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ACE 3 Feature requests #414
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Hope I am posting this correctly: |
Ventral position for backpacks, please. This was already done by some module for CSE (3rd-party) |
That's planned to be experimented on: #311 |
Would you consider some level of permanent damage even after medical treatment? For example: If a soldier is shot in the arm but is then treated, he still has increased weapon sway for the rest of his virtual life. Example 2: If a soldier is shot in the leg and then treated, he will move more slowly or have less stamina for the rest of his virtual life. Example 3: For major wounds, the soldier may bleed out even after medical treatment, the treatment would only slow down the process. I can think of many other instances of how this might work. |
Not sure if this is the right place, as it's not really a feature request but a question if that feature would be deemed useful to ACE3. We (myself and DaC) made an in-house mod (for now, still testing and improving) called Heavy Lifter. What it basically does is allow heavy lift choppers (like Skycrane) lift much heavier objects than what Vanilla sling-loading supports. It currently works by using a custom object (inherited from Taru Fuel pod), which is only liftable by a Taru/Skycrane helicopter and config entries for CfgVehicles specifying offset (similar to FastRoping of AGM/ACE3). Mod uses There are many improvements that could be made and also make it so there would be different types and all. It is already integrated into AGM, so integration with ACE3 shouldn't be an issue (or we'll see about that when I actually start poking around ACE3 code). As said it's not fully finished yet, but once it is, I am willing to pull request it into ACE3 if it would be deemed as fitting. |
@jonpas, sure; feature offers are always welcome. When you have that finished send as a PR and possibly a vid. Thanks you very much. |
Sounds good to me, I'll will do so once we have properly tested it and all that. Thanks! |
AGM had nice fast roping module. Any plans to bring it back to ACE? |
Hey, rules say that you shouldn't request features from AGM/CSE, etc 😉 Please don't. As a matter of fact the fastrope is ported and currently on a branch. We'd probably like to polish it a bit more. |
Sorry me. Will not in future :) |
Actually pulling the pin on grenades before throwing. I imagine this is something that would need to be dealt with on an engine side level unfortunately but still thought i'd ask it anyway. Not a huge fan of how you have the instant grenade throw as it is right now in A3. |
This could be done overriding the grenade throw key, and deleting the first attempt to throw a grenade - and allowing it on the second. This would be in the spirit of double-action grenade throwing. |
Not sure if this is something that can be done or not but I would love to see the ability to carry a rifle on your back that fills the launcher slot in your inventory. That way a sniper or marksman could carry an assault rifle and their secondary rifle on their back but could also put attachments on it without having to swap it out with the currently selected weapon. |
API function to verifiy client addons on client-side to match addons on server-side |
The ability to have the incremental door opening bound to a seperate key rather than having to hold the same one as the quick door opening. For example I use CTRL + F for quick opening but having just holding CTRL as the incremental would be great. |
First off I know that this technically falls under an AGM/CSE feature and shouldn't normally be requested, but when I asked about it on your youtube channel I was told to post a feature request here. Anyway I was wondering if AGM's pain visual will be integrated into ACE3 either now or in a future update or if CSE's visual will be the only one available forever. Here is an example of the effect I'm talking about: http://i.imgur.com/NC6VdSv.jpg |
Feature Request: Any thoughts on this ACE3-team? One more thing related to gen1 night vision: They only work during really bright nights, such as a full moon and clear sky. Is it possible to tweak the brightness so that this is portrayed in the game? Try to look through a gen1 NV device in a dark forest with overcast sky and you only see darkness. Completely useless in those situations. One way to achieve this could be to lock the brightness setting of gen1 device to the lowest setting. Thanks! |
I'd like to see tents and sleeping bags that are deployable, but rather than being used as spawn points they allow you to rest for periods of time, such as 12 hours to simulate longer operations and the need to set up a camp. |
For planes: P.S. Thank you very much for reviving this project |
Currently, the interaction menus looks like this: This brings back the same issues we had with AGM originally - having to un-intuitively search for things. It would be far nicer if body parts divided more in a circle where Torso and Head are in the middle and the Right and Left limbs are on the right and left sides of that circle, respectively. Same thing about hand gestures, it's useless in it's current state. Whoever played Dota2 or other games with a wheel knows how easy it is to remember and use all the buttons without having to search for anything. Up is go, down is stop, etc... |
Capture and frisk: Currently you can frisk a captured player to see his gear, but you cannot remove anything. There should be a way to do so in order to remove dangerous hidden weapons like grenades, pistols, etc. |
I don't see how that would work in Multiplayer. |
