diff --git a/documentation/feature/advanced_ballistics.md b/documentation/feature/advanced_ballistics.md index f50f6fcd8b..70123a0320 100644 --- a/documentation/feature/advanced_ballistics.md +++ b/documentation/feature/advanced_ballistics.md @@ -9,8 +9,8 @@ parent: wiki ## 1. Overview The Advanced Ballistics module improves internal and external ballistics. -## 2. Features -- Drag modeling based on real-world ballistic coefficients. +## 1.1 Features +- Drag modelling based on real-world ballistic coefficients. - Ambient air density (air pressure, temperature, humidity) affects drag. - Wind affects drag and deflects the trajectory. - Wind speed varies with altitude. @@ -22,10 +22,10 @@ The Advanced Ballistics module improves internal and external ballistics. - Bullet trace effect for supersonic bullets (light refraction due to air pressure waves). - A protractor for quickly measuring the inclination angle. -## 3. Usage +## 2. Usage -### 3.1 Protractor +### 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. -## 4. Dependencies +## 3. Dependencies `ace_ballistics`, `ace_weather`, `ace_modules` diff --git a/documentation/feature/ai.md b/documentation/feature/ai.md index a5deb17bdc..ee75c73af0 100644 --- a/documentation/feature/ai.md +++ b/documentation/feature/ai.md @@ -1,6 +1,6 @@ --- layout: wiki -title: AI (Artifical Intelligence) +title: AI (Artificial Intelligence) description: Config based changes to AI to ensure compatibility with advanced AI modifications group: feature order: 5 @@ -10,7 +10,7 @@ parent: wiki ## 1. Overview ### 1.1 Adjusted AI skill values -The idea here is to reduce the AI's godlike aiming capabilties while retaining it's high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim. +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. Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill. ### 1.2 Firing in burst mode diff --git a/documentation/feature/aircraft.md b/documentation/feature/aircraft.md index cb0ddb9c5f..be8cb6e966 100644 --- a/documentation/feature/aircraft.md +++ b/documentation/feature/aircraft.md @@ -1,7 +1,7 @@ --- layout: wiki title: Aircraft -description: Changes the flight behaviour of various aircraft +description: Aircraft overhaul group: feature order: 5 parent: wiki @@ -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 +Press CTRL+C to switch between flare firing modes (ARMA3 default keybind `countermeasure mode`) ## 3. Dependencies diff --git a/documentation/feature/attach.md b/documentation/feature/attach.md index 90bb33d585..7fe3ccbd12 100644 --- a/documentation/feature/attach.md +++ b/documentation/feature/attach.md @@ -1,7 +1,7 @@ --- layout: wiki title: Attach -description: Allows players to attach items to objects +description: Allow players to attach items to vehicles or themselves group: feature parent: wiki --- @@ -17,17 +17,17 @@ 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+Left Windows. -- Choose `Equipment`. -- Choose `Attach item`. +- Use Self Interact CTRL+Left Windows (ACE3 default keybind `Self Interaction Key`). +- Select `Equipment`. +- Select `Attach item`. - Select which item you want to attach. -- Repeat to detach. +- Repeat the process to detach. ### 2.2 Attaching to a vehicle -- Interact with the vehicle Left Windows. -- Choose `Attach item`. +- Interact with the vehicle Left Windows (ACE3 default keybind `Interact Key`). +- Select `Attach item`. - Select your item and follow the instructions on the screen. -- Repeat to detach. +- Repeat the process to detach. ## 3. Dependencies diff --git a/documentation/feature/ballistics.md b/documentation/feature/ballistics.md index 3d82da9bc7..c04d8c2e19 100644 --- a/documentation/feature/ballistics.md +++ b/documentation/feature/ballistics.md @@ -12,25 +12,19 @@ parent: wiki ### 1.1 Realistic ballistics Changes include adjusted muzzle velocity, air friction and dispersion based on real life values. -### 1.2 Weaker body armor -Decreases protection values of vests, CSAT uniforms and various campaign only gear to better represent realism. - -### 1.3 Realistic silencers and subsonic ammunition +### 1.2 Realistic silencers and subsonic ammunition Silencers no longer decrease the muzzle velocity and are generally less effective when used with normal ammunition. They now only remove the muzzle blast and flash. To prevent the crack caused by supersonic projectiles, ACE3 introduces subsonic ammunition for the 7.62mm caliber. This is also fully compatible with AI. -### 1.4 Flash suppressors -Flash suppressors are 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. - -### 1.5 Armor piercing ammunition +### 1.3 Armor piercing ammunition Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm. -### 1.6 IR-Dim tracer ammunition +### 1.4 IR-Dim tracer ammunition IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices. -### 1.7 M118 long range ammunition +### 1.5 M118 long range ammunition The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges. -### 1.8 Fully config-based +### 1.6 Fully config-based This module applies configuration changes only and does not decrease game performance. ## 2. Dependencies diff --git a/documentation/feature/captives.md b/documentation/feature/captives.md index 14395e62a1..8a8773e252 100644 --- a/documentation/feature/captives.md +++ b/documentation/feature/captives.md @@ -24,14 +24,14 @@ You can surrender. While surrendering AI will cease fire. ### 2.1 Taking a unit into captivity - You need `Cable Tie`. -- Approach the unit and Interact Left Windows. +- Approach the unit and Interact Left Windows (ACE3 default keybind `Interact Key`). - The interaction is located around the hands in the form of a handcuffs icon. - Repeat to release. ### 2.2 Escorting a captive - Interact with the captive Left Windows. - Select the `Escort prisoner` option. -- To stop escorting, use the mousewheel and select `Release` or use Self Interaction Ctrl+Left windows and select `Release`. +- To stop escorting, use the mousewheel and select `Release` or use Self Interaction CTRL+Left windows and select `Release`. ### 2.3 Loading and unloading a captive into/from a vehicle - Escort the captive. diff --git a/documentation/feature/common.md b/documentation/feature/common.md index d15cad3573..b9296ad0a0 100644 --- a/documentation/feature/common.md +++ b/documentation/feature/common.md @@ -13,3 +13,5 @@ Common functions and systems used by most other components. ## 2. Dependencies `ace_main` + +Note: The Common module is required by nearly all other modules. Avoid disabling it! diff --git a/documentation/feature/disarming.md b/documentation/feature/disarming.md index 7feef4575a..fd781b4e53 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 Ctrl+Left Windows. +- Interact with the captured or unconscious unit Left Windows (ACE3 default keybind `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 56928ff4a8..7a7e53e5a6 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 Left Windows -- Choose `Drag` or `Carry` -- To release, use the mousewheel and select `Release` or use Self Interaction Ctrl+Left windows and select `Release`. +- Interact with the unit or object Left Windows (ACE3 default keybind `Interact Key`). +- Select `Drag` or `Carry`. +- To release, use the mousewheel and select `Release` or use Self Interaction CTRL+Left windows and select `Release`. ## 3. Dependencies diff --git a/documentation/feature/explosives.md b/documentation/feature/explosives.md index 1fd02f9af1..02f7f6f7f3 100644 --- a/documentation/feature/explosives.md +++ b/documentation/feature/explosives.md @@ -20,19 +20,19 @@ Enables attaching explosives to vehicles. ## 2. Usage ### 2.1 Placing explosives -- Use self interaction Ctrl+Left Windows -- Select `Explosives` -- Choose your explosive type and follow the instructions on the screen +- Use self interaction CTRL+Left Windows (ACE3 default keybind `Self Interaction Key`). +- Select `Explosives`. +- Choose your explosive type and follow the instructions on the screen. ### 2.2 Arming and detonating explosives -- Interact with the explosive Left Windows -- Choose the arming method -- For clackers use Self Interaction `Explosives` -> `Detonate` and choose the corresponding Firing Device +- Interact with the explosive Left Windows (ACE3 default keybind `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 Left Windows -- Choose `Disarm` +- A `Defusal Kit` is required. +- Interact with the explosive Left Windows. +- Select `Disarm`. - You are safe to pick it up after the action is complete. ## 3. Dependencies diff --git a/documentation/feature/fcs.md b/documentation/feature/fcs.md index 6ac4353599..f2f03db7a0 100644 --- a/documentation/feature/fcs.md +++ b/documentation/feature/fcs.md @@ -17,20 +17,19 @@ Changes the default rangefinders, including those in vehicles, to require manual ### 1.3 Air burst ammunition Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range. - ## 2. Usage ### 2.1 Engaging moving targets - - Place the crosshair on the enemy vehicle. -- Press and hold tab (by default) and follow the target for about 2 seconds. -- Release tab +- Press and hold TAB (ACE 3 default keybind `Lock Target [Hold]`) and follow the target for about 2 seconds. +- Release TAB. - The optic is now adjusted sideways to ensue a hit. ### 2.2 Ranging stationary targets - - Place the crosshair on the object to range. -- Tap tab (by default) the optic is now adjusted. +- Tap TAB the optic is now adjusted. + +NOTE: GBU guidance is **DISABLED** as of ACE3 3.0.1 ## 3. Dependencies diff --git a/documentation/feature/flashsuppressors.md b/documentation/feature/flashsuppressors.md index eebf908369..74a0899eb9 100644 --- a/documentation/feature/flashsuppressors.md +++ b/documentation/feature/flashsuppressors.md @@ -8,7 +8,9 @@ parent: wiki ## 1. Overview -Adds flash suppressors, they reduce the muzzle flash of your weapon. +This add the ability to use the flash suppressors that are already in game but not accessible. + +Flash suppressors are devices that reduce the muzzle flash while firing by cooling or dispersing the burning gases that exit the muzzle. Its intent is to reduce the chances that the shooter will be blinded in low-light shooting conditions as well as reducing the intensity of the flash visible to the enemy. ## 2. Dependencies diff --git a/documentation/feature/goggles.md b/documentation/feature/goggles.md index 17e9670d1b..9e0916bbe4 100644 --- a/documentation/feature/goggles.md +++ b/documentation/feature/goggles.md @@ -17,7 +17,7 @@ nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast). ## 2. Usage ### 2.1 Cleaning your goggles --To clean your goggles press shift+alt+T(default keybind) +- To clean your goggles press SHIFT + ALT + T(ACE3 deault keybind `Wipe goggles`) ## 3. Dependencies diff --git a/documentation/feature/grenades.md b/documentation/feature/grenades.md index 4cfe023e1f..d017b60b02 100644 --- a/documentation/feature/grenades.md +++ b/documentation/feature/grenades.md @@ -17,16 +17,14 @@ Adds throwable hand flares in the colors white, red, green and yellow. Additiona ### 1.3 M84 stun grenade Adds stun grenade. This will also affect AI. - ## 2. Usage ### 2.1 Switching between throw modes -- Press 8 (by default) +- Press 8 (ACE3 default keybind `Switch Grenade Mode`) ### 2.2 Switching between grenades -- Press 6 (by default) to switch between `LETHAL` grenades -- Press 7 (by default) to switch between `NON LETHAL` grenades - +- Press 6 (ACE3 default keybind `Select frag`) to switch between `LETHAL` grenades +- Press 7 (ACE3 default keybind `Select non-frag`) to switch between `NON LETHAL` grenades ## 3. Dependencies diff --git a/documentation/feature/hearing.md b/documentation/feature/hearing.md index 01b8100bb1..eb81ede1ea 100644 --- a/documentation/feature/hearing.md +++ b/documentation/feature/hearing.md @@ -15,12 +15,11 @@ Introduces hearing damage caused by nearby explosions and large-caliber weapons. Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or missile launchers will be equipped with those, but remember to put them in. - ## 2. Usage ### 2.1 Equipping earplugs - For this you obviously need `Ear plugs`. -- Press the self interaction key ctrl+left windows (by default). +- Press the self interaction key CTRL + left windows (ACE3 default keybind `Self Interaction Key`). - Select `equipment`. - Select `Earplugs in`. - Same method to remove them but the option is `Earplugs out`. diff --git a/documentation/feature/hitreactions.md b/documentation/feature/hitreactions.md index fae394fa73..919c09e9f6 100644 --- a/documentation/feature/hitreactions.md +++ b/documentation/feature/hitreactions.md @@ -10,7 +10,7 @@ parent: wiki ### 1.1 Falling under fire If a unit is shot while running it falls to the ground in a prone position, the area where the shot lands does not matters. -Note that the shot needs to inflict a certain amout of damage to make the unit fall, a small cut won't make the unit stumble. +Note that the shot needs to inflict a certain amount of damage to make the unit fall, a small cut won't make the unit stumble. ## 2. Dependencies diff --git a/documentation/feature/inventory.md b/documentation/feature/inventory.md index 20aa5204a2..37d3e4cc50 100644 --- a/documentation/feature/inventory.md +++ b/documentation/feature/inventory.md @@ -1,7 +1,7 @@ --- layout: wiki title: Inventory -description: +description: group: feature parent: wiki --- @@ -11,17 +11,15 @@ parent: wiki ### 1.1 Resized inventory UI Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once. - ## 2. Usage ### 2.1 Changing the size of the UI -- Press escape . +- Press escape. - Click on `ACE OPTIONS` on the top left corner of the screen. - Click on `Make Inventory Display Bigger`. - Choose the size desired on the right drop down menu. - Press the `Close` button, your changes are automatically saved. - ## 3. Dependencies `ace_common` diff --git a/documentation/feature/javelin.md b/documentation/feature/javelin.md index be31f65e91..0c8e3e47af 100644 --- a/documentation/feature/javelin.md +++ b/documentation/feature/javelin.md @@ -14,22 +14,20 @@ The locking capabilities of the Titan and Javelin got improved, you can now lock ### 1.2 Fire mode switching The Titan / Javelin now posses the ability to be used in top down attack or direct. - ## 2. Usage ### 2.1 Locking with the Titan / Javelin - For this feature you need to have a compatible launcher. - Fully zoom with the launcher. -- Switch to thermals n (by default). -- While keeping your aim steadily on target press and hold tab . +- Switch to thermals N (ARMA3 default keybind `Night vision`). +- While keeping your aim steadily on target press and hold TAB (ACE3 default keybind `Lock Target [Hold]`). - When the sound changes and a cross appears on the screen it's time to fire. ### 2.2 Switching fire mode - For this feature you need to have a compatible launcher. -- When aiming with your launcher press ctrl+tab (by default). +- 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 in green that means that your missile will be fired in top down mode. - ## 3. Dependencies `ace_main`, `ace_common`, `ace_missileguidance` diff --git a/documentation/feature/laserpointer.md b/documentation/feature/laserpointer.md index ee6d566733..a1031e7cd8 100644 --- a/documentation/feature/laserpointer.md +++ b/documentation/feature/laserpointer.md @@ -1,7 +1,7 @@ --- layout: wiki title: Laser Pointer -description: +description: Switching laser modes, daylight lasers group: feature parent: wiki --- @@ -15,7 +15,7 @@ ACE3 adds visible light laser. This feature is compatible with BI's lasers as we ### 2.1 Switching laser mode - For this feature you need to have a compatible side attachment. -- Press ctrl+L (by default). +- Press ctrl + L (ACE3 default keybind `Switch Laser / IR Laser`). - A hint indicating the mode switch will appear in the top right corner. ## 3. Dependencies diff --git a/documentation/feature/logistics_uavbattery.md b/documentation/feature/logistics_uavbattery.md index