doc pass 11 update

- Updated
- fonts (added description)
- huntIR
- maptools
- medical system
- mk6mortar
- disposable framework
- explosives framework
- settings framework
- information center

by @jonpas
This commit is contained in:
alganthe 2015-08-16 15:28:33 +02:00
parent a420bccb02
commit 96bd47bfbf
9 changed files with 181 additions and 191 deletions

View File

@ -1,6 +1,7 @@
---
layout: wiki
title: Fonts
description: Custom fonts including fixed-width font.
group: feature
category: general
parent: wiki

View File

@ -1,6 +1,7 @@
---
layout: wiki
title: HuntIR
description: High-altitude Unit Navigated Tactical Imaging Round
group: feature
category: equipment
parent: wiki
@ -9,25 +10,25 @@ parent: wiki
## 1. Overview
### 1.1 The HuntIR
The **H**igh altitude **U**nit **N**avigated **T**actical **I**maging **R**ound (HuntIR) is designed to be fired from a grenade launcher. After being fired in the air the in built parachute will be deployed and the IR CMOS camera will activate, providing a video stream until it touches the ground or get shot down.
The **H**igh-altitude **U**nit **N**avigated **T**actical **I**maging **R**ound (HuntIR) is designed to be fired from a grenade launcher. After being fired in the air the in-built parachute will be deployed and the IR CMOS camera will activate, providing a video stream until it touches the ground or get shot down.
## 2. Usage
NOTE: the HuntIR round doesn't work with modded weapons without a compatibility fix made either by the ACE3 team or the mod team.
NOTE: The HuntIR round does not work with modded weapons without a compatibility fix made either by the ACE3 team or the mod team.
### 2.1 Using the HuntIR
- To be able to connect to the IR CMOS camera you'll need a `HuntIR monitor`.
- To be able to connect to the IR CMOS camera you will need a `HuntIR monitor`.
- Fire the HuntIR round as high as possible over the area you want to observe.
- Open the `HuntIR monitor`.
- To open the `HuntIR monitor` self interact <kbd>Ctrl</kbd> + <kbd>&nbsp;Win</kbd> (ACE3 default)
- Select `Equipment`.
- Select `Activate HuntIR monitor`.
- You now have control of the IR CMOS camera to close the monitor press <kbd>ESC</kbd> or <kbd>&nbsp;Win</kbd>
- You now have control of the IR CMOS camera, to close the monitor press <kbd>ESC</kbd> or <kbd>&nbsp;Win</kbd>
### 2.2 IR CMOS camera controls
Shortcut | Action
------------ | -------------
<kbd>A</kbd> | Lower zoom level
<kbd>A</kbd> | Decrease zoom level
<kbd>D</kbd> | Increase zoom level
<kbd>N</kbd> | Toggle NV
<kbd>S</kbd> | Next camera

View File

@ -16,23 +16,23 @@ This adds the possibility to draw accurate lines on the map screen.
This adds map tools that can be used to measure distances between two points or bearings on the map.
### 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.)
If you are equipped with a vanilla GPS it will be shown on the map. (You don't need the `Map Tools` item in your inventory for this.)
## 2. Usage
### 2.1 Using map tools
- For this you need to have `Map Tools`.
- To use map tools `Map Tools` in your inventory are required.
- Open the map <kbd>M</kbd> (Arma 3 default key bind `Map`).
- Press the self interaction key <kbd>Ctrl</kbd> + <kbd>&nbsp;Win</kbd> (ACE3 default key bind `Self Interaction Key`).
- 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</kbd> + <kbd>LMB</kbd>.
- Note that you can drag the Roamer (map tool) around with <kBd>LMB</kbd> and rotate it with <kbd>Ctrl</kbd> + <kbd>LMB</kbd>.
### 2.2 Drawing lines
- To draw lines `Map Tools` are required.
- To draw lines `Map Tools` in your inventory are required.
- Press <kbd>ALT</kbd> + <kbd>LMB</kbd> to start the line, left click again to end it.
- To delete a line press <kbd>Del</kbd> around the center of the line.
- Note that you can change the color of the lines by clicking on one of the coloured column on top of the screen (While the map is opened)
- Note that you can change the color of the lines by clicking on one of the coloured column on top of the screen (While the map is opened).
## 3. Dependencies

