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> Asgar Serran <piechottaf@web.de>
BaerMitUmlaut BaerMitUmlaut
Bamse <bamsis@gmail.com> Bamse <bamsis@gmail.com>
Barman75
Bla1337 Bla1337
BlackPixxel <blackpixxel96@gmail.com> BlackPixxel <blackpixxel96@gmail.com>
BlackQwar 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 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], ["7.62x51mm 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], ["6.5x39mm" , 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], ["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 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], ["5.56x45mm 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); [] call FUNC(clear_user_data);
profileNamespace setVariable ["ACE_ATragMX_gunList", GVAR(gunList)]; 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 { class ACE_B_556x45_Ball_Tracer_Dim: B_556x45_Ball_Tracer_Red {
nvgOnly = 1; nvgOnly = 1;
}; };
class B_545x39_Ball_F : BulletBase { class B_545x39_Ball_F: BulletBase {
airFriction=-0.00119458; airFriction = -0.001195;
ACE_caliber=5.588; ACE_caliber = 5.6; // https://bobp.cip-bobp.org/uploads/tdcc/tab-i/5-45-x-39-en.pdf
ACE_bulletLength=21.59; ACE_bulletLength = 21.59;
ACE_bulletMass=3.42792; 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_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_ballisticCoefficients[] = {0.168};
ACE_velocityBoundaries[]={}; ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere="ICAO"; ACE_standardAtmosphere = "ICAO";
ACE_dragModel=7; ACE_dragModel = 7;
ACE_muzzleVelocities[]={735, 883, 892}; ACE_muzzleVelocities[] = {743, 848, 891, 900}; // at 21°C, at 15°C {735, 840, 883, 892} according with the AKS initSpeed
ACE_barrelLengths[]={206.5, 414.02, 508.0}; ACE_barrelLengths[] = {210, 314, 415, 508.0}; // respectively {AKS74U / AK105,AK12K / AK74 / default}
}; };
class B_56x15_dual: BulletBase { class B_56x15_dual: BulletBase {
tracerScale = 0.5; tracerScale = 0.5;
@ -337,18 +337,18 @@ class CfgAmmo {
ACE_muzzleVelocities[]={735, 770, 809, 838}; ACE_muzzleVelocities[]={735, 770, 809, 838};
ACE_barrelLengths[]={406.4, 508.0, 604.5, 736.6}; ACE_barrelLengths[]={406.4, 508.0, 604.5, 736.6};
}; };
class B_762x39_Ball_F : BulletBase { class B_762x39_Ball_F: BulletBase {
airFriction=-0.00154815; airFriction = -0.001548;
ACE_caliber=7.823; ACE_caliber = 7.92; // https://bobp.cip-bobp.org/uploads/tdcc/tab-i/7-62-x-39-en.pdf
ACE_bulletLength=28.956; ACE_bulletLength = 28.956;
ACE_bulletMass=7.9704; 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_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_ballisticCoefficients[] = {0.275};
ACE_velocityBoundaries[]={}; ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere="ICAO"; ACE_standardAtmosphere = "ICAO";
ACE_dragModel=1; ACE_dragModel = 1;
ACE_muzzleVelocities[]={650, 716, 750}; 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[]={254.0, 414.02, 508.0}; ACE_barrelLengths[] = {254, 314, 415, 520, 590}; // respectively {default / AK104,AK15K / AK47,AKM,AK103,AK15 / SKS / RPK}
}; };
class B_9x21_Ball : BulletBase { class B_9x21_Ball : BulletBase {
airFriction=-0.00211064; airFriction=-0.00211064;

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@ -58,7 +58,7 @@ class CfgMagazines {
}; };
class 30Rnd_545x39_Mag_F: CA_Magazine { 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 { class 30Rnd_556x45_Stanag: CA_Magazine {
@ -120,7 +120,7 @@ class CfgMagazines {
}; };
class 30Rnd_762x39_Mag_F: CA_Magazine { 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 { class 20Rnd_762x51_Mag: CA_Magazine {

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@ -143,6 +143,9 @@ class CfgWeapons {
// M14 // M14
class DMR_06_base_F: Rifle_Long_Base_F { class DMR_06_base_F: Rifle_Long_Base_F {
ACE_barrelLength = 558.8;
ACE_barrelTwist = 304.8;
initSpeed = -0.999395;
class Single: Mode_SemiAuto { class Single: Mode_SemiAuto {
dispersion = MOA_TO_RAD(0.81); 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 // MX LSW
class arifle_MX_SW_F: arifle_MX_Base_F { class arifle_MX_SW_F: arifle_MX_Base_F {
magazines[] = { magazines[] = {
@ -261,11 +270,6 @@ class CfgWeapons {
// Stoner 99 LMG // Stoner 99 LMG
class LMG_Mk200_F: Rifle_Long_Base_F { 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; initSpeed = -0.999327;
ACE_barrelTwist = 177.8; ACE_barrelTwist = 177.8;
ACE_barrelLength = 317.5; ACE_barrelLength = 317.5;
@ -356,23 +360,47 @@ class CfgWeapons {
// AKS // AKS
class arifle_AKS_base_F: Rifle_Base_F { class arifle_AKS_base_F: Rifle_Base_F {
initSpeed = -1.0; initSpeed = -1; // 735 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 160.02; ACE_barrelTwist = 160;
ACE_barrelLength = 206.5; ACE_barrelLength = 210;
}; };
// AKM // AKM
class arifle_AKM_base_F: Rifle_Base_F { class arifle_AKM_base_F: Rifle_Base_F {
initSpeed = -1.0; initSpeed = -1; // 715 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 199.898; ACE_barrelTwist = 240;
ACE_barrelLength = 414.02; ACE_barrelLength = 415;
}; };
// AK12 // AK15,AK15K,RPK (AK12)
class arifle_AK12_base_F: Rifle_Base_F { class arifle_AK12_base_F: Rifle_Base_F {
initSpeed = -1.0; initSpeed = -1; // 715 m/s according with the ACE_muzzleVelocities at 15°C
ACE_barrelTwist = 199.898; ACE_barrelTwist = 240;
ACE_barrelLength = 414.02; 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 // QBZ-95-1
@ -790,23 +818,6 @@ class CfgWeapons {
ACE_barrelLength = 620.014; 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 // HK121
class MMG_01_hex_F: MMG_01_base_F { class MMG_01_hex_F: MMG_01_base_F {
initSpeed = -0.985613; initSpeed = -0.985613;

