IICptMillerII 10 Posted December 14, 2014 Hi! My friends and I have been using this mod for the past few weeks and are loving it. It is now a must have for us whenever we play Arma 3. Truly an awesome mod. I have a question concerning the next release of the mod. I saw a video a few days ago (I just looked again but I couldn't find it. It's out there somewhere though) that shows planned features for the next release, primarily the AI interacting with the wounding system by healing other wounded AI. My question is, is there any plans to add the ability to drag dead bodies? I know that you can drag wounded (unconscious) players right now, but I am really hoping for the ability to drag dead bodies. I've been looking around and the only other thing I could find related to this was a script someone made back in August that allows you to drag dead bodies that are placed in the editor. My problem with this script is that my friends and I use ALiVE to make large scale sandbox like missions. (Another great mod by the way) ALiVE continuously spawns AI units in the game in real time, so the script does not work on those units (which are 99% of all the units you interact with in the mission) because they were not placed in the editor. In both Arma 1 and 2/OA we used the SLX mod for this purpose. We've found that the simple ability to drag dead bodies and wounded AI greatly adds to the overall immersion of the game. For instance it allows you to move a fallen comrade out of the road instead of just leaving his body there to get run over by passing traffic. It also allows for things such as creating casualty collection points, or for organizing dead enemies after a raid. (This is very useful when playing an insurgency type mission where body counts and target identification are important) I spend a little bit of time looking around on the GitHub page but I did not see anything referencing a body drag feature. Finally if this is not a planned feature, does anyone know of any mod or modder who is planning on working on this feature, whether it be stand alone or part of a mod? Any help would be appreciated. Thanks! Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted December 14, 2014 My question is, is there any plans to add the ability to drag dead bodies? I know that you can drag wounded (unconscious) players right now, but I am really hoping for the ability to drag dead bodies. I've been looking around and the only other thing I could find related to this was a script someone made back in August that allows you to drag dead bodies that are placed in the editor. My problem with this script is that my friends and I use ALiVE to make large scale sandbox like missions. (Another great mod by the way) ALiVE continuously spawns AI units in the game in real time, so the script does not work on those units (which are 99% of all the units you interact with in the mission) because they were not placed in the editor. In both Arma 1 and 2/OA we used the SLX mod for this purpose. We've found that the simple ability to drag dead bodies and wounded AI greatly adds to the overall immersion of the game. For instance it allows you to move a fallen comrade out of the road instead of just leaving his body there to get run over by passing traffic. It also allows for things such as creating casualty collection points, or for organizing dead enemies after a raid. (This is very useful when playing an insurgency type mission where body counts and target identification are important) I spend a little bit of time looking around on the GitHub page but I did not see anything referencing a body drag feature. Hello, Dragging persons or anything for that matter relies on the scripting command "attachTo", which literally attaches one object (the wounded) to another (the player). This "attachTo" command however doesn't work with ragdollized units. It simply fails to attach the dead body. This wasn't the case in A2, due to the simple fact that there were no ragdolls and the death state was a simple animation. We are aware of the work arounds found by some community memembers a while ago, but found them to be unreliable, especially in MP. As long as the "attachTo" command fails on ragdolls, we have to disable dragging dead bodies. There is nothing we can do unfortunately. Github issue: https://github.com/KoffeinFlummi/AGM/issues/1607 Share this post Link to post Share on other sites
IICptMillerII 10 Posted December 14, 2014 Ah well that explains why I could only find that one old script. Thanks for your quick response. I believe I saw a community tracker ticket raised about the ability to drag bodies. With any luck Bohemia will address the issue and give modders the scripting commands they need to make this happen. Until then we'll have to get by without it I suppose. The AI wounding system seems like it will be a great feature to AGM when it is released, so there is that to look forward to. Thanks again for the mod and the support! Share this post Link to post Share on other sites
lightspeed_aust 681 Posted December 14, 2014 A hostage question: Scenario is blufor move in to secure an ISIS cleric - up until blufor arrive he should be just standing there in the mosque. Once blufor get close enough, they should apply handcuffs to this unit and then be able to escort them out. So what needs to happen for blufor to apply the handcuffs? I tried that piece of code re: if Server..... but that starts the unit handcuffed - that's not right for my mission. Sorry, Im shit with code but good with mission making. :) Share this post Link to post Share on other sites
czack350 11 Posted December 14, 2014 I have made similar missions where I just put the disableAI Move command in the target's init box, and then was able to just walk up to him and handcuff him with the AGM interaction menu. Just make sure you have plastic cuffs in your inventory. Share this post Link to post Share on other sites
i3r4ndon 16 Posted December 14, 2014 Was tinkering around with the fortifications and discovered they could only be placed on ground level. Was wondering if there was a way to expand that system and make it so you could raise the elevation or place it on higher positions. Also more items, like hesco barriers and other base building materials would be pretty sweet. Thanks :) Share this post Link to post Share on other sites
