Documentation - Add dependencies page (#8706)

Co-authored-by: jonpas <jonpas33@gmail.com>
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@ -1,620 +1,678 @@
{% if include.component == "advanced_ballistics" %}
`ace_ballistics`, `ace_weather`
- `ace_ballistics`
- `ace_weather`
{% endif %}
{% if include.component == "advanced_fatigue" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "advanced_throwing" %}
`ace_common`, `ace_weaponselect`
- `ace_common`
- `ace_weaponselect`
{% endif %}
{% if include.component == "ai" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "aircraft" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "apl" %}
`ace_main`
- `ace_main`
{% endif %}
{% if include.component == "arsenal" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "artillerytables" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "atragmx" %}
`ACE_Advanced_Ballistics`, `ACE_common`, `ACE_weather`
- `ACE_Advanced_Ballistics`
- `ACE_common`
- `ACE_weather`
{% endif %}
{% if include.component == "attach" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "backpacks" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "ballistics" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "captives" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "cargo" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "chemlights" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "common" %}
`ace_main`, `ace_modules`
- `ace_main`
- `ace_modules`
{% endif %}
{% if include.component == "concertina_wire" %}
`ace_apl`, `ace_interaction`
- `ace_apl`
- `ace_interaction`
{% endif %}
{% if include.component == "cookoff" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "csw" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "dagr" %}
`ace_weather`
- `ace_weather`
{% endif %}
{% if include.component == "disarming" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "disposable" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "dogtags" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "dragging" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "dragon" %}
`ace_hot`, `ace_csw`
- `ace_hot`
- `ace_csw`
{% endif %}
{% if include.component == "explosives" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "fastroping" %}
`ace_interaction`, `ace_logistics_rope`
- `ace_interaction`
- `ace_logistics_rope`
{% endif %}
{% if include.component == "fcs" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "field_rations" %}
`ace_interact_menu`
- `ace_interact_menu`
{% endif %}
{% if include.component == "finger" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "fire" %}
`ace_common`, `ace_medical_engine`
- `ace_common`
- `ace_medical_engine`
{% endif %}
{% if include.component == "flashlights" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "flashsuppressors" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "fonts" %}
`ace_main`
- `ace_main`
{% endif %}
{% if include.component == "fortify" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "frag" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "gestures" %}
`ace_interact_menu`
- `ace_interact_menu`
{% endif %}
{% if include.component == "gforces" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "goggles" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "grenades" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "gunbag" %}
`ace_interaction`, `ace_movement`
- `ace_interaction`
- `ace_movement`
{% endif %}
{% if include.component == "headless" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "hearing" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "hellfire" %}
`ace_interaction`, `ace_missileguidance`
- `ace_interaction`
- `ace_missileguidance`
{% endif %}
{% if include.component == "hitreactions" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "hot" %}
`ace_common`, `ace_missileguidance`
- `ace_common`
- `ace_missileguidance`
{% endif %}
{% if include.component == "huntir" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "intelitems" %}
`ace_interact_menu`, `ace_zeus`
- `ace_interact_menu`
- `ace_zeus`
{% endif %}
{% if include.component == "interact_menu" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "interaction" %}
`ace_interact_menu`
- `ace_interact_menu`
{% endif %}
{% if include.component == "inventory" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "javelin" %}
`ace_main`, `ace_common`, `ace_missileguidance`
- `ace_main`
- `ace_common`
- `ace_missileguidance`
{% endif %}
{% if include.component == "kestrel4500" %}
`ACE_common`, `ACE_weather`
- `ACE_common`
- `ACE_weather`
{% endif %}
{% if include.component == "killtracker" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "laser" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "laserpointer" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "logistics_rope" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "logistics_uavbattery" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "logistics_wirecutter" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "magazinerepack" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "map" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "map_gestures" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "maptools" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "markers" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "maverick" %}
`ace_missileguidance`
- `ace_missileguidance`
{% endif %}
{% if include.component == "medical" %}
`ace_medical_engine`
- `ace_medical_engine`
{% endif %}
{% if include.component == "medical_ai" %}
`ace_medical_treatment`
- `ace_medical_treatment`
{% endif %}
{% if include.component == "medical_blood" %}
`ace_medical_status`
- `ace_medical_status`
{% endif %}
{% if include.component == "medical_damage" %}
`ace_medical_engine`
- `ace_medical_engine`
{% endif %}
{% if include.component == "medical_engine" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "medical_feedback" %}
`ace_medical_status`
- `ace_medical_status`
{% endif %}
{% if include.component == "medical_gui" %}
`ace_medical_treatment`, `ace_interaction`
- `ace_medical_treatment`
- `ace_interaction`
{% endif %}
{% if include.component == "medical_statemachine" %}
`ace_medical_vitals`
- `ace_medical_vitals`
{% endif %}
{% if include.component == "medical_status" %}
`ace_medical_engine`
- `ace_medical_engine`
{% endif %}
{% if include.component == "medical_treatment" %}
`ace_medical_status`, `ace_medical_damage`, `ace_apl`
- `ace_medical_status`
- `ace_medical_damage`
- `ace_apl`
{% endif %}
{% if include.component == "medical_vitals" %}
`ace_medical_status`
- `ace_medical_status`
{% endif %}
{% if include.component == "metis" %}
`ace_missileguidance`
- `ace_missileguidance`
{% endif %}
{% if include.component == "microdagr" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "minedetector" %}
`ace_explosives`
- `ace_explosives`
{% endif %}
{% if include.component == "missileguidance" %}
`ace_laser`
- `ace_laser`
{% endif %}
{% if include.component == "missionmodules" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "mk6mortar" %}
`ace_csw`, `ace_artillerytables`
- `ace_csw`
- `ace_artillerytables`
{% endif %}
{% if include.component == "modules" %}
`ace_main`
- `ace_main`
{% endif %}
{% if include.component == "movement" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "mx2a" %}
`ace_apl`
- `ace_apl`
{% endif %}
{% if include.component == "nametags" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "nightvision" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "nlaw" %}
`ace_missileguidance`
- `ace_missileguidance`
{% endif %}