a63a13cf4e..0c3d9e9973 100644 --- a/documentation/feature/logistics_uavbattery.md +++ b/documentation/feature/logistics_uavbattery.md @@ -1,7 +1,7 @@ --- layout: wiki title: Logistics - UAV Battery -description: +description: UAV recharging group: feature parent: wiki --- @@ -9,13 +9,14 @@ parent: wiki ## 1. Overview ### 1.1 Rechargeable darters. -Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quadcopter UAVs. +Adds an item `ACE_UAVBattery` that allows refuelling/recharging of the "Darter" quad-copter UAVs. ## 2. Usage ### 2.1 Recharging the darter -- For this you need a `UAV battery` and the UAV needs to be a quadcopter. -- INTERACTION LAYER NOT IMPLEMENTED YET TO BE COMPLETED. +- For this you need a `UAV battery` and the UAV needs to be a quad-copter. +- Interact with the UAV left windows (ACE3 default keybind `Interact Key`) +- Select `recharge` ## 3. Dependencies diff --git a/documentation/feature/logistics_wirecutter.md b/documentation/feature/logistics_wirecutter.md index db93c85836..2ea7b4683c 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 A3 and AiA maps. ### 2.1 Using the wirecutter - For this you need a `Wirecutter`. - Approach the fence you want to cut. -- Press the interaction key left windows (by default). +- Press the interaction key left windows (ACE3 default keybind `Interaction Key`). - Find the interaction point and select `cut fence` (the only option). ## 3. Dependencies diff --git a/documentation/feature/magazinerepack.md b/documentation/feature/magazinerepack.md index cc78dd1a00..d55081737a 100644 --- a/documentation/feature/magazinerepack.md +++ b/documentation/feature/magazinerepack.md @@ -1,7 +1,7 @@ --- layout: wiki title: Magazine Repack -description: +description: Repacking magazines, and maybe your bananas. group: feature parent: wiki --- @@ -16,7 +16,7 @@ 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+left windows (by default). +- Press the self interaction button CTRL + left windows (ACE3 default keybind `Self Interaction Key`). - Select `Repack magazines`. - Select the type of magazines you want to repack. diff --git a/documentation/feature/main.md b/documentation/feature/main.md index 3bfecf852a..3fcda268cf 100644 --- a/documentation/feature/main.md +++ b/documentation/feature/main.md @@ -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)` diff --git a/documentation/feature/map.md b/documentation/feature/map.md index b9dbb53c3b..e1de3c9038 100644 --- a/documentation/feature/map.md +++ b/documentation/feature/map.md @@ -1,7 +1,7 @@ --- layout: wiki title: Map -description: +description: Map improvements group: feature parent: wiki --- @@ -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. diff --git a/documentation/feature/maptools.md b/documentation/feature/maptools.md index 81b3507db2..10d94caadd 100644 --- a/documentation/feature/maptools.md +++ b/documentation/feature/maptools.md @@ -1,7 +1,7 @@ --- layout: wiki title: Map Tools -description: +description: Map tools, a roamer and pens group: feature parent: wiki --- @@ -21,17 +21,17 @@ If you are equipped with a vanilla GPS it will be shown on the map. (You don't n ### 2.1 Using map tools - For this you need to have `Map Tools`. -- Open the map M (by default). -- Press the self interaction key ctrl+left windows (by default). +- Open the map M (ARMA3 default keybind `Map`). +- Press the self interaction key CTRL + left windows (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 LMB and rotate it with ctrl+LMB . +- Note that you can drag the Roamer (map tool) around with LMB and rotate it with CTRL + LMB. ### 2.2 Drawing lines - To draw lines `Map Tools` are not required. -- Press alt+left click (by default) to start the line, left click again to end it. -- To delete a line simply press delete around the center of the line. - +- Press ALT + LMB to start the line, left click again to end it. +- To delete a line simply press delete around the center of the line. +- Note that you can change the color of the lines by clicking on one of the coloured column on top of the screen (While the map is opened) ## 3. Dependencies diff --git a/documentation/feature/markers.md b/documentation/feature/markers.md index c9e27b6a6d..84f133760c 100644 --- a/documentation/feature/markers.md +++ b/documentation/feature/markers.md @@ -1,7 +1,7 @@ --- layout: wiki title: Markers -description: +description: improved markers group: feature parent: wiki --- diff --git a/documentation/feature/missileguidance.md b/documentation/feature/missileguidance.md index 939381a426..9ce7a60932 100644 --- a/documentation/feature/missileguidance.md +++ b/documentation/feature/missileguidance.md @@ -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` diff --git a/documentation/feature/missionmodules.md b/documentation/feature/missionmodules.md index 5ef66a7b31..c434016fc2 100644 --- a/documentation/feature/missionmodules.md +++ b/documentation/feature/missionmodules.md @@ -1,26 +1,19 @@ --- layout: wiki title: Mission Modules -description: +description: modules that can be used by mission makers. group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +Add modules that can be used by mission makers. -### Sub-feature 2 -Short description of sub-feature 2. +### 1.1 Ambient sounds +That module can be used to add ambient sounds around players, it let you