Wish List – ArmA: Armed Assault
Introduction
Help BI improve ArmA by contributing to this wish list! Before you begin editing, read over the Make A Wish' section. Its very important to provide accurate detail in posting your wish.
Making a Wish
1. Add specific detail to your wish, one liners won't be accepted without good detailed information.
2. Make realistic wishes.
3. Always sign your entries by adding ~~~ after your addition. Failure to sign your addition will result in someone removing your addition without notification.
Discussions should be held on the Discussion Page and not in this Wishlist.
General
- I would like to have the ability to 'dial in' elevation/wind into the sniper rifles, aswell as 'reset' the sights to their default ranges, as happens in real life. If you are taking sniper shots at long distance +1000m, you have to aim sky high and most often than not aim at nothing and judge the ballistics.Bangon82
- The ability to pick up and carry or drag your wounded soldier(s) out of harms way, as Cpl Willy Apiata of the New Zealand SAS did to save a comrade under fire, in doing so receiving the Victory CrossBangon82
- Less focus on 'balance' and the main stream shooter features as opposed to unfairness, uncertainty, variation and - well - realism. An example of what I mean, adding jamming weapons would be good because it is realistic and adds 'uncertainty' and promotes realistic teamwork to succeed. On the other hand, adding one extra weapon that is similar to an existing one is not very important since it does nothing new to shape the world around it. Basically believability of the environment as well as the variation and ultimately immersion should always take priority. The issue of jumping is a good example of this kind of descision being done well - the reloadable AT-4 is a good example of it being done wrong.Rune 14:35, 15 January 2007 (CET)
- I think it would be better if the custom face is just the face and not including the legs and arms (legs and arms in a seperate file). So you've got smaller data amount and less uploading time joining a server. I'm allso not very interrested in customizeing my arms and legs which are mostly covered. Ra!dar 14:40, 14 February 2007
Isn't it possible to start the death animation directly after a player gets shot? Even if the animation in progress skips to it's end and immediatly starts the death animation, it would be better than this.Ra!dar 14:52, 14 February 2007- Apparently this is going to be fixed in 1.06. --MadDogX 14:31, 17 April 2007 (CEST)
- I wish there would be a button "Apply" in the video options so you can make your chanches and let the computer chanche all the settings in one piece. Ra!dar
- It would be interesting a total statistics section for every user. It should record number of men killed, armor, air units destroyed, game hours (as infantry, driver, pilot...), times killed, percentage of accuracy with each weapon / total, etc. It could be consulted from the users menu. -- Kano 13:32, 4 March 2007 (CET)
- To add statistics of more detailed missions, with information about the different types of eliminated units, the time of mission, the events, the whole text of the chat, and if it was possible percentages of precision in the shot, etc... It is something necessary in order that the clans we could take a few detailed statistics of our members. And it is necessary that this information saves in a file of text to be able to handle it of easy form and it raise to servers web type PHP, ASP, etc... Examples of detailed results, Americans Army, Forgotten Battles. Legolasindar 12:54, 7 March 2007 (CET+1)
Multiple Airports - this would be a good addition to the game as we could have dogfights, where planes from both team starts on the ground at different places.. be good for transport missions too.--Woodpeckersam 14:56, 27 Febuary 2007 (CET)- Done in 1.08. --Doolittle 17:25, 20 July 2007 (CEST)
- Add some vibration for inside the helicopters. Those things shake around like crazy! I think it would be a good addition for immersive effect. A good example: [1]. --Plaintiff1 07:13, 5 April 2007 (CEST)
AI
- A detailed path for the AI near buildings, which can provide them cover, more brained and improved AI please. --Linker Split 05.57 PM, 3 December 2006
- AI that freaks out under fire and gets less accurate. AI that takes a bit more time to communicate with each other depending on distance from each other. AI that can call for reinforcements with radio. AI that makes mistakes depending on rank (higher means less chance of mistakes) and pressure. --Twisted
- AI that follows proper military doctrine for the appropriate army (OPFOR, BLUFOR, Independant). --Twisted
- AI that works as a squad. This would include things like MG providing suppressing fire while riflemen move in. It would be great if squads could be 'linked controled' and work together to acheive a goal rather than as separate weaker entities. --Twisted
- Individual AIs would be able to lean, sidestep and roll, like the player can. All the movements that the player can carry out, the AIs would also be able to perform. It is very important in a military simulator so that the player does not have any undue advantage over the AI. --buddhiraja73
- When in alert mode, the AIs would always stay close to cover and move from cover to cover when any form of cover is present. On sensing danger, they would take firing positions near the edges of covers, like building corners and tree trunks, and lean to shoot or go prone whatever is appropriate. Before moving again they would lean and check out the area so that they don't run into a shooter. Presently, the AIs are often far from cover. --buddhiraja73
- Improvement in their reaction to suppressive fire and AIs that are self preserving, as a priority. --buddhiraja73
- More strategic decisions by AI groups like -- they would retreat or relocate when outnumbered, they would use small groups as diversion before the main attack, they would try to fool the player, they would call in reinforcements by radio etc. --buddhiraja73
- More realistic enemies. Not possible to hit with burst rounds or even full automatic fire at 200 metres or just stop running, shooting, and continue running. Tekkerchrede 18:35, 13 December 2006 (CET)
- An autoupdater of some kind Jimboob
- AI with realistic vision. High grass will only limit the human players vision, not the AI. They can still see and hit you with a single round even though you are covered in vegetation. --Xpz
Multiple working AI airfields on one island. Currently the situation is kind of bad, as you can have a huge island, but the AI can use only one airfield.MehMan- Duplicate. See above (in General). --MadDogX 13:56, 17 April 2007 (CEST)
- Since it's not a bug...more realistic AI when it comes to spotting targets, behaviour and usage of weapons. Why we have to wait untill someone relases WGL or ECP or something else, it should be already done in the ultimate combat simulator etc.? - just a wish.
- Explanation: bigger spotting distances and engagement ranges for infantry and vehicles, AI should take cover after being attacked, not continuing to the next waypoint, or engaging targets running straight towards them. Also they should retreat to the safe possition (far from the attackers) rather than running randomly "somewhere" - it looks like that now. Funnyguy1 20:58, 5 February 2007 (CET)
- AI should be aware of cover and ridges while keeping formation, especially in combat modes. Some kind of keep formation while staying covered order maybe? Using buildings and objects as cover + leaning was mentined already.Funnyguy1 21:06, 5 February 2007 (CET)
- Although AI generally shoots more, there's no visible supression, especially from MG gunners. Funnyguy1 22:37, 13 February 2007 (CET)
- AI should not go prone behind sandbags/things that they should crouch behind.Puffypuff 00:22, 19 February 2007 (CET)
- AI that provides supressing fire that is NOT amazingly accurate from a distance of 100 or 200 meters. AI in ArmA is way too good at shooting (at distances of 100 m and farther) at moving targets. Also, I agree with FunnyGuy1. the AI does not supress well (mainly because they are a little bit too accurate at distance) . Puffypuff 00:22, 19 February 2007 (CET)
- AI that doesn't get out of their humvee when being shot at (unless the humvee is severely damaged/inoperable. Puffypuff 00:26, 19 February 2007 (CET)
- At the moment the expectedDestination for the squad leader is neither his position nor can you change it with setDestination. For FSM scripting it would be good if we could alter that value for the leader so the leader would not have to be the first unit in every formation. If the leader is some kind of reference this could be changed by having something like an "invisible reference point/unit" where the other units can get their reference from so that we could treat the leader unit like every other unit in this aspect. Donnervogel 16:41, 7 March 2007 (CET)
- AI Saboteurs of all sides right now "satchel" human enemies if they have the chance to, but often get killed on the retreat and as the satchels they placed are radio-activated they do no harm anymore. Pls change it to default that they place timed satchels, so the player is forced to change position fast if he doesn´t want to be blown. Balschoiw 13:22, 8 March 2007 (CET)
- Assuming that global skill (via editor slider or SetSkill) equally affects situational awareness, tactical ability & marksmanship, could these factors be weighted differently (and simply) in the engine? e.g. ‘situational awareness’ proportional to sqrt Skill (relative increase) - ‘tactical ability’ proportional to Skill (norm) - ‘marksmanship' proportional to Skill^2 (relative decrease). The intention would be to make units react better but shoot worse. ACF
- Could AI minimum engagement time be reduced? Encouraging AI to reassess threats more often should cause them to snapshot at different targets, rather than concentrate on their first threat to the exclusion of all else. This could prolong firefights & help model suppression. ACF
- Vary/improve infantry Behaviours - see forum post for details ACF
Audio
- That the explosions near a guy prevent hearing noises for few seconds all around him(like Raven Shield)Boyscout
- Either remove the radio clicks or have the voices with a radio-effect. Right now it´s neither fish nor flesh. --Balschoiw 01:41, 18 December 2006 (CET)
- Modern military radio systems have better audio quality than old ones. The implementation in the game is quite realistic. --MadDOgX 13:45, 17 April 2007 (CEST)
- Soldier sneaking (in stealth mode) should not scream: "MEN! 50 METERS!", just speak this quietly in stealth mode. Gutekfiutek
- Yeah, two modes, like in swat 3, silent one/hand signals (or both) and the current one (screaming). Funnyguy1 18:48, 12 February 2007 (CET)
- New Sound-system with layered sounds and the abillity to edit them like here. PhunkMaZ
- different voiceset for at least 1 Opfor side. It´s very unrealistic that all sides issue voice commands in english. By keeping the english text-display and replacing the voicefiles for one side it would still be totally playable and much more realistic --Balschoiw 01:35, 18 December 2006 (CET)
- Change the result of setting new volume in the sound panel. By now it modify the windows system volume (example : when using external application like TeamSpeak and you set "effect" volume it affects TeamSpeak's volume too). The Sound Panel should only affects in-game sounds i think ! Hope my english not too bad -- Paul-Hewson
- An option to turn off the background music during installation. --Kronzky 22:58, 20 February 2007 (CET)
- Ability to set number of 2D / 3D sounds manualy via config files (1.00-1.05 hardcoded to 16 2D + 16 3D sounds ) to utilize power of high end audio cards. Dwarden 12.March 2007
- Remove loud CLUNK CLUNK gear change sound from cars and trucks whilst in first person view (this is not a realistic sound and very anoying)! Red kite
- Add some road noise or other sounds to driving wheeled vehicles. Like little stones and such hitting the hull offroad when inside, and some tire noise or ground noise when outside. --Plaintiff1 07:04, 5 April 2007 (CEST)
- Increase the sound occlusion for attack helicopter crews. This would be a good source of inspiration: [2]. --Plaintiff1 07:08, 5 April 2007 (CEST)
Control
- Please bring the 'Weapon on back'-option from OFP back to ArmA. -SeppSchrot
- Less (or no) mouse smoothing/filtering. IMHO, aiming is needlessly tedious right now: move the mouse, wait for sight/cross hair to catch up, make small correction #1, wait, make small correction #2, wait, fire. The game could be more responsive, without becoming any less realistic. --teaCup 4 December 2006
- Player movement and aiming to be as OFP 1.96; At the moment it is very unresponsive (detailed above) ~Jaffo
- Option to disable the new green command options and just use the old command system ~Jaffo
- Make view distance bindable to keys, so players can adjust it within cities to get better performance. Even better, add fields for auto adjusting viewdistance within a certain range (e.g. 700-2000m) depending on framerate or location ~Anders^on
- Tweak helicopter controlability and responsiveness - at the moment they do not allow the same level controlability as in reality. this is according to pilots posting in BISforum and i tend to agree. ~Twisted
- Momentum for player infantry movements. The lack-of makes it jarring in first person. Source-based games demonstrate this well. Kaiserpanda 08:04, 12 December 2006 (CET)
