Merge branch 'master' into multipleDevices

Conflicts:
	addons/common/stringtable.xml
This commit is contained in:
PabstMirror 2015-05-14 15:38:13 -05:00
commit fd8d68c451
619 changed files with 86326 additions and 2185 deletions

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@ -73,6 +73,7 @@ Raspu86
Riccardo Petricca <petriccarcc@gmail.com>
Robert Boklahánics <bokirobi@gmail.com>
ramius86 <pasini86@hotmail.com>
SilentSpike <SilentSpike100@gmail.com>
simon84 <badguy360th@gmail.com>
Sniperwolf572 <tenga6@gmail.com>
Tachi <zaveruha007@gmail.com>
@ -93,4 +94,6 @@ VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Bla1337
nikolauska <nikolauska1@gmail.com>
adam3adam <br.ada@seznam.cz>
Professor <lukas.trneny@wo.cz>
Professor <lukas.trneny@wo.cz>
Winter <simon@agius-muscat.net>
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>

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

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@ -2,7 +2,7 @@ class CfgVehicles {
class ACE_Module;
class GVAR(ModuleSettings): ACE_Module {
scope = 2;
displayName = "Advanced Ballistics";
displayName = "$STR_ACE_AdvancedBallistics_DisplayName";
icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa));
category = "ACE";
function = QUOTE(DFUNC(initModuleSettings));
@ -12,26 +12,26 @@ class CfgVehicles {
author = "Ruthberg";
class Arguments {
class enabled {
displayName = "Advanced Ballistics";
description = "Enables advanced ballistics";
displayName = "$STR_ACE_AdvancedBallistics_enabled_DisplayName";
description = "$STR_ACE_AdvancedBallistics_enabled_Description";
typeName = "BOOL";
defaultValue = 0;
};
class alwaysSimulateForSnipers {
displayName = "Always Enabled For Snipers";
description = "Always enables advanced ballistics when high power optics are used";
displayName = "$STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_DisplayName";
description = "$STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_Description";
typeName = "BOOL";
defaultValue = 1;
};
class disabledInFullAutoMode {
displayName = "Disabled In FullAuto Mode";
description = "Disables the advanced ballistics during full auto fire";
displayName = "$STR_ACE_AdvancedBallistics_disabledInFullAutoMod_DisplayName";
description = "$STR_ACE_AdvancedBallistics_disabledInFullAutoMod_Description";
typeName = "BOOL";
defaultValue = 0;
};
class onlyActiveForLocalPlayers {
displayName = "Disabled For Non Local Players";
description = "Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer)";
displayName = "$STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_DisplayName";
description = "$STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_Description";
typeName = "BOOL";
defaultValue = 1;
};
@ -44,35 +44,38 @@ class CfgVehicles {
};
*/
class ammoTemperatureEnabled {
displayName = "Enable Ammo Temperature Simulation";
description = "Muzzle velocity varies with ammo temperature";
displayName = "$STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_DisplayName";
description = "$STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_Description";
typeName = "BOOL";
defaultValue = 1;
};
class barrelLengthInfluenceEnabled {
displayName = "Enable Barrel Length Simulation";
description = "Muzzle velocity varies with barrel length";
displayName = "$STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_DisplayName";
description = "$STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_Description";
typeName = "BOOL";
defaultValue = 1;
};
class bulletTraceEnabled {
displayName = "Enable Bullet Trace Effect";
description = "Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)";
displayName = "$STR_ACE_AdvancedBallistics_bulletTraceEnabled_DisplayName";
description = "$STR_ACE_AdvancedBallistics_bulletTraceEnabled_Description";
typeName = "BOOL";
defaultValue = 1;
};
class simulationInterval {
displayName = "Simulation Interval";
description = "Defines the interval between every calculation step";
displayName = "$STR_ACE_AdvancedBallistics_simulationInterval_DisplayName";
description = "$STR_ACE_AdvancedBallistics_simulationInterval_Description";
typeName = "NUMBER";
defaultValue = 0.0;
};
class simulationRadius {
displayName = "Simulation Radius";
description = "Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles";
displayName = "$STR_ACE_AdvancedBallistics_simulationRadius_DisplayName";
description = "$STR_ACE_AdvancedBallistics_simulationRadius_Description";
typeName = "NUMBER";
defaultValue = 3000;
};
};
class ModuleDescription {
description = "$STR_ACE_AdvancedBallistics_Description";
};
};
};
};

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@ -4,24 +4,11 @@
GVAR(currentbulletID) = -1;
GVAR(bulletDatabase) = [];
GVAR(bulletDatabaseStartTime) = [];
GVAR(bulletDatabaseSpeed) = [];
GVAR(bulletDatabaseFrames) = [];
GVAR(bulletDatabaseLastFrame) = [];
GVAR(bulletDatabaseHDeflect) = [];
GVAR(bulletDatabaseSpinDrift) = [];
GVAR(bulletDatabaseOccupiedIndices) = [];
GVAR(bulletDatabaseFreeIndices) = [];
GVAR(WindInfo) = false;
GVAR(WindInfoStart) = time;
GVAR(Protractor) = false;
GVAR(ProtractorStart) = time;
GVAR(currentGrid) = 0;
GVAR(INIT_MESSAGE_ENABLED) = false;
GVAR(initMessageEnabled) = false;
GVAR(extensionAvailable) = true;
/* @TODO: Remove this until versioning is in sync with cmake/build versioning

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@ -6,12 +6,12 @@ PREP(calculateAmmoTemperatureVelocityShift);
PREP(calculateAtmosphericCorrection);
PREP(calculateBarrelLengthVelocityShift);
PREP(calculateRetardation);
PREP(calculateRoughnessLength);
PREP(calculateStabilityFactor);
PREP(calculateWindSpeed);
PREP(displayProtractor);
PREP(handleFired);
PREP(initializeTerrainExtension);
PREP(initModuleSettings);
PREP(readAmmoDataFromConfig);
PREP(readWeaponDataFromConfig);
ADDON = true;

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@ -4,7 +4,7 @@
* Calculates the ammo temperature induced muzzle velocity shift
*
* Arguments:
* 0: ammo - classname <string>
* 0: muzzle velocity shift lookup table - m/s <ARRAY>
* 1: temperature - degrees celcius <NUMBER>
*
* Return Value:
@ -15,17 +15,11 @@
*/
#include "script_component.hpp"
private ["_ammo", "_temperature", "_muzzleVelocityTable", "_muzzleVelocityShift", "_temperatureIndexA", "_temperatureIndexB", "_temperatureRatio"];
_ammo = _this select 0;
_temperature = _this select 1;
private ["_muzzleVelocityShiftTable", "_temperature", "_muzzleVelocityShift", "_temperatureIndexA", "_temperatureIndexB", "_temperatureRatio"];
_muzzleVelocityShiftTable = _this select 0;
_temperature = _this select 1;
_muzzleVelocityTable = [];
if (isArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts")) then {
_muzzleVelocityTable = getArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts");
};
if (count _muzzleVelocityTable != 11) exitWith { 0 };
if (count _muzzleVelocityShiftTable != 11) exitWith { 0 };
_temperatureIndexA = floor((_temperature + 15) / 5);
_temperatureIndexA = 0 max _temperatureIndexA;
@ -37,6 +31,6 @@ _temperatureIndexB = _temperatureIndexB min 10;
_temperatureRatio = ((_temperature + 15) / 5) - floor((_temperature + 15) / 5);
_muzzleVelocityShift = (_muzzleVelocityTable select _temperatureIndexA) * (1 - _temperatureRatio) + (_muzzleVelocityTable select _temperatureIndexB) * _temperatureRatio;
_muzzleVelocityShift = (_muzzleVelocityShiftTable select _temperatureIndexA) * (1 - _temperatureRatio) + (_muzzleVelocityShiftTable select _temperatureIndexB) * _temperatureRatio;
_muzzleVelocityShift

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@ -4,9 +4,10 @@
* Calculates the muzzle velocity shift caused by different barrel lengths
*
* Arguments:
* 0: ammo - classname <string>
* 0: weapon - classname <string>
* 1: muzzle velocity - m/s <NUMBER>
* 0: barrel length - mm
* 1: muzzle velocity lookup table - m/s <ARRAY>
* 2: barrel length lookup table - mm <ARRAY>
* 3: muzzle velocity - m/s <NUMBER>
*
* Return Value:
* 0: muzzle velocity shift - m/s <NUMBER>
@ -16,25 +17,13 @@
*/
#include "script_component.hpp"
private ["_ammo", "_weapon", "_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity", "_lowerIndex", "_upperIndex", "_barrelLengthRatio", "_muzzleVelocityNew"];
_ammo = _this select 0;
_weapon = _this select 1;
_muzzleVelocity = _this select 2;
_barrelLength = getNumber(configFile >> "cfgWeapons" >> _weapon >> "ACE_barrelLength");
private ["_barrelLength", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocity", "_lowerIndex", "_upperIndex", "_barrelLengthRatio", "_muzzleVelocityNew"];
_barrelLength = _this select 0;
_muzzleVelocityTable = _this select 1;
_barrelLengthTable = _this select 2;
_muzzleVelocity = _this select 3;
if (_barrelLength == 0) exitWith { 0 };
_muzzleVelocityTable = [];
_barrelLengthTable = [];
if (isArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_muzzleVelocities")) then {
_muzzleVelocityTable = getArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_muzzleVelocities");
};
if (isArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_barrelLengths")) then {
_barrelLengthTable = getArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_barrelLengths");
};
if (count _muzzleVelocityTable != count _barrelLengthTable) exitWith { 0 };
if (count _muzzleVelocityTable == 0 || count _barrelLengthTable == 0) exitWith { 0 };
if (count _muzzleVelocityTable == 1) exitWith { (_muzzleVelocityTable select 0) - _muzzleVelocity };

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@ -1,78 +0,0 @@
/*
* Author: Ruthberg
*
* Calculates the true wind speed at a given world position
*
* Arguments:
* 0: _this - world position <posASL>
*
* Return Value:
* 0: wind speed - m/s <NUMBER>
*
* Public: No
*/
#include "script_component.hpp"
private ["_windSpeed", "_windDir", "_height", "_newWindSpeed", "_windSource", "_roughnessLength"];
fnc_polar2vect = {
private ["_mag2D"];
_mag2D = (_this select 0) * cos((_this select 2));
[_mag2D * sin((_this select 1)), _mag2D * cos((_this select 1)), (_this select 0) * sin((_this select 2))];
};
_windSpeed = vectorMagnitude ACE_wind;
_windDir = (ACE_wind select 0) atan2 (ACE_wind select 1);
// Wind gradient
if (_windSpeed > 0.05) then {
_height = (ASLToATL _this) select 2;
_height = 0 max _height min 20;
if (_height < 20) then {
_roughnessLength = _this call FUNC(calculateRoughnessLength);
_windSpeed = _windSpeed * ln(_height / _roughnessLength) / ln(20 / _roughnessLength);
};
};
// Terrain effect on wind
if (_windSpeed > 0.05) then {
_newWindSpeed = 0;
{
_windSource = [100, _windDir + 180, _x] call fnc_polar2vect;
if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
_newWindSpeed = cos(_x * 9) * _windSpeed;
};
_windSource = [100, _windDir + 180 + _x, 0] call fnc_polar2vect;
if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
_newWindSpeed = cos(_x * 9) * _windSpeed;
};
_windSource = [100, _windDir + 180 - _x, 0] call fnc_polar2vect;
if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
_newWindSpeed = cos(_x * 9) * _windSpeed;
};
} forEach [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
_windSpeed = _newWindSpeed;
};
// Obstacle effect on wind
if (_windSpeed > 0.05) then {
_newWindSpeed = 0;
{
_windSource = [20, _windDir + 180, _x] call fnc_polar2vect;
if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
_newWindSpeed = cos(_x * 2) * _windSpeed;
};
_windSource = [20, _windDir + 180 + _x, 0] call fnc_polar2vect;
if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
_newWindSpeed = cos(_x * 2) * _windSpeed;
};
_windSource = [20, _windDir + 180 - _x, 0] call fnc_polar2vect;
if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
_newWindSpeed = cos(_x * 2) * _windSpeed;
};
} forEach [0, 5, 10, 15, 20, 25, 30, 35, 40, 45];
_windSpeed = _newWindSpeed;
};
_windSpeed = 0 max _windSpeed;
_windSpeed

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@ -19,7 +19,7 @@
*/
#include "script_component.hpp"
private ["_unit", "_weapon", "_mode", "_ammo", "_magazine", "_caliber", "_bullet", "_abort", "_index", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_atmosphereModel", "_bulletMass", "_bulletLength", "_airFriction", "_dragModel", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_twistDirection", "_stabilityFactor", "_transonicStabilityCoef", "_ballisticCoefficients", "_velocityBoundaries"];
private ["_unit", "_weapon", "_mode", "_ammo", "_magazine", "_caliber", "_bullet", "_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
_unit = _this select 0;
_weapon = _this select 1;
_mode = _this select 3;
@ -40,7 +40,7 @@ if (GVAR(onlyActiveForLocalPlayers) && !(local _unit)) then {
// The shooter is non local
if (currentWeapon _unit == primaryWeapon _unit && count primaryWeaponItems _unit > 2) then {
_opticsName = (primaryWeaponItems _unit) select 2;
_opticType = getNumber(configFile >> "cfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
_abort = _opticType != 2; // We only abort if the non local shooter is not a sniper
};
} else {
@ -48,19 +48,26 @@ if (GVAR(onlyActiveForLocalPlayers) && !(local _unit)) then {
};
};
//if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // We currently do not have firedEHs on vehicles
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "cfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (_abort || !(GVAR(extensionAvailable))) exitWith {
[_bullet, getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH);
[_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH);
};
_airFriction = getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction");
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil {_AmmoCacheEntry}) then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
};
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil {_WeaponCacheEntry}) then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
};
_bulletVelocity = velocity _bullet;
_muzzleVelocity = vectorMagnitude _bulletVelocity;
if (GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = [_ammo, _weapon, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
_muzzleVelocityShift = [_WeaponCacheEntry select 2, _AmmoCacheEntry select 10, _AmmoCacheEntry select 11, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
if (_muzzleVelocityShift != 0) then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity;
@ -69,8 +76,8 @@ if (GVAR(barrelLengthInfluenceEnabled)) then {
};
if (GVAR(ammoTemperatureEnabled)) then {
_temperature = GET_TEMPERATURE_AT_HEIGHT((getPosASL _unit) select 2);
_muzzleVelocityShift = [_ammo, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift);
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_muzzleVelocityShift = [_AmmoCacheEntry select 9, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift);
if (_muzzleVelocityShift != 0) then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
_bullet setVelocity _bulletVelocity;
@ -85,60 +92,27 @@ if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
} else {
if (currentWeapon ACE_player == primaryWeapon ACE_player && count primaryWeaponItems ACE_player > 2) then {
_opticsName = (primaryWeaponItems ACE_player) select 2;
_opticType = getNumber(configFile >> "cfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
_bulletTraceVisible = _opticType == 2;
};
};
};
_caliber = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_caliber");
_bulletLength = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_bulletLength");
_bulletMass = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_bulletMass");
_barrelTwist = getNumber(configFile >> "cfgWeapons" >> _weapon >> "ACE_barrelTwist");
_caliber = _AmmoCacheEntry select 1;
_bulletLength = _AmmoCacheEntry select 2;
_bulletMass = _AmmoCacheEntry select 3;
_barrelTwist = _WeaponCacheEntry select 0;
_stabilityFactor = 1.5;
if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
_temperature = GET_TEMPERATURE_AT_HEIGHT((getPosASL _unit) select 2);
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_barometricPressure = ((getPosASL _bullet) select 2) call EFUNC(weather,calculateBarometricPressure);
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
};
_twistDirection = 1;
if (isNumber(configFile >> "cfgWeapons" >> _weapon >> "ACE_twistDirection")) then {
_twistDirection = getNumber(configFile >> "cfgWeapons" >> _weapon >> "ACE_twistDirection");
if (_twistDirection != -1 && _twistDirection != 0 && _twistDirection != 1) then {
_twistDirection = 1;
};
};
_transonicStabilityCoef = 0.5;
if (isNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef")) then {
_transonicStabilityCoef = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef");
};
_dragModel = 1;
_ballisticCoefficients = [];
_velocityBoundaries = [];
_atmosphereModel = "ICAO";
if (isNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_dragModel")) then {
_dragModel = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_dragModel");
if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
};
};
if (isArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_ballisticCoefficients")) then {
_ballisticCoefficients = getArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_ballisticCoefficients");
};
if (isArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_velocityBoundaries")) then {
_velocityBoundaries = getArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_velocityBoundaries");
};
if (isText(configFile >> "cfgAmmo" >> _ammo >> "ACE_standardAtmosphere")) then {
_atmosphereModel = getText(configFile >> "cfgAmmo" >> _ammo >> "ACE_standardAtmosphere");
};
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _muzzleVelocity, _transonicStabilityCoef, getPosASL _bullet, EGVAR(weather,Latitude), EGVAR(weather,currentTemperature), EGVAR(weather,Altitude), EGVAR(weather,currentHumidity), overcast, floor(time), time - floor(time)];
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(weather,Latitude), EGVAR(weather,currentTemperature), EGVAR(weather,Altitude), EGVAR(weather,currentHumidity), overcast, floor(time), time - floor(time)];
[{
private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"];

