Merge pull request #1489 from acemod/DocumentationFixes

fix documenation typos
This commit is contained in:
bux578 2015-06-04 13:48:08 +02:00
commit 2bf2b5737a
53 changed files with 116 additions and 132 deletions

View File

@ -24,5 +24,5 @@ _player setVariable ["ACE_hasEarPlugsIn", true, true];
[localize "STR_ACE_Hearing_EarPlugs_Are_On"] call EFUNC(common,displayTextStructured);
/*// No Ear Plugs in inventory, telling user
/*// No Earplugs in inventory, telling user
[localize "STR_ACE_Hearing_NoPlugs"] call EFUNC(common,displayTextStructured);*/

View File

@ -2,7 +2,7 @@
<Project name="ACE">
<Package name="Hearing">
<Key ID="STR_ACE_Hearing_EarPlugs_Name">
<English>Ear Plugs</English>
<English>Earplugs</English>
<German>Ohrenstöpsel</German>
<Spanish>Tapones para los oídos</Spanish>
<Polish>Stopery do uszu</Polish>
@ -14,7 +14,7 @@
<Italian>Tappi auricolari</Italian>
</Key>
<Key ID="STR_ACE_Hearing_EarPlugs_Description">
<English>Protective Ear Plugs allow the wearer to be near loud weaponry without damage to his hearing.</English>
<English>Protective Earplugs allow the wearer to be near loud weaponry without damage to his hearing.</English>
<German>Schützende Ohrenstöpsel, die es dem Träger ermöglichen, sich in der Nähe lauter Waffen aufzuhalten ohne Gehörschäden davonzutragen..</German>
<Spanish>Los tapones para los oídos permiten al usuario operar armamento ruidoso sin sufrir pérdida de audición.</Spanish>
<Polish>Stopery do uszu umożliwiają użytkownikowi przebywać w pobliżu głośnej broni bez poniesienia konsekwencji jaką jest utrata słuchu.</Polish>
@ -74,7 +74,7 @@
<Italian>Levati i tappi auricolari</Italian>
</Key>
<Key ID="STR_ACE_Hearing_NoPlugs">
<English>You have no ear plugs</English>
<English>You have no earplugs</English>
<German>Keine Ohrenstöpsel im Inventar</German>
<Spanish>No tienes tapones para los oídos</Spanish>
<Polish>Nie masz stoperów</Polish>

View File

@ -10,20 +10,21 @@ parent: wiki
## 1. Overview
### 1.1 Adjusted AI skill values
The idea here is to reduce the AI's godlike aiming capabilities 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.
The idea here is to reduce the AI's godlike aiming capabilities while retaining its 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`.*
### 1.2 Firing in burst mode
AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
### 1.3 Longer engagement ranges
The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.
The maximum engagement ranges are increased: AI will fire in bursts with variable lengths on high ranges of 500 - 700 meters, depending on their weapon and optic.
### 1.4 No deadzones in CQB
### 1.4 No dead zones 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. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
### 1.5 No scripting
All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like e.g. "ASR AI 3".
## 2. Dependencies

View File

@ -35,7 +35,7 @@ Adds a HUD to the AH-9 based on the Comanche's HUD.
## 2. Usage
### 2.1 Switching flare modes
Press <kbd>CTRL</kbd>+<kbd>C</kbd> to switch between flare firing modes (ARMA3 default keybind `countermeasure mode`)
Press <kbd>CTRL</kbd>+<kbd>C</kbd> to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`)
## 3. Dependencies

View File

@ -8,7 +8,7 @@ parent: wiki
## 1. Overview
This folder regroup all assets released under the APL license.
This folder regroups all assets released under the APL license.
## 2. Dependencies

View File

@ -17,14 +17,14 @@ Adds an attachable IR strobe, which is only visible using night vision devices a
## 2. Usage
### 2.1 Attaching to yourself
- Use Self Interact <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default keybind `Self Interaction Key`).
- Use Self Interact <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `Equipment`.
- Select `Attach item`.
- Select which item you want to attach.
- Repeat the process to detach.
### 2.2 Attaching to a vehicle
- Interact with the vehicle <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
- Interact with the vehicle <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`).
- Select `Attach item`.
- Select your item and follow the instructions on the screen.
- Repeat the process to detach.

