Merge branch 'master' into macroSTR

Conflicts:
	addons/hearing/functions/fnc_putInEarplugs.sqf
	addons/interact_menu/ACE_Settings.hpp
This commit is contained in:
jonpas 2015-06-04 17:13:09 +02:00
commit 9fbf256acd
97 changed files with 782 additions and 259 deletions

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@ -47,7 +47,7 @@ Codingboy
Coren <coren4@gmail.com> Coren <coren4@gmail.com>
Crusty Crusty
Dharma Bellamkonda <dharma.bellamkonda@gmail.com> Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
Dimaslg <dimaslg@telecable.e> Dimaslg <dimaslg@telecable.es>
eRazeri eRazeri
evromalarkey <evromalarkey@gmail.com> evromalarkey <evromalarkey@gmail.com>
Falke75 Falke75

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@ -1,17 +1,13 @@
class RscTitles class RscTitles {
{ class RscTurretDial {
class RscTurretDial
{
idd=-1; idd=-1;
onLoad="with uiNameSpace do { RscTurretDial = _this select 0 };"; onLoad="with uiNameSpace do { RscTurretDial = _this select 0 };";
movingEnable=0; movingEnable=0;
duration=5; duration=5;
fadeIn="false"; fadeIn="false";
fadeOut="false"; fadeOut="false";
class controls class controls {
{ class RscTurretDial {
class RscTurretDial
{
idc=132949; idc=132949;
type=0; type=0;
style=128; style=128;
@ -28,18 +24,15 @@ class RscTitles
}; };
}; };
class RscProtractor class RscProtractor {
{
idd=-1; idd=-1;
onLoad="with uiNameSpace do { RscProtractor = _this select 0 };"; onLoad="with uiNameSpace do { RscProtractor = _this select 0 };";
movingEnable=0; movingEnable=0;
duration=60; duration=60;
fadeIn="false"; fadeIn="false";
fadeOut="false"; fadeOut="false";
class controls class controls {
{ class RscProtractorBase {
class RscProtractorBase
{
idc=132950; idc=132950;
type=0; type=0;
style=48; style=48;
@ -54,8 +47,7 @@ class RscTitles
sizeEx=0.027; sizeEx=0.027;
text=""; text="";
}; };
class RscProtractorMarker : RscProtractorBase class RscProtractorMarker : RscProtractorBase {
{
idc=132951; idc=132951;
}; };
}; };

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@ -45,12 +45,12 @@ GVAR(Protractor) = true;
1 cutRsc ["RscProtractor", "PLAIN", 1, false]; 1 cutRsc ["RscProtractor", "PLAIN", 1, false];
__ctrl1 ctrlSetScale 0.75; __ctrl1 ctrlSetScale 1;
__ctrl1 ctrlCommit 0; __ctrl1 ctrlCommit 0;
__ctrl1 ctrlSetText QUOTE(PATHTOF(UI\protractor.paa)); __ctrl1 ctrlSetText QUOTE(PATHTOF(UI\protractor.paa));
__ctrl1 ctrlSetTextColor [1, 1, 1, 1]; __ctrl1 ctrlSetTextColor [1, 1, 1, 1];
__ctrl2 ctrlSetScale 0.75; __ctrl2 ctrlSetScale 1;
__ctrl2 ctrlSetPosition [(_refPosition select 0), (_refPosition select 1) - 0.0012 * _inclinationAngle, (_refPosition select 2), (_refPosition select 3)]; __ctrl2 ctrlSetPosition [(_refPosition select 0), (_refPosition select 1) - 0.0012 * _inclinationAngle, (_refPosition select 2), (_refPosition select 3)];
__ctrl2 ctrlCommit 0; __ctrl2 ctrlCommit 0;
__ctrl2 ctrlSetText QUOTE(PATHTOF(UI\protractor_marker.paa)); __ctrl2 ctrlSetText QUOTE(PATHTOF(UI\protractor_marker.paa));

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@ -133,8 +133,8 @@ GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
[_this select 1] call cba_fnc_removePerFrameHandler; [_this select 1] call cba_fnc_removePerFrameHandler;
}; };
if (_bulletTraceVisible && _bulletSpeed > 600) then { if (_bulletTraceVisible && _bulletSpeed > 500) then {
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,"","",""]; 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,"","",""];
}; };
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)]); 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)]);

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addons/apl/LWTS_optic.p3d Normal file

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@ -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";

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@ -24,5 +24,5 @@ _player setVariable ["ACE_hasEarPlugsIn", true, true];
[localize LSTRING(EarPlugs_Are_On)] call EFUNC(common,displayTextStructured); [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);*/ [localize LSTRING(NoPlugs)] call EFUNC(common,displayTextStructured);*/

