Merge branch 'master' into spectator

Restores spectator that was removed from release branch
This commit is contained in:
SilentSpike 2015-07-31 23:35:45 +01:00
commit 777d8f6d43
115 changed files with 771 additions and 110 deletions

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@ -4,11 +4,11 @@
</p>
<p align="center">
<a href="https://github.com/acemod/ACE3/releases">
<img src="https://img.shields.io/badge/Version-3.1.1-blue.svg"
<img src="https://img.shields.io/badge/Version-3.2.0-blue.svg"
alt="ACE version">
</a>
<a href="https://github.com/acemod/ACE3/releases/download/v3.1.1/ace3_3.1.1.zip">
<img src="http://img.shields.io/badge/Download-51.7_MB-green.svg"
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.0/ace3_3.2.0.zip">
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg"
alt="ACE download">
</a>
<a href="https://github.com/acemod/ACE3/issues">

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@ -210,6 +210,7 @@
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
</Key>
<Key ID="STR_ACE_Advanced_Ballistics_Description">
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>

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@ -116,4 +116,28 @@ class CfgVehicles {
MACRO_ADDITEM(ACE_banana,1);
};
};
class Land_HelipadEmpty_F;
class ACE_LogicDummy: Land_HelipadEmpty_F {
scope = 1;
SLX_XEH_DISABLED = 1;
author = CSTRING(ACETeam);
class EventHandlers {
init = "(_this select 0) enableSimulation false";
};
};
class Bicycle;
class ACE_Headbug_Fix: Bicycle {
scope = 1;
side = 3;
model = PATHTOF(data\ACE_HeadBanger.p3d);
//model = QPATHTO_M(ACE_HeadBanger.p3d);
author = CSTRING(ACETeam);
displayName = " ";
soundEngine[] = {"", 20, 0.875};
soundEnviron[] = {"", 25, 0.925};
isBicycle = 1;
XEH_DISABLED;
};
};

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@ -106,6 +106,7 @@ PREP(goKneeling);
PREP(hadamardProduct);
PREP(hasItem);
PREP(hasMagazine);
PREP(headBugFix);
PREP(hideUnit);
PREP(inheritsFrom);
PREP(insertionSort);

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@ -0,0 +1,30 @@
/**
* fnc_headbugfix.sqf
* @Descr: Fixes animation issues that may get you stuck
* @Author: rocko
*
* @Arguments:
* @Return: nil
* @PublicAPI: true
*/
#include "script_component.hpp"
private ["_pos","_dir","_anim"];
if (player != vehicle player || {(player getvariable ["ace_isUnconscious", false])}) exitWith {};
titleCut ["", "BLACK"];
_pos = getposATL player;
_dir = getDir player;
_anim = animationState player;
// create invisible headbug fix vehicle
_ACE_HeadbugFix = createVehicle ["ACE_Headbug_Fix", getposATL player, [], 0, "NONE"];
_ACE_HeadbugFix setDir _dir;
player moveInAny _ACE_HeadbugFix;
sleep 1.0;
unassignVehicle player;
player action ["Eject", vehicle player];
sleep 1.0;
deleteVehicle _ACE_HeadbugFix;
player setposATL _pos;
player setDir _dir;
titleCut ["", "PLAIN"];

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@ -21,8 +21,8 @@ class ACE_ModuleExplosive: ACE_Module {
defaultValue = 1;
};
class ExplodeOnDefuse {
displayName = "$STR_ACE_Explosive_ExplodeOnDefuse_DisplayName";
description = "$STR_ACE_Explosive_ExplodeOnDefuse_Description";
displayName = CSTRING(ExplodeOnDefuse_DisplayName);
description = CSTRING(ExplodeOnDefuse_Description);
typeName = "BOOL";
defaultValue = 1;
};

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@ -560,6 +560,7 @@
<Spanish>¿Habilitar ciertos explosivos para estallar al desactivar? Por defecto: Sí</Spanish>
</Key>
<Key ID="STR_ACE_Explosives_Module_Description">
<English>This module adjusts the settings related to explosives.</English>
<Polish>Moduł ten pozwala dostosować opcje związane z ładunkami wybuchowymi, ich podkładaniem oraz rozbrajaniem.</Polish>
<German>Dieses Modul erlaubt die Einstellungen für Sprengstoffe zu verändern.</German>
<Czech>Tento modul umoňuje přizpůsobit nastavení týkajících se výbušnin.</Czech>

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@ -74,6 +74,7 @@
<Portuguese>Mostrar as coordenadas de grade no ponteiro do mouse?</Portuguese>
</Key>
<Key ID="STR_ACE_Map_Module_Description">
<English>This module allows you to customize the map screen.</English>
<Polish>Moduł ten pozwala dostosować opcje widoku ekranu mapy.</Polish>
<German>Dieses Modul erweitert die Kartenfunktionen.</German>
<Czech>Tento modul umožňuje přizpůsobit mapu s obrazem.</Czech>
@ -134,6 +135,7 @@
<Portuguese>Esconder marcadores que pertencem ao grupo de IA?</Portuguese>
</Key>
<Key ID="STR_ACE_Map_BFT_Module_Description">
<English>This module allows the tracking of allied units with BFT map markers.</English>
<Polish>Pozwala śledzić na mapie pozycje sojuszniczych jednostek za pomocą markerów BFT.</Polish>
<German>Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen.</German>
<Czech>Umožňuje sledovat přátelské jednokty na mapě v rámci BFT.</Czech>

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@ -3458,6 +3458,7 @@
<Portuguese>É médico</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_AssignMedicRoles_role_Description">
<English>This module allows you to assign the medic class to selected units.</English>
<Polish>Moduł ten pozwala przypisać klasę medyczną wybranym jednostkom.</Polish>
<German>Dieses Modul legt fest welche Einheit ein Sanitäter ist.</German>
<Czech>Tento modul určuje, která jednotka je zdravotník.</Czech>

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@ -247,14 +247,22 @@ class ACE_settingsMenu {
text = CSTRING(OpenExport);
x = X_PART(18);
action = QUOTE(if (GVAR(serverConfigGeneration) > 0) then {createDialog 'ACE_serverSettingsMenu'; });
};
};
class action_debug: actionClose {
idc = 1102;
text = CSTRING(DumpDebug);
x = X_PART(26.5);
x = X_PART(26.1);
action = QUOTE([] call FUNC(debugDumpToClipboard));
tooltip = CSTRING(DumpDebugTooltip);
};
class action_headBugFix: actionClose {
idc = 1102;
text = CSTRING(headBugFix);
x = X_PART(34);
w = W_PART(5);
action = QUOTE(0 spawn EFUNC(common,headBugFix); closedialog 0;);
tooltip = CSTRING(headBugFixTooltip);
};
};
};
class ACE_serverSettingsMenu: ACE_settingsMenu {

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@ -344,6 +344,12 @@
<Czech>Pošle debug informace do RPT a schránky.</Czech>
<German>Protokolliert Debug-Informationen im RPT und speichert sie in der Zwischenablage.</German>
<Portuguese>Envia informação de depuração para RPT e área de transferência.</Portuguese>
</Key>
<Key ID="STR_ACE_OptionsMenu_headBugFix">
<English>Headbug Fix</English>
</Key>
<Key ID="STR_ACE_OptionsMenu_headBugFixTooltip">
<English>Resets your animation state.</English>
</Key>
<Key ID="STR_ACE_OptionsMenu_aceNews">
<English>ACE News</English>

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@ -28,11 +28,55 @@ class CfgVehicles {
class Helicopter;
class ParachuteBase: Helicopter {
ace_hasReserveParachute = 1;
ace_reserveParachute = "ACE_ReserveParachute";
MACRO_HASRESERVE
};
class ParachuteWest: ParachuteBase {
MACRO_HASRESERVE
};
class ParachuteEast: ParachuteBase {
MACRO_HASRESERVE
};
class ParachuteG: ParachuteBase {
MACRO_HASRESERVE
};
class Parachute: ParachuteWest {
MACRO_HASRESERVE
};
class NonSteerable_Parachute_F: Parachute {
MACRO_HASRESERVE
};
class Paraglide: ParachuteWest{
MACRO_HASRESERVE
};
class Steerable_Parachute_F: Paraglide{
MACRO_HASRESERVE
};
class Parachute_02_base_F: parachuteBase {
MACRO_HASRESERVE
};
class B_Parachute_02_F: Parachute_02_base_F {
MACRO_HASRESERVE
};
class O_Parachute_02_F: Parachute_02_base_F {
MACRO_HASRESERVE
};
class I_Parachute_02_F: Parachute_02_base_F {
MACRO_HASRESERVE
};
class Bag_Base;
class B_Parachute:Bag_Base {
MACRO_HASRESERVE
};
class B_B_Parachute_02_F: B_Parachute {
MACRO_HASRESERVE
};
class B_O_Parachute_02_F: B_Parachute {
MACRO_HASRESERVE
};
class B_I_Parachute_02_F: B_Parachute {
MACRO_HASRESERVE
};
class B_Parachute;
class ACE_NonSteerableParachute: B_Parachute {
author = ECSTRING(common,ACETeam);
scope = 2;
@ -41,6 +85,7 @@ class CfgVehicles {
//model = "\A3\Weapons_F\Ammoboxes\Bags\Backpack_Parachute"; // @todo
// backpackSimulation = "ParachuteNonSteerable"; //ParachuteSteerable //Bis broke this in 1.40
ParachuteClass = "NonSteerable_Parachute_F";
MACRO_HASRESERVE
maximumLoad = 0;
mass = 100;
};

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@ -42,5 +42,6 @@ GVAR(PFH) = false;
// don't show speed and height when in expert mode
["infoDisplayChanged", {_this call FUNC(handleInfoDisplayChanged)}] call EFUNC(common,addEventHandler);
//[ACE_Player,([ACE_player] call EFUNC(common,getAllGear))] call FUNC(storeParachute);
["playerInventoryChanged", FUNC(storeParachute) ] call EFUNC(common,addEventHandler);

