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Authentic Gameplay Modification

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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.

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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?

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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.

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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.

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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.

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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) :)

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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.

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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.

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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.

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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.

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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

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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)

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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?

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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.

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Hey! Can anyone help me please with this trouble:

I got error "agm_core requires a3data" when trying to run a game =(

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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.

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commy2;2834458']Make sure you have the recent version of Arma installed. V1.36.

Oh, thank you. Cas I have V1.34.

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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.

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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.

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