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ACE3 Feature Requests #3594
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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. |
@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. |
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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:
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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. |
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:
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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. |
Allow option to preload / cache the ACE arsenal loadouts in RAM. |
Additional
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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 |
They already can and do. |
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:
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. |
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Folks this isn't the place to chat with each other, please limit your post to feature requests only. |
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. |
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. 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 |
Normally, if you interact with a tire, the color of the interaction dot will show you a rough indication of the vehicle's health. If you use the 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. |
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. |
Currently Ear ringing is server side controlled only. I would like the possibility to enable it client side only. |
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. |
Items that have a wirecutter/e-tool added via config have a line added to their tooltip: Reason: |
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
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.) |
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. Request for more flexibility for the ACE3 medical system. |
ACE Goggles rotor wash effect options to disable on vehicles or adjust intensity Currently the Could instead the ACE3/addons/goggles/functions/fnc_applyRotorWashEffect.sqf Lines 25 to 31 in 4800097
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