Wiki - Fix dependencies list on wiki (#10109)

* Fix dependencies list on wiki

* laser-guided

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* Update docs/wiki/feature/xm157.md

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Moved medical_menu to medical-gui

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
This commit is contained in:
johnb432 2024-08-12 15:16:27 +02:00 committed by GitHub
parent 198c09dccd
commit 5e65e56c5e
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
36 changed files with 580 additions and 39 deletions

View File

@ -6,7 +6,7 @@ class CfgPatches {
units[] = {"ACE_Item_ATragMX"};
weapons[] = {"ACE_ATragMX"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_Advanced_Ballistics", "ACE_common", "ACE_weather"};
requiredAddons[] = {"ace_advanced_ballistics", "ace_common", "ace_weather"};
author = ECSTRING(common,ACETeam);
authors[] = {"Ruthberg"};
url = ECSTRING(main,URL);

View File

@ -6,7 +6,7 @@ class CfgPatches {
units[] = {"ACE_Item_Kestrel4500"};
weapons[] = {"ACE_Kestrel4500"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_common", "ACE_weather"};
requiredAddons[] = {"ace_common", "ace_weather"};
author = ECSTRING(common,ACETeam);
authors[] = {ECSTRING(common,ACETeam), "Ruthberg"};
url = ECSTRING(main,URL);

View File

@ -6,7 +6,7 @@ class CfgPatches {
units[] = {"ACE_Item_RangeCard"};
weapons[] = {"ACE_RangeCard"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_Advanced_Ballistics","ace_scopes"};
requiredAddons[] = {"ace_advanced_ballistics", "ace_scopes"};
author = ECSTRING(common,ACETeam);
authors[] = {"Ruthberg"};
url = ECSTRING(main,URL);

View File

@ -1,2 +1,4 @@
source 'https://rubygems.org'
gem 'github-pages'
gem 'tzinfo-data'
gem 'webrick'

View File

@ -21,16 +21,18 @@ Because `ace_zeus` is being removed you must also remove any components that req
## 2. Dependencies
{% assign pages_by_title = site.pages | sort: "title" %}
{% assign pages_by_title = site.pages | sort_natural: "title" %}
{% for page in pages_by_title %}
{%- if page.group == 'feature' and page.component -%}
### {{ page.title }}
{%- unless page.version.removed -%}
### {{ page.title }}
{% capture component %}{{ page.component }}{% endcapture %}
{% include dependencies_list.md component=component %}
{% 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 %}
{%- if page.core_component -%}
_Note: This module is required by nearly all other modules. Do NOT remove it!_
{% endif %}
{% endunless %}
{% endif %}
{% endfor %}

View File

@ -0,0 +1,30 @@
---
layout: wiki
title: Artillery Tables
component: artillerytables
description: Adds universal rangetables for artillery.
group: feature
category: equipment
parent: wiki
mod: ace
version:
major: 3
minor: 13
patch: 0
---
## 1. Overview
### 1.1 Features
- Adds a rangetable to accurately take out your target without the artillery computer.
- Shows accurate elevation and azimuth.
- Optionally adds wind deflection and air friction for shells.
- Optionally disables artillery computers.
## 2. Usage
### 2.1 Opening a rangetable
- Enter a piece of artillery.
- Use Self Interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select `Equipment`.
- Select the rangetable of the piece of artillery you are in.

View File

@ -0,0 +1,41 @@
---
layout: wiki
title: Cargo
component: cargo
description: Adds the ability to transport cargo using vehicles.
group: feature
category: interaction
parent: wiki
mod: ace
version:
major: 3
minor: 3
patch: 0
---
## 1. Overview
Adds the ability to load and unload cargo from vehicles. Unloading can happen via two methods: Regular unloading and deploying, where you can preplace the item before it's unloaded.
## 2. Usage
### 2.1 Loading an object
- Interact with the object to be loaded <kbd>⊞ win</kbd>.
- Select the `Load` option.
- Select which vehicle you want to load the object in.
- Wait for the progress bar to finish. To cancel loading, press <kbd>Escape</kbd>.
### 2.2 Checking a vehicle's cargo
- Interact with the vehicle whose cargo is to b e checked <kbd>⊞ win</kbd>.
- Select the `Cargo` option.
### 2.3 Unloading an object from a vehicle
- Open the vehicle's cargo menu (see "Checking a vehicle's cargo")
- Press `Unload`.
- Wait for the progress bar to finish. To cancel unloading, press <kbd>Escape</kbd>.
### 2.4 Deploying an object from a vehicle
- Open the vehicle's cargo menu (see "Checking a vehicle's cargo")
- Press `Deploy`.
- Use the mouse to fine tune the placement of the object.
- When ready to place, press left click to start deploying the object.
- Wait for the progress bar to finish. To cancel deploying, press <kbd>Escape</kbd>.

