Merge pull request #1255 from BullHorn7/vehiclelock

Documentation: Vehiclelock, Weather
This commit is contained in:
ulteq 2015-05-17 23:19:20 +02:00
commit 94453f60f2
5 changed files with 53 additions and 31 deletions

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@ -31,7 +31,7 @@ Two key modes (can be used together):
* `ACE_vehicleLock_lockpickStrength` - NUMBER: secons, determines how long lockpicking with take, overrides ACE_VehicleLock_DefaultLockpickStrength
#### Public Functions:
`[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a `ACE_magazine_customKey` to bob and program it to work on car1
`[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a `ACE_key_customKeyMagazine` to bob and program it to work on car1
## Maintainers

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@ -1,26 +1,26 @@
---
layout: wiki
title: Vehicle Lock
description:
description: The Vehiclelock module enables locking vehicles and their inventory
group: feature
parent: wiki
---
## Overview
## 1. Overview
### Sub-feature 1
Short description of sub-feature 1.
### Sub-feature 2
Short description of sub-feature 2.
ACE3 Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles.
## Usage
## 2. Usage
Short overview of how to use the feature, e.g. menu options, key bindings,
instructions. May not apply to all modules.
Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
<div class="panel callout">
<h5>Note:</h5>
<p>Different locking modes can be set, consult with your mission maker for more information.</p>
</div>
## Dependencies
## 3. Dependencies
`ace_interaction`

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@ -6,11 +6,18 @@ group: feature
parent: wiki
---
## Overview
## 1. Overview
ACE Weather is enabled by default. This feature simulates realistic weather according to map location, time of day, date, etc.
ACE3 Weather is enabled by default. This feature simulates realistic weather according to map location, time of day, date, etc and makes sure every player experiences the same weather effects.
## Dependencies
## 2. Usage
### 2.1 Wind info
- Wind info is toggled on/off using <kbd>Shift+K</kbd>
- The arrow representing wind info is based on [Beaufort scale](http://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale)
## 3. Dependencies
`ace_common`, `ace_modules`

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@ -8,7 +8,7 @@ parent: wiki
## 1. Overview
Wind Deflection is enabled by default. This feature simulates the wind deflection of projectiles fired by players and is designed to work independently or in conjunction with the Advanced Ballistic feature.
ACE3 Wind Deflection is enabled by default. This feature simulates the wind deflection of projectiles fired by players and is designed to work independently or in conjunction with the Advanced Ballistic feature.
<div class="panel callout">
<h5>Note:</h5>

