mirror of
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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:
parent
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@ -1,7 +1,7 @@
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ace_laser
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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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@ -42,6 +42,7 @@ Short description of sub-feature 2.
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- Step 3.
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## 3. Dependencies
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`ace_something`
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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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- 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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- 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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@ -20,10 +20,10 @@ AIs will now use the automatic mode of their weapons on short distances, instead
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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.
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### 1.4 No deadzones in CQB
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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.
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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.
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### 1.5 No scripting
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All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
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All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
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## 2. Dependencies
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@ -6,25 +6,32 @@ group: feature
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parent: wiki
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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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### 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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### 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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## 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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parent: wiki
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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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### 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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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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instructions. May not apply to all modules.
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### 2.1 Equipping earplugs
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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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## Dependencies
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## 3. Dependencies
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`ace_interaction`
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parent: wiki
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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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Short description of sub-feature 1.
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### 1.1 Falling under fire
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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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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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## 2. Dependencies
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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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---
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## Overview
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## 1. Overview
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### Sub-feature 1
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Short description of sub-feature 1.
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This handles the interaction layer of ACE3.
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### Sub-feature 2
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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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## 2. Dependencies
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`ace_common`
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parent: wiki
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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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Short description of sub-feature 1.
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This provides interaction options between units.
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### Sub-feature 2
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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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## 2. Dependencies
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`ace_interact_menu`
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parent: wiki
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---
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## Overview
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## 1. Overview
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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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## 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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instructions. May not apply to all modules.
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### 2.1 Changing the size of the UI
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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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`ace_common`
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parent: wiki
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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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Short description of sub-feature 1.
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### 1.1 Improved locking
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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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### Sub-feature 2
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Short description of sub-feature 2.
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### 1.2 Fire mode switching
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The Titan / Javelin now posses the ability to be used in top down attack or direct.
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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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instructions. May not apply to all modules.
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### 2.1 Locking with the Titan / Javelin
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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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1. You must be zoomed ALL THE WAY IN
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2. You must be in thermal view
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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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CTRL+TAB is default key to change firemode (configurable as a key)
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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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- When aiming with your launcher press <kbd> ctrl+tab </kbd> (by default).
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- 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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## Dependencies
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## 3. Dependencies
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`ace_main`, `ace_common`, `ace_missileguidance`
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parent: wiki
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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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Short description of sub-feature 1.
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Contains various functions necessary for the realistic portrayal of laser mechanics in other components.
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### Sub-feature 2
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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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## 2. Dependencies
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`ace_common`
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@ -6,21 +6,10 @@ group: feature
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parent: wiki
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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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Short description of sub-feature 1.
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Allows gunners to lase their own targets. See [FCS] (http://ace3mod.com/wiki/feature/fcs.html) for more information.
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### Sub-feature 2
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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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## 2. Dependencies
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`ace_laser`
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parent: wiki
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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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Short description of sub-feature 1.
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### 1.1 Visible light laser
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ACE3 adds visible light laser. This feature is compatible with BI's lasers as well as supported modded ones.
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### Sub-feature 2
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Short description of sub-feature 2.
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## 2. Usage
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### 2.1 Switching laser mode
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- For this feature you need to have a compatible side attachment.
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- Press <kbd> ctrl+L </kbd> (by default).
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- A hint indicating the mode switch will appear in the top right corner.
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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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## 3. Dependencies
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`ace_common`
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parent: wiki
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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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Short description of sub-feature 1.
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### 1.1 Rechargeable darters.
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Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quadcopter UAVs.
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### Sub-feature 2
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Short description of sub-feature 2.
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## 2. Usage
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### 2.1 Recharging the darter
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- For this you need a `UAV battery` and the UAV needs to be a quadcopter.
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- INTERACTION LAYER NOT IMPLEMENTED YET TO BE COMPLETED.
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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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## 3. Dependencies
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`ace_interaction`
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parent: wiki
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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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Short description of sub-feature 1.
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### 1.1 Wirecutter
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Adds an item `ACE_wirecutter` that allows cutting of fences in A3 and AiA maps.
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### Sub-feature 2
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Short description of sub-feature 2.
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## 2. Usage
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### 2.1 Using the wirecutter
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- For this you need a `Wirecutter`.
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- Approach the fence you want to cut.
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- Press the interaction key <kbd> left windows </kbd> (by default).
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- Find the interaction point and select `cut fence` (the only option).
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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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## 3. Dependencies
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`ace_interaction`
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parent: wiki
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---
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## Overview
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## 1. Overview
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### Repacking magazines
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Adds ability to repack magazines of the same type. An optional module provides
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options to adjust the repacking time of single rounds and whole magazines to
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the mission maker.
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### 1.1 Repacking magazines
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Adds the ability to repack magazines of the same type.
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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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instructions. May not apply to all modules.
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### 2.1 Repacking
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- For this you need multiple half empty mags of the same type.
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- Press the self interaction button <kbd> ctrl+left windows </kbd> (by default).
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- Select `Repack magazines`.
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- Select the type of magazines you want to repack.
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## Dependencies
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## 3. Dependencies
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`ace_interaction`
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@ -6,13 +6,13 @@ group: feature
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parent: wiki
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---
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## Overview
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## 1. Overview
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Main module which acts as the ACE core module.
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## Dependencies
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## 2. Dependencies
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Arma 3 and CBA
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`Arma 3` and `CBA (RC6 minimum)`
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Note: Note: The Main module is required by all other modules. Do not disable it!
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Note: The Main module is required by all other modules. Do not disable it!
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parent: wiki
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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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Short description of sub-feature 1.
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### 1.1 Map styling
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Better map styling (contours, legend, hiding bushes and trees, etc).
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### Sub-feature 2
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Short description of sub-feature 2.
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### 1.2 Map zoom level (optional)
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The mission maker / server owner can restrict the maximum zoom level of the map.
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### 1.3 Map shake (optional)
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While walking your map will move all around the place.
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### 1.4 Map illumination (optional)
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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.
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### 1.5 Blufor tracker (optional)
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With blufor tracker you'll never loose your leader anymore, it marks the position of your faction group leader on the map.
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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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instructions. May not apply to all modules.
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- IMPORTANT NOTICE: The (optional) features above CAN be restricted by the mission maker / server owner. User experience may vary.
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## Dependencies
|
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## 3. Dependencies
|
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|
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`ace_interaction`
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|
@ -6,21 +6,33 @@ group: feature
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parent: wiki
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---
|
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## Overview
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||||
## 1. Overview
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||||
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### Sub-feature 1
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Short description of sub-feature 1.
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### 1.1 Line drawing
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This adds the possibility to draw accurate lines.
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### Sub-feature 2
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Short description of sub-feature 2.
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### 1.2 Map tools
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This adds map tools that can be used to measure distances between two points on the map or bearings.
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### 1.3 GPS on map
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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.)
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## 2. Usage
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### 2.1 Using map tools
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- For this you need to have `Map Tools`.
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- 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
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_interaction`
|
||||
|
@ -6,18 +6,11 @@ group: feature
|
||||
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.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
Loading…
Reference in New Issue
Block a user