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ACE3 Feature Requests #3594

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bux opened this issue Mar 18, 2016 · 1,295 comments
Open

ACE3 Feature Requests #3594

bux opened this issue Mar 18, 2016 · 1,295 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.

@RichActual
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Map Lighting Intensity Multiplier:

Map lighting is a wonderful feature but depending on the lighting setup for a particular terrain or mission, map lighting can become redundant. Cam Lao Nam as an example has rather bright nights which just about allow visibility in the jungle without night vision (which is great) but the ambient light is so bright that the map is still perfectly readable.

A multiplier option in CBA to increase the intensity of the map brightness effects would be really useful for allowing the feature to still be used no matter the ambient light settings on a given terrain or mission.

@Brumes-Wolf
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Enhancements for pathfinding in a non GPS setting

Currently even if no one has a GPS item there are several things that allow players to instantly know their precise location, this is breaks immersion and removes challenge in settings/situation where having such an ability makes no sense. EG: the GM/PF/SH settings where GPS does not exist yet.

These issues are:

  • Some vehicles have built in GPS.
  • Some vehicles, both modded and vanilla show a "cross" of black lines on the map at the exact location of the vehicle even if these vehicles do not have built in GPS.

A solution to this could be to add addon settings under the ACE MAP header which allow for these things to be disabled, perhaps even at a vehicle type level (Like allowing air vehicles to still have the "cross" marker but disabling it for all other vehicles).

Additional enhancements related to GPS could be:

  • A setting to disable the visibility of on map drawings on the GPS panel to not allow players to locate themselves by simple drawing on the map until they see the drawing on the panel, while still allowing normal on map drawing.
  • Some sort of navigational system that allows a gps to plan a route to a specific location following roads. (This is obviously a massive feature but I though I'd mention it as it seems neat)

@aliasalpha
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SUGGESTION FOR REPAIR MECHANICS

The interact system for finding repair points on vehicles can be more than a little fiddly depending one the size of the vehicle you're working on. Would it be possible to create what is basically a version of the medical menu but for vehicles so you have access all of the vehicle's components without having to run around hunting for an interact point.

@STyx2909
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  • There is a need for an AI interaction in which players can request AI into a vehicle to switch position or get out.
    Could be rank related through CBA option.
    Currently the only way to do this is by using a AI command MOD. (All-in-one Deluxe or something in the vein).

  • CBA option to allow players to get a non unconscious player seated into a vehicle, out as well. Same problem as above, mainly when player is AFK.

@johnb432
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  Currently the only way to do this is by using a AI command MOD. (All-in-one Deluxe or something in the vein).

You can use the Vanilla command options. You can both turn off the command bar and the command menu in the UI options (default is command bar off, but command menu on). You don't need a mod.

[...] mainly when player is AFK.

Have the player surrender, take them captive and move them around like that. What would the condition be to load in a player - always? That would cause a mess. An AFK timer? Eh, probably is possible. However and in my opinion, I don't think this feature belongs in ACE.

@BigFishAAC
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i want player or ai have a new condition:down between wake up and unconscious,when player and ai damage threshold over a number unit will down with down animation ,player and ai can still move but only use secondary weapon,heal themselves,keeping get damage will unconscious or die.
another idea is armor durability,in many mods,armor almost cant be breakdown,but break down in first shoot is too fake,so armor durability will be lower after pre being hit,and bullet will be eazier breakout armor

@STyx2909
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  Currently the only way to do this is by using a AI command MOD. (All-in-one Deluxe or something in the vein).

You can use the Vanilla command options. You can both turn off the command bar and the command menu in the UI options (default is command bar off, but command menu on). You don't need a mod.

You are wrongly assuming AI belongs to my group. This is not the case. And I don't intend to change group, take control and nicely ask that moronish AI to let me driving its vehicle and then switch back to my initial group.
Had the case this morning, again.
But I have no problem with a No-go on ACE team side.

@STyx2909
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It seems to me, and I can be wrong, that ACE is responsible to eject players from destroyed aircrafts (and probably every vehicles).
Could there be an option to toggle this on/off as it counter MODs used for attenuation of crashes?
Whatever the results, an option would be nice.