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

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@ -22,52 +22,62 @@
<German>Wahrscheinlichkeit aufzuwachen</German> <German>Wahrscheinlichkeit aufzuwachen</German>
<Japanese>気絶から覚醒する可能性</Japanese> <Japanese>気絶から覚醒する可能性</Japanese>
<Russian>Шанс очнуться при потере сознания</Russian> <Russian>Шанс очнуться при потере сознания</Russian>
<French>Chance de reprendre connaissance</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_SpontaneousWakeUpChance_Description"> <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> <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> <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> <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> <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>
<Key ID="STR_ACE_Medical_Limping_DisplayName"> <Key ID="STR_ACE_Medical_Limping_DisplayName">
<English>Limping</English> <English>Limping</English>
<Russian>Хромота</Russian> <Russian>Хромота</Russian>
<Japanese>跛行</Japanese> <Japanese>跛行</Japanese>
<French>Boitement</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Limping_Description"> <Key ID="STR_ACE_Medical_Limping_Description">
<English>Limp when unit has leg wounds...(todo)</English> <English>Limp when unit has leg wounds...(todo)</English>
<Russian>Хромота, когда юнит имеет ранения ног...</Russian> <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> <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>
<Key ID="STR_ACE_Medical_Limping_LimpOnOpenWounds"> <Key ID="STR_ACE_Medical_Limping_LimpOnOpenWounds">
<English>Limp on open wounds</English> <English>Limp on open wounds</English>
<Russian>Хромота при открытых ранах</Russian> <Russian>Хромота при открытых ранах</Russian>
<Japanese>創傷開放時に跛行</Japanese> <Japanese>創傷開放時に跛行</Japanese>
<French>Boiter si plaies ouvertes</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Limping_LimpRequiresStitching"> <Key ID="STR_ACE_Medical_Limping_LimpRequiresStitching">
<English>Limp on open or bandaged wounds</English> <English>Limp on open or bandaged wounds</English>
<Russian>Хромота при открытых или забинтованых ранах</Russian> <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> <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>
<Key ID="STR_ACE_Medical_Fractures_DisplayName"> <Key ID="STR_ACE_Medical_Fractures_DisplayName">
<English>Fractures</English> <English>Fractures</English>
<Russian>Переломы</Russian> <Russian>Переломы</Russian>
<Japanese>骨折</Japanese> <Japanese>骨折</Japanese>
<French>Fractures</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Fractures_Description"> <Key ID="STR_ACE_Medical_Fractures_Description">
<English>Limp fractures... (todo)</English> <English>Limp fractures... (todo)</English>
<Russian>Хромота при переломах...</Russian> <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> <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>
<Key ID="STR_ACE_Medical_Fractures_SplintHealsFully"> <Key ID="STR_ACE_Medical_Fractures_SplintHealsFully">
<English>Splints fully heal fractures</English> <English>Splints fully heal fractures</English>
<Russian>Шины полностью лечат перелом</Russian> <Russian>Шины полностью лечат перелом</Russian>
<Japanese>添え木で骨折完治</Japanese> <Japanese>添え木で骨折完治</Japanese>
<French>Les attelles guérissent complètement les fractures</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Fractures_SplintHasEffects"> <Key ID="STR_ACE_Medical_Fractures_SplintHasEffects">
<English>Splints heal (but cannot sprint)</English> <English>Splints heal (but cannot sprint)</English>
<Russian>Шины вылечивают, но не дают бегать</Russian> <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> <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>
<Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_DisplayName"> <Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_DisplayName">
<English>Remote Controlled AI</English> <English>Remote Controlled AI</English>
@ -76,7 +86,7 @@
<Portuguese>IA controlada remotamente</Portuguese> <Portuguese>IA controlada remotamente</Portuguese>
<Polish>Zdalnie sterowane AI</Polish> <Polish>Zdalnie sterowane AI</Polish>
<Czech>Vzdáleně ovládané AI</Czech> <Czech>Vzdáleně ovládané AI</Czech>
<French>Contrôle à distance des IA</French> <French>IA contrôlées à distance</French>
<Hungarian>Távvezérelt AI</Hungarian> <Hungarian>Távvezérelt AI</Hungarian>
<Russian>Зевса считать ботом</Russian> <Russian>Зевса считать ботом</Russian>
<Italian>IA Controllate in Remoto</Italian> <Italian>IA Controllate in Remoto</Italian>
@ -92,7 +102,7 @@
<Portuguese>Tratar unidades remotamente controladas como IA?</Portuguese> <Portuguese>Tratar unidades remotamente controladas como IA?</Portuguese>
<Polish>Traktuj jednostki zdalnie sterowane (przez Zeusa) jako AI, nie jako graczy?</Polish> <Polish>Traktuj jednostki zdalnie sterowane (przez Zeusa) jako AI, nie jako graczy?</Polish>
<Czech>Ošetřit vzdáleně ovládané jednotky jako AI, ne jako hráče?</Czech> <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> <Hungarian>Távvezérelt egységek AI-ként, nem játékosként való kezelése?</Hungarian>
<Russian>Обрабатывать дистанционно управляемых юнитов как ботов, а не как игроков?</Russian> <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> <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> <German>Lässt eine Einheit bewusstlos werden anstatt zu sterben</German>
<Czech>Jednotka upadne do bezvědomí namísto smrti</Czech> <Czech>Jednotka upadne do bezvědomí namísto smrti</Czech>
<Portuguese>Fazer a unidade ficar inconsciente invés de morrer</Portuguese> <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> <Hungarian>Egy egység kerüljön eszméletlen állapotba a halott helyett</Hungarian>
<Italian>Imposta un'unità come incosciente invece di morta</Italian> <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> <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> <German>Aktiviert ein Sanitätssystem für Spieler und KI.</German>
<Czech>Poskytuje zdravotní systém pro hráče a AI.</Czech> <Czech>Poskytuje zdravotní systém pro hráče a AI.</Czech>
<Portuguese>Proporciona o sistema médico para os jogadores e a IA.</Portuguese> <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> <Hungarian>Egy orvosi rendszert ad játékosok és AI-k számára.</Hungarian>
<Italian>Fornisce un sistema medico sia per giocatori che IA.</Italian> <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> <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> <German>Wähle aus, welche Einheiten unter das erweiterte Sanitätssystem fallen</German>
<Czech>Vyberte, pro jaké jednotky bude pokročilý zdravotní systém povolen</Czech> <Czech>Vyberte, pro jaké jednotky bude pokročilý zdravotní systém povolen</Czech>
<Portuguese>Selecione quais unidades o sistema médico avançado será habilitado</Portuguese> <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> <Hungarian>Kiválasztható, mely egységek számára legyen engedélyezve a fejlett orvosi rendszer</Hungarian>
<Italian>Seleziona per quali unità verrà abilitato i sistema medico avanzato</Italian> <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> <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> <German>Nur Spieler</German>
<Czech>Pouze hráči</Czech> <Czech>Pouze hráči</Czech>
<Portuguese>Somente jogadores</Portuguese> <Portuguese>Somente jogadores</Portuguese>
<French>Joueur uniquement</French> <French>Joueurs uniquement</French>
<Hungarian>Csak játékosok</Hungarian> <Hungarian>Csak játékosok</Hungarian>
<Italian>Solo giocatori</Italian> <Italian>Solo giocatori</Italian>
<Japanese>プレイヤーのみ</Japanese> <Japanese>プレイヤーのみ</Japanese>
@ -221,7 +231,7 @@
<German>Fahrzeugunfälle</German> <German>Fahrzeugunfälle</German>
<Czech>Poškození z kolize</Czech> <Czech>Poškození z kolize</Czech>
<Portuguese>Batidas de veículos</Portuguese> <Portuguese>Batidas de veículos</Portuguese>
<French>Accident en véhicule</French> <French>Accidents en véhicule</French>
<Hungarian>Járműbalesetek</Hungarian> <Hungarian>Járműbalesetek</Hungarian>
<Italian>Schianto Veicoli</Italian> <Italian>Schianto Veicoli</Italian>
<Japanese>車両の衝突</Japanese> <Japanese>車両の衝突</Japanese>
@ -237,7 +247,7 @@
<German>Verursacht ein Fahrzeugunfall Verletzungen</German> <German>Verursacht ein Fahrzeugunfall Verletzungen</German>
<Czech>Dostane jednotka poškození při autonehodě?</Czech> <Czech>Dostane jednotka poškození při autonehodě?</Czech>
<Portuguese>As unidades recebem dano de uma batida de veículo?</Portuguese> <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> <Hungarian>Sérülnek-e az egységek autós ütközés során?</Hungarian>
<Italian>Le unità sostengono danni da incidenti con veicoli?</Italian> <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> <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> <Portuguese>Curar hitpoints</Portuguese>
<Czech>Léčit hitponty</Czech> <Czech>Léčit hitponty</Czech>
<Italian>Cura Hitpoints</Italian> <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> <Japanese>ヒットポイントの回復</Japanese>
<Korean>체력 회복</Korean> <Korean>체력 회복</Korean>
<Chinesesimp>完整治疗</Chinesesimp> <Chinesesimp>完整治疗</Chinesesimp>
@ -269,7 +279,7 @@
<Portuguese>Curar totalmente hitpoints enfaixados</Portuguese> <Portuguese>Curar totalmente hitpoints enfaixados</Portuguese>
<Czech>Heal fully bandaged hitpoints</Czech> <Czech>Heal fully bandaged hitpoints</Czech>
<Italian>Cura Hitpoints completamente bendati</Italian> <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> <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> <Korean>붕대를 감아서 체력을 회복</Korean>
</Key> </Key>
@ -278,7 +288,7 @@
<German>Behandlungseinstellungen der Standard ACE-Medizin konfigurieren</German> <German>Behandlungseinstellungen der Standard ACE-Medizin konfigurieren</German>
<Spanish>Configure las opciones de tratamiento del sistema médico básico de ACE</Spanish> <Spanish>Configure las opciones de tratamiento del sistema médico básico de ACE</Spanish>
<Polish>Skonfiguruj ustawienia leczenia podstawowego systemu medycznego ACE</Polish> <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> <Italian>Configura le impostazioni trattamenti per ACE Medical di base</Italian>
<Portuguese>Configura as opções de tratamento do sistema médico básico do ACE</Portuguese> <Portuguese>Configura as opções de tratamento do sistema médico básico do ACE</Portuguese>
<Russian>Настройка лечения в базовой медицинской системе ACE</Russian> <Russian>Настройка лечения в базовой медицинской системе ACE</Russian>
@ -360,6 +370,7 @@
<Korean>뚜껑 열기</Korean> <Korean>뚜껑 열기</Korean>
<Polish>Otwórz pokrywę</Polish> <Polish>Otwórz pokrywę</Polish>
<Russian>Открыть крышку</Russian> <Russian>Открыть крышку</Russian>
<French>Ouvrir le couvercle</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_closeLid"> <Key ID="STR_ACE_Medical_closeLid">
<English>Close lid</English> <English>Close lid</English>
@ -371,6 +382,7 @@
<Korean>뚜껑 닫기</Korean> <Korean>뚜껑 닫기</Korean>
<Polish>Zamknij pokrywę</Polish> <Polish>Zamknij pokrywę</Polish>
<Russian>Закрыть крышку</Russian> <Russian>Закрыть крышку</Russian>
<French>Fermer le couvercle</French>
</Key> </Key>
</Package> </Package>
</Project> </Project>