View File

@ -1,13 +1,13 @@
---
layout: wiki
title: Medical System
description: ACE provide users with a more realistic medical system and comes in both a basic and advanced version. Both versions have overlap but each have their own unique characteristics.
description: ACE3 provide users with a more realistic medical system and comes in both a basic and advanced version. Both versions have overlap but each have their own unique characteristics.
group: feature
order: 4
category: realism
parent: wiki
parent: wiki
---
**Disclaimer:**The documentation for the medical system being extremely long it's highly advised to use the table of contents at the top right corner of the page.
**Disclaimer:** As the documentation for the medical system being extremely long it's highly advised to use the table of contents at the top right corner of the page.
## 1. Overview
ACE3 provides users with a more realistic medical system and comes in both a basic and an advanced version. This page will detail the differences between both systems and what they do as well as how to use them efficiently.
@ -34,7 +34,7 @@ Besides the 4 elements introduced by basic medical, advanced introduces the foll
- Cardiac Arrest.
- Various treatment methods such as CPR, different kinds of IVs and a working tourniquet.
- A basic medication simulation.
## 2. Usage
### 2.1 Basic
@ -84,17 +84,17 @@ Atropine | Serves no use in basic
- **Yes:** Ask him if he has wounds / he is in pain.
- **No:** Go to step 2.
- **Step 2:** Is the patient wounded?
- **Yes:** Treat the wounds and go to step 3.
- **No:** Skip this step.
- **Step 3:** Is the patient in pain?
- **Yes:** Give him morphine.
- **No:** Skip this step.
- **Step 4:** Did the patient lose blood?
- **Yes:** Give blood via IV.
- **No:** Go to step 5.
@ -109,13 +109,13 @@ Atropine | Serves no use in basic
- If the revive system is in place your character will not die until the revive timer is at 0. Even if a tank shoots your ass off an epinephrine shot will bring you back up after your wounds are treated. (The timer is invisible and may vary from mission to mission, it also depends on the amount of lives remaining you have.)
- You can't do an overdose in basic.
#### 2.1.4 Revive (Basic medical)
#### 2.1.4 Revive (Basic Medical)
For the following procedure to work revive need to be enabled.
- A unit in the revive state will be unconscious and will stay unconscious until he is either woken up or the revive timer runs out.
- A unit in the revive state can't die from any source of damage, only the timer ending can kill it.
- To wake up a patient treat all of his wounds, make sure he isn't in pain then use epinephrine.
- Each successful revive removes a life from the unit, once the lives runs out the next time the unit will take fatal damage he will not enter the revive state and will die.
- To wake up a patient treat all of his wounds, make sure he isn't in pain and then use epinephrine.
- Each successful revive removes a life from the unit, once the lives run out the next time unit will take fatal damage he will not enter the revive state and will die.
### 2.2 Advanced
@ -224,7 +224,7 @@ Atropine | lower the heart rate of the patient
#### 2.2.2 Vitals
##### 2.2.2.1 Blood pressure
##### 2.2.2.1 Blood pressure
NOTE:the `systolic` blood pressure is the number on the left, the `diastolic` blood pressure is the number on the right.
@ -240,7 +240,7 @@ Atropine | lower the heart rate of the patient
- **Low:** 45 and below
- **Normal:** between 46 and 119
- **High:** 120 and above
##### 2.2.2.3 Cardiac arrest
@ -264,12 +264,12 @@ This is a step by step guide, follow the steps from 1 to 6 in order unless state
- **Step 2:** Does the patient have a pulse?
- **Yes:** Go to step 3.
- **No:** If you are alone provide CPR, if you have someone else get him to do CPR while you treat the patient's wounds. skip to step 3 or 4 depending on the situation.
- **Step 3:** Is the patient wounded?
- **Yes**: Treat the wounds.
- **No:** Skip this step.
- **Step 4:** Did the patient lose blood?
- **Yes:** Use IVs to restore the volume of liquid in the blood stream of the patient.
@ -296,13 +296,13 @@ Note that keeping the patient's vitals stable is very important while treating h
- You don't have to take epinephrine after you take morphine, just wait until your pulse stabilizes by itself (Provided that you are in a stable condition).
- Giving too much morphine to a patient (more than one every 10 minutes) will put him in cardiac arrest because of a blood pressure / heart rate too low.
#### 2.2.5 Revive (Advanced medical)
#### 2.2.5 Revive (Advanced Medical)
For the following procedure to work revive need to be enabled.
- A unit in the revive state will be unconscious and will stay unconscious until he is either woken up or the revive timer runs out.
- A unit in the revive state can't die from any source of damage, only the timer ending can kill it.
- To wake up a patient the use of a PAK is required.
- Each successful revive removes a life from the unit, once the lives runs out the next time the unit will take fatal damage he will not enter the revive state and will die.
- Each successful revive removes a life from the unit, once the lives run out the next time unit will take fatal damage he will not enter the revive state and will die.
- Each successful round of CPR (filled up completion bar) increase the time left in the revive state.
## 3. Guides
@ -310,62 +310,62 @@ For the following procedure to work revive need to be enabled.
#### 3.1.1 Basic
- Soldier:
- 10 x Bandage (basic)
- 3 x Morphine Autoinjector
- 1 epinephrine Autoinjector
- 10 × Bandage (Basic)
- 3 × Morphine autoinjector
- 1 × Epinephrine autoinjector
- Medic:
- 15-25 x Bandage (basic)
- 6 x Blood IV (500ml)
- 10 x Morphine Autoinjector
- 10 x Epinephrine Autoinjector
- 15-25 × Bandage (Basic)
- 10 × Morphine autoinjector
- 10 × Epinephrine autoinjector
- 6 × Blood IV (500ml)
#### 3.1.2 Advanced
- Soldier :
- 3-6 x Bandage (basic)
- 3-6 x Bandage (elastic)
- 3-6 x Bandage (packing)
- 3-6 x QuikClot
- 1 x Morphine Autoinjector
- 1 x Epinephrine Autoinjector
- 1 x Tourniquet
- **Optional**: 1 x Saline IV (500ml) - used only by qualified medic
- 3-6 × Bandage (Basic)
- 3-6 × Bandage (Elastic)
- 3-6 × Packing Bandage
- 3-6 × Basic Field Dressing (QuikClot)
- 1 × Morphine autoinjector
- 1 × Epinephrine autoinjector
- 1 × Tourniquet (CAT)
- **Optional**: 1 × Saline IV (500ml) - used only by qualified medic
- Combat First Responder (CFR):
- 10-15 x Bandage (basic)
- 10-15 x Bandage (elastic)
- 10-15 x Bandage (packing)
- 10-15 x QuikClot
- 3 x Tourniquet
- 4 x Saline IV (500ml)
- 5 x Morphine Autoinjector
- 5 x Epinephrine Autoinjector
- 8 x Atropine Autoinjector
- 10-15 × Bandage (Basic)
- 10-15 × Bandage (Elastic)
- 10-15 × Packing Bandage
- 10-15 × Basic Field Dressing (QuikClot)
- 8 × Atropine autoinjector
- 5 × Morphine autoinjector
- 5 × Epinephrine autoinjector
- 3 × Tourniquet (CAT)
- 4 × Saline IV (500ml)
- Medic:
- 10-15 x Bandage (basic)
- 15-20 x Bandage (elastic)
- 15-20 x Bandage (packing)
- 10-15 x QuikClot
- 5 x Tourniquet
- 6 x Saline IV (500ml)
- 8 x Morphine Autoinjector
- 8 x Epinephrine Autoinjector
- 12 x Atropine Autoinjector
- 1-3 x *Surgical kit*
- 1-3 x *Personal Aid Kit*
- 10-15 × Bandage (Basic)
- 15-20 × Bandage (Elastic)
- 15-20 × Packing Bandage
- 10-15 × Basic Field Dressing (QuikClot)
- 12 × Atropine Autoinjector
- 8 × Morphine Autoinjector
- 8 × Epinephrine Autoinjector
- 5 × Tourniquet (CAT)
- 6 × Saline IV (500ml)
- 1-3 × *Surgical Kit*
- 1-3 × *Personal Aid Kit*
- Paramedic:
- 10-15 x Bandage (basic)
- 15-20 x Bandage (elastic)
- 15-20 x Bandage (packing)
- 10-15 x QuikClot
- 5 x Tourniquet
- 2 x Saline IV (500ml)
- 10-15 × Bandage (Basic)
- 15-20 × Bandage (Elastic)
- 15-20 × Packing Bandage
- 10-15 × Basic Field Dressing (QuikClot)
- 5 × Tourniquet (CAT)
- 2 × Saline IV (500ml)
## 4. Dependencies
`ace_interaction`, `ace_modules`, `ace_apl`
`ace_interaction`, `ace_modules`, `ace_apl`

