-PzGrenBrig37-commy2 10 Posted August 23, 2014 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. No idea. Probably not. Share this post Link to post Share on other sites
foffy 58 Posted August 23, 2014 Wrong. AI is supported' date=' but can't fall unconscious by default. (this setVariable ["AGM_allowUnconscious", true'] IIRC to enable it for specific AIs) Is there a way to auto enable this for all AI? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 23, 2014 (edited) Is there a way to auto enable this for all AI? {_x setVariable ["AGM_allowUnconscious", true, true]} forEach allUnits; in serverInit.sqf No idea if any of this actually works. I didn't made the scripts for this. Also note that this will be very heavy on the server FPS. Edited August 23, 2014 by [PzGrenBrig37]commy2 Share this post Link to post Share on other sites
vengeance1 50 Posted August 23, 2014 I saw where this question was asked earlier but not answered that I could find. How do you repair Tank Track once you unload it? nothing seems to happen in any menu? Thanks Vengeance Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 23, 2014 You need either a toolkit or a repair truck nearby. Share this post Link to post Share on other sites
vengeance1 50 Posted August 23, 2014 Thank you for the response I did have a Tool Kit but it did not function, yet I could change a Wheel on a vehicle? I'll assume I have broken something in the mod then, if that is all that is required. Thanks Share this post Link to post Share on other sites
foffy 58 Posted August 23, 2014 commy2;2759725']{_x setVariable ["AGM_allowUnconscious"' date= true, true]} forEach allUnits;in serverInit.sqf No idea if any of this actually works. I didn't made the scripts for this. Also note that this will be very heavy on the server FPS. Thanks, but I made an error on elaborating. Is there a way to force this that any content autoinitalizes with the unconscious setting without setting it up per mission or scenario? Say for example if I were to use AGM in the campaign? Or would using that code in the debug console force it on? I assume if it cannot be edited in a pbo, using something like the Support Call mod could maybe help accomplish this. I'm asking because I'm a single player guy, and I feel what applies to the player should also apply to the AI, which is what ACE 2 did for wounding with ArmA II. Not saying this must be like that, but I'd like to play it in such a manner, if possible. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 24, 2014 Is there a way to force this that any content autoinitalizes with the unconscious setting without setting it up per mission or scenario? No. Debug console would work, or init.sqf Share this post Link to post Share on other sites
LoupVrt 14 Posted August 24, 2014 Hi AGM Crew, Vector IV includes "all real-life usage modes (distance between two points, angle between two points etc.)" but I'm not quite sure how to use these features. Since the vector comes from BWMod, I guess that the video MrLeonMontana did explains it all but unfortunately, I can't really understand his spoken explanations since, as it says in the title, the video is in German. Could you please write down some guidelines in plain English, especially on the following topics? 3.6) Distanz zwischen 2 Punkten 3.7) Horizontale+vertikale Distanz zwischen 2 Punkten 3.8) Horizontaleentf.+Azimut ausgehend von Punkt 1 zu Punkt 2 Thanks for any help you could provide. Share this post Link to post Share on other sites
GieNkoV 30 Posted August 24, 2014 Use this (yes, rl manual is applicable for Vector IV: https://www.google.com/url?sa=t&source=web&cd=1&ved=0CB0QFjAA&url=https%3A%2F%2Freloading.cc%2Fwp0%2Fwp-content%2Fuploads%2F2011%2F02%2FVector_USMC.pdf&rct=j&q=manual%20vector%20iv&ei=Kg_6U-qUMuSw0QXW7IGgCw&usg=AFQjCNE-pVgxQcauRcBSRBxGCxnObwORsw&bvm=bv.73612305,d.d2k Wysłane z mojego Xperia Live with Walkman Share this post Link to post Share on other sites
LoupVrt 14 Posted August 24, 2014 Thanks a lot Gienkov, gonna try that. Share this post Link to post Share on other sites
James Sullivan 5 Posted August 25, 2014 Hey' ! Some questions, my team want to "remove" some features of AGM on the server (jam and medical (<- for another addon), they only need to remove the "agm_medical.pbo" / "agm_medical.pbo.agm.bisign" and "agm_overheating.pbo" / "agm_overheating.pbo.agm.bisign" ? Client player don't need to remove these files ? Share this post Link to post Share on other sites
miketim 20 Posted August 25, 2014 For me when I play hosted game with my friend, if his Agm setup (the pros in there) doesn't match mine when I'm hosting, it auto disconnects him from the server with no message/warning. So I am going to assume yes.. Share this post Link to post Share on other sites
