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Authentic Gameplay Modification

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My graphics are on maximum and like I said its just sometimes.

Thanks for your quick reply though.

@Cesrate: It's not a bug. It's implemented via AGM_noRadio. Remove the respective *.pbos and you're good to go.

@Amiscus: They are working but you have to plug them in via the Interaction Menu (no keybind anymore). Since the last Update you cand find them in the VAS > Items > Attachments again. Otherwise there is indeed something wrong.ä

Thanks!

As for earplugs, I found when I plugged them in the environmental sound wasn't muted, is that a setting or I didn't notice the effect?

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commy2;2754959']It's not compatible yet.

---------- Post added at 09:05 ---------- Previous post was at 09:03 ----------

You need the hand flares from the AGM Misc. box. If its still not working' date=' try to disable any other add ons besides CBA and AGM. Some tend to mess with the grenades, especially A2 re-imports.[/quote']

The flares themselve work for me, that's not the problem. I just can't find the classname to put them in my ammobox

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Hello, Is it possible to configure that unconcious players can still Talk over "TFAR" ? ( Not radio )

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Hey guys ! First of all I'm very exciting about the new version of the mod, but I have a problem with the sound of some weapons. I can't hear the firing of a lot of weapons (with or withour earplugs).

Am I the only one to get this kind problem ?

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i really love the new captivity system but there are a few bugs. first of all whenever we unloaded a prisoner from a vehicle he would have his weapon up and look like he was ready to fire even though he was bound. we put him in his cell and came back about an hour later (cant really be sure how long it was until the bug was fixed because we were away getting more prisoners) also we had problems with letting the prisoner go while we were escorting him, it would not allow us to put him in certain spots. in addition sometimes we would walk up to an enemy and bind him but when we tried to move him it would not allow us to (it would say you have not taken this person prisoner so you cannot escort him). if you want to see screenshots of the bugs you can see them on my steam vuther316 (i know its kind of primitive but i didn't know how to put pictures into my post.) follow this link if you want to see a list of mods that were on the server to check for potential conflicts also i should say that we were playing on the Afghan village map http://steamcommunity.com/groups/161st_VSOAR/discussions/0/666828127195870035/. ps keep up all the good work.

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Sorry... V0.92 was nice, but 0.93 is stupid!

All 5 minutes loading inhibitions?

Turning around in a Blackfoot causes black screen?

(Do you know anything about G-force?)

ALT-T opens even locked doors??? WTF!! remove that!!!!!

Fatigue System is still the same as Bootcamp shit with extra penalty on top?

You want realism?

Ok, but why tanks still cant break crash barriers?

Or why is the Leopard Tank extremely slow at lighter gradient?

You are hunting for gimmicks!

Dont blow the Mod bigger and bigger to be the one with the most unrealistic shit!

Sometimes less be more!

Quality beats Quantity!!!

Greetz

Cyborg

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I know what the Issue was... I had a crate named Items, guess AGM is using the same name. Once I Removed that name I could use the earplugs!

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I know what the Issue was... I had a crate named Items, guess AGM is using the same name. Once I Removed that name I could use the earplugs!

Oh this bug. To explain: in a previous version of arma, "items" was not a reserved variable and could be used as an object name (e.g. for an ammo crate). "items" is a scripting command and using it as an object name causes errors, any time "items" is used in a script. This was fixed in Arma v1.24, but missions that where created before will still have this issue if they rely on "items" as an object name.

---------- Post added at 21:33 ---------- Previous post was at 21:30 ----------

Sorry... V0.92 was nice, but 0.93 is stupid!

All 5 minutes loading inhibitions?

Turning around in a Blackfoot causes black screen?

(Do you know anything about G-force?)

ALT-T opens even locked doors??? WTF!! remove that!!!!!

Fatigue System is still the same as Bootcamp shit with extra penalty on top?

You want realism?

Ok, but why tanks still cant break crash barriers?

Or why is the Leopard Tank extremely slow at lighter gradient?

You are hunting for gimmicks!

Dont blow the Mod bigger and bigger to be the one with the most unrealistic shit!

Sometimes less be more!

Quality beats Quantity!!!

Greetz

Cyborg

You clearly know nothing about scripting / modding. Keep in mind that this is still a pre release and anything is subject to change. You response was not helpfull at all in that process. "stupid"

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There is a bug with the Kajman that prevents the cannon to be properly zeroed in (or maybe i missed something, in which case i apologize).

No matter what it tends to shoot always 2-300m short of target, or just flat out point to the ground.

