ACE3/documentation/missionmaker/modules.md
2015-07-30 10:27:26 +02:00

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layout title description group order parent
wiki Modules A list of all modules in ACE3 and all the settings that can be tweaked by them missionmaker 5 wiki

1. ACE3

1.1 Advanced Ballistics

Part of: ace_advanced_ballistics

This module allows enabling and configuring advanced ballistic simulations.

Settings:

Name Type Description Default value
Advanced Ballistics Boolean Enables advanced ballistics. No
Enabled For Snipers Boolean Enables advanced ballistics for non local snipers (when using high power optics). Yes
Enabled For Group Members Boolean Enables advanced ballistics for non local group members. No
Enabled For Everyone Boolean Enables advanced ballistics for all non local players (enabling this feature may degrade performance during heavy firefights in multiplayer). No
Disabled In FullAuto Mode Boolean Disables the advanced ballistics during full auto fire. No
Enable Ammo Temperature Simulation Boolean Muzzle velocity varies with ammo temperature. Yes
Enable Barrel Length Simulation Boolean Muzzle velocity varies with barrel length. Yes
Enable Bullet Trace Effect Boolean Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics). Yes
Simulation Interval Number Defines the interval between every calculation step. 0.00
Simulation Radius Number Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles. 3000

1.2 Allow Config Export

Part of: ace_Optionmenu

This modules allows to export all current ACE3 settings from the ACE3 Option menu to the clipboard and RPT file.

Settings:

Name Type Description Default value
Allow Boolean Enables the "export" button in the ACE3 Option menu. Yes

1.3 BlueForceTracking

Part of: ace_map

When adding the "Blue Force Tracking" module to your mission it adds map markers to every group on the players side and refreshes them in certain configurable interval (in seconds). The module takes the group type into account and uses the proper NATO icon for each marker.

Settings:

Name Type Description Default value
BFT Enable Boolean Enable blue force tracking No
Interval Number How often the markers should be refreshed (in seconds). 1
Hide AI Groups Boolean Hide markers for "AI only" groups. No

1.4 Captives settings

Part of: ace_captives

Controls the settings for cable ties and surrendering. Very useful if you don't want your players to be able to restrict each others.

Settings:

Name Type Description Default value
Can handcuff own side Boolean Determine if you are able to handcuff your own side or not. Yes
Allow surrendering Boolean Determine if you are able to surrender or not when your weapon is holstered. Yes

1.5 Check PBOs

Part of: ace_common

If you are worried that players haven't updated ACE3 or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of three posible actions that are being executed when a player joins that has a wrong version of ACE3 or an other mod:

  • Warn once
  • Warn permanent
  • Kick

Settings:

Name Type Description Default value
Action Option What to do with people who do not have the right PBOs. "Warn once"
Check all addons Boolean Check all addons instead of only those of ACE3? "No"

Whitelist

You can make a whitelist of addons that don't have to be on the server. If you want to use the "Check all addons" option of this module and allow the usage of client side modifications like Blastcore or JSRS, you have to list them here. The list must be in the following format: ["ADDON1","ADDON2",...] where the addons are CfgPatches references to all PBOs of the optional mod. To figure these out, you can use the scripting command activatedAddons in the editor while those mods are enabled.

Example 1: @Blastcore-A3:

["warfxpe","blastcore_vep"]

Example 2: @JSRS:

[TBD]

Example 3: @JSRS + @Blastcore-A3:

[TBD, "warfxpe","blastcore_vep"]

1.6 Explosive System

Part of: ace_explosive

The "Explosive System" module lets you tweak the settings for the new explosive system that ACE3 introduces.

Settings:

Name Type Description Default value
Require specialists? Boolean Require explosive specialists to disable explosives. No
Punish non-specialists? Boolean Increase the time it takes to complete actions for non-specialists. Yes
Explode on defusal? Boolean Enables certain explosives to explode on defusal? Yes

1.7 Finger settings

Part of ace_finger

This module allow you to tweak settings for finger pointing such as is if it's enabled or the distance people can see you finger things

Settings:

Name Type Description Default value
Finger pointing enabled Boolean Yes
Finger Max Range Number How far away players can finger each others (in meters) 4

1.8 Friendly Fire Messages

Part of: ace_respawn

The "Friendly Fire Messages" module triggers a message when a player kills a friendly or civilian unit. This module isn't needed on servers with a low difficulty setting.

