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bux578 edited this page Jan 1, 2015 · 22 revisions

Downloaded AGM and have no idea where to start? This page serves as a document to help new players get started with things like the medical system, or how to change a tyre.

Table Of Contents


Introduction

Most functions that AGM adds can be accessed either over one of the two interaction menus or with a custom keybind.

There are two interaction menus. One for yourself, and one for other players, units, vehicles, and everything else. The self-interaction menu can be opened using (by default) Ctrl + Windows, while the regular interaction menu can be accessed with just Windows, when looking at an object that can be interacted with.

Those key bindings, and all other ones as well, can be changed using AGM's option menu, which can be found in the top left corner of the pause menu, together with some other options, like turning the name tags on/off.

If a certain item is mentioned here, it can most likely found in the "[AGM] Miscellaneous Items" box in the editor.

All the different functions will be explained below, in alphabetical order. It will also tell you the containing PBO for every feature, so you know e.g. what to remove if you don't like a feature.

Attaching Throwables

Part of: AGM_Attach

You can attach certain throwables like chemlights and IR strobes to your body. This is useful to identify yourself at night to prevent friendly-fire incidents. To do so, use the self-interaction menu, select "Attach" and choose the item you want to attach to yourself.

Once something is attached to you, there is a "Detach" option in the self-interaction menu to remove the item again.

Backblast

Part of: AGM_Backblast

With AGM, AT weapons like the Titan or RPG create a backblast area behind them, wounding and even killing units standing behind the AT weapon at the moment of firing. The shooter himself can also be wounded if he is standing with his back too close to a wall.

The backblast area is a cone-shaped area behind the rear end of the AT weapon, with the damage caused being dependent on the distance and angle to the shooter. The same also applies to the cone-shaped overpressure area in front of tank cannons.

To avoid it, simply make sure that no one is behind you and that you have enough distance from any objects that might be behind you before firing.

Ballistics

Part of: AGM_Ballistics

  • real values for projectile muzzle velocity and estimated air friction
  • removes the exaggerated protection from bullets soldiers get from uniforms, especially from CSATs uniforms
  • removes malus NATO, some AAF and CSAT officers get vs explosion damage
  • tweaks protection values of plate carriers and vests against projectiles to more authentic levels
  • tweaks Sound Supressors to reflect a more realistic behavior
  • adds various ammunits types: AP (Armored piercing), SD (Sub-sonic) and IR-DIM (infrared tracers) in all common callibers
  • adds different Flash Supressors for almost all weapons
  • enables all MX variants to use 30 and 100 Round magazines respectively

Explosives System

Part of: AGM_Explosives

The explosives system completely replaces the system currently in place in Arma. The main elements it introduces are:

  • More precise placement of explosives
  • Easier handling of timers
  • Seperate detonation of multiple explosives
  • Attaching explosives to vehicles

Placing Explosives

To place a charge or mine you have in your inventory, select the self-interaction menu and choose "Place". You will then see a list of all the different explosives you have on you. Choose the one you want to place. You will then see a box prompting you to choose a trigger type. The options here depend on the type of explosive, but these are the most common ones:

  • M57 Firing Device (only available when you have one in your inventory) Enables remote detonation up to ~100m.
  • Timer Enables you to choose a time between a few seconds and 15m for the charge to go off.
  • Pressure Plate / Magnetic Trigger Triggers the explosive once something/someone drives over/steps on it.

For the M4 SLAM, you can choose between 2 additional modes: Side Attack and Bottom Attack. In side attack, the slam essentially works like an RPG that's triggered when something drives by, while in bottom attack it works more like a traditional landmine.

After you have chosen a trigger type you will see the explosive float infront of you. If you hold down Shift, you can rotate it. Just adjust its position using your mouse and once you're happy, use the action menu to place it. Should you place it on a vehicle, it will automatically attach to that vehicle.

Note: The timer starts when placing the mine, not after selecting it as the trigger

Setting Off Explosives

If you have placed a remotely triggered explosive, you can detonate it using the "Detonate" option in the self-interaction menu. You will see a list of all the explosives linked to your clacker. Keep in mind that the M57's range is quite small.

Defusing explosives

If you want to defuse a mine or charge, approach it as much as you can and then open the self-interaction menu (this is due to a technicality in Arma) and choose the "Defuse" option. To do so, you must have a defusal kit in your inventory; not the normal toolkit.

Fire Control System

Part of: AGM_FireControlSystem

AGM's fire control system allows gunners in tanks, heavy APCs and helicopters to easily engage stationary and moving targets.

For most vehicles, the minimum range for the FCS ranging system is 200m, the maximum distance 9990m and the interval of the measurement is 5m.

With AGM's FCS, you also need to lase to update your range finder in vehicles.

Stationary Targets

To engage a stationary target, press the "Lase Target" key (this is Tab by default) while looking directly at it. A hint message will pop up telling you the distance to the target. Now you are free to take the shot.

The FCS also calculates solutions for the other weapons and ammo types of your vehicle, so you can switch to another weapon and directly fire, without lasing again. This means that you can lase an enemy tank, fire your main gun and then switch to your MG to finish off the disembarking crew, as long as the target is within a decent engagement range for the MG.

You can also use Page Up and Page Down (by default) to manually adjust the range by 50m, if there's e.g. an obstacle preventing a decent lase.

Moving Targets

To engage moving targets, aim at the target, press down the "Lase Target" key and hold it while keeping your reticle on the target. After about 1s, release the key while still aiming at the target. You are then free to take the shot.

The FCS does not calculate the offset for moving targets for all ammo types. It will adjust all weapons to the range to the target, but only the currently selected weapon will have the offset to the side needed to hit the target. This means that if you change weapons while the target is still moving, you will need to lase again.

Keep in mind that in order to hit a moving vehicle, it needs to have a constant speed and direction. If your target is driving in circles or constantly stopping, you might be better off manually leading the target.

G-Forces

Part of: AGM_GForces

AGM adds G-force simulation to jets and helicopters (although it rarely becomes an issue in helicopters). This manifests itself as a tunnel vision effect when flying tight turns (black for positive g-force; red for negative g-force).

If you're pulling too many Gs (and you're using AGM's medical system), you will black out for a few seconds, unable to steer your aircraft.

This effect is reduced both by pilot training (a jet pilot unit is less prone to g-forces than a normal rifleman) and by the uniform you're wearing (a proper pressure suit reduces the effect of positive g-force).

Goggle System

Part of: AGM_Goggles

With AGM, the glasses you're wearing have an effect on your vision. Most of them just slightly colour your vision, while others (like the diving goggles) obscure your screen slightly.

The Goggles System also adds dust effects caused by helicopters, explosions and gunfire. You can clean your glasses using Ctrl + Shift + T (by default).

Grenade Throw Modes

Part of: AGM_Grenades

To change grenade throwing modes, use Alt + G (by default). There are 4 options:

  • Normal Throw Just like normal Arma.
  • High Throw Throws the grenade in a high arc, to allow lobbing grenades over walls right in front of you etc.
  • Drop Grenade ...
  • Precise Throw In this mode, the arc of the grenade starts in a straight line instead of an arbitrary upwards arc. This makes it easier to predict where the grenade is going to go. It does not magically make the grenade hit where you're aiming.

Hearing Damage

Part of: AGM_Hearing

AGM adds (temporary!) hearing damage caused by explosions and high-caliber gun fire. To mitigate that, pick up some earplugs and equip them using "Earplugs In" in the self-interaction menu.

Interaction

Part of: AGM_Interaction

There are various little ways to interact with others in AGM to be found in the (self-)interaction menu, like the following:

  • Tapping on someones shoulder interaction menu >> Tap Shoulder
  • Gestures self-interaction menu >> Gestures >> Hi / Cover / Stop ...
  • Group Management self-interaction menu >> Group Management >> Leave Group / Become Leader ... interaction menu >> Join Group
  • Team Management self-interaction menu >> Team Management >> Join Fireteam Red / Leave Fireteam ...

Captivity System

Part of: AGM_Interaction

With AGM, you can take people prisoner using the "Take Prisoner" option in the interaction menu. To have that option, you need to have cable ties on you.

