Daantjeeuh 10 Posted September 11, 2014 I have a question: how do I set a unit captive with cable ties on it's init? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted September 11, 2014 I have a question: how do I set a unit captive with cable ties on it's init? if (isServer) then {[this, true] call AGM_Interaction_fnc_setCaptive}; https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Interaction/functions/fn_setCaptive.sqf Share this post Link to post Share on other sites
n_icomach 312 Posted September 12, 2014 Has anyone figured out a good method for IED's that will work the the defuse kit in AGM? Share this post Link to post Share on other sites
Daantjeeuh 10 Posted September 12, 2014 I use brians Random IED script. In the settings you can simply set which tool or tools are required to disarm IEDs, in my case the AGM Defuse Kit. One thing I'm still working on is getting his 'disarm' action (which he does through addAction) into an AGM Interaction. Share this post Link to post Share on other sites
Belbo 461 Posted September 12, 2014 This week we had a rather unusual problem: In a mission with around 13 players, after some time agm_medical just quit. The variables for the medical system were set with the module, but players wouldn't fall unconscious anymore (which they did beforehand on this evening in this very mission) and respawn instantly when hit. Has anyone had a similar poblem and might even have an idea what may have caused this weird behaviour? Share this post Link to post Share on other sites
lordheart 1 Posted September 12, 2014 One thing I'm still working on is getting his 'disarm' action (which he does through addAction) into an AGM Interaction. Check out AGM_Interaction_fnc_addInteraction and/or AGM_Interaction_fnc_addInteractionSelf Share this post Link to post Share on other sites
Daantjeeuh 10 Posted September 12, 2014 @Lordheart Thanks mate, I am already aware of this ^^ I just didn't get around to doing it yet, I'm working on making my missions completely AGM-compatible so pretty much every action will be done through it. Share this post Link to post Share on other sites
alexgardien5 6 Posted September 12, 2014 Is there a way to disable the AGM Weapon jamming ? Because its unplayable with the jam every 15 or so rounds... (MX) Share this post Link to post Share on other sites
Azza FHI 50 Posted September 13, 2014 Delete the overheating.pbo file. This is the same with all other features . Share this post Link to post Share on other sites
alexgardien5 6 Posted September 13, 2014 Delete the overheating.pbo file. This is the same with all other features . Do everybody need to do this ? Or just me (I'am hosting the server) Share this post Link to post Share on other sites
Azza FHI 50 Posted September 15, 2014 Pretty sure everyone Share this post Link to post Share on other sites
lightspeed_aust 681 Posted September 15, 2014 Everyone needs it Share this post Link to post Share on other sites
machineabuse 11 Posted September 15, 2014 Everyone intensifies on needing to delete that .PBO evidently. Share this post Link to post Share on other sites
redarmy 420 Posted September 15, 2014 Hi i keep getting error when loading into map with agm. No entry Bin\config.bin/Cfgpatches.agm_veihicles. In truth i get this with a few mods,and trying to resolve all them,a few down so far by removing the mods,but do not wanna remove any agm.So does anyone have a clue whats causing this? Share this post Link to post Share on other sites
jcleland 14 Posted September 16, 2014 (edited) I'm trying to create a health restoration zone for AGM damage to be used on a server when no other player is present to transfuse bood. I'm testing this in the editor, so the script doesn't contain 'is server' check. Using the Arma 3 editor, I've created a trigger area. The condition is: this The action for the trigger is supposed to call my script: _nul = [this] execVM "restore_health.sqf"; restore_health.sqf contains: _unit = _this select 0; if(alive _unit) do { _unit setHitPointDamage ["HitHead", 0]; _unit setHitPointDamage ["HitBody", 0]; _unit setHitPointDamage ["HitLeftArm", 0]; _unit setHitPointDamage ["HitRightArm", 0]; _unit setHitPointDamage ["HitLeftLeg", 0]; _unit setHitPointDamage ["HitRightLeg", 0]; _unit setVariable ["AGM_CanTreat", true, false]; _unit setVariable ["AGM_Painkiller", 1, true]; // How much painkillers the guy is on. _unit setVariable ["AGM_Pain", 0, true]; // Amount of pain the