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koffeinflummi

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Everything posted by koffeinflummi

  1. koffeinflummi

    Authentic Gameplay Modification

    I replaced the download links in the OP and on GitHub's releases page with a new download that has the keys in it. Non-server admins don't have to download anything new.
  2. koffeinflummi

    Authentic Gameplay Modification

    Version 0.91 is now out. Download here: https://github.com/KoffeinFlummi/AGM/releases/tag/v0.91 MEGA mirror: https://mega.co.nz/#!Y0UBwKST!UkrGpfTzpl3TEHmTQsmyABbnTnG7n-HB6Kr-ELP45Kk Changelog here:
  3. koffeinflummi

    Authentic Gameplay Modification

    Yeah it is. Using the knockOut function would kill them, but if you put the AGM_Unconscious line into the init field you can go up to them, drag them, carry them and load them into vehicles. If you just want them to lay on the ground, just start dragging and release them again.
  4. koffeinflummi

    Authentic Gameplay Modification

    Sry for the silence guys, was busy. Noted. The next version will be released shortly. We might release beta versions more frequently in the future to make beta testing easier, but it won't be regular (e.g. nightly builds). We won't make it a hotkey, but there might be a setting in the options for that in the future. AI always falls unconscious when players would die. Your (human) friend in multiplayer probably just got unlucky. If you get hit heavily, there's a decent chance you'll just die. In the next version you will be able to prevent instant death with a module. I already saw your issue on GitHub, sry for the late reply. We'd like to keep a simple, lightweight look for the menu, so we'd rather not use images. Regarding the icons; That is something we could look into. We'd prefer to keep the medical system simple, to strike a balance between interesting gameplay for medics and overcomplicated realism. We encourage people to use different medical system if they prefer more complex simulation, since AGM is modular and Medical is entirely optional. To be able to drag/load a patient, put this in his init line: this setVariable ["AGM_Unconscious", true]; The current way the keybindings are setup only allows for Shift to be a modifier. This might be improved on in a later update.
  5. koffeinflummi

    Authentic Gameplay Modification

    It will be with the next version: https://github.com/KoffeinFlummi/AGM/issues/104 Although for the future, please use this thread instead: http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification
  6. koffeinflummi

    Authentic Gameplay Modification

    Re: MEDEVAC: It certainly won't be added as a core feature of AGM, as it's something the vast majority of players, myself included, will find completely nonsensical. It might be added as an option later down the road.
  7. koffeinflummi

    Authentic Gameplay Modification

    https://github.com/KoffeinFlummi/AGM/wiki/Guide:-Fire-Control-System
  8. koffeinflummi

    Authentic Gameplay Modification

    No idea. :p
  9. koffeinflummi

    Authentic Gameplay Modification

    Yes. Just put this into the init line: this setVariable ["AGM_IsMedic", true];
  10. koffeinflummi

    Authentic Gameplay Modification

    That's why it's on by default. :p
  11. koffeinflummi

    Authentic Gameplay Modification

    You can't use morphine to wake people up, you need to use epipens for that. The other guy just happened to wake up (there's a random chance that you do that). Punish non-medics means that non-medics take longer to use bandages, epipens and stuff. The names are kind of shit because of the limited space available, but there's a description when you hover over items.
  12. koffeinflummi

    Authentic Gameplay Modification

    Here's the medical module in action: Regarding the pain effect: I think it's perfectly fine for it to be annoying. It's supposed to "simulate" pain, something that's generally not very pleasant. That has been requested before, I think I'll just create a module for that people can place. Maybe. Will have to see.
  13. koffeinflummi

    Authentic Gameplay Modification

    Requiring a diagnosis is one of the things that's planned for the module. The whole issue with gunshots wounding multiple body parts is known, we have yet to see if that can be resolved. Well, there is no realistic way of simulating pain on screen. I like this effect because it creates tunnel vision, meaning that you can still fight if necessary, but it being annoying enough to consult a medic and get some morphine.
  14. koffeinflummi

    BWMod

    [this, true] call BWA3_fnc_showCamoNet; [this, false] call BWA3_fnc_showCamoNet; ... i think.
  15. koffeinflummi

    Authentic Gameplay Modification

    There you go: https://github.com/KoffeinFlummi/AGM/wiki/PBO-Overview
  16. koffeinflummi

    BWMod

    The BW units use the OPFOR NVGs. The classname is "NVGoggles_OPFOR".
  17. koffeinflummi

    Authentic Gameplay Modification

    I'm writing an overview right now. There was a bug that caused your character to stand up when resting the weapon in low, left and right prone. That has, however, been fixed: https://github.com/KoffeinFlummi/AGM/issues/130 Maybe and maybe :> Well, there might be some terribly ugly workarounds, but I don't know if there's a proper way to do it. I might be able to fiddle with the HitZone radii (is that the plural of radius?) a bit.
  18. koffeinflummi

    Authentic Gameplay Modification

    That's an issue with Arma's way to calculate damage. Heavy hits in one body part also affect those around it. Were the players unconscious? You can only give blood transfusions after players lose a certain amount of blood. This is to prevent unnecessary usage of blood bags. I might remove that limit though.
  19. koffeinflummi

    Authentic Gameplay Modification

    Sorry, there's quite alot of things to respond to right now :3 Anyways, the only alternative is reverting back to the old animation. You could try to make a new one, but I doubt it's even possible to create one that always looks good in that pose, since the hand position is determined by the handanim of the weapon.
  20. koffeinflummi

    BWMod

    The 70mms and the Gunpod will be controlled by the pilot. Nope, HOT-3s are so 1990s... We're still not sure how exactly we'll be implementing OSIRIS.
  21. koffeinflummi

    Authentic Gameplay Modification

    That's known already, here is the ticket: https://github.com/KoffeinFlummi/AGM/issues/127 Should be fixed in the next release.
  22. koffeinflummi

    BWMod

    We published some compatibility PBOs for both AGM, to enable the fire control system and some other features to work properly, and ASDG, to enable use of BWMod weapons with other optics and vice versa. http://bwmod.de/index.php/inhalt/download
  23. koffeinflummi

    Authentic Gameplay Modification

    When falling unconscious the AI stops shooting at you, which gives your group the chance to get you back up. But a module to adjust all kinds of values is planned. I'd like to keep the current system, makes for a bit more challenging gameplay. Also I just tested again and I'm having no issues engaging both moving and stationary targets at ranges up to 3.5km. Maybe upload a repro mission? Not yet. Working on it. Here's a ticket for it: https://github.com/KoffeinFlummi/AGM/issues/128 ATM it just changes some values. In the future that functionality might be expanded. It's a button in the standard Arma control settings, under Weapons. Default is Ctrl+C I believe. ---------- Post added at 22:02 ---------- Previous post was at 22:01 ---------- That's an interesting idea. We'll look into it.
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