Merge branch 'documentation-merge'

This commit is contained in:
KoffeinFlummi 2015-05-14 16:06:29 +02:00
commit 14ca9f2e4e
71 changed files with 690 additions and 185 deletions

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@ -4,12 +4,16 @@ title: Advanced Ballistics
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.

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@ -7,21 +7,19 @@ parent: wiki
--- ---
# Overview # Overview
## Adjusted AI skill values
### 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. 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. Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
## Firing in burst mode
### 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. 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
### 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. 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. ACE removes this behaviour mostly notable in CQB by adding a valid firing mode.
## No scripting
All AI changes are config based to ensure full compatibility with advanced AI modifications like ASR AI.
# Usage ### No deadzones in CQB
Short overview of how to use the feature, e.g. menu options, key bindings, 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.
instructions. May not apply to all modules.
# Dependencies ### No scripting
List of modules that must be present for this module to work. All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.

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@ -5,21 +5,34 @@ group: feature
order: 5 order: 5
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Adjusted flight behaviour
### Adjusted flight behaviour
Changes the flight behaviour of various aircraft. Changes the flight behaviour of various aircraft.
## Various adjustments to A2A, A2G and G2A munitions
- needs documentaion - ### Various adjustments to aircraft and gunships munitions
## Missile lock warnings - Higher capacity magazines for the comanche.
- Gatling rate of fire (ROF) increased.
- AP rockets have less splash damage.
### Missile lock warnings
Adds missile-lock warning systems to helicopters and planes based on the various real life capabilities. Adds missile-lock warning systems to helicopters and planes based on the various real life capabilities.
## Semi-automatic flare mode
### 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. 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 ### Ejecting from pilot and copilot seats
Pilots and copilots of all helicopters can now eject. Pilots and copilots of all helicopters can now eject.
## Laser marker for wildcat
### Laser marker for wildcat
Adds a laser marker to the copilot seat of the Wildcat. Adds a laser marker to the copilot seat of the Wildcat.
## HUD for AH-9
### HUD for AH-9
Adds a HUD to the AH-9 based on the comanches HUD. 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. # Usage
### Adjusted flight behaviour
Changes the flight behaviour of various aircraft.

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@ -4,15 +4,19 @@ title: APL
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2 ### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,20 @@ title: ATragMX
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,28 @@ title: Attach
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Attach items to uniform
### Attach items to uniform
Enables player to attach IR grenades and chemlights to themselves. 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. ### IR Strobe
Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies ### attaching to yourself
List of modules that must be present for this module to work. - Press the self interaction key
- go to the equipment section
- choose the item to attach
same thing to detach
### attaching to a vehicle
- Approach the vehicle and use the interaction key
- Attach item section
- Choose your item and where you want to place it
to detach the item use the interaction key from outside the vehicle

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@ -4,13 +4,19 @@ title: Backpacks
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Lock backpack
### Lock backpack
Adds the ability to lock backpacks. Locked backpacks can't be accessed by others. Adds the ability to lock backpacks. Locked backpacks can't be accessed by others.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,25 +4,36 @@ title: Ballistics
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Realistic rifle ammunition
### Realistic rifle ammunition
Changes include adjusted muzzle velocity, air friction and dispersion based on real life values. Changes include adjusted muzzle velocity, air friction and dispersion based on real life values.
## Body armour nerf
### Body armour nerf
Nerfs protection values of vests, CSAT uniforms and various campaign only gear to more realistic levels comparable to Arma 2 levels. 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
### 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, ACE 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. 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, ACE 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 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. 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 tracer ammunition
IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices. IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices.
## M118 Long range ammunition
### M118 Long range ammunition
The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precission on long ranges. The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precission on long ranges.
## Flash suppressors
### 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. 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 # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,17 +4,38 @@ title: Captives
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Take captives
### Take captives
Introduces a captivity system for taking and moving prisoners. Introduces a captivity system for taking and moving prisoners.
## Load and unload captives into / from vehicles
- needs documentaion - ### Load and unload captives into / from vehicles
## Frisk captives You can load and unload captives from vehicles using ACE 3 interactions.
- needs documentaion -
### Frisk captives
You can frisk a restrained captive.
### Surrendering
You can surrender, while surrendering AI will cease fire.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
# Dependencies ### Capturing someone
List of modules that must be present for this module to work. - You need cable ties.
- Approach the victim / convict and use the interaction button.
- The interaction is around the hands in the form of a handcuffs icon.
- To free someone it's the same
- Use the interaction key, check around the hands for the handcuffs icon.
### Escorting a captive
- Interact with the captive.
- Select the escort prisoner option.
- To stop escorting just scroll down or use self interaction.
### 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 him.
- Same for unloading, interact with the vehicle then unload.