View File

@ -1,7 +1,7 @@
---
layout: wiki
title: Mk6 Mortar
description: Improve the existing mk6 mortar.
description: Improve the existing Mk6 Mortar.
group: feature
category: equipment
parent: wiki
@ -9,9 +9,10 @@ parent: wiki
## 1. Overview
### 1.1 mk6 mortar overhaul
### 1.1 Mk6 Mortar overhaul
ACE3 adds wind deflection for shells as well as a rangetable to accurately take out your target without the artillery computer.
## 2. Usage
### 2.1 Switching charge
@ -19,26 +20,28 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
### 2.2 Opening the table
- Self interact <kbd>Ctrl</kbd> + <kbd>&nbsp;Win</kbd>
- Select `equipment`.
- Select `Equipment`.
- Select `Open 82mm Rangetable`.
### 2.2 Getting your shells to land where you want.
For this you need a `82mm Rangetable`, `Map Tools` and a `Vector 21` are also recommended.
- Get the distance and elevation difference between you and the target for this you can use map tools.
- Get the distance and elevation difference between you and the target (you can use map tools).
- Select the charge you want to use (0 = close / 1 = medium / 2 = far).
- Open the `82mm Rangetable`
- Calculate the correct ELEV (elevation):
- Open the `Rangetable` and click on the charge you're using.
- Find your range under the `RANGE` collumn
- Under the `ELEV` collumn find the number that match your range, that's the base elevation you're going to work with.
- Open the `Rangetable` and click on the charge you are using.
- Find your range under the `RANGE` column
- Under the `ELEV` column find the number that match your range, that's the base elevation you are going to work with.
- Under the `D ELEV for 100m DR` find the number that match your ELEV and compensate:
- Example, if you're 200m above your target multiply the number by 2 and add it to your ELEV.
- If you're 200m below the target multiply the number by 2 and substract it to your ELEV.
- The lower the elev the closer to you it will land.
- The lower the elevation the closer to you it will land.
- Once you finished calculating the ELEV align the barrel of the mortar with your target (directly looking at it) and set your ELEV to what you calculated by using <kbd>Page Up</kbd> and <kbd>Page Down</kbd>.
- Once the ELEV is correctly set and the barrel is facing the right direction, shoot and enjoy your bananas while watching hell rain on your enemies.
- Once the ELEV is correctly set and the barrel is facing the right direction, shoot and enjoy your bananas while watching hell rain on your enemies.
## 3. Dependencies
`ace_interaction`

