mirror of
https://github.com/acemod/ACE3.git
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Documentation pass 3
- Fixed typos in laser/readme - Documentation guidelines updated - ACE3 mentions updated in - - ai - Updated doc - - fcs - - hearing - -hitreaction - - interaction - - interact_menu - - inventory - - javelin - - laser - - laserpointer - - laser_selfdesignate - - logistics_uavbattery - - logistics_wirecutter - - magazinerepack - - main - - map - - maptools - - markers
This commit is contained in:
@ -1,7 +1,7 @@
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ace_laser
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ace_laser
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=========
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=========
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Contains various functions necessary for the realitic protrayal of laser mechanics in other components.
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Contains various functions necessary for the realistic portrayal of laser mechanics in other components.
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## Maintainers
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## Maintainers
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||||||
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@ -42,6 +42,7 @@ Short description of sub-feature 2.
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- Step 3.
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- Step 3.
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## 3. Dependencies
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## 3. Dependencies
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`ace_something`
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`ace_something`
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## 4. Guides
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## 4. Guides
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@ -50,6 +51,7 @@ Short description of sub-feature 2.
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# Guidelines
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# Guidelines
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- A line between each entry like above.
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- A line between each entry like above.
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- Use `ACE3` instead of `ACE 3`.
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- Remove each entry that is not used.
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- Remove each entry that is not used.
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- Don't forget to say what you're going to work on in #documentation in slack or [this topic] (https://github.com/acemod/ACE3/issues/1166)
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- Don't forget to say what you're going to work on in #documentation in slack or [this topic] (https://github.com/acemod/ACE3/issues/1166)
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- Keybinds in ``` <kbd>thoses thingies</kbd> ```
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- Keybinds in ``` <kbd>thoses thingies</kbd> ```
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@ -6,25 +6,32 @@ group: feature
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parent: wiki
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parent: wiki
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---
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---
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## Overview
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## 1. Overview
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### Fire control system
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### 1.1 Fire control system
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Offers a custom fire control system for tanks and helicopters. It enables engaging stationary and moving targets.
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Offers a custom fire control system for tanks and helicopters. It enables engaging stationary and moving targets.
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### Manual lasing targets
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### 1.2 Manual lasing targets
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Changes the default rangefinders, including those in vehicles, to require manual lasing.
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Changes the default rangefinders, including those in vehicles, to require manual lasing.
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### Air burst ammunition
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### 1.3 Air burst ammunition
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Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range.
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Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range.
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## Usage
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## 2. Usage
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To engage moving targets, place the crosshair on the enemy vehicle and press and hold tab. Follow the moving target with your crosshair for about 2 seconds and release tab. The optic will now be adjusted sideways to ensure a hit.
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### 2.1 Engaging moving targets
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To use manual lasing, place the crosshair on the object to range and press and hold tab.
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- Place the crosshair on the enemy vehicle.
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- Press and hold <kbd> tab </kbd> (by default) and follow the target for about 2 seconds.
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- Release <kbd> tab </kbd>
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- The optic is now adjusted sideways to ensue a hit.
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### 2.2 Ranging stationary targets
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## Dependencies
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- Place the crosshair on the object to range.
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- Tap <kbd> tab </kbd> (by default) the optic is now adjusted.
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## 3. Dependencies
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`ace_interaction`
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`ace_interaction`
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@ -6,22 +6,26 @@ group: feature
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parent: wiki
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parent: wiki
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---
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---
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## Overview
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## 1. Overview
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### Hearing damage simulation
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### 1.1 Hearing damage simulation
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Introduces hearing damage caused by nearby explosions and large-caliber weapons.
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Introduces hearing damage caused by nearby explosions and large-caliber weapons.
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### Earplugs
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### 1.2 Earplugs
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Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or
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Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or
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missile launchers will be equipped with those, but remember to put them in.
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missile launchers will be equipped with those, but remember to put them in.
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## Usage
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## 2. Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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### 2.1 Equipping earplugs
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instructions. May not apply to all modules.
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- For this you obviously need `Ear plugs`.
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- Press the self interaction key <kbd> ctrl+left windows </kbd> (by default).
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- Select `equipment`.
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- Select `Earplugs in`.
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- Same method to remove them but the option is `Earplugs out`.
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- Note that you CAN re-use ear plugs.
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## 3. Dependencies
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## Dependencies
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`ace_interaction`
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`ace_interaction`
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@ -6,21 +6,12 @@ group: feature
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parent: wiki
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parent: wiki
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---
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---
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## Overview
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## 1. Overview
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### Sub-feature 1
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### 1.1 Falling under fire
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Short description of sub-feature 1.
