acemod / ACE3

Open-source realism mod for Arma 3
https://ace3.acemod.org
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ACE 3 Feature requests #414

Closed nicolasbadano closed 8 years ago

nicolasbadano commented 9 years ago

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

Kerodan commented 9 years ago

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 commented 9 years ago

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

nicolasbadano commented 9 years ago

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: https://github.com/acemod/ACE3/issues/311

TMace commented 9 years ago

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 commented 9 years ago

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.

nicolasbadano commented 9 years ago

@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 commented 9 years ago

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

rlex commented 9 years ago

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

nicolasbadano commented 9 years ago

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 :wink: 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 commented 9 years ago

Sorry me. Will not in future :)

Chompster commented 9 years ago

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 commented 9 years ago

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 commented 9 years ago

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 commented 9 years ago

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

Khaosmatic commented 9 years ago

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 commented 9 years ago

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 commented 9 years ago

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 commented 9 years ago

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 commented 9 years ago

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

Zoxjib commented 9 years ago

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:

Zoxjib commented 9 years ago

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.

Zoxjib commented 9 years ago

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 commented 9 years ago

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 commented 9 years ago

@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 commented 9 years ago

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!

Zoxjib commented 9 years ago

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

severgun commented 9 years ago

1) Sweet Markers System integration. Of course in coop with author(if he allow). 2) If possible make markers history on dropped map object. (Place marker on map, drop it on ground, anyone who pick it up will see all markers placed before drop)

Averageatbest commented 9 years ago

Arma 3 Infantry Damage Overhaul . It would make getting shot that more awesome and thrilling.

Zoxjib commented 9 years ago

Please match the action length (For example bandaging) with the animation length. Currently the animation lasts for roughly 5 seconds, the bar fills up in like 3 but you remain stuck in the immobile 'treating' state for far longer than either of these.

TWitkowiak commented 9 years ago

@meat147 He is talking about planes my friend, planes. I agree, normal brake and a parking brake on planes would be an amazing feature.

JinougaF commented 9 years ago

I noticed now when enter the Interactive menu the view of player could still move while move the mouse.Would ACE make the view locked after enter Interactive menu?It's really annoy 'cuz some time the view would move too far and can't see some options in interactive menu in screen.

But otherwise I like the new UI,outstanding work ACE team!Cheers!

nicolasbadano commented 9 years ago

Would ACE make the view locked after enter Interactive menu?

Maybe, we'll experiment with that to see if it's a viable alternative. This is the ticket to follow progress on that. Thank you

JinougaF commented 9 years ago

Thanks for reply,and I also notice some options would overlap in Interactive menu,and can choose the right one.Hope would be fixed in future.

PS:And sry for my last two issues posted in the main page,I was used to the AGM github and hadn't noticed the new rules here.

nicolasbadano commented 9 years ago

I also notice some options would overlap

Yep, known problem. We'll try to keep improving it.

I was used to the AGM github and hadn't noticed the new rules here.

Yeah, no problem. TBH the AGM issue tracker was a bit of a mess at times, so we're trying to keep ACE's a bit more organized, given that's an even bigger project.

gibonez commented 9 years ago

I know Artillery plans to be a huge part of ACE 3 once its far along but wouldn't it be nice to add a Counter battery radar system of sorts into the game.

such a system could be used to actually provide a threat for those using artillery as they could be hunted and subjected to counter battery fire from other forms of artillery.

https://www.youtube.com/watch?v=cETOkmGzsdA

Jsmuk commented 9 years ago

Just a little feature request, would it be possible to have the triage card colour status appear visibly from a distance? I mean the whole point of a triage card system is to make it easier to spot. I am guessing the simplest way to do it would be to change the colour of the nametag above a player.

Khaosmatic commented 9 years ago

The ability to break the sound barrier again would be great.

Coren4 commented 9 years ago

Nickname's on chest and back/backpack optional or instead of floating over head.

afreeland88 commented 9 years ago

would love some sort of survival features similar to what cse had but more fleshed out for doing insurgency campaigns. food and water to give locals and other supplies maybe blankets and such things to reduce there hostility to faction. troop survival aswell food and water and essential but maybe other things like flu , virus , poison that need treated too , really i just want food and water back in the short term. is this planned ?

J4P032 commented 9 years ago

Hi!

This is an old issue. If we have 3 screens playing ARMA3, and for example we are hurt or we have dust in the glasses.. or other fx.. the FX screens that appear are cut and you can see the cut bitmap with 3 screen configurations (I have 5040x1050 res). The only one that is correct is the night vision googles that is correct. The black border is extended to all the resolution.

Would be nice to fix this one.

Thanks!

Edit: as asked by email, here is an screenshot: bloodbitmap

J4P032 commented 9 years ago

Sheathe weapon...

The option of sheathe weapon is not totally correct. If we put the weapon sheathe with number 2 and make an medic action, after finishing it, the weapon is back to the hand. would be nice to just leave the weapon in the shoulder until we finish all the medical assistance. It is very unconfortable to watch how the weapon is sheathe and back to hand in each action we make.

Thanks! and continue with the great work!

J4P032 commented 9 years ago

Option to not move the view (head view) when selectin the incons in 3D. There is a problem for me, that is if for example we want to choose a gesture, as the selection is joined with the view of what we see, it produces that start from looking front to the ground. This is worst if we are using Trackir.. Everytime we move the head (our with the trackir clip) it moves the icon to selection.

Would be nice to add an option in ace3 configuration to make the option to not move the view once we are in selection. Just is the red donut which is moving as a cursor, and we can select the options in the 3D

Thanks!

captainblaffer commented 9 years ago

a. Disabling certain default scroll-wheel options, possibly moving them to the ACE interaction menu. (don't know if it's possible!)

Reason: The scroll-wheel menu is awful and players often accidentally do an action they didn't intend to use.

b. Survive-able helicopter crashes. There may be something possible with making the player or vehicle invincible when a helicopter crashes into the ground.

c. Reduced damage soldier receives from collision with vehicles. (soldier hits a car)

d. Smoke grenades with bigger effect and less performance impact

e. First person animation for enabling/disabling NVGs: https://www.youtube.com/watch?v=QNIHTPTHrs0&t=54s

f. Option to make car wheels more resistant to damage (e.g. by syncing a module to the car in Editor)

g. Change view distance option for MP

h. Flattening more grass when player goes prone(at the moment grass around player gets flattened when prone so they can more clearly see, but it's such a small area the player's view is often still blocked. Would be great to automatically see the grass in front of me flattened)

i. Faster ladder climbing

j. Louder footstep sounds and sounds moving through foilage. Great for TVT player awareness.

k. Fatigue customization:

l. Melee attacks using the weapon stock (see how breaking point does it)

ghost commented 9 years ago

An option to switch the charterer interaction menu for AI and other players to a single point. Basically being able to toggle menu branching from the center circle on the chest, and being able to interact with each part of the body from there instead from each limb alone. I made a visual example of how such option would work: http://i.imgur.com/x0W2WYV.png

gienkov commented 9 years ago

Ability to lock vehicle from inside :smiling_imp:

Vestroso commented 9 years ago

//partly copied from previous issue:

One thing that always rubbed me the wrong way, was the animation of a man remaining unconscious. Thanks to it, you could check whether your patient is dead or not, without even approaching to him. Is he lying on his stomach, with his hands in front of him? Well, there's a chance for him to be rescued! As far as I've read on some forums, there are ways to make a living player, a ragdoll, eg. it's described here: http://killzonekid.com/arma-scripting-tutorials-forced-ragdoll/

Second thing are the shortcuts, which were my saviours when dynamic actions occured. No need to explain - it would be nice if there were some hotkeys for shouldertaps and gestures.

mwzzhang commented 9 years ago

Rifle grenade.

Because not every military is using grenade launcher (France, Japan)

severgun commented 9 years ago

@afreeland88

food and water and essential but maybe other things like flu , virus , poison that need treated too , really i just want food and water back in the short term. is this planned ?

No! no! no! Hell NO!! NOOOooooooo! ACE - Advanced COMBAT Environment. Combat NOT Survival. Understand? Not survival. Go f... DayZ or Epoch.

afreeland88 commented 9 years ago

@severgun you have obviously never been in a combat zone in real life then or you would know these things are all part of it. Having served myself i can tell you the food and water you carry is just as important as the ammo you have. These things bring the game closer to realism or milsim and not a tactical shooter

Zoxjib commented 9 years ago

While we're on the topic of food, I think we should bring in some features from Farming Simulator 2015 too. I know we don't have tractor models yet but we could just modify the Hunters until we get legit tractors.