* Fixed CBA keybinds not working on the progress bar after cursor hiding change
* Removed fallback value for uiNamespace lookup
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
---------
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Common - Hide cursor during progress bar (w/ CBA setting)
* Fix base class define
* Removed CBA setting for disabling hiding of the cursor for the ACE progress bar
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* XM157 (NGSW-FC Smart Scope)
* Update addons/common/functions/fnc_rscObjectHelper.sqf
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update addons/xm157/functions/fnc_weaponInfo_draw.sqf
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Headers
* Handle prone-deploy weapon bank
* Disable Reticle picker for now
* some localizations
* Change font
looks like CUP modifies EtelkaMonospaceProBold for some reason??
* Create xm157-framework.md
* Formating
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* add keybind and function to unload unit's weapon/muzzle
- add keybind and function to unload unit's weapon/muzzle
- requires https://github.com/CBATeam/CBA_A3/pull/1527
* change function name
* rename the file too
* Create common-framework.md
* Set REQUIRED_CBA_VERSION to 3.15.7
* Update required CBA version
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Apply suggestions from code review
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Redoing this
* Revert "Redoing this"
This reverts commit 80ff709676.
* Do this properly
* Update fnc_handleKilled.sqf
* use setDead function directly
* Handle scripted camera
* redo #8387
I'm dumb.
* try this
* if construct outside of ctrlSetEventHandler
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* tweak disableUserInput / handleKilled
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* make registerItemReplacement add to proper container
* cleanup, fix variable in itemReplacements namespace
* add exception for not having room in original container
* Block radio on captive/surrendered/unconscious via status effect
* missing semicolon
* Don't broadcast setVar if radio addon doesn't exist
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix fnc_ai_handleFired
* remove debug messages
* use banana instead of FakePrimaryWeapon
* switch from dummy item to new weaponholder
* use exitWith instead of break
* Fix loading patients into turret only seats
* Fix cargo logic, adjust function for captives (#8000)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fix explosive placement while underwater
* Apply suggestions from code review
Co-Authored-By: alganthe <alganthe@live.fr>
* Change placeApprove header to reflect changes
* Replace lineIntersectsWith in isInMedicalFacility
* Replace linesIntersects in isInRepairFacility, fix params
Public func, params should have an expected type.
* Replace linesIntersects in spallTrack
* Replace lineIntersects in getFirstObjectIntersection and findReflection
* Replace lineIntersects in advanced throwing
grenades can pass glass underwater now, I bet all of 0 person will be glad that horrendous bug is now fixed.
* Fix possible issue in pointing while underwater
* Fix possible issue while underwater in attach
* Replace count with isEqualTo in lineIntersectsSurfaces replacements
* Fix inverted conditions
* Fix drawArc
* Fix fnc_attach
* Reverse advanced_throwing and spallTrack lineIntersects changes
* Fix issues raised from code review
* Add item replacement framework
* Correctance of English
Co-Authored-By: Dedmen Miller <dedmen@users.noreply.github.com>
* Remove unecessary code
* Use new item replacement framework for medical items
* minor fixes, support GVAR(convertItems) setting
* use forEach, convert atropine to epi
* replace with adenosine
* Fix Medical HandleDamageWounds memory leak (#6809)
* Use strncpy and disable MSVC unsafe warnings (#7171)
* Set 64-bit correctly from generator string, Disable SSE2 flag on 64-bit (non-existent)
* Tweaks for Linux extensions (#5762)
* Tweak CMakeLists for Linux compilation
* Conform SQF extensions check for Linux server extensions support
* Add *.so to tools
* Split extension check into Windows and Linux
* Disable Medical extension loading for now
* Add client/server separation to extension loading
* Add Arma config documentation on extension creation
* 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
* 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
* 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
* Add tool to verify stringtable entries exist
* Update circle.yml
* test
* Allow running from root directory as well as from inside the tools directory
* 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
* 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: 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