killshot 5 Posted February 1, 2015 commy2;2871234']Works for me["Test"' date={true},{hint "joop"},0] call AGM_Interaction_fnc_addInteractionSelf Am I right, that I just have to copy this into player's init or am I doing it a wrong way? I deleted AGM and downloaded v0.95.2 again, but that didn't changed it for me. Arma is just started with CBA3 and AGM. And when I try your AGM_Interaction_fnc_addInteraction in a unit's init, it does work. Regards. Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted February 1, 2015 Am I right, that I just have to copy this into player's init or am I doing it a wrong way? I deleted AGM and downloaded v0.95.2 again, but that didn't changed it for me. Arma is just started with CBA3 and AGM. And when I try your AGM_Interaction_fnc_addInteraction in a unit's init, it does work. No. It doesn't work on Init, because you don't control a unit at that point. AGM_Interaction_fnc_addInteractionSelf can't work, if you don't control a unit. If you want to use the init box for that, then you have to use: 0 = 0 spawn { ["Test",{true},{hint "joop"},0] call AGM_Interaction_fnc_addInteractionSelf; }; This will make the sheduler execute the function. The sheduler waits until the Init phase is over, so it should work that way. Share this post Link to post Share on other sites
killshot 5 Posted February 1, 2015 Ahh, ok. Thanks a lot for explanation, now it does work, indeed! Great feature. Share this post Link to post Share on other sites
dragonsyr 21 Posted February 1, 2015 Hello to all, how can i enable the save gear option? (i cant find anything in documentation for this) Great Mod !!!!!! r we speaking here for the New ACE3 ??????? :) Share this post Link to post Share on other sites
bux578 65 Posted February 1, 2015 how can i enable the save gear option? (i cant find anything in documentation for this) There's a respawn module in the editor: https://github.com/KoffeinFlummi/AGM/wiki/For-Mission-Makers#110-respawn-system Share this post Link to post Share on other sites
dragonsyr 21 Posted February 1, 2015 (edited) i see that 1.10 Respawn SystemPart of: AGM_Respawn The "Respawn System" module enables players to respawn with the gear they had before dying and to remove bodies of players after a configurable interval (in seconds). Settings: Save Gear? (Boolean)Respawn with the gear a player had just before his death.Default value: No but as you can see , the default value is NO... i have the agm rallypoint base in my mission(from agm respawn class menu) , i choose the gear i like but when i die , or make manual respawn (esc , respawn button) my unit change the gear back to default . thanks edit: ok i found it !! thanks a lot !! ---------- Post added at 15:24 ---------- Previous post was at 14:34 ---------- working now , but i get those warnings when i go to editor and when i start the mission Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleRespawn/Arguments/SavePreDeathGear/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleRespawn/Arguments/RemoveDeadBodiesDisonncected/values/No.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/AllowNonmedics/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/RequireDiagnosis/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/PreventInstaDeath/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/PreventDeathWhileUnconscious/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/SingleBandage/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/AllowChatWhileUnconscious/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/EnableOverdosing/values/No.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/RequireMEDEVAC/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/AutomaticWakeup/values/No.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/DisableScreams/values/Yes.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleBlueForceTracking/Arguments/HideAiGroups/values/Yes.default'. Warning Message: '/' is not a value Edited February 1, 2015 by dragonsyr Share this post Link to post Share on other sites
bux578 65 Posted February 1, 2015 ... Try running your game with only CBA and AGM. Go to the editor. Place a unit. Select the modules in the menu or press "F7". Double click on the map. From the category drop down list select AGM. From the module drop down list select "Respawn System". Switch the "Save Gear" setting to Yes. Click "Ok" and preview the mission. I did just that with our latest release AGM 0.95.2 and got no errors. Share this post Link to post Share on other sites
iConic-21 13 Posted February 1, 2015 ummm..have you tried this addItem ? instead of a weapon? this addItem "AGM_Bandage"; Wiki: https://community.bistudio.com/wiki/addItem Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted February 1, 2015 ... This is caused by any of your third party addons creating a base class called "default". This is wrong class inheritance. The error will happen with any module, not just those from AGM. Nothing we can do about it. Hard to tell which addon it is without a rpt file. Share this post Link to post Share on other sites
dragonsyr 21 Posted February 1, 2015 (edited) Thank you all guys.... i found the mod that cause this problem is the usaf mod. I remove it and all is good now. edit: I report it allready in the usaf mod homepage... Edited February 1, 2015 by dragonsyr Share this post Link to post Share on other sites
gibonez 18 Posted February 2, 2015 I might just be a dolt right now but how do I use the AGM explosives options to do this. Do I need any of the AGM items like deadmans switch or any of the detonators ? Share this post Link to post Share on other sites
dimitri_harkov 10 Posted February 2, 2015 I might have found a bug during fortification placement (AGM_logistics): I can not abort the process by pressing the right mouse button. 'Place' and 'Rotate' works, but not 'Cancel'. Cheers, D. Share this post Link to post Share on other sites
dragonsyr 21 Posted February 2, 2015 same for me ... this happend and in explosives management cancel menu ---------- Post added at 14:44 ---------- Previous post was at 14:38 ---------- Also, i need to know what is the key for target lock in titan AT launchers.... is keybinding from AGM module or is an ARMA3 bug again? Share this post Link to post Share on other sites
-PzGrenBrig37-commy2 10 Posted February 2, 2015 Known. BI broke it. We have an issue for that on the Arma feedback tracker. Share this post Link to post Share on other sites
marcatore 20 Posted February 2, 2015 A question about the medical system. Before the 0.95.2 update our clan mates and me tested the medical system using the medical module. It was set up with the protection from the instant death and it worked. After the last update, we tested with the same settings for the medical module and it didn't work. The unconscious player died in few seconds (in the module we set 600 secs of max bleeding time) Anyone had this problem? Do we need to specify a respawn mode into the mission description file? If yes, which mode? Thanks in advance Share this post Link to post Share on other sites
malcom86 33 Posted February 2, 2015 A question about the medical system. Before the 0.95.2 update our clan mates and me tested the medical system using the medical module. It was set up with the protection from the instant death and it worked. After the last update, we tested with the same settings for the medical module and it didn't work. The unconscious player died in few seconds (in the module we set 600 secs of max bleeding time) Anyone had this problem? I have it sometimes, playing on different servers though. And I would add, after a while I'm playing after the last update, I noticed the chance to regain consciousness after been critically hit is drastically diminished. Share this post Link to post Share on other sites
EddiePrice 16 Posted February 2, 2015 (edited) Quick question: Sometimes when firing an LMG or MG or when riding on the skids of a helicopter (at altitude) I get a desaturated effect. Is what I'm experiencing the AGM dust kick up from AGM_Goggles? It seems to be more of a random occurrence, so even when dust is apparent the effect is not and seems to occur randomly. Edited February 2, 2015 by EddiePrice Share this post Link to post Share on other sites
lordheart 1 Posted February 2, 2015 It is part of AGM_Goggles, if you aren't wearing glasses and firing when prone, it will desaturate to "simulate" sand in eyes. With helicopters you will need proper combat goggles to avoid the desaturation. It's a similar effect, to simulate wind and dust being forced into your face. Share this post Link to post Share on other sites
EddiePrice 16 Posted February 2, 2015 Thanks, appreciate the quick reply. Share this post Link to post Share on other sites
El Tyranos 1264 Posted February 3, 2015 We don't use agm_goggles and we still have desaturation effect when firing from prone position, or worse, when flying helicopters or plane (which can make it very hard to see the ground). Any idea how to fix that ? Share this post Link to post Share on other sites
dimitri_harkov 10 Posted February 3, 2015 We don't use agm_goggles and we still have desaturation effect when firing from prone position, or worse, when flying helicopters or plane (which can make it very hard to see the ground). Any idea how to fix that ? Yep, same problem here. Share this post Link to post Share on other sites
s3mp3rfi 10 Posted February 3, 2015 KoffeinFlummi, I've noticed an issue where the action menu has an extra invisible entry in it. After narrowing the cause down to initActions.sqf in the weaponselect pbo I realized that it seems to have to do with the "Ready Grenade" action, which I just noticed was missing from my action menu after having been there in a previous version. I guess this is because the above calls on line 51 in fn_addActionEventHandler (core pbo) where you're adding an action with a blank title? Hope this information helps with a resolution, thanks for your hard work on the best realism mod available! Share this post Link to post Share on other sites
jonpas 294 Posted February 3, 2015 That's already known and will be fixed in next update, thanks for the report. Share this post Link to post Share on other sites
R3vo 2654 Posted February 3, 2015 (edited) Hey folks, I've got two questions: Firstly, what's the best way to check if AGM is running in a singleplayer scenario ? and secondly, will you add Arma 3 Spotter to the mod at some point ? Edited February 3, 2015 by R3vo Share this post Link to post Share on other sites
koffeinflummi 96 Posted February 3, 2015 Hey folks,Short question: What's the best way to check if AGM is running in a singleplayer scenario ? if (isClass (configFile >> "CfgPatches" >> "AGM_Core")) then { blah } else { blub } Share this post Link to post Share on other sites