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@ -4,13 +4,19 @@ title: Difficulties
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Elite mode adjustments
### Elite mode adjustments
Adjusts the default settings for the hardest difficulty to more closely resemble A2 settings. (No crosshair, stat screen, death messages...) Adjusts the default settings for the hardest difficulty to more closely resemble A2 settings. (No crosshair, stat screen, death messages...)
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Disarming
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,19 @@ title: Disposable
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## NLAW disposable anti tank weapon
### NLAW disposable anti tank weapon
Makes the NLAW disposable and provides the tools for other addons to do the same. Makes the NLAW disposable and provides the tools for other addons to do the same.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,21 @@ title: Dragging
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2 ### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,17 +4,25 @@ title: Explosives
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Advanced explosives placement
### Advanced explosives placement
Enables more precise placement of explosives. Enables more precise placement of explosives.
## More trigger types
### More trigger types
Offers different trigger types, like clackers and dead man switches. Offers different trigger types, like clackers and dead man switches.
## Attack explosives to vehicles
### Attack explosives to vehicles
Enables attaching explosives to vehicles. Enables attaching explosives to vehicles.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,18 +4,26 @@ title: FCS (Fire Control System)
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Fire control system
### Fire control system
Offers a custom fire control system for tanks and helicopters. It enables engaging stationary and moving targets. Offers a custom fire control system for tanks and helicopters. It enables engaging stationary and moving targets.
## Manual lasing targets
### Manual lasing targets
Changes the default rangefinders, including those in vehicles, to require manual lasing. Changes the default rangefinders, including those in vehicles, to require manual lasing.
## Air burst ammunition
### Air burst ammunition
Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range. Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range.
# Usage # 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 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. To use manual lasing, place the crosshair on the object to range and press and hold tab.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Flash Suppressors
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Frag
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: G-Forces
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,21 @@ title: Goggles
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Visual Effects for eyewear
### Visual Effects for eyewear
Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on 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 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. explsions, rotor wash, bullet impacts).
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,17 +4,25 @@ title: Grenades
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Throw modes
### Throw modes
Provides different modes for throwing grenades (high throw, precision throw and drop mode). Provides different modes for throwing grenades (high throw, precision throw and drop mode).
## Hand flares
### Hand flares
Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares. Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares.
## M84 stun grenade
### M84 stun grenade
Adds stun grenade. This will also affect AI. Adds stun grenade. This will also affect AI.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,16 +4,23 @@ title: Hearing
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Hearing damage simulation
### Hearing damage simulation
Introduces hearing damage caused by nearby explosions and large-caliber weapons. Introduces hearing damage caused by nearby explosions and large-caliber weapons.
## Earplugs
### Earplugs
Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or 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. missile launchers will be equipped with those, but remember to put them in.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Hit Reactions
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Interact Menu
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Interaction
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,19 @@ title: Inventory
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Resized inventory UI
