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ACE3 Feature Requests #3594
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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? |
Neither is possible, unfortunately. |
Again not possible? Probably I poorly explained my idea. 1-animation - when the player removes the magazine. The basic idea: really it is impossible to assign 2 animations to progress of repacking? |
[] spawn {player playMoveNow "AwopPercMstpSgthWrflDnon_Start2";sleep 1;player setAnimSpeedCoef 0}; Allows me tro freeze mid animation |
Thanks. |
Possible or not? |
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. |
Sad to me |
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. |
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 ? |
No, they don't have any transitons and are only usable for some campaign statists / cutscenes. |
Ow okay, so bad :/ Thank you ! |
Is it possible to add fastroping compatibility to MELB helicopters? |
They are doing that themselves I think. We can't. |
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: |
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 |
I think they can make them like attachment, like IR strobe and similar :) |
@zastavnik Unit Insignia might fit your needs, are relatively simple to create yourselves, and would make any vehicles identifiable too. |
For TFAR and ACRE: |
@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. |
Hey Guys, request#1 request#2 |
sprays not for chatting. Go CS1.6 for that. |
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. |
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. |
Advanced fatigue system is coming. |
Are you planning on adding field rations from CSE? If not I'd like to make it a feature request. |
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..... 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;
}; |
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. |
Thank you for your reply
I think you may have misunderstood my meaning.
What I want is to be like a true lefthanded person.
It's not like changing shoulders in the game.
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发送时间: 2024年3月6日 12:26
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主题: Re: [acemod/ACE3] ACE3 Feature Requests (#3594)
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.
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No, it is not possible without a large amount of animation work, and even then questionable. |
This comment was marked as off-topic.
This comment was marked as off-topic.
Add barrel bursting and barrel damage to ACE3 overheating. quick thoughts on implementation:
For barrel bursting:
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 |
Add settings for Markers module to limit list of markers shapes in insert marker menu. |
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. Disable Automatic Engine Shut-Off 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... |
AI side.
|
@STyx2909 There is no such thing as "ACE AI" and we're not influencing AI beyond making it heal. |
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. |
Currently, "automatic" transformation of vanilla medical supplies into ACE medical ones, does not allow to define the conversion but with an external MOD. |
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 |
Careful with the |
Ok, text was updated |
Me again. |
Feature to restore some stamina as you walk down a steep. |
Walking downhill does not regen stamina IRL, so it's not going to happen. However, #9714 makes going downhill consume less stamina. |
Handcuffed character moving animations: do we lack animations for this? |
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. |
Being able to open Intel Items just from the ACE Self interactions menu and without the need for a map. |
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. |
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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:
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That's already the case. |
Would something be wrong in my settings and units I play with? |
It applies to any units, whether AI or not. No settings govern it directly. |
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 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 |
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For further instructions check the wiki:
http://ace3.acemod.org/wiki/user/how-to-make-a-feature-request.html
Before reporting
Last Feature Request Issue:
#414
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