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Arma 3: Community wishes & ideas- NO DISCUSSION

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Good day, @BIS!

Even after more than four years of Arm3 life, the game still does not have any repair model.

Please give the game at least some repair system, because such repair as it:

 

 

is now, already looks shameful. 

Any progress in this matter would be received with great gratitude!


The Arma3 has the various damaged parts from any vehicle.

If I could influence the game, then I would have the ability of repaired for each damaged part of the vehicle as personal action, with a choice for the player or subordinate in the action menu - "Repair engine", "repair hull", "repair turret" , "repair fueltank" etc.

For example, BIS, you can do, something like this not complex(as seems to me) repair system:

 

1) Each external damaged part of damaged vehicle can have its own personal marker (snap-positions), in which the repair specialist (soldier), will have a repair animation. This should not have many positions. Only for each wheel or other external parts.
2) Repairing of each damaged part could have a status-bar and have a personal repair time, can be random number of seconds within certain limits.
3) The impact on the external and internal damaged parts of damaged vehicle could have a different  positions for the repair specialist (external and internal also). For example, the hull, wheels/tracks, fueltanks, cannon etc can be are repaired only outside the damaged vehicle, while some parts (such as the turret, engine of land vehicles) should have a repair position(invisible) only from the inside of damaged vehicle.

 

This is just the opinion of one person, but it seems to me, that such a repair system could give a more realistic gameplay, especially for the ArmA3.

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Basically, I  feel that some factions are lacking on headgear/variants/utilization. These things are small but should be looked at for the Tanks DLC, in early dev days we can see there are seperate classnames for berets. An example of this is below, the CSAT officer unit have a separate beret (which is just the same model of the regular black beret), also some CTRG operators in singleplayer wear "Beret [SAS]", I think it would be nice if we get proper detailing of these to be put to use as its first to what a player sees.

 

RyH3fv0.png

 

Additionally, it would be nice to have the deck crew units of the USS Freedom wear color matching helmets, not the combat helmets used by armor crews. AAF certainly need a headgear update as they are using ported ArmA 2 models, preferably some variation aswell. NATO is fine however, I find in the texture there is a possibility to add a flag/unitpatch - on every helmet there is a large empty unused space, it would be cool to see use of this space. Superficial and stupid I know, but a tiny bit of selections and retextures/modelling can make hella difference!

 

Spoiler

JYjBoRz.pngkyaTgtl.pngcGNXLnr.png

 

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Please Add to editor attribute manager options to add skills like Medic, Engineer, Detect Mines etc. and some easy way to make them unlock in a mission, this game also needs a flashbang grenades after all those years.

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My hope is to encourage Bohemia to create a DLC which allows players to attach any weapon/object to any vehicle/object in any configuration, along with other improvements like shooting varied mounted weapons from vehicle interiors

e.g. - Attach any vehicle weapons like tank guns to different tanks/vehicles

       - RPGs from helicopter or primary weapons from copilot through windshield.

       - Attach anything functional to anything and it remains functional

 

Then sell it to us.

 

From an amateur perspective ( coding/scripting level 0 ), Arma can be quite daunting to attempt any kind of changes that would allow universal attachments, but we amateurs may still have fun ideas for game ideas/mode/mods that would encourage new players and old to play with the enormous untapped potential of Arma 3.

 

Selling us Laws of War and other highly specific DLC content seems counter-intuitive to the real star of the show here, which is that Arma is a game creation machine.

 

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Since Operation Flashpoint, I miss one thing that was kind of supplemented by mods, but at least as a merely tribute to the ancestor, this should be added in a next tiny update.

Weapon on back :) Or holster a pistol. You know what I mean. We have a button to sit and salute. Seriously. A nice combination of ctrl and salute would do nice. Or am I the first and only one?

Spoiler

600px-OFP_AK74_1.jpg

This should have always been part of a game. :yeahthat:

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hello,

 

can you please provide a command to protect code and other type of data, equivalent to compilefinal for string ?

 

_result = compilefinal "my string";

_result = somethingfinal {my code};

 

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Hello,

 

Can you please provide a variadic macro command ? :drinking2:

 

3.6 Variadic Macros

 

A macro can be declared to accept a variable number of arguments much as a function can. The syntax for defining the macro is similar to that of a function. Here is an example:

#define eprintf(…) fprintf (stderr, __VA_ARGS__)

an other exemple with a finite number of arguments

 

#define MACRO(param0,param1,param2,param3) hint format ["%1", __VA_ARGS__];

 

 

https://gcc.gnu.org/onlinedocs/cpp/Variadic-Macros.html

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On 12/8/2017 at 10:17 PM, code34 said:

hello,

 

can you please provide a command to protect code and other type of data, equivalent to compilefinal for string ?

 


_result = compilefinal "my string";

_result = somethingfinal {my code};

 

 

cant you just do 

 

compilefinal str "my string" ?

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2 minutes ago, fn_Quiksilver said:

 

cant you just do 

 

compilefinal str "my string" ?

 

The goal is not to find a workaround but to fix directly the problem in the engine :)

 

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11 hours ago, code34 said:

 

The goal is not to find a workaround but to fix directly the problem in the engine :)

 

 

i agree but i think its not going to happen at this stage (over 4 yrs since launch).

 

SQF got a lot of nice enhancements in A3. i would have liked an “isVariableFinal” command to return compilefinal state of a var, but its unfair to ask the devs to keep spending money (dev time) on SQF.

 

i would rather that excess dev time spent on AI fixes

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if its not possible, BIS should open officialy the arma source code, that we can fix that ourself. :don13:

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Hey, how about BIS Edita to be added to the game?

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9 hours ago, FoxFort said:

Hey, how about BIS Edita to be added to the game?

 

Are you saying they use an editor other than 3Den?

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21 hours ago, lawndartleo said:

 

Are you saying they use an editor other than 3Den?

 

Man, you don't know who is BIS Edita? shame, that green beast should have been in vanilla game long time ago.

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1 hour ago, FoxFort said:

 

Man, you don't know who is BIS Edita? shame, that green beast should have been in vanilla game long time ago.

 

Like, for real?

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Maybe I am just dumb as a bag of hammers or not hip to the scene... but I have no clue what BIS Edita is.

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And now we all know.  Thank you. I knew of the tank, not the nickname (....and it’s polygon count).

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Dear BIS-Team,

 

from the very first version of "Operation Flashpoint" to today's Arma 3, I spent thousands of hours with your sandbox-game-series, and I do own

every part of the series, and almost every addon/dlc. I love these limitless possibilities to create and thereby simulate nearly every situation you

can imagine. So much joy, online as well as offline. Thanks a lot!

 

 There is one powerful idea about the game though, that keeps spinning round in my head for years now, which is growing stronger and stronger. 

Since the technical possibilities are finally "on the table", and the economic perspective for game-developers is constantly growing, I shall anounce

my very first request to You in all those years:

 

Please implement native vr-support! The OFP/Arma-Series has always been about immersion, about the most immersive recreation of any possible

combat situation. The technical basis of the rv-engine is just perfect for VR, like the long-known and well-working TrackIR-support

(indipendent head/gun/hand-movement) is already in the game. Likewise, I am sure it is not too much of a deal to create a well-working "UI" in VR,

and I am confident that even roomscale-gaming with touch-controllers is possible without major re-coding on the engine (check out user

"NeoArmageddon" if you haven't already, and his experiments on touch-controllers). I am 100% sure that native vr-support in Arma will be mindblowing,

and it will take the Arma-Series to a whole new level of immersion and gaming-experience. Likewise, the Arma-Series in VR would provide so much

more than anything else that is out there, it will be a blast to the world of VR!

 

But who am I talking to? I believe to have read that you are already "playing arround" with the HTC Vive in the studio, and I cannot imagine these 

thoughts of mine did not occur to the BIS developers team...

 

Though I expect you to be well informed and already, at least "playing arround" with Arma in VR, I need to make sure You guys don't miss what

developer Anton Hand is doing with his VR-Sandbox-Game called "H3VR", or "Hotdogs, Horseshoes and Handgrenades". I strongly recommend

to put this man on the payroll! These mechanics are a blast!

 

 

 

 

Imagine Arma 3 in VR with this kind of gun-handling? Insane!

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Where should I go to rant about me and my friends wanting shotguns and light anti tank platforms (Stryker MGS (A3 vaiant) and Hunter TOW for example) to be implemented in the actual game instead of just being available with mods -  which nobody uses?

 

I love this game by-the-way. So do me and my friends.

 

One other thing I belive needs looking at; is a way to un-flood the chats in many gamemodes. Many players play KOTH, I belive they would be thankful to have a chat filter so they still get the same logs without making the chat a flood of players failing to connect or being killed.

Yes, yes. Its a mod. But I for one find it hard to belive they willingly have a flooded chat if it could be helpt.

Edited by Kiruna
Added two pieces

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Ok, so i messaged BI Directly and was provided with a link to this page.

 

So DEVs or community. A lot of people ask that slots can be reserved for specific player steam id's but I've thought long and hard about this and think a better solution would be password enabling / disabling option in the lobby by admin or host, allowing a player to keep a slot open should they enjoy a server and wish to continue with this player slot and save his / her progress.

 

This way there is much more freedom and flexibility within a server allowing a simplistic way of reserving a slot without losing your game progress.

 

Ideal for a long term survival server. Maybe have the player character continue to use up their thirst and hunger whilst player is away from server leaving their character in a sleep state within a building, tent or round a camp fire helping them to keep warm and maintain their energy using up less resources.

 

When the player returns to their slot the unit will come out of sleep state and the player can continue where they left off, providing they haven't been mauled in their sleep by a zombie or taken captive by the enemy unknown to them.

 

So this is why we need passworded slots!

 

Thanks guys and hopefully Arma Devs can make this happen. If not I'm sure someone in the Arma modding community can pul this off.

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Please for the love of the game and our ears. 

Do not allow helicopters or any vehicle to stay running with Engine ON after the pilot or driver exit it.

This is unnecessary NOISE pollution and you are destroying people's hearing on a grand scale. 

This is especially annoying in KOTH where we often have a bunch of hellis & Blackfish in the AO with engines on full blast.  

It f.... up gameplay and adds unnecessary sounds to be processed for client and server.   

 

Vehicle engines should be turned off by default on all servers when players "Get out or Exit the vehicle or helli.

Servers would need to enable "Engine ON" on exit.  And if enabled. Players should be forced to use a key combo like, Alt+Shift+ E for the engine to stay running. 

But there should be a time limit or else it might stay running until it respawns again. 

 

It should be top priority for Bohemia to implement this simple thing ASAP. 

I also recommend we get the option to automatically enable ear plugs in or around vehicles. 

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A "strict" mode for the editor that upon preview/playing immediately aborts anything he does on the first (script) error encountered and goes back to the editor (within miliseconds). It annoys me to wait for the game to finish with my awesome init script and loading up the world and what not, only to go back and fix some stupid error. Pretty sure some precious seconds could be saved, piling up to hours, days even over the years... :P

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Quote

Please for the love of the game and our ears. 

Do not allow helicopters or any vehicle to stay running with Engine ON after the pilot or driver exit it.

This is unnecessary NOISE pollution and you are destroying people's hearing on a grand scale. 

This is especially annoying in KOTH where we often have a bunch of hellis & Blackfish in the AO with engines on full blast.  

It f.... up gameplay and adds unnecessary sounds to be processed for client and server. 

 

If you "eject", the vehicle stays running

if you "get out", the engine is off.

Seems perfectly logical to me.

 

If to many players are leaving vehicles running, this sounds ( I like that punn :rotfl:) like something you should take up with the server admin's and/or players

............unless I am completely misunderstanding your point, then I apologize.

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