mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' into macroSTR
Conflicts: addons/hearing/functions/fnc_putInEarplugs.sqf addons/interact_menu/ACE_Settings.hpp
This commit is contained in:
commit
9fbf256acd
@ -47,7 +47,7 @@ Codingboy
|
||||
Coren <coren4@gmail.com>
|
||||
Crusty
|
||||
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
|
||||
Dimaslg <dimaslg@telecable.e>
|
||||
Dimaslg <dimaslg@telecable.es>
|
||||
eRazeri
|
||||
evromalarkey <evromalarkey@gmail.com>
|
||||
Falke75
|
||||
|
@ -1,17 +1,13 @@
|
||||
class RscTitles
|
||||
{
|
||||
class RscTurretDial
|
||||
{
|
||||
class RscTitles {
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||||
class RscTurretDial {
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||||
idd=-1;
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onLoad="with uiNameSpace do { RscTurretDial = _this select 0 };";
|
||||
movingEnable=0;
|
||||
duration=5;
|
||||
fadeIn="false";
|
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fadeOut="false";
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||||
class controls
|
||||
{
|
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class RscTurretDial
|
||||
{
|
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class controls {
|
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class RscTurretDial {
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idc=132949;
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type=0;
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style=128;
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@ -28,18 +24,15 @@ class RscTitles
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};
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};
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class RscProtractor
|
||||
{
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class RscProtractor {
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idd=-1;
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onLoad="with uiNameSpace do { RscProtractor = _this select 0 };";
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movingEnable=0;
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||||
duration=60;
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||||
fadeIn="false";
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fadeOut="false";
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class controls
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{
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class RscProtractorBase
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{
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class controls {
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class RscProtractorBase {
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||||
idc=132950;
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type=0;
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||||
style=48;
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@ -54,8 +47,7 @@ class RscTitles
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||||
sizeEx=0.027;
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||||
text="";
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||||
};
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||||
class RscProtractorMarker : RscProtractorBase
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||||
{
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class RscProtractorMarker : RscProtractorBase {
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||||
idc=132951;
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||||
};
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||||
};
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|
@ -45,12 +45,12 @@ GVAR(Protractor) = true;
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1 cutRsc ["RscProtractor", "PLAIN", 1, false];
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__ctrl1 ctrlSetScale 0.75;
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__ctrl1 ctrlSetScale 1;
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__ctrl1 ctrlCommit 0;
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||||
__ctrl1 ctrlSetText QUOTE(PATHTOF(UI\protractor.paa));
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||||
__ctrl1 ctrlSetTextColor [1, 1, 1, 1];
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||||
|
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__ctrl2 ctrlSetScale 0.75;
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__ctrl2 ctrlSetScale 1;
|
||||
__ctrl2 ctrlSetPosition [(_refPosition select 0), (_refPosition select 1) - 0.0012 * _inclinationAngle, (_refPosition select 2), (_refPosition select 3)];
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||||
__ctrl2 ctrlCommit 0;
|
||||
__ctrl2 ctrlSetText QUOTE(PATHTOF(UI\protractor_marker.paa));
|
||||
|
@ -133,8 +133,8 @@ GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
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[_this select 1] call cba_fnc_removePerFrameHandler;
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};
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if (_bulletTraceVisible && _bulletSpeed > 600) then {
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drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.6],[0,0,0,0.4]],[1,0],0,0,"","",""];
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||||
if (_bulletTraceVisible && _bulletSpeed > 500) then {
|
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drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
|
||||
};
|
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|
||||
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, floor(ACE_time), ACE_time - floor(ACE_time)]);
|
||||
|
BIN
addons/apl/LWTS_optic.p3d
Normal file
BIN
addons/apl/LWTS_optic.p3d
Normal file
Binary file not shown.
8
addons/apl/data/default.rvmat
Normal file
8
addons/apl/data/default.rvmat
Normal file
@ -0,0 +1,8 @@
|
||||
ambient[]={1,1,1,1};
|
||||
diffuse[]={1,1,1,1};
|
||||
forcedDiffuse[]={0,0,0,0};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0,0,0,0};
|
||||
specularPower=0;
|
||||
PixelShaderID="Normal";
|
||||
VertexShaderID="Basic";
|
BIN
addons/apl/data/optics_bg_blurred_round_ca.paa
Normal file
BIN
addons/apl/data/optics_bg_blurred_round_ca.paa
Normal file
Binary file not shown.
BIN
addons/apl/data/optics_bg_square_ca.paa
Normal file
BIN
addons/apl/data/optics_bg_square_ca.paa
Normal file
Binary file not shown.
BIN
addons/apl/data/twis_m16_ca.paa
Normal file
BIN
addons/apl/data/twis_m16_ca.paa
Normal file
Binary file not shown.
@ -24,5 +24,5 @@ _player setVariable ["ACE_hasEarPlugsIn", true, true];
|
||||
|
||||
[localize LSTRING(EarPlugs_Are_On)] call EFUNC(common,displayTextStructured);
|
||||
|
||||
/*// No Ear Plugs in inventory, telling user
|
||||
/*// No Earplugs in inventory, telling user
|
||||
[localize LSTRING(NoPlugs)] call EFUNC(common,displayTextStructured);*/
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||||
|
@ -2,7 +2,7 @@
|
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<Project name="ACE">
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<Package name="Hearing">
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||||
<Key ID="STR_ACE_Hearing_EarPlugs_Name">
|
||||
<English>Ear Plugs</English>
|
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<English>Earplugs</English>
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<German>Ohrenstöpsel</German>
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||||
<Spanish>Tapones para los oídos</Spanish>
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||||
<Polish>Stopery do uszu</Polish>
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@ -14,7 +14,7 @@
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||||
<Italian>Tappi auricolari</Italian>
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</Key>
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<Key ID="STR_ACE_Hearing_EarPlugs_Description">
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<English>Protective Ear Plugs allow the wearer to be near loud weaponry without damage to his hearing.</English>
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<English>Protective Earplugs allow the wearer to be near loud weaponry without damage to his hearing.</English>
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<German>Schützende Ohrenstöpsel, die es dem Träger ermöglichen, sich in der Nähe lauter Waffen aufzuhalten ohne Gehörschäden davonzutragen..</German>
|
||||
<Spanish>Los tapones para los oídos permiten al usuario operar armamento ruidoso sin sufrir pérdida de audición.</Spanish>
|
||||
<Polish>Stopery do uszu umożliwiają użytkownikowi przebywać w pobliżu głośnej broni bez poniesienia konsekwencji jaką jest utrata słuchu.</Polish>
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||||
@ -74,7 +74,7 @@
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||||
<Italian>Levati i tappi auricolari</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Hearing_NoPlugs">
|
||||
<English>You have no ear plugs</English>
|
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<English>You have no earplugs</English>
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||||
<German>Keine Ohrenstöpsel im Inventar</German>
|
||||
<Spanish>No tienes tapones para los oídos</Spanish>
|
||||
<Polish>Nie masz stoperów</Polish>
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||||
|
@ -69,11 +69,11 @@ class ACE_Settings {
|
||||
isClientSettable = 1;
|
||||
displayName = CSTRING(ActionOnKeyRelease);
|
||||
};
|
||||
class GVAR(blurScreen) {
|
||||
class GVAR(menuBackground) {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
typeName = "SCALAR";
|
||||
isClientSettable = 1;
|
||||
displayName = CSTRING(blurScreen);
|
||||
description = CSTRING(blurScreenDesc);
|
||||
displayName = CSTRING(background);
|
||||
values[] = {"$STR_A3_OPTIONS_DISABLED", CSTRING(backgroundBlur), CSTRING(backgroundBlack)};
|
||||
};
|
||||
};
|
||||
|
@ -6,3 +6,41 @@ class GVAR(cursorMenu) {
|
||||
onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(dlgCursorMenu)),_this select 0)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(cursorMenuOpened)),true)]);
|
||||
onUnload = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(cursorMenuOpened)),false)]);
|
||||
};
|
||||
class RscTitles {
|
||||
class RscPicture;
|
||||
class GVAR(menuBackground) {
|
||||
idd = -1;
|
||||
onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(menuBackground)),_this select 0)]);
|
||||
onUnload = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(menuBackground)),displayNull)]);
|
||||
fadeIn = 0.25;
|
||||
fadeOut = 0.25;
|
||||
movingEnable = false;
|
||||
duration = 10e10;
|
||||
name = QGVAR(menuBackground);
|
||||
class controls {
|
||||
class GVAR(menuBackground)_picutre: RscPicture {
|
||||
idc = -1;
|
||||
};
|
||||
};
|
||||
class controlsBackground {
|
||||
class background {
|
||||
idc = -1;
|
||||
moving = 0;
|
||||
font = "TahomaB";
|
||||
text = "";
|
||||
sizeEx = 0;
|
||||
lineSpacing = 0;
|
||||
access = 0;
|
||||
type = 0;
|
||||
style = 0;
|
||||
size = 1;
|
||||
colorBackground[] = {0, 0, 0, 0.65};
|
||||
colorText[] = {0, 0, 0, 0};
|
||||
x = "safezoneX";
|
||||
y = "safezoneY";
|
||||
w = "safezoneW";
|
||||
h = "safezoneH";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -63,5 +63,12 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
|
||||
// disable firing while the interact menu is is is opened
|
||||
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventHandler);
|
||||
|
||||
["interactMenuOpened", { if (GVAR(blurScreen)) then {[QGVAR(blurScreen), true] call EFUNC(common,blurScreen);}; }] call EFUNC(common,addEventHandler);
|
||||
["interactMenuClosed", { if (GVAR(blurScreen)) then {[QGVAR(blurScreen), false] call EFUNC(common,blurScreen);}; }] call EFUNC(common,addEventHandler);
|
||||
// background options
|
||||
["interactMenuOpened", {
|
||||
if (GVAR(menuBackground)==1) then {[QGVAR(menuBackground), true] call EFUNC(common,blurScreen);};
|
||||
if (GVAR(menuBackground)==2) then {0 cutRsc[QGVAR(menuBackground), "PLAIN", 1, false];};
|
||||
}] call EFUNC(common,addEventHandler);
|
||||
["interactMenuClosed", {
|
||||
if (GVAR(menuBackground)==1) then {[QGVAR(menuBackground), false] call EFUNC(common,blurScreen);};
|
||||
if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
|
||||
}] call EFUNC(common,addEventHandler);
|
||||
|
@ -69,7 +69,12 @@ _recurseFnc = {
|
||||
_showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
|
||||
_enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
|
||||
_canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
|
||||
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
|
||||
_runOnHover = false;
|
||||
if (isText (_entryCfg >> "runOnHover")) then {
|
||||
_runOnHover = compile getText (_entryCfg >> "runOnHover");
|
||||
} else {
|
||||
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
|
||||
};
|
||||
|
||||
_condition = compile _condition;
|
||||
_children = [_entryCfg] call _recurseFnc;
|
||||
|
@ -53,7 +53,12 @@ _recurseFnc = {
|
||||
_showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
|
||||
_enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
|
||||
_canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
|
||||
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
|
||||
_runOnHover = true;
|
||||
if (isText (_entryCfg >> "runOnHover")) then {
|
||||
_runOnHover = compile getText (_entryCfg >> "runOnHover");
|
||||
} else {
|
||||
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
|
||||
};
|
||||
|
||||
_condition = compile _condition;
|
||||
_children = [_entryCfg] call _recurseFnc;
|
||||
|
@ -89,7 +89,17 @@ if (GVAR(openedMenuType) >= 0) then {
|
||||
|
||||
// Execute the current action if it's run on hover
|
||||
private "_runOnHover";
|
||||
_runOnHover = ((GVAR(selectedAction) select 0) select 9) select 3;
|
||||
_tmp = ((GVAR(selectedAction) select 0) select 9) select 3;
|
||||
_runOnHover = true;
|
||||
if ((typeName _tmp) == "CODE" ) then {
|
||||
_runOnHover = call _tmp;
|
||||
} else {
|
||||
if ((typeName _tmp) == "BOOL" ) then {
|
||||
_runOnHover = _tmp;
|
||||
} else {
|
||||
_runOnHover = _tmp > 0;
|
||||
};
|
||||
};
|
||||
if (_runOnHover) then {
|
||||
this = GVAR(selectedTarget);
|
||||
_player = ACE_Player;
|
||||
|
@ -217,11 +217,16 @@
|
||||
<Hungarian>Körvonal</Hungarian>
|
||||
<Italian>Contorno</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Interact_Menu_blurScreen">
|
||||
<English>Blur screen on interaction</English>
|
||||
<Key ID="STR_ACE_Interact_Menu_background">
|
||||
<English>Interaction menu background</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Interact_Menu_blurScreenDesc">
|
||||
<English>Blur the background while the interaction menu is open.</English>
|
||||
<Key ID="STR_ACE_Interact_Menu_backgroundBlur">
|
||||
<English>Blur screen</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Interact_Menu_backgroundBlack">
|
||||
<English>Black</English>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
1
addons/mx2a/$PBOPREFIX$
Normal file
1
addons/mx2a/$PBOPREFIX$
Normal file
@ -0,0 +1 @@
|
||||
z\ace\addons\mx2a
|
20
addons/mx2a/CfgVehicles.hpp
Normal file
20
addons/mx2a/CfgVehicles.hpp
Normal file
@ -0,0 +1,20 @@
|
||||
class CfgVehicles {
|
||||
class Item_Base_F;
|
||||
class ACE_Item_MX2A: Item_Base_F {
|
||||
author[] = {"Spooner", "tcp"};
|
||||
scope = 2;
|
||||
scopeCurator = 2;
|
||||
displayName = "$STR_ACE_MX2A_DisplayName";
|
||||
vehicleClass = "Items";
|
||||
class TransportWeapons {
|
||||
MACRO_ADDWEAPON(ACE_MX2A,1);
|
||||
};
|
||||
};
|
||||
|
||||
class Box_NATO_Support_F;
|
||||
class ACE_Box_Misc: Box_NATO_Support_F {
|
||||
class TransportWeapons {
|
||||
MACRO_ADDWEAPON(ACE_MX2A,6);
|
||||
};
|
||||
};
|
||||
};
|
26
addons/mx2a/CfgWeapons.hpp
Normal file
26
addons/mx2a/CfgWeapons.hpp
Normal file
@ -0,0 +1,26 @@
|
||||
|
||||
class CfgWeapons {
|
||||
class Binocular;
|
||||
class ACE_MX2A: Binocular {
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
displayName = "$STR_ACE_MX2A_DisplayName";
|
||||
descriptionShort = "$STR_ACE_MX2A_Description";
|
||||
model = PATHTOF(data\ace_mx2a.p3d);
|
||||
modelOptics = QUOTE(PATHTOEF(apl,LWTS_optic.p3d));
|
||||
picture = PATHTOF(UI\w_mx2a_ca.paa);
|
||||
opticsZoomMax = 0.1;
|
||||
distanceZoomMax = 120;
|
||||
opticsZoomMin = 0.05;
|
||||
distanceZoomMin = 400;
|
||||
opticsZoomInit = 0.1;
|
||||
visionMode[] = {"Ti"};
|
||||
thermalMode[] = {0,1};
|
||||
discretefov[] = {0.33333/1, 0.33333/2}; // 1x/2x -- http://www.drs.com/Products/RSTA/PDF/MX2A.pdf
|
||||
discreteInitIndex = 0;
|
||||
discreteDistance[] = {120,400};
|
||||
discreteDistanceInitIndex = 1;
|
||||
class WeaponSlotsInfo {
|
||||
mass = 20;
|
||||
};
|
||||
};
|
||||
};
|
10
addons/mx2a/README.md
Normal file
10
addons/mx2a/README.md
Normal file
@ -0,0 +1,10 @@
|
||||
ace_mx2a
|
||||
==========
|
||||
|
||||
Adds the MX-2A thermal imaging device.
|
||||
|
||||
## Maintainers
|
||||
|
||||
The people responsible for merging changes to this component or answering potential questions.
|
||||
|
||||
- [Ruthberg] (http://github.com/Ulteq)
|
BIN
addons/mx2a/UI/w_mx2a_ca.paa
Normal file
BIN
addons/mx2a/UI/w_mx2a_ca.paa
Normal file
Binary file not shown.
15
addons/mx2a/config.cpp
Normal file
15
addons/mx2a/config.cpp
Normal file
@ -0,0 +1,15 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
units[] = {"ACE_Item_MX2A"};
|
||||
weapons[] = {"ACE_MX2A"};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = {"ace_apl"};
|
||||
author[] = {"Spooner", "tcp"};
|
||||
VERSION_CONFIG;
|
||||
};
|
||||
};
|
||||
|
||||
#include "CfgVehicles.hpp"
|
||||
#include "CfgWeapons.hpp"
|
BIN
addons/mx2a/data/ace_mx2a.p3d
Normal file
BIN
addons/mx2a/data/ace_mx2a.p3d
Normal file
Binary file not shown.
BIN
addons/mx2a/data/mx2A_ti_ca.paa
Normal file
BIN
addons/mx2a/data/mx2A_ti_ca.paa
Normal file
Binary file not shown.
81
addons/mx2a/data/mx2a.rvmat
Normal file
81
addons/mx2a/data/mx2a.rvmat
Normal file
@ -0,0 +1,81 @@
|
||||
ambient[]={1,1,1,1};
|
||||
diffuse[]={1,1,1,1};
|
||||
forcedDiffuse[]={0,0,0,0};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.1,0.1,0.1,1};
|
||||
specularPower=30;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1 {
|
||||
texture="z\ace\addons\mx2a\data\mx2a_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2 {
|
||||
texture="a3\weapons_f\data\detailmaps\metal_detail_dt.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={2,-1.568,0};
|
||||
up[]={1.568,4,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3 {
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={0.98480773,-0.17364819,0};
|
||||
up[]={0.17364819,0.98480773,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4 {
|
||||
texture="z\ace\addons\mx2a\data\mx2a_as.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5 {
|
||||
texture="z\ace\addons\mx2a\data\mx2a_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6 {
|
||||
texture="#(ai,16,2,2)fresnel(1.5,1.22)";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7 {
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class StageTI {
|
||||
texture="z\ace\addons\mx2a\data\mx2a_ti_ca.paa";
|
||||
};
|
BIN
addons/mx2a/data/mx2a_as.paa
Normal file
BIN
addons/mx2a/data/mx2a_as.paa
Normal file
Binary file not shown.
BIN
addons/mx2a/data/mx2a_co.paa
Normal file
BIN
addons/mx2a/data/mx2a_co.paa
Normal file
Binary file not shown.
BIN
addons/mx2a/data/mx2a_nohq.paa
Normal file
BIN
addons/mx2a/data/mx2a_nohq.paa
Normal file
Binary file not shown.
BIN
addons/mx2a/data/mx2a_smdi.paa
Normal file
BIN
addons/mx2a/data/mx2a_smdi.paa
Normal file
Binary file not shown.
12
addons/mx2a/script_component.hpp
Normal file
12
addons/mx2a/script_component.hpp
Normal file
@ -0,0 +1,12 @@
|
||||
#define COMPONENT mx2a
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_MX2A
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_SETTINGS_MX2A
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_MX2A
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
12
addons/mx2a/stringtable.xml
Normal file
12
addons/mx2a/stringtable.xml
Normal file
@ -0,0 +1,12 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="MX2A">
|
||||
<Key ID="STR_ACE_MX2A_DisplayName">
|
||||
<English>MX-2A</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MX2A_Description">
|
||||
<English>Thermal imaging device</English>
|
||||
<German>Wärmebildgerät</German>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -2,6 +2,7 @@
|
||||
|
||||
ADDON = false;
|
||||
|
||||
PREP(debugDumpToClipboard);
|
||||
PREP(onListBoxSettingsChanged);
|
||||
PREP(onListBoxShowSelectionChanged);
|
||||
PREP(onSettingsMenuOpen);
|
||||
|
75
addons/optionsmenu/functions/fnc_debugDumpToClipboard.sqf
Normal file
75
addons/optionsmenu/functions/fnc_debugDumpToClipboard.sqf
Normal file
@ -0,0 +1,75 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Dumps debug info to clipboard.
