ArmA2: Wish List

## Introduction

Help BI to get ideas for **ArmA2** 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

* Bring back the old score card from OFP. After a mission (preview of a custom mission especially) i like to see who i have killed. its just a nice addition really. Siementaa

* More hiddenSelections based universal models for similar units if possible. Less trouble with memory usage. (?) zGuba 19:42, 3 June 2008 (CEST)

AI
--

* Realistic Civilian AI: For example, when a group of civilians are shot at, they tend to just go prone where they stood. Realistically they would run off away from the danger, or find cover that is close by. this would make a more visually appealing setting for an invasion scenario or something similar. The same should apply to military units too, but in a different manner. Units under fire should not just go prone, but find the nearest cover, be it a vehicle or bushes and trees as well as buildings. Regarding the civilian reaction to danger, there should be more animations better suited to a civilian, for instance when sprinting perhaps stumbling, cowering in the face of an armed soldier etc. Siementaa

* AI shouldn't disembark in combat from HMMWV due to single flat tire... make it adapt to it to the point the vehicle is fully undriveable, or go back & attempt to repair vehicle if needed when the threat is neutralised. Tank crews shouldn't disembark due to immobilization when under fire (suicidal behaviour). zGuba 16:25, 3 June 2008 (CEST)

* Suppressive fire. That's what most of ammunition is used for on a battlefield. Spray 'n pray for less skilled units - skill dependence on fire modes just like xxxRangeProbability. zGuba 16:25, 3 June 2008 (CEST)

* "Chicken" behaviour mode - don't try engaging enemy too much, just run!!! zGuba 19:15, 3 June 2008 (CEST)

* "Silent" behaviour mode - make AI select suppressed weapons, not talk too loud & too much to the moment they are fully discovered zGuba 16:30, 7 June 2008 (CEST)

* Make AI afraid of incoming bullets and missiles (f. e. ejecting from aircraft when out of morale and sure of inevitability of destruction). zGuba 19:15, 3 June 2008 (CEST)

* AI ejecting from planes (option for helicopters) if can't shake the terrain. zGuba 16:11, 7 June 2008 (CEST)

* AI collecting equipment from fallen comrades and ground when safe. zGuba 15:55, 9 June 2008 (CEST)

* Stop suicidal helicopter behaviour when out of engine - reduce horizontal speed and attempt autorotation. zGuba 20:18, 11 June 2008 (CEST)

* AI soldiers should prefer sides of the road instead of the middle. zGuba 23:03, 18 June 2008 (CEST)
	+ Persons should prefer walking off of the road entirely along the fringe of the subgrade, as if they're following a river. Crossing the road when not at a crosswalk, while "Safe", should be done at a run to reduce likelihood of pedestrian collisions, and if it is possible to program (though it seems quite difficult from what I know of AI situational awareness) they should wait for traffic to pass by before attempting to cross. Any civilian who spots a vehicle moving extremely fast should not attempt to cross the road at all, regardless of safe distance or the vehicle's course, as a very-fast-moving vehicle is dangerous enough to warrant "rubber-necking" and being ready for self-preservation. Crossing when "Careless" should be done at a walk, and crossing while "Aware" or better should simply obey the AI's normal speed. --Jtgibson 00:43, 25 March 2009 (CET)

* AI driver obeying traffic rules; traffic signal, crosspoint, different maximum speeds in highway and freeway, recognizing traffic jam. Pierrot 28 June 2008
	+ I'd be happy even if only driveOnRoadSide was ported over, even better if it was given a per-unit setting that you could change on a unit-by-unit basis (so military vehicles could travel in the middle while civilian vehicles could drive on the appropriate side). A full-fledged traffic simulation seems beyond the scope of a military simulation, but it would of course be awesome to have -- provided we could tell units whether they should obey the laws or not. Naturally, a driver should toss all concern for traffic laws out the window if "Aware" or higher. --Jtgibson 00:43, 25 March 2009 (CET)

* AI should recognize when a vehicle is charging at them and attempt to flee (low skill) or get out of the way (higher skill). --Jtgibson 00:43, 25 March 2009 (CET)

* Include a climb and decrease command in formation radio command (1) where you can choose to order AI to climb vehicle, instead of hold a default altitude, just like you order them to flank left or right when in harrier, a 10, etc., etc .... omar\_90 22:48, 8 July 2008 (CEST)

* Add to units behavior ability of using empty buildings for fighting purposes. Use them as static defense. And from other side make units able to assault empty buildings properly by single soldier or by the group. Da35

* AI scatter instantly upon being fired on, currently they seem to just stand around while player takes pot shots, therefore i know that i will be able to take down a 3rd of a group before they even think about moving, it would be nice to see them move to cover quickly as soon as they understand they are being fired on, if i knew that they were capable of that then i would think twice about taking them on Katipo66

* AI take aim and fire QUICKLY. As in as fast as they did in the original Rainbow Six. If I come around the corner of a building it takes them forever to turn. Often just for the heck of it I will wait and stand there for a bit before they take aim, and shoot them at the last minute. In the real world people are very quick and the attacker in a CQB situation is almost always at a disadvantage. In ARMA 2 it seems to be the opposite. masonkiller

* If one places 30 soldiers in a tight group in front of an enemy machine gun, the AI should recognize the large group and (instead of picking them off slowly with bursts as they spread out) fires non-stop on fully automatic to mow them down as quickly as possible. masonkiller

* Crewmen return to their damaged vehicle if it was repaired by a repair truck in the field. masonkiller

* I'm not sure how pathfinding is done in the game but I was thinking have a program that people can switch on or off that records them driving properly around the different maps to ARMA 2, so you could contribute to a database that people can download which has the AI driving much more properly. masonkiller

## Audio

* Having sounds travel actual distances, such as being able to hear gunshot a depending on the terrain in between the weapon and the one hearing it. In flat areas a round should be heard for a mile or more and obstacles such as hills should dampen gunshots, vehicles,etc.M Jelínek

* "Whispering to radio" when in stealth(/silent?) mode. zGuba 16:08, 7 June 2008 (CEST)

* Use radio as an option. Save batteries for distant communication or critical situations (+whisper). zGuba 16:08, 7 June 2008 (CEST)

* Additional voices that can't be used by AI, sided configuration. playerOnly = 1 or sides[] = [0,0,0,...] zGuba 16:08, 7 June 2008 (CEST)

* It's rather tedious entertainment to hear own commands in radio. zGuba 16:08, 7 June 2008 (CEST)

* Need new voice sounds for the words: 'request', 'need', 'requesting', 'get in', 'transport', 'airlift', 'deployed', 'deploy', 'constructed'. Dr\_Eyeball 17 June 2008

* Ability to access all voice.pbo sounds via scripting. Add all ArmA voices & sounds into their corresponding config.cpp classes (CfgVoice CfgSound). Forums have found that sounds not already in config.cpp cannot be accessed inside missions, requiring mission makers to copy sounds into their mission files, unnecessarily inflating it's size. Dr\_Eyeball 17 June 2008

* More than 512 sounds can be played simultaneously by allocating one or two cores in CPU or GPGPU to calculate. Pierrot 28 June 2008

* Support for binaural sounds - sounds calculated using HRTF(Head-Related Transfer Function). You can distinguish not only left sounds from right sounds but also sounds in front of you from sounds behind you **with normal headphones**. Pierrot 28 June 2008

## Control

* Allow driver to aim with his weapon :) like single seated tanks and Ka-50 in OFP. zGuba 15:41, 3 June 2008 (CEST)

* Make player feel like commander! **CoC Command Engine** is the best example. Hierarchical control - squads / subsquads / vehicles > soldiers instead of F11-F12 scrolling. Function keys were good for controlling 12-men sized groups, not multiple squads. Also hierarchical communication: [green]3: Enemy tank[s] at 2 o'clock! [blue]Alpha: This is Alpha, we've got enemy armor at 325231! [blue]PltLdr: Alpha, move to that building at 322210! [blue]Alpha:Moving [green]1: Squad, move to that building at 8 o'clock! [green]1: Shit! 2,4 and 7 are down! [blue]Alpha: Need medical assistance and antitank support! We've got 3 men down! blablabla... and some linguistic gymnastic. zGuba 17:15, 7 June 2008 (CEST)

* Smoother control over infantry actions. It is difficult to react to changing situations as an infantry in ArmA due to clunky and slow reacting controls. Transitions between posese and actions is also very slow and unrealistc, which can be a cause for some frusteration. For example, in real life a soldiers rifle is hanging on his shoulder by a strap, he can quickly drop his rifle and have it hang around him, while he grabs another weapon quickly such as an anti-tank weapon or pistol rather than the current system, which has a very slow and unrealistic transition from one action to another. Transitions between walking and running are very annoying and unrealistic, the player should always have absolute instantaneous control over their body, as in real life. The AT weapons and the effect they have on the player is very unrealistic and annoying. Players should be able to sprint with the AT weapon employed as in real life it is very light and maliable. Hazzard65

* For team leaders: **point-at-proxy-scroll-and-click** action ordering for actions like "open door", "pick up magazine", "talk with": click! "2, talk with that twerp at 12 o'clock" - similar to boarding vehicles --zGuba 20:46, 25 August 2008 (CEST)

* Make vehicle cursor visible or remove it (in 3rd person view). Sometimes I click something (I don't see what) with RMB and my gunner shot to it :/. In OFP you could select visible target with this cursor - now you have to click tab, tab, tab (when there is many enemy target its very annoying to for example select shilka first (when you're in heli)) --Przemek\_kondor 23:18, 10 November 2008 (CET)

* ~~It's very strange that special forces soldiers can't walk through the 1-meter high wall or palings (for example: buildings\misc\Plot\_Ohrada.p3d, buildings\misc\Plot\_Wood1b.p3d, buildings\misc\plot\_istan1b.p3d etc) --Przemek\_kondor 10:48, 13 November 2008 (CET)~~

* Sometimes is very hard to make action visible. For example: often you have to walk close to ammobox to see "rearm" action. --Przemek\_kondor 18:28, 29 November 2008 (CET)

* Aircraft controls:

1. In mouse-fly mode aircraft's control must be **not differential but proportional** (stick and surfaces relatively to mouse) - i.e. mouse-joystick mode (like in "FSX" or "FlightGear" aviasims). When switching from mouse-fly to mouse-view mode and back stick must keep it's position (no auto-centering). It is useful when you switch in mouse-view mode only for a moment to change camera direction, while pressing Alt for example, and then continue control the aircraft.
2. **Adjustable** controller's (both mouse-joy and joystick) **dead zones** (**including zero** value) and **curves** (**including linear**).
3. **Rudder** must **not move by itself**. It currently happens after depressing rudder button or when you do roll on a plane. It is inconvenient for flight and unrealistic.
4. All plane's control surfaces must deviate both in the air and on ground - independently on plane's velocity (just like the rudder).
5. **Throttle** must keep it's position **without auto-control** on all aircraft. There should be discrete controls when using keyboard (i.e. "Q" increases throttle at ~10% with each pressing, and Z decreases it in a same way). Current auto-throttle mode must be additional mode on airplanes (**velocity hold**) enabled from menu (like gear,flaps e.t.c.). In that mode Q/Z keys must set plane's speed (as currently).
6. For VTOLs - **thrust vector control** just with two another keys (like the throttle, also keeping position, not auto).
7. For all aircraft - **add trimmers**.
8. Add **altitude hold mode** for airplanes (also enabled from menu). When this mode is enabled elevator's trimmers automatically hold altitude and mouse/joystick input at Y axis is ignored by plane.
9. Animated (moving) stick and throttle in cockpit ///// I believe all this stuff will make ArmA look more like the real simulator) Alex B 20:16, 20 December 2010 (CET)

## Weapons, Vehicles, Units & Objects

* Realistic weapons would be a nice addition. Things such as range, fire rate, accuracy, bullet damage, penetration capabilities, recoil, wind resistance and bullet drop on all weapons, not just sniper rifles.M Jelínek

```
 Modern Firearms Site

```

* AI driving needs massive improvement. As far as i can tell, AI driving has gotten even worse than OFP! for instance, AI take the shortest route from way point 0 to way point 1. Road classes should be introduced, or improved or better implemented into the AI to allow for drivers to stick to the main roads rather than go off into back streets because they are along the displacement line between the two way points. it is really annoying when i make a mission that begins with me in cargo of a vehicle and i have to wait for the driver to maneuver around trees and buildings because he got him self stuck. Siementaa
	+ The path plotting of the AI should be better. It happens a lot of vehicles going off the road for no apparent reason. This mostly happen when then depart (f.e. in a convoy) or when they have to go round a corner. And when vehicles are off the road they should have better paths too, or at least know that when an obstacle won't fall down, they need to use another path. (How many times I've seen a tank trying to run over a tree -or even a house!- while the object won't give in. Tanks, and other vehicles become useless if this happens.) Hurricane

* Faster disembarking from vehicles. This should, however, depend on the behavior of the group/unit during the activation of the way point. For instance when a unit is under fire, units in cargo should disembark very quickly, whilst when safe or careless, and maybe alert to some extent, they will disembark at the current rate. Siementaa
	+ Something like "disembarking interval" per proxy would be appreciated there. zGuba 17:23, 3 June 2008 (CEST)

* Helicopters at the moment are very poor when it comes to synchronized landing-cargo unloading and take off. They tend to hover or fly around the "H" and the unload/get out way point before finally landing. (the system i use is a Transport Unload/unload way point synced to a get out way point belonging to a separate group. (although it happens with out any second group, with just a get out way point and an invisible H. Siementaa
	+ the same needs to be done with loading. Using the same system as the unloading, helicopters tend to fly off and land somewhere far away before the group has a chance to load. very annoying in mission ergonomics, it is just silly. Siementaa

* External guns on tanks. instead of the simple turret gun as in ArmA and OFP, there should be the ability for a character to turn out and use an external machine gun or grenade launcher. Also, this should not be confined to the gunner position. Siementaa

- AirPlane like A-10 should to have Cluster Bomb Unit weapon (CBU-52,58,72,87,94,97) for destroy troop --Chukrit1980 05:52, 25 April 2008 (CEST)

- should to have SAM Site/vehicle to protect ARMY-BASE (Troop can switch ON/OFF Tracking Radar and set AUTO/Manual-Fire Missile) and AIRCRAFT should to have Anti-SAM Radar Missile like (HARM for USAF Aircraft and Kh-50 for RU Aircraft)--Chukrit1980 05:52, 25 April 2008 (CEST)

- should to have Paratrooper Operation like High/Low-Drop, High/Low-Drag and when paratrooper still not drag parachute, they should to be control heading/speed to found&move to safty/target area. and after they drag parachute, they will can control a little of heading and Air break only --Chukrit1980 06:00, 25 April 2008 (CEST)

* More random destroy effects, also environment conditions like no secondary explosions and burning while wet. zGuba 21:21, 2 June 2008 (CEST)

* Non-fire-and-forget config switch for missiles (for example Vikhrs, Spirals and AGM-114K) - means following currently tracked target! Also some laser tracking simulation would be fine zGuba 15:41, 3 June 2008 (CEST)

* Option to hide in opened (M113 / HMMWV / M163) turrets (we're standing ducks there) zGuba 15:50, 3 June 2008 (CEST)

* Full engine and gearbox configuration (idle RPM, max RPM, power/RPM, torque/RPM, transmissions, ignition sound, ignition type) zGuba 16:11, 3 June 2008 (CEST)

* Flat tires replacement (what are these spare wheels doing there?) and tires configuraton (influence on vehicle's driving characteristics made by flat tire) zGuba 16:20, 3 June 2008 (CEST)

* Single use weapons (like M136 AT4). zGuba 15:41, 3 June 2008 (CEST)

* Unguided rockets changing their trajectory randomly (like in SLX Mod), affected by wind. zGuba 16:33, 3 June 2008 (CEST)

* Ejection seats and disconnecting rotor blades effect would be nice to see. If we can script it, then You can hardcode it :) zGuba 17:24, 3 June 2008 (CEST)

