Royal Eagles 1 Posted January 30, 2017 Ok thx to answer ! Share this post Link to post Share on other sites
oOKexOo 237 Posted February 1, 2017 @Hammmer I've never seen that someone had such an issue before. I see what I can do. @Shifty.FR You mustn't load Ares mod in addition. 1 Share this post Link to post Share on other sites
zuzul 81 Posted February 2, 2017 Just a message to say THANK YOU for this wonderful mod. This is truly amazing and really helpful. Share this post Link to post Share on other sites
Hammmer 12 Posted February 3, 2017 On 1.02.2017 at 11:27 PM, oOKexOo said: @Hammmer I've never seen that someone had such an issue before. I see what I can do. My friends have same issue. Could it be gamemode fault? Share this post Link to post Share on other sites
darkxess 60 Posted February 3, 2017 How can I add my own custom compositions? not just objects though, I want to add custom saved compositions of IED Ambush for example which has live units and waypoints plus triggers. Any help would be great, thanks :) Share this post Link to post Share on other sites
oOKexOo 237 Posted February 3, 2017 @Hammmer No, something with the config replacement is wrong in your case. Unfortunately, I could not reproduce it yet... I need more information: - Where did you get the add-on from? - Are there any script errors? How to display script errors: 1) Open A3 launcher 2) Go to “PARAMETERS” 3) Select “ALL PARAMETERS” tab 4) Go to category “Author” 5) Check “Show Script Errors” @darkxess Advanced compositions only support static objects atm. In contrast, the "Copy mission SQF" module supports units and waypoints. Triggers are currently not supported at all in Zeus. 1 Share this post Link to post Share on other sites
darkxess 60 Posted February 3, 2017 ^Em that's disappointing, I do hope there is a way/method in the future. Thanks anyways... :) Share this post Link to post Share on other sites
Hammmer 12 Posted February 5, 2017 On 3.02.2017 at 8:37 PM, oOKexOo said: @Hammmer I need more information: - Where did you get the add-on from? - Are there any script errors? Achilles from Steam, Ace web, others Steam. As far I know right now. It works properly on Zeus from Bohemia. On ours gamemode something is wrong but still no errors. ## Also, could You make veh edit gui a bit wider? Aligment is not too good. Share this post Link to post Share on other sites
oOKexOo 237 Posted February 5, 2017 General notes: Updated Achilles Wiki: Changelog I have an experimental version of an "Attack Chopper CAS" module, but I'm not sure how well it performs for the boots on the ground in MP. If you want, you can test it and report your observations in the forum here. Created a feature request ticket for supporting simple objects in Zeus (link). How to test "Attack Chopper CAS": 1) Copy the code from github (link) and paste it in the "Execute Code" module (local execution). 2) Place a "Create Suppression Target" module at your target location. 3) Place the module "Attack chopper CAS" in category "Achilles Experimental" on an attack chopper (e.g. Pawnee). @Hammmer You seem to be convinced that your "gamemode" is responsible for it. Can I have a look on it (*.pbo)? Share this post Link to post Share on other sites
tacplay 2 Posted February 5, 2017 Hi oOKexOo, I noticed, you can't bind a variable to players anymore (worked before). Any ideas why this wouldn't work anymore? I really used this a lot (i.e. adressing certain modifications as fatigue etc. while Zeusing). Any chance to get this functionality back? Edit: Disregard. Was an Ace3-Fubar. Thanks again and again for this really gamechanging mod! Cheers, stuermer Share this post Link to post Share on other sites
oOKexOo 237 Posted February 8, 2017 Well, I still have one comment on variable binding feature. Since, 0.0.5 the feature only defines the variable locally to reduce network traffic. However, I regret that decision by now, so I decided to make it optional (local/public) in future. Share this post Link to post Share on other sites
twakkie 57 Posted February 8, 2017 20 minutes ago, oOKexOo said: Well, I still have one comment on variable binding feature. Since, 0.0.5 the feature only defines the variable locally to reduce network traffic. However, I regret that decision by now, so I decided to make it optional (local/public) in future. Hi Kex. Why are you regretting it? Just curious. Share this post Link to post Share on other sites
oOKexOo 237 Posted February 8, 2017 @twakkie I use the modules from the "Dev tools" category a lot for developing new modules. At the point you remote execute test scripts, you will regret the change^^ 1 Share this post Link to post Share on other sites
twakkie 57 Posted February 8, 2017 A yes, I completely understand. RemoteExec is a bastard (for me in any case) to work with. Share this post Link to post Share on other sites
john111 76 Posted February 11, 2017 Is there a way to place a Fire team down,Garrison Instantly, and load them into a C-130 automatically and place a Support Requester/Provider down and use that as a Reinforcements Module of sorts? A "Parachute" waypoint,where the FT move and board plane on their own,like a zone,anything dropped there move and board planes. Would be a neat feature.If we could make them join player team,would be useful. A Spawn Point for re-insert any shot-down planes(that will be put into the Requester/Provider module to be available again), will be a nice feature. It should be a automatic feature. Share this post Link to post Share on other sites
lawndartleo 109 Posted February 12, 2017 You can "drag" units in to vehicles, that's no big thing. Getting them to jump out with chutes, not by default that I know of. You can use the reinforcements module and set LZ and RP points as you like. Select an aircraft from the available ones and then have the loaded squad para in (they tend to get dispersed quite widely as they jump). You can "connect" a squad to any other player/unit (Zeus feature) As far as respawn, just redo the reinforcement module using the same LZ/RP (you can have many LZ's and RP and select specifically or cycle/randomize). Share this post Link to post Share on other sites
teddymosart1 40 Posted February 13, 2017 Is there a WP to send Armor to re-arm at supply truck? Would be handy... Share this post Link to post Share on other sites
Hammmer 12 Posted February 13, 2017 4 hours ago, teddymosart1 said: Is there a WP to send Armor to re-arm at supply truck? Would be handy... Copy-paste this Armor, simpler :P On 5.02.2017 at 4:14 PM, oOKexOo said: @Hammmer You seem to be convinced that your "gamemode" is responsible for it. Can I have a look on it (*.pbo)? I have tested with legacy versions of our zeus framework but still with the same effect. Could You provide legacy version of Achilles? I'll upload .pbo asap. Share this post Link to post Share on other sites
lawndartleo 109 Posted February 13, 2017 7 hours ago, teddymosart1 said: Is there a WP to send Armor to re-arm at supply truck? Would be handy... Zeus the unit and rearm/repair/refuel yourself. It's just 3 sliders. Share this post Link to post Share on other sites
zuzul 81 Posted February 13, 2017 I got a question: each time I'm going Zeus, I wish to hide my unit and unhinde it when I'm playing again. Currently it is done with the Hide zeus function, but do you think there is a way to automatise this? Share this post Link to post Share on other sites
oOKexOo 237 Posted February 13, 2017 @zuzul I like the idea. So we would have a new option called automatic. @Hammmer 1) All previous versions are available on Github (link). 2) Arkhir sent me the mission and I was able to identify the issue. The new attributes introduced in 0.0.4 are incompatible with "Set Attributes - X" modules. Hence, all versions of Achilles before 0.0.4 should work fine. @teddymosart1 There is currently no rearm/repair/refuel waypoint available. However, it can be done fairly easily by changing attributes (double click on unit) as lawndartleo has suggested. @john1 1) & 3) There is no good support requester available for Zeus atm. 2) There is a paradrop WP available since 0.0.5. The aircraft will move to the position and eject passengers (they get a chute automatically). This WP is also used in the "Spawn Reinforcement" module. 2 Share this post Link to post Share on other sites
Crielaard 435 Posted February 13, 2017 Has the Ace advanced weather with Achilles been adressed? We keep using the older Ares due to this. Share this post Link to post Share on other sites
oOKexOo 237 Posted February 13, 2017 @Crielaard 1) You have to disable the ACE weather system if you want to use the "Advanced Weather Change" module (see Achilles Wiki). 2) There is also another issue that was reported by Tacplay regarding fog quite a while ago (see video). I just realized that this issue is only observed when the "Fog Decay" value is too close to zero. I still have no idea why this happends though. Share this post Link to post Share on other sites
Crielaard 435 Posted February 14, 2017 Ill try again.... Yes the weird fog is indeed the issue. However I never touched it. Its there aswell when I leave the default setting. Share this post Link to post Share on other sites
oOKexOo 237 Posted February 16, 2017 @Crielaard I have more information on the fog issue. It turns out to be a general issue which is observed even in vanilla. Issue Ticket: T123262 I will adjust the slider range in order to exclude the problematic values (assigned in #33). Share this post Link to post Share on other sites