diff --git a/documentation/development/Documentation guidelines and tips.md b/documentation/development/Documentation guidelines and tips.md new file mode 100644 index 0000000000..620d4d9343 --- /dev/null +++ b/documentation/development/Documentation guidelines and tips.md @@ -0,0 +1,63 @@ +--- +layout: wiki +title: Documentation guidelines and tips +group: development +parent: wiki +order: 19 +--- + +# Documentation guidelines + + + + + +## Example entry +``` +--- +layout: wiki +title: Mission Modules +group: feature +parent: wiki +--- + +## 1. Overview + +### 1.1 Sub-feature 1 +Short description of sub-feature 1. + +### 1.2 Sub-feature 2 +Short description of sub-feature 2. + +## 2. Usage + +### 2.1 thing n°1 +- Step 1. +- Step 2. +- Step 3. + +### 2.2 thing n°2 +- Step 1. +- Step 2. +- Step 3. + +## 3. Dependencies +`ace_something` + +## 4. Guides +``` + +# Guidelines + +- A line between each entry like above. +- Remove each entry that is not used. +- Don't forget to say what you're going to work on in #documentation in slack or [this topic] (https://github.com/acemod/ACE3/issues/1166) +- Keybinds in ``` thoses thingies ``` +- Keywords in ``` `thoses thingies` ``` +- Capitals at the start of a sentence and `.`at the end. +- VERIFY EVERYTHING IN GAME, ALL THE THINGS + +# Tips + +- Use http://dillinger.io/ to keep your sanity +- [Markdown cheat sheet] (https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet) diff --git a/documentation/feature/ai.md b/documentation/feature/ai.md index 67a8afc7c0..18f76562fa 100644 --- a/documentation/feature/ai.md +++ b/documentation/feature/ai.md @@ -7,25 +7,25 @@ order: 5 parent: wiki --- -## Overview +## 1. Overview -### Adjusted AI skill values +### 1.1 Adjusted AI skill values The idea here is to reduce the AI's godlike aiming capabilties while retaining it's high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim. Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill. -### Firing in burst mode +### 1.2 Firing in burst mode AIs will now use the automatic mode of their weapons on short distances, instead of always relying on firing single shots in quick succession. -### Longer engagement ranges +### 1.3 Longer engagement ranges The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic. -### No deadzones in CQB +### 1.4 No deadzones in CQB Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE 3 removes this behaviour mostly notable in CQB by adding a valid firing mode. -### No scripting +### 1.5 No scripting All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI. -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/aircraft.md b/documentation/feature/aircraft.md index c3696e37d9..19aec0337c 100644 --- a/documentation/feature/aircraft.md +++ b/documentation/feature/aircraft.md @@ -7,38 +7,40 @@ order: 5 parent: wiki --- -## Overview +## 1. Overview -### Adjusted flight behaviour +### 1.1 Adjusted flight behaviour Changes the flight behaviour of various aircraft. -### Various adjustments to aircraft and gunships munitions +### 1.2 Various adjustments to aircraft and gunships munitions - Higher capacity magazines for the Comanche. - Gatling rate of fire (ROF) increased. - AP rockets have less splash damage. -### Missile lock warnings +### 1.3 Missile lock warnings Adds missile-lock warning systems to helicopters and planes based on the various real life capabilities. -### Semi-automatic flare mode +### 1.4 Semi-automatic flare mode Adds the semi-automatic flare mode known from Arma 2. The key to switch the mode still exists in Arma 3's key settings, but is unused. -### Ejecting from pilot and copilot seats +### 1.5 Ejecting from pilot and copilot seats Pilots and copilots of all helicopters can now eject. -### Laser marker for Wildcat +### 1.6 Laser marker for Wildcat Adds a laser marker to the copilot seat of the Wildcat. -### HUD for AH-9 +### 1.7 HUD for AH-9 Adds a HUD to the AH-9 based on the Comanche's HUD. - -## Usage - -### Adjusted flight behaviour +## 1.8 Adjusted flight behaviour Changes the flight behaviour of various aircraft. +## 2. Usage -## Dependencies +### 2.1 Switching flare modes +- ctrl+c (by default) + + +## 3. Dependencies `ace_common` diff --git a/documentation/feature/attach.md b/documentation/feature/attach.md index ffb43ce263..fafe4bf501 100644 --- a/documentation/feature/attach.md +++ b/documentation/feature/attach.md @@ -6,30 +6,32 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Attach items to uniform +### 1.1 Attach items to uniform Allows players to attach IR grenades and chemlights to themselves. -### IR Strobe + +### 1.2 IR Strobe Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades. -## Usage +## 2. Usage -### Attaching to yourself -- Press the self interaction key -- Go to the equipment section -- Choose the item to attach/detach +### 2.1 Attaching to yourself +- Self interact left windows (by default). +- Choose `equipment`. +- Choose `attach item`. +- Select which item you want to attach. +- Same thing to detach. -### Attaching to a vehicle -- Approach the vehicle and use the interaction key -- Go to the attach item section -- Choose the item and where you want to place it - -To detach the item use the interaction key from outside the vehicle +### 2.2 attaching to a vehicle +- Interact with the vehicle ctrl+left windows . +- Choose `attach item`. +- Select your item and follow the instructions on the screen. +- To detach the item it's the same as placing it, use the interaction key from outside the vehicle. -## Dependencies +## 3. Dependencies `ace_interaction` diff --git a/documentation/feature/backpacks.md b/documentation/feature/backpacks.md index 857d6aae16..aedfb37d6a 100644 --- a/documentation/feature/backpacks.md +++ b/documentation/feature/backpacks.md @@ -6,18 +6,11 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Lock backpack -Adds the ability to lock backpacks. Locked backpacks can't be accessed by others. +### 1.1 Zipping sounds +A zipper sound rings out, if someone tries to open your backpack. This helps to prevent banana theft. - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/captives.md b/documentation/feature/captives.md index a81d107082..398210781e 100644 --- a/documentation/feature/captives.md +++ b/documentation/feature/captives.md @@ -6,41 +6,39 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Take captives +### 1.1 Take captives Introduces a captivity system for taking and moving prisoners. -### Load and unload captives into / from vehicles +### 1.2 Load and unload captives into / from vehicles You can load and unload captives from vehicles using ACE 3 interactions. -### Frisk captives +### 1.3 Frisk captives You can frisk a restrained captive. -### Surrendering +### 1.4 Surrendering You can surrender. While surrendering AI will cease fire. +## 2. Usage -## Usage - -### Capturing a target -- You need cable ties. -- Approach the target and use the interaction button. +### 2.1 Capturing someone +- You need `cable ties`. +- Approach the victim / convict and use the interaction button left windows (by default). - The interaction is around the hands in the form of a handcuffs icon. -- To release, interact with the captive. +- To free someone simply use that icon again. -### Escorting a captive -- Interact with the captive. -- Select the "Escort prisoner" option. -- To stop escorting just scroll down or use self interaction. +### 2.2 Escorting a captive +- Interact with the captive left windows (by default). +- Select the escort prisoner option. +- To stop escorting just scroll down and