- Color teams can be ordered into various formations, given different Roe etc. All the commands that can be given to the whole team can be given to color teams as well. buddhiraja73
- Ordering them to use specific weapons like grenades, GL, smoke etc. buddhiraja73
- Wish a second joystick/input would be detected and accepted - like pedals or steering wheels. This would come handy esp. for helicopters (pedals!) and cars (pedals for gas/brake, steering wheel for the obvious) - Weasel75 14:12, 12 December 2006 (CET)
- Bump about dual joysticks ... very annoying to have collective/cyclic control but no yaw other than low quality one built into throttle - have another joystick set up to act as pedals. BF2 can do it, X-Plane can do it. - --Daemacles 02:58, 19 August 2007 (CEST)
- A point and click command interface for commanding units to target/attack ANYTHING, even friendly units. Selecting units and right clicking on another unit, be it friendly, enemy, empty, whatever, should be able to target it. Also, a button+click combination to force an attack on ANYTHING... For example, select units and then CTRL+CLICK on anything (friendly,enemy,empty etc) will order a command to attack it. Currently only enemy units can be targeted and attacked by clicking, and you want your units to attack an empty vehicle you have to use the menu otherwise they will just board it. --Canalien 04:57, 15 December 2006 (CET)
- Elimination of the pointless 'space to command mode' feature when controlling infantry... there is already a unit list at the bottom of the screen. The bottom unit list needs to be bigger also, it's difficult to read currently.--Canalien 04:57, 15 December 2006 (CET)
- Visible crosshair in vehicles like in OFP/VBS1 for marking objects as target for gunner. --Kamran 01:22, 17 December 2006 (CET)
- Possibility to assign 'double-tap' buttons of a controller (or joystick) to an action like you can do with key assignments maxqubit
The possiblity to fire while running/sprinting--Jimboob 10:46, 13 December 2006 (GMT)- Already implemented. (1.04 I believe) --MadDogX 13:55, 17 April 2007 (CEST)
- Would it be possible to slide down ladders quickly, rather than climbing down very slowly, even under fire? --Alpha-kilo 19:53, 9 December 2006 (CET)
- Something like Rainbow Six: Vegas or Gears of war, when you arrive to the corner/small piece of wall, start an animation of the player so he puts his back on the wall, could be a great addition to improve the feeling of the game on CQB combats. Txalin
- When entering command camera mode, make the camera have the same position and zoom setting as last time it was active (again, like in Flashpoint), and not reset to "center" position. Sbsheep
- The helicopter views do not go down far enough, it is very hard to see the ground properly to hover or land at a certain place(this is a problem without TrackIR only). It would be great if the view would at least match the lowest window area, but preferrably make head movement inside vehicles possible with Track IR to allow the pilot to lean out to look down at a steeper angle. Rune 17:39, 28 December 2006 (CET)
- Add an option for unrealistic flight and driving controls for novice users or users without high-end flight/driving, track IR equipment. This would maintain the standard of game play between players and AI without sacrificing the realism of the battlefield environment. Nothing spoils a game more than a UH-60 crashing in the middle of the road because the controls didn’t respond how they where expected to. Ryokukitsune29.12.06
- An option for TrackIR to be disabled for head turning, but not for zoom and lean when on foot - sometimes you can lose your bearings and have no clue where your body and gun are pointing. Rune 16:19, 3 January 2007 (CET)
- When a player is in a helicopter, with an AI as pilot, it would very useful if there were vehicle-commander-like controls - like 'q'/'z' to call out 'higher/faster'/'lower/slower' on intercom and similar commands to control the helicopter indirectly. Also some radio commands for AI pilots under player command to change altitude/speed and in particular to land, with engine running, would be a great improvemnt. Rune 16:19, 3 January 2007 (CET)
- Make running/sprinting a higher priority than lean or allow them to coexist even though it would look weird. When using Track IR to lean and then suddenly needing to run or sprint from danger, it can often happen that you are prevented from running at all because you cannot center the lean enough. Rune 17:44, 10 January 2007 (CET)
- Get rid of auto-centering the steering wheel. It's hard to keep turning smoothly as you have to move the mouse all the time. -Celery
- Ok, here's a suggestion that could change the immersion of the game a lot, but maybe the change could be too drastic for some people :p Anyway here's the suggestion... Make rotation speed while prone a lot slower. I've noticed that the rotation speed while holding an AT weapon is pretty slow, so I guess it's possible to change the speed according the stance. Same for AI offcourse, I don't want the AI turn fast and the player slow. Maybe you can make it optional in the difficulty settings... Turning around like you're lying on a spinning wheel is not very realistic anyway. -Blanco
- Some form of distributed command-hierachy when commanding groups. The system of dividing into sub-groups or colour coded teams help a little for organising the commander's thoughts, but it does not help distribute the workload of command. It would be a lot more logical and flexible if the leader of any colour sub-group would also get individual control of the units in his sub group, just like the top-level group leader has. This is a really important feature both in terms of realism and multiplayer, in OFP the groups were small enough that it would just be nice, but in ArmA it is essential because of the large group sizes. Rune 19:31, 10 January 2007 (CET)
When you are in a prone position your are unable to see over the grass. I would like to see a command added that will enable you to pull yourself up on your elbows and see over the top of the grass with only reviling your head and shoulders.- Grass flattening was implemented in 1.03. --MadDogX 13:55, 17 April 2007 (CEST)
- Ability to fluently zoom in/out, and look around with Track IR (or alt) while in iron sights mode. Funnyguy1 19:25, 12 February 2007 (CET)
- Under the Controls dialog, the "Y Axis" option can be reversed for flying using your mouse, but it also reverses it for infantry looking and it should not affect infantry. It's silly to have to reconfigure your controls each time you fly then disembark.
- This is taken from the [1.02] bug list. Plaintiff1 suggests "a better option would be to have a seperate option for vehicles and for infantry." (and claims it's not a bug, but the recommended change would be classed as a feature request instead, so I've added it here). -- Dr_Eyeball, 20 Feb 2007
- A command menu option to report position. At present there is no direct way to answer "where are you" question from lost AI units. Workaround is easy enough, but clumsy. --Ceeeb 02:56, 2 March 2007 (CET)
- I wish the button "Lock or Zoom" wuld be seperated into two, an seperate button for "rate of fire" and a button to take the granade (or like m134). Having a granade makes you slow to swich firing rates. An other wish is a button for "get in", maybe for each: driver, gunner, commander...etc so everybody can do it himself. A little danger is to touch off the satchel charches if you don't want to(if you want to get in a car and klick the "touch off"), i would prefer to do it in the "radio" like radio triggers, each satchel seperate or all in one (a button for the satchels wouldnt be bad too zB.: Shift+Alt+enter=Boom). Ra!dar
Remove 'autocentre' from mouse steering control. It is very difficult to steer with the mouse now. The OFP setup was perfect, can we have it back?Red kite- Duplicate. See a few posts above.--MadDogX 13:58, 17 April 2007 (CEST)
- Remove 'throttle input' from rudder controls on boats. When I steer my boat I don't want the engine to suddenly start/increase or decrease speed as well. This is most anoying when going full speed and making slight rudder corrections the engine will lose power. It is not currently possible to make high speed turns. Keeping throttle and rudder inputs separate would make it more realistic and more fun too! Red kite
- Mapping of the 'fire' command to the (right) trigger of a 360 controller is possible. However, when pulling the trigger nothing happens. I would like to see the Elite system possible so, a little pull is 'Hold breath' and a full pull is 'Fire' maxqubit
- Commands for assigning fire sectors to AI soldiers (improved watch command): drag a box with the mouse or click on a point to assing a fire sector to AI soldiers. AI will then scan the sector for enemies and fire at enemy units inside this sector without the player having to assign targets individually.--Zwobot 12:54, 1 April 2007 (CEST)
- Rate of fire command: tell AI soldiers wether to use automatic / burst fire mode or single fire mode. In addition it would be nice to tell AI how long to fire at specific targets or sector and in which interval (like 1 burst every 5 seconds for example).--Zwobot 12:54, 1 April 2007 (CEST)
- Separate joystick profiles for helicopters and fixed-wing aircraft.--Mr.Peanut 18:22, 3 May 2007 (CEST)
- Add cover as a fourth stance. This should be a good thing to implement since it's a very important aspect of being a soldier. Issuing cover should make the soldier throw himself at the ground no matter if he's standing, crouching or lying down. From the cover stance the soldier shouldn't be able to aim, only to lie flat down on the ground. I've noticed several times when aiming, for instance, a M136 that it takes too long time to lie down. Imagine a hand grenade trown at you while aiming, no sane soldier would think of carefully putting the M136 back on his back and bring his rifle in hand before lying down, he would just throw himself down to avoid injury. A cover stance would make the soldier throw himself down, maybe even dropping the weapon at hand. Of course the cover stance would also make the soldier less susceptible to grenade fragments and harder to hit.Boopidoo
- A light but oh-so-helpful modification of Gear UI would be the ability with some arrows in left and right top corners to skip between your gear and the one of your teammates; at least for teamleader, I would prefer for every soldier. - Lou Montana 13:45, 7 june 2007 (GMT+1)
- As in OFP, if you set to manual fire or are the gunner of the vehicle, let the "order fire" button (default LeftCtrl) fire, I HATE using the mouse when flying chopper ! (and it can makes you crash your Cobra if moving your mouse just a bit, so crazily hitting my nerves :-) - Lou Montana 13:45, 7 june 2007 (GMT+1)
- Disable TrackIR head movement when you do a max zoom (second right mouse click) in ironcross/optics. you are trying to concetrate on target and not watching around. On first zoom is when you bring crosshair is ok, but on second its a bit hard to concetrate on aimpoint while your head is moving. - Rode, 19. june 2007
- Add the possibility to select the group leader in the unit list (for example with the F1 key), and issue (possibly silent) commands to him. Would help in some quirks with group leader changes, and it would also greatly enhance the usefulness of the switchCamera "GROUP" command: one would be able to control an entire group, not only individual soldiers. [AOE]Way
Weapons, Vehicles & Units
- Tank , M1A1: The current amount of ammunition allocated to the commanders .50 is incorrect. The proper amount typically allocated would be 900 rounds (9x100). Additionally, the commander's weapon sight should have a 20 degree field of view at 3X magnification.--M9ACE 06:54, 27 April 2007 (CEST)
- Add the possibility to drive wheeled helicopters. see here -> http://www.youtube.com/watch?v=QytBMnbpt8c --Freshman 19:38, 14 April 2007 (CEST)
- Add the possibility to see the GPS in a MFD on helicopters and planes. --Freshman 19:08, 14 April 2007 (CEST)
- Make the aimpoints to compensate for parallax. --Freshman 18:54, 14 April 2007 (CEST)
- Significantly increase climbrate on Helicopters to a realistic grade. --Freshman 18:54, 14 April 2007 (CEST)
Free-aim in iron sight mode, as seen hereVic 14:57, 29 November 2006 (CET)- Implemented in 1.05. --MadDogX 14:11, 17 April 2007 (CEST)
Non or partially disrupting recoil in iron sight mode. Right now the iron sight view seems to be sticked to the weapon. While this might have been a requirement in OFP, due to the 2D sights, I feel this shouldn't be kept in ArmA.Vic 14:57, 29 November 2006 (CET)- Fixed in 1.05. --MadDogX 14:11, 17 April 2007 (CEST)
- New iron sights for sniper in which you can see the side of the environment when sniping, like in SniperElite.[[3]]Zeinger
- There is artillery, but it did not work properly: shell explosions are too weak. Maybe add some mortars with bigger explosions? Now its nearly impossible to kill someone with "distant arty support" --Gutekfiutek
- Make all planes, and choppers easy to fly like in OFP.--julian Dec 3 2006 6:15pm
- Add basic planes/choppers according to faction sides, such as: A-10,F-16,F-15,mig23, mig29,apache chopper,mi-24.--julian Dec 3 2006 6:20pm
- Ability to fire from a vehicle Zeinger
