From d1187ad82ebbf3b71942b52262d04b7fe7b8eef8 Mon Sep 17 00:00:00 2001 From: Josuan Albin Date: Tue, 30 Jun 2015 16:04:00 +0200 Subject: [PATCH] Documentation pass 8 - Finished: MicroDAGR doc, note that the images can't be viewed properly on GitHub. - Coding guidelines are more readable now, added the STRING family of macros to it. - How to enable dragging / carrying added to dragging / carrying framework with a BIG disclaimer that the functions are not public and may change. - Shortcut updated to fit the convention established in the shortcut page. --- .../development/coding-guidelines.md | 137 ++++++++++------- documentation/feature/advanced_ballistics.md | 2 +- documentation/feature/aircraft.md | 2 +- documentation/feature/attach.md | 4 +- documentation/feature/captives.md | 2 +- documentation/feature/concertina_wire.md | 2 +- documentation/feature/disarming.md | 2 +- documentation/feature/dragging.md | 4 +- documentation/feature/explosives.md | 6 +- documentation/feature/fcs.md | 6 +- documentation/feature/hearing.md | 2 +- documentation/feature/huntIR.md | 4 +- documentation/feature/javelin.md | 4 +- documentation/feature/logistics_uavbattery.md | 2 +- documentation/feature/logistics_wirecutter.md | 2 +- documentation/feature/magazinerepack.md | 2 +- documentation/feature/maptools.md | 4 +- documentation/feature/microdagr.md | 142 ++++++++++++++++-- documentation/feature/missileguidance.md | 4 +- documentation/feature/mk6mortar.md | 4 +- documentation/feature/modules.md | 14 ++ documentation/feature/overheating.md | 4 +- documentation/feature/rangecard.md | 2 +- documentation/feature/reload.md | 2 +- documentation/feature/reloadlaunchers.md | 2 +- documentation/feature/respawn.md | 2 +- documentation/feature/safemode.md | 4 +- documentation/feature/sandbags.md | 2 +- documentation/feature/scopes.md | 16 +- documentation/feature/spotting_scope.md | 2 +- documentation/feature/tacticallader.md | 4 +- documentation/feature/tripod.md | 6 +- documentation/feature/vector.md | 22 +-- documentation/feature/vehicles.md | 4 + documentation/framework/carry-drag.md | 68 +++++++++ 35 files changed, 365 insertions(+), 126 deletions(-) create mode 100644 documentation/feature/modules.md diff --git a/documentation/development/coding-guidelines.md b/documentation/development/coding-guidelines.md index 89f0d91342..1ab53046ec 100644 --- a/documentation/development/coding-guidelines.md +++ b/documentation/development/coding-guidelines.md @@ -107,12 +107,12 @@ Every function should have a header of the following format: * Arguments: * 0: The first argument * 1: The second argument - * + * * Return Value: * The return value * * Example: - * _bool = ["something", player] call ace_common_fnc_imanexample + * ["something", player] call ace_common_fnc_imanexample * * Public: [Yes/No] */ @@ -124,33 +124,39 @@ Every function should have a header of the following format: ### 4.1 Module/PBO specific Macro Usage The family of `GVAR` macro's define global variable strings or constants for use within a module. Please use these to make sure we follow naming conventions across all modules and also prevent duplicate/overwriting between variables in different modules. The macro family expands as follows, for the example of the module 'balls': -* `GVAR(face)` is `ace_balls_face` -* `QGVAR(face)` is `"ace_balls_face"` -* `EGVAR(balls,face)` is `ace_balls_face` -* `EGVAR(leg,face)` is `ace_leg_face` -* `QEGVAR(leg,face)` is `"ace_leg_face"` - + +| Macros | is the same as | +| -------|---------| +| `GVAR(face)` | ace_balls_face | +|`QGVAR(face)` | ace_balls_face | +| `EGVAR(balls,face)` | ace_balls_face | +| `EGVAR(leg,face)` | ace_leg_face | +| `QEGVAR(leg,face)` | ace_leg_face | There also exists the FUNC family of Macros: -* `FUNC(face)` is `ace_balls_fnc_face` or the call trace wrapper for that function. -* `EFUNC(balls,face)` is `ace_balls_fnc_face` or the call trace wrapper for that function. -* `EFUNC(leg,face)` is `ace_leg_fnc_face` or the call trace wrapper for that function. -* `DFUNC(face)` is `ace_balls_fnc_face` and will ALWAYS be the function global variable. -* `DEFUNC(leg,face)` is `ace_leg_fnc_face` and will ALWAYS be the function global variable. -* `QFUNC(face)` is `"ace_balls_fnc_face"` -* `QEFUNC(leg,face)` is `"ace_leg_fnc_face"` +| Macros | is the same as | +| -------|---------| +|`FUNC(face)` | ace_balls_fnc_face or the call trace wrapper for that function.| +|`EFUNC(balls,face)` | ace_balls_fnc_face or the call trace wrapper for that function.| +|`EFUNC(leg,face) `| ace_leg_fnc_face or the call trace wrapper for that function.| +|`DFUNC(face)` | ace_balls_fnc_face and will ALWAYS be the function global variable.| +|`DEFUNC(leg,face)` | ace_leg_fnc_face and will ALWAYS be the function global variable.| +|`QFUNC(face)` | ace_balls_fnc_face | +|`QEFUNC(leg,face)` |ace_leg_fnc_face| The `FUNC` and `EFUNC` macros should NOT be used inside `QUOTE` macros if the intention is to get the function name or assumed to be the function variable due to call tracing (see below). If you need to 100% always be sure that you are getting the function name or variable use the `DFUNC` or `DEFUNC` macros. For example `QUOTE(FUNC(face)) == "ace_balls_fnc_face"` would be an illegal use of `FUNC` inside `QUOTE`. Using `FUNC` or `EFUNC` inside a `QUOTE` macro is fine if the intention is for it to be executed as a function. -#### 4.1.1 FUNC Macros, Call Tracing, and Non-ACE/Anonymous Functions +#### 4.1.1 FUNC Macros, Call Tracing, and Non-ACE3 /Anonymous Functions -ACE implements a basic call tracing system that can dump the call stack on errors or wherever you want. To do this the `FUNC` macros in debug mode will expand out to include metadata about the call including line numbers and files. This functionality is automatic with the use of calls via `FUNC` and `EFUNC`, but any calls to other functions need to use the following macros: +ACE3 implements a basic call tracing system that can dump the call stack on errors or wherever you want. To do this the `FUNC` macros in debug mode will expand out to include metadata about the call including line numbers and files. This functionality is automatic with the use of calls via `FUNC` and `EFUNC`, but any calls to other functions need to use the following macros: -* `CALLSTACK(functionName)` example: `[] call CALLSTACK(cba_fnc_someFunction)` -* `CALLSTACK_NAMED(function,functionName)` example: `[] call CALLSTACK_NAMED(_anonymousFunction,'My anonymous function!')