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@ -22,7 +22,7 @@ _initStartTime = time;
_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
if (GVAR(INIT_MESSAGE_ENABLED)) then {
if (GVAR(initMessageEnabled)) then {
systemChat "AdvancedBallistics: Terrain already initialized";
};
};
@ -40,7 +40,7 @@ GVAR(currentGrid) = 0;
_initStartTime = _args select 2;
if (GVAR(currentGrid) >= _gridCells) exitWith {
if (GVAR(INIT_MESSAGE_ENABLED)) then {
if (GVAR(initMessageEnabled)) then {
systemChat format["AdvancedBallistics: Finished terrain initialization in %1 seconds", ceil(time - _initStartTime)];
};
[_this select 1] call cba_fnc_removePerFrameHandler;

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@ -0,0 +1,64 @@
/*
* Author: Ruthberg
*
* Reads the ammo class config and updates the config cache
*
* Arguments:
* 0: ammo - classname <string>
*
* Return Value:
* 0: [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable] <ARRAY>
*
* Return value:
* None
*/
#include "script_component.hpp"
private ["_ammo", "_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_result"];
_ammo = _this;
_airFriction = getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction");
_caliber = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_caliber");
_bulletLength = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_bulletLength");
_bulletMass = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_bulletMass");
_transonicStabilityCoef = 0.5;
if (isNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef")) then {
_transonicStabilityCoef = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef");
};
_dragModel = 1;
_ballisticCoefficients = [];
_velocityBoundaries = [];
_atmosphereModel = "ICAO";
if (isNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_dragModel")) then {
_dragModel = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_dragModel");
if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
};
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ballisticCoefficients")) then {
_ballisticCoefficients = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ballisticCoefficients");
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_velocityBoundaries")) then {
_velocityBoundaries = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_velocityBoundaries");
};
if (isText(configFile >> "CfgAmmo" >> _ammo >> "ACE_standardAtmosphere")) then {
_atmosphereModel = getText(configFile >> "CfgAmmo" >> _ammo >> "ACE_standardAtmosphere");
};
_ammoTempMuzzleVelocityShifts = [];
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts")) then {
_ammoTempMuzzleVelocityShifts = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_ammoTempMuzzleVelocityShifts");
};
_muzzleVelocityTable = [];
_barrelLengthTable = [];
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_muzzleVelocities")) then {
_muzzleVelocityTable = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_muzzleVelocities");
};
if (isArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_barrelLengths")) then {
_barrelLengthTable = getArray(configFile >> "CfgAmmo" >> _ammo >> "ACE_barrelLengths");
};
_result = [_airFriction, _caliber, _bulletLength, _bulletMass, _transonicStabilityCoef, _dragModel, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _ammoTempMuzzleVelocityShifts, _muzzleVelocityTable, _barrelLengthTable];
uiNamespace setVariable [format[QGVAR(%1), _ammo], _result];
_result

View File

@ -0,0 +1,34 @@
/*
* Author: Ruthberg
*
* Reads the weapon class config and updates the config cache
*
* Arguments:
* 0: ammo - classname <string>
*
* Return Value:
* 0: [_barrelTwist, _twistDirection, _barrelLength] <ARRAY>
*
* Return value:
* None
*/
#include "script_component.hpp"
private ["_weapon", "_barrelTwist", "_twistDirection", "_barrelLength", "_result"];
_weapon = _this;
_barrelTwist = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelTwist");
_twistDirection = 1;
if (isNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection")) then {
_twistDirection = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_twistDirection");
if (_twistDirection != -1 && _twistDirection != 0 && _twistDirection != 1) then {
_twistDirection = 1;
};
};
_barrelLength = getNumber(configFile >> "CfgWeapons" >> _weapon >> "ACE_barrelLength");
_result = [_barrelTwist, _twistDirection, _barrelLength];
uiNamespace setVariable [format[QGVAR(%1), _weapon], _result];
_result

View File

@ -21,6 +21,5 @@
#define SPECIFIC_GAS_CONSTANT_DRY_AIR 287.058
#define STD_AIR_DENSITY_ICAO 1.22498
#define STD_AIR_DENSITY_ASM 1.20885
#define GET_TEMPERATURE_AT_HEIGHT(h) (EGVAR(weather,currentTemperature) - 0.0065 * (h))
#define EXTENSION_REQUIRED_VERSION "1.0"

View File

@ -25,5 +25,85 @@
<Czech>Zobrazit úhloměr</Czech>
<Portuguese>Mostrar Transferidor</Portuguese>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_DisplayName">
<English>Advanced Ballistics</English>
<Polish>Zaawansowana balistyka</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_enabled_DisplayName">
<English>Advanced Ballistics</English>
<Polish>Zaawansowana balistyka</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_enabled_Description">
<English>Enables advanced ballistics</English>
<Polish>Aktywuje zaawansowaną balistykę</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_DisplayName">
<English>Always Enabled For Snipers</English>
<Polish>Zawsze akt. dla snajp.</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_alwaysSimulateForSnipers_Description">
<English>Always enables advanced ballistics when high power optics are used</English>
<Polish>Aktywuje zaawansowaną balistykę zawsze, kiedy używana jest optyka</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_disabledInFullAutoMod_DisplayName">
<English>Disabled In FullAuto Mode</English>
<Polish>Wył. podczas ognia auto.</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_disabledInFullAutoMod_Description">
<English>Disables the advanced ballistics during full auto fire</English>
<Polish>Dezaktywuje zaawansowaną balistykę podczas ognia automatycznego</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_DisplayName">
<English>Disabled For Non Local Players</English>
<Polish>Wyłącz dla nielok. graczy</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_onlyActiveForLocalPlayers_Description">
<English>Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer)</English>
<Polish>Dezaktywuje zaawansowaną balistykę dla pocisków pochodzących od innych graczy(aktywuj tą opcję jeżeli odczuwasz spadki FPS podczas sporych strzelanin w MP)</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_DisplayName">
<English>Enable Ammo Temperature Simulation</English>
<Polish>Symulacja temp. amunicji</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_ammoTemperatureEnabled_Description">
<English>Muzzle velocity varies with ammo temperature</English>
<Polish>Prędkość wylotowa pocisku jest zależna od temperatury amunicji</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_DisplayName">
<English>Enable Barrel Length Simulation</English>
<Polish>Symulacja długości lufy</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_barrelLengthInfluenceEnabled_Description">
<English>Muzzle velocity varies with barrel length</English>
<Polish>Prędkość wylotowa pocisku jest zależna od długości lufy</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_bulletTraceEnabled_DisplayName">
<English>Enable Bullet Trace Effect</English>
<Polish>Efekt smugi pocisku</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_bulletTraceEnabled_Description">
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
<Polish>Aktywuje efekt smugi pocisku dla pocisków wysokokalibrowych (widoczne tylko podczas patrzenia przez optykę)</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulationInterval_DisplayName">
<English>Simulation Interval</English>
<Polish>Interwał symulacji</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulationInterval_Description">
<English>Defines the interval between every calculation step</English>
<Polish>Określa interwał pomiędzy każdym krokiem kalkulacji</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulationRadius_DisplayName">
<English>Simulation Radius</English>
<Polish>Zasięg symulacji</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_simulationRadius_Description">
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
<Polish>Określa obszar naokoło gracza (w metrach), na którym zaawansowana balistyka jest aplikowana dla pocisków</Polish>
</Key>
<Key ID="STR_ACE_AdvancedBallistics_Description">
<English></English>
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
</Key>
</Package>
</Project>

View File

@ -891,9 +891,12 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
class OpticsIn
{
class WideUnstabalized
{
opticsDisplayName = "WU";
delete Narrow;
delete Medium;
delete Wide;
class ACE_WideUnstabilized {
opticsDisplayName = "W NS";
initAngleX = 0;
minAngleX = -35;
maxAngleX = 10;
@ -910,8 +913,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
horizontallyStabilized = 1;
gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_wide_F";
};
class Wide
{
class ACE_Wide: ACE_WideUnstabilized {
opticsDisplayName = "W";
initAngleX = 0;
minAngleX = -35;
@ -929,8 +931,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
horizontallyStabilized = 1;
gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_wide_F";
};
class Medium: Wide
{
class ACE_Medium: ACE_Wide {
opticsDisplayName = "M";
initFov = 0.093;
minFov = 0.093;
@ -940,8 +941,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
horizontallyStabilized = 1;
gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_medium_F";
};
class Narrow: Wide
{
class ACE_Narrow: ACE_Wide {
opticsDisplayName = "N";
initFov = 0.029;
minFov = 0.029;
@ -952,8 +952,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_narrow_F";
};
class Narrower: Wide
{
class ACE_Narrower: ACE_Wide {
opticsDisplayName = "Z";
initFov = 0.01;
minFov = 0.01;

View File

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

View File

@ -95,36 +95,6 @@ if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) t
GVAR(workingMemory) set [1, _muzzleVelocity];
GVAR(workingMemory) set [2, _zeroRange];
private ["_elevationCur", "_windageCur", "_clickSize", "_clickNumber", "_clickInterval"];
_elevationCur = GVAR(workingMemory) select 10;
_windageCur = GVAR(workingMemory) select 11;
switch (GVAR(currentScopeUnit)) do {
case 0: {
_elevationCur = _elevationCur * 3.38;
_windageCur = _windageCur * 3.38;
};
case 2: {
_elevationCur = _elevationCur / 1.047;
_windageCur = _windageCur / 1.047;
};
case 3: {
switch (GVAR(workingMemory) select 7) do {
case 0: { _clickSize = 1; };
case 1: { _clickSize = 1 / 1.047; };
case 2: { _clickSize = 3.38; };
};
_clickNumber = GVAR(workingMemory) select 8;
_clickInterval = _clickSize / _clickNumber;
_elevationCur = Round(_elevationCur / _clickInterval);
_windageCur = Round(_windageCur / _clickInterval);
};
};
GVAR(workingMemory) set [10, _elevationCur];
GVAR(workingMemory) set [11, _windageCur];
[] call FUNC(update_gun);
[] call FUNC(update_gun_ammo_data);
[] call FUNC(update_atmosphere);

View File

@ -190,7 +190,7 @@ class CfgVehicles {
class ACE_Box_Ammo: NATO_Box_Base {
scope = 2;
accuracy = 1000;
displayName = "[ACE] Ammo Supply Crate";
displayName = "$STR_ACE_AmmoSupplyCrate_DisplayName";
model = "\A3\weapons_F\AmmoBoxes\AmmoBox_F";
author = "$STR_ACE_Common_ACETeam";
class TransportMagazines {