View File

@ -1,40 +1,38 @@
---
layout: wiki
title: Disposable framework
description:
title: Disposables Framework
description: Explains how to set-up custom disposable launchers with the ACE3 disposables system.
group: framework
order: 5
parent: wiki
---
<div class="panel callout">
<h5>Note:</h5>
<p>This is just the necessary to make a launcher disposable, this is not a guide to make your own launcher.</p>
</div>
## 1. Making a launcher disposable
### 1.1 CfgWeapons
```
class CfgWeapons {
class Launcher_Base_F;
```c++
class CfgWeapons {
class Launcher_Base_F;
class launch_banana: Launcher_Base_F {
ACE_UsedTube = "launch_banana_Used_F"; // The class name of the used tube.
ACE_UsedTube = "launch_banana_Used_F"; // The class name of the used tube
magazines[] = {"ACE_PreloadedMissileDummy"}; // The dummy magazine
};
class launch_banana_Used_F: launch_banana { // the used tube should be a sub class of the disposable launcher
class launch_banana_Used_F: launch_banana { // The used tube should be a sub class of the disposable launcher
scope = 1;
ACE_isUsedLauncher = 1;
author = "someone";
author = "grandBanana";
displayName = "Used banana launcher";
descriptionShort = "A used banana launcher";
magazines[] = {"ACE_FiredMissileDummy"}; // This will disable the used launcher class from being fired again.
//picture = "";
//model = "";
magazines[] = {"ACE_FiredMissileDummy"}; // This will disable the used launcher class from being fired again
//picture = ""; // Not supported yet
//model = ""; // Not supported yet
weaponPoolAvailable = 0;
};
};
```
### 1.2 Notes
- This is just the necessary to make a launcher disposable, this is not a guide to make your own launcher.

View File

@ -1,28 +1,32 @@
---
layout: wiki
title: Explosives framework
description:
title: Explosives Framework
description: Explains how to set-up custom explosives with the ACE3 explosives system.
group: framework
order: 5
parent: wiki
---
<div class="panel callout">
<h5>Note:</h5>
<p>This is just the necessary to make explosives using the framework, this is not a guide to make your own explosives.</p>
</div>
## 1. Explosives
### 1.1 Setting the magazine
```
```c++
class CfgMagazines {
class CA_Magazine;
class banana_satchel_remote_mag: CA_Magazine {
ACE_Placeable = 1; // Can be placed
useAction = 0; // Disable the vanilla interaction
ACE_SetupObject = "banana_satchel_place"; // The object placed before te explosive is armed.
ACE_SetupObject = "banana_satchel_place"; // The object placed before the explosive is armed
class ACE_Triggers { // Trigger configurations
SupportedTriggers[] = {"Timer","Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used.
SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used
class Timer {
FuseTime = 0.5; // Time for the fuse to burn.
FuseTime = 0.5; // Time for the fuse to burn
};
class Command {
FuseTime = 0.5;
@ -36,31 +40,27 @@ class CfgMagazines {
### 1.2 Setting the ammo
```
```c++
class CfgAmmo {
class PipeBombBase;
class SatchelCharge_Remote_Ammo: PipeBombBase {
soundActivation[] = {"", 0, 0, 0}; // No sound on activation.
soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation.
soundActivation[] = {"", 0, 0, 0}; // No sound on activation
soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation
triggerWhenDestroyed = 1; // (Optional) Explode when the object is shot and destroyed (after being placed) (0-disabled, 1-enabled).
ACE_explodeOnDefuse = 0.02; // (Optional) Add a chance for the explosive to detonate after being disarmed (in percent)
};
};
```
Some optionnal parameters:
- triggerWhenDestroyed = 1; // Explode when the object is shot and destroyed (after being placed) (0= disabled, 1= enabled).
- ACE_explodeOnDefuse = 0.02; // Add a chance for the explosive to detonate after being disarmed. (in percent)
### 1.3 Adding the place item
```
```c++
class CfgVehicles {
class ACE_Explosives_Place;
class banana_satchel_place: ACE_Explosives_Place {
displayName = "Banana satchel"; // Name of the item
model = ""; // Path to your model
ACE_offset[] = {0,0,0}; // Offset of the interaction point from the model in meters on the X,Y,Z axis.
ACE_offset[] = {0, 0, 0}; // Offset of the interaction point from the model in meters on the X,Y,Z axis.
};
};
```
@ -70,17 +70,15 @@ class CfgVehicles {
### 2.1 Setting the magazine
_Pretty much the same as Explosives except that we inherit from_ `ATMine_Range_Mag` _instead of_ `CA_Magazine`
_Pretty much the same as Explosives except that we inherit from_ `ATMine_Range_Mag` _instead of_ `CA_Magazine`.
```
```c++
class CfgMagazines {
class ATMine_Range_Mag;
class BananaMine_Range_Mag: ATMine_Range_Mag {
ACE_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed.
ACE_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed
class ACE_Triggers { // Triggers
SupportedTriggers[] = {"PressurePlate"}; // This mine only support pressure plate activation.
SupportedTriggers[] = {"PressurePlate"}; // This mine only support pressure plate activation
class PressurePlate {
digDistance = 0.05;
};
@ -95,33 +93,31 @@ The class you inherit from depends of what type of trigger you are using, for `P
Directional mines inherit from `DirectionalBombBase`.
## 3. Adding your own detonators
```
```c++
class CfgWeapons {
class ACE_ItemCore; // ACE3 base item class.
class ACE_Clacker; // Clacker base class.
class ACE_ItemCore; // ACE3 base item class
class ACE_Clacker; // Clacker base class
class banana_clacker: ACE_Clacker {
displayName = "banana clacker"; // Name of the item.
picture = ""; // Path to the item's picture.
ACE_Range = 9000; // Explosives activation range in meters.
displayName = "banana clacker"; // Name of the item
picture = ""; // Path to the item's picture
ACE_Range = 9000; // Explosives activation range in meters
};
};
```
## 4. Trigger list
Name | Use
---- | -----
Command | Explode when activated via clacker.
MK16_Transmitter | Explode when activated via M26 clacker.
DeadManSwitch | Explode after activated via the switch or the person dies.
Cellphone | Explode when the number is called.
PressurePlate | Explode upon being stepped upon.
IRSensor | Explode after movement is detected in front of the mine.
Timer | Explode after timer drop to 0.
Tripwire | Explode when something touch the tripwire.
## 5. Events
`Command` | Explode when activated via clacker.
`MK16_Transmitter` | Explode when activated via M26 clacker.
`DeadManSwitch` | Explode after activated via the switch or the person dies.
`Cellphone` | Explode when the number is called.
`PressurePlate` | Explode upon being stepped upon.
`IRSensor` | Explode after movement is detected in front of the mine.
`Timer` | Explode after timer drop to 0.
`Tripwire` | Explode when something touch the tripwire.

