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theavonlady
May 19 2005, 12:37
I'll start.

The press release states:

Compatible with community created content.

That's great but remember that most of that content is in mod folders within OFP's directory.

BIS, Please support full folder path specifications in the mod switch, so that existing content can be accessed in its present location, even if outside of AA's folder. That way, single file copies of user created content can be accessed by both OFP and AA.

Next!

Acecombat
May 19 2005, 12:40
How do you know AA is standalone ?

Maybe it'll simply overwrite/makenew OFP's exe like resistance did know? Hope it does that.

And yeah we want support for everything that is at present , i want the game to start without asking for CD as well , i want to keep me CD's in pristine condition http://forums.bistudio.com/oldsmileys/wink_o.gif

Antichrist
May 19 2005, 12:42
Change the trees from original islands to VBS1 ones. Cause, let's be fair, old CWC ones look like crap.

Mr Burns
May 19 2005, 12:48
while we´re at vbs1: i´d like to see collapsing buildings like in the
Quote[/b] ]dynamicBuild_a.mpg  http://forums.bistudio.com/oldsmileys/smile_o.gif

Acecombat
May 19 2005, 12:51
How about a new forum for this for starts or maybe we should take this to the OFP forum after al this isnt about OFP2 http://forums.bistudio.com/oldsmileys/crazy_o.gif .

How will this affect addons is my main worry , will all those addon maker have to update their stuff back to match your new soldier/body/head model? I cant imagine seeing those old models standing up infront of these http://forums.bistudio.com/oldsmileys/crazy_o.gif . <-- Major problem.

raedor
May 19 2005, 12:52
Change the trees from original islands to VBS1 ones. Cause, let&#39;s be fair, old CWC ones look like crap.
VBS1 trees are better, sure, but they don&#39;t fit the islands, the green is too flashy.

we need multi turrets + cars firing rockets. that&#39;s all&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif so just copy the new vbs modules to AA.

T.A.L.L
May 19 2005, 12:52
What I want to see:
-New animations
-More gunner positions in vehicles
-Better AI
-Better netcode
-3d ironsights

theavonlady
May 19 2005, 12:54
Change the trees from original islands to VBS1 ones. Cause, let&#39;s be fair, old CWC ones look like crap.
VBS ones are essentially based on Resistance folliage technologies.

One thing that should be fixed: folliage should block AI&#39;s line of site. CWC&#39;s folliage does. OFPR&#39;s and VBS1&#39;s doesn&#39;t.

RUKH
May 19 2005, 12:54
Modernised and realistic weaponsystems like manually guided TOWs and stabilsed sights for Mbts.

Better Heli flightmodel,....dont really care for the current where you have very little freedom.

Better tracers and mussle FX, more realistic night day difference for them.

Sound engine, needs support for latest EAX and "popcorn" effect on distant shooting http://forums.bistudio.com/oldsmileys/smile_o.gif

Berghoff
May 19 2005, 12:54
Destroyable building is a must, the paper buildings when destroyed looks old http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]One thing that should be fixed: folliage should block AI&#39;s line of site. CWC&#39;s folliage does. OFPR&#39;s and VBS1&#39;s doesn&#39;t.


Actually Resistance foliage does block AI sight. But the problem is you cannot get in the bushes but hiding directly behind them will block AI&#39;s sight, only when you don&#39;t fire they won&#39;t spot you.

Mr Burns
May 19 2005, 12:57
What I want to see:
-3d ironsights
oh yea, and maybe:
- wind affecting bullets
- smoke affecting laser
- better weapon feeling (sounds, tracers..)
- and please don´t do the fluffy yellow explosions again http://forums.bistudio.com/oldsmileys/tounge_o.gif

Antichrist
May 19 2005, 13:00
Change the trees from original islands to VBS1 ones. Cause, let&#39;s be fair, old CWC ones look like crap.
VBS1 trees are better, sure, but they don&#39;t fit the islands, the green is too flashy.
Well they did promise a new island didn&#39;t they? Might as well use new ground textures as well as VBS1 trees, so it actually looks good&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

tak
May 19 2005, 13:01
I&#39;ll be glad If you can shot while board in the chopper cargo.
and Mutilple gunner support.

Cozza
May 19 2005, 13:03
gunners move with the gun. I hate it how u sit there and the gun moves and the arms dont. http://forums.bistudio.com/oldsmileys/sad_o.gif

Ironsight
May 19 2005, 13:03
What I would like to see:
- Dynamic buildings
- Multi gun positions
- Stand and firing from vehicles when moving
- lagfree grass
- smaller terrain cellsize

http://forums.bistudio.com/oldsmileys/smile_o.gif

raedor
May 19 2005, 13:03
Change the trees from original islands to VBS1 ones. Cause, let&#39;s be fair, old CWC ones look like crap.
VBS1 trees are better, sure, but they don&#39;t fit the islands, the green is too flashy.
Well they did promise a new island didn&#39;t they? Might as well use new ground textures as well as VBS1 trees, so it actually looks good&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif
yes, hopefully. they promised the islands "in extreme detail" http://forums.bistudio.com/oldsmileys/biggrin_o.gif judging from the released pics they have lots of work to do then. but they still have some time left http://forums.bistudio.com/oldsmileys/wink_o.gif

Acecombat
May 19 2005, 13:03
- Shooting from in vehicles cargo positions?

- Contrails/vapour from airplanes backside a MUST&#33;

- Vehicle destruction model to change i want tyres bruning falling out doors off the hinges lying flat not a piece of crumpled paper.

- Sea do something about the swimming thing a soldier should be able to swim for some time near the shore side , for deep water we have COC divers.

gandalf the white
May 19 2005, 13:04
I want to have good reasons to buy OFP2 aswell, let&#39;s not put your wishlist for OFP2 here&#33; http://forums.bistudio.com/oldsmileys/mad_o.gif

1. mirrors (/monitors)
2. rotatable gun turrets on planes
3. More attention to "vehicles transporting vehicles" http://forums.bistudio.com/oldsmileys/smile_o.gif

Cozza
May 19 2005, 13:04
dont soldiers drown becuase of the wieght http://forums.bistudio.com/oldsmileys/wink_o.gif

gandalf the white
May 19 2005, 13:06
dont soldiers drown becuase of the wieght http://forums.bistudio.com/oldsmileys/wink_o.gif
nah, I&#39;ve seen my guy in Farcry carry a M4, P90, Desert Eagle, and rocketlauncher, and he could still swim fine&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Baz
May 19 2005, 13:06
better flight model.... For both planes and for heli&#39;s.

Cozza
May 19 2005, 13:08
Ahh then it must be true then, its on far cry http://forums.bistudio.com/oldsmileys/tounge_o.gif

RUKH
May 19 2005, 13:17
Ohh, and seperate weapon and hands model for first person view like all other fps (world and camera models)
=3d sights/reload anims/better handpositions

EiZei
May 19 2005, 13:18
Make AA much less of a pain in the ass by making planes appear much farther than say infantry.

gandalf the white
May 19 2005, 13:18
yep&#33; http://forums.bistudio.com/oldsmileys/tounge_o.gif

But seriously, I think the following would be better hold off untill OFP2:

1. Animated vehicles
2. multiple gun positions (yes, I sound cruel, I know)
3. 3D ironsights
4. far improved foliage

This way, people will surely buy OFP2 too, since it&#39;l be more then improved graphics&#33; more money for Bis&#33; , more fun for us http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Acecombat
May 19 2005, 13:21
Make AA much less of a pain in the ass by making planes appear much farther than say infantry.
You mean to say broaden the skys dimensions? I&#39;ve been thinking about it too right now OFP&#39;s sky is too close to th ground and going high up makes you lose visual on the ground its a bit of a compromise BIS did i guess on performance.

Gandalf shut up OFP2 has lots more already we want this for OFP1 now http://forums.bistudio.com/oldsmileys/biggrin_o.gif.

Ironsight
May 19 2005, 13:22
- Contrails/vapour from airplanes backside a MUST&#33;
Can&#39;t this be done with scripts? http://forums.bistudio.com/oldsmileys/rock.gif


Quote[/b] ]
- Vehicle destruction model to change i want tyres bruning falling out doors off the hinges lying flat not a piece of crumpled paper.
Good one, haven&#39;t thought of that one yet http://forums.bistudio.com/oldsmileys/smile_o.gif

BTW: Shouldn&#39;t Armed Assault has it&#39;s own forum next to OFP1, OFP2 and OFP XBOX http://forums.bistudio.com/oldsmileys/rock.gif

Acecombat
May 19 2005, 13:24
- Contrails/vapour from airplanes backside a MUST&#33;
Can&#39;t this be done with scripts? http://forums.bistudio.com/oldsmileys/rock.gif
Current OFP doesnt support or have anything such as vapour in it , its only explosions and smoke http://forums.bistudio.com/oldsmileys/sad_o.gif . You cant code this in via scripts it needs to be hard coded inside i guess.

nx_illusion
May 19 2005, 13:26
I hope they wont make Armed Assault like in OFP1 NATO vs USSR. Becouse in OFP1 they show that Americans are "good guys" and Soviets are "Bad guys". I think its really rasistic and russofobic. I hope they will make it againts Terrorist not concret Nation like Russians, Arabs, Chinese etc etc.

major gandhi
May 19 2005, 13:26
-Better AI (repressive fire, better maneuvering, perhaps we&#39;ll get that with ECP already http://forums.bistudio.com/oldsmileys/tounge_o.gif )
-Bushes, trees and SMOKE (what do you have smokegrenades for if the AI can see throught it god damn&#33;&#33;&#33;) should block the AI&#39;s line of sight
-Mutli-gunner positions(if we can get at least this, I could wait for the ability to shoot as cargo from a vehicle until ofp2)
-ability to give vehicles different crew members via config
-full-mod-support, any new restrictions concerning this aspect are a big step backwards for ofp
-better performance&#33;&#33;&#33;&#33;&#33; (my friends laugh at me because I still play a game that&#39;s 4 years old but still lags oin modern computers in certain situations http://forums.bistudio.com/oldsmileys/crazy_o.gif )

hardrock
May 19 2005, 13:35
I would like to see a better addon management in AA. IMO every addon should have to be sent to BIS where it would get a unique ID that would also be stored in the PBO. The existance of this unique ID should be checked when the addon is loaded, every further version of the addon had to have another ID. By this ID it would be easy to get all the addons needed for missions, also there&#39;d be an official approval for the addons. The addons should meet some requirements to get an unique ID.

Of course, this decreases the freedom at creating addons. But I think something of this sort would make the addon management much easier, since you don&#39;t need to care about addon versions, since every addon has its unique ID.

SpecOp9
May 19 2005, 13:36
I suggest lowering the release date to tommorow http://forums.bistudio.com/oldsmileys/tounge_o.gif

Mr Burns
May 19 2005, 13:38
-better performance&#33;&#33;&#33;&#33;&#33; (my friends laugh at me because I still play a game that&#39;s 4 years old but still lags oin modern computers in certain situations  http://forums.bistudio.com/oldsmileys/crazy_o.gif )
ignore them  http://forums.bistudio.com/oldsmileys/mad_o.gif
trying to communicate with these kind of people will only make it worse for you  http://forums.bistudio.com/oldsmileys/sad_o.gif  http://forums.bistudio.com/oldsmileys/crazy_o.gif  http://forums.bistudio.com/oldsmileys/tounge_o.gif



I suggest lowering the release date to tommorow  http://forums.bistudio.com/oldsmileys/tounge_o.gif
word  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

gunterlund
May 19 2005, 13:54
All I want is a comprehensive guide to scripting and a dictionary of reserved words and what they do. Then we can all dive into makeing mods, missions, etc. without having to pick apart other peoples work to decipher how to use the game.

SteveVCB
May 19 2005, 14:01
More realistic explosions, i.e. dust and smoke from ordnance rather than a Hollywood special every time someone farts in the general direction of the enemy.

