Add wiki ACEX sections and merge Mission Makers and Framework sections (#4307)

* Update documentation guidelines

* Add version info part 1

* Add version info part 2

* Add removed in version to frontmatter and tag testmissions as removed

* Add version info part 3

* Seaparate ACE3 and ACEX Features/Framework menus, Add ACEX Headless documentation

* Add ACEX support to extract_dependencies.py

* Merge useful-functions into frameworks

* Move class-names to main menu

* Prettify class-names table titles

* Fix table of contents on documentation guidelines and tips

* Merge mission-tools into frameworks

* Merge modules into frameworks

* Rename to Frameworks (plural)

* Fix capitalization in class-names

* Improve wiki menu positioning

* Add 'mod' to documentation guidelines

* Update frameworks sections description for new content

* Update wiki menu descriptions

* Fix class-names 4 digit versions

* More places for descriptions

* Include documentation in PRs if applicable note

* Add short ACE3 and ACEX description page, outlining the difference
This commit is contained in:
jonpas 2016-09-08 21:19:07 +02:00 committed by Glowbal
parent 7ca4fff674
commit 65df821e2b
38 changed files with 882 additions and 1102 deletions

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@ -1,4 +1,5 @@
**When merged this pull request will:**
- Describe what this pull request will do
- Each change in a separate line
- Include documentation if applicable
- Respect the [Development Guidelines](http://ace3mod.com/wiki/development/)

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@ -0,0 +1,12 @@
{% if include.component == "headless" %}
`acex_main`
{% endif %}
{% if include.component == "sitting" %}
`acex_main`, `ace_interaction`
{% endif %}
{% if include.component == "viewrestriction" %}
`acex_main`
{% endif %}

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@ -1,5 +1,5 @@
{% for node in feature_list %}
{% if node.group == group and node.category == category %}
{% if node.mod == mod and node.group == group and node.category == category %}
{% if page.url == node.url or (page.parent != null and node.short == page.parent) %}
<li class="active"><a href="{{ site.baseurl }}{{node.url}}" class="active">{{node.title}}</a></li>
{% else %}
@ -8,5 +8,6 @@
{% endif %}
{% endfor %}
{% assign feature_list = nil %}
{% assign mod = nil %}
{% assign group = nil %}
{% assign category = nil %}

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@ -1,5 +1,5 @@
{% for node in pages_list %}
{% if group == null or group == node.group %}
{% if node.mod == mod and node.group == group %}
{% if page.url == node.url or (page.parent != null and node.short == page.parent) %}
<li class="active"><a href="{{ site.baseurl }}{{node.url}}" class="active">{{node.title}}</a></li>
{% else %}
@ -8,4 +8,5 @@
{% endif %}
{% endfor %}
{% assign pages_list = nil %}
{% assign mod = nil %}
{% assign group = nil %}

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@ -1,34 +1,37 @@
---
layout: wiki
title: Class names
description: A list of all the class names in ACE3
group: missionmaker
title: Class Names
description: List of class names present in ACE3 and ACEX which mission makers, modders and scripters can use.
group: wiki
order: 11
parent: wiki
parent:
redirect_from: "/wiki/missionmaker/class-names.html"
---
Everything is ordered alphabetically.
You know an in-game name but want the class name? <kbd>CTRL</kbd> + <kbd>F</kbd>
## AtragMX
`added in 3.0.0.3`
## ACE3
class name | in game name | type |
### AtragMX
`Added in 3.0.0`
Class Name | In-Game Name | Type |
---------- | --------- | --------- |
ACE_ATragMX | ATragMX | ACE_ItemCore |
## Attachable
`added in 3.0.0.3`
### Attachable
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | --------- |
ACE_IR_Strobe_Item | IR strobe | ACE_ItemCore |
## Ballistics
`added in 3.0.0.3`
### Ballistics
`Added in 3.0.0`
class name | in game name | type |
Class Name | 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 |
@ -63,46 +66,46 @@ 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`
### Captive
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_CableTie | cable tie | ACE_ItemCore |
## Common
`added in 3.0.0.3`
### Common
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Banana | banana | ACE_ItemCore |
## Concertina Wire
`added in 3.1.1`
### Concertina Wire
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_ConcertinaWireCoil | Concertina Wire Coil | ThingX |
ACE_ConcertinaWire | Concertina Wire | deployed concertina wire |
## DAGR
`added in 3.1.1`
### DAGR
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_DAGR | DAGR | ACE_ItemCore |
## Disposable
`added in 3.0.0.3`
### Disposable
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_launch_NLAW_Used_F | used NLAW | Weapon |
## Explosives
`added in 3.0.0.3`
### Explosives
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Cellphone | Cellphone | ACE_ItemCore |
ACE_Clacker| M57 Firing Device | ACE_ItemCore |
@ -110,19 +113,19 @@ ACE_M26_Clacker| M26 Firing Device | ACE_ItemCore |
ACE_DefusalKit | Defusal Kit | ACE_ItemCore |
ACE_DeadManSwitch | Dead Man's Switch | ACE_ItemCore |
## Flashlights
`added in 3.3.0`
### Flashlights
`Added in 3.3.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Flashlight_MX991 | Fulton MX-991 | ACE_ItemCore |
ACE_Flashlight_KSF1 | KSF-1 | ACE_ItemCore |
ACE_Flashlight_XL50 | Maglite XL50 | ACE_ItemCore |
## Grenades
`added in 3.0.0.3`
### Grenades
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_HandFlare_White | M127A1 Hand Held Signal (White) | Grenade |
ACE_HandFlare_Red | M127A1 Hand Held Signal (Red | Grenade |
@ -130,67 +133,67 @@ ACE_HandFlare_Green | M127A1 Hand Held Signal (Green) | Grenade |
ACE_HandFlare_Yellow | M127A1 Hand Held Signal (Yellow) | Grenade |
ACE_M84 | M84 Stun Grenade | Grenade |
## Gun Bag
`added in 3.6.0.0`
### Gun Bag
`Added in 3.6.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_gunbag | Gunbag | Backpack |
ACE_gunbag_Tan | Gunbag | Backpack |
## Hearing
`added in 3.0.0.3`
### Hearing
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_EarPlugs | Earplugs | ACE_ItemCore |
## HuntIR
`added in 3.1.1`
### HuntIR
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_HuntIR_monitor | HuntIR monitor | ACE_ItemCore |
ACE_HuntIR_M203 | HuntIR Round | Grenade shell |
ACE_HuntIR_Box | HuntIR Transport Box | ammo box |
## Kestrel
`added in 3.0.0.3`
### Kestrel
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Kestrel4500 | Kestrel 4500NV | ACE_ItemCore |
## Laser Pointers
`added in 3.0.0.3`
### Laser Pointers
`Added in 3.0.0`
class name | in game name | type |
Class Name | 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`
### Logistics
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_UAVBattery | UAV Battery | ACE_ItemCore |
ACE_wirecutter | Wirecutter | ACE_ItemCore |
## Map Tools
`added in 3.0.0.3`
### Map Tools
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_MapTools | Map Tools | ACE_ItemCore |
## Medical
`added in 3.0.0.3`
### Medical
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_atropine | Atropin auto injector | ACE_ItemCore |
ACE_fieldDressing | Bandage (Basic) | ACE_ItemCore |
@ -214,25 +217,25 @@ 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`
### MicroDAGR
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_microDAGR | MicroDAGR GPS | ACE_ItemCore |
## Mine Detector
`added in 3.6.0.0`
### Mine Detector
`Added in 3.6.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_VMH3 | VMH3 | Pistol_Base_F |
ACE_VMM3 | VMM3 | Pistol_Base_F |
## MK6 Mortar
`added in 3.0.0.3`
### MK6 Mortar
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_RangeTable_82mm | 82mm Rangetable | ACE_ItemCore |
ACE_1Rnd_82mm_Mo_HE | 82mm HE Round | Magazine |
@ -241,18 +244,18 @@ ACE_1Rnd_82mm_Mo_Illum | 82mm Illumination Round | Magazine |
ACE_1Rnd_82mm_Mo_HE_Guided | 82mm Guided HE Round | Magazine |
ACE_1Rnd_82mm_Mo_HE_LaserGuided | 82mm Laser Guided HE Round | Magazine |
## M2XA
`added in 3.1.1`
### M2XA
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_MX2A | MX-2A | Binocular |
## Nightvision
`added in 3.0.0.3`
### Nightvision
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_NVG_Gen1 | NV Goggles (Gen1) | NVG |
ACE_NVG_Gen2 | NV Goggles (Gen2) | NVG |
@ -261,10 +264,10 @@ ACE_NVG_Gen4 | NV Goggles (Gen4) | NVG |
ACE_NVG_Wide | NV Goggles (Wide) | NVG |
## Optics
`added in 3.0.0.3`
### Optics
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_optic_Arco_2D | ARCO (2D) | Weapon accessory |
ACE_optic_Arco_PIP | ARCO (PIP) | Weapon accessory |
@ -277,41 +280,41 @@ 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`
### Overheating
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_SpareBarrel | Spare barrel | ACE_ItemCore |
## Parachute
### Parachute
`last modified in 3.2.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Altimeter | Altimeter Watch | ACE_ItemCore |
ACE_NonSteerableParachute | Non-Steerable Parachute | Backpack |
ACE_ReserveParachute | Reserve Parachute | Backpack |
## Rangecard
`added in 3.1.1`
### Rangecard
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_RangeCard | rangecard | ACE_ItemCore |
## Repair
`added in 3.3.0`
### Repair
`Added in 3.3.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Track | Spare Track | thingX |
ACE_Wheel | Spare Wheel | thingX |
## Respawn
### Respawn
`last modified in 3.2.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Rallypoint_West | Rallypoint West | FlagCarrier |
ACE_Rallypoint_East | Rallypoint East | FlagCarrier |
@ -320,59 +323,59 @@ ACE_Rallypoint_West_Base | Rallypoint West (Base) | FlagCarrier |
ACE_Rallypoint_East_Base | Rallypoint East (Base) | FlagCarrier |
ACE_Rallypoint_Independent_Base | Rallypoint Independent (Base) | FlagCarrier |
## Sandbag
`added in 3.1.1`
### Sandbag
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Sandbag_empty | Sandbag (empty) | ACE_ItemCore |
ACE_SandbagObject | Sandbag | ThingX |
## Spotting Scope
`added in 3.1.1`
### Spotting Scope
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_SpottingScope | Spotting Scope | ACE_ItemCore |
ACE_SpottingScopeObject | Spotting Scope (placed) | StaticATWeapon |
## Tactical Ladder
`added in 3.1.1`
### Tactical Ladder
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_TacticalLadder_Pack | Telescopic Ladder | Backpack |
ACE_Tactical_Ladder | Telescopic Ladder (placed) | house |
## Tagging
`added in 3.5.0`
### Tagging
`Added in 3.5.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_SpraypaintBlack | Spraypaint Black | ACE_ItemCore |
ACE_SpraypaintBlue | Spraypaint Blue | ACE_ItemCore |
ACE_SpraypaintGreen | Spraypaint Green | ACE_ItemCore |
ACE_SpraypaintRed | Spraypaint Red | ACE_ItemCore |
## Trenches
`added in 3.5.0`
### Trenches
`Added in 3.5.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_EntrenchingTool | Entrenching Tool | ACE_ItemCore |
## Tripod
`added in 3.1.1`
### Tripod
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Tripod | SSWT Kit | ACE_ItemCore |
ACE_TripodObject | SSWT Kit (placed) | ThingX |
## Vehicle Lock
`added in 3.0.0.3`
### Vehicle Lock
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_key_master | Vehicle Key: Master | ACE_ItemCore |
ACE_key_lockpick | Lockpick | ACE_ItemCore |
@ -381,18 +384,18 @@ ACE_key_east | Vehicle Key: East | ACE_ItemCore |
ACE_key_indp | Vehicle Key: Independent | ACE_ItemCore |
ACE_key_civ | Vehicle Key: Civilian | ACE_ItemCore |
## Vector
`added in 3.0.0.3`
### Vector
`Added in 3.0.0`
class name | in game name | type |
Class Name | In-Game Name | Type |
--------- | --------- | ---------
ACE_Vector | Vector 21 | Binoculars |
ACE_VectorDay | Vector 21 (Day) | Binoculars |
## Yardage 450
`added in 3.1.1`
### Yardage 450
`Added in 3.1.1`
class name | in game name | type |
Class Name | In-Game Name | Type |
---------- | --------- | ---------
ACE_Yardage450 | Yardage 450 | Binocular |

