For further instructions check the wiki:
http://acemod.github.io/ACE3/wiki/user/how-to-make-a-feature-request.html
Hope I am posting this correctly:
Would love to see the possibilty of having a cursor for the interaction menu like you already have for the self-interaction menu. At the moment the interaction menus feel "disconnected" as you can have a cursor in one but not the other.
Ventral position for backpacks, please. This was already done by some module for CSE (3rd-party)
Would love to see the possibilty of having a cursor for the interaction menu like you already have for the self-interaction menu.
That's planned to be experimented on: https://github.com/acemod/ACE3/issues/311
Would you consider some level of permanent damage even after medical treatment? For example: If a soldier is shot in the arm but is then treated, he still has increased weapon sway for the rest of his virtual life. Example 2: If a soldier is shot in the leg and then treated, he will move more slowly or have less stamina for the rest of his virtual life. Example 3: For major wounds, the soldier may bleed out even after medical treatment, the treatment would only slow down the process. I can think of many other instances of how this might work.
Not sure if this is the right place, as it's not really a feature request but a question if that feature would be deemed useful to ACE3.
We (myself and DaC) made an in-house mod (for now, still testing and improving) called Heavy Lifter. What it basically does is allow heavy lift choppers (like Skycrane) lift much heavier objects than what Vanilla sling-loading supports. It currently works by using a custom object (inherited from Taru Fuel pod), which is only liftable by a Taru/Skycrane helicopter and config entries for CfgVehicles specifying offset (similar to FastRoping of AGM/ACE3). Mod uses attachTo to attach that custom object to the vehicle, that can then be lifted by the helicopter. Offset is to make ropes look more realistic, though still quite not near vehicles with properly set memory points in-model.
There are many improvements that could be made and also make it so there would be different types and all. It is already integrated into AGM, so integration with ACE3 shouldn't be an issue (or we'll see about that when I actually start poking around ACE3 code). As said it's not fully finished yet, but once it is, I am willing to pull request it into ACE3 if it would be deemed as fitting.
@jonpas, sure; feature offers are always welcome. When you have that finished send as a PR and possibly a vid. Thanks you very much.
Sounds good to me, I'll will do so once we have properly tested it and all that. Thanks!
AGM had nice fast roping module. Any plans to bring it back to ACE?
AGM had nice fast roping module. Any plans to bring it back to ACE?
Hey, rules say that you shouldn't request features from AGM/CSE, etc :wink: Please don't.
As a matter of fact the fastrope is ported and currently on a branch. We'd probably like to polish it a bit more.
Sorry me. Will not in future :)
Actually pulling the pin on grenades before throwing.
I imagine this is something that would need to be dealt with on an engine side level unfortunately but still thought i'd ask it anyway. Not a huge fan of how you have the instant grenade throw as it is right now in A3.
Actually pulling the pin on grenades before throwing.
This could be done overriding the grenade throw key, and deleting the first attempt to throw a grenade - and allowing it on the second. This would be in the spirit of double-action grenade throwing.
Not sure if this is something that can be done or not but I would love to see the ability to carry a rifle on your back that fills the launcher slot in your inventory. That way a sniper or marksman could carry an assault rifle and their secondary rifle on their back but could also put attachments on it without having to swap it out with the currently selected weapon.
Loving this project, keep up the good work.
API function to verifiy client addons on client-side to match addons on server-side
The ability to have the incremental door opening bound to a seperate key rather than having to hold the same one as the quick door opening. For example I use CTRL + F for quick opening but having just holding CTRL as the incremental would be great.
First off I know that this technically falls under an AGM/CSE feature and shouldn't normally be requested, but when I asked about it on your youtube channel I was told to post a feature request here.
Anyway I was wondering if AGM's pain visual will be integrated into ACE3 either now or in a future update or if CSE's visual will be the only one available forever.
Here is an example of the effect I'm talking about: http://i.imgur.com/NC6VdSv.jpg
Feature Request:
I just had a thought when I tried out the night vision googles to see if they were carried over from AGM. The thought was that depth of field effect might be used to simulate focus. I feel that especially the gen1 needs some kind of nerf, but it's already pretty noisy so adding more noise is not the solution. I personally own some night vision equipment and one of the drawbacks of the cheap gen1 stuff is that you have to constantly and manually adjust focus. The stuff that is out of focus is super blurry, so it would be nice to simulate that.
Any thoughts on this ACE3-team?
One more thing related to gen1 night vision: They only work during really bright nights, such as a full moon and clear sky. Is it possible to tweak the brightness so that this is portrayed in the game? Try to look through a gen1 NV device in a dark forest with overcast sky and you only see darkness. Completely useless in those situations. One way to achieve this could be to lock the brightness setting of gen1 device to the lowest setting.
Thanks!
(Attached picture from gen1 device that is out of focus.)

I'd like to see tents and sleeping bags that are deployable, but rather than being used as spawn points they allow you to rest for periods of time, such as 12 hours to simulate longer operations and the need to set up a camp.
For planes:
1)CCIP/CCRP - it was in ACE2 so i'm not going to describe it
2)trim/autopilot - or at least anything to help pilot when he is in the air for few hours making circles on the sky
3)breaks/parking breaks
4)chance for engine failure, caused by damage- maybe just empty fuel tank, when it is badly damaged-for example: 80% dmg -fuel tank goes empty, 100% dmg plane explode - or something like that
P.S. Thank you very much for reviving this project
Currently, the interaction menus looks like this:

This brings back the same issues we had with AGM originally - having to un-intuitively search for things. It would be far nicer if body parts divided more in a circle where Torso and Head are in the middle and the Right and Left limbs are on the right and left sides of that circle, respectively.
Same thing about hand gestures, it's useless in it's current state. Whoever played Dota2 or other games with a wheel knows how easy it is to remember and use all the buttons without having to search for anything. Up is go, down is stop, etc...
Example:

Capture and frisk:
Currently you can frisk a captured player to see his gear, but you cannot remove anything. There should be a way to do so in order to remove dangerous hidden weapons like grenades, pistols, etc.
Bleeding UI:
The way Bleeding is demonstrated when interacting with another player is confusing. In this example I'm looking at his chest and the UI shows the 'Bleeding' tag, even though the injury is actually in his right leg:

It later goes on to say "No injuries on this bodypart" but the earlier and red "Bleeding" is far more noticeable.
I'd like to see tents and sleeping bags that are deployable, but rather than being used as spawn points they allow you to rest for periods of time, such as 12 hours to simulate longer operations and the need to set up a camp.
I don't see how that would work in Multiplayer.
@Coren4 I agree with your 1 to 3 but for 4 I think that it shouldn't be random but rather planes are given a different damage model. I would also like one where planes aren't instantly destroyed by 1 shot if they were under sustained fire.
A way to indicate the status of the plane would be helpful because BIS doesn't have any indicators. Maybe this is a BIS thing but what I would primarily want is a way to know if my plane is going to be flight ineffective and I need to ditch because currently there are no indicators.
Drawing on the map.
Multiple cargo lifting with choppers.(Chinook can carry two HMMWV).
Towing with PhysX. In such a way that a driver in the towed vehicle is needed.
Dismemberment/mutilation(model dependent)
Weapons/units/vehicles getting dirtier(model dependent)
Increased difficulty of vehicles to move in wooded/mud areas.
Ability to move body when inside a ground vehicle, just like you can when piloting a chopper.
Some kind of AAR system. Possibly off game.
Cross-hair when throwing grenades.
Handsignals during free fall(wow, this is wild)
Visible bandages and tourniquets on model.(model dependent?)
Dynamic sandstorms.(or more-or-less dynamic)
Eletronic Warfare(ACRE2 integration?)
Bridge Laying vehicles.
Handbrake simulation for vehicles.
Throttle simulation for vehicles, thus creating the possibility for burnouts and doriftos.
Slippery roads on rain.
Boomerang shot detection.
Getting down to the ground when shot on the chest while using bullet proof vest with 7.62+(maybe start ragdoll and then recover?)
Grass cutting
Air bursting munitions
IR trackers for vehicles
Using WASD to move vehicle turret. Mouse for fine adjustment.
9-line/6-line dispatch .
Visible fatigue (using a bar or something).
Map opening/closing animation.
That's all folks!
Add ability to toggle interaction menus on/off, rather than having to keep holding the interact/self-interact key.
1) Sweet Markers System integration. Of course in coop with author(if he allow).
2) If possible make markers history on dropped map object. (Place marker on map, drop it on ground, anyone who pick it up will see all markers placed before drop)
Arma 3 Infantry Damage Overhaul . It would make getting shot that more awesome and thrilling.
Please match the action length (For example bandaging) with the animation length. Currently the animation lasts for roughly 5 seconds, the bar fills up in like 3 but you remain stuck in the immobile 'treating' state for far longer than either of these.
@meat147
He is talking about planes my friend, planes. I agree, normal brake and a parking brake on planes would be an amazing feature.
I noticed now when enter the Interactive menu the view of player could still move while move the mouse.Would ACE make the view locked after enter Interactive menu?It's really annoy 'cuz some time the view would move too far and can't see some options in interactive menu in screen.
But otherwise I like the new UI,outstanding work ACE team!Cheers!
Would ACE make the view locked after enter Interactive menu?
Maybe, we'll experiment with that to see if it's a viable alternative. This is the ticket to follow progress on that. Thank you
Thanks for reply,and I also notice some options would overlap in Interactive menu,and can choose the right one.Hope would be fixed in future.
PS:And sry for my last two issues posted in the main page,I was used to the AGM github and hadn't noticed the new rules here.
I also notice some options would overlap
Yep, known problem. We'll try to keep improving it.
I was used to the AGM github and hadn't noticed the new rules here.
Yeah, no problem. TBH the AGM issue tracker was a bit of a mess at times, so we're trying to keep ACE's a bit more organized, given that's an even bigger project.
I know Artillery plans to be a huge part of ACE 3 once its far along but wouldn't it be nice to add a Counter battery radar system of sorts into the game.
such a system could be used to actually provide a threat for those using artillery as they could be hunted and subjected to counter battery fire from other forms of artillery.
Just a little feature request, would it be possible to have the triage card colour status appear visibly from a distance? I mean the whole point of a triage card system is to make it easier to spot.
I am guessing the simplest way to do it would be to change the colour of the nametag above a player.
The ability to break the sound barrier again would be great.
Nickname's on chest and back/backpack optional or instead of floating over head.
would love some sort of survival features similar to what cse had but more fleshed out for doing insurgency campaigns. food and water to give locals and other supplies maybe blankets and such things to reduce there hostility to faction. troop survival aswell food and water and essential but maybe other things like flu , virus , poison that need treated too , really i just want food and water back in the short term. is this planned ?
Hi!
This is an old issue. If we have 3 screens playing ARMA3, and for example we are hurt or we have dust in the glasses.. or other fx.. the FX screens that appear are cut and you can see the cut bitmap with 3 screen configurations (I have 5040x1050 res).
The only one that is correct is the night vision googles that is correct. The black border is extended to all the resolution.
Would be nice to fix this one.
Thanks!
Edit: as asked by email, here is an screenshot:

Sheathe weapon...
The option of sheathe weapon is not totally correct. If we put the weapon sheathe with number 2 and make an medic action, after finishing it, the weapon is back to the hand.
would be nice to just leave the weapon in the shoulder until we finish all the medical assistance. It is very unconfortable to watch how the weapon is sheathe and back to hand in each action we make.
Thanks! and continue with the great work!
Option to not move the view (head view) when selectin the incons in 3D.
There is a problem for me, that is if for example we want to choose a gesture, as the selection is joined with the view of what we see, it produces that start from looking front to the ground.
This is worst if we are using Trackir.. Everytime we move the head (our with the trackir clip) it moves the icon to selection.
Would be nice to add an option in ace3 configuration to make the option to not move the view once we are in selection. Just is the red donut which is moving as a cursor, and we can select the options in the 3D
Thanks!
a. Disabling certain default scroll-wheel options, possibly moving them to the ACE interaction menu. (don't know if it's possible!)
Reason:
The scroll-wheel menu is awful and players often accidentally do an action they didn't intend to use.
b. Survive-able helicopter crashes. There may be something possible with making the player or vehicle invincible when a helicopter crashes into the ground.
c. Reduced damage soldier receives from collision with vehicles. (soldier hits a car)
d. Smoke grenades with bigger effect and less performance impact
e. First person animation for enabling/disabling NVGs: https://www.youtube.com/watch?v=QNIHTPTHrs0&t=54s
f. Option to make car wheels more resistant to damage (e.g. by syncing a module to the car in Editor)
g. Change view distance option for MP
h. Flattening more grass when player goes prone(at the moment grass around player gets flattened when prone so they can more clearly see, but it's such a small area the player's view is often still blocked. Would be great to automatically see the grass in front of me flattened)
i. Faster ladder climbing
j. Louder footstep sounds and sounds moving through foilage. Great for TVT player awareness.
k. Fatigue customization:
l. Melee attacks using the weapon stock (see how breaking point does it)
An option to switch the charterer interaction menu for AI and other players to a single point.
Basically being able to toggle menu branching from the center circle on the chest, and being able to interact with each part of the body from there instead from each limb alone.
I made a visual example of how such option would work: http://i.imgur.com/x0W2WYV.png
At night in vehicle - dark, unlit map. Difficult to see the map. Also return the standard texture maps ! Please do as here http://www.armaholic.com/page.php?id=28351
Ability to lock vehicle from inside :smiling_imp:
//partly copied from previous issue:
One thing that always rubbed me the wrong way, was the animation of a man remaining unconscious. Thanks to it, you could check whether your patient is dead or not, without even approaching to him. Is he lying on his stomach, with his hands in front of him? Well, there's a chance for him to be rescued! As far as I've read on some forums, there are ways to make a living player, a ragdoll, eg. it's described here: http://killzonekid.com/arma-scripting-tutorials-forced-ragdoll/
Second thing are the shortcuts, which were my saviours when dynamic actions occured. No need to explain - it would be nice if there were some hotkeys for shouldertaps and gestures.
Rifle grenade.
Because not every military is using grenade launcher (France, Japan)
@afreeland88
food and water and essential but maybe other things like flu , virus , poison that need treated too ,
really i just want food and water back in the short term. is this planned ?
No! no! no! Hell NO!! NOOOooooooo!
ACE - Advanced COMBAT Environment. Combat NOT Survival. Understand? Not survival. Go f... DayZ or Epoch.
@severgun you have obviously never been in a combat zone in real life then or you would know these things are all part of it. Having served myself i can tell you the food and water you carry is just as important as the ammo you have. These things bring the game closer to realism or milsim and not a tactical shooter
While we're on the topic of food, I think we should bring in some features from Farming Simulator 2015 too. I know we don't have tractor models yet but we could just modify the Hunters until we get legit tractors.
@afreeland88 even if that is the case, surely it wouldn't fit into the scale of (most) ArmA missions?
It would in a persistance campaign , not so much in short 1-2 hour missions no , so for small groups probs wont be great but for larger milsim units it would serve a purpose
Sent from my iPhone
On 14 Apr 2015, at 15:10, "James" [email protected] wrote:
@afreeland88 even if that is the case, surely it wouldn't fit into the scale of (most) ArmA missions?
—
Reply to this email directly or view it on GitHub.
you have obviously never been in a combat zone in real life then or you would know
these things are all part of it.
LOL looks like as if you were there. As I can see you were only on DayZ battlefield and want to get flu, treat broken legs with morphine and farm apples from pine trees.
People also need defecate. So what?
Let's make hardcore battlefield pooping simulator.
No cabins. No toilet paper. Only desert. Only hardcore.
Did not poop well, then got better running speed, but less stamina and worse accuracy.
Importing Electronic Ear Protection from CSE would be great for that ACRE2 bug I reported. I don't know how one works but maybe there could be ACRE2 patch that would change how message heard in those Ear Protections sounds like, maybe little one of ACRE2 radios :).
A look into Dslyecxi's grenade concept for ARMA 2? Apparently there was some work done on it by an ACE team member (I recall MCC Sandbox having a similar system). And the ability (another one of Dslyecxi's concepts) to throw grenades as a pilot.
Khaosmatic I believe you are talking about the loadmaster addon for ACE 2, in which you can drop grenades while in the pilot/back seats of helicopters. It worked great for helicopters that the addon implemented with it. With FFV animations I have no doubt this is very achievable.
Have Earplugs reduce the sound of vehicles while you are in them (especially helicopters). It's rather annoying that you must turn down your ambient volume to hear anyone while using ACRE or TFAR. This would help a lot.
^ Don't think we can do that. There are really no scripting commands we could use for that unfortunately.
Option to remove the radio msgs that the AI send to you about enemy seen (text and audio ones), disconnect or connect of people, marks on 3D view (leader, mark point...), The ammo you have...
The idea is to make the play the most realistic possible. Right now when in multiplayer someone is disconnecting and the msg appears, means usually that he has been killed, so medics don't go to investigate or try to help him. Same with audio warnings of AI ("enemy 100m front", and you still didn't see anything)
These things would be nice to be implemented via client side.
i suggestion to options for stop auto decomposition and manual decomposition for BIS's FAK and Medkit.
it is for the some Compatibility issue. (especially mission built-in revive scripts)
Make the Comanche Gunner View Static like it is in the Hunter (as Gunner). benefit would be to actualy be able to use the PIP Screen. It would also be cool if we can change the thermal (On / Off) on that screen
Ability to Attach Hand grenades to the environment and then attach a tripwire to them in order to booby trap doors, passages and entrances. Perhaps the ability to manually cook the nade before attaching.
Would it be possible too implement packing parachutes like in Arma 2 OA ACE? It would add a little bit more immersion by eliminating the disappearing parachutes currently present in vanilla Arma 3.
Would it be possible too implement packing parachutes like in Arma 2 OA ACE? It would add a little bit more immersion by eliminating the disappearing parachutes currently present in vanilla Arma 3.
:+1:
As far as I can see BlueForceTracking can only be initialized via the module.
Request to be able to initialize BlueForceTracking via a script call, e.g.
[1,false] call ace_map_fnc_BlueForceTracking;
This way blueforce tracking can be enabled for certain units only.
Also, once the setGroupID is set post init (using a script, NOT in the units initialization, editor), BlueForceTracking does not display the (new) group ID's
Request to be able to initialize BlueForceTracking via a script call,
The blufor tracker will be completely changed after first release, including this. For now you could use this hacky workaround. On the clients you want the bft activated run:
ace_map_BFT_markers = [];
[ace_map_blueForceTrackingUpdate, 1, []] call CBA_fnc_addPerFrameHandler;
Just did a quick test, I ran a script, setGroupID on groups, checked with groupID if the groups had a vustom call sign. Then executed your snippet in the debug window, but unfortunately no-go on BlueForceTracking.
How do I quote previous comments?
Mm, check this other snippet:
ace_map_BFT_Enabled = true;
ace_map_BFT_markers = [];
[ace_map_fnc_blueForceTrackingUpdate, 1, []] call CBA_fnc_addPerFrameHandler;
Shouldn't it be ace_map_fnc_blueForceTrackingUpdate?
No joy by the way... :( But thanks for helping out!
Yes, sorry, you're totally right
No problem. Will the function update offer the ability to initialize blueForceTracking after mission init? E.g. without the module activated?
Yes, as long as you call it through CBA_fnc_addPerFrameHandler.
Keep in mind that this is currently a hack and will completely change at some point
:) Thanks for the update
Is there any chance we could see wind conditions affecting helicopters outside of the advanced flight model?
Is there any chance we could see wind conditions affecting helicopters outside of the advanced flight model?
Don't they do already?
Not that I've noticed, 38 m/s wind without the advanced flight model on in a MH-9 does absolutely nothing to the flight experience, when you turn the AFM on suddenly you are pushed around
Mm, ok, you might be right. I thought that was already in vanilla A3. I don't know if it's possible to implement through scripting, so we'll see. No promises
Minor suggestion for build system. Convert make.cfg to python, name it say settings.py. At the end of it have:
try:
from local_settings.py import *
except ImportError, e:
pass
Add local_settings.py to .gitignore and users can customize their build config without having to worry about updates overriding their settings. Also make install bc I'm lazy. I could probably create a pull request if yall are too busy.
@esteldunedain. I got it to work (BFT). Copy n paste typo snuck in. Great hack! :)
@esteldunedain .After a mission test with my coop unit,we found a issue of medical system,when enabled the "prevent instant death",not only the player would always turn to unconscious after damage but also the AI units always do and the AI units can't die just like players.And even I set the medical system works "player only" the AI units will also always become unconscious and can't die.
here's my setting for medical system.
http://imgur.com/CnYv8lg
@jinougaf can you please fill out an issue with this form
http://ace3mod.com/wiki/user/how-to-report-an-issue.html
when enabled the "prevent instant death",not only the player would always turn to unconscious after damage but also the AI units always do and the AI units can't die just like players.And even I set the medical system works "player only" the AI units will also always become unconscious and can't die.
here's my setting for medical system.
Yes, that'sa known issue, that's in fact fixed on this branch https://github.com/acemod/ACE3/pull/717
Fixed?Haven't noticed,so where can I download this version or what should I do to fixed the version I'm using?
Fixed?Haven't noticed,so where can I download this version or what should I do to fixed the version I'm using?
I said "fixed on that branch". That branch (version) is not merged into master (main version) yet, but it will be soon.
OK,I understand now,English is my second language and sometimes made me hardly to understand what your mean.
Feature request: advanced damage system for vehicles
Want to see some advanced damage system for vehicles.
For example if "engine" or "fuel system" is damaged then this damage can be increased if vehicle is operated without repair. Damage will cause more damage by itself.
Damage may cause some random engine halts. So if vehicle is not fully repaired this may cause different kinds of breakage. Also if engine is "Orange" you may need to start engine several times to run it finally.
Something like that.
Feature request: allow mod authors to define a custom array of x, y, z used when dragging items. Say that you have an artillery peice you want to drag by default it will attach it to player too close and you will fly into the air. If the mod author say put [0,0,5] in the config of the gun then it attaches it slightly in front of the player, preventing any issues
Feature request: allow mod authors to define a custom array of x, y, z used when dragging items.
That's exacly how it works now:
https://github.com/acemod/ACE3/blob/master/addons/dragging/CfgVehicles.hpp
Feature request: the addition of a possible CS gas grenade or other distribution device so you can implement the CSE atropine autoinjectors properly, possibly along with the addition of gas masks like in ACE 2 OA.
Feature Request: Triage Tags
Can an option be added to display Vital Signs and Injuries to Triage Tags? There is a history of actions on the left side of the interaction menu when viewing a patient, if this log could be printed to the card for other medics to see it would be great.
Feature Request: Improve compatibility with Sweet Marker System
ACE3 Version: custom 20.04.2015
Mods:
@cba_a3
@ace3 (ace_markers.pbo deleted)
@RHSUSAF
@RHSAFRF
@swt_markers
Placed ACE3 Modules:
No
Description:
Nowadays feature to draw lines is connected with maptools. So if you have @swt_markers mod enabled and you have protractor in your inventory, you wil draw two lines at once (video):
https://mega.co.nz/#!CINDlLLK!wv5Ox-ByHXTUArOUDfYCh4trLIlyhvkB4mc8bf_rffs
In SWT markers to draw line you need to hold Ctrl+Alt
In ACE3 to draw line you have to press Alt key.
When two mods run at once and you press and hold Ctrl key and then press and hold Alt key, you draw two line.
Steps to reproduce:
In description
Where did the issue occur?
Every time
RPT log file:
No
Can this be a separate pbo, instead of being a part of ace_movement?
https://github.com/acemod/ACE3/blob/master/addons/movement/CfgFatigue.hpp
Can this be a separate pbo, instead of being a part of ace_movement?
@Tachii, I don't see why not, except that we are stretched pretty thin before release. If somebody makes a PR with the changes it will most probably be merged (e.g. move that to ace_fatigue)
change the damage color from white to green. When someone is hurt slightly, It is pretty hard to see that very light red. Possible to change the colors from white to red to green to red?
The tweaks to CfgFatigue will eventually end up in ACE_Stamina (or whatever it will be called)
@commy2 good to hear
Please bring the old ACE² Medic System Back. With Bandages, Morpi, Epi for all and First Aid to Medics
Wht do you mean @Trigger81? That's called basic medical and has been in since day 1.
@jaynus i don't think so. Epi and Blood are only for medics or anyone can use Epi and Blood. No first aid kits for medics. And if Epi and Blood is only for medics nobody can a Player Revive if a Medic is down.
That was my impression from the first version on armaholic
Those are all configurable, anyone can be a medic or only medics or only captain jack sparrow. That applies to both medical modes.
Probably an engine limitation, but would it be possible to shoot rocket launchers from the high-prone position?
Specifically for the Javelin http://upload.wikimedia.org/wikipedia/commons/3/3c/FGM-148_Javelin_-_ID_DM-SD-04-07567.JPEG
With nearly all sway removed.
^ That would totally work if there was an animation and the 13749879 transitional animations for that.
Will ACE3 add in new weapons, vehicles, uniforms, and other ingame content to the game like ACE2 did for Arma 2?
adding ropes to attach to helis and it will determine how far the rope will reach down for either lifting or fast roping. This could also be used for towing too.
Would you consider to create and add (perhaps as an alternative) brand new command menu for AI that works in EXACTLY the same way as interaction and self-interaction menu already do? It would be a giant leap for ArmA series to have new menu system.
PROS:
I'm not sure the AI command menu can be recreated with scripting commands. I could be totally wrong though. Haven't looked at that menu in depth yet, tbh.
Can you implement an option in the ACE3 settings to block gamma boosting? Currently, anyone can gamma boost to remove the need for NVGs which makes a PvP mission unbalanced as hell. Maybe something that blocks attempts to change the gamma and brightness in-game. Like a preset to stock 0:0 setting.
I would easily consider the Artillery aspects of ACE2 as being one of the primary reasons why I have enjoyed Arma 2 to the extent that I have had. They were incredibly detailed, thought out and challenging something refreshing in modern games.
While using the mortars quite extensively I loved the aspect of prepping each round itself, setting the fuse and the charge number this aspect was fantastic.
However I wish I would have been able to attach the mortars to the weapon itself in multiples so that I did not have to mess with 3 menus before another round could be fired. Having to leave the mortar, use the interaction menu on the round load the mortar, then get inside the mortar and fire and repeat for a fire mission was a bit clumsy.
My suggestion is either one of two things whatever is easier for the devs and or would be more realistic.
or

We have great plans for mortars after 3.0.0. Just be patient
"We have great plans for mortars after 3.0.0. Just be patient"
I have no doubt . Eager to see how it turns out I am sure it will be awesome.
In AGM one was able to set variable re AGM_Medical:
I cannot find the new variables in ACE3. Will these be included in ACE3? If so how/what?
Can you implement an option in the ACE3 settings to block gamma boosting? Currently, anyone can gamma boost to remove the need for NVGs which makes a PvP mission unbalanced as hell. Maybe something that blocks attempts to change the gamma and brightness in-game. Like a preset to stock 0:0 setting.
Just checked this. It's not possible for us to modify gamma.
I absolutely love the work you've done so far, incredible work guys. I have some feature requests, none of these could be considered "essential," but they'd be very welcome additions to ArmA 3.
1) Fast Rope Capable MH-6 Littlebirds
I know fastroping was a feature in ACE2 and such, but I'd like to specifically request the fast rope capable Littlebirds including the model, as shown in this image

2) The ability to attach rifles, launchers and backpacks to specific vehicles such as the ATV in a similar way to how you can attach chemlight to them and such.
This could allow for players to bring additional gear and weapons. For example, you could bring one or two extra AT4s by simply strapping them to the side of your ATV.

