diadem 7 Posted September 6, 2017 Hey Kex. Just wanted to thank you for the mod! It's made Zeus-ing absolutely fantastic, and I'm super happy someone continued the work from the original ares mod. 5 Share this post Link to post Share on other sites
kMaN175 34 Posted September 6, 2017 11 minutes ago, diadem said: Hey Kex. Just wanted to thank you for the mod! It's made Zeus-ing absolutely fantastic, and I'm super happy someone continued the work from the original ares mod. I second what diadem said!! Share this post Link to post Share on other sites
Crielaard 435 Posted September 6, 2017 What is exactly the reason eventhandlers are being removed when an object is removed from zeus control? You can get technical with me, in order to explain. Share this post Link to post Share on other sites
Chairborne 2594 Posted September 7, 2017 Hey there, someone reported issues with CUP units and this mod, has anybody else experienced this? Is there any required compatibility patch for the two to work together? edit: the issue seemed to be, units wouldn't enter a building when ordered to. Share this post Link to post Share on other sites
Fairchild77 10 Posted September 8, 2017 18 hours ago, Chairborne said: the issue seemed to be, units wouldn't enter a building when ordered to. I have not experienced anything like this myself. If you have an AI mid that can cause them to ignore orders given by zeus. I know ASR AI does that to me at times but no issues between this and CUP Share this post Link to post Share on other sites
Chairborne 2594 Posted September 8, 2017 No clue to be honest, that's just what the guy told me so i decided to drop a message in case anyone else experienced weird issues like that. Share this post Link to post Share on other sites
EddieX 4 Posted September 9, 2017 I love this thing, helps and adds features to zeus that allow the game be exciting again and again, cant wait it to update CAS modules for Laws of War clusters... Keep the good work up! :) Share this post Link to post Share on other sites
Jnr4817 215 Posted September 12, 2017 If I am building a Vanilla template for a server and am using Zues to test some different aspects of the mod. Can I also use Achilles Mod without issue if I delete the Zues modules and take this mod away after testing before I export to PBO? Share this post Link to post Share on other sites
oOKexOo 237 Posted September 16, 2017 @Crielaard Hmm, that's an interesting behaviour. There is no script command that remove EHs in the Module code. Maybe it's an side effect of the addCuratorEditableObjects command. You could give it a try with the it. @Chairborne A failure of the garrison module indicates a conflict with a module that modifies the AI behaviour, such as ASR, VCOM and so on. @EddieX The cluster bombs may find their way in. @Jnr4817 Sure, why not? It's just in the Eden editor where Achilles may create a mod dependency which has to be manually removed from the mission.sqm. Share this post Link to post Share on other sites
anfo 118 Posted September 17, 2017 When in Zeus (Archilles) Arma 3 will crash to desktop when looking in map. Granted I'm using mods, but I thought I'd cross check vanilla editors to see if is reproduction. Share this post Link to post Share on other sites
CreepPork 17 Posted September 17, 2017 4 hours ago, anfo said: When in Zeus (Archilles) Arma 3 will crash to desktop when looking in map. Granted I'm using mods, but I thought I'd cross check vanilla editors to see if is reproduction. This is a game crash bug that comes from the 1.76 patch, it has no association with Achilles. If you have an error that you definitely think is a fault with Achilles, then please post steps to reproduce. This bug has been already fixed in the Profiling branch of Arma 3. Share this post Link to post Share on other sites
anfo 118 Posted September 17, 2017 6 hours ago, CreepPork said: This is a game crash bug that comes from the 1.76 patch, it has no association with Achilles. If you have an error that you definitely think is a fault with Achilles, then please post steps to reproduce. This bug has been already fixed in the Profiling branch of Arma 3. If you re-read my post I am in no way trying to be definitive. I was attempting gauge which direction take next by feedback from other users but I can see now that I can focus elsewhere. Share this post Link to post Share on other sites
Crielaard 435 Posted September 17, 2017 16 hours ago, oOKexOo said: @Crielaard Hmm, that's an interesting behaviour. There is no script command that remove EHs in the Module code. Maybe it's an side effect of the addCuratorEditableObjects command. You could give it a try with the it. @Chairborne A failure of the garrison module indicates a conflict with a module that modifies the AI behaviour, such as ASR, VCOM and so on. @EddieX The cluster bombs may find their way in. @Jnr4817 Sure, why not? It's just in the Eden editor where Achilles may create a mod dependency which has to be manually removed from the mission.sqm. The thing is, it seems like Ares related, because a notification pops up once you use it. "Removed all eventhandlers" Share this post Link to post Share on other sites
