* Force better names in explosives placing menu
* Revert "Force better names in explosives placing menu"
This reverts commit 29af35ae8b.
* Use `displayName` instead of `displayNameShort`
* convert ace_optics to use cba_optics
* convert ace optics to cba optics
* Remove duplicate
* Add PIP config
* Use optics index
* Fix pboProject build
* Update CfgWeapons.hpp
* Correct SOS, adjust sizes and fix build issues
* Update addons/optics/script_component.hpp
* Corrected sizes again
* Made the scripted optics the first optics mode, fixed PIP SOS not being able to use irons
* Remove unused test object
* Readd AI stuff
visionMode is already set
* Updated some info on binos
forceOptics also already set
* Overhaul of magnifications
* Adjusted MOS & Nightforce
* Maybe this time the optics sizes will be fine... surely?
* Replace heavy optics blur with CBA one
* Added PIP names back
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fix headless unable to transfer groups
* Switch events to use `CBA_fnc_ownerEvent`
* Update variable definitions
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Fix dependencies list on wiki
* laser-guided
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update docs/wiki/feature/xm157.md
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Moved medical_menu to medical-gui
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Fix bad item replacements and switching to primary weapons
* Update addons/irlight/functions/fnc_initItemContextMenu.sqf
* Update fnc_initItemContextMenu.sqf
* Remove unused funtions
* Various fixes/tweaks
- Added a weapon parameter to `switchAttachmentMode`
- Made `switchPersistentLaser` take pointer switching into account
- Fixed IR light attachments being added to the wrong weapon
* Add tourniquet support for Medical AI
* Stop blocking start
* Renamed states, condensed `canHeal`
* Renamed `tooManyMeds` state
* Update addons/medical_ai/functions/fnc_healUnit.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Change states to use singular, add states for autoinjectors & splint
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Medical AI - AI will remove tourniquets
* Medical AI - Improve tourniquet removal (for #10166) (#10178)
* Fixes & tweaks
- Have AI remove tourniquets ASAP
- Fixed bug where AI would not remove tourniquet, because it didn't have any bandages
- Allowed for more multitasking
* Allow healer to administer morphine if out of bandages
* Remove TODO comment
* Allow AI to remove tourniquets from limbs with no open wounds
* Update addons/medical_ai/functions/fnc_healingLogic.sqf
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Add actions based on animations
* Add setting
* Add ability to set items for users
* Add actions for 1.82 changes
Add actions for backpacks, canisters, entrench tool.
Move items and backpack to WeaponHolder.
* Add RHS 0.4.6 ZIL spare
* Update to new standards
* Handle RHS BTR retread system
* Make init faster: move condition to configClasses
* Fix CUP fake anims
* Refactor
* Rework
* Rename init function
* Decrease number of classes to init
* Fix merge mistake
* Apply suggestions from code review
* Updated code for current mod structure
* Multiple fixes & tweaks
- Made anim setting require a mission restart
- Handle more types of items that can be spawned
- Prioritise adding items to inventory and only drop on ground if no inventory space
- Add more position checks to make certain no valid position are present before stopping
- If 1 item was spawned in, it's considered as success
- Disable RHS' wheel replacement only if ace_repair is loaded
* Update CfgVehicles.hpp
* cache config lookup at preStart
* Fix error
* Add text config entry for progress bar title
* Restructure interactions, improved some locations & added interaction to some missing vehicles
* Reverted preInit change
---------
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Added fnc_saveLoadout
* Changed to toLower for other languages
* GitHub didn't like editing the file in the browser
* Fix case-sensitive _loadoutIndex
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Unicode support
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* setVariable in case no loadouts are saved
* Fix return not happening properly
* Added scripting example
* Update docs/wiki/framework/arsenal-framework.md
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Additional parameters
- added parameters to allow changing distances for sounds for each severity.
- added parameter to allow unconscious units to do sounds.
* fix conditio
* Updated header formatting + minor tweaks
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>