mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' into spectator
Restores spectator that was removed from release branch
This commit is contained in:
commit
777d8f6d43
BIN
Arma3_workshop_addon.jpg
Normal file
BIN
Arma3_workshop_addon.jpg
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Binary file not shown.
After Width: | Height: | Size: 133 KiB |
@ -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">
|
||||
|
@ -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>
|
||||
|
@ -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;
|
||||
};
|
||||
};
|
||||
|
@ -106,6 +106,7 @@ PREP(goKneeling);
|
||||
PREP(hadamardProduct);
|
||||
PREP(hasItem);
|
||||
PREP(hasMagazine);
|
||||
PREP(headBugFix);
|
||||
PREP(hideUnit);
|
||||
PREP(inheritsFrom);
|
||||
PREP(insertionSort);
|
||||
|
BIN
addons/common/data/ace_headbanger.p3d
Normal file
BIN
addons/common/data/ace_headbanger.p3d
Normal file
Binary file not shown.
30
addons/common/functions/fnc_headBugFix.sqf
Normal file
30
addons/common/functions/fnc_headBugFix.sqf
Normal file
@ -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"];
|
||||
|
@ -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;
|
||||
};
|
||||
|
@ -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>
|
||||
|
@ -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>
|
||||
|
@ -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>
|
||||
|
@ -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 {
|
||||
|
@ -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>
|
||||
|
@ -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;
|
||||
};
|
||||
|
@ -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);
|
||||
|
@ -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];
|
||||
|
@ -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";
|
||||
|
@ -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];
|
||||
};
|
||||
};
|
||||
|
@ -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";
|
||||
|
@ -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) {
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -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>
|
||||
|
@ -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
|
||||
---
|
||||
|
||||
|
@ -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
|
||||
---
|
||||
|
||||
|
@ -3,7 +3,7 @@ layout: wiki
|
||||
title: Aircraft
|
||||
description: Aircraft overhaul
|
||||
group: feature
|
||||
order: 5
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: APL
|
||||
description: assets under APL license
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: ATragMX
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Attach
|
||||
description: Allow players to attach items to vehicles or themselves
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Backpacks
|
||||
description: Notifies a player when his backpack is opened
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,7 +3,7 @@ layout: wiki
|
||||
title: Ballistics
|
||||
description: Realistic ballistic improvements
|
||||
group: feature
|
||||
order: 5
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Captives
|
||||
description: System for taking and handling captives
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Common
|
||||
description: Common functions and systems used by most other components.
|
||||
group: feature
|
||||
category: general
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Concertina Wire
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Difficulties
|
||||
description: Tweak to Vanilla hardest difficulty
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Disarming
|
||||
description:
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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
|
||||
---
|
||||
|
||||
|
@ -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
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Explosives
|
||||
description: Adds numerous improvements to using and handling explosives
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: FCS (Fire Control System)
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Flash Suppressors
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Frag
|
||||
description:
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: G-Forces
|
||||
description:
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Goggles
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Grenades
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Hit Reactions
|
||||
description:
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Interact Menu
|
||||
description:
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Interaction
|
||||
description:
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Inventory
|
||||
description:
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Javelin
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Kestrel 4500
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Laser Self-Designate
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Laser
|
||||
description:
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Laser Pointer
|
||||
description: Switching laser modes, daylight lasers
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Logistics - UAV Battery
|
||||
description: UAV recharging
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Logistics - Wirecutter
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Magazine Repack
|
||||
description: Repacking magazines, and maybe your bananas.
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Main
|
||||
description: main module
|
||||
group: feature
|
||||
category: general
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Map
|
||||
description: Map improvements
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Map Tools
|
||||
description: Map tools, a roamer and pens
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Markers
|
||||
description: improved markers
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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
|
||||
---
|
||||
|
||||
|
@ -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
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Missile Guidance
|
||||
description:
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Mission Modules
|
||||
description: modules that can be used by mission makers.
|
||||
group: feature
|
||||
category: general
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
@ -2,6 +2,7 @@
|
||||
layout: wiki
|
||||
title: Modules
|
||||
group: feature
|
||||
category: general
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Movement
|
||||
description: Movement improvements
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Nametags
|
||||
description:
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Nightvision
|
||||
description:
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -1,8 +1,9 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: No Idle
|
||||
description: Disable idle animations
|
||||
description: Disables idle animations
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: No Radio
|
||||
description: Disable callouts
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: No Rearm
|
||||
description: Remove rearm from
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Optics
|
||||
description: 2D and PIP optics
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Options Menu
|
||||
description: ACE3 options menu
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Overheating
|
||||
description: Weapon temperature and jamming, barrel swapping.
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Overpressure
|
||||
description: backblast and overpressure
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Protection
|
||||
description: Tweaks armor values
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Realistic Names
|
||||
description: More realistic weapon names
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Recoil
|
||||
description: Recoil overhaul
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Reload
|
||||
description:
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Reload Launchers
|
||||
description:
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Respawn
|
||||
description: Same gear on respawn, FF message, rallypoints
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Safe Mode
|
||||
description: Introduce safe mode
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Scopes
|
||||
description: Scope adjustment
|
||||
group: feature
|
||||
category: equipment
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Small Arms
|
||||
description: Various improvements to small arms
|
||||
group: feature
|
||||
category: realism
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
375
documentation/feature/spectator.md
Normal file
375
documentation/feature/spectator.md
Normal file
@ -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`
|
@ -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`
|
||||
|
@ -3,6 +3,7 @@ layout: wiki
|
||||
title: Switch Units
|
||||
description:
|
||||
group: feature
|
||||
category: interaction
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
|
@ -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`
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user