tortuosit 486 Posted September 24, 2014 I pboed a download from github ~5 days ago. I cannot get the "holster weapon" hotkey working (whatever I set, it does not holster weapon), is that a known issue or will I have to search on my end? BTW, as AGM is quality! Take out the goggles raindrops effect, it is ugly ;) Compared to the one in tpw_mods. Share this post Link to post Share on other sites
dum3d0 11 Posted September 24, 2014 Hi, I'm tring to build a very simple mission with AGM, but I can't make respawn work in the right way, I'm testing the mission on a standalone ded server but everytime I die (or when unconscious hit ESC then click Respawn) I respawn at my dead body place. I got the "Rallypoint West Base" and the "Rallypoint West" object from AGM Respawn Class placed on map and I got AGM Respawn System module on map set on: Saver Gear - Yes Remove Bodies - Yes Time to remove Bodies - 300 Am I missing something? Share this post Link to post Share on other sites
handicap 19 Posted September 24, 2014 Hi, I'm tring to build a very simple mission with AGM, but I can't make respawn work in the right way, I'm testing the mission on a standalone ded server but everytime I die (or when unconscious hit ESC then click Respawn) I respawn at my dead body place. I got the "Rallypoint West Base" and the "Rallypoint West" object from AGM Respawn Class placed on map and I got AGM Respawn System module on map set on: Saver Gear - Yes Remove Bodies - Yes Time to remove Bodies - 300 Am I missing something? Step 1: Create Marker Step 2: Name said marker "respawn_east" or "respawn_west" or "respawn_guerilla" depending on which faction you are using. Step 3: Move said marker to where you would like the respawn point to be. Step 4: Profit. Works even without AGM. That's the way I do it at least. Module respawn markers, from my experience, have never been as reliable as simple invisible markers. Share this post Link to post Share on other sites
dum3d0 11 Posted September 24, 2014 Tnx, so I was missing something.. It seems to work now.. Share this post Link to post Share on other sites
Chairborne 2594 Posted September 24, 2014 You can also change respawn type through the description.ext file: https://community.bistudio.com/wiki/Description.ext Share this post Link to post Share on other sites
loooci 10 Posted September 24, 2014 (edited) Does AGM change somehow the classname of the Wildcat (Hellcat)? I tried to remove the rockets and it did not worked out for me.. tried: unitname removeMagazineTurret ["missiles_DAR",[-1]]; -------- It works with : Heli1 removeMagazineTurret ["24Rnd_missiles",[-1]]; Edited September 27, 2014 by Loooci Share this post Link to post Share on other sites
Magirot 14 Posted September 25, 2014 And that can all just be tossed into an init line on a unit? Sorry for the 20 questions. I can do triggers, mods, config edits and all but I'm uncertain about this. You can't put an if statement in an init line (at least not without using spawn). The easiest way would probably be to create a file called initServer.sqf and put it there: unitName setVariable ["AGM_AllowUnconscious", true]; [unitName, 999999] call AGM_Medical_fnc_knockOut; unitName setDamage 0.5; // or: { // forEach block start _x setVariable ["AGM_AllowUnconscious", true]; [_x, 999999] call AGM_Medical_fnc_knockOut; _x setDamage 0.5; } forEach [unitName1, unitName2, unitName3] + units group unitName4; Thanks for explaining how to use this with AI, KoffeinFlummi. I've been wonderin'. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted September 25, 2014 I like the goggle effects, but would like to see addition of cracked after explosions Share this post Link to post Share on other sites
lordheart 1 Posted September 25, 2014 @Lightspeed_aust, get close enough and they will get cracked. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted September 25, 2014 Ah sweet thanx Share this post Link to post Share on other sites
handicap 19 Posted September 25, 2014 You can't put an if statement in an init line (at least not without using spawn). The easiest way would probably be to create a file called initServer.sqf and put it there: unitName setVariable ["AGM_AllowUnconscious", true]; [unitName, 999999] call AGM_Medical_fnc_knockOut; unitName setDamage 0.5; // or: { // forEach block start _x setVariable ["AGM_AllowUnconscious", true]; [_x, 999999] call AGM_Medical_fnc_knockOut; _x setDamage 0.5; } forEach [unitName1, unitName2, unitName3] + units group unitName4; Thanks for explaining how to use this with AI, KoffeinFlummi. I've been wonderin'. Thank you so much! I'll test it all out and let you know how it goes this weekend. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted September 26, 2014 You can't put an if statement in an init line (at least not without using spawn). Thats not true. The only restrictions of the init box are, that you can't use script suspending commands (sleep, waitUntil), because they are executed on the main thread. And that you can't use local variables or have any statement return a value, because this game was made in the late 90's. All of this can be avoided by using null = this spawn {}; as you mentioned. I usually put if (isServer) then {this call "scripts\initPlayer.sqf"}; in my playable units init boxes when making a mission and so far it's working nice. Share this post Link to post Share on other sites
tortuosit 486 Posted September 27, 2014 (edited) Page up/down is broken for me, cannot adjust zeroing of my weapon. Is there some pbo I want to remove? EDIT: It's not AGM. But this is AGM: TAB cannot used for toggling walk/run any more, even if I unassign it in AGMs options. No reaction. Before, TAB for walk/run was in peaceful coexistence with TAB in AGM (for resting weapon). Edited September 27, 2014 by tortuosit Share this post Link to post Share on other sites