View File

@ -6,12 +6,14 @@
<German>Sanitäts KI</German> <German>Sanitäts KI</German>
<Japanese>AI 衛生兵</Japanese> <Japanese>AI 衛生兵</Japanese>
<Russian>ИИ Медик</Russian> <Russian>ИИ Медик</Russian>
<French>Médecine IA</French>
</Key> </Key>
<Key ID="STR_ACE_medical_ai_enableFor_desc"> <Key ID="STR_ACE_medical_ai_enableFor_desc">
<English>AI will respond to injury and unconsciousness</English> <English>AI will respond to injury and unconsciousness</English>
<German>KI reagiert auf Verletzungen und Bewusstlosigkeit</German> <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> <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> <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>
<Key ID="STR_ACE_medical_ai_enabledFor_OnlyServerAndHC"> <Key ID="STR_ACE_medical_ai_enabledFor_OnlyServerAndHC">
<English>Only Server and HC</English> <English>Only Server and HC</English>
@ -20,7 +22,7 @@
<Russian>Только сервер и HC</Russian> <Russian>Только сервер и HC</Russian>
<Japanese>サーバーと HC のみ</Japanese> <Japanese>サーバーと HC のみ</Japanese>
<Polish>Tylko serwer i HC</Polish> <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> <Italian>Solo Server e HC</Italian>
<Chinesesimp>只在伺服器或无头客户端</Chinesesimp> <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> <Chinese>只在伺服器或無頭客戶端</Chinese>

View File

@ -20,7 +20,7 @@
<German>Aktiviere Blutspritzer</German> <German>Aktiviere Blutspritzer</German>
<Korean>피흘리기 활성화</Korean> <Korean>피흘리기 활성화</Korean>
<Polish>Włącz ślady krwi na ziemi</Polish> <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> <Italian>Abilita Perdite di Sangue</Italian>
<Chinesesimp>开启血液滴落效果</Chinesesimp> <Chinesesimp>开启血液滴落效果</Chinesesimp>
<Chinese>開啟血液滴落效果</Chinese> <Chinese>開啟血液滴落效果</Chinese>
@ -29,22 +29,32 @@
<Key ID="STR_ACE_Medical_Blood_EnabledFor_Description"> <Key ID="STR_ACE_Medical_Blood_EnabledFor_Description">
<English>Enables the creation of blood drops when units are bleeding or take damage.</English> <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> <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>
<Key ID="STR_ACE_Medical_Blood_MaxBloodObjects_DisplayName"> <Key ID="STR_ACE_Medical_Blood_MaxBloodObjects_DisplayName">
<English>Max Blood Objects</English> <English>Max Blood Objects</English>
<Japanese>最大血痕数</Japanese> <Japanese>最大血痕数</Japanese>
<French>Quantité sang affiché</French>
<Russian>Макс. кол-во капель крови</Russian>
</Key> </Key>
<Key ID="STR_ACE_Medical_Blood_MaxBloodObjects_Description"> <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> <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> <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>
<Key ID="STR_ACE_Medical_Blood_BloodLifetime_DisplayName"> <Key ID="STR_ACE_Medical_Blood_BloodLifetime_DisplayName">
<English>Blood Lifetime</English> <English>Blood Lifetime</English>
<Japanese>血痕の寿命</Japanese> <Japanese>血痕の寿命</Japanese>
<French>Durée d'affichage du sang</French>
<Russian>Время жизни капель крови</Russian>
</Key> </Key>
<Key ID="STR_ACE_Medical_Blood_BloodLifetime_Description"> <Key ID="STR_ACE_Medical_Blood_BloodLifetime_Description">
<English>Controls the lifetime of blood drop objects.</English> <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> <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>
<Key ID="STR_ACE_Medical_Blood_OnlyPlayers"> <Key ID="STR_ACE_Medical_Blood_OnlyPlayers">
<English>Only Players</English> <English>Only Players</English>