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [] call ACE_optionsmenu_fnc_debugDumpToClipboard
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_var", "_unit", "_outputText", "_text"];
|
||||
|
||||
#define MIN_ARRAY_SIZE 10
|
||||
|
||||
_outputText = {
|
||||
diag_log text (_this select 0);
|
||||
"ace_clipboard" callExtension ((_this select 0) + "
|
||||
");
|
||||
};
|
||||
|
||||
_text = format ["~~~~~~~~~ACE Debug~~~~~~~~~
|
||||
time = %1
|
||||
|
||||
------Performance------
|
||||
diag_fps = %2
|
||||
count ace_common_waitAndExecArray = %3
|
||||
count cba_common_perFrameHandlerArray = %4 (max %5)
|
||||
count diag_activeSQFScripts = %6
|
||||
count diag_activeSQSScripts = %7
|
||||
count diag_activeMissionFSMs = %8",
|
||||
time, diag_fps, count ace_common_waitAndExecArray, {!isNil "_x"} count cba_common_perFrameHandlerArray, count cba_common_perFrameHandlerArray, count diag_activeSQFScripts, count diag_activeSQSScripts,count diag_activeMissionFSMs];
|
||||
[_text] call _outputText;
|
||||
|
||||
|
||||
_text = format ["
|
||||
------Player------
|
||||
typeOf = %1
|
||||
animationState = %2",
|
||||
if (isNull ace_player) then {"null"} else {typeOf ace_player},
|
||||
if (isNull ace_player) then {"null"} else {animationState ace_player}];
|
||||
[_text] call _outputText;
|
||||
|
||||
|
||||
_text = format ["
|
||||
------Array Info (count >= %1)------", MIN_ARRAY_SIZE];
|
||||
[_text] call _outputText;
|
||||
|
||||
|
||||
{
|
||||
_var = missionNamespace getVariable [_x, nil];
|
||||
if(!isnil "_var" && {(typeName _var) == "ARRAY"} && {(count _var) > MIN_ARRAY_SIZE}) then {
|
||||
_text = format ["%1 - ARRAY SIZE: %2", _x, (count _var)];
|
||||
[_text] call _outputText;
|
||||
};
|
||||
} forEach (allVariables missionNamespace);
|
||||
|
||||
{
|
||||
_unit = _x;
|
||||
{
|
||||
_var = _unit getVariable [_x, nil];
|
||||
if(!isnil "_var" && {(typeName _var) == "ARRAY"} && {(count _var) > MIN_ARRAY_SIZE}) then {
|
||||
_text = format ["%1 on [%2] - ARRAY SIZE: %3", _x, _unit, (count _var)];
|
||||
[_text] call _outputText;
|
||||
};
|
||||
} forEach (allVariables _unit);
|
||||
} forEach allUnits;
|
||||
|
||||
"ace_clipboard" callExtension "--COMPLETE--";
|
@ -247,6 +247,13 @@ class ACE_settingsMenu {
|
||||
text = CSTRING(OpenExport);
|
||||
x = X_PART(18);
|
||||
action = QUOTE(if (GVAR(serverConfigGeneration) > 0) then {createDialog 'ACE_serverSettingsMenu'; });
|
||||
};
|
||||
class action_debug: actionClose {
|
||||
idc = 1102;
|
||||
text = "$STR_ACE_OptionsMenu_DumpDebug";
|
||||
x = X_PART(26.5);
|
||||
action = QUOTE([] call FUNC(debugDumpToClipboard));
|
||||
tooltip = "$STR_ACE_OptionsMenu_DumpDebugTooltip";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -307,5 +307,11 @@
|
||||
<Spanish>Abajo</Spanish>
|
||||
<German>Unten</German>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_OptionsMenu_DumpDebug">
|
||||
<English>Debug To Clipboard</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_OptionsMenu_DumpDebugTooltip">
|
||||
<English>Sends debug information to RPT and clipboard.</English>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -17,15 +17,15 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_killedUnit"];
|
||||
PARAMS_1(_killedUnit);
|
||||
|
||||
_killedUnit = _this select 0;
|
||||
// Saves the gear when the player! (and only him) is killed
|
||||
if (ACE_player == _killedUnit) then {
|
||||
GVAR(unitGear) = [];
|
||||
|
||||
// Saves the gear when the player is killed
|
||||
GVAR(unitGear) = [];
|
||||
|
||||
if (GVAR(SavePreDeathGear)) then {
|
||||
GVAR(unitGear) = [_killedUnit] call EFUNC(common,getAllGear);
|
||||
if (GVAR(SavePreDeathGear)) then {
|
||||
GVAR(unitGear) = [_killedUnit] call EFUNC(common,getAllGear);
|
||||
};
|
||||
};
|
||||
|
||||
if (missionNamespace getVariable [QGVAR(showFriendlyFireMessage), false]) then {
|
||||
|
@ -10,20 +10,21 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Adjusted AI skill values
|
||||
The idea here is to reduce the AI's godlike aiming capabilities while retaining it's high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
|
||||
Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
|
||||
The idea here is to reduce the AI's godlike aiming capabilities while retaining its high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
|
||||
|
||||
*Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for `setSkill`.*
|
||||
|
||||
### 1.2 Firing in burst mode
|
||||
AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
|
||||
|
||||
### 1.3 Longer engagement ranges
|
||||
The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.
|
||||
The maximum engagement ranges are increased: AI will fire in bursts with variable lengths on high ranges of 500 - 700 meters, depending on their weapon and optic.
|
||||
|
||||
### 1.4 No deadzones in CQB
|
||||
### 1.4 No dead zones in CQB
|
||||
Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
|
||||
|
||||
### 1.5 No scripting
|
||||
All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
|
||||
All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like e.g. "ASR AI 3".
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -35,7 +35,7 @@ Adds a HUD to the AH-9 based on the Comanche's HUD.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Switching flare modes
|
||||
Press <kbd>CTRL</kbd>+<kbd>C</kbd> to switch between flare firing modes (ARMA3 default keybind `countermeasure mode`)
|
||||
Press <kbd>CTRL</kbd>+<kbd>C</kbd> to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`)
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -8,7 +8,7 @@ parent: wiki
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This folder regroup all assets released under the APL license.
|
||||
This folder regroups all assets released under the APL license.
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -17,14 +17,14 @@ Adds an attachable IR strobe, which is only visible using night vision devices a
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Attaching to yourself
|
||||
- Use Self Interact <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default keybind `Self Interaction Key`).
|
||||
- Use Self Interact <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
|
||||
- Select `Equipment`.
|
||||
- Select `Attach item`.
|
||||
- Select which item you want to attach.
|
||||
- Repeat the process to detach.
|
||||
|
||||
### 2.2 Attaching to a vehicle
|
||||
- Interact with the vehicle <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
|
||||
- Interact with the vehicle <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`).
|
||||
- Select `Attach item`.
|
||||
- Select your item and follow the instructions on the screen.
|
||||
- Repeat the process to detach.
|
||||
|
@ -9,7 +9,7 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Zipping sounds
|
||||
A zipper sound is played when someone opens your backpack. This helps prevent banana theft.
|
||||
A zipper sound is played when someone opens your backpack.
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -16,7 +16,7 @@ Changes include adjusted muzzle velocity, air friction and dispersion based on r
|
||||
Silencers no longer decrease the muzzle velocity and are generally less effective when used with normal ammunition. They now only remove the muzzle blast and flash. To prevent the crack caused by supersonic projectiles, ACE3 introduces subsonic ammunition for the 7.62mm caliber. This is also fully compatible with AI.
|
||||
|
||||
### 1.3 Armor piercing ammunition
|
||||
Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm.
|
||||
Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers including 5.56mm and 7.62mm.
|
||||
|
||||
### 1.4 IR-Dim tracer ammunition
|
||||
IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices.
|
||||
|
@ -18,20 +18,20 @@ You can load and unload captives from vehicles using ACE3 interactions.
|
||||
You can frisk a restrained captive.
|
||||
|
||||
### 1.4 Surrendering
|
||||
You can surrender. While surrendering AI will cease fire.
|
||||
Allows players to surrender. It renders the unit unable to move and with the hands behind its head. When surrendered AI won't fire.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Taking a unit into captivity
|
||||
- You need `Cable Tie`.
|
||||
- Approach the unit and Interact <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
|
||||
- Approach the unit and Interact <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`).
|
||||
- The interaction is located around the hands in the form of a handcuffs icon.
|
||||
- Repeat to release.
|
||||
|
||||
### 2.2 Escorting a captive
|
||||
- Interact with the captive <kbd>Left Windows</kbd>.
|
||||
- Select the `Escort prisoner` option.
|
||||
- To stop escorting, use the mousewheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left windows</kbd> and select `Release`.
|
||||
- To stop escorting, use the mousewheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> and select `Release`.
|
||||
|
||||
### 2.3 Loading and unloading a captive into/from a vehicle
|
||||
- Escort the captive.
|
||||
|
@ -14,4 +14,4 @@ Common functions and systems used by most other components.
|
||||
|
||||
`ace_main`
|
||||
|
||||
Note: The Common module is required by nearly all other modules. Do NOT remove it!
|
||||
*Note: The Common module is required by nearly all other modules. Do NOT remove it!*
|
||||
|
@ -9,7 +9,7 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Elite mode adjustments
|
||||
Adjusts the default settings of the hardest difficulty to better resemble A2 settings (no crosshair, stat screen, death messages).
|
||||
Adjusts the default settings of the hardest difficulty to better resemble Arma 2 settings (no crosshair, stat screen, death messages).
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -14,7 +14,7 @@ You can search the inventory and disarm captured or unconscious units.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Searching and disarming
|
||||
- Interact with the captured or unconscious unit <kbd>Left Windows</kbd> (ACE3 default keybind `Interaction Key`).
|
||||
- Interact with the captured or unconscious unit <kbd>Left Windows</kbd> (ACE3 default key bind `Interaction Key`).
|
||||
- Select `Open inventory`.
|
||||
- Drag & Drop the items you wish to remove from the unit.
|
||||
|
||||
|
@ -14,9 +14,9 @@ This adds the option to drag or carry units or objects.
|
||||
|
||||
### 2.1 Dragging / Carrying units and objects
|
||||
- You can only drag or carry an unconscious unit.
|
||||
- Interact with the unit or object <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
|
||||
- Interact with the unit or object <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`).
|
||||
- Select `Drag` or `Carry`.
|
||||
- To release, use the mousewheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left windows</kbd> and select `Release`.
|
||||
- To release, use the mouse wheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> and select `Release`.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -20,20 +20,20 @@ Enables attaching explosives to vehicles.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Placing explosives
|
||||
- Use self interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default keybind `Self Interaction Key`).
|
||||
- Use self interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
|
||||
- Select `Explosives`.
|
||||
- Choose your explosive type and follow the instructions on the screen.
|
||||
|
||||
### 2.2 Arming and detonating explosives
|
||||
- Interact with the explosive <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
|
||||
- Interact with the explosive <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`).
|
||||
- Choose the arming method.
|
||||
- For clackers use Self Interaction `Explosives` -> `Detonate` and choose the corresponding Firing Device.
|
||||
- For clackers use Self Interaction `Explosives` → `Detonate` and choose the corresponding Firing Device.
|
||||
|
||||
### 2.3 Defusing explosives
|
||||
- A `Defusal Kit` is required.
|
||||
- Interact with the explosive <kbd>Left Windows</kbd>.
|
||||
- Select `Disarm`.
|
||||
- You are safe to pick it up after the action is complete.
|
||||
- You are safe to pick it up after the action has completed.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -21,15 +21,16 @@ Anti air cannons can now use airburst ammunition. It will explode on the FCS' ze
|
||||
|
||||
### 2.1 Engaging moving targets
|
||||
- Place the crosshair on the enemy vehicle.
