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koffeinflummi

Authentic Gameplay Modification

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The team that brought you the BWMod is now working on a modular, open-source realism/authenticism mod for Arma 3. This project originally started as a fork of TMR, but since evolved into something bigger, with only a few parts still taken from Taosenai's work.

Make Arma Not War

http://makearmanotwar.com/entry/7jnWM53S2e

Features

  • a custom interaction menu
  • improved medical system including bloodloss, unconsciousness, pain and patient transport
  • backblast simulation
  • wind deflection for projectiles
  • weapon resting
  • a fire control system for tanks and APCs
  • realistic names for weapons and vehicles (wherever possible)
  • animation tweaks and the addition of jumping
  • improved map tools (bigger coordinates and compass)
  • interaction with civilians
  • adjustable NVG contrast

... and much more.

A full list of features and the plans for more can be found here:

https://github.com/KoffeinFlummi/AGM/wiki

Media

Download

This mod requires CBA!

The current version (v0.95.3) and all future ones can be found here: https://github.com/KoffeinFlummi/AGM/releases

Please note that this is a pre-release, so you might still encounter bugs. If you do, please report those on the GitHub issue tracker (preferred) or in this thread.

Changelogs

v0.95.3

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v0.95.2

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v0.95.1

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v0.95

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v0.94.1

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v0.94

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v0.93

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v0.92

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v0.91

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Contributing

GitHub Repo: https://github.com/KoffeinFlummi/AGM

The mod is completely open-source, and everyone is free to fork the repo and create a pull request. Bugs can be reported and new features requested using GitHub's issue tracker.

or, if you don't have time for either of those, feel free to donate:

btn_donateCC_LG.gif

Thanks to everyone on this list:

https://github.com/KoffeinFlummi/AGM/graphs/contributors

Edited by KoffeinFlummi

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:D Downloading now! Can't wait to try it out!

---------- Post added at 17:56 ---------- Previous post was at 17:35 ----------

Lol I've only been using this mod for only 5 mins and all i can say is wow. Good job! Can't wait for all the features to be released!

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I'd love to know the classnames for the medical supplies, where can I find them? Great mod btw :thumbsup::eyeheart:

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Well after testing for around 2 hours, all I can say is wow!

Any chances of you guys combining the weapon hotkeys with switch weapons while moving?

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The backblast is brilliant! thank you so much for that - the rest is also awesome btw :)

  MacScottie said:
Any chances of you guys combining the weapon hotkeys with switch weapons while moving?

^This!

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Did a little testing with the wind and I think I found a bug. I noticed that when you open the compass it will say, "Strong wind from the North". If you throw a smoke, you will actually notice that the wind is blowing in a Northern vector. The pop up should actually read as, "Strong wind from the South" or "Strong wind to the North". Also I could not notice any significant effect from a strong wind applied to projectiles when fired perpendicular to the wind vector. It appears that wind only affects smoke grenades in its current state or the wind just doesn't have a noticeable effect on projectiles like I would expect. All this testing was done in single player editor with the wind and gusts maxed.

I will submit this to the issue tracker if someone else can confirm that they see the same issue.

Otherwise, everything looked really good!

Edited by wakelagger

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Could you make it so we can modify values for some of the systems, maybe with editor modules.

I would like to make it extremely hard to people to die in the med system, but keep wounding levels the same. So they can be injured easily enough but only things like being in a vehicle explosion or shot in the chest by a 50cal would outright kill. Re spawned units can be such a pain in a Co-Op, having someone in an unconscious state for an extended period of time would be nice.

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Only got to play with this for about an hour and wow! Wow wow wow! I'm really liking what I've seen so far, keep up the excellent work.

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You mentioned changing the names of vehicles and weapons to be more accurate. Does this extend to the descriptions and names in the field manual as well?

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Congratulations for release! It's really great to have great mod like this in Arma 3, it's a true game changer! Since ACE didn't came out to Arma 3, this seems to be a great replacement!

Outstanding work guys!

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Haven't had chance to fully look into this (at work.. wait, what I am doing at the forums?).

But I like the concept of what I can see and will have our Swedish Forces Pack team to look into it and the Anrop community to play with it.

In the best of worlds, we will help with this development and make SFP compatible to create a win-win.

EDIT. Never mind, found the Issue tracker :p

Edited by granQ

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I've been trying it around, and I have a few questions. Why is it that it appears that damage to particular limbs cause damage to all limbs? Shooting a diver in his leg causes his whole body to be injured (his head needs a bandage for a leg shot?), and I have to be the one to heal him, so I don't think the AI have the means to acknowledge the bandages yet. I have a feeling that these were planned to be addressed anyway. :P

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  PenguinInATuxedo said:
Could you make it so we can modify values for some of the systems, maybe with editor modules.

I would like to make it extremely hard to people to die in the med system, but keep wounding levels the same. So they can be injured easily enough but only things like being in a vehicle explosion or shot in the chest by a 50cal would outright kill. Re spawned units can be such a pain in a Co-Op, having someone in an unconscious state for an extended period of time would be nice.

I'm planning to add a module for the medical system allowing mission makers to customize a variety of things: https://github.com/KoffeinFlummi/AGM/issues/104

  TROPtastic said:
You mentioned changing the names of vehicles and weapons to be more accurate. Does this extend to the descriptions and names in the field manual as well?

No. I might do that at some point, but it's alot of work for relatively little gain...

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Nice , very nice :)

Is it possible that you can change the fire of burning vehicles to something closer to ACE? More realistic and looks better :)

Once more great so far and keep up the good work :)

Edited by Nikiforos

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So if player own XMedSys + your mod should we heal twice for each?

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I've been on this pretty much since it was announced and the GitHub link was out - I will get right on testing the newest version.

Great work to the entire Team and I can't wait for your next update of BWMod to go along with this.

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Cannot wait to try this - I think you just made my group's switch to ArmA 3 a little less stressful.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account (KoffeinFlummi) on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

** Note:

since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

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Thanks for open-sourcing this. Having good code to read is invaluable.

Out of curiosity, what licence is this released under?

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Hey guys where can I find the control list so I can learn the keys?

Just a suggestion but if its possible could you add a section into the games control section like Zeus did, It would just make life allot simpler.

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  john681611 said:
Hey guys where can I find the control list so I can learn the keys?

Just a suggestion but if its possible could you add a section into the games control section like Zeus did, It would just make life allot simpler.

You can set your keys if you press ESC and look at the top left corner. Big button "AGM Options" there.

Congrats to the release guys I'm sure a good part of the community has been looking forward to something like this!

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