EddieX 4 Posted September 20, 2017 Thing came into my mind at this late on night, that could the 3den "edit terrain objects" thing be implemented to Zeus from Achilles, so we could control building destruction states, door states (open, closed)? (there is the lock doors allready, i know.) BTW after laws of war update the Achiles seems to add two "cas bomb strike" modules, but both of them work same way. If i take achilles off, then i see the cluster module and the regular bombing run module on normal zeus interface. Share this post Link to post Share on other sites
kecharles28 197 Posted October 1, 2017 Updated mod v3.9.0.9 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted October 2, 2017 The Armaholic mirror has been updated with the new version: Ares Mod - Achilles Expansion Alpha 0.0.9 Community Base addons A3 Share this post Link to post Share on other sites
CreepPork 17 Posted October 3, 2017 Hi all, In collaboration with Kex, I have joined the development team. As Kex is currently quite busy, I'll try to do my best to keep improving Achilles. Currently, I'm focusing on the bugs and any issues associated with that. We also created a Discord server that you can all join and help us with various bug reports and other things. 4 Share this post Link to post Share on other sites
kMaN175 34 Posted October 3, 2017 24 minutes ago, CreepPork said: Hi all, In collaboration with Kex, I have joined the development team. As Kex is currently quite busy, I'll try to do my best to keep improving Achilles. Currently, I'm focusing on the bugs and any issues associated with that. We also created a Discord server that you can all join and help us with various bug reports and other things. That's awesome! Thank you very much for continuing the development!! 1 Share this post Link to post Share on other sites
Guest Posted October 4, 2017 The Armaholic mirror has been updated with the new version: Ares Mod - Achilles Expansion Alpha 0.0.9c Community Base addons A3 Share this post Link to post Share on other sites
kecharles28 197 Posted October 4, 2017 Updated mod v3.9.0.10 available at withSIX. Download now by clicking: 1 Share this post Link to post Share on other sites
ViperVapes. 0 Posted October 14, 2017 i absolutely love this mod, however. when i create an advanced composition with the mod, whenever this composition includes a vehicle, the vehicle can no longer be driven. am i being a noob here or is there no solution? Kindest regards, Viper Share this post Link to post Share on other sites
CreepPork 17 Posted October 14, 2017 1 hour ago, ViperVapes. said: i absolutely love this mod, however. when i create an advanced composition with the mod, whenever this composition includes a vehicle, the vehicle can no longer be driven. am i being a noob here or is there no solution? Kindest regards, Viper As far as I know, Advanced Compositions do not support vehicles. They only support objects. Share this post Link to post Share on other sites
oOKexOo 237 Posted October 14, 2017 @ViperVapes. CreepPork is right in the way that the system wasn't designed for vehicles. However, it is actually possible to make empty vehicles drivable. You have to ungroup the composition with CTRL+SHIFT+G and you may have to enable the simulation. 1 Share this post Link to post Share on other sites
ViperVapes. 0 Posted October 14, 2017 1 hour ago, oOKexOo said: @ViperVapes. CreepPork is right in the way that the system wasn't designed for vehicles. However, it is actually possible to make empty vehicles drivable. You have to ungroup the composition with CTRL+SHIFT+G and you may have to enable the simulation. Will this keep the objects attached to the vehicle tho? Also, if not, any other way i can achieve this (whilst keeping the vehicle driveable):http://steamcommunity.com/sharedfiles/filedetails/?id=1168533688http://steamcommunity.com/sharedfiles/filedetails/?id=1168533736 Im trying to create this without having to create it each time with Disable Simulation Etc.... Thank you in advance, Viper Share this post Link to post Share on other sites
7Cav Whitsel 0 Posted October 15, 2017 I have what I hope to be a simple question here. I'm trying to use the advanced composition tool in Zeus but am running into a little issue. I can't seen to figure out how to get it to switch between the "save new stuff" mode and "put down old stuff" mod. Screen shots to show what I mean Here I have the option to create new compositions or edit or delete old ones Here I actually have the option to spawn them, but I've only gotten this to come up once accidentally. This is what I'm searching for Any help appreciated, thank you in advance Share this post Link to post Share on other sites