* Added Addon Settings for several Medical Treatment Times
Tourniquets, IV Bags, Syringes, Splints, and Body Bags.
* Fixed stringtable indentation
* And again
* 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>
* Translation - add/fix french grenades keys
* Translation - fix french convertExplosives and Convert_Fuse keys
* Translations - fix some french keys in Advanced Throwing module
* Medical - Add force walk option to fracture setting
* Add French translation
Co-authored-by: Elgin675 <elgin675@hotmail.com>
* Reduce calls to statusEffect_set (#7865)
* Reduce calls to statusEffect_set
* statusEffect_addType fracture to forcewalk
Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Add Variable Range for Camera Users (Zeus, Spectator) + Settings
Add Setting to Disable Zeus and/or Spectator Map Draws
Add Ability to use Map Gestures on Briefing screen
Add Setting for Briefing Screen mode (All, Only Group, Only Side, Proximity, Disabled)
* disable DISABLE_COMPILE_CACHE
* minor cleanup and add some translations
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* add nicer microdagr model
* rename files
(2 renames because of change in case (MicroDAGR -> microdagr)
* reduce gloss, reduce dirt on screen
* rotate model by 180° and use dummyweapon item model for better ground alignment when placing or dropping the microdagr
* Add: Simplified Chinese Translation for medical items and GUI
Add: Simplified Chinese Translation for medical items and GUI
Fix: Corrected some wrong Simplified Chinese Translation
* Add: Simplified Chinese Translation for medical items and GUI
Add: Simplified Chinese Translation for medical items and GUI
Fix: Corrected some wrong Simplified Chinese Translation
* Update SC Translation for triage card
Update SC Translation for triage card
* Update Chinesesimp Translations
Update: usage for doing something in SC.
Update: Bandaging action in SC.
* Update: Unlock action for SC Translation
Update: Unlock action for SC Translation
* Add support of localized string
* Add: Support of localized string for tagging interaction
https://github.com/acemod/ACE3/pull/7819#issuecomment-663993956
* Update addons/tagging/functions/fnc_applyCustomTag.sqf
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.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
* Add: Simplified Chinese Translation for medical items and GUI
Add: Simplified Chinese Translation for medical items and GUI
Fix: Corrected some wrong Simplified Chinese Translation
* Add: Simplified Chinese Translation for medical items and GUI
Add: Simplified Chinese Translation for medical items and GUI
Fix: Corrected some wrong Simplified Chinese Translation
* Update SC Translation for triage card
Update SC Translation for triage card
* Exit earlier the playInjuredSound if no player is around
* Check if _targets array has at least one player
* Remove useless parenthesis
Co-Authored-By: commy2 <commy-2@gmx.de>
* Handle player inside a vehicle
If any player is inside the area then the _targets will not be empty. This also handle the case where player is inside a vehicle or _unit is a player.
* Handle z axis
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: commy2 <commy-2@gmx.de>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Initial Rewrite
* improve getProximityPlayers
* add Zeus Implementation
* fix missing simicolon
* add Spectator Support
* improve local responsiveness
* add Vanilla Spectator Support
* Fix Both Spectators are now working correctly
* exit mouse moving event early when disabled
* Move Diary Event registration to XEH DisplayLoaded
Port Settings to SQF
Add Setting for only showing Friendly Units pointing
* Fix Merge Issue in Stringtable
Redo Settings
* fix a copy past script error
* Update addons/map_gestures/functions/fnc_getProximityPlayers.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Lazy evals and defines
* Small changes
* Simplify initDisplayDiary and fix loading saves
* Cache getProximityPlayers
Improve Vanilla Spectator Support and how Followed unit Nearby data
* Minor header update
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Gunbag Update
adds capability to swap a currently held primary weapon and the weapon current stored in the gunbag. Has a 1.5x time to complete compared to just adding or removing a weapon from the gunbag.
* Update stringtable.xml
* Update addons/gunbag/functions/fnc_swapWeapon.sqf
Update authors field to add credit to the original author of much of the changed code
Co-authored-by: Joko <hoffman.jonas95@gmail.com>
* Update addons/gunbag/functions/fnc_swapWeaponCallback.sqf
Update the virtual load in a more efficient way.
