diff --git a/docs/_includes/dependencies_list.md b/docs/_includes/dependencies_list.md
index e11d875f0f..5e51cd32db 100644
--- a/docs/_includes/dependencies_list.md
+++ b/docs/_includes/dependencies_list.md
@@ -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 %}
diff --git a/docs/_layouts/wiki.html b/docs/_layouts/wiki.html
index 3bb53c4b6a..091d9c4079 100644
--- a/docs/_layouts/wiki.html
+++ b/docs/_layouts/wiki.html
@@ -55,6 +55,13 @@ layout: compress
+ {% if page.component %}
+
+ {% endif %}
{{page.title}}
diff --git a/docs/sitemap.xml b/docs/sitemap.xml
index 45a192100f..0002ad3c3b 100644
--- a/docs/sitemap.xml
+++ b/docs/sitemap.xml
@@ -12,7 +12,8 @@ sitemap:
weekly
0.5
- {% 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" %}
{{ site.productionUrl}}{{ curPage.url }}
diff --git a/docs/wiki/development/dependencies.md b/docs/wiki/development/dependencies.md
new file mode 100644
index 0000000000..b43371034c
--- /dev/null
+++ b/docs/wiki/development/dependencies.md
@@ -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 %}
diff --git a/docs/wiki/feature/advanced-ballistics.md b/docs/wiki/feature/advanced-ballistics.md
index f6913fde11..4ebb764a13 100644
--- a/docs/wiki/feature/advanced-ballistics.md
+++ b/docs/wiki/feature/advanced-ballistics.md
@@ -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 Ctrl+⇧ Shift+K.
- 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" %}
diff --git a/docs/wiki/feature/advanced-fatigue.md b/docs/wiki/feature/advanced-fatigue.md
index 77c38d361b..e92bab3882 100644
--- a/docs/wiki/feature/advanced-fatigue.md
+++ b/docs/wiki/feature/advanced-fatigue.md
@@ -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" %}
diff --git a/docs/wiki/feature/advanced-throwing.md b/docs/wiki/feature/advanced-throwing.md
index e440ab9641..1d9af7bf39 100644
--- a/docs/wiki/feature/advanced-throwing.md
+++ b/docs/wiki/feature/advanced-throwing.md
@@ -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 ⊞ Win (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" %}
diff --git a/docs/wiki/feature/ai.md b/docs/wiki/feature/ai.md
index 49727b70f9..5552068501 100644
--- a/docs/wiki/feature/ai.md
+++ b/docs/wiki/feature/ai.md
@@ -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" %}
diff --git a/docs/wiki/feature/aircraft.md b/docs/wiki/feature/aircraft.md
index 80d2c658a9..3ddce712d9 100644
--- a/docs/wiki/feature/aircraft.md
+++ b/docs/wiki/feature/aircraft.md
@@ -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 Ctrl+C to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`)
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="aircraft" %}
diff --git a/docs/wiki/feature/apl.md b/docs/wiki/feature/apl.md
index 4a533d4a66..c43b2d68c7 100644
--- a/docs/wiki/feature/apl.md
+++ b/docs/wiki/feature/apl.md
@@ -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" %}
diff --git a/docs/wiki/feature/arsenal.md b/docs/wiki/feature/arsenal.md
index 2d0c483b2e..5b1d8ee4d8 100644
--- a/docs/wiki/feature/arsenal.md
+++ b/docs/wiki/feature/arsenal.md
@@ -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
- RMB clears the text field.
- Arrow keys can be used to move the caret.
- Ctrl + F switches which search bar is selected.
-
-
-{% include dependencies_list.md component="arsenal" %}
diff --git a/docs/wiki/feature/atragmx.md b/docs/wiki/feature/atragmx.md
index ad368ffbd7..2f778f222a 100644
--- a/docs/wiki/feature/atragmx.md
+++ b/docs/wiki/feature/atragmx.md
@@ -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" %}
diff --git a/docs/wiki/feature/attach.md b/docs/wiki/feature/attach.md
index 2fe2236daf..39525ae61e 100644
--- a/docs/wiki/feature/attach.md
+++ b/docs/wiki/feature/attach.md
@@ -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" %}
diff --git a/docs/wiki/feature/backpacks.md b/docs/wiki/feature/backpacks.md
index 9e7db5a086..35cbf43810 100644
--- a/docs/wiki/feature/backpacks.md
+++ b/docs/wiki/feature/backpacks.md
@@ -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" %}
diff --git a/docs/wiki/feature/ballistics.md b/docs/wiki/feature/ballistics.md
index 35feda9d34..bf80a52eeb 100644
--- a/docs/wiki/feature/ballistics.md
+++ b/docs/wiki/feature/ballistics.md
@@ -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" %}
diff --git a/docs/wiki/feature/captives.md b/docs/wiki/feature/captives.md
index 6c4780c28f..42be837e40 100644
--- a/docs/wiki/feature/captives.md
+++ b/docs/wiki/feature/captives.md
@@ -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" %}
diff --git a/docs/wiki/feature/chemlights.md b/docs/wiki/feature/chemlights.md
index e384dc9e16..c7116293f0 100644
--- a/docs/wiki/feature/chemlights.md
+++ b/docs/wiki/feature/chemlights.md
@@ -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" %}
diff --git a/docs/wiki/feature/common.md b/docs/wiki/feature/common.md
index be454568ac..71651cbcd8 100644
--- a/docs/wiki/feature/common.md
+++ b/docs/wiki/feature/common.md
@@ -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!*
diff --git a/docs/wiki/feature/concertina-wire.md b/docs/wiki/feature/concertina-wire.md
index 07eb07bf34..4d1557917a 100644
--- a/docs/wiki/feature/concertina-wire.md
+++ b/docs/wiki/feature/concertina-wire.md
@@ -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 ⊞ Win (ACE3 default)
- Select `Deploy concertina wire`.
