Chairborne 2594 Posted November 28, 2014 What do you mean by that? You can animate an object through scripting, like cargo doors of a helicopter, maybe what you mean is an animation source? I think that is going to be solved with the marksman dlc, it was rumored it would finally add in deployable bipods. Anyway you can do custom animations and use scripting to activate them, but they need to be properly defined in the model.cfg, that is to say you either need an unbinarized model you can edit, or the already existing model needs that stuff already defined. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 28, 2014 ... I know all this and you would be right, IF we talked about CfgVehicles. The commands "animate" and "animateDoor" however don't work with CfgWeapons. Share this post Link to post Share on other sites
evromalarkey 150 Posted November 28, 2014 RH and STI weapons had pretty well made bipods in their weapon packs. It was also made with animation class in CfgModels. And the bipod is changing when you switch fire mod, not sure how that is done. But I guess it's the best way how to do it. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 28, 2014 And the bipod is changing when you switch fire mod, not sure how that is done. Unless there is a scripting command to achive this, we can't do anything. Share this post Link to post Share on other sites
Chairborne 2594 Posted November 28, 2014 (edited) In that case sorry i wasn't of any help. :( ---------- Post added at 12:39 AM ---------- Previous post was at 12:38 AM ---------- RH and STI weapons had pretty well made bipods in their weapon packs. It was also made with animation class in CfgModels. And the bipod is changing when you switch fire mod, not sure how that is done. But I guess it's the best way how to do it. My guess is through selector animation. Some standard BIS weapons have working selector plates, maybe they recycled animation sources for the bipods. If you notice they are animated when you switch through fire modes. Edited November 28, 2014 by Chairborne Share this post Link to post Share on other sites
evromalarkey 150 Posted November 28, 2014 (edited) https://community.bistudio.com/wiki/currentWeaponMode. Well very theoretically, you could use this to found out if it's bipod deployed and upon that execute the AGM_bipodDeployed. Try this out Lifetap And AGM has already function to select weapon mode, so it should be somehow possible. Sad is that the same can not be done with BI weapons, unless they have hidden animation class. Edited November 29, 2014 by EvroMalarkey Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 29, 2014 https://community.bistudio.com/wiki/currentWeaponMode. Well very theoretically, you could use this to found out if it's bipod deployed and upon that execute the AGM_bipodDeployed. Try this out LifetapAnd AGM has already function to select weapon mode, so it should be somehow possible. Sad is that the same can not be done with BI weapons, unless they have hidden animation class. What we could do is to add a check for forbidden weapon modes while trying to deploy. You'd have to select a mode with deployed bipod first and can only then use the resting key. I don't see any gameplay benefit in that though. Share this post Link to post Share on other sites
semiconductor 309 Posted November 29, 2014 Hi folks, I've stumbled across a small problem: is there a way to determine whether player is conscious or not? I've looked into the sources and while there are functions to knock certain player out or wake him up, there seems to be no obvious way to figure out is he already knocked out. Am I missing something? :) Share this post Link to post Share on other sites
malcom86 33 Posted November 29, 2014 Easier fix: uncheck "Disable Command Menu" in the AGM options. :cool: Great to know !! Thanks for the tip ;) Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 29, 2014 Hi folks, I've stumbled across a small problem: is there a way to determine whether player is conscious or not? I've looked into the sources and while there are functions to knock certain player out or wake him up, there seems to be no obvious way to figure out is he already knocked out. Am I missing something? :) _unit getVariable ["AGM_Unconscious", false] Share this post Link to post Share on other sites
evromalarkey 150 Posted November 29, 2014 commy2;2829146']What we could do is to add a check for forbidden weapon modes while trying to deploy. You'd have to select a mode with deployed bipod first and can only then use the resting key. I don't see any gameplay benefit in that though. Well' date=' the idea is that when you use your resting key, the bipod will be deployed via function select weapon mode. Yeah there is no benefit in gameplay, but it would be visually great. And now CUP is released, there are plenty of weapons with bipods and if they would make them work via animation class. They could also add [i']AGM_Bipod = 1;[/i] and upon that you could determine if change weapon mod with bipod. So yeah, that would be great, now just add hand animation to it and you have visually working bipods with AGM resting, that is something. :D Share this post Link to post Share on other sites
Chairborne 2594 Posted November 29, 2014 If you want the opinion of an ignorant like me, it's better wait for the marksman DLC before losing time over a feature that is most likely going to be inserted in the engine 3 or 4 months from now. :confused: What we have now works well enough. Share this post Link to post Share on other sites
semiconductor 309 Posted November 29, 2014 commy2;2829202']_unit getVariable ["AGM_Unconscious"' date= false]Thanks! :) Share this post Link to post Share on other sites
evromalarkey 150 Posted November 29, 2014 @Chairborne Fair enough, I was just thinking aloud :D Anyway, lot of CUP weapons has bipod already deployed so if they add AGM_Bipod = 1; it should be enough. Share this post Link to post Share on other sites
sjaba 19 Posted November 29, 2014 Just wonder if the AGM damage setting is a bit to "tough". When flying as pilot it takes almost no impact at all to take damage to torso. Even the gentlest of landings in fixed wing causes a major injury. Also the G effects on people onboard as gunners or sitting on the rails are still a bit over dramatic. Is there any setting one can tweak to minimize this ? It just a bit of confidence killer when softly touching down your A10 and seconds later im suffering blurry vision and bloodloss ;) Share this post Link to post Share on other sites
