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@ -7,21 +7,24 @@ parent: wiki
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---
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# Overview
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## Adjusted AI skill values
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- ## Adjusted AI skill values
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The idea here is to reduce the AI's godlike aiming capabilties while retaining it's high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim.
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Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
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## Firing in burst mode
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- ## Firing in burst mode
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AIs will now use the automatic mode of their weapons on short distances, instead of always relying on firing single shots in quick succession.
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## Longer engagement ranges
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- ## Longer engagement ranges
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The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.
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## No deadzones in CQB
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Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. AGM removes this behaviour mostly notable in CQB by adding a valid firing mode.
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## No scripting
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All changes of AGM AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
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- ## No deadzones in CQB
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Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE 3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
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- ## No scripting
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All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.
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# Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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instructions. May not apply to all modules.
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Nothing
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# Dependencies
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List of modules that must be present for this module to work.
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None
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@ -6,20 +6,33 @@ order: 5
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parent: wiki
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---
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# Overview
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## Adjusted flight behaviour
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- ## Adjusted flight behaviour
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Changes the flight behaviour of various aircraft.
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## Various adjustments to A2A, A2G and G2A munitions
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- needs documentaion -
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## Missile lock warnings
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- ## Various adjustments to aircraft and gunships munitions
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- Higher capacity magazines for the comanche.
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- Gatling rate of fire (ROF) increased.
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- AP rockets have less splash damage.
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- ## Missile lock warnings
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Adds missile-lock warning systems to helicopters and planes based on the various real life capabilities.
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## Semi-automatic flare mode
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- ## Semi-automatic flare mode
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Adds the semi-automatic flare mode known from Arma 2. The key to switch the mode still exists in Arma 3's key settings, but is unused.
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### Ejecting from pilot and copilot seats
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- ## Ejecting from pilot and copilot seats
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Pilots and copilots of all helicopters can now eject.
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## Laser marker for wildcat
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- ## Laser marker for wildcat
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Adds a laser marker to the copilot seat of the Wildcat.
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## HUD for AH-9
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- ## HUD for AH-9
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Adds a HUD to the AH-9 based on the comanches HUD.
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# Usage
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- ## switching flare mode:
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the fefault keybind is ```ctrl + c```
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# Dependencies
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List of modules that must be present for this module to work.
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None
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@ -5,14 +5,26 @@ group: feature
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parent: wiki
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---
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# Overview
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## Attach items to uniform
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- ## Attach items to uniform
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Enables player to attach IR grenades and chemlights to themselves.
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## IR Strobe
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Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades.re 2.
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- ## IR Strobe
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Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades.
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# Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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instructions. May not apply to all modules.
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- ## attaching to yourself
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- Press the self interaction key
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- go to the equipment section
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- choose the item to attach
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same thing to detach
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- ##attaching to a vehicle
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- Approach the vehicle and use the interaction key
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- Attach item section
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- Choose your item and where you want to place it
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to detach the item use the interaction key from outside the vehicle
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# Dependencies
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List of modules that must be present for this module to work.
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List of modules that must be present for this module to work.
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@ -5,16 +5,36 @@ group: feature
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parent: wiki
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---
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# Overview
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## Take captives
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- ## Take captives
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Introduces a captivity system for taking and moving prisoners.
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## Load and unload captives into / from vehicles
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- needs documentaion -
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## Frisk captives
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- needs documentaion -
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- ## Load and unload captives into / from vehicles
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You can load and unload captives from vehicles using ACE 3 interactions.
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- ## Frisk captives
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You can frisk a restrained captive.
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- ## Surrendering
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You can surrender, while surrendering AI will cease fire.
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# Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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instructions. May not apply to all modules.
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- ## Capturing someone
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- You need cable ties.
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- Approach the victim / convict and use the interaction button.
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- The interaction is around the hands in the form of a handcuffs icon.
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- To free someone it's the same
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- Use the interaction key, check around the hands for the handcuffs icon.
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- ## Escorting a captive
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- Interact with the captive.
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- Select the escort prisoner option.
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- To stop escorting just scroll down or use self interaction.
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- ## Loading and unloading a captive in vehicle
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- Escort the person.
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- Approach the vehicle you desire to load the captive in.
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- Interact with the vehicle and load him.
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- Same for unloading, interact with the vehicle then unload.
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# Dependencies
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List of modules that must be present for this module to work.
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