- Follow the instructions on screen.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="concertina_wire" %}
diff --git a/docs/wiki/feature/crew-served-weapons.md b/docs/wiki/feature/crew-served-weapons.md
index 33a01bb460..b7e9fb4ea0 100644
--- a/docs/wiki/feature/crew-served-weapons.md
+++ b/docs/wiki/feature/crew-served-weapons.md
@@ -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" %}
diff --git a/docs/wiki/feature/dagr.md b/docs/wiki/feature/dagr.md
index f69793f1f9..3732f1b604 100644
--- a/docs/wiki/feature/dagr.md
+++ b/docs/wiki/feature/dagr.md
@@ -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" %}
diff --git a/docs/wiki/feature/disarming.md b/docs/wiki/feature/disarming.md
index 0d45bfee40..7ef31e4820 100644
--- a/docs/wiki/feature/disarming.md
+++ b/docs/wiki/feature/disarming.md
@@ -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 ⊞ Win (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" %}
diff --git a/docs/wiki/feature/disposable.md b/docs/wiki/feature/disposable.md
index a6da6e3775..e0f60a0ce6 100644
--- a/docs/wiki/feature/disposable.md
+++ b/docs/wiki/feature/disposable.md
@@ -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" %}
diff --git a/docs/wiki/feature/dragging.md b/docs/wiki/feature/dragging.md
index f9ec21ebb2..0d42240a23 100644
--- a/docs/wiki/feature/dragging.md
+++ b/docs/wiki/feature/dragging.md
@@ -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 ⊞ Win (ACE3 default key bind `Interact Key`).
- Select `Drag` or `Carry`.
- To release, use the mouse wheel and select `Release` or use Self Interaction Ctrl+⊞ Win and select `Release`.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="dragging" %}
diff --git a/docs/wiki/feature/dragon.md b/docs/wiki/feature/dragon.md
index 47ceddc66e..8e36d9262f 100644
--- a/docs/wiki/feature/dragon.md
+++ b/docs/wiki/feature/dragon.md
@@ -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.**
-
-## 4. Dependencies
-
-{% include dependencies_list.md component="dragon" %}
diff --git a/docs/wiki/feature/explosives.md b/docs/wiki/feature/explosives.md
index d44d088251..ec20c0f62f 100644
--- a/docs/wiki/feature/explosives.md
+++ b/docs/wiki/feature/explosives.md
@@ -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" %}
diff --git a/docs/wiki/feature/fastroping.md b/docs/wiki/feature/fastroping.md
index 09b599c816..7178bca3fa 100644
--- a/docs/wiki/feature/fastroping.md
+++ b/docs/wiki/feature/fastroping.md
@@ -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" %}
diff --git a/docs/wiki/feature/fcs.md b/docs/wiki/feature/fcs.md
index 937daf44d4..a5fb157a95 100644
--- a/docs/wiki/feature/fcs.md
+++ b/docs/wiki/feature/fcs.md
@@ -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 Tab ↹
- The optic is now adjusted.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="fcs" %}
diff --git a/docs/wiki/feature/finger.md b/docs/wiki/feature/finger.md
index 0957c6e435..a31e2cf210 100644
--- a/docs/wiki/feature/finger.md
+++ b/docs/wiki/feature/finger.md
@@ -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 ⇧ Shift+` (QWERTY and AZERTY layouts)
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="finger" %}
diff --git a/docs/wiki/feature/fire.md b/docs/wiki/feature/fire.md
index 567a32b357..1589a945fa 100644
--- a/docs/wiki/feature/fire.md
+++ b/docs/wiki/feature/fire.md
@@ -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" %}
diff --git a/docs/wiki/feature/flashlights.md b/docs/wiki/feature/flashlights.md
index 3fb6b16695..082d20b7fb 100644
--- a/docs/wiki/feature/flashlights.md
+++ b/docs/wiki/feature/flashlights.md
@@ -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
Note:
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.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="flashlights" %}
diff --git a/docs/wiki/feature/flashsuppressors.md b/docs/wiki/feature/flashsuppressors.md
index b8c498982a..4b7f455428 100644
--- a/docs/wiki/feature/flashsuppressors.md
+++ b/docs/wiki/feature/flashsuppressors.md
@@ -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" %}
diff --git a/docs/wiki/feature/fonts.md b/docs/wiki/feature/fonts.md
index 629c6a6c6e..13afed1f09 100644
--- a/docs/wiki/feature/fonts.md
+++ b/docs/wiki/feature/fonts.md
@@ -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" %}
diff --git a/docs/wiki/feature/fortify.md b/docs/wiki/feature/fortify.md
index b145e483e0..c9ab46b7ea 100644
--- a/docs/wiki/feature/fortify.md
+++ b/docs/wiki/feature/fortify.md
@@ -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 Alt / Ctrl / Shift + Scroll Wheel you can rotate object on different axis.
- You can use planks to get up on rooftops.
- Holding Ctrl while placing allows for placing multiple objects of the same type.
-
-## 4. Dependencies
-
-{% include dependencies_list.md component="fortify" %}
diff --git a/docs/wiki/feature/frag.md b/docs/wiki/feature/frag.md
index f079caa4a5..4511057bd9 100644
--- a/docs/wiki/feature/frag.md
+++ b/docs/wiki/feature/frag.md
@@ -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" %}
diff --git a/docs/wiki/feature/gforces.md b/docs/wiki/feature/gforces.md
index 6679b275a3..2cbfd15f59 100644
--- a/docs/wiki/feature/gforces.md
+++ b/docs/wiki/feature/gforces.md
@@ -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" %}
diff --git a/docs/wiki/feature/goggles.md b/docs/wiki/feature/goggles.md
index 3fc5393dd2..f8dcfc7e29 100644
--- a/docs/wiki/feature/goggles.md
+++ b/docs/wiki/feature/goggles.md
@@ -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 Ctrl+⇧ Shift+T (ACE3 deault key bind `Wipe goggles`)
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="goggles" %}
diff --git a/docs/wiki/feature/grenades.md b/docs/wiki/feature/grenades.md
index 508ff9d246..679b309b1e 100644
--- a/docs/wiki/feature/grenades.md
+++ b/docs/wiki/feature/grenades.md
@@ -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 6 (ACE3 default key bind `Select frag`) to switch between `LETHAL` grenades
- Press 7 (ACE3 default key bind `Select non-frag`) to switch between `NON LETHAL` grenades
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="grenades" %}
diff --git a/docs/wiki/feature/headless.md b/docs/wiki/feature/headless.md
index 068f773f6b..1b66336c95 100644
--- a/docs/wiki/feature/headless.md
+++ b/docs/wiki/feature/headless.md
@@ -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" %}
diff --git a/docs/wiki/feature/hearing.md b/docs/wiki/feature/hearing.md
index e939e5dc2a..56861bb98a 100644
--- a/docs/wiki/feature/hearing.md
+++ b/docs/wiki/feature/hearing.md
@@ -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" %}
diff --git a/docs/wiki/feature/hellfire.md b/docs/wiki/feature/hellfire.md
index 7db6a6c47e..02f6395fd7 100644
--- a/docs/wiki/feature/hellfire.md
+++ b/docs/wiki/feature/hellfire.md
@@ -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" %}
diff --git a/docs/wiki/feature/hitreactions.md b/docs/wiki/feature/hitreactions.md
index 01f81bd495..7d12c1cb12 100644
--- a/docs/wiki/feature/hitreactions.md
+++ b/docs/wiki/feature/hitreactions.md
@@ -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" %}
diff --git a/docs/wiki/feature/hot.md b/docs/wiki/feature/hot.md
index 19ff6f978d..787f94aa43 100644
--- a/docs/wiki/feature/hot.md
+++ b/docs/wiki/feature/hot.md
@@ -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" %}
diff --git a/docs/wiki/feature/huntIR.md b/docs/wiki/feature/huntIR.md
index 01df138809..6f882191fa 100644
--- a/docs/wiki/feature/huntIR.md
+++ b/docs/wiki/feature/huntIR.md
@@ -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
↑ | Raise camera
↓ | Lower camera
R | Reset camera
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="huntir" %}
diff --git a/docs/wiki/feature/interact-menu.md b/docs/wiki/feature/interact-menu.md
index 01a732cf7a..ed6cbe4434 100644
--- a/docs/wiki/feature/interact-menu.md
+++ b/docs/wiki/feature/interact-menu.md
@@ -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!*
diff --git a/docs/wiki/feature/interaction.md b/docs/wiki/feature/interaction.md
index 8747b4f1a7..7e34645687 100644
--- a/docs/wiki/feature/interaction.md
+++ b/docs/wiki/feature/interaction.md
@@ -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!*
diff --git a/docs/wiki/feature/inventory.md b/docs/wiki/feature/inventory.md
index 0e25c713b8..3e91d4b217 100644
--- a/docs/wiki/feature/inventory.md
+++ b/docs/wiki/feature/inventory.md
@@ -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" %}
diff --git a/docs/wiki/feature/javelin.md b/docs/wiki/feature/javelin.md
index 82f5981433..cda8293727 100644
--- a/docs/wiki/feature/javelin.md
+++ b/docs/wiki/feature/javelin.md
@@ -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 Ctrl + Tab ↹.
- 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" %}
diff --git a/docs/wiki/feature/kestrel4500.md b/docs/wiki/feature/kestrel4500.md
index cf5a3f4ddd..c7ae1e94a0 100644
--- a/docs/wiki/feature/kestrel4500.md
+++ b/docs/wiki/feature/kestrel4500.md
@@ -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" %}
diff --git a/docs/wiki/feature/laser.md b/docs/wiki/feature/laser.md
index e82a98fe67..d63eeb4999 100644
--- a/docs/wiki/feature/laser.md
+++ b/docs/wiki/feature/laser.md
@@ -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" %}
diff --git a/docs/wiki/feature/laserpointer.md b/docs/wiki/feature/laserpointer.md
index 76404805b7..e6a79e6d13 100644
--- a/docs/wiki/feature/laserpointer.md
+++ b/docs/wiki/feature/laserpointer.md
@@ -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 Ctrl + L (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" %}
diff --git a/docs/wiki/feature/logistics-uavbattery.md b/docs/wiki/feature/logistics-uavbattery.md
index b1a7cd40b3..1a69bb135b 100644
--- a/docs/wiki/feature/logistics-uavbattery.md
+++ b/docs/wiki/feature/logistics-uavbattery.md
@@ -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 ⊞ Win (ACE3 default key bind `Interact Key`)
- Select `Recharge`
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="logistics_uavbattery" %}
diff --git a/docs/wiki/feature/logistics-wirecutter.md b/docs/wiki/feature/logistics-wirecutter.md
index 0a74c8094c..c277d2dedc 100644
--- a/docs/wiki/feature/logistics-wirecutter.md
+++ b/docs/wiki/feature/logistics-wirecutter.md
@@ -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 ⊞ Win (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" %}
diff --git a/docs/wiki/feature/magazinerepack.md b/docs/wiki/feature/magazinerepack.md
index 2503dc4323..c9b1b8cf3d 100644
--- a/docs/wiki/feature/magazinerepack.md
+++ b/docs/wiki/feature/magazinerepack.md
@@ -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 Ctrl + ⊞ Win (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" %}
diff --git a/docs/wiki/feature/main.md b/docs/wiki/feature/main.md
index 1c3792ccb6..3300a9c5a1 100644
--- a/docs/wiki/feature/main.md
+++ b/docs/wiki/feature/main.md
@@ -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!*
diff --git a/docs/wiki/feature/map-gestures.md b/docs/wiki/feature/map-gestures.md
index 8defad4e79..f48c737394 100644
--- a/docs/wiki/feature/map-gestures.md
+++ b/docs/wiki/feature/map-gestures.md
@@ -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 Left Mouse Btn.
-
-## 2. Dependencies
-
-{% include dependencies_list.md component="map_gestures" %}
diff --git a/docs/wiki/feature/map.md b/docs/wiki/feature/map.md
index 619b6849b6..3c8c868b30 100644
--- a/docs/wiki/feature/map.md
+++ b/docs/wiki/feature/map.md
@@ -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" %}
diff --git a/docs/wiki/feature/maptools.md b/docs/wiki/feature/maptools.md
index 29138f4e5a..c6f4903780 100644
--- a/docs/wiki/feature/maptools.md
+++ b/docs/wiki/feature/maptools.md
@@ -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 ALT + LMB to start the line, left click again to end it.
- To delete a line press Del 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" %}
diff --git a/docs/wiki/feature/markers.md b/docs/wiki/feature/markers.md
index 3336a074bb..0a8764a2a1 100644
--- a/docs/wiki/feature/markers.md
+++ b/docs/wiki/feature/markers.md
@@ -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
Note:
Does not work in Editor Preview! Conflicts with vanilla teleport keybind.
-
-## 2. Dependencies
-
-{% include dependencies_list.md component="markers" %}
diff --git a/docs/wiki/feature/medical-ai.md b/docs/wiki/feature/medical-ai.md
index cecf8d53b1..9f553596de 100644
--- a/docs/wiki/feature/medical-ai.md
+++ b/docs/wiki/feature/medical-ai.md
@@ -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" %}
diff --git a/docs/wiki/feature/medical-blood.md b/docs/wiki/feature/medical-blood.md
index ba2cef29b0..2a044328a3 100644
--- a/docs/wiki/feature/medical-blood.md
+++ b/docs/wiki/feature/medical-blood.md
@@ -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
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="medical_blood" %}
diff --git a/docs/wiki/feature/medical-system.md b/docs/wiki/feature/medical-system.md
index 7846413b08..cbe5ddd695 100644
--- a/docs/wiki/feature/medical-system.md
+++ b/docs/wiki/feature/medical-system.md
@@ -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" %}
diff --git a/docs/wiki/feature/medical_menu.md b/docs/wiki/feature/medical_menu.md
index 186b39a144..14f3391aac 100644
--- a/docs/wiki/feature/medical_menu.md
+++ b/docs/wiki/feature/medical_menu.md
@@ -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" %}
diff --git a/docs/wiki/feature/microdagr.md b/docs/wiki/feature/microdagr.md
index f3c8d7a68c..779e19618a 100644
--- a/docs/wiki/feature/microdagr.md
+++ b/docs/wiki/feature/microdagr.md
@@ -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" %}
diff --git a/docs/wiki/feature/missileguidance.md b/docs/wiki/feature/missileguidance.md
index 8928cd2ab2..0c96184300 100644
--- a/docs/wiki/feature/missileguidance.md
+++ b/docs/wiki/feature/missileguidance.md
@@ -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 N the `FLTR` LED should light up.
- Aim at the target and hold Tab ↹ a crosshair will appear and the `SEEK` LED will light up.
- Fire!
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="missileguidance" %}
diff --git a/docs/wiki/feature/missionmodules.md b/docs/wiki/feature/missionmodules.md
index 1f3fdb7418..c4a1f9e5e9 100644
--- a/docs/wiki/feature/missionmodules.md
+++ b/docs/wiki/feature/missionmodules.md
@@ -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" %}
diff --git a/docs/wiki/feature/mk6mortar.md b/docs/wiki/feature/mk6mortar.md
index de08727a41..33b5f68c7b 100644
--- a/docs/wiki/feature/mk6mortar.md
+++ b/docs/wiki/feature/mk6mortar.md
@@ -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 ⊞ Win 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" %}
diff --git a/docs/wiki/feature/modules.md b/docs/wiki/feature/modules.md
index f74777e3c1..1ac6953188 100644
--- a/docs/wiki/feature/modules.md
+++ b/docs/wiki/feature/modules.md
@@ -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 framework documentation about the module component.