|
||||
- Press and hold <kbd>TAB</kbd> (ACE 3 default keybind `Lock Target [Hold]`) and follow the target for about 2 seconds.
|
||||
- Press and hold <kbd>TAB</kbd> (ACE 3 default key bind `Lock Target [Hold]`) and follow the target for about 2 seconds.
|
||||
- Release <kbd>TAB</kbd>.
|
||||
- The optic is now adjusted sideways to ensue a hit.
|
||||
- The optic is now adjusted sideways to ensure a hit.
|
||||
|
||||
### 2.2 Ranging stationary targets
|
||||
- Place the crosshair on the object to range.
|
||||
- Tap <kbd>TAB</kbd> the optic is now adjusted.
|
||||
- Tap <kbd>TAB</kbd>
|
||||
- The optic is now adjusted.
|
||||
|
||||
NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1
|
||||
*NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1*
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -9,15 +9,13 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Visual Effects for eyewear
|
||||
Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on
|
||||
the screen in rain. Causes dirt to appear on the screen when dirt is kicked up
|
||||
nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast).
|
||||
Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on the screen in rain. Causes dirt to appear on the screen when dirt is kicked up nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast).
|
||||
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Cleaning your goggles
|
||||
- To clean your goggles press <kbd>SHIFT</kbd> + <kbd>ALT</kbd> + <kbd>T</kbd>(ACE3 deault keybind `Wipe goggles`)
|
||||
- To clean your goggles press <kbd>SHIFT</kbd> + <kbd>ALT</kbd> + <kbd>T</kbd>(ACE3 deault key bind `Wipe goggles`)
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -15,16 +15,16 @@ Provides different modes for throwing grenades (high throw, precision throw and
|
||||
Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares by making them brighter and last longer.
|
||||
|
||||
### 1.3 M84 stun grenade
|
||||
Adds stun grenade. This will also affect AI.
|
||||
Adds the M84 stun grenade. The stun effect will also affect AI.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Switching between throw modes
|
||||
- Press <kbd>8</kbd> (ACE3 default keybind `Switch Grenade Mode`)
|
||||
- Press <kbd>8</kbd> (ACE3 default key bind `Switch Grenade Mode`)
|
||||
|
||||
### 2.2 Switching between grenades
|
||||
- Press <kbd>6</kbd> (ACE3 default keybind `Select frag`) to switch between `LETHAL` grenades
|
||||
- Press <kbd>7</kbd> (ACE3 default keybind `Select non-frag`) to switch between `NON LETHAL` grenades
|
||||
- Press <kbd>6</kbd> (ACE3 default key bind `Select frag`) to switch between `LETHAL` grenades
|
||||
- Press <kbd>7</kbd> (ACE3 default key bind `Select non-frag`) to switch between `NON LETHAL` grenades
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -12,18 +12,18 @@ parent: wiki
|
||||
Introduces hearing damage caused by nearby explosions and large-caliber weapons.
|
||||
|
||||
### 1.2 Earplugs
|
||||
Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or
|
||||
Adds earplugs to mitigate that effect. Soldiers with high caliber weapons or
|
||||
missile launchers will be equipped with those, but remember to put them in.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Equipping earplugs
|
||||
- For this you obviously need `Ear plugs`.
|
||||
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
|
||||
- Select `equipment`.
|
||||
- For this you need the `Earplugs` item.
|
||||
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
|
||||
- Select `Equipment`.
|
||||
- Select `Earplugs in`.
|
||||
- Same method to remove them but the option is `Earplugs out`.
|
||||
- Note that you CAN re-use ear plugs.
|
||||
- Note: you're able to re-use earplugs.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -14,4 +14,4 @@ This handles the interaction layer of ACE3.
|
||||
|
||||
`ace_common`
|
||||
|
||||
Note: The Interact Menu module is required by many other modules. Disabling it is not recommended.
|
||||
*Note: The Interact Menu module is required by most of the other modules. Do NOT remove it!*
|
||||
|
@ -14,4 +14,4 @@ This provides interaction options between units.
|
||||
|
||||
`ace_interact_menu`
|
||||
|
||||
Note: The Interaction module is required by many other modules. Disabling it is not recommended.
|
||||
*Note: The Interaction module is required by most of the other modules. Do NOT remove it!*
|
||||
|
@ -14,7 +14,7 @@ Makes the inventory dialog bigger and increases the number of items that can be
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Changing the size of the UI
|
||||
- Press <kbd>escape</kbd>.
|
||||
- Press <kbd>Escape</kbd>.
|
||||
- Click on `ACE OPTIONS` on the top left corner of the screen.
|
||||
- Click on `Make Inventory Display Bigger`.
|
||||
- Choose the size desired on the right drop down menu.
|
||||
|
@ -18,15 +18,15 @@ The Titan / Javelin now posses the ability to be used in top down attack or dire
|
||||
|
||||
### 2.1 Locking with the Titan / Javelin
|
||||
- For this feature you need to have a compatible launcher.
|
||||
- Fully zoom with the launcher.
|
||||
- Switch to thermals <kbd>N</kbd> (ARMA3 default keybind `Night vision`).
|
||||
- While keeping your aim steadily on target press and hold <kbd>TAB</kbd> (ACE3 default keybind `Lock Target [Hold]`).
|
||||
- When the sound changes and a cross appears on the screen it's time to fire.
|
||||
- Fully zoom in with the launcher.
|
||||
- Switch to thermals <kbd>N</kbd> (Arma 3 default key bind `Night vision`).
|
||||
- While keeping your aim steadily on target press and hold <kbd>TAB</kbd> (ACE3 default key bind `Lock Target [Hold]`).
|
||||
- When the sound changes and a cross appears on the screen the target is locked and you're able to fire.
|
||||
|
||||
### 2.2 Switching fire mode
|
||||
- For this feature you need to have a compatible launcher.
|
||||
- When aiming with your launcher press <kbd>CTRL</kbd> + <kbd>TAB</kbd>.
|
||||
- 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.
|
||||
- On the right side of the screen (for most launchers) you should see that `TOP`is now illumiated in green which means that your missile will be fired in top down mode.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -8,7 +8,7 @@ parent: wiki
|
||||
|
||||
## 1. Overview
|
||||
|
||||
Allows gunners to lase their own targets. See [FCS] (http://ace3mod.com/wiki/feature/fcs.html) for more information.
|
||||
Allows gunners to lase their own targets. See [Feature: "FCS"]({{ site.productionUrl }}/wiki/feature/fcs.html) for more information.
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -9,13 +9,13 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Visible light laser
|
||||
ACE3 adds visible light laser. This feature is compatible with BI's lasers as well as supported modded ones.
|
||||
ACE3 adds a visible laser attachment for weapons. This feature is compatible with BI's lasers as well as supported modded ones.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Switching laser mode
|
||||
- For this feature you need to have a compatible side attachment.
|
||||
- Press <kbd> ctrl </kbd> + <kbd> L </kbd> (ACE3 default keybind `Switch Laser / IR Laser`).
|
||||
- Press <kbd>Ctrl</kbd> + <kbd>L</kbd> (ACE3 default key bind `Switch Laser / IR Laser`).
|
||||
- A hint indicating the mode switch will appear in the top right corner.
|
||||
|
||||
## 3. Dependencies
|
||||
|
@ -9,14 +9,14 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Rechargeable darters.
|
||||
Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quad-copter UAVs.
|
||||
Adds an item `ACE_UAVBattery` that allows refuelling / recharging of the "Darter" quad-copter UAVs.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Recharging the darter
|
||||
- For this you need a `UAV battery` and the UAV needs to be a quad-copter.
|
||||
- Interact with the UAV <kbd>left windows</kbd> (ACE3 default keybind `Interact Key`)
|
||||
- Select `recharge`
|
||||
- Interact with the UAV <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`)
|
||||
- Select `Recharge`
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -9,15 +9,15 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Wirecutter
|
||||
Adds an item `ACE_wirecutter` that allows cutting of fences in A3 and AiA maps.
|
||||
Adds an item `ACE_wirecutter` that allows cutting of fences in Arma 3 and AllInArma maps.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Using the wirecutter
|
||||
- For this you need a `Wirecutter`.
|
||||
- Approach the fence you want to cut.
|
||||
- Press the interaction key <kbd>left windows</kbd> (ACE3 default keybind `Interaction Key`).
|
||||
- Find the interaction point and select `cut fence` (the only option).
|
||||
- Press the interaction key <kbd>Left Windows</kbd> (ACE3 default key bind `Interaction Key`).
|
||||
- Find the interaction point and select `Cut Fence` (the only option).
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -11,12 +11,11 @@ parent: wiki
|
||||
### 1.1 Repacking magazines
|
||||
Adds the ability to repack magazines of the same type.
|
||||
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Repacking
|
||||
- For this you need multiple half empty mags of the same type.
|
||||
- Press the self interaction button <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
|
||||
- Press the self interaction button <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
|
||||
- Select `Repack magazines`.
|
||||
- Select the type of magazines you want to repack.
|
||||
|
||||
|
@ -8,10 +8,10 @@ parent: wiki
|
||||
|
||||
## 1. Overview
|
||||
|
||||
Main module which acts as the ACE core module.
|
||||
Main module which acts as the ACE3 core module.
