New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

ACE 3 Feature requests #414

Closed
esteldunedain opened this Issue Apr 10, 2015 · 724 comments

Comments

Projects
None yet
@esteldunedain
Copy link
Contributor

esteldunedain commented Apr 10, 2015

This is the exclusive thread for feature requests.

For further instructions check the wiki:
http://acemod.github.io/ACE3/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 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 rewritting already.
  • Due to the pace at which development is taking place, we are establishing a feature request embargo during the first few weeks prior and posterior to the first release. Feel free to add feature requests as described below, but don't expect them to be evaluated or discussed yet. Any dev activity on the feature request thread is highly unlikely during that period.
  • Accepted feature requests may be moved to a sepparate issue by moderators for further discussion.
@Kerodan

This comment has been minimized.

Copy link

Kerodan commented Apr 10, 2015

Hope I am posting this correctly:
Would love to see the possibilty of having a cursor for the interaction menu like you already have for the self-interaction menu. At the moment the interaction menus feel "disconnected" as you can have a cursor in one but not the other.

@rlex

This comment has been minimized.

Copy link
Contributor

rlex commented Apr 10, 2015

Ventral position for backpacks, please. This was already done by some module for CSE (3rd-party)

@esteldunedain

This comment has been minimized.

Copy link
Contributor

esteldunedain commented Apr 10, 2015

Would love to see the possibilty of having a cursor for the interaction menu like you already have for the self-interaction menu.

That's planned to be experimented on: #311

@TMace

This comment has been minimized.

Copy link

TMace commented Apr 10, 2015

Would you consider some level of permanent damage even after medical treatment? For example: If a soldier is shot in the arm but is then treated, he still has increased weapon sway for the rest of his virtual life. Example 2: If a soldier is shot in the leg and then treated, he will move more slowly or have less stamina for the rest of his virtual life. Example 3: For major wounds, the soldier may bleed out even after medical treatment, the treatment would only slow down the process. I can think of many other instances of how this might work.

@jonpas

This comment has been minimized.

Copy link
Member

jonpas commented Apr 10, 2015

Not sure if this is the right place, as it's not really a feature request but a question if that feature would be deemed useful to ACE3.

We (myself and DaC) made an in-house mod (for now, still testing and improving) called Heavy Lifter. What it basically does is allow heavy lift choppers (like Skycrane) lift much heavier objects than what Vanilla sling-loading supports. It currently works by using a custom object (inherited from Taru Fuel pod), which is only liftable by a Taru/Skycrane helicopter and config entries for CfgVehicles specifying offset (similar to FastRoping of AGM/ACE3). Mod uses attachTo to attach that custom object to the vehicle, that can then be lifted by the helicopter. Offset is to make ropes look more realistic, though still quite not near vehicles with properly set memory points in-model.

There are many improvements that could be made and also make it so there would be different types and all. It is already integrated into AGM, so integration with ACE3 shouldn't be an issue (or we'll see about that when I actually start poking around ACE3 code). As said it's not fully finished yet, but once it is, I am willing to pull request it into ACE3 if it would be deemed as fitting.

@esteldunedain

This comment has been minimized.

Copy link
Contributor

esteldunedain commented Apr 10, 2015

@jonpas, sure; feature offers are always welcome. When you have that finished send as a PR and possibly a vid. Thanks you very much.

@jonpas

This comment has been minimized.

Copy link
Member

jonpas commented Apr 10, 2015

Sounds good to me, I'll will do so once we have properly tested it and all that. Thanks!

@rlex

This comment has been minimized.

Copy link
Contributor

rlex commented Apr 10, 2015

AGM had nice fast roping module. Any plans to bring it back to ACE?

@esteldunedain

This comment has been minimized.

Copy link
Contributor

esteldunedain commented Apr 10, 2015

AGM had nice fast roping module. Any plans to bring it back to ACE?

Hey, rules say that you shouldn't request features from AGM/CSE, etc 😉 Please don't.

