2";
fontInfo = "PuristaMedium";
fontInfo = "RobotoCondensed";
sizeExInfo = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
fontLevel = "TahomaB";
sizeExLevel = 0.02;
@ -493,7 +493,7 @@ onMouseButtonDblClick = "";
y = "SafeZoneY + safezoneH - 4.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
w = "10 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
h = "3.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
colorBackground[] = {1,1,1,0.5};
color[] = {0,0,0,1};
@ -787,4 +787,4 @@ onMouseButtonDblClick = "";
};
};
#endif
#endif

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@ -1,22 +0,0 @@
/*
* Author: commy2
*
* Arguments:
* Display where the Unload event was added <DISPLAY>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
disableSerialization;
private _dlg = ctrlParent _this;
_dlg displayAddEventHandler ["unload", {
if (_this select 1 == 1) then {
[missionnamespace getVariable ["BIS_fnc_initCuratorAttributes_target", objNull]] call FUNC(fixCrateContent);
};
}];

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@ -1,71 +0,0 @@
/*
* Author: commy2
* Export Config Entrys to RPT logs
*
* Arguments:
* Config Path <CONFIG>
*
* Return Value:
* None
*
* Example:
* [configFile >> "CfgAmmo"] call ace_common_fnc_exportConfig;
*
* Public: No
*/
#include "script_component.hpp"
private _fnc_logEntries = {
params ["_c", "_d"];
private _p = inheritsFrom _c;
private _t = format [["class %1: %2 {", "class %1 {"] select (configName _p == ""), configName _c, configName _p];
for "_a" from 1 to _d do {
_t = " " + _t;
};
diag_log text _t;
private _e = [];
for "_i" from 0 to (count _c - 1) do {
private _e1 = _c select _i;
private _e2 = switch (true) do {
case (isNumber _e1): {getNumber _e1};
case (isText _e1): {getText _e1};
case (isArray _e1): {getArray _e1};
case (isClass _e1): {[_e1, _d + 1] call _fnc_logEntries; false};
};
if (!(_e2 isEqualType false)) then {
if (_e2 isEqualType []) then {
_e2 = toArray str _e2;
{
if (_x == toArray "[" select 0) then {
_e2 set [_forEachIndex, toArray "{" select 0];
};
if (_x == toArray "]" select 0) then {
_e2 set [_forEachIndex, toArray "}" select 0];
};
} forEach _e2;
_e2 = toString _e2;
_t = format ["%1[] = %2;", configName _e1, _e2];
} else {
_t = format ["%1 = %2;", configName _e1, str _e2];
};
for "_a" from 0 to _d do {
_t = " " + _t;
};
diag_log text _t;
};
};
_t = "};";
for "_a" from 1 to _d do {
_t = " " + _t;
};
diag_log text _t;
diag_log text "";
};
[_this, 0] call _fnc_logEntries;

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@ -1,43 +0,0 @@
/*
* Author: commy2
* Fixes zeus placed crates containing buged mine detectors and ace items.
*
* Arguments:
* 0: Crate <OBJECT>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_crate"];
// get all weapons inside the crate
private _weapons = weaponCargo _crate;
private _items = [];
// if the "weapon" is supposed to be an item, move those from the weapon array to the item array
{
if (getText (configFile >> "CfgWeapons" >> _x >> "simulation") == "ItemMineDetector") then {
_weapons set [_forEachIndex, ""];
_items pushBack _x;
};
} forEach _weapons;
_weapons = _weapons - [""];
// exit now if everything is fine
if (count _items == 0) exitWith {};
// otherwise clear weapon cargo and re-add items and weapons
clearWeaponCargoGlobal _crate;
{
_crate addWeaponCargoGlobal [_x, 1];
} forEach _weapons;
{
_crate addItemCargoGlobal [_x, 1];
} forEach _items;

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@ -71,7 +71,7 @@
// Listbox styles
#define LB_TEXTURES 0x10
#define LB_MULTI 0x20
#define FontM "PuristaMedium"
#define FontM "RobotoCondensed"
class RscText;
@ -79,7 +79,7 @@ class DAGR_Button {
idc = -1;
type = CT_BUTTON;
style = ST_LEFT;
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = 0.02;
colorText[] = { 0, 1, 0, 1 };
colorFocused[] = { 0, 0, 0, 0 }; // border color for focused state
@ -116,7 +116,7 @@ class DAGR_Menu_Pic {
text = "";
colorBackground[] = {};
colorText[] = {};
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = 0.04;
waitForLoad = 0;
};
@ -131,7 +131,7 @@ class DAGR_Menu_Text {
h = 0.15;
colorBackground[] = { 0, 0, 0, 0 };
colorText[] = { 0.239, 0.216, 0.153, 1 };
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = 0.03;
waitForLoad = 0;
text = "";

