* add lineIntersectsSurfaces to med menu key
* fix _target = nil if no intersections
* only look through player and player vehicle
* Update addons/medical_gui/XEH_postInit.sqf
Co-authored-by: commy2 <commy-2@gmx.de>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: commy2 <commy-2@gmx.de>
* Add setting to disable effect of ambient brightness on view dist
* Add periods and Title Case for English localization
* Apply suggested code. Make it more readable
Co-authored-by: jonpas <jonpas33@gmail.com>
* fix spelling
* fix mistype
* one more mistype
* Implement suggestions
Settings parameter as slider.
English and Russian localization.
* Update addons/nametags/functions/fnc_getCachedFlags.sqf
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
* make registerItemReplacement add to proper container
* cleanup, fix variable in itemReplacements namespace
* add exception for not having room in original container
* Added initial compat
* Added G-Forces compatibility
* Added Reload compatibility
* Add fuel capacities to planes and helicopters
* Add fuel capacities to wheeled and tracked vehicles, added fuel cargo config
* Add fuel capacities to OH-6
* Removed custom fuel capacities from Mi-2 with external tanks
* Fix config errors
* Add CSW compatibility for static guns
* Add ACE arsenal to EMM main menu
* Add CBA versioning check for SOG:PF
* Add vn_emm to requiredAddons
required for main menu patching
* Fix arsenal not being added to main menu
* Fix styling of ACE Arsenal button
* Add CSW compat for mortars
* Disable dragging of large statics
* Disable frag for molotov
* Set damage type of melee ammo
* Add custom damage handling for punji traps
* Add ACE Explosives compat to M18 Claymores
* Improve digDistance of Claymore x3
* Add ACE Explosives compat to M14 and M16 mines
* Add Explosives compat for M16 Trip Wire mines
* Add Explosives compat for F1 Trip Wire mines
* Add Explosives compat for Arty Shell Trip wire mine
* Improve interaction points for explosives
* Add Explosives compat for Satchel charge and AT mine
* Add Explosives compat for Punji traps, improve comments
* Add Explosives compat to M112 Breaching charge
* Rename mines.hpp to explosives.hpp
* Allow digging spiderholes with entrenching tool
* Fix minor config errors
* Add CSW pictures, models and stringtable entries
* Add missing stringtable entries
* Add CSW weapon pictures and stringtable entries
* Handle punji trap damage with disabled medical
* Disable cookoff for bicycles
* Remove custom digging tools (needs deeper changes)
* Improve spiderhole digging translation
* Fill CfgPatches units and weapons arrays for Zeus
* Add witty comment
* Use lowercase for external component names
* Fix indentation
* Fix missing base class
* Remove accidentally added files
* pboProject fixes for S.O.G. Prairie Fire Compatibility (#8311)
* Change macros to work with pboproject
* Add placeholders for VN p3d files
* Add ending newlines
Co-authored-by: jonpas <jonpas33@gmail.com>
* Fix UBC
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
* Block radio on captive/surrendered/unconscious via status effect
* missing semicolon
* Don't broadcast setVar if radio addon doesn't exist
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix can't load Slingload_01_Base_F
20ft containers (`Land_Cargo20_military_green_F`) can be loaded but all children from `Slingload_01_Base_F` which share the same real size of a 20ft container can't be loaded (ex: `B_Slingload_01_Ammo_F`)
* add a comment next to the changed line
add a comment next to the changed line indicating why it has to be like that (the point of this PR) for future source reference
* fix fnc_ai_handleFired
* remove debug messages
* use banana instead of FakePrimaryWeapon
* switch from dummy item to new weaponholder
* use exitWith instead of break
* Add auto throttle to planes
* add newline
* clarify things
* Use a better deltaTime value. Takes into account game pause
* add coment
* Add auto throttle cancellation on user input
* misc fixes
* Add caller to ace_captiveStatusChanged event
* missing bracket
* Spaces, default value for _caller in setHandcuffed
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* use default value in SetSurrendered
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* update function example in doRemoveHandcuffs
* fix undefined variable
a lesson in not copy-pasting code
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* ditto last commit
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update code guidelines for script_component
* Update contributing documents for pull requests
- Reflect true attribution practices
- Reflect true merge process (this changed a long time ago)
* Remove listed maintainer from component readmes
We have almost never used these and serve as a source of confusion for
new contributors.
* French translation - fix typo
* French translation - add french translation of `STR_ACE_Markers_MarkerDirectionScaleSlider_Tooltip` key
* French translation - Add french translation of `Medical_Treatment_CPRSuccessChance` keys
Fix french translation of `Medical_Treatment_TreatmentTimeCPR_DisplayName` key
* Small fixes in ace_cargo
Makes paradropItem and unloadItem invoke event "ace_cargoUnloaded" with parameters _itemObject, _vehicle and "paradrop" or "unload" respectivelty.
paradropItem invoked said event but if item was classname it would send classname to event which is not particularly useful.
* Update XEH_postInit.sqf
Moved event invocation to unloadItem, this provides ability to always pass object to eventhandlers.
* code refactor
refactored according to https://github.com/acemod/ACE3/pull/8203#discussion_r610394484
* Update fnc_paradropItem.sqf
apply new fix
* Revert "Update fnc_paradropItem.sqf"
This reverts commit 3db5cc1910.
* Update fnc_paradropItem.sqf
fixed hint that was broken by previous fixes
* style check
Co-authored-by: commy2 <commy-2@gmx.de>
* style check
Co-authored-by: commy2 <commy-2@gmx.de>
* naming convention
replaced object references called _item with _object.
* Update fnc_paradropItem.sqf
Co-authored-by: commy2 <commy-2@gmx.de>
* New custom animation added
* Adjusted CfgMoves and the script components
* New drop animation and key handler
* CBA settings and new ManActions added
* Adjustments to the drop animation
* Added translations and fixed some stuff
* Update CfgMovesBasic.hpp
* Fix translations
Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com>
* Use the same key to drop object
* Update addons/dragging/stringtable.xml
Co-authored-by: Jo David <github@jonathandavid.de>
* Fix French translation
Co-authored-by: Elgin675 <elgin675@hotmail.com>
* Lower the weapon accuracy of the drag animations
* Removed auto-switch to handgun
* Update fnc_startDrag.sqf
- Holding a launcher breaks the firing animation.
- Now the unit has to hold either a primary weapon or handgun.
* Handle the unit's current weapon
Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com>
* Update addons/dragging/functions/fnc_handlePlayerWeaponChanged.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/dragging/initSettings.sqf
Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com>
Co-authored-by: Jo David <github@jonathandavid.de>
Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: jonpas <jonpas33@gmail.com>