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
`Arma 3` and `CBA (RC6 minimum)`
|
||||
`Arma 3` and `CBA_A3`
|
||||
|
||||
Note: The Main module is required by all other modules. Do not disable it!
|
||||
*Note: The Main module is required by all other modules. Do not remove it!*
|
||||
|
@ -15,13 +15,13 @@ Better map styling (contours, legend, hiding bushes and trees, etc).
|
||||
The mission maker / server owner can restrict the maximum zoom level of the map.
|
||||
|
||||
### 1.3 Map shake (optional)
|
||||
While walking your map will move all around the place.
|
||||
While walking your map will move slightly.
|
||||
|
||||
### 1.4 Map illumination (optional)
|
||||
The map illumination will be the same as your surroundings meaning that in a dark night you'll either need a light source or NVGs to see your map.
|
||||
|
||||
### 1.5 Blufor tracker (optional)
|
||||
With blufor tracker you'll never loose your leader anymore, it marks the position of your faction group leader on the map.
|
||||
The Blufor tracker marks the position of your faction's group leaders on the map.
|
||||
|
||||
|
||||
## 2. Usage
|
||||
|
@ -9,10 +9,10 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Line drawing
|
||||
This adds the possibility to draw accurate lines.
|
||||
This adds the possibility to draw accurate lines on the map screen.
|
||||
|
||||
### 1.2 Map tools
|
||||
This adds map tools that can be used to measure distances between two points on the map or bearings.
|
||||
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.)
|
||||
@ -21,8 +21,8 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
|
||||
|
||||
### 2.1 Using map tools
|
||||
- For this you need to have `Map Tools`.
|
||||
- Open the map <kbd>M</kbd> (ARMA3 default keybind `Map`).
|
||||
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
|
||||
- Open the map <kbd>M</kbd> (Arma 3 default key bind `Map`).
|
||||
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>Left Windows</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>.
|
||||
@ -30,7 +30,7 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
|
||||
### 2.2 Drawing lines
|
||||
- To draw lines `Map Tools` are not required.
|
||||
- Press <kbd>ALT</kbd> + <kbd>LMB</kbd> 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.
|
||||
- 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)
|
||||
|
||||
## 3. Dependencies
|
||||
|
@ -8,8 +8,21 @@ parent: wiki
|
||||
|
||||
## 1. Overview
|
||||
|
||||
Adds the AMG framework, for more information about it refer to the [AMG framework documentation] (http://ace3mod.com/wiki/framework/advanced-missile-guidance.html)
|
||||
Adds the AMG framework, for more information about it refer to the [AMG framework documentation] ({{site.productionUrl}}/wiki/framework/advanced-missile-guidance.html)
|
||||
|
||||
## 2. Dependencies
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Switching fire mode
|
||||
- Press <kbd>CTRL</kbd> + <kbd>TAB</kbd> the LED's on the right of the UI will change.
|
||||
- `TOP` for top down mode.
|
||||
- `DIR` for direct mode.
|
||||
|
||||
### 2.2 Locking
|
||||
- Fully zoom in by using <kbd>NUMPAD +</kbd>
|
||||
- Switch to thermals by pressing <kbd>N</kbd> the `FLTR` LED should light up.
|
||||
- Aim at the target and hold <kbd>TAB</kbd> a crosshair will appear and the `SEEK` LED will light up.
|
||||
- Fire!
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_laser`
|
||||
|
@ -14,11 +14,11 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Switching charge
|
||||
- Press <kbd>F</kbd> (ARMA3 default keybind `fire mode switch`) to switch between charges
|
||||
- Press <kbd>F</kbd> (Arma 3 default key bind `Fire Mode Switch`) to switch between charges
|
||||
|
||||
### 2.2 Working with the rangetable
|
||||
- To open the table:
|
||||
- Self interact <kbd>CTRL</kbd> + <kbd>left windows</kbd>
|
||||
- Self interact <kbd>CTRL</kbd> + <kbd>Left Windows</kbd>
|
||||
- Select `equipment`.
|
||||
- Select `Open 82mm Rangetable`.
|
||||
|
||||
|
@ -9,7 +9,7 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Jumping
|
||||
Adds the ability to jump when pressing the vault key while moving. (V - key)
|
||||
Adds the ability to jump when pressing the vault key while moving. (<kbd>V</kbd>)
|
||||
|
||||
### 1.2 Minor animation tweaks
|
||||
Walking slowly with the weapon lowered now has a less silly looking animation.
|
||||
@ -32,7 +32,7 @@ The player can now use the sights of rifles and pistols in all prone stances.
|
||||
|
||||
### 2.2 Climbing
|
||||
- Approach what you want to climb.
|
||||
- Press <kbd>ctrl</kbd> + <kbd>V</kbd> (ACE3 default keybind `Climb`).
|
||||
- Press <kbd>ctrl</kbd> + <kbd>V</kbd> (ACE3 default key bind `Climb`).
|
||||
- Note that when climbing your character will put his weapon on his back.
|
||||
|
||||
## Dependencies
|
||||
|
@ -11,8 +11,8 @@ parent: wiki
|
||||
### 1.1 Nametag and rank display
|
||||
Adds nametags and soldier ranks to friendly players in multiplayer. This can be adjusted in the ACE Options Menu to not display the rank, display all nametags of nearby soldiers instead of those who are looked directly at, to require a button press to show the nametags or to disable them altogether.
|
||||
|
||||
### 1.2 TFAR and ACRE soundwaves
|
||||
A soundwave effect is shown when someone is speaking letting you know who's eating his banana with his push-to-talk button pushed.
|
||||
### 1.2 Arma 3 VON, ACRE and TFAR soundwaves
|
||||
A soundwave effect is shown when someone is speaking using either the vanilla VON, ACRE 1 or 2 and TFAR.
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -9,14 +9,10 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Multiple Generation NVGs
|
||||
Adds different night vision devices with varying image quality and field of
|
||||
view. New Classnames for Generations 1, 2, and 4 NVGs (default ArmA3 NVGs
|
||||
represents Generation 3) and a wide view NVG.
|
||||
Adds different night vision devices with varying image quality and field of view. New Classnames for Generations 1, 2, and 4 NVG's (default Arma 3 NVG's represents Generation 3) and a wide view NVG.
|
||||
|
||||
### 1.2 Blending effects
|
||||
Adds a blending effect depending on ammunition type when firing while using a
|
||||
night vision device. Especially tracer rounds are bright, but you can use the
|
||||
IR-dim tracers from the Ballistics module to reduce tis effect.
|
||||
Adds a blending effect depending on ammunition type when firing while using a night vision device. Especially tracer rounds are bright, but you can use the IR-dim tracers from the Ballistics module to reduce tis effect.
|
||||
|
||||
### 1.3 Brightness adjustment
|
||||
Enables the user to manually adjust NVG brightness.
|
||||
@ -24,7 +20,7 @@ Enables the user to manually adjust NVG brightness.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Adjusting brightness
|
||||
- Use <kbd>ALT</kbd> + <kbd>PageUP</kbd> and <kbd>ALT</kbd> + <kbd>PageDOWN</kbd> to adjust NVG brightness (ACE3 default keybind `Increase/Decrease NVG Brightness`).
|
||||
- Use <kbd>ALT</kbd> + <kbd>PageUP</kbd> and <kbd>ALT</kbd> + <kbd>PageDOWN</kbd> to adjust NVG brightness (ACE3 default key bind `Increase/Decrease NVG Brightness`).
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -10,7 +10,7 @@ parent: wiki
|
||||
|
||||
### 1.1 Idle animations removed
|
||||
|
||||
This removes idle animations, you're not going to be wiping your forhead with your rifle every 20 seconds anymore.
|
||||
This removes idle animations.
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -8,7 +8,7 @@ parent: wiki
|
||||
|
||||
## 1. Overview
|
||||
|
||||
Adds animated 2D and PIP variants of some optics (RCO/MRCO/ARCO/LRPS/MOS)
|
||||
Adds animated 2D and PIP variants of some optics (RCO / MRCO / ARCO / LRPS / MOS)
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -13,16 +13,15 @@ Adds the options menu used by other components.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Opening the user menu
|
||||
- Press <kbd>escape</kbd>
|
||||
- In the top left corner of the screen you should see `ace options`.
|
||||
- Press <kbd>Escape</kbd>
|
||||
- In the top left corner of the screen you should see `ACE Options`.
|
||||
- Click it.
|
||||
|
||||
### 2.2 Options menu informations
|
||||
- You don't have to press a save button. When a setting is changed it's saved automatically.
|
||||
- There's actually a tab for colors, look up !
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
||||
Note: The Options Menu module is utilized by many other modules. Disabling it is not recommended.
|
||||
*Note: The Options Menu module is utilized by many other modules. Disabling it is not recommended.*
|
||||
|
@ -9,37 +9,34 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Weapon Jamming
|
||||
Adds a probability to jam a weapon when firing. Jams can be cleared by
|
||||
reloading or by using the clear jam-key.
|
||||
Adds a probability to jam a weapon when firing. Jams can be cleared by reloading or by using the clear jam-key.
|
||||
|
||||
### 1.2 Temperature simulation
|
||||
Introduces weapon temperature simulation depending on weapon and bullet
|
||||
mass. Hot weapons are more prone to jamming. Depending on weapon type
|
||||
the accuracy and in extreme cases the muzzle velocity might be reduced
|
||||
on high temperatures. Adds smoke puff and heat refraction effects to
|
||||
indicate this.
|
||||
Introduces weapon temperature simulation depending on weapon and bullet mass. Hot weapons are more prone to jamming. Depending on weapon type the accuracy and in extreme cases the muzzle velocity might be reduced on high temperatures. Adds smoke puff and heat refraction effects to indicate this.
|
||||
|
||||
### 1.3 Spare barrels
|
||||
Adds the ability to changes barrels on machine guns to compensate for those
|
||||
effects.
|
||||
Adds the ability to changes barrels on machine guns to compensate for those effects.
|
||||
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Clearing a jammed weapon
|
||||
- To clear a jammed weapon, press <kbd>SHIFT</kbd> + <kbd>R</kbd> (ACE3 default keybind `Clear jam`).
|
||||
- To clear a jammed weapon, press <kbd>SHIFT</kbd> + <kbd>R</kbd> (ACE3 default key bind `Clear jam`).
|
||||
|
||||
### 2.2 Swapping barrels
|
||||
- For this you need a `Spare barrel` and a compatible weapon.
|
||||
- Press self interaction <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
|
||||
- Select `equipment`.
|
||||
- Press self interaction <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
|
||||
- Select `Equipment`.
|
||||
- Select `Swap barrel`.
|
||||
|
||||
### 2.3 Checking your barrel temperature
|
||||
- Press self interaction <kbd>CTRL</kbd> + <kbd>left windows</kbd>.
|
||||
- Select `equipment`.
|
||||
- Press self interaction <kbd>CTRL</kbd> + <kbd>Left Windows</kbd>.
|
||||
- Select `Equipment`.
|
||||
- Select `Check weapon temperature`.
|
||||
|
||||
**NOTE** When the bar is half full (yellow) it means the barrel is around 500°c.
|
||||
Your weapon will be even more prone to jams, and it'll get worse if you don't let the barrel cool down or swap it.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_interaction`
|
||||
|
@ -9,9 +9,7 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Altimeter
|
||||
Removes the altitude and descend speed UI elements when free-falling and
|
||||
parachuting on higher difficulties and instead adds an altimeter watch type
|
||||
item.
|
||||
Removes the altitude and descend speed UI elements when free-falling and parachuting on higher difficulties. Adds an altimeter watch type item.
|
||||
|
||||
### 1.2 Non-steerable parachute
|
||||
Adds a non-steerable parachute variant for jet pilots.
|
||||
@ -22,8 +20,8 @@ Smoothens the parachute landing animation.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 bringing up the altimeter
|
||||
- For this you need to have an `altimeter watch` in the watch slot.
|
||||
- Press <kbd>O</kbd> (ARMA3 default keybind `Watch`) to bring up the altimeter.