Co-authored-by: Joko <hoffman.jonas95@gmail.com>
* Update addons/gunbag/functions/fnc_swapWeaponCallback.sqf
Properly attribute author of majority of original code
Co-authored-by: Joko <hoffman.jonas95@gmail.com>
* Update stringtable.xml
* Update French translation
Co-authored-by: Elgin675 <elgin675@hotmail.com>
* Remove non-English translations
Leave translations open to translators
* Add CBA setting to enable weapon switching (Default false)
* Fixed variables and updated names for consistancy
* Convert from ACE Settings to CBA Settings
* Fix stringtable.xml indentation
* Update addons/gunbag/initSettings.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/gunbag/initSettings.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/gunbag/functions/fnc_swapGunbagCallback.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/gunbag/functions/fnc_swapGunbag.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/gunbag/functions/fnc_swapGunbagCallback.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/gunbag/initSettings.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/gunbag/initSettings.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update initSettings.sqf
Change default value to true
* Update CfgVehicles.hpp
Co-authored-by: Joko <hoffman.jonas95@gmail.com>
Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Improve Performance from handleFirePFH in Advanced Ballistics
* PabstMirror Suggestion
* Dont remove and readd the PFH but have one persitently running
* Update addons/advanced_ballistics/XEH_postInit.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Move GForce settings to CBA Settings
* Add GForce coefficient setting
* Fix typo
* Restore ACE Settings class and mark as moved to SQF
* Apply translation suggestions from code review
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
* Arsenal - Add grenade fuse time stat
* Add German translation
Co-authored-by: Jo David <github@jonathandavid.de>
* Add French translations
Co-authored-by: Elgin675 <elgin675@hotmail.com>
* Improve IR grenades handling
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Get ammo config once
Co-authored-by: Jo David <github@jonathandavid.de>
Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update stringtable.xml
Little correction to the traslation, so now it has more sense.
* Update addons/artillerytables/stringtable.xml
Co-authored-by: Ferran Obon <ferran@idi-systems.com>
Co-authored-by: Ferran Obon <ferran@idi-systems.com>
* Show current team in interaction menu
* Use nametags color for Team Management icon color
* Use nametags color in Join team action icons colors
* Update addons/interaction/functions/fnc_modifyTeamManagementAction.sqf
Co-Authored-By: jonpas <jonpas33@gmail.com>
* Apply suggestions from code review
Co-authored-by: jonpas <jonpas33@gmail.com>
* Add possiblity to rotate a carried object
* simplify the code by using cba_events_control instead of a custom set variable
* le ACE and don't save frames
* check for variable and ai, use correct type
* clean up negations
Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
* Determine ammo damage type through config property
* Tabs
* Add warning when property is missing
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Fixed up inheritance
Some classes were not editable;
changes moved to relevant subclasses instead
* Newlines for readability
* More sensible default value
* Fix mistakes I added
* Update addons/medical_damage/CfgAmmo.hpp
* Pre-cache special values for damage types
* Support # values
For backwards compatibility
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fixed - "Activate mine" action menu item still showing
The "Activate mine" action menu item was still showing, but only after an explosive was set, then diffused.
* Update addons/explosives/config.cpp
Co-authored-by: commy2 <commy-2@gmx.de>
* HandleDamage uses armour values to determine which hitpoint was damaged
* Tidied up comments
* Newlines
* Tabs? In MY code?!
* Added uniform caching and option to force disable caching
* Review suggestions
* Review suggestions/code style
* Spelling and select
* Removed unnecessary validity check
* Apply suggestions from code review
Co-Authored-By: commy2 <commy-2@gmx.de>
* Tweaks and optimisations, removed _noCache
Also fixed cache nil vs empty
* Different approach with fewer loops
Lookup is now done per-hitpoint and default values cached
fnc_getItemArmor made a helper function as it's now only a few lines
* Tabs & newlines
* Moved uniform logic inside helper function
* Optimisations
* Tweaks & optimisations, improved formatting
* Ignore explosionShielding
* Moved getArmor back to separate func, add per-unit caching
* Formatting
* Review suggestions
Co-authored-by: commy2 <commy-2@gmx.de>
* Medical - Combine advancedBandages and woundReopening settings
* Improve German translation
Co-Authored-By: Jo David <github@jonathandavid.de>
* restore strings lost in merge
Co-authored-by: Jo David <github@jonathandavid.de>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Adds Icon option for Low blood volume at Medical Feedback
- Adds setting to switch Low blood volume effect with 3 options: Color fading, Icon, Color fading + Icon
- Adds icon to UI on low blood
- Adds icon PAA files
* Review fixes
- Added ACE tags to added controls
- Added defines for GUI position/size
- Added missing newline at EOF
- Updated fnc_effectBloodVolumeIcon (removed usage of uiNamespace and minor changes)
- CBA_fnc_addSetting is now used to init settings
- Icon path macro updated to return formatted path
* Review fixes vol.2
- Removed `disableSerialization` and added default value for indicator control and not null checks to effectBVI function
- Removed defines from RscInGameUI and used a3 defines instead
- Changed formatting of macroses