View File

@ -9,7 +9,7 @@ parent: wiki
## 1. Overview
### 1.1 Zipping sounds
A zipper sound is played when someone opens your backpack. This helps prevent banana theft.
A zipper sound is played when someone opens your backpack.
## 2. Dependencies

View File

@ -16,7 +16,7 @@ Changes include adjusted muzzle velocity, air friction and dispersion based on r
Silencers no longer decrease the muzzle velocity and are generally less effective when used with normal ammunition. They now only remove the muzzle blast and flash. To prevent the crack caused by supersonic projectiles, ACE3 introduces subsonic ammunition for the 7.62mm caliber. This is also fully compatible with AI.
### 1.3 Armor piercing ammunition
Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm.
Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers including 5.56mm and 7.62mm.
### 1.4 IR-Dim tracer ammunition
IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices.

View File

@ -18,20 +18,20 @@ You can load and unload captives from vehicles using ACE3 interactions.
You can frisk a restrained captive.
### 1.4 Surrendering
You can surrender. While surrendering AI will cease fire.
Allows players to surrender. It renders the unit unable to move and with the hands behind its head. When surrendered AI won't fire.
## 2. Usage
### 2.1 Taking a unit into captivity
- You need `Cable Tie`.
- Approach the unit and Interact <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
- Approach the unit and Interact <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`).
- The interaction is located around the hands in the form of a handcuffs icon.
- Repeat to release.
### 2.2 Escorting a captive
- Interact with the captive <kbd>Left Windows</kbd>.
- Select the `Escort prisoner` option.
- To stop escorting, use the mousewheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left windows</kbd> and select `Release`.
- To stop escorting, use the mousewheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> and select `Release`.
### 2.3 Loading and unloading a captive into/from a vehicle
- Escort the captive.

View File

@ -14,4 +14,4 @@ Common functions and systems used by most other components.
`ace_main`
Note: The Common module is required by nearly all other modules. Do NOT remove it!
*Note: The Common module is required by nearly all other modules. Do NOT remove it!*

View File

@ -9,7 +9,7 @@ parent: wiki
## 1. Overview
### 1.1 Elite mode adjustments
Adjusts the default settings of the hardest difficulty to better resemble A2 settings (no crosshair, stat screen, death messages).
Adjusts the default settings of the hardest difficulty to better resemble Arma 2 settings (no crosshair, stat screen, death messages).
## 2. Dependencies

View File

@ -14,7 +14,7 @@ You can search the inventory and disarm captured or unconscious units.
## 2. Usage
### 2.1 Searching and disarming
- Interact with the captured or unconscious unit <kbd>Left Windows</kbd> (ACE3 default keybind `Interaction Key`).
- Interact with the captured or unconscious unit <kbd>Left Windows</kbd> (ACE3 default key bind `Interaction Key`).
- Select `Open inventory`.
- Drag & Drop the items you wish to remove from the unit.

View File

@ -14,9 +14,9 @@ This adds the option to drag or carry units or objects.
### 2.1 Dragging / Carrying units and objects
- You can only drag or carry an unconscious unit.
- Interact with the unit or object <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
- Interact with the unit or object <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`).
- Select `Drag` or `Carry`.
- To release, use the mousewheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left windows</kbd> and select `Release`.
- To release, use the mouse wheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> and select `Release`.
## 3. Dependencies

View File

@ -20,20 +20,20 @@ Enables attaching explosives to vehicles.
## 2. Usage
### 2.1 Placing explosives
- Use self interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default keybind `Self Interaction Key`).
- Use self interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `Explosives`.
- Choose your explosive type and follow the instructions on the screen.
### 2.2 Arming and detonating explosives
- Interact with the explosive <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
- Interact with the explosive <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`).
- Choose the arming method.
- For clackers use Self Interaction `Explosives` -> `Detonate` and choose the corresponding Firing Device.
- For clackers use Self Interaction `Explosives` &rarr; `Detonate` and choose the corresponding Firing Device.
### 2.3 Defusing explosives
- A `Defusal Kit` is required.
- Interact with the explosive <kbd>Left Windows</kbd>.
- Select `Disarm`.
- You are safe to pick it up after the action is complete.
- You are safe to pick it up after the action has completed.
## 3. Dependencies

