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US Army
Cars
Support
Armored
- M1126 Stryker ICV (M2)
- M1126 Stryker ICV (M2/SLAT)
- M1126 Stryker ICV (Mk19)
- M1126 Stryker ICV (Mk19/SLAT)
- M1134 Stryker ATGM
- M1134 Stryker ATGM (SLAT)
- M1134 Stryker ATGM (M240)
- M1134 Stryker ATGM (M240/SLAT)
- M1128 Stryker MGS
- M1128 Stryker MGS (SLAT)
- M1127 Stryker RV
- M1127 Stryker RV (SLAT)
- M1A1
- M1A1 TUSK
- M1A1 TUSK (Desert)
- M1A1 TUSK CSAMM
- M1A1 TUSK CSAMM (Desert)
Air
Weapons
Pistols
- APS
- APS SD
- Glock 17
- Glock 18
- TT33
- Vz61 Skorpion
- Flare pistol
- USP
- USP SD
- Sig P226
Submachine Guns
- MP5 SD
- MP5A4
- MP5A5
- UMP45
- UMP45 SD
Rifles
- M16A2 variants
- MK12 varaints
- M16A4 variants
- M4 variants
- FN Fal Para
- SA58
- SKS
- OC-14 Groza-9 variants
- OC-14 Groza-7.62 variants
- AK-103 variants
- AK-104 variants
- AK-105 variants
- AK-74M variants
- AKS-74 (late) variants
Shotguns
- SPAS 12
Sniper Rifles
- M4SPR SD
- M109
- M110
- M110 SD
- TAC50
- TAC50 SD
- AS50
Machine Guns
- M240 with M145 optics
- M249 Para
- M249 with M145 optics
- M60
Grenade Launchers
- M79
- M32
Launchers
- RPG-22
- RPG-27
- RPG-29
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Russia
Armored
Æ Support
Cars
Men
- Kord Machinegunner
- Kord Assistant Gunner
- Kord Ammo Bearer
- AGS-30 Gunner
- AGS-30 Gunner Assistant
- AGS-30 Ammo Bearer
- Konkurs Gunner
- Konkurs Ammo Bearer
Air
- L-39ZA Albatros
- L-39ZA (FAB-250)
- Mi-8MT Hip-H
- Su-25 (desert)
- Su-39 (desert)
- Su-27S (CAP)
- Su-27S (CAS/CAP)
- Su-27S (CAS)
- Su-30 Flanker-C
- Su-30 Desert MR
- Su-34 Fullback
- Su-34 Fullback MR
- Su-34 Desert
- Su-34 Desert MR
Support
Insurgents
Æ Support
Cars
Armored
Men
Air
Guerillas
Men
Armored
Æ Russian Airborne Troops
Armored
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USMC
Æ Support
Armored
Air
Æ USMC (Desert)
Men
- Rifleman
- Rifleman (M1014)
- Grenadier
- Automatic Rifleman
- Machinegunner
- Rifleman (M136)
- AT Specialist (SMAW)
- AT Specialist (Javelin)
- AA Specialist
- Sniper
- Sniper (M107)
- Designated Marksman
- Spotter
- Scout
- Squad Leader
- Fire Team Leader
- Corpsman
- Officer
- Crewman
- Engineer
Armored
Air
Æ US Navy
Æ Men (AOR1)
Æ Men (AOR2)
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Scripted weapon optics system, optional. Features:
- 3D recoil effect when using optics
- Front focal plane reticles, keeping their angular size when changing magnification
- Illumination of reticles (where applicable), toggleable on/off
- When using sight adjustment on Russian sniper scopes (PSO and NSPU), the reticle now moves to provide the new point of aim
Limitations
Parts of the optics overlay may sometimes obscure some elements of UI.
Some optics are not included in the system at the moment. Specifically BAF weapons, XM8, as well as thermal weapon sights.
Shift-L
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A jet can refuel by connecting to either drogue refueling line deployed by a C-130 tanker aircraft.