View File

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

View File

@ -6,6 +6,7 @@
<German>Feedback</German> <German>Feedback</German>
<Japanese>フィードバック</Japanese> <Japanese>フィードバック</Japanese>
<Russian>Реакция на ранения</Russian> <Russian>Реакция на ранения</Russian>
<French>Réaction aux blessures</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Feedback_PainEffectType_DisplayName"> <Key ID="STR_ACE_Medical_Feedback_PainEffectType_DisplayName">
<English>Pain Effect Type</English> <English>Pain Effect Type</English>
@ -14,7 +15,7 @@
<Russian>Визуальный эффект боли</Russian> <Russian>Визуальный эффект боли</Russian>
<Italian>Pain Effect Type</Italian> <Italian>Pain Effect Type</Italian>
<Spanish>Tipo de efecto de dolor</Spanish> <Spanish>Tipo de efecto de dolor</Spanish>
<French>Type d'effet de douleur</French> <French>Effet de douleur</French>
<Hungarian>Fájdalom-effekt típusa</Hungarian> <Hungarian>Fájdalom-effekt típusa</Hungarian>
<Portuguese>Tipo do efeito de dor</Portuguese> <Portuguese>Tipo do efeito de dor</Portuguese>
<Czech>Typ bolesti - efekt</Czech> <Czech>Typ bolesti - efekt</Czech>
@ -24,18 +25,22 @@
<Key ID="STR_ACE_Medical_Feedback_PainEffectType_Description"> <Key ID="STR_ACE_Medical_Feedback_PainEffectType_Description">
<English>Selects the used pain effect type.</English> <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> <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>
<Key ID="STR_ACE_Medical_Feedback_PainEffectType_WhiteFlashing"> <Key ID="STR_ACE_Medical_Feedback_PainEffectType_WhiteFlashing">
<English>White Flashing</English> <English>White Flashing</English>
<German>Weißes blinken</German> <German>Weißes blinken</German>
<Japanese>白く点滅</Japanese> <Japanese>白く点滅</Japanese>
<Russian>Белые вспышки</Russian> <Russian>Белые вспышки</Russian>
<French>Flash blancs</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Feedback_PainEffectType_PulsingBlur"> <Key ID="STR_ACE_Medical_Feedback_PainEffectType_PulsingBlur">
<English>Pulsing Blur</English> <English>Pulsing Blur</English>
<German>Wiederkehrende Unschärfe</German> <German>Wiederkehrende Unschärfe</German>
<Japanese>ボケの強弱</Japanese> <Japanese>ボケの強弱</Japanese>
<Russian>Пульсирующее размытие</Russian> <Russian>Пульсирующее размытие</Russian>
<French>Pulsations floues</French>
</Key> </Key>
<Container name="Settings"> <Container name="Settings">
<Key ID="STR_ACE_Medical_feedback_enableScreams_DisplayName"> <Key ID="STR_ACE_Medical_feedback_enableScreams_DisplayName">
@ -46,7 +51,7 @@
<German>Schreie aktivieren</German> <German>Schreie aktivieren</German>
<Czech>Povolit křik</Czech> <Czech>Povolit křik</Czech>
<Portuguese>Ativar gritos</Portuguese> <Portuguese>Ativar gritos</Portuguese>
<French>Activer les hurlements</French> <French>Activer les cris</French>
<Hungarian>Kiáltások engedélyezése</Hungarian> <Hungarian>Kiáltások engedélyezése</Hungarian>
<Italian>Abilita Grida</Italian> <Italian>Abilita Grida</Italian>
<Japanese>叫びを有効化</Japanese> <Japanese>叫びを有効化</Japanese>
@ -62,7 +67,7 @@
<German>Aktiviere Schreie bei verletzten Einheiten</German> <German>Aktiviere Schreie bei verletzten Einheiten</German>
<Czech>Povolit křičení zraněných jednotek</Czech> <Czech>Povolit křičení zraněných jednotek</Czech>
<Portuguese>Ativa gritos para unidades feridas</Portuguese> <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> <Hungarian>Engedélyezi a sérült egységek kiáltásait</Hungarian>
<Italian>Abilita Grida da parte delle unità ferite</Italian> <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> <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"> <Key ID="STR_ACE_Medical_GUI_SubCategory">
<English>GUI</English> <English>GUI</English>
<Japanese>GUI</Japanese> <Japanese>GUI</Japanese>
<French>GUI</French>
<Russian>Медицинский интерфейс</Russian>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_EnableActions_DisplayName"> <Key ID="STR_ACE_Medical_GUI_EnableActions_DisplayName">
<English>Enable Medical Actions</English> <English>Enable Medical Actions</English>
<German>Aktiviere Sanitätsaktionen</German> <German>Aktiviere Sanitätsaktionen</German>
<Japanese>医療行為を有効化</Japanese> <Japanese>医療行為を有効化</Japanese>
<Russian>Разрешить Медицинские действия</Russian> <Russian>Разрешить Медицинские действия</Russian>
<French>Activer actions médicales</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_EnableActions_Description"> <Key ID="STR_ACE_Medical_GUI_EnableActions_Description">
<English>Enables medical actions for the Interaction Menu and selects their style.</English> <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> <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> <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> <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>
<Key ID="STR_ACE_Medical_GUI_Selections3D"> <Key ID="STR_ACE_Medical_GUI_Selections3D">
<English>Selections (3D)</English> <English>Selections (3D)</English>
@ -54,48 +58,56 @@
<German>Medizinische Selbst-Interaktionen anzeigen</German> <German>Medizinische Selbst-Interaktionen anzeigen</German>
<Japanese>自分への医療行為を有効化</Japanese> <Japanese>自分への医療行為を有効化</Japanese>
<Russian>Разрешить Медицинские действия на себе</Russian> <Russian>Разрешить Медицинские действия на себе</Russian>
<French>Activer actions médicales sur soi-même</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_EnableSelfActions_Description"> <Key ID="STR_ACE_Medical_GUI_EnableSelfActions_Description">
<English>Enables medical actions for the Self Interaction Menu.</English> <English>Enables medical actions for the Self Interaction Menu.</English>
<German>Medizinische Interaktionen bei Selbst-Interaktionen anzeigen</German> <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> <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> <Russian>Включает медицинские действия для меню взаимодействия с собой.</Russian>
