Merge branch 'master' into artilleryTables

This commit is contained in:
PabstMirror 2019-09-03 19:14:17 -05:00
commit f5aa320ee6
35 changed files with 522 additions and 267 deletions

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@ -1,25 +0,0 @@
**Arma 3 Version:** `x.xx` (stable / rc / dev)
**CBA Version:** `3.x.x` (stable / dev + commit hash)
**ACE3 Version:** `3.x.x` (stable / dev + commit hash)
**Mods:**
```
- CBA_A3
- ace
```
**Description:**
- Add a detailed description of the error. This makes it easier for us to fix the issue.
**Steps to reproduce:**
- Add the steps needed to reproduce the issue.
**Where did the issue occur?**
- Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal
**Additional information:**
- Provide any additional information that will help us solve this issue.
**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 Options and select "ACE Debug To Clipboard", this will print extensive debug information to the RPT file and copy it to clipboard.

46
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
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@ -0,0 +1,46 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: kind/bug
assignees: ''
---
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: bug
assignees: ''
---
**Mods (complete and add to the following information):**
- **Arma 3:** `x.xx` [e.g. 1.00 stable, rc, dev]
- **CBA:** `3.x.x` [e.g. 3.0.0 stable, commit hash]
- **ACE3:** `3.x.x` [eg. 3.0.0 stable, commit hash]
_Make sure to reproduce the issue with only CBA and ACE3 on a newly created mission!_
**Description:**
A clear and concise description of what the bug is.
**Steps to reproduce:**
- Go to ...
- Click ...
- See ...
**Expected behavior:**
A clear and concise description of what you expected to happen.
**Where did the issue occur?**
- Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal
**Log Files:**
- Link to ([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).
**Additional context:**
Add any other context about the problem here.
**Screenshots:**
If applicable, add screenshots to help explain your problem.

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@ -0,0 +1,12 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: kind/feature request, status/invalid
assignees: ''
---
### Do not post feature requests here!
Learn how to make a feature request [here](https://ace3mod.com/wiki/user/how-to-make-a-feature-request.html).

10
.github/ISSUE_TEMPLATE/todo.md vendored Normal file
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@ -0,0 +1,10 @@
---
name: Todo
about: Create simple todo for this project
title: ''
labels: ''
assignees: ''
---

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@ -47,6 +47,7 @@ Arkhir <wonsz666@gmail.com >
Asgar Serran <piechottaf@web.de>
BaerMitUmlaut
Bamse <bamsis@gmail.com>
Barman75
Bla1337
BlackPixxel <blackpixxel96@gmail.com>
BlackQwar

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@ -63,7 +63,7 @@ if (_resetGunList) then {
["7.62x51mm M993" , 912, 100, 0.0803840, -0.00109390, 7.62, 0, 2, 10, 120, 0, 0, 8.230, 7.82, 25.40, 0.359, 1, "ICAO", [[-15,893],[0,900],[10,907],[15,912],[25,926],[30,935],[35,946]] , [[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]], true],
["7.62x51mm Subsonic", 314, 100, 0.3344490, -0.00060194, 6.86, 0, 2, 10, 120, 0, 0, 12.96, 7.82, 25.40, 0.502, 1, "ICAO", [[-15,312],[0,313],[10,314],[15,314],[25,316],[30,317],[35,318]] , [[0, 0.303], [250, 0.409], [320, 0.427], [420, 0.445], [550, 0.460], [650, 0.467], [730, 0.470]], true],
["7.62x39mm" , 708, 100, 0.1066160, -0.00154815, 7.62, 0, 2, 10, 120, 0, 0, 7.970, 7.82, 25.40, 0.275, 1, "ICAO", [[-15,689],[0,696],[10,703],[15,708],[25,722],[30,731],[35,742]] , [[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]], true],
["7.62x39mm" , 715, 100, 0.104782, -0.00154815, 7.62, 0, 2, 10, 120, 0, 0, 7.970, 7.92, 24.00, 0.275, 1, "ICAO", [[-15,696],[0,703],[10,710],[15,715],[25,729],[30,738],[35,749]] , [[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]], true],
["6.5x39mm" , 766, 100, 0.0872025, -0.00077363, 6.35, 0, 2, 10, 120, 0, 0, 7.970, 6.71, 22.86, 0.524, 1, "ICAO", [[-15,747],[0,754],[10,761],[15,766],[25,780],[30,789],[35,800]] , [[0, 0.525], [910, 0.520], [1050, 0.515], [1270, 0.506], [1390, 0.503], [1570, 0.500], [1770, 0.498]], true],
["6.5x47mm Lapua" , 767, 100, 0.0868248, -0.00069003, 6.35, 0, 2, 10, 120, 0, 0, 9.007, 6.71, 22.86, 0.577, 1, "ICAO", [[-15,748],[0,755],[10,762],[15,767],[25,781],[30,790],[35,801]] , [[0, 0.578], [970, 0.574], [1140, 0.569], [1430, 0.557], [1610, 0.553], [1750, 0.551], [1860, 0.550]], true],
@ -76,7 +76,7 @@ if (_resetGunList) then {
["5.56x45mm Mk318" , 872, 100, 0.0814490, -0.00125880, 7.11, 0, 2, 10, 120, 0, 0, 4.018, 5.70, 17.78, 0.307, 1, "ASM" , [[-15,853],[0,860],[10,867],[15,872],[25,886],[30,895],[35,906]] , [[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]], true],
["5.56x45mm M995" , 861, 100, 0.0825279, -0.00126182, 7.11, 0, 2, 10, 120, 0, 0, 4.536, 5.70, 17.78, 0.310, 1, "ASM" , [[-15,842],[0,849],[10,856],[15,861],[25,875],[30,884],[35,895]] , [[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]], true],
["5.45x39mm 7N6M" , 727, 100, 0.0802286, -0.00119458, 3.81, 0, 2, 10, 120, 0, 0, 3.428, 5.59, 16.00, 0.336, 1, "ICAO", [[-15,708],[0,715],[10,722],[15,727],[25,741],[30,750],[35,761]], [[0, 0.339], [730, 0.331], [960, 0.323], [1100, 0.321], [1220, 0.320], [1380, 0.320], [1480, 0.320]], true]];
["5.45x39mm 7N6M" , 735, 100, 0.0784916, -0.00119458, 3.81, 0, 2, 10, 120, 0, 0, 3.43, 5.6, 16.00, 0.336, 1, "ICAO", [[-15,716],[0,723],[10,730],[15,735],[25,749],[30,758],[35,769]], [[0, 0.339], [730, 0.331], [960, 0.323], [1100, 0.321], [1220, 0.320], [1380, 0.320], [1480, 0.320]], true]];
[] call FUNC(clear_user_data);
profileNamespace setVariable ["ACE_ATragMX_gunList", GVAR(gunList)];

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@ -67,18 +67,18 @@ class CfgAmmo {
class ACE_B_556x45_Ball_Tracer_Dim: B_556x45_Ball_Tracer_Red {
nvgOnly = 1;
};
class B_545x39_Ball_F : BulletBase {
airFriction=-0.00119458;
ACE_caliber=5.588;
ACE_bulletLength=21.59;
ACE_bulletMass=3.42792;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.168};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ICAO";
ACE_dragModel=7;
ACE_muzzleVelocities[]={735, 883, 892};
ACE_barrelLengths[]={206.5, 414.02, 508.0};
class B_545x39_Ball_F: BulletBase {
airFriction = -0.001195;
ACE_caliber = 5.6; // https://bobp.cip-bobp.org/uploads/tdcc/tab-i/5-45-x-39-en.pdf
ACE_bulletLength = 21.59;
ACE_bulletMass = 3.43;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.168};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 7;
ACE_muzzleVelocities[] = {743, 848, 891, 900}; // at 21°C, at 15°C {735, 840, 883, 892} according with the AKS initSpeed
ACE_barrelLengths[] = {210, 314, 415, 508.0}; // respectively {AKS74U / AK105,AK12K / AK74 / default}
};
class B_56x15_dual: BulletBase {
tracerScale = 0.5;
@ -337,18 +337,18 @@ class CfgAmmo {
ACE_muzzleVelocities[]={735, 770, 809, 838};
ACE_barrelLengths[]={406.4, 508.0, 604.5, 736.6};
};
class B_762x39_Ball_F : BulletBase {
airFriction=-0.00154815;
ACE_caliber=7.823;
ACE_bulletLength=28.956;
ACE_bulletMass=7.9704;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.275};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ICAO";
ACE_dragModel=1;
ACE_muzzleVelocities[]={650, 716, 750};
ACE_barrelLengths[]={254.0, 414.02, 508.0};
class B_762x39_Ball_F: BulletBase {
airFriction = -0.001548;
ACE_caliber = 7.92; // https://bobp.cip-bobp.org/uploads/tdcc/tab-i/7-62-x-39-en.pdf
ACE_bulletLength = 28.956;
ACE_bulletMass = 7.97;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.275};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {658, 678, 723, 743, 753}; // at 21°C, at 15°C {650, 670, 715, 735, 745} according with the AKM,AK12,AK12U,RPK initSpeed
ACE_barrelLengths[] = {254, 314, 415, 520, 590}; // respectively {default / AK104,AK15K / AK47,AKM,AK103,AK15 / SKS / RPK}
};
class B_9x21_Ball : BulletBase {
airFriction=-0.00211064;

