* added fallback for icons without .paa post-fix
* Make sure it's at least a valid path before we spend time searching
* Revert "Make sure it's at least a valid path before we spend time searching"
This reverts commit 2d7a9454e3316d3aa7bdfc4f6713ae3aa4859208.
* Added checking for empty `_vehicleValue` strings
Update addons/common/functions/fnc_getVehicleIcon.sqf
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Fixed inheritance on PETN and PLNP
* Added GM's localization strings
* adds required addons
* one of my testing scripts added forward slashes that aren't/aren't reflected in the GM configs
* update todo with list of weapons
* Add AIM-120 with ARH. Change AHR to not always seek all targets
* Implement some generic modes of flight
* implement augmented proportional navigation
* Add zero-effort miss. Seeker now feeds data to navigation
* Fix bug with ZEM
* remove placeholder
* Change out missile types to reflect navigation scheme they use IRL
* remove uneeded sets
* chane navigation profiles to go for attack direction instead of target
* multiple changes
* SALH: only update seeker pos if it within small error
* IR seeker and AIM-9M
* small tweaks
* more tweaks
* todo: fix nlaw
* update todo
* implement course state machine
* Improve radar simulation
* enable chaff decoy
* add config entries
* Implement optical mavericks
* Allow for debug info to be displayed via variable
* Change AIM-9 agility
* update dragon to not use new guidance
* Tweak flight parameters. Add R-77
* Add AIM-120A
* add ASRAAM
* add R-73/4
* Add all GBU-12s that exist for all planes
* update todo
* update todo for ground based weapons
* Add GPS selector dialog for GPS munitions
* add TOO TGP
* Add SDB and JDAM
* update todo
* fix gimbal lock via rotating with quaternions
* tweak JDAM guidance
* Better attack angle calculation. Does not get exactly right, but works for all cases.
Need to implement a PID controller navigation type to get a correct attack angle
* Fix SACLOS missiles
* Fix NLAW and PLOS
The missile pitches up due to initial angle stuff. I don't know if this is behaviour we want to fix or not?
* update todo
* update todo
* Add Vikhr ATGM
* Add long range SAMs
* fix SAM animations
* Add all ground based missiles. Tweak AIM-9 flare angle
* remove debugh print
* Fix Wiesel ATGM animation. Tweak SACLOS values
* Add action to get into jdam settings
* fix all script components
* Add paremter to allow weathervaning
Weapons usually tend toward the velocity vector due to aerodynamics - calculate side slip and use calculation to do this
* Add new navigation profile. Tweak javelin mid-course guidance
* Process all navigation onFired. Send the correct array to function
* fix missing semicolons
* Add hellfire mid course guidance
* Tweak hellfire attack profile
* change how IR seeker performs
The angle check is better now. Relative velocites guarenteed
* tabs -> spaces
* localise aim120
* localise aim9
* localise gbu
* fix IR tracker losing lock immediately due to being blocked by launcher
* localise manpad
* actually localise manpad
* localise maverick
* localise missile guidance
* localise sam
* localise sdb
* localise vikhr
* tabs -> spaces again
* init commit 9m14
* update stringtables so they are in titlecase
* crash on load
* perplexed
* fix game crashing on load
* Add joystick model
* Add realistic 9m14 behaviour
the 9m14 control joystick can attach 4 9m14 launchers at a time. Replicate that here
* add MCLOS guidance
* add the ability to see a light trail
* tweak HOT guidance params
* tweak metis guidance params
* tweak Vikhr guidance
* add trail to vikhr
* Add Iron Dome interceptor API
* Optimise iron dome
* Only launch if we are above a threshold angle
* add local event for mission makers
* change events to allow for any number of arguments
* avoid making un-needed calls to the server
* Update doppler seeker to allow the tracking and killing of projectiles
* Avoid overshooting target
* Add settings for various things
* Add missile hiding for malyutka
* init commit of cruise missile
* Various - Add missing units/weapons to cfgPatches (#8175)
* Various - Add missing units/weapons to cfgPatches
* Update config.cpp
* Documentation - Add Mikero binarization note (#8172)
* Bump is-svg from 4.2.1 to 4.3.1 in /docs/src (#8177)
Bumps [is-svg](https://github.com/sindresorhus/is-svg) from 4.2.1 to 4.3.1.
- [Release notes](https://github.com/sindresorhus/is-svg/releases)
- [Commits](https://github.com/sindresorhus/is-svg/compare/v4.2.1...v4.3.1)
Signed-off-by: dependabot[bot] <support@github.com>
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* Adjust "New issue" link to lead to template selection page (#8182)
We want people to choose a template when creating a new issue
* Update linguist settings (#8151)
* Typo in usage example (#8201)
* Mk6 Mortar - Fix README.md typo (#8205)
* Overhaul CSW docs (#8206)
* Medical - Add Alternative Survival Chance (#8192)
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: Kyle Mckay <5459452+kymckay@users.noreply.github.com>
* Fix make.py temp files cleanup (#8189)
* Fix Injured Sounds Not Playing At Altitudes Above 70 (#8212)
* Particles - Fix macro (#8214)
* initial push
* Update script_component.hpp
* Update script_component.hpp
* Update script_component.hpp
* Map - Fix stuck map compass size (add 0.1 zoom duration) (#8176)
Co-authored-by: jonpas <jonpas33@gmail.com>
* Medical - Allow unconscious unit in Taru pods (#8168)
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Name Tags - Add ability to set custom rank icon (#8174)
* Tools - Add script to update HEMTT include folder (#8134)
* Tools - Add script to check sqf/config with sqfvm (#8137)
* Medical - Add Vehicle Crashes setting (#8149)
Co-authored-by: jonpas <jonpas33@gmail.com>
* Dragging - Add new dragging animations (#7950)
* New custom animation added
* Adjusted CfgMoves and the script components
* New drop animation and key handler
* CBA settings and new ManActions added
* Adjustments to the drop animation
* Added translations and fixed some stuff
* Update CfgMovesBasic.hpp
* Fix translations
Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com>
* Use the same key to drop object
* Update addons/dragging/stringtable.xml
Co-authored-by: Jo David <github@jonathandavid.de>
* Fix French translation
Co-authored-by: Elgin675 <elgin675@hotmail.com>
* Lower the weapon accuracy of the drag animations
* Removed auto-switch to handgun
* Update fnc_startDrag.sqf
- Holding a launcher breaks the firing animation.
- Now the unit has to hold either a primary weapon or handgun.
* Handle the unit's current weapon
Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com>
* Update addons/dragging/functions/fnc_handlePlayerWeaponChanged.sqf
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Update addons/dragging/initSettings.sqf
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* Dragging - Fix build issue (#8219)
* Documentation - Remove DeTex requirement (#8220)
DeTex is subscriber-only now, not required for building ACE3.
* User Interface - Add setting for Development Build watermark (#8140)
Co-authored-by: jonpas <jonpas33@gmail.com>
* RHS USAF Compat - Nightforce NXS scopes updated (#8222)
* Interact Menu - Make List default (#8217)
* Markers - Add scale slider (#8059)
Co-authored-by: commy2 <commy-2@gmx.de>
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* Initial push (#8225)
* MicroDAGR - Add mode switching keybinds (#8216)
* Initial push
* Mode cycling
* Use defines
* RHS ARF Compat - Fix RPK74M wrong ammo bug (#8223)
* Fixed RPK74M wrong ammo bug
* Fix wrong deleted lines of code
* Edit rjs_weap_rpk74_base to rhs_weap_rpk_base
Co-authored-by: Dabako <github@dabakoworld.de>
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* Extensions - Various Improvments (#8227)
* Translations - Spanish (#8229)
Complete to date spanish translation.
* Attach - Added attached/detaching events (#8193)
* Added ace_attach attached/detach events
* Apply suggestions from code review
Co-authored-by: Jo David <github@jonathandavid.de>
* Apply suggestions from code review
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: Jo David <github@jonathandavid.de>
Co-authored-by: jonpas <jonpas33@gmail.com>
* Markers - Fix marker scale (#8233)
* Cargo - paradrop fixes (#8203)
* Small fixes in ace_cargo
Makes paradropItem and unloadItem invoke event "ace_cargoUnloaded" with parameters _itemObject, _vehicle and "paradrop" or "unload" respectivelty.
paradropItem invoked said event but if item was classname it would send classname to event which is not particularly useful.
* Update XEH_postInit.sqf
Moved event invocation to unloadItem, this provides ability to always pass object to eventhandlers.