3) Hoisting for rescue/MEDEVAC situations in dense areas.
I don't know if it's even possible to create in ArmA, but my community includes a Pararescue team, and this would be a very, very welcome addition.
https://www.youtube.com/watch?v=cu76KJ3cSOU
4) The ability to place your backpack in front of you and rest your weapon on it
This would be handy in overwatch/defensive positions or for marksmen/snipers. Possibly even add backpacks with this (see image) rest on them. Would be awesome.

5) The ability to sling your packpack between your legs during HALO/HAHO jumps, or to drag your backpack behind you for Snipers who are stalking.
http://media.dma.mil/2014/Sep/24/2000939844/640/360/0/140826-M-EJ335-999.JPG
Thanks for your time,
Sean
What about the ability to have a full 24hr day/night cycle complete with weather and storms etc? Is it possible to edit the time cycle to not have the night go full pitch-black? Maybe moon out or partly cloudy nights etc? Lightning strikes at night like heat lightning?
For day/night cycle, can it persist throughout restarts? aka, after restart of server, the time picks up from where it left off? Perhaps syncing with the server itself? This option would be nice as a module for missions like Wasteland and Breakingpoint/Epoch should they choose to implement ACE3.
Interaction UI:
Add ACE2 or AGM like interaction UI, and have it on _mission designer_, or _server administrator_ to choose which one to use.
Current interaction UI is nice, but is performance hungry and quite complicated to get used to. I have a lot of players complaining about it, so I'd rather have the old menu UI option to use. Additional module or variable to set in server config file, or both. AGM one is already made, just needs to be ported and adapted. If it gets even further tweaked and improved or combined with the old ACE2 menu even better.
Pretty please.
Edit:
Sorry about the font I used markdown for headline, and it turned out too big, was about to edit, but bux got it first. Cheers.
What are peoples opinions on integrating cTab (the mod I am maintaining) into ACE3? Not saying it would be easy and there is some functionality overlap, for example with the map BFT functions or the MicroDAGR (cTab has one as well).
What are peoples opinions on integrating cTab
Excellent idea Gundy! All for it
@nsgundy :+1:
Is there any chance for fix or any enhancements for "new BIS" weapon resting system?
With advanced balistics it is actualy game braking, because of...maybe i will show it with a picture ->

This bullet path will mess up all of the calcuations made for snipers.
Maybe we could get back old AGM resting system, with some updates to new BIS reality- that would add ability to rest weapon on backpack as it was in AGM(someone asked about that feature above this post).
When i want to test Advanced Balistics in ACE3 it is actualy the most anoying part - running aroud to find flat spot to rest my weapon. I feel it like the most game breaking thing in curent ARMA3+ACE3.
Out of topic:
1). I'm not even sure if it is game feature request...because when i was testing ACE, it felt like a Critical Bug for me. It is not ACE3 team fault, but still it will change much more in game experience with AdvBalistics that in vanila arma.
2) Sory for ugly pic.
3) About BIS: Seriously in what kind of world do they live? They acutaly had to assign someone to script that insane weapon alignment to the ground. Someone spent hours...or actualy acording to BIS propably days or weeks to script that completely out of logic thing.
@Coren4: good catch!! We can definitely correct for this; thanks for calling it out.
@nsgundy everyone I know that used AGM or CSE used cTAB.
This seems like a natural progression and would make so many of us happy to not have ANY conflicts or redundancies. I hope this really works out.
@nsgundy cTab is awesome, I vote you integrate it! If it has same functionality as some other part of ACE3, maybe they can share the functions, but if it's different implementation/usage I see no reason to not have it in as well. I am sure there is a good balance what can be achieved during integration though.
How about adding an insignia for ACE3? I already have an example for it already...

Sure. There should be one with this logo:

Plz make one.
@nsgundy Please join the ACE3 public slack channel and we will have a chat. You can drop a message on the issue here or otherwise send me a PM on the BI forums with an email and I will get you invited.
I think 2035 it is high time to update the watch;-) What about replacing good ol' analog watch that Kerry got from his grandpa David long time ago for something new? I mean something like Casio G-Shock DW-6900 (maybe with working timer, stoper, alarm and so on) ?:-)
I think 2035 it is high time to update the watch;-)
ACE is about real time. M4, M16, AK-74. Lasers, holograms, voice controlled space ships - it is another game.
Wow, seriously? Thanks, I did not know that digital watches do not exist (yet).
By the way DW-6900 was introduced in the past decade...
What you will do with your digital watches when enemy's battle spaceship will use EMP bomb on your position? LOL
Ough, wait, when we will attack? Chip and battery in my watch is dead.
@severgun stop the trolling
Not sure whether it was is ACE 2, but would be nice to see the MX-2A, as we have no thermal imaging devices now that laser designator only has NV. also, for us signallers/JTACs, who want the vector 21, laser designator, and thermal imaging device, is it possible to make it easier to switch between these devices? as having to go into the inventory each time is annoying. well, mostly immersion breaking.
Had a quick skim through and couldn't see this in here already. Invisible Targets ala ACE2 for attachTo fun or forcing AI to engage an area etc
I think to add minedetector with sound indication is a good idea.
Is there going to be a pre-packed release version or an armaholic page for the initial release of 3.0.0, or will it be only be on Github for manual packing?
On Apr 26, 2015, at 11:33 AM, Nicolás Badano [email protected] wrote:
We have great plans for mortars after 3.0.0. Just be patient
—
Reply to this email directly or view it on GitHub.
Is there going to be a pre-packed release version or an armaholic page for the initial release of 3.0.0
Yes, of course
Awesome. Thanks for the feedback.
Jonah Pool
On Apr 30, 2015, at 8:24 AM, Nicolás Badano [email protected] wrote:
Is there going to be a pre-packed release version or an armaholic page for the initial release of 3.0.0
Yes, of course
—
Reply to this email directly or view it on GitHub.
Will ACE3 eventually add more content into the game, like new vehicles, weapons, uniforms, and factions?
Not on the scale of RHS, It's not really a content mod.
This is an expansion on Cyruz143's post. Would love to see a feature that adds a context menu option for having selected group AI to engage a piece of ground. This is a feature that is implemented nicely in the VBS3 product by Bohemia but, does not have a counterpart in Arma 3. My reasons for including this would be to increase realism and immersion when playing with AI as well as adding more tactical viability to the AI through better AI suppression and recon by fire tactics. Dslyecxi did a great video on YouTube for Bohemia's VBS3 product here: /watch?v=kWF72d3-lWA This provides a great overview of the features I would like added to this system and I believe it would work nicely with the suppressed AI features that have been implemented with the new Marksman DLC.
Searched in this thread for it hope it hasn't been mentioned yet.
Ammo boxes for vehicules and static weapons, like .50cal ammo boxes we used to have in ACE2, with logistics to put them in the inventory of vehicules etc. Hard part would be to create the 3D models for the boxes maybe, don't think BIS made them, only "vehicule ammo" boxes that are empty (silly).
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 rewritting already.
Got it! Thank you for you courage!
Two Questions.
Are you guys going to be collaborating with the Red Hammer Studios guys and their Escalation content mod?
Is it possible to make a towing system, if so would it be static or dynamic like the lifting ropes added in the choppers DLC.
@B-Beaumont its Red Hammer Studio Escalation, Robert is a different guy.
@Jastreb Whoops fixed
Would it be possible to change the game font to something more readable?
Would it be possible to change the game font to something more readable?
Yes, we want to do that at some point.
Also, is it possible to read, somehow, mission variables before the mission is actually loaded into the map for briefing?
And if is it possible to alter the slotting screen layout, maybe it would be possible to create a visual slotting screen, using NATO markers and "schemas". A simple "expand" and "hide" function to hide usernames to facilitate the visualization of the entire thing would be necessary, though.
I don't know.. Just an idea
http://www.americanspecialops.com/images/special-forces/US_Army_Special_Forces_Command.png
Guys, I am a big fan of flying planes and amazing people with it that are on the ground.
This is why I am doing a request for a Sonic Boom when breaking the sound barrier.
I hop this feature could be implemented!
Thank you
is it possible to make it so u can make ur addons work with ace3's logistic system i have created a container i would love to make it so i can load it on to vehicles with ace logistic
thanks
is it possible to make it so u can make ur addons work with ace3's logistic system
Sure...but there's no ACE logistics yet. It will probably be incorporated soon after first release.
i'd really love to see realistic First Focal Plane scope like in this video where the shooter can zoom in & out gradually at all magnification levels (5x,6x,7x,8x,...25x).
https://www.youtube.com/watch?v=niIp3r_gVaU
& i'd also be most grateful if ACE team could also implement the PiP scope like in this video.
https://www.youtube.com/watch?v=DXyIH8whWpo
Is it possible to see d_finger implemented in ACE3: http://www.armaholic.com/page.php?id=28225 ? Like this mod.
I would like to see an IV pole for blood bags and other IV liquids.
When a wounded player is about to get IV's by the medic he is immobilized and the IV pole is "attached" to the player. Then the IV transfusion could take more than 10 sec's and more like a minute. This is of course only performed in a medical facility. So when the medic gives blood to the patient he can leave and treat others in the mean time. He still has to come back to the patient getting blood to "detach" him from the IV pole.
Red-lens flashlight would be useful and not that hard to do? :)
It would be nice if you could bring the "Hunt IR" back to ArmA. It was such a nice feature in ArmA 2 and it would be even nicer in ArmA 3.
It would be nice if you could bring the "Hunt IR" back to ArmA. It was such a nice feature in ArmA 2 and it would be even nicer in ArmA 3.
We'll totally be doing the HuntIR soon! We want to rewritte it though.
Ideally ACE 3 should only focus and collaborate with the RHS Escalation mod to develop features, real weapons and vehciles, collaborate to make full ACE integration..etc.
A3 vehicles and weapons are either fictive, fancy and not at all immersive (main problem when designing a game based on "future", you can cheat at every level. this is why i keep playing OA ACE.
realism is :
M16/M4 rather than MX rifles (6.5 ACR, not in use)
A10c rather than A164 (fictive),
MQ-9 Reaper rather than Greyhawk (fictive),
Ka52/MI28N rather than MI48 (fictive)
AH64E rather than AH99 (Commanch is canceled since 15 years...)
....etc
you see the point ? realism and immersion. not fiction and guessing.
today USA-Russia armies are the way to go, this was the ACE philosophy and criterias for ACE 2, and i don't see reasons to change it.
allow grenades or throwable objects bounce on walls. Currently the system is set up where the grenade would hit the wall and fall like there is no momentum.
Ideally ACE 3 should only focus and collaborate with the RHS Escalation mod to develop features, real weapons and vehciles, collaborate to make full ACE integration..etc.
We aren't a content mod at the moment. We are focusing on providing systems and mechanics that can be used for different settings and scenarios; and we are purposedly not introducing any extra futuristic stuff.
We would like to have full compatibility with RHS, BWMod, CUP, etc, but that workload needs to be shared with the author of those mods.
btw, I don't like that vanilla content is partially ficticious either.
allow grenades or throwable objects bounce on walls. Currently the system is set up where the grenade would hit the wall and fall like there is no momentum.
Grenades generally speaking are made of metal, which means they don't bounce so much unless you really launch it at a surface.
made of metal, which means they don't bounce
yes they don't bounce very well but if you are right next to the wall and throw it against the wall, it would bounce a little unlike arma's system where they drop right down.
today USA-Russia armies are the way to go, this was the ACE philosophy and criterias for ACE 2, and i don't see reasons to change it.
While the partly fictitious features of arma 3 are not ideal, it is still what was in the game. There is comparability with RHS, as well as RH weapons, HLC, etc. in the optional files, as well. The majority of objects, weapons, and vehicles in ACE 2 and ACE OA are already in the game or added later. Most of what was changed was mechanics (like in ACE 3). To place that extra major task on the ACE collaborative group is unnecessary because, as mentioned by @esteldunedain, there are already content providers more than willing to make those things and make them ACE 3 compatible. About the reaper and the other features, you are more than welcome to port it, as bohemia released the source for OA and A2 for redistribution.
Would like to use ACRE Radios to set off Explosives. Basically attach a PRC-343~ to a Satchel, set Block-# ,Be in range, with same Block-#, broadcast = boom.
Also would be nice to use laser light(remote designator,) as a trip wire.
anyhoo keep up the good work.
KK
Also would be nice to use laser light(remote designator,) as a trip wire.
That's totally unrealistic.
Please don't forget to remove the Radar infos GUI for all vehicles who are not supposed to have it IRL. detecting everything on map by simple radar checking is just awful. unless the vehicles used by players have active radar (F35...etc) they should only rely on their eyes to spot something.
e.g : the RAH66 Commanch displayed ingame has no mast mounted radar :
http://www.google.fr/url?source=imglanding&ct=img&q=http://fc00.deviantart.net/fs70/i/2011/195/4/f/rah_66_comanche_by_mr_krippner-d3fc19o.jpg&sa=X&ei=QjVNVbu2Kou8ygOWrYDQDw&ved=0CAkQ8wc&usg=AFQjCNHaZlVcSXngJoXJ6goyA1ovVyl0qg
compared to the mast mounted radar version :
http://www.google.fr/url?source=imglanding&ct=img&q=http://www.globalsecurity.org/military/library/budget/fy2001/dot-e/images/01comanche.jpg&sa=X&ei=azVNVeygEYL-ygP5toGoCw&ved=0CAkQ8wc&usg=AFQjCNF52NqXkgaNs7JvoLVzngTHXwk15g
Ammo cookoff effect for vehicles :
https://www.youtube.com/watch?v=CC6n5UPXGro
https://www.youtube.com/watch?v=8ARjuTKdiIk
Please don't forget to remove the Radar infos GUI for all vehicles who are not supposed to have it IRL.
Sure, I'd love to that right at some point.
Ammo cookoff effect for vehicles :
Please, no features request from ACE2, AGM or CSE. Those are already been considered. In fact work on cookoff has already started
when shooting semi auto a shooter have it's weapon naturally going back to it's initial position (weapon weight & gravity), without the need to insanely counter the recoil.
Targeting Pod for Planes.
Medical feature to enable/disable "medic only" for items in a mission config file/module setting.
Allowing anyone or restrict to the "medic only" class for Atropine, Morphine, Epinephrine, blood, plasma, etc.
Basically, allow the mission maker to specify if a particular medical item should be restricted to "Medic Only" by item and not just hard coded Morphine and Blood restrictions.
Allow the original CSE medical menu to be used instead of the current menu system. Should be settable by the mission maker in a module configuration parameter.
Example found at https://www.youtube.com/watch?v=kkUBivhyCPA
The current implementation is near impossible to navigate if your paitent is not lying flat on the ground with ample space to move around them to find a particular limb.
The current implementation is near impossible to navigate if your paitent is not lying flat on the ground with ample space to move around them to find a particular limb.
Sounds a bit like real life doesn't it?
The current implementation is near impossible to navigate if your paitent is not lying flat on the ground with ample space to move around them to find a particular limb.
Sounds a bit like real life doesn't it?
On one hand I would agree, but menu items disappear into the ground (legs), or try working on a torso and navigating past the right/left arm/interact menus. If you make your menu text larger, and try to work on a patient in a vehicle, it will scroll off the edge of the screen.
Even if the menu could be locked to the center of the screen while you are using it, and make it easier to navigate for some of the center items, it would be a vast improvement of what it is now. Currently it's practically unusable in an operation.
Add option inside map module to "Disable map markers auto sync" - With that option when you place marker even on global channel or any other it will not show up on other players map, since that is somewhat unrealistic. It would require to use "Copy map" interaction option to get other player markers. Also, markers would show up always but only on military BFT tablets that are coming from cTab.
The medical crate should dynamically contain the items needed for the given medical system setting, there is no need to have two different crates.
Instead of having both PIP and 2D scopes, the 2D scope should have optional PIP functionality, which you can turn on or off in the ACE settings menu. There's no need to have both.
Animations and progress bars for assembling static weapons and UAVs. Similar to bandaging.
Instead of having both PIP and 2D scopes, the 2D scope should have optional PIP functionality, which you can turn on or off in the ACE settings menu. There's no need to have both.
I would've done that obviously, but it doesn't work that way for technical reasons.
Medic system:
The AI treated herself and treated to other units injured as to in "AGM" and ordering subordinates AI to try and treated to others units
Instead of having both PIP and 2D scopes, the 2D scope should have optional PIP functionality, which you can turn on or off in the ACE settings menu. There's no need to have both.
AFAIK the way arma3 does optics this isn't possible, because we can't dynamically change the config's on the fly.
@commy2 - Could we swap them like how laser_pointer's swaps?
ACE_nextModeClass
If thats possibly please let me know, I'd want to be able to do it on launcher optics.
Being able to load body bags into vehicles would be very nice.
Being able to load body bags into vehicles would be very nice.
Logistics aren't implemented yet, that would be a part of it.
Some sort of jack for unstucking vehicles will be nice.
If possible please add field hospital back in ace3 im really missing it.
Thanks
Ability to turn off ACE medical completely.
@Best2nd you can just remove ace_medical.pbo
@rlex I know, I'm asking for the ability to disable it without removing the addon.
Currently helicopter such as Ghosthawk or Commanch can take off in less than 20 seconds.
Real start up procedure require more than one minute at least to take off for a small chopper. Helicopters such as Blackhawk or Commanch have a minimum delay procedure of 2 min.
the BIS AH-9 Pawnee has been renamed MH6 Littlebird, but this aircraft although similar, is obviously not an MH6 littlebird. Please keep the BIS name for fictive choppers. add it only to existing ones.
when using tablock to adjust gun range, we can spam it without any limitations. On such system there is a laser calculating the correct value, this laser need several seconds to reinitialize for the next measurement. A delay of 3-4 seconds between each measures should be implemented.
http://www.google.fr/url?source=imglanding&ct=img&q=http://www.uvisionuav.com/wp-content/uploads/2011/05/GCS1-cropped.jpg&sa=X&ei=npJUVc3WBIqsswH1nYCoBA&ved=0CAkQ8wc&usg=AFQjCNFuytVfo8yF19NRvY95wNfxN4Cyyg
http://www.google.fr/url?source=imglanding&ct=img&q=http://i.kinja-img.com/gawker-media/image/upload/s--qHTOHDC0--/c_fit,fl_progressive,q_80,w_636/19cmprb47xp5jjpg.jpg&sa=X&ei=xpJUVe3jGsmbsgHiq4HgBA&ved=0CAkQ8wc4MQ&usg=AFQjCNF66GfuhuDq_fKIuZMJK9_DdNdlzQ
Hi Guys,
I know you all guys are working around the clock but i dont think if anyone has come up with this request before, but i would be so delighted to have self blood infusion ability in single player modes same as in Arma 2 ACE. Without self infusion i have to disable ace or agm and this way i mess up with control keys all the time.
Thanks
Having waited for an official release and reading all the comments in the BI WIP thread, I would just like to say the interaction menu is a great feature, feels like part of the game than just another pop up menu.
I'd like to suggest one thing though: Is it possible to have it so while the menus are open the player is forced into freelook mode? While the player can do this manually I would say the menus are much easier to use when in freelook with the player using his "head" to look at the icons, and movement/direction is therefore not affected.
Having waited for an official release and reading all the comments in the BI WIP thread, I would just like to say the interaction menu is a great feature, feels like part of the game than just another pop up menu.
Thanks
I'd like to suggest one thing though: Is it possible to have it so while the menus are open the player is forced into freelook mode?
Unfortunately that's not possible thruugh scripting. You can press the freelook button to that though. I also recommend trying the cursor version of the menu just to check if you prefer those or not.
Ah that's a shame, oh well. I'll be sure to try out the cursor version. Thanks!
I've read the entire thread!
Heal injured AI. AI gets hit, keeps moving. Very difficult to attend to. A way to get a wounded AI to hold still while a medic is within useful range (5m or less?) would be awesome.
I notice in some cases blood splatters on the uniforms of the fallen do not correspond to the area actually in need of medical attention. This may be a BIS problem?
With the Vanilla map, you have Topographic map and Satellite map. But with ACE3, you have Topographic map and Topgraphic map with a very low satellite texture. I think is very dificult read the texture of the terrain with the new satellite map layer. Please, consider restore the originals two layers, or make new 3 later with normal satellite, or make a satellite layer with a sub-layer for normal view. Thanks.
@Legolasindar i dont find anything wrong with the new map, I find it easier to read espically the terrain height reading.
Im not speaking about the read map @kripto202, i speak about the satellite texture. The main reason for using the satellite layer, is to see the terrain texture, to guide better. With this satellite texture with a white top layer, it costs more clearly see the terrain.
Something I have been thinking on is that of underwater ACE features, while things like handsignals (I think are possible) when voice comms are not possible, but having an oxygen supply would be great. A friend of mine over thought it a little like having to set the level of the mix in each tank to balance out different depths, etc but that's probably a little over the top (possibly an advanced feature like the medical)
Also just adding in real diving tank models/equipment rather than only having the re-breather and making it a different slot (maybe in the launcher slot as you probably wouldn't swim with one and you would need your backpack or unless ACE is adding its own inventory stuff which would be awesome!).
Then making those oxygen tanks really heavy so it encourages you to leave them somewhere (maybe having the ability to store them on the ocean floor like in some real life scenarios). And obviously with the interaction menu just like loading another units launcher you could buddy breathe.
Just an idea.
Hi,
I have two suggestions for disposable AT-launchers.
1.
Better support for launchers with animated sights:
At the moment the launcher get's replaced by an 'empty' one after you shot it. While this is okay for the NLAW, it could be improved for zero-able ones like AT4's, M72, or the RPG18. The problem is, that the scope moves and the eyepoint changes while you zero these launchers. But you can define only one >ACE_UsedTube< for them. Here is the disadvantage:
When your launcher is zero'd for 400m, the scope has moved and the eyepoint is a different one. But if you fire it and the model gets replaced, it will change the zeroing back to the default zeroing of the empty tube, which will move the sight and and the eyepoint. This looks very bad and the sudden change of eyepoint and animation will let you look at a different point after you shot the weapon.
Instead of that, it would be enough to be able to define multiple UsedTube's, maybe in an array just like you define the ranges you can zero your weapon. Then addon-makers could make multiple configs for the tube-model, where everything is the same except for the default zeroing. In the fired-EH you would have to get the current zeroing of the player (with the command currentZeroing) and choose the correct tube model of the array. I hope that this would not be too hard to implement, because it would improve disposable weapons alot.
2.
Prepare disposable launchers like in ACE2. Not really an important thing, but a feature which I liked in ACE 2.
Thank you for all what you have done so far!
Please re-add the "belly-rub" animations from ace2, which occured when treating a patient.
Thank you for your Hard work on ACE3.
Please add the "Grass View Block" Module from Ace 2. It would be nice. Thanks
Add "Pass magazine" to interaction with other people. If you and your buddy have weapon that uses the same magazines then you are able to quickly give your buddy one magazine with that option. Not need to drop magazine on the ground anymore since this is something that you should be able to do very quickly.
Thanks for all of your time and hard work!.
It would be nice if there could be some rudimentary Zeus commands for the medical system, like "revive" or "wound." The Chessmaster Wounding System was nice with that so that if our team wiped but almost finished an objective, Zeus could revive our medic who could still make a difference.
Add "Pass magazine" to interaction with other people.
Sounds interesting @gienkov
It would be nice if there could be some rudimentary Zeus commands for the medical system, like "revive" or "wound."
@solusseraph, @SilentSpike is working on something along that line: https://github.com/acemod/ACE3/issues/130
Would it be possible for the addition of a template or a function that would allow addon makers to make their launchers disposable (i.e. ace_missile_guidance)? The disposable module in its current state works really well for the NLAW , but doing this would allow addon makers to, as an example, make a javelin that you had to assemble and has a disposable tube, kinda like in ACE 2.
Thanks for all of your hard work! :smiley:
We hope that you will implement the "Fastrope" feature very soon :)
It would be awesome if fastrope would also works when the AI is flying the helicopter (controlled via the MCC Console).
A defibulator for when you going into cardiac arrest. It can be used by facilities and vehicles.
The winning bidder for the precision guided rocket project is the team of BAE Systems, Northrop Grumman and General Dynamics (APKWS II), beating out the offerings from Lockheed Martin and Raytheon Systems (DAGR).
When players TK, they're automatically moved by the game to the 'enemy' side - this means friendly units will shoot at them and what's even more annoying is that they can't enter vehicles that have friendlies. This serves no purpose in structured communities where the only TK's that occur are accidental.
I would like a feature that automatically pardons team killers!
@BullHorn7 - there already is an ace_pardon interaction that should show up and allow you to make them friendly again.
Mission makers can also put this into description.ext to bypass that mechanic:
class Extended_InitPost_EventHandlers {
class CAManBase {
class F_FixFriendlyFire { init = "if (local (_this select 0)) then {(_this select 0) addRating 100000;};";};
};
};
Is it a good idea to scan constantly? What if you set everyone's score to 100000 on start/JIP? Is that possible? How do?
Extended_InitPost_EventHandlers run one time when each unit is created.
_Documentation request_
For mission makers that create missions where ACE3 is optional, it would be great to have documentation on how to activate/deactivate ACE3 functionality without the modules. Will there be an overview of the functions that can be called and what params they need?
@Glowbal Excellent. Thanks for that. Note that the last entry has two ;;
};;
Note that the last entry has two ;;
Known issue #1158
allow machine gunners use tripods
Add a Time sync feature for persistence missions so that when the server restarts, the mission picks up where it left off time wise. This would allow for servers to truly be 24 hour servers. eg. Server saves time prior to scheduled restart at 2400hrs, when server is back at 0005hrs, server pulls time and date from persistence DB (extDB/MySQL/etc) and sets mission intel to saved time/date and starts mission. All clients are then synced to that date/time and mission continues as normal until next restart. In case of crash, server could also save time periodically and 'recover' to the last time save. It could become an addition to the Weather module since that syncs the clients for weather.
Add the ability to sky dive out the back of a plane or helo. By loading into vehicle as 'cargo' and allowing players to free walk inside vehicle until at drop zone when pilot opens the doors and players run out into freefall. Maybe make it so that there is an option to prepare for HALO that takes passengers in the back and makes them able to move about and skydive?
That would require alot of physx but would be awsome.
It would be nice if you added a team management option to tell your (AI) team to attach IR Strobes so that other (players) who are not paying attention to where your AI squad team mates are.
For taking hostages:
Guns with silencer should heat up more quickly.
Guns with silencer should heat up more quickly.
Yup, that's planned
//Addition to prior suggestion as quoted below:
"One thing that always rubbed me the wrong way, was the animation of a man remaining unconscious. Thanks to it, you could check whether your patient is dead or not, without even approaching to him. Is he lying on his stomach, with his hands in front of him? Well, there's a chance for him to be rescued! As far as I've read on some forums, there are ways to make a living player, a ragdoll, eg. it's described here: http://killzonekid.com/arma-scripting-tutorials-forced-ragdoll/
-Vestroso"
I concur with what vestroso has to say and i'd say it would be cool to even have it where people ragdoll following an explosion and they have to get back up. This might be nice to see simply because whenever I think of people in explosions, I think of people flying through the air in their standing animations as it is currently in arma 2 and arma 3. Seeing them ragdoll and crumple upon hitting the ground would improve immersion and would be a cool effect both following getting shot and entering an unconscious state as well as upon getting thrown into the air following a blast.
Thanks for all your guys' effort and keep up the good work!
Can you add options for mission makers to dissallow placing global / side / group markers after the briefing, except from "copy map".
This would add a really good cool feature. I'm sure alot of people will appreciate this feature.
I tried by blocking global and side chat in the mission settings by using
disableChannels[]={0,1,2};
But the new marker implementation ACE 3 added does not give a flying fuck about it, I could still choose side from the list when double clicking on the map!
Enhancement/Request for Interaction Menu. I'm looking into whether or not it's possible for me to implement/submit on my own, though I don't yet understand the code enough to say.
I couldn't find this specifically, but a similar suggestion made above was to have all things stem from one point.
Suggestion: An option to make all base level interaction points invisible when one is selected would be nice. Essentially, if I've selected the left leg, I don't want to see the other limb points anymore, they are largely clutter and overlap can make selection difficult. This may be a result of my specific monitor/resolution (5:4 @ 1280x1024). It is not an issue for the self-interaction menu, which fully expands radially.
Here are some screenshots. Moving closer does help somewhat, these are chosen for demonstrative purposes.

