For further instructions check the wiki:
http://ace3mod.com/wiki/user/how-to-make-a-feature-request.html
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
More realistic diving operations:
The ability to select which wound you are working on in the medical menu. Currently the system appears to work on a combination of bleed rate and effectiveness of the bandage for the wound. It would be much easier to be able to select which wound to bandage. As a side note, you can click on and highlight the wound inside the menu, but it doesn't appear to do anything.
Update fnc_getAllGear and fnc_setAllGear to preserve Ammunition Count
The great Get / Set Loadout scripts supported this and it would be neat to see the functionality come across.
This change would have two benefits:
Could we have a module to disable g-force without having to delete the pbo?
Update fnc_getAllGear and fnc_setAllGear to preserve Ammunition Count
In vanilla game and in ACE, any vehicle has the cargo space and player can interact with them.
And player can use inventory without going inside this vehicle. But if you think about it, then anyone can understand that this is impossible.I don't understand why ACE is still not fixed this?
Any soldier can take the weapon or any other object from outside vehicle, This is looks not realistic, especially if it's an enemy heavy armored vehicle, which has no open spaces and windows. How seems to me, in the ACE mod as a realism mod, the inventory ability should be available only when the player located is inside. I think this detail can give more realism to ACE. This may not apply to civilian cars and trucks. This feature can be applied is only for heave armored vehicles and for MRAP cars.
Is it possible to add more manipulation axis for the placement of explosives? They attach to surfaces reasonably well, but you can only rotate them about a single axis which limits how you can place certain ones. I can't for example stick a demo block to a wall, because i need the bottom of it to be able to stick to the wall, and at the moment there is no way of rotating it so the bottom is not facing the floor.
i wonder if it is possible where the vehicles never blow up but instead become disabled. This may be applicable to helicopters. The only way a vehicle would blow up is with any explosive device. This would also allow pilots survive those light explosive landings.
@kripto202, sadly that possible for all vehicles except helicopters. The
weird explosion that happens when they tip over is hardcoded in the engine
and bypasses the handle damage event. We tried hard to prevent it and never
succeded.
On Wed, Apr 27, 2016 at 10:49 AM, kripto202 [email protected]
wrote:
i wonder if it is possible where the vehicles never blow up but instead
become disabled. This may be applicable to helicopters. The only way a
vehicle would blow up is with any explosive device. This would also allow
pilots survive those light explosive landings.—
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Reply to this email directly or view it on GitHub
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A possible enhancement, an increase of time for wounds to reopen but certain type of movement will speed up the timer. For example, you have applied all the bandages you need. You start moving again and certain bandages such as packing and field dressing, for example, can reopen if you did a full sprint. This would rely on increasing the timer of bandages or type of wounds. This can make bandages more reliable for a ccp and not wasting so many bandages.
IR chemlights. When I need a light that's only visible in the IR spectrum that's not something that also functions as a target designator for CAS
I'd like the personal attached IR strobes to last more than a few minutes before they die out, and with variable brightness?
IR illuminators(flashlights) from the an/peq 15. It would be nice to have a switch that will turn the an/peq into a ir flashlight. Visual examples: https://www.youtube.com/watch?v=f_8bCmB2_Og
A brighter flashlight weapon light (and with the ability to change the light different colors), as if you flipped a green or red lens over it.
When parachuting, the ability to have smoke or lights active on your person as you fall is invaluable.
Combined with a setting in advanced medical, perhaps, but altitude exposure effects? Parachuting from a high altitude without an oxygen mask could lead to a player going into an unconscious state (like g-loc?) until reaching a lower altitude.
Stretchers to carry wounded, or some other kind of assisted carry device to carry wounded/dead.
Medical tutorial missions, or the ability to precisely wound a target for training purposes, (I.e. assign three large avulsions, somehow, to an ai/medical dummy/player and then proceed with instructions on the medical system.)
Specific breaching charges. While breaching through windows is probably impossible, preparing a cutting charge for compound walls, or interior doors where the 'backblast' of the charge isn't as powerful as a regular explosive, would be nice.
Different artillery rounds, not only contact HE, smoke and Illum (which could use a parachute version), but variable time/proximity. Even if it's as simple as setting the mortar to explode in 10 seconds out of a 15 second flight time before firing.
Slight change in the medical diagnostic display (again, advanced medical) this time linked to the different classes. The 'special effect' is that the more medical training the more detailed the diagnostic display is. So for an infantryman with 'basic' medical training, it could be considered the standard "Patient has lost a lot of blood", but a corpsman would have something like, "Patent has lost more than a liter of blood", a doctor might see "patient has lost between one and three liters of blood".
With the advent of rather portable defibrillators, I would argue that it's possible to have a portable defibrillator on a medic's backpack, and in game maybe it could function as a portable CPR device? Something that you attach and use to initiate a cpr command every time it charges, but with the downside of running through [batteries]?
Towing cables and/or a winch system for some vehicles?
I'm sorry if I'm not up on the latest and have repeated something!
Showing how full each box is in a vehicle's cargo.
hey, iI don't know if somebody have asked it before. There is a mod out called Enhanced Movement http://www.armaholic.com/page.php?id=27224. could this merged together with ace to one mod? You can climb much more with this mod. It would be greate if this could be done.
That mod is not realistic at all, good luck jumping with that much weight.
Or you can play with VcomAI mod. It enhance a lot the AI behaviour. And make them place mines and things like that, even with ace enabled. I don't know why at all but it's working enough to regularly make my team's assault squad blow off on mines, forcing us to progress in column, very slowly, etc.
For medic stuff I've no idea on how to make AI heal themselves and each others. Seem to be hard to do.
@mickeymen: the problems with AI have been explained in multiple issues you made before. Since you seemingly have forgotten about the answers you received already, have some links:
YES or NO and WHEN or NEVER?
We cannot and will not answer these types of questions for feature requests.
@mickeymen ACE3 is mainly oriented on MP COOP/TvT gameplay, not as much on SP (there are some issues with saving IIRC). You have better luck finding some community to play with, that is if you want for your team mates to have brains ;)
there are some issues with saving IIRC
They were caused by 1.56 and are fixed in the current stable of ACE.
Sorry, I've deleted a bunch of off-topic comments. I'm really tired of repeating the ground rules.
How about an Ipad for sweet mortaring once Artillery makes it in.

Maybe a bit nitpicky, but I'd really like the wind indicator arrow to disappear/fade out on it's own after ~2 seconds, instead of having to toggle it off.
You could add additional keybind that works this way, and keep the current one for people that like to toggle it.
Please, release ACE Sys_missileguidance (missile behaviour and effect) for all Arma 2 rockets and missile (M72, AT4, MAAWS, SMAW, Dragon, Javelin, RPG18, RPG7, RPG29, RPO, Konkurs, TOW, Hellfire, Vikhr, Schturm) and make it usable by the RHS mod team.
RHS is currently using Vanilla Effect for all these missiles and rockets, which sucks so bad.
In real life most sleeved fatigues have inbuilt tourniquets as an emergency system, for example if someone is bleeding they will pull a string on a limb and it will tighten like a tourniquet. Someone in my unit told me to come suggest it here and I was wondering if it's a good idea.
Just put them inside the uniform.
Separate view distance for UAV "gunner", where one doesn't care about having 10FPS, but cares about seeing further (for UAVs at 2000m height). Also something similar for freefall/parachute, but not for other air/ground vehicles where one cares about FPS.
I can (try to) submit patches for these, but I don't really like putting all these options in an (already crowded) ace options menu - is there any way to create a "submenu" for all the view distance settings? Maybe a new category next to "Options" and "Colors"?
@freghar Try using FoV Based view distance first, it should scale up when you zoom in and scale down when you zoom out.
@jonpas Thanks, but I've tried that and it's kind of unusable on my (2010-ish) PC as it creates heavy frame drops when zooming (ie. as infantry, holding RMB), probably due to me not having an SSD.
It's also suboptimal for the UAV use case for high resolution displays where you can see tiny details, especially on thermals, without much zoom. Not saying the FoV setting cannot be used, just that I'd rather go into the Video options and temporarily raise the view distance in that case.
I gotta say, I really like the suggestion for frefall/parachute separate view distance - I always raise and lower view distance manually during and after the jump since we lack that option.
One more idea since we're on this topic: separate view distance for armed ground vehicles.
Right now the ground vehicle one covers both armed and unarmed vehicles. And when you're driving unarmed vehicles, I'd much rather keep the fps, and have the same view distance as infantry - you really don't need any more.
But with any APC or tanks, you really want a lot higher view distance to make use of that powerful optic.
Not really too important I guess, since we can manually switch these, but definitely would be nice to have.
Please consider fixing Bohemias messed up weapon weights.
The GM6 Lynx doesn't weight 21 kg (wiki says so, has to be right .... right?)
Other weapons affected are SIG556(10kg/5,5kg), HK121(17,24/11,1), LWMMG(15,42/10.8), Negev NG7(14,52/7,6) and the Noreen (14,52/~6).(sure there more I haven't found yet)
The HK121 still uses 9,3 cartridges which isn't accurate either.
tl;dr
Please make vanilla weapons more like in RL (caliber and weight wise)
Was wondering if it might be possible to add a feature to the Check PBO Module:
For example, if the server is running multiple maps, but they aren't on the whitelist, it would only warn if it's set to report all discrepancies, but if the player is running a mod that the server is not, it WOULD warn the player. This would be nice for servers running many maps that maybe the player doesn't have yet, and would concentrate on the rest of the modpack, more important items.
Thanks for taking the time to read this!
Maybe a conditional prevent instant death as an option. Here is how it would work. Any rifle that goes up to practically 7.62 that hits the legs, arms, and body will allow prevent instant death to kick in. For the head, anything higher than a small velocity or avulsion woulds should kill the person right off the bat since a head shot is still a head shot (which still can be conditional). Then when the person is unconscious, he should be able to die instead taking all the rounds in the world till the death timer is up or till he runs out of blood. For rounds that are higher than 7.62, such as the .308, .408, 12.5, and so on, should kill the person if shot in the chest or head. If shot in the limbs, that should put the person unconscious.
Finally maybe some wind pressure damage from high caliber rounds. With the amount of force that the bullet pushes, the bullet doesn't need to hit the person and still cause damage to anything near by it.
How about ACE Camonets? eg. similar to the sandbags. One large (car), medium (static pos) and small (sniper team, sandbag wall)... basic green and desert?
I do know there are mods for this but it would add simplicity by having it usable directly thourgh ACE interaction.
just noticed this, http://www.armaholic.com/page.php?id=31062
I'm going to be testing it and maybe it could be a good mod to merge with?
Blue Force Tracking Tablet #sad
Is Ctab still going to be ported to ACE3?
hello guys ! a couple of ideas:
-a free choice of 2 primary ("heavy") weapons and 1 secondary (light), or 2 secondary and 1 primary:
http://www.armaholic.com/page.php?id=31066#comments
-more movement/climbing freedom:
http://www.armaholic.com/page.php?id=27224
hope you like that!
thanks !
two suggestions regarding the new targeting pod:
I dont know if this is possible or not, if the targeting pod acts like the cam of a UAV maybe it is.
@Gaspasar
make the view lockable like the view of a UAV (ctrl+T)
does already work in vanilla
@bux578
thx for the answer. maybe I have problems with my keybindings sorry.
second still counts, but i am not shure if its possible.
Maybe have it like a TV lock, like a maverick can do in an A10.
Shooting rockets at the Point of the camera.
If this is not possible, maybe its possible to add the CCIP Point to the targeting pod.
maybe its possible to add the CCIP Point to the targeting pod.
CCIP point is there in target pod view as well.
hi all guys !
testing whitout ACE3 mod (for bugtracking reasons, i cant play whitout it!) i noticed how a wounded soldier bleeds in vanilla arma3 ! and leave also blood stains on ground !
i strongly thinks it should be enabled in ACE3!
thanks!
Hi is possible add in items inventory a gun like this?
https://www.youtube.com/watch?v=hBYIAX4cMC8
http://www.armaholic.com/page.php?id=23956
I know that ACE isn't focused on weapons, but I consider it more as a tool/item/Equipment.
In advance, thanks.
That is out of scope for ACE3.
Blue Force Tracker Tablet
I've seen reference to the overhaul of the Blue Force Tracking Module. Are you guys planning on porting, or creating your own version of the CSE tablet? The Tablet in CSE was near perfect in my opinion as a commander. Loosing that capability is rather painful, so its my hope you guys will re implement that (For me) needed asset. We're currently using cTab, but cTab, compared to the CSE tablet is... Not... a good substitution... to say the least.
Thank you for your time, and keep up the good work with your amazing mod!
Pasted from Here: #2028
I created that topic almost a year ago, and still no tablet? The one, as in the post, in CSE was perfect. Easy to mark assets, hostile or otherwise, and open the markers to look at the marker information. You also had the ability to customize your own marker on the BFT with the image, and Callsign. Alot of features from AGM and CSE were implemented, but not the tablet? Instead there is some janky "BFT" on the map?
@BobsonSakamano
@sargken
Fatigue improvements - heavy/restrictive gear:
Instead of just factoring total weight carried, it would be nice to see equipped heavy headgear and torso wear (flaks, vests etc.) cause a change in stamina.
The way I could see this working is by reducing stamina regeneration based on how much the items that you put in these slots weigh. This is probably the best way to convey the feeling of restrictive gear - IRL running with a helmet on wears you out, not because it's super heavy but because you can't cool off, and flaks mess with breathing and airflow.
As for gameplay, this would give players fulfilling a mobile role such as sniper or recon the ability to cover long distances quicker, since they can run, recover and keep running. When the player gets to an area that they might take contact, (i.e. starting a raid or something) they can reach in their bag and put on their hard cover which would reduce stamina regen. This also means that players wearing a light chest rig equivalent can still carry a bunch of gear in their pack, but have an advantage in regards to mobility.
EDIT: Laser Spot Tracking / Laser Interference -
Although this is already kind of there just because of geometry, locking on to most lasers occurs within an arc on either side of the laser to target line (LTL). It would be nice if past a certain angle, laser acquisition suffers. There could be a default value if it's not specified (60 degrees to either side would be nice), but still have a way to enter it into a weapon config to account for real-life capabilities.
Additionally, add some hazards - if you are looking at the source you could lock on to the source instead of the target. This would only be possible if you were trying to acquire the laser from the wrong side. Precautions such as firing the laser designator from under overhead cover a la trees or houses would mitigate this, as well as proper attack geometry.
Weather effects on lasers - I'm unsure if fog or cloud cover effects laser spot capture, but if it doesn't, it would be nice to see. This may be a bit of a stretch, but rain could potentially limit the acquisition range or cause unreliability for laser guided weapons. This could be based on both the distance from laser source to target, and from aircraft to target.
The ability to break down the heavy sniper rifles into two pieces to spread the weight to two people and on arrival, have an option to assemble the sniper. This could be the same system as the static mg.
@Jaaxxxxon Your ideas about fatigue are interesting.
While we have limp animations legs wound are ok, but what about hands.
According to problem when enemy get multiple hit's into his arms - he of course won't die, and he is still very dangerous.
In real, when one got hit into his hand, he won't be able(or it will be much harder) to hold/shoot his weapon, or even he might drop weapon.
Can't we have a script that gives a random chance of droping weapon after geting hit into arms?(would require some "pickUpYourWeaponDummAI" script)
Plus script that decrease AI acuracy, and for player adds weapon sway, when arms get hurt?
Edit:
Maybe when wounded, player could use one handed gun or sth like that.
Contamination & gas framework.
Idea:
You could: ask for permission to use gasmasks from http://www.armaholic.com/page.php?id=24936
You could: make a standardized perfect version of http://www.armaholic.com/page.php?id=26687 and http://www.armaholic.com/page.php?id=27918
You could: go nuclear.
Hello gentlemen, feature requests about AB and mirage effect (as the standalone version) ?
The top would be to have a mirage effect dependent on the wind speed.
Best regards :)
I really love what you've done with the under barrel grip attachments, in a similiar vein, you could condense the number of uppers a little by doing the same with swappable iron sights. While the M4(without rails) would have the default iron sight, the M4(with rails), and have one weapon model and then different iron sights. The same with the M320/M230 or M26 MASS (underbarrel shotgun), by placing that under grips, incremental enhancements can happen to fewer models. That's assuming that ARMA can use a weapon in the bipod slot.
@KarlMoebius Did you take a wrong turn somewhere? Or what in ACE3 are you referring to?
aw crap, got my mods mixed up. Things that happen before morning coffee. Sorry, RHS has moved it's grip attachments to the bipod slot reducing the number of weapon models, and I had a thought... in the wrong place. Sorry!!
ACE Team. I submit ideas to add functionality to block the backpack by the player. This functionality was in the "AGM" and it was very well checked, especially during PvP matches.
It would be nice to see this functionality again.
Add more ranks like PFC and fill in the gaps for the Army Ranks as the Normal Game leaves a lot of gaps.
Ranks are hard coded. Cannot be changed. Sorry.
More realistic night vision optics
Specifically seen here: https://www.youtube.com/watch?v=pk5pVo-BpxM&lc=z12uivxjfpyldrs4404cih0xjwjuev35kjs
In the linked comment, Dyslexic state's he would share work for ACE to use and flesh out the rest of the system and integrate improved single, double and quad tube night vision optic screen overlays and post processing.
Ideally the post processing would either be in multiple levels (Gen I, II, III, IV (Which would be current vanilla PP with the changed edges)) via different goggle items or via a slider that could be set in a modual by the mission maker
Two small suggestions that I could not find;
IR Chemlights - Would work great for marking LZ's or back of trucks in convoys
Increased battery life of IR strobe - at the moment it runs out really fast, can it be increased to say, a couple of hours?
Thanks!
integrate advanced rappelling/urban rappelling/towing/slingloading into ace
the modder (duda 123) wouldn't say no
https://www.youtube.com/watch?v=TFkMpzv64vg
https://www.youtube.com/watch?v=5K72i1wLkoA
https://www.youtube.com/watch?v=Qvj6Ab6Z_MM
https://www.youtube.com/watch?v=x1zL-ningQU
We experimented a lot with vehicle towing with ropes. It's not really possible to do it in a way that's not extremely hacky or works well in multiplayer due to engine limits (you cannot disable the handbrake).
well i don't know about that stuff you'r telling. it's just a Suggestion ;)
all i know is that These mods are running serverside and are also available as scripts and duda's clan uses hardly mods, to no mods.
well, nevertheless - thank you for your amazing efforts to make this game... awesome.
We know how he did the towing and that it somewhat works, but we did not feel that it works well enough to be part of ACE. He's basically forcing the vehicles to move with their handbrakes on, and that causes various issues which will be more (stuttering, tire squealing sounds) or less (network traffic, performance issues) visible.
Once BI provides us with a command that disables the handbrake, it would take like an hour to implement basic vehicle towing.
@BaerMitUmlaut
Once BI provides us with a command that disables the handbrake, it would take like an hour to implement basic vehicle towing.
"thank you... Bohemia - for letting me beta-test the game i bought" XDD
Thank you for the great work ace team, couple of requests.
1- After cooking effect for ammo after an armoured vehicle is hit similar to ACE 2
2- helicopter missile control LOAL and LOBL and X sign when laser is activated. same as ACE 2
3- Giving an option to permanently switch on advanced ballistics in Single player with out adding the module.
Not sure if issue or feature request but now BI has their own revive script but is there anyway ACE3 medical could detect and work with the system or at least override it. I'm thinking primarily for those wanting to play the Apex Protocol Campaign
That would be really nice, I bet many new coop missions will be made with BI revive, it would be great if you could still continue using ACE3 medical in spite of that.
Couple of suggestions:
-It would be great to be able to select the detonator for explosive before placing explosive on the ground. Sometimes you need to place it somewhere exposed where you can't stay for long, so it would be great to be able to pick a detonator before, while in cover, then just quickly drop an explosive where you need it and run.
-Bullet casings, they really add a lot of immersion
https://pbs.twimg.com/media/ChdcL2aUoAA0_x5.jpg:large (not my image)
I've found that mod, and it's pretty cool. The problem is, most rifles (including some larger MG's and .50cal rifles) drop 5.56mm casings. 9mm pistols seem to drop small 9mm shells, but then SMG's that use the same 9mm ammo drop 5.56 casings again. There hasn't been an update in months so I'm not sure if he stopped working on it.
Bottom line, you guys can probably pull it off better anyway, with longer support in case anything breaks, and now with added ACEX, i'm hoping it fits the scope of the mod.
Is it possible to link IEDs to cell phones and set the number via editor?
Would love to see a better transition between land and water ie jumping in or gettin out.
Especially jumping in is annoying.
Maybe a different animation or an immediate switch to swimming animation when asl =< 0 or something along that line.
Thank you for your time and awesome job as always.
A request similar to this was left earlier up in the thread, but now that Apex has released it has become more relevant than ever.
A transition between being alive and being unconscious would be much appreciated. Ideally, the system would be able to do something similar to the now base-game revive system, where the characters transition from a ragdoll into an injured animation depending on which body part was hit and how they were positioned after ragdoll.
In ACE2, the unconscious animation worked fine because every death was displayed in an animation. This meant that you weren't able to differentiate between unconscious units and dead units immediately after shooting them, and required you to get a better look to make sure they were actually dead.
However, now that Arma 3 came along and added ragdolls to dead (or knocked over) characters, it suddenly became extremely obvious at first glance which state the unit had gone into. This is primarily noticeable when a unit falls behind cover after getting shot. Not only will the unit occasionally poke through the cover after going into the animation, but they will generally disappear in under a second (switching to the animation) whereas a dead unit would fall from their standing pose into a ragdoll and onto the floor.
Another point that is slightly less relevant to the base animation but still important is that the unconscious animation is simply not really "realistic" right now, especially considering the wide range of injuries simulated with the advanced medical system. It would help massively to be able to tell just from looking what units were severely injured and unresponsive (cardiac arrest) and ones that had just had a severe injury that would not necessarily incapacitate them (limb hits).
While the last part is aimed more at the animations themselves, my first point of transitions from ragdolls still stands. It would be slightly disappointing to see the generic "this can't be done" response as we have clearly seen something similar done by BIS themselves but I understand that these things are difficult.
The ragdoll unconsciousness thing was added with Apex. It still isn't a perfect solution since people don't stay in ragdoll mode (which is still not possible!), but it might be used in the next version of ACE. It did not make it into 3.6.0 because the command was still buggy just before the release of Apex.
In short, implementation of pneumothorax causing wounds and ways to treat it. As well as airway problems and ways to treat it.
With advanced ace medical it strives to simulate a as close to real life situation for the many medics of Arma. It is great to see that we can start drips and bandage different types of wounds. But the wounds could be improved. There are typically three types of combat wounds that lead to death if not treated, which are bleeding from a wound on an arm or leg, tension pneumothorax, and airway problems. It would be great to see ACE3 implement a system where we would need occlusive bandages and if it comes to it pneumothorax needles to treat the wound. And for the airway problems perhabs implementing a head tilt chin lift function to open the airway as well as adding an nasopharyngeal airway device (NPA) to allow the patient to breathe while being treated. One of the things that would go hand in hand with these two types of wounds would be a way to check them. Much like checking blood pressure and heart rate, it would be beneficial to be able to check respiration and if there is a sucking wound or any type of airflow with puncture type wounds on the torso.
Pneumothorax, also known as a collapsed lung, is a very common wound on the battlefield. It can also be easily prevented by using an occlusive bandage to stop air from getting into the large chest cavity surrounding and collapsing the lungs. It takes on average 45 minutes for this to occur, but can be much much quicker depending on the severity of the wound. If the cavity does fill with air and the lung collapses it is required to again make sure there is an effective occlusive bandage on the wound. then a pneumothorax needle is used to pierce the chest about three ribs down and left there to allow air to escape and prevent any more from entering.
Airway problems are a common wound on the battlefield due which prevents them from breathing at all. the most common airway blockage is caused by the tongue. So a head tilt chin lift followed by an NPA inserted through the nasal cavity will allow the the patient to breathe throughout the process of being treated.
Overall I believe that this would improve immersion for anyone playing in the medic role such as myself and add a extra touch of realism and intensity to treating a patient. Thanks.
About the revive: i think it would be nice implement an option that let people been killed by major caliber hit. For people that are kind of forced to use revive to give some role to the medics and to the epinephrine, but want some realistic touch. I know, this "people" it's me, but maybe i'm not the only one.
I've read that interactions menus are disabled underwater in a closed issue. while I understand why it was done from a (quick) medical point of view.
Not sure if this part is a issue:
Group interactions should still work underwater (groups, passing mags & such). Map lights should work (if waterproof)
Pretty sure feature request maybe for medical rebuild:
ZERO medical is just restricting
Checks should work under water.
Tourniquet's should be usable.
Waterproof medical items (if existing RIL) should be usable.
Hi, fisrt of all, thanks to all ACE team for your work.
That my request:
Could you add to helicopter missile (HELLFIRE type) control HI, LO for indirect fire.
Could be, at least, something like you did with Javelin "TOP mode".
Is quite frustating send a missile and this cant hit the target because hit a fucking streetlight or a building corner.
not sure if this is possible but this is an idea. With arma's new targeting system where it shows you the location to shoot to hit the target, is it possible to set it on the blackfish vtol? Right now you have to aim forward to be able to hit your target and if there is a prediction line showing where the round would impact, that would help out greatly.
Please integrate Advanced Urban Rappeling in ACE³ :D
http://steamcommunity.com/sharedfiles/filedetails/?id=730310357
"Grappe" Extraction (don't know the english word sorry (Skyhook ?))
You'll understand with pictures :
http://s90.photobucket.com/user/Gaseous_Anomaly/media/AW%20BBS/Skyhook.jpg.html
If I have my weapon in the lower ready position, changing firing modes will not affect the position of my gun. Only if I press the binding for the Lower Ready position.
However, if I have my gun on my back, changing the firing modes will take it off of my back.
I think it'd be appropriate if changing the firing mode didn't do this for either stance, and it'd suit me better in my Milsim group.
Allow framework for enabling use/ linking to micro dagr, for say RHS Range Finders, or custom laser designators. Having something like:
ace_microdagr = 1;
would be great.
maybe the possibility to set multiple personal waypoints on the map.
@armyinf0703
Correct me if I'm wrong but that would require the rangefinders to have the compatible software and a RS-422/USB port.
Nou would know more but afaik the LRF900 and others in RHS don't have said compatibility
There's a soflam in RHS? Are the vanilla designators supported? The PEQ-1 was supported in ACE 2. Guess we had some feature regression in that case...
Damn it nou! This is supposed to be your holy domain :P
Not in rhs but 3cb does in their equipment pack. The vanilla designators can't use the micro Dagr either though. Having framework where add on makers could enable to use take use in the micro Dagr
The issue with writing these damn things... I was talking about the DAGR not the microdagr :P my apologies for any confusion.
So something like
ace_dagr = 1;
Add a "Single Bandage heals all wounds" system.
(ace self interact> medical > bandage yourself)
as opposed to
(ace self interact> medical> "left leg"> bandage left leg)
It'd be a great to have as an option.
I've seen this requested on the BI forum thread, and in a few tickets, but never on here.
the ability to have the one point sling for your primary when you are transitioning to a pistol or binos. For example, http://ttag.zippykidcdn.com/wp-content/uploads/2012/04/CD-3PSb.jpg https://www.youtube.com/watch?v=f8N3aOn1iWE It is partly already in the game for the shooting while in the vehicle.
An Arsenal fork which shows the current weight and it should be placeable via zeus.
We have in many missions a weight limit but we need always get out of the arsenal to see if we already reached this limit.
@NemesisRE If you pay close attention to the edge of the screen, you can see the it goes blur. That represents that you go over your weight limit. Now if there is something that tells us our weight while in the arsenal, that would be helpful.
-Could you guys remove inventory from action menu (on dead bodies), when using ace_noactionmenu.pbo?
Reason is, we have an inventory keybind already, and you really don't want "use default action" keybind going into dead guy's inventory, when you already have a keybind for that.
With it removed, you could use default action more reliably, for example - picking up enemy weapon (thanks to commy2 for fix), without a random chance of accessing the inventory.
Or that new thing by BI, hold button to do something, without having to use action menu to select it at times.
-Another thing, if it's possible to set incremental door opening to scroll wheel only when using ace_noactionmenu.pbo, that would be fantastic.
I can not remove that from dead bodies, but from every object. That might cause issues when you are trying to access two different "weapon holders" (ammo boxes, dead bodies, items on the ground - they are all the same).
if it's possible to set incremental door opening to scroll wheel only when using
as opposed to what? do you mean remove the open door action completely? That will not be possible as that action is defined in every building that uses it and there is no way to remove it from custom maps without having hundreds of compat pbos.
I can not remove that from dead bodies, but from every object. That might cause issues when you are trying to access two different "weapon holders" (ammo boxes, dead bodies, items on the ground - they are all the same).
The interaction is also useful when trying to access cargo that has weird bounding boxes, like on some helicopters and trucks - you need to be in a specific position and the middle-screen icon helps you see where you can access the inventory from, instead of furiously pressing the open-inventory keybind until you find The Perfect Spot.
Happens with some ammoboxes as well where you need to press your face against the box to get the interaction.
Hm, I wouldn't even mind removing it from everything, keybind worked pretty well for me as long as I aim directly at object, even when there are multiple weapon holders. But since freghar finds it useful, probably more people will, so maybe it's best not to touch it then.
Regarding incremental door opening, right now you need to hold "open door" button (LCTRL+SPACE) + Mouse scroll wheel to open/close. What I'm hoping for is to just use scroll wheel to open/close - like in raven shield for example. With ace_noactionmenu.pbo, action menu shouldn't be a problem, since mouse wheel is free.
I suggested it since it would be nice to have it work that way, and having some trouble with CBA keybinds, so not having to bind "open door" would make it easier.
But it's really a minor thing, so no worries if you can't be bothered with it.
I don't think just the scroll wheel would work. It would be the same bind as using the action menu. That would mean that attemping to use any action, e.g. changing the weapon, would open or close the door right in front of you.
and having some trouble with CBA keybinds, so not having to bind "open door" would make it easier.
I am aware of the problems with CBA keybinding (I'm a CBA dev too). No offense to the original authors of that, but the currently that subsystem is ... not optimized (?) to say the least. (Most of that is due to Arma key event handlers being shit).
It's hard to fix that though without breaking backwards compatibility of all the mods out there.
We are using MOCAP for some missions and it is a nice addition but it would be much better with ace damage system, like if i choke someone he should be unconscious. ACE should have a melee system like MOCAP.
@alexcroox almost said what i would really like to see implemented.
if possible, allow the enabling or disabling of ace3 modules(pbo) from an in-game menu.
i really like a lot of the things that ace3 brings to arma, but i am a casual player and do not want some of the more realistic features (e.g. realistic scope adjustments and medical system). i know that i can simply remove the pbo to disable those things, but i play on servers and with friends and by myself and have to maintain a instance of ace3 for each of those situations. because the ace3 team is so diligent in updating and expanding their addon it becomes a chore to maintain several instances of ace3 for each kind of play i want to do in arma.
so it would be really nice to be able to just make sure i have the full and most current version of the addon installed and then use a saveable config in game to control which modules are used. this may also allow switching on the fly without exiting arma and switching out ace3 instances when i want to go from solo to with friends or something.
it seems like this should be do-able because the ace options menu already exists that controls several aspects of the ace3 addon allowing the player to enable and disable or change things in game.
This is simply not possible with everything in ACE3, only for features that are only script based. Config changes are done once you start the game with a certain PBO, and there's absolutely nothing we can do about that.
if possible, allow the enabling or disabling of ace3 modules(pbo) from an in-game menu.
it seems like this should be do-able because the ace options menu already exists that controls several aspects of the ace3 addon allowing the player to enable and disable or change things in game.
Sadly it's not, because those PBOs contain config changes which can't be changed once the game is running, on startup the game reads it and that's it, you can't modify them afterwards. We would also love to have full modularity like you describe, but Arma does not allow for that at this time. We try our best to provide as many options as possible.
Is it possible to add the option to have some one else to reload your MSW gun, because many times some else carrying the ammo for the MSW, so instead each time to pass the magazine maybe he just can reload for you.
Is it possible to add the option to have some one else to reload your MSW gun, because many times some else carrying the ammo for the MSW, so instead each time to pass the magazine maybe he just can reload for you.
Not a bad idea
Would it be possible to use the button hold action that BIS added for revival to modify how the pointing system works?
What I would really love to see would be keeping the pointing circle up as long as the button is held and having it move with the mouse movement rather than the current system where you have to point at something, realise its not quite right and then redraw it by pointing again. Perhaps to keep the network traffic low, it could be a live circle that moves on the client machine but only sends updates once a second to the server, that way the player could walk the circle onto the exact bit they want to highlight and the viewing player would just see the circle relocate every second.
Ideally I'd like it if the point circle decreased in radius to about half the current size after perhaps 2-3 seconds, as if the person pointing starts out saying "See that rock? The one near that tree. No, not THAT tree, the smaller one to the left, its the rock just in front of that". The pointing player can do that with voice but it'd be cool if they could walk the viewing player onto the target with a combination of fluid updates and circle shrinkage, as if the viewing player is standing right behind the pointer and looking down their arm to get the best view.
As an alternative, could the size of the circle be made to change based on range between the pointer & viewer? If the distance is about 1m, the circle could be tiny since the pointer would be close enough to just put their hand over the viewer's shoulder but at a distance of 5m the impression of the viewer would be fairly inaccurate to the point where you're only getting a rough impression of where the pointer is indicating.
It's by no means a critical feature but if that kind of thing would be comparatively simple to make, it'd be a really nice addition.
The hold-button stuff by BI is horribly scripted. If we wanted something like that, we would make it ourselves.
Would it be possible to add compatibility patch for PRACS? I have contacted the author wld427 about ACE compatibility and he said that he's not planning on adding that himself, but someone else could make a compatibility patch. Perhaps an optional pbo like for RHS?
@JANXOL Sure, but it won't be us, we can't and won't support compatibility for the millions of mods out there, simply because it's impossible. We do RHS compatibility out of courtesy, and due to them not being exactly friendly in doing so (which would be a lot easier on their side).
Not sure if this is ACE or ACEX and i know it's been semi answered by BaerMitUmlaut but it would be nice to be able to breach buildings using the ace interaction menu
Currently i'm trying out http://www.armaholic.com/page.php?id=30573 which is a breaching script but the menu options bug me a bit.
Any way this is ACE material or even possible using ACE?
Having the ability to attach items to our backpacks for example, with the size of the wire cutters, it is most likely it is too big, so would it be possible to allow people to attach items such as the wire cutter to the side of the backpack?
Attached objects do not follow the angle of your back. So if you looked at the ground it would stick straight up, which would look just weird. So technical limits, once again.
We could make the wirecutters a launcher.
the double weapons mod does a good job putting the weapon on the back maybe you could use that as a reference.
It really doesn't from a technical standpoint.
Some of these things might be too much to implement, but hopefully they give you guys some ideas.
Pop flares, both parachute and star cluster:
IRL, they're a tube that you smack with your hand and they shoot either a parachute flare for illum or a star cluster for signaling.
These would be far superior to what we currently have, because the throwable flares don't really have any good use, and it's annoying to use 40mm ones because they require a grenade launcher.
I don't know if you can wrestle the engine into submission to get this to work by just hitting the throw key with a flare selected as a grenade item, but that would be ideal. Animations arent really necessary either.
IR ground marks:
A thing I've been taught when doing counter IED stuff that could be cool is the use of ir stuff to mark clear lanes. What some SOF guys do is take a bunch of q-tips, cut the heads off and soak them in IR chem light juice. You can easily carry like 50 of these as they don't take any room up, and covertly mark a clear path at night.
In game, you could have a very dim IR mark, configure it as a grenade, make it take up very little space, and set the view distance/lods or whatever for it to less than 100m. Once again, not sure if they game would be okay with a ton of dynamic lights but I hope you guys consider this.
NVG whiteout/washout with bright light sources:
The nods by default already seem to kind of wash out when you look at bright things, but it would also be nice if there was a way to replicate the 'halo' effect you get when looking at flares and stuff. Simply put, NODs tend to create a translucent to opaque circle around bright light sources, being bigger and less transparebt depending the brightness of the light source. Probably a long shot as idk how you'd detect "bright things" like like sources or flares
Weather improvements -
Cloud ceiling altitude:
If there was a parameter to set the height of clouds, you could make challenging air scenarios without having to make everything foggy.
Dust effects and rain:
Removing dust splash effects when the rain value hits a certain amount would make it harder to see what you're shooting at, but also help mask vehicles movements and stuff. Maybe this is map dependent/out of scope.
Keep up the good work!
A clip-on night vision device that can be put on long range scopes to make them NV compatible would be sweet, I think these are a thing that exists in reality. As things stand now, you have to give snipers one of the ridicilous electronic scopes like TWS or Nightstalker, or they'll be completely useless when it's dark. Unlike in Arma2, none of the traditional long range optics support any type of night vision.
BWMod has a NSV 80 (Nachtsichtvorsatz)
like: http://www.nivisys.com/en/uploads/NSV-80_Brochure_ENG.pdf
Map Overlay System:
Add the ability to markers to a map in different overlays, similar to how channel settings work. When on the map, you would be able to select either the base map (everything) or a specific overlay/sub-overlay.
The intent for this is to be able to have common stuff (objectives, etc.) visible to all, but keep clutter down for each individual sub unit, until they need to see specific things.
I'd like to suggest reusing the entrenching tool's code to allow the default ArmA 3 combat engineering vehicle (Nemmera) to build defenses like H-Barriers and earthen ramparts(spawn them just like the E-Tool does), with a module to change it between ArmA 3 and APEX expansion H-Barriers.
I'd also like to suggest vehicle recovery, use parts of the ACE refuel system to make a winch that would allow you to rotate rolled vehicles, and pull drowned vehicles back to land. Also, the ability to tow vehicles with a tow bar, rather than a rope, this would eliminate the need to make a rope system to tow, and would be able to simply use AttachTo.
Pictures of tow bars in use:
https://afghanistanmylasttour.files.wordpress.com/2010/01/tow-bar-attached-to-hmmvw.jpg
http://www.army-technology.com/uploads/storefront/27915/images/243649/small/tow%20bar%203l.jpg
I'd also like to suggest vehicle recovery, use parts of the ACE refuel system to make a winch that would allow you to rotate rolled vehicles, and pull drowned vehicles back to land.
That's already in the works, but not that close to finished yet, likely won't be in 3.7.0 but later: https://github.com/acemod/ACE3/pull/3898
Also, the ability to tow vehicles with a tow bar, rather than a rope, this would eliminate the need to make a rope system to tow, and would be able to simply use AttachTo.
It is still not up to ACE3 standards, attached vehicle's physics gets completely disabled when doing that, vehicle will go through objects, through the ground on slopes... etc.
I'd love an option to change naked eye zoom speed (when you hold RMB).
I've played a game where the zoom is almost instantaneous, and it really feels a lot better (for me at least). So I'd like to speed it up in Arma.
I've also seen people on forums that liked the slower speed like in Arma 2 though (just to keep in mind if anybody decides to do this)
So if anybody gets bored, there's an idea :)
Advanced mag repacking:
It would be nice if there would be a better version of the map repack function.
Currently you can just repack all mags at once.
If you have to cancel the repacking at e.g. 50% nothing has changed.
A good Mod/Script I have found is this one:
https://forums.bistudio.com/topic/142494-mag-repack/
This allows you to repack just one or two mags, with drag and drop, if you dont have time for all mags at once.
Something similar to this would be very nice for ACE.
If you have to cancel the repacking at e.g. 50% nothing has changed.
If you stop the repacking at 50%, you will have repacked 50% of your magazines. The progress is persistent and updated every 3 bullets.
a possible SMA weapons compat maybe?
The ACE team already mentioned they only do the RHS compat out of courtesy so any compats would have to be made towards ACE by the SMA developer
On mag repack it would be a very nice feature repack ammo from a box of the same type of ammo.
For instance, a sniper team can carry a box off 100 .338 and repack it on field.
I don't know if its possible, but would be more realistic for long term sniper missions.
The possibility of repacking from a box was considered and it's feasable. But in my opinion that would only make sense if we could also reliably implement the possibility of carrying empy magazines; that is theoretically possible to do, but extremely difficult due to the engine tendency to delete them every chance it has.
Would ace have a variable to store this information and weight? Maybe a
item with this info?
Em 29 de ago de 2016 12:04 PM, "Nicolás Badano" [email protected]
escreveu:
The possibility of repacking from a box was considered and it's feasable.
But in my opinion that would only make sense if we could also reliably
implement the possibility of carrying empy magazines; that is theoretically
possible to do, but extremely difficult due to the engine tendency to
delete them every chance it has.—
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Would it be possible to limit the view restrictions based on groups?
eg: viewrestrictionModuleA synced to Alpha 1-1 with forced 1st person
while viewrestrictionModuleb synced to Bravo 1-1 without any restrictions
I'm not sure if this has been brought up, but a litter kit like this: http://www.tacmedsolutions.com/product/foxtrot-litter/ to carry patients around in would be nice to allow two people to carry a third (wounded, presumeably) at a much faster speed than dragging or fireman carry. But I'm not exactly certain that that kind of interaction is really a doable thing in ARMA3
Also, is there a possibility of having different shapes the entrenching tool digs up? a quarter or half circle would be nice to set up a circular firing pit on the spot. And perhaps instead of changing the colors the entrenchments to something more universal for every terrain, you could just make them look like slap-dash sandbag walls, or is that way too much work for too little payoff?
But I'm not exactly certain that that kind of interaction is really a doable thing in ARMA3
It isn't unfortunately.
Would it be possible to add an animation ore something similar that would allowe you to hit your opponent with your rifle stock (like in Arma 2) with the result that the opponent gets unconscious for a short time ~ 25 sec what will give you enough time to disarm him and tie him up?
I was wondering if ACE is able to integrate (maybe optionally using a module?) to have "player setVariable ["tf_unable_to_use_radio", true]" when you take a person prisoner and false again when releasing him.
This would be so people aren't able to use the radio when they are being taken prisoner.
I know this means adding a dependency but can mods be detected in a way?
Thanks for all the work you guys do!
allow us to deploy on sandbags while laying on the ground. I was trying to space some sand bags on a hill side and have it level when trying to deploy.

