* 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
* Add support for multi-bang flashbangs
It also adds some randomness to 1-bangs as a side effect,
but I don't think that's a big deal.
Also adds flashbang documentation to wiki.
* Increase rate at which flashbang attenuates
Apologies for the magic numbers. I just tested a few out
until I was happy with the result. The radius could probably
afford to be reduced a little further.
* use max deviation in config, fix wiki file name
* 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
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update stringtable.xml
* fix
* 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
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* 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
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* ShotShell requires velocity to simulate itself, so always spawn it with velocity
* 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>
* Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* fastroping_fnc_deequipFRIES, remove FRIES on vehicle deletion
* Prevent FRIES from clipping into Ghost Hawk right door
* UNequipFRIES
* Remove fastroping checkVehicleThread
* Document FRIES equip and unequip functions
* Refuel - Drop nozzle at unit's feet if no valid pos found
Fix#6944
* Update fnc_dropNozzle.sqf
* Update addons/refuel/functions/fnc_dropNozzle.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Fixes medical events not appearing in MP (when unit is non local)
Adds name to AUTHORS.txt (forgot to do this in other PRs)
* Fixes missing oef line
* Update addons/medical_treatment/XEH_postInit.sqf
Co-Authored-By: redbery <rutger@meijering.me>
* delete rogue character
* Added condition canStitch
* Update XEH_PREP.hpp
* Update addons/medical_treatment/functions/fnc_canStitch.sqf
Co-Authored-By: Katalam <39590058+Katalam@users.noreply.github.com>
* Added example, removed arguments information and changed > to isEqualTo
* Added example in canBandage too
* Add tool to verify stringtable entries exist
* Update circle.yml
* test
* Allow running from root directory as well as from inside the tools directory
* Add a macro for the bloodloss scaling factor
* Adjust bloodloss threshold for red icon
* Remove bloodloss color scaling factor
The issue is actually the other way round, the factor of 20 would
instantly make bodyparts red on taking a wound.
* Implemet 10 color steps provided by ShackTac
This replaces the old method of colouring the interaction menu icons
and body image selections with a new method that has 10 distinct color
steps (matching across the icons and the body image).
* Use macros for constants
* Implement blue damage colouring
This re-adds visualisation for colouring based on damage. The case where
a limb has a tourniquet will hopefully be handled by an overlayed icon.
* Tidy up file structure
* Move patient information display to medical_ui
* Make common colour conversion code into functions
* Add tourniquet icon overlay to body image
* Fix mispelling I forgot to commit
* Update icon paths to new white cross icon
* Clean mess after rebase
* Add new medical menu gui
* Add updating injury list and body image
* Add updating treatment category buttons
* Update onMenuClose function
* Delete unused functions
* Add action buttons and triage card to menu
* Move medical menu PFH to separate function
* Move setTriageStatus to treatment
* Add triage select dropdown
* Add toggle button action
* Fix mouse moving randomly when opening
* Add logs list update and remove unused functions
* Hide tourniquet icons by default
* Remove CfgInGameUI (already in feedback)
* Update patient info display
* Update triage card display
* Add settings to control interact menu actions
* Cleanup files/paths
* Move triage status update to common function
* Add icons for interact menu actions
* Modify icon color for interact menu actions
* Update canOpenMenu for new setting
* Hide pain information for unconscious
* Stringtable cleanup
* Use switch for pain text
* Change minor triage status to minimal
* Fix injury list to use new stringtable entry names
* Fix medical actions check when disabled
* Skip distance check in same vehicle
* More cleanup
* Fix CI error
* Requested changes
* Fix INJURIES string
* Fix include after comment block
* Fix missing ;
Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
* Fixes BleedingCoef having impact on bloodloss KO
Fixes incorrect var in setUnconscious
* Changes method for checking if typeOfDamage is valid
Adds check for if typeOfDamage is valid to extension version of woundsHandler
* Changes collision wound location select to a weighted system to make it more lethal at faster collisions
Adds collision and drowning damage types to config (drowning has no related wounds to prevent wounds being added while drowning).
* Fixes unneeded space
* Fixes minor mistake (body damage chance should go from 1 to 0 without ever becoming negative)
* 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
* Update Japanese translation
* Update Japanese translation
* Update stringtable.xml
* Added localUnits EH
Code by @Commy2
* Init localUnits Variable
* use localUnits for medical_blood statemachine
* use localUnits for medical_ai statemachine
* Remove bracket hell
* Add Deleted EH
* Run at preInit, move to seperate file
* Handle Respawns, Filter Dead
* Add detection for Fake deleted EH
* Use a getter function
* delete all objNull at deletedEH
* Cleanup header/comments
* Move isBleeding check to inside statemachine
* opps
* debug off
* Move zeus SelfActions to config
* Port CBA PR #1048
* Move Land_Camping_Light_off_F TurnOn action to config
* Move createModule function to script func
* Update addons/zeus/functions/fnc_canCreateModule.sqf
Co-Authored-By: dedmen <dedmen@users.noreply.github.com>
* Apply suggestions from code review
Co-Authored-By: dedmen <dedmen@users.noreply.github.com>
* Teaching it a lesson about spacing
* Update CBA: script_macros_common.hpp
* Just change admin in cba macro
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Fix class OFP2_ManSkeleton to have proper indentation for all bones
* Fix path. Fix whitespace
* Adding option to convert vanilla medical gear
* Better wording on setting description
* Shortern var names
* Shorter settings title
* 3 options (enabled, just remove, disabled)
* markers - add setting allowing only marker creator to move
* shorten setting display names
* delete some whitespace, superfluous command
* single arg needs no array
* delete some whitespace
* don't save directPlayID default value
* Save array of user placed markers
* Medical - Skip distance check if in same vehicle
* Update addons/medical/functions/fnc_displayPatientInformation.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
**When merged this pull request will:**
- Change the error messages for PBO version checking
They were a bit confusing. `Missing server addon(s)` was most of the time interpreted as `You're missing server addon(s)`.
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Added HOT1 Missile and SACLOS/Wire guidance
* Added all HOT variants. Added polish to code
* Fixed bug with pylons
* Changed how seeker angle is calculated. When the wire snaps the missile goes haywire. Fixed bug where HOT2/3 missiles weren't getting missile guidance
* Replaced Wiesel FireFIST launcher with HOT Launcher
* Remove debug defines
* Tweak thrust
* Fix formatting issues. Added true randomness. Added ACE prefixes. Added string table. Tweaked missile dynamics
* Fix bug where attack profile correction was wrong due to magnitude always being 50. Add stringtable values for relevant strings. Added reload time to Wiesel ATGM. Added "onFired" to initialize values
* Moved wire-snapping logic to attack profile
* Missile flight dynamics tweaked
* Add a crosshair offset. The missile sits in this offset relative to the crosshair
* Add LOS checks. Fix bug where wire-cutting didnt work.
