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Merge pull request #1 from acemod/master
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licht-im-Norden87 committed Apr 12, 2015
2 parents 8177178 + 7b0e7a1 commit a19356f
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12 changes: 8 additions & 4 deletions AUTHORS.txt
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Expand Up @@ -26,7 +26,7 @@ Walter Pearce <[email protected]>
# CONTRIBUTORS
11RDP-LoupVert <[email protected]>
[BIG]Bull
ACCtomeek
ACCtomeek <[email protected]>
Adanteh
aeroson
Aggr094 <[email protected]>
Expand All @@ -40,18 +40,19 @@ Falke75
Ferenczi
Ferenzi
Filip Basara <[email protected]> (Logo)
FreeZbe <[email protected]>
geraldbolso1899
Ghost
gienkov
GieNkoV <gienkov[email protected]>
gpgpgpgp
Grzegorz
Hamburger SV
havena <[email protected]>
Hawkins
jokoho48
Jonpas <[email protected]>
Legolasindar
licht-im-Norden87
Legolasindar "Viper" <[email protected]>
licht-im-Norden87 <[email protected]>
MarcBook
Michail Nikolaev
nic547 <[email protected]>
Expand All @@ -62,6 +63,9 @@ Raspu86
Riccardo Petricca <[email protected]>
Robert Boklahánics <[email protected]>
simon84
Sniperwolf572 <[email protected]>
Tonic
Tourorist <[email protected]>
Valentin Torikian <[email protected]>
zGuba
Aleksey EpMAK Yermakov <[email protected]>
1 change: 0 additions & 1 deletion README.md
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Expand Up @@ -31,7 +31,6 @@ The mod is **built modularly** — almost any PBO can be removed, thus a team ca
* Realistic names for vehicles and weapons
* Realistic ballistics including wind and humidity
* Backblast simulation
* Weapon resting and bipod deployment
* A fire control system for armored vehicles and helicopters
***and more...***

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20 changes: 16 additions & 4 deletions addons/aircraft/CfgAmmo.hpp
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@@ -1,18 +1,30 @@

class CfgAmmo {
class BulletBase;
class B_20mm;

class ACE_20mm_HEDP : B_20mm {
class B_20mm : BulletBase {
hit = 80;
indirectHit = 12;
indirectHitRange = 2; //2;
caliber = 1.4;
tracerStartTime = 0.02;
timeToLive = 40;
explosive = 1.8;
tracersEvery = 3;
tracerEndTime = 3.5;

CraterEffects = "ExploAmmoCrater";
explosionEffects = "ExploAmmoExplosion";
model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
};
class ACE_20mm_HEDP : B_20mm {};
class ACE_20mm_AP : B_20mm {
hit = 50;
indirectHit = 12;
indirectHitRange = 0.3; //2;
explosive = 0;
CraterEffects = "";
explosionEffects = "";
};


// adjust minigun caliber and deflection to other ammo
class SubmunitionBullet;
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2 changes: 1 addition & 1 deletion addons/aircraft/Heli_Attack_01_base_F.hpp
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Expand Up @@ -903,7 +903,7 @@ class Heli_Attack_01_base_F: Helicopter_Base_F {
initFov = 0.466;
minFov = 0.466;
maxFov = 0.466;
visionMode[] = {"Normal","NVG","Ti"};
visionMode[] = {"Normal","Ti"};
thermalMode[] = {0,1};
gunnerOpticsColor[] = {0,0,0,1};
directionStabilized = 1;
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2 changes: 1 addition & 1 deletion addons/aircraft/config.cpp
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Expand Up @@ -2,7 +2,7 @@

