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Documentation pass 5
- Documentation done except (medical, AtragMX, MicroDAGR, Vector, Kestrel 4500) - Typos fixed - enjoy the review MOWHAHAHAHAH.
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@ -9,8 +9,8 @@ parent: wiki
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## 1. Overview
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The Advanced Ballistics module improves internal and external ballistics.
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## 2. Features
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- Drag modeling based on real-world ballistic coefficients.
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## 1.1 Features
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- Drag modelling based on real-world ballistic coefficients.
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- Ambient air density (air pressure, temperature, humidity) affects drag.
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- Wind affects drag and deflects the trajectory.
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- Wind speed varies with altitude.
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@ -22,10 +22,10 @@ The Advanced Ballistics module improves internal and external ballistics.
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- Bullet trace effect for supersonic bullets (light refraction due to air pressure waves).
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- A protractor for quickly measuring the inclination angle.
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## 3. Usage
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## 2. Usage
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### 3.1 Protractor
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### 2.1 Protractor
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Press <kbd>Ctrl</kbd>+<kbd>Shift</kbd>+<kbd>K</kbd> 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.
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## 4. Dependencies
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## 3. Dependencies
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`ace_ballistics`, `ace_weather`, `ace_modules`
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@ -1,6 +1,6 @@
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---
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layout: wiki
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title: AI (Artifical Intelligence)
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title: AI (Artificial Intelligence)
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description: Config based changes to AI to ensure compatibility with advanced AI modifications
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group: feature
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order: 5
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@ -10,7 +10,7 @@ parent: wiki
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## 1. Overview
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### 1.1 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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The idea here is to reduce the AI's godlike aiming capabilities 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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### 1.2 Firing in burst mode
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Aircraft
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description: Changes the flight behaviour of various aircraft
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description: Aircraft overhaul
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group: feature
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order: 5
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parent: wiki
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@ -35,7 +35,7 @@ Adds a HUD to the AH-9 based on the Comanche's HUD.
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## 2. Usage
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### 2.1 Switching flare modes
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Press <kbd>Ctrl</kbd>+<kbd>C</kbd> to switch between flare firing modes
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Press <kbd>CTRL</kbd>+<kbd>C</kbd> to switch between flare firing modes (ARMA3 default keybind `countermeasure mode`)
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## 3. Dependencies
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Attach
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description: Allows players to attach items to objects
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description: Allow players to attach items to vehicles or themselves
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group: feature
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parent: wiki
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---
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@ -17,17 +17,17 @@ Adds an attachable IR strobe, which is only visible using night vision devices a
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## 2. Usage
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### 2.1 Attaching to yourself
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- Use Self Interact <kbd>Ctrl</kbd>+<kbd>Left Windows</kbd>.
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- Choose `Equipment`.
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- Choose `Attach item`.
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- Use Self Interact <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default keybind `Self Interaction Key`).
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- Select `Equipment`.
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- Select `Attach item`.
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- Select which item you want to attach.
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- Repeat to detach.
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- Repeat the process to detach.
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### 2.2 Attaching to a vehicle
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- Interact with the vehicle <kbd>Left Windows</kbd>.
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- Choose `Attach item`.
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- Interact with the vehicle <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
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- Select `Attach item`.
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- Select your item and follow the instructions on the screen.
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- Repeat to detach.
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- Repeat the process to detach.
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## 3. Dependencies
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@ -12,25 +12,19 @@ parent: wiki
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### 1.1 Realistic ballistics
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Changes include adjusted muzzle velocity, air friction and dispersion based on real life values.
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### 1.2 Weaker body armor
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Decreases protection values of vests, CSAT uniforms and various campaign only gear to better represent realism.
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### 1.3 Realistic silencers and subsonic ammunition
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### 1.2 Realistic silencers and subsonic ammunition
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Silencers no longer decrease the muzzle velocity and are generally less effective when used with normal ammunition. They now only remove the muzzle blast and flash. To prevent the crack caused by supersonic projectiles, ACE3 introduces subsonic ammunition for the 7.62mm caliber. This is also fully compatible with AI.
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### 1.4 Flash suppressors
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Flash suppressors are devices that reduce the muzzle flash while firing by cooling or dispersing the burning gases that exit the muzzle. Its intent is to reduce the chances that the shooter will be blinded in low-light shooting conditions as well as reducing the intensity of the flash visible to the enemy.
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### 1.5 Armor piercing ammunition
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### 1.3 Armor piercing ammunition
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Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm.
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### 1.6 IR-Dim tracer ammunition
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### 1.4 IR-Dim tracer ammunition
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IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices.
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### 1.7 M118 long range ammunition
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### 1.5 M118 long range ammunition
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The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges.
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### 1.8 Fully config-based
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### 1.6 Fully config-based
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This module applies configuration changes only and does not decrease game performance.
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## 2. Dependencies
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@ -24,14 +24,14 @@ You can surrender. While surrendering AI will cease fire.
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### 2.1 Taking a unit into captivity
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- You need `Cable Tie`.
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- Approach the unit and Interact <kbd>Left Windows</kbd>.
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- Approach the unit and Interact <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
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- The interaction is located around the hands in the form of a handcuffs icon.
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- Repeat to release.
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### 2.2 Escorting a captive
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- Interact with the captive <kbd>Left Windows</kbd>.
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- Select the `Escort prisoner` option.
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- To stop escorting, use the mousewheel and select `Release` or use Self Interaction <kbd>Ctrl</kbd>+<kbd>Left windows</kbd> and select `Release`.
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- To stop escorting, use the mousewheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left windows</kbd> and select `Release`.
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### 2.3 Loading and unloading a captive into/from a vehicle
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- Escort the captive.
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@ -13,3 +13,5 @@ Common functions and systems used by most other components.