- floating and small lingering smoke after shooting so many rounds with various semi, and automatic rifles.--julian Dec 3 2006 6pm
- Ejecting shells from heavy machine guns, and small arms to be ejected, and remain on ground or wherever they land for a small period of time. .--julian Dec 3 2006 6:10pm
- An effective cargo handling system, allowing user made addons the ability to transport other vehicles and objects within, on, or towed behind other vehicles Low Light 21:17, 5 December 2006 (CET)
- Some close-combat weapons (eg. knife, bayonet, shovel, ability to punch or kick, etc.) - Serial Killer 22:40, 5 December 2006 (CET)
- addon directionnal parachute for hight jumpBoyscout
- add good simulate claymoreBoyscout
- implement Ground Surveillance Radar System (GSRS) like VBS1Boyscout
- controllable machine-gun for helicopters - left/right + up/down + center via new extra-controls - Weasel75 11:10, 6 December 2006 (CET)
- for the FFAR (e.g. Cobra) and the 57mm/80mm (Hip/Hokum): controllable aimpoint up/down/center - if thats not too realistic, maybe put the impact-point at least a but below the flightpath-trajectory - Weasel75 11:10, 6 December 2006 (CET)
- lock onto targets for Hokum-MG - Weasel75 11:10, 6 December 2006 (CET)
- for AGM-missiles (from helicopters): lock should work also for/against unmanned/inactive ground-vehicles - Weasel75 11:10, 6 December 2006 (CET)
- helicopters: no super-radar (on top) for the Hokum, it has neither gunner nor radar to collect/display all those informations - Weasel75 11:10, 6 December 2006 (CET)
- Implement the AK47(74) with the sound of VBS1(very realistic sound!)Boyscout
- Some long-sleeved civilians! At the moment, every civilian only has t-shirts, when not counting the newsreporter and those. - Serial Killer 20:43, 6 December 2006 (CET)
- Some more European and Russian weapons (eg. Kalashnikov AK-47, Vz 61 Scorpion, PP-19 Bizon, VSS Vintorez, RPK) - Serial Killer 20:51, 6 December 2006 (CET)
- Integrating features to allow addon makers to easily make useful HUD on aircraft. It should be able to display airspeed, target location relative to aircraft's position, detecting optimal time to fire a weapon at a target, and CCIP (death dot/circle) on the HUD showing the location of where dumb bombs and cannon fire will probably hit (+-5% accuracy error vs LGB's).--Havoc 05:33, 7 December 2006 (CET)
- possibility to do sling with helicopters to carry amno or other.(I m not sure of the translate so I put a link =www.cen.ulaval.ca/bylot/images/photo_63.jpg)Boyscout
- Ability to apply time delay on weapons firing. I.e. when the player presses fire, the weapon can wait an alloted time to actually discharge - Required for weapons such as the Javelin and MILAN so that a realistic series of events can be coded once the fire key is pressed - Sound of the safety being switched off, gunner calling 'firing' and other such bits and pieces that occur in the operation of such weapons. - Messiah 16:59, 7 December 2006 (CET)
- turn off Radar for vehicles which are manned by one person only - with 2nd person (i.e. gunner or commander) the "radar" comes up again = good for MP?! - Weasel75 21:51, 7 December 2006 (CET)
- Protective eyeware, shades, and glases - rise
- Realistic Bullet Penetration. 50cals should be able to penetrate most walls, while the Auto Cannons and Tank Cannon rounds should be able to penetrate almost everything. --ryankaplan 10 December 2006
- If that, also need bullet deflection and destruction. Kaiserpanda 08:09, 12 December 2006 (CET)
Include ability to keep lights & engine on, even if nobody isn't inside. Very useful. Already done in VBS1 (lights). -Aquarius_PL 13:35, 13 December 2006- Implemented in 1.06. --MadDogX 14:11, 17 April 2007 (CEST)
- Other resistance units. More like OFP, poor equipment, "civil soldiers". Will be a perfect match for BIS's thoughts of a portrait of the real war. Not as romantic as portraited in many other games (and OFP)..Tekkerchrede 19:23, 13 December 2006 (CET)
- No more WW2 style tank gunnery, please. Thermal imaging and ballistic computer as in Steel Beasts (2000) would be sufficient. If an object wouldn't have a heat signature map it would be generated from the color map (convert to grayscale, adjust brightness to match ambient temperature or a higher temperature if it's a soldier or a vehicle in use). - Pulverizer 19:01, 19 December 2006 (CET)
- REALISTIC UAV. Not like in BF2, but maybe one player could steer UAV from some command vehicle? Gutekfiutek
- Limited number of flares for helicopters and aircrafts - but plz no warning of incoming IR-missiles. Weasel75 23:07, 25 December 2006 (CET)
- The Stryker is nearly impossible to drive buttoned up because the field of view on the "periscope-screen" is so small, and to even see that you need to hold down the zoom button continuosly. If unbuttoned the turret doesn't turn, this makes the vehicle suitable only for AI-drivers at the moment Rune 17:44, 28 December 2006 (CET)
- Working rifle bolts, such as on the M24. Would help WW2 and many other mods a lot since they would avoid using scripts and such that may cause preformance issues and multiplayer issues. MehMan
- Wood-camo US soldiers. They are really needed, cause you can see the desert-camo US soldiers really easy in woods and bushes compared to the North-Sahrani troops. --Frantic 21:16, 5 January 2007 (CET)
- Official addon request: Plain M4 with ACOG scope in addition to the one with grenade launcher. High caliber (and accurate) S&W revolver and Tokarev T33 pistol. AK-47 with higher caliber but less accuracy than the AK-74. M60 and RPK would be nice. -Celery
- USA and RACS soldiers should have the ironsight M16 instead of aimpoint as a default weapon to match SLA's scopeless main weapon. -Celery
- All static weapons should be portable (Man and/or vehicle) M119 and D30 should have the abillity to be towed. Artillery observer script as well as artilleryplatoon commander script Major Woody
- A directional armour system would be very nice. MehMan
- Make a soldier automatically pick the ammunition that matches the type of his weapon: subsonic ammo for silenced weapons and normal ammo for unsilenced. Right now you pick up normal ammo for a silenced weapon. -Celery
Assault rifles with scopes for the east side, existing east guns' iron sights are too small to aim without zooming.--Aquila 10:11, 6 February 2007 (CET)- AK-74 with PSO is in 1.05. --MadDogX 14:11, 17 April 2007 (CEST)
- More heavy armored vehicles for more complicated armored combat. One modification for single tank for each side is much less interesting. For example, T-72 and T-80 (in 1-2 modifications each) for east vs. M1 in many modifications for west. --Aquila 10:11, 6 February 2007 (CET)
- Grenades are rotating in the air after when throwed. It'd be cool to have ability to rotate them using game engine not complicated scripts. It's especially important for ww2 period when "long" grenades were used --Bdfy 9 February 2007 (CET)
- Better definition for swimming vs. walking in the shoreline. At the moment you (in 4/5 cases) drop your armament, when returning from swimming mode to walking. It is just lying nicely at the bottom at 1 m of water or so. And here you cannot pick it up by action menu. Not useful for infiltrating by sea-actions. Tekkerchrede 18:02, 18 February 2007 (CET)
- I wish there would be more functional speed and fuel meters in cars. There are just a few more or less working speedometers. Ra!dar
- A change in the hit damage of some weapons. I checked out the ArmA: Classes: Weapons page on this wiki and i found that the the m4 did just as much damage as the AK, and that the mp5 did the same amount also (8 dmg). In-Game, the mp5 kills a soldier with one shot to the back/chest even though they are wearing heavy body armor with plates. That's incredible. I wish for damage values of weapons to be edited to make the weapons more realistic in time for the US release or a patch. BI should represent the weapons and armor of units realistically for the release, not inaccurately depict them and leave it to modders to do whatever they want with it. Puffypuff 03:01, 20 February 2007 (CET)
since the default munition for the RPG-7 cannot hurt a soldier even if it explodes less than a foot from him, i'd like to wish for anti-personnel ammo for the RPG ( i know that there are anti armor and anti personnel rounds for the rpg but i don't know the names of them).Puffypuff 00:24, 25 February 2007 (CET)- According to the ArmA Bug Tracker, RPG explosion values will be changed in 1.06/1.07. --MadDogX 14:11, 17 April 2007 (CEST)
- Ability to add and use any weapon on any vehicle. Presently it is not possible to use grenade launchers or tank cannons with other vehicle classes like aircraft. -Celery 10:44, 28 February 2007 (CET)
- Add a small transport aircraft for paratroop drops. A C-27/Aeritalia G.222 would do the trick.
- Add 2 snipers with ghillie suits. Bending a 2D plane over a model and texturing it is easy. One for woodland and one for desert.
- The muzzle fire and the recoil of the granade machineguns are just to hudge. For the Mk19 it is the same caliber as the M203 granade launcher, maybe stronger munition but not as strong as ingame. Ra!dar
With the vehicles with multiple barrels there is just one barrel firing (Littlebird and Shilka). If this is in case to lower the firepower I would prefer to have both barrels firing with half the firingrate.Ra!dar- Engine limitation according to bug tracker. --MadDogX 14:12, 17 April 2007 (CEST)
- A-10's that deploy slow falling illuminary flares (menu actions: "deploy 1 flare" "deploy 3 flares") This was a neat feature and role of the A-10 in LOMAC.--Tikigod
- Variety of new M203 rounds (used in real world) (Concealment Smoke, Colored Signal Smoke, Slow Falling Parachute flares, Noise Makers)--Tikigod
- AH-6 Littlebird FFAR (Non-Lethal Smoke Rocket Version) Fires Rockets that deploy signal smoke to mark enemy locations. This will allow players to perform the role of Forward Air Controllers in coop missions. --Tikigod
- FLIR effect on all armored units with commanders or remote gunners. Map a "Color overlay toggle button" that allows you to switch between different "colored night vision effects" so FLIR systems could be simulated in commander or gunners optics. Thisd way ever time you press a key it would switch your optics to a new effect (Red, Black and White, Different Polarities (White HOT, Black HOT) --Tikigod
- TrackIR support for gun turret movement. This will allow the gun turret view to be controlled with head movement while the joystick/mouse controls the flight the of helicopter. This would simulate the functionality of a Target Acquisition and Designation System (TADS) and Pilot Night Vision System found in AH-64s and Kiowa Helicopters. This could also be used for flying and controlling usermade UAVs--Tikigod
- New Repair Model: Repair Actions for Engineers- Repair Track (for tanks tracks), Replace Tire (for wheels), Repair Engine (to slow moveable state), Unjam Gun. Repair Actions for Repair Trucks and/or Repair Stations- Repair Armor, Repair Turret, Repair Engine 100%. Slower Repair rates based on compartment being repaired --Tikigod
- Realisitic Ammo load outs for default vehicles: http://www.inetres.com/gp/military/cv/index.html --Tikigod
- Ability to deploy and control a 2nd vehicle like an ROV or UAV from and initial vehicle using seperate controls or toggle button. --Tikigod
- Picture in Picture support for 3-D Compartments. --Tikigod
- Engineers: Deploy Static items: M2 Guns and Search Lights --Tikigod
- Editor Object: Minefield (can drop pattern minefield in editor) --Tikigod
- Editor Object: Resupply HQ Base Object that can Resuppy Ammo Trucks (thereby promoting supply convoys to and from this object and the front line of a battle) Larger missions such as CTI need this. --Tikigod
- All Infantry units (or just special ops and/or pilots) can deploy a personal floatation raft from thier action menu. This will allow them to travel further than they can swim or carry equipment without having it drop or sink to bottom. --Tikigod
- All Infantry units can deploy campfires at night using action menu --Tikigod
- All Infantry units get a flashlight (for use when you don't have NVG's on dark nights.) --Tikigod
- Engineers: Set tripwires that either launch signaling flares or grenade explosions. (these were popular mods for ofp)--Tikigod
- 3D Iron Sight for grenade launcher M203 (M16A2 + M203, M4 M203, M4A1 203 ACOG, M16A4 GL, M16A4 M203 ACOG GL) and also GP-25 (AK-74+GP-25) (GL in mode w/o crosshair is nearly useless) Dwarden
- Can we have some women please? It is unrealistic and boring without them! Red kite
- Interiors of tanks (very well in VBS1 - we are not in BF2 ) , some military women too, and asian faces --Solon 11:32, 15 March 2007 (CET)
- Please revert back the free rifle movement when the weapon is lowered,like was is the ver.1.04,Cmon is not a huge request!! Lujon
- TrackIR related: An optional lock for yaw & pitch movement in iron sights view. Only X for leaning should be allowed. Blanco
- Command team by voice command. Assign own voice via microphone to command menu. (For example hold fire, fire at will and all possible command)
- Enable to fully customize each weapon, using the bare weapon and several sights/grenade launchers, suppressors etc., instead of giving a large varaiety of slightly different weapons. For example instead of an M16, an M16 with M203, an M16 with M203 and ACOG sight, just have an M16 and several accessories that can be fitted - like M203, ACOS and reflex sight.