View File

@ -1,16 +1,13 @@
class Single;
class Burst;
class FullAuto;
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgWeapons {
class DMR_02_base_F;
class DMR_03_base_F;
class DMR_04_base_F;
class DMR_05_base_F;
class DMR_06_base_F;
class GM6_base_F;
class LMG_RCWS;
class LRR_base_F;
class MGun;
class MGunCore;
class MMG_01_base_F;
@ -22,19 +19,83 @@ class CfgWeapons {
/* Long Rifles */
class GM6_base_F: Rifle_Long_Base_F {
class Single: Mode_SemiAuto {
dispersion = 0.00029; // radians. Equal to 1.00 MOA.
};
};
class LRR_base_F: Rifle_Long_Base_F {
class Single: Mode_SemiAuto {
dispersion = 0.00020; // radians. Equal to 0.70 MOA.
};
};
class DMR_06_base_F: Rifle_Long_Base_F {
class Single: Mode_SemiAuto {
dispersion = 0.00029; // radians. Equal to 1.00 MOA.
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00029; // radians. Equal to 1.00 MOA.
};
};
class DMR_05_base_F: Rifle_Long_Base_F {
class Single: Mode_SemiAuto {
dispersion = 0.00029; // radians. Equal to 1.00 MOA.
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00029; // radians. Equal to 1.00 MOA.
};
};
class DMR_04_base_F: Rifle_Long_Base_F {
class Single: Mode_SemiAuto {
dispersion = 0.00029; // radians. Equal to 1.00 MOA.
};
};
class DMR_03_base_F: Rifle_Long_Base_F {
class Single: Mode_SemiAuto {
dispersion = 0.00032; // radians. Equal to 1.10 MOA.
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00032; // radians. Equal to 1.10 MOA.
};
};
class DMR_02_base_F: Rifle_Long_Base_F {
class Single: Mode_SemiAuto {
dispersion = 0.000262; // radians. Equal to 0.90 MOA.
};
};
class DMR_01_base_F: Rifle_Long_Base_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
class MuzzleSlot: MuzzleSlot {
compatibleItems[] += {"ACE_muzzle_mzls_B"};
};
};
class Single: Mode_SemiAuto {
dispersion = 0.0004; // radians. Equal to 1.375 MOA.
};
};
class EBR_base_F: Rifle_Long_Base_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
class MuzzleSlot: MuzzleSlot {
compatibleItems[] += {"ACE_muzzle_mzls_B"};
};
};
};
class DMR_01_base_F: Rifle_Long_Base_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
class MuzzleSlot: MuzzleSlot {
compatibleItems[] += {"ACE_muzzle_mzls_B"};
};
class Single: Mode_SemiAuto {
dispersion = 0.00029; // radians. Equal to 1.00 MOA.
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00029; // radians. Equal to 1.00 MOA.
};
};
@ -46,14 +107,6 @@ class CfgWeapons {
compatibleItems[] += {"ACE_muzzle_mzls_H"};
};
};
class Single: Mode_SemiAuto {
dispersion = 0.000800; // radians. Equal to 2.75 MOA.
// Based on widely cited 2 MOA figure for new 5.56 ACR.
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00147; // radians. Equal to 5.1 MOA.
};
};
class arifle_MX_SW_F: arifle_MX_Base_F {
magazines[] = {
@ -74,14 +127,6 @@ class CfgWeapons {
compatibleItems[] = {"muzzle_snds_H","muzzle_snds_H_SW","ACE_muzzle_mzls_H"};
};
};
class Single: Mode_SemiAuto {
dispersion = 0.000800; // radians. Equal to 2.75 MOA.
// Based on widely cited 2 MOA figure for new 5.56 ACR.
};
class manual: FullAuto {
dispersion = 0.00147; // radians. Equal to 5.1 MOA.
};
};
class arifle_MXM_F: arifle_MX_Base_F {
magazines[] = {
@ -95,12 +140,11 @@ class CfgWeapons {
ACE_barrelTwist=228.6;
ACE_barrelLength=457.2;
class Single: Single {
dispersion = 0.00029; // radians. Equal to 1 MOA.
// 6.5mm is easily capable of this in a half-tuned rifle.
dispersion = 0.000436; // radians. Equal to 1.50 MOA.
};
class FullAuto: FullAuto {
dispersion = 0.000800; // radians. Equal to 2.75 MOA.
dispersion = 0.000436; // radians. Equal to 1.50 MOA.
};
};
@ -112,15 +156,6 @@ class CfgWeapons {
compatibleItems[] += {"ACE_muzzle_mzls_H"};
};
};
class Single: Mode_SemiAuto {
dispersion = 0.000800; // radians. Equal to 2.75 MOA.
// Based on widely cited 2 MOA figure for new 5.56 ACR?
// Use your imagination for fictional weapons!
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00147; // radians. Equal to 5.1 MOA.
};
};
@ -139,13 +174,6 @@ class CfgWeapons {
};
ACE_barrelTwist=177.8;
ACE_barrelLength=317.5;
class manual: Mode_FullAuto {
dispersion = 0.00175; // radians. Equal to 6 MOA.
};
class Single: manual {
dispersion = 0.00175; // radians. Equal to 6 MOA.
};
};
class LMG_Zafir_F: Rifle_Long_Base_F {
initSpeed = -1.0;
@ -156,13 +184,6 @@ class CfgWeapons {
};
ACE_barrelTwist=304.8;
ACE_barrelLength=459.74;
class FullAuto: Mode_FullAuto {
dispersion = 0.00175; // radians. Equal to 6 MOA.
};
class Single: Mode_SemiAuto {
dispersion = 0.00175; // radians. Equal to 6 MOA.
};
};
@ -173,13 +194,6 @@ class CfgWeapons {
compatibleItems[] += {"ACE_muzzle_mzls_L"};
};
};
class Single: Mode_SemiAuto {
dispersion = 0.000727; // radians. Equal to 2.5 MOA, about the limit of mass-produced M855.
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00147; // radians. Equal to 5.1 MOA.
};
};
class mk20_base_F: Rifle_Base_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
@ -187,14 +201,6 @@ class CfgWeapons {
compatibleItems[] += {"ACE_muzzle_mzls_L"};
};
};
class Single: Mode_SemiAuto {
dispersion = 0.0008727; // radians. Equal to 3 MOA, about the limit of mass-produced M855 plus
// some extra for these worn out Greek Army service rifles.
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00147; // radians. Equal to 5.1 MOA.
};
};
@ -202,12 +208,15 @@ class CfgWeapons {
class SDAR_base_F: Rifle_Base_F {
initSpeed = -0.989;
class Single: Mode_SemiAuto {
dispersion = 0.0008727; // radians. Equal to 3 MOA, about the limit of mass-produced M855 plus
// some extra because Kel-Tec.
dispersion = 0.0008727; // radians. Equal to 3 MOA.
};
class Burst: Mode_Burst {
dispersion = 0.0008727; // radians. Equal to 3 MOA.
};
class FullAuto: Mode_FullAuto {
dispersion = 0.00147; // radians. Equal to 5.1 MOA.
dispersion = 0.0008727; // radians. Equal to 3 MOA.
};
};
class pdw2000_base_F: Rifle_Base_F {
@ -642,11 +651,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";
@ -675,11 +684,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";
@ -708,11 +717,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";
@ -741,11 +750,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";
@ -774,11 +783,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";
@ -807,11 +816,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";
@ -840,11 +849,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";
@ -873,11 +882,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";
@ -906,11 +915,11 @@ class CfgWeapons {
};
class MuzzleCoef {
dispersionCoef = "0.8f";
dispersionCoef = "0.95f";
artilleryDispersionCoef = "1.0f";
fireLightCoef = "0.5f";
recoilCoef = "1.0f";
recoilProneCoef = "1.0f";
recoilCoef = "0.95f";
recoilProneCoef = "0.95f";
minRangeCoef = "1.0f";
minRangeProbabCoef = "1.0f";
midRangeCoef = "1.0f";

View File

@ -1,12 +1,12 @@
ace_ballistics
==============
Changes to weapon and ammunition values.
Changes to weapon, magazine and ammunition values.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [Ruthberg] (http://github.com/Ulteq)
- [KoffeinFlummi](https://github.com/KoffeinFlummi)
- [commy2](https://github.com/commy2)

View File

@ -1592,5 +1592,9 @@
<Portuguese>Calibre: 12.7x99mm (AMAX)&lt;br/&gt;Cartuchos: 5</Portuguese>
<Hungarian>Kaliber: 12,7x99mm (AMAX)&lt;br /&gt;Lövedékek: 5</Hungarian>
</Key>
<Key ID="STR_ACE_AmmoSupplyCrate_DisplayName">
<English>[ACE] Ammo Supply Crate</English>
<Polish>[ACE] Skrzynka z amunicją</Polish>
</Key>
</Package>
</Project>
</Project>

View File

@ -161,7 +161,7 @@ class CfgVehicles {
class GVAR(ModuleSurrender): Module_F {
author = "$STR_ACE_Common_ACETeam";
category = "ACE";
displayName = "Make Unit Surrender";
displayName = "$STR_ACE_Captives_ModuleSurrender_DisplayName"; //Make Unit Surrender
function = QUOTE(DFUNC(moduleSurrender));
scope = 2; //show in editor
scopeCurator = 2; //show in zeus
@ -172,8 +172,8 @@ class CfgVehicles {
functionPriority = 0;
class Arguments {};
class ModuleDescription: ModuleDescription {
description = "Sync a unit to make them surrender.<br/>Source: ace_captives";
description = "$STR_ACE_Captives_ModuleSurrender_Description"; //Sync a unit to make them surrender.<br/>Source: ace_captives
sync[] = {"AnyAI"};
};
};
};
};

View File

@ -11,7 +11,7 @@ if (isServer) then {
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
detach _escortedUnit;
systemChat "debug: DC detach";
//systemChat "debug: DC detach";
};
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];

View File

@ -1,6 +1,6 @@
/*
* Author: PabstMirror
* Checks the conditions for being able to surrender
* Checks the conditions for being able switch surrender states
*
* Arguments:
* 0: caller (player) <OBJECT>
@ -18,14 +18,14 @@
PARAMS_2(_unit,_newSurrenderState);
if (currentWeapon _unit != "") exitWith {false};
private "_returnValue";
_returnValue = if (_newSurrenderState) then {
!(_unit getVariable [QGVAR(isSurrendering), false]); //Not currently surrendering
//no weapon equiped AND not currently surrendering and
(currentWeapon _unit == "") && {!(_unit getVariable [QGVAR(isSurrendering), false])}
} else {
(_unit getVariable [QGVAR(isSurrendering), false]); //is Surrendering
//is Surrendering
(_unit getVariable [QGVAR(isSurrendering), false])
};
_returnValue

View File

@ -193,5 +193,13 @@
<Hungarian>Semmi sincs az egér alatt</Hungarian>
<Italian>Nessuna selezione</Italian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_DisplayName">
<English>Make Unit Surrender</English>
<Polish>Poddaj się!</Polish>
</Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
<Polish>Zsynchronizuj z jednostką aby sprawić by się poddała&lt;br /&gt;Źródło: ace_captives</Polish>
</Key>
</Package>
</Project>

View File

@ -25,72 +25,72 @@ class CfgVehicles {
// += needs a non inherited entry in that class, otherwise it simply overwrites
//#include <DefaultItems.hpp>
class Module_F;
class ACE_ModuleCheckPBOs: Module_F {
class Logic;
class Module_F: Logic {
class ModuleDescription {};
};
class ACE_ModuleCheckPBOs: Module_F {
author = "$STR_ACE_Common_ACETeam";
category = "ACE";
displayName = "Check PBOs";
displayName = "$STR_ACE_Common_CheckPBO_DisplayName";
function = QFUNC(moduleCheckPBOs);
scope = 2;
isGlobal = 1;
icon = QUOTE(PATHTOF(UI\Icon_Module_CheckPBO_ca.paa));
class Arguments {
class Action {
displayName = "Action";
description = "What to do with people who do not have the right PBOs?";
displayName = "$STR_ACE_Common_CheckPBO_Action_DisplayName";
description = "$STR_ACE_Common_CheckPBO_Action_Description";
class values {
class WarnOnce {
default = 1;
name = "Warn once";
name = "$STR_ACE_Common_CheckPBO_Action_WarnOnce";
value = 0;
};
class Warn {
name = "Warn (permanent)";
name = "$STR_ACE_Common_CheckPBO_Action_WarnPerm";
value = 1;
};
class Kick {
name = "Kick";
name = "$STR_ACE_Common_CheckPBO_Action_Kick";
value = 2;
};
};
};
class CheckAll {
displayName = "Check all addons";
description = "Check all addons instead of only those of ACE?";
displayName = "$STR_ACE_Common_CheckPBO_CheckAll_DisplayName";
description = "$STR_ACE_Common_CheckPBO_CheckAll_Description";
typeName = "BOOL";
class values {
class WarnOnce {
default = 1;
name = "No";
value = 0;
};
class Warn {
name = "Yes";
value = 1;
};
};
defaultValue = 0;
};
class Whitelist {
displayName = "Whitelist";
description = "What addons are allowed regardless?";
displayName = "$STR_ACE_Common_CheckPBO_Whitelist_DisplayName";
description = "$STR_ACE_Common_CheckPBO_Whitelist_Description";
typeName = "STRING";
class values {
default = "[]";
};
};
};
class ModuleDescription: ModuleDescription {
description = "$STR_ACE_Common_CheckPBO_Description";
};
};
class ACE_ModuleLSDVehicles: Module_F {
author = "$STR_ACE_Common_ACETeam";
category = "ACE";
displayName = "LSD Vehicles";
displayName = "$STR_ACE_Common_LSDVehicles_DisplayName";
function = "ACE_Common_fnc_moduleLSDVehicles";
scope = 2;
icon = QUOTE(PATHTOF(UI\Icon_Module_LSD_ca.paa));
isGlobal = 1;
class Arguments {
};
class ModuleDescription: ModuleDescription {
description = "$STR_ACE_Common_LSDVehicles_Description";
sync[] = {"AnyVehicle"};
};
};
class Box_NATO_Support_F;

View File

@ -185,6 +185,7 @@ PREP(unmuteUnit);
PREP(useItem);
PREP(useMagazine);
PREP(waitAndExecute);
PREP(waveHeightAt);
PREP(translateToWeaponSpace);
PREP(translateToModelSpace);
@ -314,6 +315,16 @@ if (hasInterface) then {
}, 0, []] call cba_fnc_addPerFrameHandler;
};
// Time handling
ACE_time = diag_tickTime;
ACE_realTime = diag_tickTime;
ACE_virtualTime = diag_tickTime;
ACE_diagTime = diag_tickTime;
ACE_gameTime = time;
PREP(timePFH);
[FUNC(timePFH), 0, []] call cba_fnc_addPerFrameHandler;
// Init toHex
[0] call FUNC(toHex);

View File

@ -101,7 +101,7 @@ class ACE_Settings {
isClientSettable = 1;
displayName = "$STR_ACE_Common_SettingFeedbackIconsName";
description = "$STR_ACE_Common_SettingFeedbackIconsDesc";
values[] = {"Hide", "Top right, downwards", "Top right, to the left", "Top left, downwards", "Top left, to the right"};
values[] = {"$STR_ACE_Common_Hide", "$STR_ACE_Common_TopRightDown", "$STR_ACE_Common_TopRightLeft", "$STR_ACE_Common_TopLeftDown", "$STR_ACE_Common_TopLeftRight"};
};
class GVAR(SettingProgressBarLocation) {
value = 0;
@ -110,7 +110,7 @@ class ACE_Settings {
isClientSettable = 1;
displayName = "$STR_ACE_Common_SettingProgressbarLocationName";
description = "$STR_ACE_Common_SettingProgressbarLocationDesc";
values[] = {"Top", "Bottom"};
values[] = {"$STR_ACE_Common_Top", "$STR_ACE_Common_Bottom"};
};
class GVAR(displayTextColor) {
value[] = {0,0,0,0.1};

View File

@ -49,6 +49,9 @@ _addons = [_addons, {_this find "ace_" == 0}] call FUNC(filter);
if (hasInterface) then {
["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
};
} else {
// Print the current extension version
diag_log text format ["[ACE] Extension version: %1: %2", _x, (_x callExtension "version")];
};
} forEach getArray (configFile >> "ACE_Extensions" >> "extensions");

View File

@ -0,0 +1,25 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_lastTime", "_lastRealTime", "_lastVirtualTime", "_lastGameTime", "_delta"];
_lastRealTime = ACE_realTime;
_lastGameTime = ACE_gameTime;
ACE_gameTime = time;
ACE_diagTime = diag_tickTime;
_delta = ACE_diagTime - _lastRealTime;
if(ACE_gameTime <= _lastGameTime) then {
ACE_paused = true;
// Game is paused or not running
ACE_pausedTime = ACE_pausedTime + _delta;
ACE_virtualPausedTime = ACE_pausedTime + (_delta * accTime);
} else {
ACE_paused = false;
// Time is updating
ACE_realTime = ACE_realTime + _delta;
ACE_virtualTime = ACE_virtualTime + (_delta * accTime);
ACE_time = ACE_virtualTime;
};

View File

@ -0,0 +1,20 @@
/*
* Author: jaynus
*
* Gets the wave height at a specific location. Uses a logic, so may be performance iffy
*
* Arguments:
* 0: Position ASL to get height at
*
* Return Value:
* Wave height in meters
*
*/
#include "script_component.hpp"
if(isNil QGVAR(waveHeightLogic)) then {
GVAR(waveHeightLogic) = "Logic" createVehicleLocal [0,0,0];
};
GVAR(waveHeightLogic) setPosASL (_this select 0);
(((getPosASLW GVAR(waveHeightLogic)) select 2) - ((getPosASL GVAR(waveHeightLogic)) select 2))