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@ -7,7 +7,7 @@ order: 5
parent: wiki
---
## 1. ACE
## 1. ACE3
### 1.1 Advanced Ballistics
*Part of: ace_advanced_ballistics*
@ -45,10 +45,10 @@ Defines the radius around the player (in meters) at which advanced ballistics ar
### 1.2 Allow Config Export
*Part of: ace_Optionmenu*
This modules allows to export all current ACE settings from the ACE Option menu to the clipboard and RPT file.
This modules allows to export all current ACE3 settings from the ACE3 Option menu to the clipboard and RPT file.
1. **Allow (Boolean)**<br>
Enables the "export" button in the ACE Option menu<br>
Enables the "export" button in the ACE3 Option menu<br>
`Default value: Yes`
### 1.3 BlueForceTracking
@ -68,7 +68,7 @@ Hide markers for "AI only" groups.<br>
### 1.4 Check PBOs
*Part of: ace_common*
If you are worried that players haven't updated ACE or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of three posible actions that are being executed when a player joins that has a wrong version of ACE or an other mod:
If you are worried that players haven't updated ACE3 or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of three posible actions that are being executed when a player joins that has a wrong version of ACE3 or an other mod:
* Warn once
* Warn permanent
@ -81,7 +81,7 @@ What to do with people who do not have the right PBOs.<br>
`Default value: "Warn once"`
2. **Check all addons (Boolean)**<br>
Check all addons instead of only those of ACE?<br>
Check all addons instead of only those of ACE3?<br>
`Default value: "No"`
3. **Whitelist**<br>
@ -107,7 +107,7 @@ Example 3: @JSRS + @Blastcore-A3:<br>
### 1.5 Explosive System
*Part of: ace_explosive*
The "Explosive System" module lets you tweak the settings for the new explosive system that ACE introduces.
The "Explosive System" module lets you tweak the settings for the new explosive system that ACE3 introduces.
**Settings:**
@ -236,7 +236,7 @@ This module enables Mission Makers to specificly enable units to move a rallypoi
<p>It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia has implemented their module framework.</p>
</div>
To enable JIP players to move rally points have a look at [ACE Rallypoints](./mission-tools.html#1.-ace-rallypoints).
To enable JIP players to move rally points have a look at [ACE3 Rallypoints](./mission-tools.html#1.-ace-rallypoints).
### 1.15 Respawn System
@ -280,10 +280,13 @@ The safe zone around players from a different team (in meters)<br>
### 1.17 Vehicle Lock
*Part of: ace_vehiclelock*
#### 1.17.1 Vehicle Key Assign
Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically; for key names, see [Classnames Wiki](http://ace3mod.com/wiki/missionmaker/classnames.html#vehicle-lock).
#### 1.17.2 Vehicle Lock Setup
#### 1.17.1 Vehicle Key Assign
Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
Example: `[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a key to bob and program it to work only on car1
#### 1.17.2.1 Vehicle Lock Setup
Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
**Settings:**
@ -298,6 +301,10 @@ Set lock state for all vehicles (removes ambiguous lock states)<br>
Default Time to lockpick (in seconds)<br>
`Default value: 10`
#### 1.17.2.2 Vehicle setVariables
* `ACE_VehicleLock_lockSide` - SIDE: overrides a vehicle's side, allowing locking and unlocking using a different side's key. For example: Unlocking INDEP vehicles with a BLUFOR key.
* `ACE_vehicleLock_lockpickStrength` - NUMBER: seconds, determines how long lockpicking with take, overrides the value set in the module for a specific vehicle of the mission maker's choice.
### 1.18 Weather
*Part of: ace_weather*
@ -306,7 +313,7 @@ This module allows you to customize the weather settings.
<div class="panel callout">
<h5>Note:</h5>
<p>ACE Weather overrides weather settings (editor, mission settings) and automatically calculates wind, temperature and pressure according to map location, date, time of day and cloud coverage and allows the weather to evolve realistically as the simulation progresses. Weather synchronization occurs between all clients. <br>Adjustment of the weather is possible by modifying the <code>overcast</code> value (for example: <code>0.7</code> may result in intermittent rain).</p>
<p>ACE3 Weather overrides weather settings (editor, mission settings) and automatically calculates wind, temperature and pressure according to map location, date, time of day and cloud coverage and allows the weather to evolve realistically as the simulation progresses. Weather synchronization occurs between all clients. <br>Adjustment of the weather is possible by modifying the <code>overcast</code> value (for example: <code>0.7</code> may result in intermittent rain).</p>
</div>
@ -315,8 +322,16 @@ This module allows you to customize the weather settings.
1. **Weather propagation (Boolean)**<br>
Enables sever side weather propagation.<br>
`Default value: Yes`
2. **ACE Weather (Boolean)**<br>
Overrides the default weather with ACE weather (map based).<br>
<div class="panel callout">
<h5>Note:</h5>
<p>This is responsible for synchronizing weather between all clients. Disabling it is <b>not</b> recommended.</p>
</div>
2. **ACE3 Weather (Boolean)**<br>
Overrides the default weather with ACE3 weather (map based).<br>
<div class="panel callout">
<h5>Note:</h5>
<p>This can be disabled without affecting the weather propagation above. Useful if you prefer changing weather settings manually.</p>
</div>
`Default value: Yes`
3. **Sync Rain (Boolean)**<br>
Synchronizes rain.<br>
@ -370,7 +385,7 @@ And then there's the "LSD Vehicles" module &hellip; it does 'something' to all v
<iframe src="https://www.youtube.com/embed/X3e0LTexEok" frameborder="0" allowfullscreen></iframe>
</div>
## 2. ACE Medical
## 2. ACE3 Medical
*Part of: ace_medical*
### 2.1 Medical Settings
@ -508,7 +523,7 @@ Whether or not the objects in the list will be a medical vehicle.<br>
`Default value: Yes`
## 3. ACE Mission Modules
## 3. ACE3 Mission Modules
*Part of: ace_missionmodules*
### 3.1 Ambiance Sounds