* Tweak explosive range for a kill radius of ~20m. Add fragmentation
* Add AI Flags
* Person in control of missile may not be the shooter
* Fix RPT spam on missile out of LOS. Tweak missile dynamics. Add wire break sound cue
* Fix bug where missile didn't go to a fake target in front of it when out of LOS
* Use a better, more generic way to calculate direction camera is facing
* Use ACE Macros for frag values. Get config entry with CBA
* Add Wiki entry
* Add new lines to wiki. Allow for SQF expressions in config for maxCorrectableDistance
* Add CPP code tag
* Fix wiki grammer error
* Re-convert back to CBA_fnc_getConfigEntry
* UAV Gunner support, cleanup
* Fix bug where SACLOS for launcher guided weapons was off
* Add the ability to define how far ahead of the missile the attack profile will seek toward
* Move hard coded nametag team colors to settings
Also made the default colors lighter to make them easier to read
* Added myself to contributors
* Fixed Nametag to Name Tag
* Optimized array copying
* Moved team color settings to color subcategory and used vanilla localization strings
* Split a long line into a more readable multiline solution
* Add possibility to create zeus during mission
* Use LLSTRING
* Allow deleting when setting is disabled
* Delete canCreate function
* Delete workaround for missed vehicles
* Revert "Delete workaround for missed vehicles"
This reverts commit e33102ee3c.
* Add Event for tripflare triggering
_flare might be useful to delete / replace flare
_position is already available, so why not send it too
* added documentation
also added missing wirecutter event
* Make IR chemlight brighter
* Improve IR strobe light visibility
* Make chemlights more realistic
* Tweak IR strobe light to make it brighter
* Increase chemlight TTL to realistic durations
* Add blue and green hi chemlights, replace orange hi by orange utlra-hi
* Add ACE chemlights to 3DEN chemlight module
* Add zeus chemlight modules for ACE chemlights
* Add time to live stat for hand smokes and chemlights
* Add hi blue and hi green pictures by @Drofseh
* Fix units not being removed from the garrison unitMove list consistently
Not sure how I missed that.
* fix whitespace
* Fix typo in unGarrison check
dedmen saw nothing :D
* Add new strings, fix Czech M67
Czech string for M67 had a trailing space.
* Apply new strings
* Remove placeholder translations
* Fix more trailing spaces
* Make the precision of the mircoDagr less perfekt
* Add strings of precision Option to stringtabel
* Update stringtable.xml
* Create initSettings.sqf
* Update ACE_Settings.hpp
* Finally
* Cleaning
* Update initSettings.sqf
* Move other settings to sqf, simplify waypointPrecision
* Add uniqueItems function
* Optimize dogtag children actions function
* Optimize getDetonators item search
* Store CfgWeapons lookup in getDetonators
* Update items to use new function
* Update items to use new function 2
* More optimization of uniqueItems function
* Update items to use new function 3
* add the ability to edit user placed markers
* remove direct channel from valid channels
* add author
* optimize get map display
replace old method of getting the map display with displayParent
* optimize code by adding isEqualTo
* correct some spelling mistakes
* Add addDefaultLoadout function
* Initialize defaultLoadoutsList by default
* Close params bracket
* Revert "Initialize defaultLoadoutsList by default"
This reverts commit a53d21046e.
* Add isNil check
* Remove tab
* Overwrite loadout if it exists
* Fix file name typo
* Use findIf and copy array
* Add override note to header
* Make btnImport use new function instead of duplicating code
* Use GVAR
* Use findIf
* Fix spacing
* Add documentation
* Improve documentation
* Tidy handle damage code
* Fix environmental damage conditions
- Vehicle damage would never occur because it doesn't fire all the
hitpoints
- Missing sanity check on fall damage to check that unit isn't in a
vehicle
- Getting hit by a vehicle while on foot can be detected by checking for
a shooter
* Improve collision handling
- All collisions have a `_shooter` so we simply first check for that because burning doesn't and it could happen at any velocity
- We don't actually care what caused the collision because they should all cause the same type of wounding
- The exception is fall damage because we want to prioritise wounding the legs, we assume if the `_unit` had downward velocity and `_shooter == _unit` that it was fall damage (not necessarily always true, but almost always is and there doesn't look to be a more specific way to check).
* Fix medical menu not reopening regardless of setting
* Ensure no heartrate or bloodpressure on death
* Fix status variables not being reset on respawn
* Fix JIP resetting status variables for all units
* Fix heart rate adjustment overflow and
* Prevent treatment animation on dead bodies
This was causing bodies to glitch out on dedicated servers according to
feedback
* Remove patient animation logic and setting
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Transfer medical AI to CBA setting
* Neuter the old settings module
I've left the entry in CfgVehicles so that it doesn't cause errors on
older missions, but it's just a dumb logic now and does nothing.
* Remove medic setting
* Move increaseTraining setting
* Move fnc_adjustPainlevel to medical_status
* Move pain and bleed coefficients to medical_status
* Move advanced bandages to medical_treatment
* Move advanced medication to medical_treatment
* Move advanced diagnose to medical_treatment
* Move wound reopening and screams settings
* Move damage threshold settings
* Move showPain setting
* Move statemachine settings
* Move pain visualisation setting
* Move all treatment usage settings
* Move self IV setting
* Move remaining settings
* Sort treatment setting string categories
* Fix error in setupExplosive with CBA 3.8.0
getFov has a param check now, this function was passing args to it and causing an error.
* Fix getFov call in attach and viewDistance modules
* Minor code clean up
* refactor(medical): shorten some code
* refactor(medical): use macros for tourniquets
* refactor(medical): pull cache expiry values into script_macros_medical
* Lower player hearing upon entering unconscious
* Fix potential for unconscious units to use radio
* Evaluate player's volume upon changing unit
* Reset player volume on death
* Remove unnecessary public variable
* Remove unnecessary itemInfo check in scanConfig
I got the best tests folks, believe me, the best.
I made sure this didn't break anything by making sure the array had the same number of elements before and after removing those, best tests folks.
* Change onSelChangedLeft to use global variant of addWeapon and addBackpack
Fix a possible locality issue when opening ace arsenal on other players.
Not sure of the original reason we interpolate to this ACE unconscious
animation, but removing it seemingly has no effect and fixes all the
other animations that were broken by it.
* Initial commit
* Add/remove items and switching between categories
* Add ability to change mode
* Save attribute and clear button
* Search bar and double click to toggle
* Add export button
* Add attribute init function
* Fix multiple selection with different items
* Correct bad code and remove unneeded include
* Update stringtable.xml
From common pbo whitelist (modified) and a3 stringtables
* Disable attribute on humans
* Move includes to top
ref #6407
- Improvements to vitals and display
- Fixes some undeclared variables
- Adds advanced diagnose: hemorrhage classes.
- Original idea for displaying hemorrhage classes belongs to @Arcanum417
* Move scream and moan sounds to medical feedback
* Move vanilla feedback overrides to medical feedback
* Update all function calls
* Use events to avoid a dependency
* Move litter to `treatment`
* Move eden object attributes to `treatment`
* Move treatment items to `treatment`
* Move bodybag handling to `treatment`
* Move state conditions to `statemachine`
* Move radio addon handling to `feedback`
* Move medical macros to `engine`
* Move medical extension to `damage`
* Fix texture and material paths after move
* Remove duplicate medical menu config
* Remove old faction class
* Remove a bunch of old code
Units accumulate damage in the local variables
"ACE_Medical_Engine_$HitXXXX", but these are never reset. The way these
vars are used is as a single-damage-event tracker, and the end result of
not resetting their value when they're done being used is that a
specific $HitXXXX can accumulate enough damage to cause the "select
wound with highest damage" code to always select _it_ for the next wound
event, even if it wasn't the primary target of the last wound event.
I.E. I get shot in the right leg badly. If I then get winged in the left
arm, that wound will end up on my right leg, because when the code runs,
it finds QGVAR($HitRightLeg) > QGVAR($HitLeftArm), and so it applies the
wound to the right leg.
* Optimize and cleanup interactEH function
* Add missing fences and improve formatting
* Improve cutDownFence function
* Remove unused sound files and cleanup
* Multi-line condition and fix examples
* Increase PFH delay and use distanceSqr
* Fix wrong order shown in addon category list
Just put 'ACE' at begin
* Typo
* Add/Fix: arsenal, nightvision and others.
common, explosives, maverick, gforces, pylons, hearing, marksers, repair,
flashlights, nametags, interaction, vehicles, medical_menu, medical_ai,
interact_menu, medical
* Add: Now findUnloadPosition support also cargo object
- use of ace_cargo_fnc_getSizeItem to determine size of item
- prefer the config way instead of manually set size
- This will also take into account object manually added to the cargo system with ace_cargo_fnc_setsize
- use the cargo object for ace_cargo_fnc_unloadItem.
* FIX: old work around
* FIX: error when cargo module is not loaded
* As suggested by @orbis2358
This fix handle the case when cargo module is not loaded for scheduled and unscheduled environnement.
* Use ACE framework to check if module is present
* FIX: EFUNC and isEqualto
- _itemSize here is always number
- here we are in common module (addons/common/functions/fnc_findUnloadPosition) so FUNC is ace_common_fnc
* FIX case where config value is `-1`
- if the config value is -1, get the `ace_cargo_size` from the `ace_cargo_fnc_getSizeItem
-
https://github.com/acemod/ACE3/issues/6357#issuecomment-393525374
Improves the way medical is storing variables in object space by having
a common list of variables names as macros. Makes the code a bit cleaner
and ensured consistency across components. Also a handy reference for
when working on medical to see what values are all stored.
* 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
* 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
* 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
* 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
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
- decrease check frequency from each frame to 1 per second
- simplify some math
- remove some very redundant parenthesis
- re-formated if control structure for readability
- use more appropriate skillFinal
- macro to change check delay, set to 0 in debug mode for debug line drawing
* New Toggle NVG ui and improve function
* Add Toggle Flashlights icon
* New Toggle Flashlights ui and improve function
* Stringtable changes and ace_ai postInit clean up
* TRACE fix and stringtable capitalization
* Repair - Disable repair on ERA/Slat armor
Disable "miscRepair" action for all era and slat armor hitpoints.
Can still be repaired via "Full Repair"
* Minor perf improvment
* Add hitpoint names for 1.82 comTurret/gun
* Fix russian translations
* Compile stats on preInit
* Remove uneeded check in add/removeStat
* Remove perf profiler vars
They aren't required anymore
* Fix case issue in verifyLoadout, remove uneeded line
* Fix ace arsenal cam not working porperly underwater
By removing those checks the cam is allowed to clip through objects and work properly underwater, sounds like features to me :D
* Fix gunbag behavior in ace arsenal
Switching between gunbags will keep the weapon, switching to another backpack then back to a gunbag will also keep the weapon.
* Fix text scaling in the searchbars and loadout name edit boxes
Also made the text bigger by default
Slideshow Action names would not be named on clients because counting was only done on the server, this would result in all actions on one object showing up in the same slideshow set
From what I can see goggles are all handled locally and do not need to be globally enabled/disabled. If a group wants to force the setting, CBA provides optional force functionality.
* Fix the camera on remote units ending after ace arsenal closes
* Shorten handleStats, fix error with face, voice, insignia tabs
* Remove uneccessary code
You saw nothiiiiing.
* Add Flip and Push actions to Quad Bike
* Add actions to karts and static weapons
* Move magic number to macro
* Ditch here is
* Move condition to function
* Hide some of the ballistic stats if config value not defined
ACE_magMuzzleVelocity
ACE_bulletMass
ACE_ballisticCoef
* Add vertical and horizontal scope limits stats
* Add test class
* Add stats mockup
* Merge branch 'master' of https://github.com/acemod/ACE3 into arsenalStats
* Finish mockup, add basic hide/show logic
* Add base for stats
* Use CBA EHs for stats to allow 3rd party mods of it
* Add handleStats and most of the UI behaviors for stats
* Continue work on stats
* Add container stats
* Add page support for stats
* Add text for the ROF stat
* Add accuracy in MOA for the accuracy stat
* Change accuracy shown number to 1 decimal instead of 2
* Add MIL in the dispersion stat text
* Change stats layout, remove dummy text strings
* Add some AB stats
* Remove last test string
* Replace configExtremes by normal lookup where it's relevant
* Add "undefined value" string when AB stat isn't present
Mostly for laucnhers
* Fix typo in preInit
* Change drag model stat to ballistic coef
* Fix issue with unused stats, change text to white when bar is present
* Rewrite some part of handleStats
Reason: add support for conditions, less redundant code, less reasons for dedmen to emasculate me
* Re-add _hideUnusedFnc, handle empty stats arrays
* Pass args to stat conditions, add test condition stat
* Add hearing related stats
* Remove the padding between stats and the stat bar / text
* Add strings for stats
* Change stats window to fit baer's suggestion
* Algin the close stats button, add missing strings
* Finish code review
* Add missing newline
* Remove duplicate strings
* Add explosive range stat
* Use proper string for the explo range stat
* Fix capitalization for ctrlParent
* Fix conditional stats blocking other stats
* Add better integration for ballistics, hearing and explosive stats
* Replace the private array in handleStat by params
* Add backblast stats
* Add backblast stat strings
* Add flashlight map color and g-force reduction stats
* Shorten preInit
* Change stats close button to fit arsenal design
* Improve stats page indicator look
* Rework how stats are stored and retrieved
* Remove args config entry, add priority entry, add vanilla weapon stats
* Add vanilla container stats
* Remove some lines in preInit
* Add ballistics stats
* Add hearing stats
* Remove uneeded config entries
* Add explosive range stat
* Add backblast stats
* Add spaces after semicolons in statements
To make JJ happy because I don't care.
