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@ -7,7 +7,7 @@ order: 5
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parent: wiki
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parent: wiki
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---
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---
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## 1. ACE
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## 1. ACE3
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### 1.1 Advanced Ballistics
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### 1.1 Advanced Ballistics
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*Part of: ace_advanced_ballistics*
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*Part of: ace_advanced_ballistics*
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@ -45,10 +45,10 @@ Defines the radius around the player (in meters) at which advanced ballistics ar
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### 1.2 Allow Config Export
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### 1.2 Allow Config Export
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*Part of: ace_Optionmenu*
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*Part of: ace_Optionmenu*
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This modules allows to export all current ACE settings from the ACE Option menu to the clipboard and RPT file.
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This modules allows to export all current ACE3 settings from the ACE3 Option menu to the clipboard and RPT file.
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1. **Allow (Boolean)**<br>
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1. **Allow (Boolean)**<br>
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Enables the "export" button in the ACE Option menu<br>
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Enables the "export" button in the ACE3 Option menu<br>
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`Default value: Yes`
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`Default value: Yes`
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### 1.3 BlueForceTracking
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### 1.3 BlueForceTracking
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@ -68,7 +68,7 @@ Hide markers for "AI only" groups.<br>
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### 1.4 Check PBOs
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### 1.4 Check PBOs
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*Part of: ace_common*
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*Part of: ace_common*
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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:
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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:
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* Warn once
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* Warn once
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* Warn permanent
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* Warn permanent
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@ -81,7 +81,7 @@ What to do with people who do not have the right PBOs.<br>
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`Default value: "Warn once"`
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`Default value: "Warn once"`
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2. **Check all addons (Boolean)**<br>
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2. **Check all addons (Boolean)**<br>
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Check all addons instead of only those of ACE?<br>
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Check all addons instead of only those of ACE3?<br>
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`Default value: "No"`
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`Default value: "No"`
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3. **Whitelist**<br>
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3. **Whitelist**<br>
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@ -107,7 +107,7 @@ Example 3: @JSRS + @Blastcore-A3:<br>
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### 1.5 Explosive System
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### 1.5 Explosive System
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*Part of: ace_explosive*
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*Part of: ace_explosive*
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The "Explosive System" module lets you tweak the settings for the new explosive system that ACE introduces.
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The "Explosive System" module lets you tweak the settings for the new explosive system that ACE3 introduces.
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**Settings:**
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**Settings:**
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@ -236,7 +236,7 @@ This module enables Mission Makers to specificly enable units to move a rallypoi
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<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>
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<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>
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</div>
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</div>
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To enable JIP players to move rally points have a look at [ACE Rallypoints](./mission-tools.html#1.-ace-rallypoints).
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To enable JIP players to move rally points have a look at [ACE3 Rallypoints](./mission-tools.html#1.-ace-rallypoints).
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### 1.15 Respawn System
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### 1.15 Respawn System
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@ -280,10 +280,13 @@ The safe zone around players from a different team (in meters)<br>
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### 1.17 Vehicle Lock
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### 1.17 Vehicle Lock
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*Part of: ace_vehiclelock*
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*Part of: ace_vehiclelock*
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#### 1.17.1 Vehicle Key Assign
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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).
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Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
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#### 1.17.2 Vehicle Lock Setup
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#### 1.17.1 Vehicle Key Assign
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Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
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Example: `[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a key to bob and program it to work only on car1
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#### 1.17.2.1 Vehicle Lock Setup
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Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
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Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
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**Settings:**
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**Settings:**
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@ -298,6 +301,10 @@ Set lock state for all vehicles (removes ambiguous lock states)<br>
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Default Time to lockpick (in seconds)<br>
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Default Time to lockpick (in seconds)<br>
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`Default value: 10`
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`Default value: 10`
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#### 1.17.2.2 Vehicle setVariables
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* `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.
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* `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.
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### 1.18 Weather
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### 1.18 Weather
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*Part of: ace_weather*
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*Part of: ace_weather*
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@ -306,7 +313,7 @@ This module allows you to customize the weather settings.
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<div class="panel callout">
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<div class="panel callout">
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<h5>Note:</h5>
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<h5>Note:</h5>
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<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>
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<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>
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</div>
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</div>
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@ -315,8 +322,16 @@ This module allows you to customize the weather settings.
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1. **Weather propagation (Boolean)**<br>
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1. **Weather propagation (Boolean)**<br>
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Enables sever side weather propagation.<br>
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Enables sever side weather propagation.<br>
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`Default value: Yes`
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`Default value: Yes`
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2. **ACE Weather (Boolean)**<br>
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<div class="panel callout">
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Overrides the default weather with ACE weather (map based).<br>
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<h5>Note:</h5>
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<p>This is responsible for synchronizing weather between all clients. Disabling it is <b>not</b> recommended.</p>
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</div>
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2. **ACE3 Weather (Boolean)**<br>
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Overrides the default weather with ACE3 weather (map based).<br>
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<div class="panel callout">
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<h5>Note:</h5>
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<p>This can be disabled without affecting the weather propagation above. Useful if you prefer changing weather settings manually.</p>
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</div>
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`Default value: Yes`
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`Default value: Yes`
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3. **Sync Rain (Boolean)**<br>
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3. **Sync Rain (Boolean)**<br>
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Synchronizes rain.<br>
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Synchronizes rain.<br>
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@ -370,7 +385,7 @@ And then there's the "LSD Vehicles" module … it does 'something' to all v
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<iframe src="https://www.youtube.com/embed/X3e0LTexEok" frameborder="0" allowfullscreen></iframe>
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<iframe src="https://www.youtube.com/embed/X3e0LTexEok" frameborder="0" allowfullscreen></iframe>
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</div>
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</div>
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## 2. ACE Medical
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## 2. ACE3 Medical
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*Part of: ace_medical*
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*Part of: ace_medical*
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### 2.1 Medical Settings
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### 2.1 Medical Settings
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@ -508,7 +523,7 @@ Whether or not the objects in the list will be a medical vehicle.<br>
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`Default value: Yes`
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`Default value: Yes`
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## 3. ACE Mission Modules
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## 3. ACE3 Mission Modules
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*Part of: ace_missionmodules*
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*Part of: ace_missionmodules*
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### 3.1 Ambiance Sounds
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### 3.1 Ambiance Sounds
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