|
||||
- For this you need to have an `Altimeter Watch` in the watch slot.
|
||||
- Press <kbd>O</kbd> (Arma 3 default key bind `Watch`) to bring up the altimeter.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
31
documentation/feature/rangecard.md
Normal file
31
documentation/feature/rangecard.md
Normal file
@ -0,0 +1,31 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Rangecard
|
||||
description: Add a range card for your weapons
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## 1. Overview
|
||||
|
||||
Add a range card that updates itself for your weapon and the type of ammo you're using.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Opening the range card
|
||||
- Open the self interaction menu <kbd>CTRL</kbd> + <kbd>⊞ Win</kbd>
|
||||
- Select `Equipment`
|
||||
- Select `Open Range Card`
|
||||
|
||||
### 2.2 Using the range card
|
||||
- To use this to it's full potential the use of a `Vector 21` is strongly recommended, a `Kestrel 4500` will also help.
|
||||
|
||||
- Pull out your rangefinder (`Vector 21` preferred) and get the distance between you and your target.
|
||||
|
||||
- Open your rangetable and look under the `Target range` column.
|
||||
|
||||
- Move to the `Bullet Drop` column, the drop is in MRADs, you need to compensate for it by adjusting your sight. Example, you want to adjust for a bullet drop of -7.9 MRADs simply adjust your scope 7.9 MRADs vertically. (check [feature scopes](http://ace3mod.com/wiki/feature/scopes.html) ) for this.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
`ACE_Advanced_Ballistics`
|
@ -9,8 +9,7 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 Real names
|
||||
Changes the names of vehicles, magazines, weapons, grenades, explosive charges
|
||||
and mines to their respective real-world counterparts whenever possible.
|
||||
Changes the names of vehicles, magazines, weapons, grenades, explosive charges and mines to their respective real-world counterparts whenever possible.
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
|
@ -14,7 +14,7 @@ Hides the actual round count of magazines and removes the icon when the current
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Checking your ammo
|
||||
- Press <kbd>CTRL</kbd> + <kbd>R</kbd> (ACE3 default keybind `Check Ammo`).
|
||||
- Press <kbd>CTRL</kbd> + <kbd>R</kbd> (ACE3 default key bind `Check Ammo`).
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -13,7 +13,7 @@ Add the ability to reload someone else's launcher.
|
||||
### 2. Usage
|
||||
|
||||
### 2.1 Reloading someone else's launcher
|
||||
- Press the interaction key <kbd>left windows</kbd> and aim at your buddy's launcher.
|
||||
- Press the interaction key <kbd>Left Windows</kbd> and aim at your buddy's launcher.
|
||||
- Select `reload launcher`.
|
||||
- Select the type of ammo.
|
||||
|
||||
|
@ -15,7 +15,7 @@ Requires the Respawn Gear module to be placed. Respawned soldiers now have their
|
||||
Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled.
|
||||
|
||||
### 1.3 Rallypoints
|
||||
Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker.
|
||||
Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOB's. Requires some setup from the mission maker.
|
||||
|
||||
|
||||
## 2. Usage
|
||||
@ -23,7 +23,7 @@ Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs.
|
||||
### 2.1 Using rallypoints
|
||||
- For this to work pre-emptive preparations need to be made by the mission maker.
|
||||
- Approach the rallypoint flagpole
|
||||
- Use the interaction key <kbd>left windows</kbd> (ACE3 default keybind `Interaction key`).
|
||||
- Use the interaction key <kbd>Left Windows</kbd> (ACE3 default key bind `Interaction key`).
|
||||
- Select teleport to (base / rallypoint).
|
||||
|
||||
|
||||
|
@ -14,8 +14,8 @@ You can now use the safety mode of any weapon. Switching weapon modes takes the
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Switching safety on / off
|
||||
- To turn it on press <kbd>CTRL</kbd> + <kbd>²</kbd> (ACE3 default keybind `Safe Mode`).
|
||||
- To turn it off press <kbd>CTRL</kbd> + <kbd>²</kbd> again or switch firing mode.
|
||||
- To turn it on press <kbd>CTRL</kbd> + <kbd>`</kbd> (QWERTY layout) (ACE3 default key bind `Safe Mode`).
|
||||
- To turn it off press <kbd>CTRL</kbd> + <kbd>`</kbd> (QWERTY layout) again or switch firing mode.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -14,7 +14,7 @@ Allows snipers to adjust their scopes horizontally and vertically in mils.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Adjusting your scope vertically
|
||||
Please not that the following key combinations are ACE3 default keybinds.
|
||||
Please not that the following key combinations are ACE3 default key binds.
|
||||
- Minor adjustment up <kbd>pageUP</kbd>.
|
||||
- Minor adjustment down <kbd>pageDOWN</kbd>.
|
||||
- Major adjustment up <kbd>Shift</kbd> + <kbd>pageUP</kbd>.
|
||||
|
@ -21,8 +21,8 @@ In its current form you're able to switch to infantry (vehicles, etc. are planne
|
||||
### 2.1 Switching to a unit
|
||||
- Open your map
|
||||
- Find a unit you can access (they are showed with special icons and names on the map).
|
||||
- Press <kbd>LMB</kbd> then <kbd>RMB</kbd> in a rapid succession.
|
||||
- You'll control that unit until it dies, after that you'll be brought back to your original unit.
|
||||
- Press <kbd>LMB</kbd> on the desired unit.
|
||||
- You'll control that unit until it dies or until you switch to an other one. If the unit dies you'll be brought back to your original unit..
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -6,18 +6,79 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Vector IV Rangefinder
|
||||
Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.)
|
||||
### 1.1 Vector 21 Rangefinder
|
||||
ACE3 adds a realistic depiction of the Vector 21 rangefinder to the game. Unlike other rangefinders, it doesn't just magically show you the range to your target, but in exchange allows you to do alot of things with it that the other choices in Arma do not offer. The Vector's functions include, but are not limited to:
|
||||
|
||||
- Distance to a target
|
||||
- Azimuth to a target
|
||||
- Horizontal and vertical distance to a target
|
||||
- Distance between 2 targets
|
||||
- Angle between 2 targets
|
||||
- Switching between feet and meters
|
||||
- Switching between degrees and mils
|
||||
...
|
||||
|
||||
## Usage
|
||||
## 2. Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
The Vector is controlled with 2 keys: the azimuth key and the range key; <kbd>Tab</kbd> and <kbd>R</kbd> and is brought up like any other binoculars.
|
||||
|
||||
#### 2.1 Slope distance
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector1.jpg" width="500" height="160" alt="Measuring Slope distance" />
|
||||
|
||||
## Dependencies
|
||||
- Press and hold <kbd>R</kbd> until the red pointing circle appears. Sight the circle on the object and release the key.
|
||||
|
||||
#### 2.2 Azimuth
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector2.jpg" width="500" height="160" alt="Measuring Azimuth" />
|
||||
|
||||
- Press and hold the <kbd>TAB</kbd> until the azimuth is displayed.
|
||||
|
||||
#### 2.3 Slope distance and Azimuth
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector3.jpg" width="500" height="160" alt="Measuring Slope distance and Azimuth" />
|
||||
|
||||
- Press and hold both <kbd>R</kbd> and <kbd>TAB</kbd> until the red pointing circle appears.
|
||||
- Sight the circle on the object and release both keys.
|
||||
|
||||
#### 2.4 Horizontal distance and height difference
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector4.jpg" width="500" height="160" alt="Measuring Horizontal distance and height difference"/>
|
||||
|
||||
- Tap <kb>R</kbd> once then press and hold it until the red pointing circle appears.
|
||||
- Sight the circle on the object and release the key.
|
||||
|
||||
#### 2.5 Azimuth and Inclination
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector5.jpg" width="500" height="160" alt="Measuring Azimuth and Inclination"/>
|
||||
|
||||
- Tap <kbd>TAB</kbd> once then press and hold it until the azimuth and inclination is displayed.
|
||||
|
||||
#### 2.6 Distance between two points
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector6.jpg" width="500" height="160" alt="Measuring Distance between two points"/>
|
||||
|
||||
- Press and hold <kbd>R</kbd> until the red pointing circle appears.
|
||||
- Sight the circle on the first object and tap <kbd>TAB</kbd> while further holding <kbd>R</kbd>. The first measurement is confirmed ("1-P" = first point).
|
||||
- Sight the second object and release <kbd>R</kbd>.
|
||||
|
||||
#### 2.7 Horizontal and vertical distance between two points
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector7.jpg" width="500" height="160" alt="Measuring Horizontal and vertical distance between two points"/>
|
||||
|
||||
- Tap <kbd>R</kbd> once then press and hold it until the red pointing circle appears.
|
||||
- Sight the circle on the object and tap <kbd>TAB</kbd> once. The first measurement is confirmed ("1-P" = first point).
|
||||
- Sight the second object and release <kbd>R</kbd>.
|
||||
|
||||
#### 2.8 Horizontal distance and azimuth between two points
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector8.jpg" width="500" height="160" alt="Measuring Horizontal distance and azimuth between two points"/>
|
||||
|
||||
- Press and hold <kbd>TAB</kbd> until the azimuth appears.
|
||||
- Sight the circle on the first object and tap <kbd>R</kbd> while further holding <kbd>TAB</kbd>. The first measurement is confirmed ("1-P" = first point).
|
||||
- Sight the second object and release <kbd>TAB</kbd>.
|
||||
|
||||
### 2.9 Fall of shot
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector9.jpg" width="500" height="160" alt="Measuring Fall of shot"/>
|
||||
|
||||
- Tap <kbd>TAB</kbd> once then press and hold it until the azimuth appears.
|
||||
- Sight the circle on the object and tap <kbd>R</kbd> while further holding <kbd>TAB</kbd>. The first measurement is confirmed ("1-P" = first point).
|
||||
- Sight the Fall of shot and release <kbd>TAB</kbd>. The left digits display the left (`L`)/right (`r`) correction value in meter and the right digits display the longer (`A` = add)/shorter (`d` = drop) correction value in meter. If <kbd>R</kbd> is tapped the height correction values will be displayed (`UP` and `dn`).
