-PzGrenBrig37-commy2 10 Posted November 15, 2014 MY_SelfInteraction_ID = ["Test Interaction", {true}, {hint "Test"}, true] call AGM_Interaction_fnc_addInteractionSelf; Is AGM_Interaction_fnc_addInteractionSelf currently broken or am I just too stupid to copy/paste the example above? :o https://github.com/KoffeinFlummi/AGM/issues/1516 Share this post Link to post Share on other sites
cuel 25 Posted November 15, 2014 How to turn off zeroing HUD? Share this post Link to post Share on other sites
tinter 186 Posted November 15, 2014 Is there a way to go back to the command menu of the old version? Where you could switch weapons with the numbers and just hold shift to use the commands? Share this post Link to post Share on other sites
nickrafuse 10 Posted November 15, 2014 I don't seem to be able to open the interaction menu at all. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 16, 2014 Is there a way to go back to the command menu of the old version? Where you could switch weapons with the numbers and just hold shift to use the commands? You could rebind the weapon selecting keys to shift + number. ---------- Post added at 00:18 ---------- Previous post was at 00:17 ---------- How to turn off zeroing HUD? You can't, but it will fade in future versions. ---------- Post added at 00:21 ---------- Previous post was at 00:18 ---------- I don't seem to be able to open the interaction menu at all. You need to give more information than that if you want any help. First of all make sure that you enabled CBA_A3. If that doesn't help then upload your RPT file @ pastebin.com and provide the link. Share this post Link to post Share on other sites
nickrafuse 10 Posted November 16, 2014 First the menu, hot keys and now the goggles. Help Share this post Link to post Share on other sites
foffy 58 Posted November 16, 2014 I'm a little lost on the new zeroing. Can someone explain how exactly the dials are supposed to work? I'm too familiar with ArmA's set up where you can dial it in by the hundreds, and I have had a very, very hard time zeroing in on a target adequately with AGM's system. Share this post Link to post Share on other sites
gihzmo 10 Posted November 16, 2014 I am not sure where the problem is, but I am starting here as you guys had something on Github about it (https://github.com/KoffeinFlummi/AGM/issues/708) I am having an issue with my mission where the respawn button is grayed out. I am not sure if this is by design or not, but it is exactly like the problem mentioned in the github issue. This basically causes someone to have to wait, or abort out of the game and come back in to be able to revive. Should they not be able to respawn when they are put into the unconscious state? If anyone has any suggestions, I would appreciate it. Thank you. Share this post Link to post Share on other sites
undecieved07 10 Posted November 16, 2014 I'm a little lost on the new zeroing. Can someone explain how exactly the dials are supposed to work? I'm too familiar with ArmA's set up where you can dial it in by the hundreds, and I have had a very, very hard time zeroing in on a target adequately with AGM's system. What he said. Is there is table clicks vs distance we can refer to? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 16, 2014 I am not sure where the problem is, but I am starting here as you guys had something on Github about it (https://github.com/KoffeinFlummi/AGM/issues/708) I am having an issue with my mission where the respawn button is grayed out. I am not sure if this is by design or not, but it is exactly like the problem mentioned in the github issue. This basically causes someone to have to wait, or abort out of the game and come back in to be able to revive. Should they not be able to respawn when they are put into the unconscious state?If anyone has any suggestions, I would appreciate it. Thank you. Open your missions description.ext set respawnButton = 0; to 1. ---------- Post added at 10:11 ---------- Previous post was at 10:07 ---------- What he said. Is there is table clicks vs distance we can refer to? There are some in this thread. No "official" one atm, but Flummi is working on that. That doesn't mean you can't create your own with a set target and by playing around some values. Share this post Link to post Share on other sites
jinougaf 11 Posted November 16, 2014 Hey,after load the AGM i found the rangerfinders can work normal,all the ranger display in them were 200m and didn't change when i point them to other objects.Before i load AGM all the rangerfinders work normal. I'm using the newest version of the AGM and all my friends with this version also have this issue see pictures blow http://imgur.com/gZDoMMz&H7xRcBx&S8a9tiV&2HUrHQD Share this post Link to post Share on other sites
b.a.verrecus 16 Posted November 16, 2014 Hey,after load the AGM i found the rangerfinders can work normal,all the ranger display in them were 200m and didn't change when i point them to other objects.Before i load AGM all the rangerfinders work normal.I'm using the newest version of the AGM and all my friends with this version also have this issue see pictures blow http://imgur.com/gZDoMMz&H7xRcBx&S8a9tiV&2HUrHQD try to press the tab key ;) Share this post Link to post Share on other sites
tinter 186 Posted November 16, 2014 commy2;2820294']You could rebind the weapon selecting keys to shift + number. Problem is that I'd prefer if weapon switching had priority. Share this post Link to post Share on other sites
zio sam 77 Posted November 16, 2014 how can i make an Ai immortal? the classic this addEventHandler ["HandleDamage", {false}]; doesn't work with agm Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 16, 2014 how can i make an Ai immortal? the classic this addEventHandler ["HandleDamage", {false}]; doesn't work with agm this allowDamage false; Also your syntax is wrong. It's this addEventHandler ["HandleDamage", {0}]; ---------- Post added at 12:46 ---------- Previous post was at 12:43 ---------- Problem is that I'd prefer if weapon switching had priority. Well, you can't please everyone. Share this post Link to post Share on other sites
gihzmo 10 Posted November 16, 2014 commy2;2820532']Open your missions description.ext set respawnButton = 0; to 1. Thank you for replying so quickly. I did not have respawnbutton set to 0, it was not set at all in the description file. So I added respawnbutton = 1; to the file and I am still not getting the respawn button on unconsciousness. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 16, 2014 Thank you for replying so quickly. I did not have respawnbutton set to 0, it was not set at all in the description file. So I added respawnbutton = 1; to the file and I am still not getting the respawn button on unconsciousness. What other mods do you use?. Try it with only CBA and AGM enabled. Share this post Link to post Share on other sites