View File

@ -1,78 +1,71 @@
---
layout: wiki
title: Settings Framework
description: ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting pbos.
description: ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting PBOs.
group: framework
order: 5
parent: wiki
---
ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting pbos. These settings are all handled server side and broadcasted to the clients connecting to that server. This ensures that everyone playing on the server will have a uniform experience.
ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting PBOs. These settings are all handled server side and broadcasted to the clients connecting to that server. This ensures that everyone playing on the server will have a uniform experience.
Part of this settings framework are global settings and client settings. Both use the same underlaying framework, with the difference that client settings can be adjusted by clients, where global settings can not.
## 1. How do they work
Settings are entries in the config that get translated to `missionnamespace` global variables. An example settings entry looks like this:
Settings are entries in the config that get translated to `missionNamespace` global variables. An example settings entry looks like this:
```c++
class ACE_module_sampleSetting {
// Value
value = 1;
// Following 2 entries are redundant if isClientSettable = 0
displayName = "$STR_ACE_Common_SettingName"; // Stringtable entry with the setting name
description = "$STR_ACE_Common_SettingDescription"; // Stringtable entry with the setting description
// Type (SCALAR, BOOL, STRING, ARRAY, COLOR)
typeName = "SCALAR";
isClientSettable = 1; // Show in client options menu (0-no, 1-yes)
typeName = "SCALAR"; // Type (BOOL/SCALAR/STRING/ARRAY/COLOR)
value = 1; // Value
// Force the setting?
force = 0;
// Following entry is redundant if typeName is NOT "SCALAR"
values[] = {"Disabled", "Enabled", "Only Cursor", "Only On Keypress", "Only Cursor and KeyPress"}; // (Optional) Stringtable entries that describe the options
// Does it appear on the options menu?
isClientSettable = 1;
// The following settings only apply when isClientSettable == 1
// Stringtable entry with the setting name
displayName = "$STR_ACE_Common_SettingName";
// Stringtable entry with the setting description
description = "$STR_ACE_Common_SettingDescription";
// Stringtable entries that describe the options
// Only applies if typeName == "SCALAR"; and is optional
values[] = {"Disabled", "Enabled", "Only Cursor", "Only On Keypress", "Only Cursor and KeyPress"};
// Following entry is present only in export
force = 0; // Force the setting (0-no, 1-yes), exported settings are forced by default
};
```
Settings are defined from the mods config but can be adjusted through the following methods:
Settings are defined from the mod's config but can be adjusted through the following methods:
* Optional config entries
* Mission side modules
* Mission modules
## 2. Load order
The load order for the settings are:
* 1. Mod config
* 2. Server config
* 3. Mission config
* 4. Placed down mission modules
1. Mod Config
2. Server Config
3. Mission Config
4. Placed Mission Modules
What this means is that at any the 3 points after the Mod Config it is possible to insert your adjusted settings and force those (optionally). This is a powerful tool for server admins, whom can ensure that everyone is using uniform settings across the board on their server. And it provides mission makers the ability to easily set settings for their mission, without creating a large dependency on ACE3; you do not have to place down mission modules.
What this means is that at any the 3 points after the mod config it is possible to insert your adjusted settings and force those (optionally). This is a powerful tool for server admins, whom can ensure that everyone is using uniform settings across the board on their server. And it provides mission makers the ability to easily set settings for their mission, without creating a large dependency on ACE3; you do not have to place down mission modules.
## 3. How do I use them?
In the 'how do they work' chapter an example of settings was shown. This is the same for any settings config. The only difference is the location. For ACE3 modules, the settings are placed in the class `ACE_settings`. The same goes for the mission config.
In the 'how do they work' chapter an example of settings was shown. This is the same for any settings config. The only difference is the location. For ACE3 modules, the settings are placed in the class `ACE_Settings`. The same goes for the mission config.
The server config setting entries are done through our optional ACE_server.pbo, which can be found in the optionals folder of @ace. It also contains a `userconfig` folder, which inside contains the file `ace\serverconfig.hpp`. This is the location ACE3 settings are placed. There is no need for a sub class.
The server config setting entries are done through our optional `ace_server.pbo`, which can be found in the optionals folder of `@ace`. It also contains a `userconfig` folder, which inside contains the file `ace\serverconfig.hpp`. This is the location where ACE3 settings are placed. There is no need for a sub-class.
### 3.1 Getting all the settings!
ACE3 contains a lot of settings; for that reason tweaking everything to your liking manually can be quite a task. We have provided the option to export all settings in the editor (single-player). For this, follow these simple steps:
ACE3 contains a lot of settings, for that reason tweaking everything to your liking manually can be quite a task. We have provided the option to export all settings in the editor (single-player). For this, follow these simple steps:
* Open the editor (single-player).
* Under modules (<kbd>F7</kbd>), find ACE, `Config Export [ACE]`.
* Place down the module, ensure that the allow parameter is set to yes.
* Press preview, once in game, press <kbd>Esc</kbd> and open the ACE3 Options dialog (top left)
* Under modules (<kbd>F7</kbd>), find ACE, `Allow Config Export [ACE]`.
* Place down the module, ensure that the `Allow` parameter is set to `Yes`.
* Press preview, once in the game, press <kbd>Esc</kbd> and open the ACE3 Options dialog (top left)
* This is the dialog where you can modify client side settings. On the bottom left of it, you will now see a button called `Config Export`. Press it and a new dialog opens.
* You are now in the dialog that allows you to adjust all settings from ACE3. Tweak this to your liking.
* Once you are done tweaking, press the `Export` button and all settings will be copied to your clipboard.
@ -82,14 +75,12 @@ Note that the format copied to your clipboard by this can also be used in the mi
```c++
class ACE_Settings {
// add exported settings here
// Add exported settings here
};
```
### 3.2 Loading up the server config
As stated before, the server config gets loaded through the optional `ACE_server.pbo`. This PBO is only required (and should only be used) on the server - clients do not need to have this! It is for this reason we have not signed this PBO.
Load the `ACE_server.pbo` like any other addon on your server. It is advised to create an `@aceServer` mod folder with an `addons` sub folder where you would paste the `ACE_server.pbo` and load that through `-serverMod=@aceServer`.
As stated before, the server config gets loaded through the optional `ace_server.pbo`. This PBO is only required (and should only be used) on the server - clients do not need to have this! It is for this reason we have not signed this PBO.
Load the `ace_server.pbo` like any other addon on your server. It is advised to create an `@aceServer` mod folder with an `addons` sub folder where you would paste the `ace_server.pbo` and load that through `-serverMod=@aceServer`.