Sadly, it doesn't work and you deploy on the hill side which in turn angles your scope.
I and many people gets angry when see indicator in vehicle (Damaged Wheel Orange) after a fight we dont know how to chceck what wheels are still usable, idea is to add interaction "Check Wheel" and it will say its damaged, or without air in it (or something) next idea is for my unit, we will probalby Delte All HUD when 3.7.0, left only from ace, is it possible to add indicator to see what Fire Mode i have? that Custom UI sometimes get buggy with host so it will be very helpful ("Changed to Auto" or "Changed to Single")
@mihal190 In my unit, we removed ui elements that you should know right off the bat. If you could look down and see if what type of fire mod your on, how many magazines, how many grenades you have left, we decided to keep the UI on. I hope that helps figure out which ui to turn off.
Discussed in Slack a while back -
The addition of camera stabilization for all gun-cams for air vehicles
Would help with lasing targets, as well as actually hitting things while a vehicle such as the new NATO VTOL or the Comanche is mobile.
API for disabling ACE Medical screen effects
This would be very useful when starting a spectator script while unconscious for training purposes (eg: see how your team handles your body in a mass casualty incident).
I can't fight the main medical loop here: https://github.com/acemod/ACE3/blob/b489750d5b1276753c65f46c9e2c6062b61cc6fd/addons/medical/XEH_postInit.sqf#L108
and it would force me to give unconscious players a neutered zeus.
It could be as simple as having line 112 in /addons/medical/XEH_postInit.sqf also check if a global variable that is exposed to mission makers is true/false, in addition to checking if the player is using zeus or is dead. I'm not sure if this is in line with ACE coding standards though.
Adjustable player speed for Advanced Fatigue.
Here's how it would work: user would have a keybind (like shift+scroll) that would change player's setAnimSpeedCoef. It would allow to select in range of something like 0.5 to 1.2 (medical status of player could decrease/increase it) giving player greater control over character. One could lower it to reduce fatigue gain or increase it to move out of dangerous situation at expense of stamina.
pros: it would allow for better control over stamina depletion, make moving in infantry formations easier, increase overall flexibility of movement as infantry.
cons: it would affect all animations leading to players looking silly in some of them. Solution: make it affect player speed only while moving, reset it to 1 after stopping.
Send hand signal messages to nearby players
As a way of augmenting situational awareness it would be nice if gestures would appear as a popup. Letting players know who used a gesture and what the gesture was.
Currently gestures are pretty useless because you cannot scan your sector as a team member and watch your team leader for hand signal instructions. In real life you would see your team leader's movement in your peripheral and then turn and look at him with your focused vision to identify what the hand signal is. Since our average FOV is about 70 degrees (55 if you're considering 1:1 scaling), this is not feasible.
This addition would allow truly silent movement and hand signals to actually be useful instead of just for role-playing. Combined with things like ACRE2, this could significantly change player vs. player missions to allow for more stealth and mil-sim groups could operate more true to life with limited radio and verbal communication when enemy contact is likely.
My suggestion is that any friendly unit within 25m would see the gesture pop-up (this distance could be changed in the gestures module). It would be even better if this was limited to only units within line of sight of the player who used the gesture. It would also be helpful if the pop-up showed the player name, gesture used, and group name of the group the player is in. The This feature could be disabled in the ACE gestures module for those that do not want to use it.
Repeat hand signals until keybind is released
For the same reasons as the first suggestion above, there should be an option to continue to repeat a gesture animation while the keybind is pressed. Bonus points if the animation could stop at the correct point, i.e. holding your hand up for the "freeze" command would cause it remain in the vertical position until the keybind is released). I'm not sure how this would be implemented with the mouse (it probably couldn't and would just a benefit for those using keybinds).
This is based in the real world practice where hand signals are continued until the entire team is responding to the signal. I think the utility of this is pretty obvious--it allows team members who aren't looking at the person signaling to turn their head and notice the signal.
(advanced advanced throwing?)
Some tweaks that could be optional, either as module options or as a pbo, intended to make throwing stuff at people more immersive and fun.
Dispersion:
Nobody throws perfectly straight, especially with a flak on!
General intent is to make it so you can't kobe a grenade through a window at 50 meters, but also don't kill yourself while trying to frag a doorway 3 feet in front of you.
Forced holstering
On Ace scopes would be very nice to have the ability to chance scope focus, even more if you have your weapon deployed, since the game focus on the first object in front of it. Which turns very difficult to shot nearly behind a bush or even some grass.
Another useful feature is the capability to level the rifle on deploy since most bipods have adjustable legs. I'm not sure if it's possible such thing.
You can't change the focus of the player camera unfortunately.
Not sure if you can make the player level when deploying a weapon.
@esteldunedain
"The possibility of repacking from a box was considered and it's feasable. But in my opinion that would only make sense if we could also reliably implement the possibility of carrying empy magazines; that is theoretically possible to do, but extremely difficult due to the engine tendency to delete them every chance it has."
What if ACE had an item called 'empty magazine', which was added when the game deletes your actual empty magazine from the inventory? Then, when you load magazines from the crate, it just deletes the dummy mags and adds however many full magazines back - although there'd have to be some way to know what type of magazines would be re-added.
you would need an "empty magazine" item for every magazine available. (correct mass, icon, display name). And that is not feasible if you consider 3rd party mods.
A generic empty magazine would just be awkward.
REQUEST ACE3- Logistics compatibility
Dear ACE-Team, is it possible to insert a compatibility to the "BWMod", even known as "Bundeswehr Mod" ? Maybe not in the normal ACE3, but maybe as Add-On`? My friends and I have no idea of scripting but we really like the BWMod, but we miss the logistic enhancement of ACE for the Vehicles.
Greetz,
Killswitch
There is this: https://github.com/BWMod/bwa3_comp_ace
but I don't think I've done anything for the "logistic" components
small rebreather tanks to equip through ace interaction. Example video https://www.youtube.com/watch?v=Hr2B_Gay2f0
Currently we are using the borked BIS dynamic groups system solely for renaming the group ID, as group restructuring happens quite often in our TvT games. Without renaming we are lost in Alpha-1-2-3 hell in BFT.
Sadly the DGS suffers from cheating abilities like seeing who is dead and some minor JIP issues.
It would be great to be able to change the group name via self interact in ACE (condition: being the leader of the group). Nice-to-have to also change the insignia, but group name would be sufficient.
Vanilla and DLC ArmA - mods magazine compatability
it would be nice to be able to use magazines which would be compatible in the real world with other mods weapons. fo rexample APEX introduced the AK-12, but one cannot pick up and use AK47 mags dropped by OPFOR casualties from CUP, for instance. the only mags AK-12 accepts are the Bohemia ones.
^ Probably not gonna happen. See: https://github.com/acemod/ACE3/issues/313
Sabotage vehicles
Similar to using the interaction to fix engine/body but have an option to sabotage or damage them instead.
Extended "features" of Epinephrine, like increasing blood pressure or significantly helping during CPR (cardiac arrest). This could make Atropine more useful (when it's fixed as it still reduces heart rate instead of increasing it, despite #2689), as it could be the slower-acting drug with the sole effect of increasing heart rate, which would make gameplay sense (even though the IRL behaviour presumably depends on the dose).
Nice writeup on the differences here, IMO.
Thanks.
change the way of locking onto a target with the agm-65.
the agm-65 is a camera-seeker Version (except for the E-,L/E2-version, which is laserguided), where the pilot uses the camera-seeker of the missile to lock onto the target (similar to your already implemented "javelin-lock-on-system").
this could be simulated with the new vanilla "pilot's_camera" . you could reduce the angle of view of the pilot's camera, to fit the angle of view of an agm-65 seeker-camera .
as it is now, the agm-65 works more like a Radar-guided-System to lock onto a target.
by the way, a laser-guided Version (agm-65E respectively agm-65L/E2) would be nice as well.
source: https://en.wikipedia.org/wiki/AGM-65_Maverick#Variants
Those pilot cameras are impossible to implement without adding/changing memory points in the model.
so i'd better post this in the bis-Forum, as a Feature request? (i don't understand)
Yeah.
consider it done XD
Captive/Prisoner position on screen when moving
When moving a captive/prisoner it's difficult to see, what you are walking into. The captive/prisoner is blocking most of the screen. It would be great to be able to move him on your left or right side. Also, when you are crouching/laying down the capitve/prisoner should do the same to prevent him from getting shot.
adding blindness when you look at something too bright with your night vision.
^ Sorry to disappoint, but there is no way to detect how bright things are. No API from BI, so this won't happen any time soon.
There is no possible chance to create a system where if you have night vision on (or in night vision mode) and you x distance from the light, that function kicks in. Then for day time, if on and is day time, then true
There is no way to detect light sources.
Ignition detonation for explosives
An additional option for explosives for them to go off on engine ignition for vehicles.
not sure if this is possible since it would consist in the vehicle configs. In arma, there is a system where the turret would stay on target when the vehicle moves, then there are some vehicles where the turrets don't stay on target. I wonder if it would possible to allow the player to choose how the turret rotates, depending on the vehicle, through interaction for the turret user.
I can see the benefit for the apex blackfish where if you are targeting a certain building, the auto adjusting helps but when you target a vehicle, it would be more beneficial if don't have that system on since you have to constantly fight it to stay on target.
for recon operators: the ability to dissasemble & assemble a LRR and put in suitable backpacks.
@bux578 thanks
Weight of held weapon influencing stamina drain:
It would be nice to see less stamina punishment for running with a raised weapon for lighter weapons, and more for heavier ones. It makes sense that smaller and lighter weapons are easier to maneuver, and so you shouldn't get gassed by running across a field at a combat pace. On the other hand, it shouldn't be a common occurrence to see a machine gunner charging around with an M240 at the ready.
Since this would only have an effect when the weapon is raised, players with vastly different weapon weights but similar overall weights could still travel long distances on foot ay the same pace, but you would see a increase/decrease in combat mobility once in an engagement.
I had also thought of doing something like that before:
["weapon", {
params ["", "_weapon"];
private _mass = getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass");
GVAR(weaponMassCoefficent) = linearConversion [80, 200, _mass, 1, 1.2, true];
}, true] call CBA_fnc_addPlayerEventHandler;
I very much agree with this, and I tried implementing this, but we can't rely on sensible mass values, especially from mod weapons. For example, the RHS M82 (or whatever that .50 BMG was) had a mass lower than a pistol for a long time.
Right now AF only checks if you have your primary or your pistol in your hands because of that.
but we can't rely on sensible mass values, especially from mod weapons
@BaerMitUmlaut , I disagree. We already depend on those values for overheating, inventory weight (which AFAIK affects fatigue), etc. If anything this would provide more incentives for people to report and modders to fix wrong values. Furthermore, it would be quite simple to add a safeguard against nonsensical weights and fall back to defaults
Pabst method already caps the low and high end.
Can we get functional 20L jerry can using 'land_canisterfuel_f' added as a default object in vehicles (and module) as with wheels/tracks?
The ACE 2 (LOBL, LOAL-DIR, LOAL-LO, LOAL-HI) UI for choppers
Please consider it it's a total game changer
@IsllEtman
Please read the first entry on this "thread" (issue).
There's really no point on making feature requests for anything included or planned for inclusion in ACE2, AGM or CSE. The majority of those things are been considered for porting or rewriting already.
Any chance to see the work made on mortars replicated for heavy artillery? i know, it's a my fetish.
Injured Ai
When player shot ais , there is a chance that ais fall down with ragdoll and injured and unconscious with animations and begging for help.
here is simple sample i made about this and working fine.would be cool if it possible to have this on ace 3 with option to enable and disable it in module
download sample
https://www.mediafire.com/?m11z8ycd1bfxeez
Separate Binding for Primary fire in Aircraft only?
It'd be nice if I didn't have to remove Space from the Primary fire keybind after every time I wanted to use the Space bar to fire in a Jet or Heli.
I haven't found a mod for this yet.
I too would like a way for the system used by the 82mm Mortar to be extracted to a general framework. I've been trying to make RHS artillery compatible with it but with no success.
Renaming Compact NVG and making their use more realistic
RE: Realistic Naming & Enhanced NVG
Compact NVGs _( O_NVGoggles_hex_F, O_NVGoggles_urb_F, O_NVGoggles_ghex_F)_ seem to be based on Paulson AD2V DNVG.
Additionally They seem to have a near full frame B/W Monochrome vision to them as seen here.
It may be possible to improve their realism with Enhanced NVG development:
-Black and White imaging.
-image static and distortion still possible
-rectangular NVG view mask
-Rename DNVG or AD2V DNVG
@BryanBoru: Full frame irl should not be full frame in Arma. These NVGs have a field of view of 43° - that's 3° more than common NVGs. We cannot change the FOV of the player camera, so making it full frame is not possible.
@BaerMitUmlaut I understand, I corrected my original wording, I felt the "rectangular mask" would get the user that extra 3%.
Just thought to mention it.
HI @ACE team!
Try to add the suppression effect (blurred vision of the player) when bullets hit near a player or when explosions near. In this case, the action of suppressing the gain in a double sense for the gameplay!
In the _VeteranMod_ http://www.armaholic.com/page.php?id=27182 this well implemented.
Try to play it if you haven't tried. This is a super feature of Veteran Mod and lacking arguments in ACE3!
Try to add the suppression effect (blurred vision of the player) when bullets hit near a player [...]
I think opinions on this differ. If you want it instantly there is already Laxemans Suppress Mod doing something similar. Forcing a visual suppression should be at least optional imo.
Another feature idea recently coming to my mind: When using wirecutter, check for a "electrified" variable on the fence and kill/knock out the unit when its true. Thus you could do electric fences scripts without having to worry about distance checks. Maybe even add an 3den checkmark to all wirecuttable fences to be electrified. Could be combined with a little spark/sound effect once in a while.
Turning the fences off could be done individually by scripts setting the "electrified" variable to false.
If you want it instantly there is already Laxemans Suppress Mod doing something similar
No, no, no. There is no comparison to the good work of VeteranMod. Today I tried the Laxemans mod and I want to say it's a porn.
Just some comparison:
1) In Laxemans suppression mod, the suppression effect exist only after enemy weapon hits!
The suppression effect does not exist, if you will shoot from your weapon and get next to you, for example near his feet or in the near wall. In the VeteranMod, this works on any impact against the player! Any weapon (enemy, allied, self) will give effect to suppress!
2) In Laxemans suppression mod, the suppression effect does not work if a explosives explodes near with player. For example grenades. In theVeteranMod all explosives works!
3) In Laxemans suppression mode, the suppression effect completely disbalanced. This effect continues to occur even > 10 seconds, after the bullet impact. Idiotic moment! In VeteranMod, the effect of suppressing short, not annoying the player, but at the same time can be useful as a tactical element gameplay.
I would like to see this a suppression effect (only how in VeteranMod) in ACE3, it would be a great realistic addition!
it would be a great realistic addition!
I see the gameplay value but I doubt I get blurry vision when getting fired upon in RL.
In our group suppression works very well without visual effects, because you fear for your virtual life if done correctly 😋
Dear ACE 3 team,
can we get the option to drag / carry an unconscious ally under water? Currently, going k.o. under water is basically your death sentence but with the possibility for divers to drag someone to the surface and load them onto a boat situations like these will make for some adrenaline charged game play moments :)
Thanks for reading!
Give the cell phone more functions other than being just a firing device such as satcomms or text messaging.
Port the ACE 2 compass as it allowed you to read the Mils. (As discussed on Slack). I believe it allowed you to toggle between the view below and the standard one.
Heyy I feel like there needs to be a piece of equipment for snipers that can pack and deploy, a target to make zeroing rifles easy. I think Land_Target_Oval_F makes a good target it's clear to see, bullets show up, it could weight something like a Toolkit, would be real useful for zeroing at your FOB before going into a mission.
maybe something with the same idea as RHS telescopic binos where you can have a helmet on a stick to possibly get the sniper shoot the helmet. Something like this https://www.youtube.com/watch?v=N-wJOlX1DRA
Hmm, I have one question, and problem which affect me and my team - during our milsim plays we were using very often a periscope (in ACE2 , classid = ACE_SSVZ) and now when we start t oplay on arma3 and ACE3 i 've found that there's no such thing at all ....
So my question is - if there is any possibility to change it and port this very usefull device from ACE 2 to ACE3 ?
UPD: I've just found out - there is such (or similiar ) device in RHS mod. (RHS:AFRF ) so maybe my request is completly useless ... Sorry for making some mess here
add air density, temperature, humidity and wind to your ace-mortar-wiki.
i can't figure it out by myself, how to calculate that.
If going unconscious could utilize the ragdoll system instead the game would be a lot more immersive. ATM if a player ragdolls you know they are "dead dead" so to speak..
I guess if you drop the gun isn't a problem because it too would be realistic... I think TPW had a system where the gun was attached to the ragdoll though..
If you are prone already the animation could be used, but if you are running or standing ragdoll would add a lot. Apply this to the AI too, the feedback you get when shooting AI feel really gamey atm with the twitching, if they could fall over and ragdoll more even if not dead, kind of like TPW fall mod?.. playing with mods would be more immersive.
Add a low pass filter for when players go unconscious.
have a user friendly UI for setting laser codes.
Config setting for jam chance, just to apply a coefficient to the regular chance. Mostly I want to be able to turn it up.
@nateberkopec:
That already exists, it's weapon based though: http://ace3mod.com/wiki/framework/overheating-framework.html
@BaerMitUmlaut Yup definitely aware of that. A single config point to crank up jam chance across all weapons was what I need though.
EDIT: Editing every weapon config value might work for me, I'm not sure. The idea is a mission where weapons are dirty/in poor condition, etc.
Me and my team would very much appreciate the ability to give yourself a blood transfusion.
Currently, if a mission only has one medical personnel, and that medic is wounded, there is no way for him to regenerate blood without zeus intervention (using assign medic module on a regular soldier).
Please excuse my ignorance if this is already possible somehow, through some setting. I did not see it.
Add an invulnerability timer for prevent instant death so you dont die when a grenade explodes or an AI empty his mag on you.
RHS-Compatibillity
make rdg2 smoke-granades of the rhs mod compatible to ace-particles.
Classnames: rhs_magazine_rhs_mag_rdg2_black, rhs_magazine_rhs_mag_rdg2_white
integrate M252 and 2B14-1 'Podnos' mortars of the rhs mod into the 82mm-rangetable
Classnames: RHS_M252_D, RHS_2b14_82mm_msv
maybe add a 122mm rangetable for the D-30 howitzer and a 105mm rangetable for the M119 howitzer of the rhs mod.
Classnames: rhs_D30_msv, rhs_D30_at_msv, RHS_M119_D
Javelin improvements -
Add changeable battery (max life 3 hours)
Add changeable BCU (battery cooling unit) max life 4 mins there is a 30 sec warning idicator on the CLU screen that flashes when its about it run out after the time is out this goes Red and the missile is no longer able to fire. and the BCU is spent. to fire the weapon you need to replace the BCU and the missile.
Link to indicators http://puu.sh/sUXpt/a20368843d.jpg the BCU is on the bottom left
info on BCU - http://puu.sh/sUXlG/76778c6f2d.png
Add a scope focus feature there the focus has to be correct to enable fire
http://puu.sh/sUXaP/ae6a1b5eff.png
ace_interact_menu_fnc_removeActionFromClass inheritance
With addActionToClass you can add an action to a base class. Everything that inherits from it will also get the action. It would make sense if you could use removeActionFromClass in the same way. Actions that were added with the inheritance feature are really awkward to remove right now.
It would be nice to have module that will allow to add rearming function to syncronized objects.
It can also have settings to set which sides it can rearm or any side but specific vehicles or specific ammo by writing down it's class names.
adding the function for two people to control the driver and turret at the same time. Using the AI is too unpredictable and makes it hard to use the camera.
Adding the function to choose between two different turret rotations. Once where the turret is just like how you see in offroad trucks and the camera system that you see right now where it attempts to keep track on where you are looking.
^ Sadly not possible with Arma API.
^ Sadly not possible with Arma API.
What which ones? I do know there is already somewhat a function for the attack heli turrets.
Both and those are hard coded and cannot be manipulated with config or SQF.
Dear Santa, err, I mean, ACE.
It would really be a great to have a zeus module that can assign specific wounds to specific parts of a unit / player.
This would be a very useful feature for zeuses and mission-runners.
Thank you.
Trench building is a very used feature so I feel like it should be improved any of these different ways:
1) Improve the models and textures of the trenches. They look very low quality and that bright green grass doesn't really make sense when you start digging ground.
2) Add more textures for the trench objects so they fit different terrains better. There should at least be sand, snow and dirt textures available. Then mission maker should be able to decide which texture(s) can be used in the mission.
3) Trench digging is really fast at the moment so it could be cool if that can be tweaked or the best option is actually if the mission maker can once again decide the time taken for digging a trench.
For mortars, I would love the inclusion of the 81mm M816 IR Illum round
Sauce: http://www.inetres.com/gp/military/infantry/mortar/81mm.html
1-If possible a way to adjust bi-pods elevation in case of the need to keep a low profile while deploying the rifle.
2-a way to make advanced ballistics features option in main ace menu to activate it for SP.
thank u.
@IsllEtman:
1 is not possible.
2 is already possible by using the ACE3 settings framework.
ok thank u and have a happy new year guys.
I have noticed that the following feature from advanced ballistics mod is not presented in the ace_advanced ballistics
Advanced land navigation system.
Some are presented in Land Nav by Zodd mod for example where these features can be used in addition to ACE map tool
1.Magnetic magnetic declination between Magnetic north and geographic north (true north) based on map location on Earth.
2.Hand Angles – A convenient way to get an approximate angle is using hand angles. While hand angles are not as frequently applied in navigation, they are used extensively in target indications.
Move dead bodies. Too often do corpses block launchers they carried.
Also I've heard people mention trench digging, but I cant find it on your wiki or anywhere else. It sounds interesting.
@Chekko: moving dead bodies comes with various issues because of the ragdoll system and was not reliable enough. Maybe we can look into it again but no promises.
You can find the entrenching tool in the ACE box.
Apologies if this is already possible (if so, how? 😄),
I would like the ability to re-position the Kestrel handheld device (when in the non-configure mode/view). I love how the MicroDAGR is set to lay on top of the ARMA GPS position which can be configured manually. (Options -> Game -> Layout).
I run my GPS on the left and my MicroDAGR covers up my Kestrel by about half of the Kestrel width.
@BaerMitUmlaut I do remember reading about a mod where you could move dead bodies. If I remember correctly, they basically either used the same animation for your dragging or something like a attachto type or script to drag the dead body. Once the player is done moving the body, IIRC would go back into a rag doll. Either way, it would be so much easier if we could turn off rag doll.
Would it be possible to add a few cook-off parameters to the cookoff framework?
https://ace3mod.com/wiki/framework/cookoff-framework.html
Parameters could include:
*Burn-time before complete detonation of all rounds (in seconds, to give crew time to bail out).
*Duration (or % of ammo) (to set how long the cook off will annoy surrounding infantry)
*Dispersion effect true/false (e.g. being able toggle if exploding munitions should be thrown around the destroyed vehicle or not).
Will there a option to disable medical system?
So when sometime we can play a simple revive mission with ACE's feature.
I just want to use ACE's trajectory system and a lot of feature but except medical, because like a D-Day assault beach mission the player will almost dies a lot of time then finally can capture beach, I just don't want the ACE medical system break the tempo.
Our team play a lot of mission with ACE and use it medical and one life, we just want some fun occasionally with simple revive but don't want to lost the other feature.
Will it possible?
Yes, when medical rewrite will be released.
Hello gentlemen,
could you consider different camos for the tripod, a khaki, a tan and why not a snow one ?
If possible could you please also consider the amunition type or the given damage to a vehicle for cook off?
At the moment I am dropping a GBU from jet on to a tank and instead of I see a crater, crew disembarks and cook off kicks in..
Hi there !
Could it be possible to have a way to lock the mortar elevation and direction once they are correctly setted up by the gunner, a bit like the speed limiter works for the vehicles ? Even if you move the mouse or press the elevation keys, the mortar doesn't move and the setup keep still. This feature could be fired by a key press, via an addaction or an environment interaction entry.
Thanks for reading.
1 - Add a self interaction to swap your helmet with the first helmet in your inventory. Would allow switching between caps and helmets much faster.
2 - if 1 is possibly, visibly store the helmet on your pack, hip, or somewhere else attached to the player. This would just look cool.
3 - I'm a former US Army medic, Critical Care Tactical Paramedic, and currently a software developer. Is there any way I could get involved with working on this mod?
@DMNemec I would suggest you start by reading https://ace3mod.com/wiki/development/ and then do whatever you like, either going through issues here on GitHub, adding a feature you'd like or similar! Additionally you should join our Slack team where pretty much any question can be answered quickly and other developers will help you out. The link can be found on front page (slackin).
As of the swap helmet feature, it surely sounds something more for ACEX than ACE3 however. :)
It would be great to have a compass/drawing tool with which you can point out a starting and a radial point on your map tool an get a round circle. This would make it helpfull to draw good circles for areas on maps. For example an AO or a permitted flight zone.
Is it possible that you can work a bit on the smokes?
http://i67.tinypic.com/2mpzxas.jpg
The colored smoke granades are too dense and not looking good like the white ones. They disolve also not nicely like white grandes (they have dense close to the granede and then fade away based on distance)
Advanced medical -Surgery kit- feature request
what i try to say is that the surgical kits can have a life time to patch up at least 3 or 4 men and then lost it.
so you can make surgery anywhere without that much weight.
Te surgical kit have high amounts of needle and thread to use and even clean some of the tools
Disable zoom. As the go-to ArmA 3 realism mod, it should feature at least an option to disable zooming without optics.
Zoom in Arma is really a focus thing more than actual zoom, mirroring how you can focus on objects that are further away, you can't otherwise mimic that in-game. I don't see us disabling that.
Is it possible to make map markers only transferable to other maps if both players are in a given distance and their maps are open?
Situation is following, although difficulty settings are high when ground units marks positions on the map the pilots are still able to see them which makes no sense to give coordinates..
BI has possibility to disable the waypoints which is fine but when it comes to pilots it should still allow them to use waypoints. Can it be done something in this direction? Planes have advanced navigation systems so seeing waypoints on screen is not killing the realism but it does by infantry
The problem with markers and sharing makers is that BI provides no way to copy, create or modify the new line markers.
could you make a module or something like that, to disable the automatic refueling system on community-made-maps? like you already disabled it on stratis, altis and tanoa.
or has this to be done by the creator of the map?
Sure it's not that big of a feature, but it was in ACE 2 and did really give a nice sense of immersion.
1- Mounting/dismounting a helicopter; character would cough sharply with a head jerk and get a decrease in the ability to see caused by disrupted dust.
Currently I work on a mod, is about a can "Fold" and "Unfold" Medical Tent.
So we can let medic can build a Field Hospital like that, and this can coordinate with Adv. Medical System to promote medic to doctor. (Or like Surgical pack use place limit etc...)
And this is my problems encountered. (BI Forum)
Can you help me fix this? Or if you have something like this idea will implement in ACE future?
Change ace point from karate chop to actual point animation in ace 3 gestures
Would it be possible to port "ace_sys_crewserved" to Arma 3? Would be nice to be able to deploy a tripod for use with a machine gun eg. M240B/M249.
hi, the navy and merchant marine has these floating smoke grenades. this could be useful when performing helicopter extracts from water for example, or in distress at sea.
Subsonic ammo in real life is more likely to fail to completely the next bullet feeding cycle on automatic weapons eg. Ar-15 / mk14 etc
my request is for subsonic ammo to be more likely to fail or jam or require a reload like a bolt action system.
Thank u.
add door breaching with explosives, building door locking, possible door kicking, and lockpicking
Add option that player cannot walk/run while using the MicroDagr so that folks can use it to check position and not use it as a moving map on the screen at all time. Will replicate the act of looking down at the unit.
Hi guys
I've looked around but can't find it in the keybind options. Would it be possible to make interact/self interact keys toggle-able?
I have 1 arm, so holding interaction keys + mouse clicking isn't possible.
@HeadTraumaZA
This was an idea that came up long ago and I think is worth us looking into adding a setting for. I hadn't considered it as an accessibility feature either, but that adds another motivation. Thanks for the suggestion :+1:
add a hotkey to switch between waypoints for the microdagr gps
Something that might be useful that I haven't seen suggested here yet. Would it be possible to have the ability to attach backpacks to vehicles? Much like how you will often see armored vehicles with packs strapped to pretty much anywhere they can fit on the sides, I think it'd be an immersive and useful way to have infantry stow their gear.
I don't know much but I assume it could be similar to how explosives can be attached to vehicles directly.
2 quick requests
1) Would it be possible to add an interaction to take/remove a backpack from an unconscious unit? When using TFAR, it's a pretty common thing when a squad leader goes down that the other squad members can't recover the long range radio pack to call for a medic because the leader is still alive and so isn't functioning as a container. If there was something in ace interact to either swap the user and target backpacks or an interact option to simply remove the backpack from the target unit and spawn it within 1m or so, that'd be quite handy. It'd also be useful in situations where you've got a heavy weapon and your ammo bearer goes unconscious, when your medic is the person who's down but they're the only one with bandages etc. Failing that, could there simply be an inventory interact option that's only available when the target unit is unconscious which lets you access their full inventory as if they were dead since they're not in a position to argue?
2) Would it be possible to add some kind of override for the CUP/RHS versions of grenade launchers like the M32/M79 to make them go into the launcher slot rather than the primary weapon slot or would that kind of thing only be doable in the config of the original mods? It seems kind of silly that you can't sling an M79 over your shoulder and use a rifle when you can do that with a javelin...
3 requests
1) someone above metioned adding a keybind for swapping between microdagr waypoints (I second this)
2) would it be possible to create waypoints by clicking on the microdagr map (the marker location would fill in the grid cord part and take you straight to the waypoint naming screen)
3) I posted this in the wrong place so I'll do it again.
Would it be possible to add an eden editor module that allows modifying the fuel consumption rate of vehicles globally or better yet by vehicle class? Especially in the case of aircraft, it could be a great way of balancing out their firepower in milsim ops by restricting their time on station cause at the moment the only reason to refuel is if the fuel tank was damaged
Ability to fire launchers in prone, a la ACE 1 and ACE 2. Able to implement via new UnitActions and Gestures and an .rtm


