-
**ACE3** to efekt wspólnego wysiłku grup moderów odpowiedzialnych za **ACE2**, **AGM** oraz **CSE** w celu zwiększenia realizmu i autentyczności Arma 3.
Projekt ten jest całkowicie **otwarty źródłowo** i wszelki wkład w rozwój jest mile widziany. Możesz bez przeszkód prowadzić swoją własną dostosowaną wersję, o ile zmiany jakie wprowadzisz będą otwarte dla publiki zgodnie z GNU General Public License ([GPLv2](https://github.com/acemod/ACE3/blob/master/LICENSE)).
@@ -81,4 +80,4 @@ Używaj naszego [Issue Tracker-a](https://github.com/acemod/ACE3/issues) aby zg
#### Testowanie i budowanie
Aby pomóc nam w testowaniu najnowszych zmian rozwojowych, pobierz nasz master branch ([bezpośrednio](https://github.com/acemod/ACE3/archive/master.zip), lub [korzystając z git](https://help.github.com/articles/fetching-a-remote/)), a następnie złóż testowego build-a:
-* [Konfiguracja środowiska do testów](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) – intrukcja krok-po-kroku jak poprawnie ustawić i zbudować wersję ACE do celów testowych.
\ No newline at end of file
+* [Konfiguracja środowiska do testów](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html) – intrukcja krok-po-kroku jak poprawnie ustawić i zbudować wersję ACE do celów testowych.
diff --git a/documentation/development/ace3-config-entries.md b/documentation/development/ace3-config-entries.md
index c6d9009358..d87ca4145e 100644
--- a/documentation/development/ace3-config-entries.md
+++ b/documentation/development/ace3-config-entries.md
@@ -51,7 +51,8 @@ ace_gforcecoef
ace_protection
ace_scopeadjust_horizontal
ace_scopeadjust_vertical
-ace_scopeadjust_increment
+ace_scopeadjust_verticalincrement
+ace_scopeadjust_horizontalincrement
ace_isusedlauncher
ace_attachable
ace_range
diff --git a/documentation/development/modularity-and-pbo-structure.md b/documentation/development/modularity-and-pbo-structure.md
index 4b76f2b357..7e4a926de8 100644
--- a/documentation/development/modularity-and-pbo-structure.md
+++ b/documentation/development/modularity-and-pbo-structure.md
@@ -7,13 +7,13 @@ parent: wiki
order: 4
---
-### Modularity
+## 1. Modularity
Main principles:
- As much stuff as possible should be modular
- Strive to make as much stuff as possible run-time togglable. Adding/removing PBOS would still be requiring to toggle any feature relying on config changes.
-### PBO Structure
+## 2. PBO Structure
Main principles:
@@ -29,3 +29,14 @@ Main -> Common -> Config things
Main -> Common -> 3D Models |
Interaction | -> Feature
```
+
+## 3. Optional .PBOs for 3rd Party Mods
+
+- ACE3 policy is to NOT take care of compatibility with third party addons single handely. The current compatible .PBOs were kickstarted by the ACE3 team as an example to mod creators so it's clear which entries are needed for compatibility. The authors of those addons have been contacted and many of those pbos are due to be included in their respective mods eventually.
+
+
+
Notice for 3rd party mod creators:
+
Most of the config entries are inert if ACE3 is not present, so addons can be made ACE3 compatible without explicitly requiring ACE3. However, for addons that are not inert (for example, scope configs), it is best to create and distribute compatibility .PBOs along with the original mod content; feel free to consult with ACE3 devs about how to correctly implement this. All existing compatibility .PBOs are examples and thus no further compatibility .PBOs will be provided by the ACE3 team.
+
+
+
diff --git a/documentation/development/setting-up-the-development-environment.md b/documentation/development/setting-up-the-development-environment.md
index 9a2880b319..5264760785 100644
--- a/documentation/development/setting-up-the-development-environment.md
+++ b/documentation/development/setting-up-the-development-environment.md
@@ -17,8 +17,8 @@ This page describes how you can setup your development environment for ACE3, all
- A properly setup P-drive
- Run ArmA 3 and Arma 3 Tools directly from steam once to install registry entries (and again after every update)
- Python 3.x, available [here](http://www.python.org)
-- The following Mikero Tools (available [here](https://dev.withsix.com/projects/mikero-pbodll/files)): DePBO, Rapify, MakePBO, PBOProject
-- A properly setup PATH variable (containing Python and the Mikero tools)
+- The following Mikero Tools (available [here](https://dev.withsix.com/projects/mikero-pbodll/files)): DePBO, DeOgg, Rapify, MakePBO, PBOProject
+- A properly setup PATH variable (containing Python ,the Mikero tools and git)
## 2. Why so complicated?
diff --git a/documentation/feature/advanced_ballistics.md b/documentation/feature/advanced_ballistics.md
index d84f2b69b2..70123a0320 100644
--- a/documentation/feature/advanced_ballistics.md
+++ b/documentation/feature/advanced_ballistics.md
@@ -9,8 +9,8 @@ parent: wiki
## 1. Overview
The Advanced Ballistics module improves internal and external ballistics.
-## 2. Features
-- Drag modeling based on real-world ballistic coefficients.
+## 1.1 Features
+- Drag modelling based on real-world ballistic coefficients.
- Ambient air density (air pressure, temperature, humidity) affects drag.
- Wind affects drag and deflects the trajectory.
- Wind speed varies with altitude.
@@ -22,10 +22,10 @@ The Advanced Ballistics module improves internal and external ballistics.
- Bullet trace effect for supersonic bullets (light refraction due to air pressure waves).
- A protractor for quickly measuring the inclination angle.
-## 3. Usage
+## 2. Usage
+
+### 2.1 Protractor
Press Ctrl+Shift+K while using a compatible weapon to toggle the protractor. The red line indicates the current inclination angle in degrees. The protractor will disappear if you lower or holster your weapon.
-This module uses relatively complex scripting. Several options are provided in the ACE menu to reduce the performance impact of this module.
-
-## Dependencies
+## 3. Dependencies
`ace_ballistics`, `ace_weather`, `ace_modules`
diff --git a/documentation/feature/ai.md b/documentation/feature/ai.md
index 00ef799531..afc6194644 100644
--- a/documentation/feature/ai.md
+++ b/documentation/feature/ai.md
@@ -1,6 +1,6 @@
---
layout: wiki
-title: AI (Artifical Intelligence)
+title: AI (Artificial Intelligence)
description: Config based changes to AI to ensure compatibility with advanced AI modifications
group: feature
order: 5
@@ -10,21 +10,21 @@ parent: wiki
## 1. Overview
### 1.1 Adjusted AI skill values
-The idea here is to reduce the AI's godlike aiming capabilties while retaining it's high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
-Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
+The idea here is to reduce the AI's godlike aiming capabilities while retaining its high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
+
+*Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for `setSkill`.*
### 1.2 Firing in burst mode
AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
### 1.3 Longer engagement ranges
-The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.
+The maximum engagement ranges are increased: AI will fire in bursts with variable lengths on high ranges of 500 - 700 meters, depending on their weapon and optic.
-### 1.4 No deadzones in CQB
+### 1.4 No dead zones in CQB
Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
### 1.5 No scripting
-All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
-
+All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like e.g. "ASR AI 3".
## 2. Dependencies
diff --git a/documentation/feature/aircraft.md b/documentation/feature/aircraft.md
index 7519c5c130..25f4e52cad 100644
--- a/documentation/feature/aircraft.md
+++ b/documentation/feature/aircraft.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Aircraft
-description: Changes the flight behaviour of various aircraft
+description: Aircraft overhaul
group: feature
order: 5
parent: wiki
@@ -32,12 +32,10 @@ Adds a laser marker to the copilot seat of the Wildcat.
### 1.7 HUD for AH-9
Adds a HUD to the AH-9 based on the Comanche's HUD.
-
## 2. Usage
### 2.1 Switching flare modes
-- ctrl+c (by default)
-
+Press CTRL+C to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`)
## 3. Dependencies
diff --git a/documentation/feature/apl.md b/documentation/feature/apl.md
index c0705a2abe..c526935143 100644
--- a/documentation/feature/apl.md
+++ b/documentation/feature/apl.md
@@ -1,25 +1,15 @@
---
layout: wiki
title: APL
-description:
+description: assets under APL license
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
-### Sub-feature 2
-Short description of sub-feature 2.
+This folder regroups all assets released under the APL license.
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_main`
diff --git a/documentation/feature/attach.md b/documentation/feature/attach.md
index 22820f1e7a..a248f8657f 100644
--- a/documentation/feature/attach.md
+++ b/documentation/feature/attach.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Attach
-description: Allows players to attach items to objects
+description: Allow players to attach items to vehicles or themselves
group: feature
parent: wiki
---
@@ -11,26 +11,23 @@ parent: wiki
### 1.1 Attach items to uniform
Allows players to attach IR grenades and chemlights to themselves.
-
### 1.2 IR Strobe
Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades.
-
## 2. Usage
### 2.1 Attaching to yourself
-- Self interact left windows .
-- Choose `equipment`.
-- Choose `attach item`.
+- Use Self Interact CTRL+⊞ Win (ACE3 default).
+- Select `Equipment`.
+- Select `Attach item`.
- Select which item you want to attach.
-- Repeat to detach.
+- Repeat the process to detach.
-### 2.2 attaching to a vehicle
-- Interact with the vehicle ctrl+left windows .
-- Choose `attach item`.
+### 2.2 Attaching to a vehicle
+- Interact with the vehicle ⊞ Win (ACE3 default).
+- Select `Attach item`.
- Select your item and follow the instructions on the screen.
-- Repeat to detach.
-
+- Repeat the process to detach.
## 3. Dependencies
diff --git a/documentation/feature/backpacks.md b/documentation/feature/backpacks.md
index 9fcfce6b3b..426f39d18a 100644
--- a/documentation/feature/backpacks.md
+++ b/documentation/feature/backpacks.md
@@ -9,7 +9,7 @@ parent: wiki
## 1. Overview
### 1.1 Zipping sounds
-A zipper sound rings out when someone tries to open your backpack. This helps to prevent banana theft.
+A zipper sound is played when someone opens your backpack.
## 2. Dependencies
diff --git a/documentation/feature/ballistics.md b/documentation/feature/ballistics.md
index 6df71050ff..1e453271fb 100644
--- a/documentation/feature/ballistics.md
+++ b/documentation/feature/ballistics.md
@@ -12,27 +12,20 @@ parent: wiki
### 1.1 Realistic ballistics
Changes include adjusted muzzle velocity, air friction and dispersion based on real life values.
-### 1.2 Weaker body armor
-Decreases protection values of vests, CSAT uniforms and various campaign only gear to better represent realism.
-
-### 1.3 Realistic silencers and subsonic ammunition
+### 1.2 Realistic silencers and subsonic ammunition
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.
-### 1.4 Flash suppressors
-Flash suppressors are similar to sound suppressors and prevent the muzzle flash from reducing visibility without decreasing combat effectiveness. Flash suppressors are available for the calibers 5.56mm, 6.5mm, 7.62mm, .45 ACP and 9mm.
+### 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 including 5.56mm and 7.62mm.
-### 1.5 Armour piercing ammunition
-Armour piercing rounds have higher penetration values against light armoured 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.
+### 1.4 IR-Dim tracer ammunition
+IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices.
-### 1.6 IR-Dim tracer ammunition
-IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices.
-
-### 1.7 M118 long range ammunition
+### 1.5 M118 long range ammunition
The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges.
-### 1.8 Fully config-based
-This module uses configuration changes only and does not decrease game performance.
-
+### 1.6 Fully config-based
+This module applies configuration changes only and does not decrease game performance.
## 2. Dependencies
diff --git a/documentation/feature/captives.md b/documentation/feature/captives.md
index af68e2af1e..33b7ec3739 100644
--- a/documentation/feature/captives.md
+++ b/documentation/feature/captives.md
@@ -9,7 +9,7 @@ parent: wiki
## 1. Overview
### 1.1 Take captives
-Introduces a captivity system for taking and moving prisoners.
+Introduces a captivity system.
### 1.2 Load and unload captives into / from vehicles
You can load and unload captives from vehicles using ACE3 interactions.
@@ -18,27 +18,29 @@ You can load and unload captives from vehicles using ACE3 interactions.
You can frisk a restrained captive.
### 1.4 Surrendering
-You can surrender. While surrendering AI will cease fire.
-
+Allows players to surrender. It renders the unit unable to move and with the hands behind its head. When surrendered AI won't fire.
## 2. Usage
-### 2.1 Capturing someone
-- You need `cable ties`.
-- Approach the victim / convict and use the interaction button left windows (by default).
-- The interaction is around the hands in the form of a handcuffs icon.
-- To free someone simply use that icon again.
+### 2.1 Taking a unit into captivity
+- You need `Cable Tie`.
+- Approach the unit and Interact ⊞ win (ACE3 default).
+- The interaction is located around the hands in the form of a handcuffs icon.
+- Repeat to release.
### 2.2 Escorting a captive
-- Interact with the captive left windows (by default).
-- Select the escort prisoner option.
-- To stop escorting just scroll down and select `release` or use self interaction ctrl+left windows (by default) and select `release`.
+- Interact with the captive ⊞ win.
+- Select the `Escort prisoner` option.
+- To stop escorting, use the mousewheel and select `Release` or use Self Interaction CTRL+⊞ win and select `Release`.
### 2.3 Loading and unloading a captive into/from a vehicle
-- Escort the person.
-- Approach the vehicle you desire to load the captive in.
-- Interact with the vehicle left windows (by default) and load him.