select `release` or use self interaction ctrl+left windows (by default) and select `release`. -### Loading and unloading a captive in a vehicle -- Escort the captive. +### 2.3 Loading and unloading a captive in vehicle +- Escort the person. - Approach the vehicle you desire to load the captive in. -- Interact with the vehicle and load the captive. -- To unload, interact with the vehicle. +- Interact with the vehicle left windows (by default) and load him. +- Same for unloading, interact with the vehicle then unload. - -## Dependencies +## 3. Dependencies `ace_interaction` diff --git a/documentation/feature/difficulties.md b/documentation/feature/difficulties.md index 962d7f9ff0..97bf5de4b4 100644 --- a/documentation/feature/difficulties.md +++ b/documentation/feature/difficulties.md @@ -6,18 +6,11 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Elite mode adjustments +### 1.1 Elite mode adjustments Adjusts the default settings for the hardest difficulty to more closely resemble A2 settings. (No crosshair, stat screen, death messages...) - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/disarming.md b/documentation/feature/disarming.md index 94597c87fc..ef9bb74c42 100644 --- a/documentation/feature/disarming.md +++ b/documentation/feature/disarming.md @@ -6,21 +6,18 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. - -### Sub-feature 2 -Short description of sub-feature 2. +### 1.1 Searching someone +You can search the inventory and disarm someone that is unconscious or captive. -## Usage +## 2. Usage -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +### 2.1 Disarming someone +- Interact with the person that is unconscious or captive ctrl+left windows . +- Select `open inventory`. - -## Dependencies +## 3. Dependencies `ace_interaction` diff --git a/documentation/feature/disposable.md b/documentation/feature/disposable.md index 75c85f1280..5b79ae3481 100644 --- a/documentation/feature/disposable.md +++ b/documentation/feature/disposable.md @@ -6,18 +6,11 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### NLAW disposable anti tank weapon +### 1.1 NLAW disposable anti tank weapon Makes the NLAW disposable and provides the tools for other addons to do the same. - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/dragging.md b/documentation/feature/dragging.md index befe1b5606..df699bbe8f 100644 --- a/documentation/feature/dragging.md +++ b/documentation/feature/dragging.md @@ -6,20 +6,24 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. -### Sub-feature 2 -Short description of sub-feature 2. +### 1.1 Dragging and carrying +This adds the option to drag or carry people or objects. +## 2. Usage -## Usage +### 2.1 Dragging / carrying a person +- You can only drag or carry an unconscious / injured person +- Interact with the person left windows (by default) +- Choose `drag`or `carry` +- To release someone scroll down and use `release` or self interact ctrl+left windows (by default) and `release` -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +### 2.2 dragging / carrying an object +- Interact with the Object left windows (by default) +- Chose `drag`or `carry` +- To release an object scroll down and use `release` or self interact ctrl+left windows (by default) and `release` - -## Dependencies +## 3. Dependencies `ace_interaction` diff --git a/documentation/feature/explosives.md b/documentation/feature/explosives.md index 43ab609fdd..de3500a9d3 100644 --- a/documentation/feature/explosives.md +++ b/documentation/feature/explosives.md @@ -6,24 +6,35 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Advanced explosives placement +### 1.1 Advanced explosives placement Enables more precise placement of explosives. -### More trigger types +### 1.2 More trigger types Offers different