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:
Josuan Albin
2015-05-17 19:51:46 +02:00
parent 9e8283ebab
commit 836cd9d833
20 changed files with 162 additions and 196 deletions

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ace_laser ace_laser
========= =========
Contains various functions necessary for the realitic protrayal of laser mechanics in other components. Contains various functions necessary for the realistic portrayal of laser mechanics in other components.
## Maintainers ## Maintainers

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@ -42,6 +42,7 @@ Short description of sub-feature 2.
- Step 3. - Step 3.
## 3. Dependencies ## 3. Dependencies
`ace_something` `ace_something`
## 4. Guides ## 4. Guides
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# Guidelines # Guidelines
- A line between each entry like above. - A line between each entry like above.
- Use `ACE3` instead of `ACE 3`.
- Remove each entry that is not used. - Remove each entry that is not used.
- 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) - 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)
- Keybinds in ``` <kbd>thoses thingies</kbd> ``` - Keybinds in ``` <kbd>thoses thingies</kbd> ```

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The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic. The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.
### 1.4 No deadzones in CQB ### 1.4 No deadzones in CQB
Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE 3 removes this behaviour mostly notable in CQB by adding a valid firing mode. Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
### 1.5 No scripting ### 1.5 No scripting
All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI. All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
## 2. Dependencies ## 2. Dependencies

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--- ---
## Overview ## 1. Overview
### Fire control system ### 1.1 Fire control system
Offers a custom fire control system for tanks and helicopters. It enables engaging stationary and moving targets. Offers a custom fire control system for tanks and helicopters. It enables engaging stationary and moving targets.
### Manual lasing targets ### 1.2 Manual lasing targets
Changes the default rangefinders, including those in vehicles, to require manual lasing. Changes the default rangefinders, including those in vehicles, to require manual lasing.
### Air burst ammunition ### 1.3 Air burst ammunition
Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range. Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range.
## Usage ## 2. Usage
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. ### 2.1 Engaging moving targets
To use manual lasing, place the crosshair on the object to range and press and hold tab. - Place the crosshair on the enemy vehicle.
- Press and hold <kbd> tab </kbd> (by default) and follow the target for about 2 seconds.
- Release <kbd> tab </kbd>
- The optic is now adjusted sideways to ensue a hit.
### 2.2 Ranging stationary targets
## Dependencies - Place the crosshair on the object to range.
- Tap <kbd> tab </kbd> (by default) the optic is now adjusted.
## 3. Dependencies
`ace_interaction` `ace_interaction`

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## Overview ## 1. Overview
### Hearing damage simulation ### 1.1 Hearing damage simulation
Introduces hearing damage caused by nearby explosions and large-caliber weapons. Introduces hearing damage caused by nearby explosions and large-caliber weapons.
### Earplugs ### 1.2 Earplugs
Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or
missile launchers will be equipped with those, but remember to put them in. missile launchers will be equipped with those, but remember to put them in.
## Usage ## 2. Usage
Short overview of how to use the feature, e.g. menu options, key bindings, ### 2.1 Equipping earplugs
instructions. May not apply to all modules. - For this you obviously need `Ear plugs`.
- Press the self interaction key <kbd> ctrl+left windows </kbd> (by default).
- Select `equipment`.
- Select `Earplugs in`.
- Same method to remove them but the option is `Earplugs out`.
- Note that you CAN re-use ear plugs.
## 3. Dependencies
## Dependencies
`ace_interaction` `ace_interaction`

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--- ---
## Overview ## 1. Overview
### Sub-feature 1 ### 1.1 Falling under fire
Short description of sub-feature 1. 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.
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.
### 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`

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--- ---
## Overview ## 1. Overview
### Sub-feature 1 This handles the interaction layer of ACE3.
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`

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--- ---
## Overview ## 1. Overview
### Sub-feature 1 This provides interaction options between units.
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_interact_menu` `ace_interact_menu`

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## Overview ## 1. Overview
### Resized inventory UI ### 1.1 Resized inventory UI
Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once. Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
## Usage ## 2. Usage
Short overview of how to use the feature, e.g. menu options, key bindings, ### 2.1 Changing the size of the UI
instructions. May not apply to all modules. - Press <kbd> escape </kbd>.
- Click on `ACE OPTIONS` on the top left corner of the screen.
- Click on `Make Inventory Display Bigger`.
- Choose the size desired on the right drop down menu.
- Press the `Close` button, your changes are automatically saved.
## Dependencies ## 3. Dependencies
`ace_common` `ace_common`

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--- ---
## Overview ## 1. Overview
### Sub-feature 1 ### 1.1 Improved locking
Short description of sub-feature 1. The locking capabilities of the Titan and Javelin got improved, you can now lock on anything that has a thermal signature, including houses.
### Sub-feature 2 ### 1.2 Fire mode switching
Short description of sub-feature 2. The Titan / Javelin now posses the ability to be used in top down attack or direct.
## Usage ## 2. Usage
Short overview of how to use the feature, e.g. menu options, key bindings, ### 2.1 Locking with the Titan / Javelin
instructions. May not apply to all modules. - For this feature you need to have a compatible launcher.
- Fully zoom with the launcher.
- Switch to thermals <kbd> n </kbd> (by default).
- While keeping your aim steadily on target press and hold <kbd> tab </kbd>.
- When the sound changes and a cross appears on the screen it's time to fire.
Steps to lock titan/Javelin: ### 2.2 Switching fire mode
- For this feature you need to have a compatible launcher.
1. You must be zoomed ALL THE WAY IN - When aiming with your launcher press <kbd> ctrl+tab </kbd> (by default).
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.
3. You must have a missile loaded
4. Hold TAB over a target, it will start beeping and the constraint boxes will appear
5. Once the beeping changes to LOCK tone, and the lock crosshairs appear, click fire without releasing tab
CTRL+TAB is default key to change firemode (configurable as a key)
## Dependencies ## 3. Dependencies
`ace_main`, `ace_common`, `ace_missileguidance` `ace_main`, `ace_common`, `ace_missileguidance`

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## 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`

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## 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`

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## 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`

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## 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`

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## 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`

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## 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`

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## 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!

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## 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`

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## 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`

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## 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`