-- Same for unloading, interact with the vehicle then unload.
+- Escort the captive.
+- Approach the vehicle you wish to load the captive unit into.
+- Interact with the vehicle ⊞ win and select `Load captive`.
+- To unload the captive interact with the vehicle ⊞ win
+- Select `Passengers`.
+- Select the captive.
+- Select `Unload captive`.
## 3. Dependencies
diff --git a/documentation/feature/common.md b/documentation/feature/common.md
index 6a1dba0aa1..2929f6b335 100644
--- a/documentation/feature/common.md
+++ b/documentation/feature/common.md
@@ -1,18 +1,17 @@
---
layout: wiki
title: Common
-description:
+description: Common functions and systems used by most other components.
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-Module that provides common features required by many other modules.
+Common functions and systems used by most other components.
-
-## Dependencies
+## 2. Dependencies
`ace_main`
-Note: The Common module is required by many other modules. Disabling it is not recommended.
+*Note: The Common module is required by nearly all other modules. Do NOT remove it!*
diff --git a/documentation/feature/concertina_wire.md b/documentation/feature/concertina_wire.md
new file mode 100644
index 0000000000..0c0cdb3ab6
--- /dev/null
+++ b/documentation/feature/concertina_wire.md
@@ -0,0 +1,22 @@
+---
+layout: wiki
+title: concertina wire
+description:
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+A concertina wire is a type of barbed wire formed in large coils that can be expanded to form obstacles, in ACE3 any vehicle making contact with it get it's tires destroyed.
+
+## 2. Usage
+
+### 2.1 Deploying the concertina wire
+- Approach the concertina coil and select ⊞ Win (ACE3 default)
+- Select `Deploy concertina wire`.
+- Follow the instructions on screen.
+
+## 3. Dependencies
+
+`ace_apl` , `ace_interaction`
diff --git a/documentation/feature/dagr.md b/documentation/feature/dagr.md
new file mode 100644
index 0000000000..e4b350295c
--- /dev/null
+++ b/documentation/feature/dagr.md
@@ -0,0 +1,14 @@
+---
+layout: wiki
+title: Dagr
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+Adds the Defense Advanced GPS Receiver.
+
+## 3. Dependencies
+
+`ace_weather`
\ No newline at end of file
diff --git a/documentation/feature/difficulties.md b/documentation/feature/difficulties.md
index 97bf5de4b4..bc48994e81 100644
--- a/documentation/feature/difficulties.md
+++ b/documentation/feature/difficulties.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Difficulties
-description:
+description: Tweak to Vanilla hardest difficulty
group: feature
parent: wiki
---
@@ -9,7 +9,7 @@ parent: wiki
## 1. Overview
### 1.1 Elite mode adjustments
-Adjusts the default settings for the hardest difficulty to more closely 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
diff --git a/documentation/feature/disarming.md b/documentation/feature/disarming.md
index ef9bb74c42..02b8dc2163 100644
--- a/documentation/feature/disarming.md
+++ b/documentation/feature/disarming.md
@@ -8,15 +8,15 @@ parent: wiki
## 1. Overview
-### 1.1 Searching someone
-You can search the inventory and disarm someone that is unconscious or captive.
-
+### 1.1 Searching through a unit's inventory
+You can search the inventory and disarm captured or unconscious units.
## 2. Usage
-### 2.1 Disarming someone
-- Interact with the person that is unconscious or captive ctrl+left windows .
-- Select `open inventory`.
+### 2.1 Searching and disarming
+- Interact with the captured or unconscious unit ⊞ Win (ACE3 default key bind `Interaction Key`).
+- Select `Open inventory`.
+- Drag & Drop the items you wish to remove from the unit.
## 3. Dependencies
diff --git a/documentation/feature/disposable.md b/documentation/feature/disposable.md
index 5b79ae3481..c60ae729cf 100644
--- a/documentation/feature/disposable.md
+++ b/documentation/feature/disposable.md
@@ -1,15 +1,14 @@
---
layout: wiki
title: Disposable
-description:
+description: Makes NLAW disposable and allows addons to do the same
group: feature
parent: wiki
---
## 1. Overview
-### 1.1 NLAW disposable anti tank weapon
-Makes the NLAW disposable and provides the tools for other addons to do the same.
+The NLAW is shoulder fired and disposable, firing just once before being needed to be disposed of. This feature makes the NLAW disposable and provides the tools for other addons to do the same.
## 2. Dependencies
diff --git a/documentation/feature/dragging.md b/documentation/feature/dragging.md
index df699bbe8f..e3fdf0b6fe 100644
--- a/documentation/feature/dragging.md
+++ b/documentation/feature/dragging.md
@@ -1,28 +1,22 @@
---
layout: wiki
title: Dragging
-description:
+description: Adds the option to drag and carry units and objects
group: feature
parent: wiki
---
## 1. Overview
-### 1.1 Dragging and carrying
-This adds the option to drag or carry people or objects.
+This adds the option to drag or carry units or objects.
## 2. Usage
-### 2.1 Dragging / carrying a person
-- You can only drag or carry an unconscious / injured person
-- Interact with the person left windows (by default)
-- Choose `drag`or `carry`
-- To release someone scroll down and use `release` or self interact ctrl+left windows (by default) and `release`
-
-### 2.2 dragging / carrying an object
-- Interact with the Object left windows (by default)
-- Chose `drag`or `carry`
-- To release an object scroll down and use `release` or self interact ctrl+left windows (by default) and `release`
+### 2.1 Dragging / Carrying units and objects
+- You can only drag or carry an unconscious unit.
+- Interact with the unit or object ⊞ Win (ACE3 default key bind `Interact Key`).
+- Select `Drag` or `Carry`.
+- To release, use the mouse wheel and select `Release` or use Self Interaction CTRL+⊞ Win and select `Release`.
## 3. Dependencies
diff --git a/documentation/feature/explosives.md b/documentation/feature/explosives.md
index de3500a9d3..a88b9ae1b4 100644
--- a/documentation/feature/explosives.md
+++ b/documentation/feature/explosives.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Explosives
-description:
+description: Adds numerous improvements to using and handling explosives
group: feature
parent: wiki
---
@@ -11,29 +11,29 @@ parent: wiki
### 1.1 Advanced explosives placement
Enables more precise placement of explosives.
-### 1.2 More trigger types
+### 1.2 Numerous trigger types
Offers different trigger types, like clackers and dead man switches.
-### 1.3 Attack explosives to vehicles
+### 1.3 Attach explosives to vehicles
Enables attaching explosives to vehicles.
## 2. Usage
### 2.1 Placing explosives
-- Use self interaction ctrl + left windows (by default)
-- Navigate to `explosives`
-- Choose your explosive type and follow the instructions on the screen
+- Use self interaction CTRL+⊞ Win (ACE3 default key bind `Self Interaction Key`).
+- Select `Explosives`.
+- Choose your explosive type and follow the instructions on the screen.
### 2.2 Arming and detonating explosives
-- Interact with the explosive left windows (by default)
-- Choose the arming method
-- For clackers `self interact` -> `explosives` -> `detonate`
+- Interact with the explosive ⊞ Win (ACE3 default key bind `Interact Key`).
+- Choose the arming method.
+- For clackers use Self Interaction `Explosives` → `Detonate` and choose the corresponding Firing Device.
### 2.3 Defusing explosives
-- A `defusal kit`is needed
-- Interact with the explosive left windows (by default)
-- Then choose `disarm`
-- You are now free to pick it up.
+- A `Defusal Kit` is required.
+- Interact with the explosive ⊞ Win.
+- Select `Disarm`.
+- You are safe to pick it up after the action has completed.
## 3. Dependencies
diff --git a/documentation/feature/fcs.md b/documentation/feature/fcs.md
index 6ac4353599..b66cad8522 100644
--- a/documentation/feature/fcs.md
+++ b/documentation/feature/fcs.md
@@ -17,20 +17,20 @@ Changes the default rangefinders, including those in vehicles, to require manual
### 1.3 Air burst ammunition
Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range.
-
## 2. Usage
### 2.1 Engaging moving targets
-
- Place the crosshair on the enemy vehicle.
-- Press and hold tab (by default) and follow the target for about 2 seconds.
-- Release tab
-- The optic is now adjusted sideways to ensue a hit.
+- Press and hold TAB (ACE 3 default key bind `Lock Target [Hold]`) and follow the target for about 2 seconds.
+- Release TAB.
+- The optic is now adjusted sideways to ensure a hit.
### 2.2 Ranging stationary targets
-
- Place the crosshair on the object to range.
-- Tap tab (by default) the optic is now adjusted.
+- Tap TAB
+- The optic is now adjusted.
+
+*NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1*
## 3. Dependencies
diff --git a/documentation/feature/flashsuppressors.md b/documentation/feature/flashsuppressors.md
index eebf908369..82696fcc91 100644
--- a/documentation/feature/flashsuppressors.md
+++ b/documentation/feature/flashsuppressors.md
@@ -8,7 +8,9 @@ parent: wiki
## 1. Overview
-Adds flash suppressors, they reduce the muzzle flash of your weapon.
+This adds the ability to use the flash suppressors that are already in game but not accessible.
+
+Flash suppressors are devices that reduce the muzzle flash while firing by cooling or dispersing the burning gases that exit the muzzle. Its intent is to reduce the chances that the shooter will be blinded in low-light shooting conditions as well as reducing the intensity of the flash visible to the enemy.
## 2. Dependencies
diff --git a/documentation/feature/fonts.md b/documentation/feature/fonts.md
new file mode 100644
index 0000000000..bf40e5ed2d
--- /dev/null
+++ b/documentation/feature/fonts.md
@@ -0,0 +1,15 @@
+---
+layout: wiki
+title: Fonts
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+This module adds a font that will be used in the future, characters with equal widths to make it easy to structure correctly. This is **NOT** present in 3.1.1 because of a bug even if it's present in the sources.
+
+
+## 3. Dependencies
+
+`ace_main`
\ No newline at end of file
diff --git a/documentation/feature/goggles.md b/documentation/feature/goggles.md
index 17e9670d1b..2e4dfce54d 100644
--- a/documentation/feature/goggles.md
+++ b/documentation/feature/goggles.md
@@ -9,15 +9,13 @@ parent: wiki
## 1. Overview
### 1.1 Visual Effects for eyewear
-Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on
-the screen in rain. Causes dirt to appear on the screen when dirt is kicked up
-nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast).
+Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on the screen in rain. Causes dirt to appear on the screen when dirt is kicked up nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast).
## 2. Usage
### 2.1 Cleaning your goggles
--To clean your goggles press shift+alt+T(default keybind)
+- To clean your goggles press SHIFT + ALT + T(ACE3 deault key bind `Wipe goggles`)
## 3. Dependencies
diff --git a/documentation/feature/grenades.md b/documentation/feature/grenades.md
index 4cfe023e1f..fc6a8641f3 100644
--- a/documentation/feature/grenades.md
+++ b/documentation/feature/grenades.md
@@ -15,18 +15,16 @@ Provides different modes for throwing grenades (high throw, precision throw and
Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares by making them brighter and last longer.
### 1.3 M84 stun grenade
-Adds stun grenade. This will also affect AI.
-
+Adds the M84 stun grenade. The stun effect will also affect AI.
## 2. Usage
### 2.1 Switching between throw modes
-- Press 8 (by default)
+- Press 8 (ACE3 default key bind `Switch Grenade Mode`)
### 2.2 Switching between grenades
-- Press 6 (by default) to switch between `LETHAL` grenades
-- Press 7 (by default) to switch between `NON LETHAL` grenades
-
+- Press 6 (ACE3 default key bind `Select frag`) to switch between `LETHAL` grenades
+- Press 7 (ACE3 default key bind `Select non-frag`) to switch between `NON LETHAL` grenades
## 3. Dependencies
diff --git a/documentation/feature/hearing.md b/documentation/feature/hearing.md
index 01b8100bb1..5389f0c3d5 100644
--- a/documentation/feature/hearing.md
+++ b/documentation/feature/hearing.md
@@ -12,19 +12,18 @@ parent: wiki
Introduces hearing damage caused by nearby explosions and large-caliber weapons.
### 1.2 Earplugs
-Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or
+Adds earplugs to mitigate that effect. Soldiers with high caliber weapons or
missile launchers will be equipped with those, but remember to put them in.
-
## 2. Usage
### 2.1 Equipping earplugs
-- For this you obviously need `Ear plugs`.
-- Press the self interaction key ctrl+left windows (by default).
-- Select `equipment`.
+- For this you need the `Earplugs` item.
+- Press the self interaction key CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
+- Select `Equipment`.
- Select `Earplugs in`.
- Same method to remove them but the option is `Earplugs out`.
-- Note that you CAN re-use ear plugs.
+- Note: you're able to re-use earplugs.
## 3. Dependencies
diff --git a/documentation/feature/hitreactions.md b/documentation/feature/hitreactions.md
index fae394fa73..919c09e9f6 100644
--- a/documentation/feature/hitreactions.md
+++ b/documentation/feature/hitreactions.md
@@ -10,7 +10,7 @@ parent: wiki
### 1.1 Falling under fire
If a unit is shot while running it falls to the ground in a prone position, the area where the shot lands does not matters.
-Note that the shot needs to inflict a certain amout of damage to make the unit fall, a small cut won't make the unit stumble.
+Note that the shot needs to inflict a certain amount of damage to make the unit fall, a small cut won't make the unit stumble.
## 2. Dependencies
diff --git a/documentation/feature/huntIR.md b/documentation/feature/huntIR.md
new file mode 100644
index 0000000000..e4e690dac3
--- /dev/null
+++ b/documentation/feature/huntIR.md
@@ -0,0 +1,42 @@
+---
+layout: wiki
+title: HuntIR
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+### 1.1 The HuntIR
+The **H**igh altitude **U**nit **N**avigated **T**actical **I**maging **R**ound (HuntIR) is designed to be fired from a grenade launcher. After being fired in the air the in built parachute will be deployed and the IR CMOS camera will activate, providing a video stream until it touches the ground or get shot down.
+
+## 2. Usage
+NOTE: the HuntIR round doesn't work with modded weapons without a compatibility fix made either by the ACE3 team or the mod team.
+
+### 2.1 Using the HuntIR
+- To be able to connect to the IR CMOS camera you'll need a `HuntIR monitor`.
+- Fire the HuntIR round as high as possible over the area you want to observe.
+- Open the `HuntIR monitor`.
+ - To open the `HuntIR monitor` self interact CTRL + ⊞ Win (ACE3 default)
+ - Select `Equipment`.
+ - Select `Activate HuntIR monitor`.
+- You now have control of the IR CMOS camera to close the monitor press ESC or ⊞ Win
+
+### 2.2 IR CMOS camera controls
+
+Shortcut | Action
+------------ | -------------
+A | Lower zoom level
+D | Increase zoom level
+N | Toggle NV and TI modes
+S | Next camera
+W | Previous camera
+← | Rotate camera anticlockwise
+→| Rotate camera clockwise
+↑ | Raise camera
+↓ | Lower camera
+R | Reset camera
+
+## 3. Dependencies
+
+`ace_common`
\ No newline at end of file
diff --git a/documentation/feature/interact_menu.md b/documentation/feature/interact_menu.md
index e66ea95406..d0635ae7ef 100644
--- a/documentation/feature/interact_menu.md
+++ b/documentation/feature/interact_menu.md
@@ -14,4 +14,4 @@ This handles the interaction layer of ACE3.
`ace_common`
-Note: The Interact Menu module is required by many other modules. Disabling it is not recommended.
+*Note: The Interact Menu module is required by most of the other modules. Do NOT remove it!*
diff --git a/documentation/feature/interaction.md b/documentation/feature/interaction.md
index bd96771788..e4e28f23c9 100644
--- a/documentation/feature/interaction.md
+++ b/documentation/feature/interaction.md
@@ -14,4 +14,4 @@ This provides interaction options between units.
`ace_interact_menu`
-Note: The Interaction module is required by many other modules. Disabling it is not recommended.
+*Note: The Interaction module is required by most of the other modules. Do NOT remove it!*
diff --git a/documentation/feature/inventory.md b/documentation/feature/inventory.md
index 20aa5204a2..53f126dc2a 100644
--- a/documentation/feature/inventory.md
+++ b/documentation/feature/inventory.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Inventory
-description:
+description:
group: feature
parent: wiki
---
@@ -11,17 +11,15 @@ parent: wiki
### 1.1 Resized inventory UI
Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
-
## 2. Usage
### 2.1 Changing the size of the UI
-- Press escape .
+- Press Escape.
- Click on `ACE OPTIONS` on the top left corner of the screen.
- Click on `Make Inventory Display Bigger`.
- Choose the size desired on the right drop down menu.
- Press the `Close` button, your changes are automatically saved.
-
## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/javelin.md b/documentation/feature/javelin.md
index be31f65e91..8cf59c0a08 100644
--- a/documentation/feature/javelin.md
+++ b/documentation/feature/javelin.md
@@ -14,21 +14,19 @@ The locking capabilities of the Titan and Javelin got improved, you can now lock
### 1.2 Fire mode switching
The Titan / Javelin now posses the ability to be used in top down attack or direct.
-
## 2. Usage
### 2.1 Locking with the Titan / Javelin
- For this feature you need to have a compatible launcher.
-- Fully zoom with the launcher.
-- Switch to thermals n (by default).
-- While keeping your aim steadily on target press and hold tab .
-- When the sound changes and a cross appears on the screen it's time to fire.
+- Fully zoom in with the launcher.
+- Switch to thermals N (Arma 3 default key bind `Night vision`).
+- While keeping your aim steadily on target press and hold TAB (ACE3 default key bind `Lock Target [Hold]`).
+- When the sound changes and a cross appears on the screen the target is locked and you're able to fire.
### 2.2 Switching fire mode
- For this feature you need to have a compatible launcher.
-- When aiming with your launcher press ctrl+tab (by default).
-- 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.
-
+- When aiming with your launcher press CTRL + TAB.
+- 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
diff --git a/documentation/feature/laser_selfdesignate.md b/documentation/feature/laser_selfdesignate.md
index 9130cc797e..dd3b25bc36 100644
--- a/documentation/feature/laser_selfdesignate.md
+++ b/documentation/feature/laser_selfdesignate.md
@@ -8,7 +8,7 @@ parent: wiki
## 1. Overview
-Allows gunners to lase their own targets. See [FCS] (http://ace3mod.com/wiki/feature/fcs.html) for more information.
+Allows gunners to lase their own targets. See [Feature: "FCS"]({{ site.productionUrl }}/wiki/feature/fcs.html) for more information.
## 2. Dependencies
diff --git a/documentation/feature/laserpointer.md b/documentation/feature/laserpointer.md
index ee6d566733..d6f38df99f 100644
--- a/documentation/feature/laserpointer.md
+++ b/documentation/feature/laserpointer.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Laser Pointer
-description:
+description: Switching laser modes, daylight lasers
group: feature
parent: wiki
---
@@ -9,13 +9,13 @@ parent: wiki
## 1. Overview
### 1.1 Visible light laser
-ACE3 adds visible light laser. This feature is compatible with BI's lasers as well as supported modded ones.
+ACE3 adds a visible laser attachment for weapons. This feature is compatible with BI's lasers as well as supported modded ones.
## 2. Usage
### 2.1 Switching laser mode
- For this feature you need to have a compatible side attachment.
-- Press ctrl+L (by default).
+- Press Ctrl + L (ACE3 default key bind `Switch Laser / IR Laser`).
- A hint indicating the mode switch will appear in the top right corner.
## 3. Dependencies
diff --git a/documentation/feature/logistics_uavbattery.md b/documentation/feature/logistics_uavbattery.md
index a63a13cf4e..2920d4b7a4 100644
--- a/documentation/feature/logistics_uavbattery.md
+++ b/documentation/feature/logistics_uavbattery.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Logistics - UAV Battery
-description:
+description: UAV recharging
group: feature
parent: wiki
---
@@ -9,13 +9,14 @@ parent: wiki
## 1. Overview
### 1.1 Rechargeable darters.
-Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quadcopter UAVs.
+Adds an item `ACE_UAVBattery` that allows refuelling / recharging of the "Darter" quad-copter UAVs.
## 2. Usage
### 2.1 Recharging the darter
-- For this you need a `UAV battery` and the UAV needs to be a quadcopter.
-- INTERACTION LAYER NOT IMPLEMENTED YET TO BE COMPLETED.
+- For this you need a `UAV battery` and the UAV needs to be a quad-copter.
+- Interact with the UAV ⊞ Win (ACE3 default key bind `Interact Key`)
+- Select `Recharge`
## 3. Dependencies
diff --git a/documentation/feature/logistics_wirecutter.md b/documentation/feature/logistics_wirecutter.md
index db93c85836..077e3b48cb 100644
--- a/documentation/feature/logistics_wirecutter.md
+++ b/documentation/feature/logistics_wirecutter.md
@@ -9,15 +9,15 @@ parent: wiki
## 1. Overview
### 1.1 Wirecutter
-Adds an item `ACE_wirecutter` that allows cutting of fences in A3 and AiA maps.
+Adds an item `ACE_wirecutter` that allows cutting of fences in Arma 3 and AllInArma maps.
## 2. Usage
### 2.1 Using the wirecutter
- For this you need a `Wirecutter`.
- Approach the fence you want to cut.
-- Press the interaction key left windows (by default).
-- Find the interaction point and select `cut fence` (the only option).
+- Press the interaction key ⊞ Win (ACE3 default key bind `Interaction Key`).
+- Find the interaction point and select `Cut Fence` (the only option).
## 3. Dependencies
diff --git a/documentation/feature/magazinerepack.md b/documentation/feature/magazinerepack.md
index cc78dd1a00..191f12d2b7 100644
--- a/documentation/feature/magazinerepack.md
+++ b/documentation/feature/magazinerepack.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Magazine Repack
-description:
+description: Repacking magazines, and maybe your bananas.
group: feature
parent: wiki
---
@@ -11,12 +11,11 @@ parent: wiki
### 1.1 Repacking magazines
Adds the ability to repack magazines of the same type.
-
## 2. Usage
### 2.1 Repacking
- For this you need multiple half empty mags of the same type.
-- Press the self interaction button ctrl+left windows (by default).
+- Press the self interaction button CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
- Select `Repack magazines`.
- Select the type of magazines you want to repack.
diff --git a/documentation/feature/main.md b/documentation/feature/main.md
index 3bfecf852a..a745f01e3b 100644
--- a/documentation/feature/main.md
+++ b/documentation/feature/main.md
@@ -1,18 +1,17 @@
---
layout: wiki
title: Main
-description:
+description: main module
group: feature
parent: wiki
---
## 1. Overview
-Main module which acts as the ACE core module.
-
+Main module which acts as the ACE3 core module.
## 2. Dependencies
-`Arma 3` and `CBA (RC6 minimum)`
+`Arma 3` and `CBA_A3`
-Note: The Main module is required by all other modules. Do not disable it!
+*Note: The Main module is required by all other modules. Do not remove it!*
diff --git a/documentation/feature/map.md b/documentation/feature/map.md
index b9dbb53c3b..2feafa9350 100644
--- a/documentation/feature/map.md
+++ b/documentation/feature/map.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Map
-description:
+description: Map improvements
group: feature
parent: wiki
---
@@ -15,13 +15,13 @@ Better map styling (contours, legend, hiding bushes and trees, etc).
The mission maker / server owner can restrict the maximum zoom level of the map.
### 1.3 Map shake (optional)
-While walking your map will move all around the place.
+While walking your map will move slightly.
### 1.4 Map illumination (optional)
-The map illumination will be the same as your surroundings meaning that in a dark night you'll either need a lightsource 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)
-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
diff --git a/documentation/feature/maptools.md b/documentation/feature/maptools.md
index 81b3507db2..a67412343f 100644
--- a/documentation/feature/maptools.md
+++ b/documentation/feature/maptools.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Map Tools
-description:
+description: Map tools, a roamer and pens
group: feature
parent: wiki
---
@@ -9,10 +9,10 @@ parent: wiki
## 1. Overview
### 1.1 Line drawing
-This adds the possibility to draw accurate lines.
+This adds the possibility to draw accurate lines on the map screen.
### 1.2 Map tools
-This adds map tools that can be used to measure distances between two points on the map or bearings.
+This adds map tools that can be used to measure distances between two points or bearings on the map.
### 1.3 GPS on map
If you are equipped with a vanilla GPS it will be shown on the map. (You don't need the map tools in your inventory for this.)
@@ -21,17 +21,17 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
### 2.1 Using map tools
- For this you need to have `Map Tools`.
-- Open the map M (by default).
-- Press the self interaction key ctrl+left windows (by default).
+- Open the map M (Arma 3 default key bind `Map`).
+- Press the self interaction key CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
- Select `Map tools`.
- Select the type of tools you want to use.
-- Note that you can drag the Roamer (map tool) around with LMB and rotate it with ctrl+LMB .
+- Note that you can drag the Roamer (map tool) around with LMB and rotate it with CTRL + LMB.
### 2.2 Drawing lines
- To draw lines `Map Tools` are not required.
-- Press alt+left click (by default) to start the line, left click again to end it.
-- To delete a line simply press delete around the center of the line.
-
+- Press ALT + LMB to start the line, left click again to end it.
+- To delete a line press Del around the center of the line.
+- Note that you can change the color of the lines by clicking on one of the coloured column on top of the screen (While the map is opened)
## 3. Dependencies
diff --git a/documentation/feature/markers.md b/documentation/feature/markers.md
index c9e27b6a6d..84f133760c 100644
--- a/documentation/feature/markers.md
+++ b/documentation/feature/markers.md
@@ -1,7 +1,7 @@
---
layout: wiki
title: Markers
-description:
+description: improved markers
group: feature
parent: wiki
---
diff --git a/documentation/feature/medical-system.md b/documentation/feature/medical-system.md
index 4175f95e41..b77c1c8bba 100644
--- a/documentation/feature/medical-system.md
+++ b/documentation/feature/medical-system.md
@@ -67,7 +67,7 @@ In order to stop the bleeding, all injuries on every bodypart requires treatment
While a unit is bleeding however, the blood volume decreases which will result in a change of vitals. Depending on the factors such as current blood volume, the blood loss rate, medication used, the blood pressure will start to drop. To counter this drop, also based upon the previously mentioned factors and others, the heart rate will adjust accordingly to attempt to keep blood pressure at safe levels. This means that for any patient it is required to keep an eye on the vitals. This is done through the interaction system by selecting check pulse or blood pressure on either the arms or head.
#### 3.1.3 Medication
-To stabalize the vitals and to counter for example pain, a player/medic can use medication. Advanced medical has 3 different medications available:
+To stabilize the vitals and to counter for example pain, a player/medic can use medication. Advanced medical has 3 different medications available:
* Atropine
* Morphine
@@ -75,7 +75,7 @@ To stabalize the vitals and to counter for example pain, a player/medic can use
Atropine is a vagolytic and anticholinergic drug which in low dosages reduces heart rate but in high dosages increases it, countering effects of organophosphate poisoning (in NBC scenarios; anticholinesterase poisoning) and symptomatic bradycardia (in post-ROSC care and resuscitative medicine).
-Morphine is used to alleviate large amounts of pain. Has an effect similar to Heroin due to its opiate properties. Must only ever be given once, and only when bleeding has been reduced to a minimum. Morphine must never be given to a casualty with a low heart rate, as it can stop the heart.
+Morphine is used to alleviate large amounts of pain. Has an effect similar to Heroin due to its opiate properties. Must only ever be given once, and only when bleeding has been reduced to a minimum. Morphine must never be given to a casualty with a low heart rate, as it can stop the heart. It's effect lasts up to 15 minutes.
Epinephrine is used to increase heart rate and blood pressure and alleviate unconsciousness. Epinephrine is a synthetic form of Adrenaline, which is naturally produced in the body. It can also be applied to counter-act the effects of Atropine. Be careful though, as it may only be given once.
@@ -107,7 +107,7 @@ Advanced medical system brings more different types of wounds, each with its own
* Cut wounds
* 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.
* Sources: vehicle crashes, grenades, explosions, artillery shells, backblast, stabs
- * Effects: pain - light, w zależności od głębokości i szerokości rany dosyć szybkie wykrwawianie się.
+ * Effects: pain - light, bleeding - speed depends on lenght and size of the woundę.
* Lacerations
* Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
@@ -178,7 +178,7 @@ All bandage types weights about 50 grams each.
* Can only be applied on limbs
* Stops bleeding from wounds
* Should be taken off as fast as possible and applied only to give medic time to bandage all the wounds
- * If not taken off for a while it will cause pain to patient, can yield to death that way
+ * If not taken off for a while it will cause pain to patient, can cause death that way
#### 3.1.6 Transfuzions
In case of blood loss, blood could be replenished by three different types of IV: blood, plasma and saline. We distinguish 3 different sizes of IV bags: 250ml, 500ml and 1000ml.
diff --git a/documentation/feature/missileguidance.md b/documentation/feature/missileguidance.md
index 939381a426..7dd4d6a304 100644
--- a/documentation/feature/missileguidance.md
+++ b/documentation/feature/missileguidance.md
@@ -6,21 +6,23 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+Adds the AMG framework, for more information about it refer to the [AMG framework documentation] ({{site.productionUrl}}/wiki/framework/advanced-missile-guidance.html)
-### Sub-feature 2
-Short description of sub-feature 2.
+## 2. Usage
+### 2.1 Switching fire mode
+- Press CTRL + TAB the LED's on the right of the UI will change.
+- `TOP` for top down mode.
+- `DIR` for direct mode.
-## Usage
+### 2.2 Locking
+- Fully zoom in by using NUMPAD +
+- Switch to thermals by pressing N the `FLTR` LED should light up.
+- Aim at the target and hold TAB a crosshair will appear and the `SEEK` LED will light up.
+- Fire!
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 3. Dependencies
`ace_laser`
diff --git a/documentation/feature/missionmodules.md b/documentation/feature/missionmodules.md
index 5ef66a7b31..c434016fc2 100644
--- a/documentation/feature/missionmodules.md
+++ b/documentation/feature/missionmodules.md
@@ -1,26 +1,19 @@
---
layout: wiki
title: Mission Modules
-description:
+description: modules that can be used by mission makers.
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+Add modules that can be used by mission makers.
-### Sub-feature 2
-Short description of sub-feature 2.
+### 1.1 Ambient sounds
+That module can be used to add ambient sounds around players, it let you choose the sounds and some parameters (distance, volume interval).
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/mk6mortar.md b/documentation/feature/mk6mortar.md
index 1693a9e23d..eb4b22caaf 100644
--- a/documentation/feature/mk6mortar.md
+++ b/documentation/feature/mk6mortar.md
@@ -1,26 +1,65 @@
---
layout: wiki
title: Mk6 Mortar
-description:
+description: Improve the existing mk6 mortar.
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+### 1.1 mk6 mortar overhaul
+ACE3 adds wind deflection for shells as well as a rangetable to accurately take out your target without the artillery computer.
-### Sub-feature 2
-Short description of sub-feature 2.
+## 2. Usage
+### 2.1 Switching charge
+- Press F (Arma 3 default key bind `Fire Mode Switch`) to switch between charges
-## Usage
+### 2.2 Working with the rangetable
+- To open the table:
+ - Self interact CTRL + ⊞ Win
+ - Select `equipment`.
+ - Select `Open 82mm Rangetable`.
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+- Using the table:
+ - 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).
+
+ - Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2.
+
+ - 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.
+
+ - 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).
+
+ - 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.
+
+ - 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.
+ - To adjust the ELV use pageUP and pageDOWN.
+ - Once the number you found and ELV are the same FIRE !
+ - 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.
+### 2.3 Working with the rangetable (Crosswinds enabled)
+- Same as above there's just an extra step, I'll provide an other example in case you forgot.
+
+ - 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)
+ - Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2.
+
+ - 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.
+ - 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)).
+ - Extra step needed here, a kestrel 4500 IS NEEDED.
+ - Pick the crosswind on your kestrel (for this refer to the kestrel documentation).
+
+ - 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.
+ - So in this case i'm subtracting 5 mill from the ELV.
+
+ - 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 ).
+ - 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.
+
+ - 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.
-## Dependencies
+ - FIREEEE !!!!
+ - 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.
-`ace_interaction`
+## 3. Dependencies
+
+`ace_interaction`
\ No newline at end of file
diff --git a/documentation/feature/movement.md b/documentation/feature/movement.md
index a9a55b4f1b..bb857644b0 100644
--- a/documentation/feature/movement.md
+++ b/documentation/feature/movement.md
@@ -1,34 +1,39 @@
---
layout: wiki
title: Movement
-description:
+description: Movement improvements
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Jumping
-Adds the ability to jump when pressing the vault key while moving. (V - key)
+### 1.1 Jumping
+Adds the ability to jump when pressing the vault key while moving. (V)
-### Minor animation tweaks
+### 1.2 Minor animation tweaks
Walking slowly with the weapon lowered now has a less silly looking animation.
-### Fatigue adjustments
+### 1.3 Fatigue adjustments
Soldiers get fatigued slower, but regain their stamina slower aswell. Fatigued soldiers have a faster walking speed and no longer turn into snails.
-### Weight display
+### 1.4 Weight display
Adds a weight of the current loadout display in the inventory to estimate the fatigue gain while moving in combat. Can be adjusted to display lb. instead of kg in the ACE Options Menu.
-### Optics view in all stances
+### 1.5 Optics view in all stances
The player can now use the sights of rifles and pistols in all prone stances.
-## Usage
+## 2. Usage
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+### 2.1 Jumping
+- For this you need your weapon up
+- While jogging or running press V
+### 2.2 Climbing
+- Approach what you want to climb.
+- Press ctrl + V (ACE3 default key bind `Climb`).
+- Note that when climbing your character will put his weapon on his back.
## Dependencies
diff --git a/documentation/feature/mx2a.md b/documentation/feature/mx2a.md
new file mode 100644
index 0000000000..892991d3b7
--- /dev/null
+++ b/documentation/feature/mx2a.md
@@ -0,0 +1,14 @@
+---
+layout: wiki
+title: MX-2A
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+Adds the MX-2A thermal imaging device.
+
+## 3. Dependencies
+
+`ace_apl`
\ No newline at end of file
diff --git a/documentation/feature/nametags.md b/documentation/feature/nametags.md
index 840c8b6a12..6130be167f 100644
--- a/documentation/feature/nametags.md
+++ b/documentation/feature/nametags.md
@@ -6,18 +6,14 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### 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.
+### 1.2 Arma 3 VON, ACRE and TFAR soundwaves
+A soundwave effect is shown when someone is speaking using either the vanilla VON, ACRE 1 or 2 and TFAR.
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_interaction`
diff --git a/documentation/feature/nightvision.md b/documentation/feature/nightvision.md
index 91a26cbe12..46bae6a905 100644
--- a/documentation/feature/nightvision.md
+++ b/documentation/feature/nightvision.md
@@ -6,27 +6,22 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Multiple Generation NVGs
-Adds different night vision devices with varying image quality and field of
-view. New Classnames for Generations 1, 2, and 4 NVGs (default ArmA3 NVGs
-represents Generation 3) and a wide view NVG.
+### 1.1 Multiple Generation NVGs
+Adds different night vision devices with varying image quality and field of view. New Classnames for Generations 1, 2, and 4 NVG's (default Arma 3 NVG's represents Generation 3) and a wide view NVG.
-### Blending effects
-Adds a blending effect depending on ammunition type when firing while using a
-night vision device. Especially tracer rounds are bright, but you can use the
- IR-dim tracers from the Ballistics module to reduce tis effect.
+### 1.2 Blending effects
+Adds a blending effect depending on ammunition type when firing while using a night vision device. Especially tracer rounds are bright, but you can use the IR-dim tracers from the Ballistics module to reduce tis effect.
-### Brightness adjustment
+### 1.3 Brightness adjustment
Enables the user to manually adjust NVG brightness.
+## 2. Usage
+### 2.1 Adjusting brightness
+- Use ALT + PageUP and ALT + PageDOWN to adjust NVG brightness (ACE3 default key bind `Increase/Decrease NVG Brightness`).
-## Usage
-Use Alt+PageUp and Alt+PageDown to adjust NVG brightness.
-
-
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/noidle.md b/documentation/feature/noidle.md
index 11f35c87f0..f63daa4eb8 100644
--- a/documentation/feature/noidle.md
+++ b/documentation/feature/noidle.md
@@ -1,26 +1,17 @@
---
layout: wiki
title: No Idle
-description:
+description: Disable idle animations
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+### 1.1 Idle animations removed
-### Sub-feature 2
-Short description of sub-feature 2.
+This removes idle animations.
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/noradio.md b/documentation/feature/noradio.md
index 562c8ab7be..e7452ed840 100644
--- a/documentation/feature/noradio.md
+++ b/documentation/feature/noradio.md
@@ -1,24 +1,17 @@
---
layout: wiki
title: No Radio
-description:
+description: Disable callouts
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Silent avatar
+### 1.1 Silent avatar
Mutes the player's automatic callouts ("Enemy man, 100 meters, front!").
Does not mute AI callouts.
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/norearm.md b/documentation/feature/norearm.md
index e57e052c01..73ed1c35cc 100644
--- a/documentation/feature/norearm.md
+++ b/documentation/feature/norearm.md
@@ -1,26 +1,15 @@
---
layout: wiki
title: No Rearm
-description:
+description: Remove rearm from
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+Hides the rearm action for players (on cars / boxes / corpses / ground)
-### Sub-feature 2
-Short description of sub-feature 2.
-
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/optics.md b/documentation/feature/optics.md
index ed945c6f51..fe1d04ee76 100644
--- a/documentation/feature/optics.md
+++ b/documentation/feature/optics.md
@@ -1,26 +1,15 @@
---
layout: wiki
title: Optics
-description:
+description: 2D and PIP optics
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+Adds animated 2D and PIP variants of some optics (RCO / MRCO / ARCO / LRPS / MOS)
-### Sub-feature 2
-Short description of sub-feature 2.
-
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/optionsmenu.md b/documentation/feature/optionsmenu.md
index be53472353..e4da9f033a 100644
--- a/documentation/feature/optionsmenu.md
+++ b/documentation/feature/optionsmenu.md
@@ -1,28 +1,27 @@
---
layout: wiki
title: Options Menu
-description:
+description: ACE3 options menu
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+Adds the options menu used by other components.
-### Sub-feature 2
-Short description of sub-feature 2.
+## 2. Usage
+### 2.1 Opening the user menu
+- Press Escape
+- In the top left corner of the screen you should see `ACE Options`.
+- Click it.
-## Usage
+### 2.2 Options menu informations
+- You don't have to press a save button. When a setting is changed it's saved automatically.
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 3. Dependencies
`ace_common`
-Note: The Options Menu module is utilized by many other modules. Disabling it is not recommended.
+*Note: The Options Menu module is utilized by many other modules. Disabling it is not recommended.*
diff --git a/documentation/feature/overheating.md b/documentation/feature/overheating.md
index b6538e49b4..dcbc4c1939 100644
--- a/documentation/feature/overheating.md
+++ b/documentation/feature/overheating.md
@@ -1,37 +1,42 @@
---
layout: wiki
title: Overheating
-description:
-description:
+description: Weapon temperature and jamming, barrel swapping.
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Weapon Jamming
-Adds a propability to jam a weapon when firing. Jams can be cleared by
-reloading or by using the clear jam-key.
+### 1.1 Weapon Jamming
+Adds a probability to jam a weapon when firing. Jams can be cleared by reloading or by using the clear jam-key.
-### Temperature simulation
-Introduces weapon temperature simulation depending on weapon and bullet
-mass. Hot weapons are more prone to jamming. Depending on weapon type
-the accuracy and in extreme cases the muzzle velocity might be reduced
-on high temperatues. Adds smoke puff and heat refraction effects to
-indicate this.
+### 1.2 Temperature simulation
+Introduces weapon temperature simulation depending on weapon and bullet mass. Hot weapons are more prone to jamming. Depending on weapon type the accuracy and in extreme cases the muzzle velocity might be reduced on high temperatures. Adds smoke puff and heat refraction effects to indicate this.
-### Spare barrels
-Adds the ability to changes barrels on machine guns to compensate for those
-effects.
+### 1.3 Spare barrels
+Adds the ability to changes barrels on machine guns to compensate for those effects.
-## Usage
-To clear a jammed weapon, press Shift+R.
+## 2. Usage
+### 2.1 Clearing a jammed weapon
+- To clear a jammed weapon, press SHIFT + R (ACE3 default key bind `Clear jam`).
-*needs documentation on swapping barrels*
+### 2.2 Swapping barrels
+- For this you need a `Spare barrel` and a compatible weapon.
+- Press self interaction CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`).
+- Select `Equipment`.
+- Select `Swap barrel`.
+### 2.3 Checking your barrel temperature
+- Press self interaction CTRL + ⊞ Win.
+- Select `Equipment`.
+- Select `Check weapon temperature`.
-## Dependencies
+**NOTE** When the bar is half full (yellow) it means the barrel is around 500°c.
+Your weapon will be even more prone to jams, and it'll get worse if you don't let the barrel cool down or swap it.
+
+## 3. Dependencies
`ace_interaction`
diff --git a/documentation/feature/overpressure.md b/documentation/feature/overpressure.md
index f9646722ac..85ed13e8ca 100644
--- a/documentation/feature/overpressure.md
+++ b/documentation/feature/overpressure.md
@@ -1,26 +1,16 @@
---
layout: wiki
title: Overpressure
-description:
+description: backblast and overpressure
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+### 1.1 Overpressure
+Adds backblast to AT launchers and overpressure zones to tank cannons, don't stay behind a firing RPG or it'll hurt.
-### Sub-feature 2
-Short description of sub-feature 2.
+## 2. Dependencies
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
-
-List of modules that must be present for this module to work.
+`ace_common`
diff --git a/documentation/feature/parachute.md b/documentation/feature/parachute.md
index fa37e52656..a3f9791fb7 100644
--- a/documentation/feature/parachute.md
+++ b/documentation/feature/parachute.md
@@ -1,31 +1,28 @@
---
layout: wiki
title: Parachute
-description:
+description: Add an altimeter and a non-steerable parachute
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Altimeter
-Removes the altitude and descend speed UI elements when free-falling and
-parachuting on higher difficulties and instead adds an altimeter watch type
-item.
+### 1.1 Altimeter
+Removes the altitude and descend speed UI elements when free-falling and parachuting on higher difficulties. Adds an altimeter watch type item.
-### Non-steerable parachute
+### 1.2 Non-steerable parachute
Adds a non-steerable parachute variant for jet pilots.
-### Landing animation
-Smoothens parachute landing animation.
+### 1.3 Landing animation
+Smoothens the parachute landing animation.
+## 2. Usage
-## Usage
+### 2.1 bringing up the altimeter
+- For this you need to have an `Altimeter Watch` in the watch slot.
+- Press O (Arma 3 default key bind `Watch`) to bring up the altimeter.
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/protection.md b/documentation/feature/protection.md
index 4a35d1e0ba..628d05d972 100644
--- a/documentation/feature/protection.md
+++ b/documentation/feature/protection.md
@@ -1,26 +1,16 @@
---
layout: wiki
title: Protection
-description:
+description: Tweaks armor values
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+### 1.1 Tweaked protection values
+Fixes and tweaks the protection values of body armour, helmets and uniforms.
-### Sub-feature 2
-Short description of sub-feature 2.
-
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/ragdolls.md b/documentation/feature/ragdolls.md
index 3a29c73eb6..235e8e97be 100644
--- a/documentation/feature/ragdolls.md
+++ b/documentation/feature/ragdolls.md
@@ -1,23 +1,16 @@
---
layout: wiki
title: Ragdolls
-description:
+description:
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Adjusted Ragdolls
+### 1.1 Adjusted Ragdolls
Changes the ragdolls to react more to the force of shots and explosions.
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/rangecard.md b/documentation/feature/rangecard.md
new file mode 100644
index 0000000000..b40e76cd49
--- /dev/null
+++ b/documentation/feature/rangecard.md
@@ -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 CTRL + ⊞ Win
+- 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`
\ No newline at end of file
diff --git a/documentation/feature/realisticnames.md b/documentation/feature/realisticnames.md
index a60190025a..72f5766664 100644
--- a/documentation/feature/realisticnames.md
+++ b/documentation/feature/realisticnames.md
@@ -1,24 +1,16 @@
---
layout: wiki
title: Realistic Names
-description:
+description: More realistic weapon names
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Real names
-Changes the names of vehicles, magazines, weapons, grenades, explosive charges
-and mines to their respective real-world counterparts whenever possible.
+### 1.1 Real names
+Changes the names of vehicles, magazines, weapons, grenades, explosive charges and mines to their respective real-world counterparts whenever possible.
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/recoil.md b/documentation/feature/recoil.md
index 6393a1cd78..b684a1c8ce 100644
--- a/documentation/feature/recoil.md
+++ b/documentation/feature/recoil.md
@@ -1,29 +1,22 @@
---
layout: wiki
title: Recoil
-description:
+description: Recoil overhaul
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Recoil adjustment
+### 1.1 Recoil adjustment
Overhauls the recoil system reducing upwards recoil.
-### Advanced cam shake
+### 1.2 Advanced cam shake
Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type.
-### Burst dispersion
+### 1.3 Burst dispersion
Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful.
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/reload.md b/documentation/feature/reload.md
index 4b4b4dc19a..3cd4db1c8d 100644
--- a/documentation/feature/reload.md
+++ b/documentation/feature/reload.md
@@ -6,18 +6,16 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Ammo count
+### 1.1 Ammo count
Hides the actual round count of magazines and removes the icon when the current magazine is emptied. The player can instead check the magazine weight, but that gives only estimated values for magazines with more than 10 rounds.
+## 2. Usage
-## Usage
+### 2.1 Checking your ammo
+- Press CTRL + R (ACE3 default key bind `Check Ammo`).
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 3. Dependencies
`ace_interaction`
diff --git a/documentation/feature/reloadlaunchers.md b/documentation/feature/reloadlaunchers.md
index 5dc5003beb..773814a73e 100644
--- a/documentation/feature/reloadlaunchers.md
+++ b/documentation/feature/reloadlaunchers.md
@@ -1,25 +1,22 @@
---
layout: wiki
title: Reload Launchers
-description:
+description:
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+Add the ability to reload someone else's launcher.
-### Sub-feature 2
-Short description of sub-feature 2.
+### 2. Usage
+### 2.1 Reloading someone else's launcher
+- Press the interaction key ⊞ Win and aim at your buddy's launcher.
+- Select `reload launcher`.
+- Select the type of ammo.
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings, instructions. May not apply to all modules.
-
-
-## Dependencies
+## 3. Dependencies
`ace_interaction`
diff --git a/documentation/feature/respawn.md b/documentation/feature/respawn.md
index 1a58597ebd..753784b52b 100644
--- a/documentation/feature/respawn.md
+++ b/documentation/feature/respawn.md
@@ -1,29 +1,32 @@
---
layout: wiki
title: Respawn
-description:
+description: Same gear on respawn, FF message, rallypoints
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Respawn with same gear
+### 1.1 Respawn with same gear
Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed.
-### Friendly Fire messages
+### 1.2 Friendly Fire messages
Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled.
-### Rallypoints
-Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker.
+### 1.3 Rallypoints
+Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOB's. Requires some setup from the mission maker.
-## Usage
+## 2. Usage
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+### 2.1 Using rallypoints
+- For this to work pre-emptive preparations need to be made by the mission maker.
+- Approach the rallypoint flagpole
+- Use the interaction key ⊞ Win (ACE3 default key bind `Interaction key`).
+- Select teleport to (base / rallypoint).
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/safemode.md b/documentation/feature/safemode.md
index f6b06ba016..9024ac973b 100644
--- a/documentation/feature/safemode.md
+++ b/documentation/feature/safemode.md
@@ -1,23 +1,22 @@
---
layout: wiki
title: Safe Mode
-description:
+description: Introduce safe mode
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Safety
+### 1.1 Safety
You can now use the safety mode of any weapon. Switching weapon modes takes the safety off.
+## 2. Usage
-## Usage
+### 2.1 Switching safety on / off
+- To turn it on press CTRL + ` (QWERTY layout) (ACE3 default key bind `Safe Mode`).
+- To turn it off press CTRL + ` (QWERTY layout) again or switch firing mode.
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/sandbags.md b/documentation/feature/sandbags.md
new file mode 100644
index 0000000000..5e0011b755
--- /dev/null
+++ b/documentation/feature/sandbags.md
@@ -0,0 +1,24 @@
+---
+layout: wiki
+title: Sandbags
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+Adds stackable sandbags able to block bullets, shrapnel and small explosions.
+Note that those sandbags are affected by physics, a rocket will send them flying.
+
+## 2. Usage
+
+### 2.1 Placing the sandbags
+- You'll need at least one `sandbag (empty)`.
+- You need to be over a grass area / sand area to be able to fill the sandbag.
+- Self interact CTRL+⊞ Win (ACE3 default).
+- Select `Deploy sandbag`.
+- Follow the instruction on screen.
+
+## 3. Dependencies
+
+`ace_interaction`
\ No newline at end of file
diff --git a/documentation/feature/scopes.md b/documentation/feature/scopes.md
index af95bfede4..9e70641f71 100644
--- a/documentation/feature/scopes.md
+++ b/documentation/feature/scopes.md
@@ -1,23 +1,31 @@
---
layout: wiki
title: Scopes
-description:
+description: Scope adjustment
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
### Sniper Scope Adjustment
-Enables snipers to adjust their scopes horizontally and vertically in mils.
+Allows snipers to adjust their scopes horizontally and vertically in mils.
+## 2. Usage
-## Usage
+### 2.1 Adjusting your scope vertically
+Please not that the following key combinations are ACE3 default key binds.
+- Minor adjustment up pageUP.
+- Minor adjustment down pageDOWN.
+- Major adjustment up Shift + pageUP.
+- Major adjustment down Shift + pageDOWN.
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+### 2.2 Adjusting your scope horizontally
+- Minor adjustment right CTRL + pageUP.
+- Minor adjustment left CTRL + pageDOWN.
+- Major adjustment right CTRL + Shift + pageUP.
+- Major adjustment left CTRL + Shift + pageDOWN.
-
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/smallarms.md b/documentation/feature/smallarms.md
index bc346b9cb9..51fc7c0440 100644
--- a/documentation/feature/smallarms.md
+++ b/documentation/feature/smallarms.md
@@ -1,29 +1,22 @@
---
layout: wiki
title: Small Arms
-description:
+description: Various improvements to small arms
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Magazine Names
+### 1.1 Magazine Names
Unifies the name formatting of magazines similar to Arma 2 standards.
-### No tracers in non-tracer mags
+### 1.2 No tracers in non-tracer mags
Assault rifles no longer have tracer rounds in their non-tracer magazines. This doesn't effect the additional tracers in the last rounds of machine gun magazines.
-### Real magazine round counts
-All pistol and sub machine gun magazines now have adjusted capacaties to match their real life counterparts.
+### 1.3 Real magazine round counts
+All pistol and sub machine gun magazines now have adjusted capacities to match their real life counterparts.
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/spotting_scope.md b/documentation/feature/spotting_scope.md
new file mode 100644
index 0000000000..ead45d540f
--- /dev/null
+++ b/documentation/feature/spotting_scope.md
@@ -0,0 +1,21 @@
+---
+layout: wiki
+title: Spotting scope
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+Adds a deployable spotting scope.
+
+## 2. Usage
+
+### 2.1 Deploying the spotting scope
+- Self interact CTRL+⊞ Win (ACE3 default).
+- Select `Equipment`.
+- Select `Place spotting scope` (note that the scope will be at your feet).
+
+## 3. Dependencies
+
+`ace_apl` , `ace_interaction`
\ No newline at end of file
diff --git a/documentation/feature/switchunits.md b/documentation/feature/switchunits.md
index 03fd98b3fd..cc1a0ba381 100644
--- a/documentation/feature/switchunits.md
+++ b/documentation/feature/switchunits.md
@@ -6,21 +6,24 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+### 1.1 Switch units
-### Sub-feature 2
-Short description of sub-feature 2.
+"ACE SwitchUnits" is a tool for mission makers to quickly add PvP (Player vs. Player) elements to a mission. In short it enables a player to control AI units. Allowing players to perform as enemies even during a COOP mission increases the authenticity of the enemy and thus the immersion for everyone.
+The most prominent feature of ACE SwitchUnits is that you can add it to nearly every existing mission and get AI control out of the box. Dynamic mission like "Enemy Assault", "Patrol Ops", "Invade & Annex", etc. don't need to be touched to make all random spawned AI's controllable.
-## Usage
+In its current form you're able to switch to infantry (vehicles, etc. are planned) from all four sides (West, East, Independent, Civilian).
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+## 2. Usage
+### 2.1 Switching to a unit
+- Open your map
+- Find a unit you can access (they are showed with special icons and names on the map).
+- Press LMB on the desired unit.
+- You'll control that unit until it dies or until you switch to an other one. If the unit dies you'll be brought back to your original unit..
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/tacticallader.md b/documentation/feature/tacticallader.md
new file mode 100644
index 0000000000..f992236db6
--- /dev/null
+++ b/documentation/feature/tacticallader.md
@@ -0,0 +1,21 @@
+---
+layout: wiki
+title: Tactical ladder
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+Adds a deployable ladder with adjustable height that you can transport on your back.
+
+## 2. Usage
+
+### 2.1 Deploying the ladder
+- Self interact CTRL+⊞ Win (ACE3 default).
+- Select `Deploy ladder`.
+- You can adjust it's position and height by interacting with it ⊞ Win (ACE3 default) and following the instructions on screen.
