oOKexOo 237 Posted May 29, 2016 Achilles Deprecation Notice Achilles is no longer under active development by the core dev team. Please check out Zeus Enhanced (ZEN) instead. Note that you can still create pull requests, which will be bundled and released as updates if accepted. Description Achilles is a gameplay modification for Arma 3. It expands the Zeus real-time editor with many new additions as well as provides bug fixes. Achilles started as an expansion to Ares mod, which was created by Anton Struyk. Achilles became the de facto successor to Ares at the point the latter was no longer updated. Achilles has already grown into a splendid project, but new additions are still to come! Table of Contents Features Language Localization Getting Started Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Documentation Reporting Issues, Requesting Features and Changes How to Contribute Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Authors Contact License Features Visual changes to the Zeus interface Tons of new modules: ACE Medical (e.g. heal, injury; also work in vanilla!) AI Behaviour (e.g. animations, garrison buildings, surrender) Arsenal (e.g. add/modify) Buildings (e.g. destruction, breachable doors) Development Tools (e.g. execute code, config/function viewer) Environment (e.g. advanced weather, earthquakes) Equipment (e.g. toggle tac light) Fire Support (e.g. artillery, suppressive fire) Objects (e.g. attach to, toggle simulation, IEDs) Reinforcements (e.g. spawn reinforcements on the fly) Scenario Flow (e.g. advanced intel, side relations) Spawn (e.g. custom compositions, smoke pillar, USS Freedom) Zeus (e.g. add/remove objects) Extended attribute window: Groups (e.g. careless, hold fire) Vehicles (e.g. cargo, pylons, garage, damage wheels) etc. New waypoint types: e.g. seek and destroy, paradrop, sling load Hotkeys: Copy/past units including the full loadouts Remote control etc. Customizations: Settings (e.g. faction filter) Language Localization Achilles is available for the following languages: English French German Japanese Russian Simplified Chinese Traditional Chinese If your language is not on the list, the English localization will be used. We welcome any new translations (check out How to Contribute). Getting Started Below is what you need to know to get Achilles up and running: Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Installing You can download Achilles from: GitHub Steam Workshop Armaholic If you are not familiar with installing ArmA 3 addons, check out the Armaholic installation guide. Required Addons Achilles requires: Arma 3 Community Based Addons A3 (CBA_A3) Incompatible Addons Addons that you should not run when you use Achilles: Ares Optional Addons These mods below are required for certain features (e.g. fast-roping): Advanced Combat Environment 3 (ACE3) Advanced Rappeling (AR) Task Force Arrowhead Radio (TFAR) Other Zeus Addons A list of other Zeus mods that are not required, but nice additions: Zeus/Eden Compositions (ZEC) Zeus/Eden Compositions for CUP (ZECCUP) Zeus/Eden Interiors (ZEI) Documentation Check out the Achilles Wiki and the Achilles Tutorial Series on YouTube. The documentation is rather limited at the time and thus, you will certainly have questions. We will gladly answer them on our Discord server. Reporting Issues, Requesting Features and Changes Please use our Issue Tracker for these kinds of purposes. In the case of a bug report, please only use a minimal set of mods (i.e. only use other mods than the required ones if they are clearly related to the issue). How to Contribute We always welcome contribution to the repository and thank you for your work! We will update the list of contributors. What you need to know: Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Basic Steps Fork the Achilles repository Set up your local development environment Do your stuff Create your pull request And then we will have a look at your work! Setting up Your Local Development Environment Clone your forked repository Set up your addon builder (either get Hephaestus or use the AchillesAddonBuilder.bat in the repository) Add a New Module A good starting point for your new module is the custom module framework. We will gladly help you to port your custom module to Achilles (message us on our Discord server). Add a Translation You have to edit the stringtable.xml. The basics about string tables can be found on the Bohemia Interactive Wiki. If you don't want to edit the file with a text editor, you can use a dedicated tool such as Tabler. Authors Check out the list of contributors. Contact Find us on our Discord server. License Achilles is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. 55 1 Share this post Link to post Share on other sites
