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Docs: proofread continues
Perform proofread on all \documentation\feature\ starting from AB till Explosives. All mentioned docs are uniform/standardized. Improve grammar, typos, etc.
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@ -25,7 +25,6 @@ Some weapons had minimum engagement ranges. If you were as close as 2 meters to
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### 1.5 No scripting
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All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
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## 2. Dependencies
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`ace_common`
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@ -32,13 +32,11 @@ Adds a laser marker to the copilot seat of the Wildcat.
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### 1.7 HUD for AH-9
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Adds a HUD to the AH-9 based on the Comanche's HUD.
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## 2. Usage
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### 2.1 Switching flare modes
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Press <kbd>Ctrl</kbd>+<kbd>C</kbd> to switch between flare firing modes
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## 3. Dependencies
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`ace_common`
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@ -11,27 +11,24 @@ parent: wiki
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### 1.1 Attach items to uniform
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Allows players to attach IR grenades and chemlights to themselves.
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### 1.2 IR Strobe
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Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades.
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## 2. Usage
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### 2.1 Attaching to yourself
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- Self interact <kbd> left windows </kbd>.
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- Choose `equipment`.
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- Choose `attach item`.
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- Use Self Interact <kbd>Ctrl</kbd>+<kbd>Left Windows</kbd>.
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- Choose `Equipment`.
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- Choose `Attach item`.
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- Select which item you want to attach.
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- Repeat to detach.
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### 2.2 attaching to a vehicle
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- Interact with the vehicle <kbd> ctrl+left windows </kbd>.
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- Choose `attach item`.
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### 2.2 Attaching to a vehicle
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- Interact with the vehicle <kbd>Left Windows</kbd>.
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- Choose `Attach item`.
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- Select your item and follow the instructions on the screen.
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- Repeat to detach.
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## 3. Dependencies
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`ace_interaction`
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@ -9,7 +9,7 @@ parent: wiki
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## 1. Overview
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### 1.1 Zipping sounds
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A zipper sound rings out when someone tries to open your backpack. This helps to prevent banana theft.
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A zipper sound is played when someone opens your backpack. This helps to prevent banana theft.
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## 2. Dependencies
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@ -19,20 +19,19 @@ Decreases protection values of vests, CSAT uniforms and various campaign only ge
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Silencers no longer decrease the muzzle velocity and are generally less effective when used with normal ammunition. They now only remove the muzzle blast and flash. To prevent the crack caused by supersonic projectiles, ACE3 introduces subsonic ammunition for the 7.62mm caliber. This is also fully compatible with AI.
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### 1.4 Flash suppressors
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Flash suppressors are similar to sound suppressors and prevent the muzzle flash from reducing visibility without decreasing combat effectiveness. Flash suppressors are available for the calibers 5.56mm, 6.5mm, 7.62mm, .45 ACP and 9mm.
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Flash suppressors are devices that reduce the muzzle flash while firing by cooling or dispersing the burning gases that exit the muzzle. Its intent is to reduce the chances that the shooter will be blinded in low-light shooting conditions as well as reducing the intensity of the flash visible to the enemy.
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### 1.5 Armour piercing ammunition
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Armour piercing rounds have higher penetration values against light armoured targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm.
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### 1.5 Armor piercing ammunition
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Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm.
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### 1.6 IR-Dim tracer ammunition
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IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices.
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IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices.
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### 1.7 M118 long range ammunition
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The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges.
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### 1.8 Fully config-based
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This module uses configuration changes only and does not decrease game performance.
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This module applies configuration changes only and does not decrease game performance.
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## 2. Dependencies
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@ -9,7 +9,7 @@ parent: wiki
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## 1. Overview
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### 1.1 Take captives
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Introduces a captivity system for taking and moving prisoners.
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Introduces a captivity system.
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### 1.2 Load and unload captives into / from vehicles
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You can load and unload captives from vehicles using ACE3 interactions.
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@ -20,25 +20,24 @@ You can frisk a restrained captive.
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### 1.4 Surrendering
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You can surrender. While surrendering AI will cease fire.
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## 2. Usage
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### 2.1 Capturing someone
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- You need `cable ties`.
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- Approach the victim / convict and use the interaction button <kbd> left windows </kbd> (by default).
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- The interaction is around the hands in the form of a handcuffs icon.
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- To free someone simply use that icon again.
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### 2.1 Taking a unit into captivity
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- You need `Cable Tie`.
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- Approach the unit and Interact <kbd>Left Windows</kbd>.
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- The interaction is located around the hands in the form of a handcuffs icon.
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- Repeat to release.
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### 2.2 Escorting a captive
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- Interact with the captive <kbd> left windows </kbd> (by default).
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- Select the escort prisoner option.
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- To stop escorting just scroll down and select `release` or use self interaction <kbd> ctrl+left windows </kbd> (by default) and select `release`.
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- Interact with the captive <kbd>Left Windows</kbd>.
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- Select the `Escort prisoner` option.
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- To stop escorting, use the mousewheel and select `Release` or use Self Interaction <kbd>Ctrl+Left windows</kbd> and select `Release`.
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### 2.3 Loading and unloading a captive into/from a vehicle
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- Escort the person.
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- Approach the vehicle you desire to load the captive in.
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- Interact with the vehicle <kbd> left windows </kbd> (by default) and load him.
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- Same for unloading, interact with the vehicle then unload.
