* Update the Jpn translation for interaction
-fix miss translation
-fix html tag
-support to new words
-tweaks
* fix
i was change the English by mistake. it is fix.
* Update the Jpn translation for markers
support to new words
* Update the Jpn translation for refuel
-fix miss translation
-support to new words
* Add fast mouse actions to refuel
* nobody seen that
* Add interaction condition and refuel on ladder
* Add car hit, fix change weapon on uncon
* Replace objNull with nil in setVar, unify var names
* Delete *ConnectNozzle functions
* Delete reset* functions
* Add public function and eden attributes
* Remove static actions from RHS compat
* Remove statusEffect_set on respawn
* Fix dual menu, add deprecating message
* Optimize fnc_takeNozzle
* Cleanup
* Fixed viewdistance error while controlling UAV.
When you take control of UAV drones, the view distance does not properly update to your setting because it thinks that you are still the land infantry guy. So I've experimented a bit in the editor and found a condition that will properly return true when you are in control of a drone aircraft. I've also adapted this for use with land-based UAV stuff (like the Stomper).
To accomplish this, I created a private *_isControllingDrone* variable that will detect if the player is currently in control of any UAV. I also edited the _landVehicle and _airVehicle scripts so if and only *_isControllingDrone* returns true, then it will check whether the drone is a subclass of "LandVehicle" or an "Air".
That's all I did. Please accept my pull request!
* Use ACE_controlledUAV event
* Kestrel4500 - Fixes head- and crosswind calculation
- The wind direction was not taken into account when calculating head- and crosswinds
- This does not affect how the Kestrel4500 behaves with AdvancedBallistics enabled
- Fixes#5181
* Kestrel4500 - Fixes wind direction formatting issue
- This does not affect how the Kestrel4500 behaves with AdvancedBallistics enabled
* added movable markers option
* added restrictions
* added local events
* formatting + small fixes
* Events for start and end modified + small adjusts
* minor fixes
* lazy eval
* Alt as modifier key
* Update XEH_postInit.sqf
* Skip UI EH on headless
`srifle_DMR_03_spotter_F` does not exist in base game, and parent srifle_DMR_03_F is scope 2
So we were adding a duplicate weapon with only the name changed??
- Hide weapon for now via `scope = 1` to avoid breaking loadouts
- Can remove later
* update the Jpn translation
Add translation for new words and small changes.
* Update Jpn translation
add translation for new words and some tweaks.
* Update Jpn translation
fix miss translation and minor tweak.
* Optimise cursor object updates
* Restrict distance units can be selected from
* Fix potential for no icons to render in FPP
* Limit projectile drawing distance
* Optimise icon updates
* Fix group names not being drawn in vehicles
* Fix selection nameplate not drawing for vehicles
* Fix selection of non-spectatable entities
When you load somebody inside a vehicle the ace_common_fnc_loadPerson is
used. This fonction acutually search nearestObjects of type ["Car",
"Air", "Tank", "Ship_F"] to put player inside. Infortunatly, the taru
family with crew place (exemple
:"Land_Pod_Heli_Transport_04_medevac_black_F") are not detected because
the corresponding parent class of
"Land_Pod_Heli_Transport_04_medevac_black_F" is :
["Land_Pod_Heli_Transport_04_medevac_F","Pod_Heli_Transport_04_crewed_base_F","StaticWeapon","LandVehicle","Land","AllVehicles","All"].
To avoid this, the "Pod_Heli_Transport_04_crewed_base_F" parent class
should also be search by nearestobjects.
* Common func to run config tests
* Add map config testing, malden data and reverse map config's latitude
* Headers
* Simplify config levels
* Header
* fix example
* Add EH for UAV control, Add Hellfire support
* cycle guidance keybind
* Handle broken PlayerViewChanged
* humps
* UAV Self-interactions (#5379)
* Switch ACE_Player to uav AI on valid seat change
* Different approach to UAV interactions
* Forgot to remove a variable
* Changed param to select
* Enable majority of actions underwater
* Remove log
* Add logistics_wirecutter support (don't play kneel animations underwater - looks silly)
* Don't perform kneel animations when repairing or medicaling underwater
* Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles)
* Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define
* Remove left-over systemChat
* Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
* Compatibility with newest mikro tools
- Remove all use of `access` in configs
- Add skeleton cfg for rtms
- Remove use of `-L` in makePbo for non-bin
* Tabs in model.cfg
* Fix incorrect function input for spectator hiding
* Remove locations tab from spectator
- Doesn't add much value, adds complexity and the implementation is half
baked. Would rather add back in at a later date (if at all) with a
better implementation.