@Snak3Doc
setFuelAdding rubber bullets. These rounds shouldn't cause bleed but just pain to knock out someone.
The advanced medical diagnostic needs a finer gradation for non-medics. I suggest the addition of "dangerously low" and "dangerously high", this will turn the available readings as: none, dangerously low, low, normal, high, dangerously high. And give the non-medic a better understanding when they're near the upper and lower limit of readings.
Hi all, I have request.
Now ACE3 have Engaging moving targets for AA.
But the way can't follow fast mover if use anti air conon...
I think ACE3 should make AA FCS that can auto follow aircraft
I'd like to see, that the supply tanks of the fuel supply vehicles, can be refilled at a gasstation, or by another fuel supply vehicle.
and please introduce a jerrycan that is default inside the cargo of a vehicle, like the sparetire, so you can fill it up at a gasstation, in case your vehicle runs out of fuel.
Do an explosive explosion on the mouse wheel, as it was in ACE2.
See how he explodes explosives, in this video
It was very convenient, as it was possible to blow up bombs while on the run.
Feature request:
What I need and ask for, is something that would help creating rescue winch as shown on the movies, here:
https://www.youtube.com/watch?v=IHxBUvQQS6I
and here:
https://www.youtube.com/watch?v=1jeK9w7TvmM
In these cases there are two vehicles - the helicopter and the basket/penetrator which is a vehicle (that has a passenger proxy/proxies) attached to the rope via ropeCreate.
Hello.
I think ACE3 should have a patch file to switch 64bit and many errors will decrease.
@majinisinpu There are no errors specifically with the 64 bit branch known atm. You seem to be extremely misinformed.
With ear muffs that do audio pass through from external microphones (like the Peltors or those MSA Sordins), when the the circuit detects a loud noise (82 db on a pair I have) like a gunshot it cuts the audio pass through and then acts like normal ear muffs for 0.25 seconds or so.
I don't know if it's worth doing, but it would be neat to see that simulated as well.
add dynamic loadout zeus module for the aircrafts that are able to.
@commy2
https://github.com/acemod/ACE3/issues/5060
Why my ArmA3 doesn't load dlls even through I updated ace3 to 3.9.2?
@majinisinpu This is the feature request collective issue. Spamming here won't help you.
Specifically, have the AI target helicopters, infantry and soft vehicles with greater frequency.
Argument for:
Argument against:
Response to 5:
(a) This is a matter of providing AT assistants and supply-- a real world problem.
(b) An RPG round fired threatens and diverts enemy attention and resources. It supresses and effects movement plans. Especially against players.
(c) The RPG7 is IRL rather ubiquitously deployed-- for realistic scenarios, expect many!
(d) An RPG7 round shot with deadly intent is better than one never fired. Right now, the AI rarely fires.
(e) Against proper Tank threats, the RPG7 is a nuisance at best. The lack of RPG7 rounds will not affect the battlefield. Having targeted infantry WILL however.
Compromise to 5:
(f) Introduce a variant ammunition that the AI is permitted to engage all valid targets.
Examples:
RHS RPG7's, particularly if the infantry is equipped with nothing else, will cheerfully target vehicles and enemy infantry-- even at surprisingly short ranges.
Also thatguyhats' RPG7 mod demonstrates exactly the behaviour one would expect fro vanilla RPG7 launchers. LINK
-k
Specifically: Due to the blooming nature of the ACE interaction menu it is easy to 'cut ropes' when attempting to 'fast rope'. Having ones ropes cut due to faulty menu design produces unfortunate results for those soldiers on the rope...
Suggestion 1:
Perhaps the fastrope interaction could be logically MOVED to a different entry within the ACE3 menu. Or even, the vanilla addaction system? It is after all meant to be _fast_.
Suggestion 2:
Introduce a QUEUE which remains in force for as long as the ropes are available. A chronological queue, preferably with "your place in the list" displayed would greatly speed up the fast roping operation.
Beyond this: In my community we do a lot of air mobile work and have enjoyed the fast roping feature tremendously. Good job.
I believe this is a engine/AI limitation.
Many AI systems have tried this before, it's just flat out difficult to get the AI to engage with RPGs.
My group has made modifications to the aI and players in a rather hackish way (I'd share but frankly I'm not the project manager and it's still in a early function) to enable AI to target players in air vehicles and infantry, however there are some limitations we've run into with testing. Namely being that they'll only engage with single shot or HEAT/At rounds and neglect HE/Frag rounds.
And secondly that the AI will only fire RPGs if they feel safe. If they're taking even indirect fire they'll immediately put it back on their shoulder.
The _scrollmenu addaction_ is evil. While there are aspects of the ACE3 menu I dislike it is infinitely better than the vanilla solution.
With this in mind: Is there any particular reason why the ACE3 menu has not replaced Getting into and out of vehicles and accessing inventory? It seems such a natural fit for both types of interaction.
Thank you for your time.
-k
How is it possible that Blood IV (1000ml) in ACE weight only 0.45 kg? It is clearly unrealistic. It should be corrected. Thanks.
Hello, with members from CSEClan we've put together some ideas for new features:
The ability to rest your weapon without deploying your bipod (even if the bipod is mounted or integrated). For lowering your silhouette for example in a window. http://img01.militaryblog.jp/usr/ahahatv/FN_M240_MAG_4.jpg
Be able to set the lenght of unconsciousness with the help of a module.
Make realistic Spike-LR (for rafael turrets - Pandur, Stalker).
Allow advanced stances with binoculars and launchers just like with a primary or secondary weapon (default Control+W/A/S/D).
Allow opening and half opening of doors with a key shortcut that come from modded content (e.g. CUP, Open Chernarus, JBAD, ...) (If it's not a request for the mod authors.)
If a weapon gets hit, it is to malfunction-jam ( it would be good to have 3 setups in a module - nothing happens, the malfunction can be removed or it is destroyed)
Create a system for setting the speed of movement, by a form of a slider that can be moved by the mouse wheel, similar to STACRE where the mouse wheel adjusted the voice volume. (So you can have the perfect speed for situations, like CQB)
Create a system that would allow you to ''snap to'' your buddy (pointman) and would automatically move you with him and would have dynamic spacing to the sides
https://www.google.cz/search?q=buddy+cqb&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjDo7zP44jUAhXHuhoKHXEgCT4Q_AUICigB&biw=1920&bih=974#tbm=isch&q=cqb&imgrc=51yhMADoKXtu_M:
Greetings from the Czech Republic!
@ZikiCZ
could you please introduce "ace refueling system" to the cup-terrain maps. the vanilla refueling sucks.
@madpat3 I discussed this question with ACE and CUP devs, they don't think CUP Terrains is popular enough for another compat addon.
@Dystopian Really? Even though a majority of all the maps that are to be coming out or already out require cup.
make an/peq-15 of the RHS-mod compatible to ace-laserpointer. one has got no option to activate the red-dot laser, although the device is able to, in reallity.
I don't know if anyone can relate to this "problem" but it's a pain in the ass to create respawn loadouts for Zeus Missions with the new Respawn-Interface. Have you ever thought about creating a module about it?
For example: You place 3 Units, in each one you can write a description (like the name of the unit, f. e. "Rifleman"). Then you place the Respawn Loadout Module, sync it with the units and inside of the module you can set the category in which it will be shown. Don't know if this is feasible, but it would be pretty cool and convenient.
Share MicroDagr waypoint.
I would like to request a feature which allows Team leader automatically share MicroDagr waypoint with other team members, so that everyone could follow a common bearing without typing coordinates.
Share MicroDagr waypoint.
I Second this, it would be an amazing feature, though I think it should be some kind of module so Team leaders and 2IC's can do it in a group, and even the ability to send to anyone on your team from a list, ie you could get a target with the vector 21 and then transmit all the target info to a pilot as a waypoint.
Welcome to military technology, where waypoints are shared with a pen and paper.
I don't believe the MicroDAGR has any way to share data wireless between devices. There's a MicroSD card slot you could maybe use to share points or connect each unit via USB.
I think even the Vector 21 requires a data link cable IRL as the DAGR's lack Bluetooth receivers.
tbh, I doubt there's enough of them to even issue to everyone. There's a reason you see most people carrying garmin foretrex's
Though I suppose this could be one of those gameplay over realism things.
Im aware the microdaggr is fairly old, but surely their's a newer version or similar product with more features? like Bluetooth
On the topic of transmitting target information for CAS/Artillery, what about adding a JTAC CAS/Artillery computer similar to ones like these.
https://atakmap.com/
https://www.engadget.com/2015/04/10/kilswitch-android-tablet-delivers-airstrikes-in-four-minutes/
Doubt it. The PLGR was introducted in 1990, DAGR went into production in 2004, the MicroDAGR was 2012~
The military isn't super great at updating their electronics unless a urgent operational order is put in place and probably won't replace them until the new GPS bands are operational.
@aliasalpha
https://github.com/acemod/ACE3/issues/3594#issuecomment-297883301
In the latest updates was added the NLAW's unique guidance system. I noticed, if player uses Overfly Attack Mode, then at the moment, when a missile explodes above an enemy target, there is no any visualization of this explosion. In real life, this explosion looks very noticeable - https://youtu.be/byR9EfOTeZg?t=164
Ace team, at the moment of detonation, Try adding a FX of the big explosion above of the target
ACE 3 has a "Global AI Skill" module in Zeus it would be cool to also be able to set the skills only for a specific unit or group.
ACE 3 has a "Global AI Skill" module in Zeus it would be cool to also be able to set the skills only for a specific unit or group.
That module could probably be generalised so that you can place it on a unit too. Then we could add an option to the dialog on whether to target unit/group/side/global.
An option to make ammunition interchangeable between different magazines would be cool. For example - a DMR could pick up some rounds from a 7.62mm MG to fill up the magazines again. Or a sniper from a box with 12.7mm rounds (.50 cal).
Now that we can change repair times through scripting, would it be possible to make something that allows mission makers to set the speed that Non Medics, Medics and Doctors can apply bandages, autoinjectors, paks ect, makes sense to me that a trained medic should be able to bandage a wound faster/better than a standard soldier.
Here's the PI and label of the US issued autoinjector if you are so
inclined to do it yourself and add it in, ACE is open source after all.
On Sat, Jun 24, 2017 at 4:08 PM, Snak3Doc notifications@github.com wrote:
meme could you please fix the spelling on the morphine pen model
https://puu.sh/wsOK6/2e660638c9.png not sure morphin is an approved drug
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Also as a nurse, I'm not really convinced doctors or medics would be any
more adept at applying first aid. In that sense soldiers get pretty much
the same training in reguards with bandage use and basic first aid.
I know quite a few doctors that couldn't bandage a wound to save their
life, especially compared to PA's, nurses, paramedics, etc :P
On Sat, Jun 24, 2017 at 4:19 PM, Snak3Doc notifications@github.com wrote:
Now that we can change repair times through scripting, would it be
possible to make something that allows mission makers to set the speed that
Non Medics, Medics and Doctors can apply bandages, autoinjectors, paks ect,
makes sense to me that a trained medic should be able to bandage a wound
faster/better than a standard soldier.—
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A) It was meant as a joke hence #meme that side of the pen is facing the ground anyway I found it by chance and found it funny.
B) Fair enough, I don't have any experience in that field, im just passing on a request from my community, but the same way there is the ability to script the repair times to be quicker at the mission makers discretion, I feel like it would be nice to have that option for medical as well, that way it's up to the mission maker how realistic they want it or if they want to add some gamified skills ie a medic is faster at doing medical procedures. We have the ability to set the player vs ai damage ratios which is completely unrealistic so I don't think realism should come into it, its about giving mission makes lots of different options.
PS on the topic personally I think ACE medical stations should have the ability the speed up the medical process for anyone in its area of effect giving a % boost to application speed of meds based on their medical skill level, again this isn't coming from a realism standpoint but from a giving missions makers lots of options standpoint which is what ACE is best at, new features and options that keep the game fresh and interesting.
ACE Fragmentation should have an instigator set by setShotParents. As of right now, explosive devices will produce fragmentation that has no knowledge of who the instigator was.
Unit A throws grenade -> grenade blows up -> fragmentation leaves grenade -> Unit B is struck by fragmentation
In that hypothetical, both damage and kill events on Unit B will be unable to resolve who Unit A is.
Would it be possible to add an action to force a handcuffed ai/player into the kneeling on the ground hands handcuffed behind back animation, it would be great for hostage rescues, HVA captures and interrogation missions.
Or have an interaction to tell them to get prone, or kneel. Additionally, the ability to right click to quickly drop the prisoner's inventory instead of click-dragging, bring it in line with the vanilla inventory menu would save a lot of time when dealing with many prisoners.
Update:
After checking proposals here more thoroughly, I've discovered that @NemesisRE already mentioned MOCAP mod before and suggested to create somehow similar functionality in ACE. After checking on it briefly, it seems to me it could be great source of animations for mechanics I'm proposing, and some scripts could be probably also of great use to ACE developers (if MOCAP's authors won't mind, of course).
Though, it seems to me that MOCAP team may not be capable of implementing everything proposed here to its fullest, and may be limited in their resources too. It doesn't seem it undergoes a lot of development atm. It also takes questionable approach to melee combat, adding a direct control for that, what I tried to avoid as much as possible. Turning Arma into a horrible glitchy fighting game certainly won't add to immersion and realism. Not to say such fights with karate tricks and waltzing in circles are not very likely to happen in real combat, more like a blockbuster flashy thingy. Some quick dashes at an unsuspecting victim, or wrestles are far more probable.
May be ACE project could consider adopting MOCAP and adding features proposed here to it? To me it looks like really great addition to realism and authenticity, especially in the light of how detailed medical assistance system has become. If we are already moving thus far beyond regular "run and shoot" Arma mechanics, then implementation of some reasonable melee system is worth considering.
An authentic melee system idea (there have been some attempts at it already, like simply putting enemy on the ground unconscious upon using a special action on him in vicinity; this proposal expands on this idea greatly)
New equipment. A limited selection of ubiquitous hand-held short-range melee weapons and objects which can be used as such needs to be added, like boulders, brass knuckles, hammers, wrenches, combat knives, stilettos, butterfly knives etc (but not machete, swords, bayonets, whips, chainsaws etc). A rifle's stock or pistol's grip may be used as a blunt weapon (though stocks can't be used in wrestle (explained later), while pistol's grip can). No certainty on how to implement it better atm. A very simplistic approach would just include a requirement to have such item in any slot of your inventory without even adding any kind of weapon 3D models or animations to the game; in that case in a melee situation your opponent will see a pictogram notifying him you are using, say, a knife. A more thorough approach would involve adding 3D models and a separate inventory weapon slot for it, if possible.
Damage types. All hits with melee weapons are divided in 3 general categories: bare handed (attacking without any weapon, with a fist), blunts (stones, rifle's stock, brass knuckles), edged (knives etc)
Melee combat types. Melee situations are to be divided into 2 totally different categories: when a victim is unaware of attack happening (attacked from behind and doesn't see it coming), or when before getting into melee she is able to see an attacker (either because she faces him from the beginning, or because she suddenly turns around right before going into melee). Attack on unaware victim always succeeds. In case of blunt or bare handed hit it knocks victim out; in case of edged hit it severely hurts her, placing her on the ground on the brink of death (this case may be simply treated as a regular bullet wound). Any such successful attack is projected at normal Arma's "health" (used for bullet wounds and other "native" Arma traumas) of a victim in the same manner as described in the wrestle mechanic section later (thus even a knockout with a bare fists still deals a notable damage). A knocked out victim may subsequently be killed by choking it with bare hands (takes a lot of time), with blunt hits (like, to a head; takes a bit more time, though less than chocking), or by a single additional attack with an edged weapon. Those are not limited just to victims knocked out with melee attacks, any unconscious person can be finished like this. A head-on attacks may also further be subdivided into expected and unexpected, to allow for sudden dashes at your opponent over extremely close distances (and possibly even jumping on him from above) with a deadly blows; a resolution may happen by forcing a victim to hit a melee button himself in very short time interval after attacker triggers melee interaction himself; the moment attacker has triggered it that should be the only option victim is left with (it's assumed that attacker tries as hard as he can to not allow victim to shoot him at point blank, so victim loses ability to shoot her primary weapon). If she fails to do so, the case is treated as if the victim would have been caught unprepared and is unaware of attack. In case she succeeds, it proceeds to wrestle. Attack on a captive always succeeds and is resolved as an attack on unaware victim.
Preparing and commencing the attack, and choosing its type. As this mechanics involves engaging at very close ranges, it's better to simplify and streamline the procedure as much as possible. Melee attack is initiated by hitting a corresponding shortcut key in close vicinity of a victim (a further restriction could be added, like requirement to have intended victim at the center of the screen with some amount of precision). There shouldn't be any requirement to "draw" your melee weapon first, as long as you have it in expected slot while conducting a melee attack or wrestling (either as a victim or as an attacker) it will be automatically "put into your hand". The only exception is that to use rifle's stock or pistol's grip you must have it selected as the current primary weapon. To widen player's options, he could be allowed to choose which melee weapon to apply by default, and also provided with some easy way to override this default rule ad-hoc (without going too deep into menus changing some settings) before attacking a specific victim (like, defaulting to using a knife, but attacking this one specific soldier with a rifle's stock to capture him alive), or in some situations in the midst of action (like when going into wrestle with a knife in one hand he could be still allowed to hit his victim with his other fist, if he wants to try to knock opponent out instead of killing him)
Wrestles. In cases when victim sees it coming, a wrestle situation is automatically triggered. There is no difference between victim and attacker roles when it comes to wrestle. Both opponents are placed on the ground, and assumed to be struggling each other, by hitting with fists, knees, elbows and melee weapons they have equipped. It's resolved with simplistic, yet very resilient and network latency-tolerant mechanics used in a lot of arena browser games (similar to "rock, paper, scissors" mechanics). All combat is divided into very short "turns" (several seconds long) when you and your opponent are allowed to choose which part of their own body to protect, and which part of opponent's body to attack. Usually there are 4-5 areas to protect/attack, but for the sake of usability it should be limited to 3 (let it be head, chest and groin/stomach). You can choose 1 part to attack, and 1 (optionally 2) parts to protect. If your opponent's attack hits your protected part, it doesn't deal any damage, and vice versa. Choices should be done in some intuitive way; there are several possible implementations, like selecting protected area by hitting "1", "2", "3" or "A", "W", "D" keys with a left hand (that's the reason of limiting number of hit areas to 3, as it allows to manage this selection with 3 adjacent fingertips of player's left hand), while pointing an area to hit at with your mouse's cursor using right hand (or perhaps selecting it from some pop-up dialog appearing each round). If you don't make your choice in designated time interval for some reason, some automatic random choice could be done for you (to compensate for network issues and player being unfamiliar with those mechanics a bit; may also allow to engage in melee with AI soldiers this way). Another approach could involve full auto-resolution (handled at server's side) when each player's choices are selected randomly and players are only provided with an outcome (thus simplifying implementation and removing mini-game aspect from it, if it doesn't fit ideology of ACE project). A very simplistic health system could be introduced just for the wrestle situation, which is derived ad-hoc from players' current physical conditions (fatigue + previous wounds) before proceeding to wrestle. For the sake of example, let's assume each of perfectly healthy and rested opponents is awarded with 9 HPs. Each bare handed successful hit will take 2 HPs from your opponent, blunt - 3-4 HPs and edged hit will take 5-6HPs. Players using a melee weapon are still should be allowed to choose between it and a bare fist. When anyone's HP reaches zero, or one of wrestlers is killed by a bystander it's end of wrestling phase. Participants whose HP reached 0 are deemed unconscious for some time (in certain situations it may be both of wrestlers), and at the same time damage accumulated by BOTH of them is projected to players' "main" physical health condition (the one used in Arma's mechanics for bullets wounds and fatigue). Even severe beating with bare hands still influences it to some extent, blunt hits even more so, and edged hits are treated like regular bullet wounds; fatigue is also affected, proportionally to numbers of rounds spent wrestling and hits taken. After the projection is done, wrestling phase is considered completed and regular Arma mechanics take control. Depending on resulting health condition both opponents may either be left knocked out for some time (time may differ for each of them), or instantly die from wounds, or are left on the ground bleeding, sometimes facing an inevitable death unless they are saved by somebody. So even if you managed to defeat and knock out your opponent, while staying conscious yourself, but still took a knife hit losing 6 out of 9 HPs and spending 5 rounds to do so, you end up severely wounded and exhausted, and is very prone to soon losing your consciousness and dying from a blood loss anyway, unless something is done quickly. All those after-effects on "main" health are calculated and applied after the wrestle phase ends, it's assumed that while it lasts players are not affected by it due to adrenaline rush, so "wrestle HPs" is the only thing that matters during wrestle. Yet, a damage inflicted by a bystander to any of wrestling players IS treated in a normal way, immediately (like, a shot from an ally at your wrestling opponent). A melee attack from such a bystander at one of the wrestling players is treated as an attack on an unaware victim (always succeeds). To prevent (unlikely) prolonged wrestles, 1 HP per round may start to be subtracted from BOTH players' HPs after 5th-7th round (depicting a rapid drop in fatigue). HPs of both players are visible to them from the beginning of the wrestle, as it's relatively easy to gauge your opponent's state in such situation.
Optional melee traits for certain specialists. A possible differences may be introduced to how this mechanics apply depending on physical fitness of player's "chassis" (like, special forces soldier's "chassis" my have a significant advantages in melee combat etc). For example, additional rule may say that even when attacking an unaware victim, a regular soldier can't knock it out immediately with bare handed attack, and goes into wrestle with it right away instead; only "chassises" with a special traits can. Such "chassis" also could have more HPs taken from opponent with blunt/bare hands hits, more starting "wrestle HPs", ability to protect 2 parts of his body instead of 1 at once, faster regain consciousness after the wrestle etc.
Visualizing it. Some simplistic body animations are added to depict a wrestling situation, a strike at unaware victim etc
Update:
I also would love to know what @NemesisRE and his teammates think about my proposal, from perspective of players who use MOCAP on a regular basis. Does it offer something new what MOCAP doesn't deliver? Is it worth to create a new system instead of expanding MOCAP further?
I love this mod and I can't play ArmA without it now! Well done :)
Feature Request:
Is it possible to implement combining ammunition from different magazine types, perhaps as part of the repacking system?
_Example_: If I am using a 7.62x51mm weapon, SIG 556/M14 and I have no ammo left - I want to take the 7.62 NATO from an M110/M240 etc... or I have a 5.56mm weapon and want to use ammo from the M249 link belts.
I can understand that it might be impossible across weapon mods though.
Thank you!
Is it possible to make the trench system work for vehicles? Dozer blade equipped recovery/engineering vehicles could create a hull down fighting position for vehicles using a bigger/larger ace trench. Having the option for editor placeable ace trenches would be nice as well.
Is there a way to tag yourself as AFK/BRB in your nametag? I'd like to be able to ace self-interact, and for my visible name to be appended with AFK/BRB when I have to step away for a few minutes for whatever reason, and movement cancels the AFK/BRB state.
Is it possible to have a rail device with more than two functions? The ace have visible and IR lasers, the RHS have flashlight and IR laser, is it possible to make three states? Flashlight, Visible, IR laser?
This was briefly mentioned in https://github.com/acemod/ACE3/issues/414#issuecomment-92291835 but I feel it needs to be brought up in more detail.
Survivable helicopter crashes is a major issue with the vanilla game in my opinion. My buddy tried to land the MELB with a broken tail rotor, something easily possible in real life, but the helicopter just burst into flames the instant the skids skimmed the grass at moderate speed. I've seen a few nasty helicopter crashes, and unless you plummet straight down from a high altitude or hit a mountain/building at speed, most of them are survivable. Even when no one survives, it's rare that any fire or explosions are involved.
I know several people who are just dying to get this feature. The pilots in a few milsim units I've been in find it really frustrating when they get hit by AA and do an excellent job of gliding down for a crash landing and then the helicopter just explodes, killing everyone inside and disrupting the mission.
@Drift91 The vanilla damage model and physx are quirked. Sadly, we can't do anything about it.
Is it possible to enable night vision for the ACE3 ARCO scopes? The RCO works fine with night vision, but try looking through the ARCO (zoomed) at night, and your night vision automatically deactivates. They're essentially the same scope, except that the ARCO's reticle and its low-profile green dot frame make it superior to the RCO... except that it's useless at night. Not sure, but I think MRCO has the same issue.
Also, please fix the names of the bandages so that they appear next to each other in the arsenal. "Bandage, Elastic" is at the top, then you have to hunt for "Packing Bandage." Just make them all "Bandage, type" (e.g. "Bandage, Elastic" and "Bandage, Packing"). Please consider doing the same thing for autoinjectors (e.g. "Autoinjector, Morphine," and "Autoinjector, Epinephrine"). You may also consider adding "Medical," "Med" or something like that to the front, so that all medical supplies are listed next to each other (e.g. "Med, Bandage, Elastic", "Med, Tourniquet,"). It would be very convenient, and save having to skip over Earplugs, Mine Detectors, and a dozen other objects to try to find all my medical supplies.
+1 to Gwynblade's suggestion about flattening bushes. Or changing their opacity to 30% to simulate being able to move your head to see around the individual leaves. Could it be automatic? Automatically decrease the opacity of bushes that are, say, 0.3 meter in front of your face?
When placing explosives, add an option that merges the steps of placing the explosive and setting the explosive's activation. Right now it's like: 1. place explosive, 2. select activation (3. get shot while selecting activation). For example:
Equipment > Explosives > Explosive Charge > Set Activation and Place > Firing Device
Timer
Then the explosive pops up so you can place it, and you don't have to go back through the menus to set its activation again. Keep the current way too, of course, so you can place the explosive, then set its activation later.
Thanks for listening. I love your mod!
You can't change the opacity of objects.
RC 3.10.2
i saw you made the "Land_Canister_Fuel_F" a jerrycan. Please make it drag-/carry-/load-/unloadable and put it, as a standart load, into all vehicles like you did with the sparewheel and the sparetracks.
[_vehicle] call ace_cargo_fnc_makeLoadable,
[_vehicle, true, [0, 0.6, 0.1], 180] call ace_dragging_fnc_setDraggable,
[_vehicle, true, [-0.35, 0, 0.45], 270] call ace_dragging_fnc_setCarryable;
};
Can we have a function that resets the player's stamina (duty factor i think it is?) to as if they just joined the server? Similar to ace_medical_fnc_treatmentAdvanced_fullHeal but for Stamina.
Along the same lines could we also have a setting in the Advanced Fatigue module to set the duty factor number ourselves, as well as adding something to epinephrine pens that reduce a small % of the built up duty factor.
Something I would love to see in ACE is non-lethal weapons and ammunition. I feel like this could add to the realism by having an option to knock AI or players out and restrain them for capture. This would help with simulating HVT captures to interrogate. Ammo like rubber bullets and beanbag shotgun shells that knock the player down. Thanks in advance for your time!
Is it possible to add another map tool which can show 8 or 10 digit grids instead of Arma's 6 digit grid?
It is more like an overlapping grid tool which will looks like in Firewill's AWS Manual. So you chose 8 or 10 digit grid tool and overlap it on a 6 digit to see the 8 or 10 digit values. It will really help a lot to make better mortar or CAS calls. At the moment spotters can just imagine how 8 or 10 digit would be and it is a bit time consuming
@DevastatorCM But it's not perfect but you can use the Vector to pick the grid with 8 or 10 digits (I just can't recall which one is returned) with the MicroDAGR integration. But having such tool can improve the speed for JTAC.
Hey ACE team, have you guys considered using the setUnconscious command for some injuries? I'm not sure how reliable it is but it seems like it would be pretty cool for heavier injuries, since it puts you into incapacitated animations after ragdolling.
@EthanRAA Here is a mod that allows you to knock-out punch people in ACE. Hopefully it will be of some use.
Building Door locking? If you could point me in the right direction i may give it a shot my self
Hi guys, great work. Arma 3 ace snipers need to be able to quickly get a good solution from atragmx. I had an idea for a rifle attachment, like the laser, that is a laser rangefinder. This would connect to the atrag via bluetooth for range, ia and azimuth.
I know these exist irl, like the accucam laser rangefinder attachment.
So a sniper would line up the target, fire the rangefinder, peek at his properly configured atrag, input the solution via scope adjustments, and send it.
Thanks!
The vector 21 and dagr has the functionality you're looking for. If set up
correctly it will transfer data to the atrag.
The only manual input required is atmospheric data and target movement.
On 25 Jul 2017 6:39 PM, "irmo12" notifications@github.com wrote:
Hi guys, great work. Arma 3 ace snipers need to be able to quickly get a
good solution from atragmx. I had an idea for a rifle attachment, like the
laser, that is a laser rangefinder. This would connect to the atrag via
bluetooth for range, ia and azimuth.
I know these exist irl, like the accucam laser rangefinder attachment.
So a sniper would line up the target, fire the rangefinder, peek at his
properly configured atrag, input the solution via scope adjustments, and
send it.
Thanks!—
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@Scarecrow398 yes like the vector21, only as a rifle attachment, the point is so that the sniper doesnt have to switch between binos and rifle.
Hey Guys! I would like to know if there is a possibility to add flippers to to ACE menu. You would have to have them in your inventory and then add them to your feet once you are in the water. It would give us much greater abilities for combat swimming, without that black swimming suit. I don´t know if this can be done, or if this has been done. But since i couldn´t find anything i hope you guys give it a shot.
Greetings from Germany!
I would like to know if there is a possibility to add flippers to to ACE menu.
My understanding is in Arma 3, fins are inseparably integrated with uniforms, but any way to do this would be great. Special warfare units will sometimes wear their camouflage fatigues, plus put on fins over their boots and swim ashore using special backpacks as flotation devices.
Speaking of amphibious scenarios: I can't stand the fact that you can on the surface of water, and your weapon can be totally out of the water, and yet you can't shoot because your weapon isn't an "underwater" weapon. Not only that, but unless your feet are touching the ground (in shallow water), the game forces your weapon onto your back. I can't carry that useless SDAR everywhere. Can anything be done about this?
I've started to get into air dropping equipment using the ACE3 menu but the interactions between the cargo and the airplane could be smoother. As it stands, having a "drop all" button would help, as would having an ACE3 setting to keep the cargo menu open after use, like the medical menu. As it is, the interface is a little clunky for multiple drops, and the time to load and unload things are dependant on item size. To get fast drops out of the aircraft, i have to set the cargo space taken up for a vehicle to 1, which means any M1 abrams tank can be loaded into any box or car.
To combat this, Is there a way to make a setting on the loading vehicle to increase the loading/unloading speed? Or mark vehicles contained in aircraft as needing only a second or two to unload in the air? Otherwise a 100 sized vehicle takes forever to load (which is accurate, but vexing on mission start to get the planes loaded up), but then it takes the same amount of time to unload in the air. Having an 'unload all' button with a simple configurable timer between unloads (minimum 1 second to allow the area to clear before the next one and a max of 20 seconds?) would make things far far less complicated than it is, and much like how cargo is daisy-chained together in a plane, so the pulling one pulls the rest of the stick.
https://youtu.be/FKVNBwai9UU
https://youtu.be/4X_8WSs1oFU?t=57s
Can carried people be treated the same way? Or at least the AI troops? Being able to (at will) delay the exit of a mass of players on jump prevents people from colliding into each other's parachutes.
As an advanced tool, being able to setting up a simple autopilot (altitude/heading/speed hold) and/or an automated cargo exit trigger condition would be nice (when passing 35 easting, initiate 'drop all'), or being able to set up an AI controlled plane to initiate a cargo drop.
Then again, can there be an editor setting for the chance of parachute failure? Right now all parachutes open correctly the first time, and sometimes in real life that doesn't work, For mass airdrops of people that could be interesting, and for important dropped supplies watching them impact the ground and explode would more simulate the complexities of real life rigging.
Let the hellfire agm missles to work with missile cam
for the orange dlc, and if they didn't create different factions, a demining drone for every faction.
a compat file for the chemical warfare mod and the atropine injector
A banana cluster grenade simillar to the one in Worms:
http://worms.wikia.com/wiki/Banana_Bomb
Using the new cluster functions including unexploded banardnance.
Also Oranges: http://steamcommunity.com/sharedfiles/filedetails/?id=1108560854&searchtext=
Maybe something for ABE3 instead of ace if that's still a thing.
There are already Oranges in the new DLC. ;)
Oh man now I'm just waiting for someone to recreate worms in arma 😆
Where is the compatibility for Specialist Military Arms?
@kripto202 and @WastedMike: we cannot provide compatibility addons for other mods with very few exceptions. You will have to ask the mod authors for this instead.
change name of "A-149 Gryphon" to "JAS 39 Gripen", for it looks almost identically, except for the vertical tail rudder.