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Place the aerial refuel module to enable aerial refueling in the missionAddon Makers
At this time it is not possible to ...
Jets like the F-35 and Su-34 have afterburner capability.
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To support the ACE Afterburner feature on custom / 3rd party vehicles, when they have no support in their configs, please set the ...Add +image
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.
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Enables dynamic shouting and speaking for AI. They will use various phrases based on the current situation (swearing at the enemy, yelling when wounded etc).
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Place the following code in the Module's init line to enable dynamic talking for human player(s) in addition to the AI. ace_sys_aitalk_talkforplayer ...Add +image
Aircraft have now been equipped with an MFD (Multi Function Display) which allows for quick, non-disruptive access to critical in-flight options, controls and information. All hotkeys for the feature are only created when the actual display is open - thus not disrupting other key configs or settings. Otherwise, the only active, static key value is opening and closing the display.
The display sits in the bottom left corner of the screen providing a simple "at-a-glance" overview of the display, while not interrupting any flight or movement controls.
Current Functions:
- Current complete munitions summary
- Current selected laser code display and selection
- Setting Hellfire attack modes
Future Functions:
- Custom displays per aircraft type
- DAGR "9-line" message implementation
- Critical flight information summary
Ctrl + Shift + Q.
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THIS FEATURE IS A WIP, AND SO IS THIS DOCUMENTATION
THIS SYSTEM DOES NOT CURRENTLY REPLACE THE DEFAULT ARTILLERY SYSTEM
Check out these Videos:
Overview
A new artillery system is under ongoing development, drastically altering the state of artillery and fire support in ArmA2. Firing, targetting and loading all now realistically mirror real life procedures and operations.
The days of point-and-click are over; you are now required to calculate fire solutions, target guns realistically on aiming points, and prepare different munitions types for charges, fuze times and types of detonation.
Lastly, actual round effects have been drastically modified or new ones created for different types of munitions types. This includes ballistics and actual detoations. This currently includes:
- Base Ejecting rounds (Smoke/DPICM)
- Airburst/timed detonation/proximity rounds (HE)
- Re-worked smoke for more effective smoke while greatly reducing smoke lag
- Re-worked illumination effects for more realistic coverage
M119 Procedures
The new artillery system consists of a much more detailed and realistic series of actions which must happen in order to properly fire a gun. Over are the days of point-and-click on the map. Although, modern computation systems are practically this easy - there are still manual steps which must be taken in order to prepare the gun, align it on the correct firing arc for the target, and actually firing.
Roles in a Artillery Element
FDC
Gunner
Loader
Ammo Man
Preparing Firing Solutions
TODO
Preparing rounds and Loading the Gun
Once the firing solution has been prepared by the FDC, the person performing the calculations should now know a number of things which pertain to the actual munitions which need to be used for the fire mission. This information consists, usually, of:
- Round Type -
This is the actual munition being fired. The solution should have called for something like HE, DPICM, Smoke, etc.
- Charge Number -
This is the number of powder bags which are going to go into the round for firing. Basically - this number directly correlates to how much velocity the round is being fired with. The general idea is more charges = faster out of the barrel - more distance. The solution calculated by the FDC should also have this number.
- Fuze Type -
Aside from charge number, this is where the majority of the rest of the magic happens. The actual fuze type used is largely dependant on two things: What kind of fire the FDC wants, and the actual solution made on the target. The following fuze types currently exist:
Time Fuze -This is the most complicated, and also most effective, fuze type to utilize with more advanced munitions. It is strictly a timer set for when the round should detonate. With smoke, Illuminition and DPICM rounds, this fuze determines when the round actually begins its base ejection. E.g. for DPICM, when the air-burst begins and begins spreaading its submunitions; or with smoke, when the smoke rounds get ejected from the base shell. And lastly, with illuminition, when the actual flare round ejects from the shell.
Proximity Fuze - The proximity fuze uses radar technology to detonate ~10 above the ground. This is mainly considered a simpler version of airburst munitions. The round will explode above the ground in the air, rather than on impact with a target.
