* Move SOG compat to addons/
* Set component to skip loading when SOG not present
* Use skipWhenMissingDependencies for GRAD Trenches compatiblity
* Tools - Add SOG dlc launch config
* move trenches to sub config, handle grad with 2nd subconfig
* fix `Land_vn_b_prop_fueldrum_01` UBC
* use ifndef
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix adv fatigue sway interaction with medical
* change medical sway scaling
* move to common
* function header
* number tweaks
* baseline is always at least 1
* Add error msgs and warn if using old ACE_setCustomAimCoef
* Update addons/common/functions/fnc_addSwayFactor.sqf
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* use regex
* remove extra brackets
* add regex pattern, change refill condition
* add missing quote
* change pattern again
* bleh, we'll just go with this
* use pattern quote (thanks veteran)
* remove comment
* use escapeRegex function
* add regex to 3DEN attribute
* Add notifications to reloadLauncher
- Add notifications to reloadLauncher
- Also set _reloadTime to `magazineReloadTime min 2.5` instead of just 2.5 if there is no `buddyReloadTime` set
* Change message format
* Add setting displayStatusText for reloadLaunchers
* reloadlauncher improvements
* Comments
* Updated so it's similar to reload addon
* Added failure message
* Update addons/reloadlaunchers/functions/fnc_reloadLauncher.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Changed reload conditions
* Tweaked notifications
---------
Co-authored-by: Drofseh <Drofseh@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Moved ace_cookoff_canHaveFireJet config logic into vehicle_damage as a param passed into cookoff to improve modularity
* Use original arg order
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* delete fries with vehicle
* FUNCK -> FUNC
* Delay 1 frame so setVar won't fail if ran before initpost
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update display name in team
* Update display name everywhere
* order
https://youtu.be/VYycQTm2HrM
---------
Co-authored-by: BrettMayson <brett@mayson.io>
* Medical Engine - Unlock when dead
* Update fnc_unloadPersonLocal.sqf
* Update addons/common/functions/fnc_unloadPersonLocal.sqf
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* fix actually unloading people to found emptyPos
* handle deleted units
* handle dead units
ref 179957c39d
* vehicle -> objectParent
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Fix bug in detection for ignoring repair hitpoints
* Use define for array any
* Add warning if hitpoint group would be ignored
* Apply suggestions from code review
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Change ANY to ANY_OF
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Lock seats of unconscious or dead units
* disable pullOutBody if medical is loaded
* fix undefined var and switch to objectParent
---------
Co-authored-by: Salluci <salluci.lovi@gmail.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Allow run when carrying light-weight objects
* Use global var instead of macro
* add weight check, improve getWeight & conditions
* changes from review
* changes from review - postInit
* add param to ignore PhysX mass
* add settings
* BI issue tracker in comment
* change defaults, remove overweight setting
* remove public variable
* setting name changes
* updating case in statusEffect_addType
* move to XEH
* derp
* Add some extra checks for closed events
* Update XEH_postInit.sqf
* conditions
---------
Co-authored-by: Dystopian <sddex@ya.ru>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Arsenal update
* Fixes
* Update fnc_onSelChangedLeft.sqf
* Update fnc_updateUniqueItemsList.sqf
* Header fixes
* Fix for defines.hpp
Co-authored-by: Dystopian <sddex@ya.ru>
* Moved fnc_baseWeapon, filtered invalid items
* Update addons/arsenal/functions/fnc_scanConfig.sqf
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Fixes and tweaks
- Sorting is guaranteed to give a fixed order
- Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played.
* Cleanup, bug fixes and additions
- Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs.
- Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal.
- Added stronger filtering on item scopes (scope > 0 at least for every item)
- Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu,
- Unique backpacks in containers can now be removed with either the "-" or "clear all items" button.
- When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order.
* More fixes and tweaks
- Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array).
- Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely.
- Sorting now caches results, reducing repeated sorting times drastically.
- CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information.
- FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does.
- FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal.
- Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked.
- FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met).