<French>Active les actions médicales du menu d'interaction personnel.</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_EnableMedicalMenu_DisplayName"> <Key ID="STR_ACE_Medical_GUI_EnableMedicalMenu_DisplayName">
<English>Enable Medical Menu</English> <English>Enable Medical Menu</English>
<German>Aktiviere das Sanitätsmenü</German> <German>Aktiviere das Sanitätsmenü</German>
<Japanese>医療メニューを有効化</Japanese> <Japanese>医療メニューを有効化</Japanese>
<Russian>Разрешить Медицинское меню</Russian> <Russian>Разрешить Медицинское меню</Russian>
<French>Activer menu médical</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_EnableMedicalMenu_Description"> <Key ID="STR_ACE_Medical_GUI_EnableMedicalMenu_Description">
<English>Enables the use of the Medical Menu through the keybind or interaction menu.</English> <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> <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> <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> <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>
<Key ID="STR_ACE_Medical_GUI_OpenAfterTreatment_DisplayName"> <Key ID="STR_ACE_Medical_GUI_OpenAfterTreatment_DisplayName">
<English>Reopen Medical Menu</English> <English>Reopen Medical Menu</English>
<German>Sanitätsmenü wieder öffnen</German> <German>Sanitätsmenü wieder öffnen</German>
<Japanese>医療メニューの再使用</Japanese> <Japanese>医療メニューの再使用</Japanese>
<Russian>Открывать меню после лечения</Russian> <Russian>Открывать меню после лечения</Russian>
<French>Rouvrir le menu médical</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_OpenAfterTreatment_Description"> <Key ID="STR_ACE_Medical_GUI_OpenAfterTreatment_Description">
<English>Reopen the Medical Menu after successful treatment.</English> <English>Reopen the Medical Menu after successful treatment.</English>
<German>Öffne das Sanitätsmenü nach einer Behandlung</German> <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> <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> <Russian>Открывает Медицинское меню после успешного лечения</Russian>
<French>Réouvre le menu médical suite à l'application d'un soin.</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_MaxDistance_DisplayName"> <Key ID="STR_ACE_Medical_GUI_MaxDistance_DisplayName">
<English>Maximum Distance</English> <English>Maximum Distance</English>
<German>Maximale Entfernung</German> <German>Maximale Entfernung</German>
<Japanese>最大距離</Japanese> <Japanese>最大距離</Japanese>
<Russian>Макс. дистанция</Russian> <Russian>Макс. дистанция</Russian>
<French>Distance maximale</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_MaxDistance_Description"> <Key ID="STR_ACE_Medical_GUI_MaxDistance_Description">
<English>Maximum distance from which the Medical Menu can be opened.</English> <English>Maximum distance from which the Medical Menu can be opened.</English>
<German>Maximale Entfernung, um das Sanitätsmenü zu öffnen.</German> <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> <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> <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>
<Key ID="STR_ACE_Medical_GUI_Medical"> <Key ID="STR_ACE_Medical_GUI_Medical">
<English>Medical</English> <English>Medical</English>
@ -165,7 +177,7 @@
<Russian>Выгрузить пациента</Russian> <Russian>Выгрузить пациента</Russian>
<German>Patient ausladen</German> <German>Patient ausladen</German>
<Polish>Wyładuj pacjenta</Polish> <Polish>Wyładuj pacjenta</Polish>
<French>Le patient débarque</French> <French>Débarquer le patient</French>
<Hungarian>Sebesült kihúzása</Hungarian> <Hungarian>Sebesült kihúzása</Hungarian>
<Italian>Scarica il paziente</Italian> <Italian>Scarica il paziente</Italian>
<Portuguese>Descarregar Paciente</Portuguese> <Portuguese>Descarregar Paciente</Portuguese>
@ -271,7 +283,7 @@
<German>Zeige Triagekarte</German> <German>Zeige Triagekarte</German>
<Russian>Смотреть первичную карточку</Russian> <Russian>Смотреть первичную карточку</Russian>
<Spanish>Ver Triage</Spanish> <Spanish>Ver Triage</Spanish>
<French>Voir Carte de Triage</French> <French>Voir Fiche de Triage</French>
<Polish>Pokaż kartę segregacyjną</Polish> <Polish>Pokaż kartę segregacyjną</Polish>
<Portuguese>Ver cartão de triagem</Portuguese> <Portuguese>Ver cartão de triagem</Portuguese>
<Czech>Zkontrolovat štítek</Czech> <Czech>Zkontrolovat štítek</Czech>
@ -375,7 +387,7 @@
<English>Toggle (Self)</English> <English>Toggle (Self)</English>
<German>Umschalter (Selbst)</German> <German>Umschalter (Selbst)</German>
<Russian>Лечить себя/другого раненого</Russian> <Russian>Лечить себя/другого раненого</Russian>
<French>Basculer (soi)</French> <French>Basculer (soi-même)</French>
<Polish>Przełącz (na siebie)</Polish> <Polish>Przełącz (na siebie)</Polish>
<Spanish>Alternar</Spanish> <Spanish>Alternar</Spanish>
<Portuguese>Alternar (Si mesmo)</Portuguese> <Portuguese>Alternar (Si mesmo)</Portuguese>
@ -616,7 +628,7 @@
<German>Er hat %2 offene Wunden (%1)</German> <German>Er hat %2 offene Wunden (%1)</German>
<Russian>%2 открытые раны %1</Russian> <Russian>%2 открытые раны %1</Russian>
<Spanish>Hay %2 Heridas Abiertas %1</Spanish> <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> <Polish>Widzisz otwarte rany w ilości %2 o %1 rozmiarze</Polish>
<Portuguese>Existem %2 ferimentos abertos %1</Portuguese> <Portuguese>Existem %2 ferimentos abertos %1</Portuguese>
<Czech>Jsou zde %2 %1 otevřené rány</Czech> <Czech>Jsou zde %2 %1 otevřené rány</Czech>
@ -631,7 +643,7 @@
<German>Er hat 1 offene Wunde (%1)</German> <German>Er hat 1 offene Wunde (%1)</German>
<Russian>Открытая рана %1</Russian> <Russian>Открытая рана %1</Russian>
<Spanish>Hay 1 Herida Abierta %1</Spanish> <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> <Polish>Widzisz 1 otwartą ranę o %1 rozmiarze</Polish>
<Portuguese>Existe 1 %1 ferimento aberto</Portuguese> <Portuguese>Existe 1 %1 ferimento aberto</Portuguese>