+
+## 3. Dependencies
+
+`ace_apl` , `ace_interaction`
\ No newline at end of file
diff --git a/documentation/feature/testmissions.md b/documentation/feature/testmissions.md
index 418e5d06f9..8b61c47327 100644
--- a/documentation/feature/testmissions.md
+++ b/documentation/feature/testmissions.md
@@ -6,21 +6,10 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Sub-feature 1
-Short description of sub-feature 1.
+adds ACE3 test missions
-### Sub-feature 2
-Short description of sub-feature 2.
-
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/thermals.md b/documentation/feature/thermals.md
index 98cc5ca24e..495ba30eaf 100644
--- a/documentation/feature/thermals.md
+++ b/documentation/feature/thermals.md
@@ -6,18 +6,11 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Body Warmth
+### 1.1 Body Warmth
Adjusts the thermal properties of humans making them less like torches.
-
-## Usage
-
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 2. Dependencies
`ace_common`
diff --git a/documentation/feature/tripod.md b/documentation/feature/tripod.md
new file mode 100644
index 0000000000..4f57dc05a7
--- /dev/null
+++ b/documentation/feature/tripod.md
@@ -0,0 +1,24 @@
+---
+layout: wiki
+title: Tripod
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+Adds a packable tripod deployable on the field. It features a flat part to deploy your weapon on and adjustable legs.
+
+## 2. Usage
+
+### 2.1 deploying the tripod
+- Note that you need a `SSWT kit` in your inventory.
+- Self interact CTRL+⊞ Win.
+- Select `Equipment`
+- Select `Place SSWT kit`.
+
+To adjust or pick up the tripod just interact with it ⊞ Win and select the desired action.
+
+## 3. Dependencies
+
+`ace_interaction`
\ No newline at end of file
diff --git a/documentation/feature/ui.md b/documentation/feature/ui.md
new file mode 100644
index 0000000000..eb7cf3ff58
--- /dev/null
+++ b/documentation/feature/ui.md
@@ -0,0 +1,15 @@
+---
+layout: wiki
+title: UI
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+Changes the chat contrast on the map to allow easier reading.
+
+
+## 3. Dependencies
+
+`ace_common`
\ No newline at end of file
diff --git a/documentation/feature/vector.md b/documentation/feature/vector.md
index f5dc85dfca..025012959a 100644
--- a/documentation/feature/vector.md
+++ b/documentation/feature/vector.md
@@ -6,18 +6,79 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Vector IV Rangefinder
-Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.)
+### 1.1 Vector 21 Rangefinder
+ACE3 adds a realistic depiction of the Vector 21 rangefinder to the game. Unlike other rangefinders, it doesn't just magically show you the range to your target, but in exchange allows you to do alot of things with it that the other choices in Arma do not offer. The Vector's functions include, but are not limited to:
+- Distance to a target
+- Azimuth to a target
+- Horizontal and vertical distance to a target
+- Distance between 2 targets
+- Angle between 2 targets
+- Switching between feet and meters
+- Switching between degrees and mils
+...
-## Usage
+## 2. Usage
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+The Vector is controlled with 2 keys: the azimuth key and the range key; Tab and R and is brought up like any other binoculars.
+#### 2.1 Slope distance
+
-## Dependencies
+- Press and hold R until the red pointing circle appears. Sight the circle on the object and release the key.
+
+#### 2.2 Azimuth
+
+
+- Press and hold the TAB until the azimuth is displayed.
+
+#### 2.3 Slope distance and Azimuth
+
+
+- Press and hold both R and TAB until the red pointing circle appears.
+- Sight the circle on the object and release both keys.
+
+#### 2.4 Horizontal distance and height difference
+
+
+- Tap R 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
+
+
+- Tap TAB once then press and hold it until the azimuth and inclination is displayed.
+
+#### 2.6 Distance between two points
+
+
+- Press and hold R until the red pointing circle appears.
+- Sight the circle on the first object and tap TAB while further holding R. The first measurement is confirmed ("1-P" = first point).
+- Sight the second object and release R.
+
+#### 2.7 Horizontal and vertical distance between two points
+
+
+- Tap R once then press and hold it until the red pointing circle appears.
+- Sight the circle on the object and tap TAB once. The first measurement is confirmed ("1-P" = first point).
+- Sight the second object and release R.
+
+#### 2.8 Horizontal distance and azimuth between two points
+
+
+- Press and hold TAB until the azimuth appears.
+- Sight the circle on the first object and tap R while further holding TAB. The first measurement is confirmed ("1-P" = first point).
+- Sight the second object and release TAB.
+
+### 2.9 Fall of shot
+
+
+- Tap TAB once then press and hold it until the azimuth appears.
+- Sight the circle on the object and tap R while further holding TAB. The first measurement is confirmed ("1-P" = first point).
+- Sight the Fall of shot and release TAB. 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 R is tapped the height correction values will be displayed (`UP` and `dn`).
+
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/vehiclelock.md b/documentation/feature/vehiclelock.md
index 2dc8b7e92d..a97ec96149 100644
--- a/documentation/feature/vehiclelock.md
+++ b/documentation/feature/vehiclelock.md
@@ -7,12 +7,9 @@ parent: wiki
---
## 1. Overview
-
-ACE3 Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles.
-
+This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles. It's disabled by default.
## 2. Usage
-
Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
@@ -20,7 +17,5 @@ Locking, unlocking and picking vehicle locks is possible via the ACE Interact me
Different locking modes can be set, consult with your mission maker for more information.
-
## 3. Dependencies
-
`ace_interaction`
diff --git a/documentation/feature/vehicles.md b/documentation/feature/vehicles.md
index 5c3a07af08..3f78b654b2 100644
--- a/documentation/feature/vehicles.md
+++ b/documentation/feature/vehicles.md
@@ -6,42 +6,41 @@ group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Speedlimiter
+### 1.1 Speed limiter
Adds ability to limit the max. speed of any vehicle.
-### Engine start delay
+### 1.2 Engine start delay
The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds.
-### Fuel capacity
-The range of all vehicle gets signifigantly 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.
+### 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 3. A full vehicle on mission start should still most likely never need a refueling during a mission.
-### 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.
+### 1.4 Main gun muzzles
+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.
-### 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)
+### 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)
-### 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.
-### Stabilized optic of Fennek (Strider)
+### 1.7 Stabilized optic of Fennek (Strider)
Stabilizes the commander's view in the Fennek (Strider).
-### Vehicle mounted machine guns ROF
+### 1.8 Vehicle mounted machine guns ROF
The rate of fire of vehicle mounted miniguns and machine guns is adjusted to match real life values.
-### 120mm gun and mortar behavior
+### 1.9 120mm gun and mortar behaviour
MBT main guns and mortars can no longer lock on enemies. The AT rounds of both now have raised cost values to encourage the AI to not use those rounds against foot soldiers over their machine guns or HE rounds.
+## 2. Usage
-## Usage
+### 2.1 Turning the engine on / off
+- To turn the engine on press 2.
+- To turn the engine off press 1.
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
-
-
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/viewdistance.md b/documentation/feature/viewdistance.md
new file mode 100644
index 0000000000..38e4fc4c53
--- /dev/null
+++ b/documentation/feature/viewdistance.md
@@ -0,0 +1,18 @@
+---
+layout: wiki
+title: View Distance
+description: The view distance module adds extra view distance settings
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+ACE3 View Distance adds the ability to have different view distance settings when on foot, in a vehicle or in the air. It is enabled by default.
+
+## 2. Usage
+- When in-game, press ESC.
+- Click `ACE Options` in the top-left corner.
+- Scroll down to the `Client View Distance` settings.
+
+## 3. Dependencies
+`ace_common`
diff --git a/documentation/feature/weaponselect.md b/documentation/feature/weaponselect.md
index 8f737d1d1e..232e643416 100644
--- a/documentation/feature/weaponselect.md
+++ b/documentation/feature/weaponselect.md
@@ -1,35 +1,35 @@
---
layout: wiki
title: Weapon Select
-description:
group: feature
parent: wiki
---
-## Overview
+## 1. Overview
-### Weapon select
-The number key can be used to quickly switch between weapons. (1 key - pistol, 2 key - rifle, 3 key - grenade launcher, 4 key - rocket launcher, 5 key - binocular)
+### 1.1 Holster weapon
+Adds the ability to holster a weapon on the back.
-### Holster weapon
-Adds the ability to holster a weapon on the back. (0 key)
+### 1.2 Quick weapon select
+Adds key bindings to quickly switch weapons while on foot or in a vehicle. (Unbound by default).
-### Engine select
-Quickly turn engine on and off (1 key - turn off, 2 key - turn on)
+### 1.3 Quick vehicle engine on/off
+Adds key bindings to quickly turn a vehicle engine on or off.
-### Weapon select
-Quickly switch between vehicle weapons (1-3 key)
+### 1.4 Grenade select
+Changes the grenade selection key bindings to help prevent accidents.
-### Grenade select
-To prevent accidents a grenade has to be selected before it can be thrown. Toggles between explosive and non-explosive grenades. When spamming the throw key, the player won't automatically switch to frag grenades when all smokes are used up. Also shows an indicator to quickly see how many grenades are left when selecting and after throwing (6 key - switch between frag grenades, 7 key - switch between other grenades)
+## 2. Usage
+### 2.1 Weapons
-## Usage
+- Press 0 to holster and unholster a weapon.
+- When a weapon is holstered, the weapon fire button will not pull the weapon out. This can be used as an additional level of safety or as a role-playing feature.
-Short overview of how to use the feature, e.g. menu options, key bindings,
-instructions. May not apply to all modules.
+Quick weapon selection is not bound by default, but can be bound in the controls menu under `ACE3 Weapons`.
+Quick vehicle weapon selection is not bound by default, but can be bound in the controls menu under `ACE3 Vehicles`.
-## Dependencies
+## 3. Dependencies
`ace_common`
diff --git a/documentation/feature/weather.md b/documentation/feature/weather.md
index 284b5627fd..4dee0da86f 100644
--- a/documentation/feature/weather.md
+++ b/documentation/feature/weather.md
@@ -7,17 +7,13 @@ parent: wiki
---
## 1. Overview
-
-ACE3 Weather is enabled by default. This feature simulates realistic weather according to map location, time of day, date, etc and makes sure every player experiences the same weather effects.
-
+ACE3 Weather simulates realistic weather effects, according to the geographical location of the map, the date and time. It also ensures that all players experience the same weather effects.
## 2. Usage
### 2.1 Wind info
-- Wind info is toggled on/off using Shift+K
+- Wind info is toggled on/off using SHIFT + K.
- The arrow representing wind info is based on [Beaufort scale](http://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale)
-
## 3. Dependencies
-
`ace_common`, `ace_modules`
diff --git a/documentation/feature/windeflection.md b/documentation/feature/windeflection.md
index 8a0a29ad1d..82019eca7c 100644
--- a/documentation/feature/windeflection.md
+++ b/documentation/feature/windeflection.md
@@ -7,7 +7,6 @@ parent: wiki
---
## 1. Overview
-
ACE3 Wind Deflection is enabled by default. This feature simulates the wind deflection of projectiles fired by players and is designed to work independently or in conjunction with the Advanced Ballistic feature.
@@ -15,12 +14,9 @@ ACE3 Wind Deflection is enabled by default. This feature simulates the wind defl
The only affected projectiles are bullets and grenades. Mortar shells, tank shells, missiles and rockets are not affected.
-
## 2. Usage
-
-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
-
`ace_weather`
diff --git a/documentation/feature/yardage450.md b/documentation/feature/yardage450.md
new file mode 100644
index 0000000000..66c4a2d4e3
--- /dev/null
+++ b/documentation/feature/yardage450.md
@@ -0,0 +1,22 @@
+---
+layout: wiki
+title: Yardage 450
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+
+Adds the Bushnell Yardage Pro Sport 450 Laser Rangefinder.
+
+## 2. Usage
+
+### 2.1 How to use the Yardage 450
+- Bring it up like any other binocular
+- Tap R once to activate the device.
+- Sight the target and Hold R until `TARGET AQCUIRED` appears on top of the screen.
+- The range in meters should now appear at the bottom of the screen.
+
+## 3. Dependencies
+
+`ace_apl` , `ace_laser`
\ No newline at end of file
diff --git a/documentation/feature/zeus.md b/documentation/feature/zeus.md
new file mode 100644
index 0000000000..12a016d584
--- /dev/null
+++ b/documentation/feature/zeus.md
@@ -0,0 +1,16 @@
+---
+layout: wiki
+title: Zeus
+description: The Zeus module improves the Vanilla functionality
+group: feature
+parent: wiki
+---
+
+## 1. Overview
+ACE3 Zeus is enabled by default. This feature provides control over vanilla aspects of Zeus.
+
+## 2. Usage
+ACE3 Zeus can be disabled or modified via a module in the 2D editor.
+
+## 3. Dependencies
+`ace_common`, `ace_modules`
diff --git a/documentation/missionmaker/classnames.md b/documentation/missionmaker/classnames.md
index 62d80afe98..9ea0d5b556 100644
--- a/documentation/missionmaker/classnames.md
+++ b/documentation/missionmaker/classnames.md
@@ -1,11 +1,16 @@
---
layout: wiki
title: Classnames
+description: A list of all the classnames in ACE3, your wet dream came true.
group: missionmaker
order: 11
parent: wiki
---
+Everything is ordered alphabetically.
+
+You know an in-game name but want the classname? CTRL + F
+
### Atragmx
`added in 3.0.0.3`
@@ -72,6 +77,21 @@ classname | in game name | type |
--------- | --------- | ---------
ACE_Banana | banana | ACE_ItemCore |
+### Concertina_wire
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_ConcertinaWireCoil | Concertina Wire Coil | ThingX |
+ACE_ConcertinaWire | Concertina Wire | deployed concertina wire |
+
+### Dagr
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_DAGR | DAGR | ACE_ItemCore |
+
### Disposable
`added in 3.0.0.3`
@@ -99,14 +119,23 @@ ACE_HandFlare_White | M127A1 Hand Held Signal (White) | Grenade |
ACE_HandFlare_Red | M127A1 Hand Held Signal (Red | Grenade |
ACE_HandFlare_Green | M127A1 Hand Held Signal (Green) | Grenade |
ACE_HandFlare_Yellow | M127A1 Hand Held Signal (Yellow) | Grenade |
-ACE_M84 | M84 Stun Grenade |
+ACE_M84 | M84 Stun Grenade | Grenade |
-### hearing
+### Hearing
`added in 3.0.0.3`
classname | in game name | type |
--------- | --------- | ---------
-ACE_EarPlugs | Ear Plugs | ACE_ItemCore |
+ACE_EarPlugs | Earplugs | ACE_ItemCore |
+
+### HuntIR
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_HuntIR_monitor | HuntIR monitor | ACE_ItemCore |
+ACE_HuntIR_M203 | HuntIR Round | Grenade shell |
+ACE_HuntIR_Box | HuntIR Transport Box | ammo box |
### Kestrel
`added in 3.0.0.3`
@@ -154,6 +183,7 @@ ACE_bloodIV | Blood IV (1000ml) | ACE_ItemCore |
ACE_bloodIV_500 | Blood IV (500ml) | ACE_ItemCore |
ACE_bloodIV_250 | Blood IV (250ml) | ACE_ItemCore |
ACE_bodyBag | Bodybag | ACE_ItemCore |
+ACE_bodyBagObject | Bodybag (packed) | |
ACE_epinephrine | Epinephrine autoinjector | ACE_ItemCore |
ACE_morphine | Morphine autoinjector | ACE_ItemCore |
ACE_packingBandage | Packing Bandage | ACE_ItemCore |
@@ -174,10 +204,21 @@ classname | in game name | type |
--------- | --------- | ---------
ACE_microDAGR | MicroDAGR GPS | ACE_ItemCore |
+### mk6 mortar
+`added in 3.0.0.3`
+
classname | in game name | type |
--------- | --------- | ---------
ACE_RangeTable_82mm | 82mm Rangetable | ACE_ItemCore |
+### M2XA
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_MX2A | MX-2A | Binocular |
+
+
### Nightvision
`added in 3.0.0.3`
@@ -221,6 +262,12 @@ classname | in game name | type |
ACE_Altimeter | Altimeter Watch | ACE_ItemCore |
ACE_NonSteerableParachute | Non-Steerable Parachute | Backpack |
+### Rangecard
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_RangeCard | rangecard | ACE_ItemCore |
+
### Vector
`added in 3.0.0.3`
@@ -239,3 +286,42 @@ ACE_key_west | Vehicle Key: West | ACE_ItemCore |
ACE_key_east | Vehicle Key: East | ACE_ItemCore |
ACE_key_indp | Vehicle Key: Independent | ACE_ItemCore |
ACE_key_civ | Vehicle Key: Civilian | ACE_ItemCore |
+
+### Sandbag
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_Sandbag_empty | Sandbag (empty) | ACE_ItemCore |
+ACE_SandbagObject | Sandbag | ThingX |
+
+### Spotting scope
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_SpottingScope | Spotting Scope | ACE_ItemCore |
+ACE_SpottingScopeObject | Spotting Scope (placed) | StaticATWeapon |
+
+### Tactical ladder
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_TacticalLadder_Pack | Telescopic Ladder | Backpack |
+ACE_Tactical_Ladder | Telescopic Ladder (placed) | house |
+
+### Tripod
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_Tripod | SSWT Kit | ACE_ItemCore |
+ACE_TripodObject | SSWT Kit (placed) | ThingX |
+
+### Yardage 450
+`added in 3.1.1`
+
+classname | in game name | type |
+--------- | --------- | ---------
+ACE_Yardage450 | Yardage 450 | Binocular |
\ No newline at end of file
diff --git a/documentation/missionmaker/modules.md b/documentation/missionmaker/modules.md
index 9712977cd0..5708a16379 100644
--- a/documentation/missionmaker/modules.md
+++ b/documentation/missionmaker/modules.md
@@ -11,34 +11,47 @@ parent: wiki
### 1.1 Advanced Ballistics
*Part of: ace_advanced_ballistics*
-This module allows to enable advanced external- and internal ballistics.
+This module allows enabling and configuring advanced ballistic simulations.
**Settings:**
1. **Advanced Ballistics (Boolean)**
Enables advanced ballistics.
`Default value: No`
-2. **Always Enabled For Snipers (Boolean)**
-Always enables advanced ballistics when high power optics are used.
+
+2. **Enabled For Snipers (Boolean)**
+Enables advanced ballistics for non local snipers (when using high power optics).
`Default value: Yes`
-3. **Disabled In FullAuto Mode (Boolean)**
+
+3. **Enabled For Group Members (Boolean)**
+Enables advanced ballistics for non local group members.
+`Default value: No`
+
+4. **Enabled For Everyone (Boolean)**
+Enables advanced ballistics for all non local players (enabling this feature may degrade performance during heavy firefights in multiplayer).
+`Default value: No`
+
+5. **Disabled In FullAuto Mode (Boolean)**
Disables the advanced ballistics during full auto fire.
`Default value: No`
-4. **Disabled For Non Local Players (Boolean)**
-Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer).
-`Default value: Yes`
-5. **Enable Ammo Temperature Simulation (Boolean)**
+
+6. **Enable Ammo Temperature Simulation (Boolean)**
Muzzle velocity varies with ammo temperature.
`Default value: Yes`
-6. **Enable Barrel Length Simulation (Boolean)**
+
+7. **Enable Barrel Length Simulation (Boolean)**
Muzzle velocity varies with barrel length.
`Default value: Yes`
-7. **Enable Bullet Trace Effect (Boolean)**
+
+8. **Enable Bullet Trace Effect (Boolean)**
Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics).
-8. **Simulation Interval (Number)**
+`default value: Yes `
+
+9. **Simulation Interval (Number)**
Defines the interval between every calculation step.
-`Default value: 0.05`
-9. **Simulation Radius (Number)**
+`Default value: 0.00`
+
+10. **Simulation Radius (Number)**
Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles.
`Default value: 3000`
@@ -65,7 +78,23 @@ How often the markers should be refreshed (in seconds).
Hide markers for "AI only" groups.
`Default value: No`
-### 1.4 Check PBOs
+### 1.4 Captives settings
+*Part of: ace_captives*
+
+Controls the settings for cable ties and surrendering.
+Very useful if you don't want your players to be able to restrict each others.
+
+**Settings:**
+
+1. **Can handcuff own side (Boolean)**
+Determine if you are able to handcuff your own side or not.
+`Default value: Yes`
+
+2. **Allow surrendering (Boolean)**
+Determine if you are able to surrender or not when your weapon is holstered.
+`Default value: Yes`
+
+### 1.5 Check PBOs
*Part of: ace_common*
If you are worried that players haven't updated ACE3 or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of three posible actions that are being executed when a player joins that has a wrong version of ACE3 or an other mod:
@@ -104,7 +133,7 @@ Example 3: @JSRS + @Blastcore-A3:
```
-### 1.5 Explosive System
+### 1.6 Explosive System
*Part of: ace_explosive*
The "Explosive System" module lets you tweak the settings for the new explosive system that ACE3 introduces.
@@ -114,18 +143,19 @@ The "Explosive System" module lets you tweak the settings for the new explosive
1. **Require specialists? (Boolean)**
Require explosive specialists to disable explosives.
`Default value: No`
+
2. **Punish non-specialists? (Boolean)**
Increase the time it takes to complete actions for non-specialists.
`Default value: Yes`
-### 1.6 Friendly Fire Messages
+### 1.7 Friendly Fire Messages
*Part of: ace_respawn*
The "Friendly Fire Messages" module triggers a message when a player kills a friendly or civilian unit. This module isn't needed on servers with a low difficulty setting.
-### 1.7 Hearing
+### 1.8 Hearing
*Part of: ace_hearing*
Placing this modules allows you to disable combat deafness usually triggerd by loud explosions or heavy weapons in a players proximity.
@@ -137,7 +167,7 @@ Enable combat deafness?
`Default value: Yes`
-### 1.8 Interaction System
+### 1.9 Interaction System
*Part of: ace_interaction*
This module allows you to tweak if players should be able to use team management functions (e.g. "switch group", "become leader").
@@ -148,13 +178,13 @@ This module allows you to tweak if players should be able to use team management
Should players be allowed to use the Team Management Menu?.
`Default value: Yes`
-### 1.9 Make Unit Surrender
+### 1.10 Make Unit Surrender
*Part of: ace_captives*
Syncing units to that module sets them in the captive state with their arms behind their back. Usefull for e.g. hostage rescue missions.
-### 1.10 Map
+### 1.11 Map
*Part of: ace_map*
ACE3 introdcues a bit more realism for the vanilla Arma 3 map and how it behaves. Some of these settings can be toggled by this module.
@@ -164,18 +194,21 @@ ACE3 introdcues a bit more realism for the vanilla Arma 3 map and how it behaves
1. **Map illumination? (Boolean)**
Calculate dynamic map illumination based on light conditions?.
`Default value: Yes`
+
2. **Map shake? (Boolean)**
Make map shake when walking?.
`Default value: Yes`
+
3. **Limit map zoom? (Boolean)**
Limit the amount of zoom available for the map?.
`Default value: No`
+
4. **Show cursor coordinates? (Boolean)**
Show the grid coordinates on the mouse pointer?.
`Default value: No`
-### 1.11 MicroDAGR Map Fill
+### 1.12 MicroDAGR Map Fill
*Part of: ace_microdagr*
Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.
@@ -187,7 +220,7 @@ How much map data is filled on MicroDAGR's.
`Default value: "Full Satellite + Buildings"`
-### 1.12 MK6 Settings
+### 1.13 MK6 Settings
*Part of: ace_mk6mortar*
ACE3 now includes the first iteration of getting a less arcady point and click mortar experience.
@@ -198,35 +231,44 @@ Placing this modules allows you to enable the increased realism in game.
1. **Air Resistance (Boolean)**
For Player Shots, Model Air Resistance and Wind Effects.
`Default value: Yes`
+
2. **Allow MK6 Computer (Boolean)**
Show the Computer and Rangefinder (these **NEED** to be removed if you enable air resistance).
`Default value: No`
+
3. **Allow MK6 Compass (Boolean)**
Show the MK6 Digital Compass.
`Default value: Yes`
-### 1.13 Name Tags
+### 1.14 Name Tags
*Part of: ace_nametags*
This module allows you to tweak the settings for player names tags.
**Settings:**
-1. **Player Names View Distance (Number)**
+1. **Show player names (Option)**
+Let you choose when nametags appears.
+`Default value: "Do Not Force"`
+
+2. **Player Names View Distance (Number)**
Distance (in meters) at which player names are shown.
`Default value: 5`
-2. **Show name tags for AI? (Option)**
+
+3. **Show name tags for AI? (Option)**
Show the name and rank tags for friendly AI units, or by default allows players to choose it on their own.
`Default value: "Do Not Force"`
-3. **Show crew info? (Option)**
+
+4. **Show crew info? (Option)**
Show vehicle crew info, or by default allows players to choose it on their own.
`Default value: "Do Not Force"`
-4. **Show for Vehicles? (Boolean)**
+
+5. **Show for Vehicles? (Boolean)**
Show cursor NameTag for vehicle commander (only if client has name tags enabled).
`Default value: No`
-### 1.14 Rallypoint System
+### 1.15 Rallypoint System
*Part of: ace_respawn*
This module enables Mission Makers to specificly enable units to move a rallypoint. Every unit that is synced with that module is able to move a rallypoint.
@@ -239,7 +281,7 @@ This module enables Mission Makers to specificly enable units to move a rallypoi
To enable JIP players to move rally points have a look at [ACE3 Rallypoints](./mission-tools.html#1.-ace-rallypoints).
-### 1.15 Respawn System
+### 1.16 Respawn System
*Part of: ace_respawn*
The "Respawn System" module enables players to respawn with the gear they had before dying and to remove bodies of players after a configurable interval (in seconds).
@@ -250,7 +292,8 @@ The "Respawn System" module enables players to respawn with the gear they had be
Respawn with the gear a player had just before his death.
`Default value: No`
-### 1.16 SwitchUnits System
+
+### 1.17 SwitchUnits System
*Part of: ace_switchunits*
The [SwitchUnits System](./mission-tools.html#2.-ace-switchunits) enables players to control certain AI units on the map.
@@ -260,33 +303,38 @@ The [SwitchUnits System](./mission-tools.html#2.-ace-switchunits) enables player
1. **Switch To West? (Boolean)**
Allow switching to west units?
`Default value: No`
+
2. **Switch To East? (Boolean)**
Allow switching to east units?
`Default value: No`
+
3. **Switch To Independent? (Boolean)**
Allow switching to independent units?
`Default value: No`
+
4. **Switch To Civilian? (Boolean)**
Allow switching to civilian units?
`Default value: No`
+
5. **Enable Safe Zone? (Boolean)**
Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone.
`Default value: Yes`
+
6. **Safe Zone Radius (Number)**
The safe zone around players from a different team (in meters)
`Default value: 200`
-### 1.17 Vehicle Lock
+### 1.18 Vehicle Lock
*Part of: ace_vehiclelock*
These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically; for key names, see [Classnames Wiki](http://ace3mod.com/wiki/missionmaker/classnames.html#vehicle-lock).
