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Posted: Sun Oct 26, 2014 10:56 am     Super secret spam barrier
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Also, I was just presented with this:



Have we given the AGM dev a poke to see if we can force the damage modifier to only affect players and not AI?

"To achieve great things, two things are needed; a plan, and not quite enough time." - Leonard Bernstein
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Posted: Sun Oct 26, 2014 10:57 am     Super secret spam barrier
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Goodson wrote:
Apollo wrote:
Helicopters exploding on entry - we've had this problem on and off in all missions - think I read it's an A3 bug with vehicle respawns.

CTD's / Zeus problems / other weirdness - are we agreed that this has only been occurring since we added @AGM? There's only one way to find out - take AGM off and find out whether we have a stable server again. 

Agreed to try the server once again without AGM to see if the problems stop. Hopefully there won't be any Arma updates in-between that could throw a spanner into the mix.

Regarding helicopters/vehicles exploding on respawn - what do we use for vehicle respawning, a 3rd party script or the built-in Arma respawn module? If the latter, that module has always proved to be a bit of pain ever since the Alpha (although I thought they fixed the exploding issue in a previous update).

Perhaps we can talk later about implementation - taking off AGM is sure to be a popular move, <joke>. Some people won't appreciate the features v stability argument.

We're using the script that came with the mission (script by Iceman77) for vehicle respawns. I tweaked it in v9 "- added anti-collision function to vehicle respawn" with a work-around for the A3 bug and it seemed to work most of the time. It's only lately that people have been reporting problems again - perhaps post-AGM, can't remember exactly. It's different to the scripts used on other missions we've run and different to @alive's respawn module - all seem to suffer from this problem to one extent or another.


Posted: Sun Oct 26, 2014 10:59 am     Super secret spam barrier
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Goodson wrote:
Have we given the AGM dev a poke to see if we can force the damage modifier to only affect players and not AI?

Yes, they say "no".
http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification/page122


Posted: Sun Oct 26, 2014 11:11 am     Super secret spam barrier
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Apollo wrote:


*sigh* brilliant...

I'm gonna try to dig an answer out of them.
http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification&p=2803505&posted=1#post2803505


Posted: Sun Oct 26, 2014 11:11 am     Super secret spam barrier
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I've asked again... They do accept contributions so if our resident coding whizzes wanted to have a go.....

SJ


Posted: Sun Oct 26, 2014 12:18 pm     Super secret spam barrier
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Serjames wrote:
They do accept contributions so if our resident coding whizzes wanted to have a go.....

SJ

Didn't know that, so I had a go:
http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification&p=2803543#post2803543

Fingers crossed I'm right and not talking complete gibberish :P


Posted: Sun Oct 26, 2014 12:31 pm     Super secret spam barrier
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One thing worth considering is whether people actually want the one shot kills on the AI.  From general conversations with a few people on Friday's large op, there was definitely a feeling that it was more of a challenge with the AI using the same damage system as players, and this made the encounters more interesting.

Personally I think we may have gone a little too far with the 0.5 damage coeff and possibly 0.75 would be a better idea.  This would require on average 3 shots to unconscious rather than 4.


In terms of your solution, Goodson, it would  be more configurable if there were two damage coeffs, one for the players and one for the AI.  This would be a much smaller change to the code base

if (AGM_Medical_IsFalling or (_selectionName == "")) then {
  _damage = _damage - _newDamage;
  if (_unit == player) then {
     _newDamage = _newDamage * AGM_Medical_Player_CoefDamage;
  } else {
    _newDamage = _newDamage * AGM_Medical_AI_CoefDamage;
  }
  if (AGM_Medical_IsFalling and (_selectionName == "")) then {
    _newDamage = _newDamage * 0.5;
  };
  _damage + _newDamage
} else {
  _damage - _newDamage
};  
 


Posted: Sun Oct 26, 2014 12:42 pm     Super secret spam barrier
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Two damage coefficients would be the best option, I'll include this on my post on the BI forums - thanks lifetap!


Posted: Sun Oct 26, 2014 12:49 pm     Super secret spam barrier
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Let's try 0.75


Posted: Sun Oct 26, 2014 2:23 pm     Super secret spam barrier
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Pandabehr wrote:
Apollo wrote:
taking off AGM is sure to be a popular move, <joke>. Some people won't appreciate the features v stability argument.

before you do this, could you warn us? Because every loadout now has AGM bandages in it and without AGM they become unloadable and we can start over (Had to do this a couple of times, not fun at all)

The warning was implicit in 'this is a trial with AGM, it's not accepted yet' plastered all over the place.
At no point have we said it's here to stay, so to change over all your loadouts (rather than create additional new ones), would seem to me a bit rash! 
Anyway, "be warned", we might be reverting for a while to non-AGM action.


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