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2586 changed files with 96202 additions and 47956 deletions

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@ -11,8 +11,5 @@ trim_trailing_whitespace = true
[*.md]
trim_trailing_whitespace = false
[*.yml]
indent_size = 2
[Makefile]
indent_style = tab

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@ -23,14 +23,14 @@ All good? Then proceed and fill out the items below.
**Mods (complete and add to the following information):**
- **Arma 3:** `x.xx` [e.g. 1.00 stable, rc, dev]
- **CBA:** `3.x.x` [e.g. 3.0.0 stable, commit hash]
- **ACE3:** `3.x.x` [e.g. 3.0.0 stable, commit hash]
- **ACE3:** `3.x.x` [eg. 3.0.0 stable, commit hash]
<!-- Make sure to reproduce the issue with only CBA and ACE3 on a newly created mission! -->
**Description:**
A clear and concise description of what the bug is.
**Steps to reproduce:**
_Follow [this flowchart](https://ace3.acemod.org/img/wiki/user/issue_flowchart.webp)!_
_Follow [https://ace3.acemod.org/img/wiki/user/issue_flowchart.webp](this flowchart)!_
1. _Go to ..._
2. _Click ..._

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@ -5,16 +5,14 @@ branches:
name-template: 'Version $NEXT_PATCH_VERSION'
tag-template: 'v$NEXT_PATCH_VERSION'
sort-by: title # sort alphabetically
sort-direction: ascending
categories:
- title: '**ADDED:**'
labels:
- 'kind/feature'
- 'kind/feature request'
- 'kind/added feature'
- title: '**FIXED:**'
labels:
- 'kind/bug-fix'
- 'kind/bug fix'
- title: '**IMPROVED:**'
labels:
- 'kind/enhancement'
@ -22,16 +20,13 @@ categories:
- title: '**CHANGED:**'
labels:
- 'kind/cleanup'
- 'kind/change'
- title: '**SETTINGS:**'
labels:
- 'kind/setting'
- 'area/compatibility'
- title: '**TRANSLATIONS:**'
labels:
- 'kind/translation'
- 'area/translations'
exclude-labels:
- 'ignore-changelog'
- 'ignore changelog'
- 'dependencies'
change-template: '- $TITLE (#$NUMBER)'
@ -44,5 +39,5 @@ template: |
replacers:
# Category titles
- search: '/\#\# (\*\*(ADDED|FIXED|IMPROVED|CHANGED|SETTINGS|TRANSLATIONS):\*\*)/g'
- search: '/\#\# (\*\*(ADDED|FIXED|IMPROVED|CHANGED|TRANSLATIONS):\*\*)/g'
replace: '$1'

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@ -11,7 +11,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout the source code
uses: actions/checkout@v4
uses: actions/checkout@v3
- name: Validate SQF
run: python3 tools/sqf_validator.py
- name: Validate Config
@ -27,11 +27,20 @@ jobs:
- name: Validate function headers
run: python3 docs/tools/document_functions.py --debug
lint:
runs-on: ubuntu-latest
steps:
- name: Checkout the source code
uses: actions/checkout@v3
- name: Lint (sqflint)
uses: arma-actions/sqflint@master
continue-on-error: true # No failure due to many false-positives
build:
runs-on: ubuntu-latest
steps:
- name: Checkout the source code
uses: actions/checkout@v4
uses: actions/checkout@v3
- name: Setup HEMTT
uses: arma-actions/hemtt@v1
- name: Run HEMTT build
@ -39,7 +48,7 @@ jobs:
- name: Rename build folder
run: mv .hemttout/build .hemttout/@ace
- name: Upload Artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v3
with:
name: ace3-${{ github.sha }}-nobin
path: .hemttout/@*

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@ -15,7 +15,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout the source code
uses: actions/checkout@v4
uses: actions/checkout@v3
- name: Install Python packages
run: |
pip3 install wheel
@ -33,7 +33,7 @@ jobs:
steps:
- name: Checkout
uses: actions/checkout@v4
uses: actions/checkout@v3
- name: Extract Dependencies
run: python3 tools/extract_dependencies.py --markdown
@ -47,7 +47,7 @@ jobs:
destination: docs/_site/
- name: Upload Artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v3
with:
name: jekyll-site
path: docs/_site/
@ -63,7 +63,7 @@ jobs:
steps:
- name: Download Artifacts
uses: actions/download-artifact@v4
uses: actions/download-artifact@v3
with:
name: jekyll-site
path: _site/

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@ -1,65 +1,29 @@
name: Extensions
on:
push:
pull_request:
paths:
- 'extension/**'
- 'Cargo.toml'
- 'Cargo.lock'
- '.github/workflows/extensions.yml'
- 'extensions/**'
jobs:
lint:
runs-on: ubuntu-latest
steps:
- name: Checkout the source code
uses: actions/checkout@master
- name: Install dependencies
run: |
rustup toolchain update stable --no-self-update
rustup default stable
rustup component add clippy rustfmt
- name: Run rustfmt
run: cargo fmt -- --check
- name: Run clippy
run: cargo clippy --all -- -Dwarnings
test:
runs-on: ubuntu-latest
container:
image: xd009642/tarpaulin
options: --security-opt seccomp=unconfined
steps:
- name: Checkout the source code
uses: actions/checkout@master
- name: Test & Coverage
run: cargo tarpaulin --verbose --no-default-features --workspace --timeout 240
build:
runs-on: ${{ matrix.os }}
strategy:
matrix:
arrays: [
os: { tag: "windows-latest", target: "i686-pc-windows-msvc" },
os: { tag: "windows-latest", target: "x86_64-pc-windows-msvc" },
]
runs-on: ${{ matrix.arrays.os.tag }}
os: [windows-latest]
steps:
- name: Checkout the source code
uses: actions/checkout@v4
- name: Install stable Rust
uses: actions-rs/toolchain@v1
with:
target: ${{ matrix.arrays.os.target }}
toolchain: stable
default: true
- name: Rust Cache
uses: Swatinem/rust-cache@v2
uses: actions/checkout@v3
- name: Build
run: cargo build --verbose
- name: Upload
uses: actions/upload-artifact@v2
shell: cmd
run: |
cd extensions
mkdir build
cd build
cmake .. && cmake --build .
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.arrays.os.target }}
path: target/debug/ace.dll
if-no-files-found: error
retention-days: 30
name: ace3_extensions-${{ matrix.os }}-debug
path: extensions/build

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@ -1,46 +0,0 @@
name: HEMTT
on:
push:
branches:
- master
pull_request_target:
jobs:
windows:
runs-on: windows-latest
steps:
- name: Install Arma 3 Tools
uses: arma-actions/arma3-tools@master
with:
toolsUrl: ${{ secrets.ARMA3_TOOLS_URL }}
- name: Checkout the source code
uses: actions/checkout@v4
- name: Setup HEMTT
uses: arma-actions/hemtt@v1
- name: Checkout pull request
uses: actions/checkout@v4
if: ${{ github.event_name == 'pull_request_target' }}
with:
path: pullrequest
ref: 'refs/pull/${{ github.event.number }}/merge'
- name: Replace addons with pull request addons
if: ${{ github.event_name == 'pull_request_target' }}
run: |
rm -r addons\
rm -r optionals\
rm -r include\
xcopy /e /h /q pullrequest\addons addons\
xcopy /e /h /q pullrequest\optionals optionals\
xcopy /e /h /q pullrequest\include include\
xcopy /y /h /q pullrequest\ace.dll ace.dll
xcopy /y /h /q pullrequest\ace_x64.dll ace_x64.dll
- name: Run HEMTT build
run: hemtt build
- name: Rename build folder
run: mv .hemttout/build .hemttout/@ace
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: ace3-${{ github.sha }}
path: .hemttout/@*

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@ -25,7 +25,7 @@ jobs:
Invoke-WebRequest "$env:RHSUSF_URL" -OutFile rhsusf.zip
$files = @("arma3.zip", "rhsafrf.zip", "rhsgref.zip", "rhssaf.zip", "rhsusf.zip")
ForEach ($file in $files) {
Expand-7ZipArchive -Path $file -DestinationPath .
Extract-7Zip -Path $file -DestinationPath .
Remove-Item $file
}
env:
@ -35,18 +35,18 @@ jobs:
RHSSAF_URL: ${{ secrets.RHSSAF_URL }}
RHSUSF_URL: ${{ secrets.RHSUSF_URL }}
- name: Checkout CBA A3
uses: actions/checkout@v4
uses: actions/checkout@v3
with:
path: x\cba
ref: master
repository: CBATeam/CBA_A3.git
- name: Checkout ACE3
uses: actions/checkout@v4
uses: actions/checkout@v3
with:
path: z\ace
persist-credentials: false
- name: Checkout pull request
uses: actions/checkout@v4
uses: actions/checkout@v3
if: ${{ github.event_name == 'pull_request_target' }}
with:
path: pullrequest
@ -67,19 +67,18 @@ jobs:
xcopy /e /h /q z\ace\tools\pDummies\gm gm\
xcopy /e /h /q z\ace\tools\pDummies\vn vn\
xcopy /e /h /q z\ace\tools\pDummies\WW2 WW2\
xcopy /e /h /q z\ace\tools\pDummies\CUP CUP\
- name: Build
run: py P:\z\ace\tools\make.py ci
env:
PYTHONUNBUFFERED: 1
- name: Archive logs
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v3
if: ${{ always() }}
with:
name: logs
path: temp/*.log
- name: Archive @ace
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v3
with:
name: '@ace3-${{ github.sha }}'
path: z\ace\release\@ace

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@ -11,6 +11,6 @@ jobs:
steps:
- name: Release Drafter
if: github.repository == 'acemod/ACE3'
uses: release-drafter/release-drafter@v6
uses: release-drafter/release-drafter@v5
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

4
.gitignore vendored
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@ -2,6 +2,8 @@
*.zip
release/*
releases/*
extensions/vcproj32/*
extensions/vcproj64/*
.vscode/*
hemtt
hemtt.exe
@ -18,5 +20,3 @@ CHANGELOG.md
sqfvm.exe
ArmaScriptCompiler.exe
*.sqfc
target/
!extras/**/*.zip

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@ -18,42 +18,53 @@ include = [
[version]
git_hash = 0
# Unused in HEMTT v1.11 or higher, kept for backwards compatibility
[asc]
enabled = true
exclude = [
".inc.sqf",
"/initsettings.sqf",
"/initkeybinds.sqf",
"/xeh_prep.sqf",
"/dev/",
"medical_ai/statemachine.sqf",
"common/functions/fnc_dummy.sqf",
"zeus/functions/fnc_zeusAttributes.sqf",
]
[hemtt.launch.default]
[hemtt.config]
preset = "Hemtt"
[hemtt.launch]
workshop = [
"450814997", # CBA_A3
]
[hemtt.launch.spe]
extends = "default"
workshop = [
"450814997", # CBA_A3
]
dlc = [
"spe"
]
[hemtt.launch.vn]
extends = "default"
workshop = [
"450814997", # CBA_A3's Workshop ID
]
dlc = [
"S.O.G. Prairie Fire",
]
[hemtt.launch.ws]
extends = "default"
workshop = [
"450814997", # CBA_A3's Workshop ID
]
dlc = [
"Western Sahara",
]
[hemtt.launch.rhs]
extends = "default"
workshop = [
"450814997", # CBA_A3's Workshop ID
"843425103", # RHS AFRF Workshop ID
"843577117", # RHS USAF Workshop ID
"843593391", # RHS GREF Workshop ID

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@ -6,12 +6,11 @@
# request, preferably including an email address.
# CORE TEAM
BaerMitUmlaut
Brett Mayson
bux578 <github@jonathandavid.de>
commy2
Dahlgren
Drofseh <drofseh.arma@gmail.com>
tcvm <baileydanyluk@gmail.com>
esteldunedain <nicolas.d.badano@gmail.com>
Felix Wiegand <koffeinflummi@gmail.com>
Garth "L-H" de Wet <garthofhearts@gmail.com>
@ -19,18 +18,14 @@ Giallustio
Glowbal
Grim
Janus
johnb43
jokoho482 <jokoho482@gmail.com>
Jonpas <jonpas33@gmail.com>
Kieran
kymckay
mharis001 <mhariszakar@gmail.com>
MikeMF
MiszczuZPolski
NouberNou
PabstMirror <pabstmirror@gmail.com>
Ruthberg <ulteq@web.de>
tcvm <baileydanyluk@gmail.com>
tpM
veteran29
ViperMaul
@ -58,6 +53,7 @@ Arcanum417 <lubos.len@gmail.com>
Arkhir <wonsz666@gmail.com >
ARV187 aka Spark23
Asgar Serran <piechottaf@web.de>
BaerMitUmlaut
Bamse <bamsis@gmail.com>
Barman75
Bla1337
@ -83,6 +79,7 @@ diwako
dixon13 <dixonbegay@gmail.com>
Drift_91
Drill <drill87@gmail.com>
Drofseh <drofseh@gmail.com>
Dslyecxi <dslyecxi@gmail.com>
Dudakov aka [OMCB]Kaban <dudakov.s@gmail.com>
Eclipser <jms@modeemi.fi>
@ -127,7 +124,6 @@ Keithen <Keithen.Neu@gmail.com>
Kllrt <kllrtik@gmail.com>
KokaKolaA3
Krzyciu
LAxemann
legman <juicemelon@msn.com>
Legolasindar "Viper" <legolasindar@gmail.com>
licht-im-Norden87 <lichtimnorden87@gmail.com>
@ -139,6 +135,7 @@ MarcBook
meat <p.humberdroz@gmail.com>
Michail Nikolaev
MikeMatrix <m.braun92@gmail.com>
MikeMF
mjc4wilton <mjc4wilton@gmail.com>
Mysteryjuju
nic547 <nic547@outlook.com>
@ -192,4 +189,3 @@ YetheSamartaka
xrufix
Zakant <Zakant@gmx.de>
zGuba
Zman6258

1364
Cargo.lock generated

File diff suppressed because it is too large Load Diff

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@ -1,11 +0,0 @@
[workspace]
resolver = "2"
members = [
"extension"
]
[profile.release]
opt-level = "z"
lto = true
codegen-units = 1
strip = true

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@ -5,7 +5,7 @@
<p align="center">
<a href="https://github.com/acemod/ACE3/releases/latest">
<img src="https://img.shields.io/github/release/acemod/ACE3.svg?style=flat-square&label=Version" alt="ACE3 Version">
<img src="https://img.shields.io/badge/Version-3.16.1-blue.svg?style=flat-square" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">

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@ -1,16 +1,16 @@
#include "script_component.hpp"
#include "initKeybinds.inc.sqf"
#include "initKeybinds.sqf"
GVAR(currentbulletID) = -1;
GVAR(Protractor) = false;
GVAR(ProtractorStart) = CBA_missionTime;
GVAR(allBullets) = createHashMap;
GVAR(allBullets) = [];
GVAR(currentGrid) = 0;
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
["CBA_settingsInitialized", {
//If not enabled, dont't add PFEH
if (!GVAR(enabled)) exitWith {};
@ -19,11 +19,27 @@ if (!hasInterface) exitWith {};
[] call FUNC(initializeTerrainExtension);
// Register fire event handler
["ace_firedPlayer", LINKFUNC(handleFired)] call CBA_fnc_addEventHandler;
["ace_firedPlayerNonLocal", LINKFUNC(handleFired)] call CBA_fnc_addEventHandler;
["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler;
["ace_firedPlayerNonLocal", DFUNC(handleFired)] call CBA_fnc_addEventHandler;
// Register Perframe Handler
[LINKFUNC(handleFirePFH), GVAR(simulationInterval)] call CBA_fnc_addPerFrameHandler;
[FUNC(handleFirePFH), GVAR(simulationInterval)] call CBA_fnc_addPerFrameHandler;
//Add warnings for missing compat PBOs (only if AB is on)
{
_x params ["_modPBO", "_compatPBO"];
if ([_modPBO] call EFUNC(common,isModLoaded) && {!([_compatPBO] call EFUNC(common,isModLoaded))}) then {
WARNING_2("Weapon Mod [%1] missing ace compat pbo [%2] (from @ace\optionals)",_modPBO,_compatPBO);
};
} forEach [
["RH_acc","ace_compat_rh_acc"],
["RH_de_cfg","ace_compat_rh_de"],
["RH_m4_cfg","ace_compat_rh_m4"],
["RH_PDW","ace_compat_rh_pdw"],
["RKSL_PMII","ace_compat_rksl_pm_ii"],
["iansky_opt","ace_compat_sma3_iansky"],
["R3F_Armes","ace_compat_r3f"]
];
}] call CBA_fnc_addEventHandler;
#ifdef DEBUG_MODE_FULL

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@ -6,6 +6,6 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.inc.sqf"
#include "initSettings.sqf"
ADDON = true;

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@ -18,3 +18,10 @@ class CfgPatches {
#include "CfgVehicles.hpp"
#include "RscTitles.hpp"
#include "ACE_Settings.hpp"
class ACE_Extensions {
class ace_advanced_ballistics {
windows = 1;
client = 1;
};
};

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@ -80,7 +80,7 @@ for "_i" from 0 to (count _cfgWeapons)-1 do {
diag_log text format ["AB_Diagnose_barrelTwist,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_twistDirection,_barrelTwist];
};
if (_barrelLength == 0) then {
diag_log text format ["AB_Diagnose_barrelLength,%1,%2,%3,%4",_weapon,_magazine,_ammo,_barrelLength];
diag_log text format ["AB_Diagnose_barrelLength,%1,%2,%3,%4,%5",_weapon,_magazine,_ammo,_barrelLength];
};
};
} forEach _magazines;

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@ -1,6 +1,6 @@
#include "..\script_component.hpp"
/*
* Author: Glowbal, Ruthberg, joko // Jonas, Brett Mayson
* Author: Glowbal, Ruthberg, joko // Jonas
* Handle the PFH for Bullets
*
* Arguments:
@ -17,7 +17,7 @@
private _deleted = false;
{
_y params ["_bullet","_caliber","_bulletTraceVisible"];
_x params ["_bullet","_caliber","_bulletTraceVisible","_index"];
if (alive _bullet) then {
private _bulletVelocity = velocity _bullet;
@ -27,21 +27,13 @@ private _deleted = false;
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
};
(
"ace" callExtension ["ballistics:bullet:simulate", [
_x,
_bulletVelocity,
_bulletPosition,
wind,
ASLToATL(_bulletPosition) select 2,
CBA_missionTime toFixed 6
]]
) params ["_data", "_code"];
if (_code == 0) then {
_bullet setVelocity (_bulletVelocity vectorAdd (parseSimpleArray (_data)));
};
_bullet setVelocity (_bulletVelocity vectorAdd (parseSimpleArray ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6", _index, _bulletVelocity, _bulletPosition, wind, ASLToATL(_bulletPosition) select 2, CBA_missionTime toFixed 6])));
} else {
GVAR(allBullets) deleteAt _x;
"ace" callExtension ["ballistics:bullet:delete", [_x]];
GVAR(allBullets) set [_forEachIndex, objNull];
_deleted = true;
};
} forEach GVAR(allBullets);
if (_deleted) then {
GVAR(allBullets) = GVAR(allBullets) - [objNull];
};
} forEach GVAR(allBullets)

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@ -1,6 +1,6 @@
#include "..\script_component.hpp"
/*
* Author: Glowbal, Ruthberg, Brett Mayson
* Author: Glowbal, Ruthberg
*
* Handles advanced ballistics for (BulletBase) projectiles. Called from the unified fired EH only for players.
*
@ -19,7 +19,7 @@
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
if !(_ammo isKindOf "BulletBase") exitWith {};
if (!(_ammo isKindOf "BulletBase")) exitWith {};
if (!alive _projectile) exitWith {};
if (underwater _unit) exitWith {};
@ -120,26 +120,8 @@ if (_caliber * _bulletLength * _bulletMass * _barrelTwist > 0) then {
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
};
("ace" callExtension [
"ballistics:bullet:new", [
_ammoCount,
_airFriction,
_ballisticCoefficients,
_velocityBoundaries,
_atmosphereModel,
_dragModel,
_stabilityFactor,
_twistDirection,
_transonicStabilityCoef,
_bulletVelocity,
EGVAR(common,mapLatitude),
EGVAR(weather,currentTemperature),
EGVAR(common,mapAltitude),
EGVAR(weather,currentHumidity),
EGVAR(weather,currentOvercast),
CBA_missionTime toFixed 6
]
]) params ["_id", "_code"];
if (_code == 0) then {
GVAR(allBullets) set [_id, [_projectile, _caliber, _bulletTraceVisible]];
};
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _ammoCount, _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _transonicStabilityCoef, getPosASL _projectile, _bulletVelocity, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), EGVAR(weather,currentOvercast), CBA_missionTime toFixed 6];
GVAR(allBullets) pushBack [_projectile, _caliber, _bulletTraceVisible, GVAR(currentbulletID)];