<Czech>Je zde 1 %1 otevřená rána</Czech> <Czech>Je zde 1 %1 otevřená rána</Czech>
@ -646,7 +658,7 @@
<German>Er hat eine zum Teil offene Wunde (%1)</German> <German>Er hat eine zum Teil offene Wunde (%1)</German>
<Russian>Частично открытая рана %1</Russian> <Russian>Частично открытая рана %1</Russian>
<Spanish>Hay una herida parcial abierta %1</Spanish> <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> <Polish>Widzisz częściowo otwartą ranę o %1 rozmiarze</Polish>
<Portuguese>Existe um ferimento parcial aberto %1</Portuguese> <Portuguese>Existe um ferimento parcial aberto %1</Portuguese>
<Czech>Je zde částečně %1 otevřená rána</Czech> <Czech>Je zde částečně %1 otevřená rána</Czech>
@ -661,7 +673,7 @@
<German>Er hat %2 verbundene Wunden (%1)</German> <German>Er hat %2 verbundene Wunden (%1)</German>
<Russian>%2 перевязанные раны %1</Russian> <Russian>%2 перевязанные раны %1</Russian>
<Spanish>Hay %2 Heridas %1 Vendadas</Spanish> <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> <Polish>Widzisz %2 zabandażowanych ran o %1 rozmiarze</Polish>
<Portuguese>Existem %2 ferimentos %1 tratados</Portuguese> <Portuguese>Existem %2 ferimentos %1 tratados</Portuguese>
<Czech>Jsou zde %2 %1 ovázané rány</Czech> <Czech>Jsou zde %2 %1 ovázané rány</Czech>
@ -676,7 +688,7 @@
<German>Er hat 1 verbundene Wunde (%1)</German> <German>Er hat 1 verbundene Wunde (%1)</German>
<Russian>1 перевязанная рана %1</Russian> <Russian>1 перевязанная рана %1</Russian>
<Spanish>Hay 1 Herida Vendada %1</Spanish> <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> <Polish>Widzisz 1 zabandażowaną ranę o %1 rozmiarze</Polish>
<Portuguese>Existe 1 ferimento %1 tratado</Portuguese> <Portuguese>Existe 1 ferimento %1 tratado</Portuguese>
<Czech>Je zde 1 %1 ovázaná rána</Czech> <Czech>Je zde 1 %1 ovázaná rána</Czech>
@ -691,7 +703,7 @@
<German>Er hat eine zum Teil verbundene Wunde (%1)</German> <German>Er hat eine zum Teil verbundene Wunde (%1)</German>
<Russian>Частично перевязанная рана %1</Russian> <Russian>Частично перевязанная рана %1</Russian>
<Spanish>Hay una Herida parcial %1 Vendada</Spanish> <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> <Polish>Widzisz 1 częściowo zabandażowaną ranę o %1 rozmiarze</Polish>
<Portuguese>Existe um ferimento parcial tratado %1</Portuguese> <Portuguese>Existe um ferimento parcial tratado %1</Portuguese>
<Czech>Je zde částěčně %1 ovázaná rána</Czech> <Czech>Je zde částěčně %1 ovázaná rána</Czech>
@ -751,7 +763,7 @@
<German>Beinahe keine Atmung</German> <German>Beinahe keine Atmung</German>
<Russian>Дыхания почти нет</Russian> <Russian>Дыхания почти нет</Russian>
<Spanish>Casi sin respirar</Spanish> <Spanish>Casi sin respirar</Spanish>
<French>Respiration faible</French> <French>Respiration très faible</French>
<Polish>Prawie brak oddechu</Polish> <Polish>Prawie brak oddechu</Polish>
<Portuguese>Quase sem respiração</Portuguese> <Portuguese>Quase sem respiração</Portuguese>
<Czech>Téměř nedýchá</Czech> <Czech>Téměř nedýchá</Czech>
@ -810,11 +822,13 @@
<English>Fractured</English> <English>Fractured</English>
<Russian>Перелом</Russian> <Russian>Перелом</Russian>
<Japanese>骨折している</Japanese> <Japanese>骨折している</Japanese>
<French>Fracturé</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_Status_SplintApplied"> <Key ID="STR_ACE_Medical_GUI_Status_SplintApplied">
<English>Splint Applied</English> <English>Splint Applied</English>
<Russian>Наложена шина</Russian> <Russian>Наложена шина</Russian>
<Japanese>添え木が当てている</Japanese> <Japanese>添え木が当てている</Japanese>
<French>Attelle appliquée</French>
</Key> </Key>
<!-- <!--
Strings above match Blood2 but seem to differ in some languages, determine which is best to use 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> <German>Hat etwas Blut verloren</German>
<Japanese>いくらか失血している</Japanese> <Japanese>いくらか失血している</Japanese>
<Russian>Небольшая кровопотеря</Russian> <Russian>Небольшая кровопотеря</Russian>
<French>A perdu un peu de sang</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_Lost_Blood2"> <Key ID="STR_ACE_Medical_GUI_Lost_Blood2">
<English>Lost a lot of blood</English> <English>Lost a lot of blood</English>
@ -846,12 +861,14 @@
<German>Hat eine sehr große Menge Blut verloren</German> <German>Hat eine sehr große Menge Blut verloren</German>
<Japanese>かなり酷く大量失血している</Japanese> <Japanese>かなり酷く大量失血している</Japanese>
<Russian>Огромная кровопотеря</Russian> <Russian>Огромная кровопотеря</Russian>
<French>A perdu une grande quantité de sang</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_Lost_Blood4"> <Key ID="STR_ACE_Medical_GUI_Lost_Blood4">
<English>Lost a fatal amount of blood</English> <English>Lost a fatal amount of blood</English>
<German>Hat eine kritische Menge an Blut verloren</German> <German>Hat eine kritische Menge an Blut verloren</German>
<Japanese>致命的な程失血している</Japanese> <Japanese>致命的な程失血している</Japanese>
<Russian>Фатальная кровопотеря</Russian> <Russian>Фатальная кровопотеря</Russian>
<French>Exsanguination</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_GUI_STATUS_TOURNIQUET_APPLIED"> <Key ID="STR_ACE_Medical_GUI_STATUS_TOURNIQUET_APPLIED">
<English>Tourniquet [CAT]</English> <English>Tourniquet [CAT]</English>
@ -873,7 +890,7 @@
<German>Nasen-Rachen-Rohr</German> <German>Nasen-Rachen-Rohr</German>
<Russian>Назотрахеальная трубка</Russian> <Russian>Назотрахеальная трубка</Russian>
<Spanish>Torniquete [CAT]</Spanish> <Spanish>Torniquete [CAT]</Spanish>
<French>Canule Naseaupharyngée [NPA]</French> <French>Canule Nasopharyngée [NPA]</French>
<Polish>Rurka nosowo-gardłowa [NPA]</Polish> <Polish>Rurka nosowo-gardłowa [NPA]</Polish>
<Portuguese>Tubo nasofaríngeo [NPA]</Portuguese> <Portuguese>Tubo nasofaríngeo [NPA]</Portuguese>
<Czech>Nasofaryngeální trubice [NPA]</Czech> <Czech>Nasofaryngeální trubice [NPA]</Czech>

