jameslkingsley / mars

Mars is a total Zeus replacement providing Arma communities with a customisable editor capable of realtime mission creation and enhancement.
https://mars.arcomm.co
GNU General Public License v3.0
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Feature Requests #32

Open jameslkingsley opened 8 years ago

jameslkingsley commented 8 years ago

This is the thread where all feature requests go.

MrPiipe commented 8 years ago

Ability to Save/Load compositions from 3D Editor or Zeus.

The 3D editor added a feature to save composition (Groups of objetcs) and load them whenever you want to. Would it be possible to also save and load these compositions using the Mars Editor(Zeus)?

And example right now is the way ARES does it, you are able to save objects, AI, vehicles, etc.. using one of their modules. This would show a box with the code (Mostly the object name and the position), you would copy and save it somewhere. The way to load the code would be using one of the execute code modules and pasting the previous code.

Really looking forward to the Mars Editor, thanks!

jameslkingsley commented 8 years ago

Definitely something I want in Mars. If it's possible within the constraints of SQF, then it will most likely load directly from the users profile where Eden compositions are saved. That way you can create a mission in Eden with X compositions and then be able to use those X compositions in the Mars editor.

alexcroox commented 8 years ago

Add ability to continue spawning units even after a long mission or a mission with lots of units.

In the past when zeusing I've found after an hour or so I'm unable to spawn more units. This is because the group limit has been reached and I have to bring up the console and run some code to delete all groups. This then allows me to continue spawning more units. I eventually moved this into a loop that ran every so often.

Anything you can do to remove the need for this automatically in Mars would be great!

jameslkingsley commented 8 years ago

There will be a group cleanup handler running and a button to invoke it.

SchwererKonigstiger commented 8 years ago

Dud explosives Suicide bombers Dud suicide bombers?

Nels0 commented 7 years ago

open/close entities and assets tab with E and R respectively

edelle commented 7 years ago

Add a small number to the AI squad markers to keep track of size from afar

edelle commented 7 years ago

Add small icon of what AI is tasked with to keep track of stuff - Implemented

edelle commented 7 years ago

Split disembark to "Disembark" and "Disembark all"

edelle commented 7 years ago

Add bullet tracers

edelle commented 7 years ago

Add "Playername" is now in spectator(ARCMF2 integrated) notification.

ALTERNATE add "Playername" has died notification.

Add a "Total players dead" also

Can also add "Killed by something" e.g - Killed by Tank, Rifle, Rocket, Helicopter etc It's something nice to keep track of

Golbs commented 7 years ago

Have 'soft' and 'hard' dismount options for vics. Allowing IFVs to drop troops and move off.

edelle commented 7 years ago

Add quicker access to commonly used commands. Such as "Suppress" or "Force move"

Alternate quick fix: put "Suppress" and "force move" at the top of the context menu

edelle commented 7 years ago

Add scenario flow modules, to at least call the mission and hints

edelle commented 7 years ago

Add waypoint to garrison buildings, can be used as a pseudo "breach building"... CBA Task defend is inconsistent

Golbs commented 7 years ago

Like zeus waypoints, but with commands that work: on each waypoint, have commands such as 'clear nearby buildings'. For example with multiple waypoints through one town, you could get a unit to systematicaly and somewhat autonomously clear the buildings and have the final waypoint be 'garrison' where they then hold and defend.

Golbs commented 7 years ago

Add 'Bound to' command to have on a waypoint which will get half the team to move 20-50m forwards then prone, then the other half move past and prone, repeating this sequence until waypoint is reached. This could also activate suppression towards waypoint marker, or leave ai to shoot normally.

Golbs commented 7 years ago

Allow commands to stack on waypoints. A unit could bound/sprint/crawl/panic towards a waypoint whilst suppressing a different direction. Effectively peeling.

Nels0 commented 7 years ago

Quick access toolbar somewhat like so: image Positioned roughly here: image

Nels0 commented 7 years ago

Autocommands (series of waypoints etc):

Could be in the quick access toolbar. Hints while configuring e.g

Transport autocommand

  1. Select group to transport
  2. Select Vehicle (with or without crew already)
  3. Select place to transport to (i.e unload)

could incorporate a town clearing macro, maybe a bounding macro where you select two groups to bound.

Nels0 commented 7 years ago

Contextual waypoint configuration on placement

In the form of a right-click menu where you've placed the waypoint i.e after placing an artillery fire support, # of rounds is selectable (round type maybe chosen before or after fire support waypoint is placed)

Nels0 commented 7 years ago

In-game notes sheet

Just the equivalent of a temp .txt file to note things down during the mission without using pen and paper or alt+tabbing. Could get fancy with saving/loading files etc but doesn't really seem necessary as long as copy/paste works.

edelle commented 7 years ago

Add CBA task patrol to vehicles, can be renamed to "loiter"

edelle commented 7 years ago

Create common objective for specific units(eg infantry, APC, helicopter etc) that they will go to the second they spawn.

Example: create a common objective, set it to infantry only, give it a radius, all spawned infantry will move to radius, once reached they can initiate a search and destroy waypoint, if common objective is removed ai resume to doing nothing

Nels0 commented 7 years ago

A control panel (may be reserved for a separate addon), i.e buttons that activate triggers or run scripts. A hideable window that has buttons which say, activates a trigger.

Potential implementation could be a module that is synced to triggers, and then these triggers are displayed in the control panel. Could also serve as a trigger monitoring tool.

edelle commented 7 years ago

disableai "pathplan" when doing force move, this way, the ai will follow the waypoint in a straight line