SilentSpike
34eb5553ea
Move scream and moan sounds to medical feedback ( #6438 )
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* Move scream and moan sounds to medical feedback
* Move vanilla feedback overrides to medical feedback
* Update all function calls
* Use events to avoid a dependency
2018-07-18 19:21:27 +01:00
SilentSpike
ec7a9a133e
Fix required addons in medical restructure ( #6441 )
2018-07-18 19:19:28 +01:00
SilentSpike
4466f9e785
Strip medical component ( #6442 )
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* Move litter to `treatment`
* Move eden object attributes to `treatment`
* Move treatment items to `treatment`
* Move bodybag handling to `treatment`
* Move state conditions to `statemachine`
* Move radio addon handling to `feedback`
* Move medical macros to `engine`
* Move medical extension to `damage`
* Fix texture and material paths after move
* Remove duplicate medical menu config
* Remove old faction class
* Remove a bunch of old code
2018-07-18 19:13:25 +01:00
SilentSpike
68ff7575eb
Move medical facility, vehicle and unit functions ( #6440 )
2018-07-18 11:09:48 +01:00
Thomas Kooi
c9c8d25017
Move vitals loop statemachine events into switch statement ( #6443 )
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- Induce cardiac arrest if unit blood volume drops below half
2018-07-18 11:09:09 +01:00
TheMagnetar
bf4f54bce6
Fix settings in medical rewrite ( #6436 )
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* Fix settings in medical rewrite
* Raise spontaneousWakeUpChance to 0.05
2018-07-17 15:49:14 +01:00
Bismarck
e566cbf35a
Fixes damage redirection issues ( #6231 )
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Units accumulate damage in the local variables
"ACE_Medical_Engine_$HitXXXX", but these are never reset. The way these
vars are used is as a single-damage-event tracker, and the end result of
not resetting their value when they're done being used is that a
specific $HitXXXX can accumulate enough damage to cause the "select
wound with highest damage" code to always select _it_ for the next wound
event, even if it wasn't the primary target of the last wound event.
I.E. I get shot in the right leg badly. If I then get winged in the left
arm, that wound will end up on my right leg, because when the code runs,
it finds QGVAR($HitRightLeg) > QGVAR($HitLeftArm), and so it applies the
wound to the right leg.
2018-07-16 23:49:06 +02:00
TheMagnetar
3bf3629047
Fixes state machine ( #6435 )
2018-07-16 23:25:54 +02:00
Magnetar
9b5c5bc866
Fix QGVAR medical variables
2018-07-16 15:35:34 +02:00
Thomas Kooi
81f1365a41
Merge pull request #6434 from acemod/fix-restructure
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Various fixes for the medical restructure branch
2018-07-16 12:34:39 +02:00
Thomas Kooi
e23d1cfe17
Add run deploy job on master branch
2018-07-15 18:31:00 +02:00
Glowbal
2faa3379ae
Fix getBloodloss
2018-07-15 18:29:18 +02:00
Glowbal
6576e5d014
Fix linting error
2018-07-15 16:28:39 +02:00
Glowbal
f552acd7da
Fix incorrect macro usages with whitespace
2018-07-15 16:25:14 +02:00
Glowbal
9d2e76e67a
More component name fixes and small clean up
2018-07-15 16:24:04 +02:00
Thomas Kooi
14db38e0f0
Fix various namespace issues with medical
2018-07-15 15:00:16 +02:00
Thomas Kooi
78d91edae2
Fix statemachine not running
2018-07-15 14:21:41 +02:00
Thomas Kooi
19f3b753f0
Decrease treatment time of medication to 5s
2018-07-15 13:59:47 +02:00
Thomas Kooi
2a721cb8c8
Fix medical item icons not found error
2018-07-15 13:59:21 +02:00
Thomas Kooi
612cf1f01c
Upgrade CBA script macros common file
2018-07-15 13:01:39 +02:00
Thomas Kooi
9c00c6ffb5
Fix bunch of script errors related to getVars on start up of game
2018-07-15 13:01:26 +02:00
Thomas Kooi
5e1c3c6da1
Fix duplicate class declarations during start up
2018-07-15 12:33:34 +02:00
PabstMirror
f4a0747493
Explosives - Increase defuse range for underwater mines ( #6429 )
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Fix #6427
2018-07-13 12:36:21 -05:00
PabstMirror
fa7b2ed73d
Fix unit info base class ( #6430 )
2018-07-13 12:35:56 -05:00
shukari
5fe82662e5
ace_infoDisplayChanged will now trigger also for mods ( #6422 )
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* add RscUnitInfo to DisplayLoad eh
* delete all ace_infoDisplayChanged that also have initDisplay with RscUnitInfo
2018-07-13 12:19:58 -05:00
mharis001
a84daca959
Explosives - Optimize interactEH function ( #6406 )
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* Optimize explosives interactEH
* Use local player variable and distanceSqr
2018-07-13 12:04:55 -05:00
mharis001
def05b9cf1
Wire cutter - Various improvements and cleanup ( #6389 )
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* Optimize and cleanup interactEH function
* Add missing fences and improve formatting
* Improve cutDownFence function
* Remove unused sound files and cleanup
* Multi-line condition and fix examples
* Increase PFH delay and use distanceSqr
2018-07-13 11:30:13 -05:00
alef
3673a6f56a
Italian Translation Update ( #6425 )
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* Fix wrong order shown in addon category list
Just put 'ACE' at begin
* Typo
* Add/Fix: arsenal, nightvision and others.
