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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: Tue Oct 21, 2014 8:01 pm     Super secret spam barrier
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lol I was racing you...

Tried to bold them out but it's not that obvious


Posted: Tue Oct 21, 2014 8:12 pm     Super secret spam barrier
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Looked at the new release of the code on GitHub.  

The new damage coeff is a scaler for the damage. But it does not appear (at least in a quick code walk-through) to effect the pain and thus the unconsciousness issue.  

I'll run a test once the update is on PWS, but I'm not hopeful.


Posted: Tue Oct 21, 2014 10:00 pm     Super secret spam barrier
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This mod should be brilliant. On paper it's all there and those updates appear to address some obvious issues.
I think maybe we're trialing it a month or two too early and it will mature nicely in due course. 

Thanks for your testing lifetap, looking forward to hearing your next set of results when it's updated.


Posted: Tue Oct 21, 2014 11:44 pm     Super secret spam barrier
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I ran a quick test with the new version.  Good news.  The damage coeff does indeed effect the number of shots taken before you go unconscious.

A value of 0.5 gives approx 4 leg shots with a MX rifle at close range before you go unconscious.

The pain value added per shot is indeed halved.


Posted: Wed Oct 22, 2014 12:40 am     Super secret spam barrier
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Brilliant, thanks again lifetap.
I'll get this installed on the Dev Server AGM test mission tomorrow.


Posted: Wed Oct 22, 2014 12:58 pm     Super secret spam barrier
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lifetap wrote:
I ran a quick test with the new version.  Good news.  The damage coeff does indeed effect the number of shots taken before you go unconscious.

A value of 0.5 gives approx 4 leg shots with a MX rifle at close range before you go unconscious.

The pain value added per shot is indeed halved.

If this is true, I may have to kiss you.

Image


Posted: Wed Oct 22, 2014 2:10 pm     Super secret spam barrier
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Howl wrote:
And Jamie, you asked me if you didn't know if our members wanted to use AGM. . . look at the poll! :D

Only 19 people have voted (out of ~50 members) so far. Besides, that wasn't my point. People may want to use AGM (or at least, the idea of AGM), but I don't know if everyone that's voted so far has actually been on the Dev server and tried it out for themself. In it's current state (insta-unconcious) I can't see how anyone would enjoy using it. However, since I last spoke to you Howl it looks like AGM has had an update and these values can now be tweaked :D.


Anyway, what I actually said was - "Why not wait until we know whether 3CB actually wants to use AGM or not?". Everyone may want to use AGM but we (3CB) can't use it if, for example, it turns out AGM is churning out updates every week that break something (of which we are yet to find out since we haven't been testing it for long enough). I'm sure you get my point by now :P


Posted: Wed Oct 22, 2014 2:58 pm     Super secret spam barrier
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Dev1 Server Mission updated to use the newest version of @AGM (0.9.4).
Use the Dev 1 Repo.

Mission Changelog
v14t AGM v3

- @AGM med module
-- damage coef: 0.5
-- bleeding speed coef: 1
-- pain effect coef: 1
-- non-medic time coef: 2
-- max unconsc time: 300
-- allow non-medics: yes
-- require diagnosis: yes
-- prevent instant death: yes
-- prevent death while: yes
-- single bandage: yes
-- unconscious can chat: no
-- enable overdosing: no

To players:
Do NOT vote unless you have played on the Dev1 server. We don't want to know what you think of it in theory, but in actual practice on our server.
(We can see who has logged time on the server ...)

To mission makers:
Regarding using @AGM for Op's, you'll know when this is ok because AGM will appear on the Approved Mods List (scroll down past the public server list). Until then, it's not allowed. Please allow us to go through a proper testing cycle, making sure that everything works how we like it and that it's bug free.


Posted: Wed Oct 22, 2014 11:52 pm     Super secret spam barrier
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It's getting there. There's still a few bugs here and there, especially in the newer features (explosives placement, etc) but I think it's headed the right way. 
The constant need to "diagnose" before EVERY SINGLE DAMN BANDAGE was a bit bad though, so I'm interested to re-try it with that disabled


Posted: Thu Oct 23, 2014 9:00 pm     Super secret spam barrier
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Yep, good fun. Spent an hour or two on it this evening. Seemed pretty solid since the last time I used it. Probably need to spend a bit more time on it to familiarise myself - but so far so good :)


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