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@Ares - Modules expanding Zeus functionality - Release Thread

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How does it not work with Eden? It works the same as it always has in ZEUS for me.

 

it wont place the premade structures in eden editor.

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Yeah Ares isn't an Eden mod. It's a Zeus mod. What your saying is make a Ares Eden mod tied into aries. Eden and Zeus in code are not that similar other than both use sqf.

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Is there any chance to add a "careless" option to unit waypoints or set a groups state to it?

I'm using ARES extensively in our missions, and this is one of the few things really missing from the current Zeus functions.

 

Also, it seems when unit groups get transferred to the Headless Client, they tend to ignore being garrisoned and try to get back into formation, leaving their posts.

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What they are saying is Ares has massive potential in the 3d Editor as well as Zeus. While it was never designed to be used in the 3d Editor, making it completely compatible with the 3d Editor so mission makers can use the pre-fab buildings, bases and items it is really a no brainier.

 

I too would very much enjoy seeing a Ares version that is not only designed to work with Zeus but also in the 3d Editor I think it would be a perfect marriage and an excellent fit.

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has anyone encountered this issue?

Scripts base\scripts\ares\ai.sqf not found

doesn't seem to break anything but it pops up everytime I load my mission

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Is this project dead now? Not much from the author and no changes to the source in a long time.

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I hope we get an update soon, since Eden dropped I've had issues on multiplayer servers of 'Fire Artillery' not working altogether, 'Garrison' commands working briefly then the units reverting to their original positions, and more. Anyone else experiencing similar issues? 

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Agreed, I hope this mod gets updated and even adds some features soon. Its an AMAZING mission compliment to Zues. Alot of this stuff i wish was just in Zues from the get go.

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Is this project dead now? Not much from the author and no changes to the source in a long time.

I hope we get an update soon, since Eden dropped I've had issues on multiplayer servers of 'Fire Artillery' not working altogether, 'Garrison' commands working briefly then the units reverting to their original positions, and more. Anyone else experiencing similar issues? 

Agreed, I hope this mod gets updated and even adds some features soon. Its an AMAZING mission compliment to Zues. Alot of this stuff i wish was just in Zues from the get go.

 

You guys do realize that @Ares is open-source, right? ( https://github.com/astruyk/Ares/ )

Anybody can fork the project and continue developing and improving it! 

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You guys do realize that @Ares is open-source, right? ( https://github.com/astruyk/Ares/ )

Anybody can fork the project and continue developing and improving it! 

 

 

That doesn't mean that anyone can release it. If the author disappeared its all but dead. I suppose someone can pick it up and release it as something else but not sure that is in good taste without the author's permission.

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Seems to me like the author gave permission simply by releasing his work under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, see here: https://github.com/astruyk/Ares/wiki/License

However that doesn't help if no one is willing to pick up this great mod and continue development :(

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That doesn't mean that anyone can release it. If the author disappeared its all but dead. I suppose someone can pick it up and release it as something else but not sure that is in good taste without the author's permission.

 

Seems to me like the author gave permission simply by releasing his work under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, see here: https://github.com/astruyk/Ares/wiki/License

However that doesn't help if no one is willing to pick up this great mod and continue development :(

 

It's in perfectly good taste - that's one of the main appeals of Open Source licensed stuff: It's fate isn't tied to the author being interested enough to maintain it. However it does mean somebody else would have to step up and work on it.

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so what we need is a clever, detail oriented programmer with experience of other useful mods... Oh Hi Alex :-)

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Seems to me like the author gave permission simply by releasing his work under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, see here: https://github.com/astruyk/Ares/wiki/License

However that doesn't help if no one is willing to pick up this great mod and continue development :(

 

Ah, cool, I didn't really go looking for that.

 

So, hopefully someone will pick this up. I think it just needs a few minor bugs fixed up and should be good to go.

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Its meant for Zeus, not Eden.

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You guys do realize that @Ares is open-source, right? ( https://github.com/astruyk/Ares/ )

Anybody can fork the project and continue developing and improving it! 

 

Luckily this mod has stayed pretty functional since its last update. I don't know if the dev has taken a break for awhile or if it is dead, but there is a lot of information on the github page if anyone wants to contribute. I've actually been working on a few of my own custom modules for it. I really love how easy the implementation is. It's been a nice playground to learn and experiment with arma scripting.