` +| Macro | example | +| -------|---------| +|`CALLSTACK(functionName)` | `[] call CALLSTACK(cba_fnc_someFunction)` | +|`CALLSTACK_NAMED(function,functionName)` | `[] call CALLSTACK_NAMED(_anonymousFunction,'My anonymous function!')`| These macros will call these functions with the appropriate wrappers and enable call logging into them (but to no further calls inside obviously). @@ -162,44 +168,64 @@ These macros will call these functions with the appropriate wrappers and enable #### 4.2.1 setVariable, getVariable family macros -* `GETVAR(player,MyVarName,false)` - `player getVariable ["MyVarName", false]` -* `GETMVAR(MyVarName,objNull)` - `missionNamespace getVariable ["MyVarName", objNull]` -* `GETUVAR(MyVarName,displayNull)` - `uiNamespace getVariable ["MyVarName", displayNull]` -* `SETVAR(player,MyVarName,127)` - `player setVariable ["MyVarName", 127]` -* `SETPVAR(player,MyVarName,127)` - `player setVariable ["MyVarName", 127, true]` -* `SETMVAR(MyVarName,player)` - `missionNamespace setVariable ["MyVarName", player]` -* `SETUVAR(MyVarName,_control)` - `uiNamespace setVariable ["MyVarName", _control]` +| Macro | is the same as | +| -------|---------| +|`GETVAR(player,MyVarName,false)` | player getVariable ["MyVarName", false]| +|`GETMVAR(MyVarName,objNull)` | missionNamespace getVariable ["MyVarName", objNull]| +|`GETUVAR(MyVarName,displayNull)` | uiNamespace getVariable ["MyVarName", displayNull]| +|`SETVAR(player,MyVarName,127)` | player setVariable ["MyVarName", 127] SETPVAR(player,MyVarName,127) player setVariable ["MyVarName", 127, true] | +|`SETMVAR(MyVarName,player)` | missionNamespace setVariable ["MyVarName", player] | +|`SETUVAR(MyVarName,_control)` | uiNamespace setVariable ["MyVarName", _control] | + +#### 4.2.2 STRING family macros + +Note that you need the strings in module stringtable.xml in the correct format +`STR_ACE__`
+Example:
+`STR_Balls_Banana`
+ +Script strings: + +| Macro | is the same as | +| -------|---------| +| `LSTRING(banana)` | "STR_ACE_balls_banana"| +| `ELSTRING(balls,banana)` | "STR_ACE_balls_banana"| + + +Config Strings (require `$` as first character): + +| Macro | is the same as | +| -------|---------| +| `CSTRING(banana)` | "$STR_ACE_balls_banana" | +| `ECSTRING(balls,banana)` | "$STR_ACE_balls_banana" | ## 5. Event Handlers -Event handlers in ACE are implemented through our event system. They should be used to trigger or allow triggering of specific functionality. +Event handlers in ACE3 are implemented through our event system. They should be used to trigger or allow triggering of specific functionality. The commands are listed below. -* `[eventName, eventCodeBlock] call ace_common_fnc_addEventHandler` adds an event handler with the event name and returns the event handler id. -* `[eventName, args] call ace_common_fnc_globalEvent` calls an event with the listed args on all machines, the local machine, and the server. -* `[eventName, args] call ace_common_fnc_serverEvent` calls an event just on the server computer (dedicated or self-hosted). -* `[eventName, targetObject(s), args] call ace_common_fnc_targetEvent` calls an event just on the targeted object or list of objects. -* `[eventName, args] call ace_common_fnc_localEvent` calls an event just on the local machine, useful for inter-module events. +| Even Handler | use | +| -------|---------| +|`[eventName, eventCodeBlock] call ace_common_fnc_addEventHandler` | adds an event handler with the event name and returns the event handler id.| +| `[eventName, args] call ace_common_fnc_globalEvent` | calls an event with the listed args on all machines, the local machine, and the server. | +|`[eventName, args] call ace_common_fnc_serverEvent` | calls an event just on the server computer (dedicated or self-hosted).| +| `[eventName, targetObject(s), args] call ace_common_fnc_targetEvent` | calls an event just on the targeted object or list of objects.| +|`[eventName, args] call ace_common_fnc_localEvent` | calls an event just on the local machine, useful for inter-module events.| Events can be removed or cleared with the following commands. -* `[eventName, eventHandlerId] call ace_common_fnc_removeEventHandler` will remove a specific event handler of the event name, using the ID returned from `ace_common_fnc_addEventHandler`. -* `[eventName] call ace_common_fnc_removeAllEventHandlers` will remove all event handlers for that type of event. +| Even Handler | use | +| -------|---------| +|`[eventName, eventHandlerId] call ace_common_fnc_removeEventHandler` | will remove a specific event handler of the event name, using the ID returned from `ace_common_fnc_addEventHandler`.| +|`[eventName] call ace_common_fnc_removeAllEventHandlers` | will remove all event handlers for that type of event.| -More information on the [ACE Events System](https://github.com/KoffeinFlummi/ACE3/wiki/ACE-Events-System) page. +More information on the [ACE3 Events System](https://github.com/KoffeinFlummi/ACE3/wiki/ACE-Events-System) page. ## 6. Hashes -Hashes are a variable type that store key value pairs. They are not implemented natively in SQF, so there are a number of macros and functions for their usage in ACE. If you are unfamiliar with the idea, they are similar in function to `setVariable`/`getVariable` but do not require an object to use. +Hashes are a variable type that store key value pairs. They are not implemented natively in SQF, so there are a number of macros and functions for their usage in ACE3. If you are unfamiliar with the idea, they are similar in function to `setVariable`/`getVariable` but do not require an object to use. The following example is a simple usage using our macros which will be explained further below. @@ -217,11 +243,13 @@ if(HASH_HASKEY(_hash, "key")) then { A description of the above macros is below. -* `HASHCREATE` is used to create an empty hash. -* `HASH_SET(hash, key, val)` will set the hash key to that value, a key can be anything, even objects. -* `HASH_GET(hash, key)` will return the value of that key (or nil if it doesn't exist). -* `HASH_HASKEY(hash, key)` will return true/false if that key exists in the hash. -* `HASH_REM(hash, key)` will remove that hash key. +| Macro | use | +| -------|---------| +|`HASHCREATE` | used to create an empty hash.| +| `HASH_SET(hash, key, val)` | will set the hash key to that value, a key can be anything, even objects. | +|`HASH_GET(hash, key)` | will return the value of that key (or nil if it doesn't exist). | +| `HASH_HASKEY(hash, key)` | will return true/false if that key exists in the hash. | +| `HASH_REM(hash, key)` | will remove that hash key.| ### 6.1 Hashlists @@ -256,11 +284,14 @@ HASH_SET(_anotherHash, "anotherKey", "another value"); As you can see above working with hashlists are fairly simple, a more in depth explanation of the macros is below. -* `HASHLIST_CREATELIST(keys)` creates a new hashlist with the default keys, pass [] for no default keys. -* `HASHLIST_CREATEHASH(hashlist)` returns a blank hash template from a hashlist. -* `HASHLIST_PUSH(hashList, hash)` pushes a new hash onto the end of the list. -* `HASHLIST_SELECT(hashlist, index)` returns the hash at that index in the list. -* `HASHLIST_SET(hashlist, index, hash)` sets a specific index to that hash. + +| Macro | use | +| -------|---------| +|`HASHLIST_CREATELIST(keys)` | creates a new hashlist with the default keys, pass [] for no default keys.| +|`HASHLIST_CREATEHASH(hashlist)` | returns a blank hash template from a hashlist.| +|`HASHLIST_PUSH(hashList, hash)` | pushes a new hash onto the end of the list.| +|`HASHLIST_SELECT(hashlist, index)` | returns the hash at that index in the list. | +|`HASHLIST_SET(hashlist, index, hash)` | sets a specific index to that hash.| #### 6.1.1 A note on pass by reference and hashes diff --git a/documentation/feature/advanced_ballistics.md b/documentation/feature/advanced_ballistics.md index 70123a0320..1f38a9d18e 100644 --- a/documentation/feature/advanced_ballistics.md +++ b/documentation/feature/advanced_ballistics.md @@ -25,7 +25,7 @@ The Advanced Ballistics module improves internal and external ballistics. ## 2. Usage ### 2.1 Protractor -Press Ctrl+Shift+K while using a compatible weapon to toggle the protractor. The red line indicates the current inclination angle in degrees. The protractor will disappear if you lower or holster your weapon. +Press Ctrl+⇧ Shift+K while using a compatible weapon to toggle the protractor. The red line indicates the current inclination angle in degrees. The protractor will disappear if you lower or holster your weapon. ## 3. Dependencies `ace_ballistics`, `ace_weather`, `ace_modules` diff --git a/documentation/feature/aircraft.md b/documentation/feature/aircraft.md index 25f4e52cad..ead653641d 100644 --- a/documentation/feature/aircraft.md +++ b/documentation/feature/aircraft.md @@ -35,7 +35,7 @@ Adds a HUD to the AH-9 based on the Comanche's HUD. ## 2. Usage ### 2.1 Switching flare modes -Press CTRL+C to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`) +Press Ctrl+C to switch between flare firing modes (Arma 3 default key bind `countermeasure mode`) ## 3. Dependencies diff --git a/documentation/feature/attach.md b/documentation/feature/attach.md index a248f8657f..fcf7f2ef77 100644 --- a/documentation/feature/attach.md +++ b/documentation/feature/attach.md @@ -17,14 +17,14 @@ Adds an attachable IR strobe, which is only visible using night vision devices a ## 2. Usage ### 2.1 Attaching to yourself -- Use Self Interact CTRL+⊞ Win (ACE3 default). +- Use Self Interact Ctrl+⊞ Win (ACE3 default). - Select `Equipment`. - Select `Attach item`. - Select which item you want to attach. - Repeat the process to detach. ### 2.2 Attaching to a vehicle -- Interact with the vehicle ⊞ Win (ACE3 default). +- Interact with the vehicle ⊞ Win (ACE3 default). - Select `Attach item`. - Select your item and follow the instructions on the screen. - Repeat the process to detach. diff --git a/documentation/feature/captives.md b/documentation/feature/captives.md index 33b7ec3739..6ff4623016 100644 --- a/documentation/feature/captives.md +++ b/documentation/feature/captives.md @@ -31,7 +31,7 @@ Allows players to surrender. It renders the unit unable to move and with the han ### 2.2 Escorting a captive - Interact with the captive ⊞ win. - Select the `Escort prisoner` option. -- To stop escorting, use the mousewheel and select `Release` or use Self Interaction CTRL+⊞ win and select `Release`. +- To stop escorting, use the mousewheel and select `Release` or use Self Interaction Ctrl+⊞ win and select `Release`. ### 2.3 Loading and unloading a captive into/from a vehicle - Escort the captive. diff --git a/documentation/feature/concertina_wire.md b/documentation/feature/concertina_wire.md index 0c0cdb3ab6..8fd8a58eb6 100644 --- a/documentation/feature/concertina_wire.md +++ b/documentation/feature/concertina_wire.md @@ -13,7 +13,7 @@ A concertina wire is a type of barbed wire formed in large coils that can be exp ## 2. Usage ### 2.1 Deploying the concertina wire -- Approach the concertina coil and select ⊞ Win (ACE3 default) +- Approach the concertina coil and select ⊞ Win (ACE3 default) - Select `Deploy concertina wire`. - Follow the instructions on screen. diff --git a/documentation/feature/disarming.md b/documentation/feature/disarming.md index 02b8dc2163..f635b94901 100644 --- a/documentation/feature/disarming.md +++ b/documentation/feature/disarming.md @@ -14,7 +14,7 @@ You can search the inventory and disarm captured or unconscious units. ## 2. Usage ### 2.1 Searching and disarming -- Interact with the captured or