class CfgPatches {
class ADDON {
units[] = {};
units[] = {"ACE_Comanche_Test"};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
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24 changes: 13 additions & 11 deletions addons/attach/stringtable.xml
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@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2015-01-31 -->
<!-- Edited with tabler - 2015-04-10 -->
<Project name="ACE">
<Package name="Attach">
<Key ID="STR_ACE_Attach_AttachDetach">
Expand Down Expand Up @@ -48,7 +48,7 @@
<Portuguese>Marcador IV Acoplado</Portuguese>
<Italian>Strobo IR attaccata</Italian>
<Hungarian>Infravörös jeladó hozzácsatolva</Hungarian>
<Russian>ИК строб присоединён</Russian>
<Russian>ИК-маяк присоединён</Russian>
</Key>
<Key ID="STR_ACE_Attach_IrStrobe_Detached">
<English>IR Strobe Detached</English>
Expand All @@ -60,7 +60,7 @@
<Portuguese>Marcador IV Separado</Portuguese>
<Italian>Strobo IR staccata</Italian>
<Hungarian>Infravörös jeladó lecsatolva</Hungarian>
<Russian>ИК строб отсоединён</Russian>
<Russian>ИК-маяк отсоединён</Russian>
</Key>
<Key ID="STR_ACE_Attach_IrGrenade_Attached">
<English>IR Grenade Attached</English>
Expand All @@ -72,7 +72,7 @@
<Portuguese>Granada IV Acoplada</Portuguese>
<Italian>Granata IR attaccata</Italian>
<Hungarian>Infravörös gránát hozzácsatolva</Hungarian>
<Russian>ИК граната присоединена</Russian>
<Russian>ИК-граната присоединена</Russian>
</Key>
<Key ID="STR_ACE_Attach_IrGrenade_Detached">
<English>IR Grenade Detached</English>
Expand All @@ -84,7 +84,7 @@
<Portuguese>Granada IV Separada</Portuguese>
<Italian>Granata IR staccata</Italian>
<Hungarian>Infravörös gránát lecsatolva</Hungarian>
<Russian>ИК граната отсоединена</Russian>
<Russian>ИК-граната отсоединена</Russian>
</Key>
<Key ID="STR_ACE_Attach_Chemlight_Attached">
<English>Chemlight Attached</English>
Expand Down Expand Up @@ -132,7 +132,7 @@
<Portuguese>Marcador IV</Portuguese>
<Italian>Strobo IR</Italian>
<Hungarian>Infravörös jeladó</Hungarian>
<Russian>ИК строб</Russian>
<Russian>ИК-маяк</Russian>
</Key>
<Key ID="STR_ACE_IrStrobe_Description">
<English>IR Strobe allows you to signal your position through a pulsating beacon only visible with NVGs.</English>
Expand All @@ -144,7 +144,7 @@
<Portuguese>O Marcador IV permite que você sinalize sua posição através de um pulso visível somente com equipamento de visão noturna.</Portuguese>
<Italian>La Strobo IR è una luce stroboscopica che ti permette di segnalare la tua posizione grazie all'emissione di impulsi ad infrarossi visibili solo con i visori notturni.</Italian>
<Hungarian>Az infravörös jeladóval megjelölheted a helyzetedet úgy, hogy annak pulzáló fénye csak éjjellátó készülékkel látható.</Hungarian>
<Russian>ИК строб позволяет сигнализировать свое местоположение через пульсирующий маяк, видимый только через ПНВ.</Russian>
<Russian>ИК-маяк позволяет сигнализировать о своём местоположении через пульсирующий свет, видимый только через ПНВ.</Russian>
</Key>
<Key ID="STR_ACE_Attach_PlaceAction">
<English>Place</English>
Expand All @@ -156,6 +156,7 @@
<Portuguese>Colocar</Portuguese>
<Italian>Posiziona</Italian>
<Hungarian>Elhelyez</Hungarian>
<Russian>Установить</Russian>
</Key>
<Key ID="STR_ACE_Attach_CancelAction">
<English>Cancel</English>
Expand All @@ -167,13 +168,14 @@
<Portuguese>Cancelar</Portuguese>
<Italian>Annulla</Italian>
<Hungarian>Mégse</Hungarian>
<Russian>Отмена</Russian>
</Key>
<Key ID="STR_ACE_Attach_Failed">
<English>Attach Failed</English>
<French>Échec du Attacher</French>
<German>Befestigen Fehlgeschlagen</German>
<Russian>Присоединить Ошибка</Russian>
<Spanish>Error en Acoplar</Spanish>
