* 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>
* 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>
* Merge ACEX - first attempt
Backwards compatibility with XGVAR set of macros used on all settings and config entries
Public API functions not taken into account yet, many other things probably still missed
* Resolve issues
* Switch to addSetting, backward compatible CfgPatches, missed XGVAR.
* Remove unnecessary backwards compat
* Convert ACEX Categorised settings to initSettings / Fix Intel items magazine
* Apply suggestions from code review
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Remove maintainers from merged ACEX components
* Cleanup unused module and faction classes
* Sitting - Add more object configs by @Dystopian
https://github.com/acemod/ACEX/pull/255
* Translations - Add Japanese by @classicarma
https://github.com/acemod/ACEX/pull/259
* Kill Tracker - Add killtracker.inc public include file by @Freddo3000"
https://github.com/acemod/ACEX/pull/251
* Add ACEX authors and sort authors file
* acex - final tweaks (#8513)
* acex - handle old funcs
* replace thirst/hunger setvars to acex naming
fix macro
Revert "fix macro"
This reverts commit d807e5e804c43916eaa42d34a89af94c6d9a48ad.
Revert "replace thirst/hunger setvars to acex naming"
This reverts commit bafc607884932d6e339daedc7c22e25dddbdd868.
x
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* First Push
Added the ability to edit cargo objects (crates/boxes only) names. Either via in-game action on the object it self or via 3den attributes.
Added a single function which spawns the UI to edit the name and also edits it. This is an scripted UI, it could be changed to a config version if wanted, but as I'm not good in UI coding I left it on this simple version mainly for testing.
Added 4 new stringtable entries, 2 for action and 2 for 3den attributes.
* Add extra stringtable
Forgot to add the UI to the stringtable.
* Update fnc_renameObject.sqf
fixing tabs
* Show custom name only behind
Added new function "getNameItem" that will get the items name.
Put the custom name behind the original name between brackets "[...]".
* Added "Hide Rename Action" setting
Also removed an unused _itemClass from postInit.
* Apply suggestions from code review
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update AUTHORS.txt
Added my name
* Applied the sugesstions.
* Fixed function crash
* Moved to dialog.
* Removed unused comment/code
* Update renameMenu.hpp
Fixed tabs to spaces.
* Update renameMenu.hpp
* move rename to common
* Update addons/arsenal/ui/RscAttributes.hpp
* style and use addActionToObject
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Implement Events in slideshow framework.
* Update function header
* Pass correct agruments to next call of autoTransiton.
* Add return of slideshow ID
Return slideshow ID so it can be stored for later use with the events.
* Replace repeat code with variable. _image.
* Redundant comment removal
* Update addons/slideshow/functions/fnc_createSlideshow.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
* Add custom anim entries
* Switch to SQF based animation detection
* Add time out to CBA_fnc_waitUntilAndExecute
* Remove unneeded comments or defines
* Restore line break
* Styling and removal of not needed code
* Move waitForAnime and make it local nil
* Extended comment
* Add Kola to authors file
* Small bug fix in terms of animation names
* Add custom anim entries
Switch to SQF based animation detection
Add time out to CBA_fnc_waitUntilAndExecute
Remove unneeded comments or defines
Restore line break
Styling and removal of not needed code
Move waitForAnime and make it local nil
Extended comment
Add Kola to authors file
Small bug fix in terms of animation names
* Move animations into data folder
* add uppercase on sqf command
* Rename animation config names and files
* fix physx uncon fix
* Change initial after ragdoll animation name
* Initial Commit
* Got rid of unneeded translation values
* Updated Strings
* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.
* Fixed locality issues. Added timers to relavent functions.
* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot
* Fixed bug regarding localized strings. Created new tripod model
* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag
* Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs
* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.
* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.
* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day
* Added icons to each relavent item
* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons
* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.
* Added documentation
* Added order to doc
* Explained why things are the way they are
* Remove temp files
* Removed redundant files
* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.
* 100% newlines at end of file
* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki
* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine
* Tabs->Spaces
* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities
* Lazy Evaluations and macros to describe how things work.
* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Revert changes to fortify.md
* Updated UI Icon to Crew Served Ammo branch UI
* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution
* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon
* Re-added ammo loading time
* Tabs->Spaces
* Newline at end of files
* Removed replaced functions
* Remove redundant strings. Move ammo handling to appropiate section
* Tabs->Spaces
* Update wiki
* Updated to fix crash with default weapons and disable CSW ability on default static weapons
* Added editor attributes to enable/disable CSW at edit time
* Change how ammo is removed from the CSW. Uses math instead of iteration
* Fix bug where assembled weapon did not get rid of default actions
* Added support for multiple types of ammo in one CSW
* Add tracer magazines for .50 cal
* Fix bug where you could load ammo even if the gun couldnt take any more
* Disable debug and enable compile cache
* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation
* Removed check if CSW is full to unload ammo
* Fix bug where items would spawn underneath other items on wepaon dismount
* Change some things
* Configure base statics, improve returnAmmo
* Add mortar baseplate
* Remove explicit inheritance
* Fix bug where unloading ammo would duplicate it if you had room in your person.
* Tab->Space
* Player couldnt pickup tripod due to legacy code
* Fix GMG_01_base_F inheritce
* Port of ACE 2 tripod + ACE 2 CSW Bag
* Move ACE 2 Data to APL folder
* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents
* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180
* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW
* Added ability to toggle ammo handling when weaponAssembly is disabled.
* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"
* Fix Shadow RPT Spam
* Update wiki
* Change order of setDir and setPos
* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference
* Actually check for the carryWeaponClassname in the deployWeapon check
* Ai Compatiblity
* Add stringtable entries
* Formatting fixes
* Stringtables for settings, fix setMagazineTurretAmmo
* inherit ammo for mags, reorder stringtable
displays correct ammo and descriptionShort
* don't require ace_javelin
* Tweaks, cleanup, localzation, ace_reload changes
change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs
* delete moved dev func
* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline
* cleanup/proxyWeapon/mk6 compat
* Fixes medical events not appearing in MP (when unit is non local)
Adds name to AUTHORS.txt (forgot to do this in other PRs)
* Fixes missing oef line
* Update addons/medical_treatment/XEH_postInit.sqf
Co-Authored-By: redbery <rutger@meijering.me>
* delete rogue character
* Move hard coded nametag team colors to settings
Also made the default colors lighter to make them easier to read
* Added myself to contributors
* Fixed Nametag to Name Tag
* Optimized array copying
* Moved team color settings to color subcategory and used vanilla localization strings
* Split a long line into a more readable multiline solution
* add the ability to edit user placed markers
* remove direct channel from valid channels
* add author
* optimize get map display
replace old method of getting the map display with displayParent
* optimize code by adding isEqualTo
* correct some spelling mistakes