View File

@ -21,15 +21,16 @@ Anti air cannons can now use airburst ammunition. It will explode on the FCS' ze
### 2.1 Engaging moving targets
- Place the crosshair on the enemy vehicle.
- Press and hold <kbd>TAB</kbd> (ACE 3 default keybind `Lock Target [Hold]`) and follow the target for about 2 seconds.
- Press and hold <kbd>TAB</kbd> (ACE 3 default key bind `Lock Target [Hold]`) and follow the target for about 2 seconds.
- Release <kbd>TAB</kbd>.
- The optic is now adjusted sideways to ensue a hit.
- The optic is now adjusted sideways to ensure a hit.
### 2.2 Ranging stationary targets
- Place the crosshair on the object to range.
- Tap <kbd>TAB</kbd> the optic is now adjusted.
- Tap <kbd>TAB</kbd>
- The optic is now adjusted.
NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1
*NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1*
## 3. Dependencies

View File

@ -9,15 +9,13 @@ parent: wiki
## 1. Overview
### 1.1 Visual Effects for eyewear
Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on
the screen in rain. Causes dirt to appear on the screen when dirt is kicked up
nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast).
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. explosions, rotor wash, bullet impacts, muzzle blast).
## 2. Usage
### 2.1 Cleaning your goggles
- To clean your goggles press <kbd>SHIFT</kbd> + <kbd>ALT</kbd> + <kbd>T</kbd>(ACE3 deault keybind `Wipe goggles`)
- To clean your goggles press <kbd>SHIFT</kbd> + <kbd>ALT</kbd> + <kbd>T</kbd>(ACE3 deault key bind `Wipe goggles`)
## 3. Dependencies

View File

@ -15,16 +15,16 @@ Provides different modes for throwing grenades (high throw, precision throw and
Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares by making them brighter and last longer.
### 1.3 M84 stun grenade
Adds stun grenade. This will also affect AI.
Adds the M84 stun grenade. The stun effect will also affect AI.
## 2. Usage
### 2.1 Switching between throw modes
- Press <kbd>8</kbd> (ACE3 default keybind `Switch Grenade Mode`)
- Press <kbd>8</kbd> (ACE3 default key bind `Switch Grenade Mode`)
### 2.2 Switching between grenades
- Press <kbd>6</kbd> (ACE3 default keybind `Select frag`) to switch between `LETHAL` grenades
- Press <kbd>7</kbd> (ACE3 default keybind `Select non-frag`) to switch between `NON LETHAL` grenades
- Press <kbd>6</kbd> (ACE3 default key bind `Select frag`) to switch between `LETHAL` grenades
- Press <kbd>7</kbd> (ACE3 default key bind `Select non-frag`) to switch between `NON LETHAL` grenades
## 3. Dependencies

View File

@ -12,18 +12,18 @@ parent: wiki
Introduces hearing damage caused by nearby explosions and large-caliber weapons.
### 1.2 Earplugs
Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or
Adds earplugs to mitigate that effect. Soldiers with high caliber weapons or
missile launchers will be equipped with those, but remember to put them in.
## 2. Usage
### 2.1 Equipping earplugs
- For this you obviously need `Ear plugs`.
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
- Select `equipment`.
- For this you need the `Earplugs` item.
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `Equipment`.
- Select `Earplugs in`.
- Same method to remove them but the option is `Earplugs out`.
- Note that you CAN re-use ear plugs.
- Note: you're able to re-use earplugs.
## 3. Dependencies

View File

@ -14,4 +14,4 @@ This handles the interaction layer of ACE3.
`ace_common`
Note: The Interact Menu module is required by many other modules. Disabling it is not recommended.
*Note: The Interact Menu module is required by most of the other modules. Do NOT remove it!*

View File

@ -14,4 +14,4 @@ This provides interaction options between units.
`ace_interact_menu`
Note: The Interaction module is required by many other modules. Disabling it is not recommended.
*Note: The Interaction module is required by most of the other modules. Do NOT remove it!*

View File

@ -14,7 +14,7 @@ Makes the inventory dialog bigger and increases the number of items that can be
## 2. Usage
### 2.1 Changing the size of the UI
- Press <kbd>escape</kbd>.
- Press <kbd>Escape</kbd>.
- Click on `ACE OPTIONS` on the top left corner of the screen.
- Click on `Make Inventory Display Bigger`.
- Choose the size desired on the right drop down menu.

