Features of ACE2

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Contents

General ACE Features

For script function documentation, please see Application Programming Interface section.

Aerial Refueling

Aerial Refueling
A jet can refuel by connecting to either drogue refueling line deployed by a C-130 tanker aircraft. The planes must match direction and speed fairly closely. Once in position for a number of seconds the aircraft will "dock" and fuel automatically transfered. Once refueled, the plane can disconnect from the tanker by reducing speed slightly.
In real life, docking to refuel requires precise maneuvering. Be patient and practice your formation flying skills. It may take a couple of tries to sucessfully dock your jet. Line up directly behind the tanker and approach at a speed no faster than 5 kph or you can easily overshoot the tanker.



Afterburners

Jets like the F-35 and Su-34 have afterburner capability.
Key Binding

Image:ACE_Keys2.jpg CAPS LOCK.

AI Improvements

AI parameters including accuracy, how fast they will fire weapons, ability to detect enemy forces, reload speed, endurance, courage when attacked, command ability have been adjusted.



API

To aid mission makers, an Application Programming Interface is being developed. Documentation for these routines are available via the



Armor Damage System

This armor damage system replaces the standard BI hitpoint-based damage logic. It calculates where a vehicle was hit, whether the armor was breached, and assigns damage according to the type of ammo and hit location.
Features
  • Enabled for all tracked and wheeled armor.
  • Based on available real-world data for armor thickness and penetrating capabilities of ammo.
  • Differentiated armor (front/side/back/top/bottom).
  • Accounts for the impacting ammunition's angle of incidence. Oblique shots are less likely to penetrate.
  • Support for ERA/SLAT armor simulation.
  • Damage effects include mobility kills, firepower kills and vehicle fires.
  • Crew damage simulation (recommended to use with ACE wounding module).
  • MG/automatic cannons are capable of penetrating light armor where applicable.
  • Armor invulnerable to small-arms fire where applicable.
Limitations
  • The system relies on location definitions in the vehicle's model. If those locations are defined incorrectly the wrong parts might be determined as hit (e.g. turret instead of hull). But generally the system is quite accurate.
  • 3rd-party vehicles should have ACE armor values in configs for best experience. There is a workaround in the system that allows it to process vehicles without these values, but armor damage in this case is very likely to be different from the vehicle's real parameters.
  • Will not work well with projectiles generated by functions like createVehicle, such as used in certain scripted missile systems. They do not store information about the firer, and it's impossible to tell which side the projectile came from. In this case location of a hit is chosen randomly.
Addon Makers
Commented configs are included in ace_sys_vehicledamage\docs for reference.



Attachments

A number of weapons have improved sights attached to them.



Auto Rotation

Improved auto rotation over the vanilla ArmA2 system for all rotary aircraft.
In the case of engine failure, cutting down power, bringing down speed while aligning your chopper to a 5 degrees nose up, will allow you to successfully make an emergency landing. Air speed will be shown on the screen if the system notices a problem with the engine (failure, etc).



Back Blast

Most of the AT weapons available creates a large "back blast" area behind the weapon on fire, which can cause severe burning and overpressure injuries to friendly personnel in the vicinity.
Whenever you are preparing to fire an AT shot, ensure that the backblast area of your AT weapon is clear. This typically is a 60° cone extending from the rear of the AT weapon for 30-60 meters behind the weapon.
Back Blast Effect on Launcher fired from prone Position.
Back Blast Effect shown from the Soldiers front.
Back Blast Effect from the upper perspective.



Blood Trails

If seriously wounded a soldier may leave a blood trail.



Camera Shake

Being close to violent explosions will cause your point of view to shake due to the shockwave jarring you or knock you unconscious.



Chem Lights

AKA Glow Sticks, Glow Lights, etc. Usable as markers at night time for target desination or path-finding. Select as a weapon and fire to activate and place on the ground.
In conjunction with the Lademeister feature, chemlights can be thrown from helicopters.



Close Quarters Battle Sights

Certain optics have a CQB sight on top to give the soldier the ability to quickly target enemies at close range. ACE has this modeled in per Real Life specs
Key Binding

Image:ACE_Keys2.jpg SHIFT + F

Combat-related Deafness

If not protected, a nearby blast can effect your hearing. You may not be able to hear at all or experience ringing for a while until you recover.



Craters

Large explosions will create a crater. You may find them useful as cover.



Crew Damage

Vehicles, especially armored vehicles, offer a higher level of protection to their crew and passengers from various threats like nearby explosions.
Depending on the location of the hit to a vehicle, the damage passed on will be lessened, but not always eliminated. Crew damage includes wound, stun, and kill effects.



Crew Protection

This feature simulates the protective gear of crewman and pilots (SoldierXCrew, SoldierXPilot).
The corresponding class can stand the following effects better:
  • Concussion caused by AT launcher fired
  • Concussion caused by Anti Tank Missile systems fired
  • Concussion caused by Tanks firing
  • It doesn't protect you against all other effects like, backblast, overpressure or flying debris.
Coding Notes
You can query if a unit has protective gear with this line of code:
 _protectiveGear=(configFile>>"CfgVehicles">>typeOf _unit>>"ACE_CrewProtection");
 Returns 1 (protected) or 0 (not protected).



Crew Served Weapons

Overview
The crew served weapons system gives players the ability to operate as a fully functioning member of a crew served weapon team. Player carry machine guns, tripods, and ammunition which they are able to deploy, mount, and load respectively anywhere on the battlefield. Most of the functions of the weapon is accessed through a unique interaction menu. At this time only machine guns are available in the crew served weapon system but others types of weapons will also come on line.
Actions
  • Deploying Tripods
If you have a tripod you will see a "Deploy Tripod" option in your action menu. When selected you will see a phantom tripod directly in front
of you that moves and turns as you do. When you have the exact position to place your tripod select 'Confirm Deployment" to deploy the actual
tripod. If you wish to cancel select "Cancel Deployment".
After deploying a tripod as long as there is no machine gun mounted on it you will see a "Pickup Tripod" option when close to the tripod.
When selected you will pick the tripod up and add it to your inventory.
  • Dragging Weapons
You may drag a weapon to another location.
  • Mounting Machine Guns
If you have a machine gun you will see a "Mount Machine Gun" option in your action menu. When selected if you are close enough to a
compatible tripod for the machine gun (less than 2m) the machine gun will be mounted to the tripod. If you are not close enough you will
receive a message telling you so.
The interact menu removes the need to use the action menu for many of the common functions involving player interaction with objects.
The menu is opened with a single action menu selection that gives access to the other available options.

File:Interact.jpg

  • Loading Machine Guns
Once a machine gun is assembled ammo can be loaded/linked. If you do not already have an appropriate magazines then go to the ammo box
marked ammo and take one or two. Magazines (ammo cans or drums) for crew served machine guns are large and will take up from four to six
of your magazine slots each. You can usually fit two in your rucksack (except MK19 magazines which will not fit at all). To load or link
a new ammo belt when near the machine gun select "Interact With Machine Gun". This will open the Machine Gun Crew Menu. Now click "Load/Link"
and if you have a correct magazine (must be unpacked and out of the ruck) then a new belt will be loaded or linked to the existing belt.
You cannot link ammo to a belt that is more than 100% full. Drum fed machine guns can only have one belt/drum loaded at a time.
You cannot load the machine gun if you are in it as the gunner. Another player must load it or you must exit first.
  • Unloading Machine Guns
Once a machine gun is assembled and loaded ammo can be unloaded/delinked. To unload or delink ammo belt when near the machine gun select
"Interact With Machine Gun". This will open the Machine Gun Crew Menu. Now click "Unload". If there is more than one full belt loaded
you will unload a 100% full belt and drop it to the ground. If there is anything left (minus some that cannot be unloaded while the gun
is in service) then if you select "Unload" again either another 100%, 75%, 50%, or 25% full belt will be unloaded until no more ammo can
be removed. You cannot unload the machine gun if you are in it as the gunner. Another player must unload it or you must exit first.
  • Rotating Machine Guns
Once a machine gun is assembled it can be rotated left and right in 10 degree increments. To rotate the machine gun left or right when
near the machine gun select "Interact With Machine Gun". Now click "Rotate Left" or Rotate Right". You will go to your knees to gain
leverage and rotate the whole machine gun assembly in the appropriate direction. You can repeat this process, rotating 10 degrees at a time,
until you reach the desired direction. You cannot rotate the machine gun if you or someone else is in it as gunner.
  • Unmounting Machine Guns
Once a machine gun is assembled the machine gun can be unmounted. To unmount the machine gun when near it select "Interact With Machine Gun".
Now click "Unmount" The machine gun will be unmounted and added to your inventory leaving behind the assembled tripod to be picked up or
awaiting a new mount. All ammo loaded in the machine gun will be automatically dropped to the ground. You cannot unmount the machine gun
if you or someone else is in it as gunner.
Mission Makers
If the AI CSW module, classname ACE_CSW_AI, has been added to the mission then you as a player can issue orders to AI players
to perform actions like reloading weapons and rotating the tripod. Such actions can be found in the normal AI command shortcut
section for actions ( number 6 key ).
Key Binding

Image:ACE_Keys2.jpg RIGHT WINDOWS or left, depending on locale.

Destruction Effects

Vehicles behave differently when they are destroyed:


  • In some cases, there's an explosion with a big fireball and lots of smoke.
  • In other cases, when no vital part of the vehicle has been hit, but enough damage has been done to render it disabled, there could be no visible effect such as explosions visible, but only the texture turning darker - black.
  • In some other instances, like when the ammo dump is hit, the explosion is much more devastating, and a different visual effect will be used.
  • Additionally, vehicles don't burn in water anymore.
  • A burning vehicle can cause injuries such as burnings to bystanders



Disposable Weapons

Certain weapon are one-shot items. Onced fired, the launcher is thrown away.
  • Usage:
  1. Select the weapon.
  2. Prepare it to fire (pull out aiming devices, remove safety) using the R key
  3. Fire the weapon.
  4. Select any other weapon to throw away the used one.
"Reloading" the launcher symbolizes preparation.



EASA (module)

The Exchangeable Armament System for Aircraft (EASA) allows a player to change the weapons loadout of planes and optionally helicopters during a mission. The mission designer places an EASA module on the game map - represented in-game as a large trailer. Normally the module must be located inside an hangar, but there is an option to lift that restriction.
The aircraft to be rearmed must be empty to simulate safety regulations. When near the EASA trailer you will be offer a reload action. EASA will display a window showing the type of aircraft and a set of pylons to place weapons on. Either select the default loadout for that vehicle or choose your weapons and select the custom load out. Weapons will be added to your vehicle at 20 second intervals.
Options
  • SIDE
Lets you only choose from weapons arsenal of a certain faction side, i.e WEST only, EAST only or both.
By default e.g if this rule is not set, it selects the weapons from the side for the aircraft you wish to change the loadout.
this setVariable["SIDE", x] or obj_name setVariable["SIDE", x]
x stands for 0 EAST, 1 WEST, -1 ALL
Default is "SIDE OF AIRCRAFT"
  • CAPACITY
Lets you decide if you wish the arsenal to become empty if all weapons have been used from that hangar.
There will be the possibility to reload the hangar with Ammotrucks in the future. Default is "unlimited weapons"
Not implemented yet.
  • NUKES
Lets the mission designer allow the usage of nuclear weapons.
this setVariable["NUKES", x] or obj_name setVariable["NUKES", x]
x stands for 1 ALLOWED, 0 NOT ALLOWED
Default is "NOT ALLOWED"
  • NoHangar
Allows to override the need for a hangar building. If set, the EASA Vehicle is created where the logic was placed.
this setVariable["NoHangar", x] or obj_name setVariable["NoHangar", x]
x stands for true ENABLED, false DISABLED
Default is "FALSE"
  • FARP
Same as "NoHangar" but will not create the EASA Vehicle, but some sort of FARP like rearm point (Helipad with stuff around).
this setVariable["FARP", x] or obj_name setVariable["FARP", x]
x stands for true ENABLED, false DISABLED
Default is "FALSE"
  • LHD
Will place the EASA Vehicle on the deck of the LHD (Aircraft carrier) at the position the module was placed in the editor.
this setVariable["LHD", true, true] or obj_name setVariable["LHD",true,true]
NOTE obj_name is the name given to the EASA module entity
Limitations
There is no relation between pylon order displayed and location on particular airframe. This is due to the limitations of information in these models, not ACE2's fault. Hopefully a list of pylon locations for aircraft can be documented at some point as an aid to this.
Currently the system detects FFAR pods and Cannons as well as "encased missiles", such as the VIKHR (which are hard-modeled, and cannot be replaced at the moment). These weapons CANNOT be changed. Only visible missiles can.



Eject System

  • Eject Option
The "Eject" action menu option and shortcut key has been disabled for all vehicles (air, land, and sea) except the KA-52, AV8B, A10, F35, SU25 and SU34
(these are the only default ArmA vehicles that have real-life ejection seats).
Additionally, ejection seats now operate more realistically. When you eject you are propelled out of the cockpit while still in your "seat"
and then the parachute deploys. All ejection seats are also now zero, zero capable (zero altitude, zero airspeed) so you can now eject while
on the ground and without moving and still safely land.
  • Jump Out Option
All other vehicles now have a "Jump Out" action menu option (uses the "eject" action key). The option simulates opening the vehicle door, hatch,
or canopy and jumping out. Once you jump out you begin to free fall if you are not on the ground.
  • Parachute Packs
Parachute packs have been added with A.C.E. Player's can store a parachute pack in one of their binocular/goggle inventory slots. If a player has
a parachute pack in his inventory after "jumping out" of an aircraft the player will see a "Pull Rip Cord" option in the action menu. Once selected
the player's parachute will deploy. All parachute packs are single use. If you are too low to the ground when you pull the rip cord your parachute
may not deploy properly which could lead to injury or death.
Key Binding

Image:ACE_Keys2.jpg \.