Point Detonation Fuze -This fuze is as simple has it sounds. This is mainly only used for HE rounds, and means that the shell is set to explode once it hits the ground.
Delay - This fuze acts like the point detonation fuze with one change. After it hits something it continues on for 0.05 seconds before exploding. This allows it to penetrate light structures, as well as the canopy of trees. It should be used against targets under cover. There are no additional settings for this fuze.
Preparing the Round
Now, on to the actual guts of what your doing as an ammo man preparing the rounds. Now that you know the above information and what it peratains to, you can effectively prepare rounds. Generally, your FDC will give you all the information required to prepare a round - you just need to actually perform the actions. In a nutshell, preparing a round is as follows:
1. Go up to the appropriate ammo box for that type of round, and hit your "ACE Interaction" key. Select "Prepare Arty Rounds"
2. A preperation dialog should come up. Select the appropriate round type, charge, fuze type, and fuze setting as per the firing solution.
3. Click "Prep Round". Your controls will lock for ~2 seconds, and you will receive a progress bar on preparing the round. After it is completed, the round will spawn behind you and the dialog will reset.
4. Rinse and repeat for the number of rounds for the fire mission
Now remmember - the job of the ammo man is to perform the preparations and get the rounds ready for the loader.
Carrying the Round
Carrying artillery rounds is simple. While looking at a round, use the ACE Interaction key to select "Carry Round". To drop a round use the ACE Self Interaction key to select "Drop Round".
Loading the Round
To load a round into the M119, approach the gun while carrying a round. Use the ACE Interaction key and select load gun. You are able to unload the gun in the same manner. If you unload while you are the gunner of the M119 the unloaded round will be placed next to the gun, otherwise you will be carrying the unloaded round.
Targetting and Firing the Gun
TODO
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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).
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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.
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Alternative tracer round models that are more orb-like than the vanilla laser streaks.
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If seriously wounded a soldier may leave a blood trail.
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This system adds camera shake when firing vehicle weapons (cannons, machineguns etc). It also adds camera shake when firing man-portable AT launchers.
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Basic Cargo System.
Allows you to transport for example weapon/magazine boxes (crates), of which the weight doesn't exceed the cargo-ability of the transport vehicle.
You are also able to transfer fuel between 2 vehicles, or jerrycans etc!
You cannot drag or cargo too heavy objects. Many weaponboxes for instance, have too much weight currently.
You may also be able to push some objects that are too heavy to drag.
Loading
- Walk to Box
- Use interaction menu and select 'Drag Box'
- Drag the Box towards the vehicle, needs to be close to vehicle. (If
Addon Makers
CfgVehicles Config Properties;- ACE_canBeLoad
- ACE_canBeCargo

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.
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ACE offers basic interaction with non-combatants. It allows you to order civilians to perform a certain action such as:
- Freeze
- Get down
- Get away
etc.
For detailed information, refer to the howto section.
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The Interaction with civilians is enabled by default. To disable the system place corresponding module in your mission.Addon Makers
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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.
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Config property: ace_deaf in CfgWeapons true = 1 false = 0Add +image
Most of the settings are available in the ingame ACE Settings dialog (available in the ESC-menu when in a mission),
some settings are left in ..\ArmA2\userconfig\ACE
Ingame settings dialog. Use ACE Clippi to make settings persistent. You can access the ingame settings menu from within ...
Adjustable Key Bindings
Default keys
| Action | Key Binding |
|---|---|
| AT Launcher - Adjust Sights Down |
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Viewdistance and Terraingrid is disabled by default, has to be enabled by the mission maker with- ace_settings_enable_vd_change = true
- ace_settings_enable_tg_change =

Large explosions will create a crater. You may find them useful as cover.
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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.
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Like in the real life, taking certain gear with you in a vehicle is limited. While you would normally store a fully packed, 30kg rucksack either in your cars trunk or at least at the backseat of your car, ACE enforces players that crew vehicles to do the same.
