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second batch of documentation
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@ -6,11 +6,7 @@ order: 5
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parent: wiki
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---
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**THIS PAGE IS NOT UP2DATE.**
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## 1. Modules
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## 1. ACE
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### 1.1 Advanced Ballistics
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*Part of: ace_advanced_ballistics*
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@ -68,7 +64,7 @@ How often the markers should be refreshed (in seconds).<br>
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Hide markers for "AI only" groups.<br>
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`Default value: No`
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### 1.3 Check PBOs
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### 1.4 Check PBOs
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*Part of: ace_common*
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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:
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@ -106,7 +102,8 @@ Example 3: @JSRS + @Blastcore-A3:<br>
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[TBD, "warfxpe","blastcore_vep"]
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```
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### 1.4 Explosive System
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### 1.5 Explosive System
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*Part of: ace_explosive*
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The "Explosive System" module lets you tweak the settings for the new explosive system that ACE introduces.
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@ -120,12 +117,14 @@ Require explosive specialists to disable explosives.<br>
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Increase the time it takes to complete actions for non-specialists.<br>
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`Default value: Yes`
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### 1.5 Friendly Fire Messages
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### 1.6 Friendly Fire Messages
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*Part of: ace_respawn*
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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.
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### 1.6 Hearing
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### 1.7 Hearing
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*Part of: ace_hearing*
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Placing this modules allows you to disable combat deafness usually triggerd by loud explosions or heavy weapons in a players proximity.
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@ -136,7 +135,8 @@ Placing this modules allows you to disable combat deafness usually triggerd by l
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Enable combat deafness?<br>
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`Default value: Yes`
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### 1.7 Interaction System
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### 1.8 Interaction System
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*Part of: ace_interaction*
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This module allows you to tweak if players should be able to use team management functions (e.g. "switch group", "become leader").
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@ -147,73 +147,98 @@ This module allows you to tweak if players should be able to use team management
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Should players be allowed to use the Team Management Menu?.<br>
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`Default value: Yes`
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### 1.8 Make Unit Surrender
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### 1.9 Make Unit Surrender
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*Part of: ace_captives*
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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.
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Syncing units to that module sets them in the captive state with their arms behind their back. Usefull for e.g. hostage rescue missions.
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### 1.10 Map
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*Part of: ace_map*
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ACE3 introdcues a bit more realism for the vanilla Arma 3 map and how it behaves. Some of these settings can be toggled by this module.
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**Settings:**
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1. **Bleeding Speed Coefficient (Number)<br>**
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Multiplier for the rate of bleeding.<br>
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`Default value: 1`
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2. **Pain Effect Coefficient (Number)<br>**
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Multiplier for the intensity of the pain effect (chromatic abberation).<br>
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`Default value: 1`
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3. **Max Unconscious Time (Number)<br>**
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Maximum time (in seconds) for a unit to be unconscious before dying. -1 disables this.<br>
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`Default value: -1`
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4. **Allow non-medics? (Boolean)<br>**
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This setting is used to allow non-medics to use epipens and bloodbags.<br>
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`Default value: No`
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5. **Punish non-medics? (Boolean)<br>**
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Increase the time it takes to complete actions for non-medics.<br>
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1. **Map illumination? (Boolean)<br>**
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Calculate dynamic map illumination based on light conditions?.<br>
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`Default value: Yes`
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6. **Require diagnosis? (Boolean)<br>**
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Require an unconscious patient to be diagnosed before allowing treatment.<br>
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2. **Map shake? (Boolean)<br>**
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Make map shake when walking?.<br>
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`Default value: Yes`
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3. **Limit map zoom? (Boolean)<br>**
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Limit the amount of zoom available for the map?.<br>
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`Default value: No`
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7. **Prevent instant death? (Boolean)<br>**
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Prevent instant death and always put players in unconscious state instead.<br>
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`Default value: No`
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8. **Prevent death while unconscious? (Boolean)<br>**
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Make unconscious units invulnerable.<br>
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`Default value: No`
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9. **Single Bandage (Boolean)<br>**
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Use one bandage to heal the entire body.<br>
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`Default value: No`
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10. **Unconscious can chat? (Boolean)<br>**
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Allow all players to use chat while unconcious? Admin can always use the chat regardless.<br>
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4. **Show cursor coordinates? (Boolean)<br>**
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Show the grid coordinates on the mouse pointer?.<br>
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`Default value: No`
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### 1.9 Rallypoint System
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### 1.11 MicroDAGR Map Fill
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*Part of: ace_microdagr*
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Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.
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**Settings:**
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1. **MicroDAGR Map Fill (Option)<br>**
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How much map data is filled on MicroDAGR's.<br>
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`Default value: "Full Satellite + Buildings"`
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### 1.12 MK6 Settings
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*Part of: ace_mk6mortar*
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ACE3 now includes the first iteration of getting a less arcady point and click mortar experience.
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Placing this modules allows you to enable the increased realism in game.
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**Settings:**
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1. **Air Resistance (Boolean)<br>**
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For Player Shots, Model Air Resistance and Wind Effects.<br>
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`Default value: Yes`
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2. **Allow MK6 Computer (Boolean)<br>**
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Show the Computer and Rangefinder (these **NEED** to be removed if you enable air resistance).<br>
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`Default value: No`
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3. **Allow MK6 Compass (Boolean)<br>**
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Show the MK6 Digital Compass.<br>
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`Default value: Yes`
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### 1.13 Name Tags
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*Part of: ace_nametags*
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This module allows you to tweak the settings for player names tags.
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**Settings:**
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1. **Player Names View Distance (Number)<br>**
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Distance (in meters) at which player names are shown.<br>
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`Default value: 5`
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2. **Show name tags for AI? (Option)<br>**
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Show the name and rank tags for friendly AI units, or by default allows players to choose it on their own.<br>
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`Default value: "Do Not Force"`
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3. **Show crew info? (Option)<br>**
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Show vehicle crew info, or by default allows players to choose it on their own.<br>
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`Default value: "Do Not Force"`
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4. **Show for Vehicles? (Boolean)<br>**
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Show cursor NameTag for vehicle commander (only if client has name tags enabled).<br>
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`Default value: No`
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### 1.14 Rallypoint System
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*Part of: ace_respawn*
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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.
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This module 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.
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**Note:**
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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).
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<div class="panel callout">
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<h5>Note:</h5>
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<p>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.</p>
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</div>
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### 1.10 Repair System
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*Part of: ace_logistics*
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To enable JIP players to move rally points have a look at [ACE Rallypoints (to be done)](#).
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Placing the "Repair System" module makes it possible to define the time it takes for certain repair actions.
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**Settings:**
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1. **Heavy Repair Time (Number)<br>**
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Time to repair engine/turret/body/fuel components (in seconds).<br>
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`Default value: 10`
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2. **Wheel Replace Time (Number)<br>**
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Time to replace a wheel (in seconds).<br>
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`Default value: 10`
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3. **Track Replace Time (Number)<br>**
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Time to replace a track (in seconds).<br>
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`Default value: 10`
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4. **Maximum Repaired Damage (Number)<br>**
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Limits the amount of damage that can be repaired. 0 = Repair all damage, 1 = Cannot repair any damage.<br>
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`Default value: 0`
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### 1.11 Respawn System
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### 1.15 Respawn System
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*Part of: ace_respawn*
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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).
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@ -224,10 +249,10 @@ The "Respawn System" module enables players to respawn with the gear they had be
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Respawn with the gear a player had just before his death.<br>
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`Default value: No`
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### 1.12 SwitchUnits System
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### 1.16 SwitchUnits System
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*Part of: ace_switchunits*
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The [SwitchUnits System](#32-ace-switchunits) enables players to control certain AI units on the map.