unconscious unit ⊞ Win (ACE3 default key bind `Interaction Key`). +- Interact with the captured or unconscious unit ⊞ Win (ACE3 default key bind `Interaction Key`). - Select `Open inventory`. - Drag & Drop the items you wish to remove from the unit. diff --git a/documentation/feature/dragging.md b/documentation/feature/dragging.md index e3fdf0b6fe..d23935034d 100644 --- a/documentation/feature/dragging.md +++ b/documentation/feature/dragging.md @@ -14,9 +14,9 @@ This adds the option to drag or carry units or objects. ### 2.1 Dragging / Carrying units and objects - You can only drag or carry an unconscious unit. -- Interact with the unit or object ⊞ Win (ACE3 default key bind `Interact Key`). +- Interact with the unit or object ⊞ Win (ACE3 default key bind `Interact Key`). - Select `Drag` or `Carry`. -- To release, use the mouse wheel and select `Release` or use Self Interaction CTRL+⊞ Win and select `Release`. +- To release, use the mouse wheel and select `Release` or use Self Interaction Ctrl+⊞ Win and select `Release`. ## 3. Dependencies diff --git a/documentation/feature/explosives.md b/documentation/feature/explosives.md index a88b9ae1b4..071252ffc0 100644 --- a/documentation/feature/explosives.md +++ b/documentation/feature/explosives.md @@ -20,18 +20,18 @@ Enables attaching explosives to vehicles. ## 2. Usage ### 2.1 Placing explosives -- Use self interaction CTRL+⊞ Win (ACE3 default key bind `Self Interaction Key`). +- Use self interaction Ctrl+⊞ Win (ACE3 default key bind `Self Interaction Key`). - Select `Explosives`. - Choose your explosive type and follow the instructions on the screen. ### 2.2 Arming and detonating explosives -- Interact with the explosive ⊞ Win (ACE3 default key bind `Interact Key`). +- Interact with the explosive ⊞ Win (ACE3 default key bind `Interact Key`). - Choose the arming method. - For clackers use Self Interaction `Explosives` → `Detonate` and choose the corresponding Firing Device. ### 2.3 Defusing explosives - A `Defusal Kit` is required. -- Interact with the explosive ⊞ Win. +- Interact with the explosive ⊞ Win. - Select `Disarm`. - You are safe to pick it up after the action has completed. diff --git a/documentation/feature/fcs.md b/documentation/feature/fcs.md index b66cad8522..713fba4dcf 100644 --- a/documentation/feature/fcs.md +++ b/documentation/feature/fcs.md @@ -21,13 +21,13 @@ Anti air cannons can now use airburst ammunition. It will explode on the FCS' ze ### 2.1 Engaging moving targets - Place the crosshair on the enemy vehicle. -- Press and hold TAB (ACE 3 default key bind `Lock Target [Hold]`) and follow the target for about 2 seconds. -- Release TAB. +- Press and hold Tab ↹ (ACE 3 default key bind `Lock Target [Hold]`) and follow the target for about 2 seconds. +- Release Tab ↹. - The optic is now adjusted sideways to ensure a hit. ### 2.2 Ranging stationary targets - Place the crosshair on the object to range. -- Tap TAB +- Tap Tab ↹ - The optic is now adjusted. *NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1* diff --git a/documentation/feature/hearing.md b/documentation/feature/hearing.md index 5389f0c3d5..5c3c7e3960 100644 --- a/documentation/feature/hearing.md +++ b/documentation/feature/hearing.md @@ -19,7 +19,7 @@ missile launchers will be equipped with those, but remember to put them in. ### 2.1 Equipping earplugs - For this you need the `Earplugs` item. -- Press the self interaction key CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`). +- Press the self interaction key Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`). - Select `Equipment`. - Select `Earplugs in`. - Same method to remove them but the option is `Earplugs out`. diff --git a/documentation/feature/huntIR.md b/documentation/feature/huntIR.md index e4e690dac3..205b812e33 100644 --- a/documentation/feature/huntIR.md +++ b/documentation/feature/huntIR.md @@ -17,10 +17,10 @@ NOTE: the HuntIR round doesn't work with modded weapons without a compatibility - To be able to connect to the IR CMOS camera you'll need a `HuntIR monitor`. - Fire the HuntIR round as high as possible over the area you want to observe. - Open the `HuntIR monitor`. - - To open the `HuntIR monitor` self interact CTRL + ⊞ Win (ACE3 default) + - To open the `HuntIR monitor` self interact Ctrl + ⊞ Win (ACE3 default) - Select `Equipment`. - Select `Activate HuntIR monitor`. -- You now have control of the IR CMOS camera to close the monitor press ESC or ⊞ Win +- You now have control of the IR CMOS camera to close the monitor press ESC or ⊞ Win ### 2.2 IR CMOS camera controls diff --git a/documentation/feature/javelin.md b/documentation/feature/javelin.md index 8cf59c0a08..a4187a0b82 100644 --- a/documentation/feature/javelin.md +++ b/documentation/feature/javelin.md @@ -20,12 +20,12 @@ The Titan / Javelin now posses the ability to be used in top down attack or dire - For this feature you need to have a compatible launcher. - Fully zoom in with the launcher. - Switch to thermals N (Arma 3 default key bind `Night vision`). -- While keeping your aim steadily on target press and hold TAB (ACE3 default key bind `Lock Target [Hold]`). +- While keeping your aim steadily on target press and hold Tab ↹ (ACE3 default key bind `Lock Target [Hold]`). - When the sound changes and a cross appears on the screen the target is locked and you're able to fire. ### 2.2 Switching fire mode - For this feature you need to have a compatible launcher. -- When aiming with your launcher press CTRL + TAB. +- When aiming with your launcher press Ctrl + Tab ↹. - On the right side of the screen (for most launchers) you should see that `TOP`is now illumiated in green which means that your missile will be fired in top down mode. ## 3. Dependencies diff --git a/documentation/feature/logistics_uavbattery.md b/documentation/feature/logistics_uavbattery.md index 2920d4b7a4..367d161340 100644 --- a/documentation/feature/logistics_uavbattery.md +++ b/documentation/feature/logistics_uavbattery.md @@ -15,7 +15,7 @@ Adds an item `ACE_UAVBattery` that allows