lawndartleo 109 Posted June 5, 2017 No crash, just works, then does not. Changed from #adminLogged to UID and it seems to be holding up as intended. Really like the logged option because any admin can handle chores. With UID option if I provide a curator for each admin then there are too many people who can access all at once. Share this post Link to post Share on other sites
oOKexOo 237 Posted June 8, 2017 @lawndartleo and @diehardfc I've never used "#adminlogged", so I can't tell much about that. Regarding the remote control: We soon get an alternative module to remote control that actually allows switching the player to the selected unit. The advantage is that you have full control over the unit (e.g. commanding subordinates). I don't know yet how stable it is and how well it works with TFAR. I will definitly require feedback from the community here. 1 Share this post Link to post Share on other sites
diehardfc 41 Posted June 9, 2017 3 hours ago, oOKexOo said: @lawndartleo and @diehardfc Regarding the remote control: We soon get an alternative module to remote control that actually allows switching the player to the selected unit. The advantage is that you have full control over the unit (e.g. commanding subordinates). I don't know yet how stable it is and how well it works with TFAR. I will definitly require feedback from the community here. That is very exciting news - I can't wait to see what you're working on! Thanks for all your hard work on this, as it's a real benefit to the Arma community. Share this post Link to post Share on other sites
Tittoffer 6 Posted June 10, 2017 Been using this mod with my community and it is simply fantastic! When that is said activating intel sends all players to map which is a bit annoying. Is this by design or is it an oversight? We have tested all the options on the "Intel shared with" tab without any luck. Also it would be fantastic if the intel pop-up only showed for the selected "Intel shared with" selection :) Share this post Link to post Share on other sites
oOKexOo 237 Posted June 11, 2017 @Tittoffer It's a bug. The intended behaviour is that the map should only be opened for the player that found it. In constrast, the shared with option should work as intended in the way that the intel is only added to the players that the intel was shared. Share this post Link to post Share on other sites
Tittoffer 6 Posted June 12, 2017 17 hours ago, oOKexOo said: @Tittoffer It's a bug. The intended behaviour is that the map should only be opened for the player that found it. In constrast, the shared with option should work as intended in the way that the intel is only added to the players that the intel was shared. Is this something you might fix in the near future? :) Share this post Link to post Share on other sites
oOKexOo 237 Posted June 12, 2017 (edited) It's already fixed on dev branch (0.0.8). Just to make it clear. I changed the versioning a bit, since it actually wasn't really defined before. So for those who followed my task list the previous 0.0.8 has become 0.1.0. Check change log for more information about versioning. Edited June 15, 2017 by oOKexOo hyperlink has changed 1 Share this post Link to post Share on other sites
Scar.Arg 12 Posted June 14, 2017 On 6/12/2017 at 5:29 PM, oOKexOo said: It's already fixed on dev branch (0.0.8). Just to make it clear. I changed the versioning a bit, since it actually wasn't really defined before. So for those who followed my task list the previous 0.0.8 has become 0.1.0. Check change log for more information about versioning. Love the mod, we use it in every server we have in our communty I have only one thing to ask, can you remove the "whitelist" of factions to load in zeus? i think thats the bug producing a lot of faction to not load in dedicated servers when using zeus. Also it could be some collision in that matter with seelenlos Zeus. Share this post Link to post Share on other sites
kecharles28 197 Posted June 15, 2017 Updated mod v3.9.0.6 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
oOKexOo 237 Posted June 15, 2017 Btw. that was the 0.0.8 update^^ 2 Share this post Link to post Share on other sites
Guest Posted June 16, 2017 The Armaholic mirror has been updated with the new version: Ares Mod - Achilles Expansion Alpha 0.0.8.01 Community Base addons A3 Share this post Link to post Share on other sites
Ahmed Jubi 0 Posted June 17, 2017 hi , i have a question when i create multiple artillery fire position how do i know which is which , there is no indicator on map on its name. same thing for LZ and RP . Share this post Link to post Share on other sites
oOKexOo 237 Posted June 18, 2017 @Ahmed Jubi The name can be seen in the object list on the left side. You can furthermore give them more descriptive names, so you don't even have to check which logic is which one. 1 Share this post Link to post Share on other sites
lawndartleo 109 Posted June 18, 2017 Is the intel module anything that can be tied to an event spawnable marker on the map that the finder can see or is it just a means of communication via the text? Objectives that are placed on objects... can the marker be separated from the object so that it is in the vicinity but not exactly on the object? Share this post Link to post Share on other sites
callofmarty 13 Posted June 18, 2017 Hi, Could you please make the shift + 2xLMB to somethink else or make that i can change it? Last mission i used it and then i didn't have to use shift at all. I just double clicked any AI unit without holding shift and was suddenly remote controlling AI. which is not the intent when you want to change AIs attributes. Share this post Link to post Share on other sites
sonsalt6 105 Posted June 19, 2017 Updated mod v3.9.0.7 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted June 19, 2017 The Armaholic mirror has been updated with the new version: Ares Mod - Achilles Expansion Alpha 0.0.8.02 Community Base addons A3 Share this post Link to post Share on other sites
