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Feature request collection #1

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cineafx opened this issue Dec 10, 2018 · 14 comments
Open

Feature request collection #1

cineafx opened this issue Dec 10, 2018 · 14 comments
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enhancement New feature or request

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@cineafx
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cineafx commented Dec 10, 2018

Before reporting

  • Any and all requests should be done in this designated feature request issue.
  • Before posting a new one, please make sure to check the previous entries on the thread and make a quick search; please don't reiterate requests that had already been either accepted for inclusion or disregarded.
  • Accepted feature requests may be moved to a separate issue for further discussion.
@cineafx
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cineafx commented Dec 10, 2018

Remove additional zeus radios. (Only keep one of each type SW / LR)

Something like this could be used:
image

Make this a setting?

@cineafx cineafx added the enhancement New feature or request label Dec 10, 2018
@cineafx
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cineafx commented Dec 10, 2018

Set default SW / SL channels / frequencies. (Probably in CBA options.)

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@cineafx
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cineafx commented Dec 23, 2018

keybind / ace interaction for rappel

@cineafx
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cineafx commented Dec 23, 2018

Teleport pole with moveInCargo

https://github.com/ArmaAchilles/Achilles/blob/32b5cd71658f464553cfbae6c384c138a10c37da/%40AresModAchillesExpansion/addons/modules_f_ares/Player/functions/fn_PlayerCreateTeleporter.sqf#L96

Would require checks:

  • is _teleportTarget a vehicle?
  • is there space in _teleportTarget?

@cineafx
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cineafx commented Dec 25, 2018

Add my time change script thing.

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cineafx commented Mar 30, 2019

<13:44:31> "Timberhawk": how about a zeus module that "routs" and AI unit? basically it would split it up into individual soldiers, each of whom basically drop everything they're doing and sprint away from any enemy units in an attempt to get as far away from them as possible
[...]
<13:44:59> "Timberhawk": additionally, those units would disappear from the zeus interface, and once they're say . . . 500m away from enemies, they simply despawn
[...]
<13:47:07> "Timberhawk": options could include a rally point where the unit reforms, weither or not the drop their weapons, and units with an attached vehicle would try to board it before getting the heck out (with a possibility they leave some of their men behind)
[...]
<13:48:43> "Timberhawk": I don't know how hard it'd be to code, but maybe there could also be an option for a more organized fighting retreat? where they periodically turn around to fire at any pursuers before continuing their run

@cineafx
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cineafx commented Apr 8, 2019

player addEventHandler ["CuratorObjectPlaced", {
	params ["_curator", "_entity"];
	
	
	/* Do something with _entity */
	_entity setUnitLoadout [........];

}];

player addEventHandler ["CuratorGroupPlaced", {
	params ["_curator", "_group"];
	
	{
		/* Do something with _x */
		_x setUnitLoadout [........];
	} forEach units _group;
}];

@cineafx
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cineafx commented Apr 12, 2019

make ^ overwrite only for specific factions

or overwrite specific factions with specific other things (so you could have multiple templates)

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cineafx commented Sep 5, 2019

Remove Ares Achilles dependency

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cineafx commented Sep 7, 2019

Way to fix the curator camera being stuck after using a garage / arsenal.
Maybe with this.

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cineafx commented Oct 2, 2020

Hunter Ai improvements:

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cineafx commented Feb 17, 2021

Removed player placed mines
image

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