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And now i know why i cant find some others, that settles it.
Maybe it was because I set the mod from public to unlisted (not private/friend only).
The reason I set it to unlisted is because I don't want it to show up in searches.
Unlisted mods don't show up in searches, and only those who know the link, favorite it, or subscribe to it can reach the page.
Still, it can be displayed and downloaded without any problems in the official Arma3 presets and launcher, but the unofficial downloader you use may not show the unlisted mod.
Either way, if this doesn't fix it, consider including it in your server's modpack and reuploading it.
As in, both the original, and this mod shows up, but not the alternative.
anyway this (and original AGT) does not support remote control too.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3379698986
In my environment, I can use TSP Breach's 9-bangs and M84 without any problems.
Have you installed any other mods that may be causing problems?
and reports an error
...0.1; deleteVehicle_fire; deleteVehicle #_light; sleep 0.1; deleteVehicle
_smoke;...'File tsp_flashbang functions.sqf..., line 21
Maybe. I'll try.
@Matekosh:
Possible but I don't... (I like that nade but I don't use that with AGT)
https://github.com/DocSova/Dr_item_discoBomb
Thanks for support <3
and script name is now changed. new name is "throwGrenade_AGT.sqf" but old name is still works (backward compatible)
Maybe this change will work.
If it works, I'll update this ADDON to a fully MP compatible version.
Be prepared to tell your server admins that this mod is fixed.
Animations look beautiful though.
v1.0 is definitely works for sp and local player in mp
This change should have caused the explosion to happen on absolutely every client and server. But this change may result in overlapping explosions...
Bug fix make new bugs everytime :pain:
The script (ace_grenades_fnc_throwGrenade) to detonate ace_grenades flashbangs is normally executed when it detects the fired event handler, but AGT creates grenades using createVehicle etc. instead of fired, so the event handler is not executed.
This script file has had its script parameters adjusted to circumvent or replace this, and has been modified so that the detonation script, which would otherwise only run locally, can be called from the server via remoteExecCall.
I'll fix in few days but not soon as soon.