Merge remote-tracking branch 'upstream/master' into WIP

This commit is contained in:
BullHorn 2015-05-16 16:30:45 +03:00
commit 0cfc66822c
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---
layout: wiki
title: Documentation guidelines and tips
group: development
parent: wiki
order: 19
---
# Documentation guidelines
## Example entry
```
---
layout: wiki
title: Mission Modules
group: feature
parent: wiki
---
## 1. Overview
### 1.1 Sub-feature 1
Short description of sub-feature 1.
### 1.2 Sub-feature 2
Short description of sub-feature 2.
## 2. Usage
### 2.1 thing n°1
- Step 1.
- Step 2.
- Step 3.
### 2.2 thing n°2
- Step 1.
- Step 2.
- Step 3.
## 3. Dependencies
`ace_something`
## 4. Guides
```
# Guidelines
- A line between each entry like above.
- Remove each entry that is not used.
- Don't forget to say what you're going to work on in #documentation in slack or [this topic] (https://github.com/acemod/ACE3/issues/1166)
- Keybinds in ``` <kbd>thoses thingies</kbd> ```
- Keywords in ``` `thoses thingies` ```
- Capitals at the start of a sentence and `.`at the end.
- VERIFY EVERYTHING IN GAME, ALL THE THINGS
# Tips
- Use http://dillinger.io/ to keep your sanity
- [Markdown cheat sheet] (https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet)

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parent: wiki
---
## Overview
## 1. Overview
### Adjusted AI skill values
### 1.1 Adjusted AI skill values
The idea here is to reduce the AI's godlike aiming capabilties while retaining it's high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
### Firing in burst mode
### 1.2 Firing in burst mode
AIs will now use the automatic mode of their weapons on short distances, instead of always relying on firing single shots in quick succession.
### Longer engagement ranges
### 1.3 Longer engagement ranges
The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.
### No deadzones in CQB
### 1.4 No deadzones in CQB
Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE 3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
### No scripting
### 1.5 No scripting
All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
## Dependencies
## 2. Dependencies
`ace_common`

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parent: wiki
---
## Overview
## 1. Overview
### Adjusted flight behaviour
### 1.1 Adjusted flight behaviour
Changes the flight behaviour of various aircraft.
### Various adjustments to aircraft and gunships munitions
### 1.2 Various adjustments to aircraft and gunships munitions
- Higher capacity magazines for the Comanche.
- Gatling rate of fire (ROF) increased.
- AP rockets have less splash damage.
### Missile lock warnings
### 1.3 Missile lock warnings
Adds missile-lock warning systems to helicopters and planes based on the various real life capabilities.
### Semi-automatic flare mode
### 1.4 Semi-automatic flare mode
Adds the semi-automatic flare mode known from Arma 2. The key to switch the mode still exists in Arma 3's key settings, but is unused.
### Ejecting from pilot and copilot seats
### 1.5 Ejecting from pilot and copilot seats
Pilots and copilots of all helicopters can now eject.
### Laser marker for Wildcat
### 1.6 Laser marker for Wildcat
Adds a laser marker to the copilot seat of the Wildcat.
### HUD for AH-9
### 1.7 HUD for AH-9
Adds a HUD to the AH-9 based on the Comanche's HUD.
## Usage
### Adjusted flight behaviour
## 1.8 Adjusted flight behaviour
Changes the flight behaviour of various aircraft.
## 2. Usage
## Dependencies
### 2.1 Switching flare modes
- <kbd> ctrl+c </kbd> (by default)
## 3. Dependencies
`ace_common`

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parent: wiki
---
## Overview
## 1. Overview
### Attach items to uniform
### 1.1 Attach items to uniform
Allows players to attach IR grenades and chemlights to themselves.
### IR Strobe
### 1.2 IR Strobe
Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades.
## Usage
## 2. Usage
### Attaching to yourself
- Press the self interaction key
- Go to the equipment section
- Choose the item to attach/detach
### 2.1 Attaching to yourself
- Self interact <kbd> left windows </kbd> (by default).
- Choose `equipment`.
- Choose `attach item`.
- Select which item you want to attach.
- Same thing to detach.
### Attaching to a vehicle
- Approach the vehicle and use the interaction key
- Go to the attach item section
- Choose the item and where you want to place it
To detach the item use the interaction key from outside the vehicle
### 2.2 attaching to a vehicle
- Interact with the vehicle <kbd> ctrl+left windows </kbd>.
- Choose `attach item`.
- Select your item and follow the instructions on the screen.
- To detach the item it's the same as placing it, use the interaction key from outside the vehicle.
## Dependencies
## 3. Dependencies
`ace_interaction`

