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Authentic Gameplay Modification


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koffeinflummi
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Posted 26 May 2014 - 23:19 #1

THIS PROJECT IS NO LONGER BEING DEVELOPED
See this post for details: http://forums.bistud...l=1#post2909896



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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 Taosenai's work.

Make Arma Not War

http://makearmanotwa...ntry/7jnWM53S2e


Features

  • a custom interaction menu
  • improved medical system including bloodloss, unconsciousness, pain and patient transport
  • backblast simulation
  • wind deflection for projectiles
  • weapon resting
  • a fire control system for tanks and APCs
  • realistic names for weapons and vehicles (wherever possible)
  • animation tweaks and the addition of jumping
  • improved map tools (bigger coordinates and compass)
  • interaction with civilians
  • adjustable NVG contrast
... and much more.

A full list of features and the plans for more can be found here:
https://github.com/K...Flummi/AGM/wiki


Media

https://www.youtube.com/watch?v=hCOwJb80jJM https://www.youtube.com/watch?v=H9sQRUO-Lz0


Download

This mod requires CBA!

The current version (v0.95.3) and all future ones can be found here: https://github.com/K...mi/AGM/releases

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Authentic Gameplay Modification

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Community Base addons A3



Please note that this is a pre-release, so you might still encounter bugs. If you do, please report those on the GitHub issue tracker (preferred) or in this thread.


Changelogs

v0.95.3
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v0.95.2
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v0.95.1
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v0.95
Spoiler


v0.94.1
Spoiler


v0.94
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v0.93
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v0.92
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v0.91
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Contributing

GitHub Repo: https://github.com/KoffeinFlummi/AGM
The mod is completely open-source, and everyone is free to fork the repo and create a pull request. Bugs can be reported and new features requested using GitHub's issue tracker.

or, if you don't have time for either of those, feel free to donate:

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Thanks to everyone on this list:
https://github.com/K...hs/contributors

Edited by KoffeinFlummi, 31 March 2015 - 16:30.


randomslap
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Posted 27 May 2014 - 00:56 #2

:D Downloading now! Can't wait to try it out!

---------- Post added at 17:56 ---------- Previous post was at 17:35 ----------

Lol I've only been using this mod for only 5 mins and all i can say is wow. Good job! Can't wait for all the features to be released!

-My WIP F-35B Project (Fullerpj has now taken over the project)

-USAF Mod

 

To all: I'm done modding for now. I'm too busy focusing on my RX-7 FD haha I'll be back though


PenguinInATuxedo
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Posted 27 May 2014 - 01:24 #3

Yes, Yes, Yes, Yes, Will Download as soon as it is up on Pw6

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Drumheller
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Posted 27 May 2014 - 01:26 #4

Congrats on the release guys! I look forward to testing this stuff out!

TheMightyKovacs
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Posted 27 May 2014 - 02:10 #5

I'd love to know the classnames for the medical supplies, where can I find them? Great mod btw :thumbsup::eyeheart:

Drumheller
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Posted 27 May 2014 - 02:47 #6

Well after testing for around 2 hours, all I can say is wow!

Any chances of you guys combining the weapon hotkeys with switch weapons while moving?

Vasilyevich
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Posted 27 May 2014 - 04:11 #7

The backblast is brilliant! thank you so much for that - the rest is also awesome btw :)

Any chances of you guys combining the weapon hotkeys with switch weapons while moving?

^This!

kgino1045
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Posted 27 May 2014 - 04:49 #8

Hope this is not conflict with xmed

wakelagger
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Posted 27 May 2014 - 04:55 #9

Did a little testing with the wind and I think I found a bug. I noticed that when you open the compass it will say, "Strong wind from the North". If you throw a smoke, you will actually notice that the wind is blowing in a Northern vector. The pop up should actually read as, "Strong wind from the South" or "Strong wind to the North". Also I could not notice any significant effect from a strong wind applied to projectiles when fired perpendicular to the wind vector. It appears that wind only affects smoke grenades in its current state or the wind just doesn't have a noticeable effect on projectiles like I would expect. All this testing was done in single player editor with the wind and gusts maxed.