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If a unit is shot while running it falls to the ground in a prone position, the area where the shot lands does not matters.
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Note that the shot needs to inflict a certain amout of damage to make the unit fall, a small cut won't make the unit stumble.
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### Sub-feature 2
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## 2. Dependencies
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Short description of sub-feature 2.
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## Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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instructions. May not apply to all modules.
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## Dependencies
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`ace_common`
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`ace_common`
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@ -6,22 +6,11 @@ group: feature
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parent: wiki
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parent: wiki
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---
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---
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## Overview
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## 1. Overview
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### Sub-feature 1
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This handles the interaction layer of ACE3.
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Short description of sub-feature 1.
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### Sub-feature 2
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## 2. Dependencies
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Short description of sub-feature 2.
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## Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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instructions. May not apply to all modules.
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## Dependencies
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`ace_common`
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`ace_common`
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@ -6,22 +6,11 @@ group: feature
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parent: wiki
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parent: wiki
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---
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---
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## Overview
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## 1. Overview
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### Sub-feature 1
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This provides interaction options between units.
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Short description of sub-feature 1.
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### Sub-feature 2
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## 2. Dependencies
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Short description of sub-feature 2.
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## Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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instructions. May not apply to all modules.
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## Dependencies
|
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`ace_interact_menu`
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`ace_interact_menu`
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@ -6,18 +6,22 @@ group: feature
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parent: wiki
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parent: wiki
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---
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---
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## Overview
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## 1. Overview
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||||||
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### Resized inventory UI
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### 1.1 Resized inventory UI
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Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
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Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
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## Usage
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## 2. Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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### 2.1 Changing the size of the UI
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instructions. May not apply to all modules.
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- Press <kbd> escape </kbd>.
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- Click on `ACE OPTIONS` on the top left corner of the screen.
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- Click on `Make Inventory Display Bigger`.
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- Choose the size desired on the right drop down menu.
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- Press the `Close` button, your changes are automatically saved.
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## Dependencies
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## 3. Dependencies
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||||||
|
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`ace_common`
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`ace_common`
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@ -6,31 +6,30 @@ group: feature
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parent: wiki
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parent: wiki
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||||||
---
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---
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||||||
|
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||||||
## Overview
|
## 1. Overview
|
||||||
|
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### Sub-feature 1
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### 1.1 Improved locking
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Short description of sub-feature 1.
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The locking capabilities of the Titan and Javelin got improved, you can now lock on anything that has a thermal signature, including houses.
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|
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### Sub-feature 2
|
### 1.2 Fire mode switching
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Short description of sub-feature 2.
|
The Titan / Javelin now posses the ability to be used in top down attack or direct.
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|
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## Usage
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## 2. Usage
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|
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Short overview of how to use the feature, e.g. menu options, key bindings,
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### 2.1 Locking with the Titan / Javelin
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instructions. May not apply to all modules.
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- For this feature you need to have a compatible launcher.
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|
- Fully zoom with the launcher.
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|
- Switch to thermals <kbd> n </kbd> (by default).
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- While keeping your aim steadily on target press and hold <kbd> tab </kbd>.
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- When the sound changes and a cross appears on the screen it's time to fire.
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Steps to lock titan/Javelin:
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### 2.2 Switching fire mode
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|
- For this feature you need to have a compatible launcher.
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1. You must be zoomed ALL THE WAY IN
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- When aiming with your launcher press <kbd> ctrl+tab </kbd> (by default).
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2. You must be in thermal view
|
- On the right side of the screen (for most launchers) you should see that `TOP`is now in green that means that your missile will be fired in top down mode.
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3. You must have a missile loaded
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4. Hold TAB over a target, it will start beeping and the constraint boxes will appear
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5. Once the beeping changes to LOCK tone, and the lock crosshairs appear, click fire without releasing tab
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|
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CTRL+TAB is default key to change firemode (configurable as a key)
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|
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||||||
|
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||||||
## Dependencies
|
## 3. Dependencies
|
||||||
|
|
||||||
`ace_main`, `ace_common`, `ace_missileguidance`
|
`ace_main`, `ace_common`, `ace_missileguidance`
|
||||||
|
@ -6,21 +6,10 @@ group: feature
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|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Sub-feature 1
|
Contains various functions necessary for the realistic portrayal of laser mechanics in other components.
|
||||||
Short description of sub-feature 1.
|
|
||||||
|
|
||||||
### Sub-feature 2
|
## 2. Dependencies
|
||||||
Short description of sub-feature 2.
