nikiforos 450 Posted January 4, 2015 After the latest RHS update the ammo cooking off is misplaced on the RHS vehicles. All other vehicles from other mods seem to work right and are placed on the center of the vehicle. RHS vehicles cook off are not placed on the center. Maybe you guys can fix it or maybe it's up to the RHS team to fix this. Share this post Link to post Share on other sites
baker1976 10 Posted January 4, 2015 (edited) Hi i don't know what it is but when i select my medic the heal option doesn't appear in the action menu whatever i do, need some help on this one? I placed the AGM folder outside of the main A3 folder and now the missing action options are back so is there a possibility this will be fixed? Or can i make use of the same actions but by using the AGM menu? No option of that sort are visible at this time or do i overlook something here ? Edited January 5, 2015 by Baker1976 Share this post Link to post Share on other sites
DaViSFiT 21 Posted January 5, 2015 Repair of tanks is a bit too easy now. tracks with a repair kit is ok, loading the tracks out and so on is very nice. But the complete hull and turret only with a repair kit and with this speed? better would be a kit+repair truck or a base object for this (repair area). Share this post Link to post Share on other sites
Azza FHI 50 Posted January 5, 2015 Any word on why we are unable to lock backpacks after latest patch? Share this post Link to post Share on other sites
R3vo 2654 Posted January 5, 2015 After the latest RHS update the ammo cooking off is misplaced on the RHS vehicles. All other vehicles from other mods seem to work right and are placed on the center of the vehicle. RHS vehicles cook off are not placed on the center. Maybe you guys can fix it or maybe it's up to the RHS team to fix this. In addition, the new Humvees do not explode properly when AGM is running. They get damaged, but they drive normally. Share this post Link to post Share on other sites
bux578 65 Posted January 5, 2015 Any word on why we are unable to lock backpacks after latest patch? There was a typo in the code. Will be fixed in the 0.95.1 hotfix. https://github.com/KoffeinFlummi/AGM/issues/1892 Share this post Link to post Share on other sites
El Tyranos 1264 Posted January 5, 2015 Hey there ! My community players would like to have a short delay between death and respawn, something like a definitive unconsciousness, is it possible to configure that anywhere ? Even if I have to slightly edit a function, I'd like to figure this out. Thanks ! Share this post Link to post Share on other sites
victor87 2 Posted January 5, 2015 I've googled, search through this thread, and looked for a readme file, but I cannot find anywhere where it explains how to use the agm respawn system. Can anyone point me in the right direction? Share this post Link to post Share on other sites
commanderx 17 Posted January 5, 2015 Why not make a simple respawn delay in the description ext? respawnDelay = 10; Or if you want it somewhat sophisticated disable animation for 10 seconds or something like that in the onplayerrespawn.sqf Hey there !My community players would like to have a short delay between death and respawn, something like a definitive unconsciousness, is it possible to configure that anywhere ? Even if I have to slightly edit a function, I'd like to figure this out. Thanks ! Share this post Link to post Share on other sites
Olsen370 11 Posted January 5, 2015 After the latest AGM update both commands to handcuff units (https://github.com/KoffeinFlummi/AGM/wiki/For-Mission-Makers) won`t work for me anymore. Are there any changes? Share this post Link to post Share on other sites
El Tyranos 1264 Posted January 5, 2015 Why not make a simple respawn delay in the description ext?respawnDelay = 10; Why do I look for something complicated when it is that simple ? :confused: Thanks ! Share this post Link to post Share on other sites
jonpas 293 Posted January 5, 2015 I've googled, search through this thread, and looked for a readme file, but I cannot find anywhere where it explains how to use the agm respawn system.Can anyone point me in the right direction? https://github.com/KoffeinFlummi/AGM/wiki/For-Mission-Makers#110-respawn-system Share this post Link to post Share on other sites
heavygunner 179 Posted January 6, 2015 https://github.com/KoffeinFlummi/AGM/issues/1897 A merge of AGM, CSE and ACE 3 would be the most epic thing ever happening in the Armaverse! I doubt this will happen, though. Share this post Link to post Share on other sites
avfc 10 Posted January 6, 2015 Hi i enjoy the mod playing with other humans but when in singleplayer i prefer to use the standard system but i cant get AGM to not load, its not even in my six collection but it is insistent on loading anyway. I'm sure its me and ive done something wrong but i thought i'd ask in here, i even removed the mod from six and its still loading :D Share this post Link to post Share on other sites