{% if include.component == "noidle" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "noradio" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "norearm" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "optics" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "optionsmenu" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "overheating" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "overpressure" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "parachute" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "pylons" %}
`ace_interact_menu`
- `ace_interact_menu`
{% endif %}
{% if include.component == "quickmount" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "rangecard" %}
`ACE_Advanced_Ballistics`, `ace_scopes`
- `ACE_Advanced_Ballistics`
- `ace_scopes`
{% endif %}
{% if include.component == "realisticnames" %}
`ace_common`, `ace_optics`
- `ace_common`
- `ace_optics`
{% endif %}
{% if include.component == "realisticweights" %}
`ace_common`, `ace_disposable`
- `ace_common`
- `ace_disposable`
{% endif %}
{% if include.component == "rearm" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "recoil" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "refuel" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "reload" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "reloadlaunchers" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "repair" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "respawn" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "safemode" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "sandbag" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "scopes" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "sitting" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "slideshow" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "smallarms" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "spectator" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "spottingscope" %}
`ace_apl`, `ace_interaction`
- `ace_apl`
- `ace_interaction`
{% endif %}
{% if include.component == "switchunits" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "tacticalladder" %}
`ace_apl`, `ace_interaction`
- `ace_apl`
- `ace_interaction`
{% endif %}
{% if include.component == "tagging" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "thermals" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "towing" %}
`ace_common`, `ace_logistics_rope`
- `ace_common`
- `ace_logistics_rope`
{% endif %}
{% if include.component == "trenches" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "tripod" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "ui" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "vector" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "vehicle_damage" %}
`ace_common`, `ace_cookoff`
- `ace_common`
- `ace_cookoff`
{% endif %}
{% if include.component == "vehiclelock" %}
`ace_interaction`
- `ace_interaction`
{% endif %}
{% if include.component == "vehicles" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "viewdistance" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "viewrestriction" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "volume" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "weaponselect" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "weather" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "winddeflection" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "yardage450" %}
`ace_apl`, `ace_laser`
- `ace_apl`
- `ace_laser`
{% endif %}
{% if include.component == "zeus" %}
`ace_common`, `ace_ai`
- `ace_common`
- `ace_ai`
{% endif %}
{% if include.component == "compat_gm" %}
`ace_csw`, `ace_explosives`, `ace_rearm`, `ace_refuel`, `ace_repair`, `gm_core`
- `ace_csw`
- `ace_explosives`
- `ace_rearm`
- `ace_refuel`
- `ace_repair`
- `gm_core`
{% endif %}
{% if include.component == "compat_r3f" %}
`r3f_armes_c`, `r3f_acc`, `R3F_G17_addons`, `R3F_G_SCAR`, `R3F_SCAR_H`, `R3F_SCAR_L`, `R3F_FN_MAG`
- `r3f_armes_c`
- `r3f_acc`
- `R3F_G17_addons`
- `R3F_G_SCAR`
- `R3F_SCAR_H`
- `R3F_SCAR_L`
- `R3F_FN_MAG`
{% endif %}
{% if include.component == "compat_rh_acc" %}
`RH_acc`
- `RH_acc`
{% endif %}
{% if include.component == "compat_rh_de" %}
`RH_de_cfg`
- `RH_de_cfg`
{% endif %}
{% if include.component == "compat_rh_m4" %}
`RH_m4_cfg`
- `RH_m4_cfg`
{% endif %}
{% if include.component == "compat_rh_pdw" %}
`RH_PDW`
- `RH_PDW`
{% endif %}
{% if include.component == "compat_rhs_afrf3" %}
`ace_explosives`, `ace_csw`, `ace_rearm`, `ace_refuel`, `ace_repair`, `rhs_main_loadorder`
- `ace_explosives`
- `ace_csw`
- `ace_rearm`
- `ace_refuel`
- `ace_repair`
- `rhs_main_loadorder`
{% endif %}
{% if include.component == "compat_rhs_gref3" %}
`ace_explosives`, `ace_csw`, `rhsgref_main_loadorder`
- `ace_explosives`
- `ace_csw`
- `rhsgref_main_loadorder`
{% endif %}
{% if include.component == "compat_rhs_saf3" %}
`ace_explosives`, `rhssaf_main_loadorder`
- `ace_explosives`
- `rhssaf_main_loadorder`
{% endif %}
{% if include.component == "compat_rhs_usf3" %}
`ace_explosives`, `ace_javelin`, `ace_rearm`, `ace_refuel`, `ace_repair`, `ace_csw`, `rhsusf_main_loadorder`
- `ace_explosives`
- `ace_javelin`
- `ace_rearm`
- `ace_refuel`
- `ace_repair`
- `ace_csw`
- `rhsusf_main_loadorder`
{% endif %}
{% if include.component == "compat_rksl_pm_ii" %}
`RKSL_PMII`, `RKSL_PMII_525`
- `RKSL_PMII`
- `RKSL_PMII_525`
{% endif %}
{% if include.component == "compat_sma3_iansky" %}
`iansky_opt`
- `iansky_opt`
{% endif %}
{% if include.component == "compat_sog" %}
`vn_weapons`, `vn_emm_main_menu`, `weapons_f_vietnam_c`, `ace_trenches`
- `vn_weapons`
- `vn_emm_main_menu`
- `weapons_f_vietnam_c`
- `ace_trenches`
{% endif %}
{% if include.component == "noactionmenu" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "nocrosshair" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "nouniformrestrictions" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "particles" %}
`ace_common`
- `ace_common`
{% endif %}
{% if include.component == "realisticdispersion" %}
`ace_ballistics`
- `ace_ballistics`
{% endif %}
{% if include.component == "tracers" %}
`ace_ballistics`
- `ace_ballistics`
{% endif %}

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@ -55,6 +55,13 @@ layout: compress
<div id="toc"></div>
</div>
</div>
{% if page.component %}
<div class="row">
<div class="large-12 columns">
<p><a href="{{ site.url }}/wiki/development/dependencies.html#{{ page.title | slugify }}"><i class="fa fa-1 fa-chevron-right"></i>&nbsp;&nbsp;See dependencies</a></p>
</div>
</div>
{% endif %}
</aside>
<section class="medium-8 medium-pull-4 small-12 columns">
<h1>{{page.title}}</h1>

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@ -12,7 +12,8 @@ sitemap:
<changefreq>weekly</changefreq>
<priority>0.5</priority>
</url>
{% for curPage in site.pages | sort: "group" %}
{% assign pages_by_group = site.pages | sort: "group" %}
{% for curPage in pages_by_group %}
{% unless curPage.sitemap.exclude == "yes" %}
<url>
<loc>{{ site.productionUrl}}{{ curPage.url }}</loc>

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@ -0,0 +1,36 @@
---
layout: wiki
title: Dependencies
description: This page details each component and its dependencies.
group: development
parent: wiki
order: 0
---
This page details each component and the addons it requires.
## 1. Removing a component
Any component you wish to remove must also remove any component which depends on it.
**Example:**
To remove `ace_ai` you must also remove `ace_zeus`.
Because `ace_zeus` is being removed you must also remove any components that require `ace_zeus` which in this case would be `ace_intelitems`.
## 2. Dependencies
{% assign pages_by_title = site.pages | sort: "title" %}
{% for page in pages_by_title %}
{%- if page.group == 'feature' and page.component -%}
### {{ page.title }}
{% capture component %}{{ page.component }}{% endcapture %}
{% include dependencies_list.md component=component %}
{%- if page.core_component -%}
_Note: This module is required by nearly all other modules. Do NOT remove it!_
{% endif %}
{% endif %}
{% endfor %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Advanced Ballistics
component: advanced_ballistics
description: The advanced ballistics module improves internal and external ballistics.
group: feature
category: realism
@ -50,8 +51,3 @@ The Advanced Ballistics module improves internal and external ballistics.
- Press <kbd>Ctrl</kbd>+<kbd>&nbsp;Shift</kbd>+<kbd>K</kbd>.
- Red line indicates the current inclination angle in degrees.
- Protractor will disappear if you lower or holster your weapon.
## 3. Dependencies
{% include dependencies_list.md component="advanced_ballistics" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Advanced Fatigue
component: advanced_fatigue
description: Human fatigue simulation based on scientific formulas.
group: feature
category: realism
@ -91,9 +92,3 @@ At any time the body consumes a certain amount of ATP - even when not moving. Si
### 2.4 ATP Pathway Fatigue
Another factor that comes into play here is pathway fatigue - the pathways themselves can fatigue too! That means, the more ATP the pathways have to provide, the slower they will will be able to, limiting how much ATP can overall be provided by each pathway. If we take into account that the aerobic pathways have provide their ATP first for any consumption, that means that the anaerobic pathway will have to provide more ATP if the aerobic ones are fatigued. This is how the long term fatigue effect is created.
## 3. Dependencies
{% include dependencies_list.md component="advanced_fatigue" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Advanced Throwing
component: advanced_throwing
description: Precise system for throwing grenades and other throwable items.
group: feature
category: interaction
@ -72,8 +73,3 @@ Make sure to use different keybinds for Advanced Throwing or unbind vanilla thro
- Interact with the item <kbd>&nbsp;Win</kbd> (ACE3 default).
- Select `Pick Up`.
- Item will be placed in your hands, but you may not cancel the throw.
## 3. Dependencies
{% include dependencies_list.md component="advanced_throwing" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: AI (Artificial Intelligence)
component: ai
description: Config based changes to AI to ensure compatibility with advanced AI modifications.
group: feature
category: realism
@ -29,7 +30,3 @@ Some weapons had minimum engagement ranges. If you were as close as 2 meters to
### 1.4 No scripting
All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like e.g. "ASR AI 3".
## 2. Dependencies
{% include dependencies_list.md component="ai" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Aircraft
component: aircraft
description: Aircraft overhaul.
group: feature
category: realism
@ -38,7 +39,3 @@ Adds a laser marker to the copilot seat of the Wildcat.
### 2.1 Switching flare modes
Press <kbd>Ctrl</kbd>+<kbd>C</kbd> to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`)
## 3. Dependencies
{% include dependencies_list.md component="aircraft" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: APL
component: apl
description: Assets under APL license.
group: feature
category: equipment
@ -15,7 +16,3 @@ version:
## 1. Overview
This folder regroups all assets released under the APL license.
## 2. Dependencies
{% include dependencies_list.md component="apl" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: ACE Arsenal
component: arsenal
description: Adds an interface that allow player to edit their loadouts.
group: feature
category: general
@ -94,6 +95,3 @@ You can import loadouts from Virtual Arsenal into ACE Arsenal, face, voice, insi
- <kbd>RMB</kbd> clears the text field.
- Arrow keys can be used to move the caret.
- <kbd>Ctrl</kbd> + <kbd>F</kbd> switches which search bar is selected.
{% include dependencies_list.md component="arsenal" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: ATragMX
component: atragmx
description: Handheld ballistics calculator.
group: feature
category: equipment
@ -134,8 +135,3 @@ Horus ATragMX software considers atmospheric conditions, gun data, ammunition, r
## 4. Official References
- [Official Manual]({{ site.ace.githubUrl }}/blob/master/extras/manual_Horus_ATrag-v385.pdf)
## 5. Dependencies
{% include dependencies_list.md component="atragmx" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Attach
component: attach
description: Allow players to attach items to vehicles or themselves.
group: feature
category: interaction
@ -34,7 +35,3 @@ Adds an attachable IR strobe, which is only visible using night vision devices a
- Select `Attach item`.
- Select your item and follow the instructions on the screen.
- Repeat the process to detach.
## 3. Dependencies
{% include dependencies_list.md component="attach" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Backpacks
component: backpacks
description: Notifies a player when his backpack is opened.
group: feature
category: equipment
@ -16,7 +17,3 @@ version:
### 1.1 Zipping sounds
A zipper sound is played when someone opens your backpack.
## 2. Dependencies
{% include dependencies_list.md component="backpacks" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Ballistics
component: ballistics
description: Realistic ballistic improvements.
group: feature
category: realism
@ -31,7 +32,3 @@ The M14 EBR now uses ammunition with decreased muzzle velocity and air friction
### 1.6 Fully config-based
This module applies configuration changes only and does not decrease game performance.
## 2. Dependencies
{% include dependencies_list.md component="ballistics" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Captives
component: captives
description: System for taking and handling captives.
group: feature
category: interaction
@ -47,7 +48,3 @@ Allows players to surrender. It renders the unit unable to move and with the han
- Select `Passengers`.
- Select the captive.
- Select `Unload captive`.
## 3. Dependencies
{% include dependencies_list.md component="captives" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Chemlights
component: chemlights
description: Adds enhanced types of chemlights.
group: feature
category: equipment
@ -21,7 +22,3 @@ version:
### 1.1 Chemlights
Adds throwable chemlights in the colors white, red, green and yellow. Additionally "Hi" chemlights are added that emit a brighter glow.
## 2. Dependencies
{% include dependencies_list.md component="chemlights" %}

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@ -1,6 +1,8 @@
---
layout: wiki
title: Common
component: common
core_component: true
description: Common functions and systems used by most other components.
group: feature
category: general
@ -15,9 +17,3 @@ version:
## 1. Overview
Common functions and systems used by most other components.
## 2. Dependencies
{% include dependencies_list.md component="common" %}
*Note: The Common module is required by nearly all other modules. Do NOT remove it!*

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@ -1,6 +1,7 @@
---
layout: wiki
title: Concertina Wire
component: concertina_wire
description: Deployable concertina wire.
group: feature
category: equipment
@ -22,7 +23,3 @@ A concertina wire is a type of barbed wire formed in large coils that can be exp
- Approach the concertina coil and select <kbd>&nbsp;Win</kbd> (ACE3 default)
- Select `Deploy concertina wire`.
- Follow the instructions on screen.
## 3. Dependencies
{% include dependencies_list.md component="concertina_wire" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Crew Served Weapons
component: csw
description: Static weapons that require multiple people to crew
group: feature
category: equipment
@ -72,7 +73,3 @@ Static weapons are assembled when a tripod is placed down, and the weapon mounte
- Whether or not you want to handle ammo using the CSW way. Does nothing if using defaultAssemblyMode
- Default: On
## 4. Dependencies
{% include dependencies_list.md component="csw" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: DAGR
component: dagr
description: Defense Advanced GPS Receiver.
group: feature
category: equipment
@ -15,7 +16,3 @@ version:
## 1. Overview
Adds the Defense Advanced GPS Receiver.
## 3. Dependencies
{% include dependencies_list.md component="dagr" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Disarming
component: disarming
description: Ability to make units drop items/weapons/magazines.
group: feature
category: interaction
@ -23,7 +24,3 @@ You can search the inventory and disarm captured or unconscious units.
- Interact with the captured or unconscious unit <kbd>&nbsp;Win</kbd> (ACE3 default key bind `Interaction Key`).
- Select `Open inventory`.
- Drag & Drop the items you wish to remove from the unit.
## 3. Dependencies
{% include dependencies_list.md component="disarming" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Disposable
component: disposable
description: Makes NLAW disposable.
group: feature
category: equipment
@ -15,7 +16,3 @@ version:
## 1. Overview
The NLAW is shoulder fired and disposable, firing just once before being needed to be disposed of. This feature makes the NLAW disposable.
## 2. Dependencies
{% include dependencies_list.md component="disposable" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Dragging
component: dragging
description: Adds the option to drag and carry units and objects.
group: feature
category: interaction
@ -23,7 +24,3 @@ This adds the option to drag or carry units or objects.
- Interact with the unit or object <kbd>&nbsp;Win</kbd> (ACE3 default key bind `Interact Key`).
- Select `Drag` or `Carry`.
- To release, use the mouse wheel and select `Release` or use Self Interaction <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> and select `Release`.
## 3. Dependencies
{% include dependencies_list.md component="dragging" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: M47 Dragon Missile
component: dragon
description: M47 Dragon
group: feature
category: equipment
@ -75,7 +76,3 @@ Adjust the sight picture by moving the launcher to align the vertical cross hair
**Figure 4. Range determination for frontal or rear target.**
<img src="{{ site.baseurl }}/img/wiki/feature/m47_frontal.webp" width="1400" height="357" alt="Frontal, Oblique, and Flank targets" />
## 4. Dependencies
{% include dependencies_list.md component="dragon" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Explosives
component: explosives
description: Adds numerous improvements to using and handling explosives.
group: feature
category: interaction
@ -42,7 +43,3 @@ Enables attaching explosives to vehicles.
- You are safe to pick it up after the action has completed.
**Tip:** To increase the success rate when defusing, make sure you crawl up to the IED.
## 3. Dependencies
{% include dependencies_list.md component="explosives" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Fast-Roping
component: fastroping
description: System for adding fast roping capabilities to helicopters.
group: feature
category: realism
@ -24,7 +25,3 @@ If you are sitting in the back of a helicopter that has fast roping capabilities
You can safely prepare the FRIES in base or during flight to speed up the insertion.
Not all helicopters are equipped with a FRIES by default and need to be synchronized with the "Equip FRIES" module in the editor. If the helicopter cannot carry a FRIES, an error message will appear.
## 4. Dependencies
{% include dependencies_list.md component="fastroping" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: FCS (Fire Control System)
component: fcs
description: Fire control system for armoured vehicles and helicopters.
category: equipment
group: feature
@ -36,7 +37,3 @@ Anti air cannons can now use airburst ammunition. It will explode on the FCS' ze
- Place the crosshair on the object to range.
- Tap <kbd>Tab&nbsp;</kbd>
- The optic is now adjusted.
## 3. Dependencies
{% include dependencies_list.md component="fcs" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Finger
component: finger
description: Finger pointing.
group: feature
category: realism
@ -20,7 +21,3 @@ Allows players to point in a direction with their fingers, when they do so peopl
### 2.1 How to point things
- Press <kbd>&nbsp;Shift</kbd>+<kbd>`</kbd> (QWERTY and AZERTY layouts)
## 3. Dependencies
{% include dependencies_list.md component="finger" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Fire
component: fire
description: Ignite things and people.
group: feature
category: realism
@ -29,7 +30,3 @@ Fire will burn you and cause intense pain. If on fire, you can stop, drop, and r
- Enables/Disables whether or not to spawn a flare-light on the person on fire. Can be a bit gaudy at night
- Default: Off
## 4. Dependencies
{% include dependencies_list.md component="vehicle_damage" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Flashlights
component: flashlights
description: Adds handheld flashlights.
group: feature
category: equipment
@ -32,7 +33,3 @@ When using those flashlights you will have a slight glow around you making this
<h5>Note:</h5>
<p>The flashlights states are persistent you don't need to turn the flashlight On everytime you open the map, it will stay turned on / off.</p>
</div>
## 3. Dependencies
{% include dependencies_list.md component="flashlights" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Flash Suppressors
component: flashsuppressors
description: Makes flash suppressors from game files able to be used.
group: feature
category: equipment
@ -17,7 +18,3 @@ version:
This adds the ability to use the flash suppressors that are already in game but not accessible.
Flash suppressors are devices that reduce the muzzle flash while firing by cooling or dispersing the burning gases that exit the muzzle. Its intent is to reduce the chances that the shooter will be blinded in low-light shooting conditions as well as reducing the intensity of the flash visible to the enemy.
## 2. Dependencies
{% include dependencies_list.md component="flashsuppressors" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Fonts
component: fonts
description: Custom fonts including fixed-width font.
group: feature
category: general
@ -15,8 +16,3 @@ version:
## 1. Overview
This module adds a font that will be used in the future, characters with equal widths to make it easy to structure correctly. This is **NOT** present in 3.1.1 because of a bug even if it's present in the sources.
## 3. Dependencies
{% include dependencies_list.md component="fonts" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Fortify
component: fortify
description: Enables player to build fortifications.
group: feature
category: interaction
@ -36,7 +37,3 @@ Please note that to use this function the Fortify module needs to be placed down
- Using <kbd>Alt</kbd> / <kbd>Ctrl</kbd> / <kbd>Shift</kbd> + <kbd>Scroll Wheel</kbd> you can rotate object on different axis.
- You can use planks to get up on rooftops.
- Holding <kbd>Ctrl</kbd> while placing allows for placing multiple objects of the same type.
## 4. Dependencies
{% include dependencies_list.md component="fortify" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Frag
component: frag
description: Shapnel system for explosives.
group: feature
category: realism
@ -15,7 +16,3 @@ version:
## 1. Overview
Adds a shrapnel system for explosives.