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The [SwitchUnits System (to be done)](#) enables players to control certain AI units on the map.
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**Settings:**
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@ -251,10 +276,29 @@ The safe zone around players from a different team (in meters)<br>
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`Default value: 200`
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### 1.13 LSD Vehicles
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*Part of: ace_core*
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### 1.17 Vehicle Lock
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*Part of: ace_vehiclelock*
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### 1.14 Weather
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#### 1.17.1 Vehicle Key Assign
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Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
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#### 1.17.2 Vehicle Lock Setup
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Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
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**Settings:**
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1. **Lock Vehicle Inventory? (Boolean)<br>**
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Locks the inventory of locked vehicles<br>
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`Default value: No`
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2. **Vehicle Starting Lock State (Option)<br>**
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Set lock state for all vehicles (removes ambiguous lock states)<br>
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`Default value: "As Is"`
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3. **Default Lockpick Strength (Number)<br>**
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Default Time to lockpick (in seconds)<br>
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`Default value: 10`
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### 1.18 Weather
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*Part of: ace_weather*
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This module allows you to customize the weather settings.
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@ -280,11 +324,16 @@ Synchronizes lightnings, rainbow, fog, ...<br>
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Defines the interval (seconds) between weather updates.<br>
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`Default value: 60`
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### 1.15 Wind Deflection
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### 1.19 Wind Deflection
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*Part of: ace_winddeflection*
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This module allows you to define when wind deflection is active.
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<div class="panel callout">
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<h5>Note:</h5>
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<p>Wind Deflection doesn't work in combination with Advanced Ballistics. If the Advanced Ballistics module is placed Wind deflection will exit and won't trigger.</p>
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</div>
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**Settings:**
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1. **Wind Deflection (Boolean)<br>**
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@ -300,5 +349,48 @@ Defines the interval between every calculation step.<br>
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Defines the radius around the player (in meters) at which projectiles are wind deflected.<br>
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`Default value: 3000`
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### 1.20 LSD Vehicles
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*Part of: ace_core*
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And then there's the "LSD Vehicles" module … it does 'something' to all vehicles synced to that module.
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http://youtu.be/X3e0LTexEok
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<iframe width="560" height="315" src="https://www.youtube.com/embed/X3e0LTexEok" frameborder="0" allowfullscreen></iframe>
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## 2. ACE Medical
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*Part of: ace_medical*
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### 2.1 Advanced Medical Settings
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This module allows you to change the default Advanced Medical Settings, when [2.2 Medical Settings](#2-2MedicalSettings) is set to "Advanced".
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**Settings:**
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1. **Enabled for (Options)<br>**
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Select what units the advanced medical system will be enabled for.<br>
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`Default value: "Players only"`
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2. **Enable Advanced wounds (Boolean)<br>**
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Allow reopening of bandaged wounds?<br>
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`Default value: No`
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3. **Vehicle Crashes (Boolean)<br>**
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Do units take damage from a vehicle crash?<br>
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`Default value: Yes`
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4. **Allow PAK (Option)**<br>
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Who can use the PAK for full heal?<br>
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`Default value: "Medics only"`
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5. **Remove PAK on use (Boolean)**<br>
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Should PAK be removed on usage?<br>
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`Default value: Yes`
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6. **Locations PAK (Option)**<br>
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Where can the personal aid kit be used?<br>
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`Default value: "Vehicles & facility"`
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7. **Allow Surgical kit (Option)**<br>
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Who can use the surgical kit?<br>
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`Default value: "Medics only"`
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8. **Remove Surgical kit (Boolean)**<br>
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Should Surgical kit be removed on usage?<br>
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`Default value: Yes`
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9. **Locations Surgical kit (Option)**<br>
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Where can the Surgical kit be used?<br>
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`Default value: "Vehicles & facility"`
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