* Documentation - Merge ACEX
* Only show ACEX prefix note on framework pages
* Documentation - Use ACEX prefix in Fortify events
See #8553
* Cleanup acex from config.yml
* English is weird
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Add french translation of EnableSpeedIndicator keys
* Add french translation of EpilepsyFriendlyMode keys
* Add french translation (SpecterOS, SpecterOS 7.62, Burris XTR II, EOTech XPS3)
* Add french translation of the cargo renaming fonctionality (added in PR8023)
* Fix typo in 127x99_API_Mag_NameShort translations
* Add french translation of `LocationsBoostTraining_Description` key
* Add french translation of `interactWithTerrainObjects_Description` key
* Add french translation of `repackLoadedMagazines` keys
* Add french translation of `Rename group` self-interact fonctionality (added in PR8346)
* Add french translation of `Medical_Feedback_EnableHUDIndicators` keys
* Add french translation of Vehicle Towing fonctionality (Added in PR8380)
* Fix English and Japanese translation of length rope (18.3, 27.4 and 36.6 meters)
* Add french translation of customize Medical GUI colors settings (added in PR8350)
* Add french translation for additional progress bar information feature (added in PR8428)
* Add french translation in multiple modules.
* Fix French translation of `STR_ACE_Overheating_cookoffCoef_description` key.
* SOG Compat - Jam types and Open bolts
- Machineguns and SMGs fire from open bolts
- Fire and Dud Jam types for Grenade Launchers, Revolvers and Shotguns
* Update CfgWeapons.hpp
* Update pistols.hpp
* Update weapons.hpp
* GM Compat - Jam Types and Open Bolts
- Belt-fed Machineguns and SMGs fire from open bolts
- Fire and Dud Jam types for Grenade Launchers and Flare Guns
* Update optionals/compat_gm/CfgWeapons.hpp
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
* Update optionals/compat_gm/CfgWeapons.hpp
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
* Update optionals/compat_gm/CfgWeapons.hpp
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
* Update optionals/compat_gm/CfgWeapons.hpp
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
* Update optionals/compat_gm/CfgWeapons.hpp
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
* Update optionals/compat_gm/CfgWeapons.hpp
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
* Update optionals/compat_gm/CfgWeapons.hpp
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
* Update CfgWeapons.hpp
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
* Initital port of ACE2 Vehicle Damage
* Add fire damage and burning people
* Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect.
* Minor tweaks
* Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough
* Handle car damage more elegantly.
* Added ability to create fire sources arbitrarily
* tweaks
* Add chance to detonate after cookoff
* disable compile cache
* Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings
* tabs->spaces
* Various code improvements
* Change to count loop for deleting effects
* update addon requirements
* remove vanilla config requirements
* Add RHS compatability
* RHS compat. Various QOL fixes/changes
* Various tweaks to compats and code.
* High-Explosive damage tweak
* Change how penetration is calculated for parts
* Fix RHS compat
* Create setting for flare effect
* increase burning scream sounds
* swap out file name for snake_case
* move incendiary values out of vehicle damage. remove medical dependency
* vehicle_dammage - update all refs to snake
* sqf fixes
* fix fire string package caps
* fix pboprefix
* Default setting to on
* Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff
* Fix bug where event handler wasn't giving the damage last.
* change to snake
* fix build errors
* Fix UBC
* Fix Order of Operations
* avoid O^2 events
* Make sure that no damage processing happens on dead units
* Change some if statements
* Keep track of player's death to stop various things
* add quotes to right middle wheen
* Add VD documentation
* fire docs
* Code quality fixes
* Clarify documentation
* define IDD
* switch global -> server
* Add newline between header and first code statement
* stop the dead from suffering
Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it.
* Add settings to disable cook-off effects
* Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better
* Move fire into own PR
* fix tabs and macro
* Shuffle crew indices so that a random person is first on the list to be injured each time
* fix effects not clearing
Co-authored-by: PabstMirror <pabstmirror@gmail.com>