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@ -21,14 +21,7 @@ if (!GVAR(enabled)) exitWith {};
private _initStartTime = diag_tickTime;
private _mapSize = worldSize;
(
"ace" callExtension ["ballistics:map:init", [worldName, _mapSize]]
) params ["_data", "_code"];
if (_code != 0) exitWith {
ERROR("Error initializing map")
};
if (_data == "true") exitWith {
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
INFO_1("Terrain already initialized [world: %1]", worldName);
#ifdef DEBUG_MODE_FULL
systemChat "AdvancedBallistics: Terrain already initialized";
@ -60,7 +53,8 @@ INFO_2("Starting Terrain Extension [cells: %1] [world: %2]",_gridCells,worldName
private _gridCenter = [_x + 25, _y + 25];
private _gridHeight = round(getTerrainHeightASL _gridCenter);
private _gridNumObjects = count (_gridCenter nearObjects ["Building", 50]);
"ace" callExtension ["ballistics:map:set", [GVAR(currentGrid), _gridHeight, _gridNumObjects, surfaceIsWater _gridCenter]];
private _gridSurfaceIsWater = if (surfaceIsWater _gridCenter) then {1} else {0};
"ace_advanced_ballistics" callExtension format["set:%1:%2:%3", _gridHeight, _gridNumObjects, _gridSurfaceIsWater];
GVAR(currentGrid) = GVAR(currentGrid) + 1;
if (GVAR(currentGrid) >= _gridCells) exitWith {};
};

View File

@ -40,13 +40,10 @@ if (_transonicStabilityCoef == 0) then {
_transonicStabilityCoef = 0.5;
};
private _dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
if !(_dragModel in [1, 2, 5, 6, 7, 8]) then {
if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
};
private _ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");
if (_ballisticCoefficients isEqualTo []) then {
_ballisticCoefficients = [0.5];
};
private _velocityBoundaries = getArray(_ammoConfig >> "ACE_velocityBoundaries");
private _atmosphereModel = getText(_ammoConfig >> "ACE_standardAtmosphere");
if (_atmosphereModel isEqualTo "") then {

View File

@ -21,7 +21,7 @@
private _weaponConfig = (configFile >> "CfgWeapons" >> _this);
private _barrelTwist = 0 max getNumber(_weaponConfig >> "ACE_barrelTwist");
private _twistDirection = parseNumber (_barrelTwist != 0);
private _twistDirection = [0, 1] select (_barrelTwist != 0);
if (isNumber (_weaponConfig >> "ACE_twistDirection")) then {
_twistDirection = getNumber (_weaponConfig >> "ACE_twistDirection");
if !(_twistDirection in [-1, 0, 1]) then {

View File

@ -1,53 +0,0 @@
private _category = format ["ACE %1", localize LSTRING(DisplayName)];
[
QGVAR(enabled), "CHECKBOX",
[LSTRING(enabled_DisplayName), LSTRING(enabled_Description)],
_category,
false,
1,
{[QGVAR(enabled), _this] call EFUNC(common,cbaSettings_settingChanged)},
true // Needs mission restart
] call CBA_fnc_addSetting;
[
QGVAR(muzzleVelocityVariationEnabled), "CHECKBOX",
[LSTRING(muzzleVelocityVariationEnabled_DisplayName), LSTRING(muzzleVelocityVariationEnabled_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(ammoTemperatureEnabled), "CHECKBOX",
[LSTRING(ammoTemperatureEnabled_DisplayName), LSTRING(ammoTemperatureEnabled_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(barrelLengthInfluenceEnabled), "CHECKBOX",
[LSTRING(barrelLengthInfluenceEnabled_DisplayName), LSTRING(barrelLengthInfluenceEnabled_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(bulletTraceEnabled), "CHECKBOX",
[LSTRING(bulletTraceEnabled_DisplayName), LSTRING(bulletTraceEnabled_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(simulationInterval), "SLIDER",
[LSTRING(simulationInterval_DisplayName), LSTRING(simulationInterval_Description)],
_category,
[0, 0.2, 0.05, 2],
1,
{[QGVAR(simulationInterval), _this] call EFUNC(common,cbaSettings_settingChanged)},
true // Needs mission restart
] call CBA_fnc_addSetting;

View File

@ -0,0 +1,49 @@
private _category = format ["ACE %1", localize LSTRING(DisplayName)];
[
QGVAR(enabled), "CHECKBOX",
[LSTRING(enabled_DisplayName), LSTRING(enabled_Description)],
_category,
false,
1
] call CBA_fnc_addSetting;
[
QGVAR(muzzleVelocityVariationEnabled), "CHECKBOX",
[LSTRING(muzzleVelocityVariationEnabled_DisplayName), LSTRING(muzzleVelocityVariationEnabled_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(ammoTemperatureEnabled), "CHECKBOX",
[LSTRING(ammoTemperatureEnabled_DisplayName), LSTRING(ammoTemperatureEnabled_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(barrelLengthInfluenceEnabled), "CHECKBOX",
[LSTRING(barrelLengthInfluenceEnabled_DisplayName), LSTRING(barrelLengthInfluenceEnabled_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(bulletTraceEnabled), "CHECKBOX",
[LSTRING(bulletTraceEnabled_DisplayName), LSTRING(bulletTraceEnabled_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(simulationInterval), "SLIDER",
[LSTRING(simulationInterval_DisplayName), LSTRING(simulationInterval_Description)],
_category,
[0, 0.2, 0.05, 2],
1
] call CBA_fnc_addSetting;

View File

@ -4,7 +4,7 @@
<Key ID="STR_ACE_Advanced_Ballistics_WindInfoKey">
<English>Show Wind Info</English>
<Polish>Pokaż inf. o wietrze</Polish>
<Italian>Mostra indicazioni vento</Italian>
<Italian>Mostra indicazioni del vento</Italian>
<Russian>Показать информацию о ветре</Russian>
<French>Afficher les infos sur le vent</French>
<Spanish>Mostrar información del viento</Spanish>
@ -46,7 +46,7 @@
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian>
<Japanese>高度な弾道計算</Japanese>
<Japanese>アドバンスド バリスティックス</Japanese>
<Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese>
<Chinesesimp>进阶弹道系统</Chinesesimp>
@ -63,7 +63,7 @@
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian>
<Japanese>高度な弾道計算を有効化</Japanese>
<Japanese>アドバンスド バリスティックスを有効化</Japanese>
<Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese>
<Chinesesimp>进阶弹道系统</Chinesesimp>
@ -80,7 +80,7 @@
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
<Russian>Включает продвинутую баллистику</Russian>
<Italian>Abilita Balistica Avanzata</Italian>
<Japanese>高度な弾道計算を有効化します。</Japanese>
<Japanese>アドバンスド バリスティックスを有効化します。</Japanese>
<Korean>고급 탄도학을 적용합니다</Korean>
<Chinese>啟用先進彈道系統</Chinese>
<Chinesesimp>启用进阶弹道系统</Chinesesimp>
@ -106,8 +106,8 @@
<English>Simulates slight variations in muzzle velocity between each shot</English>
<Spanish>Simula variaciones ligeras de velocidad entre cada disparo</Spanish>
<German>Simuliert leichte Variationen der Mündungsgeschwindigkeit zwischen jedem Schuss.</German>
<Japanese>発射毎の銃口初速のわずかな変動をシミュレートします。</Japanese>
<Italian>Simula piccole variazioni della velocità alla volata tra ogni colpo.</Italian>
<Japanese>発射毎の銃口初速の変動をシミュレートします。</Japanese>
<Italian>Simula lievi variazioni della velocità della volata tra un colpo e l'altro</Italian>
<Korean>각 사격 사이에 총구속도 변화를 시뮬레이션 합니다.</Korean>
<Chinese>模擬每發子彈的槍口初速都略有不同</Chinese>
<Chinesesimp>模拟每发子弹的枪口初速都略有不同</Chinesesimp>
@ -128,8 +128,8 @@
<French>Activer la simulation de la température</French>
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
<Russian>Симуляция температуры для боеприпасов</Russian>
<Italian>Abilita simulazione temperatura munizioni</Italian>
<Japanese>弾薬温度シミュレーションを有効化</Japanese>
<Italian>Abilita simulazione della temperatura delle munizioni</Italian>
<Japanese>弾薬温度シミュレーションを有効化</Japanese>
<Korean>탄약 온도 구현 적용</Korean>
<Chinese>啟用彈藥溫度模擬系統</Chinese>
<Chinesesimp>启用弹药温度模拟系统</Chinesesimp>
@ -145,7 +145,7 @@
<French>La vitesse initiale varie en fonction de la température des munitions.</French>
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от температуры</Russian>
<Italian>La velocità alla volata varia a seconda della temperatura delle munizioni.</Italian>
<Italian>La velocità dello sparo varia a seconda della temperatura delle munizioni</Italian>
<Japanese>弾薬の温度により銃口初速を変動させます。</Japanese>
<Korean>탄약 온도에 비례해 총구 속도가 달라집니다</Korean>
<Chinese>子彈初速將隨彈藥溫度而有所變化</Chinese>
@ -162,8 +162,8 @@
<French>Activer la simulation de la longueur de canon</French>
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
<Russian>Симуляция длины ствола</Russian>
<Italian>Abilita simulazione lunghezza canna</Italian>
<Japanese>銃身長シミュレーションを有効化</Japanese>
<Italian>Abilita simulazione della lunghezza della canna</Italian>
<Japanese>銃身長シミュレーションを有効化</Japanese>
<Korean>총열 길이 구현 적용</Korean>
<Chinese>啟用槍管長度模擬系統</Chinese>
<Chinesesimp>启用枪管长度模拟系统</Chinesesimp>
@ -179,7 +179,7 @@
<French>La vitesse initiale varie en fonction de la longueur du canon.</French>
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
<Russian>Начальная скорость пули зависит от длины ствола</Russian>
<Italian>La velocità alla volata varia a seconda della lunghezza della canna.</Italian>
<Italian>La velocità di sparo varia a seconda della lunghezza della canna</Italian>
<Japanese>銃身長により銃口初速を変動させます。</Japanese>
<Korean>총구 속도가 총열에 비례해 달라집니다</Korean>
<Chinese>子彈初速將隨槍管長度而有所變化</Chinese>
@ -196,7 +196,7 @@
<French>Activer l'effet de balle traçante</French>
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
<Russian>Следы пуль</Russian>
<Italian>Abilita effetto di traccia proiettile</Italian>
<Italian>Abilita effetto dei Proiettili Traccianti</Italian>
<Japanese>弾丸の軌跡エフェクトを有効化</Japanese>
<Korean>예광탄 효과 적용</Korean>
<Chinese>啟用曳光彈效果</Chinese>
@ -213,7 +213,7 @@
<French>Active un effet de balle traçante pour les munitions de gros calibre (seulement visible en utilisant une optique à fort grossissement).</French>
<Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian>
<Russian>Включает эффект следов пуль для больших калибров (видны только через мощную оптику)</Russian>
<Italian>Abilita effetto di traccia lasciata da proiettili di alto calibro (visibile solo attraverso ottiche ad alto ingrandimento)</Italian>
<Italian>Abilita effetto dei proiettili traccianti di alto calibro (visibile solo attraverso ottiche ad alto potenziale)</Italian>
<Japanese>大口径弾の軌跡エフェクトを有効化します。 (高性能光学機器を介してのみ見ることができます)</Japanese>
<Korean>대구경 탄환에 예광탄 효과를 적용합니다(오직 고성능 조준경 사용시에만 보입니다)</Korean>
<Chinese>啟用曳光彈效果給大口徑子彈 (只有透過高倍率光學瞄鏡才能看到)</Chinese>
@ -230,7 +230,7 @@
<French>Intervalle de simulation</French>
<Hungarian>Szimuláció intervalluma</Hungarian>
<Russian>Интервал симуляции</Russian>
<Italian>Intervallo di Simulazione</Italian>
<Italian>Intervallo Simulazione</Italian>
<Japanese>シミュレーション間隔</Japanese>
<Korean>구현 간격</Korean>
<Chinese>模擬間隔</Chinese>
@ -246,7 +246,7 @@
<French>Définit l'intervalle entre chacune des étapes de calcul.</French>
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
<Russian>Определяет временной интервал между вычислениями</Russian>
<Italian>Definisce l'intervallo tra ogni passo del calcolo</Italian>
<Italian>Definisce l'intervallo tra ogni step di calcolo</Italian>
<Japanese>各シミュレーション毎の間隔を定義します。</Japanese>
<Korean>각 계산 단위의 간격을 정의합니다</Korean>
<Chinese>定義每個模擬計算之間的時間間隔</Chinese>
@ -263,7 +263,7 @@
<Hungarian>Szimuláció hatóköre</Hungarian>
<Russian>Радиус симуляции</Russian>
<Italian>Raggio Simulazione</Italian>
<Japanese>シミュレーションの半径</Japanese>
<Japanese>シミュレーションの範囲</Japanese>
<Korean>구현 범위</Korean>
<Chinese>模擬半徑</Chinese>
<Chinesesimp>模拟半径</Chinesesimp>
@ -279,8 +279,8 @@
<French>Définit le rayon autour du joueur (en mètres), dans lequel la balistique avancée est appliquée aux projectiles.</French>
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
<Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian>
<Italian>Definisce il raggio attorno al giocatore (in metri) entro il quale la Balistica Avanzata è applicata ai proiettili</Italian>
<Japanese>高度な弾道計算が飛翔体に適用される半径距離 (プレイヤー中心、メートル単位) を定義します。</Japanese>
<Italian>Definisce il raggio attorno al giocatore (in metri) per cui la Balistica Avanzata è applicata ai proiettili</Italian>
<Japanese>アドバンスド バリスティックスの適用半径範囲 (プレイヤー中心、メートル単位) を定義します。</Japanese>
<Korean>플레이어 주위의 발사체를 고급 탄도학으로 정의하는 범위를 정합니다(미터)</Korean>
<Chinese>以玩家的半徑距離(公尺)定義先進彈道系統啟用範圍</Chinese>
<Chinesesimp>定义玩家周围的半径(米),在这个半径内,进阶弹道系统会被启用</Chinesesimp>
@ -296,8 +296,8 @@
<Hungarian>Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.</Hungarian>
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
<Italian>Questo modulo abilita la simulazione della Balistica Avanzata - essa comporta che la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata.</Italian>
<Japanese>高度な弾道計算のシミュレーションを有効化します。 弾道は気温・気圧・湿度・重力・弾薬の種類・発射する武器などの変化による影響を受けるようになります。</Japanese>
<Italian>Questo modulo abilita la simulazione della Balistica Avanzata - cioè la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata</Italian>
<Japanese>アドバンスド バリスティックスのシミュレーションを有効化します。 弾道は気温・気圧・湿度・重力・弾薬の種類・発射する武器などの変化による影響を受けるようになります。</Japanese>
<Korean>이 모듈은 고급 탄도학을 적용시킵니다 - 이는 발사체의 궤적이 기온, 대기압, 습도, 중력, 탄환의 종류와 어느 무기에서 발사되는지에 따라 영향을 받습니다.</Korean>
<Chinese>該模塊實現先進的彈道仿真 - 這意味著子彈的軌跡是由空氣溫度、大氣壓力、濕度、重力、彈藥類型以及射擊的武器所影響</Chinese>
<Chinesesimp>该模块实现增强的弹道模拟—子弹的轨迹由空气温度、大气压力、湿度、重力、弹药类型和射击的武器等变量所影响</Chinesesimp>

View File

@ -9,5 +9,3 @@ PREP(handleStaminaBar);
PREP(mainLoop);
PREP(moduleSettings);
PREP(removeDutyFactor);
PREP(renderDebugLines);
PREP(updateStaminaBar);

View File

@ -2,20 +2,6 @@
if (!hasInterface) exitWith {};
#ifdef DEBUG_MODE_FULL
call FUNC(renderDebugLines);
#endif
// recheck weapon inertia after weapon swap, change of attachments or switching unit
["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["unit", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["CBA_settingsInitialized", {
if (!GVAR(enabled)) exitWith {};
[QEGVAR(ui,hideHud), LINKFUNC(updateStaminaBar)] call CBA_fnc_addEventHandler;
["baseline", {
private _fatigue = ACE_player getVariable [QGVAR(aimFatigue), 0];
switch (stance ACE_player) do {
@ -31,6 +17,28 @@ call FUNC(renderDebugLines);
};
}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
["multiplier", {
switch (true) do {
case (isWeaponRested ACE_player): {
GVAR(swayFactor) * GVAR(restedSwayFactor)
};
case (isWeaponDeployed ACE_player): {
GVAR(swayFactor) * GVAR(deployedSwayFactor)
};
default {
GVAR(swayFactor)
};
};
}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
// recheck weapon inertia after weapon swap, change of attachments or switching unit
["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["unit", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["CBA_settingsInitialized", {
if (!GVAR(enabled)) exitWith {};
// - Post process effect ------------------------------------------------------
GVAR(ppeBlackout) = ppEffectCreate ["ColorCorrections", 4220];
GVAR(ppeBlackout) ppEffectEnable true;
@ -39,26 +47,28 @@ call FUNC(renderDebugLines);
GVAR(ppeBlackout) ppEffectCommit 0.4;
// - GVAR updating and initialization -----------------------------------------
["unit", LINKFUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
["unit", LINKFUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler;
["visibleMap", {
params ["", "_visibleMap"]; // command visibleMap is updated one frame later
(uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]) ctrlShow (!_visibleMap && isNull objectParent ACE_player);
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlShow ((!_visibleMap) && {(vehicle ACE_player) == ACE_player});
}, true] call CBA_fnc_addPlayerEventHandler;
["vehicle", {
(uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]) ctrlShow (!visibleMap && isNull objectParent ACE_player);
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlShow ((!visibleMap) && {(vehicle ACE_player) == ACE_player});
}, true] call CBA_fnc_addPlayerEventHandler;
// - Duty factors -------------------------------------------------------------
if (GETEGVAR(medical,enabled,false)) then {
if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
[QEGVAR(medical,pain), { // 0->1.0, 0.5->1.05, 1->1.1
linearConversion [0, 1, _this getVariable [QEGVAR(medical,pain), 0], 1, 1.1, true];
linearConversion [0, 1, (_this getVariable [QEGVAR(medical,pain), 0]), 1, 1.1, true];
}] call FUNC(addDutyFactor);
[QEGVAR(medical,bloodVolume), { // 6->1.0, 5->1.167, 4->1.33
linearConversion [6, 0, _this getVariable [QEGVAR(medical,bloodVolume), 6], 1, 2, true];
linearConversion [6, 0, (_this getVariable [QEGVAR(medical,bloodVolume), 6]), 1, 2, true];
}] call FUNC(addDutyFactor);
};
if (["ace_dragging"] call EFUNC(common,isModLoaded)) then {
if (["ACE_Dragging"] call EFUNC(common,isModLoaded)) then {
[QEGVAR(dragging,isCarrying), {
[1, 3] select (_this getVariable [QEGVAR(dragging,isCarrying), false]);
}] call FUNC(addDutyFactor);
@ -66,7 +76,7 @@ call FUNC(renderDebugLines);
// Weather has an off switch, Dragging & Medical don't.
if (missionNamespace getVariable [QEGVAR(weather,enabled), false]) then {
[QEGVAR(weather,temperature), { // 35->1, 45->2
linearConversion [35, 45, missionNamespace getVariable [QEGVAR(weather,currentTemperature), 25], 1, 2, true];
linearConversion [35, 45, (missionNamespace getVariable [QEGVAR(weather,currentTemperature), 25]), 1, 2, true];
}] call FUNC(addDutyFactor);
};

View File

@ -6,7 +6,7 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.inc.sqf"
#include "initSettings.sqf"
GVAR(staminaBarWidth) = 10 * (((safezoneW / safezoneH) min 1.2) / 40);
GVAR(dutyList) = createHashMap;

View File

@ -1,7 +1,7 @@
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Calculates the duty ('postureWeight') of the current animation.
* Calculates the duty of the current animation.
*
* Arguments:
* 0: Unit <OBJECT>