oOKexOo 237 Posted June 19, 2017 I actually don't know why there was an update. I haven't updated anything. @lawndartleo 1) The intel is just a text message that is added to the diary. 2) I intend to revise the vanilla task modules in future. @callofmarty I'll change the hotkey to "ALT + 2xLMB" due to a conflict with MCC. The issue you reported is however something different. The release of a key is no longer detected if the Zeus interface was closed. Hence, it is a timing issue and as the transition is much faster than for remote control, it is more likely to happen. There is a hotfix comming soon, but in the meantime just press LSHIFT after re-opening the Zeus interface. 2 Share this post Link to post Share on other sites
lifetap 188 Posted June 22, 2017 With the addition of the IED module, is there any chance these IEDs can be made compatible with ACE, so players are able to detect and disarm them? Also what is the intention of the radio IEDs? We tested them but could not really understand their intended implementation, likewise with the jammer. Is there any guidance on their intended role? 3 Share this post Link to post Share on other sites
Freghar 73 Posted June 24, 2017 (Even though the chances of this happening are slim, I'm going to at least ask.) Is there any chance of making the per-skill unit sliders inherit the range setting from the vanilla "Skill" control, instead of hardcoding _ctrlValue slidersetrange [2,10]; ? My community uses a customization that overrides the vanilla Skill control to have a full sliderRange[] = {0, 1} and it works for the base Eden/Zeus slider, but obviously not for Achilles. Looking at your code, I don't see an easy generic way of doing it, it seems that you have class RscAttributeSkill: RscControlsGroupNoScrollbars { onSetFocus = "[_this,""RscAttributeSkill"",'AresDisplays'] call (uinamespace getvariable ""Achilles_fnc_initCuratorAttribute"")"; }; and, as Arma doesn't support multiple inheritance, making it use an value from class Skill while keeping the NoScrollbars template would be impossible. One could just look into the config when getting the bounds for slidersetrange, but that feels a bit too ... arbitrary. Ie. vanilla would return getArray (configFile >> "Cfg3DEN" >> "Attributes" >> "Skill" >> "Controls" >> "Value" >> "sliderRange"); [0.2,1] getArray (configFile >> "Cfg3DEN" >> "Attributes" >> "Skill" >> "Controls" >> "Value" >> "sliderRange") apply { _x*10 }; [2,10] Would it be possible to include something like this or does it seem like going too far with compatibility? Thanks. Share this post Link to post Share on other sites
oOKexOo 237 Posted June 25, 2017 @lifetap There are several modules that do not have yet an ACE interaction such as intel, lock doors and ofc IEDs. I intend to replace the vanilla interactions by the ACE system in the case ACE is present. @Freghar The line you posted executes the following script: RscAttributeSkill.sqf. The slider range is hard-coded there. The config entry you posted is exactly what I need to change it. 3 Share this post Link to post Share on other sites
john111 76 Posted June 25, 2017 Any way to be able to fly any addon mods aircraft used as CAS in MCC ? It would be great to be able to play as all available planes one could use from mods.....! It would be great if I can designate a person as a pilot in advance and have them automatically teleported as a pilot and replace the pilot of the plane with a Playable one.Possible ,add a IR-strobe to mark the target intended. Or make the AI lase the targets automatically in every fight? Is there a way to Load and Tranport wounded units? There is a mod for that,but I like to be able to have a automated system to Evacuate past-out unit to MASH.... Is there a way to make Unsung Cas helos to be able to simply be called as transport & air rescue via some simple menu item that tells them to land where a Ir strobe is put? A simple way to decide Patrol Altitude and a Timer to decide how long a wait until CAS arrives would add to gameplay. Could you add some sort of automated air combat sortie moduel,like ACE -Combat Patrol for cars? Would be soo cool ! For ambience,and add Cas-Requester /Provider as a auto-synced feature,always a hand for SP? Arty too.thnx Share this post Link to post Share on other sites
ayjay 117 Posted June 27, 2017 Has the 'Available Factions' option been taken out of the Addon choices? I have 2 options, 'Curator Vision Modes' and 'Modules Interface'. I am using the Steam version which says it was updated 16th June. Share this post Link to post Share on other sites
CreepPork 17 Posted June 30, 2017 On 6/22/2017 at 10:44 AM, lifetap said: With the addition of the IED module, is there any chance these IEDs can be made compatible with ACE, so players are able to detect and disarm them? Also what is the intention of the radio IEDs? We tested them but could not really understand their intended implementation, likewise with the jammer. Is there any guidance on their intended role? With thanks from shay_gman, I'm the bugger who built the damn thing for Achilles, I was looking into ACE 3 Interaction compatibility. The thing is I really liked the vanilla interaction menu. So I built upon the vanilla one. And it is compatible with ACE3 if the Zeus who placed down the module has ACE3 Explosives loaded, then any players who will approach the IED (and if it can be defused) will require the ACE3 defusal kit. It doesn't check if the player is actually a explosives specialist. For the radio IEDs, I updated the GitHub wiki which discusses this topic. 1 Share this post Link to post Share on other sites
lifetap 188 Posted June 30, 2017 @CreepPork Thanks for the info on the GitHub, that makes a lot more sense now. Could you clarify what you mean by "If the Curator has ACE 3 Explosives loaded" ? I was under the impression that the ACE Explosives module was defined at the mission level. Share this post Link to post Share on other sites