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## 2. Dependencies
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`ace_main`
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Note: The Common module is required by nearly all other modules. Avoid disabling it!
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@ -14,7 +14,7 @@ You can search the inventory and disarm captured or unconscious units.
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## 2. Usage
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### 2.1 Searching and disarming
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- Interact with the captured or unconscious unit <kbd>Ctrl</kbd>+<kbd>Left Windows</kbd>.
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- Interact with the captured or unconscious unit <kbd>Left Windows</kbd> (ACE3 default keybind `Interaction Key`).
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- Select `Open inventory`.
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- Drag & Drop the items you wish to remove from the unit.
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@ -14,9 +14,9 @@ This adds the option to drag or carry units or objects.
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### 2.1 Dragging / Carrying units and objects
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- You can only drag or carry an unconscious unit.
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- Interact with the unit or object <kbd>Left Windows</kbd>
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- Choose `Drag` or `Carry`
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- To release, use the mousewheel and select `Release` or use Self Interaction <kbd>Ctrl</kbd>+<kbd>Left windows</kbd> and select `Release`.
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- Interact with the unit or object <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
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- Select `Drag` or `Carry`.
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- To release, use the mousewheel and select `Release` or use Self Interaction <kbd>CTRL</kbd>+<kbd>Left windows</kbd> and select `Release`.
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## 3. Dependencies
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@ -20,19 +20,19 @@ Enables attaching explosives to vehicles.
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## 2. Usage
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### 2.1 Placing explosives
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- Use self interaction <kbd>Ctrl</kbd>+<kbd>Left Windows</kbd>
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- Select `Explosives`
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- Choose your explosive type and follow the instructions on the screen
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- Use self interaction <kbd>CTRL</kbd>+<kbd>Left Windows</kbd> (ACE3 default keybind `Self Interaction Key`).
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- Select `Explosives`.
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- Choose your explosive type and follow the instructions on the screen.
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### 2.2 Arming and detonating explosives
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- Interact with the explosive <kbd>Left Windows</kbd>
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- Choose the arming method
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- For clackers use Self Interaction `Explosives` -> `Detonate` and choose the corresponding Firing Device
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- Interact with the explosive <kbd>Left Windows</kbd> (ACE3 default keybind `Interact Key`).
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- Choose the arming method.
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- For clackers use Self Interaction `Explosives` -> `Detonate` and choose the corresponding Firing Device.
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### 2.3 Defusing explosives
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- A `Defusal Kit` is required
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- Interact with the explosive <kbd>Left Windows</kbd>
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- Choose `Disarm`
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- A `Defusal Kit` is required.
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- Interact with the explosive <kbd>Left Windows</kbd>.
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- Select `Disarm`.
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- You are safe to pick it up after the action is complete.
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## 3. Dependencies
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@ -17,20 +17,19 @@ Changes the default rangefinders, including those in vehicles, to require manual
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### 1.3 Air burst ammunition
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Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range.
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## 2. Usage
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### 2.1 Engaging moving targets
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- Place the crosshair on the enemy vehicle.
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- Press and hold <kbd> tab </kbd> (by default) and follow the target for about 2 seconds.
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- Release <kbd> tab </kbd>
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- Press and hold <kbd>TAB</kbd> (ACE 3 default keybind `Lock Target [Hold]`) and follow the target for about 2 seconds.
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- Release <kbd>TAB</kbd>.
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- The optic is now adjusted sideways to ensue a hit.
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### 2.2 Ranging stationary targets
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- Place the crosshair on the object to range.
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- Tap <kbd> tab </kbd> (by default) the optic is now adjusted.
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- Tap <kbd>TAB</kbd> the optic is now adjusted.
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NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1
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## 3. Dependencies
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@ -8,7 +8,9 @@ parent: wiki
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## 1. Overview
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Adds flash suppressors, they reduce the muzzle flash of your weapon.
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This add the ability to use the flash suppressors that are already in game but not accessible.
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Flash suppressors are devices that reduce the muzzle flash while firing by cooling or dispersing the burning gases that exit the muzzle. Its intent is to reduce the chances that the shooter will be blinded in low-light shooting conditions as well as reducing the intensity of the flash visible to the enemy.
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## 2. Dependencies
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@ -17,7 +17,7 @@ nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast).
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## 2. Usage
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### 2.1 Cleaning your goggles
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-To clean your goggles press <kbd>shift+alt+T</kbd>(default keybind)
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- To clean your goggles press <kbd>SHIFT</kbd> + <kbd>ALT</kbd> + <kbd>T</kbd>(ACE3 deault keybind `Wipe goggles`)
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## 3. Dependencies
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@ -17,16 +17,14 @@ Adds throwable hand flares in the colors white, red, green and yellow. Additiona
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### 1.3 M84 stun grenade
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Adds stun grenade. This will also affect AI.
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## 2. Usage
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### 2.1 Switching between throw modes
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- Press <kbd>8</kbd> (by default)
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- Press <kbd>8</kbd> (ACE3 default keybind `Switch Grenade Mode`)
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### 2.2 Switching between grenades
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- Press <kbd>6</kbd> (by default) to switch between `LETHAL` grenades
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- Press <kbd>7</kbd> (by default) to switch between `NON LETHAL` grenades
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- Press <kbd>6</kbd> (ACE3 default keybind `Select frag`) to switch between `LETHAL` grenades
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- Press <kbd>7</kbd> (ACE3 default keybind `Select non-frag`) to switch between `NON LETHAL` grenades
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## 3. Dependencies
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@ -15,12 +15,11 @@ Introduces hearing damage caused by nearby explosions and large-caliber weapons.
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Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or
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missile launchers will be equipped with those, but remember to put them in.
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## 2. Usage
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### 2.1 Equipping earplugs
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- For this you obviously need `Ear plugs`.
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- Press the self interaction key <kbd> ctrl+left windows </kbd> (by default).
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- Press the self interaction key <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
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- Select `equipment`.
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- Select `Earplugs in`.
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- Same method to remove them but the option is `Earplugs out`.
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@ -10,7 +10,7 @@ parent: wiki
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### 1.1 Falling under fire
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If a unit is shot while running it falls to the ground in a prone position, the area where the shot lands does not matters.
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Note that the shot needs to inflict a certain amout of damage to make the unit fall, a small cut won't make the unit stumble.
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Note that the shot needs to inflict a certain amount of damage to make the unit fall, a small cut won't make the unit stumble.
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## 2. Dependencies
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Inventory
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description:
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description:
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group: feature
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parent: wiki
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---
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@ -11,17 +11,15 @@ parent: wiki
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### 1.1 Resized inventory UI
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Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
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## 2. Usage
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### 2.1 Changing the size of the UI
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- Press <kbd> escape </kbd>.
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- Press <kbd>escape</kbd>.
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- Click on `ACE OPTIONS` on the top left corner of the screen.
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- Click on `Make Inventory Display Bigger`.
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- Choose the size desired on the right drop down menu.
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- Press the `Close` button, your changes are automatically saved.
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## 3. Dependencies
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`ace_common`
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@ -14,22 +14,20 @@ The locking capabilities of the Titan and Javelin got improved, you can now lock
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### 1.2 Fire mode switching
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The Titan / Javelin now posses the ability to be used in top down attack or direct.
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## 2. Usage
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### 2.1 Locking with the Titan / Javelin
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- For this feature you need to have a compatible launcher.
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- Fully zoom with the launcher.
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- Switch to thermals <kbd> n </kbd> (by default).
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- While keeping your aim steadily on target press and hold <kbd> tab </kbd>.
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- Switch to thermals <kbd>N</kbd> (ARMA3 default keybind `Night vision`).
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- While keeping your aim steadily on target press and hold <kbd>TAB</kbd> (ACE3 default keybind `Lock Target [Hold]`).
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- When the sound changes and a cross appears on the screen it's time to fire.
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### 2.2 Switching fire mode
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- For this feature you need to have a compatible launcher.
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- When aiming with your launcher press <kbd> ctrl+tab </kbd> (by default).
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- When aiming with your launcher press <kbd>CTRL</kbd> + <kbd>TAB</kbd>.
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- On the right side of the screen (for most launchers) you should see that `TOP`is now in green that means that your missile will be fired in top down mode.
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## 3. Dependencies
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`ace_main`, `ace_common`, `ace_missileguidance`
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Laser Pointer
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description:
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description: Switching laser modes, daylight lasers
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group: feature
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parent: wiki
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---
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@ -15,7 +15,7 @@ ACE3 adds visible light laser. This feature is compatible with BI's lasers as we
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### 2.1 Switching laser mode
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- For this feature you need to have a compatible side attachment.
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- Press <kbd> ctrl+L </kbd> (by default).
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- Press <kbd> ctrl </kbd> + <kbd> L </kbd> (ACE3 default keybind `Switch Laser / IR Laser`).
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- A hint indicating the mode switch will appear in the top right corner.
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## 3. Dependencies
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Logistics - UAV Battery
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description:
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description: UAV recharging
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group: feature
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parent: wiki
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---
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@ -9,13 +9,14 @@ parent: wiki
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## 1. Overview
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### 1.1 Rechargeable darters.
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Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quadcopter UAVs.
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Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quad-copter UAVs.
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## 2. Usage
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### 2.1 Recharging the darter
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- For this you need a `UAV battery` and the UAV needs to be a quadcopter.
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- INTERACTION LAYER NOT IMPLEMENTED YET TO BE COMPLETED.
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- For this you need a `UAV battery` and the UAV needs to be a quad-copter.
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- Interact with the UAV <kbd>left windows</kbd> (ACE3 default keybind `Interact Key`)
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- Select `recharge`
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## 3. Dependencies
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@ -16,7 +16,7 @@ Adds an item `ACE_wirecutter` that allows cutting of fences in A3 and AiA maps.
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### 2.1 Using the wirecutter
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- For this you need a `Wirecutter`.
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- Approach the fence you want to cut.
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- Press the interaction key <kbd> left windows </kbd> (by default).
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- Press the interaction key <kbd>left windows</kbd> (ACE3 default keybind `Interaction Key`).
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- Find the interaction point and select `cut fence` (the only option).
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## 3. Dependencies
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Magazine Repack
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description:
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description: Repacking magazines, and maybe your bananas.
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group: feature
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parent: wiki
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---
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@ -16,7 +16,7 @@ Adds the ability to repack magazines of the same type.
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### 2.1 Repacking
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- For this you need multiple half empty mags of the same type.
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- Press the self interaction button <kbd> ctrl+left windows </kbd> (by default).
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- Press the self interaction button <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
|
||||
- Select `Repack magazines`.
|
||||
- Select the type of magazines you want to repack.
