This module allows to enable advanced external- and internal ballistics.
**Settings:**
1.**Advanced Ballistics (Boolean)<br>**
Enables advanced ballistics.<br>
`Default value: No`
2.**Always Enabled For Snipers (Boolean)<br>**
Always enables advanced ballistics when high power optics are used.<br>
`Default value: Yes`
3.**Disabled In FullAuto Mode (Boolean)<br>**
Disables the advanced ballistics during full auto fire.<br>
`Default value: No`
4.**Disabled For Non Local Players (Boolean)<br>**
Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer).<br>
`Default value: Yes`
5.**Enable Ammo Temperature Simulation (Boolean)<br>**
When adding the "BlueForceTracking" module to your mission it adds map markers to every group on the players side and refreshes them in certain configurable interval (in seconds). The module takes the group type into account and uses the proper NATO icon for each marker.
**Settings:**
1.**Interval (Number)<br>**
How often the markers should be refreshed (in seconds).<br>
If you are worried that players haven't updated ACE or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of three posible actions that are being executed when a player joins that has a wrong version of ACE or an other mod:
* Warn once
* Warn permanent
* Kick
**Settings:**
1.**Action (Option)<br>**
What to do with people who do not have the right PBOs.<br>
`Default value: "Warn once"`
2.**Check all addons (Boolean)<br>**
Check all addons instead of only those of ACE?<br>
`Default value: "No"`
3.**Whitelist<br>**
You can make a whitelist of addons that don't have to be on the server. If you want to use the "Check all addons" option of this module and allow the usage of client side modifications like Blastcore or JSRS, you have to list them here.
The list must be in the following format: `["ADDON1","ADDON2",...]` where the addons are CfgPatches references to all PBOs of the optional mod. To figure these out, you can use the scripting command `activatedAddons` in the editor while those mods are enabled.
*This module is deprecated and only in there not to break older missions that have used this module. It will be removed in a future update. It serves no purpose.*
The "Friendly Fire Messages" module triggers a message when a player kills a friendly or civilian unit. This module isn't needed on servers with a low difficulty setting.
When using the medical system ACE offers you probably want to fine tune some aspects of the wounding, healing or gameplay mechanics and fit them to your needs. The "Medical System" module offers a lot of settings to do just that.
**Settings:**
1.**Bleeding Speed Coefficient (Number)<br>**
Multiplier for the rate of bleeding.<br>
`Default value: 1`
2.**Pain Effect Coefficient (Number)<br>**
Multiplier for the intensity of the pain effect (chromatic abberation).<br>
`Default value: 1`
3.**Max Unconscious Time (Number)<br>**
Maximum time (in seconds) for a unit to be unconscious before dying. -1 disables this.<br>
`Default value: -1`
4.**Allow non-medics? (Boolean)<br>**
This setting is used to allow non-medics to use epipens and bloodbags.<br>
`Default value: No`
5.**Punish non-medics? (Boolean)<br>**
Increase the time it takes to complete actions for non-medics.<br>
`Default value: Yes`
6.**Require diagnosis? (Boolean)<br>**
Require an unconscious patient to be diagnosed before allowing treatment.<br>
`Default value: No`
7.**Prevent instant death? (Boolean)<br>**
Prevent instant death and always put players in unconscious state instead.<br>
`Default value: No`
8.**Prevent death while unconscious? (Boolean)<br>**
Make unconscious units invulnerable.<br>
`Default value: No`
9.**Single Bandage (Boolean)<br>**
Use one bandage to heal the entire body.<br>
`Default value: No`
10.**Unconscious can chat? (Boolean)<br>**
Allow all players to use chat while unconcious? Admin can always use the chat regardless.<br>
This module was introduced with 0.94 and enables Mission Makers to specificly enable units to move a rallypoint. Every unit that is synced with that module is able to move a rallypoint.
**Note:**
It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia has implemented their module framework. To enable JIP players to move rally points have a look at [3.1 ACE Rallypoints](#31-ace-rallypoints).
The "Respawn System" module enables players to respawn with the gear they had before dying and to remove bodies of players after a configurable interval (in seconds).
**Settings:**
1.**Save Gear? (Boolean)<br>**
Respawn with the gear a player had just before his death.<br>