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@ -58,7 +58,7 @@ class CfgMagazines {
};
class 30Rnd_545x39_Mag_F: CA_Magazine {
initSpeed = 735;
initSpeed = 735; // default BI value according with the ACE_muzzleVelocities at 15°C
};
class 30Rnd_556x45_Stanag: CA_Magazine {
@ -120,7 +120,7 @@ class CfgMagazines {
};
class 30Rnd_762x39_Mag_F: CA_Magazine {
initSpeed = 716;
initSpeed = 715; // default BI value according with the ACE_muzzleVelocities at 15°C
};
class 20Rnd_762x51_Mag: CA_Magazine {

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@ -143,6 +143,9 @@ class CfgWeapons {
// M14
class DMR_06_base_F: Rifle_Long_Base_F {
ACE_barrelLength = 558.8;
ACE_barrelTwist = 304.8;
initSpeed = -0.999395;
class Single: Mode_SemiAuto {
dispersion = MOA_TO_RAD(0.81);
};
@ -152,6 +155,12 @@ class CfgWeapons {
};
};
class DMR_06_hunter_base_F: DMR_06_base_F {
class Single: Single {
dispersion = MOA_TO_RAD(0.81);
};
};
// MX LSW
class arifle_MX_SW_F: arifle_MX_Base_F {
magazines[] = {
@ -261,11 +270,6 @@ class CfgWeapons {
// Stoner 99 LMG
class LMG_Mk200_F: Rifle_Long_Base_F {
magazines[] = {
"200Rnd_65x39_cased_Box",
"200Rnd_65x39_cased_Box_Tracer",
"ACE_200Rnd_65x39_cased_Box_Tracer_Dim"
};
initSpeed = -0.999327;
ACE_barrelTwist = 177.8;
ACE_barrelLength = 317.5;
@ -356,23 +360,47 @@ class CfgWeapons {
// AKS
class arifle_AKS_base_F: Rifle_Base_F {
initSpeed = -1.0;
ACE_barrelTwist = 160.02;
ACE_barrelLength = 206.5;
initSpeed = -1; // 735 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 160;
ACE_barrelLength = 210;
};
// AKM
class arifle_AKM_base_F: Rifle_Base_F {
initSpeed = -1.0;
ACE_barrelTwist = 199.898;
ACE_barrelLength = 414.02;
initSpeed = -1; // 715 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 240;
ACE_barrelLength = 415;
};
// AK12
// AK15,AK15K,RPK (AK12)
class arifle_AK12_base_F: Rifle_Base_F {
initSpeed = -1.0;
ACE_barrelTwist = 199.898;
ACE_barrelLength = 414.02;
initSpeed = -1; // 715 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 240;
ACE_barrelLength = 415;
};
class arifle_AK12U_base_F: arifle_AK12_base_F {
initSpeed = -0.937063; // 715*0.937063= 670 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 240;
ACE_barrelLength = 314;
};
class arifle_RPK12_base_F: arifle_AK12_base_F {
initSpeed = -1.041958; // 715*1.041958= 745 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 240;
ACE_barrelLength = 590;
};
// MSBS GROT (Promet)
class arifle_MSBS65_base_F: Rifle_Base_F {
initSpeed = -0.971576; // 774*0.971576= 752 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 228.6;
ACE_barrelLength = 406.4; // 16"
};
class arifle_MSBS65_Mark_base_F: arifle_MSBS65_base_F {
initSpeed = -1.007752; // 774*1.007752= 780 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelLength = 508; // 20"
};
// QBZ-95-1
@ -790,23 +818,6 @@ class CfgWeapons {
ACE_barrelLength = 620.014;
};
// M14
class srifle_DMR_06_camo_F: DMR_06_base_F {
magazines[] = {
"20Rnd_762x51_Mag",
"ACE_20Rnd_762x51_Mag_Tracer",
"ACE_20Rnd_762x51_Mag_Tracer_Dim",
"ACE_20Rnd_762x51_Mk316_Mod_0_Mag",
"ACE_20Rnd_762x51_M118LR_Mag",
"ACE_20Rnd_762x51_Mk319_Mod_0_Mag",
"ACE_20Rnd_762x51_M993_AP_Mag",
"ACE_20Rnd_762x51_Mag_SD"
};
initSpeed = -0.999395;
ACE_barrelTwist = 304.8;
ACE_barrelLength = 558.8;
};
// HK121
class MMG_01_hex_F: MMG_01_base_F {
initSpeed = -0.985613;

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@ -312,7 +312,7 @@ addMissionEventHandler ["PlayerViewChanged", {
if (isNull player) exitWith {true};
private _UAV = getConnectedUAV player;
if (!alive player) then {_UAV = objNull;};
private _position = (UAVControl _UAV) param [1, ""];
private _position = [player] call FUNC(getUavControlPosition);
private _seatAI = objNull;
private _turret = [];
switch (toLower _position) do {