- Unzoomed weapon optics for close quarter engagements. Zoomed optics make CQB a chore at best. If the purpose of zoomed optics is to reduce FOV, why not just have unzoomed weapon optics and have a ring of blur to reduce FOV? Beedlo
- Add ability to use different optics for a given weapon. For example: regular iron sights as well as scope for the M4A1 203 ACOG, 1x red-dot for CQB and 3.5x scope for long range, or additional foldable 3D iron sights for grenade launcher. Beedlo
- Increase the amount of recoil for the autocannons on helicopters (and probably ground vehicles). I'm sure we're all familiar with that certain apache video. The sights seem to vibrate when the apache shoots. Also, this one depicts the recoil from a Cobra's cannon pushing the hovering helicopter backwards: [4]. --Plaintiff1 07:18, 5 April 2007 (CEST)
- Seeing as Protech helmets have been introduced to the US Special Forces in v1.06, I would like to see the introduction of the correct US Army helmets, ACU Interceptor body armour and correct velcro patches on the arms on the general infantry. All it would take it a slight model change and alteration of 6 textures. CameronMcDonald
- The barretts range is incorrect, it should be able to effectively hit targets beyond 1800m, if this was changed for balancing why not implement realistic moa for it, the barrett has around 2 moa, whereas the m24 has 1.5
- When firing guns the recoil sent the gun sight up to the right every time. I thought that when one fired a weapon the recoil sent the gun upward, not to the side. Is this a bug? Further more if u study (pay very close attension) to the firing of the weapons ie. M4 and the m4-20, the gun sight will make little circular motions. I realy think the gun should be firing up and down not to the right. I think if you also adjust the recoil to fall back on center fast would help. --blackirish
- The slant brake on the AKM is angled to the upper right to compensate for recoil, so I think this is correct, at least in full-auto.
- Aircraft UIs:
- The display in the upper left corner claims to show 'altitude' (which is height above sea level) when it really shows 'height' (height above ground directly below aircraft). The legend should be changed to 'height' or the number should really show 'altitude' (which is less useful for the player). Dozer
- The upper left corner display has no units. It should have units really! Dozer
- Add the possibility to snife San-Segal
- Ability to attach satchel charge to vehicle - maybe with some proxy? --zGuba 12:42, 20 August 2007 (CEST)
- Speed, RPM and fuel gauges in all basic vehicles! It simply increases the feel of reality ingame ;) --zGuba 12:51, 20 August 2007 (CEST)
- Mi-24V(!) and AH-64 machines integrated with ArmA. Maybe buy these ones made by RHS and Mapfact ;) --zGuba 14:20, 20 August 2007 (CEST)
- Recipe for Yak-B: rate of fire ~4500, a little bit more powerful bullets than the ones for M2, no multipliers, range 1000 m, initial muzzle velocity 860 m/s... --zGuba 14:11, 20 August 2007 (CEST)
- Ejection sequences for planes & exclusively the one for Ka-50 similar to FFUR 2007 / SLX Ka-52 ejection script, I suggest hard-coding it to avoid autorotation and lag effects in MP - if possible. Maybe switcher in config? hasEjectionSeat=0/1 or similar... --zGuba 19:00, 21 August 2007 (CEST)
Multiplayer
UI
Display map names in MP server browser1.04 WGL.QProper ping display (number) in MP server browser1.04 WGL.QMake MP server browser remember column sort priority when doing refresh1.04 WGL.Q- Add a lot more MP server browser filter categories WGL.Q
Ability to get a preview list of players on a server1.04WGL.Q- Show map size before actually having to download the map (so either in the server browser add a map size column or display the size in the mission briefing itself) WGL.Q
- The Chatbox is hidden behind the chat itself. That can become dangerous because an admin for example is not able to have a proper view to the text he is currently typing. Revealing the server's password accidentally, is one of the hazardous thing that may happen. You better turn the chat back to the flashpoint style! Hoot 13:33, 15 December 2006 (CET)
- Interface suggestion for Chat History:--Dwarden
- General chat interface suggestions
- Remove the "blabla is connecting..blabla connected" messages, or put them in another corner and more discret, because its annoying and quite unnessesary. Its the chat/communication that is the intresting messages. Simonwa1
- Be able to set a key for all respective channels, instead of browse through the channels. Simonwa1
- Make it possible to send private-messages to individual players. Simonwa1
- Increase 'text chat box' size from 2 lines and maybe decrease font size Korax 22:52, 5 December 2006 (CET)
- A list (like the currenlty list when pressing P in-game) of all players devided in their respective in-game group/squad. The groupleader and groupname(/the groups task) should also be shown clearly, combine with what vehicle they are controlling/sitting in
- The option to give your position when asked for through the radio(in response to the "where are you?" radio sentence) This would improve communications with teammembers, especially on larger maps, as in CTI or CTF or large coops, when soldiers/vehicles are disabled on map, to know where everybody is. Very usefull when in command --Kode 22:56, 12 January 2007 (CET)
- A numeric key combo to broadcast ones position back to the other players. As answer to the "Where are you?". This would be fantastic! --SniperAndy
- have the opportunity to surch a buddy on line and join the server --Loulou
- have the opportunity to see the server's name (and @IP) when already connected and playing --Loulou
- You should be able to look at the briefing before launching the mission if you have joined in progress -Celery
- More game types supported by the server browser, such as Capture & Hold as well as Attack & Defend and many others. --Pyro05x 06:09, 19 February 2007 (CET)
- Name tags for nearby units in veteran mode. It's very hard to tell who is walking next to you since you can't really use the normal real-life ways of recognizing people in-game: voice, gait, facial features. Of course for realism not being able to tell if a silhouette in the distance is friendly or not is a good idea, but maybe there could be a distance threshold of 5-10 metres for the nametags? --rebuilder
- Keep the players name on the top of the playerlist (where you see your ping etc) so that you won't have to scroll through all the other players just to check your own ping and bandwith - HulkingUnicorn
- Add option for storing Favorite servers in filters or somewhere like in Battlefield 1942, i usualy playing on 2-3 servers Rode, 23, june 20007
- Option to filter servers where you clanmates play --Crowe 15:42, 8 October 2007 (CEST)
Dedicated Server
- Ban Support allowing at least the very basic of server admin capabilities. #exec ban ID does not appear to write to the ban.txt nor does updating the ban.txt get refreshed until a server restart. Running longterm (persistant) missions on a public server without being able to ban troublesome players is certainly difficult -- Shiner
- Dedicated Server software able to persist mission information to disk -- Sy try this Armed Assault Data Storage softwareArmAtec
- Fast mission/addon downloads through external source (e.g. http/ftp server) that can be specified in the server.cfg ~Anders^on
- Be able to specify in script which portions of a .pbo can be downloaded to clients. -- Sy 9/12/2006 @ 10.11am NZST
- Anti-spam feature (server option) --Dwarden
- an alteration of the -netlog server switch so that it actually records usefull information about players that have connected/logged in as admin/disconnected/failed the checkfiles, as it was in OFP so that server admins can better keep an eye on who is using their server and what they are using. as it stands the netlog is pretty useless for a server admin. RN Escobar
- Dedicated hooks(tcp or udp) for an administrationinterface outside the game. If you could supply the possibility to send servercommands/recieve information via a secured(passworded) channel outside the game I could write a dedicated administrationtool for handling mapchanges, warnings, kicks and bans as well as chatmonitoring / serverlogmonitoring. This would add a huge benefit to the larger communities interested in running large AA servers with a massive player influx. Panzerhans 16:48, 16 December 2006 (CET)
- Addition of chatlog option to record ingame text chat. This would help admins police anti-social behaviour. Sbsmac 11:34, 27 January 2007 (CET)
- Multiplayer Server Ablity to allow custom folders use.