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@ -19,4 +19,4 @@ _unit = _this select 0;
_vehicle = vehicle _unit;
_unit action ["GetOut", _vehicle];
deleteVehicle _vehicle;
_unit setVariable [QGVAR(chuteIsCut), true];
_unit setVariable [QGVAR(chuteIsCut), true, true];

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@ -18,7 +18,7 @@ private["_unit"];
_unit = _this select 0;
GVAR(PFH) = false;
[_unit, "AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon", 2] call EFUNC(common,doAnimation);
_unit setVariable [QGVAR(chuteIsCut), false];
_unit setVariable [QGVAR(chuteIsCut), false, true];
[{
if (ACE_time >= ((_this select 0) select 0) + 1) then {
((_this select 0) select 1) playActionNow "Crouch";

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@ -14,17 +14,17 @@
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit","_backpack"];
_unit = _this select 0;
_backpack = (_this select 1) select 6 ;
if ((vehicle _unit) isKindOf "ParachuteBase" && backpack _unit == "" && !(_unit getVariable [QGVAR(chuteIsCut),false]) && (_unit getvariable [QGVAR(hasReserve),false])) then {
_unit addBackpack (_unit getVariable[QGVAR(backpackClass),"ACE_NonSteerableParachute"]);
} else {
if ([false,true] select (getNumber(configFile >> "CfgVehicles" >> _backpack >> "ace_hasReserveParachute"))) then {
_unit setVariable[QGVAR(backpackClass),getText(configFile >> "CfgVehicles" >> _backpack >> "ace_reserveParachute")];
};
if (!(_unit getVariable [QGVAR(chuteIsCut),false]) && !(animationState _unit == 'para_pilot')) then {
_unit setVariable [QGVAR(hasReserve),[false,true] select (getNumber(configFile >> "CfgVehicles" >> _backpack >> "ace_hasReserveParachute"))];
};
};
#include "script_component.hpp"
private ["_unit","_backpack"];
_unit = _this select 0;
_backpack = (_this select 1) select 6;
if ((vehicle _unit) isKindOf "ParachuteBase" && backpack _unit == "" && !(_unit getVariable [QGVAR(chuteIsCut),false]) && (_unit getvariable [QGVAR(hasReserve),false])) then {
_unit addBackpackGlobal (_unit getVariable[QGVAR(backpackClass),"ACE_NonSteerableParachute"]);
} else {
if ([false,true] select (getNumber(configFile >> "CfgVehicles" >> _backpack >> "ace_hasReserveParachute"))) then {
_unit setVariable[QGVAR(backpackClass),getText(configFile >> "CfgVehicles" >> _backpack >> "ace_reserveParachute"),true];
};
if (!(_unit getVariable [QGVAR(chuteIsCut),false]) && !(animationState _unit == 'para_pilot')) then {
_unit setVariable [QGVAR(hasReserve),[false,true] select (getNumber(configFile >> "CfgVehicles" >> _backpack >> "ace_hasReserveParachute")),true];
};
};

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@ -1,3 +1,4 @@
#define DEBUG_ENABLED_PARACHUTE
#define COMPONENT parachute
#include "\z\ace\addons\main\script_mod.hpp"
@ -10,3 +11,7 @@
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#define MACRO_HASRESERVE ace_hasReserveParachute = 1; \
ace_reserveParachute = "ACE_ReserveParachute";

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@ -79,6 +79,10 @@ class CfgVehicles {
class GVAR(moduleBase): Module_F {
author = "SilentSpike";
category = "ACE";
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
scope = 1;
scopeCurator = 2;
};
class GVAR(moduleCaptive): GVAR(moduleBase) {

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@ -18,7 +18,7 @@
PARAMS_3(_logic,_units,_activated);
private ["_mouseOver","_unit","_captive"];
if (!_activated) exitWith {};
if !(_activated && local _logic) exitWith {};
if (isNil QEFUNC(captives,setHandcuffed)) then {
[LSTRING(RequiresAddon)] call EFUNC(common,displayTextStructured);

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@ -18,7 +18,7 @@
PARAMS_3(_logic,_units,_activated);
private ["_mouseOver","_unit","_surrendering"];
if (!_activated) exitWith {};
if !(_activated && local _logic) exitWith {};
if (isNil QEFUNC(captives,setSurrendered)) then {
[LSTRING(RequiresAddon)] call EFUNC(common,displayTextStructured);

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@ -18,7 +18,7 @@
PARAMS_3(_logic,_units,_activated);
private ["_mouseOver","_unit","_conscious"];
if (!_activated) exitWith {};
if !(_activated && local _logic) exitWith {};
if (isNil QEFUNC(medical,setUnconscious)) then {
[LSTRING(RequiresAddon)] call EFUNC(common,displayTextStructured);
@ -38,7 +38,7 @@ if (isNil QEFUNC(medical,setUnconscious)) then {
} else {
_conscious = GETVAR(_unit,ACE_isUnconscious,false);
// Function handles locality for me
[_unit, !_conscious, round(random(10)+5), true] call EFUNC(medical,setUnconscious);
[_unit, !_conscious, 10e10, true] call EFUNC(medical,setUnconscious);
};
};
};

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@ -56,7 +56,7 @@ PREP(onTapShoulder);
<tbody>
<tr>
<td>"playerChanged"</td>
<td>`player` changed (zeus/respawn)</td>
<td>`player` changed (zeus/respawn/init)</td>
<td>common</td>
<td>[_newPlayer, _oldPlayer]</td>
<td>local</td>
@ -68,23 +68,23 @@ PREP(onTapShoulder);
<td>[_player]</td>
<td>local</td>
</tr>
</tr>
</tr>
<tr>
<td>"playerInventoryChanged"</td>
<td>Inventory changed</td>
<td>common</td>
<td>[_player, getAllGear-Array]</td>
<td>local</td>
</tr>
</tr>
</tr>
</tr>
<tr>
<td>"playerVisionModeChanged"</td>
<td>Vision mode changed (e.g. NVG on)</td>
<td>common</td>
<td>[_unit, _newVisionMode]</td>
<td>local</td>
</tr>
</tr>
</tr>
</tr>
<tr>
<td>"inventoryDisplayChanged"</td>
<td>Inventory display opened/closed</td>
@ -92,7 +92,7 @@ PREP(onTapShoulder);
<td>[_unit, _isOpen]</td>
<td>local</td>
</tr>
</tr>
</tr>
<tr>
<td>"zeusDisplayChanged"</td>
<td>Zeus display opened/closed</td>
@ -100,56 +100,70 @@ PREP(onTapShoulder);
<td>[_unit, _isOpen]</td>
<td>local</td>
</tr>
</tr>
</tr>
<tr>
<td>"cameraViewChanged"</td>
<td>Camera view changed</td>
<td>common</td>
<td>[_unit, _newCameraView]</td>
<td>local</td>
</tr>
</tr>
<tr>
<td>"playerVehicleChanged"</td>
<td>Player vehicle changed</td>
<td>common</td>
<td>[_unit, _newVehicle]</td>
<td>local</td>
</tr>
</tr>
<tr>
<td>"playerTurretChanged"</td>
<td>Player turret changed</td>
<td>common</td>
<td>[_unit, _newTurretIndexArray]</td>
<td>local</td>
</tr>
</tr>
<tr>
<td>"infoDisplayChanged"</td>
<td>On info box change (e.g. entering and leaving a vehicle)</td>
<td>common</td>
<td>[_display, _type]</td>
<td>local</td>
</tr>
</tr>
<tr>
<td>"inventoryDisplayLoaded"</td>
<td>On opening the inventory display</td>
<td>common</td>
<td>[_display]</td>
<td>local</td>
</tr>
</tr>
<tr>
<td>"mapDisplayLoaded"</td>
<td>On loading the map (briefing and mission start)</td>
<td>common</td>
<td>[_display, _mapType]</td>
<td>local</td>
</tr>
</tr>
<tr>
<td>"SettingsInitialized"</td>
<td>Settings are now safe to use (at mission start)</td>
<td>common</td>
<td></td>
<td>local</td>
</tr>
<tr>
<td>"SettingChanged"</td>
<td>A setting was changed</td>
<td>common</td>
<td>[_name, _value]</td>
<td>local</td>
</tr>
<tr>
<td>"interactionMenuOpened"</td>
<td>Interaction Menu Opened</td>
<td>interaction</td>
<td></td>
<td>local</td>
</tr>
</tr>
<tr>
<td>"killedByFriendly"</td>
<td>On TK/Civilian Killed</td>
@ -163,7 +177,7 @@ PREP(onTapShoulder);
<td>map</td>
<td></td>
<td>target</td>
</tr>
</tr>
<tr>
<td>"drawing_sendbackMarkers"</td>
<td>Send Drawing Markers</td>
@ -177,21 +191,28 @@ PREP(onTapShoulder);
<td>map</td>
<td></td>
<td>global</td>
</tr>
</tr>
<tr>
<td>"drawing_removeLineMarker"</td>
<td>Line Deleted</td>
<td>map</td>
<td></td>
<td>global</td>
</tr>
</tr>
<tr>
<td>"flashbangExplosion"</td>
<td>Flashbang Goes Bang</td>
<td>grenades</td>
<td></td>
<td>target</td>
</tr>
</tr>
<tr>
<td>"zeusUnitAssigned"</td>
<td>A player was assigned as zeus</td>
<td>zeus</td>
<td>[_logic,_player]</td>
<td>global</td>
</tr>
</tbody>
</table>
@ -208,13 +229,26 @@ PREP(onTapShoulder);
</tr>
</thead>
<tbody>
<tr>
</tr>
<td>"SetHandcuffed"</td>
<td>Set the captive (handcuffed) state of a unit</td>
<td>[_unit, _state]</td>
<td>captives</td>
<td>local</td>
</tr>
</tr>
<td>"SetSurrendered"</td>
<td>Set the surrender state of a unit</td>
<td>[_unit, _state]</td>
<td>captives</td>
<td>local</td>
</tr>
<tr>
<td>"ace_fcs_forceChange"</td>
<td>force FCS updates</td>
<td>fcs</td>
<td>fcs</td>
<td>local</td>
</tr>
</tr>
</tbody>
</table>