### Resized inventory UI
Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once. Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,18 @@ title: Javelin
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
@ -24,5 +29,7 @@ Steps to lock titan/Javelin:
CTRL+TAB is default key to change firemode (configurable as a key) CTRL+TAB is default key to change firemode (configurable as a key)
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Kestrel 4500
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Laser
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Laser Self-Designate
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Laser Pointer
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Logistics - UAV Battery
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Logistics - Wirecutter
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,21 @@ title: Magazine Repack
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Repacking magazines
### Repacking magazines
Adds ability to repack magazines of the same type. An optional module provides 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 options to adjust the repacking time of single rounds and whole magazines to
the mission maker. the mission maker.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Map
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Map Tools
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,19 @@ title: Markers
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Improved marker placement
### Improved marker placement
Expands the "Insert Marker" menu and allows to rotate map markers. Shows the currently selected channel to prevent misplacement. Expands the "Insert Marker" menu and allows to rotate map markers. Shows the currently selected channel to prevent misplacement.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -6,11 +6,11 @@ order: 4
parent: wiki parent: wiki
--- ---
## 1. Overview ### 1. Overview
ACE provide users with a more realistic medical system and comes in both a basic and advanced version. This page will detail the differences between both systems and what they do. It is split into two parts; basic and advanced. Both versions have overlap but each have their own unique characteristics. ACE provide users with a more realistic medical system and comes in both a basic and advanced version. This page will detail the differences between both systems and what they do. It is split into two parts; basic and advanced. Both versions have overlap but each have their own unique characteristics.
## 2. Basic Medical ### 2. Basic Medical
ACE's basic medical system is quite a bit more complex than Arma's default system, but not really difficult to grasp. ACE basic medical is a mixture between the ACE2 and AGM medical systems. ACE's basic medical system is quite a bit more complex than Arma's default system, but not really difficult to grasp. ACE basic medical is a mixture between the ACE2 and AGM medical systems.
The four main elements that basic medical introduces are: The four main elements that basic medical introduces are:
@ -31,7 +31,7 @@ To stop the bleeding, the combat life saver needs to bandage every wounded limb.
Should a unit be in pain, materializing itself with a chromatic aberration screen effect, he can be given morphine. Should a unit be in pain, materializing itself with a chromatic aberration screen effect, he can be given morphine.
## 3. Advanced Medical ### 3. Advanced Medical
The advanced medical system provides a more complex and detailed medical simulation and is based off the CSE/CMS medical system. It focuses on a more realistic model for injuries and treatment, thus resulting in a more important and prominent role for combat medics, and a bigger incentive to not get shot. The advanced medical system provides a more complex and detailed medical simulation and is based off the CSE/CMS medical system. It focuses on a more realistic model for injuries and treatment, thus resulting in a more important and prominent role for combat medics, and a bigger incentive to not get shot.
The system behind advanced medical is designed to attempt to mimic important parts of the human body, as well as react to any injuries sustained and treatments applied in a realistic manner. The available treatments and supplies in advanced medical are based off the Tactical Combat Casualty Care (TCCC) guidelines, which are the same guidelines used by real-life combat medics around the world. The system behind advanced medical is designed to attempt to mimic important parts of the human body, as well as react to any injuries sustained and treatments applied in a realistic manner. The available treatments and supplies in advanced medical are based off the Tactical Combat Casualty Care (TCCC) guidelines, which are the same guidelines used by real-life combat medics around the world.