View File

@ -18,15 +18,15 @@ The Titan / Javelin now posses the ability to be used in top down attack or dire
### 2.1 Locking with the Titan / Javelin
- For this feature you need to have a compatible launcher.
- Fully zoom with the launcher.
- Switch to thermals <kbd>N</kbd> (ARMA3 default keybind `Night vision`).
- While keeping your aim steadily on target press and hold <kbd>TAB</kbd> (ACE3 default keybind `Lock Target [Hold]`).
- When the sound changes and a cross appears on the screen it's time to fire.
- Fully zoom in with the launcher.
- Switch to thermals <kbd>N</kbd> (Arma 3 default key bind `Night vision`).
- While keeping your aim steadily on target press and hold <kbd>TAB</kbd> (ACE3 default key bind `Lock Target [Hold]`).
- When the sound changes and a cross appears on the screen the target is locked and you're able to fire.
### 2.2 Switching fire mode
- For this feature you need to have a compatible launcher.
- When aiming with your launcher press <kbd>CTRL</kbd> + <kbd>TAB</kbd>.
- On the right side of the screen (for most launchers) you should see that `TOP`is now in green that means that your missile will be fired in top down mode.
- On the right side of the screen (for most launchers) you should see that `TOP`is now illumiated in green which means that your missile will be fired in top down mode.
## 3. Dependencies

View File

@ -8,7 +8,7 @@ parent: wiki
## 1. Overview
Allows gunners to lase their own targets. See [FCS] (http://ace3mod.com/wiki/feature/fcs.html) for more information.
Allows gunners to lase their own targets. See [Feature: "FCS"]({{ site.productionUrl }}/wiki/feature/fcs.html) for more information.
## 2. Dependencies

View File

@ -9,13 +9,13 @@ parent: wiki
## 1. Overview
### 1.1 Visible light laser
ACE3 adds visible light laser. This feature is compatible with BI's lasers as well as supported modded ones.
ACE3 adds a visible laser attachment for weapons. This feature is compatible with BI's lasers as well as supported modded ones.
## 2. Usage
### 2.1 Switching laser mode
- For this feature you need to have a compatible side attachment.
- Press <kbd> ctrl </kbd> + <kbd> L </kbd> (ACE3 default keybind `Switch Laser / IR Laser`).
- Press <kbd>Ctrl</kbd> + <kbd>L</kbd> (ACE3 default key bind `Switch Laser / IR Laser`).
- A hint indicating the mode switch will appear in the top right corner.
## 3. Dependencies

View File

@ -9,14 +9,14 @@ parent: wiki
## 1. Overview
### 1.1 Rechargeable darters.
Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quad-copter UAVs.
Adds an item `ACE_UAVBattery` that allows refuelling / recharging of the "Darter" quad-copter UAVs.
## 2. Usage
### 2.1 Recharging the darter
- For this you need a `UAV battery` and the UAV needs to be a quad-copter.
- Interact with the UAV <kbd>left windows</kbd> (ACE3 default keybind `Interact Key`)
- Select `recharge`
- Interact with the UAV <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`)
- Select `Recharge`
## 3. Dependencies

View File

@ -9,15 +9,15 @@ parent: wiki
## 1. Overview
### 1.1 Wirecutter
Adds an item `ACE_wirecutter` that allows cutting of fences in A3 and AiA maps.
Adds an item `ACE_wirecutter` that allows cutting of fences in Arma 3 and AllInArma maps.
## 2. Usage
### 2.1 Using the wirecutter
- For this you need a `Wirecutter`.
- Approach the fence you want to cut.
- Press the interaction key <kbd>left windows</kbd> (ACE3 default keybind `Interaction Key`).
- Find the interaction point and select `cut fence` (the only option).
- Press the interaction key <kbd>Left Windows</kbd> (ACE3 default key bind `Interaction Key`).
- Find the interaction point and select `Cut Fence` (the only option).
## 3. Dependencies

View File

@ -11,12 +11,11 @@ parent: wiki
### 1.1 Repacking magazines
Adds the ability to repack magazines of the same type.
## 2. Usage
### 2.1 Repacking
- For this you need multiple half empty mags of the same type.
- Press the self interaction button <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
- Press the self interaction button <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `Repack magazines`.
- Select the type of magazines you want to repack.