trigger types, like clackers and dead man switches. -### Attack explosives to vehicles +### 1.3 Attack explosives to vehicles Enables attaching explosives to vehicles. +## 2. Usage -## Usage +### 2.1 Placing explosives +- Use self interaction ctrl + left windows (by default) +- Navigate to `explosives` +- Choose your explosive type and follow the instructions on the screen -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +### 2.2 Arming and detonating explosives +- Interact with the explosive left windows (by default) +- Choose the arming method +- For clackers `self interact` -> `explosives` -> `detonate` +### 2.3 Defusing explosives +- A `defusal kit`is needed +- Interact with the explosive left windows (by default) +- Then choose `disarm` +- You are now free to pick it up. -## Dependencies +## 3. Dependencies `ace_interaction` diff --git a/documentation/feature/flashsuppressors.md b/documentation/feature/flashsuppressors.md index c78ba31679..eebf908369 100644 --- a/documentation/feature/flashsuppressors.md +++ b/documentation/feature/flashsuppressors.md @@ -6,21 +6,10 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +Adds flash suppressors, they reduce the muzzle flash of your weapon. -### Sub-feature 2 -Short description of sub-feature 2. - - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/frag.md b/documentation/feature/frag.md index e6b74de8e7..949597aad2 100644 --- a/documentation/feature/frag.md +++ b/documentation/feature/frag.md @@ -6,21 +6,10 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +Adds a shrapnel system for explosives. -### Sub-feature 2 -Short description of sub-feature 2. - - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/gforces.md b/documentation/feature/gforces.md index ed4340967c..fcc4758ee5 100644 --- a/documentation/feature/gforces.md +++ b/documentation/feature/gforces.md @@ -6,21 +6,10 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +Adds G-force induced tunnel vision and unconsciousness. -### Sub-feature 2 -Short description of sub-feature 2. - - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/goggles.md b/documentation/feature/goggles.md index ad65958e82..17e9670d1b 100644 --- a/documentation/feature/goggles.md +++ b/documentation/feature/goggles.md @@ -6,20 +6,19 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Visual Effects for eyewear +### 1.1 Visual Effects for eyewear Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on the screen in rain. Causes dirt to appear on the screen when dirt is kicked up -nearby (e.g. explsions, rotor wash, bullet impacts). +nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast). -## Usage +## 2. Usage -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +### 2.1 Cleaning your goggles +-To clean your goggles press shift+alt+T(default keybind) - -## Dependencies +## 3. Dependencies `ace_common` diff --git a/documentation/feature/grenades.md b/documentation/feature/grenades.md index 603b5300fe..4cfe023e1f 100644 --- a/documentation/feature/grenades.md +++ b/documentation/feature/grenades.md @@ -6,24 +6,28 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Throw modes +### 1.1 Throw modes Provides different modes for throwing grenades (high throw, precision throw and drop mode). -### Hand flares -Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares. +### 1.2 Hand flares +Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares by making them brighter and last longer. -### M84 stun grenade +### 1.3 M84 stun grenade Adds stun grenade. This will also affect AI. -## Usage +## 2. Usage -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +### 2.1 Switching between throw modes +- Press 8 (by default) + +### 2.2 Switching between grenades +- Press 6 (by default) to switch between `LETHAL` grenades +- Press 