choose the sounds and some parameters (distance, volume interval). -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/mk6mortar.md b/documentation/feature/mk6mortar.md index 8995b8a761..5c9f99c8d5 100644 --- a/documentation/feature/mk6mortar.md +++ b/documentation/feature/mk6mortar.md @@ -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 F (fire mode switch) to switch between charges +- Press F (ARMA3 default keybind `fire mode switch`) to switch between charges ### 2.2 Working with the rangetable - To open the table: - - Self interact ctrl + left windows (by default). + - Self interact CTRL + left windows - 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 pageUp and pageDown . + + - Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2. + + - Check the range column on the table, we're at 2 000 then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1339. + + - After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 2 (4:2 = 2) if our target was 300m above us we would have to subtract 12 from our elevation (3x4 = 12). + + - Once you finished your maths, it's time to aim, get the cross of the mortar on target, if you don't see it use a waypoint if possible. In our case ELEV is 1339-2 = 1337. + + - On the right side of the screen, while looking through the mk6 scope you should see ELV, we need to match this number with the one we found. + - To adjust the ELV use pageUP and pageDOWN. - Once the number you found and ELV are the same FIRE ! - On top of that you can calculate the time the shell will take to land by using the third row from the left, in our case the shell need to travel 2000m that's 20xthe number indicated. so 20x0,5 = 10s. ### 2.3 Working with the rangetable (Crosswinds enabled) - Same as above there's just an extra step, I'll provide an other example in case you forgot. - - Get the distance and elevation difference between you and the target for this you can use map tools. For this example we'll say we're 2 400m away and 223m below (we're at 2m they are at 225, 225-2=223) - - Select the charge you want to use (0 = close / 1 = medium / 2 = far). For this case we're using charge 2. - - Check the range column on the table, we're 2 400m a then look at the corresponding entry in the column on the right (ELEV = elevation) For this example it's 1145. - - After that's done move by one column on the right that's the elevation for 100m heigh so in our case we're subtracting 22 (2,2 x 10 (2,2 because we're around 220m below)). + + - 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 diff --git a/documentation/feature/movement.md b/documentation/feature/movement.md index a9a55b4f1b..ecdd470365 100644 --- a/documentation/feature/movement.md +++ b/documentation/feature/movement.md @@ -1,34 +1,39 @@ --- layout: wiki title: Movement -description: +description: Movement improvements group: feature parent: wiki --- -## Overview +## 1. Overview -### Jumping +### 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 V +### 2.2 Climbing +- Approach what you want to climb. +- Press ctrl + V (ACE3 default keybind `Climb`). +- Note that when climbing your character will put his weapon on his back. ## Dependencies diff --git a/documentation/feature/nametags.md b/documentation/feature/nametags.md index 840c8b6a12..7d4f554f34 100644 --- a/documentation/feature/nametags.md +++ b/documentation/feature/nametags.md @@ -6,18 +6,14 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Nametag and rank display +### 1.1 Nametag and rank display Adds nametags and soldier ranks to friendly players in multiplayer. This can be adjusted in the ACE Options Menu to not display the rank, display all nametags of nearby soldiers instead of those who are looked directly at, to require a button press to show the nametags or to disable them altogether. +### 1.2 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` diff --git a/documentation/feature/nightvision.md b/documentation/feature/nightvision.md index 91a26cbe12..f905dbb818 100644 --- a/documentation/feature/nightvision.md +++ b/documentation/feature/nightvision.md @@ -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 ALT + PageUP and ALT + PageDOWN 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` diff --git a/documentation/feature/noidle.md b/documentation/feature/noidle.md index 11f35c87f0..c44cf406f1 100644 --- a/documentation/feature/noidle.md +++ b/documentation/feature/noidle.md @@ -1,26 +1,17 @@ --- layout: wiki title: No Idle -description: +description: Disable idle animations group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +### 1.1 Idle animations removed -### Sub-feature 2 -Short description of sub-feature 2. +This removes idle animations, 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` diff --git a/documentation/feature/noradio.md b/documentation/feature/noradio.md index 562c8ab7be..e7452ed840 100644 --- a/documentation/feature/noradio.md +++ b/documentation/feature/noradio.md @@ -1,24 +1,17 @@ --- layout: wiki title: No Radio -description: +description: Disable callouts group: feature parent: wiki --- -## Overview +## 1. Overview -### Silent avatar +### 1.1 Silent avatar Mutes the player's automatic callouts ("Enemy man, 100 meters, front!"). Does not mute AI callouts. - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/norearm.md