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ACE3 Feature Requests

Open bux opened this issue 8 years ago • 1266 comments

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 #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:

https://github.com/acemod/ACE3/issues/414

bux avatar Mar 18 '16 07:03 bux

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)

ghost avatar Mar 18 '16 07:03 ghost

Neither is possible, unfortunately.

BaerMitUmlaut avatar Mar 18 '16 13:03 BaerMitUmlaut

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?

ghost avatar Mar 18 '16 18:03 ghost

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

0dr avatar Mar 18 '16 18:03 0dr

No need for discussions!!!.

Thanks.

thojkooi avatar Mar 18 '16 18:03 thojkooi

Possible or not?

ghost avatar Mar 18 '16 19:03 ghost

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.

BaerMitUmlaut avatar Mar 18 '16 20:03 BaerMitUmlaut

Sad to me

ghost avatar Mar 18 '16 20:03 ghost

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.

commy2 avatar Mar 18 '16 21:03 commy2

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 ?

ImplicitDeny avatar Mar 19 '16 17:03 ImplicitDeny

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

commy2 avatar Mar 19 '16 18:03 commy2

Ow okay, so bad :/ Thank you !

ImplicitDeny avatar Mar 19 '16 18:03 ImplicitDeny

Is it possible to add fastroping compatibility to MELB helicopters?

serialtasted avatar Mar 20 '16 07:03 serialtasted

Is it possible to add fastroping compatibility to MELB helicopters?

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

nicolasbadano avatar Mar 20 '16 12:03 nicolasbadano

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

zastavnik avatar Mar 20 '16 19:03 zastavnik

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

commy2 avatar Mar 20 '16 19:03 commy2

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

zastavnik avatar Mar 20 '16 19:03 zastavnik

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

ACyprus avatar Mar 20 '16 19:03 ACyprus

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

WadeDP avatar Mar 21 '16 06:03 WadeDP

@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.

thojkooi avatar Mar 21 '16 08:03 thojkooi

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

DanielLarusso avatar Mar 21 '16 14:03 DanielLarusso

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.

severgun avatar Mar 21 '16 17:03 severgun

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.

nicolasbadano avatar Mar 21 '16 17:03 nicolasbadano

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.

Armilio avatar Mar 21 '16 17:03 Armilio

Advanced fatigue system is coming.

BaerMitUmlaut avatar Mar 21 '16 18:03 BaerMitUmlaut

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

PirkleAwesome avatar Mar 21 '16 19:03 PirkleAwesome

Enhancement of CheckPBOs

We run our server with mutiple comp-patches from ACE. Unfortunately CheckPBOs ignores them. Because of this we can't force our users to run them.

An option to force ACE-Comp-Patches would be very nice.

iJesuz avatar Mar 21 '16 20:03 iJesuz

An option to force ACE-Comp-Patches would be very nice

We are planning an overhaul of compat patches so we'll keep this request in mind. Thank you.

nicolasbadano avatar Mar 21 '16 20:03 nicolasbadano

Add visual effects for body hits in first person view. Red vignette or something. It is hard to know were you hit. The same thing for vehicles. It is hard to know direction from which vehicle was hit. Some kind of vignette of one of the monitor sides for every unit inside.

ruPaladin avatar Mar 26 '16 09:03 ruPaladin

Could you guys make SMG's more stable when moving and aiming down sights? Considering they are shorter than assault rifles and machine guns, it should be easier to keep the sights aligned.

Right now there's no difference, + all weapons clip through walls, so you always want to take the big guns for clearing the buildings. If SMG's were at least more stable when moving, I'd might consider taking one inside.

In case I was not clear, I'd like something like this in Arma: https://www.youtube.com/watch?v=xCpa8fCuDwQ

MG vs SMG in Arma: https://www.youtube.com/watch?v=rlVYda5UgTo

Gwynblade avatar Mar 28 '16 11:03 Gwynblade