The ability to set sides. The East, West, Resistance and Civillian setup is too simple. If we could designate which side a unit is on myself, we could make some really interesting missions.

nx_illusion
May 19 2005, 14:16
I would like to see everything that has been already sayd and i would like too see dynamic campaiqne from both sides.

Gordy
May 19 2005, 14:28
I would like to see a better addon management in AA. IMO every addon should have to be sent to BIS where it would get a unique ID that would also be stored in the PBO. The existance of this unique ID should be checked when the addon is loaded, every further version of the addon had to have another ID. By this ID it would be easy to get all the addons needed for missions, also there&#39;d be an official approval for the addons. The addons should meet some requirements to get an unique ID.

Of course, this decreases the freedom at creating addons. But I think something of this sort would make the addon management much easier, since you don&#39;t need to care about addon versions, since every addon has its unique ID.
I agree with you.
I would also like a better modding integrity with some pro 3D tools, so that we don&#39;t have to rely on O2 so much.
3DS MAx 7 is already very good and there isn&#39;t much to do for addon to be completely exported to O2, but still some improvements would be appreciated.
Anims:
This has already been mentioned like trillion times, but anyway.
I would like to have a dedicated anims for every unit (soldier class, vehicle, weapon, static) within game not as it is today. I am not sure how it would affect engine management.

MattXR
May 19 2005, 14:35
i dont think they will be adding anything mayjor that will be for Operation Flashpoint 2.. if this is going to be released 2005 it must be nearly complete.. and omg.. we need a game forum called Armed Assualt lol... OMG when ofp 2 comes out i wont know what to play.. OFP/AA/OFP2 lmao

so then this was the OFP 1.5 lol

Gollum1
May 19 2005, 14:42
Well, what can I say, some realistic suggestions,:

- Better, much more versatile AI that is for example:

- skilled in air support (helos engaging infantry properly&#33;)
- much quicker at reacting and moving ESPECIALLY in towns and close quarters.
- is able to take cover and not go prone and run around like an idiot&#33;

- A LOT more options for AI behaviour in the editor.

- Light grass everywhere like in the Xbox screens, not flat, textured surfaces.

- Collision detection fix

- Collapsable buildings

- Better damage model, damage types for different weapons&#33; Vehicles being disabled more instead of blown up, killing everyone inside.

- Multiple gunner positions

- 3D iron sights

- Some simple, standard integrated artillery system.

- A good set of basic, unmarked, extremely common equipment like BTRs, BMPs, M113s, just the most common Warsaw Pact and NATO equipment.

- More realistic effects, not Hollywood explosions.

- Hard, BADASS sounds, not pathetic flops like the FALs and G3s in Resistance have.

vektorboson
May 19 2005, 14:48
Of course, this decreases the freedom at creating addons. But I think something of this sort would make the addon management much easier, since you don&#39;t need to care about addon versions, since every addon has its unique ID.

One of the few moments where I have to disagree with hardrock  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Better Addon-Management: Yes&#33;
Mandatory "official" ID and taking away freedom: No&#33;

It could be a simple CfgPatches-Entry like
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
addonVersion = 1.0;
class required
{
 class item0{ addon=&#34;BIS_Resistance&#34;; version=&#34;1.0&#34;; };
 class item1{ addon ......... };
};
[/QUOTE]

You have to remember that AA has to be compatible with old content created for CWC and OFPR.

Ex-RoNiN
May 19 2005, 14:50
It&#39;s a suggestion, so gets moved into suggestion forum http://forums.bistudio.com/oldsmileys/wink_o.gif

FatNinjaKid
May 19 2005, 15:00
Of course, this decreases the freedom at creating addons. But I think something of this sort would make the addon management much easier, since you don&#39;t need to care about addon versions, since every addon has its unique ID.

One of the few moments where I have to disagree with hardrock http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Better Addon-Management: Yes&#33;
Mandatory "official" ID and taking away freedom: No&#33;

It could be a simple CfgPatches-Entry like
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
addonVersion = 1.0;
class required
{
class item0{ addon=&#34;BIS_Resistance&#34;; version=&#34;1.0&#34;; };
class item1{ addon ......... };
};


You have to remember that AA has to be compatible with old content created for CWC and OFPR.[/QUOTE]
No one wants to stop anybody from releasing addons. But the situation right now is that for most addons there is never ever a single mission released. Not even the guys who made the addons can be bothered to make a mission. Standard addons might change that. Maybe you mean : "Competition? No&#33;" http://forums.bistudio.com/oldsmileys/smile_o.gif

Nilz
May 19 2005, 15:02
AA uses new head models, right? Well if OFP addons are going to work in it then infantry&#39;s faces will be messed up...

Albert Schweitzer
May 19 2005, 15:04
NO what needs to be done is that a user can download any addon that the server needs to start the mission. This works for every other game already and OFP realy needs to implement it. If you cant download it from the server then the server should at least provide a link to the download-location.

Albert Schweizer for "automatic downloads" http://forums.bistudio.com/oldsmileys/unclesam.gif

theavonlady
May 19 2005, 15:06
AA uses new head models, right? Well if OFP addons are going to work in it then infantry&#39;s faces will be messed up...
Not necessarily. They could code support for old and new faces, using a different script keyword for new ones.

Blanco
May 19 2005, 15:06
I just want a collision detection fix, that really bothers me in OFP1.

D.murphy man
May 19 2005, 15:08
Inless the &#39;old&#39; OFP1 models can also be used along side the new flashy ones. Of course this would looks strange but it means that every thing can be ported over to AA, and then after a short period of time addon makers would start to upgrade there addons any way to take advantage of the new soldier models as well as other engine features.

Edit: Ok like 4 people posted whiles i was typing this lol
and yes colision detection is a MUST for this, Id also like to see a slight differnce in the way aimin is handeld, like somthing along the lines of &#39;you shoot&#39; the cross hair jumps to the recoil slightly and is off target, requiering you to physicly move your mouse again slightly to correct your aim.

Spy17
May 19 2005, 15:18
I support the idea for increased fiewdistance for planes&#33;

-planes should be visible at much longer distances than ground units.

-planes should have ground view from high up (without any detail) moving vehicles should be visible over sensors (not rendered)

This should be possible without too much impact on FPS&#33;
Of course it would also be nice to have a higher general view distance&#33; (tank engagements) but this may not jet be possible because of FPS.

I would love to see a better damage model (IL2, Soldiers) - but I think we have to wait for OFP2.

hardrock
May 19 2005, 15:31
Of course, this decreases the freedom at creating addons. But I think something of this sort would make the addon management much easier, since you don&#39;t need to care about addon versions, since every addon has its unique ID.

One of the few moments where I have to disagree with hardrock http://forums.bistudio.com/oldsmileys/biggrin_o.gif
lol


execute him. http://forums.bistudio.com/oldsmileys/blues.gif


Just joking, the reason why I suggested this "send-to-BIS" stuff is to have a certain standard in addons. It&#39;s not really taking away the freedom, but enforcing that each addon has a certain quality (I&#39;m not talking of model or texture, but overall quality, similar to as it was meant with AAE) and thus making addon-making a bit harder. ATM tons of guys are doing addons, some don&#39;t ever mind the community-set standards or whatever. But who is actually making missions with those addons? I think, addon-making should now be at the point where we can switch to a higher level, so the addon-flood maybe decreases a bit whereas the missions made with them increase.

I know, this is not perfect at all, but it&#39;s a little hint, I don&#39;t know a perfect solution myself ATM. But I know that something&#39;s gotta be done about this whole stuff, it&#39;s really hard for people to download required addons for missions or campaigns. Maybe people should somehow be forced to join together and release their addons as pack so the single addons vanish. Quite complicated affair . . . has anyone got better suggestions?

medvidek
May 19 2005, 15:40
Moving to Armed Assault forum.

Jotte
May 19 2005, 15:45
The problem with submitting addons would be that it might turn out to be a very large task for the Dev&#39;s to manage if the flood of addons is even just a portion of what we have in ofp now.

Radnik
May 19 2005, 15:51
... hmm ... what is is with VoIP, i guess it would be more practic then use a Team Speak .

7,62
May 19 2005, 16:22
voice over ip its not bad &#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif but think about all non english spokers, it will be another babel? http://forums.bistudio.com/oldsmileys/rock.gif

Dwarden
May 19 2005, 16:30
let say what i wan&#39;t see in AA

ok i hope for vastly improved server for both windows and linux
(to be able utilize top notch server hardware of fall 2006 to maximum)...

seems like models are really updated, i hope they will now allow complex and fluid animations and lot of combinations...

i hope that physics gets improved (at least to match Havok3/Meqon/Novodex quality level and maybe some PPU support as ASUS already annouced they will be producing these)

game should support 64bit CPU, utilize massive ammount of memory (4+GB) and dualcore CPU and multi CPU configs.

Graphics should be at least fully utilized DX 8.1 or DX9b/c? (this depends on what improvements can be done for 1.5 engine and if that can happen in this year timeframe) , qualite support for NVIDIA SLI / dual GPU and ATI MultiGPU should be included (as in time of release these will be "normally" available at market), full support for dual and tripple (and more) display output (ATI, Matrox) ...

support for modern 3D audio(EAX1-4,OpenAL), 5.1/7.1 etc ...

improved and optimized netcode (JIP was said is in

MP SECURITY: implement qualite anticheat system at least as effective as PUNKBUSTER

forget about gamespy query (unsafe, problematic, costy) use OGP (see my signature) ...

ability to be able play OFP:CWC/OFP:RH/OFP:R within new engine with all or most improvements (yes i hope compatibility with community created content means also ability to play old official campaings http://forums.bistudio.com/oldsmileys/smile_o.gif

like it was numerously mentioned multigunner positions and 3D ironsights ...

improved and optimized grass allowing hideup (not unlike some pseudo FPS where grass is just eye candy cluttering Your view but not helping ur cover)

improved trees and foliage (match or superceed SpeedTree including branches and leafs moving by wind effect and supporting e.g. geometry instancing (when DX9 supported)

fully workable rivers, streams, lakes etc http://forums.bistudio.com/oldsmileys/smile_o.gif

structure of building should be more complex and allow dynamic/partial damage and destruction (physics)

all these neat visual features which we needed to add into OFPR as addons (ECP, GMR, FLashFX) should be already in http://forums.bistudio.com/oldsmileys/smile_o.gif)

better custom files management (unified filename and ID architecture for all addons to avoid colisions, will need repack old content, ie unique FILENAME/ID for each addon maker)

Complex AI control interface to manage any aspect of AI life http://forums.bistudio.com/oldsmileys/smile_o.gif

that&#39;s my hope and vision for AA ...

and in the end ... i want Linux port http://forums.bistudio.com/oldsmileys/smile_o.gif ...

http://forums.bistudio.com/oldsmileys/wink_o.gif

FatNinjaKid
May 19 2005, 16:30
Albert Schweizer for "automatic downloads" http://forums.bistudio.com/oldsmileys/unclesam.gif
you got my vote, mr. "agenda setter". http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Heatseeker
May 19 2005, 17:03
Mine would be:
- New weapon models, please, because the new human models look nice but the old weapons should be improved to match them, also new nvg and binoculars.
- Sound engine, improving the sound so it works like how it should, also better weapon sounds, explosions and vehical sounds.. no more crackling http://forums.bistudio.com/oldsmileys/crazy_o.gif .
- Water damage depht, im not asking for the ability to swim but it would be nice if we could cross a river or make a beach insertion without becoming injured or die.
- New animations.
- New voices for the command radio interface, more "human" voices, also better choice of phrases, "oh no, 2 is down" is a bit cold, even for cold war http://forums.bistudio.com/oldsmileys/tounge_o.gif .
- Artificial lighting improvements (vehical lights, fires and street lights), i like OPF sunlight but sources of artificial light should be much improved.
- A.I. behaviour inside forests, for them the forest isnt there and they see, run and shoot thru it, behaviour improvements in forests and towns.
- Realistic loadouts for infantry and armed vehicals, magazines, grenades, rockets, rounds, etc.
- Realistic weapons and characteristics, no more reloadable LAW/RPG, no more burst mode AK&#39;s, realistic fire rates and recoils, no more sniper MP5, realistic detonation of grenades and AT rockets, realistic hand grenades, gameplay is fine but the equipment should match...
- Some animals, please, you already made them, i think a sheep, fox, rabitt and dog would be very nice, some birds wouldnt be so bad either&#33;
- Better flight model for helicopter and airplanes, realistic vehical speeds especialy for cars, apc&#39;s and MBT&#39;s.
- Better weather efects, rain, fog, thunder, snow.