In this image, the interaction point for "Tap Shoulder", "Torso", and "Interactions" are overlapping with various treatment options.

This one I used the cursor feature to pull the options off the body for slightly better visual. Both tap shoulders, the left and right arm, and interactions menu are close enough to be an issue.
I would like to see the ability to remove losing consciousness from pain from the medical system, as it's a fairly unrealistic mechanic in its current state, that is, after a particular amount of pain, you're out.
I'd rather have the ability to disable that particular loss of consciousness disabled entirely than deal with it constantly.
What about adding the unconscious wakeup feature from AGM? As it is now, if you go unconscious at all you HAVE to be woken up by another person. There is no waking up after being stabilized by a non-medic or waiting it out for the possibility to 'come to' from your injuries.
I suggest a setting in a Blue Force Tracking module adding the
option of having tracking refresh only when a code is entered in
the tablet interface. The code used could be set by the highest
ranking player's tablet, set for each tablet bearing player or
locked by the mission maker.
I would love to see two things on ACE3:
1 - Possibilitie of using nightvision on vanilla scopes like LRPS and so.
2 - The default zeroing for most or all weapons with scope to be like 300 ou 400 meters like almost long shot shooter would do in real life, not that 100 meter actualy used.
To better refine handguns. I suggest to let Combat Pace be a
slower moving, more accurate way to fire with the torso locked
to perspective and make a separation in handgun animations so
that the primary hand otherwise follows Freelook direction to a
human limbs realistic limit when raised (in sprint, walk & jog)
and lowers when free-looking beyond gun-pointable bearings.
Starting sprint could also auto-lower the handgun, making the
player key to raise it again, once moving. This would make
possible a one-handed fire while on the move with greater sway,
bounce and unaimed error margine (invisible crosshair area?).
Maybe you could aim down the sights one-handed only in a
narrower field with unaimed freelook fire beyond that. Then we
get to see handguns used without the two-handed hunch, and they
get the qualities in-game that have balanced their worth as a
legitimate military arm against the detractors of their useful
power and accuracy. Maybe the ACE team can make the game work so
players will empty their pistol in the other direction while
they crouch-sprint for a boulder and sling their belt-fed MG
before entering a house.
Add a spotlight / searchlight model.
e.g. http://forums.bistudio.com/showthread.php?183788-Modded-BIS-Spotlight-RELEASE
If it is possible, change hit animation. Something like TPW_fall in TPW_mods. When you hit, you fall down or something like that.
TPW_HUD from TPW_mods, adds a cool and helpful HUD when wearing tactical glasses,
cool and helpful
Mm, that's not what ACE is about :P
Ok well "cool and helpful" was obviously not the right words to describe it, I say helpful because it gives you a lot of info at a quick glance. The tatical glasses could be customizable too, so you could probably have a simple version or an advanced version. It fits the theme of arma 3 and would probably be somthing the military of tomorrow would do. And it's completely optional, so in multiplayer you don't have to wear them, but others could.
Suggestion/Request for the medical system and to be more precisely on how the PAK and the Surgical Kit work at the moment. I would like to see these options.
PAK can only be used in the field if the player who is it being used on is not bleeding anymore.
This should prevent players from using the PAK in the field as a super healing. However inside field hopsitals and medical vehicles make it so that you can set the PAK to work when the player is actively bleeding.
Make it so that in the field (outside medical vehicles and field hospitals) only medics can use the PAK and the Surgical Kit.
Inside medical vehicles and field hospitals non-medics can use the PAK and the surgical kit.
Beside that I suggest the weight/size of the Surgical Kit and the PAK will be increased, but this is already a issue assigned.
Satchels charges Fuzetime selection. Allowing to input time duration before the satchels to explode (ACE 2 feature).
Reloading launcher should be really slow unless felow soldier helping you, and need a time to aim the target precisely
If you have play Project reality you will understand what i'm talking about,
holsting weapon by press 0 and running needs penalty, they are running too fast need to adjust running speed while they holst there weapon
Full speed running and lower or ready you're weapon makes you stop,
also want to switch weapon while we are running.
Javelin locking sound should change it like this, it's another game video but in my point of view in reality that machine sound is proper,
For helmets that include electronic ear protection (e.g., SF Helmets) such as Peltors or MSA's, the player should not require ear plugs.
For helmets that include electronic ear protection (e.g., SF Helmets) such as Peltors or MSA's, the player should not require ear plugs.
That's interesting
One more that just came to mind - ACE3's advanced medical system heavily references the TCCC guidelines for treating the three most fatal types of battlefield casualties (bloodloss, airway, and hypertension pneumothorax); however, it only addresses bloodloss (and does it well, imo). Has the dev team considered the other areas for inclusion?
Airway - Even though it could be cool to potentially require medics to put in a nasopharyngeal airway for unconscious (without head wounds), I think requiring medics to be carrying around a case of nasal trumpets would be a bit tedious (maybe just one item that's reused?).
Pneumothorax - That said, I could see putting in trapped air in the chest cavity as a separate "bleed" mechanic, chest seals with valves as a "permanent" fix like a bandage, and decompression needles added as an additional injector (if the casualty has a chest wound and has been untreated for too long or a chest seal has not been applied).
I know this sounds highly technical, but mechanically it shouldn't be too hard to implement if you think it's worth it. Thoughts?
I'm all for more features for the medical system so I second odiscordia's thoughts.
I don't know if there are any plans for pneumotorax, but airways simulation is planned afaik.
Thinking more about how to implement the "Will this helmet require ear plugs?" logic.
Could it be a whitelist/textfile of helmets that the mission developer uses and a function calls this list to enable/disable the need for earplugs?
Could it be a whitelist/textfile of helmets that the mission developer uses
No, not a whitelist. The best option is to have a config entry on the helmet, something like ACE_hasEarProtection = 1;
and a function calls this list to enable/disable the need for earplugs?
The best way is to monitor helmet changes listening for the playerInventoryChanged event
All makes sense. That's why you're the developer and I'm not. :)
No, not a whitelist. The best option is to have a config entry on the helmet, something like ACE_hasEarProtection = 1;
Looks cool. maybe add it to a mission module like with the designation of medical buildings and trucks?
For helmets that include electronic ear protection (e.g., SF Helmets) such as Peltors or MSA's, the player should not require ear plugs.
IIRC CSE had something like this? Active hearing protection or similar. @Glowbal
Whats about a ACE- Spectator Mode? And a spottingscope?
IIRC CSE had something like this? Active hearing protection or similar. @Glowbal
We did have electronic ear protection in CSE yes.
I would like to request NBC gear and effects. By NBC I mean Nuclear, Biological, and Chemical gear. Atropine pens are in the medical modules but so far there are no radiation effects or gear.
Whats about a ACE- Spectator Mode?
It's coming
Currently enableEnvironment false; disables environment sounds and ambient animals. An option to just disable ambient animals (snakes, rabbits, etc) would be great!
Would it be possible to add larger interactive areas and hover effects as it will make it easier to interact with, i.e. click on the item you want. I threw together a quick sketch.

HUD element to see the bearing (compass) you are looking at - WHEN IN VEHICLES
Posibility to set key binding for wind direction arrow, as it was in A2 - so you can set for example "K" - (same as compas) so wind direction was shown together with compas - less butons-more user friendly.
Currently wind direction binding turn on/off arrow visibility, it would be awesome if we could set it the same as compas - when you hold K, compas and wind directions are visible.
add a module for either menu or ace interaction.
A lot of people likes the old menu like in ace 2 or agm. To make it fair with everyone, there should be a module where you can select the menu (like ace 2 or agm) or the ace 3 interaction.
For the "menu" make it toggle-able. It seems like a lot of people likes that option.
AceTeam
Would you be interested in using anything from my T10 Parachute Mod? Its all on git hub so feel free to us it at your will.
https://github.com/deltagamer/DEGA_Static_Line
If you have any questions feel free to pm me on the BI Forums.
http://forums.bistudio.com/member.php?94697-deltagamer
*Stretches, where you can load an injured soldier on them and them load them to vehicle
*Some targeting system for planes, like GPS targeting system, where you click on the map and you can lock onto there.
I don't believe we've been able to load bodybags into vehicles yet. That'd be a nice addition. Perhaps add a dogtag detail that would help differentiate both living and dead bodies in various ways.
I don't believe we've been able to load bodybags into vehicles yet. That'd be a nice addition.
Logistics aren't implemented yet at all.
Ye when logistic will be implemented giving nametags to bodybags would be nice so when you load them out you would know who's who.
have the wirecutter as a launcher and when you weapon the wirecutter, you get the option to cut the wires
Having the wirecutter show up on your back in some capacity would actually be pretty sweet. And to add to that, having the gear you've packed along with you show up in various places on your character would be an ultimately frilly detail, but a really sweet detail nonetheless. Chemlights woven into strips of MOLLE, wirecutters strapped to your bag.
Add an icon for earplugs (when they are weared). Something like in Cyprus Push-to-Hear.
Would be nice if a color array could be provided for action icons in the interact menu.
i.e. color[] = {r,g,b,a};
I'd like to see some sort of AI module support of some kind for the full medical system so we can easily create non-playable AI medics that sit at specified locations and have a radius in which they will heal any unit that's injured within that radius, either automatically or adding some sort of interaction menu option so as to avoid any potential hiccups (i could foresee issues arising if the medic were to automatically start rendering aid as a team member was carrying or dragging an injured teammate within the radius of the AI medic and not giving the human player a chance to set down the injured player. perhaps force 'drop' the injured once someone's within the radius).
this would considerably contribute to the creation of medivac teams that can't get a CLS in their ranks, by way of flying in to evac the injured and bring them back for medical attention due to other CLS in the field being unavailable.
Is it possible to make survivable vehicle damage model?
For example:
1) If your tank or armored vehicle was hited by light AT launcher you have chance to survive.(Tons of vids on youtube and WW2 historical data about how crew escape from destroyed tanks)
2) If your BMP catching cumulative RPG and you sitting on armor, you should be able to "jump out" or fly away wounded or/and unconscious. (That's why Russians ride on armor instead of under armor)
3) Heli hard landing should not blow up with 100% chance...
4) Car crashes... How many cars blow up after crash in real life? NONE.
It can be catched on fire and then blow up. There was "fire burning" in ACE2
@severgun, some of those things will be fixed with the vehicledamage branch. Some others are impossible to fix due to engine limitation (e.g. heli rollovers)
Have you explored potentially cutting down on the amount of movement soldiers make while they're standing still or sitting in a vehicle? (idle) I'd at least like it if the whole 'wiping your face' thing or whatever it is gets disabled somehow. Soldiers and other characters can be realistic looking while standing still without constantly blocking the player's view.
@IRONXBAY Thanks for the suggestions: Rejoice, that's already on master :)
https://github.com/acemod/ACE3/tree/master/addons/noidle
@bux578, you ACE 3 guys are literally the best.
Would it be possible for IR Chem lights to be added in? I know there are IR Beacons but they dont really do the same thing. Primarily they would be used to mark clear buildings for clearing buildings at night, nothing to bright just something that sticks out and isnt as intrusive as the default IR Beacon.
Ways to counter the HuntIR/shooting it down.
Are there any plans on ways to counter the HuntIR? seems like a pretty damn big advantage with no way of countering it seeing as shooting it down isn't planned for now.
Can we get hotkeys for the menu items like we had in AGM?
@Chompster
1) In real life it is almost impossible to shoot down so small object.
2) HuntIR is port from ACE2. For 5 years of gaming no one said that it is unbalanced.
3) If you are mission maker just don't drop HuntIR in crates.
4) It flies only a few seconds and does not have thermal.
So... all is good about HuntIR
If quadrocopters would be released that would be unbalanced
seems like a pretty damn big advantage with no way of countering it seeing as shooting it down isn't planned for now.
If quadrocopters would be released that would be unbalanced
Well, no one said military tech needs to be balanced.
This is a simulator with a mod that's suppose to simulate real life environment. 'Balance' is not needed as most people will use it for COOP not PVP.
military tech inherently isn't balanced. thus is the purpose of technological advancement in the military world. to gain an advantage or counteract another factions advantage, not to "balance" the battlefield.
Add in Realistic towing with Towing Ropes. Using PhysX to make the vehicle being towed act like it is not an extension of the lead vehicle. Nothing looks worse than a vehicle that phases through the ground when being towed.
Sound when bodies hit the floor, like this addon: http://www.armaholic.com/page.php?id=28888
I use in our Zeus mission player addEventHandler ["HandleDamage", {false}]; for our zeus unit but ACE3 seems to overwrite that, would be nice to have the possibility to make units invincible.
@PabstMirror PERFECT, thank you! :) Is this documented somewhere can't find it even with search over the github code.
@NemesisRE - try this:
player setVariable ["ace_medical_allowDamage", false];
@WordyK LOL what? Who need PVE? Most of all play PvP. Me and all my friends play arma only in TvT mode. So balance are pretty big deal in TvT missions.
@esteldunedain don't forget that this is GAME. Let's make USMC units with 90% damage resist... Who will play this?
Actually in real life there is a kind of balance. Every weapon have countermeasure. Otherwise there will be 3rdWW and total domination.
As for drons in real life you can mask your vehicles and positions.
@esteldunedain don't forget that this is GAME.
Well, ACE struggles to make it more akin to a simulator; which of course it's still fun to play with. But equipment balance is certainly not a consideration.
Of course it's up to mission makers to determine how to balance their competitive missions.
OL what? Who need PVE? Most of all play PvP. Me and all my friends play arma only in TvT mode. So balance are pretty big deal in TvT missions.
@esteldunedain don't forget that this is GAME. Let's make USMC units with 90% damage resist... Who will play this?
Actually in real life there is a kind of balance. Every weapon have countermeasure. Otherwise there will be 3rdWW and total domination.
As for drons in real life you can mask your vehicles and positions.
I'm sorry but who exactly are 'you and your friends' ? People play this mod for years back in Arma 2 times, back then and now this mod is made for MilSim units not for PvP. It was never made for PvP and never will be. If you want PvP there is a lot of other games but this mod is made for COOP communities at first. So you either accept it and stop crying about balance which is not realistic or you will have hard time with communities around this game. Balance does not exist in this world, if you think it does then you have no idea about military tech.
MilSim units not for PvP.
I don't see how one thing excludes the other.
It was never made for PvP and never will be.
You are wrong there. Many features in ACE are specifically geared to Adversarial mode. Neither of those are the "right" way of playing the mod; just play however you prefer.
Who need PVE? Most of all play PvP
_sigh_
It was never made for PvP and never will be.
Sources? I know nothing about that.
@WordyK @severgun From now on please, stick to a friendly tone.
Mines placed in the editor cannot be defused which really limits the use of preplaced explosives in missions.
@Starfox64 It will be fixed
Could we maybe get an option to turn off text transiton/delay when using interaction menu? I wasn't sure about the interaction menu at first, but it's really grown on me, that's the only thing that I slightly dislike.
Just in case I'm not clear, when you press (for example) self interact, you wait (even though it's only a split second) then it shows you the options, you select (for example) medical, you wait again, until it shows you other options, then you select (for example) right leg, you wait again, and then it shows you bandages, morphine, etc.
It's really not a big deal, and those transitions are cool, but interacting would feel much smoother without those transitions/delays IMO.
Anyway, thanks for all your hard work already, my favorite mod by far :)
Could we maybe get an option to turn off text transiton/delay when using interaction menu?
Yes, we can make those delays configurable, so you can try reducing them. Eliminating them completely is probably not good for usability though.
Understood, thank you!
Something I’ve been considering since ACE 3 was released. The use of atropine to slow the heart rate is pretty unrealistic. There’s no indication in real world medicine to utilize this dangerous side effect and I feel like it should be removed from ACE entirely. Instead of the one dose, two dose route for atropine, just have it a single dose that increases the heart rate. The increase shouldn’t be as drastic as the effects of epinephrine which could make it a viable alternative when treating the serious heart rate effects of morphine. This would allow you to keep atropine in the game, since it seems like there’s a lot of talk for biological agents and their side-effects lately, and also relegate epinephrine to be used during emergencies (CPR and extremely slow heart rates/low blood pressures). This would effectively remove any medication to counter the effects of epi and atropine, though I think that’s for the better. It would add a certain amount of penalty for getting too crazy with the drugs. I’m happy to elaborate on any of this but I understand that there are certain limitations to the code in regards to whether this will be possible.
Add compatibility addons for:
3CB BAF Weapons
http://forums.bistudio.com/showthread.php?191334-3CB-BAF-Weapons
RH Pistol pack
http://forums.bistudio.com/showthread.php?155859-RH-Pistol-pack
Add compatibility addons for:
No, that should requested to the original mod authors. Or contributed by somebody else. Current compat pbos are provided as examples only, or in agreement and collaboration with the authors.
Grappling Hook capability.
Need X39, AGM style interaction menu since some people feel dizzy when they try to aim leg or arms, and some people even felt difficult in this way because people can't aim it properly.
and by the mean X39. AGM style it saying don't have to "HOLD" the button for interaction menu.
Allow self PAK and self Surgical Kit when "Anybody" is set in medical module.
Feature requests:
1) An advanced interact with vehicles. Like repairing vehicles, change tire if is damaged, check an refuel fuel and so on. Similar to AGM
2) An Option in Basic Medical System for rest damage or/ and make the player unabel to walk and so on which only can healed by an Medic.
I don't know if this is already covered, but... The IA in ARMA3 is awful!! I have been searching several IAs mods to see if they are better.. and they are but not good enought... until I tried BCombat one. It is great and the IA is quick, move like hell and cover very good. The problem? that I don't know if BCombat is going to be supported for all the time. For that reason I thought about putting inside ACE3. That way it could be signed to be included in servers (yes it says it is only SP mode only.. but not. It is also MP).
Or if ACE3 makes a IA mod, would be great. One of my team members told me that already ACE3 has an IA module... but the matches I played (cooperative) made me see an awful one. Stupid... slow... etc.
Please Try BCombat and add it into ACE3 as you added already some other external mods inside I think.
Thanks!
A hotkey for disabling and re-enabling the HUD completely.
Would it be possible to normalize the volume of all the vehicles and weapons?
Currently, the only way I can hear people talking over ACRE is by decreasing the effects volume to about 20%.
I currently live/work in Peru, on the east side of the Andes Mountains. I live at 2200 meters (7200 feet) and often travel to areas 4000+ meters (13000 feet) for work. Altitude sickness or Acute Mountain Sickness (AMS) is a real hassle. When you’re not used to travelling/working at high altitudes it really wears you down.
Symptoms are: headache, loss of energy (feeling weak/tired), dizziness and even vomiting. AMS feels like a really bad hangover without the fun of a previous night.
Anyone who goes to altitude can get AMS; despite age, gender, physical fitness, or previous altitude experience.
Here in Peru we chew on coca leaves. Local army (and I believe the US Army as well) uses acetazolamide (Diamox).
It takes 2-5 days to adjust to a altitude up till 4000 meters (13000 feet) and it can take 3-10 days to adjust to 4000+ meters.
Fast Roping and Front Slung Rifles (when not in use, much like where they are placed with the climbing anim,)
AGM has hotkeys for switching between primary and secondary weapon and when in a vehicle for turning engine on and off. The hotkeys for both actions are 1 and 2.
0 for shouldering the weapon like it's already implemented in ACE3.
Would be really nice to get that little feature.
EDIT: @jonpas Ah, I see now! Never noticed the "Configure Addons"-button before. Thanks for quick answering.
@Feivel69 that is already implemented, check keybinds. Additionally, Arma now has Vanilla support for weapon switching with keybinds.
@whiztler
That is interesting, but the mission maker should be able to tweak the settings.
Could I request a rework of the NLAW to make it a top attack weapon? Without this even 2nd gen MBT's are difficult to kill, especially if hit in the turret. Apologies if this has been asked and I missed it in the thread.
It would be very nice to have the ability to switch weapons while moving without stopping to do so.
@VyMajoris, I realize it is quite easy to simulate AMS with a small script, but you cannot counter the effects like in real-life. ACE would be perfect to counter the effects with acetazolamide which works quite fast.
Note that a lot of (user-made) maps are at altitude. Most (fictional) maps in the Afghanistan region should have an ASL of 1500+ (not sure if it is the case) and therefore AMS would be an interesting realism option.
Add this mod to Steam Workshop PLEASE!
@ozdeadmeat I wouldn't recommend that, if I remember right, you can't change any of the files of the mod that you download from the workshop. Well at least I couldn't for any of the missions...
@kripto202 That's not true. In fact we're planning on adding ACE3 to the Steam Workshop soon(tm).
Thinking about the cabletie they could also make bags for head (hoods) for kidnapping or capture enemies.
Technically it should be easy, you just have to blind the hostage with black screen and fixed.
Something like this (but better of course):
_blackScreen = execVM "fnc\effects\blackScreen.sqf";
while {true} do
{
cutText ["", "BLACK FADED"];
Sleep 5;
};
terminate _blackScreen;
And then the party can be more complicated to create a 3D head model with bag and put it into the character.
i like the idea for the hood. maybe make it affect the ai somehow too? perhaps allow you to make the person silent on TFAR/ACRE/Ingame Chat?
Blindfolds/gags of some description are both quite interesting ideas for the captives stuff
It would be nice if you could add a option in the advanced settings where you can enable, that non medics are allowed to use blood transfusions / saline, maybe with a big punishment. (For example 4 times longer than a medic needs). When you play with a smal group of players and your only medic needs blood / saline you cant continue your mission.
We would like the option to allow the Epipen and ONLY the Epipen to be able to be used by anyone and we don't want to make everyone a medic as they would be able to do everything a medic can do and we don't wish for that.
I know I could essentially run this on player init (with namespace fixed but you get the point):
player setvariable [QGVAR(medicClass), 1, true];
but we really only want to allow epi, if you don't want to make it a module option is there any way I could override the requirements in the ACE_Medical_Actions class structure to disable the medic requirement?
We would like the option to allow the Epipen
There is no need for an option. It is too easy for anybody: http://www.youtube.com/watch?v=tjILFYPE3Uw
Please allow this for all.
https://github.com/acemod/ACE3/blob/master/addons/medical/ACE_Medical_Treatments.hpp#L41
requiredMedic = 0;
A simple request - Enable/Disable G-Forces similarly to CSE/AGM, or have the ability to scale them via a modifier value in the server settings.
https://github.com/KoffeinFlummi/AGM/wiki/For-Mission-Makers#25-adding-custom-options-to-interaction-menus
I really need ACE3 equilavent to these functions documented and released ASAP and I might wager a guess that I am not alone. Is there some preliminary work to be done before their release or is there some other reason they have not been considered a priority feature?
Ok, I've noticed a problem! Being shot in the legs results in vanilla damage, which means that you cannot run, so i'd like to suggest 'splints'. Usable by medics, unless locally defined.
Splint should cure Vanilla damage by 'bracing' the damaged leg. (Perhaps temporary? Degrades after too much running?)
Also, avulsions to the arms should cause massive weapon sway; you've got a chunk missing, how are you still on target?
PS: Loading patients and cadavers into vehicles seems bugged; doesn't work! DX
PPS: MicroDagr wiki page (Done! Thanks :D )
PPPS: ATragMX wiki page needs to be written! - http://ace3mod.com/wiki/feature/atragmx.html
Right now ACE actions are split between keybinds and the interaction menu. I propose that these are handled via a common hook, so that all ACE actions can be accessed via either method. Bury them an extra level deep if necessary, but include things like "Wipe Goggles" adjacent to "Earplugs". I think the latest changes for devices are a step in this direction, but I think the UX would benefit greatly by the redundancy.
So I was loading up a quadbike earlier today for a operation when I noticed something, I had loaded an AT4 a M249 and some ammo on my quadbike and I found it odd how agile it still was and how fast moving it was with all the weight from the cargo inside of the vehicle but also my characters loadout weight. So I was thinking maybe there could be a feature that basically adds up cargo+passengers and slows down a vehicle based on the overall weight. This could slow down ground vehicles and possibly affect their agility as well as slowing down speed and lift of aircrafts.
I dont know how hard this would be but could add an extra logistical thing to keep in mind when planning for operations.
So I was loading up a quadbike earlier today for a operation when I noticed something, I had loaded an AT4 a M249 and some ammo on my quadbike and I found it odd how agile it still was and how fast moving it was with all the weight from the cargo inside of the vehicle
Well, to be fair that stuff doesn't weight that much: 10 Kg for a loaded M249 and 7 Kg for a loaded AT4, which is actually very little compared to the passenger/s weight.
Modifying the vehicle mass according to cargo may be technically possible to do, but I really don't think it's worth the hassle.
Yea I could understand that, wouldnt be as important I think for a smaller vehicle like a quadbike but more so for helicopters. Just an idea though possibly for the future.
more so for helicopters
I know they handle significantly worse with a vehicle sling-loaded, so this may already be included in vanilla.
I know they handle significantly worse with a vehicle sling-loaded, so this may already be included in vanilla.
Only for sling-loading and passengers (just try fully loaded hummingbird vs empty one), not gear inside vehicle's inventory.
The AI don't know how to use the medical system so they don't heal themselves or myself. Also it would be great if ACE 3 was more compatible with other mods and scenarios such as DUWS. Thanks
Dou you know approximately when will the next update be released??
@pavelinho96 it's up to those mods and missions to provide compatibility
Are you having troubles with medical AI?
Are you having troubles with medical AI?
Well, the "trouble" is that we haven't coded it yet. ACE has a strong emphasis on multiplayer gameplay, so AI support is fairly low priority.
That said, we did have medical support for AI on AGM, so it's feasable to do something similar for ACE eventually.
If I submit a pull request with AI that use epipens on unconscious players, would the ACE team want it? I'm doing a really simple refactor of =BTC=QuickRevive removing the HandleDamage components and included unconscious state. My plan was to "cheat" on the treatment in place of "HealSoldier": just remove an epipen and bandage from the AI, set the appropriate state on the player.
If I submit a pull request with AI that use epipens on unconscious players, would the ACE team want it?
Well, I guess anything is better than nothing, as long as it doesn't have a noticeable perfomance impact and you have proper permission to submit the code. Obviously the final word is up to the project managers
As captainblaffer said, a feature to put a sack over the head when cuffing someone would be a nice feature to add.
I all ready have a model for it, made by me, that I would be willing to share.
V1.

Of course when being sacked the overlay screen should be something like this.

@JRudy Nice one. Why don't you join our chat and have a talk with us?
Nice job, now also in black please ;)
MESSAGE ABOUT WHAT KIND OF BANDAGE ARE APPYING
Currently, when you select that bandage applied to a patient above shows you a hint titled "Bandaging".
It would be better if in the hint show the type of cure you're doing, especially considering the difficulty of selecting menu interaction with the desired option.
That is "Applying bandage", "Applying QuickClot".
I would like to have in every release a serverconfig.hpp with all config options instead of the example file with only one.
Is it possible to force the pain effect type via serverconfig or variable for everyone? What other variables are available to change ACE within the mission like "ace_medical_allowDamage" is there a documentation? If not would then it would be nice to have that too in every release.
Was wondering if there is any plans for breaching charges for doors/gates. I know MCC made some breaching charges by using the claymores and it would just destroy the door after the charge went off, I was wondering if there is any chance if this could be added into ACE as well as locking structure doors (If this isnt already in ACE not sure)
@scooterperpetual it would be very helpful if that breaching charge would only go through the door or wall instead blow everyone else up along the wall.
@kripto202 I have done some testing with claymores and their blast radius isnt too large but it is still too big to represent a regular door breaching charge, would probably require a custom item/explosive
Dragging corpses
I've met my fate once too many times by trying to scavenge ammo from a body, and also noticed that you can't pull a KIA friendly in to cover to bag them up safely or even to grab mission-critical equipment
Would it be possible to copy over dragging patients to corpses too, please?
@headedhorseman101 @TomTucka
I'm currently working on various chemical weapons including tear gas, mustard gas, and chlorine gas, for a WWI mod called Blood Trench. It's using a particle based system, so the effect follows the particles. This means the effects can be properly simulated with wind, terrain, and obstacles. Gas masks are being simulated too, of course. Once it's done I'll be sure to try to implement it for ACE.
@scooterperpetual I wonder if it is possible with the combination of the practice grenade and claymore with a few alterations with the blast radius to work as a door charge and use the model of the explosive charge as a place holder till a better model has been made. The practice grenade (I think its called ground) can simulate the explosion without damaging the players and the altered claymore can damage/destroy the wall and/or door and anyone behind it within a couple meters.
Add Mk6 mortar table for smoke rounds. Seeing as smoke rounds do not have the same trajectory as HE rounds (see here: #1814), it would be great if we could get a set of range tables for smoke rounds as well.
@kripto202 Seems like it would work but I dont have too much experience with modding. Though I doubt we could ever truly get working interior wall breaching charges, we could for sure for fences/gates but would need new models to use them on the interior. But I think they should work for doors by just opening them or if possible destroying them.
Compass when aimed down sight
Pretty self explanatory, currently when using a weapon sight, you can't bring up your compass. Makes reporting contacts take extra un-needed time.
@Waffle-SS May just be me but it seems realistic as it is now, while its not impossible it would seem impractical to be looking a compass while aiming your gun
adding in the arma 2 animations like this mod does. and use them for sitting as such. http://www.armaholic.com/page.php?id=29044
In Advanced Medical,
We should be required to have a sphygmomanometer (Blood Pressure Cuff) in our inventory in order to accurately get a blood pressure.
Although there are other ways, it is a light and easy to transport tool that can quickly get you a dependable reading of BPs that we are checking.
I am an EMT by trade, but was no Combat medic, so there may be someone who can chime in with better info than my suggestion.
A fire extinguisher to put out e.g. crashed vehicle fires
this can be added to the list of logistics, the ability to pack up the camo net to something as the size of a uniform placed on the ground.
@scooterperpetual that`s is not true, in real life if a soldier needs to look to another equipment he will focus on the equipment, so unless u using a scope u can bring another equipment slightly blurring the weapon and target. No one must look at any equipment long enough that u lost the target or so.
This is really useful when u need to inform bearing to others without losing the target if u need to shot.
@hippye You can do that anyways in Arma? Say you are on a hill spotting a target you locate the target unscope your weapon/spotting scope pull up your compass call the bearing then go back to spotting. But being able to have the compass up while you are scoped in your weapon would allow for you to shoot accurately with your compass up
I think the key issue is a UX one. If raising the compass dropped the iron sights while it was active, it would be an intuitive: press key to spot -> release key to engage. Vanilla A3 requires us to: tap right click -> press to spot -> release key -> tap right click to engage. It would be a more consistent UX with the rest of their interface, considering you can raise the map, GPS, ACE3 menu; etc all while in ADS mode. The compass sits lonely as a modal operation that requires multiple clicks to engage.
Great QOL improvement if they were to shortcut that process in the mod.
RE: Advanced Medical,
I tried checking, has it ever be mentioned that epinephrine is NOT something you administer to wake someone up, it is normally carried by Combat Medics to counter Anaphylaxis.
Also, it appears that Morphine is a bit OP, in terms of its effects on pulse rate. One dose will often drop a players rate down from 80 to 45 (bradycardia). which usually only occurs with an overdose IRL. Is this on purpose? I feel it should be lowered in terms of it's effect I will be creating an error report for this, but was curious if it was intentional.
I propose to add:
I hope they can do this, thank you very much.
can somebody tweak the mi-48 to give the pilot control of the 80mm rockets, instead of the gunner?
Remove steep hill slow down if you can thank you for your time.
prevent vehicles from blowing up with just simple bullets but instead go into a disabled state with smoke coming from the engine unless in a special case where the bullets ignites the fuel tank. Mainly explosive ammunition should blow up vehicles.
allow mission makers to use mission parameters so we can allow people to pick between certain settings even before the mission starts. This will help out if we want to pick between basic or advanced medical instead setting it via module and have two different missions.
The ability to put down a module which makes AI use launchers on infantry more? Something I always loved about the ARMA 2 Takistani's as they would always use AT on infantry whereas ARMA 3 you have to get separate mods.
Hydration, Hunger, Sleep - These would probably be considered a very niche request, but when paired up with time acceleration (I used 1 1/2 hours as a complete 24hr. Day/Night cycle) and a persistent battlefield, you get some interesting situations. On a Sunday session we were out on a reconnaissance patrol for four days gathering intel. Having to ration food, water, locate a secure location to make camp, rotating watch duty. It'd add a lot of factors to the simulation aspect. Not to mention another function for the 'tap shoulder' action. _you've been tapped on the shoulder_ _you are awake_ "Yo, rise n' shine, son. We're oscar mike." :) Maybe even stimulants to counteract sleep deprivation, like munching on those instant coffee crystals in your MRE pouch. Also... Charms.
Hydration, Hunger, Sleep - These would probably be considered a very niche request
No! Please no! NOOOOOOOoooo!
ACE - Advanced COMBAT Environment. COMBAT not SURVIVAL. I don't want to care about pooping and peeing on battlefield.
DayZ, Breaking Point, Wasteland was made for it.
Just make wasteland ACE compatible.
If you want to play mission where convoy of provisions was attacked, then make time trigger and delivery zone trigger and roleplay. If convoy arrive to safe zone before T-time, you win, otherwise all or half of team at safe zone dead because of hunger.
You realize that if they even considered throwing it in, it would be a module and not required, right? Extra crunch for hardcore simulation, if you want it. I'd like to see it in ACE for my own mission development purposes, because I build persistent environments where the players run their own ops and it'd be nice for them to have to think about more than medical supplies and ammo, and it gives our pilots more things to do between missions such as resupplying our outposts.
A thought on Zip Ties.
We had a situation last week where we wanted to zip tie someone but having them in a non-movable state and having to move them ourselves would have put us at a sever disadvantage.
What about having zip ties restrict certain actions instead of completely immobilizing someone?
Example.
I'm not suggesting new animations. Rather, if you're zip tied your ability to act is restricted.
Bug: Laser designators (nato/csat/aaf) no longer possesses thermal imaging (By design?)
Comment/Suggestion: add thermal imaging
Since RL military thermal imagers do combine FLIR, bearing, rangefinding into a very neat package, is there a reason FLIR was removed from the default Laser Designators?
http://www.elbitsystems-us.com/sites/default/files/imported/seo/esa-an-pas-22-lrti-2010.pdf
Many thanks!
Can we get the option in settings to have the "other interaction" work the same as "self interaction"? So there is only one starting point for the radial or list menu.
Self interaction is very smooth, where as other interaction is painful. Having to hunt around a person to find the sweet spot to be able to interact with various body parts is tedious at best and impossible at times depending on the position of the person and other objects. Having it as an option would be nice cause some do like the "immersion" aspect of it, but for the most part it just gets in the way of an otherwise good system.
*Firing-From-Vehicle mode for non-passengers.
Ability for some gunners, commanders and certain drivers to switch between manning-mode and FFV-mode. Allows for resolution of sometimes much annoying situations, say, when you are manually manning a turret and it's ammunition goes dry and there is something that you need to shoot right now. Or also it allows for such practice of tank commanders as turning out and using binoculars to check surroundings or correct the gunner.
Im not sure though if it should use current FFV implementation as it seems quite restrictive, but what do i know...
Blacklist option on checkPBOs module. Ability to set a different action if a PBO matched the blacklist.
1a. Fentanyl Ability to administer Fentanyl instead of and/or on top of Morphine in some cases, maybe related to severity of injuries. Fentanyl would have greater effect on heart rate as IRL.
1b Morphine heart rate effect nerf Morphine affects the pt's heart rate way to much. As I said above, fentanyl would affect the heart rate more than Morphine.
1c Ketamine Include ketamine for sedating patients, see 1d for more info on how this would help.
1d Patient Movement related to pain : If pain is not treated adequately and/or fast enough, simulate the pt's body around because of the severity of the pain, making the injuries worse and the pain worse.
I have more ideas but I'll get to those another time.
*Ability to put primary weapon in uniform\vest.
Right now you can only put secondaries there, no matter how small your primary is, you have to put it in the backpack.
*Backpack quick-drop hotkey.
I think this this one you might have planned already though...
*Picking up and carrying\rethrowing thrown grenade-type items.
I had a lot of fun with smoke and gas nades in arma2 this way.
Again, probably on the list already.
*Tripwiring grenades in general?
Setting traps with any conventional grenades if you have wires.
*Weapon interaction.
Changing normal\NV mode, mark's size, position (zeroing) and brightness on reflex\holographic sights; folding buttstocks (trading recoil reduction and stability of unfolded for less volume in inventory, reduced aim inertia and less fatigue on running with folded stock?).
This is going to sound really stupid, but a simple easy feature that i think should be added into the game is the ability to blind your self by looking directly at the sun. Morning missions where placing yourself on a hill becomes a good defense strategy, or to create reasons to why you would wear sunglasses. Darken the corners around the screen when people choose to tan their eye balls. Simple
The usage of a patient's medical items should be configurable. Loadout planning is almost impossible with the current setting (the attendant first uses the medical items of the patient and then his own). It would be really helpful if this would be either disabled or reconfigured.
Maybe you could even add three settings:
An option to not allow aiming down sights (for players and AI) when you are under NVGs. Although modern optics are moving toward the ability to use reflex sights and NVGs at the same time it is still not possible to use iron (or most) sights when you have NVGs on. That's why they made IR lasers in the first place.
Option two from @Pergor should be default in my opinion
If attendant is not medic he uses patient's items first, if he's a medic, he uses his own first.```
I don't know if this has already been suggested but a better infantry stealth system and silent takedowns would be nice to see. As the game is right know you can't really get that close before the enemy A.I. detects you. No matter how slow you move it makes playing ARMA always feel like it is the same, "see the enemy engage the enemy in a fire fight and alert all other enemies in the immediate area" scenario every time.
Hello,
I work for a company that produces equipment for the special operations community of the United States military. I feel I have a direct perspective on some of the features in ARMA and ACE. I greatly appreciate the efforts of the entire ACE team, however there are parts of ARMA on a base level that could see improvement.
Specifically, there are two things in ARMA and still exist in ACE that grossly misrepresent reality and drastically change how infantry combat works in ARMA vs the real world.
1) This has been mentioned by sagjangi before me, but I will reiterate. You CANNOT use traditional aiming methods, iron sights, red dots, magnified optics, etc, with head mounted night vision devices. It is physically impossible due to the offset length of the goggles and the inherent depth of field issues. This fact is the entire reason laser aiming devices were made and issued to the US military and what all of night fighting centers around. It is a heads-up aim with pointers operation. This is also why night fighting under NODs is still a very much close an personal affair, with engagements occurring on average 100m and in. Only in the case of specific weapon mounted night vision devices, such as the PVS-27 MUNS, can you utilize a traditional optic through night vision, and due to the size, weight, and cost, these are used only in precision marksman applications.
2) Flash hiders - Flash hiders from personal weapons to crew served weapons are horribly misrepresented. A little background - The flash hider (I am NOT talking about suppressors/silencers) used on the MX series in game is based or a Smith Enterprises Vortex flash hider, which is in turn based on a B.E. Meyers 249F flash hider. Modern flash hiders cause the weapon to produce ABSOLUTELY NO MUZZLE FLASH, even at night. Flash hider design has come a long way and has essentially been a paradigm shift in night fighting in combination with IR lasers. While most of the US conventional military still utilizes the A2 birdcage, which is a hybrid flash hider compensator and still creates some visible flash, true modern flash hiders that have been used by SOCOM for over a decade (the 249F) offer total flash reduction. The point of this was to allow fighting at night (and day) without visibly compromising firing positions and without utilizing a suppressor. These flash hiders came into vogue in the early GWOT before SOCOM wide suppressors were issued. SOCOM also currently uses versions of these flash hiders on crew served weapons, 249Fs, 240s, and even .50 cals so that these weapon systems also produce NO VISIBLE signature when fired. The total picture here is using a complete flash suppressed weapon at night, individual or crew served, with no tracers, using an IR laser to aim, and being utterly invisible to enemy combatants in the visible spectrum. Understand that this is an incredibly important real world advancement (from the early 2000s even) that should definitely see it's way into ARMA.
I would be more than happy to elaborate on these issues and provide examples, video, etc. I honestly have a hard time playing ARMA in general due to the massive amounts of very basic inaccuracies. While ACE has helped pave the way for a better ARMA, there are still issues that prevent me from enjoying the game a true 'authentic' simulator given what I have first hand experience with from working in the defense industry and directly with SOF personnel.
Thank you for your consideration, and I hope I can be a part of making ARMA and ACE better.
6061
A new feature request thread. This thread is becoming unreasonably long.
It's not a thread, it's an issue used to track requests :stuck_out_tongue:
@Wishbone6061 why don't you join our public slack chat: https://github.com/acemod/ACE3/issues/429
RE: PBO Check - Server only PBOs
Servers that run server side only PBOs (@inidb for example) give clients PBO error warning messages when PBO check is enabled.
Is there a way to have a PBO marked as ignore for clients not running it client side? Whitelist? If there is not some other method I missed, can we get one??
@BryanBoru putting the CfgPatches entry of the mod into CheckPBO whitelist should do the trick (note, PBO name does NOT equal CfgPatches entry).
Thanks for that @jonpas
Posted bux578.
@BryanBoru No problem, you can also check here for a more detailed whitelist guide
Thanks @jonpas yeah I knew of that particular documentation, I just interpreted it that it was just exceptions for client side mods, didn't read like it worked both ways.
It'd be great, if the vehicle inventory wouldn't be accessible from the outside after you locked a vehicle.
@Pergor - There is a setting the vehicle lock module to enable this.
If you have a key for that vehicle it will still allow you to access (making it so you don't have to manualy unlock).
But anyone without a key should hear a click and be unable to access.
One thing that often breaks immersion for me is how people just go unconscious if they take too much damage. The animation itself is kind of meh because you can instantly tell if someone's dead or not.
It would be cool if we had ragdolls instead of the unconscious animation. It would make people getting shot a lot better to look at and generally more immersive. Also, I'd love to see unconsciousness only coming in effect after prolonged intense pain, head injuries, prolonged respiratory issues and such. I feel like people go unconscious too fast.
@HTSean I am sure you'll get an answer soon enough, but if i recall there is a root code issue that limits them from being able to code a player to ragdoll until they are dead, I too wish ragdoll could happen to the unconscious.
@PabstMirror Ah, found the setting. :) Thanks!
@BryanBoru Hm, when hit by a vehicle, players sometimes ragdoll without dying so I assumed it's possible. I don't know much about coding so I could definitely be wrong though.
like i said @htsean its just what I recall. im not overwhelming anyone with my code knowledge either.
Smelling salts to the medical system. Available to any player, smelling salts can be used to wake up an unconscious player as long as they have a beating heart for a short period.
CPR also should be a tad more effective.
Also, the blacklist on the check PBOs module.
Disagree on CPR, if anything it should be less effective. In reality CPR is only effective 20% of the time with direct and immediate care, Yet, at this point I can revive 80-90% of downed players when nearby when they die.
Was wondering if it was possible to make it so you could only reload using ammo from your vest and uniform, same for grenades and etc, or greatly increase the time to reload or toss grenades from your backpack.
It is simply realistic to be able to reload or toss grenades at the same speed from your backpack rather than your vest or uniform. The backpack should be used as storage, nothing more.
@scooterperpetual unfortunately not possible. We'd like to have that too.
@bux578 Couldn't it be done with a similar system to ACE ruck back on ARMA 2? That had the cool thing where you had to unload magazines before you used them.
I know you can set it on "On cursor and modifier" or "Modifier" alone, but still they show up above player heads. Sometimes this can cause issues when you are doing close quarters combat, when you stick to your teammates and suddenly nametag show up in front of your aim - had it many times already. I think that rendering names on chest level could be better for some since they would not disturb your aim at all even when you have nametags always enabled.
Maybe new option "Render nametags: above head / chest level" or something.
Thanks!
A kinda wild and minor one:
A set of tools for, say, minor combat engineering.
Like a saw\axe for falling trees (like for clearing LZs in the forest), sledgehammer for smashing down walls, that kind of thing. Wont matter much on short missions but might be helpful on long runs.
Make it so that the pointing mechanics require the pointer to be visible in your screen.
No unlimited battery
I whant to sugest a optional acefeature; the option for equipment that requiring power to have its battery avalible to run out. NVG's in perticular, and thermal scopes.
Possible Modular Parameters:
NVG Battery [Yes/No] Default: No
NVG Battery length [] Default: 180 min
Flashlight Battery [Yes/No] Default: No
Flashlight Battery length [] Default: 240 min
Scopes Battery [Yes/No] Default: No
Scopes Battery length [] Default: 120 min
Flashlights\IR illuminators that you can strap to your gear or on your helmet so they will provide light in the direction your body or head is facing.
Small feature request for map enhancements. As of now you can still know what time is it even if you don't have watches in your inventory. It's on the map screen in the top-right corner, always. The suggestion is to remove the time from there completely or show it only if you have watches in your inventory.
One bandage to fix the entire body ( like in AGM ).
As of now you can still know what time is it even if you don't have watches in your inventory. It's on the map screen in the top-right corner, always. The suggestion is to remove the time from there completely or show it only if you have watches in your inventory.
I like this idea :+1:
Request for the Surgical Kit: Instead of using it on Torso to stitch all bandaged wounds; make it usable on each body part, and for each use, it will stitch the bandaged wounds in that body part only. This is more time consuming, requires more interactions (and more surgical kits, if they're set as disposable), and as such, feels more plausible while treating patients in the field.
Better Sling Loading
I think these would be great for the logistics update that is incoming!
Better Sling Loading:
FYI a Chinook can't lift an M1A1. an M1A1 is 63 tonnes, the max lift capacity of a Chinook is 23 Tonnes.
Skycrane can. You'll be happy to hear I am experimenting with redesigning slingloading completely, but it is up to engine blocks if I will have something useful.
Skycrane can lift approximately 1/3 of an M1A1 tank. You have the internet, how about checking your facts before spouting BS.
https://en.wikipedia.org/wiki/M1_Abrams#Specifications
https://en.wikipedia.org/wiki/Sikorsky_S-64_Skycrane#Specifications_.28S-64E.29
This is a realism mod, not a bullshit mod. ;)
Thanks for the specifications, but sadly Arma's mass system is very inconsistent and it is not something I am willing to write config for each vehicle, it would also make it harder for 3rd party mods. Surely something to keep in mind and look for a positive way when developing though!
And trust me, I know what this mod is about. ;)
@ozdeadmeat Pro-tip, the English language allows individuals to correct each other's mistakes in a respectful manner too.
Having the original ACE 2 medical system. While I love the ability of damaging individual limbs I would love to just have the stop bleeding function again. Maybe elastic bandages, etc.
id really like to be able to set specific items for medic only or not, everyone should be able to use epi's albeit with a penalty if not a medic if i choose to set it that way. id also like to see the list menu for interaction just like the self interaction. a bigger issue my clan would really like to see fixed is the ability to set multiple charges to one timer/trigger. setting multiple c4's off at once would be so much smoother lol.
@ozdeadmeat Hey! I just wanted to let you know that I didn't know that but that you could also be a lot kinder about helping correct other people's mistakes!
Well, I'd love to be able to at least carry a M2A3.
It would be nice to add gforces on/off switch to mission module/server config options.
ace_map suggestions:
The limit zoom function produces a painful 'bounce' effect when you zoom in too far, headache inducing! An improvement would be for it to just stop zooming when reaching the maximum zoom.
It would be nice to have an option in the ace_map editor module to force map textures off for all players.
Whilst on that subject, the night time use of maps with ambient light/NVG/torches such as found in Viperidae's Little Immersion Tweaks http://www.armaholic.com/page.php?id=28351 would be a great realism option.
Suggestion to have it all mission editor module selectable, to allow for choice.
Having an interact-able intel system would be nice, in game we currently have the function to pick up intel which normally unless specifically set gives it to one player. Having the ability to pick up and place it and being able to put it in your inventory to share to other players would bring a fairly immersive system for gathering intelligence. (In PVP you could give intel to certain people, etc.)
Might or might not be interesting but i send you guys this here anyway.
I've been playing around with textures lately and i made thees two. As well as many other. :)
The crates have custom label and text.