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@ -3,6 +3,7 @@ layout: wiki
title: Advanced Ballistics
description: The advanced ballistics module improves internal and external ballistics.
group: feature
category: realism
parent: wiki
---

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@ -3,7 +3,7 @@ layout: wiki
title: AI (Artificial Intelligence)
description: Config based changes to AI to ensure compatibility with advanced AI modifications
group: feature
order: 5
category: realism
parent: wiki
---

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@ -3,7 +3,7 @@ layout: wiki
title: Aircraft
description: Aircraft overhaul
group: feature
order: 5
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: APL
description: assets under APL license
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: ATragMX
description:
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Attach
description: Allow players to attach items to vehicles or themselves
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Backpacks
description: Notifies a player when his backpack is opened
group: feature
category: equipment
parent: wiki
---

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@ -3,7 +3,7 @@ layout: wiki
title: Ballistics
description: Realistic ballistic improvements
group: feature
order: 5
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Captives
description: System for taking and handling captives
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Common
description: Common functions and systems used by most other components.
group: feature
category: general
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Concertina Wire
description:
group: feature
category: equipment
parent: wiki
---

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@ -2,6 +2,7 @@
layout: wiki
title: Dagr
group: feature
category: equipment
parent: wiki
---
@ -11,4 +12,4 @@ Adds the Defense Advanced GPS Receiver.
## 3. Dependencies
`ace_weather`
`ace_weather`

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@ -3,6 +3,7 @@ layout: wiki
title: Difficulties
description: Tweak to Vanilla hardest difficulty
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Disarming
description:
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Disposable
description: Makes NLAW disposable and allows addons to do the same
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Dragging
description: Adds the option to drag and carry units and objects
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Explosives
description: Adds numerous improvements to using and handling explosives
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: FCS (Fire Control System)
description:
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Flash Suppressors
description:
group: feature
category: equipment
parent: wiki
---

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@ -2,6 +2,7 @@
layout: wiki
title: Fonts
group: feature
category: general
parent: wiki
---
@ -12,4 +13,4 @@ This module adds a font that will be used in the future, characters with equal w
## 3. Dependencies
`ace_main`
`ace_main`

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@ -3,6 +3,7 @@ layout: wiki
title: Frag
description:
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: G-Forces
description:
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Goggles
description:
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Grenades
description:
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Hearing
description:
group: feature
category: realism
parent: wiki
---
@ -30,4 +31,4 @@ Some types of helmets can mitigate hearing damage also (ie. crewman helmet, pilo
## 3. Dependencies
`ace_interaction`
`ace_interaction`

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@ -3,6 +3,7 @@ layout: wiki
title: Hit Reactions
description:
group: feature
category: realism
parent: wiki
---

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@ -2,6 +2,7 @@
layout: wiki
title: HuntIR
group: feature
category: equipment
parent: wiki
---
@ -39,4 +40,4 @@ Shortcut | Action
## 3. Dependencies
`ace_common`
`ace_common`

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@ -3,6 +3,7 @@ layout: wiki
title: Interact Menu
description:
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Interaction
description:
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Inventory
description:
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Javelin
description:
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Kestrel 4500
description:
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Laser Self-Designate
description:
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Laser
description:
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Laser Pointer
description: Switching laser modes, daylight lasers
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Logistics - UAV Battery
description: UAV recharging
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Logistics - Wirecutter
description:
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Magazine Repack
description: Repacking magazines, and maybe your bananas.
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Main
description: main module
group: feature
category: general
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Map
description: Map improvements
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Map Tools
description: Map tools, a roamer and pens
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Markers
description: improved markers
group: feature
category: interaction
parent: wiki
---

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@ -3,7 +3,7 @@ layout: wiki
title: Medical System
description: ACE provide users with a more realistic medical system and comes in both a basic and advanced version. Both versions have overlap but each have their own unique characteristics.
group: feature
order: 4
category: realism
parent: wiki
---

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@ -1,8 +1,9 @@
---
layout: wiki
title: MicroDAGR
description: A GPS device and much more !
description: A GPS device and much more
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Missile Guidance
description:
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Mission Modules
description: modules that can be used by mission makers.
group: feature
category: general
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Mk6 Mortar
description: Improve the existing mk6 mortar.
group: feature
category: equipment
parent: wiki
---
@ -62,4 +63,4 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
## 3. Dependencies
`ace_interaction`
`ace_interaction`

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@ -2,6 +2,7 @@
layout: wiki
title: Modules
group: feature
category: general
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Movement
description: Movement improvements
group: feature
category: realism
parent: wiki
---