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Main
|
||||
description:
|
||||
description: main module
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
@ -10,7 +10,6 @@ parent: wiki
|
||||
|
||||
Main module which acts as the ACE core module.
|
||||
|
||||
|
||||
## 2. Dependencies
|
||||
|
||||
`Arma 3` and `CBA (RC6 minimum)`
|
||||
|
@ -1,7 +1,7 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Map
|
||||
description:
|
||||
description: Map improvements
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
@ -18,7 +18,7 @@ The mission maker / server owner can restrict the maximum zoom level of the map.
|
||||
While walking your map will move all around the place.
|
||||
|
||||
### 1.4 Map illumination (optional)
|
||||
The map illumination will be the same as your surroundings meaning that in a dark night you'll either need a lightsource or NVGs to see your map.
|
||||
The map illumination will be the same as your surroundings meaning that in a dark night you'll either need a light source or NVGs to see your map.
|
||||
|
||||
### 1.5 Blufor tracker (optional)
|
||||
With blufor tracker you'll never loose your leader anymore, it marks the position of your faction group leader on the map.
|
||||
|
@ -1,7 +1,7 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Map Tools
|
||||
description:
|
||||
description: Map tools, a roamer and pens
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
@ -21,17 +21,17 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n
|
||||
|
||||
### 2.1 Using map tools
|
||||
- For this you need to have `Map Tools`.
|
||||
- Open the map <kbd> M </kbd> (by default).
|
||||
- Press the self interaction key <kbd> ctrl+left windows </kbd> (by default).
|
||||
- Open the map <kbd>M</kbd> (ARMA3 default keybind `Map`).
|
||||
- Press the self interaction key <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `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 <kdd> LMB </kbd> and rotate it with <kbd> ctrl+LMB </kbd>.
|
||||
- Note that you can drag the Roamer (map tool) around with <kdd> LMB </kbd> and rotate it with <kbd>CTRL</kbd> + <kbd>LMB</kbd>.
|
||||
|
||||
### 2.2 Drawing lines
|
||||
- To draw lines `Map Tools` are not required.
|
||||
- Press <kbd> alt+left click </kbd> (by default) to start the line, left click again to end it.
|
||||
- To delete a line simply press <kbd> delete </kbd> around the center of the line.
|
||||
|
||||
- Press <kbd>ALT</kbd> + <kbd>LMB</kbd> to start the line, left click again to end it.
|
||||
- To delete a line simply press <kbd>delete</kbd> around the center of the line.
|
||||
- Note that you can change the color of the lines by clicking on one of the coloured column on top of the screen (While the map is opened)
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Markers
|
||||
description:
|
||||
description: improved markers
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
@ -6,21 +6,10 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
Adds the AMG framework, for more information about it refer to the [AMG framework documentation] (http://ace3mod.com/wiki/framework/advanced-missile-guidance.html)
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_laser`
|
||||
|
@ -1,26 +1,19 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Mission Modules
|
||||
description:
|
||||
description: modules that can be used by mission makers.
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
Add modules that can be used by mission makers.
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
### 1.1 Ambient sounds
|
||||
|
||||
That module can be used to add ambient sounds around players, it let you choose the sounds and some parameters (distance, volume interval).
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -9,45 +9,56 @@ parent: wiki
|
||||
## 1. Overview
|
||||
|
||||
### 1.1 mk6 mortar overhaul
|
||||
|
||||
ACE3 adds wind deflection for shells as well as a rangetable to accurately take out your target without the artillery computer.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Switching charge
|
||||
- Press <kbd> F </kbd> (fire mode switch) to switch between charges
|
||||
- Press <kbd>F</kbd> (ARMA3 default keybind `fire mode switch`) to switch between charges
|
||||
|
||||
### 2.2 Working with the rangetable
|
||||
- To open the table:
|
||||
- Self interact <kbd> ctrl </kbd> + <kbd> left windows </kbd> (by default).
|
||||
- Self interact <kbd>CTRL</kbd> + <kbd>left windows</kbd>
|
||||
- Select `equipment`.
|
||||
- Select `Open 82mm Rangetable`.
|
||||
|
||||
- Using the table:
|
||||
- Get the distance and elevation difference between you and the target for this you can use map tools. For this example we'll say we're 2 000m away and 50m below (we're at 20m they are at 70m, 70-20=50).
|
||||
- Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2.
|
||||
- Check the range column on the table, we're at 2 000 then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1339.
|
||||
- After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 2 (4:2 = 2) if our target was 300m above us we would have to subtract 12 from our elevation (3x4 = 12).
|
||||
- After you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 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 <kbd> pageUp </kbd> and <kbd> pageDown </kbd>.
|
||||
|
||||
- Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2.
|
||||
|
||||
- Check the range column on the table, we're at 2 000 then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1339.
|
||||
|
||||
- After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 2 (4:2 = 2) if our target was 300m above us we would have to subtract 12 from our elevation (3x4 = 12).
|
||||
|
||||
- Once you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1339-2 = 1337.
|
||||
|
||||
- On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found.
|
||||
- To adjust the ELV use <kbd>pageUP</kbd> and <kbd>pageDOWN</kbd>.
|
||||
- Once the number you found and ELV are the same FIRE !
|
||||
- On top of that you can calculate the time the shell will take to land by using the third row from the left, in our case the shell need to travel 2000m that's 20xthe number indicated. so 20x0,5 = 10s.
|
||||
|
||||
### 2.3 Working with the rangetable (Crosswinds enabled)
|
||||
- Same as above there's just an extra step, I'll provide an other example in case you forgot.
|
||||
- Get the distance and elevation difference between you and the target for this you can use map tools. For this example we'll say we're 2 400m away and 223m below (we're at 2m they are at 225, 225-2=223)
|
||||
- Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2.
|
||||
- Check the range column on the table, we're 2 400m a then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1145.
|
||||
- After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 22 (2,2 x 10 (2,2 because we're around 220m below)).
|
||||
|
||||
- Get the distance and elevation difference between you and the target for this you can use map tools. For this example we'll say we're 2 400m away and 223m below (we're at 2m they are at 225, 225-2=223)
|
||||
- Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2.
|
||||
|
||||
- Check the range column on the table, we're 2 400m a then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1145.
|
||||
- After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 22 (2,2 x 10 (2,2 because we're around 220m below)).
|
||||
- Extra step needed here, a kestrel 4500 IS NEEDED.
|
||||
- Pick the crosswind on your kestrel (for this refer to the kestrel documentation).
|
||||
- For this example the crosswind is of 2 MPS on my table I can see under Azimuth correction that for each 1MPS I need to correct by 2.5 mill.
|
||||
- So in this case i'm subtracting 5 mill from the ELV.
|
||||
- It's MATH TIME the ELV given by the table is 1 145, we subtract 22 because of the heigh, we also subtract 5 for the crosswind ( 1 145-22-5 = 1 118 ).
|
||||
- After you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1 118.
|
||||
- On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found.
|
||||
- FIREEEE !!!!
|
||||
- Little advantage of having crosswind enabled is that you don't have to calculate the flight time, it's marked on the table in this case it's 33,8s.
|
||||
- Pick the crosswind on your kestrel (for this refer to the kestrel documentation).
|
||||
|
||||
- For this example the crosswind is of 2 MPS on my table I can see under Azimuth correction that for each 1MPS I need to correct by 2.5 mill.
|
||||
- So in this case i'm subtracting 5 mill from the ELV.
|
||||
|
||||
- It's MATH TIME the ELV given by the table is 1 145, we subtract 22 because of the heigh, we also subtract 5 for the crosswind ( 1 145-22-5 = 1 118 ).
|
||||
- After you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1 118.
|
||||
|
||||
- On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found.
|
||||
|
||||
- FIREEEE !!!!
|
||||
- Little advantage of having crosswind enabled is that you don't have to calculate the flight time, it's marked on the table in this case it's 33,8s.
|
||||
|
||||
## 3. Dependencies
|
||||
|
||||
|
@ -1,34 +1,39 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Movement
|
||||
description:
|
||||
description: Movement improvements
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Jumping
|
||||
### 1.1 Jumping
|
||||
Adds the ability to jump when pressing the vault key while moving. (V - key)
|
||||
|
||||
### Minor animation tweaks
|
||||
### 1.2 Minor animation tweaks
|
||||
Walking slowly with the weapon lowered now has a less silly looking animation.
|
||||
|
||||
### Fatigue adjustments
|
||||
### 1.3 Fatigue adjustments
|
||||
Soldiers get fatigued slower, but regain their stamina slower aswell. Fatigued soldiers have a faster walking speed and no longer turn into snails.
|
||||
|
||||
### Weight display
|
||||
### 1.4 Weight display
|
||||
Adds a weight of the current loadout display in the inventory to estimate the fatigue gain while moving in combat. Can be adjusted to display lb. instead of kg in the ACE Options Menu.
|
||||
|
||||
### Optics view in all stances
|
||||
### 1.5 Optics view in all stances
|
||||
The player can now use the sights of rifles and pistols in all prone stances.
|
||||
|
||||
|
||||
## Usage
|
||||
## 2. Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
### 2.1 Jumping
|
||||
- For this you need your weapon up
|
||||
- While jogging or running press <kbd>V</kbd>
|
||||
|
||||
### 2.2 Climbing
|
||||
- Approach what you want to climb.
|
||||
- Press <kbd>ctrl</kbd> + <kbd>V</kbd> (ACE3 default keybind `Climb`).
|
||||
- Note that when climbing your character will put his weapon on his back.
|
||||
|
||||
## Dependencies
|
||||
|
||||
|
@ -6,18 +6,14 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Nametag and rank display
|
||||
### 1.1 Nametag and rank display
|
||||
Adds nametags and soldier ranks to friendly players in multiplayer. This can be adjusted in the ACE Options Menu to not display the rank, display all nametags of nearby soldiers instead of those who are looked directly at, to require a button press to show the nametags or to disable them altogether.
|
||||
|
||||
### 1.2 TFAR and ACRE soundwaves
|
||||
A soundwave effect is shown when someone is speaking letting you know who's eating his banana with his push-to-talk button pushed.
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_interaction`
|
||||
|
@ -6,27 +6,26 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Multiple Generation NVGs
|
||||
### 1.1 Multiple Generation NVGs
|
||||
Adds different night vision devices with varying image quality and field of
|
||||
view. New Classnames for Generations 1, 2, and 4 NVGs (default ArmA3 NVGs
|
||||
represents Generation 3) and a wide view NVG.
|
||||
|
||||
### Blending effects
|
||||
### 1.2 Blending effects
|
||||
Adds a blending effect depending on ammunition type when firing while using a
|
||||
night vision device. Especially tracer rounds are bright, but you can use the
|
||||
IR-dim tracers from the Ballistics module to reduce tis effect.
|
||||
|
||||
### Brightness adjustment
|
||||
### 1.3 Brightness adjustment
|
||||
Enables the user to manually adjust NVG brightness.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Adjusting brightness
|
||||
- Use <kbd>ALT</kbd> + <kbd>PageUP</kbd> and <kbd>ALT</kbd> + <kbd>PageDOWN</kbd> to adjust NVG brightness (ACE3 default keybind `Increase/Decrease NVG Brightness`).
|
||||
|
||||
## Usage
|
||||
Use Alt+PageUp and Alt+PageDown to adjust NVG brightness.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,26 +1,17 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: No Idle
|
||||
description:
|
||||
description: Disable idle animations
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
### 1.1 Idle animations removed
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
This removes idle animations, you're not going to be wiping your forhead with your rifle every 20 seconds anymore.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,24 +1,17 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: No Radio
|
||||
description:
|
||||
description: Disable callouts
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Silent avatar
|
||||
### 1.1 Silent avatar
|
||||
Mutes the player's automatic callouts ("Enemy man, 100 meters, front!").
|
||||
Does not mute AI callouts.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,26 +1,15 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: No Rearm
|
||||
description:
|
||||
description: Remove rearm from
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
Hides the rearm action for players (on cars / boxes / corpses / ground)
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,26 +1,15 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Optics
|
||||
description:
|
||||
description: 2D and PIP optics
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
Adds animated 2D and PIP variants of some optics (RCO/MRCO/ARCO/LRPS/MOS)
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,27 +1,27 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Options Menu
|
||||
description:
|
||||
description: ACE3 options menu
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
Adds the options menu used by other components.
