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ACE3 Feature Requests #3594

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bux opened this issue Mar 18, 2016 · 1,266 comments
Open

ACE3 Feature Requests #3594

bux opened this issue Mar 18, 2016 · 1,266 comments
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kind/feature Release Notes: **ADDED:** sticky
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@bux
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bux commented Mar 18, 2016

This is the exclusive thread for feature requests.

For further instructions check the wiki:
http://ace3.acemod.org/wiki/user/how-to-make-a-feature-request.html

Before reporting

  • Any and all requests should be done here.
  • Before posting a new one, please make sure to check the previous entries on the thread AND THE ENTRIES on ACE 3 Feature requests #414 and make a quick search; please don't reiterate requests that had already been either accepted for inclusion or disregarded.
  • There's really no point on making feature requests for anything included or planned for inclusion in ACE2, AGM or CSE. The majority of those things are been considered for porting or rewriting already.
  • Accepted feature requests may be moved to a separate issue by moderators for further discussion.
  • No need for discussions!!!.

Last Feature Request Issue:

#414

@bux bux added kind/feature Release Notes: **ADDED:** sticky labels Mar 18, 2016
@bux bux added this to the Ongoing milestone Mar 18, 2016
@ghost
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ghost commented Mar 18, 2016

Repacking magazine, required animation(offer some solution)

Now (v3.5.0) in ACE3 there is no any animation at repacking. The player hears only the sound of repacking, while the arms remain stationary. It looks stupid. I suggest using the reload animation with a pause. Therefore, when the player removed the magazine, the animation must be paused. further, when the repackaging is complete, reload animation should be continued. So we'll get far-the best result. I hope the ACE team will be able to do it.

If the animation cannot be paused, probably it can be split into 2 parts?
Probably could cut the animation until when the player removes the magazine and continue via second part (when the player inserts the magazine)

@BaerMitUmlaut
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Neither is possible, unfortunately.

@ghost
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ghost commented Mar 18, 2016

Again not possible? Probably I poorly explained my idea.
I mean, One animation should be divided into 2 parts. The first part should be cut out and saved separately. The same thing with second part. Thus we will have 2 separate animations.

1-animation - when the player removes the magazine.
2-animation - when the player the player inserts the magazine.

The basic idea:
When the status of repacking will started, should be run first animation.
When the status of repacking will is completed, should be run the second animation.

really it is impossible to assign 2 animations to progress of repacking?

@0dr
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0dr commented Mar 18, 2016

[] spawn {player playMoveNow "AwopPercMstpSgthWrflDnon_Start2";sleep 1;player setAnimSpeedCoef 0}; Allows me tro freeze mid animation

@thojkooi
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No need for discussions!!!.

Thanks.

@ghost
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ghost commented Mar 18, 2016

Possible or not?

@BaerMitUmlaut
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No. We can't split existing animations and we can't stop them, because they're not normal animations. @th3cr0w's example will not work with a reload animation.

@ghost
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ghost commented Mar 18, 2016

Sad to me

@commy2
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commy2 commented Mar 18, 2016

The reload animation is also linked to the weapon. There is absolutely no way to figure out when this cut should be made, even if it were possible, as there are many different weapons + custom modded weapons will all kinds of reload animations.

@ImplicitDeny
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Some of my team mates and myself would love to see a more realistic unconsciousness. There is plenty of animations for injured peoples (actually all anims that are named "Acts_InjuredLookingRifleXX" where XX is a number such as 01, 02, etc). These anims are available in the anim viewer in the category "cutscenes", approximately at the 2/3rd of the list length. Is it possible to enhance the way injured people look like with theses anims ?

@commy2
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commy2 commented Mar 19, 2016

No, they don't have any transitons and are only usable for some campaign statists / cutscenes.

@ImplicitDeny
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Ow okay, so bad :/ Thank you !

@serialtasted
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Is it possible to add fastroping compatibility to MELB helicopters?

@nicolasbadano
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Is it possible to add fastroping compatibility to MELB helicopters?

They are doing that themselves I think. We can't.

@zastavnik
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Guys is it possible to make colored stip attachmets for hands, for example you have a big unit wich wears diferent uniforms, and you need to give them something so they can recognize each others, like they do in Ukraine right now, if you take a look at those videos you can see that ukrainians wear yellow strips and russians are wearing white and those orange-black, also in Yugoslav wars you had serbs wearing red, blue, white, tracks or all those combined and similar.