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@ -2,7 +2,7 @@
<Project name="ACE"> <Project name="ACE">
<Package name="Hearing"> <Package name="Hearing">
<Key ID="STR_ACE_Hearing_EarPlugs_Name"> <Key ID="STR_ACE_Hearing_EarPlugs_Name">
<English>Ear Plugs</English> <English>Earplugs</English>
<German>Ohrenstöpsel</German> <German>Ohrenstöpsel</German>
<Spanish>Tapones para los oídos</Spanish> <Spanish>Tapones para los oídos</Spanish>
<Polish>Stopery do uszu</Polish> <Polish>Stopery do uszu</Polish>
@ -14,7 +14,7 @@
<Italian>Tappi auricolari</Italian> <Italian>Tappi auricolari</Italian>
</Key> </Key>
<Key ID="STR_ACE_Hearing_EarPlugs_Description"> <Key ID="STR_ACE_Hearing_EarPlugs_Description">
<English>Protective Ear Plugs allow the wearer to be near loud weaponry without damage to his hearing.</English> <English>Protective Earplugs allow the wearer to be near loud weaponry without damage to his hearing.</English>
<German>Schützende Ohrenstöpsel, die es dem Träger ermöglichen, sich in der Nähe lauter Waffen aufzuhalten ohne Gehörschäden davonzutragen..</German> <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> <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> <Polish>Stopery do uszu umożliwiają użytkownikowi przebywać w pobliżu głośnej broni bez poniesienia konsekwencji jaką jest utrata słuchu.</Polish>
@ -74,7 +74,7 @@
<Italian>Levati i tappi auricolari</Italian> <Italian>Levati i tappi auricolari</Italian>
</Key> </Key>
<Key ID="STR_ACE_Hearing_NoPlugs"> <Key ID="STR_ACE_Hearing_NoPlugs">
<English>You have no ear plugs</English> <English>You have no earplugs</English>
<German>Keine Ohrenstöpsel im Inventar</German> <German>Keine Ohrenstöpsel im Inventar</German>
<Spanish>No tienes tapones para los oídos</Spanish> <Spanish>No tienes tapones para los oídos</Spanish>
<Polish>Nie masz stoperów</Polish> <Polish>Nie masz stoperów</Polish>

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@ -69,11 +69,11 @@ class ACE_Settings {
isClientSettable = 1; isClientSettable = 1;
displayName = CSTRING(ActionOnKeyRelease); displayName = CSTRING(ActionOnKeyRelease);
}; };
class GVAR(blurScreen) { class GVAR(menuBackground) {
value = 0; value = 0;
typeName = "BOOL"; typeName = "SCALAR";
isClientSettable = 1; isClientSettable = 1;
displayName = CSTRING(blurScreen); displayName = CSTRING(background);
description = CSTRING(blurScreenDesc); values[] = {"$STR_A3_OPTIONS_DISABLED", CSTRING(backgroundBlur), CSTRING(backgroundBlack)};
}; };
}; };

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@ -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)]); 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)]); 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";
};
};
};
};

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@ -63,5 +63,12 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
// disable firing while the interact menu is is is opened // disable firing while the interact menu is is is opened
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventHandler); ["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); // background options
["interactMenuClosed", { if (GVAR(blurScreen)) then {[QGVAR(blurScreen), false] call EFUNC(common,blurScreen);}; }] call EFUNC(common,addEventHandler); ["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);

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@ -69,7 +69,12 @@ _recurseFnc = {
_showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0; _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
_enableInside = (getNumber (_entryCfg >> "enableInside")) > 0; _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
_canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0; _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
_runOnHover = false;
if (isText (_entryCfg >> "runOnHover")) then {
_runOnHover = compile getText (_entryCfg >> "runOnHover");
} else {
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0; _runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
};
_condition = compile _condition; _condition = compile _condition;
_children = [_entryCfg] call _recurseFnc; _children = [_entryCfg] call _recurseFnc;

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@ -53,7 +53,12 @@ _recurseFnc = {
_showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0; _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
_enableInside = (getNumber (_entryCfg >> "enableInside")) > 0; _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
_canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0; _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
_runOnHover = true;
if (isText (_entryCfg >> "runOnHover")) then {
_runOnHover = compile getText (_entryCfg >> "runOnHover");
} else {
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0; _runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
};
_condition = compile _condition; _condition = compile _condition;
_children = [_entryCfg] call _recurseFnc; _children = [_entryCfg] call _recurseFnc;