- The ability to use folders in mp missions directory --Messiah(UA) 16:47, 29 November 2006 (CET)
- Allowing options in the server.cfg so that users can have all there custom sounds and face's in there user folder and not get kicked off on connection. There server will just download the custom files that are under the set file size limmit. If the user has 200kb of sounds and a 64kb face and the server is set to allow 150kb, the server will only download 150kb and not kick you off. It can start with the face and then the sound files untill it reaches the set limmit. Allowing all users to join in progress. ArmAtec
- Buddy System and Favorites for the server browser. Rudedog
- Disable the timeout when an admin is logged in Hoot 20:05, 15 February 2007 (CET)
- External Server query should show REAL player ID's --Jerryhopper 15:07, 7 March 2007 (CET)
- Please add string gamename with value armedass into server's GameSpy 2 protocol query. This allows filter different games w/o gamename using same query port over longer timeframes (easier for coding query software). Dwarden
- Kick players which heigh pings. Minimum should be defined in server.cfg. --Crowe 15:44, 8 October 2007 (CEST)
TK
- Would be neat to have some check for 'teamkilling for vehicles' as well. If a player tk'ed a mate who was inside a vehicle and boards it afterwards, he needs to get punished. We all remember the good old times on BF1985 when teamkillers shot pilots in their starting helos and planes to board them themselves. Hoot 09:49, 14 February 2007 (CET)
- 2) TK counter decreases over time (server option) Dwarden
- 3) when TK counter reach max threshold value (server option) then player is auto-kicked (1st time, 2nd kick results into ban XY min. (server option)) Dwarden
- 4) include victim vote (server option) Punish / Forgive / Nothing (empty vote), where punish double TK points and forgive removes TK points for that action against voting victim Dwarden
- 5) each violation (counter increase) gives offending player warning via chat (no counter values given to avoid abuse) Dwarden
- another proposal: once the number of kills reaches a certain threshold (e.g. 5 (or server-var)) the TK-ration (kills/TKs) is measured. Once it is > 0.5 ---> KICK with a text to the player (in case it was not intentional) .... multiple kicks result in a ban. Team-Damage should be added up and handled just like TK. Weasel75 07:24, 28 December 2006 (CET)
Voice
- Voice chat / Custom sounds / Radio sounds related features--Dwarden
- Icon + Name of player indicating that he is actually using voice chat (option-able, easiest to get own separated GUI window like Options one) Dwarden
- ability to disable (mute) voice chat and/or custom sounds / radio sounds for each player separately Dwarden
- ability to disable (mute) voice chat and/or custom sounds / radio sounds for squad / group / channel / all / etc. Dwarden
- ability for server admin to globally mute voice chat and/or custom sounds for selected player Dwarden
Seems overcrowded to me. That is ArmA simulating radio on the battlefield with all the terror, panic and stress within. I agree to the serveradmin stuff you've mentioned, but all the rest should stay with TS, RW, Skype and so on. You want an all-in-one device suitable for every purpose. But lots of people can't even control the game itself. ArmA radio should behave like the real ones do and that is what it actually does quite good atm. Hoot 10:01, 14 February 2007 (CET)
- Ability to make separate channels that are password capable. ie Team A... Team B.. ect.. which require a key to join, to help stop radio spamming. Plus allow people on the same team split into separate groups and not hog the radio. Gonk
Admin
- Ability to lock and unlock a server after the game has started to avoid too many players connecting or to get fresh meat to the game 105 -Celery
- The admin should have the possibility to quick assign teams, or just a simple method to reorganise the teams during a battle, just to prevent mates from being forced to play on the hostile side when all friendly slots are full. Hoot 13:33, 15 December 2006 (CET)
- The ability to lock a side(West/East/etc.) that no other player can choose this side! --=sMu=
- To lock the slots for Clanmembers that possibly want to join later. Maybe by using an extra 'slot-password'.Hoot
- Option to turn on/off Join In Progress - at the moment u can disable ai slots and lock the server but how about a admin option just like lock server with a name like LockJIP/UnlockJIP this would mean the players on the server can still respawn to the AI units on the map and if disconnected you can reconnect to the same slot where you left of when you lost connection server remembering slot via player ID ArmAtec
- Remote Admin ability - When i want to join my server and it is full or find that some people have a high negative score by checking the server status on a Dedicated Server, I want to be able to kick, ban and even send a global message to the people in game. --Ghost644 1236 Zulu, 4 July 2007
- Connect to server as admin automatically. --Ghost644 1238 Zulu, 4 July 2007
- How do you think about an ingame Map upload?--Crowe 15:36, 8 October 2007 (CEST)
Miscellaneous
- Battlerecorder functionality. Ie, saving of basic object state to allow a mission to be recorded and analysed afterwards. Sbsmac 11:38, 27 January 2007 (CET)
Client/Server Demo Recording/Playback Support !!:( 2 December 2006 MassRefuge- Duplicate. See above. --MadDogX 14:20, 17 April 2007 (CEST)
- Downloaded missions in the game folder itself by default and custom path possible !!! WGL.Q
- (Server-)option to show player's name when close enough and pointing / looking directly at the player. This is the only way to control a larger serious co-operative team play game with non-regular players. Otherwise it's impossible to see who are following orders and who are just ramboing and needs to be kicked out. Good example of implementation of this kind of feature is Vietconggame. Osmo
- Option to an ability to see who writes direct communication messages. When trying to play seriously, some people might use direct communication messages to disturb the game play. If admin cannot see the source of the message, the admin doesn't know which player to kick out. Osmo
- In addition the the birds and flies it would be nice to have some wild animals esp. deer and foxes in forests/fields. It would add hugely to the immersion when comming across one of these and startling it! Red kite
- Weapon Pools: Please make it possible to define a multiplayer weapon pool in class Weapons (description.ext) for each side. --Crowe 15:30, 8 October 2007 (CEST)
Scripting
WayPoints
- Waypoint insertion in editor (so a waypoint can be inserted between two existing waypoints). Raptorsaurus 15:07, 9 January 2007
- New Waypoint Type "Reverse" to allow a AI to follow the WP's backwards PhunkMaZ 13:58, 13. December 2006 (CET)
- A paradrop waypoint --Blanco
- getActiveWaypoint and setActiveWaypoint commands to return or switch a group's active waypoint.--Pyro05x 12:56, 15 February 2007 (CET)
- A Hight waypoint setting -- allowing the editor to insert a waypoint at a certain alltitude and that alltitude is also displayed on the turnpoint for pilot navigation same as flyinhigh command but within a waypoint --ArmAtec 11:54, 24 February 2007 (CET)
- Create a new type of waypoint such as VehAir. This waypoint placed on a runway would give the aircraft the ability to taxi. Such one waypoint for landing and then set you VehAir waypoint to taxi to a certain spot. The VehAir waypoint locks the aircraft to the ground so it won't try to take back off. In short turns it into a vehicle. Plus it would be nice to also have a autopilot land waypoint for landing.[Dirt]
- New waypoint commands: waypointReached boolean for checking whether a waypoint has been reached, waypointDone boolean for checking whether a waypoint action has been done; for example if Search & Destroy is done or if Dismissed has been interrupted. H- 12:22, 18 March 2007 (CET)
- The equivalent commands, or some means of getting the attributes of waypoints. For example setWaypointType would have an alternative command called getWaypointType. UNN 11:56, 19 March 2007 (CET)
- A name field for waypoints so they can be more easily referenced in scripts. ACF
Markers
The command getMarkerDir would be very useful to have. --Kronzky 16:37, 29 November 2006 (CET)(will be in 1.04) KronzkyA new command getMarkerText would be very useful too. --5133p39 12:07, 14 December 2006 (CET)(will be in 1.04) Kronzky- New createMarker parameter : createMarker [name, position , Group] ('All','Group','East','vehicle',etc...) --Giova 21:56, 26 January 2007 (CET)
- SetMarkerColor/GetMarkerColor for RGBA values. -lwlooz
EventHandlers
- Additional event handlers "hasSpottedEnemy", "collision", "commandDone" --Feersum 22:19, 14 December 2006 (CET)
- Global Eventhandlers: Works like unit-specific eventhandlers but allows multiple handles for events like OnMapSingleClick,OnPlayerConnected. -lwlooz
- An eventhandler OnPublicVariable. --TeRp 13:59, 26 February 2007 (CET)
Commands
- getViewDistance, this would help us write scripts which take in notice the current viewdistance setting. Baddo
- New scripting commands to get the pressed keys (like in fWatch) --T_D 14:55, 3 December 2006 (CET)
- The command allowDammage, that was once in Operation Flashpoint, would be good to have. - Serial Killer 22:40, 5 December 2006 (CET)
- The command assignedTarget might be what you're looking for, or might not. We'll have to see. --Big Dawg KS 03:51, 12 December 2006 (CET)
- Access to MagazineCargo/WeaponCargo as an array of the magazines and weapons in a cargospace or weaponholder. Bedges 23:38, 7 December 2006 (CET)
- A LookAt command. Different from GlanceAt in that the unit will stay 'locked' on the object or positional array, regardless of which direction the unit's body is facing. Bedges 23:38, 7 December 2006 (CET)
The command setUnitPos "kneel" like in VBS1 would be really nice to have W0llenext version- A change to the MoveInCargo command to include a seat reference, i.e. unit MoveinCargo [bmp,2]. This would also require a separate array called Cargo, as in cargo_seats = Cargo bmp or unit MoveInCargo [bmp, Cargo bmp select 1]. -Bedges 11:27, 9 December 2006 (CET)
- Ability to write script in language C or C# or C++ to have a real syntax tom_48_97
- Command to return the face of the selected unit, something like getFace. --Sniperwolf572 20:18, 11 December 2006 (CET)
- If the .sqs scripts are interpreted - not sure if they are, they were in OFP - is there any chance of precompiling them so that they execute faster? My zombie mod needs 1000s of zombies running a script per zombie, anything that would speed it up is a bonus -- Zombie Mod
- some basic string-handling functions (substring, indexof, replace, etc.) --Kronzky 00:20, 17 December 2006 (CET)
- error trapping --Kronzky 00:22, 17 December 2006 (CET)
- onMapSingleClick does not work if the map was invoked by forceMap. I would expect same behavior as the user have had invoked the map. Braghar
- StandStrokeFist and StandStrokeRifle re-implemented into ArmA. See Petition in forum here DeadMeat
- embedded game-logics for artillery, air support, air strikes, etc. --Balschoiw 01:35, 18 December 2006 (CET)
- script command for set damage single parts of vehicle, like engine or tracks/wheels, causing vehicle to be unable to move or turn only in limited fashion while being otherwise operative --Feersum 23:17, 24 December 2006 (CET)
- A getFlagSide command which returns the Side of the Flag set by setFlagSide -- Iratus
- Possibility to assign picture to user defined action (using addAction). I mean the same pictures like the green ones defined by game. ++Str 11:48, 6 January 2007 (CET)
- Scripting command for check whetewer leader commanded "hold fire" (0-3-1) --Str 22:54, 7 January 2007 (CET)
- Modify or provide an alternative for setPosASL. Something that does not adjust an objects pitch and bank, according to the terrain gradient, at the XY coordinates. UNN 18:51, 8 January 2007 (CET)
- A command to define the direction and power of the wind, unrelated to overcast settings. -Celery
- NoEject Command assigned to craft or man so that he can not eject from a craft even if the craft is dead-- ArmAtec
- GetPosABL a getPos above bridge level command would be nice. This would return the hight above absolute ground level the bridge is (Handy for tow scripts) ArmAtec
- LookAt command to work like OFP did where the unit would look at the absolute direction and then turn the whole tank to that direction not just the torrent ArmAtec
- Finish to implement inGameUISetEventHandler , this so precious function Please! -Giova 20:12, 26 January 2007 (CET)
- make compatible find command with string type. exemple: _result = "hello" find "hello world" ==> (_result== [0,4]), OR make a String2Array command. exemple: "hello" String2Array ARtxt ==> (ARtxt == ["h","e","l","l","o"])--Giova 21:48, 26 January 2007 (CET)
- overload activateAddons command to return a boolean (true if succeed, false if any problem) would be very useful to prevent error messages while playing the game (As: \cfgVehicles\...\YourSoldier.p3d as not be found ;) ) --Giova 21:49, 26 January 2007 (CET)
- New command SetScriptPriority : used to set the thread priority [0:reserved for Arma engine,1:critical,2:high,3:above normal,4:normal,5:below normal,6:low] (very usefull if putted into a script launched with execVM, or into a code launched with spawn command). This is a very important and needed function for every one i think (maybe for bis too :).Actualy i would say that call code is running at priority 2(high) , and exec script at priority 4(normal) --Giova 14:05, 27 January 2007 (CET)
- getPitch & getBank commands to know the bank and pitch of aircraft (users have made drop command based functions to do this, but they are cumbersome). Also a setPitch and setBank command to force aircraft to pitch nose up/down or bank wings left/right. Raptorsaurus 14:58, 9 January 2007
- getUnitPos command and commands ctrlSetTextColor, lbSetColorSelect, lbSetColorSelectBackground, lbSetColorBackground and lbSetColorText to change color of any part of dialog.