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@ -1,74 +1,54 @@
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut, ulteq
* Calculates the current metabolic costs.
* Author: BaerMitUmlaut
* Calculates the current metabolic costs for a unit.
* Calculation is done according to the Pandolf/Wojtowicz formulas.
*
* Arguments:
* 0: Duty of animation
* 1: Mass of unit <NUMBER>
* 2: Terrain gradient <NUMBER>
* 3: Terrain factor <NUMBER>
* 4: Speed <NUMBER>
* 0: Unit <OBJECT>
* 1: Speed <NUMBER>
*
* Return Value:
* Metabolic cost <NUMBER>
*
* Example:
* [1, 840, 20, 1, 4] call ace_advanced_fatigue_fnc_getMetabolicCosts
* [player, 3.3] call ace_advanced_fatigue_fnc_getMetabolicCosts
*
* Public: No
*/
params ["_unit", "_velocity"];
params ["_duty", "_gearMass", "_terrainGradient", "_terrainFactor", "_speed"];
private _gearMass = ((_unit getVariable [QEGVAR(movement,totalLoad), loadAbs _unit]) / 22.046) * GVAR(loadFactor);
private _terrainAngle = asin (1 - ((surfaceNormal getPosASL _unit) select 2));
private _terrainGradient = (_terrainAngle / 45 min 1) * 5 * GVAR(terrainGradientFactor);
private _duty = GVAR(animDuty);
{
if (_x isEqualType 0) then {
_duty = _duty * _x;
} else {
_duty = _duty * (_unit call _x);
};
} forEach (values GVAR(dutyList));
if (GVAR(isSwimming)) then {
_terrainGradient = 0;
};
// Metabolic cost for walking and running is different
if (_speed > 2) then {
if (_velocity > 2) then {
// Running
#ifdef DEBUG_MODE_FULL
private _baseline = 2.1 * SIM_BODYMASS + 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + (SIM_BODYMASS + _gearMass) * 0.9 * (_speed ^ 2);
private _graded = 2.1 * SIM_BODYMASS + 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + _terrainFactor * (SIM_BODYMASS + _gearMass) * (0.9 * (_speed ^ 2) + 0.66 * _speed * _terrainGradient);
private _terrainImpact = abs ((_graded / _baseline) - 1);
hintSilent format ["FwdAngle: %1 | SideAngle: %2 \n TerrainFactor: %3 | TerrainGradient: %4 \n TerrainImpact: %5 \n Speed: %6 | CarriedLoad: %7 \n Duty: %8 | Work: %9",
_fwdAngle toFixed 1,
_sideAngle toFixed 1,
_terrainFactor toFixed 2,
_terrainGradient toFixed 1,
_terrainImpact toFixed 2,
_speed toFixed 2,
_gearMass toFixed 1,
_duty toFixed 2,
round (_graded * BIOMECH_EFFICIENCY * _duty)
];
#endif
(
2.1 * SIM_BODYMASS
2.10 * SIM_BODYMASS
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
+ _terrainFactor * (SIM_BODYMASS + _gearMass) * (0.9 * (_speed ^ 2) + 0.66 * _speed * _terrainGradient)
) * BIOMECH_EFFICIENCY * _duty
+ (SIM_BODYMASS + _gearMass) * (0.9 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
) * 0.23 * _duty
} else {
// Walking
#ifdef DEBUG_MODE_FULL
private _baseline = 1.05 * SIM_BODYMASS + 2 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + (SIM_BODYMASS + _gearMass) * 1.15 * (_speed ^ 2);
private _graded = 1.05 * SIM_BODYMASS + 2 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + _terrainFactor * (SIM_BODYMASS + _gearMass) * (1.15 * (_speed ^ 2) + 0.66 * _speed * _terrainGradient);
private _terrainImpact = abs ((_graded / _baseline) - 1);
hintSilent format ["FwdAngle: %1 | SideAngle: %2 \n TerrainFactor: %3 | TerrainGradient: %4 \n TerrainImpact: %5 \n Speed: %6 | CarriedLoad: %7 \n Duty: %8 | Work: %9",
_fwdAngle toFixed 1,
_sideAngle toFixed 1,
_terrainFactor toFixed 2,
_terrainGradient toFixed 1,
_terrainImpact toFixed 2,
_speed toFixed 2,
_gearMass toFixed 1,
_duty toFixed 2,
round (_graded * BIOMECH_EFFICIENCY * _duty)
];
#endif
(
1.05 * SIM_BODYMASS
+ 2 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
+ _terrainFactor * (SIM_BODYMASS + _gearMass) * (1.15 * (_speed ^ 2) + 0.66 * _speed * _terrainGradient)
) * BIOMECH_EFFICIENCY * _duty
+ (SIM_BODYMASS + _gearMass) * (1.15 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
) * 0.23 * _duty
};

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@ -1,32 +1,33 @@
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut, ulteq
* Author: BaerMitUmlaut
* Handles any audible, visual and physical effects of fatigue.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Fatigue <NUMBER>
* 2: Overexhausted <BOOL>
* 3: Forward Angle <NUMBER>
* 4: Side Angle <NUMBER>
* 2: Speed <NUMBER>
* 3: Overexhausted <BOOL>
*
* Return Value:
* None
*
* Example:
* [_player, 0.5, 3.3, true, 0, 0] call ace_advanced_fatigue_fnc_handleEffects
* [_player, 0.5, 3.3, true] call ace_advanced_fatigue_fnc_handleEffects
*
* Public: No
*/
params ["_unit", "_fatigue", "_speed", "_overexhausted"];
params ["_unit", "_fatigue", "_overexhausted", "_fwdAngle", "_sideAngle"];
#ifdef DEBUG_MODE_FULL
systemChat str _fatigue;
systemChat str vectorMagnitude velocity _unit;
#endif
// - Audible effects ----------------------------------------------------------
GVAR(lastBreath) = GVAR(lastBreath) + 1;
if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then {
if (!isGameFocused) exitWith {};
switch (true) do {
case (_fatigue < 0.6): {
playSound (QGVAR(breathLow) + str(floor random 6));
@ -38,7 +39,6 @@ if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater
playSound (QGVAR(breathMax) + str(floor random 6));
};
};
GVAR(lastBreath) = 0;
};
@ -62,35 +62,31 @@ if (GVAR(isSwimming)) exitWith {
if (GVAR(setAnimExclusions) isEqualTo []) then {
_unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true];
};
if (isSprintAllowed _unit && _fatigue > 0.7) then { // small checks like these are faster without lazy eval
if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then {
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
} else {
if (!isSprintAllowed _unit && _fatigue < 0.7) then {
if ((!isSprintAllowed _unit) && {_fatigue < 0.7}) then {
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
};
};
};
// If other components are setting setAnimSpeedCoef, do not change animSpeedCoef
if (getAnimSpeedCoef _unit != 1 && {GVAR(setAnimExclusions) isEqualTo []}) then {
if ((getAnimSpeedCoef _unit) != 1) then {
if (GVAR(setAnimExclusions) isEqualTo []) then {
TRACE_1("reset",getAnimSpeedCoef _unit);
_unit setAnimSpeedCoef 1;
};
};
if (!isForcedWalk _unit && _fatigue >= 1) then { // small checks like these are faster without lazy eval
if (_overexhausted) then {
[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
} else {
if (isForcedWalk _unit && _fatigue < 0.7) then {
if (isForcedWalk _unit && {_fatigue < 0.7}) then {
[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
} else {
// Forward angle is the slope of the terrain, side angle simulates the unevenness/roughness of the terrain
if (isSprintAllowed _unit && {_fatigue > 0.7 || abs _fwdAngle > 20 || abs _sideAngle > 20}) then {
if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then {
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
} else {
if (!isSprintAllowed _unit && _fatigue < 0.6 && abs _fwdAngle < 20 && abs _sideAngle < 20) then {
if ((!isSprintAllowed _unit) && {_fatigue < 0.6}) then {
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
};
};

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@ -1,7 +1,7 @@
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut, ulteq
* Handles switching units (once on init and afterwards via Zeus). Also handles CBA setting change for performance factor.
* Author: BaerMitUmlaut
* Handles switching units (once on init and afterwards via Zeus).
*
* Arguments:
* 0: New Unit <OBJECT>
@ -15,24 +15,20 @@
*
* Public: No
*/
params ["_newUnit", "_oldUnit"];
TRACE_2("unit changed",_newUnit,_oldUnit);
if (!isNull _oldUnit) then {
TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler));
if !(isNull _oldUnit) then {
_oldUnit enableStamina true;
_oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]];
_oldUnit setVariable [QGVAR(animHandler), nil];
TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler));
_oldUnit setVariable [QGVAR(ae1Reserve), GVAR(ae1Reserve)];
_oldUnit setVariable [QGVAR(ae2Reserve), GVAR(ae2Reserve)];
_oldUnit setVariable [QGVAR(anReserve), GVAR(anReserve)];
_oldUnit setVariable [QGVAR(anFatigue), GVAR(anFatigue)];
_oldUnit setVariable [QGVAR(muscleDamage), GVAR(muscleDamage)];
_oldUnit setVariable [QGVAR(respiratoryRate), GVAR(respiratoryRate)];
};
_newUnit enableStamina false;
@ -42,7 +38,6 @@ if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then {
private _animHandler = _newUnit addEventHandler ["AnimChanged", {
GVAR(animDuty) = _this call FUNC(getAnimDuty);
}];
TRACE_1("add new",_animHandler);
_newUnit setVariable [QGVAR(animHandler), _animHandler];
};
@ -52,27 +47,18 @@ GVAR(ae2Reserve) = _newUnit getVariable [QGVAR(ae2Reserve), AE2_MAXRESERVE]
GVAR(anReserve) = _newUnit getVariable [QGVAR(anReserve), AN_MAXRESERVE];
GVAR(anFatigue) = _newUnit getVariable [QGVAR(anFatigue), 0];
GVAR(muscleDamage) = _newUnit getVariable [QGVAR(muscleDamage), 0];
GVAR(respiratoryRate) = _newUnit getVariable [QGVAR(respiratoryRate), 0];
// Clean variables for respawning units
{
_newUnit setVariable [_x, nil];
} forEach [QGVAR(ae1Reserve), QGVAR(ae2Reserve), QGVAR(anReserve), QGVAR(anFatigue), QGVAR(muscleDamage), QGVAR(respiratoryRate)];
} forEach [QGVAR(ae1Reserve), QGVAR(ae2Reserve), QGVAR(anReserve), QGVAR(anFatigue), QGVAR(muscleDamage)];
GVAR(VO2Max) = 35 + 20 * (_newUnit getVariable [QGVAR(performanceFactor), GVAR(performanceFactor)]);
GVAR(VO2MaxPower) = GVAR(VO2Max) * SIM_BODYMASS * BIOMECH_EFFICIENCY * JOULES_PER_ML_O2 / 60;
GVAR(VO2MaxPower) = GVAR(VO2Max) * SIM_BODYMASS * 0.23 * JOULES_PER_ML_O2 / 60;
GVAR(peakPower) = VO2MAX_STRENGTH * GVAR(VO2MaxPower);
GVAR(ae1PathwayPower) = GVAR(peakPower) / (AE1_ATP_RELEASE_RATE + AE2_ATP_RELEASE_RATE + AN_ATP_RELEASE_RATE) * AE1_ATP_RELEASE_RATE * ANTPERCENT ^ 1.28 * 1.362;
GVAR(ae2PathwayPower) = GVAR(peakPower) / (AE1_ATP_RELEASE_RATE + AE2_ATP_RELEASE_RATE + AN_ATP_RELEASE_RATE) * AE2_ATP_RELEASE_RATE * ANTPERCENT ^ 1.28 * 1.362;
GVAR(aePathwayPower) = GVAR(ae1PathwayPower) + GVAR(ae2PathwayPower);
GVAR(anPathwayPower) = GVAR(peakPower) - GVAR(aePathwayPower);
GVAR(aeWattsPerATP) = GVAR(ae1PathwayPower) / AE1_ATP_RELEASE_RATE;
GVAR(anWattsPerATP) = GVAR(anPathwayPower) / AN_ATP_RELEASE_RATE;
GVAR(respiratoryBufferDivisor) = (RESPIRATORY_BUFFER - 1) / RESPIRATORY_BUFFER;
GVAR(maxPowerFatigueRatio) = 0.057 / GVAR(peakPower);
GVAR(ae1PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 13.3 * ANTPERCENT ^ 1.28 * 1.362;
GVAR(ae2PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 16.7 * ANTPERCENT ^ 1.28 * 1.362;
GVAR(ppeBlackoutLast) = 100;
GVAR(lastBreath) = 0;

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@ -1,6 +1,6 @@
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut, ulteq
* Author: BaerMitUmlaut
* Main looping function that updates fatigue values.
*
* Arguments:
@ -17,131 +17,67 @@
// Dead people don't breathe, will also handle null (map intros)
if (!alive ACE_player) exitWith {
[LINKFUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;
[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlSetFade 1;
_staminaBarContainer ctrlCommit 1;
};
private _velocity = velocity ACE_player;
private _normal = surfaceNormal (getPosWorld ACE_player);
private _movementVector = vectorNormalized _velocity;
private _sideVector = vectorNormalized (_movementVector vectorCrossProduct _normal);
private _fwdAngle = asin (_movementVector select 2);
private _sideAngle = asin (_sideVector select 2);
private _currentWork = REE;
private _currentSpeed = (vectorMagnitude _velocity) min 6;
private _currentSpeed = (vectorMagnitude (velocity ACE_player)) min 6;
// fix #4481. Diving to the ground is recorded as PRONE stance with running speed velocity. Cap maximum speed to fix.
if (GVAR(isProne)) then {
_currentSpeed = _currentSpeed min 1.5;
};
// Get the current duty
private _duty = GVAR(animDuty);
{
if (_x isEqualType 0) then {
_duty = _duty * _x;
} else {
_duty = _duty * (ACE_player call _x);
};
} forEach (values GVAR(dutyList));
private _terrainGradient = abs _fwdAngle;
private _terrainFactor = 1;
private _gearMass = 0 max (((ACE_player getVariable [QEGVAR(movement,totalLoad), loadAbs ACE_player]) / 22.046 - UNDERWEAR_WEIGHT) * GVAR(loadFactor));
if (isNull objectParent ACE_player && {_currentSpeed > 0.1} && {isTouchingGround ACE_player || {underwater ACE_player}}) then {
if (!GVAR(isSwimming)) then {
// If the unit is going downhill, it's much less demanding
if (_fwdAngle < 0) then {
_terrainGradient = 0.15 * _terrainGradient;
};
// Used to simulate the unevenness/roughness of the terrain
if ((getPosATL ACE_player) select 2 < 0.01) then {
private _sideGradient = abs (_sideAngle / 45) min 1;
_terrainFactor = 1 + _sideGradient ^ 4;
};
};
_currentWork = [_duty, _gearMass, _terrainGradient * GVAR(terrainGradientFactor), _terrainFactor, _currentSpeed] call FUNC(getMetabolicCosts);
if ((vehicle ACE_player == ACE_player) && {_currentSpeed > 0.1} && {isTouchingGround ACE_player || {underwater ACE_player}}) then {
_currentWork = [ACE_player, _currentSpeed] call FUNC(getMetabolicCosts);
_currentWork = _currentWork max REE;
};
// Oxygen calculation
private _oxygen = if (GETEGVAR(medical,enabled,false) && {EGVAR(medical_vitals,simulateSpo2)}) then { // Defer to medical
(ACE_player getVariable [QEGVAR(medical,spo2), 97]) / 100
} else {
1 - 0.131 * GVAR(respiratoryRate) ^ 2 // Default AF oxygen saturation
};
// Calculate muscle damage increase
GVAR(muscleDamage) = GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * MUSCLE_TEAR_RATE;
// Calculate muscle damage recovery
GVAR(muscleDamage) = 0 max (GVAR(muscleDamage) - MUSCLE_RECOVERY * GVAR(recoveryFactor)) min 1;
private _muscleIntegrity = 1 - GVAR(muscleDamage);
private _muscleFactor = sqrt _muscleIntegrity;
// Note: Muscle damage recovery is ignored as it takes multiple days
GVAR(muscleDamage) = (GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * 0.00004) min 1;
private _muscleIntegritySqrt = sqrt (1 - GVAR(muscleDamage));
// Calculate available power
private _ae1PathwayPowerFatigued = GVAR(ae1PathwayPower) * sqrt (GVAR(ae1Reserve) / AE1_MAXRESERVE) * _oxygen * _muscleFactor;
private _ae2PathwayPowerFatigued = GVAR(ae2PathwayPower) * sqrt (GVAR(ae2Reserve) / AE2_MAXRESERVE) * _oxygen * _muscleFactor;
private _aePathwayPowerFatigued = _ae1PathwayPowerFatigued + _ae2PathwayPowerFatigued;
private _anPathwayPowerFatigued = GVAR(anPathwayPower) * sqrt (GVAR(anReserve) / AN_MAXRESERVE) * _oxygen * _muscleIntegrity;
private _ae1PathwayPowerFatigued = GVAR(ae1PathwayPower) * sqrt (GVAR(ae1Reserve) / AE1_MAXRESERVE) * OXYGEN * _muscleIntegritySqrt;
private _ae2PathwayPowerFatigued = GVAR(ae2PathwayPower) * sqrt (GVAR(ae2Reserve) / AE2_MAXRESERVE) * OXYGEN * _muscleIntegritySqrt;
// Calculate how much power is consumed from each reserve
private _ae1Power = _currentWork min _ae1PathwayPowerFatigued;
private _ae2Power = (_currentWork - _ae1Power) min _ae2PathwayPowerFatigued;
private _anPower = 0 max (_currentWork - _ae1Power - _ae2Power);
private _ae2Power = ((_currentWork - _ae1Power) max 0) min _ae2PathwayPowerFatigued;
private _anPower = (_currentWork - _ae1Power - _ae2Power) max 0;
// Remove ATP from reserves for current work
GVAR(ae1Reserve) = 0 max (GVAR(ae1Reserve) - _ae1Power / GVAR(aeWattsPerATP));
GVAR(ae2Reserve) = 0 max (GVAR(ae2Reserve) - _ae2Power / GVAR(aeWattsPerATP));
GVAR(anReserve) = 0 max (GVAR(anReserve) - _anPower / GVAR(anWattsPerATP));
// Acidosis accumulation
GVAR(anFatigue) = GVAR(anFatigue) + _anPower * GVAR(maxPowerFatigueRatio) * 1.1;
GVAR(ae1Reserve) = GVAR(ae1Reserve) - _ae1Power / WATTSPERATP;
GVAR(ae2Reserve) = GVAR(ae2Reserve) - _ae2Power / WATTSPERATP;
GVAR(anReserve) = GVAR(anReserve) - _anPower / WATTSPERATP;
// Increase anearobic fatigue
GVAR(anFatigue) = GVAR(anFatigue) + _anPower * (0.057 / GVAR(peakPower)) * 1.1;
// Aerobic ATP reserve recovery
GVAR(ae1Reserve) = (GVAR(ae1Reserve) + _oxygen * GVAR(recoveryFactor) * AE1_ATP_RECOVERY * (GVAR(ae1PathwayPower) - _ae1Power) / GVAR(ae1PathwayPower)) min AE1_MAXRESERVE;
GVAR(ae2Reserve) = (GVAR(ae2Reserve) + _oxygen * GVAR(recoveryFactor) * AE2_ATP_RECOVERY * (GVAR(ae2PathwayPower) - _ae2Power) / GVAR(ae2PathwayPower)) min AE2_MAXRESERVE;
GVAR(ae1Reserve) = ((GVAR(ae1Reserve) + OXYGEN * 6.60 * (GVAR(ae1PathwayPower) - _ae1Power) / GVAR(ae1PathwayPower) * GVAR(recoveryFactor)) min AE1_MAXRESERVE) max 0;
GVAR(ae2Reserve) = ((GVAR(ae2Reserve) + OXYGEN * 5.83 * (GVAR(ae2PathwayPower) - _ae2Power) / GVAR(ae2PathwayPower) * GVAR(recoveryFactor)) min AE2_MAXRESERVE) max 0;
private _aeSurplus = _ae1PathwayPowerFatigued + _ae2PathwayPowerFatigued - _ae1Power - _ae2Power;
// Anaerobic ATP reserver and fatigue recovery
GVAR(anReserve) = ((GVAR(anReserve)
+ (_ae1PathwayPowerFatigued + _ae2PathwayPowerFatigued - _ae1Power - _ae2Power) / GVAR(VO2MaxPower) * 56.7 * GVAR(anFatigue) ^ 2 * GVAR(recoveryFactor)
) min AN_MAXRESERVE) max 0;
// Anaerobic ATP reserve recovery
GVAR(anReserve) = 0 max (GVAR(anReserve) + _aeSurplus / GVAR(VO2MaxPower) * AN_ATP_RECOVERY * GVAR(recoveryFactor) * (GVAR(anFatigue) max linearConversion [AN_MAXRESERVE, 0, GVAR(anReserve), 0, 0.75, true]) ^ 2) min AN_MAXRESERVE; // max linearConversion ensures that if GVAR(anFatigue) is very low, it will still regenerate reserves
// Acidosis recovery
GVAR(anFatigue) = 0 max (GVAR(anFatigue) - _aeSurplus * GVAR(maxPowerFatigueRatio) * GVAR(recoveryFactor) * GVAR(anFatigue) ^ 2) min 1;
GVAR(anFatigue) = ((GVAR(anFatigue)
- (_ae1PathwayPowerFatigued + _ae2PathwayPowerFatigued - _ae1Power - _ae2Power) * (0.057 / GVAR(peakPower)) * GVAR(anFatigue) ^ 2 * GVAR(recoveryFactor)
) min 1) max 0;
// Respiratory rate decrease
GVAR(respiratoryRate) = GVAR(respiratoryRate) * GVAR(respiratoryBufferDivisor);
private _aeReservePercentage = (GVAR(ae1Reserve) / AE1_MAXRESERVE + GVAR(ae2Reserve) / AE2_MAXRESERVE) / 2;
private _anReservePercentage = GVAR(anReserve) / AN_MAXRESERVE;
private _perceivedFatigue = 1 - (_anReservePercentage min _aeReservePercentage);
// Respiratory rate increase
private _aePowerRatio = (GVAR(aePathwayPower) / _aePathwayPowerFatigued) min 2;
private _respiratorySampleDivisor = 1 / (RESPIRATORY_BUFFER * 4.72 * GVAR(VO2Max));
GVAR(respiratoryRate) = (GVAR(respiratoryRate) + _currentWork * _respiratorySampleDivisor * _aePowerRatio) min 1;
[ACE_player, _perceivedFatigue, _currentSpeed, GVAR(anReserve) == 0] call FUNC(handleEffects);
// Calculate a pseudo-perceived fatigue, which is used for effects
GVAR(aeReservePercentage) = (GVAR(ae1Reserve) / AE1_MAXRESERVE + GVAR(ae2Reserve) / AE2_MAXRESERVE) / 2;
GVAR(anReservePercentage) = GVAR(anReserve) / AN_MAXRESERVE;
private _perceivedFatigue = 1 - (GVAR(anReservePercentage) min GVAR(aeReservePercentage));
#ifdef DEBUG_MODE_FULL
systemChat format ["---- muscleDamage: %1 ----", GVAR(muscleDamage) toFixed 8];
systemChat format ["---- ae2: %1 - an: %2 ----", (GVAR(ae2Reserve) / AE2_MAXRESERVE) toFixed 2, (GVAR(anReserve) / AN_MAXRESERVE) toFixed 2];
systemChat format ["---- anFatigue: %1 - perceivedFatigue: %2 ----", GVAR(anFatigue) toFixed 2, _perceivedFatigue toFixed 2];
systemChat format ["---- velocity %1 - respiratoryRate: %2 ----", (vectorMagnitude _velocity) toFixed 2, GVAR(respiratoryRate) toFixed 2];
// systemChat format ["---- aePower: %1 ----", _aePathwayPowerFatigued toFixed 1];
#endif
[ACE_player, _perceivedFatigue, GVAR(anReserve) == 0, _fwdAngle, _sideAngle] call FUNC(handleEffects);
if (GVAR(enableStaminaBarRealized)) then {
if (GVAR(enableStaminaBar)) then {
[GVAR(anReserve) / AN_MAXRESERVE] call FUNC(handleStaminaBar);
};
[LINKFUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;
[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute;