Alex150201 894 Posted May 29, 2016 Run out of likes for today :P I really like these zeus extensions! 1 Share this post Link to post Share on other sites
General Kong 148 Posted May 29, 2016 This sounds very interesting, I hope to see this uploaded on steam workshop aswell? also, does this require the original ares mod? Share this post Link to post Share on other sites
oOKexOo 237 Posted May 29, 2016 This sounds very interesting, I hope to see this uploaded on steam workshop aswell? also, does this require the original ares mod? 1) The mod will be avaiable on Steam workshop and on Armaholic. 2) Since I reorganize the original mod, I decided to create a standalone addon with no dependencies, but it will contain all features of V1.8.1. Share this post Link to post Share on other sites
Hammmer 12 Posted May 30, 2016 The pictures are not working! Implement more Tracks in Music module For this do you want to make it required for other players? My community play zeus modes only and it's not necessary for other to have @Ares installed. So this will change it. Share this post Link to post Share on other sites
oOKexOo 237 Posted May 30, 2016 The pictures are not working! For this are you want to make it required for other players? My community play zeus modes only and it's not necessary for other to have @Ares installed. So this will change it. 1) Thanks for the notification. I failed to use permanent links for the images. Should be fixed. 2) You brought up a good point. I want to ensure that the mod is still completely client side and only Zeus will need to have it installed. What I meant with more Tracks is the implementation of missing A3 tracks such as Survive – The Hard Part. 1 Share this post Link to post Share on other sites
bumgie 49 Posted May 30, 2016 Looking good! i hope you make sure that any and all tools can be removed from the zeus. This is essential when limiting zeus powers. Share this post Link to post Share on other sites
oOKexOo 237 Posted May 30, 2016 Looking good! i hope you make sure that any and all tools can be removed from the zeus. This is essential when limiting zeus powers. In the Zeus communities I play, there are no limits to features for Zeus. I personally don’t like limits as it may restrict the creativity of the mission. Nevertheless, I see that there are admins who think otherwise. In a first step, I will focus on implementing the new features for the first release. Depending on how well it works, I will reconsider your input and may implement it in an update. Share this post Link to post Share on other sites
sargken 286 Posted June 1, 2016 Will defiantly keep tabs on this mod. Share this post Link to post Share on other sites
Foxone 1044 Posted June 1, 2016 +1 , always loved ARES for zeusing, till it broke at some point. Hope to see this released so i can continue using it. Great work, keep it up! Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted June 1, 2016 Exactly the features i have been wanting to see. Please make this happen. And thanks for the hard work !!! Share this post Link to post Share on other sites
oOKexOo 237 Posted June 2, 2016 +1 , always loved ARES for zeusing, till it broke at some point. Hope to see this released so i can continue using it. Great work, keep it up! What do you mean with "broke at some point"? Ares version 1.8.1 workes fine for me. Probably some issues escaped my notice, so it would be good for me to know the specific troubles you have. Share this post Link to post Share on other sites
Foxone 1044 Posted June 2, 2016 The Garrison feature stopped working and sometimes when using an Ares module zeus crashed and then my game crashed and then whoever else tried to open zeus crashed aswell Share this post Link to post Share on other sites
oOKexOo 237 Posted June 4, 2016 The Garrison feature stopped working and sometimes when using an Ares module zeus crashed and then my game crashed and then whoever else tried to open zeus crashed aswell Well, those problems did not occure to me, but I try rewriting parts of the garrison script which might be origin of instabilities. Just general crashes are hard to trace back for me. Did they occured in vanilla or in combination with specific other addons? Does the RPT log file reveal anything? Share this post Link to post Share on other sites
alexcroox 29 Posted June 4, 2016 Great to see this is being taken up. Still use Ares despite many of it's features being broken now. A "land" waypoint for helicopters would be useful :D 2 Share this post Link to post Share on other sites
