* Add ability to change repair time based on vehicle
* Much better
* Unary command not function
* Allow changing of track or wheel object per vehicle
* Lot more complicated than I thought
* Changed name
* Fixed Enginner only german and removed big letters
* Added docs + PR fixes#3186
* Removed other languages
* Fixed request and added comment
* Replace all usage of term "Specialist"
* Fix to move items up and down
* Fixed private
* Fixed public bug
* Inserted Pabst solution
* Remove extra space
* Fixed request + added author
* Fixed to correct comment
* Tweeked comment again
* Hellfire
* Cleanup dev macros
* Cleanup some debug
* Add base interaction node for firemode actions
* Handle bad data in attack profile variable
* Skip ammo checks (returns bad data on added weaps)
* Add mags sizes for apache
* Add Hellfire Wiki Doc
* Cleanup doc
* Add pylon support
* Add support for pilot controlled weapons
* Add label to pylon mags
* Cleanup vehicle configs, autoAdd laser des, fix ineractions for driver
* NLAW Prototype
* Make AI Compatible
* Add Overfly Top Attack Mode
* Limit Max Deflection
* Base prediction on AI skill
* Generic cycle attack profile key for missile guidance
* Add hint for weapons without huds
* Configure for attack cycle key
* Finish OTA ammo effects
* Cleanup
* Arm at 20m
* Disable Debug
* No models for short lived sub-ammos
* Fix Korean strings
* Change AI randomization to use skillFinal
* Add wiki doc for nlaw
* Cleanup
* Cleanup
* Cleanup
* Fixed glassdoor
Fixed so glassdoor now works with ace slow open.
* Made it more pretty with new file
Made it more pretty with new file
* Tidy up a bit
* Removed white space
* Replace tabs with spaces
Replace tabs with spaces
* Simplified and added comments
* Changes + was stupid was commit
Changes to go with code guidlines and extra check if door is empty
* Tabs to spaces
* Small fixes + Fixed so CUP houses now works
Fixed so CUP houses now works
* Remove todo
* Fixed requested changes
* Removed whitespaces
- Add a ace_cargo_space attribute to vehicles to alter how much cargo they can carry.
- Add an ace_cargo_size attribute to objects to alter how much cargo space they consume.
- Add two public functions `fnc_setSize.sqf` and `fnc_setSpace.sqf` to update the cargo size/space respectively of any given object.
- Deprecate cargo makeLoadable module and public function.
- Added some macros to get the space/size of a config, making code more readable in places.
- The `setUnitPos`, `setFormation`, `setSpeedMode` and `setBehaviour` commands require local arguments
- The waypoint equivalents require server execution
- Add conditions to only show interactions when the appropriate things are selected
* Update fnc_speedLimiter.sqf
* No minimum speed needed anymore
Minimum speed limit of 10 km/h was needed in the past due to engine limitations. Multiple user tests have shown that the minimum speed is not needed anymore. The new minimum of 0 km/h allows for example setting walking speed for vehicles (<10 km/h).
* Change minimum required speed for speed limiter to 3 km/h
To avoid problems with negative speeds (driving backwards) and zero speed, the current change switches from 10 km/h minimum speed to 3 km/h minimum speed. This seems to be the optimal solution to allow all relevant speeds including walking speed.
* Changed minimum required speed to 5 km/h
Officially the minimum required speed is 10 km/h in the master. Lower minimum needed to set car speed to walking speed of accompanying soldiers. Problems have been reported with 3 kmh/ using cars like ATVs. Thus the new commit is set to 5 km/h minimum speed. Not tested with ATVs yet.
* French translation for the two last entries
* French translation for the last entrie
* French Translation for the first entrie
* correct the spelling error
* Add submenu with vehicles to cargo load menu
* replace private ARRAY with keyword
* fix ace function macro using
* filter vehicles without cargo
* add Load condition, clean params, fix param reusing
* replace nearEntities with nearestObjects, add macro
* optimize, del magic, replace count with forEach
* del unused functions
* del useless _this parameter
* Add zeus arsenal modules
* Add french strings to arsenal modules
* Fix typo in french string
* Make changes to fit review
* locality check, use showMessage, set categroy
* Linking belt refatoring
startLinking belt now uses canLinkBelt so if condition needs to be changed then you can do it on one position.
* Fixed requested change
Fixed requested change
* simplified it even more
canLinkBelt now returns a value over 0 if success and -1 if something is not right.
* Fixed bug where if error we would not exit
Fixed bug where if error we would not exit
* changed name on canLinkBelt
Changed name to better reflect the function of the function.
* Author hype
* fixed return value info
fixed return value info
* fix header
* Enabled refuel for non-AllVehicles objects. Un-magic'd refuel progress timer.
* Changed helper attach position to centre of object. Offset applied when rope attached.
* Made fully compatible with non-thingX simulation types. Removed destruction effects of helper object.
* Using arma model. Removed ACE_Actions from helper object.
* Correct use of hideObjectGlobal
* Remove actions, cargo, repair on helper
* Switched helper to be setVar'd on the nozzle object
* CH53 Fastroping and Fixes
Added fastrope points for CH53.
The getOut EH is required to keep the doors open when a unit exits the
vehicle and it uses the vehicle animation "doorHandler_R" or
"doorHandler_L" as a placeholder to determine if the doors are
open(1)/close(0).
eg. In UH1Y (Unarmed), when the right door is opened using the
useraction, "doorRB" and "doorHandler_R" will be set to 1.
* Changed TAB to 4 spaces
* Moved bracket to follow guidelines
* Linking belt refatoring
startLinking belt now uses canLinkBelt so if condition needs to be changed then you can do it on one position.
* Fixed requested change
Fixed requested change
* Add dummy function to zeus UI modules
This removes the message about the module having no function when in SP.
* Fix zeus teleport module for non-local units
BI made a change to the function this module was using. So now it has to
be ran local to the player in question.