lightspeed_aust 681 Posted December 14, 2014 I have made similar missions where I just put the disableAI Move command in the target's init box, and then was able to just walk up to him and handcuff him with the AGM interaction menu. Just make sure you have plastic cuffs in your inventory. I will try this tonite thanks. Share this post Link to post Share on other sites
2ndLt Schneider-Wiss 11 Posted December 14, 2014 i too had wondered about the fortifications it would be nice if you were able to elevate the fortifications to sandbag up the roof of a bldg Share this post Link to post Share on other sites
tinter 186 Posted December 14, 2014 Is there any way to restrict line drawing to just squad leaders? Share this post Link to post Share on other sites
lightspeed_aust 681 Posted December 15, 2014 handcuff system works great - thanx AGM again - best mod this year! Share this post Link to post Share on other sites
Przemro 18 Posted December 15, 2014 Will there be option to collect dog tags from dead players in 0.95 (included in medical system)? Share this post Link to post Share on other sites
bux578 65 Posted December 15, 2014 Will there be option to collect dog tags from dead players in 0.95 (included in medical system)? No, there's no such feature in 0.95. But it may be in another version: https://github.com/KoffeinFlummi/AGM/issues/1752 Share this post Link to post Share on other sites
IICptMillerII 10 Posted December 16, 2014 I was wondering if there are any plans to add fragmentation simulation to the mod? TMR Modular Realism does this, but the effect is a tad extreme in my opinion. Still though it is nice to have fragmentation grenades that actually fragment when they explode. This could be a very cool feature to have in the future. Share this post Link to post Share on other sites
czack350 11 Posted December 16, 2014 i too had wondered about the fortifications it would be nice if you were able to elevate the fortifications to sandbag up the roof of a bldg You should be able to do that just by changing the height of the sandbags when you place them in the editor. Share this post Link to post Share on other sites
serjames 357 Posted December 16, 2014 You should be able to do that just by changing the height of the sandbags when you place them in the editor. He's talking about in-game using the AGM "move" function Share this post Link to post Share on other sites
koffeinflummi 96 Posted December 16, 2014 i too had wondered about the fortifications it would be nice if you were able to elevate the fortifications to sandbag up the roof of a bldg https://github.com/KoffeinFlummi/AGM/issues/1736 Planned for v0.96. Share this post Link to post Share on other sites
Crielaard 435 Posted December 16, 2014 Not sure if this has been noted before but the Gloc seems to be kicking in a bit quick. It may be theoretically correct, passed 3G and over 5 it kicks in quickly IRL but that's when you are in a totally relaxed state. Even when fighting it without any training a person can extend it's G resistance a few seconds in the 3-5G region. PM me if you're interested in some feedback. I've been there, if you know what I mean. :) Share this post Link to post Share on other sites
Tacti-Cool 10 Posted December 16, 2014 Not sure if this is known to you guys, but when running AGM and using Virtual Armory, It removes all of the player voice options, other than the 3 VR Entity voices. Share this post Link to post Share on other sites
Przemro 18 Posted December 16, 2014 Is it possible that, when you have like 4 boxes with sandbags close to eatchother you could 'build' small bunker or something like that? Share this post Link to post Share on other sites
commanderx 17 Posted December 17, 2014 Hi, I put the AGM Module Medical System into my mission. But I would like to be able to change via Param at the begnning of each mission if a medic is required for epi and blood bags. Is that possible and if yes how? Thanks in advance :-) Share this post Link to post Share on other sites
panimala 25 Posted December 17, 2014 I hope you have been following scripter Killzonekids updates. Recently he made it easily possible to have players enter ragdoll without having to die or collide with an object (well technically they still do) I hope this is looked into for getting shot. http://killzonekid.com/arma-scripting-tutorials-forced-ragdoll/ Keep it up with the updates! Share this post Link to post Share on other sites
tachi 10 Posted December 18, 2014 It would be nice to see it in agm medicine, because now transitions between consciousness and unconsciousness are pretty bad looking, and you can always tell if someone is alive or not while that person is unconscious. Because if he is alive he has animation of lying on the ground, if he is dead ragdoll is activated Share this post Link to post Share on other sites
dub_r_totalwar 10 Posted December 20, 2014 Ive made a multiplayer mission and all is well apart from a few items not spawning into the playable units backpacks. Everything else is spawning correctly with the AGM mod apart from the medical supplies. The AGM flash grenade spawns into the playable units bags but not the medical supplies. The medical supplies spawn on AI units as the AGM default spawns depending on the class of the soldier. Im using this in the unit init line and it is correct as all these items are under the weapons cfg. this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Epipen"; this addweapon "AGM_Epipen"; this addweapon "AGM_Morphine"; this addweapon "AGM_Morphine"; this addweapopn "AGM_Bloodbag"; Any ideas? Share this post Link to post Share on other sites
jshock 513 Posted December 20, 2014 This question better belongs in the AGM thread TBH as it's an issue specifically pertaining to the mod and should not be a general thread question. Share this post Link to post Share on other sites
watarimono 0 Posted December 21, 2014 (edited) commy2;2836710']About that RESPAWN button. Well alive deletes the button we use (the ABORT button by default) and creates a different one' date=' because they want to execute some scripts whenever you leave the game.I have a (untested) work-around for that, so it might be fixed in the upcoming v0.95.[/quote'] Did you manage to fix this problem? EDIT: yes, this seems to be fixed in the github version. Thanks :) Edited December 21, 2014 by Watarimono Share this post Link to post Share on other sites