* 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>
* Add jamming coef to change or disable jamming.
* change max to 5
* add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat
- add setting for overheating effects distance
- add unjaming on barrel swap, with setting
- add increase rate of fire with heat, with setting
- fix some formatting
* little tweaks
* add overheating cookoff feature
- add overheating cookoff feature
- add documentation
- bugfixes/improvements
* Update ace3-config-entries.md
* Update overheating-framework.md
* Update addons/overheating/XEH_postInit.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/XEH_postInit.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/functions/fnc_firedEH.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/stringtable.xml
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update docs/wiki/feature/overheating.md
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/stringtable.xml
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/functions/fnc_jamWeapon.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/functions/fnc_jamWeapon.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* remove extra underwater cooling, make cookoffCoef enable cookoff
- add coef setting for heat generation per shot
- merge cookoff setting into cookoff coef setting
- remove check for water that increased cooling
- change max rof increase from heat to 10%
- change ammo heating to a less linear formula
- change cookoffCoef to effect inginition tempurature instead of heat amount
- delay cookoff shot until any firing animation is done
- update strings based on feedback
* Update stringtable.xml
* add cookoff notification
* improvements from play testing
- move ammo heat loop into seperate function with a tighter loop
- factor rain into cooling calculation
- handle cooling while swimming
- merge cookoff take event handler into fnc_handleTakeEH
- fix case where cookoff could potentially come from underbarrel weapon muzzle
- only add TakeEH if required by enabled settings
- improve cookoff muzzle/mode handling
* fix missing semi that I swear I already fixed before pushing
* Update overheating-framework.md
* Update fnc_updateAmmoTemperature.sqf
* include wind speed in cooling calculation
* cool with X
- add ace interactions to allow cooling with water sources when Ace X is loaded
- add documentation for cooling
- move getting barrel mass to a function
* documentation formatting
* Add config array for weapon jam types, as not all weapon can get all types IRL.
* remove variable that's not required
* add some compat entries for RHS
* fix merge conflict
* fix a happy little accident
* move to CBA settings, minor styling.
* Update error message in fnc_jamWeapon.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Apply suggestions from code review
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
* Added initial compat
* Added G-Forces compatibility
* Added Reload compatibility
* Add fuel capacities to planes and helicopters
* Add fuel capacities to wheeled and tracked vehicles, added fuel cargo config
* Add fuel capacities to OH-6
* Removed custom fuel capacities from Mi-2 with external tanks
* Fix config errors
* Add CSW compatibility for static guns
* Add ACE arsenal to EMM main menu
* Add CBA versioning check for SOG:PF
* Add vn_emm to requiredAddons
required for main menu patching
* Fix arsenal not being added to main menu
* Fix styling of ACE Arsenal button
* Add CSW compat for mortars
* Disable dragging of large statics
* Disable frag for molotov
* Set damage type of melee ammo
* Add custom damage handling for punji traps
* Add ACE Explosives compat to M18 Claymores
* Improve digDistance of Claymore x3
* Add ACE Explosives compat to M14 and M16 mines
* Add Explosives compat for M16 Trip Wire mines
* Add Explosives compat for F1 Trip Wire mines
* Add Explosives compat for Arty Shell Trip wire mine
* Improve interaction points for explosives
* Add Explosives compat for Satchel charge and AT mine
* Add Explosives compat for Punji traps, improve comments
* Add Explosives compat to M112 Breaching charge
* Rename mines.hpp to explosives.hpp
* Allow digging spiderholes with entrenching tool
* Fix minor config errors
* Add CSW pictures, models and stringtable entries
* Add missing stringtable entries
* Add CSW weapon pictures and stringtable entries
* Handle punji trap damage with disabled medical
* Disable cookoff for bicycles
* Remove custom digging tools (needs deeper changes)
* Improve spiderhole digging translation
* Fill CfgPatches units and weapons arrays for Zeus
* Add witty comment
* Use lowercase for external component names
* Fix indentation
* Fix missing base class
* Remove accidentally added files
* pboProject fixes for S.O.G. Prairie Fire Compatibility (#8311)
* Change macros to work with pboproject
* Add placeholders for VN p3d files
* Add ending newlines
Co-authored-by: jonpas <jonpas33@gmail.com>
* Fix UBC
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: Björn Dahlgren <bjorn@dahlgren.io>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
* RHS ARF Compat - Add ammo URAL & Kamaz
Add the RHS_Ural_Ammo_Base and rhs_kamaz5350_ammo_base into the config to allow them to be used for rearming.
* Add wire cutter backpacks
* Missed the inheritance
* Add new tank crew helmet
* Add DF-15 GForceCoef Value
This adds missing ACE_GForceCoef value for DF-15 uniforms.
* DF-15 PR - cfgWeapons formating
DF-15 PR - cfgWeapons formating
* DF-15 PR - cfgWeapons formating II
Forgot to save it with braces and spaces around =
* Update CfgWeapons.hpp
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* initial + tm62m
* more mines and explosives
* more mines
* add defuse positions
* additional dependency
Two of the mines (rhs_mag_mine_pfm1 & rhs_mag_mine_ptm1) are defined in rhs_c_airweapons
* remove redundant attributes
* Add some translation eng to ita
* Translation eng-ita completed
Translation completed from English to Italian finally completed, I hope there is no problem but I would like to communicate that during the translation I carelessly "translated" and placed two names in objects, I leave you the id
1. STR_ACE_Medical_Blood_EnabledFor_Description
2. STR_ACE_Tracers_100Rnd_580x42_Drum_yellow
I hope I haven't done any damage :)
PS: Thanks again for this wonderful mod
Good luck with all upcoming updates
* Some erros(?)
Some erros(?) Rows 3 to 5 are highlighted red I hope there is no problem XD
* fix tabs first
* re-add moved
* fix merge
* Update stringtable.xml
* fix STR_ACE_Medical_Blood_EnabledFor_Description
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Create AGM-114L
* If we lose LOS dont continue tracking magically Allow for datalinked targets to donate data to the missile.
* Update documentation
* RHS 2x hellfire compatability
* Make ARH more realistic by not allowing to switch targets after firing
* Fix filename. Change Hellfire attack profile to lead target. Switch to two LOS checks.
We check two Line's of Sight to ensure that we are 100% gone from the target. A raw LOS check will be blocked by bushes and light trees while the checkVisibility wont while on the otherhand smoke will block a visiblity check but not a raw LOS check. We get best of both worlds with this.
I changed the attack profile so that it will lead moving targets. This isnt needed with the laser version because the user will "lead" the target if needed, but with the radar scan we have velocity information so we might as well lead the target as much as possible
* Change function calls to FUNC macro. Slightly change radar logic. Up poll frequency to 7hz
Instead of the missile immediately going active when the shooter doesn't have radar, check if targets are in datalink. If they are, use the datalink to guide the missile instead of its internal radar.
* Add logic for missiles launched without target
If a missile is fired without a locked target, it will immediately go active and target the first thing its seeker picks up. This is an incredibly dangerous trait of active radar homing missiles and is so in this implementation. Be careful!
* Change from `exitWith` to basic `then`
Legacy code that never got changed. This is essentially what happened before
* Update CfgMagazineWells.hpp
Co-authored-by: PabstMirror <pabstmirror@gmail.com>