## 2. Dependencies
{% include dependencies_list.md component="frag" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: G-Forces
component: gforces
description: G-force induced tunnel vision and unconsciousness.
group: feature
category: realism
@ -15,7 +16,3 @@ version:
## 1. Overview
Adds G-force induced tunnel vision and unconsciousness.
## 2. Dependencies
{% include dependencies_list.md component="gforces" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Goggles
component: goggles
description: Various effects for different goggles and ambient effects like dirt thrown up by explosions.
group: feature
category: equipment
@ -22,7 +23,3 @@ Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on t
### 2.1 Cleaning your goggles
- To clean your goggles press <kbd>Ctrl</kbd>+<kbd>&nbsp;Shift</kbd>+<kbd>T</kbd> (ACE3 deault key bind `Wipe goggles`)
## 3. Dependencies
{% include dependencies_list.md component="goggles" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Grenades
component: grenades
description: Different throwing modes for grenades, a flashbang, incendiary grenade and hand flares.
group: feature
category: equipment
@ -39,7 +40,3 @@ Adds the AN-M14 incendiary grenade. This grenade has a thermate filler and is pr
### 2.2 Switching between 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
{% include dependencies_list.md component="grenades" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Headless
component: headless
description: Automatic passing of AI groups to Headless Clients.
group: feature
category: general
@ -16,7 +17,3 @@ redirect_from: "/wiki/featurex/headless.html"
## 1. Overview
Enables automatic passing of AI groups to (up to 3) Headless Clients using round-robin system, with automatic Headless Client recognition. Due to the fully event-based transferring (on unit spawn and on Headless Client connect and disconnect) the performance impact is minimal. It also transfers *groups* of units instead of each unit separately.
## 2. Dependencies
{% include dependencies_list.md component="headless" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Hearing
component: hearing
description: Combat deafness and ringing.
group: feature
category: realism
@ -33,7 +34,3 @@ Some types of helmets can mitigate hearing damage also (ie. crewman helmet, pilo
- Select `Earplugs in`.
- Same method to remove them but the option is `Earplugs out`.
- Note: you're able to re-use earplugs.
## 3. Dependencies
{% include dependencies_list.md component="hearing" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Hellfire
component: hellfire
description: AGM-114K Hellfire Missiles
group: feature
category: equipment
@ -70,7 +71,3 @@ class myChopper: HeliBase {
ace_hellfire_addLaserDesignator = 1;
};
```
## 5. Dependencies
{% include dependencies_list.md component="hellfire" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Hit Reactions
component: hitreactions
description: Reactions when getting shot.
group: feature
category: realism
@ -17,7 +18,3 @@ version:
### 1.1 Falling under fire
If a unit is shot while running it falls to the ground in a prone position, the area where the shot lands does not matters.
Note that the shot needs to inflict a certain amount of damage to make the unit fall, a small cut won't make the unit stumble.
## 2. Dependencies
{% include dependencies_list.md component="hitreactions" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: HOT
component: hot
description: HOT 1/2/3 Missiles
group: feature
category: equipment
@ -60,7 +61,3 @@ if (local this) then {
this addMagazineTurret ["ace_hot_3_6Rnd", [-1]];
};
```
## 4. Dependencies
{% include dependencies_list.md component="hot" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: HuntIR
component: huntir
description: High-altitude Unit Navigated Tactical Imaging Round
group: feature
category: equipment
@ -43,7 +44,3 @@ Shortcut | Action
<kbd></kbd> | Raise camera
<kbd></kbd> | Lower camera
<kbd>R</kbd> | Reset camera
## 3. Dependencies
{% include dependencies_list.md component="huntir" %}

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@ -1,6 +1,8 @@
---
layout: wiki
title: Interaction Menu
component: interact_menu
core_component: true
description: Base framework for interaction menu.
group: feature
category: interaction
@ -15,9 +17,3 @@ version:
## 1. Overview
This handles the interaction layer of ACE3.
## 2. Dependencies
{% include dependencies_list.md component="interact_menu" %}
*Note: The Interact Menu module is required by most of the other modules. Do NOT remove it!*

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@ -1,6 +1,8 @@
---
layout: wiki
title: Interaction
component: interaction
core_component: true
description: Provides basic interaction options.
group: feature
category: interaction
@ -43,9 +45,3 @@ Some of the zeus actions are also available (while in zeus) in the interaction m
- Open the interaction menu.
- Select `Waypoints`.
- From here you can modify the speed / formation / behavior of the units / groups that are moving to that waypoint.
## 3. Dependencies
{% include dependencies_list.md component="interaction" %}
*Note: The Interaction module is required by most of the other modules. Do NOT remove it!*

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@ -1,6 +1,7 @@
---
layout: wiki
title: Inventory
component: inventory
description: Options to increase size of the inventory dialog.
group: feature
category: interaction
@ -25,7 +26,3 @@ Makes the inventory dialog bigger and increases the number of items that can be
- Click on `Make Inventory Display Bigger`.
- Choose the size desired on the right drop down menu.
- Press the `Close` button, your changes are automatically saved.
## 3. Dependencies
{% include dependencies_list.md component="inventory" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Javelin
component: javelin
description: Javelin AT launcher and locking.
group: feature
category: equipment
@ -33,7 +34,3 @@ The Titan / Javelin now posses the ability to be used in top down attack or dire
- For this feature you need to have a compatible launcher.
- When aiming with your launcher press <kbd>Ctrl</kbd> + <kbd>Tab&nbsp;</kbd>.
- 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
{% include dependencies_list.md component="javelin" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Kestrel 4500
component: kestrel4500
description: Kestrel 4500 Pocket Weather Tracker.
group: feature
category: equipment
@ -55,8 +56,3 @@ The Kestrel 4500 Pocket Weather Tracker is Kestrel's environmental meter. This i
## 3. Official Manual
- [Official Manual]({{ site.ace.githubUrl }}/blob/master/extras/K4500_Instruction_Manual_English.pdf)
## 4. Dependencies
{% include dependencies_list.md component="kestrel4500" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Laser
component: laser
description: Various functions necessary for realistic portrayal of laser mechanics in other components.
group: feature
category: realism
@ -15,7 +16,3 @@ version:
## 1. Overview
Contains various functions necessary for the realistic portrayal of laser mechanics in other components.
## 2. Dependencies
{% include dependencies_list.md component="laser" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Laser Pointer
component: laserpointer
description: Switching laser modes, daylight lasers.
group: feature
category: equipment
@ -23,7 +24,3 @@ ACE3 adds a visible laser attachment for weapons. This feature is compatible wit
- For this feature you need to have a compatible side attachment.