Chairborne 2594 Posted January 7, 2015 Check the standard addon folder in the Arma 3 installation folder, maybe some files were misplaced. Also if you launch it from PWS check if maybe one or more addons have AGM as requirement. It might not show in the active collection but if something depends from it it's gonna be loaded regardless. Share this post Link to post Share on other sites
JerryKan 10 Posted January 7, 2015 Is this a bug? A lot of the time after an AI is injured he won't listen to orders anymore. Even though when I diagnose them they are alright. Share this post Link to post Share on other sites
Maj.Boggie 47 Posted January 7, 2015 Love t mod guys, great peace of kit, but one thing is change, the fast roping seems to fast, should be a little slower, I know it's only a small thing, but would improve it, rather than just whizzing to the ground :) ---------- Post added at 04:14 ---------- Previous post was at 04:13 ---------- Love the mod guys, great bit of kit, but one thing i would change, the fast roping seems to fast, should be a little slower, I know it's only a small thing, but would improve it, rather than just whizzing to the ground :) Share this post Link to post Share on other sites
kalthramis 12 Posted January 7, 2015 Heya, big fan of AGM. It's what I use to introduce people into Arma, because it's just too good. Dunno if this is the best place to make a "request", but would it be possible for you guys to bring in the Insurgency-style "dead-zone"? Where it works just like a deadzone in Arma currently, only your view turns instantly, rather than when it reaches the edge of the deadzone. That'd be super cool, and immersive. Thanks for the awesome mod! Share this post Link to post Share on other sites
Azza FHI 50 Posted January 7, 2015 Heya, big fan of AGM. It's what I use to introduce people into Arma, because it's just too good.Dunno if this is the best place to make a "request", but would it be possible for you guys to bring in the Insurgency-style "dead-zone"? Where it works just like a deadzone in Arma currently, only your view turns instantly, rather than when it reaches the edge of the deadzone. That'd be super cool, and immersive. Thanks for the awesome mod! if I understand u correctly, that is a vanilla option in arma controls... Share this post Link to post Share on other sites
kalthramis 12 Posted January 7, 2015 if I understand u correctly, that is a vanilla option in arma controls... It isn't. There's a deadzone in the options, but your screen doesn't move until you reach the edge of the deadzone. Share this post Link to post Share on other sites
twisted 128 Posted January 7, 2015 The only thing I dint like much about this mod is the reduction of recoil across the board including across weapons that have they're recoil pretty damn spot on. But other than that really great job guys. Share this post Link to post Share on other sites
Jackal326 1181 Posted January 7, 2015 It isn't. There's a deadzone in the options, but your screen doesn't move until you reach the edge of the deadzone. Then turn the dead-zone all the way down to minimum... Share this post Link to post Share on other sites
avfc 10 Posted January 7, 2015 Check the standard addon folder in the Arma 3 installation folder, maybe some files were misplaced.Also if you launch it from PWS check if maybe one or more addons have AGM as requirement. It might not show in the active collection but if something depends from it it's gonna be loaded regardless. Thanks, yea it was the challenger 2 mod by burnes by the look of it, shame as i like that tank but dont want to be forced to load other mods with it. Share this post Link to post Share on other sites
pabstmirror 34 Posted January 7, 2015 The only thing I dint like much about this mod is the reduction of recoil across the board including across weapons that have they're recoil pretty damn spot on. But other than that really great job guys. Try removing AGM_Recoil.pbo and see which you prefer. One of the things it does is "Overhauls the recoil system reducing upwards recoil." Share this post Link to post Share on other sites
inlesco 233 Posted January 7, 2015 Suggestion: for small items (ie, earplugs and such), can you add a small markup to the top left/right corner (depends on your preference) that a particular item in inventory is already in-use? For newcomers, it might be tricky to understand that, to make use of earplugs, you don't have to place them in a special container (ie, like attachments). Share this post Link to post Share on other sites