-
Notifications
You must be signed in to change notification settings - Fork 740
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
ACE3 Feature Requests #3594
Comments
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. |
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. |
As a follow-up to #6144 It would be nice to be able to re-attach certain things you did take off. 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. |
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. |
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. |
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? the config in it is like this |
Merge @johnb432 excellent MODs into ACE3:
Don't deny it, they are very very useful. |
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. |
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: Medic's 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. |
Requesting a change to the realistic name of the "SPAR-16s". It is currently 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. |
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 |
Folders in Arsenal |
Limited Container ArsenalFeature 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. Why It’s Cool:• Realistic Logistics: Forces better planning and resupply tactics. |
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. |
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. |
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. |
|
AI medics actions for the unconscious In ACE3 if a player falls unconscious, then only another player can help him. But if there is an AI in the allied team, then they will never help their ally. Please try to add AI actions for unconscious players or unconscious AI. It would be great to have a such chance, if an unconscious soldier was raised by an ally or at least bandaged by AI. |
@211345082311111 AI medics will heal players and other AI within their group. This feature exists since 2016. |
In real life at a given bullet kinetic energy, wider diameter bullets transfer more of their energy into soft targets, while narrower bullets have an easier time penetrating armor but transfer less energy into soft targets even if you don't take into account their loss of energy passing through armor first. While hollow point rounds I believe already damage the body more in ACE, and high-velocity and/or AP rounds already penetrate armor more, penetration of a round is not simply dictated by bullet diameter (I'm not sure if ACE uses that in penetration calculations, but lower is better), by velocity (higher is better), and the special penetration characteristics (like it being an AP round such as tungsten) but also bullet shape and the rotation rate of the bullet. ACE has both ballistic coefficient, which is an indicator of not only overall aerodynamics but roughly also pointiness and has both length and twist ratio of the barrel from which rotational rate of the bullet can be derived that diminishes as the bullet travels further through the air after exit. A short barrel, for instance, requires more extreme twist to get as much rotation rate out of the bullet upon exit as a longer barrel. At close range before the spin has decreased, a pointy high BC bullet spinning very fast will penetrate armor more easily. Very high spin rates, however, while stabilizing of the round greatly and reducing drag slightly, also can be problematic at longer ranges through the modeled Magnus effect and even wear the barrel faster or rip off the bullet's jacket before exiting the barrel. So, spin rate of the bullet usually has a sweet spot for each round and barrel length for various purposes. With such a feature added to the ACE coding, a pointy subsonic 308 or 300blk should penetrate more than a blunt high pressure 45 ACP bullet of the same mass going at the same velocity, and an 8.6blk spinning very rapidly should penetrate even more than its increased mass would otherwise warrant. For that matter, ACE ballistics also models transonic threshold instability as the bullets slows down, but I assume that's more about trajectory and drag effects. If there isn't one already, perhaps a tumbling flag could be added for each bullet in flight, which could have a probability determined by BC, spin, and mass, such that if at that probability you roll a Tumble_Flag = 1, the bullet loses all armor penetration ability. It could even add the buzzing bee sound. Heck, any bullet that hits soft tissue also has a probability of tumbling. Maybe the same type of tumbling flag probability calculation and execution could be used to additionally provide a chance of a bullet tumbling upon impact with the body, such that there's a chance the long length gets used instead of the bullet width for the energy transfer and therefore greater damage inflicted. "Bullet construction defeats armor not velocity or mass." It's all of the above, plus bullet spin. The velocity is squared and actually does have usually a larger influence than bullet mass comparing supersonic rounds in a like to like comparison. However, supersonic rounds have to deal with the abrupt, disrupting transonic threshold upon impact, which a pointy, high-spin-rate subsonic round out a high twist barrel doesn't have to deal with. Disrupting characteristics of ceramic armor, for instance, is one of the reasons it's so effective: randomizes and distributes the energy. The transonic threshold shockwave is no joke, going into it or passing back down through it. Supersonic travel is also highly inefficient already once you push through that added wall, which is why subsonic rounds travel so far and can be weirdly more accurate. Add a high spin: the drag improves further and so does penetration. None of this was predicted. JSOC just wanted pointy subsonic rounds so their dudes with cans could be quiet and still punch through level 3A, but upon implementation it was learned that there's some other cool stuff going on. This is also another added benefit to the XM157. Subsonic rounds can be treated like artillery or an unguided ballistic missile: they may not have a flat trajectory, but it's efficient and can go a lot further if aimed correctly. |
Hello, Heavy weapons guy here, alot of my unit like to perform tactical maneuvers in .50 and Mk.19 trucks. Such an option would permit vehicle based players a QOL Change that would allow them to maintain base Thank you for your time. |
This comment was marked as off-topic.
This comment was marked as off-topic.
Add the ability for the Medical AI to treat injured people not only from the player's group I want to suggest a possibility to improve the medical AI. A medic should not be too lazy to give medical aid when finding a wounded person from another group. I have some ideas how to properly implement this:
|
Walking crouched should cause more fatigue than walking standing up. Holding your breath should also prevent your stamina from returning (maybe even cost stamina) during the breath hold while aiming (right mouse hold). Would be a nice penalty. Breathing smoke (from smoke grenades, tires, proximity to explosions etc) could diminish stamina or cause its regeneration to be substantially lessened, but wearing a respirator could also generally cause a very slight reduction in the regeneration of stamina even in fresh air. Military is moving to respirators, including to prevent lung issues from explosive debris and to prevent cancer from just frequent firing of guns, but they're not without drawbacks. You should also either get rid of all subsonic rifle rounds that are not Blackout or similar to Kir-style big 50 cal / 12.7mm stuff, obviously, or make all such other smaller subsonics like the M14 SD rounds fail to cycle automatically and essentially require either a much slower resolving of a jam or a seamless but slower (than semi auto) manual-style bolt action (holding down fire button even postpones cycling) using the charging / ejection handle. A new category of flow-through suppressors would be interesting that don't have quite the sonic benefits of other suppressors but also don't cause overheat and jamming as much. |
AI Pistol Rate of Fire good day Ace3! ace_ai.pbo, at close and medium ranges makes the AI shoot in bursts instead of single shots, but unfortunately this does not apply to pistols! Request to make the AI shoot from pistols also in bursts. Unfortunately, now the AI with a pistol in hand, shoots extremely rarely and always with pauses within 2-4 sec. |
MagRepack is awesome! Just another little detail you could add:
|
This comment was marked as off-topic.
This comment was marked as off-topic.
Besides popcorn necklaces, I desire... To remove semi-auto and burst from all guns that have a large capacity magazine loaded (over 50 Also, no drum magazines on bullpups. So, if the trigger hand position is in front of the magazine Thus, you could still get your arm around a 100 round MX magazine on a bullpup, but it is full auto only with the associated accuracy penalty. Any optic on any gun, including sidearms. This is not so much because I want to have my pistol with a scope like Road Warrior, but rather some sidearm SMGs would benefit. |
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
Last Feature Request Issue:
#414
The text was updated successfully, but these errors were encountered: