Open bux opened 8 years ago
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)
Neither is possible, unfortunately.
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?
[] spawn {player playMoveNow "AwopPercMstpSgthWrflDnon_Start2";sleep 1;player setAnimSpeedCoef 0}; Allows me tro freeze mid animation
No need for discussions!!!.
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?
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: Make it so unconscious people can't hear others. Or make it a setting for the server to decide.
@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 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
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.
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.
Enhancement of CheckPBOs
We run our server with mutiple comp-patches from ACE. Unfortunately CheckPBOs ignores them. Because of this we can't force our users to run them.
An option to force ACE-Comp-Patches would be very nice.
An option to force ACE-Comp-Patches would be very nice
We are planning an overhaul of compat patches so we'll keep this request in mind. Thank you.
Add visual effects for body hits in first person view. Red vignette or something. It is hard to know were you hit. The same thing for vehicles. It is hard to know direction from which vehicle was hit. Some kind of vignette of one of the monitor sides for every unit inside.
Could you guys make SMG's more stable when moving and aiming down sights? Considering they are shorter than assault rifles and machine guns, it should be easier to keep the sights aligned.
Right now there's no difference, + all weapons clip through walls, so you always want to take the big guns for clearing the buildings. If SMG's were at least more stable when moving, I'd might consider taking one inside.
In case I was not clear, I'd like something like this in Arma: https://www.youtube.com/watch?v=xCpa8fCuDwQ
MG vs SMG in Arma: https://www.youtube.com/watch?v=rlVYda5UgTo
could you integrate MCC's tactical door breaching, tactical probe (mirroring under the door), and a module for locking doors in the eden Editor? together with your ACE-FRIES system and ACE-Climb and ACE-Doors, it could "open doors" ;) to many Special-Operations-Scenarios. and maybe you could improve ace-climb, for you cannot climb quite some objects, walls and Windows, although they look like you could.
ACE 3 Grappling, Repelling, and Breaching Ideas
Hello, I was wondering if it would be possible to integrate Grapple Hooks, or a Repelling system so you could repel down the side of a building. I feel like this is possible noting that you have the ACE-FRIES System and that you can already repel, but would it be possible to somehow reverse that animation and make your character go up? Also, I wasn't sure if you could add some form of breaching charge, so you can breach walls, doors, and rooftops and flank enemies and blow up there "hiding spot." Now I have no desire to turn this game into another rainbow 6 siege, but still I think it would be some pretty cool things to implement in your mod.
P.S. I am aware that doing this in a combat environment could possibly get you killed, but I think this could be used in some tactical situations as well.
P.P.S Thanks for the reply BaerMitUmlaut, if I have anymore ideas for ACE 3, I will come here and let you all know.
I have planned to do a grappling hook, but can't promise it yet. Advanced Fatigue is a bit more important to me right now.
For breaching charges, you can't blow through a single house wall like in Rainbow Six unless the building model supports that kind of detailed destruction - A3's buildings don't, and I doubt any buildings from mods do either.
This guy was working on a grappling hook addon for Arma 3. https://www.youtube.com/watch?v=DrFMGEFZE0E If the devs from ACE could get in contact with him... who knows.
I'm already in contact with him and he has given me his source code :+1:
A neat feature and even a step towards battery powered NVG's could be to make them able to be broken similar to to googles and make it so they get cracked or get black or screw with them in other way.
@serialtasted That is fucking great dude, and that animation tho, xD. But I love the grappling hook idea, all he needs now is for the ACE 3 devs to put a good spit shine on that mod, and it will be as good as new, and improved even, lol.
Possibly have some menu enhancement, on the medical icon, it should be colored on the average damage of all the body parts. For example, the left arm is hurt with yellow damage state, chest is red, and head is red. The rough average would be red. When you open self interaction, "medical" icon should show up red before having to look at the body parts. This can help reduce the time needed in the menu.
Another thing that can help with the time in the menu, have the trigger for explosives on the first menu set. How it would look, equipment, medical, medical menu, gestures, then "the trigger that is set with explosives" or an option to set off explosive.
Improvements of Thermal vision
Just some thoughts...
1) In the ACE, the night vision effects has been improved. Added noise and graininess of the vision and this cool. I think, It's more like a reality. However, thermal vision (black and white) practically was not changed. It was changed only contrast. ACE team, your quote -"Adjusting the thermal properties, making them less like torches" Please try add special effects to thermal also. I think adding such effects (at least like nightvision effects) would make thermal vision more better and realistic.
2) I think the thermal detection (only rifle scopes TWS, TWS MG) at big distances, should be degraded. However in the game it is not. ACE team, you just reduced the contrast, but anyway at any distance, any targets become the be perfectly visible on the terrain. Without thermal vision, is very difficult to detect an object at a great distance. Thus, if the player has a thermal scope, then he always gets the big advantage before the opponent, which uses the usual scopes. Reducing the detection range, can give a better balance. This is just one man's opinion, but you can always consider it.
Would it be possible for developers to add map diary slot, containing ACE module/feature settings used by the mission?
Just a query.
At present you can use the personal aid kit on other people.. Is there a way to script adjust so you can use it on yourself?
Cheers :)
The game does not support post processing effcts in thermal mode, which is why we can't add these effects to it like we did with night vision mode. If it were possible it would have been done a long time ago.
Rappelling down the buildings using fastroping would be great.This is a feature alot of people'd like and i think its possible to do it by creating a dummy vehicle with ropes attached and then using the interaction menu to rappell down just like in helicopters.
-Could we get an option in interaction menu to flatten a bush?
When you're trying to create an ambush, there is always some bush that get's in the way of using that perfect position. Or when you're defending, there is often a problematic bush that can get you killed (on a hole in a wall, or on the corner). Especially if the bush gets in the way of you and enemy vehicle with thermals.
I wouldn't mind if it took a while to take it down (the bush).
-Can you make cars not turn on brakes automatically when you eject? You could attach a satchel charge to a vehicle, and send it down the hill by ejecting at slow speed.
EDIT: Ok, thanks for the answer!
Could we get an option in interaction menu to flatten a bush?
Interesting
Can you make cars not turn on brakes automatically when you eject?
Unfortunately that's not possible due to how physx is implemented.
-Ability to defuse a claymore without a defusel kit. IRL claymores don't require one. Allows squads to use claymores and move them if need but they still need engineers/defusel kits for dealing with mines and IEDs.
-"Faded" map markers. Lots of groups use map marking to communicate on the map. However, that information becomes old and possibly inaccurate over time and they don't always get erased. A module to set a uniform fade time for any marks placed would be a cool feature. Also, an option to make a mark permanent when you place it for initial planning purposes so thinks like LZs and phase lines don't fade out over time. To reiterate these marks would fade, not disapear. This indicates that the mark was placed some time ago and whoever is looking at it can ask about the marks status and remark if the threat is still active. This is a common feature on BFT systems.
-Weapons that stay holstered when you exit a vehicle if they were holstered when you entered the vehicle.
Would you make a unconsciousness framework? and I would appreciate use gas stations on terrains. I think if there is the framework, many weapons will be made. For example, Dart gun and Kolokol-1. And, I think gas stations helps players.
AI Unconciousness Module
Create a new module based off of Ace_ModuleMedicalSettings -> AI Unconsciousness setting, to be synced to an individual unit allowing it to be instantly killed, 50/50, or unconscious. Allowing all general enemy infantry to not have unconscious states, but HVTs when raiding buildings can.
@majinisinpu You can "activate" gas pumps on the map by placing one gas pump by yourself on the map editor.
What about a hypothermia and a heat stroke, system and a food and hydration system like arma 2 had. Yoy had MRE's and camelbacks and water bottles and for the heat stroke you would have to stop moving and get into shade or a cooler spot opposite thing for hypothermia
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