diff --git a/docs/wiki/feature/movement.md b/docs/wiki/feature/movement.md
index ee4c295959..bd13c5ccc4 100644
--- a/docs/wiki/feature/movement.md
+++ b/docs/wiki/feature/movement.md
@@ -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 ctrl + V (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" %}
diff --git a/docs/wiki/feature/mx2a.md b/docs/wiki/feature/mx2a.md
index 068260c3be..0c4258767f 100644
--- a/docs/wiki/feature/mx2a.md
+++ b/docs/wiki/feature/mx2a.md
@@ -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" %}
diff --git a/docs/wiki/feature/nametags.md b/docs/wiki/feature/nametags.md
index e0b57faca9..d8ef04364d 100644
--- a/docs/wiki/feature/nametags.md
+++ b/docs/wiki/feature/nametags.md
@@ -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" %}
diff --git a/docs/wiki/feature/nightvision.md b/docs/wiki/feature/nightvision.md
index 679bd1b846..20459bf022 100644
--- a/docs/wiki/feature/nightvision.md
+++ b/docs/wiki/feature/nightvision.md
@@ -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 ALT + PageUP and ALT + PageDOWN to adjust NVG brightness (ACE3 default key bind `Increase/Decrease NVG Brightness`).
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="nightvision" %}
diff --git a/docs/wiki/feature/nlaw.md b/docs/wiki/feature/nlaw.md
index 471a6bdc38..a0cf040788 100644
--- a/docs/wiki/feature/nlaw.md
+++ b/docs/wiki/feature/nlaw.md
@@ -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: Tab)
- 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" %}
diff --git a/docs/wiki/feature/noidle.md b/docs/wiki/feature/noidle.md
index c6df8e37e7..f1213cff55 100644
--- a/docs/wiki/feature/noidle.md
+++ b/docs/wiki/feature/noidle.md
@@ -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" %}
diff --git a/docs/wiki/feature/noradio.md b/docs/wiki/feature/noradio.md
index f27fd717d3..c2d1ccc722 100644
--- a/docs/wiki/feature/noradio.md
+++ b/docs/wiki/feature/noradio.md
@@ -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" %}
diff --git a/docs/wiki/feature/norearm.md b/docs/wiki/feature/norearm.md
index a4027a9bb3..c924416e9c 100644
--- a/docs/wiki/feature/norearm.md
+++ b/docs/wiki/feature/norearm.md
@@ -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" %}
diff --git a/docs/wiki/feature/optics.md b/docs/wiki/feature/optics.md
index 0de83f673d..93c2cf4ad0 100644
--- a/docs/wiki/feature/optics.md
+++ b/docs/wiki/feature/optics.md
@@ -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" %}
diff --git a/docs/wiki/feature/optionsmenu.md b/docs/wiki/feature/optionsmenu.md
index 68aa84ab71..d1e9623c95 100644
--- a/docs/wiki/feature/optionsmenu.md
+++ b/docs/wiki/feature/optionsmenu.md
@@ -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.*
diff --git a/docs/wiki/feature/overheating.md b/docs/wiki/feature/overheating.md
index eaad8357a5..be397344e7 100644
--- a/docs/wiki/feature/overheating.md
+++ b/docs/wiki/feature/overheating.md
@@ -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" %}
diff --git a/docs/wiki/feature/overpressure.md b/docs/wiki/feature/overpressure.md
index e27fcce297..e9c8ab15c6 100644
--- a/docs/wiki/feature/overpressure.md
+++ b/docs/wiki/feature/overpressure.md
@@ -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" %}
diff --git a/docs/wiki/feature/parachute.md b/docs/wiki/feature/parachute.md
index 6404c21af2..143ac910ed 100644
--- a/docs/wiki/feature/parachute.md
+++ b/docs/wiki/feature/parachute.md
@@ -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 Ctrl+⊞ Win (ACE3 default).
- Select `Cut Parachute`
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="parachute" %}
diff --git a/docs/wiki/feature/pylons.md b/docs/wiki/feature/pylons.md
index c490b33fb2..382c2af7f9 100644
--- a/docs/wiki/feature/pylons.md
+++ b/docs/wiki/feature/pylons.md
@@ -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" %}
diff --git a/docs/wiki/feature/rangecard.md b/docs/wiki/feature/rangecard.md
index f2e9039d5b..4a7dee56d3 100644
--- a/docs/wiki/feature/rangecard.md
+++ b/docs/wiki/feature/rangecard.md
@@ -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.
-
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="rangecard" %}
diff --git a/docs/wiki/feature/realisticnames.md b/docs/wiki/feature/realisticnames.md
index f6aa9ba262..5767560f47 100644
--- a/docs/wiki/feature/realisticnames.md
+++ b/docs/wiki/feature/realisticnames.md
@@ -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" %}
diff --git a/docs/wiki/feature/rearm.md b/docs/wiki/feature/rearm.md
index ae7fcb1612..9d0033e498 100644
--- a/docs/wiki/feature/rearm.md
+++ b/docs/wiki/feature/rearm.md
@@ -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 framework description.
-
-## 5. Dependencies
-
-{% include dependencies_list.md component="rearm" %}
diff --git a/docs/wiki/feature/recoil.md b/docs/wiki/feature/recoil.md
index 49a8a8c421..8c26b3b69a 100644
--- a/docs/wiki/feature/recoil.md
+++ b/docs/wiki/feature/recoil.md
@@ -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" %}
diff --git a/docs/wiki/feature/refuel.md b/docs/wiki/feature/refuel.md
index 73f8b63249..d7f3f88e6d 100644
--- a/docs/wiki/feature/refuel.md
+++ b/docs/wiki/feature/refuel.md
@@ -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" %}
diff --git a/docs/wiki/feature/reload.md b/docs/wiki/feature/reload.md
index 97be510e9a..497dfcefa2 100644
--- a/docs/wiki/feature/reload.md
+++ b/docs/wiki/feature/reload.md
@@ -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 Ctrl + R (ACE3 default key bind `Check Ammo`).