|
|
||||||
|
|
||||||
|
|
||||||
## Usage
|
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
|
||||||
instructions. May not apply to all modules.
|
|
||||||
|
|
||||||
|
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_common`
|
`ace_common`
|
||||||
|
@ -6,21 +6,10 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Sub-feature 1
|
Allows gunners to lase their own targets. See [FCS] (http://ace3mod.com/wiki/feature/fcs.html) for more information.
|
||||||
Short description of sub-feature 1.
|
|
||||||
|
|
||||||
### Sub-feature 2
|
## 2. Dependencies
|
||||||
Short description of sub-feature 2.
|
|
||||||
|
|
||||||
|
|
||||||
## Usage
|
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
|
||||||
instructions. May not apply to all modules.
|
|
||||||
|
|
||||||
|
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_laser`
|
`ace_laser`
|
||||||
|
@ -6,21 +6,18 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Sub-feature 1
|
### 1.1 Visible light laser
|
||||||
Short description of sub-feature 1.
|
ACE3 adds visible light laser. This feature is compatible with BI's lasers as well as supported modded ones.
|
||||||
|
|
||||||
### Sub-feature 2
|
## 2. Usage
|
||||||
Short description of sub-feature 2.
|
|
||||||
|
|
||||||
|
### 2.1 Switching laser mode
|
||||||
|
- For this feature you need to have a compatible side attachment.
|
||||||
|
- Press <kbd> ctrl+L </kbd> (by default).
|
||||||
|
- A hint indicating the mode switch will appear in the top right corner.
|
||||||
|
|
||||||
## Usage
|
## 3. Dependencies
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
|
||||||
instructions. May not apply to all modules.
|
|
||||||
|
|
||||||
|
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_common`
|
`ace_common`
|
||||||
|
@ -6,21 +6,17 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Sub-feature 1
|
### 1.1 Rechargeable darters.
|
||||||
Short description of sub-feature 1.
|
Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quadcopter UAVs.
|
||||||
|
|
||||||
### Sub-feature 2
|
## 2. Usage
|
||||||
Short description of sub-feature 2.
|
|
||||||
|
|
||||||
|
### 2.1 Recharging the darter
|
||||||
|
- For this you need a `UAV battery` and the UAV needs to be a quadcopter.
|
||||||
|
- INTERACTION LAYER NOT IMPLEMENTED YET TO BE COMPLETED.
|
||||||
|
|
||||||
## Usage
|
## 3. Dependencies
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
|
||||||
instructions. May not apply to all modules.
|
|
||||||
|
|
||||||
|
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_interaction`
|
`ace_interaction`
|
||||||
|
@ -6,21 +6,19 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Sub-feature 1
|
### 1.1 Wirecutter
|
||||||
Short description of sub-feature 1.
|
Adds an item `ACE_wirecutter` that allows cutting of fences in A3 and AiA maps.
|
||||||
|
|
||||||
### Sub-feature 2
|
## 2. Usage
|
||||||
Short description of sub-feature 2.
|
|
||||||
|
|
||||||
|
### 2.1 Using the wirecutter
|
||||||
|
- For this you need a `Wirecutter`.
|
||||||
|
- Approach the fence you want to cut.
|
||||||
|
- Press the interaction key <kbd> left windows </kbd> (by default).
|
||||||
|
- Find the interaction point and select `cut fence` (the only option).
|
||||||
|
|
||||||
## Usage
|
## 3. Dependencies
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
|
||||||
instructions. May not apply to all modules.
|
|
||||||
|
|
||||||
|
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_interaction`
|
`ace_interaction`
|
||||||
|
@ -6,20 +6,20 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Repacking magazines
|
### 1.1 Repacking magazines
|
||||||
Adds ability to repack magazines of the same type. An optional module provides
|
Adds the ability to repack magazines of the same type.
|
||||||
options to adjust the repacking time of single rounds and whole magazines to
|
|
||||||
the mission maker.
|
|
||||||
|
|
||||||
|
|
||||||
## Usage
|
## 2. Usage
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
### 2.1 Repacking
|
||||||
instructions. May not apply to all modules.
|
- For this you need multiple half empty mags of the same type.
|
||||||
|
- Press the self interaction button <kbd> ctrl+left windows </kbd> (by default).
|
||||||
|
- Select `Repack magazines`.
|
||||||
|
- Select the type of magazines you want to repack.
|
||||||
|
|
||||||
|
## 3. Dependencies
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_interaction`
|
`ace_interaction`
|
||||||
|
@ -6,13 +6,13 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
Main module which acts as the ACE core module.
|
Main module which acts as the ACE core module.
