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Glowbal 059980b1a5 Add ammo cookoff (#4376)
* Add Ammo cookoff

* Remove tabs

* Add initial ammo box cook-off

Does not include a fire effect, mostly just a proof of concept.

Should probably also add further potential cook-off conditons (if hit by tracer for example).

* Add burning effects to ammo box cook off

- Add burning effect while ammo box is cooking off
- Add setting to enable/disable ammo boxes cooking off
- Clear magazine cargo while box is burning

Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended.

* Improve ammo cookoff

* Integrate ammo cookoff with the incendiary grenade

* Disable ammo cook off underwater

* Optimize fnc_detonateAmmunition

I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though!

* Improve ammo box cook off

- Remove unnecessary light source (fire particles provide lighting)
- Add randomness to cook off time
- Cook off begins with fire effect rather than smoke

* Add tracer induced ammo box cook off

Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway.

* Decrease amount of explosions from ammo cookoff

* Add is local check for remote event
2016-10-06 22:37:38 +02:00
.github Add wiki ACEX sections and merge Mission Makers and Framework sections (#4307) 2016-09-08 21:19:07 +02:00
addons Add ammo cookoff (#4376) 2016-10-06 22:37:38 +02:00
docs make wide tables scrollable on mobile 2016-10-03 07:02:50 +02:00
extensions Update extensions 2016-06-21 18:17:24 +02:00
extras Add Advanced Throwing (#3477) 2016-08-22 15:09:08 +02:00
optionals Disable FCS on RHS helicopters (#4509) 2016-10-05 13:03:52 -05:00
tools Add optionals support to extract dependencies tool, Add more checks if folders are present (#4394) 2016-09-17 11:40:50 +02:00
.editorconfig Stringtable URL (#3855) 2016-06-01 23:45:51 +02:00
.gibot.yml Create .gibot.yml 2016-09-25 12:48:52 +02:00
.gitattributes Set .paa as binary 2016-05-30 18:27:40 +02:00
.gitignore Merge branch 'master' into eol-lf 2016-06-10 00:12:07 +02:00
.travis.yml Run documentation dependencies extractor on Travis deployment 2016-08-21 00:02:00 +02:00
ace_advanced_ballistics.dll Update extensions 2016-06-21 18:17:24 +02:00
ace_break_line.dll Update extensions 2016-06-21 18:17:24 +02:00
ace_clipboard.dll Update extensions 2016-06-21 18:17:24 +02:00
ace_fcs.dll Update extensions 2016-06-21 18:17:24 +02:00
ace_medical.dll Update extensions 2016-06-21 18:17:24 +02:00
ace_parse_imagepath.dll Update extensions 2016-06-21 18:17:24 +02:00
Arma3_workshop_addon.jpg Arma3_workshop_addon.jpg 2015-07-28 15:42:09 -07:00
AUTHORS.txt add some authors 2016-06-26 00:23:43 +02:00
LICENSE FastRope Sounds - Fix Config, Merge PFEH, Add CC Attribution 2016-05-10 10:09:52 -05:00
logo_ace3_ca.paa add logo and mod.cpp 2015-03-15 07:23:18 +01:00
meta.cpp Add protocol version to meta.cpp 2016-02-23 12:15:51 +01:00
mod.cpp Prepare 3.7.0 2016-09-04 21:51:36 +02:00
README.md Prepare 3.7.0 2016-09-04 21:51:36 +02:00

ACE3 Version ACE3 Issues ACE3 Downloads BIF Thread ACE3 License ACE3 Slack ACE3 Build Status

Requires the latest version of CBA A3.
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ACE3 is a joint effort by the teams behind ACE2, AGM and CSE to improve the realism and authenticity of Arma 3.

The project is entirely open-source and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License (GPLv2).

The mod is built modularly, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.

Core features

  • Brand new 3D interaction/action system
  • Performance and reliability framework
  • Focus on modularity and customization
  • New flexible client and server settings & configuration
  • Improved medical system with various levels (basic/advanced) focus on gameplay/realism
  • Proper & consistent network-synced weather
  • Wind and weather-based ballistics
  • Captivity system
  • Explosives system, including different trigger types
  • Map screen improvements marker placement and map tools
  • Logistics
  • Advanced missile guidance and laser designation

Additional features

  • Carrying and dragging
  • Realistic names for vehicles and weapons
  • A fire control system (FCS) for armored vehicles and helicopters
  • Realistic ballistics/FCS calculated in C/C++ extensions
  • Backblast area and overpressure simulation
  • Disposable launchers
  • Realistic G-forces
  • Vehicle locking
  • Realistic night and thermal vision modes
  • Magazine repacking
  • Realistic weapon overheating mechanic
  • Combat deafness (temporary loss of hearing) simulation
  • Improved interactions for AARs and ammo bearers
  • Adjustable sniper scopes
  • No idle animation with lowered weapon
  • No talking player avatar
  • Jumping over obstacles, climbing over walls and cutting down fences
  • Vector, MicroDAGR and Kestrel devices
    and much more...

Guides & how-tos

If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:

Contributing

You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt file; including a valid email address.

Please, use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. See also:

Testing & building

To help us test the latest development changes, download our master branch (directly, or with git), then assemble a test build: