Closed nicolasbadano closed 8 years ago
@afreeland88 even if that is the case, surely it wouldn't fit into the scale of (most) ArmA missions?
It would in a persistance campaign , not so much in short 1-2 hour missions no , so for small groups probs wont be great but for larger milsim units it would serve a purpose
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On 14 Apr 2015, at 15:10, "James" notifications@github.com wrote:
@afreeland88 even if that is the case, surely it wouldn't fit into the scale of (most) ArmA missions?
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you have obviously never been in a combat zone in real life then or you would know these things are all part of it.
LOL looks like as if you were there. As I can see you were only on DayZ battlefield and want to get flu, treat broken legs with morphine and farm apples from pine trees. People also need defecate. So what?
Let's make hardcore battlefield pooping simulator. No cabins. No toilet paper. Only desert. Only hardcore. Did not poop well, then got better running speed, but less stamina and worse accuracy.
Importing Electronic Ear Protection from CSE would be great for that ACRE2 bug I reported. I don't know how one works but maybe there could be ACRE2 patch that would change how message heard in those Ear Protections sounds like, maybe little one of ACRE2 radios :).
A look into Dslyecxi's grenade concept for ARMA 2? Apparently there was some work done on it by an ACE team member (I recall MCC Sandbox having a similar system). And the ability (another one of Dslyecxi's concepts) to throw grenades as a pilot.
Khaosmatic I believe you are talking about the loadmaster addon for ACE 2, in which you can drop grenades while in the pilot/back seats of helicopters. It worked great for helicopters that the addon implemented with it. With FFV animations I have no doubt this is very achievable.
Have Earplugs reduce the sound of vehicles while you are in them (especially helicopters). It's rather annoying that you must turn down your ambient volume to hear anyone while using ACRE or TFAR. This would help a lot.
^ Don't think we can do that. There are really no scripting commands we could use for that unfortunately.
Option to remove the radio msgs that the AI send to you about enemy seen (text and audio ones), disconnect or connect of people, marks on 3D view (leader, mark point...), The ammo you have...
The idea is to make the play the most realistic possible. Right now when in multiplayer someone is disconnecting and the msg appears, means usually that he has been killed, so medics don't go to investigate or try to help him. Same with audio warnings of AI ("enemy 100m front", and you still didn't see anything)
These things would be nice to be implemented via client side.
i suggestion to options for stop auto decomposition and manual decomposition for BIS's FAK and Medkit. it is for the some Compatibility issue. (especially mission built-in revive scripts)
Make the Comanche Gunner View Static like it is in the Hunter (as Gunner). benefit would be to actualy be able to use the PIP Screen. It would also be cool if we can change the thermal (On / Off) on that screen
Ability to Attach Hand grenades to the environment and then attach a tripwire to them in order to booby trap doors, passages and entrances. Perhaps the ability to manually cook the nade before attaching.
Would it be possible too implement packing parachutes like in Arma 2 OA ACE? It would add a little bit more immersion by eliminating the disappearing parachutes currently present in vanilla Arma 3.
Would it be possible too implement packing parachutes like in Arma 2 OA ACE? It would add a little bit more immersion by eliminating the disappearing parachutes currently present in vanilla Arma 3.
:+1:
As far as I can see BlueForceTracking can only be initialized via the module. Request to be able to initialize BlueForceTracking via a script call, e.g. [1,false] call ace_map_fnc_BlueForceTracking;
This way blueforce tracking can be enabled for certain units only.
Also, once the setGroupID is set post init (using a script, NOT in the units initialization, editor), BlueForceTracking does not display the (new) group ID's
Request to be able to initialize BlueForceTracking via a script call,
The blufor tracker will be completely changed after first release, including this. For now you could use this hacky workaround. On the clients you want the bft activated run:
ace_map_BFT_markers = [];
[ace_map_blueForceTrackingUpdate, 1, []] call CBA_fnc_addPerFrameHandler;
Just did a quick test, I ran a script, setGroupID on groups, checked with groupID if the groups had a vustom call sign. Then executed your snippet in the debug window, but unfortunately no-go on BlueForceTracking.
How do I quote previous comments?
Mm, check this other snippet:
ace_map_BFT_Enabled = true;
ace_map_BFT_markers = [];
[ace_map_fnc_blueForceTrackingUpdate, 1, []] call CBA_fnc_addPerFrameHandler;
Shouldn't it be ace_map_fnc_blueForceTrackingUpdate?
No joy by the way... :( But thanks for helping out!
Yes, sorry, you're totally right
No problem. Will the function update offer the ability to initialize blueForceTracking after mission init? E.g. without the module activated?
Yes, as long as you call it through CBA_fnc_addPerFrameHandler.
Keep in mind that this is currently a hack and will completely change at some point
:) Thanks for the update
Is there any chance we could see wind conditions affecting helicopters outside of the advanced flight model?
Is there any chance we could see wind conditions affecting helicopters outside of the advanced flight model?
Don't they do already?