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@ -10,7 +10,7 @@ class RscTitles {
text = "";
colorBackground[] = { 0, 0, 0, 0 };
colorText[] = { 0.239, 0.216, 0.153, 1 };
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = 0.04;
waitForLoad = 0;
};
@ -25,7 +25,7 @@ class RscTitles {
text = "";
colorBackground[] = {};
colorText[] = {};
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = 0.02;
waitForLoad = 0;
};

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@ -12,6 +12,7 @@ class CfgVehicles {
class Arguments {
class enabled {
displayName = CSTRING(enabled_DisplayName);
description = CSTRING(enabled_DisplayName);
typeName = "BOOL";
defaultValue = 1;
};

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@ -41,7 +41,7 @@ _iconSize = BASE_SIZE * _fovCorrection;
_drawColor set [3, ((_drawColor select 3) * (_timeLeftToShow / 0.5))];
};
drawIcon3D [QUOTE(PATHTOF(UI\fp_icon2.paa)), _drawColor, _pos, _iconSize, _iconSize, 0, _name, 1, 0.03, "PuristaMedium"];
drawIcon3D [QUOTE(PATHTOF(UI\fp_icon2.paa)), _drawColor, _pos, _iconSize, _iconSize, 0, _name, 1, 0.03, "RobotoCondensed"];
};
} count (GVAR(fingersHash) select 0);

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@ -28,5 +28,5 @@ private ["_color", "_index", "_lastPos", "_lastSpd", "_max", "_positions", "_sta
_lastPos = _pos2;
_lastSpd = _data1 select 1;
};
// drawIcon3D ["", [1,0,0,1], _lastPos, 0, 0, 0, format["%1m/s", _lastSpd], 1, 0.05, "PuristaMedium"];
// drawIcon3D ["", [1,0,0,1], _lastPos, 0, 0, 0, format["%1m/s", _lastSpd], 1, 0.05, "RobotoCondensed"];
} forEach GVAR(traces);

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@ -7,20 +7,20 @@
////////////////
class RscPicture {
access = 0;
idc = -1;
type = CT_STATIC;
style = ST_PICTURE;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,1};
font = "puristaMedium";
sizeEx = 0;
lineSpacing = 0;
fixedWidth = 0;
shadow = 0;
text = "";
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
access = 0;
idc = -1;
type = CT_STATIC;
style = ST_PICTURE;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,1};
font = "RobotoCondensed";
sizeEx = 0;
lineSpacing = 0;
fixedWidth = 0;
shadow = 0;
text = "";
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
};

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@ -50,7 +50,7 @@
#define ST_TILE_PICTURE 144
#define ST_WITH_RECT 160
#define ST_LINE 176
#define FontM "PuristaMedium"
#define FontM "RobotoCondensed"
#define __XA SafeZoneXAbs
#define __X SafeZoneX
#define __Y SafeZoneY
@ -146,7 +146,7 @@ class ace_huntir_cam_dialog {
style = 48;
colorText[ ]={ 1,1,1,1 };
colorBackground[ ]={ 0.4,0.4,0.4,1 };
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = 0.021;
lineSpacing = 1;
x = __X;

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@ -15,7 +15,7 @@ class RscTitles {
idc = 64432;
style = 0;
x = 0.497;y = 0.297;w = 0.2;h = 0.2;
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = __FONTHEIGHT;
colorText[] = {1, 1, 1, 1};
colorBackground[]={0,0,0,0};
@ -38,4 +38,4 @@ class RscTitles {
};
};
};
};
};

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@ -11,7 +11,7 @@ class ACE_Interaction_Button_Base {
access = 0;
type = 1;
text = "";
font = "PuristaMedium";
font = "RobotoCondensed";
sizeEx = "0.8 / 40 / (getResolution select 5)";
shadow = 2;

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@ -4,7 +4,6 @@ PREP(addPassengerActions);
PREP(addPassengersActions);
PREP(getWeaponPos);
PREP(moduleInteraction);
PREP(removeTag);
// scroll wheel hint
PREP(showMouseHint);

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@ -1,36 +0,0 @@
/*
* Author: commy2
* Removes tag
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_removeTag
*
* Public: No
*/
#include "script_component.hpp"
0 spawn {
private ["_index", "_name"];
waitUntil {player getVariable ["ACE_Name", ""] != ""};
_name = player getVariable ["ACE_Name", ""];
_name = toArray _name;
_index = _name find (toArray "]" select 0);
if (_index != -1) then {
for "_index" from 0 to _index do {
_name set [_index, -1];
};
_name = _name - [-1];
_name = toString _name;
player setVariable ["ACE_Name", _name, true];
};
};

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@ -29,7 +29,7 @@ class Tree {
class Legend {
x = SafeZoneX+SafeZoneW-.340;
y = SafeZoneY+SafeZoneH-.152;
font = "PuristaMedium";
font = "RobotoCondensed";
w = .340;
h = .152;
sizeEx = 0.039210;

