koffeinflummi 96 Posted July 29, 2014 We've got some pretty great pilots. But we find all landings now must be "Feather Soft" with the current wounding-parameters. We've noticed that even many times there is NO damage to the vehicle, there is catastrophic damage to the passengers.Even the most gentle of landings can collapse your spine demanding intense medical treatment. Is this by design? Can we make wounding more forgiving when the game senses you're in a vehicle? You receive the same amount of damage with AGM (or even less) as in Vanilla. You just notice it more. In vanilla Arma, nothing even tells you that you're wounded until your damage is at ~0.4. I personally have no problem landing without any damage. Maybe you use third-party content that is not properly configured. Share this post Link to post Share on other sites
natrius 10 Posted July 29, 2014 Same here, i have tried with YAK and A-10 with keyboard only and was able to land without getting damage. I tried too with Little Bird, Comanche and Ghost Hawk and also no damage while landing - checked with debug console. Even when i try a fast landing and glide, no damage at all. Share this post Link to post Share on other sites
(AEF)Duck 12 Posted July 29, 2014 hey guys, Great mod! I am in the process of working on a mission and I am having trouble with my save loadout script seeing the AGM items. Have you got these under a different name? Below is a copy of my script. any ideas on what I need to add so the AGM stuff is seen? GLO_P_weapons = weapons player; GLO_P_magazines = magazines player; GLO_P_vests = vest player; GLO_P_backpack = backpack player; GLO_P_uniform = uniform player; GLO_P_headgear = headgear player; GLO_P_item = items player; GLO_P_assignedItems = assignedItems player; GLO_P_goggles = goggles player; GLO_P_PrimaryWeaponItem = PrimaryWeaponItems player; hint "Loadout Saved"; waitUntil {!alive player}; waitUntil {alive player}; if (isNil "GLO_WR_running") then { GLO_WR_running = true; while {GLO_WR_running} do { waitUntil {alive player}; _p = player; removeAllItems _p; removeallassigneditems _p; removeAllWeapons _p; removeVest _p; removeHeadgear _p; removegoggles _p; _p addVest GLO_P_vests; _p addBackpack GLO_P_backpack; _p addUniform GLO_P_uniform; _p addHeadgear GLO_P_headgear; _p addgoggles GLO_P_goggles; {_p linkItem _x;}forEach GLO_P_assignedItems; {_p addItem _x;}forEach GLO_P_items; {_p addMagazine _x;} forEach GLO_P_magazines; {_p addWeapon _x;} forEach GLO_P_weapons; {_p addPrimaryWeaponItem _x;} forEach GLO_P_PrimaryWeaponItem; hint "Loadout Restored"; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); }; waitUntil {!alive player}; }; }; Share this post Link to post Share on other sites
raspu86 92 Posted July 29, 2014 We've got some pretty great pilots. But we find all landings now must be "Feather Soft" with the current wounding-parameters. We've noticed that even many times there is NO damage to the vehicle, there is catastrophic damage to the passengers.Even the most gentle of landings can collapse your spine demanding intense medical treatment. Is this by design? Can we make wounding more forgiving when the game senses you're in a vehicle? watch "getdamage player" in console. It's the helicopters fault. Share this post Link to post Share on other sites
cuel 25 Posted July 29, 2014 hey guys, Great mod! I am in the process of working on a mission and I am having trouble with my save loadout script seeing the AGM items. Have you got these under a different name? Below is a copy of my script. any ideas on what I need to add so the AGM stuff is seen? GLO_P_weapons = weapons player; GLO_P_magazines = magazines player; GLO_P_vests = vest player; GLO_P_backpack = backpack player; GLO_P_uniform = uniform player; GLO_P_headgear = headgear player; GLO_P_item = items player; GLO_P_assignedItems = assignedItems player; GLO_P_goggles = goggles player; GLO_P_PrimaryWeaponItem = PrimaryWeaponItems player; hint "Loadout Saved"; waitUntil {!alive player}; waitUntil {alive player}; if (isNil "GLO_WR_running") then { GLO_WR_running = true; while {GLO_WR_running} do { waitUntil {alive player}; _p = player; removeAllItems _p; removeallassigneditems _p; removeAllWeapons _p; removeVest _p; removeHeadgear _p; removegoggles _p; _p addVest GLO_P_vests; _p addBackpack GLO_P_backpack; _p addUniform GLO_P_uniform; _p addHeadgear GLO_P_headgear; _p addgoggles GLO_P_goggles; {_p linkItem _x;}forEach GLO_P_assignedItems; {_p addItem _x;}forEach GLO_P_items; {_p addMagazine _x;} forEach GLO_P_magazines; {_p addWeapon _x;} forEach GLO_P_weapons; {_p addPrimaryWeaponItem _x;} forEach GLO_P_PrimaryWeaponItem; hint "Loadout Restored"; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); }; waitUntil {!alive player}; }; }; Does this run instantly when the mission start? You might have to give AGM some time to replace stuff watch "getdamage player" in console. It's the helicopters fault. Pretty sure there's some code in the medical system that handles vehicle impact? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted July 29, 2014 ... Most of them are added via addItem. You might want to take a look at this: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Respawn/functions/fn_restoreGear.sqf Share this post Link to post Share on other sites
