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Authentic Gameplay Modification

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Has there been any confirmation, if a solution to the "setCaptive true" not working has been found?

Make the unit a civilian?

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Love the mod but i feed the badage need the be all the body parts at ones and that i just takes longer the more wounded you are feel really like a pain in the ass now.

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Make the unit a civilian?

Thankyou but that doesnt help. There are alot of situations this wont work in...

I understand there a ways around it, but as above it doesn't work for certain situations.

Is there a plan in the works to solve this issue without work arounds?

Edited by Shadow.D. ^BOB^

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Hello there.

I have to say that AGM is an amazing mod. me and my team really really Like it.

We have a problem with the laser targeting- how do we fix that?

And we all would like to see an option to treat injured inside Vehicles... that will be great!

Thank you very much!

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Thankyou but that doesnt help. There are alot of situations this wont work in...

I understand there a ways around it, but as above it doesn't work for certain situations.

Is there a plan in the works to solve this issue without work arounds?

AGM also seem to break BIS campaign. I get attacked at the roadblock in the beginning while still in the helicopter and that only happens when AGM is active.

Cheers

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The vanilla spectator mode seems to break with AGM more often than not. Usually after getting a deadly shot the spectator mode launches, but with the pain effect still messing up the screen and most of the keyboard disabled. Sometimes even the chat is disabled, which makes being an admin quite difficult. Is this a known bug or something...?

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...

https://github.com/KoffeinFlummi/AGM/issues/542

This is for only the upcoming update.

---------- Post added at 10:48 ---------- Previous post was at 10:00 ----------

The vanilla spectator mode seems to break with AGM more often than not. Usually after getting a deadly shot the spectator mode launches, but with the pain effect still messing up the screen and most of the keyboard disabled. Sometimes even the chat is disabled, which makes being an admin quite difficult. Is this a known bug or something...?

https://github.com/KoffeinFlummi/AGM/issues/128

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Had a quick look through the github issue log but couldn't find anything regarding vehicle crew taking excessive damage.

A few times my group have been using vehicles like IFV's and we are taking damage and needing to get out and bandage from 5.56 fire.

Not sure if something with the ballistics has skewed with bullet penetration on vehicles?

Apart from that loving the mod!

I'm sure its been requested but any chance of ammo cook off on vehicles and ammo boxes or even dependant on vehicle cargo?

Looking forward to 0.9.3!!

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AGM is really great! Love the modular approach. Kudos on the excellent work. We (in TAW.net, The Art of Warfare) have been using some of the elements for months, and now we're adding the medical system. We may end up using it all soon.

My one concern is about documentation. I spent 15 minutes looking through this thread and Googling to find more info about the medical system, but I don't see it anywhere. The GitHub wiki doesn't seem to be documentation oriented to players. -Am I missing something somewhere?

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@KoffeinFlummi: Greetz, in the newest version of AGM, the AGM-Objects, arent in the Arsenal. Bandages, Earplugs and so on. Id would be nice to have them back in Arsenal. Is it possible to get them back?

Thx for the Mod, greetz TSS

Edited by Paramedic256

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@KoffeinFlummi: Moin, seit dem neusten Patch, sind die AGM-Objekts nicht mehr im Arsenal zu finden. Ich meine zb die Bandagen, Earplugs, Handflares usw.

Wird das wieder verfügbar sein? Wäre sehr hilfreich. Vielen Dank für die MOd, Gruss vom TSS...

There is no item "type" for us to do that. Previously we used type #401 and those where shown in the VA. Problem is that that enabled the AI to use these items to heal themselfs, because #401 is the ID of the first aid kit. Same issue is with other items types shown in the misc. tab. They all enable things like healing, repairing...

---------- Post added at 09:31 ---------- Previous post was at 09:28 ----------

My one concern is about documentation. I spent 15 minutes looking through this thread and Googling to find more info about the medical system, but I don't see it anywhere. The GitHub wiki doesn't seem to be documentation oriented to players. -Am I missing something somewhere?

https://github.com/KoffeinFlummi/AGM/wiki/Getting-Started

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Version 0.93 is now out. Download here:

https://github.com/KoffeinFlummi/AGM/releases/tag/v0.93

Changelog here:

- Added: New Explosives system including different trigger types

- Added: New Logistics system including vehicle maintenance, cargo transport and refueling

- Added: Ability to drag static weapons around

- Added: Map Tool

- Added: G-Forces effect and possibiity of GLOC

- Added: Ported Kestrel from the BWMod

- Added: Ported Vector IV from the BWMod

- Added: Magazine Repacking

- Changed: Consolidated a bunch of PBOs

- Fixed: Aborting treatments would cause inability to treat again for a short time.

