-PzGrenBrig37-commy2
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Scripting Discussion (dev branch)
-PzGrenBrig37-commy2 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
But the value gets restored after respawn. And it is there after JIP, unless the unit respawns once. That makes absolutely no sense to me. Was this the case prior to 1.36?- 1481 replies
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Scripting Discussion (dev branch)
-PzGrenBrig37-commy2 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
I'm having an issue with setVariable. Even though I use setVariable on a soldier with the third paramter set on true, the value is not always restored on JIP. If the unit respawns after the value is set and I then join the server, the value is lost for the JIP client. If the unit doesn't respawn everything works fine. Even if the unit respawned once before the value is there after JIP. This only happens if the unit respawns after the setVariable was executed (on the client) and I then reconnect. I never observed this behaviour prior to v1.36. Is this a bug or am I missing something? Can anyone confirm this?- 1481 replies
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Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, Dragging persons or anything for that matter relies on the scripting command "attachTo", which literally attaches one object (the wounded) to another (the player). This "attachTo" command however doesn't work with ragdollized units. It simply fails to attach the dead body. This wasn't the case in A2, due to the simple fact that there were no ragdolls and the death state was a simple animation. We are aware of the work arounds found by some community memembers a while ago, but found them to be unreliable, especially in MP. As long as the "attachTo" command fails on ragdolls, we have to disable dragging dead bodies. There is nothing we can do unfortunately. Github issue: https://github.com/KoffeinFlummi/AGM/issues/1607 -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thats currently not possible. Maybe in the future. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
About that RESPAWN button. Well alive deletes the button we use (the ABORT button by default) and creates a different one, because they want to execute some scripts whenever you leave the game. I have a (untested) work-around for that, so it might be fixed in the upcoming v0.95. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's deeply integretated in AGMs medical system and won't work with others. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Make sure you have the recent version of Arma installed. V1.36. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They change the min and max values. Those get interpolated between these config settings. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No and that would be rather difficult to implement with the 3D optics from the vanilla game. We have planned to make 2D remake versions of all scopes sometime in the future and then maybe. But not for now. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Known issue and will be fixed in the next version. -
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-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nope. And I'm not interested in discussing this AGAIN. Sry. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately not. We have discussed this internally over and over again and found no reliable way to implement it with the scripting commands available to us. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No worries. This was never asked before. Open your AGM Options Menu and uncheck "Disable Command Menu". -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thats not a RPT file. They are named something like this: arma3_2014-12-03_16-45-37.rpt and are located under: <user>\appdata\local\Arma 3 -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for reporting. I fixed it right now: https://github.com/KoffeinFlummi/AGM/commit/3054822887adf022e870ffbc8472b23c373c3435 -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please upload your RPT file @ pastebin.com and post the link. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not gonna post what you have to do for v0.94.1, because we made quite alot of changes in v.095. It depends on the projectile energy which gets calculated from the muzzle velocity and the bullet mass (a new AGM parameter), the barrel mass (which get's approximated from the actual weapon mass), the map temperature (depending on location on globe, month and daytime) and the cooling, which also depends on the weapons mass. Probably some other stuff aswell. I don't fully understand it myself, because the code was written by an acutal engineer. I just updated the documentation: https://github.com/KoffeinFlummi/AGM/wiki/For-Addon-Makers#weapon-jamming-and-overheating-simulation Changing those values will do nothing for v0.94.1 though. Then again, it's hopefully soon outdated. ---------- Post added at 15:21 ---------- Previous post was at 15:19 ---------- Ah I forgot to add. Currently only primary weapons can overheat. Pistols and launchers (...) can't. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The fix isn't released yet. It will be in v0.95. ---------- Post added at 12:54 ---------- Previous post was at 12:52 ---------- As long as they only remove PBOs to customize the package for their servers, there would be no point in releasing a source code. Once they start mass adding own features, it would be different, although I don't think thats the case. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Currently not, but you can use this, which is basically all you have to do: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Scopes/config.cpp#L89 No, but there is this (still WIP) thing: http://forums.bistudio.com/showthread.php?185967-AGM-Spotter-App-WIP -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
_unit getVariable ["AGM_Unconscious", false] -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What we could do is to add a check for forbidden weapon modes while trying to deploy. You'd have to select a mode with deployed bipod first and can only then use the resting key. I don't see any gameplay benefit in that though. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unless there is a scripting command to achive this, we can't do anything. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I know all this and you would be right, IF we talked about CfgVehicles. The commands "animate" and "animateDoor" however don't work with CfgWeapons. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
But thats what I meant. There is no way in Arma 3 to actually trigger custom animations. If there is no scripting command to do this, we can't do anything. -
Authentic Gameplay Modification
-PzGrenBrig37-commy2 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you animate that with any scripting commands? How does that work? The gl sights get flipped when selecting the gl muzzle, but that wouldn't do it for bipods.