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@ -19,7 +19,7 @@
#define ICON_TEXT_ALIGN "left"
#define ICON_ANGLE 0
#define ICON_SHADOW 1
#define TEXT_FONT "PuristaBold"
#define TEXT_FONT "RobotoCondensedBold"
#define TEXT_ICON_RENDER_SIZE 20
#define TEXT_SIZE 0.030
#define TEXT_SHADOW 0

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@ -242,4 +242,10 @@ class ACE_Settings {
values[] = {CSTRING(useSelection), CSTRING(useRadial), "Disabled"};
isClientSettable = 1;
};
class GVAR(delayUnconCaptive) {
displayName = CSTRING(delayUnconCaptive);
typeName = "SCALAR";
value = 3;
};
};

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@ -33,3 +33,4 @@ if !(_activated) exitWith {};
[_logic, QGVAR(bleedingCoefficient), "bleedingCoefficient"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(painCoefficient), "painCoefficient"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(keepLocalSettingsSynced), "keepLocalSettingsSynced"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(delayUnconCaptive), "delayUnconCaptive"] call EFUNC(common,readSettingFromModule);

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@ -94,8 +94,18 @@ _unit setUnitPos "DOWN";
if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
};
// Delay Unconscious so the AI dont instant stop shooting on the unit #3121
if (GVAR(delayUnconCaptive) == 0) then {
[_unit, "setCaptive", QGVAR(unconscious), true] call EFUNC(common,statusEffect_set);
} else {
[{
params ["_unit"];
if (_unit getVariable ["ACE_isUnconscious", false]) then {
[_unit, "setCaptive", QGVAR(unconscious), true] call EFUNC(common,statusEffect_set);
};
},[_unit], GVAR(delayUnconCaptive)] call EFUNC(common,waitAndExecute);
};
[_unit, "setCaptive", QGVAR(unconscious), true] call EFUNC(common,statusEffect_set);
_anim = [_unit] call EFUNC(common,getDeathAnim);
[_unit, _anim, 1, true] call EFUNC(common,doAnimation);
[{

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@ -4059,5 +4059,14 @@
<Polish>Czy pojazdy ma być pojazdem medycznym?</Polish>
<Italian>L'oggetto in questione sarà un veicolo medico o meno.</Italian>
</Key>
<Key ID="STR_ACE_Medical_delayUnconCaptive">
<English>Delay Medical Unconscious Captivity</English>
</Key>
<Key ID="STR_ACE_Medical_MedicalSettings_delayUnconCaptive_Description">
<English>Delay Medical Unconscious Captivity</English>
</Key>
<Key ID="STR_ACE_Medical_MedicalSettings_delayUnconCaptive_DisplayName">
<English>Delay Medical Unconscious Captivity</English>
</Key>
</Package>
</Project>

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@ -57,7 +57,7 @@ class Rsctitles {
h = "0.7 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
style = 0x00 + 0x100; // ST_LEFT + ST_SHADOW
font = "PuristaMedium";
font = "RobotoCondensed";
colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {"(profilenamespace getVariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getVariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getVariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getVariable ['GUI_BCG_RGB_A',0.9])"};
text = CSTRING(Injuries);
@ -103,7 +103,7 @@ class Rsctitles {
h = "0.7 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
style = 0x00 + 0x100; // ST_LEFT + ST_SHADOW
font = "PuristaMedium";
font = "RobotoCondensed";
colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {0,0,0,0.9};
text = "";

View File

@ -14,7 +14,7 @@ class GVAR(triageCard) {
w = "15 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "19 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
style = ST_LEFT + ST_SHADOW;
font = "PuristaMedium";
font = "RobotoCondensed";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorText[] = {0.0, 0.0, 0.0, 1};
colorBackground[] = {1,1,1,1};
@ -26,7 +26,7 @@ class GVAR(triageCard) {
y = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "5 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
font = "PuristaMedium";
font = "RobotoCondensed";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorText[] = {1,1,0,1};
colorBackground[] = {0,0,0,0};
@ -46,7 +46,7 @@ class GVAR(triageCard) {
h = "0.7 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
style = 0x02 + 0x100; // ST_LEFT + ST_SHADOW
font = "PuristaMedium";
font = "RobotoCondensed";
colorText[] = {0,0,0,1};
colorBackground[] = {0,0,0,0};
text = CSTRING(Actions_TriageCard);

View File

@ -37,7 +37,7 @@ class GVAR(medicalMenu) {
w = "38 * (((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
style = ST_LEFT + ST_SHADOW;
font = "PuristaMedium";
font = "RobotoCondensed";
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {"(profilenamespace getVariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getVariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getVariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getVariable ['GUI_BCG_RGB_A',0.9])"};