Even at full halt in autohovering with target lased it doesn't shoot accurately.

In short, the camera is on target but the cannon is not zeroed in right.

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So... what is now the classname for the hand flares? I would very much like to know to add them to my ammobox ^^

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Linux dedicated server. Standart mission "Escape from Altis". Got "You cannot play/edit this mission it is dependent on downloadable content that has been deleted agm_realisticnames". Then i remove "agm_realisticnames.pbo" on server - same error but with agm_vehicles. All errors are shown in chat.

Edited by IHUNTERI

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So... what is now the classname for the hand flares? I would very much like to know to add them to my ammobox ^^

AGM_HandFlare_White
AGM_HandFlare_Red
AGM_HandFlare_Green
AGM_HandFlare_Yellow

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I'm expecting AGM to support the remote controlled unit in Zeus mode, although it's not important:)

Strange Bug: When playing the first campaign of Survive, AAF had became hostile since the beginning, making the mission uncompletable. Any idea on why is that happened?

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Love the mod! Is there anything in the way of scripting for mission makers to disable the modules inside the editor without messing with removing PBOs? Our community needs to turn off some modules as they conflict with similar features inside Alive.

Because we use a sync folder between all our members and our game server when our game server updates automatically with PlayWithSix it would mean that our server admin would have to remove the PBOs from the master folder every time and propagate those changes out to members. We'd prefer to avoid that downtime :)

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Hi there.

Maybe you can help me or consider my request in the next AGM update.

Since version 0.93 the AGM medical materials are not to be found in the virtual arsenal of Bohemia Interactive.

Previously you could select his suit, his vest or his backpack and then add on the top right menu appearing under the "+" materials. This is no longer now.

Do you have an explanation and a solution?

PS .: Item number 401 can be actually used again. All "normal, standard BI" medkits are converted into bandages and thus also made available for the AI. Even with version 0.93. In addition, there are supposed to be realistic enemies that sometimes doctoring himself. We think it's important that you can quickly and used to equip the virtual arsenal. In the virtual weapons crate it is still under way, objects in it.

greeting

Atlantis [black Line - Admin]

PSS .: Our clan is incredibly excited about the Mod. Hammer It's just what you have since asked her to her feet. A new and improved "ACE".

One question I have, however, yet. In the version neuene a respawn module is included. How to use it? With the conventional type using description.ext only the respawn marker is "respawn_west". But I would like to see the corpses remain, despite respawn lie. This seems to go beyond your module or to be possible. Would be nice if you could provide me remedy. You can also like to stop by on our TS³. IP: 62.104.20.196:10143 or in our forum: www.kaistonex.de/bl/index.php

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commy2;2755372']You clearly know nothing about scripting / modding. Keep in mind that this is still a pre release and anything is subject to change. You response was not helpfull at all in that process. "stupid"

LoL^^

Do you have problems with criticism?

Maybe you know nothing about handling criticism?

I simply told you, what i dont like in V0.93.

At this point, i think that my post is really helpful.

Cheers

Cyborg

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LoL^^

Do you have problems with criticism?

Maybe you know nothing about handling criticism?

I simply told you, what i dont like in V0.93.

At this point, i think that my post is really helpful.

Cheers

Cyborg

You actually made no actual suggestions for improvement, just post is more a rant than criticism

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Tested it as well and I can't reproduce that. Which building are you talking about, on which map und which launcher do you use? Try to upload a video, so this can be reproduced, maybe.

I'll upload some video soon it happens every map on the building

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It is possible to disable the jam plugin ? Or configure it ?

Delete agm_overheating

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commy2;2754386']Fatigue is cut in favor of Armas system. The module remains for backwards compatibility and has currently no effect.

Are there any plans to do more with fatigue in the future?

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I really really really don't like the ARMA fatigue system, would I be able to just put the AGM_Fatigue.pbo from .92 into my .93 folder and it would work?

Is it also possible to run it as a separate .pbo so I can continue to update AGM normally when new versions come out?

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Are there any plans to do more with fatigue in the future?

Yes..

---------- Post added at 21:53 ---------- Previous post was at 21:53 ----------

I really really really don't like the ARMA fatigue system, would I be able to just put the AGM_Fatigue.pbo from .92 into my .93 folder and it would work?

Is it also possible to run it as a separate .pbo so I can continue to update AGM normally when new versions come out?

Probably yes. I can't guarantee it though.

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Hello again, I'm wondering how to disable the noise effect of NV but let the other part of agm_nightvision work. I suppose by 2035 we could have had very powerfully sharp night vision goggles. Thanks!

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