Jump to content
koffeinflummi

Authentic Gameplay Modification

Recommended Posts

Seems like the captivity system is slightly broken?

[player, true, true] call AGM_Interaction_fnc_setCaptive; or even on AIs, this code does not work.

Besides that, now and then I experience the problem when using cable ties to make AI a prisoner, that upon trying to escort him, a message pops up saying 'You need to have taken him prisoner first' or something alike.

I wonder why the code doesn't work though? Does it work for anyone else?

Kind regards,

Sanchez

Share this post


Link to post
Share on other sites

is it possible to carry and load in dead soldiers into vehicles ? cause if a team member dies i can't see the "carry-menü" ?

Share this post


Link to post
Share on other sites

How is agm weapon resting gonna work with BIS drops the update with the passive weapon resting and bipod features?

Hopefully BIS does it right in default game so this AGM feature doesn't have to pick up the slack

Share this post


Link to post
Share on other sites

Just a quick question: Adding logistic items to a vehicle isn't a problem. But how would I go about removing those items?

Share this post


Link to post
Share on other sites

Ok, I'm not sure what it is. But what ever AGM does to the flight model, makes the Alca almost un flyable. It won't stay in the air, and turning a little at max speed causes a stall that will cause you to dive down, forcing you to eject or die. It's a light Attack aircraft, and trainer, but it's not THAT bad in terms of thrust and weight ratio, to stall out like a Mig-21 bis.

Share this post


Link to post
Share on other sites
How is agm weapon resting gonna work with BIS drops the update with the passive weapon resting and bipod features?

Hopefully BIS does it right in default game so this AGM feature doesn't have to pick up the slack

how will marksmen dlc affect agm?

No one knows yet, it hasn't been released yet. :P

You can see some initial discussion at: https://github.com/KoffeinFlummi/AGM/issues/1987

But until it hits dev-branch (bipods primarily, not sure what else could conflict at all) no one will know.

Share this post


Link to post
Share on other sites
is it possible to carry and load in dead soldiers into vehicles ? cause if a team member dies i can't see the "carry-menü" ?

I would really like to know if this is possible myself.

If not, is there another way to pick up and load a dead body (or turn it into bodybag, then do so)?

This is an important part of a mission I'm working on, and I can't seem to be able to figure out if there's a way to achieve this.

Thanks,

GG

Share this post


Link to post
Share on other sites
Do you use any other mods besides AGM when you experience the problem? If you do, disable anyting except AGM and CBA and test again. If that works, add your other mods one by one and test again with each newly added mod until you find the culprit. If you have tried that already, I am afraid I cannot help.

Well, we had mods installed, but I've removed them all and it still doesn't work. Currently our client, and our Dedicated server only are running AGM, and CBA, and we are running AGM friendly missions, and it crashes on diagnose other. I can diagnose myself fine now, but if I diagnose my friend, or any NPC in game it crashes as I mentioned before. Character goes through the animation, but no progress bar shows up on screen. After animation, you just stand there for a while, and then go back to normal, but from then on all AGM features are disabled and grayed out of the menu.

Anyone else have any ideas? Right now we can only play using AGM without the medical, and that's half the reason we wanted AGM...

Share this post


Link to post
Share on other sites

I don't know if this is on your extended featured list, but it would be amazing if we could get a custom event bound to a medical action, (say bandaging/epi/morphine/etc), where one of the returned values would be the medical action performed.

[player, "AGM_medicalAction", {

   _unit = _this select 0;
   _action = _this select 1;

   if(_action == "bandage") then {
       //trigger a sound, add to bandage count, do a thing
   };
   if(_action == "epipen") then {
       //play animation, insult them, flash some lights
   };

}] call AGM_Core_fnc_addCustomEventHandler;

I wouldn't even mind different event handlers for the various medical things, if returning an action is too much.

I'm using AGM as a base medical system on top of a custom built damage system and it works great. But to further develop the damage system, I would have to replace the majority of AGM Medical with my own (AGM is open source, so not to bad). I feel like adding something like this could open up the medical system for modders. AGM is by far the best medical system I've used (it works, and its simple), but in terms of how good the AI is in Coop and Zeus games, people can die really quickly in the heat of combat.