* Turrets for aircrafts. zGuba 15:41, 3 June 2008 (CEST)

* "multiplier" config variable making shot bullet with multiplied strength - worst example of current state is 2A42 "fast mode" a.k.a. "ammo waster" zGuba 23:30, 4 June 2008 (CEST)

* Helicopter physics need improvement in some areas. Most importantly, autorotations are not possible with the current physics model. In real helicopters, an autorotation allows a controlled descent to an emergency landing in case of engine failure. This happens through purely aerodynamic forces. At the time of engine failure, collective is dropped to minimum pitch which forces an air current over the blades as the helicopter descends. This air current keeps the blades spinning near normal operating RPM, so that when the helicopter nears the ground there is enough momentum in the blades to add collective to slow the descent of the helicopter and cushion the landing enough so there is no damage. Lateral movement is also another crucial part of autorotations so that at the appropriate time, the helicopter can be flared by raising the nose which greatly helps to decrease the descent rate. In ARMA, when the engine is cut either manually or by fire, the blades stop spinning within a few seconds and the helicopter drops like a rock with no control over collective or tail rotor and no chance of landing softly. Wildwilly

* Soldiers not disappearing in destroyed vehicles. zGuba 16:49, 7 June 2008 (CEST)

* Maybe for ArmA 3 :) disconnectable parts of vehicles (wheels, doors, canopys, wings and blades) and influence of that loss on the vehicle params. zGuba 17:42, 7 June 2008 (CEST)

* Grappling hook or pulley and corresponding rope physics would be excellent addition for all special operations. Buky

* Multiple weapon memory points. See SDP Vehicles. zGuba 13:06, 14 June 2008 (CEST)

* Add a few sign objects (similar to objects: danger, dangerWest, etc) but which allow you to assign an image to it via mission scripting (similar to what you can do with flags and the setFlagTexture command.) These could be used for custom signage in missions, especially in bases, to identify areas. Dr Eyeball 17 June 2008

* Ground-attack aircraft in reality has a camera to find a target, to spot a target, to flash laser at a target(LGB, AGM-114 Hellfire) and to guide a non-fire-and-forget missile(TOW). A direction of camera and a direction of airplane are often independent of each other. You can change the direction of camera freely to some extent. Pierrot 28 June 2008

* Some kinds of tracer bullet emit light only backward to prevent enemies from knowing where they are shot from. Pierrot 29 June 2008

* Machine guns and rifles are able to be mounted on mount points of vehicles . If the weapons are fixed properly on the mount points, you will get stability while shooting. But some cases are not; you cannot fix weapons on gun ports of armed vehicles(e.g. BMP). Pierrot 30 June 2008

* Some machine guns and rifles have bipods. When the bipods are set on the ground, on window frames of houses, on sandbags or on block houses, you have better stability and accuracy while shooting. Pierrot 30 June 2008

* Shooting on a moving vehicle. What kind of weapon you can shoot depends on a type of vehicle; you can shoot only hand guns, rifles with short barrel(M4, AK47 but not M16 or M14) or sub-machine guns in civilian cars while you can shoot any weapon, even RPG, on a carrier of 5t truck. Pierrot 30 June 2008

* Heavy weapons such as 12.7mm should hit targets hiding behind cars. Even Sabots in OFP and ArmA however can not kill enemies hiding behind unarmed cars. Pierrot 30 June 2008

* Nobody in the battle field fills his magazines with only tracers. Only one or two tracers are inserted in one magazine. If tracers are set near the end, a soldier will easily know that his magazine is about to be empty. The position and the number of tracers in the magazine depend on each soldier or a team he belongs to. Pierrot 30 June 2008

* Machine guns are heavier than rifles generally. That is to say, machine guns have more inertia than rifles. The more inertia is, the more difficult it is to aim and it should be too in ArmA2. But remember, heavy machine guns in general have better accuracy in single shot and have better stability in full auto shooting than rifles. Pierrot 30 June 2008

* Config switch for wheels: isDriving - no more 4WD Skodas --zGuba 13:02, 22 July 2008 (CEST)

* Ironsight also for scoped weapons. As it has been so far scoped weapons have been almost useless in close range areas, if crosshare is disabled. Even the most realism driven players have been forced to use crosshare becouse of this. Above most scopes in real life there is an secondary sight for closer range, and I hope this is something we will se in ArmA2. Walker001 5 August 2008

* Able firing from MH6 outside seat. DancZer 27 August 2008

* Possibility to take 2 rifles - it's very annoying I can take rifle and AT but not 2 rifles (for example M24 and MP5). --Przemek\_kondor 22:38, 10 November 2008 (CET)

* Fast Roping from helicopters, helicopters like the UH-1Y and UH-60 Seahawk have lots of potentian for fastroping, although I haven't properly seen the way Chernogorsk is built up, I'd say that I't be hard to land a chopper there. Especially for mission makers, it'd be a lot more sensible to fast rope troops into the zone. I'd like to see this function on the Russian Mi-17 as well. Panzer.b 19 May 2009

* Possibly in a later patch, a Marine LHD. The USMC fields some warships similar to aircraft carriers but smaller and unable to operate conventional fixed wing aircraft. These are called Landing ships or LHDs. They have one straight deck and aircraft like the AV-8B and later F-35B take off from the decks in STOL mode and land VTOL. Helicopters are also operated from the ships on the deck (Among those used: CH-46, UH-1N, AH-1W. Soon: V-22, UH-1Y and AH-1Z) In the stern of the ship, there is a well deck, where it can be lowered into the water and LAV-25 and AAV-7s can be stowed and launched. As far as I know, there are no "Big time ships" planned, it'd be good to incorperate the LHD into ARMA 2 as the US force is the Marines. I know very little about Chernarus but I am sure there is a coastline where there can be real sized ships. Panzer.b 19 May 2009

* Crashes. When a plane crashes into the ground, in OFP and Arma 1, it just went into damage texture and bounced until it stops. In ArmA 2, I'd like it if it dug itsself into the ground and shattered into pieces rather than stay whole and turn black. By Panzer.b on the 20th May 2009.

* A range finder, so you can realistically aim something like artillery (mortar and howitzer, not MLRS). by apersin444 on 30th May 2009

* **Military Field Dressing**: Was hoping to see a field dressing object, which can be added to the Gear dialog (in small objects slots with compass, watch, etc) and can be dropped as an inventory object too. It doesn't need any functionality built in. This way it can be used in a mission without depending on addons. Dr Eyeball 03:31, 3 June 2009 (CEST)

* Add some more vehicles and static weapons with Galing gun system and make realistic sounds for Gatling gun. Also add APC`s like Bradley etc. (As an posing force for russian`s vehicles). And BIG PLEASE, make realistic targeting system for tanks like in the mod "zTanks Merge", it`s pretty easy to understand how it works so it`s won`t make ARMA2 to difficult for casual players Matryona12

* To make UAZ and KAMAZ for civilians. These cars are rather more developed in exUSSR countries than Ural. --leteha 22:38, 15 July 2009

* Different abilities for soldiers with different skill. For example soldiers with high skill recover their breath after running much faster than soldiers with low skill, soldiers with high skill may hold weapons in left hand to move clockwise to target if it is reasonable.Da35

* Allow all units to put their weapons on different objects (barrels, stones, windows,tables etc.) for higher accuracy. Da35

## Multiplayer

### UI

* Ability to vote for admin in Player List. Many new players seem to be non-literate :| zGuba 15:52, 3 June 2008 (CEST)

* Additional options section for addons, so they could be customized ingame instead of .hpp files. zGuba 16:13, 7 June 2008 (CEST)

* ~~Add more **MP Setup Param's** (eg: param3, etc)~~
	+ ~~increase from 2 to maybe 9 or more, perhaps across multiple tab pages (in the same region as now).~~
	+ ~~Columns could be narrow if hints or info boxes were attached to each column to explain purpose of parameter.~~

```
There are so many options being offered now. Eg:
- weather, time, select area of operation, game-mode, time limit,
- enemy size (coop), enemy AI skill, friendly AI skill,
- veteran level, show map, show gps, show/allow scoring, allow viewdistance config, default viewdistance,
- Crew check, weapon types, max group size, start position, etc

```

~~Dr Eyeball 17 June 2008. Now uses paramsArray~~

* Show score dialog as 2 lists side by side, one per team. The highest score overall doesn't mean much if the PvP game-mode is not symmetrical. Dr Eyeball 17 June 2008

* Show 'player count' for each side in: Player, Score & MP Setup dialogs. It would help to quickly identify imbalances or specific required team ratios. Dr Eyeball 17 June 2008

* Show full 'player list' in a scrollable list for selected server of server browser. The current one line player list is inadequate for locating players. Dr Eyeball 17 June 2008

* **Marker channel**: when entering text for a new marker, have it show your channel below the textbox, similar to what the chat textbox does, so you know who will see the marker and not accidently show a marker to the opposition side.

