KoffeinFlummi from the BWMod Team released an updated version of the
Authentic Gameplay Modification on the
BI forums.
Quote :
The team that brought you the BWMod is now working on a modular, open-source realism/authenticism mod for Arma 3. This project originally started as a fork of TMR, but since evolved into something bigger, with only a few parts still taken from Taosensai's work.
The AGM mod tries to achieve the maximum amount of authenticity possible in Arma 3 without sacrificing playability. The mod is modular, so you can disable features that you don't want or are incompatible with other mods. All the code is open-source, so everyone can contribute, or fork this repo and customize it to their own needs.
You installed AGM, but you have no idea how it works, or where to start? Get started here.
Changelog:
- Fixed: Broken hitpoints for VA people in v1.40
- Fixed: Disable Team-Management module did not disable join group
- Fixed: Holstering a weapon in a FFV seat would make you stand up
- Fixed: Inheritance issues with v1.40
- Fixed: Kick option in Check PBOs module broken
- Fixed: Low resolution when using Vector with mils
- Fixed: Undefined variable in Vector function
- Fixed: Unnecessary setVariable calls in diagnosis
- Fixed: Version number check didn't account for patch versions
- Fixed: Weapon IK in combat pace
Amazing, especially with the addition of FCS which should have been default in armored vehicles in A3. Keep up the good work!
Just ran this mod on our server and we are blown away! We applaud your contribution!
I was looking over the AGM Medical and you have to be a medic to be a full medic. The reason it was so exciting to me because I thought you don't have to be a medic to play the medic role. Is it possible that you can remove that function so anyone can be a medic if needed?
EDIT: I think I found the line where it checks if your a medic or not, If I have it where the game doesn't read the line in the AGM_Medical/fn_bloodbag.sqf and have it something like this:
// DETERMINE IF UNIT IS MEDIC
// if !([player] call AGM_Medical_fnc_isMedic) exitWith {
// hintSilent "You are not trained to do that.";
// };
Will this work where any class can be a medic?
Where are the glasses in the Demokratiecontainer?
They got lost D:
Nice work so far.
I only have two issues with it that come to my mind right now:
1. The medical system sure is nice but in practice it feels a bit too simple.
2. Why do the regular tactical glasses have a yellow tint? Shouldn't they be clear, unlike the tactical shades?
i love it ut pls could u add a "food" sistem in order to make soldiers need food and water?(possibly working) the rest is awsome=)
First off.....Excellent work....love this mod. One bug. When using RH Nato weapons, so far I only found this prob in the box fed types (M240G and Saw). When in the prone and with the bipod deployed you cannot reload. It will cycle through available ammo down to zero without reloading. I originally had this problem with TMR because they had the bipod/weapon rest as well. When I removed that mod the problem went away. Nice work guys!!!!
p.s. I never had that problem before the 1.29 patch....fyi (with the mod)
Anyone else got a flickering screen when waiting to respawn? (When respawn timer is shown)
For some reason i cant use AGM selfintercation or Interaction at all . idk why.
i Installed it via PlayWith 6
ear plugs not showing up.....my ears are ringing.....
i am having problems exiting menu on self or other pressing ctrl and windows dose nothing? am i missing something here i have been away from arma for sometime and this mod seems to have changed i now have a scroll up and down menue Is it possible to revert back to the one on the youtube video? where it is all in black the way it is at the moment is awful? thanks.
sorry have already sussed it, it is flow menue.... its been that long since i played this mod thanks
Total comments : 12, displayed on page: 12