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@ -6,7 +6,7 @@ parent: wiki
order: 19
---
# 1. Documentation Guidelines
## 1. Documentation Guidelines
- A line between each entry like above.
- This is especially necessary for the kramdown markup syntax. Kramdown needs a line break between each block level element (paragraphs, lists, codeblocks, etc ...)
@ -18,12 +18,12 @@ order: 19
- Capitals at the start of a sentence and `.`at the end.
- Verify everything in game
## 1.1 Tips
### 1.1 Tips
- Use [http://dillinger.io/](http://dillinger.io/) to keep your sanity
- [Markdown cheat sheet](https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet)
## 1.2 Feature Template
### 1.2 Feature Template
```
---
@ -33,6 +33,7 @@ description: Description of the feature.
group: feature
category: interaction
parent: wiki
mod: ace
version:
major: 3
minor: 0
@ -72,7 +73,7 @@ Short description of sub-feature 2.
Information about other guides and pages about this feature.
```
## 1.3 Framework Template
### 1.3 Framework Template
```
---
@ -81,6 +82,7 @@ title: Component Framework
description: Description of the framework.
group: framework
parent: wiki
mod: ace
version:
major: 3
minor: 0

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@ -10,7 +10,7 @@ parent: wiki
<div class="row">
<div class="large-4 medium-4 columns">
<h1>Development</h1>
<p>If you're an aspiring developer, you'll find all necessary information here.</p>
<p>Information about developing ACE3 and ACEX, from setting up the development environment to guidelines and tips.</p>
</div>
<div class="large-8 medium-8 columns">
<nav>

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@ -28,85 +28,16 @@ The Advanced Ballistics module improves internal and external ballistics.
- Bullet trace effect for supersonic bullets (light refraction due to air pressure waves).
- A protractor for quickly measuring the inclination angle.
## 2. Usage
### 2.1 Protractor
Press <kbd>Ctrl</kbd>+<kbd>&nbsp;Shift</kbd>+<kbd>K</kbd> while using a compatible weapon to toggle the protractor. The red line indicates the current inclination angle in degrees. The protractor will disappear if you lower or holster your weapon.
- You need a compatible weapon.
- Press <kbd>Ctrl</kbd>+<kbd>&nbsp;Shift</kbd>+<kbd>K</kbd>.
- Red line indicates the current inclination angle in degrees.
- Protractor will disappear if you lower or holster your weapon.
## 3. Dependencies
`ace_ballistics`, `ace_weather`, `ace_modules`
## 4. Addon Configs:
Reference https://github.com/acemod/ACE3/blob/master/extras/CfgAmmoReference.hpp for examples of bullets with correct configs.
It is probably best to modify an example that's close to the bullet you are trying to add.
<div class="panel callout">
<h5>ALL VALUES ARE IN METRIC</h5>
</div>
### 4.1 CfgWeapons (Example M4):
- `ACE_barrelTwist=177.8;`
>1:7 inch rifle twist
7 inches * 25.4(mm/in) = 177.8 mm
Same as the Capital T in https://en.wikipedia.org/wiki/Miller_twist_rule (convert to metric)
- `ACE_barrelLength = 368.3;`
>14.5 in (370 mm)
Self explanatory
- `ACE_twistDirection`
Right handed is 1, Left is -1, none is 0
Leaving blank will default to 1 (Almost everything is right-handed)
A smooth-bore gun (e.g. shotgun) would be `0`.
### 4.2 CfgAmmo (Example B_556x45_Ball):
- `ACE_caliber=5.69;`
Bullet diameter in mm (diameter is a little different from caliber)
- `ACE_bulletLength=23.012;`
Bullet Length in mm
- `ACE_bulletMass=4.0176;`
Mass in grams (example is roughly 62 grains)
- `ACE_ammoTempMuzzleVelocityShifts[]={-27.20, -26.44, -23.76, -21.00, -17.54, -13.10, -7.95, -1.62, 6.24, 15.48, 27.75};`
Array of muzzle velocity shifts in m/s with 11 data points from -15 °C to 35 °C
Example: At 0°C the shift will be -21.0
- `ACE_ballisticCoefficients[]={0.151};`
Array of ballistic coefficients (contains one element more than the velocity boundary array)
- `ACE_velocityBoundaries[]={};`
Array of velocity boundaries
- `ACE_standardAtmosphere="ASM";`
"ASM" or "ICAO"
- `ACE_dragModel=7;`
Number that specifies the drag model [1, 2, 5, 6, 7, 8]
- `ACE_muzzleVelocities[]={723, 764, 796, 825, 843, 866, 878, 892, 906, 915, 922, 900};`
Array of muzzle velocities (same size as barrel length array)
- `ACE_barrelLengths[]={210.82, 238.76, 269.24, 299.72, 330.2, 360.68, 391.16, 419.1, 449.58, 480.06, 508.0, 609.6};`
Array of barrel lengths (same size as muzzle velocity array)
Example, when shooting with the M4 barrel (`368.3`mm).
The length is between the 5th and 6th barrelLengths (`360.68, 391.16`).
So the muzzle velocity will be between 5th and 6th muzzleVelocities (`866, 878`).
## 5. Dependencies
{% include dependencies_list.md component="advanced_ballistics" %}

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@ -1,5 +1,5 @@
---
title: Feature documentation
title: ACE3 Feature documentation
layout: default
group: subNav
order: 1
@ -9,8 +9,8 @@ parent: wiki
<div class="row">
<div class="large-12 columns">
<h1>Features</h1>
<p>Overviews and details on feature usage and implementations.</p>
<h1>ACE3 Features</h1>
<p>Overviews and details of ACE3 features, their usage and implementations.</p>
</div>
</div>
<div class="row">
@ -19,6 +19,7 @@ parent: wiki
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign mod = 'ace' %}
{% assign group = 'feature' %}
{% assign category = 'general' %}
{% include feature_list %}
@ -30,6 +31,7 @@ parent: wiki
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign mod = 'ace' %}
{% assign group = 'feature' %}
{% assign category = 'interaction' %}
{% include feature_list %}
@ -41,6 +43,7 @@ parent: wiki
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign mod = 'ace' %}
{% assign group = 'feature' %}
{% assign category = 'realism' %}
{% include feature_list %}
@ -52,6 +55,7 @@ parent: wiki
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign mod = 'ace' %}
{% assign group = 'feature' %}
{% assign category = 'equipment' %}
{% include feature_list %}

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@ -14,11 +14,7 @@ version:
## 1. Overview
Add modules that can be used by mission makers.
### 1.1 Ambient sounds
That module can be used to add ambient sounds around players, it let you choose the sounds and some parameters (distance, volume interval).
Add modules that can be used by mission makers, such as ambient sounds.
## 2. Dependencies

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@ -15,18 +15,14 @@ redirect_from: "/wiki/feature/windeflection.html"
## 1. Overview
ACE3 Wind Deflection is enabled by default. This feature simulates the wind deflection of projectiles fired by players and is designed to work independently or in conjunction with the Advanced Ballistic feature.
Wind Deflection simulates the wind deflection of projectiles fired by players and is designed to work independently or in conjunction with the Advanced Ballistic feature.
<div class="panel callout">
<h5>Note:</h5>
<p>The only affected projectiles are bullets and grenades. Mortar shells, tank shells, missiles and rockets are <b>not</b> affected.</p>
</div>
## 2. Usage
ACE3 Wind Deflection can be disabled or modified via a module or server settings.
## 3. Dependencies
## 2. Dependencies
{% include dependencies_list.md component="winddeflection" %}

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@ -0,0 +1,21 @@
---
layout: wiki
title: Headless
description: Automatic passing of AI groups to Headless Clients.
group: feature
category: general
parent: wiki
mod: acex
version:
major: 3
minor: 0
patch: 0
---
## 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 dependenciesx_list.md component="headless" %}

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@ -0,0 +1,65 @@
---
title: ACEX Feature documentation
layout: default
group: subNav
order: 1
short: wiki
parent: wiki
---
<div class="row">
<div class="large-12 columns">
<h1>ACEX Features</h1>
<p>Overviews and details of ACEX features, their usage and implementations.</p>
</div>
</div>
<div class="row">
<div class="large-3 medium-4 small-6 columns">
<h2>General</h2>
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign mod = 'acex' %}
{% assign group = 'feature' %}
{% assign category = 'general' %}
{% include feature_list %}
</ul>
</nav>
</div>
<div class="large-3 medium-4 small-6 columns">
<h2>Interaction</h2>
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign mod = 'acex' %}
{% assign group = 'feature' %}
{% assign category = 'interaction' %}
{% include feature_list %}
</ul>
</nav>
</div>
<div class="large-3 medium-4 small-6 columns">
<h2>Realism</h2>
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign mod = 'acex' %}
{% assign group = 'feature' %}
{% assign category = 'realism' %}
{% include feature_list %}
</ul>
</nav>
</div>
<div class="large-3 medium-4 small-6 columns">
<h2>Equipment</h2>
<nav>
<ul>
{% assign feature_list = site.pages | sort: "title" %}
{% assign mod = 'acex' %}
{% assign group = 'feature' %}
{% assign category = 'equipment' %}
{% include feature_list %}
</ul>
</nav>
</div>
</div>

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@ -0,0 +1,80 @@
---
layout: wiki
title: Advanced Ballistics Framework
description: Explains how to use the Advanced Ballistics framework.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
## 1. Configs Values
Reference [CfgAmmo Reference](https://github.com/acemod/ACE3/blob/master/extras/CfgAmmoReference.hpp) for examples of bullets with correct configs. It is probably best to modify an example that's close to the bullet you are trying to add.
<div class="panel callout">
<h5>All values are in METRIC units!</h5>
</div>
### 1.1 `CfgWeapons`
Example: M4
```cpp
class CfgWeapons {
class yourWeaponClass {
// >1:7 inch rifle twist
// 7 inches * 25.4(mm/in) = 177.8 mm
// Same as the Capital T in [Miller twist rule](https://en.wikipedia.org/wiki/Miller_twist_rule){:target="_blank"} (convert to metric)