- I have an idea to replace the locations tab with a meta tab so users
can toggle things like projectile drawing via the UI and are not forced
to use a hotkey. Might also be a good place to display the extended controls.
- Overhauls the spectator module entirely to share a similar UX to BI's "End Game Spectator" while maintaining some of the extended flexibility of ACE Spectator.
- Simplifies spectator setup by reducing the number of settings. More advanced setup is still possible via the API functions provided.
* Update the Jpn translation
Support to new entry
* Update the Jpn translation
for more Natural words.
* Update the Jpn translation
Unification of words.
* Update the Jpn translation
tweaks to words.
* Update the Jpn translation
Fix to wrong translation.
* Update the Jpn translation
added translation to Proper noun
* Update to Jpn translation
Fix to wrong translation.
* Update ACE_Settings.hpp
Correction of typos.
* Update CfgVehicles.hpp
Correction of typos.
* Update stringtable.xml
Correction of typos.
* Update AUTHORS.txt
In accordance with your process of merging pull requests.
* Add support for Tanoan fuel pumps, Flexible Tanks and Fuel Canister (as jerry can)
* Add to Land_FuelStation_01_pump_malevil_F
* Add Malden/Jets to required addons
* REQUIRED_VERSION 1.72
* Add support for Tanoan fuel pumps, Flexible Tanks and Fuel Canister (as jerry can)
* Add to Land_FuelStation_01_pump_malevil_F
* Add Malden/Jets to required addons
* REQUIRED_VERSION 1.72
* Fix the issue that SFX variants are not global what means that different players can get different pressure Cookoff sounds
to prevent that i split up the sounds in 3 types and used a Weighted select to have the befor used values back
* add todo for 1.74
* inherit in CfgSFX from 1 class
* add the Jpn translation for repair
add the Japanese translation for repair
* minor fix to Jpn translation for medical
minor fix to Jpn translation for medical
* Add the Jpn translation for quickmount
Add the Japanese translation for quickmount
* Update the Jpn translation for repair
Update the Japanese translation for repair
* Update the Jpn translation for cargo
Update the Japanese translation for cargo
* Add the Jpn translation for hellfire
Add the Japanese translation for hellfire
* Add the Jpn translation for nlaw
Add the Japanese translation for nlaw
* Add the Jpn translation for rearm
Add the Japanese translation for rearm
* Update the Jpn translation for refuel
Update the Japanese translation for refuel
* Update the Jpn translation for repair
Update the Japanese translation for repair
* Update the Jpn translation for zeus
Update the Japanese translation for zeus
* Add the ability to abort a module action via ace_zeus_fnc_getModuleDestination
* Action can be aborted by pressing ESC
* Current position is still passed to the code callback
* Fix the issue that SFX variants are not global what means that different players can get different pressure Cookoff sounds
to prevent that i split up the sounds in 3 types and used a Weighted select to have the befor used values back
* add todo for 1.74
* inherit in CfgSFX from 1 class
* add the Jpn translation for repair
add the Japanese translation for repair
* minor fix to Jpn translation for medical
minor fix to Jpn translation for medical
* Add the Jpn translation for quickmount
Add the Japanese translation for quickmount
* Update the Jpn translation for repair
Update the Japanese translation for repair
* Update the Jpn translation for cargo
Update the Japanese translation for cargo
* Add the Jpn translation for hellfire
Add the Japanese translation for hellfire
* Add the Jpn translation for nlaw
Add the Japanese translation for nlaw
* Add the Jpn translation for rearm
Add the Japanese translation for rearm
* Update the Jpn translation for refuel
Update the Japanese translation for refuel
* Update the Jpn translation for repair
Update the Japanese translation for repair
* Update the Jpn translation for zeus
Update the Japanese translation for zeus
* fix isFeatureCameraActive for spec
ace_spectator_camera was removed in 77c2b99ee5 .
spectator module initializes three separate cameras instead, of which for example ace_spectator_freeCamera can be used to check if spec mode is active
* use ace_spectator_isSet to check for spec mode
* Fix for large-ied bug because underwater thing have changed
* Added size of IED in config and determine defuse range
* Added typo
* Added help text to wiki about defusing
* Better English
* Increased the defusal range on large bombs make it similar to small ieds
* Add wiki doc
* Remove maximum distance of attachi to vehicle action
* Readd max distance, 10 meters to allow usage with big vehicles but also end placement system if too far
* 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
* 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.
Added Italian translation for:
-advanced fatigue
-advanced throwing
-cook off
-dogtags
-gunbag
-ui-scopes and much more...
Fixed a lot of grammatical errors
* add base structure
* Add getModuleDestination
* Add 2d map support, debug
* Cleanup, handle weapon max range
* Handle non-local units
* Use new showMessage func
* Run on groups when placed on leader
* Support for Indirect Fire Vehicles
* Cleanup
* Use doArtilleryFire which was fixed in 1.68
* Add the Japanese translation for cargo
Add the Japanese translation for cargo, fix to html tag and few improvement
* fix the Japanese transltion
Fix the Japanese translation for attach. it was used wrong html tag.
* changed The Japanese translation
Changed the Japanese translation of azimuth angle
* fix The Japanese translation
Fix the Japanese translation for chemlights. it was used wrong html tag.
* fix The Japanese translation
Fix the Japanese translation for laserpointer. it was used wrong html tag.
* Fix the Japanese translation
Fix the Japanese translation for medical_blood. it was used wrong translation.
* Fix the Japanese translation
Fix the Japanese translation for rearm. it was used wrong translation.
* add The Japanese translation
add The Japanese translation to new words
* Improve The Japanese translation
Improve, fix and change The Japanese translation
* minor fix to Japanese translation
minor fix to Japanese translation. see b1b07c5
The default values of the arrays manipulated by these functions overwrite
any changes applied before settings have finished initalising. This won't
be an issue after #4456 is merged in future.
- A `displayName` shown in the 3DEN multiplayer attributes display
- A `respawnTypes` array to define which respawn types the template is compatible with (currently only includes `2,3` - need to investigate compatibility with other types further).
Finally found out how to do this. Having search enabled on the unit tree might seem useful, but it doesn't interact well with keyboard shortcuts used for other purposes like camera control as it causes the tree to jump around unexpectedly.
* Add coef
* Show cargo paradrop time in menu
* Unary command, not a function call
* If drop time is 0 don't show a progress bar
* Add the setting to cargo's editor module
* Swap values
* Remove extra comma
* Move unload message to paradrop event
This way the message will show up on all paradrops, not just immidiate
ones.
* French localization complete
* STR_ACE_MapTools_drawStaightLines_description fix
"l'on doit survoler le milieu du trait pour pouvoir le supprimer"
* Space management
alganthe :
Espace en trop après référence.
* Diapo
alganthe :
Slideshow -> diaporama
Slide -> diapo
* Cohesion fix
alganthe :
Vous avez traduit le nom du module juste au dessus (displayname).
Il est vrai que les créateurs de missions doivent consulter une documentation principalement écrite en anglais, donc vous avez le choix de traduire la ligne ci-dessus ou la garder, les deux semblent valide à mes yeux.
Reasoning : since French mission makers read reference material in English, it makes sense not to translate it and thus keep it simple for them.
* Caisses de munitions
caisse de mun -> caisses de munitions
* STR_ACE_Scopes_Description
Oops, forgot that one.
* French loc improvement
(French) text as it is clutters the interface interface, making it
uneasy for medic to use the it smoothly.
https://i.gyazo.com/8d7a5bb2f15dd1332cec36f2eef510c8.png
Hopefully suggested changes fixes that.
There were a few typos and, in my opinion, unaccurate or missing
translation.
Based on French Army Field Manual, actual paramedical personnel and past
work on XMedSys.
* Pull 5017 with spaces instead of tabs
https://github.com/acemod/ACE3/pull/5017
* Fixes a minor typo
Selectioner -> Sélectionner
* Duplicate entry (French)
Removes a duplicate entry, didn't saw first time
* jpn translate slideshow
Add the Japanese translation for slideshow for v3.9.1
* jpn translate for cookoff
Add the Japanese translation for cookoff of the v3.9.1
* Use private keyword, move surface blacklist to script_component.hpp
* Check height above terrain
* Add Tanoa surfaces, Check if in water
* Use 'dust' config entry to determine surface, Add common canDig (checks dustyness)
* Re-enable compile cache
* Revert to surface blacklist with dust as fallback
* Move surface blacklist to script_component because SQF validator complains
Randomness would be calculated on every machine, but only vehicle explosion and sound are done by the server. Smoke, light and fire sfx are done by each client.
Randomness would be calculated on every machine, but only vehicle explosion and sound are done by the server. Smoke, light and fire sfx are done by each client.
