CyDoNgr 28 Posted January 27, 2015 Read more herehttps://community.bistudio.com/wiki/Description.ext#respawn yes by default there shouldn't be any respawn when I use agm happens what I mentioned before. What settings do i need to do in the module, for a player do go dead and then run the spec script? Share this post Link to post Share on other sites
CyclonicTuna 87 Posted January 27, 2015 Report it to them. :) I did ;) Share this post Link to post Share on other sites
rebelvg 281 Posted January 27, 2015 The invisible empty scroll wheel menu when no grenade is selected is still here. I know, it's not on the changelog. Just saying. :) Share this post Link to post Share on other sites
bux578 65 Posted January 27, 2015 hi,im using agm the first time i installed the mod and i find some agm modules in the editor but i do not find a module with the name agm core and i do not find a module for AI setup. [...] where is the agm core and agm ai module? Hi, welcome to AGM. There are no Core or AI modules (I'm talking about editor modules). I'm curious, what makes you think that there should be those modules? Did you read this somewhere? Now with agm the ai is very stupid [...] AGM doesn't modify the AI's behaviour. Share this post Link to post Share on other sites
Bat Sniper 0 Posted January 27, 2015 Regarding the unit switch module, is there anyway to make it work after death? Share this post Link to post Share on other sites
the m 17 Posted January 27, 2015 is it possible to change the helicopter damage model so that they don´t explode when they roll over? Share this post Link to post Share on other sites
haleks 8212 Posted January 27, 2015 is it possible to change the helicopter damage model so that they don´t explode when they roll over? That request should be adressed to BIS devs, IMO. Share this post Link to post Share on other sites
jonpas 293 Posted January 27, 2015 is it possible to change the helicopter damage model so that they don´t explode when they roll over? Impossible, it's an engine bug and BI already stated they are working on it. Share this post Link to post Share on other sites
badrat 10 Posted January 27, 2015 @ bux578: i was reading it here: https://github.com/KoffeinFlummi/AGM/wiki and i see a big difference in my mission after using agm. AI is very very poor now. Share this post Link to post Share on other sites
jonpas 293 Posted January 27, 2015 @ bux578:i was reading it here: https://github.com/KoffeinFlummi/AGM/wiki and i see a big difference in my mission after using agm. AI is very very poor now. These are the PBOs as found in @agm\addons folder. They are considered 'modules' as in the sense of modularity of the mod itself. While the modules in the editor are mission modules, it's not the same thing. :) Share this post Link to post Share on other sites
badrat 10 Posted January 27, 2015 yes but why is the ai so bad now and how can i make it work better? Share this post Link to post Share on other sites
malcom86 33 Posted January 27, 2015 yes but why is the ai so bad now and how can i make it work better? http://www.armaholic.com/page.php?id=12105 This can help. AGM is not meant to really enhance AI, at least for my experience. Share this post Link to post Share on other sites
bockclockula 10 Posted January 27, 2015 Which module are vehicle damage models located? Non-exploding cars seems to break Blastcore effects for me. Share this post Link to post Share on other sites
mac1 1 Posted January 27, 2015 how does this work with other mods such as bcombat and ASR? (should I disable them or do they compliment?) Share this post Link to post Share on other sites
Jackal326 1181 Posted January 27, 2015 how does this work with other mods such as bcombat and ASR? (should I disable them or do they compliment?) My suggestion is keep ASR AI (can't comment on bcombat as I've never used it). Without ASR AI the AI are as dumb as a bag of rocks. Share this post Link to post Share on other sites
soulis6 24 Posted January 27, 2015 I read somewhere else that only explosions and big rifles (snipers rifles, etc) are supposed to cause the ear-ringing effect, is that true? I'm using JSRS 2 and I get it on everything, pistols, normal rifles, etc. If that's the case, is there anything I can do to adjust this or fix it, inside AGM or JSRS that you know of? Thanks for the great mod and the help! edit: also, in the version right before this newest one, I was not seeing the white flashbang effect from the stun grenades, they'd just go off with a pop and a very momentary flash, like a normal grenade pretty much, regardless of distance. Anyone else getting this? Bumping, anyone else having problems or see either of these? Share this post Link to post Share on other sites
bux578 65 Posted January 27, 2015 Bumping, anyone else having problems or see either of these? Get rid of JSRS? It's probably messing with the audibleFire property and doesn't care about compatibility (wild guess). Share this post Link to post Share on other sites
perezmh 10 Posted January 28, 2015 Is there a way to use AGM and have the medical system not apply to specific units? I try have units with "this addEventHandler ["HandleDamage",{false}];" which would make them immune to damage but when AGM medical is running they are still able to be incapped/killed. Is there any work around for this? Share this post Link to post Share on other sites
Jackal326 1181 Posted January 28, 2015 Is there a way to use AGM and have the medical system not apply to specific units? I try have units with "this addEventHandler ["HandleDamage",{false}];" which would make them immune to damage but when AGM medical is running they are still able to be incapped/killed. Is there any work around for this? Have you tried a simple: this allowdamage false Share this post Link to post Share on other sites
golas 36 Posted January 28, 2015 Hello lads! I have, a tiny but annoying bug/problem. In standard key configuration of AGM, we can select weapons by key 1 to 9. It was working great! After last arma update when ctrl was not working in agm :P it broked, so I switched to CTRL+1 and it worked. Now after agm latest relase, i switched back to select weapons to keys 1 to 9 but, it started to show arma vanilla radio squad managment options like move regroup behavior and other. If anyone would tell me how to disable it or fix standard agm key config it will really help and improve my gameplay. And cheers for AGM team. Share this post Link to post Share on other sites
perezmh 10 Posted January 28, 2015 Have you tried a simple: this allowdamage false That did the trick. Thank you very much! Share this post Link to post Share on other sites
golas 36 Posted January 28, 2015 One more question, i would like set damaged tank in mission (m1a1) to secure it and repair so enemy wont take it. How to set damaged one track so it would be needed to get it from base? Share this post Link to post Share on other sites
mac1 1 Posted January 28, 2015 got this working and it looks good - but got an issue with the sound - get some really really loud screeching feedback sounds in firefights (I am using JSRS fyre) not sure if there could be a compatibility problem - when I switch off AGM it disappears? Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted January 29, 2015 One more question, i would like set damaged tank in mission (m1a1) to secure it and repair so enemy wont take it. How to set damaged one track so it would be needed to get it from base? There is a module in the vanilla game that allows you to define a level of damage (0-1) to specific parts of a vehicle. Share this post Link to post Share on other sites