-PzGrenBrig37-commy2
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Everything posted by -PzGrenBrig37-commy2
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Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Since we don't change anything with the UAVs I doubt this has anything to do with AGM. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's there for technical reasons and can't be removed in the current state of the game. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the heads up. Unfortunately it is impossible to have a version of AGM that supports both, stable and dev branch in this case. Thats not how it works from my understanding. Some changes that are made on the dev version will get merged into the stable version and some stay on dev only. We don't know at this point what will be on stable and what might get changed again or even reverted. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's under the "Misc. Items" tab, iirc. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No idea. Starting over should reset this though. The campaign is not supported with AGM. ---------- Post added at 08:43 ---------- Previous post was at 08:42 ---------- Feature. Press the "lase target"-key. (Tab by default). -
This is worked on almost every day...
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Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The setup is like this: class Air; class Helicopter: Air { class AGM_SelfActions { class AGM_DeployRopes; class AGM_FastRope; class AGM_CutRopes; }; }; class Helicopter_Base_F: Helicopter {}; class Helicopter_Base_H: Helicopter_Base_F {}; class NH90: Helicopter_Base_H { class AGM_SelfActions: AGM_SelfActions { class AGM_FastRope: AGM_FastRope { condition = "whatever"; }; }; }; Sry, but I don't have the time to spoonfeed you everything. Lot's of other configs and scripts I have to work on and time is short. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, what you posted is completely wrong. class Air; class Helicopter: Air { class AGM_SelfActions { class AGM_DeployRopes; class AGM_FastRope; class AGM_CutRopes; }; }; class Helicopter_Base_F: Helicopter {}; class <YOUR_HELI_BASECLASS1>: Helicopter_Base_F {}; ... class <YOUR_HELI_CLASS>: <YOUR_HELI_BASECLASSX> { class AGM_SelfActions: AGM_SelfActions { class AGM_FastRope: AGM_FastRope { condition = "whatever"; }; }; }; I don't even know what heli you are talking about though. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No idea what you are trying to do there. You almost had it right at post #2682, just without the inheritance. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Find and remove the addon that wrongly uses that class named "Default". Or ask the creator of that addon to fix the issue. You can check this with: isClass (configFile >> "CfgVehicles" >> "Default") in the debug console. It has to return false. ---------- Post added at 18:22 ---------- Previous post was at 18:13 ---------- Also here are the issues for that. https://github.com/KoffeinFlummi/AGM/issues/480 https://github.com/KoffeinFlummi/AGM/issues/481 https://github.com/KoffeinFlummi/AGM/issues/620 -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Now you have to add the inheritance. What you are doing now is simply overwriting all actions with (incomplete) information. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We can't fix that. Another addon uses a base class called "Default". This happens with every module, even those not from AGM. It's simply wrong inheritance by a third party addon. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thats because you did it the wrong way. You must not change class UserActions >> class OpenCargoDoor , but class AGM_SelfActions >> class AGM_FastRope You want to limit the fast roping action from AGM and not the mousewheel action for opening the ramp. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think thats possible. The Arma engine only supports green night vision and ~8 thermal vision variants. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And this is the actions config from AGM. https://github.com/KoffeinFlummi/AGM/blob/master/AGM_FastRoping/config.cpp#L56 So now make sure to set up a correct inheritance of the class AGM_SelfActions for your helicopter and then alter the condition so it includes the animation state of the door. I think it would be this: condition = "this animationPhase ""cargoDoor"" > 0 and (locked _vehicle <= 1) and (_vehicle getVariable ['AGM_RopesDeployed', False]) and (vectorMagnitude (velocity _vehicle) < 4) and (count ([_vehicle getVariable ['AGM_RopesOccupied', []], {!_this}] call AGM_Core_fnc_filter) > 0)"; -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Maybe the soldiers you are using aren't compatible with CBA's XEH. Try it with soldiers from vanilla and the latest CBA. ---------- Post added at 00:11 ---------- Previous post was at 00:09 ---------- You could change the condition of the fastroping action in config to include the annimation state of the door being at a certain value for this helicoper class. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This has always been the case. Everyone spawns with first aid kits and when you pick them up, they get converted to bandages and morphine. -
It wouldn't be a ZO4x30 if that would be possible. ---------- Post added at 22:41 ---------- Previous post was at 22:40 ---------- Not planned atm. ---------- Post added at 22:43 ---------- Previous post was at 22:41 ---------- put this line in their init box: if (isServer) then {this addHeadgear "BWA3_M92_Fleck"};
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Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It only affects vanilla weapons. The AI values depend on the weapon not the unit. Configs can be changed while the game is running. They get compiled on game start, which is why it's impossible to change them via module. ---------- Post added at 21:58 ---------- Previous post was at 21:56 ---------- attendant = 1; -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can't put comments in the init box. Remove all lines with //. _myVehicle is never defined. Replace it with 'this' if you want to use the init box. Also the script has to return nil. Change line 1: - _myVehicle spawn { + 0 = this spawn { -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://github.com/KoffeinFlummi/AGM/issues/1830 -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. But other mods might have the same issue, so be aware of that when testing. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There is no guide on Arma config class inheritance afaik. It's basically bad C++. Here are the diffs. Armed Wildcat: - class I_Heli_light_03_base_F: Helicopter_Base_F {}; - class I_Heli_light_03_F: I_Heli_light_03_base_F {}; + class Heli_light_03_base_F: Helicopter_Base_F {}; + class I_Heli_light_03_F: Heli_light_03_base_F {}; Unarmed Wildcat: - class I_Heli_light_03_base_F: Helicopter_Base_F {}; - class I_Heli_light_03_unarmed_base_F: I_Heli_light_03_base_F {}; - class I_Heli_light_03_unarmed_F: I_Heli_light_03_unarmed_base_F {}; + class Heli_light_03_base_F: Helicopter_Base_F {}; + class Heli_light_03_unarmed_base_F: Heli_light_03_base_F {}; + class I_Heli_light_03_unarmed_F: Heli_light_03_unarmed_base_F {}; -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You have to test with nothing but CBA and AGM enabled. Any other mod might have the same issue, because the changed inheritance is a global issue of the new version of the arma. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys. I'm back. BI changed the inheritance tree of some helicopters in 1.40. We had to adjust to that, and everything seems fixed on our git build. https://github.com/KoffeinFlummi/AGM/issues/2151 ---------- Post added at 10:09 ---------- Previous post was at 10:07 ---------- BI also changed the inheritance of some item info in some weapons. Seems also fixed in the git build. https://github.com/KoffeinFlummi/AGM/issues/2156 ---------- Post added at 10:12 ---------- Previous post was at 10:09 ---------- BI changed the hitpoint names of the VA soldiers to have the same names as their assigned selections now. Really weird stuff. I think this also affects their behaviour in vanilla. Not that anyone ever uses them... Assigned it to Flummi. Will most likely be fixed later this day. https://github.com/KoffeinFlummi/AGM/issues/2162 We are also trying to fix other miscellaneous stuff and hopefully can release a fix this weekend.