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ACE3 Feature Requests #3594

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bux opened this issue Mar 18, 2016 · 1,327 comments
Open

ACE3 Feature Requests #3594

bux opened this issue Mar 18, 2016 · 1,327 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.

@BaerMitUmlaut
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@211345082311111 AI medics will heal players and other AI within their group. This feature exists since 2016.

@DJ-Reticuli
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DJ-Reticuli commented Dec 14, 2024

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.

@Drofseh Drofseh mentioned this issue Dec 16, 2024
@Tombstone222
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Hello,

Heavy weapons guy here, alot of my unit like to perform tactical maneuvers in .50 and Mk.19 trucks.
I noticed that even though you can unload wounded crew outside the trucks via ace, there is currently no option to swap seats with a downed gunner from inside the vehicle, which is something that is trained in heavy weapons often.

Such an option would permit vehicle based players a QOL Change that would allow them to maintain base
of fires on their objectives Without over exposing crew to small arms.. I Ctrl+F'd to see if this has been suggested and turned up o results so far so let me know if this has already been suggested.

Thank you for your time.

@6komodo6

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@SputnikVdaba666
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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:

  1. Only a doctor can give medical assistance to people from other groups.
    This means that if an AI has a medical training level of ‘Doctor’, it will by default assist players/AIs from the other group.
  2. Ability to change the setting for AI to provide aid outside of the group.
    This means that the player can disable/enable this feature in the addon settings.

@DJ-Reticuli
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DJ-Reticuli commented Dec 25, 2024

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.

Edit: 7.62x39 subs will usually cycle.

@211345082311111
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211345082311111 commented Dec 28, 2024

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.

@cbbravo
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cbbravo commented Jan 2, 2025

MagRepack is awesome!

Just another little detail you could add:

  • Currently, MagRepack lets you only transfer ammo from same-type magazines.
  • [Different magazines] with [same ammo] cannot be repacked yet.
  • Example: Cannot fill SVD Magazine (7.62×54mmR) with ammo from 50rd MG Ammo Box (7.62×54mmR)

@johnb432

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@DJ-Reticuli
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DJ-Reticuli commented Jan 2, 2025

Besides popcorn necklaces, I desire...

To remove semi-auto and burst from all guns that have a large capacity magazine loaded (over 50
rounds when new and maxed out), especially drum and 100 round MX mags.  Obviously if you're using a large
mag or drum and drop to 50 rounds or less, it should not suddenly gain semi-auto and burst modes. In Arma 3 large magazines just aren't heavy enough, and in real life huge mags tend to jam more and guns that aren't machine guns with open bolts are also more likely to overheat, jam, etc, when used with them, anyway.

Also, no drum magazines on bullpups.  So, if the trigger hand position is in front of the magazine
position, then no drum magazine is allowed.  In real life, drum magazines are not practical on a bull pup for ergonomics reasons.

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.

@DJ-Reticuli
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Allow option to preload / cache the ACE arsenal loadouts in RAM.

@Puotek
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Puotek commented Jan 12, 2025

Additional Disable Safe Mode keybind

Please add a separate keybind to ACE Weapons controls tab, that allows the player to only disable safe mode by pressing it. The opposite of that (only enable safe mode keybind) would also be a nice consideration.

@SpadesNeil
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SpadesNeil commented Jan 15, 2025

image
The AI can medic players. They can even give epipens.

However, the AI cannot do CPR or give blood. This is why a lot of people think AI can't heal people when ACE is loaded. If you have no heart rate you will just never get up because you have no pulse. Even if you have a pulse, you're practically never getting up if you do not have enough blood.

I think the AI should be able to at least do CPR, and maybe also give blood if you need it, depending on the relevant settings. Otherwise the combat life savers are basically worthless if anyone in the group goes down.

This not working turned out to be a bug. At the time of posting, these features were broken in the 3.18.0 stable branch. I haven't checked since the stable branch was updated, but at least it worked better in the dev branch, though there were still issues where this system would break.