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Opening the user menu
|
||||
- Press <kbd>escape</kbd>
|
||||
- In the top left corner of the screen you should see `ace options`.
|
||||
- Click it.
|
||||
|
||||
## Usage
|
||||
### 2.2 Options menu informations
|
||||
- You don't have to press a save button. When a setting is changed it's saved automatically.
|
||||
- There's actually a tab for colors, look up !
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
||||
|
@ -1,37 +1,45 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Overheating
|
||||
description:
|
||||
description:
|
||||
description: Weapon temperature and jamming, barrel swapping.
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Weapon Jamming
|
||||
Adds a propability to jam a weapon when firing. Jams can be cleared by
|
||||
### 1.1 Weapon Jamming
|
||||
Adds a probability to jam a weapon when firing. Jams can be cleared by
|
||||
reloading or by using the clear jam-key.
|
||||
|
||||
### Temperature simulation
|
||||
### 1.2 Temperature simulation
|
||||
Introduces weapon temperature simulation depending on weapon and bullet
|
||||
mass. Hot weapons are more prone to jamming. Depending on weapon type
|
||||
the accuracy and in extreme cases the muzzle velocity might be reduced
|
||||
on high temperatues. Adds smoke puff and heat refraction effects to
|
||||
on high temperatures. Adds smoke puff and heat refraction effects to
|
||||
indicate this.
|
||||
|
||||
### Spare barrels
|
||||
### 1.3 Spare barrels
|
||||
Adds the ability to changes barrels on machine guns to compensate for those
|
||||
effects.
|
||||
|
||||
|
||||
## Usage
|
||||
To clear a jammed weapon, press Shift+R.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Clearing a jammed weapon
|
||||
- To clear a jammed weapon, press <kbd>SHIFT</kbd> + <kbd>R</kbd> (ACE3 default keybind `Clear jam`).
|
||||
|
||||
*needs documentation on swapping barrels*
|
||||
### 2.2 Swapping barrels
|
||||
- For this you need a `Spare barrel` and a compatible weapon.
|
||||
- Press self interaction <kbd>CTRL</kbd> + <kbd>left windows</kbd> (ACE3 default keybind `Self Interaction Key`).
|
||||
- Select `equipment`.
|
||||
- Select `Swap barrel`.
|
||||
|
||||
### 2.3 Checking your barrel temperature
|
||||
- Press self interaction <kbd>CTRL</kbd> + <kbd>left windows</kbd>.
|
||||
- Select `equipment`.
|
||||
- Select `Check weapon temperature`.
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_interaction`
|
||||
|
@ -1,26 +1,16 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Overpressure
|
||||
description:
|
||||
description: backblast and overpressure
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
### 1.1 Overpressure
|
||||
Adds backblast to AT launchers and overpressure zones to tank cannons, don't stay behind a firing RPG or it'll hurt.
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
## 2. Dependencies
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
|
||||
List of modules that must be present for this module to work.
|
||||
`ace_common`
|
||||
|
@ -1,31 +1,30 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Parachute
|
||||
description:
|
||||
description: Add an altimeter and a non-steerable parachute
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Altimeter
|
||||
### 1.1 Altimeter
|
||||
Removes the altitude and descend speed UI elements when free-falling and
|
||||
parachuting on higher difficulties and instead adds an altimeter watch type
|
||||
item.
|
||||
|
||||
### Non-steerable parachute
|
||||
### 1.2 Non-steerable parachute
|
||||
Adds a non-steerable parachute variant for jet pilots.
|
||||
|
||||
### Landing animation
|
||||
Smoothens parachute landing animation.
|
||||
### 1.3 Landing animation
|
||||
Smoother the parachute landing animation.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
## Usage
|
||||
### 2.1 bringing up the altimeter
|
||||
- For this you need to have an `altimeter watch` in the watch slot.
|
||||
- Press <kbd>O</kbd> (ARMA3 default keybind `Watch`) to bring up the altimeter.
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,26 +1,16 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Protection
|
||||
description:
|
||||
description: Tweaks armor values
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
### 1.1 Tweaked protection values
|
||||
Fixes and tweaks the protection values of body armour, Helmets and uniforms.
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,23 +1,16 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Ragdolls
|
||||
description:
|
||||
description:
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Adjusted Ragdolls
|
||||
### 1.1 Adjusted Ragdolls
|
||||
Changes the ragdolls to react more to the force of shots and explosions.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,24 +1,17 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Realistic Names
|
||||
description:
|
||||
description: More realistic weapon names
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Real names
|
||||
### 1.1 Real names
|
||||
Changes the names of vehicles, magazines, weapons, grenades, explosive charges
|
||||
and mines to their respective real-world counterparts whenever possible.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,29 +1,22 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Recoil
|
||||
description:
|
||||
description: Recoil overhaul
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Recoil adjustment
|
||||
### 1.1 Recoil adjustment
|
||||
Overhauls the recoil system reducing upwards recoil.
|
||||
|
||||
### Advanced cam shake
|
||||
### 1.2 Advanced cam shake
|
||||
Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type.
|
||||
|
||||
### Burst dispersion
|
||||
### 1.3 Burst dispersion
|
||||
Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -6,18 +6,16 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Ammo count
|
||||
### 1.1 Ammo count
|
||||
Hides the actual round count of magazines and removes the icon when the current magazine is emptied. The player can instead check the magazine weight, but that gives only estimated values for magazines with more than 10 rounds.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
## Usage
|
||||
### 2.1 Checking your ammo
|
||||
- Press <kbd>CTRL</kbd> + <kbd>R</kbd> (ACE3 default keybind `Check Ammo`).
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_interaction`
|
||||
|
@ -1,25 +1,20 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Reload Launchers
|
||||
description:
|
||||
description:
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
Add the ability to reload someone else's launcher.
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
### 2. Usage
|
||||
|
||||
### 2.1 Reloading someone else's launcher
|
||||
- TBA
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings, instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_interaction`
|
||||
|
@ -1,29 +1,32 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Respawn
|
||||
description:
|
||||
description: Same gear on respawn, FF message, rallypoints
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Respawn with same gear
|
||||
### 1.1 Respawn with same gear
|
||||
Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed.
|
||||
|
||||
### Friendly Fire messages
|
||||
### 1.2 Friendly Fire messages
|
||||
Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled.
|
||||
|
||||
### Rallypoints
|
||||
### 1.3 Rallypoints
|
||||
Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker.
|
||||
|
||||
|
||||
## Usage
|
||||
## 2. Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
### 2.1 Using rallypoints
|
||||
- For this to work pre-emptive preparations need to be made by the mission maker.
|
||||
- Approach the rallypoint flagpole
|
||||
- Use the interaction key <kbd>left windows</kbd> (ACE3 default keybind `Interaction key`).
|
||||
- Select teleport to (base / rallypoint).
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,23 +1,22 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Safe Mode
|
||||
description:
|
||||
description: Introduce safe mode
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Safety
|
||||
### 1.1 Safety
|
||||
You can now use the safety mode of any weapon. Switching weapon modes takes the safety off.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
## Usage
|
||||
### 2.1 Switching safety on / off
|
||||
- To turn it on press <kbd>CTRL</kbd> + <kbd>²</kbd> (ACE3 default keybind `Safe Mode`).
|
||||
- To turn it off press <kbd>CTRL</kbd> + <kbd>²</kbd> again or switch firing mode.
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -1,23 +1,31 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Scopes
|
||||
description:
|
||||
description: Scope adjustment
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sniper Scope Adjustment
|
||||
Enables snipers to adjust their scopes horizontally and vertically in mils.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
## Usage
|
||||
### 2.1 Adjusting your scope vertically
|
||||
Please not that the following key combinations are ACE3 default keybinds.
|
||||
- Minor adjustment up <kbd>pageUP</kbd>.
|
||||
- Minor adjustment down <kbd>pageDOWN</kbd>.
|
||||
- Major adjustment up <kbd>Shift</kbd> + <kbd>pageUP</kbd>.
|
||||
- Major adjustment down <kbd>Shift</kbd> + <kbd>pageDOWN</kbd>.
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
### 2.2 Adjusting your scope horizontally
|
||||
- Minor adjustment right <kbd>CTRL</kbd> + <kbd>pageUP</kbd>.
|
||||
- Minor adjustment left <kbd>CTRL</kbd> + <kbd>pageDOWN</kbd>.
|
||||
- Major adjustment right <kbd>CTRL</kbd> + <kbd>Shift</kbd> + <kbd>pageUP</kbd>.
|
||||
- Major adjustment left <kbd>CTRL</kbd> + <kbd>Shift</kbd> + <kbd>pageDOWN</kbd>.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -15,8 +15,8 @@ Unifies the name formatting of magazines similar to Arma 2 standards.
|
||||
Assault rifles no longer have tracer rounds in their non-tracer magazines. This doesn't effect the additional tracers in the last rounds of machine gun magazines.
|
||||
|
||||
### 1.3 Real magazine round counts
|
||||
All pistol and sub machine gun magazines now have adjusted capacaties to match their real life counterparts.
|
||||
All pistol and sub machine gun magazines now have adjusted capacities to match their real life counterparts.
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -6,21 +6,24 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
### 1.1 Switch units
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
"ACE SwitchUnits" is a tool for mission makers to quickly add PvP (Player vs. Player) elements to a mission. In short it enables a player to control AI units. Allowing players to perform as enemies even during a COOP mission increases the authenticity of the enemy and thus the immersion for everyone.
|
||||
|
||||
The most prominent feature of ACE SwitchUnits is that you can add it to nearly every existing mission and get AI control out of the box. Dynamic mission like "Enemy Assault", "Patrol Ops", "Invade & Annex", etc. don't need to be touched to make all random spawned AI's controllable.
|
||||
|
||||
## Usage
|
||||
In its current form you're able to switch to infantry (vehicles, etc. are planned) from all four sides (West, East, Independent, Civilian).
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Switching to a unit
|
||||
- Open your map
|
||||
- Find a unit you can access (they are showed with special icons and names on the map).
|
||||
- Press <kbd>LMB</kbd> then <kbd>RMB</kbd> in a rapid succession.
|
||||
- You'll control that unit until it dies, after that you'll be brought back to your original unit.
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -6,21 +6,10 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Sub-feature 1
|
||||
Short description of sub-feature 1.
|
||||
adds ACE3 test missions
|
||||
|
||||
### Sub-feature 2
|
||||
Short description of sub-feature 2.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -6,18 +6,11 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Body Warmth
|
||||
### 1.1 Body Warmth
|
||||
Adjusts the thermal properties of humans making them less like torches.
