-
Notifications
You must be signed in to change notification settings - Fork 737
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
ACE3 Feature Requests #3594
Comments
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. |
Map Lighting Intensity Multiplier: Map lighting is a wonderful feature but depending on the lighting setup for a particular terrain or mission, map lighting can become redundant. Cam Lao Nam as an example has rather bright nights which just about allow visibility in the jungle without night vision (which is great) but the ambient light is so bright that the map is still perfectly readable. A multiplier option in CBA to increase the intensity of the map brightness effects would be really useful for allowing the feature to still be used no matter the ambient light settings on a given terrain or mission. |
Enhancements for pathfinding in a non GPS settingCurrently even if no one has a GPS item there are several things that allow players to instantly know their precise location, this is breaks immersion and removes challenge in settings/situation where having such an ability makes no sense. EG: the GM/PF/SH settings where GPS does not exist yet. These issues are:
A solution to this could be to add addon settings under the ACE MAP header which allow for these things to be disabled, perhaps even at a vehicle type level (Like allowing air vehicles to still have the "cross" marker but disabling it for all other vehicles). Additional enhancements related to GPS could be:
|
SUGGESTION FOR REPAIR MECHANICS The interact system for finding repair points on vehicles can be more than a little fiddly depending one the size of the vehicle you're working on. Would it be possible to create what is basically a version of the medical menu but for vehicles so you have access all of the vehicle's components without having to run around hunting for an interact point. |
|
You can use the Vanilla command options. You can both turn off the command bar and the command menu in the UI options (default is command bar off, but command menu on). You don't need a mod.
Have the player surrender, take them captive and move them around like that. What would the condition be to load in a player - always? That would cause a mess. An AFK timer? Eh, probably is possible. However and in my opinion, I don't think this feature belongs in ACE. |
i want player or ai have a new condition:down between wake up and unconscious,when player and ai damage threshold over a number unit will down with down animation ,player and ai can still move but only use secondary weapon,heal themselves,keeping get damage will unconscious or die. |
You are wrongly assuming AI belongs to my group. This is not the case. And I don't intend to change group, take control and nicely ask that moronish AI to let me driving its vehicle and then switch back to my initial group. |
It seems to me, and I can be wrong, that ACE is responsible to eject players from destroyed aircrafts (and probably every vehicles). |
Replacement 3DModels of all vanilla Static Weapons Backpacks Please replace the vanilla backpacks 3D models of all static weapons and bipods, with 3D models like the Gun Bag and tripod Bag. There are already many models of gun bags in the community. It won't be too difficult. Vanilla static weapon backpacks look stupid:
Any Static weapon and tripods must be in a special personal bags. |
This comment was marked as off-topic.
This comment was marked as off-topic.
@CLOVIS-AI No discussions please. |
Enable/Disable Zoom Please Add disable/enable zoom options (when player no have any optics) There are many mods on this topic, but it would be better if ACE3 setting excludes these mods and gives players their own choice |
is there anyway we could attach vehicles door interaction to the door themselves for getting in? With large vehicles like the CH47 for example, the interaction on the center of bouding box is far from them. |
As a follow-up to #6144 It would be nice to be able to re-attach certain things you did take off. Similar thing for tools: you took of the e-tool for dig your fighting position, now you re-attach it to your vehicle so you don't lose it. |
I would love if the ACE advanced throwing menu had an additional function which allowed the thrower to hold the grenade out to show a teammate that they are ready and which grenade they are holding. basically just holding the grenade straight out from their body. |
As the ACE TEAM considered integrating assets and features of the MRH Satellite MOD? https://steamcommunity.com/sharedfiles/filedetails/?id=1310581330 It is derelict and open to reuse. It was an interesting concept. |
Hi, would you please adding CUP terrains objects (water sources) compatibility with ACE Field Rations in the ACE compat for CUP terrains core, just like this mod? the config in it is like this |
Merge @johnb432 excellent MODs into ACE3:
Don't deny it, they are very very useful. |
Ability to repair damaged structures with the Fortify system, unless it is already impleted. Example: I slightly shocked a RCBN decon tent and it collapsed. Would be nice to be able to restore it to its former glory. |
Hi. Requesting a modification to the medical setting that determines whether you use the patient's own equipment first or the medic's own equipment first. As it stands, "medic" in this context just means anyone treating, whether they have the medic trait or not. So your current options are: Pt's equipment first: Medic's equipment first: I think the latter option should be renamed as "Use Treater's equipment first" and a third option introduced that allows for a hybrid of the two options, based on whether the person treating has the medic trait or not. That option would allow for this: Medic treating another person will use their (the medic) own equipment first. |
Requesting a change to the realistic name of the "SPAR-16s". It is currently This is currently a problem with Aegis compatibility. They have inherited the SPAR-16s but changed the default magazine to a 30rnd one and removed the default bipod. Otherwise the weapons are identical. Under the current naming system, both of these weapons look identical and get identical names, even though their intended purpose is different. |
Would be pretty cool to have the ability to use the Reaction Forces CDLC pickup to refuel stuff, I don't imagine it'd be easy to make the regular pickups that have had the fuel tank added through vehicle appearance work, but the FIA have the fuel version of the pickup as a separate thing with its own classname |
Folders in Arsenal |
Limited Container ArsenalFeature Overview:Add the ability to convert any container (crate, vehicle, etc.) into a limited ACE arsenal, based on its current inventory. This will make logistics and resource management more realistic and impactful. How It Works:• Convert Container: Turn any container with items into an arsenal. The available items will be limited to what’s actually inside the container. Why It’s Cool:• Realistic Logistics: Forces better planning and resupply tactics. |
So here's my feature request. I think it's very silly that the AP-5 from Western Sahara has cookoff when ACE is used. I would lobby to have the cookoff removed from the AP-5 by default. Ultimately this is just a gun clamped to an Amazon drone. It wouldn't cook off like a normal vehicle, especially when the cause of destruction is usually someone hit a tree or stepped on it funny. Even if somehow you shot the magazine directly, the singular magazine would explode and all the rest of the bullets would fly everywhere falling to the ground, not cook off. In the meantime I can disable it with scripts, but this should be the norm and should be accounted for by ACE. Backpack deployed drones should not cook off, especially not the AP-5. An argument can be made either way for the IED drone but I'm more focused on the AP-5. The IED drone doesn't pop off for multiple minutes because its gun had a 30 to 200 round magazine installed when it blew up. |
The Ambient Sound Modul currently only supports sounds defined in cfgSounds. But most usefull ambient sounds (also in Soundmods) are defined as cfgSXF. It would be good if the Ambient Soundmodule would also support those sounds. |
Good day to all! If ACE Repair is enabled, then it removes the vanilla Repair ability for all AI units. For this reason, unfortunately AI Engineers and repairers in any players squads become useless. Please bring back the ability to order repairs for AI as well. Minimally for this purpose a checkbox "AI Can Have Repair Command" can be added to ACE Repair settings. But to the maximum, you can do an auto repair with checking the tools in the AI inventory, just as you did for ai-medics, who will automatically treat themselves and allies. Any methods, but please return AI repair ability, with the ACE Repair option enabled. |
This is the exclusive thread for feature requests.
For further instructions check the wiki:
http://ace3.acemod.org/wiki/user/how-to-make-a-feature-request.html
Before reporting
Last Feature Request Issue:
#414
The text was updated successfully, but these errors were encountered: