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ACE 3 Feature Requests #3594

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bux opened this Issue Mar 18, 2016 · 626 comments

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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, where they will get discussed and evaluated.
  • 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

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ghost 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)

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)

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BaerMitUmlaut Mar 18, 2016

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Neither is possible, unfortunately.

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BaerMitUmlaut commented Mar 18, 2016

Neither is possible, unfortunately.

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ghost 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?

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?

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

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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

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thojkooi Mar 18, 2016

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No need for discussions!!!.

Thanks.

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thojkooi commented Mar 18, 2016

No need for discussions!!!.

Thanks.

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ghost Mar 18, 2016

Possible or not?

ghost commented Mar 18, 2016

Possible or not?

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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.

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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.

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ghost Mar 18, 2016

Sad to me

ghost commented Mar 18, 2016

Sad to me

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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.

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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.

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ImplicitDeny 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 ?

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 ?

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

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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.

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ImplicitDeny Mar 19, 2016

Ow okay, so bad :/ Thank you !

ImplicitDeny commented Mar 19, 2016

Ow okay, so bad :/ Thank you !

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serialtasted Mar 20, 2016

Is it possible to add fastroping compatibility to MELB helicopters?

serialtasted commented Mar 20, 2016

Is it possible to add fastroping compatibility to MELB helicopters?

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Is it possible to add fastroping compatibility to MELB helicopters?

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

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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.

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zastavnik 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

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

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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

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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

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zastavnik Mar 20, 2016

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

zastavnik commented Mar 20, 2016

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

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ACyprus Mar 20, 2016

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

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.

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WadeDP 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.

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.

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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.

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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.

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DanielLarusso 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

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

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severgun 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.

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.

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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.

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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.

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Armilio 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.

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.

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Advanced fatigue system is coming.

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BaerMitUmlaut commented Mar 21, 2016

Advanced fatigue system is coming.

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PirkleAwesome Mar 21, 2016

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

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.

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LT-DANG Aug 23, 2018

Hi, first of all sorry if this is in the wrong area but I was looking through the issues and found someone asking a kind of similar question who was directed here and i'm aware of the posts above on this by DeliciousJaffa and Falcon911 that were asking this but no solution was offered. I'm wondering if its possible to delete .pbos concerning ace medical out of ace3.

I'm modding the DUWS-R game mode into Star Wars Opposition which requires SWOP ACE3, I asked the SWOP devs this question and they told me to ask here. DUWS-R doesn't work well with ace medical as it is very ai heavy and its too much micro management when ai get wounded, plus it already has an AI revive system in the code, not to mention many other problems like "on respawn" that ace creates. I would just not use SWOP ACE3 but SWOP requires it.

After much searching I've found some older info on this like deleting ace_medical.pbo ace_medical_menu.pbo and ace_medical.dll (in the @Swop ACE3 folder) but it does not work, ie errors and arma doesn't even load up. Could I please get some help on this? Or is it just not possible anymore? Thanks.

LT-DANG commented Aug 23, 2018

Hi, first of all sorry if this is in the wrong area but I was looking through the issues and found someone asking a kind of similar question who was directed here and i'm aware of the posts above on this by DeliciousJaffa and Falcon911 that were asking this but no solution was offered. I'm wondering if its possible to delete .pbos concerning ace medical out of ace3.

I'm modding the DUWS-R game mode into Star Wars Opposition which requires SWOP ACE3, I asked the SWOP devs this question and they told me to ask here. DUWS-R doesn't work well with ace medical as it is very ai heavy and its too much micro management when ai get wounded, plus it already has an AI revive system in the code, not to mention many other problems like "on respawn" that ace creates. I would just not use SWOP ACE3 but SWOP requires it.

After much searching I've found some older info on this like deleting ace_medical.pbo ace_medical_menu.pbo and ace_medical.dll (in the @Swop ACE3 folder) but it does not work, ie errors and arma doesn't even load up. Could I please get some help on this? Or is it just not possible anymore? Thanks.