refuelling / recharging of the "Darter ### 2.1 Recharging the darter - For this you need a `UAV battery` and the UAV needs to be a quad-copter. -- Interact with the UAV ⊞ Win (ACE3 default key bind `Interact Key`) +- Interact with the UAV ⊞ Win (ACE3 default key bind `Interact Key`) - Select `Recharge` ## 3. Dependencies diff --git a/documentation/feature/logistics_wirecutter.md b/documentation/feature/logistics_wirecutter.md index 077e3b48cb..71eb6ac62f 100644 --- a/documentation/feature/logistics_wirecutter.md +++ b/documentation/feature/logistics_wirecutter.md @@ -16,7 +16,7 @@ Adds an item `ACE_wirecutter` that allows cutting of fences in Arma 3 and AllInA ### 2.1 Using the wirecutter - For this you need a `Wirecutter`. - Approach the fence you want to cut. -- Press the interaction key ⊞ Win (ACE3 default key bind `Interaction Key`). +- Press the interaction key ⊞ Win (ACE3 default key bind `Interaction Key`). - Find the interaction point and select `Cut Fence` (the only option). ## 3. Dependencies diff --git a/documentation/feature/magazinerepack.md b/documentation/feature/magazinerepack.md index 191f12d2b7..304f3e7f96 100644 --- a/documentation/feature/magazinerepack.md +++ b/documentation/feature/magazinerepack.md @@ -15,7 +15,7 @@ Adds the ability to repack magazines of the same type. ### 2.1 Repacking - For this you need multiple half empty mags of the same type. -- Press the self interaction button CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`). +- Press the self interaction button Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`). - Select `Repack magazines`. - Select the type of magazines you want to repack. diff --git a/documentation/feature/maptools.md b/documentation/feature/maptools.md index a67412343f..1618721c82 100644 --- a/documentation/feature/maptools.md +++ b/documentation/feature/maptools.md @@ -22,10 +22,10 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n ### 2.1 Using map tools - For this you need to have `Map Tools`. - Open the map M (Arma 3 default key bind `Map`). -- Press the self interaction key CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`). +- Press the self interaction key Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`). - Select `Map tools`. - Select the type of tools you want to use. -- Note that you can drag the Roamer (map tool) around with LMB and rotate it with CTRL + LMB. +- Note that you can drag the Roamer (map tool) around with LMB and rotate it with Ctrl + LMB. ### 2.2 Drawing lines - To draw lines `Map Tools` are not required. diff --git a/documentation/feature/microdagr.md b/documentation/feature/microdagr.md index 3ff9562293..2ed13875f2 100644 --- a/documentation/feature/microdagr.md +++ b/documentation/feature/microdagr.md @@ -1,26 +1,148 @@ --- layout: wiki title: MicroDAGR -description: +description: A GPS device and much more ! group: feature parent: wiki --- -## Overview +For an easier time reading don't forget that you can view all chapters on the right side of the page by clicking on Show/hide under table of content. -### Sub-feature 1 -Short description of sub-feature 1. +## 1. Overview -### Sub-feature 2 -Short description of sub-feature 2. +"Military operations rely on the position, +navigation and timing (PNT) data that GPS +can provide. In combat, the accuracy of +PNT data can mean the difference between +life and death. Non-military GPS receivers +simply aren’t good enough when lives are +on the line" (Extracted from the real life manual) + +that's where the MicroDAGR comes in, here's a list of it's features (in arma 3) : + +- Compass and headings. +- Date and hour synced to the mission. +- Elevation (above or below sea level) +- Current speed. +- GPS with topographic and satellite view. +- Creating, naming, deleting waypoints. +- Friendly identification (BLUFOR tracker need to be on) +- The MicroDAGR is also able to connect to your vector to retrieve data from it. + +## 2. Usage + +Please note that the numbers in 2.1 are going to be referred to as `1` `2` etc when explaining how to use the MicroDAGR + +### 2.1 Bringing the MicroDAGR + +- Self interact Ctrl+⊞ Win. +- Select `Equipment`. +- Select `configure MicroDAGR`. + +### 2.2 The MicroDAGR interface + + + +number | function | +------ | ----------------------------------------------------- | +`1` | Options menu and hour display. +`2` | Grid position `e` is west to east `n` is south to north. +`3` | Elevation above sea level in meters. +`4` & `11` | Compass heading. +`5` & `10` | Current speed. +`6` | Date (mission). +`7` | Main menu button. +`8` | Compass menu button. +`9` | Map menu button. +`12` | Compass +`13` | Player heading (your eyes). +`14` | Center the map on your position. +`15` | Map zoom. +`16` | Map dezoom +`17` | Your position. +`18` | Waypoint creation menu +`19` | Waypoint editing menu. +`20` | Connection menu. +`21` | Settings menu. + +### 2.3 Waypoints +#### 2.3.1 Adding waypoints +- There's three ways of adding a waypoint. + +- First way: Using the waypoint creation menu. + - Find the position you want to mark on the map. + - Get it's map grid. + - The grid is composed of 6 digits. + - The first three digits are read west to east. (Top of the map screen). + - The last three are read south to north. (Left side of the map screen). + - Go to the options menu (Click in `1` area, above the bar). + - Click on `Mark`(`18`). + - Enter the grid number. + - Press OK. + - Enter the desired name of the waypoint. + - Press OK. + +- Second way: Using the waypoint menu + - Find the position you want to mark on the map. + - Get it's map grid. + - The grid is composed of 6 digits. + - The first three digits are read west to east. (Top of the map screen). + - The last three are read south to north. (Left side of the map screen). + - Go to the options menu (Click in `1` area, above the bar). + - CLick on `Waypoints` (`19`). + - Click on `Add`. + - Enter the grid number. + - Press OK. + - Enter the name of the waypoint. + - Press OK. + +- Third way: Using the Map menu. + - Go to the map menu (click on `9`) + - double left click on the position where you want your waypoint. + - Enter the name of the waypoint. + - Press OK. + +#### 2.3.2 Setting a waypoint +- Go to the options menu (Click in `1` area, above the bar). +- CLick on `Waypoints` (`19`). +- Select the waypoint. +- Click on `SetWp`. -## Usage +- Once a waypoint is set: + - It's heading, elevation and distance are marked on the main menu. (`7`) + - It's heading, direction, grid position and name are marked in the compass menu (`8`) + - A marker appear at the waypoint grid location in the map menu (`9`) -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +#### 2.3.3 Deleting a waypoint +- Go to the options menu (Click in `1` area, above the bar). +- CLick on `Waypoints` (`19`). +- Select the waypoint. +- Click on `Delete`. + +### 2.4 Switching between mils and degrees +- Go to the options menu (Click in `1` area, above the bar). +- Click on `Settings` (`21`) +- Double left click on the unit next to `Angular unit:` + +### 2.5 Switching between topographical and satellite view + +- Go to the map menu (`9`) +- Click on the map menu button again (`9`) + +### 2.6 Retrieving data from the vector +- For this you obviously need a `vector 21`. +- Go to the options menu (Click in `1` area, above the bar). +- Click on `Connect to` (`20`). +- Pull out your `vector 21`. + - Press and hold both R and Tab ↹ until the red pointing circle appears. + - Sight the circle on the object and release both keys. +- The data on the main menu now have changed, you can now see the azimuth the range and the elevation of the point you sighted. +- Note that the compass menu also changed and now features the azimuth, compass bearing, distance and grid position of the point you sighted. + +Note that the results of the measure you took won't change until you do an other measure. -## Dependencies +## 3. Dependencies `ace_common` diff --git a/documentation/feature/missileguidance.md b/documentation/feature/missileguidance.md index 7dd4d6a304..7231741d1a 100644 --- a/documentation/feature/missileguidance.md +++ b/documentation/feature/missileguidance.md @@ -13,14 +13,14 @@ Adds the AMG framework, for more information about it refer to the [AMG framewor ## 2. Usage ### 2.1 Switching fire mode -- Press CTRL + TAB the LED's on the right of the UI will change. +- Press Ctrl + Tab ↹ the LED's on the right of the UI will change. - `TOP` for top down mode. - `DIR` for direct mode. ### 2.2 Locking - Fully zoom in by using NUMPAD + - Switch to thermals by pressing N the `FLTR` LED should light up. -- Aim at the target and hold TAB a crosshair will appear and the `SEEK` LED will light up. +- Aim at the target and hold Tab ↹ a crosshair will appear and the `SEEK` LED will light up. - Fire! ## 3. Dependencies diff --git a/documentation/feature/mk6mortar.md b/documentation/feature/mk6mortar.md index eb4b22caaf..90b6512ed5 100644 --- a/documentation/feature/mk6mortar.md +++ b/documentation/feature/mk6mortar.md @@ -18,7 +18,7 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take ### 2.2 Working with the rangetable - To open the table: - - Self interact CTRL + ⊞ Win + - Self interact Ctrl + ⊞ Win - Select `equipment`. - Select `Open 82mm Rangetable`. @@ -34,7 +34,7 @@ ACE3 adds wind deflection for shells as well as a rangetable to accurately take - Once you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1339-2 = 1337. - On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found. - - To adjust the ELV use pageUP and pageDOWN. + - To adjust the ELV use Page Up and page Down. - Once the number you found and ELV are the same FIRE ! - On top of that you can calculate the time the shell will take to land by using the third row from the left, in our case the shell need to travel 2000m that's 20xthe number indicated. so 20x0,5 = 10s. diff --git a/documentation/feature/modules.md b/documentation/feature/modules.md new file mode 100644 index 0000000000..3d8f27136b --- /dev/null +++ b/documentation/feature/modules.md @@ -0,0 +1,14 @@ +--- +layout: wiki +title: modules +group: feature +parent: wiki +--- + +## 1. Overview + +This is taking care of module initialization **DO NOT REMOVE**. + +## 2. Dependencies + +`ace_main` reminder: **DO NOT REMOVE**. diff --git a/documentation/feature/overheating.md b/documentation/feature/overheating.md index dcbc4c1939..b97df663ce 100644 --- a/documentation/feature/overheating.md +++ b/documentation/feature/overheating.md @@ -25,12 +25,12 @@ Adds the ability to changes barrels on machine guns to compensate for those effe ### 2.2 Swapping barrels - For this you need a `Spare barrel` and a compatible weapon. -- Press self interaction CTRL + ⊞ Win (ACE3 default key bind `Self Interaction Key`). +- Press self interaction Ctrl + ⊞ Win (ACE3 default key bind `Self Interaction Key`). - Select `Equipment`. - Select `Swap barrel`. ### 2.3 Checking your barrel temperature -- Press self interaction CTRL + ⊞ Win. +- Press self interaction Ctrl + ⊞ Win. - Select `Equipment`. - Select `Check weapon temperature`. diff --git a/documentation/feature/rangecard.md b/documentation/feature/rangecard.md index b40e76cd49..6c588de45a 100644 --- a/documentation/feature/rangecard.md +++ b/documentation/feature/rangecard.md @@ -13,7 +13,7 @@ Add a range card that updates itself for your weapon and the type of ammo you're ## 2. Usage ### 2.1 Opening the range card -- Open the self interaction menu CTRL + ⊞ Win +- Open the self interaction menu Ctrl + ⊞ Win - Select `Equipment` - Select `Open Range Card` diff --git a/documentation/feature/reload.md b/documentation/feature/reload.md index 3cd4db1c8d..1d8637c290 100644 --- a/documentation/feature/reload.md +++ b/documentation/feature/reload.md @@ -14,7 +14,7 @@ Hides the actual round count of magazines and removes the icon when the current ## 2. Usage ### 2.1 Checking your ammo -- Press CTRL + R (ACE3 default key bind `Check Ammo`). +- Press Ctrl + R (ACE3 default key bind `Check Ammo`). ## 3. Dependencies diff --git a/documentation/feature/reloadlaunchers.md b/documentation/feature/reloadlaunchers.md index 773814a73e..3bfa739360 100644 --- a/documentation/feature/reloadlaunchers.md +++ b/documentation/feature/reloadlaunchers.md @@ -13,7 +13,7 @@ Add the ability to reload someone else's launcher. ### 2. Usage ### 2.1 Reloading someone else's launcher -- Press the interaction key ⊞ Win and aim at your buddy's launcher. +- Press the interaction key ⊞ Win and aim at your buddy's launcher. - Select `reload launcher`. - Select the type of ammo. diff --git a/documentation/feature/respawn.md b/documentation/feature/respawn.md index 753784b52b..08d3bf7feb 100644 --- a/documentation/feature/respawn.md +++ b/documentation/feature/respawn.md @@ -23,7 +23,7 @@ Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOB's ### 2.1 Using rallypoints - For this to work pre-emptive preparations need to be made by the mission maker. - Approach the rallypoint flagpole -- Use the interaction key ⊞ Win (ACE3 default key bind `Interaction key`). +- Use the interaction key ⊞ Win (ACE3 default key bind `Interaction key`). - Select teleport to (base / rallypoint). diff --git a/documentation/feature/safemode.md b/documentation/feature/safemode.md index 9024ac973b..0bcf4435de 100644 --- a/documentation/feature/safemode.md +++ b/documentation/feature/safemode.md @@ -14,8 +14,8 @@ You can now use the safety mode of any weapon. Switching weapon modes takes the ## 2. Usage ### 2.1 Switching safety on / off -- To turn it on press CTRL + ` (QWERTY layout) (ACE3 default key bind `Safe Mode`). -- To turn it off press CTRL + ` (QWERTY layout) again or switch firing mode. +- To turn it on press Ctrl + ` (QWERTY layout) (ACE3 default key bind `Safe Mode`). +- To turn it off press Ctrl + ` (QWERTY layout) again or switch firing mode. ## 3. Dependencies diff --git a/documentation/feature/sandbags.md b/documentation/feature/sandbags.md index 5e0011b755..9c0c90b7e0 100644 --- a/documentation/feature/sandbags.md +++ b/documentation/feature/sandbags.md @@ -15,7 +15,7 @@ Note that those sandbags are affected by physics, a rocket will send them flying ### 2.1 Placing the sandbags - You'll need at least one `sandbag (empty)`. - You need to be over a grass area / sand area to be able to fill the sandbag. -- Self interact CTRL+⊞ Win (ACE3 default). +- Self interact Ctrl+⊞ Win (ACE3 default). - Select `Deploy sandbag`. - Follow the instruction on screen. diff --git a/documentation/feature/scopes.md b/documentation/feature/scopes.md index 9e70641f71..cfcee4a687 100644 --- a/documentation/feature/scopes.md +++ b/documentation/feature/scopes.md @@ -15,16 +15,16 @@ Allows snipers to adjust their scopes horizontally and vertically in mils. ### 2.1 Adjusting your scope vertically Please not that the following key combinations are ACE3 default key binds. -- Minor adjustment up pageUP. -- Minor adjustment down pageDOWN. -- Major adjustment up Shift + pageUP. -- Major adjustment down Shift + pageDOWN. +- Minor adjustment up Page Up. +- Minor adjustment down page Down. +- Major adjustment up ⇧ Shift + Page Up. +- Major adjustment down ⇧ Shift + page Down. ### 2.2 Adjusting your scope horizontally -- Minor adjustment right CTRL + pageUP. -- Minor adjustment left CTRL + pageDOWN. -- Major adjustment right CTRL + Shift + pageUP. -- Major adjustment left CTRL + Shift + pageDOWN. +- Minor adjustment right Ctrl + Page Up. +- Minor adjustment left Ctrl + page Down. +- Major adjustment right Ctrl + ⇧ Shift + Page Up. +- Major adjustment left Ctrl + ⇧ Shift + page Down. ## 3. Dependencies diff --git a/documentation/feature/spotting_scope.md b/documentation/feature/spotting_scope.md index ead45d540f..a2b9bdf19d 100644 --- a/documentation/feature/spotting_scope.md +++ b/documentation/feature/spotting_scope.md @@ -12,7 +12,7 @@ Adds a deployable spotting scope. ## 2. Usage ### 2.1 Deploying the spotting scope -- Self interact CTRL+⊞ Win (ACE3 default). +- Self interact Ctrl+⊞ Win (ACE3 default). - Select `Equipment`. - Select `Place spotting scope` (note that the scope will be at your feet). diff --git a/documentation/feature/tacticallader.md b/documentation/feature/tacticallader.md index f992236db6..9ed4b9459d 100644 --- a/documentation/feature/tacticallader.md +++ b/documentation/feature/tacticallader.md @@ -12,9 +12,9 @@ Adds a deployable ladder with adjustable height that you can transport on your b ## 2. Usage ### 2.1 Deploying the ladder -- Self interact CTRL+⊞ Win (ACE3 default). +- Self interact Ctrl+⊞ Win (ACE3 default). - Select `Deploy ladder`. -- You can adjust it's position and height by interacting with it ⊞ Win (ACE3 default) and following the instructions on screen. +- You can adjust it's position and height by interacting with it ⊞ Win (ACE3 default) and following the instructions on screen. ## 3. Dependencies diff --git a/documentation/feature/tripod.md b/documentation/feature/tripod.md index 4f57dc05a7..f6f49ba3d1 100644 --- a/documentation/feature/tripod.md +++ b/documentation/feature/tripod.md @@ -13,12 +13,12 @@ Adds a packable tripod deployable on the field. It features a flat part to deplo ### 2.1 deploying the tripod - Note that you need a `SSWT kit` in your inventory. -- Self interact CTRL+⊞ Win. +- Self interact Ctrl+⊞ Win. - Select `Equipment` - Select `Place SSWT kit`. -To adjust or pick up the tripod just interact with it ⊞ Win and select the desired action. +To adjust or pick up the tripod just interact with it ⊞ Win and select the desired action. ## 3. Dependencies -`ace_interaction` \ No newline at end of file +`ace_interaction` diff --git a/documentation/feature/vector.md b/documentation/feature/vector.md index 025012959a..4dbf4440a1 100644 --- a/documentation/feature/vector.md +++ b/documentation/feature/vector.md @@ -32,12 +32,12 @@ The Vector is controlled with 2 keys: the azimuth key and the range key; Ta #### 2.2 Azimuth Measuring Azimuth -- Press and hold the TAB until the azimuth is displayed. +- Press and hold the Tab ↹ until the azimuth is displayed. #### 2.3 