-#### 1.17.1 Vehicle Key Assign
+#### 1.18.1 Vehicle Key Assign
Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
Example: `[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a key to bob and program it to work only on car1
-#### 1.17.2.1 Vehicle Lock Setup
+#### 1.18.2.1 Vehicle Lock Setup
Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
**Settings:**
@@ -294,19 +342,37 @@ Settings for lockpick strength and initial vehicle lock state. Removes ambiguous
1. **Lock Vehicle Inventory? (Boolean)**
Locks the inventory of locked vehicles
`Default value: No`
+
2. **Vehicle Starting Lock State (Option)**
Set lock state for all vehicles (removes ambiguous lock states)
`Default value: "As Is"`
+
3. **Default Lockpick Strength (Number)**
Default Time to lockpick (in seconds)
`Default value: 10`
-#### 1.17.2.2 Vehicle setVariables
+#### 1.18.2.2 Vehicle setVariables
* `ACE_VehicleLock_lockSide` - SIDE: overrides a vehicle's side, allowing locking and unlocking using a different side's key. For example: Unlocking INDEP vehicles with a BLUFOR key.
* `ACE_vehicleLock_lockpickStrength` - NUMBER: seconds, determines how long lockpicking with take, overrides the value set in the module for a specific vehicle of the mission maker's choice.
-### 1.18 Weather
+### 1.19 View Distance Limiter
+*Part of: ace_viewdistance*
+
+This module allows disabling the ACE3 View Distance feature as well as setting a view distance limit.
+
+**Settings:**
+
+1. **Enable ACE viewdistance (Boolean)**
+Enables ACE viewdistance
+`Default value: Yes`
+
+2. **View Distance Limit (Number)**
+Sets the limit for how high clients can raise their view distance (<= 10000)
+`Default value: 10000`
+
+
+### 1.20 Weather
*Part of: ace_weather*
This module allows you to customize the weather settings.
@@ -316,7 +382,6 @@ This module allows you to customize the weather settings.
ACE3 Weather overrides weather settings (editor, mission settings) and automatically calculates wind, temperature and pressure according to map location, date, time of day and cloud coverage and allows the weather to evolve realistically as the simulation progresses. Weather synchronization occurs between all clients. Adjustment of the weather is possible by modifying the overcast value (for example: 0.7 may result in intermittent rain).
-
**Settings:**
1. **Weather propagation (Boolean)**
@@ -326,6 +391,7 @@ Enables sever side weather propagation.
Note:
This is responsible for synchronizing weather between all clients. Disabling it is not recommended.
+
2. **ACE3 Weather (Boolean)**
Overrides the default weather with ACE3 weather (map based).
`Default value: Yes`
@@ -333,20 +399,25 @@ Overrides the default weather with ACE3 weather (map based).
Note:
This can be disabled without affecting the weather propagation above. Useful if you prefer changing weather settings manually.
+
3. **Sync Rain (Boolean)**
Synchronizes rain.
`Default value: Yes`
-3. **Sync Wind (Boolean)**
+
+4. **Sync Wind (Boolean)**
Synchronizes wind.
`Default value: Yes`
-3. **Sync Misc (Boolean)**
+
+5. **Sync Misc (Boolean)**
Synchronizes lightnings, rainbow, fog, ...
`Default value: Yes`
-4. **Update Interval (Number)**
+
+6. **Update Interval (Number)**
Defines the interval (seconds) between weather updates.
`Default value: 60`
-### 1.19 Wind Deflection
+
+### 1.21 Wind Deflection
*Part of: ace_winddeflection*
This module allows you to define when wind deflection is active.
@@ -366,18 +437,47 @@ This module allows you to define when wind deflection is active.
1. **Wind Deflection (Boolean)**
Enables wind deflection.
`Default value: Yes`
+
2. **Vehicle Enabled (Boolean)**
Enables wind deflection for static/vehicle gunners.
`Default value: Yes`
+
3. **Simulation Interval (Number)**
Defines the interval between every calculation step.
`Default value: 0.05`
+
4. **Simulation Radius (Number)**
Defines the radius around the player (in meters) at which projectiles are wind deflected.
`Default value: 3000`
+### 1.22 Zeus Settings
+*part of: ace_zeus*
-### 1.20 LSD Vehicles
+This module provides control over vanilla aspects of Zeus.
+
+**Settings:**
+
+1. **Ascension Messages (Option)**
+Display global popup messages when a player is assigned as Zeus
+`Default value: No`
+
+2. **Zeus Eagle (Boolean)**
+Spawn an eagle that follows the Zeus camera
+`Default value: No`
+
+3. **Wind Sounds (Boolean)**
+Play wind sounds when Zeus remote controls a unit
+`Default value: No`
+
+4. **Ordnance Warning (Boolean)**
+Play a radio warning when Zeus uses ordnance
+`Default value: No`
+
+5. **Reveal Mines (Scalar)**
+Reveal mines to allies and/or place map markers
+`Default value: Disabled`
+
+### 1.23 LSD Vehicles
*Part of: ace_core*
And then there's the "LSD Vehicles" module … it does 'something' to all vehicles synced to that module.
@@ -397,37 +497,52 @@ This module allows to tweak all the medical settings used in ACE3
1. **Medical Level (Option)**
What is the medical simulation level?
`Default value: "Basic"`
+
2. **Medics setting (Option)**
What is the level of detail preferred for medics?
`Default value: "Normal"`
+
3. **Enable Litter (Boolean)**
Enable litter being created upon treatment.
-`Default value: "Normal"`
+`Default value: "Yes"`
+
4. **Life time of litter objects (Number)**
How long should litter objects stay? In seconds. -1 is forever.
`Default value: 1800`
+
5. **Enable Screams (Boolean)**
Enable screaming by injured units.
`Default value: Yes`
+
6. **Player Damage (Number)**
What is the damage a player can take before being killed?
`Default value: 1`
+
7. **AI Damage (Number)**
What is the damage an AI can take before being killed?
`Default value: 1`
+
8. **AI Unconsciousness (Option)**
Allow AI to go unconscious.
`Default value: "50/50"`
-9. **Prevent instant death (Boolean)**
+
+9. **Remote controlled AI (Boolean)**
+Treats remote controlled units as AI not players ?
+`Default value: Yes`
+
+10. **Prevent instant death (Boolean)**
Have a unit move to unconscious instead of death.
`Default value: No`
-10. **Bleeding coefficient (Number)**
+
+11. **Bleeding coefficient (Number)**
Coefficient to modify the bleeding speed.
`Default value: 1`
-11. **Pain coefficient (Number)**
+
+12. **Pain coefficient (Number)**
Coefficient to modify the pain intensity.
`Default value: 1`
-12. **Pain coefficient (Boolean)**
+
+13. **Sync status (Boolean)**
Keep unit status synced. Recommended on.
`Default value: Yes`
@@ -441,31 +556,46 @@ This module allows you to change the default Advanced Medical Settings, when [2.
1. **Enabled for (Option)**
Select what units the advanced medical system will be enabled for.
`Default value: "Players only"`
+
2. **Enable Advanced wounds (Boolean)**
Allow reopening of bandaged wounds?
`Default value: No`
+
3. **Vehicle Crashes (Boolean)**
Do units take damage from a vehicle crash?
`Default value: Yes`
+
4. **Allow PAK (Option)**
Who can use the PAK for full heal?
`Default value: "Medics only"`
+
5. **Remove PAK on use (Boolean)**
Should PAK be removed on usage?
`Default value: Yes`
+
6. **Locations PAK (Option)**
Where can the personal aid kit be used?
`Default value: "Vehicles & facility"`
+
7. **Allow Surgical kit (Option)**
Who can use the surgical kit?
`Default value: "Medics only"`
+
8. **Remove Surgical kit (Boolean)**
Should Surgical kit be removed on usage?
`Default value: Yes`
+
9. **Locations Surgical kit (Option)**
Where can the Surgical kit be used?
`Default value: "Vehicles & facility"`
+10. **Bloodstains (Boolean)**
+Bandaging removes bloodstains.
+`Default value: No`
+
+11. **Pain supression (Boolean)**
+Pain is only temporarly supressed not removed.
+`Default value: Yes`
### 2.3 Revive Settings
@@ -476,9 +606,11 @@ This modules allows a mission maker to limit the amount of revives for units in
1. **Enable Revive (Option)**
Enable a basic revive system
`Default value: "disable"`
+
2. **Max Revive time (Number)**
Max amount of seconds a unit can spend in revive state
`Default value: 120`
+
3. **Max Revive lives (Number)**
Max amount of lives a unit. 0 or -1 is disabled.
`Default value: -1`
@@ -493,6 +625,7 @@ Using this module you can define which unit class is defined as a medic / doctor
1. **List (String)**
List of unit names that will be classified as medic, separated by commas.
`Default value: ""`
+
2. **Is Medic (Boolean)**
Medics allow for more advanced treatment in case of Advanced Medic roles enabled
`Default value: "Regular medic"`
@@ -518,6 +651,7 @@ Defines an object as a medical facility. This allows for more advanced treatment
1. **List (String)**
List of vehicles that will be classified as medical vehicle, separated by commas.
`Default value: ""`
+
2. **Is Medical Vehicle (Boolean)**
Whether or not the objects in the list will be a medical vehicle.
`Default value: Yes`
@@ -539,21 +673,27 @@ This module randomizes the time when the sound file is played and the position w
1. **Sounds (String)**
Class names of the ambiance sounds played. Separated by ','. (Example: `radio_track_01, electricity_loop`).
`Default value: ""`
+
2. **Minimal Distance (Number)**
Used for calculating a random position and sets the minimal distance between the players and the played sound file(s) (in meters)
`Default value: 400`
+
3. **Maximum Distance (Number)**
Used for calculating a random position and sets the maximum distance between the players and the played sound file(s) (in meters)
`Default value: 900`
+
4. **Minimal Delay (Number)**
Minimal delay (in seconds) between sounds played
`Default value: 10`
+
5. **Maximum Delay (Number)**
Maximum delay (in seconds) between sounds played
`Default value: 10`
+
6. **Follow Players (Boolean)**
Follow players. If set to false, loop will play sounds only nearby logic position.
`Default value: No`
+
7. **Volume (Number)**
The volume of the sounds played
-`Default value: 1`
+`Default value: 1`
\ No newline at end of file
diff --git a/documentation/user/getting-started.md b/documentation/user/getting-started.md
index f241be8585..6e18cdb278 100644
--- a/documentation/user/getting-started.md
+++ b/documentation/user/getting-started.md
@@ -7,83 +7,10 @@ order: 0
parent: wiki
---
-
-
Note:
-
This page is currently under construction.
-
+Downloaded ACE3 and have no idea where to start? This page serves as a document to help new players and mission makers understand what's available to them.
-Downloaded ACE3 and have no idea where to start? This page serves as a document to help new players get started with things like the medical system, or how to adjust your scope.
+- You don't know where to begin your ACE3 journey? [**Check out ACE3 features**](http://ace3mod.com/wiki/feature/)
+- You are a mission maker but you don't know what ACE3 have to offer? [**We have some documentation for you**](http://ace3mod.com/wiki/missionmaker/)
-### 1. Vector 21
-*Part of: ace_vector*
-
-ACE3 adds a realistic depiction of the Vector 21 rangefinder to the game. Unlike other rangefinders, it doesn't just magically show you the range to your target, but in exchange allows you to do alot of things with it that the other choices in Arma do not offer. The Vector's functions include, but are not limited to:
-
-- Distance to a target
-- Azimuth to a target
-- Horizontal and vertical distance to a target
-- Distance between 2 targets
-- Angle between 2 targets
-- Switching between feet and meters
-- Switching between degrees and mils
-...
-
-The Vector is controlled with 2 keys: the azimuth key and the range key; Tab and R 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
-
-
-Press and hold the "Distance" key until the red pointing circle appears. Sight the circle on the object and release the key.
-
-#### 2. Azimuth
-
-
-Press and hold the "Azimuth" key until the azimuth is displayed.
-
-#### 3. 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
-
-
-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
-
-
-Tap the "Azimuth" key once then press and hold it until the azimuth and inclination is displayed.
-
-#### 6. 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
-
-
-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
-
-
-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
-
-
-Tap the "Azimuth" key once then press and hold it until the azimuth appears. Sight the circle on the object and tap the "Distance" key while further holding the "Azimuth" key. The first measurement is confirmed ("1-P" = first point). Sight the Fall of shot and release the "Azimuth" key. The left digits display the left (`L`)/right (`r`) correction value in meter and the right digits display the longer (`A` = add)/shorter (`d` = drop) correction value in meter. If the "Distance" key is tapped the height correction values will be displayed (`UP` and `dn`).
+- Are you searching for ACE3 classnames ? [**Here they are**](http://ace3mod.com/wiki/missionmaker/classnames.html)
\ No newline at end of file
diff --git a/documentation/user/how-to-report-an-issue.md b/documentation/user/how-to-report-an-issue.md
index 589e171c63..96f2dd76c3 100644
--- a/documentation/user/how-to-report-an-issue.md
+++ b/documentation/user/how-to-report-an-issue.md
@@ -11,6 +11,8 @@ parent: wiki
If you've found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only `@cba_a3` and `@ACE3` on a newly created mission.
+Indicate if the issue appears on stable or development version. In case it is the development version, please also include the commit SHA-1 hash.
+
Please note:
It's not a valid to simply remove @ACE3 from the mod list to confirm that ACE3 is the culprit.