LoupVrt 14 Posted August 19, 2014 Sorry if the answer have already been posted but despite my best efforts, I haven't been able to find it. What is the AGM_ModuleLSDVehicles for? Share this post Link to post Share on other sites
koffeinflummi 96 Posted August 19, 2014 Sorry if the answer have already been posted but despite my best efforts, I haven't been able to find it.What is the AGM_ModuleLSDVehicles for? Share this post Link to post Share on other sites
kgino1045 12 Posted August 19, 2014 SO it makes chopper to gay? can't find the point Share this post Link to post Share on other sites
Whiskey001 10 Posted August 19, 2014 Hello, my friend is having a problem with his AGM. Everytime he presses the AGM options it does not work, and is unable to to do any of the interaction menu things. He also can't do the key bindings, for example shift+r for the weapon un-jam. Hope someone could help. Share this post Link to post Share on other sites
LoupVrt 14 Posted August 19, 2014 Ok, now I get the LSD part of the name, thanks Flummi. :cool: Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 19, 2014 Hello, my friend is having a problem with his AGM. Everytime he presses the AGM options it does not work, and is unable to to do any of the interaction menu things. He also can't do the key bindings, for example shift+r for the weapon un-jam. Hope someone could help. AGM requires CBA_A3 Share this post Link to post Share on other sites
Chairborne 2594 Posted August 19, 2014 There is a bug with the Kajman that prevents the cannon to be properly zeroed in (or maybe i missed something, in which case i apologize).No matter what it tends to shoot always 2-300m short of target, or just flat out point to the ground. Even at full halt in autohovering with target lased it doesn't shoot accurately. In short, the camera is on target but the cannon is not zeroed in right. Anyone? :confused: Share this post Link to post Share on other sites
koffeinflummi 96 Posted August 19, 2014 Anyone? :confused: I remember there being a bug in the base game where the gun was terribly misaligned; Don't know if BIS fixed that already. Share this post Link to post Share on other sites
Whiskey001 10 Posted August 19, 2014 commy2;2756112']AGM requires CBA_A3 He has CBA but it's still not working...Me and my friends have tried doing so many things but it's not working. Share this post Link to post Share on other sites
hopefulranger 10 Posted August 19, 2014 I am having a problem with AGM, whenever i get into a map and i press Esc and click the AGM options it closes the Esc menu and puts me back into the game. I updated community based ad-dons and it still doesn't work. Please help Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 19, 2014 (edited) He has CBA but it's still not working...Me and my friends have tried doing so many things but it's not working. Upload a RPT file. ---------- Post added at 02:36 ---------- Previous post was at 02:34 ---------- I am having a problem with AGM, whenever i get into a map and i press Esc and click the AGM options it closes the Esc menu and puts me back into the game. I updated community based ad-dons and it still doesn't work. Please help Upload your RPT file. Edited August 19, 2014 by [PzGrenBrig37]commy2 Share this post Link to post Share on other sites
hopefulranger 10 Posted August 19, 2014 what is a rtp file and how do i find it exactly Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 19, 2014 what is a rtp file and how do i find it exactly https://community.bistudio.com/wiki/arma.RPT Share this post Link to post Share on other sites
hopefulranger 10 Posted August 19, 2014 it says the file is too big Share this post Link to post Share on other sites
mordeaniischaos 3 Posted August 19, 2014 I'm expecting AGM to support the remote controlled unit in Zeus mode, although it's not important:)Strange Bug: When playing the first campaign of Survive, AAF had became hostile since the beginning, making the mission uncompletable. Any idea on why is that happened? Considering how those units seem to work, I doubt much of anything will ever work for them. You literally seem to be remote-controlling an AI. I've had the unit I was controlling do things like the jump animation when being shot at, or run away from incoming fire against my will, stuff like that. It's pretty weird. lol. ---------- Post added at 21:57 ---------- Previous post was at 21:52 ---------- Love the mod! Is there anything in the way of scripting for mission makers to disable the modules inside the editor without messing with removing PBOs? Our community needs to