@211345082311111
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211345082311111 commented Aug 1, 2024

Replacement 3DModels of all vanilla Static Weapons Backpacks

Please replace the vanilla backpacks 3D models of all static weapons and bipods, with 3D models like the Gun Bag and tripod Bag. There are already many models of gun bags in the community. It won't be too difficult. Vanilla static weapon backpacks look stupid:

  1. They don't visually match its weapons, would not fit a static weapon sizes
  2. This is a backpack into which you cannot add any small item. While a backpack is designed to put things in it.

Any Static weapon and tripods must be in a special personal bags.

@Hoplite-GIT
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Hello, I'd like to propose a way to improve interaction menu and immersion at the same time.

Some people like to do medical treatments without using the medical menu, for better immersion.
But when you use the interact key on a player or AI, you have a ton of options, which can make it hard to find quickly what you need. This is even worse if the character is moving or animated, or you add mods such as KAT medical.
You have interactions moving all over the place.

Here are some exemples of the problem :
Trying to heal someone, additional interactions cause confusion.
20240802224922_1
Trying to interact with someone, medical interactions get in the way.
20240802231119_1

I can propose to separate the general interaction from the medical interactions in an immersive way, using the following system :

  • When you interact with someone, by default no medical interactions will be available. Only interactions like "Open Backpack", "Tap shoulder", "join group" and the like of them.
  • But, you will have a self interaction called "Deploy First Aid Kit" or "enter medical mode" or something like that available.
  • When you use this interaction, your character performs an animation and opens up it's first aid kit. You are now in "medical mode".
  • Then, when you interact with people, you only have medical interactions, and no more general interactions.
  • You would have a self interaction to go back to the normal system. Or even a physical first aid kit placed on the ground that you can interact with to fold it back.

That way, during general gameplay you are not bothered with medical interactions. You do not risk injecting morphine to your buddy when you just wanted to tap his shoulder. And during medical gameplay you can find what you need quickly without hesitation.

Here are some exemples of what it could look like :
Now you can focus on medical treatment more easily :
20240802224922_2
And Interacting is much more straightforward
20240802231119_2

Obviously this is not the final idea, that may be subjected to changes and adaptations.
I may be able to help implementing this feature.

What do you think, Ace team ?

@CLOVIS-AI

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@BaerMitUmlaut
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@CLOVIS-AI No discussions please.

@211345082311111
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211345082311111 commented Aug 13, 2024

Enable/Disable Zoom

Please Add disable/enable zoom options (when player no have any optics)
Vanilla zoom without optics in Arma 3 looks like a misunderstanding and also reduces the value of any optical devices.

There are many mods on this topic, but it would be better if ACE3 setting excludes these mods and gives players their own choice

@STyx2909
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is there anyway we could attach vehicles door interaction to the door themselves for getting in? With large vehicles like the CH47 for example, the interaction on the center of bouding box is far from them.

@Andx667
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Andx667 commented Aug 15, 2024

As a follow-up to #6144

It would be nice to be able to re-attach certain things you did take off.
For example:
You used the spare Jerry can to keep fighting, then you reach a supply station and should be able to “fill up” the Jerry can slot on your tank.

Similar thing for tools: you took of the e-tool for dig your fighting position, now you re-attach it to your vehicle so you don't lose it.

@jackplum64
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I would love if the ACE advanced throwing menu had an additional function which allowed the thrower to hold the grenade out to show a teammate that they are ready and which grenade they are holding. basically just holding the grenade straight out from their body.

@STyx2909
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As the ACE TEAM considered integrating assets and features of the MRH Satellite MOD?

https://steamcommunity.com/sharedfiles/filedetails/?id=1310581330

It is derelict and open to reuse. It was an interesting concept.

@acknowledge14
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Hi, would you please adding CUP terrains objects (water sources) compatibility with ACE Field Rations in the ACE compat for CUP terrains core, just like this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=3140613367
https://github.com/acemod/ACE3/tree/master/addons/compat_cup_terrains

the config in it is like this
water_sources config.txt

@STyx2909
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Merge @johnb432 excellent MODs into ACE3:

Don't deny it, they are very very useful.

@STyx2909
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STyx2909 commented Sep 5, 2024

Ability to repair damaged structures with the Fortify system, unless it is already impleted.

Example: I slightly shocked a RCBN decon tent and it collapsed. Would be nice to be able to restore it to its former glory.

@Oxan-AU
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Oxan-AU commented Sep 18, 2024

Hi. Requesting a modification to the medical setting that determines whether you use the patient's own equipment first or the medic's own equipment first. As it stands, "medic" in this context just means anyone treating, whether they have the medic trait or not. So your current options are:

Pt's equipment first:
Anyone (medic or not) treating another person will use the other person's equipment first.