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 2. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -6,42 +6,41 @@ group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Speedlimiter
|
||||
### 1.1 Speed limiter
|
||||
Adds ability to limit the max. speed of any vehicle.
|
||||
|
||||
### Engine start delay
|
||||
### 1.2 Engine start delay
|
||||
The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds.
|
||||
|
||||
### Fuel capacity
|
||||
The range of all vehicle gets signifigantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. A full vehicle on mission start should still most likely never need a refueling during a mission.
|
||||
### 1.3 Fuel capacity
|
||||
The range of all vehicle gets significantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. A full vehicle on mission start should still most likely never need a refuelling during a mission.
|
||||
|
||||
### Main gun muzzles
|
||||
### 1.4 Main gun muzzles
|
||||
APCs and Tanks now share a muzzle for all ammunition types of their main guns. This prevents an exploit that skips the reloading time of a round or clip while changing the ammunition type. Also makes it possible to switch between ammunition types using the scroll wheel like in Arma 2.
|
||||
|
||||
### Boat machine gun tracers
|
||||
### 1.5 Boat machine gun tracers
|
||||
NATO and AAF armed boats now use their respective tracer colours like any vehicle when they fire their rear gun. (Red for BluFor, yellow for Indep)
|
||||
|
||||
### Improved smoke launcher of Fennek (Strider)
|
||||
### 1.6 Improved smoke launcher of Fennek (Strider)
|
||||
Reduced smoke shell count and launch angle of the AAF Fennek to match the models smoke launcher.
|
||||
|
||||
### Stabilized optic of Fennek (Strider)
|
||||
### 1.7 Stabilized optic of Fennek (Strider)
|
||||
Stabilizes the commander's view in the Fennek (Strider).
|
||||
|
||||
### Vehicle mounted machine guns ROF
|
||||
### 1.8 Vehicle mounted machine guns ROF
|
||||
The rate of fire of vehicle mounted miniguns and machine guns is adjusted to match real life values.
|
||||
|
||||
### 120mm gun and mortar behavior
|
||||
### 1.9 120mm gun and mortar behaviour
|
||||
MBT main guns and mortars can no longer lock on enemies. The AT rounds of both now have raised cost values to encourage the AI to not use those rounds against foot soldiers over their machine guns or HE rounds.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
## Usage
|
||||
### 2.1 Turning the engine on / off
|
||||
- To turn the engine on press <kbd>2</kbd>.
|
||||
- To turn the engine off press <kbd>1</kbd>.
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -10,7 +10,7 @@ parent: wiki
|
||||
ACE3 View Distance is enabled by default. It adds the ability to have different view distance settings when on foot, in a vehicle or in the air.
|
||||
|
||||
## 2. Usage
|
||||
- When ingame, push <kbd>ESC</kbd>.
|
||||
- When in-game, press <kbd>ESC</kbd>.
|
||||
- Click `ACE Options` in the top-left corner.
|
||||
- Scroll down to the `Client View Distance` settings.
|
||||
- Adjust to taste.
|
||||
|
@ -1,35 +1,35 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Weapon Select
|
||||
description:
|
||||
group: feature
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
### Weapon select
|
||||
The number key can be used to quickly switch between weapons. (1 key - pistol, 2 key - rifle, 3 key - grenade launcher, 4 key - rocket launcher, 5 key - binocular)
|
||||
### 1.1 Holster weapon
|
||||
Adds the ability to holster a weapon on the back.
|
||||
|
||||
### Holster weapon
|
||||
Adds the ability to holster a weapon on the back. (0 key)
|
||||
### 1.2 Quick weapon select
|
||||
Adds key bindings to quickly switch weapons while on foot or in a vehicle. (Unbound by default).
|
||||
|
||||
### Engine select
|
||||
Quickly turn engine on and off (1 key - turn off, 2 key - turn on)
|
||||
### 1.3 Quick vehicle engine on/off
|
||||
Adds key bindings to quickly turn a vehicle engine on or off.
|
||||
|
||||
### Weapon select
|
||||
Quickly switch between vehicle weapons (1-3 key)
|
||||
### 1.4 Grenade select
|
||||
Changes the grenade selection key bindings to help prevent accidents.
|
||||
|
||||
### Grenade select
|
||||
To prevent accidents a grenade has to be selected before it can be thrown. Toggles between explosive and non-explosive grenades. When spamming the throw key, the player won't automatically switch to frag grenades when all smokes are used up. Also shows an indicator to quickly see how many grenades are left when selecting and after throwing (6 key - switch between frag grenades, 7 key - switch between other grenades)
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Weapons
|
||||
|
||||
## Usage
|
||||
- Press <kbd>0</kbd> to holster and unholster a weapon.
|
||||
- When a weapon is holstered, the weapon fire button will not pull the weapon out. This can be used as an additional level of safety or as a role-playing feature.
|
||||
|
||||
Short overview of how to use the feature, e.g. menu options, key bindings,
|
||||
instructions. May not apply to all modules.
|
||||
Quick weapon selection is not bound by default, but can be bound in the controls menu under `ACE3 Weapons`.
|
||||
|
||||
Quick vehicle weapon selection is not bound by default, but can be bound in the controls menu under `ACE3 Vehicles`.
|
||||
|
||||
## Dependencies
|
||||
## 3. Dependencies
|
||||
|
||||
`ace_common`
|
||||
|
@ -10,8 +10,9 @@ parent: wiki
|
||||
ACE3 Weather is enabled by default. This feature simulates realistic weather according to map location, time of day, date, etc and makes sure every player experiences the same weather effects.
|
||||
|
||||
## 2. Usage
|
||||
|
||||
### 2.1 Wind info
|
||||
- Wind info is toggled on/off using <kbd>Shift</kbd>+<kbd>K</kbd>
|
||||
- Wind info is toggled on/off using <kbd>SHIFT</kbd> + <kbd>K</kbd>.
|
||||
- The arrow representing wind info is based on [Beaufort scale](http://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale)
|
||||
|
||||
## 3. Dependencies
|
||||
|
@ -40,7 +40,7 @@ Muzzle velocity varies with barrel length.<br>
|
||||
Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics).<br>
|
||||
9. **Simulation Interval (Number)**<br>
|
||||
Defines the interval between every calculation step.<br>
|
||||
`Default value: 0.05`
|
||||
`Default value: 0.00`
|
||||
10. **Simulation Radius (Number)**<br>
|
||||
Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles.<br>
|
||||
`Default value: 3000`
|
||||
|
Loading…
Reference in New Issue
Block a user