I'll have to look into it later and see if it got fixed. I know at least one PR was made to fix one of the bugs I was discussing in the ACE Discord. #10669

@johnb432
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However, the AI cannot do CPR or give blood.

They already can and do.

@211345082311111
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Please try add some variations for loss of mobility for those wounded once.

Good day!

Unfortunately, wounds in ACE3 and in general in Arma3 do not affect the character's animations in any way. With or without mods, the player will only receive a certain amount of visual masks on the screen (red halo, loss of color, chromatic aberration, etc.) but wounds will not show up in any way on the players or npc movement (except for one limping), which already does not look good. For 11 years of Arma3's life, there is only one poor animation of limping, which looks like a copy/paste for each unit, because it is the one same animation for every unit, having no variation and degrees of injury. In addition, after healing a leg wound, the limping disappears and any character will run again in the same way as he ran before his injury! Something is wrong here...

Any ways to slow down the animation of movement during or after injuries would be a great addition to ACE3's medicine. Today, unfortunately, in ACE even with a severe torso injury, any character as well as the player will have the ability to sprint, just like it was before the injury! I often see completely bloodied soldiers running around the battlefield just like completely healthy ones, unfortunately this raises big questions. I am not discussing leg injuries only, and I believe that even torso injuries should negatively affect the soldier's movement, he should lose some of his mobility.

Some suggestions/examples of what I am talking about will be below:

  1. During a non-critical injury (torso or leg if there are no fractures), the unit should get a slowed movement (jog or sprint animations) or even completely disable the sprint ability (when only job is available). Subsequent injuries to once injured areas can already turn into a limp. This would add more degrees of injury and visually adequate behavior of soldiers.

  2. During some type injure (in case of arm injuries or medium and heavy injuries to the body), the unit should get a slowdown in the main hand animations. Such as - changing weapons, weapon reloading, healing animation, etc - should look a little slower

  3. After healing the heavy injuries, add their consequences of the received injuries, without returning the soldier to completely fast/healthy animations. For example, after a torso or leg injury and after their medical treatment, still leave the slowdown for sprint. Either way, such a setting would be a great addition to the ACE3 medical settings.

These are just examples that come to my mind. In any case, my idea is clear - any attempt to slow down the animation for the wounded.

@DJ-Reticuli

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@211345082311111

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@DJ-Reticuli

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@Drofseh
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Drofseh commented Jan 19, 2025

Folks this isn't the place to chat with each other, please limit your post to feature requests only.

@DJ-Reticuli
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DJ-Reticuli commented Jan 25, 2025

Slowing existing reload animations based on magazine weight, fatigue, and injury would be cool.

More specific hit information would also be useful on the Ace Medical screen. For instance, a torso medium velocity wound should say next to it where (chest, diaphragm, or pelvis) or could have little X's on the body where these injuries are at and the respective wound highlights on the side there. Useful for knowing where the armor is not enough. If the very specific X's are too difficult and that sort of info isn't collected, anyway, then at least the specific body part/armor hit should be available to display next to the injury info.

@211345082311111
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211345082311111 commented Jan 29, 2025

In "ACE Vehicle" settings there is a setting (checkbox)

"Disable automatic engine shut-off"

Dear ACE3 team please add also - "Disable automatic engine start" !

In this case, the player must start the engine of any vehicle only from the menu only.
In menu is already there an option - Engine On

Now the engine starts automatically if the player presses the forward button (W) This does not look realistic, because in real life the engine of every vehicle must be started manually

@kennedy4273
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Normally, if you interact with a tire, the color of the interaction dot will show you a rough indication of the vehicle's health.

Image

If you use the ACE Interaction Menu setting of Consolidate single child actions then the interaction dot is replaced with the "Remove Wheel" interaction as intended. Unfortunately this also means you cannot see the colored interaction dot to gauge a wheel's health.

Image

My feature request is to simply apply the tire's health color to the consolidated action icon, where applicable. Otherwise I have to take the tire off just to check the health of the tire.

