Fonzie 2 Posted October 27, 2014 That's logical, but would you guys be able to add an option like in ACE to copy one's map? Share this post Link to post Share on other sites
chompster 29 Posted October 27, 2014 Loving the recent updates! great work as always! Also, nice subtle hint with the new tire model.. ;) Share this post Link to post Share on other sites
bux578 65 Posted October 27, 2014 Would it be possible to extend the weapon quick selection keys to cover planes as well? It's incredibly inconvenient having to mash the "next weapon" button in the middle of a strafing run. Added as a feature request to github: https://github.com/KoffeinFlummi/AGM/issues/1448 Share this post Link to post Share on other sites
serjames 357 Posted October 27, 2014 That's logical, but would you guys be able to add an option like in ACE to copy one's map? Already in - interact with someone and you can copy their map Share this post Link to post Share on other sites
chal00 12 Posted October 27, 2014 AGM does not have such a function. What other mods are you using? Hi KoffeinFlummi ;) I wanted to know.. do you plan to add range table item in AGM ? -> http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification&p=2801401&viewfull=1#post2801401 Share this post Link to post Share on other sites
ImperialAlex 72 Posted October 27, 2014 Already in - interact with someone and you can copy their map What does the "copy map" action actually copy? (Lines placed with the map tool? Markers?) If I drop a map, will the next guy that picks it up still see my drawings? Share this post Link to post Share on other sites
serjames 357 Posted October 27, 2014 Dunno, if I'm honest I assumed it does what Ace did and copies over markers you have made. Not sure about retaining markings by dropping. Lets try it ? Share this post Link to post Share on other sites
vuther316 10 Posted October 28, 2014 hey guys i I've got a range table for you. (this one works unlike my last one). this is for the trixie m107 with the lupold mk4 scope (sos and lrps scopes were one mill dot off at 1500 meters) before i give my results i want to thank howzcat for making an excellent mission called sniper range AGM on steam workshop, go ahead and download it if you want to make range tables for your own favorite rifles and scopes. here is the data (test was conducted with -4.00 wind (that is 4ms of wind moving in from the left.) at ranges from 300 to 1500 meters. 300 meters 1.3 up -0.3 to the side. 400 meters 2.5 up -0.3 to the side. 500 meters 3.3 up -0.5 to the side 600 meters 4.1 up -0.7 to the side 700 meters 5.2 up -0.9 to the side 800 meters 6.5 up -1.0 to the side 900 meters 8.0 up -1.2 to the side 1000 meters 9.4 up -1.4 to the side 1100 meters 11.0 up -1.6 to the side 1200 meters 12.9 up -1.8 to the side 1300 meters 14.7 up -2.1 to the side 1400 meters 16.8 up -2.3 to the side 1500 meters 18.8 up -2.5 to the side so there you go if you want to hit a target at the same distance but different wind strength you should be able to divide all the wind numbers by 4 ( the speed of the wind) then multiply that by the strength of the wind to the target. (have not tested this but it should work) remember that these wind number should work with headwind as well as crosswind. Share this post Link to post Share on other sites
DaViSFiT 21 Posted October 28, 2014 There is a problem with RHS mod? Someone suggest to do this: if you want to fix it, you need to unpack "AGM_Vehicles.pbo", unbin config.bin and edit config.cpp: remove or comment with /* */ next classes class autocannon_30mm_CTWS : autocannon_Base_F and class autocannon_40mm_CTWS : autocannon_Base_F, then pack it and replace original agm_vehicles.pboalso, to re-on reload in BRD/BMP you need to unpack "AGM_Reload.pbo" and unbin config.cpp, then replace vehicle = vehicle player to _vehicle = player in class AGMAmmoIndicatorReload sorry for offtop, but many ppl want to use AGM with RHS mods =) wbr, pride Share this post Link to post Share on other sites
Whiskey001 10 Posted October 28, 2014 hey guys i I've got a range table for you. (this one works unlike my last one). this is for the trixie m107 with the lupold mk4 scope (sos and lrps scopes were one mill dot off at 1500 meters) before i give my results i want to thank howzcat for making an excellent mission called sniper range AGM on steam workshop, go ahead and download it if you want to make range tables for your own favorite rifles and scopes. here is the data (test was conducted with -4.00 wind (that is 4ms of wind moving in from the left.) at ranges from 300 to 1500 meters. 300 meters 1.3 up -0.3 to the side. 400 meters 2.5 up -0.3 to the side. 500 meters 3.3 up -0.5 to the side 600 meters 4.1 up -0.7 to the side 700 meters 5.2 up -0.9 to the side 800 meters 6.5 up -1.0 to the side 900 meters 8.0 up -1.2 to the side 1000 meters 9.4 up -1.4 to the side 1100 meters 11.0 up -1.6 to the side 1200 meters 12.9 up -1.8 to the side 1300 meters 14.7 up -2.1 to the side 1400 meters 16.8 up -2.3 to the side 1500 meters 18.8 up -2.5 to the side so there you go if you want to hit a target at the same distance but different wind strength you should be able to divide all the wind numbers by 4 ( the speed of the wind) then multiply that by the strength of the wind to the target. (have not tested this but it should work) remember that these wind number should work with headwind as well as crosswind. I need this as I love being a sniper role but...What's the dial key? I can't figure it out... :p Share this post Link to post Share on other sites
Daantjeeuh 10 Posted October 28, 2014 How do I get the GPS minimap back? Not that I want to, but in case I would want to :) thanks! Share this post Link to post Share on other sites
starcos 15 Posted October 28, 2014 There seems to be a small bug with the suppressors of MX LSW. All MX weapons have now sound suppressor and flash suppressor in the attachment slot when I look at the virtual arsenal. But the LSW has two flash suppressors. I think something was mistyped here :) Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted October 28, 2014 There seems to be a small bug with the suppressors of MX LSW.All MX weapons have now sound suppressor and flash suppressor in the attachment slot when I look at the virtual arsenal. But the LSW has two flash suppressors. I think something was mistyped here :) Ty. It's an issue with a config command. Fixed in dev. ---------- Post added at 18:07 ---------- Previous post was at 18:06 ---------- How do I get the GPS minimap back? Not that I want to, but in case I would want to :) thanks! Put showGPS = 1; in the missions description.ext Share this post Link to post Share on other sites
Daantjeeuh 10 Posted October 28, 2014 ^ That doesn't work Share this post Link to post Share on other sites
DaViSFiT 21 Posted October 29, 2014 How to draw lines with the map tool? i can draw lines but i would love to pin my pencil right to the map tool to draw a perfect aligned line. And on the end of my draw perhaps let the map tool rotate on that eol. Share this post Link to post Share on other sites
taku8492 10 Posted October 29, 2014 Have introduced the Swedish Forces Pack, probably because of interfering, M84 stun grenade and M127A1 is no longer available. Share this post Link to post Share on other sites
chal00 12 Posted October 29, 2014 Hi everyone ! First, just a little question : Hi KoffeinFlummi ;)I wanted to know.. do you plan to add range table item in AGM ? -> http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification&p=2801401&viewfull=1#post2801401 And now something very important ! We have a big problem ! Yesterday, everything was good with AGM ! But today, we restarted the same mission, with same mods activated !!.... AND... NO WEAPON FIRE SOUND ! We desactivated each mod, one by one, and it's a AGM problem ! We can hear mx sound for some of us, but not other weapons! We can hear bullet rebound, but not the weapon fire :eek: Is there someone with the same problem ?? N.B : we tried armaholic version, and play with six version, and it's the same :( Help !! Share this post Link to post Share on other sites