There, not much to ask i think, ofcourse this is coming from top of my head, i can come up with a much larger list of realistic/possible improvements that could be made but for now i think its a decent list http://forums.bistudio.com/oldsmileys/tounge_o.gif .

edit: Uh oh, remember guys this is not OPF2, its a improved version of the old OPF engine, i mean Speed tree? Lol, i think the thread would get more atention from BIS if the requests were somewhat realistic and possible, theres a OPF2 sugestion thread there (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=SF;f=57) http://forums.bistudio.com/oldsmileys/wink_o.gif .

Acecombat
May 19 2005, 17:09
To sum up this thread heres what we desire:

- Dump all the improvements done to VBS1 in AA :P

- Look at all the improvements the community has tried to do and wants further and add them or add the capability for them to do.

- RELEASE IT

http://forums.bistudio.com/oldsmileys/blues.gif

STGN
May 19 2005, 17:15
What I don&#39;t want:
unrealistic, laggy, ugly 3d ironsights(if Ironsights should be used there should be a focus ability in the game so the rear sight would look all blury - like it does when you focus on your target.
Seperate weapon and hands model for first person view like all other fps (world and camera models). Unrealistic the way its done in ofp is much better and more realistic. But it would be nice if you could do so you could animate the arms and hands seperatly so you could make a corect grib, and make individual reload animations - ofcause there should be a standard grib and reload anim.
Sombody demanding what specifications you need to release and addon.
What I want:
Much more settings for guns to make them as realistic as posible and ammo:
mag reload time- faster for M16, slower for Ak47
posiblity to set the sight so yoú can have different zeroes not just two.
Ability to set ammo so it hurts less after a surtan range.
Aable to have Night vision sight on on guns.
more realsitisc recoil - add sideways movemt.
(don&#39;t have to be in AA)ability to have a left handed shooter- soldiers should be left or right handed so the gun would sway more when hed in the weak side should also affect reload time.
STGN

Baz
May 19 2005, 17:17
how about when an error comes up during an intro to a mission...... Which occurs to me alot. When you press the ok button, the intro to the mission still plays.... That would make me really happy, and how about in the mission editor itself... Having a command reference so you can copy and paste... Or maybe just click on commands, and they appear on Init field in unit... Or being able to open scripting files while in the mission editor, so you can work on a script ingame... Preview it then tweak it... All while still being in the editor.  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

let me know what you think

Commando84
May 19 2005, 17:19
I know what iron sights are, but what are 3d iron sights, i don&#39;t think it sounds so necessary really  http://forums.bistudio.com/oldsmileys/tounge_o.gif  the one&#39;s that are in ofp are great the way they are, they fill my needs  http://forums.bistudio.com/oldsmileys/smile_o.gif
anyways i agree with what everything else people have said so far  http://forums.bistudio.com/oldsmileys/smile_o.gif
also I hope that they won&#39;t over do themselves so that there won&#39;t be any suprises left for ofp 2  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Im not much a scripter myself , i just put in other peoples nice scripts sometimes, but it would be nice with a ingame script editor, maybe it could be like a console in other games have? http://forums.bistudio.com/oldsmileys/wink_o.gif

Baz
May 19 2005, 17:24
or like a notepad.... That opens up within the editor, when you want to open a script and edit it. You edit the file then save.... And the edited script is saved in the directory you chose and when you preview it, the edited script is run. For mission editing this would be a big plus, as well as having a command reference with-in the editor. Afterall making missions in OFP isn&#39;t easy, they are often complex pieces of art. And it takes time to master the art of mission making. http://forums.bistudio.com/oldsmileys/smile_o.gif

7,62
May 19 2005, 17:27
rain should look like rain and all around get wet and shiny http://forums.bistudio.com/oldsmileys/smile_o.gif and different ammo(FMJ, SP, HP.....) http://forums.bistudio.com/oldsmileys/wink_o.gif

Radnik
May 19 2005, 17:40
oh, ... and i would like to know at least basic specifications and hardware requirements,
to start economize my money supplies http://forums.bistudio.com/oldsmileys/tounge_o.gif

benreeper
May 19 2005, 17:48
Ohh, and seperate weapon and hands model for first person view like all other fps (world and camera models)
=3d sights/reload anims/better handpositions
This is what I DO NOT WANT&#33; It kills my suspension of disbelief and looks completely out of place. I like that I have a body and everything isn&#39;t coming out of my face.
--Ben

Friedchiken
May 19 2005, 18:04
Ohh, and seperate weapon and hands model for first person view like all other fps (world and camera models)
=3d sights/reload anims/better handpositions
This is what I DO NOT WANT&#33; It kills my suspension of disbelief and looks completely out of place. I like that I have a body and everything isn&#39;t coming out of my face.
--Ben
I think he meant that the player has better self-models with more detail so things are a little prettier. It&#39;s not that bad, and I&#39;m sure BIS knows that the "physical body" perspective of OFP1 was popular among fans would got used to it.

Pierrot
May 19 2005, 18:05
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#34;Fired&#34; string&#58;weapon,string&#58;muzzle,string&#58;mode,string&#58;ammo[/QUOTE]

You know, this is a famous "Fired" event hander, which detects an event when you fired some armaments. It also tells you informations of weapon, muzzle, mode and ammo.

I hope Armed Assault upgrades this "Fired" event handler. I want to know one more information; object:whoIsLocked.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#34;Fired&#34; string&#58;weapon,string&#58;muzzle,string&#58;mode,string&#58;ammo,object&#58;whoIsLocked[/QUOTE]

Let&#39;s think of the case when you fire a missile. If you can get the object:whoIsLocked, you can also know where it is. Then you can control the missile maneuver.

A famous anti-tank missile Hellfire first hops when fired, then it drops and hits the top of tanks: a top armor is often weak and Hellfire just hits that part. But OFP can not handle such missiles. It just only guide missiles directly to targets. Object:whoIsLocked information must introduce new missile maneuver to OFP. http://forums.bistudio.com/oldsmileys/smile_o.gif

meio_maluco
May 19 2005, 18:13
i think we need:
Realistic Enviroinment(underwater, air, and terrain)
Realistic Grafics
Realistic Fisics

the rest was been posted before, but these 3 topics are essencial to be real so the missions can be real and therefore the game real and the gameplay real :P

wheres my rabbit ?
May 19 2005, 18:53
well i think the onscreen text shoutld be a different colour

the widescreen style black border should be 2mm thinnier IMHO

each soldier should be given a small bottle of choclate milk at the start of a mission

AT&#39;s should fire backwards and have a frontblast effect.

and other such silly requests..

silly thread really http://forums.bistudio.com/oldsmileys/tounge_o.gif

General Barron
May 19 2005, 19:19
I won&#39;t suggest anything major, since that would have to be for OFP2. I mean, come on, there is no way BIS is going to work a radical engine-change into AA between now and autumn. AA should be mostly done by now; it is all just touch-up and polish from here until release. What I would like to see:

In-game script editor. Preferably one that is in color, like CHOFPSE. I might still use an external program, but it would still be handy to have for smaller scripts.

Missions in mod folders. I want to be able to put all my &#39;nam missions in my &#39;nam mod folder, so they only load when I load that mod.

Folders for MP missions. I also want to be able to organize my MP missions into folders, like SP ones.

Sounds fade realistically. Right now you can hear explosions from the other side of the island...

All VBS scripting commands added. Possibly some new commands, such as "enableAI" or others (just see the OFP2 thread for suggestions).

AI react to incoming fire in a better way. Instead of just dropping to the ground; take cover behind nearest object, according to where the fire is coming from. I want surpression, for christ&#39;s sake&#33; You can&#39;t have a military sim without this.

Okay, that last few might be rather major, but I can dream...

hardrock
May 19 2005, 19:29
Some scripting commands that are absolutely necessary:
- rpm unit - returns the rpm of a unit
- selectedWeapon unit - returns the selected weapon
- lockedOn unit - returns what the unit has locked on
- unit switchLight boolean - turns light on/off

Also an event handler "flaps" and the possibility to remove hard-coded action menu entries like flaps, light on etc.

Heatseeker
May 19 2005, 19:38
Possibility to define diferent reloading times, so a M60 doesnt reload has fast has MP5 maybe http://forums.bistudio.com/oldsmileys/rock.gif .

h -
May 19 2005, 19:51
I would like to see a function that would set &#39;owner&#39; for camcreated/createvehicled ordnance/projectiles/whatnot..
So that you could setOwner (yeah I know, stupid name...) with something like unitname setOwner camCreatedStuff...
This would make kills registered in the statistics with camCreated/createVehicled ordnance/projectiles/whatnot.....

And of course those already mentioned VBS goodies http://forums.bistudio.com/oldsmileys/smile_o.gif

The Sharpshooter
May 19 2005, 20:10
Well, I´m back, I´d like to leave my opinion.

I think the important thing is that you focused in improving the gameplay and AI rather than graphics, I still think that the grafics and effects should be at least up to this date.

What I also hope is that this time, the game turns out to be mission-based rather than addon-based. Addons at Ease didn´t work, so you must think something else. I think this is important so this time we don´t have 1000 one-man MODs that never get finished. Don´t get me wrong people could do what they want, but I think that mission-making should be more important than doing your countries army mod (that BTW wasn´t involved in any significant conflict)

Collision-detection should be flawless this time.

I think there is nothing more for me to say that hasn´t been mentioned already.

swede
May 19 2005, 20:24
Being able to shoot with your personal weapon, when sitting in/on a vehicle.

ExtracTioN
May 19 2005, 20:33
-The planes diving when they shoot at tanks or infantry (in OFP1) must be fixed for AA.
-A soldier unit must be able to carry 2 primary weapons example M16 and a AK47.
-Also i want animals in AA like in VBS1.
-Better AI smarter
-New nightvission goggles and Thermal goggles.
-soldiers medics with branchards to carry their wounded teammates.
If those are in AA and the other things that the others have said I would be happy  http://forums.bistudio.com/oldsmileys/wink_o.gif

JdB
May 19 2005, 20:48
-More effects when injured (like blackouts etc).
-Better ballistics (killing someone with an SVD with a single shot is actually possible, even when not hitting the head http://forums.bistudio.com/oldsmileys/wink_o.gif ).
-Better optics.
-Multiple gunner positions
-Higher view distances with reasonable framerates.
-Weather that affects the terrain (maybe asking for a little too much, better save that thought for &#39;&#39;OFP2&#39;&#39; http://forums.bistudio.com/oldsmileys/tounge_o.gif )
-More overall realism.
-More realism in missions (not every military operation involves the use of force, like recon).

Also, I remember someone asking about the price: &#39;&#39; Bohemia Interactive Studio is proud to announce the development of the first person combat game – ARMED ASSAULT.&#39;&#39;

&#39;&#39;Game&#39;&#39; (€35-45) would most likely mean that they intend to sell it as a standalone title, not as an expansion (€15-30), otherwise they would have specified that is was an expansion I suppose.

ExtracTioN
May 19 2005, 20:52
€35-45 man even Half Life2 was over €50
I am ready to pay €50-70 cause BIS is my favor game makers and I want to support them on their upcomming projects http://forums.bistudio.com/oldsmileys/wink_o.gif

cornhelium
May 19 2005, 21:23
This is the best news I&#39;ve heard in a long time.

One little picky suggestion - make it possible to have randomised projectile fly sounds (like you can for hit sounds).

