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Releases: KoffeinFlummi/AGM

Version 0.95.3

08 Mar 13:52
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Version 0.95.3 Pre-release
Pre-release
- Fixed: Broken hitpoints for VA people in v1.40 (#2162)
- Fixed: Disable Team-Management module did not disable join group (#2032)
- Fixed: Holstering a weapon in a FFV seat would make you stand up (#2098)
- Fixed: Inheritance issues with v1.40 (#2151, #2156)
- Fixed: Kick option in Check PBOs module broken (#2081)
- Fixed: Low resolution when using Vector with mils (#2125)
- Fixed: Undefined variable in Vector function (#2122)
- Fixed: Unnecessary setVariable calls in diagnosis (#2009)
- Fixed: Version number check didn't account for patch versions (#2163)
- Fixed: Weapon IK in combat pace (#2095)

Version 0.95.2

26 Jan 19:46
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Version 0.95.2 Pre-release
Pre-release
- Changed: Markers are now sent over network using the classname, not the index (#1966)
- Changed: SwitchUnits can now be dis-/enabled during the game (#2016)
- Changed: Tweaked G-force intensity (#1774)

- Fixed: "Hide AI" option in BFT module was inverted (#1975)
- Fixed: AGM keybinds would block the Ctrl key (#1988)
- Fixed: Player could use SwitchUnits while dead (#2014)
- Fixed: Slingload hitpoint couldn't be repaired (#2000)
- Fixed: The mount command didn't work after the AI healed someone (#1965)

If you want, support us in the MANW contest:
http://makearmanotwar.com/entry/7jnWM53S2e

Version 0.95.1

12 Jan 20:21
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Version 0.95.1 Pre-release
Pre-release
- Added: Fast Roping support for planes (for third-party mods)
- Added: Server now logs who drew on briefing screen (#1856)
- Added: Setting to set who can draw on briefing screen (#1856)
- Added: Support for using memory point names as fast roping positions. (#1818)
- Added: Way to disable team management (#1884)

- Changed: AGM hint now has the same bg colour as the rest of the UI (#1945)
- Changed: Disabling AI unconsciousness now possible using setVariable "AGM_allowUnconscious" (#1828)
- Changed: Improvements to AGM_Armour (#1816)
- Changed: Increased spare barrel mass (#1916)
- Changed: Made Screams optional (#1805)
- Changed: Reduced mass of bloodbags (#1924)
- Changed: Reduced volume of screams at close ranges (#1819)
- Changed: Removed AGM_ prefix from Medical events (#1877)
- Changed: Tweaks to climbing

- Fixed: AI medics ignored setCaptive (#1878)
- Fixed: AI screams could be heard from any distance on some machines (#1819)
- Fixed: Broken "Require Diagnosis" module option (#1823)
- Fixed: Conflict between MRCO and vehicle range finders (#1741)
- Fixed: Continuous cook off sound when alt-tabbing while cook-off is going on (#1857)
- Fixed: Could bandage everything with one bandage (#1855)
- Fixed: Ear ringing not present on some machines (#1802)
- Fixed: FCS Reset option went missing (#1890)
- Fixed: Head turning while unconscious (#1837)
- Fixed: Huron containers could be loaded into vehicles (#1870)
- Fixed: Icons were not displayed correctly when switching grenades (#1865)
- Fixed: Input disabling wouldn't work when diagnosing when falling unconscious (#1848)
- Fixed: Invulnerability when using PreventDeath (#1730)
- Fixed: Localization issues with wheel names
- Fixed: Missing author on some magazines and items (#1814)
- Fixed: New Kasatka variant didn't have minigun ammo (#1852)
- Fixed: Problem with Overheating when letting server run for a long time (#1619)
- Fixed: Respawn issues with AGM_Scopes (#1810)
- Fixed: RPT Warning about damageLimit for twitches
- Fixed: Script error on passing out (#1881)
- Fixed: Second Merkava in editor (#1815)
- Fixed: Static weapon actions were present on Taru pods.
- Fixed: Stomper rear wheels could not be repaired (#1887)
- Fixed: Unconscious AI gunners could shoot, drivers drive etc. (#1854)
- Fixed: Unconsciousness blur was weird
- Fixed: Units would get stuck in fast roping animation (#1911)
- Fixed: Unloading objects on floating structures wouldn't work (#1861)
- Fixed: When AutomaticWakeup was set to False, pilots wouldn't recover from GLOC (#1900)
- Fixed: Wobbling when fast roping (#1811)
- Fixed: Backpack option missing (#1892)