- 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
{% include dependencies_list.md component="laserpointer" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Logistics - UAV Battery
component: logistics_uavbattery
description: UAV recharging.
group: feature
category: equipment
@ -23,7 +24,3 @@ Adds an item `ACE_UAVBattery` that allows refuelling / recharging of the "Darter
- For this you need a `UAV battery` and the UAV needs to be a quad-copter.
- Interact with the UAV <kbd>&nbsp;Win</kbd> (ACE3 default key bind `Interact Key`)
- Select `Recharge`
## 3. Dependencies
{% include dependencies_list.md component="logistics_uavbattery" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Logistics - Wirecutter
component: logistics_wirecutter
description: Cutting fences, wirecutter.
group: feature
category: equipment
@ -24,7 +25,3 @@ Adds an item `ACE_wirecutter` that allows cutting of fences in Arma 3 and AllInA
- Approach the fence you want to cut.
- Press the interaction key <kbd>&nbsp;Win</kbd> (ACE3 default key bind `Interaction Key`).
- Find the interaction point and select `Cut Fence` (the only option).
## 3. Dependencies
{% include dependencies_list.md component="logistics_wirecutter" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Magazine Repack
component: magazinerepack
description: Repacking magazines, and maybe your bananas.
group: feature
category: realism
@ -24,7 +25,3 @@ Adds the ability to repack magazines of the same type.
- Press the self interaction button <kbd>Ctrl</kbd> + <kbd>&nbsp;Win</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `Repack magazines`.
- Select the type of magazines you want to repack.
## 3. Dependencies
{% include dependencies_list.md component="magazinerepack" %}

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@ -1,6 +1,8 @@
---
layout: wiki
title: Main
component: main
core_component: true
description: Main module.
group: feature
category: general
@ -15,9 +17,3 @@ version:
## 1. Overview
Main module which acts as the ACE3 core module.
## 2. Dependencies
`Arma 3` and `CBA_A3`
*Note: The Main module is required by all other modules. Do not remove it!*

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@ -1,6 +1,7 @@
---
layout: wiki
title: Map Gestures
component: map_gestures
description: Allow players to gesture on map.
group: feature
category: interaction
@ -23,7 +24,3 @@ Allow players to gesture/point on their map.
### 2.1 Gesturing on map
- To gesture on map hold <kbd>Left Mouse Btn</kbd>.
## 2. Dependencies
{% include dependencies_list.md component="map_gestures" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Map
component: map
description: Map improvements.
group: feature
category: realism
@ -33,7 +34,3 @@ The Blufor tracker marks the position of your faction's group leaders on the map
## 2. Usage
- IMPORTANT NOTICE: The (optional) features above CAN be restricted by the mission maker / server owner. User experience may vary.
## 3. Dependencies
{% include dependencies_list.md component="map" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Map Tools
component: maptools
description: Map tools, a roamer and pens.
group: feature
category: equipment
@ -38,7 +39,3 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
- Press <kbd>ALT</kbd> + <kbd>LMB</kbd> to start the line, left click again to end it.
- 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
{% include dependencies_list.md component="maptools" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Markers
component: markers
description: Improved markers.
group: feature
category: interaction
@ -33,7 +34,3 @@ Adds the ability to move map markers after they are placed. (Note: Must be enabl
<h5>Note:</h5>
<p>Does not work in Editor Preview! Conflicts with vanilla teleport keybind.</p>
</div>
## 2. Dependencies
{% include dependencies_list.md component="markers" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Medical AI
component: medical_ai
description: Makes AI heal themselves and each other with the ACE Medical system.
group: feature
category: realism
@ -31,8 +32,3 @@ The Medical AI will only become active if the AI units use the basic medical sys
### 2.2 Singleplayer
AI units will also heal themselves in singleplayer. If the player is in control of an AI group and uses basic medical, Medical AI is also enabled and will run for the players group as well. The AI subordinates will automatically start healing themselves and do not need to be told to do so manually through the command menu, additionally the groups medic will also start healing other units (including the player).
## 3. Dependencies
{% include dependencies_list.md component="medical_ai" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Medical Blood
component: medical_blood
description: Spawn blood drops for bleeding units.
group: feature
category: realism
@ -24,7 +25,3 @@ When any unit is bleeding, this component will spawn blood drops on the ground.
## 2. In game
<img src="{{ site.baseurl }}/img/wiki/feature/ace_blood_screen.webp" width="500" height="160" alt="ACE Blood in game" />
## 3. Dependencies
{% include dependencies_list.md component="medical_blood" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Medical System
component: medical
description: ACE3 provides users with a more realistic medical system.
group: feature
order: 4
@ -255,7 +256,3 @@ force ace_medical_treatment_clearTraumaAfterBandage = true; // to increase the f
```
_more tbd_
## 3. Dependencies
{% include dependencies_list.md component="medical" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Medical Menu
component: medical_menu
description: Adds the medical menu.
group: feature
category: realism
@ -14,7 +15,3 @@ version:
## 1. Overview
Adds the medical menu, this is entirely optional and can be limited to vehicles / disabled by the mission maker.
## 3. Dependencies
{% include dependencies_list.md component="medical_menu" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: MicroDAGR
component: microdagr
description: A GPS device and much more.
group: feature
category: equipment
@ -182,8 +183,3 @@ There are three ways of adding a waypoint.
1. Note that the compass menu also changed and now features the azimuth, compass bearing, distance and grid position of the point you sighted.
Note that the results of the measure you took won't change until you do an other measure.
## 3. Dependencies
{% include dependencies_list.md component="microdagr" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Missile Guidance
component: missileguidance
description: Various modes for different missiles.
group: feature
category: realism
@ -28,7 +29,3 @@ Adds the AMG framework, for more information about it refer to the [AMG framewor
- Switch to thermals by pressing <kbd>N</kbd> the `FLTR` LED should light up.
- Aim at the target and hold <kbd>Tab&nbsp;</kbd> a crosshair will appear and the `SEEK` LED will light up.
- Fire!
## 3. Dependencies
{% include dependencies_list.md component="missileguidance" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Mission Modules
component: missionmodules
description: Modules that can be used by mission makers.
group: feature
category: general
@ -15,7 +16,3 @@ version:
## 1. Overview
Add modules that can be used by mission makers, such as ambient sounds.
## 2. Dependencies
{% include dependencies_list.md component="missionmodules" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Mk6 Mortar
component: mk6mortar
description: Improve the existing Mk6 Mortar.
group: feature
category: equipment
@ -54,7 +55,3 @@ You need the proper mortar magazines in your inventory.
- Interact with the mortar by pressing the interaction key <kbd>&nbsp;Win</kbd> and looking near the muzzle.
- Select the `Load Mortar` action and then select the round type you want to load.
- If you want to unload the mortar without firing, interact near the muzzle again and select `Remove Round`. If there isn't space in your inventory for the round, it will be placed on the ground.
