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AGM on Test


Do you like AGM?
Poll ended at Mon Oct 20, 2014 4:50 pm
Yes 82%  82%  [ 23 ]
No 18%  18%  [ 5 ]
Total votes : 28
68 posts in this topic
Posted: Mon Oct 20, 2014 6:40 am     Super secret spam barrier
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As Howl said, I don't know which values/changes would fix this insta-unconscious issue but if it can be fixed then I'd be more inclined to use AGM. Will do some Googling when I get back home tonight.

"To achieve great things, two things are needed; a plan, and not quite enough time." - Leonard Bernstein
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Posted: Mon Oct 20, 2014 10:10 am     Super secret spam barrier
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Alexander wrote:
I like it but the handcuffing thing makes it very easy to get into "derp" territory. The feature is awesome, especially the escorting and loading into vehicles is really cool...but we need a way to make it work only on civi/opfor units, otherwise people *will* abuse it. (Obviously what was happening on the dev server today [everybody capturing everybody all the time] was a case of harmless fun/3CB-after-midnight, but today's op has shown me that there are always some people who're going to decide to be extra-funny at inappropriate times).

We asked for the answer to this question, plus a number of others, a few days ago.

http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification/page113

The "derpability" factor on this mod is too high for some of our immature members to resist messing around - overdosing players with morphine, taking them prisoner, dragging/carrying random items - will lead me to stop playing to be honest if it carries on like it was last night.


Posted: Mon Oct 20, 2014 4:43 pm     Super secret spam barrier
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Azazel wrote:
I would try changing bleeding speed, pain effect, and max unconsc. time see if that helps. 

I'm relatively happy with a 5 minute bleed out time. We've used that over the years in other mods - it gives enough time for an epic medic rescue.

I'm looking for others to tell me what they like for the other two settings, rather than me do all the work. :-)
Anyone can test by placing a couple of units and the module down in the Editor.


Posted: Mon Oct 20, 2014 7:54 pm     Super secret spam barrier
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I've had a quick look at the code for blood loss and pain.

Whiplash has it spot on.

AGM_Medical_CoefPain is a multiplier for the pain.
Pain only appears to effect the chromatic aberration, so other than visual and audio has no effect on game play
Suggest leaving at 1

AGM_Medical_CoefBleeding is a multiplier for the blood loss applied to the damage taken.
The greater the damage the more blood loss 
Assuming healthy is 100%
Unconsciousness occurs at 35%
Death at 0% 
Suggest dropping the bleeding coeff to 0.5, so we get a noticeable change.  
Major damage aside, this will approx double the time to unconsciousness.  Can tweak upwards if the effect is too drastic.


Posted: Mon Oct 20, 2014 8:27 pm     Super secret spam barrier
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Thanks lifetap.
A non-tangible imaginary zero-value prize is in the post to you.
I'll set to 0.5 and we can test it out shortly.


Posted: Mon Oct 20, 2014 9:52 pm     Super secret spam barrier
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Serjames and I just tested AGM with varying medical module parameters.

Basically nothing helped reduce the number of shots you could take before going unconscious.
Tests carried out with MX rifle from close range.

AGM_Medical_CoefBleeding
1.0 2 shots to the leg = down
0.5 2 shots to the leg = down
0.1 2 shots to the leg = down

AGM_Medical_CoefPain
1.0 2 shots to the leg = down
0.1 2 shots to the leg = down

http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification/page113

On a side note, Blufor Tracking is enabled. Everyone should see a NATO marker on the map showing each Group's position. So far it appears only I can see them, and then not always. Anyone else seen them?


Posted: Mon Oct 20, 2014 10:30 pm     Super secret spam barrier
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Interesting results. They do not tally with the code, which is a little strange.  I'll do a live inspection of their code tomorrow.  It's conceivable there is a bug and the parameters are not being loaded correctly.


Posted: Tue Oct 21, 2014 7:33 pm     Super secret spam barrier
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Update

Version 0.94 KoffeinFlummi released this 41 minutes ago
- Added: New optional "Flow" interaction menu (#808).- Added: Icons on interaction menus (#959).
- Added: Switch between bigger and smaller map tools (#852).
- Added: Align map tools (#852).
- Added: Draw lines on map with map tools or during briefing (#852).
- Added: Copy other players map lines (#852).
- Added: Display GPS coordinates on the map screen (#852).
- Added: Mission designers can define GLOC resistance for certain units using "this setVariable ["AGM_GForceCoef", 0.75]".
- Added: Animated raindrops on goggles (#1195).
- Added: Added M152 RAMS detonator package, range 5000m (#714).
- Added: Flashsupressors available in Arma 3 are now usable (#1054).
- Added: Support for custom jam clearing animations (#966).
- Added: M84 Stun Grenade (#419).
- Added: Many new entries in various languages, including new Italian support.
- Added: Improved documentation (https://github.com/KoffeinFlummi/AGM/wi ... ng-Started)
- Added: Locking backpacks (#42).
- Added: Disposable rocket launchers (#187).
- Added: Vertical and horizontal scope adjustments (#1025).
- Added: 3D model for the UAV battery (#516).
- Added: Module option to disable morphine overdose (#743).
- Added: Module option to set a damage coefficient (#916).
- Added: Some actions con now be performed while inside vehicles (#824).
- Added: Configurable AGM modifier key (#850).
- Added: Dead Man's Switch trigger for explosives (#940).
- Added: Tweaks to weapon usage by AI (#1000).
- Added: Hotkeys to allow quick navigation of the action menus (#1178).
- Added: Improved add marker dialog (#1258).
- Added: Option to disable Respawn Button (#1292).
- Added: Brought back the NATO symbols removed by BIS (#1250).
- Added: Added a hotkey to use the smoke launcher on vehicles even when the default key is bugged out (#1262).
- Added: Place fortifications.
- Added: Top Down Attack (#339).
- Added: Parachute landing animation (#540).
- Added: Altimeter (#540).
- Added: Paradrop of supplies (#711).
- Added: Partial support of remote controlled units via Zeus (#327).