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@ -89,7 +89,17 @@ if (GVAR(openedMenuType) >= 0) then {
// Execute the current action if it's run on hover // Execute the current action if it's run on hover
private "_runOnHover"; 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 { if (_runOnHover) then {
this = GVAR(selectedTarget); this = GVAR(selectedTarget);
_player = ACE_Player; _player = ACE_Player;

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@ -217,11 +217,16 @@
<Hungarian>Körvonal</Hungarian> <Hungarian>Körvonal</Hungarian>
<Italian>Contorno</Italian> <Italian>Contorno</Italian>
</Key> </Key>
<Key ID="STR_ACE_Interact_Menu_blurScreen"> <Key ID="STR_ACE_Interact_Menu_background">
<English>Blur screen on interaction</English> <English>Interaction menu background</English>
</Key> </Key>
<Key ID="STR_ACE_Interact_Menu_blurScreenDesc"> <Key ID="STR_ACE_Interact_Menu_blurScreenDesc">
<English>Blur the background while the interaction menu is open.</English> <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> </Key>
</Package> </Package>
</Project> </Project>

1
addons/mx2a/$PBOPREFIX$ Normal file
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@ -0,0 +1 @@
z\ace\addons\mx2a

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@ -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);
};
};
};

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@ -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
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@ -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)

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addons/mx2a/config.cpp Normal file
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@ -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"

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@ -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";
};

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@ -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"

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@ -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>

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@ -2,6 +2,7 @@
ADDON = false; ADDON = false;
PREP(debugDumpToClipboard);
PREP(onListBoxSettingsChanged); PREP(onListBoxSettingsChanged);
PREP(onListBoxShowSelectionChanged); PREP(onListBoxShowSelectionChanged);
PREP(onSettingsMenuOpen); PREP(onSettingsMenuOpen);

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@ -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--";

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@ -248,6 +248,13 @@ class ACE_settingsMenu {
x = X_PART(18); x = X_PART(18);
action = QUOTE(if (GVAR(serverConfigGeneration) > 0) then {createDialog 'ACE_serverSettingsMenu'; }); 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";
};
}; };
}; };
class ACE_serverSettingsMenu: ACE_settingsMenu { class ACE_serverSettingsMenu: ACE_settingsMenu {

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@ -307,5 +307,11 @@
<Spanish>Abajo</Spanish> <Spanish>Abajo</Spanish>
<German>Unten</German> <German>Unten</German>
</Key> </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> </Package>
</Project> </Project>

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@ -17,15 +17,15 @@
#include "script_component.hpp" #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 if (GVAR(SavePreDeathGear)) then {
GVAR(unitGear) = [];
if (GVAR(SavePreDeathGear)) then {
GVAR(unitGear) = [_killedUnit] call EFUNC(common,getAllGear); GVAR(unitGear) = [_killedUnit] call EFUNC(common,getAllGear);
};
}; };
if (missionNamespace getVariable [QGVAR(showFriendlyFireMessage), false]) then { if (missionNamespace getVariable [QGVAR(showFriendlyFireMessage), false]) then {

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@ -10,20 +10,21 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Adjusted AI skill values ### 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. 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.
*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 ### 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. 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 ### 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. 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 ### 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 ## 2. Dependencies

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@ -35,7 +35,7 @@ Adds a HUD to the AH-9 based on the Comanche's HUD.
## 2. Usage ## 2. Usage
### 2.1 Switching flare modes ### 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 ## 3. Dependencies

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@ -8,7 +8,7 @@ parent: wiki
## 1. Overview ## 1. Overview
This folder regroup all assets released under the APL license. This folder regroups all assets released under the APL license.
## 2. Dependencies ## 2. Dependencies

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@ -17,14 +17,14 @@ Adds an attachable IR strobe, which is only visible using night vision devices a
## 2. Usage ## 2. Usage
### 2.1 Attaching to yourself ### 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 `Equipment`.
- Select `Attach item`. - Select `Attach item`.
- Select which item you want to attach. - Select which item you want to attach.
- Repeat the process to detach. - Repeat the process to detach.
### 2.2 Attaching to a vehicle ### 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 `Attach item`.
- Select your item and follow the instructions on the screen. - Select your item and follow the instructions on the screen.
- Repeat the process to detach. - Repeat the process to detach.

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@ -9,7 +9,7 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Zipping sounds ### 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 ## 2. Dependencies

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@ -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. 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 ### 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 ### 1.4 IR-Dim tracer ammunition
IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices. IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices.