Explosives

ACE includes a number of explosive and pyrotechnic devices. A number of them include tripwire support. Tripwires are attached by being near the device. You can place the end of the line in any direction independent of the device's orientation within the limits of that tripwire's length.
M16A1 Antipersonnel mine.
When triggered the main charge is launched approximately 1 meter up before detonating to enhance fragmentation effects. This mine supports a short-range tripwire. It's is automatically armed after a brief delay once you move away from the mine.
M18A1 Claymore mine.
This antipersonnel fires a large number of fragments in a given direction. Once deployed you can aim the weapon through a simple sighting system using the arrow keys. The mine has a manual safety system and can be fired via tripwire or remote control. Claymores do have a short-range omnidirectional hazard zone - don't deploy too close to your own forces.
POMZ.
This Eastern Block antipersonnel weapon is mounted on a stake and omnidirectional. There is a short-range tripwire option.
M49A1 Tripflare.
If triggered this pyrotechnic device will emit considerable light and smoke to alert you to the presence of enemy forces. Supports tripwires.
M2/M4 SLAM.
These small shaped charges can be deployed in a number of ways. Options include bottom and side attack, detonation via timer, or remote control.
M86 PDM.
The Persuit Denial Munition is similar to a hand grenade in usage. Once thrown it automatically deploys a number of tripwires around itself and will act as a small antipersonnel mine.
Satchel charges
Satchels may be attached to vehicles after placement.
C4 explosives
To blow away fences or breach walls.



Explosion Effects

Ordnance explosions have physiological impact.
Depending on the type of ammunition and the distance between a soldier and the impact, explosions can cause stun effects like ear ringing, fuzzy optics or unconciousness.



Fast Roping

If defined to be capable of this feature, a low-hovering air vehicle can deploy ropes and allow troops to rappel to the ground. Management of the ropes is done by a "rope controller", usually a formation leader in the cargo section or the pilot.
Addon Makers
To add fast roping to 3rd party addons add the following to the config in CfgVehicles:

  ACE_canFastrope = 1;
  ACE_RopeAttachment[] = {{-0.86,3.5,-21.7}, {0.62,3.5,-21.8}};


ACE_RopeAttachment can have either one or two elements (position(s) where the rope(s) get(s) attached).
You can still run the addon without ACE even with the ACE additions in the config.



Fast Switching

ACE speeds up some animations like:
  • Taking out/putting back the binoculars or laser-designator
  • Switching from rifle to pistol, and vice versa, is now much faster - as in real life
  • The transition after you have thrown a grenade and switch back to rifle/pistol
  • Switching from AT launcher to rifle is faster. Also you can drop on the ground very quickly with launcher in hands in case of emergency.



Flares

Flares are visible in daytime.



Flashbangs

Also called stun grenades — these are a less-than-lethal device used in a wide variety of law enforcement and military operations.
Like a grenade, the device is activated by pulling a pin. When thrown, the flash-bang creates a loud sound and bright flash of light to temporarily distract or disorient an adversary.
Flashbangs are used in operations such as hostage rescue, room-clearing, crowd control and other specialized operations. Personnel will typically break down a door or smash a window of a building and toss in the diversionary device as part of a forced entry.
You can use flashbangs to stun and disorientate AI as well as human players.
In general the fuse delay is VERY short, ~ 1.5 seconds. Make sure the flashbang is well-placed to avoid stunning yourself and your teammates.



Flashlights

Tactical flashlights can be attached to some small-arms.



G-Forces

Pilots have training and special equipment to better handle the stress of g-forces during flight. Non-pilots must be more carefull during maneuvers. Excessive g-forces can effect your vision, cause you to black-out / red-out, or even lose conciousness.



Gas

CN tear gas grenades. If not wearing a protective mask and exposed to the gas you will experience violent coughing and blurred vision.



Goggles

Goggles and Teargas
There are a number of masks and eyewear you can use during gameplay. Using this feature requires some setup in the ACE user config.
  • Balaklava.
  • Gas Masks.
  • Tactical googles. To protect you from dust kicked up by weapons fire or engine wash.
  • Sunglasses.



Grenade Throw Modes

Allows you to select between 5 modes of throwing a grenade:
  • Normal throw - default speed and direction.
  • Slow throw - very useful if the enemy is just behind this 1.8 m wall or behind a corner.
  • Normal roll - grenade goes low and parallel to the ground, fast enough to bounce ('roll') 10 or so meters.
  • Slow roll - slow roll.
  • Precise throw - grenade flies directly where you're pointing at (and not ~30 degrees higher as in default amplitude throw). Allows you to throw grenades into windows etc with high precision (after some practice).
  • Drop. Right at your feet. You'd better move if this is not smoke or something harmless.
Double check what mode you're in before throwing.
Key Binding

Image:ACE_Keys2.jpg SHIFT + H.

Ground Markers

Large panels to indicate a location. You can deploy them, turn them over, and remove.



HuntIR

Hunt IR
High-altitude Unit Navigated Tactical Imaging Round
After firing the HuntIR, it propels to an average height of 500 meters (for gameplay reasons) and ejects an IR CMOS camera which is attached to a parachute. The camera provides 7 minutes of live video for reconnaissance which is transmitted to a handheld device (HuntIR Monitor).


You can control the camera of the HuntIR with your keyboard keys:
ARROW KEYS
Control camera movement
W,S
Switch available HuntIR cameras
A,D
Change zoom (0x, 2x, 4x, 8x)
N
Toggle NVG
M
Toggle TI
R
Reset HuntIR camera


The HuntIR round has an average flight time of 5-10 seconds after firing before the camera is ejected and another 3 seconds before the HuntIR device is ready to transmit data. It can only be fired from M203-type grenade launchers.
Mission Editors
To include the HuntIR system in your mission, the following classnames are available:
Ammo box
ACE_HuntIRBox
Monitor
ACE_HuntIR_monitor
Actual round
ACE_HuntIR_M203


Examples to add to a weapons crate:
       _vehicle addmagazinecargo ["ACE_HuntIR_monitor",10];
       _vehicle addmagazinecargo ["ACE_HuntIR_M203",3];



In-game Help

In-game help display
ACE API functions are now included in ArmA2 in-game documentation system.
BIS documentation for in-game help system.



Interaction with Others

When near both enemy and friendly personnel you may attempt to interact with them. Once activated, a context-sensitive menu will pop up offering different actions like check the other person's gear, heal, or arrest them. Such actions require the consent of the other player via their normal action menu. If too far away you might instead signal the player to come closer.
Key Binding

Image:ACE_Keys2.jpg RIGHT WINDOWS or left, depending on locale.

IR Strobes

An IR strobe allows for easy recognition and location status of friendly forces while maintaining covert operation in the field.
This is a must-have accessory to assist avoiding friendly fire accidents and to support the overall safety of field personnel during night time missions.
An IR strobe is only visible to personnel using night vision devices.
It permits operators using night vision goggles, scopes, binoculars and other night vision tactical devices to maintain the exact location of their team members, search dogs, vehicles and pre-positioned equipment.
You can throw a strobe to mark a location.
Mission Editors

Adding an IR strobe to units, even AI:

  _unit addMagazine "ACE_IRStrobe";

Making AI use the IR strobe:

  ["ace_sys_irstrobe_aradd", [_unit]] call CBA_fnc_globalEvent;

Creating an attached IR strobe that blinks:

  _irstrobe = "ACE_IRStrobe_Object" createVehicle  getPos  _crate;
  _irstrobe attachTo[_crate,[0,0,0],""];
  ["ace_sys_irstrobe_aradd", [_irstrobe]] call CBA_fnc_globalEvent;



Invisible Targets

ACE2 has a number of invisible target objects for mission makers to use. This allows for simulated target designation.



Lademeister (Loadmaster)

A player in with a good side view from his/her station in an air vehicle, such as a side door gunner, can assist the pilot via a special camera view. Useful for precision flying at low altitudes to ensure the air vehicle is in proper position.
You can activate this feature with your keyboard keys:
W (move forward)
Activate load master view
S (move backward)
Return to normal view
Mouse 
Look around
You can also drop chemlights, handgrenades or other stuff that can be thrown, from your station while the Lademeister feature is active.
F (toggle weapons)
Switch through magazines
Spacebar 
Throw



Magazines System

Overview
This system is made to address some limitations in the way weapon/ammo characteristics are setup in ArmA. As the "loudness" and "visibility" of firing (for AI) is specified in ammo config, if you put a standard supersonic mag into a weapon equipped with suppressor, the AI will hear and see you just as well. It defeats the purpose of a suppressor in missions against AI and the only way to be silent to AI is to use subsonic ammo.
ace_sys_magazines is a scripted solution that automatically changes player's magazines to the ones appropriate to his weapon whenever he picks up a new mag or changes the weapon. If the weapon is suppressed, the standard mags are automatically changed to variants with 'suppressed' ammo. There is no need for additional magazine types in ammocrates and soldier configs as everything is converted automatically.
Note that firing supersonic rounds out of a weapon equipped with suppressor won't make you silent to AI, but rather reduce the distance from which AI is able to detect you as compared to firing without a suppressor.

Map Tools

Map Tools Set
Overview
The Map Tools feature allows for much more interaction with the map. It assists in executing the various land navigation routines, such as intersections and resections. It addresses the limits of the current in-game map icons and makes it possible, for example, to form complex attack plans and share such information realistically.
  • Adds a clear plastic compass with a ruler
  • Scales to map for accurately measuring distance and reading coordinates
  • Ruler rotates around compass for plotting angles/heading
  • Different colored marker pens allow freehand drawing, also assists in making straight lines
  • Actually copy other players' map
Usage
  • Press H to place the ruler. Shift and click to drag the ruler around the compass. Press J at a point off from the center of the compass to align the compass on that heading (to read direction between two points).
  • Hold [ and drag while holding left mouse button to start drawing. Hold [ and click once to draw an origin point. Press ] to draw a straight line from origin to that point or hold ] and drag while holding left mouse button until you are satisfied with the line.
  • Click to select a line and press \ to erase it.
  • To copy a map move to anyone who has the Map Tools and move within 1.5 meters of them. An action to copy their map will appear in your action menu. Stay within 1.5 meters of them while the map copies. This may take some time, a progress hint will appear in the upper right hand part of the screen showing how many lines you have copied.
  • To change the color of the lines you wish to draw hold the [ key and press once on the map. The line origin dot should appear. Without moving your mouse, click again. The origin dot should change color. Continue to do this to cycle through the colors. Be careful not to click too fast or you will enter into map marker mode.
Items Added
"ACE_Map_Tools"
Key Binding

Image:ACE_Keys2.jpg H.

Image:ACE_Keys2.jpg J.

Image:ACE_Keys2.jpg [.

Image:ACE_Keys2.jpg ].

Image:ACE_Keys2.jpg \.

Missile Guidance Improvements

Real life SACLOS missiles fired by player and actively guided by changing the aiming line during flight.
Examples:
  • Konkurs
  • Metis
  • Shturm
  • TOW


Aircraft FCS
  • NOTE: On Longbow, and Ka52, when rightclick/tab don't give you a target, try switching to machine gun, then mark the target, then switch to missiles.

Gunship turret gun autoadjustment

  • enabled on AH-1, AH-64, Mi-24D/V and Ka-52
  • uses the rangefinding abilities to get the distance to the aiming point
  • easy aiming on static targets regardless of helicopter movement direction and speed


AGM-114 Hellfire

  • AGM-114K (usually AH-1 Cobra)
    • laser guided, must point laser pointer at target until detonation
    • laser target can appear after launch when LOAL modes are selected
  • AGM-114L (ATM AH-64D Apache Longbow only)
    • fire and forget, GPS and own radar guidance
    • target data is beign transmitted to the missile at launch by the Longbow radar


  • Modes
    • Lock On Before Launch - if own laser designator is active, the missile follows it from the beginning - otherwise missile switches to LOAL-DIR autonomously.
    • Lock On After Launch - missile reaches the desired altitude first (DIR, LO or HI), then searches for laser targets (AGM-114K) within 70° FoV and engages the most suitable target.
AGM-114L is fire and forget missile.
The target / destination must be known at the time of launch,
so in that case LOAL modes indicate different climb setting only.


Falanga-V/Shturm-V

  • 9M17MP Skorpion-MP
    • Radio guided SACLOS AT missile
  • 9M114M2 Kokon-M2
    • Supersonic radio guided SACLOS AT missile


  • Firing procedure
  1. At launch, target must be straight in front of the vehicle. Aiming device accepts little initial deviation (15° for Raduga-F in Falanga-V, 9° for Raduga-Sh in Shturm-V).
  2. During flight, helicopter should not exceed 60° turn and 30° bank limits while gunner tracks the missile to the target.
When rangefinder is on, Shturm-V will make the missile fly over the aiming line until it's close to the target.
This functionality is intended to clear obstacles. To disable it, simply switch the rangefinder off.


  • In case of AI gunner, player pilot:
  1. Use Ctrl+F to switch weapon to Hellfire missiles - repeat until the vehicle radio chat prints "AGM-114 Hellfire" or another guided missile out
  2. Select desired target - the most reliable way is via the Target Menu (2)
  3. Wait until target is announced to the gunner
  4. Hold Ctrl and click LMB to order fire (or Fire Menu (3), Open Fire (1))
Shtora
Shtora-enabled tanks will attempt to jam the control systems of laser or wire-guided missiles. The jamming system is only active when a Gunner is in the tank, and runs continously. When Shtora
detects a laser designator it will also sound a warning alarm, deploy smoke screens and turn the turret towards the Missile. If Shtora is successful it will cause that missile to
change course, missing the tank.
Limitations
  • The vehicle turret must be facing the missile before impact ±45°.
  • Smoke and warning alarm are only available when the incoming missile is laser-guided.
  • Currently, the gunner of targeted vehicle must be AI in order for Auto turning of Turret to work.



Multi-barrel Weapon Enhancements

Rotary cannon have greater recoil due to volume of fire.



Muzzle Blast

Being close to larger caliber or rapid fire weapons can affect your hearing, injure, or even kill you.



Muzzle Velocity

This system provides for proper muzzle velocity for weapons. The standard ArmA config system does not let model makers account for weapon's barrel length, as muzzle velocity is set up in magazine config. Regardless of whether this magazine is used in a 10" carbine or a 20" rifle, muzzle velocity will stay the same. ACE provides a means to alter muzzle velocity on a per-weapon basis.
Model Makers
ace_sys_mv
Enable override of muzzle velocities for this weapon configuration.
0 - Do not override.
1 - Override muzzle velocities. Values follow.
ace_mv
Array of muzzle velocities pairs, each pair consists of an ammo name and velocity in m/sec.

  class M4A1: M16_base
  {
       ace_mod_mv = 1; //enables overriding by script
       ace_mv[] = 
       {
          "B_556x45_Ball", 880,   //ammo class, muzzle velocity
          "ACE_B_556x45_T", 880,
          "ACE_B_556x45_SB", 790,
          "ACE_B_556x45_S", 880,		
          "ACE_B_556x45_SB_S", 790
       };
 };



Nuclear Weapons

Available Weapons
ACE2 supports the following tactical weapons
B-61 bomb
B-61 bomb in the 0.3, 1.5, and 5.0 kiloton configurations.
The weapon can be deployed in multiple modes using the normal ArmA2 fire mode selection action.
Laydown ( "B61" )
Shortly after drop the weapon deploys a drogue chute to retard the bomb's forward speed.
Low-drag ( "B61 LD" )
Same flight profile as a Mk82 bomb.
SADM - Special Atomic Demolition Munition.
Man-portable, but fairly bulky and very heavy. WIP, still under development
Special Features
Detonation effects
In additon to normal ArmA2 damage, special damage representing the combined effects of overpressure, heat, and prompt radiation are applied to units inside the damage radius of the weapon in the form of an expanding wave. The level of damage varies with distance from ground-zero, class of the unit ( men, tank, car, air, etc. ) and a small element of luck.
Markers
Normally after a nuclear strike a special marker will be added to the mission map to warn others. The time and yield of the weapon are displayed.
Fallout
Normally, after a given amount of time has passed, fallout will fall to ground in a zone around and downwind of a weapon detonation. The zone marked on the map repesents levels lethal to unprotected troops during the normal timespan of an ArmA2 mission. The longer a player remains in the zone the greater the damage from the ambient radiation.
NBC Vehicle Protection
Certain vehicles have pressurized interiors, air filters, etc. to protect the crew and passengers from fallout. In order for these systems to operate, the vehicle must remain sealed ( e.g. turning out or leaving the vehicle is a very bad idea ).
Permissive Action Links
If a weapon is tampered with or improperly accessed it will not function. A mission designer will be able to supply scripts that can set the PAL code in order to control weapons usage - simulating release authority.
Technique
Nearby Detonation
Warn your side well ahead of time when planning an incoming strike. A 5.0 kt weapon can level a significant fraction of a larger city, resulting in a huge team-kill penalty if friendly forces are too close.
When using nuclear weapons you must be constantly aware of the large blast radius. To avoid killing yourself, use altitude, hard turns, and speed to avoid overflying the blast zone during detonation.
Lay-down mode is the preferred technique if you need a precise hit. Approach low ( 200 - 300m ) and fast to avoid excessive drift by the weapon.
For a stand-off attack, fly higher and lob the bomb using low-drag mode. Turn immediately to avoid overflight.
Note the time of blast before approaching the blast site, there is a limited amount of "safe" time before fallout arrives.
If you must enter a fallout zone, use NBC-protected vehicles or limit your exposure to very brief times. Do not breach the seals of your vehicle!
Mission Editors
The mission planner may have extra rules in place to control release authority of these weapons since it's such a relatively costly
and powerful weapon and to ensure game balance. Using the weapons or ammunition directly will not work properly. Either use the normal
access method ( such as the EASA module ) or one supplied API routines.


The following variables are available.
ACE_NukeFallout
Boolean value defining whether fallout will be present in the mission.
true - fallout zones will appear after a detonation. Default value.
false - no fallout.
ACE_NukeMarker
Boolean value defining whether markers indicating nuclear strikes, including yield and time are place on mission map.
true - markers will appear after a detonation. Default value.
false - no fallout.
ace_sys_nuke_NonClassDamage
Boolean value defining whether items that are not members of any class in ArmA2, such as trees, are damaged.
true - trees, fences, etc are damaged by nuclear blast. There is a small amount of lag caused by this setting. Default value.
false - non-classed items are not damaged. Faster, but not as realistic.
Additionally - having AI pilots use nuclear weapons is strongly discouraged due to their poor aim skills with unguided bombs.
Model Makers
The following configuration options are available for models that wish to interact with the ACE nuclear environment.
ACE_NBC_Protection
Integer value representing presence of NBC systems to protect the crew and passengers.
0 - no protection.
1 - protection present.
API
fnc_NuclearAirBurst
Simulate a airburst of a specific nuclear weapon at a given location.
fnc_NuclearGroundBurst
Simulate a groundburst of a specific nuclear weapon at a given location.



NVG

  • You can adjust the brightness of the NVG device manually by pressing the "Page Up / Down" keys.
Key Binding

Image:ACE_Keys2.jpg PageUp.

Image:ACE_Keys2.jpg PageDown.

Overheating

Tracks player's weapon temperature and simulates negative effects of weapon overheating, which are:
  • Increased dispersion, loss of muzzle velocity in extreme cases.
  • Increased smoke when firing.
The first sign your weapon is a little bit too hot is increased smoke appearing along the barrel as you shoot. If you continue firing actively and not giving the weapon the time to cool down, the density of smoke will increase. If the weapon is seriously overheated, it will fire with increased dispersion. Everything goes back to normal once the weapon is cool again.
Weapons with heavier barrels (machineguns) have more resistance to overheating than assault rifles and SMG's.



Overpressure

Muzzleblast Effect
The muzzleblast will mainly occur when a tank fires its maingun.
Debris from the ground and ejected particles from the projectile will be kicked away in the direction of travel of the projectile.
It covers an 90° arc and has a range of ~1000 meters.


Image:ACE FiringDangerZone.png
Units standing in the direct LOF will either die from the overpressure caused by the shot, or become severely injured.
The killzone is 50m in direction of travel, minor effects are noticeable up to 200m.
Taking cover in a building can reduce the effects of a nearby firing tank.
Overpressure Effect
Units standing to close to a firing tank will suffer from the overpressure caused by the shot.


The overpressure effect causes:
  • Earring
  • Shock
  • Knockout and weapon loss
For a better orientation see the above picture. Maximum effect range is ~50 meters.
Everything above ~50 meters is not covered anymore by the resource (ace_sys_muzzleblast).


Different ammunition now has a different effect and range.
Depending of the muzzle velocity and the strength of the projectile the overpressure is reduced, e.g BMP ammunition.



Radio Silence

The amount of radio chatter from AI troops may be reduced or eliminated altogether as an ACE client setting.



Rangefinding Devices

Vector 21
Vector 21B Nite / Rangefinder
- Range
- Azimuth
- Uses 2CR5 Battery
SOFLAM
GLTDII SOFLAM / Laser Designator
- Range
- Azimuth
- Elevation
- Battery, Overheat, Multiple Laser Targets
- Uses BA5590 Battery
Operation
Toggle Power using the R key, before trying to fire the laser.
Cycle between Mils settings for Azimuth (and Elevation) using Alt + R
Preload battery without having device selected using Ctrl + Alt + Shift + R
Manual
Key Binding

Image:ACE_Keys2.jpg R.

Image:ACE_Keys2.jpg Alt + R.

Image:ACE_Keys2.jpg Ctrl + Alt + Shift + R.

Recognize

Magic Rangefinding is disabled. That means you can no longer see the distance to where your crosshair is pointing when pressing spacebar.
Also the "spacebar-scanning", which would allow you to spot enemies behind buildings or landscape, is disabled.
To restore the ability to be able to see name tags of friendly players you have the following possibilites:
  • (2) Constant scanning, similar to BI behaviour, just point crosshairs at player
  • (1) MouseWheel, in order to see name tags, scroll the mousewheel
  • (0) Spacebar, 'eased' spacebar scanning instead of mousewheel
In your ace_clientside_config.hpp file, find this line and set up according to your liking.

  class ACE_RECOGNITION
  {
   Scanning_Method = 2;		//COMMENT: 2 - Constant / 1 - MouseWheel / 0 - SpaceBar
  };

Default is constant scanning.
Also note: Visibility of name tags depends on distance.

