Docs - Fix tables and inconsistencies (#9952)

Co-authored-by: LinkIsGrim <69561145+LinkIsGrim@users.noreply.github.com>
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@ -31,11 +31,11 @@ To quickly add a full ACE Arsenal to a box for all clients use the following cod
`ace_arsenal_fnc_initBox`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Box | Object | Required
1 | Items | Array of strings or boolean | Required
2 | Initialize globally | Boolean | Optional (default: `false`)
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Box | Object | Required |
| 1 | Items | Array of strings or boolean | Required |
| 2 | Initialize globally | Boolean | Optional (default: `false`) |
This will add the virtual items passed as arguments and add an ACE interaction to open ACE Arsenal.
@ -51,11 +51,11 @@ Please note that at least one virtual item needs to be added otherwise ACE Arsen
`ace_arsenal_fnc_openBox`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Box | Object | Required
1 | Unit to open ACE Arsenal on | Object | Required
2 | Ignore virtual items and fill ACE Arsenal | Boolean | Optional (default: `false`)
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Box | Object | Required |
| 1 | Unit to open ACE Arsenal on | Object | Required |
| 2 | Ignore virtual items and fill ACE Arsenal | Boolean | Optional (default: `false`) |
Examples:
- `[_box, player] call ace_arsenal_fnc_openBox`
@ -67,10 +67,10 @@ In the second example a full ACE Arsenal will be opened on the player.
`ace_arsenal_fnc_removeBox`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Box | Object | Required
2 | Remove globally | Boolean | Optional (default: `false`)
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Box | Object | Required |
| 2 | Remove globally | Boolean | Optional (default: `false`) |
Example:
`[_box, true] call ace_arsenal_fnc_removeBox`
@ -81,11 +81,11 @@ Example:
`ace_arsenal_fnc_addVirtualItems`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Box | Object | Required
1 | Items | Array of strings or boolean | Required
2 | Add globally | Boolean | Optional (default: `false`)
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Box | Object | Required |
| 1 | Items | Array of strings or boolean | Required |
| 2 | Add globally | Boolean | Optional (default: `false`) |
Passing an array of strings (class names) will add each one of those items to the specified box, passing true will add ALL items that are compatible with ACE Arsenal (the sorting is done on game startup). Faces, voices and insignia can't be added via this function.
@ -97,11 +97,11 @@ Examples:
`ace_arsenal_fnc_removeVirtualItems`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Box | Object | Required
1 | Items | Array of strings or boolean | Required
2 | Remove globally | Boolean | Optional (default: `false`)
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Box | Object | Required |
| 1 | Items | Array of strings or boolean | Required |
| 2 | Remove globally | Boolean | Optional (default: `false`) |
Like adding virtual items, passing an array of string (class names) will remove each ones of those items, however passing true will remove all virtual items and also remove the interaction to access ACE Arsenal. Faces, voices and insignia can't be removed via this function.
@ -185,11 +185,11 @@ Players with Zeus access can save default loadouts ingame, doing so will make th
`ace_arsenal_fnc_addDefaultLoadout`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Name of loadout | String | Required
1 | getUnitLoadout array or CBA extended loadout array | Array | Required
2 | Add loadout globally | Boolean | Optional (default: `false`)
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Name of loadout | String | Required |
| 1 | getUnitLoadout array or CBA extended loadout array | Array | Required |
| 2 | Add loadout globally | Boolean | Optional (default: `false`) |
Example:
`["Squad Leader", getUnitLoadout sql1, true] call ace_arsenal_fnc_addDefaultLoadout`
@ -229,22 +229,22 @@ The arguments passed to the bar, text and condition statements are:
`ace_arsenal_fnc_addStat`
| | Argument | Type | Optional (default value)
--- | -------- | ---- | ------------------------
0 | Tabs to add the stat to | Array of arrays | Required
0.1 | Left tab indexes | Array of numbers | Required
0.2 | Right tab indexes | Array of numbers | Required
1 | Stat class ID | String | Required
2 | Config entries to pass | Array of strings | Required
3 | Title | String | Required
4 | Show bar / show text bools | Array of booleans | Required
4.1 | Show bar | Boolean | Required
4.2 | Show text | Boolean | Required
5 | Array of statements | Array of code | Required
5.1 | Bar code | Code | Required
5.2 | Text code | Code | Required
5.3 | Condition | Code | Required
6 | Priority | Number | Optional (default: `0`)
| | Argument | Type | Optional (default value) |
| --- | -------- | ---- | ------------------------ |
| 0 | Tabs to add the stat to | Array of arrays | Required |
| 0.1 | Left tab indexes | Array of numbers | Required |
| 0.2 | Right tab indexes | Array of numbers | Required |
| 1 | Stat class ID | String | Required |
| 2 | Config entries to pass | Array of strings | Required |
| 3 | Title | String | Required |
| 4 | Show bar / show text bools | Array of booleans | Required |
| 4.1 | Show bar | Boolean | Required |
| 4.2 | Show text | Boolean | Required |
| 5 | Array of statements | Array of code | Required |
| 5.1 | Bar code | Code | Required |
| 5.2 | Text code | Code | Required |
| 5.3 | Condition | Code | Required |
| 6 | Priority | Number | Optional (default: `0`) |
Return Value:
- Array of stat IDs
@ -263,9 +263,9 @@ If a stat already exists (so same class ID and tab), it will ignore the new addi
`ace_arsenal_fnc_removeStat`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Array of IDs | Array | Required
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Array of IDs | Array | Required |
Stats IDs are unique, IDs are generated as follows:
@ -345,15 +345,15 @@ The argument passed to the condition is:
`ace_arsenal_fnc_addSort`
| | Argument | Type | Optional (default value)
--- | -------- | ---- | ------------------------
0 | Tabs to add the sort to | Array of arrays | Required
0.1 | Left tab indexes | Array of numbers | Required
0.2 | Right tab indexes | Array of numbers | Required
1 | Stat class ID | String | Required
2 | Title | String | Required
3 | Algorithm | Code | Required
4 | Condition | Code | Optional (default: `{true}`)
| | Argument | Type | Optional (default value) |
| --- | -------- | ---- | ------------------------ |
| 0 | Tabs to add the sort to | Array of arrays | Required |
| 0.1 | Left tab indexes | Array of numbers | Required |
| 0.2 | Right tab indexes | Array of numbers | Required |
| 1 | Stat class ID | String | Required |
| 2 | Title | String | Required |
| 3 | Algorithm | Code | Required |
| 4 | Condition | Code | Optional (default: `{true}`) |
Return Value:
- Array of sort IDs
@ -382,9 +382,9 @@ If a sorting method already exists (so same class ID and tab), it will ignore th
`ace_arsenal_fnc_removeSort`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Array of IDs | Array | Required
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Array of IDs | Array | Required |
Sorting method IDs are unique and are generated in the same fashion as the stat IDs (see `5.3 Removing stats via a function`).
@ -438,15 +438,15 @@ The focused unit object is passed to the condition and statement functions.
`ace_arsenal_fnc_addAction`
| | Argument | Type | Optional (default value)
--- | -------- | ---- | ------------------------
0 | Tabs to add the sort to | Array of numbers | Required
1 | Action class ID | String | Required
2 | Title | String | Required
3 | Actions | Array of arrays | Required
4 | Condition | Code | Optional (default: `{true}`)
5 | Scope editor | Number | Optional (default: `2`)
6 | Update on cargo change | Boolean | Optional (default: `false`)
| | Argument | Type | Optional (default value) |
| --- | -------- | ---- | ------------------------ |
| 0 | Tabs to add the sort to | Array of numbers | Required |
| 1 | Action class ID | String | Required |
| 2 | Title | String | Required |
| 3 | Actions | Array of arrays | Required |
| 4 | Condition | Code | Optional (default: `{true}`) |
| 5 | Scope editor | Number | Optional (default: `2`) |
| 6 | Update on cargo change | Boolean | Optional (default: `false`) |
Return Value:
- Array of action IDs
@ -474,9 +474,9 @@ If an action already exists (so same class ID and tab within an action), it will
`ace_arsenal_fnc_removeAction`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Array of IDs | Array | Required
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Array of IDs | Array | Required |
Action IDs are unique and their generation is explained in `7.2 Adding sorting methods via a function`.
@ -492,28 +492,28 @@ All are local.
| Name | Arguments | Added in |
| ------------- | ------------- | ------------- |
| ace_arsenal_boxInitialized | Arsenal box (OBJECT), items (BOOL or ARRAY) |
| ace_arsenal_boxRemoved | Arsenal box (OBJECT) |
| ace_arsenal_displayOpened | Arsenal display (DISPLAY) |
| ace_arsenal_displayClosed | None |
| ace_arsenal_leftPanelFilled | Arsenal display (DISPLAY), current left panel IDC (SCALAR), current right panel IDC (SCALAR) |
| ace_arsenal_rightPanelFilled | Arsenal display (DISPLAY), current left panel IDC (SCALAR), current right panel IDC (SCALAR) |
| ace_arsenal_onLoadoutSave | Loadout index (SCALAR), [loadout name (STRING), loadout data (ARRAY)] |
| ace_arsenal_onLoadoutSaveExtended | Loadout index (SCALAR), [loadout name (STRING), CBA extended loadout data (ARRAY)] | 3.15.1
| ace_arsenal_onLoadoutLoad | loadout data (ARRAY), loadout name (STRING) |
| ace_arsenal_onLoadoutLoadExtended | CBA extended loadout data (ARRAY), loadout name (STRING) | 3.15.1
| ace_arsenal_onLoadoutDelete | loadout name (STRING) |
| ace_arsenal_loadoutShared | Loadouts list listnBox control (CONTROL), loadout author (STRING), loadout name (STRING), loadout data (ARRAY) |
| ace_arsenal_loadoutUnshared | Loadouts list listnBox control (CONTROL), loadout author (STRING), loadout name (STRING) |
| ace_arsenal_cargoChanged | Arsenal display (DISPLAY), item (STRING), add or remove (NUMBER), shiftState (BOOL) |
| ace_arsenal_loadoutImported | Arsenal display (DISPLAY), import list (BOOL) |
| ace_arsenal_loadoutExported | Arsenal display (DISPLAY), export list (BOOL) |
| ace_arsenal_loadoutsDisplayOpened | loadouts screen display (DISPLAY) | 3.12.3 |
| ace_arsenal_loadoutsDisplayClosed | None | 3.12.3 |
| ace_arsenal_loadoutsTabChanged | loadouts screen display (DISPLAY), tab control (CONTROL) | 3.12.3 |
| ace_arsenal_loadoutsListFilled | loadouts screen display (DISPLAY), tab control (CONTROL) | 3.12.3 |
| ace_arsenal_loadoutVerified | loadout data (ARRAY), loadout CBA extended data (HASHMAP), null items (ARRAY), unavailable items (ARRAY), unavailable extended data (ARRAY) | 3.17.0 |
| ace_arsenal_weaponItemChanged | weapon classname (STRING), item classname (STRING), item index (NUMBER, 0-5: muzzle, side, optic, bipod, magazine, underbarrel) | 3.16.0 |
| `ace_arsenal_boxInitialized` | Arsenal box (OBJECT), items (BOOL or ARRAY) |
| `ace_arsenal_boxRemoved` | Arsenal box (OBJECT) |
| `ace_arsenal_displayOpened` | Arsenal display (DISPLAY) |
| `ace_arsenal_displayClosed` | None |
| `ace_arsenal_leftPanelFilled` | Arsenal display (DISPLAY), current left panel IDC (SCALAR), current right panel IDC (SCALAR) |
| `ace_arsenal_rightPanelFilled` | Arsenal display (DISPLAY), current left panel IDC (SCALAR), current right panel IDC (SCALAR) |
| `ace_arsenal_onLoadoutSave` | Loadout index (SCALAR), [loadout name (STRING), loadout data (ARRAY)] |
| `ace_arsenal_onLoadoutSaveExtended` | Loadout index (SCALAR), [loadout name (STRING), CBA extended loadout data (ARRAY)] | 3.15.1
| `ace_arsenal_onLoadoutLoad` | loadout data (ARRAY), loadout name (STRING) |
| `ace_arsenal_onLoadoutLoadExtended` | CBA extended loadout data (ARRAY), loadout name (STRING) | 3.15.1
| `ace_arsenal_onLoadoutDelete` | loadout name (STRING) |
| `ace_arsenal_loadoutShared` | Loadouts list listnBox control (CONTROL), loadout author (STRING), loadout name (STRING), loadout data (ARRAY) |
| `ace_arsenal_loadoutUnshared` | Loadouts list listnBox control (CONTROL), loadout author (STRING), loadout name (STRING) |
| `ace_arsenal_cargoChanged` | Arsenal display (DISPLAY), item (STRING), add or remove (NUMBER), shiftState (BOOL) |
| `ace_arsenal_loadoutImported` | Arsenal display (DISPLAY), import list (BOOL) |
| `ace_arsenal_loadoutExported` | Arsenal display (DISPLAY), export list (BOOL) |
| `ace_arsenal_loadoutsDisplayOpened` | loadouts screen display (DISPLAY) | 3.12.3 |
| `ace_arsenal_loadoutsDisplayClosed` | None | 3.12.3 |
| `ace_arsenal_loadoutsTabChanged` | loadouts screen display (DISPLAY), tab control (CONTROL) | 3.12.3 |
| `ace_arsenal_loadoutsListFilled` | loadouts screen display (DISPLAY), tab control (CONTROL) | 3.12.3 |
| `ace_arsenal_loadoutVerified` | loadout data (ARRAY), loadout CBA extended data (HASHMAP), null items (ARRAY), unavailable items (ARRAY), unavailable extended data (ARRAY) | 3.17.0 |
| `ace_arsenal_weaponItemChanged` | weapon classname (STRING), item classname (STRING), item index (NUMBER, 0-5: muzzle, side, optic, bipod, magazine, underbarrel) | 3.16.0 |
## 9. Custom sub item categories
@ -521,13 +521,13 @@ All are local.
`ace_arsenal_fnc_addRightPanelButton`
| | Argument | Type | Optional (default value)
---| -------- | ---- | ------------------------
0 | Misc. items | Array of strings | Required
1 | Tooltip | String | Optional (default: `""`)
2 | Picture path | String | Optional (default: `"\z\ace\addons\arsenal\data\iconCustom.paa"`)
3 | Override a specific button | Number | Optional (default: `-1`)
4 | Move button on overwrite | Bool | Optional (default: `false`)
| | Argument | Type | Optional (default value) |
|----| -------- | ---- | ------------------------ |
| 0 | Misc. items | Array of strings | Required |
| 1 | Tooltip | String | Optional (default: `""`) |
| 2 | Picture path | String | Optional (default: `"\z\ace\addons\arsenal\data\iconCustom.paa"`) |
| 3 | Override a specific button | Number | Optional (default: `-1`) |
| 4 | Move button on overwrite | Bool | Optional (default: `false`) |
Return Value:
- Successful: Number of the slot (0-9)

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@ -35,10 +35,10 @@ class CfgVehicles {
```
### 1.2 Define attach orientation for non-symmetric items
In the case the item needs to have a particular orientation when attached, add the config value: ``ace_attach_orientation`` which is an array describing the ``roll`` and ``yaw`` orientation of the object.
The default value is: ``[0,0]``.
In the case the item needs to have a particular orientation when attached, add the config value: ``ace_attach_orientation`` which is an array describing the ``roll`` and ``yaw`` orientation of the object.
The default value is: ``[0,0]``.
Example:
Example:
```cpp
class CfgWeapons {
class attach_item: CBA_MiscItem {
@ -49,11 +49,11 @@ class CfgWeapons {
```
## 2. Event Handlers
### 2.1 Listenable Events
### 2.1 Listenable Events
| Event Key | Parameters | Locality | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Called after an item is attached to an object. `_temporary` flag means the item is being re-attached (after a unit is exiting a vehicle, for example)
|`ace_attach_detaching` | [_attachedObject, _itemClassname, _temporary] | Local | Called just before an item is detached/removed from an object. `_temporary` flag means the item will be reattached later, see above.
|----------|---------|---------|---------|
|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Called after an item is attached to an object. `_temporary` flag means the item is being re-attached (after a unit is exiting a vehicle, for example) |
|`ace_attach_detaching` | [_attachedObject, _itemClassname, _temporary] | Local | Called just before an item is detached/removed from an object. `_temporary` flag means the item will be reattached later, see above. |
### 2.2 Other events for attached objects
Use [CBA Extended Event Handlers](https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new)). Note that objects attached to units will be deleted/created upon entering/exiting vehicles and should be handled accordingly.

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@ -46,58 +46,58 @@ You will **not** be able to carry / drag objects that are too heavy, the mass is
`ace_dragging_fnc_setDraggable`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Any object | Object | Required
1 | Enable dragging, true to enable, false to disable | Boolean | Required
2 | Position to offset the object from player | Array | Optional (default: `[0, 1.5, 0]`)
3 | Direction in degree to rotate the object | Number | Optional (default: `0`)
4 | Ignore weight limitation for dragging | Boolean | Optional (default: `false`)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Any object | Object | Required |
| 1 | Enable dragging, true to enable, false to disable | Boolean | Required |
| 2 | Position to offset the object from player | Array | Optional (default: `[0, 1.5, 0]`) |
| 3 | Direction in degree to rotate the object | Number | Optional (default: `0`) |
| 4 | Ignore weight limitation for dragging | Boolean | Optional (default: `false`) |
| **R** | None | None | Return value |
#### 2.1.1 Example 1
`[foo, true, [0, 2, 0], 45] call ace_dragging_fnc_setDraggable;`
| Arguments | Explanation
---| --------- | -----------
0 | `foo` | My object
1 | `true` | Dragging is enabled
2 | `[0,2,0]` | 0 meters sideways, 2 meters forward, 0 meters upwards
3 | `45` | Rotated by 45°
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `foo` | My object |
| 1 | `true` | Dragging is enabled |
| 2 | `[0,2,0]` | 0 meters sideways, 2 meters forward, 0 |meters upwards
| 3 | `45` | Rotated by 45° |
#### 2.1.2 Example 2
`[bar, false, [3, -2, 2], 20] call ace_dragging_fnc_setDraggable;`
| Arguments | Explanation
---| --------- | -----------
0 | `bar` | My object
1 | `false` | Dragging is disabled
2 | `[3, -2, 2]` | 3 meters sideways, 2 meters backwards, 2 meters upwards
3 | `20` | Rotated by 20°
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `bar` | My object |
| 1 | `false` | Dragging is disabled |
| 2 | `[3, -2, 2]` | 3 meters sideways, 2 meters backwards, 2 meters upwards |
| 3 | `20` | Rotated by 20° |
### 2.2 Enabling / disabling carrying
`ace_dragging_fnc_setCarryable`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Any object | Object | Required
1 | Enable carrying, true to enable, false to disable | Boolean | Required
2 | Position to offset the object from player | Array | Optional (default: `[0, 1, 1]`)
3 | Direction in degree to rotate the object | Number | Optional (default: `0`)
4 | Ignore weight limitation for carrying | Boolean | Optional (default: `false`)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Any object | Object | Required |
| 1 | Enable carrying, true to enable, false to disable | Boolean | Required |
| 2 | Position to offset the object from player | Array | Optional (default: `[0, 1, 1]`) |
| 3 | Direction in degree to rotate the object | Number | Optional (default: `0`) |
| 4 | Ignore weight limitation for carrying | Boolean | Optional (default: `false`) |
| **R** | None | None | Return value |
#### 2.2.1 Example
`[foo, true, [0, 3, 1], 10] call ace_dragging_fnc_setCarryable;`
| Arguments | Explanation
---| --------- | -----------
0 | `foo` | My object
1 | `true`| Carrying is enabled
2 | `[0,2,0]` | 0 meters sideways, 3 meters forward, 1 meter upwards
3 | `10` | Rotated by 10°
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `foo` | My object |
| 1 | `true`| Carrying is enabled |
| 2 | `[0,2,0]` | 0 meters sideways, 3 meters forward, 1 meter upwards |
| 3 | `10` | Rotated by 10° |

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@ -23,32 +23,32 @@ E.G.: If you only need to do action when player's weapon fires, this will be fas
The vehicle events will also have the following local variables available `_gunner (OBJECT), _turret (ARRAY)`.
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_firedPlayer` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | ACE_player fires
|`ace_firedPlayerNonLocal` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | Any other player fires
|`ace_firedNonPlayer` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | AI fires
|`ace_firedPlayerVehicle` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | ACE_player turret fires
|`ace_firedPlayerVehicleNonLocal` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | Any other player turret fires
|`ace_firedNonPlayerVehicle` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | AI turret fires
|----------|---------|---------|---------|---------|
|`ace_firedPlayer` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | ACE_player fires |
|`ace_firedPlayerNonLocal` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | Any other player fires |
|`ace_firedNonPlayer` | [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | AI fires |
|`ace_firedPlayerVehicle` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | ACE_player turret fires |
|`ace_firedPlayerVehicleNonLocal` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | Any other player turret fires |
|`ace_firedNonPlayerVehicle` | [_vehicle, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] | Local | Listen | AI turret fires |
### 2.2 Medical (`ace_medical`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_unconscious` | [_unit, _state(BOOL)] | Global | Listen | Unit's unconscious state changed
|`ace_placedInBodyBag` | [_target, _bodyBag, _isGrave] | Global | Listen | Target placed into a bodybag Note: (Target will soon be deleted, target could be a bodybag)
|`ace_placedInGrave` | [_target, _grave] | Global | Listen | Target placed into a grave, _grave will be objNull if `Create Grave Markers` is disabled Note: (Target will soon be deleted)
|`ace_treatmentStarted` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action has started (local on the _caller)
|`ace_treatmentSucceded` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action is completed (local on the _caller)
|`ace_treatmentFailed` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action has been interrupted (local on the _caller)
|`ace_medical_handleUnitVitals` | [_unit, _deltaT] | Local | Listen | Vitals update ran for unit, _deltaT is the time elapsed since the previous vitals update (local to _unit)
|`ace_medical_treatment_bandaged` | [_medic, _patient, _bodyPart, _className, _itemUser, _usedItem, _createLitter, _bandageEffectiveness] | Local | Listen | _medic has bandaged _patient, the array can be modified to change treatment parameters (local to _medic)
|----------|---------|---------|---------|---------|
|`ace_unconscious` | [_unit, _state(BOOL)] | Global | Listen | Unit's unconscious state changed |
|`ace_placedInBodyBag` | [_target, _bodyBag, _isGrave] | Global | Listen | Target placed into a bodybag Note: (Target will soon be deleted, target could be a bodybag) |
|`ace_placedInGrave` | [_target, _grave] | Global | Listen | Target placed into a grave, _grave will be objNull if `Create Grave Markers` is disabled Note: (Target will soon be deleted) |
|`ace_treatmentStarted` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action has started (local on the _caller) |
|`ace_treatmentSucceded` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action is completed (local on the _caller) |
|`ace_treatmentFailed` | [_caller, _target, _selectionName, _className, _itemUser, _usedItem] | Local | Listen | Treatment action has been interrupted (local on the _caller) |
|`ace_medical_handleUnitVitals` | [_unit, _deltaT] | Local | Listen | Vitals update ran for unit, _deltaT is the time elapsed since the previous vitals update (local to _unit) |
|`ace_medical_treatment_bandaged` | [_medic, _patient, _bodyPart, _className, _itemUser, _usedItem, _createLitter, _bandageEffectiveness] | Local | Listen | _medic has bandaged _patient, the array can be modified to change treatment parameters (local to _medic) |
### 2.3 Interaction Menu (`ace_interact_menu`)
MenuType: 0 = Interaction, 1 = Self Interaction
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|----------|---------|---------|---------|---------|
|`ace_interactMenuOpened` | [_menuType] | Local | Listen | Interaction Menu Opened
|`ace_interactMenuClosed` | [_menuType] | Local | Listen | Interaction Menu Closed
|`ace_interact_menu_newControllableObject` | [_typeOf] | Local | Listen | New controlable object, only fires once per type (add self interactions)
@ -56,79 +56,79 @@ MenuType: 0 = Interaction, 1 = Self Interaction
### 2.4 Cargo (`ace_cargo`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_addCargo` | [_item (CLASSNAME or OBJECT), _vehicle, _cargoCount] | Target | Callable | Scripted way to add cargo to vehicle
|`ace_cargoLoaded` | [_item, _vehicle] | Global | Listen | Cargo has been Loaded into vehicle
|`ace_cargoUnloaded` | [_item, _vehicle, _unloadType] | Global | Listen | Cargo has been Unloaded from vehicle
|----------|---------|---------|---------|---------|
|`ace_addCargo` | [_item (CLASSNAME or OBJECT), _vehicle, _cargoCount] | Target | Callable | Scripted way to add cargo to vehicle |
|`ace_cargoLoaded` | [_item, _vehicle] | Global | Listen | Cargo has been Loaded into vehicle |
|`ace_cargoUnloaded` | [_item, _vehicle, _unloadType] | Global | Listen | Cargo has been Unloaded from vehicle |
### 2.5 Captives (`ace_captives`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_captiveStatusChanged` | [_unit, _state(BOOL), _reason ("SetHandcuffed" or "SetSurrendered"), _caller] | Global | Listen | Unit's captivity state changed
|`ace_captives_setSurrendered` | [_unit, _state(BOOL)] | Target | Callable | Sets a unit to either start or stop surrendering
|`ace_captives_setHandcuffed` | [_unit, _state(BOOL)] | Target | Callable | Sets a unit to either start or stop being handcuffed
|`ace_captives_escortingCaptive` | [_unit, _state(BOOL), _caller] | Local | Listen | Caller starting or stopping escort of unit
|----------|---------|---------|---------|---------|
|`ace_captiveStatusChanged` | [_unit, _state(BOOL), _reason ("SetHandcuffed" or "SetSurrendered"), _caller] | Global | Listen | Unit's captivity state changed |
|`ace_captives_setSurrendered` | [_unit, _state(BOOL)] | Target | Callable | Sets a unit to either start or stop surrendering |
|`ace_captives_setHandcuffed` | [_unit, _state(BOOL)] | Target | Callable | Sets a unit to either start or stop being handcuffed |
|`ace_captives_escortingCaptive` | [_unit, _state(BOOL), _caller] | Local | Listen | Caller starting or stopping escort of unit |
### 2.6 Settings (`ace_common`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_settingsInitialized` | [] | Local | Listen | All modules are read and settings are ready
|`ace_settingChanged` | [_name,_value] | Local | Listen | A setting has been changed
|----------|---------|---------|---------|---------|
|`ace_settingsInitialized` | [] | Local | Listen | All modules are read and settings are ready |
|`ace_settingChanged` | [_name,_value] | Local | Listen | A setting has been changed |
### 2.7 Tagging (`ace_tagging`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_tagCreated` | [_tagObject, _texture, _tagAttachedTo (can be null), _unitThatCreated] | Global | Listen | Tag is created
|----------|---------|---------|---------|---------|
|`ace_tagCreated` | [_tagObject, _texture, _tagAttachedTo (can be null), _unitThatCreated] | Global | Listen | Tag is created |
### 2.8 Explosives (`ace_explosives`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_allowDefuse` | [_mine, _allow] | Global or Target | Callable | Set allowance of the dynamic defusal action on a mine
|`ace_tripflareTriggered` | [_flareObject, [_posX, _posY, _posZ]] | Global | Listen | Tripflare triggered
|`ace_explosives_clackerAdded` | [_unit, _explosive, _id] | Local | Listen | Clacker added to explosive
|`ace_explosives_place` | [_explosive, _dir, _pitch, _unit] | Global | Listen | Explosive is armed
|`ace_explosives_setup` | [_explosiveVehicle, _magClassname, _unit] | Global | Listen | Explosive is placed in the world
|----------|---------|---------|---------|---------|
|`ace_allowDefuse` | [_mine, _allow] | Global or Target | Callable | Set allowance of the dynamic defusal action on a mine |
|`ace_tripflareTriggered` | [_flareObject, [_posX, _posY, _posZ]] | Global | Listen | Tripflare triggered |
|`ace_explosives_clackerAdded` | [_unit, _explosive, _id] | Local | Listen | Clacker added to explosive |
|`ace_explosives_place` | [_explosive, _dir, _pitch, _unit] | Global | Listen | Explosive is armed |
|`ace_explosives_setup` | [_explosiveVehicle, _magClassname, _unit] | Global | Listen | Explosive is placed in the world |
### 2.9 Logistics Wirecutter (`ace_logistics`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_wireCuttingStarted` | [_unit, _fence] | Global | Listen | Fence cutting started
|----------|---------|---------|---------|---------|
|`ace_wireCuttingStarted` | [_unit, _fence] | Global | Listen | Fence cutting started |
### 2.9 Refuel (`ace_refuel`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_refuel_started` | [_source, _target] | Local | Listen | Refueling has started
|`ace_refuel_tick` | [_source, _target, _amount] | Local | Listen | Amount of fuel transferred in a tick
|`ace_refuel_stopped` | [_source, _target] | Local | Listen | Refueling has stopped
|----------|---------|---------|---------|---------|
|`ace_refuel_started` | [_source, _target] | Local | Listen | Refueling has started |
|`ace_refuel_tick` | [_source, _target, _amount] | Local | Listen | Amount of fuel transferred in a tick |
|`ace_refuel_stopped` | [_source, _target] | Local | Listen | Refueling has stopped |
### 2.10 Cook Off (`ace_cookoff`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|----------|---------|---------|---------|---------|
|`ace_cookoff_cookOff` | _vehicle | Global | Listen | Vehicle cook off has started
|`ace_cookoff_cookOffBox` | _box | Global | Listen | Ammo box cook off has started
|`ace_cookoff_engineFire` | _vehicle | Global | Listen | Engine fire has started
|`ace_cookoff_cookOffBox` | _box | Global | Listen | Ammo box cook off has started |
|`ace_cookoff_engineFire` | _vehicle | Global | Listen | Engine fire has started |
### 2.11 Attach (`ace_attach`)
| Event Key | Parameters | Locality | Type | Description |
|----------|---------|---------|---------|---------|---------|
|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Listen | After an item was attached to a unit/vehicle. _temporary flag means a item is being re-attached after the player exits a vehicle
|`ace_attach_detaching` | [_attachedObject, _itemName, _temporary] | Local | Listen | Just before an item gets detached/removed from a unit/vehicle. _temporary flag means its detached because the player unit entered a vehicle.
|----------|---------|---------|---------|---------|
|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Listen | After an item was attached to a unit/vehicle. _temporary flag means a item is being re-attached after the player exits a vehicle |
|`ace_attach_detaching` | [_attachedObject, _itemName, _temporary] | Local | Listen | Just before an item gets detached/removed from a unit/vehicle. _temporary flag means its detached because the player unit entered a vehicle. |
### 2.12 Trenches (`ace_trenches`)
| Event Key | Parameters | Locality | Type | Description |
|---------- |------------|----------|------|-------------|
| `ace_trenches_placed` | [_unit, _trench] | Global | Listen | After trench object is placed by unit.
| `ace_trenches_finished` | [_unit, _trench] | Global | Listen | After trench object is fully dug up by unit (100% progress).
| `ace_trenches_placed` | [_unit, _trench] | Global | Listen | After trench object is placed by unit. |
| `ace_trenches_finished` | [_unit, _trench] | Global | Listen | After trench object is fully dug up by unit (100% progress). |
### 2.13 Medical GUI (`ace_medical_gui`)
@ -169,21 +169,21 @@ Also Reference [CBA Events System](https://github.com/CBATeam/CBA_A3/wiki/Custom
`CBA_fnc_addEventHandler` - Adds an event handler with the event name and returns the event handler ID.
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
1 | Code block | Code | Required
**R** | Event ID | Number | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| 1 | Code block | Code | Required |
| **R** | Event ID | Number | Return value |
#### 3.1.2 Remove Event
`CBA_fnc_removeEventHandler` - Removes a specific event handler of the given event name, using the ID returned from `CBA_fnc_addEventHandler`.
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
1 | Event ID | Number | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| 1 | Event ID | Number | Required |
| **R** | None | None | Return value |
### 3.2 Calling Events
@ -191,42 +191,42 @@ Also Reference [CBA Events System](https://github.com/CBATeam/CBA_A3/wiki/Custom
`CBA_fnc_localEvent` - Calls an event only on the local machine, useful for inter-module events.
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
1 | Arguments | Any | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| 1 | Arguments | Any | Required |
| **R** | None | None | Return value |
#### 3.2.2 Target Event
`CBA_fnc_targetEvent` - Calls an event only on the target machine or list of target machines.
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
1 | Arguments | Any | Required
2 | Target(s) | Object OR Number OR Array | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| 1 | Arguments | Any | Required |
| 2 | Target(s) | Object OR Number OR Array | Required |
| **R** | None | None | Return value |
#### 3.2.3 Server Event
`CBA_fnc_serverEvent` - Calls an event only on the server machine (dedicated or self-hosted).
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
1 | Arguments | Any | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| 1 | Arguments | Any | Required |
| **R** | None | None | Return value |
#### 3.2.4 Global Event
`CBA_fnc_globalEvent` - Calls an event on all machines - the local machine, and the server machine.
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
1 | Arguments | Any | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| 1 | Arguments | Any | Required |
| **R** | None | None | Return value |
### 3.3 Synchronized Events
@ -237,12 +237,12 @@ Adds a globally synchronized event handler which will expire events after the pr
`ace_common_fnc_addSyncedEventHandler`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
1 | Code block | Code | Required
2 | Time to live | Number OR Code | Optional (default: `0`)
**R** | Event ID | Number | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| 1 | Code block | Code | Required |
| 2 | Time to live | Number OR Code | Optional (default: `0`) |
| **R** | Event ID | Number | Return value |
#### 3.3.2 Remove Synchronized Event
@ -250,10 +250,10 @@ Removes a specific event handler of the given event name, using the ID returned
`ace_common_fnc_removeSyncedEventHandler`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| **R** | None | None | Return value |
#### 3.3.3 Call Synchronized Event
@ -261,12 +261,12 @@ Calls a globally synchronized event, which will also be run on JIP players unles
`ace_common_fnc_syncedEvent`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Event name | String | Required
1 | Arguments | Any | Required
2 | Time to live for this call | Number OR Code | Optional (default: `0`)
**R** | Event ID | Number | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Event name | String | Required |
| 1 | Arguments | Any | Required |
| 2 | Time to live for this call | Number OR Code | Optional (default: `0`) |
| **R** | Event ID | Number | Return value |
### 3.4 Example

View File

@ -120,16 +120,16 @@ class CfgWeapons {
## 4. Trigger list
Name | Use
---- | -----
`Command` | Explode when activated via clacker.
`MK16_Transmitter` | Explode when activated via M26 clacker.
`DeadManSwitch` | Explode after activated via the switch or the person dies.
`Cellphone` | Explode when the number is called.
`PressurePlate` | Explode upon being stepped upon.
`IRSensor` | Explode after movement is detected in front of the mine.
`Timer` | Explode after timer drop to 0.
`Tripwire` | Explode when something touch the tripwire.
| Name | Use |
| ---- | ----- |
| `Command` | Explode when activated via clacker. |
| `MK16_Transmitter` | Explode when activated via M26 clacker. |
| `DeadManSwitch` | Explode after activated via the switch or the person dies. |
| `Cellphone` | Explode when the number is called. |
| `PressurePlate` | Explode upon being stepped upon. |
| `IRSensor` | Explode after movement is detected in front of the mine. |
| `Timer` | Explode after timer drop to 0. |
| `Tripwire` | Explode when something touch the tripwire. |
## 5. Scripting
@ -138,41 +138,41 @@ Name | Use
`ace_explosives_fnc_scriptedExplosive`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Explosive objects | Array | Required
1 | Delay before detonation | Number | Optional (default: `0`, randomized up to given number if negative)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Explosive objects | Array | Required |
| 1 | Delay before detonation | Number | Optional (default: `0`, randomized up to given number if negative) |
| **R** | None | None | Return value |
#### 5.1.1 Example
`[[charge1, charge2], -3] call ace_explosives_fnc_scriptedExplosive;`
| Arguments | Explanation
---| --------- | -----------
0 | `[charge1, charge2]` | Explosive objects to detonate
1 | `-3` | Randomized delay, up to 3 seconds
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `[charge1, charge2]` | Explosive objects to detonate |
| 1 | `-3` | Randomized delay, up to 3 seconds |
### 5.2 Connect Explosive
`ace_explosives_fnc_connectExplosive`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Unit to connect to | Object | Required
1 | Explosive object to connect to | Object | Required
2 | Detonator type class name (must be present on unit) | String | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Unit to connect to | Object | Required |
| 1 | Explosive object to connect to | Object | Required |
| 2 | Detonator type class name (must be present on unit) | String | Required |
| **R** | None | None | Return value |
#### 5.2.1 Example
`[player, claymore1, "ACE_Clacker"] call ace_explosives_fnc_connectExplosive;`
| Arguments | Explanation
---| --------- | -----------
0 | `player` | Unit explosive will connect to
1 | `claymore1` | Explosive object that will be connected
2 | `"ACE_Clacker"` | Detonator type class name
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `player` | Unit explosive will connect to |
| 1 | `claymore1` | Explosive object that will be connected |
| 2 | `"ACE_Clacker"` | Detonator type class name |
#### 5.3 Detonation Handler.
@ -207,7 +207,7 @@ Jammer that blocks RF triggers:
#### 5.4 Disabling `setShotParents`.
ACE will set the owner/instigator of the explosive to the unit placeing/detonating it.
ACE will set the owner/instigator of the explosive to the unit placing/detonating it.
This can be disabled by executing
```sqf

View File

@ -18,7 +18,7 @@ If you want to prepare a helicopter from your addon for fastroping, there's a fe
By using simple rope origin points you will only need two config entries:
```
```cpp
ace_fastroping_enabled = 1;
ace_fastroping_ropeOrigins[] = {
{x, y, z},
@ -28,7 +28,7 @@ ace_fastroping_ropeOrigins[] = {
This will create the ropes at the two given points. If you have defined memory points for the rope origins, you can use them too:
```
```cpp
ace_fastroping_enabled = 1;
ace_fastroping_ropeOrigins[] = {"ropeOriginLeft", "ropeOriginRight"};
```
@ -41,7 +41,7 @@ If your helicopter is not fastroping capable by default, you can make it take a
To make your helicopter FRIES capable, you need to add the following config entries:
```
```cpp
ace_fastroping_enabled = 2;
ace_fastroping_friesType = "yourFRIESType";
ace_fastroping_friesAttachmentPoint[] = {x, y, z};
@ -87,16 +87,16 @@ ACE3 provides two functions that are compatible with most helicopters and all AC
`ace_fastroping_fnc_equipFRIES`
| | Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Helicopter | Object | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Helicopter | Object | Required |
| **R** | None | None | Return value |
### 4.2. Remove FRIES from helicopter
`ace_fastroping_fnc_unequipFRIES`
| | Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Helicopter | Object | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Helicopter | Object | Required |
| **R** | None | None | Return value |

View File

@ -16,19 +16,19 @@ redirect_from: "/wiki/frameworkx/field-rations-framework.html"
### 1.1 Consumable Items
Config Name | Type | Description
----------- | ---- | -----------
`acex_field_rations_thirstQuenched` | Number | Amount of thirst quenched when item is consumed*
`acex_field_rations_hungerSatiated` | Number | Amount of hunger satiated when item is consumed*
`acex_field_rations_consumeTime` | Number | Time required to consume the item (in seconds)
`acex_field_rations_consumeText` | String | Progress bar text (OPTIONAL)
`acex_field_rations_consumeAnims` | Array | Animations to play when consuming item** (OPTIONAL)
`acex_field_rations_consumeSounds` | Array | Sounds to play when consuming item** (OPTIONAL)
`acex_field_rations_replacementItem` | String | Class name of replacement item to add on consumption (OPTIONAL)
`acex_field_rations_refillItem` | String | Makes an item refillable, class name of item added when refilled (OPTIONAL)
`acex_field_rations_refillAmount` | Number | Amount of water required to refill item (OPTIONAL)
`acex_field_rations_refillTime` | Number | Time required to refill item (in seconds) (OPTIONAL)
`ACE_isFieldRationItem` | Number | Force adds the item to the ACE Field Rations category in ACE Arsenal (OPTIONAL)
| Config Name | Type | Description |
| ----------- | ---- | ----------- |
| `acex_field_rations_thirstQuenched` | Number | Amount of thirst quenched when item is consumed* |
| `acex_field_rations_hungerSatiated` | Number | Amount of hunger satiated when item is consumed* |
| `acex_field_rations_consumeTime` | Number | Time required to consume the item (in seconds) |
| `acex_field_rations_consumeText` | String | Progress bar text (OPTIONAL) |
| `acex_field_rations_consumeAnims` | Array | Animations to play when consuming item** (OPTIONAL) |
| `acex_field_rations_consumeSounds` | Array | Sounds to play when consuming item** (OPTIONAL) |
| `acex_field_rations_replacementItem` | String | Class name of replacement item to add on consumption (OPTIONAL) |
| `acex_field_rations_refillItem` | String | Makes an item refillable, class name of item added when refilled (OPTIONAL) |
| `acex_field_rations_refillAmount` | Number | Amount of water required to refill item (OPTIONAL) |
| `acex_field_rations_refillTime` | Number | Time required to refill item (in seconds) (OPTIONAL) |
| `ACE_isFieldRationItem` | Number | Force adds the item to the ACE Field Rations category in ACE Arsenal (OPTIONAL) |
_* Value range is 0 to 100 and can be modified by the corresponding coefficient setting._
@ -37,17 +37,17 @@ _** Array is in format: STAND, CROUCH, PRONE. If player is in vehicle, the first
### 1.2 Water Sources
Config Name | Type | Description
----------- | ---- | -----------
`acex_field_rations_waterSupply` | Number | Amount of water inside the object (-1 - disabled, -10 - infinite) (OPTIONAL)
`acex_field_rations_offset` | Array | Refill action offset relative to model (OPTIONAL)
| Config Name | Type | Description |
| ----------- | ---- | ----------- |
| `acex_field_rations_waterSupply` | Number | Amount of water inside the object (-1 - disabled, -10 - infinite) (OPTIONAL) |
| `acex_field_rations_offset` | Array | Refill action offset relative to model (OPTIONAL) |
## 2. Events
Event Name | Passed Parameter(s) | Locality | Description
---------- | ------------------- | -------- | -----------
`acex_rationConsumed` | [_player, _consumeItem, _replacementItem, _thirstQuenched, _hungerSatiated, _isMagazine] | Local | Item consumed
`acex_rationRefilled` | [_source, _player, _item, _refillItem, _refillAmount, _isMagazine] | Local | Item refilled
| Event Name | Passed Parameter(s) | Locality | Description |
| ---------- | ------------------- | -------- | ----------- |
| `acex_rationConsumed` | [_player, _consumeItem, _replacementItem, _thirstQuenched, _hungerSatiated, _isMagazine] | Local | Item consumed |
| `acex_rationRefilled` | [_source, _player, _item, _refillItem, _refillAmount, _isMagazine] | Local | Item refilled |
## 3. Scripting

View File

@ -21,22 +21,22 @@ Use `CBA_fnc_serverEvent` to use the following features. Events are defined only
`ace_fire_addFireSource`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Source of flame | Object/Position ASL | Required
1 | Radius of fire | Number | Required
2 | Intensity of fire (1, 10] | Number | Required
3 | Fire source ID | Any | Required
4 | Condition to stop fire | Code | Optional (default: `{ true }`)
5 | Arguments to pass to condition | Any | Optional (default: `[]`)
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Source of flame | Object/Position ASL | Required |
| 1 | Radius of fire | Number | Required |
| 2 | Intensity of fire (1, 10] | Number | Required |
| 3 | Fire source ID | Any | Required |
| 4 | Condition to stop fire | Code | Optional (default: `{ true }`) |
| 5 | Arguments to pass to condition | Any | Optional (default: `[]`) |
### 1.2 Removing fire source
`ace_fire_removeFireSource`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Fire source ID | Any | Required
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Fire source ID | Any | Required |
## 2. Variables

View File

@ -114,11 +114,11 @@ The Fortify budget can be updated for any side using the function.
### 2.1 Listenable
Event Name | Passed Parameter(s) | Locality | Description
---------- | ----------- | ------------------- | --------
`acex_fortify_objectPlaced` | [player, side, objectPlaced] | Global | Fortify object placed
`acex_fortify_objectDeleted` | [player, side, objectDeleted] | Global | Fortify object deleted
`acex_fortify_onDeployStart` | [player, object, cost] | Local | Player starts placing object
`ace_fortify_onDeployStop` | [player, object, cost] | Local | Player stops placing object. Raised only if stopped before trying to place (= before progress bar appears). If it's during progress bar, only `ace_fortify_deployCanceled` is raised.
`ace_fortify_deployFinished` | [[player, side, configName, posASL, vectorDir, vectorUp, cost], elapsedTime, totalTime, errorCode] | Local | Player successfully finishes building object
`ace_fortify_deployCanceled` | [[player, side, configName, posASL, vectorDir, vectorUp, cost], elapsedTime, totalTime, errorCode] | Local | Player cancels building object
| Event Name | Passed Parameter(s) | Locality | Description |
| ---------- | ----------- | ------------------- | -------- |
| `acex_fortify_objectPlaced` | [player, side, objectPlaced] | Global | Fortify object placed |
| `acex_fortify_objectDeleted` | [player, side, objectDeleted] | Global | Fortify object deleted |
| `acex_fortify_onDeployStart` | [player, object, cost] | Local | Player starts placing object |
| `ace_fortify_onDeployStop` | [player, object, cost] | Local | Player stops placing object. Raised only if stopped before trying to place (= before progress bar appears). If it's during progress bar, only `ace_fortify_deployCanceled` is raised. |
| `ace_fortify_deployFinished` | [[player, side, configName, posASL, vectorDir, vectorUp, cost], elapsedTime, totalTime, errorCode] | Local | Player successfully finishes building object |
| `ace_fortify_deployCanceled` | [[player, side, configName, posASL, vectorDir, vectorUp, cost], elapsedTime, totalTime, errorCode] | Local | Player cancels building object |

View File

@ -60,22 +60,22 @@ Dimensionless value, as long as same unit as `ace_frag_metal` (for example `kg/k
Gurney constant for explosive force. You can find a list of common explosive types below. If you can not find it here, or want more accurate numbers, just google the type of explosive and Gurney constant and you can find substantial information. This is **not** the detonation velocity of the explosive, do not confuse them!
Type | Speed
--------------- | --------
Composition B | 2700 m/s
Composition C-3 | 2680 m/s
Cyclotol 75/25 | 2790 m/s
HMX | 2800 m/s
LX-14 | 2970 m/s
Octol 75/25 | 2800 m/s
PBX 9404 | 2900 m/s
PBX 9502 | 2377 m/s
Pentolite | 2750 m/s
PETN | 2930 m/s
RDX | 2830 m/s
Tetryl | 2500 m/s
TNT | 2440 m/s
Tritonal | 2320 m/s
| Type | Speed |
| --------------- | -------- |
| Composition B | 2700 m/s |
| Composition C-3 | 2680 m/s |
| Cyclotol 75/25 | 2790 m/s |
| HMX | 2800 m/s |
| LX-14 | 2970 m/s |
| Octol 75/25 | 2800 m/s |
| PBX 9404 | 2900 m/s |
| PBX 9502 | 2377 m/s |
| Pentolite | 2750 m/s |
| PETN | 2930 m/s |
| RDX | 2830 m/s |
| Tetryl | 2500 m/s |
| TNT | 2440 m/s |
| Tritonal | 2320 m/s |
### 1.4 Gurney shape factor
@ -83,11 +83,11 @@ Tritonal | 2320 m/s
Shape factor for the explosive configuration. You should choose it based on the general configuration of explosives/metal in the warhead. Most grenades for example are a sphere. Artillery and aircraft bombs are a cylinder. Mines generally a flat plate. Below is a list of the three common shapes and their factors.
Shape | Factor
-------- | ------
Sphere | 3/5
Cylinder | 1/2
Plate | 3/5
| Shape | Factor |
| -------- | ------ |
| Sphere | 3/5 |
| Cylinder | 1/2 |
| Plate | 3/5 |
There are other configurations but these are the most common. If you are interested in others check out the wikipedia link given above. Most of these will not correctly function in ACE3 though due to additional variables for the equation.
@ -97,18 +97,18 @@ There are other configurations but these are the most common. If you are interes
There are different types of fragmentation fragments to choose from, and they can be defined in this config value.
| Type
| ----
| ACE_frag_tiny
| ACE_frag_tiny_HD
| ACE_frag_small
| ACE_frag_small_HD
| ACE_frag_medium
| ACE_frag_medium_HD
| ACE_frag_large
| ACE_frag_large_HD
| ACE_frag_huge
| ACE_frag_huge_HD
| Type |
| ------------------ |
| ACE_frag_tiny |
| ACE_frag_tiny_HD |
| ACE_frag_small |
| ACE_frag_small_HD |
| ACE_frag_medium |
| ACE_frag_medium_HD |
| ACE_frag_large |
| ACE_frag_large_HD |
| ACE_frag_huge |
| ACE_frag_huge_HD |
The tinier the piece of fragmentation the shorter the distance of travel. The `_HD` variants are all even higher drag versions. Grenades generally should use the `_HD` variants. Experimentation here is important.

View File

@ -34,7 +34,7 @@ class CfgGlasses {
### 2.1 Listenable
Event Name | Description | Passed Parameter(s) | Locality
---------- | ----------- | ------------------- | --------
`ace_glassesChanged` | Glasses Changed | `[_unit, _glassesClass]` | Local
`ace_glassesCracked` | Glasses Cracked | `[_unit]` | Local
| Event Name | Description | Passed Parameter(s) | Locality |
| ---------- | ----------- | ------------------- | -------- |
| `ace_glassesChanged` | Glasses Changed | `[_unit, _glassesClass]` | Local |
| `ace_glassesCracked` | Glasses Cracked | `[_unit]` | Local |

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@ -73,8 +73,8 @@ The amount of randomness in the fuse time.
### 3.1 Listenable
Event Name | Description | Passed Parameter(s) | Locality
---------- | ----------- | ------------------- | --------
`ace_flashbangExploded` | A flashbang exploded | `[_grenadePosASL]` | Global
`ace_grenades_flashbangedAI` | A local AI was affected by a flashbang | `[_unit, _strength, _grenadePosASL]` | Local
`ace_grenades_flashbangedPlayer` | The local player was affected by a flashbang | `[_strength, _grenadePosASL]` | Local
| Event Name | Description | Passed Parameter(s) | Locality |
| ---------- | ----------- | ------------------- | -------- |
| `ace_flashbangExploded` | A flashbang exploded | `[_grenadePosASL]` | Global |
| `ace_grenades_flashbangedAI` | A local AI was affected by a flashbang | `[_unit, _strength, _grenadePosASL]` | Local |
| `ace_grenades_flashbangedPlayer` | The local player was affected by a flashbang | `[_strength, _grenadePosASL]` | Local |

View File

@ -40,21 +40,25 @@ class CfgVehicles {
exceptions[] = {};
statement = "_player switchMove 'TestDance'";
icon = "\z\dance.paa";
};
};
};
};
```
Config Name | Type | Description
---------- | ----------- | -------------------
`displayName` | String | Text shown to user
`condition` | String (of code) | Condition to show the action
`statement` | String (of code) | Statement run when selected
`icon` | String (file path) | Icon shown (OPTIONAL)
`exceptions` | Array (of strings) | Exceptions to `canInteractWith` conditions (e.g. `"notOnMap"`) (OPTIONAL)
`insertChildren` | String (of code) | Code to return sub actions (OPTIONAL)
`modifierFunction` | String (of code) | Code to modify this action (OPTIONAL)
`runOnHover` | Number or String | (1=true) OR Condition code - Will run the statement on hover (OPTIONAL)
`distance` | Number | External Base Actions Only, Max distance player can be from action point
`position` | String (of code) | External Base Actions Only, Code to return a position in model cords (priority over `selection`)
`selection` | String | External Base Actions Only, A memory point for `selectionPosition`
| Config Name | Type | Description |
| ---------- | ----------- | ------------------- |
| `displayName` | String | Text shown to user |
| `condition` | String (of code) | Condition to show the action |
| `statement` | String (of code) | Statement run when selected |
| `icon` | String (file path) | Icon shown (OPTIONAL) |
| `exceptions` | Array (of strings) | Exceptions to `canInteractWith` conditions (e.g. `"notOnMap"`) (OPTIONAL) |
| `insertChildren` | String (of code) | Code to return sub actions (OPTIONAL) |
| `modifierFunction` | String (of code) | Code to modify this action (OPTIONAL) |
| `runOnHover` | Number or String | (1=true) OR Condition code - Will run the statement on hover (OPTIONAL) |
| `distance` | Number | External Base Actions Only, Max distance player can be from action point |
| `position` | String (of code) | External Base Actions Only, Code to return a position in model cords (priority over `selection`) |
| `selection` | String | External Base Actions Only, A memory point for `selectionPosition` |
Actions can be inserted anywhere on the config tree, e.g. hearing's earplugs is a sub action of `ACE_Equipment`:
@ -62,7 +66,10 @@ Actions can be inserted anywhere on the config tree, e.g. hearing's earplugs is
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
class ACE_PutInEarplugs {
class ACE_PutInEarplugs {};
};
};
};
```
## 3. Adding actions via scripts
@ -233,7 +240,7 @@ This is the ideal way to add self interaction actions, as adding them via `addAc
params ["_type"]; // string of the object's classname
if (!(_type isKindOf "Car")) exitWith {};
if ((getNumber (configFile >> "CfgVehicles" >> _type >> "side")) != 3) exitWith {};
private _action = ["playRadio","Play Radio","",{playMusic "NeverGonnaGiveYouUp"},{true}] call ace_interact_menu_fnc_createAction;
[_type, 1, ["ACE_SelfActions"], _action, true] call ace_interact_menu_fnc_addActionToClass;
}] call CBA_fnc_addEventHandler;

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@ -18,17 +18,17 @@ version:
`ace_laser_fnc_getLaserCode`
| | Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Unit/Vehicle | Object | Required
**R** | Laser code | Number | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Unit/Vehicle | Object | Required |
| **R** | Laser code | Number | Return value |
### 1.2. Set object's laser code
`ace_laser_fnc_setLaserCode`
| | Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Unit/Vehicle | Object | Required
1 | Laser code | Number | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Unit/Vehicle | Object | Required |
| 1 | Laser code | Number | Required |
| **R** | None | None | Return value |

View File

@ -219,23 +219,23 @@ Custom wound handlers should follow the same spec as the built-in handler:
`ace_medical_damage_fnc_woundsHandlerBase`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Unit that was hit | Object | Required
1 | Array of damage dealt to each body part | Array | Required
2 | Type of damage | String | Required
**R** | Parameters to be passed to the next handler in the list, e.g. `_this` or a modified copy of it. Return `[]` to prevent further handling. | Array | Required
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Unit that was hit | Object | Required |
| 1 | Array of damage dealt to each body part | Array | Required |
| 2 | Type of damage | String | Required |
| **R** | Parameters to be passed to the next handler in the list, e.g. `_this` or a modified copy of it. Return `[]` to prevent further handling. | Array | Required |
The damage elements are sorted in descending order according to how much damage was dealt to each body part _before armor was taken into account_, but the actual damage values are _after armor_.
### Example
`[player, [[0.5, "Body", 1], [0.3, "Head", 0.6]], "grenade"] ace_medical_damage_fnc_woundsHandlerBase`
| Arguments | Explanation
---| --------- | -----------
0 | `player` | Unit that was hit
1 | `[[0.5, "Body", 1], [0.3, "Head", 0.6]]` | 0.5 damage to body (was 1 before armor), 0.3 damage to head (was 0.6 before armor)
2 | `"grenade"` | type grenade (non-selection-specific)
| | Arguments | Explanation |
| ---| --------- | ----------- |
| 0 | `player` | Unit that was hit |
| 1 | `[[0.5, "Body", 1], [0.3, "Head", 0.6]]` | 0.5 damage to body (was 1 before armor), 0.3 damage to head (was 0.6 before armor) |
| 2 | `"grenade"` | type grenade (non-selection-specific) |
## 5. Tweaking internal variables
Some of ACE Medical's underlying behavior, primarily related to damage handling and the vitals loop, can be fine-tuned by editing `ace_medical_const_` variables, found in [script_macros_medical.hpp](https://github.com/acemod/ACE3/blob/master/addons/medical_engine/script_macros_medical.hpp).

View File

@ -125,4 +125,6 @@ ace_medical_treatment_graveRotation = 0; // rotation angle (will depend on model
### 3.2 Zeus Medical Menu Module
If a mission maker wishes to disable Zeus access to the medical menu, they can set the variable below:
```sqf
ace_medical_gui_enableZeusModule = false; // default is true
```

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@ -117,6 +117,6 @@ class ace_missileguidance_attackProfiles {
### 5.1 Listenable
Event Name | Description | Passed Parameter(s) | Locality
---------- | ----------- | ------------------- | --------
`ace_missileguidance_handoff` | Missile handed off | `[_target, _args]` | Global
| Event Name | Description | Passed Parameter(s) | Locality |
| ---------- | ----------- | ------------------- | -------- |
| `ace_missileguidance_handoff` | Missile handed off | `[_target, _args]` | Global |

View File

@ -46,6 +46,6 @@ class CfgWeapons {
### 2.1 Listenable
Event Name | Description | Passed Parameter(s) | Locality
---------- | ----------- | ------------------- | --------
`ace_overpressure` | Overpressure damage inflicted | `[_firer, _posASL, _direction, _weapon, _magazine, _ammo]` | Target
| Event Name | Description | Passed Parameter(s) | Locality |
| ---------- | ----------- | ------------------- | -------- |
| `ace_overpressure` | Overpressure damage inflicted | `[_firer, _posASL, _direction, _weapon, _magazine, _ammo]` | Target |

View File

@ -71,31 +71,31 @@ Meant to run on server only.
`ace_rearm_fnc_makeSource`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Supply Count | Number | Optional (default: `0`)
1 | Add (`true`) or set (`false`) supply | Bool | Optional (default: `false`)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Ammo Truck | Object | Required |
| 1 | Supply Count | Number | Optional (default: `0`) |
| 1 | Add (`true`) or set (`false`) supply | Bool | Optional (default: `false`) |
| **R** | None | None | Return value |
#### 3.1.1 Example
`[cursorObject, 1200] call ace_rearm_fnc_makeSource`
| Arguments | Explanation
---| --------- | -----------
0 | `cursorObject` | Rearm source object
1 | `1200` | Ammo supply
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `cursorObject` | Rearm source object |
| 1 | `1200` | Ammo supply |
### 3.2 Enabling / disabling rearming
`ace_rearm_fnc_disable`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Disable rearming, true to disable, false to enable | Boolean | Optional (default: `true`)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Ammo Truck | Object | Required |
| 1 | Disable rearming, true to disable, false to enable | Boolean | Optional (default: `true`) |
| **R** | None | None | Return value |
This function disables rearming for all supported turrets of a vehicle.
@ -103,9 +103,9 @@ This function disables rearming for all supported turrets of a vehicle.
`[tank] call ace_rearm_fnc_disable;`
| Arguments | Explanation
---| --------- | -----------
0 | `tank` | My object
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `tank` | My object |
Disables rearming on the object `tank`.
@ -113,10 +113,10 @@ Disables rearming on the object `tank`.
`[tank, false] call ace_rearm_fnc_disable;`
| Arguments | Explanation
---| --------- | -----------
0 | `tank` | My object
1 | `false`| Rearming is enabled
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `tank` | My object |
| 1 | `false` | Rearming is enabled |
Enables rearming on the object `tank`.
@ -124,10 +124,10 @@ Enables rearming on the object `tank`.
`ace_rearm_fnc_getSupplyCount`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
**R** | Supply count | Number | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Ammo Truck | Object | Required |
| **R** | Supply count | Number | Return value |
This function returns the current supply count of the ammo truck.
@ -135,9 +135,9 @@ This function returns the current supply count of the ammo truck.
`[ammo_truck] call ace_rearm_fnc_getSupplyCount;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My object
| | Arguments | Explanation |
| ---| ------------- | ----------- |
| 0 | `ammo_truck` | My object |
The remaining supply count of `ammo_truck` will be returned.
@ -145,11 +145,11 @@ The remaining supply count of `ammo_truck` will be returned.
`ace_rearm_fnc_setSupplyCount`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Supply Count | Boolean | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Ammo Truck | Object | Required |
| 1 | Supply Count | Boolean | Required |
| **R** | None | None | Return value |
This function sets the current supply count of the ammo truck. It can be used to replenish the ammo truck on `Limited ammo supply based on caliber` setting.
@ -157,21 +157,21 @@ This function sets the current supply count of the ammo truck. It can be used to
`[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `1000`| Supply Count
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `ammo_truck` | My ammo truck object |
| 1 | `1000`| Supply Count |
### 3.5 Adding specific magazines
`ace_rearm_fnc_addMagazineToSupply`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Magazine Classname | String | Required
2 | Only add content of one ammo box | Boolean | Optional (default: `false`)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Ammo Truck | Object | Required |
| 1 | Magazine Classname | String | Required |
| 2 | Only add content of one ammo box | Boolean | Optional (default: `false`) |
| **R** | None | None | Return value |
This function is most useful with the module setting `Only specific Magazines`. Note that this function only adds one magazine of a specific class. Other magazines of the same size are not available on this module setting. It has to be used to replenish the ammo truck on `Only specific Magazines` setting.
@ -181,10 +181,10 @@ This function can also be used to increase the supply count on setting `Limited
`[ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `"32Rnd_155mm_Mo_shells"` | Some magazine class
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `ammo_truck` | My ammo truck object |
| 1 | `"32Rnd_155mm_Mo_shells"` | Some magazine class |
The 32 artillery shells are added to the supply count or the magazine storage of the specified ammo truck.
@ -192,11 +192,11 @@ The 32 artillery shells are added to the supply count or the magazine storage of
`ace_rearm_fnc_addVehicleMagazinesToSupply`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Any vehicle object or class name | Object or String | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Ammo Truck | Object | Required |
| 1 | Any vehicle object or class name | Object or String | Required |
| **R** | None | None | Return value |
This function wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all default magazines of all supported turrets of the vehicle to the ammo truck.
@ -204,10 +204,10 @@ This function wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all d
`[ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `tank`| A vehicle object
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `ammo_truck` | My ammo truck object |
| 1 | `tank`| A vehicle object |
All magazines found in the class config of the object `tank` are made available.
@ -215,10 +215,10 @@ All magazines found in the class config of the object `tank` are made available.
`[ammo_truck, "B_MBT_01_arty_F"] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `"B_MBT_01_arty_F"`| Vehicle class name
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `ammo_truck` | My ammo truck object |
| 1 | `"B_MBT_01_arty_F"`| Vehicle class name |
All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are made available.
@ -227,21 +227,21 @@ All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are mad
`ace_rearm_fnc_removeMagazineFromSupply`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Magazine Classname | String | Required
2 | Number of Rounds to withdraw | Number | Optional (default: `-1`)
**R** | Magazine could be removed successfully | Boolean | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Ammo Truck | Object | Required |
| 1 | Magazine Classname | String | Required |
| 2 | Number of Rounds to withdraw | Number | Optional (default: `-1`) |
| **R** | Magazine could be removed successfully | Boolean | Return value |
#### 3.7.1 Example 1
`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_removeMagazineFromSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `ammo_truck` | My ammo truck object |
| 1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled |
Removes one ammo box worth of "500Rnd_127x99_mag_Tracer_Red" from the supply. Depending on the module setting the ammo box does hold an entire magazine or only the caliber based amount of rounds.
@ -249,16 +249,16 @@ Removes one ammo box worth of "500Rnd_127x99_mag_Tracer_Red" from the supply. De
`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red", 50] call ace_rearm_fnc_removeMagazineFromSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled
2 | `50` | Number of rounds
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `ammo_truck` | My ammo truck object |
| 1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled |
| 2 | `50` | Number of rounds |
Removes one ammo box with 50 rounds of 500Rnd_127x99_mag_Tracer_Red from the supply. This is 10% of the supply of an entire magazine.
## 4. Events
| Name | Arguments | Global? | Added in |
| ------------- | ------------- | ------------- |
| ace_rearm_sourceInitalized | Yes | Ammo truck (OBJECT) | 3.16.0 |
| Name | Arguments | Global? | Added in |
| ------------- | --------- | ------- | -------- |
| `ace_rearm_sourceInitalized` | Ammo truck (OBJECT) | Yes | 3.16.0 |

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@ -45,57 +45,57 @@ Meant to be called on server only.
`ace_refuel_fnc_makeSource`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Fuel Source | Object | Required
1 | Amount (in liters) | Number | Optional (default: `0`)
2 | Hooks positions | Array | Optional (default: `[[0,0,0]]`)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Fuel Source | Object | Required |
| 1 | Amount (in liters) | Number | Optional (default: `0`) |
| 2 | Hooks positions | Array | Optional (default: `[[0,0,0]]`) |
| **R** | None | None | Return value |
#### 2.1.1 Example
`[cursorObject, 100] call ace_refuel_fnc_makeSource`
| Arguments | Explanation
---| --------- | -----------
0 | `cursorObject` | Fuel source object
1 | `100` | Fuel amount (in liters)
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `cursorObject` | Fuel source object |
| 1 | `100` | Fuel amount (in liters) |
### 2.2 Getting the fuel supply
`ace_refuel_fnc_getFuel`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Fuel Truck | Object | Required
**R** | Fuel amount left (in liters) | Number | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Fuel Truck | Object | Required |
| **R** | Fuel amount left (in liters) | Number | Return value |
#### 2.2.1 Example
`[fuelTruck] call ace_refuel_fnc_getFuel;`
| Arguments | Explanation
---| --------- | -----------
0 | `fuelTruck` | My fuel truck object
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `fuelTruck` | My fuel truck object |
### 2.3 Setting the fuel supply
`ace_refuel_fnc_setFuel`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Fuel Truck | Object | Required
1 | Amount (in liters) | Number | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
| ---| --------- | ---- | ------------------------ |
| 0 | Fuel Truck | Object | Required |
| 1 | Amount (in liters) | Number | Required |
| **R** | None | None | Return value |
#### 2.3.1 Example
`[fuelTruck, 428] call ace_refuel_fnc_setFuel;`
| Arguments | Explanation
---| --------- | -----------
0 | `fuelTruck` | Fuel truck object
1 | `428` | New fuel amount (in liters)
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `fuelTruck` | Fuel truck object |
| 1 | `428` | New fuel amount (in liters) |
### 2.4 Make a jerry can
@ -103,19 +103,19 @@ Meant to be run on all clients and server.
`ace_refuel_fnc_makeJerryCan`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Jerry Can | Object | Required
1 | Amount (in liters) | Number | Optional (default: `20`)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Jerry Can | Object | Required |
| 1 | Amount (in liters) | Number | Optional (default: `20`) |
| **R** | None | None | Return value |
#### 2.4.1 Example 1
`[can] call ace_refuel_fnc_makeJerryCan;`
| Arguments | Explanation
---| --------- | -----------
0 | `can` | Jerry can object
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `can` | Jerry can object |
The jerry can will have the default 20 liters volume.
@ -123,16 +123,16 @@ The jerry can will have the default 20 liters volume.
`[can, 200] call ace_refuel_fnc_makeJerryCan;`
| Arguments | Explanation
---| --------- | -----------
0 | `can` | Jerry can object
1 | `200` | Amount (in liters)
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `can` | Jerry can object |
| 1 | `200` | Amount (in liters) |
The jerry can will now have a volume of 200 liters.
## 3. Events
| Name | Arguments | Global? | Added in |
| ------------- | ------------- | ------------- |
| ------------- | ------------- | ----- | ------------- |
| ace_refuel_sourceInitialized | Fuel source (OBJECT), items (BOOL or ARRAY) | Yes | 3.16.0 |
| ace_refuel_jerryCanInitalized | Jerry can (OBJECT) | Yes | 3.16.0 |

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@ -26,6 +26,6 @@ class CfgWeapons {
### 2.1 Listenable
Event Name | Description | Passed Parameter(s) | Locality
---------- | ----------- | ------------------- | --------
`ace_reloadlaunchers_reloadLauncher` | Launcher reloaded | `[_unit, _target, _weapon, _magazine]` | Target
| Event Name | Description | Passed Parameter(s) | Locality |
| ---------- | ----------- | ------------------- | -------- |
| `ace_reloadlaunchers_reloadLauncher` | Launcher reloaded | `[_unit, _target, _weapon, _magazine]` | Target |

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@ -32,16 +32,16 @@ Important notes:
`ace_slideshow_fnc_createSlideshow`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Screen Objects | Array | Required
1 | Controller Objects | Array | Required (screen objects are used if empty `[]`, none are available with automatic transitions)
2 | Image Paths | Array | Required (paths must use backslash `\`)
3 | Action Names | Array | Required
4 | Slide Duration | Number | Optional (default: `0`, `0` disables automatic transitions)
5 | Set Name | String | Optional (default: localized `"Slides"`)
6 | Texture Selection | Number | Optional (default: `0`)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Screen Objects | Array | Required |
| 1 | Controller Objects | Array | Required (screen objects are used if empty `[]`, none are available with automatic transitions) |
| 2 | Image Paths | Array | Required (paths must use backslash `\`) |
| 3 | Action Names | Array | Required |
| 4 | Slide Duration | Number | Optional (default: `0`, `0` disables automatic transitions) |
| 5 | Set Name | String | Optional (default: localized `"Slides"`) |
| 6 | Texture Selection | Number | Optional (default: `0`) |
| **R** | None | None | Return value |
_Note: Set Name argument added in 3.9.1._
@ -49,15 +49,15 @@ _Note: Set Name argument added in 3.9.1._
`[[object1, object2], [controller1], ["images\image1.paa", "images\image2.paa"], ["Action1", "Action2"], 5, "My Slides", 1] call ace_slideshow_fnc_createSlideshow;`
| Arguments | Explanation
---| --------- | -----------
0 | `[object1, object2]` | Objects on which images will be projected on
1 | `[controller1]` | Objects with which slideshow can be controlled
2 | `["images\image1.paa", "images\image2.paa"]` | Paths to images projected on screen objects
3 | `["Action1", "Action2"]` | Action names for interaction menu if automatic transitions are not enabled
4 | `5` | 5s slide duration before change to next image
5 | `"My Slides"` | Main interaction point name, for easier distinguishing of multiple slideshow sets
6 | `1` | Uses texture selection 1 for objects with multiple options
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `[object1, object2]` | Objects on which images will be projected on |
| 1 | `[controller1]` | Objects with which slideshow can be controlled |
| 2 | `["images\image1.paa", "images\image2.paa"]` | Paths to images projected on screen objects |
| 3 | `["Action1", "Action2"]` | Action names for interaction menu if automatic transitions are not enabled |
| 4 | `5` | 5s slide duration before change to next image |
| 5 | `"My Slides"` | Main interaction point name, for easier distinguishing of multiple slideshow sets |
| 6 | `1` | Uses texture selection 1 for objects with multiple options |
### 2.2 Create Map Images
@ -86,7 +86,7 @@ _Note: Set Name argument added in 3.9.1._
tex1 = [] call ace_slideshow_fnc_mapImage;
tex2 = [(getPos aWhiteboard), 0.5, [[getpos aWhiteboard, "you", "mil_start"]], 0] call ace_slideshow_fnc_mapImage;
tex3 = [[4000, 4000], 0.5, [[[5000, 5000], "target", "mil_objective"]], 2] call ace_slideshow_fnc_mapImage;
[[aWhiteboard], [], [tex1, tex2, tex3], ["Full", "Sat Start", "Sat Objective"]] call ace_slideshow_fnc_createSlideshow;
[[aWhiteboard], [], [tex1, tex2, tex3], ["Full", "Sat Start", "Sat Objective"]] call ace_slideshow_fnc_createSlideshow;
```
### 2.2.2 Map Slideshow Advanced Example
@ -105,12 +105,12 @@ private _initCode = {
[{
params ["_displayID","_idPFH"];
private _display = findDisplay _displayID;
if (isNull _display) exitWith {
if (isNull _display) exitWith {
systemChat format ["%1 - removing pfeh", _this];
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
displayUpdate _display;
private _map = _display displayCtrl 1;
_map ctrlMapAnimAdd [0, 0.3, getpos theUAV];
ctrlMapAnimCommit _map;

View File

@ -48,11 +48,11 @@ Note that these settings govern the default spectator behaviour. Through the use
### 3.1 Listenable
Event Name | Passed Parameter(s) | Locality | Description
---------- | ----------- | ------------------- | --------
`ace_spectatorSet` | [_isSpectator, _player] | Global | Player's spectator status was changed
`ace_spectator_displayLoaded` | _display | Local | Spectator display was loaded
`ace_spectator_displayUnloaded` | _display | Local | Spectator display was unloaded
| Event Name | Passed Parameter(s) | Locality | Description |
| ---------- | ----------- | ------------------- | -------- |
| `ace_spectatorSet` | [_isSpectator, _player] | Global | Player's spectator status was changed |
| `ace_spectator_displayLoaded` | _display | Local | Spectator display was loaded |
| `ace_spectator_displayUnloaded` | _display | Local | Spectator display was unloaded |
## 4. Scripting

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@ -41,28 +41,28 @@ class ACE_Tags {
`ace_tagging_fnc_addCustomTag`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Unique Identifier | String | Required
1 | Display Name | String | Required
2 | Required Item | String | Required
3 | Textures | Array | Required
4 | Icon | String | Optional (default: `""` - Default white point)
5 | Material Paths | Array | Optional (default: `[]] - No custom material)
6 | Tag Model | String | Optional (default: `"UserTexture1m_F"` - 1x1m texture surface)
**R** | Successfully Added Tag | Boolean | Return value
| | Arguments | Type | Optional (default value) |
| ---| --------- | ---- | ------------------------ |
| 0 | Unique Identifier | String | Required |
| 1 | Display Name | String | Required |
| 2 | Required Item | String | Required |
| 3 | Textures | Array | Required |
| 4 | Icon | String | Optional (default: `""` - Default white point) |
| 5 | Material Paths | Array | Optional (default: `[]` - No custom material) |
| 6 | Tag Model | String | Optional (default: `"UserTexture1m_F"` - 1x1m texture surface) |
| **R** | Successfully Added Tag | Boolean | Return value |
#### 2.1.1 Example
`["ace_victoryRed", "Victory Red", "ACE_SpraypaintRed", ["tagTexture1.paa", "tagTexture2.paa"], "icon.paa"] call ace_tagging_fnc_addCustomTag;`
| Arguments | Explanation
---| --------- | -----------
0 | `"ace_victoryRed"` | Unique identifier (similar to class name)
1 | `"Victory Red"` | Name of your tag being displayed in the interaction menu
2 | `"ACE_SpraypaintRed"` | Required item to have in the inventory to be able to spray your tag
3 | `["tagTexture1.paa", "tagTexture2.paa"]` | List of texture variants (one is randomly selected when tagging)
4 | `"icon.paa"` | Icon being displayed in the interaction menu
| | Arguments | Explanation |
| ---| --------- | ----------- |
| 0 | `"ace_victoryRed"` | Unique identifier (similar to class name) |
| 1 | `"Victory Red"` | Name of your tag being displayed in the interaction menu |
| 2 | `"ACE_SpraypaintRed"` | Required item to have in the inventory to be able to spray your tag |
| 3 | `["tagTexture1.paa", "tagTexture2.paa"]` | List of texture variants (one is randomly selected when tagging) |
| 4 | `"icon.paa"` | Icon being displayed in the interaction menu |
### 2.2 Tags in description.ext

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@ -30,7 +30,7 @@ class CfgSurfaces {
```cpp
class CfgWeapons { // same config also works on backpacks (CfgVehicles)
class yourBaseClass;
class yourEntrenchingToolClass: yourBaseClass
class yourEntrenchingToolClass: yourBaseClass {
ace_trenches_entrenchingTool = 1;
};
};

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@ -53,21 +53,21 @@ Adding new elements through scripting is currently not possible.
`ace_ui_fnc_setElementVisibility`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Source | String | Required
1 | Set/Unset | Boolean | Required
2 | Element Name | String | Required
3 | Show/Hide | Boolean | Optional (default: `false`)
**R** | Successfully Modified | Boolean | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Source | String | Required |
| 1 | Set/Unset | Boolean | Required |
| 2 | Element Name | String | Required |
| 3 | Show/Hide | Boolean | Optional (default: `false`) |
| **R** | Successfully Modified | Boolean | Return value |
#### 2.1.1 Example
`["ace_reload", true, "ammoCount", false] call ace_ui_fnc_setElementVisibility;`
| Arguments | Explanation
---| --------- | -----------
0 | `"ace_reload"` | Source displayed in hint when trying to edit this element from in-game settings or in RPT when some other source tries to edit it
1 | `true` | Set element, preventing others to change it (except config, which always has priority)
2 | `"ammoCount"` | Element name to modify
3 | `false` | Hide the element
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `"ace_reload"` | Source displayed in hint when trying to edit this element from in-game settings or in RPT when some other source tries to edit it |
| 1 | `true` | Set element, preventing others to change it (except config, which always has priority) |
| 2 | `"ammoCount"` | Element name to modify |
| 3 | `false` | Hide the element |

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@ -31,22 +31,22 @@ Sync the module with vehicles and players. Custom keys will be handed to players
`ace_vehiclelock_fnc_addKeyForVehicle`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Unit | Object | Required
1 | Vehicle | Object | Required
2 | Use Custom Key | Boolean | Optional (default: `false`, `false` for side key, `true` for custom key)
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Unit | Object | Required |
| 1 | Vehicle | Object | Required |
| 2 | Use Custom Key | Boolean | Optional (default: `false`, `false` for side key, `true` for custom key) |
| **R** | None | None | Return value |
#### 3.1.1 Example
`[bob, car1, true] call ace_vehiclelock_fnc_addKeyForVehicle;`
| Arguments | Explanation
---| --------- | -----------
0 | `bob` | Unit the key will be added to
1 | `car1` | Vehicle the key will work on
2 | `true` | Set custom key
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `bob` | Unit the key will be added to |
| 1 | `car1` | Vehicle the key will work on |
| 2 | `true` | Set custom key |
### 3.2 Override Side

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@ -38,18 +38,18 @@ class CfgVehicles {
`ace_vehicles_fnc_setVehicleStartDelay`
Has global effects.
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Vehicle | Object | Required
1 | Delay (in seconds) | Number | Required
**R** | None | None | Return value
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Vehicle | Object | Required |
| 1 | Delay (in seconds) | Number | Required |
| **R** | None | None | Return value |
#### 1.2.1 Example
`[myCar, 2.2] call ace_vehicles_fnc_setVehicleStartDelay;`
| Arguments | Explanation
---| --------- | -----------
0 | `myCar` | My car object
1 | `2.2` | New startup delay
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `myCar` | My car object |
| 1 | `2.2` | New startup delay |

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@ -36,6 +36,6 @@ class CfgVehicles {
### 2.1 Listenable
Event Name | Description | Passed Parameter(s) | Locality
---------- | ----------- | ------------------- | --------
`ace_wireCuttingStarted` | Wire cutting started | `[_unit, _fence]` | Global
| Event Name | Description | Passed Parameter(s) | Locality |
| ---------- | ----------- | ------------------- | -------- |
| `ace_wireCuttingStarted` | Wire cutting started | `[_unit, _fence]` | Global |

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@ -52,5 +52,4 @@ class CfgWeapons {
};
};
};
```