* code refactor
refactored according to https://github.com/acemod/ACE3/pull/8203#discussion_r610394484
* Update fnc_paradropItem.sqf
apply new fix
* Revert "Update fnc_paradropItem.sqf"
This reverts commit 3db5cc191082a4d8e3cb0c39f0a5c791e2874f0e.
* Update fnc_paradropItem.sqf
fixed hint that was broken by previous fixes
* style check
Co-authored-by: commy2 <commy-2@gmx.de>
* style check
Co-authored-by: commy2 <commy-2@gmx.de>
* naming convention
replaced object references called _item with _object.
* Update fnc_paradropItem.sqf
Co-authored-by: commy2 <commy-2@gmx.de>
* Parachute - Add failure chance (#8226)
* Initial push
* disable forgotten define
* Improve exitWith check
* Requested/suggested changes
* Requested changes
* Requested changes
* Bump lodash from 4.17.20 to 4.17.21 in /docs/src (#8244)
Bumps [lodash](https://github.com/lodash/lodash) from 4.17.20 to 4.17.21.
- [Release notes](https://github.com/lodash/lodash/releases)
- [Commits](https://github.com/lodash/lodash/compare/4.17.20...4.17.21)
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
* Bump grunt from 1.0.4 to 1.3.0 in /docs/src (#8246)
Bumps [grunt](https://github.com/gruntjs/grunt) from 1.0.4 to 1.3.0.
- [Release notes](https://github.com/gruntjs/grunt/releases)
- [Changelog](https://github.com/gruntjs/grunt/blob/main/CHANGELOG)
- [Commits](https://github.com/gruntjs/grunt/compare/v1.0.4...v1.3.0)
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
* Bump hosted-git-info from 2.5.0 to 2.8.9 in /docs/src (#8247)
Bumps [hosted-git-info](https://github.com/npm/hosted-git-info) from 2.5.0 to 2.8.9.
- [Release notes](https://github.com/npm/hosted-git-info/releases)
- [Changelog](https://github.com/npm/hosted-git-info/blob/v2.8.9/CHANGELOG.md)
- [Commits](https://github.com/npm/hosted-git-info/compare/v2.5.0...v2.8.9)
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
* Markers - Fix JIP scale (#8248)
* Night Vision - Add color variants to all generations (#8209)
* Fix wrong shot size in birdshot strings (#8253)
* Patachute - Add sound effect when cutting (#8239)
* Changes poisson disc to centered random. (#8257)
It looks nicer and distributes more realistically. I don't know what I was thinking when I first put in poisson disc.
* Fix tabs and manpad UBC
* fix tabs in aim9
* progress update: tercom now flies to acquisition basket
* add TERCOM state defines
* work on parsing heightmap
* Change GBU navigation
* remove testing constants
* remove TERCOM guidance
* better JDAM simulation
Attack heading and impact angle now are followed better
* Better flare decoy calculation
* Update 9m14_joystick.p3d
removed p:\ part from proxy path:
was: `\p:\a3\data_f\proxies\gunner_static_low01\gunner.p3d`
* Destroy projectile on all clients
The projectile needs to be destroyed on all clients to stop it from being simulated. If not destroyed where projectile is local, it will still explode when hitting the ground. If not destroyed on remote clients, the projectile will still be visible but deal no damage
* fix NLAW navigation profile
* fix uninitialised values
* make over-fly trajectory over-fly
* remove malyutka
* SACLOS tweaks
* small changes
* fix bug in laser
* make pronav use the correct units
* change back
* add dev function to get ammo which has MG class data
* improve lin navigation
* Minor style
* add spike ATGM
* Allow multiple cameras to exist at once. Fix script error
* fix bug with angles close to 0
* remove debug
* misc updates
* Handle pre-tracking
* Tweak target acquisition. Reset target after shooting
* Tweak how targets are acquired. Fix velocity calculation
* tweak navigation to allow for <200m shots
* enhance target designation
* Stringtable addition
* Config changes
* more SACLOS tweaks
* Some minor fixes
* fix undefined array
* Only play sound when Spike is launcher. Change onFired to missileguidance
* Tweak IR seeker. Fix MCLOS fired from vehicles
* Remove debug sets
* Update all Line guidance missiles
* remove debug sets
* tweak javelin to make minimum ranges more realistic
* cut spike
* add better error messaging
* better debug info
* Rewrite documentation
* Add ability to disable iron dome (disabled by default)
* Change name
* fix typo
* Remove null projectiles from iron dome nonTrackingProjectiles
* HEMTT v10 Compatibility
* Update addons/field_rations/CfgUIGrids.hpp
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix PabstMirror review
* optionals
* Change configs to enclose strings for calculations
* Fix NLAW guidance that was causing massive overfly
* make tweaks for PLOS movement path
* fix NLAW overfly
* Fix hemmit merge
* fix header
* Update fnc_seekerType_SACLOS.sqf
* Update to new include paths
* Update fnc_midCourseTransition.sqf
* initSettings.inc.sqf
* Remove weapon additions
* revert old weapons, pt1
* revert pt2
* readd javelin
* split iron dome
* cleanup laser
* remove GPS files
* remove gps definitions
* remove IR
* remove MCLOS
* remove doppler
* final cleanup
* restore final final i promise
* cleanup arbitrary files
* small cleanup
* fix hemtt warnings
* cleanup unused var
* fix preping some missing files (jdam/doppler)
* move cam func
---------
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* Force better names in explosives placing menu
* Revert "Force better names in explosives placing menu"
This reverts commit 29af35ae8bb2d6355512ce27d6c4dd94687fabeb.