(AEF)Duck 12 Posted July 30, 2014 Does this run instantly when the mission start? You might have to give AGM some time to replace stuff this script only comes into play when a person is killed. it is not running on mission start Share this post Link to post Share on other sites
DaViSFiT 21 Posted July 30, 2014 (edited) You receive the same amount of damage with AGM (or even less) as in Vanilla ..... until your damage is at ~0.4. This is of course a good thing to have more sensitive damage system but we often have problems with damage while running (over 1-2 ammo boxes) and get damage all over the hole body. Perhaps some damage (not from bullets) would be good to get "falling to the ground". Running against s.t. does hurt but not that big a medic should care about. Or some sort of pain effect for some seconds like for the landing if its too hard or jumping from a 1.5 high create. We're playing soldiers that dont want a patch with a sheep on it for every mimimimi pain ;) Any plans about pilot pressure effect/unconscious? Edited July 30, 2014 by Numrollen Share this post Link to post Share on other sites
SouthernSmoke 10 Posted July 31, 2014 Ive read 30+ pages of this thread and am surprised to have only seen one post about ragdolls. How do you guys feel about decreasing the force of dead bodies flying away from explosions? The way it is now a grenade will send a body flying 30 feet into the air. It completely takes me out of the experience to throw a grenade and watch a guy being shot straight up into the sky so high. The ragdolls from bullets, mortars, ect are good IMO, but certain explosions should be toned down considerably. Otherwise this mod adds some great features! Share this post Link to post Share on other sites
cuel 25 Posted July 31, 2014 When is 0.9.3 expected? Share this post Link to post Share on other sites
tinter 186 Posted July 31, 2014 0.9.3 milestone on the tracker has no current due date, but it's 94% complete with 10 tickets open. Dunno how much effort each ticket is gonna take, but take a look yourself. https://github.com/KoffeinFlummi/AGM/milestones/Version%200.93 Share this post Link to post Share on other sites
shiftysean 21 Posted July 31, 2014 (edited) I've looked at the bug tracker and have found no mention of my problem (so either it is just on my side for some reason, or no one actually notices xD). I find that the first shot I take with weapons (vanilla and modded) is a bit louder then the rest, like the sound just puts itself from 100% to 95% when shooting a 2nd time. (It's just a small difference in loudness, but I keep hearing it now because I know of it xD) As I was cluttered with addons, I removed every addon I had and started checking. No weird sound bug without it. Then I downloaded a few addons and systematically started testing if I could hear it again, and behold, it was when I enabled AGM. I'm curious to know if this is part of something I don't know of the addon, a bug, or just something on my end for some reason? (Anyone else experience it?) On a sidenote, I'm using a headset (which probably makes it slightly more noticable). Anyway, love your mod in any case, adds so much to the game :D Good luck! Edit: Found out that using the ear plugs gets rid of the sound difference. Vanilla units don't seem to have earplugs though, but the units from the addon I use do xD. Edited July 31, 2014 by ShiftySean Share this post Link to post Share on other sites
sitrepo 14 Posted July 31, 2014 Which .pbo mutes the AI chatter? We've found a mod with cool AI voices and we'd like to hear them while playing. Share this post Link to post Share on other sites
sttosin 67 Posted August 1, 2014 Which .pbo mutes the AI chatter? We've found a mod with cool AI voices and we'd like to hear them while playing. What mod is it? Share this post Link to post Share on other sites
Barazin 10 Posted August 1, 2014 I've looked at the bug tracker and have found no mention of my problem (so either it is just on my side for some reason, or no one actually notices xD).I find that the first shot I take with weapons (vanilla and modded) is a bit louder then the rest, like the sound just puts itself from 100% to 95% when shooting a 2nd time. (It's just a small difference in loudness, but I keep hearing it now because I know of it xD) ... I got the same thing - I'v always guessed it is as intended. The first shot is loud without ear plugs, and "deafens" the next shot. Share this post Link to post Share on other sites