* Review fixes vol.3
- Fixed exec code of BV setting
- Removed ctrlCommit from eBVI function
- Changed initEffects function to be able to update pain and BV effects only
- Changed control name from `BloodVolumeInfoIndicator` to `bloodVolumeIndicator`
- Various formatting tweaks (spaces/lines/uppercase/periods)
* Review fixed vol.4
- Remove extra checks from eBVI func
- Restores contol's onLoad script using ARR_2(QQGVAR())
For some reason ARMA never returns any muzzle for crewed/non crewed static weapons. Work around this by always returning whatever weapon the static weapon has no matter what
* fix the medical hitpoints test
* fix the Enoch pilot
* readd optional test for all units
* Run test at preStart
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix translations: removes the words "keep cold" from `Blood_IV` keys
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
Co-authored-by: Jo David <github@jonathandavid.de>
* PL Translations
Done some of new Polish translations
* Fix doubles
* Apply suggestions from code review
Co-Authored-By: Filip Maciejewski <veteran29q+github@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Add french translation of 'ClearTraumaAfterBandage_Description' key
* Add french translation of 'GatlingDescriptions' keys
* Add french translation of 'AllowSelfPAK' keys
* Update french translation on medical_treatment module
- AdvancedDiagnose_Description
- AdvancedMedication_Description
- LitterCleanupDelay_Description
* Fix french translation on medical_treatment module
- 'AllowLitterCreation_Description' key
- 'LitterCleanupDelay_Description' key
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Use Head and Torso wording instead of Head and Body
title
* Update addons/medical_statemachine/stringtable.xml
Co-Authored-By: classic <skyburunave@gmail.com>
* Update addons/medical_statemachine/stringtable.xml
Co-Authored-By: classic <skyburunave@gmail.com>
* fix indentation
* change italian translation
Co-authored-by: classic <skyburunave@gmail.com>
* Changes to be committed:
Updated german stringtables for new med_rewrite
* Changes to be committed:
Updated german stringtables for new med_rewrite
* Update addons/medical/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_blood/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_blood/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_blood/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_blood/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_blood/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_feedback/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_statemachine/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_statemachine/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_statemachine/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_statemachine/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_statemachine/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update stringtable.xml
Stell ein
* Update stringtable.xml
* Update stringtable.xml
* Update stringtable.xml
* Update stringtable.xml
* Update addons/medical/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_blood/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_blood/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_blood/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_statemachine/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_damage/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update addons/medical_treatment/stringtable.xml
Co-Authored-By: Jo David <github@jonathandavid.de>
* Update stringtable.xml
added a missing string
* Update stringtable.xml
* Update stringtable.xml
* remove and merge duplicate keys
Co-authored-by: padddyyy <50599448+padddyyy@users.noreply.github.com>
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Add some translation eng to ita
* Translation eng-ita completed
Translation completed from English to Italian finally completed, I hope there is no problem but I would like to communicate that during the translation I carelessly "translated" and placed two names in objects, I leave you the id
1. STR_ACE_Medical_Blood_EnabledFor_Description
2. STR_ACE_Tracers_100Rnd_580x42_Drum_yellow
I hope I haven't done any damage :)
PS: Thanks again for this wonderful mod
Good luck with all upcoming updates
* Some erros(?)
Some erros(?) Rows 3 to 5 are highlighted red I hope there is no problem XD
* fix tabs first
* re-add moved
* fix merge
* Update stringtable.xml
* fix STR_ACE_Medical_Blood_EnabledFor_Description
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Create AGM-114L
* If we lose LOS dont continue tracking magically Allow for datalinked targets to donate data to the missile.
* Update documentation
* RHS 2x hellfire compatability
* Make ARH more realistic by not allowing to switch targets after firing
* Fix filename. Change Hellfire attack profile to lead target. Switch to two LOS checks.
We check two Line's of Sight to ensure that we are 100% gone from the target. A raw LOS check will be blocked by bushes and light trees while the checkVisibility wont while on the otherhand smoke will block a visiblity check but not a raw LOS check. We get best of both worlds with this.
I changed the attack profile so that it will lead moving targets. This isnt needed with the laser version because the user will "lead" the target if needed, but with the radar scan we have velocity information so we might as well lead the target as much as possible
* Change function calls to FUNC macro. Slightly change radar logic. Up poll frequency to 7hz
Instead of the missile immediately going active when the shooter doesn't have radar, check if targets are in datalink. If they are, use the datalink to guide the missile instead of its internal radar.
