waffel 29 Posted December 5, 2014 You must remove agm_vehicles.pbo. Share this post Link to post Share on other sites
devilslayersbane 28 Posted December 5, 2014 It probably has to do with an incompatibility with agm's fire control system and RHS's bradley's fire control system. Either way, this would belong in RHS's thread, not this one. Contact a moderator to see if you can get this moved. Share this post Link to post Share on other sites
bux578 65 Posted December 5, 2014 I'd like to create some sample missions that mission makers can download and see how some awesome stuff can be achieved with AGM. But time ... Anyone that would like to help? Head over to: https://github.com/bux578/AGM-SampleMissions and add some ideas and missions. Share this post Link to post Share on other sites
stoffl 13 Posted December 5, 2014 commy2;2832747']Unfortunately not. We have discussed this internally over and over again and found no reliable way to implement it with the scripting commands available to us. I'm by no means an expert on this, but shouldn't you be able to put the primary weapon in an array and then drop the content from the array into a groundweaponholder? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted December 5, 2014 I'm by no means an expert on this, but shouldn't you be able to put the primary weapon in an array and then drop the content from the array into a groundweaponholder? Nope. And I'm not interested in discussing this AGAIN. Sry. Share this post Link to post Share on other sites
bux578 65 Posted December 5, 2014 I'm by no means an expert on this, but shouldn't you be able to put the primary weapon in an array and then drop the content from the array into a groundweaponholder? IIRC it mainly has something to do with weapons that are pre equipped with items (silencer, scope etc...) and the lack of scripting commands. Share this post Link to post Share on other sites
Tacti-Cool 10 Posted December 5, 2014 Having a glitch with the Medical System, frequently when someone in injured, rather than be in the unconcious state on the floor, their avatar will be frozen in what ever position they were shot from (standing, kneeling etc) making rapidly identifying who is down and who isnt under pressure more annoying. not a game breaking bug, but a bug nonetheless. Share this post Link to post Share on other sites
reaper lok 82 Posted December 5, 2014 Having a glitch with the Medical System, frequently when someone in injured, rather than be in the unconcious state on the floor, their avatar will be frozen in what ever position they were shot from (standing, kneeling etc) making rapidly identifying who is down and who isnt under pressure more annoying.not a game breaking bug, but a bug nonetheless. I have noticed the same animation issue, only when approaching the unit and getting the 'TREAT' option do you know they are down. * How can I reduce the blackout state (looking for slightly less time incapacitated before coming back around into blurry world) :) Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted December 5, 2014 Having a glitch with the Medical System, frequently when someone in injured, rather than be in the unconcious state on the floor, their avatar will be frozen in what ever position they were shot from (standing, kneeling etc) making rapidly identifying who is down and who isnt under pressure more annoying.not a game breaking bug, but a bug nonetheless. Known issue and will be fixed in the next version. Share this post Link to post Share on other sites
lymark 10 Posted December 6, 2014 Is the brightness of a red dot scope adjustable just like NVG?? I found out the red dot is sometimes difficult to see while wearing a NVG at night. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted December 6, 2014 Is the brightness of a red dot scope adjustable just like NVG?? I found out the red dot is sometimes difficult to see while wearing a NVG at night. No and that would be rather difficult to implement with the 3D optics from the vanilla game. We have planned to make 2D remake versions of all scopes sometime in the future and then maybe. But not for now. Share this post Link to post Share on other sites
Dorak 11 Posted December 6, 2014 commy2;2833536']No and that would be rather difficult to implement with the 3D optics from the vanilla game.We have planned to make 2D remake versions of all scopes sometime in the future and then maybe. But not for now. I don't know if BadBenson will provide his experiments' date=' but you should rather wait for that and see if it's usable ( with a significant amount of players in mind ) than going back to full 2D. Share this post Link to post Share on other sites
phantomphan 54 Posted December 7, 2014 Hey guys, love the mod, but there is a small problem, I have RHS: Escalation, and AGM disables the 25mm on the Bradley, if you guys could work with them and see if you could fix it, that would be great :D. Thanks in advanced, again great mod! ~Regards Phantom Share this post Link to post Share on other sites
bux578 65 Posted December 7, 2014 Hey guys, love the mod, but there is a small problem, I have RHS: Escalation, and AGM disables the 25mm on the Bradley, if you guys could work with them and see if you could fix it, that would be great :D. Thanks in advanced, again great mod! ~Regards Phantom Already fixed in dev: https://github.com/KoffeinFlummi/AGM_Compatibility/issues/2 (This will be a seperate addon) Share this post Link to post Share on other sites
EddiePrice 16 Posted December 7, 2014 I have a question regarding the AGM_AI.pbo, reference these settings: aimingAccuracy[] = {0,0, 1,0.8}; aimingShake[] = {0,0, 1,0.6}; aimingSpeed[] = {0,0, 1,0.7}; commanding[] = {0,0, 1,0.8}; courage[] = {0,0, 1,0.7}; reloadSpeed[] = {0,0, 1,0.8}; spotDistance[] = {0,0, 1,0.9}; spotTime[] = {0,0, 1,0.7}; How do these affect the skill and precisionAI settings in your user profile? Do they overwrite your profile, or work off the settings you put in? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted December 7, 2014 How do these affect the skill and precisionAI settings in your user profile? They change the min and max values. Those get interpolated between these config settings. Share this post Link to post Share on other sites
EddiePrice 16 Posted December 7, 2014 Thanks for the quick reply, appreciated! Share this post Link to post Share on other sites
phantomphan 54 Posted December 7, 2014 Already fixed in dev: https://github.com/KoffeinFlummi/AGM_Compatibility/issues/2 (This will be a seperate addon) Thanks for the info! Share this post Link to post Share on other sites
Bl00dWolf 15 Posted December 7, 2014 Hey! Can anyone help me please with this trouble: I got error "agm_core requires a3data" when trying to run a game =( Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted December 7, 2014 Hey! Can anyone help me please with this trouble:I got error "agm_core requires a3data" when trying to run a game =( Make sure you have the recent version of Arma installed. V1.36. Share this post Link to post Share on other sites
Bl00dWolf 15 Posted December 7, 2014 commy2;2834458']Make sure you have the recent version of Arma installed. V1.36. Oh, thank you. Cas I have V1.34. Share this post Link to post Share on other sites
czack350 11 Posted December 8, 2014 Is there a difference between the M26 and the M57 firing devices? Share this post Link to post Share on other sites
Evil-One 18 Posted December 8, 2014 Is there a difference between the M26 and the M57 firing devices? If memory serves me right, M26 is for claymores and M57 for everything else. Share this post Link to post Share on other sites
bux578 65 Posted December 8, 2014 Is there a difference between the M26 and the M57 firing devices? One of the differences is the range: 5000m for the M26 vs. 250m for the M57. Share this post Link to post Share on other sites