For example, the following lines in JAM give an array of sounds that can be played when a bullet hits a building or tree (each given a decimal probability in the " hitArmor[]=" line):

soundHitArmor1[]={"&#92;JAM_Sounds&#92;soundhit&#92;hit_metal1.wss",0.031623,1};
soundHitArmor2[]={"&#92;JAM_Sounds&#92;soundhit&#92;hit_metal2.wss",0.031623,1};
soundHitArmor3[]={"&#92;JAM_Sounds&#92;soundhit&#92;hit_metal3.wss",0.031623,1};
soundHitArmor4[]={"&#92;JAM_Sounds&#92;soundhit&#92;hit_metal4.wss",0.031623,1};
soundHitArmor5[]={"&#92;JAM_Sounds&#92;soundhit&#92;hit_metal5.wss",0.031623,1};
soundHitArmor6[]={"&#92;JAM_Sounds&#92;soundhit&#92;hit_metal6.wss",0.031623,1};
soundHitArmor7[]={"&#92;JAM_Sounds&#92;soundhit&#92;hit_metal7.wss",0.031623,1};
soundHitArmor8[]={"&#92;JAM_Sounds&#92;soundhit&#92;hit_metal8.wss",0.031623,1};

Now, the same setup does not work for bullet sounds. The lines below would simply be ignored and no fly sounds would play:

soundFly1[]={"&#92;JAM_Sounds&#92;soundhit&#92;fly1.wss",0.031623,1};
soundFly2[]={"&#92;JAM_Sounds&#92;soundhit&#92;fly2.wss",0.031623,1};
soundFly3[]={"&#92;JAM_Sounds&#92;soundhit&#92;fly3.wss",0.031623,1};
soundFly4[]={"&#92;JAM_Sounds&#92;soundhit&#92;fly4.wss",0.031623,1};
soundFly5[]={"&#92;JAM_Sounds&#92;soundhit&#92;fly5.wss",0.031623,1};

For fly sounds, the engine will only recognise entries in the following format, which doesn&#39;t allow for multiple sounds:

soundFly[]={"&#92;JAM_Sounds&#92;soundhit&#92;fly3.wss",0.031623,1.4};

In JAM3 I was working up a separate set of fly sounds for Rifles, Light MGs, Medium/Heavy MGs, Pistols/SMGs and silenced Pistols/SMGs, so you&#39;d hear 7.62 x 51 rounds ripping downrange while a .45 ACP would buzz past like an angry hornet. In 1.96, you can have still have different fly sounds for different bullet types, but only one sound per type.

The ability to play from a randomised array would give a bit more scope for subtlety in the differences.

Just a pet want from my inner geek  http://forums.bistudio.com/oldsmileys/wink_o.gif

Cheers,
CH

twisted
May 20 2005, 01:20
looking on your press release it seems the AI tactical ability seems improved.

i hope so cause thats one of the BIG things other than graphical improvements.

more terrain detail/ integration...

oh and from an edting point og view weapon handling characterstics that arent tied just to the magazine.

and VSB level weapon handling

but my biggest want for AA is you release it soon. lol.

Joe_1911
May 20 2005, 02:18
Perhaps making the new campaign playable online in Co-Op?

Pierrot
May 20 2005, 03:42
Let me know about event handlers in VBS1 cause I don&#39;t have any VBS1. Can VBS1 define event handlers not only in class CfgVehicles, but also in class CfgWeapons? http://forums.bistudio.com/oldsmileys/wink_o.gif

If you add actions when a soldier fires a specific rifle, you have to define the event handler in class CfgVehicles, that is to say the soldier. But what will happen when a soldier of other class picks up the rifle and fires it? No, nothing happens because the soldier of other class has no event handler in its class CfgVehicles.

If Armed Assault can add event handlers in class CfgWeapons of the rifle, then you need not care about who picks it up and fires it. Any soldier and any people has actions when he or she fires the rifle. http://forums.bistudio.com/oldsmileys/smile_o.gif

Chipper
May 20 2005, 03:44
all of the above

Sanctuary
May 20 2005, 03:54
More scripting commands would be a really great idea for mission makers.

In the actual OFP you can tweak the space between units in formation to have more large engagements (and less "killed whole squad with a grenade" situation)
You can tweak aimprecision values to simulate not 100% stable weapons to your liking
You can modify the recoil to give more "kick" feeling to every shot fired like FDF did
You can tweak sensitivity and sensitivityear values to get the AI perform a very lot better in mostly all its actions and reactions

But all of this in the actual OFP can be achieved only by a modification of the main config.

I would really appreciate such values to be controlled by scripting commands, this way a mission maker would be able to tweak the AI, the weapon handling and more for his mission without having to force a player to use a modified config.bin.

XCess
May 20 2005, 04:24
My personal wish list:

-More control over the AI (scripting).
-Record function for cutscenes (optional in editor)
-Abiltity to walk in/on vehicles while moving
-Ability to shoot from vehicles
-Ability to set knowsAbout values through scripting
-Damaged/destroyed models instead of collapsing when vehicles/objects are destroyed.
-SWIMMING&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;
-Modern physics (Deus Ex: IW, UT2004 style)
-on-rails option for vehicles in editor
-original scripting commands kept
-control over AI communication (i guess that would go with the knowsAbout control...)
-As much control over every game element as possible&#33;&#33;&#33;
- IMPROVED CLIPPING and CQB&#33;&#33;

Well... I guess that&#39;s it.. for now. lol. All I can think of right now anyway.

ThruYerStErNuM
May 20 2005, 04:45
Maybe specific ideas would be more helpful than endless "make thing x better" suggestions.

Two important things I havent seen mentioned:
1. I hope that since we have join in progress multiplayer this means that the creatunit command will have the added parameter of &#39;is this new unit is playable or not&#39;. Furthermore, and I&#39;m assuming join in progress makes this possible, players should be able to switch from unit to unit, so that when they die they can fight on as the guy next to them.

2. Animation lists instead of single animations. I mainly want to see random animations, so that the whole squad isnt running or walking in perfect similarity like they are in a theatre performance. Ideally animations should have a degree of variation built in that allows a unique animation to be selected for a unit that is spawned, but a simple list of multiple preset animations would be enough to make any group of men look much more realistic.

Gollum1
May 20 2005, 07:38
I think people have gotten so used to one part of OFP that they don&#39;t remember to complain about it anymore: Reload animations. You can&#39;t transfer bullet into the magazine by willpower you know. http://forums.bistudio.com/oldsmileys/wink_o.gif An animation shouldn&#39;t be required, to be compatible with old addons, but it should be able to be defined, and separately for each weapon.

eddyD
May 20 2005, 08:51
need good airbase&#39;s and aircraft carriers like nimitz and kuznetsov.
better planes - F/A-18 , F-14, A-10,F-15,F-16,AV-8B,A-6 and C-130 for west
SU-27,SU-33,SU-25,SU-22,MIG-29,MIG-27,MIG-21,yak-38 and IL-76 for east

Equinox [LOL]
May 20 2005, 10:34
The 2 main annoyancies I&#39;d like changed are

1) The ability to reload and move. If I was reloading a gun and at that time was suddenly confronted by a soldier&#39;s gun, I would naturally want to stop what I was doing and move away from the line of his sight&#33;

2) The best change in the graphics imo would be that what you see through the sights is what line of projectory the bullet has. ( Even if clearly targetting through the iron sight whilst prone on a grass bank, 6 inches of the top of the grass bank can often block the projectory). Also often seen is the sides of the building walls and rocks etc have often got the invisible exterior which blocks the path of the bullet even though you can still get shot through that area.

Really love to see these annoyancies sorted &#33;

Raj
May 20 2005, 16:00
what i would like to be improved in Armed assault is the ability for the Ai to be played in close quarters battle...in buildings, in narrow streets...and how the ai reacts to the environment.

well a good example is the game Freedom Fighters(makers of hitman 2). The AI imediately takes cover behinds objects and return fire by leaning or by other animations. It would be cooool to implement that in OFP 2.

i&#39;ll definitely need to upgrade my damn old buddy to play OFP2.

A big thanks from my part to Bis for OFP and upcoming Armed assault

Killswitch
May 20 2005, 16:05
I&#39;ll echo the wish for the scripting commands introduced in VBS-1, at least the ones for creating/handling markers/triggers and waypoints.

Also, fixes for the many issues in handling AI squaddies in MP ("locality issues"). One example is losing the ability to order them to disembark from vehicles not local to your computer.

Sputnik Monroe
May 20 2005, 16:10
Quote[/b] ]2) The best change in the graphics imo would be that what you see through the sights is what line of projectory the bullet has. ( Even if clearly targetting through the iron sight whilst prone on a grass bank, 6 inches of the top of the grass bank can often block the projectory). Also often seen is the sides of the building walls and rocks etc have often got the invisible exterior which blocks the path of the bullet even though you can still get shot through that area.



    That&#39;s actually quite realistic. What your seeing through the site isn&#39;t where the barrel is pointing exactly. The barrel on a gun is below the sight by about an inch or two depending on the gun.  Bullets do not fly from the gun sight in a laser straight line. The bullets come from the barrel below the sight and then converge with where the sight is aiming at the distance the sight is calibrated for.

    That is why you are shooting the dirt even though you see your target clearly through the sight. get the barrel out of the dirt.

    I actually love the way BIS modeled the guns. In all other games they are lasers taped to your screen. These actually jostle and move around as you walk, crawl, and sprint. when you fire they shoot from the barrel rather than to the cross hair like on other games. As an example sprint and fire full auto... depending on what animation pack your using the bullets all fly off in the direction the gun is pointing, not where your looking.

SnypaUK
May 20 2005, 16:54
Everything i find in OFP is satisfactory apart from Urban warfare and using your units within, vehicle handling and the way units recognise and engage enemy...Thats it...possibly the perfect game?

guerilla [MCY]
May 20 2005, 17:23
i would like to see somethink similar to the "Mission Editing Competition" with Addons like an "Addon Making Competion" where all kind of addons like island, vehicle, units etc will be judged from ww2 to modern and even future style stuff and than released as AA-MOD&#39;s as a tribute to the highly gifted ofp addonmaker comunity. ( in other words, give placebo somethink to do http://forums.bistudio.com/oldsmileys/wink_o.gif )

bakubaku
May 20 2005, 20:18
Track replay feature for AAR purpose.
It&#39;s in VBS1 please bring it to AA.

kerosene
May 20 2005, 20:38
I want their to be 2 classes for APC&#39;s wheeled and tracked, with different handling characteristics but both have the ability to turn out, etc.

I also want thermal optics in the game.

New animations for troops as well, the current ones look very similiar to OFP, Ideally there would be like, half a dozen differnet anims per state, and each troop would randomly be assigned one.

@cero
May 20 2005, 21:56
Gosh, I only finded about this today http://forums.bistudio.com/oldsmileys/wow_o.gif
A cuple of sugestions.
Multiple choice for optics, like different models of binoculars , monoculars, spoting scopes, etc, with different magnifications and reticles, like a 10x magnification with a range finding reticle like the one below
http://img155.echo.cx/img155/857/binoreticules2lv.gif
I think that should be part of a tank comanders equipment.

The same thing for night vission devices, and the possibility to have a difference between night vission devices from generation 1,2 and 3, so a generation 1 night vission googles would be mostly seen on a poorly equiped army and a generation 3 on a modern and wealthy equiped one.
A unit operating a night vission device should be detectable by another unit using a similar device because of the infrarred iluminators that the NV uses are vissible to any infrarred device.
Allso, if is possible to do all the above, a distress beacon that is only vissible throught NV should allso be available to signal an LZ or a target during the night only to those wearing NV devices.
All of the other stuff I would like to see, have been mentioned allready.
Regards.
@<hidden>
EDIT. Of course, using all of this in an armored vehicle on "Turn Out" and in other vehicles without the need to get of the vehicle would be extremally cool.

XCess
May 20 2005, 22:08
Something I would really like to see in the editor is the ability to record movements.

I was thinking about it a lot today while flying a Cobra around Kolgugev. The AI just doesn&#39;t move like a human would and it would take a hell of a lot of coding and system resources to make them do so.