Few pictures to show you what i am thinkig about:

http://imgur.com/E1fFFas

http://imgur.com/JyP5vTl

http://imgur.com/1UTbxbD

http://imgur.com/jPJI9cc

@commy2
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commy2 commented Mar 20, 2016

links are 404. seems to me like something that can only be done by modifying the assets (uniforms) themselves. So way out of scope for ACE

@zastavnik
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I think they can make them like attachment, like IR strobe and similar :)

@ACyprus
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ACyprus commented Mar 20, 2016

@zastavnik Unit Insignia might fit your needs, are relatively simple to create yourselves, and would make any vehicles identifiable too.

@WadeDP
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WadeDP commented Mar 21, 2016

For TFAR and ACRE:
Make it so unconscious people can't hear others. Or make it a setting for the server to decide.

@thojkooi
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@WadeDP already present. https://github.com/acemod/ACE3/blob/master/addons/hearing/ACE_Settings.hpp#L14

Use the ACE Settings framework to put that settings value to 0 should also make TFAR and ACRE volume 0.

@DanielLarusso
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Hey Guys,

request#1
in recent times, I often played as an EOD and I noticed that you can defuse explosives with the gun in your hands. I think it would be more realistic if you only able to see and use the interaction menu if you are holster your weapon.

request#2
it would be nice if i could use the spraycan to tag "kilroy was here"
https://en.wikipedia.org/wiki/Kilroy_was_here#/media/File:Kilroy_Was_Here_-_Washington_DC_WWII_Memorial.jpg

@severgun
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sprays not for chatting. Go CS1.6 for that.
Sprays for marking buildings with enemies, so tanks, heavy cannons and RPO gunners can distroy buildings from far distance.

@nicolasbadano
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Having various symbols to choose between would be a cool and usefull adition. I wouldn't add a "Kilroy" tag in ACE, but instead make it extensible so people can do that if they fancy.

@Armilio
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Armilio commented Mar 21, 2016

A modification of the (current) vanilla stamina system. Sadly, ACE is not even compatible with the "legacy fatigue mod". I would like something more similar to the old fatigue system, but with a bit more "stamina" than vanilla, where you became tired too soon. What boring me with this stamina system is the excessive swaying of the weapon when you are "tired" and the fact that you can continue to run when you finish the stamina. No sprint, but run yes, and in my opinion it's senseless: if you are so tired that you can't maintain nearly steady the weapon, can you run for km without stopping? and can you recover your energy in few seconds? but more than the realism issue, it's bad for gameplay.

Anyway, make it as you like, but i would appreciate a modification by yours.

@BaerMitUmlaut
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Advanced fatigue system is coming.

@PirkleAwesome
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Are you planning on adding field rations from CSE? If not I'd like to make it a feature request.

@bendy101
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disable Psycho's Revive. Although Psycho's Revive in recent versions automatically disables it if ACE is loaded, some older versions of Psycho's Revive in some workshop missions don't have this. So ACE clashes with it.....
I came up with some quick and dirty code that disables it:

if (!isNil "AIS_Core_3DEHId") then {
diag_log "====DISABLE PSYCHO REVIVE===";
removeMissionEventHandler ["Draw3D", AIS_Core_3DEHId];
removeMissionEventHandler ["EachFrame", AIS_Core_eachFrameHandlerId];
	{
	if (!isNil "ais_hkEH") then {_x removeEventHandler ["Killed", ais_hkEH]};
	if (!isNil "ais_hdEH") then {_x removeEventHandler ["HandleDamage", ais_hdEH]};
	if (!isNil "ais_hrEH") then {_x removeEventHandler ["Respawn", ais_hrEH]};
	if (!isNil "ais_hhEH") then {_x removeEventHandler ["HandleHeal", ais_hhEH]};
	} foreach allunits;
};

@EienNiji
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EienNiji commented Mar 5, 2024

Is it feasible to make a mod that toggles Handedness?

@Romnipotent
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Is it feasible to make a mod that toggles Handedness?

Ctrl+A changes the side your rifle is on, it's possible to write a small non-ace script that always starts your position on left shoulder; however if you are fighting in urban environments it is best practice to be switching shoulders and leaning frequently anyway.
Automating a two keypress command should be something you can slap together for personal use.

@EienNiji
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EienNiji commented Mar 6, 2024 via email

@jonpas
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jonpas commented Mar 6, 2024

No, it is not possible without a large amount of animation work, and even then questionable.

@EienNiji

This comment was marked as off-topic.