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@ -22,52 +22,62 @@
<German>Wahrscheinlichkeit aufzuwachen</German>
<Japanese>気絶から覚醒する可能性</Japanese>
<Russian>Шанс очнуться при потере сознания</Russian>
<French>Chance de reprendre connaissance</French>
</Key>
<Key ID="STR_ACE_Medical_SpontaneousWakeUpChance_Description">
<English>The probablity that a unit with stable vitals will wake up from unconsciousness (checked every 15 seconds).</English>
<German>Wahrscheinlichkeit, dass eine bewusstlose Person mit stabilen Vitalwerten wieder aufwacht ()Überprüfung alle 15 Sekunden)</German>
<Japanese>安定状態にある人が覚醒する確率です。(15 秒毎に確認)</Japanese>
<Russian>Вероятность, что стабилизированный юнит очнется от потери сознания (Проверяется каждые 15 сек)</Russian>
<French>La probabilité pour qu'une unité en état stable puisse reprendre conscience (état vérifié toutes les 15 secondes).</French>
</Key>
<Key ID="STR_ACE_Medical_Limping_DisplayName">
<English>Limping</English>
<Russian>Хромота</Russian>
<Japanese>跛行</Japanese>
<French>Boitement</French>
</Key>
<Key ID="STR_ACE_Medical_Limping_Description">
<English>Limp when unit has leg wounds...(todo)</English>
<Russian>Хромота, когда юнит имеет ранения ног...</Russian>
<Japanese>足を負傷時に引きずって歩くようにします・・・(TODO)</Japanese>
<French>Une unité boite si elle est blessée à la jambe... (TODO)</French>
</Key>
<Key ID="STR_ACE_Medical_Limping_LimpOnOpenWounds">
<English>Limp on open wounds</English>
<Russian>Хромота при открытых ранах</Russian>
<Japanese>創傷開放時に跛行</Japanese>
<French>Boiter si plaies ouvertes</French>
</Key>
<Key ID="STR_ACE_Medical_Limping_LimpRequiresStitching">
<English>Limp on open or bandaged wounds</English>
<Russian>Хромота при открытых или забинтованых ранах</Russian>
<Japanese>負傷時は引きずって歩くようにします</Japanese>
<French>Boiter si plaies ouvertes ou pansées</French>
</Key>
<Key ID="STR_ACE_Medical_Fractures_DisplayName">
<English>Fractures</English>
<Russian>Переломы</Russian>
<Japanese>骨折</Japanese>
<French>Fractures</French>
</Key>
<Key ID="STR_ACE_Medical_Fractures_Description">
<English>Limp fractures... (todo)</English>
<Russian>Хромота при переломах...</Russian>
<Japanese>骨折時は引きずって歩くようにします・・・ (TODO)</Japanese>
<French>Une unité boite en cas de fracture... (TODO)</French>
</Key>
<Key ID="STR_ACE_Medical_Fractures_SplintHealsFully">
<English>Splints fully heal fractures</English>
<Russian>Шины полностью лечат перелом</Russian>
<Japanese>添え木で骨折完治</Japanese>
<French>Les attelles guérissent complètement les fractures</French>
</Key>
<Key ID="STR_ACE_Medical_Fractures_SplintHasEffects">
<English>Splints heal (but cannot sprint)</English>
<Russian>Шины вылечивают, но не дают бегать</Russian>
<Japanese>添え木で治療しますが、走れません</Japanese>
<French>Les attelles guérissent les fractures, mais empêchent de courir</French>
</Key>
<Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_DisplayName">
<English>Remote Controlled AI</English>
@ -76,7 +86,7 @@
<Portuguese>IA controlada remotamente</Portuguese>
<Polish>Zdalnie sterowane AI</Polish>
<Czech>Vzdáleně ovládané AI</Czech>
<French>Contrôle à distance des IA</French>
<French>IA contrôlées à distance</French>
<Hungarian>Távvezérelt AI</Hungarian>
<Russian>Зевса считать ботом</Russian>
<Italian>IA Controllate in Remoto</Italian>
@ -92,7 +102,7 @@
<Portuguese>Tratar unidades remotamente controladas como IA?</Portuguese>
<Polish>Traktuj jednostki zdalnie sterowane (przez Zeusa) jako AI, nie jako graczy?</Polish>
<Czech>Ošetřit vzdáleně ovládané jednotky jako AI, ne jako hráče?</Czech>
<French>Soigner les unitées controlées à distance comme des IA et non comme des joueurs?</French>
<French>Définit si les unités contrôlées à distance sont traitées comme des IA, et non comme des joueurs.</French>
<Hungarian>Távvezérelt egységek AI-ként, nem játékosként való kezelése?</Hungarian>
<Russian>Обрабатывать дистанционно управляемых юнитов как ботов, а не как игроков?</Russian>
<Italian>Considera le unità controllate in remoto come IA e non come giocatori?</Italian>
@ -125,7 +135,7 @@
<German>Lässt eine Einheit bewusstlos werden anstatt zu sterben</German>
<Czech>Jednotka upadne do bezvědomí namísto smrti</Czech>
<Portuguese>Fazer a unidade ficar inconsciente invés de morrer</Portuguese>
<French>Forcer l'inconscience au lieu de la mort instantanée</French>
<French>Force une unité à perdre connaissance, au lieu de mourir sur le coup.</French>
<Hungarian>Egy egység kerüljön eszméletlen állapotba a halott helyett</Hungarian>
<Italian>Imposta un'unità come incosciente invece di morta</Italian>
<Japanese>ユニットの即死を防止するために、気絶へ移行させます</Japanese>
@ -141,7 +151,7 @@
<German>Aktiviert ein Sanitätssystem für Spieler und KI.</German>
<Czech>Poskytuje zdravotní systém pro hráče a AI.</Czech>
<Portuguese>Proporciona o sistema médico para os jogadores e a IA.</Portuguese>
<French>Fourni un système médical pour les joueurs et les IA.</French>
<French>Fournit un système médical à la fois pour les joueurs, et pour les IA.</French>
<Hungarian>Egy orvosi rendszert ad játékosok és AI-k számára.</Hungarian>
<Italian>Fornisce un sistema medico sia per giocatori che IA.</Italian>
<Japanese>プレイヤーと AI の両方へ医療システムを提供します。</Japanese>
@ -173,7 +183,7 @@
<German>Wähle aus, welche Einheiten unter das erweiterte Sanitätssystem fallen</German>
<Czech>Vyberte, pro jaké jednotky bude pokročilý zdravotní systém povolen</Czech>
<Portuguese>Selecione quais unidades o sistema médico avançado será habilitado</Portuguese>
<French>Sélectionne pour quelles unités les soins avancés seront activés</French>
<French>Sélectionne pour quelles unités les soins avancés seront actifs.</French>
<Hungarian>Kiválasztható, mely egységek számára legyen engedélyezve a fejlett orvosi rendszer</Hungarian>
<Italian>Seleziona per quali unità verrà abilitato i sistema medico avanzato</Italian>
<Japanese>選択されたユニットが、アドバンスド医療が使えるようになります</Japanese>
@ -189,7 +199,7 @@
<German>Nur Spieler</German>
<Czech>Pouze hráči</Czech>
<Portuguese>Somente jogadores</Portuguese>
<French>Joueur uniquement</French>
<French>Joueurs uniquement</French>
<Hungarian>Csak játékosok</Hungarian>
<Italian>Solo giocatori</Italian>
<Japanese>プレイヤーのみ</Japanese>
@ -221,7 +231,7 @@
<German>Fahrzeugunfälle</German>
<Czech>Poškození z kolize</Czech>
<Portuguese>Batidas de veículos</Portuguese>
<French>Accident en véhicule</French>
<French>Accidents en véhicule</French>
<Hungarian>Járműbalesetek</Hungarian>
<Italian>Schianto Veicoli</Italian>
<Japanese>車両の衝突</Japanese>
@ -237,7 +247,7 @@
<German>Verursacht ein Fahrzeugunfall Verletzungen</German>
<Czech>Dostane jednotka poškození při autonehodě?</Czech>
<Portuguese>As unidades recebem dano de uma batida de veículo?</Portuguese>
<French>Les unités subissent des dégats lors d'accident</French>
<French>Définit si les unités subissent des dégâts en cas d'accidents en véhicule.</French>
<Hungarian>Sérülnek-e az egységek autós ütközés során?</Hungarian>
<Italian>Le unità sostengono danni da incidenti con veicoli?</Italian>
<Japanese>ユニットは車両の衝突による損傷を受けるようにしますか?</Japanese>
@ -254,7 +264,7 @@
<Portuguese>Curar hitpoints</Portuguese>
<Czech>Léčit hitponty</Czech>
<Italian>Cura Hitpoints</Italian>
<French>Soigner les blessures</French>
<French>Guérir les blessures</French>
<Japanese>ヒットポイントの回復</Japanese>
<Korean>체력 회복</Korean>
<Chinesesimp>完整治疗</Chinesesimp>
@ -269,7 +279,7 @@
<Portuguese>Curar totalmente hitpoints enfaixados</Portuguese>
<Czech>Heal fully bandaged hitpoints</Czech>
<Italian>Cura Hitpoints completamente bendati</Italian>
<French>Soigner les plaies entièrement bandées.</French>
<French>Les plaies entièrement bandées seront guéries.</French>
<Japanese>包帯によりヒットポイントを完全に回復する</Japanese>
<Korean>붕대를 감아서 체력을 회복</Korean>
</Key>
@ -278,7 +288,7 @@
<German>Behandlungseinstellungen der Standard ACE-Medizin konfigurieren</German>
<Spanish>Configure las opciones de tratamiento del sistema médico básico de ACE</Spanish>
<Polish>Skonfiguruj ustawienia leczenia podstawowego systemu medycznego ACE</Polish>
<French>Configure les réglages de traitement dans ACE médical basique</French>
<French>Configurer les paramètres de traitement à partir de 'ACE médical basique'.</French>
<Italian>Configura le impostazioni trattamenti per ACE Medical di base</Italian>
<Portuguese>Configura as opções de tratamento do sistema médico básico do ACE</Portuguese>
<Russian>Настройка лечения в базовой медицинской системе ACE</Russian>
@ -360,6 +370,7 @@
<Korean>뚜껑 열기</Korean>
<Polish>Otwórz pokrywę</Polish>
<Russian>Открыть крышку</Russian>
<French>Ouvrir le couvercle</French>
</Key>
<Key ID="STR_ACE_Medical_closeLid">
<English>Close lid</English>
@ -371,6 +382,7 @@
<Korean>뚜껑 닫기</Korean>
<Polish>Zamknij pokrywę</Polish>
<Russian>Закрыть крышку</Russian>
<French>Fermer le couvercle</French>
</Key>
</Package>
</Project>

View File

@ -6,12 +6,14 @@
<German>Sanitäts KI</German>
<Japanese>AI 衛生兵</Japanese>
<Russian>ИИ Медик</Russian>
<French>Médecine IA</French>
</Key>
<Key ID="STR_ACE_medical_ai_enableFor_desc">
<English>AI will respond to injury and unconsciousness</English>
<German>KI reagiert auf Verletzungen und Bewusstlosigkeit</German>
<Japanese>AI が負傷者と気絶している人に対して行動するようになります。</Japanese>
<Russian>ИИ будет реагировать на травмы и потерю сознания</Russian>
<French>Les unités IA seront sensibles aux blessures, ainsi qu'à la perte de connaissance.</French>
</Key>
<Key ID="STR_ACE_medical_ai_enabledFor_OnlyServerAndHC">
<English>Only Server and HC</English>
@ -20,7 +22,7 @@
<Russian>Только сервер и HC</Russian>
<Japanese>サーバーと HC のみ</Japanese>
<Polish>Tylko serwer i HC</Polish>
<French>Seulement sur le server ou le HC</French>
<French>Seulement sur le serveur ou le HC</French>
<Italian>Solo Server e HC</Italian>
<Chinesesimp>只在伺服器或无头客户端</Chinesesimp>
<Chinese>只在伺服器或無頭客戶端</Chinese>

View File

@ -20,7 +20,7 @@
<German>Aktiviere Blutspritzer</German>
<Korean>피흘리기 활성화</Korean>
<Polish>Włącz ślady krwi na ziemi</Polish>
<French>Active les gouttes de sang</French>
<French>Activer gouttes de sang</French>
<Italian>Abilita Perdite di Sangue</Italian>
<Chinesesimp>开启血液滴落效果</Chinesesimp>
<Chinese>開啟血液滴落效果</Chinese>
@ -29,22 +29,32 @@
<Key ID="STR_ACE_Medical_Blood_EnabledFor_Description">
<English>Enables the creation of blood drops when units are bleeding or take damage.</English>
<Japanese>ユニットが出血かダメージを受けた時に、血痕を残すようにします。</Japanese>
<French>Si une unité saigne, elle laissera des traces de sang derrière elle.</French>
<Russian>Разрешает создание капель крови при кровотечении или получении урона</Russian>
</Key>
<Key ID="STR_ACE_Medical_Blood_MaxBloodObjects_DisplayName">
<English>Max Blood Objects</English>
<Japanese>最大血痕数</Japanese>
<French>Quantité sang affiché</French>
<Russian>Макс. кол-во капель крови</Russian>
</Key>
<Key ID="STR_ACE_Medical_Blood_MaxBloodObjects_Description">
<English>Sets the maximum number of blood drop objects which can be spawned, excessive amounts can cause FPS lag.</English>
<Japanese>生成される血痕オブジェクト数を設定できます。極端に増やすと FPS ラグを引き起こします。</Japanese>
<French>Définit le nombre maximal de traces de sangs pouvant être affichées.\nUne quantité excessive peut engendrer une baisse de FPS.</French>
<Russian>Задает макс. количество создаваемых объектов капель крови. Чрезмерное количество может вызвать задержку FPS</Russian>
</Key>
<Key ID="STR_ACE_Medical_Blood_BloodLifetime_DisplayName">
<English>Blood Lifetime</English>
<Japanese>血痕の寿命</Japanese>
<French>Durée d'affichage du sang</French>
<Russian>Время жизни капель крови</Russian>
</Key>
<Key ID="STR_ACE_Medical_Blood_BloodLifetime_Description">
<English>Controls the lifetime of blood drop objects.</English>
<Japanese>血痕オブジェクトの寿命を決定します。</Japanese>
<French>Définit la durée d'affichage des traces de sang</French>
<Russian>Управляет временем жизни объектов капель крови.</Russian>
</Key>
<Key ID="STR_ACE_Medical_Blood_OnlyPlayers">
<English>Only Players</English>