 

I really hope Antonstruyk continues work on with this mod. I couldn't enjoy arma as much as I do now without it.

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Could you change the exec code feature so that an object or unit can be passed onto it by dropping the module onto the object/unit's icon? It's fairly annoying to select the unit otherwise.

This is already a feature (as of V.1.8.0)  - the parameters passed to the code in the exec code modules is the same as the parameters passed to the custom modules (that is, parameter 0 is the location in the world where the module was dropped, parameter 1 is the unit (if any) that the module was dropped on).

For reference: https://github.com/astruyk/Ares/wiki/Extras#defining-custom-modules

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The developer of this mod hasn't logged on for over 2 months so he might be done with Arma.

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Hello,

Sorry for the bad english and for the script kiddy I am. 

I use a lot of ARES in my games. Here are some of my configuration files if you find something good for your game. 

I got two mains objectives: having custom animation available on Zeus and put a custom loadout on any character. 

 

1 : Shoter animation 

This use a custom menu inside Zeus. Drag and drop the requested animation over or near an NPC to launch the animation. 

If you are zeus controling an unit having an animation on it, you will not be able to move. You have to use first the BREAK animation to free the unit. 

Sadly, once a NPC has received a BREAK animation, it cannot support another animation.  

 

You will need the shooter animation available here: http://www.armaholic.com/page.php?id=28133. 

This code is a copy/paste -with my little modification- of the excellent work done by SD ^BOB^ (https://forums.bistudio.com/topic/175053-ares-modules-expanding-zeus-functionality-release-thread/page-18#entry2964661)

Here is the lines to be put inside your init.sqf



//VM Script Animation
//call compile preprocessFileLineNumbers "scripts\PLP_calmSoldier22.sqf";


//ARES
if (isClass (configFile >> "CfgPatches" >> "Ares")) then
{


//LOADOUT
["_TestLoadout", "VIP", {[[_this select 1, "loadout\vip.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;


// NPC ANIMATIONS 
["_CustomAnimations", "Animation: Talk", {[[[(nearestObject [_this select 0, "Man"]), "talk"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
  ["_CustomAnimations", "Animation: Sit", {[[[(nearestObject [_this select 0, "Man"]), "sit"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: Briefing", {[[[(nearestObject [_this select 0, "Man"]), "briefing"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
  ["_CustomAnimations", "Animation: Patrol", {[[[(nearestObject [_this select 0, "Man"]), "patrol"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: Pushups", {[[[(nearestObject [_this select 0, "Man"]), "pushups"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
  ["_CustomAnimations", "Animation: Repair_kneel1", {[[[(nearestObject [_this select 0, "Man"]), "repair_kneel1"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: Repair_kneel2", {[[[(nearestObject [_this select 0, "Man"]), "repair_kneel2"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
  ["_CustomAnimations", "Animation: Repair_prone", {[[[(nearestObject [_this select 0, "Man"]), "repair_prone"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: Repair_stand", {[[[(nearestObject [_this select 0, "Man"]), "repair_stand"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
  ["_CustomAnimations", "Animation: Sit_high", {[[[(nearestObject [_this select 0, "Man"]), "sit_high"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: Sit_low", {[[[(nearestObject [_this select 0, "Man"]), "sit_low"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
  ["_CustomAnimations", "Animation: Sit_rifle", {[[[(nearestObject [_this select 0, "Man"]), "sit_rifle"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: Sit_table", {[[[(nearestObject [_this select 0, "Man"]), "sit_table"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: Lean", {[[[(nearestObject [_this select 0, "Man"]), "lean"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: Stand", {[[[(nearestObject [_this select 0, "Man"]), "stand"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
["_CustomAnimations", "Animation: BREAK", {_this select 1 execVM "ShoterAnimation\endAnimation.sqf"}] call Ares_fnc_RegisterCustomModule;
};


 

 

2 : using the animation inside EDEN

You can use the animations directly on EDEN. Do to that, put this inside the init of a character:



nic = [[[this, "talk"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;


 

Please refer to the documentation of the animation scripts to see the possibilities.