- Fixed: AI was able to heal themselves with random items.

- Fixed: Ammo wasn't shown in static weapons.

- Fixed: Armed KA-60 would spawn without rockets.

- Fixed: Camshake calculation would produce a script error when a weapon would have no recoil.

- Fixed: Certain damage sources would damage various body parts.

- Fixed: Checking your ammo without actually having a magazine would result in a script error.

- Fixed: Game would crash when loading certain, large missions.

- Fixed: Hand grenades would produce excessive ragdoll force.

- Fixed: ODing on morphine now kills you even with Prevent Insta Death on.

- Fixed: Patient would hover in midair when carrying is aborted during the animation.

- Fixed: Playing with clantags using <>s would break certain displays.

- Fixed: Using moduload together with AGM would duplicate key EHs

- Fixed: Waking up in a vehicle would eject you.

- Fixed: Weapon resting would bug out during transitional animations.

- Fixed: Wiping your goggles would cause cam shake even in 3rd person.

- Fixed: You could check the temperature of binoculars.

- Added: A fix for the offset of the crosshair in the Comanche

- Added: Action Menu option for releasing things for quick access

- Added: Admins can now still use the chat while unconscious.

- Added: Bluforce Tracking Module

- Added: Check PBOs module

- Added: Fatigue System

- Added: Fixed guided artillery shells.

- Added: Grenades can now be selected with [6] (lethal) and [7] (non-lethal)

- Added: Hand Flares

- Added: HUD for the AH-9

- Added: Incremental door opening (hold down the button and scroll).

- Added: Major buff to flares of all kinds.

- Added: Medical module option to heal the entire body with 1 bandage.

- Added: Medical treatments now use the patient's supplies first.

- Added: Mission designers can allow certain AI units to fall unconscious using "this setVariable ["AGM_AllowUnconscious", true]".

- Added: Model for the epipen

- Added: Model for the morphine injector

- Added: Module option for maximum unconsciousness time before death

- Added: Option to reset a key binding to defaul.

- Added: Possibility to manually adjust the FCS range in 50m steps

- Added: Prisoner system allowing you to detain people with cableties and escort them around.

- Added: Respawn module and options

- Added: Self-Interaction option to reset the FCS

- Added: Some blood mist effects on hit

- Added: Support of Ctrl, Shift, Alt as keybindings

- Added: Tapping another person also causes camshake for you.

- Added: The inventory screen now shows you the weight of your equipment numerically.

- Added: Weapon jamming of overheating weapons

- Added: When using the "Require Diagnosis" option, the result of a diagnosis is now broadcasted to other players standing nearby.

- Added: Wirecutting using the toolkit

- Added: You can now attach various signalling devices to yourself (IR strobes).

- Changed: Added some colour to the diagnosis dialog.

- Changed: Ammo types in APCs are now, like in MBTs, selectable using the action menu.

- Changed: Buffed weapon resting and bipod deploying.

- Changed: Falling damage now only damages legs.

- Changed: Icons of morphine injector and epipen

- Changed: Lowered the firing rate of the XM312.

- Changed: Moved the plate carrier nerf to AGM_Ballistics.

- Changed: reloadTime of the single flare mode was reduced.

- Changed: Removed AGM_Sway in favour of the new vanilla sway.

- Changed: Removed the need to remove people from their group when falling unconscious.

- Changed: Renamed PBOs to lowercase for linux server compatibility.

- Changed: Reworked Name Tags

- Changed: Reworked the way unconsciousness blocks user input, fixing a bunch of bugs.

If you want to help out without writing things yourself, feel free to donate:

btn_donateCC_LG.gif

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Added: New Logistics system including vehicle maintenance, cargo transport and refueling

Is that something comparable to igiload or something?

Edited by MikeTim
somehow posted it twice gg

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Version 0.93 is now out. Download here:

https://github.com/KoffeinFlummi/AGM/releases/tag/v0.93

Changelog here:

- Added: New Explosives system including different trigger types

- Added: New Logistics system including vehicle maintenance, cargo transport and refueling

- Added: Ability to drag static weapons around

- Added: Map Tool

- Added: G-Forces effect and possibiity of GLOC

- Added: Ported Kestrel from the BWMod

- Added: Ported Vector IV from the BWMod

- Added: Magazine Repacking

- Changed: Consolidated a bunch of PBOs

- Fixed: Aborting treatments would cause inability to treat again for a short time.