Excluded from this particular limitation are players that simply board vehicles as passengers or cargo. This is in favour for gameplay and also due to some game limitations.
Jet Pilots
You are not able to take a rucksack or anything larger than a handgun with you into the cockpit.
Your weapon and rucksack are stored in a bag outside of your aircraft.
Helicopter Pilots & Crew Chiefs (Doorgunners)
You are not able to take a rucksack and anything larger than a carbine with you into the cockpit.
Your weapon and rucksack is stored in the helicopters cargo hold.
Upon disembarking normally from the helicopter you are automatically grabbing your rifle. Your rucksack , if any, can be retrieved from the cargo hold.
Exiting in an emergency situation (Ejecting) causes you to loose your gear, since you would not have the time to grab your gear from the weapon mount and cargo slot.
According to this you may want to disembark normally if on ground instead of jumping out.
Tank and APC crews
Rucksacks are stored in your vehicle cargohold. You can retrieve it from there when you disembark.
Tips
In case you find this 'stupid' or in the worst case 'gamebreaking' because in Real Life you do everything you do with a huge ...
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The crew served weapons system gives players the ability to operate as a fully functioning member of a crew served weapon team.
Players can carry mounts (MGs, Mortars and GrenadeLaunchers), 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.
CSW is short for Crew Served Weapons.
Using CSW
Deploying Tripods
If you have a tripod you will see a "Deploy Tripod" option in your Self-Interaction menu. When selected you will ...Mission Makers
Place the ACE AI CSW Module (classname ACE_CSW_AI) to allow AI in player groups to use CSW. You can disallow the disassembly of ...
Defense Advanced GPS Receiver (DAGR)
- Location Information
- Advanced Vector 21B Functions
- Waypoint Navigation
Controls
Toggle information screen using the Home key Open up the main menu using shift + Home keysInformation Screen
The information screen displays the information on ...
Home
Shift + Home
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Classname: ACE_DAGR. To add to an object: this addWeapon "ace_dagr";Addon Makers
Making island config to show 8 digits
...
With ACE, a set of Demo and Tutorial Missions are delivered in addon form.
They are automatically available in Single Player Scenarios and Multiplayer.
Note: Please never LOAD these demo/tutorial missions, always (re)start new, so that they are started with the latest scripting functions, and latest content.
Singleplayer
ACE2 Demo 1
- MagicBox (All Weapons and Magazines available in the game)
- Describe player (Lists the current unit, weapons and magazine classnames and copies to clipboard)
- ACE Journal Entry
- Spectator
- Fired EH debug (Markers and 3d particles showing the trajectory)
- Function Help
- DumpConfig (Radio Trigger, will dump the entire AllInOne Config to arma2.rpt)
ACE2 Air Refueling Tutorial
Multiplayer
ACE2 Test EASA
ACE2 Test MissileGuidance
ACE2 Test MissileGuidance LOAL
ACE2 Test TankFCS
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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
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Certain weapon are one-shot items. Onced fired, the launcher is thrown away.
- Select the weapon.
- Prepare it to fire (pull out aiming devices, remove safety) using the R key. *
- Fire the weapon.
- Select any other
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The disposable weapons system removes any extra ammo from units carrying a disposable launcher. E.g. if a unit was carrying an M136 ...
Unit's carry dogtags, they can be read and taken from dead bodies, to identify etc.
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The Exchangeable Armament System for Aircraft (EASA) allows a player to change the weapons loadout of planes.
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 ACE'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.
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CfgWeapons properties
ACE_EASA = 1;CfgMagazines properties
ACE_EASA_SIDE = 1; ACE_EASA_WEAPON = "ACE_HellfireLauncher"; ACE_EASA = 1; ACE_EASA_NAME = "AGM-114K"; ...Add +image
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. 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.
Weapons restrictions when entering planes or helicopters
Heavy weapons will be moved to a Duffle bag when entering a Plane or Helicopter as Driver or Gunner.