cuel 25 Posted August 25, 2014 Hey' ! Some questions, my team want to "remove" some features of AGM on the server (jam and medical (<- for another addon), they only need to remove the "agm_medical.pbo" / "agm_medical.pbo.agm.bisign" and "agm_overheating.pbo" / "agm_overheating.pbo.agm.bisign" ? Client player don't need to remove these files ? Everyone needs to remove them. Share this post Link to post Share on other sites
DaViSFiT 21 Posted August 25, 2014 i know your working hard on this mod and i appreciate it. would be nice if someone could post some infos about whats planned next. AGM team, everyone that did s.t. for it, doint a great job, for me much better then cse! you also tweak the ai. Will there be any conflicts with ASR AI? Share this post Link to post Share on other sites
Azza FHI 50 Posted August 25, 2014 Our server and all clients have deleted no_radio and overheating. Just thought i would let u know that when starting the mission, all players get the message " missing server addon no radio and overheating.pbo" does t seem to cause any issues but its annoying. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 25, 2014 (edited) Our server and all clients have deleted no_radio and overheating. Just thought i would let u know that when starting the mission, all players get the message " missing server addon no radio and overheating.pbo" does t seem to cause any issues but its annoying. Well someone in your community still has no_radio / overheating enabled. The warning message wouldn't appear otherwise. Edited August 25, 2014 by [PzGrenBrig37]commy2 Share this post Link to post Share on other sites
Azza FHI 50 Posted August 25, 2014 Ah roger, thanks. Share this post Link to post Share on other sites
acta13 10 Posted August 25, 2014 Do have a plan for Field Ration system ?? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 25, 2014 Do have a plan for Field Ration system ?? Flummi and I have discussed this before and we came to the conclusion that this is something that will not be part of AGM. Share this post Link to post Share on other sites
acta13 10 Posted August 25, 2014 commy2;2761039']Flummi and I have discussed this before and we came to the conclusion that this is something that will not be part of AGM. it means Ration System will be on plan, but not included in AGM. it will be kinda Seperated SA mod am I correct? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted August 25, 2014 No, it means that we will not touch field rations until we seriously run out of ideas, fixed all bugs and optimized everything as good as we can, which will most likely be never. No field rations from us. Share this post Link to post Share on other sites
Belbo 462 Posted August 25, 2014 commy2;2759558']No idea. Probably not. I found out that by adding an eventHandler "HandleDamage" to an AI unit that makes it vulnerable but not killable and using UNIT setVariable ["AGM_allowUnconscious"' date= true]; works. With that it works just like it'd work on a player. It's recommended to capture the unit before waking it up - or adding an action that disarms it. Share this post Link to post Share on other sites
vengeance1 50 Posted August 25, 2014 I found out that by adding an eventHandler "HandleDamage" to an AI unit that makes it vulnerable but not killable and using UNIT setVariable ["AGM_allowUnconscious", true]; works. With that it works just like it'd work on a player.It's recommended to capture the unit before waking it up - or adding an action that disarms it. This is very interesting how would that script line look? Would you put it in the AI init? Share this post Link to post Share on other sites
Belbo 462 Posted August 25, 2014 This is very interesting how would that script line look? Would you put it in the AI init? Put this in the unit's init: nul = [this] execVM "ThisAmazingScript.sqf"; ThisAmazingScript.sqf: //select unit _unit = _this select 0; //make unit fall unconscious when hit _unit setVariable ["AGM_allowUnconscious", true]; //make unit invincible yet vulnerable _unit addEventHandler ["HandleDamage", { private ["_target","_dmg","_totalDmg"]; _target = _this select 0; _dmg = _this select 2; // calculate damage _totalDmg = (damage _target) + _dmg; if (_totalDmg > 0.65) then { // must set damage because this event handler prevents it _target setDamage 0.65; } else { // if total damage less than .65, set damage to total of existing damage plus handled damage _target setDamage _totalDmg; }; }]; //remove weapon of the unit - i suppose a waitUntil {somethingsomething} would be possible as well to check if the unit is unconscious _unit addAction ["<t color='#FFFFFF'>Disarm</t>", { (_this select 0) removeAction (_this select 2); removeAllWeapons (_this select 0); }]; That should do the trick. You can alter the possible damage up to 0.88. I wouldn't go higher. Share this post Link to post Share on other sites