f83c605958
* Add jamming coef to change or disable jamming. * change max to 5 * add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat - add setting for overheating effects distance - add unjaming on barrel swap, with setting - add increase rate of fire with heat, with setting - fix some formatting * little tweaks * add overheating cookoff feature - add overheating cookoff feature - add documentation - bugfixes/improvements * Update ace3-config-entries.md * Update overheating-framework.md * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_firedEH.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update docs/wiki/feature/overheating.md Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * remove extra underwater cooling, make cookoffCoef enable cookoff - add coef setting for heat generation per shot - merge cookoff setting into cookoff coef setting - remove check for water that increased cooling - change max rof increase from heat to 10% - change ammo heating to a less linear formula - change cookoffCoef to effect inginition tempurature instead of heat amount - delay cookoff shot until any firing animation is done - update strings based on feedback * Update stringtable.xml * add cookoff notification * improvements from play testing - move ammo heat loop into seperate function with a tighter loop - factor rain into cooling calculation - handle cooling while swimming - merge cookoff take event handler into fnc_handleTakeEH - fix case where cookoff could potentially come from underbarrel weapon muzzle - only add TakeEH if required by enabled settings - improve cookoff muzzle/mode handling * fix missing semi that I swear I already fixed before pushing * Update overheating-framework.md * Update fnc_updateAmmoTemperature.sqf * include wind speed in cooling calculation * cool with X - add ace interactions to allow cooling with water sources when Ace X is loaded - add documentation for cooling - move getting barrel mass to a function * documentation formatting * Add config array for weapon jam types, as not all weapon can get all types IRL. * remove variable that's not required * add some compat entries for RHS * fix merge conflict * fix a happy little accident * move to CBA settings, minor styling. * Update error message in fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Apply suggestions from code review Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com> |
||
---|---|---|
.github | ||
addons | ||
docs | ||
extensions | ||
extras | ||
include | ||
optionals | ||
tools | ||
.editorconfig | ||
.gitattributes | ||
.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 | ||
Arma3_workshop_addon.jpg | ||
AUTHORS.txt | ||
build.bat | ||
hemtt.toml | ||
LICENSE | ||
logo_ace3_ca.paa | ||
meta.cpp | ||
mod.cpp | ||
README.md | ||
sqfc.json |
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. See the pull request guidelines for further information on this process.
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).