* Add flashlights map color stat
* Add gforce reduction stat
FINALLY FUCKING DONE
* Fix headers for the new stats funcs
* Add add / remove stat API
* Fix typo in removeStat header
* Remove uneeded inline func
* Clean up add / remove stat
* Move all CfgACEArsenalStats entries to their own file
* Replace STR_ACE_Ballistics_statAmmo by a BI string
* Add script profiler related macro and code
* Use the highest ballistic coef instead of first one defined
* Add support for future ammo displayname
* Add ACE_standardAtmosphere for ballistic coef
* Add mag muzzle velocity stat
* Add weapon muzzle velocity stat
* Add comment explaining the ENABLE_PERF_PROFILING macro
* Change cfgACEArsenalStats to ACE_Arsenal_Stats
* Make JJ less pissy about spaces around =
* Fix indentation in weaponMuzzleVelocity, use param
* Use GVAR and EGVAR when appropriate
* Prefix all stats except the base class
* Fix Merge
* Fix aspect ratio scaling of stats panel
* Minor fixes
* Pylons - Fix old weapons not being removed
Fix #6088
- Use removeWeaponTurret instead of removeWeaponGlobal
- Fix "Too Far" warning showing on completion
* Fix _x
* Fix var name
Co-Authored-By: Ozan Eğitmen <ozanegitmen@gmail.com>
* Disable anim previews when center isn't the player
* Abuse configs to change the edit loadout 3DEN entry
* Remove inheriting as it's not needed
* Remove uneeded condition
* Add zeus modules for ACE Arsenal, revert old arsenal modules
* Add 3 new arsenal EHs
* Add a setting to disable the identity tabs in ace arsenal
* Pass loadoutName in the onloadoutLoad EH
* Change foreach to forEach and ctrlcommit to ctrlCommit
* Resize the right window when the load bar isn't there
* Add a tooltip for the "clear container" button
* Improve onKeyDown, add classname copying using ctrl+c
* German translation update
This updates partially the german translation for the new cba settings UI
* Fix tooltipp
Fixes the tooltipp for the safezone when switching units
* Fixes
Various fixes after review
* Missed two
Fix in stringtable for arsenal
* Gonna catch em all
Another small mistake i missed.
* Make default channel setting a list
* Convert more map settings to CBA
* Give BFT settings own category
* Remove '?' from end of setting display names
* Fix mistake of ACE_Settings removal (movedToSQF = 1)
* Move settings to initSettings.sqf
* Change backpack and scope checks in scanConfig and addVirtualItems
Reason: was not a good implementation
Might cause issue of people compalining about tents.
* Give IDC to menuBar controls, disable import button in MP
Reason: copyFromClipboard is disabled in MP
* Add tooltip strings for the loadouts, export, import menu buttons
* Remove double space in onArsenalOpen
* Adding pylon whitelist option
* Changing tabs to spaces :(
* Changing to use QGVAR
* Changing name in QGVAR to more clearly reflect function of variable
* Docs for the magazine whitelist function in pylons
* Changes to match style guide
* More docs
* More tabs
* Update pylons-framework.md
* Update pylons-framework.md
* Match case for magazines in fillRightPanel
Apparently you can have different case between the entry in the weapon magazines array and its actual configname...
* Add possible fix for the mission end bug
* Add ded's proposed fix, remove closeOnMissionEnd
CloseOnMissionEnd is bugged in 3DEN and force close the display after it's opened
* Optimise spectator loops
`count` is only quicker than `forEach` when the final command returns a
boolean or nil. `forEach` is quicker if the final command returns any
other data type.
* Use `forEach` instead of `count`
* Copy the array properly when using preStart cache in openBox
* Fix add and removeVirtualItems erroring out when passing false as arg
* Disable face, voice, and insignia tabs in 3DEN
* Move grenadeList and putList outside of foreach in scanConfig
* Fix grenadeList and putList indentation
* Change the camera handling in onArsenalClose
Fixes the camera not being focused on the player after using ACE Arsenal on an other unit outside of zeus / 3DEN.
Remove the code that moved the curatorCam near the edited unit after ACE Arsenal is closed.
* Fix message control overflowing, move width defines to defines.hpp
* Add ability to exit arsenal and not apply a loadout in 3DEN
* Add ACE3 logo to common, fix config pathing to a non existing file
* Add modifiers of TreatmentTime of PAK and Medkit to settings
* Fix indents and stringtable tags
* Fix Healtime vars
* Absolute time for PAK to settings
* Add Medkit Healtime setting
* Add search bar in loadouts screen
* Add onKeyDown support for the loadouts display
* Add ctrl+key support to both editbox in the loadouts screen
* Fix syntax error
* Add a function to port BI VA loadouts to ACE Arsenal
* Fix typos in the header
* Remove override argument, add button in 3DEN
* Add null player exception
* Remove unused passed argument
* Add error messages to portVALoadouts
* Change error messages
* Add missing dot in string
* Remove deprecated functionality for 3.12.0
* Remove associated deprecated module icon
* Restore a dummy version of old module
This is just to prevent existing missions from breaking due to a missing
object.
* Advanced Ballistics - Fixed faulty wind attenuation
* Only relevant at very low altitudes above ground (below 1.6 m)
* Also fixes the Kestrel 4500 readout
* Kestrel 4500 - Minor optimization / fix
* Avoids possible math error 'ln(0)'
* Rebuild Dills
This is a weird engine behaviour where draw3D doesn't work if the
current camera unit is not alive (or going to respawn), so we switch to
a temporary agent unit while in free camera to work around this edge
case.
