* Fix to move items up and down
* Fixed private
* Fixed public bug
* Inserted Pabst solution
* Remove extra space
* Fixed request + added author
* Fixed to correct comment
* Tweeked comment again
* Hellfire
* Cleanup dev macros
* Cleanup some debug
* Add base interaction node for firemode actions
* Handle bad data in attack profile variable
* Skip ammo checks (returns bad data on added weaps)
* Add mags sizes for apache
* Add Hellfire Wiki Doc
* Cleanup doc
* Add pylon support
* Add support for pilot controlled weapons
* Add label to pylon mags
* Cleanup vehicle configs, autoAdd laser des, fix ineractions for driver
* NLAW Prototype
* Make AI Compatible
* Add Overfly Top Attack Mode
* Limit Max Deflection
* Base prediction on AI skill
* Generic cycle attack profile key for missile guidance
* Add hint for weapons without huds
* Configure for attack cycle key
* Finish OTA ammo effects
* Cleanup
* Arm at 20m
* Disable Debug
* No models for short lived sub-ammos
* Fix Korean strings
* Change AI randomization to use skillFinal
* Add wiki doc for nlaw
* Cleanup
* Cleanup
* Cleanup
* Fixed glassdoor
Fixed so glassdoor now works with ace slow open.
* Made it more pretty with new file
Made it more pretty with new file
* Tidy up a bit
* Removed white space
* Replace tabs with spaces
Replace tabs with spaces
* Simplified and added comments
* Changes + was stupid was commit
Changes to go with code guidlines and extra check if door is empty
* Tabs to spaces
* Small fixes + Fixed so CUP houses now works
Fixed so CUP houses now works
* Remove todo
* Fixed requested changes
* Removed whitespaces
- Add a ace_cargo_space attribute to vehicles to alter how much cargo they can carry.
- Add an ace_cargo_size attribute to objects to alter how much cargo space they consume.
- Add two public functions `fnc_setSize.sqf` and `fnc_setSpace.sqf` to update the cargo size/space respectively of any given object.
- Deprecate cargo makeLoadable module and public function.
- Added some macros to get the space/size of a config, making code more readable in places.
- The `setUnitPos`, `setFormation`, `setSpeedMode` and `setBehaviour` commands require local arguments
- The waypoint equivalents require server execution
- Add conditions to only show interactions when the appropriate things are selected
* Update fnc_speedLimiter.sqf
* No minimum speed needed anymore
Minimum speed limit of 10 km/h was needed in the past due to engine limitations. Multiple user tests have shown that the minimum speed is not needed anymore. The new minimum of 0 km/h allows for example setting walking speed for vehicles (<10 km/h).
* Change minimum required speed for speed limiter to 3 km/h
To avoid problems with negative speeds (driving backwards) and zero speed, the current change switches from 10 km/h minimum speed to 3 km/h minimum speed. This seems to be the optimal solution to allow all relevant speeds including walking speed.
* Changed minimum required speed to 5 km/h
Officially the minimum required speed is 10 km/h in the master. Lower minimum needed to set car speed to walking speed of accompanying soldiers. Problems have been reported with 3 kmh/ using cars like ATVs. Thus the new commit is set to 5 km/h minimum speed. Not tested with ATVs yet.
* French translation for the two last entries
* French translation for the last entrie
* French Translation for the first entrie
* correct the spelling error
* Add submenu with vehicles to cargo load menu
* replace private ARRAY with keyword
* fix ace function macro using
* filter vehicles without cargo
* add Load condition, clean params, fix param reusing
* replace nearEntities with nearestObjects, add macro
* optimize, del magic, replace count with forEach
* del unused functions
* del useless _this parameter
* Add zeus arsenal modules
* Add french strings to arsenal modules
* Fix typo in french string
* Make changes to fit review
* locality check, use showMessage, set categroy
* Linking belt refatoring
startLinking belt now uses canLinkBelt so if condition needs to be changed then you can do it on one position.
* Fixed requested change
Fixed requested change
* simplified it even more
canLinkBelt now returns a value over 0 if success and -1 if something is not right.
* Fixed bug where if error we would not exit
Fixed bug where if error we would not exit
* changed name on canLinkBelt
Changed name to better reflect the function of the function.
* Author hype
* fixed return value info
fixed return value info
* fix header
* Enabled refuel for non-AllVehicles objects. Un-magic'd refuel progress timer.
* Changed helper attach position to centre of object. Offset applied when rope attached.
* Made fully compatible with non-thingX simulation types. Removed destruction effects of helper object.
* Using arma model. Removed ACE_Actions from helper object.
* Correct use of hideObjectGlobal
* Remove actions, cargo, repair on helper
* Switched helper to be setVar'd on the nozzle object
* Linking belt refatoring
startLinking belt now uses canLinkBelt so if condition needs to be changed then you can do it on one position.
* Fixed requested change
Fixed requested change
* Add dummy function to zeus UI modules
This removes the message about the module having no function when in SP.
* Fix zeus teleport module for non-local units
BI made a change to the function this module was using. So now it has to
be ran local to the player in question.