1.9 Hearing

Part of: ace_hearing

Placing this modules allows you to disable combat deafness usually triggered by loud explosions or heavy weapons in a players proximity.

Settings:

Name Type Description Default value
Enable combat deafness? Boolean Enable combat deafness? Yes

1.10 Interaction System

Part of: ace_interaction

This module allows you to tweak if players should be able to use team management functions (e.g. "switch group", "become leader").

Settings:

Name Type Description Default value
Enable Team Management Boolean Should players be allowed to use the Team Management Menu?. Yes

1.11 LSD Vehicles

part of ace_common

Any vehicle linked to this module will become a seizure inducing machine of doom, no, really.

1.12 Make Unit Surrender

Part of: ace_captives

Syncing units to that module sets them in the captive state with their arms behind their back. Useful for e.g. hostage rescue missions.

1.13 Map

Part of: ace_map

ACE3 introduces a bit more realism for the vanilla Arma 3 map and how it behaves. Some of these settings can be toggled by this module.

Settings:

Name Type Description Default value
Map illumination? Boolean Calculate dynamic map illumination based on light conditions?. Yes
Map shake? Boolean Make map shake when walking?. Yes
Limit map zoom? Boolean Limit the amount of zoom available for the map?. No
Show cursor coordinates? Boolean Show the grid coordinates on the mouse pointer?. No

1.14 MicroDAGR Map Fill

Part of: ace_microdagr

Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.

Settings:

Name Type Description Default value
MicroDAGR Map Fill Option How much map data is filled on MicroDAGR's. "Full Satellite + Buildings"

1.15 MK6 Settings

Part of: ace_mk6mortar

ACE3 now includes the first iteration of getting a less arcady point and click mortar experience. Placing this modules allows you to enable the increased realism in game.

Settings:

Name Type Description Default value
Air Resistance Boolean For Player Shots, Model Air Resistance and Wind Effects. No
Allow MK6 Computer Boolean Show the Computer and Rangefinder (these NEED to be removed if you enable air resistance). No
Allow MK6 Compass Boolean Show the MK6 Digital Compass. Yes

1.16 Name Tags

Part of: ace_nametags

This module allows you to tweak the settings for player names tags.

Settings:

Name Type Description Default value
Show player names Option Let you choose when nametags appears. "Do Not Force"
layer Names View Distance Number Distance (in meters) at which player names are shown. 5
Show name tags for AI? Option Show the name and rank tags for friendly AI units, or by default allows players to choose it on their own. "Do Not Force"
Show crew info? Option Show vehicle crew info, or by default allows players to choose it on their own. "Do Not Force"
Show for Vehicles? Boolean Show cursor NameTag for vehicle commander (only if client has name tags enabled). No

1.17 Rallypoint System

Part of: ace_respawn

This module enables Mission Makers to specifically enable units to move a rallypoint. Every unit that is synced with that module is able to move a rallypoint.

Note:

It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia has implemented their module framework.

To enable JIP players to move rally points have a look at ACE3 Rallypoints.

1.18 Respawn System

Part of: ace_respawn

The "Respawn System" module enables players to respawn with the gear they had before dying and to remove bodies of players after a configurable interval (in seconds).

Settings:

Name Type Description Default value
Save Gear? Boolean Respawn with the gear a player had just before his death. No

1.19 Sitting

part of ace_sitting

This module is used to turn sitting on.

Settings:

Name Type Description Default value
Enable sitting Boolean Yes

1.20 SwitchUnits System

Part of: ace_switchunits

The SwitchUnits System enables players to control certain AI units on the map.

Settings:

Name Type Description Default value
Switch To West? Boolean Allow switching to west units? No
Switch To East? Boolean Allow switching to east units? No
Switch To Independent? Boolean Allow switching to independent units? No
Switch To Civilian? Boolean Allow switching to civilian units? No
Enable Safe Zone? Boolean Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone. Yes
Safe Zone Radius Number The safe zone around players from a different team (in meters). 200

1.21 Vehicle Lock

Part of: ace_vehiclelock

These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically; for key names, see Classnames Wiki.

1.21.1 Vehicle Key Assign

Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start. Example: [bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle; - will add a key to bob and program it to work only on car1

1.21.2.1 Vehicle Lock Setup

Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.

Settings:

Name Type Description Default value
Lock Vehicle Inventory? Boolean Locks the inventory of locked vehicles. No
Vehicle Starting Lock State Option Set lock state for all vehicles (removes ambiguous lock states). "As Is"
Default Lockpick Strength Number Default Time to lockpick (in seconds). 10

1.21.2.2 Vehicle setVariables

  • ACE_VehicleLock_lockSide - SIDE: overrides a vehicle's side, allowing locking and unlocking using a different side's key. For example: Unlocking INDEP vehicles with a BLUFOR key.
  • ACE_vehicleLock_lockpickStrength - NUMBER: seconds, determines how long lockpicking with take, overrides the value set in the module for a specific vehicle of the mission maker's choice.

1.22 View Distance Limiter

Part of: ace_viewdistance

This module allows disabling the ACE3 View Distance feature as well as setting a view distance limit.

Settings:

Name Type Description Default value
Enable ACE viewdistance Boolean Enables ACE viewdistance. Yes
View Distance Limit Number Sets the limit for how high clients can raise their view distance (<= 10 000) 10000

1.23 Weather

Part of: ace_weather

This module allows you to customize the weather settings.

Note:

ACE3 Weather overrides weather settings (editor, mission settings) and automatically calculates wind, temperature and pressure according to map location, date, time of day and cloud coverage and allows the weather to evolve realistically as the simulation progresses. Weather synchronization occurs between all clients.
Adjustment of the weather is possible by modifying the overcast value (for example: 0.7 may result in intermittent rain).

Settings:

Name Type Description Default value
Weather propagation Boolean Enables sever side weather propagation.(This is responsible for synchronizing weather between all clients. Disabling it is NOT recommended). Yes
ACE3 Weather Boolean Overrides the default weather with ACE3 weather (map based)(This can be disabled without affecting the weather propagation above. Useful if you prefer changing weather settings manually). Yes
Sync Rain Boolean Synchronizes rain. Yes
Sync Wind Boolean Synchronizes wind. Yes
Sync Misc Boolean Synchronizes lightnings, rainbow, fog, ... Yes
Update Interval Number Defines the interval (seconds) between weather updates. 60

1.24 Wind Deflection

Part of: ace_winddeflection

This module allows you to define when wind deflection is active.

Note:

Wind Deflection is compatible with Advanced Ballistics and allows the following combinations:

  • Only wind deflection
  • Only advanced ballistics
  • Combined wind deflection + advanced ballistics

Settings:

Name Type Description Default value
Wind Deflection Boolean Enables wind deflection. Yes
Vehicle Enabled Boolean Enables wind deflection for static/vehicle gunners. Yes
Simulation Interval Number Defines the interval between every calculation step. 0.05
Simulation Radius Number Defines the radius around the player (in meters) at which projectiles are wind deflected. 3000

1.25 Zeus Settings

part of: ace_zeus

This module provides control over vanilla aspects of Zeus.

Settings:

Name Type Description Default value
Ascension Messages Boolean Display global pop-up messages when a player is assigned as Zeus. No
Zeus Eagle Boolean Spawn an eagle that follows the Zeus camera. No
Wind Sounds Boolean Play wind sounds when Zeus remote controls a unit. No
Ordnance Warning Boolean Play a radio warning when Zeus uses ordnance. No
Reveal Mines Option Reveal mines to allies and place map markers. "Disabled"

2. ACE3 Medical

Part of: ace_medical

2.1 Medical Settings

This module allows to tweak all the medical settings used in ACE3

Settings:

Name Type Description Default value
Medical Level Option What is the medical simulation level? "Basic"
Medics setting Option What is the level of detail preferred for medics? "Basic"
Enable Litter Boolean Enable litter being created upon treatment. "Yes"
Life time of litter objects Number How long should litter objects stay? In seconds. -1 is forever. 1800
Enable Screams Boolean Enable screaming by injured units. Yes
Player Damage Number What is the damage a player can take before being killed? 1
AI Damage Number What is the damage an AI can take before being killed? 1
AI Unconsciousness Option Allow AI to go unconscious. "50/50"
Remote controlled AI Boolean Treats remote controlled units as AI not players? Yes
Prevent instant death Boolean Have a unit move to unconscious instead of death. No
Bleeding coefficient Number Coefficient to modify the bleeding speed. 1
Pain coefficient Number Coefficient to modify the pain intensity. 1
Sync status Boolean Keep unit status synced. (Recommended on). Yes

2.2 Advanced Medical Settings

This module allows you to change the default Advanced Medical Settings, when 2.1 Medical Settings is set to "Advanced".