* Use `displayName` instead of `displayNameShort`
* convert ace_optics to use cba_optics
* convert ace optics to cba optics
* Remove duplicate
* Add PIP config
* Use optics index
* Fix pboProject build
* Update CfgWeapons.hpp
* Correct SOS, adjust sizes and fix build issues
* Update addons/optics/script_component.hpp
* Corrected sizes again
* Made the scripted optics the first optics mode, fixed PIP SOS not being able to use irons
* Remove unused test object
* Readd AI stuff
visionMode is already set
* Updated some info on binos
forceOptics also already set
* Overhaul of magnifications
* Adjusted MOS & Nightforce
* Maybe this time the optics sizes will be fine... surely?
* Replace heavy optics blur with CBA one
* Added PIP names back
---------
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Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fix headless unable to transfer groups
* Switch events to use `CBA_fnc_ownerEvent`
* Update variable definitions
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Fix dependencies list on wiki
* laser-guided
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* Update docs/wiki/feature/xm157.md
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Moved medical_menu to medical-gui
---------
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Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Fix bad item replacements and switching to primary weapons
* Update addons/irlight/functions/fnc_initItemContextMenu.sqf
* Update fnc_initItemContextMenu.sqf
* Remove unused funtions
* Various fixes/tweaks
- Added a weapon parameter to `switchAttachmentMode`
- Made `switchPersistentLaser` take pointer switching into account
- Fixed IR light attachments being added to the wrong weapon
* Add tourniquet support for Medical AI
* Stop blocking start
* Renamed states, condensed `canHeal`
* Renamed `tooManyMeds` state
* Update addons/medical_ai/functions/fnc_healUnit.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Change states to use singular, add states for autoinjectors & splint
---------
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* Medical AI - AI will remove tourniquets
* Medical AI - Improve tourniquet removal (for #10166) (#10178)
* Fixes & tweaks
- Have AI remove tourniquets ASAP
- Fixed bug where AI would not remove tourniquet, because it didn't have any bandages
- Allowed for more multitasking
* Allow healer to administer morphine if out of bandages
* Remove TODO comment
* Allow AI to remove tourniquets from limbs with no open wounds
* Update addons/medical_ai/functions/fnc_healingLogic.sqf
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Add actions based on animations
* Add setting
* Add ability to set items for users
* Add actions for 1.82 changes
Add actions for backpacks, canisters, entrench tool.
Move items and backpack to WeaponHolder.
