Advanced Combat Environment 3 (ACE3) is a realism mod for arma 3 that we use over here at TFRF. Such an extensive and complicated mod can seem daunting at first, but don’t worry! This guide will cover only the necessary information required for basic infantry roles.
To open the ACE interaction menu hold down the LWindows key while pointing your crosshair at the object/person you wish to interect with.To open the self interaction menu hold down LCTRL+Lwindows
When holding the interaction keys (whether self or otherwise) the interaction menu will pop up around your cursor. Move your crosshair over the various options and actions to select them, and then release your interaction key to begin the selected action.
ACE3 greatly enhances the medical system of arma by adding an immersive wounding system which ranges from scrapes to the knees to avulsions and even cardiac arrest. This document will cover everything the basic infantryman will need to know. Medics will learn this system in more detail during advanced medical training.
Each wound type is best treated with a specific type of bandage. Basic infantrymen typically carry 3-5 of each and medics up to 30 of each. The bandage types and their effectiveness on the various wounds can be seen in the table below.
Bandage types and their effectivness on the various wounds.
Morphine and Epinephrine
Morphine and Epinephrine (adrenaline) are the two types of autoinjectors carried by basic infantry units. Morphine is a fast acting and effective painkiller that can be used to suppress pain induced by any injuries on the body. The downside to morphine is that it slows the heart rate which can lead to cardiac arrest if too much is used. This is why it’s important to check the heart rate of a patient before applying morphine especially if they are unconscious. Epinephrine is essentially the opposite of morphine. It doesn’t affect pain but it does raise the heart rate and can be used to revive unconscious patients. Again, like morphine it can cause a cardiac arrest if used too much.
Using the interaction menu on an unconscious or wounded soldier will give you the option to either carry or drag him. Carrying takes longer to pick him up, but you can move faster whereas dragging is quick to initiate but much slower.
If a friendly unit’s heart stops you can give him CPR to start it again. Once CPR is complete check for a heart rate. If no heart rate is present, then try again. If there is a weak heart rate, give the patient epinephrine and keep him stable until a qualified medic can take over.
Advanced Reviving (Medics)
You will need to be a medic and have at least one Personal Aid Kit (PAK) on you. Firstly check the heart rate of the patient if none start CPR. No matter how bad their injuries are CPR will keep them in the revive state. You will need to call over for help so they can take over CPR. Once someone else has taken over CPR you will need to stabalise the patient (bandage all wounds). Once all wounds have been stabalised you can apply the PAK. Once the PAK has been applied the patient will be revived.
Loud sounds such as gunshots and explosions can lead to hearing damage (tinnitus). To prevent this you can equip earplugs via the self-interaction menu provided you have a pair in your inventory.
Gun Mechanics and Ammo:
Gun and ammo mechanics are also changed in ACE to provide a more realistic experience.
ACE3 also overhauls armas already decent ballistics system by adding many influencing factors that affect projectiles including wind, air pressure, weather and even the Coriolis effect (earths rotation!). While it sounds dramatic its really only noticeable for snipers (who will cover this during sniper training) and when in extreme weather conditions.
There are many influencing factors that can lead to your gun jamming including cases not ejecting properly, weapon temperature and debris such as sand or water been caught in the guns action. When your gun jams you will be unable to fire until you clear the jam by pressing LSHIFT + R.
ACE removes all indicators from the screen as to how much ammo you have left in a magazine. The number of magazines in your inventory will still be displayed as will things like grenades but the actual bullet count will not. You can get a rough estimation of how many bullets are left in your mag by pressing LCRTL+R.
Using the self-interaction menu you can join multiple partially-depleted magazines into one by selecting ‘repack magazine’ from the ACE menu. Be warned that this takes some time and you are vulnerable while doing so!
Task Force Arrowhead Radio
Task Force Arrowhead Radio (TFAR) is a nifty little plugin that utilities both teamspeak and arma to greatly improve communication with the game. This adds two types of in game communication, direct and radio.
Direct communications functions exactly like it does in vanilla arma – your voice emits from your character and is only audible to those around you. To speak in direct you use your default teamspeak talk function (whether its voice activation or push-to-talk), you can also change your volume from between whispering to shouting by pressing LCTRL+TAB.
Rather than been restricted to the three channels for radio communication TFAR overhauls the system to make radios function like real life. To talk into your radio press CAPS LOCK. To open the radio interface press LCTRL+P – here you can set the frequency and channels. All squad members have a short-range radio, and the squad leader has a long range one. In the event that the squad leader is killed it is the responsibility of the next in command to retrieve his long range radio.
Arma Enhanced Movement
To climb over a high wall or fence press SPACE. You can also climb on top of other people using this method to ‘boost’ into otherwise unreachable areas. Press space while sprinting to jump.
Some custom attachments and scopes come with alternate modes that are independent of the default Arma system for some reason. Some important controls to remember are:
Switch Scopes – LCTRL + NUMPAD/
Switch Rail Attachments (light and laser) – LCTRL + L