View File

@ -4,25 +4,33 @@
<Key ID="STR_ACE_Medical_Damage_PlayerDamageThreshold_DisplayName">
<English>Player Critical Damage Threshold</English>
<Japanese>プレイヤーのクリティカル ダメージしきい値</Japanese>
<French>Seuil de dégât critique du joueur</French>
<Russian>Порог критического урона игрока</Russian>
</Key>
<Key ID="STR_ACE_Medical_Damage_PlayerDamageThreshold_Description">
<English>Sets the amount of damage a player can receive before going unconscious.</English>
<Japanese>プレイヤーが気絶になる前に受けられるダメージ量を決定できます。</Japanese>
<French>Définit la quantité de dégâts qu'un joueur peut subir avant de perdre connaissance.</French>
<Russian>Устанавливает количество урона, которое может получить игрок, прежде чем потеряет сознание.</Russian>
</Key>
<Key ID="STR_ACE_Medical_Damage_AIDamageThreshold_DisplayName">
<English>AI Critical Damage Threshold</English>
<Japanese>AI のクリティカル ダメージしきい値</Japanese>
<French>Seuil de dégât critique de l'IA</French>
<Russian>Порог критического урона AI</Russian>
</Key>
<Key ID="STR_ACE_Medical_Damage_AIDamageThreshold_Description">
<English>Sets the amount of damage an AI unit can receive before going unconscious.</English>
<Japanese>AI が気絶になる前に受けられるダメージ量を決定できます。</Japanese>
<French>Définit la quantité de dégâts qu'une unité IA peut subir avant de perdre connaissance.</French>
<Russian>Устанавливает количество урона, которое может получить ИИ, прежде чем потеряет сознание.</Russian>
</Key>
<Key ID="STR_ACE_Medical_Damage_Abrasion">
<English>Scrape</English>
<German>Kratzer</German>
<Italian>Scorticatura</Italian>
<Russian>Ссадина</Russian>
<French>Eraflure</French>
<French>Écorchure</French>
<Polish>Draśnięcie</Polish>
<Spanish>Arañazo</Spanish>
<Hungarian>Horzsolás</Hungarian>
@ -36,7 +44,7 @@
<German>Kleiner Kratzer</German>
<Italian>Minima Scorticatura</Italian>
<Russian>Малая ссадина</Russian>
<French>Petite éraflure</French>
<French>Petite écorchure</French>
<Polish>Pomniejsze draśnięcie</Polish>
<Spanish>Arañazo menor</Spanish>
<Hungarian>Kis horzsolás</Hungarian>
@ -50,7 +58,7 @@
<German>Mittlerer Kratzer</German>
<Italian>Media Scorticatura</Italian>
<Russian>Средняя ссадина</Russian>
<French>Moyenne éraflure</French>
<French>Moyenne écorchure</French>
<Polish>Średnie draśnięcie</Polish>
<Spanish>Arañazo medio</Spanish>
<Hungarian>Közepes horzsolás</Hungarian>
@ -64,7 +72,7 @@
<German>Großer Kratzer</German>
<Italian>Alta Scorticatura</Italian>
<Russian>Большая ссадина</Russian>
<French>Grande éraflure</French>
<French>Grande écorchure</French>
<Polish>Duże draśnięcie</Polish>
<Spanish>Arañazo severo</Spanish>
<Hungarian>Nagy horzsolás</Hungarian>
@ -162,7 +170,7 @@
<German>Mittlere Prellung</German>
<Italian>Media Contusione</Italian>
<Russian>Средний ушиб</Russian>
<French>Hématome moyen</French>
<French>Moyen hématome</French>
<Polish>Średnie stłuczenie</Polish>
<Spanish>Contusión media</Spanish>
<Hungarian>Közepes zúzódás</Hungarian>
@ -176,7 +184,7 @@
<German>Große Prellung</German>
<Italian>Alta Contusione</Italian>
<Russian>Большой ушиб</Russian>
<French>Hématome important</French>
<French>Grand Hématome</French>
<Polish>Duże stłuczenie</Polish>
<Spanish>Contusión severa</Spanish>
<Hungarian>Nagy zúzódás</Hungarian>
@ -204,7 +212,7 @@
<German>Kleine Quetschverletzung</German>
<Italian>Minimo Tessuto Schiacciato</Italian>
<Russian>Малая компрессионная травма</Russian>
<French>Tissu écrasé léger</French>
<French>Tissu légèrement écrasé</French>
<Polish>Pomniejsze zgniecienie tkanek miękkich</Polish>
<Spanish>Tejido triturado menor</Spanish>
<Hungarian>Kis zúzott szövet</Hungarian>
@ -218,7 +226,7 @@
<German>Mittlere Quetschverletzung</German>
<Italian>Medio Tessuto Schiacciato</Italian>
<Russian>Средняя компрессионная травма</Russian>
<French>Tissu écrasé moyen</French>
<French>Tissu moyennement écrasé</French>
<Polish>Średnie zgniecienie tkanek miękkich</Polish>
<Spanish>Tejido triturado medio</Spanish>
<Hungarian>Közepes zúzott szövet</Hungarian>
@ -232,7 +240,7 @@
<German>Große Quetschverletzung</German>
<Italian>Alto Tessuto Schiacciato</Italian>
<Russian>Большая компрессионная травма</Russian>
<French>Tissu écrasé large</French>
<French>Tissu fortement écrasé</French>
<Polish>Duże zgniecienie tkanek miękkich</Polish>
<Spanish>Tejido triturado severo</Spanish>
<Hungarian>Nagy zúzött szövet</Hungarian>
@ -277,7 +285,7 @@
<Polish>Średnia rana cięta</Polish>
<Spanish>Corte mediano</Spanish>
<Hungarian>Közepes vágás</Hungarian>
<French>Moyenne coupure</French>
<French>Coupure moyenne</French>
<Portuguese>Corte médio</Portuguese>
<Czech>Střední řezná rána</Czech>
<Japanese>中くらいの切り傷</Japanese>
@ -303,7 +311,7 @@
<Italian>Strappo</Italian>
<Russian>Рваная рана</Russian>
<Polish>Rozerwanie skóry</Polish>
<French>Déchirure</French>
<French>Lacération</French>
<Spanish>Desgarro</Spanish>
<Hungarian>Szakadás</Hungarian>
<Portuguese>Ruptura</Portuguese>
@ -317,7 +325,7 @@
<Italian>Piccolo Strappo</Italian>
<Russian>Малая рваная рана</Russian>
<Polish>Pomniejsze rozerwanie skóry</Polish>
<French>Petite Déchirure</French>
<French>Petite lacération</French>
<Spanish>Desgarro menor</Spanish>
<Hungarian>Kis szakadás</Hungarian>
<Portuguese>Ruptura leve</Portuguese>
@ -333,7 +341,7 @@
<Polish>Średnie rozerwanie skóry</Polish>
<Spanish>Desgarro medio</Spanish>
<Hungarian>Közepes szakadás</Hungarian>
<French>Moyenne déchirure</French>
<French>Moyenne lacération</French>
<Portuguese>Ruptura média</Portuguese>
<Czech>Střední tržná rána</Czech>
<Japanese>中くらいの裂傷</Japanese>
@ -347,7 +355,7 @@
<Polish>Duże rozerwanie skóry</Polish>
<Spanish>Desgarro severo</Spanish>
<Hungarian>Nagy szakadás</Hungarian>
<French>Large déchirure</French>
<French>Grande lacération</French>
<Portuguese>Ruptura grave</Portuguese>
<Czech>Velká tržná rána</Czech>
<Japanese>大きな裂傷</Japanese>
@ -359,7 +367,7 @@
<Italian>Velocità Ferita</Italian>
<Russian>Огнестрельная рана</Russian>
<Polish>Rana postrzałowa</Polish>
<French>Blessure de vélocité</French>
<French>Plaie pénétrante</French>
<Spanish>Herida de bala</Spanish>
<Hungarian>Lőtt seb</Hungarian>
<Portuguese>Ferimento por projétil de arma de fogo</Portuguese>
@ -375,7 +383,7 @@
<Polish>Pomniejsza rana postrzałowa</Polish>
<Spanish>Herida de bala menor</Spanish>
<Hungarian>Kis lőtt seb</Hungarian>
<French>Petite blessure de vélocité</French>
<French>Petite plaie pénétrante</French>
<Portuguese>Ferimento leve por projétil de arma de fogo</Portuguese>
<Czech>Malé střelné poranění</Czech>
<Japanese>小さな銃創</Japanese>
@ -389,7 +397,7 @@
<Polish>Średnia rana postrzałowa</Polish>
<Spanish>Herida de bala media</Spanish>
<Hungarian>Közepes lőtt seb</Hungarian>
<French>Moyenne blessure de vélocité</French>
<French>Plaie moyenne pénétrante</French>
<Portuguese>Ferimento médio por projétil de arma de fogo</Portuguese>
<Czech>Střední střelné poranění</Czech>
<Japanese>中くらいの銃創</Japanese>
@ -403,7 +411,7 @@
<Polish>Duża rana postrzałowa</Polish>
<Spanish>Herida de bala severa</Spanish>
<Hungarian>Nagy lőtt seb</Hungarian>
<French>Large blessure de vélocité</French>
<French>Grande plaie pénétrante</French>
<Portuguese>Ferimento grave por projétil de arma de fogo</Portuguese>
<Czech>Velké střelné poranění</Czech>
<Japanese>大きな銃創</Japanese>
@ -415,7 +423,7 @@
<Italian>Puntura Ferita</Italian>
<Russian>Колотая рана</Russian>
<Polish>Rana kłuta</Polish>
<French>Blessure de perforation</French>
<French>Blessure par perforation</French>
<Spanish>Herida punzante</Spanish>
<Hungarian>Szúrt seb</Hungarian>
<Portuguese>Ferimento por perfuração</Portuguese>
@ -431,7 +439,7 @@
<Polish>Pomniejsza rana kłuta</Polish>
<Spanish>Herida punzante menor</Spanish>
<Hungarian>Kis szúrt seb</Hungarian>
<French>Légère blessure de perforation</French>
<French>Petite perforation</French>
<Portuguese>Ferimento leve por perfuração</Portuguese>
<Czech>Malá bodná rána</Czech>
<Japanese>小さな刺し傷</Japanese>
@ -445,7 +453,7 @@
<Polish>Średnia rana kłuta</Polish>
<Spanish>Herida punzante media</Spanish>
<Hungarian>Közepes szúrt seb</Hungarian>
<French>Moyenne blessure de perforation</French>
<French>Moyenne perforation</French>
<Portuguese>Ferimento médio por perfuração</Portuguese>
<Czech>Střední bodná rána</Czech>
<Japanese>中くらいの刺し傷</Japanese>
@ -459,7 +467,7 @@
<Polish>Duża rana kłuta</Polish>
<Spanish>Herida punzante severa</Spanish>
<Hungarian>Nagy szúrt seb</Hungarian>
<French>Large blessure de perforation</French>
<French>Grande perforation</French>
<Portuguese>Ferimento grave por perfuração</Portuguese>
<Czech>Velká bodná rána</Czech>
<Japanese>大きな刺し傷</Japanese>