View File

@ -0,0 +1,17 @@
---
layout: wiki
title: Casings
component: casings
description: Adds infantry bullet casings on the ground when weapons are fired.
group: feature
category: realism
parent: wiki
mod: ace
version:
major: 3
minor: 15
patch: 0
---
## 1. Overview
Spits out casings from infantry weapons when fired.

View File

@ -0,0 +1,22 @@
---
layout: wiki
title: Cook-off
component: cookoff
description: Adds cook-off effects to vehicles and ammunition boxes that have had their ammunition detonated or that have been destroyed.
group: feature
category: realism
parent: wiki
mod: ace
version:
major: 3
minor: 7
patch: 0
---
## 1. Overview
### 1.1 Features
- Adds engine fires when a vehicle's engine is damaged heavily.
- Optionally adds fire if a vehicle suffers ammunition detonations (requires `Vehicle Damage` to be enabled).
- Optionally adds ammunition detonation if a vehicle is destroyed.
- Optionally adds ammunition detonation if an ammunition box is destroyed or hit with explosive, incendiary or tracer ammunition.

View File

@ -0,0 +1,40 @@
---
layout: wiki
title: Dog Tags
component: dogtags
description: Adds dog tags to units.
group: feature
category: realism
parent: wiki
mod: ace
version:
major: 3
minor: 7
patch: 0
---
## 1. Overview
Provides dog tags to units, which include name, social security number and blood type as information.
## 2. Usage
### 2.1 Checking a unit's dog tags
- Interact with the unconscious or dead unit whose dog tags are to be checked <kbd>⊞ win</kbd>.
- Select the `Dog Tag` option.
- Select the `Check` option.
### 2.2 Taking a unit's dog tags
- Interact with the unconscious or dead unit whose dog tags are to be checked <kbd>⊞ win</kbd>.
- Select the `Dog Tag` option.
- Select the `Take` option.
- If the one of the two dog tags has already been taken, it will inform you and not give you the 2nd dog tag
### 2.3 Checking what dog tags you have via self-interaction
- Use Self Interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select the `Equipment` option.
- Select the `Check Dog Tag` option.
### 2.4 Checking what dog tags you have via context menu
- Open your inventory and find the dog tag you want to inspect.
- Double click the item.
- Click `Check Dog Tag`.

View File

@ -0,0 +1,30 @@
---
layout: wiki
title: Field Rations
component: field_rations
description: Adds a thirst and hunger system, along with food to replenish those.
group: feature
category: realism
parent: wiki
mod: acex
version:
major: 3
minor: 4
patch: 0
---
## 1. Overview
Simulates hunger and thirst which need to be replenished. This system is affected by other modules, such as weather and medical, and can in turn affect fatigue.
## 2. Usage
### 2.1 Satiate hunger/Quench thirst via self-interaction
- Pick up a drink.
- Use Self Interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select the `Survival` option.
- Choose an item to consume.
### 2.2 Satiate hunger/Quench thirst via context menu
- Open your inventory and find the item you want to consume.
- Double click the item.
- Click `Eat/Drink`.

View File

@ -0,0 +1,23 @@
---
layout: wiki
title: Field Manual
component: fieldmanual
description: Adds ACE3 content to the field manual.
group: feature
category: general
parent: wiki
mod: ace
version:
major: 3
minor: 16
patch: 0
---
## 1. Overview
Provides information on items and mechanics that ACE3 adds.
## 2. Usage
### 2.1 Opening the field manual
- Press <kbd>Escape</kbd>.
- Press `Field Manual`.