If you want, support us in the MANW contest:
http://makearmanotwar.com/entry/7jnWM53S2e

Version 0.95

21 Dec 16:50
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Version 0.95 Pre-release
Pre-release
- Added: Fast Roping (#336)
- Added: Damage system for land vehicles preventing explosions for unarmed vehicles and introducing cook-offs to tanks (#1122)
- Added: Basic climbing functionality (#1782)
- Added: Inventory resize (#1576)
- Added: Weapon Safety (#71)
- Changed: Completely rewrite medical module (#1224)
  - Moved damage handling into non-scheduled environment
  - Consolidated treatment functions
  - Allowed prone treatment
  - Allowed individualization of module options
  - Added alternative pain effect
  - Allowed unloading of FFV cargo positions
  - Custom EHs for unconsiousness etc.
  - Added usage of fn_doAnimation
  - Synchronized carrying animation
  - Made AI scream on hit
  - Enabled AI unconsciousness
  - Fixed translation issue in fn_takeItem
  - Moved fnc_isMedic to Core.
  - Changed AGM_Unconscious to AGM_isUnconscious
  - Reworked animations
  - Added MEDEVAC option (synchronize triggers and vehicles with module)
  - Made AI treat themselves and others
  - Treatment in vehicles
  - Always allow treatment of everything
  - Add blinding effect to waking up
  - Made use of arm blood texture

- Added: Ability to push boats (#1487)
- Added: AGM_Aircraft functionality to new helicopters (#1548)
- Added: Air burst ammo for AA vehicles (#1264)
- Added: Allow certain interaction options in vehicles (#1666)
- Added: Different generations of NVGs with different image quality and FOV (#1585)
- Added: Enabled aiming in side-prone stances (#1670)
- Added: Option for respawn module for deleting the bodies of disconnected players (#1546)
- Added: Option to "Check PBOs" module to allow checking all mods (#1749)
- Added: Option to disable autocentering the mouse for submenus (#1498)
- Added: Paradropped boxes are now marked with smoke (#1642)
- Added: Possibility to carry out certain actions underwater (#1580)
- Added: Realistic names for the 3 new helis (#1519)
- Added: Removed flares from Greyhawk, gave them a realistic name (#1597)
- Added: Select elements in list-boxes with double clicks (#1443)
- Added: Show current channel when placing markers (#1578)
- Added: SwitchUnits module, allowing Insurgency-style unit switching (#1276)
- Added: Weapon shortcuts to planes (#1448)

- Changed: Better way to estimate bullet mass when value is not set (#1668)
- Changed: Brought back vanilla "twitches" (slightly modified) (#1780)
- Changed: Disabled FCS zeroing when in 3rd person (#1792)
- Changed: Don't throw grenades unless the player explicitly selected one (#1435)
- Changed: Improved wind calculation (#1732)
- Changed: Improvements to BFT, allowing recon icons and fixing maintenance ones (#1595)
- Changed: Interaction menu and progress bar now close when entering/leaving vehicles (#1633)
- Changed: Modified how the Kestrel looks at night (#1764)
- Changed: Moved some self-interaction options to submenus (#1428)
- Changed: Open altimeter with watch key (#1366)
- Changed: Optimized the way default objects in AGM_Logistics are handled (#1623)
- Changed: Rebalanced vest protection values (#1664)
- Changed: Removed AGM_GetIn (#412)
- Changed: Removed HUD displays for altitude and speed for parachutes in higher difficulties (#1467)
- Changed: Renamed "Lase Target" keybind name to reflect it also being used for rangefinders (#1456)
- Changed: Replaced smoke effect with refraction effect for overheating weapons (#1460)
- Changed: The Kestrel now shows the temperature instead of the position (#1393)
- Changed: Zeroing indicator now fades out (#1391)

