1212PDMCDMPPM 200 Posted December 27, 2014 About AGM_AI: Is it possible to manually adjust the range of engagement ? On heavy vegetation islands, it's more realistic to lower this (than beeing shot at through 500m of jungle...). Thx. Share this post Link to post Share on other sites
Gilatar 272 Posted December 27, 2014 That's odd; You should always be able to "Zeus out" when unconscious. If the issue persists, please create a ticket on GitHub. Ah, my bad. I'm used to Zeus automatically exiting the unit when they're shot. Thanks, you're the best Flummi! Share this post Link to post Share on other sites
JerryKan 10 Posted December 27, 2014 How would I use that AI fastrope script? Sorry Ive been playing ArmA since forever but I am just now getting into mission making with ALiVE. Also if I fast rope using ALiVE's Insertion the ropes stay on the helicopter and it can't land ever again until it gets destroyed and respawns. Any way of fixing that? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted December 27, 2014 How would I use that AI fastrope script? Sorry Ive been playing ArmA since forever but I am just now getting into mission making with ALiVE. Also if I fast rope using ALiVE's Insertion the ropes stay on the helicopter and it can't land ever again until it gets destroyed and respawns. Any way of fixing that? It's not compatible with alive. Share this post Link to post Share on other sites
JerryKan 10 Posted December 27, 2014 commy2;2845786']It's not compatible with alive. All the rope needs to do is drop after a certain time if AI is flying. And how would I use that AI fastrope script on github? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted December 27, 2014 All the rope needs to do is drop after a certain time if AI is flying. And how would I use that AI fastrope script on github? What AI fast rope script? I'm not aware of any. Share this post Link to post Share on other sites
chrys45 1 Posted December 28, 2014 maybe this one? https://gist.github.com/KoffeinFlummi/ef8ba49ccbf635f54a10 I want to know how to use it too... :) Share this post Link to post Share on other sites
DaViSFiT 21 Posted December 28, 2014 The cookoff for tanks are nice. But always the same speed is a bit strange. perhaps put some random timed cookoff animations? Some takes longer, some only smoke get outside (no fire getting outside and no explosion)? Hmm but this will need a new model for destroyed tank right? Share this post Link to post Share on other sites
MortiFied666 10 Posted December 28, 2014 (edited) Ok, I am loving the idea of the Medivac option and want to start using it. Since my group is mostly 20 man missions. I was wanting to put in a Medical Vehicle that can follow the main assault and be used to get the injured back into the action. So far, I have successfully gotten the Medivac to work on a trigger. However I can't get it to work on a Vehicle. I synced the module to the Vehicle and no luck, changed the vehicle to a HEMTT Medical and still nothing, Even found the post on the AGM website. Still no luck. "2.1 Defining a unit as a medic You can also set individual units as medics by using the following init line: this setVariable ["AGM_IsMedic", true]; You can also use this on vehicles, to turn them into medical vehicles." I am wondering if I am doing something wrong or if this is a bug. Any help would be appreciated. EDIT - Ok so did some more testing. I could get the Medivac working when the Vehicle was a playable unit, however it wasn't linked to the vehicle. It was linked to the playable unit inside the vehicle. I was able to get the Medivac system to work when synchronised to static objects. Just not to unmanned vehicles. Bug Report Logged. - https://github.com/KoffeinFlummi/AGM/issues/1853 Edited December 28, 2014 by MortiFied666 Share this post Link to post Share on other sites
redarmy 422 Posted December 28, 2014 Is it possible AGM team,you might consider expanding the AGM revive into a "garaunteed thing" for ai squadmates only?(not all ai) As in making it possible for ai squadmates to be 100%revivable,and take no damage when unconcious? Share this post Link to post Share on other sites
messer69 10 Posted December 28, 2014 Hey! Can anyone help me please with this trouble: I got error "agm_core requires addon "a3_air_f_heli" when trying to run a game :mad: Share this post Link to post Share on other sites
evromalarkey 150 Posted December 28, 2014 I've run into few problems with AGM_Medical in 0.95 1. When zeus is remote controlling AI, sometimes happens that the AI is almost invincible 2. Sometimes I was heavy injured or injured in multiple places and after one bandge I was not bleeding anymore. Is this known? Or does anyone have same problems? Share this post Link to post Share on other sites