View File

@ -8,10 +8,10 @@ parent: wiki
## 1. Overview
Main module which acts as the ACE core module.
Main module which acts as the ACE3 core module.
## 2. Dependencies
`Arma 3` and `CBA (RC6 minimum)`
`Arma 3` and `CBA_A3`
Note: The Main module is required by all other modules. Do not disable it!
*Note: The Main module is required by all other modules. Do not remove it!*

View File

@ -15,13 +15,13 @@ Better map styling (contours, legend, hiding bushes and trees, etc).
The mission maker / server owner can restrict the maximum zoom level of the map.
### 1.3 Map shake (optional)
While walking your map will move all around the place.
While walking your map will move slightly.
### 1.4 Map illumination (optional)
The map illumination will be the same as your surroundings meaning that in a dark night you'll either need a light source or NVGs to see your map.
### 1.5 Blufor tracker (optional)
With blufor tracker you'll never loose your leader anymore, it marks the position of your faction group leader on the map.
The Blufor tracker marks the position of your faction's group leaders on the map.
## 2. Usage

View File

@ -9,10 +9,10 @@ parent: wiki
## 1. Overview
### 1.1 Line drawing
This adds the possibility to draw accurate lines.
This adds the possibility to draw accurate lines on the map screen.
### 1.2 Map tools
This adds map tools that can be used to measure distances between two points on the map or bearings.
This adds map tools that can be used to measure distances between two points or bearings on the map.
### 1.3 GPS on map
If you are equipped with a vanilla GPS it will be shown on the map. (You don't need the map tools in your inventory for this.)
@ -21,8 +21,8 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
### 2.1 Using map tools
- For this you need to have `Map Tools`.
- Open the map <kbd>M</kbd> (ARMA3 default keybind `Map`).
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
- Open the map <kbd>M</kbd> (Arma 3 default key bind `Map`).
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `Map tools`.
- Select the type of tools you want to use.
- Note that you can drag the Roamer (map tool) around with <kdd> LMB </kbd> and rotate it with <kbd>CTRL</kbd> + <kbd>LMB</kbd>.
@ -30,7 +30,7 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
### 2.2 Drawing lines
- To draw lines `Map Tools` are not required.
- Press <kbd>ALT</kbd> + <kbd>LMB</kbd> to start the line, left click again to end it.
- To delete a line simply press <kbd>delete</kbd> around the center of the line.
- To delete a line press <kbd>Del</kbd> around the center of the line.
- Note that you can change the color of the lines by clicking on one of the coloured column on top of the screen (While the map is opened)
## 3. Dependencies

View File

@ -8,7 +8,7 @@ parent: wiki
## 1. Overview
Adds the AMG framework, for more information about it refer to the [AMG framework documentation] (http://ace3mod.com/wiki/framework/advanced-missile-guidance.html)
Adds the AMG framework, for more information about it refer to the [AMG framework documentation] ({{site.productionUrl}}/wiki/framework/advanced-missile-guidance.html)
## 2. Usage

View File

@ -14,11 +14,11 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
## 2. Usage
### 2.1 Switching charge
- Press <kbd>F</kbd> (ARMA3 default keybind `fire mode switch`) to switch between charges
- Press <kbd>F</kbd> (Arma 3 default key bind `Fire Mode Switch`) to switch between charges
### 2.2 Working with the rangetable
- To open the table:
- Self interact <kbd>CTRL</kbd> + <kbd>left windows</kbd>
- Self interact <kbd>CTRL</kbd> + <kbd>Left Windows</kbd>
- Select `equipment`.
- Select `Open 82mm Rangetable`.