adding a round in the the chamber
I'd like to see the ACE Overheating addon split into two separate components.
I think this split would provide a more realistic simulation for ACE3 users than the current implementation in which overheating is also the cause of jamming, as there are very few firearms where heat is the primary cause of stoppages.
Overheating:
This would retain the heat mechanics relating to shot dispersion and barrel changes, and would ideally additionally have features for things like runaway guns added in the future.
Jamming:
This would get the current mechanics for jamming, but based on rounds being shot increasing how much fouling is in the weapon and, much like how changing the barrel reduces heat, a cleaning kit should be able to be used to remove fouling and reduce the chance of a jam occurring.
I'd just like to see jamming cleared by hitting reload instead of a
seperate keybinding. The time is the same currently and the animation is
the same... It's just a pain when you hit R or forget and got Ctrl+r
instead of shift+R and have to sit through the animation for it to not
clear.
On 29 Aug 2017 7:15 AM, "Drofseh" notifications@github.com wrote:
I'd like to see the ACE Overheating addon split into two separate
components.I think this split would provide a more realistic simulation for ACE3
users than the current implementation in which overheating is also the
cause of jamming, as there are very few firearms where heat is the primary
cause of stoppages.Overheating:
This would retain the heat mechanics relating to shot dispersion and
barrel changes, and would ideally additionally have features for things
like runaway guns added in the future.Jamming:
This would get the current mechanics for jamming, but based on rounds
being shot increasing how much fouling is in the weapon and, much like how
changing the barrel reduces heat, a cleaning kit should be able to be used
to remove fouling and reduce the chance of a jam occurring.—
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@Scarecrow398 You can already enable that https://github.com/acemod/ACE3/blob/4afcc546e7b7f489f8c26083ceb4312e56da53ba/addons/overheating/ACE_Settings.hpp#L29-L34
Is it possible to make bolt action rifles not automatically to reload? It causes problems if you are a sniper who is doing a long range shot without spotter. Game let's reload kicks in right after shot which is making impossible to see the impact point. It would be nice to reload manually with "R" key
DevastatorCM, I've found that bolt action rifles don't reload themselves until you let go of the fire button. It's not until you release the fire button that the muzzle flips up and the bolt cycles. I've only tested this on bolt guns from the CUP mod though. Not sure if others have this feature.
@DevastatorCM It's a feature in RHS you can enable in the mod options if that helps!
thanks guys. I will take a look to RHS then if it suits what I am looking for
While playing last night we were moving a prisoner from a building, getting him into the truck, and then driving away. When the trucks were placed side by side, there was only an option to 'load captive', unlike cargo now, which tells which vehicle the loading is too. Can you bring the loading of captives and wounded in line with the cargo? Having a better idea which vehicle the person's being loaded into would be nice, and an "Unload all" for captives and wounded would speed up the disembarking of a fully loaded helicopter or transport vehicle.
@DevastatorCM theirs also a standalone script that NiArms uses as an optional that can be applied to any sniper, forget the name of it of the top of my head
@DevastatorCM @Snak3Doc https://forums.bistudio.com/forums/topic/182380-weapon-eventhandler-framework/ is what you are looking for. NIArms weapons support it for example.
That would be awesome for the m200 intervention. i think you can use the vanilla anim for reloading, but only opening and closing the bolt and leaving the mag-change out.
make C_Van_02_service_F, from the new dlc, an ace-repair vehicle.
Would it be possible to make a way to a) replace the batteries on small drones eg darter in the field without a refueling vehicle and b) the same thing but rearming the IED clearing drone from LoW without a rearm vehicle.
@Snak3Doc - You can do this now for the darter with the UAV Battery item (ACE_UAVBattery)
Will be added to the Orange Drone as well in 3.11
Yea my bad don't know how I never saw that, but a way to rearm the demining drone would be cool because 4 charges just seems pointless.
Hello, something that could be added is the heating of vehicles guns for MG's autocanon and canons, because with ace you can fire without a problem 300 rounds of 20 mm rounds without an issue. TO much heat could destroy the gun.
deleted
(obsolete request... already WIP)
@Marez12 I would like to add to this the option of turning it off. There are machine guns that can shoot a lot more before overheating, and if someone uses ace as a template it might make their weapon addon unrealistic.
Create a better UAV terminal, capable of supporting multiple individuals connected (but not necessarily controlling) a single uav, broadcasting UAV turret video to these units, or other units capable of viewing such information by datalink or something similar.
A 'move to/remove from action menu' option for explosive detonators, as trying to blow up explosives by waggling your view just right while being shot at is really tough.
Please add an editor module for cookoff settings that are currently exported via ACE_Settings, I know it can be set server-side or via description.ext, but it's the only thing (from what we use) that cannot be set in the editor. Thanks.
Would it be possible to add a "VectorDir" or "VectorDirUp" Parameter into this function: https://github.com/acemod/ACE3/blob/master/addons/rearm/functions/fnc_pickUpAmmo.sqf
so the user can choose if the box should be carried in a different way. Would be quite usefull for different Models of Boxes (mainly Launcher, Weapons and Specialweapons).
Requesting interactions like "load" and "drag" for the Data terminal (Land_DataTerminal_01_F).
Would be very useful, especially when having scripts like SATCOM linked to the terminal.
Requesting the displaying of weight (kg) and volume (cc) infos for each objects of the game. (ACE 2 feature port). it's interresting to see these physical infos of objects we plan to carry (or we already carry).
We could see the weight/volume infos of an object in an ammo box before putting it in our inventory, so it allow to not select it at all if the weight is too heavy. it would avoid unnecessary object transfer from ammo box to inventory.
Before :

After :

nothing new here, ACE 2 feature...
@cych: weight and mass are proportional to each other right now (everything has the same density). Implementing what you suggested would force us to create an entirely new inventory system first, which is a massive task, I'd say it's unlikely that's going to happen at this point of A3's lifetime.
Ok, so could we add a per object weight only infos ?
Request for a Crew Served Weapon (ACE 2 PORT) system for the RHS STATIC WEAPONS.
It would include gui interface to mount/dismount tripods and guns, load/unload ammo cans, change tripod elevation.
The system would support M2, Mk19, M252 mortar, Tow, Kord, ags30, Metis, Kornet, podnos.
RHS does not want to work together with us. We'd have to create our own models, but we don't have active modellers right now. I'd love to do such a system though.
So we can only hope for them to do it themselves, which isn't garanteed at all.
I just talked to Chairborne from CUP, he's willing to donate the M2 so it might be possible to create a framework with that. I'd assume CUP will use it, but again, doubt RHS will as well.
request : manual repacking for parachutes. parachutes would stay unfolded on the ground after landing. and the player would have to repack it manually via the ace interraction (ACE 2 port)
@cych:
I looked into adding weight info per item into the inventory menu. The list box is a weird in-engine custom type which can be cleared and from which I can tell how many items it contains, but its content cannot be modified and the items contain no text or any other data. So adding weight next to the item name is not possible.
Then I checked if could modify just the tooltip of the items. I was able to find the class that represents the tooltip but I was only able to change static properties like the background color. No event handlers fired for this control and I was not able to find it through other means, which means it's probably not possible to access and modify it at all by script.
So yeah, even for such a small change, we'd need to write our own fully custom inventory menu. Because we don't have the same possibilities as the engine, it would mean either limited display of item infos or no drag and drop and other similar limitations.
In a recent update, a feature was added to use the same color system for vehicle dmg to show how damaged a wheel is on the icon when you pick it up, would it be possible to add this color/damage system on the actual remove wheel option on vehicles, its so annoying when you get an orange wheel and have to take every wheel off to find the damaged one , and if orange is supposed to simulate small leaks/rim damage ect their both things you can see while a tires still on a car IRL
@Snak3Doc already done - #5415.
The last time I checked all the RHS USAF helmets with some kind of hearing protection weren't entirely incorporated into ACE hearing. Is that a thing that can be added eventually?
@KarlMoebius Use RHS compats.
I see part of my problem HEARING_PROTECTION_PELTOR is set to EGVAR(hearing,lowerVolume) = 0 so I don't notice an audible passive difference. However, the UCP ACH variants aren't in the code, the OCP are. And do the 'headset' of the mich 2000 count as hearing protection, because they're not listed either.
Last time this got buried I think, so...
Add settings to refuel, rearm, pylons modules to make it possible to perform everything without turning off the serviced vehicle. Called hot refueling/rearming, very useful for CAS, can save quite significant time and possibly lives.
Pretty sure @tbeswick96 started work on this, just wanted to make it formal.
make "Land_CarService_F" a repair building by default, so it's possible to repair vehicles near that building on all maps, that have that building.
make "Land_JetEngineStarter_01_F" a refuel station by default. like the huron fuel containers and kind of.
make "Land_CarService_F" a repair building by default
That's a gameplay decision I'd rather leave to the mission maker. It makes little sense to be able to repair a tank at a car service.
make "Land_JetEngineStarter_01_F" a refuel station by default
Those don't carry fuel.
add assign engineer as a zeus module
Would it be possible to replace the Speed Limiter with some sort of cruise control function, to set a target speed for the vehicle so the gearing etc reacts to terrain correctly
Add the option to Assign as Engineer for Zeus just like you can Assign as medic, would be very useful with the new in-game pylon editing
@blasqwerty https://github.com/acemod/ACE3/issues/3594#issuecomment-339189750
@Snak3Doc Simply a way to incrementally adjust the speed limiter would help a lot!
@Tittoffer Yea that would help as well, not having to hold down W on long drives would be nice though.
It would be nice to have the entrenching tool be able to make a rough circle; a half or quarter circle form so two people can create a circular fighting position. Also, as it's difficult to interweave the straight forms as they're curved, maybe straighten them out and leave the curved form for the flanks? Or at least have the option to switch between the two in the settings?
Would it be possible to implement/configure "dud" rounds for mortars/artillery? Maybe going as far as having some of those "duds" become pressure plate sensitive after the fact.
According to http://www.fenrir.com/free_stuff/columns/dunnigan/dun-005.htm the failure rates in the 90's could be as high as 2%.
After playing DCS A-10, there's a few things the TGP does that I think would be nice to include into UAV/air targeting camera views, the one I'd like the most is the moving dot, which is a visual representation of where the camera is looking in relation to the plane (the crosshair).
https://www.digitalcombatsimulator.com/images/products/warthog/TGP.jpg
https://youtu.be/-a3ZTkP76YI
as the only medic in a small group of players its quite pain that the medic is not able to treat himself with blood infusions
Could you add an option to detonate IED with triggerwire ? like we had in ACE 2.
In the attach to dialogue, can it be done such that there's multiple placement locations on a player's body? Top/back of the helmet, shoulder, chest, backpack, hip?
Greetings,
Option to show number of lives (revives) left for a given player character.
Is it possible to make the mortar loading a bit user friendly? At the moment loader needs a big backpack with ammunition otherwise it takes to much effort to load the mortar. By fire for effect, the loads need to be faster and without a big backpack fast loads are not possible due to open box, take ammuniton to backpack and load mortar then repeat..
If there is an ammunition box which has mortar rounds, can it be possible to add ace3 menu option to pick ammunition type (based on the possible ones in vicinity) and load the ammunition with single click without using inventory at all?
Add a "blindfold'' or bag option to put on captives head. Would reduce but not remove visibility from captive by adding a "mesh" filter. Either a specific "bag" item could be used or a already existing sandbag.
Is there any way now or will be there where you can change the ace mod language to a not supported one? I see that there are hungarian rows at the momment in ace however arma3 basically not supporting it. Can you add an option for example where you can change it ingame?
Can we get an ace interaction option on players to check their total weight? to make gear checks simple and quick.
@Ghostsole it isn't possible
You can just press I and look at your weight there @Snak3Doc?
@BaerMitUmlaut I don't mean self interaction, so team leaders can check weights of players, would be easier than digging through people's backpacks when doing gear checks
That would just add unnecessary clutter. Simply ask the person?
I know medical rewrite is on the way and all ans this has been requested before but please please just allow medics to administer IVs to themselves! It is totally realistic and surely it's just a matter of switching a 'false' to a 'true' right?
Yea I get the clutter point (have it show only in a trigger area maybe), but some people aren't honest if you know what I mean.
You can make that for your community then, doesn't fit the scope of ACE3.
@Dystopian
I understand however somehow it is possible at the momment. After every update one of our former member changed something in the files, and then we could use it in hungarian. It is a lot of work he said. I think he deleted rows from the language files, but I am not sure about it. I thought if it is possible manually then there has to be an automatic way (script, or i do not know). Am I absolutly wrong?
@Ghostsole you can replace strings of any supported language with your strings in language files stringtable.xml in each ACE3 component and it will work. Then you can build your own release and share it with friends. You can try to use git to automate it on each ACE3 release. If you have other questions please ask them in ACE3 slack.
An option to change what happens when ACE normally kills the unit to allow for custom revive scripts
You should be able to use the killed EH just fine.
Change what happens when the player normally would die, not change what happens after he dies. Sorry for not specifying. Ace sets damage to 1 so it forces the unit to die
Please add Fuses to the Mk6 mortar rounds such as Point-Detonating Fuzes, Timer fuze etc. , Unsure how hard this is so sorry if its a dumb request.
I'd like the ability to ACE interact with a body and be able to quickly grab at least the launcher, if not any weapon from the body quickly. Additionally being able to ace interact with someone and pass my launcher would really speed up handing a launcher over.
Hoistable Litters for MEDEVAC in wooded/rough terrain.
add this feature to your rhs_compat.pbo:
https://forums.bistudio.com/forums/topic/211495-ace3-rhs-missile-guidance-%D1%81ompatibility/
I would love to see some rescue swimming options. In thr sense that you can "drag/carry" persons in while swimming. Perhaps also the option to perforn CPR on drowned patients...
Can we get a "are you sure you want to delete this loadout" confirmation button?
I saw in the code that there is a simple value inside fnc_setUnconscious.sqf, DEFAULT_DELAY, that manage how much time you remain on the ground when you go unconscious, at least the "default" time without complication. Now it's setted to (round(random(10)+5)) . Can we have a setting somewhere to decide that time value, to make the unconscious state longer? or if not a setting, a value that can be modified mission side.
it's a simple modification to the mod, so i did it easily to test how it would works, but ofc that mean create a modified version of ACE, and do it again at every ACE official update.
The reason for this request it's because a longer unconscious state, combined with a very aggressive bleeding rating setting (like x2.5-3.0), and maybe prevent instant death, can make medics more useful. Basically if you stay enough time unconscious with an aggressive bleeding the "lost a lot of blood" (i don't know the exact english version, sorry) condition triggers and you need a medic to wake up the patient. With blood a maybe ephineprine.
Please allow to set the revive timer up to 60 minutes! In my clan we used to use 40' because of long milsim missions, and the current limit to just twenty is not enough to our opinion.
May sound as a "selfish" request, but I don't think this would hurt anybody! :P
Thank you.
How about disabling vanilla's All-Vehicles-Are-1ton-IED in ACE for vehicles that doesn't containt so much explosives?
I spent some time watching ukranian war videos, where APCs are often used as assault vehicles, and actually there were no fireballs/exposions even when APCs were hit by tanks and 3-5 rpg hits cause fire or hull breach, but no vehicle destruction as it presented in Arma.
So I tried some scripting based on ACE's Cook off and that what it may looks like:
https://www.youtube.com/watch?v=UrxtXK-VoR4
https://www.youtube.com/watch?v=appLVeM3Sx4
Logic is the next (for WIP version):
I also use CBA setting to configure classnames (compared by isKindOf) of non-cookoffing vehicles and child classes that may cookoff (e.g. RHS BTR-80 family (btr80_base class) have only 14.5mm MG so it's not, but BTR-82A, which is a child of btr80_base, with 30mm - may do). Vehicle damage limit is also configurable for each vehicle.
Actually it's may be applied to any vehicle too - cars, helicopters, etc.
https://pp.userapi.com/c824600/v824600716/5ef50/PX3Oy1EOHk0.jpg (if it looks weird, than maybe you didn't see this https://www.youtube.com/watch?v=HlGWqmtddqM )
Repo with WIP version is here: https://github.com/10Dozen/dzn_Mods/tree/tS_ACE_Cookoff_Jammer-v3/tS_ACE_Cookoff_Jammer
https://github.com/acemod/ACE3/issues/3594#issuecomment-354598222
maybe randomly between the cookoff effect and yours, because sometimes the vehicles do cookoff
A toggle to change all weapons shootInWater = 1. It's infuriating to be on the surface of the water with my weapon fully (or mostly) out of the water and to be unable to fire. I realize this would allow machine guns to operate fully submerged, but what can you do?
@madpat3
maybe randomly between the cookoff effect and yours, because sometimes the vehicles do cookoff
My suggestion was about APCs like M113/BRDM/BTR-80 and other vehicles that armed just with heavy MGs/automatic GLs - these vehicles can be put on fire, armor can be breached, but i didn't find any examples of APC cookoff.
For BMPs and tanks - cookoff should still apply.
Any chance the Vector functionality like getting distance or bearing between two points, can be added to the UAV UI?
Add a setting to adjust nightvision grain. Some people think it is to obtrusive and therefore making it independent from nightvision effect settings could be a good way to make the nightvision more adjustable.
About jamming weapons.
During my mandatory military service we got to work with one specific AK variant known for reliability. Almost every time it jammed (quite rare with our rifles though), solution was usually simple as pulling the bolt back and let her run again. So I figured out, since there was already thing which allows you to clear jams, could there be similar alternative jam ''clearing'' method which I mentioned? Perhaps shorter time for exchange of less successful jam clear?
Second thing about suggestion for new medical item and an feature(s).
''pneumothorax'' and ''pressure pneumothorax''. Do I need to say more?
Then to the medical item, and perhaps completely new feature. I got sort of combat life saver training during my service. There we got bit of information of this thing called ''hemostatic powder''. In a nutshell, you just pour it in vast open wounds to slow down/stop bleeding completely. And as far as I know, it is extremely effective, but makes surgeries tad bit harder.
I hope you eventually actually look at this mad man's nonsense.
And perhaps even consider implementing these things into you fantastic mod.
Did I put this nonsense in right place now? @BaerMitUmlaut
Yes you did @JohnMcpudding! Thank you.
Is it possible to make able to disable features of ACE and ACEX? Example why: I have dedicated server, and I and all my gamers love ACE(X) but not it's medical system, because of it's complexity and strange (for our point of view) behavior of yellow med-packs, which we can find in mission (from enemy bodies, vehicles) and which turns into green pack which useless for non-medic as I understood. So I just removed whole ACE from server. I have got advice to just remove medical.pbo but it is not update-friendly solution and not all my clients computer-educated for this :)
Also, for example, we want to disable g-force in aircrafts.
It would be best if I can do this (select features) forcibly from server.
Some parts of ACE cannot be turned off through settings because of technical reasons, so you'll have to remove the PBO. You can host your own version of ACE without that PBO on your server or even the Steam workshop, just make sure to mark it as unofficial in the title.
The yellow medpacks turn into bandages which are used for bandaging. Everybody can bandage themselves. I'd recommend watching a tutorial about ACE medical on YouTube.
could you please update your "compat mods" on steam?!
https://steamcommunity.com/workshop/filedetails/?id=773131200
https://steamcommunity.com/sharedfiles/filedetails/?id=773125288
could you please update your "compat mods" on steam?!
And we go to the releases page and read the short description above the change log:
optional components are built in separate folders which can be launched directly.
There is no more need for separate compats.
why do you update it on armaholic and pws, then?
Armaholic and withSix is not updated directly by us, but by managers of those respective sites. GitHub and Workshop downloads are the only 2 directly from us.
We are evaluating how new structure works, in launcher you can simply add those you want from the "ace" Workshop item, they were already downloaded before, thus increasing size of the mods you had downloaded, now you can just add those folders directly to run with them. Time and feedback, we'll see how it works.
@madpat3 Compat mods were indeed updated on Workshop and seems to work for @PabstMirror, we are not sure what problems some people are currently experiencing.
@madpat3 - If you are still having problem with steam release not having correct version please make a new issue and we can try to see what's going on.
A full rpt would be helpful
also check
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Compat - RHS Armed Forces of the Russian Federation\addons and see what version the bisigns are
should be ace_compat_rhs_afrf3.pbo.ace_3.12.1.31-88963cda.bisign
Would it be possible to add the ace arsenal to vehicles and allow additional magazines to be added to their inventory?
I often make missions using the base game assets, particularly vehicles like artillery but they have the commander turret that has both the .50 and the GMG which can be bloody inconvenient if I want the challenge to be in getting there rather than in fighting against its 40mm grenade spam. It'd be really nice to easily edit the vehicle ammunition loadouts so I can remove the grenades but keep the .50 and main gun full without having to look up the classnames and remove it via the init. Likewise it'd be bloody nice indeed to be able to add more magazines (particularly to stuff like the Badger IFV) and to have the option to easily and carefully tailor vehicle loadouts if I want to create a specific feel for a mission.
Would it be possible to limit the available pylons for ace rearm? For example, I want to allow 7x 70mm rockets and hellfires only, not the larger pods. The pilot/ground crew would still be able to select whether they want 2x 7x, 1x 7x and hellfires, etc. but wouldn't get the option to equip the larger (21x?) pods.
When I place explosives with trigger to enemy AI's vehicle or any vehicle that AI is going to use, they don't start to drive, because they "saw" the explosive charge, even if it's placed at the bottom of the vehicle where it is practically undetectable. They get in to the vehicle, but won't drive. So my request is: make explosive charges placed on vehicles invisible to AI units.
allow PAKs in basic medical? would simulate default arma medkit functionality, but still allow casualty management (loading unloading from vehicles, dragging, carrying, etc). also if it is only allowed for medic's it would punish nonmedics by having to actually bandage individual limbs and deal with pain management until the medic can get there.
Separating IR strobes into two categories, small strobes to place on objects and vehicles, and a large strobe device (like a microdagr) which the user can control strobe brightness (default, medium, high, max), flash repetition speed (fast, default, slow, constant-on), cycle between ir and white (or colored) flashes. As I see this on so many helmet models in arma, this is the point of refrence https://www.acrartex.com/products/catalog/rescue-and-distress-lights/ms-2000-m2-strobe/
So what you want is vanilla? You can delete the explosives PBO and you'll get exactly that.
This feature is not from vanilla, it's from ACE2.
I want buttons a, d, s and w not to be locked while pressing the detonator, as it was in arma 2 ace2.
It's also possible in vanilla. I don't see why you want this in ACE if you can use vanilla just as well.
Because I do not want to break the simulation of laying the explosives.
It is necessary to replace the picking with the cursor on the mouse wheel and a space. For explosives only. So it was in ace2 and it was convenient.
If I'm not mistaken, so is in VBS 3. That is, a detailed simulation of the installation of explosives and the simple explosion activation. What does not block the legs.
Add a function to remove face, insignia and voice from Arsenal. When adding ACE Arsenal in, these are present. And it would be nice to have a code or framework to remove these tabs.
Respectfully submitted,
Add a setting through cba to disable all components of medical, including the medical interaction menu.
I am mainly requesting this feature because I run a low end tactical group that aims for accessibility. We use the steam workshop as its far simpler than any repo software currently available.
Because of how the workshop recognizes dependencies set up by other mod creators, deleting pbos and uploading a custom ace mod is not an option. Other mods (backpack on chest, RHS Compat) will not be able to load properly without error.
That's not possible because of technical reasons. Otherwise there would be such a setting.
uploading a custom ace mod is not an option
Why not?
Uploading a custom ace pbo is possible - but under workshop constraints created by dependencies, a user would receive an error every time they tried to use Backpack On Chest or the RHS Compats (while using an unofficial version of ace). Both of these workshop mods require the official ace to load properly.
I see. Sorry, there's nothing we can do about this.
If a mission requires ace_medical, then you should be able to just create a dummy ace_medical pbo (just a cfgPatch with no other configs).
It should pass the requireAddons check for the mission.
If there is engine problems with ventral attached backpack. https://github.com/acemod/ACE3/pull/2794 Is there any way to get just invisible second back slot like in ACE2 for second weapon/AT/AA/tfar radio? As far as I know you can't take parachute and radio now.
You unfortunately can't, you can attach a ground holder to the player alright but anyone can fuck around with it, it's fine if you tell people to be sensible and not do it but it's too wonky to be added to ACE3.
Plus the backpack / weapon cannot follow the player animation and thus would either float behind / in you or have a wrong orientation.
@alganthe by "invisible" I mean logical slot which can store weapon or backpack and content of it. I think it should have nothing with "attach", animations and any model changes.
Just swap object in backpack slot. Do you common with ACE2?
Just swap object in backpack slot. Do you common with ACE2?
That's not how any of this works. No, it's not possible.
make new cba weapon animation a standart to the "M320 LRR .408".
loading another bullet to the chamber looks disgusting. i don't know why bohemia doesn't do it by themself.
1.1 Features
Q: Feature X was in ACE2/AGM/CSE where is it?
A: It’s going to be ported at some point.
Seems like ACE2 Artillery with charges, detonators, arty computer, rangecards, round types, etc. still not ported to ACE3. Or I missed something?
We have some stuff for the 80mm mortar. We're missing models for howitzers, if you want to donate one, be my guest.
RHS have D-30 and horwitzer. Is it possible to make rhs compat?
Is it possible to add a medical option, to make it so players treating another a patient use their own supplies before using the supplies of the person their treating?
I'd request a "low accuracy" mode for the (micro)dagr waypoint system. Rounded to the hundreth meter was fine enough.
A simple variable to change is also fine, just no hardcoded values.
Is it possible that you include into the medical system that you can use the surgicalKit not only on the torsor?
4 years of ACE3 and 9 years of ACE2 and no one suggest smoke screen systems?
I'm talking not about countermesure smoke grenades, but about diesel injection to exaust system of tanks and special smoke screen vehicles. Is there any chance to get this? Some time ago I tried to implement this feature on arma2, but failed to handle overheat cooldowns in MP.
@severgun some RHS AFRF tracked vehicles have this feature (BMP-2, some BMD, maybe others)
Feature Request: Boarding ladder / Rope ladder
Due to the naveral aspekt of Arma 3, it would be great to have an boarding ladder like that: https://s-media-cache-ak0.pinimg.com/originals/a4/df/d1/a4dfd1a1d76e23b3b1dcb7a494ce234e.jpg
Could be like the other ladder from ACE, but it should be attachable to an object (like explosives for example) and deployable from the water.
To get it more realistic, an other laddermodel would be great.
Alternative: A rope ladder is used for that as well, but it may be more realistic for scaling purposes and inventory transport. http://kampfschwimmer-association.de/wp-content/uploads/2014/07/Finnen_3.jpg
That may be also an nice option to have the same capability as with the other ladder, but you can save some space an wight on the transport.
Optional: It may be cool if it could be deployed from a passenger slot and be used as an "exit" from the vehicle directly on the ladder.
Feature Request: Stretcher
It would be nice if players could "sit down" (load in) unconscious players into stretchers and be able to run with them:

Parts:
Make the stretchers (Land_Stretcher_01_folded_olive_F/Land_Stretcher_01_olive_F) a backpack loadable item. It would be very useful if stretchers could be carried folded in a backpack and deployed (unfolded) when needed, right now are only static editor-placable objects.
Be able load in unconscious patients. Right now only conscious players can sit in acex chairs.
Addition to Churrofighter’s request: Make said stretcher slingloadable for air evacuation in forests or built up areas
Von: Churrofighternotifications@github.com
Gesendet: Donnerstag, 22. Februar 2018 10:26
An: acemod/ACE3ACE3@noreply.github.com
Cc: runy888d.klarmann@outlook.de; Commentcomment@noreply.github.com
Betreff: Re: [acemod/ACE3] ACE 3 Feature Requests (#3594)
Feature Request: Stretcher
It would be nice if players could "sit down" (load in) unconscious players into stretchers and be able to run with them:
[Stretcher running]https://camo.githubusercontent.com/1b1f2db73793468f50488ec8acaaa652b115abd7/68747470733a2f2f692e696d6775722e636f6d2f456973716378392e6a7067
Parts:
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Stretchers have been requested multiple times now, but I'll repeat what I've said:
They're not possible, because you can't carry things with two people, and there's no good way to do that right now.
http://www.gseason.com/images/products/medical/ems/medevac4-stretcher-wheel-cart/MedEvac4-Stretcher-Wheel-Cart.jpg
What about something like this?
And even if carryable stretchers aren’t an option, would you consider a slingloadable version to extract and airlift casualties?
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Betreff: Re: [acemod/ACE3] ACE 3 Feature Requests (#3594)
Stretchers have been requested multiple times now, but I'll repeat what I've said:
They're not possible, because you can't carry things with two people, and there's no good way to do that right now.
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https://github.com/acemod/ACE3/issues/3594#issuecomment-361707089
Really not possible?
https://www.youtube.com/watch?v=BVTE95FbNx8
And again:
https://github.com/acemod/ACE3/pull/2794
That video does not show how:
If you are ok with those limitations, go ahead and use that. We won't put something with those limitations into ACE though.
there is no visualization for other people what you are carrying
Rly? I asked about INVISIBLE backpack like in ACE2! Who and why should see that? Yes. There is no changing animation. That was not a deal-breaker for this script. Main target is to make paradrop(not HALO) possible with backpack/LR radio. What I did not try to do yet, is spawn hided backpack on dead body.
you can't use that radio anymore
Yes I can.
you can't use anything in the backpack anymore (like magazines)
What do you mean? I take half wasted PK magazine and load it to gun at the end of video.
And again: #2794
Ground holders cannot be locked, thus meaning that people can add stuff to it, or take the backpack from it, meaning that I had to make the backpack "disappear" to fix this)
Don't need this. All backpack data stored in mission namespace globalvar. No object exist for invis backpack.
You can't store properly the magazines information.
What is broken?
Attachments are not saved.
What is attachments? Scopes? Stored.
Breaks ACRE and TFAR radios.
No.
I'd like to reference the OP:
No need for discussions!!!
Add the ability to buddy reload magazines for non-belt fed MGs and automatic rifles.
I am specifically thinking of LMGs with top mounted mags such as the Bren, the Type 99 LMG, and the DP28.
Example: https://youtu.be/KA9JP_DHVKM?t=1m3s
Right now as a work around the magazine can be set to ace_isbelt = 1; anyways, but that's not ideal for a magazine fed weapon since it allows the gunner to continue firing during the linking action (as well, the action is still labelled as "link belt").
I suggest adding a second action named "reload" or "change magazine" configured with a variable called ace_buddyReload = 1; or similar.
It should swap the magazines just like linking belts does, display a short progress bar (~2 seconds) for both the gunner and loader, and prevent the gun from firing during the action.
I'd really like to see some of the attributes from the previous spectator system put into the new one. I, and i can imagine a lot of other people do too, love to take screenshots throughout milsim operations. But with the latest spectator the quality of after death screenshots has been considerably hindered due to the fact that:
All of the above attributes were available in the previous spectator version, and it would majorly improve it if they were in this one.
TL;DR:
Lastly, I couldn't find anything on this topic anywhere so apologies if ive missed something and this has already been mentioned somewhere.
I talked with Alganthe yesterday and due to that conversation i want to issue this Feature Request. Currently the default distance for main actions (in the interaction menu) overrides those set for default new actions added to the main action branch. If possible either:
Turn it around. Set the distance for the main action to whatever has the highest distance in the interaction tree.
Make the distance the main interaction point is accessible a setting (boxes like this one: https://imgur.com/a/eXRln are too big to add the ACE Arsenal to them).
Or if none of the above are possible correct your wiki entry on the ace interaction and make a note that the distance doesnt serve a purpose if you pack the action under the main or any subcategory. You even have an example there that sets a distance.
https://github.com/acemod/ACE3/issues/3594#issuecomment-368696742
You can't hide the entire UI. You can hide everything but the compass.
This was an oversight when the compass was re-added and should be fixed :+1:
You can't toggle player tags that show you where people are.
You can actually it's not currently listed in the UI because I didn't want to make the controls helper too long. However, I plan to add a context menu to the list on the left which will list the toggles too so that their hotkeys can be more easily found without having to look at the docs/experiment.
There is no zoom function in spectate.
There is no depth of field in spectate.
This is an engine limitation due to the CamCurator class not supporting these features (which we are using because it has engine driven controls). To be honest they also over-saturated the functionality of the spectator camera in my opinion (though I understand that they were useful to some).
@Aleyboy For zoom / smooth cam movement we made our own little workaround mod which can be launched via keybind directly from ACE spectator :
https://github.com/gruppe-adler/gruppe_adler_mod/tree/master/optionals/cinematicSpec
I don't know is it feature request or issue. But, would be nice to see side check of vehicle and ammotruck during adding action to ace interaction menu.
That is not logically correct to reload OPFOR vehicle with BLUFOR ammo
Why not? You can transport 5.56 ammo in a Russian truck for example. Could be added as a setting though.
Why not? Just imagine. You are playing OPFOR on BMP2. During mission your teammates captured BLUFOR ammo truck. Why it should be full of 7.62mm/30mm/9M113?
On the other side rebels can have mixed vehicles with mixed ammo in truck
@severgun
Rearm already has a setting that should do what you want
Setting ace_rearm_supply -> Specific Magazines
You can fill the supply truck with the specific magazines it should have.
One way is by calling [ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply
This will add the ammo the tank uses to the resupply truck.
An enemy tank won't be reloadable by this.
https://ace3mod.com/wiki/feature/rearm.html
https://ace3mod.com/wiki/framework/rearm-framework.html
@PabstMirror oh. Thank you. Will test
The ace arsenal always shows the face/insignia/vocie tabs, right? It would be great if there was a toggle to hide them/make them unavailable.
^ They are disabled in 3DEN and next version you'll have a CBA setting to disable them.
Speaking of which. Is there an easy way to only have insignias of your choosing in the insignia tab? Id prefer people only being able to use my unit insignias.
Yes, but it's not like the other items, you have to use the ace_arsenal_leftPanelFilled CBA EH, check via the arguments it passes if it's the insignia tab and then remove insignias you don't want from the listbox.
Is it possible to get an example of this method? Havent really been fundling too much with CBA Eventhandlers.
["ace_arsenal_leftPanelFilled", {
params ["_display", "_leftPanelIDC"];
// 2037 is the IDC of the insignia button
if (_leftPanelIDC == 2037) then {
private _listBox = _display displayCtrl 13; // 13 is the IDC of the left tab listbox
lbClear _listBox;
{
["CfgUnitInsignia", _x, _listBox, "texture"] call ace_arsenal_fnc_addListBoxItem;
} foreach ["CTRG", "CTRG14", "CTRG15"];
};
}] call CBA_fnc_addEventHandler;
^ see this, in this case only those 3 insignias will appear.
Thank you very much. You are a saviour!
No idea how hard this would be, but a breach option on locked doors that uses your primary weapon and normal ammo, maybe with a chance to fail depending on caliber, it would need some sort of animation to not look derp,
Breaching doors with rifle actually is hollywood bullshit.
@severgun I'm pretty sure you can easily breach an american door with a shotgun
Dunno if this has been requested before, but would there be some way of re-implementing an ACE2-type medical system as an option? So instead of bandaging individual limbs, you go Medical>Bandage or Morphine or Epi or etc. I think AGM had an option like this. The new limb system is cool but sometimes you just want something a little more simple.
im wondering if this is possiable but i think ai should be able to rearm vehicles in the mag at a time way. i mean if you dont have enough players or a group wanting to play ground or vehicle rearm crew it would be nice it if you can make a group of ai do the rearming the way you do it when you have full ace rearm mode active. it makes sense becuse in irl you would have a dedicated crew of perosnal to rearm and maintain a tank or plane.
You can't script the AI to do such complex micromanagement tasks very well, if at all.
1.- More complete map tools. It would be very interesting having a naval class squared protractor and a drawing compass to be able to draw arcs and circles for navigation pourposes. A tool to draw angles from a line would be great or even the posibility of drawing straight lines form point to point with a distance graduation (100m. for example)
2.- Survival inflatable raft (maybe a backpack with it) for downed pilots
3.-airport/carrier towing tractor for aircraft
4.- deployable windsock for FARPS
5.- working anchor for boats
Thank you for your time
While it's not exactly realistic, the ability to toss magazines at people. We were pinned behind our entrenchments, and a team member fired their last mag. IRL I should be able to lob a full mag to them to keep going, (hoping it didn't hit ammo first and bent the feed lips), as it is, the two methods for passing magazines is interfacing with their inventory via the backpack, or ace interact/pass magazine, which both require proximity. Upsides are more range to share mags, And the downsides are really with ARMA's wonky physics; throwing a magazine at them might kill or seriously injure them by accident, as well as trying to find a tossed mag in the grass.
I have some suggestions to ace_medical.
1) Add animation or ragdoll during fall into unconscious. Now there is just state switch.
2) Would be nice to see state between unconscious and normal state. Something like "awake but disabled by injure". A unit lying on its back can look around with faded vision, can talk but not move without help.
@NemesisRE rifle != shotgun
Add animation or ragdoll during fall into unconscious. Now there is just state switch.
I assume you've seen the ShackTac videos. They use code based on the medical rewrite, which has this.
awake but disabled by injure
What's the point?
Also #3134 pls.
Upsides are more range to share mags, And the downsides are really with ARMA's wonky physics; throwing a magazine at them might kill or seriously injure them by accident, as well as trying to find a tossed mag in the grass.
What if spawn ground weapon holder with mag at camera point in limited range(eg. 10m).
P.S. IRL grass even more bushy
Any plans on adding drag/carry functions to dead bodies?
I understand the work around with placing them into bodybags and then move that object, but for puposes of body disposal using bushes and other things to hide bodies would be alot more immersive.
You can't move dead bodies (ragdolls or frozen ragdolls) like alive units. There was a hacky workaround in CSE once, but it was buggy and did not work well, thus it was not included in ACE3.
Is this the hacky way? https://www.youtube.com/watch?v=Fkh-C5PprdI
Sorry if this has allready been asked tho.
I don't remember what the exact problem was, but no CSE did some other additional stuff. I think it was something multiplayer related.
Ace heal module for Zeus that only heals open wounds, for fixing people who got arma'ed (ie eaten by a staircase) without resetting things like blood volume and bruises.
Re-name the vanilla RGN grenade to "V40" or "V40 Mini-Grenade" since I think that is what it is in real life.
https://i.imgur.com/yLLMpmz.jpg
http://www.vietnamgear.com/Imagevwr.aspx?img=V40Grenade2.jpg
https://en.wikipedia.org/wiki/V40_Mini-Grenade
When you look at the "RGN" in game, you can quite clearly see that it is not a Soviet RGN, and instead bears near identical resemblance to the U.S V40 Mini-Grenade.
Additionally, the grenade does not act like a Soviet RGN; it's delay is not shortened to 1-2 seconds after impact, but instead remains at 4 seconds regardless.
The grenade in game does not act like an impact grenade, while the RGN in real life does.
(For comparison, here is Red Hammer Studios' RGN grenade next to Arma 3's RGN grenade)
https://i.imgur.com/BZc2bNV.jpg
in the german localization, it's already called "Minigranate"
Not knowing how ladders work in Arma is it possible to add an action to angle the tac ladder, so it can be put over the edge of a ledge, something similar to how advanced throwing drop mode changes what the scroll wheel does to grenades.
@Snak3Doc Yes. It was like that in Arma2. But it was disabled because the Arma engine only allows for vertical ladders. A angled ladder would make you climb vertically but slide forwards in a weird and buggy looking way. Personally I don't care about that and prefer function over looks.
I would also like the ability to atleast lie it flat to use it as a walkable surface.
Correct, it used to be angle-able.
Goddam BI removing functionality, though I have to agree with you I prefer function over form and I hadn't even thought of using it as a bridge with walkable surfaces, maybe with these new CBA settings, there could be an option to enable angling? :)
It would be nice to see a per-unit option/var to force unconscious simulation on particular AI (i.e. Hostages) without having to enable it for all AI units
Allow to use dead man's switch for the Zeus module function to make unit a suicide bomber.
@DeliciousJafffa You're in luck, there is!
_unit setVariable ["ace_medical_enableUnconsciousnessAI", true, true];
(The second true being optional, in case you use something like ACEX' HC balancing)
@BaerMitUmlaut Thanks, added a PR to document that so others can utilise it too https://github.com/acemod/ACE3/pull/6309
https://github.com/acemod/ACE3/blob/master/addons/arsenal/functions/fnc_fillLeftPanel.sqf#L43
https://github.com/acemod/ACE3/blob/master/addons/arsenal/functions/fnc_addListBoxItem.sqf#L31
Is it possible to hide the mod icons in ace arsenal? According to the wiki it's possible but I doesn't look like there's any options to disable it. Not a big deal but for atmospheric reasons I'd like to not show them in the game.
^It's a CBA setting @abramsba
Addons options -> ACE Arsenal -> Enable mod icons
Hey, firstly I apologise is this has been raised elsewhere or was a feature of ace 2 but as far as I was able to find through research this isn't the case. Perhaps at some point could blood types be implemented? Currently all players get a blood type based off of their dog tags however this appears to be for show. So perhaps adding a more realistic blood type system with A NEG, A POS, etc. Give somebody the wrong blood and they could react badly to it. So lets say that somebody receives an incompatible blood type, what happens next? Initially it appears to be working just fine, however after 2-5 minutes a massive drop in blood pressure starts to occur, depending on how badly injured the casualty is this could drop them below 30% and result in death. So how does an ever vigilant medic combat this? Firstly, don't make the mistake in the first place. When it says "give 500ml of blood" on the interaction menu, it would say "give 500ml of B Negative blood", any medic worth their salt will check the dog tags of the casualty to check their blood type first so that they know what blood is safe to give. But oh dear they misclicked and now they notice the blood pressure dropping, what can they do now? The implementation of the ability to withdraw an IV would be a good start, that way they can stop the tranfusion and prevent even worse damage. At this point saline solution, or plasma, would be a good way to get the blood pressure back up, or perhaps just give them compatible blood. To stop the negative reaction from getting worse (the reaction would continue for 1-2 minutes even after stopping the transfusion) a medic could perhaps use a new autoinjector in the form of a diuretic (wikipedia suggests mannitol) which irl would increase urine output to get the blood dealt with asap. However, I'd say there's no need to go as far to model the drug making the casualty urinate more, just stopping the Acute haemolytic transfusion reaction is plenty.
And if you decide not to implement the feature, and given how much of an obvious of a potential feature it is I won't be surprised if you have a good reason why it wasn't implemented, then could you change the blood bag texture to say O Negative (universal donor) rather than B Positive.
Now I'd like to go over the only reasons I could think of that somebody wouldn't want such a feature.
"Implementing such a system would break my loadout".
It's a fair enough concern to have, but I don't see issue with it. From my point of view, there's an easy to deal with this. This involves the addon options menu. Set it as an optional feature, perhaps turned off by default. Alongside this, to make it backward compatible make "ACE_bloodIV" O NEG, that way any kits with blood in it will automatically have universal donor blood, meaning that for them it is more or less the exact same as prior to implementing such a feature.
"I don't want to have to carry tons of different types of blood on me".
Again, this can be mostly dealt with using the above solution, but I do also have one thing to say about that. Issue #6113 mentions about the lack of realism in carrying blood in a uniform (given that it would expire and go bad). As a result medics should just carry saline instead, not only does it work well with the issue mentioned, it's realistic. Or finally, yet again, it can just be made optional.
I'd just like to end this by saying that I am not a medical expert, or involved in the medical field in any way, shape, or form. Everything suggested is based off of research which could be wrong (and I am very happy to be corrected). Thanks for reading this and considering it as a potential feature.
Regards,
Hekkie
Would be cool feature for the medical tents/medical facility, but medics doesnt carry blood types, they carry Saline for the most part (from my own experience).
@CPTMiller Yeah, that was the idea I was going for :smiley:
Could also work by making it so that Saline only works to a certain extent, irl saline is a temporary solution for increasing blood pressure (as I understand anyway) so after so many ml of saline it just stops working, as a result a casualty would have to be evacuated to a field hospital or in a medical vehicle (which for arguments sake lets say has a small fridge in it for blood storage). Again, as this could annoy some it could be made an optional feature off by default.
Saline works to stabilize blood pressure, but will not make you whole again. But its too complicated making such a system I believe. Sometimes you just need to sacrifice realism and focus on the entertainment value of it.
Yeah, I understand that. That is why I'd suggest implementing it as an optional feature via the addon options menu.
Hey @BaerMitUmlaut
Some time ago I asked about moving dead bodies. I found now something made for AGM a while back, maybe this code could have been used? http://www.armaholic.com/page.php?id=28823
Hello everybody
My request is that if its posible to delete or add an option to change the time it takes to fall uncounscious when you use a tourniquet?
Its demostrated that the use of tourniquetes less than 8 hours isnt harmful, so it isnt logic that you fall uncounscious in a few minutes.
I am currently translating mod into Turkish. It will be ready in 1 month. Would you add if I complete the translation?
Of course! If you need help with git you can join our Slack, we'll help you there.
Could you add a "Master ARM" switch to the fast roping system so that the helicopter's pilot can consent to allowing ropes to be deployed?
What you're looking for is the #kick chat command.
Could the fast rope module tell you who dropped the ropes if a "Master ARM" switch is not possible so that I don't have to collectively #kick the entire passenger compartment of my helo?
Heya,
I would really love a brightness control for the MicroDAGR alternatively an Invertion of colors or night mode.
Reason being, navigation by MicroDAGR GPS at night is exceptionally bright compared to all other on screen elements and staring at the map screen in the corner of the screen means my Iris's have to adjust looking back and forth between the landscape and the navigational map.
To be able to disable the medical system overall. The rest of the features that ACE provides are working as intended. Due to incompatibilities with certain game types (Exile, King of the hill, etc..) for being able to adjust hitpoint damage to database entry. I understand that these issue are related to the game types, and should be taken up with the Dev's of those mods. But to have the ability to just shut it off completely would ease the pain alittle.
@Falcon911 That is already possible...

@Falcon911 You edited your post here, but again, your request is already possible.

Seriously, take a few minutes to look through the settings before requesting features, you're just wasting your own time and the time of ACE devs.
That option does not work. I don't know why it's there. You cannot disable medical without removing the PBO.
Suggestion for Realistic GPS Depiction
First of all, ACE3 provided an excellent GPS receiver (i.e. MicroDAGR) and we are all happy to play with it. However in the realistic sense, it is a bit too "prefect"...
Realworld GPS/GNSS receiver is subjected to different types of errors which leads to a degradation of accuracy(I can explain each of those in detail). The result is about 5-10 metres of error even with good sky visibility, loss of signal (loss of lock in professional term) in woodland, urban area and indoor area. It is hoped that these errors can be properly modelled into the GPS system for MicroDAGR.
As the old said, don't ask what the people can do, ask what you can do for the people. I am an surveyor specialising in GPS system, I am happy to provide assistance to all the questions in realistically simulating a GPS receiver. However, I do not know coding at all but i am willing to provide all my professional knowledge in this aspect.
After injury and unconsciousness, the weapon must be out of the hands. The weapon must lie near the wounded person who is unconscious.
You'd normally have the rifle on a sling. Because animating that would be a pain, it's usually left out in video games.
Now if you force drop the weapon and drag an unconscious person away, the rifle will get lost. With a sling that couldn't happen, and thus we don't drop it.
But such a feature was in ACE2.
Plus, a wounded man always has one pose, in his hand with a weapon, which makes the wounded and the dead distinguishable.
Add Teleflex freeze-dried blood: a special type of blood (or plasma) that unlike the standard one, not degrades over time but, you have to prepare before being ready to use.
https://www.defenseone.com/technology/2018/05/special-operations-forces-are-changing-combat-medicine-jury-rigged-hospitals-and-freeze-dried-blood/148522/
https://www.ctvnews.ca/health/u-s-troops-get-freeze-dried-plasma-for-battlefield-bloodshed-1.3700614
http://www.dailymail.co.uk/news/article-5131847/US-troops-freeze-dried-plasma-battlefield-bloodshed.html
Hello ACE Team,
after talking to Bux, i would like to propose a feature:
When you search a character (player/ai), you can see the items of the searched subject in a simple list. But you only see the items head-name. A lot of roleplay and immersion mods contains items with detailed description in the short-description of the item. It would be very helpful to see this short-description per mousover-tooltip in the search-list, too.
With this feature it will be much more immersive to search a subject for dangerous goods/weapons/contrabanda. You must check the items in a car or a bag properly to gather information/avoid danger/s.o.
Thank you for reading and please think about it. :)
im wondering if its possible to make a setting where pak's and surgery kits degrade over time. as in you can only use a pak 3 times before it used up and need a new one same for surgery kits. and i would think a setting to turn this function on or use the setting already there and set how many uses you get out of one item.
Would there be any chance of adding an ace interact to turn the engine off in an empty vehicle or one with a dead crew? It'd be nice to just reach in through the window and turn off a UAZ's engine rather than open the door, shove the driver's corpse out, get in, turn it off then get out again. It'd be especially handy when a vehicle is flipped by driving over a pebble and you can't get in...
add build time in ace fortify
Not sure how to go about doing it or if it would be possible but I think a "magazine ammo swap" system (think of how DayZ Mod used to handle the DMR and M24 magazines) based on the same principles as the magazine repack (items are automatically removed and added to your inventory) could be a very useful feature. Mainly what I'm talking about is situations where you run into weapons which fire the same caliber bullet but use dissimilar magazines (STANAG vs. G36, FN SCAR vs. M14 or even AK vs. VZ-58). While it wouldn't be the most convenient thing to do, if you had to you could remove the rounds out of one type of mag and load them into your own empty mags. The reason I bring this up is that such a system could go a long way to help groups run different types of weapons.
@IrvingMainway
The main issues with this - each mod may or may not have different ammo classes used in magazines (e.g. NIArms uses customized ammo). For magazines itself there are 'compitibility' mods for almost every weapon mod and ACE/RHS/CUP. So to make your idea work 'out-of-box' - you should force mod makers to make additional compatibility by ammo.
I made some scripting solution here https://github.com/10Dozen/dzn_Mods/tree/master/dzn_MMR , but it's require manual mapping of magazines that share same ammo in real life (probably i can try to map ammo classes instead, but it's not cancel manual works). As a bonus we can add ammunition battle packs of e.g. box of 840 5.56x45mm rounds that may be loaded in magazines compatible w. player's gun; same for repacking machine gun belts to magazines.
Some wip visualization: https://www.youtube.com/watch?v=DgH-buw1Slw
There are also a bunch of questions exists
1) Where from does player gets empty magazines compatible with his gun?
2) Should repacking consume time for repacking to magazine of same size (e.g. 30Rnd CUP AK mag to 30Rnd RHS AK mag)? For magazines of different sizes (e.g. 200Rnd box to 30Rnd stanag)?
3) What options should be available for player? (e.g. repack single mag per click or be able to convert all mags by one click, should player be able to convert part of the 200rnd box to 1-7 mags or always consume all ammunition, etc.)
I have noticed you have a version of the quad lens nvg's view in the ace_nightvision.pbo. I have always wondered why everyone makes them 4 circles. There are only three circles. The far left lens and front left make one circle, the far right and front right make one circle, and the two front make one circle. Also the image of the way it looks can be summed up with a picture. Also how far out are we from you guys adding white phosphor?


You just described NVGs with 6 lenses? 4 circles because 4 lenses and 4 "displays".

"The most striking feature of the GPNVG-18 is the presence of four separate image intensifier tubes with four separate objective lenses arrayed in a panoramic orientation. " 4 len's not 6. Read the first paragraph from the sight. It literally explains it and shows you the two example images that I posted above as what it is suppose to look like. PVS 15's are 2 len's which make 1 circle. The focus of this explanation is that the side len's make 1 circle each with the front left/right lens they are next to. Then the front 2 make 1 circle together. That is how your eyes will perceive the picture as 3 circles. https://tnvc.com/shop/l-3-gpnvg-18/
Quoting from the site you linked:
The operator sees the two center tubes somewhat overlapping
This is the case in our current overlay. I assume the image is supposed to demonstrate the increase in FOV relative to standard NVGs.
You can totally test this out yourself with toilet paper rolls, too.
I just noticed that I posted on wrong place.
How about applying Hellfire guidance to DAGR? Because DAGR is essentially Hydra70 rocket with Hellfire head. If it is relatively simple, please tell me which line should I change so that I can do it myself.
I'd prefer the stamina bar to be solid (white or white->orange->red) regardless of current stamina status, instead of fading out on full - both for testing loadout weights and difficulty settings, and for actual mission gameplay. Is it possible to add this as a UI option?
Would it be possible to add "This Marshal" hand gestures for signalling where to land a helo, I'm sure it would be a welcome addition to the gestures addon by many groups.
Here's a photograph giving you the gist of the signal, the rest I'm sure you can picture:
This Marshal Hand Signals
ACE Cookoff was disabled by default since 1.82. It there any plans on rewrite and rhs/cup compat?
Also is there any chance to get APOBS from ACE2?
Heya, as part of mod compatibility, could the ACE Arsenal export rename any ACRE_PRC152_ID_1 and similar ACRE2 radios to ACRE_PRC152?
From what I understood, ACRE2 uses the IDs to track individual radio items during a running game, but if multiple identical classnames (with _ID_) are added to multiple units, such as when assigning loadouts in 3DEN or sharing loadouts mid-game, it breaks the radio system.
Thanks.
ACRE radios are saved without the ID, loading a loadout that has one in it won't break ACRE.
@freghar The ACE Arsenal already supports this (and ACRE already has it implemented I believe).
It's down to mod makers to implement the config parameter ace_arsenal_uniqueBase
https://ace3mod.com/wiki/framework/arsenal-framework.html#3-config-entries
ACRE2 already supports that, in both ACE Arsenal and Vanilla Arsenal.
ACE Arsenal supports it, it is a matter of a config entry and provision of base class.
Realistic AGM-65 lock on:
i've already contacted bohemia, to introduce this, but no reaction.
maybe you can do it.
in RL, the AGM 65 D/G locks onto imaging-infrared targets. meaning it can lock onto certain objects in its camera display. similar to what you did with the Titan launcher aka minispike.
littlebit more detailed https://feedback.bistudio.com/T120422
There is a very cool mod called dbo_horses, which adds ride-able horses to Arma 3. The problem is that when you're on the horse, and you make the horse run, your stamina (the person on the horse) is depleted within seconds. Getting off the horse reveals that it really is the rider's stamina, not the horse's that's being depleted. It's definitely a problem with ACE3's fatigue system. Is there anything ACE3 can do about this?
@ctrsnarebear we already talked about that internally. The problem is that you aren't riding the horse.. You ARE the horse with a human body strapped onto your back.
It's like gluing your body onto the back of the horse. And then swapping out yours and the horses brains.
So you are the one doing the running. but internally fatigue uses the player. Which is still the body on your back.
Don't know why the horse isn't just a vehicle that you get into. Like a car. That seems logical as the horse is supposed to be a vehicle that you ride. And would fix all the problems.
Dirty workaround is limiting the maximum speed used internally if the player is strapped to something else. We'll see if that ends up being implemented.
Would it be possible for ace to remember the last used fire mode when swapping weapons?
Hi, first of all sorry if this is in the wrong area but I was looking through the issues and found someone asking a kind of similar question who was directed here and i'm aware of the posts above on this by DeliciousJaffa and Falcon911 that were asking this but no solution was offered. I'm wondering if its possible to delete .pbos concerning ace medical out of ace3.
I'm modding the DUWS-R game mode into Star Wars Opposition which requires SWOP ACE3, I asked the SWOP devs this question and they told me to ask here. DUWS-R doesn't work well with ace medical as it is very ai heavy and its too much micro management when ai get wounded, plus it already has an AI revive system in the code, not to mention many other problems like "on respawn" that ace creates. I would just not use SWOP ACE3 but SWOP requires it.
After much searching I've found some older info on this like deleting ace_medical.pbo ace_medical_menu.pbo and ace_medical.dll (in the @SWOP ACE3 folder) but it does not work, ie errors and arma doesn't even load up. Could I please get some help on this? Or is it just not possible anymore? Thanks.
Make sure you read the error, it's certianly possible to delete PBOs to
disable the module. You're probably deleting something that another module
needs. Either that or the game mode/mod you're using relies on a module
you're deleting.
On Thu, 23 Aug 2018, 09:00 LT-DANG, notifications@github.com wrote:
Hi, first of all sorry if this is in the wrong area but I was looking
through the issues and found someone asking a kind of similar question who
was directed here and i'm aware of the posts above on this by
DeliciousJaffa and Falcon911 that were asking this but no solution was
offered. I'm wondering if its possible to delete .pbos concerning ace
medical out of ace3.I'm modding the DUWS-R game mode into Star Wars Opposition which requires
SWOP ACE3, I asked the SWOP devs this question and they told me to ask
here. DUWS-R doesn't work well with ace medical as it is very ai heavy and
its too much micro management when ai get wounded, plus it already has an
AI revive system in the code, not to mention many other problems like "on
respawn" that ace creates. I would just not use SWOP ACE3 but SWOP requires
it.After much searching I've found some older info on this like deleting
ace_medical.pbo ace_medical_menu.pbo and ace_medical.dll (in the @Swop
https://github.com/Swop ACE3 folder) but it does not work, ie errors
and arma doesn't even load up. Could I please get some help on this? Or is
it just not possible anymore? Thanks.—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
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Off-topic
Thanks for the quick response, good to know that it may be possible, the game mode DUWS-R doesn't require ace at all, i've been working on it for years and am a small part of the Dev team. Star Wars opposition mod on the other hand could be another story.
Here are the errors
Addon 'ace_medical_ai' requires addon 'ace medical' ( this pops up first before the crash while loading arma, I have tried deleting this .pbo too which didn't work either so I don't think this is the problem)
Include file z\ace\addons\medical\script_component.hpp not found (this is the crash error after the windows default error sound plays and arma stops loading and exits)
The exception unknown software exception (0x0000 dead) occurred in the application at location 0xfd79a06d
Has anyone even done this before? found some people on BI forums suggesting what .pbos to delete but never saw anyone saying that they tested it. Theoretically which .pbos would disable the medical system, was it the three I listed above? Anyway as you say it sounds like it may be the Star wars Mod needing something that i've deleted.
Off-topic
Addon 'ace_medical_ai' requires addon 'ace medical'
This error strikes when you are loading a pbo file that depends on a missing one. In this case, you are loading ace_medical_ai.pbo which obviously depends on ace_medical.pbo, but you deleted it.
If you eventually want to remove ace medical feature, you need to remove any file named ace_medical*.pbo and that should do it. There should be 4 files in total (ace_medical, ace_medical_ai, ace_medical_blood and ace_medical_menu). If you still have an error afterwards, please paste the error message for further help, though I'm not certain this is the correct place to seek support.
Off-topic
Yeah no go still, exact same error as before,
tried deleting those 4 files - same error
tried deleting those 4 files and the corresponding .bisigns - same error
tried deleting those 4 files and the ace_medical_x64.dll - same error (suggested by Gunter Severloh on Bi)
tried deleting those 4 files and the ace_medical_.dll - same error
then all possible combinations of deleting those files in a different order i.e deleting all of them at once or just deleting the 4 files, ace_medical_x64.dll but not the .bisigns etc - same error each time.
It must be the star wars mod, I'll try it tomorrow with your version of ace 3 not the SWOP ace3 version (I hope I made the fact that i'm using SWOP ACE3 clear) and without Star Wars oppostion mod running. Thanks for your time
@LT-DANG:
Please open a new issue and fill out the issue template. I've gone ahead and spoilered these off-topic comments.
Sorry bout the posting in the wrong area, another person with a similar issue that I read was directed here. The reoccurring error I was talking about was not "Addon 'ace_medical_ai' requires addon 'ace medical' that stopped after deleting ace_medical_ai, it was the one referring to the .hpp.
Medical menus are difficult to tell whether they are patients or themselves.
Request to add a function that displays the patient name on the medical menu. When the medical menu is opened, the patient name is seen to confirm who to treat.
@Sakura-jun

@DeliciousJaffa I didn't notice. But why not make it more obvious, such as centering or placing it in a more visible position. Opening the medical menu will first see the patient's name and the injured part.
@Sakura-jun It already is in a visible position, right in the top left, as the dialog title, consistent with Arma's dialog styles.
Could the ACE Arsenal be set to keep the sort setting (alphabetically or mod) after clicking Try and returning to the Arsenal? I'd make it myself since it's so small, but I know absolutely nothing about programming and my hands are too full to learn at the moment.
I'm surprised that the AK-12 hasn't been renamed to the AK-15, considering it uses 7.62 ammo instead of 5.45. So yeah, I'd like to suggest that being tweaked.
@FIM43-Redeye if i understand you right, it already works that way with ace 3.12.3.
@madpat3 When one opens the ACE Arsenal through the tutorial tab, it is by default set to sort weapons/equipment alphabetically. If one sets it to sort by mod, clicks try, and then goes back to the arsenal through the pause menu, the setting resets to alphabetical. It's small but painful.
@FIM43-Redeye ah, now i see what you mean.
it's unlike the vanilla arsenal, where it stays to what you've set it to. yeah your right.
Can't find if this was already requested..
It would be cool if the Atrag saved the muzzle velocity entries. Every time I launch a new game I have to manually insert the mv on the table.
Hey, I think this is the right place so...
Could we have an option to use [LeftArrowKey/Remove] and [RightArrowKey/Add] on the new Ace Arsenal (3DEN Attribute) ?
Sometimes it is very frustrating do double click nonstop all needed options xD
Loved that feature, saved me way too many times with that export option.
@EckoMoire If you hold shift while clicking it will add/remove 5 items per click.
Maybe this has been asked already:
Would it be possible to grab a crate (like when rearming) from a rearm vehicle and store it inside another vehicle (e.g. a smaller support vehicle or the vehicle that requires that specific ammo) such that more ammo can be brought on the tour than the vehicle holds initially? This help carrying out longer firefights without the need of a pretty big truck being parked right next to it. Instead, the vehicle could "rearmed" from inside or by simply unloading the extra ammo.
@EckoMoire If you hold shift while clicking it will add/remove 5 items per click.
Not really what I meant, the ACE Arsenal, new attribute on the 3DEN Editor. It only has options for _allow_ and _disallow_ items.
The one I'm using:
https://imgur.com/a/IVIMBFT
Ah, my mistake.
A shooting matt as a misc inventory item that can be placed at your feet, and retrieved.
PS: The jerry can (fuel can) doesn't have a carry option > https://i.imgur.com/nLLUExx.png
Would it be possible to split up some of the interaction menu settings? We would like to use keep cursor centered for self interaction, but not for regular interaction. Right now it's either enabled for both or disabled for both.
Capture/Moving while captured animations for Ai's/Players have been the same and static for some time now. Bnae showed us a video on some stuff he was tinkering with, but it never got released.
He also dumped the animations used on Bi Forums. Would it be possible for ACE to change out static anims to these?
Video: https://youtu.be/s91ZCyD2JPc?t=25
Animations: https://www.dropbox.com/s/uttl6o2ivdswpjb/bnae_animations.rar?dl=0
Source: https://forums.bohemia.net/forums/topic/211279-animation-dump/?tab=comments#comment-3243263
Would it be possible to make BIS-made campaigns compatible with ACE3? Issues like planting explosives, healing characters and events not triggering is what I'm referencing. Thx.
Optional adv ballistics or scope module option to apply a random zero within a variable area when attaching a new sight during mission. Will force player to maintain original optics or dial in new sights. Realism.
Since you guys already have some nice additions for zeus, I thought I'd ask if it's possible to add a module that would give you the option to trigger the completion of the task on a premade mission.
Say (for example) I have someone elses mission (from workshop or armaholic), playing it with a buddy and I need to clear an area to continue.
We pretty much clear it, but can't find that last guy hiding somewhere. In order to not waste time, I hop on to zeus, drop a module that allows you to mark the task as complete, that triggers the next task to show up, and we continue.
Would it be possible to colour code the interact menu for the repair system to show component health? As an example, say you've taken moderate wheel damage in a car but not so much that the tyre is destroyed, it can be tricky to rapidly identify which tyre needs replacing. If the damaged wheel was coloured to indicate the level of component damage, you could find it a lot faster and there'd be a sharp drop in "Why did you remove THAT tyre? That was the good one!" incidents.
They are color coded.
They are color coded.Is that a server side setting that needs to be enabled? I've never noticed any colour coding before (though I might be blind).
Nope, you might be using an older version of ace as this was added in 3.12.3
Ahh that could well be it, I'll have to pester my group's admins to update. Cheers
Would overlaying thermal into NVGs be something accomplishable? I.E the AN/PSQ-20. This basic concept is that the base view is Night Vision with anything that is warmer than the ambient temperature showing up in thermal. The Thermal mode 7 in the base game would be the same color for the red-hot, but when anything is exceptionally hot it contrasts out the surrounding area. Ideally, this would only show the temperature of the objects that are warm and everything else displayed as night vision.
Photo of the overlay

Video of them working: https://www.youtube.com/watch?v=Mrb1TCgeDPo
image of the device:

Deadman switches should detonate connected charges if dropped on the ground or the person holding it is arrested, could also add a disarm option for engineers on people holding a deadman switch.
Would overlaying thermal into NVGs be something accomplishable?
No.
Sandbag improvements:
Weight: current weight for an empty sandbag is 0.8 lbs, requesting this be changed to around 0.1 (~50 to 100g). IRL they weigh virtually nothing, in the USMC our usual sustainment load had 7 empty bags, pretty much unnoticeable. In game this would come out to roughly 5.6 pounds which is overkill.
Current texture: current bag texture seems a little too saturated, minor issue.
New texture: would be nice to have the default burlap, but also add in a secondary version that comes in a green plastic version for maps like Tanoa/Cherno. Looks like this: https://media.defense.gov/2006/May/9/151051/-1/-1/0/060509-m-0008d-006.jpg
Ability to fill and then move: currently you can only fill the sandbag or get rid of it. Would be nice to have a secondary option "move" so you're able to fill up your bags on ground level and then haul them up onto a rooftop.
Integrate CBA-Bolt action animation for CheyTac M200 Intervention.
A few more suggestions about stamina and the fatigue system, not sure if possible within the confines of Arma. These come from my experience of 5 years in the Marines as an infantryman, and 2.5k+ hours playing Arma (almost exclusively with ACE3 installed!).
Fatigue system - Load efficiency:
_Reduction/penalty based on where the weight is located._ Carrying heavy things IRL in your vest/uniform would be more efficient than in a pack or in the form of a weapon, so something around 10% effective weight reduction if things are stored in the uniform, 20% if in a vest, 10% penalty for items in a pack, and roughly a 20% penalty based on the weapon. This would simply increase realism, and incentivize players prioritize using their uniform, rig and pack for storage in that order. It would also allow for players to 'drop pack' and do quick assaults etc. and be way more mobile, even with decently heavy loads.
Weight effects on weapon handling:
Stamina change to combat pace versus non-combat pace:
Running around with your rifle ready seems to drain more stamina than running with it raised but not at the ready, currently. _It would be nice if non-combat pace was more slightly efficient than running around with your weapon raised._ While your pace is faster with a weapon lowered in Arma, you would still expend less energy (would be cool if it tied in with weapon weight but that's probably overly complicated).
Stamina change to combat pace versus non-combat pace:
Running around with your rifle ready seems to drain more stamina than running with it raised but not at the ready, currently. _It would be nice if non-combat pace was more slightly efficient than running around with your weapon raised._ While your pace is faster with a weapon lowered in Arma, you would still expend less energy (would be cool if it tied in with weapon weight but that's probably overly complicated).
I wish we could get rid of one of these features. I really only need two: 1) Most efficient for running, which right now is a completely lowered weapon, and 2) weapon shouldered, looking through my sights. The problem is that the default setting is somewhere in between those two, and it's completely useless - it drains extra stamina without the benefit of looking down the sights. It's annoying to constantly have to lower my weapon every time I stop looking through the sights.

