HitmanTwoActual 188 Posted January 29, 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? Are you wearing earplugs to protect your ears? Share this post Link to post Share on other sites
FixArma3 10 Posted January 29, 2015 In single player and certain missions, healing and placing explosives interfere with completing objective and advancing game forward.. Please more single player support Share this post Link to post Share on other sites
pero2589 1 Posted January 29, 2015 In single player and certain missions, healing and placing explosives interfere with completing objective and advancing game forward..Please more single player support It`s Multiplayer oriented mod, plus it`s modular. So just remove the pbo file you dont want to use. Which ones, check official website. Share this post Link to post Share on other sites
mac1 1 Posted January 29, 2015 @hitman - no I just have to switch off the speakers otherwise the neighbours get woken up ; ) but the screeching is ridiculous - seems to occur just after I have fired a round (note I am also using laxemanns sound mod) - its a rela shame because the mod seemed really good (when its worked!) Share this post Link to post Share on other sites
france 10 Posted January 29, 2015 Is there anyway to make it so that downed players don't immediately die but are put into the unconscious state for medics to work on them? Prevent instant death is set to yes and prevent death while unconscious is set to yes but players still die when they get headshot or grenaded, etc. Up. We want to move to agm medical system but we are facing the same issue. Share this post Link to post Share on other sites
gibonez 18 Posted January 29, 2015 (edited) What are your thoughts on perhaps removing the elevation adjustments " zeroing" on crew served weapons such as machineguns and instead having a T&E (traverse and elevation) system like real life ? Such a change could allow for precise control of the crew served weapons making them amazingly versatile for all types of situations while remaining authentic. http://i.imgur.com/eqwkALr.jpg (107 kB) This would allow for unique gameplay possibilities such as allowing a team to set up a dshk and using the T&E to take relatively accurate pop shots at stationary targets at great distances 1500+ with open sights using a spotter or forward observer not unlike what the Taliban does in Afghanistan. Edited January 29, 2015 by gibonez Share this post Link to post Share on other sites
BearChaser 10 Posted January 30, 2015 @hitman - no I just have to switch off the speakers otherwise the neighbours get woken up ; )but the screeching is ridiculous - seems to occur just after I have fired a round (note I am also using laxemanns sound mod) - its a rela shame because the mod seemed really good (when its worked!) That "screeching" sound is built into the mod. It simulates ears ringing after a loud noise such as near by gunfire, when you discharge your firearm or are within ear damaging distance to an explosive, etc. So when the other fella asked if you were wearing your ear plugs, he meant the ones IN the game. They are in your load out or should be (might have to select them from the crate??) You need to "use" them. That will cut that ear ringing sound down or out. ;) It's realism after all. If you hate it, I'm sure there is a way to shut it off. That's our of my ballpark. Share this post Link to post Share on other sites
HitmanTwoActual 188 Posted January 30, 2015 That "screeching" sound is built into the mod. It simulates ears ringing after a loud noise such as near by gunfire, when you discharge your firearm or are within ear damaging distance to an explosive, etc. So when the other fella asked if you were wearing your ear plugs, he meant the ones IN the game. They are in your load out or should be (might have to select them from the crate??) You need to "use" them. That will cut that ear ringing sound down or out. ;) It's realism after all. If you hate it, I'm sure there is a way to shut it off. That's our of my ballpark. Exactly what I meant! I just didn't have time to type it all out, if you'd like to remove the need for ear plugs, go into your AGM mod folder and delete agm_hearing files. Share this post Link to post Share on other sites
Robalo 465 Posted January 30, 2015 FYI audibleFireType Float Description How much can AI hear when given weapon is fired. https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#audibleFire ASR_AI3 is "messing" with this AI parameter which AGM uses to create a player effect. I have reduced the values in a recent ASR_AI3 update but not sure if there's still a conflict with AGM hearing module. Share this post Link to post Share on other sites
mac1 1 Posted January 30, 2015 @bear @hitman 1)thanks for the heads up - actually had no idea you might need to select ear plugs! (it just sounded like some kind of sound conflict!) - will remove the x2 hearing files in the addons folder (which I guess is what you mean?) - also I note robalo's comment and I am running ASR as well so this might solve that issue as well....... 2)I also noticed what looked like a magazine flashing up with green rounds underneath what does this signify? 3)Should this mod work ok with JSRS (fyre)? 4)Might have some more questions - so is there a manual to explain some of this?(doesn't appear in the download folder I have) Share this post Link to post Share on other sites
Matosh 34 Posted January 30, 2015 @bear @hitman 1)thanks for the heads up - actually had no idea you might need to select ear plugs! (it just sounded like some kind of sound conflict!) - will remove the x2 hearing files in the addons folder (which I guess is what you mean?) - also I note robalo's comment and I am running ASR as well so this might solve that issue as well....... 2)I also noticed what looked like a magazine flashing up with green rounds underneath what does this signify? 3)Should this mod work ok with JSRS (fyre)? 4)Might have some more questions - so is there a manual to explain some of this?(doesn't appear in the download folder I have) 4) https://github.com/KoffeinFlummi/AGM/wiki Share this post Link to post Share on other sites