## 3. Dependencies
{% include dependencies_list.md component="mk6mortar" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Modules
component: modules
description: Framework for module handling.
group: feature
category: general
@ -16,12 +17,6 @@ version:
This is taking care of module initialization. It lets us ensure that modules placed in the editor run when they are supposed to.
## 2. Dependencies
{% include dependencies_list.md component="modules" %}
> Note: The Modules module is required by nearly all other modules. Do NOT remove it!
## 3. Usage
## 2. Usage
For technical usage and instructions, please refer to our <a href="{{site.baseUrl}}/wiki/framework/modules-framework.html">framework documentation about the module component</a>.

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@ -1,6 +1,7 @@
---
layout: wiki
title: Movement
component: movement
description: Movement improvements.
group: feature
category: realism
@ -40,7 +41,3 @@ The player can now use the sights of rifles and pistols in all prone stances.
- Approach what you want to 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
{% include dependencies_list.md component="movement" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: MX-2A
component: mx2a
description: MX-2A thermal imaging device.
group: feature
category: equipment
@ -15,7 +16,3 @@ version:
## 1. Overview
Adds the MX-2A thermal imaging device.
## 3. Dependencies
{% include dependencies_list.md component="mx2a" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Nametags
component: nametags
description: Name tags above other players.
group: feature
category: interaction
@ -19,7 +20,3 @@ Adds nametags and soldier ranks to friendly players in multiplayer. This can be
### 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
{% include dependencies_list.md component="nametags" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Nightvision
component: nightvision
description: Adds realistic effects to NVGs.
group: feature
category: equipment
@ -36,7 +37,3 @@ Enables the user to manually adjust NVG brightness.
### 2.1 Adjusting 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
{% include dependencies_list.md component="nightvision" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: NLAW
component: nlaw
description: NLAW
group: feature
category: equipment
@ -29,7 +30,3 @@ It will also correct for gravity drop.
- Start tracking by pressing and holding the "NLAW Track Target" keybind (default: <kbd>Tab</kbd>)
- While holding the key down track the target for 2-3 seconds and fire.
- Can also be fired against static targets without tracking.
## 3. Dependencies
{% include dependencies_list.md component="nlaw" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: No Idle
component: noidle
description: Disable idle animations.
group: feature
category: interaction
@ -17,7 +18,3 @@ version:
### 1.1 Idle animations removed
This removes idle animations.
## 2. Dependencies
{% include dependencies_list.md component="noidle" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: No Radio
component: noradio
description: Disable callouts.
group: feature
category: interaction
@ -17,7 +18,3 @@ version:
### 1.1 Silent avatar
Mutes the player's automatic callouts ("Enemy man, 100 meters, front!").
Does not mute AI callouts.
## 2. Dependencies
{% include dependencies_list.md component="noradio" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: No Rearm
component: norearm
description: Remove rearm action.
group: feature
category: interaction
@ -15,7 +16,3 @@ version:
## 1. Overview
Hides the rearm action for players (on cars / boxes / corpses / ground)
## 2. Dependencies
{% include dependencies_list.md component="norearm" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Optics
component: optics
description: Animated 2D and PiP optics.
group: feature
category: equipment
@ -15,7 +16,3 @@ version:
## 1. Overview
Adds animated 2D and PIP variants of some optics (RCO / MRCO / ARCO / LRPS / MOS)
## 2. Dependencies
{% include dependencies_list.md component="optics" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Options Menu
component: optionsmenu
description: ACE3 options menu.
group: feature
category: interaction
@ -30,9 +31,3 @@ Adds the options menu used by other components.
### 2.2 Options menu informations
- You don't have to press a save button. When a setting is changed it's saved automatically.
## 3. Dependencies
{% include dependencies_list.md component="optionsmenu" %}
*Note: The Options Menu module is utilized by many other modules. Disabling it is not recommended.*

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@ -1,6 +1,7 @@
---
layout: wiki
title: Overheating
component: overheating
description: Weapon temperature and jamming, barrel swapping.
group: feature
category: realism
@ -66,7 +67,3 @@ Jams can be cleared in the following ways:
- After a firefight unload closed bolt firearms (most rifles) until the barrel temperature has gone down to less than 180°C (two sections or less on the bar).
- Clear failure to fire jams quickly
## 3. Dependencies
{% include dependencies_list.md component="overheating" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Overpressure
component: overpressure
description: Backblast and overpressure.
group: feature
category: realism
@ -16,7 +17,3 @@ version:
### 1.1 Overpressure
Adds backblast to AT launchers and overpressure zones to tank cannons, don't stay behind a firing RPG or it'll hurt.
## 2. Dependencies
{% include dependencies_list.md component="overpressure" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Parachute
component: parachute
description: Add an altimeter and a non-steerable parachute.
group: feature
category: equipment
@ -35,7 +36,3 @@ Smoothens the parachute landing animation.
### 2.2 Cutting a parachute
- While falling with a parachute deployed open the self interaction menu <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select `Cut Parachute`
## 3. Dependencies
{% include dependencies_list.md component="parachute" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Pylons
component: pylons
description: Adds an interface that allow players to configure aircraft pylons in-game.
group: feature
category: interaction
@ -35,7 +36,3 @@ To save a custom loadout you first configure it. In the text box above `SAVE`, `
To load a custom loadout you select it in the preset pane and press `LOAD` followed by `APPLY`.
To delete a custom loadout you select it in the preset pane and press `DELETE`.
## 3. Dependencies
{% include dependencies_list.md component="pylons" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Rangecard
component: rangecard
description: Adds a range card for your weapons.
group: feature
category: equipment
@ -36,8 +37,3 @@ Add a range card that updates itself for your weapon and the type of ammo you're
- Move to the `Bullet Drop` column, the drop is in MRADs, you need to compensate for it by adjusting your sight. Example, you want to adjust for a bullet drop of -7.9 MRADs simply adjust your scope 7.9 MRADs vertically. (check [feature scopes]({{ site.baseurl }}/wiki/feature/scopes.html) ) for this.
- Possibility to copy and share the range card.
<img src="{{ site.baseurl }}/img/wiki/feature/rangecard_menu.webp" width="350" height="350" alt="Range card self interaction menu" />
## 3. Dependencies
{% include dependencies_list.md component="rangecard" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Realistic Names
component: realisticnames
description: More realistic weapon names.
group: feature
category: realism
@ -16,7 +17,3 @@ version:
### 1.1 Real names
Changes the names of vehicles, magazines, weapons, grenades, explosive charges and mines to their respective real-world counterparts whenever possible.