* Delay display of **player tags** on HUD to several seconds. This fixes 2 problems:
	+ stops tags appearing when simply turning past a person for a split second
	+ stops players relying on instant tag colour to determine whether to shoot a person
	+ more realistic identification if the delay time is also based on distance or recent interaction/knowledge about that unit. Dr Eyeball 17 June 2008

* Add a mission **overview image & text** for each MP mission in the MP Mission dialog (similar to the existing SP Overview.html).
	+ It would provide additional details and an overview image (of a map or layout, etc) during mission selection.
	+ Overview data could be limited to retrieval from client side only (using client's existing missions) if that's easier to implement. Dr Eyeball 10 Jan 2009

* Allow mission **sub-folders** for MP missions (same as what SP already allows).
	+ This would be beneficial for server admins during maintenance and updates, plus for the mission selector by reducing long mission lists and allowing grouping of: mission packs, mod specific missions, user grouped missions, events, etc. Dr Eyeball 10 Jan 2009

* When kicked from server, display description in pop-up window on player's screen. Currently if kicked from server when missing mods or having too large a custom sound, you are kicked the same time as the message appears, giving you 1-2 seconds to read the chat window before being thrown back to previous screen. This would prevent players reconnecting several times just to find out what mods they're missing or why they keep getting kicked.--AusArmA 17:19, 29 April 2010 (CEST)

### Dedicated Server

* Should to have Dedicated Server Linux Version. (include Voice-Communication Service.) And Support Hyperlobby System too. --Chukrit1980 05:37, 25 April 2008 (CEST)

* Make user animations sources for remote vehicles managed locally, so they won't play when they shouldn't - it can be observed with SLX Vehicles. --zGuba 16:17, 22 October 2008 (CEST)

* More useful server logs. Chat messages should be logged and so should be who places/deletes a marker (to be able to trace back marker spam). -Deadfast 22 January 2009, 14:15 CET

### TK

* If vehicle's commander and gunner seats are manned by players in MP, make the frags count for the gunner. (so effective commander won't be fined for gunner's TK) --zGuba 12:57, 22 July 2008 (CEST)
* when vehicle blows up (gets hit or crashes) commander/pilot shouldn't be T-Killer --Przemek\_kondor 08:43, 15 November 2008 (CET)

### Admin

* If first chat character typed is "#" which indicates admin command mode, then change chat control/text colour or show 'Admin command' in place of *channel name* below chat box. Dr Eyeball 17 June 2008

* Ability to admin without joining the game, for example in the dedicated server console or in a stand-alone app. It would be more convenient that way and if the server is hacked the admin can then still run commands on the server. --Ragnar Darude 12:40, 28 October 2008 (CET)

* Ability to have more admins logged in at the same time. -Deadfast 22 January 2009, 14:08 CET

### Miscellaneous

* Public server for players statistics: Accuracy per weapon, Head shots, kill/death ratio, team kills, time serving/playing etc etc Bangon82
* ~~Ability to remove global chat informing about deads (as sqf command or flag in description.ext). This would increase realism, because in RL soldier doesn't know if he killed his enemy.--Przemek\_kondor 08:32, 2 March 2009 (CET)~~ - introduced as option in config file --Przemek\_kondor 18:07, 5 July 2009 (CEST)

## Scripting

### WayPoints

* Ability to hide waypoint from player. I'd love to assign waypoints to get AI controlled player to move around but don't want someone to join in game and see all these waypoints. --Doolittle 21:01, 23 January 2008 (CET)

### Markers

* Ability to change marker **font size** ! Currently have to use locations to get smaller font, plus currently it only allows resizing on a map control. --Doolittle 21:00, 23 January 2008 (CET)

* **Mission markers** - Ability to include custom markers inside missions without requiring mods. Dr Eyeball 17 June 2008

* ~~Command - Add missing **getMarkerShape** command (i.e. ellipse, rectangle, icon). Dr Eyeball 17 June 2008. See markerShape.~~

* **Hints** - Allow hints to be added to markers, which can be seen during game by placing mouse over it. Dr Eyeball 17 June 2008

* **Text alignment** - allow left or right alignment, so it could draw the text on the left side of the marker. Since markers disappear when their text goes off screen. Dr Eyeball 17 June 2008

* ~~**Name numbering** - When copying a marker in the editor, it should increment the number at end of name for all copies (including first paste, not just duplicates after first paste). eg: m\_2 becomes m\_3, not m\_2\_1. This would then be backwards compatible too. Dr Eyeball 17 June 2008. Unlikely.~~
	+ ~~Well name the first one m instead of m\_2. --PROPER Q 07:40, 8 September 2008 (CEST)~~
		- ~~Not ideal for "for loops" Dr Eyeball 16:39, 18 October 2008 (CEST)~~

* **Invisible area markers** (for design purposes) - being able to place visible area markers (ellipse/rectangle) during edit mode, but which are invisible during game runtime would be handy.
	+ Their position and size would then still be able to be referenced and also modified during runtime.
	+ This could be achieved using either a new blank brush type or clear color. Dr Eyeball 16:39, 18 October 2008 (CEST)

* Non-local markers should exist/(be created) on JIP computers. --Przemek\_kondor 23:01, 10 November 2008 (CET)

* ~~**Ellipse ring markers** (brush width) - it would be handy to be able to draw ellipse markers as rings. See Example screenshot~~
	+ ~~Benefit: Many missions often mark huge regions as being 'enemy territory', but this makes the map in those regions difficult to read.~~
	+ ~~It would simply need an additional optional marker property 'Brush\_Width' to specify the line width. If the property is not there, assume normal filled ellipse. Dr Eyeball 00:54, 16 November 2008 (CET). Brush type 'border' added.~~

### EventHandlers

* **Built-in XEH functionality**. I think that everybody in BIS should be impressed with this addon. zGuba 21:29, 2 June 2008 (CEST)
	+ This could be made using subclasses for EventHandlers class, like this:

```
 class CfgVehicles { class Estelle { class EventHandlers { class Init {XYZ_Init = "script"; ABC_Init = "code"; }; }; }; };

```

* Please add **launched missile object** to **incomingMissile** eventhandler result array. zGuba 15:29, 3 June 2008 (CEST)
	+ As a logical consequence please add **shot bullet object** to **fired** eventhandler.

* If possible, please add information about **disembarking method** ["GetOut"/"Eject"] to **GetOut** eventhandler's result array. zGuba 15:58, 3 June 2008 (CEST)

* **Firing turret info.** zGuba 23:17, 4 June 2008 (CEST)

* Add many more event handlers. For each new event handler added which normally activates an existing in-game function (eg: gear dialog), allow the script to return true/false to determine whether default behaviour should be performed (eg: use default gear dialog), same as what onMapSingleClick does.

```
Some required Event Handlers:
* onSwitchSeats (in vehicle)
* onOpenGearDialog
* onOpenMapDialog
* onShowGPS (map version)
* onGearChanged (called LoadOutChanged in VBS2)
* onSelectGearItem (while gear dialog is open and after an item (eg: weapon) is selected)
* onCargoChanged
* onRespawn
* onAction (with: _this = [object, "action name"]
* onChatMessage
* onErrorMessage - this would allow us to log the error to a debug log dialog to view in-game. Not everyone has access to the O/S server error log file. This would allow players to write the error down and pass it on. Many would-be reports are missed because the error message disappears too quickly and sometimes scrolls and other reports are incomplete.
* onRequestStatus (or 'request situation report') - this could allow us to customise the behaviour, output & comm's for this command
* onReportStatus (or 'report situation') - this could allow us to customise the behaviour, output & comm's for this command
* onLaserDetection - this would work similarly to the 'incomingMissile' event. Rather than manually detecting LaserTarget objects.