View File

@ -47,7 +47,7 @@ if (!isServer) then {
_index = _files find _x;
if (_index == -1) then {
if (_x != "ace_serverconfig") then {_missingAddons pushBack _x;};
if (_x != "ace_server") then {_missingAddons pushBack _x;};
} else {
_clientVersion = _versions select _index;

View File

@ -470,6 +470,58 @@
<French>Une banane est un fruit qui, d'un point de vue botanique, fait partie du groupe des baies. Produite par plusieurs sortes de grandes plantes à fleurs herbacées du type Musa.</French>
<Portuguese>A banana é uma fruta comestível, botanicamente uma baga, produzida por vários tipos de plantas herbáceas grandes do genero Musa.</Portuguese>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_DisplayName">
<English>Check PBOs</English>
<Polish>Sprawdzaj PBO</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Description">
<English></English>
<Polish>Sprawdzaj spójność addonów z serwerem</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_DisplayName">
<English>Action</English>
<Polish>Akcja</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_Description">
<English>What to do with people who do not have the right PBOs?</English>
<Polish>Co zrobić z graczami, którzy nie mają właściwych PBO?</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnOnce">
<English>Warn once</English>
<Polish>Ostrzeż raz</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_WarnPerm">
<English>Warn (permanent)</English>
<Polish>Ostrzeżenie (permanentne)</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Action_Kick">
<English>Kick</English>
<Polish>Kick</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_DisplayName">
<English>Check all addons</English>
<Polish>Sprawdź wsz. addony</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_CheckAll_Description">
<English>Check all addons instead of only those of ACE?</English>
<Polish>Sprawdzaj wszystkie addony czy tylko te z ACE?</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_DisplayName">
<English>Whitelist</English>
<Polish>Biała lista</Polish>
</Key>
<Key ID="STR_ACE_Common_CheckPBO_Whitelist_Description">
<English>What addons are allowed regardless?</English>
<Polish>Jakie addony są dozwolone?</Polish>
</Key>
<Key ID="STR_ACE_Common_LSDVehicles_DisplayName">
<English>LSD Vehicles</English>
<Polish>Pojazdy LSD</Polish>
</Key>
<Key ID="STR_ACE_Common_LSDVehicles_Description">
<English>Adds LSD effect to synchronized vehicle</English>
<Polish>Dodaje efekt LSD pod zsynchronizowany pojazd</Polish>
</Key>
<Key ID="STR_ACE_Common_toggleHandheldDevice">
<English>Toggle Handheld Device</English>
</Key>
@ -480,4 +532,4 @@
<English>Cycle Handheld Devices</English>
</Key>
</Package>
</Project>
</Project>

View File

@ -79,7 +79,7 @@ _holderMagazinesStart = magazinesAmmoCargo _holder;
{
EXPLODE_2_PVT(_x,_xClassname,_xAmmo);
if ((_xClassname in _listOfItemsToRemove) && {!(_xClassname in UNIQUE_MAGAZINES)}) then {
if ((_xClassname in _listOfItemsToRemove) && {(getNumber (configFile >> "CfgMagazines" >> _xClassname >> "ACE_isUnique")) == 0}) then {
_holder addMagazineAmmoCargo [_xClassname, 1, _xAmmo];
_target removeMagazine _xClassname;
};
@ -89,7 +89,7 @@ _targetMagazinesEnd = magazinesAmmo _target;
_holderMagazinesEnd = magazinesAmmoCargo _holder;
//Verify Mags dropped from unit:
if ( ({((_x select 0) in _listOfItemsToRemove) && {!((_x select 0) in UNIQUE_MAGAZINES)}} count _targetMagazinesEnd) != 0) exitWith {
if (({((_x select 0) in _listOfItemsToRemove) && {(getNumber (configFile >> "CfgMagazines" >> (_x select 0) >> "ACE_isUnique")) == 0}} count _targetMagazinesEnd) != 0) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Didn't Remove Magazines"] call FUNC(eventTargetFinish);
};
@ -102,7 +102,7 @@ if (!([_targetMagazinesStart, _targetMagazinesEnd, _holderMagazinesStart, _holde
//Remove Items, Assigned Items and NVG
_holderItemsStart = getitemCargo _holder;
_targetItemsStart = (assignedItems _target) + (items _target);
_targetItemsStart = (assignedItems _target) + (items _target) - (weapons _target);
if ((headgear _target) != "") then {_targetItemsStart pushBack (headgear _target);};
if ((goggles _target) != "") then {_targetItemsStart pushBack (goggles _target);};
@ -132,7 +132,7 @@ _addToCrateCount = [];
} forEach _addToCrateClassnames;
_holderItemsEnd = getitemCargo _holder;
_targetItemsEnd = (assignedItems _target) + (items _target);
_targetItemsEnd = (assignedItems _target) + (items _target) - (weapons _target);
if ((headgear _target) != "") then {_targetItemsEnd pushBack (headgear _target);};
if ((goggles _target) != "") then {_targetItemsEnd pushBack (goggles _target);};
@ -146,6 +146,16 @@ if ((([_holderItemsEnd select 1] call _fncSumArray) - ([_holderItemsStart select
[_caller, _target, "Debug: Items Not Added to Holder"] call FUNC(eventTargetFinish);
};
//Script drop uniforms/vest if empty
if (((uniform _target) != "") && {(uniform _target) in _listOfItemsToRemove} && {(uniformItems _target) isEqualTo []}) then {
_holder addItemCargoGlobal [(uniform _target), 1];
removeUniform _target;
};
if (((vest _target) != "") && {(vest _target) in _listOfItemsToRemove} && {(vestItems _target) isEqualTo []}) then {
_holder addItemCargoGlobal [(vest _target), 1];
removeVest _target;
};
//If holder is still empty, it will be 'garbage collected' while we wait for the drop 'action' to take place
//So add a dummy item and just remove at the end

View File

@ -19,7 +19,7 @@ PARAMS_1(_target);
private ["_allItems", "_classnamesCount", "_index", "_uniqueClassnames"];
_allItems = ((weapons _target) + (magazines _target) + (items _target) + (assignedItems _target));
_allItems = (((items _target) + (assignedItems _target)) - (weapons _target)) + (weapons _target) + (magazines _target);
if ((backpack _target) != "") then {
_allItems pushBack (backpack _target);

View File

@ -28,7 +28,7 @@ private ["_classname", "_count", "_displayName", "_picture"];
_classname = _x;
_count = (_itemsCountArray select 1) select _forEachIndex;
if (_classname != DUMMY_ITEM) then { //Don't show the dummy potato
if ((_classname != DUMMY_ITEM) && {_classname != "ACE_FakePrimaryWeapon"}) then { //Don't show the dummy potato or fake weapon
switch (true) do {
case (isClass (configFile >> "CfgWeapons" >> _classname)): {
@ -53,8 +53,8 @@ private ["_classname", "_count", "_displayName", "_picture"];
};
_listBoxCtrl lbAdd format ["%1", _displayName];
_listBoxCtrl lbSetData [_forEachIndex, _classname];
_listBoxCtrl lbSetPicture [_forEachIndex, _picture];
_listBoxCtrl lbSetTextRight [_forEachIndex, str _count];
_listBoxCtrl lbSetData [((lbSize _listBoxCtrl) - 1), _classname];
_listBoxCtrl lbSetPicture [((lbSize _listBoxCtrl) - 1), _picture];
_listBoxCtrl lbSetTextRight [((lbSize _listBoxCtrl) - 1), str _count];
};
} forEach (_itemsCountArray select 0);

View File

@ -13,4 +13,3 @@
#define DISARM_CONTAINER "GroundWeaponHolder"
#define DUMMY_ITEM "ACE_DebugPotato"
#define UNIQUE_MAGAZINES ["ACE_key_customKeyMagazine"]

View File

@ -14,7 +14,8 @@
*/
#include "script_component.hpp"
private ["_object", "_enableCarry", "_position", "_direction"];
private ["_carryAction", "_dropAction", "_object", "_enableCarry", "_position", "_direction"];
//IGNORE_PRIVATE_WARNING("_player", "_target");
_this resize 4;

View File

@ -14,7 +14,8 @@
*/
#include "script_component.hpp"
private ["_object", "_enableDrag", "_position", "_direction"];
private ["_dragAction", "_dropAction", "_object", "_enableDrag", "_position", "_direction"];
//IGNORE_PRIVATE_WARNING("_player", "_target");
_this resize 4;

View File

@ -1,44 +1,30 @@
class Module_F;
class Logic;
class Module_F: Logic {
class ModuleDescription {};
};
class ACE_ModuleExplosive: Module_F {
author = "$STR_ACE_Common_ACETeam";
category = "ACE";
displayName = "Explosive System";
displayName = "$STR_ACE_Explosive_Module_DisplayName";
function = QUOTE(FUNC(module));
scope = 2;
isGlobal = 1;
icon = PATHTOF(UI\Icon_Module_Explosives_ca.paa);
class Arguments {
class RequireSpecialist {
displayName = "Require specialists?";
description = "Require explosive specialists to disable explosives? Default: No";
displayName = "$STR_ACE_Explosive_RequireSpecialist_DisplayName";
description = "$STR_ACE_Explosive_RequireSpecialist_Description";
typeName = "BOOL";
class values {
class Yes {
name = "Yes";
value = 1;
};
class No {
default = 1;
name = "No";
value = 0;
};
};
defaultValue = 0;
};
class PunishNonSpecialists {
displayName = "Punish non-specialists?";
description = "Increase the time it takes to complete actions for non-specialists? Default: Yes";
displayName = "$STR_ACE_Explosive_PunishNonSpecialists_DisplayName";
description = "$STR_ACE_Explosive_PunishNonSpecialists_Description";
typeName = "BOOL";
class values {
class Yes {
default = 1;
name = "Yes";
value = 1;
};
class No {
name = "No";
value = 0;
};
};
defaultValue = 1;
};
};
};
class ModuleDescription: ModuleDescription {
description = "$STR_ACE_Explosive_Module_Description";
};
};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Explosives">
<Key ID="STR_ACE_Explosives_Menu">
@ -505,5 +505,29 @@
<Italian>Raccogli</Italian>
<Portuguese>Pegar</Portuguese>
</Key>
<Key ID="STR_ACE_Explosive_Module_DisplayName">
<English>Explosive System</English>
<Polish>System ładunków wybuchowych</Polish>
</Key>
<Key ID="STR_ACE_Explosive_RequireSpecialist_DisplayName">
<English>Require specialists?</English>
<Polish>Wymagaj specjalistów?</Polish>
</Key>
<Key ID="STR_ACE_Explosive_RequireSpecialist_Description">
<English>Require explosive specialists to disable explosives? Default: No</English>
<Polish>Wymagać saperów do rozbrajania ładunków wybuchowych? Domyślnie: Nie</Polish>
</Key>
<Key ID="STR_ACE_Explosive_PunishNonSpecialists_DisplayName">
<English>Punish non-specialists?</English>
<Polish>Karaj nie-specjalistów?</Polish>
</Key>
<Key ID="STR_ACE_Explosive_PunishNonSpecialists_Description">
<English>Increase the time it takes to complete actions for non-specialists? Default: Yes</English>
<Polish>Zwiększyć ilość wymaganego czasu do ukończenia akcji dla nie-specjalistów? Domyślnie: Tak</Polish>
</Key>
<Key ID="STR_ACE_Explosive_Module_Description">
<English></English>
<Polish>Moduł ten pozwala dostosować opcje związane z ładunkami wybuchowymi, ich podkładaniem oraz rozbrajaniem.</Polish>
</Key>
</Package>
</Project>

View File

@ -4,11 +4,8 @@
GVAR(traceFrags) = true;
#endif
// ACE_player sideChat "WAAAAAAAAAAAAAAAAAAAAA";
private ["_params", "_initialData", "_hpData", "_roundType", "_round", "_object", "_caliber", "_explosive",
"_idh", "_alive", "_exit", "_vm", "_velocity", "_unitDir", "_oldVelocity", "_curVelocity", "_diff", "_polar",
"_pos", "_spallPos", "_i", "_pos1", "_pos2", "_blah", "_data", "_spallPolar", "_c", "_warn", "_m", "_k",
"_gC", "_shellType", "_fragPower", "_spread", "_spallCount", "_elev", "_dir", "_vel", "_spallFragVect",
"_fragment", "_index", "_hitData", "_fragTypes", "_fragType", "_foundObjects"];
private ["_params", "_hitData", "_initialData", "_hpData", "_object", "_foundObjects", "_index", "_foundObjecsts", "_roundType", "_round", "_caliber", "_explosive", "_idh", "_alive", "_exit", "_vm", "_velocity", "_oldVelocity", "_curVelocity", "_diff", "_polar", "_unitDir", "_spallPos", "_pos1", "_i", "_pos2", "_blah", "_data", "_spallPolar", "_warn", "_c", "_m", "_k", "_gC", "_fragPower", "_fragTypes", "_spread", "_spallCount", "_elev", "_dir", "_vel", "_spallFragVect", "_fragType", "_fragment", "_pos"];
_params = _this select 0;
[(_this select 1)] call cba_fnc_removePerFrameHandler;

View File

@ -9,13 +9,8 @@
if(!isServer) exitWith { };
// _startTime = diag_tickTime;
private ["_round", "_lastPos", "_lastVel", "_shellType", "_gun", "_fragTypes", "_warn", "_atlPos", "_isArmed",
"_fuseDist", "_indirectHitRange", "_fragRange", "_c", "_m", "_k", "_gC", "_fragPower", "_fragPowerRandom",
"_manObjects", "_objects", "_crew", "_fragCount", "_fragArcs", "_doRandom", "_target", "_boundingBox",
"_targetPos", "_distance", "_add", "_bbX", "_bbY", "_bbZ", "_cubic", "_targetVel", "_baseVec", "_dir",
"_currentCount", "_count", "_vecVar", "_i", "_vec", "_fp", "_vel", "_fragType", "_fragObj", "_randomCount",
"_sectorSize", "_sectorOffset", "_randomDir", "_endTime"];
private ["_startTime", "_round", "_lastPos", "_lastVel", "_shellType", "_gun", "_fragTypes", "_warn", "_atlPos", "_isArmed", "_fuseDist", "_indirectHitRange", "_fragRange", "_c", "_m", "_k", "_gC", "_fragPower", "_fragPowerRandom", "_manObjects", "_objects", "_crew", "_fragCount", "_fragArcs", "_doRandom", "_boundingBox", "_targetPos", "_distance", "_add", "_bbX", "_bbY", "_bbZ", "_cubic", "_targetVel", "_baseVec", "_dir", "_currentCount", "_count", "_vecVar", "_vec", "_fp", "_vel", "_fragType", "_fragObj", "_randomCount", "_sectorSize", "_sectorOffset", "_i", "_randomDir", "_endTime", "_target"];
_round = _this select 0;
_lastPos = _this select 1;

