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 %} +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 enablDoes 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 meDifferent 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 anThe 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" ])