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@ -1,40 +0,0 @@
#include "..\script_component.hpp"
/*
* Author: ulteq
* Draw lines for debugging.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ace_advanced_fatigue_fnc_renderDebugLines
*
* Public: No
*/
addMissionEventHandler ["Draw3D", {
private _normal = surfaceNormal (getPosWorld ACE_player);
private _beg = (getPosWorld ACE_player) vectorAdd (_normal vectorMultiply 0.5);
private _end = _beg vectorAdd (_normal vectorMultiply 2);
drawLine3D [ASLToATL _beg, ASLToATL _end, [0, 1, 0, 1]];
private _side = vectorNormalized (_normal vectorCrossProduct [0, 0, 1]);
private _end = _beg vectorAdd (_side vectorMultiply 2);
drawLine3D [ASLToATL _beg, ASLToATL _end, [0, 0, 1, 1]];
private _up = vectorNormalized (_normal vectorCrossProduct _side);
private _end = _beg vectorAdd (_up vectorMultiply 2);
drawLine3D [ASLToATL _beg, ASLToATL _end, [1, 0, 0, 1]];
private _movementVector = vectorNormalized (velocity ACE_player);
private _end = _beg vectorAdd (_movementVector vectorMultiply 2);
drawLine3D [ASLToATL _beg, ASLToATL _end, [1, 1, 0, 1]];
private _sideVector = vectorNormalized (_movementVector vectorCrossProduct _normal);
_sideVector set [2, 0];
private _end = _beg vectorAdd (_sideVector vectorMultiply 2);
drawLine3D [ASLToATL _beg, ASLToATL _end, [0, 1, 1, 1]];
}];

View File

@ -1,25 +0,0 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Updates the stamina bar state
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_advanced_fatigue_fnc_updateStaminaBar
*
* Public: No
*/
GVAR(enableStaminaBarRealized) = GVAR(enabled) && GVAR(enableStaminaBar) && {!(missionNamespace getVariable [QEGVAR(ui,hideHud), false])};
TRACE_1("updateStaminaBar",GVAR(enableStaminaBarRealized));
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
if (isNull _staminaBarContainer) exitWith {};
_staminaBarContainer ctrlSetFade ([1, 0] select GVAR(enableStaminaBarRealized));
_staminaBarContainer ctrlCommit 0;

View File

@ -1,81 +0,0 @@
[
QGVAR(enabled),
"CHECKBOX",
[LSTRING(Enabled), LSTRING(Enabled_Description)],
LSTRING(DisplayName),
true,
1,
{
call FUNC(updateStaminaBar);
[QGVAR(enabled), _this] call EFUNC(common,cbaSettings_settingChanged)
},
true // Needs mission restart
] call CBA_fnc_addSetting;
[
QGVAR(enableStaminaBar),
"CHECKBOX",
[LSTRING(EnableStaminaBar), LSTRING(EnableStaminaBar_Description)],
LSTRING(DisplayName),
true,
1,
{call FUNC(updateStaminaBar)}
] call CBA_fnc_addSetting;
[
QGVAR(fadeStaminaBar),
"CHECKBOX",
[LSTRING(FadeStaminaBar), LSTRING(FadeStaminaBar_Description)],
LSTRING(DisplayName),
true,
0,
{
if (!_this && GVAR(enabled) && GVAR(enableStaminaBar)) then {
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlSetFade 0;
_staminaBarContainer ctrlCommit 0;
};
}
] call CBA_fnc_addSetting;
[
QGVAR(performanceFactor),
"SLIDER",
[LSTRING(PerformanceFactor), LSTRING(PerformanceFactor_Description)],
LSTRING(DisplayName),
[0, 10, 1, 2],
1,
{
// Recalculate values if the setting is changed mid-mission
if (GVAR(enabled) && hasInterface && !isNull ACE_player) then {
[ACE_player, ACE_player] call FUNC(handlePlayerChanged);
};
}
] call CBA_fnc_addSetting;
[
QGVAR(recoveryFactor),
"SLIDER",
[LSTRING(RecoveryFactor), LSTRING(RecoveryFactor_Description)],
LSTRING(DisplayName),
[0, 10, 1, 2],
1
] call CBA_fnc_addSetting;
[
QGVAR(loadFactor),
"SLIDER",
[LSTRING(LoadFactor), LSTRING(LoadFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 2],
1
] call CBA_fnc_addSetting;
[
QGVAR(terrainGradientFactor),
"SLIDER",
[LSTRING(TerrainGradientFactor), LSTRING(TerrainGradientFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 2],
1
] call CBA_fnc_addSetting;

View File

@ -0,0 +1,109 @@
[
QGVAR(enabled),
"CHECKBOX",
[LSTRING(Enabled), LSTRING(Enabled_Description)],
LSTRING(DisplayName),
true,
true, {
if (!_this) then {
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlSetFade 1;
_staminaBarContainer ctrlCommit 0;
};
[QGVAR(enabled), _this] call EFUNC(common,cbaSettings_settingChanged)
},
true // Needs mission restart
] call CBA_fnc_addSetting;
[
QGVAR(enableStaminaBar),
"CHECKBOX",
[LSTRING(EnableStaminaBar), LSTRING(EnableStaminaBar_Description)],
LSTRING(DisplayName),
true,
true, {
if (!_this) then {
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlSetFade 1;
_staminaBarContainer ctrlCommit 0;
};
}
] call CBA_fnc_addSetting;
[
QGVAR(fadeStaminaBar),
"CHECKBOX",
[LSTRING(FadeStaminaBar), LSTRING(FadeStaminaBar_Description)],
LSTRING(DisplayName),
true,
false, {
if (!_this && GVAR(enabled) && GVAR(enableStaminaBar)) then {
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlSetFade 0;
_staminaBarContainer ctrlCommit 0;
};
}
] call CBA_fnc_addSetting;
[
QGVAR(performanceFactor),
"SLIDER",
[LSTRING(PerformanceFactor), LSTRING(PerformanceFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 1],
true
] call CBA_fnc_addSetting;
[
QGVAR(recoveryFactor),
"SLIDER",
[LSTRING(RecoveryFactor), LSTRING(RecoveryFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 1],
true
] call CBA_fnc_addSetting;
[
QGVAR(loadFactor),
"SLIDER",
[LSTRING(LoadFactor), LSTRING(LoadFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 1],
true
] call CBA_fnc_addSetting;
[
QGVAR(terrainGradientFactor),
"SLIDER",
[LSTRING(TerrainGradientFactor), LSTRING(TerrainGradientFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 1],
true
] call CBA_fnc_addSetting;
[
QGVAR(swayFactor),
"SLIDER",
[LSTRING(SwayFactor), LSTRING(SwayFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 1],
true
] call CBA_fnc_addSetting;
[
QGVAR(restedSwayFactor),
"SLIDER",
[LSTRING(RestedSwayFactor), LSTRING(RestedSwayFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 2],
true
] call CBA_fnc_addSetting;
[
QGVAR(deployedSwayFactor),
"SLIDER",
[LSTRING(DeployedSwayFactor), LSTRING(DeployedSwayFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 2],
true
] call CBA_fnc_addSetting;

View File

@ -16,28 +16,14 @@
#include "\z\ace\addons\main\script_macros.hpp"
#define UNDERWEAR_WEIGHT 3.5
#define ANTPERCENT 0.8
#define SIM_BODYMASS 70
#define JOULES_PER_ML_O2 20.9
#define VO2MAX_STRENGTH 4.1
#define BIOMECH_EFFICIENCY 0.23
#define REE 18.83 // ((0.5617 * SIM_BODYMASS + 42.57) * BIOMECH_EFFICIENCY)
#define REE 18.83 //((0.5617 * SIM_BODYMASS + 42.57) * 0.23)
#define OXYGEN 0.9
#define WATTSPERATP 7
#define RESPIRATORY_BUFFER 60
#define MUSCLE_TEAR_RATE 0.00004
#define MUSCLE_RECOVERY 0.00000386
#define AE1_ATP_RELEASE_RATE 13.3 // mmol
#define AE2_ATP_RELEASE_RATE 16.7 // mmol
#define AN_ATP_RELEASE_RATE 113.3 // mmol
#define AE1_ATP_RECOVERY 6.60 // mmol
#define AE2_ATP_RECOVERY 5.83 // mmol
#define AN_ATP_RECOVERY 56.70 // mmol
#define AE1_MAXRESERVE 4000000 // mmol
#define AE2_MAXRESERVE 84000 // mmol
#define AN_MAXRESERVE 2300 // mmol
#define AE1_MAXRESERVE 4000000
#define AE2_MAXRESERVE 84000
#define AN_MAXRESERVE 2300

View File

@ -7,7 +7,7 @@
<German>ACE Erweiterte Ausdauer</German>
<Chinese>ACE 進階疲勞</Chinese>
<Chinesesimp>ACE 进阶体力</Chinesesimp>
<Japanese>ACE 高度な疲労</Japanese>
<Japanese>ACE アドバンスド ファティーグ</Japanese>
<Italian>ACE Fatica Avanzata</Italian>
<Korean>ACE 고급 피로도</Korean>
<French>ACE Fatigue avancée</French>
@ -41,10 +41,10 @@
<Polish>Wpływa na ogólną wydolność organizmu u wszystkich graczy bez ustawionego niestandardowego współczynnika. Więcej znaczy lepiej.</Polish>
<Korean>모든 성능이 임의로 설정된 값 없이 영향받습니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Impacte la performance globale de tous les joueurs n'ayant pas de facteur personnalisé.\nPlus la valeur est élevée, plus le joueur est performant.</French>
<Italian>Influenza la prestazione generale di tutti i giocatori smuniti di un fattore personalizzato. Maggiore significa migliore.</Italian>
<Italian>Influenza qualsiasi prestazione di tutti i giocatori smuniti di un fattore personalizzato. Maggiore significa migliore.</Italian>
<Chinese>影響所有玩家的體力表現,值越高代表體力越好</Chinese>
<Chinesesimp>影响所有玩家的体力表现,值越高代表体力越好</Chinesesimp>
<Russian>Влияет на общую производительность игроков, у которых не задано персональное значение. Чем выше, тем лучше.</Russian>
<Russian>Влияет на общую производительность игроков, у которых не задано персональное значение.</Russian>
<Portuguese>Influencia na performance geral de todos os jogadores sem nenhum fator personalizado. Quanto maior, melhor.</Portuguese>
<Czech>Ovlivňuje celkový výkon všech hráčů bez vlastního faktoru. Vyšší znamená lépe.</Czech>
</Key>
@ -56,10 +56,10 @@
<Polish>Wpływa na ogólną wydolność tej jednostki. Więcej znaczy lepiej.</Polish>
<Korean>모든 성능이 이 단위로 영향을 받습니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Impacte la performance globale de cette unité.\nPlus la valeur est élevée, plus l'unité est performante.</French>
<Italian>Influenza la prestazione personalizzata di questa unità. Maggiore significa migliore.</Italian>
<Italian>Influenza qualsiasi prestazione di questa unità. Maggiore significa migliore.</Italian>
<Chinese>影響這個單位的體力表現,值越高代表體力越好</Chinese>
<Chinesesimp>影响这个单位的体力表现,值越高代表体力越好</Chinesesimp>
<Russian>Влияет на общую производительность юнита.Чем выше, тем лучше.</Russian>
<Russian>Влияет на общую производительность юнита.</Russian>
<Portuguese>Influencia na performance geral dessa unidade. Quanto maior, melhor.</Portuguese>
<Czech>Ovlivňuje celkový výkon této jednotky. Vyšší znamená lépe.</Czech>
</Key>
@ -87,7 +87,7 @@
<Polish>Wpływa na czas regeneracji podczas postoju. Więcej znaczy szybciej.</Polish>
<Korean>얼마나 빨리 회복하는지를 바꿉니다. 값이 클수록 더 나은 성능을 발휘합니다</Korean>
<French>Modifie la vitesse à laquelle le joueur récupère lorsqu'il se repose.\nPlus la valeur est élevée, plus la récupération est rapide.</French>
<Italian>Determina quanto velocemente il giocatore recupera le energie quando si ferma. Maggiore significa migliore.</Italian>
<Italian>Determina in quanto tempo il giocatore recupera quando rilassato. Maggiore significa migliore.</Italian>
<Chinese>決定玩家休息多久就能回復體力,值越高恢復越快</Chinese>
<Chinesesimp>决定玩家休息多久就能恢复体力,值越高恢复越快</Chinesesimp>
<Russian>Изменяет скорость восстановления игрока во время отдыха. Чем выше, тем быстрее.</Russian>
@ -102,7 +102,7 @@
<Polish>Współczynnik masy ekwipunku</Polish>
<Korean>부담 요인</Korean>
<French>Facteur de charge</French>
<Italian>Fattore Carico</Italian>
<Italian>Fattore Caricamento</Italian>
<Chinese>負重量</Chinese>
<Chinesesimp>重量系数</Chinesesimp>
<Russian>Фактор нагрузки</Russian>
@ -117,7 +117,7 @@
<Polish>Zmniejsza lub zwiększa wpływ ciężaru ekwipunku na wydolność gracza. Zero oznacza kompletny brak wpływu na wydolność.</Polish>
<Korean>플레이어가 무게에 따라 얼마나 영향받는지를 증가시키거나 감소시킵니다. 0의 경우 플레이어가 장비 무게에 영향받지 않습니다.</Korean>
<French>Augmente ou diminue l'influence du poids sur les performances du joueur.\nUne valeur nulle indique que le poids de l'équipement n'a aucun impact sur les performances.</French>
<Italian>Determina quanto il peso trasportato influenza le prestazioni dei giocatori. Zero significa che il peso dell'equipaggiamento non influisce sulle prestazioni.</Italian>
<Italian>Incrementa o decrementa quanto il peso influenza le prestazioni dei giocatori. Zero significa che il peso dell'equipaggiamento non ha alcuna influenza nelle prestazioni.</Italian>
<Chinese>增加或降低玩家所能承受的負重量. 如設定值為0, 代表裝備的重量將不會影響到玩家的體力表現</Chinese>
<Chinesesimp>增加或降低玩家所能承受的负重量。如设定值为0代表装备的重量将不会影响到玩家的体力表现</Chinesesimp>
<Russian>Увеличивает или уменьшает вес, влияющий на производительность игроков. Ноль означает, что вес снаряжения не влияет на производительность</Russian>
@ -147,22 +147,72 @@
<Polish>Wpływa na to w jakim stopniu stromy teren wpływa na utratę wytrzymałości. Więcej oznacza szybszą utratę wytrzymałości.</Polish>
<Korean>경사도에 따라 얼마나 피로해지는지를 정합니다. 값이 클수록 더 많은 피로를 유발합니다.</Korean>
<French>Définit à quel point un terrain escarpé réduit l'endurance du joueur.\nPlus la valeur est élevée, moins le joueur est endurant.</French>
<Italian>Determina quanto la pendenza del terreno incrementa la perdita della stamina. Maggiore significa più stamina persa.</Italian>
<Italian>Stabilisce quanto la pendenza del terreno incrementa la perdita della stamina. Maggiore significa più stamina persa.</Italian>
<Chinese>設定陡峭的地形將會影響多少體力的流失,值越高代表體力流失越快</Chinese>
<Chinesesimp>设定陡峭的地形将会影响多少体力的流失速度,值越高代表体力流失越快</Chinesesimp>
<Russian>Устанавливает, насколько крутая местность увеличивает потерю выносливости. Чем выше, тем быстрее теряется выносливость.</Russian>
<Portuguese>Define o quanto que um terreno íngrime aumenta na perda de estamina. Quanto maior, maior a perda de estamina.</Portuguese>
<Czech>Nastavuje, o kolik strmý terén zvyšuje ztrátu výdrže. Vyšší znamená vyšší ztrátu výdrže.</Czech>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor">
<English>Sway factor</English>
<Spanish>Factor de balanceo de mira</Spanish>
<German>Verwacklungsfaktor</German>
<Japanese>手ぶれ因数</Japanese>
<Chinesesimp>抖动系数</Chinesesimp>
<Chinese>抖動因素</Chinese>
<French>Facteur de tremblement</French>
<Italian>Fattore di oscillazione</Italian>
<Polish>Czynnik kołysania</Polish>
<Russian>Фактор колебания прицела</Russian>
<Portuguese>Fator de Balanço de Mira</Portuguese>
<Czech>Faktor kývání</Czech>
<Korean>손떨림 정도</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor_Description">
<English>Influences the amount of weapon sway. Higher means more sway.</English>
<Spanish>Afecta al la estabilidad de la mira. Más alto significa más balanceo</Spanish>
<German>Beeinflusst den Faktor, wie ruhig man eine Waffe halten kann. Ein höherer Wert bedeutet weniger Stabilisierung</German>
<Japanese>武器を持つ手のぶれ度合いを設定します。 値が高ければ高いほど、手ぶれが強くなります。</Japanese>
<Chinesesimp>影响手持武器的晃动程度,数值越高,抖动的越厉害。</Chinesesimp>
<Chinese>影響手持武器晃動程度,數值越高抖動越厲害</Chinese>
<French>Influe sur l'amplitude du tremblement de l'arme. Une valeur plus élevée signifie plus de tremblement.</French>
<Italian>Influenza l'ammontare di oscillazione dell'arma. Maggiore significa più oscillazione.</Italian>
<Polish>Wpływa na poziom kołysania broni. Większa ilość znaczy większe kołysanie.</Polish>
<Russian>Влияет на колебания прицела оружия. Чем выше - тем больше.</Russian>
<Portuguese>Influencia a quantidade de balanço da mira da arma. Quanto maior, mais balanço.</Portuguese>
<Czech>Ovlivňuje množství kývání zbraní. Vyšší znamená více kývání.</Czech>
<Korean>손떨림의 정도를 정합니다. 높을 수록 많이 휘적입니다.</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_RestedSwayFactor">
<English>Rested sway factor</English>
<French>Facteur de balancement au repos</French>
<Korean>휴식 시 손떨림 정도</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_RestedSwayFactor_Description">
<English>Influences the amount of weapon sway while weapon is rested.</English>
<French>Influence le degré de balancement de l'arme au repos.</French>
<Korean>무기가 아무런 행동도 하지 않는 동안 무기가 흔들리는 정도를 정합니다.</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_DeployedSwayFactor">
<English>Deployed sway factor</English>
<French>Facteur de balancement déployé</French>
<Korean>거치 시 손떨림 정도</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_DeployedSwayFactor_Description">
<English>Influences the amount of weapon sway while weapon is deployed.</English>
<French>Influence le degré de balancement de l'arme déployée.</French>
<Korean>무기를 거치하는 동안 무기를 흔드는 정도를 정합니다.</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_Enabled">
<English>Enabled</English>
<Spanish>Activada</Spanish>
<German>Aktiv</German>
<Japanese>有効化</Japanese>
<Japanese>アドバンスド ファティーグを有効化</Japanese>
<Polish>Włączone</Polish>
<Korean>활성화</Korean>
<French>Activé</French>
<Italian>Abilitata</Italian>
<Italian>Abilitato</Italian>
<Chinese>啟用</Chinese>
<Chinesesimp>启用</Chinesesimp>
<Russian>Включена</Russian>
@ -173,14 +223,14 @@
<English>Enables/disables Advanced Fatigue.</English>
<Spanish>Activa/desactiva la fatiga avanzada</Spanish>
<German>Aktiviert/deaktiviert Advanced Fatigue.</German>
<Japanese>高度な疲労を有効/無効化します。</Japanese>
<Japanese>アドバンスド ファティーグを有効化します。</Japanese>
<Polish>Włącza/wyłącza zaawansowaną wytrzymałość</Polish>
<Korean>고급 피로도 활성화/비활성화</Korean>
<French>Active/Désactive la fatigue avancée.</French>
<Italian>Abilita/Disabilita la Fatica Avanzata.</Italian>
<Italian>Abilita/disabilita la Fatica Avanzata.</Italian>
<Chinese>啟用/關閉進階體力.</Chinese>
<Chinesesimp>启用/关闭进阶体力。</Chinesesimp>
<Russian>Включает/отключает Продвинутую усталость</Russian>
<Russian>Включает / Отключает Продвинутую усталость</Russian>
<Portuguese>Ativa/Desativa Fadiga Avançada.</Portuguese>
<Czech>Aktivuje / deaktivuje Pokročilou únavu.</Czech>
</Key>
@ -221,7 +271,7 @@
<German>Blende Ausdauerleiste automatisch aus</German>
<Chinese>體力條自動淡去</Chinese>
<Chinesesimp>自动淡化体力条</Chinesesimp>
<Italian>Nascondi in automatico la barra della stamina</Italian>
<Italian>Dissolvenza automatica della barra della stamina</Italian>
<Czech>Automaticky schovat lištu výdrže</Czech>
<French>Fondu automatique de la barre d'endurance</French>
<Japanese>自動的にスタミナバーを非表示</Japanese>

View File

@ -2,18 +2,26 @@
// Fired XEH
GVAR(ammoEventHandlers) = createHashMap;
[QGVAR(throwFiredXEH), LINKFUNC(throwFiredXEH)] call CBA_fnc_addEventHandler;
[QGVAR(throwFiredXEH), FUNC(throwFiredXEH)] call CBA_fnc_addEventHandler;
// Exit on HC
if (!hasInterface) exitWith {};
// Temporary Wind Info indication
GVAR(tempWindInfo) = false;
// Ammo/Magazines look-up hash for correctness of initSpeed
GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
{
{
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
if (_ammo != "") then { GVAR(ammoMagLookup) setVariable [_ammo, _x]; };
} count (getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines"));
nil
} count getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
// Add keybinds
["ACE3 Weapons", QGVAR(prepare), localize LSTRING(Prepare), {
// Condition
if !([ACE_player] call FUNC(canPrepare)) exitWith {false};
if (!([ACE_player] call FUNC(canPrepare))) exitWith {false};
if (EGVAR(common,isReloading)) exitWith {true};
// Statement

View File

@ -6,6 +6,6 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.inc.sqf"
#include "initSettings.sqf"
ADDON = true;

View File

@ -1,21 +1,3 @@
#include "script_component.hpp"
#include "XEH_PREP.hpp"
// Ammo/Magazines look-up hash for correctness of initSpeed
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgAmmo = configFile >> "CfgAmmo";
private _cfgThrow = configFile >> "CfgWeapons" >> "Throw";
private _ammoMagLookup = createHashMap;
{
{
private _ammo = getText (_cfgMagazines >> _x >> "ammo");
if (_ammo != "") then {
_ammoMagLookup set [configName (_cfgAmmo >> _ammo), _x];
};
} forEach (getArray (_cfgThrow >> _x >> "magazines"));
} forEach (getArray (_cfgThrow >> "muzzles"));
uiNamespace setVariable [QGVAR(ammoMagLookup), compileFinal _ammoMagLookup];

View File

@ -19,7 +19,7 @@ params ["_unit"];
if !(_unit getVariable [QGVAR(inHand), false]) exitWith {false};
if (!isNull objectParent _unit) exitWith {
if (vehicle _unit != _unit) exitWith {
private _startPos = eyePos _unit;
private _aimLinePos = AGLToASL (positionCameraToWorld [0, 0, 1]);
private _intersections = lineIntersectsSurfaces [_startPos, _aimLinePos, _unit, objNull, false];

View File

@ -43,10 +43,13 @@ if ((!_primed) && {!((_throwableMag in (uniformItems ACE_player)) || {_throwable
// Get correct throw power for primed grenade
if (_primed) then {
// If ammo type is not found:
private _ammoType = typeOf _activeThrowable;
_throwableMag = GVAR(ammoMagLookup) getVariable _ammoType;
if (isNil "_throwableMag") then {
// What we're trying to throw must not be a normal throwable because it is not in our lookup hash (e.g. 40mm smoke)
// Just use HandGrenade as it has an average initSpeed value
_throwableMag = (uiNamespace getVariable QGVAR(ammoMagLookup)) getOrDefault [typeOf _activeThrowable, "HandGrenade"];
_throwableMag = "HandGrenade";
};
};
// Some throwables have different classname for magazine and ammo

View File

@ -53,12 +53,6 @@ _unit setVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT];
// Remove controls hint (check if ever enabled is inside the function)
call EFUNC(interaction,hideMouseHint);
// Hide wind info after throw, if it was temporarily enabled for the throw
if (GVAR(tempWindInfo)) then {
EGVAR(weather,WindInfo) = false;
GVAR(tempWindInfo) = false;
};
// Remove throw action
[_unit, "DefaultAction", _unit getVariable [QGVAR(throwAction), -1]] call EFUNC(common,removeActionEventHandler);

View File

@ -17,9 +17,9 @@
params ["_magazineClassname"];
_magazineClassname = toLowerANSI _magazineClassname;
_magazineClassname = toLower _magazineClassname;
private _throwMuzzles = getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
_throwMuzzles = _throwMuzzles select {_magazineClassname in ((getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines")) apply {toLowerANSI _x})};
_throwMuzzles = _throwMuzzles select {_magazineClassname in ((getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines")) apply {toLower _x})};
[_throwMuzzles select 0, ""] select (_throwMuzzles isEqualTo [])

View File

@ -21,7 +21,7 @@ TRACE_1("params",_unit);
// Select next throwable if one already in hand
if (_unit getVariable [QGVAR(inHand), false]) exitWith {
TRACE_1("inHand",_unit);
if !(_unit getVariable [QGVAR(primed), false]) then {
if (!(_unit getVariable [QGVAR(primed), false])) then {
TRACE_1("not primed",_unit);
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
// selectNextGrenade relies on muzzles array (setAmmo 0 removes the muzzle from the array and current can't be found, cycles between 0 and 1 muzzles)
@ -35,11 +35,6 @@ if (isNull (_unit getVariable [QGVAR(activeThrowable), objNull]) && {(currentThr
TRACE_1("no throwables",_unit);
};
// Temporarily enable wind info, to aid in throwing smoke grenades effectively
if (GVAR(enableTempWindInfo) && {!(missionNamespace getVariable [QEGVAR(weather,WindInfo), false])}) then {
[] call EFUNC(weather,displayWindInfo);
GVAR(tempWindInfo) = true;
};
_unit setVariable [QGVAR(inHand), true];

View File

@ -44,7 +44,8 @@
_addedPickUpHelpers pushBack _pickUpHelper;
_throwablesHelped pushBack _x;
};
} forEach _nearThrowables;
nil
} count _nearThrowables;
_args set [0, getPosASL ACE_player];
_args set [3, _nearThrowables];
@ -55,10 +56,11 @@
{
// Only handling with attachTo works nicely
_x attachTo [_x getVariable [QGVAR(throwable), objNull], [0, 0, 0]];
} forEach _addedPickUpHelpers;
nil
} count _addedPickUpHelpers;
} else {
TRACE_1("Cleaning Pick Up Helpers",count _addedPickUpHelpers);
{deleteVehicle _x} forEach _addedPickUpHelpers;
{deleteVehicle _x} count _addedPickUpHelpers;
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
}, 0, [(getPosASL ACE_player) vectorAdd [-100, 0, 0], [], [], []]] call CBA_fnc_addPerFrameHandler;

View File

@ -20,7 +20,7 @@ TRACE_1("params",_unit);
// Prime the throwable if it hasn't been cooking already
// Next to proper simulation this also has to happen before delay for orientation of the throwable to be set
if !(_unit getVariable [QGVAR(primed), false]) then {
if (!(_unit getVariable [QGVAR(primed), false])) then {
[_unit] call FUNC(prime);
};
@ -45,7 +45,7 @@ if !(_unit getVariable [QGVAR(primed), false]) then {
private _newVelocity = (_p1 vectorFromTo _p2) vectorMultiply _velocity;
// Adjust for throwing from inside vehicles, where we have a vehicle-based velocity that can't be compensated for by a human
if (!isNull objectParent _unit) then {
if (vehicle _unit != _unit) then {
_newVelocity = _newVelocity vectorAdd (velocity (vehicle _unit));
};

View File

@ -1,50 +0,0 @@
private _category = format ["ACE %1", localize LSTRING(Category)];
[
QGVAR(enabled),
"CHECKBOX",
[LSTRING(Enable_DisplayName), LSTRING(Enable_Description)],
_category,
true,
0
] call CBA_fnc_addSetting;
[
QGVAR(showThrowArc),
"CHECKBOX",
[LSTRING(ShowThrowArc_DisplayName), LSTRING(ShowThrowArc_Description)],
_category,
true,
0
] call CBA_fnc_addSetting;
[
QGVAR(showMouseControls), "CHECKBOX",
[LSTRING(ShowMouseControls_DisplayName), LSTRING(ShowMouseControls_Description)],
_category,
true,
0
] call CBA_fnc_addSetting;
[
QGVAR(enablePickUp), "CHECKBOX",
[LSTRING(EnablePickUp_DisplayName), LSTRING(EnablePickUp_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(enablePickUpAttached), "CHECKBOX",
[LSTRING(EnablePickUpAttached_DisplayName), LSTRING(EnablePickUpAttached_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(enableTempWindInfo), "CHECKBOX",
[LSTRING(EnableTempWindInfo_DisplayName), LSTRING(EnableTempWindInfo_Description)],
_category,
true,
0
] call CBA_fnc_addSetting;

View File

@ -0,0 +1,42 @@
private _category = format ["ACE %1", localize LSTRING(Category)];
[
QGVAR(enabled),
"CHECKBOX",
[LSTRING(Enable_DisplayName), LSTRING(Enable_Description)],
_category,
true,
0
] call CBA_fnc_addSetting;
[
QGVAR(showThrowArc),
"CHECKBOX",
[LSTRING(ShowThrowArc_DisplayName), LSTRING(ShowThrowArc_Description)],
_category,
true,
0
] call CBA_fnc_addSetting;
[
QGVAR(showMouseControls), "CHECKBOX",
[LSTRING(ShowMouseControls_DisplayName), LSTRING(ShowMouseControls_Description)],
_category,
true,
0
] call CBA_fnc_addSetting;
[
QGVAR(enablePickUp), "CHECKBOX",
[LSTRING(EnablePickUp_DisplayName), LSTRING(EnablePickUp_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(enablePickUpAttached), "CHECKBOX",
[LSTRING(EnablePickUpAttached_DisplayName), LSTRING(EnablePickUpAttached_Description)],
_category,
true,
1
] call CBA_fnc_addSetting;

View File

@ -5,7 +5,7 @@
<English>Advanced Throwing</English>
<Spanish>Lanzamiento Avanzado</Spanish>
<Russian>Улучшенный бросок гранат</Russian>
<Japanese>高度な投擲</Japanese>
<Japanese>アドバンスド スローイング</Japanese>
<Polish>Zaawansowane rzucanie</Polish>
<German>Erweitertes Wurfsystem</German>
<Korean>고급 투척</Korean>
@ -21,7 +21,7 @@
<English>Allows changing advanced throwing behaviour.</English>
<Spanish>Permite modificar el comportamiento del lanzamiento avanzado</Spanish>
<Russian>Позволяет настраивать поведение улучшенного броска гранат.</Russian>
<Japanese>高度な投擲挙動への変更を可能にします。</Japanese>
<Japanese>アドバンスド スローイングの動作挙動を変更します。</Japanese>
<Polish>Zezwala na zmianę zachowania zaawansowanego trybu rzucania.</Polish>
<German>Erlaubt es, das Verhalten des erweiterten Wurfsystems zu ändern.</German>
<Korean>고급 투척 행위를 허가합니다</Korean>
@ -36,7 +36,7 @@
<English>Enable Advanced Throwing</English>
<Spanish>Activar Lanzamiento Avanzado</Spanish>
<Russian>Вкл. улучшенный бросок</Russian>
<Japanese>高度な投擲を有効化</Japanese>
<Japanese>アドバンスド スローイングを有効化</Japanese>
<Polish>Aktywuj zaawansowane rzucanie</Polish>
<German>Aktiviere erweitertes Wurfsystem</German>
<Korean>고급 투척 활성화 </Korean>
@ -52,7 +52,7 @@
<English>Enables advanced throwing system.</English>
<Spanish>Activa el Lanzamiento Avanzado</Spanish>
<Russian>Включает систему улучшенного броска.</Russian>
<Japanese>高度な投擲システムを有効化します。</Japanese>
<Japanese>アドバンスド スローイングを有効化します。</Japanese>
<Polish>Aktywuje system zaawansowanego rzucania.</Polish>
<German>Aktiviert das erweiterte Wurfsystem.</German>
<Korean>고급 투척을 활성화 합니다</Korean>
@ -68,7 +68,7 @@
<English>Show Throw Arc</English>
<Spanish>Mostrar Arco de Lanzamiento</Spanish>
<Russian>Показать траекторию броска</Russian>
<Japanese>軌道を表示</Japanese>
<Japanese>てき軌道を表示</Japanese>
<Polish>Pokaż trasę lotu</Polish>
<German>Zeige Wurfbogen</German>
<Korean>투척 궤적 표시</Korean>
@ -84,7 +84,7 @@
<English>Enables visualization of the throw arc (where throwable will fly).</English>
<Spanish>Activa la visualización del arco de lanzamiento (donde irá el objeto lanzado)</Spanish>
<Russian>Включает визуализацию траектории броска (как полетит граната).</Russian>
<Japanese>擲軌道 (投擲物がどこに飛ぶか) の表示を有効化します。</Japanese>
<Japanese>てき軌道 (投てき物がどこに飛ぶか) の表示を有効化します。</Japanese>
<Polish>Wyświetla wizualizację trasy przelotu granatu.</Polish>
<German>Aktiviert die Visualisierung des Wurfbogens (wohin das Objekt geworfen werden wird).</German>
<Korean>투척 궤도를 시각화 합니다(투척물이 어디로 갈지)</Korean>
@ -99,12 +99,12 @@
<English>Show Throwing Mouse Controls</English>
<Spanish>Mostrar controles de ratón de lanzamiento</Spanish>
<Russian>Показывать управление мышью</Russian>
<Japanese>のマウス操作を表示</Japanese>
<Japanese>てきのマウス操作を表示</Japanese>
<Polish>Pokaż podpowiedzi sterowania myszą</Polish>
<German>Zeige Maussteuerung beim Werfen</German>
<Korean>마우스 조작 표시</Korean>
<French>Afficher les contrôles à la souris du lancé</French>
<Italian>Mostra Comandi Mouse di Lancio</Italian>
<Italian>Mostra Comandi Mouse Lancio</Italian>
<Chinese>顯示滑鼠投擲控制提示</Chinese>
<Chinesesimp>显示鼠标投掷控制提示</Chinesesimp>
<Portuguese>Mostrar os controles de mouse para Arremesso</Portuguese>
@ -114,7 +114,7 @@
<English>Enables visual cues for mouse controls when throwable is prepared.</English>
<Spanish>Activa muestras visuales para los controles del ratón cuando el objeto lanzable está preparado</Spanish>
<Russian>Включает отображение подсказок по управлению мышью, когда граната подготовлена.</Russian>
<Japanese>物を構える時、マウス操作の説明表示を有効化します。</Japanese>
<Japanese>てき物を構える時、マウス操作の説明表示を有効化します。</Japanese>
<Polish>Wyświetla podpowiedzi sterowania myszą kiedy obiekt miotany jest w ręku.</Polish>
<German>Aktiviert visuelle Hinweise zur Maussteuerung, wenn ein Objekt zum Werfen vorbereitet wird.</German>
<Korean>투척물을 준비시 마우스 조작을 시각화해서 보여줍니다</Korean>
@ -129,12 +129,12 @@
<English>Enable Throwables Pick Up</English>
<Spanish>Habilitar recoger objetos lanzados</Spanish>
<Russian>Вкл. подбор гранат</Russian>
<Japanese>物の拾い上げを有効化</Japanese>
<Japanese>てき物の拾い上げを有効化</Japanese>
<Polish>Zezwól na podnoszenie obiektów miotanych</Polish>
<German>Aktiviere Aufheben von Wurfobjekten</German>
<Korean>투척물 줍기 활성화</Korean>
<French>Permettre le ramassage d'objets lançables</French>
<Italian>Abilita Raccolta Lanciabili</Italian>
<Italian>Abilita Raccogli Oggetti</Italian>
<Chinese>啟用可撿取地面投擲物</Chinese>
<Chinesesimp>启用捡取地面投掷物</Chinesesimp>
<Portuguese>Permitir pegar arremessáveis</Portuguese>
@ -144,12 +144,12 @@
<English>Enables ability to pick up throwables from the ground.</English>
<Spanish>Activa la habilidad de coger objetos lanzados del suelo</Spanish>
<Russian>Включает возможность подбирать гранаты с земли.</Russian>
<Japanese>地面に落ちている投擲物を拾う機能を有効化します。</Japanese>
<Japanese>地面に落ちている投てき物を拾い上げる機能を有効化します。</Japanese>
<Polish>Umożliwia podnoszenie obiektów miotanych z ziemi.</Polish>
<German>Aktiviert die Möglichkeit, geworfene Objekte wieder vom Boden aufzuheben.</German>
<Korean>땅에 떨어진 투척물을 주울 수 있게 해줍니다.</Korean>
<French>Active la possibilité de ramasser des objets lançables du sol.</French>
<Italian>Permette ai giocatori di raccogliere un oggetto lanciabile da terra.</Italian>
<Italian>Abilita la possibilità di raccogliere un oggetto lanciabile da terra.</Italian>
<Chinese>啟用後, 可撿取地面上的投擲物</Chinese>
<Chinesesimp>启用后,可捡取地面上的投掷物</Chinesesimp>
<Portuguese>Permite que objetos arremessados sejam pegos do chão. (ACE Menu de Interação)</Portuguese>
@ -159,12 +159,12 @@
<English>Enable Attached Throwables Pick Up</English>
<Spanish>Activar coger objetos lanzables que se enganchan</Spanish>
<Russian>Вкл. подбор прикрепленных гранат</Russian>
<Japanese>装着済の投擲物の拾い上げを有効化</Japanese>
<Japanese>取り付けられた投てき物の拾い上げを有効化</Japanese>
<Polish>Zezwól na podnoszenie przyczepionych obiektów miotanych</Polish>
<German>Aktiviere erneute Aufnahme befestigter Wurfobjekte</German>
<Korean>부착 투척물 줍기 활성화</Korean>
<French>Activer le ramassage d'objets lançables attachés</French>
<Italian>Abilita Raccolta Lanciabili Attaccati</Italian>
<Italian>Abilita Raccogli Oggetti Lanciabili da altri Oggetti</Italian>
<Chinese>啟用可撿取附著投擲物</Chinese>
<Chinesesimp>启用捡取附着投掷物</Chinesesimp>
<Portuguese>Permitir pegar arremessáveis fixados</Portuguese>
@ -174,47 +174,27 @@
<English>Enables ability to pick up throwables from attached objects.</English>
<Spanish>Activa la habilidad de lanzar objetos enganchados</Spanish>
<Russian>Включает возможность подбирать гранаты, прикрепленные к объектам.</Russian>
<Japanese>オブジェクトに装着された投擲物を拾う機能を有効化します。</Japanese>
<Japanese>取り付けられた投てき物を拾い上げる機能を有効化します。</Japanese>
<Polish>Umożliwia podnoszenie obiektów miotanych przyczepionych do innych obiektów.</Polish>
<German>Aktiviert die Möglichkeit, befestigte Wurfobjekte erneut aufzunehmen.</German>
<Korean>부착된 투척물을 주울 수 있게 해줍니다.</Korean>
<French>Active la possibilité de ramasser des objets lançables attachés à d'autres objets.</French>
<Italian>Permette ai giocatori di raccogliere gli oggetti lanciabili da altri oggetti attaccati.</Italian>
<Italian>Abilita la possibilità di raccogliere gli oggetti lanciabili dagli altri oggetti. </Italian>
<Chinese>啟用後, 可撿取附著在物件上的投擲物</Chinese>
<Chinesesimp>启用后,可捡取附着在物体上的投掷物</Chinesesimp>
<Portuguese>Permite que arremessáveis fixados em objetos sejam pegos.</Portuguese>
<Czech>Zapíná schopnost zvednutí předmětů z objektů ke kterým jsou připnuté.</Czech>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnableTempWindInfo_DisplayName">
<English>Show Temporary Wind Info</English>
<German>Zeige temporäre Windinformationen</German>
<Italian>Mostra informazioni sul vento temporaneamente</Italian>
<Japanese>一時的に風の情報を表示</Japanese>
<Korean>바람 정보 임시로 표시</Korean>
<French>Afficher temporairement les informations sur le vent</French>
<Russian>Временно показать информацию о ветре</Russian>
<Spanish>Mostrar información del viento temporalmente</Spanish>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnableTempWindInfo_Description">
<English>Temporarily display Wind Info while throwing, to aid in placing smoke grenades effectively.</English>
<German>Zeige während des werfens Windinformationen an, um Rauchgranaten effektiver zu platzieren.</German>
<Italian>Mostra le informazioni sul vento durante il lancio di granate, facilitando il piazzamento ottimale di fumogeni.</Italian>
<Japanese>投擲行動中に風向きの情報を一時的に表示し、発煙手榴弾の煙幕を効果的に展開しやすくします。</Japanese>
<Korean>연막탄을 효과적으로 배치하는 데 도움이 되도록 투척하는 동안 일시적으로 바람 정보를 표시합니다.</Korean>
<French>Affiche les informations sur le vent pendant le lancement pour placer les grenades fumigènes plus efficacement.</French>
<Russian>Временно отображайте информацию о ветре во время броска, чтобы помочь эффективно разместить дымовые шашки.</Russian>
<Spanish>Mostrar información del viento temporalmente mientras se lanza, para ayudar a lanzar las granadas de humo de forma efectiva.</Spanish>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Prepare">
<English>Prepare/Change Throwable</English>
<Spanish>Preparar/Cambiar objetos lanzables</Spanish>
<Russian>Подготовить/заменить гранату</Russian>
<Japanese>物の準備/変更</Japanese>
<Japanese>投てき物の準備/変更</Japanese>
<Polish>Przygotuj/zmień ob. miotany</Polish>
<German>Wurfobjekt vorbereiten/wechseln</German>
<Korean>투척물 준비/변경</Korean>
<French>Préparer/Changer d'objet lançable</French>
<Italian>Prepara/Cambia Oggetto Lanciabile</Italian>
<Italian>Prepara/Cambia Oggetto lanciabile</Italian>
<Chinese>準備/變更投擲物</Chinese>
<Chinesesimp>准备/变更投掷物</Chinesesimp>
<Portuguese>Preparar/Mudar Arremessável</Portuguese>
@ -224,12 +204,12 @@
<English>Throwable Drop Mode (Hold)</English>
<Spanish>Modo soltar objeto lanzable (Mantener pulsado)</Spanish>
<Russian>Режим броска гранаты (удерживать)</Russian>
<Japanese>モード (押している間)</Japanese>
<Japanese>てきモード (押している間)</Japanese>
<Polish>Tryb upuszczania ob. miotanego (przytrzymaj)</Polish>
<German>Wurfobjekt Fallmodus (halten)</German>
<Korean>투척물 떨어뜨리기 모드(꾹눌러서)</Korean>
<French>Mode de lancé de l'objet (Tenir)</French>
<Italian>Modalità Gettare (Tieni premuto)</Italian>
<Italian>Modalità Oggetto Gettabile (Mantenere)</Italian>
<Chinese>投擲模式 (按住)</Chinese>
<Chinesesimp>投掷模式(按住)</Chinesesimp>
<Portuguese>Modo de Arremesso (Segurar)</Portuguese>
@ -239,12 +219,12 @@
<English>Throwable Drop Mode (Toggle)</English>
<Spanish>Modo soltar objeto lanzable (interruptor)</Spanish>
<Russian>Режим броска гранаты (переключить)</Russian>
<Japanese>モード (切り替え)</Japanese>
<Japanese>てきモード (切り替え)</Japanese>
<Polish>Tryb upuszczania ob. miotanego (przełącz)</Polish>
<German>Wurfobjekt Fallmodus (umschalten)</German>
<Korean>투척물 떨어뜨리기 모드(토글)</Korean>
<French>Mode de lancé de l'objet (Basculer)</French>
<Italian>Modalità Getta Oggetto (Cambia)</Italian>
<Italian>Modalità Oggetto lanciabile Gettabile (Interruttore)</Italian>
<Chinese>投擲模式 (切換)</Chinese>
<Chinesesimp>投掷模式(切换)</Chinesesimp>
<Portuguese>Modo de Arremesso (Alternar)</Portuguese>
@ -254,12 +234,12 @@
<English>Primed</English>
<Spanish>Preparado</Spanish>
<Russian>Подготовлена</Russian>
<Japanese>点火した</Japanese>
<Japanese>点火</Japanese>
<Polish>Odbezpieczony</Polish>
<German>Scharf gemacht</German>
<Korean>뇌관 작동</Korean>
<French>amorcée</French>
<Italian>Innescato</Italian>
<Italian>Armato</Italian>
<Chinese>引信開始燃燒</Chinese>
<Chinesesimp>已开引信</Chinesesimp>
<Portuguese>Preparado</Portuguese>
@ -274,7 +254,7 @@
<German>Werfen</German>
<Korean>던지기</Korean>
<French>Lancer</French>
<Italian>Lancia</Italian>
<Italian>Lanciare</Italian>
<Chinese>投擲</Chinese>
<Chinesesimp>投掷</Chinesesimp>
<Portuguese>Arremessar</Portuguese>
@ -290,7 +270,7 @@
<German>(Scrollen) Modus wechseln</German>
<Korean>(마우스 휠) 모드 변경</Korean>
<French>(Défilement) Changer de mode</French>
<Italian>(Scorri) Cambia Modalità</Italian>
<Italian>(Scorrere) Cambio Modalità</Italian>
<Chinese>(滾輪) 變更模式</Chinese>
<Chinesesimp>(滚轮)变更模式</Chinesesimp>
<Portuguese>(Roda do Mouse) Alternar modo</Portuguese>
@ -306,7 +286,7 @@
<German>(Scrollen) Erweitern</German>
<Korean>(마우스 휠) 연장</Korean>
<French>(Défilement) Étendre</French>
<Italian>(Scorri) Estendi</Italian>
<Italian>(Scorrere) Estendere</Italian>
<Chinese>(滾輪) 延長</Chinese>
<Chinesesimp>(滚轮)延长</Chinesesimp>
<Portuguese>(Roda do Mouse) Estender</Portuguese>
@ -322,7 +302,7 @@
<German>(Klicken) Abkochen</German>
<Korean>(클릭) 예열</Korean>
<French>(Clique) Dégoupiller</French>
<Italian>(Click) Innesca</Italian>
<Italian>(Click) Arma</Italian>
<Chinese>(點擊) 提早拉開引信</Chinese>
<Chinesesimp>(点击)提早拉开引信</Chinesesimp>
<Portuguese>(Clique) Cozinhar</Portuguese>
@ -333,7 +313,7 @@
<English>Pick Up</English>
<Spanish>Coger</Spanish>
<Russian>Подобрать</Russian>
<Japanese></Japanese>
<Japanese>い上げる</Japanese>
<Polish>Podnieś</Polish>
<German>Aufheben</German>
<Korean>줍기</Korean>