View File

@ -98,21 +98,21 @@ class CfgVehicles {
class ACE_ModuleHearing: Module_F {
author = "$STR_ACE_Common_ACETeam";
category = "ACE";
displayName = "Hearing";
displayName = "$STR_ACE_Hearing_Module_DisplayName";
function = QFUNC(moduleHearing);
scope = 2;
isGlobal = 1;
icon = PATHTOF(UI\Icon_Module_Hearing_ca.paa);
class Arguments {
class EnableCombatDeafness {
displayName = "Enable combat deafness?";
description = "Enable combat deafness?";
displayName = "$STR_ACE_Hearing_CombatDeafness_DisplayName";
description = "$STR_ACE_Hearing_CombatDeafness_Description";
typeName = "BOOL";
class values {
class Yes { name = "Yes"; value = 1; default = 1; };
class No { name = "No"; value = 0; };
};
defaultValue = 1;
};
};
class ModuleDescription {
description = "$STR_ACE_Hearing_Module_Description";
};
};
};

View File

@ -109,5 +109,21 @@
<Italian>Disabilita i fischi nelle orecchie</Italian>
<Portuguese>Desabilitar zumbido de ouvidos</Portuguese>
</Key>
<Key ID="STR_ACE_Hearing_Module_DisplayName">
<English>Hearing</English>
<Polish>Słuch</Polish>
</Key>
<Key ID="STR_ACE_Hearing_CombatDeafness_DisplayName">
<English>Enable combat deafness?</English>
<Polish>Wł. głuchotę bojową</Polish>
</Key>
<Key ID="STR_ACE_Hearing_CombatDeafness_Description">
<English>Enable combat deafness?</English>
<Polish>Możliwość chwilowej utraty słuchu przy głośnych wystrzałach i jednoczesnym braku włożonych stoperów</Polish>
</Key>
<Key ID="STR_ACE_Hearing_Module_Description">
<English></English>
<Polish>Głuchota bojowa pojawia się w momentach, kiedy stoimy w pobliżu broni wielkokalibrowej bez ochrony słuchu, lub np. podczas ostrzału artyleryjskiego. Moduł ten pozwala na włączenie lub wyłączenie tego efektu.</Polish>
</Key>
</Package>
</Project>
</Project>

View File

@ -1,47 +1,8 @@
class GVAR(cursorMenu) {
idd = 91919;
movingEnable = false;
access = 0;
movingEnable = 0;
enableSimulation = 1;
onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(dlgCursorMenu)),_this select 0)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(cursorMenuOpened)),true)]);
onUnload = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(cursorMenuOpened)),false)]);
objects[] = {};
/*class controlsBackground {
class Background {
idc = 91920;
moving = 0;
font = "TahomaB";
text = "";
sizeEx = 0;
lineSpacing = 0;
access = 0;
type = 0;
style = 0;
size = 1;
colorBackground[] = {0, 0, 0, 0.5};
colorText[] = {0, 0, 0, 0};
x = "safezoneX";
y = "safezoneY";
w = "safezoneW";
h = "safezoneH";
};
};*/
class controls {
class Canvas {
idc = 91921;
moving = 0;
font = "TahomaB";
text = "";
sizeEx = 0;
lineSpacing = 0;
access = 0;
type = 0;
style = 0;
size = 1;
colorBackground[] = {0, 0, 0, 0};
colorText[] = {0, 0, 0, 0};
x = "safezoneX";
y = "safezoneY";
w = "safezoneW";
h = "safezoneH";
};
};
};

View File

@ -25,6 +25,21 @@ PREP(renderSelector);
PREP(setupTextColors);
PREP(splitPath);
// Event handlers for all interact menu controls
DFUNC(handleMouseMovement) = {
if (GVAR(cursorKeepCentered)) then {
GVAR(cursorPos) = GVAR(cursorPos) vectorAdd [_this select 1, _this select 2, 0] vectorDiff [0.5, 0.5, 0];
setMousePosition [0.5, 0.5];
} else {
GVAR(cursorPos) = [_this select 1, _this select 2, 0];
};
};
DFUNC(handleMouseButtonDown) = {
if !(GVAR(actionOnKeyRelease)) then {
[GVAR(openedMenuType),true] call FUNC(keyUp);
};
};
GVAR(keyDown) = false;
GVAR(keyDownSelfAction) = false;
GVAR(keyDownTime) = 0;
@ -51,6 +66,7 @@ GVAR(expandedTime) = diag_tickTime;
GVAR(iconCtrls) = [];
GVAR(iconCount) = 0;
GVAR(collectedActionPoints) = [];
GVAR(foundActions) = [];
GVAR(lastTimeSearchedActions) = -1000;

View File

@ -67,12 +67,12 @@ if !({} isEqualTo (_origActionData select 5)) then {
if (count _pPath == count _fullPath &&
{_pPath isEqualTo _fullPath}) then {
_action = [_object, _action, _fullPath] call FUNC(collectActiveActionTree);
_action = [_object, [_actionData,[]], _fullPath] call FUNC(collectActiveActionTree);
if ((count _action) > 0) then {
_activeChildren pushBack _action;
};
};
} forEach GVAR(objectActions);
} forEach GVAR(objectActionList);
// If the original action has no statement, and no children, don't display it

View File

@ -37,27 +37,30 @@ GVAR(useCursorMenu) = (vehicle ACE_player != ACE_player) ||
{(_menuType == 1) && {(isWeaponDeployed ACE_player) || GVAR(AlwaysUseCursorSelfInteraction) || {cameraView == "GUNNER"}}} ||
{(_menuType == 0) && GVAR(AlwaysUseCursorInteraction)};
// Delete existing controls in case there's any left
GVAR(iconCount) = 0;
for "_i" from 0 to (count GVAR(iconCtrls))-1 do {
ctrlDelete (GVAR(iconCtrls) select _i);
GVAR(ParsedTextCached) set [_i, ""];
};
GVAR(iconCtrls) resize GVAR(iconCount);
if (GVAR(useCursorMenu)) then {
createDialog QGVAR(cursorMenu);
(findDisplay 46) createDisplay QGVAR(cursorMenu); //"RscCinemaBorder";//
(finddisplay 91919) displayAddEventHandler ["KeyUp", {[_this,'keyup'] call CBA_events_fnc_keyHandler}];
(finddisplay 91919) displayAddEventHandler ["KeyDown", {[_this,'keydown'] call CBA_events_fnc_keyHandler}];
// The dialog sets:
// uiNamespace getVariable QGVAR(dlgCursorMenu);
// uiNamespace getVariable QGVAR(cursorMenuOpened);
ctrlEnable [91921, true];
GVAR(cursorPos) = [0.5,0.5,0];
((finddisplay 91919) displayctrl 91921) ctrlAddEventHandler ["MouseMoving", {
if (GVAR(cursorKeepCentered)) then {
GVAR(cursorPos) = GVAR(cursorPos) vectorAdd [_this select 1, _this select 2, 0] vectorDiff [0.5, 0.5, 0];
setMousePosition [0.5, 0.5];
} else {
GVAR(cursorPos) = [_this select 1, _this select 2, 0];
};
}];
// handles LMB in cursor mode when action on keyrelease is disabled
((finddisplay 91919) displayctrl 91921) ctrlAddEventHandler ["MouseButtonDown", {
if (!GVAR(actionOnKeyRelease) && GVAR(actionSelected)) then {
[GVAR(openedMenuType),true] call FUNC(keyUp);
};
}];
_ctrl = (findDisplay 91919) ctrlCreate ["RscStructuredText", 9922];
_ctrl ctrlSetPosition [safeZoneX, safeZoneY, safeZoneW, safeZoneH];
_ctrl ctrlCommit 0;
// handles Mouse moving and LMB in cursor mode when action on keyrelease is disabled
((finddisplay 91919) displayctrl 9922) ctrlAddEventHandler ["MouseMoving", DFUNC(handleMouseMovement)];
((finddisplay 91919) displayctrl 9922) ctrlAddEventHandler ["MouseButtonDown", DFUNC(handleMouseButtonDown)];
setMousePosition [0.5, 0.5];
};

View File

@ -19,7 +19,7 @@ _calledByClicking = _this select 1;
if (GVAR(openedMenuType) < 0) exitWith {true};
if (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]) then {
closeDialog 0;
(findDisplay 91919) closeDisplay 2;
};
if(GVAR(actionSelected)) then {

View File

@ -14,16 +14,16 @@
GVAR(currentOptions) = [];
private ["_player","_numInteractObjects","_numInteractions","_actionsVarName","_classActions","_target","_player","_action","_cameraPos","_cameraDir", "_lambda", "_nearestObjects", "_pos"];
private ["_player","_numInteractObjects","_numInteractions","_actionsVarName","_classActions","_target","_player","_action","_cameraPos","_cameraDir", "_lambda", "_nearestObjects", "_pos", "_virtualPoint", "_wavesAtOrigin", "_wavesAtVirtualPoint"];
_player = ACE_player;
_cameraPos = (positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL);
_cameraDir = ((positionCameraToWorld [0, 0, 1]) call EFUNC(common,positionToASL)) vectorDiff _cameraPos;
_fnc_renderNearbyActions = {
// Render all nearby interaction menus
#define MAXINTERACTOBJECTS 3
_cameraPos = (positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL);
_cameraDir = ((positionCameraToWorld [0, 0, 1]) call EFUNC(common,positionToASL)) vectorDiff _cameraPos;
GVAR(foundActions) = [];
GVAR(lastTimeSearchedActions) = diag_tickTime;
@ -101,19 +101,26 @@ _fnc_renderSelfActions = {
// Iterate through base level class actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
_classActions = missionNamespace getVariable [_actionsVarName, []];
_pos = if !(GVAR(useCursorMenu)) then {
_virtualPoint = (((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition);
_wavesAtOrigin = [(positionCameraToWorld [0, 0, 0])] call EFUNC(common,waveHeightAt);
_wavesAtVirtualPoint = [_virtualPoint] call EFUNC(common,waveHeightAt);
_virtualPoint set [2, ((_virtualPoint select 2) - _wavesAtOrigin + _wavesAtVirtualPoint)];
_virtualPoint
} else {
[0.5, 0.5]
};
{
_action = _x;
_pos = if !(GVAR(useCursorMenu)) then {
(((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition)
} else {
[0.5, 0.5]
};
[_target, _action, _pos] call FUNC(renderBaseMenu);
} forEach _classActions;
};
GVAR(collectedActionPoints) resize 0;
// Render nearby actions, unit self actions or vehicle self actions as appropiate
if (GVAR(openedMenuType) == 0) then {
@ -132,3 +139,29 @@ if (GVAR(openedMenuType) == 0) then {
} else {
ACE_player call _fnc_renderSelfActions;
};
if (count GVAR(collectedActionPoints) > 1) then {
// Do the oclusion pass
// Order action points according to z
GVAR(collectedActionPoints) sort true;
private ["_i","_j","_delta"];
for [{_i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {
for [{_j = _i - 1}, {_j >= 0}, {_j = _j - 1}] do {
// Check if action point _i is ocluded by _j
_delta = vectorNormalized ((GVAR(collectedActionPoints) select _i select 1) vectorDiff (GVAR(collectedActionPoints) select _j select 1));
// If _i is inside a cone with 20º half angle with origin on _j
if (_delta select 2 > 0.94) exitWith {
GVAR(collectedActionPoints) deleteAt _i;
};
};
};
};
// Render the non-ocluded points
{
EXPLODE_3_PVT(_x,_z,_sPos,_activeActionTree);
[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
} forEach GVAR(collectedActionPoints);

View File

@ -93,11 +93,17 @@ _fnc_print = {
// Check if there's something left for rendering
if (count _activeActionTree == 0) exitWith {false};
//EXPLODE_2_PVT(_activeActionTree,_actionData,_actionChildren);
BEGIN_COUNTER(fnc_renderMenus);
[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
// IGNORE_PRIVATE_WARNING(_cameraPos,_cameraDir);
if (count _pos > 2) then {
_sPos pushBack (((_pos call EFUNC(common,positionToASL)) vectorDiff _cameraPos) vectorDotProduct _cameraDir);
} else {
_sPos pushBack 0;
};
// Add action point for oclusion and rendering
GVAR(collectedActionPoints) pushBack [_sPos select 2, _sPos, _activeActionTree];
END_COUNTER(fnc_renderMenus);

View File

@ -23,6 +23,10 @@ PARAMS_4(_text,_icon,_sPos,_textSettings);
if(GVAR(iconCount) > (count GVAR(iconCtrls))-1) then {
_displayNum = [[46, 12] select visibleMap,91919] select (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]);
GVAR(iconCtrls) pushBack ((findDisplay _displayNum) ctrlCreate ["RscStructuredText", 54021+GVAR(iconCount)]);
if (GVAR(useCursorMenu)) then {
((finddisplay _displayNum) displayctrl (54021+GVAR(iconCount))) ctrlAddEventHandler ["MouseMoving", DFUNC(handleMouseMovement)];
((finddisplay _displayNum) displayctrl (54021+GVAR(iconCount))) ctrlAddEventHandler ["MouseButtonDown", DFUNC(handleMouseButtonDown)];
};
};
_ctrl = GVAR(iconCtrls) select GVAR(iconCount);

View File

@ -20,6 +20,10 @@ private ["_displayNum", "_ctrl", "_pos"];
if(GVAR(iconCount) > (count GVAR(iconCtrls))-1) then {
_displayNum = [[46, 12] select visibleMap,91919] select (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]);
GVAR(iconCtrls) pushBack ((findDisplay _displayNum) ctrlCreate ["RscStructuredText", 54021+GVAR(iconCount)]);
if (GVAR(useCursorMenu)) then {
((finddisplay _displayNum) displayctrl (54021+GVAR(iconCount))) ctrlAddEventHandler ["MouseMoving", DFUNC(handleMouseMovement)];
((finddisplay _displayNum) displayctrl (54021+GVAR(iconCount))) ctrlAddEventHandler ["MouseButtonDown", DFUNC(handleMouseButtonDown)];
};
};
_ctrl = GVAR(iconCtrls) select GVAR(iconCount);