havena 10 Posted August 1, 2014 hi, is there a documentationthat corresponds to the last github commit? Best regards Share this post Link to post Share on other sites
lordheart 1 Posted August 1, 2014 @havena, you are going to need to be more specific about which commit. Share this post Link to post Share on other sites
havena 10 Posted August 1, 2014 (edited) @havena, you are going to need to be more specific about which commit. no specific about one commit, but some doc about AGM stuff (each pbo/folder) whats the effect of each mod, wich parameters can be set? ex: AGM_medical (some stuff on wiki, but its light), and on cpp : AGM_Medical_CoefBleeding = 1.0; AGM_Medical_CoefPain = 1.0; AGM_Medical_MaxUnconsciousnessTime = -1; // Boolean Parameters (0/1) AGM_Medical_AllowNonMedics = 0; AGM_Medical_PunishNonMedics = 1; AGM_Medical_RequireDiagnosis = 0; AGM_Medical_PreventInstaDeath = 0; AGM_Medical_PreventDeathWhileUnconscious = 0; AGM_Medical_SingleBandage = 0; how to change it? in ccp? in mission init? etc. which variables for each mod (for add some stuff on mission)? ex: how to disabled "show player name" how to disabled "join/leave/lead group" how to get/set player damage. etc Edited August 1, 2014 by havena Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 1, 2014 ... Those values should be changed with the module. Share this post Link to post Share on other sites
Belbo 462 Posted August 1, 2014 commy2;2744479']Those values should be changed with the module. But it's possible to change them in a mission-script as well. Modules create dependencies, limiting the flexibility for missionmakers. That's why I call this in my missions: if (isClass (configFile >> "CfgPatches" >> "AGM_Medical")) then { AGM_Medical_PreventInstaDeath = true; AGM_Medical_PreventDeathWhileUnconscious = true; AGM_Medical_RequireDiagnosis = true; if (isServer) then { publicVariable "AGM_Medical_PreventInstaDeath"; publicVariable "AGM_Medical_PreventDeathWhileUnconscious"; publicVariable "AGM_Medical_RequireDiagnosis"; }; }; That way you can play a mission with AGM enabled or without, without having the hazzle of having to deal with modules. Modules aren't as great a thing as they're thought to be. Share this post Link to post Share on other sites
ice_age0815 37 Posted August 1, 2014 this is cool MRT Accessory Functions would like to see something like that for this mod to Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 1, 2014 ... What you posted will result in an error message with the current git hub build. Share this post Link to post Share on other sites
Belbo 462 Posted August 1, 2014 (edited) commy2;2744570']What you posted will result in an error message with the current git hub build. That's bad. Edited August 1, 2014 by Belbo Share this post Link to post Share on other sites
Przemro 18 Posted August 1, 2014 Well I am noob at this, so I asked my firend, as I consider AGM best mod so far and i want it improved, to create possibility to surrender and check someones inventory. You guys doing great job, and I hope it will help a bit. I have asked for possibility of takeing hostages or possibilyty to surrender - where other player can open your inventory and take away your weapon etc. So i have code that my friend gave me, and he says it sould work - like I said I am noob at this and he is lazy, so I hope you can do something with this. This is action to surrender, witch trigger animation (it doesn t turn it off): agm_fnc_animSync = { _unit = _this select 0; _anim = _this select 1; _unit playmove _anim; }; private["_unit","_obj","_posATL"]; _unit = player; if (vehicle _unit != _unit) exitWith {}; if (isnil {player getvariable "surrender"}) then { player setvariable ["surrender",false,true] }; if (_unit getVariable "surrender") then { _obj = _unit getVariable "Object"; detach _unit; deleteVehicle _obj; [[_unit,"AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon","play"],"agm_fnc_animSync",true,false] spawn BIS_fnc_MP; [[_unit,"AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"],"agm_fnc_animSync",true,false] spawn BIS_fnc_MP; _unit setVariable["surrender",false,true]; _unit setVariable["Object",objNull,true]; } else { _posATL = getPosATL _unit; _obj = "Land_ClutterCutter_small_F" createVehicle (_posATL); _obj setPosATL (_posATL); _obj setDir (direction _unit); _unit attachTo [_obj,[0,0,0]]; _unit playMove "AmovPercMstpSsurWnonDnon"; _unit setVariable["surrender",true,true]; _unit setVariable["Object",_obj,true]; }; and here is something that allow player open other player inventory and for example take away his weapon - I have also sow in arma option to open player addEventHandler["InventoryOpened",{ //_this = [unit,inventory] }]; as far as my friend told me, it should be possible to do, and to add to your mod, sorry for my english. Share this post Link to post Share on other sites