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Subscyed

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Everything posted by Subscyed

  1. Subscyed

    Authentic Gameplay Modification

    That is incorrect. Every soldier is required to carry with him something called an IFAK (Individual First Aid Kit) which carries a couple of pens of morphine, some epi, bandages of all kinds (MedCon, Elastic, Gauze etc) and one (1) CAT (Combat Application Tourniquet) which can be used on any limb and some other goodies. It is expected of the Combat LifeSaver (US)/Combat Medical Technician (UK) to perform triage at that moment and apply the CAT where he finds necessary. If more than one limb requires a CAT, then the CLS/CMT uses one from their own kit (Not their IFAK, but their Medikit). What I'd like to see being done (as far as AGM_Medical is concerned) is tourniquets stopping the bleeding on that specific limb but if they're removed, the bleeding resumes. I've found that trying to treat severely-wounded people without a tourniquet with AGM_Medical to be often a case where the patient died.
  2. Subscyed

    ArmA III Ballistics Overhaul

    Just a question @Spartan0536: Are you thinking about making this addon compatible with realism-oriented addons like AGM and CSE (and possibly ACE3), if not merging with them? You've clearly gone into a lot of work to accomplish this and I can only say I'm completely astounded. Great work!
  3. Subscyed

    RH wip Thread

    As much full-ass as it sounds, most people will get the base weapons and attach things to them rather than pick already-attachment-filled weapons from the box. The icons denoting attachments are a neat addition but they're just that, an addition. It makes the already lengthy process of gearing up about 15 seconds faster. Plus, one can simply mouse-over the weapon and the attachments on it will be listed. Whichever the choice though, I'm still going to use this mod! It is /that/ awesome.
  4. Subscyed

    SDV Mod

    Really love the addon so far though it'd be that extra particle of the cherry on top if the doors were able to be individually opened. That way, the occupants wouldn't have to be exposed when the gunner or the lads in the back decide to have a peek outside. I'm fine either way but you never know who likes sightseeing in the back seat!
  5. I think I can safely say me and my mates await any form of release of this mod with a very bated breath. The idea is really good, something unheard of before and its execution through the service menu makes it feasible to some extent. However, one thing leaves me perplexed: Will the doors, door guns, AGMs on the AH-9 et al be separate models so the service menu can replace them with eachother more easily (without requiring a full model change) or will they be part of the airframe's own model? So far, I am (as well as my mates) very excited to see this mod come to fruition and hope the very best of luck to the authors.
  6. Subscyed

    Authentic Gameplay Modification

    Conversation's veering off-topic but I'll answer this. Whichever scripts you use in the mission (non-addon) stay in the mission. That said, no one has to download or apply any scripts beyond what they do when downloading the .pbo file when they get past the lobby. In fact, if you search around, you can find scripts that put your friendly units on the map. Search for something along the lines of "player markers". As for the animations: I hope you realise that even though the animations are in the engine, there is currently no way to switch between them without requiring a full game restart. I doubt having "swag walk" will ever matter, be it in the nearby or far future. Besides, AGM is completely modular! You can delete the .pbo that changes that animation and you'll have your walk back.
  7. Subscyed

    Authentic Gameplay Modification

    It does not prevent me from using AGM. However, during stress testing, either medical or AGM itself broke the interaction GUI.
  8. Subscyed

    Authentic Gameplay Modification

    After a brief but heavy stress test of AGM_Medical and AGM in general on a dedi server with at least 8 people, I've ran into several issues. - The interaction menu stops working entirely. It shows up when called upon but the options don't work. - Tunnel and Rainbow/Discoloured vision stays even after the unit has been revived with epinephrine and properly treated. - Cannot administer blood bags even as a medic (though I suspect that's more to do with mishandling the module) - Rare cases of invulnerability (verified after the death of a fighter pilot who then respawned but was seemingly invulnerable. No desync detected.) So far, the addon bar Medical has been really up to expectations if not exceeding them and I'll continue using it, however, those few issues with the Medical part of it stop me from using that aspect of it. Thank you for your time and good work so far KoffeinFlummi!
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