Request: Add GroundWeaponHolder / Ammobox support in
https://github.com/acemod/ACE3/blob/master/addons/common/functions/fnc_removeSpecificMagazine.sqf
This would simply increase realism, and incentivize players prioritize using their uniform, rig and pack for storage in that order.
In arma there is no config options to set volume and mass to things. So most of the time you will carry items that just fit into uniform and not how much it weight.
Request:
Consider adding a commander override and designate functionalites for tanks
Currently tanks are lacking two features wich iare crucial in real-life tank combat. These are the comander's override and the comander's designate.
Commander's override allows him to take full control of the turret and to aim the gun using his sight or the panoramic sight (if avaible).
Commander's designate is avaible only in tanks wich feature an independent commander's panoramic sight (such as M1A2 CITV). It works by slewing the gun to the target at wich the commander is looking via his optic, and then imidiaetly handing the control back to the gunner, who then has to engage the target.
You could include a "ACE Tankery" list of features, wich could contain these (and other) AFV-related functionalities.
I think that adding two mentioned functionalities to ACE3 would make tank combat more realistic and way less frustrating. These (especially the override, wich was featured even in WWII-era tanks) functionalities are crucial to proper tank engagements and I believe that you guys can make it avaible for us, the players.
We tried implementing a hunter-killer-system, the main problem is that you can't aim the gun through scripting commands. We tried a hacky approach that requires us to fake mouse input on the gunner's PC. That wouldn't work with AI, empty or unconscious gunners, but I suppose it's something. It's very rough still though and I'm not sure if it will ever make it into ACE.
I don't check how it works, but RHS AFRF have this feature. Bugged as hell.
Please add seconds to the altimeter watch :)
I wonder if it possible to add the ability for a teammate to replace an autorifleman's box magazine similar to the ACE reloadable laucher.
@VeZer0 Reloading someone else's machine gun has been possible for a long time.
Once they've fired at least 1 round then an option called Link Belt should appear when you use Ace Interaction on their weapon.
My bad, did not work when I tried to do it and there nothing about it in wiki. I guess, I'll try it again.
Hi, i've written a script, to animate the blade of the "Namer" (Bobcat). maybe you can put it into ace with some more professional changes.
demo-mission: https://www.dropbox.com/s/40v7v6ef37motus/Bobcat_BladeAnimation.vr.pbo?dl=0
Hi,
Is it possible to add an non-lethal ammo system ? It would be really great !
A minor thing - _it would be nice to derive elevation in feet somehow_. Reason being a lot of realistic aircraft mods and HMD mods have the option for displaying elevation in feet which is more authentic of course, and being able to relay altitudes in feet would help with coordinating LZ's and such.
any of these would be great:
could have the option for elevation in feet on the microdagr, maybe in the options have the ability to change elevation units for own/marked position separately
or would be cool to just have an altimeter watch that displays in feet.
Has anyone suggested Laser/Light combos yet? The one RHS currently has goes through its own system, which works only half of the time. Using the CBA system would be marvelous
What is the one Laser/Light combo in RHS? I would also like this feature.
RHS binds a replacing function to a key. Not much different deep inside than the CBA system, but the interface and system to change the hotkey is downright criminal.
3cb and I think the BWMod too have CBA-based combo modules. To get something going in ACE, we'd need someone to make or donate models - the vanilla models only have either an aperture for a laser or for a white light.
Is there an option to remove or hide the compass when viewing in Spectator currently?
Feature requests:
1) Advanced markers and additional markers > Including unit size as an option in unit markers (is separate now..) Adding additional tactical markers like a Base of Fire, blocking position, emplacement, secure marker etc.
2) Free marker drawing in the editor! Would really really help.
3) Advanced engineering
Giving combat engineers the possibility to construct obstacles (concertina's, tank traps etc.), fortifications (sandbag walls, advanced trenches, vehicle emplacements). For instance when a marked vehicle is nearby. This would make the role of engineer more realistic and more important. Right now I feel that engineers are portrayed as a glorified mechanics (not blaming ACE here).
4) Additional fuze and charge 'settings' for artillery systems like 155mm. With additional fuze settings I mean for instance delayed or prox (10+ above ground). It would be awesome if you can both do high- and low angle fires from 155mm system (SIMAP).
5) The ability to deploy camo nets from vehicles.
Thnx for reading! Also gotta say that ACE is really great. I don't play ArmA without it.
:)
2 is not possible, sorry. BI added the line drawing without any commands to interact with it.
For 3, you can already build concertina wire. For the other stuff, you should look into ACEX Fortify, which lets you build various fortifications. Should be exactly what you asked for.
I totally missed that option... thanks for the response! Is indeed exactly what I was looking for.
Pretty small request but I think it would be good: Disable the ACE override of vanilla "slow" jogging animations (weapon lowered, then press 'C' to slow the jog even further).
I think it was originally added into ACE because at one point the vanilla Arma "slow" jog looked God awful, but now it looks really sweet so removing this ACE feature would be nice.
Also, side note, I know it says that feature requests will be moved to a separate thread for discussion but is there anyway of knowing what the outcome of that was? Don't mean to press, just curious about one of my other requests.
Which other request would that be? You can always come to our Slack and chat with us there.
Sorry for late reply,
It was a request to re-name the vanilla "RGN" grenade to "V-40 Mini-grenade" but I think it must have been accepted because that is now what I'm reading in game.
I do have another request, another really small thing, not trying to be picky haha: I think the vanilla "PM 9mm" (called Makarov PM in ACE) is for sure a Makarov but I think it's the "PMM" - the modernised version.
I don't mean to bother, it's such a small thing. I just figured it could help maybe? I'm far from a perfectionist, just thought I could help a little. Unless I'm completely wrong haha
have the glasses crack if you get shot in the head
Hellow, we as 3para-GU wanted to ssuggest the following possible change. . That under the ACE interaction when seeing the names of passengers, their name reflect the colour coding of the TRIAGE. That way there is a reason for the triage settings for medics.
Thanks in advance.
Qacino
Disabling ACE medical completely during a mission would be nice. Currently I have to remove all HandleDamage event handlers manually, which is too harsh!
Make script-placed mines, defuseable via ace interaction.
With V-com (a script for AI-enhencement) there is a chance for the AI to place mines. those mines are placed by script, resulting in a placed mine, that can only be defused by vanilla mousewheel action.
with ace running, you have no mousewheel action for defusing and therefor cannot defuse the mine.
i don't know if it's even possible, but maybe s.o. of you knows V-com AI and has an idea.
@leopard20: That is currently not possible due to config changes that are done by ACE medical. Only removing the HandleDamage EH will break things, even if you might not immediately notice it.
Feature requests:
- Advanced markers and additional markers > Including unit size as an option in unit markers (is separate now..) Adding additional tactical markers like a Base of Fire, blocking position, emplacement, secure marker etc.
- Free marker drawing in the editor! Would really really help.
- Advanced engineering
Giving combat engineers the possibility to construct obstacles (concertina's, tank traps etc.), fortifications (sandbag walls, advanced trenches, vehicle emplacements). For instance when a marked vehicle is nearby. This would make the role of engineer more realistic and more important. Right now I feel that engineers are portrayed as a glorified mechanics (not blaming ACE here).- Additional fuze and charge 'settings' for artillery systems like 155mm. With additional fuze settings I mean for instance delayed or prox (10+ above ground). It would be awesome if you can both do high- and low angle fires from 155mm system (SIMAP).
- The ability to deploy camo nets from vehicles.
Thnx for reading! Also gotta say that ACE is really great. I don't play ArmA without it.
:)
I want to add something to my original feature request :)
6) Marker overlays: Being able to add a marker to an overlay that you can show/hide via the interaction menu. This would allow sharing of important information with the right people and prevent confusion for others :)
7) Dynamic load-out for 155mm systems. You can already change the ammo load-out for artillery systems in the editor, but it would be awesome if you can also do that during game play similiar to changing weapon load out of aircraft.
8) Increase effect for 82mm and 155mm smoke and illum rounds. Right now, the effect is very minimal while the rounds can potentially have significant effects.
Thnx for reading and considering.
Got another request, bit more interesting than my last ones:
Give the AK-12 the realistic weight. Currently, the standard AK-12 is 6.35kg (about 3kg heavier than it is realistically).
Allow the AK-12 to accept vanilla 5.45x39 or make a identical version of the rifle than uses that ammunition instead of the 7.62. Realistically, the AK-12 can chamber both rounds with a barrel swap, but whatever you guys think is best.
Got another request, bit more interesting than my last ones:
Give the AK-12 the realistic weight. Currently, the standard AK-12 is 6.35kg (about 3kg heavier than it is realistically).
Allow the AK-12 to accept vanilla 5.45x39 or make a identical version of the rifle than uses that ammunition instead of the 7.62. Realistically, the AK-12 can chamber both rounds with a barrel swap, but whatever you guys think is best.
@Sgt-Johnson that will most likely have to be done by the maker of the weapon mod as will with the ammo; or at least by a compatibility file that anyone can make.
For ACE Medical:
The AK-12 is part of vanilla since Tanoa.
Suppression System
-System that causes suppression effect when a player is on the business end of _automatic_ weapon fire.
-Effect induces semi-transparent peripheral filter similar the medical pain filter (not white, but blurry, maybe?).
-The filter is affected by distance, bullet speed, dispersion and number of rounds passing by/near the player at any given time. Maybe use the audible crack of nearby rounds to determine the filter’s intensity. When the shooting stops the filter immediately goes away. It doesn't linger.
-The filter never goes entirely opaque like other suppression mods and is not caused by semi-automatic fire, even in large volumes. An attacker must _decide_ to burn through ammo to induce this effect.
-The same calculations could reduce AI’s shooting precision, cause them to go prone or even surrender if they have limited or no ammo.
-This would put a premium on belt fed weapons in both coops and tvts.
Suppression System
-System that causes suppression effect when a player is on the business end of automatic weapon fire.
-Effect induces semi-transparent peripheral filter similar the medical pain filter (not white, but blurry, maybe?).
-The filter is affected by distance, bullet speed, dispersion and number of rounds passing by/near the player at any given time. Maybe use the audible crack of nearby rounds to determine the filter’s intensity. When the shooting stops the filter immediately goes away. It doesn't linger.
-The filter never goes entirely opaque like other suppression mods and is not caused by semi-automatic fire, even in large volumes. An attacker must decide to burn through ammo to induce this effect.
-The same calculations could reduce AI’s shooting precision, cause them to go prone or even surrender if they have limited or no ammo.
-This would put a premium on belt fed weapons in both coops and tvts.
Here is probably the best implementation of that request I have seen in Arma 3.
I haven't played with that one in a while (it is very well done) but I recall it being completely overpowering to the point that you couldn't do anything when you were under heavy fire. Which cased a lot of people and myself to pass out it, despite liking the idea. If they've changed it so you can dial down the intensity a little bit then great. Looks like they've added the ability to tweet a lot of settings since 2.0. I'll have to give it another look.
Suppression systems are very, very subjective, as your own post proves. Personally, I don't like them at all, I find them extremely annoying; if I'm being shot at I already know that I need to keep my head down.
I don't think we can provide a solution that would make everyone happy. Additionally, such a mod needs to track all bullets which will always have an impact on your FPS. The Laxemann mod is quite solid in terms of code quality iirc, in that regard I would also recommend that to you.
I agree, while it might be under the scope of what ACE addresses in ArmA as a concept, the solutions for the intended effect are so varied and specific you wouldn't be able to satisfy communities without heavily tailoring the CBA settings for that component. If ACE was to add a suppression component it would be helpful to have it as a disabled feature by default, prompting server/mission creators to tailor the rest of the settings.
Agreed that it would have to be disabled by default or optional just like most things in ACE. I got a chance to look at Jokoho482 and Laxemann's suppression again. They're added the ability dial down the intensity, which is great.
Could you guys please consider adding pieces of reinforcement that could be attached to vehicles? Being able to add stuff like sandbags, sheet metal, bar cages and other "armour" could let players construct things from sandbag-covered WWII tanks to modern-day up-armoured techicals. The attach system is in Arma and you guys make the best use of it (explosives, strobes, chemlights, etc.), so I believe that adding some options of vehicular "armour" (of various size and effectivety) is possible and not hard to do.
Could you guys please consider adding pieces of reinforcement that could be attached to vehicles? Being able to add stuff like sandbags, sheet metal, bar cages and other "armour" could let players construct things from sandbag-covered WWII tanks to modern-day up-armoured techicals. The attach system is in Arma and you guys make the best use of it (explosives, strobes, chemlights, etc.), so I believe that adding some options of vehicular "armour" (of various size and effectivety) is possible and not hard to do.
You do realize that is stuff that is coded via the model and not by the attachTo command. The "attachTo" command is a stop gap measure within Arma to allow compositions of items and is a little wonky when you use it with vehicles. Look at this video to see what I am referring to with that command.
Hello :)
During the last few weeks I was thinking about one interesting feature which was part of Arma 2 engine , and now in the time of Arma3 there is no such feature.... (I don't know why) .
It was a possibility of dragging/carrying and even hiding of dead boddies . It was great thing esp. for reconaissance/scouting operations deep beond the enemy lines - when every single dead body of the enemy soldier can trigger the alarm and eventually cause the death of your reconaissance team.
OF course , anybody who can script a bit , can write some scripts which can give such a possibility, but I think ,that there wil be much better to put such a vital and basic functions (like dragging/carrying and even hiding the dead boddies) in a such low-level scripted engine like ACE3 .
Of course there is a possibility of draggging unconscious body, but what I'm thinking about is strictly dragging/carrying and even hiding a dead body.
What do You think about the possibility to add this feature to next milestone ?
Not a thing in Arma because of ragdoll's. Afaik same reason it's not in ACE.
We also wanted that. But not possible to be done well.
If you only want to move dead bodies away and hide them. Take body bags with you.
OK, and what about the possibility of dragging the body ? (and only dragging, usin ace_dragging_fnc_setDraggable function on dead body) Is it not possible as well ?
Dragging is a sort of 'attaching' an object to another so it looks like to drag a normal EMPTY object like a box without any extra animation or special states needed , isn't it ?
^ No it isn't.
If you somehow manage to find a way to properly sync and interact with ragdolls in MP write a paper, because the whole videogame industry would shower you in money.
Hello. Is it possible to deactivate the Physics of the Sandbags?
In the past i saw it´s very difficult to build a wall without some hits and dead Players.
@alganthe , @dedmen - Anyway...
I think there is one good method to avoid Arma ragdolls problem (problem with syncing with it) .
My idea is to rebuild(reprogram) the drag-body-bag module - so that you could use it automatically only while dragging the dead body (without having body bag in your inventoery) , and after you release the body the originall object of the body (stored in the memory with all it's properties as an object or sort of array) could be restored back and placed back on the ground instead of the body bag.
So the first operation was to
All these functions can be done after use "drag dead body " funkction in ACE3 interaction menu.
UPD: of course this (hmm...new? :) ) functionality should not be the replacing of the normal "store the body in the deadbodybag" function. I think they should work separately
Or...
### there 's even more easy way to do that .
You haven't even mess with destroying/recreating object of dead body .
1st and 3rd steps in my ' _block algoritm_' can be replaced with only moving the dead body to somewhere beond the map (i.e. coordinates 90000,90000,90000 ) and move it back in place of just releaced dead body bag - after You finish dragging .
adding a compass to maptools, would be cool. drawing circles for triangulation would come in handy!
ACE3 fastrope system:
Would you add a param of auto add fastrope system on Zeus spawned helis? Manually spawn the fastrope system on a heli is truly inconvience in most situations.
REQUEST | ViewDistance
Is it possible to add an option for setting the viewDistance for UAV's seperatly?
The problem is that drones seem to be handled as a ground unit rather than an aircraft, and we've reduced the viewDistance for them for a better performance.
I know all Containers and Trucks for refuling are back to 100% when you start a server. But when you are at the beginning or just new fob out of resupplys and and and. It would be cool to have the possabillity to refuel (for example: a fuel truck) back to 100%.
Zivi Gas Station --> Fuel Truck --> // may your fuel container --> empty / low fuel leveled vehicle
Idk if its possible or already included but i didn t found it
One-hit-kill (Sniper rifles)
An option for activating "One-hit-kill" with sniper rifles for the ai with active UnconsciousnessAi system would be nice. For now our snipers have to hit the enemys too much.
_caliber = [
"B_127x54_Ball",
"B_127x99_Ball",
"B_127x99_API",
"B_127x108_Ball",
"B_127x108_APDS",
"B_93x64_Ball",
"B_408_Ball",
"ACE_408_Ball"
];
An option for activating "One-hit-kill" with every caliber if the hit selection is "head" too.
Whether the unit (Ai) is unconscious or not.
Not sure if mentioned before, but I'd like if the assault boats were cargo-loadable by default.
cant find it via ctrl+f
the device AN/PSQ-20B ENVG looks awesome, but i guess its crossing some lines. its us based equipment and dont know which other countries got that. according to the manufacturer its only aviable in US military/LE and maybe will be good for rhs.
but that device got couple of features combining nvg/thermal picture into one picture on screen and got some features like outlining. arma vanilla (apex) got a combi device but just switching between thermal and nvg.
by quick only found one in motion footage of the visible pícture.
https://www.youtube.com/watch?v=qk1Rj6XPZZQ
i think its the most advance nvg combi device aviable.
https://tnvc.com/shop/anpsq-20b-envg/
edit//
found new video
https://www.youtube.com/watch?v=yRLpDtpgptc
integrated uav "monitor/screen"
and i think archieving that kind of combination will be hard or impossible or is out of range of your goals.
like i said dunno if its fits more to RHS or need alot of scripting in basic
@Freddo3000
look somewhere in the documantion for loadable or somewhere near it, ace got a function to add vehicle inventory and may u write a script to make one asset or class with that by server/mapmissionmaker in advance. never done scripting so u may ask ppl that doing such things. and i think ace team dont have in mind to put ace inventory for that smallast boat into it. you have to do it own your own.
@Tress16
disable "prevent instant death" and u will get oneshots. sorry one hit kill no way.
maybe its possible to "prevent instant death" only for players not for AI.
@h1ght I know about that, but I'd like if it was loadable by default.
As mentionned off-topic in #6971, it would be great to see the possibility of having custom items to be considered as ACE surgical kit. I had in mind the custom backpack-has-a-wirecutter when proposing this feature.
@Drofseh said that it may be difficult to handle since there is a setting in ACE consuming an item each time it is used. A quick and dirty answer would be to handle "external" medical devices in a different fashion than "internal" items. It is easy to imagine a new config parameter, something like "ace_medical_usageLeft = -1". Any value bellow 0 would mean "unlimited", for example.
Not sure I've made this request before, but it's certainly been on my mind for a while:
Remove or give the option to disable whichever feature disables the vanilla idle animation. (Allow us to see the vanilla idle animation when using ACE.)
Remove or give the option to disable whichever feature changes the vanilla "patrol" speed jog (weapon lowed, then your change pace button).
Not sure why the vanilla idle animation was ever disabled, I imagine it was for the benefits of framerate. However, I think the vanilla patrol jog was disabled since it used to look pretty damn stupid in older versions of Arma, but now it looks great so hopefully you guys could consider my request.
Also, unrelated rename request:
As usual, thanks for all the great work!
Not sure why the vanilla idle animation was ever disabled, I imagine it was for the benefits of framerate.
Because it doesn't make sense. When you're covering something and expecting immediate enemy contact, you don't suddenly take your hand from your gun to rub your forehead.
ACE3 Please, make a suppressing effect for the player as a blur of his visibility.
I would like to know your opinion on this. What do you think?
Today, in ACE3, the effect of suppression or the influence of close explosions looks like a color change (to monochrome), but in fact this does not prevent the player from continuing to attack under enemy fire. As seems to me, the change in color as an impact on the player does not look good.
I think for ACE3 blur would be a significantly better solution - this is already present in some Arma3 mods, which proves the possibility of its implementation and I don’t understand why this is not yet in ACE3.
I like the way blured supression is presented in VeteranMod, also in this mod there is a small blur of visibility when shooting (only near the barrel). It looks very cool! Try to use it the same way, it all could beautify ACE
@ZeusWrath ACE3 does not add any suppression effect and won't have any for the foreseeable future as this type of feature does not fit the goal of the mod.
@ZeusWrath ACE3 does not add any suppression effect and won't have any for the foreseeable future as this type of feature does not fit the goal of the mod.
Well ACE3 calls itself "The realism mod for Arma 3" so one could argue it does fit the goal of the mod ;)
@Sgt-Johnson:
Remove or give the option to disable whichever feature disables the vanilla idle animation.
Delete ace_noidle.pbo, and you will have idle animations again. It's a config change, we can't make a setting for that. It was not disabled because of framerate, it was disabled because it annoyed a lot of people (especially the random face wiping) and will give your position away if you're trying to hide.
@ZeusWrath @NemesisRE
ACE3 Please, make a suppressing effect for the player as a blur of his visibility.
I'm just going to quote what I wrote in this issue before about suppression systems (I know it's a bit hard to search because GitHub doesn't initially show all comments, you can find the comment here):
Suppression systems are very, very subjective, as your own post proves. Personally, I don't like them at all, I find them extremely annoying; if I'm being shot at I already know that I need to keep my head down.
I don't think we can provide a solution that would make everyone happy. Additionally, such a mod needs to track all bullets which will always have an impact on your FPS. The Laxemann mod is quite solid in terms of code quality iirc, in that regard I would also recommend that to you.
@ZeusWrath ACE3 does not add any suppression effect and won't have any for the foreseeable future as this type of feature does not fit the goal of the mod.
What??? Why monocromatic vision (what is already present) suitable for the goal of ACE mod and blurring of visibility does not fit ? Lol! You say funny things
ACE calls itself a "realism mod", but not have no supression impact on the player. Or do you want to say that there is no suppression in war? Today in PC games, there is no other way to imitate suppression, except to create a blur of visibility. And if ACE is a realism mod, then it must think about the impact of supression on the player. Supressed player should not be able to shoot at the enemy but in ACE it is still possible
PS However, if this is not available in ACE for a technical (resource) reason, I can understand it.
Yet in other mods suppression is present without technical problems
@ZeusWrath ACE3 does not add any suppression effect and won't have any for the foreseeable future as this type of feature does not fit the goal of the mod.
What??? Why monocromatic vision (what is already present) suitable for the goal of ACE mod and blurring of visibility does not fit ? Lol! You say funny things
ACE calls itself a "realism mod", but not have no supression impact on the player. Or do you want to say that there is no suppression in war? Today in PC games, there is no other way to imitate suppression, except to create a blur of visibility. And if ACE is a realism mod, then it must think about the impact of supression on the player. Supressed player should not be able to shoot at the enemy but in ACE it is still possible
PS However, if this is not available in ACE for a technical (resource) reason, I can understand it.
Yet in other mods suppression is present without technical problems
Now for real just use the great mod of Jokoho482 and LAxemann (http://www.armaholic.com/page.php?id=27849) and please stop complaining you didn't pay anything for ACE3 so take what you can get.
Supressed player should not be able to shoot at the enemy but in ACE it is still possible
Suppressed people can shoot back just fine in real life if they have the guts. You don't want to, because you can very easily get shot. Same story in Arma.
if I'm being shot at I already know that I need to keep my head down.
I'm not talking about a head down! It has nothing to do with what I said. I do not mean when the bullets fly over player head! I mean when a bullet hits near the player! For example, you are in the window and the bullets hit near the window portal!
Additionally, such a mod needs to track all bullets which will always have an impact on your FPS. The Laxemann mod is quite solid in terms of code quality iirc, in that regard I would also recommend that to you
Do not track all bullets! You can create a threshold for which the delay will be terminated. (for example 5-10 bullets)
In the end, ACE can make persoanl settings, in the settings you are a great master!
We will not add that in the foreseeable future, end of discussion.
Too subjective, there is a great alternative people have recommended... - reasons have been given.
Now for real just use the great mod of Jokoho482 and LAxemann (http://www.armaholic.com/page.php?id=27849) and please stop complaining you didn't pay anything for ACE3 so take what you can get.
Hey, just let off your steam elsewhere! I'm not complaining, I lead a discussion. Damn it for this topic exists!
"great mod of Jokoho482 and LAxemann " - the ridiculous impact of a bullet that lasts a very long time even when you have already stopped shooting! See VeteranMod, there is better suppression.
We will not add that in the foreseeable future, end of discussion.
Too subjective, there is a great alternative people have recommended... - reasons have been given.
Ok - no questions!
@ZeusWrath, if you haven't tried the newer LAxemann updates and haven't toned down the suppression settings to a reasonable value I would really recommend it. Their system is pretty good, I think the default values are just really off. (Of course everyone and their dog thinks they have THE correct suppression values and effects)
Delete ace_noidle.pbo, and you will have idle animations again.
Thanks but that will be difficult for multiple people all running from the Workshop.
Any idea about the patrol jog animation?
You can upload a custom version of ACE without that PBO onto the workshop, please mark it as unofficial though (as in, append your groups name or something).
I removed that animation originally. I'll check out the new one.
@ZeusWrath, if you haven't tried the newer LAxemann updates and haven't toned down the suppression settings to a reasonable value I would really recommend it. Their system is pretty good, I think the default values are just really off. (Of course everyone and their dog thinks they have THE correct suppression values and effects)
Thanks so much for your advice! However, I tried LAxemann mod. In this mod, the bullets of player’s weapon do not have an impact on the player - if the player hits in front of himself in any obstacle or cover/shelter, Such moments can happen in real life, but in the LAxemann mod only the enemy’s bullets have an impact! It looks absurd.
However, in VeteranMod before (previous versions) it worked well for all the bullets (player and opponent). But the problem is that they broke something in the latest versions of their mod. And now suppression doesn't work perfectly! I am very sorry that I did not save the previous versions of their mod/
For this reason, I was puzzled by this question.
As the equipment list in ACE is getting longer with each major update, can someone spend an afternoon corralling certain similar groups by name in the ace arsenal/regular arsenal?
For example:
IV, Blood, 500ml or IV, Saline, 1000ml;
Bandage, Elastic or Bandage, Quick Clot;
Injectable, Morphine or Injectable, Atropine;
Spray Paint, Green or Spray Paint, Red.
This would collect like devices into single blocks in the arsenal, making it easier for mission makers to check what's in a limited arsenal, makes it faster and easier for players to find and equip devices instead of scrolling through the list trying to find _a_ bandage or _a_ spray paint.
Per #7008: The Mk41 VSL locks on to any available laser targeting. No ability to filter on the laser handshake, i.e. Ctrl+Alt+Q/E to adjust up/down. In my opinion, it should be handshaking just like any other ACE enabled laser/weapon system handshake.
When you paradrop object OTHER than supply crates there is the nasty yellow light attachet to the every dropped vehicle and it does not dissapear - even after some seconds or minutes ! As an addition - you (AS A PLAYER) have absolutelly no possibillities to swith it off ....
I suggest not to get rid of this functionallity at all (i.e. yellow lights attached to the dropped vehicles) but at least remove them from all Vehicle classes (i.e. cars,quads, trucks and so on) or boat calsses .... Or leave the decision (if the dropped object SHOULD light OR NOT ) in the ACE3 mod addon config entry. In that case everybody who make modifications like me (and prepare own logistics a bit more sophisticated than what we get with ACE3 :) ) have an opportunity for decide - IF HE WANTs to have objects lighting like a small stars ...or not.
[Shortened by @BaerMitUmlaut]
Per #7008: The Mk41 VSL locks on to any available laser targeting. No ability to filter on the laser handshake, i.e.
Ctrl+Alt+Q/Eto _adjust up/down_. In my opinion, it should be handshaking just like any other ACE enabled laser/weapon system handshake.
The only problem with maintaining a running thread like this, I do not care to see ALL the issues piled up like this. I just want to track the one issue.
As the equipment list in ACE is getting longer with each major update, can someone spend an afternoon corralling certain similar groups by name in the ace arsenal/regular arsenal?
For example:
IV, Blood, 500ml or IV, Saline, 1000ml;
Bandage, Elastic or Bandage, Quick Clot;
Injectable, Morphine or Injectable, Atropine;
Spray Paint, Green or Spray Paint, Red.
This would collect like devices into single blocks in the arsenal, making it easier for mission makers to check what's in a limited arsenal, makes it faster and easier for players to find and equip devices instead of scrolling through the list trying to find a bandage or a spray paint.
Bless you for bringing this up my son.
@markooff I shortened your post, no need to repeat the issue template here.
@mwpowellhtx It's a feature request, there is no progress on it unless somebody feels like actually doing it. This is thread not a todo list. If we'd keep an issue open for every feature request, we would have more than one thousand seperate issues for feature requests alone, drowning legitimate bugs and problems, which are most of the time more urgent than new features.
@Will-Nichols @EckoMoire Feel free to add thumbs up reactions to feature requests you like to support them, but there's really no need to quote the whole post just to add your comment. If you want to discuss something, join us on our Slack. I removed your posts for brevity.
@BaerMitUmlaut - no problem, while the original version is stored in the #7011 ...
I've written my text that way because I wanted to point exactly what I mean and directly some things . so I repeated some parts fo the text twice. But if You think it will be good enough for serveral people to understand it properly - no problem :)`
I think (and more, I'm affraid a bit) that usuall ACE3 developer who've never heard about my Logistic System - and know nothing about such ideas/or projects - will answer automatically in this topic
"NO, because THERE IS NO POSSIBILITY for paradropping such things - and, in generall, get lost with such ideas , man "
...:P
Not having automatically attached chemlights really isn't as outlandish as you seem to believe. Again, please no discussion here.
Would enjoy the possibility to add custom gunbags. I only had a very quick look to the way the ace_gunbag addon is done, but from what I've seen, it's only a matter of changing the "hasGunbag" function. It is currently checking if the backpack of the player inherit from "ace_gunbag". Instead of that, it may check if the player's backpack has a "ace_isGunbag" property. @commy2, do I miss something ?
No, there currently is only one hard coded gunbag.
Event handlers for the refuel framework would be really nice, I may do it myself but by the time it would be added I wouldn't need it anymore
@BaerMitUmlaut I tested the idle animations and they only play if you're not moving at all and if your weapon is lowered. Surly those requirements are fair enough to deem that you are not attempting to hide and you're not in combat.
Yeah no.