There might be other instances of the interaction dot color being used to indicate status, but I'm not recalling any at this time. Not sure how this would be handled on image based interaction icons, but at least for tires maybe the "Remove Wheel" interaction could also be colored to show wheel health.

@NikkoJT
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NikkoJT commented Feb 3, 2025

It would be useful to have a mission-level setting for the ACE Arsenal that allows loadouts to "force load" their contents if possible - for example, if the loadout contains scope=1 or scopeArsenal=0 items. There are some items which are hidden but still perfectly usable (for example, additional texture variants of weapons or uniforms), but you can't include these in ACE loadouts because the Arsenal will strip them as soon as you load them.

A setting to allow this check to be skipped would let missionmakers and ZGMs provide loadouts containing these items, if they choose to do so.

@STyx2909
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STyx2909 commented Feb 4, 2025

Currently Ear ringing is server side controlled only. I would like the possibility to enable it client side only.

@CaarnDum
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CaarnDum commented Feb 7, 2025

Would it be possible to change the Blue Force Tracking (BFT) interval from 30 seconds to 60 seconds or even more?

Also if its possible for us to do it ourselves with a small line of codes.

@Andx667
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Andx667 commented Feb 7, 2025

Items that have a wirecutter/e-tool added via config have a line added to their tooltip:
"Includes a Wirecutter/Entrenchingtool" or similar.

Reason:
Its sometimes hard for people to know they have an item with such capabilities on them.

@Longshot133
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The Rearm feature for ace is very nice but lacks a few things that would be nice. Firstly would be the addition of small ammo cans that can either be spawned via item in the arsenal, or as a separate object similar to Jerry Cans. Would give a nice alternative to having a larger rearm vehicle for turrets or other such things.

Additionally, a few Zeus Modules for the Rearm function would be nice

  • A Module to set/remove an object/vehicle as a Rearm vehicle, and letting you set the amount of ammo available.
  • A Module to View the Current Ammo in said object.

It would make it easier to add these items on the fly instead of finding the scripts to add them via config. (If these already exist under another name my apolgies.)

Image

@211345082311111
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211345082311111 commented Feb 13, 2025

No reason settings for unconscious state and no option to disable/enable unconscious for player

Hello ACE3 team! The ACE3 medical system has a bunch of settings, but there is no way for the disable/configure the unconscious state reasons. In the ACE3 medical settings, there is only a way to disable/enable unconscious for the AI, but not for the player, which seems strange.

There are also no settings for what kind or what parts of injuries can make a soldier unconscious.
It would be great to see the settings (body parts that lead to unconsciousness and the percentage of probabilities that lead to unconsciousness for each body part), so that the player can configure - for what types of injuries he (the player) and the AI ​​can get to unconscious. Or at least minimum - so that, if desired, the player can disable unconsciousness for himself and AI together.

Request for more flexibility for the ACE3 medical system.
Thanks in advance...

@HBTurpin
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HBTurpin commented Feb 17, 2025

ACE Goggles rotor wash effect options to disable on vehicles or adjust intensity

Currently the fnc_applyRotorWashEffect is applied when a vehicle with Helicopter inheritence is within 15m of the player, this means regardless of the size of the helicopter the radius is always 15m as its the default for fnc_isInRotorWash.

Could instead the washDownDiameter cfgVehicles parameter be looked up on the vehicle to determine if the vehicle is in range, or look for a different parameter entirely? I want to be able to turn this effect off for tiny handheld drones UAV drones which inherit off the Helicopter class, or alternatively increase the effect size on say the Huron.

if (GVAR(FrameEvent) select 0) exitWith {
if (!isNull objectParent _unit && {!isTurnedOut _unit}) exitWith {
(GVAR(FrameEvent) select 1) set [0, false];
};
GVAR(FrameEvent) set [1, ([_unit] call FUNC(isInRotorWash))];
};

params ["_unit", ["_radius", 15]];

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