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -7,7 +7,7 @@ parent: wiki
|
||||
---
|
||||
|
||||
## 1. Overview
|
||||
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.
|
||||
This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles. It's disabled by default.
|
||||
|
||||
## 2. Usage
|
||||
Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
|
||||
|
@ -15,13 +15,13 @@ Adds ability to limit the max. speed of any vehicle.
|
||||
The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds.
|
||||
|
||||
### 1.3 Fuel capacity
|
||||
The range of all vehicle gets significantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. A full vehicle on mission start should still most likely never need a refueling during a mission.
|
||||
The range of all vehicle gets significantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma 3. A full vehicle on mission start should still most likely never need a refueling during a mission.
|
||||
|
||||
### 1.4 Main gun muzzles
|
||||
APCs and Tanks now share a muzzle for all ammunition types of their main guns. This prevents an exploit that skips the reloading time of a round or clip while changing the ammunition type. Also makes it possible to switch between ammunition types using the scroll wheel like in Arma 2.
|
||||
APC's and tanks now share a muzzle for all ammunition types of their main guns. This prevents an exploit that skips the reloading time of a round or clip while changing the ammunition type. Also makes it possible to switch between ammunition types using the scroll wheel like in Arma 2.
|
||||
|
||||
### 1.5 Boat machine gun tracers
|
||||
NATO and AAF armed boats now use their respective tracer colours like any vehicle when they fire their rear gun. (Red for BluFor, yellow for Indep)
|
||||
NATO and AAF armed boats now use their respective tracer colours like any vehicle when they fire their rear gun. (Red for Blufor, yellow for Indep)
|
||||
|
||||
### 1.6 Improved smoke launcher of Fennek (Strider)
|
||||
Reduced smoke shell count and launch angle of the AAF Fennek to match the models smoke launcher.
|
||||
|
@ -7,13 +7,12 @@ parent: wiki
|
||||
---
|
||||
|
||||
## 1. Overview
|
||||
ACE3 View Distance is enabled by default. It adds the ability to have different view distance settings when on foot, in a vehicle or in the air.
|
||||
ACE3 View Distance adds the ability to have different view distance settings when on foot, in a vehicle or in the air. It is enabled by default.
|
||||
|
||||
## 2. Usage
|
||||
- When in-game, press <kbd>ESC</kbd>.
|
||||
- Click `ACE Options` in the top-left corner.
|
||||
- Scroll down to the `Client View Distance` settings.
|
||||
- Adjust to taste.
|
||||
|
||||
## 3. Dependencies
|
||||
`ace_common`
|
||||
|
@ -15,7 +15,7 @@ ACE3 Wind Deflection is enabled by default. This feature simulates the wind defl
|
||||
</div>
|
||||
|
||||
## 2. Usage
|
||||
ACE3 Wind Deflection can be disabled or modified via a Module in the 2D editor.
|
||||
ACE3 Wind Deflection can be disabled or modified via a module in the 2D editor.
|
||||
|
||||
|
||||
## 3. Dependencies
|
||||
|
@ -10,7 +10,7 @@ parent: wiki
|
||||
ACE3 Zeus is enabled by default. This feature provides control over vanilla aspects of Zeus.
|
||||
|
||||
## 2. Usage
|
||||
ACE3 Zeus can be disabled or modified via a Module in the 2D editor.
|
||||
ACE3 Zeus can be disabled or modified via a module in the 2D editor.
|
||||
|
||||
## 3. Dependencies
|
||||
`ace_common`, `ace_modules`
|
||||
|
@ -7,6 +7,10 @@ order: 11
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
Everything is ordered alphabetically.
|
||||
|
||||
You know an in-game name but want the classname? <kbd>CTRL</kbd> + <kbd>F</kbd>
|
||||
|
||||
### Atragmx
|
||||
`added in 3.0.0.3`
|
||||
|
||||
@ -100,14 +104,14 @@ ACE_HandFlare_White | M127A1 Hand Held Signal (White) | Grenade |
|
||||
ACE_HandFlare_Red | M127A1 Hand Held Signal (Red | Grenade |
|
||||
ACE_HandFlare_Green | M127A1 Hand Held Signal (Green) | Grenade |
|
||||
ACE_HandFlare_Yellow | M127A1 Hand Held Signal (Yellow) | Grenade |
|
||||
ACE_M84 | M84 Stun Grenade |
|
||||
ACE_M84 | M84 Stun Grenade | Grenade |
|
||||
|
||||
### hearing
|
||||
`added in 3.0.0.3`
|
||||
|
||||
classname | in game name | type |
|
||||
--------- | --------- | ---------
|
||||
ACE_EarPlugs | Ear Plugs | ACE_ItemCore |
|
||||
ACE_EarPlugs | Earplugs | ACE_ItemCore |
|
||||
|
||||
### Kestrel
|
||||
`added in 3.0.0.3`
|
||||
@ -155,6 +159,7 @@ ACE_bloodIV | Blood IV (1000ml) | ACE_ItemCore |
|
||||
ACE_bloodIV_500 | Blood IV (500ml) | ACE_ItemCore |
|
||||
ACE_bloodIV_250 | Blood IV (250ml) | ACE_ItemCore |
|
||||
ACE_bodyBag | Bodybag | ACE_ItemCore |
|
||||
ACE_bodyBagObject | Bodybag (packed) | |
|
||||
ACE_epinephrine | Epinephrine autoinjector | ACE_ItemCore |
|
||||
ACE_morphine | Morphine autoinjector | ACE_ItemCore |
|
||||
ACE_packingBandage | Packing Bandage | ACE_ItemCore |
|
||||
@ -225,6 +230,12 @@ classname | in game name | type |
|
||||
ACE_Altimeter | Altimeter Watch | ACE_ItemCore |
|
||||
ACE_NonSteerableParachute | Non-Steerable Parachute | Backpack |
|
||||
|
||||
### Rangecard
|
||||
|
||||
classname | in game name | type |
|
||||
--------- | --------- | ---------
|
||||
ACE_RangeCard | rangecard | ACE_ItemCore |
|
||||
|
||||
### Vector
|
||||
`added in 3.0.0.3`
|
||||
|
||||
|
@ -7,83 +7,10 @@ order: 0
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
<div class="panel callout">
|
||||
<h5>Note:</h5>
|
||||
<p>This page is currently under construction.</p>
|
||||
</div>
|
||||
Downloaded ACE3 and have no idea where to start? This page serves as a document to help new players and mission makers understand what's available to them.
|
||||
|
||||
Downloaded ACE3 and have no idea where to start? This page serves as a document to help new players get started with things like the medical system, or how to adjust your scope.
|
||||
- You don't know where to begin your ACE3 journey? [**Check out ACE3 features**](http://ace3mod.com/wiki/feature/)
|
||||
|
||||
- You are a mission maker but you don't know what ACE3 have to offer? [**We have some documentation for you**](http://ace3mod.com/wiki/missionmaker/)
|
||||
|
||||
### 1. Vector 21
|
||||
*Part of: ace_vector*
|
||||
|
||||
ACE3 adds a realistic depiction of the Vector 21 rangefinder to the game. Unlike other rangefinders, it doesn't just magically show you the range to your target, but in exchange allows you to do alot of things with it that the other choices in Arma do not offer. The Vector's functions include, but are not limited to:
|
||||
|
||||
- Distance to a target
|
||||
- Azimuth to a target
|
||||
- Horizontal and vertical distance to a target
|
||||
- Distance between 2 targets
|
||||
- Angle between 2 targets
|
||||
- Switching between feet and meters
|
||||
- Switching between degrees and mils
|
||||
...
|
||||
|
||||
The Vector is controlled with 2 keys: the azimuth key and the range key; <kbd>Tab</kbd> and <kbd>R</kbd> by default. First you bring it up like every other binocular in the game and then, while looking through it you can access all the different functions.
|
||||
|
||||
The Vector 21 rangefinder has the following usage modes:
|
||||
|
||||
1. Slope distance
|
||||
2. Azimuth
|
||||
3. Slope distance & Azimuth
|
||||
4. Horizontal distance and height difference
|
||||
5. Azimuth & Inclination
|
||||
6. Distance between two points
|
||||
7. Horizontal & vertical distance between two points
|
||||
8. Horizontal distance & azimuth between two points
|
||||
9. Fall of shot
|
||||
|
||||
#### 1. Slope distance
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector1.jpg" width="500" height="160" alt="Measuring Slope distance" />
|
||||
|
||||
Press and hold the "Distance" key until the red pointing circle appears. Sight the circle on the object and release the key.
|
||||
|
||||
#### 2. Azimuth
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector2.jpg" width="500" height="160" alt="Measuring Azimuth" />
|
||||
|
||||
Press and hold the "Azimuth" key until the azimuth is displayed.
|
||||
|
||||
#### 3. Slope distance and Azimuth
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector3.jpg" width="500" height="160" alt="Measuring Slope distance and Azimuth" />
|
||||
|
||||
Press and hold both the "Distance" and "Azimuth" key until the red pointing circle appears. Sight the circle on the object and release both keys.
|
||||
|
||||
#### 4. Horizontal distance and height difference
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector4.jpg" width="500" height="160" alt="Measuring Horizontal distance and height difference"/>
|
||||
|
||||
Tap the "Distance" key once then press and hold it until the red pointing circle appears. Sight the circle on the object and release the key.
|
||||
|
||||
#### 5. Azimuth and Inclination
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector5.jpg" width="500" height="160" alt="Measuring Azimuth and Inclination"/>
|
||||
|
||||
Tap the "Azimuth" key once then press and hold it until the azimuth and inclination is displayed.
|
||||
|
||||
#### 6. Distance between two points
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector6.jpg" width="500" height="160" alt="Measuring Distance between two points"/>
|
||||
|
||||
Press and hold the "Distance" key until the red pointing circle appears. Sight the circle on the first object and tap the "Azimuth" key while further holding the "Distance" key. The first measurement is confirmed ("1-P" = first point). Sight the second object and release the "Distance" key.
|
||||
|
||||
#### 7. Horizontal and vertical distance between two points
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector7.jpg" width="500" height="160" alt="Measuring Horizontal and vertical distance between two points"/>
|
||||
|
||||
Tap the "Distance" key once then press and hold it until the red pointing circle appears. Sight the circle on the object and tap the "Azimuth" key once. The first measurement is confirmed ("1-P" = first point). Sight the second object and release the "Distance" key.
|
||||
|
||||
#### 8. Horizontal distance and azimuth between two points
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector8.jpg" width="500" height="160" alt="Measuring Horizontal distance and azimuth between two points"/>
|
||||
|
||||
Press and hold the "Azimuth" key until the azimuth appears. Sight the circle on the first object and tap the "Distance" key while further holding the "Azimuth" key. The first measurement is confirmed ("1-P" = first point). Sight the second object and release the "Azimuth" key.
|
||||
|
||||
#### 9. Fall of shot
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/vector9.jpg" width="500" height="160" alt="Measuring Fall of shot"/>
|
||||
|
||||
Tap the "Azimuth" key once then press and hold it until the azimuth appears. Sight the circle on the object and tap the "Distance" key while further holding the "Azimuth" key. The first measurement is confirmed ("1-P" = first point). Sight the Fall of shot and release the "Azimuth" key. The left digits display the left (`L`)/right (`r`) correction value in meter and the right digits display the longer (`A` = add)/shorter (`d` = drop) correction value in meter. If the "Distance" key is tapped the height correction values will be displayed (`UP` and `dn`).
