SOB_Maddin 10 Posted August 20, 2014 Thats so fantastic... Share this post Link to post Share on other sites
Daantjeeuh 10 Posted August 20, 2014 @DaantjeeuhAGM_Interaction_Fnc_addInteractionSelf AGM_Interaction_fnc_addInteraction And how would I use this as I would otherwise use addAction on a civilian to execute a script? Share this post Link to post Share on other sites
pabstmirror 34 Posted August 20, 2014 And how would I use this as I would otherwise use addAction on a civilian to execute a script? * Argument: * 0: Object the action should be assigned to (Object) * 1: Name of the action shown in the menu (String) * 2: Distance the player can be away from the object (String) * 3: Condition (Code or String) * 4: Statement (Code or String) * 5: Show the action even if the conditon is not met (Bool or Number) * 6: Priority (Number, optional default: 0) you have a civilian named bob, normal addAction: bob addAction ["Make bob wave", {(_this select 0) playActionNow "someWaveAnimation";}]; replace with [bob, "Make bob wave", 5, {true}, {AGM_Interaction_Target playActionNow "someWaveAnimation";}, true, 0] call AGM_Interaction_fnc_addInteraction; Note: code header says distance should be type String, but I think number is correct Share this post Link to post Share on other sites
Daantjeeuh 10 Posted August 20, 2014 Alright, thanks for the help! Now I have this in my units init field: [this, "Talk to", 3, {true}, {nul = [this] execVM "script1.sqf";}, true, 0] call AGM_Interaction_fnc_addInteraction; In script1.sqf: _man = _this select 0; [_man, "Talk some more", 3, {true}, {"Talking some more";}, true, 0] call AGM_Interaction_fnc_addInteraction; However this doesn't work, any idea? Thanks in advance Share this post Link to post Share on other sites
killshot 5 Posted August 20, 2014 @Daantjeeuh If you want to have conversations, I highly recommend the Simpe Conversation System made by IndeedPete! Sorry for being offtopic. Share this post Link to post Share on other sites
Daantjeeuh 10 Posted August 20, 2014 Thanks, the problem is that it's more about this system that I wanna get to work because the 'conversation' is just a placeholder for now. I am using this to create a civilian interaction system ^^ Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 20, 2014 ... This: [this, "Talk to", 3, {true}, {nul = [this] execVM "script1.sqf";}, true, 0] call AGM_Interaction_fnc_addInteraction; Should be: [this, "Talk to", 3, {true}, {nul = [AGM_Interaction_Target] execVM "script1.sqf";}, true, 0] call AGM_Interaction_fnc_addInteraction; (The object you interact with is stored in "AGM_Interaction_Target" not in "this") And I don't know what you are trying to acomplish here: _man = _this select 0; [_man, "Talk some more", 3, {true}, {"Talking some more";}, true, 0] call AGM_Interaction_fnc_addInteraction; I guess you want something like this: _man = _this select 0; systemChat format ["Hello. I am %1.", name _man]; It's basic coding from here. ---------- Post added at 22:38 ---------- Previous post was at 22:29 ---------- ^^ This. Using the item type 401, which enabled those items to be shown in the VA, also enabled AI to heal themselfs with them, like they do with first aid kits. This did break all kinds of stuff for the AI, so we changed the item type and made them basically unused gun optics config wise. Those can't be added through the VA though. In the mean time, we found a work-around after we released 0.93. Those items will be rocket launchers / mine detectors with a detect range of 0 in v0.94. Sounds pretty crazy but now they are showing up in the VA again and don't cause other issues (as far as I am aware of) ---------- Post added at 22:44 ---------- Previous post was at 22:38 ---------- In the editors Intel, what do you mean with activate? OK, I set wind to "manual" there. In mission, I do "0 setwindstr 1" - and still "no measurable wind". Try saving your mission once after setting the wind to manual. There is no command to check if auto wind is enabled, so in order to make auto wind predictable (otherwise wind ballistics would be very weird, long story), we have to read the setting from the mission.sqm file. This file will not be present / updated if you don't save your mission. Share this post Link to post Share on other sites
Arkmanaf 10 Posted August 21, 2014 ...Using the item type 401, which enabled those items to be shown in the VA, also enabled AI to heal themselfs with them, like they do with first aid kits. This did break all kinds of stuff for the AI, so we changed the item type and made them basically unused gun optics config wise. Those can't be added through the VA though.In the mean time, we found a work-around after we released 0.93. Those items will be rocket launchers / mine detectors with a detect range of 0 in v0.94. Sounds pretty crazy but now they are showing up in the VA again and don't cause other issues (as far as I am aware of) Good idea for a work around, and thank you for the continued work! Share this post Link to post Share on other sites
tortuosit 486 Posted August 21, 2014 Try saving your mission once after setting the wind to manual. There is no command to check if auto wind is enabled' date=' so in order to make auto wind predictable (otherwise wind ballistics would be very weird, long story), we have to read the setting from the mission.sqm file. This file will not be present / updated if you don't save your mission.[/quote']Oh. I wasn't even aware of the Intel screens auto wind option. And I'm currently in doubt if setwindstr in weather mods will in any case be meaningful... Share this post Link to post Share on other sites
kgino1045 12 Posted August 21, 2014 Seems like we can only swap the barrel for certain gun like machine gun or SAW, how can i make other gun to available to swap the barrel? since the cool down time is taking hell of the time how can i solve this problem? any suggestion? should i talk to every modder to make AGM config? Share this post Link to post Share on other sites