View File

@ -6,30 +6,35 @@
<German>Zustände</German> <German>Zustände</German>
<Japanese>状態</Japanese> <Japanese>状態</Japanese>
<Russian>Состояния</Russian> <Russian>Состояния</Russian>
<French>États</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryCondition_DisplayName"> <Key ID="STR_ACE_Medical_Statemachine_FatalInjuryCondition_DisplayName">
<English>Fatal Injury Player</English> <English>Fatal Injury Player</English>
<German>Tödliche Spielerverletzungen</German> <German>Tödliche Spielerverletzungen</German>
<Japanese>致命傷プレイヤー</Japanese> <Japanese>致命傷プレイヤー</Japanese>
<Russian>Смертельные ранения игрока</Russian> <Russian>Смертельные ранения игрока</Russian>
<French>Blessure fatale des joueurs</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryCondition_Description"> <Key ID="STR_ACE_Medical_Statemachine_FatalInjuryCondition_Description">
<English>Controls when a player can receive a fatal injury.</English> <English>Controls when a player can receive a fatal injury.</English>
<German>Definiert wann ein Spieler tödliche Verletzungen bekommen kann</German> <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> <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> <Russian>Определяет, когда игрок может получить смертельное ранение</Russian>
<French>Définit quand un joueur peut recevoir une blessure fatale.</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryConditionAI_DisplayName"> <Key ID="STR_ACE_Medical_Statemachine_FatalInjuryConditionAI_DisplayName">
<English>AI Instant Death</English> <English>AI Instant Death</English>
<German>Direkter Tod KI</German> <German>Direkter Tod KI</German>
<Japanese>AI の即死</Japanese> <Japanese>AI の即死</Japanese>
<Russian>Мгновенная смерть ИИ</Russian> <Russian>Мгновенная смерть ИИ</Russian>
<French>Mort instantanée de l'IA</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Statemachine_FatalInjuryConditionAI_Description"> <Key ID="STR_ACE_Medical_Statemachine_FatalInjuryConditionAI_Description">
<English>Controls if AI units are able to die instantly.</English> <English>Controls if AI units are able to die instantly.</English>
<German>Legt fest, ob eine KI direkt sterben kann</German> <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> <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> <Russian>Определяет, сможет ли ИИ мгновенно умереть</Russian>
<French>Définit si les unités IA peuvent mourir instantanément.</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Statemachine_AIUnconsciousness_DisplayName"> <Key ID="STR_ACE_Medical_Statemachine_AIUnconsciousness_DisplayName">
<English>AI Unconsciousness</English> <English>AI Unconsciousness</English>
@ -50,22 +55,28 @@
<Key ID="STR_ACE_Medical_Statemachine_AIUnconsciousness_Description"> <Key ID="STR_ACE_Medical_Statemachine_AIUnconsciousness_Description">
<English>Allows AI to go unconscious instead of dying.</English> <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> <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>
<Key ID="STR_ACE_Medical_Statemachine_CardiacArrestTime_DisplayName"> <Key ID="STR_ACE_Medical_Statemachine_CardiacArrestTime_DisplayName">
<English>Cardiac Arrest Time</English> <English>Cardiac Arrest Time</English>
<German>Zeit bis zum Herzstillstand</German> <German>Zeit bis zum Herzstillstand</German>
<Japanese>心停止時間</Japanese> <Japanese>心停止時間</Japanese>
<Russian>Длительность остановки сердца</Russian> <Russian>Длительность остановки сердца</Russian>
<French>Durée de l'arrêt cardiaque</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Statemachine_CardiacArrestTime_Description"> <Key ID="STR_ACE_Medical_Statemachine_CardiacArrestTime_Description">
<English>Controls how long it takes to die from cardiac arrest.</English> <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> <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>
<Key ID="STR_ACE_Medical_Statemachine_InCardiacArrest"> <Key ID="STR_ACE_Medical_Statemachine_InCardiacArrest">
<English>In Cardiac Arrest</English> <English>In Cardiac Arrest</English>
<German>Herzstillstand</German> <German>Herzstillstand</German>
<Japanese>心停止中</Japanese> <Japanese>心停止中</Japanese>
<Russian>При остановке сердца</Russian> <Russian>При остановке сердца</Russian>
<French>En arrêt cardiaque</French>
</Key> </Key>
</Package> </Package>
</Project> </Project>

View File

@ -6,6 +6,7 @@
<German>Zustand</German> <German>Zustand</German>
<Japanese>状態</Japanese> <Japanese>状態</Japanese>
<Russian>Статус</Russian> <Russian>Статус</Russian>
<French>Statut</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Status_BleedingCoefficient_DisplayName"> <Key ID="STR_ACE_Medical_Status_BleedingCoefficient_DisplayName">
<English>Bleeding Coefficient</English> <English>Bleeding Coefficient</English>
@ -15,7 +16,7 @@
<German>Verblutungsmultiplikator</German> <German>Verblutungsmultiplikator</German>
<Czech>Koeficient krvácení</Czech> <Czech>Koeficient krvácení</Czech>
<Portuguese>Coeficiente de sangramento</Portuguese> <Portuguese>Coeficiente de sangramento</Portuguese>
<French>Coéfficient de saignement</French> <French>Coefficient de saignement</French>
<Hungarian>Vérzési koefficiens</Hungarian> <Hungarian>Vérzési koefficiens</Hungarian>
<Italian>Coefficiente sanguinamento</Italian> <Italian>Coefficiente sanguinamento</Italian>
<Japanese>出血の係数</Japanese> <Japanese>出血の係数</Japanese>
@ -31,7 +32,7 @@
<German>Multiplikator um die Verblutungsgeschwindigkeit zu verändern</German> <German>Multiplikator um die Verblutungsgeschwindigkeit zu verändern</German>
<Czech>Koeficient rychlosti krvácení</Czech> <Czech>Koeficient rychlosti krvácení</Czech>
<Portuguese>Coeficiente para modificar a velocidade do sangramento</Portuguese> <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> <Hungarian>Egy szorzó a vérzés sebességének szabályozására</Hungarian>
<Italian>Coefficiente che modifica la velocità di sanguinamento</Italian> <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> <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> <German>Schmerzmultiplikator</German>
<Czech>Koeficient bolesti</Czech> <Czech>Koeficient bolesti</Czech>
<Portuguese>Coeficiente de dor</Portuguese> <Portuguese>Coeficiente de dor</Portuguese>
<French>Coéfficient de douleur</French> <French>Coefficient de douleur</French>
<Hungarian>Fájdalmi koefficiens</Hungarian> <Hungarian>Fájdalmi koefficiens</Hungarian>
<Italian>Coefficiente dolore</Italian> <Italian>Coefficiente dolore</Italian>
<Japanese>痛みの係数</Japanese> <Japanese>痛みの係数</Japanese>
@ -63,7 +64,7 @@
<German>Multiplikator um die Schmerzintensität zu verändern</German> <German>Multiplikator um die Schmerzintensität zu verändern</German>
<Czech>Koeficient intenzity bolesti</Czech> <Czech>Koeficient intenzity bolesti</Czech>
<Portuguese>Coeficiente para modificar a instensidade de dor</Portuguese> <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> <Hungarian>Egy szorzó a fájdalom erősségének szabályozására</Hungarian>
<Italian>Coefficiente che modifica l'intensità del dolore</Italian> <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> <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> <German>Transfusions Fließrate</German>
<Japanese>IV 輸血の流量</Japanese> <Japanese>IV 輸血の流量</Japanese>
<Russian>Скорость внутривенного переливания</Russian> <Russian>Скорость внутривенного переливания</Russian>
<French>Débit de transfusion IV</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Status_IvFlowRate_Description"> <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> <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> <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> <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> <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> </Key>
</Package> </Package>
</Project> </Project>