Maj.Boggie 47 Posted September 27, 2014 hi there, we used the AGM mod the other night, we put in the right modules, but the medical system stopped working, bandages, blood bags nothing would work, do you have any idea? thanks Boggie Share this post Link to post Share on other sites
Alex2k 13 Posted September 28, 2014 Is there a way to track an object once it has been loaded into a vehicle? I have a crate with an updating marker. Once it has been loaded in a vehicle the marker disappears. Also, I have an end trigger with !alive crate. It doesn't fire if the crate is loaded in a vehicle and the vehicle is destroyed. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted September 28, 2014 ... No.****** Share this post Link to post Share on other sites
Magirot 14 Posted September 28, 2014 commy2;2783143']Thats not true. The only restrictions of the init box are' date=' that you can't use script suspending commands (sleep, waitUntil), because they are executed on the main thread. And that you can't use local variables or have any statement return a value, because this game was made in the late 90's. All of this can be avoided by using null = this spawn {}; as you mentioned. I usually put if (isServer) then {this call "scripts\initPlayer.sqf"}; in my playable units init boxes when making a mission and so far it's working nice.[/quote'] Huh, no idea how I've gotten the idea that it doesn't work, then. Maybe because I've never seen anyone use it. Thank you for the info! Share this post Link to post Share on other sites
pabstmirror 34 Posted September 28, 2014 Is there a way to track an object once it has been loaded into a vehicle? Right now, when you load a crate into a vehicle, the crate moves to [-1000, -1000] (check past the SW corner of the map and it's marker should be there) to get it's real pos you'll need a custom getPos, something like this (sorry not tested) _newGetPos = { _theCrate = _this select 0; { if (_theCrate in (_x getVariable ["AGM_Logistics_loadedItems", []])) then { _theCrate = _x; }; } forEach vehicles; (getPos _theCrate) }; if the crate is "loaded" into a vehicle, then use it's pos instead of the cratess Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted September 28, 2014 (edited) ... TY PabstMirror. Your functions seems to work. I will put it in the git version right now. Edit: done https://github.com/KoffeinFlummi/AGM/commit/1c79f7789083f1302bf1810d58fc61cd8d9db74f [crate] call AGM_Logistics_fnc_getPosLoadable; Edited September 28, 2014 by [PzGrenBrig37]commy2 Share this post Link to post Share on other sites
pabloelkillo 18 Posted September 30, 2014 Hi all :) Has anyone worked out how to get spectator mode to work with AGM Medical? If so please share :) Share this post Link to post Share on other sites
cyrokrypto 1 Posted September 30, 2014 (edited) Hi all :)Has anyone worked out how to get spectator mode to work with AGM Medical? If so please share :) If you are referring to the chromatic aberration, you can use the following (maybe in a killed EH) to remove it and any other AGM death effect: player setVariable ["AGM_InPain", false]; player setVariable ["AGM_Bleeding", false]; player setVariable ["AGM_Unconscious", false]; "chromAberration" ppEffectEnable false; [false] call AGM_Core_fnc_disableUserInput; Edited September 30, 2014 by Cyrokrypto Share this post Link to post Share on other sites
Cota 1 Posted September 30, 2014 I'm trying to do respawn agm work. I set the option to save gear, but does not work with Laser designator, rangefinder and binoculars . With other equipment (weapons,uniforms,ammo) works perfectly Share this post Link to post Share on other sites
sykocrazy 67 Posted September 30, 2014 Are there any plans to improve the repair system? My main issue with it now is the amount of time it takes to complete a repair. Is there a way to have multiple people working on a part at once? So you could have 1-4 people working on repairing the main rotors of a helicopter, for example, making the process go X times faster. Something else that is probably harder to make would be to save the progress bar if a repair is canceled. If a player is out in the field and his vehicle gets damaged he should be able to stop working on it to defend himself from enemies and get back to where he left off instead of having to start from scratch. Anyway, keep up the great work! Share this post Link to post Share on other sites
koffeinflummi 96 Posted September 30, 2014 Are there any plans to improve the repair system? My main issue with it now is the amount of time it takes to complete a repair. Is there a way to have multiple people working on a part at once? So you could have 1-4 people working on repairing the main rotors of a helicopter, for example, making the process go X times faster. Something else that is probably harder to make would be to save the progress bar if a repair is canceled. If a player is out in the field and his vehicle gets damaged he should be able to stop working on it to defend himself from enemies and get back to where he left off instead of having to start from scratch.Anyway, keep up the great work! https://github.com/KoffeinFlummi/AGM/issues/1206 Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted September 30, 2014 I'm trying to do respawn agm work. I set the option to save gear, but does not work with Laser designator, rangefinder and binoculars . With other equipment (weapons,uniforms,ammo) works perfectly https://github.com/KoffeinFlummi/AGM/issues/1134 Share this post Link to post Share on other sites