ACE_barrelTwist = 177.8;
// >14.5 in (370 mm)
ACE_barrelLength = 368.3;
// Right handed is 1, Left is -1, none is 0
// Leaving blank will default to 1 (almost everything is right-handed)
// A smooth-bore gun (e.g. shotgun) would be `0`.
ACE_twistDirection = 1;
};
};
```
### 1.2 `CfgAmmo`
Example: `B_556x45_Ball`
```cpp
class CfgAmmo {
class yourAmmoClass {
// Bullet diameter in mm (diameter is a little different from caliber)
ACE_caliber = 5.69;
ACE_bulletLength = 23.012; // Bullet Length in mm
ACE_bulletMass = 4.0176; // Mass in grams (example is roughly 62 grains)
// Array of muzzle velocity shifts in m/s with 11 data points from -15 °C to 35 °C
// Example: At 0°C the shift will be -21.0
ACE_ammoTempMuzzleVelocityShifts[] = {-27.20, -26.44, -23.76, -21.00, -17.54, -13.10, -7.95, -1.62, 6.24, 15.48, 27.75};
//Array of ballistic coefficients (contains one element more than the velocity boundary array)
ACE_ballisticCoefficients[] = {0.151};
ACE_velocityBoundaries[] = {}; // Array of velocity boundaries
ACE_standardAtmosphere = "ASM"; // "ASM" or "ICAO"
ACE_dragModel = 7; // Number that specifies the drag model [1, 2, 5, 6, 7, 8]
// Array of muzzle velocities (same size as barrel length array)
ACE_muzzleVelocities[] = {723, 764, 796, 825, 843, 866, 878, 892, 906, 915, 922, 900};
// Array of barrel lengths (same size as muzzle velocity array)
// Example, when shooting with the M4 barrel (`368.3`mm).
// The length is between the 5th and 6th barrelLengths (`360.68, 391.16`).
// So the muzzle velocity will be between 5th and 6th muzzleVelocities (`866, 878`).
ACE_barrelLengths[] = {210.82, 238.76, 269.24, 299.72, 330.2, 360.68, 391.16, 419.1, 449.58, 480.06, 508.0, 609.6};
};
};
```

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@ -0,0 +1,46 @@
---
layout: wiki
title: Check PBOs Framework
description: Explains how to set-up the Check PBOs system.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
## 1. Check PBOs
If you are worried that players haven't updated ACE3 or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of 3 possible actions that are being executed when a player joins that has a wrong version of ACE3 or another mod:
- Warn once
- Warn permanent
- Kick
### 1.1 Whitelist
You can make a whitelist of mods that don't have to be on the server or are optional for clients. If you want to use the "Check all addons" option of this module and allow the usage of client side modifications like Blastcore or JSRS, you have to list them here.
The list must be in the following format: `["ADDON1","ADDON2",...]` where the strings are `CfgPatches` classes to all PBOs of the optional mod. To figure these out, you can use the scripting command `activatedAddons` in the editor while those mods are enabled.
#### 1.1.1 Example 1
Mods: `@cyp_pushtohear_a3`
Whitelist: `["cyp_pushtohear_a3"]`
#### 1.1.2 Example 2
Mods: `@BC-Phoenix`
Whitelist: `["blastcore_sun", "blastcore_smokecs", "warfxpe", "blastcore_vep"]`
#### 1.1.3 Example 3
Mods: `@cyp_pushtohear_a3`, `@BC-Phoenix`
Whitelist: `["cyp_pushtohear_a3", "blastcore_sun", "blastcore_smokecs", "warfxpe", "blastcore_vep"]`

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@ -5,6 +5,7 @@ description: Explains how to use CBA event handlers with ACE3 events used to tri
group: framework
order: 5
parent: wiki
mod: ace
---
## 1. Event Handlers

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@ -127,3 +127,46 @@ Name | Use
`IRSensor` | Explode after movement is detected in front of the mine.
`Timer` | Explode after timer drop to 0.
`Tripwire` | Explode when something touch the tripwire.
## 5. Scripting
### 5.1 Scripted Explosion
`ace_explosives_fnc_scriptedExplosion`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Explosive objects | Array | Required
1 | Delay before detonation | Number | Optional (default: `0`, randomized up to given number if negative)
**R** | None | None | Return value
#### 5.1.1 Example
`[[charge1, charge2], -3] call ace_explosives_fnc_scriptedExplosion;`
| Arguments | Explanation
---| --------- | -----------
0 | `[charge1, charge2]` | Explosive objects to detonate
1 | `-3` | Randomized delay, up to 3 seconds
### 5.2 Connect Explosive
`ace_explosives_fnc_connectExplosive`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Unit to connect to | Object | Required
1 | Explosive object to connect to | Object | Required
2 | Detonator type class name (must be present on unit) | String | Required
**R** | None | None | Return value
#### 5.2.1 Example
`[player, claymore1, "ACE_Clacker"] call ace_explosives_fnc_connectExplosive;`
| Arguments | Explanation
---| --------- | -----------
0 | `player` | Unit explosive will connect to
1 | `claymore1` | Explosive object that will be connected
2 | `"ACE_Clacker"` | Detonator type class name

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@ -1,22 +1,27 @@
---
title: Framework documentation
title: ACE3 Framework documentation
layout: default
group: subNav
order: 1
short: wiki
parent: wiki
redirect_from:
- "/wiki/missionmaker/mission-tools.html"
- "/wiki/missionmaker/modules.html"
- "/wiki/missionmaker/useful-functions.html"
---
<div class="row">
<div class="large-4 medium-4 columns">
<h1>Frameworks</h1>
<p>These are features and frameworks added by ACE3 which other mods could implement.</p>
<p>Public API implemented by ACE3 which mission makers, modders and scripters can use.</p>
</div>
<div class="large-8 medium-8 columns">
<nav>
<ul>
{% assign pages_list = site.pages | sort: "title" %}
{% assign mod = 'ace' %}
{% assign group = 'framework' %}
{% include pages_list %}
</ul>

View File

@ -1,7 +1,7 @@
---
layout: wiki
title: Advanced Missile Guidance Framework
description: The ACE3 Advanced Missile Guidance Framework provides a setup of configuration settings, functions and a execution framework for mod makers to integrate with the missile guidance and targeting mechanisms of ACE3.
title: Missile Guidance Framework
description: The ACE3 Missile Guidance Framework provides a setup of configuration settings, functions and a execution framework for mod makers to integrate with the missile guidance and targeting mechanisms of ACE3.
group: framework
order: 5
parent: wiki

View File

@ -0,0 +1,23 @@
---
layout: wiki
title: Mission Modules Framework
description: Explains how to configure the mission modules.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
## 1. Ambient Sounds
Used for ambient sounds loop (synced in multiplayer). Can be configured using a mission module.
This module randomizes the time when the sound file is played and the position where the sound file is played (if "Follow Players" is set to No).
`Minimal Distance` and `Maximal Distance` influence the position from where the sound file is played. Setting both values to 0 forces the module to play the sound from where it was placed in the editor.
`Minimal Delay` and `Maximal Delay` work in a similar fashion but are used to randomize when the sound file is played. Setting both values to 0 plays the sound from mission start.

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@ -0,0 +1,60 @@
---
layout: wiki
title: Respawn Framework
description: Explains how to set-up the rally points.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
## 1. Overview
Rallypoints is a two way teleport system between two positions. Usually this is used to transport units that have died during a mission back to the front line. The rally points are portrayed by flagpoles (West, East and Independant flagpoles are available) that have a "Base" and an "Exit" version.
## 2. Mission Setup
Rallypoints can be found in the editor under: "Empty" >> "ACE Respawn"
**Class Names:**
- `ACE_Rallypoint_West`, `ACE_Rallypoint_West_Base`
- `ACE_Rallypoint_East`, `ACE_Rallypoint_East_Base`
- `ACE_Rallypoint_Independent`, `ACE_Rallypoint_Independent_Base`
Using the Interaction Menu on a rally point offers the ability to teleport from one flagpole to the other flagpole and vice versa.
*Note: You can't place more than one rallypoint of the same type.*
All units synced to the "Rallypoint System" are able to move the rallypoint.
<div class="panel callout">
<h5>Note:</h5>
<p>It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia Interactive has implemented their module framework.</p>
</div>
To enable other units to move them reference [Scripting](#allow-units-to-move-rally-points) section.
## 3. Scripting
### 3.1 Change Flag Texture
To change the texture of the flag use the following line on the rally point object:
```js
this setFlagTexture 'path\to\my\texture\my_awesome_clan_logo.paa';
```
### 3.2 Allow Units to Move Rally Points
To enable other units to move rally points, such as JIP units, use the following line on the units:
```js
_unit setVariable ["ACE_canMoveRallypoint", true, true];
```

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@ -0,0 +1,59 @@
---
layout: wiki
title: Slideshow Framework
description: Explains how to set-up slideshows.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 2
patch: 0
---
## 1. Overview
Slideshow is a very powerful tool for mission makers and platoon leaders giving them the power to project images on some objects.
Slideshow is setup through a module or [function](#create-slideshow).
Important notes:
- Only objects with `hiddenSelection` `0` can be used as "screens".
- If you set a duration the remotes will be disabled (if the remotes are disabled `ace_interaction` is not needed).
- You can have multiple sets of images on different screens by using multiple modules/function calls.
- It is advisable images resolution sizes are powers of 2 (eg. 512x512) to avoid graphical glitches in them.
<div class="panel callout">
<h5>Note:</h5>
<p>Mission MUST be in a PBO format (not bare folder) when used on a dedicated server with slideshow images inside a mission due to an <a href="https://feedback.bistudio.com/T80668">issue</a> to prevent errors.</p>
</div>
## 2. Scripting
### 2.1 Create Slideshow
`ace_slideshow_fnc_createSlideshow`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Screen Objects | Array | Required
1 | Controller Objects | Array | Required (screen objects are used if empty `[]`, none are available with automatic transitions)
2 | Image Paths | Array | Required (paths must use backslash `\`)
3 | Action Names | Array | Required
4 | Slide Duration | Number | Optional (default: `0`, `0` disables automatic transitions)
**R** | None | None | Return value
#### 2.1.1 Example
`[[object1, object2], [controller1], ["images\image1.paa", "images\image2.paa"], ["Action1", "Action2"], 5] call ace_slideshow_fnc_createSlideshow;`
| Arguments | Explanation
---| --------- | -----------
0 | `[object1, object2]` | Objects on which images will be projected on
1 | `[controller1]` | Objects with which slideshow can be controlled
2 | `["images\image1.paa", "images\image2.paa"]` | Paths to images projected on screen objects
3 | `["Action1", "Action2"]` | Action names for interaction menu if automatic transitions are not enabled
4 | `5` | 5s slide duration before change to next image

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@ -0,0 +1,31 @@
---
layout: wiki
title: Switch Units Framework
description: Explains how to set-up switch units.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
## 1. Overview
Once this player spawns and [can switch units](#enable-player-ai-control), all controllable AI will be marked on his map and he'll be able to click on the map to switch to this unit. The initial unit will be prone to damage, but has no equipment and can't run. So it would be wise to hide or move this unit far from other players.
The module settings define which side a player can control or how big the radius of the safe zone is. The safe zone is a circular zone around AI units that must be clear from players of an opposing side to be able to switch to.
## 2. Scripting
### 2.1 Enable Player AI Control
To enable a player to control AI execute the following on it:
```js
this setVariable ["ACE_CanSwitchUnits", true];
```

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@ -0,0 +1,65 @@
---
layout: wiki
title: Vehicle Lock Framework
description: Explains how to configure the Vehicle Lock system.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
## 1. Overview
These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically.
## 2. Mission Setup
Vehicle Lock can be configured through a mission module or [functions](#scripting).
For key names, see [Class Names](../class-names.html#vehicle-lock).
Sync the module with vehicles and players. Custom keys will be handed to players for every synced vehicle. It is only valid for objects present at mission start.
## 3. Scripting
### 3.1 Assing Vehicle Key
`ace_vehiclelock_fnc_addKeyForVehicle`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Unit | Object | Required
1 | Vehicle | Object | Required
2 | Use Custom Key | Boolean | Optional (default: `false`, `false` for side key, `true` for custom key)
**R** | None | None | Return value
#### 3.1.1 Example
`[bob, car1, true] call ace_vehiclelock_fnc_addKeyForVehicle;`
| Arguments | Explanation
---| --------- | -----------
0 | `bob` | Unit the key will be added to
1 | `car1` | Vehicle the key will work on
2 | `true` | Set custom key
### 3.2 Override Side
To override a vehicle's side, allowing locking and unlocking using a different side's key, use the following on that vehicle (use wanted side instead of `west`):
```js
this setVariable ["ace_vehiclelock_lockSide", west];
```
### 3.3 Set Lock Pick Strength
To override default lock pick strength for a vehicle, that is how long lock picking will take, use the following on that vehicle (use wanted time in seconds instead of `5`):
```js
this setVariable ["ace_vehiclelock_lockpickStrength", 5];
```

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@ -0,0 +1,31 @@
---
layout: wiki
title: Weather Framework
description: Explains how to work with ACE3 weather system.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
## 1. Overview
ACE3 Weather overrides weather settings (editor, mission settings) and automatically calculates wind, temperature and pressure according to map location, date, time of day and cloud coverage and allows the weather to evolve realistically as the simulation progresses.
Weather synchronization occurs between all clients.
Adjustment of the weather is possible by modifying the `overcast` value (for example: `0.7` may result in intermittent rain).
### 1.1 Weather Propagation
Weather propagation is responsible for synchronizing weather between all clients. Disabling it is **NOT** recommended.
### 1.2 Using ACE3 Weather
ACE3 Weather overrides the default weather a custom system (map based).
This can be disabled without affecting the weather propagation above. Useful if you prefer changing weather settings manually.

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@ -0,0 +1,23 @@
---
layout: wiki
title: Wind Deflection Framework
description: Explains how to configure the Wind Deflection system.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
## 1. Overview
Wind Deflection can be configured and fully toggled through ACE Settings or a mission module.
Wind Deflection is compatible with Advanced Ballistics and allows the following combinations:
- Only Wind Deflection
- Only Advanced Ballistics
- Combined Wind Deflection + Advanced Ballistics

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@ -0,0 +1,40 @@
---
layout: wiki
title: Headless Framework
description: Explains how to set-up the Headless component.
group: framework
order: 5
parent: wiki
mod: acex
version:
major: 3
minor: 0
patch: 0
---
## 1. Overview
The system works on the basis of unit spawning, when a unit is spawned it will schedule a rebalance after the specified delay (described below), after the delay rebalance runs on all groups. Groups already local to any Headless Client are skipped, also those blacklisted (described below) and in the same group as any player are skipped. All others applicable for a transfer are then transferred in round-robin fashion, equalizing the number of groups on each Headless Client (most effective with 3 Headless Clients).
In an event when a Headless Clients disconnects during the mission (is kicked, loses connection or similar) all units local to that Headless Client are automatically transferred to the server by Arma 3 and a full rebalance will be forced, meaning all units, including those already on other Headless Clients, are transferred again to equalize the load. Same happens when a Headless Client connects during the mission.
A server admin or mission maker can also define the minimal delay between transfers, in order to minimize the desync due to changes in locality of many units. Log can also be enabled to keep track of the transfers (_note: it is counting groups and not units_). That can be set through [ACE3 Settings](../framework/settings-framework.html) or a mission module.
## 2. Scripting
### 2.1 Disable Transferring for a Group
To prevent a group from transferring to a Headless Client use the following line on a group leader (or every unit in a group in case group leader may not spawn):
```cpp
this setVariable ["acex_headless_blacklist", true];
```
## 3. Limitations
Some Arma 3 features are incompatible, this is up to BI to add support. Disable transferring for units using the following features to ensure expected functionality.
- Vanilla Support Modules will stop functioning
- Triggers synchronized with waypoints will no longer be respected (waypoint will not change status based on the trigger condition)

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@ -1,5 +1,5 @@
---
title: Mission maker documentation
title: ACEX Framework documentation
layout: default
group: subNav
order: 1
@ -9,14 +9,16 @@ parent: wiki
<div class="row">
<div class="large-4 medium-4 columns">
<h1>Mission Maker</h1>
<p>Want to make a mission using ACE3? Here you'll find everything you need to know.</p>
<h1>Frameworks</h1>
<p>Public API implemented by ACEX which mission makers, modders and scripters can use.</p>
</div>
<div class="large-8 medium-8 columns">
<nav>
<ul>
{% assign pages_list = site.pages | sort: "order" %}
{% assign group = 'missionmaker' %}
{% assign pages_list = site.pages | sort: "title" %}
{% assign mod = 'acex' %}
{% assign group = 'framework' %}
{% include pages_list %}
</ul>
</nav>

View File

@ -32,23 +32,17 @@ parent:
</div>
<div class="row">
<div class="large-4 medium-4 columns">
<div class="large-6 medium-2 columns">
<h3>User</h3>
<p>Everything you need to know about using the modification and the features provided.</p>
<p>General information about ACE3 and ACEX, installation guides and troubleshooting.</p>
<a href="{{ site.baseurl }}/wiki/user/" class="button">Learn more</a>
</div>
<div class="large-4 medium-4 columns">
<h3>Features</h3>
<div class="large-6 medium-2 columns">
<h3>Class Names</h3>
<p>Overviews and details on feature usage and implementations.</p>
<a href="{{ site.baseurl }}/wiki/feature/" class="button">Learn more</a>
</div>
<div class="large-4 medium-4 columns">
<h3>Mission Maker</h3>
<p>Want to make a mission using ACE? Here you'll find everything you need to know.</p>
<a href="{{ site.baseurl }}/wiki/missionmaker/" class="button">Learn more</a>
<p>List of class names present in ACE3 and ACEX which mission makers, modders and scripters can use.</p>
<a href="{{ site.baseurl }}/wiki/class-names.html" class="button">Learn more</a>
</div>
</div>
@ -56,21 +50,49 @@ parent:
<hr/>
</div>
<div class="row">
<div class="large-4 medium-4 columns">
<h3>Framework</h3>
<div class="large-6 medium-2 columns">