## 2. Dependencies
{% include dependencies_list.md component="realisticnames" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Rearm
component: rearm
description: Adds custom rearm system.
group: feature
category: interaction
@ -87,7 +88,3 @@ Please check the <a href="{{ site.baseurl }}/wiki/framework/rearm-framework.html
### The limited supply option `Only specific Magazines` doesn't work. What's wrong?
The mission creator has to use the framework to add specific magazines to the ammo truck(s). On this setting all ammo trucks are empty by default. For more information, please check the <a href="{{ site.baseurl }}/wiki/framework/rearm-framework.html">framework</a> description.
## 5. Dependencies
{% include dependencies_list.md component="rearm" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Recoil
component: recoil
description: Recoil overhaul.
group: feature
category: realism
@ -22,7 +23,3 @@ Introducing camshake when firing on foot or as vehicle gunner depending on stanc
### 1.3 Burst dispersion
Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful.
## 2. Dependencies
{% include dependencies_list.md component="recoil" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Refuel
component: refuel
description: Adds the option to refuel vehicles.
group: feature
category: interaction
@ -64,7 +65,3 @@ There is a global setting that will effect all vehicles and static pumps. To onl
```sqf
this setVariable ["ace_refuel_hoseLength", 30];
```
## 4. Dependencies
{% include dependencies_list.md component="refuel" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Reload
component: reload
description: Hides default reload indicator, making it necessary to manually check the magazine.
group: feature
category: interaction
@ -21,7 +22,3 @@ Hides the actual round count of magazines and removes the icon when the current
### 2.1 Checking your ammo
- Press <kbd>Ctrl</kbd> + <kbd>R</kbd> (ACE3 default key bind `Check Ammo`).
## 3. Dependencies
{% include dependencies_list.md component="reload" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Reload Launchers
component: reloadlaunchers
description: Ability to reload someone else's launcher.
group: feature
category: interaction
@ -22,7 +23,3 @@ Add the ability to reload someone else's launcher.
- Press the interaction key <kbd>&nbsp;Win</kbd> and aim at your buddy's launcher.
- Select `reload launcher`.
- Select the type of ammo.
## 3. Dependencies
{% include dependencies_list.md component="reloadlaunchers" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Repair
component: repair
description: Adds custom repair system.
group: feature
category: interaction
@ -41,7 +42,3 @@ Adds a more realistic repair system.
- Amount repaired is based on settings and training level
- Using the interaction system select the hitpoint to repair
## 3. Dependencies
{% include dependencies_list.md component="repair" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Respawn
component: respawn
description: Same gear on respawn, friendly fire message, rally points.
group: feature
category: interaction
@ -31,8 +32,3 @@ Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOB's
- Approach the rallypoint flagpole
- Use the interaction key <kbd>&nbsp;Win</kbd> (ACE3 default key bind `Interaction key`).
- Select teleport to (base / rallypoint).
## 3. Dependencies
{% include dependencies_list.md component="respawn" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Safe Mode
component: safemode
description: Ability to use safe mode on small arms.
group: feature
category: equipment
@ -22,7 +23,3 @@ You can now use the safety mode of any weapon. Switching weapon modes takes the
### 2.1 Switching safety on / off
- 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
{% include dependencies_list.md component="safemode" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Sandbags
component: sandbag
description: Adds stackable sandbags.
group: feature
category: equipment
@ -25,7 +26,3 @@ Note that those sandbags are affected by physics, a rocket will send them flying
- Self interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select `Deploy sandbag`.
- Follow the instruction on screen.
## 3. Dependencies
{% include dependencies_list.md component="sandbag" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Scopes
component: scopes
description: Scope adjustment.
group: feature
category: equipment
@ -40,8 +41,3 @@ Please not that the following key combinations are ACE3 default key binds.
### 2.4 Simplified Zeroing
<img src="{{ site.baseurl }}/img/wiki/feature/simplified_zeroing.webp" width="800" height="484" alt="Simplified zeroing" />
## 3. Dependencies
{% include dependencies_list.md component="scopes" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Sitting
component: sitting
description: Ability to sit on chairs.
group: feature
category: interaction
@ -23,7 +24,3 @@ Please note that to be able to use this function the sitting module need to be p
- Look at the chair and press the interaction key <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select `Sit Down`.
- To stand up press the self interaction key <kbd>&nbsp;Win</kbd> (ACE3 default) and select `Stand Up`.
## 3. Dependencies
{% include dependencies_list.md component="sitting" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Slideshow
component: slideshow
description: Ability to have automatic or controllable slide-shows.
group: feature
category: interaction
@ -26,7 +27,3 @@ Also if no remotes are defined the "screen" object itself becomes the remote.
- Look at the object used as a remote and use the interaction menu <kbd>&nbsp;Win</kbd> (ACE3 default).
- Select the action that correspond to the image you want (the name of the action depends on the mission maker).
## 3. Dependencies
{% include dependencies_list.md component="slideshow" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Small Arms
component: smallarms
description: Various improvements to small arms.
group: feature
category: realism
@ -22,7 +23,3 @@ Assault rifles no longer have tracer rounds in their non-tracer magazines. This
### 1.3 Real magazine round counts
All pistol and sub machine gun magazines now have adjusted capacities to match their real life counterparts.
## 2. Dependencies
{% include dependencies_list.md component="smallarms" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Spectator
component: spectator
description: A flexible spectator system.
group: feature
category: interaction
@ -73,7 +74,3 @@ The <kbd>O</kbd> hotkey can be used to toggle unit and group drawing on and off.
### 1.10 Projectile drawing
The <kbd>P</kbd> hotkey can be used to toggle projectile drawing on and off. Projectiles originating from units listed in the unit list will be drawn in real time and allow fire fights to be observed more clearly. Note that this feature may have a significant performance impact in scenarios with lots of projectiles on screen at once.
## 2. Dependencies
{% include dependencies_list.md component="spectator" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Spotting Scope
component: spottingscope
description: Adds a deployable spotting scope.
group: feature
category: equipment
@ -22,7 +23,3 @@ Adds a deployable spotting scope.
- Self interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select `Equipment`.
- Select `Place spotting scope` (note that the scope will be at your feet).
## 3. Dependencies
{% include dependencies_list.md component="spottingscope" %}

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@ -1,6 +1,7 @@
---
layout: wiki
title: Switch Units
component: switchunits
description: Insurgency-style unit switching.
group: feature
category: interaction
@ -28,8 +29,4 @@ In its current form you're able to switch to infantry (vehicles, etc. are planne
- Open your map
- Find a unit you can access (they are showed with special icons and names on the map).
- Press <kbd>LMB</kbd> on the desired unit.
- You'll control that unit until it dies or until you switch to an other one. If the unit dies you'll be brought back to your original unit..
## 3. Dependencies
{% include dependencies_list.md component="switchunits" %}
- You'll control that unit until it dies or until you switch to an other one. If the unit dies you'll be brought back to your original unit.

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