* Add logic for missiles launched without target
If a missile is fired without a locked target, it will immediately go active and target the first thing its seeker picks up. This is an incredibly dangerous trait of active radar homing missiles and is so in this implementation. Be careful!
* Change from `exitWith` to basic `then`
Legacy code that never got changed. This is essentially what happened before
* Update CfgMagazineWells.hpp
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* [Tchinese]Medical - Group Bandage Items
like title.
-make all bandage name on tch look like : bandage (%Type)
-make all iv name on tch look live :IV(%Type %amount)
* Update tchinese translate
* Add description for 'showCheckAirTemperature' setting (weather)
* Add french translation for '(show)CheckAirTemperature' in weather module
* Add description for 'SettingShowClearGlasses' setting (goggles module)
* Add french translation for 'SettingShowClearGlasses' in goggles module
* Add localization for 'rangetables' categoriy settings (artillerytables module)
* Add french translation for artillerytables module
* Add french translation for Shotguns ammunition in ballistics module
* Add french translation for CTS 7290 in grenades module
* Minor modification of french translation for medical_treatment module
* Add french translation for 'SettingShowCheckAmmoSelf' in reload module
* French translation : correction of a typing error in advanced_throwing module
* Minor modifications of french translation for chemlights module
Homogenization of presentation, to be absolutely identical to the presentation of the vanilla glow sticks.
* French translation : reformulation of the overheating module menu text, which was redundant with the title.
* Changing the order of the overheating menu (logical grouping).
* Add description tooltip on 'quickmount' settings
* Add localization for 'fastrope' subcategory settings (Uncategorized Menu)
* Minor modifications/corrections of french translation :
- fastroping module
- magazinerepack module
- microdagr module
- overheating module
- switchunits module
* FIXED Previous commit ==> Add description tooltip on 'quickmount' settings
* Add french translation for quickmount tooltip menu
* move showActionInSelfInteraction to common
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Spanish Dogtags added
* Spanish: UI / AI 7 Vehicles / Weapons / Zeus
Added some more translations into spanish for ai,ui,vehicles, weapons and zeus
* Turkish Translation Started
Turksih Translation for AI Aircraft Main Map and Medical Feedback started
* Apply Suggestions
Co-Authored-By: Ferran Obon <themagnetar@users.noreply.github.com>
* Isolate just spanish for now
* pt2
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: Ferran Obon <ferran@idi-systems.com>
* Cleaning and reorganizing of some stringtable files (WIP) :
- Duplicate entries have been removed, and the arrangement improved, to help future translators.
- Some ACE_Settings.hpp files have been modified because they were not up to date.
- Minor french translation correction.
* Added French translation and / or correction for :
- Weaponselect module,
- Weather module,
- Winddeflection module,
- Yardage450 module,
- Zeus module.
* Convert Tabs to Spaces
* Minor corrections ; arrangement improved for few stringtable.xml files.
* Improved French translation, and adjust fews settings.
- Nombreuses corrections mineures, en vérifiant chaque menu un à un, puis chaque
option dans le jeu lui-même. Ca m'a permit de constater qu'il y a certaines
absurdités, y compris en anglais, qui ont donc été retraduites dans toutes les
langues, mais qui ne correspondent pas vraiment à l'option telle qu'implémentée.
Par exemple, le système de réarmement dans Eden est traduit de manière très
étrange.
- Modification du fichier "addons/overheating/ACE_Settings.hpp", afin de changer
l'ordre du menu "ACE Surchauffe". En effet la case "activé" était tout en bas,
aussi je l'ai mise tout en haut (comme c'est déjà le cas pour toutes les options).
- Modification du fichier "addons/finger/ACE_Settings.hpp", concernant le pointage
du doigt ACE, afin d'y ajouter une description dans les réglages des addons.
Il y en avait déjà une (peu utile) dans les paramètres des commandes, mais pas
dans les options des addons, ce qui rend l'option peu explicite pour un débutant.
* Corrections mineures
* correction erreurs
* correction erreurs (nametags)
* correction erreurs et modules obsolètes (nametags)
* correction erreurs et modules obsolètes (common)
* Mise en commentaire d'éléments obsolètes
* correction key error
* Added Vdauphin suggestions :).
* French translation - Replaced "Faction" (faction) to "Camp" (side)
addons/captives/stringtable.xml
addons/switchunits/stringtable.xml
addons/zeus/stringtable.xml
* Minor correction of french Concertina_wire translation
* - (PabstMirror suggestions) Replace tabs by spaces, in addons/common/stringtable.xml
- (PabstMirror suggestions) Replace xml comments by french plain text, in addons/common/stringtable.xml
- Replace xml comments by french plain text, addons/explosives/stringtable.xml
- Replace xml comments by french plain text, addons/nametags/stringtable.xml
* Removed accented capital letters for objects in french translation :
Capital accented letters were a problem because they were not classified alphabetically.