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DeliciousJaffa commented Aug 23, 2018

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LT-DANG Aug 23, 2018

Off-topic Thanks for the quick response, good to know that it may be possible, the game mode DUWS-R doesn't require ace at all, i've been working on it for years and am a small part of the Dev team. Star Wars opposition mod on the other hand could be another story. Here are the errors Addon 'ace_medical_ai' requires addon 'ace medical' ( this pops up first before the crash while loading arma, I have tried deleting this .pbo too which didn't work either so I don't think this is the problem)

Include file z\ace\addons\medical\script_component.hpp not found (this is the crash error after the windows default error sound plays and arma stops loading and exits)

The exception unknown software exception (0x0000 dead) occurred in the application at location 0xfd79a06d

Has anyone even done this before? found some people on BI forums suggesting what .pbos to delete but never saw anyone saying that they tested it. Theoretically which .pbos would disable the medical system, was it the three I listed above? Anyway as you say it sounds like it may be the Star wars Mod needing something that i've deleted.

LT-DANG commented Aug 23, 2018

Off-topic Thanks for the quick response, good to know that it may be possible, the game mode DUWS-R doesn't require ace at all, i've been working on it for years and am a small part of the Dev team. Star Wars opposition mod on the other hand could be another story. Here are the errors Addon 'ace_medical_ai' requires addon 'ace medical' ( this pops up first before the crash while loading arma, I have tried deleting this .pbo too which didn't work either so I don't think this is the problem)

Include file z\ace\addons\medical\script_component.hpp not found (this is the crash error after the windows default error sound plays and arma stops loading and exits)

The exception unknown software exception (0x0000 dead) occurred in the application at location 0xfd79a06d

Has anyone even done this before? found some people on BI forums suggesting what .pbos to delete but never saw anyone saying that they tested it. Theoretically which .pbos would disable the medical system, was it the three I listed above? Anyway as you say it sounds like it may be the Star wars Mod needing something that i've deleted.

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ArwynFr Aug 23, 2018

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Addon 'ace_medical_ai' requires addon 'ace medical'

This error strikes when you are loading a pbo file that depends on a missing one. In this case, you are loading ace_medical_ai.pbo which obviously depends on ace_medical.pbo, but you deleted it.

If you eventually want to remove ace medical feature, you need to remove any file named ace_medical*.pbo and that should do it. There should be 4 files in total (ace_medical, ace_medical_ai, ace_medical_blood and ace_medical_menu). If you still have an error afterwards, please paste the error message for further help, though I'm not certain this is the correct place to seek support.

ArwynFr commented Aug 23, 2018

Off-topic

Addon 'ace_medical_ai' requires addon 'ace medical'

This error strikes when you are loading a pbo file that depends on a missing one. In this case, you are loading ace_medical_ai.pbo which obviously depends on ace_medical.pbo, but you deleted it.

If you eventually want to remove ace medical feature, you need to remove any file named ace_medical*.pbo and that should do it. There should be 4 files in total (ace_medical, ace_medical_ai, ace_medical_blood and ace_medical_menu). If you still have an error afterwards, please paste the error message for further help, though I'm not certain this is the correct place to seek support.

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LT-DANG Aug 23, 2018

Off-topic Yeah no go still, exact same error as before,

tried deleting those 4 files - same error
tried deleting those 4 files and the corresponding .bisigns - same error
tried deleting those 4 files and the ace_medical_x64.dll - same error (suggested by Gunter Severloh on Bi)
tried deleting those 4 files and the ace_medical_.dll - same error
then all possible combinations of deleting those files in a different order i.e deleting all of them at once or just deleting the 4 files, ace_medical_x64.dll but not the .bisigns etc - same error each time.