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@ -18,20 +18,20 @@ You can load and unload captives from vehicles using ACE3 interactions.
You can frisk a restrained captive. You can frisk a restrained captive.
### 1.4 Surrendering ### 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. Usage
### 2.1 Taking a unit into captivity ### 2.1 Taking a unit into captivity
- You need `Cable Tie`. - 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. - The interaction is located around the hands in the form of a handcuffs icon.
- Repeat to release. - Repeat to release.
### 2.2 Escorting a captive ### 2.2 Escorting a captive
- Interact with the captive <kbd>Left Windows</kbd>. - Interact with the captive <kbd>Left Windows</kbd>.
- Select the `Escort prisoner` option. - 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 ### 2.3 Loading and unloading a captive into/from a vehicle
- Escort the captive. - Escort the captive.

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@ -14,4 +14,4 @@ Common functions and systems used by most other components.
`ace_main` `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!*

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@ -9,7 +9,7 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Elite mode adjustments ### 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 ## 2. Dependencies

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@ -14,7 +14,7 @@ You can search the inventory and disarm captured or unconscious units.
## 2. Usage ## 2. Usage
### 2.1 Searching and disarming ### 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`. - Select `Open inventory`.
- Drag & Drop the items you wish to remove from the unit. - Drag & Drop the items you wish to remove from the unit.

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@ -14,9 +14,9 @@ This adds the option to drag or carry units or objects.
### 2.1 Dragging / Carrying units and objects ### 2.1 Dragging / Carrying units and objects
- You can only drag or carry an unconscious unit. - 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`. - 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 ## 3. Dependencies

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@ -20,20 +20,20 @@ Enables attaching explosives to vehicles.
## 2. Usage ## 2. Usage
### 2.1 Placing explosives ### 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`. - Select `Explosives`.
- Choose your explosive type and follow the instructions on the screen. - Choose your explosive type and follow the instructions on the screen.
### 2.2 Arming and detonating explosives ### 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. - Choose the arming method.
- For clackers use Self Interaction `Explosives` -> `Detonate` and choose the corresponding Firing Device. - For clackers use Self Interaction `Explosives` &rarr; `Detonate` and choose the corresponding Firing Device.
### 2.3 Defusing explosives ### 2.3 Defusing explosives
- A `Defusal Kit` is required. - A `Defusal Kit` is required.
- Interact with the explosive <kbd>Left Windows</kbd>. - Interact with the explosive <kbd>Left Windows</kbd>.
- Select `Disarm`. - 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 ## 3. Dependencies

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@ -21,15 +21,16 @@ Anti air cannons can now use airburst ammunition. It will explode on the FCS' ze
### 2.1 Engaging moving targets ### 2.1 Engaging moving targets
- Place the crosshair on the enemy vehicle. - 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>. - 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 ### 2.2 Ranging stationary targets
- Place the crosshair on the object to range. - 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 ## 3. Dependencies

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@ -9,15 +9,13 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Visual Effects for eyewear ### 1.1 Visual Effects for eyewear
Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on 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).
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. Usage
### 2.1 Cleaning your goggles ### 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 ## 3. Dependencies

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@ -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. 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 ### 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. Usage
### 2.1 Switching between throw modes ### 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 ### 2.2 Switching between grenades
- Press <kbd>6</kbd> (ACE3 default keybind `Select frag`) to switch between `LETHAL` grenades - Press <kbd>6</kbd> (ACE3 default key bind `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>7</kbd> (ACE3 default key bind `Select non-frag`) to switch between `NON LETHAL` grenades
## 3. Dependencies ## 3. Dependencies

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@ -12,18 +12,18 @@ parent: wiki
Introduces hearing damage caused by nearby explosions and large-caliber weapons. Introduces hearing damage caused by nearby explosions and large-caliber weapons.
### 1.2 Earplugs ### 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. missile launchers will be equipped with those, but remember to put them in.
## 2. Usage ## 2. Usage
### 2.1 Equipping earplugs ### 2.1 Equipping earplugs
- For this you obviously need `Ear plugs`. - For this you need the `Earplugs` item.
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`). - Press the self interaction key <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `equipment`. - Select `Equipment`.
- Select `Earplugs in`. - Select `Earplugs in`.
- Same method to remove them but the option is `Earplugs out`. - 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 ## 3. Dependencies

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@ -14,4 +14,4 @@ This handles the interaction layer of ACE3.
`ace_common` `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!*

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@ -14,4 +14,4 @@ This provides interaction options between units.
`ace_interact_menu` `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!*

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@ -14,7 +14,7 @@ Makes the inventory dialog bigger and increases the number of items that can be
## 2. Usage ## 2. Usage
### 2.1 Changing the size of the UI ### 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 `ACE OPTIONS` on the top left corner of the screen.
- Click on `Make Inventory Display Bigger`. - Click on `Make Inventory Display Bigger`.
- Choose the size desired on the right drop down menu. - Choose the size desired on the right drop down menu.

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@ -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 ### 2.1 Locking with the Titan / Javelin
- For this feature you need to have a compatible launcher. - For this feature you need to have a compatible launcher.
- Fully zoom with the launcher. - Fully zoom in with the launcher.
- Switch to thermals <kbd>N</kbd> (ARMA3 default keybind `Night vision`). - 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 keybind `Lock Target [Hold]`). - 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 it's time to fire. - 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 ### 2.2 Switching fire mode
- For this feature you need to have a compatible launcher. - For this feature you need to have a compatible launcher.
- When aiming with your launcher press <kbd>CTRL</kbd> + <kbd>TAB</kbd>. - 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 ## 3. Dependencies

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@ -8,7 +8,7 @@ parent: wiki
## 1. Overview ## 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 ## 2. Dependencies

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@ -9,13 +9,13 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Visible light laser ### 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. Usage
### 2.1 Switching laser mode ### 2.1 Switching laser mode
- For this feature you need to have a compatible side attachment. - 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. - A hint indicating the mode switch will appear in the top right corner.
## 3. Dependencies ## 3. Dependencies

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@ -9,14 +9,14 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Rechargeable darters. ### 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. Usage
### 2.1 Recharging the darter ### 2.1 Recharging the darter
- For this you need a `UAV battery` and the UAV needs to be a quad-copter. - 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`) - Interact with the UAV <kbd>Left Windows</kbd> (ACE3 default key bind `Interact Key`)
- Select `recharge` - Select `Recharge`
## 3. Dependencies ## 3. Dependencies

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@ -9,15 +9,15 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Wirecutter ### 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. Usage
### 2.1 Using the wirecutter ### 2.1 Using the wirecutter
- For this you need a `Wirecutter`. - For this you need a `Wirecutter`.
- Approach the fence you want to cut. - Approach the fence you want to cut.
- Press the interaction key <kbd>left windows</kbd> (ACE3 default keybind `Interaction Key`). - 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). - Find the interaction point and select `Cut Fence` (the only option).
## 3. Dependencies ## 3. Dependencies

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@ -11,12 +11,11 @@ parent: wiki
### 1.1 Repacking magazines ### 1.1 Repacking magazines
Adds the ability to repack magazines of the same type. Adds the ability to repack magazines of the same type.
## 2. Usage ## 2. Usage
### 2.1 Repacking ### 2.1 Repacking
- For this you need multiple half empty mags of the same type. - 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 `Repack magazines`.
- Select the type of magazines you want to repack. - Select the type of magazines you want to repack.

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@ -8,10 +8,10 @@ parent: wiki
## 1. Overview ## 1. Overview
Main module which acts as the ACE core module. Main module which acts as the ACE3 core module.
## 2. Dependencies ## 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!*

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@ -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. The mission maker / server owner can restrict the maximum zoom level of the map.
### 1.3 Map shake (optional) ### 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) ### 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. 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) ### 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 ## 2. Usage

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@ -9,10 +9,10 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Line drawing ### 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 ### 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 ### 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 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 ### 2.1 Using map tools
- For this you need to have `Map Tools`. - For this you need to have `Map Tools`.
- Open the map <kbd>M</kbd> (ARMA3 default keybind `Map`). - 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 keybind `Self Interaction Key`). - Press the self interaction key <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `Map tools`. - Select `Map tools`.
- Select the type of tools you want to use. - 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 <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 ### 2.2 Drawing lines
- To draw lines `Map Tools` are not required. - 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. - 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) - 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 ## 3. Dependencies

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@ -8,8 +8,21 @@ parent: wiki
## 1. Overview ## 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` `ace_laser`

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@ -14,11 +14,11 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
## 2. Usage ## 2. Usage
### 2.1 Switching charge ### 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 ### 2.2 Working with the rangetable
- To open the table: - 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 `equipment`.
- Select `Open 82mm Rangetable`. - Select `Open 82mm Rangetable`.

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@ -9,7 +9,7 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Jumping ### 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 ### 1.2 Minor animation tweaks
Walking slowly with the weapon lowered now has a less silly looking animation. 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 ### 2.2 Climbing
- Approach what you want to climb. - 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. - Note that when climbing your character will put his weapon on his back.
## Dependencies ## Dependencies

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@ -11,8 +11,8 @@ parent: wiki
### 1.1 Nametag and rank display ### 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. 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 ### 1.2 Arma 3 VON, ACRE and TFAR 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. A soundwave effect is shown when someone is speaking using either the vanilla VON, ACRE 1 or 2 and TFAR.
## 2. Dependencies ## 2. Dependencies

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@ -9,14 +9,10 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Multiple Generation NVGs ### 1.1 Multiple Generation NVGs
Adds different night vision devices with varying image quality and field of 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.
view. New Classnames for Generations 1, 2, and 4 NVGs (default ArmA3 NVGs
represents Generation 3) and a wide view NVG.
### 1.2 Blending effects ### 1.2 Blending effects
Adds a blending effect depending on ammunition type when firing while using a 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.
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 ### 1.3 Brightness adjustment
Enables the user to manually adjust NVG brightness. Enables the user to manually adjust NVG brightness.
@ -24,7 +20,7 @@ Enables the user to manually adjust NVG brightness.
## 2. Usage ## 2. Usage
### 2.1 Adjusting brightness ### 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 ## 3. Dependencies

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@ -10,7 +10,7 @@ parent: wiki
### 1.1 Idle animations removed ### 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 ## 2. Dependencies

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@ -8,7 +8,7 @@ parent: wiki
## 1. Overview ## 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 ## 2. Dependencies

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@ -13,16 +13,15 @@ Adds the options menu used by other components.
## 2. Usage ## 2. Usage
### 2.1 Opening the user menu ### 2.1 Opening the user menu
- Press <kbd>escape</kbd> - Press <kbd>Escape</kbd>
- In the top left corner of the screen you should see `ace options`. - In the top left corner of the screen you should see `ACE Options`.
- Click it. - Click it.
### 2.2 Options menu informations ### 2.2 Options menu informations
- You don't have to press a save button. When a setting is changed it's saved automatically. - 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 ## 3. Dependencies
`ace_common` `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.*

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@ -9,37 +9,34 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Weapon Jamming ### 1.1 Weapon Jamming
Adds a probability to jam a weapon when firing. Jams can be cleared by Adds a probability to jam a weapon when firing. Jams can be cleared by reloading or by using the clear jam-key.
reloading or by using the clear jam-key.
### 1.2 Temperature simulation ### 1.2 Temperature simulation
Introduces weapon temperature simulation depending on weapon and bullet 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.
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 ### 1.3 Spare barrels
Adds the ability to changes barrels on machine guns to compensate for those Adds the ability to changes barrels on machine guns to compensate for those effects.
effects.
## 2. Usage ## 2. Usage
### 2.1 Clearing a jammed weapon ### 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 ### 2.2 Swapping barrels
- For this you need a `Spare barrel` and a compatible weapon. - 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`). - Press self interaction <kbd>CTRL</kbd> + <kbd>Left Windows</kbd> (ACE3 default key bind `Self Interaction Key`).
- Select `equipment`. - Select `Equipment`.
- Select `Swap barrel`. - Select `Swap barrel`.
### 2.3 Checking your barrel temperature ### 2.3 Checking your barrel temperature
- Press self interaction <kbd>CTRL</kbd> + <kbd>left windows</kbd>. - Press self interaction <kbd>CTRL</kbd> + <kbd>Left Windows</kbd>.
- Select `equipment`. - Select `Equipment`.
- Select `Check weapon temperature`. - 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 ## 3. Dependencies
`ace_interaction` `ace_interaction`

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@ -9,9 +9,7 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Altimeter ### 1.1 Altimeter
Removes the altitude and descend speed UI elements when free-falling and Removes the altitude and descend speed UI elements when free-falling and parachuting on higher difficulties. Adds an altimeter watch type item.
parachuting on higher difficulties and instead adds an altimeter watch type
item.
### 1.2 Non-steerable parachute ### 1.2 Non-steerable parachute
Adds a non-steerable parachute variant for jet pilots. Adds a non-steerable parachute variant for jet pilots.
@ -22,8 +20,8 @@ Smoothens the parachute landing animation.
## 2. Usage ## 2. Usage
### 2.1 bringing up the altimeter ### 2.1 bringing up the altimeter
- For this you need to have an `altimeter watch` in the watch slot. - 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. - Press <kbd>O</kbd> (Arma 3 default key bind `Watch`) to bring up the altimeter.
## 3. Dependencies ## 3. Dependencies

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@ -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`