```

Dr Eyeball 17 June 2008

* **Collision** eventhandler, added to hitObjectA: [[hitObjectA, hitPartA, damageObjectA, hitVelocityA], [hitObjectB, hitPartB, damageObjectB, hitVelocityB]]. zGuba 22:12, 18 June 2008 (CEST)

* **Killed** eventhandler should include the sides of the unit & killer.
	+ If one or both are dead, you cannot reliably determine their true side. Even looking up their class side can be inaccurate in advanced cases, (like mixed joins).
	+ Another solution would be to provide a new **unitSide <\_unit>** command to return the original starting side of the unit, which would work similarly to the playerSide command. Dr Eyeball 06:11, 11 March 2009 (CET)

### Commands

* Command to get number of F-key used to control AI unit. If on command bar I have to hit F3 to use a soldier, need command to tell me it's F3. --Doolittle 20:58, 23 January 2008 (CET)

* Arrays of **units in given vehicles cargo** and separate for **units mounted on crew positions** (without "effective commander" in cargo). zGuba 15:27, 3 June 2008 (CEST)

* Ability to return and change **missile's target** via command **after launch**. zGuba 15:33, 3 June 2008 (CEST)

* Ability to return and set **damage per each part** of the vehicle and soldier without hitting it. zGuba 17:25, 3 June 2008 (CEST)

* Ability to return and set weapons, magazines and ammo **for each turret**. zGuba 16:27, 7 June 2008 (CEST)

* Add **Position** to entry data types for **doTarget** and **useWeapon** to make AI target/fire at desired place with desired weapon (easier artillery, cutscenes purposes) zGuba 17:24, 7 June 2008 (CEST)

* Please fix **#include** in mission scripts to allow file selection from mission root folder too.
	+ Currently it is restricted to current folder or sub-folders only resulting in common include files being required to be copied and duplicated throughout the mission's folder hierachy unnecesarily, for use from multiple locations. Dr Eyeball 17 June 2008

* ~~forEach: Add a **forEachIndex** command returning the current index of a "{} forEach" command loop. Dr Eyeball 17 June 2008~~

* **getControlIDC** should be a standard dialog script command, to get idc value from any control. Dr Eyeball 17 June 2008

* ~~**getPlayerList** should be a standard command, to get an array of player objects, without the need to use a trigger. Dr Eyeball 17 June 2008. see playableUnits~~

* Add a new **setPosWithoutCollision** script command, which would detect/prevent collision with buildings and maybe trees too, same as what createVehicle does already. Dr Eyeball 17 June 2008
	+ Try setVehiclePosition ++Str 12:41, 9 September 2008 (CEST)
	+ Tested setVehiclePosition now, however AI still end up inside building voids and still die inside walls. Dr Eyeball 09:27, 26 October 2008 (CET)

* Remove **uppercase chat** requirement for chat commands (eg: globalChat), so they do not automatically convert the message to uppercase. Dr Eyeball 17 June 2008

* ~~**addAction** should have a new special parameter **EnableActionInVehicle**:boolean to allow actions which are added to player to be also usable inside vehicle. Eg: similar to the way 'touch off satchels' works. (Edit: VBS2 has a 'condition' parameter, which might allow the same ability if added.) Dr Eyeball 17 June 2008. Now has condition param.~~

* ~~**addAction** should have a new special parameter **HUDIcon**:image to display a corresponding icon in HUD, similar to what some of the built in actions already have. Dr Eyeball 26 June 2008. Already can using structured text image.~~

* ~~**addAction** should have a new special parameter **SafeMode**:boolean to require the player to press Shift when selecting the action.~~
	+ ~~It would be used for actions such as: 'Eject', 'Detonate bomb/satchel/etc', etc.~~
	+ ~~The action could be shown in a different colour in Action Menu or with text after it. eg: 'Eject (shift)' or '[Eject]'.~~
	+ ~~If action is activated without Shift key, then show hint 'Action requires safe mode activation by pressing Shift while selecting'. Dr Eyeball 17 June 2008. Unlikely.~~

* ~~add all missing **get** commands for all existing **set** commands. (eg: add getMarkerShape for corresponding setMarkerShape command.) Dr Eyeball 17 June 2008. 90% are now done.~~

* **getFriendliness**, **getHatred** so we can be sure if object is enemy/friendly/neutral. zGuba 02:55, 24 June 2008 (CEST)

* add ability to disable **support vehicles service/supply** capabilities being automatic.
	+ Either via a command, an option in description.ext or perhaps simply provide duplicate models and derive another level of class inheritence without the class properties: transportAmmo = 0; transportRepair = 0; transportFuel = 0; attendant (heal\_abiltiy?) = 0/false;
	+ Without requiring mods, this would allow mission developers to implement their own more sophisticated service/supply capabilities. Eg: By changing the: durations, manual actions, more complex interactions, role/ability restrictions, specific ammo type supplies, etc Dr Eyeball 26 June 2008

* add ability to hide **vehicle radar HUD**
	+ Either via commands or via options in description.ext for specific vehicle types (eg: APC (light armour), tank (heavy armour), transport helicopter, attack helicopter, etc).
	+ Without requiring mods, this would allow for custom radar and command interfaces, or simply none as commonly seen already via mods and "cover-up" dialogs. Dr Eyeball 27 June 2008

* **AspectRatio** script command, plus **\_\_ASPECTRATIO\_\_** PreProcessor Commands - which returns screen resolution ratio value (eg: 0.75) or array (eg: 4:3, 5:4, 16:9, 16:10, etc). It is required to properly draw dialog and resources, circles, display images, draw HUD's, etc in correct ratio. It's fundamental to any graphics capable library.
	+ The preprocessor command variation would allow dialogs/resources to be read in fully corrected without any changes required via scripting simply by multiplying all relevant positions, offsets & dimensions (x,y,w,h) by the aspect ratio (eg: w = MyWidth\*\_\_AspectRatio\_\_;). Dr Eyeball 4 Jul 2008

* **getFOV** --zGuba 12:45, 22 July 2008 (CEST)

* **PrivateScope** script command - which would ensure all private variables referenced within the current scope (or deeper) are automatically assumed to be private to this scope, without the need to declare every single variable using the private command.
	+ This would be primarily used for **functions** (but would probably work for any scope) and would bring function behaviour inline with commands, like execVM, which already do this automatically and would stop functions acting more like sub-routines. Dr Eyeball 12 Aug 2008

* **currentVehicleRole** --zGuba 20:39, 25 August 2008 (CEST)
	+ this possable with follow code:

```
      if ( _unit in assignedVehicle _unit ) then { assignedVehicleRole _unit } else { [""] }

```

* **getPos / setPos command family height bug fixed** --zGuba 12:57, 1 September 2008 (CEST)

* **unitCargo/magazineCargo/weaponCargo *vehicle*** arrays. --zGuba 23:03, 6 October 2008 (CEST)

* Please make **addMagazine** handle input array [type, count, countMax] --zGuba 23:03, 6 October 2008 (CEST)

* ~~Add a **setBriefingHTML** command to set the briefing HTML string from a script.~~
	+ ~~Complex and dynamic missions require the ability to not only show/hide fixed objectives but also add/change objectives plus set the other text and pages.~~
	+ ~~Make the parameter a string, not a 'load from file' command, so that the html text can be assembled via code. Dr Eyeball 08:59, 24 October 2008 (CEST). Now uses tasks system.~~