View File

@ -9,7 +9,7 @@ parent: wiki
## 1. Overview
### 1.1 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. (<kbd>V</kbd>)
### 1.2 Minor animation tweaks
Walking slowly with the weapon lowered now has a less silly looking animation.
@ -32,7 +32,7 @@ The player can now use the sights of rifles and pistols in all prone stances.
### 2.2 Climbing
- Approach what you want to climb.
- Press <kbd>ctrl</kbd> + <kbd>V</kbd> (ACE3 default keybind `Climb`).
- Press <kbd>ctrl</kbd> + <kbd>V</kbd> (ACE3 default key bind `Climb`).
- Note that when climbing your character will put his weapon on his back.
## Dependencies

View File

@ -11,8 +11,8 @@ parent: wiki
### 1.1 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.
### 1.2 TFAR and ACRE soundwaves
A soundwave effect is shown when someone is speaking letting you know who's eating his banana with his push-to-talk button pushed.
### 1.2 Arma 3 VON, ACRE and TFAR soundwaves
A soundwave effect is shown when someone is speaking using either the vanilla VON, ACRE 1 or 2 and TFAR.
## 2. Dependencies

View File

@ -9,14 +9,10 @@ parent: wiki
## 1. Overview
### 1.1 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.
Adds different night vision devices with varying image quality and field of view. New Classnames for Generations 1, 2, and 4 NVG's (default Arma 3 NVG's represents Generation 3) and a wide view NVG.
### 1.2 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 the Ballistics module to reduce tis effect.
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 the Ballistics module to reduce tis effect.
### 1.3 Brightness adjustment
Enables the user to manually adjust NVG brightness.
@ -24,7 +20,7 @@ Enables the user to manually adjust NVG brightness.
## 2. Usage
### 2.1 Adjusting brightness
- Use <kbd>ALT</kbd> + <kbd>PageUP</kbd> and <kbd>ALT</kbd> + <kbd>PageDOWN</kbd> to adjust NVG brightness (ACE3 default keybind `Increase/Decrease NVG Brightness`).
- Use <kbd>ALT</kbd> + <kbd>PageUP</kbd> and <kbd>ALT</kbd> + <kbd>PageDOWN</kbd> to adjust NVG brightness (ACE3 default key bind `Increase/Decrease NVG Brightness`).
## 3. Dependencies

View File

@ -10,7 +10,7 @@ parent: wiki
### 1.1 Idle animations removed
This removes idle animations, you're not going to be wiping your forhead with your rifle every 20 seconds anymore.
This removes idle animations.
## 2. Dependencies

View File

@ -8,7 +8,7 @@ parent: wiki
## 1. Overview
Adds animated 2D and PIP variants of some optics (RCO/MRCO/ARCO/LRPS/MOS)
Adds animated 2D and PIP variants of some optics (RCO / MRCO / ARCO / LRPS / MOS)
## 2. Dependencies

View File

@ -13,16 +13,15 @@ Adds the options menu used by other components.
## 2. Usage
### 2.1 Opening the user menu
- Press <kbd>escape</kbd>
- In the top left corner of the screen you should see `ace options`.
- Press <kbd>Escape</kbd>
- In the top left corner of the screen you should see `ACE Options`.
- Click it.
### 2.2 Options menu informations
- You don't have to press a save button. When a setting is changed it's saved automatically.
- There's actually a tab for colors, look up !
## 3. Dependencies
`ace_common`
Note: The Options Menu module is utilized by many other modules. Disabling it is not recommended.
*Note: The Options Menu module is utilized by many other modules. Disabling it is not recommended.*