View File

@ -12,7 +12,7 @@
*/
#include "script_component.hpp"
private ["_menuDepth", "_mixColor", "_pathCount", "_row", "_shadowColor", "_textColor", "_textSize"];
private ["_menuDepth", "_mixColor", "_pathCount", "_row", "_shadowColor", "_textColor", "_textSize", "_colorShadowMax", "_colorShadowMin", "_colorTextMax", "_colorTextMin", "_shadowSetting"];
//Mixes 2 colors (number arrays) and makes a color string "#AARRGGBB" for structured text
_mixColor = {
@ -30,9 +30,16 @@ _mixColor = {
_return
};
_textColor = [GVAR(colorTextMin), GVAR(colorTextMax), 1] call _mixColor;
_shadowColor = [GVAR(colorShadowMin), GVAR(colorShadowMax), 1] call _mixColor;
_textSize = switch (GVAR(textSize)) do {
_colorTextMin = missionNamespace getVariable [QGVAR(colorTextMin), [1,1,1,0.25]];
_colorTextMax = missionNamespace getVariable [QGVAR(colorTextMax), [1,1,1,1]];
_colorShadowMin = missionNamespace getVariable [QGVAR(colorShadowMin), [0,0,0,0.25]];
_colorShadowMax = missionNamespace getVariable [QGVAR(colorShadowMax), [0,0,0,1]];
_shadowSetting = missionNamespace getVariable [QGVAR(shadowSetting), 2];
_textSize = missionNamespace getVariable [QGVAR(textSize), 2];
_textColor = [_colorTextMin, _colorTextMax, 1] call _mixColor;
_shadowColor = [_colorShadowMin, _colorShadowMax, 1] call _mixColor;
_textSize = switch (_textSize) do {
case (0): {0.4};
case (1): {0.6};
case (2): {0.8};
@ -40,20 +47,20 @@ _textSize = switch (GVAR(textSize)) do {
case (4): {1.2};
};
GVAR(colorSelectedSettings) = format ["color='%1' size='%2' shadow='%3' shadowColor='%4' shadowOffset='0.06'", _textColor, _textSize, GVAR(shadowSetting), _shadowColor];
GVAR(colorSelectedSettings) = format ["color='%1' size='%2' shadow='%3' shadowColor='%4' shadowOffset='0.06'", _textColor, _textSize, _shadowSetting, _shadowColor];
GVAR(textSettingsMatrix) = [];
for "_pathCount" from 0 to 15 do {
_row = [];
for "_menuDepth" from 0 to 15 do {
if (_menuDepth > 0) then {
_textColor = [GVAR(colorTextMin), GVAR(colorTextMax), (((_pathCount - 1) / _menuDepth) max 0.25)] call _mixColor;
_shadowColor = [GVAR(colorShadowMin), GVAR(colorShadowMax), (((_pathCount - 1) / _menuDepth) max 0.25)] call _mixColor;
_textColor = [_colorTextMin, _colorTextMax, (((_pathCount - 1) / _menuDepth) max 0.25)] call _mixColor;
_shadowColor = [_colorShadowMin, _colorShadowMax, (((_pathCount - 1) / _menuDepth) max 0.25)] call _mixColor;
} else {
_textColor = [GVAR(colorTextMin), GVAR(colorTextMax), 0] call _mixColor;
_shadowColor = [GVAR(colorShadowMin), GVAR(colorShadowMax), 0] call _mixColor;
_textColor = [_colorTextMin, _colorTextMax, 0] call _mixColor;
_shadowColor = [_colorShadowMin, _colorShadowMax, 0] call _mixColor;
};
_row pushBack format ["color='%1' size='%2' shadow='%3' shadowColor='%4' shadowOffset='0.06'", _textColor, _textSize, GVAR(shadowSetting), _shadowColor];
_row pushBack format ["color='%1' size='%2' shadow='%3' shadowColor='%4' shadowOffset='0.06'", _textColor, _textSize, _shadowSetting, _shadowColor];
};
GVAR(textSettingsMatrix) pushBack _row;
};

File diff suppressed because it is too large Load Diff

View File

@ -1,46 +1,44 @@
#define HSPACE 0.5-2.0/16/2
#define VSPACE 0.5-0.3/9/2
class RscStructuredText;
class ACE_Interaction_Button_Base {
tooltip = "";
//action = "ACE_Interaction_isMousePressed = true;(findDisplay 1713999) closeDisplay 1;_action = ACE_Interaction_Buttons select ACE_Interaction_SelectedButton;ACE_Interaction_SelectedButton = -1; if (call (_action select 2)) then {call (_action select 1)};";
action = "";
tooltip = "";
//action = "ACE_Interaction_isMousePressed = true;(findDisplay 1713999) closeDisplay 1;_action = ACE_Interaction_Buttons select ACE_Interaction_SelectedButton;ACE_Interaction_SelectedButton = -1; if (call (_action select 2)) then {call (_action select 1)};";
action = "";
idc = -1;
access = 0;
type = 1;
text = "";
font = "PuristaMedium";
sizeEx = "0.8 / 40 / (getResolution select 5)";
shadow = 2;
idc = -1;
access = 0;
type = 1;
text = "";
font = "PuristaMedium";
sizeEx = "0.8 / 40 / (getResolution select 5)";
shadow = 2;
style = 2;
x = 0;
y = 0;
w = 2.0 / 16 * safezoneW;
h = 0.3 / 9 * safezoneH;
style = 2;
x = 0;
y = 0;
w = 2.0 / 16 * safezoneW;
h = 0.3 / 9 * safezoneH;
offsetX = 0.003;
offsetY = 0.003;
offsetPressedX = 0.002;
offsetPressedY = 0.002;
borderSize = 0;
offsetX = 0.003;
offsetY = 0.003;
offsetPressedX = 0.002;
offsetPressedY = 0.002;
borderSize = 0;
colorText[] = {1,1,1,1};
colorDisabled[] = {0.5,0.5,0.5,1};
colorBackground[] = {0,0,0,0.8};
colorBackgroundDisabled[] = {0,0,0,0.8};
colorBackgroundActive[] = {1,1,1,0};
colorFocused[] = {1,1,1,1};
colorShadow[] = {0,0,0,0};
colorBorder[] = {1,1,1,0.8};
colorText[] = {1,1,1,1};
colorDisabled[] = {0.5,0.5,0.5,1};
colorBackground[] = {0,0,0,0.8};
colorBackgroundDisabled[] = {0,0,0,0.8};
colorBackgroundActive[] = {1,1,1,0};
colorFocused[] = {1,1,1,1};
colorShadow[] = {0,0,0,0};
colorBorder[] = {1,1,1,0.8};
soundEnter[] = {"\A3\ui_f\data\sound\RscButton\soundEnter",0.09,1};
soundPush[] = {"\A3\ui_f\data\sound\RscButton\soundPush",0.09,1};
soundClick[] = {"\A3\ui_f\data\sound\RscButton\soundClick",0.09,1};
soundEscape[] = {"\A3\ui_f\data\sound\RscButton\soundEscape",0.09,1};
soundEnter[] = {"\A3\ui_f\data\sound\RscButton\soundEnter",0.09,1};
soundPush[] = {"\A3\ui_f\data\sound\RscButton\soundPush",0.09,1};
soundClick[] = {"\A3\ui_f\data\sound\RscButton\soundClick",0.09,1};
soundEscape[] = {"\A3\ui_f\data\sound\RscButton\soundEscape",0.09,1};
};
class RscListbox;
@ -49,86 +47,86 @@ class RscText;
#define X_OFFSET 0.2
class RscACE_SelectAnItem {
idd = 8854;
movingEnable = 0;
class controls {
class back:IGUIBack {
x = X_OFFSET;
y = 0;
w = 0.6;
h = 0.71;
colorBackground[] = {0, 0, 0, 0.2};
};
class header: RscText{
idc = 8870;
x = X_OFFSET + 0.005;
y = 0.005;
w = 0.59;
h = 0.05;
style = 0x02;
text = "";
};
class itemList:RscListBox {
onMouseButtonDblClick = "_this call ACE_Interaction_fnc_onSelectMenuDblClick";
idc = 8866;
x = X_OFFSET + 0.005;
w = 0.59;
h = 0.54;
y = 0.06;
};
idd = 8854;
movingEnable = 0;
class controls {
class back:IGUIBack {
x = X_OFFSET;
y = 0;
w = 0.6;
h = 0.71;
colorBackground[] = {0, 0, 0, 0.2};
};
class header: RscText{
idc = 8870;
x = X_OFFSET + 0.005;
y = 0.005;
w = 0.59;
h = 0.05;
style = 0x02;
text = "";
};
class itemList:RscListBox {
onMouseButtonDblClick = "_this call ACE_Interaction_fnc_onSelectMenuDblClick";
idc = 8866;
x = X_OFFSET + 0.005;
w = 0.59;
h = 0.54;
y = 0.06;
};
class cancelBtnBackground: ACE_Interaction_Button_Base {
type = 0;
style = 2;
idc = -1;
colorBackground[] = {0,0,0,0.5};
colorBackgroundDisabled[] = {0,0,0,0.5};
x = X_OFFSET + 0.005;
w = 0.15;
h = 0.1;
y = 0.605;
};
class approveBtnBackground: ACE_Interaction_Button_Base {
type = 0;
style = 2;
idc = -1;
colorBackground[] = {0,0,0,0.5};
colorBackgroundDisabled[] = {0,0,0,0.5};
x = X_OFFSET + 0.445;
y = 0.605;
h = 0.1;
w = 0.15;
};
class cancelBtnBackground: ACE_Interaction_Button_Base {
type = 0;
style = 2;
idc = -1;
colorBackground[] = {0,0,0,0.5};
colorBackgroundDisabled[] = {0,0,0,0.5};
x = X_OFFSET + 0.005;
w = 0.15;
h = 0.1;
y = 0.605;
};
class approveBtnBackground: ACE_Interaction_Button_Base {
type = 0;
style = 2;
idc = -1;
colorBackground[] = {0,0,0,0.5};
colorBackgroundDisabled[] = {0,0,0,0.5};
x = X_OFFSET + 0.445;
y = 0.605;
h = 0.1;
w = 0.15;
};
class cancelBtn: ACE_Interaction_Button_Base {
idc = 8855;
x = X_OFFSET + 0.005;
w = 0.15;
h = 0.1;
y = 0.605;
style = 2;
text = $STR_ACE_Interaction_Back; //$STR_ACE_Interaction_CancelSelection;
action = "call ACE_Interaction_fnc_hideMenu;"; //'Default' call ACE_Interaction_fnc_openMenu; 'Default' call ACE_Interaction_fnc_openMenuSelf;
colorBackground[] = {0,0,0,0};
colorBackgroundDisabled[] = {0,0,0,0};
colorBackgroundActive[] = {1,1,1,0.2};
colorFocused[] = {0,0,0,0};
class cancelBtn: ACE_Interaction_Button_Base {
idc = 8855;
x = X_OFFSET + 0.005;
w = 0.15;
h = 0.1;
y = 0.605;
style = 2;
text = $STR_ACE_Interaction_Back; //$STR_ACE_Interaction_CancelSelection;
action = "call ACE_Interaction_fnc_hideMenu;"; //'Default' call ACE_Interaction_fnc_openMenu; 'Default' call ACE_Interaction_fnc_openMenuSelf;
colorBackground[] = {0,0,0,0};
colorBackgroundDisabled[] = {0,0,0,0};
colorBackgroundActive[] = {1,1,1,0.2};
colorFocused[] = {0,0,0,0};
};
class approveBtn: ACE_Interaction_Button_Base {
idc = 8860;
x = X_OFFSET + 0.445;
y = 0.605;
h = 0.1;
w = 0.15;
style = 2;
text = $STR_ACE_Interaction_MakeSelection;
action = "call ACE_Interaction_fnc_hideMenu;";
colorBackground[] = {0,0,0,0};
colorBackgroundDisabled[] = {0,0,0,0};
colorBackgroundActive[] = {1,1,1,0.2};
colorFocused[] = {0,0,0,0};
};
};
class approveBtn: ACE_Interaction_Button_Base {
idc = 8860;
x = X_OFFSET + 0.445;
y = 0.605;
h = 0.1;
w = 0.15;
style = 2;
text = $STR_ACE_Interaction_MakeSelection;
action = "call ACE_Interaction_fnc_hideMenu;";
colorBackground[] = {0,0,0,0};
colorBackgroundDisabled[] = {0,0,0,0};
colorBackgroundActive[] = {1,1,1,0.2};
colorFocused[] = {0,0,0,0};
};
};
};
#define GUI_GRID_W (0.025)
@ -136,64 +134,64 @@ class RscACE_SelectAnItem {
class RscPicture;
class RscInteractionIcon: RscPicture {
x = 19.25 * GUI_GRID_W;
y = 15.75 * GUI_GRID_H;
w = 2*GUI_GRID_H;
h = 2*GUI_GRID_H;
x = 19.25 * GUI_GRID_W;
y = 15.75 * GUI_GRID_H;
w = 2*GUI_GRID_H;
h = 2*GUI_GRID_H;
};
class RscInteractionHelperIcon: RscInteractionIcon {
x = 20 * GUI_GRID_W;
y = 16 * GUI_GRID_H;
w = GUI_GRID_H;
h = GUI_GRID_H;
x = 20 * GUI_GRID_W;
y = 16 * GUI_GRID_H;
w = GUI_GRID_H;
h = GUI_GRID_H;
};
class RscInteractionText: RscText{
x = 21 * GUI_GRID_W;
y = 16 * GUI_GRID_H;
w = 8 * GUI_GRID_W;
h = 1.5 * GUI_GRID_H;
x = 21 * GUI_GRID_W;
y = 16 * GUI_GRID_H;
w = 8 * GUI_GRID_W;
h = 1.5 * GUI_GRID_H;
};
class RscTitles {
class GVAR(InteractionHelper) {
idd = 9930;
enableSimulation = 1;
movingEnable = 0;
fadeIn=0.5;
fadeOut=0.5;
duration = 10e10;
onLoad = "uiNamespace setVariable ['ACE_Helper_Display', _this select 0];";
class GVAR(InteractionHelper) {
idd = 9930;
enableSimulation = 1;
movingEnable = 0;
fadeIn=0.5;
fadeOut=0.5;
duration = 10e10;
onLoad = "uiNamespace setVariable ['ACE_Helper_Display', _this select 0];";
class controls {
class SelectIcon: RscInteractionHelperIcon{
idc = 1200;
text = PATHTOF(UI\mouse_left_ca.paa);
y = 17.5 * GUI_GRID_H;
};
class SelectText: RscInteractionText{
idc = 1000;
y = 17 * GUI_GRID_H;
text = $STR_ACE_Interaction_MakeSelection;
};
class GoBackIcon: RscInteractionHelperIcon{
idc = 1201;
text = PATHTOF(UI\mouse_right_ca.paa);
y = 19.5 * GUI_GRID_H;
};
class GoBackText: RscInteractionText{
idc = 1001;
y = 19 * GUI_GRID_H;
text = $STR_ACE_Interaction_Back;
};
class ScrollIcon: RscInteractionHelperIcon{
idc = 1202;
text = PATHTOF(UI\mouse_scroll_ca.paa);
y = 18.5 * GUI_GRID_H;
};
class ScrollText: RscInteractionText{
idc = 1002;
y = 18 * GUI_GRID_H;
text = $STR_ACE_Interaction_ScrollHint;
};
class controls {
class SelectIcon: RscInteractionHelperIcon{
idc = 1200;
text = PATHTOF(UI\mouse_left_ca.paa);
y = 17.5 * GUI_GRID_H;
};
class SelectText: RscInteractionText{
idc = 1000;
y = 17 * GUI_GRID_H;
text = $STR_ACE_Interaction_MakeSelection;
};
class GoBackIcon: RscInteractionHelperIcon{
idc = 1201;
text = PATHTOF(UI\mouse_right_ca.paa);
y = 19.5 * GUI_GRID_H;
};
class GoBackText: RscInteractionText{
idc = 1001;
y = 19 * GUI_GRID_H;
text = $STR_ACE_Interaction_Back;
};
class ScrollIcon: RscInteractionHelperIcon{
idc = 1202;
text = PATHTOF(UI\mouse_scroll_ca.paa);
y = 18.5 * GUI_GRID_H;
};
class ScrollText: RscInteractionText{
idc = 1002;
y = 18 * GUI_GRID_H;
text = $STR_ACE_Interaction_ScrollHint;
};
};
};
};
};

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@ -3,7 +3,6 @@ ace_interaction
Provides interaction options between units.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.