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="reload" %}
diff --git a/docs/wiki/feature/reloadlaunchers.md b/docs/wiki/feature/reloadlaunchers.md
index 11f1163751..c35727e19f 100644
--- a/docs/wiki/feature/reloadlaunchers.md
+++ b/docs/wiki/feature/reloadlaunchers.md
@@ -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 ⊞ Win and aim at your buddy's launcher.
- Select `reload launcher`.
- Select the type of ammo.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="reloadlaunchers" %}
diff --git a/docs/wiki/feature/repair.md b/docs/wiki/feature/repair.md
index f27639b5e9..2130f2484f 100644
--- a/docs/wiki/feature/repair.md
+++ b/docs/wiki/feature/repair.md
@@ -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" %}
-
diff --git a/docs/wiki/feature/respawn.md b/docs/wiki/feature/respawn.md
index 639b87ed9a..cc915d9734 100644
--- a/docs/wiki/feature/respawn.md
+++ b/docs/wiki/feature/respawn.md
@@ -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 ⊞ Win (ACE3 default key bind `Interaction key`).
- Select teleport to (base / rallypoint).
-
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="respawn" %}
diff --git a/docs/wiki/feature/safemode.md b/docs/wiki/feature/safemode.md
index 95b3fd1e3c..81307f89a1 100644
--- a/docs/wiki/feature/safemode.md
+++ b/docs/wiki/feature/safemode.md
@@ -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 Ctrl + ` (QWERTY layout) (ACE3 default key bind `Safe Mode`).
- To turn it off press Ctrl + ` (QWERTY layout) again or switch firing mode.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="safemode" %}
diff --git a/docs/wiki/feature/sandbags.md b/docs/wiki/feature/sandbags.md
index 61d7b9d143..8d82a32f6b 100644
--- a/docs/wiki/feature/sandbags.md
+++ b/docs/wiki/feature/sandbags.md
@@ -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 Ctrl+⊞ Win (ACE3 default).
- Select `Deploy sandbag`.
- Follow the instruction on screen.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="sandbag" %}
diff --git a/docs/wiki/feature/scopes.md b/docs/wiki/feature/scopes.md
index ce5d3f4de4..9b8dd69f14 100644
--- a/docs/wiki/feature/scopes.md
+++ b/docs/wiki/feature/scopes.md
@@ -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
-
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="scopes" %}
diff --git a/docs/wiki/feature/sitting.md b/docs/wiki/feature/sitting.md
index 708174bfc8..bc186f3594 100644
--- a/docs/wiki/feature/sitting.md
+++ b/docs/wiki/feature/sitting.md
@@ -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 Ctrl+⊞ Win (ACE3 default).
- Select `Sit Down`.
- To stand up press the self interaction key ⊞ Win (ACE3 default) and select `Stand Up`.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="sitting" %}
diff --git a/docs/wiki/feature/slideshow.md b/docs/wiki/feature/slideshow.md
index d99a8f2940..43bb89c2fb 100644
--- a/docs/wiki/feature/slideshow.md
+++ b/docs/wiki/feature/slideshow.md
@@ -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 ⊞ Win (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" %}
diff --git a/docs/wiki/feature/smallarms.md b/docs/wiki/feature/smallarms.md
index c792a6e4f6..ecdcf03500 100644
--- a/docs/wiki/feature/smallarms.md
+++ b/docs/wiki/feature/smallarms.md
@@ -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" %}
diff --git a/docs/wiki/feature/spectator.md b/docs/wiki/feature/spectator.md
index cfc3cce0fa..6df29687f9 100644
--- a/docs/wiki/feature/spectator.md
+++ b/docs/wiki/feature/spectator.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Spectator
+component: spectator
description: A flexible spectator system.
group: feature
category: interaction
@@ -73,7 +74,3 @@ The O hotkey can be used to toggle unit and group drawing on and off.
### 1.10 Projectile drawing
The P 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" %}
diff --git a/docs/wiki/feature/spotting-scope.md b/docs/wiki/feature/spotting-scope.md
index d982eaa92c..e2d97a2e73 100644
--- a/docs/wiki/feature/spotting-scope.md
+++ b/docs/wiki/feature/spotting-scope.md
@@ -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 Ctrl+⊞ Win (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" %}
diff --git a/docs/wiki/feature/switchunits.md b/docs/wiki/feature/switchunits.md
index 69aa140cf9..9421728379 100644
--- a/docs/wiki/feature/switchunits.md
+++ b/docs/wiki/feature/switchunits.md
@@ -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 LMB 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.
diff --git a/docs/wiki/feature/tacticallader.md b/docs/wiki/feature/tacticallader.md
index 135b56e5fc..49094403b5 100644
--- a/docs/wiki/feature/tacticallader.md
+++ b/docs/wiki/feature/tacticallader.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Tactical Ladder
+component: tacticalladder
description: Adds a deployable ladder with adjustable height that you can transport on your back.
group: feature
category: equipment
@@ -22,7 +23,3 @@ Adds a deployable ladder with adjustable height that you can transport on your b
- Self interact Ctrl+⊞ Win (ACE3 default).
- Select `Deploy ladder`.