Put off the 10K loop limitation in while command. It is the job of the scripter to be serious, so to don't do a while{true}, also insert an adapted sleep inside the while. This limitation push us to use a sqs file with goto to make a controlled infinite loop.--Giova 10:58, 5 February 2007 (CET)- Limit removed for spawn and execVM commands in 1.05. --Doolittle 17:37, 20 July 2007 (CEST)
- The ability to assign and extract parent and child attributes. For example a round fired by a unit could point back to the unit that fired it. In addition, a round created via scripts could be associated with a particular unit. Allowing the AI to respond to the firing unit and kills to be credited to the player\unit UNN 09:24, 7 February 2007 (CET)
- The ability to script an IR weapons lock e.t.c regardless of range. To be used in conjunction with the fire command. UNN 09:24, 7 February 2007 (CET)
- The ability to turn the pilots AI on and off using disableAI and enableAI. Disabling the AI should then remove the auto land action and allow the landing gears to be raised and lowered at will, using the action command e.t.c UNN 09:24, 7 February 2007 (CET)
- The ability to turn IR signatures on and off. UNN 09:24, 7 February 2007 (CET) - Yeah great idea, independently for each object or classname (so we should be able to simulate thermal or magnetic or any kind of radar/sensor). --Giova 01:35, 11 February 2007 (CET)
- An elseIf/elif command or the ability to use else { if (_b) then {_x=true;};}; without the extra braces, as discussed on the if talk page.--Pyro05x 12:47, 15 February 2007 (CET)
- A command which returns the current seletected weapon of a object / turret. --TeRp 13:59, 26 February 2007 (CET)
- A command, which returns the position array of where the mouse cursor is pointing at. --TeRp 13:59, 26 February 2007 (CET)
- New camera commands: camAttachToVehicle for attaching a camera to a vehicle to get rid of looping cam scripts to get a 'vehicle camera', camTargetAt [target,commit,period] to make the camera (even when attached to a vehicle) to look at given target with given commit time (movement speed) and given period to look at the target before turning back. H- 12:23, 18 March 2007 (CET)
- The reserved variable _time does not work with sqf scripts. Either a fix so that it does or a new one for sqf script use. H- 11:12, 19 March 2007 (CET)
- 'Get' (and 'Set'?) commands for selected team members as an array of units. ACF
- Make setVariable work for infantry units. -Celery
- Commands that mimic the ingame Command UI, ie. Find cover, Scan horizon, etc. Would enable a nice customization of the UI and also improve the control over multiple groups in complex missions. [AOE]Way
Mission Editor
- In the Mission editor, there should be an undo button ~ Jason
- An embedded script-editor! Arma crashes something with ALT TAB --Blanco
- --> just start arma in windowed mode when editing. --Donnervogel 06:14, 5 March 2007 (CET)
- Ability to manually set the coordinates of a placed entity. --Pyro05x 06:03, 19 February 2007 (CET)
- A complete CfgVehicles listing in the "Create/Edit Unit" dialog. I have yet to see a complete editor mod that features everything. --pyro05x
- Real-time thumbnail render of the object that is selected. --Pyro05x 06:03, 19 February 2007 (CET)
- Command-line parameter to launch the game directly to the editor. --Pyro05x 06:03, 19 February 2007 (CET)
- Mission Editor layout - relocate 'Clear' button clear of the 'Save' button. ACF
- When saving a mission add check if a mission by the same name already exists and ask if it should be overwritten or not. H- 12:02, 18 March 2007 (CET)
- Realtime 3D editor as in VBS2--SniperPilot 20:32, 28 April 2007 (CEST)
MP Commands
- publicvariable support for arrays Braghar
- New command: server - true return value on server, false return value on client Braghar
- Network commands : Being able to pass all ArmA-DataTypes to a custom function on specific clients/server in a Multiplayer game. -lwlooz
- OnPlayerConnected/OnPlayerDisconnected being passed the object the player connected into or disconnected from. -lwlooz
i agree, until this (and/or the playerid command i'm suggesting) OnplayerConnect/Disconnect commands are almost useless.--Giova 06:51, 13 February 2007 (CET) - Multiplayer compatible setObjectTexture which transfers changes to all clients and the server! --TeRp
- A third parameter menu "Param3"! In some maps compromises have to be made because two parameters aren't always enough. -Celery
- New command playerid : return current the player _id. This _id is relative to the OnPlayerConnected and OnPlayerDisconnected returned _id so we should compare it. Actually OnPlayerConnected and OnPlayerDisconnected _ids are completly useless because there is not any command allowing to retreive it.--Giova 06:51, 13 February 2007 (CET)
- new command userid : return current player ID. This ID is relative to the player CDKEY (and so, have no link with playerid). This command would allow us to do powerfull MP games with profile management.--Giova 06:51, 13 February 2007 (CET)
- Triggers set to fire only once should have a setting for guaranteed network synch. That is, even if activated on only one node, the trigger would be guaranteed to then activate on all nodes. This would be useful for mission critical triggers.--Mr.Peanut 18:32, 3 May 2007 (CEST)
Debug / File Handling
- Widen the scope of the commands saveStatus, loadStatus, saveIdentity, loadIdentity, saveVar and loadVar to be usable in multiplayer. The ability to save and recover(by scripting) just a few kilobyte of persistent data in a multiplayer mission would open up a world of opportunities for someone like me. Rune
- Ability to save ASCII Text files. StringToFile (will be saved into any forder you want, but please allow us tu save text to the HD...) -Giova 20:19, 26 January 2007 (CET)
- SetSaveDirectory command . exemple: SetSaveDirectory "C:\ArmedAssault\MySavedDatas\" (will set to : saveVar , saveIdentity, saveStatus, and StringToFile commands their SavePath) -Giova 20:44, 26 January 2007 (CET)
- GetSaveDirectory command, returning string containing SavePath (cf:SetSaveDirectory ) -Giova
- GamePath , reserved variable returning the root path of Arma. Usefull for SetSaveDirectory. exemple : SetSaveDirectory format ["%1\Mysaves\",ArmaPath] -Giova
- The ability to save variables in files, much like the saveConfig-Command in VBS1. --Papa Mike 20:45, 8 December 2006 (CET)
- A debug console or application that allows scripters to see what data they are giving/using, what type is each part of data being given/used (logic, object, numeric, string, arrays, etc.) and showing the changes or errors that occur. Similiar to how modern debuggers work for programming languages like C++. --Havoc
- finish (or make it public) textLog command, so we would be able to log: datas/events/warnings/errors, into the Standalone Server Console.--Giova 18:18, 4 February 2007 (CET)
Editing & Modding
- I would like to see the upcoming 3D Editor from VBS2 in ArmA. Maybe within an Addon or better with a patch. Raptor 18:19, 29 November 2006 (CET)
- Custom-made waypoints in the editor. Add a script to a waypoint and save it as a new waypoint-type, so we can find & choose it in the droplist (eg: paradrop). 06/12/2006 blanco
- Realtime editor and Adjustable Agent AI. Please. OFP survived so long because of a great game and the modding community. Imagine what coul dbe achieved with ArmA. Twisted 14 Dec 2006.
- Changable magazine proxies on infantry weapons that are controlled by CfgMagazine models (eg: drum/hi-cap magazines can be seen when loaded rather than standard magazines), and furthermore one of such proxies assigned to each muzzle in the CfgWeapon class, where each muzzle uses the model of the current magazine loaded in that muzzle (IMO needed for the whole concept to work for weapons with multiple muzzles). --Big Dawg KS
- Replacement of the CfgAmmo explosionTime config entry with 2 seperate ones that idivudually control the time it takes for the munition to arm (eg: can not be detinated until X seconds have passed after firing, after which it is allowed to detinate on impact, but not forced to self-destruct), and the time it takes to self-destruct (forced detination). --Big Dawg KS
- If this is done add the arming time into the array passed into a script executed by the fired eventHandler. H- 11:22, 19 March 2007 (CET)
- More sizes for the grasscutter tool. Adding many grasscutters to make a bigger area clean becomes unwieldy when you have other objects, triggers and units in the area.
- Multiple, usable scopes/optics for handguns / rifles / .... --TeRp 13:59, 26 February 2007 (CET)
- The possibility, to have single vehicle gunners control multiple turrets. --TeRp 13:59, 26 February 2007 (CET)
- Allow the usage of drivingWheel and wheel on tracked vehicles (e.g. usefull for half-tracks as requested numerous times or for tanks which are steered by a steering wheel). --TeRp 00:46, 27 February 2007 (CET)
- Swimming ability - It would be much practical to have a line in the config file called "canSwim". If the value is 1, the player doesn't lose his weapons and equipment in the water. Chris Young
Physics
- Improve all Mass settinging in models as we can still bounce cars across the map in a jeep ArmAtec
- Implement dammages more realistic like VBS1 for the Armored when hit by RPG.Boyscout
- More destructible objects and realistic destruction models. buddhiraja73
- when building falls, there could be a OFP-like deformation of geometry in vertical axis. This would show for example one part of building falling faster etc. Now buildings fall without any deformation. Gutekfiutek
- Building falls after hitting it by one Anti tank shell(from tank) and few Anti personnel (high explosive) shells. In reality SABOt would make small hole in the wall, while high explosive HE should destroy building. For me this is much more like bug, than like wish...Gutekfiutek
- Possibility to create stony falls and rocks on roads with satchel charges. Boyscout
- When soldier gets hit directly with an RPG, he should not go up straight into the air and fly like he does. this might be a bug, but since it hasnt been fixed in three patches, i decided to put it in the wish list. Puffypuff 05:03, 19 February 2007 (CET)
- Humvees and Jeeps and troops should not fly so far when hit with satchels. Satchels have nowhere near the force to make a humvee/car fly like it should in ArmA. Puffypuff 05:04, 19 February 2007 (CET)
- Helicopter main rotor and tail rotor damage when the rotors intersect or clip off of objects. -- Plaintiff1 22:51, 27 February 2007 (CET)
- Bring in some physics for those piled boxes please. Nowadays you can shoot at the lower boxes until they disappear but the upper ones doesn't fall down. Looks somehow antigrav, as the upper boxes seem to hover in the air ;) Hoot
- Deflect rounds from solid surfaces (Civil War Mod should have physics that support cannon balls to bounce, roll, and produce harmful debris) Tracers that bounce off objects and follow upredictible paths. Most tracers fall short or follow different angles than that of actual bullet trajectories. --Tikigod
- Impact Sparking - Solid impacts from objects at high velocity should create sparks that explode then burnout/fade off slowly. --Tikigod
- The ability to walk or move around in vehicles when they move, so that you won't fall off like in OFP:E
Deadly heli blades and heli crashes that won't kill every one inside I've got no clue if these are in ArmA but they are so annoying in OFP:E and make the heli blades fly around when they crash, like in real life that would be so cool if a blade would go through a guy and nail him to a wall :D Content please (Im not sick I'm just misunderstood) 10:18, 28 August 2007 (CEST)
Realism
- Management of the stamina: when you run too much, your guy can't run again (only walk since a definite time); example 1km MAX for sprint...8 kms for run and no limit for walk!Boyscout
- Shellshock effect when a grenade or other thing explodes next to you. - Serial Killer 22:40, 5 December 2006 (CET)
- The ability to loose your hearing gradually or quickly depending on how many loud explosions go off around you, and on what side the damage is done. By completing the Evolution mod and clearing all cities you could end up with only 10% hearing on your left side and 0% on your rightBangon82
- when a gamer do a neutralization fire with machine gun, the ia wich under shooting-fire hold fire or fire lessBoyscout
- when we launch a smoke shell, creating invisibles small objects between the ia and the gamer along time of the smokeBoyscout
- implement ai animation to Carry(Wear) on the ground a wounded soldierBoyscout
- Simulate a shock wave when explosive or grebade explosed near a soldier(animation when a soldier is in the explosion hitbox perimeter)Boyscout
- Implement a real radio system; so no radio soldier in group, no communication with other group!Boyscout
- Realistic head-movement while driving/flying. Head-translation and shaking effect affected by force. (like in Flightsim. X) This would give ArmA a extra feel. PhunkMaZ 13:00, 6th December 2006 (CET)
- Implement on the MAP a Set square repport of points(for precision of location) That we can move.(same as artillery)Boyscout
- Implementer in the groups of IA a Automatically general fold on 500m back if 80 % of deaths.Boyscout
- handsignals system and some squad controling options like in General Barron's handsignals mod for ofp link
- Reworked Binocs like they used to be in OFP with lines or digi binocs that allow distance measuring --SniperAndy
- Recoil effects on Artillery and Vehicle-Guns. Even the Turret-Cannon on BMP's or Stryker etc. show no recoil at all. -TK- 10:32, 9 December 2006 (CET)
- more accurate simulation of AT weapons and tanks:
- backblasts of shoulder launched weapons should cause injuries, and launchers should be discarded after use (now even such ones are reloadable)
- better MBTs vs AT infantry simulation
- changes in the missions/campaign (now they are unrealistic because of e.g. blackops with AT4s destroying tanks thingy, that's just too arcadish) It would have a great impact on the gameplay limiting the usage of MBTs (providing other, more suitable AT weapons are implemented), and increasing of the realism as the missions are now designed like: the harder missions, the more tanks/APCs to be destroyed by infantry wit AT4 that can be quickly reloaded
- more realistic damage values for armored vehicles
- realistic engagement ranges and MBTs usage
- Throw away weapons should not be reloadable. It would be much better to only be able to carry one AT-4 shot, than to simulate having the option to carry several by reloading the non-reloadable launcher. This was strange, but tolerable(for the LAW/RPG) in Cold War Crisis, it was becoming silly by Resistance and is really not acceptable at all for ArmA I think. Rune 23:10, 16 December 2006 (CET)