Rifles are also moved to the Duffle bag when entering a Plane.
The system is not active for cargo positions or AI (for compatibility reasons).
You can move the items into the cargo space of the vehicle where needed.
See Crew Restrictions for more details.
- Make sure you have a parachute
- Jump out of a flying vehicle
- Steer with keyboard, look around with mouse
- Pull chute-cord in action
Mission Editors
This information is currently a work in progress- Force a unit to eject, perhaps for a cutscene:
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ACE includes a number of explosive and pyrotechnic devices. A number of them include tripwire support.
Tripwires
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.
SchtzAbwVMi DM 31
When triggered the main charge is launched approximately 1 meter up before detonating to enhance fragmentation effects. This mine only supports a mid-range tripwire and command detonation.
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 2
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 and can be detonated individually.
C4 explosives
Used to blow away fences or breach walls.
IEDs
Improvised Explosive Devices.
General usage
Mines and explosives need to be in your inventory. To place a mine or explosive device you need to open the Self-Interaction menu. Find ...Missionmakers
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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.
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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.
- 1 (one) helicopter
- 1 (one) pilot
- at least 1 (one) rope (length by preference)
Addon Makers
To add fast roping to 3rd party addons add the following to the config in CfgVehicles: ACE_canFastrope = ...
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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.
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Fire propagation between Men, Vehicles and Objects.
- All-Objects to Player
- Player to Player
- Player to AI
- All-Objects to AI
- AI to AI
- AI to Player
Fire will also damage any Men that are close to it or catch fire.
Prevention
- Don't go too close to fire
- If you are too close, get out of it ASAP, or you will catch fire!
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Use [_unit] call ACE_fnc_isBurning to find out if a unit or other object is burning.
Flares are visible in daytime.
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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.
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Allows player to fold/unfold GL leaf sight on demand.
Only available for ACEX weapons (M16, M4, HK416, G36).
Shift-2
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Create a second model and class (inherit from existing weapon) with the leaf sights folded up, then add ...
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.
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You can use the API functions to read if a unit has crewProtection, as well as set/override the crew protection;
CN tear gas grenades. If not wearing a protective mask and exposed to the gas you will experience violent coughing and blurred vision.
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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 Mask.
- Tactical goggle. Yellow tint.
- Protective goggle. To protect you from dust kicked up by weapons fire or engine wash.
- Aviator sunglasses. Dark tint.
- Go
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_r = [player] call ace_eyeprotection; _r = [player] call ace_earprotection; _r values: true falseAddon Makers

Allows you to select between four modes when throwing a grenade.
The selected mode will be shown by an arrow next to the cursor.
- Normal throw - Grenade flies in a normal arc. Denoted by an upwards curving arrow.
- 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). Denoted by a horizontal arrow.
- Roll - Grenade goes low and parallel to the ground, fast enough to bounce ('roll') 10 or so meters. Denoted by a downwards curving arrow. (!! Do not try to roll the RGO !!)
- Drop - Right at your feet. You'd better move if this is not smoke or something harmless. Denoted by a downwards arrow.
Use
Enable in Clippi under Manual options -> Grenade throw before starting the game. Toggle through the modes using the 'throw' weapon select button, default ...Add +notes
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Large panels to indicate a location. You can deploy them, turn them over, and remove.
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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).
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.
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The IFAK (Improved/Individual First-Aid Kit) gives players and AI 2 slots for morphine, bandages, and epinephrine, that are separate from regular ammo slots.
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You must place the "(Æ) Wounds: Enable Wounding System" module for the IFAK to be active.ACE_IFAK_Capacity
Integer Description: The ...Add +image
Ingame Help journal entry gives you access to useful ACE information.
- Open the map
- Click "ACE" in the left side Journal list
- Select any of the sub items in the right list
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When near both enemy and friendly personnel or objects (items) 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.
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ACE has a number of invisible target objects for mission makers to use. This allows for simulated target designation.
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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.
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