As a matter of fact the fastrope is ported and currently on a branch. We'd probably like to polish it a bit more.

@rlex

This comment has been minimized.

Copy link
Contributor

rlex commented Apr 10, 2015

Sorry me. Will not in future :)

@Chompster

This comment has been minimized.

Copy link

Chompster commented Apr 10, 2015

Actually pulling the pin on grenades before throwing.

I imagine this is something that would need to be dealt with on an engine side level unfortunately but still thought i'd ask it anyway. Not a huge fan of how you have the instant grenade throw as it is right now in A3.

@jaynus

This comment has been minimized.

Copy link
Contributor

jaynus commented Apr 10, 2015

Actually pulling the pin on grenades before throwing.

This could be done overriding the grenade throw key, and deleting the first attempt to throw a grenade - and allowing it on the second. This would be in the spirit of double-action grenade throwing.

@AusCleaver

This comment has been minimized.

Copy link

AusCleaver commented Apr 10, 2015

Not sure if this is something that can be done or not but I would love to see the ability to carry a rifle on your back that fills the launcher slot in your inventory. That way a sniper or marksman could carry an assault rifle and their secondary rifle on their back but could also put attachments on it without having to swap it out with the currently selected weapon.
Loving this project, keep up the good work.

@Tachii

This comment has been minimized.

Copy link
Contributor

Tachii commented Apr 10, 2015

API function to verifiy client addons on client-side to match addons on server-side

@Khaosmatic

This comment has been minimized.

Copy link

Khaosmatic commented Apr 10, 2015

The ability to have the incremental door opening bound to a seperate key rather than having to hold the same one as the quick door opening. For example I use CTRL + F for quick opening but having just holding CTRL as the incremental would be great.

@BFGfreak

This comment has been minimized.

Copy link

BFGfreak commented Apr 10, 2015

First off I know that this technically falls under an AGM/CSE feature and shouldn't normally be requested, but when I asked about it on your youtube channel I was told to post a feature request here.

Anyway I was wondering if AGM's pain visual will be integrated into ACE3 either now or in a future update or if CSE's visual will be the only one available forever.

Here is an example of the effect I'm talking about: http://i.imgur.com/NC6VdSv.jpg

@Brisse89

This comment has been minimized.

Copy link
Contributor

Brisse89 commented Apr 10, 2015

Feature Request:
I just had a thought when I tried out the night vision googles to see if they were carried over from AGM. The thought was that depth of field effect might be used to simulate focus. I feel that especially the gen1 needs some kind of nerf, but it's already pretty noisy so adding more noise is not the solution. I personally own some night vision equipment and one of the drawbacks of the cheap gen1 stuff is that you have to constantly and manually adjust focus. The stuff that is out of focus is super blurry, so it would be nice to simulate that.

Any thoughts on this ACE3-team?

One more thing related to gen1 night vision: They only work during really bright nights, such as a full moon and clear sky. Is it possible to tweak the brightness so that this is portrayed in the game? Try to look through a gen1 NV device in a dark forest with overcast sky and you only see darkness. Completely useless in those situations. One way to achieve this could be to lock the brightness setting of gen1 device to the lowest setting.

Thanks!

(Attached picture from gen1 device that is out of focus.)
maxresdefault

@Sigdy

This comment has been minimized.

Copy link

Sigdy commented Apr 10, 2015

I'd like to see tents and sleeping bags that are deployable, but rather than being used as spawn points they allow you to rest for periods of time, such as 12 hours to simulate longer operations and the need to set up a camp.

@Coren4

This comment has been minimized.

Copy link
Contributor

Coren4 commented Apr 10, 2015

For planes:
1)CCIP/CCRP - it was in ACE2 so i'm not going to describe it
2)trim/autopilot - or at least anything to help pilot when he is in the air for few hours making circles on the sky
3)breaks/parking breaks
4)chance for engine failure, caused by damage- maybe just empty fuel tank, when it is badly damaged-for example: 80% dmg -fuel tank goes empty, 100% dmg plane explode - or something like that

P.S. Thank you very much for reviving this project

@BullHorn7

This comment has been minimized.