turn off some modules as they conflict with similar features inside Alive.Because we use a sync folder between all our members and our game server when our game server updates automatically with PlayWithSix it would mean that our server admin would have to remove the PBOs from the master folder every time and propagate those changes out to members. We'd prefer to avoid that downtime :) Yeah this really needs to happen. For example the respawn system seems pretty screwy ATM and I can't expect my community to all go in and delete PBOs. ---------- Post added at 22:02 ---------- Previous post was at 21:57 ---------- commy2;2753968']You need a either a toolkit or a repair truck for repairing or a fuel truck for refueling. Then you open the interaction menu of the vehicle you want to repair / refuel and select repair / refuel. Might not work for helicopters yet' date=' can't remember tbh.It stops the group leader from talking and displaying "spotted" enemies in the chat. Very useful in COOP.[/quote'] You can already disable that in game settings... I don't see why that would be needed in AGM. ---------- Post added at 22:11 ---------- Previous post was at 22:02 ---------- Hi KoffeinFlummi,My Arma 3 community has been doing some testing of your latest AGM version (v9.3) and I thought I'd send you some feedback concerning future editions: - Nametags does only support free look as long as the weapon is lowered, when weapon is raised free look support breaks unless the player moves while free looking. I would love to be able to have nametags based on where I'm looking, as I use TrackIR and my group isn't exactly the most cohesive at the moment. Being able to glance at someone and see who it is with trackIR would be hugely useful for quickly assessing what's going on without having to point my weapon at friendlies. I might finally be able to whip my crew into shape. haha ---------- Post added at 22:13 ---------- Previous post was at 22:11 ---------- The machineguns jam WAY too often... is this a bug ? We use burst shots (6 shots) and it jam likes crazy ! We are using the Sti_weapons MG. Thanks. Define jam like crazy. And to be fair, the M249 is kind of known for struggling to get through belts. Share this post Link to post Share on other sites
bux578 65 Posted August 19, 2014 I remember there being a bug in the base game where the gun was terribly misaligned; Don't know if BIS fixed that already. Maybe this: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2753174&viewfull=1#post2753174 "Fixed: Positioning of the muzzle flash on the gun of Mi-48 Kajman" Share this post Link to post Share on other sites
kgino1045 12 Posted August 19, 2014 About Back blast bug, it was happened one of my clan member who didn't download newest AGM addons, thanks for your hand Belbo :) Share this post Link to post Share on other sites
machineabuse 11 Posted August 19, 2014 Define jam like crazy. And to be fair, the M249 is kind of known for struggling to get through belts. I too feel that weapon jamming is pretty exaggerated in this mod. Speaking about the average small arm in the hands of an infantryman, they are often not as well cared for or maintained as one would like, however the benefit of the doubt should be given to the players and it should be assumed that the weapons are fairly well cared for. In ACE2, between our members would maybe have a handful of stoppages in the space of a week. This felt fair and right. In AGM, I've had a handful of stoppages even before getting halfway through a combat load. Such mechanics should be considerate of the fact that the player is unable to perform preventative maintenance; if a player has a stoppage through no fault of their own in slow fire that's pretty punishing. I will also say the body armor nerf is over the top as well. Current day plate carriers with SAPI plates do better than what AGM would have one believe. Share this post Link to post Share on other sites
Trickk99 10 Posted August 19, 2014 And here I thought I had posted my post about a small bug I seem to get, but then I didn't I guess :) ohwell.. I go at it again ! Love the mod, its totally awesome in all aspects and easy to modify as per quotes in the codings. Really good stuff :) My problem going from past version to current version is that the option in the medical_module for perm death doesn't work. I haven't done anything new or else to the mission as I always have a template we go from and from there I just Zeus alot. In the 092 the "Prevent Insta-Death" did work flawlessly but now everyone just respawn instead of being unconscious. Have there been a change in code or new way to set it up, I saw a respawn module is now in the AGM.. Cause I really loved how people never died, the were set to a unconscious state so that the medics would have "more to do", and the immersion would stay more intact. Share this post Link to post Share on other sites
cyborg111 32 Posted August 19, 2014 You actually made no actual suggestions for improvement, just post is more a rant than criticism Are you kidding me? No actual suggestions for improvement? Improvement 1: Remove the "open Door" shit! (it makes it impossible to lock doors and thats unrealistic). Improvement 2: Remove the movement.pbo.Vanilla is "good" enough. It makes no sense to have three scripts running.(Vanilla,AGM,+ own fix)??? Improvement 2: That Items not be shown in VA, is not really helpful. We are working with local class dependent equipment restrictions. Improvement 3:The Function which should make only explosive specialists able to defuse or place explosives, is not working. Improvement 4: Remove helicopter flight dynamic changes , the TOH implementation will come soon. This will rip apart your work in that case. Ok, and if anyone else still have problems with my posts, i don't take that seriously any longer.^^ Cheers Cyborg Share this post Link to post Share on other sites
stlassen 16 Posted August 19, 2014 Are you kidding me? No actual suggestions for improvement? Improvement 1: Remove the "open Door" shit! (it makes it impossible to lock doors and thats unrealistic). Improvement 2: Remove the movement.pbo.Vanilla is "good" enough. It makes no sense to have three scripts running.(Vanilla,AGM,+ own fix)??? Improvement 2: That Items not be shown in VA, is not really helpful. We are working with local class dependent equipment restrictions. Improvement 3:The Function which should make only explosive specialists able to defuse or place explosives, is not working. Improvement 4: Remove helicopter flight dynamic changes , the TOH implementation will come soon. This will rip apart your work in that case. Ok, and if anyone else still have problems with my posts, i don't take that seriously any longer.^^ Cheers Cyborg Had you used a different language than you did, I believe your suggestions would have come over quite differently than they did. Your language makes ppl not want to deal with you and don't take your suggestions seriously. Just remember that. Share this post Link to post Share on other sites
legio4777 12 Posted August 19, 2014 Is this amazing addon compatible with the kestrel addon from Ruthberg???? The Kestrel from Ruthberg is a little bit more realistic... http://forums.bistudio.com/showthread.php?181574-Kestrel-4500-Kestrel-4500-Pocket-Weather-Tracker-(WIP) Share this post Link to post Share on other sites
cuel 25 Posted August 19, 2014 Are you kidding me? No actual suggestions for improvement? Improvement 1: Remove the "open Door" shit! (it makes it impossible to lock doors and thats unrealistic). Improvement 2: Remove the movement.pbo.Vanilla is "good" enough. It makes no sense to have three scripts running.(Vanilla,AGM,+ own fix)??? Improvement 2: That Items not be shown in VA, is not really helpful. We are working with local class dependent equipment restrictions. Improvement 3:The Function which should make only explosive specialists able to defuse or place explosives, is not working. Improvement 4: Remove helicopter flight dynamic changes , the TOH implementation will come soon. This will rip apart your work in that case. Ok, and if anyone else still have problems with my posts, i don't take that seriously any longer.^^ Cheers Cyborg If you want something changed I suggest you head over to https://github.com/KoffeinFlummi/AGM/issues Write what you think is wrong, and a possible solution. For the door problem, ask for a variable to disable it Movement.pbo doesn't do anything in 0.9.3 so you're only running vanilla + your own fix VA problem - think it was a bug with A3. Something with AI and medkits Explosives -> report it as a bug. Share this post Link to post Share on other sites
Chairborne 2594 Posted August 19, 2014 Maybe this:http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2753174&viewfull=1#post2753174 "Fixed: Positioning of the muzzle flash on the gun of Mi-48 Kajman" I don't know about that, the problem i had is related to the entire cannon, not just the muzzle flash. It's as if the crosshair is pointing at something, and the barrel is facing a completely different direction. Th bots however don't seem to be particularly affected by this. Share this post Link to post Share on other sites