-PzGrenBrig37-commy2 10 Posted June 26, 2014 Is there any chance you could put "Use Earplugs" in the Self Interaction menu instead of just having a hotkey? https://github.com/KoffeinFlummi/AGM/issues/269 Flummi won't let me remove the hot key though. Now there are both, key and action in the menu. ---------- Post added at 06:47 ---------- Previous post was at 06:46 ---------- ... https://github.com/KoffeinFlummi/AGM/issues/295 Share this post Link to post Share on other sites
redarmy 422 Posted June 26, 2014 NO PLAYER SPEECH My faith is shaken! I thought anything was possible in ArmA :) Share this post Link to post Share on other sites
TheConen 78 Posted June 26, 2014 commy2;2716420']I haven't found the exact reason' date=' but I can tell that some of the agm .pbos are outdated. They are not 0.91. Try updating all the files, e.g. AGM_Core, which is definitely outdated.Also, there are some scripting errors, like _unit additemCargoGlobal "BWA3_NSA80" which can also cause crashing the mission.[/quote'] I double checked the AGM version, it's definitely 0.91 - I downloaded it again from GitHub in case our mod sync tool mixed something up there and also had a befriended clan which already works with AGM 0.91 take a look over it - same thing. The scripting errors were caused by some typos in the loadouts - we fixed that, the new loadouts are available here: https://www.dropbox.com/sh/1exxg5x967ym2yx/BpYPr_2c7z Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted June 26, 2014 ... There is nothing I can do about it then. You'll have to recreate the mission / mission.sqm. Share this post Link to post Share on other sites
Bamse 223 Posted June 26, 2014 commy2;2715913']Some other add-on uses class Default as a base class' date=' which will cause such error messages.[/quote']Small FYI ... found the culprit of the error, it's was the 75th Ranger Regiment mod that's causing the error when used together with AGM. http://forums.bistudio.com/showthread.php?159188-75th-Ranger-Regiment Trying to find a way around it. Share this post Link to post Share on other sites
redarmy 422 Posted June 26, 2014 (edited) Guys can i ask what does the core pbo actually do?And would anything in your mod,besides the med pbo,affect bcombats damage multiplier?Ballistics perhaps? EDIT:Scratch the 2nd question plz. Edited June 26, 2014 by redarmy Share this post Link to post Share on other sites
Daantjeeuh 10 Posted June 26, 2014 With the last version (0.9.1) it takes about 10 minutes for me to load a mission in the editor while I'm running this mod. Didn't happen on 0.9.. Any idea what might cause this and/or how to fix it? Thanks Share this post Link to post Share on other sites
Drakenof 11 Posted June 26, 2014 Guys can i ask what does the core pbo actually do?And would anything in your mod,besides the med pbo,affect bcombats damage multiplier?Ballistics perhaps?EDIT:Scratch the 2nd question plz. Go on the github or open the pbo and see for yourself. But it's basically the core of the mod, key handlers, some scripts relative to the menu, things like that. AGM as a whole is very tidy, you can expect to find things where they should be, thanks to the authors. Share this post Link to post Share on other sites
Frankdatank1218 39 Posted June 26, 2014 Minor gripe/bug, the mod seems to not keep tally of kills for the server host, I'll kill X amount of enemy units and maybe 5% will be recorded in the score screen. Share this post Link to post Share on other sites
serjames 357 Posted June 26, 2014 Minor gripe/bug, the mod seems to not keep tally of kills for the server host, I'll kill X amount of enemy units and maybe 5% will be recorded in the score screen. Yep we're seeing this bug too... annoying SJ Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted June 26, 2014 ... I checked the files and indeed they use class Default; inside the len_nato.pbo. They define it there but never use it, so the error could be avoided by just deleting one line,,, Also, this is not related to AGM, since the error message should also apear when placing other modules from the game (E.g. respwan module) Share this post Link to post Share on other sites
stoffl 13 Posted June 26, 2014 Had another issue today, where one car slightly hit the other (only 2 wheels went out) but all 4 guys inside died instantly. Am I the onlz one who experiences problems with the medical system? Share this post Link to post Share on other sites
lukrop 10 Posted June 26, 2014 Had another issue today, where one car slightly hit the other (only 2 wheels went out) but all 4 guys inside died instantly. Am I the onlz one who experiences problems with the medical system? Yeah, car/vehicle "crashes" are kinda extremely leathal. :( Share this post Link to post Share on other sites