Copy link
Contributor

BullHorn7 commented Apr 10, 2015

Currently, the interaction menus looks like this:

This brings back the same issues we had with AGM originally - having to un-intuitively search for things. It would be far nicer if body parts divided more in a circle where Torso and Head are in the middle and the Right and Left limbs are on the right and left sides of that circle, respectively.

Same thing about hand gestures, it's useless in it's current state. Whoever played Dota2 or other games with a wheel knows how easy it is to remember and use all the buttons without having to search for anything. Up is go, down is stop, etc...
Example:

@BullHorn7

This comment has been minimized.

Copy link
Contributor

BullHorn7 commented Apr 10, 2015

Capture and frisk:

Currently you can frisk a captured player to see his gear, but you cannot remove anything. There should be a way to do so in order to remove dangerous hidden weapons like grenades, pistols, etc.

@BullHorn7

This comment has been minimized.

Copy link
Contributor

BullHorn7 commented Apr 10, 2015

Bleeding UI:

The way Bleeding is demonstrated when interacting with another player is confusing. In this example I'm looking at his chest and the UI shows the 'Bleeding' tag, even though the injury is actually in his right leg:


It later goes on to say "No injuries on this bodypart" but the earlier and red "Bleeding" is far more noticeable.

@commy2

This comment has been minimized.

Copy link
Contributor

commy2 commented Apr 11, 2015

I'd like to see tents and sleeping bags that are deployable, but rather than being used as spawn points they allow you to rest for periods of time, such as 12 hours to simulate longer operations and the need to set up a camp.

I don't see how that would work in Multiplayer.

@AlphaKilo07

This comment has been minimized.

Copy link

AlphaKilo07 commented Apr 11, 2015

@Coren4 I agree with your 1 to 3 but for 4 I think that it shouldn't be random but rather planes are given a different damage model. I would also like one where planes aren't instantly destroyed by 1 shot if they were under sustained fire.
A way to indicate the status of the plane would be helpful because BIS doesn't have any indicators. Maybe this is a BIS thing but what I would primarily want is a way to know if my plane is going to be flight ineffective and I need to ditch because currently there are no indicators.

@VyMajoris

This comment has been minimized.

Copy link
Contributor

VyMajoris commented Apr 11, 2015

Drawing on the map.
Multiple cargo lifting with choppers.(Chinook can carry two HMMWV).
Towing with PhysX. In such a way that a driver in the towed vehicle is needed.
Dismemberment/mutilation(model dependent)
Weapons/units/vehicles getting dirtier(model dependent)
Increased difficulty of vehicles to move in wooded/mud areas.
Ability to move body when inside a ground vehicle, just like you can when piloting a chopper.
Some kind of AAR system. Possibly off game.
Cross-hair when throwing grenades.
Handsignals during free fall(wow, this is wild)
Visible bandages and tourniquets on model.(model dependent?)
Dynamic sandstorms.(or more-or-less dynamic)
Eletronic Warfare(ACRE2 integration?)
Bridge Laying vehicles.
Handbrake simulation for vehicles.
Throttle simulation for vehicles, thus creating the possibility for burnouts and doriftos.
Slippery roads on rain.
Boomerang shot detection.
Getting down to the ground when shot on the chest while using bullet proof vest with 7.62+(maybe start ragdoll and then recover?)
Grass cutting
Air bursting munitions
IR trackers for vehicles
Using WASD to move vehicle turret. Mouse for fine adjustment.
9-line/6-line dispatch .
Visible fatigue (using a bar or something).
Map opening/closing animation.

That's all folks!

@BullHorn7

This comment has been minimized.

Copy link
Contributor

BullHorn7 commented Apr 11, 2015

Add ability to toggle interaction menus on/off, rather than having to keep holding the interact/self-interact key.

@natrius

This comment has been minimized.

Copy link

natrius commented Mar 10, 2016

Seriously has absolutely nothing to do with ACE, at least i cannot see how O.o

@BlackHawkPL

This comment has been minimized.

Copy link

BlackHawkPL commented Mar 10, 2016

It would be nice to have a suppression module (like this one http://www.armaholic.com/page.php?id=27849). It could play a major role especially in TvTs. Currently players that are being shot at can just stand still and maintain perfect aim, which wouldn't happen in real life.
It would allow players to employ more advanced tactics, involving suppressing enemy position, that would be far more effective than they are now.

@esteldunedain

This comment has been minimized.

Copy link
Contributor

esteldunedain commented Mar 10, 2016

@BlackHawkPL, that code was donated to ACE, and it's in my to do list to properly port it. However, I haven't got around to doing it yet, partially because I'm looking for ways of making it have less performance impact (there are already two promising ways in development of doing the same at much lower cost) and maybe support suppressing AI.

@BlackHawkPL

This comment has been minimized.

Copy link

BlackHawkPL commented Mar 10, 2016

That's good to hear.
Another feature that I just thought of: bullet cartridges. There was a module for staying bullet cartridges in ACE2, but it was done very simple. Perhaps those new improvements you mentioned or new A3 scripting commands could allow to make a version that would look good and wouldn't eat performance.

@brightshadow711

This comment has been minimized.

Copy link

brightshadow711 commented Mar 11, 2016

In ACE Medical, is there any way to add in something like a notification to the patient being treated just as sort of a reminder to not move away from the medic? Especially when using PAK's, it seems to be easy for them to forget that I am still working on them since sometimes the timer is fairly long, and the character animation only lasts about 5-10 seconds... Maybe this is intentional to encourage communication, but it seems to be just a frustration since in reality, you would have some sort of knowledge that you're being worked on (feeling someone apply bandages to you, sticking you with needles, etc.), where as in Arma, there currently is none except "Hey stand still until I finish this."

@Radeni

This comment has been minimized.

Copy link

Radeni commented Mar 13, 2016

A few small but cool ideas that i got from playing with ace recently:
1: Parachute smoke,its nice to have a smoke while parachuteing so that your team mates can follow.
2: Door locking,a nice feature that can be used with people and ai.The doors that are locked could be breached by shooting them or by explosives.
3: Defibilator for medics,a quick thing for reviving unconcious people without heartrate.
4: Drawing on whiteboards.Can be very helpfull to be able to draw stuff on empty whiteboards.
5: Disable attaching explosives to AR-2 Darters,its kinda op
6: Carriable vehicle ammo(for machineguns) which when placed in the inventory of a vehicle would add another mag to a gun of choice (interaction menu)
7: Shooting from parachutes? (FFV system)

Thanks for reading and for all you have already done!

@TheMasterofBlubb

This comment has been minimized.

Copy link

TheMasterofBlubb commented Mar 13, 2016

  1. Only disable the big charges the small ones are realistic.

Von Outlook Mobile gesendet

On Sat, Mar 12, 2016 at 4:41 PM -0800, "Rad" notifications@github.com wrote:

A few small but cool ideas that i got from playing with ace recently:
1: Parachute smoke,its nice to have a smoke while parachuteing so that your team mates can follow.
2: Door locking,a nice feature that can be used with people and ai.The doors that are locked could be breached by shooting them or by explosives.
3: Defibilator for medics,a quick thing for reviving unconcious people without heartrate.
4: Drawing on whiteboards.Can be very helpfull to be able to draw stuff on empty whiteboards.
5: Disable attaching explosives to AR-2 Darters,its kinda op
6: Carriable vehicle ammo(for machineguns) which when placed in the inventory of a vehicle would add another mag to a gun of choice (interaction menu)
7: Shooting from parachutes? (FFV system)

Thanks for reading and for all you have already done!


Reply to this email directly or view it on GitHub:
#414 (comment)

@runy888

This comment has been minimized.

Copy link

runy888 commented Mar 13, 2016

@RaD: i strongly disagree with #3 and #7; first, defibrillators are, unlike common understanding thanks to Hollywood and battlefield, NOT being used to "restart" a stopped heart. It is rather used to overwrite the hearts own electric signals in case of a ventricular fibrillation, which is an uncontrolled and uncoordinated action of the components of the heart. After the use of a defibrillator the heart is completely dead, and can then be brought back to sinus rhythm with CPR more successfully.
As for #7, the recoil of a weapon while dangling from a parachute would make the chute get totally out of control, you would lose all your forward speed which is not so good for the kinds of parachutes used in ArmA.
Best regards,
David Klarmann

sent with iPhone

Am 13.03.2016 um 1:41 vorm. schrieb Rad notifications@github.com:

A few small but cool ideas that i got from playing with ace recently:
1: Parachute smoke,its nice to have a smoke while parachuteing so that your team mates can follow.
2: Door locking,a nice feature that can be used with people and ai.The doors that are locked could be breached by shooting them or by explosives.
3: Defibilator for medics,a quick thing for reviving unconcious people without heartrate.
4: Drawing on whiteboards.Can be very helpfull to be able to draw stuff on empty whiteboards.
5: Disable attaching explosives to AR-2 Darters,its kinda op
6: Carriable vehicle ammo(for machineguns) which when placed in the inventory of a vehicle would add another mag to a gun of choice (interaction menu)
7: Shooting from parachutes? (FFV system)

Thanks for reading and for all you have already done!


Reply to this email directly or view it on GitHub.

@Radeni

This comment has been minimized.

Copy link

Radeni commented Mar 13, 2016

@runy888 Our medic actually said a similar thing,i still think that a defibilator would be a nice thing to use together with cpr when you have someone stabilized but with no heartrate because right now in that case the only thing you can use is a PAK which fully heals the person so its kinda OP.Also about #7 i did put a question mark at the end because i had the Arma 3 parachutes and engine in mind. :)

@runy888

This comment has been minimized.

Copy link

runy888 commented Mar 13, 2016

I agree as long as it is used together with CPR to increase the chances of success.
Actually I was not talking about ArmA engine but about realism in general which I think is kind of the point of this mod.

David Klarmann

sent with iPhone

Am 13.03.2016 um 3:55 nachm. schrieb Rad notifications@github.com:

@runy888 Our medic actually said a similar thing,i still think that a defibilator would be a nice thing to use together with cpr when you have someone stabilized but with no heartrate because right now in that case the only thing you can use is a PAK which fully heals the person so its kinda OP.Also about #7 i did put a question mark at the end because i had the Arma 3 parachutes and engine in mind. :)


Reply to this email directly or view it on GitHub.

@vackosar

This comment has been minimized.

Copy link

vackosar commented Mar 13, 2016

Optional realistic compass? See request on AGM: KoffeinFlummi/AGM#2137 (comment)

@Pergor

This comment has been minimized.

Copy link

Pergor commented Mar 15, 2016

ace_medical_setting_allowSharedEquipment allows mission creators to disable the possibility for treating players to use the medic items of a patient in general.
But there still should be an option for designated medics (ace_medical_medicClass > 0) to use their own items first and then the items of the patient, especially with the new wound system since 3.5.0.

@thojkooi

This comment has been minimized.

Copy link
Contributor

thojkooi commented Mar 15, 2016

Hi @Pergor

especially with the new wound system since 3.5.0.

What are you referring to specifically? We did not introduce a new wound system in 3.5.0.

What you are requesting is already mostly possible. I will see about enabling it fully for 3.6.0.

@Maffaxxx

This comment has been minimized.

Copy link

Maffaxxx commented Mar 15, 2016

@vackosar i would be happy even only if you could see the whole quadrant, specifically the reciprocal heading.

@eduardcomando

This comment has been minimized.

Copy link

eduardcomando commented Mar 15, 2016

Medic System: IA treated herself
previously in "AGM" AI was treated herself and the other units of the team; because now this feature is not in ACE 3 ?, I have planned in the future on again? I think this feature is very important, I hope it really is so

@Pergor

This comment has been minimized.