bux578 65 Posted November 29, 2014 Just wonder if the AGM damage setting is a bit to "tough". When flying as pilot it takes almost no impact at all to take damage to torso. Even the gentlest of landings in fixed wing causes a major injury. Also the G effects on people onboard as gunners or sitting on the rails are still a bit over dramatic. Is there any setting one can tweak to minimize this ? It just a bit of confidence killer when softly touching down your A10 and seconds later im suffering blurry vision and bloodloss ;) I'm able to land without getting hurt. Have you tried it with the vanilla planes? The "over dramatic" G-Forces effect has already been fixed in the development version. Share this post Link to post Share on other sites
Dorak 11 Posted November 29, 2014 Well, the idea is that when you use your resting key, the bipod will be deployed via function select weapon mode. Yeah there is no benefit in gameplay, but it would be visually great. And now CUP is released, there are plenty of weapons with bipods and if they would make them work via animation class. They could also add AGM_Bipod = 1; and upon that you could determine if change weapon mod with bipod. So yeah, that would be great, now just add hand animation to it and you have visually working bipods with AGM resting, that is something. :D Honestly we should rather wait to see what BI will do with the Marksman DLC. I mean, how can you release something named " marksman " without weapon resting and bipods, which are at the core of accuracy, and therefore marksmans. Would be a shame if they start to work on something and BI release the same thing officially. This happened too many time. Share this post Link to post Share on other sites
Alpha-Kilo 36 Posted November 29, 2014 Dorak, in the past BI has managed to exclude important features from their releases. This forum discusses many examples. I am grateful for every feature that modders decide to add to their work if and when they think its worth the effort. I think there is a chance that BI includes bipods in the Marksman DLC but I won't believe it before it is on my hard disk. Teaser pics and videos don't count. Share this post Link to post Share on other sites
oksman 37 Posted November 30, 2014 Hello, is there any documentation on what changes are required to sight your scopes. Is there some sort of Rangetable for this? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 30, 2014 Hello, is there any documentation on what changes are required to sight your scopes. Currently not, but you can use this, which is basically all you have to do: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Scopes/config.cpp#L89 Is there some sort of Rangetable for this? No, but there is this (still WIP) thing: http://forums.bistudio.com/showthread.php?185967-AGM-Spotter-App-WIP Share this post Link to post Share on other sites
ImperialAlex 72 Posted November 30, 2014 commy2;2827898']Thats unfortunately not possible. Most PBOs of AGM rely on config changes and the configs are loaded on game start and can't be changed while the game is running. You could however make your own package of AGM PBO files and put them into a folder called something like "@My_AGM" and upload that to six. Just make it distinguishable from the "official" version and otherwise don't break our license: https://github.com/KoffeinFlummi/AGM/blob/master/LICENSE It seems like people have started doing that' date=' but didn't really read through the GPL license (or the more digestible 'TL;DR version') Two non GPL-compliant fork have been added on PlayWithSix yesterday: Authentic-Gameplay-ModAuthentic Gameplay Modification: SOS Edition (@sosagm) by Activity and Authentic Gameplay Modification: GameHunt Community Edition. (@gh_agm) by AcidKat Both do not comply with one of the major requirements of GPL: Re-licensing the modified work under GPL and making the source code available. This is a bit of a weird situation because they're probably just removing pbo's and not doing any changes to the code, but as a FOSS fan, this just rubs me the wrong way. Share this post Link to post Share on other sites
sjaba 19 Posted November 30, 2014 I'm able to land without getting hurt. Have you tried it with the vanilla planes?The "over dramatic" G-Forces effect has already been fixed in the development version Yes i am able to land without taking damage, but it takes very little for the pilot to get hurt, in particular with fixed wing (vanilla Wipeout). Im not saying that damage should be turned off, but its annoying when you get the blurry vision for just a very minor damage ( aircraft is not dammaged) and you have to halt your tasks to seek medical aid on ground. As the pilot is for most COOPs a vital assets and if he needs constant medical attention, then it pretty much delayes the whole gameplay. So im talking more of gamebalance then realism here. As for G-Forces effects, quite many in our clan still reports this to be an issue. We are running the latest PWS version 0.9.4.1 Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted November 30, 2014 As for G-Forces effects, quite many in our clan still reports this to be an issue. We are running the latest PWS version 0.9.4.1 The fix isn't released yet. It will be in v0.95. ---------- Post added at 12:54 ---------- Previous post was at 12:52 ---------- This is a bit of a weird situation because they're probably just removing pbo's and not doing any changes to the code, but as a FOSS fan, this just rubs me the wrong way. As long as they only remove PBOs to customize the package for their servers, there would be no point in releasing a source code. Once they start mass adding own features, it would be different, although I don't think thats the case. Share this post Link to post Share on other sites
Dorak 11 Posted November 30, 2014 (edited) So i've took a look at the wiki and found interesting things, but i still don't know what drives the ear ringing of AGM_Hearing. Can someone point me out what i need to edit in my config files in order to get the effect ? Because some handguns produce the sound while some HMGs don't. This isn't coherent. Also while i'm at, what dictates the fact that a weapon overheats or not ? Edited November 30, 2014 by Dorak Share this post Link to post Share on other sites
bux578 65 Posted November 30, 2014 So i've took a look at the wiki and found interesting things, but i still don't know what drives the ear ringing of AGM_Hearing. Can someone point me out what i need to edit in my config files in order to get the effect ? Because some handguns produce the sound while some HMGs don't. This isn't coherent. Also while i'm at, what dictates the fact that a weapon overheats or not ? It's the "audibleFire" property that is defined inside an ammo config in CfgAmmo. IIRC 64 is the max value for this. Share this post Link to post Share on other sites