- AT-4 projectile is not a rocket. It should move like a bullet in flight, with maximum speed at the muzzle of the launcher, and the firing of it should go 'BOOM', not 'POK!-WOOoosh..' as if it was a Javelin. AT4 shooting Rune 17:33, 10 January 2007 (CET)
- Tanks should have weaker armour on sides and rear. Rune 23:10, 16 December 2006 (CET)
- A serious change in, or switch away from, the hitpoint based 'armour' model, especially with regards to armoured vehicles where the damage system totally destroys the value of realistic tactics/thinking and thereby seriously undermines the game's claim to being a simulation game. A much more realistic damage simulation need not be extremely complicated, it could be made using a simple comparison of a 'weapon penetration factor' against an 'armour thickness factor' at the specific impact point(and possibly angle). If the pentration is bigger than the armour thickness it does it's thing, otherwise not. Even such a simple system would be a HUGE improvement over the current system, the only real merit of which is it's widespread implementation in other games. In that sense, this issue is very much like jumping in tactical shooters, except jumping has more going for it in realism terms. Rune 14:08, 15 January 2007 (CET)
- reworked damage models on soldiers which accurately depict effects of modern body armor which is capable of reducing injury to the body from fragmentation and that can greatly decrease injury sustained from rifle rounds where SAPI plates are locatedPuffypuff 23:37, 11 December 2006 (CET)
- A lot of people are suggesting that some of the campaigns missions do not let us carry realistic amounts of ammo and there is always a shortage. I hope more ammo is allowed to the extent it is realistic. buddhiraja73
- Abrams tank armor is far too weak. Players have shot at the abrams with T72 at extreme angles and it's always 1 hit kill. In real life, the Abrams can take multiple hits from SABOT rounds from T72's. Even then, the tank shouldn't always explode into a fireball (It has a vent system which blows the fire out if the ammo compartment catches fire). Sometimes when a tank gets hit, it just stopped running (if it is hit in the engine or tracks). Basically, just asking for a more realistic vehicle damage model. Puffypuff 23:42, 12 December 2006 (CET)
- It seems as if when soldiers board a vehicle (Bus, Stryker, humvee, transport vehicles), they become part of the vehicle. When an RPG/explosive hits the front of a truck at the engine (or any hit that destroys the vehicle but totally misses the troops its carrying), every soldier in the back dies. Yes, some soldiers will probably be killed/wounded, but every soldier should not be killed. It is unrealistic and each soldier should be affected by the blasts realistically.Puffypuff 06:15, 13 December 2006 (CET)
- Player's mouth is not moving while using the in-game voice chat. However, the animation for this is included in the game. Can the mouth movement animation be linked with in-game voice chat key (direct talk and radio) so that player's mouth moves while voice is being received from that player? (This could be done in similar way as in Vietconggame) Osmo
- HE shells (anti personnel)are too weak. Its more like shooting tank cannon in BF2 than shooting HE in OFP. Gutekfiutek
- Hierarchical structure. For example, 1 person is Platoon Commander and he controls 3 Squad Leaders, each Squad Leader controls his own squad, 3 independent Fireteams for each squad, etc. That's just a basic principle of any tree-like structure in real life and in any army. It should be implemented in ArmA. --Messiah(UA) 12:20, 21 December 2006 (CET)
- When wounded, it would be good if the characters wouldn't be forced to be proned, because it seems weird. Would be very good if the characters eg. would need to drag one of their legs, run slower, etc. as if they're injured. - Serial Killer 20:40, 6 December 2006 (CET)
- Better Hill Climbing simulation. A 70 degree vertical hill is at the moment perfectly climbable, and the heavily equiped infantry soldier looses no stamina after climbing a 300 foot mountain in less than 2 minutes. --RyanKaplan 10 December 2006
- Please improve rotation around the center for wheels on some vehicles,5 TONS,HMMWV,UAZ,BRDM2,STRIKER,M113,T72,M1A1 and BMP2 have the problem,all other are fine,I know a bit maniacal thing! but important for me. Example video to show what I mean. See video Lujon
- Parachute which is steerable. The chute should be special equipment. Good example is GTA San Andreas. PhunkMaZ
- animated doors on vehicles and proper get-in / get-out animations --Balschoiw 01:39, 18 December 2006 (CET)
- More entertable buildings! Urban warfare on South Sahrani cities feel lame, because theres very few buildings, which you can enter. Joebob 19:05, 14 December 2006 (CET)
- When being run over by a vehicle, the driver should be listed as the killer. It would make some things easier. - Serial Killer 16:23, 12 December 2006 (CET)
- Implementing more than one usable runway for AI aircraft. This has been a major issue since the introduction of OFP. Havoc 05:57, 7 December 2006 (CET)
- More wildlife! Where are my rabbits and my sheep? Zeinger -- There is a texture for a rabbit in the animals.pbo, and a rabbit .p3d but you are right, I've not seen any in game yet!!! Zombie Mod
- Weapon resting feature --Dwarden
- ability to rest weapon (similar way like in game * Red Orchestra: Ostfront 41-45 at edges/tops of objects, obstacles, vehicles etc Dwarden
- improves aim precision in similar way how "hold breath" but with way better stability Dwarden
- there will be no breath penalty but resting prevents player from fast movement away from spot (similar delay like when standing up after laying on ground) Dwarden
- this could be expanded to include deployable bid-pod (sniper rifles, LMGs, MGs) and tripod (HMGs etc.) with similar effect on aiming and similar penalties Dwarden
- Climbing over small objects / obstacles --Dwarden
- Ingame there is already possible 'get over' for certain fence [Sahrani Eg,75] (yet it's nearly 1.0 m high) so similar animation may be used or improved from Dwarden
- user then may trigger this movement at any obstacle/object lower than 0.5m Dwarden
- Increase the possible height to climb over walls or obstacles. A soldier can even climb 2m walls with weapons and gear on his back. A possibility for snipers to hide on/in trees would be highly appreciated as well, as you told us in 2003 this would be possible somewhere along the way ;) Hoot
- It is very hard to see and identify any vehicle from the commander periscope on an M1A1 or T72 because there is no zoom on the periscope. If there is no such zoom on the real tanks then maybe the problem could be worked around by adding a right-click zoom that works like the 'focus'-zoom when dismounted and simply magnifies the the image of the periscope and the image it shows. Rune 18:02, 28 December 2006 (CET)
- Possibility to disable the automated radio messages on a server, at least for human players. This is a big problem with serious co-op where one of the human players suddenly reports enemy in automated radio message. We would like to report enemy contacts by ourselves when enemy has actually been spotted. Osmo
- A server option to remove automated kill messages, when a player gets killed. Osmo
- If someones weapon got hit by a bullet, it gives absolutely no effect to the person holding it. I could imagine that such a hit gives you a shock. Or if you're unluckier the bullet/fragments hurt you more than a direct hit. At least if the bullet is a 50cal.Ra!dar 1:15, 15 February 2007
- To be able to open the parachute yourself, so you can avoid to be a long time defenseless airtarget. Ra!dar
- sounds for the M24, AT4 , M4A1 SD, m249, m240 are off. my friends and I noticed this when we were playing the demo. the m24 sounds like the desert eagle from half-life, the AT4 makes a rocket sound which it should not, the m4a1 is too quiet (its supposed to sound like a whiplash- sorta sound. FFUR 2006 did this really well), the m240 in ArmA doesn't make the pop that the real m-240 makes when firing (it sounds like its more of a sliding sound during rapid fire rather than the distinctive pop of an m240), and the m249 is just way off. i spent a lot of time comparing the sounds of these guns from the ArmA Demo to a video about firearms from the history channel. plz BIS, fix these for the upcoming U.S. release. Puffypuff 23:32, 18 February 2007 (CET)
- .50 caliber sniper rifles in the 505 release version cannot shoot through Humvee. Nor can any other .50 caliber munition. They should be able to do so, as the .50 caliber is a monster. Puffypuff 00:27, 19 February 2007 (CET)
- RPG/AT4 exploding close to a soldier does not kill him, let alone wound him. There are several videos of this on YouTube which show this happening. They most definitely should do splash damage. As of right now, you only kill them from direct hit. Puffypuff 05:06, 19 February 2007 (CET)
- Pistol bullets should not travel just as fast as rifle bullets. Nor should they be able to do any real damage from 80 meters on out because of their low velocity/short range. Puffypuff 05:07, 19 February 2007 (CET)
- The KSVK and M105 round should be able to stop a vehicle's engine or shoot down a helicopter
- A reduction in explosive power of by crashing helicopters. Deliberately crashing the transport choppers near enemy tanks is a very efficient but absurd tactic in CTI. --Ceeeb 01:52, 6 March 2007 (CET)
- Ka50 Hokum as coaxial rotor helicopter has ability to perform a pedal (flat) turn within the full flight speed range. (official kamov.ru information) [1.05] -klamacz
- Ka50 Hokum should have movable cannon, as stated officially on kamov.ru [1.05] -klamacz
- In some critical situations it needs too much time to pocket your binocs imho, therefore a possibility to drop the binocs to the floor instantly and raise the firearm afterwards, would be a nice addition to the game as well, like you can drop ammo and weapons by now. It takes just too much time to play the whole animation before you can go on with shooting at some targets. Hoot 16:39, 16 March 2007 (CET)
- When you crush grass after going prone, the grass should stay crushed after you get back up. This would make tracking enemies easier. Also, grass that can be crushed by driving vehicles across it or landing a helicopter on it. Brophmeister 09:28, 4 April 2007 (CEST)
- Controlling your AI troops is to time consuming now. Even simple tasks, like embarking and disembarking take to much time to executed by AI. Often they give a negative or keep walking around. MgI-Joe 03:07, 20 May 2007
- Hold helicopter or vehicle until everybody is on board or out. With overide possibility for pilot/driver. Now they don't know that mounting is still in progress.MgI-Joe 04:38, 6 April 2007
- Kneeling while firing a Stinger is unrealistic, the backblast ob the starting rocket would cause serious damage to you. You stand while firing stinger. Suckerman 1. June 07
- AT rockets should be usable when lying on the ground, possible with nearly every AT weapon Suckerman 1. June 07
- More realistis dogfighting. Sidewinders and the russian missile are effective for up to 18 miles and more. I the game, it is effective to only a few thousand meters. Also, a jet usually does not survive a missile. However, I have seen jets and other aircrafts (including the littlebird) survive 2 missiles, and several times, 3. Please, reduce the number of missiles needed to take out a plane. The most should be 2, while usually it should be just 1. Also, handheld SAMs are too accurate, while AA missiles from planes are way too inaccurate. Countermeasures should be put in too. I also want too see more realistic planes, such as afterburners on Su-34's, missile lock-on times, better manuverability, abilty to control your speed, realistic lock on boxes, not the white boxes, realistic fuel loss on planes (no self sealing fuel tanks can take a missile or high calibered weapon!!), realistic engine loss on planes, etc. microphone_eater 21:27, 8 September 2007
- Exploding vehicles are nuts in the game. After a certain dammage threshold, all vehicles explode. Full tank or zero fuel, with or without ammo, they invariably blow up killing the poor sap who bailed and is running for his life. They even blow up when plunged under water and have no structural dammage. Often, in PvP MP, up to 30-40% of deaths are caused by these vehicle deathtraps. Do we need a punishment for using vehicles? teaCup 12:05, 11 October 2007 (CEST)
Visual
- More debris when a building is destroyed Zeinger
- A new rain in 3D! The rain texture is barely visible sometimes! Zeinger in the 505 version ArmAtec
- More Lingering smoke for grenades, missle, rockets, satchel impacts and explosions like in the OFP mods WGL, ECP.--julian Dec 3 2006 6pm
- Rivers,ponds,Brooks and puddles on MAP...Twinkling red lamps on all the high objects...Boyscout
- Ability to turn off the grass in the options menu ~Jaffo
- Add Joint Operations grass type...bodys seems semitransparents in distance when prone in grass. Casandra
- The car damage model is improved and individual parts can be damaged and can come off when many bullets hit them. ~buddhiraja73
- Higher zoom rate in map view. --Kronzky 20:28, 12 December 2006 (CET)
- This builds on Jaffo's post. Grass that doesn't fade away after 100m so that players hiding in grass cannot be seen from 100m away as out in the open. Additionally, if the grass issue is resolved, then the ability for multiplayer servers to set grass on/off so that high-end systems which can process grass for long view distances can be put to use whilst low end system users can join games with grass disabled. I'd like to note to the guys who read this from BIS that this is a major change (in my opinion, since the grass is like 40% of what we see in-game). Puffypuff 23:28, 12 December 2006 (CET)
- slow down collapsing animation for buildings --Balschoiw 01:47, 18 December 2006 (CET)
- Glasses! We had different glasses in Operation Flashpoint to choose from but now they're gone. Would be also cool if the players could create their own custom glasses like custom face textures and them use them in multiplayer - Serial Killer
- After death the camera should zoom out from the avatar's corpse and then show the unit which killed the avatar. This camera move should be similar to the same thing in OFP. In my opinion this feature added a lot to the athmosphere. --Alpha-kilo 19:51, 9 December 2006 (CET)
- Media-texture channel, that allows useage of regular video-files on TV´s, cockpit display and in briefings --Balschoiw 14:39, 16 December 2006 (CET)
- An option to disable the tree animations, grass and some other effects to reduce lag - Serial Killer 18:05, 13 December 2006 (CET) - DISAgree becuase this would be an easy step to giving yourself a unfair advantage in MP against other players who do have the movemenet on.
