- *
- * Return Value:
- * ID of the event script (used to remove it later).
- *
- * Public: Yes
- */
-#include "script_component.hpp"
-
-params ["_statement"];
-
-ACE_DEPRECATED("ace_common_fnc_addScrollWheelEventHandler", "3.8.0", "'MouseZChanged' Display EventHandler");
-
-if (_statement isEqualType "") then {
- _statement = compile _statement;
-};
-
-private _actionsVar = missionNamespace getVariable ["ACE_EventHandler_ScrollWheel", [-1, [], []]];
-
-_actionsVar params ["_id", "_actionIDs", "_actions"];
-
-_id = _id + 1;
-
-_actionIDs pushBack _id;
-_actions pushBack _statement;
-
-missionNamespace setVariable ["ACE_EventHandler_ScrollWheel", [_id, _actionIDs, _actions]];
-
-_id
diff --git a/addons/common/functions/fnc_binocularMagazine.sqf b/addons/common/functions/fnc_binocularMagazine.sqf
deleted file mode 100644
index aacac7c142..0000000000
--- a/addons/common/functions/fnc_binocularMagazine.sqf
+++ /dev/null
@@ -1,20 +0,0 @@
-/*
- * Author: commy2
- * Returns the magazine of the units rangefinder.
- *
- * Arguments:
- * 0: Unit
+ + + Here is a video showing it in action: + +#advancedThrowing thanks to @Dslyecxi#anm14th3#ACE3 pic.twitter.com/5mH0SHETVz
— ACE3Mod (@ACE3Mod) 2 september 2016
+ + +### Medical AI + +Since the CBA release 2.5.1 the state machine implementation from [@BaerMitUmlaut](https://github.com/BaerMitUmlaut){:target="_blank"} has been available. Within ACE, we are using this to add our first implementation of medical AI. This means that AI medics will be able to treat themselves and members from their squad. + +For now, this is only enabled for Basic Medical. We are looking to expand this to Advanced Medical as well. + +## Future + +We are still at work on improving medical. Unfortunally we did not manage to finish our overhaul for the 3.7.0 release, but we hope to have the first stages completed and included before the end of the year. + +We are also working on new features such as Blue Force Tracking, Burning and more ports from ACE2, AGM and CSE. We are also open to any features submitted for ACE3. If you have exciting functionality that you feel could belong in ACE3, we are accepting pull requests. + +## The End Things + +The full changelog for ACE3 v3.7.0 can be found here: [https://github.com/acemod/ACE3/releases/v3.7.0](https://github.com/acemod/ACE3/releases/v3.7.0){:target="_blank"} + +We are still in need for translations for some languages within the ACE3 project. Please have a look at [this github issue to track the progress and what languages lack translations](https://github.com/acemod/ACE3/issues/367){:target="_blank"}. Any and all help with this is appreciated. + + + +And most finally, we would like to invite you to our ACE3 public Slack chat. Here you can chat with fellow ACE3 users and developers, ask questions and receive help. +Registration is open for everyone: [http://slackin.ace3mod.com](http://slackin.ace3mod.com){:target="_blank"}. + +Make sure to [follow us on twitter](https://twitter.com/intent/follow?screen_name=ace3mod&tw_p=followbutton){:target="_blank"} and to [like our facebook page](https://www.facebook.com/ACE3Mod/){:target="_blank"}. diff --git a/docs/img/news/160912_grenade.jpg b/docs/img/news/160912_grenade.jpg new file mode 100644 index 0000000000..6b9a3ad00c Binary files /dev/null and b/docs/img/news/160912_grenade.jpg differ diff --git a/docs/img/news/160912_slack_monochrome_black-950x442.png b/docs/img/news/160912_slack_monochrome_black-950x442.png new file mode 100644 index 0000000000..09446f582e Binary files /dev/null and b/docs/img/news/160912_slack_monochrome_black-950x442.png differ diff --git a/docs/img/wiki/feature/ace_blood_screen.jpg b/docs/img/wiki/feature/ace_blood_screen.jpg new file mode 100644 index 0000000000..89a07bdfb6 Binary files /dev/null and b/docs/img/wiki/feature/ace_blood_screen.jpg differ diff --git a/docs/wiki/class-names.md b/docs/wiki/class-names.md index ebd8236f1b..a3c270ef5b 100644 --- a/docs/wiki/class-names.md +++ b/docs/wiki/class-names.md @@ -244,7 +244,7 @@ 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 +### MX2A `Added in 3.1.1` Class Name | In-Game Name | Type | diff --git a/docs/wiki/development/documentation-guidelines-and-tips.md b/docs/wiki/development/documentation-guidelines-and-tips.md index aeba472518..ba2d14df13 100644 --- a/docs/wiki/development/documentation-guidelines-and-tips.md +++ b/docs/wiki/development/documentation-guidelines-and-tips.md @@ -66,7 +66,7 @@ Short description of sub-feature 2. ## 3. Dependencies -{% raw %}{% include dependencies_list.md component="ace_something" %}{% endraw %} +{% raw %}{% include dependencies_list.md component="blank" %}{% endraw %} ## 4. Guides diff --git a/docs/wiki/feature/advanced-fatigue.md b/docs/wiki/feature/advanced-fatigue.md new file mode 100644 index 0000000000..acf7df8276 --- /dev/null +++ b/docs/wiki/feature/advanced-fatigue.md @@ -0,0 +1,99 @@ +--- +layout: wiki +title: Advanced Fatigue +description: Human fatigue simulation based on scientific formulas. +group: feature +category: realism +parent: wiki +mod: ace +version: + major: 3 + minor: 7 + patch: 0 +--- + +## 1. Overview + +Advanced Fatigue is a human fatigue simulation based on the information and formulas provided by Bohemia Interactive Simulations, which are [publicly available online](https://manuals.bisimulations.com/vbs3/3-0/downloads/VBS_AdvFatigueSys.pdf) and apparently used in VBS3. However, just to make this clear again, none of VBS3 code was taken over, this is an independent implementation. + + +### 1.1 Basics + +Advanced Fatigue is based on scientific formulas that try to predict human performance, which enables ACE to provide a fairly accurate fatigue simulation with understandable in-game results in terms of performance. This means that any movement will be taken into account and may have an impact on both your short term and your long term fatigue: running around all mission will influence how long and how far you can run later, but if you're more conservative with your energy, you might benefit from that when you actually need more power. + + +### 1.2 Fatigue Influences + +Your stamina will be drained more or less depending on various factors, some of them more severe than others. Here's a short list of all currently implemented fatigue influences: + +- **Character stance:** Moving upright, crouched or prone. +- **Weapon holding:** Lowering your weapon, raising it or moving with the gun high ready +- **Movement speed:** Running, jogging or walking +- **Gear weight** +- **Terrain steepness:** Walking on slopes, up or down hill +- **Injuries:** Pain and blood volume +- **Carrying:** Both units and objects +- **Environment temperature** + + +### 1.3 Effects of High Fatigue + +Depending on how much your character is fatigued you will experience various visual, audible and physical symptoms: + +- Breathing sounds (with different intensity and frequency) +- Black flashing border when hitting the bodies limits +- Not being able to sprint +- Not being able to jog +- Slowed down movement whilst swimming or diving +- Weapon sway (majorly reduced when crouched or prone) + + +### 1.4 Stamina Bar + +ACE provides a stamina bar similar to the one in vanilla Arma 3. You can enable and disable it through your ACE options menu. If you want to move the stamina bar, simply move the vanilla one in the GUI game options, the Advanced Fatigue one will move to the same location (this requires a restart though). + +The Advanced Fatigue stamina bar has a few changes compared to the vanilla one to improve both immersion and user feedback, inspired by Dslyecxi's custom stamina bar. It will initially have a very low opacity which rises with the loss of stamina. Additionally it will first turn from white to orange and bright red afterwards. + + + +## 2. Simulation Details + +Since Advanced Fatigue is based on real life biological systems we will explain some of them in more detail here. + + +### 2.1 How Human Stamina Works + +Human stamina is based on the availability of adenosine triphosphate (ATP), which is a molecule used by the body to transfer power. Small amounts of ATP are already stored readily available within muscle cells and larger amounts are generated by several pathways, which then transfer the ATP through blood to the muscles. There are quite a few pathways which generate and store ATP, so instead of simulating all of them, we merge them into 3 generic pathways. + + +### 2.2 ATP Pathways + +Each pathway has different properties: They store different amounts of ATP and can provide and regenerate different amounts of ATP per second. You can compare this to having three differently sized barrels filled with water, each having a differently sized faucet and opening at the top to refill it with water. + + +#### 2.2.1 Anaerobic Pathway + +This pathway is essentially responsible for your short term stamina. It has a very small capacity of ATP available (2300 mmol), which is can provide a lot of ATP very fast (13.3 mmol/s), but also replenished very quickly (56.7 mmol/s). This pathway is pretty much what limits how long you can jog or sprint in one go, which is why we use it as an indicator for the stamina