I will submit this to the issue tracker if someone else can confirm that they see the same issue.

Otherwise, everything looked really good!

Edited by wakelagger, 27 May 2014 - 04:58.


PenguinInATuxedo
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Posted 27 May 2014 - 05:32 #10

Could you make it so we can modify values for some of the systems, maybe with editor modules.

I would like to make it extremely hard to people to die in the med system, but keep wounding levels the same. So they can be injured easily enough but only things like being in a vehicle explosion or shot in the chest by a 50cal would outright kill. Re spawned units can be such a pain in a Co-Op, having someone in an unconscious state for an extended period of time would be nice.

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snowingjimbob
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Posted 27 May 2014 - 05:53 #11

Only got to play with this for about an hour and wow! Wow wow wow! I'm really liking what I've seen so far, keep up the excellent work.

troptastic
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Posted 27 May 2014 - 06:11 #12

You mentioned changing the names of vehicles and weapons to be more accurate. Does this extend to the descriptions and names in the field manual as well?

evromalarkey
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Posted 27 May 2014 - 06:56 #13

Congratulations for release! It's really great to have great mod like this in Arma 3, it's a true game changer! Since ACE didn't came out to Arma 3, this seems to be a great replacement!

Outstanding work guys!

CUP Dev

 

cup.jpg  ascz-team.jpg

My other mods and projects - ACR_A3, CDF_A3, TKA_A3, ASCZ Mods


granQ
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Posted 27 May 2014 - 07:14 #14

Haven't had chance to fully look into this (at work.. wait, what I am doing at the forums?).

But I like the concept of what I can see and will have our Swedish Forces Pack team to look into it and the Anrop community to play with it.

In the best of worlds, we will help with this development and make SFP compatible to create a win-win.


EDIT. Never mind, found the Issue tracker :P

Edited by granQ, 27 May 2014 - 07:28.

My streaming Perhaps catch me working on some addons.
http://www.anrop.se Swedish ArmA community.

foffy
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Posted 27 May 2014 - 07:34 #15

I've been trying it around, and I have a few questions. Why is it that it appears that damage to particular limbs cause damage to all limbs? Shooting a diver in his leg causes his whole body to be injured (his head needs a bandage for a leg shot?), and I have to be the one to heal him, so I don't think the AI have the means to acknowledge the bandages yet. I have a feeling that these were planned to be addressed anyway. :P

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koffeinflummi
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Posted 27 May 2014 - 07:39 #16

Could you make it so we can modify values for some of the systems, maybe with editor modules.

I would like to make it extremely hard to people to die in the med system, but keep wounding levels the same. So they can be injured easily enough but only things like being in a vehicle explosion or shot in the chest by a 50cal would outright kill. Re spawned units can be such a pain in a Co-Op, having someone in an unconscious state for an extended period of time would be nice.


I'm planning to add a module for the medical system allowing mission makers to customize a variety of things: https://github.com/K.../AGM/issues/104

You mentioned changing the names of vehicles and weapons to be more accurate. Does this extend to the descriptions and names in the field manual as well?


No. I might do that at some point, but it's alot of work for relatively little gain...

nikiforos
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Posted 27 May 2014 - 07:50 #17

Nice , very nice :)

Is it possible that you can change the fire of burning vehicles to something closer to ACE? More realistic and looks better :)

Once more great so far and keep up the good work :)

Edited by Nikiforos, 27 May 2014 - 10:38.


kgino1045
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Posted 27 May 2014 - 08:17 #18

So if player own XMedSys + your mod should we heal twice for each?

ltsthomas
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Posted 27 May 2014 - 08:26 #19

Very nice. Congrats on the release! :)

npk
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Posted 27 May 2014 - 08:45 #20

I've been on this pretty much since it was announced and the GitHub link was out - I will get right on testing the newest version.
Great work to the entire Team and I can't wait for your next update of BWMod to go along with this.