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ACE3 Feature Requests #3594

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bux opened this issue Mar 18, 2016 · 947 comments
Open

ACE3 Feature Requests #3594

bux opened this issue Mar 18, 2016 · 947 comments

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@bux
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@bux bux commented Mar 18, 2016

This is the exclusive thread for feature requests.

For further instructions check the wiki:
http://ace3mod.com/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:

#414

@bux bux added this to the Ongoing milestone Mar 18, 2016
@ghost
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@ghost 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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@BaerMitUmlaut BaerMitUmlaut commented Mar 18, 2016

Neither is possible, unfortunately.

@ghost
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@ghost 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 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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@thojkooi thojkooi commented Mar 18, 2016

No need for discussions!!!.

Thanks.

@ghost
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@ghost ghost commented Mar 18, 2016

Possible or not?

@BaerMitUmlaut
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@BaerMitUmlaut BaerMitUmlaut commented Mar 18, 2016

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 ghost commented Mar 18, 2016

Sad to me

@commy2
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@commy2 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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@ImplicitDeny ImplicitDeny commented Mar 19, 2016

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 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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@ImplicitDeny ImplicitDeny commented Mar 19, 2016

Ow okay, so bad :/ Thank you !

@serialtasted
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@serialtasted serialtasted commented Mar 20, 2016

Is it possible to add fastroping compatibility to MELB helicopters?

@esteldunedain
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@esteldunedain esteldunedain commented Mar 20, 2016

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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@zastavnik zastavnik commented Mar 20, 2016

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 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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@zastavnik zastavnik commented Mar 20, 2016

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

@ACyprus
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@ACyprus 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 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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@thojkooi thojkooi commented Mar 21, 2016

@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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@DanielLarusso DanielLarusso commented Mar 21, 2016

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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@severgun severgun commented Mar 21, 2016

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.

@esteldunedain
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@esteldunedain esteldunedain commented Mar 21, 2016

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 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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@BaerMitUmlaut BaerMitUmlaut commented Mar 21, 2016

Advanced fatigue system is coming.

@PirkleAwesome
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@PirkleAwesome PirkleAwesome commented Mar 21, 2016

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

@OR-WS
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@OR-WS OR-WS commented Aug 24, 2020

Feature request: allow ammunition repacking within the same type of ammo but between different types of magazines, drums, belt pouches, etc. It's very much possible in real life. Example: scavenge a 200 round belt by loading the individual rounds in a magazine, drum, etc.

@GlutenFreeVapes
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@GlutenFreeVapes GlutenFreeVapes commented Aug 26, 2020

Feature request: Ace Arsenal Grouping
The items can be grouped in the same category / tree branch to make it easier to browse and make the arsenal less cluttered when using mods.

Group items in ace arsenal when they are just the same version of the item.
Either group them together or add a tree view to browse the items in the arsenal to allow ease of access to all the 1000 retextures of the same uniform.

Ex:
uniform 1 (tiger camo), uniform 1 (leopard camo), uniform 1 (patnher camo), uniform 1 (frog camo).
These uniforms may inherit from the same uniform or, their names are similar.
Ex2:
Smoke Grenade (white), Smoke Grenade (green), Smoke Grenade (gray), Smoke Grenade (orange), Smoke Grenade (rainbow).
These items should be in the same category
Ex3:
CUP_arifle_M4A1_MOE_short_black, CUP_arifle_M4A1_MOE_short_desert, CUP_arifle_M4A1_MOE_short_winter, CUP_arifle_M4A1_MOE_short_wdl.
These items should be in the same category

A function should be created to group based on classname, inherithence, displayname, etc.
Then buttons to switch to the "category" or tree view modes should exist in the arsenal.
When the button is clicked, it would allow sorting and categorizing the items based on certain grouping types (classname, inheritence, displayname).

This would greatly enhance the ability to browse the arsenal with mods.
This should apply to ALL sections of the arsenal, weapons, uniforms, vests, magazines, grenades etc.

@Stainess
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@Stainess Stainess commented Sep 1, 2020

Feature Request: Medical Skill Grading

Introduce grading so there is a significant soft-cap skillgap between untrained, medic and doctor effectiveness at medical treatment. Can aid in the optional creation of a medical hierarchy, where company/platoon medics are quicker/better at treating injuries than squad medics.

This could be done via two methods.

  1. Differentiate CPR success chance between untrained, medic and doctor.
  2. Differentiate Treatment Time Coefficient (time taken for action) between untrained, medic and doctor.

Medical Treatment Options.
Split "CPR Success Chance (%)" into 3 Options.

  • CPR Success Chance
  • Medic CPR Success Chance
  • Doctor CPR Success Chance

Medical Treatment Options.
Add "Treatment Time Coefficient" (0 to 5)

  • Treatment Time Coefficient
  • Medic Treatment Time Coefficient
  • Doctor Treatment Time Coefficient

Thanks for reading. :) 👍

@micahwhitsel
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@micahwhitsel micahwhitsel commented Sep 7, 2020

Currently, you can only repack the exact same type of magazines together. This creates issues when people may have different types of magazines using the same caliber and ammo - rhs_mag_30Rnd_556x45_M855A1_PMAG & rhs_mag_30Rnd_556x45_M855A1_Stanag for instance. Can the repacking be updated to allow the repacking of different magazine types with the same ammunition?

@OR-WS
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@OR-WS OR-WS commented Sep 7, 2020

Currently, you can only repack the exact same type of magazines together. This creates issues when people may have different types of magazines using the same caliber and ammo - rhs_mag_30Rnd_556x45_M855A1_PMAG & rhs_mag_30Rnd_556x45_M855A1_Stanag for instance. Can the repacking be updated to allow the repacking of different magazine types with the same ammunition?

3 posts up brother. ;)

@TR4D1T10N4L
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@TR4D1T10N4L TR4D1T10N4L commented Sep 10, 2020

Setting to toggle No Idle in Server/Mission/Client settings in the same way you can toggle No Voice.

A way to modify vehicles in person similar to Pylons, but instead, changing things like available skin for a vehicle, aesthetic differences like backpacks / tools / camo net, and slat armor. Could be done with a service vehicle instead of rearm.

@Elgin675
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@Elgin675 Elgin675 commented Sep 11, 2020

I propose that the digging of trenches should be possible only if the player is standing.

Indeed, it is absurd that a player can dig a trench, comfortably hidden lying behind a bush :).

@Drofseh
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@Drofseh Drofseh commented Sep 11, 2020

Setting to toggle No Idle

I don't think this is possible as No Idle makes config level changes.

Digging trenches while lying down

This is completely possible it's just slower, maybe a coef for digging speed based on stance would make sense.

@LorenLuke
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@LorenLuke LorenLuke commented Sep 14, 2020

Integrate Pabst's lightweight mortar into ACE (assuming they've no objections).

https://steamcommunity.com/sharedfiles/filedetails/?id=1413018159

@VynalDerp
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@VynalDerp VynalDerp commented Sep 14, 2020

🤔 I'm curious if it's possible to add the RPG-7's rockets as an explosive device. They use contact fuses and from my understanding will go off if you smack the tip hard enough on something - I have heard stories of people accidentally blowing themselves up or suicide bombing with them. Would be interesting to see this functionality in ACE if it's possible.

It could be that when you have an RPG in your inventory, it shows up in the "explosives" self-interact as an option, which you can hover over and "detonate" like you would a normal trigger, creating an RPG explosion at your feet based off of what rocket you used. but I can't say I've ever heard of ammunition doubling as an explosive. Or an explosive trigger doubling as the explosive.

@Italiandrache
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@Italiandrache Italiandrache commented Sep 23, 2020

I think a game-changer touch of realism should be to differentiate between going out of breath and arm fatigue. Let me explain.
As now implemented, walking in tactical pace with the weapon up causes a high amount of fatigue, leaving you unable to sprint if the situation requires it. However, IMHO it is not realistic at all. Yes, the weapon should sway more and more because of arm fatiguing, but you should be able to run since walking isn't that fatiguing by a breath point of view.

@Elgin675
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@Elgin675 Elgin675 commented Sep 24, 2020

Add a new sorting algorithm in the arsenal to classify equipment by ballistic protection.

@Tress16
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@Tress16 Tress16 commented Sep 26, 2020

Vehicle Lock Framework
Add 2 new eventhandler for cracking vehicle lock.

  • ace_vehicleLock_started
  • ace_vehicleLock_stopped
@Elgin675
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@Elgin675 Elgin675 commented Oct 9, 2020

Add the possibility to equip a weapon (optics / sound reducer, etc), and put it in gunbag directly from the ACE arsenal.
Because I can't figure out how to do it.
@BrettMayson

@acknowledge14
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@acknowledge14 acknowledge14 commented Oct 12, 2020

Add an option to force player to repack his mags in Crouch stance

@malobre
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@malobre malobre commented Oct 14, 2020

Would you consider allowing the KAT - Advanced Medical mod to be merged here ? It was already proposed by the original author some times ago but, according to him, his mod was deemed too "serious" whereas ace3 would be more arcade. Is this still the consensus ? I believe this would be a very nice addition to the ace medical system, could also be disabled by default if needs be.

@Adambakerlee
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@Adambakerlee Adambakerlee commented Oct 22, 2020

Can blind fire be implemented in the game? vanilla leaning and step lean isn't quiet safe especially for CQB...
What it should achieve: fire rounds in a general area= increased spread+ recoil. Decreases chance of getting hit (showing less body)

@Maseddu
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@Maseddu Maseddu commented Nov 7, 2020

First things first, want to say thanks to you guys indeed for the ACE3 and, could it be possible to add another state before total uncosciousness?
I mean, having one or more heavy wounds, staying down and incapacitated but conscious, a couple of minutes before going unconscious, it should be more realistic and give time to the wounded to call for medic... obviously with coefficients or probability for this to happen or not.

@MivinaTraktor
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@MivinaTraktor MivinaTraktor commented Nov 8, 2020

Airdrops need some tweaking. IMO the airdrop preparation takes too much time and makes precise drops virtually impossible now. Irl all the preparations for an airdrop are made in advance and when the time comes packages can be dropped on command in a few seconds. Also, if more than one item is to be dropped, it would be nice to select them all in advance, prepare them and drop them all in sequence over the DZ.
The attached smoke+ir grenades are a nice feature, but it would also be nice to select the item to be attached manually, or at the very least not attach anything, if there is no suitable gear available. The first option would be better, because I personally have seen many instances where the package had to be discreet and the smoke gave it away.

@kripto202
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@kripto202 kripto202 commented Nov 8, 2020

for the overheating framework, allow modders to set the rate of cooldown in the weapon config. This would work well for sci-fi weapons.

@jaakkoijas
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@jaakkoijas jaakkoijas commented Nov 9, 2020

Swimming does not currently cause any disadvantages. Realistically all your clothes and gears would be wet. If you could example add players weight after swimming, because you absorbed water, that would make you think twice before jumping in to water. Cold could be another factor, but that might be harder to implement.

@vuneswe
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@vuneswe vuneswe commented Nov 13, 2020

Option to disable the cook off sound rather than the cook off itself

@Khaosmatic
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@Khaosmatic Khaosmatic commented Nov 17, 2020

After doing some defence building for a coop mission I completely forgot about ACE Concertina Wire! I was wondering if it might be possible to add an attributes slider like those on the Contact DLC items to the placed variant to be able to change its length like how it can be when its placed by a player?

@MivinaTraktor
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@MivinaTraktor MivinaTraktor commented Nov 24, 2020

An ability to level the mortars and howitzers before shooting (to shoot from slightly uneven terrain accurately).
Make ammunition interchangeable between stationary or vehicle weapons and handheld weapons (feed PKM ammo into a PKT in some vehicle, etc.)

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