mirror of
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Change H2s to H3s
This commit is contained in:
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33b94be5ff
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@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,7 +7,7 @@ parent: wiki
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# Overview
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## Resized inventory UI
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### Resized inventory UI
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Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Repacking magazines
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### Repacking magazines
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Adds ability to repack magazines of the same type. An optional module provides
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options to adjust the repacking time of single rounds and whole magazines to
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the mission maker.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Improved marker placement
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### Improved marker placement
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Expands the "Insert Marker" menu and allows to rotate map markers. Shows the currently selected channel to prevent misplacement.
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@ -6,11 +6,11 @@ order: 4
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parent: wiki
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---
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## 1. Overview
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### 1. Overview
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ACE provide users with a more realistic medical system and comes in both a basic and advanced version. This page will detail the differences between both systems and what they do. It is split into two parts; basic and advanced. Both versions have overlap but each have their own unique characteristics.
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## 2. Basic Medical
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### 2. Basic Medical
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ACE's basic medical system is quite a bit more complex than Arma's default system, but not really difficult to grasp. ACE basic medical is a mixture between the ACE2 and AGM medical systems.
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The four main elements that basic medical introduces are:
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@ -31,7 +31,7 @@ To stop the bleeding, the combat life saver needs to bandage every wounded limb.
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Should a unit be in pain, materializing itself with a chromatic aberration screen effect, he can be given morphine.
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## 3. Advanced Medical
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### 3. Advanced Medical
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The advanced medical system provides a more complex and detailed medical simulation and is based off the CSE/CMS medical system. It focuses on a more realistic model for injuries and treatment, thus resulting in a more important and prominent role for combat medics, and a bigger incentive to not get shot.
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The system behind advanced medical is designed to attempt to mimic important parts of the human body, as well as react to any injuries sustained and treatments applied in a realistic manner. The available treatments and supplies in advanced medical are based off the Tactical Combat Casualty Care (TCCC) guidelines, which are the same guidelines used by real-life combat medics around the world.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,19 +7,19 @@ parent: wiki
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# Overview
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## Jumping
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### Jumping
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Adds the ability to jump when pressing the vault key while moving. (V - key)
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## Minor animation tweaks
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### Minor animation tweaks
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Walking slowly with the weapon lowered now has a less silly looking animation.
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## Fatigue adjustments
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### Fatigue adjustments
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Soldiers get fatigued slower, but regain their stamina slower aswell. Fatigued soldiers have a faster walking speed and no longer turn into snails.
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## Weight display
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### Weight display
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Adds a weight of the current loadout display in the inventory to estimate the fatigue gain while moving in combat. Can be adjusted to display lb. instead of kg in the ACE Options Menu.
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## Optics view in all stances
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### Optics view in all stances
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The player can now use the sights of rifles and pistols in all prone stances.
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# Overview
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## Nametag and rank display
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### Nametag and rank display
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Adds nametags and soldier ranks to friendly players in multiplayer. This can be adjusted in the ACE Options Menu to not display the rank, display all nametags of nearby soldiers instead of those who are looked directly at, to require a button press to show the nametags or to disable them altogether.
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# Overview
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## Multiple Generation NVGs
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### Multiple Generation NVGs
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Adds different night vision devices with varying image quality and field of
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view. New Classnames for Generations 1, 2, and 4 NVGs (default ArmA3 NVGs
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represents Generation 3) and a wide view NVG.
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## Blending effects
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### Blending effects
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Adds a blending effect depending on ammunition type when firing while using a
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night vision device. Especially tracer rounds are bright, but you can use the
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IR-dim tracers from the Ballistics module to reduce tis effect.
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## Brightness adjustment
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### Brightness adjustment
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Enables the user to manually adjust NVG brightness.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Silent avatar
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### Silent avatar
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Mutes the player's automatic callouts ("Enemy man, 100 meters, front!").
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Does not mute AI callouts.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Weapon Jamming
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### Weapon Jamming
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Adds a propability to jam a weapon when firing. Jams can be cleared by
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reloading or by using the clear jam-key.
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## Temperature simulation
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### Temperature simulation
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Introduces weapon temperature simulation depending on weapon and bullet
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mass. Hot weapons are more prone to jamming. Depending on weapon type
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the accuracy and in extreme cases the muzzle velocity might be reduced
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on high temperatues. Adds smoke puff and heat refraction effects to
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indicate this.
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## Spare barrels
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### Spare barrels
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Adds the ability to changes barrels on machine guns to compensate for those
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effects.
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# Overview
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## Altimeter
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### Altimeter
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Removes the altitude and descend speed UI elements when free-falling and
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parachuting on higher difficulties and instead adds an altimeter watch type
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item.
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## Non-steerable parachute
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### Non-steerable parachute
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Adds a non-steerable parachute variant for jet pilots.
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## Landing animation
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### Landing animation
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Smoothens parachute landing animation.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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# Overview
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## Adjusted Ragdolls
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### Adjusted Ragdolls
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Changes the ragdolls to react more to the force of shots and explosions.
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# Overview
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## Real names
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### Real names
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Changes the names of vehicles, magazines, weapons, grenades, explosive charges
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and mines to their respective real-world counterparts whenever possible.
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# Overview
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## Recoil adjustment
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### Recoil adjustment
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Overhauls the recoil system reducing upwards recoil.
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## Advanced cam shake
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### Advanced cam shake
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Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type.
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## Burst dispersion
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### Burst dispersion
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Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful.
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# Overview
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## Ammo count
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### Ammo count
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Hides the actual round count of magazines and removes the icon when the current magazine is emptied. The player can instead check the magazine weight, but that gives only estimated values for magazines with more than 10 rounds.