Slope distance and Azimuth Measuring Slope distance and Azimuth -- Press and hold both R and TAB until the red pointing circle appears. +- Press and hold both R and Tab ↹ until the red pointing circle appears. - Sight the circle on the object and release both keys. #### 2.4 Horizontal distance and height difference @@ -49,35 +49,35 @@ The Vector is controlled with 2 keys: the azimuth key and the range key; Ta #### 2.5 Azimuth and Inclination Measuring Azimuth and Inclination -- Tap TAB once then press and hold it until the azimuth and inclination is displayed. +- Tap Tab ↹ once then press and hold it until the azimuth and inclination is displayed. #### 2.6 Distance between two points Measuring Distance between two points - Press and hold R until the red pointing circle appears. -- Sight the circle on the first object and tap TAB while further holding R. The first measurement is confirmed ("1-P" = first point). +- Sight the circle on the first object and tap Tab ↹ while further holding R. The first measurement is confirmed ("1-P" = first point). - Sight the second object and release R. #### 2.7 Horizontal and vertical distance between two points Measuring Horizontal and vertical distance between two points - Tap R once then press and hold it until the red pointing circle appears. -- Sight the circle on the object and tap TAB once. The first measurement is confirmed ("1-P" = first point). +- Sight the circle on the object and tap Tab ↹ once. The first measurement is confirmed ("1-P" = first point). - Sight the second object and release R. #### 2.8 Horizontal distance and azimuth between two points Measuring Horizontal distance and azimuth between two points -- Press and hold TAB until the azimuth appears. -- Sight the circle on the first object and tap R while further holding TAB. The first measurement is confirmed ("1-P" = first point). -- Sight the second object and release TAB. +- Press and hold Tab ↹ until the azimuth appears. +- Sight the circle on the first object and tap R while further holding Tab ↹. The first measurement is confirmed ("1-P" = first point). +- Sight the second object and release Tab ↹. ### 2.9 Fall of shot Measuring Fall of shot -- Tap TAB once then press and hold it until the azimuth appears. -- Sight the circle on the object and tap R while further holding TAB. The first measurement is confirmed ("1-P" = first point). -- Sight the Fall of shot and release TAB. The left digits display the left (`L`)/right (`r`) correction value in meter and the right digits display the longer (`A` = add)/shorter (`d` = drop) correction value in meter. If R is tapped the height correction values will be displayed (`UP` and `dn`). +- Tap Tab ↹ once then press and hold it until the azimuth appears. +- Sight the circle on the object and tap R while further holding Tab ↹. The first measurement is confirmed ("1-P" = first point). +- Sight the Fall of shot and release Tab ↹. The left digits display the left (`L`)/right (`r`) correction value in meter and the right digits display the longer (`A` = add)/shorter (`d` = drop) correction value in meter. If R is tapped the height correction values will be displayed (`UP` and `dn`). ## 3. Dependencies diff --git a/documentation/feature/vehicles.md b/documentation/feature/vehicles.md index 3f78b654b2..a58d314194 100644 --- a/documentation/feature/vehicles.md +++ b/documentation/feature/vehicles.md @@ -41,6 +41,10 @@ MBT main guns and mortars can no longer lock on enemies. The AT rounds of both n - To turn the engine on press 2. - To turn the engine off press 1. +### 2.2 Turning the speed limiter on / off +- To turn the speed limiter on press Del. +- To turn it off press Del again. + ## 3. Dependencies `ace_common` diff --git a/documentation/framework/carry-drag.md b/documentation/framework/carry-drag.md index 988797ba79..cfa4eb13af 100644 --- a/documentation/framework/carry-drag.md +++ b/documentation/framework/carry-drag.md @@ -26,3 +26,71 @@ class CfgVehicles { }; ``` +## 2. Functions + +**NOTE THAT THE FOLLOWING FUNCTIONS ARE NOT PUBLIC AND THUS MAY CHANGE IN THE FUTURE.**
+ + +Also note that if the item is too heavy you won't be able to carry / drag it, the mass is also affected by what's inside it.
+To bypass this empty the object and / or use setMass.
+ +### 2.1 Enabling / disabling dragging + +`ace_dragging_fnc_setDraggable.`
+Enable the object to be dragged.
+ +| Arguments | | +--------------| -------- | +0 | Any object (Object) +1: | true to enable dragging, false to disable (Bool) +2:| Position offset for attachTo command (Array, optional; default: [0,0,0]) +3: | Direction in degree to rotate the object after attachTo (Number, optional; default: 0) +Return value: NONE
+ +#### 2.1.1 example 1: +``` +[foo,true,[0,2,0],45] call ace_dragging_fnc_setDraggable +``` +| Arguments | | +--------------| -------- | +0:| foo (my object) +1:| true (dragging is enabled) +2:| `[0,2,0]` (0 meters sideways, 2 meters forward, 0 meters upwards) +3:| 45 (the object is rotated by 45°) + +#### 2.1.2 example 2 +``` +[bar,false,[3,-2,2],20] call ace_dragging_fnc_setDraggable +``` + +| Arguments | | +--------------| -------- | +0:| bar (object) +1:| false (dragging is disabled) +2:| 3 meters sideways, -2 meters backwards, 2 meters upwards +3:| the object is rotated by 20° + +### 2.2 Enabling / disabling carrying +`ace_dragging_fnc_setCarryable.`
+Enable the object to be carried.
+ +| Arguments | | +--------------| -------- | +0 | Any object (Object) +1:| true to enable carrying, false to disable (Bool) +2:| Position offset for attachTo command (Array, optional; default: [0,1,1]) +3:| Direction in degree to rotate the object after attachTo (Number, optional; default: 0) +Return value: NONE
+ + +#### 2.1.1 example 1: +``` +[foo,true,[0,3,1],10] call ace_dragging_fnc_setCarryable +``` +| Arguments | | +--------------| -------- | +0:| foo (my object) +1:| true (carrying is enabled) +2:| `[0,2,0]` (0 meters sideways, 3 meters forward, 1 meters upwards) +3:| 10 (the object is rotated by 10°) +