- Fixed: "Bad move" rpt errors (#1674)
- Fixed: "Error - unit is dead" rpt errors (#1747)
- Fixed: "forceWalk" would always be false after releasing (consult GitHub wiki) (#1739, #1744)
- Fixed: "Radio message XXX not found" errors (#1475)
- Fixed: AGM_Interaction_fnc_addInteractionSelf didn't work (#1516)
- Fixed: ALIVE compatibility issues with the respawn button (#1553)
- Fixed: Animation issues with ladders (#1701)
- Fixed: Collision LOD of spare wheel (#1439)
- Fixed: Dead units could be taken prisoner (#1440)
- Fixed: Discrepancies between FCS zeroing and the display (#1555)
- Fixed: Error in respawn module (#1617)
- Fixed: FCS calculation would bug out when alt-tabbing (#1566)
- Fixed: Grenade selection issues with vehicles (#1534)
- Fixed: Issue with passengers in helicopters/planes getting excessive gforce (#1511)
- Fixed: Issues when using the FCS at very low distances (#1794)
- Fixed: Issues with name tags in "panorama" mode (#1620)
- Fixed: Issues with preloaded rockets/missiles for disposable launchers (#1455)
- Fixed: Issues with running AGM_Captives_fnc_setCaptive from init line (#1758)
- Fixed: It wasn't possible to enter Zeus when unconscious (#1748)
- Fixed: MX SW wasn't able to use silencers (#1457)
- Fixed: NameTags module was broken (#1616)
- Fixed: Players were unable to use their map while controlling a UAV (#1762)
- Fixed: Radio transmissions would go on indefinitely when falling unconscious (#1529)
- Fixed: Resting would make player stand up when resting in transitional animation (#1535)
- Fixed: Script error in interaction menu (#1536)
- Fixed: Script error in temperature calculation (#1659)
- Fixed: Various "Updating Base Class" errors (#923)
- Fixed: Various issues with Blue Force Tracking (#1170)
- Fixed: Various issues with FFV (#1512)
- Fixed: Various JIP problems (#1382)

If you want, support us in the MANW contest:
http://makearmanotwar.com/entry/7jnWM53S2e

Version 0.94.1

26 Oct 12:52
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Version 0.94.1 Pre-release
Pre-release
- Added: AGM_Core_Fnc_progressBar now returns the progression it had at the time of cancelling (#1432)

- Changed: The way AI reacts to flashbangs (#1375)
- Changed: AI units no longer create backblast damage when firing launchers (#1404)
- Changed: New model for the spare wheel. (#1402)
- Changed: AGM's marker system is now in a seperate PBO, AGM_Markers (#1389)

- Fixed: Putting in ear plugs didn't require the item (#1429)
- Fixed: Wasn't able to use Shift + [number keys] to select weapons without using "Disable Command Menu" (#1426)
- Fixed: Couldn't use spectator mode from unconscious state (#1415)
- Fixed: AGM_Wind would throw an error on some maps (#1412)
- Fixed: Various "Updating Base Class" errors (#1407)
- Fixed: Issues with AGM's inheritance, causing some vehicles to not have certain issues (#1386)
- Fixed: Issues with various grenade throwing modes caused by a change in grenade mass (#1385)
- Fixed: Friendly-Fire messages were sent multiple times with JIP clients (#1377)
- Fixed: All new markers were global (#1351)
- Fixed: Issues with MouseZChanged (#1336)
- Fixed: An issue with floating explosives. (#1217)

If you want, support us in the MANW contest:
http://makearmanotwar.com/entry/7jnWM53S2e

Version 0.94

21 Oct 18:55
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Version 0.94 Pre-release
Pre-release
- Added: New optional "Flow" interaction menu (#808).
- Added: Icons on interaction menus (#959).
- Added: Switch between bigger and smaller map tools (#852).
- Added: Align map tools (#852).
- Added: Draw lines on map with map tools or during briefing (#852).
- Added: Copy other players map lines (#852).
- Added: Display GPS coordinates on the map screen (#852).
- Added: Mission designers can define GLOC resistance for certain units using "this setVariable ["AGM_GForceCoef", 0.75]".
- Added: Animated raindrops on goggles (#1195).
- Added: Added M152 RAMS detonator package, range 5000m (#714).
- Added: Flashsupressors available in Arma 3 are now usable (#1054).
- Added: Support for custom jam clearing animations (#966).
- Added: M84 Stun Grenade (#419).
- Added: Many new entries in various languages, including new Italian support.
- Added: Improved documentation (https://github.com/KoffeinFlummi/AGM/wiki/Getting-Started)
- Added: Locking backpacks (#42).
- Added: Disposable rocket launchers (#187).
- Added: Vertical and horizontal scope adjustments (#1025).
- Added: 3D model for the UAV battery (#516).
- Added: Module option to disable morphine overdose (#743).
- Added: Module option to set a damage coefficient (#916).
- Added: Some actions con now be performed while inside vehicles (#824).
- Added: Configurable AGM modifier key (#850).
- Added: Dead Man's Switch trigger for explosives (#940).
- Added: Tweaks to weapon usage by AI (#1000).
- Added: Hotkeys to allow quick navigation of the action menus (#1178).
- Added: Improved add marker dialog (#1258).
- Added: Option to disable Respawn Button (#1292).
- Added: Brought back the NATO symbols removed by BIS (#1250).
- Added: Added a hotkey to use the smoke launcher on vehicles even when the default key is bugged out (#1262).
- Added: Place fortifications.
- Added: Top Down Attack (#339).
- Added: Parachute landing animation (#540).
- Added: Altimeter (#540).
- Added: Paradrop of supplies (#711).
- Added: Partial support of remote controlled units via Zeus (#327).