- Fixed: AI was able to heal themselves with random items.

- Fixed: Ammo wasn't shown in static weapons.

- Fixed: Armed KA-60 would spawn without rockets.

- Fixed: Camshake calculation would produce a script error when a weapon would have no recoil.

- Fixed: Certain damage sources would damage various body parts.

- Fixed: Checking your ammo without actually having a magazine would result in a script error.

- Fixed: Game would crash when loading certain, large missions.

- Fixed: Hand grenades would produce excessive ragdoll force.

- Fixed: ODing on morphine now kills you even with Prevent Insta Death on.

- Fixed: Patient would hover in midair when carrying is aborted during the animation.

- Fixed: Playing with clantags using <>s would break certain displays.

- Fixed: Using moduload together with AGM would duplicate key EHs

- Fixed: Waking up in a vehicle would eject you.

- Fixed: Weapon resting would bug out during transitional animations.

- Fixed: Wiping your goggles would cause cam shake even in 3rd person.

- Fixed: You could check the temperature of binoculars.

- Added: A fix for the offset of the crosshair in the Comanche

- Added: Action Menu option for releasing things for quick access

- Added: Admins can now still use the chat while unconscious.

- Added: Bluforce Tracking Module

- Added: Check PBOs module

- Added: Fatigue System

- Added: Fixed guided artillery shells.

- Added: Grenades can now be selected with [6] (lethal) and [7] (non-lethal)

- Added: Hand Flares

- Added: HUD for the AH-9

- Added: Incremental door opening (hold down the button and scroll).

- Added: Major buff to flares of all kinds.

- Added: Medical module option to heal the entire body with 1 bandage.

- Added: Medical treatments now use the patient's supplies first.

- Added: Mission designers can allow certain AI units to fall unconscious using "this setVariable ["AGM_AllowUnconscious", true]".

- Added: Model for the epipen

- Added: Model for the morphine injector

- Added: Module option for maximum unconsciousness time before death

- Added: Option to reset a key binding to defaul.

- Added: Possibility to manually adjust the FCS range in 50m steps

- Added: Prisoner system allowing you to detain people with cableties and escort them around.

- Added: Respawn module and options

- Added: Self-Interaction option to reset the FCS

- Added: Some blood mist effects on hit

- Added: Support of Ctrl, Shift, Alt as keybindings

- Added: Tapping another person also causes camshake for you.

- Added: The inventory screen now shows you the weight of your equipment numerically.

- Added: Weapon jamming of overheating weapons

- Added: When using the "Require Diagnosis" option, the result of a diagnosis is now broadcasted to other players standing nearby.

- Added: Wirecutting using the toolkit

- Added: You can now attach various signalling devices to yourself (IR strobes).

- Changed: Added some colour to the diagnosis dialog.

- Changed: Ammo types in APCs are now, like in MBTs, selectable using the action menu.

- Changed: Buffed weapon resting and bipod deploying.

- Changed: Falling damage now only damages legs.

- Changed: Icons of morphine injector and epipen

- Changed: Lowered the firing rate of the XM312.

- Changed: Moved the plate carrier nerf to AGM_Ballistics.

- Changed: reloadTime of the single flare mode was reduced.

- Changed: Removed AGM_Sway in favour of the new vanilla sway.

- Changed: Removed the need to remove people from their group when falling unconscious.

- Changed: Renamed PBOs to lowercase for linux server compatibility.

- Changed: Reworked Name Tags

- Changed: Reworked the way unconsciousness blocks user input, fixing a bunch of bugs.

If you want to help out without writing things yourself, feel free to donate:

https://www.paypalobjects.com/en_US/i/btn/btn_donateCC_LG.gif

This sounds really great so far. Cant wait to try it out thanks a bunch!

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Congratulations Flummi, commy and all the contributers!

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I messaged sonsalt6 to get this on play with six, I don't know if he is on though.

(don't know who else does the pws stuff)

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New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account (KoffeinFlummi) on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

** Note:

since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

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How I can use the map tools?

I think in the Patrol Ops 3 missions, FCS not work, just adjust manually or with TAB the gun, but the bullets all the time have the same height.

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MOTHERFLIPPING MAP TOOLS? DEAR GOD ALMIGHTY THANK YOU FOR THIS BOUNTY.

New update changelog looks bad freakin' ass. Checking this shit out ASAP. Thanks for the awesome stuff guys!

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Need further play time but jams seem too frequent. Also is there any way to script the AGM_ModuleMedical and its parameters? I have been trying a few different methods but nothing seems to work well.

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