* **respawnVehicle** could use some additional optional parameters [..., \_startPos: boolean, \_markerName: string, \_removeTime: integer, \_abandonedTime: integer, \_abandonedRadius: integer, \_side: side] to make it useful (as already found in 3rd party scripts):
	+ option to spawn vehicle close to it's originally created **start position**, (rather than using a marker). This is the common preferred behaviour.
	+ option to name which **marker** to spawn vehicle at. Eg: (all tanks spawn at armor marker 'my\_marker\_armor', all jets at 'my\_marker\_jets', etc).
	+ option to auto **remove** the destroyed vehicle after a period of time.
	+ set **abandoned time** to indicate how long a vehicle can remain empty before respawning.
	+ set **abandoned radius** to indicate the radius from any players at which the abandonedTime countdown will begin.
	+ designate the **side** the vehicle belongs to. (Eg: a particular civilian DC3 plane should respawn to side east markers only). Dr Eyeball 12:39, 1 November 2008 (CET)

* Add a **setPlayerRespawnTime** command (to work in conjunction with playerRespawnTime).
	+ It would be useful to be able to set a player's respawn time during the game, plus even while dead. It would probably be local to the client.
	+ Currently mission makers sometimes need to designate a 'holding area' for the respawned body while waiting to determine the final position to move him to.
		- Eg: If using 'wave (group) respawn', if using a respawn selection dialog, safe area spawning, etc.
	+ It would also allow mission makers to add penalty time to the next respawn for inappropriate behaviour using rules of engagement.
		- (eg: add +60 second spawn penalty for a team kill or destroying your own vehicle, etc. Designer would cater for contingencies.)
	+ Also, if the player is dead and waiting to respawn, you could force an immediate respawn by setting setPlayerRespawnTime to zero, once a suitable spawn position is chosen. (Or this could be a separate command.) Dr Eyeball 12:39, 1 November 2008 (CET)

* ~~Add ability to change cell's value on given position in array. Now the value is read-only. --Przemek\_kondor 15:14, 30 December 2008 (CET)~~ there is set command --Przemek\_kondor 18:09, 5 July 2009 (CEST)
* Add ability to C-like acces to cels of array: array[index] - select command is annoying --Przemek\_kondor 15:14, 30 December 2008 (CET)

* ~~A native **pos2grid** command to convert a 2D position into a map grid reference string. Eg: [112.2,234.5] -> "Gg43" or "022033".~~
	+ ~~It should use the terrain/island addon's native display format too (eg: 4 char or 6 digit).~~
	+ ~~An extended version could could accept a parameter to indicate whether to use Zoom0/Zoom1/Zoom2 format. Dr Eyeball 06:13, 15 January 2009 (CET). See mapGridPosition.~~

* A **line of sight obscured** (LOS) function which returns a boolean indicating whether 2 position parameters have a clear line of sight, checking for obstacles such as terrain/mountains, buildings.
	+ Eg: Boolean getLineOfSight [3DPosition1, 3DPosition2, CheckForTrees].
	+ An extended version could accept a parameter to also check for additional obstacles, such as trees & vehicles. For this case, it may be more appropriate to return the obstacle type (eg: trees), rather than just a boolean. Dr Eyeball 06:13, 15 January 2009 (CET)

* **LOSPos** (line of sight position) function which returns the 3D position indicating where a given vector or ray-trace would intersect with the environment. Terrain and buildings should be checked. Trees should be considered too if possible, but via an optional parameter to cater for different purposes. Dr Eyeball 07:25, 2 February 2009 (CET)

* ~~A **true altitude** function to return the true 3D Map altitude/height of an object, without adjusting for building heights below it.~~
	+ ~~Currently getPos, getPosASL & modelToWorld all adjust their altitude by an offset of the buildings below the object. Dr Eyeball 06:13, 15 January 2009 (CET). New ATL/ASL commands.~~

* A **terrain height** function to return the actual terrain height above sea level at a given 2D position.
	+ This is useful for calculating ground gradients/slopes, ground collision, etc. Dr Eyeball 11:20, 15 January 2009 (CET)

* A **ground gradient** function to return the maximum gradient at a given 2D position for a given radius using sampling or between 2 given positions.
	+ This is useful for determining suitable ground to build upon, determining suitable routes, etc. Dr Eyeball 11:20, 15 January 2009 (CET)

* **lockedOnObject** function to return the current object locked on by a vehicle's weapons, which is sometimes indicated by a diamond over the target square. (This is not assignedTarget, which exists before a lock on. Sometimes you have to press Tab key to lock on to it.) Dr Eyeball 10:37, 19 January 2009 (CET)

* ~~**currentWeapon** function to return the currently activated weapon on a vehicle or the currently held weapon by a person. Dr Eyeball 10:37, 19 January 2009 (CET). See currentWeapon.~~

* **currentHeadViewDirection** function to return the current direction being viewed, which will be relative to the object's forward direction. This should also consider the view while Look/FreeLook is in use too. Dr Eyeball 07:25, 2 February 2009 (CET)

* **mainDisplay** function to return the main UI display (which is identical to 'findDisplay 46'). It's such a commonly used expression (and avoids using the literal '46'). Dr Eyeball 07:25, 2 February 2009 (CET)

* ~~**showScore** booleanVar - command similar to showGPS, showMap, which would hide score table. It would be helpful when missionmaker wants to avoid playing for frags (scores). This would increase realism. --Przemek\_kondor 08:39, 2 March 2009 (CET)~~  - introduced as option in config file --Przemek\_kondor 18:09, 5 July 2009 (CEST)

* **selectWeapon with firing mode** parameter to select the current weapon and firing **mode** for a vehicle, without firing (similar to how the alternate syntax of the fire command allows the mode to be chosen). Example scenario is selecting a weapon mode on an attack chopper. Dr Eyeball 03:00, 3 March 2009 (CET)

* format command should return "resistance" and "civilian" for *format["%1", resistance]* and *format["%1", civilian]* instead of "GUER" and "CIV" - now it's hard to assign to dynamic variable proper value: *call compile format["zone%1Side=%2", \_i, resistance]* and later *if(call compile format["zone%1Side",\_i]==resistance)* will fail. --Przemek\_kondor 09:30, 9 April 2009 (CEST)

* **sunrise/sunset** command to indicate the actually times dawn/dusk will occur for the current date and island (longitude/latitude).
	+ Two main purposes: setting the mission start time and being able to determine whether to use day/night settings for certain equipment. Dr Eyeball 05:53, 20 April 2009 (CEST)

* ~~**getServerCountry** command to get the country of the server. Eg: It would be handy to be able to setup country specific flags in a mission for certain countries. (distributionRegion is not useful.) Dr Eyeball 12:29, 21 April 2009 (CEST). Unlikely.~~

* *code* **forEach** *config*. Example:

```
        _carList = [];
        {
            if( x >> "simulation" == "car" ) then {
                _x push _list;
            };
        } forEach (configFile >> "CfgVehicles");

```

* **map** and **grep** command.
	+ **map**. The left argument is evaluated for each element of a list (Array or Config) and the results are returned by map as a new array. Default variable \_x represents the elements of the list (one per iteration).
		- Syntax1: reform*Code* **map** some*Array*
		- Syntax2: reform*Code* **map** some*ConfigHndl*
	+ **grep**. Grep returns a array of those elements for which the condition evaluates to true.
		- Syntax1: condition*Code* **grep** some*Array*
		- Syntax2: condition*Code* **grep** some*ConfigHndl*
		- Example:

```
        _tanks = { configName _x } map ({
            _x >> "simulation" == "tank"
        } grep (configFile >> "CfgVehicles"))

```

* fast commands:
	+ *array* **push** *value*
	+ **pop** *array*
	+ **top** *array*
	+ *array* **unshift** *value*
	+ **shift** *array*
	+ **bottom** *array*
	+ **reverse** *array*
* Add in the sqf-language a lexical closure (or some semblance), this would solve the problem with global variables. Example:

```
call {
    closure ["_var1", "_var2"];
    _var1 = "hello bis!";
    0 spawn {
        hint _var1; // hint "hello bis!"
    };
};

```

denisko.redisko.

Kind of possible now with nameSpaces.