View File

@ -0,0 +1,32 @@
---
layout: wiki
title: Gestures
component: gestures
description: Adds gestures that can be used for communication.
group: feature
category: interaction
parent: wiki
mod: ace
version:
major: 3
minor: 4
patch: 0
---
## 1. Overview
Adds the ability to use 14 gestures for communication.
## 2. Usage
### 2.1 Using gestures via self-interaction
- Use Self Interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select the `Gestures` option.
### 2.2 Rebinding keybinds for gestures
- Press <kbd>Escape</kbd>.
- Select `Options`.
- Select `Controls`.
- Select `Configure Addons`.
- Select `ACE Gestures`.

View File

@ -0,0 +1,32 @@
---
layout: wiki
title: Gun Bag
component: gunbag
description: Adds a gun bag that can be used to store a weapon.
group: feature
category: equipment
parent: wiki
mod: ace
version:
major: 3
minor: 6
patch: 0
---
## 1. Overview
Adds easy handling and storage of an additional weapon in a backpack.
## 2. Usage
### 2.1 Interacting with your gun bag via self-interaction
- Use Self Interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select the `Equipment` option.
- Select the `Gunbag` option.
### 2.2 Interacting with your gun bag via the ACE arsenal
- Open an ACE arsenal.
- Get yourself a gun bag if you don't have one already.
- Select the primary weapon or backpack tab to interact with weapon.
### 2.3 Interacting with another unit's gun bag
- Interact with the unit <kbd>⊞ win</kbd>.

View File

@ -19,7 +19,7 @@ redirect_from: "/wiki/featurex"
<h2>General</h2>
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign feature_list = site.pages | sort_natural: "title" %}
{% assign group = 'feature' %}
{% assign category = 'general' %}
{% include feature_list %}
@ -30,7 +30,7 @@ redirect_from: "/wiki/featurex"
<h2>Interaction</h2>
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign feature_list = site.pages | sort_natural: "title" %}
{% assign group = 'feature' %}
{% assign category = 'interaction' %}
{% include feature_list %}
@ -41,7 +41,7 @@ redirect_from: "/wiki/featurex"
<h2>Realism</h2>
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign feature_list = site.pages | sort_natural: "title" %}
{% assign group = 'feature' %}
{% assign category = 'realism' %}
{% include feature_list %}
@ -52,7 +52,7 @@ redirect_from: "/wiki/featurex"
<h2>Equipment</h2>
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign feature_list = site.pages | sort_natural: "title" %}
{% assign group = 'feature' %}
{% assign category = 'equipment' %}
{% include feature_list %}

View File

@ -0,0 +1,17 @@
---
layout: wiki
title: Kill Tracker
component: killtracker
description: Tracks deaths/kills and displays them at the mission end.
group: feature
category: general
parent: wiki
mod: acex
version:
major: 3
minor: 1
patch: 0
---
## 1. Overview
Provides a method of tracking kills/deaths and displays them in the mission end screen.

View File

@ -0,0 +1,22 @@
---
layout: wiki
title: Logistics - Rope
component: logistics_rope
description: Adds ropes.
group: feature
category: equipment
parent: wiki
mod: ace
version:
major: 3
minor: 14
patch: 0
---
<div class="panel callout">
<h5>Note:</h5>
<p>Ropes were moved from fastroping to logistics_rope in 3.14.0, but were introduced in 3.12.6!</p>
</div>
## 1. Overview
Adds several rope items of different lengths that are required for fastroping and towing.

View File

@ -0,0 +1,17 @@
---
layout: wiki
title: Maverick
component: maverick
description: Adds pylon magazines with laser-guided AGM-65 Maverick L and KH25ML.
group: feature
category: equipment
parent: wiki
mod: ace
version:
major: 3
minor: 11
patch: 0
---
## 1. Overview
Adds pylon magazines with laser-guided AGM-65 Maverick L and KH25ML.

View File

@ -0,0 +1,22 @@
---
layout: wiki
title: Medical GUI
component: medical_gui
description: Adds the medical menu and interactions.
group: feature
category: realism
parent: wiki
mod: ace
version:
major: 3
minor: 13
patch: 0
---
<div class="panel callout">
<h5>Note:</h5>
<p>The medical menu was moved from medical_menu to medical_gui in 3.13.0, but was originally introduced in 3.3.0!</p>
</div>
## 1. Overview
Adds the medical menu, which can be limited to vehicles / disabled by the mission maker. It also provides interactions, which can be used in conjunction or instead of the medical menu.