* Add RHS 0.4.6 ZIL spare
* Update to new standards
* Handle RHS BTR retread system
* Make init faster: move condition to configClasses
* Fix CUP fake anims
* Refactor
* Rework
* Rename init function
* Decrease number of classes to init
* Fix merge mistake
* Apply suggestions from code review
* Updated code for current mod structure
* Multiple fixes & tweaks
- Made anim setting require a mission restart
- Handle more types of items that can be spawned
- Prioritise adding items to inventory and only drop on ground if no inventory space
- Add more position checks to make certain no valid position are present before stopping
- If 1 item was spawned in, it's considered as success
- Disable RHS' wheel replacement only if ace_repair is loaded
* Update CfgVehicles.hpp
* cache config lookup at preStart
* Fix error
* Add text config entry for progress bar title
* Restructure interactions, improved some locations & added interaction to some missing vehicles
* Reverted preInit change
---------
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Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Added fnc_saveLoadout
* Changed to toLower for other languages
* GitHub didn't like editing the file in the browser
* Fix case-sensitive _loadoutIndex
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Unicode support
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* setVariable in case no loadouts are saved
* Fix return not happening properly
* Added scripting example
* Update docs/wiki/framework/arsenal-framework.md
---------
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Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Additional parameters
- added parameters to allow changing distances for sounds for each severity.
- added parameter to allow unconscious units to do sounds.
* fix conditio
* Updated header formatting + minor tweaks
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Improve swtichWeaponAttachment
* change interact_SWA to use common_SAM (#10176)
* change interact_SWA to use common_SAM
* Directly call
* exit on bad arg
* Update fnc_switchAttachmentMode.sqf
* Minor optimisations
* Cleanup leftover code, use unit instead of target
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Update addons/interaction/functions/fnc_switchWeaponAttachment.sqf
* Revert some unnecessary changes
* Remove sound, as it was part of the CBA attachment switching & pass missing parameter
* Add sound back, to indicate new attachment
---------
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* Add inheritance & exclusion support
* Update documentation in wiki
* additional check for parent class in findIf
* forEach instead of count
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* condition for children of excluded classes
* touch everything but the params check
* apply configName in same line
* fix param data type for _excludedClasses
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update addons/interact_menu/functions/fnc_removeActionFromClass.sqf
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Fix & formatting
* Fix missing _x & headers, remove invalid classes
---------
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* First pass at RPG recoil tweaks
* Crank up camera shake when using launcher
---------
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* Interaction - Show all possible modes for an attachement
* Move attach & detach actions under item action
* Remove switching from PIP to regular 2D
* Remove attachment name from attach/detach actions
* Fixed typo in variable name
---------
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* fix unloading to units with full inventory
* fix belt linking issues
* Enhance workaround
* Use unit instead if magSource is null
---------
Co-authored-by: Salluci <salluci.lovi@gmail.com>
* Recoil code cleanup
* Store recoil values as numbers in config, only `compile` if needed
* Updated header
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Several medical AI fixes
- Not applying splints if too many medications were taken
- Potential nil for _target
- Setting could add multiple EH, require mission restart
* Disable UAV AI when being dragged, carried or cargo
* Update addons/common/functions/fnc_disableAiUAV.sqf
* Improve dragging/carrying conditions, fixed duplicate JIP
* Clean up dogtags
* Only allow taking of dogtags if unit has space
* Fixed upper case T
* Stop throwing error
* Reverted to case insensitive method of checking
* Remove unused files
* More cleanup & fixes
- Better check for taking dog tags until 2.18 comes
- Changed parent condition from `canTakeDogtag` to `canCheckDogtag`
- Register EH only where necessary
* Update CfgEventHandlers.hpp
* More header cleanup
* Unload ViV before dragging/carrying
* Update addons/dragging/functions/fnc_carryObject.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Use lazy eval to check if item was unloaded
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Translation - Update Russian for new features
* Up to date translate RU
* Small update medical treatment
* resolve problem
* i`m cry
i hate this conflict
* Broadcast dogtag info globally so that arsenal can use it
* Broadcast changes incrementally
* Update addons/dogtags/XEH_postInit.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update addons/dogtags/functions/fnc_getDogtagItem.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Add EH only on necessary machines
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* KoreanTranslation
Someone has returned all the translations in Korean to English. there is no need to return them.
* koreantranslation
* Korean Typo Fix
* Korean Translation
* Update stringtable.xml
* Korean Translation Added
Added Korean translation related to Cargo Refuel
* Merge branch 'master' of https://github.com/Psycool3695/ACE3
* Korean translation Add/Updated
* Fixed wrong strings
* Korean translation improved
* Korean translation updated
* Korean translation updated
* Fix Merge
* Update stringtable.xml
* Update stringtable.xml
* Korean translation updated
* Korean translation minor fix
* Korean translation fixed
* Korean translation updated
* Update stringtable.xml
* Spacing fixed
* Korean translation updated
* Spacing fixed
* Korean translation updated
* Korean translation updated
* Korean translation updated
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fix "Recharge" interaction showing on destroyed drone
* Add "Follow Unit" action
* Improve condition check
* UGV Following via PFH that updates WP Pos
* Use HOLD WP for all Follow Actions
Since FOLLOW WP would stop working on AI Soldiers after some time.