b/documentation/feature/norearm.md index e57e052c01..73ed1c35cc 100644 --- a/documentation/feature/norearm.md +++ b/documentation/feature/norearm.md @@ -1,26 +1,15 @@ --- layout: wiki title: No Rearm -description: +description: Remove rearm from group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +Hides the rearm action for players (on cars / boxes / corpses / ground) -### Sub-feature 2 -Short description of sub-feature 2. - - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/optics.md b/documentation/feature/optics.md index ed945c6f51..9bfba4993f 100644 --- a/documentation/feature/optics.md +++ b/documentation/feature/optics.md @@ -1,26 +1,15 @@ --- layout: wiki title: Optics -description: +description: 2D and PIP optics group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +Adds animated 2D and PIP variants of some optics (RCO/MRCO/ARCO/LRPS/MOS) -### Sub-feature 2 -Short description of sub-feature 2. - - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/optionsmenu.md b/documentation/feature/optionsmenu.md index be53472353..482f8a0506 100644 --- a/documentation/feature/optionsmenu.md +++ b/documentation/feature/optionsmenu.md @@ -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 escape +- In the top left corner of the screen you should see `ace options`. +- Click it. -## Usage +### 2.2 Options menu informations +- You don't have to press a save button. When a setting is changed it's saved automatically. +- 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` diff --git a/documentation/feature/overheating.md b/documentation/feature/overheating.md index b6538e49b4..54ad1147f9 100644 --- a/documentation/feature/overheating.md +++ b/documentation/feature/overheating.md @@ -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 SHIFT + R (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 CTRL + left windows (ACE3 default keybind `Self Interaction Key`). +- Select `equipment`. +- Select `Swap barrel`. +### 2.3 Checking your barrel temperature +- Press self interaction CTRL + left windows. +- Select `equipment`. +- Select `Check weapon temperature`. -## Dependencies +## 3. Dependencies `ace_interaction` diff --git a/documentation/feature/overpressure.md b/documentation/feature/overpressure.md index f9646722ac..85ed13e8ca 100644 --- a/documentation/feature/overpressure.md +++ b/documentation/feature/overpressure.md @@ -1,26 +1,16 @@ --- layout: wiki title: Overpressure -description: +description: backblast and overpressure group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +### 1.1 Overpressure +Adds backblast to AT launchers and overpressure zones to tank cannons, don't stay behind a firing RPG or it'll hurt. -### Sub-feature 2 -Short description of sub-feature 2. +## 2. Dependencies - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies - -List of modules that must be present for this module to work. +`ace_common` diff --git a/documentation/feature/parachute.md b/documentation/feature/parachute.md index fa37e52656..e3491ff260 100644 --- a/documentation/feature/parachute.md +++ b/documentation/feature/parachute.md @@ -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 O (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` diff --git a/documentation/feature/protection.md b/documentation/feature/protection.md index 4a35d1e0ba..e5da3b2861 100644 --- a/documentation/feature/protection.md +++ b/documentation/feature/protection.md @@ -1,26 +1,16 @@ --- layout: wiki title: Protection -description: +description: Tweaks armor values group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +### 1.1 Tweaked protection values +Fixes and tweaks the protection values of body armour, Helmets and uniforms. -### Sub-feature 2 -Short description of sub-feature 2. - - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/ragdolls.md b/documentation/feature/ragdolls.md index 3a29c73eb6..235e8e97be 100644 --- a/documentation/feature/ragdolls.md +++ b/documentation/feature/ragdolls.md @@ -1,23 +1,16 @@ --- layout: wiki title: Ragdolls -description: +description: group: feature parent: wiki --- -## Overview +## 1. Overview -### Adjusted Ragdolls +### 1.1 Adjusted Ragdolls Changes the ragdolls to react more to the force of shots and explosions. - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/realisticnames.md b/documentation/feature/realisticnames.md index a60190025a..0517bcf091 100644 --- a/documentation/feature/realisticnames.md +++ b/documentation/feature/realisticnames.md @@ -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` diff --git a/documentation/feature/recoil.md b/documentation/feature/recoil.md index 6393a1cd78..b684a1c8ce 100644 --- a/documentation/feature/recoil.md +++ b/documentation/feature/recoil.md @@ -1,29 +1,22 @@ --- layout: wiki title: Recoil -description: +description: Recoil overhaul group: feature parent: wiki --- -## Overview +## 1. Overview -### Recoil adjustment +### 1.1 Recoil adjustment Overhauls the recoil system reducing upwards recoil. -### Advanced cam shake +### 1.2 Advanced cam shake Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type. -### Burst dispersion +### 1.3 Burst dispersion Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful. - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/reload.md b/documentation/feature/reload.md index 4b4b4dc19a..5cdc19d955 100644 --- a/documentation/feature/reload.md +++ b/documentation/feature/reload.md @@ -6,18 +6,16 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Ammo count +### 1.1 Ammo count Hides the actual round count of magazines and removes the icon when the current magazine is emptied. The player can instead check the magazine weight, but that gives only estimated values for magazines with more than 10 rounds. +## 2. Usage -## Usage +### 2.1 Checking your ammo +- Press CTRL + R (ACE3 default 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` diff --git a/documentation/feature/reloadlaunchers.md b/documentation/feature/reloadlaunchers.md index 5dc5003beb..e5e4cb3c2d 100644 --- a/documentation/feature/reloadlaunchers.md +++ b/documentation/feature/reloadlaunchers.md @@ -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` diff --git a/documentation/feature/respawn.md b/documentation/feature/respawn.md index 1a58597ebd..61df64b756 100644 --- a/documentation/feature/respawn.md +++ b/documentation/feature/respawn.md @@ -1,29 +1,32 @@ --- layout: wiki title: Respawn -description: +description: Same gear on respawn, FF message, rallypoints group: feature parent: wiki --- -## Overview +## 1. Overview -### Respawn with same gear +### 1.1 Respawn with same gear Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed. -### Friendly Fire messages +### 1.2 Friendly Fire messages Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled. -### Rallypoints +### 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 left windows (ACE3 default keybind `Interaction key`). +- Select teleport to (base / rallypoint). -## Dependencies +## 3. Dependencies `ace_common` diff --git a/documentation/feature/safemode.md b/documentation/feature/safemode.md index f6b06ba016..ec06ab99e8 100644 --- a/documentation/feature/safemode.md +++ b/documentation/feature/safemode.md @@ -1,23 +1,22 @@ --- layout: wiki title: Safe Mode -description: +description: Introduce safe mode group: feature parent: wiki --- -## Overview +## 1. Overview -### Safety +### 1.1 Safety You can now use the safety mode of any weapon. Switching weapon modes takes the safety off. +## 2. Usage -## Usage +### 2.1 Switching safety on / off +- To turn it on press CTRL + ² (ACE3 default keybind `Safe Mode`). +- To turn it off press CTRL + ² again or switch firing mode. -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 3. Dependencies `ace_common` diff --git a/documentation/feature/scopes.md b/documentation/feature/scopes.md index af95bfede4..ec7c5fb7ec 100644 --- a/documentation/feature/scopes.md +++ b/documentation/feature/scopes.md @@ -1,23 +1,31 @@ --- layout: wiki title: Scopes -description: +description: Scope adjustment group: feature parent: wiki --- -## Overview +## 1. Overview ### Sniper Scope Adjustment Enables snipers to adjust their scopes horizontally and vertically in mils. +## 2. Usage -## Usage +### 2.1 Adjusting your scope vertically +Please not that the following key combinations are ACE3 default keybinds. +- Minor adjustment up pageUP. +- Minor adjustment down pageDOWN. +- Major adjustment up Shift + pageUP. +- Major adjustment down Shift + pageDOWN. -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +### 2.2 Adjusting your scope horizontally +- Minor adjustment right CTRL + pageUP. +- Minor adjustment left CTRL + pageDOWN. +- Major adjustment right CTRL + Shift + pageUP. +- Major adjustment left CTRL + Shift + pageDOWN. - -## Dependencies +## 3. Dependencies `ace_common` diff --git a/documentation/feature/smallarms.md b/documentation/feature/smallarms.md index 5897123f9a..51fc7c0440 100644 --- a/documentation/feature/smallarms.md +++ b/documentation/feature/smallarms.md @@ -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` diff --git a/documentation/feature/switchunits.md b/documentation/feature/switchunits.md index 03fd98b3fd..d79aa8d386 100644 --- a/documentation/feature/switchunits.md +++ b/documentation/feature/switchunits.md @@ -6,21 +6,24 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +### 1.1 Switch units -### Sub-feature 2 -Short description of sub-feature 2. +"ACE SwitchUnits" is a tool for mission makers to quickly add PvP (Player vs. Player) elements to a mission. In short it enables a player to control AI units. Allowing players to perform as enemies even during a COOP mission increases the authenticity of the enemy and thus the immersion for everyone. +The most prominent feature of ACE SwitchUnits is that you can add it to nearly every existing mission and get AI control out of the box. Dynamic mission like "Enemy Assault", "Patrol Ops", "Invade & Annex", etc. don't need to be touched to make all random spawned AI's controllable. -## Usage +In its current form you're able to switch to infantry (vehicles, etc. are planned) from all four sides (West, East, Independent, Civilian). -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +## 2. Usage +### 2.1 Switching to a unit +- Open your map +- Find a unit you can access (they are showed with special icons and names on the map). +- Press LMB then RMB 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` diff --git a/documentation/feature/testmissions.md b/documentation/feature/testmissions.md index 418e5d06f9..8b61c47327 100644 --- a/documentation/feature/testmissions.md +++ b/documentation/feature/testmissions.md @@ -6,21 +6,10 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +adds ACE3 test missions -### Sub-feature 2 -Short description of sub-feature 2. - - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/thermals.md b/documentation/feature/thermals.md index 98cc5ca24e..495ba30eaf 100644 --- a/documentation/feature/thermals.md +++ b/documentation/feature/thermals.md @@ -6,18 +6,11 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Body Warmth +### 1.1 Body Warmth Adjusts the thermal properties of humans making them less like torches. - -## Usage - -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 2. Dependencies `ace_common` diff --git a/documentation/feature/vehicles.md b/documentation/feature/vehicles.md index 5c3a07af08..98f969b681 100644 --- a/documentation/feature/vehicles.md +++ b/documentation/feature/vehicles.md @@ -6,42 +6,41 @@ group: feature parent: wiki --- -## Overview +## 1. Overview -### Speedlimiter +### 1.1 Speed limiter Adds ability to limit the max. speed of any vehicle. -### Engine start delay +### 1.2 Engine start delay The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds. -### Fuel capacity -The range of all vehicle gets signifigantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. A full vehicle on mission start should still most likely never need a refueling during a mission. +### 1.3 Fuel capacity +The range of all vehicle gets significantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. 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 2. +- To turn the engine off press 1. -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. - - -## Dependencies +## 3. Dependencies `ace_common` diff --git a/documentation/feature/viewdistance.md b/documentation/feature/viewdistance.md index 23d44bfd3c..0ed4a32aa5 100644 --- a/documentation/feature/viewdistance.md +++ b/documentation/feature/viewdistance.md @@ -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 ESC. +- When in-game, press ESC. - Click `ACE Options` in the top-left corner. - Scroll down to the `Client View Distance` settings. - Adjust to taste. diff --git a/documentation/feature/weaponselect.md b/documentation/feature/weaponselect.md index 8f737d1d1e..232e643416 100644 --- a/documentation/feature/weaponselect.md +++ b/documentation/feature/weaponselect.md @@ -1,35 +1,35 @@ --- layout: wiki title: Weapon Select -description: group: feature parent: wiki --- -## Overview +## 1. Overview -### Weapon select -The number key can be used to quickly switch between weapons. (1 key - pistol, 2 key - rifle, 3 key - grenade launcher, 4 key - rocket launcher, 5 key - binocular) +### 1.1 Holster weapon +Adds the ability to holster a weapon on the back. -### Holster weapon -Adds the ability to holster a weapon on the back. (0 key) +### 1.2 Quick weapon select +Adds key bindings to quickly switch weapons while on foot or in a vehicle. (Unbound by default). -### Engine select -Quickly turn engine on and off (1 key - turn off, 2 key - turn on) +### 1.3 Quick vehicle engine on/off +Adds key bindings to quickly turn a vehicle engine on or off. -### Weapon select -Quickly switch between vehicle weapons (1-3 key) +### 1.4 Grenade select +Changes the grenade selection key bindings to help prevent accidents. -### Grenade select -To prevent accidents a grenade has to be selected before it can be thrown. Toggles between explosive and non-explosive grenades. When spamming the throw key, the player won't automatically switch to frag grenades when all smokes are used up. Also shows an indicator to quickly see how many grenades are left when selecting and after throwing (6 key - switch between frag grenades, 7 key - switch between other grenades) +## 2. Usage +### 2.1 Weapons -## Usage +- Press 0 to holster and unholster a weapon. +- When a weapon is holstered, the weapon fire button will not pull the weapon out. This can be used as an additional level of safety or as a role-playing feature. -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +Quick weapon selection is not bound by default, but can be bound in the controls menu under `ACE3 Weapons`. +Quick vehicle weapon selection is not bound by default, but can be bound in the controls menu under `ACE3 Vehicles`. -## Dependencies +## 3. Dependencies `ace_common` diff --git a/documentation/feature/weather.md b/documentation/feature/weather.md index 1c8f33978d..dc8b4bdd78 100644 --- a/documentation/feature/weather.md +++ b/documentation/feature/weather.md @@ -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 Shift+K +- Wind info is toggled on/off using SHIFT + K. - The arrow representing wind info is based on [Beaufort scale](http://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale) ## 3. Dependencies diff --git a/documentation/missionmaker/modules.md b/documentation/missionmaker/modules.md index 5279f4793a..2402078bb5 100644 --- a/documentation/missionmaker/modules.md +++ b/documentation/missionmaker/modules.md @@ -40,7 +40,7 @@ Muzzle velocity varies with barrel length.
Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics).
9. **Simulation Interval (Number)**
Defines the interval between every calculation step.
-`Default value: 0.05` +`Default value: 0.00` 10. **Simulation Radius (Number)**
Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles.
`Default value: 3000`