Recoil Dust

Recoil Dust from an M107
This resource simulates dust that is kicked off when firing a high caliber weapon, e.g M107 or launcher type weapon inside a building.
Image:Ace recoildust.jpg
The effects depend on the weather, arid (lot of dust) or humid (not much dust) zones and the terrain type. You will experience dust primarily in desert style areas.



Repair

This feature is a work in progress.
This system allows for more realistic simulation of battlefield support for heavy vehicles.
Refueling, repair, reloading now vary according to vehicle.
Repair time is proportional to damage sustained by that vehicle.
All weapons can now be fully rearmed, overriding a BIS issue.
Mission Makers

To enable this feature you must use the ACE repair vehicle - classname ACE_repairTest.

Rocket Ballistics

This system is created to address two problems with unguided rockets in ArmA2:
  • There is no dispersion whatsoever. Every AT launcher/FFAR will hit directly where you point at, at any distance.
  • The trajectory of rockets flying faster than ~ 200-250 m/s is very flat due to the rocket not changing its pitch during the flight. It leads to incorrect sideairfriction-related calculations in the engine and as a result the rocket refuses to drop even at marginally low velocities.
Accordingly, sys_rocket_ballistics includes 2 main components:
  • Dispersion component
Every ammotype from RocketBase class has a value in the config, "ACE_DISP". The unit is the diameter of the 68% dispersion circle in mils (1/1000th of a radian or 1 meter per kilometer). For example, if an AT rocket has
ACE_DISP = 10;
It means that 68% of the rockets will land within a ten mil circle, which is 1 meter at 100 meters, 2 meters at 200 meters etc.
  • Trajectory component
It calculates rocket's correct vectorUp (responsible for pitch) and sets it. This way the rocket turns into the trajectory (always points where it flies to). As a result the trajectories of the rockets are very close to the real ones.
Notes
  • Only affects FFARs and unguided AT rockets.
  • Currently this feature is only enabled for human players to save some performance and not break AI aiming, as rocket trajectories drastically differ from vanilla ones. However, the scripted dispersion is applied to AI shooters too.



Round Count

This gives you the ability to check the remaining rounds of ammunition in your currently loaded magazine.


A hint will pop up and show you in words the approx. amount of rounds left in your magazine.
Image:ACE_RndCntHeavy.jpg
Image:ACE_RndCntLight.jpg‎
When you reload your magazine, the same hint will be shown. That way you will always know if you are reloading a fresh magazine or a half empty one.

Image:ACE_Keys2.jpg Single Quote (Sitdown)

Limitations
  • This feature overrides the default ArmA2 action for sitting down, that will not be available while using ACE.
  • The system does not indicate the status of a grenade launcher like the M203.



Rucksacks

(This feature is still in progress.)
After adding a rucksack to your gear you may store additional magazines, weapons, and other items in that pack. Access to the pack is via the normal gear action which will bring up a modified gear menu. Items in your pack are shown in a 2nd list box in the lower left section of the display. Other information shown includes the item's weight and volume, the current ruck's remaining capacity, and total weight of gear ( not counting intrinsic weight - body armor, helmet, boots, etc ).
Additional features include the ability to place certain weapons on your back, pack and unpack items. When you die, your ruck is dropped. Other players (not AI) will be able to open the ruck and grab any contents or take the entire ruck and it's contents, if they do not already have a ruck.
Limitations
  • Disposable weapons and ammo ( like one-shot rocket launchers ) cannot be packed.
  • Rucks cannot be accessed while inside a vehicle, nor do the ruck controls update due to a dialog limitation.
Mission Editors
The ruck class names for may be found in the ACE2 Ruck classlist, crates in the section for crates.
Important note! Disabling the stamina system also disables the ruck system.
Model Makers
For the best appearance in the game, you should include entries for the item's description and a picture in your configuration. In order that the item be packable, you must define the following values.
ACE_Weight
The mass of the item in kilograms. Should be a positive floating number.
ACE_Size
The effective volume in cubic centimeters. Should be a positive integer. Rounding up slightly to represent air spaces around the item is encouraged.
ACE_NoPack
Integer value representing whether an item should never fit in a ruck.
0 - item is packable.
1 - item cannot be packed in any ruck.


Example:

  class ACE_Glock17: M9 
  {
     scope = 2;
     displayName = "Glock 17";
     model="\x\acex\addons\m_wep_pistol\RH_g17.p3d";
     picture = "\x\acex\addons\c_wep_pistol\i\w_g17_ca.paa";
     magazines[] = {"ACE_17Rnd_9x19_G17","ACE_33Rnd_9x19_G18"};
     ACE_Weight = 0.625;
     ACE_Size = 770;
     ....
  };

API
Many of the ruck functions are low-level. If you wish to ensure forward compatiblity and ease of use, please use the documented API functions for rucks in your scripts or unit init lines.
fnc_FindRuck
Return name of ruck.
fnc_HasRadio
Determine if a person has a radio.
fnc_HasRuck
Determine if a person has a ruck.
fnc_PackMagazine
Pack a magazine into a ruck, performing checks to see if it fits.
fnc_PackWeapon
Pack a weapon into a ruck, performing checks to see if it fits.
fnc_PutWeaponOnBack
Move a weapon into the ‘On Back’ slot, performing checks to see if it fits.
fnc_RuckMagazinesList
Returns list of lists detailing magazines in a ruck.
fnc_RuckWeaponsList
Returns list of lists detailing weapons in a ruck.



Sandbags

Allows you to deploy sandbags in order to build up static defense positions. You can also stack up sandbags or remove built sandbags to put them back into your inventory.
Use SHIFT + Mousewheel to change height, CTRL + Mousewheel to rotate.
This feature does not use an animation to indicate you the building process, but uses a progress bar. That way you can always interrupt the deployment if something unforseen happens. With an animation you would have been trapped. It is necessary that you stand still and don't move around or the build process gets aborted. You are also able to build sandbags while prone or kneeling, but in these stances it takes more time.
The sandbags should be capable of withstanding ~200 5.56mm rounds before they are perforated and the sand rinses out.
Sandbags can also be deployed on some vehicles to help protect the driver or gunner. Additionally they be used make as steady suppport for rifles that lack bipods.



Shotgun Ammunition

Buckshot ammunition is available.



Sights Adjustment

A number of weapon systems in ACE allow you to adjust the sights for range and windage:
  • Sniper/marksman rifles
  • AT launchers
  • Underbarrel grenadelaunchers
  • Vehicle and tripod mounted MGs and GLs
The implementation of sight adjustment is a bit different between these categories in order to allow for the easiest use possible.
Sniper rifles
Activation brings up a scope adjustment dialog. You can click on the corresponding arrows to adjust elevation and windage or enter an adjustment directly into the dialog. The range card button will display a list of appropriate settings for the type of ammunition you are using.
AT launchers
Default keys: Arrow Up and Arrow Down. Use them when you have the launcher in hand to increase/decrease elevation.
Vehicle/tripod systems
There are one or two actions that appear in the menu when you occupy the gunner's seat in a vehicle which has this system enabled. "Sight adjustment" action brings up a dialog where you can adjust the sight. One more action appears for GL's - "Use T-E". T-E stands for traverse and elevation mechanism, which is a thing used for indirect firing. In this mode, information about current barrel elevation and azimuth appears on the screen, which allows to fire from defilade positions using a spotter, for example. In this mode you can also access a range table for the weapon, where you can look up necessary elevation for different ranges. When you activate T&E mode, the adjustments you made in the dialog stop affecting your projectiles, to avoid confusion.
Underbarrel grenadelaunchers
Activation brings up a small info display which lets you see in real time an approximate distance grenade will fly with current weapon elevation. The text becomes red when elevation corresponds exactly to the shown range (on flat surface). Indirect ( high-arc ) mode is also supported. Press the combination again to switch the display off. Firing anything other than GL or changing your primary weapon also turns it off.
Direct elevation adjustment is also available. Select GL and use Arrow Up/Down to set range.
Key Binding

Image:ACE_Keys2.jpg Shift + V.