View File

@ -9,35 +9,29 @@ parent: wiki
## 1. Overview
### 1.1 Weapon Jamming
Adds a probability to jam a weapon when firing. Jams can be cleared by
reloading or by using the clear jam-key.
Adds a probability to jam a weapon when firing. Jams can be cleared by reloading or by using the clear jam-key.
### 1.2 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 temperatures. Adds smoke puff and heat refraction effects to
indicate this.
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 temperatures. Adds smoke puff and heat refraction effects to indicate this.
### 1.3 Spare barrels
Adds the ability to changes barrels on machine guns to compensate for those
effects.
Adds the ability to changes barrels on machine guns to compensate for those effects.
## 2. Usage
### 2.1 Clearing a jammed weapon
- To clear a jammed weapon, press <kbd>SHIFT</kbd> + <kbd>R</kbd> (ACE3 default keybind `Clear jam`).
- To clear a jammed weapon, press <kbd>SHIFT</kbd> + <kbd>R</kbd> (ACE3 default key bind `Clear jam`).
### 2.2 Swapping barrels
- For this you need a `Spare barrel` and a compatible weapon.
- Press self interaction <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
- Select `equipment`.
- Press self interaction <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `Equipment`.
- Select `Swap barrel`.
### 2.3 Checking your barrel temperature
- Press self interaction <kbd>CTRL</kbd> + <kbd>left windows</kbd>.
- Select `equipment`.
- Press self interaction <kbd>CTRL</kbd> + <kbd>Left Windows</kbd>.
- Select `Equipment`.
- Select `Check weapon temperature`.
**NOTE** When the bar is half full (yellow) it means the barrel is around 500°c.

View File

@ -9,9 +9,7 @@ parent: wiki
## 1. Overview
### 1.1 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.
Removes the altitude and descend speed UI elements when free-falling and parachuting on higher difficulties. Adds an altimeter watch type item.
### 1.2 Non-steerable parachute
Adds a non-steerable parachute variant for jet pilots.
@ -22,8 +20,8 @@ Smoothens the parachute landing animation.
## 2. Usage
### 2.1 bringing up the altimeter
- For this you need to have an `altimeter watch` in the watch slot.
- Press <kbd>O</kbd> (ARMA3 default keybind `Watch`) to bring up the altimeter.
- For this you need to have an `Altimeter Watch` in the watch slot.
- Press <kbd>O</kbd> (Arma 3 default key bind `Watch`) to bring up the altimeter.
## 3. Dependencies

View File

@ -9,8 +9,7 @@ parent: wiki
## 1. Overview
### 1.1 Real names
Changes the names of vehicles, magazines, weapons, grenades, explosive charges
and mines to their respective real-world counterparts whenever possible.
Changes the names of vehicles, magazines, weapons, grenades, explosive charges and mines to their respective real-world counterparts whenever possible.
## 2. Dependencies

View File

@ -14,7 +14,7 @@ Hides the actual round count of magazines and removes the icon when the current
## 2. Usage
### 2.1 Checking your ammo
- Press <kbd>CTRL</kbd> + <kbd>R</kbd> (ACE3 default keybind `Check Ammo`).
- Press <kbd>CTRL</kbd> + <kbd>R</kbd> (ACE3 default key bind `Check Ammo`).
## 3. Dependencies

View File

@ -13,7 +13,7 @@ Add the ability to reload someone else's launcher.
### 2. Usage
### 2.1 Reloading someone else's launcher
- Press the interaction key <kbd>left windows</kbd> and aim at your buddy's launcher.
- Press the interaction key <kbd>Left Windows</kbd> and aim at your buddy's launcher.
- Select `reload launcher`.
- Select the type of ammo.

View File

@ -15,7 +15,7 @@ Requires the Respawn Gear module to be placed. Respawned soldiers now have their
Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled.
### 1.3 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 FOB's. Requires some setup from the mission maker.
## 2. Usage
@ -23,7 +23,7 @@ Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs.
### 2.1 Using rallypoints
- For this to work pre-emptive preparations need to be made by the mission maker.
- Approach the rallypoint flagpole
- Use the interaction key <kbd>left windows</kbd> (ACE3 default keybind `Interaction key`).
- Use the interaction key <kbd>Left Windows</kbd> (ACE3 default key bind `Interaction key`).
- Select teleport to (base / rallypoint).