View File

@ -6,6 +6,7 @@
<German>Feedback</German>
<Japanese>フィードバック</Japanese>
<Russian>Реакция на ранения</Russian>
<French>Réaction aux blessures</French>
</Key>
<Key ID="STR_ACE_Medical_Feedback_PainEffectType_DisplayName">
<English>Pain Effect Type</English>
@ -14,7 +15,7 @@
<Russian>Визуальный эффект боли</Russian>
<Italian>Pain Effect Type</Italian>
<Spanish>Tipo de efecto de dolor</Spanish>
<French>Type d'effet de douleur</French>
<French>Effet de douleur</French>
<Hungarian>Fájdalom-effekt típusa</Hungarian>
<Portuguese>Tipo do efeito de dor</Portuguese>
<Czech>Typ bolesti - efekt</Czech>
@ -24,18 +25,22 @@
<Key ID="STR_ACE_Medical_Feedback_PainEffectType_Description">
<English>Selects the used pain effect type.</English>
<Japanese>痛みの効果の種類を選択できます。</Japanese>
<French>Permet de choisir quel effet provoque la douleur.</French>
<Russian>Выбирает тип визуализации болевого эффекта.</Russian>
</Key>
<Key ID="STR_ACE_Medical_Feedback_PainEffectType_WhiteFlashing">
<English>White Flashing</English>
<German>Weißes blinken</German>
<Japanese>白く点滅</Japanese>
<Russian>Белые вспышки</Russian>
<French>Flash blancs</French>
</Key>
<Key ID="STR_ACE_Medical_Feedback_PainEffectType_PulsingBlur">
<English>Pulsing Blur</English>
<German>Wiederkehrende Unschärfe</German>
<Japanese>ボケの強弱</Japanese>
<Russian>Пульсирующее размытие</Russian>
<French>Pulsations floues</French>
</Key>
<Container name="Settings">
<Key ID="STR_ACE_Medical_feedback_enableScreams_DisplayName">
@ -46,7 +51,7 @@
<German>Schreie aktivieren</German>
<Czech>Povolit křik</Czech>
<Portuguese>Ativar gritos</Portuguese>
<French>Activer les hurlements</French>
<French>Activer les cris</French>
<Hungarian>Kiáltások engedélyezése</Hungarian>
<Italian>Abilita Grida</Italian>
<Japanese>叫びを有効化</Japanese>
@ -62,7 +67,7 @@
<German>Aktiviere Schreie bei verletzten Einheiten</German>
<Czech>Povolit křičení zraněných jednotek</Czech>
<Portuguese>Ativa gritos para unidades feridas</Portuguese>
<French>Active les hurlements d'unités blessées</French>
<French>Si cette option est activée, les unités blessées crieront, voire hurleront sous l'effet de la douleur.</French>
<Hungarian>Engedélyezi a sérült egységek kiáltásait</Hungarian>
<Italian>Abilita Grida da parte delle unità ferite</Italian>
<Japanese>負傷したユニットを叫ぶようにします。</Japanese>

