the m 17 Posted November 22, 2014 With AGM setCaptive is not working anymore. Can someone else confirm it? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 22, 2014 With AGM setCaptive is not working anymore. Can someone else confirm it? https://github.com/KoffeinFlummi/AGM/wiki/For-Mission-Makers#26-replacing-the-setcaptive-command Share this post Link to post Share on other sites
lightspeed_aust 681 Posted November 22, 2014 Are there any plans to change the night vision?From what I can see looking at nvg videos, they just aren't as grainy/ noisy as in the AGM mod. Any response to this please, I'm almost finding it unplayable because I can't see Opfor from much over 50-70m, too much noise. Share this post Link to post Share on other sites
koffeinflummi 96 Posted November 23, 2014 Any response to this please, I'm almost finding it unplayable because I can't see Opfor from much over 50-70m, too much noise. At the moment there are no such plans. If you feel that strongly about the issue, please open a ticket on GitHub: https://github.com/KoffeinFlummi/AGM/issues Share this post Link to post Share on other sites
Rellikplug 11 Posted November 23, 2014 I can't seem to get RHS to work on a dedicated server with AGM. Are they not compatible? Share this post Link to post Share on other sites
Rath 10 Posted November 23, 2014 They are compatible, what other addons/scripts are you using? Share this post Link to post Share on other sites
ru55lee 2 Posted November 23, 2014 I keep having an issue with this mod here the AI are so aggressive that when I start some missions (usermade or SP campaign) the AI starts shooting at anything it sees no mater how far away. For example, Just tried to play a user mission and I started in a heli on my way to the drop of point then as I got closer, a attack heli which was quite far away started to shoot at me. The heli blew up and even before I started, I died. Anyway to disable the AI in this mod? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 23, 2014 Just to let anyone know. Thanks to evromalarkey, NoRadio will no longer mute AIs in v0.95, only the players. I keep having an issue with this mod here the AI are so aggressive that when I start some missions (usermade or SP campaign) the AI starts shooting at anything it sees no mater how far away. For example, Just tried to play a user mission and I started in a heli on my way to the drop of point then as I got closer, a attack heli which was quite far away started to shoot at me. The heli blew up and even before I started, I died. Anyway to disable the AI in this mod? The mission you are playing might be relying on the setCaptive command to prevent AI from shooting at you. This doesn't work when AGM_Medical is enabled as we absolutely need this command for our purposes (thank bis' limited API in this regard for that). Try deleting the AGM_Medical PBO when you want to play these missions (You can either delete it or move it into the folder above "Addons" which is "@AGM" for backup). This is atleast the case for the first capaign mission (Survive?) Share this post Link to post Share on other sites
serjames 357 Posted November 23, 2014 Yay ! Well done evromalarkey one of my personal bug bears with Arma 3 - so annoyingly poor interface. Share this post Link to post Share on other sites
evromalarkey 150 Posted November 23, 2014 I got this idea in middle of the firefight :D Funny thing is that BI have this hidden noVoice radio protocol in configs. And you could use it, even in you profile settings. But they said nope, let's hide this thing. Share this post Link to post Share on other sites
jinougaf 11 Posted November 23, 2014 well...anyone knows how to adjust the brightness of the NV Goggle? Share this post Link to post Share on other sites
icebreakr 3159 Posted November 23, 2014 Please update ingame warning about modules that have new names now. Pretty confusing ;) otherwise top notch work guys, my SBP Team uses it every week and with AGM Arma3 is closer to what game should have been in the first place. Share this post Link to post Share on other sites
A.Cyprus 16 Posted November 23, 2014 well...anyone knows how to adjust the brightness of the NV Goggle? Alt + PgUp Alt + PgDown Share this post Link to post Share on other sites
ru55lee 2 Posted November 23, 2014 commy2;2825330']Just to let anyone know. Thanks to evromalarkey' date=' NoRadio will no longer mute AIs in v0.95, only the players.The mission you are playing might be relying on the setCaptive command to prevent AI from shooting at you. This doesn't work when AGM_Medical is enabled as we absolutely need this command for our purposes (thank bis' limited API in this regard for that). Try deleting the AGM_Medical PBO when you want to play these missions (You can either delete it or move it into the folder above "Addons" which is "@AGM" for backup). This is atleast the case for the first capaign mission (Survive?)[/quote'] Yes that works thanks. But does that mean I cannot heal myself now? :( Share this post Link to post Share on other sites
bux578 65 Posted November 23, 2014 Yes that works thanks. But does that mean I cannot heal myself now? :( No, you fall back to the default medic system in Arma 3. Share this post Link to post Share on other sites
sparfell_19 188 Posted November 23, 2014 From time to time, Arma3Spotter is not working for me, when I press "calculate" nothing happen (In fact, it worked on friday but not anymore). Same issue for a friend of mine since this afternoon :confused:. Anybody else got that problem? Share this post Link to post Share on other sites