Thus in Eden or in the arsenal, objects starting with a capital accented letter were systematically at the top of the list.
modified: addons/chemlights/stringtable.xml
modified: addons/huntir/stringtable.xml
* Correction of a typing error (french concertina_wire translation
* Add multiple projectile types for shotguns
* remove extra blank line
* fix classname whitepace issue
* reduce trigger time
* Verbose names and No4 Bird
- Change classnames and string keys to be more verbose
- Change No7 Birdshot to No4 Birdshot
While No7 is one of the most common loads for target shooting and hunting small birds the extreme number of pellets is just too hard on FPS.
No4 is not typically used in target shooting, but it is a common load for hunting various birds so I think it's realistic to have it for civlian purposes and the number of pellets is substatially less so the FPS hit isn't so bad.
If someone else could test the No4 to see how it feels to them I'd appreciate it.
* add/change penetration
* fix indentation
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Begin transfer of SACLOS into Missile Guidance
* Allow seeker and attack profiles to have their own "OnFired" functions
* Fix bugs with SACLOS
* Implement Metis wire guidance. Add "Beam" guidance
* add missing parenthesis
* Update how Wire/Beam guidance works. Add compatability for SACLOS planes. Move all base missile changes out of missileguidance and into their own files.
* try to cleanup merge
* minor stuff
* Split interaction menu settings between interaction and self interaction
* consistent spacing
not sure which way is wanted here, but I might as well be consistent in
my own PR
* remove useless code, fix use of backgroundMenu
* clean up from Dystopian
* use existing stringtable
* remove redundent localize
* Use LLSTRING, split UseListMenu
* style fixes
* style fixes
* add movedToSQF to old settings
* condense ifs
* Don't use cursorKeepCentered as default
* Translation Entries (EN+DE)
* Add setting
* Obey setting in handler
* Add setting to movedToSQF list
* Replace elegant else-if with clunky SQF
* Revert adding solidStaminaBar to movedToSqf list
* Remove unnecessary fade applications
* Invert solid/fade setting for better translation
* Change translations to "fade"
* Invert fade/solid logic
* Dont unfade when disabled overall
* Dont unfade with AF disabled; fix old bug
* Fix explosive placement while underwater
* Apply suggestions from code review
Co-Authored-By: alganthe <alganthe@live.fr>
* Change placeApprove header to reflect changes
* Replace lineIntersectsWith in isInMedicalFacility
* Replace linesIntersects in isInRepairFacility, fix params
Public func, params should have an expected type.
* Replace linesIntersects in spallTrack
* Replace lineIntersects in getFirstObjectIntersection and findReflection
* Replace lineIntersects in advanced throwing
grenades can pass glass underwater now, I bet all of 0 person will be glad that horrendous bug is now fixed.
* Fix possible issue in pointing while underwater
* Fix possible issue while underwater in attach
* Replace count with isEqualTo in lineIntersectsSurfaces replacements
* Fix inverted conditions
* Fix drawArc
* Fix fnc_attach
* Reverse advanced_throwing and spallTrack lineIntersects changes
* Fix issues raised from code review
* French MicroDAGR Translation Update
* French Missile Guidance Translation Update
* French missionmodules Translation Update
* French mk6mortar Translation Update
* French MicroDAGR Translation Update
* French Missile Guidance Translation Update
* French missionmodules Translation Update
* French mk6mortar Translation Update
* French Advanced Ballistics Translation Update
* French Advanced Fatigue Translation Update
* French Ai Translation Update
* French Arsenal Translation Update
* French Ballistics Translation Update
* French Captives Translation Update
* French Cargo Translation Update
* French Common Translation Update
* French Cookoff Translation Update
* French CSW Translation Update
* French Dagr Translation Update
* French Dogtags Translation Update
* French Dragging Translation Update
* French Dragon Translation Update
* French Explosives Translation Update
* French Explosives Translation Update - update
* French Fastroping Translation Update
* French FCS and Finger Translation Update
* French MicroDAGR Translation Update
* French Missile Guidance Translation Update
* French missionmodules Translation Update
* French mk6mortar Translation Update
* French Advanced Ballistics Translation Update
* French Advanced Fatigue Translation Update
* French Ai Translation Update
* French Arsenal Translation Update
* French Ballistics Translation Update
* French Captives Translation Update
* French Cargo Translation Update
* French Common Translation Update
* French Cookoff Translation Update
* French MicroDAGR Translation Update