Reply if interested. :)
https://forums.bistudio.com/topic/181815-zades-backpack-on-chest/
Having this being added in directly to ace3
@ColdEvul Join the Slack and than we can comunicate. #429
I play with 3CB and we are currently trying to find a good intermediate settings arrangement for our servers regarding medical system.
The feature that is most requested on our discussion threads is:
Make A module setting that will allow medics to heal and apply treatments faster than non medics? I'm guessing this may get bump down as it's an AGM feature but I think it may just solve our current discussion about the viability of the medic system with our style of play.
Additionally allow for more defined setting of the use of each medical item in advanced. Settings for epi, Iv as individual settings. Settings for using paks in the field and at medical facilities, for example allow medics to use Paks in the field with conditions settings and a separate option to define who can use Paks in med vehicles and facilities and conditions for that.
I have a question : Are you going to make a stretcher in arma 3 for ACE3 ?
I would love to be able to evacuate soldiers from the battlefield with ACE2 as in arma 2 on a stretcher and put it to the stretcher and the soldier in a vehicle such as the Black Hawk Mev mod RHS.
ussmarines
Two things, features that Invasion 1944 had:
1) Being able to be knocked out by explosions and sent flying a certain distance, similar to the way I44 did it as it lead to some really cool scenarios/situations. Currently in ACE you will either get killed by the explosion or it wont do anything at all.
2) When blown up, knocked out or shot in the arms have a random chance of being disarmed and having to fight your weapon. The fear this use to give when you were effectively defenseless lead to some very memorable moments for me in I44.
VTN mod have this feature, it turn off magic hold RMB* zoom in players eyes and when they aim . I don t see it realistic in any way, since human can t "zoom", you can try to focus on someting but it doesn`t zoom. So is there way to make it in module so you can force on players to turn it off.
Bring Back Hellfire-K laser guided (agm114-K) for helicopters, with the GUI for Laser code and Trajectory mode selection. (needed for RHS AH64D/AH1Z choppers).
@cych citing 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.
Allow a custom model to be defined as a spare barrel. So in the weapon where you say it has a spare barrel you can also specify an item classname of the desired spare barrel. Its a bit weird to use 1 barrel for all guns and this would be a fairly simple fix.
ACE2 used to have the options "Eject Left" and "Eject Right" in vehicles, which allowed for passengers and pilots alike to determine the safe side to exit a vehicle without being left to the mercy of BIS to determine if they stay alive or not. I would love to see this feature return in ACE3.
@Ligthert They should just get out that side the doors on. Your not going to crawl through a mrap or humvee to get out.
I'd take crawling over getting shot, any time, any day!
Also, it would be great if you guys made it possible to bind those actions to keys, so we don't have to deal with the action menu while under fire :)
ATragMX for Android / IOS (?)
Would love to see an app to do the calculation like an ATragMX.
Just nothing important, but would be some immersive aspect. O/
@Gwynblade Then it should take like 10 seconds before you dismount because it is not easy crawling through a vehicle with all of your gear on. It cheating in my eyes.
I don't mind if it takes more time, I'm sure ACE team can figure out the details, just as long as we have that option. Sitting a bit longer in my small arms resistant mrap still beats getting out the vehicle on the side that is heavily engaged by the enemy.
Add eardeafness if something is blow up nearby.
I see a few posts in here about adding more artillery features, which I agree with.
Especially dynamic (mod compatible by reading muzzle velocities at various distance types) range tables for all types of artillery pieces. The 82mm rangetable is one of my favorite additions in ACE3 so having something like that for all other arty pieces would be incredible.
A lot more is planned for artillery in future
Excellent! Can't wait to see it.
NVG mod suggestions.
If NVGs are worn - either deployed to eyes or not and just resting up - there's a chance nearby explosions can crack them and leave a visual effect. Much like is done with the glasses module. This would emphasise the importance of not needlessly wearing NVGs during the day time, so as to avoid their needless damage, and underline the importance of stowing them in a ruck.
NVG batteries. An NVG battery system would also be good, again to encourage players to not wear them through the night all night long. Not realistic.
A negative visual effect for wearing NVGs over time, such as a softer version of the chromatic aberration for pain, when wearing NVGs for say a half hour period without rest. NVGs screw with your eyes, in reality you need to flip them up to give your eyes a rest every now and then, or you go crazy.
It would be great if we could get an option to disable switching weapons via action menu, since ACE already provides weapon switching with keybinds. With it disabled, we could use scroll wheel for other things.
Ideally, you guys could add keybinds for switching the seats in vehicles, so we wouldn't need the action menu inside them as well.
For example, instead of + and -, we could use mouse wheel to zoom in and out in tank/helicopter gunner seat, lock on/lase (MMB) and fire (LMB), and left hand to switch missiles/cannon/other (1,2,3). It's a lot faster, since you don't have to move your left hand across the keyboard all the time for zoom in/out (+,-).
It would be great if we could get an option to disable switching weapons via action menu, since ACE already provides weapon switching with keybinds. With it disabled, we could use scroll wheel for other things.
This can't be turned while the game is running as it's done by config. We could make an optional PBO for that though. I can't however guarantee that this is even possible, although I'll try.
Great, thanks for looking into it!
Have a method for magazine repacking that works off the ammo classname of the magazine rather than the classname of the magazine itself. My idea for it is to allow people to carry say a 200Rnd box of loose 5.56 that is just a magazine with a count of 200. This magazine is then used to load any other magazines you have that use that use 5.56. It saves weight as loose ammo is typically lighter and its normally the preferred method in real life.
@Grey-Soldierman
We had this idea aswell already, but it is a real pain in the ass to get to work especially when it comes to tracer rounds. Some magazines even have normal and tracer rounds mixed in.
I also think this would break with almost every addon out there, as no one seems to follow any standards when it comes to magazines and ammo.
It would be nice to have something like ASDG joint mags, but it is probably something for standalone addon itself.
BI were working on a magazine system along those lines before, haven't heard anything about it since it was first mentioned
Hello, will ATragMX can set ZR up too 1000 meters for scopes who won't use Sniper Scopes Adjustement?
If you set ZR of Gunlist too 1100 meters, when left in first screen of MX you can see ZR down too is maximal range at 1000 meters.
Fix broken backs. Right now your torso will follow your cursor target resulting in very unnatural looking poses, see http://i.imgur.com/CPsBPHw.png. There was a mod who fixed this issue by only tilting your head see https://forums.bistudio.com/topic/178111-limited-gun-movement-tweak-no-more-broken-backs/. Unfortunately it's broken since 1.5. I'd love to see this "fix" in ace.
hey ace team, first off love ace and have been playing the crap out of it. i have a private alive/ ace insurgency server setup and thought of something in the past few days. one under-represented combatant in video games has to be the k9. i've got to work with a handful of dogs down range and gotta say they are very important. that being said i think it would be amazing if there was a dog handler addition.
player can select between different dogs and maybe a dog whistle or a dog toy (kong toys are commonly used as rewards and provide the dog motivation) is what provides the player interaction/ control. so lets say player goes to a kennel where he can get a dog toy and the option to spawn in a dog of choice. the player then (self interaction maybe?) has the option to command the dog with simple commands. thought of the following:
"come" = dog comes to the player and follows the player within 1-4 meters
"stay" = dog sits in place and waits for "come" command
"search" = dog travels between 20-40 meters in the direction the player is looking at the time of command issue. if the dog comes within 5-10 meters of a predefined object (should be able to be defined in the module) so say IED's, the dog will sit down and await a command. this is the visual indicator to the player that there is a threat ahead. if there is an enemy the dog will bark in the direction of the enemy and then come back to his handler. if he finds nothing he will come back to his handler.
maybe even add a "attack" command that sends the dog out 10-40 meters and he attacks any opfor he can find. of course this would require opfor to engage him and animations might need to be added (ergh....) but maybe for down the road. could set it so the target either dies or just goes down (unconscious state) for non lethal takedowns of HVT's.
additionally i think it would be important for dogs to use the medical system a well. we would commonly shave one of the dogs legs prior to mission to allow better access for IV's, also, the heat gets to them IRL. it wouldn't have to go as far as heat exhaustion but the basic medical stuff such as band aids and iv's would be awesome.
arma 3 already has dogs in the game so the only things that would be nice to have added in is a kennel from which a dog can be taken and the whistle or toy.
as far as getting into vehicles, could be as simple as hiding the dog or something.
also you guys could grab the arma 2 dogs and maybe add a tactical dog harness to those dogs. that could allow the player to attach a chemlight to the dog for night ops as well as add 1 or 2 small pouches on the sides so that he can carry small items. maybe a few medical items or a few magazines.
anyways, i look forward to hearing your thought on this, my k9 sitting next to me and myself are crossing our paws in hopes of seeing 4 legged battle buddies combat the insurgency.
canine units could be cool, I'm not sure it could be executed well with what arma provides, but I like the idea
@commy2 thanks, i did a search but didnt find anything, must've missed it.
To build on the discussion about ear plugs and to reiterate what has already been said a while back, would it be possible to make the earplugs work in the same way peltor comtac's work, for an example, where they don't minimize the sound until there is a spike in audio level or in the case of a helicopter/plane with engines running near by. This would make it so you can still hear everything but the second there is deafening noise it lowers the volume level automatically. In my opinion, if this were possible the better solution would probably be to have a new item that is a headset that will work in this fashion while still keeping earplugs as an all around dampener of sound.
Soldier should not be able to roll over when equiped with a bag; It's almost nearly impossible with a heavy flak jacket and an empty bag. Try at home: fill a bag and try.
It would be nice to have the ability to swap between primary and secondary weapons while moving. Of course this would not include an LMG or Rocket launcher but for the rest of the primary/secondary weapons. It would allow for a more fluid movement.
Basic Medical could be improved with changing the way death works. With prevent Insta-Death enabled, someone can survive a headshot from a large caliber weapon. It would improve the feel and flow if a head wound or chest wound from a large caliber weapon would be instant death. In the case of the chest wound, you could revive them but not the head shot.
Soldier should not be able to roll over when equiped with a bag; It's almost nearly impossible with a heavy flak jacket and an empty bag. Try at home: fill a bag and try.
This is unfortunately impossible to do without access to the game engine itself. There are no scripting commands that could make that possible, or possible in a way that meets our standards. Sry.
It would improve the feel and flow if a head wound or chest wound from a large caliber weapon would be instant death. In the case of the chest wound, you could revive them but not the head shot.
That would defeat the purpose of prevent insta death, no?
But if I remove the prevent Insta-death, then any fatal wound will kill them outright and I can not revive them correct? I want to be able to revive from everything EXCEPT a headshot.
Well It would be nice to have option to enable insta-death (with prvent
insta-death) in hillarious situations (Massive structural damage to body
like direct hits with bombs, 20+mm rounds, headshots etc.)
2015-09-24 14:23 GMT+02:00 Ian comings [email protected]:
But if I remove the prevent Insta-death, then any fatal wound will kill
them outright and I can not revive them correct? I want to be able to
revive from everything EXCEPT a headshot.—
Reply to this email directly or view it on GitHub
https://github.com/acemod/ACE3/issues/414#issuecomment-142913590.
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Ľuboš Lendáč
[image: http://]about.me/luboslen
http://about.me/luboslen
FEATURE REQUEST: Leaders to be able to inspect their subordinates' inventory:
So this went on armaholic the other day: http://www.armaholic.com/page.php?id=28333 ("Tab My Squad", by TECAK).
It is basically enabling the members of a squad/fire team to see the other members' inventory (and not just opening the ruck). However, it is simply unrealistic on many accounts; as one would have to take the time to open the rucksack, the vest and uniform pouches, in order to check for magazines, special equipment, etc.
In the addon listed, one is able to see a list with everyone in their squad/team by hitting one button, including icons for the equipment that they have in their inventory. This can be done even though they are no way near the individuals they are inspecting; which is wrong. The icon-menu is also more confusing than informative, in my opinion; and could be simplified by allowing access to looking through ones basic inventory menu.
As realism units using ACE3 tends to miss this feature of leaders (leaders of the grouped individuals) being able to "check" their subordinates -making sure they are not carrying anything they are not allowed to be carrying - or - that they are carrying what is vital for the mission, in terms of special equipment, I am hereby requesting this feature to be added.
1: Each section open separate, once selected (vest in the inventory-menu, when choosing to inspect the vest, uniform, when choosing to inspect the uniform etc.):

2: All of the inventory open up with the basic overview of the whole equipment-layout of the inspected person:

Once this had been selected by the inspector, a request would be sent as a prompt to the "inspected" individual, where he/she would be able to accept or decline this option within 5 seconds -just like in ACE2.
If declined/not accepted within those 5 seconds, there would simply not appear any inventory menu, and the inspector could get a hint, stating "Inspection Declined" or similar:


I hope the illustrations painted the picture for you, and that you will consider this addition to an otherwise awesome mod! If you have any questions for this idea, I would be happy to elaborate on the subject.
Thanks.
I searched the posts for something similar i want to propose but i couldnt find anything like that, so here i come:
on Ace in Arma 2, medics had a great importance even without having to damn themselves with too much indepth realism. We play one life (so no revive...) and what we care for are protocols and behaviours, so rather than a medical minigame, we would like to have more chances for the medic to be of use.
As for now, we noticed that instadeaths are far more occurring than in A2 ACE 1.14, and comatose states in basic medical mode are almost non existant in our experience; moreover, in order to heal a yellow wound you need one bandage, to heal a red wound you need two, and to take away all the pain you shoot yourself a morphine: so basically anyone can do without a medic. The step beyond that, tho, is way too far, with IVs plasma surgical kits and whatsnot.
What i would like to propose is an "intermediate" level of realism, very similar as it was on ACE 1.14. There could be three level of damage, green yellow and red on limbs chest and head, where non medics could cure only greens with basic bendages or quickcloths, and turniquets and CPR to stabilize the wounded. Red damages should always result in the wounded rendered incapable of doing nothing but screaming and/or fainting. Medics could have the use of basic bendages for green wounds, bendages kits for yellow wounds and below, and elastic kits for red wounds, then epi and morphin as it is now, as well as PAK to completely heal the wounded after treatment. Of course there will be a bleedout timer, but no need to refill the lost blood with IVs, it's just a countdown for the medic to come.
No IVs no plasma no surgical kits no other types of wounds just green yellow and red: simple and intuitive, just like i was used to play in ACE 1.14.
This way anyone could cover the medical role without going too indepth with the knowledge of medical arcana, but the medic role would be important in the squad, and the squad would need to perform all the procedures to evacuate a wounded under fire and/or find a safe place to let the doc in.
Events for changes of the captive/surrender state of units would be really useful for missions
Possibility to set default channel for map marker (via Module, Config and Usersetting)
So that it will override the default behavior where default channel is Group or Vehicle.
1st JTOG Cypher mentioned in the thread that the slingloadable Cargo Containers under Supports don't have cargo space. I think it would make sense for at least the repair and maybe the generic cargo container to have some. The classnames:
B_Slingload_01_Repair_F
B_Slingload_01_Cargo_F
B_Slingload_01_Medevac_F
B_Slingload_01_Fuel_F
B_Slingload_01_Ammo_F
1st JTOG Cypher mentioned in the thread that the slingloadable Cargo Containers under Supports don't have cargo space. I think it would make sense for at least the repair and maybe the generic cargo container to have some.
:+1:
Cargo space for helicopters didn't make it in 3.2.0. Thats part of it and planned.
Disable map texture loading to speed up map loading times, like in this addon:
http://www.armaholic.com/page.php?id=25637
Doesn't that FPS drop only happen the first time textures are loaded? What I'd do is just set to no textures on every mission start (not sure if that's what the mod does or completely disables it).
I'm not sure if it is doable, give Zeus the possibility to add objects to the ace cargo.
Lets say you have a HEMTT and you take a ACE medical crate from the menu and just "drop" it onto the HEMTT to load it into the ace cargo, like you would load crew into it.
Another way would be placing both and then use a Zeus module (Load into cargo) -> click the object (crate) -> click the target (HEMTT).
Cool idea, will look into that :smile:
Adding spare wheels/tracks is in a PR, the above would be a really nice thing to have.
Not a feature request really but anyway.
Some custom uniforms have their leg points not aligned with legs. It looks like that. http://i.imgur.com/et2xCWD.jpg
I understand it's not an ACE problem but is there a way to make a workaround for problems like that? Maybe if you can detect that leg points are not aligned and move them up or something like that. Cheers.
@rebelvg what mod / uniform classname
We saw those bugs a while back on some BIS/RHS gear, but I thought it had be fixed.
@PabstMirror TRYK Uniforms, all their uniforms. They lost their p3d data so they can't fix it, which is a shame. https://forums.bistudio.com/topic/172261-tryks-multi-play-uniforms/
GESTURE SHORTCUTS !
ACE 3 is amazing so far, but i was very surprised when i discovered that there were no shortcuts for the gestures. I planned to double tap forward key to make "Advance" gesture, while double tap on backward would have launched "Freeze", but no shortcuts in Options right now!
Also some of the Gesture anims could be redone or at least slowed down.
Infantry movement sounds:
Different movement sounds for when a unit has got a weapon out ( used to be a feature in ACE 2 )
PROPER COOKING OFF
https://en.wikipedia.org/wiki/Cooking_off
Ammoboxes, Creates and vehicles, should all be cooking off when they are shot at or on fire.
If containing explosives ( explosives, rockets, missiles, grenades ) should explode,
If containing ammo then some of it should randomly fire off.
This should also be working for vehicle ammo, for example a tank would explode furiously, while an APC would cook off calmer with smaller explosions, and cars with mounted weapons or ammo in the back would just blow up a little and fire some random ammo around.
AFAIK something similar to this was a feature in ACE 2, would be nice to see it return.
@xJenny99x
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.
I'd say the cook off part would be covered by the first comment on this thread.
Maybe I am blind, but I dont see deployable tank traps mentioned yet. Sandbags alone dont stand the ground, so those would be great :+1:
I really like the advanced medical system, but there's one more thing that's missing to complete it for me.
-I'd like the option to allow using PAK's in the field, but in a way, so they don't fully heal (they can full heal in the medical facility/vehicle still).
The reason I'm asking this is because I'm not fan of full heal with PAK in the field, but most small scale coop missions don't include medical facility, so if you get hit in the leg, you're going to have to walk for the rest of the mission.
Also it would be nice if PAK effectiveness degraded, the more messed up you are (if you're using it in the field). For example: If you are hit, and have 60% hp left, PAK in the field could get you up to 80%, If you get hit again, and go to let's say 40%, PAK could get you up to 60-70%.
-Other than that, I'd love the option for medic to be able to use PAK on himself (for those small scale coop missions that only have 1 medic), and medic to have couple of PAK's by default (for all missions that are not set up with ace in mind).
Also I know all of this was in ACE2, but since advanced medical is superior, and you already have 2 medical systems in ACE3, I wasn't sure if you considered adding features from ACE2 medical.
regarding the BASIC medical system:
could it be possible to turn the medical module off completely while keeping the other ACE features on?
This can be done already by removing the ace_medical.pbo. Due to engine limitations that force us to disable the vanilla medical system by config changes, it's not possible to turn the medical system off without removing these configs.
REQUEST:
Modular Snap to building like the ones found in Exile, Epoch, and iBuild. ACE3 already has deployable sandbags. If the requirement to build buildings was to have an engineer's toolkit, it would make Engineers, combat engineers. It could be done with those supply pallets. Have things like wall segments and beams be able to be built from the supply crate on a pallet. Make them snap together when near to other building supplies.
This would allow base building to be truly custom. Especially if it were to be used in conjunction with existing base parts. Maybe have deployable Pre-fabs.
Support for zeus "campaigns", I have not seen this in large enough scale
anywhere so requesting here.
I zeus there will be module to save mission state with various options
including.
Include AIs?
Include waypoints ?
Include player locations ? (spawn locations based on slots or better player
IDs)
Include gear ? (coud be saved clientside to .vars.Arma3Profile)
Include objects ? (zeusplaced, player placed (sandbags and stuff), all ...)
Include tasks ?
Include wrecks ? (vehicles)
Include enviroment damage ? (destroied buidlings and stuff)
This would be used by zeus to save mission state and next time load it to
continue campaign.
2015-10-10 18:46 GMT+02:00 Ian comings [email protected]:
REQUEST:
Modular Snap to building like the ones found in Exile, Epoch, and iBuild.
ACE3 already has deployable sandbags. If the requirement to build buildings
was to have an engineer's toolkit, it would make Engineers, combat
engineers. It could be done with those supply pallets. Have things like
wall segments and beams be able to be built from the supply crate on a
pallet. Make them snap together when near to other building supplies.This would allow base building to be truly custom. Especially if it were
to be used in conjunction with existing base parts. Maybe have deployable
Pre-fabs.—
Reply to this email directly or view it on GitHub
https://github.com/acemod/ACE3/issues/414#issuecomment-147105946.
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Ľuboš Lendáč
[image: http://]about.me/luboslen
http://about.me/luboslen
5:51 light effects with NVGs
https://www.youtube.com/watch?v=HEWq2XqMuuI
Would it be possible to tweak power output for A-164 Wipeout and A-143 Buzzard? Considering they are modern jets they have really poor response to power input.
Not sure if this was in ACE2, AGM or CSE. Would be possible to make empty magazines to stay in your inventory and be able to somehow refill them one by one from the ammunition source (like M19A1 ammunition boxes or some other ammunition cans)?
Arma 3 already has static/unusable ammunition box/can model object which needs re-texturing because of the M2 .50cal labels. Making it usable object, like load it into a vehicle or being able to add it to your inventory or bigger ammunition box, with of course giving it more weight and cargo space. It's located in the Editor > Empty > Objects (Small) > Ammo box.
Maybe make a second keybind for the reload, so you would have two types of reloads. First one is a standard one which removes fully emptied magazine from the inventory, while the other reload keeps them and makes them ready for refill.
Hand-held flashlights in the secondary weapon slot.
Sniper rifles on launcher slot.
I'd like to request a module that projects the UI of the MK6 to other artillery vehicles (sholef e.g).
Also self writing rangecards for artillery would be awesome.
Would it be possible to make a low yield APERS mine that only severly damages legs but don´t kill? Would make minefields more interesting in TVT scenarios.
@JonenKone with maps as big as 15x15km top it is just about right. if you ask me, there shouldnt even be jet planes in maps of this size (but maybe the A-10). A proper jet theatre should be as little as Greece, or South Korea.
@Maffaxxx I agree on that when it comes to Air Supremacy fighters. However CAS is a very real part of modern combat. I would rather leave it up to the scenario maker/community to choose what they use than just outright dismiss the need for anything in Arma.
@JonenKone just to be clear, i dont want to dictate the agenda of whatsoever modder out there. their time, their choices, im just a leech like everybody else. I just expressed an opinion on a neighborough matter, but my answer to your issue is there.
I find it strange asking for raising jets' speed since the maps are this small, and you already need seconds to fly side to side of the map.
So I way playing and a supply truck dropped off some ammo but we were not able to move it because of the weight so I thought what if they added in some type on trolley that you can load heavy items onto and move it around also the ability to load it into vehicles so drivers can take it round with them
@Maffaxxx well... maintaining corner speed and overall maneuverability is also key for a good modern CAS aircraft. Thrust is used for much more than just getting from point A to B on a map.
Could you add module that log all markers (including lines drowed) placed on map, so it show who created and removed what marker?
For the advanced medical system, a common injury in war time is when someone is shot in the chest. This subsequently punctures the lungs sometimes, creating a sucking chest wound (or an open pneumothorax). These are treated with chest seals, such as this one. http://tinyurl.com/qf7dhm5 It is would add an extra level of realism and a little bit of difficulty to the medic's job. It could also be an optional feature, such as the "Advanced Wounds" setting.
Concerning inventory launchers slot.
being able to carry a rifle (instead of being constricted to a launcher) in the launchers slot as a secondary weapon.
Add two more options to the Respawn System module. One for removing/deleting player's corpse after respawn, and second with a delay timer of how long can it stay on the ground after player respawns (requires corpse removal after respawn option to be activated).
We had that already in AGM, but then BI added their own "corpse manager", so we removed it.
https://community.bistudio.com/wiki/Description.ext#corpseManagerMode
Add variable to disable crate loading. Something like if (!(_object getVariable ["ACE_cargo_canLoad", true])) exitWith {false};
in "ACE3/addons/cargo/functions/fnc_canLoad.sqf"
@stice2k - you can use this setVariable ["ace_cargo_size", -1]; to disable loading
@PabstMirror got it, thanks
A quick toggle for the map flash-light would be nice.
It's kinda awkward to toggle the light off quickly if a sudden enemy patrol comes by.
Optimization for ACE Sitting Modul to work on objects which are placed ASL. For example "Chair_X" placed on LHD Deck.
Right now it spawns me into Air when i try to sit on a chair.
@acidburn101 - Issue #2391 - will be fixed in next release.
@PabstMirror - thx a lot for your quick reply!
A request for the Advanced Medical System within ACE3:
A portable monitor that can be assigned to be available outside or only to designated Medical Vehicles, Aircraft, and Facilities, The monitor could be used to determine Pulse Rate (PR), Blood Pressure (B/P), Pulse Oximetry (sp02), and end tidal Carbon Dioxide Levels (etCO2). To continuously have another player or yourself as the medical personnel to reassess these basic vitals that can be monitored automatically can be a huge help when trying to simulate MEDEVAC, CASEVAC, or Role 1, 2, 3, or 4 operations at a Medical Treatment Facility (MTF).
-Capnography (etCO2): This would come in conjunction to an advanced airway simulation where intubation, cricothyroidotomy, and ventilation would be needed to determine etCO2 which is a great indicator for Cardiac Output like when your patient has a normal sinus rhythm or when someone is performing Cardiopulmonary Resuscitation.
-Pulse Oximetry (sp02): Is important to determine perfusion to extremities, determine possible airway complications, indicate a need for an advanced airway. (Something advanced: you can place a PulseOx on an extremity that has a tourniquet on it and it should read 0%).
-Pulse Rate and Blood Pressure have already been simulated within ACEMED for a while and this would be just another way to monitor those vitals automatically.
The monitor could be an item that you can attach to a patient, take up space in cargo, and be utilized more than once just to simulate a portable monitor.
Reference: Capnography, Ranger Medic Handbook 4th Edition, https://www.youtube.com/watch?v=Nwzsj6qQZ9U
Because ace 3 is a realism mod they should add in the ability as the driver of the bobcat for you to raise and lower the front bucket so that it could have some purpose in the game and not just be good for carrying ammo.
One bandage to fix the entire body ( like in AGM ).
Something like this is very needed. When playing a casual mission or TVT it's really annoying a player could need up to 12!!! bandages to be fully healed.
A middle-ground would be great too. E.g. only bandage 3 options: on head, torso and lower body. And one bandage is enough to turn from red to white.
Would it be possible to have a penalty on treatment times for non-medics ? Like a penalty coefficient configurable in the medical module ?
A lot of different ACE3 functionality allows for key rebinds in the game options, which is awesome. Would it be possible to have key rebinds for the ACE map tools as well ? e.g. draw line is ALT + LMB today.
Any chance for a compass overlay on the 3D editor?
nope, because its ACE 3, not arma 3 feature request.
Is there any chance that the CCRP bombing comes back in ACE3? Just like the amazing one from ACE2?
From 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 rewritting already.
Aight, sorry for bringing it up.
I know this doesn't belong here but, it is also not worth to open an ticket for this
Increasing the cargo size for a vehicle in the editor was already mentioned here but how to add a crate to a vehicle cargo?
@NemesisRE This would fit perfectly in either the Forum or as a question on our public slack chat (everyone can join :heart:)
having defibrillators for getting out of the revive state would be nice:
In a an operaing room or medivac helo OK, but I didn't nt know how many combat medics carry around portable defibrillators
Take control of the islands snakes and make a number of them dangerous. ( poisonous)
Hope I'm in the place but I have a feature request. I was wondering if you can make a system with the self interaction menu where you can request the medic in your squad and order the medic in your squad to heal your teammates. Weather the medic is an AI or a player, they will get the waypoint marker to come and heal you or your teammates. Also if a player is unconscious, there should be a key binding to call a medic since you cant use the interaction menus. The binding should be like Ctrl + Alt + H to call for help. And if an AI is down, the player can make the medic revive the AI or player via the same way mentioned. Also I forgot that the AI can revive other players via another player ordering the AI to do so. I hope you guys read this and maybe implement this into the game!
possible to have a compatibility for OPTRE (Operation Trebuchet)
RFE: Allow dragging / carrying / loading of dead objects
Would be very useful for stealth missions as well as debris management (clearing a road of destroyed crates).
I started poking around the dragging module and had some success with removing the isalive checks (seeing that units/objects are already draggable/carryable on init), I can display the drag action in the interaction menu, I can start the dragging, the body is put into the "correct" face-down position, but then it remains on the ground, not attached to the player.
At this point, I'm not sure if it's just the unconscious logic being a key part of the dragging module (and more rewrites would be needed, as handleUnconscious would suggest) or whether it's an engine limitation.
Thanks.
It is an engine limitation. That is why it's currently disabled.
@Glowbal Are you sure about that? There is at least one other script (https://forums.bistudio.com/topic/171916-drag-dead-body-script/) that makes it happen and from reading the sqf, most of the sauce is making units spawn with an added entry in the vanilla interaction menu - no hacks to make the unit alive during the drag, etc. In fact, you can access the unit's inventory while it's being dragged.
See https://forums.bistudio.com/topic/161343-battlefield-clearance/?p=2527491 - AFAIK this should be possible with cba's PFH (like the current ACE3 dragging system, it seems).
Are you sure about that? TThere is at least one other script that makes it happen and from reading the sqf, most of the sauce is making units spawn with an added entry in the vanilla interaction menu - no hacks to make the unit alive during the drag, etc. In fact, you can access the unit's inventory while it's being dragged.
Well, the reason we discarded that in AGM was that the position of the corpse needs to be updated every frame through the network, which doesn't seem very performant or reliable (https://github.com/KoffeinFlummi/AGM/issues/1607). I guess it might kinda work though.
@esteldunedain CBA's PerFrameHandler has a "do it each N seconds" functionality, so you don't send the update on every frame - in fact, the current ACE3 dragging system seems to use exactly that (sends update each 0.2sec), so it shouldn't be much different to how it's done now,
[FUNC(startDragPFH), 0.2, [_unit, _target, ACE_time + 5]] call CBA_fnc_addPerFrameHandler;
If you believe this is something worth investigating, please move it to a separate issue (to not spam here), if not, I understand. Thank you.
the current ACE3 dragging system seems to use exactly that (sends update each 0.2sec)
Nope, IIRC that PFH is completely local and doesn't update any position over the network.
@esteldunedain is correct, dragging an object doesn't require manual sync over the network, as the object itself is synced already. That is not the case for dead bodies, simple test: a dead body on someone else's machine may be in a different position than on yours. Hence it requires manual sync, which is a big network performance risk.
How about trying to replace dead body with temporary created alive unconscious AI?
How about trying to replace dead body with temporary created alive unconscious AI?
That is how it was done in CSE. Not the recommended approach. We had quite a few issues with duplicated player bodies. Also some odd floating off temp bodies.
I am not a fan of a hacked work around - I rather have BI adjust attachTo to work with ragdolled units.
Mentioned in the summer about making the NLAW/MBT LAW a PLOS and OTA weapon.
Are there any plans to introduce these mechanics into ACE3 and if so how far advanced?
The reason I ask is because the current direct attack NLAW is virtually useless against main battle tanks from the front and has to be used against lightly armoured vehicles or the sides and rear of tanks. A job that an ILAW (AT4) can do nearly as well at far less weight, and under used by the milsim group I play with as a result. I would love to see NLAW working to it's full capabilities in game!
Is it possible to have an AI module to adjust AI behaviors for certain missions? For instance AI's burst firing in close range chew up ammo pretty fast, they needs constant resupply for a lengthy mission.
Hi.
Is there anyway to disable Ace backblast/overpreasure. Im making Bootcamp mission and it is useless there and people can get killed/unconscious there though i have disabled damage (this allowdamage false;) but its not working for backblast.
So some kind of module or variable for disabling overpreasure
Add "interior lights" (illuminate map with red colour inside vehicle) to vehicles so you can actually see the map when mission maker forgots to add flashlight to mission. Yup, this happened on our coop session today. It could be an option to turn them on/off under interaction menu while inside a vehicle.
http://steamcommunity.com/sharedfiles/filedetails/?id=560679596 (he was flying Su-25).
coming back to the comment of @tierneyboy14 with the heavy crates, how about using the "Land_PalletTrolley_01_yellow_F" for moving heavy crates?
When using ACE3 basic medical, with revive module active, and maxReviveTime on any positive value.
When a player goes unconscious into the revive state, he will die after maxReviveTime. The issue is his teammates have no way to tell how much time is left until he dies.
It would be great to have an indicator added that displays the remaining maxReviveTime. e.g. when diagnosing the patient.
This feature would work well together with the new option to CPR unconscious players: #2114
could you improve your climbing feature?
you can barely climb anything. only a few fortification's sandbags and through windows.
but there are many walls, that aren't much higher than that, and they're not climbable.
this makes the feature almost useless in combat.
good comparison is "LAxemann's Climb" mod http://www.armaholic.com/page.php?id=25996,
which looks quite similar to your animations,
but is more useful in combat situations, since you can climb many obstacles.
speaking of climbing, from my point of view, the jump feature needs improvement, too.
you can only jump with a rifle in hands.
not with a pistol and not even barehanded.
could u create a "get in vehicle" to make People get in vehicles on certain positions via "ace-interaction-menu"?
Guys, have you seen shacktac's grenade mod? Example - https://youtu.be/ATC5s7R3KQ0?t=981 I wish we could have something like that in ace, that looks really nice.
@rebelvg As far as I remember, @dslyecxi has said he was willing to allow ACE3 integrate the grenade mod, when he considers it finished and publishes it.
feature request for CCIP/CCRP, was referenced already in comment https://github.com/acemod/ACE3/issues/414#issuecomment-91711733 and two issues closed as invalid (#1199, #1549) but I wanted to mention the feature request issue thread in AGM which could contain some useful information: https://github.com/KoffeinFlummi/AGM/issues/1260 . It looks like most of it is there, already :-)
3CB Weapon Mods have a ability to switch between 3D and 2D sight versions It would be really nice if this functionality was with the vanilla sights between 3D/2D/PIP. think its sensible?
Is it possible to add the fuel bladders to the new refueling system.
Make them function like the refuel truck, maybe with a longer hose so you can reach a nearby helipad.
Maybe also use them to refill fuel trucks.
Is it possible to remove artificial limits for aiming up or down while moving? From what I know, Bohemia added this so the soldiers don't look weird while walking and aiming too high/low. But since it get's in the way of playing, I think it should be removed. Gameplay is more important than soldiers looking pretty while moving.
@Gwynblade it's already removed in ACE3.
Is it removed after 3.4.0 was released, because I just made that video with ace? If so, that's awesome, thanks :)
Should be in previous version as well, it's been raised to 80 degrees up (I think default is 60?): https://github.com/acemod/ACE3/blob/master/addons/movement/CfgVehicles.hpp
@Gwynblade I confirmed it still works correctly, best way to test is to use the VR map and look straight up as much as you can, then see how close to the center (bold) lines you are pointing at.
I will look at other issues you described in the video though (limit not being the same when walking for example). BI possibly changed something about that with the last update.
I seen this on the Arma 3 forums page on the use of fuel bladders http://i.imgur.com/xn5S3qG.jpg. To refuel vehicles. And if they would only work when setup correctly when inside of the bladder holders.
An idea for night vision goggles. When you press N (or whatever your NVG key is) your character moves his hand up to his goggles and rotates them over his eyes. Only when the goggles are over the eyes does the NVG turn on. It would make it more immersive, but doesn't really affect gameplay.
Vanilla ArmA 3 LGB and LGM stuff is really weak - you need to somehow spot the Laser Marker (visible only with NVG or TWS), then lock it with "T" and then drop the bomb or launch the missile... And there is no way to point and move laser marker by yourself, like it was in ACE2 on Su-25 with Kh-29 or Su-34 with KAB-500 and Kh-25...
It would be really nice if LGB and LGM will have such ablilitys like in ACE2 - poinitng laser marker by yourself, move laser marker by yourself, see laser marker on MFD (or HUD), no need to lock laser marker to drop LGB or launch LGM.
I really like ACE2 LGB and LGM, and DAGR/Hellfire stuff, and it will be really cool if you could realize it in ACE3
@Gr1ggs : Something to start with while waiting for something better http://www.armaholic.com/page.php?id=25763
Would it be possilble to make a Non-Lethal version of the APERS mine that just damages the legs? It would make minefield more usable in TVT MP games and it could create NEW interesting situations. Also, most infantrymines are actually Non-Lethal, so in that sense it would even be more realistic. :)
Hello,
It's a good idea to add more climb like :
What i would like to see is that if you are wearing a SK4 Vests you dont get ballistic injouries you get blunt wounds or pain. My suggestion would be :
fnc_handleDamage.sqf
at the point where you use the getDamageType. you add a modificator for the type of vest you are wearing. for example SK4 the highest ballistic class and say that 9mm would just give minor injuries. And if you have a Explosive resistent one you for example get additional shrapnel protection.
Like i undertood BI it should be:
SK1 .45ACP and 9mm low ammount
SK2 .45ACP and 9mm about 4-5 shots
SK3 low ammount of 5.56mm
SK4 9mm is useless, some 5.56mm and 1 or 2 7.62mm
Explosive resistent : SK4 with some protection against explosions or shrapnels
More control over ace checkPBO feature.
This is really a great feature but it would be great if we can improve it a bit.
Example.
Server with a lot of people.
Right at the start of the mission ace reports tons of extra or missing pbos, chat goes wild and you can't see your own results in the chat as they went way to far up.
Possible workaround - only show report for yourself, show all reports only for logged admins.
Shortening of the list. Most of the time list goes wild cause it contains bunch of client side pbos from some other mods. For example dynasound has 20-30 pbos, but they all start with dynasound_, so possible shortening can be "dynasound_ (20 pbos)" if it detects extra pbos.
Yes, it's possible to add all of them to the whitelist, but sometimes people use other sound mods and they sometimes have some older versions. For example jsrs has a few versions one of which starts with dragonfyre_, other one starts with dragon_fyre_ and there's another one that starts with dfyre_ so it's kinda getting hard to track them all. Possible solution would be to add a prefix setting to the whitelist.
And it would be a nice feature if the server could save all the pbo names clients reported during the mission somewhere in the userconfig/ace folder. So admins can take a look at the list later after the mission and add them to the whitelist manually.
Disable mag and grenade count in UI. Add keybindings to check current weapon compatible mag count and grenade count.
Disable mag and grenade count in UI.
Add keybindings to check current weapon compatible mag count and grenade count.
I see no reason to add that, you can open your inventory and check.
1) when flying in attack chopper, UAV, or Planes equipped with targeting pods,
the laser designator feature should be selectable via the mouse menu instead of the weapon cycle selection. (ace2 feature)
2) Remove the need to manually lock on enabled laser beam to lock-on on laser guided weapon.
the lock-on should be made actively. meaning the simple fact to enable the laser is enough to make your weapon able to detect and track it, once again, like it was in ACE 2 (Hellfire, GBU...etc).
3) effective Autorotation feature for helicopter with airflow indicator ! (ace 2 feature)
4) MFD for laser code and missile trajectory selection. (ace 2 feature)
5) bring back ACE 2 missile guidance and missile behaviour (Konkurs, TOW) and make it compatible with RHS vehicules.
6) CSW menu compatible with RHS static weapons (M2, MK19, TOW, Mortars, Konkurs...etc)
7) ACE_SM (rhs compatible)
8) fragmentation effect for explosions : (bombs, missiles, grenades)
9) remove radar infos for BIS RAH66. (not equipped with roof mounted mini-longbow radar)
CSW menu comptible with RHS static weapons (M2, MK19, TOW, Mortars, Konkurs...etc)
ACE_SM !
Picking up Chem lights & IR strobes, didn't see it requested suprisingly.
Map lighting support for NVGs
I've been working on this for a bit and it's more complicated than it seems. There's already a commented out section "// check if player has NVG enabled" in fnc_determineMapLight.sqf with a very simplistic implementation which, when uncommented and tuned for more realistic green, works fine. The commit that commented it out was 2144a56be1554 with a very descriptive message of "Fix attempt.", changing a lot of code, so it was presumably simply forgotten.
I've tried to add NVGBrightness to the code, but was unsuccessful in accessing the value from ace_nightvision, from my understanding, QGVAR(NVGBrightness) should expand to ace_nightvision_NVGBrightness, which was however still inaccessible (using the _unit object) from ace_map, so presumably some further work would be needed.
I also reorganized fnc_determineMapLight.sqf itself a bit (to prefer NV lighting to the "// Do not obscure the map if the ambient light level is above 0.95" override) and ended up with something like
// check if player has NVG enabled
if (currentVisionMode _unit == 1) exitWith {
// TODO: NVG brightness, would need to export NVGBrightness out of ace_nightvision
// let G scale to white with an offset against R and B (from 200/255 to 1), maintain green tint
[true, [_lightLevel, (_lightLevel+0.25 max 200/255) min 1, _lightLevel, 0.5 + (_lightLevel*0.5)]]
}
which _should_ work, but it doesn't because the 4th value, alpha, is not actually transparency scale between 100% transparent and the color specified, but rather 100% transparent and black, so I cannot overlay the map with white screen when completely blinded by a strong light source while wearing NVGs. (Ignoring the fact that alpha == 1 should be transparent, not alpha == 0 as it is now.)
In the end, the code above works as it should, but it fades to black instead of white. Any ideas how to fix the alpha value parsing (in fnc_simulateMapLight.sqf, "//ambient colour fill", presumably)?
Another thing would be to make the map flashlight color bright white (or less bright green tint for the red flashlight) when wearing NVGs, but I didn't get to it.
Thanks.
@freghar If you want to look at a map with NVG's on, that won't happen. IRL you can't see anything with NVG's at that distance.
@bux578 Can you please elaborate on why would that be so? Why is a paper map incapable of radiating infrared/visible/ultraviolet wavelengths? The idea wasn't to provide a high quality view of the map, but rather a "bad quality" one, for emergency use (ie. given the lack of a flashlight).
Why is a paper map incapable of radiating infrared/visible/ultraviolet wavelengths?
Nobody ever said that. Please don't put words in other people's mouths.
It's a focus issue. You'd have to adjust the focus of your NVGs to see anything but a blurry mess on your map, if you are even able to change the focus on your NVGs that much. That would not only take a while, it's so much of a hassle that it is not used in real life.
If you do not like the map lighting feature you can disable map illumination in the module.
Increase scope adjustment range.
Currently, the scopes like the LRPS and MOS have a maximum elevation of 30 mils. This is, to my mind, too small when the AtragMX outputs values in the 70s or 80s. I'd like to shoot the 12.7mm rifle out to 2500m or greater. I'd really like to put bullets out to a range where it challenges the damage model.
@BBrutal IRL scopes can't be adjusted indefinitely. You need a different weapon / ammo with a flatter trajectory to compensate for these limitations ...
For the NVG module. Is it possible to add an option so that you cannot go into your sights at all if your NVGs are down? Requiring you to "lift" your NVGs in order to aim down your sights.
Back again for a Tweak request: Could you please tweak the fragmentation of flashbangs as RHS has a really good scripted grenade for AI but it kills them due to fragmentation. So please remove the fragmentation from all kinds of flashbangs.
I think it'd be pretty neat to have standard diving air tanks that use the backpack slot as an alternative to the rebreathers that use the vest slot. I suppose the air tank would be very heavy, which would encourage the user to find a place to drop it when they surface. Maybe causes bubbles or some kind of disturbance on the surface of the water? I'm not sure if you can see a real diver's air bubbles or not.
ever thought about make diving more realistic?
at time of arma 3 Alpha, there was a mod called "diver stats".
it makes diving more realistic, considerating depth, pressure, time elapse of diving and oxygene mixture. including a diver's watch for controlling those values, while diving.
tutorial Video:
https://www.youtube.com/watch?v=e19si3hiOW0
@Grtwatkins @madpat3 I have worked on improved diving mechanics for ACE but have not been able to finish it yet. Just note that it is "in the works".
This for example:
I think it'd be pretty neat to have standard diving air tanks that use the backpack slot as an alternative to the rebreathers that use the vest slot.
Is already implemented and working. Diving tanks are large and heavy items (they're magazines so that they can actually be drained) that you can stuff in your backpack. However this:
Maybe causes bubbles or some kind of disturbance on the surface of the water? I'm not sure if you can see a real diver's air bubbles or not.
Will probably not be possible within Arma. You are correct btw., scuba tanks are usually not used for combat divers since they produce bubbles which are visible on the water surface. Instead closed circuit rebreathers like the Dräger LAR V are used.
so you are working on rebreathers for soldiers and scuba tanks for civilians?
by the way, thank you for your massage, anyway. makes me think, why we have a Feature request... you guys know what's cool and what is not by yourself. XDD.
Pretty much.
Oh and just to be open with you, it's not _that_ high on my priority list right now since there's not much to do underwater and I have a bunch of other stuff on my list that I have to finish.
I would like to suggest a new keybinding for entering vehicles/choppers etc.
Reason 1: There is currently a vanilla keybinding for getting out. but there is none to get in.
Reason 2: https://youtu.be/JT_oTESdVYg?t=4m20s If the player can walk up the vehicles and press the button he would be inside, and the extraction would be more smooth. No more running up to an extraction and fumbling with your mouse to find the right option to enter the chopper. Although, its always a good laugh when someone runs up, and then starts pulling out their rocket launcher. :)
Thanks.
To add to the realism could you make so for the mine detector to work you have to put away your weapon and get the detector out for it to spot mines
Javelin reload speed should be longer. There is ticket on RHS feedback
http://feedback.rhsmods.org/view.php?id=1615
And they say it is impossible, arma limitations etc. For now RPG reloading is slower than javelin. Javlin need to "cool down" after shoot for 10 seconds.
(source) http://www.darkgovernment.com/news/javelin-fgm-148-anti-tank-weapon/
Now Ai is shooting second missle in already hitted target, resoulting waste of ammo, and unrealistic effects. Please, could you increase in ace_javelin reload time, or add some delay after reloading? RHS team seems to ignore this....
And as its guided by infra red, standing behind burning wreck shold make aquire impossible, and fire should mislead the missle
And nnce the BCU is activated, the gunner has a maximum of 4 minutes to engage the target before the BCU is spent.
I think batteries for this are possible to create, it would be great and very reliastic features.
Also backblast needs little tweaking - player cannot use any launcher against chopper (inlcuding guided missles) without hurting.
And BTW - feature to use All launchers with prone position is heavly needed :)
Thats all about launchers.
Blood when units bleed out
https://forums.bistudio.com/topic/174344-10x-different-blood-stainssplats-on-the-ground/
Nice and (hopefully!) simple request:
Can we get a key bind for the mag passing system? Its a really useful feature but its kinda ruined by having to hunt through a menu to do it.
Any chance of getting the players weight shown in arsenal?
I'd like to request that the CPR function in Basic medical have the chance (~50%) to revive/wake the patient. This would help when there is no medic nearby or if the medic is down and someone is trying to revive them. Don't they use CPR to get the heart going again and stuff? Have it reset the death timer but also have the random chance of waking them up.
^What he said, gib.
On 17 January 2016 at 13:09, Ian comings [email protected] wrote:
I'd like to request that the CPR function in Basic medical have the chance
(~50%) to revive/wake the patient. This would help when there is no medic
nearby or if the medic is down and someone is trying to revive them. Don't
they use CPR to get the heart going again and stuff? Have it reset the
death timer but also have the random chance of waking them up.—
Reply to this email directly or view it on GitHub
https://github.com/acemod/ACE3/issues/414#issuecomment-172318152.
S pozdravom
[image: --]
Ľuboš Lendáč
[image: http://]about.me/luboslen
http://about.me/luboslen
Maybe you could add in a system so Instead of the mine detector spotting mines for you and you dont have to do the work add in a feature so that for it to spot mines you have to equip the detector and scam around the area thus macking it more realistic
@tierneyboy14 for my clan I use this one https://forums.bistudio.com/topic/177346-mine-detector/ I have rewritten it to use the ACE menu and changed some values to recognize mines in a little bit larger area.
@NemesisRE Care to share your modification ? I twould be really nice to have this working with ace.
Seeing as how there's already some compatibility .pbo's for other mods I was wondering if one could be made for the Operation NorthStar mod. They do already have an ACE compatibility .pbo, but ACE won't let it run, stating that it's outdated. It'd be awesome if you guys could make a compatibility module until the ONS devs make an updated version of their own, if they ever do.
Optional pbos are there as an example or other modders can PR it to this repository, thr ACE team is not responsible for compatibility, because that would mean writing compatibility for all the mods out there, modders are encouraged to do that instead as it makes the process a lot less tedious.
external compat's shouldn't use the ace_x format as I think that is what we use to verify version numbers.
As far as i can remember, AGM has good feature in it's medical module - you can heal all your wounds with one bandage if you turned on this feature in AGM Medicine module. .
I think it will be nice to have same feature in ACE3 too.
Is this possible?
create sd-ammo.
shots fired by silenced weapons are too conspicuous, because of their ammo which creates supersonic cracks.
sd-ammo is subsonic so it doesn't cause supersonic cracks.
SD ammo does not create super sonic cracks. At least the ammo from ACE does not.
the only ACE - sd ammunition i found was the 7.62 x 51mm inside the "ace ammo box".
which is not even shown in the virtuell Arsenal. what about the other calibers?
I'm not sure if this request is in the right area. However, my unit is attempting to form a field artillery unit. Would it be possible to create a fire direction center linked to M109 an M119 vehicles to send fire missions to them? I believe Arma 2 had the concepts right. I am in the Army field artillery and have been for over ten years, and I believe it would add more realism if these functions were added. To be exact to what I'm referring to is the field artillery has 3 different points to initiate a fire mission (the forward observer calls for fire")(the fire direction processing center"FDC")(and the point of fire" the howitzer") the forward observer send the fire mission request to the FDC and they put the gird or type of mission into the computer and send it to howitzer they are linked to "either just one gun or multiple." if you need any assistance to developing this I would be more than happy to aid in development. This function would allow one center to control gun operated by players. Also incorporating move order to guns to move to specific grids.
Hello, in Zeus we can make someone unconscious, but it would be nice to treat being ZEUS
Here's something I have wished ACE would incorporate into it's core feature library for a very long time. A lightweight recreation of Mando's Missile Mod that existed for ArmA 2 and Operation Arrowhead.
Main Features
Development Areas
Please make more visible bullets impacts (with more visible dust effect) when shooting on the ground. currently the effect is too weak and we hardly know where the bullets are hitting. this is important to make aiming correction. I tested on takistan (AIA) and couldn't barely see anything concerning bullet impact, even at close range.
ACE 2 had better rendering.
..............................
Please also can you Help RHS developpers to incorporate ACE 2 features into their mods concerning Static weapons features (CSW menu, missile guidance, ACE mils and zeroing style for A2 static weapons : M2, Lord, Mk19, asg30, Tow, Konkurs, Podnos, etc....)
...............................
Please bring Back ACE_SM
Please Add sound effects, when vehicle with player onboard receives a heavy hits.
Simulation inside vehicles of vanilla Arma 3, is very weak. I mean a first person view. When the vehicle gets enemy hit, there is no sounds and other effects.
ACE3 have successfully added the effect of contusion of the player (ringing in the ears and hearing loss) and some of the other sounds (for example, sound when you open the backpack)
Please! Add the "effect of contusion" at the time, when the vehicle with player onboard receives a heavy hits (125 mm cannon, AT-Missile) and the sound effects of hits in armor, which crew should hear from the inside vehicle. I'm surprised, why it hasn't already been added! Such detail is a really required, and it can brighten up a poverty simulation inside vehicles in Arma3.
Thanks in advance!
MayB some map shake too?
Sent from my iPhone
On 30 Jan 2016, at 21:44, mickeymen [email protected] wrote:
Simulation inside vehicles of vanilla Arma 3, is very weak. I mean a first person view. When the vehicle gets enemy hit, there is no sounds and other effects.
ACE3 have successfully added the effect of contusion of the player (ringing in the ears and hearing loss) and some of the other sounds (for example, sound when you open the backpack)
Please! Add the "effect of contusion" at the time, when the vehicle with player onboard receives a heavy hits (125 mm cannon, AT-Missile) and the sound effects of hits in armor, which crew should hear from the inside vehicle. I'm surprised, why it hasn't already been added! Such detail is a really required, and it can brighten up a poverty simulation inside vehicles in Arma3.
Thanks in advance!—
Reply to this email directly or view it on GitHub.
Additional RPT logging for Friendly Fire module:
^^ What he said, that would be invaluable.
Hi. I want to suggest something about the jump animation/movement : It would be nice to be able to restrict the use of the jump to sprinting instead of being able to use it when jogging. Currently (at least during the missions I played since my group uses AGM/ACE) everybody is bunny hopping through the battlefield and the "straddle" movement is very rarely used. I've got the feeling that it's not very "realistic" and it sort of removes the tactical effect of fences and obstacles (and, in my opinion, it breaks immersion). It could be something mission makers or server owners can choose with a module or the serverconfig.
Thanks for your work.
I know you guys use slack but have you heard of https://gitter.im. it works right with git.
Is it possible to add an option to prepare the explosives (adding detonator, or timer) before placing them on the ground?
For those desperate moments when there's really no other option but to go in, and you probably won't survive. It just feels weird going in the middle of it with unprepared satchel, and then attaching the detonator / timer in the middle of the action.
Example of such situation: https://youtu.be/XVxsUUlf51A?t=3m5s
Medical, punish non-medics, for basic and advanced.
Because right now the only reason is the EpiPen. And honestly, everybody can use that.
https://www.youtube.com/watch?v=tjILFYPE3Uw
"Punish non-specialists? | Boolean | Increase the time it takes to complete actions for non-specialists. | Yes"
According to the video: Medic: 14 seconds; non-Medic: 25 seconds
Medic, trained, just takes it out and drop it in, non-Medic has to read the instructions and so on. Or variable, choose between 0 and 1, whatever. It would be nice to see something like that, so its possible to use basic and still need the medic from time to time. (Bet, for advanced its nice too)
@natrius that idea is good but not practical on the autoinjectors. The military ones are very simple to use and you learn it. 1 ot 2 epis are normally in your chestrig so it take at all 10sec until you inject and then 10sec till you pull out. A medi dies that in the same time. Bandages are a different thing there you could apply that method.
Hello,
It's a good idea to add the Breaching Charge système from MCC to ACE3. And add the cam for check under the door.
@mickeyman - totally agree. There was this sound on some game update, but it magically disapeared, same as turret rotation sound. (i cant hear it)
@TheMasterofBlubb
Get what you mean, but still, the non-medic should get a small penalty and if its 3 or 4 seconds because "he is not used to it". But for bandages, i would still suggest doubling the time. Or let the mission-builder choose.
Can we get a sound when weapon is rested? I can see when it's deployed, but not when it's rested. It would greatly help people that don't use stance indicator. I would be happy with pretty much any generic sound, or you could even use the old ACE2 bipod deploy sound: https://youtu.be/VfZ4r3oLLXI?t=22s
Also, could we get an option for switching out the bar that represents semi/auto for letters like it was in Arma 2?
I don't mind the bar too much, but some vehicles have low rate of fire and high rate of fire (automatic) modes, and the bar just shows you 3 bars filled (which is usually burst, but not in those vehicles) and entire bar filled. I'd just prefer it to show in letters: Semi, Auto, Burst, High RoF / RPM, Low RoF or similar.
I have got 2 ideas for the ACE team.
1:The first idea is to make it possible to attach a flashlight and/or a camera on any helmet.Using the Interaction menu Players could attach a flashlight and/or a camera on their helmet.Once attached players would have an option to turn it on/off in the interaction menu.Now for the camera, to see the feed from it another player would need to have a small monitor in the gps/terminal slot.If you dont already know in Arma 3 when you hold TAB while having a terminal connected to a UAV you get a feed from its camera on your screen.I really wish this would be possible for the ACE team to make as that would be a very cool feature.
2: This idea is way more simple that the one above.I wish there was something for "Gun Lovers" to inspect their guns in first person.The idea is to have an option "Inspect weapon" in your interaction menu and when used an animation would be played which would allow the player to see their weapon in first person.Kinda like in CS:GO but the player won't be able to move or shoot like there.Cheers!
Sry for accidential spam
Can we get a sound when weapon is rested? I can see when it's deployed, but not when it's rested. It would greatly help people that don't use stance indicator. I would be happy with pretty much any generic sound
Not really. The weapon is constantly being rested and "unrested" (?). This would result in a sound spam when moving along walls. You can test this by using:
player addEventHandler ["WeaponRested", {systemChat str time}]
I don't mind the bar too much, but some vehicles have low rate of fire and high rate of fire (automatic) modes, and the bar just shows you 3 bars filled (which is usually burst, but not in those vehicles) and entire bar filled. I'd just prefer it to show in letters: Semi, Auto, Burst, High RoF / RPM, Low RoF or similar.
This is exactly what I think about this UI. I'll probably do that eventually. (If it's possible to make it optional as some people were opposed to this idea in the past)
You can't attach flashlights to helmets. First of all, there are no scripting commands to make a cone shaped light source. And secondly there is no way to use attachTo with directional bones (the head / helmet turning left right up down) in Arma 3. (There is in VBS2 though.)
I guess the sound is not really necessary, after testing with that command of yours, seems that it gets properly rested whenever I expected it to.
Another little idea:
Option to turn off crosshair, even if the host has it on. If you could add turning off those group hexagons on top off disabling crosshair, that would be just amazing.
I got a couple of buddies that like those things, so when we play they disable hexagons, and get to keep crosshairs as a compromise. With that option, they would get to keep those things, and I just disable them for myself in the options. Would help with multyplayer servers that leave the default difficulty as well.
It's not possible to turn off the crosshair with script commands on the fly.
Is it possible to do as an optional pbo (if it doesn't take too much work), so people that don't want crosshair just use that pbo?
I remember that being a thing in A2, i think there was an option in ace clippi, but not 100% on that one.

