Bamse 223 Posted January 16, 2015 Oh, thanks for your explanation. However there is a way to fastrope the troop in the cargo while u pilot? Cause if I make "deploy ropes" and after "fast ropes", I disembark via rope and chopper crash ;) You mean tell AI or other players to start fast roping? AI: no idea, I only play with AI as the enemy :) Not even sure you are able to initiate friendly AI fast rope as of right now. Players: Each and everyone needs to select fast rope in the AGM self interaction menu to start fast roping. This includes you also ofcourse. No matter where you are in the chopper you will start fast roping if you select the option to do just that. Crash will ofc be unavoidable if you are piloting ;) Share this post Link to post Share on other sites
sfod-d_snakebite 80 Posted January 16, 2015 You mean tell AI or other players to start fast roping?AI: no idea, I only play with AI as the enemy :) Not even sure you are able to initiate friendly AI fast rope as of right now. Players: Each and everyone needs to select fast rope in the AGM self interaction menu to start fast roping. This includes you also ofcourse. No matter where you are in the chopper you will start fast roping if you select the option to do just that. Crash will ofc be unavoidable if you are piloting ;) Infact I mean how to start fastroping my squad. However no matter for now, but if in the future will be added the option to fastrope also your squad, will be nice i guess :) Share this post Link to post Share on other sites
jcae2798 132 Posted January 16, 2015 is there a list of Description.ext codes or a wiki page that explains how to change Module details without the modules? Modules are great, but i like the option to control these settings via scripts for the sake of creating missions that are both AGM compatible and not. Problem using modules is it forces users to use the AGM mod as i am sure you know. For example, if i wanted to change the amount of time units sit unconscious? Or allow all units to act as medics (Allow non-medics? (Boolean)). Also can anyone confirm BUGS with AGM where the medic ends up going into a state where it keep saying Ready/Move while he is trying to follow you and teams formation? It seems like after he performs a healing action, he ends up stopping and moving as he pleases. I've even had AI units kinda get stuck with him in some cases but that could be an AI mode issue. However this only started happening after recent MEDICAL changes in AGM i think so i wonder. Thanks guys ---------- Post added at 18:12 ---------- Previous post was at 17:11 ---------- Also can anyone confirm BUGS with AGM where the medic ends up going into a state where it keep saying Ready/Move while he is trying to follow you and teams formation? It seems like after he performs a healing action, he ends up stopping and moving as he pleases. I've even had AI units kinda get stuck with him in some cases but that could be an AI mode issue. However this only started happening after recent MEDICAL changes in AGM i think so i wonder. Hey guys i think i just pin pointed the issue. It seems if the AI loses any type of blood and no one can treat him, both the AI unit and possibly the AI MEDIC get stuck in a "WAIT" mode. Calling them return to formation doesnt work. Wondering if someone can help test further so these guys have a way to fix it if possible. Share this post Link to post Share on other sites
orcmaster 283 Posted January 16, 2015 Is there any way to make a unit unconscious via script? Share this post Link to post Share on other sites
cuel 25 Posted January 17, 2015 is there a list of Description.ext codes or a wiki page that explains how to change Module details without the modules? Modules are great, but i like the option to control these settings via scripts for the sake of creating missions that are both AGM compatible and not. Problem using modules is it forces users to use the AGM mod as i am sure you know.For example, if i wanted to change the amount of time units sit unconscious? Or allow all units to act as medics (Allow non-medics? (Boolean)). Also can anyone confirm BUGS with AGM where the medic ends up going into a state where it keep saying Ready/Move while he is trying to follow you and teams formation? It seems like after he performs a healing action, he ends up stopping and moving as he pleases. I've even had AI units kinda get stuck with him in some cases but that could be an AI mode issue. However this only started happening after recent MEDICAL changes in AGM i think so i wonder. Thanks guys ---------- Post added at 18:12 ---------- Previous post was at 17:11 ---------- Hey guys i think i just pin pointed the issue. It seems if the AI loses any type of blood and no one can treat him, both the AI unit and possibly the AI MEDIC get stuck in a "WAIT" mode. Calling them return to formation doesnt work. Wondering if someone can help test further so these guys have a way to fix it if possible. https://github.com/KoffeinFlummi/AGM/blob/c2fa94551dc4b54a81b01da4ecae6b5eb5dadfd8/AGM_Medical/config.cpp Look at the bottom of that page Share this post Link to post Share on other sites