* French CSW Translation Update
* French Dagr Translation Update
* French Dogtags Translation Update
* French Dragging Translation Update
* French Dragon Translation Update
* French Explosives Translation Update
* French Explosives Translation Update - update
* French Fastroping Translation Update
* French FCS and Finger Translation Update
* Update French Explosives Translation Update
* Update addons/advanced_ballistics/stringtable.xml
Co-Authored-By: Vdauphin <vdauphin@outlook.fr>
* Update addons/advanced_fatigue/stringtable.xml
Co-Authored-By: Vdauphin <vdauphin@outlook.fr>
* Update addons/cargo/stringtable.xml
Co-Authored-By: Vdauphin <vdauphin@outlook.fr>
* Update addons/arsenal/stringtable.xml
Co-Authored-By: Vdauphin <vdauphin@outlook.fr>
* Update addons/advanced_fatigue/stringtable.xml
Co-Authored-By: Vdauphin <vdauphin@outlook.fr>
* Update frag/gestures/goggles/grenades/gunbag french translation
* Update hearing french translation
* Added French update translation and / or correction for :
- Frag Module
- Gestures Module
- Goggles Module
- Grenades Module
- Gunbag Module
- Hearing Module
- Hellfire Module
- Hitreactions Module
- Hot Module
- Interact_Menu Module
- Interaction Module
- Inventory Module
- Laser Module
- Laserpointer Module
- Magazinerepack Module
- Map Module
- Map_gesture Module
- Maptools Module
- Markers Module
- Maverick Module
* Added French update translation and / or correction for :
- Interaction Module
- Medical Module
- Medical_damage Module
- Medical_feedback Module
- Medical_gui Module
- Medical_statemachine Module
- Medical_treatment Module
- Microdagr Module
* Added French update translation and / or correction for :
- Missileguidance Module
- Missionmodules Module
- Nametags Module
- Nightvision Module
- Nlaw Module
- Noradio Module
- Optionsmenu Module
* Added French update translation and / or correction for :
- Overheating Module
- Overpressure Module
- Parachute Module
- Pylons Module
- Quickmount Module
- Rangecard Module
- Realisticnames Module
- Rearm Module
- Refuel Module
- Reload Module
* Adding French translation and correction for the Repair Module
* Correction typo mineure
* Adding French translation and / or correction for :
- Respawn Module
- Safemode Module
- Sandbag Module
- Scopes Module
* Minor corrections of the French translation for the ACE arsenal
* Minor corrections of the French translation for the Medical_treatment Module
* Correction de quelques anomalies dans les options ACE pour Eden.
Remplacement de la mention "Est infirmier" par "Qualification médicale", dans les options ACE de l'éditeur de mission.
En effet, il n'y a pas (plus ?) de case à cocher, mais un menu "direct", avec les choix "Par défaut/Aucune/Infirmier/Médecin.
Cela est donc bien plus approprié ;).
De même pour la mention "Est ingénieur", remplacée par "Qualification technique", là aussi bien plus appropriée.
Il a également fallu que je remplace la valeur "Ingénieur avancé" par "Ing. avancé" (Adv. Engineer en anglais), pour des raisons de place : la dénomination complète déborderait de la case / serait tronquée.
* Added French translation and / or correction for :
- Slideshow Module,
- Spectator Module,
- Spottingscope Module,
- Swichunits Module,
Minor correction on Nametags Module
* Correction ponctuation
* Added French translation and / or correction for :
- Tacticalladder Module,
- Tagging Module,
- Trenches Module,
- Tripod Module.
* Added French translation and / or correction for :
- UI Module,
- Vehiclelock Module,
- Vehicles Module.
Minor correction on Tacticalladder Module
* Added French update translation and / or correction for Viewdistance Module
* Update Japanese translation
* Update Japanese translation
* Update stringtable.xml
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update stringtable.xml
* Update stringtable.xml
* Add setting for cookoff to only run for player crewed vehicles
* No point having per vehicle selection
* Merging mutliple settings in to one
* Fixing missing comma
* Using LSTRING for settings
* merging suggested fixes
* Moving enabled check to fnc
* Use existing strings for CBA options
* Reverting change to support legacy eden attribute settings
* Adding Pabsts fix for 3den attribute
* Update addons/cookoff/CfgEden.hpp
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Add item replacement framework
* Correctance of English
Co-Authored-By: Dedmen Miller <dedmen@users.noreply.github.com>
* Remove unecessary code
* Use new item replacement framework for medical items
* minor fixes, support GVAR(convertItems) setting
* use forEach, convert atropine to epi
* replace with adenosine
* Adds icon and postInit
Adds German, British, Spanish, French ranks. Also adds postInit code
that loops through all factions and checks if ranks have been set there
in there for easy, permanent customistability.