Not that I've noticed, 38 m/s wind without the advanced flight model on in a MH-9 does absolutely nothing to the flight experience, when you turn the AFM on suddenly you are pushed around
Mm, ok, you might be right. I thought that was already in vanilla A3. I don't know if it's possible to implement through scripting, so we'll see. No promises
Minor suggestion for build system. Convert make.cfg to python, name it say settings.py. At the end of it have:
try:
from local_settings.py import *
except ImportError, e:
pass
Add local_settings.py to .gitignore and users can customize their build config without having to worry about updates overriding their settings. Also make install bc I'm lazy. I could probably create a pull request if yall are too busy.
@esteldunedain. I got it to work (BFT). Copy n paste typo snuck in. Great hack! :)
@esteldunedain .After a mission test with my coop unit,we found a issue of medical system,when enabled the "prevent instant death",not only the player would always turn to unconscious after damage but also the AI units always do and the AI units can't die just like players.And even I set the medical system works "player only" the AI units will also always become unconscious and can't die. here's my setting for medical system. http://imgur.com/CnYv8lg
@jinougaf can you please fill out an issue with this form http://ace3mod.com/wiki/user/how-to-report-an-issue.html
when enabled the "prevent instant death",not only the player would always turn to unconscious after damage but also the AI units always do and the AI units can't die just like players.And even I set the medical system works "player only" the AI units will also always become unconscious and can't die. here's my setting for medical system.
Yes, that'sa known issue, that's in fact fixed on this branch https://github.com/acemod/ACE3/pull/717
Fixed?Haven't noticed,so where can I download this version or what should I do to fixed the version I'm using?
Fixed?Haven't noticed,so where can I download this version or what should I do to fixed the version I'm using?
I said "fixed on that branch". That branch (version) is not merged into master (main version) yet, but it will be soon.
OK,I understand now,English is my second language and sometimes made me hardly to understand what your mean.
Feature request: advanced damage system for vehicles
Want to see some advanced damage system for vehicles. For example if "engine" or "fuel system" is damaged then this damage can be increased if vehicle is operated without repair. Damage will cause more damage by itself. Damage may cause some random engine halts. So if vehicle is not fully repaired this may cause different kinds of breakage. Also if engine is "Orange" you may need to start engine several times to run it finally. Something like that.
Feature request: allow mod authors to define a custom array of x, y, z used when dragging items. Say that you have an artillery peice you want to drag by default it will attach it to player too close and you will fly into the air. If the mod author say put [0,0,5] in the config of the gun then it attaches it slightly in front of the player, preventing any issues
Feature request: allow mod authors to define a custom array of x, y, z used when dragging items.
That's exacly how it works now: https://github.com/acemod/ACE3/blob/master/addons/dragging/CfgVehicles.hpp
Feature request: the addition of a possible CS gas grenade or other distribution device so you can implement the CSE atropine autoinjectors properly, possibly along with the addition of gas masks like in ACE 2 OA.
Feature Request: Triage Tags Can an option be added to display Vital Signs and Injuries to Triage Tags? There is a history of actions on the left side of the interaction menu when viewing a patient, if this log could be printed to the card for other medics to see it would be great.
Feature Request: Improve compatibility with Sweet Marker System
ACE3 Version: custom 20.04.2015
Mods: @cba_a3 @ace3 (ace_markers.pbo deleted) @RHSUSAF @RHSAFRF @swt_markers
Placed ACE3 Modules: No
Description: Nowadays feature to draw lines is connected with maptools. So if you have @swt_markers mod enabled and you have protractor in your inventory, you wil draw two lines at once (video): https://mega.co.nz/#!CINDlLLK!wv5Ox-ByHXTUArOUDfYCh4trLIlyhvkB4mc8bf_rffs In SWT markers to draw line you need to hold Ctrl+Alt In ACE3 to draw line you have to press Alt key. When two mods run at once and you press and hold Ctrl key and then press and hold Alt key, you draw two line.
Steps to reproduce: In description
Where did the issue occur? Every time
RPT log file: No
Can this be a separate pbo, instead of being a part of ace_movement? https://github.com/acemod/ACE3/blob/master/addons/movement/CfgFatigue.hpp
Can this be a separate pbo, instead of being a part of ace_movement?
@Tachii, I don't see why not, except that we are stretched pretty thin before release. If somebody makes a PR with the changes it will most probably be merged (e.g. move that to ace_fatigue)
change the damage color from white to green. When someone is hurt slightly, It is pretty hard to see that very light red. Possible to change the colors from white to red to green to red?
The tweaks to CfgFatigue will eventually end up in ACE_Stamina (or whatever it will be called)
@commy2 good to hear
Please bring the old ACE² Medic System Back. With Bandages, Morpi, Epi for all and First Aid to Medics
Wht do you mean @Trigger81? That's called basic medical and has been in since day 1.
@jaynus i don't think so. Epi and Blood are only for medics or anyone can use Epi and Blood. No first aid kits for medics. And if Epi and Blood is only for medics nobody can a Player Revive if a Medic is down. That was my impression from the first version on armaholic
Those are all configurable, anyone can be a medic or only medics or only captain jack sparrow. That applies to both medical modes.
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
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