Jump to content

-PzGrenBrig37-commy2

Member
  • Content Count

    397
  • Joined

  • Last visited

  • Medals

Everything posted by -PzGrenBrig37-commy2

  1. -PzGrenBrig37-commy2

    Scripting Discussion (dev 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?
  2. -PzGrenBrig37-commy2

    Scripting Discussion (dev 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?
  3. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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
  4. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    Thats currently not possible. Maybe in the future.
  5. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
  6. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    It's deeply integretated in AGMs medical system and won't work with others.
  7. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    Make sure you have the recent version of Arma installed. V1.36.
  8. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    They change the min and max values. Those get interpolated between these config settings.
  9. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
  10. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    Known issue and will be fixed in the next version.
  11. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    Nope. And I'm not interested in discussing this AGAIN. Sry.
  12. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
  13. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    No worries. This was never asked before. Open your AGM Options Menu and uncheck "Disable Command Menu".
  14. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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
  15. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    Thank you for reporting. I fixed it right now: https://github.com/KoffeinFlummi/AGM/commit/3054822887adf022e870ffbc8472b23c373c3435
  16. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    Please upload your RPT file @ pastebin.com and post the link.
  17. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
  18. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
  19. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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
  20. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    _unit getVariable ["AGM_Unconscious", false]
  21. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
  22. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    Unless there is a scripting command to achive this, we can't do anything.
  23. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
  24. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
  25. -PzGrenBrig37-commy2

    Authentic Gameplay Modification

    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.
×