* Removed white space
* commy2's postInit rewrite
Changes faction config entry to array with macros and changes the
postInit code to commy2's improved version.
* Update addons/nametags/CfgFactionClasses.hpp
Co-Authored-By: Dedmen Miller <dedmen@users.noreply.github.com>
* Adjusted arrays to be multi line
Also removed white space.
* Update addons/nametags/XEH_postInit.sqf
Co-Authored-By: commy2 <commy-2@gmx.de>
* Update addons/nametags/CfgFactionClasses.hpp
Co-Authored-By: commy2 <commy-2@gmx.de>
* Add getVar setting, don't overwrite if already set
* Option for medical treatment to require holstering/lowering weapon, with an option for examine category items to still be available.
* Vehicles cause holster settings to be ignored.
Unsure whether to expand this into it's own setting (disallow all medical in vehicles? only allow if both medic and patient are in the same vehicle? what about people in the back of transports healing those in the cab?), but just going to leave it as is for now.
* Replace !isEqualTo with != in for performance reasons.
Resolves line 33 PR review.
* Merge settings, short circuit
* move logic to new file
* Fix Medical HandleDamageWounds memory leak (#6809)
* Use strncpy and disable MSVC unsafe warnings (#7171)
* Set 64-bit correctly from generator string, Disable SSE2 flag on 64-bit (non-existent)
* Tweaks for Linux extensions (#5762)
* Tweak CMakeLists for Linux compilation
* Conform SQF extensions check for Linux server extensions support
* Add *.so to tools
* Split extension check into Windows and Linux
* Disable Medical extension loading for now
* Add client/server separation to extension loading
* Add Arma config documentation on extension creation
* Medical StateMachine - Tweak dead state handling
- Don't call setDammage inside HandleDamage EH
- Add death reason on entering death state
* add a getVar disable in case this causes problems
* Cleanup
* cleanup
* Update addons/medical_statemachine/functions/fnc_enteredStateDeath.sqf
Co-Authored-By: Ferran Obon <magnetar5891@gmail.com>
* fix a crash when loading savegames
* fix a variable name
* optimize
* Put CAManBase actions into seperate bucket
* Apply suggestions from code review
Co-Authored-By: commy2 <commy-2@gmx.de>
* Fast exit for All
* CaManBase
* can't skip mans
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
For small static weapons getInNearest would sometimes not detect the vehicle as the `getCameraViewDirection` may be pointing at the interaction node and not the vehicle
* 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
* RHS compatability
* Modified all tripod p3ds to have [0,0,0] at the mount. Ported AGS-30, Kord, M220, and SPG-9 tripods to APL And added them to CSW. Changed RHS compats to use new ported tripods. Changed strings to reflect real names.
* Change from M224 Mortar Bag -> Mk6 Mortar bag
* Add named propert (Autocenter) to make P3D [0,0,0] the center of the object instead of engine calculated
* oh no tabs
* remove some more evil tabs
* fix changes lost in merge
* fix bad merge pt2
* Fix UBC
* Medical AI - Adjust healing logic for rewrite
- move state machine from config to sqf
- move all healing logic to seperate func
- attempt to handle healing for new system
* prioritize unitReady medics
* move setting to subcategory under medical
* Use faster GET_WOUND_BLEEDING
* Update fnc_healingLogic.sqf
* Update for wound array changes
* Update treatment events changes
* Fractures/splint
* formating / use GET_OPEN_WOUNDS
* Use non-localized medical category
* Cleanup medical settings
* Fix extra [
* Allow giving IV/blood to self by default
* Medical Blood - Settings improvements and cleanup (#7069)
* Add more blood settings and cleanup
* Fix include before header
* Update addons/medical_blood/functions/fnc_init.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Disable debug
* Cleanup moved settings
* Fix remaining setting descriptions
This just reimplemented the behaviour from #5864
I believe we though using `setUnconscious` command would make this
unnecessary, but testing seems to show that's not the case
* Fix severity of wound bleeding
I'm simplifying the nastiness calculations so that the wound config
specifies the worst wound and we scale it between 25% to 100% based
on the wound damage and number of wounds recieved.
Similarly I've updated the wound configs to more reasonable maximum
bleeding values based on the fact that they're percentages of cardiac
output being bled.