SMAW Spotting Rifle

The SMAW system includes a rifle round calibrated to have the same ballistic properties as the main weapon. Use this to get the proper settings for your target before firing the rocket.



Smoke Grenades

All smoke generating devices in ACE2 block AI line of sight.



Spectator

Spectator is specifically useful for watching the game after death. Spectator mode is normally activated by mission makers from onPlayerRespawnAsSeagull.sqf You can launch the spectator with: call ace_sys_spectator_fnc_startSpectator

Stamina

In ACE you can not run forever.
Your movement speed, like running, sprinting, rolling, or walking slowly effect how soon you will become tired.
Different classes have different stamina levels: Engineers, as well as Special Forces units, have increased stamina, while medics, crew members, etc. have lower endurance than a normal grunt.
The total amount of gear you are carrying, including ruck contents, has a huge effect on how fast you become fatigued. The stamina system also includes a certain amount of inherent weight representing boots, helmet, body armor, etc. - roughly 20kg.
Additionally - other influences like weather, wounding, climbing slopes, or suppressive fire have some influence on the rate of fatigue.
Once you have reached your maximum stamina threshold you collapse. This is likely when carrying a heavy rifle/machine-gun with lots of ammo and any launcher-type weapon at the same time, e.g. when you overload yourself.
Your current stamina level is indicated by sound and graphics effects like heartbeat, breathing hard, and in the worst case collapse and blackout.
In order to regain your stamina, you should rest. This can be done by standing still. The position also counts a bit: prone >> crouch >> standing.
Mission Editors
Try to design your mission so that stamina effects are not critical to success or failure. But if that is not possible, then either use the NoStamina module ( preferable ) or set the ACE_NoStaminaEffects variable to true in your mission initialization.


The following variables are available.
ACE_NoStaminaEffects
Boolean value defining whether stamina system should be disabled for this mission.
true - stamina effects are disabled.
false - stamina effects are present. Default value.


Important note! Disabling the stamina system also disables the ruck system.



Tail-rotor

Image:Ace tailrotor.jpg

Spinning blades from helicopters are as deadly as they are in reality.
Depending on the physical orientation of a tail-rotor, it will kill you when you run into it, while boarding a helicopter. This makes proper boarding procedures and boarding safety necessary.



Tank Fire Control System

M1A1 FCS ready for lasing
A number of armored vehicles (mainly tanks and IFVs) are fitted with a fire control system, comprising laser rangefinder, ballistic computer and turret movement sensors. FCS performs the following tasks:
  • Lasing for distance and automatically setting needed gun elevation for the current range.
  • Calculating and automatically applying lateral correction (lead) when engaging a moving target.
  • Compensating for vehicle's own movement.
Powering the system up
  • To initiate the fire control system, press the Lase key (default Tab). The system will boot up, and you'll see '0000' on the digital range display at the bottom of your screen.
  • To the left of the four digits there is a 'Ready' indicator. When it's visible, the laser rangefinder is ready for use. After each lasing, the indicator will disappear for the time needed for the laser to cool down, and reappear once it's ready again.
Engaging a static target
  • Place the crosshair over the target and press the Lase key. Range will be shown on the display, and the armament will be set for the needed elevation.
  • Shoot.
  • Note that elevation for given range is calculated for both main gun and the coaxial machinegun. It is also calculated for each kind of ammo. This means you don't have to re-lase when you switch to another weapon or change the ammo type - the needed elevation will be applied automatically.
Engaging a moving target
  • Smoothly track the target with the crosshair for at least 1.5 seconds, and press the Lase key. Range will be shown on the display, and the armament will be set for the needed elevation and lead.
  • Maintain the crosshair on the target and shoot.
  • The lead correction will be cancelled ('dumped') automatically once you stop moving the turret or start moving it in the opposite direction. You can also use the Dump action or key (default K) to cancel lead.
Switching to Battle Sight mode
  • Battle sight mode is used when targets are likely to appear suddenly at close to medium ranges and there might be no time for proper lasing procedures. In this mode the armament is set to the battle sight range, ensuring the maximum first hit probability in such conditions.
  • To switch to Battle Sight mode, select the BSGT action or press the Battlesight key (default B).
Lasing limitations
  • If you lase a target that is beyond the rangefinder limits (too close or too far), the display will show flashing '0000'. Armament will be set to the minimum or maximum range accordingly.
  • If the target is within the rangefinder limits, but beyond the maximum range of currently selected weapon, the display will flash. The weapon will be automatically set for its maximum range.
Vehicle commander rangefinder
  • Commander can lase for distance in much the same way the gunner does. To initiate the LRF, press the Lase key. To lase, press the Lase key. (Note: This will not adjust commander's machinegun. It's just a rangefinder.)
Switching the system off
  • When the FCS is not needed, you can turn it off by selecting 'FCS OFF' in action menu.
Key Binding

Image:ACE_Keys2.jpg Tab, B, K.

Thermal Imaging

Certain vehicles allow use of Thermal Imaging (TI) such as IR.
T 
Activate / Deactivate TI
Shift + T 
Change TI mode
PgUp/PgDn 
Change sensitivity


Key Binding

Image:ACE_Keys2.jpg T, SHIFT T.

Towing

The aircraft towing tractor can hitch to a vehicle and tow it to another location.



Vehicle AI

Mi-24 cargo doors are beign opened and closed when troops are embarking or disembarking. The script will become more useful when more vehicles get doors.



Weapon Jamming

Player's primary weapon can jam randomly. Once you're jammed, you can press the clear jam key for immediate action. There will also appear a user action called 'Unjam' which will do the same.
With a certain probability the jam will be too serious to be fixed with immediate action, and you will be required to reload the weapon to fix it.
Key Binding

Image:ACE_Keys2.jpg R.

Weapon Resting

This system allows you to 'rest' your primary weapon against horizontal or vertical edges of objects of suitable height (like vehicles, fences, buildings, trees) when you are kneeling or standing.
When the weapon is deployed, you get a lower recoil and weapon sway. The weapon also becomes harder to turn, and if you turn it more than 15 degrees to either side from the initial direction, it'll automatically undeploy itself.
To undeploy the weapon you just need to press a movement key or change stance.
Machinegunner resting his M240 on a wall.
Machinegunner resting his PKM on a stone.
Key Binding

Image:ACE_Keys2.jpg SHIFT + SPACE.

Weapon Bipods

This system is similar to the Weapon Resting but it's available only from prone position, and only for weapons that have modeled bipods. This will increase even further the stability of the weapon (reduced recoil and weapon sway) but will also limit the horizontal and vertical speed more than weapon resting.
To undeploy the weapon bipods you just need to press a movement key or change stance.
Key Binding

Image:ACE_Keys2.jpg SHIFT + SPACE.

