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documentation pass 11
- Updated information center - Update mortar doc - Updated medical doc - Updated maptools doc - Updated huntIR doc - Added framework doc - disposables - explosives
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documentation
@ -29,7 +29,7 @@ Shortcut | Action
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------------ | -------------
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<kbd>A</kbd> | Lower zoom level
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<kbd>D</kbd> | Increase zoom level
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<kbd>N</kbd> | Toggle NV and TI modes
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<kbd>N</kbd> | Toggle NV
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<kbd>S</kbd> | Next camera
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<kbd>W</kbd> | Previous camera
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<kbd>←</kbd> | Rotate camera anticlockwise
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@ -29,7 +29,7 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
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- Note that you can drag the Roamer (map tool) around with <kdd> LMB </kbd> and rotate it with <kbd>Ctrl</kbd> + <kbd>LMB</kbd>.
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### 2.2 Drawing lines
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- To draw lines `Map Tools` are not required.
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- To draw lines `Map Tools` are required.
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- Press <kbd>ALT</kbd> + <kbd>LMB</kbd> to start the line, left click again to end it.
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- To delete a line press <kbd>Del</kbd> around the center of the line.
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- 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)
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@ -5,9 +5,9 @@ description: ACE provide users with a more realistic medical system and comes in
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group: feature
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order: 4
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category: realism
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parent: wiki
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parent: wiki
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---
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**Disclaimer:** The documentation for the medical system being extremely long it's highly advised to use the table of contents at the top right corner of the page.
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**Disclaimer:**The documentation for the medical system being extremely long it's highly advised to use the table of contents at the top right corner of the page.
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## 1. Overview
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ACE3 provides users with a more realistic medical system and comes in both a basic and an advanced version. This page will detail the differences between both systems and what they do as well as how to use them efficiently.
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@ -109,6 +109,14 @@ Atropine | Serves no use in basic
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- If the revive system is in place your character will not die until the revive timer is at 0. Even if a tank shoots your ass off an epinephrine shot will bring you back up after your wounds are treated. (The timer is invisible and may vary from mission to mission, it also depends on the amount of lives remaining you have.)
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- You can't do an overdose in basic.
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#### 2.1.4 Revive (Basic medical)
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For the following procedure to work revive need to be enabled.
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- A unit in the revive state will be unconscious and will stay unconscious until he is either woken up or the revive timer runs out.
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- A unit in the revive state can't die from any source of damage, only the timer ending can kill it.
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- To wake up a patient treat all of his wounds, make sure he isn't in pain then use epinephrine.
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- Each successful revive removes a life from the unit, once the lives runs out the next time the unit will take fatal damage he will not enter the revive state and will die.
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### 2.2 Advanced
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Same as with basic, when hit an injury is sustained. Different though is that the type of injury and the severity of it are based upon how the damage was done and what caused it. This affects both blood loss and immediate consequences, such as being knocked out or being killed right away. When a player has sustained an injury, this will be indicated by flashing red on the screen; this means the player is bleeding.
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@ -140,7 +148,7 @@ Same as with basic, when hit an injury is sustained. Different though is that th
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- Sources: falling, vehicle crashes, punches.
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- Effects: pain - light, bleeding - extremely slowly.
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##### 2.2.1.5 Cut wounds**
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##### 2.2.1.5 Cut wounds
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- Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
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- Sources: vehicle crashes, grenades, explosions, artillery shells, backblast, stabs.
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@ -288,5 +296,76 @@ Note that keeping the patient's vitals stable is very important while treating h
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- You don't have to take epinephrine after you take morphine, just wait until your pulse stabilizes by itself (Provided that you are in a stable condition).
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- Giving too much morphine to a patient (more than one every 10 minutes) will put him in cardiac arrest because of a blood pressure / heart rate too low.
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## 3. Dependencies
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#### 2.2.5 Revive (Advanced medical)
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For the following procedure to work revive need to be enabled.
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- A unit in the revive state will be unconscious and will stay unconscious until he is either woken up or the revive timer runs out.
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- A unit in the revive state can't die from any source of damage, only the timer ending can kill it.
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- To wake up a patient the use of a PAK is required.