@Coren4 I agree with your 1 to 3 but for 4 I think that it shouldn't be random but rather planes are given a different damage model. I would also like one where planes aren't instantly destroyed by 1 shot if they were under sustained fire. |
Drawing on the map. That's all folks! |
Add ability to toggle interaction menus on/off, rather than having to keep holding the interact/self-interact key. |
Seriously has absolutely nothing to do with ACE, at least i cannot see how O.o |
It would be nice to have a suppression module (like this one http://www.armaholic.com/page.php?id=27849). It could play a major role especially in TvTs. Currently players that are being shot at can just stand still and maintain perfect aim, which wouldn't happen in real life. |
@BlackHawkPL, that code was donated to ACE, and it's in my to do list to properly port it. However, I haven't got around to doing it yet, partially because I'm looking for ways of making it have less performance impact (there are already two promising ways in development of doing the same at much lower cost) and maybe support suppressing AI. |
That's good to hear. |
In ACE Medical, is there any way to add in something like a notification to the patient being treated just as sort of a reminder to not move away from the medic? Especially when using PAK's, it seems to be easy for them to forget that I am still working on them since sometimes the timer is fairly long, and the character animation only lasts about 5-10 seconds... Maybe this is intentional to encourage communication, but it seems to be just a frustration since in reality, you would have some sort of knowledge that you're being worked on (feeling someone apply bandages to you, sticking you with needles, etc.), where as in Arma, there currently is none except "Hey stand still until I finish this." |
A few small but cool ideas that i got from playing with ace recently: Thanks for reading and for all you have already done! |
Von Outlook Mobile gesendet On Sat, Mar 12, 2016 at 4:41 PM -0800, "Rad" [email protected] wrote: A few small but cool ideas that i got from playing with ace recently: Thanks for reading and for all you have already done! Reply to this email directly or view it on GitHub: |
@RaD: i strongly disagree with #3 and #7; first, defibrillators are, unlike common understanding thanks to Hollywood and battlefield, NOT being used to "restart" a stopped heart. It is rather used to overwrite the hearts own electric signals in case of a ventricular fibrillation, which is an uncontrolled and uncoordinated action of the components of the heart. After the use of a defibrillator the heart is completely dead, and can then be brought back to sinus rhythm with CPR more successfully. sent with iPhone
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@runy888 Our medic actually said a similar thing,i still think that a defibilator would be a nice thing to use together with cpr when you have someone stabilized but with no heartrate because right now in that case the only thing you can use is a PAK which fully heals the person so its kinda OP.Also about #7 i did put a question mark at the end because i had the Arma 3 parachutes and engine in mind. :) |
I agree as long as it is used together with CPR to increase the chances of success. David Klarmann sent with iPhone
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Optional realistic compass? See request on AGM: KoffeinFlummi/AGM#2137 (comment) |
ace_medical_setting_allowSharedEquipment allows mission creators to disable the possibility for treating players to use the medic items of a patient in general. |
Hi @Pergor
What are you referring to specifically? We did not introduce a new wound system in 3.5.0. What you are requesting is already mostly possible. I will see about enabling it fully for 3.6.0. |
@vackosar i would be happy even only if you could see the whole quadrant, specifically the reciprocal heading. |
Medic System: IA treated herself |
@Glowbal |
@Maffaxxx, the first compass improvement would be best to direct into slowing down the compass time to display which creates this unrealistic compass overuse in Arma coops. If it took just a two seconds to show compass this bizarre overuse would cease. But I agree that there are many other improvements needed. |
Man, GitHub megathreads slow Firefox down like a sumbitch... Anyway, I was about to throw this one out there as a new issue until I noticed the guidelines for a consolidated thread. Yay reading comprehension! My request is fairly simple, but I argue it to death anyway: Medical Menu: Additional config option to reopen menu after treatment only if unbandaged wounds remain (requires change of ace_medical_menu_openAfterTreatment config setting from BOOL to SCALAR (not backwards compatible with serverconfig.hpp), or requires a new setting class (crufty). The current two options are decent but annoying under alternating circumstances -- if the menu closes after each treatment, the interface is prohibitively annoying for patients with multiple wounds, as it requires repeatedly engaging the menu key or user interaction. If the menu stays open after each treatment, the interface is somewhat annoying for patients with singular or few wounds, as it requires hunting for the Esc or Close button. (I prefer the latter, myself, as the interaction menu works well for single treatments.) With this proposed option, closing the menu would happen only after all wounds had been bandaged, although it could be slightly annoying if the patient requires CPR or morphine. A possible fourth option would enable closing the menu only if the patient satisfied the conditions for being stable. Being able to observe whether there are wounds remaining is a basic first aid skill -- the reason we perform a full patdown of the victim even if there are obvious wounds -- and it would be more annoying than entertaining if a player negligently allowed someone to die because they failed to perform a complete physical check (this is a player shortcoming and not something any competent lifesaver would do, so allowing players to make these gaffes when they wouldn't "realistically" happen would tend to be viewed more as a problem with the interface than with the person themselves, since players shouldn't be expected to take a full course in first aid just to use the mod ;-)). Therefore it makes sense that the game would give you "automatic muscle memory patdowns" and keep the menu open as long as there are unbandaged wounds, and then close the menu once the last wound had been bandaged. For those servers that would want to allow negligence they could force the menu to close or stay open after each use as before. =) tl;dr: Options for closing medical menu: |