Coil_FR 10 Posted October 29, 2014 (edited) Hi everyone !First, just a little question : And now something very important ! We have a big problem ! Yesterday, everything was good with AGM ! But today, we restarted the same mission, with same mods activated !!.... AND... NO WEAPON FIRE SOUND ! We desactivated each mod, one by one, and it's a AGM problem ! We can hear mx sound for some of us, but not other weapons! We can hear bullet rebound, but not the weapon fire :eek: Is there someone with the same problem ?? N.B : we tried armaholic version, and play with six version, and it's the same :( Help !! I got the same problem here. Me and a fellow ArmA player tried the last version of AGM (he just updated it, I personnally installed it for the first time) and we couldn't hear anything from some weapon fire. We did tests with different weapons. Sometimes we both heared sounds. Sometimes none of us could. Sometimes one of us just heard fire, the other one did not. Any idea ? We did the test with both Vanilla Weapons and moded Weapons. EDIT : We are also using Teamspeak with the last version of Task Force Radio. EDIT 2 : OK problem found, the volume of the radio needs to be at its highest level in the audio options from the game. Edited October 29, 2014 by Coil_FR problem solved Share this post Link to post Share on other sites
Rectorol 10 Posted October 29, 2014 Hi I'm trying to create a medical training mission for my group based on AGM. I've got the this setVariable ["AGM_AllowUnconscious", true]; added into the line for the AI. However I want to spawn them unconscious, using this setDamage 1; they start fully dead. Is it possible to set it up so that the AI spawn unconscious? Share this post Link to post Share on other sites
natrius 10 Posted October 29, 2014 Actually i don't have a clue, but why not set the setDamage NOT to 1 and instead to 0.9 ? Should be enough damage to be unconscious i think. But again, i don't have a clue. Share this post Link to post Share on other sites
ussmarines 18 Posted October 29, 2014 I got the same problem here. Me and a fellow ArmA player tried the last version of AGM (he just updated it, I personnally installed it for the first time) and we couldn't hear anything from some weapon fire.We did tests with different weapons. Sometimes we both heared sounds. Sometimes none of us could. Sometimes one of us just heard fire, the other one did not. Any idea ? We did the test with both Vanilla Weapons and moded Weapons. EDIT : We are also using Teamspeak with the last version of Task Force Radio. EDIT 2 : OK problem found, the volume of the radio needs to be at its highest level in the audio options from the game. Not work for me, i use this mod : A3MP AGL CBA RHS JSRS MCC I have no sound, help :( The radio Option was set on mac level, but they do nothing Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted October 29, 2014 Have introduced the Swedish Forces Pack, probably because of interfering, M84 stun grenade and M127A1 is no longer available. SAF overwrites the throwable objects. We can't fix this. class Throw: GrenadeLauncher{ muzzles[] = {"HandGrenade_Stone","HandGrenadeMuzzle","MiniGrenadeMuzzle","SmokeShellMuzzle","SmokeShellYellowMuzzle","SmokeShellGreenMuzzle","SmokeShellRedMuzzle","SmokeShellPurpleMuzzle","SmokeShellOrangeMuzzle","SmokeShellBlueMuzzle","ChemlightGreenMuzzle","ChemlightRedMuzzle","ChemlightYellowMuzzle","ChemlightBlueMuzzle","sfp_FlashBangMuzzle"}; }; This file could fix this. Not tested though: http://www.mediafire.com/download/f4d4sota3g9kzht/saf_comp_agm.pbo ---------- Post added at 20:23 ---------- Previous post was at 20:21 ---------- Hi everyone !NO WEAPON FIRE SOUND ! We desactivated each mod, one by one, and it's a AGM problem ! We did the test with both Vanilla Weapons and moded Weapons. I have no sound, help :( The radio Option was set on mac level, but they do nothing I can't reproduce any of this. RPT-file? ---------- Post added at 20:26 ---------- Previous post was at 20:23 ---------- ... Use [this, 999999] call AGM_Medical_fnc_knockOut; instead Share this post Link to post Share on other sites
whiztler 137 Posted October 29, 2014 Not sure if this has been reported yet. Error popped up when applying morphine. Script error appeared each time morhined was applied by a medic: Share this post Link to post Share on other sites
Devil Dogs SF 13 Posted October 30, 2014 Is it ok to use AGM AI alongside another AI mod? Such as b_combat for example? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted October 30, 2014 Is it ok to use AGM AI alongside another AI mod? Such as b_combat for example? Yes.__ Share this post Link to post Share on other sites