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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. |
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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That wold be nice to add something like ace_cargo_fnc_getAvaliableSpace inCargo Functions which will return integer number of avaliable space in vehicle ACE cargo. Thanks in advance. |
@MhDelt |
Oh, sorry. There is nothing about it on wiki. |
Bring the stars back in ACE nightvision. The washed-out sky is very weird. Provide an LLTV mode option similar to Optre MJOLNIR and Natural Night Vision mods, but allow it to also work with IR lights and IR lasers. IVAS, for instance, does not use image intensifier phosphor tubes. |
Export/Import interface for AtragMX gun listCurrently there is no way easy way for a person to import or export any AtragMX lists into the game, there is a workaround for this however that involves inputting commands into the extended debug console, these commands being:
However this isnt intuitive, and requires a relative ammount of knowledge on how to do this. The other more analogue way is of course relaying the settings verbaly and having the person(s) input the settings after being told. This is where a small quality of life update to either the atragmx or ace interaction menu would be warranted, and would make explaining and training with ace ballistics far easier to teach. Proposed changesAllowing import and export of atragmx settings would improve the overall accessability of ace ballistics, as people could piggyback off of other players settings and not have to find and input these details themselves. As well as this, allowing individual guns to be copied, or a setting for the import to only add to the list instead of completely remove and then reinstall the settings would also be favourable. as this would allow people with gun lists already set up to add to their presets. I have added a picture of a response from one of the development team in regards to implimentation for visibility. Thank you! |
Eventhandler for disarming explosives |
Update Values of Car DamageThis request is specifically about the damage it takes to kill an engine. Even with like a Barrett, it takes several shots to disable an engine. I am not really an expert here, but I'd assume with something like the Barret, it would be out with one or two shots. This gets exponentially worse with 308 or 338, with which you should still be able to accomplish that within 2-3 shots (taking AP of course). It would be quite hard to simulate it realistically, since it might vary a bit how many shots it takes, depending on how good they were placed, but generally, for gameplay pourposes, I'd ask, that the damage an engine can take, should be set down. |
Add medical treatments to queueThis is a quality of life request for the medical menu. Suggestion: Keep the medical menu open while treatment is underway, and allow additional actions to be added to a "queue" even while the timer is ticking down on the current treatment. When the current treatment is finished, automatically proceed to the next treatment that was added to the queue. Potential extensions to the UI could include an estimate for the entire queue of treatments to be completed, aligned to the right of the progress bar. A button to stop all treatment without closing the menu would also be useful. Comments: The queue represents the human's capacity to fluidly go from task to task, without stopping between each task unless given a manual input to stop. |
Instant key input for timer triggered explosivesThis is a quality of life request for the timer UI when arming an explosive. Suggestion: Instead of using the slider, allow the user to enter the time via number keys and then press their action menu key to confirm (e.g. the scroll wheel in vanilla). For example, my action menu key is E. I want the charge to detonate after 25 seconds, so I hit 2, 5, E. This sets the timer to 25 seconds, arms the explosive, and closes the UI. |
Ability to check (and verify) if intel has been picked upA QoL feature request that helps with scripted events and sequences. Basically, when creating an intel using the ace add intel option, add a method to check if the said intel has been picked up (and by extension, which unit picked it up) - that could then be used as a reference / base to process other functions and scripts. |
Add Force Hydrate Function for Ace RationsQuality of Life request for Rations when player does not drink and falls unconscious Suggestion: Create a function using the already in place features to allow a 3rd party to Hydrate a downed player using that 3rd parties water source (Canteen/Bottle of Water) to wake that downed player from the unconscious state. Suggestion: Create "hydrating" effects to saline. Example: With the Ace Rations function enabled, A player forgets to "Drink" and the fluid level gets too low. The player falls into the unconscious/wake up loop, and cannot complete the drink function before falling unconscious again. A second player can utilize their water source to "Force Hydrate" that downed player to wake them again. Example 2: With the Ace Rations function enabled, A severely injured player is waiting to be revived and is in the unconscious state, the fluid levels continue to decrease while in the unconscious state, adding a slider to allow for a "hydration effect" from saline usage could be helpful in relation to hydrating a downed player. Side note Saline in real life is used as a hydration source when in the hospital/medical facilities, so makes sense to me. |
I like that. Give Saline an actual unique use aside from blood or plasma. We also need the hydration from drinking to have some effect sooner. Not a fan of halfway through drinking and you pass out again. Being in the process of drinking should prevent fainting. |
if hasInterface then { Can you add this in some way to ace so we can step over unconious people? Maybe make it into a setting so it can be turned on and off serverside :) |
There should be a more immersive way to check if a person is completely dead, since right now we cheese it by checking if a corpse still has collision. Removing that, while I think it should be done, also means not knowing which players can and cannot be saved without them cheating and using side chat. Checking for pulse is one thing, but a better way to do this could be checking for a pulse and finding out the body is also like, cold to the touch, or even ice cold, depending on how long they have been dead. So like maybe, |
This is already in the mod, you have to enable "Advanced Diagnosis & Death" -- Will literally tell you "Patient is cold to the touch" or something along those lines |
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@DJ-Reticuli you can drag and carry dead bodies. |
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@SpadesNeil @DJ-Reticuli Please move any discussion to Discord. |
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Last Feature Request Issue:
#414
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