Create missing documentation placeholders

Creates placeholder documentation for modules which did not previously
have any. If a module had the same name and apparent purpose as a module
from AGM, AGM's documentation was imported into the placeholder.

These documentation are useful to users for explaining what ACE3
changes. They are also useful to community admins who want to create a
custom distribution of ACE3 and need to know which modules to disable.

The documentation needs to be significantly fleshed out before it's
ready for public consumption, but this should be a helpful start.
This commit is contained in:
Dharma Bellamkonda 2015-05-12 18:28:18 -06:00
parent ab580dd1c7
commit 1227d6e3fb
70 changed files with 1313 additions and 5 deletions

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---
layout: wiki
title: Advanced Ballistics
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: AI (Artifical Intelligence)
group: feature
order: 5
parent: wiki
---
# Overview
## 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
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
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
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. AGM removes this behaviour mostly notable in CQB by adding a valid firing mode.
## No scripting
All changes of AGM AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Aircraft
group: feature
order: 5
parent: wiki
---
# Overview
## Adjusted flight behaviour
Changes the flight behaviour of various aircraft.
## Various adjustments to A2A, A2G and G2A munitions
- needs documentaion -
## Missile lock warnings
Adds missile-lock warning systems to helicopters and planes based on the various real life capabilities.
## 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
Pilots and copilots of all helicopters can now eject.
## Laser marker for wildcat
Adds a laser marker to the copilot seat of the Wildcat.
## HUD for AH-9
Adds a HUD to the AH-9 based on the comanches HUD.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: APL
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: ATragMX
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Attach
group: feature
parent: wiki
---
# Overview
## Attach items to uniform
Enables player to attach IR grenades and chemlights to themselves.
## IR Strobe
Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades.re 2.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Backpacks
group: feature
parent: wiki
---
# Overview
## Lock backpack
Adds the ability to lock backpacks. Locked backpacks can't be accessed by others.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Ballistics
group: feature
parent: wiki
---
# Overview
## Realistic rifle ammunition
Changes include adjusted muzzle velocity, air friction and dispersion based on real life values.
## Body armour nerf
Nerfs protection values of vests, CSAT uniforms and various campaign only gear to more realistic levels comparable to Arma 2 levels.
## Realistic silencers and sub-sonic ammunition
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 super sonic projectiles, AGM introduces sub sonic ammunition. This is also fully compatible with AI. Sub sonic ammunition is available for the calibers 5.56mm, 6.5mm and 7.62mm.
## Armour piercing ammunition
Armour piercing rounds have higher penetration values against light armoured targets or other obstacles on the battlefield. Their drawback is a slighly decreased man-stopping power. AP rounds are available for the calibers 5.56mm, 6.5mm and 7.62mm.
## IR-Dim tracer ammunition
IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices.
## M118 Long range ammunition
The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precission on long ranges.
## Flash suppressors
Flash suppressors are similar to sound suppressors and prevent the muzzle flash reducing visibilty without decreasing combat effectiveness. Flash suppressors are available for the calibers 5.56mm, 6.5mm, 7.62mm, .45 ACP and 9mm.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Captives
group: feature
parent: wiki
---
# Overview
## Take captives
Introduces a captivity system for taking and moving prisoners.
## Load and unload captives into / from vehicles
- needs documentaion -
## Frisk captives
- needs documentaion -
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Difficulties
group: feature
parent: wiki
---
# Overview
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Disarming
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Disposable
group: feature
parent: wiki
---
# Overview
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Dragging
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Explosives
group: feature
parent: wiki
---
# Overview
## Advanced explosives placement
Enables more precise placement of explosives.
## More trigger types
Offers different trigger types, like clackers and dead man switches.
## Attack explosives to vehicles
Enables attaching explosives to vehicles.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: FCS (Fire Control System)
group: feature
parent: wiki
---
# Overview
## Fire control system
Offers a custom fire control system for tanks and helicopters. It enables engaging stationary and moving targets.
## Manual lasing targets
Changes the default rangefinders, including those in vehicles, to require manual lasing.
## Air burst ammunition
Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range.
# Usage
To engage moving targets, place the crosshair on the enemy vehicle and press and hold tab. Follow the moving target with your crosshair for about 2 seconds and release tab. The optic will now be adjusted sideways to ensure a hit.
To use manual lasing, place the crosshair on the object to range and press and hold tab.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Flash Suppressors
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Frag
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: G-Forces
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Goggles
group: feature
parent: wiki
---
# Overview
## 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).
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Grenades
group: feature
parent: wiki
---
# Overview
## 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.
## M84 stun grenade
Adds stun grenade. This will also affect AI.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Hearing
group: feature
parent: wiki
---
# Overview
## Hearing damage simulation
Introduces hearing damage caused by nearby explosions and large-caliber weapons.
## Earplugs
Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or
missile launchers will be equipped with those, but remember to put them in.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Hit Reactions