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- Each successful revive removes a life from the unit, once the lives runs out the next time the unit will take fatal damage he will not enter the revive state and will die.
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- Each successful round of CPR (filled up completion bar) increase the time left in the revive state.
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## 3. Guides
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### 3.1 Loadouts
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#### 3.1.1 Basic
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- Soldier:
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- 10 x Bandage (basic)
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- 3 x Morphine Autoinjector
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- 1 epinephrine Autoinjector
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- Medic:
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- 15-25 x Bandage (basic)
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- 6 x Blood IV (500ml)
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- 10 x Morphine Autoinjector
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- 10 x Epinephrine Autoinjector
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#### 3.1.2 Advanced
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- Soldier :
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- 3-6 x Bandage (basic)
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- 3-6 x Bandage (elastic)
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- 3-6 x Bandage (packing)
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- 3-6 x QuikClot
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- 1 x Morphine Autoinjector
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- 1 x Epinephrine Autoinjector
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- 1 x Tourniquet
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- **Optional**: 1 x Saline IV (500ml) - used only by qualified medic
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- Combat First Responder (CFR):
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- 10-15 x Bandage (basic)
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- 10-15 x Bandage (elastic)
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- 10-15 x Bandage (packing)
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- 10-15 x QuikClot
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- 3 x Tourniquet
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- 4 x Saline IV (500ml)
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- 5 x Morphine Autoinjector
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- 5 x Epinephrine Autoinjector
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- 8 x Atropine Autoinjector
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- Medic:
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- 10-15 x Bandage (basic)
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- 15-20 x Bandage (elastic)
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- 15-20 x Bandage (packing)
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- 10-15 x QuikClot
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- 5 x Tourniquet
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- 6 x Saline IV (500ml)
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- 8 x Morphine Autoinjector
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- 8 x Epinephrine Autoinjector
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- 12 x Atropine Autoinjector
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- 1-3 x *Surgical kit*
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- 1-3 x *Personal Aid Kit*
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- Paramedic:
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- 10-15 x Bandage (basic)
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- 15-20 x Bandage (elastic)
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- 15-20 x Bandage (packing)
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- 10-15 x QuikClot
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- 5 x Tourniquet
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- 2 x Saline IV (500ml)
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## 4. Dependencies
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`ace_interaction`, `ace_modules`, `ace_apl`
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@ -17,50 +17,28 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take
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### 2.1 Switching charge
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- Press <kbd>F</kbd> (Arma 3 default key bind `Fire Mode Switch`) to switch between charges
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### 2.2 Working with the rangetable
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- To open the table:
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- Self interact <kbd>Ctrl</kbd> + <kbd>⊞ Win</kbd>
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- Select `equipment`.
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- Select `Open 82mm Rangetable`.
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### 2.2 Opening the table
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- Self interact <kbd>Ctrl</kbd> + <kbd>⊞ Win</kbd>
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- Select `equipment`.
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- Select `Open 82mm Rangetable`.
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- Using the table:
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- Get the distance and elevation difference between you and the target for this you can use map tools. For this example we'll say we're 2 000m away and 50m below (we're at 20m they are at 70m, 70-20=50).
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- Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2.
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- Check the range column on the table, we're at 2 000 then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1339.
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- After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 2 (4:2 = 2) if our target was 300m above us we would have to subtract 12 from our elevation (3x4 = 12).
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- Once you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1339-2 = 1337.
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- On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found.
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- To adjust the ELV use <kbd>Page Up</kbd> and <kbd>page Down</kbd>.
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- Once the number you found and ELV are the same FIRE !
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- On top of that you can calculate the time the shell will take to land by using the third row from the left, in our case the shell need to travel 2000m that's 20xthe number indicated. so 20x0,5 = 10s.
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### 2.2 Getting your shells to land where you want.
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For this you need a `82mm Rangetable`, `Map Tools` and a `Vector 21` are also recommended.
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### 2.3 Working with the rangetable (Crosswinds enabled)
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- Same as above there's just an extra step, I'll provide an other example in case you forgot.
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- Get the distance and elevation difference between you and the target for this you can use map tools. For this example we'll say we're 2 400m away and 223m below (we're at 2m they are at 225, 225-2=223)
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- Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2.
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- Check the range column on the table, we're 2 400m a then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1145.
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- After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 22 (2,2 x 10 (2,2 because we're around 220m below)).
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- Extra step needed here, a kestrel 4500 IS NEEDED.
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- Pick the crosswind on your kestrel (for this refer to the kestrel documentation).
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- For this example the crosswind is of 2 MPS on my table I can see under Azimuth correction that for each 1MPS I need to correct by 2.5 mill.
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- So in this case i'm subtracting 5 mill from the ELV.
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- It's MATH TIME the ELV given by the table is 1 145, we subtract 22 because of the heigh, we also subtract 5 for the crosswind ( 1 145-22-5 = 1 118 ).
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- After you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1 118.
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- On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found.
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- FIREEEE !!!!
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- Little advantage of having crosswind enabled is that you don't have to calculate the flight time, it's marked on the table in this case it's 33,8s.
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- Get the distance and elevation difference between you and the target for this you can use map tools.
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- Select the charge you want to use (0 = close / 1 = medium / 2 = far).
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- Open the `82mm Rangetable`
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- Calculate the correct ELEV (elevation):
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- Open the `Rangetable` and click on the charge you're using.
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- Find your range under the `RANGE` collumn
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- Under the `ELEV` collumn find the number that match your range, that's the base elevation you're going to work with.
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- Under the `D ELEV for 100m DR` find the number that match your ELEV and compensate:
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- Example, if you're 200m above your target multiply the number by 2 and add it to your ELEV.
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- If you're 200m below the target multiply the number by 2 and substract it to your ELEV.
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- The lower the elev the closer to you it will land.
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- Once you finished calculating the ELEV align the barrel of the mortar with your target (directly looking at it) and set your ELEV to what you calculated by using <kbd>Page Up</kbd> and <kbd>Page Down</kbd>.
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- Once the ELEV is correctly set and the barrel is facing the right direction, shoot and enjoy your bananas while watching hell rain on your enemies.
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## 3. Dependencies
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`ace_interaction`
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40
documentation/framework/disposables-framework.md
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40
documentation/framework/disposables-framework.md
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@ -0,0 +1,40 @@
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---
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layout: wiki
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title: Disposable framework
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description:
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group: framework
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order: 5
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parent: wiki
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---
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## 1. Making a launcher disposable
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### 1.1 CfgWeapons
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```
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class CfgWeapons {
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class Launcher_Base_F;
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class launch_banana: Launcher_Base_F {
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ACE_UsedTube = "launch_banana_Used_F"; // The class name of the used tube.
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magazines[] = {"ACE_PreloadedMissileDummy"}; // The dummy magazine
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};
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class launch_banana_Used_F: launch_banana { // the used tube should be a sub class of the disposable launcher
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scope = 1;
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ACE_isUsedLauncher = 1;
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author = "someone";
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displayName = "Used banana launcher";
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descriptionShort = "A used banana launcher";
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magazines[] = {"ACE_FiredMissileDummy"}; // This will disable the used launcher class from being fired again.
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//picture = "";
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//model = "";
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weaponPoolAvailable = 0;
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};
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};
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```
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### 1.2 Notes
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- This is just the necessary to make a launcher disposable, this is not a guide to make your own launcher.
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127
documentation/framework/explosives-framework.md
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127
documentation/framework/explosives-framework.md
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---
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layout: wiki
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title: Explosives framework
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description:
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group: framework
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order: 5
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parent: wiki
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---
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## 1. Explosives
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### 1.1 Setting the magazine
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```
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class CfgMagazines {
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class CA_Magazine;
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class banana_satchel_remote_mag: CA_Magazine {
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ACE_Placeable = 1; // Can be placed
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useAction = 0; // Disable the vanilla interaction
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ACE_SetupObject = "banana_satchel_place"; // The object placed before te explosive is armed.
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class ACE_Triggers { // Trigger configurations
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SupportedTriggers[] = {"Timer","Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used.
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class Timer {
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FuseTime = 0.5; // Time for the fuse to burn.