View File

@ -4,18 +4,22 @@
<Key ID="STR_ACE_Medical_GUI_SubCategory">
<English>GUI</English>
<Japanese>GUI</Japanese>
<French>GUI</French>
<Russian>Медицинский интерфейс</Russian>
</Key>
<Key ID="STR_ACE_Medical_GUI_EnableActions_DisplayName">
<English>Enable Medical Actions</English>
<German>Aktiviere Sanitätsaktionen</German>
<Japanese>医療行為を有効化</Japanese>
<Russian>Разрешить Медицинские действия</Russian>
<French>Activer actions médicales</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_EnableActions_Description">
<English>Enables medical actions for the Interaction Menu and selects their style.</English>
<German>Aktiviert die Sanitätsaktionen für das Interaktionsmenü und legt das Aussehen fest</German>
<Japanese>インタラクション メニューから選択した表示方式で医療行為をできるようになります。</Japanese>
<Russian>Включает медицинские действия для меню взаимодействия и выбирает их стиль.</Russian>
<French>Permet d'afficher les actions médicales dans le menu d'interaction, ainsi que de choisir le style visuel.</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_Selections3D">
<English>Selections (3D)</English>
@ -54,48 +58,56 @@
<German>Medizinische Selbst-Interaktionen anzeigen</German>
<Japanese>自分への医療行為を有効化</Japanese>
<Russian>Разрешить Медицинские действия на себе</Russian>
<French>Activer actions médicales sur soi-même</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_EnableSelfActions_Description">
<English>Enables medical actions for the Self Interaction Menu.</English>
<German>Medizinische Interaktionen bei Selbst-Interaktionen anzeigen</German>
<Japanese>セルフ インタラクション メニューで医療行為をできるようになります。</Japanese>
<Russian>Включает медицинские действия для меню взаимодействия с собой.</Russian>
<French>Active les actions médicales du menu d'interaction personnel.</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_EnableMedicalMenu_DisplayName">
<English>Enable Medical Menu</English>
<German>Aktiviere das Sanitätsmenü</German>
<Japanese>医療メニューを有効化</Japanese>
<Russian>Разрешить Медицинское меню</Russian>
<French>Activer menu médical</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_EnableMedicalMenu_Description">
<English>Enables the use of the Medical Menu through the keybind or interaction menu.</English>
<German>Aktiviere die Nutzung des Sanitätsmenüs durch eine Tastenkombination oder durch das Interaktionsmenü</German>
<Japanese>割り当てられたキーかインタラクション メニューから医療メニューを使えるようになります。</Japanese>
<Russian>Позволяет использовать Медицинское меню через связку клавиш или меню взаимодействия.</Russian>
<French>Permet l'utilisation du menu médical via une touche, ou via le menu d'interaction.</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_OpenAfterTreatment_DisplayName">
<English>Reopen Medical Menu</English>
<German>Sanitätsmenü wieder öffnen</German>
<Japanese>医療メニューの再使用</Japanese>
<Russian>Открывать меню после лечения</Russian>
<French>Rouvrir le menu médical</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_OpenAfterTreatment_Description">
<English>Reopen the Medical Menu after successful treatment.</English>
<German>Öffne das Sanitätsmenü nach einer Behandlung</German>
<Japanese>治療が成功した後に、再度医療メニューを開きます。</Japanese>
<Russian>Открывает Медицинское меню после успешного лечения</Russian>
<French>Réouvre le menu médical suite à l'application d'un soin.</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_MaxDistance_DisplayName">
<English>Maximum Distance</English>
<German>Maximale Entfernung</German>
<Japanese>最大距離</Japanese>
<Russian>Макс. дистанция</Russian>
<French>Distance maximale</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_MaxDistance_Description">
<English>Maximum distance from which the Medical Menu can be opened.</English>
<German>Maximale Entfernung, um das Sanitätsmenü zu öffnen.</German>
<Japanese>治療メニューを開いたままにできる最大距離を決定します。</Japanese>
<Russian>Максимальное расстояние, с которого можно открыть Медицинское меню.</Russian>
<French>Définit la distance (en mètres) à partir de laquelle il n'est plus possible d'activer le menu médical pour traiter un patient.</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_Medical">
<English>Medical</English>
@ -165,7 +177,7 @@
<Russian>Выгрузить пациента</Russian>
<German>Patient ausladen</German>
<Polish>Wyładuj pacjenta</Polish>
<French>Le patient débarque</French>
<French>Débarquer le patient</French>
<Hungarian>Sebesült kihúzása</Hungarian>
<Italian>Scarica il paziente</Italian>
<Portuguese>Descarregar Paciente</Portuguese>
@ -271,7 +283,7 @@
<German>Zeige Triagekarte</German>
<Russian>Смотреть первичную карточку</Russian>
<Spanish>Ver Triage</Spanish>
<French>Voir Carte de Triage</French>
<French>Voir Fiche de Triage</French>
<Polish>Pokaż kartę segregacyjną</Polish>
<Portuguese>Ver cartão de triagem</Portuguese>
<Czech>Zkontrolovat štítek</Czech>
@ -375,7 +387,7 @@
<English>Toggle (Self)</English>
<German>Umschalter (Selbst)</German>
<Russian>Лечить себя/другого раненого</Russian>
<French>Basculer (soi)</French>
<French>Basculer (soi-même)</French>
<Polish>Przełącz (na siebie)</Polish>
<Spanish>Alternar</Spanish>
<Portuguese>Alternar (Si mesmo)</Portuguese>
@ -616,7 +628,7 @@
<German>Er hat %2 offene Wunden (%1)</German>
<Russian>%2 открытые раны %1</Russian>
<Spanish>Hay %2 Heridas Abiertas %1</Spanish>
<French>Il y a %2 %1 blessure(s) ouverte(s)</French>
<French>Il y a %2 blessures ouvertes (%1)</French>
<Polish>Widzisz otwarte rany w ilości %2 o %1 rozmiarze</Polish>
<Portuguese>Existem %2 ferimentos abertos %1</Portuguese>
<Czech>Jsou zde %2 %1 otevřené rány</Czech>
@ -631,7 +643,7 @@
<German>Er hat 1 offene Wunde (%1)</German>
<Russian>Открытая рана %1</Russian>
<Spanish>Hay 1 Herida Abierta %1</Spanish>
<French>Il y a 1 blessure ouverte %1</French>
<French>Il y a 1 blessure ouverte (%1)</French>
<Polish>Widzisz 1 otwartą ranę o %1 rozmiarze</Polish>
<Portuguese>Existe 1 %1 ferimento aberto</Portuguese>
<Czech>Je zde 1 %1 otevřená rána</Czech>
@ -646,7 +658,7 @@
<German>Er hat eine zum Teil offene Wunde (%1)</German>
<Russian>Частично открытая рана %1</Russian>
<Spanish>Hay una herida parcial abierta %1</Spanish>
<French>Il y a une blessure partiellement ouverte %1</French>
<French>Il y a une blessure partiellement ouverte (%1)</French>
<Polish>Widzisz częściowo otwartą ranę o %1 rozmiarze</Polish>
<Portuguese>Existe um ferimento parcial aberto %1</Portuguese>
<Czech>Je zde částečně %1 otevřená rána</Czech>
@ -661,7 +673,7 @@
<German>Er hat %2 verbundene Wunden (%1)</German>
<Russian>%2 перевязанные раны %1</Russian>
<Spanish>Hay %2 Heridas %1 Vendadas</Spanish>
<French>Il y a %2 %1 blessure(s) bandée(s)</French>
<French>Il y a %2 blessures pansées (%1)</French>
<Polish>Widzisz %2 zabandażowanych ran o %1 rozmiarze</Polish>
<Portuguese>Existem %2 ferimentos %1 tratados</Portuguese>
<Czech>Jsou zde %2 %1 ovázané rány</Czech>
@ -676,7 +688,7 @@
<German>Er hat 1 verbundene Wunde (%1)</German>
<Russian>1 перевязанная рана %1</Russian>
<Spanish>Hay 1 Herida Vendada %1</Spanish>
<French>Il y a 1 %1 blessure bandée</French>
<French>Il y a 1 blessure pansée (%1)</French>
<Polish>Widzisz 1 zabandażowaną ranę o %1 rozmiarze</Polish>
<Portuguese>Existe 1 ferimento %1 tratado</Portuguese>
<Czech>Je zde 1 %1 ovázaná rána</Czech>
@ -691,7 +703,7 @@
<German>Er hat eine zum Teil verbundene Wunde (%1)</German>
<Russian>Частично перевязанная рана %1</Russian>
<Spanish>Hay una Herida parcial %1 Vendada</Spanish>
<French>Il y a %1 blessure partiellement bandée</French>
<French>Il y a 1 blessure partiellement bandée (%1)</French>
<Polish>Widzisz 1 częściowo zabandażowaną ranę o %1 rozmiarze</Polish>
<Portuguese>Existe um ferimento parcial tratado %1</Portuguese>
<Czech>Je zde částěčně %1 ovázaná rána</Czech>
@ -751,7 +763,7 @@
<German>Beinahe keine Atmung</German>
<Russian>Дыхания почти нет</Russian>
<Spanish>Casi sin respirar</Spanish>
<French>Respiration faible</French>
<French>Respiration très faible</French>
<Polish>Prawie brak oddechu</Polish>
<Portuguese>Quase sem respiração</Portuguese>
<Czech>Téměř nedýchá</Czech>
@ -810,11 +822,13 @@
<English>Fractured</English>
<Russian>Перелом</Russian>
<Japanese>骨折している</Japanese>
<French>Fracturé</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_Status_SplintApplied">
<English>Splint Applied</English>
<Russian>Наложена шина</Russian>
<Japanese>添え木が当てている</Japanese>
<French>Attelle appliquée</French>
</Key>
<!--
Strings above match Blood2 but seem to differ in some languages, determine which is best to use
@ -824,6 +838,7 @@
<German>Hat etwas Blut verloren</German>
<Japanese>いくらか失血している</Japanese>
<Russian>Небольшая кровопотеря</Russian>
<French>A perdu un peu de sang</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_Lost_Blood2">
<English>Lost a lot of blood</English>
@ -846,12 +861,14 @@
<German>Hat eine sehr große Menge Blut verloren</German>
<Japanese>かなり酷く大量失血している</Japanese>
<Russian>Огромная кровопотеря</Russian>
<French>A perdu une grande quantité de sang</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_Lost_Blood4">
<English>Lost a fatal amount of blood</English>
<German>Hat eine kritische Menge an Blut verloren</German>
<Japanese>致命的な程失血している</Japanese>
<Russian>Фатальная кровопотеря</Russian>
<French>Exsanguination</French>
</Key>
<Key ID="STR_ACE_Medical_GUI_STATUS_TOURNIQUET_APPLIED">
<English>Tourniquet [CAT]</English>
@ -873,7 +890,7 @@
<German>Nasen-Rachen-Rohr</German>
<Russian>Назотрахеальная трубка</Russian>
<Spanish>Torniquete [CAT]</Spanish>
<French>Canule Naseaupharyngée [NPA]</French>
<French>Canule Nasopharyngée [NPA]</French>
<Polish>Rurka nosowo-gardłowa [NPA]</Polish>
<Portuguese>Tubo nasofaríngeo [NPA]</Portuguese>
<Czech>Nasofaryngeální trubice [NPA]</Czech>