- You can adjust it's position and height by interacting with it ⊞ Win (ACE3 default) and following the instructions on screen.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="tacticalladder" %}
diff --git a/docs/wiki/feature/tagging.md b/docs/wiki/feature/tagging.md
index ee937d4734..9478c88b64 100644
--- a/docs/wiki/feature/tagging.md
+++ b/docs/wiki/feature/tagging.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Tagging
+component: tagging
description: Adds a can of spray paint which allows you to tag buildings, walls and other static objects.
group: feature
category: equipment
@@ -21,7 +22,3 @@ Adds a can of spray paint which allows you to tag buildings, walls and other sta
### 2.1 Using the Spray
- Self interact Ctrl+⊞ Win (ACE3 default).
- Select `Tag` and select the wanted type.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="tagging" %}
diff --git a/docs/wiki/feature/testmissions.md b/docs/wiki/feature/testmissions.md
index 372d11d25c..30202f0352 100644
--- a/docs/wiki/feature/testmissions.md
+++ b/docs/wiki/feature/testmissions.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Test Missions
+component: testmissions
description: Adds ACE3 Test Missions.
group: feature
category: general
@@ -16,7 +17,3 @@ version:
## 1. Overview
Adds an ACE3 Test Missions
-
-## 2. Dependencies
-
-{% include dependencies_list.md component="testmissions" %}
diff --git a/docs/wiki/feature/thermals.md b/docs/wiki/feature/thermals.md
index e46a57f377..93eedaf27e 100644
--- a/docs/wiki/feature/thermals.md
+++ b/docs/wiki/feature/thermals.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Thermals
+component: thermals
description: Improves thermal properties.
group: feature
category: equipment
@@ -16,7 +17,3 @@ version:
### 1.1 Body Warmth
Adjusts the thermal properties of humans making them less like torches.
-
-## 2. Dependencies
-
-{% include dependencies_list.md component="thermals" %}
diff --git a/docs/wiki/feature/tripod.md b/docs/wiki/feature/tripod.md
index 6147c14b9e..9fb22ab2a4 100644
--- a/docs/wiki/feature/tripod.md
+++ b/docs/wiki/feature/tripod.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Tripod
+component: tripod
description: Adds a packable tripod deployable on the field.
group: feature
category: equipment
@@ -25,7 +26,3 @@ Adds a packable tripod deployable on the field. It features a flat part to deplo
- Select `Place SSWT kit`.
To adjust or pick up the tripod just interact with it ⊞ Win and select the desired action.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="tripod" %}
diff --git a/docs/wiki/feature/ui.md b/docs/wiki/feature/ui.md
index c43769e0e9..120d1704bd 100644
--- a/docs/wiki/feature/ui.md
+++ b/docs/wiki/feature/ui.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: User Interface
+component: ui
description: Selective User Interface framework and other tweaks.
group: feature
category: general
@@ -15,8 +16,3 @@ version:
## 1. Overview
User Interface component adds the ability for almost every element in vanilla Arma to be hidden and shown on the fly, as well as frameworks for modders and mission makers to add their own elements and toggle them as necessary. In addition it removes vignette (black borders around the edges) and changes the chat contrast on the map to allow easier reading.
-
-
-## 2. Dependencies
-
-{% include dependencies_list.md component="ui" %}
diff --git a/docs/wiki/feature/vector.md b/docs/wiki/feature/vector.md
index d4092e0b62..72c620999a 100644
--- a/docs/wiki/feature/vector.md
+++ b/docs/wiki/feature/vector.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Vector
+component: vector
description: Adds a realistic depiction of the Vector 21 rangefinder.
group: feature
category: equipment
@@ -97,7 +98,3 @@ Polish version of this manual with some comments and small additional section
/polska wersja tego dokumentu opatrzona komentarzami oraz niewielkim dodatkiem:
http://pgm.armaonline.pl/forum/viewtopic.php?f=15&t=548
-
-## 4. Dependencies
-
-{% include dependencies_list.md component="vector" %}
diff --git a/docs/wiki/feature/vehicledamage.md b/docs/wiki/feature/vehicledamage.md
index 6ec910e14b..12dd1d4a19 100644
--- a/docs/wiki/feature/vehicledamage.md
+++ b/docs/wiki/feature/vehicledamage.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Vehicle Damage
+component: vehicle_damage
description: Enhances vanilla armoured vehicle damage simulation.
group: feature
category: realism
@@ -132,7 +133,3 @@ When hit, HEAT warheads will be defeated and no damage will be applied. If hit w
- Enable experimental car damage. System will apply vehicle damage simulation to "car" types (trucks, SUVs, Humvees, etc.). Not fully tested and could be immbalanced causing weird behaviours.
- Default: Off
-
-## 4. Dependencies
-
-{% include dependencies_list.md component="vehicle_damage" %}
diff --git a/docs/wiki/feature/vehiclelock.md b/docs/wiki/feature/vehiclelock.md
index ccd594ec16..a210a5c4cd 100644
--- a/docs/wiki/feature/vehiclelock.md
+++ b/docs/wiki/feature/vehiclelock.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Vehicle Lock
+component: vehiclelock
description: The vehicle lock module enables locking vehicles and their inventory.
group: feature
category: interaction
@@ -22,7 +23,3 @@ Locking, unlocking and picking vehicle locks is possible via the ACE Interact me
Note:
Different locking modes can be set, consult with your mission maker for more information.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="vehiclelock" %}
diff --git a/docs/wiki/feature/vehicles.md b/docs/wiki/feature/vehicles.md
index 480130cfba..d9bff3c0f4 100644
--- a/docs/wiki/feature/vehicles.md
+++ b/docs/wiki/feature/vehicles.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Vehicles
+component: vehicles
description: Various tweaks to vehicles and vehicle weapons.
group: feature
category: realism
@@ -55,7 +56,3 @@ Adds the ability to prevent the automatic shut-off of the engine when exiting ve
### 2.2 Turning the speed limiter on / off
- To turn the speed limiter on press Del.