7 (by default) to switch between `NON LETHAL` grenades -## Dependencies +## 3. Dependencies `ace_common` diff --git a/documentation/missionmaker/classnames.md b/documentation/missionmaker/classnames.md new file mode 100644 index 0000000000..62d80afe98 --- /dev/null +++ b/documentation/missionmaker/classnames.md @@ -0,0 +1,241 @@ +--- +layout: wiki +title: Classnames +group: missionmaker +order: 11 +parent: wiki +--- + +### Atragmx +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- | +ACE_ATragMX | ATragMX | ACE_ItemCore | + +### Attachable +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- | +ACE_IR_Strobe_Item | IR strobe | ACE_ItemCore | + +### Ballistics +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- | +ACE_100Rnd_65x39_caseless_mag_Tracer_Dim | 6.5mm IR-DIM | Magazine | +ACE_200Rnd_65x39_cased_Box_Tracer_Dim | 6.5mm IR-DIM | Magazine | +ACE_30Rnd_65x39_caseless_mag_Tracer_Dim | 6.5mm IR-DIM | Magazine | +ACE_30Rnd_65x39_caseless_green_mag_Tracer_Dim | 6.5mm IR-DIM | Magazine | +ACE_30Rnd_556x45_Stanag_M995_AP_mag | 5.56mm AP | Magazine | +ACE_30Rnd_556x45_Stanag_Mk262_mag | 5.56mm Mk262 | Magazine | +ACE_30Rnd_556x45_Stanag_Mk318_mag | 5.56mm Mk318 | Magazine | +ACE_30Rnd_556x45_Stanag_Tracer_Dim | 5.56mm IR-DIM | Magazine | +ACE_20Rnd_762x51_Mag_Tracer | 7.62mm Tracer | Magazine | +ACE_20Rnd_762x51_Mag_Tracer_Dim | 7.62mm IR-DIM | Magazine | +ACE_20Rnd_762x51_Mag_SD | 7.62mm SD | Magazine | +ACE_10Rnd_762x51_M118LR_Mag | 7.62mm M118LR | Magazine | +ACE_10Rnd_762x51_Mk316_Mod_0_Mag | 7.62mm Mk316 | Magazine| +ACE_10Rnd_762x51_Mk319_Mod_0_Mag | 7.62mm Mk319 | Magazine | +ACE_10Rnd_762x51_M993_AP_Mag | 7.62mm AP | Magazine | +ACE_20Rnd_762x51_M118LR_Mag | 7.62mm M118LR | Magazine | +ACE_20Rnd_762x51_Mk316_Mod_0_Mag | 7.62mm Mk316 | Magazine | +ACE_20Rnd_762x51_Mk319_Mod_0_Mag | 7.62mm Mk319 | Magazine | +ACE_20Rnd_762x51_M993_AP_Mag | 7.62mm AP | Magazine | +ACE_20Rnd_762x67_Mk248_Mod_0_Mag | 7.62mm Mk248 | Magazine | +ACE_20Rnd_762x67_Mk248_Mod_1_Mag | 7.62mm Mk248 | Magazine | +ACE_20Rnd_762x67_Berger_Hybrid_OTM_Mag | 7.62mm OTM | Magazine | +ACE_30Rnd_65x47_Scenar_mag | 6.5mm Lapua | Magazine | +ACE_30Rnd_65_Creedmor_mag | 6.5mm CM | Magazine | +ACE_10Rnd_338_300gr_HPBT_Mag |.338 HPBT | Magazine | +ACE_10Rnd_338_API526_Mag |.338 AP | Magazine | +ACE_5Rnd_127x99_Mag | 12.7mm | Magazine | +ACE_5Rnd_127x99_API_Mag | 12.7mm API | Magazine | +ACE_5Rnd_127x99_AMAX_Mag | 12.7mm | Magazine | +ACE_30Rnd_9x19_mag | 9x19mm | Magazine | +ACE_16Rnd_9x19_mag | 9x19mm | Magazine | +ACE_10Rnd_762x54_Tracer_mag | 7.62mm | Magazine | + +### Captive +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_CableTie | cable tie | ACE_ItemCore | + +### Common +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_Banana | banana | ACE_ItemCore | + +### Disposable +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_launch_NLAW_Used_F | used NLAW | Weapon | + +### Explosives +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_Clacker| M57 Firing Device | ACE_ItemCore | +ACE_M26_Clacker| M26 Firing Device | ACE_ItemCore | +ACE_DefusalKit | Defusal Kit | ACE_ItemCore | +ACE_DeadManSwitch | Dead Man's Switch | ACE_ItemCore | +ACE_Cellphone | Cellphone | ACE_ItemCore | + +### Grenades +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_HandFlare_White | M127A1 Hand Held Signal (White) | Grenade | +ACE_HandFlare_Red | M127A1 Hand Held Signal (Red | Grenade | +ACE_HandFlare_Green | M127A1 Hand Held Signal (Green) | Grenade | +ACE_HandFlare_Yellow | M127A1 Hand Held Signal (Yellow) | Grenade | +ACE_M84 | M84 Stun Grenade | + +### hearing +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_EarPlugs | Ear Plugs | ACE_ItemCore | + +### Kestrel +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_Kestrel4500 | Kestrel 4500NV | ACE_ItemCore | + +### Laser pointers +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +acc_pointer_IR | Laser Pointer (red) | Weapon accessory | +ACE_acc_pointer_red | Laser Pointer (green) | Weapon accessory | +ACE_acc_pointer_green_IR | Laser Pointer (green) | Weapon accessory | +ACE_acc_pointer_green | Laser Pointer (green) | Weapon accessory | + +### logistics +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_UAVBattery | UAV Battery | ACE_ItemCore | +ACE_wirecutter | Wirecutter | ACE_ItemCore | + +### Map tools +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_MapTools | Map Tools | ACE_ItemCore | + +# Medical +`added in 3.0.0.3` + + +classname | in game name | type | +--------- | --------- | --------- +ACE_atropine | Atropin autoinjector | ACE_ItemCore | +ACE_fieldDressing | Bandage (Basic) | ACE_ItemCore | +ACE_elasticBandage | Bandage (Elastic) | ACE_ItemCore | +ACE_quikclot | Basic Field Dressing (QuikClot) | ACE_ItemCore | +ACE_bloodIV | Blood IV (1000ml) | ACE_ItemCore | +ACE_bloodIV_500 | Blood IV (500ml) | ACE_ItemCore | +ACE_bloodIV_250 | Blood IV (250ml) | ACE_ItemCore | +ACE_bodyBag | Bodybag | ACE_ItemCore | +ACE_epinephrine | Epinephrine autoinjector | ACE_ItemCore | +ACE_morphine | Morphine autoinjector | ACE_ItemCore | +ACE_packingBandage | Packing Bandage | ACE_ItemCore | +ACE_personalAidKit | Personal Aid Kit | ACE_ItemCore | +ACE_plasmaIV | Plasma IV (1000ml) | ACE_ItemCore | +ACE_plasmaIV_500 | Plasma IV (500ml) | ACE_ItemCore | +ACE_plasmaIV_250 | Plasma IV (250ml) | ACE_ItemCore | +ACE_salineIV | Saline IV (1000ml) | ACE_ItemCore | +ACE_salineIV_500 | Saline IV (500ml) | ACE_ItemCore | +ACE_salineIV_250 | Saline IV (250ml) | ACE_ItemCore | +ACE_surgicalKit | Surgical Kit | ACE_ItemCore | +ACE_tourniquet | Tourniquet (CAT) | ACE_ItemCore | + +### Microdagr +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_microDAGR | MicroDAGR GPS | ACE_ItemCore | + +classname | in game name | type | +--------- | --------- | --------- +ACE_RangeTable_82mm | 82mm Rangetable | ACE_ItemCore | + +### Nightvision +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_NVG_Gen1 | NV Goggles (Gen1) | Nvgs | +ACE_NVG_Gen2 | NV Goggles (Gen2) | Nvgs | +ACE_NVG_Gen3 | NV Goggles (Gen3) | Nvgs | +ACE_NVG_Gen4 | NV Goggles (Gen4) | Nvgs | +ACE_NVG_Wide | NV Goggles (Wide) | Nvgs | + + +### Optics +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_optic_Arco_2D | ARCO (2D) | Weapon accessory | +ACE_optic_Arco_PIP | ARCO (PIP) | Weapon accessory | +ACE_optic_LRPS_2D | LRPS (2D) | Weapon accessory | +ACE_optic_LRPS_PIP | LRPS (PIP) | Weapon accessory | +ACE_optic_SOS_2D| MOS (2D) | Weapon accessory | +ACE_optic_SOS_PIP | MOS (PIP) | Weapon accessory | +ACE_optic_MRCO_2D | MRCO (2D) | Weapon accessory | +ACE_optic_MRCO_PIP | MRCO (PIP) | Weapon accessory | +ACE_optic_Hamr_2D | RCO (2D) | Weapon accessory | +ACE_optic_Hamr_PIP | RCO (PIP) | Weapon accessory | + +### Overheating +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_SpareBarrel | Spare barrel | ACE_ItemCore | + +### Parachute +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_Altimeter | Altimeter Watch | ACE_ItemCore | +ACE_NonSteerableParachute | Non-Steerable Parachute | Backpack | + +### Vector +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_Vector | Vector 21 | Binoculars | + +### Vehicle lock +`added in 3.0.0.3` + +classname | in game name | type | +--------- | --------- | --------- +ACE_key_master | Vehicle Key: Master | ACE_ItemCore | +ACE_key_lockpick | Lockpick | ACE_ItemCore | +ACE_key_west | Vehicle Key: West | ACE_ItemCore | +ACE_key_east | Vehicle Key: East | ACE_ItemCore | +ACE_key_indp | Vehicle Key: Independent | ACE_ItemCore | +ACE_key_civ | Vehicle Key: Civilian | ACE_ItemCore |