* only process one unit every 0.1 seconds
* exitWith to keep indentation low
* use event to determine isIR and isTI
* correctly remove units with turned on lights from their arrays
* handle weaponAccessories command reporting nil
Conflicts:
addons/laserpointer/XEH_postInit.sqf
* French translation of "Advanced fatigue" and "Advanced throwing"
Full translation of "Advanced fatigue" and "Advanced throwing".
* New batch of translation/correction
* Fix all slides being in multiple slideshows setup, Use private keyword
* Add setting for slides main interaction name
* Update Slideshow documentation
* Add not about new argument added in version
* Use CBA Accessory Functions for Laser mode switching
* Use CBA ACC EH to prevent switching to unusable lzr (#4860)
* Use CBA ACC EH to prevent switching to unusable lzr
* Re-call CBA_accessory_fnc_switchAttachment
* Require CBA 3.2.0
* Fix all slides being in multiple slideshows setup, Use private keyword
* Add setting for slides main interaction name
* Update Slideshow documentation
* Add not about new argument added in version
* French translation of "Advanced fatigue" and "Advanced throwing"
Full translation of "Advanced fatigue" and "Advanced throwing".
* New batch of translation/correction
* only process one unit every 0.1 seconds
* exitWith to keep indentation low
* use event to determine isIR and isTI
* correctly remove units with turned on lights from their arrays
* handle weaponAccessories command reporting nil
* Cookoff - add function to get ammo
Fix#4565 - Function adds virtual ammo for rearm vehicles
Remove FUNC(secondaryExplosions) - which duplicatd detonateAmunition
Tweak timeBetweenAmmoDetonation calculation to use all ammo, not just
the current mag
Allow GVAR(enableAmmoCookoff) effect to work with GVAR(enable)=false
* Fix header
* Cleanup getting ammo from turrets
* Add files via upload
* Add files via upload
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
japanese translation caused error while translating process, had to remove some duplicated keys in stringtable.xml.
* Fix encoding
* some extra polish translations
for details see polish_translations_readme_markooff.txt
* file was deleted as it wasn't the part of the mod (only for information reason)
* jpn scopes translation
this is Japanese translation for scope
* fix jpn weather translation
Fix for Weather japanese translation
* fix jpn Repair translation
fix jpn Repair translation
* jpn zeus translation
Japanese localization for zeus
* ATragMX - Improved the default gun profiles
* Recalculated all muzzle velocities (based on 15 degrees Celsius)
* Recalculated all scope base angle (based on the new muzzle velocities)
* ATragMX - Removed lots of duplicate code
* Introduced dynamic simulation interval (based on muzzle velocity)
* ATragMX - Fixed simulation interval for the truing drop feature
* Ballistics - Removed 'caliber', 'hit' and 'typicalSpeed' entries
* from all vanilla ammo types
* Removed all unused ammo types
* Ballistics - Removed more unnecessary config entries
Cyrus was set to weigh 300 units (~30lb?). The NATO equivalent, the Noreen
Bad News (or MAR-10) weighed 130, or 13lbs, equivalent to it's real life
counterpart. This just changes the weight to 140, similar to that of the
SVDK, a possible real-life counterpart for this rifle.
* jpn scopes translation
this is Japanese translation for scope
* fix jpn weather translation
Fix for Weather japanese translation
* fix jpn Repair translation
fix jpn Repair translation
* jpn zeus translation
Japanese localization for zeus
* Reduced the gun list font size
* Redesigned the listbox scrollbars (new colors, smaller width)
* Added a negative offset for the horizontal text position in the gun list
* Limited the max. allowed length of custom gun names to 14 characters
Not all explosives detonate on destruction, so their ammo config must be checked to see if they will.
ACE_Explosives adds a property to define the associated ammo which *will* detonate on destruction, which is used if present. Otherwise a generic small explosion happens.
* Removed getVariable QGVAR(Adjustment) boilerplate
* Less calls to setVariablePublic
* Removed vanilla zeroing element hiding (fixes warning in log file)
* Moved settings evaluation into ace_settingsInitialized event handler
* Interconnects the rangecard and scopes modules
* Hides the zeroing text when the vanilla zeroing is overwritten
* Makes the scopes module fully compatible with any 3rd party weapon pack without the need for addition compat pbos (though their use is still recommended)
- Add categories to zeus modules to group them based on their functionality
- Add new utility modules:
1. Toggle simulation
2. Update editable objects
- Clean up some of the zeus module code (standardise function headers, camel case, etc.)