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---
## Overview
## 1. Overview
### Lock backpack
Adds the ability to lock backpacks. Locked backpacks can't be accessed by others.
### 1.1 Zipping sounds
A zipper sound rings out, if someone tries to open your backpack. This helps to prevent banana theft.
## Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
## Dependencies
## 2. Dependencies
`ace_common`

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---
## Overview
## 1. Overview
### Take captives
### 1.1 Take captives
Introduces a captivity system for taking and moving prisoners.
### Load and unload captives into / from vehicles
### 1.2 Load and unload captives into / from vehicles
You can load and unload captives from vehicles using ACE 3 interactions.
### Frisk captives
### 1.3 Frisk captives
You can frisk a restrained captive.
### Surrendering
### 1.4 Surrendering
You can surrender. While surrendering AI will cease fire.
## 2. Usage
## Usage
### Capturing a target
- You need cable ties.
- Approach the target and use the interaction button.
### 2.1 Capturing someone
- You need `cable ties`.
- Approach the victim / convict and use the interaction button <kbd> left windows </kbd> (by default).
- The interaction is around the hands in the form of a handcuffs icon.
- To release, interact with the captive.
- To free someone simply use that icon again.
### Escorting a captive
- Interact with the captive.
- Select the "Escort prisoner" option.
- To stop escorting just scroll down or use self interaction.
### 2.2 Escorting a captive
- Interact with the captive <kbd> left windows </kbd> (by default).
- Select the escort prisoner option.
- To stop escorting just scroll down and select `release` or use self interaction <kbd> ctrl+left windows </kbd> (by default) and select `release`.
### Loading and unloading a captive in a vehicle
- Escort the captive.
### 2.3 Loading and unloading a captive in vehicle
- Escort the person.
- Approach the vehicle you desire to load the captive in.
- Interact with the vehicle and load the captive.
- To unload, interact with the vehicle.
- Interact with the vehicle <kbd> left windows </kbd> (by default) and load him.
- Same for unloading, interact with the vehicle then unload.
## Dependencies
## 3. Dependencies
`ace_interaction`

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parent: wiki
---
## Overview
## 1. Overview
### Elite mode adjustments
### 1.1 Elite mode adjustments
Adjusts the default settings for the hardest difficulty to more closely resemble A2 settings. (No crosshair, stat screen, death messages...)
## Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
## Dependencies
## 2. Dependencies
`ace_common`

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parent: wiki
---
## Overview
## 1. Overview
### Sub-feature 1
Short description of sub-feature 1.
### Sub-feature 2
Short description of sub-feature 2.
### 1.1 Searching someone
You can search the inventory and disarm someone that is unconscious or captive.
## Usage
## 2. Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
### 2.1 Disarming someone
- Interact with the person that is unconscious or captive <kbd> ctrl+left windows </kbd>.
- Select `open inventory`.
## Dependencies
## 3. Dependencies
`ace_interaction`

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---
## Overview
## 1. Overview
### NLAW disposable anti tank weapon
### 1.1 NLAW disposable anti tank weapon
Makes the NLAW disposable and provides the tools for other addons to do the same.
## Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
## Dependencies
## 2. Dependencies
`ace_common`

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parent: wiki
---
## Overview
## 1. Overview
### Sub-feature 1
Short description of sub-feature 1.
### Sub-feature 2
Short description of sub-feature 2.
### 1.1 Dragging and carrying
This adds the option to drag or carry people or objects.
## 2. Usage
## Usage
### 2.1 Dragging / carrying a person
- You can only drag or carry an unconscious / injured person
- Interact with the person <kbd>left windows</kbd> (by default)
- Choose `drag`or `carry`
- To release someone scroll down and use `release` or self interact <kbd>ctrl+left windows</kbd> (by default) and `release`
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
### 2.2 dragging / carrying an object
- Interact with the Object <kbd>left windows</kbd> (by default)
- Chose `drag`or `carry`
- To release an object scroll down and use `release` or self interact <kbd>ctrl+left windows</kbd> (by default) and `release`
## Dependencies
## 3. Dependencies
`ace_interaction`