- Changed: Allow moving while interaction menus is open (#833).
- Changed: Interaction Menus now remain open while the interaction key is pressed.
- Changed: Removed AGM_StriderFix, which is no longer neccesary (#1077).
- Changed: Physically correct wind drag (#996).
- Changed: Optimization of various functions by using new pushBack command (#989).
- Changed: Removed humidity effect over bullet trajectories (#1027).
- Changed: Increased the odds of people spontaneously regaining conciousness (#943).
- Changed: Many improvements to AGM_RealisticNames.
- Changed: Increased M57 Trigger Device range to 250m.
- Changed: Refined lock detection warning (#263).
- Changed: Improved rangefinding for vehicles (#341).
- Changed: Client option to disable vanilla command menu keybindings (#676).
- Changed: Removed toolkit from explosive specialists (#855).
- Changed: Removed body removal script in favor of Arma Corpse Manager (#1008).
- Changed: Increased dipersion for sabot bullets (#924).
- Changed: Increased XM-301 (Comanche) rounds damage (#935).
- Changed: Standardized release options (#936).
- Changed: Improved the handling of animation changes in medical (#1078).
- Changed: Tweaks to some inconsistent vanilla armor values for different classes and faction (#1021).
- Changed: AGM Binarizer no longer moves the Arma 3 tools executables (#1038).
- Changed: Syntax of custom AGM actions, to make them more similar to vanilla A3 actions (#1173).
- Changed: Added configurable coefficient for treatment times of non-medics (#1269).
- Changed: Physically based simulation of weapon heating and cooling.
- Changed: Weapon jam chance based on real life MRBS data (#1007).

- Fixed: Morphine status was sometimes not correcly linked accross clients (#929).
- Fixed: "Unit is bleeding" was shown for very minor injuries which couldn't be bandaged (#944).
- Fixed: User input remained disabled after switching from an unconcious unit (#1035).
- Fixed: User input remained disabled in spectator mode (#1251).
- Fixed: Weapons showed vanilla names when placed on the ground (#1001).
- Fixed: Support disabled doors (#963).
- Fixed: Conflict between AGM and new Arma walking speed (#992).
- Fixed: Explosives Module caused error in RPT.
- Fixed: Could not place explosives after team switching (#937).
- Fixed: Sniper classes didn't have a detonator by default (#939).
- Fixed: Wrong explosives behaviour on water (#857).
- Fixed: Units could mount static weapons while they're being dragged (#927).
- Fixed: Static weapons were locked after draging them once (#925).
- Fixed: Explosives disapearing after placed (#933).
- Fixed: Error on checking ammo of static weapons (#973).
- Fixed: A-10 Gau cannon burst inconsistent (#802).
- Fixed: Error in AGM_Respawn (#786).
- Fixed: Prisoners could throw grenades (#864).
- Fixed: Unconciousness effect active in spectator (#909).
- Fixed: View was uncentered after recovering from a G-force blackout (#938).
- Fixed: Goggles effects were applied to some new arma bandannas (#1013).
- Fixed: Nametags were visible through walls (#1048).
- Fixed: Respawn module didn't re-add binoculars (#1134).
- Fixed: The killer of AI units was incorrectly reported (#1155).
- Fixed: Fireteams were not JIP compatible (#1187).
- Fixed: Divers could bandage themselves underwater (#1202).
- Fixed: Default map marker was broken by A3 update (#1221).
- Fixed: Could not load/unload from boats (#1279).
- Fixed: Placing fortifications wasn't working on multiplayer (#1284).
- Fixed: Waking up didn't restore the animation when inside a vehicle after the v1.32 update (#1301).


Posted: Tue Oct 21, 2014 7:56 pm     Super secret spam barrier
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Ran some tests on AGM medical, peeking at the live variables.

An MX rifle at close range to the leg on average increases the target's pain by 26%.  

Once the pain reaches 50% the target falls unconscious.  So on average two hits in the leg means unconsciousness.  This confirms Apollo's and SJ's testing.
Occasionally a bullet causes 10-15% pain so you maybe lucky and take 3 hits before blacking out.

The pain coeff does not effect this threshold, its only used for the visual effects.

Blood loss is an entirely different mechanic.  A bullet causes < 1% blood loss.  Its the slow, untreated wound that causes the target to bleed out
We can control the bleed out time by the bleed coeff.

In conclusion we're currently stuck with the 2 hits  == unconciousness.  Unless there is a desire to mod AGM, in which case I can put in a fix.


Posted: Tue Oct 21, 2014 7:57 pm     Super secret spam barrier
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- Added: Module option to set a damage coefficient (#916).

This might help, will investigate


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