View File

@ -374,16 +374,16 @@
<Italian>Nessuno (Non puoi usare la vista mappa)</Italian>
</Key>
<Key ID="STR_ACE_MicroDAGR_Module_Description">
<English>Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.&lt;br /&gt;Source: microDAGR.pbo</English>
<Polish>Moduł ten pozwala kontrolować jak duża ilość informacji jest załadowana do przedmiotów MicroDAGR. Mniejsza ilość danych ogranicza widok mapy pokazując mniej rzeczy na minimapie.&lt;br /&gt;Źródło: microDAGR.pbo</Polish>
<Spanish>Controla la cantidad de información disponible en el microDAGR. Menos datos limitan la vista del mapa a mostrar menos en el minimapa.&lt;br /&gt;Fuente: microDAGR.pbo</Spanish>
<German>Steuert wie viel Daten auf dem microDAGR zu sehen ist. Weniger Daten schränken die Kartenansicht ein, um mehr auf der Minimap zu sehen.&lt;br /&gt;Quelle: microDAGR.pbo</German>
<Czech>Tento modul umožňuje kontrolovat, kolik informací je obsaženo v MicroDAGR. Menší množství dat omezené zobrazením mapy ukazují méně věcí na minimapě.&lt;br /&gt;Zdroj: microDAGR.pbo</Czech>
<Portuguese>Controla quantos dados são preenchidos nos itens microDAGR. Menos dados restringe a visualização de mapa para mostrar menos informações no minimapa&lt;br/&gt;Fonte: MicroDAGR.pbo</Portuguese>
<French>Contrôle le nombre d'information disponible sur la carte du MicroDAGR. &lt;br/&gt;Source: microDAGR.pbo</French>
<Hungarian>Meghatárroza a MicroDAGR objektumok térképének tartalmát. A kevesebb adat korlátozza a térképnézeti módot az eszközön. &lt;br /&gt;Forrás: microDAGR.pbo</Hungarian>
<Russian>Контролирует, сколько данных должно отображаться на карте устройств MicroDAGR. Ограничивает объем отображаемых данных на миникарте.&lt;br /&gt;Источник: microDAGR.pbo</Russian>
<Italian>Controlla quanti dati sono presenti negli oggetti MicroDAGR. Meno dati costringono la vista mappa a mostrare meno informazioni nella minimappa. &lt;br/&gt;Fonte: microDAGR.pbo</Italian>
<English>Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.</English>
<Polish>Moduł ten pozwala kontrolować jak duża ilość informacji jest załadowana do przedmiotów MicroDAGR. Mniejsza ilość danych ogranicza widok mapy pokazując mniej rzeczy na minimapie.</Polish>
<Spanish>Controla la cantidad de información disponible en el microDAGR. Menos datos limitan la vista del mapa a mostrar menos en el minimapa.</Spanish>
<German>Steuert wie viel Daten auf dem microDAGR zu sehen ist. Weniger Daten schränken die Kartenansicht ein, um mehr auf der Minimap zu sehen.</German>
<Czech>Tento modul umožňuje kontrolovat, kolik informací je obsaženo v MicroDAGR. Menší množství dat omezené zobrazením mapy ukazují méně věcí na minimapě.</Czech>
<Portuguese>Controla quantos dados são preenchidos nos itens microDAGR. Menos dados restringe a visualização de mapa para mostrar menos informações no minimapa.</Portuguese>
<French>Contrôle le nombre d'information disponible sur la carte du MicroDAGR.</French>
<Hungarian>Meghatárroza a MicroDAGR objektumok térképének tartalmát. A kevesebb adat korlátozza a térképnézeti módot az eszközön.</Hungarian>
<Russian>Контролирует, сколько данных должно отображаться на карте устройств MicroDAGR. Ограничивает объем отображаемых данных на миникарте.</Russian>
<Italian>Controlla quanti dati sono presenti negli oggetti MicroDAGR. Meno dati costringono la vista mappa a mostrare meno informazioni nella minimappa.</Italian>
</Key>
</Package>
</Project>
</Project>

View File

@ -70,7 +70,7 @@ _fnc_parameters = {
_name,
2,
(0.05 * _scale),
"PuristaMedium"
"RobotoCondensed"
]
};

View File

@ -92,6 +92,6 @@ class RscText;
// Listbox styles
#define LB_TEXTURES 0x10
#define LB_MULTI 0x20
#define FontCSE "PuristaMedium"
#define FontCSE "RobotoCondensed"
#endif