HitmanTwoActual 188 Posted January 30, 2015 @bear @hitman 1)thanks for the heads up - actually had no idea you might need to select ear plugs! (it just sounded like some kind of sound conflict!) - will remove the x2 hearing files in the addons folder (which I guess is what you mean?) - also I note robalo's comment and I am running ASR as well so this might solve that issue as well....... 2)I also noticed what looked like a magazine flashing up with green rounds underneath what does this signify? 3)Should this mod work ok with JSRS (fyre)? 4)Might have some more questions - so is there a manual to explain some of this?(doesn't appear in the download folder I have) 1. No problem, it's what the community is here for man. 2. That magazine and the others like it with colored rounds under it mean they have that color tracer. 3. Yes it should, as far as I know (I use both) any issues will be cleared up with the JSRS update that should come out soon. 4. What Matosh said. Hope that helps! If you have any other questions, feel free to PM me. Share this post Link to post Share on other sites
i3r4ndon 16 Posted January 31, 2015 Not sure if its been reported, but there seems to be a bug with AGM where I sometimes can't see the grenades I'm cycling between Share this post Link to post Share on other sites
Persian MO 82 Posted January 31, 2015 how to disable AGM SwitchUnits for a specific AI? Share this post Link to post Share on other sites
zio sam 77 Posted January 31, 2015 RHS and AGM can cohexist in multiplayer? there were some bugs in the past... Share this post Link to post Share on other sites
Matthew_Tibor 10 Posted January 31, 2015 AGM is conflicting with Advanced Ballistics, please do something! Share this post Link to post Share on other sites
koffeinflummi 96 Posted January 31, 2015 AGM is conflicting with Advanced Ballistics, please do something! Thanks for your detailed and sophisticated bug report. We have scheduled a crisis meeting and will take immediate action. Share this post Link to post Share on other sites
R3vo 2654 Posted January 31, 2015 Thanks for your detailed and sophisticated bug report. We have scheduled a crisis meeting and will take immediate action. :D Just a wild guess here, but wouldn't it be enough to just remove AGM_ballistics? Share this post Link to post Share on other sites
Matthew_Tibor 10 Posted January 31, 2015 so much for a finalist of Make Arma Not War contest lol Hello! Very thank you for your Advanced Ballistics mod! It's awesome)Our team deals a project at Arma 3, maximally hardcore for players. Attendance of the project 160-170 players at a time. And your ballistics came in very handy. At the same time on such a number test have shown excellent optimization of your mod. There were a few problems that I will try to describe here: 1. We use the AGM at our games (disabling their ballistics and wind because it's conflicting with yout mod) and faced that after AGM 0.95 version of their overheating module adversely affects your ballistics. Using the module of overheating weapons version 0.95 solves this problem. Maybe you can fix it or contact with the guys from AGM. Many players use both of these together mod and I wonder if a problem has not yet been reported. 2. We have tried to link your ballistics to grenades used in HMG, but to them it is not affected. We took the identical configure like bullets. This is our problem or how it should be? 1) This problem already has been reported by me. I already contacted the AGM Team but they won't do anything on their part to fix this issue. I already had a chat with Ruthberg about the source of the problem. AGM_Scopes and AGM_Wind must be removed which is obvious. AGM_overheating brakes the zeroing of the scopes and alters the muzzle velocity of the bullet which is already done on ABs part. AGM_recoil may cause problems when firing in semi-automatic mode since then again it can brake the zeroing of the scopes. AGM_ballistics doesn't have an effect on AB. When using AGM_Firecontrolsystem you need to make sure that in AB the vehicle function is disable otherwise AGM_FCS is rendered useless. Share this post Link to post Share on other sites
koffeinflummi 96 Posted January 31, 2015 so much for a finalist of Make Arma Not War contest lol Wow. That's either impressively salty or just stupid. But now that you've actually told us what the issue is, here's the discussion on GitHub about this: https://github.com/KoffeinFlummi/AGM/issues/1936#issuecomment-69355733 Advanced Ballistics doesn't adjust the direction vector of bullets, just the velocity. That's not our issue. Share this post Link to post Share on other sites
bux578 65 Posted January 31, 2015 how to disable AGM SwitchUnits for a specific AI? That's currently not possible but I've added a feature request on github: https://github.com/KoffeinFlummi/AGM/issues/2052 Share this post Link to post Share on other sites
killshot 5 Posted January 31, 2015 Hi guys. Is there a problem with your function AGM_Interaction_fnc_addInteractionSelf? I wanted to play a little bit around with it, but can't get it to work. Regards Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted January 31, 2015 Hi guys. Is there a problem with your function AGM_Interaction_fnc_addInteractionSelf? I wanted to play a little bit around with it, but can't get it to work.Regards Works for me ["Test",{true},{hint "joop"},0] call AGM_Interaction_fnc_addInteractionSelf Share this post Link to post Share on other sites
i3r4ndon 16 Posted January 31, 2015 Thanks for your detailed and sophisticated bug report. We have scheduled a crisis meeting and will take immediate action. ahahaha, awesome :cool: Share this post Link to post Share on other sites