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---
## Overview
## 1. Overview
### Advanced explosives placement
### 1.1 Advanced explosives placement
Enables more precise placement of explosives.
### More trigger types
### 1.2 More trigger types
Offers different trigger types, like clackers and dead man switches.
### Attack explosives to vehicles
### 1.3 Attack explosives to vehicles
Enables attaching explosives to vehicles.
## 2. Usage
## Usage
### 2.1 Placing explosives
- Use self interaction <kbd>ctrl + left windows </kbd> (by default)
- Navigate to `explosives`
- Choose your explosive type and follow the instructions on the screen
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
### 2.2 Arming and detonating explosives
- Interact with the explosive <kbd>left windows</kbd> (by default)
- Choose the arming method
- For clackers `self interact` -> `explosives` -> `detonate`
### 2.3 Defusing explosives
- A `defusal kit`is needed
- Interact with the explosive <kbd>left windows</kbd> (by default)
- Then choose `disarm`
- You are now free to pick it up.
## Dependencies
## 3. Dependencies
`ace_interaction`

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---
## Overview
## 1. Overview
### Sub-feature 1
Short description of sub-feature 1.
Adds flash suppressors, they reduce the muzzle flash of your weapon.
### Sub-feature 2
Short description of sub-feature 2.
## Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
## Dependencies
## 2. Dependencies
`ace_common`

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## Overview
## 1. Overview
### Sub-feature 1
Short description of sub-feature 1.
Adds a shrapnel system for explosives.
### Sub-feature 2
Short description of sub-feature 2.
## Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
## Dependencies
## 2. Dependencies
`ace_common`

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## Overview
## 1. Overview
### Sub-feature 1
Short description of sub-feature 1.
Adds G-force induced tunnel vision and unconsciousness.
### Sub-feature 2
Short description of sub-feature 2.
## Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
## Dependencies
## 2. Dependencies
`ace_common`

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---
## Overview
## 1. Overview
### Visual Effects for eyewear
### 1.1 Visual Effects for eyewear
Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on
the screen in rain. Causes dirt to appear on the screen when dirt is kicked up
nearby (e.g. explsions, rotor wash, bullet impacts).
nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast).
## Usage
## 2. Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
### 2.1 Cleaning your goggles
-To clean your goggles press <kbd>shift+alt+T</kbd>(default keybind)
## Dependencies
## 3. Dependencies
`ace_common`

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## Overview
## 1. Overview
### Throw modes
### 1.1 Throw modes
Provides different modes for throwing grenades (high throw, precision throw and drop mode).
### Hand flares
Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares.
### 1.2 Hand flares
Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares by making them brighter and last longer.
### M84 stun grenade
### 1.3 M84 stun grenade
Adds stun grenade. This will also affect AI.
## Usage
## 2. Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
### 2.1 Switching between throw modes
- Press <kbd>8</kbd> (by default)
### 2.2 Switching between grenades
- Press <kbd>6</kbd> (by default) to switch between `LETHAL` grenades
- Press <kbd>7</kbd> (by default) to switch between `NON LETHAL` grenades
## Dependencies
## 3. Dependencies
`ace_common`