unit is in. _unit setVariable ["AGM_InPain", false, true]; // Is the weid effect going on? _unit setVariable ["AGM_NoLegs", false, true]; // Is the unit able to walk? _unit setVariable ["AGM_NoArms", false, true]; // Is the unit able to hold a gun? _unit setVariable ["AGM_Unconscious", false, true]; // figure it out _unit setVariable ["AGM_Bleeding", false, true]; _unit setVariable ["AGM_Blood", 1, true]; _unit setdamage 0; }; This is not working, but I'm new to scripting and I can't figure it out. Plus, I'm not sure how to modify AGM damage for a player. Any and all help appreciated :) Edited September 16, 2014 by jcleland Share this post Link to post Share on other sites
predatorVMT 10 Posted September 16, 2014 Can you show me how to disable some of the features? Share this post Link to post Share on other sites
redarmy 420 Posted September 16, 2014 Can you show me how to disable some of the features? you simply remove the PBOs (the files that came with mod) there is quite a few.Each of them do certain things.Go to AGMs info page(link on 1st page) and see what PBO does what and remove it. DEAD simple ;) Share this post Link to post Share on other sites
zzazz 10 Posted September 17, 2014 In arma3 vanilla all uniform csat provides bullet protection Csat soldier without armor resists 5 bullet pistol or two 6.5mm Otan Soldier only resist 1 bullet Please fix. Great job. Share this post Link to post Share on other sites
miketim 20 Posted September 17, 2014 By OTAN he means NATO, he is french Share this post Link to post Share on other sites
handicap 19 Posted September 17, 2014 (edited) Will the following init line still work for interacting with dead units? Looking for the ability to drag/move dead AI units for a mission. this setVariable ["AGM_Unconscious", true]; I only ask because it doesn't seem to want to work when tested on a local client. Haven't tried server side yet. Edited September 17, 2014 by Handicap Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted September 17, 2014 In arma3 vanilla all uniform csat provides bullet protectionCsat soldier without armor resists 5 bullet pistol or two 6.5mm Otan Soldier only resist 1 bullet Please fix. Great job. This was done in the git build already. ---------- Post added at 09:57 ---------- Previous post was at 09:56 ---------- Will the following init line still work for interacting with dead units? Looking for the ability to drag/move dead AI units for a mission. this setVariable ["AGM_Unconscious", true]; I only ask because it doesn't seem to want to work when tested on a local client. Haven't tried server side yet. No. It's impossible to drag dead soldiers, since ragdolls ignore the attachTo command. ---------- Post added at 10:03 ---------- Previous post was at 09:57 ---------- I'm trying to create a health restoration zone for AGM damage to be used on a server when no other player is present to transfuse bood. I'm testing this in the editor, so the script doesn't contain 'is server' check. ... To remove the damage simply setDamage 0. For the pain, look at this: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Medical/functions/fn_morphine.sqf To wake someone up from unconsciousness: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Medical/functions/fn_wakeUp.sqf Don't mess with the unit namespace variables. That _will_ lead to errors and unexpected behavior. Share this post Link to post Share on other sites
pantherapardus 12 Posted September 17, 2014 A small fix needed for the RAH 66(commanche) 20mm gun doesn't zero properly between 1-2km(max range) Could u please fix this? Share this post Link to post Share on other sites
handicap 19 Posted September 17, 2014 commy2;2777186']No. It's impossible to drag dead soldiers' date=' since ragdolls ignore the attachTo command.---------- Post added at 10:03 ---------- Previous post was at 09:57 ---------- Is there any way to knock out an AI unit and place it into an unconcious state without triggering ragdoll then? Share this post Link to post Share on other sites
oksman 37 Posted September 18, 2014 Will there be some sort of function for making your map tools smaller? Playing on smaller maps make them very big! ^^ Share this post Link to post Share on other sites
foffy 58 Posted September 18, 2014 I was curious here; does anyone know how to lock on with the Titan using AGM? I made my lock-on key Tab, but mashing that is doing nothing. Share this post Link to post Share on other sites