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Interact Menu
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Interaction
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Inventory
group: feature
parent: wiki
---
# Overview
## Resized inventory UI
Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Javelin/Titan Locking and Firing
title: Javelin
group: feature
order: 5
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## Sub-feature 2
Short description of sub-feature 2.
## 1. Overview
Blah blah blah
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
Steps to lock titan/Javelin:
@ -17,5 +22,7 @@ Steps to lock titan/Javelin:
4. Hold TAB over a target, it will start beeping and the constraint boxes will appear
5. Once the beeping changes to LOCK tone, and the lock crosshairs appear, click fire without releasing tab
CTRL+TAB is default key to change firemode (configurable as a key)
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Kestrel 4500
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Laser
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Laser Self-Designate
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Laser Pointer
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Logistics - UAV Battery
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Logistics - Wirecutter
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Magazine Repack
group: feature
parent: wiki
---
# Overview
## Repacking magazines
Adds ability to repack magazines of the same type. An optional module provides
options to adjust the repacking time of single rounds and whole magazines to
the mission maker.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Map
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Map Tools
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Markers
group: feature
parent: wiki
---
# Overview
## Improved marker placement
Expands the "Insert Marker" menu and allows to rotate map markers. Shows the currently selected channel to prevent misplacement.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: MicroDAGR
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Missile Guidance
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Mission Modules
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Mk6 Mortar
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Movement
group: feature
parent: wiki
---
# Overview
## Jumping
Adds the ability to jump when pressing the vault key while moving. (V - key)
## Minor animation tweaks
Walking slowly with the weapon lowered now has a less silly looking animation.
## Fatigue adjustments
Soldiers get fatigued slower, but regain their stamina slower aswell. Fatigued soldiers have a faster walking speed and no longer turn into snails.
## Weight display
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 AGM Options Menu.
## Optics view in all stances
The player can now use the sights of rifles and pistols in all prone stances.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Nametags
group: feature
parent: wiki
---
# Overview
## Nametag and rank display
Adds nametags and soldier ranks to friendly players in multiplayer. This can be adjusted in the AGM 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.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Nightvision
group: feature
parent: wiki
---
# Overview
## Multiple Generation NVGs
Adds different night vision devices with varying image quality and field of
view. New Classnames for Generations 1, 2, and 4 NVGs (default ArmA3 NVGs
represents Generation 3) and a wide view NVG.
## Blending effects
Adds a blending effect depending on ammunition type when firing while using a
night vision device. Especially tracer rounds are bright, but you can use the
IR-dim tracers from AGM_Ballistics to reduce tis effect.
## Brightness adjustment
Enables the user to manually adjust NVG brightness.
# Usage
Use Alt+PageUp and Alt+PageDown to adjust NVG brightness.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: No Idle
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: No Radio
group: feature
parent: wiki
---
# Overview
## Silent avatar
Mutes the player's automatic callouts ("Enemy man, 100 meters, front!").
Does not mute AI callouts.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: No Rearm
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Optics
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Options Menu
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Overpressure
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Overheating
group: feature
parent: wiki
---
# Overview
## Weapon Jamming
Adds a propability to jam a weapon when firing. Jams can be cleared by
reloading or by using the clear jam-key.
## Temperature simulation
Introduces weapon temperature simulation depending on weapon and bullet
mass. Hot weapons are more prone to jamming. Depending on weapon type
the accuracy and in extreme cases the muzzle velocity might be reduced
on high temperatues. Adds smoke puff and heat refraction effects to
indicate this.
## Spare barrels
Adds the ability to changes barrels on machine guns to compensate for those
effects.
# Usage
To clear a jammed weapon, press Shift+R.
*needs documentation on swapping barrels*
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Parachute
group: feature
parent: wiki
---
# Overview
## Altimeter
Removes the altitude and descend speed UI elements when free-falling and
parachuting on higher difficulties and instead adds an altimeter watch type
item.
## Non-steerable parachute
Adds a non-steerable parachute variant for jet pilots.
## Landing animation
Smoothens parachute landing animation.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Protection
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Ragdolls
group: feature
parent: wiki
---
# Overview
## Adjusted Ragdolls
Changes the ragdolls to react more to the force of shots and explosions.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Realistic Names
group: feature
parent: wiki
---
# Overview
## Real names
Changes the names of vehicles, magazines, weapons, grenades, explosive charges
and mines to their respective real-world counterparts whenever possible.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Recoil
group: feature
parent: wiki
---
# Overview
## Recoil adjustment
Overhauls the recoil system reducing upwards recoil.
## Advanced cam shake
Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type.
## Burst dispersion
Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Reload
group: feature
parent: wiki
---
# Overview
## Ammo count
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.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Reload Launchers
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.
r