- Changed: Allow moving while interaction menus is open (#833).
- Changed: Interaction Menus now remain open while the interaction key is pressed.
- Changed: Removed AGM_StriderFix, which is no longer neccesary (#1077).
- Changed: Physically correct wind drag (#996).
- Changed: Optimization of various functions by using new pushBack command (#989).
- Changed: Removed humidity effect over bullet trajectories (#1027).
- Changed: Increased the odds of people spontaneously regaining conciousness (#943).
- Changed: Many improvements to AGM_RealisticNames.
- Changed: Increased M57 Trigger Device range to 250m.
- Changed: Refined lock detection warning (#263).
- Changed: Improved rangefinding for vehicles (#341).
- Changed: Client option to disable vanilla command menu keybindings (#676).
- Changed: Removed toolkit from explosive specialists (#855).
- Changed: Removed body removal script in favor of Arma Corpse Manager (#1008).
- Changed: Increased dipersion for sabot bullets (#924).
- Changed: Increased XM-301 (Comanche) rounds damage (#935).
- Changed: Standardized release options (#936).
- Changed: Improved the handling of animation changes in medical (#1078).
- Changed: Tweaks to some inconsistent vanilla armor values for different classes and faction (#1021).
- Changed: AGM Binarizer no longer moves the Arma 3 tools executables (#1038).
- Changed: Syntax of custom AGM actions, to make them more similar to vanilla A3 actions (#1173).
- Changed: Added configurable coefficient for treatment times of non-medics (#1269).
- Changed: Physically based simulation of weapon heating and cooling.
- Changed: Weapon jam chance based on real life MRBS data (#1007).

- Fixed: Morphine status was sometimes not correcly linked accross clients (#929).
- Fixed: "Unit is bleeding" was shown for very minor injuries which couldn't be bandaged (#944).
- Fixed: User input remained disabled after switching from an unconcious unit (#1035).
- Fixed: User input remained disabled in spectator mode (#1251).
- Fixed: Weapons showed vanilla names when placed on the ground (#1001).
- Fixed: Support disabled doors (#963).
- Fixed: Conflict between AGM and new Arma walking speed (#992).
- Fixed: Explosives Module caused error in RPT.
- Fixed: Could not place explosives after team switching (#937).
- Fixed: Sniper classes didn't have a detonator by default (#939).
- Fixed: Wrong explosives behaviour on water (#857).
- Fixed: Units could mount static weapons while they're being dragged (#927).
- Fixed: Static weapons were locked after draging them once (#925).
- Fixed: Explosives disapearing after placed (#933).
- Fixed: Error on checking ammo of static weapons (#973).
- Fixed: A-10 Gau cannon burst inconsistent (#802).
- Fixed: Error in AGM_Respawn (#786).
- Fixed: Prisoners could throw grenades (#864).
- Fixed: Unconciousness effect active in spectator (#909).
- Fixed: View was uncentered after recovering from a G-force blackout (#938).
- Fixed: Goggles effects were applied to some new arma bandannas (#1013).
- Fixed: Nametags were visible through walls (#1048).
- Fixed: Respawn module didn't re-add binoculars (#1134).
- Fixed: The killer of AI units was incorrectly reported (#1155).
- Fixed: Fireteams were not JIP compatible (#1187).
- Fixed: Divers could bandage themselves underwater (#1202).
- Fixed: Default map marker was broken by A3 update (#1221).
- Fixed: Could not load/unload from boats (#1279).
- Fixed: Placing fortifications wasn't working on multiplayer (#1284).
- Fixed: Waking up didn't restore the animation when inside a vehicle after the v1.32 update (#1301).