View File

@ -16,7 +16,7 @@
} forEach _sections;
}] call CBA_fnc_addEventHandler;
[QGVAR(unGarrison), LINKFUNC(unGarrison)] call CBA_fnc_addEventHandler;
[QGVAR(unGarrison), FUNC(unGarrison)] call CBA_fnc_addEventHandler;
[QGVAR(doMove), {
params ["_unitsArray"];
@ -73,6 +73,6 @@
if (isServer) then {
["CAManBase", "init", {
// wait for HMD to be assigned so `hmd _unit` works
[LINKFUNC(assignNVG), _this, 1] call CBA_fnc_waitAndExecute;
[FUNC(assignNVG), _this, 1] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addClassEventHandler;
};

View File

@ -11,6 +11,6 @@ if (isServer) then {
GVAR(assignNVGstate) = false;
};
#include "initSettings.inc.sqf"
#include "initSettings.sqf"
ADDON = true;

View File

@ -7,8 +7,8 @@
* 0: The building(s) nearest this position are used <POSITION>
* 1: Limit the building search to those type of building <ARRAY>
* 2: Units that will be garrisoned <ARRAY>
* 3: Radius to fill building(s) <NUMBER> (default: 50)
* 4: 0: even filling, 1: building by building, 2: random filling <NUMBER> (default: 0)
* 3: Radius to fill building(s) <SCALAR> (default: 50)
* 4: 0: even filling, 1: building by building, 2: random filling <SCALAR> (default: 0)
* 5: True to fill building(s) from top to bottom <BOOL> (default: false) (note: only works with filling mode 0 and 1)
* 6: Teleport units <BOOL> (default: false)
@ -33,7 +33,7 @@ if (_startingPos isEqualTo [0,0,0]) exitWith {
[LSTRING(GarrisonInvalidPosition)] call EFUNC(common,displayTextStructured);
};
if (_unitsArray isEqualTo [] || {isNull (_unitsArray select 0)}) exitWith {
if (count _unitsArray == 0 || {isNull (_unitsArray select 0)}) exitWith {
TRACE_1("fnc_garrison: Units error",_unitsArray);
[LSTRING(GarrisonNoUnits)] call EFUNC(common,displayTextStructured);
};
@ -43,7 +43,7 @@ if (_fillingRadius >= 50) then {
_buildings = [_buildings] call CBA_fnc_shuffle;
};
if (_buildings isEqualTo []) exitWith {
if (count _buildings == 0) exitWith {
TRACE_1("fnc_garrison: Building error",_buildings);
[LSTRING(GarrisonNoBuilding)] call EFUNC(common,displayTextStructured);
};

View File

@ -6,7 +6,7 @@
<Chinese>AI</Chinese>
<French>IA</French>
<Spanish>IA</Spanish>
<Italian>IA</Italian>
<Italian>AI</Italian>
<Polish>SI</Polish>
<Russian>ИИ</Russian>
<German>KI</German>
@ -85,25 +85,15 @@
<English>Auto-Equip NVGs</English>
<Polish>Automatyczne zakładanie NVG</Polish>
<German>Automatisch NVGs ausrüsten</German>
<Italian>Equipaggia NVG in automatico</Italian>
<Korean>야투경 자동 창착</Korean>
<French>Equipement JVN automatique</French>
<Portuguese>Equipar NVGs automaticamente</Portuguese>
<Japanese>暗視装置の自動装備</Japanese>
<Russian>Автоматическое оснащение ПНВ</Russian>
<Spanish>Auto equipar gafas de visión nocturna</Spanish>
</Key>
<Key ID="STR_ACE_AI_AssignNVG_Description">
<English>Equips NVG in inventory during night time and unequips it during day time.\nDoes not add NVGs to inventory!</English>
<Polish>Zakłada NVG w nocy i zdejmuje je w ciągu dnia.\nNie dodaje NVG do ekwipunku!</Polish>
<German>Rüstet NVG nachts aus dem Inventar aus und entfernt es tagsüber.\nFügt keine NVGs zum Inventar hinzu!</German>
<Italian>Equipaggia NVG dall'inventario durante la notte, e li mette nell'inventario durante il giorno.\nNon aggiunge NVG all'inventario se non sono presenti.</Italian>
<Korean>야간에는 야투경을 소지품에 장착하고 주간에는 장착을 해제합니다.\n주의! 소지품에 야투경을 추가하는 것이 아닙니다!</Korean>
<French>Equipe des JVN pendant la nuit et les déséquipe le jour.\nN'ajoute pas les JVN dans l'intenvaire !</French>
<Portuguese>Equipa o NVG do inventário durante a noite e desequipa durante o dia.\nNão adiciona NVGs ao inventário!</Portuguese>
<Japanese>インベントリ内の暗視装置を夜間に装備し、日中は解除し収納します。\nこれはNVGをインベントリに追加しません。</Japanese>
<Russian>Экипирует ПНВ в ночное время и отключает его в дневное время.\nНе добавляет ПНВ в инвентарь!</Russian>
<Spanish>Equipa las gafas de visión nocturna en el inventario cuando es de noche, y las desequipa cuando es de día.\nNo añade las gafas al inventario!</Spanish>
</Key>
</Package>
</Project>

View File

@ -30,6 +30,6 @@ _vehicle == vehicle _unit
if (_unit == _x select FULLCREW_UNIT) exitWith {
_ejectVarName = format [QGVAR(ejectAction_%1_%2), _x select FULLCREW_ROLE, _x select FULLCREW_TURRETPATH];
};
} forEach fullCrew _vehicle;
} count fullCrew _vehicle;
_vehicle getVariable [_ejectVarName, false]
}

View File

@ -22,7 +22,7 @@ if (!alive _vehicle) exitWith {};
if (_vehicle getVariable [QGVAR(droneActionsAdded), false]) exitWith {};
_vehicle setVariable [QGVAR(droneActionsAdded), true];
// Move to location
// move to location
private _condition = {
params ["_vehicle"];
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]}
@ -37,58 +37,9 @@ private _action = [QGVAR(droneSetWaypointMove), localize "$STR_AC_MOVE",
"\a3\3DEN\Data\CfgWaypoints\Move_ca.paa", _statement, _condition] call EFUNC(interact_menu,createAction);
[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
// Follow unit/vehicle at turret location
_condition = {
params ["_vehicle"];
private _target = cursorTarget;
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]} && {!isNull _target} && {["CAManBase", "LandVehicle", "Ship"] findIf {_target isKindOf _x} != -1}
};
_statement = {
params ["_vehicle"];
private _group = group driver _vehicle;
private _pos = ([_vehicle, [0]] call FUNC(droneGetTurretTargetPos)) select 0;
[QGVAR(droneSetWaypoint), [_vehicle, _group, _pos, "FOLLOW", cursorTarget], _group] call CBA_fnc_targetEvent;
private _followDistance = _vehicle getVariable [QGVAR(wpFollowDistance), 0];
[[LLSTRING(DroneFollowHint), _followDistance], 3] call EFUNC(common,displayTextStructured);
};
_action = [QGVAR(droneSetWaypointFollow), localize "$STR_AC_FOLLOW", "\a3\3DEN\Data\CfgWaypoints\Follow_ca.paa", _statement, _condition] call EFUNC(interact_menu,createAction);
[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
// Set drone follow distance
_condition = {
params ["_vehicle"];
private _group = group driver _vehicle;
private _index = (currentWaypoint _group) min count waypoints _group;
private _waypoint = [_group, _index];
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]} && {(waypointType _waypoint) == "HOLD"}
};
_statement = {
params ["_vehicle", "", "_value"];
_vehicle setVariable [QGVAR(wpFollowDistance), _value];
[[LLSTRING(DroneFollowHint), _value], 3] call EFUNC(common,displayTextStructured);
};
_action = [QGVAR(droneSetFollowDistance), LLSTRING(DroneFollowDistance), "", {}, _condition] call EFUNC(interact_menu,createAction);
private _base = [_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
private _followDistances = if (_vehicle isKindOf "Car_F") then {
[0, 25, 50, 100, 200]
} else {
[0, 100, 200, 300, 400, 500]
};
{
_action = [
QGVAR(droneSetFollowDistance_) + str _x,
str _x,
"",
_statement,
{true},
{},
_x
] call EFUNC(interact_menu,createAction);
[_vehicle, 1, _base, _action] call EFUNC(interact_menu,addActionToObject);
} forEach _followDistances;
if (_vehicle isKindOf "Air") then {
// Loiter at location
// loiter at location
_condition = {
params ["_vehicle"];
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]}
@ -104,7 +55,7 @@ if (_vehicle isKindOf "Air") then {
[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
// Set height
// set height
_condition = {
params ["_vehicle"];
(missionNamespace getVariable [QGVAR(droneWaypoints), true]) && {waypointsEnabledUAV _vehicle} && {(ACE_controlledUAV select 2) isEqualTo [0]}
@ -123,7 +74,7 @@ if (_vehicle isKindOf "Air") then {
} forEach [20, 50, 200, 500, 2000];
// Set loiter radius
// set loiter radius
_condition = {
params ["_vehicle"];
private _group = group driver _vehicle;
@ -146,7 +97,7 @@ if (_vehicle isKindOf "Air") then {
} forEach [500, 750, 1000, 1250, 1500];
// Set loiter direction
// set loiter direction
_condition = {
params ["_vehicle", "", "_args"];
private _group = group driver _vehicle;

View File

@ -23,7 +23,7 @@ TRACE_4("droneModifyWaypoint",_vehicle,_group,_type,_value);
private _index = (currentWaypoint _group) min count waypoints _group;
private _waypoint = [_group, _index];
switch (toLowerANSI _type) do {
switch (toLower _type) do {
case ("height"): {
private _pos = waypointPosition _waypoint;
_pos set [2, _value];

View File

@ -8,7 +8,6 @@
* 1: Group <GROUP>
* 2: Pos 2D <ARRAY>
* 3: Type <STRING>
* 4: Target to follow <OBJECT> (default: objNull)
*
* Return Value:
* None
@ -19,7 +18,7 @@
* Public: No
*/
params ["_vehicle", "_group", "_pos", "_type", ["_target", objNull]];
params ["_vehicle", "_group", "_pos", "_type"];
TRACE_4("droneSetWaypoint",_vehicle,_group,_pos,_type);
private _index = (currentWaypoint _group) min count waypoints _group;
@ -30,39 +29,11 @@ private _currentLoiterRadius = waypointLoiterRadius _waypoint;
private _currentLoiterType = waypointLoiterType _waypoint;
// Set pos to ATL
_pos set [
2,
[0, _currentHeight] select (_currentHeight >= 50)
];
_pos set [2, if (_currentHeight >= 50) then { _currentHeight } else { 0 }];
// [_group] call CBA_fnc_clearWaypoints;
_waypoint = _group addWaypoint [_pos, 0];
// The Vanilla "FOLLOW"-type waypoint is not used directly, due to 2 main issues (as of v2.16):
// - It does not work at all for UGVs, which is a known issue https://feedback.bistudio.com/T126283;
// - No clear scripting way was found to mimic the UAV Terminal's "Follow Distance" functionality;
// Instead, the solution for both UAV and UGV following consists of a CBA PFH that moves a "HOLD"-type Waypoint every 3 seconds.
// Either on the target itself, or on the Drone's current position if the target is within the desired follow distance.
if (_type == "FOLLOW" && {["CAManBase", "LandVehicle", "Ship"] findIf {_target isKindOf _x} != -1}) then {
_waypoint setWaypointType "HOLD";
[{
params ["_args", "_handle"];
_args params ["_vehicle", "_group", "_waypoint", "_target"];
if ( // Abort PFH if a new waypoint is created via UAV Terminal or ACE Interaction
_waypoint select 1 != currentWaypoint _group ||
{!alive _vehicle} || {isNull _target}
) exitWith {
deleteWaypoint _waypoint;
[_handle] call CBA_fnc_removePerFrameHandler;
};
private _followDistance = _vehicle getVariable [QGVAR(wpFollowDistance), 0];
if ((_vehicle distance2D _target) < _followDistance) then {
_waypoint setWaypointPosition [getPosASL _vehicle, -1];
} else {
_waypoint setWaypointPosition [getPosASL _target, -1];
};
}, 3, [_vehicle, _group, _waypoint, _target]] call CBA_fnc_addPerFrameHandler;
};
_waypoint setWaypointType _type;
TRACE_3("",_currentHeight,_currentLoiterRadius,_currentLoiterType);
if (_currentHeight > 1) then { _vehicle flyInHeight _currentHeight; };