- To turn it off press Del again.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="vehicles" %}
diff --git a/docs/wiki/feature/viewdistance.md b/docs/wiki/feature/viewdistance.md
index 0f0b4c602b..ff4099c28d 100644
--- a/docs/wiki/feature/viewdistance.md
+++ b/docs/wiki/feature/viewdistance.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: View Distance
+component: viewdistance
description: The view distance module adds extra view distance settings
group: feature
category: interaction
@@ -19,7 +20,3 @@ ACE3 View Distance adds the ability to have different view distance settings whe
- When in-game, press ESC.
- Click `ACE Options` in the top-left corner.
- Scroll down to the `Client View Distance` settings.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="viewdistance" %}
diff --git a/docs/wiki/feature/volume.md b/docs/wiki/feature/volume.md
index fb34c7bdf2..ec913c7715 100644
--- a/docs/wiki/feature/volume.md
+++ b/docs/wiki/feature/volume.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Volume Toggle
+component: volume
description: Ability to toggle volume of game and music.
group: feature
category: general
@@ -29,7 +30,3 @@ Adds the possibility of setting a keybind to toggle volume of game and music. It
1. Set the keybind in ACE controls
2. Enable the feature in ACE options
3. Change the options to your liking
-
-## 4. Dependencies
-
-{% include dependencies_list.md component="volume" %}
diff --git a/docs/wiki/feature/weaponselect.md b/docs/wiki/feature/weaponselect.md
index d175695949..e148b89355 100644
--- a/docs/wiki/feature/weaponselect.md
+++ b/docs/wiki/feature/weaponselect.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Weapon Select
+component: weaponselect
description: Ability to quickly select weapons using the number keys.
group: feature
category: interaction
@@ -36,7 +37,3 @@ Changes the grenade selection key bindings to help prevent accidents.
Quick weapon selection is not bound by default, but can be bound in the controls menu under `ACE3 Weapons`.
Quick vehicle weapon selection is not bound by default, but can be bound in the controls menu under `ACE3 Vehicles`.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="weaponselect" %}
diff --git a/docs/wiki/feature/weather.md b/docs/wiki/feature/weather.md
index c2c86a9462..c7a0b0f15e 100644
--- a/docs/wiki/feature/weather.md
+++ b/docs/wiki/feature/weather.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Weather
+component: weather
description: The Weather module overrides the mission/editor weather setting with a synchronized realistic weather simulation.
group: feature
category: realism
@@ -21,7 +22,3 @@ ACE3 Weather extends the existing weather by temperature, humidity and air press
### 2.1 Wind info
- Wind info is toggled on/off using SHIFT + K.
- The arrow representing wind info is based on [Beaufort scale](http://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale)
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="weather" %}
diff --git a/docs/wiki/feature/winddeflection.md b/docs/wiki/feature/winddeflection.md
index 459172d90d..ad36c73c69 100644
--- a/docs/wiki/feature/winddeflection.md
+++ b/docs/wiki/feature/winddeflection.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Wind Deflection
+component: winddeflection
description: The wind deflection module simulates wind deflection of projectiles.
group: feature
category: realism
@@ -21,8 +22,3 @@ Wind Deflection simulates the wind deflection of projectiles fired by players an
Note:
The only affected projectiles are bullets and grenades. Mortar shells, tank shells, missiles and rockets are not affected.
-
-
-## 2. Dependencies
-
-{% include dependencies_list.md component="winddeflection" %}
diff --git a/docs/wiki/feature/yardage450.md b/docs/wiki/feature/yardage450.md
index 9a2466e149..c089a5775d 100644
--- a/docs/wiki/feature/yardage450.md
+++ b/docs/wiki/feature/yardage450.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Yardage 450
+component: yardage450
description: Adds the Bushnell Yardage Pro Sport 450 Laser Rangefinder.
group: feature
category: equipment
@@ -23,7 +24,3 @@ Adds the Bushnell Yardage Pro Sport 450 Laser Rangefinder.
- Tap R once to activate the device.
- Sight the target and Hold R until `TARGET AQCUIRED` appears on top of the screen.
- The range in meters should now appear at the bottom of the screen.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="yardage450" %}
diff --git a/docs/wiki/feature/zeus.md b/docs/wiki/feature/zeus.md
index d3c3638f1d..dfb072e9af 100644
--- a/docs/wiki/feature/zeus.md
+++ b/docs/wiki/feature/zeus.md
@@ -1,6 +1,7 @@
---
layout: wiki
title: Zeus
+component: zeus
description: The Zeus module improves the Vanilla functionality.
group: feature
category: interaction
@@ -17,7 +18,3 @@ ACE3 Zeus is enabled by default. This feature provides control over vanilla aspe
## 2. Usage
ACE3 Zeus can be disabled or modified via a module in the 2D editor.
-
-## 3. Dependencies
-
-{% include dependencies_list.md component="zeus" %}
diff --git a/tools/extract_dependencies.py b/tools/extract_dependencies.py
index 1d017d61fa..e28eb6cd9c 100644
--- a/tools/extract_dependencies.py
+++ b/tools/extract_dependencies.py
@@ -94,7 +94,7 @@ def main():
jekyll_statement = "".join([
"{% if include.component == \"" + folder + "\" %}\n",
- "{}\n".format(data),
+ "- {}\n".format(data.replace(", ", "\n- ")),
"{% endif %}\n"
])