View File

@ -20,7 +20,7 @@ Downloaded ACE3 and have no idea where to start? This page serves as a starting
## 1. FAQ
### 1.1 Features
### 1.1 Features
**Q:** Where is X feature? </br>
**A:** When it's done.</br>
@ -41,17 +41,17 @@ Downloaded ACE3 and have no idea where to start? This page serves as a starting
**Q:** I take vanilla damage with ACE 3.1.1</br>
**A:** This has been fixed in 3.2.0</br>
**Q:** I'm having dll errors.</br>
**A:** Start the game once with the arma3 launcher, close it then open it with your usual launcher (arma3sync or PW6).</br>
The simple explanation to that is that battleye break itself and only starting it with the arma3 launcher fixes it.</br>
**Q:** I am having dll errors.</br>
**A:** Start the game once with the Arma 3 Launcher, close it, then start the game with your usual launcher (ArmA3Sync or Play withSIx).</br>
The simple explanation is that BattlEye breaks itself and only starting it with the Arma 3 Launcher fixes it.</br>
**Q:** ACE fonts is outdated.</br>
**A:** This happens because you're using the mod (stable) with the dev version on your P drive, remove simlinks in ARMA3 root and the P drive.
**Q:** ACE3 fonts is outdated.</br>
**A:** This happens because you have ACE3 development environment set-up, which means file patching is enabled. Use `-noFilePatching` startup parameter (in the upcoming Arma 3 update this will not be needed as file patching will be disabled by default).
### 1.3 Compatibility
**Q:**(mod) doesn't have some ACE3 features.</br>
**A:**ACE3 isn't and can't be responsible for compatibility with every (mod), due it's size other (mod) authors are strongly encouraged to provide that from their side. Compatibility PBOs currently in ACE3 are there to kick-start and provide examples for (mod) authors.</br>
**Q:** (mod) doesn't have some ACE3 features.</br>
**A:** ACE3 isn't and can't be responsible for compatibility with every (mod), due it's size other (mod) authors are strongly encouraged to provide that from their side. Compatibility PBOs currently in ACE3 are there to kick-start and provide examples for (mod) authors.</br>
**Q:** ACE3 causes issues in (mod).</br>
**A:**If you've found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only @cba_a3 and @ACE3 on a newly created mission. ACE3 isn't and can't be responsible for all mod conflicts, due it's size other mod authors are strongly encouraged to provide that from their side.</br>
**A:** If you've found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only `@CBA_A3` and `@ace` on a newly created mission. ACE3 isn't and can't be responsible for all mod conflicts, due it's size other mod authors are strongly encouraged to provide that from their side.</br>