View File

@ -29,7 +29,7 @@
<Russian>Открыть грузовой отсек</Russian>
<Italian>Apri la rampa di carico</Italian>
<Portuguese>Abrir porta de carga</Portuguese>
<Japanese>貨物室ドアを 開く</Japanese>
<Japanese>カーゴ ドアを開く</Japanese>
<Korean>화물칸 개방</Korean>
<Chinese>開啟貨艙門</Chinese>
<Chinesesimp>开启货舱门</Chinesesimp>
@ -46,7 +46,7 @@
<Russian>Закрыть грузовой отсек</Russian>
<Italian>Chiudi la rampa di carico</Italian>
<Portuguese>Fechar porta de carga</Portuguese>
<Japanese>貨物室ドアを 閉じる</Japanese>
<Japanese>カーゴ ドアを閉じる</Japanese>
<Korean>화물칸 폐쇄</Korean>
<Chinese>關閉貨艙門</Chinese>
<Chinesesimp>关闭货舱门</Chinesesimp>
@ -61,19 +61,16 @@
<Polish>30mm Odłamkowo-Burzące - Zapalające</Polish>
<Turkish>30mm Yüksek Patlayıcı </Turkish>
<German>30mm Hochexplosiv/Brandladung</German>
<Italian>30mm Esplosivo/Incendiario</Italian>
<Japanese>30mm 焼夷榴弾</Japanese>
<Japanese>30mm 焼夷りゅう弾</Japanese>
<Czech>30mm Tříštivo-trhavá zápalná střela</Czech>
<Russian>30мм Осколочно-Фугасный Зажигательный</Russian>
<Korean>30mm 고폭소이탄</Korean>
<Portuguese>30mm Alto-Explosivo Incendiária</Portuguese>
</Key>
<Key ID="STR_ACE_Aircraft_GatlingDescriptionShortHEI">
<English>30mm HEI</English>
<Spanish>30mm AEI</Spanish>
<Chinese>30毫米高爆燃燒</Chinese>
<Chinesesimp>30mm 高爆燃烧</Chinesesimp>
<Italian>30mm HEI</Italian>
<French>30 mm HEI</French>
<Polish>30mm OB-Z</Polish>
<Turkish>30mm HEI</Turkish>
@ -82,7 +79,6 @@
<Czech>30mm HEI</Czech>
<Russian>30мм ОФЗ</Russian>
<Korean>30mm HEI</Korean>
<Portuguese>30mm AEI</Portuguese>
</Key>
<Key ID="STR_ACE_Aircraft_GatlingDescriptionAP">
<English>30mm DU Armor Piercing</English>
@ -90,15 +86,13 @@
<Chinese>30毫米貧化鈾穿甲彈 </Chinese>
<Chinesesimp>30 mm 贫铀穿甲</Chinesesimp>
<French>30 mm UA Armor Piercing</French>
<Italian>30mm AP Uranio Impoverito</Italian>
<Polish>30mm Zubożony Uran - Przebijające</Polish>
<Turkish>30mm DU Zırh Delici</Turkish>
<German>30mm abgereichertes panzerbrechendes Uraniumgeschoss</German>
<Japanese>30mm 劣化ウラン徹甲弾</Japanese>
<Japanese>30mm DU 徹甲弾</Japanese>
<Czech>30mm Protipancéřová střela z ochuzeného Uranu</Czech>
<Russian>30мм ОУ Бронебойный Снаряд</Russian>
<Korean>30mm 열화우라늄 철갑탄</Korean>
<Portuguese>30mm DU Perfurante de Blindagem</Portuguese>
</Key>
<Key ID="STR_ACE_Aircraft_GatlingDescriptionShortAP">
<English>30mm DU AP</English>
@ -106,7 +100,6 @@
<Chinese>30毫米貧鈾穿甲</Chinese>
<Chinesesimp>30mm 贫铀穿甲</Chinesesimp>
<French>30 mm UA AP</French>
<Italian>30mm AP-UI</Italian>
<Polish>30mm ZU-P</Polish>
<Turkish>30mm DU AP</Turkish>
<German>30mm DU-PB</German>
@ -114,7 +107,6 @@
<Czech>30 mm DU AP</Czech>
<Russian>30мм ОУ БС</Russian>
<Korean>30mm DU AP</Korean>
<Portuguese>30mm DU AP</Portuguese>
</Key>
<Key ID="STR_ACE_Aircraft_GatlingDescriptionCM41">
<English>30mm Combat Mix 4:1 DU:HEI</English>
@ -122,15 +114,13 @@
<Chinese>30毫米戰鬥混合彈4:1 穿甲:高爆</Chinese>
<Chinesesimp>30mm 战斗混合 穿甲/高爆 4:1</Chinesesimp>
<French>30 mm Mix de Combat 4:1 UA:HEI</French>
<Italian>30mm Misto 4:1 UI:HEI</Italian>
<Polish>30mm Mieszanka bojowa 4:1 ZU:OB-Z</Polish>
<Turkish>30mm Combat Mix 4:1 DU:HEI</Turkish>
<German>30mm Kampfmischung 4:1 DU:HEB</German>
<Japanese>30mm コンバット ミックス 4:1 劣化ウラン徹甲弾:焼夷榴弾</Japanese>
<Japanese>30mm コンバット ミックス 4:1 DU:HEI</Japanese>
<Czech>30mm Bojový Mix 4:1 DU:HEI</Czech>
<Russian>30мм Смешанное боепитание 4:1 ОУ:ОФЗ</Russian>
<Korean>30mm 열화우라늄:고폭소이 4:1 혼합</Korean>
<Portuguese>30mm Mix de Combate 4:1 DU:AEI</Portuguese>
<Korean>30mm 4:1 열화:고폭소이</Korean>
</Key>
<Key ID="STR_ACE_Aircraft_GatlingDescriptionShortCM41">
<English>30mm CM 4:1</English>
@ -138,14 +128,13 @@
<Chinese>30毫米 穿高混合 4:1</Chinese>
<Chinesesimp>30mm 穿爆混合 4:1</Chinesesimp>
<French>30 mm MdC 4:1</French>
<Italian>30mm Misto 4:1</Italian>
<Polish>30mm MB 4:1</Polish>
<Turkish>30mm CM 4:1</Turkish>
<German>30mm KM 4:1</German>
<Japanese>30mm CM 4:1</Japanese>
<Czech>30mm BM 4:1</Czech>
<Russian>30мм СБ 4:1</Russian>
<Korean>30mm 4:1 혼합</Korean>
<Korean>30mm CM 4:1</Korean>
</Key>
<Key ID="STR_ACE_Aircraft_GatlingDescriptionCM51">
<English>30mm Combat Mix 5:1 DU:HEI</English>
@ -153,14 +142,13 @@
<Chinese>30毫米戰鬥混合彈5:1 穿甲:高爆</Chinese>
<Chinesesimp>30 mm 战斗混合 穿甲/高爆 5:1</Chinesesimp>
<French>30 mm Mix de Combat 5:1 UA:HEI</French>
<Italian>30mm Misto 5:1 UI:HEI</Italian>
<Polish>30mm Mieszanka bojowa 5:1 ZU:OB-Z</Polish>
<Turkish>30mm Combat Mix 5:1 DU:HEI</Turkish>
<German>30mm Kampfmischung 5:1 DU:HEB</German>
<Japanese>30mm コンバット ミックス 5:1 劣化ウラン徹甲弾:焼夷榴弾</Japanese>
<Japanese>30mm コンバット ミックス 5:1 DU:HEI</Japanese>
<Czech>30mm Bojový Mix 5:1 DU:HEI</Czech>
<Russian>30мм Смешанное боепитание 5:1 ОУ:ОФЗ</Russian>
<Korean>30mm 열화우라늄:고폭소이 5:1 혼합</Korean>
<Korean>30mm 5:1 열화:고폭소이</Korean>
</Key>
<Key ID="STR_ACE_Aircraft_GatlingDescriptionShortCM51">
<English>30mm CM 5:1</English>
@ -168,30 +156,13 @@
<Chinese>30毫米 穿高混合 5:1</Chinese>
<Chinesesimp>30mm 穿爆混合 5:1</Chinesesimp>
<French>30 mm MdC 5:1</French>
<Italian>30mm Misto 5:1</Italian>
<Polish>30mm MB 5:1</Polish>
<Turkish>30mm CM 5:1</Turkish>
<German>30mm KM 5:1</German>
<Japanese>30mm CM 5:1</Japanese>
<Czech>30mm BM 5:1</Czech>
<Russian>30мм СБ 5:1</Russian>
<Korean>30mm 5:1 혼합</Korean>
</Key>
<Key ID="STR_ACE_Aircraft_DroneFollowDistance">
<English>Follow Distance</English>
<Italian>Distanza di seguimento</Italian>
<German>Folge-Entfernung</German>
<Korean>따라가는 거리</Korean>
<French>Distance de suivi</French>
<Japanese>追跡距離</Japanese>
</Key>
<Key ID="STR_ACE_Aircraft_DroneFollowHint">
<English>Following unit within %1m</English>
<Italian>Seguendo unità entro %1m</Italian>
<German>Folgt Einheit bis zu %1m</German>
<Korean>%1m 이내로 유닛을 따라갑니다</Korean>
<French>Suivre l'unité jusqu'à %1m</French>
<Japanese>%1m 間隔で 目標を追跡します</Japanese>
<Korean>30mm CM 5:1</Korean>
</Key>
</Package>
</Project>

View File

@ -123,9 +123,7 @@ class GVAR(stats) {
stats[] = {"maximumLoad"};
displayName = "$STR_a3_rscdisplayarsenal_stat_load";
showBar = 1;
showText = 1;
barStatement = QUOTE([ARR_3((_this select 0) select 0, _this select 1, [ARR_3([ARR_2(0, 500)], [ARR_2(0.01, 1)], false)])] call FUNC(statBarStatement_default));
textStatement = QUOTE(call FUNC(statTextStatement_load));
tabs[] = {{3,4,5}, {}};
};
class ACE_smokeChemTTL: statBase {

View File

@ -110,7 +110,7 @@ class Cfg3DEN {
h = QUOTE(65 * ATTRIBUTE_H);
drawSideArrows = 1;
disableOverflow = 1;
columns[] = {0.05, 0.15, 0.83, 0.87};
columns[] = {0.05, 0.15, 0.85};
};
class ArrowLeft: ctrlButton {
idc = IDC_ATTRIBUTE_LIST_LEFT;
@ -129,7 +129,6 @@ class Cfg3DEN {
};
class SearchButton: ctrlButtonPicture {
idc = IDC_ATTRIBUTE_SEARCH_BUTTON;
#pragma hemtt suppress pw3_padded_arg
onButtonClick = QUOTE( \
params ['_searchButton']; \
private _controlsGroup = ctrlParentControlsGroup _searchButton; \
@ -148,7 +147,6 @@ class Cfg3DEN {
class SearchBar: ctrlEdit {
idc = IDC_ATTRIBUTE_SEARCHBAR;
onKeyUp = QUOTE([ctrlParentControlsGroup (_this select 0)] call FUNC(attributeAddItems));
#pragma hemtt suppress pw3_padded_arg
onMouseButtonClick = QUOTE( \
params [ARR_2('_searchBar','_button')]; \
if (_button != 1) exitWith {}; \

View File

@ -26,7 +26,7 @@ class Display3DEN {
class GVAR(portVALoadouts) {
text = CSTRING(portLoadoutsText);
picture = QPATHTOEF(common,data\logo_ace3_ca.paa);
action = QUOTE(call DFUNC(portVALoadouts));
action = QUOTE(call DFUNC(portVALoadouts););
};
};
};

View File

@ -16,8 +16,6 @@ PREP(attributeKeyDown);
PREP(attributeLoad);
PREP(attributeMode);
PREP(attributeSelect);
PREP(baseAttachment);
PREP(baseOptic);
PREP(baseWeapon);
PREP(buttonActionsPage);
PREP(buttonCargo);
@ -47,8 +45,6 @@ PREP(handleLoadoutsSearchbar);
PREP(handleMouse);
PREP(handleScrollWheel);
PREP(handleSearchbar);
PREP(handleSearchInputChanged);
PREP(handleSearchModeToggle);
PREP(handleStats);
PREP(initBox);
PREP(itemInfo);
@ -78,7 +74,6 @@ PREP(removeStat);
PREP(removeVirtualItems);
PREP(renameDefaultLoadout);
PREP(replaceUniqueItemsLoadout);
PREP(saveLoadout);
PREP(scanConfig);
PREP(showItem);
PREP(sortPanel);
@ -99,7 +94,6 @@ PREP(statBarStatement_rateOfFIre);
PREP(statTextStatement_accuracy);
PREP(statTextStatement_explosionTime);
PREP(statTextStatement_illuminators);
PREP(statTextStatement_load);
PREP(statTextStatement_magCount);
PREP(statTextStatement_mass);
PREP(statTextStatement_rateOfFire);

View File

@ -18,16 +18,6 @@ GVAR(lastSortDirectionRight) = DESCENDING;
[QGVAR(removeDefaultLoadout), LINKFUNC(removeDefaultLoadout)] call CBA_fnc_addEventHandler;
[QGVAR(renameDefaultLoadout), LINKFUNC(renameDefaultLoadout)] call CBA_fnc_addEventHandler;
[QGVAR(refresh), {
params ["_object"];
// If the arsenal is already open, refresh arsenal display
// Deliberate == check, fail on objNull
if (!isNil QGVAR(currentBox) && {GVAR(currentBox) == _object}) then {
[true, true] call FUNC(refresh);
};
}] call CBA_fnc_addEventHandler;
[QGVAR(broadcastFace), {
params ["_unit", "_face"];
_unit setFace _face;
@ -70,7 +60,7 @@ GVAR(lastSortDirectionRight) = DESCENDING;
if (!isNil QGVAR(currentLoadoutsTab) && {GVAR(currentLoadoutsTab) == IDC_buttonSharedLoadouts}) then {
private _curSelData = _contentPanelCtrl lnbData [lnbCurSelRow _contentPanelCtrl, 1];
([_loadoutData] call FUNC(verifyLoadout)) params ["_extendedLoadout", "_nullItemsList", "_unavailableItemsList"];
([_loadoutData] call FUNC(verifyLoadout)) params ["_extendedLoadout", "_nullItemsAmount", "_unavailableItemsAmount"];
_extendedLoadout params ["_loadout"];
private _newRow = _contentPanelCtrl lnbAddRow [_playerName, _loadoutName];
@ -81,10 +71,10 @@ GVAR(lastSortDirectionRight) = DESCENDING;
_contentPanelCtrl lnbSetData [[_newRow, 1], _playerName + _loadoutName];
// Set color of row, depending if items are unavailable/missing
if (_nullItemsList isNotEqualTo []) then {
if (_nullItemsAmount > 0) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 0, 0, 0.8]];
} else {
if (_unavailableItemsList isNotEqualTo []) then {
if (_unavailableItemsAmount > 0) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 1, 1, 0.25]];
};
};
@ -108,16 +98,24 @@ GVAR(lastSortDirectionRight) = DESCENDING;
private _face = _extendedInfo getOrDefault [QGVAR(face), ""];
if (_face != "") then {
private _id = [QGVAR(broadcastFace), [_unit, _face], QGVAR(centerFace_) + hashValue _unit] call CBA_fnc_globalEventJIP;
if (isMultiplayer) then {
private _id = [QGVAR(broadcastFace), [_unit, _face], QGVAR(centerFace_) + netId _unit] call CBA_fnc_globalEventJIP;
[_id, _unit] call CBA_fnc_removeGlobalEventJIP;
} else {
_unit setFace _face;
};
};
// Set voice
private _voice = _extendedInfo getOrDefault [QGVAR(voice), ""];
if (_voice != "") then {
private _id = [QGVAR(broadcastVoice), [_unit, _voice], QGVAR(centerVoice_) + hashValue _unit] call CBA_fnc_globalEventJIP;
if (isMultiplayer) then {
private _id = [QGVAR(broadcastVoice), [_unit, _voice], QGVAR(centerVoice_) + netId _unit] call CBA_fnc_globalEventJIP;
[_id, _unit] call CBA_fnc_removeGlobalEventJIP;
} else {
_unit setSpeaker _voice;
};
};
// Set insignia
@ -139,7 +137,7 @@ GVAR(lastSortDirectionRight) = DESCENDING;
// Set voice if enabled
if (GVAR(loadoutsSaveVoice)) then {
_extendedInfo set [QGVAR(voice), (speaker _unit) call EFUNC(common,getConfigName)];
_extendedInfo set [QGVAR(voice), speaker _unit];
};
// Set insignia if enabled

View File

@ -9,13 +9,60 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.inc.sqf"
#include "initSettings.sqf"
// Arsenal events
[QGVAR(statsChangePage), LINKFUNC(buttonStatsPage)] call CBA_fnc_addEventHandler;
[QGVAR(displayStats), LINKFUNC(handleStats)] call CBA_fnc_addEventHandler;
[QGVAR(actionsChangePage), LINKFUNC(buttonActionsPage)] call CBA_fnc_addEventHandler;
[QGVAR(displayActions), LINKFUNC(handleActions)] call CBA_fnc_addEventHandler;
[QGVAR(statsToggle), {
params ["_display", "_showStats"];
private _statsCtrlGroupCtrl = _display displayCtrl IDC_statsBox;
private _statsPreviousPageCtrl = _display displayCtrl IDC_statsPreviousPage;
private _statsNextPageCtrl = _display displayCtrl IDC_statsNextPage;
private _statsCurrentPageCtrl = _display displayCtrl IDC_statsCurrentPage;
{
_x ctrlShow (GVAR(showStats) && {_showStats});
} forEach [
_statsCtrlGroupCtrl,
_statsPreviousPageCtrl,
_statsNextPageCtrl,
_statsCurrentPageCtrl
];
}] call CBA_fnc_addEventHandler;
[QGVAR(statsChangePage), {
_this call FUNC(buttonStatsPage);
}] call CBA_fnc_addEventHandler;
[QGVAR(displayStats), {
_this call FUNC(handleStats);
}] call CBA_fnc_addEventHandler;
[QGVAR(actionsChangePage), {
_this call FUNC(buttonActionsPage);
}] call CBA_fnc_addEventHandler;
[QGVAR(displayActions), {
_this call FUNC(handleActions);
}] call CBA_fnc_addEventHandler;
[QGVAR(actionsToggle), {
params ["_display", "_showActions"];
private _actionsCtrlGroupCtrl = _display displayCtrl IDC_actionsBox;
private _actionsPreviousPageCtrl = _display displayCtrl IDC_actionsPreviousPage;
private _actionsNextPageCtrl = _display displayCtrl IDC_actionsNextPage;
private _actionsCurrentPageCtrl = _display displayCtrl IDC_actionsCurrentPage;
{
_x ctrlShow (GVAR(showActions) && {_showActions});
} forEach [
_actionsCtrlGroupCtrl,
_actionsPreviousPageCtrl,
_actionsNextPageCtrl,
_actionsCurrentPageCtrl
];
}] call CBA_fnc_addEventHandler;
call FUNC(compileActions);
call FUNC(compileSorts);
@ -36,59 +83,8 @@ call FUNC(compileStats);
EGVAR(common,blockItemReplacement) = false;
}] call CBA_fnc_addEventHandler;
[QGVAR(cargoChanged), {
params ["_display"];
// Only update actions if necessary, this can get performance-intensive using the arrow keys
if (!GVAR(updateActionsOnCargoChange)) exitWith {};
private _actionInfo = [_display];
_actionInfo append GVAR(actionInfo);
[QGVAR(displayActions), _actionInfo] call CBA_fnc_localEvent;
}] call CBA_fnc_addEventHandler;
// Setup Tools tab
[keys (uiNamespace getVariable [QGVAR(configItemsTools), createHashMap]), LLSTRING(toolsTab), TOOLS_TAB_ICON, -1, true] call FUNC(addRightPanelButton);
// TODO: make IDCs able to match IDX with simple math?
GVAR(idxMap) = createHashMapFromArray [
[IDC_buttonPrimaryWeapon, IDX_VIRT_PRIMARY_WEAPONS],
[IDC_buttonHandgun, IDX_VIRT_HANDGUN_WEAPONS],
[IDC_buttonSecondaryWeapon, IDX_VIRT_SECONDARY_WEAPONS],
[IDC_buttonHeadgear, IDX_VIRT_HEADGEAR],
[IDC_buttonUniform, IDX_VIRT_UNIFORM],
[IDC_buttonVest, IDX_VIRT_VEST],
[IDC_buttonBackpack, IDX_VIRT_BACKPACK],
[IDC_buttonGoggles, IDX_VIRT_GOGGLES],
[IDC_buttonNVG, IDX_VIRT_NVG],
[IDC_buttonBinoculars, IDX_VIRT_BINO],
[IDC_buttonMap, IDX_VIRT_MAP],
[IDC_buttonGPS, IDX_VIRT_COMMS],
[IDC_buttonRadio, IDX_VIRT_RADIO],
[IDC_buttonCompass, IDX_VIRT_COMPASS],
[IDC_buttonWatch, IDX_VIRT_WATCH]
];
// Make new hashmaps for face/voice/insignia so mission makers can disable them
// Copies of hashmaps aren't final
GVAR(faceCache) = +(uiNamespace getVariable QGVAR(faceCache));
GVAR(voiceCache) = +(uiNamespace getVariable QGVAR(voiceCache));
GVAR(insigniaCache) = +(uiNamespace getVariable QGVAR(insigniaCache));
// Get mission/campaign insignias
// BIS_fnc_setUnitInsignia will look in mission config, then campaign, then global config last, so overwrite accordingly
private _insigniaCondition = toString {
if (isNumber (_x >> "scope")) then {
getNumber (_x >> "scope") == 2
} else {
true
};
};
// Ref fnc_addListBoxItem, 0/nil = configFile, 1 = campaignConfigFile, 2 = missionConfigFile
{
GVAR(insigniaCache) set [configName _x, 1];
} forEach (_insigniaCondition configClasses (campaignConfigFile >> "CfgUnitInsignia"));
{
GVAR(insigniaCache) set [configName _x, 2];
} forEach (_insigniaCondition configClasses (missionConfigFile >> "CfgUnitInsignia"));
ADDON = true;

View File

@ -155,8 +155,6 @@
#define IDC_statsNextPage 53
#define IDC_statsCurrentPage 54
#define IDC_actionsBox 90
#define IDC_actionsBackground1 90010
#define IDC_actionsBackground2 90011
#define IDC_actionsText1 9001
#define IDC_actionsButton1 9002
#define IDC_actionsText2 9003
@ -270,7 +268,6 @@
#define IDX_VIRT_UNIQUE_UNKNOWN_ITEMS 25
// Indexes of current items array
// Should match IDX_VIRT_X macros for any left panel tabs
#define IDX_CURR_PRIMARY_WEAPON 0
#define IDX_CURR_SECONDARY_WEAPON 1
#define IDX_CURR_HANDGUN_WEAPON 2
@ -490,6 +487,3 @@ if (!isNil QGVAR(customRightPanelButtons)) then {\
_contentPanelCtrl lnbSetPicture [[_newRow, 7], getText (configFile >> "CfgVehicles" >> (_loadout select IDX_LOADOUT_BACKPACK) select 0 >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 8], getText (_cfgWeapons >> _loadout select IDX_LOADOUT_HEADGEAR >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 9], getText (configFile >> "CfgGlasses" >> _loadout select IDX_LOADOUT_GOGGLES >> "picture")];
#define ACTION_TYPE_TEXT 0
#define ACTION_TYPE_BUTTON 1

View File

@ -1,5 +1,4 @@
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: johnb43
* Adds custom action buttons.
@ -11,7 +10,6 @@
* 3: Actions <ARRAY of ARRAYS>
* 4: Condition <CODE> (default: {true})
* 5: Scope editor <NUMBER> (default: 2)
* 6: Update when cargo content changes <BOOL> (default: false)
*
* Return Value:
* 0: Array of IDs <ARRAY of STRINGS>
@ -32,8 +30,7 @@ params [
["_title", "", [""]],
["_actions", [], [[]]],
["_rootCondition", {true}, [{}]],
["_scopeEditor", 2, [0]],
["_updateOnCargoChange", false, [false]]
["_scopeEditor", 2, [0]]
];
// Compile actions from config (in case this is called before preInit)
@ -122,8 +119,4 @@ private _group = [];
};
} forEach _tabs;
if (_updateOnCargoChange) then {
GVAR(updateActionsOnCargoChange) = true;
};
_return

View File

@ -20,9 +20,8 @@
params [["_name", "", [""]], ["_loadout", [], [[]]], ["_global", false, [false]]];
if (_global) exitWith {
private _eventID = format [QGVAR(loadouts_%1), _name];
[QGVAR(addDefaultLoadout), [_name, _loadout], _eventID] call CBA_fnc_globalEventJIP;
if (_global) then {
[QGVAR(addDefaultLoadout), [_name, _loadout]] call CBA_fnc_remoteEvent;
};
private _extendedInfo = createHashMap;

View File

@ -6,10 +6,9 @@
*
* Arguments:
* 0: Config category, must be "CfgWeapons", "CfgVehicles", "CfgMagazines", "CfgVoice" or "CfgUnitInsignia" <STRING>
* 1: Classname (must be in config case) <STRING>
* 1: Classname <STRING>
* 2: Panel control <CONTROL>
* 3: Name of the picture entry in that Cfg class <STRING> (default: "picture")
* 4: Config root <NUMBER> (default: 0 -> configFile)
*
* Return Value:
* None
@ -20,9 +19,9 @@
* Public: Yes
*/
params ["_configCategory", "_className", "_ctrlPanel", ["_pictureEntryName", "picture", [""]], ["_configRoot", 0, [0]]];
params ["_configCategory", "_className", "_ctrlPanel", ["_pictureEntryName", "picture", [""]]];
private _skip = GVAR(favoritesOnly) && {!(_className in GVAR(currentItems))} && {!((toLowerANSI _className) in GVAR(favorites))};
private _skip = GVAR(favoritesOnly) && {!(_className in GVAR(currentItems))} && {!((toLower _className) in GVAR(favorites))};
if (_skip) then {
switch (GVAR(currentLeftPanel)) do {
case IDC_buttonPrimaryWeapon: {
@ -42,10 +41,10 @@ if (_skip) then {
if (_skip) exitWith {};
// If not in cache, find info and cache it for later use
((uiNamespace getVariable QGVAR(addListBoxItemCache)) getOrDefaultCall [_configCategory + _className + str _configRoot, {
// Sanitise key, as it's public; If not in cache, find info and cache it for later use
((uiNamespace getVariable QGVAR(addListBoxItemCache)) getOrDefaultCall [_configCategory + _className, {
// Get classname (config case), display name, picture and DLC
private _configPath = ([configFile, campaignConfigFile, missionConfigFile] select _configRoot) >> _configCategory >> _className;
private _configPath = configFile >> _configCategory >> _className;
private _dlcName = _configPath call EFUNC(common,getAddon);
// If _pictureEntryName is empty, then this item has no picture (e.g. faces)
@ -58,7 +57,7 @@ _ctrlPanel lbSetPicture [_lbAdd, _itemPicture];
_ctrlPanel lbSetPictureRight [_lbAdd, ["", _modPicture] select GVAR(enableModIcons)];
_ctrlPanel lbSetTooltip [_lbAdd, format ["%1\n%2", _displayName, _className]];
if ((toLowerANSI _className) in GVAR(favorites)) then {
if ((toLower _className) in GVAR(favorites)) then {
_ctrlPanel lbSetColor [_lbAdd, FAVORITES_COLOR];
_ctrlPanel lbSetSelectColor [_lbAdd, FAVORITES_COLOR];
};

View File

@ -66,8 +66,7 @@ _items = _items select {
_x isKindOf ["CBA_MiscItem", _cfgWeapons] && {getNumber (_configItemInfo >> "type") in [TYPE_MUZZLE, TYPE_OPTICS, TYPE_FLASHLIGHT, TYPE_BIPOD]} ||
{getNumber (_configItemInfo >> "type") in [TYPE_FIRST_AID_KIT, TYPE_MEDIKIT, TYPE_TOOLKIT]} ||
{getText (_cfgWeapons >> _x >> "simulation") == "ItemMineDetector"} ||
{getNumber (_cfgMagazines >> _x >> "ACE_isUnique") == 1} ||
{getNumber (_cfgMagazines >> _x >> "ACE_asItem") == 1}
{getNumber (_cfgMagazines >> _x >> "ACE_isUnique") == 1}
};
GVAR(customRightPanelButtons) set [_position, [_items apply {_x call EFUNC(common,getConfigName)}, _picture, _tooltip, _moveOnOverwrite]];

View File

@ -109,10 +109,11 @@ private _tabToChange = [];
{
_x params ["_tab", "_tabSide"];
_tabToChange = [
GVAR(statsListLeftPanel),
_tabToChange = if (_tabSide == "R") then {
GVAR(statsListRightPanel)
] select (_tabSide == "R");
} else {
GVAR(statsListLeftPanel)
};
_stats = _tabToChange select _tab;

View File

@ -125,8 +125,6 @@ if (_items isEqualType true) then {
_object setVariable [QGVAR(virtualItems), _cargo, _global];
// If the arsenal is already open, refresh arsenal display
if (_global) then {
[QGVAR(refresh), _object] call CBA_fnc_globalEvent;
} else {
[QGVAR(refresh), _object] call CBA_fnc_localEvent;
if (!isNil QGVAR(currentBox) && {GVAR(currentBox) isEqualTo _object}) then {
[true, true] call FUNC(refresh);
};

View File

@ -18,10 +18,9 @@
params ["_controlsGroup"];
forceUnicode 0; // handle non-ANSI characters
private _category = lbCurSel (_controlsGroup controlsGroupCtrl IDC_ATTRIBUTE_CATEGORY);
private _filter = ctrlText (_controlsGroup controlsGroupCtrl IDC_ATTRIBUTE_SEARCHBAR);
// Have to use toLower here and displayName to handle non-ANSI characters
private _filter = toLower ctrlText (_controlsGroup controlsGroupCtrl IDC_ATTRIBUTE_SEARCHBAR);
private _configItems = uiNamespace getVariable QGVAR(configItems);
private _magazineMiscItems = uiNamespace getVariable QGVAR(magazineMiscItems);
private _attributeValue = uiNamespace getVariable [QGVAR(attributeValue), [[], 0]];
@ -46,7 +45,6 @@ private _cfgWeapons = configFile >> "CfgWeapons";
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgVehicles = configFile >> "CfgVehicles";
private _cfgGlasses = configFile >> "CfgGlasses";
private _dlcName = "";
// Exit with current items (no specific category)
if (_category == IDX_CAT_ALL) exitWith {
@ -66,7 +64,7 @@ if (_category == IDX_CAT_ALL) exitWith {
default {_cfgWeapons >> _x};
};
_displayName = getText (_config >> "displayName");
_displayName = toLower getText (_config >> "displayName");
// Add item if not filtered
if (_displayName regexMatch _filter || {_x regexMatch _filter}) then {
@ -74,12 +72,6 @@ if (_category == IDX_CAT_ALL) exitWith {
_listbox lnbSetData [[_index, 1], _x];
_listbox lnbSetPicture [[_index, 0], getText (_config >> "picture")];
_listbox lnbSetTooltip [[_index, 0], _x];
_dlcName = _config call EFUNC(common,getAddon);
if (_dlcName != "") then {
_listbox lnbSetPicture [[_index, 2], (modParams [_dlcName, ["logo"]]) param [0, ""]];
};
};
} forEach _attributeItems;
@ -124,7 +116,7 @@ private _config = _cfgClass;
_config = [_cfgClass, _cfgMagazines] select (_x in _magazineMiscItems);
};
_displayName = getText (_config >> _x >> "displayName");
_displayName = toLower getText (_config >> _x >> "displayName");
// Add item if not filtered
if (_displayName regexMatch _filter || {_x regexMatch _filter}) then {
@ -137,25 +129,14 @@ private _config = _cfgClass;
_alpha = 0.5;
};
_index = _listbox lnbAddRow ["", _displayName, "", _symbol];
_index = _listbox lnbAddRow ["", _displayName, _symbol];
_listbox lnbSetData [[_index, 1], _x];
_listbox lnbSetPicture [[_index, 0], getText (_config >> _x >> "picture")];
_listbox lnbSetTooltip [[_index, 0], _x];
_listbox lnbSetColor [[_index, 1], [1, 1, 1, _alpha]];
_listbox lnbSetColor [[_index, 3], [1, 1, 1, _alpha]];
// Mod icon is in column 2
_dlcName = (_config >> _x) call EFUNC(common,getAddon);
if (_dlcName != "") then {
_listbox lnbSetPicture [[_index, 2], (modParams [_dlcName, ["logo"]]) param [0, ""]];
_listbox lnbSetPictureColor [[_index, 2], [1, 1, 1, _alpha]];
};
_listbox lnbSetColor [[_index, 2], [1, 1, 1, _alpha]];
};
} forEach (keys _categoryItems);
// Sort alphabetically
_listbox lnbSort [1, false];
// Reset unicode flag
forceUnicode -1;

View File

@ -24,12 +24,14 @@ if (_mode > 0) then {
// Blacklist: add full arsenal and take items away
[_object, true, true] call FUNC(initBox);
// Wait until all items have been added, so that the blacklisted items can be removed
// Need to delay removal by 2 frames
[{
!isNil {(_this select 0) getVariable QGVAR(virtualItems)}
}, {
[_this select 0, _this select 1, true] call FUNC(removeVirtualItems);
}, [_object, _items], 20] call CBA_fnc_waitUntilAndExecute; // 20s timeout in case of failure
[{
params ["_object", "_items"];
[_object, _items, true] call FUNC(removeVirtualItems);
}, _this] call CBA_fnc_execNextFrame;
}, [_object, _items]] call CBA_fnc_execNextFrame;
} else {
// Exit on whitelist mode with no items
if (_items isEqualTo []) exitWith {};

View File

@ -35,10 +35,9 @@ if (_addItem && {_itemIndex == -1}) exitWith {
_attributeItems pushBack _itemClassname;
// Change symbol and increase alpha
_listbox lnbSetText [[_currentRow, 3], [SYMBOL_ITEM_VIRTUAL, SYMBOL_ITEM_REMOVE] select _attributeMode];
_listbox lnbSetText [[_currentRow, 2], [SYMBOL_ITEM_VIRTUAL, SYMBOL_ITEM_REMOVE] select _attributeMode];
_listbox lnbSetColor [[_currentRow, 1], [1, 1, 1, 1]];
_listbox lnbSetPictureColor [[_currentRow, 2], [1, 1, 1, 1]]; // mod icon is in column 2
_listbox lnbSetColor [[_currentRow, 3], [1, 1, 1, 1]];
_listbox lnbSetColor [[_currentRow, 2], [1, 1, 1, 1]];
};
// Remove item if in list
@ -46,8 +45,7 @@ if (!_addItem && {_itemIndex != -1}) exitWith {
_attributeItems deleteAt _itemIndex;
// Change symbol and reduce alpha
_listbox lnbSetText [[_currentRow, 3], SYMBOL_ITEM_NONE];
_listbox lnbSetText [[_currentRow, 2], SYMBOL_ITEM_NONE];
_listbox lnbSetColor [[_currentRow, 1], [1, 1, 1, 0.5]];
_listbox lnbSetPictureColor [[_currentRow, 2], [1, 1, 1, 0.5]]; // mod icon is in column 2
_listbox lnbSetColor [[_currentRow, 3], [1, 1, 1, 0.5]];
_listbox lnbSetColor [[_currentRow, 2], [1, 1, 1, 0.5]];
};

View File

@ -1,59 +0,0 @@
#include "..\script_component.hpp"
/*
* Author: Jonpas, LinkIsGrim
* Returns base attachment for CBA scripted attachment
* Adapted from CBA_fnc_switchableAttachments
*
* Arguments:
* 0: Attachment <STRING>
*
* Return Value:
* Base attachment <STRING>
*
* Example:
* "ACE_acc_pointer_green_IR" call ace_arsenal_fnc_baseAttachment
*
* Public: Yes
*/
params [["_item", "", [""]]];
TRACE_1("looking up base attachment",_item);
private _switchableClasses = [];
private _cfgWeapons = configfile >> "CfgWeapons";
private _config = _cfgWeapons >> _item;
_item = configName _config;
// If the switch config entries are inherited, ignore
if (
(inheritsFrom (_config >> "MRT_SwitchItemNextClass") isNotEqualTo _config) ||
{inheritsFrom (_config >> "MRT_SwitchItemPrevClass") isNotEqualTo _config}
) exitWith {
_item // return
};
while {
_config = _cfgWeapons >> getText (_config >> "MRT_SwitchItemNextClass");
isClass _config && {_switchableClasses pushBackUnique configName _config != -1}
} do {};
_config = _cfgWeapons >> _item;
private _backward = [];
while {
_config = _cfgWeapons >> getText (_config >> "MRT_SwitchItemPrevClass");
isClass _config && {_backward pushBackUnique configName _config != -1}
} do {};
_switchableClasses append _backward;
_switchableClasses = _switchableClasses arrayIntersect _switchableClasses;
{
if (getNumber (_cfgWeapons >> _x >> "scope") == 2) exitWith {
TRACE_2("found class",_item,_x);
_item = _x;
};
} forEach _switchableClasses;
_item

View File

@ -1,32 +0,0 @@
#include "..\script_component.hpp"
/*
* Author: Jonpas, LinkIsGrim
* Returns base optic for CBA scripted optics (PIP and 2D)
*
* Arguments:
* 0: Optic <STRING>
*
* Return Value:
* Base optic <STRING>
*
* Example:
* "CUP_optic_Elcan_SpecterDR_black_PIP" call ace_arsenal_fnc_baseOptic
*
* Public: Yes
*/
params [["_optic", "", [""]]];
// PIP
private _baseClasses = configProperties [configFile >> "CBA_PIPItems", "getText _x == _optic"];
// Carry Handle
{
_baseClasses append (configProperties [_x, "getText _x == _optic"]);
} forEach configProperties [configFile >> "CBA_CarryHandleTypes"];
if (_baseClasses isNotEqualTo []) then {
_optic = configName (_baseClasses select 0);
};
_optic

View File

@ -19,7 +19,7 @@
params [["_weapon", "", [""]]];
// Check if item is cached
(uiNamespace getVariable QGVAR(baseWeaponNameCache)) getOrDefaultCall [toLowerANSI _weapon, {
(uiNamespace getVariable QGVAR(baseWeaponNameCache)) getOrDefaultCall [toLower _weapon, {
private _cfgWeapons = configfile >> "CfgWeapons";
private _config = _cfgWeapons >> _weapon;

View File

@ -2,12 +2,12 @@
#include "..\defines.hpp"
/*
* Author: Brett Mayson
* Handles the previous / next page buttons for actions.
* Handles the previous / next page buttons for actions
*
* Arguments:
* 0: Arsenal display <DISPLAY>
* 1: Actions page <CONTROL>
* 2: Previous (false) or next (true) page <BOOL>
* 1: Actions control <CONTROL>
* 2: Previous or next <BOOL> (false = previous, true = next)
*
* Return Value:
* None
@ -23,5 +23,4 @@ if !(ctrlEnabled _control) exitWith {};
GVAR(currentActionPage) = GVAR(currentActionPage) + ([-1, 1] select _nextPage);
GVAR(actionsInfo) params ["_panelControl", "_curSel", "_itemCfg"];
[QGVAR(displayActions), [_display, _panelControl, _curSel, _itemCfg]] call CBA_fnc_localEvent;

View File

@ -47,8 +47,8 @@ private _container = switch (GVAR(currentLeftPanel)) do {
};
};
// Get all items from container
_containerItems = uniformItems GVAR(center);
/// Get all items from container (excluding container itself)
_containerItems = [GVAR(center), 0, 3, 0, 0, false] call EFUNC(common,uniqueUnitItems);
// Update currentItems
GVAR(currentItems) set [IDX_CURR_UNIFORM_ITEMS, ((getUnitLoadout GVAR(center)) select IDX_LOADOUT_UNIFORM) param [1, []]];
@ -75,8 +75,8 @@ private _container = switch (GVAR(currentLeftPanel)) do {
};
};
// Get all items from container
_containerItems = vestItems GVAR(center);
// Get all items from container (excluding container itself)
_containerItems = [GVAR(center), 0, 0, 3, 0, false] call EFUNC(common,uniqueUnitItems);
// Update currentItems
GVAR(currentItems) set [IDX_CURR_VEST_ITEMS, ((getUnitLoadout GVAR(center)) select IDX_LOADOUT_VEST) param [1, []]];
@ -103,8 +103,8 @@ private _container = switch (GVAR(currentLeftPanel)) do {
};
};
// Get all items from container
_containerItems = backpackItems GVAR(center);
// Get all items from container (excluding container itself)
_containerItems = [GVAR(center), 0, 0, 0, 3, false] call EFUNC(common,uniqueUnitItems);
// Update currentItems
GVAR(currentItems) set [IDX_CURR_BACKPACK_ITEMS, ((getUnitLoadout GVAR(center)) select IDX_LOADOUT_BACKPACK) param [1, []]];
@ -117,7 +117,7 @@ private _container = switch (GVAR(currentLeftPanel)) do {
};
// Find out how many items of that type there are and update the number displayed
_ctrlList lnbSetText [[_lnbCurSel, 2], str ({_item == _x} count _containerItems)];
_ctrlList lnbSetText [[_lnbCurSel, 2], str (_containerItems getOrDefault [_item, 0])];
[QGVAR(cargoChanged), [_display, _item, _addOrRemove, GVAR(shiftState)]] call CBA_fnc_localEvent;

View File

@ -26,27 +26,28 @@ if (GVAR(shiftState)) then {
switch (true) do {
// Beginning
case (_index == -1): {
"ace" callExtension ["clipboard:append", [format ["[%1", endl]]];
"ace_clipboard" callExtension (format ["[%1", endl]);
};
// End
case (_index == _listLength): {
"ace" callExtension ["clipboard:append", ["];"]];
"ace_clipboard" callExtension "];";
};
// Rest
default {
"ace" callExtension ["clipboard:append", [[" ", str (GVAR(defaultLoadoutsList) select _index), [",", ""] select (_index == _listLength - 1), endl] joinString ""]];
"ace_clipboard" callExtension ([" ", str (GVAR(defaultLoadoutsList) select _index), [",", ""] select (_index == _listLength - 1), endl] joinString "");
};
};
};
"ace" callExtension ["clipboard:complete", []];
"ace_clipboard" callExtension "--COMPLETE--";
[_display, LLSTRING(exportDefault)] call FUNC(message);
} else {
// Export singular loadout
private _export = str (GVAR(center) call CBA_fnc_getLoadout);
"ace" callExtension ["clipboard:append", [_export]];
"ace" callExtension ["clipboard:complete", []];
"ace_clipboard" callExtension (_export + ";");
"ace_clipboard" callExtension "--COMPLETE--";
[_display, LLSTRING(exportCurrent)] call FUNC(message);
};

View File

@ -52,20 +52,10 @@ private _ctrl = controlNull;
IDC_buttonCurrentMag2,
IDC_iconBackgroundCurrentMag,
IDC_iconBackgroundCurrentMag2,
IDC_statsBox,
IDC_statsPreviousPage,
IDC_statsNextPage,
IDC_statsCurrentPage,
IDC_actionsBox,
IDC_actionsPreviousPage,
IDC_actionsNextPage,
IDC_actionsCurrentPage
IDC_statsCurrentPage
];
if (!_showToggle) exitWith {};
// When showing the stats/actions again, update them to fit with currently selected item
GVAR(actionsInfo) params ["_control", "_curSel", "_itemCfg"];
[QGVAR(displayStats), [_display, _control, _curSel, _itemCfg]] call CBA_fnc_localEvent;
[QGVAR(displayActions), [_display, _control, _curSel, _itemCfg]] call CBA_fnc_localEvent;
[QGVAR(statsToggle), [_display, _showToggle]] call CBA_fnc_localEvent;
[QGVAR(actionsToggle), [_display, _showToggle]] call CBA_fnc_localEvent;

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