View File

@ -15,6 +15,7 @@ if (!hasInterface) exitWith {};
GVAR(isOpeningDoor) = false;
// restore global fire teams for JIP
private ["_team"];
{
_team = _x getVariable [QGVAR(assignedFireTeam), ""];
if (_team != "") then {_x assignTeam _team};

View File

@ -1,26 +1,24 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interact_menu"};
author[] = {"commy2", "KoffeinFlummi", "esteldunedain", "bux578"};
authorUrl = "https://github.com/commy2/";
VERSION_CONFIG;
};
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interact_menu"};
author[] = {"commy2", "KoffeinFlummi", "esteldunedain", "bux578"};
authorUrl = "https://github.com/commy2/";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
#include <Menu_Config.hpp>
#include "Menu_Config.hpp"
class ACE_Settings {
class GVAR(EnableTeamManagement) {
value = 1;
typeName = "BOOL";
};
class GVAR(EnableTeamManagement) {
value = 1;
typeName = "BOOL";
};
};

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@ -1,36 +0,0 @@
/*
Author: Garth de Wet (LH)
Description:
Adds an item to the select menu
Parameters:
0: ARRAY/NUMBER - List container
1: String - Display Name
2: String - Picture
3: String/code - data
Returns:
ARRAY/Number
Example:
*/
#include "script_component.hpp"
private ["_container", "_displayName", "_picture", "_data", "_index"];
_container = _this select 0;
_displayName = _this select 1;
_picture = _this select 2;
_data = _this select 3;
if (_picture == "" || _picture == "PictureThing") then {
_picture = QUOTE(PATHTOF(UI\dot_ca.paa));
};
_index = lbAdd [_container, _displayName];
lbSetData [_container, _index, str _data];
lbSetPicture [_container, _index, _picture];
_container

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@ -2,7 +2,7 @@
* Author: esteldunedain
* Mount unit actions inside passenger submenu
*
* Argument:
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Player <OBJECT>
* 3: Parameters <ARRAY>
@ -10,14 +10,17 @@
* Return value:
* Children actions <ARRAY>
*
* Example:
* array = [target, player, [params]] call ace_interaction_fnc_addPassengerAction
*
* Public: No
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_vehicle,_player,_parameters);
EXPLODE_1_PVT(_parameters,_unit);
private ["_unit","_actions"];
_unit = _parameters select 0;
private ["_varName", "_actionTrees", "_actions"];
_varName = format [QEGVAR(interact_menu,Act_%1), typeOf _unit];
_actionTrees = missionNamespace getVariable [_varName, []];

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@ -2,7 +2,7 @@
* Author: esteldunedain
* Create one action per passenger
*
* Argument:
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Player <OBJECT>
* 3: Parameters <ARRAY>
@ -10,6 +10,9 @@
* Return value:
* Children actions <ARRAY>
*
* Example:
* [target, player, [params]] call ace_interaction_fnc_addPassengersActions
*
* Public: No
*/
#include "script_component.hpp"
@ -20,8 +23,9 @@ private ["_actions"];
_actions = [];
{
private ["_unit"];
_unit = _x;
if (_x != _player) then {
if (_unit != _player) then {
_actions pushBack
[
[
@ -39,4 +43,4 @@ _actions = [];
};
} forEach crew _vehicle;
_actions
_actions

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@ -0,0 +1,32 @@
/*
* Author: Garth de Wet (LH)
* Adds an item to the select menu
*
* Arguments:
* 0: List container <ARRAY/NUMBER>
* 1: Display name <STRING>
* 2: Picture <STRING>
* 3: Data <STRING/CODE>
*
* Return value:
* Container <ARRAY/NUMBER>
*
* Example:
* [actions, "Banana", "UI\dot_ca.paa", "bananaContents"] call ace_interaction_fnc_addSelectableItem
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_4(_container,_displayName,_picture,_data);
if (_picture == "" || _picture == "PictureThing") then {
_picture = QUOTE(PATHTOF(UI\dot_ca.paa));
};
private ["_index"];
_index = lbAdd [_container, _displayName];
lbSetData [_container, _index, str _data];
lbSetPicture [_container, _index, _picture];
_container

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@ -1,8 +1,21 @@
// by commy2
/*
* Author: commy2
* Applies buttons
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_applyButtons
*
* Public: No
*/
#include "script_component.hpp"
private ["_object", "_actions", "_dlgInteractionDialog", "_ctrlInteractionDialog", "_index", "_ctrlInteractionDialogIcon"];
private ["_object", "_actions", "_dlgInteractionDialog", "_ctrlInteractionDialog", "_index", "_ctrlInteractionDialogIcon", "_a", "_action", "_count"];
_object = GVAR(Target);
_actions = GVAR(Buttons);

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@ -3,11 +3,11 @@
* Test if can Become Leader of group
*
* Arguments:
* 0: target <OBJECT>
* 1: player <OBJECT>
* 0: Target <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* <BOOL>
* Able to become leader of group <BOOL>
*
* Example:
* [player, player] call ace_interaction_fnc_canBecomeLeader

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@ -1,5 +1,18 @@
// by commy2
/*
* Author: commy2
* Checks if the player can interact with civilian
*
* Arguments:
* 0: Target <OBJECT>
*
* Return value:
* Able to interact with civilian <BOOL>
*
* Example:
* [target] call ace_interaction_fnc_canInteractWithCivilian
*
* Public: No
*/
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_isCivilian);
@ -8,4 +21,4 @@ if (isNil "_isCivilian") then {_isCivilian = true};
alive _unit
&& [side _unit != side ACE_player, side group _unit == civilian] select _isCivilian
//&& {count (weapons _unit) == 0}
//&& {count (weapons _unit) == 0}

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@ -1,10 +1,22 @@
// by commy2
/*
* Author: commy2
* Checks if the player can join a group
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to join a group <BOOL>
*
* Example:
* [player, target] call ace_interaction_fnc_canJoinGroup
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
PARAMS_2(_unit,_target);
alive _target
&& {!(_target getVariable ["ACE_isUnconscious", false])}

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@ -1,10 +1,22 @@
// by commy2
/*
* Author: commy2
* Checks if the player can join a team
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to join a team <BOOL>
*
* Example:
* [player, target] call ace_interaction_fnc_canJoinTeam
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
PARAMS_2(_unit,_target);
alive _target
&& {!(_target getVariable ["ACE_isUnconscious", false])}

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@ -1,11 +1,22 @@
// by commy2
/*
* Author: commy2
* Checks if the player can tap a shoulder
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to tap a shoulder <BOOL>
*
* Example:
* [player, target] call ace_interaction_fnc_canTapShoulder
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
PARAMS_2(_unit,_target);
_target isKindOf "CAManBase" &&
{alive _target} &&

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@ -3,8 +3,8 @@
* Become Leader of group
*
* Arguments:
* 0: target <OBJECT>
* 1: player <OBJECT>
* 0: Target <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* None

View File

@ -1,9 +1,25 @@
// by commy2
/*
* Author: commy2
* Get door
*
* Arguments:
* 0: Distance <NUMBER>
*
* Return value:
* House objects and door <ARRAY>
* 0: House <OBJECT>
* 1: Door Name <STRING>
*
* Example:
* [player, target] call ace_interaction_fnc_getDoor
*
* Public: No
*/
#include "script_component.hpp"
private ["_distance", "_position0", "_position1", "_intersections", "_count", "_house", "_door", "_index", "_id"];
PARAMS_1(_distance);
_distance = _this select 0;
private ["_position0", "_position1", "_intersections", "_count", "_house", "_door"];
_position0 = positionCameraToWorld [0, 0, 0];
_position1 = positionCameraToWorld [0, 0, _distance];
@ -22,4 +38,5 @@ _intersections = [_house, "GEOM"] intersect [_position0, _position1];
_door = _intersections select 0 select 0;
if (isNil "_door") exitWith {[_house, ""]};
[_house, _door]

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@ -1,10 +1,26 @@
// by commy2
/*
* Author: commy2
* Get door animations
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return value:
* Animation and Locked variable <ARRAY>
* 0: Animation <STRING>
* 1: Locked variable <STRING>
*
* Example:
* array = [target, "door"] call ace_interaction_fnc_getDoorAnimations
*
* Public: No
*/
#include "script_component.hpp"
private ["_house", "_door", "_animations", "_lockedVariable"];
PARAMS_2(_house,_door);
_house = _this select 0;
_door = _this select 1;
private ["_index", "_animations", "_lockedVariable"];
_index = [
"door_1",

View File

@ -1,21 +1,25 @@
/*
* Author: KoffeinFlummi
*
* Forces a civilian to the ground. (chance of failure).
* Forces a civilian to the ground (with a chance of failure)
*
* Arguments:
* 0: Unit to be sent away (Object)
* 0: Unit <OBJECT>
*
* Return value:
* none
* None
*
* Example:
* [target] call ace_interaction_fnc_getDown
*
* Public: No
*/
#include "script_component.hpp"
#define RADIUS 10
private ["_unit", "_chance", "_x"];
PARAMS_1(_unit);
_unit = _this select 0;
private ["_chance", "_x"];
ACE_player playActionNow "GestureGo"; // put something else here.
@ -31,4 +35,4 @@ if (count (weapons ACE_player) > 0) then {
_this setUnitPos "DOWN";
}, _x] call CBA_fnc_globalExecute;
};
} foreach (_unit nearEntities ["Civilian", RADIUS]);
} forEach (_unit nearEntities ["Civilian", RADIUS]);

View File

@ -1,4 +1,18 @@
// by commy2
/*
* Author: commy2
* Get selected button
*
* Arguments:
* None
*
* Return value:
* Angle <NUMBER>
*
* Example:
* call ace_interaction_fnc_getSelectedButton
*
* Public: No
*/
#include "script_component.hpp"
#define MIN_DISTANCE 0.0065

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@ -2,18 +2,21 @@
* Author: esteldunedain
* Return a suitable position for the action point for the current weapon
*
* Argument:
* None
* Arguments:
* None (uses local variable _target)
*
* Return value:
* Children actions <ARRAY>
*
* Example:
* call ace_interaction_fnc_getWeaponPos
*
* Public: No
*/
#include "script_component.hpp"
// IGNORE_PRIVATE_WARNING(_target);
private ["_weaponDir","_refSystem"];
private ["_weaponDir", "_refSystem"];
_weaponDir = _target weaponDirection currentWeapon _target;
_refSystem = _weaponDir call EFUNC(common,createOrthonormalReference);

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@ -1,22 +1,22 @@
/*
Author: Garth de Wet (LH)
Description:
Closes the Interaction menu
Parameters:
Nothing
Returns:
Nothing
Example:
call FUNC(hideMenu);
*/
* Author: Garth de Wet (LH)
* Closes the Interaction menu
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_hideMenu
*
* Public: No
*/
#include "script_component.hpp"
closeDialog 0;
(findDisplay 1713999) closeDisplay 1;
(uiNameSpace getVariable QGVAR(Flow_Display)) closeDisplay 0;
GVAR(MainButton) = nil;
call FUNC(hideMouseHint);
call FUNC(hideMouseHint);

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@ -1,22 +1,21 @@
/*
Author(s):
Garth de Wet (LH)
Description:
Hides the interaction helper text with the mouse buttons at the bottom middle of the screen
Parameters:
Nothing
Returns:
Nothing
Example:
call FUNC(hideMouseHint);
*/
* Author: Garth de Wet (LH)
* Hides the interaction helper text with the mouse buttons at the bottom middle of the screen
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_hideMouseHint
*
* Public: No
*/
#include "script_component.hpp"
if (isNull (uiNamespace getVariable ["ACE_Helper_Display", objNull])) exitWith{};
(QGVAR(InteractionHelper) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
showHUD true;
showHUD true;

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@ -1,21 +1,24 @@
/*
* Author: commy2
*
* Check if the vehicle is in range of the player.
*
* Argument:
* 0: Vehicke (Object)
* 1: Distance in meters (Number)
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Distance in meters <NUMBER>
*
* Return value:
* (Bool)
* Vehicle in range of player <BOOL>
*
* Example:
* [target, 5] call ace_interaction_fnc_isInRange
*
* Public: No
*/
#include "script_component.hpp"
private ["_vehicle", "_distance", "_player"];
PARAMS_2(_vehicle,_distance);
_vehicle = _this select 0;
_distance = _this select 1;
private ["_player", "_position0", "_position1"];
_player = ACE_player;

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@ -1,10 +1,24 @@
// by commy2
/*
* Author: commy2
* Assigns a unit to the team
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Team <STRING>
*
* Return value:
* None
*
* Example:
* [target, "YELLOW"] call ace_interaction_fnc_joinTeam
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_team", "_message"];
PARAMS_2(_unit,_team);
_unit = _this select 0;
_team = _this select 1;
private ["_message"];
_unit setVariable [QGVAR(assignedFireTeam), _team, true];
[_unit, format ["{_this assignTeam '%1'}", _team]] call EFUNC(common,execRemoteFnc);

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@ -1,16 +1,24 @@
/*
* Author: bux578
*
* Initializes the Interaction module.
* Initializes the Interaction module
*
* Arguments:
* Whatever the module provides. (I dunno.)
* 0: Logic <NUMBER>
* 1: ???
* 2: Activation State <BOOL>
*
* Return Value:
* Return value:
* None
*
* Example:
* [logic, ???, activationState] call ace_interaction_fnc_moduleInteraction
*
* Public: No
*/
#include "script_component.hpp"
private ["_logic", "_activated"];
_logic = _this select 0;
_activated = _this select 2;

View File

@ -1,21 +1,22 @@
/*
Author: Garth de Wet (LH)
Description:
Depending on the passed value, either scrolls down through the list or up.
Parameters:
NUMBER - Amount to increase current interaction target
Returns:
Nothing
Example:
1 call FUNC(MoveDown);
-1 call FUNC(MoveDown);
*/
* Author: Garth de Wet (LH)
* Scrolls through the list down or up
*
* Arguments:
* 0: Amount <NUMBER>
*
* Return value:
* None
*
* Example:
* [2] call ace_interaction_fnc_moveDown
*
* Public: No
*/
#include "script_component.hpp"
private ["_count", "_player", "_vehicle", "_dlgInteractionDialog", "_top", "_i", "", "_ctrl", "_index", "_action", "_color", "_current", "_infoText", "_target"];
#define CLAMP(x,low,high) (if(x > high)then{high}else{if(x < low)then{low}else{x}})
if (isNil QGVAR(MainButton)) exitWith{};
if (isNil QGVAR(Buttons)) exitWith{};

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@ -1,7 +1,21 @@
// by commy2
/*
* Author: commy2
* On button up
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_onButtonUp
*
* Public: No
*/
#include "script_component.hpp"
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_statement", "_condition", "_conditionShow", "_exceptions", "_distance"];
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_statement", "_condition", "_conditionShow", "_distance"];
_player = ACE_player;
_vehicle = vehicle _player;
@ -20,11 +34,9 @@ _action = if (_index != -1 && {_index < _count}) then {
closeDialog 0;
_statement = _action select 1;
_condition = _action select 2;
_conditionShow = _action select 7;
_exceptions = _action select 8;//
_distance = _action select 9;
if ((_distance == 0 || {[GVAR(Target), _distance] call FUNC(isInRange)}) && {[_target, _player] call _condition} && {[_target, _player] call _conditionShow}) then {