So.. I would like to be able to load up the editor (maybe a seperate movement record window). Place a single unit on the map, then run previw, hit a record button... It would record the movements of the unit and have options to record other things, such as weapons fired, actions used etc.

Then you get a text file which you can edit by hand.. When you record you set the record detail level which would say the amount of waypoints to add to the text file... k i&#39;m sounding confused here.. let&#39;s expand on the idea.

When you run the record mode it will record the position of the unit at specified time distances, 5 seconds, 2 seconds, 1 second, 0.5 second depending on how close you want the movement to be to how you were moving. I suppose lower time distances would increase lag.

Then you should be able to paste multiple unit movements into the editor.. you could if you want plan the movements of every unit on the map, or just a single unit.

This would be VERY useful for both cutscenes and scripted scenes in game. I dunno if I made myself very clear when expalining this, so if not someone tell me and I&#39;ll try to explain a bit more... that is.. if anyone thinks it&#39;s a good idea.

Major Fubar
May 20 2005, 22:34
OK, here&#39;s a request I&#39;d like to see: a coop campaign, or at least the ability to create your own coop campaigns. http://forums.bistudio.com/oldsmileys/wink_o.gif

Hôpdeux
May 21 2005, 08:04
- Possibility of moving in a truck, a boat or a airplane and shooting with a weapon.
- Possibility to transport a vehicle in another vehicle, plane, boat, train...
- Possibility of jumping a barrier and to climb on a wall.
- Possibility to swim.
- Possibility to carry a bag to back.
- Possibility to carry a body on the back.
- Possibility to change clothes for infiltration, as when one takes a weapon on a dead soldier.
- Possibility to pose differents traps.
- Possibility to climb with a cord or to go down.
- Possibility to use a mortar, a crossbow, a knife, bayonets and no-lethal weapon.
- Possibility to open and close barriers and windows.
- Possibility to enter each building and to insert the door.
- Possibility to dig a hole in the ground.
- Possibility to tow a vehicle, canon, etc.
- Possibility to neutralize a guard without noise.
- Possibility to stick an explosive load on a boat, etc.
- Possibility to make prisoners.
- Possibility to draw since an armoured tank with wheels.
- Possibility to be able to put a beret, a cap or a helmet following the moment.
- To have faces customisables with each profiles like VBS1.
- Rate of travel variable according to transported weight&#39;s for the soldiers.
- Possibility to feel the hunger, tiredness and the fear.
- Possibility to carry objects, like cases, stretchers, etc.
- Possibility to have ranks to the Generals.
- Possibility to order several groups of 12 men.
- Possibility to use a multifunction camera when were are died in MP .
- Damage located on the vehicles (panes, headlights).
- Presence of tunnels and caves on island.
- Vehicle with wheels which can draw from the missiles
...
- Specific recharging according to each weapon
- Possibility to use the externes machine-guns  on the tanks.
- Better pathfinding in urban zone.
...
Sorry for my bad English expression.

http://www.smiliemania.de/smilie132/00000574.gifThanks BIS to exist&#33;http://www.smiliemania.de/smilie132/00000573.gif

 We await the continuation of OFP              
             http://www.smiliemania.de/smilie132/00000576.gif

BennyBoy
May 21 2005, 08:46
BIS, please, please give us an upto date version of O2 or its equivalent. Or, at least release an uncrippled version of O2 with anims, export to 3DS, and the other goodies enabled.

I&#39;m sure people would be more than happy to sign an NDA to get it if you have any legal worries on this.

Take the time to polish any in house tools that would benefit the community and get them released - I&#39;m sure there&#39;re a lot of things you have which would really help us out.

That&#39;s all I want ;)

Darkangel_SK
May 21 2005, 10:39
They should make some other Units and vehicles that from US oder Sovjet. Some european units were good. UK, france and german perhaps. That would make it better because ofp had only US as a NATO Force and they will never go out alone in a NATO Mission.
I think some units and vehicles were a good idea.

[ZG]BUZZARD
May 21 2005, 12:10
Well, many things of the above which I also would like (and repeating them would be tiresome, except for the fact that AA should really have multiple gunner functions and multiple moving turrets for planes capability and also capability for user-defined unit faction in editor)- one thing I&#39;d like to plea BIS to do is, whichever default units you&#39;re going to throw in, please make them right with decent quality. I just had to say this because having BIS&#39;s default Hind with landing-gear down without a retraction function, and the Frogfoot&#39;s gear halfway retracted in the engine, now that plain sux... please don&#39;t make us have to redo the basic stuff you already throw in. http://forums.bistudio.com/oldsmileys/smile_o.gif
Oh and Hardrock, as the saying goes, variety is the spice of life, even if you may find them below your level, others might appreciate any addon-maker&#39;s work, no matter which standard they adhere to... http://forums.bistudio.com/oldsmileys/smile_o.gif

bn880
May 21 2005, 12:53
I&#39;ll echo the wish for the scripting commands introduced in VBS-1, at least the ones for creating/handling markers/triggers and waypoints.

Also, fixes for the many issues in handling AI squaddies in MP ("locality issues"). One example is losing the ability to order them to disembark from vehicles not local to your computer.
Yes to have some of the waypoint, trigger and marker commands would really be a blessing for this AA. It would allow slightly more advanced systems to be made under this new OFP which are otherwise quite cumbersome or impossible.


Anyway, if this is an Armed Assault feature request "thread"/"form", my main request would be that for the Join In Progress addition, some event occur when a player JOINS and DISCONNECTS.

For example onPlayerJoin/onPlayerLeave or some sort of current player node array. (for network niceties) I am unsure how the script state will be restored and if it will be transferred from machine to machine upon disconnection/reconnection. Perhaps an initJIP.sqf and initJIP.sqs is executed...

And my final request, get this thing released on time http://forums.bistudio.com/oldsmileys/biggrin_o.gif And published to the right places. http://forums.bistudio.com/oldsmileys/smile_o.gif

Regards

ryankaplan
May 21 2005, 13:53
don&#39;t listen to the counter-strike loving, keep the movement as it is with the gun :P

Other things i would like
-Better Ai which will take cover very often (duck behind low walls etc)
-Better machine gun handling, at the moment they are uber accurate rifles with full auto. We want the AI to surpress with machine guns and be surprsessed.
-Definable recoil settings for each stance. This way it won&#39;t chnage much for UZIs but will have a giant impact on Machine guns with bipods and so on
-OF COURSE, multiple gun positions
-Tank drivers and gunners don&#39;t have NVGoggles. They use the inbuilt one onto the tank. Maybe Thermal vision in tanks too. Even the old m60 had thermal vision... Make tanks more realistic, at the moment they are just Bullet Proof, Mobile Gun Platforms. They&#39;ve been improved since WW2 you know...
-Multiple armour values. maybe make armour values definable in oxygen rather than config so if a rocket hit the rotor it will have a different affect to if the rocket goes up pilots ass. Same with tanks, front has more armour, back doesn&#39;t and so on
- Weight Based Carrying system. A MG with 5x 100round mags seems realistic, but i could carry 10 m16 mags in my pockets, let alone the with the military gear with a million pockets and bags.
- Possibility to define Animations in an other place other than anim.pbo. So the addon makers can make thier own individual animations for their addons, especially guns. This is so every gun can have a different reloading or holding animation.
-Fix the clipping issue with objects, if you do that it will improve CQB by a mile
-A &#39;setheight&#39; command to save my lazy ass writing
this setpos [getpos this selct 0, getpos this select 1, 15] :P

I could think of alot more probably but the chances are they have already been written anyway http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Good Luck BIS

bn880
May 21 2005, 13:55
GUYS, and girls, this is the AA OFP ~1.5 suggestion thread. Not the OFP2 suggestion one... be reasonable for Pete&#39;s sake&#33;

http://forums.bistudio.com/oldsmileys/tounge_o.gif

Jack-o
May 21 2005, 13:58
I wana see 2 thing at least:

- multyple gunner positions
-Water thet you could swim in like in joint operaions
(should be cool for seals and other stuf)
This two thing should definetly be done&#33;&#33;&#33;

LizardX
May 21 2005, 14:05
Dear BIS, please apply a scripting command/function like "getTargetLocked" which would show us a unit&#39;s locked target if it has a "canLock" weapon (missile launchers, cannons, etc.). It would make life easier for a lot of purpose (for a realistic aircraft addon, for example). Another suggestion: is there a way to apply a night vision device to a rifle? I mean, if I don&#39;t have an NVG but find a weapon with a device like this I could aim in the night... just like in the &#39;40s-&#39;80s... Thanks&#33;

Nemesis6
May 21 2005, 18:03
This is a general suggestion: Make OFP mission making more easy. It&#39;s easy once you get the hang of it, but the current system can deter many newcomers who might be interested in making missions. If there&#39;s anything you could do to make the editor or parts of it more user friendly, that would help the community a lot&#33;

gonk
May 21 2005, 18:15
CO-op campaign that is saveable. Plus the ability to tell the AI to shut-up if need be.... 2-Where are you,2-wHeRe ArE YoU,2-WHERE R EWE,2-ware ah U ? http://forums.bistudio.com/oldsmileys/sad_o.gif

Other than that don&#39;t spent too much time trying to add a ton of new funtions. We are wasting valuable gaming time. http://forums.bistudio.com/oldsmileys/tounge_o.gif

D.murphy man
May 21 2005, 22:02
I welcome the join inprogress option but me as a mission maker i would like the option to set up options for my mission such as if players can join the mission inprogress or not. As i can imagine many missions which might not want join in progress (mainly Coop and RPG type missions)

HotShot
May 21 2005, 22:05
Join-in progress would probably just be handled like the current Respawn, where you have to add code to add it, rather then it being default to respawn, and then decide what type of respawn (into AI, at a Base, etc).

ebns72
May 22 2005, 02:07
I will only post things that I HAVEN&#39;T seen yet, so I will do away with all the grass/improved graphics stuff as well as things that are unrealistic.


-3d ironsights
-ANY alternative to the current ugly vertice displacement when a building is destroyed...buildings and vehicles look like paper crumbling when they are blown up :P
-better ai, ESPECIALLY in close quarters combat situations. I want to be able to have decent fight with ai in a city street, maybe even indoors http://forums.bistudio.com/oldsmileys/smile_o.gif
-collision detection fixed/improved
-better weapon feel and handling. Recoil should be changed, like said earlier, so the crosshair could be displace every time you fire so you have to move it back physically to get back on target.

-better flights models for aircraft and vehicles. Now that I come to think of it, I think it has been said physics are being improved...but I&#39;ll still point out that currently planes have WAAAY to much inertia.
-On the subject of physics, I would like less "bouncy" physics. If physics could be improved, it could make for good object physics and spectacular helicopter crashes http://forums.bistudio.com/oldsmileys/smile_o.gif
-better physics in general just to sum that up
- better crashes in genera. I know this falls under physics too but I hate the way you drive a car into a wall and it just stops short. How bout some flipping, rolling, etc? And say, if a helicopter hits a building, instead halting in place and falling to the ground, why not have it actually bounce of the surface (while sustaining fatal damage of course) and maybe when it hits the ground roll over/bounce/whatever?

Would be extremely cool to see a shot down plane start skipping and rolling across the ground violently until it stops.

Airbourne Alchaholic
May 22 2005, 02:17
- Better wound effects, not only visual. If you got shot in the arm you wouldn&#39;t be able to carry an assault rifle or SMG. Perhaps a pistol, depending on the arm that&#39;s hit.
- I agree, get those old ironsights outta there&#33; I felt they were bieng lazy not adding better ironsights in patches or updates, even though the community has released some great ironsights of their own.
- Also agreeing on multiple gunner positions, and possibly a loader&#33; Not sure what the player would do, apart from loading shells, but it adds to the realism.
- And when things explode, I mean explode, not just crumple up like foil
- I think it would be nice (or just plain cool) to see whole planes just explode without leving a wreckage to fall to earth. If you shot at it with a Stinger or Strela and the whole thing just explodes it would add to the "entertainment" of the game.

(the list goes on, but it&#39;s mainly of what people have already said)

dave8
May 22 2005, 08:01
forgive me if these things have been stated already, but browsing 8 pages in 56k isn&#39;t too nice

1. better tracers.. especially during night time
2. better animations
3. make troops react appropriatly in certain situations.. like in urban situations, having them crawl and stuff isn&#39;t too great.. and make the troops more aware of the area around them.. give them a greater field of vision or something
4. somehow get troops to use cover in urban
5. simulate suppression for ai troops and for the player (if a bullet comes in close, you shoot worse)
6. let arms and legs and hands be able to get blown off
7. bleeding
8. decals on buildings and bodies
9. backblast for rocket launchers
10. ringing in ears for explosions and deafening the sound
11. letting bright objects trail. Like looking at the sun, you see a tail when you move your eyes.. is this possible? if you can get this in, tracers would look awesome
12. get ai units to hide better
13. don&#39;t let ai units wander off infront of the squad and into the open just to find cover.. this is how they get spotted and die
14. don&#39;t let ai units engage at will.. this is how most of them die
15. indirect fire support
16. smoke which actually obscures
17. ai use of smoke grenades when retreating
18. stop bleeding
19. surrendering ENY units
20. better animations and more animations and random animations when they have nothing to do/waiting/figiting
21. croutch (sp?) running
22. quick kill aiming
23. an animation where the ai is just looking with the gun up and when they are actually aiming and when they have their gun down when there&#39;s nothing to shoot at
24. ricocheting rockets/shells/bullets.. it&#39;ll improve tank combat
25. reporting of enemy between squads

Phleep
May 22 2005, 10:13
Adding VOIP to sockets MP would be nice. Much more practical than Team Speak, etc.

STGN
May 22 2005, 10:39
forgive me if these things have been stated already, but browsing 8 pages in 56k isn&#39;t too nice

1. better tracers.. especially during night time
2. better animations
3. make troops react appropriatly in certain situations.. like in urban situations, having them crawl and stuff isn&#39;t too great.. and make the troops more aware of the area around them.. give them a greater field of vision or something
4. somehow get troops to use cover in urban
5. simulate suppression for ai troops and for the player (if a bullet comes in close, you shoot worse)
6. let arms and legs and hands be able to get blown off
7. bleeding
8. decals on buildings and bodies
9. backblast for rocket launchers
10. ringing in ears for explosions and deafening the sound
11. letting bright objects trail. Like looking at the sun, you see a tail when you move your eyes.. is this possible? if you can get this in, tracers would look awesome
12. get ai units to hide better
13. don&#39;t let ai units wander off infront of the squad and into the open just to find cover.. this is how they get spotted and die
14. don&#39;t let ai units engage at will.. this is how most of them die
15. indirect fire support
16. smoke which actually obscures
17. ai use of smoke grenades when retreating
18. stop bleeding
19. surrendering ENY units
20. better animations and more animations and random animations when they have nothing to do/waiting/figiting
21. croutch (sp?) running
22. quick kill aiming
23. an animation where the ai is just looking with the gun up and when they are actually aiming and when they have their gun down when there&#39;s nothing to shoot at
24. ricocheting rockets/shells/bullets.. it&#39;ll improve tank combat
25. reporting of enemy between squads
You know most of the things you&#39;ve mentioned is already avaible in OFP, MOD&#39;s and scripts already do most of this.
STGN

dave8
May 22 2005, 16:38
Yes, I know that but I just want these things to be part of the game so that it doesn&#39;t need scripting or MODs to do all that

more things

ranging weapons

being wounded and just laying there and bleeding to death until a medic comes around and stops the bleeding.. and then get medivaced out

rucks

AI and you being able to carry 2 rifles or more rifles in a backpack or on their back (this is needed for snipers)

sorry if i sound like such a douche, requesting all of these things

wheres my rabbit ?
May 22 2005, 17:09
is there any real point?? in suggesting anything for the development of AA....like i said earlier silly thread ...

the games probably 99% done and only needs a publisher.

i&#39;d keep all your lovely suggestions for OFP2 as BIS may actually read thru them and take 1 or 2 of the nice ideas from them but i think you lot are just wasting your time suggesting stuff for AA which will just be a hopefully bugfree OFP with nicer soldiers and effects...

Heatseeker
May 22 2005, 18:53
is there any real point?? in suggesting anything for the development of AA....like i said earlier silly thread ...

the games probably 99% done and only needs a publisher.

i&#39;d keep all your lovely suggestions for OFP2 as BIS may actually read thru them and take 1 or 2 of the nice ideas from them but i think you lot are just wasting your time suggesting stuff for AA which will just be a hopefully bugfree OFP with nicer soldiers and effects...
Why not then http://forums.bistudio.com/oldsmileys/rock.gif , they problably only expect to release it by the end of the year? And things could still be changed/replaced or improved, for example the pic with the unimog truck has missing transmission parts wich leads me to believe they havent reached a final version of ARAS.
Maybe not huge changes because this is more of an upgrade rather than a new game but still, for example they have replaced the soldier models, why not replace the weapons too http://forums.bistudio.com/oldsmileys/rock.gif , wouldnt be that hard and quite worth it i think.
Or maybe they could add interiors to some of the old buildings, stuff like that http://forums.bistudio.com/oldsmileys/smile_o.gif .

sasyboy
May 22 2005, 21:10
Flashbangs that bounce round corners and don&#39;t fall through the floor. Could you make AI upset by them.

Please sort out physics.

Gollum1
May 22 2005, 21:27
is there any real point?? in suggesting anything for the development of AA....like i said earlier silly thread ...

the games probably 99% done and only needs a publisher.

i&#39;d keep all your lovely suggestions for OFP2 as BIS may actually read thru them and take 1 or 2 of the nice ideas from them but i think you lot are just wasting your time suggesting stuff for AA which will just be a hopefully bugfree OFP with nicer soldiers and effects...
OFP was different from the beta demo that was released just 5 months before, IIRC that they really listened to community feedback. But you are right, major engine changes like a whole physics engine can&#39;t be suggested anymore, they&#39;re pretty much done now or they won&#39;t be in the game at all.

FCOPZ-Illuminator
May 22 2005, 21:58
Ok, pls BIS....., implement the Squad.xml Feature from OFP to prevent "Squad Tag Faker" and also make it possible again to insert a Squad Logo &#33;

This was one of the greatest/best feature in a multiplayer game.

Pls pls pls BIS http://forums.bistudio.com/oldsmileys/blues.gif

Chipper
May 22 2005, 23:19
WE NEED BETTER URBAN FIGHTING THINGS LIKE BETTER AI FIGHTING IN CITIES AND NO MORE GLITCHING THROUGH WALLS

ns_kossak
May 22 2005, 23:59
May i suggest, assuming it hasn&#39;t been already:

A group savegame function, to be used in multiplayer. Especially in long coop missions, or CTI games that can last 8 hours or more. make it server-side optional, so if you want to maintain the ABSOLUTE pure-server realism, you can, or you can make it a bit more user-friendly and give the group a chance to save their spot if they are fatigued/in a crucial turning point in the mission.

I think it would be very useful. Set a limit to the number of saves if you like. Personally i think you should only be able to save a max of 3 times.

wipman
May 23 2005, 00:14
Hi, in my "Wish List" for the Armed Assault, OFP2 or whatever... this are some things that i&#39;ll like to see:

- Realistic ballistic values
* no more hit on target at 2000m with a M16A4

- AI not going through walls, buildings or other static objects

- AI capable of walk & drive in a town or a CQB enviroment

- Each vehicle with his own explosion/fire/smoke/dust script
*not something from hollywood or woollywood

- Each vehicle with his own destoyed/dammaged model

- Dismenberment of HEAT/HE/HE/ATM/Mine hitten units
*A nade in the head can hurt, but if it blows off... it hurts more

- Less zoom in the iron sighted weapons

- A good CQB recreation

- Detailed textures or .jpg support

- Less bugs in the textures, animated weapon parts

- Reload while walk or aim

- Better MP support for large number of troops/groups
* Can call for reinforcements, can make assaults usings various squads, sniper teams, armoured vehicles, CAS helos & planes; a 8 men squad & a M2A3 + a AH-64 it&#39;s not an assault, it&#39;s a shit.

That&#39;s what i&#39;ll like to see in the Armed Assault as new/implemented features, but well BIS... do what u can; we trust in you. Let&#39;s cu

P.D: Not only XML Squad textures Squad info; will be better for those of us that are not in a KK Klan the possiblity of can display a pic of our likeing as Squad pic apar of course... of be able of choose the face textures of our character, like also be able of play the SP Campaing using at least that face texture. For play a SP campaing using our choosen name for the character will be harder & the only way of bypass that will be to call our character in the intors/outros by his current rank, "hey yo", "soldier", "corporal", "sargeant", etc, etc, etc... if some one in BIS hear me... say hi to Suchei o/

Necromancer-
May 23 2005, 19:39
My wishlist:

-the ability to swim.
-multiple turrets on a vehicle.
-better CQB aspects for player and AI.

MattXR
May 23 2005, 19:47
not much point having a development suggestions for AA thred lol.. if its going to be released this year it must be nearly complete.. and there just touching up the addons.. but you never know  http://forums.bistudio.com/oldsmileys/tounge_o.gif

well with AA at leaste they can test the JIP lol

SpecOp9
May 23 2005, 23:50
This has probably been mentioned before, but I really don&#39;t have the time to fiddle through 9 pages of suggestions, so I&#39;ll repost it.

But it would be great to have FULL animation support. I really would like to finally, be able to animate vehicles to do specific things when they move. For example, if I wanted to animate a walking animation for an AT-AT from Star Wars, or an AT ST, I could do that.

It&#39;s somewhat possible to do in OFP, but it&#39;s very mechanical movements, and has way too little motion.

BIS if you could help out with animation side of OFP, that would be a huge help.

Pierrot
May 24 2005, 10:09
- Less zoom in the iron sighted weapons
Less zoom in the iron sight removes the advantage of the iron sight itself. You would no longer use the iron sight.

Therefore how about removing the center dot and the accuracy of hits in the 1st/3rd person view. Then you will have to use the iron sight to hit the target.

hardrock
May 24 2005, 10:52
Therefore how about removing the center dot and the accuracy of hits in the 1st/3rd person view. Then you will have to use the iron sight to hit the target.
You can do that also in OFP, check your Difficulty settings

Totala
May 24 2005, 11:00
Another wish list for AA :

- automatic management of addons and mods (a kind of improved OFPwatch) with for instance auto downloads of BIS approved third party addons &#33;

- better AI, for instance regarding cover fire

- better, easier management of AA dedicated server

- a single, clear, easy to use interface for most game parameters (gfx options, audio options, net options ...)

- better net code

- improved realism, as much as possible


PLEASE Mr BIS http://forums.bistudio.com/oldsmileys/wink_o.gif

Goeth
May 24 2005, 13:38
My two wishes, as far as i can tell there is going to be somekind of wafe effect on the sea in AA, please remove that and while you´re at it remove the tides, or atleast make them controllable in visitor. Personally i feel those tides are just pain in the ass and looks extremely stupid if i have small lake on my island and there´s huge waves and tides in it. And please do something to the sound engine so it won´t lag and stutter etc.

subfaction
May 24 2005, 14:31
I&#39;d love to see a new feature in the editor, which examines your pc spec, then translates that into a bar, as the user adds units, scripts etc, the bar fills up, indictating cpu load, this way you will be able to get a good judge of when to stop adding things to keep missions non-laggy.

nubbin77
May 24 2005, 14:56
Quote[/b] ] Less zoom in the iron sighted weapons


God I hope they don&#39;t do that. I have to stick my eyeballs up to the monitor as it is to make anything out. When LOD&#39;s change the units into stick figures I can&#39;t figure out who&#39;s who. Guess my eyes may be getting worse then others here. but I need a little zoom. In reality you can see a lot further then you can in this game. In my own personal mod I&#39;ve actually increased the zoom on all weapons, and compensated for the sniper rifle effect by decreasing the aimprecision (makes the gun wobble all over the place). The more zoomed in you are, the more you wobble. But at least I can make out targets... Maybe I need to invest in a 24 inch wide screen monitor http://forums.bistudio.com/oldsmileys/tounge_o.gif

simba
May 24 2005, 15:24
Quote[/b] ]I&#39;d love to see a new feature in the editor, which examines your pc spec, then translates that into a bar, as the user adds units, scripts etc, the bar fills up, indictating cpu load, this way you will be able to get a good judge of when to stop adding things to keep missions non-laggy.

I was thinking about that too , but not only for mission editing but also for map making .
All models that are loaded would be listed, showing the polycount for each one , lod number , what is rendered and what is not ,...

Pierrot
May 24 2005, 15:49
You can do that also in OFP, check your Difficulty settings
Sure. You can remove the center dot by changing difficulty settings. But somebody might draw a new center dot on his own display. http://forums.bistudio.com/oldsmileys/tounge_o.gif

So just removing the center dot might invite cheaters in the multiplay. It is important to decrease the accuracy of hits or to add random movements to the direction of the rifle in the 1st/3rd view, so that the center dot of the cheater&#39;s display would just be an obstacle. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

SgtH3nry3
May 24 2005, 18:55
Oh, well my list of wishes contains this:
<ul> Improved netcode
Improved AI
SpeedTree RT trees
Dynamic Destruction Simulation (Like in VBS1, not like in Soldner)
DirectX9c-based graphics (Well I&#39;m pretty confident AA has that already)
Improved physics and support for Ageia&#39;s PPU
Interactive and Dynamic cockpits (I want to see working FLIR-screens/warning lights and of course being able to use your mouse to interact with cockpits and control consoles of tanks/cars/planes/helicopters, etc)
Now that is something that would really interest me&#33;
Hand-signals
Better flight physics (Eitherway better than in OFP, preferrably like those in LOMAC of the Enemy Engaged games)
Better driving physics (Like something in FarCry/Half-Life or something where driving really was like a dream)
Compatibility with TrackIR would be nice
Postions outside vehicles like sitting on top of a T-55 turret and being able to shoot and useing your own weapon.
Working BMP infantry gunports, like what the manual claims to be a feature in Flashpoint CWC.
(For n00bs: It is a hole in a BMP with a window where soldier inside the BMP can shoot through to something outside the BMP. In short: It gives greater firepower.)
Ability to swim
Things like chaffs/flares for helicopters and smoke gens/grenades for tanks
Tank Turret-mounted MG&#39;s, which are only accessible when the user is "turned-out".
BETTER ANIMATIONS&#33;&#33;
Ejector seats&#33;
Artillery support, I loved CoC&#33;
Deformable terrain
[/list]As you might notice, there are alot of flightsim-like and tanksim-like features...
But what are your opinions about the Interactive- and dynamic cockpit/control consoles/dashboards??

Heatseeker
May 24 2005, 20:13
Oh, well my list of wishes contains this:
<ul> Improved netcode
Improved AI
SpeedTree RT trees
Dynamic Destruction Simulation (Like in VBS1, not like in Soldner)
DirectX9c-based graphics (Well I&#39;m pretty confident AA has that already)
Improved physics and support for Ageia&#39;s PPU
Interactive and Dynamic cockpits (I want to see working FLIR-screens/warning lights and of course being able to use your mouse to interact with cockpits and control consoles of tanks/cars/planes/helicopters, etc)
Now that is something that would really interest me&#33;
Hand-signals
Better flight physics (Eitherway better than in OFP, preferrably like those in LOMAC of the Enemy Engaged games)
Better driving physics (Like something in FarCry/Half-Life or something where driving really was like a dream)
Compatibility with TrackIR would be nice
Postions outside vehicles like sitting on top of a T-55 turret and being able to shoot and useing your own weapon.
Working BMP infantry gunports, like what the manual claims to be a feature in Flashpoint CWC.
(For n00bs: It is a hole in a BMP with a window where soldier inside the BMP can shoot through to something outside the BMP. In short: It gives greater firepower.)
Ability to swim
Things like chaffs/flares for helicopters and smoke gens/grenades for tanks
Tank Turret-mounted MG&#39;s, which are only accessible when the user is "turned-out".
BETTER ANIMATIONS&#33;&#33;
Ejector seats&#33;
Artillery support, I loved CoC&#33;
Deformable terrain
[/list]As you might notice, there are alot of flightsim-like and tanksim-like features...
But what are your opinions about the Interactive- and dynamic cockpit/control consoles/dashboards??
Wrong section m8 http://forums.bistudio.com/oldsmileys/rock.gif .
I think you were looking for OFP2-Sugestions? (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=SF;f=57)
You dont possibly expect all that on just a remake/rebuilt OFP with some small optimisations and graphics enhancements http://forums.bistudio.com/oldsmileys/rock.gif .

RUKH
May 24 2005, 20:32
@<hidden>
There is no point in drawing dots on your screen if you have "freeaim" like in OPF.

DOA
May 24 2005, 21:04
Nice list SgtH3nry3. You want them to merge OFP with Falcon 4. Me too. That is what I imagine gaming will be like in heaven. LOL :-)

I think we should wait for OFP2 for most of these features.
I am happy with an improved engine for the current version.

RUKH
May 25 2005, 02:03
If they (BIS) make the heli ops more realistic and advanced they could win over alot of skilled heli sim pilots willing to lower their fidelity claims for some real human interaction instead.

With realistic i mean the flightmodel, instruments and weapons need some overhaul to make it more challenging.

This might be more feasible for "OPF2" but something worthy to consider since most of them are still flying around in Longbow2.

Might get the Steelbeast´s to buy it too if tanks could get the implementation they deserve.

Heatseeker
May 25 2005, 10:06
Total model replacement&#33;&#33; http://forums.bistudio.com/oldsmileys/blues.gif

Sounds crazy doesnt it?
Well think about it and how much this would increase the product&#39;s value, we have seen better looking soldiers, vegetation, water, some sharper building textures...
why not replace the weapon and vehical models with better ones too then? This would make the game graphicaly alot more atractive and would without a doubt lead to a much better product and customer satisfaction, reviews, etc http://forums.bistudio.com/oldsmileys/smile_o.gif .
It would also make the game so much more worth it to people that have played the game before and got tired of it plus we wouldnt have the feeling about buying the same product twice dispite its improvements, optimisations and aditions. This would be 50€ if not more&#33;
Its a known fact that the games original models look very dated by todays standards, even for a unique game like this, it is also known that new, better looking comunity made content (addons) improved the game considerably and made many people stick with it untill today, OPFR + quality addons looks really great&#33;
This would make the game alot more impressive for new comers too. The ultimate Flashpoint experience yeah http://forums.bistudio.com/oldsmileys/biggrin_o.gif .
Just think about the cool CP advertising pictures http://forums.bistudio.com/oldsmileys/wink_o.gif .

Jotte
May 25 2005, 10:58
Hmm, yes replecment of all the old 3d models+textures of soldiers, vehicles and weapons would go a long way for me too along with the engine tweaks that are within reason. http://forums.bistudio.com/oldsmileys/smile_o.gif

KeyCat
May 25 2005, 12:24
Don&#39;t know how usefull all this suggestions is to the dev&#39;s? Some of you seems to expect that miracles will happen to Armed Assault  http://forums.bistudio.com/oldsmileys/tounge_o.gif


Compatibility with TrackIR would be nice

Anyway, native support for TrackIR would be very very nice&#33; OFP:R 1.9x already have what it takes, all BIS have to do is to interface it to Naturalpoints TIR DLL...

/Christer (a.k.a KeyCat)

Sole
May 25 2005, 18:54
Dunno to what extend BIS updated the engine/code for ArAs, but here are some things from my wishlist http://forums.bistudio.com/oldsmileys/tounge_o.gif

I&#39;d really like improved vehicle classes. Cars/ships firing missiles, aircraft with turrets... etc. I&#39;d especially like the latter... OV-10D with turret... mmm&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Also Event Handler improvement, like the ability to set if an EH is local or global would be handy. Speaking of EH&#39;s. It would be handy for scripts for guided weapons if the "fired" EH would return the target the missile is fired at.

SpecOp9
May 25 2005, 20:21
What I&#39;m most excited about is the JIP, thank god. Ive been dying to see how this works in OFP.

This can make for some pretty long CTI maps

http://www.ofpscifi.zorbtek.com/modules/Forums/images/smiles/shizzle.gif

DOA
May 25 2005, 20:24
I&#39;m sorry if someone requested this already. I can&#39;t stop playing OFP 1.96 long enough to read 10 pages of posts.

I would like to see "after action playbacks" or movies of some kind. In a perfect world we could view these playbacks from any units perspective and from floating camera views. We could also post themto the web or email them to others players for training and fun. (Like the ACMI in Falcon 4)

Question...all these people refering to VBS1? Where are you getting a copy ofVBS1? I thought you had to be an official government agency/army/forst responder etc. to purchase it?

Where can I get my copy?&#33;

SpecOp9
May 25 2005, 20:27
I&#39;m sorry if someone requested this already. I can&#39;t stop playing OFP 1.96 long enough to read 10 pages of posts.

I would like to see "after action playbacks" or movies of some kind. In a perfect world we could view these playbacks from any units perspective and from floating camera views. We could also post themto the web or email them to others players for training and fun. (Like the ACMI in Falcon 4)

Question...all these people refering to VBS1? Where are you getting a copy ofVBS1? I thought you had to be an official government agency/army/forst responder etc. to purchase it?

Where can I get my copy?&#33;
There was something similar to this that Kegetys released, it&#39;s somewhere on the OFP.info main page.

I havent tried it yet, but I think it&#39;s yet another one of those Kegetys &#39;must have&#39; downloads. Just cycle through the few most recent OFP.info pages, it should&#39;nt be too far back

4 IN 1
May 26 2005, 03:17
Dunno to what extend BIS updated the engine/code for ArAs, but here are some things from my wishlist http://forums.bistudio.com/oldsmileys/tounge_o.gif

I&#39;d really like improved vehicle classes. Cars/ships firing missiles, aircraft with turrets... etc. I&#39;d especially like the latter... OV-10D with turret... mmm&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Also Event Handler improvement, like the ability to set if an EH is local or global would be handy. Speaking of EH&#39;s. It would be handy  for scripts for guided weapons if the "fired" EH would return the target the missile is fired at.
or a B17 have all its 9 gunpost with twin .50cal (+1 20mm AA on front maybe) http://forums.bistudio.com/oldsmileys/wow_o.gif  http://forums.bistudio.com/oldsmileys/tounge_o.gif


multi-turret rulez&#33;&#33;&#33;&#33;

Alx
May 26 2005, 07:36
Things that finally killed OFP for me and that I&#39;d like to see improved in AA are;

Clipping
Collision detection
AI that obey orders
Better looking soldier models
Better multiplayer joining

It sounds like these will be addressed in AA, so I expect to be a happy bunny.

Big Ofp Fan
May 26 2005, 08:28
hm my suggestion fpr AA

Maybe:
A litte bit real weapon sounds

Transportable vehicle, for example, a jeep in a C130

and (when possible) sub command. So you can split your team. For example: a twelve man team split in 2x6 man so you assing 5 man to one man (F7) and now you can command the second team only with botton F7 without pushing 9 (team) x (color). The other 5 man will follow number F7. when possible

SgtH3nry3
May 26 2005, 14:08
Oh, well my list of wishes contains this:
<ul> Improved netcode
Improved AI
SpeedTree RT trees
Dynamic Destruction Simulation (Like in VBS1, not like in Soldner)
DirectX9c-based graphics (Well I&#39;m pretty confident AA has that already)
Improved physics and support for Ageia&#39;s PPU
Interactive and Dynamic cockpits (I want to see working FLIR-screens/warning lights and of course being able to use your mouse to interact with cockpits and control consoles of tanks/cars/planes/helicopters, etc)
Now that is something that would really interest me&#33;
Hand-signals
Better flight physics (Eitherway better than in OFP, preferrably like those in LOMAC of the Enemy Engaged games)
Better driving physics (Like something in FarCry/Half-Life or something where driving really was like a dream)
Compatibility with TrackIR would be nice
Postions outside vehicles like sitting on top of a T-55 turret and being able to shoot and useing your own weapon.
Working BMP infantry gunports, like what the manual claims to be a feature in Flashpoint CWC.
(For n00bs: It is a hole in a BMP with a window where soldier inside the BMP can shoot through to something outside the BMP. In short: It gives greater firepower.)
Ability to swim
Things like chaffs/flares for helicopters and smoke gens/grenades for tanks
Tank Turret-mounted MG&#39;s, which are only accessible when the user is "turned-out".
BETTER ANIMATIONS&#33;&#33;
Ejector seats&#33;
Artillery support, I loved CoC&#33;
Deformable terrain
[/list]As you might notice, there are alot of flightsim-like and tanksim-like features...
But what are your opinions about the Interactive- and dynamic cockpit/control consoles/dashboards??
Well actually I was looking for the OFP2 section, just can&#39;t believe I just posted that in the wrong forum :P.