* Allow selecting a follow distance
* Follow Distance under separate interaction, just like Loiter Alt
Only visible when a HOLD waypoint is selected, which is pretty much always going to have been created by the "Follow" interaction.
* Localize "Follow" Interaction
* Show structuredText Hint when following/changing distance
* Variable for cursorTarget Reuse
* Better isKindOf condition use
* Make "Ship"-kind vehicles followable
* Clean up Comments and systemChat Debugs
* Comment explanation for custom PFH solution over vanilla "Follow"-WP
* Trim excess brackets from setWaypointPosition argument
Co-Authored-By: johnb432 <58661205+johnb432@users.noreply.github.com>
* Broader determination for UGV follow distances
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Prevent infinite PFH loop if follow target is deleted
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Delete Follow WP when PFH terminates
* The ternary rules
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Various requested changes
Co-Authored-By: johnb432 <58661205+johnb432@users.noreply.github.com>
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* KoreanTranslation
Someone has returned all the translations in Korean to English. there is no need to return them.
* koreantranslation
* Korean Typo Fix
* Korean Translation
* Update stringtable.xml
* Korean Translation Added
Added Korean translation related to Cargo Refuel
* Merge branch 'master' of https://github.com/Psycool3695/ACE3
* Korean translation Add/Updated
* Fixed wrong strings
* Korean translation improved
* Korean translation updated
* Korean translation updated
* Fix Merge
* Update stringtable.xml
* Update stringtable.xml
* Korean translation updated
* Korean translation minor fix
* Korean translation fixed
* Korean translation updated
* Update stringtable.xml
* Spacing fixed
* Korean translation updated
* Spacing fixed
* Korean translation updated
* Korean translation updated
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update RF Realname Stringtables
Add HEMMT Fire Truck
Change Puma family naming and add missing variation
* typo fix
* Tab to space I hate this
* Update stringtable.xml
Import HEMTT Fire Truck localization from RF
Add "Container" to AMOS. cuz that is not just AMOS...
* Uppercase and add rifle the HERA H6
* add space start of comment
* Add "ASW" to Wildcat AH-11F
For distinction with WY-55(Vanilla Wildcat) and AH-11F (RF Wildcat)
* Remove "Rifle" from H6
Does it really need? Probably not.
* Fix Brackets around code
* Update fnc_handleFired.sqf
* Shouldn't have changed this one
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Update Japanese
* rename smoke
* Leo2SG
* Rename FAL Para to FAL OSW Para
* Fix wood as woodland in japanese
* change camo to aaf camo in jp
* Rename RF R1 to equalize with WS R1
* Add dedicated name config VRCO-S
* Add stringtable for VRCO-S
* Make medical damage apply to non-local units
* Update addons/vehicle_damage/functions/fnc_medicalDamage.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update addons/vehicle_damage/functions/fnc_medicalDamage.sqf
* Update fnc_medicalDamage.sqf
* Specify reason for death
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Add grenade rolling
* Added some safeguards
* Use `setVectorDirAndUp` instead of rotation
* Don't allow players to roll grenades when in vehicles
* Grenades - Rolling only add PFEH when needed (#10015)
* Grenades - Rolling only add PFEH when needed
* Corrected minor typo, moved variable init in preInit, fixed bugs
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Don't switch modes if grenade can't be thrown
* Minor tweaks
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix: Painkiller has no effect when Advanced Medication is off
* Change PainKillers_PAIN_SUPPRESSION to uppercase
* Update addons/medical_treatment/functions/fnc_medicationLocal.sqf
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* KoreanTranslation
Someone has returned all the translations in Korean to English. there is no need to return them.
