f2fff98ad0
* Create AGM-114L * If we lose LOS dont continue tracking magically Allow for datalinked targets to donate data to the missile. * Update documentation * RHS 2x hellfire compatability * Make ARH more realistic by not allowing to switch targets after firing * Fix filename. Change Hellfire attack profile to lead target. Switch to two LOS checks. We check two Line's of Sight to ensure that we are 100% gone from the target. A raw LOS check will be blocked by bushes and light trees while the checkVisibility wont while on the otherhand smoke will block a visiblity check but not a raw LOS check. We get best of both worlds with this. I changed the attack profile so that it will lead moving targets. This isnt needed with the laser version because the user will "lead" the target if needed, but with the radar scan we have velocity information so we might as well lead the target as much as possible * Change function calls to FUNC macro. Slightly change radar logic. Up poll frequency to 7hz Instead of the missile immediately going active when the shooter doesn't have radar, check if targets are in datalink. If they are, use the datalink to guide the missile instead of its internal radar. * Add logic for missiles launched without target If a missile is fired without a locked target, it will immediately go active and target the first thing its seeker picks up. This is an incredibly dangerous trait of active radar homing missiles and is so in this implementation. Be careful! * Change from `exitWith` to basic `then` Legacy code that never got changed. This is essentially what happened before * Update CfgMagazineWells.hpp Co-authored-by: PabstMirror <pabstmirror@gmail.com> |
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.github | ||
addons | ||
docs | ||
extensions | ||
extras | ||
include | ||
optionals | ||
tools | ||
.editorconfig | ||
.gitattributes | ||
.github_changelog_generator | ||
.gitignore | ||
ace_advanced_ballistics_x64.dll | ||
ace_advanced_ballistics.dll | ||
ace_artillerytables_x64.dll | ||
ace_artillerytables.dll | ||
ace_break_line_x64.dll | ||
ace_break_line.dll | ||
ace_clipboard_x64.dll | ||
ace_clipboard.dll | ||
ace_fcs_x64.dll | ||
ace_fcs.dll | ||
ace_parse_imagepath_x64.dll | ||
ace_parse_imagepath.dll | ||
Arma3_workshop_addon.jpg | ||
AUTHORS.txt | ||
build.bat | ||
hemtt.toml | ||
LICENSE | ||
logo_ace3_ca.paa | ||
meta.cpp | ||
mod.cpp | ||
README.md |
Requires the latest version of CBA A3.
Visit us on Twitter | Facebook | YouTube | Reddit
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...
Getting started
ACE3 requires Arma 3 and the latest version of CBA A3. See the following pages for help and information on how to get started with ACE3:
Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on Github. Please comment on issues if you want to contribute with, to avoid duplicating effort.
Contribution guidelines
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.
Submitting issues and requesting features
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:
- Setting up the development environment – step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.
Get in touch
Slack | We have a public Slack team that anyone can join. This is where all our developers and contributors hang out and where we make announcements |
You can follow our Twitter account to get updates and various links to guides | |
You can follow our Facebook account to get updates and various links to guides | |
Bohemia Forum | We have a dedicated thread on the Bohemia Forums for the ACE3 project |
License
ACE3 is licensed under the GNU General Public License (GPLv2).