* Update fnc_replaceUniqueItemsLoadout.sqf
* Update fnc_onSelChangedLeft.sqf
* Update fnc_scanConfig.sqf
* Update docs/wiki/framework/arsenal-framework.md
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Minor cleanup
* Baseweapon filtering
* Improvements + better unique items support
* Update fnc_fillRightPanel.sqf
* Update fnc_onSelChangedLeft.sqf
Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine.
* Update addons/common/functions/fnc_uniqueUnitItems.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* undefined variable
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix undefined loadout var
* Update fnc_fillLoadoutsList.sqf
---------
Co-authored-by: Dystopian <sddex@ya.ru>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* add field rations category
* improve macro
* second verse same as the first
* account for empty items
* switch to configClasses
* documentation
* add API variable
* Update docs/wiki/framework/field-rations-framework.md
* add variable full repair time
* enable compile cache
* Fix stupid
* whoops
* incremental full repair
* cleanup function header
* ignore hitpoints inFullRepairProgress
* fix getHitPointsToIgnore
* final cleanup
* don't show repair hint while doing full repair
* make this all work
* fix stupid
put this back in place
* Add setting for speedup when near repair facility/vehicle
enable compile cache
* refactor near repair facility/vehicle checks
* remove skipping hint from do_repair
better for feedback this way
* git diff stuff
* use functions directly in ACE_Repair.hpp
* add check for vehicle proximity
* add a new line
* switch to multiply by setting instead
* speed boost settings, remove exit addRepairActions
* stringtable
* remove speed boost settings
* fix things, add forceDisplayName
* name in function header
* fix TRACE
* add animation looping
* remove systemChat
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* add time coefficient setting
* move to repair category
* time coefficient max and default values
---------
Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* use pain variable for severe pain and use threshold in damage color calculation
show % of damage threshold in medical menu
* use damage taken instead of damage left
* Add setting and switch to separate tooltip
* tooltip -> entry
* Change display names and tooltip
* switch to qualitative
* remove newlines
---------
Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com>
Co-authored-by: BrettMayson <brett@mayson.io>
* Allow run when carrying light-weight objects
* Use global var instead of macro
* Update addons/common/XEH_postInit.sqf
---------
Co-authored-by: jonpas <jonpas33@gmail.com>
* Stamina penalty for weapon raised/ready is scaled by weapon inertia
* Newline
* Tabs
my editor hates me
* Use format
* Improved item validation and caching
* Refactor medical to use hashmaps for wound storage
- We most frequently want to access wounds by body part, so this makes
that a constant time lookup.
- The body part index is no longer stored in every wound since it's
inherent in the wound storage.
- Using body part names as the keys of the hashmap to improve code
clarity (no more magic numbers).
closes#6468
* Add deserilization migration from old wound arrays
Will migrate from old form array wound storage to the new hashmap
strucutre during deserlization. This is relevant for communities piping
medical state out to a database or similar between sessions.
* fix issue with suture stitching
* change version number in comment
---------
Co-authored-by: Salluci <salluci.lovi@gmail.com>
* fire do not propagate to close unit if allowDamage is disable don that unit
* change burnCounter so it works with multiple instances of fires
* fixed exiting burning not resetting burn counter
* changed !isEqualTo to isNotEqualTo
* changed !isEqualTo to isNotEqualTo
* lazy eval, respect old allowDamage variable
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: Salluci <salluci.lovi@gmail.com>
* Adjust burn intensity defines and move to shared
* Loop "Pat down" action until patient is put out of fire
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Use suppressed EH to determine safety of AI
* Require CBA 3.15.3
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: BrettMayson <brett@mayson.io>
* load carried object
* check for medical loaded
* space
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* consolidate mouse hint in pfh
---------
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update fnc_setupExplosive.sqf
- Added `setShotParents` to the resulting explosive, enabling support for kill tracking
* Add setShotParents to fnc_placeExplosive
* Remove setShotParents from fnc_setupExplosive
* Move setShotParents into place event
* fix tabs
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Field Rations - Add water supply to well from contact dlc
* Update addons/field_rations/CfgVehicles.hpp
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
---------
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
* KoreanTranslation
Someone has returned all the translations in Korean to English. there is no need to return them.