oOKexOo 237 Posted June 4, 2016 A "land" waypoint for helicopters would be useful :D There is actually a "land" waypoint that worked quite fine a while ago. Unfortunately, it is broken atm. I wanted to modfy it anyway, since choppers went crazy if a battle was going on next to the intended LZ. The problem is that any scripted waypoint does not work for Zeus, not only the "land" waypoint. So there would be two approaches: Either waiting for BIS to fix the problem or creating a new system for waypoints. I have not yet decided what I intend to do about that. Share this post Link to post Share on other sites
emoglobinsky 149 Posted June 4, 2016 A proper copy unit with its gear would be cool, it's a pain in the ass to make a an unit with arsenal, then make a squad out of it... It should be as simple as ctrl+c ctrl+v. Share this post Link to post Share on other sites
oOKexOo 237 Posted June 6, 2016 A proper copy unit with its gear would be cool, it's a pain in the ass to make a an unit with arsenal, then make a squad out of it... It should be as simple as ctrl+c ctrl+v. That is exactly why I try to implement such a function. Here is the new dialog interface. The new weather module works well as an example: 7 Share this post Link to post Share on other sites
john111 76 Posted June 7, 2016 Some way to "hard-code" the fly_in_height" would be nice.They are a bit forgetful of what I set their height to right now. Attack pattern for aircraft to fly ; High/Low. Some way to make the tanks use smoke when they charge,stop-and after a minute or so-move to next position. Some way to,let`s say with a module-or a thing dropped on them-make the helos hide behind cover of a ridge.Or make them execute a AT-Cas-attack at a pre-set position. Or a "Rescue with an Escort" option. Share this post Link to post Share on other sites
oOKexOo 237 Posted June 7, 2016 Thank you for your suggestions. Some way to "hard-code" the fly_in_height" would be nice.They are a bit forgetful of what I set their height to right now. Attack pattern for aircraft to fly ; High/Low. The commands I use are flyInHeight and swimInDepth. I know that AI is especially stubborn while being under attack, but there is not much to do about it. The aim of the add-on is adding new features to Zeus not to completely modify the basic AI behaviours. There are other add-ons for such a purpose. Some way to make the tanks use smoke when they charge,stop-and after a minute or so-move to next position. Good idea. But instead of creating a new waypoint type, I will assign the "countermeasure key" in Zeus interface such that the current selected vehicle pops smoke. Some way to,let`s say with a module-or a thing dropped on them-make the helos hide behind cover of a ridge.Or make them execute a AT-Cas-attack at a pre-set position. Or a "Rescue with an Escort" option. 1) The first point should be doable with the proper altitude setting and by assigning a "MOVE" waypoint. However, while being under combat, AI won't follow you well. 2) A new module in which you can assign a location rather than a target would be useful. I add it on my list. 3) For "Rescue with an Escort" the "LAND" waypoint would probably be sufficient, unless I don't get what you exactly want to. Share this post Link to post Share on other sites
xxgetbuck123 945 Posted June 9, 2016 Did I see Earthquake in the environtment effects tab there? Of course I did haha.. if that's the case does it work/feel the same as the SP earthquakes? Share this post Link to post Share on other sites
loopdk 92 Posted June 9, 2016 WE NEED A DOWNLOAD LINK :P Share this post Link to post Share on other sites
oOKexOo 237 Posted June 9, 2016 Did I see Earthquake in the environtment effects tab there? Of course I did haha.. if that's the case does it work/feel the same as the SP earthquakes? LoL, you found the easter egg. It is actually the same function that BIS used for "The East Wind" - campaign. I just execute it globally. In addition BIS also provided a function for randomly destroying houses on a map, which I also included in the module. WE NEED A DOWNLOAD LINK :P Implementing all the stuff takes a lot of time. Unfortunately, in the next two weeks I won't have time to continue the work due to having my final exames. Nevertheless, I don't want to waste time. Therefore, I decided to release an Alpha version at the beginning of the next week. So in the meantime you can report issues. This way we can ensure that the basic structure of the mod works and then I can continue implementing the missing functionalities. Share this post Link to post Share on other sites