|
||||||
|
|
||||||
|
|
||||||
## Dependencies
|
## 2. Dependencies
|
||||||
|
|
||||||
Arma 3 and CBA
|
`Arma 3` and `CBA (RC6 minimum)`
|
||||||
|
|
||||||
Note: Note: The Main module is required by all other modules. Do not disable it!
|
Note: The Main module is required by all other modules. Do not disable it!
|
||||||
|
@ -6,21 +6,28 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Sub-feature 1
|
### 1.1 Map styling
|
||||||
Short description of sub-feature 1.
|
Better map styling (contours, legend, hiding bushes and trees, etc).
|
||||||
|
|
||||||
### Sub-feature 2
|
### 1.2 Map zoom level (optional)
|
||||||
Short description of sub-feature 2.
|
The mission maker / server owner can restrict the maximum zoom level of the map.
|
||||||
|
|
||||||
|
### 1.3 Map shake (optional)
|
||||||
|
While walking your map will move all around the place.
|
||||||
|
|
||||||
|
### 1.4 Map illumination (optional)
|
||||||
|
The map illumination will be the same as your surroundings meaning that in a dark night you'll either need a lightsource or NVGs to see your map.
|
||||||
|
|
||||||
|
### 1.5 Blufor tracker (optional)
|
||||||
|
With blufor tracker you'll never loose your leader anymore, it marks the position of your faction group leader on the map.
|
||||||
|
|
||||||
|
|
||||||
## Usage
|
## 2. Usage
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
- IMPORTANT NOTICE: The (optional) features above CAN be restricted by the mission maker / server owner. User experience may vary.
|
||||||
instructions. May not apply to all modules.
|
|
||||||
|
|
||||||
|
## 3. Dependencies
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_interaction`
|
`ace_interaction`
|
||||||
|
@ -6,21 +6,33 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Sub-feature 1
|
### 1.1 Line drawing
|
||||||
Short description of sub-feature 1.
|
This adds the possibility to draw accurate lines.
|
||||||
|
|
||||||
### Sub-feature 2
|
### 1.2 Map tools
|
||||||
Short description of sub-feature 2.
|
This adds map tools that can be used to measure distances between two points on the map or bearings.
|
||||||
|
|
||||||
|
### 1.3 GPS on map
|
||||||
|
If you are equipped with a vanilla GPS it will be shown on the map. (You don't need the map tools in your inventory for this.)
|
||||||
|
|
||||||
|
## 2. Usage
|
||||||
|
|
||||||
|
### 2.1 Using map tools
|
||||||
|
- For this you need to have `Map Tools`.
|
||||||
|
- Open the map <kbd> M </kbd> (by default).
|
||||||
|
- Press the self interaction key <kbd> ctrl+left windows </kbd> (by default).
|
||||||
|
- Select `Map tools`.
|
||||||
|
- Select the type of tools you want to use.
|
||||||
|
- Note that you can drag the Roamer (map tool) around with <kdd> LMB </kbd> and rotate it with <kbd> ctrl+LMB </kbd>.
|
||||||
|
|
||||||
|
### 2.2 Drawing lines
|
||||||
|
- To draw lines `Map Tools` are not required.
|
||||||
|
- Press <kbd> alt+left click </kbd> (by default) to start the line, left click again to end it.
|
||||||
|
- To delete a line simply press <kbd> delete </kbd> around the center of the line.
|
||||||
|
|
||||||
|
|
||||||
## Usage
|
## 3. Dependencies
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
|
||||||
instructions. May not apply to all modules.
|
|
||||||
|
|
||||||
|
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_interaction`
|
`ace_interaction`
|
||||||
|
@ -6,18 +6,11 @@ group: feature
|
|||||||
parent: wiki
|
parent: wiki
|
||||||
---
|
---
|
||||||
|
|
||||||
## Overview
|
## 1. Overview
|
||||||
|
|
||||||
### Improved marker placement
|
### 1.1 Improved marker placement
|
||||||
Expands the "Insert Marker" menu and allows to rotate map markers. Shows the currently selected channel to prevent misplacement.
|
Expands the "Insert Marker" menu and allows to rotate map markers. Shows the currently selected channel to prevent misplacement.
|
||||||
|
|
||||||
|
## 2. Dependencies
|
||||||
## Usage
|
|
||||||
|
|
||||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
|
||||||
instructions. May not apply to all modules.
|
|
||||||
|
|
||||||
|
|
||||||
## Dependencies
|
|
||||||
|
|
||||||
`ace_common`
|
`ace_common`
|
||||||
|
Reference in New Issue
Block a user