* Add throw blocking status effect
* Add concertina_wire and tripod support
* Add launcher in hands support
* Disable effect sending more than once
* Fix EFUNC using, add trace
* Disable vanilla throw blocking
* Improve status handling
* Fix rearm status key
* Add CBA setting for modIcons
* Add CBA settings for camera control
* Merge the 2 inverted settings into one
There's no man crazy enough to need one inverted and the other normal
* Add back missing newline
* Change rscCommon, don't redefine base classes
* Change anim to "civil" when not in a weapon or special tab
* Fix current handgun ending up in launchers tab and vice versa
* Change back virtualItems first index to primary secondary handgun
* Add ace_arsenal_hide config check and config entry
* Add dogtags handling in postInit
* Add CBA setting for fontHeight for left and right panel
* magazineGroups
* Add base layout for loadouts GUI
* Prepare the SQF base for the loadouts display
* Continue laying the base for the SQF of the loadouts display
* Add CBA settings for the loadouts display
* Implement button logic for loadouts display
* Finish button logic, start adding filling and button funcs
* Add editBox for loadout names
* Add loadout saving and deleting
* Add loadouts loading
* Add select current after list is refreshed after saving
* Redo button layout, Add rename button, Add messages
* Add double click loading
* Fix loadout deleting not triggering curSel change
* Keep cursor at same index when deleting loadouts
Woops
* Reload pictures when saving over old loadout
* Fix loadout save not updating the pictures properly (again)
* Add close button for loadouts dialog
* Fix weight not updating when using arrows to add / remove items
* Make the arsenal layout a bit prettier
* Start adding non available items and missing mods for loadouts
* Remove useless lines in fillLoadouts
* Move buttonHide above panel fill in loadoutsClose
* Change the way weapons are checked in fillLoadoutsList
* Add weapon in container support for fillLoadoutsList
* Add mag in container check for fillLoadoutsList
* Add item check for containers in fillLoadoutsList
* Fix item duplication when loadout loadouts
* Switch anim to civil for the rest of the tabs that need it
* Make extra sure item duplication won't happen
* Fix right panel hiding issues
* Fix remove all button, use QGVAR for EHs names, add isMP check to share tab
* Fix initBox erroring out if the object is null
* Move loadout checking to it's own func
* Force panel reload every time loadoutList change
I'm forced to do this, I can't save arrays in listnboxes
* Change how loadouts are retrived from the listnbox
* Fix save overwriting existing loadout not updating right row
* Fix indentation in buttonLoadoutsSave
* Fix reserved var error
* Fix fillLoadoutlist tab check
* Fix accessories in containers not being checked properly via verifyLoadout
* Fix binos not being detected properly by verifyLoadout
* Fix pre-filled backpacks not behaving properly
* Add mine detector check in configScan and onArsenalOpen
* Add extra traces
* Add mine detector check in non cached part of addVirtualItems
* Move right panel greying to it's own func
* Fix right panel listnbox for items with mass under 1
* Redo unique items sorting in onArsenalOpen
* Add loadoutSaved EH, handle empty name box for loadout saving
* Reapply inisgnia after loadout is loaded
* Change LoadoutSaved to loadoutSaved
* Rename savedLoadout to onLoadoutSave
* Change buttonLoadoutsSave layout to prepare base weapon saving
* Save base class for weapons when saving loadouts
* Remove unused profiling code related code
* Add not implemented warning messages for export and import
* Fix error when saving with a container or weapon slot being empty
* Remove dogtags from loadout upon loadout saving
* Change how misc item mass is retrieved
* Remove vanilla "NoVoice" from voices to avoid an error related to it
* Use tolower for currentData and itemsToCheck in fillLeftPanel
Avoid camelCase issues with the commands that don't fucking respect it.
* Remove redundant check in postInit
* Fix sharedLoadouts condition in onArsenalOpen, Fix save button logic
* Prepare sharedLoadouts addition
* Add loadout sharing
* Add proper saving and loading for shared loadouts
* Change loadout deleted / unshared EH name, add said EH to unsharing
* Remove shared loadouts from disconnected players
* Fix error in buttonLoadoutsSave, add row when other share a loadout
* Change sharedLoadouts tab curSel selection to lnbData instead of lnbText
* Add data when adding a new row via CBA EH
* Remove mode, add arg to openBox to have arsenal prefilled
* Cleanup buttonClearAll code
* Fix itemInfo behavior when switching between items that don't have logos
Fix#23
* Add copy paste and arrow key support for searchbars
Close#22
* Add back newline at EOF for onKeyDown
* Change default camera setting from non inverted to inverted
* Fix import and export "not implemented" message
* Rename share button to Unshare when loadout selected is shared
* Improve missing items logging, cache verifyLoadout check
* Remove unused var
* Add full 3DEN support
* Remove 3DEN sphere and grid, set helper center dir properly
* Change 3DEN lightsource intensity
* Save 3DEN inventory properly
* Rewrite onArsenalClose 3DEN comment
* Fix sharedLoadouts check
* Add 3DEN support for defaultTab
* Add new event for 3rd parties in buttonCargo
* Move weight update to updateRightPanel for buttonCargo and selChangedListnBox
* Fix defaultLoadout save button
* Remove unallowed command
* Fix arsenal messages not working in 3DEN
* Add export current loadout, Add export defaultLoadoutsList
Signed-off-by: Josuan Albin <josuanalbin@outlook.fr>
* Add import button functionality
* Change export / import messages
* Change message to use scheduled only
* Attempt to sanitize data in import func
* Add a 3DEN attribute to save defaultLoadoutsList, fix shared loadout check
* Replace 2 last traces in verifyLoadout
* Change defaultLoadoutsList export format and add a 3DEN check for it's default value
* Fix original array being modified in fillLoadoutsList
* Improve shared loadout check
* Fix removeVirtualItems not removing Accs, nil virtualItems var in removeBox
* Add zeus support for arsenal rewrite, fix openBox camera check
* Add isPlayer check to arsenal rewrite part of bi module
Arsenal rewrite does not seem to work on remote players, welp, I tried at least
* Fix shared loadouts loadout index being null
Forgot to change that one getVar
* Hide shared column if sharing is disabled on My loadouts tab
* Remove trace from loadoutsLoad, add trace to shared and unshared EHs
* Fix postInit trace
* Fix sharing EHs being broken, remove traces in them, prevent possible issue
yeah, _x params doesn't work there :p
* Fix fillLoadoutsList error
* Start translating and code reviewing
* Add editing vehicle crew loadout support for arsenal
* Move left panel filling above 3DEN handling to avoid float crew members
* Fix onArsenalClose EOF, add header for it
* Move onButton EHs to config, remove placeholder stats func
* Add headers for onLoadouts funcs and verifyLoadout
* Clean up buttonClearAll
* Fix assigned items not being added properly to currentItems on loadout load
* Add more function headers
* Make rename work in default loadouts tab in 3DEN
* Add more functions headers, continue code review
* Add more functions headers, finish code review
* Fix loadout saving to profile from an other tab than my loadouts
* Fix loadout saving even more
* Attempt to fix loadouts handling
From totally broken to somewhat usable.
* Even more fixing
* Add back onLoadoutSave EH
* Add back author message in loadoutSave
* Add back EOF newline
* Add back loadout caching
* Remove unique items from saved and loaded loadouts
* Add unique item support for the remaining container tabs
* Fix mag check for magazine type in container
* Add support for CfgVehicles and CfgGlasses in miscItems
* Add button highlighting for loadouts display, fix mag put and throw check
* Change shared column to show a proper icon
* Revert "Move onButton EHs to config, remove placeholder stats func"
This reverts commit 1be5d92426.
* Add back EOL newline in prep, remove stats placeholder again
* Add part of the german translation
* Add more translations, change how shared button text is managed
* Add scheduled check in openBox to avoid issues with people using addaction
Because you know they will.
* Add translations for import and export messages
* Fix comms tab defaulting to empty
* Align buttons perfectly for loadouts display, translation for delete action
* Add loadout saved translations
* Add load and rename messages translations
* localized interaction name in initBox
* Fix issue when admins deleted a loadout didn't change the icon status for authors
* Fix loadout import, update unique items list after import / loadout load
* Beautify UI a bit
* Add setting to toggle missing / unavailable items RPT logging
* Add settings strings
* Increase button size for main display
* Change DLC logo side in infoBox
* Change loadouts display buttons spacing, change deleteLoadout button active color
* Remove camera rotation limit
* Add polish translation
* German translation by @bux
* Order
* Fix typo in buttonExport, add credits in handleMouse
* Fix right panel item count not updating properly in certain scenarios
* Add loadoutName check when importing default loadouts, change assignedItems check
* Improve onSelChangedRight, fix typos in onSelChangedLeft and handleSearchbar
* Fix syntax check in removeVirtualItems count
* Shorten onSelChangedRightListnbox by improving current tab check
* Improve fillLeftPanel weapon tab filling
* Move lnbSetPicture occurences for the loadouts display to a define
* scan config opti
* Fix RPT logging check in fillLoadoutsList, use picture macro for shared tab
* Fix sharing and RPT logging settings having the same var
* Add newline at EOF for funcs that are missing it
* Move GVAR(sharedLoadoutsVars) to sharedLoadoutsNamespace
* newline eof
commy contributed too!
* Fix delete button not working as intended in public tab
* Replace bis_fnc_baseWeapon with CBA equivalent everywhere outisde of scanConfig
* Revert "Replace bis_fnc_baseWeapon with CBA equivalent everywhere outisde of scanConfig"
This reverts commit 496e6f8223.
* Add new Cfg entry for handling unique items saving, add entry to chemlight shields
* Fix currentMag tab not detecting current mag properly (still experimental)
* Improve left and right filled EHs, add "Dog Tags:" for dogtag uniques
* Change how the right panel first update works
* Fix updateRightPanel very obscure bug and header typo
* Move postInit EHs for medical and dogtags to their respective postInit
* Fix medical postInit typo
* Add currentMag tabs for primary and secondary muzzles properly
* Fix container compatible mags tab not showing anything
* Replace an inline if to select in fillRightPanel
* Attempt to fix accs recognition when switching weapons
* Improve currentMag2 tab show / hide logic
Secondary and handguns can't have a secondary mauzzle
* Add strings for currentMag and currentMag2 tabs
* Readd strings that tabler accidentally removed
* Make sorting for the right panel stay the same when switching items / tabs
* Replace bis_fnc_addWeapon by the addWeapon command
bis_fnc_addWeapon failed when a weapon with the same classname was in one of the player's containers
Add mag for primary muzzle after the weapon is added, is possibly replaced by current mag(s) saved in curentItems
* Replace BIS_fnc_overviewAuthor in itemInfo
It works better
* Display itemInfo box properly for currentMag1 and 2 tabs
* Don't reset arsenal vision mode after quitting arsenal
* Improve showItem
* Remove trace from showItem
* Move getWeight and weight string from movement to common
* Fix typos in addVirtualItems
* Comment back compile cache for common
(Not yet for arsenal, not until it's validated for a merge)
* Replace secondaryMuzzleMag tab icon by @Max255PL 's
* Update @Max255PL 's icon
* Add missing author strings
* Add debug trace for a specific issue
* Add more traces in loadoutsSave
* Fix bug in loadoutsSave, remove debug traces
* Fix typo in loadoutsSave
* Fix uniqueBase cfg check for all cases in loadoutsSave
* Improve whitelisting for current weapon accs and mags
* Update CBA settings strings, change RPT logging to be turned off by default
* Update polish translation by @max255PL
* Fix saving loadouts when no loadout has ever been saved
* Make loadout screen lighter
* Save camera position and view mode for ace arsenal
* Improve loadouts screen presentation
* Improve loadouts screen readability
* Improve camera angle in loadout screen
* Improve loadout renaming, Fix bug linked to renaming
* Fix wrong loadout being used while renaming and color not being reapplied
* Fix other possible issue with renaming
* Change missing items color to be more colorblind friendly
* Fix typo and improve return check in getWeight
* Disable debug and re-enable compile cache for common and arsenal
* Remove uneccessary newline in arsenal's script_component.hpp
* Improve cookoff setting UX
- Adds second eden attribute to boxes/vehicles to toggle the ammunition
cookoff itself
- Removes the cookoff toggle from boxes (they only care about ammunition
cookoff)
* Fix attribute default values
* Update incendiary box ignition code
* Fix missing HE magazine for Blackfish Autocannon.
* Change displayname of Blackfish autocannon to "L/60 Bofors"
* Remove muzzle tweak from autocannons.
* Ballistics - Fix .338 misnomer
* Quick and dirty fix
* A proper fix would add new ammo and magazine classes
* Ballistics - Removed leftover HPBT translation
* Remove parachute landing animation
The vanilla animation has since been reworked and is an improvement.
* Optimise altimeter code
* Fix reserve chute handling and cutting action
* Fix cut parachute action
* Fix cut parachute action further
- Prevent potential for action to be present when reserve is not
available
- Move cut parachute action to the parachute self actions rather than
the player's
* Revert number to string conversion
* Added cookoff probability for vehicles. Tweaks to cookoff to stop total blocking of destruction in some cases.
* Changed var name to probability. Better method for getting config value.
* Fixed naming error
* Changed setting to be a global coefficient. Added some info to cookoff doc
* Reverted hitfuel check
* Reverted damage threshold for cook-off
* Tweaked probability calculation
* Update fnc_handleDamage.sqf
* Add ability to pull dead body out of vehicle
* Fix interaction not in vehicle
* Fix interaction with crew of dead vehicle
* Fix medical unload patient when he is dead
* Cleanup
* Fix cargo index, fix menu visible in vehicle
* Makes manual zero adjustments (advanced ballistics only) for each weapon & scope combination persistent across game restarts / mission restarts / weapon or scope changes.
* Don't try to cool down an already cooled barrel
* Don't run the projectile direction update routine if we know that the max. possible deflection is < 0.05 mrad
* Convert ACE_settings to CBA_settings
* Run Modules Globaly, BWC for SetSetting
* Add support for string settings
* ACE_ServerSettings warning
* Add handler for global setting being changed
* Add deprecated and replaced not to Settings Framework doc
* Remove options menu UI, Move Debug and HeadBug Fix to Options in Pause Menu
* Change modules scope to 1
* Disable debug
* Fixed typo in the module setting parsing (reference temperature was way off)
* Fixed bug in the zero angle calculator (muzzle velocity was off in most cases)
* Single global on/off switch (that really turns everything off properly)
* Less coupling between code that runs on the client / server
* Simpler update routines
* More cohesive code
* Less module options
* Less network traffic
* Fix medical respawn/init
* Medical use CBA addClassEH
* Movement inventoryDisplayLoad
* Medical handleRespawn header typo
* Parachute handleRespawn
* Rearm and parachute handleRespawn
* concertina_wire handleInit
* Fix header
* use XEH function instead of config
* use XEH function instead of config
* remove unneeded init eh
* Makes sure that all clients share the same (numeric) overcast value
* Only affects the barometric pressure calculation
* Does not affect the actual weather on the clients
- This greatly improves the accuracy of the MRAD output in both modules
- Old and incorrect conversion factor: 3.38 [(360 * 60) / 6400]
- New and correct conversion factor: 3.44 [54 / (5 * PI)]
* Move ACE Weather rain simulation to server and remove sync (synced correctly by vanilla from server)
* Remove lightnings sync (synced correctly by vanilla, ACE3 doesn't have own lightnings probability)
* Cleanup rain and lightning settings, strings, comments
* Set wind only on server (correctly synced in vanilla, gusts and waves still need manual sync)
* Add player initilization safety to setSpectator
Public function which should wait for player unit to exist before running.
With this change an additional variable is now set on the player unit which
can be used to check whether players are spectators or not (part of
grander plans).
* Add UI initalization safety to setSpectator
Should make it so that calling the public function before the main display
has initalized will correctly wait until it has before starting spectator
* Overhaul spectator
Initial WIP overhaul of spectator component. Based on BI's End Game
Spectator and AACO's work on POTATO spectate. The essential functionality
is in place, but some things are broken and some are still to be
transferred.
* Remove redundant canInteract condition
Spectator UI will be open anyway so this is pointless.
* Fix follow camera controls
Also ensure unit camera modes have a target more consistently
* Fix widget weapon icon for unarmed
* Fix follow camera zooming
* Fix entity list not updating correctly
* Remove redundant conditions
* Fix list click behaviour
* Remove a bunch of old debug
* Alter behaviour of camera speed
* Restructure the spectator addon
* Fix camera tracking behaviour
* Fix very fast camera toggle
* Fix initial camera mode
* Fix double click behaviour
* Make AI name display consistent
* Add UI toggle
* Fix current camera mode button highlighting
* Fix focus info widget when clicked on in 3D world
* Improve key handling
Use of `inputAction` could result in weirdness when multiple keys pressed
at the same time. Hardcoded for now.
* Implement dynamic help UI element
* Remove some redundant code
* Fix follow camera jitter
* Add projectile drawing
Technically the capability to draw projectiles has been in since the
start. However it took me a bit of time to figure out how best to
add/remove the required event handlers.
I decided to add them during the process of finding things to draw, since
I'm iterating over the list of spectatable entities here anyway. With an
additional GVAR containing up to date entities, the fired EHs can remove
themselves when applicable. This avoids any granularity issues with adding
EHs en masse.
* Improve naming convention related to drawing
* Remove outdated unit and side settings
Also re-add unit whitelisting/blacklisting support
* Rename public function for consistency
Adds a deprecated warning to the old function name.
* Update stringtable
Some entries are replaced with BI translations, others are no longer
needed. I pieced together one of the camera mode settings by combining the
BI translations of the individual versions.
* Add location public functions and list population
Just need to take care of drawing and then camera interaction now
* Add location 2D and 3D drawing
* Respect whitelist and blacklist correctly
* Add location camera focus capability
* Fix local helicopters follow mode bug
* Add compatibility with `counter` template
Simply repositions the counter UI to the top of the screen out of the way
* Update respawn template
This template is only compatible with respawn types 2 & 3
* Rename compatibility function
* Add compatibility for respawn types 1,4 and 5
* Update setCameraAttributes function
* Fix draw3D for respawn types 1,4 and 5
* Fix screeching seagulls #4265
* Fix script command typo
* SQF Linter Pass
* Add obsolete warning for public func params
* Deprecate interrupt function
* Fix incorrect function call
* Make playable virtual spectator work
* Improve focus handling in public function
- User might want to reset focus for free cam, in which case objNull
cannot be reserved for random
- Focus is still required for unit camera
- Update some function headers
* Note explicitly the use of `player`
* Remove unused base classes
* Improve seagull culling
* Add projectile drawing to vehicles
* Fix same tab selection clearing list
* Make projectile lines last 1 frame longer
* Add true zeus compatibility
- Re-opens spectator when zeus closes
- Transfers the curator module over in the respawn template
- Only handle uiForced in setSpectator to avoid issues with esc key
- Add safety to setFocus so that it only updates the UI when applicable
* Fix player moving in FPP
* Fix zeus transfer and re-opening
* Consolidate icon definitions
* Fix AI setting for player groups
* Improve handling of alive spectators
Instead of disabling simulation, just stage them automatically if alive.
* Fix respawn template for types 2 & 3
* Fix pre-set camera mode with no focus
- Improve handling of UI updates in camera related functions
- More explicit UI initalisation
- Find a focus if one wasn't pre-set for a camera mode which requires a
focus
* Localise key names
* Fix camera mode and vision settings on init
When spectator starts the available camera modes and vision modes should
be consulted to ensure they are respected upon opening.
* Fix key localisation
* Add next/prev entity keys
* Fix vision modes update while camera active
- Updates the camera vision mode in case the current was removed
* Add public getCameraAttributes function
* Fix spectator zeus compatibility
- Camera control wasn't returned on exit due to change in fnc_ui
* Improve vision mode handling
- Curator now resets vision mode on entry
- First person also reset vision mode so that it is consistent between
camera changes
* Improve location handling
- It makes more sense to specifiy the position ATL since the text is going
to be rendered there and a z of 0 is then ground height.
- Updates the ui immediately if the list is already on locations
* Disable list keyboard search
* Fix handling of forced camera mode with no focus
* Fix handling of free mode removal while no target
* Fix locations respecting available modes
* Fix list entry removal code
- Replace getTargetGroups with getTargetEntities for consolidated
filtering.
- Fix the step of the removal loops and make them go to index 0 instead of
1
* Improve side handling of unit list
- Accounts for possibly of whitelisted random objects that belong to other
sides
- Move the index decrement to loop, not within every loop
* Add linter ignore directive
* Fix list code
* Improve entity fetching
- Change whitelist/blacklist application to optimize the code
* Include dead units in the list
- Allow getTargetEntities to return dead units too
- Iterate over allGroups in list updates to reduce overhead
* Take care of TODOs
* Mark stageSpectator as non-public
* Fix updating list focus
* Adjust default camera speed
* Include the function file
* Generalise camera button UI
- Makes it easier to extend with future camera mode buttons
- Removes potential error when display doesn't exist
* Remove obsolete staged event
- Add vision toggle to help
- Restructure some function PREP
* Add public function to return all spectators
* Change default briefing name used on map display
* Fix the order of 4 main sides in list
* Restore non-toggle behaviour of camera speed
* Fix UI gap between list and tabs
* Force update UI list when player is staged
Hopefully this fixes any issues related to the player appearing in the
list
* Update controls strings
* Fix entity tooltips showing short name
- Also revert changes to common function and just handle in this component
* Include dead in unit switching
* Show rank and vehicle icon in list
- Rank is shown in tooltip
- Vehicle icon is used to see which units in the list are mounted
* Change default vehicle icon
* Show whether medic/engineer in tooltip
* Improve list double click behaviour
* Improve group icon handling
* Use dynamic group icons for drawing
* Fix EFUNC call
* Update all function headers
* All the changes I had staged before arma broke git
Arma managed to crash my whole system again, breaking my git repo and I
resorted to nuking it and pasting the changes I had comitted locally back
in. From memory:
- Fix icon paths
- use distanceSqr for minor speed boost
- Add setting to show map locations in the UI
- Limit location rendering based on distance
- Probably some other crap
* Fix squared comparisons
* Remove unnecessary variable publicity
* Deprecate fnc_stageSpectator
The function was a source of confusion alongside fnc_setSpectator and so
it is replaced by an additional parameter to hide the unit as part of
fnc_setSpectator. No longer is the unit moved either, to reduce complexity
and give more control to mission maker.