It must be the star wars mod, I'll try it tomorrow with your version of ace 3 not the SWOP ace3 version (I hope I made the fact that i'm using SWOP ACE3 clear) and without Star Wars oppostion mod running. Thanks for your time

LT-DANG commented Aug 23, 2018

Off-topic Yeah no go still, exact same error as before,

tried deleting those 4 files - same error
tried deleting those 4 files and the corresponding .bisigns - same error
tried deleting those 4 files and the ace_medical_x64.dll - same error (suggested by Gunter Severloh on Bi)
tried deleting those 4 files and the ace_medical_.dll - same error
then all possible combinations of deleting those files in a different order i.e deleting all of them at once or just deleting the 4 files, ace_medical_x64.dll but not the .bisigns etc - same error each time.

It must be the star wars mod, I'll try it tomorrow with your version of ace 3 not the SWOP ace3 version (I hope I made the fact that i'm using SWOP ACE3 clear) and without Star Wars oppostion mod running. Thanks for your time

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BaerMitUmlaut Aug 23, 2018

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@LT-DANG:

  1. Either you did something wrong or you are not reading the error messages. You won't get an error saying "Addon 'ace_medical_ai' requires addon 'ace medical'" if you don't have ace_medical_ai.pbo.
  2. Problems do not belong into a feature request thread, unless you want to request more problems.

Please open a new issue and fill out the issue template. I've gone ahead and spoilered these off-topic comments.

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BaerMitUmlaut commented Aug 23, 2018

@LT-DANG:

  1. Either you did something wrong or you are not reading the error messages. You won't get an error saying "Addon 'ace_medical_ai' requires addon 'ace medical'" if you don't have ace_medical_ai.pbo.
  2. Problems do not belong into a feature request thread, unless you want to request more problems.

Please open a new issue and fill out the issue template. I've gone ahead and spoilered these off-topic comments.

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LT-DANG Aug 25, 2018

Sorry bout the posting in the wrong area, another person with a similar issue that I read was directed here. The reoccurring error I was talking about was not "Addon 'ace_medical_ai' requires addon 'ace medical' that stopped after deleting ace_medical_ai, it was the one referring to the .hpp.

LT-DANG commented Aug 25, 2018

Sorry bout the posting in the wrong area, another person with a similar issue that I read was directed here. The reoccurring error I was talking about was not "Addon 'ace_medical_ai' requires addon 'ace medical' that stopped after deleting ace_medical_ai, it was the one referring to the .hpp.

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Sakura-jun Aug 27, 2018

Medical menus are difficult to tell whether they are patients or themselves.

Request to add a function that displays the patient name on the medical menu. When the medical menu is opened, the patient name is seen to confirm who to treat.

Sakura-jun commented Aug 27, 2018

Medical menus are difficult to tell whether they are patients or themselves.

Request to add a function that displays the patient name on the medical menu. When the medical menu is opened, the patient name is seen to confirm who to treat.

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Sakura-jun Aug 27, 2018

@DeliciousJaffa I didn't notice. But why not make it more obvious, such as centering or placing it in a more visible position. Opening the medical menu will first see the patient's name and the injured part.

Sakura-jun commented Aug 27, 2018

@DeliciousJaffa I didn't notice. But why not make it more obvious, such as centering or placing it in a more visible position. Opening the medical menu will first see the patient's name and the injured part.

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@Sakura-jun It already is in a visible position, right in the top left, as the dialog title, consistent with Arma's dialog styles.

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DeliciousJaffa commented Aug 27, 2018

@Sakura-jun It already is in a visible position, right in the top left, as the dialog title, consistent with Arma's dialog styles.

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FIM43-Redeye Sep 1, 2018

Could the ACE Arsenal be set to keep the sort setting (alphabetically or mod) after clicking Try and returning to the Arsenal? I'd make it myself since it's so small, but I know absolutely nothing about programming and my hands are too full to learn at the moment.

FIM43-Redeye commented Sep 1, 2018

Could the ACE Arsenal be set to keep the sort setting (alphabetically or mod) after clicking Try and returning to the Arsenal? I'd make it myself since it's so small, but I know absolutely nothing about programming and my hands are too full to learn at the moment.

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Freddo3000 Sep 3, 2018

I'm surprised that the AK-12 hasn't been renamed to the AK-15, considering it uses 7.62 ammo instead of 5.45. So yeah, I'd like to suggest that being tweaked.

https://en.wikipedia.org/wiki/AK-12#AK-15

Freddo3000 commented Sep 3, 2018

I'm surprised that the AK-12 hasn't been renamed to the AK-15, considering it uses 7.62 ammo instead of 5.45. So yeah, I'd like to suggest that being tweaked.

https://en.wikipedia.org/wiki/AK-12#AK-15

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madpat3 Sep 5, 2018

@FIM43-Redeye if i understand you right, it already works that way with ace 3.12.3.

madpat3 commented Sep 5, 2018

@FIM43-Redeye if i understand you right, it already works that way with ace 3.12.3.

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FIM43-Redeye Sep 5, 2018

@madpat3 When one opens the ACE Arsenal through the tutorial tab, it is by default set to sort weapons/equipment alphabetically. If one sets it to sort by mod, clicks try, and then goes back to the arsenal through the pause menu, the setting resets to alphabetical. It's small but painful.

FIM43-Redeye commented Sep 5, 2018

@madpat3 When one opens the ACE Arsenal through the tutorial tab, it is by default set to sort weapons/equipment alphabetically. If one sets it to sort by mod, clicks try, and then goes back to the arsenal through the pause menu, the setting resets to alphabetical. It's small but painful.

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madpat3 Sep 5, 2018

@FIM43-Redeye ah, now i see what you mean.
it's unlike the vanilla arsenal, where it stays to what you've set it to. yeah your right.

madpat3 commented Sep 5, 2018

@FIM43-Redeye ah, now i see what you mean.
it's unlike the vanilla arsenal, where it stays to what you've set it to. yeah your right.

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marxio09dio Sep 13, 2018

Can't find if this was already requested..
It would be cool if the Atrag saved the muzzle velocity entries. Every time I launch a new game I have to manually insert the mv on the table.

marxio09dio commented Sep 13, 2018

Can't find if this was already requested..
It would be cool if the Atrag saved the muzzle velocity entries. Every time I launch a new game I have to manually insert the mv on the table.

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EckoMoire Sep 21, 2018

Hey, I think this is the right place so...

Could we have an option to use [LeftArrowKey/Remove] and [RightArrowKey/Add] on the new Ace Arsenal (3DEN Attribute) ?

Sometimes it is very frustrating do double click nonstop all needed options xD

Loved that feature, saved me way too many times with that export option.

EckoMoire commented Sep 21, 2018

Hey, I think this is the right place so...

Could we have an option to use [LeftArrowKey/Remove] and [RightArrowKey/Add] on the new Ace Arsenal (3DEN Attribute) ?

Sometimes it is very frustrating do double click nonstop all needed options xD

Loved that feature, saved me way too many times with that export option.

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Drofseh Sep 21, 2018

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@EckoMoire If you hold shift while clicking it will add/remove 5 items per click.

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Drofseh commented Sep 21, 2018

@EckoMoire If you hold shift while clicking it will add/remove 5 items per click.

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TheNightstalk3r Sep 22, 2018

Maybe this has been asked already:

Would it be possible to grab a crate (like when rearming) from a rearm vehicle and store it inside another vehicle (e.g. a smaller support vehicle or the vehicle that requires that specific ammo) such that more ammo can be brought on the tour than the vehicle holds initially? This help carrying out longer firefights without the need of a pretty big truck being parked right next to it. Instead, the vehicle could "rearmed" from inside or by simply unloading the extra ammo.

TheNightstalk3r commented Sep 22, 2018

Maybe this has been asked already:

Would it be possible to grab a crate (like when rearming) from a rearm vehicle and store it inside another vehicle (e.g. a smaller support vehicle or the vehicle that requires that specific ammo) such that more ammo can be brought on the tour than the vehicle holds initially? This help carrying out longer firefights without the need of a pretty big truck being parked right next to it. Instead, the vehicle could "rearmed" from inside or by simply unloading the extra ammo.

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EckoMoire Sep 23, 2018

@EckoMoire If you hold shift while clicking it will add/remove 5 items per click.

Not really what I meant, the ACE Arsenal, new attribute on the 3DEN Editor. It only has options for allow and disallow items.

The one I'm using:
https://imgur.com/a/IVIMBFT

EckoMoire commented Sep 23, 2018

@EckoMoire If you hold shift while clicking it will add/remove 5 items per click.

Not really what I meant, the ACE Arsenal, new attribute on the 3DEN Editor. It only has options for allow and disallow items.

The one I'm using:
https://imgur.com/a/IVIMBFT

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Ah, my mistake.

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Drofseh commented Sep 23, 2018

Ah, my mistake.

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Snak3Doc Sep 29, 2018

A shooting matt as a misc inventory item that can be placed at your feet, and retrieved.

PS: The jerry can (fuel can) doesn't have a carry option > https://i.imgur.com/nLLUExx.png

Snak3Doc commented Sep 29, 2018

A shooting matt as a misc inventory item that can be placed at your feet, and retrieved.

PS: The jerry can (fuel can) doesn't have a carry option > https://i.imgur.com/nLLUExx.png

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synixebrett Oct 1, 2018

Would it be possible to split up some of the interaction menu settings? We would like to use keep cursor centered for self interaction, but not for regular interaction. Right now it's either enabled for both or disabled for both.

synixebrett commented Oct 1, 2018

Would it be possible to split up some of the interaction menu settings? We would like to use keep cursor centered for self interaction, but not for regular interaction. Right now it's either enabled for both or disabled for both.

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CPTMiller Oct 3, 2018

Capture/Moving while captured animations for Ai's/Players have been the same and static for some time now. Bnae showed us a video on some stuff he was tinkering with, but it never got released.

He also dumped the animations used on Bi Forums. Would it be possible for ACE to change out static anims to these?

Video: https://youtu.be/s91ZCyD2JPc?t=25
Animations: https://www.dropbox.com/s/uttl6o2ivdswpjb/bnae_animations.rar?dl=0
Source: https://forums.bohemia.net/forums/topic/211279-animation-dump/?tab=comments#comment-3243263

CPTMiller commented Oct 3, 2018

Capture/Moving while captured animations for Ai's/Players have been the same and static for some time now. Bnae showed us a video on some stuff he was tinkering with, but it never got released.

He also dumped the animations used on Bi Forums. Would it be possible for ACE to change out static anims to these?

Video: https://youtu.be/s91ZCyD2JPc?t=25
Animations: https://www.dropbox.com/s/uttl6o2ivdswpjb/bnae_animations.rar?dl=0
Source: https://forums.bohemia.net/forums/topic/211279-animation-dump/?tab=comments#comment-3243263

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616e6f6e Oct 13, 2018

Would it be possible to make BIS-made campaigns compatible with ACE3? Issues like planting explosives, healing characters and events not triggering is what I'm referencing. Thx.

616e6f6e commented Oct 13, 2018

Would it be possible to make BIS-made campaigns compatible with ACE3? Issues like planting explosives, healing characters and events not triggering is what I'm referencing. Thx.

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Squanchy69 Oct 15, 2018

Optional adv ballistics or scope module option to apply a random zero within a variable area when attaching a new sight during mission. Will force player to maintain original optics or dial in new sights. Realism.

Squanchy69 commented Oct 15, 2018

Optional adv ballistics or scope module option to apply a random zero within a variable area when attaching a new sight during mission. Will force player to maintain original optics or dial in new sights. Realism.

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