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@ -4,15 +4,22 @@ title: MicroDAGR
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Missile Guidance
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,15 +4,22 @@ title: Mission Modules
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Mk6 Mortar
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,21 +4,31 @@ title: Movement
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Jumping
### Jumping
Adds the ability to jump when pressing the vault key while moving. (V - key) Adds the ability to jump when pressing the vault key while moving. (V - key)
## Minor animation tweaks
### Minor animation tweaks
Walking slowly with the weapon lowered now has a less silly looking animation. Walking slowly with the weapon lowered now has a less silly looking animation.
## Fatigue adjustments
### 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. 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
### 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 ACE Options Menu. Adds a weight of the current loadout display in the inventory to estimate the fatigue gain while moving in combat. Can be adjusted to display lb. instead of kg in the ACE Options Menu.
## Optics view in all stances
### Optics view in all stances
The player can now use the sights of rifles and pistols in all prone stances. The player can now use the sights of rifles and pistols in all prone stances.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,19 @@ title: Nametags
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Nametag and rank display
### Nametag and rank display
Adds nametags and soldier ranks to friendly players in multiplayer. This can be adjusted in the ACE Options Menu to not display the rank, display all nametags of nearby soldiers instead of those who are looked directly at, to require a button press to show the nametags or to disable them altogether. Adds nametags and soldier ranks to friendly players in multiplayer. This can be adjusted in the ACE Options Menu to not display the rank, display all nametags of nearby soldiers instead of those who are looked directly at, to require a button press to show the nametags or to disable them altogether.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,20 +4,28 @@ title: Nightvision
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Multiple Generation NVGs
### Multiple Generation NVGs
Adds different night vision devices with varying image quality and field of 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 view. New Classnames for Generations 1, 2, and 4 NVGs (default ArmA3 NVGs
represents Generation 3) and a wide view NVG. represents Generation 3) and a wide view NVG.
## Blending effects
### Blending effects
Adds a blending effect depending on ammunition type when firing while using a 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 night vision device. Especially tracer rounds are bright, but you can use the
IR-dim tracers from the Ballistics module to reduce tis effect. IR-dim tracers from the Ballistics module to reduce tis effect.
## Brightness adjustment
### Brightness adjustment
Enables the user to manually adjust NVG brightness. Enables the user to manually adjust NVG brightness.
# Usage # Usage
Use Alt+PageUp and Alt+PageDown to adjust NVG brightness. Use Alt+PageUp and Alt+PageDown to adjust NVG brightness.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,15 +4,22 @@ title: No Idle
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,14 +4,20 @@ title: No Radio
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Silent avatar
### Silent avatar
Mutes the player's automatic callouts ("Enemy man, 100 meters, front!"). Mutes the player's automatic callouts ("Enemy man, 100 meters, front!").
Does not mute AI callouts. Does not mute AI callouts.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,15 +4,22 @@ title: No Rearm
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,15 +4,22 @@ title: Optics
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,15 +4,22 @@ title: Options Menu
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,15 +4,22 @@ title: Overpressure
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,24 +4,32 @@ title: Overheating
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Weapon Jamming
### Weapon Jamming
Adds a propability to jam a weapon when firing. Jams can be cleared by Adds a propability to jam a weapon when firing. Jams can be cleared by
reloading or by using the clear jam-key. reloading or by using the clear jam-key.
## Temperature simulation
### Temperature simulation
Introduces weapon temperature simulation depending on weapon and bullet Introduces weapon temperature simulation depending on weapon and bullet
mass. Hot weapons are more prone to jamming. Depending on weapon type mass. Hot weapons are more prone to jamming. Depending on weapon type
the accuracy and in extreme cases the muzzle velocity might be reduced the accuracy and in extreme cases the muzzle velocity might be reduced
on high temperatues. Adds smoke puff and heat refraction effects to on high temperatues. Adds smoke puff and heat refraction effects to
indicate this. indicate this.
## Spare barrels
### Spare barrels
Adds the ability to changes barrels on machine guns to compensate for those Adds the ability to changes barrels on machine guns to compensate for those
effects. effects.
# Usage # Usage
To clear a jammed weapon, press Shift+R. To clear a jammed weapon, press Shift+R.
*needs documentation on swapping barrels* *needs documentation on swapping barrels*
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,19 +4,27 @@ title: Parachute
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Altimeter
### Altimeter
Removes the altitude and descend speed UI elements when free-falling and Removes the altitude and descend speed UI elements when free-falling and
parachuting on higher difficulties and instead adds an altimeter watch type parachuting on higher difficulties and instead adds an altimeter watch type
item. item.
## Non-steerable parachute
### Non-steerable parachute
Adds a non-steerable parachute variant for jet pilots. Adds a non-steerable parachute variant for jet pilots.
## Landing animation
### Landing animation
Smoothens parachute landing animation. Smoothens parachute landing animation.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Protection
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,13 +4,19 @@ title: Ragdolls
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Adjusted Ragdolls
### Adjusted Ragdolls
Changes the ragdolls to react more to the force of shots and explosions. Changes the ragdolls to react more to the force of shots and explosions.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,14 +4,20 @@ title: Realistic Names
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Real names
### Real names
Changes the names of vehicles, magazines, weapons, grenades, explosive charges Changes the names of vehicles, magazines, weapons, grenades, explosive charges
and mines to their respective real-world counterparts whenever possible. and mines to their respective real-world counterparts whenever possible.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,17 +4,25 @@ title: Recoil
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Recoil adjustment
### Recoil adjustment
Overhauls the recoil system reducing upwards recoil. Overhauls the recoil system reducing upwards recoil.
## Advanced cam shake
### Advanced cam shake
Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type. Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type.
## Burst dispersion
### Burst dispersion
Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful. Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,13 +4,19 @@ title: Reload
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Ammo count
### 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. 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 # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,16 +4,21 @@ title: Reload Launchers
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. Short overview of how to use the feature, e.g. menu options, key bindings, instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.
r

View File

@ -4,17 +4,25 @@ title: Respawn
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Respawn with same gear
### Respawn with same gear
Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed. Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed.
## Friendly Fire messages
### 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. Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled.
## Rallypoints
### Rallypoints
Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker. Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

View File

@ -4,13 +4,19 @@ title: Safe Mode
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Safety
### Safety
You can now use the safety mode of any weapon. Switching weapon modes takes the safety off. You can now use the safety mode of any weapon. Switching weapon modes takes the safety off.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,19 @@ title: Scopes
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sniper Scope Adjustment
### Sniper Scope Adjustment
Enables snipers to adjust their scopes horizontally and vertically in mils. Enables snipers to adjust their scopes horizontally and vertically in mils.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,17 +4,25 @@ title: Small Arms
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Magazine Names
### Magazine Names
Unifies the name formatting of magazines similar to Arma 2 standards. Unifies the name formatting of magazines similar to Arma 2 standards.
## No tracers in non-tracer mags
### 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. 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
### Real magazine round counts
All pistol and sub machine gun magazines now have adjusted capacaties to match their real life counterparts. All pistol and sub machine gun magazines now have adjusted capacaties to match their real life counterparts.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Switch Units
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Test Missions
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,19 @@ title: Thermals
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Body Warmth
### Body Warmth
Adjusts the thermal properties of humans making them less like torches. Adjusts the thermal properties of humans making them less like torches.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,19 @@ title: Vector
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Vector IV Rangefinder
### Vector IV Rangefinder
Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.) Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.)
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Vehicle Lock
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,29 +4,43 @@ title: Vehicles
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Speedlimiter
### Speedlimiter
Adds ability to limit the max. speed of any vehicle. Adds ability to limit the max. speed of any vehicle.
## Engine start delay
### Engine start delay
The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds. The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds.
## Fuel capacity
### Fuel capacity
The range of all vehicle gets signifigantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. A full vehicle on mission start should still most likely never need a refueling during a mission. The range of all vehicle gets signifigantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. A full vehicle on mission start should still most likely never need a refueling during a mission.
## Main gun muzzles
### Main gun muzzles
APCs and Tanks now share a muzzle for all ammunition types of their main guns. This prevents an exploit that skips the reloading time of a round or clip while changing the ammunition type. Also makes it possible to switch between ammunition types using the scroll wheel like in Arma 2. APCs and Tanks now share a muzzle for all ammunition types of their main guns. This prevents an exploit that skips the reloading time of a round or clip while changing the ammunition type. Also makes it possible to switch between ammunition types using the scroll wheel like in Arma 2.
## Boat machine gun tracers
### Boat machine gun tracers
NATO and AAF armed boats now use their respective tracer colours like any vehicle when they fire their rear gun. (Red for BluFor, yellow for Indep) NATO and AAF armed boats now use their respective tracer colours like any vehicle when they fire their rear gun. (Red for BluFor, yellow for Indep)
## Improved smoke launcher of Fennek (Strider)
### Improved smoke launcher of Fennek (Strider)
Reduced smoke shell count and launch angle of the AAF Fennek to match the models smoke launcher. Reduced smoke shell count and launch angle of the AAF Fennek to match the models smoke launcher.
## Stabilized optic of Fennek (Strider)
### Stabilized optic of Fennek (Strider)
Stabilizes the commander's view in the Fennek (Strider). Stabilizes the commander's view in the Fennek (Strider).
## Vehicle mounted machine guns ROF
### Vehicle mounted machine guns ROF
The rate of fire of vehicle mounted miniguns and machine guns is adjusted to match real life values. The rate of fire of vehicle mounted miniguns and machine guns is adjusted to match real life values.
## 120mm gun and mortar behavior
### 120mm gun and mortar behavior
MBT main guns and mortars can no longer lock on enemies. The AT rounds of both now have raised cost values to encourage the AI to not use those rounds against foot soldiers over their machine guns or HE rounds. 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 # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,21 +4,31 @@ title: Weapon Select
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Weapon select
### Weapon select
The number key can be used to quickly switch between weapons. (1 key - pistol, 2 key - rifle, 3 key - grenade launcher, 4 key - rocket launcher, 5 key - binocular) The number key can be used to quickly switch between weapons. (1 key - pistol, 2 key - rifle, 3 key - grenade launcher, 4 key - rocket launcher, 5 key - binocular)
## Holster weapon
### Holster weapon
Adds the ability to holster a weapon on the back. (0 key) Adds the ability to holster a weapon on the back. (0 key)
## Engine select
### Engine select
Quickly turn engine on and off (1 key - turn off, 2 key - turn on) Quickly turn engine on and off (1 key - turn off, 2 key - turn on)
## Weapon select
### Weapon select
Quickly switch between vehicle weapons (1-3 key) Quickly switch between vehicle weapons (1-3 key)
## Grenade select
### Grenade select
To prevent accidents a grenade has to be selected before it can be thrown. Toggles between explosive and non-explosive grenades. When spamming the throw key, the player won't automatically switch to frag grenades when all smokes are used up. Also shows an indicator to quickly see how many grenades are left when selecting and after throwing (6 key - switch between frag grenades, 7 key - switch between other grenades) 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 # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,15 +4,22 @@ title: Weather
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Sub-feature 1
### Sub-feature 1
Short description of sub-feature 1. Short description of sub-feature 1.
## Sub-feature 2
### Sub-feature 2
Short description of sub-feature 2. Short description of sub-feature 2.
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.

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@ -4,13 +4,19 @@ title: Wind Deflection
group: feature group: feature
parent: wiki parent: wiki
--- ---
# Overview # Overview
## Wind Deflection
### Wind Deflection
Adds ballistic influences of wind, air density and temperature Adds ballistic influences of wind, air density and temperature
# Usage # Usage
Short overview of how to use the feature, e.g. menu options, key bindings, Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules. instructions. May not apply to all modules.
# Dependencies # Dependencies
List of modules that must be present for this module to work. List of modules that must be present for this module to work.