* Fix undefined variable
* Update spectator framework doc
* Update spectator feature doc
* Fix typos and grammar
* Revent version introduced number
* Update with new changes
* Add the Jpn translation for ai
Add the Japanese translation for ai
* Update the Jpn translation for nightbision
just tweaks for name.
* Update the Jpn translation for captives
added missing word
* Add the Jpn translation for pylons
Add the Japanese translation for pylons
* Update the Jpn translation for zeus
added to new entry.
* Initial commit
* Change order
* ace-ify functions
* Add function headers, tweak onPylonMirror function
* Finish localization
* Fix trivial idc collision
* Styling
* Add self as author
* Add interaction for the dialog
* Add settings to enable menu and change behaviour
* Add strings
* Move changes into pylons component
* Progress
* Only one function left!
* Fix issues with overlapping players, Use LINKFUNC
* Add progress bar
* I need to switch branches
* Remove old pylon weapons from aircraft
* Explicitly set new pylon's ammo to 0
* Replace magic numbers with ID list
* Align controls properly
* Remove space before eol
* Add ability to add/remove FRIES
* 🐛 Whoops
* Fix logic errors
* Value of 1 means helicopter has built-in FRIES
* Add pilot/gunner switch button
Working on those buttons also helped me improve both the static and
on-the-fly (pun intended) parts of the dialog.
* Add quick zeus module
* Add a way to retrieve scripted pylon turrets
Not entirely reliable, but if used in both rearm and pylons, missions
that only use ace will work perfectly.
* Use getNumber default
* Use common's getPylonTurret
* Make dialog close on apply for zeus
* Handle UI Scaling better
* Prevent progressBar from failing in zeus
* Remove unnecessary stringtable key
* Add garrison and un-garrison modules
* Remove unnecessary text from garrison header
* Add french translations to new strings
* Add changes requested by review
* Change pushback to pushBack
* Move garrison funcs to ai, finish headers
* Remove diag log debug
* Fix typos and header issues
* Add missing newlines
* Fix strings, Fix typos and headers
* Enable debug and disable compile cache, Add trace and comments
* Rebase before review
* Fix default case running instead of case 3
* Fix edge case related to players being in garrison group
The player would make the enableAttack checks in ungarrison and garrisonMove fail, this is now fixed.
* Fix some arrays in garrsionMove and garrison
* Relax distance checks in garrisonMove, change AI behaviour while pathing to aware
* Add debug view
* Remove unused var, fix unit pos using the wrong format
* Make debug more visually pleasing
* Change garrison debug target to a waypoint icon
* Change disableAI event to AISection, comment out doFollow in doMove EH
* Fix locality issue
* Priority ERROR units never die possibility
Cases when _lifesLeft goes below 0.
Low or limb damage, then recovered with PAK from unconcious & revivestate.
* Update fnc_setDead.sqf
* Everything
* Fixed missing ;
* Fix missing ; and double private
* Fixed cannot isNull on number
* Turn _temparture back to isNil
* Fix error from merge
* advanced_fatigue stringtable german
* cargo stringtable german
* cookoff stringtable german
* fastroping stringtable german
* hellfire stringtable german
* nlaw stringtable german
* overpressure stringtable german
* quickmount stringtable german
* refuel stringtable german
* repair stringtable german
* scopes stringtable german
* slideshow stringtable german
* spectator stringtable german
* zeus stringtable german
* cookoff stringtable german #2
* hellfire stringtable german #2
* nlaw stringtable german #2
* overpressure stringtable german #2
* quickmount stringtable german#2
* refuel stringtable german #2
* scopes stringtable german #2
* slideshow stringtable german #2
* zeus stringtable german #2
* tiny fix
* tiny fix
* quickmount stringtable german #3
* fastroping stringtable german #2
* captives stringtable german
* cargo stringtable german
* cookoff stringtable german
* tiny change
* cargo stringtable german
* fcs stringtable german
* Fix german strings for scopes
* rhs hellfire missileguidance
* tabs to spaces
* added support for -N and -M launcher, removed ir/radar locking
* added missing macro
* Switch to using pylon system
* Advanced Ballistics - Drag model revamp
- Moved away from using the drag tables from the GNU exterior ballistics library
- The drag functions are now based off this data from JBM Ballistics: http://www.jbmballistics.com/ballistics/downloads/text/
- The differences are minor, but some players might still appreciate the additional authenticity
* The Mach number is now calculated in relation to the air temperature.
* Improved speed of sound calculation accuracy.
* Advanced Ballistics - DLL update
* Advanced Ballistics - Added drag function reference (JBM Ballistics)
* Advanced Ballistics - Fixed calculation error in the spin drift simulation
- The error was introduced with this PR (https://github.com/acemod/ACE3/pull/4708)
* More descriptive variable names
* Minor performance optimizations
* Fixed some minor issues
* DLL rebuild
* Utilize new 'toFixed' script command
- Small performance improvement
* Fixed a typo
* Use correct reference speed for the drag compensation
* Updated all 'airFriction' values to match the new drag model
* 'Default' atmosphere now equals the ICAO standard atmosphere
* Update reference humidity to meet the ICAO standard
* Update the Jpn translation
few tweak to translation
* Update the Jpn translation
couple tweak
* Update the Jpn translation
added more simplify translation
* Update the Jpn translation
few tweak and fix miss translation
* Update the Jpn translation
Added missing symbol and few tweak
* Update the Jpn translation
added shortest word because text is protruding the button
* Update the Jpn translation
fix miss translation and some tweaks
* Update the Jpn translation
just few tweak
* Update the Jpn translation
fix miss translation
* Update the Jpn translation
just a little tweak
* Update the Jpn translation
just a tweak
* Update the Jpn translation
added more simply translation
* Update the Jpn translation
tweaked to some entry
* Update the Jpn translation
tweak to few entry
* Update the Jpn translation
fix for miss translation
* Update the Jpn translation
fix miss translation
* Update the Jpn translation
some tweaks to translation
* Update the Jpn translation
fix miss translation
* fix the Jpn translation
fix the kanji
* Fix Magazine Repack underwater - fix#5513
Also prevent common goKneeling function underwater
* Fix loading patients underwater - fix#5515
* Fix load object underwater
* Fix take nozzle on jerry can underwater
* Fix refuel underwater conditions further
* Use isTouchingGround, Make refuel semi-compatible
reports false if head is out of the water, we want true even if we are not diving
* Less interact exceptions duplication
* Use animationState to determine if unit is swimming, create common function and use it instead of isTouchingGround
* Fix condition
* Support dragging underwater
No carrying due to animation timing issues and other misc things
* Allow Medical Legs SelfActions underwater
* Fix fixPosition function underwater (use getPosATL instead of getPos)
* Fix fixPosition's slope adjustment for non-gravity objects, Do the same for objects without simulation as well