View File

@ -1,17 +0,0 @@
---
layout: wiki
title: Medical Menu
component: medical_menu
description: Adds the medical menu.
group: feature
category: realism
parent: wiki
mod: ace
version:
major: 3
minor: 3
patch: 0
---
## 1. Overview
Adds the medical menu, this is entirely optional and can be limited to vehicles / disabled by the mission maker.

View File

@ -0,0 +1,17 @@
---
layout: wiki
title: Metis
component: metis
description: Converts the vanilla "Vorona" Missile Guidance into ACE SACLOS Guidance.
group: feature
category: equipment
parent: wiki
mod: ace
version:
major: 3
minor: 13
patch: 0
---
## 1. Overview
Converts the vanilla "Vorona" Missile Guidance into ACE SACLOS Guidance.

View File

@ -0,0 +1,25 @@
---
layout: wiki
title: Mine Detector
component: minedetector
description: Adds 2 mine detectors, as well as a framework to implement your own.
group: feature
category: equipment
parent: wiki
mod: ace
version:
major: 3
minor: 6
patch: 0
---
## 1. Overview
Provides a system for implementing mine detectors and adds 2 of its own (`VMH3`, `VMM3`).
## 2. Usage
### 2.1 Interacting with the mine detector
- Select your mine detector.
- Use Self Interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select the `Equipment` option.
- Select the `Metal detector` option.

View File

@ -18,7 +18,6 @@ version:
### 1.1 Mk6 Mortar overhaul
ACE3 adds wind deflection for shells as well as a rangetable to accurately take out your target without the artillery computer. If ammunition handling is enabled, rounds must be loaded manually.
## 2. Usage
### 2.1 Switching charge
@ -32,7 +31,6 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
### 2.2 Getting your shells to land where you want.
For this you need a `82mm Rangetable`, `Map Tools` and a `Vector 21` are also recommended.
- Get the distance and elevation difference between you and the target (you can use map tools).
- Select the charge you want to use (0 = close / 1 = medium / 2 = far).
- Open the `82mm Rangetable`

View File

@ -0,0 +1,27 @@
---
layout: wiki
title: Quick-mount
component: quickmount
description: Adds a keybind to quickly mount vehicles.
group: feature
category: interaction
parent: wiki
mod: ace
version:
major: 3
minor: 10
patch: 0
---
## 1. Overview
Provides a method for quickly getting into vehicles, as well as vehicle seat interactions.
## 2. Usage
### 2.1 Quick-mount
- Assign keybind (unbound by default).
- Press keybind when looking at vehicle.
### 2.1 Loading an object
- Interact with the object to be mount up in <kbd>⊞ win</kbd>.
- Select the `Get In` option.

View File

@ -0,0 +1,19 @@
---
layout: wiki
title: Realistic Weights
component: realisticweights
description: More realistic weapon weights.
group: feature
category: realism
parent: wiki
mod: ace
version:
major: 3
minor: 7
patch: 0
---
## 1. Overview
### 1.1 Real weights
Changes the weights of weapons to their respective real-world counterparts whenever possible.

View File

@ -16,4 +16,4 @@ version:
## 1. Overview
Adds an ACE3 Test Missions
Adds ACE3 Test Missions.

View File

@ -0,0 +1,33 @@
---
layout: wiki
title: Towing
component: towing
description: Adds the ability to tow vehicles.
group: feature
category: interaction
parent: wiki
mod: ace
version:
major: 3
minor: 14
patch: 0
---
## 1. Overview
Adds the ability to tow vehicles.
## 2. Usage
It is recommended to not have anyone in the towed vehicle!
### 2.1 Adding a tow rope between two vehicles
- Pick up a rope.
- Interact with the vehicle that is going to tow <kbd>⊞ win</kbd>.
- Select `Towing`.
- Select whichever rope you want.
- Place the first attachment point on the towing vehicle wherever you want.
- Place the second attachment point on the towed vehicle wherever you want.
### 2.2 Removing a tow rope between two vehicles
- Interact with either vehicle <kbd>⊞ win</kbd>.
- Select `Towing`.