 

 

3 : Custom loadout

Those scripts are used to put a specific loadout over any unit. By example, you can create a specific VIP look inside the arsenal and put it on any unit using ARES.

Warning : this can also work on a Player Character. I did not made any safety in the code because this can be helpful sometimes to mess with the player inventory. 

 

 

This is how it works:

- Go on your arsenal. 

- Create the look you want for your NPC.

- Export it. 

- Paste the result in a notepad 

- Replace all "this" by "_this" to make the variables locals. 

- save the result under vip.sqf - you will need one sqf file per loadout with this method.  

You will need to create a folder named "loadout" in your mission folder. Put the vip.sqf script inside. 

Here is my VIP example:

 



comment "Remove existing items";
removeAllWeapons _this;
removeAllItems _this;
removeAllAssignedItems _this;
removeUniform _this;
removeVest _this;
removeBackpack _this;
removeHeadgear _this;
removeGoggles _this;


comment "Add containers";
_this forceAddUniform "tacs_Suit_VIP";
for "_i" from 1 to 2 do {_this addItemToUniform "ACE_fieldDressing";};
_this addItemToUniform "ACE_morphine";
_this addGoggles "G_Squares_Tinted";


comment "Add weapons";


comment "Add items";
_this linkItem "ItemMap";
_this linkItem "ItemCompass";
_this linkItem "ItemWatch";


comment "Set identity";
_this setFace "AsianHead_A3_03";
_this setSpeaker "ACE_NoVoice";


 

 

Inside the init.sqf, add the following line



["_TestLoadout", "VIP", {[[_this select 1, "loadout\vip.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;


the "_this select 1" instead of "(nearestObject [_this select 0, "Man"])" ensure you click on the target, not near it. This is a safety I made for me, being quite clumbsy during the game. ;)

 

 

4 : Custom (somehow) random loadout

below is an example of a loadout randomized between some elements.

 



MultipleLoadout.sqf example


comment "Remove existing items";
removeAllWeapons _this;
removeAllItems _this;
removeAllAssignedItems _this;
removeUniform _this;
removeVest _this;
removeBackpack _this;
removeHeadgear _this;
removeGoggles _this;


comment "Add containers";
_uniforms = ["U_BG_Guerilla2_3", "U_BG_leader", "U_BG_Guerilla3_1", "U_BG_Guerrilla_6_1", "U_BG_Guerilla1_1"];
_counter = floor random (count _uniforms);
_item = _uniforms select _counter; 
_this forceAddUniform format ["%1",_item];


//ARMEMENT
_arme = ["arifle_mas_ak74", "arifle_mas_akm"];
_munition = ["30Rnd_mas_545x39_mag", "30Rnd_mas_762x39_mag"];
_counter2 = floor random (count _arme);
_addarme = _arme select _counter2;
_addmun = _munition select _counter2;
for "_i" from 1 to 3 do {_this addItemToUniform format ["%1",_addmun];};
//_for "_i" from 1 to 2 do {_this addItemToUniform "8Rnd_mas_9x18_Mag";};


comment "Add weapons";
_this addWeapon format ["%1",_addarme];
//_this addWeapon "hgun_mas_mak_F";


//TETE & LUNETTES
_tete = ["H_ShemagOpen_khk", "G_Bandanna_khk", "", "", "H_Booniehat_khk"];
_lunette = ["", "H_Cap_tan", "G_Balaclava_oli", "G_Bandanna_oli", "G_Squares"];
_counter3 = floor random (count _tete);
_addtete = _tete select _counter3;
_addlunette = _lunette select _counter3;
_this addHeadgear format ["%1",_addtete];
_this addGoggles format ["%1",_addlunette];


 

 

The idea here is really simple : 

- creating an array for each element to be randomized: head, uniform, rifle...

example: _uniforms = ["U_BG_Guerilla2_3", "U_BG_leader", "U_BG_Guerilla3_1", "U_BG_Guerrilla_6_1", "U_BG_Guerilla1_1"];

- make a counter, and do a random choice inside it. 

example: _counter = floor random (count _uniforms);

- then select the choice and put it inside a variable

example: _item = _uniforms select _counter; 

- finaly, assign the result to the loadout

example: _this forceAddUniform format ["%1",_item];

 

Note : I know this script is not optimized, but I did not notice any lag using it on my server and I got other things to do. Feel free to optimize it!