Weapons System

Easy enumuration of Weapons and Magazines, for usage in script created weaponboxes. You can find a pre setup "MagicBox" in the ACE Ammoboxes vehicleclass. Global Variables to be set:

  • Disable unit-class filtering: ace_sys_weapons_lock set [0, false];
  • Remove all limitations, meaning all weapons and magazines will appear: ace_sys_weapons_test = true;

Function documentation to be added to the ACE functions docu.

Wind Deflection

Wind will effect the track of small-arms fire. You can disable this feature for single-player action via user config settings, but multiplayer missions can override this in order to ensure consistant and fair behavior in game.


You can measure the wind in two ways, both activate by the same key binding.
Unmetered.
This will display an arrow - indicating direction. The color of the arrow will indicate approximately what the airspeed currently is.
  • Yellow, < 3 m/sec.
  • Orange, 3+
  • Red, 6+
  • Violet 9+
Metered
There is the Kestrel 4500 wind meter. Once calibrated it can provide precise head and crosswind data. The meter display is dragable and can be closed by use of the off button on the meter or by hitting the escape key.
Key Binding

Image:ACE_Keys2.jpg SHIFT + K.

Wirecutter

Once equipped with a wirecutter, you can breach fences.

White Phosphorus

AKA WP or Willie Pete. This material generates a great deal of smoke and is a fire hazard to nearby forces. Available as the M84 marker grenade.



Wounding System

The wounding system encompasses stun effects, pain, unconsciousness, bleeding, cardiac arrest (heart failure), body dragging, as well as the new medical system, which includes medical appliances to treat the various health effects.
What's working:
  • Examine
  • Epinephrine
  • Morphine
  • Bandages
  • Bleeding
  • Blackouts (AI and players may wake up, depending on damage state, including FX effects for blackouts and bleeding)
  • Drag unconscious units
  • Carry unconscious units
  • Pull unconscious units out of vehicles
  • No magic healing for medics
  • Sounds associated with wounding effects
  • Medic boxes with bandages, mash and medic vehicles have their set of medic stuff (currently the same as in ACE 1)
If not too badly wounded and possessing the appropriate supplies, you can self-treat via the action menu. Others can use the ACE interaction system to examine and treat you as well.


More Development and Internal Testing Continues.
Mission Editors
Modules
"(Æ) Enable Wounding System"
Enables ACE wound system. Classname "ACE_Wounds_Logic"
Global Variables
The following global variables can be set on a mission-wide basis.
ace_sys_wounds_noai
Switch to control whether AI units are subject to ACE wound effects. Boolean value.
true - AI is can pass out, require treatment, etc. This may influence how other AI units react to a wounded comrade. Default.
false - AI is not subject to same wound effects as human players.
ace_wounds_prevtime
Number of seconds before a badly wounded ( i.e. unconcious ) player dies. Positive integer.
Example
       ace_wounds_prevtime = 600;
ace_wounds_rcode1
String that will be compiled and called after a player dies. Useful for disposing of bodies, respawn, etc.
Example
       ace_wounds_rcode1 = "handle = [] execVM 'somescript.sqf'";
Per-unit Variables
These variables are assignable to specific units via setVariable.
ace_w_allow_dam
ACE-aware equivalent of allowDamage. Controls whether a unit can take damage or not. Boolean.
true - unit can be damaged. Default.
false - unit cannot be damaged by normal means.

Client Side ACE Features

Cartridges

Adjustments to how ejected cartridges are displayed may be made in the ..\ArmA2\userconfig\ACE\ace_clientside_config.hpp file and either comment or uncomment out the ACE_CARTRIDGES definition.

Keys

Adjustable bindings are in the ..\ArmA2\userconfig\ACE\ace_keys.hpp file.

ILS Settings

Adjustments to the Instrument Landing System aids for jets and helicopters may be made in the ..\ArmA\userconfig\ACE\ace_clientside_config.hpp file and altering the OFPEC_ILS_CONFIG class contents.

Player Identity

In order to use goggles and masks properly, ACE2 needs to know information about your player profile. Alter the Identity section in the ..\ArmA2\userconfig\ACE\ace_clientside_config.hpp file to match your player profile.

Radio Commands

Radio chatter from the AI may be eliminated. See the ..\ArmA2\userconfig\ACE\ace_clientside_config.hpp file and either comment or uncomment out the ACE_NOVOICE definition.

Sight Adjustment Method

Whether you want range values displayed for scopes with bullet drop compensation look in the ..\ArmA\userconfig\ACE\ace_clientside_config.hpp file and alter the enable_BDC contents.

Tracking

You can enable the use of special markers to track groups/units in ACE. As players change location, icons
on your mission map will update to indicate their current position.
Client
A number of settings are managed in the ..\ArmA2\userconfig\ACE\ACE_Tracking.hpp file.
MarkersEnabled
Whether you want to have unit tracking.
MarkerSize
Size relative to other map markers. Small number make for smaller icons on map.
SideColors
Define colors used for the various sides in ArmA. ( East, West, Civilian, etc. )
Server
To disable the markers for all players on a server, add the following to a mission or server side addon:

  if (isServer) then {
     ace_sys_tracking_markers_enabled = false;
     publicVariable "ace_sys_tracking_markers_enabled";
  };

Or you can use badger's addon, available here.
Mission Maker
In your mission you can exert much finer control on group markers at the global, group, or individual unit level.
Global Variables
Mission-wide settings. False means disabled, true means enabled.
ace_sys_tracking_markers_enabled
Enable groups to be tracked.
ace_sys_tracking_radio_required
Exclude tracking of units not carrying a radio.
ace_sys_tracking_gps_required
Exclude tracking of units not carrying a gps.
Group Variables
Use these on a group to override your global settings.
Setting a variable to nil means disabled, true or any other value means enabled.
ace_sys_tracking_marker_override
Disable tracking of this unit regardless of global settings.
ace_sys_tracking_radio_required
Exclude tracking of units in this group not carrying a radio.
ace_sys_tracking_gps_required
Exclude tracking of units in this group not carrying a gps.

Example:

  (group _unit) setVariable ["ace_sys_tracking_radio_required", true];

Unit Specific Variables
Used to override global and group settings.
ace_sys_tracking_marker_override
Disable tracking of this unit regardless of global or group settings.



Wind Drift Override

Disabling wind drift effects in SP mode is possible by editing the ..\ArmA2\userconfig\ACE\ace_clientside_config.hpp file. Set enable_drift to 0. Do note that this setting will be ignored in MP missions to ensure fairness in play.



Server Side ACE Features

Settings for dedicated server features may be adjusted in the ..\ArmA2\userconfig\ACE\ACE_serverconfig.hpp file

Check PBOs

To check if certain pbo's are missing on client and prevent client from playing if they are missing.

  check_pbos = 1;

Check All ACE PBOs

To verify that all pbos shipped with ACE are running on client.

  check_all_ace_pbos = 1; 

Checklist

If check_all_ace_pbos is enabled, the following pbos are added to the checklist. If not, only these pbos are checked.

  checklist[] = {"ace_addon1","ace_addon2"};

Exclude PBOs

If all ace_pbos_check is enabled, exclude the following files from check.

  exclude_pbos[] = {}; 

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