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KoffeinFlummi edited this page Aug 26, 2014 · 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 or fire control system.

Table Of Contents

Part of: AGM_Attach Introduction


Introduction

Part of: AGM_Attach

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 + App Menu, while the regular interaction menu can be accessed with just App Menu, 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.

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 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 after 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.

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.

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, 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.

You can also set individual units as medics by using the following init line:
this setVariable ["AGM_IsMedic", true];

You can also use this on vehicles, to turn them into medical vehicles.

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