<h3>ACE3 Features</h3>
<p>These are features and frameworks implemented by ACE which other mods should implement.</p>
<p>Overviews and details of ACE3 features, their usage and implementations.</p>
<a href="{{ site.baseurl }}/wiki/feature/" class="button">Learn more</a>
</div>
<div class="large-6 medium-2 columns">
<h3>ACE3 Frameworks</h3>
<p>Public API implemented by ACE3 which mission makers, modders and scripters can use.</p>
<a href="{{ site.baseurl }}/wiki/framework/" class="button">Learn more</a>
</div>
<div class="large-4 medium-4 columns">
</div>
<div class="row">
<hr/>
</div>
<div class="row">
<div class="large-6 medium-2 columns">
<h3>ACEX Features</h3>
<p>Overviews and details of ACEX features, their usage and implementations.</p>
<a href="{{ site.baseurl }}/wiki/featurex/" class="button">Learn more</a>
</div>
<div class="large-6 medium-2 columns">
<h3>ACEX Frameworks</h3>
<p>Public API implemented by ACEX which mission makers, modders and scripters can use.</p>
<a href="{{ site.baseurl }}/wiki/frameworkx/" class="button">Learn more</a>
</div>
</div>
<div class="row">
<hr/>
</div>
<div class="row">
<div class="large-6 medium-2 columns">
<h3>Development</h3>
<p>If you're an aspiring developer, you'll find all necessary information here.</p>
<p>Information about developing ACE3 and ACEX, from setting up the development environment to guidelines and tips.</p>
<a href="{{ site.baseurl }}/wiki/development/" class="button">Learn more</a>
</div>
<div class="large-4 medium-4 columns">
&nbsp;
</div>
</div>

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@ -1,140 +0,0 @@
---
layout: wiki
title: Mission tools
description: A short description of ACE3's mission tools that help mission makers to provide awesome missions
group: missionmaker
order: 10
parent: wiki
---
## 1. ACE Rallypoints
*Part of: ace_respawn*
"ACE Rallypoints" is a two way teleport system between two positions. Usually this is used to transport units that have died during a mission back to the front line. The rally points are portrayed by flagpoles (West, East and Independant flagpoles are available) that have a "Base" and an "Exit" version.
They can be found in the editor under: "Empty" >> "ACE Respawn"
**Classnames:**
- `ACE_Rallypoint_West`, `ACE_Rallypoint_West_Base`
- `ACE_Rallypoint_East`, `ACE_Rallypoint_East_Base`
- `ACE_Rallypoint_Independent`, `ACE_Rallypoint_Independent_Base`
Using the Interaction Menu on a rallypoint offers the ability to teleport from one flagpole to the other flagpole and vice versa.
If you want to change the texture of the flag use this line:
```js
this setFlagTexture 'path\to\my\texture\my_awesome_clan_logo.paa';
```
*Note: You can't place more than one rallypoint of the same type.*
All units synced to the ["Rallypoint System" module](./modules.html#1.14-rallypoint-system) are able to move the rallypoint.
<div class="panel callout">
<h5>Note:</h5>
<p>It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia Interactive has implemented their module framework.</p>
</div>
To enable other units to move them add this to the unit's initialization code:
```js
_unit setVariable ["ACE_canMoveRallypoint", true, true];
```
## 2. ACE SwitchUnits
*Part of: ace_switchunits*
"ACE SwitchUnits" is a tool for misson makers to quickly add PvP (Player vs. Player) elements to a mission. In short it enables a player to control AI units. Allowing players to perform as enemies even during a COOP mission increases the authenticity of the enemy and thus the immersion for everyone.
The most prominent feature of ACE SwitchUnits is that you can add it to nearly every existing mission and get AI control out of the box. Dynamic mission like "Enemy Assault", "Patrol Ops", "Invade & Annex", etc. don't need to be touched to make all random spawned AI's controllable.
In its current form you're able to switch to infantry (vehicles, etc. are planned) from all four sides (West, East, Independent, Civilian).
To enable a player to control AI add the following to its init line:
```js
this setVariable ["ACE_CanSwitchUnits", true];
```
Once this player spawns, all controllable AI will be marked on his map and he'll be able to click on the map to switch to this unit. The initial unit will be prone to damage, but has no equipment and can't run. So it would be wise to hide or move this unit far from other players.
The [module settings](./modules.html#1.16-switchunits-system) define which side a player can control or how big the radius of the safe zone is. The safe zone is a circular zone around AI units that must be clear from players of an opposing side to be able to switch to.
## 3. ACE Slideshow
*Part of: ace_slideshow*
"ACE Slideshow" is a very powerful tool for mission makers and platoon leaders giving them the power to project images on some objects.
You will now learn how to set up everything for it to work properly.
### 3.1 The module explained
Name | Explanation
---- | -----
Objects | Name of the objects used as screens
Controllers | Name of the objects used as controllers
Images | Full path of the image from the mission folder/file or from an other mod (even BI PBOs work)
Interaction names | Name of your interactions
Slide duration | 0 (0 = disabled, number is in seconds)
- Only objects with hiddenSelection 0 can be used as "screens".
- If you set a duration the remotes will be disabled. (If the remotes are disabled `ace_interaction` is not needed)
- You can have multiple sets of images on different screens, see the advanced slideshow below.
- It is advisable images resolution sizes are powers of 2 (eg. 512x512) to avoid graphical glitches in them.
<div class="panel callout">
<h5>Note:</h5>
<p>Mission MUST be in a PBO format (not bare folder) when used on a dedicated server due to an <a href="http://feedback.arma3.com/view.php?id=22310">issue</a> to prevent errors.</p>
</div>
### 3.2 Basic slideshow
*A set of 4 images that are swapped via a remote*
Note that all names and interaction names are examples.
- First place the slideshow module down.
- Place the object that will be used as a "screen" and give it the name `foo1`
- Place the object you want to use as a remote and name it `bar1`
- In your mission folder create a new folder called images and drop your banana images there.
- Place down the module and fill it as follows:
Name | Written
---- | -----
Objects | foo1
Controllers | bar1
Images | images\banana1.jpg,images\banana2.jpg,images\banana3.jpg,images\banana4.jpg
Interaction names | banana1,banana2,banana3,banana4
Slide duration | 0
- Go in game and enjoy your bananas
### 3.3 Multiple screens and remotes
*2 set of "screens" and remotes*
- First place the slideshow module down.
- Place 2 objects that you want to use as "screens" and call them `foo1` and `foo2`
- Place 2 objects you want to use as remotes and call them `bar1` and `bar2`
- In your mission folder create a new folder called images and drop your banana images there.
- Place down 2 modules and fill them as follows:
*Module 1*
Name | Written
---- | -----
Objects | foo1
Controllers | bar1
Images | images\banana1.jpg,images\banana2.jpg
Interaction names | banana1,banana2
Slide duration | 0
*Module 2*
Name | Written
---- | -----
objects | foo2
Controllers | bar2
images | images\banana3.jpg,images\banana4.jpg
Interaction names | banana3,banana4
Slide duration | 0
- You now have two set of "screens" with a remote each.

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@ -1,629 +0,0 @@
---
layout: wiki
title: Modules
description: A list of all modules in ACE3 and all the settings that can be tweaked by them
group: missionmaker
order: 5
parent: wiki
---
## 1. ACE3
### 1.1 Advanced Ballistics
*Part of: ace_advanced_ballistics*
This module allows enabling and configuring advanced ballistic simulations.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Advanced Ballistics | Boolean | Enables Advanced Ballistics. | No
Enabled For Snipers | Boolean | Enables Advanced Ballistics for non local snipers (when using high power optics). | Yes
Enabled For Group Members | Boolean | Enables Advanced Ballistics for non local group members.| No
Enabled For Everyone | Boolean | Enables Advanced Ballistics for all non local players (enabling this feature may degrade performance during heavy firefights in multiplayer). | No
Disabled In FullAuto Mode | Boolean | Disables the Advanced Ballistics during full auto fire. | No
Enable Ammo Temperature Simulation | Boolean | Muzzle velocity varies with ammo temperature. | Yes
Enable Barrel Length Simulation | Boolean | Muzzle velocity varies with barrel length. | Yes
Enable Bullet Trace Effect | Boolean | Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics). | Yes
Simulation Interval | Number | Defines the interval between every calculation step. | 0.00
Simulation Radius | Number | Defines the radius around the player (in meters) at which Advanced Ballistics are applied to projectiles. | 3000
### 1.2 Allow Config Export
*Part of: ace_optionmenu*
This modules allows to export all current ACE3 settings from the ACE3 Option menu to the clipboard and RPT file.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Allow | Boolean | Enables the "export" button in the ACE3 Option menu. | Yes
### 1.3 BlueForceTracking
*Part of: ace_map*
When adding the "Blue Force Tracking" module to your mission it adds map markers to every group on the players side and refreshes them in certain configurable interval (in seconds). The module takes the group type into account and uses the proper NATO icon for each marker.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
BFT Enable | Boolean | Enable blue force tracking | No
Interval | Number | How often the markers should be refreshed (in seconds). | 1
Hide AI Groups | Boolean | Hide markers for "AI only" groups. | No
### 1.4 Captives settings
*Part of: ace_captives*
Controls the settings for cable ties and surrendering.
Very useful if you don't want your players to be able to restrict each others.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Can handcuff own side | Boolean | Determine if you are able to handcuff your own side or not. | Yes
Allow surrendering | Boolean | Determine if you are able to surrender or not when your weapon is holstered. | Yes
Require surrendering | Option | Require players to surrender before they can be arrested. | Surrendering only
### 1.5 Check PBOs
*Part of: ace_common*
If you are worried that players haven't updated ACE3 or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of three posible actions that are being executed when a player joins that has a wrong version of ACE3 or an other mod:
- Warn once
- Warn permanent
- Kick
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Action | Option | What to do with people who do not have the right PBOs. | Warn once
Check all addons | Boolean | Check all addons instead of only those of ACE3? | No
**Whitelist**
You can make a whitelist of addons that don't have to be on the server. If you want to use the "Check all addons" option of this module and allow the usage of client side modifications like Blastcore or JSRS, you have to list them here.
The list must be in the following format: `["ADDON1","ADDON2",...]` where the addons are CfgPatches references to all PBOs of the optional mod. To figure these out, you can use the scripting command `activatedAddons` in the editor while those mods are enabled.
Example 1: @Blastcore-A3:<br>
```
["warfxpe","blastcore_vep"]
```
Example 2: @JSRS:<br>
```
[TBD]
```
Example 3: @JSRS + @Blastcore-A3:<br>
```
[TBD, "warfxpe","blastcore_vep"]
```
### 1.6 Explosive System
*Part of: ace_explosive*
The "Explosive System" module lets you tweak the settings for the new explosive system that ACE3 introduces.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Require specialists? | Boolean | Require explosive specialists to disable explosives. | No
Punish non-specialists? | Boolean | Increase the time it takes to complete actions for non-specialists. | Yes
Explode on defusal? | Boolean | Enables certain explosives to explode on defusal? | Yes
### 1.7 Friendly Fire Messages
*Part of: ace_respawn*
The "Friendly Fire Messages" module triggers a message when a player kills a friendly or civilian unit. This module isn't needed on servers with a low difficulty setting.
### 1.8 Hearing
*Part of: ace_hearing*
Placing this modules allows you to disable combat deafness usually triggered by loud explosions or heavy weapons in a players proximity.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Combat deafness | Boolean | Reduces the hearing ability as the player takes hearing damage. | Yes
Disable ear ringing | Option | | Do Not Force
Effect Zeus RC | Boolean | Allow zeus remote controlled units to be able to take hearing damage. | yes
### 1.9 Interaction System
*Part of: ace_interaction*
This module allows you to tweak if players should be able to use team management functions (e.g. "switch group", "become leader").
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Enable Team Management | Boolean | Should players be allowed to use the Team Management Menu?. | Yes
### 1.10 LSD Vehicles
*Part of: ace_common*
Any vehicle linked to this module will become a seizure inducing machine of doom, no, really.
### 1.11 Make Unit Surrender
*Part of: ace_captives*
Syncing units to that module sets them in the captive state with their arms behind their back. Useful for e.g. hostage rescue missions.
### 1.12 Map
*Part of: ace_map*
ACE3 introduces a bit more realism for the vanilla Arma 3 map and how it behaves. Some of these settings can be toggled by this module.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Map illumination? | Boolean | Calculate dynamic map illumination based on light conditions? | Yes
Map flashlight glow? | Boolean | Add external glow to players using flashlight on map? | Yes
Map shake? | Boolean | Make map shake when walking? | Yes
Limit map zoom? | Boolean | Limit the amount of zoom available for the map? | No
Show cursor coordinates? | Boolean | Show the grid coordinates on the mouse pointer? | No
### 1.13 MicroDAGR Map Fill
*Part of: ace_microdagr*
Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
MicroDAGR Map Fill | Option | How much map data is filled on MicroDAGR's. | "Full Satellite + Buildings"
### 1.14 MK6 Settings
*Part of: ace_mk6mortar*
ACE3 now includes the first iteration of getting a less arcady point and click mortar experience.
Placing this modules allows you to enable the increased realism in game.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Air Resistance | Boolean | For Player Shots, Model Air Resistance and Wind Effects. | No
Allow MK6 Computer | Boolean | Show the Computer and Rangefinder (these **NEED** to be removed if you enable air resistance). | No
Allow MK6 Compass | Boolean | Show the MK6 Digital Compass. | Yes
Use Ammunition Handling | Boolean | Removes magazines from mortars, requiring individual rounds to be loaded manually. Does not affect AI mortars. | No
### 1.15 Name Tags
*Part of: ace_nametags*
This module allows you to tweak the settings for player names tags.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Show player names | Option | Let you choose when nametags appears. | Do Not Force
layer Names View Distance | Number | Distance (in meters) at which player names are shown. | 5
Show name tags for AI? | Option | Show the name and rank tags for friendly AI units, or by default allows players to choose it on their own. | Do Not Force
Show crew info? | Option | Show vehicle crew info, or by default allows players to choose it on their own. | Do Not Force
Show for Vehicles? | Boolean | Show cursor NameTag for vehicle commander (only if client has name tags enabled). | No
### 1.16 Pointing settings
*Part of: ace_finger*
This module allows you to tweak settings for finger pointing such as if it's enabled or the distance at which people can see you pointing at something.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Pointing enabled | Boolean | | Yes
Pointing Max Range | Number | Max range between players to show the pointing indicator (in meters) | 4
### 1.17 Rallypoint System
*Part of: ace_respawn*
This module enables Mission Makers to specifically enable units to move a rallypoint. Every unit that is synced with that module is able to move a rallypoint.
<div class="panel callout">
<h5>Note:</h5>
<p>It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia has implemented their module framework.</p>
</div>
To enable JIP players to move rally points have a look at [ACE3 Rallypoints](./mission-tools.html#1.-ace-rallypoints).
### 1.18 Respawn System
*Part of: ace_respawn*
The "Respawn System" module enables players to respawn with the gear they had before dying and to remove bodies of players after a configurable interval (in seconds).
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Save Gear? | Boolean | Respawn with the gear a player had just before his death. | No
Remove bodies? | Boolean | Remove player bodies after disconnect? | Yes
### 1.19 Sitting
*Part of: ace_sitting*
This module is used to turn sitting on.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Enable sitting | Boolean | | Yes
### 1.20 Spectator
*Part of: ace_spectator*
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Unit filter | Option | Method of filtering spectatable units. | Playable Units
Side filter | Option | Method of filtering spectatable sides. | Player side
Camera modes | Option | Camera modes that can be used. | All
Vision modes | Option | Vision modes that can be used. | All
### 1.21 SwitchUnits System
*Part of: ace_switchunits*
The [SwitchUnits System](./mission-tools.html#ace-switchunits) enables players to control certain AI units on the map.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Switch To West? | Boolean | Allow switching to west units? | No
Switch To East? | Boolean | Allow switching to east units? | No
Switch To Independent? | Boolean | Allow switching to independent units? | No
Switch To Civilian? | Boolean | Allow switching to civilian units? | No
Enable Safe Zone? | Boolean | Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone. | Yes
Safe Zone Radius | Number | The safe zone around players from a different team (in meters). | 200
### 1.22 Vehicle Lock
*Part of: ace_vehiclelock*
These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically; for key names, see [Class names Wiki](http://ace3mod.com/wiki/missionmaker/class-names.html#vehicle-lock).
#### 1.22.1 Vehicle Key Assign
Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
Example: `[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a key to bob and program it to work only on car1
#### 1.22.2.1 Vehicle Lock Setup
Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Lock Vehicle Inventory? | Boolean | Locks the inventory of locked vehicles. | No
Vehicle Starting Lock State | Option | Set lock state for all vehicles (removes ambiguous lock states). | "As Is"
Default Lockpick Strength | Number | Default Time to lockpick (in seconds). | 10
#### 1.22.2.2 Vehicle setVariables
* `ACE_VehicleLock_lockSide` - SIDE: overrides a vehicle's side, allowing locking and unlocking using a different side's key. For example: Unlocking INDEP vehicles with a BLUFOR key.
* `ACE_vehicleLock_lockpickStrength` - NUMBER: seconds, determines how long lockpicking with take, overrides the value set in the module for a specific vehicle of the mission maker's choice.
### 1.23 View Distance Limiter
*Part of: ace_viewdistance*
This module allows disabling the ACE3 View Distance feature as well as setting a view distance limit.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Enable ACE viewdistance | Boolean | Enables ACE viewdistance. | Yes