File diff suppressed because it is too large Load Diff

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

View File

@ -18,7 +18,7 @@
params ["_truck", "_player"]; 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])}}; _vehicles = _vehicles select {(_x != _truck) && {!(_x isKindOf "CAManBase")} && {!(_x getVariable [QGVAR(disabled), false])}};
private _cswCarryMagazines = []; 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], format [localize LSTRING(RearmAction), getText(configFile >> "CfgVehicles" >> (typeOf _target) >> "displayName"), _magazineDisplayName],
{ {
param [0] params ["_target", "_unit"]; param [0] params ["_target", "_unit"];
(_unit distanceSqr _target) <= REARM_ACTION_DISTANCE_SQR _player distance _target <= GVAR(distance);
}, },
["isnotinside"] ["isnotinside"]
] call EFUNC(common,progressBar); ] call EFUNC(common,progressBar);

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

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@ -17,3 +17,12 @@
true, // isGlobal true, // isGlobal
{[QGVAR(supply), _this] call EFUNC(common,cbaSettings_settingChanged)} {[QGVAR(supply), _this] call EFUNC(common,cbaSettings_settingChanged)}
] call CBA_settings_fnc_init; ] 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> <Italian>Il rifornimento delle munizioni (-1 per disabilitarlo)</Italian>
<Russian>Объем боеприпасов для перевооружения (-1 для отмены)</Russian> <Russian>Объем боеприпасов для перевооружения (-1 для отмены)</Russian>
</Key> </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> </Package>
</Project> </Project>

View File

@ -218,11 +218,16 @@ class CfgWeapons {
class Rifle_Short_Base_F: Rifle_Base_F {}; class Rifle_Short_Base_F: Rifle_Base_F {};
class Rifle_Long_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 { class DMR_07_base_F: Rifle_Long_Base_F {
ACE_RailHeightAboveBore = 5.07109; ACE_RailHeightAboveBore = 5.07109;
ACE_IronSightBaseAngle = -0.00160721; ACE_IronSightBaseAngle = -0.00160721;
}; };
class arifle_MX_Base_F: Rifle_Base_F { class arifle_MX_Base_F: Rifle_Base_F {
class Single: Mode_SemiAuto {}; class Single: Mode_SemiAuto {};
class FullAuto: Mode_FullAuto {}; class FullAuto: Mode_FullAuto {};
@ -307,7 +312,7 @@ class CfgWeapons {
ACE_RailHeightAboveBore = 5.75468; ACE_RailHeightAboveBore = 5.75468;
ACE_IronSightBaseAngle = 0.0863227; ACE_IronSightBaseAngle = 0.0863227;
}; };
class arifle_MX_F: arifle_MX_Base_F { class arifle_MX_F: arifle_MX_Base_F {
ACE_RailHeightAboveBore = 2.80201; ACE_RailHeightAboveBore = 2.80201;
ACE_IronSightBaseAngle = 0.19502; ACE_IronSightBaseAngle = 0.19502;
@ -375,6 +380,14 @@ class CfgWeapons {
ACE_IronSightBaseAngle = -0.1532926; 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 EBR_base_F: Rifle_Long_Base_F {};
class LRR_base_F: Rifle_Long_Base_F {}; class LRR_base_F: Rifle_Long_Base_F {};
class GM6_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_03_base_F: Rifle_Long_Base_F {};
class DMR_04_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_05_base_F: Rifle_Long_Base_F {};
class DMR_06_base_F: Rifle_Long_Base_F {};
class srifle_EBR_F: EBR_base_F { class srifle_EBR_F: EBR_base_F {
ACE_RailHeightAboveBore = 1.98812; ACE_RailHeightAboveBore = 1.98812;
@ -417,10 +429,6 @@ class CfgWeapons {
ACE_RailHeightAboveBore = 3.91334; ACE_RailHeightAboveBore = 3.91334;
ACE_IronSightBaseAngle = 0.0123425; 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_01_base_F;
class MMG_02_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 // Add interactions if automatic transitions are disabled, else setup automatic transitions
if (_duration == 0) then { 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 { if (_setName == "") then {
_setName = localize LSTRING(Interaction); _setName = localize LSTRING(Interaction);

View File

@ -42,4 +42,4 @@ private _duration = _logic getVariable ["Duration", 0];
// Prepare with actions // Prepare with actions
[_objects, _controllers, _images, _names, _duration, _setName] call FUNC(createSlideshow); [_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>
<Key ID="STR_ACE_Slideshow_SetName_DisplayName"> <Key ID="STR_ACE_Slideshow_SetName_DisplayName">
<English>Set Name</English> <English>Set Name</English>
<German>Setze Namen</German> <German>Name der Diavorführung</German>
<Polish>Ustaw nazwę</Polish> <Polish>Ustaw nazwę</Polish>
<Japanese>名前設定</Japanese> <Japanese>名前設定</Japanese>
<French>Définir le nom</French> <French>Définir le nom</French>

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

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@ -3147,9 +3147,9 @@
"dev": true "dev": true
}, },
"mixin-deep": { "mixin-deep": {
"version": "1.3.1", "version": "1.3.2",
"resolved": "https://registry.npmjs.org/mixin-deep/-/mixin-deep-1.3.1.tgz", "resolved": "https://registry.npmjs.org/mixin-deep/-/mixin-deep-1.3.2.tgz",
"integrity": "sha512-8ZItLHeEgaqEvd5lYBXfm4EZSFCX29Jb9K+lAHhDKzReKBQKj3R+7NOF6tjqYi9t4oI8VUfaWITJQm86wnXGNQ==", "integrity": "sha512-WRoDn//mXBiJ1H40rqa3vH0toePwSsGb45iInWlTySa+Uu4k3tYUSxa2v1KqAiLtvlrSzaExqS1gtk96A9zvEA==",
"dev": true, "dev": true,
"requires": { "requires": {
"for-in": "^1.0.2", "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 ### 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. - 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 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`. - 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) - [ATragMX Framework]({{ site.baseurl }}/wiki/framework/atragmx.html)
### 3.7 Reseting the AtragMx `GunList`
## 4. Official Manual and Horus Videos
- 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) - [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 ## 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 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>. - 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" /> <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: * Arguments:
* 0: Item <OBJECT or STRING> * 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT> * 1: Vehicle <OBJECT>
* 2: Ignore interaction distance and stability checks <BOOL>
* *
* Return Value: * Return Value:
* Object loaded <BOOL> * 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. 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. * 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. * 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>] * 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: Adding it through `description.ext` you use:
```c++ ```cpp
class ACEX_Fortify_Presets { class ACEX_Fortify_Presets {
class myMissionObjects { class myMissionObjects {
objects[] = { 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. 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"]; params ["_unit", "_object", "_cost"];
private _return = (getPosATL _object) select 2 < 1; private _return = (getPosATL _object) select 2 < 1;