* 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.