View File

@ -6,30 +6,35 @@
<German>Zustände</German>
<Japanese>状態</Japanese>
<Russian>Состояния</Russian>
<French>États</French>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryCondition_DisplayName">
<English>Fatal Injury Player</English>
<German>Tödliche Spielerverletzungen</German>
<Japanese>致命傷プレイヤー</Japanese>
<Russian>Смертельные ранения игрока</Russian>
<French>Blessure fatale des joueurs</French>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryCondition_Description">
<English>Controls when a player can receive a fatal injury.</English>
<German>Definiert wann ein Spieler tödliche Verletzungen bekommen kann</German>
<Japanese>プレイヤーが致命傷から蘇生できるかどうか決定します</Japanese>
<Russian>Определяет, когда игрок может получить смертельное ранение</Russian>
<French>Définit quand un joueur peut recevoir une blessure fatale.</French>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryConditionAI_DisplayName">
<English>AI Instant Death</English>
<German>Direkter Tod KI</German>
<Japanese>AI の即死</Japanese>
<Russian>Мгновенная смерть ИИ</Russian>
<French>Mort instantanée de l'IA</French>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryConditionAI_Description">
<English>Controls if AI units are able to die instantly.</English>
<German>Legt fest, ob eine KI direkt sterben kann</German>
<Japanese>AI が即死できるかどうか決定します</Japanese>
<Russian>Определяет, сможет ли ИИ мгновенно умереть</Russian>
<French>Définit si les unités IA peuvent mourir instantanément.</French>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_AIUnconsciousness_DisplayName">
<English>AI Unconsciousness</English>
@ -50,22 +55,28 @@
<Key ID="STR_ACE_Medical_Statemachine_AIUnconsciousness_Description">
<English>Allows AI to go unconscious instead of dying.</English>
<Japanese>AI が即死ではなく気絶へ移行できるかどうか決定します。</Japanese>
<French>Permet aux unités IA de perdre connaissance au lieu de mourir.</French>
<Russian>Позволяет ИИ оставаться без сознания вместо смерти.</Russian>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_CardiacArrestTime_DisplayName">
<English>Cardiac Arrest Time</English>
<German>Zeit bis zum Herzstillstand</German>
<Japanese>心停止時間</Japanese>
<Russian>Длительность остановки сердца</Russian>
<French>Durée de l'arrêt cardiaque</French>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_CardiacArrestTime_Description">
<English>Controls how long it takes to die from cardiac arrest.</English>
<Japanese>どのくらいの時間、心停止すると死亡するかを決定します。</Japanese>
<French>Définit le temps qu'il faut pour mourir d'un arrêt cardiaque.</French>
<Russian>Контролирует, сколько времени требуется, чтобы умереть от остановки сердца.</Russian>
</Key>
<Key ID="STR_ACE_Medical_Statemachine_InCardiacArrest">
<English>In Cardiac Arrest</English>
<German>Herzstillstand</German>
<Japanese>心停止中</Japanese>
<Russian>При остановке сердца</Russian>
<French>En arrêt cardiaque</French>
</Key>
</Package>
</Project>

View File

@ -6,6 +6,7 @@
<German>Zustand</German>
<Japanese>状態</Japanese>
<Russian>Статус</Russian>
<French>Statut</French>
</Key>
<Key ID="STR_ACE_Medical_Status_BleedingCoefficient_DisplayName">
<English>Bleeding Coefficient</English>
@ -15,7 +16,7 @@
<German>Verblutungsmultiplikator</German>
<Czech>Koeficient krvácení</Czech>
<Portuguese>Coeficiente de sangramento</Portuguese>
<French>Coéfficient de saignement</French>
<French>Coefficient de saignement</French>
<Hungarian>Vérzési koefficiens</Hungarian>
<Italian>Coefficiente sanguinamento</Italian>
<Japanese>出血の係数</Japanese>
@ -31,7 +32,7 @@
<German>Multiplikator um die Verblutungsgeschwindigkeit zu verändern</German>
<Czech>Koeficient rychlosti krvácení</Czech>
<Portuguese>Coeficiente para modificar a velocidade do sangramento</Portuguese>
<French>Modifie le débit des saignements</French>
<French>Coefficient permettant de définir la vitesse du saignement.</French>
<Hungarian>Egy szorzó a vérzés sebességének szabályozására</Hungarian>
<Italian>Coefficiente che modifica la velocità di sanguinamento</Italian>
<Japanese>この係数では出血速度を変更できます</Japanese>
@ -47,7 +48,7 @@
<German>Schmerzmultiplikator</German>
<Czech>Koeficient bolesti</Czech>
<Portuguese>Coeficiente de dor</Portuguese>
<French>Coéfficient de douleur</French>
<French>Coefficient de douleur</French>
<Hungarian>Fájdalmi koefficiens</Hungarian>
<Italian>Coefficiente dolore</Italian>
<Japanese>痛みの係数</Japanese>
@ -63,7 +64,7 @@
<German>Multiplikator um die Schmerzintensität zu verändern</German>
<Czech>Koeficient intenzity bolesti</Czech>
<Portuguese>Coeficiente para modificar a instensidade de dor</Portuguese>
<French>Modifie l'intensité de la douleur</French>
<French>Coefficient permettant de définir l'intensité de la douleur.</French>
<Hungarian>Egy szorzó a fájdalom erősségének szabályozására</Hungarian>
<Italian>Coefficiente che modifica l'intensità del dolore</Italian>
<Japanese>この係数では痛みの強さを変更できます</Japanese>
@ -76,12 +77,14 @@
<German>Transfusions Fließrate</German>
<Japanese>IV 輸血の流量</Japanese>
<Russian>Скорость внутривенного переливания</Russian>
<French>Débit de transfusion IV</French>
</Key>
<Key ID="STR_ACE_Medical_Status_IvFlowRate_Description">
<English>Controls how quickly fluid flows out of IV Bags. The IV Bag volume change is calculated as:\ntime interval (s) * iv change per second (4.1667 mL/s) * flow rate (this coefficient).</English>
<German>Wie schnell der Effekt der Transfusion eintritt</German>
<Japanese>IV による輸血速度を変更できます</Japanese>
<Russian>Определяет, насколько быстро подействуют эффекты внутривенного переливания</Russian>
<French>Définit la vitesse à laquelle le liquide s'écoule des poches de perfusion.\nLa variation du volume de poche IV est calculée selon la formule suivante :\n intervalle de temps (s) * variation IV par seconde (4,1667 ml/s) * débit (ce coefficient).</French>
</Key>
</Package>
</Project>

File diff suppressed because it is too large Load Diff

View File

@ -17,11 +17,15 @@
params ["_display"];
// forces player name control to display irrespective of isStreamFriendlyUIEnabled
(_display displayCtrl 111) ctrlShow true;
private _fnc_update = {
params ["_display"];
private _control = _display displayCtrl 111;
private _format = ["%1 - %2 %3 (%4)", "%2 %3 (%4)"] select isStreamFriendlyUIEnabled;
_control ctrlSetText format ["%1 - %2 %3 (%4)",
_control ctrlSetText format [_format,
[ACE_player, false, true] call EFUNC(common,getName),
localize ELSTRING(common,Weight),
[ACE_player] call EFUNC(common,getWeight),

View File

@ -18,7 +18,7 @@
params ["_truck", "_player"];
private _vehicles = nearestObjects [_truck, ["AllVehicles"], 20];
private _vehicles = nearestObjects [_truck, ["AllVehicles"], GVAR(distance)];
_vehicles = _vehicles select {(_x != _truck) && {!(_x isKindOf "CAManBase")} && {!(_x getVariable [QGVAR(disabled), false])}};
private _cswCarryMagazines = [];

View File

@ -46,7 +46,7 @@ private _magazineDisplayName = _magazineClass call FUNC(getMagazineName);
format [localize LSTRING(RearmAction), getText(configFile >> "CfgVehicles" >> (typeOf _target) >> "displayName"), _magazineDisplayName],
{
param [0] params ["_target", "_unit"];
(_unit distanceSqr _target) <= REARM_ACTION_DISTANCE_SQR
_player distance _target <= GVAR(distance);
},
["isnotinside"]
] call EFUNC(common,progressBar);

View File

@ -28,7 +28,7 @@ TRACE_3("rearmEntireVehicle",_truck,_player,_vehicle);
format [localize LSTRING(BasicRearmAction), getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName")],
{
param [0] params ["", "_vehicle", "_player"];
(_player distanceSqr _vehicle) <= REARM_ACTION_DISTANCE_SQR
_player distance _vehicle <= GVAR(distance);
},
["isnotinside"]
] call EFUNC(common,progressBar);

View File

@ -17,3 +17,12 @@
true, // isGlobal
{[QGVAR(supply), _this] call EFUNC(common,cbaSettings_settingChanged)}
] call CBA_settings_fnc_init;
[
QGVAR(distance), "SLIDER",
[localize LSTRING(RearmSettings_distance_DisplayName), localize LSTRING(RearmSettings_distance_Description)],
[localize ELSTRING(OptionsMenu,CategoryLogistics), localize LSTRING(DisplayName)],
[10, 50, 20, 0],
true, // isGlobal
{[QGVAR(supply), _this] call EFUNC(common,cbaSettings_settingChanged)}
] call CBA_settings_fnc_init;

View File

@ -612,5 +612,15 @@
<Italian>Il rifornimento delle munizioni (-1 per disabilitarlo)</Italian>
<Russian>Объем боеприпасов для перевооружения (-1 для отмены)</Russian>
</Key>
<Key ID="STR_ACE_Rearm_RearmSettings_distance_DisplayName">
<English>Rearm distance</English>
<French>Distance de réarmement</French>
<German>Aufrüstbereich</German>
</Key>
<Key ID="STR_ACE_Rearm_RearmSettings_distance_Description">
<English>The maximum distance a vehicle can be rearmed at</English>
<French>Distance maximale à laquelle un véhicle peut être réarmé</French>
<German>Die maximale Distanz, über die ein Fahrzeug Aufmunitioniert werden kann</German>
</Key>
</Package>
</Project>