ru55lee 2 Posted November 23, 2014 No, you fall back to the default medic system in Arma 3. Damn...thanks anyway :/ Share this post Link to post Share on other sites
Rectorol 10 Posted November 23, 2014 So I'm using the following modules turned on. Prevent instant death? (Boolean) Prevent instant death and always put players in unconscious state instead. Default value: No Prevent death while unconscious? (Boolean) Make unconscious units invulnerable. Default value: No and I have this Max Unconscious Time (Number) Maximum time (in seconds) for a unit to be unconscious before dying. -1 disables this. Default value: -1 Set to 1200 seconds. This is the first time I've tried these settings and the only thing I changed to our operation settings for last night. After we revived our pilot after he crashed and brought him back to base he died. I didn't clock it at the time but it was around 20 minutes. Our other pilot had a similar thing happen to him. One of our infantry fireteams had the same thing happen to them after they got ran over by a t72 (From RDS Tank Pack). So I decided to test it again today but couldn't replicate it, and then during the op when one of our trucks blew up, after everyone was revived and fully back up they died when the unconscious timer hit. Put the time down to 180 seconds and spent time trying to replicate it and couldn't. I'm not sure what's up and will continue to test it to try and replicate, if you have any ideas though I'd be glad to hear. Since I haven't screwed around with the bleeding coefficient yet, how does this work in relation to the unconscious. Can you bleed out faster than the unconscious timer? Share this post Link to post Share on other sites
koffeinflummi 96 Posted November 23, 2014 From time to time, Arma3Spotter is not working for me, when I press "calculate" nothing happen (In fact, it worked on friday but not anymore). Same issue for a friend of mine since this afternoon :confused:. Anybody else got that problem? Arma3Spotter is still very WIP, so it shouldn't be considered stable yet. This is the first time I've tried these settings and the only thing I changed to our operation settings for last night. After we revived our pilot after he crashed and brought him back to base he died. I didn't clock it at the time but it was around 20 minutes. Our other pilot had a similar thing happen to him. One of our infantry fireteams had the same thing happen to them after they got ran over by a t72 (From RDS Tank Pack).So I decided to test it again today but couldn't replicate it, and then during the op when one of our trucks blew up, after everyone was revived and fully back up they died when the unconscious timer hit. Put the time down to 180 seconds and spent time trying to replicate it and couldn't. I'm not sure what's up and will continue to test it to try and replicate, if you have any ideas though I'd be glad to hear. That bug has been reported and will hopefully be fixed in v0.95: https://github.com/KoffeinFlummi/AGM/pull/1491 Since I haven't screwed around with the bleeding coefficient yet, how does this work in relation to the unconscious. Can you bleed out faster than the unconscious timer? Yes. Although only if you have "Prevent death while unconscious" turned off. Share this post Link to post Share on other sites
sparfell_19 188 Posted November 24, 2014 Arma3Spotter is still very WIP, so it shouldn't be considered stable yet. Ok, thx. Share this post Link to post Share on other sites
jinougaf 11 Posted November 24, 2014 Alt + PgUpAlt + PgDown Thanksï¼ Share this post Link to post Share on other sites
bux578 65 Posted November 24, 2014 From time to time, Arma3Spotter is not working for me, when I press "calculate" nothing happen (In fact, it worked on friday but not anymore). Same issue for a friend of mine since this afternoon :confused:. Anybody else got that problem? I've openend a seperate thread for the Spotter App http://forums.bistudio.com/showthread.php?185967-AGM-Spotter-App-WIP Share this post Link to post Share on other sites
Umbram 10 Posted November 25, 2014 With the AGM Explosives system can you please add a detonator, or modify an existing one, where it can blow multiple explosives at once. Maybe make it so all explosives attached to that detonator are set to a single explosive code, or preferably, allow 'us (the person placing the explosives) to choose ourselves. So for example: i can place several claymores in 2-3 lines and can blow a whole line in one go, like mined defensive perimeters, cutting off enemy advances. Or to simply blow several ammo dumps at once, instead of blowing each explosive individually. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 25, 2014 With the AGM Explosives system can you please add a detonator, or modify an existing one, where it can blow multiple explosives at once. Maybe make it so all explosives attached to that detonator are set to a single explosive code, or preferably, allow 'us (the person placing the explosives) to choose ourselves. So for example: i can place several claymores in 2-3 lines and can blow a whole line in one go, like mined defensive perimeters, cutting off enemy advances. Or to simply blow several ammo dumps at once, instead of blowing each explosive individually. https://github.com/KoffeinFlummi/AGM/issues/709 Share this post Link to post Share on other sites