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,13 +7,13 @@ parent: wiki
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# Overview
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## Respawn with same gear
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### Respawn with same gear
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Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed.
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## Friendly Fire messages
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### Friendly Fire messages
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Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled.
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## Rallypoints
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### Rallypoints
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Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker.
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# Overview
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## Safety
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### Safety
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You can now use the safety mode of any weapon. Switching weapon modes takes the safety off.
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# Overview
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## Sniper Scope Adjustment
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### Sniper Scope Adjustment
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Enables snipers to adjust their scopes horizontally and vertically in mils.
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# Overview
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## Magazine Names
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### Magazine Names
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Unifies the name formatting of magazines similar to Arma 2 standards.
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## No tracers in non-tracer mags
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### No tracers in non-tracer mags
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Assault rifles no longer have tracer rounds in their non-tracer magazines. This doesn't effect the additional tracers in the last rounds of machine gun magazines.
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## Real magazine round counts
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### Real magazine round counts
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All pistol and sub machine gun magazines now have adjusted capacaties to match their real life counterparts.
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@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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|
@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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### Sub-feature 2
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Short description of sub-feature 2.
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@ -7,7 +7,7 @@ parent: wiki
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# Overview
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## Body Warmth
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### Body Warmth
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Adjusts the thermal properties of humans making them less like torches.
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# Overview
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## Vector IV Rangefinder
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### Vector IV Rangefinder
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Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.)
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@ -7,10 +7,10 @@ parent: wiki
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# Overview
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## Sub-feature 1
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### Sub-feature 1
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Short description of sub-feature 1.
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## Sub-feature 2
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||||
### Sub-feature 2
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||||
Short description of sub-feature 2.
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||||
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|
@ -7,31 +7,31 @@ parent: wiki
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# Overview
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## Speedlimiter
|
||||
### Speedlimiter
|
||||
Adds ability to limit the max. speed of any vehicle.
|
||||
|
||||
## Engine start delay
|
||||
### Engine start delay
|
||||
The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds.
|
||||
|
||||
## Fuel capacity
|
||||
### Fuel capacity
|
||||
The range of all vehicle gets signifigantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. A full vehicle on mission start should still most likely never need a refueling during a mission.
|
||||
|
||||
## Main gun muzzles
|
||||
### Main gun muzzles
|
||||
APCs and Tanks now share a muzzle for all ammunition types of their main guns. This prevents an exploit that skips the reloading time of a round or clip while changing the ammunition type. Also makes it possible to switch between ammunition types using the scroll wheel like in Arma 2.
|
||||
|
||||
## Boat machine gun tracers
|
||||
### Boat machine gun tracers
|
||||
NATO and AAF armed boats now use their respective tracer colours like any vehicle when they fire their rear gun. (Red for BluFor, yellow for Indep)
|
||||
|
||||
## Improved smoke launcher of Fennek (Strider)
|
||||
### Improved smoke launcher of Fennek (Strider)
|
||||
Reduced smoke shell count and launch angle of the AAF Fennek to match the models smoke launcher.
|
||||
|
||||
## Stabilized optic of Fennek (Strider)
|
||||
### Stabilized optic of Fennek (Strider)
|
||||
Stabilizes the commander's view in the Fennek (Strider).
|
||||
|
||||
## Vehicle mounted machine guns ROF
|
||||
### Vehicle mounted machine guns ROF
|
||||
The rate of fire of vehicle mounted miniguns and machine guns is adjusted to match real life values.
|
||||
|
||||
## 120mm gun and mortar behavior
|
||||
### 120mm gun and mortar behavior
|
||||
MBT main guns and mortars can no longer lock on enemies. The AT rounds of both now have raised cost values to encourage the AI to not use those rounds against foot soldiers over their machine guns or HE rounds.
|
||||
|
||||
|
||||
|
@ -7,19 +7,19 @@ parent: wiki
|
||||
|
||||
# Overview
|
||||
|
||||
## Weapon select
|
||||
### Weapon select
|
||||
The number key can be used to quickly switch between weapons. (1 key - pistol, 2 key - rifle, 3 key - grenade launcher, 4 key - rocket launcher, 5 key - binocular)
|
||||
|
||||
## Holster weapon
|
||||
### Holster weapon
|
||||
Adds the ability to holster a weapon on the back. (0 key)
|
||||
|
||||
## Engine select
|
||||
### Engine select
|
||||
Quickly turn engine on and off (1 key - turn off, 2 key - turn on)
|
||||
|
||||
## Weapon select
|
||||
### Weapon select
|
||||
Quickly switch between vehicle weapons (1-3 key)
|
||||
|
||||
## Grenade select
|
||||
### Grenade select
|
||||
To prevent accidents a grenade has to be selected before it can be thrown. Toggles between explosive and non-explosive grenades. When spamming the throw key, the player won't automatically switch to frag grenades when all smokes are used up. Also shows an indicator to quickly see how many grenades are left when selecting and after throwing (6 key - switch between frag grenades, 7 key - switch between other grenades)
|
||||
|
||||
|
||||
|
@ -7,10 +7,10 @@ parent: wiki
|
||||
|
||||
# Overview
|
||||
|
||||
## Sub-feature 1
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
|
||||
## Sub-feature 2
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
|
||||
|
||||
|
@ -7,7 +7,7 @@ parent: wiki
|
||||
|
||||
# Overview
|
||||
|
||||
## Wind Deflection
|
||||
### Wind Deflection
|
||||
Adds ballistic influences of wind, air density and temperature
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user