RE: Parachute smoke If the ShackTac tactical grenade system comes into play in ACE, I bet you'd be able to trigger a smoke grenade on the way down -- we might not need a dedicated feature for that. That said, being able to trigger and attach smoke grenades to vehicles (including yourself) using the same system as the chemlights and IR strobes would work great too, and probably even be fairly easy. (Heck, I'd probably take it on myself if modern development wasn't so keen on maintaining pull requests instead of shared document space.) |
Cargo in Passenger Space: For ACE Cargo, I'd like to see a "crew" cargo space which adds to the helicopter's cargo capacity when empty, but for which each passenger embarked will reduce this cargo space by 1. This would subsume: Names may appear redundant, but are intended to quantify that these are cargo slots in place of passengers, rather than being space "added" for passengers (since the engine doesn't support that anyway without a new vehicle class). Each passenger reduces the available capacity for ace_cargo_crewCargo by 1, and each gunner reduces the available capacity for ace_cargo_gunnerCargo by 1. Vice versa is also true: since we have access to event handlers for GetIn, a crewman can be forcefully disembarked with a hint if they attempt to enter a unit when the ace_cargo_space is full, some of the ace_cargo_crewCargo is full, and the number of already embarked passengers takes up the space remaining. For instance, a UH-80 Ghosth-- who am I kidding, a UH-60 Black Hawk -- has ace_cargo_space = 8 and ace_cargo_crewCargo = 8. It can carry up to 16 crates, but if loaded with passengers can only carry up to 8 crates. (Ignoring for a moment that the real bird, devoid of seats, can carry nearly 20 unarmed people or a dozen fully armed troops with kit -- it's just an example. ;-)) If loaded with a big vehicle ammo box that takes up 16 crates, for instance, it cannot embark passengers until the vehicle ammo is unloaded. (Naturally, cargo space is taken up before passenger space, so the same helo carrying 12 units of cargo would still be able to load 4 passengers, rather than being unable to take passengers and still having room for 4 units of cargo.) One ''major'' hangup is that unlike virtual models that show cargo loaded (compare the old WIP proxy-based RKSL Logistics from ArmA 1 or the attachTo-based R3F Logistics), ACE cargo has no obvious signs that a vehicle is laden -- it could be profoundly frustrating to drive a vehicle/land a helo into a hotzone only to discover that the vehicle is too full to take anyone on. Adding support for model proxies to indicate loaded cargo would get prohibitively difficult since even when ACE simply ghosts the cargo rather than virtualising it, finding appropriate memory positions to attach the models that doesn't look like absolute ass would be difficult. =) Since I'm a big fan of games being intuitive and doing things that are "right" based on whether the character would know better, even if the player doesn't, this might be difficult to reconcile. A possible compromise would be to forcefully dump cargo out instead, although this could also have dramatic results if the collision detection can't find any safe place to dump the cargo, or finds a "safe" place that the engine disagrees with.... |
Only one more for today, although this one is easy easy easy... ATV Cargo*: Quadbikes should have ace_cargo_hasCargo and ace_cargo_space set to 1 by default, so that a single unit of cargo can be loaded on the back. (I'll probably just make a mod for this one for my own benefit, but throwing this out there for consideration in the main branch.) Ideally it would go in place of the second passenger, using the suggestion above, but being able to ride on top of the crate is also plenty possible anyway and quadbikes would be made far more useful if they could take a container along for the ride -- their gear capacity is fairly high and put to great use during the campaign (although you lose it all at the end of the episode anyway ;-)), so it wouldn't really be all that unusual to be able to load a crate. (In fact, if it didn't break campaign compatibility and compatibility with users who don't use ACE Cargo, I'd even suggest heavily tanking the gear capacity of the quadbike in favour of compelling the use of a cargo crate. However, having the default gear capacity and adding space for a spare wheel or container would be terribly difficult to exploit anyway, since it is just an ATV.) |
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. |
You can't pause animations at arbitrary points. |
I'm closing this thread due to the excessive loading times. Please post all future requests in #3594 |
This is the exclusive thread for feature requests.
For further instructions check the wiki:
http://acemod.github.io/ACE3/wiki/user/how-to-make-a-feature-request.html
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