View File

@ -0,0 +1,42 @@
---
layout: wiki
title: Trenches
component: trenches
description: Provides players with the capability of digging trenches.
group: feature
category: interaction
parent: wiki
mod: ace
version:
major: 3
minor: 5
patch: 0
---
## 1. Overview
Provides players with the capability of digging trenches.
## 2. Usage
You can see if any tool/backpack is defined as an entrenching tool by opening the ACE arsenal and looking at the stats box.
### 2.1 Digging a trench
- Pick up an entrenching tool.
- Use Self Interact <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
- Select the `Equipment` option.
- Select which trench type you want to build.
- Use the mouse to place the trench how you want.
- When ready to place, press left click to start digging.
- Wait for the progress bar to finish. To stop digging, press <kbd>Escape</kbd>.
### 2.2 Removing a trench
- Pick up an entrenching tool.
- Interact with the trench to remove <kbd>⊞ win</kbd>.
- Select the `Remove Trench` option.
- Wait for the progress bar to finish. To stop removing, press <kbd>Escape</kbd>.
### 2.3 Continue digging a trench
- Pick up an entrenching tool.
- Interact with the trench to continue to dig <kbd>⊞ win</kbd>.
- Select the `Continue Digging Trench` option.
- Wait for the progress bar to finish. To stop digging, press <kbd>Escape</kbd>.

View File

@ -1,6 +1,7 @@
---
layout: wiki
title: Viewports
component: viewports
description: Allows crew to look through periscopes.
group: feature
category: interaction

View File

@ -0,0 +1,17 @@
---
layout: wiki
title: View Restrictions
component: viewrestriction
description: Adds the ability to enforce certain view modes.
group: feature
category: realism
parent: wiki
mod: acex
version:
major: 3
minor: 0
patch: 0
---
## 1. Overview
Restricts view modes according to the settings chosen.

View File

@ -0,0 +1,27 @@
---
layout: wiki
title: XM157
component: xm157
description: Adds a framework for the XM157 scope.
group: feature
category: general
parent: wiki
mod: ace
version:
major: 3
minor: 15
patch: 1
---
## 1. Overview
Adds a framework for the XM157 scope. Does NOT add the scope itself.
## 2. Usage
### 2.1 Ranging
- Press <kbd>Tab</kbd> for rangefinding.
- Use <kbd>PageUP</kbd> and <kbd>PageDOWN</kbd> to manually increase/decrease respectively.
### 2.2 Menu navigation
- Use <kbd>Delete</kbd> and <kbd>End</kbd> to cycle through menus.
- Use <kbd>PageUP</kbd> and <kbd>PageDOWN</kbd> to increase/decrease values respectively.

View File

@ -28,7 +28,7 @@ redirect_from:
<div class="large-12 columns">
<nav>
<ul class="columns">
{% assign pages_list = site.pages | sort: "title" %}
{% assign pages_list = site.pages | sort_natural: "title" %}
{% assign group = 'framework' %}
{% include pages_list %}
</ul>

View File

@ -23,7 +23,7 @@ parent: wiki
<div class="large-12 columns">
<nav>
<ul class="columns">
{% assign pages_list = site.pages | sort: "title" %}
{% assign pages_list = site.pages | sort_natural: "title" %}
{% assign group = 'functions' %}
{% include pages_list %}
</ul>

View File

@ -6,7 +6,7 @@ class CfgPatches {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {};
requiredAddons[] = {"ace_main"};
author = ECSTRING(common,ACETeam);
authors[] = {"Dystopian"};
url = ECSTRING(main,URL);

View File

@ -6,7 +6,7 @@ class CfgPatches {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {};
requiredAddons[] = {"ace_main"};
author = ECSTRING(common,ACETeam);
authors[] = {"Dystopian"};
url = ECSTRING(main,URL);

View File

@ -89,6 +89,9 @@ def main():
data += get_dependencies(line)
continue
# Sort addons alphabetically
data.sort(key=str.casefold)
data = "`, `".join(data)
data = "`{}`".format(data)