<German>Befestigen fehlgeschlagen</German>
<Russian>Соединение прервано</Russian>
<Spanish>Error al acoplar</Spanish>
</Key>
</Package>
</Project>
</Project>
2 changes: 1 addition & 1 deletion addons/captives/functions/fnc_moduleSurrender.sqf
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Expand Up @@ -38,7 +38,7 @@ if (local _logic) then {
["STR_ACE_Captives_Zeus_OnlyAlive"] call EFUNC(common,displayTextStructured);
};
} else {
["STR_ACE_Captives_Zeus_OnlyInfentry"] call EFUNC(common,displayTextStructured);
["STR_ACE_Captives_Zeus_OnlyInfantry"] call EFUNC(common,displayTextStructured);
};
} else {
["STR_ACE_Captives_Zeus_NothingSelected"] call EFUNC(common,displayTextStructured);
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21 changes: 18 additions & 3 deletions addons/captives/stringtable.xml
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@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2015-02-24 -->
<!-- Edited with tabler - 2015-04-10 -->
<Project name="ACE">
<Package name="Captives">
<Key ID="STR_ACE_Captives_SetCaptive">
Expand Down Expand Up @@ -52,7 +52,7 @@
</Key>
<Key ID="STR_ACE_Captives_NoCaptive">
<English>You need to take him as prisoner first!</English>
<German>Du must ihn zuerst gefangen nehmen.</German>
<German>Du musst ihn zuerst gefangen nehmen.</German>
<Spanish>Necesitas hacerle prisionero primero!</Spanish>
<Polish>Najpierw musisz wziąć go jako więźnia!</Polish>
<French>Vous devez d'abord le capturer!</French>
Expand Down Expand Up @@ -132,18 +132,33 @@
</Key>
<Key ID="STR_ACE_Captives_StartSurrendering">
<English>Surrender</English>
<German>Kapitulieren</German>
<Spanish>Rendirse</Spanish>
<Russian>Сдаться</Russian>
</Key>
<Key ID="STR_ACE_Captives_StopSurrendering">
<English>Stop Surrendering</English>
<German>Den Kampf erneut aufnehmen</German>
<Spanish>Dejar de rendirse</Spanish>
<Russian>Остановить сдачу</Russian>
</Key>
<Key ID="STR_ACE_Captives_Zeus_OnlyAlive">
<English>Only use on alive units</English>
<German>Nur bei lebenden Einheiten verwendbar</German>
<Spanish>Utilizar solo en unidades vivas</Spanish>
<Russian>Только для живых юнитов</Russian>
</Key>
<Key ID="STR_ACE_Captives_Zeus_OnlyInfentry">
<Key ID="STR_ACE_Captives_Zeus_OnlyInfantry">
<English>Only use on dismounted inf</English>
<German>Nur bei abgesessener Infanterie verwendbar</German>
<Spanish>Utilizar solo en infanteria desmontada</Spanish>
<Russian>Только для спеш. солдат</Russian>
</Key>
<Key ID="STR_ACE_Captives_Zeus_NothingSelected">
<English>Nothing under mouse</English>
<German>Es wurde nichts ausgewählt</German>
<Spanish>Nada bajo el ratón</Spanish>
<Russian>Объекты под мышью отсутствуют</Russian>
</Key>
</Package>
</Project>
2 changes: 1 addition & 1 deletion addons/common/CfgWeapons.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ class CfgWeapons {
class ACE_FakePrimaryWeapon: Rifle_Base_F {
scope = 2;
displayName = "";
model = "";
model = "\A3\Weapons_f\empty";
picture = "";
magazines[] = {"ACE_FakeMagazine"};
discreteDistance[] = {};
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8 changes: 8 additions & 0 deletions addons/common/XEH_preInit.sqf
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Expand Up @@ -39,6 +39,7 @@ PREP(displayText);
PREP(displayTextPicture);
PREP(displayTextStructured);
PREP(doAnimation);
PREP(dropBackpack);
PREP(endRadioTransmission);
PREP(eraseCache);
PREP(execNextFrame);
Expand Down Expand Up @@ -107,6 +108,7 @@ PREP(isAutoWind);
PREP(isAwake);
PREP(isEngineer);
PREP(isEOD);
PREP(isFeatureCameraActive);
PREP(isInBuilding);
PREP(isModLoaded);
PREP(isPlayer);
Expand Down Expand Up @@ -177,6 +179,12 @@ PREP(useItem);
PREP(useMagazine);
PREP(waitAndExecute);