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@ -1,7 +1,9 @@
---
layout: wiki
title: MX-2A
description: Movement improvements
group: feature
category: equipment
parent: wiki
---
@ -11,4 +13,4 @@ Adds the MX-2A thermal imaging device.
## 3. Dependencies
`ace_apl`
`ace_apl`

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@ -3,6 +3,7 @@ layout: wiki
title: Nametags
description:
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Nightvision
description:
group: feature
category: equipment
parent: wiki
---

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@ -1,8 +1,9 @@
---
layout: wiki
title: No Idle
description: Disable idle animations
description: Disables idle animations
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: No Radio
description: Disable callouts
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: No Rearm
description: Remove rearm from
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Optics
description: 2D and PIP optics
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Options Menu
description: ACE3 options menu
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Overheating
description: Weapon temperature and jamming, barrel swapping.
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Overpressure
description: backblast and overpressure
group: feature
category: realism
parent: wiki
---

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@ -17,6 +17,9 @@ Adds a non-steerable parachute variant for jet pilots.
### 1.3 Landing animation
Smoothens the parachute landing animation.
### 1.4 Reserve parachute
Adds a reserve parachute and the ability to cut the primary one.
## 2. Usage
### 2.1 bringing up the altimeter

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@ -3,6 +3,7 @@ layout: wiki
title: Protection
description: Tweaks armor values
group: feature
category: realism
parent: wiki
---

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@ -1,8 +1,9 @@
---
layout: wiki
title: Ragdolls
description:
description: Changes the ragdolls to react more to the force of shots and explosions.
group: feature
category: realism
parent: wiki
---

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@ -1,8 +1,9 @@
---
layout: wiki
title: Rangecard
description: Add a range card for your weapons
description: Adds a range card for your weapons
group: feature
category: equipment
parent: wiki
---
@ -28,4 +29,4 @@ Add a range card that updates itself for your weapon and the type of ammo you're
## 3. Dependencies
`ACE_Advanced_Ballistics`
`ACE_Advanced_Ballistics`

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@ -3,6 +3,7 @@ layout: wiki
title: Realistic Names
description: More realistic weapon names
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Recoil
description: Recoil overhaul
group: feature
category: realism
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Reload
description:
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Reload Launchers
description:
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Respawn
description: Same gear on respawn, FF message, rallypoints
group: feature
category: interaction
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Safe Mode
description: Introduce safe mode
group: feature
category: equipment
parent: wiki
---

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@ -1,7 +1,9 @@
---
layout: wiki
title: Sandbags
description: Adds stackable sandbags
group: feature
category: equipment
parent: wiki
---
@ -21,4 +23,4 @@ Note that those sandbags are affected by physics, a rocket will send them flying
## 3. Dependencies
`ace_interaction`
`ace_interaction`

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@ -3,6 +3,7 @@ layout: wiki
title: Scopes
description: Scope adjustment
group: feature
category: equipment
parent: wiki
---

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@ -3,6 +3,7 @@ layout: wiki
title: Small Arms
description: Various improvements to small arms
group: feature
category: realism
parent: wiki
---