Once you've taken someone prisoner, you can escort them around using "Escort Prisoner" and load/unload them into/from vehicles using the interaction menu on the vehicle while escorting them.

You can free them again using the "Free Prisoner" option in the interaction menu, but you won't get the cable ties back, so make sure to pack enough.

Logistics

Part of (you guessed it): AGM_Logistics

AGM's logistics system adds or changes various aspects to/of the way Arma handles cargo, maintenance and vehicle refueling:

  • Loading ammo boxes and static weapons into vehicles
  • Refueling vehicles based on realistic values using both jerrycans and fuel vehicles
  • Repairing vehicles, including items for changing wheels and tracks
  • Dragging/Rotating static weapons for more precise placement

Cargo Transport

With AGM_Logistics, you can load a variety of objects inside vehicles, such as ammo boxes, static weapons, spare tyres and jerrycans. By default, most wheeled vehicles have a spare tyre and a jerrycan already on board.

To load something into a vehicle, start dragging it (using interaction menu >> Drag on the object in question) and drag it to the vehicle in question. Then look at the vehicle and use interaction menu >> Load to load the box/weapon into the vehicle. Keep in mind that the capacity of a vehicle is limited and it might not all fit in there.

To unload vehicle cargo, use the Unload option in the interaction menu of the vehicle. The object will be dropped near you.

Repairing Vehicles

Repairing a vehicle has been split into two parts (for ground vehicles):

  • Repairing wheels/tracks
  • Repairing parts like the engine, fuel tank, the hull of the vehicle

To repair a vehicle, you need either a toolkit in your inventory or a repair truck nearby.

Start the process by checking the vehicle (interaction menu >> Repair >> Check Vehicle). This will give you an idea of what's broken and needs fixing.

To repair wheels and tracks, you need the item associated with that (as pointed out above, a lot of vehicles have a spare one of these onboard by default). Wherever you get it from, drag it close to the vehicle, look at the vehicle, use interaction menu >> Repair >> Repair Wheel/Track and select the part you want to repair.

You can also salvage disabled vehicles by removing wheels using interaction menu >> Repair >> Remove Wheel.

To repair the other parts of the vehicle you just need the toolkit. Just go up to the vehicle and use interaction menu >> Repair >> Repair XXX.

Refueling Vehicles

There are 2 ways to refuel a vehicle: Using a jerrycan, or using a fuel vehicle or installation. To check either the remaining fuel in a vehicle, or the remaining fuel carried by something like the Fuel HEMTT, use interaction menu >> Check Fuel / Check Fuel Cargo.

Most cars come with a filled jerrycan by default, which you can unload using the method above. You can the carry it and, while you carry it, use the self-interaction menu to check it's contents and use the interaction menu on other vehicles to refuel them. If the jerrycan is not completely filled, you can also drain fuel from other vehicles.

Since jerrycans would be a bit small to refuel a tank, you can just directly use the interaction menu to refuel a vehicle if a gas station or fuel truck is nearby. You can use the same method to replenish the cargo of a fuel truck.

Static Weapon Interaction

AGM's Logistics system also adds a few ways to manipulate static weapons. You can now drag them using the interaction menu, allowing you to move or rotate it, or use the "Rotate CCW" and "Rotate CW" shortcuts in the interaction menu, if you want to quickly adjust the angle of the weapon.

Magazine Repacking

Part of: AGM_MagazineRepack

AGM adds magazine repacking functionality to the game. If you have 2 or more half-filled magazines of the same type in your inventory, you can use self-interaction menu >> Repack Magazines to consolidate them into fewer, filled magazines.

The time it takes to repack depends on the amount of bullets that require repacking.

Map Tool

Part of: AGM_Map

AGM adds a map tool to the game. To use it, simply put the item in your inventory and open your map. You might not initially see it, but if you zoom out you usually find it at the bottom left of the map (depends on the map).

It scales with the map, so you can use the rulers on the side to measure distance. To drag it, use your mouse and to rotate it, use Ctrl + your mouse.

This is extremely handy for e.g. marking a target that you know is x meters away to the SE or measuring the exact distance between two points of interest.