Added Italian translation for:
-advanced fatigue
-advanced throwing
-cook off
-dogtags
-gunbag
-ui-scopes and much more...
Fixed a lot of grammatical errors
* add base structure
* Add getModuleDestination
* Add 2d map support, debug
* Cleanup, handle weapon max range
* Handle non-local units
* Use new showMessage func
* Run on groups when placed on leader
* Support for Indirect Fire Vehicles
* Cleanup
* Use doArtilleryFire which was fixed in 1.68
* Add the Japanese translation for cargo
Add the Japanese translation for cargo, fix to html tag and few improvement
* fix the Japanese transltion
Fix the Japanese translation for attach. it was used wrong html tag.
* changed The Japanese translation
Changed the Japanese translation of azimuth angle
* fix The Japanese translation
Fix the Japanese translation for chemlights. it was used wrong html tag.
* fix The Japanese translation
Fix the Japanese translation for laserpointer. it was used wrong html tag.
* Fix the Japanese translation
Fix the Japanese translation for medical_blood. it was used wrong translation.
* Fix the Japanese translation
Fix the Japanese translation for rearm. it was used wrong translation.
* add The Japanese translation
add The Japanese translation to new words
* Improve The Japanese translation
Improve, fix and change The Japanese translation
* minor fix to Japanese translation
minor fix to Japanese translation. see b1b07c5
The default values of the arrays manipulated by these functions overwrite
any changes applied before settings have finished initalising. This won't
be an issue after #4456 is merged in future.
- A `displayName` shown in the 3DEN multiplayer attributes display
- A `respawnTypes` array to define which respawn types the template is compatible with (currently only includes `2,3` - need to investigate compatibility with other types further).
Finally found out how to do this. Having search enabled on the unit tree might seem useful, but it doesn't interact well with keyboard shortcuts used for other purposes like camera control as it causes the tree to jump around unexpectedly.
* Add coef
* Show cargo paradrop time in menu
* Unary command, not a function call
* If drop time is 0 don't show a progress bar
* Add the setting to cargo's editor module
* Swap values
* Remove extra comma
* Move unload message to paradrop event
This way the message will show up on all paradrops, not just immidiate
ones.
* French localization complete
* STR_ACE_MapTools_drawStaightLines_description fix
"l'on doit survoler le milieu du trait pour pouvoir le supprimer"
* Space management
alganthe :
Espace en trop après référence.
* Diapo
alganthe :
Slideshow -> diaporama
Slide -> diapo
* Cohesion fix
alganthe :
Vous avez traduit le nom du module juste au dessus (displayname).
Il est vrai que les créateurs de missions doivent consulter une documentation principalement écrite en anglais, donc vous avez le choix de traduire la ligne ci-dessus ou la garder, les deux semblent valide à mes yeux.
Reasoning : since French mission makers read reference material in English, it makes sense not to translate it and thus keep it simple for them.
* Caisses de munitions
caisse de mun -> caisses de munitions
* STR_ACE_Scopes_Description
Oops, forgot that one.
* French loc improvement
(French) text as it is clutters the interface interface, making it
uneasy for medic to use the it smoothly.
https://i.gyazo.com/8d7a5bb2f15dd1332cec36f2eef510c8.png
Hopefully suggested changes fixes that.
There were a few typos and, in my opinion, unaccurate or missing
translation.
Based on French Army Field Manual, actual paramedical personnel and past
work on XMedSys.
* Pull 5017 with spaces instead of tabs
https://github.com/acemod/ACE3/pull/5017
* Fixes a minor typo
Selectioner -> Sélectionner
* Duplicate entry (French)
Removes a duplicate entry, didn't saw first time
* jpn translate slideshow
Add the Japanese translation for slideshow for v3.9.1
* jpn translate for cookoff
Add the Japanese translation for cookoff of the v3.9.1
* Use private keyword, move surface blacklist to script_component.hpp
* Check height above terrain
* Add Tanoa surfaces, Check if in water
* Use 'dust' config entry to determine surface, Add common canDig (checks dustyness)
* Re-enable compile cache
* Revert to surface blacklist with dust as fallback
* Move surface blacklist to script_component because SQF validator complains
Randomness would be calculated on every machine, but only vehicle explosion and sound are done by the server. Smoke, light and fire sfx are done by each client.
Randomness would be calculated on every machine, but only vehicle explosion and sound are done by the server. Smoke, light and fire sfx are done by each client.
* only process one unit every 0.1 seconds
* exitWith to keep indentation low
* use event to determine isIR and isTI
* correctly remove units with turned on lights from their arrays
* handle weaponAccessories command reporting nil
Conflicts:
addons/laserpointer/XEH_postInit.sqf
* French translation of "Advanced fatigue" and "Advanced throwing"
Full translation of "Advanced fatigue" and "Advanced throwing".
* New batch of translation/correction
* Fix all slides being in multiple slideshows setup, Use private keyword
* Add setting for slides main interaction name
* Update Slideshow documentation
* Add not about new argument added in version