If you want, support us in the MANW contest:
http://makearmanotwar.com/entry/7jnWM53S2e

Version 0.93

12 Aug 15:34
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Version 0.93 Pre-release
Pre-release
- Added: New Explosives system including different trigger types
- Added: New Logistics system including vehicle maintenance, cargo transport and refueling
- Added: Ability to drag static weapons around
- Added: Map Tool
- Added: G-Forces effect and possibiity of GLOC
- Added: Ported Kestrel from the BWMod
- Added: Ported Vector IV from the BWMod
- Added: Magazine Repacking
- Changed: Consolidated a bunch of PBOs

- Fixed: Aborting treatments would cause inability to treat again for a short time.
- Fixed: AI was able to heal themselves with random items.
- Fixed: Ammo wasn't shown in static weapons.
- Fixed: Armed KA-60 would spawn without rockets.
- Fixed: Camshake calculation would produce a script error when a weapon would have no recoil.
- Fixed: Certain damage sources would damage various body parts.
- Fixed: Checking your ammo without actually having a magazine would result in a script error.
- Fixed: Game would crash when loading certain, large missions.
- Fixed: Hand grenades would produce excessive ragdoll force.
- Fixed: ODing on morphine now kills you even with Prevent Insta Death on.
- Fixed: Patient would hover in midair when carrying is aborted during the animation.
- Fixed: Playing with clantags using <>s would break certain displays.
- Fixed: Using moduload together with AGM would duplicate key EHs
- Fixed: Waking up in a vehicle would eject you.
- Fixed: Weapon resting would bug out during transitional animations.
- Fixed: Wiping your goggles would cause cam shake even in 3rd person.
- Fixed: You could check the temperature of binoculars.

- Added: A fix for the offset of the crosshair in the Comanche
- Added: Action Menu option for releasing things for quick access
- Added: Admins can now still use the chat while unconscious.
- Added: Bluforce Tracking Module
- Added: Check PBOs module
- Added: Fatigue System
- Added: Fixed guided artillery shells.
- Added: Grenades can now be selected with [6] (lethal) and [7] (non-lethal)
- Added: Hand Flares
- Added: HUD for the AH-9
- Added: Incremental door opening (hold down the button and scroll).
- Added: Major buff to flares of all kinds.
- Added: Medical module option to heal the entire body with 1 bandage.
- Added: Medical treatments now use the patient's supplies first.
- Added: Mission designers can allow certain AI units to fall unconscious using "this setVariable ["AGM_AllowUnconscious", true]".
- Added: Model for the epipen
- Added: Model for the morphine injector
- Added: Module option for maximum unconsciousness time before death
- Added: Option to reset a key binding to default.
- Added: Possibility to manually adjust the FCS range in 50m steps
- Added: Prisoner system allowing you to detain people with cableties and escort them around.
- Added: Respawn module and options
- Added: Self-Interaction option to reset the FCS
- Added: Some blood mist effects on hit
- Added: Support of Ctrl, Shift, Alt as keybindings
- Added: Tapping another person also causes camshake for you.
- Added: The inventory screen now shows you the weight of your equipment numerically.
- Added: Weapon jamming of overheating weapons
- Added: When using the "Require Diagnosis" option, the result of a diagnosis is now broadcasted to other players standing nearby.
- Added: Wirecutting using the toolkit
- Added: You can now attach various signalling devices to yourself (IR strobes).

- Changed: Added some colour to the diagnosis dialog.
- Changed: Ammo types in APCs are now, like in MBTs, selectable using the action menu.
- Changed: Buffed weapon resting and bipod deploying.
- Changed: Falling damage now only damages legs.
- Changed: Icons of morphine injector and epipen
- Changed: Lowered the firing rate of the XM312.
- Changed: Moved the plate carrier nerf to AGM_Ballistics.
- Changed: reloadTime of the single flare mode was reduced.
- Changed: Removed AGM_Sway in favour of the new vanilla sway.
- Changed: Removed the need to remove people from their group when falling unconscious.
- Changed: Renamed PBOs to lowercase for linux server compatibility.
- Changed: Reworked Name Tags
- Changed: Reworked the way unconsciousness blocks user input, fixing a bunch of bugs.

Version 0.92

27 Jun 23:20
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Version 0.92 Pre-release
Pre-release
- Fixed: "Prevent Insta-Death" didn't actually work. -.-
- Fixed: (Medical) items couldn't be added using VAS.
- Fixed: Grenades using the "precise throw" setting were thrown in head direction when freelooking.
- Fixed: Some third-party addons using miniguns lost their ammunition.
- Fixed: Tweaked the way the maximum distance for interaction with vehicles is calculating, allowing proper interaction with long vehicles, such as the HEMTT
- Fixed: Users were able to press buttons while unconscious in vehicles
- Fixed: Weapon resting while having your weapon lowered would result in weirdnesses.

- Added: ACRE support for Medical and Hearing
- Added: Box with miscellaneous items (earplugs, UAV batteries etc.)
- Added: Incorporated LordHeart's LHM Glasses.
- Added: Made the small dot the default marker
- Added: Mission makers can now define their own interaction menu entries (https://github.com/KoffeinFlummi/AGM/issues/244)
- Added: Option to reopen the medical menu automatically after treatments
- Added: Self-Interaction menu option for equipping ear plugs

- Changed: Burst configuration of the GAU-8 (using the original sound again).
- Changed: Notifications now use a custom RSC element.

Version 0.91

21 Jun 18:43
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Version 0.91 Pre-release
Pre-release
- Fixed: 'Center To Current Position' was still present in briefing screen.
- Fixed: Back button in interaction menu always went to the self menu.
- Fixed: Changing from standing to crouching while walking would stop the movement.
- Fixed: Gunner seat of Fennek/Strider was broken.
- Fixed: Interaction menu would bug out on exotic resolutions.
- Fixed: KeyDown event handlers weren't initialized properly when spawning inside a vehicle.
- Fixed: Reloading a savegame would break KeyDown event handlers.
- Fixed: Resting the weapon while in adjusted prone stances would cause you to stand up.
- Fixed: Resting weapon during medical treatments would cause weirdnesses.
- Fixed: Some 'Updating Base Class' bugs.
- Fixed: Starting a new mission while wearing NVGs would cause weird ligth effects.
- Fixed: The direction of the wind readout was reversed.
- Fixed: The name of the MBT Revolution is now Leopard 2SG.
- Fixed: The night vision effect didn't work in vehicles.
- Fixed: Treatment of civilians wasn't possible.
- Fixed: Unconscious effect would carry over to spectator mode/other players after teamswitch.
- Fixed: Volume of medical supplies now match the things they replace.
- Fixed: Waking up people in certain buildings would cause them to wake up under the floor.
- Fixed: Wind ballistics were broken.

- Added: Better Fatigue system.
- Added: Changes to the behaviour of air-to-air and air-to-ground missiles and rockets (thanks Crusty)
- Added: Changes to the flight behaviour of various planes (thanks Crusty)
- Added: Check PBOs module to allow mission makers to make sure that everyone has the right AGM subset.
- Added: Helicopters now have the fire control system aswell.
- Added: Key for shoulder tapping
- Added: Laser Marker to the copilot seat of the Wildcat (thanks Crusty)
- Added: Module for the medical system, allowing mission designers to customize a variety of options
- Added: More ammo types (armour-piercing, subsonic)
- Added: Option to check weapon's temperature
- Added: Passengers of medical vehicles now don't bleed anymore.
- Added: Player names and weapon selection via number keys can now be turned off in the AGM options.
- Added: Players are now notified when they abort an action.
- Added: Players are now notified when they are given morphine to prevent grieving.
- Added: Realistic weaponry and weapon names for vehicles
- Added: Thermal properties of humans were adjusted. (thanks nKey)
- Added: Unconscious players can't talk with TFAR anymore.
- Added: Weapons that are compatible with TMR_Autorest (bipods) are now also compatible with AGM_Resting.

- Changed: Adjusted the amount ear plugs dampen overall sound.
- Changed: Completely overhauled all recoils.
- Changed: Goggles effect of the clear tactical goggles adjusted.
- Changed: The A-10 now has a proper name.
- Changed: Tweaked the NVG adjustment.
- Changed: Vehicle and weapon renaming is now in seperate PBOs and therefore optional.

Version 0.9

26 May 23:07
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Version 0.9 Pre-release
Pre-release

Initial pre-release.