- Dust clouds that are kicked up by explosions move too slow in the early phase of the explosion, the effect might look less cartoon-like if the motion was tied to a decreasing exponential function instead of what looks like a linear one. Rune 18:07, 28 December 2006 (CET)
- No more texture replacement for injured soldiers. Texture replacement is unrealistic and outdated. Damage decals where bullets/fragments strike would be much better, similar to the damage decals in HL2 or Ghost Recon (not warfighter). Puffypuff 00:12, 5 January 2007 (CET)
- Plants around a helicopter are 'compressed' as it begins to lift off the ground - very nice effect. It would look even better, and be more realistic, if the dust cloud also varied like this. A helicopter sitting on the ground with it's rotor spinning at zero collective would not have any debris flying around. Rune 14:35, 10 January 2007 (CET)
- Changing, and preferably with the option of saving as default, the 'camera' position in x,y,z and zoom in all the driver, gunner and commander positions of the various vehicles, both flying ones and not. And of course controlling it by TractIR to look around obstructions. Ideally this would be possible for all passenger seats as well. Rune 21:42, 16 January 2007 (CET)
- A transparent map-marker instead of a black square when giving directions to a unit in map-view. In combination with the "higher zoom-in rate in map view" (cf. supra), transparent markers would make it possible to position more units with more precision next to each other or behind a wall, bush (as was possible in OFP) etc. Redface 17:52, 17 January 2007 (CET)
- A better solution for displaying damage on vehicles, instead of the current textureswitch, which i find simplistic. I know deforming destroyed vehicles (á la OFP) created discrepancies between the visible model and (fire)collision model but it was more visually pleasing & suggestive. And on a sidenote, i wish deflating tires would also come back. - teaCup 01:59, 2 February 2007 (CET)
- A nicer illustration of buildings collapsing. Right now, it feels mechanical. The building doesn't suffer any visible deformation, structural damage, it just sinks into the ground. - teaCup 01:59, 2 February 2007 (CET)
- Better looking animations for humans. IMO, some of the high profile animations (e.g. combat run, combat sprint) were bordering grotesque in the Czech release. - teaCup 01:59, 2 February 2007 (CET)
- Display brightness calibration screen or table. It would be good to have a standard reference to know how bright night is meant to be. --Ceeeb 04:20, 2 February 2007 (CET)
- I wish asphalt roads in the game had a proper embankment and drainage ditches on the sides. Instead of just being "painted" on the flat ground. - teaCup 10:20, 2 February 2007 (CET)
- Compass & watches in 3D mode (scenarios w/o map available, type of weather w/o visible sky): Dwarden
- Ability to change theirs size & position on screen in 3D mode (similar like with map interface ones) Dwarden
- Simple way example: 1st time pushed K = brings up Compass, 2nd time pushed K = minimalize and move to side, 3rd time pushed K = disable compass
- Or even better full scale animation where soldier looks on watches & small compass on his hand Dwarden
- smoke from explosions/fire rises too slowly. If you have wind and normal atmospheric conditions, smoke will rise much more quickly. Puffypuff 04:18, 14 February 2007 (CET)
- Tracers need an overhaul because they look like laser beams. They should be less "long" and depict the bullet slowing down if possible. Puffypuff 05:11, 19 February 2007 (CET)
- Depth of Field, the focal point, should be somehow adjustable. Would increase realism and also would add some neat features for gunneroptics on tanks and scopes of long-range rifles. Seems to me that if there is any automatism already built-in for defining the DOF in ArmA, it is propably not working correctly ATM. Hoot 16:04, 27 February 2007 (CET)
- I wish the "Terrain detail" and the "*Grass detail*" would be seperated, because the grassdetail needs much resources and the "Terrain detail" hardly anything. The same thing with the "Objects detail" and the "*Vehicles detail*". I can't see a vehicle unless i'm very near (hard to attack with a plane) but some buildings and trees around i can see. Maybe theres a possibility to hide the vehicle, if standing behind an Object which isn't visible because the "Objects detail" is to low. Ra!dar
- Trees sway in the wind in ArmA as one single vertexanimation in my eyes. That's looking fine but not that realistic. Would it be possible to apply the shader to the leafs as well, since only storms have the power to move a whole tree at once? Although i know that these are textures on those panes, a movement per pane would probably look better, imho (Vue simulates such things quite good, even with lowpoly). It could also increase the immersion in ArmA with having different atmospheres possible via different wind force simulations. Shooting with MBTs or arty near bushes or small and light trees should also affect the surrounding fooliage. Hoot
- Parallax-Mapping as displacement effect for craters that have been painted to the ground after getting hit by some large-calibres. Would probably compensate the missing ability of the engine to deform the terrain with dynamic, local refinements in the grid and the movement of swayed vertices. Be that as it may, it would definitely increase the optics of the game, currently performed with Normal-/Bump-Mapping that will lose the simulation of depth once your viewvector is upright to the shade texture. More features for Shadermodel 3.0 please. A more realistic water-reflection, the strength should depend from weather-conditions like wind, would be also very fancy ;-) Hoot 10:07, 14 March 2007 (CET)
- Light from streetlamps should be more brighter, like in OFP. Now "lighted" cities looks like under "black-out" (but when you put on NVG - light from streetlamp is visible from long distance - whitout them - isn't). I can hardly see anything. Aquarius_PL 12:47, 3 May 2007 (CET) - I agree with this one: it's strange how dark the cities are at night, even with lights, yet they're very bright using NVG. --Xxbbcc 02:23, 9 May 2007 (CEST)
- Darker weapon sights - the current weapon sights are fairly light and in many cases it's hard to aim because the sight blends in with the background. I know this is not due to brightness/gamma settings, because the rest of the screen looks good. --Xxbbcc 02:23, 9 May 2007 (CEST)
- At the moment the TOW towes a foggy cloud behind her, so you can't see your target anymore if fired. Readjustments are so impossible if the targets changes his postition. Original the TOW has a kind of two way flash behind her and not that heavy fog. TOW Flash Suckerman 12:15, 10 Jun 2007
- Old good OFP semi-transparency bug - vehicle glasses, windows and some particles making some static objects behind fully transparent :/ it must be fixed finally... --zGuba 20:45, 21 August 2007 (CEST)
- Better destroyed vehicle animations please. A plane does not stay intact when it rams the ground at 500 mph. Also, let the Airplane houses (I forgot their names) in the airport destructible. microphone_eater
Gameplay Logic and Overall Continuity
- Ammo Trucks: Not enough ammo in default loadout. A new Editor Object is needed with the functionality to resupply the default loadout of the ammo truck (this would provide a function for the ammo truck to haul ammo to frontlines and back to HQ base object to resupply.) Current soltion being used is to create a respawnable ammo truck, then destroy it when its empty. --Tikigod
- AH-1 Helicopters can rearm FFAR rockets from Ammo Trucks. AH-1 Helicopters cannot rearm Hellfire missles from Ammo Trucks.. AH-1 Littlebirds cannot rearm FFAR from Repair Trucks. All helicopters can Rearm MG ammo from Ammo Trucks. I wish this logic was fixed. Why does one vehicle get an item that is not available for another? --Tikigod
- Armored Unit Engines: Engines "turn off" when action "get out" is used for driver. Engines remain on when "eject" is used for driver. Commander and Gunner do not control engines when "eject" or "get out" actions are used. Reason: In multiplayer passengers in gunner or commander positions would turn off engines on disembark. Gunner on the other hand, automatically turns on the engine when he moves a turret from the gunner position of an armored unit. Reason: the engine is needed to power the mechanisms needed to move the turret. I wish the "automatic turn engine on when turret is moved" feature could be disabled so that the engine can ONLY be turned on or off at the driver position. This would display full realsim to the logic. --Tikigod
- Ground vehicle headlights and mounted spotlights have a white blinding effect when you look directly into them. Helicopters spotlights and Lighthouses do not have the same blinding effect. All objects with bright light sources should create the blind effect when a player looks directly into them. --Tikigod
- Ability to unflip vehicles like bikes or motorcycles, it shouldn't be so difficult in ArmA... --zGuba 23:28, 23 August 2007 (CEST)
Technical & Performance
- Add Folder Settings (or at least a key in registry). My C drive is already full. Giova
- If it's possible, optimized performance for Dual Core CPUs and Dual GPU graphics cards like 7950GX2 or SLI systems. number se7en
- Support for Windows Vista and DirectX 10 effects, perhaps in the very far future. Yarex
- Improved performance when looking down the scope or iron sights of your rifle. Pulling up the sights reduces frame-rates significantly. Pyro05x
- Ability to alt-tab without minimizing game window, and/or ability to run game in a window. This will help greatly support multiple monitors.User:Makhno2007
- Shift to utilization of multiple cores for both server (preferred priority) and client (if possible at least used by engine for multithreaded file R/W operations) Dwarden