Edited by hellsan631

Share this post


Link to post
Share on other sites

Hi ! I have my game in 1.40 and when I take the huron, with your addon activate, I have this error popup :"Cannot open object bmp.p3d" :(

Share this post


Link to post
Share on other sites

Same error on our server but we assumed it was EvW... can you confirm your modline ?

Share this post


Link to post
Share on other sites

This error was also present on recent versions of the devbranch when using AGM, had hoped it wouldn't make it to the released patch. That said, hopefully it can be traced and fixed by the AGM team.

Share this post


Link to post
Share on other sites

How to enable AGM_AI for my mission, but nothing else?

Share this post


Link to post
Share on other sites

Server wont launch do to the "Cannot open object bmp.p3d". Mods are: AGM, CBA, TFR

Share this post


Link to post
Share on other sites
Server wont launch do to the "Cannot open object bmp.p3d". Mods are: AGM, CBA, TFR

This appears to be a bug with A3 update yesterday. It's caused by vanilla helicopters. Atleast in my case.

Share this post


Link to post
Share on other sites

Is there not a way to turn off the AGM Medical System? We've not placed down any medical modules in the editor, yet the medical system is still being forced upon us.

For an upcoming TvT we want to try out a different wounding system (via a script), but we still want all the other features that AGM brings (logistics, backblast, map tools, armour fire control system, etc). Surely there must be a way to do this and we're just missing something very obvious. In ACE you just didn't place down the medical module if you didn't want the ACE medical system.

(Deleting server/client PBOs is not an option)

Share this post


Link to post
Share on other sites
Hi ! I have my game in 1.40 and when I take the huron, with your addon activate, I have this error popup :"Cannot open object bmp.p3d" :(

This is really a AGM issue? We have this error too, it stops starting our multiplayer missions :-/

Share this post


Link to post
Share on other sites
This is really a AGM issue? We have this error too, it stops starting our multiplayer missions :-/

Remove all wildcats/hellcats off your mission then it should will work again, this worked for my unit and others. You will have to keep them off your maps unitl the AGM team can release an update, which I hope isn't long!

Share this post


Link to post
Share on other sites
Is there not a way to turn off the AGM Medical System? We've not placed down any medical modules in the editor, yet the medical system is still being forced upon us.

For an upcoming TvT we want to try out a different wounding system (via a script), but we still want all the other features that AGM brings (logistics, backblast, map tools, armour fire control system, etc). Surely there must be a way to do this and we're just missing something very obvious. In ACE you just didn't place down the medical module if you didn't want the ACE medical system.

(Deleting server/client PBOs is not an option)

Can't be done. You need to remove agm_medical.pbo

Share this post


Link to post
Share on other sites
This appears to be a bug with A3 update yesterday. It's caused by vanilla helicopters. Atleast in my case.

My non modded server with nearly the same mission (at least same choppers) launch just perfect!

Share this post


Link to post
Share on other sites
This is really a AGM issue? We have this error too, it stops starting our multiplayer missions :-/

Bohemia changed inheritance and that broke it...

Share this post


Link to post
Share on other sites

AGM 0.95.2 needs fix for Arma 3 1.40. Seems an error in the script appears for explosives. Just load AGM inside Arma 3 1.40 to see message.

Can't wait to see this fixed and to see what fixes will be needed for the Marksmen DLC when it becomes available. Great work guys!:D

Share this post


Link to post
Share on other sites

Good day AGM team.

Thanks for the great mod and enjoying it fully, everything you did is needed and adds immensely to the overall gameplay enjoyment.

The group I am playing with uses Zeus to alter the mission dynamically and uses zeus controlled units to add to the feeling of fighting a dynamic enemy and not just static bots. Unfortunately when zeus controlled units gets hit they get stuck in the unconscious screen and have to either disconnect and reconnect or wait it out until the unit wakes up automatically which, depending on the wounds, could take some time.

So my question: What is the best way to ensure zeus controlled units die and dont go unconscious as normal players would? Should I add a custom eventhandler?

Thanks

Twak

Share this post


Link to post
Share on other sites

I dont have the mod enabled in command line parameters, yet its still changed all the unit names and gives me AGM modules in the editor. What the?

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×