Daantjeeuh 10 Posted August 21, 2014 @commy thanks for your reply, I got it working now! :) I wanted to add a 2nd interaction btw, and it worked. Reason that it didn't was because (shame on me) I forgot a semicolon somwhere Share this post Link to post Share on other sites
DaViSFiT 21 Posted August 21, 2014 1000 of questions every day, AGM is very popular :D Other tank mods like old russian T-xx are not useable with AGM because every tank now have laser designators. So the modder of the tanks need to ajust the mod for agm? cant wait for all the features comming planned for this mod. Share this post Link to post Share on other sites
bux578 65 Posted August 21, 2014 Regarding the report i left a few days ago, the changelog for 1.26 stable lists a fix for the Mi-48 optics, i assume it was not an AGM-related issue.http://dev.arma3.com/post/spotrep-00030 http://feedback.arma3.com/view.php?id=18670 Confirmed:this was a vanilla bug. Share this post Link to post Share on other sites
Trickk99 10 Posted August 21, 2014 My workaround on a medic module that didnt work in the new 093 patch. Simply rollback the old "AGM_Medical.pbo" from 092 and it works. So now the players who gets shot in the face and "dies" and the module is activated for avoid perm death = then they get unconscious so the medic can start work on them instead of respawn. Share this post Link to post Share on other sites
thearies 12 Posted August 22, 2014 how can i switch to high command control with AGM ? normally with strg+space but that won't work. Share this post Link to post Share on other sites
machineabuse 11 Posted August 22, 2014 My workaround on a medic module that didnt work in the new 093 patch. Simply rollback the old "AGM_Medical.pbo" from 092 and it works. So now the players who gets shot in the face and "dies" and the module is activated for avoid perm death = then they get unconscious so the medic can start work on them instead of respawn. That's pretty clever! Would be nice if that was a native AGM module option for mission makers :) Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 22, 2014 how can i switch to high command control with AGM ? normally with strg+space but that won't work. Thats the shortcut to open a door. Rebind either Open / Close Door in the AGM menu or Command Control in your normal key binding menu. Share this post Link to post Share on other sites
gibonez 18 Posted August 22, 2014 Awesome stuff anyone know of any servers that run this ? Share this post Link to post Share on other sites
blackpixxel 53 Posted August 22, 2014 (edited) Hi, something is broken with vehicle collisions. Every body part is always bleeding, and even if it was just a slow crash you need like 8 bandages get rid of bleeding. This simply does not feel right and is a huge waste of bandages. Edited August 22, 2014 by BlackPixxel Share this post Link to post Share on other sites
Dorak 11 Posted August 22, 2014 I want to thank the guys behind AGM for what they're doing. And i don't do that often. ArmA 3 was desperately missing a global overhaul. Small issue to report with last compiled github version, the " escort " feature seems broken. The captive doesn't " stick " to you like he used to. Share this post Link to post Share on other sites
dfsgdcfa 1 Posted August 22, 2014 (edited) Silly question: How can I help injured AI units? I am a medic but I only can diagnose myself. I dont know how to help the AI. And... my AI units dont bleed out. Normal? I am not able to bandage them over the "normal" menu. I cant do anything and AI medics even not. Edit: Its working now. Sorry Edited August 22, 2014 by dfsgdcfa Share this post Link to post Share on other sites
rxnxr23 10 Posted August 22, 2014 i have a question that many people have been asking ever since this came out but hopefully it is finally answered. how do you get the radio voices/sounds back if youre using this with singleplayer? ---------- Post added at 23:46 ---------- Previous post was at 23:44 ---------- a second question, which i cannot solve by looking at the github wiki, is what in the world does "LSD Vehicles" do? Share this post Link to post Share on other sites
cuel 25 Posted August 23, 2014 Silly question: How can I help injured AI units? I am a medic but I only can diagnose myself. I dont know how to help the AI.And... my AI units dont bleed out. Normal? I am not able to bandage them over the "normal" menu. I cant do anything and AI medics even not. Edit: Its working now. Sorry AI units are not officially supported iirc Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 23, 2014 (edited) how do you get the radio voices/sounds back if youre using this with singleplayer? a second question, which i cannot solve by looking at the github wiki, is what in the world does "LSD Vehicles" do? 1. delete noRadio.pbo 2. It makes synched vehicles flash in rainbow colors,,, ---------- Post added at 06:48 ---------- Previous post was at 06:46 ---------- AI units are not officially supported iirc Wrong. AI is supported, but can't fall unconscious by default. (this setVariable ["AGM_allowUnconscious", true] IIRC to enable it for specific AIs) Edited August 23, 2014 by [PzGrenBrig37]commy2 Share this post Link to post Share on other sites
Belbo 462 Posted August 23, 2014 (edited) commy2;2759491']Wrong. AI is supported' date=' but can't fall unconscious by default. (this setVariable ["AGM_allowUnconscious", true'] IIRC to enable it for specific AIs) Uhh, that's nice. I didn't even know that. If AGM_preventDeathWhileUnconcious and AGM_preventInstaDeath are set to 1 are these AI units handled like players (eg. not killable without a bit effort)? That would be very usefull for find-and-capture scenarios. Edited August 23, 2014 by Belbo Share this post Link to post Share on other sites