View File

@ -1,13 +1,13 @@
class ACE_Open_SettingsMenu_BtnBase : ACE_gui_buttonBase {
class Attributes {
font = "PuristaMedium";
font = "RobotoCondensed";
color = "#E5E5E5";
align = "left";
shadow = "true";
};
class AttributesImage {
font = "PuristaMedium";
font = "RobotoCondensed";
color = "#E5E5E5";
align = "left";
};
@ -46,7 +46,7 @@ class ACE_Open_SettingsMenu_BtnBase : ACE_gui_buttonBase {
colorFocused[] = {0,0,0,1};
colorText[] = {1,1,1,1};
default = 0;
font = "PuristaMedium";
font = "RobotoCondensed";
idc = -1;
period = 1.2;
periodFocus = 1.2;
@ -149,17 +149,17 @@ class RscDisplayMain: RscStandardDisplay {
shadow = 0;
class H1 {
font = "PuristaMedium";
fontBold = "PuristaLight";
font = "RobotoCondensed";
fontBold = "RobotoCondensedLight";
sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.4)";
};
class H2: H1 {
sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.2)";
font = "PuristaLight";
font = "RobotoCondensedLight";
};
class P: H1 {
sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
fontBold = "PuristaLight";
fontBold = "RobotoCondensedLight";
};
colorBold[] = {0.6,0.6,0.6,1};
colorLink[] = {"(profilenamespace getVariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getVariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getVariable ['GUI_BCG_RGB_B',0.5])",1};

View File

@ -30,7 +30,7 @@ class ACE_settingsMenu {
w = W_PART(38);
h = H_PART(1);
style = ST_LEFT + ST_SHADOW;
font = "PuristaMedium";
font = "RobotoCondensed";
SizeEx = H_PART(1);
colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {"(profilenamespace getVariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getVariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getVariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getVariable ['GUI_BCG_RGB_A',0.9])"};
@ -67,7 +67,7 @@ class ACE_settingsMenu {
w = W_PART(38);
h = H_PART(1);
style = ST_LEFT + ST_SHADOW;
font = "PuristaMedium";
font = "RobotoCondensed";
SizeEx = H_PART(1);
colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {0,0,0,0};
@ -287,7 +287,7 @@ class ACE_serverSettingsMenu: ACE_settingsMenu {
w = W_PART(38);
h = H_PART(1);
style = ST_LEFT + ST_SHADOW;
font = "PuristaMedium";
font = "RobotoCondensed";
SizeEx = H_PART(1);
colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {0,0,0,0};

View File

@ -26,4 +26,16 @@ class ACE_Settings {
displayName = CSTRING(overheatingDispersion_displayName);
description = CSTRING(overheatingDispersion_description);
};
class GVAR(unJamOnreload) {
typeName = "BOOL";
value = 0;
displayName = CSTRING(unJamOnreload_displayName);
description = CSTRING(unJamOnreload_description);
};
class GVAR(unJamFailChance) {
typeName = "SCALAR";
value = 0.1;
displayName = CSTRING(unJamFailChance_displayName);
description = CSTRING(unJamFailChance_description);
};
};

View File

@ -4,6 +4,15 @@ class CfgVehicles {
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
class ACE_UnJam {
displayName = CSTRING(UnjamWeapon);
condition = QUOTE( [_player] call FUNC(canUnjam) );
exceptions[] = {"isNotInside", "isNotSitting"};
statement = QUOTE( [ARR_2(_player, currentMuzzle _player)] call FUNC(clearJam); );
showDisabled = 0;
priority = 4;
icon = QUOTE(PATHTOF(UI\unjam_ca.paa));
};
class ACE_SwapBarrel {
displayName = CSTRING(SwapBarrel);
condition = QUOTE( 'ACE_SpareBarrel' in items _player && {getNumber (configFile >> 'CfgWeapons' >> currentWeapon _player >> 'ACE_Overheating_allowSwapBarrel') == 1} );

Binary file not shown.

View File

@ -1,4 +1,5 @@
PREP(canUnjam);
PREP(checkTemperature);
PREP(clearJam);
PREP(displayTemperature);

View File

@ -23,9 +23,8 @@ GVAR(cacheSilencerData) = call CBA_fnc_createNamespace;
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon &&
{currentWeapon ACE_player in (ACE_player getVariable [QGVAR(jammedWeapons), []])}
) exitWith {false};
if !([ACE_player] call FUNC(canUnjam)) exitWith {false};
// Statement
[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);

View File

@ -0,0 +1,25 @@
/*
* Author: Commy2 and esteldunedain
* Return true if the unit can unjam it's current weapon
*
* Arguments:
* 0: Player <OBJECT>
*
* Return Value:
* Bool
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
TRACE_1("_unit",_unit);
private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
if !(currentWeapon _unit in _jammedWeapons) exitWith {
false
};
if !([_unit] call CBA_fnc_canUseWeapon) exitWith {
false
};
true