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};
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class Command {
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FuseTime = 0.5;
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};
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class MK16_Transmitter: Command {};
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class DeadmanSwitch: Command {};
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};
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};
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};
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```
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### 1.2 Setting the ammo
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```
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class CfgAmmo {
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class PipeBombBase;
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class SatchelCharge_Remote_Ammo: PipeBombBase {
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soundActivation[] = {"", 0, 0, 0}; // No sound on activation.
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soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation.
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};
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};
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```
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Some optionnal parameters:
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- triggerWhenDestroyed = 1; // Explode when the object is shot and destroyed (after being placed) (0= disabled, 1= enabled).
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- ACE_explodeOnDefuse = 0.02; // Add a chance for the explosive to detonate after being disarmed. (in percent)
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### 1.3 Adding the place item
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```
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class CfgVehicles {
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class ACE_Explosives_Place;
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class banana_satchel_place: ACE_Explosives_Place {
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displayName = "Banana satchel"; // Name of the item
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model = ""; // Path to your model
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ACE_offset[] = {0,0,0}; // Offset of the interaction point from the model in meters on the X,Y,Z axis.
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};
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};
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```
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## 2. Mines
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### 2.1 Setting the magazine
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_Pretty much the same as Explosives except that we inherit from_ `ATMine_Range_Mag` _instead of_ `CA_Magazine`
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```
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class CfgMagazines {
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class ATMine_Range_Mag;
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class BananaMine_Range_Mag: ATMine_Range_Mag {
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ACE_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed.
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class ACE_Triggers { // Triggers
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SupportedTriggers[] = {"PressurePlate"}; // This mine only support pressure plate activation.
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class PressurePlate {
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digDistance = 0.05;
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};
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};
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};
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};
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```
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### 2.2 Setting up the Ammo
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The class you inherit from depends of what type of trigger you are using, for `PressurePlate` and `Tripwire` you can skip this step, for timers and clackers refer to the Explosives entry.
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Directional mines inherit from `DirectionalBombBase`.
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## 3. Adding your own detonators
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```
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class CfgWeapons {
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class ACE_ItemCore; // ACE3 base item class.
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class ACE_Clacker; // Clacker base class.
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class banana_clacker: ACE_Clacker {
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displayName = "banana clacker"; // Name of the item.
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picture = ""; // Path to the item's picture.
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ACE_Range = 9000; // Explosives activation range in meters.
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};
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};
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```
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## 4. Trigger list
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Name | Use
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---- | -----
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Command | Explode when activated via clacker.
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MK16_Transmitter | Explode when activated via M26 clacker.
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DeadManSwitch | Explode after activated via the switch or the person dies.
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Cellphone | Explode when the number is called.
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PressurePlate | Explode upon being stepped upon.
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IRSensor | Explode after movement is detected in front of the mine.
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Timer | Explode after timer drop to 0.
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Tripwire | Explode when something touch the tripwire.
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## 5. Events
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@ -39,10 +39,14 @@ Downloaded ACE3 and have no idea where to start? This page serves as a starting
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**A:** Fun fact, it isn't, you need to come from the direction of the laser, (laser is pointing to the east, you come from the west) and you drop the GBU, it will then guide itself to the target. The reasoning behind that is that the vehicle or building laser designated would obstruct the laser and the GBU would then be unable to lock on it. </br>
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**Q:** I take vanilla damage with ACE 3.1.1</br>
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**A:** This has been fixed on ACE3 master and will be fixed in the next release, in the meantime Basic medical doesn't have that issue. </br>
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**A:** This has been fixed in 3.2.0</br>
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**Q:** I'm having dll errors.</br>
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**A:** Remove ACE3 from your Arma 3 folder and repeat the installation process (don't forget to re-download).</br>
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**A:** Start the game once with the arma3 launcher, close it then open it with your usual launcher (arma3sync or PW6).</br>
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The simple explanation to that is that battleye break itself and only starting it with the arma3 launcher fixes it.</br>
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**Q:** ACE fonts is outdated.</br>
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**A:** This happens because you're using the mod (stable) with the dev version on your P drive, remove simlinks in ARMA3 root and the P drive.
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### 1.3 Compatibility
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