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@ -9,8 +9,7 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Real names ### 1.1 Real names
Changes the names of vehicles, magazines, weapons, grenades, explosive charges Changes the names of vehicles, magazines, weapons, grenades, explosive charges and mines to their respective real-world counterparts whenever possible.
and mines to their respective real-world counterparts whenever possible.
## 2. Dependencies ## 2. Dependencies

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@ -14,7 +14,7 @@ Hides the actual round count of magazines and removes the icon when the current
## 2. Usage ## 2. Usage
### 2.1 Checking your ammo ### 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 ## 3. Dependencies

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@ -13,7 +13,7 @@ Add the ability to reload someone else's launcher.
### 2. Usage ### 2. Usage
### 2.1 Reloading someone else's launcher ### 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 `reload launcher`.
- Select the type of ammo. - Select the type of ammo.

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@ -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. 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 ### 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 ## 2. Usage
@ -23,7 +23,7 @@ Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs.
### 2.1 Using rallypoints ### 2.1 Using rallypoints
- For this to work pre-emptive preparations need to be made by the mission maker. - For this to work pre-emptive preparations need to be made by the mission maker.
- Approach the rallypoint flagpole - 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). - Select teleport to (base / rallypoint).

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@ -14,8 +14,8 @@ You can now use the safety mode of any weapon. Switching weapon modes takes the
## 2. Usage ## 2. Usage
### 2.1 Switching safety on / off ### 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 on press <kbd>CTRL</kbd> + <kbd>`</kbd> (QWERTY layout) (ACE3 default key bind `Safe Mode`).
- To turn it off press <kbd>CTRL</kbd> + <kbd>²</kbd> again or switch firing mode. - To turn it off press <kbd>CTRL</kbd> + <kbd>`</kbd> (QWERTY layout) again or switch firing mode.
## 3. Dependencies ## 3. Dependencies

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@ -14,7 +14,7 @@ Allows snipers to adjust their scopes horizontally and vertically in mils.
## 2. Usage ## 2. Usage
### 2.1 Adjusting your scope vertically ### 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 up <kbd>pageUP</kbd>.
- Minor adjustment down <kbd>pageDOWN</kbd>. - Minor adjustment down <kbd>pageDOWN</kbd>.
- Major adjustment up <kbd>Shift</kbd> + <kbd>pageUP</kbd>. - Major adjustment up <kbd>Shift</kbd> + <kbd>pageUP</kbd>.

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@ -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 ### 2.1 Switching to a unit
- Open your map - Open your map
- Find a unit you can access (they are showed with special icons and names on the 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. - Press <kbd>LMB</kbd> on the desired unit.
- You'll control that unit until it dies, after that you'll be brought back to your original 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 ## 3. Dependencies

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@ -6,18 +6,79 @@ group: feature
parent: wiki parent: wiki
--- ---
## Overview ## 1. Overview
### Vector IV Rangefinder ### 1.1 Vector 21 Rangefinder
Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.) 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, 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.
instructions. May not apply to all modules.
#### 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` `ace_common`

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@ -7,7 +7,7 @@ parent: wiki
--- ---
## 1. Overview ## 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 ## 2. Usage
Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu. Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.

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@ -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. The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds.
### 1.3 Fuel capacity ### 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 ### 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 ### 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) ### 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. Reduced smoke shell count and launch angle of the AAF Fennek to match the models smoke launcher.

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@ -7,13 +7,12 @@ parent: wiki
--- ---
## 1. Overview ## 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 ## 2. Usage
- When in-game, press <kbd>ESC</kbd>. - When in-game, press <kbd>ESC</kbd>.
- Click `ACE Options` in the top-left corner. - Click `ACE Options` in the top-left corner.
- Scroll down to the `Client View Distance` settings. - Scroll down to the `Client View Distance` settings.
- Adjust to taste.
## 3. Dependencies ## 3. Dependencies
`ace_common` `ace_common`

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@ -15,7 +15,7 @@ ACE3 Wind Deflection is enabled by default. This feature simulates the wind defl
</div> </div>
## 2. Usage ## 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 ## 3. Dependencies

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@ -10,7 +10,7 @@ parent: wiki
ACE3 Zeus is enabled by default. This feature provides control over vanilla aspects of Zeus. ACE3 Zeus is enabled by default. This feature provides control over vanilla aspects of Zeus.
## 2. Usage ## 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 ## 3. Dependencies
`ace_common`, `ace_modules` `ace_common`, `ace_modules`

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@ -7,6 +7,10 @@ order: 11
parent: wiki parent: wiki
--- ---
Everything is ordered alphabetically.
You know an in-game name but want the classname? <kbd>CTRL</kbd> + <kbd>F</kbd>
### Atragmx ### Atragmx
`added in 3.0.0.3` `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_Red | M127A1 Hand Held Signal (Red | Grenade |
ACE_HandFlare_Green | M127A1 Hand Held Signal (Green) | Grenade | ACE_HandFlare_Green | M127A1 Hand Held Signal (Green) | Grenade |
ACE_HandFlare_Yellow | M127A1 Hand Held Signal (Yellow) | Grenade | ACE_HandFlare_Yellow | M127A1 Hand Held Signal (Yellow) | Grenade |
ACE_M84 | M84 Stun Grenade | ACE_M84 | M84 Stun Grenade | Grenade |
### hearing ### hearing
`added in 3.0.0.3` `added in 3.0.0.3`
classname | in game name | type | classname | in game name | type |
--------- | --------- | --------- --------- | --------- | ---------
ACE_EarPlugs | Ear Plugs | ACE_ItemCore | ACE_EarPlugs | Earplugs | ACE_ItemCore |
### Kestrel ### Kestrel
`added in 3.0.0.3` `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_500 | Blood IV (500ml) | ACE_ItemCore |
ACE_bloodIV_250 | Blood IV (250ml) | ACE_ItemCore | ACE_bloodIV_250 | Blood IV (250ml) | ACE_ItemCore |
ACE_bodyBag | Bodybag | ACE_ItemCore | ACE_bodyBag | Bodybag | ACE_ItemCore |
ACE_bodyBagObject | Bodybag (packed) | |
ACE_epinephrine | Epinephrine autoinjector | ACE_ItemCore | ACE_epinephrine | Epinephrine autoinjector | ACE_ItemCore |
ACE_morphine | Morphine autoinjector | ACE_ItemCore | ACE_morphine | Morphine autoinjector | ACE_ItemCore |
ACE_packingBandage | Packing Bandage | ACE_ItemCore | ACE_packingBandage | Packing Bandage | ACE_ItemCore |
@ -225,6 +230,12 @@ classname | in game name | type |
ACE_Altimeter | Altimeter Watch | ACE_ItemCore | ACE_Altimeter | Altimeter Watch | ACE_ItemCore |
ACE_NonSteerableParachute | Non-Steerable Parachute | Backpack | ACE_NonSteerableParachute | Non-Steerable Parachute | Backpack |
### Rangecard
classname | in game name | type |
--------- | --------- | ---------
ACE_RangeCard | rangecard | ACE_ItemCore |
### Vector ### Vector
`added in 3.0.0.3` `added in 3.0.0.3`

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@ -7,83 +7,10 @@ order: 0
parent: wiki parent: wiki
--- ---
<div class="panel callout"> 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.
<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 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 - Are you searching for ACE3 classnames ? [**Here they are**](http://ace3mod.com/wiki/missionmaker/classnames.html)
*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`).

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@ -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. 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"> <div class="panel callout">
<h5>Please note:</h5> <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> <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 ACE3 Version: 3.x.x
(indicate if stable or dev, if dev indicate the commit the version is based on)
**Mods:** **Mods:**
* @cba_a3 * @cba_a3

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@ -52,12 +52,12 @@ Only use the optional components that correspond with your mod-pack.
### 6.1 Steam Launch Parameters ### 6.1 Steam Launch Parameters
- Not supported with the new Arma 3 Launcher - 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. - Inspect `Addon Options` and verify the `Addon Search Directories` are leading to your Arma 3 folder.
- Return to the `Addons` tab and click `Refresh`. - Return to the `Addons` tab and click `Refresh`.
- Right-click inside `Addon Groups`, click `Create Group` and give it a name. - 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. - 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` - Click `Start Game`
### 5.3 Play withSIX ### 5.3 Play withSIX

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@ -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;
};
};

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@ -3,6 +3,7 @@ class CfgWeapons
class Pistol_Base_F; class Pistol_Base_F;
class Rifle_Base_F; class Rifle_Base_F;
class Rifle_Long_Base_F; class Rifle_Long_Base_F;
class Launcher_Base_F;
class CUP_hgun_Colt1911 : Pistol_Base_F { class CUP_hgun_Colt1911 : Pistol_Base_F {
ACE_barrelTwist=406.4; ACE_barrelTwist=406.4;
ACE_barrelLength=127.0; 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;
};
}; };

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@ -13,3 +13,4 @@ class CfgPatches {
#include "CfgAmmo.hpp" #include "CfgAmmo.hpp"
#include "CfgWeapons.hpp" #include "CfgWeapons.hpp"
#include "CfgMagazines.hpp"