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---
layout: wiki
title: Classnames
group: missionmaker
order: 11
parent: wiki
---
### Atragmx
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | --------- |
ACE_ATragMX | ATragMX | ACE_ItemCore |
### Attachable
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | --------- |
ACE_IR_Strobe_Item | IR strobe | ACE_ItemCore |
### Ballistics
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | --------- |
ACE_100Rnd_65x39_caseless_mag_Tracer_Dim | 6.5mm IR-DIM | Magazine |
ACE_200Rnd_65x39_cased_Box_Tracer_Dim | 6.5mm IR-DIM | Magazine |
ACE_30Rnd_65x39_caseless_mag_Tracer_Dim | 6.5mm IR-DIM | Magazine |
ACE_30Rnd_65x39_caseless_green_mag_Tracer_Dim | 6.5mm IR-DIM | Magazine |
ACE_30Rnd_556x45_Stanag_M995_AP_mag | 5.56mm AP | Magazine |
ACE_30Rnd_556x45_Stanag_Mk262_mag | 5.56mm Mk262 | Magazine |
ACE_30Rnd_556x45_Stanag_Mk318_mag | 5.56mm Mk318 | Magazine |
ACE_30Rnd_556x45_Stanag_Tracer_Dim | 5.56mm IR-DIM | Magazine |
ACE_20Rnd_762x51_Mag_Tracer | 7.62mm Tracer | Magazine |
ACE_20Rnd_762x51_Mag_Tracer_Dim | 7.62mm IR-DIM | Magazine |
ACE_20Rnd_762x51_Mag_SD | 7.62mm SD | Magazine |
ACE_10Rnd_762x51_M118LR_Mag | 7.62mm M118LR | Magazine |
ACE_10Rnd_762x51_Mk316_Mod_0_Mag | 7.62mm Mk316 | Magazine|
ACE_10Rnd_762x51_Mk319_Mod_0_Mag | 7.62mm Mk319 | Magazine |
ACE_10Rnd_762x51_M993_AP_Mag | 7.62mm AP | Magazine |
ACE_20Rnd_762x51_M118LR_Mag | 7.62mm M118LR | Magazine |
ACE_20Rnd_762x51_Mk316_Mod_0_Mag | 7.62mm Mk316 | Magazine |
ACE_20Rnd_762x51_Mk319_Mod_0_Mag | 7.62mm Mk319 | Magazine |
ACE_20Rnd_762x51_M993_AP_Mag | 7.62mm AP | Magazine |
ACE_20Rnd_762x67_Mk248_Mod_0_Mag | 7.62mm Mk248 | Magazine |
ACE_20Rnd_762x67_Mk248_Mod_1_Mag | 7.62mm Mk248 | Magazine |
ACE_20Rnd_762x67_Berger_Hybrid_OTM_Mag | 7.62mm OTM | Magazine |
ACE_30Rnd_65x47_Scenar_mag | 6.5mm Lapua | Magazine |
ACE_30Rnd_65_Creedmor_mag | 6.5mm CM | Magazine |
ACE_10Rnd_338_300gr_HPBT_Mag |.338 HPBT | Magazine |
ACE_10Rnd_338_API526_Mag |.338 AP | Magazine |
ACE_5Rnd_127x99_Mag | 12.7mm | Magazine |
ACE_5Rnd_127x99_API_Mag | 12.7mm API | Magazine |
ACE_5Rnd_127x99_AMAX_Mag | 12.7mm | Magazine |
ACE_30Rnd_9x19_mag | 9x19mm | Magazine |
ACE_16Rnd_9x19_mag | 9x19mm | Magazine |
ACE_10Rnd_762x54_Tracer_mag | 7.62mm | Magazine |
### Captive
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_CableTie | cable tie | ACE_ItemCore |
### Common
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_Banana | banana | ACE_ItemCore |
### Disposable
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_launch_NLAW_Used_F | used NLAW | Weapon |
### Explosives
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_Clacker| M57 Firing Device | ACE_ItemCore |
ACE_M26_Clacker| M26 Firing Device | ACE_ItemCore |
ACE_DefusalKit | Defusal Kit | ACE_ItemCore |
ACE_DeadManSwitch | Dead Man's Switch | ACE_ItemCore |
ACE_Cellphone | Cellphone | ACE_ItemCore |
### Grenades
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_HandFlare_White | M127A1 Hand Held Signal (White) | Grenade |
ACE_HandFlare_Red | M127A1 Hand Held Signal (Red | Grenade |
ACE_HandFlare_Green | M127A1 Hand Held Signal (Green) | Grenade |
ACE_HandFlare_Yellow | M127A1 Hand Held Signal (Yellow) | Grenade |
ACE_M84 | M84 Stun Grenade |
### hearing
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_EarPlugs | Ear Plugs | ACE_ItemCore |
### Kestrel
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_Kestrel4500 | Kestrel 4500NV | ACE_ItemCore |
### Laser pointers
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
acc_pointer_IR | Laser Pointer (red) | Weapon accessory |
ACE_acc_pointer_red | Laser Pointer (green) | Weapon accessory |
ACE_acc_pointer_green_IR | Laser Pointer (green) | Weapon accessory |
ACE_acc_pointer_green | Laser Pointer (green) | Weapon accessory |
### logistics
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_UAVBattery | UAV Battery | ACE_ItemCore |
ACE_wirecutter | Wirecutter | ACE_ItemCore |
### Map tools
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_MapTools | Map Tools | ACE_ItemCore |
# Medical
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_atropine | Atropin autoinjector | ACE_ItemCore |
ACE_fieldDressing | Bandage (Basic) | ACE_ItemCore |
ACE_elasticBandage | Bandage (Elastic) | ACE_ItemCore |
ACE_quikclot | Basic Field Dressing (QuikClot) | ACE_ItemCore |
ACE_bloodIV | Blood IV (1000ml) | ACE_ItemCore |
ACE_bloodIV_500 | Blood IV (500ml) | ACE_ItemCore |
ACE_bloodIV_250 | Blood IV (250ml) | ACE_ItemCore |
ACE_bodyBag | Bodybag | ACE_ItemCore |
ACE_epinephrine | Epinephrine autoinjector | ACE_ItemCore |
ACE_morphine | Morphine autoinjector | ACE_ItemCore |
ACE_packingBandage | Packing Bandage | ACE_ItemCore |
ACE_personalAidKit | Personal Aid Kit | ACE_ItemCore |
ACE_plasmaIV | Plasma IV (1000ml) | ACE_ItemCore |
ACE_plasmaIV_500 | Plasma IV (500ml) | ACE_ItemCore |
ACE_plasmaIV_250 | Plasma IV (250ml) | ACE_ItemCore |
ACE_salineIV | Saline IV (1000ml) | ACE_ItemCore |
ACE_salineIV_500 | Saline IV (500ml) | ACE_ItemCore |
ACE_salineIV_250 | Saline IV (250ml) | ACE_ItemCore |
ACE_surgicalKit | Surgical Kit | ACE_ItemCore |
ACE_tourniquet | Tourniquet (CAT) | ACE_ItemCore |
### Microdagr
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_microDAGR | MicroDAGR GPS | ACE_ItemCore |
classname | in game name | type |
--------- | --------- | ---------
ACE_RangeTable_82mm | 82mm Rangetable | ACE_ItemCore |
### Nightvision
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_NVG_Gen1 | NV Goggles (Gen1) | Nvgs |
ACE_NVG_Gen2 | NV Goggles (Gen2) | Nvgs |
ACE_NVG_Gen3 | NV Goggles (Gen3) | Nvgs |
ACE_NVG_Gen4 | NV Goggles (Gen4) | Nvgs |
ACE_NVG_Wide | NV Goggles (Wide) | Nvgs |
### Optics
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_optic_Arco_2D | ARCO (2D) | Weapon accessory |
ACE_optic_Arco_PIP | ARCO (PIP) | Weapon accessory |
ACE_optic_LRPS_2D | LRPS (2D) | Weapon accessory |
ACE_optic_LRPS_PIP | LRPS (PIP) | Weapon accessory |
ACE_optic_SOS_2D| MOS (2D) | Weapon accessory |
ACE_optic_SOS_PIP | MOS (PIP) | Weapon accessory |
ACE_optic_MRCO_2D | MRCO (2D) | Weapon accessory |
ACE_optic_MRCO_PIP | MRCO (PIP) | Weapon accessory |
ACE_optic_Hamr_2D | RCO (2D) | Weapon accessory |
ACE_optic_Hamr_PIP | RCO (PIP) | Weapon accessory |
### Overheating
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_SpareBarrel | Spare barrel | ACE_ItemCore |
### Parachute
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_Altimeter | Altimeter Watch | ACE_ItemCore |
ACE_NonSteerableParachute | Non-Steerable Parachute | Backpack |
### Vector
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_Vector | Vector 21 | Binoculars |
### Vehicle lock
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
ACE_key_master | Vehicle Key: Master | ACE_ItemCore |
ACE_key_lockpick | Lockpick | ACE_ItemCore |
ACE_key_west | Vehicle Key: West | ACE_ItemCore |
ACE_key_east | Vehicle Key: East | ACE_ItemCore |
ACE_key_indp | Vehicle Key: Independent | ACE_ItemCore |
ACE_key_civ | Vehicle Key: Civilian | ACE_ItemCore |