bar. + + +#### 2.2.2 Aerobic Pathways + +The two aerobic pathways store way bigger amounts of ATP than the anaerobic one, the first one stores over 1700 times as much ATP (4000 mol) and the second one still over 36 times as much ATP (84 mol) as the anaerobic pathway. However, they can also provide (13.3 and 16.7 mmol) and replenish (6.6 and 5.83 mmol) a lot less ATP then the anaerobic pathway. + +This means that while these will last a lot longer, they do not have such a large impact on your short term performance. Instead, they will drain slowly during the day, which means that at the end you will have less power available than at the beginning, depending on how much you exhausted yourself. However, at that point they will start influencing your short term performance. + + +### 2.3 ATP Consumption + +At any time the body consumes a certain amount of ATP - even when not moving. Since the aerobic pathways have so much ATP available, they will be drained first, and when you're not moving they can usually cover all the ATP you need. They can actually mostly regenerate the same amount of ATP that is used as is consumed, which means standing still has no effect on your performance. Once you exert yourself a little more, by jogging for example, more ATP is needed, and the anaerobic pathway comes into play. It will fill in the rest of the ATP needed. + + +### 2.4 ATP Pathway Fatigue + +Another factor that comes into play here is pathway fatigue - the pathways themselves can fatigue too! That means, the more ATP the pathways have to provide, the slower they will will be able to, limiting how much ATP can overall be provided by each pathway. If we take into account that the aerobic pathways have provide their ATP first for any consumption, that means that the anaerobic pathway will have to provide more ATP if the aerobic ones are fatigued. This is how the long term fatigue effect is created. + + + +## 3. Dependencies + +{% include dependencies_list.md component="advanced_fatigue" %} diff --git a/docs/wiki/feature/advanced-throwing.md b/docs/wiki/feature/advanced-throwing.md index 7c8dbc06b9..e440ab9641 100644 --- a/docs/wiki/feature/advanced-throwing.md +++ b/docs/wiki/feature/advanced-throwing.md @@ -27,11 +27,24 @@ After cooking a grenade any mode can be used to throw it further or it can simpl Grenade will be thrown where you are currently looking at, free-look (including TrackIR) is fully supported. However, the further to the side and back you are looking, the lower the throw power will be. -### 1.2 Rethrowing +### 1.2 Indicators + +When enabled, an arc of colored filled circles will indicate the path grenade will fly through. + +Color | Meaning +----- | -------- +White | Flight path +Green | Collision with ground surface +Red | Collision with object +Yellow | Possible collision (_added in ACE3 v3.8.0_) + +Possible collisions are collisions that might happen, but there is also a chance that the grenade will not collide with that object. It is impossible to predict in many cases due to different object configurations. + +### 1.3 Rethrowing Advanced Throwing allows you to pick up grenades that have already been thrown. You have to be very close to it to effectively pick it up. Useful for rethrowing smoke grenades or repositioning chemlights. Frag grenades can also be thrown back, for example out of the house, however doing so is extremely risky. -### 1.3 Settings +### 1.4 Settings Various settings can be set according to your likeness. Next to global toggle to disable Advanced Throwing there are settings to hide the throw arc indicating approximate throw distance and the arc it will fly through and hide mouse controls. Additionally for server administrators and mission makers, picking up grenades can be entirely disabled, as well as a setting to enable picking up attached items such as chemlights attached to vehicles or other player's shoulder. diff --git a/docs/wiki/feature/grenades.md b/docs/wiki/feature/grenades.md index d043d67d0b..348425d3d9 100644 --- a/docs/wiki/feature/grenades.md +++ b/docs/wiki/feature/grenades.md @@ -12,6 +12,11 @@ version: patch: 0 --- +16AA member Steven N shows off one of the latest features from @ACE3Mod ammunition cook off #ACE3 #Arma3 #MilSim - https://t.co/dQLVoW7Xzl
— 16AAMILSIM (@16AAMILSIM) 9 september 2016
Check out the Advanced Throwing page for the new alternative system introduced in version 3.7.0.
+Medical AI is currently only able to deal with the basic medical system! Read further for more details.
+This component supports both ACE medical as well as the vanilla medical systems.
+