View File

@ -17,24 +17,15 @@
*/
#include "script_component.hpp"
params ["_unit", "_weapon", "_skipAnim"];
params ["_unit", "_weapon", ["_skipAnim", false]];
TRACE_3("params",_unit,_weapon,_skipAnim);
private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
if (_weapon in _jammedWeapons) then {
_jammedWeapons = _jammedWeapons - [_weapon];
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
if (_jammedWeapons isEqualTo []) then {
private _id = _unit getVariable [QGVAR(JammingActionID), -1];
[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(JammingActionID), -1];
};
private _delay = 0;
if !(_skipAnim) then {
_delay = 2.5;
private _clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
if (_clearJamAction == "") then {
@ -51,7 +42,27 @@ if (_weapon in _jammedWeapons) then {
};
};
if (GVAR(DisplayTextOnJam)) then {
[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
// Check if the jam will be successfull
if (random 1 > GVAR(unJamFailChance)) then {
// Success
_jammedWeapons = _jammedWeapons - [_weapon];
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
if (_jammedWeapons isEqualTo []) then {
private _id = _unit getVariable [QGVAR(JammingActionID), -1];
[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(JammingActionID), -1];
};
if (GVAR(DisplayTextOnJam)) then {
[{
[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
}, [], _delay] call EFUNC(common,waitAndExecute);
};
} else {
// Failure
if (GVAR(DisplayTextOnJam)) then {
[{
[localize LSTRING(WeaponUnjamFailed)] call EFUNC(common,displayTextStructured);
}, [], _delay] call EFUNC(common,waitAndExecute);
};
};
};

View File

@ -94,7 +94,7 @@ if (GVAR(showParticleEffects) && {(ACE_time > ((_unit getVariable [QGVAR(lastDro
// Only compute jamming for the local player
if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);};
_jamChance = _jamChance * ([[0.5, 1.5, 7.5, 37.5], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray));
_jamChance = _jamChance * ([[0.5, 1.5, 15, 150], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray));
// increase jam chance on dusty grounds if prone (and at ground level)
if ((stance _unit == "PRONE") && {((getPosATL _unit) select 2) < 1}) then {

View File

@ -15,6 +15,8 @@
*/
#include "script_component.hpp"
if !(GVAR(unJamOnreload)) exitWith {};
params ["_unit", "_container", "_item"];
TRACE_3("params",_unit,_container,_item);

View File

@ -1,8 +1,8 @@
#define COMPONENT overheating
#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 CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS

View File

@ -61,6 +61,18 @@
<Polish>Przegrzane bronie będą mniej celne oraz będą miały zmniejszoną prędkość pocisku. Wpływa na wszystkich graczy.</Polish>
<Italian>Armi surriscaldate saranno meno precise ed avranno una ridotta velocità alla volata. Applica per tutti i giocatori.</Italian>
</Key>
<Key ID="STR_ACE_Overheating_unJamOnreload_displayName">
<English>Unjam weapon on reload</English>
</Key>
<Key ID="STR_ACE_Overheating_unJamOnreload_description">
<English>Reloading clears a weapon jam.</English>
</Key>
<Key ID="STR_ACE_Overheating_unJamFailChance_displayName">
<English>Chance of unjam failing</English>
</Key>
<Key ID="STR_ACE_Overheating_unJamFailChance_description">
<English>Probability that an unjam action might fail, requiring to be repeated.</English>
</Key>
<Key ID="STR_ACE_Overheating_SpareBarrelName">
<English>Spare barrel</English>
<German>Ersatzlauf</German>
@ -121,6 +133,9 @@
<Portuguese>Arma destravada</Portuguese>
<Italian>Arma pronta al fuoco</Italian>
</Key>
<Key ID="STR_ACE_Overheating_WeaponUnjamFailed">
<English>Jam failed to clear</English>
</Key>
<Key ID="STR_ACE_Overheating_SwapBarrel">
<English>Swap barrel</English>
<German>Lauf wechseln</German>

View File

@ -9,7 +9,6 @@ PREP(module);
PREP(moduleFriendlyFire);
PREP(moduleRallypoint);
PREP(moveRallypoint);
PREP(removeBody);
PREP(restoreGear);
PREP(showFriendlyFireMessage);
PREP(teleportToRallypoint);

View File

@ -1,27 +0,0 @@
/*
* Author: bux578, commy2
* Removes a given body.
*
* Arguments:
* 0: Body <OBJECT>
*
* Return Value:
* None
*
* Example:
* [corpse] call ace_respawn_fnc_removeBody
*
* Public: No
*/
#include "script_component.hpp"
params ["_body", "_forceRemove"];
private "_bodyRemoveTimer";
_bodyRemoveTimer = [GVAR(BodyRemoveTimer) max 0, 2] select _forceRemove; // could be used for SpecOps missions.
[{
// hideBody takes ~20s till body is fully underground
// a better hideBody would make this more aesthetic
deleteVehicle _this;
}, _body, _bodyRemoveTimer] call EFUNC(common,waitAndExecute);

View File

@ -21,7 +21,7 @@ class RscTitles {
style = 48 + 0x800;
scale = 1;
sizeEx = 1;
font = "PuristaMedium";
font = "RobotoCondensed";
colorText[] = { 1, 1, 1, 1 };
colorBackground[] = { 1, 1, 1, 1 };
shadow = 1;
@ -37,7 +37,7 @@ class RscTitles {
style = 2;
sizeEx = 0.04;
lineSpacing = 1;
font = "PuristaMedium";
font = "RobotoCondensed";
text = "";
colorText[] = { 1, 1, 1, 0.9 };
colorBackground[] = { 1, 0, 0, 0 };
@ -54,7 +54,7 @@ class RscTitles {
style = 0;
sizeEx = 0.04;
lineSpacing = 1;
font = "PuristaMedium";
font = "RobotoCondensed";
text = "";
colorText[] = { 1, 1, 1, 0.9 };
colorBackground[] = { 1, 0, 0, 0 };

View File

@ -12,6 +12,7 @@ class CfgVehicles {
class Arguments {
class enable {
displayName = CSTRING(Enable);
description = CSTRING(Enable);
typeName = "BOOL";
defaultValue = 1;
};

View File

@ -254,16 +254,16 @@
<Italian>Tempo Default richiesto per forzare serrature (in secondi). Default: 10</Italian>
</Key>
<Key ID="STR_ACE_VehicleLock_Module_Description">
<English>Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.&lt;br /&gt;Source: vehiclelock.pbo</English>
<Polish>Ustawienia czasu włamywania oraz domyślnego stanu blokady pojazdów. Wyłącza dwuznaczne ustawienia blokady. Moduł ten umożliwia więc np. zamknięcie pojazdów przeciwnika na klucz tak, że gracze bez odpowiedniego sprzętu (wytrycha) nie będą mogli ich używać.&lt;br /&gt;Źródło: vehiclelock.pbo</Polish>
<Spanish>Ajustes de la durabilidad de la ganzua y el estado inicial del cierre de los vehículos. Elimina estados de cierre ambiguos.&lt;br /&gt;Fuente: vehiclelock.pbo</Spanish>
<German>Einstellungen für Pick-Stärke und anfänglichen Fahrzeugsperrzustand. Entfernt unklare Sperrzustände.&lt;br /&gt;Quelle: vehiclelock.pbo</German>
<Czech>Nastavení síly vypáčení a počáteční stav zámku vozidla. Odstraňuje nejednoznačné stavy zámků.&lt;br /&gt;Zdroj: vehiclelock.pbo</Czech>
<Portuguese>Definições para a durabilidade da chave micha e estado inicial da fechadura do veículo. Remove estados de fechadura ambíguas &lt;br /&gt; Fonte: Vehiclelock.pbo</Portuguese>
<French>Paramètres pour le crochetage et état inital des véhicules. Supprime les états de verrouillage ambigue. &lt;br/&gt;Source: véhicle.pbo</French>
<Hungarian>Beállítások a zártörő erősségére és alapértelmezett zár-állapotra a járműveken. Eltávolítja az azonosíthatatlan zár-állapotokat. &lt;br /&gt;Forrás: vehiclelock.pbo</Hungarian>
<Russian>Настройки силы отмычек и начальное состояние замков транспорта. Устраняет неоднозначные состояния замков.&lt;br /&gt;Источник: vehiclelock.pbo</Russian>
<Italian>Impostazioni per resistenza iniziale delle serrature e stato di blocco dei veicoli. Rimuove stati di blocco ambigui. &lt;br/&gt;Fonte: vehiclelock.pbo</Italian>
<English>Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.</English>
<Polish>Ustawienia czasu włamywania oraz domyślnego stanu blokady pojazdów. Wyłącza dwuznaczne ustawienia blokady. Moduł ten umożliwia więc np. zamknięcie pojazdów przeciwnika na klucz tak, że gracze bez odpowiedniego sprzętu (wytrycha) nie będą mogli ich używać.</Polish>
<Spanish>Ajustes de la durabilidad de la ganzua y el estado inicial del cierre de los vehículos. Elimina estados de cierre ambiguos.</Spanish>
<German>Einstellungen für Pick-Stärke und anfänglichen Fahrzeugsperrzustand. Entfernt unklare Sperrzustände.</German>
<Czech>Nastavení síly vypáčení a počáteční stav zámku vozidla. Odstraňuje nejednoznačné stavy zámků.</Czech>
<Portuguese>Definições para a durabilidade da chave micha e estado inicial da fechadura do veículo. Remove estados de fechadura ambíguas</Portuguese>
<French>Paramètres pour le crochetage et état inital des véhicules. Supprime les états de verrouillage ambigue.</French>
<Hungarian>Beállítások a zártörő erősségére és alapértelmezett zár-állapotra a járműveken. Eltávolítja az azonosíthatatlan zár-állapotokat.</Hungarian>
<Russian>Настройки силы отмычек и начальное состояние замков транспорта. Устраняет неоднозначные состояния замков.</Russian>
<Italian>Impostazioni per resistenza iniziale delle serrature e stato di blocco dei veicoli. Rimuove stati di blocco ambigui.</Italian>
</Key>