* koreantranslation
* Korean Typo Fix
* Korean Translation
* Update stringtable.xml
* Korean Translation Added
Added Korean translation related to Cargo Refuel
* Merge branch 'master' of https://github.com/Psycool3695/ACE3
* Korean translation Add/Updated
* Fixed wrong strings
* Korean translation improved
* Korean translation updated
* Korean translation updated
* Fix Merge
* Update stringtable.xml
* Update stringtable.xml
* Korean translation updated
* Korean translation minor fix
* Korean translation fixed
* Korean translation updated
* Update stringtable.xml
* Spacing fixed
* Korean translation updated
* Spacing fixed
* Korean translation updated
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* More permissive displaying of Wind Info
* Temporary Wind Info while throwing Grenades
* Add Temporary Wind Info Setting
* Safer reading of EGVAR from addon that may not be loaded
* Show Wind Info only in Static Vehicles
* Improve Exclusion Check
Co-Authored-By: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Improve Abort Checks on Keybind Statements
Co-Authored-By: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Raise eyePos when inside Static Weapon
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Do not need to register keybinds on machines that don't have interfaces.
* add newline
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Arsenal Italian Translations
* Cargo Italian Translations
* Hearing Italian Translations
* Killtracker Italian Translations
* Map Tools Italian Translations
* Markers Italian Translations
* Medical GUI Italian Translations
* Medical Treatment Italian Translations
* Medical Vitals Italian Translations
* Overheating Italian Translations
* Arsenal - Show load stat's actual value
* Update addons/arsenal/functions/fnc_statTextStatement_load.sqf
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Added keybind put or take out earplugs
* Update addons/hearing/XEH_postInit.sqf
Don't need to register keybinds on machines that don't have interfaces.
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Update addons/hearing/initKeybinds.inc.sqf
Removed default keybind, added new line at the end of the file and changed some code formatting, as well as some functions:
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Update addons/hearing/stringtable.xml
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Add option to disable AI kills tracking in Kill Tracker
Add an option to disable tracking of kills of AI units when using ACE Kill Tracker. Configurable through Addon Settings
* Made setting global
* Requested changes
* Omitted optional default params
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Added missing dot
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Added missing dot in Czech translation
* Update addons/killtracker/XEH_preInit.sqf
* Update addons/killtracker/XEH_preInit.sqf
---------
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* initital commit
* use Define for SOS
* fix some issues that got introduced in 1.70
* Prepare config for sounds
* add New Sounds
improve distanced volume values
* add LAxemann to Author
* add Object Pooling
improve Distances
* fix small mistake
* change pool clearing timing
* change pool wait time
* fix Cookoff sound cleanup
* change to Jonpas Method
change random Distance add
* improve sound Volume over Distance (asked by Bux)
improve mid sounds
* improve a calculation
* Use playSound3D locally
* Make sounds configurable by 3rd party mods
* Added comments, used macros
* Update CfgSounds.hpp
---------
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
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,"","",""];
WARNING_4("Subsonic Ammo %1 (%2 m/s) missing `ACE_muzzleVelocities` or `ACE_ammoTempMuzzleVelocityShifts` configs, attempting to use parent %3 (%4m/s)",_this,_typicalSpeed,configName _parentConfig,_parentSpeed);
WARNING_4("Subsonic Ammo %1 (%2 m/s) missing `ACE_muzzleVelocities` or `ACE_ammoTempMuzzleVelocityShifts` configs, attempting to use parent %3 (%4m/s)",_this,_typicalSpeed,configName _parentConfig,_parentSpeed);
if (_parentSpeed <= 0) exitWith {//Handle weird or null parent
<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>
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;
<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>
// Don't reset the current right panel for weapons, binos and containers
if !(_idxVirt in [IDX_VIRT_PRIMARY_WEAPONS, IDX_VIRT_SECONDARY_WEAPONS, IDX_VIRT_HANDGUN_WEAPONS, IDX_VIRT_BINO, IDX_VIRT_UNIFORM, IDX_VIRT_VEST, IDX_VIRT_BACKPACK]) then {
GVAR(currentRightPanel) = nil;
};
GVAR(currentLeftPanel) = _ctrlIDC;
// Add items to the listbox
private _selectedItem = if (_idxVirt != -1) then { // Items
private _configParent = switch (_idxVirt) do {
case IDX_VIRT_GOGGLES: {"CfgGlasses"};
case IDX_VIRT_BACKPACK: {"CfgVehicles"};
default {"CfgWeapons"};
};
private _items = if (_idxVirt < IDX_VIRT_HEADGEAR) then {
keys ((GVAR(virtualItems) get IDX_VIRT_WEAPONS) get _idxVirt)
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