@MattClassenGit
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MattClassenGit commented Apr 8, 2024

Add barrel bursting and barrel damage to ACE3 overheating.

quick thoughts on implementation:

  • add barrel damage value

  • add barrel damage threshold value

  • add barrel bursting threshold

  • if WeaponTemperature > BarrelDamageThreshold then Add to barrel damage value scaling with temp over threshold.

    • each shot fired over that threshold introduces damage to the barrel, the higher the temp over the threshold the higher the damage dealt to the barrel.
  • Damaged barrels will have an increasing amount of deviation(POI shift) and increased MOA(random deviation?) applied to it as it receives damage.

    • if the barrel cools down, that POI shift stays and is a cosistent predictable deviation, if the barrel receives damage, then deviation continues to be applied on top of that as it is damaged more and more

For barrel bursting:

  • If BarrelDamage > BurstingThreshold the barrel will burst when shooting(chance of player injury?) and the weapon will become unusable.
  • Machine guns can have their barrels replaced while other weapons will simply be permanently unusable.

For calculating the thresholds, it can be based on the barrel length of the weapon. IRL i guess things like length, barrel profile/thickness and materials will affect that. but barrel length is a variable you can easily get for every weapon in the game.

@Drofseh
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Drofseh commented Apr 8, 2024

Add barrel bursting and barrel damage to ACE3 overheating.

quick thoughts on implementation:

  • add barrel damage value

  • add barrel damage threshold value

  • add barrel bursting threshold

  • if WeaponTemperature > BarrelDamageThreshold then Add to barrel damage value scaling with temp over threshold.

    • each shot fired over that threshold introduces damage to the barrel, the higher the temp over the threshold the higher the damage dealt to the barrel.
  • Damaged barrels will have an increasing amount of deviation(POI shift) and increased MOA(random deviation?) applied to it as it receives damage.

    • if the barrel cools down, that POI shift stays and is a cosistent predictable deviation, if the barrel receives damage, then deviation continues to be applied on top of that as it is damaged more and more

For barrel bursting:

  • If BarrelDamage > BurstingThreshold the barrel will burst when shooting(chance of player injury?) and the weapon will become unusable.
  • Machine guns can have their barrels replaced while other weapons will simply be permanently unusable.

For calculating the thresholds, it can be based on the barrel length of the weapon. IRL i guess things like length, barrel profile/thickness and materials will affect that. but barrel length is a variable you can easily get for every weapon in the game.

This is unfortunately not possible for technical reasons

@10Dozen
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10Dozen commented Apr 11, 2024

Add settings for Markers module to limit list of markers shapes in insert marker menu.
Now all markers found in configs are added to the dropdown, sometimes the list is pretty long. It will be wonderful to have some setting where I can define names/classnames of markers that will be available for marker placement.

@211345082311111
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211345082311111 commented Apr 12, 2024

Option - "Required Engine On" for all vehicles

Hi to all!

In Arma 3, when the player gets into any vehicle with the engine turned off, he can press W and it will immediately move, but the game ignores the engine turning on!

A small detail could improve the module ACE Vehicles.
Along with the settings

Disable Automatic Engine Shut-Off
Hide Eject Action
Speed Limiter Step

It would be nice to see a check box

"Required Engine On" or "Disable Automatic Engine-On" something like that. To enable/disable this option requires in the gameplay turning on the engine before the vehicle can move

This has already been implemented in Arma3 Veteran Mod. Any vehicle requires the engine to be turned on before moving! This Looks realistic. ACE team please consider this minor option for ACE3, I think this will be a simple task for you...

@STyx2909
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AI side.

  1. Option to disable the ACE AI targetting Medic class first.

  2. Medic AI behaviour:

  • option for healing "group", "group + faction", "group + faction + side";
  • an option to enable treating "civilians";
  • for "faction", "side" and "civilians" a parameter to define the maximum range to proceed (limited to 50 m, IMO).
  • group remains to top priority and supersede other ones.

@BaerMitUmlaut
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@STyx2909 There is no such thing as "ACE AI" and we're not influencing AI beyond making it heal.

@STyx2909
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@STyx2909 There is no such thing as "ACE AI" and we're not influencing AI beyond making it heal.
Yeah, my bad.
The "shoot the medic first", must be a BI AI code.

One point, though, the animations of AI playing animation while healing a unit must be played closer. They can be too far ATM and quite confusing. Not to mention, the rotation may not be correct as well.
And I suggest a small "bump" to be sure Medic players animations are done closer as well.

@STyx2909
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Currently, "automatic" transformation of vanilla medical supplies into ACE medical ones, does not allow to define the conversion but with an external MOD.
Couldn't it be "click to convert" instead, as it can be handled with CBA settings to define the amount of ACE medical supplies one can get?

@211345082311111
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211345082311111 commented Apr 27, 2024

ACE Arsenal: Hide duplicate weapons wich have different camouflages.

Hi to all!

The player does not need have the same types of weapons in his Arsenal, which differ in their color / camouflage. This turns into a headache, even if the player has only four main Arma3 weapon mods - CUP, RHS, NIArms. SMA weapons, In this case, the lists of weapons seem endless and this complicates the player search. There are also other great weapon mods, what should do a player, who has a large number of weapon mods ? Then the search generally turns into hell.

Please try add to ACE Arsenal, the "Arsenal Extension" mod feature, which will hide the same duplicated weapons but with a different colors from the list of available weapons. Weapons with other colors may be in the sub-list

You can see what it might look like here - https://steamcommunity.com/sharedfiles/filedetails/?id=2957923708&searchtext=Arsenal+Extension

@rautamiekka
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The player does not need have the same types of weapons in his Arsenal, [...]

Careful with the @ symbols, you tagged someone unrelated.

@211345082311111
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The player does not need have the same types of weapons in his Arsenal, [...]

Careful with the @ symbols, you tagged someone unrelated.

Ok, text was updated

@STyx2909
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Me again.
I am no expert with them and did some research, CAT tourniquets are single use only.

@STyx2909
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Feature to restore some stamina as you walk down a steep.
I know some work was done then stopped on this, but would be nice.

@johnb432
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Feature to restore some stamina as you walk down a steep. I know some work was done then stopped on this, but would be nice.

Walking downhill does not regen stamina IRL, so it's not going to happen. However, #9714 makes going downhill consume less stamina.

@STyx2909
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Handcuffed character moving animations: do we lack animations for this?
Asking since you fixed the weapon holstering walking animations.

@rautamiekka
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Handcuffed character moving animations: do we lack animations for this? Asking since you fixed the weapon holstering walking animations.

There's a Workshop mod which adds such anims, but I haven't used it in a long time and it often didn't play them.

@Andx667
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Andx667 commented May 3, 2024

Being able to open Intel Items just from the ACE Self interactions menu and without the need for a map.

@LuizBarros99
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ACE Fortify budget:

Option to change the budget from being shared by an entire side, to instead be individualized for each player.

Option to automatically add to (and possibly also subtract from) a player's individual fortify budget, whenever the player does something that would change their rating. This option could also be made to work with the budgets that are shared by the entire side.

@STyx2909
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  • Possibility to carry players that are not unconscious.
    In example, when using ACE Medical settings to have players unable to run with a broken leg or limping, it can be useful to carry them in a safe place, or to keep the team moving.
  • I would even add the drag player too, to try unstucking a player.

@STyx2909
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Been playing with TUN uncon MOD for some time. It adds a bit to the loneliness of the dark screen when unconscious.

Suggestion:

  • have an option to automatically display the medical menu while unconscious, without actions enabled. Just displaying body state, wounds, etc.

@johnb432
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  • Possibility to carry players that are not unconscious.
    In example, when using ACE Medical settings to have players unable to run with a broken leg or limping, it can be useful to carry them in a safe place, or to keep the team moving.

That's already the case.

@STyx2909
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  • Possibility to carry players that are not unconscious.
    In example, when using ACE Medical settings to have players unable to run with a broken leg or limping, it can be useful to carry them in a safe place, or to keep the team moving.

That's already the case.

Would something be wrong in my settings and units I play with?
Does it apply to AI (can I carry them the same way)?

@johnb432
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Would something be wrong in my settings and units I play with? Does it apply to AI (can I carry them the same way)?

It applies to any units, whether AI or not. No settings govern it directly.
This is not the place to ask questions about existing features though, ask on Discord.

@WitchFreya
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Arsenal Request: Setter for Display Names/Images

Would it be possible to get an API function for setting the cached data on some of the Arsenal items? Something like
[category, class name, display name, image path] call ace_arsenal_fnc_setDisplayData.

Use-Case: Unique children of items might find it beneficial to have a different name, such as ACRE manually adjusting the display name of child radios to indicate their channels.

If necessary, it could be limited to items that have scope(Arsenal)=1 and/or ACE_isUnique/ace_arsenal_uniqueBase set.

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