Dorak 11 Posted December 28, 2014 (edited) The cookoff for tanks are nice. But always the same speed is a bit strange. perhaps put some random timed cookoff animations? I agree with the randomization part. Like X time before explosion, X being a randomized number. some only smoke get outside (no fire getting outside and no explosion)? Probably because they're not considered as armed vehicles by AGM. Only vehicles with ammunitions will explode. By the way, can we have some documentation about the cookoff ? As usual, i want to make some compatibility patches for some mods. Edited December 28, 2014 by Dorak Share this post Link to post Share on other sites
redarmy 422 Posted December 28, 2014 Bug ran into upon being revived by AI,as sqaud leader,some members of group ignore regroup command,and choose to wait or move.Act like they have left group Share this post Link to post Share on other sites
zio sam 77 Posted December 28, 2014 I've run into few problems with AGM_Medical in 0.952. Sometimes I was heavy injured or injured in multiple places and after one bandge I was not bleeding anymore. Is this known? Or does anyone have same problems? happened to me also. i think that it happens when a medic heal you,so he has a sort of multiple bodyparts healing at once bonus Share this post Link to post Share on other sites
evromalarkey 150 Posted December 28, 2014 @Zio Sam I was bandaging myself when this happened, so I don't think it's medic related. Share this post Link to post Share on other sites
Jacobs9944 11 Posted December 28, 2014 Hello. I am hoping someone can help me understand how to set up the AGM respawn. Do i need a script or something in my mission file or should i be able to put down the respawn module in the editor and it work? I know this is probably a dumb question but i cant figure out how it works. can someone please help me? basically i want to respawn at base with the same equipment i died with. thank you. Share this post Link to post Share on other sites
melonfish 11 Posted December 28, 2014 Hi, is this a known bug? i can't seem to put earplugs in anymore since withsix updated AGM to 0.9.5.1. I've had to resort to removing the hearing files from the mod (I actually have tinnitus so the effect is murder). i have tested by removing all mods and just testing with CBA_A3 and AGM, the menu item is missing. I do like however that medkits give you morphine now, that is a blessing as i don't have to loot my medic. thanks Share this post Link to post Share on other sites
ab_luca 24 Posted December 28, 2014 hi, is it possible to add night vision to pilot helmets?? i have tried the addon AGM_Comp_RHS_USF that make rhs weapons use yours bipod resting and optics... the mk4optic cant be used and and an error pop up...i dont know why Share this post Link to post Share on other sites
Tsark 12 Posted December 28, 2014 Hello guys, i just wanted to congratulate you folks for all your work, i' ve been using AGM along with the guys i play with for months now, it' s great, and the latest update is even better, with the revised armor protection values and the AIs healing each others the ACE feeling is back, thank you so much guys! Share this post Link to post Share on other sites
ice_age0815 37 Posted December 28, 2014 bin playing with ome people to day and the medic stuff did not work at all any one have an idea ? Share this post Link to post Share on other sites
Dorak 11 Posted December 28, 2014 Can someone point me out how to enable the new " alternate " damage effect ? It's not that i dislike the chroma aberration but i rather have something else. Share this post Link to post Share on other sites
L0rn1x 10 Posted December 29, 2014 Hello to everyone since the last patch 0.95 we have a problem with the medical module these are our settings: Allow non-medics: No Require diagnosis: Yes Prevent instant death: Yes Prevent death while: Yes Single Bandage: Yes/No Unconscious can chat: Yes Require MEDEVAC: No Automatic Wakeup: Yes/No the problem is that medics cannot do anything when palyers fall unconscious: no bandage, no morphine, no epinephrine, no blood bag anyone else has the same problem? Share this post Link to post Share on other sites
SnR 1 Posted December 29, 2014 In Short, everyone has the medical issue online. Share this post Link to post Share on other sites
DJankovic 401 Posted December 29, 2014 Hello to everyonesince the last patch 0.95 we have a problem with the medical module these are our settings: Allow non-medics: No Require diagnosis: Yes Prevent instant death: Yes Prevent death while: Yes Single Bandage: Yes/No Unconscious can chat: Yes Require MEDEVAC: No Automatic Wakeup: Yes/No the problem is that medics cannot do anything when palyers fall unconscious: no bandage, no morphine, no epinephrine, no blood bag anyone else has the same problem? yup same thing happening on our server,disable Require diagnosis and it should work than Share this post Link to post Share on other sites