sirsmite 10 Posted January 17, 2015 I'm experiencing this exact same problem as well. Whenever my squad is injured, the medic often tries to run to and from squad-mates and often just stand there spamming "Ready" every few seconds. My entire squad also loses the ability to follow me, they still obey manual move commands, but when I ask them to regroup, they simply stand there. I don't want to have to remove agm_medical.pbo simply because it's one of my "essential" parts of this mod, but in order to return to normal squad behavior, I have to :(I did notice that it might have something to do with the medic running out of blood packs, but I haven't tested it yet. EDIT: I just noticed the new 0.95.1 version. I'll see if the issue still persists. EDIT 2: No luck, the problem is still there. Probably worth noting that when the squad is injured and is inside a vehicle, the medic immediately jumps off for whatever reason which causes him to die in some cases (physics maybe). Commanding him to get in again only makes him enter and immediately exit to wait at one spot. I'm still having a problem with the squad AI due to Medical.pbo. I'm not sure if it's a known issue, but someone else had the same problem as well and I haven't seen a response.Whenever someone gets injured, the medic starts acting strange - dismounting vehicles randomly to wait at one spot (asking him to mount up again usually causes him to immediately jump out again, but sometimes he stays in), breaking formation and running towards a squad member to spam "ready" on voice-comms, etc. Add to that, my squad never returns to formation anymore. They still follow manual move orders, but they won't regroup. It seems like it usually happens whenever I have a medic with the squad. Also can anyone confirm BUGS with AGM where the medic ends up going into a state where it keep saying Ready/Move while he is trying to follow you and teams formation? It seems like after he performs a healing action, he ends up stopping and moving as he pleases. I've even had AI units kinda get stuck with him in some cases but that could be an AI mode issue. However this only started happening after recent MEDICAL changes in AGM i think so i wonder. Thanks guys I have been hoping for a resolution to this, but there hasn't been any response. Share this post Link to post Share on other sites
jcae2798 132 Posted January 17, 2015 https://github.com/KoffeinFlummi/AGM/blob/c2fa94551dc4b54a81b01da4ecae6b5eb5dadfd8/AGM_Medical/config.cppLook at the bottom of that page Just what i was looking for, thanks! ---------- Post added at 04:51 ---------- Previous post was at 04:50 ---------- I have been hoping for a resolution to this, but there hasn't been any response. Wow ok. I'll try to submit via feedback tracker. Thanks Share this post Link to post Share on other sites
bux578 65 Posted January 17, 2015 Is there any way to make a unit unconscious via script? This should work. this setVariable ["AGM_AllowUnconscious", true]; [this, 999999] call AGM_Medical_fnc_knockOut; this setDamage 0.5; Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted January 17, 2015 Is it possible for you to tell me which AGM pbo removes the action icon in the middle of the screen? I don't use all the pbos and I'm just wondering which changes this as is seems to have changed since the last update. Thank you! I have no idea what you mean by action icon. The only icon we remove is the reload indicator and that is part of AGM_Reload since 0.91 I believe. ---------- Post added at 12:27 ---------- Previous post was at 12:23 ---------- Our group plays with the RHS escalation mod and have seen that their infantry armour is not affected by AGM ballistics. How can I go about in adding these body armour to the list of vanilla armour? You'll have to write your own config and adjust them the same way it is done in here: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Ballistics/FixUniforms.hpp and: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Ballistics/FixVests.hpp Sry. I have currently no time to go through that myself. Maybe in future. ---------- Post added at 12:28 ---------- Previous post was at 12:27 ---------- This is my favorite must-have mod for ArmA 3, I even gave you guys my vote on MANW. One idea though that I think would really be cool for TrackIR users like myself: add the ability to tilt your head when on foot, like you can as a pilot of a helicopter or jet. I think it'd help with immersion and would come in handy especially in certain prone positions. I don't think we can change anything about that because the TrackIR behavior is entirely hard-coded without any API for us. ---------- Post added at 12:30 ---------- Previous post was at 12:28 ---------- is there a list of Description.ext codes or a wiki page that explains how to change Module details without the modules? Modules are great, but i like the option to control these settings via scripts for the sake of creating missions that are both AGM compatible and not. Problem using modules is it forces users to use the AGM mod as i am sure you know. There are no description.ext entries. You can change most of those things using global variables on the missions init. To get the variable names simply check the in-game config viewer. The variables are listed as sub-classes of class AGM_Parameters. Some of those might change in future though. Be aware of that. Share this post Link to post Share on other sites
Froztiez 10 Posted January 17, 2015 Hi dude, just an amateur mission maker here. I can see that you can edit/change settings for the Medical module, like bleeding and if non-medics can use bloodbags and such, but I can't for the life of me find out how you do it. Do I need to extract the pbo file or make a pbo from the AGM_Medical folder you can download from github? I'm confused and been trying to figure it out for hours now. I've been using your AGM mod for a while now and I think it's pretty essential to having fun in Arma 3 when it comes to combat. So thanks for a great mod :) Share this post Link to post Share on other sites
cuel 25 Posted January 17, 2015 Hi dude, just an amateur mission maker here. I can see that you can edit/change settings for the Medical module, like bleeding and if non-medics can use bloodbags and such, but I can't for the life of me find out how you do it. Do I need to extract the pbo file or make a pbo from the AGM_Medical folder you can download from github? I'm confused and been trying to figure it out for hours now.I've been using your AGM mod for a while now and I think it's pretty essential to having fun in Arma 3 when it comes to combat. So thanks for a great mod :) Pop down the Medical Module in the editor. You can change settings there. Share this post Link to post Share on other sites
Froztiez 10 Posted January 17, 2015 Pop down the Medical Module in the editor. You can change settings there. Thanks dude. I appreciate it. Share this post Link to post Share on other sites
Whiskey001 10 Posted January 17, 2015 I don't know how hard this would be but, when a unit goes unconscious, can there be a better animation instead of them like teleporting to the ground? Maybe like them stumbling for a second then ragdoll down. Again I have absolutely no idea how hard that would be but if you could, that would be pretty cool. Share this post Link to post Share on other sites
R3vo 2654 Posted January 17, 2015 Is anyone else having problems with Epipen not working ? It always says, action canceled, and even if the actings is performed properly it doesn't work. Share this post Link to post Share on other sites
Neviothr 102 Posted January 18, 2015 Is there a way to change the time it takes to bandage or inject morphine? Share this post Link to post Share on other sites
Damian90 697 Posted January 18, 2015 (edited) Hey AGM team, I have a question, and possible bug report. It is about mine, I am unable to defuse mines, bug is present with both agm_explosives pbo active and when I remove it from addons folder in mod. Was this intentional, or perhaps there is indeed a bug in the mod? Does anyone else encounters the same problem? Edited January 18, 2015 by Damian90 Share this post Link to post Share on other sites
R3vo 2654 Posted January 18, 2015 Is there a way to change the time it takes to bandage or inject morphine? There is a module called "AGM Medical". Place it in your mission, and set the parameters to you liking. ---------- Post added at 12:28 ---------- Previous post was at 12:26 ---------- Hey AGM team, I have a question, and possible bug report.It is about mine, I am unable to defuse mines, bug is present with both agm_explosives pbo active and when I remove it from addons folder in mod. Was this intentional, or perhaps there is indeed a bug in the mod? Does anyone else encounters the same problem? Have you used this setVariable ["AGM_IsEOD", true]; in the init of your unit? Share this post Link to post Share on other sites
Damian90 697 Posted January 18, 2015 (edited) Do I need to set this also for engineer or explosive specialist? They should be able to defuse explosives at all times no? And nope, it does not work. Edit: It think there might be a problem in this subject between newest AGM and ArmA3 in 1.36 version, even older AGM versions have problems with mines and explosive defuse, and such problem was not present in previous ArmA3 version. Edited January 18, 2015 by Damian90 Share this post Link to post Share on other sites
jonpas 294 Posted January 18, 2015 Nope it works for me just fine, was playing around with it, testing if all RHS explosives work with it and I could defuse them just fine. Share this post Link to post Share on other sites
Damian90 697 Posted January 18, 2015 Hmmm, then this seems to be conflict on my end with some addon or mod. Thanks! Share this post Link to post Share on other sites
davidzi 11 Posted January 18, 2015 It is about mine, I am unable to defuse mines, bug is present with both agm_explosives pbo active and when I remove it from addons folder in mod. Hmm that's strange. Do you have the defusal kit in your inventory? "AGM_DefusalKit". Toolkit is only for repairing with AGM active. I tested it with rhsusf_army_ocp_engineer and it worked, only tested vanilla mines though. Share this post Link to post Share on other sites
R3vo 2654 Posted January 18, 2015 Hmm that's strange. Do you have the defusal kit in your inventory? "AGM_DefusalKit". Toolkit is only for repairing with AGM active. I tested it with rhsusf_army_ocp_engineer and it worked, only tested vanilla mines though. Are you using vanilla units? Or custom ones? Maybe they are not properly defined as engineer or explosive specialist in their configs. You a guess. Share this post Link to post Share on other sites
davidzi 11 Posted January 18, 2015 Both vanilla engineer and RHS US engineer can defuse mines with AGM if you have the AGM defusal kit in your inventory. It's probably another mod conflicting with it. A unit not properly defined as engineer would not be able to if require specialists is set to true in the AGM explosives module. This is not the case with the stable version of RHS, ha can defuse just fine. Share this post Link to post Share on other sites
Damian90 697 Posted January 18, 2015 (edited) Hmm that's strange. Do you have the defusal kit in your inventory? "AGM_DefusalKit". Toolkit is only for repairing with AGM active. I tested it with rhsusf_army_ocp_engineer and it worked, only tested vanilla mines though. I used both, and with vanilla units only. In both cases (with and without agm_explosives) it didn't worked, I also removed all mods, leaving only CBA and AGM, still nothing, I removed AGM, and I could defuse mines and explosives. I think it might be something with agm_interaction, when I removed it, and played with AGM on, I could defuse mines and explosives. I will try to download AGM again, maybe I had a corrupt download. Yup, it works now, just fine, after redownload. However I think there might be a problem if someone does not use agm_explosives. The toolkit is as DavidZi said changed by AGM in such way that it can't be used to defuse mines and explosives, and it stays that way when agm_explosives.pbo is removed from addons folder, I prefer to do so, as I like to use AGM with ArmA3 campaign but sometimes it breaks missions, my advise would be to change this to vanilla configuration where toolkit can be used to defuse mines, when agm_explosives is removed. Edited January 18, 2015 by Damian90 Share this post Link to post Share on other sites
Yoshi 10 Posted January 18, 2015 I'm still having the issue with the interaction menu, I open it when interacting with either myself or a buddy but the menu won't close afterwards. I stops me from doing anything in the way of interacting with anything else. Is there a solution to the issue. Share this post Link to post Share on other sites