Ок, then will need a command **createNamespace**
denisko.redisko.

### Mission Editor

* Playable status: fix the copy/paste of soldiers between missions to keep their player/playable status.
	+ (Corresponds to 'player="PLAY CDG";' and 'player="PLAYER COMMANDER";' in mission.sqm file. Dr Eyeball 17 June 2008

* Allow Ctrl+Insert to copy and Shift+Insert to paste, like all code editors use. Ctrl+C & Ctrl+V is inadequate, awkward and outdated. Dr Eyeball 17 June 2008

* Show preview image of objects in editor lists while through scrolling lists. Dr Eyeball 17 June 2008

* Add a **Post Initialization** field to expand the concept of the unit editor's *Initialization* field.
	+ Existing *Initialization* field is executed before init.sqf is called and before JIP player is set.
	+ The second *Post Initialization* field would be executed after init.sqf is called and maybe after JIP player is set.
	+ It would solve many JIP problems and make scripting easier for beginners. Dr Eyeball 17 June 2008

* Allow a **Pre-Initialization script** (similar to init.sqf) to run before the *Initialization* fields get executed.
	+ This would allow some functions to be setup for use inside the Initialization fields, for example. Dr Eyeball 17 June 2008

* This Scripting forum topic Editor Suggestions has about 40 good suggestions from many good mission developers on how to improve the editor, with a focus on **GUI enhancements**.
	+ Most of the suggestions also have Implementation & Benefits listed with them. It's fairly concise and readable. Dr Eyeball 12 Aug 2008

* Improved mission wizard with included export-to-pbo fuction. ArmA mission wizard was good for creating fast and easaly mission with almost no mapmaking knowledge, but the missions could only be used for lan games and could not be exported and uploaded onto a dedicated server or edited in editor afterwards.Walker001 1 September 2008

* Remove the group limit in the editor. Ivan Buchta said in his 2nd interview with Sahrani Radio that he saw no way anyone would reach that limit, but quite a lot of mission makers have found themselves severely limited in their creativity.
	+ Perhaps a warning at the old group limit could be shown, such as "You are adding a lot of groups, this may affect performance." instead of an actual hard limit that you cannot go past. Kimmeh 18 March 2009

### MP Commands

* ~~isAdmin --Doolittle 20:59, 23 January 2008 (CET). Use serverCommandAvailable "#kick".~~
* ~~**isClient** zGuba 02:57, 24 June 2008 (CEST). Use !isDedicated.~~
* **makePublic** *"variable"* - there would be no need to always call publicVariable. Any change of variable's value on some client/server would be silent updated on other computers. JIP-players would have accurate variables' values. --Przemek\_kondor 22:57, 10 November 2008 (CET)
* **saveMission** *index*, **loadMission** *index* which saves/loads all public variables, soldiers/vehicles/etc positions - it would be very useful for long mission which couldn't be continued for some reason --Przemek\_kondor 11:57, 12 November 2008 (CET)

### Debug / File Handling

* Single error report per one line. zGuba 16:18, 7 June 2008 (CEST)

* Additional report file containing cumulative error lines sorted by count. zGuba 16:18, 7 June 2008 (CEST)

* The script result "scalar bool array string 0xfcffffef" should be replaced with "variable X is undefined." That would be self evident, instead of the current value, which you have to google the first time you see it to understand what's going on. See : http://community.bistudio.com/wiki/scalar\_bool\_array\_string\_0xfcffffef

## Editing & Modding

* More functions within the editor. A full script editor would be a huge plus. Also, more built in functions to avoid massive amounts of scripting (unit load out editor, respawn; both vehicle and player, crate/vehicle load out...). F-16

* Allow overwriting localization strings. zGuba 16:18, 7 June 2008 (CEST)

* Allow aggregation of objects along with composition (which is defined via skelletons). That would enable to creation of objects made of independent parts. (I can think of a building as aggregate of bricks, supporting struts, roof tiles....) After hitting such object, it would not be simply destroyed, but would fall into pieces, thus adding realism Buky

* If possible, allow taking config variables from external classes. For example: 'sound = {cfgWeapons\M134\LowROF select 0, db10,1};' or 'weapons[] = cfgVehicles\BRDM2\weapons[] + "VehicleLaserDesignator";' --zGuba 13:04, 1 September 2008 (CEST)

* Addition of new pre-processor variables \_\_ARMA\_\_ and \_\_ARMA2\_\_ so config.cpp files can detect which version of Arma they are running on and have a chance of working on both games.BarmyArmyBarmyArmy

## Physics

* The addition of realistic Ragdoll. The best example i can think of is that of the game **Bioshock**. It has a mix of prerecorded (or prescripted) animation and free ragdoll physics. It creates a brilliant realism that is far better than the current all-prerecorded or the floppy all-ragdoll physics engine. Siementaa
* Currently if you try to load a vehicle into another larger vehicle (boat/cargo plane) the end result is carnage. It would be great to have a system of synchronizing objects so they will be able to carry things. This could be especially interesting if someone wanted to drop palletized cargo out of a plane (ammo, fuel, people...). The same goes for ships, aircraft carriers would be much simpler and a hanger deck could possibly be accommodated. F-16
* Damage/destructibility: If you happen to shoot the tip of a T-72's barrel with a Sabot round, the whole thing should not explode. Damage should, for the most part, not spill over into other parts of a vehicle. The same goes for aircraft, if you shoot the wingtip, it should pop off (or at least the wing). Also, if an engine or gun (in the case of some of the lighter vehicles) is shot, it should stop working. It would also be great to see a better deflection/damage threshold so you cannot destroy a tank with an MP5 and so rpg/at4 rounds will deflect if they hit at a steep angle (this would slightly benefit the M1A1 as opposed to the T-72 but newer tanks would also take advantage of this). F-16
* Generally enhanced animations. Smooth transactions between animations used in everyday combat. More animations for moving around in a realistic and enyojable way. Realistic automatic animations such as steping and rolling over small fences when moving towards them. Ability to move or hit the dirt when dooing longer animations such as reloading AT rocket. ArmA has greate animations but lacks some important ones to give the player total freedom of movement.Walker001

* Less armor = x for whole vehicle, more independently "armored" parts. This way - destroyable windows as a logical consequence of partially destroyable buildings! Could it be done also for vehicles, so breaking windscreen won't damage the whole vehicle? zGuba 19:30, 3 June 2008 (CEST)

* Additional terrain layer that would be "soft" (like dirt or clay). It could be modifiable during game (with explosions or digging as restricted means for change). If restriction applies to only explosions, wavelets could do the trick of low memory requirement and realistic craters representation. This form of data can be very good compressed since only differences should be tracked on layer (it could also be simplified by fixed thickness - say 10 m). More complicated, but not unfeasible is use of soft-terrain type map that could enhance simulation even further: sand soil, clay soil, rock soil, humus soil... That could affect modifier effect and/or textures. Buky

* Adjustable gravity and/or air drag/density in world configuration. That would enable simulation of environments other than Earth.