View Distance Limit | Number | Sets the limit for how high clients can raise their view distance (<= 10 000) | 10000
### 1.24 Weather
*Part of: ace_weather*
This module allows you to customize the weather settings.
<div class="panel callout">
<h5>Note:</h5>
<p>ACE3 Weather overrides weather settings (editor, mission settings) and automatically calculates wind, temperature and pressure according to map location, date, time of day and cloud coverage and allows the weather to evolve realistically as the simulation progresses. Weather synchronization occurs between all clients. <br>Adjustment of the weather is possible by modifying the <code>overcast</code> value (for example: <code>0.7</code> may result in intermittent rain).</p>
</div>
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Weather propagation | Boolean | Enables sever side weather propagation.(This is responsible for synchronizing weather between all clients. Disabling it is **NOT** recommended). | Yes
ACE3 Weather | Boolean | Overrides the default weather with ACE3 weather (map based)(This can be disabled without affecting the weather propagation above. Useful if you prefer changing weather settings manually). | Yes
Sync Rain | Boolean | Synchronizes rain. | Yes
Sync Wind | Boolean | Synchronizes wind. | Yes
Sync Misc | Boolean | Synchronizes lightnings, rainbow, fog, ... | Yes
Update Interval | Number | Defines the interval (seconds) between weather updates. | 60
### 1.25 Wind Deflection
*Part of: ace_winddeflection*
This module allows you to define when Wind Deflection is active.
<div class="panel callout">
<h5>Note:</h5>
<p>Wind Deflection is compatible with Advanced Ballistics and allows the following combinations:</p>
<ul>
<li>Only Wind Deflection</li>
<li>Only Advanced Ballistics</li>
<li>Combined Wind Deflection + Advanced Ballistics</li>
</ul>
</div>
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Wind Deflection | Boolean | Enables Wind Deflection. | Yes
Vehicle Enabled | Boolean | Enables Wind Deflection for static/vehicle gunners. | Yes
Simulation Interval | Number | Defines the interval between every calculation step. | 0.05
Simulation Radius | Number | Defines the radius around the player (in meters) at which projectiles are wind deflected. | 3000
### 1.26 Zeus Settings
*Part of: ace_zeus*
This module provides control over vanilla aspects of Zeus.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Ascension Messages | Boolean | Display global pop-up messages when a player is assigned as Zeus. | No
Zeus Eagle | Boolean | Spawn an eagle that follows the Zeus camera. | No
Wind Sounds | Boolean | Play wind sounds when Zeus remote controls a unit. | No
Ordnance Warning | Boolean | Play a radio warning when Zeus uses ordnance. | No
Reveal Mines | Option | Reveal mines to allies and place map markers. | "Disabled"
## 2. ACE Logistics
### 2.1 Add Spare Parts
*Part of: ace_repair*
Add spare parts to one or multiple objects.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
List | List | List of Objects that will get spare parts added, separated by commas. |
Part | Option | Spare part. | Spare wheel
Amount | Number | Number of selected spare parts. | 1
### 2.2 Assign Engineer
*Part of: ace_repair*
Assign one or multiple units as engineer.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
List | List | List of unit names that will be classified as engineer, separated by commas. |
Is Engineer | Option | Select the engineering skill of the unit. | Engineer |
### 2.3 Assign Repair Facility
*Part of: ace_repair*
Assign one or multiple objects as repair facility.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
List | List | List of objects that will be classified as repair facility, separated by commas. |
Is repair facility | Boolean | Is the object classified as a repair facility? | Yes
### 2.4 Assign Repair Vehicle
*Part of: ace_repair*
Assign one or multiple vehicles as repair vehicle.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
List | List | List of vehicles that will be classified as repair vehicles, separated by commas. |
Is repair vehicle | Boolean | Is the vehicle classified as a repair vehicle? | Yes
### 2.5 Cargo Settings
*Part of: ace_cargo*
Configure the cargo module settings
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Enable Cargo | Boolean | Enable the load in cargo module. | Yes
### 2.6 Repair Settings
*Part of: ace_repair*
This module allows to tweak all the repair settings used in ACE3.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Allow Repair | Option | Who can perform repair actions? | Engineer only
Allow Wheel | Option | Who can remove and replace wheels? | Anyone
Repair Threshold | Number | What is the maximum amount of damage that can be repaired with a toolkit (0 to 1) | 0.6
Repair Threshold | Number | What is the maximum amount of damage that can be repaired by an engineer (0 to 1) | 0.4
Remove toolkit on use | Boolean | Should the toolkit be removed on usage? | No
Full Repair Location | Option | At what location can a vehicle be fully repaired? | Repair Facility Only
Allow Full Repair | Option | Who can perform a full repair on a vehicle? | Repair Specialist Only
Adds Spare Parts | Boolean | Adds spare part to vehicles (requires Cargo component) | Yes
Wheel repair requirements | Option | Items required to remove / replace wheels. | None
### 2.7 Rearm Settings
*Part of: ace_rearm*
This module allows to tweak all the rearm settings used in ACE3.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Rearm Amount | Option | How fast should a vehicle be rearmed? | Entire Vehicle
### 2.8 Refuel Settings
*Part of: ace_refuel*
This module allows to tweak all the refuel settings used in ACE3.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Flow Rate | Number | How fast should a vehicle be refueled? | 10
## 3. ACE3 Medical
*Part of: ace_medical*
### 3.1 Advanced Medical Settings
This module allows you to change the default Advanced Medical Settings, when [3.3 Medical Settings](#medical-settings) is set to "Advanced".
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Enabled for | Option | Select what units the advanced medical system will be enabled for. | Players only
Enable Advanced wounds | Boolean | Allow reopening of bandaged wounds? | No
Vehicle Crashes | Boolean | Do units take damage from a vehicle crash? | Yes
Allow PAK | Option | Who can use the PAK for full heal? | Medics only
Remove PAK on use | Boolean | Should the PAK be removed on usage? | Yes
Condition PAK | Option | When can the PAK be used? | Stable
Locations PAK | Option | Where can the PAK be used? | Vehicles & facility
Allow Surgical kit | Option | Who can use the Surgical Kit? | Medics only
Remove Surgical kit | Boolean | Should Surgical Kit be removed on usage? | Yes
Locations Surgical kit | Option | Where can the Surgical Kit be used? | Vehicles & facility
Condition Surgical Kit | Option | When can the Surgical Kit be used? | Anytime
Heal hitpoints | Boolean | Heal fully bandaged hitpoints. | No
Pain suppression | Boolean | Pain is only temporarily suppressed not removed. | Yes
### 3.2 Medical Menu
This module is used to limit the use of the medical menu.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Allow Medical Menu | Option | Allow clients to use the medical menu. | Enabled
### 3.3 Medical Settings
This module allows to tweak all the medical settings used in ACE3.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Medical Level | Option | What is the medical simulation level? | Basic
Medics setting | Option | What is the level of detail preferred for medics? | Basic
Enable Litter | Boolean | Enable litter being created upon treatment. | Yes
Life time of litter objects | Number | How long should litter objects stay? In seconds. -1 is forever. | 1800
Enable Screams | Boolean | Enable screaming by injured units. | Yes
Player Damage | Number | What is the damage a player can take before being killed? | 1
AI Damage | Number | What is the damage an AI can take before being killed? | 1
AI Unconsciousness | Option | Allow AI to go unconscious. | 50/50
Remote controlled AI | Boolean | Treats remote controlled units as AI not players? | Yes
Prevent instant death | Boolean | Have a unit move to unconscious instead of death. | No
Bleeding coefficient | Number | Coefficient to modify the bleeding speed. | 1
Pain coefficient | Number | Coefficient to modify the pain intensity. | 1
Sync status | Boolean | Keep unit status synced. (Recommended on). | Yes
### 3.4 Revive Settings
This modules allows a mission maker to limit the amount of revives for units in basic and advanced medical.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Enable Revive | Option | Enable a basic revive system. | disabled
Max Revive time | Number | Max amount of seconds a unit can spend in revive state | 120
Max Revive lives | Number | Max amount of lives a unit. 0 or -1 is disabled. | -1
### 3.5 Set Medic Class
Using this module you can define which unit class is defined as a medic / doctor.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
List | String | List of unit names that will be classified as medic, separated by commas. |
Is Medic | Boolean | Medics allow for more advanced treatment in case of Advanced Medic roles enabled. | Regular medic
### 3.6 Set Medical Facility
Defines an object as a medical facility. This allows for more advanced treatments. Can be synced with buildings and vehicles.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Is Medical Facility | Boolean | Registers an object as a medical facility. | Yes
### 3.7 Set Medical Vehicle
Defines an object as a medical facility. This allows for more advanced treatments. Can be synced with buildings and vehicles.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
List | String | List of vehicles that will be classified as medical vehicle, separated by commas. |
Is Medical Vehicle | Boolean | Whether or not the objects in the list will be a medical vehicle. | Yes
## 4. ACE3 Mission Modules
*Part of: ace_missionmodules*
### 4.1 Ambiance Sounds
Used for ambiance sounds loop (synced across MP).
This module randomizes the time when the sound file is played and the position where the sound file is played (If "Follow Players" is set to No).
`Minimal Distance` and `Maximal Distance` influence the position from where the sound file is played. Setting both values to 0 forces the module to play the sound from where it was placed in the editor.
`Minimal Delay` and `Maximal Delay` work in a similar fashion but are used to randomize when the sound file is played. Setting both values to 0 plays the sound from mission start.
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Sounds | String | Class names of the ambiance sounds played. Separated by ','. (Example: `radio_track_01, electricity_loop`)|
Minimal Distance | Number | Used for calculating a random position and sets the minimal distance between the players and the played sound file(s) (in meters) | 400
Maximum Distance | Number | Used for calculating a random position and sets the maximum distance between the players and the played sound file(s) (in meters) | 900
Minimal Delay | Number | Minimal delay (in seconds) between sounds played | 10
Maximum Delay | Number | Maximum delay (in seconds) between sounds played | 10
Follow Players | Boolean | Follow players. If set to false, loop will play sounds only nearby logic position. | No
Volume | Number | The volume of the sounds played. | 1
### 4.2 Slideshow
*Part of: ace_slideshow*
This module is the core of `ace_slideshow` for more informations about slideshow check [the mission-tools section](./mission-tools.html)
**Settings:**
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Objects | String | Object names (can also be synchronized objects) slide-show will be displayed on, separated by commas if multiple. |
Controllers | String | Controller object names, separated by commas if multiple. |
Images | String | List of images that will be used for the slide-show, separated by commas, with full path correctly formatted (eg. images\image.paa). |
Interaction names | String | List of names that will be used for interaction entries, separated by commas, in order of images. |
Slide Duration | Number | Duration of each slide (in seconds) (0 = automatic slides disabled) | 0

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@ -1,62 +0,0 @@
---
layout: wiki
title: Useful Functions
description: A brief overview of ACE3 functions that could be useful for mission makers
group: missionmaker
order: 12
parent: wiki
---
## 1. Explosives
### 1.1 Scripted Explosions
#### ace_explosives_fnc_scriptedExplosion
`added in 3.5.0`
Function to detonate a list of editor-placed explosives objects, for use with mission triggers or scripts.
**Parameters**
1. An array of explosive objects to detonate
2. <Optional> Delay before explosives are detonated in seconds. If the number is negative, the delay will be randomized up to the number given. Default 0.
**Return value**
* None.
**Examples**
```cpp
[[charge1, charge2, charge3], -3] call ACE_Explosives_fnc_scriptedExplosive;
[[claymore1]] call ACE_Explosives_fnc_scriptedExplosive;
```
#### ace_explosives_fnc_connectExplosive
`added in 3.5.0`
Function to connect an editor-placed explosive to a unit's detonator. Can be used on players or AI, but AI can only detonate explosives tied to a dead man's switch by getting killed.
**Parameters**
1. Unit to connect to
2. Explosive object to connect
3. Detonator type to use, must be present on Unit. String of item class.
**Return value**
* None
**Examples**
```cpp
[player, claymore1, "ACE_Clacker"] call ace_explosives_fnc_connectExplosive
[triggerman, IED_4, "ACE_DeadManSwitch"] call ace_explosives_fnc_connectExplosive
```
## 2. Interaction Menu
Mission makers can add ace interaction menu actions via scripts.
Check out the [full guide in framework section](http://ace3mod.com/wiki/framework/interactionMenu-framework.html)

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@ -0,0 +1,20 @@
---
layout: wiki
title: ACE3 and ACEX
description: Overview of what ACE3 and ACEX mods are.
group: user
order: 0
parent: wiki
---
## 1. ACE3
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
It provides many [features](../feature) which enhance realism gameplay, and provides [frameworks](../framework) which mission makers, modders and scripters can use to enhance their own missions and mods.
## 2. ACEX
**ACEX** is an optional package of mods that compliments the ACE3 modification.
ACEX [features](../featurex) enhance gameplay, but may focus on functionality over realism. It also provides [frameworks](../frameworkx) which do not fit into the scope of ACE3 but may be useful to mission makers, modders and scripters.

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@ -10,7 +10,7 @@ parent: wiki
<div class="row">
<div class="large-4 medium-4 columns">
<h1>User</h1>
<p>Everything you need to know about using the modification and the features provided.</p>
<p>General information about ACE3 and ACEX, installation guides and troubleshooting.</p>
</div>
<div class="large-8 medium-8 columns">
<nav>

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@ -3,7 +3,7 @@ layout: wiki
title: Information Center
description: Downloaded ACE3 and have no idea where to start? This page serves as a document to help new players get started with things or get an answer to some of your questions.
group: user
order: 2
order: 3
parent: wiki
---

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@ -3,7 +3,7 @@ layout: wiki
title: ACEX Installation Guide
description: Step-by-step guide for installing ACEX
group: user
order: 1
order: 2
parent: wiki
---

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@ -3,7 +3,7 @@ layout: wiki
title: ACE3 Installation Guide
description: Step-by-step guide for installing ACE3
group: user
order: 0
order: 1
parent: wiki
---

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@ -1,9 +1,10 @@
#!/usr/bin/env python3
# Author: Jonpas
# Extracts dependencies to "docs/_includes/dependencies_list.md" for use with Jekyll include statement.
# Use the following line to add dependencies to a feature page:
# {% include dependencies_list.md component="<component>" %}
# Extracts dependencies to "docs/_includes/dependencies_list.md" and "docs/_includes/dependenciesx_list.md" for use with Jekyll include statement.
# Use the following line to add dependencies to an ACE3 feature page: {% include dependencies_list.md component="<component>" %}
# Use the following line to add dependencies to an ACEX feature page: {% include dependenciesx_list.md component="<component>" %}
import os
import sys
@ -18,41 +19,67 @@ def get_dependencies(line):
def main():
if "--markdown" not in sys.argv:
print("""
####################################
# Extract ACE3 Module Dependencies #
#############################################
# Extract ACE3 and ACEX Module Dependencies #
# (for Jekyll include) #
####################################
#############################################
""")
scriptpath = os.path.realpath(__file__)
projectpath = os.path.dirname(os.path.dirname(scriptpath))
addonspath = os.path.join(projectpath, "addons")
includepath = os.path.join(projectpath, "docs", "_includes")
dependenciespath = os.path.join(includepath, "dependencies_list.md")
# Prepare directory and file
if not os.path.exists(includepath):
# Mod paths
script_path = os.path.realpath(__file__)
project_path = os.path.dirname(os.path.dirname(script_path))
addons_path = os.path.join(project_path, "addons")
if "--acex" in sys.argv:
projectx_path = sys.argv[sys.argv.index("--acex") + 1]
addonsx_path = os.path.join(projectx_path, "addons")
# Documentation paths
include_path = os.path.join(project_path, "docs", "_includes")
dependencies_path = os.path.join(include_path, "dependencies_list.md")
dependenciesx_path = os.path.join(include_path, "dependenciesx_list.md")
# Prepare files and paths list
if not os.path.exists(include_path):
print("Jekyll documentation not found!")
sys.exit(0)
open(dependenciespath, "w", newline="\n").close()
open(dependencies_path, "w", newline="\n").close()
addons = next(os.walk(addons_path))[1]
dependencies_path_current = dependencies_path
addons_path_current = addons_path
# Iterate through folders in the addons directory
for folder in next(os.walk(addonspath))[1]:
if "--acex" in sys.argv:
open(dependenciesx_path, "w", newline="\n").close()
addons.append(".")
addons += next(os.walk(addonsx_path))[1]
# Iterate through folders in the addons directories
for folder in addons:
# Ignore "main" component
if folder == "main":
continue
# Change to ACEX list on "." separator
if folder == ".":
dependencies_path_current = dependenciesx_path
addons_path_current = addonsx_path
continue
# Open config.cpp file and extract dependencies
data = []
configfile = os.path.join(addonspath, folder, "config.cpp")
configfile = os.path.join(addons_path_current, folder, "config.cpp")
if os.path.exists(configfile):
with open(os.path.join(addonspath, folder, "config.cpp")) as file:
with open(os.path.join(addons_path_current, folder, "config.cpp")) as file:
match = False
for line in file:
# One-line
if not match and re.match(r"\s+requiredAddons\[\]\ = {.+?};", line):
data += get_dependencies(line)
print(get_dependencies(line))
break
# Multi-line
else:
@ -80,7 +107,7 @@ def main():
"{% endif %}\n"
])
with open(dependenciespath, "a", newline="\n") as file:
with open(dependencies_path_current, "a", newline="\n") as file:
file.writelines([jekyll_statement, "\n"])
if "--markdown" not in sys.argv: