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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.
Below you can find lists with the features that are already included. If you want to see what we have planned, simply look at the feature requests on the issue tracker.
If you downloaded AGM, but have no idea where to start, visit this page.
This list shows the most prominent features of AGM, sorted by the PBO containing them
Requires: AGM_Core
- Adjusts AI skill values to make for more interesting gameplay
- Change firing modes to encourage AI to fire bursts and full-auto - rather than fire single-shot laser rounds - to spice up gameplay.
Requires: AGM_Core
- Various adjustments to A2A, A2G and G2A munitions
- Adds a semi-automatic flare mode
- Changes the flight behaviour of various aircraft
- Adds a laser marker to the copilot seat of the Wildcat
- Fixes the HUD of the Comanche
- Adds a HUD to the AH-9
Requires: AGM_Core, AGM_Interaction
- Enables player to attach IR strobes and chemlights to themselves
Requires: AGM_Core
- Creates a backblast zone behind units firing AT weapons
- Creates an overpressure zone in front of tank cannons
Requires: AGM_Core
- Various changes to the different ammo types making them more realistic
- Nerfs body armour to a more realistic level
Requires: CBA
No gameplay changes
Requires: AGM_Core
- Adjusts the default setting for the hardest difficulty setting to more closely resemble A2 settings
Requires: AGM_Core
- Makes the NLAW disposable and provides the tools for other addons to do the same.
Requires: AGM_Core, AGM_Interaction
- Enables more precise placement of explosives
- Offers different trigger types, like clackers and dead man switches
- Enables attaching explosives to vehicles
Requires: AGM_Core, AGM_Interaction
- Offers a custom fire control system for tanks and helicopters
- Enables engaging stationary and moving targets
- Changes the default range finders in vehicles to require manual lasing
Requires: AGM_Core, (AGM_Medical)
- Introduces g-force simulation to jets and helicopters
- If AGM_Medical is being used, supports GLOC (G-Force induced loss of consciousness)
Requires: AGM_Core
- Provides colour effects for sunglasses
- Dust thrown up by helicopters, explosions and gunfire
- Other visual effects like raindrops
Requires: AGM_Core
- Provides different modes for throwing grenades (high throw, roll...)
- Adds hand flares
- Adds M84 stun grenade
- Buffs existing flares
Requires: AGM_Core, AGM_Interaction
- Introduces hearing damage caused by explosions and large-caliber weapons
- Adds ear plugs to mitigate that effect
Requires: AGM_Core
- Adds a new interaction system for yourself and other units/vehicles
- Enables users to choose between a command-rose menu, and a "Flow Menu"
- Adds team and group management options (Join fire teams, leave your group etc.)
- Provides interaction options with civilians (sending them away etc.)
- Introduces a hotkey for door opening and incremental door opening
- Adds gestures, the option of tapping someone on the shoulder and other small interaction options
- Introduces a captivity system for taking and moving prisoners
Requires: AGM_Core, AGM_Interaction
- Overhauls the repair system
- Associates items with replacing tyres and tracks (cars come with a spare tyre)
- Provides more options for refueling (jerrycans, draining fuel from one vehicle for another one etc.)
- Enables cargo transport (load ammoboxes and static weapons into vehicles)
- Enables fortification placement.
- Advanced static weapons interaction (drag and rotate static weapons)
- Adds the option to cut fences using the toolkit
- Adds recharging UAVs with batteries
Requires: AGM_Core, AGM_Interaction
- Adds magazine repacking funtionality
Requires: AGM_Core, AGM_Interaction
- Increases size of coordinates and compass on the map
- Brings back the NATO symbols
- Replaces the vanilla marker placement system to allow for faster selection of the marker symbol
- Adds a map tool for easier measuring of distances
- Enables players with map tools to draw lines on the map
- Adds a bluforce tracking module
- Displays coords on the map for players with a GPS
Requires: AGM_Core
- Expands the "Insert Marker" menu and allows to rotate map markers.
Requires: AGM_Core, AGM_Interaction
- Introduces localized damage (head, torso, l. & r. leg, l. & r. arm)
- Adds pain and morphine simulation
- Introduces unconsciousness and bleeding
- Enables patient transport (dragging, carrying, loading into vehicles)
- Removes differences in armor for different units
Requires: AGM_Core
- Minor animation tweaks like the addition of jumping
- Fatigue enhancements, introducing blackouts and stumbling
- Adds a weight display in the inventory
Requires: AGM_Core
-
Image quality.
Adds a post-processing effect to night vision devices making them more realistic and night battles actually harder instead of easier. -
Blending effects.
Adds a blending effect depending on ammunition type when firing while using a night vision device. Especially tracer rounds are bright, but you can use the IR-dim tracers from AGM_Ballistics to reduce tis effect. -
Brightness adjustment.
Enables the user to manually adjust NVG brightness. (Alt + PgUp, Alt + PgDn - key)
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Silent avatar.
Mutes the player's automatic callouts (Enemy man - 100m - Front). This is very usefull in COOP and PvP. If you mainly play in single player mode you want to delete this file most likely though.
Requires: AGM_Core, AGM_Interaction
Fully multiplayer and Zeus compatible
-
Weapon Jamming
Adds a propability to jam a weapon when firing. Jams can be cleared by reloading or by using the clear jam-key. (shift + R key) -
Temperature simulation
Introduces weapon temperature simulation depending on weapon and bullet mass. Hot weapons are more prone to jamming. Depending on weapon type the accuracy and in extrem cases the muzzle velocity might be reduced on high temperatues. Adds smoke puff and heat refraction effects to indicate this. -
Spare barrels.
Adds the ability to changes barrels on machine guns to compensate for those effects.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Altimeter
Removes the altitude and descend speed UI elements when free-falling and parachuting on higher difficulties and instead adds an altimeter watch type item. -
Non-steerable parachute
Adds a non-steerable parachute variant for jet pilots. Model is still a place holder. -
Landing animation
Smoothens parachute landing animation.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Adjusted PhysiX implementation.
Changes the ragdolls to react more to the force of shots and explosions.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Real names.
Changes the names of vehicles, magazines, weapons, grenades, explosive charges and mines to their respective real-world counterparts whenever possible.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Recoil adjustment.
Overhauls the recoil system reducing upwards recoil. -
Advanced cam shake.
Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type. -
Burst dispersion.
Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now usefull.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Ammo count.
Hides the actual round count of magazines and removes the icon when the current magazine is emptied. The player can instead check the magazine weight, but that gives only estimated values for magazines with more than 10 rounds. (Strg + R key)
Requires: AGM_Core, AGM_Interaction
Fully multiplayer and Zeus compatible
-
Respawn with same gear.
Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed. -
Friendly Fire messages.
Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled. -
Rallypoints.
Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Weapon resting.
Introduces weapon resting and bipod deployment. (Tab - key)
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Safety catch.
You can now use the safety catch of any weapon. Switching weapon modes takes the safety off. (Strg + ~ key)
Requires: AGM_Core
- Enables snipers to adjust their scopes horizontally and vertically in mils.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Magazine Names.
Unifies the name formating of magazines similar to Arma 2 standards. -
No tracers in non-tracer mags.
Assault rifles no longer have tracer rounds in their non-tracer magazines. This doesn't effect the additional tracers in the last rounds of machine gun magazines. -
Real magazine round counts.
All pistol and sub machine gun magazines now have adjusted capacaties to match their real life counterparts.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Body Warmth.
Adjusts the thermal properties of humans making them less like torches.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Top Down Mode.
Adds a top-down attack mode for the compact Titan. (P key to toggle between direct and top down mode)
Requires: AGM_Core
- Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.)
Requires: AGM_Core, AGM_Interaction
- tbd
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Speedlimiter.
Adds ability to limit the max. speed of any vehicle. (Delete key) -
Engine start deleay.
The engine has to be started before the vehicle can move. Starting the engine takes aprox. 1 to 2 seconds. -
Fuel capacity.
The range of all vehicle gets siginificantly reduced to reflect ranges of their real life counterparts. Scaled down to match the relative short distances in Arma. A full vehicle on mission start should still most likely never need a refueling during a mission. -
Main gun muzzles.
APCs and Tanks now share a muzzle for all ammunition types of their main guns. This prevents an exploit that skips the reloading time of a round or clip while changing the ammunition type. Also makes it possible to switch between ammunition types using the scroll wheel like in Arma 2. -
Boat machine gun tracers.
NATO and AAF armed boats now use their respective tracer colours like any vehicle when they fire their rear gun. (Red for BluFor, yellow for Indep) -
Improved smoke launcher of Fennek (Strider).
Reduced smoke sheel count and launch angle of the AAF Fennek to match the models smoke launcher. -
Stabilized optic of Fennek (Strider).
The commanders optic of the Fennek is fully stabilized IRL and now in Arma too. -
Vehicle mounted machine guns ROF.
The rate of fire of vehicle mounted miniguns and machine guns is adjusted to match real life values. -
120mm gun and mortar behavior.
MBT main guns and mortars can no longer lock on enemies. The AT rounds of both now have raised cost values to encourage the AI to not use those rounds against foot soldiers over their machine guns or HE rounds.
Requires: AGM_Core
Fully multiplayer and Zeus compatible
-
Weapon select.
The number key can be used to quickly switch between weapons. (1 key - pistol, 2 key - rifle, 3 key - grenade launcher, 4 key - rocket launcher, 5 key - binocular) -
Holster weapon.
Adds the ability to holster a weapon on the back. (0 key) -
Engine select.
Quickly turn engine on and off (1 key - turn off, 2 key - turn on) -
Weapon select.
Quickly switch between vehicle weapons (1-3 key) -
Grenade select.
To prevent accidents a grenade has to be selected before it can be thrown. Toggles between explosive and non-explosive grenades. When spamming the throw key, the player won't automatically switch to frag grenades when all smokes are used up. Also shows an indicator to quickly see how many grenades are left when selecting and after throwing (6 key - switch between frag grenades, 7 key - switch between other grenades)
Requires: AGM_Core, AGM_Interaction
- Adds ballistic influences of wind, air density and temperature
- Introduces the Kestrel wind measuring device