 

For the weapon, I'm using the same counter for the weapon and the munition. This is to be sure to have to correct munition according to the rifle choosen. So you will need to enter AT THE SAME POSITION in both arrays (rifle and munition) to be sure your NPC is having the correct ammo for the gun. 

I did the same for the helmet and the headgear to avoid weird looks. 

 

I hope it will help.

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Looking to use the Custom reinforcement pools with CUP assets - anyone know where I can find root classes for addons? Like "RHS_Main" in the example script. No idea where to find it.

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Looking to use the Custom reinforcement pools with CUP assets - anyone know where I can find root classes for addons? Like "RHS_Main" in the example script. No idea where to find it.

I've made custom reinforcement pools for the old PG Services PMC and one of the Leight's OPFOR Pack factions and in both cases (since I had the same problem as you) I just tried leaving those fields blank, and sure enough it worked.  So in each case I've got:

Ares_Reinforcement_Mission_Unit_Pools pushBack
    [
        "PG Services PMC (BLUFOR)", // Name of the faction
        west, // The side of the faction
        "", // The name of the root class for the addon that defines these units (must exist or the side will not show up). Use "" to always show.
        ["PMC_Offroad_Transport_B", "PMC_Offroad_Cargo_B"], // Scouts and unarmed light vehicles
        ["PMC_Offroad_Armed_B"], // Armed light vehicles
        ["C_Van_01_transport_F"], // Dedicated troop trucks
        [], // Armed + Armored Troop Transports
        ["MELB_MH6M", "AW159_Transport_Black", "USAF_CV22"],// Unarmed helicopters
        ["B_Heli_Transport_03_F", "AW159_Armed_Black"], // Armed helicopters
        ["B_Boat_Transport_01_F", "B_G_Boat_Transport_01_F"],// Unarmed boats
        ["B_Boat_Armed_01_minigun_F"], // Armed boats
        [
            // Squad setups to load into vehicles. Note - these may get truncated to fit into empty spaces or small vehicles.
            ["PMC_TL_M4_B", "PMC_SecurityCon_M203_B", "PMC_Marksman_M14_B", "PMC_FieldSpecialist_M249_B", "PMC_Medic_M4_B"]
        ]
    ];

Ares_Reinforcement_Mission_Unit_Pools pushBack
    [
        "Iraqi Army (LOP)", // Name of the faction
        west, // The side of the faction
        "", // The name of the root class for the addon that defines these units (must exist or the side will not show up). Use "" to always show.
        ["LOP_IA_M998_D_4DR"], // Scouts and unarmed light vehicles
        ["LOP_IA_M1025_W_Mk19", "LOP_IA_M1025_W_M2"], // Armed light vehicles
        ["rhsusf_M1083A1P2_d_open_fmtv_usarmy", "rhsusf_M1078A1P2_d_open_fmtv_usarmy", "rhsusf_M1083A1P2_d_flatbed_fmtv_usarmy", "rhsusf_M1083A1P2_d_open_fmtv_usarmy"], // Dedicated troop trucks
        ["LOP_IA_M113_W", "LOP_IA_BMP2", "LOP_IA_BMP1"], // Armed + Armored Troop Transports
        ["IR_heli2"],// Unarmed helicopters
        ["IR_heli3"], // Armed helicopters
        ["B_Boat_Transport_01_F", "B_G_Boat_Transport_01_F"],// Unarmed boats
        ["B_Boat_Armed_01_minigun_F"], // Armed boats
        [
            // Squad setups to load into vehicles. Note - these may get truncated to fit into empty spaces or small vehicles.
            ["LOP_IA_Infantry_TL", "LOP_IA_Infantry_Rifleman", "LOP_IA_Infantry_GL", "LOP_IA_Infantry_Marksman", "LOP_IA_Infantry_Corpsman"],
            ["LOP_IA_Infantry_SL", "LOP_IA_Infantry_MG_Asst", "LOP_IA_Infantry_MG", "LOP_IA_Infantry_AT_Asst", "LOP_IA_Infantry_AT"]
        ]
    ];

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