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- Escort the captive.
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- Approach the vehicle you wish to load the captive unit into.
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- Interact with the vehicle <kbd>Left Windows</kbd> and select `Load captive`.
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- Interact with the vehicle to unload.
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## 3. Dependencies
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@ -1,18 +1,15 @@
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---
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layout: wiki
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title: Common
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description:
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description: Common functions and systems used by most other components.
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group: feature
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parent: wiki
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---
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## Overview
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## 1. Overview
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Module that provides common features required by many other modules.
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Common functions and systems used by most other components.
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## 2. Dependencies
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## Dependencies
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`ace_main`
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Note: The Common module is required by many other modules. Disabling it is not recommended.
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`ace_main`
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@ -8,15 +8,15 @@ parent: wiki
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## 1. Overview
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### 1.1 Searching someone
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You can search the inventory and disarm someone that is unconscious or captive.
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### 1.1 Searching through a unit's inventory
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You can search the inventory and disarm captured or unconscious units.
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## 2. Usage
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### 2.1 Disarming someone
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- Interact with the person that is unconscious or captive <kbd> ctrl+left windows </kbd>.
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- Select `open inventory`.
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### 2.1 Searching and disarming
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- Interact with the captured or unconscious unit <kbd>Ctrl</kbd>+<kbd>Left Windows</kbd>.
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- Select `Open inventory`.
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- Drag & Drop the items you wish to remove from the unit.
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## 3. Dependencies
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@ -1,15 +1,14 @@
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---
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layout: wiki
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title: Disposable
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description:
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description: Makes NLAW disposable and allows addons to do the same
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group: feature
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parent: wiki
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---
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## 1. Overview
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### 1.1 NLAW disposable anti tank weapon
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Makes the NLAW disposable and provides the tools for other addons to do the same.
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The NLAW is shoulder fired and disposable, firing just once before being needed to be disposed of. This feature makes the NLAW disposable and provides the tools for other addons to do the same.
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## 2. Dependencies
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@ -1,28 +1,22 @@
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---
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layout: wiki
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title: Dragging
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description:
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description: Adds the option to drag and carry units and objects
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group: feature
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parent: wiki
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---
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## 1. Overview
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### 1.1 Dragging and carrying
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This adds the option to drag or carry people or objects.
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This adds the option to drag or carry units or objects.
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## 2. Usage
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### 2.1 Dragging / carrying a person
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- You can only drag or carry an unconscious / injured person
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- Interact with the person <kbd>left windows</kbd> (by default)
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- Choose `drag`or `carry`
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- To release someone scroll down and use `release` or self interact <kbd>ctrl+left windows</kbd> (by default) and `release`
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### 2.2 dragging / carrying an object
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- Interact with the Object <kbd>left windows</kbd> (by default)
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- Chose `drag`or `carry`
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- To release an object scroll down and use `release` or self interact <kbd>ctrl+left windows</kbd> (by default) and `release`
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### 2.1 Dragging / Carrying units and objects
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- You can only drag or carry an unconscious unit.
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- Interact with the unit or object <kbd>Left Windows</kbd>
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- Choose `Drag` or `Carry`
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- To release, use the mousewheel and select `Release` or use Self Interaction <kbd>Ctrl</kbd>+<kbd>Left windows</kbd> and select `Release`.
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## 3. Dependencies
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Explosives
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description:
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description: Adds numerous improvements to using and handling explosives
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group: feature
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parent: wiki
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---
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@ -11,29 +11,29 @@ parent: wiki
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### 1.1 Advanced explosives placement
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Enables more precise placement of explosives.
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### 1.2 More trigger types
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### 1.2 Numerous trigger types
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Offers different trigger types, like clackers and dead man switches.
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### 1.3 Attack explosives to vehicles
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### 1.3 Attach explosives to vehicles
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Enables attaching explosives to vehicles.
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## 2. Usage
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### 2.1 Placing explosives
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- Use self interaction <kbd>ctrl + left windows </kbd> (by default)
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- Navigate to `explosives`
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- Use self interaction <kbd>Ctrl</kbd>+<kbd>Left Windows</kbd>
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- Select `Explosives`
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- Choose your explosive type and follow the instructions on the screen
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### 2.2 Arming and detonating explosives
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- Interact with the explosive <kbd>left windows</kbd> (by default)
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- Interact with the explosive <kbd>Left Windows</kbd>
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- Choose the arming method
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- For clackers `self interact` -> `explosives` -> `detonate`
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- For clackers use Self Interaction `Explosives` -> `Detonate` and choose the corresponding Firing Device
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### 2.3 Defusing explosives
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- A `defusal kit`is needed
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- Interact with the explosive <kbd>left windows</kbd> (by default)
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- Then choose `disarm`
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- You are now free to pick it up.
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- A `Defusal Kit` is required
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- Interact with the explosive <kbd>Left Windows</kbd>
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- Choose `Disarm`
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- You are safe to pick it up after the action is complete.
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## 3. Dependencies
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@ -1,29 +1,22 @@
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---
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layout: wiki
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title: Small Arms
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description:
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description: Various improvements to small arms
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group: feature
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parent: wiki
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---
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## Overview
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## 1. Overview
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### Magazine Names
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### 1.1 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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### 1.2 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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### 1.3 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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## Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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instructions. May not apply to all modules.
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## Dependencies
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`ace_common`
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