-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
All vanilla soldiers. ---------- Post added at 17:25 ---------- Previous post was at 17:24 ---------- I am aware of where I used that. Does the error occur with only AGM and CBA enabled. Maybe in a blank mission? ---------- Post added at 17:26 ---------- Previous post was at 17:25 ---------- All bandaging options being available is a feature. Use the diagnose option to see where you need to bandage. As of the one bandage heals everything bug. No idea, that was supposedly fixed in 0.95.1. Note that PWS has (had?) 0.95 listed as 0.95.1 -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know what causes that behavior. My guess would be, that those soldiers are just not compatible with AGM_Medical, due to the way their configs are set up. ---------- Post added at 14:11 ---------- Previous post was at 14:10 ---------- It's a feature. Sorry for not adding that to the wiki. It's hard to miss such things when you try to change a lot of stuff. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you provide an RPT file? I can't reproduce the issue using only CBA and AGM. Are you on A3 dev? ---------- Post added at 14:04 ---------- Previous post was at 14:02 ---------- I think you are running another mod, which uses the onEachFrame command. Maybe some bullet tracing mod? ---------- Post added at 14:06 ---------- Previous post was at 14:04 ---------- No idea honestly. Needing a GPS to have access to a GPS seems reasonable to me. If you feel like this is a bug, then please open an issue on the github tracker. That makes it imposssible for us to miss a potential bug. ---------- Post added at 14:06 ---------- Previous post was at 14:06 ---------- Noted. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think so. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you using ASR_AI? Seems like they changed the weapons audibleFire values. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello guys. We fixed a lot of the issues you keep mentioning on the last pages already. It's just that the hotfix is delayed due to hollydays stuff. There is one issue and some testing remaining, so please be patient. Flummi said something about releasing Monday, but don't think that's set in stone yet. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You only get them if you spawn with a big weapon or launcher. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1.) BWMod. Will be fixed in BWA3 v1.2. 2.) Maybe he was marked as an enemy due to team killing? AGM's "pardon" action could help there. 3.) No idea, but Arma 3 always had locality issues with vehicles. Definitely not caused by AGM. Sometimes it helps to leave the buged vehicle behind and to take another one. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What AI fast rope script? I'm not aware of any. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's not compatible with alive. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Headless is basically just a function you can run in the editor that exports a spawn script of all editor placed units / vehicles of a specified side and their waypoints / loadouts etc. to the RPT file. It's a tool we plan to use in our community. I never got around to finish it though. We simply forgot to remove the PBO. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You have to tell the function who actually puts the ear plugs in. if ("AGM_EarBuds" in items player) then { [player] call AGM_Hearing_fnc_putInEarPlugs; }; ---------- Post added at 22:07 ---------- Previous post was at 22:01 ---------- This might work again after we release the hotfix. Not entirely sure though, because this isn't pure AGM. ---------- Post added at 22:08 ---------- Previous post was at 22:07 ---------- Known and fixed in the git build. https://github.com/KoffeinFlummi/AGM/issues/1823 Please wait for the hotfix. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yup. The angle in the spotter app is actually the inclination and not the azimuth. You can ignore the cardinal direction. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sry, but I forgot the details. Is your issue he same as https://github.com/KoffeinFlummi/AGM/issues/1823 ? -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's suppossed to be: ["asr_ai3_rhs_c","asr_ai3_sysaiskill","asr_ai3_cfgw eapons","asr_ai3_settings","asr_ai3_main","asr_ai3 _sysdanger","asr_ai3_sysgear","tpwcas"] (with brackets) ---------- Post added at 21:48 ---------- Previous post was at 21:46 ---------- Yeah. How would that even work? Are you really sure the problem isn't with XMed there? -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you make a screenshot of what you put in your whitelist line? -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you. There are a lot of config and script errors that are not caused by AGM. Is the issue reproducable when only @CBA_A3 and @AGM are enabled for the server and all clients? Uploading the RPT file of the medic and the patient would help aswell. I unfortunately can't help you the next few days as I'm offline during my holydays. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please upload your RPT file @pastebin.com and provide the link. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, I can't reproduce that issue. What exactly are the steps to reproduce? -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alt + left click is the shortcut to teleport in the editor. Has nothing to do with AGM. ---------- Post added at 02:03 ---------- Previous post was at 02:03 ---------- I does nothing. Flummi just forgot to remove it before the release. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They are config changes, so you can't really do anything about it while the game is running. You can however delete AGM_Inventory.pbo. All it does is the inventory menu resize. ---------- Post added at 23:53 ---------- Previous post was at 23:51 ---------- It is. The animation is the same as for players. Ragdolls are for dead only. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Open your AGM Options Menu and check "Disable Command Menu". -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
He is not talking about the access of the player to full auto. In vanilla the AI always uses single fire. At close distances the delay between the individual shots get so short, that it almost appears to be full auto, but it isn't. This is either a bug in selecting a random firing mode by probability or just bad numbers in config. We changed those values, so the AI does use the full auto and fires in bursts with AGM_AI. Massis weapons however seem to have values with similar problems from those of BI. I'm not so sure it's our task to fix this though. Might be something for the compatibility project though. The best would be if Massi fixes it himself. Edit: The values for AI weapon usage are defined in the weapon, so changing the soldier won't change anything. -
Scripting Discussion (dev branch)
-PzGrenBrig37-commy2 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Is that documented anywhere? What would be the best work-around? Reseting all variables via respawn eh?- 1481 replies
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