mordeaniischaos 3 Posted June 27, 2014 (edited) Seems to be happening even with vanilla. Hrm. I can't remember, does this mod impact the vanilla recoil stuff at all? I've got an addon cocktail that I use and I've noticed after updating some mods, including this one, I'm only getting recoil every OTHER shot with most weapons. I'll have to dig into things a bit to see what is causing it, but I seem to remember this addon reducing recoil so I'm thinking it may be a part of the problem. Will update if I find something, but if it doesn't touch those values I can at least ignore it for the time being :p Edited June 27, 2014 by MordeaniisChaos Share this post Link to post Share on other sites
Rath 10 Posted June 27, 2014 I can't remember, does this mod impact the vanilla recoil stuff at all? I've got an addon cocktail that I use and I've noticed after updating some mods, including this one, I'm only getting recoil every OTHER shot with most weapons. I'll have to dig into things a bit to see what is causing it, but I seem to remember this addon reducing recoil so I'm thinking it may be a part of the problem. Will update if I find something, but if it doesn't touch those values I can at least ignore it for the time being :p That is an unfortunate part of the ArmA 3 1.22 update and happens with or without @AGM enabled. Share this post Link to post Share on other sites
DaViSFiT 21 Posted June 27, 2014 Hmm this "hot"fix is takting a little long. Can we expect it soon? Share this post Link to post Share on other sites
redarmy 422 Posted June 27, 2014 Hmm this "hot"fix is takting a little long. Can we expect it soon? Forum rules mate. Im sure the devs are getting around to it.Big mod with alot of feedback and stuff to adjust ;) Share this post Link to post Share on other sites
tomeek 10 Posted June 27, 2014 He wasn't talking about ArmA3 hotfix? Recoil is broken since 1.22 patch and BI devs said that they will release a hotfix soon. Share this post Link to post Share on other sites
Walt71 1 Posted June 27, 2014 hotfix retarded : 27-06-2014 We were very close to staging the Bootcamp Update sandbox today, but are having transfer issues with the servers. It will be delayed until Monday. Have a nice weekend! http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page32 Share this post Link to post Share on other sites
kilroy the nerd 14 Posted June 27, 2014 I'm confused, that's the bootcamp update on dev branch, not on main branch. That's most definitely not a hotfix, so why are you saying it's retarded? As for the hotfix, saw something on twitter for a code to put into Steam Arma 3 Properties to get a hotfix about some Steam compatibility issues, so maybe it's part of that? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted June 27, 2014 (edited) Too busy watching football. Edited June 27, 2014 by [PzGrenBrig37]commy2 Share this post Link to post Share on other sites
koffeinflummi 96 Posted June 27, 2014 Hmm this "hot"fix is takting a little long. Can we expect it soon? Calm down there buddy. We could have released the hotfix for the instant-death issue yesterday, but we're pretty much done with what we wanted to do for 0.92, so we might as well wait another day and then release an entirely new version just in time for the weekend. Expect it to be released either tonight or tomorrow. Also, sorry for the lack of responsiveness in this thread, but it's a pain to keep up to date with everything. If you have a bug report, it's probably best to put it on GitHub, since it won't be buried there. I'm also happy to announce that Lord Heart was kind enough to integrate LHM Glasses into AGM, which is also going to be included in v0.92. Share this post Link to post Share on other sites
foffy 58 Posted June 27, 2014 Cool news! I liked using LHM Glasses, and was hoping the implementation of glasses into AGM would consider the diving goggles. I guess the integration allows that! :3 I know I've asked this before but I've yet to get an answer, so I hope me re-asking isn't an issue. With the altered wounding mechanics, does the AI know how to handle being wounded? I've not seen this, but I'm not sure if a module has to be linked and in what way. I like the more ACE-inspired wounding model, but I am worried if for most of the AI they just get shot and bleed out all on their own, with no worries about it.. Share this post Link to post Share on other sites
DaViSFiT 21 Posted June 27, 2014 we used already LHM Glasses, nice to see it can be removed. One big mod is better for all! Thx Lord Heart ;) Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted June 27, 2014 hotfix soon Share this post Link to post Share on other sites