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* Add first draft of the arsenal feature page * Fill out the loadout section, add doc for new shortcuts * Add features part of the documentation * Fix minor typos * Fix typos, remove inline code highlighting for words
90 lines
3.8 KiB
Markdown
90 lines
3.8 KiB
Markdown
---
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layout: wiki
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title: ACE Arsenal
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description: Adds an interface that allow player to edit their loadouts.
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group: feature
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category: general
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 12
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patch: 0
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---
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## 1. Overview
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### 1.1 Features
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ACE Arsenal has a pretty large number of improvements over BI Virtual Arsenal, here is a non exhaustive list:
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- The ability to select the magazine loaded into your primary / secondary / handgun without leaving ACE Arsenal.
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- Search bars for both the left and right panels.
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- New tabs to add weapon accessories to a container.
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- A "Clear container" button to remove all items from a container.
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- Unique items support.<sup>*</sup>
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- Loadouts can be shared with other players.
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- Mission makers can save "Default loadouts" that will be available in their own tab independently from player saved loadouts.
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- A setting to disable mod icons to increase performance even further.
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- An other setting to invert horizontal camera controls.
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- Settings to disable the "Default loadouts" and "Public loadouts" tabs.
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<sup>*</sup> Items not currently available in ACE Arsenal but in the unit's inventory, unique items will be omitted when loading loadouts and they can only be removed from containers.
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### 1.2 Loadouts
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<div class="panel callout">
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<p>Loadouts from BI Virtual Arsenal will not show up in ACE Arsenal and vice versa.
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Insignias, faces, and voices are NOT saved</p>
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</div>
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The loadouts screen is separated into 3 tabs:
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- "My loadouts" for loadouts saved into your profile.
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- "Default loadouts" for loadouts saved in the mission.
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- "Public loadouts" for loadouts made public by other players (does not persist after the owner disconnects).
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"Default loadouts" and "Public loadouts" tabs can be disabled by the mission maker.
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Loadout names are unique, you cannot have two loadouts with the same name, however you are able to rename loadouts.
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Saving loadouts from the default and public tabs will save them in your profile, they will show up in the "My loadouts" tab if you switch back to it.
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All loadouts can be loaded, however items not available or missing, will NOT be added. This limitation applies to all tabs as well as imported loadouts.
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The color coding for loadouts is as follows:
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- White: All items are available and will be loaded.
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- Grey: Some items in that loadout are not available in that box.
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- Red: Missing mods / class not defined, this takes precedence over grey if there is also unavailable items.
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## 2. Shortcuts
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<div class="panel callout">
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<h5>Note:</h5>
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<p><kbd>Ctrl</kbd> + <kbd>V</kbd> does NOT work in multiplayer due to a BI safety, however <kbd>Ctrl</kbd> + <kbd>C</kbd> does since it's using the ACE3 clipboard extension.</p>
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</div>
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### 2.1 Outside of search bars
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- <kbd>Ctrl</kbd> + <kbd>C</kbd>: Export current loadout to clipboard.
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- <kbd>Ctrl</kbd> + <kbd>V</kbd>: Import loadout from clipboard.
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- <kbd>Backspace</kbd>: Hide / show the UI (does not work on loadouts screen).
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- Arrow keys can be used to naviguate the left and right panels.
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- <kbd>Shift</kbd> + <kbd>LMB</kbd> on the `+` or `-` buttons on the right panel to add or remove 5 of the selected item.
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- <kbd>Ctrl</kbd> + <kbd>F</kbd> Selects the left search bar.
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<div class="panel callout">
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<h5>Note:</h5>
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<p><kbd>Shift</kbd> + arrow keys can be used to add or remove a large amount of items in a short amount of time from the right panel.</p>
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</div>
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### 2.2 Inside of search bars
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- Search bars support copy / cut and paste (same limitations as importing apply in multiplayer).
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- <kbd>Ctrl</kbd> + <kbd>A</kbd> is supported.
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- <kbd>Enter</kbd> validates the search.
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- <kbd>RMB</kbd> clears the text field.
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- Arrow keys can be used to move the caret.
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- <kbd>Ctrl</kbd> + <kbd>F</kbd> switches which search bar is selected.
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{% include dependencies_list.md component="arsenal" %}
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