Anyways if these functions are in AA that would be great though :P.

Rifleman
May 27 2005, 01:57
something that i havent seen mentioned yet, and really needs to be done

anything with mutiple guns that fire at the same time should all fire at the same time, if you know what im saying

shilka - 4 guns, but in ofp only 1 really fires - one stream of bullets

pbr dual 50cals, same thing, one one stream of bullets coming out

i know there are many others to

baff
May 27 2005, 02:02
fixable bayonets please.

can&#39;t beat a bit of cold steel.

Thunderbird
May 27 2005, 03:01
A long list but All this would be great in AA or OFP2:

GENERAL

* Greater number of represented nations.
* Support for multiple weapon positions on vehicles.
* Improved collision detection (particularly inside buildings).
* Apparently we want more realism&#33; More realism&#33; More realism&#33;
* Simplified modding ability.
* Dynamic campaigns (both single-player and multi-player).
* Co-operative campaign.
* Improved AI: Role specific AI (soldier, sniper, pilot); Non-scripted, convincing civilian behaviour.
* Backwards compatibility with OFP addons.
* Forget FPS squad-based combat. OFP2 should apparently be an RTS.
* More convincing physics engine.
* Opportunity to take on a greater variety of roles in the single-player campaign.
* Ability to move around freely in/on moving vehicles.
* Improved damage model for infantry (and vehicles).
* Modern conflict based in real-world hot spots.
* Improved AI for non-player vehicle positions.
* Improved AI targeting priority (particularly tank gunners).
* Objects have realistic penetration values (ie. so you can shoot through a wooden door, etc.).
* Allow people with handguns to move as fast as those equipped with rifles (more of a fix to the current system).
* Boggy terrain areas where men and vehicles are slowed.
* Certain soldier classes cannot operate certain vehicles (ie. regular infantry or tank drivers cannot pilot aircraft, at least not without a severe penalty).
* Certain soldier classes receive lesser penalties for using specific weapons (ie. a machinegunner will suffer less recoil when using an M60).
* Modeling of underground tunnels.
* Trench warfare (presumably both graphically and in respect to AI).
* Vehicles able to be loaded into larger carrier vehicles.
* Voice-Over-Net factoring in proximity for volume control.
* Animals inhabiting the terrain.
* Remove collision LOD for incidental objects (eg. tent ropes).
* Improve the inventory system insomuch as the way weapons are picked up and exchanged.
* Greater number of civilian models (eg. different body types such as fat, thin, short and tall; children; etc.).
* Wounded soldiers are incapacitated and show signs of pain both visually and aurally until killed, healed or otherwise unconscious.
* Wounded soldiers should die or enter a state of unconsciousness for the remainder of a mission if left untreated.
* Infantry banter on the battlefield.
* Ability to travel between different maps during the one mission.
* Pizza eating contests and combat chopsticks.
* Improved visibility from inside vehicles (or more accurate situational awareness through audio. ie. sounds indicating engine state in aircraft).
* Ability to place objects (eg. sandbags, fences and machineguns in defensible positions).
* Passenger positions on top of vehicles (like tanks).
* Refined movement speed for infantry (similar to Splinter Cell&#39;s implementation of the scroll wheel).
* More involved/detailed training levels at the start of the single player campaign (maybe with the ability to skip training altogether for seasoned players?).


MULTI-PLAYER

* Support of greater player numbers (supported by official servers).
* Join-in-progress option (although another user expressly stated they don&#39;t want this option).
* Improved multi-player interface.
* Vehicle respawn (or simplified methods thereof in the mission editor).
* Game mode that includes weapon/vehicle/object purchase options (a more RTS style of game).
* Ability for CO&#39;s to &#39;paint&#39; the map to communicate orders/tactics to the men.
* Better/Easier voting system for kicking/banning.
* &#39;Persistent&#39; online battlefields.
* Online statistics tracking of players (to recruit players of certain capabilities).
* Skip intros in MP games.
* Missions and addons downloadable from server while joining missions.


TACTICAL/COMBAT

* Modeling of proper urban and indoor combat.
* Effective inter-squad communication.
* Calling for air Support and artillery strikes.
* Improved flight control system for fixed-wing aircraft.
* Realistic aircraft avionics.
* More realistic aircraft control (and of all vehicles, flying or otherwise).
* Simplified orders menu/system.
* More accurate behaviour of support units (medics for example).
* Weapon jamming.
* Ability to command at platoon or company level.
* Ability to order men to carry objects (eg. carry ammo crates to a new location).
* Hand signals.
* More units allowed per squad.
* More groups allowed per side.
* Include morale as a more distinct component of the AI.
* Allow tactical planning during briefing.
* Ability to dig trenches/foxholes (sounds like more fun than playing missions).
* More logical control over AI targeting menu.
* Realistic loading times.
* More accurately modeled damage depending on munition type (eg. the difference between AP and HE).
* More functional (read: realistic) vehicles.
* Realistic laser targeting.
* Possibility of overheating engines.
* Allow soldiers to roll while prone.
* Ability to roll handgrenades.
* Ability for soldiers to swim.
* Ability for soldiers to climb trees and houses.
* Ability to administer first aid.
* Steerable parachutes.
* Infantry lean function.
* Automatic switching of primary to secondary weapon upon depletion of ammo (even if the feature can be toggled from the option menu).
* Morale and competency checks for AI when their CO&#39;s are killed.
* Greater AI ability for suppression fire.
* Greater AI situational awareness (ie. no standing around as they watch Barry die next to them).
* Separate handgrenade key (instead of switching to them as a primary weapon).
* AI will destroy a building or tactically enter one when aware of the player&#39;s presence.
* Ability for infantry to carry any ammo type regardless of current weapon load.
* Ability to carry more than one primary weapon (encumbrance penalty may occur?).
* Level design should limit the improbable (eg. a plain soldier being able to infiltrate a base, steal a chopper and clear a map of enemies).
* More realistic base layouts and armament.
* Greater stealth ability (including stealth kills).
* Hand-to-hand combat.
* Coordinated AI squad movement.
* Realistic radar modeling.
* Increase sniper performance.

VISUALS/GRAPHICS/AUDIO

* Realistic damage modeling for vehicles and buildings (objects blow apart, glass shatters, bullet holes).
* Buildings and vehicles burn appropriately when destroyed.
* Improved, detailed textures.
* Complex/realistic terrain.
* Larger terrain.
* Larger cities.
* Improved weather effects.
* Realistic gore effects (eg. dismemberment, accurate entry/exit wound textures).
* Improved/Realistic explosions.
* Secondary weapons displayed on units (eg. handgrenades).
* Deformable terrain.
* Destructible trees (ie. within forests)
* Grass depicted as physical object rather than a plain texture.
* Tall grass.
* Quality voice acting.
* Improved vegetation (at least to the standard of Ghost Recon... I thought it was going to be a 2006 game?)
* Greater variety of skins/textures (particularly for infantry).
* Better looking hands on infantry models.
* Improved night vision.
* Modeling of thermal vision.
* Modeling of mirrors.
* More animations.
* Moving foliage (ie. in the wind). For both visual effect and it "reduces the eye&#39;s sensitivity to motion".
* Denser forests.
* Make the ironsight view a 3D object with greater parallax when moving.
* More realistic rifle recoil (manually pull the weapon back down).
* More foliage.


MISSION EDITOR

* WYSIWYG editor for briefings (preferably integrated into the mission editor).
* WYSIWYG oriented mission editor.
* In-editor scripting support.
* Deformable terrain editor.
* Better control over vehicle/unit behaviour.
* Easier control over objectives.
* Fluid camera scripting for complex scenes.
* Lip sync tools.
* Simpler error reporting system to determine errors.
* Ability to place all objects available in the game.
* Include simple campaign creation options within the editor.


UNITS/WEAPONS/TOOLS

* Flame-thrower.
* Aircraft carriers, submarines and greater naval forces in general.
* Nuclear, Biological and Chemical (NBC) weapon support.
* More/Greater variety of units in general.
* Booby traps.
* Small scale artillery (eg. mortars).
* Heavy lifting aircraft (eg. vehicles slung under choppers).
* Torches.
* Knives.
* Greater variety of &#39;Eastern&#39; weapons and vehicles.
* Interchangeable hardpoint options (eg. Humvee with choice of .50 cal or TOW).
* Body armour for infantry (but leads to slower speed and fatigue).
* Radio operator.
* Greater variety of mines.
* Greater variety of ordnance carried by aircraft (specifically bombs; napalm, cluster, anti-runway, anti-bunker).
* Hardened fortifications.
* Flashbangs.
* Modern anti-vehicle weapons.
* Pill boxes.



Big thanks to Longjocks http://forums.bistudio.com/oldsmileys/smile_o.gif


Regards
Thunderbird84

lendrom
May 27 2005, 07:02
Wow thats kind of impressive list&#33; Now we will have to wait till 2010 for AA and OFP2 :P .I would add one little thing - binding command executions to keys. For example you would have to add in init.sqs:
bind "left control" nameofunit setpos (getpos player)
bind "h" [player] exec "myscript.sqs"
etc
This would for example simplify all attempts to create better squad commandig engine (CoC&#39;s for multiple squads, Sui&#39;s from Wrestling with the bear or The black gap, General Barron&#39;s from Realistic Combat Patrol  - all are useing radio interface, which isn&#39;t too friendly).

7,62
May 27 2005, 11:28
(* Greater number of represented nations) this will be great,thunderbird84, but think about so many diffrent uniforms. a lot of friendly fire victims. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

colossus
May 27 2005, 11:34
Quite a shoping list you got, I&#39;m impressed too http://forums.bistudio.com/oldsmileys/wink_o.gif
Some of those can be made in a mod, but the rest http://forums.bistudio.com/oldsmileys/smile_o.gif

Radnik
May 27 2005, 11:50
... i just hope, since its DX9 compatible, it uses different color map extensions ... like TGA, or DDS, ...
to use normal maps as bump maps, and/or use normal maps on low poly model based on high poly model ... that way it`s less poly to count; but all this to work, we must have per pixel lighting cobined with normal maps support in our beloved game/s.

i would love to see this, and in Armed Assault and in `New Game` but considering view distance more then 1000m and number of units on a battlefield doubt it`s usable.

Daniel
May 27 2005, 12:28
Quote[/b] ]* Pizza eating contests and combat chopsticks.


An obvious must http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Seriously though Thunderbird84&#39;s list is a good one. http://forums.bistudio.com/oldsmileys/smile_o.gif

Suma
May 27 2005, 12:57
I hope I will not disappoint you too much by closing this topic. The reason for closing it is we are certainly not able to bring not even a substantial fraction of features suggested here in Armed Assault. It seems most people are posting the same suggestions which are already posted in OFP2 forums, leading to duplication and confusion - and I have to say the lists are quite ... how to say it ... not exactly modest http://forums.bistudio.com/oldsmileys/wink_o.gif .

We will post more detailed ArAs specifications,feature lists and roadmaps once the release will be getting closer.