Medical System

Part of: AGM_Medical

AGM's medical system is quite a bit more complex than Arma's default system, but not really difficult to grasp.

The four main elements that AGM's medical introduces are:

  • damage divided into different zones (head, body, left & right arm, left & right leg)
  • bleeding
  • unconsciousness
  • pain

All interactions in the medical system are done with the interaction menu. Non-medics can - by default - not perform all actions, and take slower than trained medics.

How It Works

When hit, units start to lose blood depending on the severity of their wounds. Once the level of blood falls below a certain treshold, the unit will fall unconscious and eventually die. Units will also fall unconscious when sustaining large amounts of damage at once.

To stop the bleeding, the combat life saver needs to bandage every wounded limb. Unconscious units can be "woken up" with Epipens. Should a unit have lost a lot of blood, it might be necessary to replace the lost blood with a blood bag before being able to wake unconscious units up. There is also a random chance that a unit will wake up by himself after a while.

Should a unit be in pain, materializing itself with a chromatic aberration screen effect, he can be given morphine.

Treatment Procedure

The standard procedure for an unconscious casualty:

  • Get the unit out of harms way. This can either be done using a fireman's carry, or simply dragging the unit. Units can also be loaded into vehicles with free passenger seats by interacting with the vehicle while carrying/dragging a unit. If you load a bleeding unit into a medical vehicle, they will not lose blood while they remain in the vehicle.

  • Diagnose the unit. Find out what is wrong with the patient using the diagnose function.

  • Bandage. Bandage any wounds, prioritizing heavy injuries over lighter ones, to stop the bloodloss.

  • Compensate for bloodloss. This is rarely necessary, but if the unit has lost a lot of blood, replace it with a blood bag. This usually can only be done by medics.

  • Apply epinephrine. Use an epipen on the unit to wake him up. This usually can only be done by medics.

  • Administer morphine. Should the unit still be in pain, administer an injection of morphine. More than 3 injections in a short time could potentially cause the patient to overdose and die.

Customization

As the mission designer, you can place the medical module (Modules > AGM > Medical System) to customize a variety of things, like the bleeding speed, or whether or not non-medics should be allowed to use everything. For more information check the For Mission Makers page.

Overheating & Weapon Jamming

Part of: AGM_Overheating

With AGM, weapons increase in temperature with sustained fire and lose accuracy the hotter they get. With extreme temperatures the weapon becomes increasingly likely to jam. While this can happen with a cold weapon as well, it is extremely rare and usually only happens with machine guns after a few hundred rounds.

You can check the temperature of your weapon using self-interaction menu >> Check Weapon Temperature. Should a jam occur, you can clear it using Shift + R (by default).

With machine guns you also have the option to swap out a hot barrel for a new one. This requires you to have the spare barrel in your inventory and can be done using self-interaction menu >> Swap Barrel.

Checking Your Ammo

Part of: AGM_Reload

With AGM, the standard ammo counter in the top right is hidden for infantry weapons, making it necessary to check your ammunition using Ctrl + R (by default) to get an estimation of the remaining rounds in your magazine. The same information will pop up after reloading.

Keep in mind that in Arma you can check the ammo count of a weapon with transparent magazines by simply looking at it.

Weapon Resting

Part of: AGM_Resting

AGM makes it possible to rest your weapon on various surfaces (like rocks, window sills etc.) and against walls and to deploy the bipod on weapons that have one.

You can deploy your bipod or rest your weapon with Tab (by default) if there is a suitable surface available. If you move away from the surface, the weapon will automatically be unrested.

Rested weapons have lower aimsway and recoil. Having a bipod increases that effect, but only if the surface you're resting on is below the weapon. If you rest your machine gun on the side of a wall, you just get the rested bonus even with a bipod.

Scope Adjustment

Part of: AGM_Scopes

AGM changes some of the high-magnification scopes to use a mil-system instead of Arma's default distance settings. Whenever you have such a scope equipped, press (by default) Page Up/Down to adjust it vertically (elevation) and Ctrl + Page Up/Down to adjust it horizontally (windage). To find out what values to put in, you can either create range tables in a shooting range setup, or use this webapp: https://github.com/KoffeinFlummi/Arma3Spotter.