Settings:

Name Type Description Default value
Enabled for Option Select what units the advanced medical system will be enabled for. "Players only"
Enable Advanced wounds Boolean Allow reopening of bandaged wounds? No
Vehicle Crashes Boolean Do units take damage from a vehicle crash? Yes
Allow PAK Option Who can use the PAK for full heal? "Medics only"
Remove PAK on use Boolean Should PAK be removed on usage? Yes
Locations PAK Option Where can the personal aid kit be used? "Vehicles & facility"
Allow Surgical kit Option Who can use the surgical kit? "Medics only"
Remove Surgical kit Boolean Should Surgical kit be removed on usage? Yes
Locations Surgical kit Option Where can the Surgical kit be used? "Vehicles & facility"
Bloodstains Boolean Bandaging removes bloodstains. No
Pain suppression Boolean Pain is only temporarily suppressed not removed. Yes

2.3 Revive Settings

This modules allows a mission maker to limit the amount of revives for units in basic and advanced medical.

Settings:

Name Type Description Default value
Enable Revive Option Enable a basic revive system. "disabled"
Max Revive time Number Max amount of seconds a unit can spend in revive state 120
Max Revive lives Number Max amount of lives a unit. 0 or -1 is disabled. -1

2.4 Set Medic Class

Using this module you can define which unit class is defined as a medic / doctor.

Settings:

Name Type Description Default value
List String List of unit names that will be classified as medic, separated by commas. ""
Is Medic Boolean Medics allow for more advanced treatment in case of Advanced Medic roles enabled. "Regular medic"

2.5 Set Medical Facility

Defines an object as a medical facility. This allows for more advanced treatments. Can be synced with buildings and vehicles.

Settings:

Name Type Description Default value
Is Medical Facility Boolean Registers an object as a medical facility. Yes

2.6 Set Medical Vehicle

Defines an object as a medical facility. This allows for more advanced treatments. Can be synced with buildings and vehicles.

Settings:

Name Type Description Default value
List String List of vehicles that will be classified as medical vehicle, separated by commas. ""
Is Medical Vehicle Boolean Whether or not the objects in the list will be a medical vehicle. Yes

3. ACE3 Mission Modules

Part of: ace_missionmodules

3.1 Ambiance Sounds

Used for ambiance sounds loop (synced across MP).

This module randomizes the time when the sound file is played and the position where the sound file is played (If "Follow Players" is set to No). Minimal Distance and Maximal Distance influence the position from where the sound file is played. Setting both values to 0 forces the module to play the sound from where it was placed in the editor. Minimal Delay and Maximal Delay work in a similar fashion but are used to randomize when the sound file is played. Setting both values to 0 plays the sound from mission start.

Settings:

Name Type Description Default value
Sounds String Class names of the ambiance sounds played. Separated by ','. (Example: radio_track_01, electricity_loop) ""
Minimal Distance Number Used for calculating a random position and sets the minimal distance between the players and the played sound file(s) (in meters) 400
Maximum Distance Number Used for calculating a random position and sets the maximum distance between the players and the played sound file(s) (in meters) 900
Minimal Delay Number Minimal delay (in seconds) between sounds played 10
Maximum Delay Number Maximum delay (in seconds) between sounds played 10
Follow Players Boolean Follow players. If set to false, loop will play sounds only nearby logic position. No
Volume Number The volume of the sounds played. 1

3.2 Slideshow

part of ace_slideshow

This module is the core of ace_slideshow for more informations about slideshow check the mission-tools section

Settings:

Name Type Description Default value
Objects String Object names (can also be synchronized objects) slide-show will be displayed on, separated by commas if multiple. ""
Controllers String Controller object names, separated by commas if multiple. ""
Images String List of images that will be used for the slide-show, separated by commas, with full path correctly formatted (eg. images\image.paa). ""
Interaction names String List of names that will be used for interaction entries, separated by commas, in order of images. Number
Slide Duration Number Duration of each slide (in seconds) (0 = automatic slides disabled) 0