* Limit variance of pain modifier
This is to avoid unexpectedly high pain for small wounds or unexpectedly
small pain for large wounds
* Make more wounds increase chance for nastiness
Rather than guarantee
* Adjust worst damage scaling
This handles torso wounds better as they're typically around 0.3-0.6 for
6.5mm shots which makes them roughly medium sized.
* Fix cardiac output calculation
Previously the calculation didn't make sense as it wasn't outputting
a value in l/s. This method of calculation makes more logical sense and
provides a point of reference for what the bleeding values actually
represent (percentage of the blood being pumped that is lost - which now
has an actual volumetric value).
* Fix blood pressure after change to cardiac output
* Fix heartrate skyrocketing between 5l and 4l blood
Pretty sure someone accidnentally got these conditions the wrong way
around. This way blood pressure will first drop and then heart rate will
later go up to compensate.
* Fix comment typo
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
- The replacement setting may be disabled so we shouldn't prevent their
addition
- If it isn't, they will be replaced with suitable items which is fine
(and someone may want to design a mission that works either way)
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Ports over NouberNou's dragon guidance
* Add Dragon model
* Make the Dragon CSW capable
* Fix bugs regarding argument order
* Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust
* Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes
* Adjust model to reflect real-life one
* Add attackProfile and guidanceProfile onFired functions
* Change Dragon "onFired" to reflect missileGuidance changes
* Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics
* Add sight description
* Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area.
* Add feature wiki page.
* Fix picture issues
* Remove Dragon manual
* add missing semi-colon
* Tweak damage values. Fix formatting. Add lazy evaluation where applicable
* Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code
* Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges
* hpp newline fixes. Case sensitivity for model and rvmat references
* Update Wiki dependencies
* Revert "Update Wiki dependencies"
This reverts commit efc298c481.
* fix dependency component
* Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness
* get rid of the optic for the base dragon. fucking bi configs not making sense
* Lock non-useable dragon on initialization
* Add model.cfg for animations
* Fix formatting. Fix M47 Dragon Optic zoom
* Change LOD selection names
* Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease"
* Re-update indentation of model.cfg
* Path fix. Whitespace fix
* Sight attach/detach on same vehicle
* If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens
* disable debug
* Add EOF
* Maybe finally fix EOF problem
* 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
* Modernize and cleanup medical_treatment
* One line for each old public function
* Fix litterCleanupDelay name
* Improve adjustment calcs / wound blood loss / medications
fix func descriptions
Calc wound blood loss on events
reorder includes so scritpmacroMed has global effect
trivial optimization for getCardiacOutput
Fix var
Fix wounds not reopening (nil _category)
Fix surgical kit inherting canBandage conditional
debug hitpoints
Update ACE_Medical_Treatment_Actions.hpp
Use woundBleeding for IS_BLEEDING macro
rework medication vars
comments
Reset var in init / fullHeal
Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Change wound data array
Drop unique id and merge classId and category
* Splinting and treatment and gui
* Add arm fractures and aim effects
* localizations and event
* fix
* fix merge for renamed files
* Fixes and code review changes
* Move medical logs clearing to treatment
* More cleanup work
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* Fix args for setDead call in actionPlaceInBodyBag
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* disable calls to extension
* Update fnc_onMedicationUsage.sqf
* Medical - Skip unneeded setVars on initUnit (#6949)
* Medical - Transfer state machine state on locality (#6950)
* Medical - Transfer state machine state on locality
* Fix feedback isUnconscious var
* Exclude AI
* Make UAV excludes consistant, formating
* Update fnc_treatmentFullHealLocal.sqf
* reset fractures on respawn
* Fix merge
* Add PAK time coefficient setting
* Fix medication
* Add ace_medical_replacementItems config array
* checkItems performance improvement
* Treatment - cap max animation speed (#6995)
* Treatment - cap max animation speed
and add lock to prevent AF from reseting anim
* Update fnc_getBandageTime.sqf
* Use local version of setAnimSpeedCoef
* Revert "Use local version of setAnimSpeedCoef"
This reverts commit 36c22a9047.
* Move replacementItems compiling to preInit
* Improve replacementItems compiling
* Cleanup splint functions, use macros for fractures
* Rename splintCondition to canSplint
* Add cprCreatesPulse setting
* Cleanup remaining functions
* Capitalize stringtable entry names
* getStitchTime function and fix treatment locations
* Update addons/medical_treatment/functions/fnc_getHealTime.sqf
Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
* new reticle for spotting scope
* reticle b
* illuminated reticle for night
* use orig spotting scope reticle, bigger occular
* fix spotting scope attenuation