Medic's equipment first:
Anyone (medic or not) treating another person will use their own equipment first.

I think the latter option should be renamed as "Use Treater's equipment first" and a third option introduced that allows for a hybrid of the two options, based on whether the person treating has the medic trait or not. That option would allow for this:

Medic treating another person will use their (the medic) own equipment first.
Non-medic treating another person will use the other person's equipment first.

@rekterakathom
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Requesting a change to the realistic name of the "SPAR-16s".

It is currently HK416A5 14.5 ", and I propose that it be changed to something like HK416A5 14.5 " LSW to indicate the purpose that BI intended for it to have and to distinguish it from other 14.5 inch HK416's.

This is currently a problem with Aegis compatibility. They have inherited the SPAR-16s but changed the default magazine to a 30rnd one and removed the default bipod. Otherwise the weapons are identical. Under the current naming system, both of these weapons look identical and get identical names, even though their intended purpose is different.

@likeusb
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likeusb commented Oct 9, 2024

Would be pretty cool to have the ability to use the Reaction Forces CDLC pickup to refuel stuff, I don't imagine it'd be easy to make the regular pickups that have had the fuel tank added through vehicle appearance work, but the FIA have the fuel version of the pickup as a separate thing with its own classname

@likeusb
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likeusb commented Oct 17, 2024

Folders in Arsenal
I play on a KP Liberation server and have loadouts made for specific infantry roles such as Rifleman, Marksman, Machine gunner, etc., and when you have that for all three primary environments (Winter, Woodland, and Desert, not to mention potential Tropical and Mixed), the arsenal gets clogged up. Then when you also throw in things like custom special missions that need their own quickly accessible arsenals, it becomes a mess of arsenals for many purposes with many mod dependencies and it's impossible to quickly navigate

@ahmed007boss
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Limited Container Arsenal

Feature Overview:

Add the ability to convert any container (crate, vehicle, etc.) into a limited ACE arsenal, based on its current inventory. This will make logistics and resource management more realistic and impactful.

How It Works:

• Convert Container: Turn any container with items into an arsenal. The available items will be limited to what’s actually inside the container.
• Item Depletion: Withdrawing an item removes it from the container’s inventory. Once an item is depleted, it disappears from the arsenal for everyone.
• Real-Time Sync: Any changes to the container (adding or removing items) will update the arsenal instantly.
• Auto-Close on Empty: When a container runs out of items, the arsenal option will disappear.

Why It’s Cool:

• Realistic Logistics: Forces better planning and resupply tactics.
• Team Strategy: Encourages smart use of limited resources during longer missions.
•Immersive Gameplay: Adds a layer of realism to inventory management.

@SpadesNeil
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SpadesNeil commented Oct 27, 2024

So here's my feature request.

I think it's very silly that the AP-5 from Western Sahara has cookoff when ACE is used. I would lobby to have the cookoff removed from the AP-5 by default.

Ultimately this is just a gun clamped to an Amazon drone. It wouldn't cook off like a normal vehicle, especially when the cause of destruction is usually someone hit a tree or stepped on it funny. Even if somehow you shot the magazine directly, the singular magazine would explode and all the rest of the bullets would fly everywhere falling to the ground, not cook off.

In the meantime I can disable it with scripts, but this should be the norm and should be accounted for by ACE. Backpack deployed drones should not cook off, especially not the AP-5. An argument can be made either way for the IED drone but I'm more focused on the AP-5. The IED drone doesn't pop off for multiple minutes because its gun had a 30 to 200 round magazine installed when it blew up.

@Holgerhollebolle
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The Ambient Sound Modul currently only supports sounds defined in cfgSounds. But most usefull ambient sounds (also in Soundmods) are defined as cfgSXF. It would be good if the Ambient Soundmodule would also support those sounds.

@211345082311111
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Good day to all!

If ACE Repair is enabled, then it removes the vanilla Repair ability for all AI units. For this reason, unfortunately AI Engineers and repairers in any players squads become useless. Please bring back the ability to order repairs for AI as well.

Minimally for this purpose a checkbox "AI Can Have Repair Command" can be added to ACE Repair settings. But to the maximum, you can do an auto repair with checking the tools in the AI inventory, just as you did for ai-medics, who will automatically treat themselves and allies.

Any methods, but please return AI repair ability, with the ACE Repair option enabled.

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