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@ -0,0 +1,375 @@
---
layout: wiki
title: Spectator
description: A flexible spectator system
group: feature
category: interaction
parent: wiki
---
<div class="panel callout">
<h5>Please note:</h5>
<p>This is not part of ACE3 yet. It will be released in a future version.</p>
</div>
## 1. Overview
The ACE3 spectator system is designed to act as a flexible and easy to configure framework. Most scenarios can be set up as desired using only the settings provided, however public functions are available for finer control of these configurable aspects.
### 1.1 Spectator System
The current iteration of the ACE3 spectator system only officially supports scenarios using [respawn type](https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Types) 3 (or "BASE"). However there's nothing to stop its use alongside anything else, just be aware that it might not function entirely as expected.
By default, the ACE3 spectator system does nothing - meaning existing missions will behave exactly as before. The setting `ace_spectator_onDeath` can be used to automatically put players into spectator mode each time they die.
For mission makers who seek a more advanced setup (such as multiple lives or wave respawning) the function `ace_spectator_fnc_setSpectator` is provided to transition players to/from spectator mode as desired:
```
* Arguments:
* 0: Unit to put into spectator state <OBJECT>
* 1: New spectator state <BOOL> <OPTIONAL>
*
* Return Value:
* None <NIL>
*
* Example:
* [player, true] call ace_spectator_fnc_setSpectator
```
### 1.2 Spectatable Units
Spectatable units are stored in an automatically maintained list (`ace_spectator_unitList`) on each client. However, directly accessing this list is not encouraged. Instead mission makers have two tools at their disposal to tweak the list:
- Unit filter
- Unit whitelist/blacklist
The unit filter determines which units will automatically be used to populate the spectatable unit list. It's controlled by setting `ace_spectator_filterUnits` and there are three possible options:
- **No units**
- **Player units** *(default)*
- **All units**
In cases where more specific control is required function `ace_spectator_fnc_updateUnits` can be used to whitelist units from the filter or blacklist them from the list (on the local client):
```
* Arguments:
* 0: Units to add to the whitelist <ARRAY>
* 1: Use blacklist <BOOL> <OPTIONAL>
*
* Return Value:
* None <NIL>
*
* Example:
* [allUnits,true] call ace_spectator_fnc_updateUnits
*
```
### 1.3 Spectatable Sides
Spectatable sides can simply be considered an extra layer of filtering for the spectatable unit list. Again, there are two methods of controlling the spectatable sides:
- Side filter
- Side list
The side list is exactly what it sounds like, a list of sides spectatable by the local client. However, unlike spectatable units the side list remains static and can only be updated manually. This is because the side filter is applied on top of the side list whenever the unit list is automatically maintained - meaning the unit list will update if the player changes side or if the side relations change.
Note that the unit whitelist/blacklist also serves to override this side filtering mechanism.
The default side list is `[west,east,resistance,civilian]` and to update it (on the local client) function `ace_spectator_fnc_updateSpectatableSides` can be used:
```
* Arguments:
* 0: Sides to add <ARRAY>
* 1: Sides to remove <ARRAY>
*
* Return Value:
* Spectatable sides <ARRAY>
*
* Example:
* [[west], [east,civilian]] call ace_spectator_fnc_updateSpectatableSides
```
The side filter determines which sides from the side list are valid each time the unit list is updated. It's controlled by setting `ace_spectator_filterSides` and there are four possible options:
- **Player side** *(default)*
- **Friendly sides**
- **Hostile sides**
- **All sides**
### 1.4 Camera Modes
There are 3 possible camera modes:
- **Free**
- **Internal**
- **External**
Mission makers can control the camera modes available to spectators via the setting `ace_spectator_restrictModes`. Function `ace_spectator_fnc_updateCameraModes` is also provided to alter the available modes (to the local player) as desired at any point in the mission:
```
* Arguments:
* 0: Camera modes to add <ARRAY>
* 1: Camera modes to remove <ARRAY>
*
* Return Value:
* Available camera modes <ARRAY>
*
* Example:
* [[0], [1,2]] call ace_spectator_fnc_updateCameraModes
```
### 1.5 Vision Modes
Vision modes are only available in free camera mode. By default there are 4 available vision modes:
- **Normal**
- **Night vision**
- **Thermal imaging (white hot)**
- **Thermal imaging (black hot)**
Mission makers can control which of these vision modes are available to spectators via the setting `ace_spectator_restrictVisions`. However, there are actually a total of 10 possible vision modes and function `ace_spectator_fnc_updateVisionModes` can be used to alter which of them are available (to the local player) at any point in the mission:
```
* Possible vision modes are:
* - -2: Normal
* - -1: Night vision
* - 0: White hot
* - 1: Black hot
* - 2: Light Green Hot / Darker Green cold
* - 3: Black Hot / Darker Green cold
* - 4: Light Red Hot / Darker Red Cold
* - 5: Black Hot / Darker Red Cold
* - 6: White Hot / Darker Red Cold
* - 7: Thermal (Shade of Red and Green, Bodies are white)
*
* Arguments:
* 0: Vision modes to add <ARRAY>
* 1: Vision modes to remove <ARRAY>
*
* Return Value:
* Available vision modes <ARRAY>
*
* Example:
* [[0], [1,2]] call ace_spectator_fnc_updateVisionModes
```
### 1.6 Camera Attributes
The spectator camera has 8 manipulatable attributes:
- **Camera mode:** The camera view
- **Camera unit:** The unit used for internal and external view
- **Camera vision:** The vision mode used by the free camera
- **Camera position:** The position of the free camera
- **Camera pan:** The pan (direction/heading) of the free camera
- **Camera tilt:** The tilt (pitch) of the free camera
- **Camera zoom:** The zoom level of the free camera
- **Camera speed:** The movement speed of the free camera
Function `ace_spectator_fnc_setCameraAttributes` can be used to change any of these attributes at ay point (including before spectator has ever opened):
```
* Arguments:
* 0: Camera mode <NUMBER> <OPTIONAL>
* - 0: Free
* - 1: Internal
* - 2: External
* 1: Camera unit (objNull for random) <OBJECT> <OPTIONAL>
* 2: Camera vision <NUMBER> <OPTIONAL>
* - -2: Normal
* - -1: Night vision
* - 0: Thermal white hot
* - 1: Thermal black hot
* 3: Camera position (ATL) <ARRAY> <OPTIONAL>
* 4: Camera pan (0 - 360) <NUMBER> <OPTIONAL>
* 5: Camera tilt (-90 - 90) <NUMBER> <OPTIONAL>
* 6: Camera zoom (0.01 - 2) <NUMBER> <OPTIONAL>
* 7: Camera speed in m/s (0.05 - 10) <NUMBER> <OPTIONAL>
*
* Return Value:
* None <NIL>
*
* Example:
* [1, objNull] call ace_spectator_fnc_setCameraAttributes
```
## 2. Usage
### 2.1 Spectator Shortcuts
Shortcuts are currently hardcoded in the ACE3 spectator system. Future versions are likely to change that.
#### 2.1.1 Interface Shortcuts
<table>
<thead>
<tr>
<th>Shortcut</th>
<th>Action</th>
</tr>
</thead>
<tbody>
<tr>
<td><kbd>H</kbd></td>
<td>Toggle help</td>
</tr>
<tr>
<td><kbd>M</kbd></td>
<td>Toggle map</td>
</tr>
<tr>
<td><kbd>1</kbd></td>
<td>Toggle unit list</td>
</tr>
<tr>
<td><kbd>2</kbd></td>
<td>Toggle toolbar</td>
</tr>
<tr>
<td><kbd>3</kbd></td>
<td>Toggle compass</td>
</tr>
<tr>
<td><kbd>4</kbd></td>
<td>Toggle unit icons</td>
</tr>
<tr>
<td><kbd>Backspace</kbd></td>
<td>Toggle interface</td>
</tr>
</tbody>
</table>
#### 2.1.2 Free Camera Shortcuts
<table>
<thead>
<tr>
<th>Shortcut</th>
<th>Action</th>
</tr>
</thead>
<tbody>
<tr>
<td><kbd>W</kbd></td>
<td>Camera forward</td>
</tr>
<tr>
<td><kbd>S</kbd></td>
<td>Camera backward</td>
</tr>
<tr>
<td><kbd>A</kbd></td>
<td>Camera left</td>
</tr>
<tr>
<td><kbd>D</kbd></td>
<td>Camera right</td>
</tr>
<tr>
<td><kbd>Q</kbd></td>
<td>Camera up</td>
</tr>
<tr>
<td><kbd>Z</kbd></td>
<td>Camera down</td>
</tr>
<tr>
<td><kbd>LMB</kbd></td>
<td>Camera dolly</td>
</tr>
<tr>
<td><kbd>RMB</kbd></td>
<td>Camera pan and tilt</td>
</tr>
<tr>
<td><kbd>Scrollwheel</kbd></td>
<td>Zoom +/-</td>
</tr>
<tr>
<td><kbd>Ctrl</kbd>+<kbd>Scrollwheel</kbd></td>
<td>Speed +/-</td>
</tr>
<tr>
<td><kbd>N</kbd></td>
<td>Next vision mode</td>
</tr>
<tr>
<td><kbd>Ctrl</kbd>+<kbd>N</kbd></td>
<td>Previous vision mode</td>
</tr>
</tbody>
</table>
#### 2.1.3 Unit Camera Shortcuts
<table>
<thead>
<tr>
<th>Shortcut</th>
<th>Action</th>
</tr>
</thead>
<tbody>
<tr>
<td><kbd>Right arrow</kbd></td>
<td>Next unit</td>
</tr>
<tr>
<td><kbd>Left arrow</kbd></td>
<td>Previous unit</td>
</tr>
<tr>
<td><kbd>RMB</kbd></td>
<td>Toggle gun camera</td>
</tr>
</tbody>
</table>
#### 2.1.4 General shortcuts
<table>
<thead>
<tr>
<th>Shortcut</th>
<th>Action</th>
</tr>
</thead>
<tbody>
<tr>
<td><kbd>Up arrow</kbd></td>
<td>Next camera</td>
</tr>
<tr>
<td><kbd>Down arrow</kbd></td>
<td>Previous camera</td>
</tr>
</tbody>
</table>
### 2.2 The Interface
#### 2.2.1 Unit list
The unit list on the left lists all of the units currently available to spectate.
Double click on any unit name in the list to switch to the unit.
Double click on the current unit to switch between internal and external view.
#### 2.2.2 Toolbar
The toolbar along the bottom of the screen displays various useful values. From left to right these are:
- Unit name
- Camera mode
- Camera zoom/Unit side
- 24-hour Clock
- Vision mode/Unit depth
- Camera/Unit speed
#### 2.2.3 Map
The map overlay will show the current position of the free camera and all spectatable units. The unit icons are tied into the unit icon toggle shortcut. When spectating a unit the map will also show the icons of units it knows about. In free camera you can double click on the map to teleport the camera to the position of the mouse.
## 3. Dependencies
`ace_common`

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@ -1,7 +1,9 @@
---
layout: wiki
title: Spotting scope
description: Adds a deployable spotting scope
group: feature
category: equipment
parent: wiki
---
@ -18,4 +20,4 @@ Adds a deployable spotting scope.
## 3. Dependencies
`ace_apl` , `ace_interaction`
`ace_apl` , `ace_interaction`

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@ -3,6 +3,7 @@ layout: wiki
title: Switch Units
description:
group: feature
category: interaction
parent: wiki
---

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@ -1,7 +1,9 @@
---
layout: wiki
title: Tactical ladder
description: Adds a deployable ladder with adjustable height that you can transport on your back.
group: feature
category: equipment
parent: wiki
---
@ -18,4 +20,4 @@ Adds a deployable ladder with adjustable height that you can transport on your b
## 3. Dependencies
`ace_apl` , `ace_interaction`
`ace_apl` , `ace_interaction`

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