Same bush, same uniform, same equipment, same position relative to the bush. The only difference is that one unit has their weapon lowered. Would also recommend you to watch Dslyecxi's video "Scout on a limb" which demonstrates this problem in an actual mission.
I already told you to remove the PBO if you want the animations back, so I don't understand why you still have an issue with this and are trying to start a discussion. We're not going to change this in ACE itself for everyone if you already have the option to change it yourself to your personal preference.
The camera angle on the bush is different but I can see where you're coming from. Fair enough. Not trying to start a discussion or argument.
Any update on the jogging animation?
so the overpressure works only for vanilla tanks ?
Object oriented programming is magical.
No, it does not affect only vanilla tanks... even some silly science fiction mechs with 120mm cannons trigger ACE overpressure if their guns are derived from these vanilla cannons. Which they were, at least in the one case where I actually got injured by someone horsing around in one.
Hi guys! I love the mod, and use a set of Star Wars mods in my Arma mod setup, and we would absolutely love to be able to have a flag in config.cpp for infantry to override the "all players can be knocked unconscious" system to allow Droid units to (for obvious reasons) go straight to insta-death.
@AirstrikeIvanov You can add this small snippet to kill your droids when they fall unconscious:
["ace_unconscious", {
params ["_unit", "_unconscious"];
if (!_unconscious || {!local _unit}) exitWith {};
if (_unit isKindOf "-> YOUR DROID CLASS HERE <-") then {
[_unit, true] call ace_medical_fnc_setDead;
};
}] call CBA_fnc_addEventHandler;
You don't have to use ace_medical_fnc_setDead, setDamage 1 would work as well, and you could of course also check the side of the unit's group instead.
hi guys :)
soo getting back into arma, I remember bother you all about adding feet option to the altimeter and it wasn't really feasible due to it going way off the display -
would it be possible to add a feet option in the settings of the microdagr for elevation? would be great for bringing in helicopters to LZ's and such (most of the good ones use feet now on their HMD/HUD's)
unrelated to the first but would be cool if laser designators caused a secondary laser spot to be created visible to aircraft at the laser designator's position if viewed from a certain angle; IRL you have to ensure good laser geometry for air support, if the a/c is flying towards the JTAC/etc that's using the laser it can pick up the source instead of the target and bomb friendlies. would improve jtac play by requiring good laser work and positioning of aircraft.
I understand these are relatively minor things that might take a bunch of time to add (especially #2) so no worries at all if you don't decide to do them. Thanks for the great mod! 👍
You guys need to fix or add some variable in CBA setting for RALLYPOINT.
It is just a blank RALLYPOINT base on BI's respawn system.
Hope you can implement the idea from Task Force Badger (TF Badger) to the rallypoint.
Not expect anything but if you can ? Thank you very much.
The rallypoint is not a respawn system. Rallypoints are fine how they are and the beauty lies in their simplicity. There is nothing to fix, because they work as intended.
The rallypoint is not a respawn system. Rallypoints are fine how they are and the beauty lies in their simplicity. There is nothing to fix, because they work as intended.
Yes, it's work perfectly. I just request for some more way to custom it like: How long does it take to move the rallypoint ?, can we teleport back to base or not ?,... Something like that, I would love to custom the rallypoint the way I want
The generic hull/turret indicator in ACE2 will be very helpful in commanding vehicles like RHS Abrams(lack the vanilla indicator in gunner's primary sight).
Now that magazine proxies exist, would it be possible to add the ability to feed from magazines to the Negev (zafir) and Minimi (LIM-85) as they can both do that in real life?
The Minimi SPW (the variant we have in game) fires 5.56 ammunition, the Negev fires 7.62 ammunition. While you can convert some Minimi variants to fire 7.62, you cannot fire both calibers with the exact same weapon without changes.
I did not suggest that they have interchangeable magazines, I suggested allowing both weapons to fire from magazines of their respective caliber.
Example of the Negev
Example of the Minimi
EDIT: Although, after some more research, I do have to admit that the Minimi SPW has had the magazine port removed.
Scheduled Armor Damage System ACE2?
Hey. Is it possible to make fuel trucks refuelable? For instance, when they are out of fuel, just drive to a Gas station and refuel them.
It would open a new field for logistics and would open up some new fields for them. And, I think it's more immersive to refuel the Fueltruck instead of respawning him.
@nightdragger yes, should be part of the next ACE release, check out #7039.
can you add back blast for AT static turrets and mounted AT vehicles?
Hey, is it possible to add visible laser to RHS PEQ-15 pointer in the ace compat?
Hi guys, I found some features that are in ACE2 but not present in ACE3, please consider bring them back.
@acknowledge14: Please read the OP:
There's really no point on making feature requests for anything included or planned for inclusion in ACE2, AGM or CSE. The majority of those things are been considered for porting or rewriting already.
Besides, point 3 is a difficulty option you can change in your game's settings.
@acknowledge14: Please read the OP:
There's really no point on making feature requests for anything included or planned for inclusion in ACE2, AGM or CSE. The majority of those things are been considered for porting or rewriting already.
Besides, point 3 is a difficulty option you can change in your game's settings.
I'm afraid not. The vanilla difficult setting labeled "waypoint", when disabled, will completely remove the objective marker. What I mean is to just display the markers but hide the distance. This is also a forced setting in ACE2. The image below will be more obvious.
M192 Tripod. I know we already have the SSWT Kit, but I'm looking for something with a little more functionality aimed towards use with machineguns. The way I would see it functioning is generally as follows
-It would be an item that can be deployed in the same way as the SSWT, but can be "picked up" in a similar way to the Raven RQ-11 backpack drone (RHSUSAF) where it would be attached to your person, but not take up space in a pack. These are not carried in a backpack, but attached to it.
-If possible would be restrictive to only allow machineguns to deploy on it, and ideally decrease recoil by a greater amount than just bipod on an equivalent wall
-Lastly (once again if possible) would have some means to use a "T&E" mechanism. That is that you could lock your traverse or elevation separately and make incremental adjustments to the position of the gun along the locked axis. Or alternatively, if this feature could be added to machinguns using a bipod, that would be a decent workaround as well
If possible would be restrictive to only allow machineguns to deploy on it
Don't think that's possible
and ideally decrease recoil by a greater amount than just bipod on an equivalent wall
Don't think that's possible either, recoil reduction is defined in the bipod on the weapon. Not on the object you are laying your gun down on.
That is that you could lock your traverse or elevation separately and make incremental adjustments to the position of the gun along the locked axis.
I'm 99% sure the engine weapon deployment doesn't allow for that
Also you'd use it when laying down?
I don't see sense in that, it would have the same effect as just deploying your weapon on the ground, and to successfully deploy while laying down we would have to essentially disable all collision of the tripod and just make it a cosmetic item.
So in the end, none of your wished functionality (besides carrying on back) is really possible, and it would just be cosmetic.
UNLESS, we make it a real bipod attachment to be attached to the weapon, to replace the normal bipod.
Or alternatively, if this feature could be added to machinguns using a bipod, that would be a decent workaround as well
UNLESS, we make it a real bipod attachment to be attached to the weapon, to replace the normal bipod.
And it works, but requires models to be compatible with bipods (most of them doesn't have ability to attach bipods), which means that if some mod team don't want to make it compatible - it never happen. E.g. CUP has this feature for some MGs and tripod is possible for it (example), NIArms/RHS/VTN - don't.
I would like if ACE Fortify was modified so that building wasn't instant. It should be built 'gradually' like how it works when you're using the entrenching tool.
One way to implement would be to set the height of the object you're going to build under ground and gradually raise the height to something like atl.
How about ace interaction as lists when interacting with others? moving around someone who is also moving while interacting is so annoying in the arma engine, especially in contact.
Is it possible to let NVg's take damage/break when they're overexposed to light. For instance by heavy arty illum or daylight?
If also applied on AI, it gives the player additional tactical options 👍
Hello !
Sorry for my bad english.
Would it be possible to add a compass circle in the navigation tools ?
Thus we could draw perfect circles, which would be very useful, especially for the artillery elevation settings, for example.
Thank you :) !
Request for ACEX Field Rations:
Add a slider in the 3den editor for adjusting the thirsth and hunger threshold to affect ACE Advanced Fatigue.
Attached to this message are three ACEX files modified in order to add this feature, allowing for a threshold between 0.1 and 50.
(I thinck I have correctly implemented variable "affectAdvancedFatigueThreshold" to the ACEX code but it is quite possible that I might be wrong).
I have also completed and verified the ACEX field rations spanish translations and a few of the french ones.
acex_field_rations_20190729.zip
Details:
In current version (3.4.2) this threshold is hardcoded to "50" so there is no real reason to satisfy thirsth and hunger below this level, and once reached it only has to pass the same amount of time before dying.
Adding a new variable ("affectAdvancedFatigueThreshold") linked to a slider in the addons options will allow editors to adjust this setting.
For example, a lower threshold value of "10" will force the player to satisfy its needs more often in order to keep optimal performance but will not kill him shortly after failing to satisfy them.
Example1: Amount of time set to 8h: The player gets negative effects after a realistic amount of time of exercise (2-4h) but will die in an very unrealistic amount of time (4-8h).
Example2: Set the amount of time to 32h and the player gets negative effects after an unrealistic amount of time of exercise (8-16h) but will die in a more realistic amount of time (16-32h).
Example 3: Adjusting this new setting to "10" and amount of time to 16h: The player gets negative effects after a realistic amount of time of exercise (1-2h) and will die after a more realistic amount of time (8-16h).
Thank you for this great mod and for considering this suggestion.
Hello ACE team! I wanted to suggest a feature that allows server admins to disable the zoom functionality when using NVGs and in third-person.
For NVGs, the most realistic would be to slightly zoom-in the perspective and keep it locked at that point. This is how it feels to wear most night vision goggles as you might be aware. It's tunnel vision that is a little bit forward from your normal perspective. Adding this as an option would really make NVGs more immersive and realistic.
For third person, I have been looking for a way to employ third person in the game without it making the game too unrealistically exploitable. Most people are aware of the fact that third person can be used to look over obstacles and terrain. Removing the zoom function while in third person would be a good way to limit its ability to be exploited while in combat.
Another suggestion to potentially fix the latter issue would be to somehow automatically switch to first person perspective whenever the player was in combat, though that seems like it would be much more difficult to implement.
Anyways, thank you all for your hard work, you deserve recognition for it and it is much appreciated! Keep it up!
Greetings ACE Team!
Me and my unit have been trying to implement the new ED-1D Drone (That shotgun drone from Contact) into our regular operations (mainly for EOD purposes) and have run into the snag of instead of defusing an IED it blows it up when shooting.
Is it possible for you guys to make it an options for those drones to defuse IED's much like how in real life it's done through non-magnetic non-electric bullets ruining the internal wiring?
Either way, thanks for all the awesome work you guys have done and we all love it over here!
I don't know if this has been requested before but, updated optics to include the DLC optics like the AMS, KHS, ERCO, TWS and nightstalker? Adding DMS back would be nice too.
It would be nice for editing loadouts in the editor if there was a tab on the right hand side for containers that showed a list of everything that was inside. This would help double check that everything was put in, and unwanted items were removed.
It would also be really nice to see a gunshot detection system in ACE. https://en.wikipedia.org/wiki/Gunfire_locator
I would be willing to add it if someone else was able to do the model.
@synixebrett I can do the model.
But kinda worried about performance of adding a Fired EH to everything nearby. And having to account for silencers
I think it would be niche enough to be ok performance wise. It's not something you'd have deployed for an entire mission, just something you'd pull out when you were under fire from a sniper or some other source you couldn't pin down.
Request
Hi Ace Developers,
I was wondering if you could include a SPIE RIG function within your mod. I have been searching the internet for hours only to find out that there was one individual who was working on such a mod, only to find out he abandoned it.
https://www.youtube.com/watch?v=uNN_8UWpAkk
https://www.youtube.com/watch?v=N4pSe7ZwEUk&t=76s
I hope there is the possibility of you wanting to work on this possibly amazing feature.
@SnakeyDakey:
As far as I can see, that thing was never released. I assume that's because it didn't work in multiplayer at all.
You're connecting multiple players with a potentially fairly fast moving rope, with the slightest bit of lag of each player amplifying the already existing lag of networked PhysX rope simulation. If one player or the server lags just a little too much, the rope could get stretched too far and would break, killing him and everybody below him. It would be extremely hard to make in a reliable fashion. As the person who made fastroping, I don't see that happening, not in multiplayer. Singleplayer, sure, no problem, but that's not an option for ACE3.
I can think of complicated workarounds that _might_ work okay-ish, but I don't think thats worth it for such a niche feature.
When we turn on the night vision device and give the focus to zoom in, the image is blurred. The image should remain after 3-4 sec. sharpened to simulate manual sharpening on the device. Common sense suggests that it is better to have a sharp image at a distance where the enemy is at the expense of a blurred weapon than a razor-sharp weapon and making it impossible to recognize the target.
If one player or the server lags just a little too much, the rope could get stretched too far
Not if you attachTo the player tho? Then he becomes a child of the rope.
To the rope segment itself? Then it's not going to affect PhysX. If you use the normal ropeAttach stuff, ropes can break because of lag. Please ask in Slack if you have further questions.
A folder system for managing saved loadouts would improve end-user efficiency with the ACE Arsenal. The feature would be best if available for both personal (local) loadouts and public (server-side) loadouts.
For an example of an arsenal folder system, a mod called "Vana" provides (client-side only) folder functionality for the Arma 3 vanilla Arsenal. The source code for Vana is available here on GitHub (with thanks to @Eathox, the mod's maker):
github.com/Eathox/Vana
Idea Examples:
1) On a designated server that has ACE3 public loadouts, such loadouts could be organized with a folder system such as:
2) For local players, loadouts could be organized with a folder system such as:
Community A
Screenshot Set A
The ACE Arsenal is already a robust addition to Arma 3. ACE3 Team, thank you for your great work, and thank you for considering this feature.
Just to clarify, would players be able to create their own custom folders using the above idea? So they can name them whatever they want?
Precisely. The examples that I provided are generic use case examples of how one might configure custom loadout folders and names, both those saved locally and those saved publicly on a server. The actual folder hierarchy and folder and loadout names should be fully customizable.
VANA Loadout Manager coming to an ACE Arsenal near you!
I am with that Idea. I refuse to build lots of ACE Arsenal load outs because of the lack of a folder system.
I was wondering if it's possible to have one more state of knockdown (when someone gets hit and go unconscious) before the classic uncoscious state, when someone get a lot of medium wounds, go in a not unconscious state where the patient lay down stationary, but can still talk with others (TFAR)
and if it get a more heavy wound or continue to bleed go unconscious, tweaking this using the quantity felt of pain too.
I think it is a big work, but i thougt that will add a lot mor eimmersion than just pass directly to unconscious.
Thanks for the great job you all guy did till now!
With the new Contact DLC, and a mod I'm working on, I would like to see a change in the explosives addon and the way that the interaction menu works.
Currently it's not possible to use the interaction menu while operating an UAV (only self interact, but for the player, not the vehicle), and explosive event handlers are only working when a player is interacting and not a vehicle.
In short I would like to see:
1) Ability to use an UAV controlled vehicle (like ED-1 from Contact DLC) to defuse explosives
2) Ability to use an UAV controlled vehicle to place and arm explosives (for remote detonation)
In addition it would be nice to have a method to limit/change/disable the sensibility of an explosive (with pressure plate, IR or directional trigger), similar to the RF trigger jammer example on the explosive framework wiki page.
Greetings modding wizards!
I've been Sniping with Adv. ballistics recently, and I noticed you can lose a lot of time navigating the different tools needed. Would it be possible to:
-Add a few keybindings to navigate the Kestrel when it is in "Show" mode, without having to actually open it and use the keys on it (at the mment you need to open the Kestrel, switch to whatever User Screen you need, close it and Show it);
Add the option to express the values on the rangecard in metrics
Maybe add the option to select the Temperature/Wind Speed by default on the range card (could be abused, though);
Add some more info about the Weapon entries in the Arsenal (like _Barrel twist rate_ for the weapons, _Bullet length_ and _Diameter_, _Muzzle velocity variation_ for ammunition):
all of these values are essential for long range shooting, and are needed to set up your AtragMX (the Gunlist entries are actual guns and their load, not ammunition types as many seem to believe), and at the moment some can only be found by looking in the Config Viewer at the right class;
Add some kind of item (a sandbag, or sand sock like many snipers use?) to provide for a stable and plain bipod rest when prone : the Arma bipod system makes it really hard sometimes to find a stable firing position, and the SSWT kit is not exactly a viable option as you have to stand up;
I tried using the trenches to build a small mound, but the snapping points seem a bit off, you always end up facing up towards the sky;
I know that's a lot to ask, and there's more that would make a Sniper's life much easier, but one can dream.
Keep up the amazing work!
Can the ACE Arsenal Defaults be separated from the mission file? It would be nice to make it more portable and not blow up the size of the mission.sqm.
I've made a script that gets around it by essentially gearing up AI, saving their loadout as a default, and deleting them. But this is not ideal.
Use normal loadouts^
Default loadouts are to be used by mission makers to provide templates to players for specific missions, which is why they are saved in the mission.sqm, because they can and should vary mission by mission.
is it possible to add action in the interaction to carry and drag dead bodies ?
No, ragdolls cannot be interacted with in that way.
I realize a lot of my requested features are a piece of work, but maybe this would be easier:
Would it be possible to lower the SSWT Tripod minim adjustable height? Or maybe make a variant that can be adjusted all the way down to a level resting place for a prone shooter?
The tripod is great, but it can't really be used by a Sniper Team outside of buildings or heavily wooden areas (and still it's a gamble), because it forces you to stand up (unless I am missing somehting).
Would it be possible to lower the SSWT Tripod minim adjustable height?
Yes, by a few cm maybe.
Or maybe make a variant that can be adjusted all the way down to a level resting place for a prone shooter?
Due to the center monopod being adjusted up/down, you cannot put it into the ground.
Have you tried a sandbag?
Due to the center monopod being adjusted up/down, you cannot put it into the ground.
Then maybe a second Tripod variant, lower by design, sligthly adjustable (a few cm)?
Have you tried a sandbag?
As amatter of fact, I have.
But the sandbag does follow the terrain, so it's not a level resting place like the Tripod (it is essential for a Sniper to have a level reticle).
And the sandbag also doesn't seem to elevate the resting position, meaning that you get the same movement arc that you'd get by simply resting on the ground.
Someone made a Tripod mod, an attahcment that always gets the weapon level, so there might be a way. https://steamcommunity.com/sharedfiles/filedetails/?id=1720595785
Maybe we could have some kind of Sandbag variant with that level property, ensuring the rest is always horizontal?
Or maybe an option client-side to toggle tilt resting as a whole (real life soldiers almost never tilt their weapon, it's kind of marksmanship basics)?
But the sandbag does follow the terrain, so it's not a level resting place like the Tripod (it is essential for a Sniper to have a level reticle).
the ace tripod isn't level either.
Maybe we could have some kind of Sandbag variant with that level property
that property doesn't exist, what you linked is a weapon attachment, you attach the tripod onto the weapon like a bipod
Seems like 10Dozen's mod levels the player via script, Not sure if that bugs the player into the ground or smth 🤔
Actually oof, it resets the players position every frame, forcing him to be upright.
As I wrote above, I'm 90% sure that's engine limitation that we can't do much about.
the ace tripod isn't level either.
My bad, I never really use it, as I said :)
Seems like 10Dozen's mod levels the player via script, Not sure if that bugs the player into the ground or smth 🤔
Actually oof, it resets the players position every frame, forcing him to be upright.
And that's a bad thing? Does it have an impact on performance or smth?
It seems to work pretty well, but I can't tell if it might cause issues.
Alternativley, I noticed the sandbag automatically snaps to the terrain when placed, so it it take the same inclination.
Maybe a Sandbag variant that does not do that, and let it clip a little bit through the terrain, like the trenches, so it's always level?
I tried using the trenches too, but when the trench is not fully out the snap points are unusable, you always end up pointing skywards or something :/
EDIT:
I may have found something interesting, might even be worth looking into generally speaking.
VTS Simple Weapon Resting http://www.armaholic.com/page.php?id=20816
Having a similar resting option in ACE would be awesome (ideally with a keybind for quick use), and somehow the weapon is always level.
CBA setting to customize vehicle ace cargo size on different classes of vehicles.
That or rework the logic of vehicle cargo space vs box size currently the system doesn't account for a lot of smaller crates that are in the game eg you can only put 4 tiny LoW crates in cars and MRAPS, pre sure I fit about 15 of those in the boot of my tiny arse car IRL.
Setting in advanced_ballistics to include suppressors in the velocity calculation
Interesting.
By adding a sort of ACE_muzzleVelocityVariation to the muzzle_snds class MagazineCoef according with the initSpeed value for example ?
It might be easier than that.
I am no coding expert, but I know that Adv Ballistics ties Muzzle velocity to Barrel Length, where the ammunition has different MVs values for different BL values.
Could it be possible to have the Suppressor attachment add a flat value to that Barrel length, and let the module do the rest?
After all, this is what happens in real life: the attachment makes the internal barrel slightly longer, providing more acceleration and thus a higher muzzle velocity.
Finger forward grip
It would be cool to have the Finger Forward Grip, that is so popular among soldiers nowadays, possible to add to your gun under the bipods tab.
Finger Forward Grip is a modified version of the famous competition C-clamp grip, where the index finger is pointed forward towards the targets.
is it possible to add option in the interaction to dismount dead people from vehicles, really pain... the only way so far is to get in the vehicle to do it silly and slowly, i just lost my loot and got sniped by doing so
is it possible to add option in the interaction to dismount dead people from vehicles
it's already done, check Passengers in vehicle interaction menu
@BloodSoakedBandit I think that would also require us to redo animations for every weapon including modded weapons to get the right hand placement, that's not gonna happen.
@Pipulci that would be the perfect solution indeed.
Makes sense. Thx for the reply, @dedmen.
ACE arsenal should have a history or snapshot feature
Each time you leave the arsenal, if you made changes it saves your loadout. Then you can return to the arsenal later and see a history of your loadouts
Medical feature request
When a soldier has no pulse, you can still get a blood pressure. This is not possible in reallife
A fix could be when you attempt to get a blodpressure on a soldier with zero pulse you get a message that just says that the soldier has no pulse
On advanced medical with wound reopening, is it possible to make the opening chance based on movement instead of time?
So if a soldier isnt moving the chance of reopening is extremly low
Being dragged has a very high risk of reopening compared to being moved over shoulder
Moving prone has very high risk of reopening compared to moving standing or crouched
Moving speed also makes the chance higher the faster you move.
Medical feature request
When a soldier has no pulse, you can still get a blood pressure. This is not possible in reallife
A fix could be when you attempt to get a blodpressure on a soldier with zero pulse you get a >message that just says that the soldier has no pulse
This should be fixed for the medical rewrite, although it returns "no blood pressure"
On advanced medical with wound reopening, is it possible to make the opening chance based on movement instead of time?
This would require constant checks for wound reopening. I believe that currently it decides if and when it will reopen at bandage time.
ACE Team. I submit ideas to add functionality to block the backpack by the player. This functionality was in the "AGM" and it was very well checked, especially during PvP matches.
It would be nice to see this functionality again.
up. need feature for lock backpack for other players, like a this: http://www.armaholic.com/page.php?id=34362
It would be nice to have the option to switch the mode in which the advanced throwing system menages where to throw the grenades.
While using the aiming deadzone option cranked up, often, when wanting to throw a grenade using the advanced throwing system, the weapon goes into the line of sight. If the possibility to choose, and maybe even rapidly switch via a combination of keys, between the grenade being thrown where one looks or being thrown where one aims will be added, that issue wouldn't manifest itself anymore.
Mention here: https://github.com/acemod/ACE3/issues/7188
We now have the feature to auto-add an earplug to players with a high caliber weapon or launcher. Could we adapt this technic to auto-add some of the sniper tools to players' inventory from the mission start, depending on players' rifles/optics/scopes/Ghillie suits/classname? Thanks in advance!
Note: sniper tools refer to Kestrel 4500, Map Tools, Rangecard, ATragMX, etc
Please also consider auto-add a basic firing device/clacker to players who are carring ACE compatible Explosives.
@acknowledge14 I like the idea, but it might collide with the idea of the mission maker. Say you want to represent a militia force, of course you wouldn't have a Kestrel or an ATragMX then. Unlike earplugs, those give you a significant advantage, so I would definitely make that a setting.
@BaerMitUmlaut How about only adding basic tools, like Rangecard?
Even a rangecard is not something an insurgent (or anyone who's not a trained marksman) would not have.
Making sure your kit has all you need is part of Arma, after all.
If insurgent force got a sniper rifle, it might be captured from goverment troops, so the sniper tools might be captured together,too. This is just my thought about doing some compromise. When I play some SP scenarios about snipers, but not exclusively design for ACE3, I(as a SOF scout sniper, for example) had to use some cheat tools to add some necessary ACE sniper items, a little wired.
If insurgent force got a sniper rifle, it might be captured from goverment troops, so the sniper tools might be captured together,too.
They could have found a range card, but that would be something the mission maker would want to put in themselves. Having every hillbilly with a sniper rifle be automatically issued a range card would be a bit weird.
You can still modify the loadouts to the bullet in the editor :)
But I might be wrong.
Suggestion: add the possibility to choose what aerodynamics drag model is used by the AtragMX (G1 or G7).
Most rounds are coded with the G1 model, but in real life the G7 model is way better for long range bullets (and modern rounds in general), and it would be interesting to let modders use whichever they prefer (or both?).
For a short article on why G7 is a better model, see Brian Litz, A Better Ballistic Coefficient (it's only 3 pages and it's kept simple, dw :) ).
The ACE3 AtragMx works as the real one.
You can play with an another ballistics software if you want,
the Applied Ballistics apps for example.
Medical Suggestion
Adding medical tape - used for extending the bandage timer on wound
Can you add a interaction menu item for flipping a vehicle?
Interaction
hotkey to push boats? trying to repeatedly find the interaction point can be pretty tiresome since the boat doesn't move that far.
hotkey to push boats? trying to repeatedly find the interaction point can be pretty tiresome since the boat doesn't move that far.
i would instead make it a toggle so you press once to start and another time to stop
Also there is no such feature in ACE
Maybe add an option for the Advanced ballistics module to toggle the Wind?
This would be for training purposes, as the wind is a great addition, but sometimes it interferes with your shooting trials, as when you try to use the Truing Tool (True Drop function on the AtragMX).
but sometimes it interferes with your shooting trials
If you want to, you can just disable wind while training.
Either https://community.bistudio.com/wiki/setWind
or using the ACE Weather settings, not sure how far ACE Weather goes.
FEATURE REQUEST: Battery drain feature for all carried thermal optics (eg. ATGM/MG Statics and carried missile launchers like the Titan and Vorona).
ISSUE: Currently there are no penalty for using TI optics for as long as you want. IRL Thermal Optics require active cooling and are draining batteries fast. TI equipment can now be used to scan and spot enemies for as long as a player wants.
HOW TO IMPLEMENT: Use current battery system for UAV:s and then optic blackout when battery drains. Create CBA option for setting drainage speed by mission maker.
GAMEPLAY BENEFITS: TI equipment has to be used with care and battery supplies has to be managed. Makes TI equipment less OP and easier to implement into mission for missonmakers.
I don't see how this would be possible. You could just drop the item on the ground and pick it up again, and it would be full battery. Items unlike objects like drones have no ids, so there is no way to keep track of what item has what charge left. Exceptions are magazines, which have an ammo bar, but there is no way to equip magazines on the hmd slot.
A thermal scope has more than enough battery for a whole mission:
https://www.pulsar-nv.com/glo/products/33/accessories/ips-battery-packs/
The Javelin's CLU battery also lasts 3 hours under normal conditions (see the Javelin's manual, TM 9-1425-688-10, section 2, page 12). That should also be more than enough, considering that you would probably turn off the CLU when you put it on your back or dismount a static launcher. Sure, the BCU lasts only a couple minutes, but that's not related to thermal sights and only comes into play when you actually try to engage a target.
So besides not really being possible to implement, it's not realistic either.
A foldable chair that can be on your back like a backpack also a hammock
Introducing a small malfunction chance to parachutes so that reverse parachutes become necessary to use in some situations
Is it possible to add source for the grenades/other HE rounds fragments.
So that if a unit is hit or killed by a fragment (but not affected by the indirect hit) , ace_medical_lastDamageSource will return the guy who threw the grenade?
can you add breathing sounds when using G-Force effect feature, its real nice to have black out when pulling more Gs but adding sound effects in addition will add more immersion to it
Would it be possible to add slightly more descriptive text to the progress bar? Specifically for the medical menu, it'd be nice when you're dealing with a mass-cas with several wounded and several medics to be able to see what body part and person you're working on. For example, instead of just saying "Bandaging", it says "Bandaging Left Arm, SgtSteve" so when people start asking what you're working on, you can tell them exactly.
Why would you need all that?
Request for feature to work with the ACE Night Vision:
IR Illuminators, either mounted to the rail (replacing or in addition to a flashlight), or to the player's view as part of the NV goggles.
When trying to use ACE Night Vision with default settings, I've noticed a distinct lack of ability to control local lighting, leading to issues when operating in pitch darkness. I'd rather keep the immersion that ACE Night Vision provides, rather than adjust the settings to more Vanilla behavior or use a visible light flashlight.
ACE MicroDAGR -- Allow various brightness settings, or auto-brightness, using the same implementation that makes the map darker at night. It is a little garish (even with terrain textures) during night operations.
ACE Spectator -- The nameplates above players heads are currently a fixed 3d distance. This means that at close ranges they go too high and cannot be seen. If the nameplates were a fixed VISUAL distance instead (you can determine this with some simple vector math, see: https://forums.bohemia.net/forums/topic/206072-multi-line-text-in-drawicon3d/?tab=comments#comment-3204731 ) -- then they would be more visually consistent and useable.
@TopGunSnake There's an engine bug with flashlights that prevents us from doing IR flashlights. We've provided a fix for it years ago to BI, but it has never made it into the game.
@BaerMitUmlaut thanks for the reply. What a shame.
@TopGunSnake
IR Illuminators
I plan on adding engine support for proper IR illuminators, maybe sometime in may next year. :crossed_fingers:
ACE already has a workaround to do a similiar thing, the flashlight fix mentioned above might drop in february if everything goes according to my plan.
I noticed that having ACE weather active on the server seems to prevent Zeus players from setting the wind as they please (the server immediately rests it back).
Is this a solvable issue?
Do not use ACE weather at this time. My experience has been unstable since I began to use ACE.
What I would do is use a Real World Weather system.
Hey,
is it possible to add an variable/option to get the left time before a unit dies in revive state.
Hello ACE Team,
I have a request for the ACE Weapon Bag, if you want have two Weapons its it for that good, but i miss a quick weapon changer the Normal way its not really nice cos you have to put down the weapon in your hand before you can get the weapon out of your Weapon bag a quick changer would be an exchange of this weapon with the one in the Weapon bag via the ACE menu would be cooler and much faster can you do something like that?
Hi there,
I was wondering if it'd be possible to request the ability to vary the speeds on self stitching and self IV.
Mostly in the case of stitching, I'd like to make it slower than it currently is in an attempt to re-create scenarios that would see your dominant arm shot making it difficult and longer or hard to reach areas etc.
Apologies for posting in issues earlier, this did not come up until after I had posted it!
Dear ACE 3 Team,
as already desribed in a tweet we came across an issue with the new update 3.13.0.
The issue is that a member of our community is not able to properly distinguish the different colours of healthy and hurt body parts in the medical menu based on a red-green-blindness. Therefore the question, would you consider to implement parameters to change the colours for the different cases?
We think that this function could not only help our member to utilize your mod better but also many others, as medical issues like a red-green-blindness are not that uncommon.
Thank you very much in advance.
Bob
Feature
An option to set the chance of fractures (cba_settings).
At the moment we have a very high need for splints.
I bet that it has been brought up at some point and I saw a bunch of people asking for it on Steam but couldn't find a corresponding issue or remark in here:
Please consider adding keys to the Ace Compatibility Mods for the RHS versions.
At least we have a open server which is changing modsets on a regular basis and we use ACE with/without RHS.
It really could be helpful.
Thank you for considering!
Make so that units with the fracture of his leg can only crawl. With fracture, they can be seating, standing, but can't walking, only crawling.
Take commands "Explosive code" and "Detonate all" in to the scroll menu, like it was in ACE2.
foto1
foto2
A video example
Add it is possible to infect stationary weapons when the magazines are on the ground.
Add the ability to register IDs of administrators with full spectator rights in the spectator
Add the ability to observe which side in the spectator
Ability to choose hidden selection in slideshow module. This is specifically for the chalkboard which has selection 1 as the board instead of 0.
Is your enhancement related to a problem?
Player can get unconcious due to low heart rate / blood pressure after bandaged minor wounds with applied morphine.
Solution you'd like:
Add some sound/vision effects which will player help to notice that he is in dangerous state.
Add ability to perform blood transfusion from unit to unit, when one runs of IV bags...or even create IV bags using someone else blood.
Add ability to perform blood transfusion from unit to unit, when one runs of IV bags...or even create IV bags using someone else blood.
We're not DayZ.
without arguing for or against, but that is a real and in combat environments common thing:
evidence;
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4467507/
https://www.army.mil/article/225327/walking_blood_bank_can_save_lives_on_the_battlefield
Is it possible to skip the ACE3 NVG settings by the scopes which has built in NVG functionalitz? Blur which we use during missions by normal sights, affecting the snipers who are using nvg scopes in the night..
Would it be possible to add options for keybinds for linking belts on machineguns? When using 240s in MG teams it can be difficult to manage sometimes when the gunner is traversing the weapon, and can almost be impossible to reach from the gunner's left side weapon
ACE Medical triage cards as a side panel (think GPS/Mine detection) that only show the personal vitals chart.
Are there plans to make the moaning/pain screams optional or their frequency configurable? I find they get very annoying and repetitive very quickly, and the visual pain feedback is enough for me.
It would be very, very cool and useful to have the ability to drop all cargo loaded in a plane sequentially, rather than one box at a time?
The desired end result is for the boxes to all be unloaded with a single interaction, at even spacing, give or take.
Thank you all for making this outstanding highly configurable mod. I currently play with friends using a simplified version hence have removed the medical and vehicle repair modules.
My request is would it be possible to add the vanilla repair and heal options to the ACE interactions when the ACE systems are disabled? I have found a mod that adds an inventory option to fallen units which is very intuititive.
I have another suggestion regarding the explosive handling. Is it possible using the custom explosives system to work around the age old bug of AI knowing the exact location of the man with the detonator? Unfortunately I don't think BIS will fix this.
Thank you for your time and thanks again for this outstanding mod.
Mack
I searched and I don't think this features have been requested or suggested anywhere, so here goes nothing.
Since Arma 3 inventory managment is laking under some aspects, huge example is moving stuff from one inventory to the other, and it doesn't allow to "Drop on the ground" items which are in corpses or container that it already consider ground for some reasons. Some nice features to add to the interaction wheels on Containers would be a Bulk move items from inventory A to B (With some requisites like maybe distance, having the weapon holstered and that it takes time) and on corpses a "Strip" interaction that moves all the items off the corpse and onto the ground for faster looting would be nice too.
Thoughts?
Some additions/revisions to the CAS module would be good. All the ideas below would be hard coded conditions to make the air strikes more authentic and immersive in a way that is controlled, when no CAS pilot OR boots-on-the-ground JTAC are not available and the Zeus has to play that part.
Right now the aircraft already fly weird/rigid flight paths in order to engage ground targets when utilizing said module, the ideas below are more conditions to make it look and feel more immersive and less weird for the players, because the aircraft would be flying along fixed parameters, set by Zeus.
1. Make it Grid/marker based like the Fire Mission module.
This is to facilitate multiple methods of targeting for the Zeus
2. Final Attack Heading - Give the aircraft a heading on which it attacks along.