AGM simulates the lenses rotating when adjusting the zeroing, so you can adjust for a range by simply firing a round and then adjusting your scope so that the center of it is over the impact point.

Top Down Attack

Part of: AGM_TopDownAttack

AGM enables some launchers to execute a top-down attack on their target instead of flying straight for it. This makes the missile less likely to end up in a bush somewhere and also increases the damage it does.

If you have such a launcher equipped, press P (by default) to toggle the top-down mode. Then simply lock on and fire.

Vector 21

Part of: AGM_Vector

AGM adds a realistic depiction of the Vector 21 rangefinder to the game. Unlike other rangefinders, it doesn't just magically show you the range to your target, but in exchange allows you to do alot of things with it that the other choices in Arma do not offer. The Vector's functions include, but are not limited to:

  • Distance to a target
  • Azimuth to a target
  • Horizontal and vertical distance to a target
  • Distance between 2 targets
  • Angle between 2 targets
  • Switching between feet and meters
  • Switching between degrees and mils ...

The Vector is controlled with 2 keys: the azimuth key and the range key; Tab and R by default. First you bring it up like every other binocular in the game and then, while looking through it you can access all the different functions.

The Vector 21 rangefinder has the following usage modes:

  1. Slope distance
  2. Azimuth
  3. Slope distance & Azimuth
  4. Horizontal distance and height difference
  5. Azimuth & Inclination
  6. Distance between two points
  7. Horizontal & vertical distance between two points
  8. Horizontal distance & azimuth between two points
  9. Fall of shot

1. Slope distance

1distance

Press and hold the "Distance" key until the red pointing circle appears. Sight the circle on the object and release the key.

2. Azimuth

2azimuth

Press and hold the "Azimuth" key until the red pointing circle appears. Sight the circle on the object and release the key.

3. Slope distance & Azimuth

3

Press and hold both the "Distance" and "Azimuth" key until the red pointing circle appears. Sight the circle on the object and release both keys.

4. Horizontal distance and height difference

4

Tap the "Distance" key once then press and hold it until the red pointing circle appears. Sight the circle on the object and release the key.

5. Azimuth & Inclination

5

Tap the "Azimuth" key once then press and hold it until the red pointing circle appears. Sight the circle on the object and release the key.

6. Distance between two points

6

Press and hold the "Distance" key until the red pointing circle appears. Sight the circle on the first object and tap the "Azimuth" key while further holding the "Distance" key. The first measurement is confirmed ("1-P" = first point). Sight the second object and release the "Distance" key.

7. Horizontal & vertical distance between two points

7

Tap the "Distance" key once then press and hold it until the red pointing circle appears. Sight the circle on the object and tap the "Azimuth" key once. The first measurement is confirmed ("1-P" = first point). Sight the second object and release the "Distance" key.

8. Horizontal distance & azimuth between two points

8

Press and hold the "Azimuth" key until the red pointing circle appears. Sight the circle on the first object and tap the "Distance" key while further holding the "Azimuth" key. The first measurement is confirmed ("1-P" = first point). Sight the second object and release the "Azimuth" key.

9. Fall of shot

9

Tap the "Azimuth" key once then press and hold it until the red pointing circle appears. Sight the circle on the object and tap the "Distance" key while further holding the "Azimuth" key. The first measurement is confirmed ("1-P" = first point). Sight the Fall of shot and release the "Azimuth" key. The left digits display the left (L)/right (r) correction value in meter and the right digits display the longer (A = add)/shorter (d = drop) correction value in meter. If the "Distance" key is tapped the height correction values will be displayed (UP and dn).

Wind

Part of: AGM_Wind

With AGM, wind influences the flight path of bullets and other projectiles and thus has to be accounted for. You can view the current strength of the wind either by opening you compass (You will see an arrow and text indicating roughly both wind and direction; This would be the equivalent of holding your finger up) or using the Kestrel.

To use the Kestrel, you have to have it in your inventory. You can then access it using the self-interaction menu.