* koreantranslation
* Korean Typo Fix
* Korean Translation
* Update stringtable.xml
* Korean Translation Added
Added Korean translation related to Cargo Refuel
* Merge branch 'master' of https://github.com/Psycool3695/ACE3
Super minor change, but I noticed not every vanilla casing had a corresponding ace3 casing defined. Most noticeable with 7.62x39, where they swap from steel to brass casings on landing.
* KoreanTranslation
Someone has returned all the translations in Korean to English. there is no need to return them.
* koreantranslation
* Korean Typo Fix
* Korean Translation
* Update stringtable.xml
* Korean Translation Added
Added Korean translation related to Cargo Refuel
* Refuel - Added events
* Added ´ace_refuel_fuelSourceInitialized´ and `ace_refuel_jerryCanInitalized´ events
* Updated documentation
* Cleaner implementation && more coherent with analog rearm event
* Rebase merging is weird
* Simplify main fuel loop
* Remove unecessary action macro
* Add container refueling
* Fuel counter behaviour is now consistent for both limited and unlimited fuel sources
* Update maxFuel and refuelContainer whenever fueling begins
* Update maxFuel and refuelContainer whenever fueling begins
* Prevent loading of fuel sources into cargo when they have a nozzle connected to them
* Added action to check how much fuel is left in a jerry can
* Prevent jerry cans from being picked up if they have a nozzle connected to them
* Added function to check if a nozzle can be connected to an object
* Prevent fuel sources which have their nozzle deployed from being loaded
* Compute both tank volumes inside of refuel instead of durring turn on
* Didn't mean to delete these
* Allow for user defined fuel capacities
* Handle more edge cases with infinite fuel sources
* Refuel - Prevent fuel sources from being dragged while they're refueling other things
* Refuel - Added flow rate multiplier for refueling fuel sources
* Refuel - Use FUNC instead of DFUNC for nozzle actions
* Refuel - getCapacity should return REFUEL_DISABLED_FUEL instead of 0 when argument is not a fuel source
* Refuel - Correctly reset fuel counter when fueling a new target
* Refuel - Implemented all suggested changes
* Refuel - Added newlines to end of files
* Refuel - Added missing newline at end of XEH_PREP
* Only setFuel once per jerry can creation
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Calling getFuel will initialize the fuel source
* Refuel - Add newline to end of file
---------
Co-authored-by: BaerMitUmlaut <baermitumlaut@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fixed CBA keybinds not working on the progress bar after cursor hiding change
* Removed fallback value for uiNamespace lookup
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
---------
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* KoreanTranslation
Someone has returned all the translations in Korean to English. there is no need to return them.
* koreantranslation
* Korean Typo Fix
* Korean Translation
* Update stringtable.xml
* fix bug with changeseat in uavs
* isnull to isNull
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
---------
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Common - Hide cursor during progress bar (w/ CBA setting)
* Fix base class define
* Removed CBA setting for disabling hiding of the cursor for the ACE progress bar
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fixed use of loop variable from outside of function and using local variable instead
* Update addons/arsenal/functions/fnc_fillRightPanel.sqf
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Bug fix
CBA_fnc_removePerFrameEventHandler was used to remove the calculations for the altimeter, but does not exist. Replaced with CBA_fnc_removePerFrameHandler to rectify this issue.
* Added two local events to arsenal
* onInitArsenal fired when Arsenal got initiated
* onRemoveArsenal fired when Arsenal got removed
* added them to the arsenal event listing in the docs
* Update addons/arsenal/functions/fnc_removeBox.sqf
Co-authored-by: BrettMayson <brett@mayson.io>
* Update addons/arsenal/functions/fnc_removeBox.sqf
Co-authored-by: BrettMayson <brett@mayson.io>
* Renamed events in accordance with event naming patterns sans "on"
* Apply suggestions from code review
Co-authored-by: BrettMayson <brett@mayson.io>
* Improved Docs
Co-authored-by: BrettMayson <brett@mayson.io>
* KoreanTranslation
Someone has returned all the translations in Korean to English. there is no need to return them.
* koreantranslation
* Korean Typo Fix
* Korean Translation
* Add basic CfgMagazines support for field_rations
* Update headers
* Fix CBA context menu
* Add backward compatiblity to fnc_consumeItem
* Fix item refill not finishing
Whoopsie.
* Revert "Add backward compatiblity to fnc_consumeItem"
In hindsight it's not necessary, this is not public function.
* Add support for other entrenching tools
* Docs
* Remove unused variable
* Check unit weapons for entrenching tool
`weapons` returns weapons in weapon slots and from all containers.
* Update addons/trenches/README.md
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Support for shovel Backpacks
* Update XEH_preStart.sqf
* Add Arsenal "Entrenching Tool" stat
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Tagging - Allow tagging vehicles (overwrite "clan" tag, req 2.10)
* Update addons/tagging/functions/fnc_createTag.sqf
Co-authored-by: Neil Evers <neil.evers.1995@gmail.com>
* fix var
* set REQUIRED_VERSION to 2.10
* don't tag if veh has no valid selectionClan
Co-authored-by: Neil Evers <neil.evers.1995@gmail.com>
* XM157 (NGSW-FC Smart Scope)
* Update addons/common/functions/fnc_rscObjectHelper.sqf
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update addons/xm157/functions/fnc_weaponInfo_draw.sqf
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Headers
* Handle prone-deploy weapon bank
* Disable Reticle picker for now
* some localizations
* Change font
looks like CUP modifies EtelkaMonospaceProBold for some reason??
* Create xm157-framework.md
* Formating
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Hunter Killer (Commander Override) - Initial Demo
* Just do a one-time slew
* Update fnc_eachFrame.sqf
* Update addons/hunterkiller/functions/script_component.hpp
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update for ArmA 2.08
* cleanup
* Rework Observe / Control configs
* Add to all 2035 tanks
* Update script_component.hpp
* Use eyeDirection on commander turrets
* Update docs/wiki/framework/hunterkiller-framework.md
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Add to all 2035, support ture/false setVars
* remove from apcs because mods don't know how to do inheritance
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Add rope to vehicle inventory
* Use LINKFUNC
* Make setting not need restart
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Cookoff - Added a random delay between a vehicle being killed and when the ammo starts to cookoff
* Cookoff - Tweaked min ammo start delay to 1 second
* minor syntax and macro cleanup
* KoreanTranslation
Someone has returned all the translations in Korean to English. there is no need to return them.
* koreantranslation
* Korean Typo Fix
* Cookoff: Added handling for cleaning up smoke effects when vehicle is deleted mid-cookoff
* Cookoff - Prevent effects cleanup Deleted EH from getting duplicated
* Cookoff - Added locality safety check to effects cleanup
* Cookoff - Global effects cleanup is now triggered by the server to handle locality transfer
* Cookoff: Add ability to disable fire jet effect for vehicles it doesn't make sense on
* Cookoff: Fixed pressure jet sound playing when both jet and ring effects are disabled
* Japanese Translation Update
Fill missing Japanese translation and Weird translation fixes made long ago.
* Remove Corner Bracket and change it to apostrophe
* Update STR_ACE_Common_unloadWeapon
* Update SunflowerSeeds Description
* add keybind and function to unload unit's weapon/muzzle
- add keybind and function to unload unit's weapon/muzzle
- requires https://github.com/CBATeam/CBA_A3/pull/1527
* change function name
* rename the file too
* Create common-framework.md
* Set REQUIRED_CBA_VERSION to 3.15.7
* Update required CBA version
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Apply suggestions from code review
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Adds heating effect to cookoff
Makes tanks that cook-off actually heat up on IR.
* Adds cbaEvent 'setTIPars'
* Adds CBAEvent call in cookOff.sqf
* Spaces out line. Adds proper event heading.
* Moves TI event to cookOffEffect.sqf;
* Update addons/cookoff/functions/fnc_cookOffEffect.sqf
Co-authored-by: pterolatypus <pterolatypus@users.noreply.github.com>
* Changes global event for TI pars to local command
* Reverts file to before previous commits in PR.