common, explosives, maverick, gforces, pylons, hearing, marksers, repair,
flashlights, nametags, interaction, vehicles, medical_menu, medical_ai,
interact_menu, medical
2018-07-11 10:17:13 -05:00
Will
4b1672eaa0
its now possible to set rearm vehicles in the editor && pylons now look also for non-config rearm vehicles
2018-07-09 19:20:55 +02:00
PabstMirror
29726946f6
Disposable - Fix nlaw picture popup error ( #6419 )
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Fix #6410
2018-07-06 00:13:23 -05:00
Tim Beswick
80e648938a
Speed limit scroll ( #6384 )
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Vehicles - Set speed limited with mouse scroll wheel
2018-07-05 11:32:40 -05:00
PabstMirror
5495bd5a1f
Pylons - Add ACE prefix to settings category ( #6388 )
2018-07-05 11:29:51 -05:00
PabstMirror
a8c1846a37
Logistics - Move to CBA settings and organize in subcategories ( #6284 )
2018-07-05 11:29:32 -05:00
Jo David
14b08bafe6
Merge pull request #6415 from markooff/patch-1
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Add link to a polish version of the vector manual
2018-07-05 18:02:11 +02:00
markooff
8e71d51956
Update vector.md
2018-07-04 20:23:31 +02:00
markooff
ea4533fc7f
Update vector.md
2018-07-03 17:26:36 +02:00
Josuan Albin
09855f133a
Fix typo in med and issue related to unconsciousness ( #6411 )
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* Fix adenosine displayname being wrong in some medical interactions
* Fix unconscious units waking up while being carried staying muted
2018-06-28 00:06:12 -05:00
Dissyu
e5a15d200f
Traditional Chinese update ( #6408 )
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Traditional Chinese update
2018-06-27 14:16:11 -05:00
commy2
74efc9c428
Merge pull request #6405 from acemod/fixExplosiveKilledDialogs
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don't make Explosives close one display at death
2018-06-25 08:43:44 +02:00
commy2
613c088124
bump
2018-06-25 08:42:43 +02:00
commy2
b7e3646697
don't make Explosives close one display at death
2018-06-25 00:08:15 +02:00
maike1860
e3c5396593
Add Chinese translation Modify grammar ( #6400 )
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Translations- Chinese: Modify grammar
2018-06-22 19:14:11 -05:00
Unknown
bbbfabec03
Add new explosive timer UI
2018-06-22 15:41:43 -04:00
xrufix
b2be3d683f
Fix typo ( #6399 )
2018-06-21 10:44:56 -05:00
PabstMirror
205abec286
Fastroping - Disable ACRE features from helper objects ( #6387 )
2018-06-20 22:17:27 -05:00
mharis001
fdf6100fb6
Add ACE Flags ( #6394 )
2018-06-18 15:01:32 -05:00
Tim Beswick
c0b9a31deb
Cargo load ignore interaction distance parameter ( #6395 )
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* Added force parameter to cargo load
* Specifically ignore interaction distance
* Fixed old brackets
* Removed old trace
2018-06-18 15:01:09 -05:00
Josuan Albin
0a313ce41f
Fix right tab listNbox not showing last item on first load ( #6390 )
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Go figure why that happens tho :/
2018-06-10 22:29:07 -05:00
Josuan Albin
3917092540
Fix possible issue with weapons without firemodes ( #6386 )
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Apparently that's a thing
2018-06-10 00:14:14 -05:00
Josuan Albin
11df315ce4
Arsenal - Fix Rate Of Fire stat ( #6385 )
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* Fix the ROF stat in ace arsenal
Previous one was wrong when the ROF set as default was different than the one in firemodes
* Add missing )
2018-06-09 12:43:53 -05:00