* The Addition of a Natural Motion Engine (not Ragdoll) or a Dynamic Motion Synthesis engine to improve the realistic movement of enemy when hit by bullets, by vechiles or when landing from a parachute. For example the Euphoria engine used in GTA:IV. --Jantemplar 23:04, 30 January 2009 (CET)

## Realism

* Spec-Ops should to be can swimming and scuba driving equ. (Jump-off from boat and driving cross the sea to beach for sneak-in army base) --Chukrit1980 08:33, 25 April 2008 (CEST)

* Sea not damaging units like it was ocean of acid. We're in 2008. We'll be in 2009. zGuba 21:16, 2 June 2008 (CEST)

* Radar systems, hot smoke affecting IR scanners. zGuba 15:41, 3 June 2008 (CEST)

* Unified FOV for all ironsight-only weapons and soldier/vehicle views (that feeling of beign frog while driving HMMWV...) zGuba 15:50, 3 June 2008 (CEST)

* Ability to dig out a position(s) to three levels: Shallow (body height when prone), medium (kneeling) and deep (standing) Bangon82

* Smoke partially occluding the view for AI. (er... is it done for fog?) zGuba 16:24, 7 June 2008 (CEST)

* Wounds and treating wounded (including dragging and MEDEVAC). Ability to take body out of destroyed vehicle and put it in another. zGuba 15:57, 9 June 2008 (CEST)

* Destroying vehicle not making all crew and passengers dead! External factors for it like overweights and bullets passing through armor. I recall OFP M2A2 and Mi-24 whose crews had a little chance to survive. zGuba 15:57, 9 June 2008 (CEST)

* Infrared(IR) picture would give you a better visualization than traditional night vision. Pierrot 29 June 2008

* Better **passThrough** materials simulation. Damaging these parts shouldn't affect vehicles' hitpoints. --zGuba 12:50, 22 July 2008 (CEST)

## Visuals

* Female models, such as in OFP:R. Siementaa

* Police models, for units and vehicles. Such as in OFP:R with the Nogova police. Siementaa

* Smoking craters. After an explosive has detonated, and left a crater there should be smoke rising from it for a while. Also, vegitation, such as grass, should be cleared within the blast area. Siementaa

* Bullet hole effects on buildings and vehicles. Siementaa

* Flaming units: units can set on fire if close to a gasoline explosion or similar. There should be a preset animation for this (Assuming that it is fatal), or more rather a mixture of an animation yet you remain in control of the unit. The ability to submerge your self in water to put your self out. There should be varying degrees of this, from total engulfing to fire localized to a limb. A good example of this is tank, or large vehicle explosions: since in reality, tank explosion doesn't mean immediate huge explosion and insta-death, units should eject the vehicle on fire, assuming they survived the initial explosion. Siementaa

* Exploding barrels. Realistically however: when hit with a small caliber bullet they wont blow up, they will leak. Relating to the previous suggestion about units catching on fire, units in close proximity to barrel explosion should catch on fire to a degree relative to their proximity. Siementaa

* The smoke from lit fires doesn't rise enough. Make it more like OFP where it rises alot higher, yet dissipates with altitude. Siementaa

* Torches: For example, the headlamp off S.T.A.L.K.E.R. Shadow of Chernobyl. This should be added to all units. However with an AI control that only allows them to be used under particular behaviors. Also a realistic ability for AI to spot a torch beam. Hand held torches that can be equipped like binoculars (for the civilian population). Torches on weapons. Siementaa

* The ability to shoulder and holster your weapon. Again adding to the realism. Siementaa

* Accurately animated reloading, firing, doors and hatches. SLX Mod is the best example. http://www.bistudio.com/developers-blog/arma-technology-inside-2\_en.html zGuba 16:08, 3 June 2008 (CEST)

* Full array of movements and smooth transitions (f. e. crouching and leaning without weapon, or lying with AT launcher prepared to fire) zGuba 16:08, 3 June 2008 (CEST)

* Vibrations from engine affecting whole vehicle (diesel on low RPM :P) - would be easier if there'll be ability to fully configure engine and gearbox for each vehicle. zGuba 16:08, 3 June 2008 (CEST)

* Death animations depending on lethal hit positon. zGuba 16:08, 3 June 2008 (CEST)
	+ In first person view, having camera shake from head cracking ground and vision blurring out from redish(blood?) to black(death). Bangon82

* Option for particle that it won't be outscaled when zooming in. zGuba 16:25, 7 June 2008 (CEST)

* "14 year old African boy" animation set (that means firing from hip, good for some kind of less skilled insurgents) zGuba 15:29, 9 June 2008 (CEST)

* Realistic reflex/holo sights behaviour. zGuba 18:31, 10 June 2008 (CEST)

* Glasses/particles not making some objects disappear. (Z-Sorting?) zGuba 18:31, 10 June 2008 (CEST)

* Map: Shade map areas over 150m in a single or multiple shades of brown using hypsometric tints to indicate mountainous regions or ranges of elevation.
	+ It would make map reading so much easier and would look better too. See http://en.wikipedia.org/wiki/Hypsometric\_tints#Hypsometric\_tints Dr Eyeball 17 June 2008

* Map: The *Show Textures* button on the map should have a third state which allows you to view the detailed textures without the overlaid green tree shading. (Same thing you see when you zoom out to maximum.) It would be clearer and useful for clean screenshots. Dr Eyeball 17 June 2008

* Crosshair - disable crosshair or change to a dot crosshair when weapon is lowered. Dr Eyeball 17 June 2008

* **Rainbows** not appearing in the middle of the night, **stars/sun/moon/terrain/fog** drawing order. --zGuba 12:53, 22 July 2008 (CEST)

* HUD and views:

1. **Collimated HUD** on planes and helis that provide accurate **aiming without parallax effect**. Disable 2d ingame crosshair/dot at the same time on aircraft.
2. Variable FOV in aircraft's both internal and external views (**without standart auto-reversing** to initial value), variable distance from external camera to unit (without auto-reversing).
3. (for aircraft only) no limitations on external camera angles (ability to rotate camera around aircraft by 360 deg horizontally and by 180 deg vertically). And there must be **no camera horizontal self-rotation** while aircraft **changes its roll** (now it happens when camera is at any position except straight behind a plane) - сamera must be fixed relatively to **plane's heading only**.
4. Additional external chase view (for aircraft only) - when camera is fixed relatively to the aircraft by all X,Y,Z axes. And there may be some effect - like if the camera repeats all plane movements with little delay - to add some dynamics to flight process (i.e. like "LCtrl+F4" chase view in "Lock On" game with "Shift+J" mode on, or chase view in "FlightGear", or like the fixed external view in "FSX").
5. Cockpit camera, when it is controlled by keys "4"/"8"/"6"/"2" (mouse-fly mode), must have **no auto-reverse** to center direction (i.e. it must be the same with mouse-view mode). When switching from mouse-view to mouse-fly mode and back camera must **keep its position**, without auto-centering.
6. Realistic 1st person camera movements and shaking while maneuvering in aircraft (like in "FSX","Lock On" games) Alex B 20:18, 17 December 2010 (CET)

## Gameplay Logic and Overall Continuity

* Side based ranking system! ArmA (OFP?) ranking system leads to absurds. If You're civilian and kill Resistance allies, you'll be recognized as enemy by everybody, while enemies could appreciate your support. But killing enemies won't make them shoot back, because every unit appreciates your ranking! My suggestion:
	+ Rank for killing unit of any side depending on killer's side
	+ Alliances definiable independently in mission/campaign via multipliers table
	+ Example alliances configuration for Resistance in mission could be [west 1, east -2, resistance (own), civilian 2, animals 0]
	+ Similar ranking table per unit [west x (depending on side config), east y, resistance (as it is), civilian z, etc.]
	+ Killing allies: if unit's rank per allied side is higher than the negative score on killing unit, then it'll be zeroed. No more "if you have killed 10 foes then you have right to kill 2 friendlies".
	+ "Cooldown time" after trespassing or benevolencing (shooting neutrals, helping wounded enemies) with "knowledge factor".
	+ "Return fire treshold" for own side - it will hide from you, but won't engage till some negative rank limit is reached zGuba 15:41, 9 June 2008 (CEST)

* Make "hit and runs" count on vehicle driver score just like regular kills. zGuba 15:41, 9 June 2008 (CEST)

* Subtract 1 penalty point in score for each death. Perhaps make it a description.ext option.
	+ To compensate, increase kill points to 2 per kill. It's silly seeing a good K/D ratio of 15:2 being sorted lower than a bad K/D of 16:14. Dr Eyeball 17 June 2008

* Some score should be added to player who hits vehicle but this vehicle doesn't blow up (if given damage is higher than some level) --Przemek\_kondor 08:51, 15 November 2008 (CET)

## Technical & Performance

Allow forward referencing with CfgConvert & Binarize when parsing config.cpp's & model.cfg's.
So, in a config if a inherited class is referenced before it's declared the parsing doesn't fail. -- Sy 06:15, 22 May 2009 (CEST)

Let user set up water quality (lower it).
Allow disabling volumetric ground textures. -- YourUserNameIsTooShort 14:49, 12 February 2012 (CET)