In order to avoid fratricide, air strikes are usually conducted in a perpendicular heading in relation to the ground force, so when the weapon falls short/long it wouldn't hit friendly units. Since we cannot predict that heading, its easier to leave it up to Zeus to input. Also this could be requested by a JTAC, another reason to leave it in the hands of Zeus.
3. IP (Intial point) distance - from how far out the a/c starts its attack run (on final)
In-game this would be an invisible waypoint for the a/c from which point on the Final Attack Heading has to be maintained. My idiot brain says its easier to code/program properly to make the CAS module function in a more immersive manner (I know nothing about coding). Also the farther the IP, the more time Zeus has to make the necessary _immersion_ calls to the ground force.
4. Different attack profiles to simulate different types of weapon employment
Bomb on target (BOT) / Bomb on coordinate (BOC) are fancy IRL procedure words, which in-game, I guess would be relegated to dive attack (BOT) or level attack (BOC). This has to be thought through, because you can't do a gun-run with a level delivery for example, so it either just flies by without shooting or just cancels out the module with an error, when utilizing fixed forward-axis weapons.
Bombs can do both though, so no problems with those.
_IRL BOT just means, the pilot has to see the target in order to release weapons, BOC means, they'll insert the grids into the on-board computer and the computer tells them when to push the button, the pilot never has to see the target._
5. IP altitude
This would be more for the BOC/level attack profile side of the house. So the aircraft wouldn't have to come down to 50m to employ weapons like it does now. For a BOT/diving attack, the IP distance and altitude would just serve as a point and altitude from which it starts its dive.
When all the info is put in and the module is activated (OK button is pressed), the aircraft should calculate and fly its own way to the IP in order to get on the correct Final Attack Heading. I guess the way it works atm is also fine, where the helos sometimes fly diagonally in a backwards direction in order to initiate its attack run, but in that case, the IP distance is even more important, so the Zeus could put it out far enough, that it wouldn't happen in the sight of players.
Additional modules for aircraft:
Achilles/Ares mod has a change flight altitude module (changes a/c flight altitude in meters above ground) and a aircraft loiter module (establishes a wheel around the waypoint with a adjustable radius).
Both of which work well on their own, but not so much in conjunction with the ACE fire support modules. It be great if you guys would take those modules for an example and work out your own solution, that would be compatible with the CAS modules you have provided. Changes to the altitude module would be meters above sea level for example in order to establish a more stable wheel.
V-44X Blackfish and AC-130 type gunships shouldn't be forgotten when making the modules. Maybe they deserve a whole different module, I don't know. As I said, I have no idea how hard it is to code stuff for Arma 3.
The fire support/CAS module shouldn't interfere with the gunship's loiter wheel and altitude, which should be either established by the fire support module or the Change alt and loiter modules mentioned above.
Sorry for the long post
Thanks if you got this far.
can you add cba option to disable combat deafness and ear ringing when inside vehicles ?
especially for tanks and aircrafts...
...also can you add ammo cook off probability adjustments ?
With the new ACE medical update, there is a CBA setting to limit the epinephrine medical level. If this could be added for morphine and adenosine as well that would be great :)
especially for tanks and aircrafts...
Why not to use earplugs? Also as much as I know pilot/tank helmets have builtin earprotection.
especially for tanks and aircrafts...
Why not to use earplugs? Also as much as I know pilot/tank helmets have builtin earprotection.
thats what i thought too, they should have integrated earprotection because earplugs are only for infantry units, and pilots/tank crew units aient equipped with earplugs by default at least on RHS, maybe tweaking is needed here for some helmets ?
maybe tweaking is needed here for some helmets ?
It is already implemented. You need ace rhs compats
https://github.com/acemod/ACE3/blob/af777a40db1e50577472ca7085da399e812ff9c5/optionals/compat_rhs_afrf3/CfgWeapons.hpp#L120-L145
maybe tweaking is needed here for some helmets ?
It is already implemented. You need ace rhs compats
https://github.com/acemod/ACE3/blob/af777a40db1e50577472ca7085da399e812ff9c5/optionals/compat_rhs_afrf3/CfgWeapons.hpp#L120-L145
i see ,but some of them are missing, i dont see pilot helmets though eg: RHS_jetpilot_usaf, each time i fly the A-10 and use the rail gun ear ringing happens
Then add it. :)
Use the ACE arsenal or the config viewer to check the helmets you are interested in. Just because a helmet is missing in the snippet severgun posted does NOT mean it doesn't have the hearing stats - RHS inheritance structure can be rather silly. All their blufor heli pilot helmets inherit from a random FAST helmet for instance.
Kindly feature request/idea: A searchbar at the curators sound module and/or music module to find specific sounds and music much faster.
i dont see pilot helmets though eg: RHS_jetpilot_usaf
Window breaking on grenade throw. This has already kind of been implemented in https://steamcommunity.com/sharedfiles/filedetails/?id=1702704179, however it would still be an appropriate addition to ACE3, and the existing one doesn't work on all buildings, nor does it work with custom keybindings for the ACE grenade throwing.
A separate setting for cardiac arrest chance (assuming it can be done, and it isn't just a sum of diferent systems). Our group is using _Fatal Damage Source:_ "Either" with increased _Player Critical Damage Threshold_, and from our experience >90% of unconscious people go into cardiac arrest (which means no chance to wake up on your own). Ability to lower that chance would be useful and would enable setting the medical system to something closer to the old basic medical, for people that want it.
Perhaps we could have a setting to let small wounds (cuts/scrapes) clot on their own?
Medical - Wound reopening chance
Would be nice if the chance of reopening of wounds could be regulated via the cba settings (Same like ace_medical_fractureChance). For me it happends a bit to often and the teams are too long static.
Medical
change some names to make the things more realistic.
There are some medications that are real names but would never be used in a trauma (adenosine for example) and some other little things that sound correct on paper, but actually aren't.
if you are interested in input by someone in the medical field (8 year paramedic and 4th year med student hope this doesn't sound like brag, it isn't intended to). let me know. If not I understand as it is still a game and there is no harm in using medication in a non realistic way.
Stun Grenade effect immunity.
I love the stun grenades and especially the new 9-bang. Would it be possible to add an immunity either as an attribute (i.e ace_grenades_flashbang_effect = false) on the unit or if wearing certain types of equipment?
Seems odd that when me and my group are storming a building, we can't charge in while they are going off, especially when we are playing as SF.
See explanation of the immunity: https://youtu.be/ZGcnS6avc0U?t=2271
Combine ACE3's 2D&PIP Optics with vanilla counterparts using CBA's Scripted Optics framework:
In CUP Weapons mod, ACOG and similar optics can now be switched between 3D and 2D/PIP by CBA keybindings, and 2D/PIP is switched in CBA setting-->CBA weapons-->use PIP optics.
Can ACE3 do the same treatment to vanilla optics?
Related ACE optics classnames:
ACE_optic_Arco_2D
ACE_optic_Arco_PIP
ACE_optic_LRPS_2D
ACE_optic_LRPS_PIP
ACE_optic_SOS_2D
ACE_optic_SOS_PIP
ACE_optic_MRCO_2D
ACE_optic_MRCO_PIP
ACE_optic_Hamr_2D
ACE_optic_Hamr_PIP
CBA wiki for Scripted Optics:
https://github.com/CBATeam/CBA_A3/wiki/Scripted-Optics
Demonstrate pics from CUP:
https://imgchr.com/album/YfVNq/?sort=title_asc&page=1
Could you please add a tutorial on how to add custom tags? I followed the taggin framework instructions but for some reason in game says "picture icon.paa not found" I crated a folder named images and routed the file images\icon.paa and even tried icon = ""; but didn t work.
@Texeiro thats basic modding things, not related to ACE specifically. Your pboprefix or filepath is just wrong.
It could be interesting to implement an api that would allow to mute the radios (ACRE) and / or adjust their volume.
This would allow, for example, because that's what I was trying to do, to cut off radio transmissions in specific cases, typically in an area considered "jammed" by the mission maker, or to prevent unconscious players from listening to other players' communications.
I made a request to ACRE to eventually create the API, and I'm relaying here because it would be nice to have options to fine-tune the settings via the audition module.
I don't see how that has anything to do with ACE3.
@BaerMitUmlaut : It's @jonpas who asked me to publish here too :P !
Yes, for medical integration.
It could be interesting to implement an api that would allow to mute the radios (ACRE) and / or adjust their volume.
This would allow, for example, because that's what I was trying to do, to cut off radio transmissions in specific cases, typically in an area considered "jammed" by the mission maker, or to prevent unconscious players from listening to other players' communications.
I made a request to ACRE to eventually create the API, and I'm relaying here because it would be nice to have options to fine-tune the settings via the audition module.
I should point out that the ACE hearing setting does not apply to ACRE radios: in the unconsciousness state, even if the volume is set low in the ACE hearing settings for unconsciousness, the radios remain set at their normal volume.
So you can hear voices and surrounding sounds weakly, but radios loudly.
This was the meaning of my request.
I remember in ACE2 that there was a backpack that made you able to jam radio signals to make sure you defuse an IED without someone being able to detonate it. The thing is that it also jammed radio signals and I was wondering if we could get a backpack like that into ACE3. Would be super amazing :)
Add an option to resize the range card, or maybe add a version that only goes up to 2000m. With the current range card, at my screen resolution (1600x900), I can't see the bottom line (the one where you can see how much the optic is above the line of bore) so it can be difficult when doing some calculations for sniping.
@bababoombatman I would say that's a bug, not a feature request, since it's not usable for you. Please create an issue.
Good day!
In the latest release, "ace_medical_preventInstaDeath" was removed from the settings menu of the medicine. How to get it back.
Or achieve the same action when it was turned on.
@Leschij This is not the place for questions, this is for feature requests. Please ask questions either in our Slack or in a new issue.
I would suggest an enhancement for advanced fatigue: adding an option to allow more stamina decrease when the player moves upwards (for instance in a staircase), depending on their equipment weight and movement speed. Running 3 levels upwards with a 40kg backpack shall put a player's stamina to his knees. This would allow more realistic considerations regarding gravity and top-down vs bottom-up assaults.
I noticed in the new medical rewrite that there are now no settings to turn off the crying out and sounds of pain afterwards when somebody gets shot. Could've sworn there was a setting to disable those sounds before. Could we get it back? They're a bit annoying over time...
I saw somebody posted a similar comment back in February, but got no response. Thanks!
In ACE Map, we can enable Blue Force Tracking, and there is a toggle to either use the group name (Alpha-1) or the player name (John Doe). With the number of BluFor vehicles that have their own Blue Force Tracking signals (Stryker, HMMWV, most aircraft), can we get a way to either A) Have Blue Force Tracking on vehicles, with a way to customize the Blue Force name used, or B) have a way to change the group name directly, so a commander of one of these vics can carry the Blue Force icon with an adjusted name.
A couple of QoL features that would greatly improve the experience for all users of ACE Advanced Ballistics (and Snipers in general):
add a Keybind to Open Range Card and Open Range Card Copy (using the ACE self-interaction can be pretty time consuming);
add a keybind to navigate the Kestrel's user screens when it is in Show mode (i.e. you can move the camera around), instead of having to Open Kestrel to change screen;
add a setting to allow metric units on the Range card: the values given on the card are pretty valuable in order tos et an AtragMX entry properly (especially Barrel twist rate and Bore height) but having to convert the values or switch to English mode and back to metric on the AtragMX seems needlessly time consuming;
implement a setting that allows to modify the Bipod resting field of rotation, and to remove bipod canting: the biggest enemy for all shooters in ArmA is the bipod itself, as in some areas it is a huge challenge to find a good resting position where the weapon is not pointing skywards or to the ground; additonnaly, maybe allow players to remove the canting when resting the bipod on a non-level surface, as real shooters never cant their weapons, and they always find a way to rest it in a level way;
the Tripod Kit allows for a great freedom of movement, but it is cumbersome and takes time to set;
alternatively, implement a miniature version of the SSWT Tripod Kit, something akin to a Sand sock: the tripod can always provide a level firing position, but it takes ages to set up and forces the shooter into a standing stance;
alternatively, maybe implement a new function similar to the old Simple Weapon Resting mod, where a shooter can rest their weapon on preyy much any surface, even vertical; I don't even know if that would be doable, but SWR is a very old mod and it is pretty challenging to add to a modpack, as it requires to manually set the keybinds and everything; One can dream :).
I know all of these are pretty low-priority as is (except maybe the Bipod one, which is probably the most important and the least likely to be an easy one to fix), but I thought I'd point them out.
Keep up the great work, team!
implement a new function similar to the old Simple Weapon Resting mod, where a shooter can rest their weapon on preyy much any surface, even vertical
This is already in vanilla???
This is already in vanilla???
Not really, no. The SWR mod allows to rest a weapon on ANY model, even if it is a vertical surface (like resting sideways on a tree trunk to stabilize your shot a bit, something real -life soldiers do all the time).
Here's a link to the original mod:
https://forums.bohemia.net/forums/topic/146516-vts-simple-weapon-resting/
ANY model, even if it is a vertical surface
And that's also in vanilla. :P
Look at your stance icon, it will change, what you describe already works in vanilla.
Eventhandler (lock / unlock vehicle)
An event handler that triggers when the doors of vehicles are unlocked or locked would be great.
Refuel object blacklist
Option (classname blacklist) to deactivate the refueling function on certain objects.
Add CBA item interaction menu for earplugs
Please add missing elements to ace_googles_effects
Hi guys. ACE uses effects for glasses in the form of a texture mask, or color correction, however, some elements of the game are still being ignored. This fact looks at least strange/
Please add all all gas masks and CSAT Viper/CTRG Helmets to ace_googles_effects also
The player in the first person view has no feeling that he is wearing all these things.
Masks for gas masks have long existed in other mods, but their still is not in the present in vanilla Arma3 and in ACE3
Add vehicles and containers as possible location for medical supplies to be used during treatment.
Ace Medical Treatment has the feature to use the supplies from either the medic or patient (based on 'allowSharedEquipment'), however it ignores vehicle inventories when inside a (medical) vehicle or vehicles and containers close to the medic/patient which contain medical supplies.
For reality and QOL reasons it would be nice to be able also have access to the inventory of the vehicle the patents and medic are in, or the inventory of vehicles/containers within close range (3-5m) which obviously contain medical supplies.
Capturing combattants and securing civilans requires better animations
If you capture an enemy or civilian you should be able to put them on the ground using the follwing animations:
Stable lateral position animation:
"Acts_Stunned_Unconscious_end"
Stable lateral position animation (captured):
"revive_secured"
Sitting captured position animations:
Loop: "Acts_ExecutionVictim_Loop";
Loop: "Acts_AidlPsitMstpSsurWnonDnon_loop";
Setfree: "Acts_AidlPsitMstpSsurWnonDnon_out";
Sitting: "Acts_AidlPsitMstpSsurWnonDnon01";
Feet crossed: "Acts_AidlPsitMstpSsurWnonDnon02";
Sitting: "Acts_AidlPsitMstpSsurWnonDnon03";
Sitting: "Acts_AidlPsitMstpSsurWnonDnon03";
Sitting, feets moving: "Acts_AidlPsitMstpSsurWnonDnon04";
Sitting, feets moving: "Acts_AidlPsitMstpSsurWnonDnon05";
Show grenade fuse time in the ACE arsenal
Show grenade fuse time in the ACE arsenal
In case someone wants to do that
CfgMagazines >> class >> "ammo"
CfgAmmo >> class >> "explosionTime"
There is already a VERY similar stat that just needs to be copied and slightly altered
https://github.com/acemod/ACE3/blob/master/addons/arsenal/ACE_Arsenal_Stats.hpp#L118
https://github.com/acemod/ACE3/blob/master/addons/arsenal/functions/fnc_statTextStatement_smokeChemTTL.sqf
With the new changes to medical, and pain being handled the way it is now, could an item that just relieves moderate/light pain be a good addition? Since we have morphine for severe pain, something literally just like an Ibuprofen tablet would resolve the pain in times where you aren't severe.
It would be great to have an option to enable/disable the medical system as a whole. Many of the other features of ACE3 have this type of option - it would be great to have this top-level control for all of the features of ACE3. This way, some of the features can be used without having to take on the drastic change to all of the standard game systems at the same time. It would be great to have this option for explosives as well - allow an option to revert to the standard menu option for placing/detonating explosives.
Jus download campaign compatible ace + acex from the workshop or remove the
pbo's and bisign files from the addon folder yourself
Il sab 9 mag 2020, 23:10 HoppedUpDev notifications@github.com ha scritto:
It would be great to have an option to enable/disable the medical system
as a whole. Many of the other features of ACE3 have this type of option -
it would be great to have this top-level control for all of the features of
ACE3. This way, some of the features can be used without having to take on
the drastic change to all of the standard game systems at the same time. It
would be great to have this option for explosives as well - allow an option
to revert to the standard menu option for placing/detonating explosives.—
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Unless I'm missing something, your solution would require everyone connecting to my server to also remove these files from their addon folder. This is not a good solution and would cause a lot of annoyance to people connecting to my server.
However, a simple checkbox to enable/disable each of the systems would allow me to set up my server so that everyone can connect and use my server without modifying workshop mods.
Add a setting to give anyone (not only medic) the ability to check for exact heart rate and blood pressure values (instead of only low/normal/high). I know that this is done for the sake of realism, but, as i said on slack, if you can turn off wind deflection, hearing damage and other realistic features i don't see why this sould not be tweakable.
Add ability to Unbind or Rebind ACE Interact Radial Menu Hotkeys.
@Wortee you can rebind those just like you can rebind any other ACE keybinds.
Advanced Blue Force Tracking. Since CTAB, the most widely used fbcb2 addoption for arma 3, is not maintained anymore I think a system like that would be awesome in ace.
Add a ace option to vehicles to open the system. See it the same as dagr overlay. In order for units to be tracked they need to sign "on" the network with a specific callsign (not just the group name since in multiplayer this is not always correct, especially when joining groups trough the interaction menu). From the moment they signed in the object will be tracked and the location shown on the on-device map. Info: https://www.youtube.com/watch?v=gsjl_bKuc_o
[CSW] Shows belt once Loaded
Upon fooling around with CSW weapons for a few days I discovered that the belt fed static HMGs, namely the ones created with the RHS Compats (M2HB, KORD, NSV, etc.) do not show the belt once the ammo has been loaded into them. From a gameplay and immersion perspective it is very satisfying to see the belt in the weapon once it is loaded and would be cool if someone out there could figure out how to get it to appear. Can add pics if they are needed to show what I am talking about.
It would be cool to have chemical warfare included in ACE (tear gas, nerve agents etc.) that would make full use of the weather and medical modules
It would be cool to have chemical warfare included in ACE (tear gas, nerve agents etc.) that would make full use of the weather and medical modules
I had something going in ACE2, but the lack of being able to get people in full MOPP gear was kind of a major drawback. If people have models that would allow for soldiers to go from different MOPP levels in game I'd be interested in looking at this again, at least conceptually.
The problem was doing realistic aerosol movement over terrain based on wind direction. My implementation at the time was computationally expensive and required significant optimization. I am sure there is better research out there to base this off of now though.
It would be cool to have chemical warfare included in ACE (tear gas, nerve agents etc.) that would make full use of the weather and medical modules
I had something going in ACE2, but the lack of being able to get people in full MOPP gear was kind of a major drawback. If people have models that would allow for soldiers to go from different MOPP levels in game I'd be interested in looking at this again, at least conceptually.
The problem was doing realistic aerosol movement over terrain based on wind direction. My implementation at the time was computationally expensive and required significant optimization. I am sure there is better research out there to base this off of now though.
There is this mod: https://github.com/assaultboy/ChemicalWarfare
That is released under MIT license with masks and suits models, if that can be useful
I tried to look into the ACE to try a port but I have to admin i am failing to gasp the structure of it, my idea was to:
1) Add in the medical module the targets like "lugs" and "eyes" that can be targeted by the agents
2) Use the smokes as particles, at least for the start (I don't think nerve agents et simila would behave so differently than smoke but correct me if I'm wrong)
3) Attach a callback function that will be triggered when the unit is inside the zone, the function will check the player's current equipment and determine if the protection is sufficient, if it is it will just exit
4) If the protection is not sufficient, based on the type of the agent and what protection is lacking, it will:
Refuel System
An option to disable ACE Refuel System would be nice.
A server option to make maps personal and only able to share threw interaction. (instead of always up to date maps)
A server option to make maps personal and only able to share threw interaction. (instead of always up to date maps)
Yeah this was a feature in a2 ACE. Here is a pbo that my group has used for awhile, haven't ran a mission that has used it recently but it should work for what you want but it needs to run on all clients and the server. Comes with a grass cutter self interact too.
https://drive.google.com/file/d/1n-srm6cIm-qSz6levWbZ8WQ2YhhlGmlf/view?usp=sharing
@WilliamiWallace There are a few PBOs floating around that do this, with varying quality. The reason this was not included in ACE3 is BI's lack of support for the free drawn markers, there is no way for scripts to handle them.
Optional requirement for NVG-, and/or flashlight-Batteries to encourage the Use of "unenhanced" vision or to add a new supply-ressource.
NVGs have a runtime of one or multiple days, adding batteries to them would be nonsensical.
Flashlights have a shorter runtime in high brightness mode, of around 1-3 hours depending on make, model and used batteries, so adding batteries there makes more sense. However, tracking the flashlights is an issue, there is no good way for us to identify a dropped weapon attachment, so we can't really add a battery level to it.
Still thank you for your quick reply. :)
Add keybinds for the view distance limiter
The view distance limiter is great in that you can set up different view distances for different modes of gameplay, but sometimes you require quick changes due to FPS or other reasons.
Navigating to the view distance settings in addon options is quite the adventure. I would much prefer if there were keybind options for increasing and decreasing the view distance for the current mode (inf/veh/air), by 500 m intervals or so.
Add features to increase or decrease centain unit's/vehicle's HP, is it possible?
would be useful when try to created some boss unit for a boss battle, like when using with Operation: TREBUCHET or Terminator mod. Means can make only selected units to be hard to killed, and all other unit stay as normal. So far from I know only stay the overall AI hard to be killed using ace3 medical setting, but this works on all AI in game, not only the selected ones.
Please consider adding ace3 Vector functions to RHS Vector in the compat.
https://ace3mod.com/wiki/feature/vector.html
https://ace3mod.com/wiki/feature/map.html#15-blufor-tracker-optional
Please add an option to hide ACE group markers of the units without GPS and compatible tools(UAV controller, ACE MicroDAGR, ect). And an option to only show markers of FBCB2 compatible vehicles on the map is also great.
https://ace3mod.com/wiki/framework/events-framework.html is missing Marker events, like ace_markers_markerPlaced
The ability to open enemy tank hatches and drop grenades into the crew cabin could be interesting.
How I think it would work would be the following
If anyone is worried about whether or not this would be unbalanced, just remember that this is an incredibly dangerous move to pull both in a video game and in real life since you make yourself incredibly open to getting shot.
@Benjideaula while Hollywood might have taught you otherwise, tank hatches have locks and cannot simply be opened from the outside.
It would be great to have a check box for not muting unconscious player.
@BaerMitUmlaut
Alright, something to address this then.
Make it to where tank crews must manually lock the hatch and unlock it when they want to get out.
Perhaps also the lock would automatically unlock when decrewing.
If the crews either out of forgetfulness or apathy neglect to lock the hatch, it can be opened from the inside. If not, then the person trying to interact with the hatch will receive a popup saying "The hatch is locked"
Feature request: allow ammunition repacking within the same type of ammo but between different types of magazines, drums, belt pouches, etc. It's very much possible in real life. Example: scavenge a 200 round belt by loading the individual rounds in a magazine, drum, etc.
Feature request: Ace Arsenal Grouping
The items can be grouped in the same category / tree branch to make it easier to browse and make the arsenal less cluttered when using mods.
Group items in ace arsenal when they are just the same version of the item.
Either group them together or add a tree view to browse the items in the arsenal to allow ease of access to all the 1000 retextures of the same uniform.
Ex:
uniform 1 (tiger camo), uniform 1 (leopard camo), uniform 1 (patnher camo), uniform 1 (frog camo).
These uniforms may inherit from the same uniform or, their names are similar.
Ex2:
Smoke Grenade (white), Smoke Grenade (green), Smoke Grenade (gray), Smoke Grenade (orange), Smoke Grenade (rainbow).
These items should be in the same category
Ex3:
CUP_arifle_M4A1_MOE_short_black, CUP_arifle_M4A1_MOE_short_desert, CUP_arifle_M4A1_MOE_short_winter, CUP_arifle_M4A1_MOE_short_wdl.
These items should be in the same category
A function should be created to group based on classname, inherithence, displayname, etc.
Then buttons to switch to the "category" or tree view modes should exist in the arsenal.
When the button is clicked, it would allow sorting and categorizing the items based on certain grouping types (classname, inheritence, displayname).
This would greatly enhance the ability to browse the arsenal with mods.
This should apply to ALL sections of the arsenal, weapons, uniforms, vests, magazines, grenades etc.
Feature Request: Medical Skill Grading
Introduce grading so there is a significant soft-cap skillgap between untrained, medic and doctor effectiveness at medical treatment. Can aid in the optional creation of a medical hierarchy, where company/platoon medics are quicker/better at treating injuries than squad medics.
This could be done via two methods.
Medical Treatment Options.
Split "CPR Success Chance (%)" into 3 Options.
Medical Treatment Options.
Add "Treatment Time Coefficient" (0 to 5)
Thanks for reading. :) 👍
Currently, you can only repack the exact same type of magazines together. This creates issues when people may have different types of magazines using the same caliber and ammo - rhs_mag_30Rnd_556x45_M855A1_PMAG & rhs_mag_30Rnd_556x45_M855A1_Stanag for instance. Can the repacking be updated to allow the repacking of different magazine types with the same ammunition?
Currently, you can only repack the exact same type of magazines together. This creates issues when people may have different types of magazines using the same caliber and ammo - rhs_mag_30Rnd_556x45_M855A1_PMAG & rhs_mag_30Rnd_556x45_M855A1_Stanag for instance. Can the repacking be updated to allow the repacking of different magazine types with the same ammunition?
3 posts up brother. ;)
Setting to toggle No Idle in Server/Mission/Client settings in the same way you can toggle No Voice.
A way to modify vehicles in person similar to Pylons, but instead, changing things like available skin for a vehicle, aesthetic differences like backpacks / tools / camo net, and slat armor. Could be done with a service vehicle instead of rearm.
I propose that the digging of trenches should be possible only if the player is standing.
Indeed, it is absurd that a player can dig a trench, comfortably hidden lying behind a bush :).
Setting to toggle No Idle
I don't think this is possible as No Idle makes config level changes.
Digging trenches while lying down
This is completely possible it's just slower, maybe a coef for digging speed based on stance would make sense.
Integrate Pabst's lightweight mortar into ACE (assuming they've no objections).
https://steamcommunity.com/sharedfiles/filedetails/?id=1413018159
🤔 I'm curious if it's possible to add the RPG-7's rockets as an explosive device. They use contact fuses and from my understanding will go off if you smack the tip hard enough on something - I have heard stories of people accidentally blowing themselves up or suicide bombing with them. Would be interesting to see this functionality in ACE if it's possible.
It could be that when you have an RPG in your inventory, it shows up in the "explosives" self-interact as an option, which you can hover over and "detonate" like you would a normal trigger, creating an RPG explosion at your feet based off of what rocket you used. but I can't say I've ever heard of ammunition doubling as an explosive. Or an explosive trigger doubling as the explosive.
I think a game-changer touch of realism should be to differentiate between going out of breath and arm fatigue. Let me explain.
As now implemented, walking in tactical pace with the weapon up causes a high amount of fatigue, leaving you unable to sprint if the situation requires it. However, IMHO it is not realistic at all. Yes, the weapon should sway more and more because of arm fatiguing, but you should be able to run since walking isn't that fatiguing by a breath point of view.
Add a new sorting algorithm in the arsenal to classify equipment by ballistic protection.
Vehicle Lock Framework
Add 2 new eventhandler for cracking vehicle lock.
Add the possibility to equip a weapon (optics / sound reducer, etc), and put it in gunbag directly from the ACE arsenal.
Because I can't figure out how to do it.
@BrettMayson
Add an option to force player to repack his mags in Crouch stance
Would you consider allowing the KAT - Advanced Medical mod to be merged here ? It was already proposed by the original author some times ago but, according to him, his mod was deemed too "serious" whereas ace3 would be more arcade. Is this still the consensus ? I believe this would be a very nice addition to the ace medical system, could also be disabled by default if needs be.
Can blind fire be implemented in the game? vanilla leaning and step lean isn't quiet safe especially for CQB...
What it should achieve: fire rounds in a general area= increased spread+ recoil. Decreases chance of getting hit (showing less body)
First things first, want to say thanks to you guys indeed for the ACE3 and, could it be possible to add another state before total uncosciousness?
I mean, having one or more heavy wounds, staying down and incapacitated but conscious, a couple of minutes before going unconscious, it should be more realistic and give time to the wounded to call for medic... obviously with coefficients or probability for this to happen or not.
Airdrops need some tweaking. IMO the airdrop preparation takes too much time and makes precise drops virtually impossible now. Irl all the preparations for an airdrop are made in advance and when the time comes packages can be dropped on command in a few seconds. Also, if more than one item is to be dropped, it would be nice to select them all in advance, prepare them and drop them all in sequence over the DZ.
The attached smoke+ir grenades are a nice feature, but it would also be nice to select the item to be attached manually, or at the very least not attach anything, if there is no suitable gear available. The first option would be better, because I personally have seen many instances where the package had to be discreet and the smoke gave it away.
for the overheating framework, allow modders to set the rate of cooldown in the weapon config. This would work well for sci-fi weapons.
Swimming does not currently cause any disadvantages. Realistically all your clothes and gears would be wet. If you could example add players weight after swimming, because you absorbed water, that would make you think twice before jumping in to water. Cold could be another factor, but that might be harder to implement.
Option to disable the cook off sound rather than the cook off itself
After doing some defence building for a coop mission I completely forgot about ACE Concertina Wire! I was wondering if it might be possible to add an attributes slider like those on the Contact DLC items to the placed variant to be able to change its length like how it can be when its placed by a player?
An ability to level the mortars and howitzers before shooting (to shoot from slightly uneven terrain accurately).
Make ammunition interchangeable between stationary or vehicle weapons and handheld weapons (feed PKM ammo into a PKT in some vehicle, etc.)
Would it be possible to have the status of a patient displayed in the medical interface near the name? As in, <name> [conscious], <name> [unconscious] and <name> [deceased]?
Sometimes you can't know if someone is 'dead-dead' or 'dead-but-salvageable'. I used to have to look at the option to place the body in a bodybag to see if the player could be saved or not (If you could place it in a bodybag, then the player was definitely dead), but now that has been fixed and there is no way of knowing.
I'm assuming this wouldn't be hard to implement but I've never touched ACE to modify things and I don't know how to go around trying to do it myself.
If possible to introduce within ACE, a key to turn off/on turret stabilization (for both gunner and commander), like the one in Squad.
Please try to add realistic manipulation of the contents of the backpacks
The ACE3 mod calls itself a realism mod, however it continues to use non-realistic backpack manipulations. Please consider the realistic use of the backpack contents in ACE3! In real life, it is impossible to reload from a backpack, or take anything from there, especially while moving. For such an action, we must first remove the backpack and only then get the necessary thing out of there or put the necessary thing into a vest. Such a mechanic is POSSIBLE in Arma3, it has long been used in "VeteranMod". It would be great to see such a mechanic in the ACE3 also, so that the AI and the player need it. This will give a fair amount of realism to the ACE3 mod.
Thanks...
If possible to introduce within ACE, a key to turn off/on turret stabilization (for both gunner and commander), like the one in Squad.
That is not possible unfortunately.
The ACE3 mod calls itself a realism mod
No, it doesn't. As successor of AGM, it explicitly doesn't. The goal was always to create an "authentic" experience, never a "realistic" one. Authentic means making abstractions from reality to achieve a good balance between gameplay and mechanics. The dept of an authentic game then comes from a wide variety of mechanics that are based in reality, but the constrictions of reality never encroach on the player and ideally don't overwhelm them with ultimately meaningless mechanics.
This is a prime example of such a bad feature.
That said, I would not be opposed to this feature if
1) it can be toggled off by setting
2) is by default turned off
As I really dislike this feature, it is unlikely that I will look into how to implement it.
"Realism" in video games is trash for ten year olds or smelly middle aged model train collectors.
"The ACE3 mod calls itself a realism mod" No, it doesn't. As successor of AGM, it explicitly doesn't. The goal was always to create an "authentic" experience, never a "realistic" one
"Realism" in video games is trash for ten year olds or smelly middle aged model train collectors.
http://images.vfl.ru/ii/1606735348/f9c8429c/32491481.jpg
If ACE3 is not a realism mod, then remove the word "Realism Mod for Arma" from all mod info
Yes, it is a realism mod. This is not AGM, but it does share most values. Refrain yourself from trash comments.
ACE used to limit backpack use of items such as Kestrel, Rangecard etc. but we also removed that as it was completely inconsistent. PRs welcome (as long as option is available). But let's not turn this into a discussion.
Hi, dear developers!
ACE medical menu and process bar UI blocks player from using vanilla radio (Caps Lock), can it be solved?
Thanks!
Rebind the keys.
Rebind the keys.
I don't understand. Does ACE blocks only Caps Lock but not other keys? If true, why this happens? Could you please give more detailed information so I may have better understanding on this? Thanks!
@commy2 - In reference to AGM-65 Maverick Range #8050
After reviewing the config files, you are using "Missile_AGM_02_F" to create "ace_maverick_L". "Missile_AGM_02_F" is created in the weapons_f.pbo, This missile is set to "timeToLive = 40;", after this time is up, it self detonates thus never reaching its intended target when engaging from an altitude where theoretically the missile has enough energy to reach its target.
If "ace_maverick_L", is set to "timeToLive = 240;", I believe this premature detonation will never be encountered again.
Crossposting from the Less-Lethal commit:
I was chitchatting with V. Berlioz who has a whole suite of Less-Lethal ammo working with ACE in his popular Universal Ammo System mod. Rubber bullets, slugs and shot, beanbags, batons, stingers, flashbangs, various incapacitating agents, tasers.
He said he would be very happy to work with you guys so the wheel does not have to be reinvented, and since most users of his mod use it with ACE, it would be great to have integration from the jump.
Now, much of his ammunition is not yet fully configured for Advanced Ballistics, but he’s working on it.
Would it be possible for someone to reach out to him? He’s been very receptive, and I know from chatting with him he is very enthusiastic about sharing his codebase and receiving feedback.
V. Berlioz is committed to Arma, has made several innovations that I think are in keeping with the spirit of ACE and certainly compatible (albeit without full Advanced Ballistics support yet) and is extremely receptive to feedback. He answers Steam comments and messages on the same day, and seems eager to get recommendations. I think it would be great to either roll-in some of his work on less-lethals and speciality ammo (API, Duplex, SLAP, flechettes etc.) or to build on some of his ideas within ACE.
I've spoken to him and if someone here reaches out to him, I know good things can come from it.
By comparison, my second point is much smaller:
Since the Contact DLC the BIS Arsenal tracks multiple projectiles like BIS shotgun shot, but also modded projectiles like ACE shot and UAS flechettes etc. This has been a really fantastic addition, and has lead to me continuing to use the BIS arsenal despite preferring ACE.
I would like it if ACE Arsenal could also track shotgun shots, duplex rounds, etc.
Another thing, borrowing from Quick and Fun Projectile Tracing!, it would be great if in the ACE Arsenal, there were a variety of target types to see the behind-barrier effect of rounds. I would also be nice to have vehicle targets downrange instead of the BIS position immediately behind the player.
I remember an Arma 2 mod that had a sophisticated tank target range with moving targets at various ranges and static targets at angles. I think this would be great in ACE Arsenal.
To borrow from the BIS virtual training, they have spawning cover in the penetration range and moving targets in the anti-tank range if I recall. It would be great to have that, maybe configurable by the player?
Right now I use Zeus within the ACE Arsenal, but any spawned AI open fire on the VR targets, making it hard to have predictable moving or static target at known ranges (100, 250, 500, 1000, 2000m etc.)
I've spoken to him and if someone here reaches out to him, I know good things can come from it.
Best way is to join our Slack and collaborate. We don't have the manpower to reach out as much as we used to.
ACE: Medical - Impact of injuries on some animation speed (movement, reloading)?
Hello ACE3!
When a soldier is injured, especially very hard (for example - fractures), his movement speed (sprint) and reloading weapons speed still correspond to standard speeds. This does not look natural, since the menu shows that the player's fracture or other heavy damage. Please try to slow down some animations, then that would be very cool. I know that slowing down the running speed when unit are injured is possible with the Arm3 engine, I saw it in TPW mod.
I think that a wound in the torso (not only in the leg) should slow down the sprint speed. It would be nice to tie this linearly to the player's pain level. The more pain, the slower the sprint ...
A wounded soldier cannot run as fast as a healthy soldier and a wounded soldier cannot reload his weapon as fast as a healthy one. As far I guess, the reload speed is also available for editing on the Arma3 engine, since it was previously tied to the AI level.
my main message to you - Injured soldier should be slower
Most helpful comment
Advanced fatigue system is coming.