<Key ID="STR_ACE_VehicleLock_VehicleKeyAssign_Module_DisplayName">
<English>Vehicle Key Assign</English>
@ -278,16 +278,16 @@
<Italian>Assegna Chiavi Veicoli</Italian>
</Key>
<Key ID="STR_ACE_VehicleLock_VehicleKeyAssign_Module_Description">
<English>Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.&lt;br /&gt;Source: vehiclelock.pbo</English>
<Polish>Zsynchronizuj z pojazdami i graczami. Rozda klucze dla graczy dla każdego zsynchronizowanego pojazdu. Działa tylko na pojazdy obecne na misji od samego początku (postawione w edytorze).&lt;br /&gt;Źródło: vehiclelock.pbo</Polish>
<Spanish>Sincronizar con vehiculos y jugadores. Distribuirá llaves personalizadas a los jugadores para todos los vehículos sincronizados. Solo valido para objetos presentes al inicio de la mision.&lt;br /&gt;Fuente: vehiclelock.pbo</Spanish>
<German>Synchronisiere mit Fahrzeugen und Spielern. Wird eigene Schlüssel an Spieler für jedes synchronisierte Fahrzeuge aushändigen. Nur gültig für am Missionsstart existierende Fahrzeuge.&lt;br /&gt;Quelle: vehiclelock.pbo</German>
<Czech>Synchronizuj s vozidly a hráči. Hráč dostane klíč ke každému synchonizovanému vozidlu. Platné pouze pro objekty přítomné na začátku mise.&lt;br /&gt;Zdroj: vehiclelock.pbo</Czech>
<Portuguese>Sincronizar com veículos e jogadores. Irá distribuir chaves personalizadas para os jogadores para cada veículo sincronizado. Só é válido para objetos presentes no início da missão &lt;br /&gt; Fonte: vehiclelock.pbo</Portuguese>
<French>Synchronise avec les véhicules et les joueurs. Distribue les clés aux joueurs pour chaque véhicule synchronisé. Uniquement valide pour les objects présent au démarrage. &lt;br/&gt;Source: vehiclelock.pbo</French>
<Hungarian>Szinkronizál a járművekkel és játékosokkal. Egyedi kulcsokat oszt ki a játékosoknak minden szinkronizált járműhöz. Csak a küldetés indításakor jelenlévő járművekhez érvényes. &lt;br /&gt;Forrás: vehiclelock.pbo</Hungarian>
<Russian>Синхронизируйте с транспортом и игроком. Это выдаст игроку ключи от всех синхронизированных транспортных средств. Работает только для объектов, присутствующих на старте миссии.&lt;br /&gt;Источник: vehiclelock.pbo</Russian>
<Italian>Sincronizza con veicoli e giocatori. Distribuirà chiavi ai giocatori per ogni veicolo sincronizzato. Valido solo per oggetti presenti ad inizio missione. &lt;br/&gt;Fonte vehiclelock.pbo</Italian>
<English>Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.</English>
<Polish>Zsynchronizuj z pojazdami i graczami. Rozda klucze dla graczy dla każdego zsynchronizowanego pojazdu. Działa tylko na pojazdy obecne na misji od samego początku (postawione w edytorze).</Polish>
<Spanish>Sincronizar con vehiculos y jugadores. Distribuirá llaves personalizadas a los jugadores para todos los vehículos sincronizados. Solo valido para objetos presentes al inicio de la mision.</Spanish>
<German>Synchronisiere mit Fahrzeugen und Spielern. Wird eigene Schlüssel an Spieler für jedes synchronisierte Fahrzeuge aushändigen. Nur gültig für am Missionsstart existierende Fahrzeuge.</German>
<Czech>Synchronizuj s vozidly a hráči. Hráč dostane klíč ke každému synchonizovanému vozidlu. Platné pouze pro objekty přítomné na začátku mise.</Czech>
<Portuguese>Sincronizar com veículos e jogadores. Irá distribuir chaves personalizadas para os jogadores para cada veículo sincronizado. Só é válido para objetos presentes no início da missão.</Portuguese>
<French>Synchronise avec les véhicules et les joueurs. Distribue les clés aux joueurs pour chaque véhicule synchronisé. Uniquement valide pour les objects présent au démarrage.</French>
<Hungarian>Szinkronizál a járművekkel és játékosokkal. Egyedi kulcsokat oszt ki a játékosoknak minden szinkronizált járműhöz. Csak a küldetés indításakor jelenlévő járművekhez érvényes.</Hungarian>
<Russian>Синхронизируйте с транспортом и игроком. Это выдаст игроку ключи от всех синхронизированных транспортных средств. Работает только для объектов, присутствующих на старте миссии</Russian>
<Italian>Sincronizza con veicoli e giocatori. Distribuirà chiavi ai giocatori per ogni veicolo sincronizzato. Valido solo per oggetti presenti ad inizio missione.</Italian>
</Key>
</Package>
</Project>
</Project>