No, that just gets ignored when the host has it enabled.
What I meant was this: http://imgur.com/fXoxrCS
You set your ace options before you enter the game (ones that can't be changed on the fly) - kinda like with ace optionals, difference was - players could have different options enabled/disabled.
Right now, if I join with ace_tracers.pbo to a game that doesn't have ace tracers, I get kicked with the message: additional addon detected ace_tracers.
In any case it's just an idea, don't waste your time on it if you don't feel like doing it.
Picking up on the suggestion @Pergor posted:
We need an option to prevent using a patient's medical items. It surprises me that it's _impossible_ to restrict players from using someone else's supplies withour their consent, and here's why:
I'm making a free-for-all mission where players will have to interact with one another. Allowing them to drain eachother's medical supplies has a great trolling potential, as it completely bypasses the patient. This enables you completely deplete someone's medical supplies, and there is nothing they can do to stop you.
What's worse, is that with items like morphine and epipens, they can knock eachother out by overdosing!
Please, do consider adding this option, as without it, players can exploit the current interaction behaviour in order to troll and injure other players.
Note: players will still be able to take medical items from an unconscious player using the "Inventory" interaction. This means there won't be any problems such as "being unable to heal an unconscious teammate", as that can still be done.
@Cre8or there is an ACE variable for that. Use
OBJECT setVariable ["ace_medical_allowSharedEquipmentAccess", -1, true];
-1: disabled0: enabled (default)1: side only2: group onlyI will see about making it a client setting for 3.5.0.
@Glowbal Thanks for the fast reply! I didn't know it was that simple, and I couldn't find anything in the mission maker documentations. Glad to hear it's that easy.
Say, on that subject, is there a page that has a list of entity variables like that one? I find the Useful functions page to be lacking a lot of things, as it already took me a lot of googling to find ace_medical_fnc_handleDamage (which I needed in the past). It'd be great if these were easier to find.
It's actually a work in progress setting, which is why it is not documented. It came across from CSE.
The handleDamage method is an internal method and is therefor not documented as something people can or should use.
I will take on your comment about the lack of useful functions on the useful functions page. We will make an effort to provide more information sometime in the future.
^ Actually that's something many of the people on this thread could help
with. That'd free some developers time to implement the features you asked
for :wink:
On Fri, Feb 5, 2016 at 9:41 AM, Thomas Kooi [email protected]
wrote:
It's actually a work in progress setting, which is why it is not
documented. It came across from CSE.The handleDamage method is an internal method and is therefor not
documented as something people can or should use.I will take on your comment about the lack of useful functions on the
useful functions page. We will make an effort to provide more information
sometime in the future.—
Reply to this email directly or view it on GitHub
https://github.com/acemod/ACE3/issues/414#issuecomment-180336400.
Hey guys, i have the suspicion that bullet trace effect and the actual bullet fly path (including the hit) are not synced to other clients when playing MP. If my suspicion is right pls add that. If not , please tell me where to find the option for that.
Hey,ive got another feature request.
Thermal Goggles and Thermal Beacons/strobes.I think that Thermal Vision Goggles would be a great feature for Ace which is something that arma really doesnt have and nobody has tought of it before.It would be just another cool feature of this mod.Also this game needs Thermal Beacons/Strobes.Like you made an IR strobe you could do the same for this but changing it just a little to make it visible on FLIR and not not IR.
Dear ACE 3 mod developers,
First off: thank you very much for the outstanding work, your mod has made tactical ArmA 3 gameplay to what it is today, at least for me and many others I know.
The following is a little proposal for improvement of a small discrepancy in the medical system that has, because I am an EMT myself, bugging me a little ever since.
In the advanced medical simulation, atropine is used to lower the heart rate of the patient without the opiate effect of morphine. As far as I am aware of, atropine has exactly the opposite effect.
It is extracted from solanaceous herbs like the belladonna flower and it inhibits the parasympathetic nervous system, the part of the nervous system which is responsible for "relaxing" the body, including lowering heart rate and blood pressure and increasing intestinal activity. So, when this system is being inhibited, what happens is that your heart rate raises. It is somewhat similar to epinephrine, but not as strong and it can not cause any effect anymore once a certain dose has been exceeded. Giving atropine in the situations in which it is given in ACE 3, would in reality most certainly kill the patient, or at least harm him greatly (well, that depends on the dose).
The only use for atropine in military or general emergency medicine I know of is to treat low heart rate or as an antidote for neurotoxin gases like organophosphates.
For conditions of a critically high heart rate in the german EMS we use a medication with drugs like the beta blocker Beloc®, the active pharmaceutical ingredient here would be metoprolol, or the anti arrhythmic Xylocaine® (Lidocaine). Whether it is being done similar in military medicine or not I can not say but these substances are as far as I know the common therapy for fast heart rate (tachycardia).
I understand that the software limitations cause certain restrictions as of how realistic the medical system can be. But making a drug have the total opposite effect to its real life counterpart is quite an error and I would be very happy to see it corrected. All I am asking for is to rename "Atropine" to something like "Lidocaine" or simply just "beta blocker".
I hope I made my point clear and understandable and I would be glad if it is taken into consideration. Keep up the great work!
PS: This has been mentioned along with other points by user hypomaniac on 12 Jun 2015 already, but quite some time has passed since then and I have come to the conclusion that it has not been noted.
@runy888, I don't know much about the subject, but I know that Antropine will be replaced by Adenosine on the next update. You can track progress of the changes on #3174.
Oh, alright thank you! Adenosine works for me :P
Greetings,
runy888
Am 09.02.2016 um 6:59 nachm. schrieb Nicolás Badano [email protected]:
@runy888, I don't know much about the subject, but I know that Antropine will be replaced by Adenosine on the next update. You can track progress of the changes on #3174.
—
Reply to this email directly or view it on GitHub.
Radeni commented 2 days ago
I think that Thermal Vision Goggles would be a great feature for Ace which is something that arma
really doesnt have and nobody has tought of it before...
request made by myslef, three years ago, for ACE 2
Replace the central icon of the self interaction menu with the stance indicator.

Hey, I just thought of something while playing.
Is it possible to add a limping animation for when you are shot in the leg and cannot run anymore?
Would look cool, and would be a help for medics.
Is it possible to add a limping animation
Nah, that's almost impossible due to the way rv engine works
Hello. Thank you for very much for your work on this awesome mod! Absolutely love it!
I have a strong interest in the advanced ballistics feature, that I believe was worked on by Rutherford and others. In the advanced ballistics, there was a mirage effect and parallax adjustment. I was just curious if there were any plans to adding those features to ACE's ballistics? I thought the mirage effect also was based on wind speed and direction which could be useful for judging crosswind to target (or maybe I'm a big noob and like to think that's the case). The parallax adjustment feature I could see being unnecessary, but I am a sniper enthusiast and want as much as I can get. Thank you in advance for your time.
I have a strong interest in the advanced ballistics feature, that I believe was worked on by Rutherford and others. In the advanced ballistics, there was a mirage effect and parallax adjustment. I was just curious if there were any plans to adding those features to ACE's ballistics?
Well, to be honest I'm pretty sure none of the devs is planning on doing it. However we do have permission to use Ruthberg code (I'm not sure you are aware he wrote ace_advanced_ballistics too), and if anyone wants to take the time to port that feature we'd certainly merge it.
Same for parallax adjustment.
@esteldunedain Thank you for answering. I feel like a dope; it's Ruthberg, not Rutherford. I followed Ruthberg's mod RELIGIOUSLY when it came out and downloaded every single update. If I knew a damn thing, I'd port it immediately haha. Hopefully someone out there does! Until then, I'm more than content with ACE mod currently.
A couple of ideas for the ACE3 community to nibble on.
Would it be possible to expand the Cellphone item's usage past just detonating explosives, like spawning a specific unit within an array of markers?
FCS:
Improve it, as it is now, it is a bit arcade-like, its very fast to get the range - its a bit point&click, nothing else.
I know from at least one group that is not using ACE because of that - they use the RHS FCS instead.
Maybe you can do something about that.
Zodiac boat enhancements
What you do think? With an archipelago as a new map in the coming expansion, I think boat enhancements would be sweet!
Hi !
Simple request for our medics (advanced medical system) :
Add a deployable medical tent : Allow medic (and other people?) to deploy a medical tent on the battlefield. (So they don't have to medevac etc.)
I would love to see that you can attach explosives to units/objects like how you can attach chem-lights etc. Imagine the possibilities:
I hope to see this function ;)
Thanks to http://www.darkgovernment.com/news/javelin-fgm-148-anti-tank-weapon/ [^] For basic limitations showed on Javelin, and @Bad_Tankman from RHS bug tracker. If i stand near the wreck on fire, javeling isnt capapble of aiming me (should not be), but actually it is.
"The NVS uses the infrared naturally emitted from objects. Infrared crossover is the time at dawn and dusk that the terrain and the target are close enough in temperature to cause the target to blend in with its surroundings. If there is little difference in the amount of infrared energy between a target and its background, then neither the Javelin CLU nor the missile seeker can see the target well, thus greatly degrading the performance of the Javelin.
This situation may last as long as an hour, until either the background or the target changes temperature enough to become detectable.
Natural clutter is when the sun heats objects to a close enough temperature that it causes the target to blend in with the surrounding terrain.
Artificial clutter occurs when there are man-made objects that emit large amounts of infrared (for example, burning vehicles).
Heavy fog reduces the capability of the gunner to detect and engage targets"
For now there is no possible way to defend against javelin missle, including the lock on.
"The gunner must have line of sight for the seeker to lock onto a target."
"During limited visibility (natural or man-made), rain, snow, sleet, fog, haze, smoke, dust, and night are collectively referred to as limited visibility conditions. The day FOV can be rendered useless during these conditions."
^As for now, all AI equipped with javelin/titan are able to aquire targets thru the bushes, in every weather condition, in too fast time, reload time is too short making AI to waste ammo hitting same target twice.
Chemical Warfare (CW)
Pro-Mask
Eyewear slot. Reduces visibility and increases fatigue (especially when running). Failure to wear a pro-mask results in pain, obscured vision, injuries and possible death if inside a CW cloud.
Agent Types
Irritant (i.e. Tear Gas): Causes pain and blurred vision. Dissipates over time. No permanent damage.
Debilitating (i.e. Mustard Gas): Continues to cause injuries and pain over time until countered. If not countered it will eventually cause death.
Near-Instant Death (i.e. Sarin and VX Gas): Causes near instant death unless countered. Counter-able (Sarin) and non-counter able versions (VX).
Corrosive and Non-corrosive version of each agent. Degrades pro-mask over time.
Counter Agent: Counters the effects of CW (not instant, still must heal yourself).
Fast and slow acting variants (time window to put on mask during first exposure or must have mask on when exposed)
Delivery Options
Grenades
Mortar shells
Artillery shells
Explosives
Chemical Detector
Similar to Mine Detector. Indicates if smoke is CW and what type it is.
Ability to drag dead bodies (when not in a body bag).
Ability to carry dead bodies (both in and out of a body bag).
The ability to FFV from an ATV's passenger seat and turn out (i.e. sit facing the rear). As well as the ability to FFV from the driver's seat if the engine is off (or just stopped if possible, or you have to "turn out" which cuts the engine).
Medevac variants of the Ghosthawk, Wildcat, Orca, Hunter, Strider, Punisher and Box Truck (Civilian and FIA).
The Eden update changed the default gait when a character walks. Indicating that there is more that one animation. Could it be possible to choose from multiple gait options in your profile similar to how you choose your appearance?
Enable the sides Medics, and ai medics.
Take control of the island snakes and make a percentage of them dangerous.
# Trip wires!
Why not to add trip wires. They are the two ways to detonate a mine: remote control or through sensors (trip wire is one). So why not to make it works?
I'll not write about how it works, because I think you know this yet.

I did a ctrl F for "CPR" and looked at the 8 posts mentioning it but didn't see any requests around the advanced medical system (with revive enabled) having a chance to restart heart rate if it's at zero? Our group has dedicated numerous sessions around trying to figure out how to get a heart restarted using CPR but have never been able to succeed. I've searched far and wide for some clarification around CPR in ACE3 medical and mainly just found forum posts with conjecture, some conflicting. I've read some posts where medics say "I revive people all the time using CPR".. Is there anywhere I could read about how CPR is supposed to work in ACE3? (Thank you in advance for anyone that points me towards some official documentation.)
Feature Request: Some chance when using the Advanced Medical System in combination with "revive enabled" to restart the heart (heart rate 0) if blood pressure is still available and/or stabilized. And then slowly bring their vitals back up?
Right now our group has to resort to using the PAK if someone has zero heart rate after stabilizing them, which feels like it is "magically" healing them back to 100%. Whereas what we would like to simulate is stabilizing, a chance to restart heart with CPR, and/if the heart restarts then gradually increasing their vitals back upward.
Sorry in advance if this is somehow counter-intuitive to what ACE3 advanced medical is trying to simulate. ACE3 is super awesome "as-is", and we ABSOLUTELY LOVE IT!!! But it would be cool to feel like as a field medic team we put the effort into chest compressions, which managed to "restart heart"(percentage chance), but wounded person still has to slowly recover from low heart rate and vitals...
(second apology if I'm just missing the point entirely or stating something in ignorance of a core principal of how you guys set up the system!)
^I have been wondering about this for a long time, same thing, we are using
basic medical just for this shit. I believe there is supposed to be some
rework of medical system, so just bring it on already :P
On Mar 1, 2016 10:25 AM, "pushBAK" [email protected] wrote:
I did a ctrl F for "CPR" and looked at the 8 posts mentioning it but
didn't see any requests around the advanced medical system (with revive
enabled) having a chance to restart heart rate if it's at zero? Our group
has dedicated numerous sessions around trying to figure out how to get a
heart restarted using CPR but have never been able to succeed. I've
searched far and wide for some clarification around CPR in ACE3 medical and
mainly just found forum posts with conjecture, some conflicting. I've read
some posts where medics say "I revive people all the time using CPR".. Is
there anywhere I could read about how CPR is supposed to work in ACE3?
(Thank you in advance for anyone that points me towards some official
documentation.)_Feature Request:_ Some chance when using the Advanced Medical System in
combination with "revive enabled" to restart the heart (heart rate 0) if
blood pressure is still available and/or stabilized. And then slowly bring
their vitals back up?Right now our group has to resort to using the PAK if someone has zero
hear rate after stabilizing them, which feels like it is "magically"
healing them back to 100%. Whereas what we would like to simulate is
stabilizing, a chance to restart heart with CPR, and/if the heart restarts
then gradually increasing their vitals back upward.Sorry in advance if this is somehow counter-intuitive to what ACE3
advanced medical is trying to simulate. ACE3 is super awesome "as-is", and
we ABSOLUTELY LOVE IT!!! But it would be cool to feel like as a field medic
team we put the effort into chest compressions, which managed to "restart
heart"(percentage chance), but wounded person still has to slowly recover
from low hear rate and vitals... (second apology if I'm just missing the
point entirely or stating something in ignorance of a core principal of how
you guys set up the system!)—
Reply to this email directly or view it on GitHub
https://github.com/acemod/ACE3/issues/414#issuecomment-190631014.
@pushBAK @ArcanumSK That's the intended functionality when you use the Revive State.
When a player takes a lethal amount of damage, they either die (revive state disabled) or enter the revive state. The Revive state cannot be "fixed" except by using the PAK, which is (presumably) to simulate that a patient requires an extensive level of treatment in order to be brought back.
If you disable the revive system, I suggest you toy with the 'Prevent Instant Death' setting to get a result you want. If disabled, a headshot (or mortar round, or similar severe injury) will immediately kill the player. If enabled, that headshot will (usually) just take the patient to unconscious, and you have a chance to save them. However, if they are hurt when they pass out, then they can still die.
@J-Ziegler Thank you for the quick reply and clarification! I really appreciate it!
Add the ability to units of RHS to dig by shovels which are fixed in their vests without adding it to units inventory. Absurdity when one spade in their hands one on the back.
Add the ability to units of RHS to dig by shovels which are fixed in their vests without adding it to units inventory. Absurdity when one spade in their hands one on the back.
fyi it's impossible to actually remove the shovel from the uniform, so the best we could hope to do is enable RHS units to dig even without a shovel in their inventory. However, that may not be desired behaviour for mission makers, who might want to have control over who/when people get shovels.
Bottom line, the shovel in the rhs uniform is cosmetic only, and I don't think they are worth the effort for us to support.
Exploding bombs with the help of the interaction menu is not convenient and slowly. Do it now as it was in the ACE 2. The most important thing is that now we can not blow up on the run.
video
Blasting through the left scrolling menu fits best.
Add the ability to shoot your weapon while being dragged/carried if you are still conscious
Add the ability to shoot your weapon while being dragged/carried if you are still conscious
Sorry, that's not possible
Option in the NVG module to entirely disable aiming down your iron sights if your NVGs are down. In order to use your iron sights, you would have to then lift your NVGs.
Currently, if you aim down you iron sights your NVGs are deactivated.
A retinal scanner or fingerprint scanner would be a fantastic addition to the ACE3 collection of features, as so much warfare is assymetrical these days and with the captivity system and civilian interaction i believe it would open many new doors and would be worth the teams discussions. Thank You for hearing my idea I hope you consider it. Thank You for your ever present support of this much anticipated mod and all it brings to arma gameplay
Would it be possible to add hotkeys for triggering explosive codes (for example: explosive code 1 = CTRL+1, etc)? Since you guys added detonate all, things are pretty great already, but I think this would still be very helpfull in some situations.
If you could add "Equip FRIES" to Zeus that would be great. It makes it easier for on the fly mission creation.
A retinal scanner or fingerprint scanner would be a fantastic addition to the ACE3 collection of features
Fingerprints have nothing to advanced COMBAT environment. Army just blow away doors.
Altis Life features must be implemented in Altis Life or other civil mods.
Hi ACE-team, my first set of feature-requests here, before that, let me say what an awesome job you do. No more ArmA without ACE. Now my questions/feature requests:
Refuel:
Rearm:
Other:
Hope this isn't too much, just wanted to share some ideas :)
Auto-rearming, medic auto-healing infantry...... God how this game needs this...... Player cannot be baby sitter for his squad.
@vlad8011 you forgot auto aiming and maybe auto playing...
ACE3 team, you can easily add realism to a change of positions inside vehicle.
In the vanila game the changing positions within a vehicle (driver/commander/gunner) is not realistic. Within a one second the player can change your any position. BIS is not going to fix or change this detail any way. But the change of positions should take some time of course, if we want realism.
If ACE3 mod will pay attention to these details, then it might be a good addition to the realism of ACE3 mod!
During the change of positions, you can make a some dalay(5-7sec) with black screen and add the sound of crewman moving inside the vehicle. Thus the change of position will look more realistic. Most importantly, this feature will not require much effort to implement inside ACE3. Thus the change of position will look more realistic!
Thanks
This is an insane idea...
VR goggles, that when put on, bring the players to a artificial world within the artificial world of Arma.
For when grunts are getting bored of waiting.. they have a place to screw around!
I was thinking it may be possible to make this via remote controlling a unit. It would need to support TFR and ACRE also.
@NemesisRE - what? What medic should do in your opinion while seeing wounded soldier? Or if you get hit, and you got first aid kit you wont heal yourself? If you got no ammo, and passing by dead soldier with ammo you need, you will not take it? What auto playing!? Its normal behavior on battlefield.
@captainblaffer what are you talking about? what VR goggles? what "grunts" ?
I suggest using a black screen instead of modeling the interiors of each vehicle. To make the black screen a lot easier, i think;)
* Traverse & Elevation *

The T&E system is featured in most crew served weapons and allows for fine control of the weapons elevation and traverse giving crew served weapons both mounted on vehicles and on the ground added versatility.
One benefit of such a system being put in place is that it effectively changes the effective range of crew served weapons so that it is far closer to reality.
@gibonez, I'd love to implement T&E, but I couldn't get it to work in AGM. We can't procedurally adjust the aim of an static weapon without changes to the model.
So vanilla content is out; may be doable with CUP weapons though.
Is it somehow possible to add ACE scope adjustments to weapon with integated scope?
If there is no way, do it please...
@Gr1ggs, no, it's not possible at them moment. It's good suggestion though, so I'll create a ticket for that.
Sombody pick this idea up https://forums.bistudio.com/topic/153845-wip-video-streaming-mod/
Seriously has absolutely nothing to do with ACE, at least i cannot see how O.o
It would be nice to have a suppression module (like this one http://www.armaholic.com/page.php?id=27849). It could play a major role especially in TvTs. Currently players that are being shot at can just stand still and maintain perfect aim, which wouldn't happen in real life.
It would allow players to employ more advanced tactics, involving suppressing enemy position, that would be far more effective than they are now.
@BlackHawkPL, that code was donated to ACE, and it's in my to do list to properly port it. However, I haven't got around to doing it yet, partially because I'm looking for ways of making it have less performance impact (there are already two promising ways in development of doing the same at much lower cost) and maybe support suppressing AI.
That's good to hear.
Another feature that I just thought of: bullet cartridges. There was a module for staying bullet cartridges in ACE2, but it was done very simple. Perhaps those new improvements you mentioned or new A3 scripting commands could allow to make a version that would look good and wouldn't eat performance.
In ACE Medical, is there any way to add in something like a notification to the patient being treated just as sort of a reminder to not move away from the medic? Especially when using PAK's, it seems to be easy for them to forget that I am still working on them since sometimes the timer is fairly long, and the character animation only lasts about 5-10 seconds... Maybe this is intentional to encourage communication, but it seems to be just a frustration since in reality, you would have some sort of knowledge that you're being worked on (feeling someone apply bandages to you, sticking you with needles, etc.), where as in Arma, there currently is none except "Hey stand still until I finish this."
A few small but cool ideas that i got from playing with ace recently:
1: Parachute smoke,its nice to have a smoke while parachuteing so that your team mates can follow.
2: Door locking,a nice feature that can be used with people and ai.The doors that are locked could be breached by shooting them or by explosives.
3: Defibilator for medics,a quick thing for reviving unconcious people without heartrate.
4: Drawing on whiteboards.Can be very helpfull to be able to draw stuff on empty whiteboards.
5: Disable attaching explosives to AR-2 Darters,its kinda op
6: Carriable vehicle ammo(for machineguns) which when placed in the inventory of a vehicle would add another mag to a gun of choice (interaction menu)
7: Shooting from parachutes? (FFV system)
Thanks for reading and for all you have already done!
Von Outlook Mobile gesendet
On Sat, Mar 12, 2016 at 4:41 PM -0800, "Rad" [email protected] wrote:
A few small but cool ideas that i got from playing with ace recently:
1: Parachute smoke,its nice to have a smoke while parachuteing so that your team mates can follow.
2: Door locking,a nice feature that can be used with people and ai.The doors that are locked could be breached by shooting them or by explosives.
3: Defibilator for medics,a quick thing for reviving unconcious people without heartrate.
4: Drawing on whiteboards.Can be very helpfull to be able to draw stuff on empty whiteboards.
5: Disable attaching explosives to AR-2 Darters,its kinda op
6: Carriable vehicle ammo(for machineguns) which when placed in the inventory of a vehicle would add another mag to a gun of choice (interaction menu)
7: Shooting from parachutes? (FFV system)
Thanks for reading and for all you have already done!
Reply to this email directly or view it on GitHub:
https://github.com/acemod/ACE3/issues/414#issuecomment-195840280
@Rad: i strongly disagree with #3 and #7; first, defibrillators are, unlike common understanding thanks to Hollywood and battlefield, NOT being used to "restart" a stopped heart. It is rather used to overwrite the hearts own electric signals in case of a ventricular fibrillation, which is an uncontrolled and uncoordinated action of the components of the heart. After the use of a defibrillator the heart is completely dead, and can then be brought back to sinus rhythm with CPR more successfully.
As for #7, the recoil of a weapon while dangling from a parachute would make the chute get totally out of control, you would lose all your forward speed which is not so good for the kinds of parachutes used in ArmA.
Best regards,
David Klarmann
sent with iPhone
Am 13.03.2016 um 1:41 vorm. schrieb Rad [email protected]:
A few small but cool ideas that i got from playing with ace recently:
1: Parachute smoke,its nice to have a smoke while parachuteing so that your team mates can follow.
2: Door locking,a nice feature that can be used with people and ai.The doors that are locked could be breached by shooting them or by explosives.
3: Defibilator for medics,a quick thing for reviving unconcious people without heartrate.
4: Drawing on whiteboards.Can be very helpfull to be able to draw stuff on empty whiteboards.
5: Disable attaching explosives to AR-2 Darters,its kinda op
6: Carriable vehicle ammo(for machineguns) which when placed in the inventory of a vehicle would add another mag to a gun of choice (interaction menu)
7: Shooting from parachutes? (FFV system)Thanks for reading and for all you have already done!
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Reply to this email directly or view it on GitHub.
@runy888 Our medic actually said a similar thing,i still think that a defibilator would be a nice thing to use together with cpr when you have someone stabilized but with no heartrate because right now in that case the only thing you can use is a PAK which fully heals the person so its kinda OP.Also about #7 i did put a question mark at the end because i had the Arma 3 parachutes and engine in mind. :)
I agree as long as it is used together with CPR to increase the chances of success.
Actually I was not talking about ArmA engine but about realism in general which I think is kind of the point of this mod.
David Klarmann
sent with iPhone
Am 13.03.2016 um 3:55 nachm. schrieb Rad [email protected]:
@runy888 Our medic actually said a similar thing,i still think that a defibilator would be a nice thing to use together with cpr when you have someone stabilized but with no heartrate because right now in that case the only thing you can use is a PAK which fully heals the person so its kinda OP.Also about #7 i did put a question mark at the end because i had the Arma 3 parachutes and engine in mind. :)
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Reply to this email directly or view it on GitHub.
Optional realistic compass? See request on AGM: https://github.com/KoffeinFlummi/AGM/issues/2137#issuecomment-195935762
ace_medical_setting_allowSharedEquipment allows mission creators to disable the possibility for treating players to use the medic items of a patient in general.
But there still should be an option for designated medics (ace_medical_medicClass > 0) to use their own items first and then the items of the patient, especially with the new wound system since 3.5.0.
Hi @Pergor
especially with the new wound system since 3.5.0.
What are you referring to specifically? We did not introduce a new wound system in 3.5.0.
What you are requesting is already mostly possible. I will see about enabling it fully for 3.6.0.
@vackosar i would be happy even only if you could see the whole quadrant, specifically the reciprocal heading.
Medic System: IA treated herself
previously in "AGM" AI was treated herself and the other units of the team; because now this feature is not in ACE 3 ?, I have planned in the future on again? I think this feature is very important, I hope it really is so
@Glowbal
Yeah, it's not actually new, but since the size of a wound has an effect now, the consumption of bandages has skyrocketed.
But thanks for the quick reply and hopefully the implementation in 3.6.0! :)
@Maffaxxx, the first compass improvement would be best to direct into slowing down the compass time to display which creates this unrealistic compass overuse in Arma coops. If it took just a two seconds to show compass this bizarre overuse would cease. But I agree that there are many other improvements needed.
Man, GitHub megathreads slow Firefox down like a sumbitch...
Anyway, I was about to throw this one out there as a new issue until I noticed the guidelines for a consolidated thread. Yay reading comprehension!
My request is fairly simple, but I argue it to death anyway:
Medical Menu: Additional config option to reopen menu after treatment only if unbandaged wounds remain (requires change of ace_medical_menu_openAfterTreatment config setting from BOOL to SCALAR (not backwards compatible with serverconfig.hpp), or requires a new setting class (crufty).
The current two options are decent but annoying under alternating circumstances -- if the menu closes after each treatment, the interface is prohibitively annoying for patients with multiple wounds, as it requires repeatedly engaging the menu key or user interaction. If the menu stays open after each treatment, the interface is somewhat annoying for patients with singular or few wounds, as it requires hunting for the Esc or Close button. (I prefer the latter, myself, as the interaction menu works well for single treatments.) With this proposed option, closing the menu would happen only after all wounds had been bandaged, although it could be slightly annoying if the patient requires CPR or morphine. A possible fourth option would enable closing the menu only if the patient satisfied the conditions for being stable.
Being able to observe whether there are wounds remaining is a basic first aid skill -- the reason we perform a full patdown of the victim even if there are obvious wounds -- and it would be more annoying than entertaining if a player negligently allowed someone to die because they failed to perform a complete physical check (this is a player shortcoming and not something any competent lifesaver would do, so allowing players to make these gaffes when they wouldn't "realistically" happen would tend to be viewed more as a problem with the interface than with the person themselves, since players shouldn't be expected to take a full course in first aid just to use the mod ;-)). Therefore it makes sense that the game would give you "automatic muscle memory patdowns" and keep the menu open as long as there are unbandaged wounds, and then close the menu once the last wound had been bandaged. For those servers that would want to allow negligence they could force the menu to close or stay open after each use as before. =)
tl;dr: Options for closing medical menu:
0: Close menu after each treatment
1: Keep menu open always
2: Keep menu open until no longer bleeding
3: Keep menu open until patient is stable (not bleeding, not in cardiac arrest, not in revive state)
RE: Parachute smoke
If the ShackTac tactical grenade system comes into play in ACE, I bet you'd be able to trigger a smoke grenade on the way down -- we might not need a dedicated feature for that. That said, being able to trigger and attach smoke grenades to vehicles (including yourself) using the same system as the chemlights and IR strobes would work great too, and probably even be fairly easy. (Heck, I'd probably take it on myself if modern development wasn't so keen on maintaining pull requests instead of shared document space.)
Cargo in Passenger Space: For ACE Cargo, I'd like to see a "crew" cargo space which adds to the helicopter's cargo capacity when empty, but for which each passenger embarked will reduce this cargo space by 1. This would subsume:
*ace_cargo_gunnerCargo = 1 //Slots of cargo usable in place of gunners (crate in co-pilot's seat)
*ace_cargo_crewCargo = 16 //Slots of cargo usable in place of passengers
Names may appear redundant, but are intended to quantify that these are cargo slots in place of passengers, rather than being space "added" for passengers (since the engine doesn't support that anyway without a new vehicle class).
Each passenger reduces the available capacity for ace_cargo_crewCargo by 1, and each gunner reduces the available capacity for ace_cargo_gunnerCargo by 1. Vice versa is also true: since we have access to event handlers for GetIn, a crewman can be forcefully disembarked with a hint if they attempt to enter a unit when the ace_cargo_space is full, some of the ace_cargo_crewCargo is full, and the number of already embarked passengers takes up the space remaining.
For instance, a UH-80 Ghosth-- who am I kidding, a UH-60 Black Hawk -- has ace_cargo_space = 8 and ace_cargo_crewCargo = 8. It can carry up to 16 crates, but if loaded with passengers can only carry up to 8 crates. (Ignoring for a moment that the real bird, devoid of seats, can carry nearly 20 unarmed people or a dozen fully armed troops with kit -- it's just an example. ;-)) If loaded with a big vehicle ammo box that takes up 16 crates, for instance, it cannot embark passengers until the vehicle ammo is unloaded. (Naturally, cargo space is taken up before passenger space, so the same helo carrying 12 units of cargo would still be able to load 4 passengers, rather than being unable to take passengers and still having room for 4 units of cargo.)
One ''major'' hangup is that unlike virtual models that show cargo loaded (compare the old WIP proxy-based RKSL Logistics from ArmA 1 or the attachTo-based R3F Logistics), ACE cargo has no obvious signs that a vehicle is laden -- it could be profoundly frustrating to drive a vehicle/land a helo into a hotzone only to discover that the vehicle is too full to take anyone on. Adding support for model proxies to indicate loaded cargo would get prohibitively difficult since even when ACE simply ghosts the cargo rather than virtualising it, finding appropriate memory positions to attach the models that doesn't look like absolute ass would be difficult. =)
Since I'm a big fan of games being intuitive and doing things that are "right" based on whether the character would know better, even if the player doesn't, this might be difficult to reconcile. A possible compromise would be to forcefully dump cargo out instead, although this could also have dramatic results if the collision detection can't find any safe place to dump the cargo, or finds a "safe" place that the engine disagrees with....
Only one more for today, although this one is easy easy easy...
ATV Cargo*: Quadbikes should have ace_cargo_hasCargo and ace_cargo_space set to 1 by default, so that a single unit of cargo can be loaded on the back. (I'll probably just make a mod for this one for my own benefit, but throwing this out there for consideration in the main branch.)
Ideally it would go in place of the second passenger, using the suggestion above, but being able to ride on top of the crate is also plenty possible anyway and quadbikes would be made far more useful if they could take a container along for the ride -- their gear capacity is fairly high and put to great use during the campaign (although you lose it all at the end of the episode anyway ;-)), so it wouldn't really be all that unusual to be able to load a crate. (In fact, if it didn't break campaign compatibility and compatibility with users who don't use ACE Cargo, I'd even suggest heavily tanking the gear capacity of the quadbike in favour of compelling the use of a cargo crate. However, having the default gear capacity and adding space for a spare wheel or container would be terribly difficult to exploit anyway, since it _is_ just an ATV.)
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.
You can't pause animations at arbitrary points.
I'm closing this thread due to the excessive loading times. Please post all future requests in #3594