becario 1 Posted November 16, 2014 Hi, I want to include in a mission a part in which a hostage interchange goes wrong and the captors begin shooting everyone. I've used the hadcuffed line "if (isServer) then { [this, true, true] call AGM_Interaction_fnc_setCaptive;};" in the captive units, but now I need that to be deactivated on trigger activation. How can I make this possible? Share this post Link to post Share on other sites
tinter 186 Posted November 16, 2014 commy2;2820609']Well' date=' you can't please everyone.[/quote'] Why not? It worked like that once, you must've changed something that made it not work like that. Share this post Link to post Share on other sites
gihzmo 10 Posted November 16, 2014 commy2;2820728']What other mods do you use?. Try it with only CBA and AGM enabled. I can try it with this, and I am sure that it will work, but as my original post indicated it is a conflict between AGM and Alive. It was noted in the link I provided. It looked like you guys might have had a fix and knew about the issue. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 17, 2014 Hi, I want to include in a mission a part in which a hostage interchange goes wrong and the captors begin shooting everyone. I've used the hadcuffed line "if (isServer) then { [this, true, true] call AGM_Interaction_fnc_setCaptive;};" in the captive units, but now I need that to be deactivated on trigger activation. How can I make this possible? [this, false, true] call AGM_Interaction_fnc_setCaptive; ---------- Post added at 00:51 ---------- Previous post was at 00:49 ---------- Why not? It worked like that once, you must've changed something that made it not work like that. Yes, but some prefer the way it is now. Ask yourself why you can't change the command menu buttons in the first place instead. ---------- Post added at 00:54 ---------- Previous post was at 00:51 ---------- I can try it with this, and I am sure that it will work, but as my original post indicated it is a conflict between AGM and Alive. It was noted in the link I provided. It looked like you guys might have had a fix and knew about the issue. Yes and it worked at some point apparently. ---------- Post added at 01:54 ---------- Previous post was at 00:54 ---------- https://github.com/KoffeinFlummi/AGM/issues/1553 Share this post Link to post Share on other sites
jcleland 14 Posted November 17, 2014 (edited) Beginning with 0.94, range-estimating weapons and optics (Nighstalker, vehicle weapons, Rangefinder) seem "stuck" at 200m and don't update. Using the AGM bound key for "lase target" will trigger a single update at the current position, but this value is persistent and does not update again until the same key is pressed. Mods in use with @agm are @CBA_A3_RC4 and @task_force_radio. This was testing using an updateded dedicated server and two different clients. Removing @agm 0.94 or 0.94.1 and reinstalling 0.93 fixes the problem. EDIT: Nevermind, thread search results = looks like this was intentional. :) Edited November 17, 2014 by jcleland Share this post Link to post Share on other sites
battlepanda50 10 Posted November 17, 2014 (edited) Just had to make an account to say thanks for this as it really is a step in the right direction and most of what you have done is pretty top notch. However I have noticed an issue in the medical side of things that I would like to ask about. It seems to disable the ability to call an AI medic to help someone which means only players are able to heal themselves and others. I guess that this is because the AI checks for the vanilla first aid kits and finding none in his inventory won't give you the option of the order or maybe that the AI don't know how to use the interaction menu and get confused and decide to just sit there watching people bleed while they have an backpack full of med supplies. I'm not sure if someone has discovered a work around or if I'm missing something so any help would be great. Thanks for a great mod anyhow and it's definitely a must have. P.S just an idea and I'm being a tad picky but The weapon resting and mag check icons could be a bit smaller as they kill immersion a bit by taking up so much screen space. Smaller icons or making them more transparent would IMO have a better feel. P.P.S I dunno why I have an email as my username, it was an old account and couldn't set up a new one with the same email for some reason and it seems impossible to change. Edited November 17, 2014 by someguy63@hotmail.com Share this post Link to post Share on other sites
neodyn 14 Posted November 17, 2014 (edited) commy2;2820532']Open your missions description.ext set respawnButton = 0; to 1. During unconscious state there is no respawn option. IMHO my description.ext looks okay. ... respawn = base; respawnDialog = 1; respawnDelay = 10; disabledAI = 1; respawnButton = 1; .... Is this there an option to get an "AGM Respawn button" while player is unconscious Edited November 17, 2014 by Neodyn Share this post Link to post Share on other sites
koffeinflummi 96 Posted November 17, 2014 Just had to make an account to say thanks for this as it really is a step in the right direction andmost of what you have done is pretty top notch. However I have noticed an issue in the medical side of things that I would like to ask about. It seems to disable the ability to call an AI medic to help someone which means only players are able to heal themselves and others. I guess that this is because the AI checks for the vanilla first aid kits and finding none in his inventory won't give you the option of the order or maybe that the AI don't know how to use the interaction menu and get confused and decide to just sit there watching people bleed while they have an backpack full of med supplies. I'm not sure if someone has discovered a work around or if I'm missing something so any help would be great. Thanks for a great mod anyhow and it's definitely a must have. P.S just an idea and I'm being a tad picky but The weapon resting and mag check icons could be a bit smaller as they kill immersion a bit by taking up so much screen space. Smaller icons or making them more transparent would IMO have a better feel. P.P.S I dunno why I have an email as my username, it was an old account and couldn't set up a new one with the same email for some reason and it seems impossible to change. Some AI medic functionality is planned with the next update, although I can't say how fleshed out that will be yet. Share this post Link to post Share on other sites