Copy link

Pergor commented Mar 15, 2016

@Glowbal
Yeah, it's not actually new, but since the size of a wound has an effect now, the consumption of bandages has skyrocketed.
But thanks for the quick reply and hopefully the implementation in 3.6.0! :)

@vackosar

This comment has been minimized.

Copy link

vackosar commented Mar 15, 2016

@Maffaxxx, the first compass improvement would be best to direct into slowing down the compass time to display which creates this unrealistic compass overuse in Arma coops. If it took just a two seconds to show compass this bizarre overuse would cease. But I agree that there are many other improvements needed.

@jtgibson01

This comment has been minimized.

Copy link

jtgibson01 commented Mar 16, 2016

Man, GitHub megathreads slow Firefox down like a sumbitch...

Anyway, I was about to throw this one out there as a new issue until I noticed the guidelines for a consolidated thread. Yay reading comprehension!

My request is fairly simple, but I argue it to death anyway:

Medical Menu: Additional config option to reopen menu after treatment only if unbandaged wounds remain (requires change of ace_medical_menu_openAfterTreatment config setting from BOOL to SCALAR (not backwards compatible with serverconfig.hpp), or requires a new setting class (crufty).

The current two options are decent but annoying under alternating circumstances -- if the menu closes after each treatment, the interface is prohibitively annoying for patients with multiple wounds, as it requires repeatedly engaging the menu key or user interaction. If the menu stays open after each treatment, the interface is somewhat annoying for patients with singular or few wounds, as it requires hunting for the Esc or Close button. (I prefer the latter, myself, as the interaction menu works well for single treatments.) With this proposed option, closing the menu would happen only after all wounds had been bandaged, although it could be slightly annoying if the patient requires CPR or morphine. A possible fourth option would enable closing the menu only if the patient satisfied the conditions for being stable.

Being able to observe whether there are wounds remaining is a basic first aid skill -- the reason we perform a full patdown of the victim even if there are obvious wounds -- and it would be more annoying than entertaining if a player negligently allowed someone to die because they failed to perform a complete physical check (this is a player shortcoming and not something any competent lifesaver would do, so allowing players to make these gaffes when they wouldn't "realistically" happen would tend to be viewed more as a problem with the interface than with the person themselves, since players shouldn't be expected to take a full course in first aid just to use the mod ;-)). Therefore it makes sense that the game would give you "automatic muscle memory patdowns" and keep the menu open as long as there are unbandaged wounds, and then close the menu once the last wound had been bandaged. For those servers that would want to allow negligence they could force the menu to close or stay open after each use as before. =)

tl;dr: Options for closing medical menu:
0: Close menu after each treatment
1: Keep menu open always
2: Keep menu open until no longer bleeding
3: Keep menu open until patient is stable (not bleeding, not in cardiac arrest, not in revive state)

@jtgibson01

This comment has been minimized.

Copy link

jtgibson01 commented Mar 16, 2016

RE: Parachute smoke

If the ShackTac tactical grenade system comes into play in ACE, I bet you'd be able to trigger a smoke grenade on the way down -- we might not need a dedicated feature for that. That said, being able to trigger and attach smoke grenades to vehicles (including yourself) using the same system as the chemlights and IR strobes would work great too, and probably even be fairly easy. (Heck, I'd probably take it on myself if modern development wasn't so keen on maintaining pull requests instead of shared document space.)

@jtgibson01

This comment has been minimized.

Copy link

jtgibson01 commented Mar 17, 2016

Cargo in Passenger Space: For ACE Cargo, I'd like to see a "crew" cargo space which adds to the helicopter's cargo capacity when empty, but for which each passenger embarked will reduce this cargo space by 1. This would subsume:
*ace_cargo_gunnerCargo = 1 //Slots of cargo usable in place of gunners (crate in co-pilot's seat)
*ace_cargo_crewCargo = 16 //Slots of cargo usable in place of passengers

Names may appear redundant, but are intended to quantify that these are cargo slots in place of passengers, rather than being space "added" for passengers (since the engine doesn't support that anyway without a new vehicle class).

Each passenger reduces the available capacity for ace_cargo_crewCargo by 1, and each gunner reduces the available capacity for ace_cargo_gunnerCargo by 1. Vice versa is also true: since we have access to event handlers for GetIn, a crewman can be forcefully disembarked with a hint if they attempt to enter a unit when the ace_cargo_space is full, some of the ace_cargo_crewCargo is full, and the number of already embarked passengers takes up the space remaining.

For instance, a UH-80 Ghosth-- who am I kidding, a UH-60 Black Hawk -- has ace_cargo_space = 8 and ace_cargo_crewCargo = 8. It can carry up to 16 crates, but if loaded with passengers can only carry up to 8 crates. (Ignoring for a moment that the real bird, devoid of seats, can carry nearly 20 unarmed people or a dozen fully armed troops with kit -- it's just an example. ;-)) If loaded with a big vehicle ammo box that takes up 16 crates, for instance, it cannot embark passengers until the vehicle ammo is unloaded. (Naturally, cargo space is taken up before passenger space, so the same helo carrying 12 units of cargo would still be able to load 4 passengers, rather than being unable to take passengers and still having room for 4 units of cargo.)

One ''major'' hangup is that unlike virtual models that show cargo loaded (compare the old WIP proxy-based RKSL Logistics from ArmA 1 or the attachTo-based R3F Logistics), ACE cargo has no obvious signs that a vehicle is laden -- it could be profoundly frustrating to drive a vehicle/land a helo into a hotzone only to discover that the vehicle is too full to take anyone on. Adding support for model proxies to indicate loaded cargo would get prohibitively difficult since even when ACE simply ghosts the cargo rather than virtualising it, finding appropriate memory positions to attach the models that doesn't look like absolute ass would be difficult. =)

Since I'm a big fan of games being intuitive and doing things that are "right" based on whether the character would know better, even if the player doesn't, this might be difficult to reconcile. A possible compromise would be to forcefully dump cargo out instead, although this could also have dramatic results if the collision detection can't find any safe place to dump the cargo, or finds a "safe" place that the engine disagrees with....

@jtgibson01

This comment has been minimized.

Copy link

jtgibson01 commented Mar 17, 2016

Only one more for today, although this one is easy easy easy...

ATV Cargo*: Quadbikes should have ace_cargo_hasCargo and ace_cargo_space set to 1 by default, so that a single unit of cargo can be loaded on the back. (I'll probably just make a mod for this one for my own benefit, but throwing this out there for consideration in the main branch.)

Ideally it would go in place of the second passenger, using the suggestion above, but being able to ride on top of the crate is also plenty possible anyway and quadbikes would be made far more useful if they could take a container along for the ride -- their gear capacity is fairly high and put to great use during the campaign (although you lose it all at the end of the episode anyway ;-)), so it wouldn't really be all that unusual to be able to load a crate. (In fact, if it didn't break campaign compatibility and compatibility with users who don't use ACE Cargo, I'd even suggest heavily tanking the gear capacity of the quadbike in favour of compelling the use of a cargo crate. However, having the default gear capacity and adding space for a spare wheel or container would be terribly difficult to exploit anyway, since it is just an ATV.)

@ghost

This comment has been minimized.

Copy link

ghost commented Mar 17, 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.

@commy2

This comment has been minimized.

Copy link
Contributor

commy2 commented Mar 18, 2016

You can't pause animations at arbitrary points.

@bux

This comment has been minimized.

Copy link
Member

bux commented Mar 18, 2016

I'm closing this thread due to the excessive loading times. Please post all future requests in #3594

@bux bux closed this Mar 18, 2016

@acemod acemod locked and limited conversation to collaborators Mar 18, 2016

@bux bux removed the sticky label Mar 18, 2016

@bux bux removed this from the Ongoing milestone Mar 18, 2016

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.