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---
layout: wiki
title: Respawn
group: feature
parent: wiki
---
# Overview
## Respawn with same gear
Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed.
## Friendly Fire messages
Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled.
## Rallypoints
Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Safe Mode
group: feature
parent: wiki
---
# Overview
## Safety
You can now use the safety mode of any weapon. Switching weapon modes takes the safety off.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Scopes
group: feature
parent: wiki
---
# Overview
## Sniper Scope Adjustment
Enables snipers to adjust their scopes horizontally and vertically in mils.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Small Arms
group: feature
parent: wiki
---
# Overview
## Magazine Names
Unifies the name formatting of magazines similar to Arma 2 standards.
## No tracers in non-tracer mags
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.
## Real magazine round counts
All pistol and sub machine gun magazines now have adjusted capacaties to match their real life counterparts.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Switch Units
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Test Missions
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Thermals
group: feature
parent: wiki
---
# Overview
## Body Warmth
Adjusts the thermal properties of humans making them less like torches.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Vector
group: feature
parent: wiki
---
# Overview
## Vector IV Rangefinder
Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.)
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Vehicle Lock
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Vehicles
group: feature
parent: wiki
---
# Overview
## Speedlimiter
Adds ability to limit the max. speed of any vehicle.
## 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
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
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
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)
Reduced smoke shell count and launch angle of the AAF Fennek to match the models smoke launcher.
## Stabilized optic of Fennek (Strider)
Stabilizes the commander's view in the Fennek (Strider).
## 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
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.
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Weapon Select
group: feature
parent: wiki
---
# Overview
## 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
Adds the ability to holster a weapon on the back. (0 key)
Engine select
Quickly turn engine on and off (1 key - turn off, 2 key - turn on)
Weapon select
Quickly switch between vehicle weapons (1-3 key)
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)
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.

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---
layout: wiki
title: Weather
group: feature
parent: wiki
---
# Overview
## Sub-feature 1
Short description of sub-feature 1.
## 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
List of modules that must be present for this module to work.

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---
layout: wiki
title: Wind Deflection
group: feature
parent: wiki
---
# Overview
## Wind Deflection
Adds ballistic influences of wind, air density and temperature
# Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies
List of modules that must be present for this module to work.