PREP(translateToWeaponSpace);
PREP(translateToModelSpace);

// Model and drawing helpers
PREP(worldToScreenBounds);

// config items
PREP(getConfigType);
PREP(getItemType);
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42 changes: 28 additions & 14 deletions addons/common/functions/fnc_disableAI.sqf
Original file line number Diff line number Diff line change
@@ -1,23 +1,37 @@
/**
* fn_disableAI_f.sqf
* @Descr: N/A
* @Author: Glowbal
/*
* Author: Glowbal, KoffeinFlummi
* Disables/Enables AI
*
* @Arguments: []
* @Return:
* @PublicAPI: false
* Arguments:
* 0: Unit <OBJECT>
* 1: Disable AI <BOOL>
*
* Return Value:
* None
*
* Example:
* [bob, true] call ace_common_fnc_disableAI;
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit","_disable"];
_unit = [_this, 0,ObjNull,[ObjNull]] call BIS_fnc_Param;
_disable = [_this, 1,false,[false]] call BIS_fnc_Param;

if (local _unit && !(IsPlayer _unit)) then {
PARAMS_2(_unit,_disable);

if ((local _unit) && {!([_unit] call EFUNC(common,isPlayer))}) then {
if (_disable) then {
_unit disableAI "Move";
_unit disableAI "MOVE";
_unit disableAI "TARGET";
_unit disableAI "AUTOTARGET";
_unit disableAI "FSM";
_unit disableConversation true;
} else {
_unit enableAI "Move";
//Sanity check to make sure we don't enable unconsious AI
if (_unit getVariable ["ace_isunconscious", false]) exitWith {ERROR("Enabling AI for unconsious unit");};
_unit enableAI "MOVE";
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "FSM";
_unit disableConversation false;
};
};
};
34 changes: 34 additions & 0 deletions addons/common/functions/fnc_dropBackpack.sqf
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@@ -0,0 +1,34 @@
/*
* Author: commy2
*
* Drops a backback. Also returns the ground wepaon holder object of the dropped backpack.
*
* Argument:
* 0: Unit that has a backpack (Object)
*
* Return value:
* Ground wepaon holder with backpack (Object)
*
*/
#include "script_component.hpp"

private "_unit";

_unit = _this select 0;

private "_backpackObject";
_backpackObject = backpackContainer _unit;

_unit addBackpack "Bag_Base";
removeBackpack _unit;

private "_holder";
_holder = objNull;

{
if (_backpackObject in everyBackpack _x) exitWith {
_holder = _x;
};
} forEach (position _unit nearObjects ["WeaponHolder", 5]);

_holder
8 changes: 4 additions & 4 deletions addons/common/functions/fnc_endRadioTransmission.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -14,10 +14,10 @@

// ACRE
if (isClass (configFile >> "CfgPatches" >> "acre_main")) then {
[-1] call acre_core_fnc_handleMultiPttKeyPressUp;
[0] call acre_core_fnc_handleMultiPttKeyPressUp;
[1] call acre_core_fnc_handleMultiPttKeyPressUp;
[2] call acre_core_fnc_handleMultiPttKeyPressUp;
[-1] call acre_sys_core_fnc_handleMultiPttKeyPressUp;
[0] call acre_sys_core_fnc_handleMultiPttKeyPressUp;
[1] call acre_sys_core_fnc_handleMultiPttKeyPressUp;
[2] call acre_sys_core_fnc_handleMultiPttKeyPressUp;
};

// TFAR
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