View File

@ -218,11 +218,16 @@ class CfgWeapons {
class Rifle_Short_Base_F: Rifle_Base_F {};
class Rifle_Long_Base_F: Rifle_Base_F {};
class DMR_06_base_F: Rifle_Long_Base_F {
ACE_IronSightBaseAngle = 0.018227;
ACE_RailHeightAboveBore = 3.27488;
};
class DMR_07_base_F: Rifle_Long_Base_F {
ACE_RailHeightAboveBore = 5.07109;
ACE_IronSightBaseAngle = -0.00160721;
};
class arifle_MX_Base_F: Rifle_Base_F {
class Single: Mode_SemiAuto {};
class FullAuto: Mode_FullAuto {};
@ -307,7 +312,7 @@ class CfgWeapons {
ACE_RailHeightAboveBore = 5.75468;
ACE_IronSightBaseAngle = 0.0863227;
};
class arifle_MX_F: arifle_MX_Base_F {
ACE_RailHeightAboveBore = 2.80201;
ACE_IronSightBaseAngle = 0.19502;
@ -375,6 +380,14 @@ class CfgWeapons {
ACE_IronSightBaseAngle = -0.1532926;
};
class arifle_MSBS65_base_F: Rifle_Base_F {
ACE_RailHeightAboveBore = 5.2;
ACE_IronSightBaseAngle = -0.028648;
};
class arifle_MSBS65_Mark_base_F: arifle_MSBS65_base_F {
ACE_IronSightBaseAngle = -0.045837;
};
class EBR_base_F: Rifle_Long_Base_F {};
class LRR_base_F: Rifle_Long_Base_F {};
class GM6_base_F: Rifle_Long_Base_F {};
@ -383,7 +396,6 @@ class CfgWeapons {
class DMR_03_base_F: Rifle_Long_Base_F {};
class DMR_04_base_F: Rifle_Long_Base_F {};
class DMR_05_base_F: Rifle_Long_Base_F {};
class DMR_06_base_F: Rifle_Long_Base_F {};
class srifle_EBR_F: EBR_base_F {
ACE_RailHeightAboveBore = 1.98812;
@ -417,10 +429,6 @@ class CfgWeapons {
ACE_RailHeightAboveBore = 3.91334;
ACE_IronSightBaseAngle = 0.0123425;
};
class srifle_DMR_06_camo_F: DMR_06_base_F {
ACE_RailHeightAboveBore = 3.27488;
ACE_IronSightBaseAngle = 0.018227;
};
class MMG_01_base_F;
class MMG_02_base_F;

View File

@ -64,6 +64,11 @@ if !(["ace_interact_menu"] call EFUNC(common,isModLoaded)) then {
// Add interactions if automatic transitions are disabled, else setup automatic transitions
if (_duration == 0) then {
// Reverse the arrays so that the interactions will be added in the right order
reverse _images;
reverse _names;
{
if (_setName == "") then {
_setName = localize LSTRING(Interaction);

View File

@ -42,4 +42,4 @@ private _duration = _logic getVariable ["Duration", 0];
// Prepare with actions
[_objects, _controllers, _images, _names, _duration, _setName] call FUNC(createSlideshow);
INFO_1("Slideshow Module Initialized on %1 Objects", count _objects);
INFO_1("Slideshow Module Initialized on %1 Objects",(count _objects));

View File

@ -161,7 +161,7 @@
</Key>
<Key ID="STR_ACE_Slideshow_SetName_DisplayName">
<English>Set Name</English>
<German>Setze Namen</German>
<German>Name der Diavorführung</German>
<Polish>Ustaw nazwę</Polish>
<Japanese>名前設定</Japanese>
<French>Définir le nom</French>

View File

@ -29,9 +29,11 @@ if (_objectViewDistanceCoeff isEqualType 0) then {
if (_objectViewDistanceCoeff > 0) then {
setObjectViewDistance (_objectViewDistanceCoeff * viewDistance);
} else {
// Restore correct view distance when changing from FoV Based to Off
// Restoring directly inside PFH's self-exit resulted in the need of selecting another option to take effect
setObjectViewDistance GVAR(fovBasedPFHminimalViewDistance);
if (!isNil QGVAR(fovBasedPFHminimalViewDistance)) then {
// Restore correct view distance when changing from FoV Based to Off
// Restoring directly inside PFH's self-exit resulted in the need of selecting another option to take effect
setObjectViewDistance GVAR(fovBasedPFHminimalViewDistance);
};
};
} else {
if (isNil QGVAR(fovBasedPFHminimalViewDistance)) then {

View File

@ -3147,9 +3147,9 @@
"dev": true
},
"mixin-deep": {
"version": "1.3.1",
"resolved": "https://registry.npmjs.org/mixin-deep/-/mixin-deep-1.3.1.tgz",
"integrity": "sha512-8ZItLHeEgaqEvd5lYBXfm4EZSFCX29Jb9K+lAHhDKzReKBQKj3R+7NOF6tjqYi9t4oI8VUfaWITJQm86wnXGNQ==",
"version": "1.3.2",
"resolved": "https://registry.npmjs.org/mixin-deep/-/mixin-deep-1.3.2.tgz",
"integrity": "sha512-WRoDn//mXBiJ1H40rqa3vH0toePwSsGb45iInWlTySa+Uu4k3tYUSxa2v1KqAiLtvlrSzaExqS1gtk96A9zvEA==",
"dev": true,
"requires": {
"for-in": "^1.0.2",

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@ -89,7 +89,7 @@ Horus ATragMX software considers atmospheric conditions, gun data, ammunition, r
### 3.4 Example with overwritten zero distance
- The `Default zero distance` can be overwritten with the [Scopes module]({{ site.baseurl }}/wiki/feature/scopes.html), the [Scopes Framework]({{ site.baseurl }}/wiki/framework/scopes-framework.html) or the [CBA Settings System](https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System).
- The `Default zero distance` can be overwritten with the [Scopes Options]({{ site.baseurl }}/wiki/feature/scopes.html), the [Scopes Framework]({{ site.baseurl }}/wiki/framework/scopes-framework.html) or the [CBA Settings System](https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System).
- In this case, the [Range Card]({{ site.baseurl }}/wiki/feature/rangecard.html) will be automatically updated, NOT the AtragMx.
- Open the AtragMx and the `Atmsphr` column, select `Default` and `Done`. [[Manual]](https://horusvision.com/download/manual_Horus_ATrag-v385.pdf#page=15)
- Open the `Gun` column, check and update the `Zero Range` and `Done`.
@ -128,12 +128,16 @@ Horus ATragMX software considers atmospheric conditions, gun data, ammunition, r
- [ATragMX Framework]({{ site.baseurl }}/wiki/framework/atragmx.html)
## 4. Official Manual and Horus Videos
### 3.7 Reseting the AtragMx `GunList`
- Open the Eden Editor and the Extended Debug Console (Ctrl+D).
- Execute `call ace_atragmx_fnc_clear_user_data` (LOCAL EXEC).
- The original ACE3 `GunList` will be restored (all `Add New Gun` entries deleted).
## 4. Official References
- [Official Manual]({{ site.ace.githubUrl }}/blob/master/extras/manual_Horus_ATrag-v385.pdf)
- [Horus video part1](https://www.youtube.com/watch?v=pg6oqT5jVds)
- [Horus video part2](https://www.youtube.com/watch?v=7SkRnbwoPmw)
## 5. Dependencies

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@ -33,7 +33,7 @@ Please not that the following key combinations are ACE3 default key binds.
- Major adjustment right <kbd>Ctrl</kbd> + <kbd>&nbsp;Shift</kbd> + <kbd>Page Up</kbd>.
- Major adjustment left <kbd>Ctrl</kbd> + <kbd>&nbsp;Shift</kbd> + <kbd>page Down</kbd>.
### 2.3 Scopes Module
### 2.3 Scopes Options
<img src="{{ site.baseurl }}/img/wiki/feature/scope_module1.jpg" width="800" height="484" alt="CBA Settings scopes module" />

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@ -118,6 +118,7 @@ Note first arg can be a in-game object or a classname of an object type.
* Arguments:
* 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT>
* 2: Ignore interaction distance and stability checks <BOOL>
*
* Return Value:
* Object loaded <BOOL>

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@ -33,7 +33,7 @@ There are two ways of adding custom presets to your mission, either via code or
To add a preset via code you use the function `call acex_fortify_fnc_registerObjects`. Also enables Fortify.
```
```cpp
* Registers the given objects in the given side's player interaction menu.
* Players on that side must have the `Fortify Tool` item in their inventory to access the menu.
* Classnames must be in the format [<classname>, <cost>]
@ -53,7 +53,7 @@ To add a preset via code you use the function `call acex_fortify_fnc_registerObj
Adding it through `description.ext` you use:
```c++
```cpp
class ACEX_Fortify_Presets {
class myMissionObjects {
objects[] = {
@ -69,9 +69,9 @@ class ACEX_Fortify_Presets {
A custom deploy handler allows missions makers to decide if an object can be placed or not.
To verify that an object isn't above a certain terrain height we can check the heigt of the object before it is confirmed as placed. Returning `false` from the code block means that placement is not allowed.
To verify that an object isn't above a certain terrain height we can check the height of the object before it is confirmed as placed. Returning `false` from the code block means that placement is not allowed.
```sqf
```cpp
[{
params ["_unit", "_object", "_cost"];
private _return = (getPosATL _object) select 2 < 1;