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@ -1,6 +1,20 @@
// by commy2
/*
* Author: commy2
* On click
*
* Arguments:
* Index <NUMBER>
*
* Return value:
* None
*
* Example:
* 5 call ace_interaction_fnc_onClick
*
* Public: No
*/
#include "script_component.hpp"
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_subMenu", "_statement", "_condition", "_conditionShow", "_exceptions", "_distance"];
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_subMenu", "_statement", "_condition", "_conditionShow", "_distance"];
_player = ACE_player;
_vehicle = vehicle _player;
@ -29,7 +43,6 @@ if (count _subMenu < 2) then {
_statement = _action select 1;
_condition = _action select 2;
_conditionShow = _action select 7;
_exceptions = _action select 8;//
_distance = _action select 9;
if ((_distance == 0 || {[GVAR(Target), _distance] call FUNC(isInRange)}) && {[_target, _player] call _condition} && {[_target, _player] call _conditionShow}) then {

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@ -1,4 +1,18 @@
// by CorruptedHeart, commy2
/*
* Author: CorruptedHeart, commy2
* On select menu double click
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_onSelectMenuDblClick
*
* Public: No
*/
#include "script_component.hpp"
call compile (lbData [8866, lbCurSel 8866]) call GVAR(SelectAccept);

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@ -1,19 +1,32 @@
// by commy2
/*
* Author: commy2
* Opens door
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return value:
* None
*
* Example:
* [house, "door"] call ace_interaction_fnc_openDoor
*
* Public: No
*/
#include "script_component.hpp"
private ["_info", "_house", "_door", "_animations", "_lockedVariable"];
private ["_info", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
_info = [2] call FUNC(getDoor);
_house = _info select 0;
_door = _info select 1;
EXPLODE_2_PVT(_info,_house,_door);
if (isNull _house) exitWith {};
_animations = [_house, _door] call FUNC(getDoorAnimations);
_lockedVariable = _animations select 1;
_animations = _animations select 0;
EXPLODE_2_PVT(_animations,_animations,_lockedVariable);
if (count _animations == 0) exitWith {};
@ -26,6 +39,7 @@ GVAR(isOpeningDoor) = true;
playSound "ACE_Sound_Click";
[_house, _animations] spawn {
private ["_house", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
_house = _this select 0;
_animations = _this select 1;

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@ -1,44 +1,57 @@
// by commy2
/*
* Author: commy2
* Opens menu select UI
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return value:
* None
*
* Example:
* [unit, vehicle] call ace_interaction_fnc_openMenuSelectUI
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_vehicle", "_cargo"];
PARAMS_2(_unit,_vehicle);
_unit = _this select 0;
_vehicle = _this select 1;
private ["_cargo", "_actions"];
// allow interaction with all cargo slots and all ffv slots
// Allow interaction with all cargo slots and all FFV slots
_cargo = [_vehicle, ["cargo", "ffv"], true] call EFUNC(common,getVehicleCrew);
// you can only interact if you are in cargo or ffv yourself. exit otherwise
// You can only interact if you are in cargo or FFV yourself. exit otherwise
if !(_unit in _cargo) exitWith {};
GVAR(InteractionMenu_Crew) = _cargo;
// prepare: add header and "OK" button to select menu
private "_actions";
// Prepare: add header and "OK" button to select menu
_actions = [localize "STR_ACE_Interaction_InteractionMenu", localize "STR_ACE_Interaction_Interact"] call FUNC(prepareSelectMenu);
// prepare: add all cargo units as options to select menu
// Prepare: add all cargo units as options to select menu
{
if (_x != _unit) then {
_actions = [
_actions,
[_x] call EFUNC(common,getName),
QUOTE(PATHTOF(UI\dot_ca.paa)),
_forEachIndex
] call FUNC(AddSelectableItem);
};
if (_x != _unit) then {
_actions = [
_actions,
[_x] call EFUNC(common,getName),
QUOTE(PATHTOF(UI\dot_ca.paa)),
_forEachIndex
] call FUNC(addSelectableItem);
};
} forEach _cargo;
// open select menu
// Open select menu
[
_actions,
{
call FUNC(hideMenu);
[0, GVAR(InteractionMenu_Crew) select _this, ""] spawn FUNC(showMenu);
GVAR(InteractionMenu_Crew) = nil;
},
{
call FUNC(hideMenu);
}
_actions,
{
call FUNC(hideMenu);
[0, GVAR(InteractionMenu_Crew) select _this, ""] spawn FUNC(showMenu);
GVAR(InteractionMenu_Crew) = nil;
},
{
call FUNC(hideMenu);
}
] call FUNC(openSelectMenu);

View File

@ -1,36 +1,42 @@
/*
Author: Garth de Wet (LH)
Description:
Opens the select menu UI and sets up the UI
Parameters:
0: ARRAY - items
ARRAY
0 = Text
1 = statement to execute
2 = condition before execute
3 = showDisabled
4 = priority
5 = icon
6 = extra variables. Passed to the code.
1: Code - select action
2: Code - Cancel Action
Returns:
Nothing
Example:
*/
* Author: Garth de Wet (LH)
* Opens the select menu UI and sets up the UI
*
* Arguments:
* 0: Items <ARRAY>
* 0: Text <STRING>
* 1: Statement to execute <CODE>
* 2: Condition before execute <CODE>
* 3: showDisabled <BOOL>
* 4: Priority <NUMBER>
* 5: Icon <STRING>
* 6: Extra variables passed to the code <ARRAY>
* 1: Select Action <CODE>
* 2: Cancel Action <CODE>
*
* Return value:
* None
*
* Example:
* [["text", {statement}, {condition}, showDisabled, priority, "icon", [variables]], {selectAction}, {cancelAction}] call ace_interaction_fnc_openSelectMenu
*
* Public: No
*/
#include "script_component.hpp"
private["_action", "_count", "_customActions", "_i"];
if (!(profileNamespace getVariable [QGVAR(FlowMenu), false])) then {
GVAR(SelectAccept) = _this select 1;
GVAR(SelectCancel) = _this select 2;
buttonSetAction [8855, QUOTE( call GVAR(SelectCancel); )]; // cancel
buttonSetAction [8860, QUOTE( (call compile (lbData [ARR_2(8866, lbCurSel 8866)])) call GVAR(SelectAccept); )]; // accept
buttonSetAction [8855, QUOTE( call GVAR(SelectCancel); )]; // Cancel
buttonSetAction [8860, QUOTE( (call compile (lbData [ARR_2(8866, lbCurSel 8866)])) call GVAR(SelectAccept); )]; // Accept
lbSetCurSel [8866, 0];
}else{
_customActions = _this select 0;
PARAMS_1(_customActions);
private ["_count", "_action"];
_count = count _customActions;
if (_count == 0) exitWith {};
_customActions call FUNC(sortOptionsByPriority);

View File

@ -1,28 +1,29 @@
/*
Author: Garth de Wet (LH)
Description:
Prepares the select menu for use.
Parameters:
0: TEXT - Header text
1: TEXT - Approve button text
Returns:
ARRAY/NUMBER - container object for use with AddSelectableItem.
Example:
["Select Explosive", "Place"] call FUNC(prepareSelectMenu);
*/
* Author: Garth de Wet (LH)
* Prepares the select menu for use
*
* Arguments:
* 0: Header Text <STRING>
* 1: Approve Button Text <STRING>
*
* Return value:
* Container object <NUMBER>
*
* Example:
* array = ["Select Explosive", "Place"] call ace_interaction_fnc_prepareSelectMenu
*
* Public: No
*/
#include "script_component.hpp"
private ["_buttonAction", "_header", "_buttonText", "_cancelButton"];
PARAMS_2(_header,_buttonText);
closeDialog 0;
_header = _this select 0;
_buttonText = _this select 1;
if (isNil "_buttonText" or {_buttonText == ""}) then {
_buttonText = localize "STR_ACE_Interaction_MakeSelection";
};
createDialog "RscACE_SelectAnItem";
ctrlSetText [8860, _buttonText];
ctrlSetText [8870, _header];

View File

@ -1,22 +1,26 @@
/*
* Author: KoffeinFlummi
*
* Pushes a boat away from the player.
* Pushes a boat away from the player
*
* Arguments:
* 0: Boat (object)
* 1: Velocity (vectorlike array)
* 0: Boat <OBJECT>
* 1: Velocity <ARRAY>
*
* Return Value:
* None
*
* Example:
* [target, [vector]] call ace_interaction_fnc_push
*
* Public: No
*/
#include "script_component.hpp"
_boat = _this select 0;
_velocity = _this select 1;
PARAMS_2(_boat,_velocity);
if !(local _boat) exitWith {
[_this, QUOTE(FUNC(push)), _boat] call EFUNC(common,execRemoteFnc);
[_this, QUOTE(FUNC(push)), _boat] call EFUNC(common,execRemoteFnc);
};
_boat setVelocity _velocity;

View File

@ -1,7 +1,23 @@
// by commy2
/*
* Author: commy2
* Removes tag
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_removeTag
*
* Public: No
*/
#include "script_component.hpp"
0 spawn {
private ["_index", "_name"];
waitUntil {player getVariable ["ACE_Name", ""] != ""};
_name = player getVariable ["ACE_Name", ""];

View File

@ -1,36 +1,40 @@
/*
* Author: KoffeinFlummi
*
* Sends a civilian crowd away (chance of failure).
* Sends a civilian crowd away with a chance of failure
*
* Arguments:
* 0: Unit to be sent away (Object)
* 0: Unit <OBJECT>
*
* Return value:
* none
*/
* None
*
* Example:
* [target] call ace_interaction_fnc_sendAway
*
* Public: No
*/
#include "script_component.hpp"
#define DISTANCE 50
#define RADIUS 10
private ["_unit", "_chance", "_x"];
PARAMS_1(_unit);
_unit = _this select 0;
private ["_chance", "_x"];
ACE_player playActionNow "GestureGo";
if (count weapons ACE_player > 0) then {
_chance = 0.8;
_chance = 0.8;
} else {
_chance = 0.5;
_chance = 0.5;
};
{
if (count (weapons _unit) == 0 and random 1 < _chance) then {
[-2, {
(_this select 0) setUnitPos "AUTO";
(_this select 0) doMove [(getPos (_this select 0) select 0) + DISTANCE * (eyeDirection (_this select 1) select 0), (getPos (_this select 0) select 1) + DISTANCE * (eyeDirection (_this select 1) select 1), 0];
}, [_x, ACE_player]] call CBA_fnc_globalExecute;
};
} foreach (_unit nearEntities ["Civilian", RADIUS]);
if (count (weapons _unit) == 0 and random 1 < _chance) then {
[-2, {
(_this select 0) setUnitPos "AUTO";
(_this select 0) doMove [(getPos (_this select 0) select 0) + DISTANCE * (eyeDirection (_this select 1) select 0), (getPos (_this select 0) select 1) + DISTANCE * (eyeDirection (_this select 1) select 1), 0];
}, [_x, ACE_player]] call CBA_fnc_globalExecute;
};
} forEach (_unit nearEntities ["Civilian", RADIUS]);

View File

@ -1,28 +1,28 @@
/*
Author(s):
Garth de Wet (LH)
Description:
Shows the interaction helper text with the mouse buttons at the bottom middle of the screen
Parameters:
0: STRING - Left click text
1: STRING - Right click text
3: STRING - (Optional) Scroll text
Returns:
Nothing
Example:
["Place Explosive", "Cancel"] call FUNC(showMouseHint);
*/
* Author: Garth de Wet (LH)
* Shows the interaction helper text with the mouse buttons at the bottom middle of the screen
*
* Arguments:
* 0: Left Click Text <STRING>
* 1: Right Click Text <STRING>
* 2: Scroll Text <STRING> (Optional)
*
* Return value:
* None
*
* Example:
* ["Place Explosive", "Cancel"] call ace_interaction_fnc_showMouseHint
*
* Public: No
*/
#include "script_component.hpp"
#define GUI_GRID_W (0.025)
#define GUI_GRID_H (0.04)
private ["_leftClick", "_rightClick", "_scroll"];
_leftClick = _this select 0;
_rightClick = _this select 1;
private ["_scroll", "_display"];
PARAMS_2(_leftClick,_rightClick);
_scroll = "";
if (count _this > 2) then {
_scroll = _this select 2;
@ -44,11 +44,10 @@ if (isNull _display) exitWith{};
if (_scroll == "") exitWith {
(_display displayCtrl 1002) ctrlShow false;
(_display displayCtrl 1202) ctrlShow false;
(_display displayCtrl 1001) ctrlSetPosition [21 * GUI_GRID_W, 18 * GUI_GRID_H, 8 * GUI_GRID_W, 1.5 * GUI_GRID_H];
(_display displayCtrl 1201) ctrlSetPosition [20 * GUI_GRID_W, 18.5 * GUI_GRID_H, 1 * GUI_GRID_W, 1 * GUI_GRID_H];
(_display displayCtrl 1001) ctrlSetPosition [21 * GUI_GRID_W, 18 * GUI_GRID_H, 8 * GUI_GRID_W, 1.5 * GUI_GRID_H];
(_display displayCtrl 1201) ctrlSetPosition [20 * GUI_GRID_W, 18.5 * GUI_GRID_H, 1 * GUI_GRID_W, 1 * GUI_GRID_H];
(_display displayCtrl 1001) ctrlCommit 0;
(_display displayCtrl 1201) ctrlCommit 0;
};
(_display displayCtrl 1002) ctrlSetText _scroll;
showHUD false;
showHUD false;

View File

@ -1,4 +1,18 @@
// by commy2
/*
* Author: commy2
* Sort options by priority
*
* Arguments:
* Actions <ARRAY>
*
* Return value:
* None
*
* Example:
* customActions call ace_interaction_fnc_sortOptionsByPriority
*
* Public: No
*/
#include "script_component.hpp"
private ["_actions", "_count", "_index", "_actionN", "_actionM"];

View File

@ -1,4 +1,19 @@
// by commy2
/*
* Author: commy2
* Taps a shoulder
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* None
*
* Example:
* [player, target] call ace_interaction_fnc_tapShoulder
*
* Public: No
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_tapper,_target,_shoulderNum);
@ -13,7 +28,7 @@ if (_target != ACE_player) exitWith {
addCamShake [4, 0.5, 5];
private "_message";
private ["_message"];
//localize is converting the escaped <> symbols, so just add them here instead of in the stringtable
if (_shoulderNum == 0) then {
_message = format ["%1 &gt;", (localize "STR_ACE_Interaction_YouWereTappedRight")];

View File

@ -1,12 +1,32 @@
// by commy2
/*
* Author: commy2
* Updates tooltip's position
*
* Arguments:
* 0: Tooltip Display <NUMBER>
* 1: X Coordinate <NUMBER>
* 2: Y Coordinate <NUMBER>
*
* Return value:
* None
*
* Example:
* [player, 0.5, 0.5] call ace_interaction_fnc_updateTooltipPosition
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_3(_tooltip,_coordinateX,_coordinateY);
private["_ctrl"];
disableSerialization;
_ctrl = ctrlParent (_this select 0) displayCtrl 40;
_ctrl = ctrlParent _tooltip displayCtrl 40;
_ctrl ctrlSetPosition [
(_this select 1) + 0.01 * safezoneW,
(_this select 2) + 0.01 * safezoneH,
_coordinateX + 0.01 * safezoneW,
_coordinateY + 0.01 * safezoneH,
2.0 / 16 * safezoneW,
0.3 / 9 * safezoneH
];

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