View File

@ -14,8 +14,8 @@ You can now use the safety mode of any weapon. Switching weapon modes takes the
## 2. Usage
### 2.1 Switching safety on / off
- To turn it on press <kbd>CTRL</kbd> + <kbd>²</kbd> (ACE3 default keybind `Safe Mode`).
- To turn it off press <kbd>CTRL</kbd> + <kbd>²</kbd> again or switch firing mode.
- To turn it on press <kbd>CTRL</kbd> + <kbd>`</kbd> (QWERTY layout) (ACE3 default key bind `Safe Mode`).
- To turn it off press <kbd>CTRL</kbd> + <kbd>`</kbd> (QWERTY layout) again or switch firing mode.
## 3. Dependencies

View File

@ -14,7 +14,7 @@ Allows snipers to adjust their scopes horizontally and vertically in mils.
## 2. Usage
### 2.1 Adjusting your scope vertically
Please not that the following key combinations are ACE3 default keybinds.
Please not that the following key combinations are ACE3 default key binds.
- Minor adjustment up <kbd>pageUP</kbd>.
- Minor adjustment down <kbd>pageDOWN</kbd>.
- Major adjustment up <kbd>Shift</kbd> + <kbd>pageUP</kbd>.

View File

@ -7,7 +7,7 @@ parent: wiki
---
## 1. Overview
ACE3 Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles.
This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles. It's disabled by default.
## 2. Usage
Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.

View File

@ -15,13 +15,13 @@ Adds ability to limit the max. speed of any vehicle.
The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds.
### 1.3 Fuel capacity
The range of all vehicle gets significantly 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 significantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma 3. A full vehicle on mission start should still most likely never need a refueling during a mission.
### 1.4 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.
APC's 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.
### 1.5 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)
### 1.6 Improved smoke launcher of Fennek (Strider)
Reduced smoke shell count and launch angle of the AAF Fennek to match the models smoke launcher.

View File

@ -7,13 +7,12 @@ parent: wiki
---
## 1. Overview
ACE3 View Distance is enabled by default. It adds the ability to have different view distance settings when on foot, in a vehicle or in the air.
ACE3 View Distance adds the ability to have different view distance settings when on foot, in a vehicle or in the air. It is enabled by default.
## 2. Usage
- When in-game, press <kbd>ESC</kbd>.
- Click `ACE Options` in the top-left corner.
- Scroll down to the `Client View Distance` settings.
- Adjust to taste.
## 3. Dependencies
`ace_common`

View File

@ -15,7 +15,7 @@ ACE3 Wind Deflection is enabled by default. This feature simulates the wind defl
</div>
## 2. Usage
ACE3 Wind Deflection can be disabled or modified via a Module in the 2D editor.
ACE3 Wind Deflection can be disabled or modified via a module in the 2D editor.
## 3. Dependencies

View File

@ -10,7 +10,7 @@ parent: wiki
ACE3 Zeus is enabled by default. This feature provides control over vanilla aspects of Zeus.
## 2. Usage
ACE3 Zeus can be disabled or modified via a Module in the 2D editor.
ACE3 Zeus can be disabled or modified via a module in the 2D editor.
## 3. Dependencies
`ace_common`, `ace_modules`

View File

@ -111,7 +111,7 @@ ACE_M84 | M84 Stun Grenade | Grenade |
classname | in game name | type |
--------- | --------- | ---------
ACE_EarPlugs | Ear Plugs | ACE_ItemCore |
ACE_EarPlugs | Earplugs | ACE_ItemCore |
### Kestrel
`added in 3.0.0.3`

View File

@ -52,12 +52,12 @@ Only use the optional components that correspond with your mod-pack.
### 6.1 Steam Launch Parameters
- Not supported with the new Arma 3 Launcher
### 6.2 ArmA3Sync
### 6.2 Arma 3Sync
- Inspect `Addon Options` and verify the `Addon Search Directories` are leading to your Arma 3 folder.
- Return to the `Addons` tab and click `Refresh`.
- Right-click inside `Addon Groups`, click `Create Group` and give it a name.
- Drag and drop `@ace` and `@CBA_A3` from `Available Addons` into the new Group you created inside `Addon Groups` and make sure the checkboxes are ticked.
<img src="{{ site.baseurl }}/img/wiki/user/installation2-a3s.jpg" width="529" height="222" alt="Arma3Sync Launcher" />
<img src="{{ site.baseurl }}/img/wiki/user/installation2-a3s.jpg" width="529" height="222" alt="Arma 3Sync Launcher" />
- Click `Start Game`
### 5.3 Play withSIX