* Update addons/cookoff/functions/fnc_cookOffEffect.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/cookoff/functions/fnc_cookOffEffect.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/cookoff/XEH_postInit.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* ti params and add comments to formula
Co-authored-by: pterolatypus <pterolatypus@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Added more tags and reorganised interaction
* Removed empty lines from stringtable
* Fix macros, use item picture as interaction icon
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Use texture as icon, remove colour from names
* Tagging - Compile actions when added
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Korean Translation 100% done
fixed typos, changing the Korean transliteration of proper nouns, and changing the meaning of the original to a more understandable interpretation without compromising the transmission of the original
* Something Edited
edit incorrect translation and add typo correction
* add marker flags
* minor cleanup
* use pictures for actions
* check canDig
* review changes
* Update fnc_placeFlag.sqf
* fix hiddenSelectionsTextures
* Update addons/marker_flags/functions/fnc_pickUpFlag.sqf
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Cache flag list at pre-start
* Add model for flag pole
* Pass item name to pickUpFlag via action
* Update addons/marker_flags/stringtable.xml
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
* carry item on unload
* debug off
* fix function header
* ugly nested if blocks instead of superior switch statement
Co-authored-by: jonpas <jonpas33@gmail.com>
* Add delay for server event to finish
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Add DF-15 GForceCoef Value
This adds missing ACE_GForceCoef value for DF-15 uniforms.
* DF-15 PR - cfgWeapons formating
DF-15 PR - cfgWeapons formating
* DF-15 PR - cfgWeapons formating II
Forgot to save it with braces and spaces around =
* Update CfgWeapons.hpp
* sync
* Add AI Unconsciousness exception option
- Adds AI Unconsciousness exception option. If enabled, it allows you to put AI into unconsciousness via Zeus Module even though the AI unconsciousness is disabled. This "feature" was possible before the medical rewrite and allowed to put selected AI units into unconsciousness even though the overall AI unconsciousness was disabled. This was very handy and many groups missing this option including myself.
- Special thanks to Pterolatypus for consultation.
* tabs to spaces
tabs to spaces
* last tab to space :copium:
last tab to space :copium:
* stringtable tabs to spaces
stringtable tabs to spaces
* Addon option removed, adjusted variable name
- Addon option removed
- adjusted variable name
* utilized QEGVAR
- utilized QEGVAR in getVariable
* removed fnc and put the code inside the condition
- I've managed to properly implement the getVariable inside the condition thus allowing me to remove the function. Also kymckay had a good point on swapping the order for faster eval.
* Update XEH_PREP.hpp
* setVariable optimalization
- setVariable optimalization
Co-authored-by: pterolatypus <pterolatypus@users.noreply.github.com>
* Update addons/medical_statemachine/Statemachine.hpp
Co-authored-by: pterolatypus <pterolatypus@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: pterolatypus <pterolatypus@users.noreply.github.com>
* allow mod maps and compasses to use map tools
* single quotes
* Update addons/maptools/CfgVehicles.hpp
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update addons/maptools/CfgVehicles.hpp
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* open map tools in center of screen upon first open
Don't show the map tools at the bottom-left corner of the map when you first open it, but right where your mouse is.
* always move to mouse position when opened (not just once)
incorporated feedback from co-authors
Co-Authored-By: Drofseh <Drofseh@users.noreply.github.com>
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* replace tabs by 4x whitespaces in order for checks to complete successfully
* move code to fnc_updateMapToolMarkers so it always runs
Co-authored-by: Drofseh <Drofseh@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* add fire source to incendiary grenade
* improvide fire source condition
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Add scaling settings
- sizeCoef will scale the size directly from the setting value, default 1x is the same as the current size.
- proximityScaling will scale the size based on the distance between the observer and the pointer, 2x as large at maxRange, 0.25x at 0m distance.
* fix slider decimal value
* bug fix
* Added Gear gesture animation when a player starts repacking magazines
(previously you'd just sit there doing nothing for X seconds)
* Added Repack Animation ACE Setting for allow for disabling of idle animation during repacking
* Corrected Polish translation for setting name
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Corrected German translation for setting name
* Removed French translation until someone can provide one
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Previously:
- When a new weapon was selected, only magazines defined in the "magazines" attribute of the old weapon's class were deleted.
- When a new weapon was selected, it would consume a magazine from the loadout.
Now:
- When a new weapon is selected, it will only remove the magazines from the previous weapon that are not compatible with the current weapon.
- When a new weapon is selected, it does not consume a magazine from the loadout.