|
||||
- Are you searching for ACE3 classnames ? [**Here they are**](http://ace3mod.com/wiki/missionmaker/classnames.html)
|
@ -11,6 +11,8 @@ parent: wiki
|
||||
|
||||
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.
|
||||
|
||||
Indicate if the issue appears on stable or development version. In case it is the development version, please also include the commit SHA-1 hash.
|
||||
|
||||
<div class="panel callout">
|
||||
<h5>Please note:</h5>
|
||||
<p>It's not a valid to simply remove <code>@ACE3</code> from the mod list to confirm that ACE3 is the culprit.</p>
|
||||
@ -23,6 +25,7 @@ Head over to the <a href="{{ site.githubUrl }}/issues" target="_blank">ACE3 GitH
|
||||
|
||||
```
|
||||
ACE3 Version: 3.x.x
|
||||
(indicate if stable or dev, if dev indicate the commit the version is based on)
|
||||
|
||||
**Mods:**
|
||||
* @cba_a3
|
||||
|
@ -52,12 +52,12 @@ Only use the optional components that correspond with your mod-pack.
|
||||
### 6.1 Steam Launch Parameters
|
||||
- Not supported with the new Arma 3 Launcher
|
||||
|
||||
### 6.2 ArmA3Sync
|
||||
### 6.2 Arma 3Sync
|
||||
- Inspect `Addon Options` and verify the `Addon Search Directories` are leading to your Arma 3 folder.
|
||||
- Return to the `Addons` tab and click `Refresh`.
|
||||
- Right-click inside `Addon Groups`, click `Create Group` and give it a name.
|
||||
- Drag and drop `@ace` and `@CBA_A3` from `Available Addons` into the new Group you created inside `Addon Groups` and make sure the checkboxes are ticked.
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/installation2-a3s.jpg" width="529" height="222" alt="Arma3Sync Launcher" />
|
||||
<img src="{{ site.baseurl }}/img/wiki/user/installation2-a3s.jpg" width="529" height="222" alt="Arma 3Sync Launcher" />
|
||||
- Click `Start Game`
|
||||
|
||||
### 5.3 Play withSIX
|
||||
|
48
optionals/compat_cup/CfgMagazines.hpp
Normal file
48
optionals/compat_cup/CfgMagazines.hpp
Normal file
@ -0,0 +1,48 @@
|
||||
class CfgMagazines {
|
||||
class CUP_M136_M;
|
||||
class CUP_RPG18_M;
|
||||
class CUP_NLAW_M;
|
||||
class ACE_PreloadedMissileDummy_CUP: CUP_M136_M { // The dummy magazine
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
scope = 1;
|
||||
scopeArsenal = 1;
|
||||
displayName = "Preloaded Missle";
|
||||
//displayName = "$STR_ACE_Disposable_PreloadedMissileDummy";
|
||||
picture = PATHTOEF(common,UI\blank_CO.paa);
|
||||
weaponPoolAvailable = 0;
|
||||
mass = 0;
|
||||
};
|
||||
class ACE_FiredMissileDummy_CUP: ACE_PreloadedMissileDummy_CUP {
|
||||
count = 0;
|
||||
};
|
||||
class ACE_UsedTube_M136_F: CUP_M136_M {
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
displayName = "$STR_ACE_Disposable_UsedTube";
|
||||
descriptionShort = "$STR_ACE_Disposable_UsedTubeDescription";
|
||||
displayNameShort = "-";
|
||||
count = 0;
|
||||
weaponPoolAvailable = 0;
|
||||
modelSpecial = "";
|
||||
mass = 0;
|
||||
};
|
||||
class ACE_UsedTube_RPG18_F: CUP_RPG18_M {
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
displayName = "$STR_ACE_Disposable_UsedTube";
|
||||
descriptionShort = "$STR_ACE_Disposable_UsedTubeDescription";
|
||||
displayNameShort = "-";
|
||||
count = 0;
|
||||
weaponPoolAvailable = 0;
|
||||
modelSpecial = "";
|
||||
mass = 0;
|
||||
};
|
||||
class ACE_UsedTube_NLAW_F: CUP_NLAW_M {
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
displayName = "$STR_ACE_Disposable_UsedTube";
|
||||
descriptionShort = "$STR_ACE_Disposable_UsedTubeDescription";
|
||||
displayNameShort = "-";
|
||||
count = 0;
|
||||
weaponPoolAvailable = 0;
|
||||
modelSpecial = "";
|
||||
mass = 0;
|
||||
};
|
||||
};
|
@ -3,6 +3,7 @@ class CfgWeapons
|
||||
class Pistol_Base_F;
|
||||
class Rifle_Base_F;
|
||||
class Rifle_Long_Base_F;
|
||||
class Launcher_Base_F;
|
||||
class CUP_hgun_Colt1911 : Pistol_Base_F {
|
||||
ACE_barrelTwist=406.4;
|
||||
ACE_barrelLength=127.0;
|
||||
@ -496,4 +497,108 @@ class CfgWeapons
|
||||
};
|
||||
};
|
||||
};
|
||||
// Non Disposable launchers
|
||||
class CUP_launch_Igla: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 30;
|
||||
EGVAR(overpressure,range) = 2;
|
||||
EGVAR(overpressure,damage) = 0.5;
|
||||
};
|
||||
class CUP_launch_M47: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 45;
|
||||
EGVAR(overpressure,range) = 30;
|
||||
EGVAR(overpressure,damage) = 0.7;
|
||||
};
|
||||
class CUP_launch_MAAWS: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 60;
|
||||
EGVAR(overpressure,range) = 28;
|
||||
EGVAR(overpressure,damage) = 0.7;
|
||||
};
|
||||
class CUP_launch_MAAWS_Scope: CUP_launch_MAAWS {};
|
||||
class CUP_launch_Metis: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 45;
|
||||
EGVAR(overpressure,range) = 30;
|
||||
EGVAR(overpressure,damage) = 0.5;
|
||||
};
|
||||
class CUP_launch_RPG7V: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 45;
|
||||
EGVAR(overpressure,range) = 20;
|
||||
EGVAR(overpressure,damage) = 1;
|
||||
};
|
||||
class CUP_launch_Mk153Mod0: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 30;
|
||||
EGVAR(overpressure,range) = 30;
|
||||
EGVAR(overpressure,damage) = 1;
|
||||
};
|
||||
class CUP_launch_Mk153Mod0_SMAWOptics: CUP_launch_Mk153Mod0 {};
|
||||
class CUP_launch_FIM92Stinger: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 45;
|
||||
EGVAR(overpressure,range) = 15;
|
||||
EGVAR(overpressure,damage) = 0.3; // Main damage arises from debris rather than the actual backblast
|
||||
};
|
||||
class CUP_launch_9K32Strela: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 30;
|
||||
EGVAR(overpressure,range) = 2;
|
||||
EGVAR(overpressure,damage) = 0.5;
|
||||
};
|
||||
// Disposable launchers under this line
|
||||
class CUP_launch_M136: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 45;
|
||||
EGVAR(overpressure,range) = 100;
|
||||
EGVAR(overpressure,damage) = 0.7;
|
||||
ACE_UsedTube = "ACE_launch_M136_Used_F"; // The class name of the used tube.
|
||||
magazines[] = {"ACE_PreloadedMissileDummy_CUP"}; // The dummy magazine
|
||||
};
|
||||
class ACE_launch_M136_Used_F: CUP_launch_M136 {
|
||||
scope = 1;
|
||||
ACE_isUsedLauncher = 1;
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
//displayName = "$STR_ACE_Disposable_UsedTube";
|
||||
//descriptionShort = "$STR_ACE_Disposable_UsedTubeDescription";
|
||||
displayName = "M136 (Used)";
|
||||
descriptionShort = "Used M136 Tube";
|
||||
magazines[] = {"ACE_FiredMissileDummy_CUP"};
|
||||
//picture = ""; @todo
|
||||
//model = ""; @todo
|
||||
weaponPoolAvailable = 0;
|
||||
};
|
||||
class CUP_launch_NLAW: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 30;
|
||||
EGVAR(overpressure,range) = 2;
|
||||
EGVAR(overpressure,damage) = 0.5;
|
||||
ACE_UsedTube = "ACE_launch_NLAW_Used_F"; // The class name of the used tube.
|
||||
magazines[] = {"ACE_PreloadedMissileDummy_CUP"}; // The dummy magazine
|
||||
};
|
||||
class ACE_launch_NLAW_Used_F: CUP_launch_NLAW {
|
||||
scope = 1;
|
||||
ACE_isUsedLauncher = 1;
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
//displayName = "$STR_ACE_Disposable_UsedTube";
|
||||
//descriptionShort = "$STR_ACE_Disposable_UsedTubeDescription";
|
||||
displayName = "NLAW (Used)";
|
||||
descriptionShort = "Used NLAW Tube";
|
||||
magazines[] = {"ACE_FiredMissileDummy_CUP"};
|
||||
//picture = ""; @todo
|
||||
//model = ""; @todo
|
||||
weaponPoolAvailable = 0;
|
||||
};
|
||||
class CUP_launch_RPG18: Launcher_Base_F {
|
||||
EGVAR(overpressure,angle) = 40;
|
||||
EGVAR(overpressure,range) = 15;
|
||||
EGVAR(overpressure,damage) = 1;
|
||||
ACE_UsedTube = "ACE_launch_RPG18_Used_F"; // The class name of the used tube.
|
||||
magazines[] = {"ACE_PreloadedMissileDummy_CUP"}; // The dummy magazine
|
||||
};
|
||||
class ACE_launch_RPG18_Used_F: CUP_launch_RPG18 {
|
||||
scope = 1;
|
||||
ACE_isUsedLauncher = 1;
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
//displayName = "$STR_ACE_Disposable_UsedTube";
|
||||
//descriptionShort = "$STR_ACE_Disposable_UsedTubeDescription";
|
||||
displayName = "RPG18 (Used)";
|
||||
descriptionShort = "Used RPG18 Tube";
|
||||
magazines[] = {"ACE_FiredMissileDummy_CUP"};
|
||||
//picture = ""; @todo
|
||||
//model = ""; @todo
|
||||
weaponPoolAvailable = 0;
|
||||
};
|
||||
};
|
@ -13,3 +13,4 @@ class CfgPatches {
|
||||
|
||||
#include "CfgAmmo.hpp"
|
||||
#include "CfgWeapons.hpp"
|
||||
#include "CfgMagazines.hpp"
|
Loading…
Reference in New Issue
Block a user