CreepPork 17 Posted October 15, 2017 @7Cav Whitsel There are two Advanced Composition modules, one is in Spawn category - which spawns your compositions and the second one is in Development Tools, where you can edit Advanced Compositions. 1 Share this post Link to post Share on other sites
CreepPork 17 Posted October 15, 2017 (edited) Whoops. Edited October 15, 2017 by CreepPork 502 error Share this post Link to post Share on other sites
CreepPork 17 Posted October 15, 2017 (edited) Whoops. Edited October 15, 2017 by CreepPork Bad gateway Share this post Link to post Share on other sites
7Cav Whitsel 0 Posted October 15, 2017 1 hour ago, CreepPork said: @7Cav Whitsel There are two Advanced Composition modules, one is in Spawn category - which spawns your compositions and the second one is in Development Tools, where you can edit Advanced Compositions. Ahhh, I see it now. Figured it was something obvious I wasn't seeing. Share this post Link to post Share on other sites
Zantza 21 Posted October 15, 2017 Currently, when editing vehicle loadouts in Zeus with the Dynamic Loadout system, it lacks the button to select whether the gunner or the pilot gets the weapons. The lack of a toggle for this breaks a lot of the attack helis which have both a pilot and a gunner, since the pilot gets all the weapons. Share this post Link to post Share on other sites
armyinf 33 Posted October 21, 2017 Any chance of making the NVG's configurable by detected NVG class items? AKA so we can equip say RHS Russian NVGS on AI. Share this post Link to post Share on other sites
D. Patterson 14 Posted October 22, 2017 When I place an "Execute Code Module" does that module have any "this" parameters such as location? Can I do something like this "C_Offroad_01_F" createVehicle position this; where it would place an offroad where I clicked on the screen with the module? Share this post Link to post Share on other sites
D. Patterson 14 Posted October 22, 2017 Suggestion: Integrate TPW Furniture into a "Furnish Building" Module that acts like other building modules (Such as destroy building or lock doors). You click somewhere on the map, choose range or nearest building, hit enter and the building is furnished. Share this post Link to post Share on other sites
CreepPork 17 Posted October 23, 2017 On 10/15/2017 at 7:54 PM, Zantza said: Currently, when editing vehicle loadouts in Zeus with the Dynamic Loadout system, it lacks the button to select whether the gunner or the pilot gets the weapons. The lack of a toggle for this breaks a lot of the attack helis which have both a pilot and a gunner, since the pilot gets all the weapons. This is a known issue and has been already fixed in the development branch of Achilles. Share this post Link to post Share on other sites
CreepPork 17 Posted October 23, 2017 20 hours ago, mcrow900 said: When I place an "Execute Code Module" does that module have any "this" parameters such as location? Can I do something like this "C_Offroad_01_F" createVehicle position this; where it would place an offroad where I clicked on the screen with the module? It has parameters, check the GitHub wiki for more information. Share this post Link to post Share on other sites
CreepPork 17 Posted October 23, 2017 19 hours ago, mcrow900 said: Suggestion: Integrate TPW Furniture into a "Furnish Building" Module that acts like other building modules (Such as destroy building or lock doors). You click somewhere on the map, choose range or nearest building, hit enter and the building is furnished. Please do create an issue on GitHub if you want to see this feature implemented. Share this post Link to post Share on other sites
CreepPork 17 Posted October 23, 2017 On 10/21/2017 at 8:08 AM, armyinf said: Any chance of making the NVG's configurable by detected NVG class items? AKA so we can equip say RHS Russian NVGS on AI. In my opinion, this is really unnecessary but if you really want it, please do create an issue on GitHub. Share this post Link to post Share on other sites
D. Patterson 14 Posted October 25, 2017 On 10/23/2017 at 10:20 AM, CreepPork said: Please do create an issue on GitHub if you want to see this feature implemented. Well I tried my hand at it, seems to work. https://pastebin.com/B4XwMZzq Share this post Link to post Share on other sites
bofhgr 3 Posted October 27, 2017 (edited) Hello and thank you for your work on this amazing mod. I have two questions and hope the community here can help. 1. I run a dedicated server with exile and a ton of other mods and scripts and need help merging my cfgremoteexec classes with the ones provided here: https://github.com/ArmaAchilles/AresModAchillesExpansion/blob/(0.1.0)/%40AresModAchillesExpansion/keys/cfgRemoteExec.hpp (Edit for better clarity) this is how I have currently configured my cfgremoteexec section including the above mentioned classes, however things like locking/unlocking vehicles don't function properly in Zeus. Spoiler class Functions { mode = 1; jip = 0; class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; //qp added ExAd class ExAdServer_fnc_clientRequest { allowedTargets=2; }; //qp added below to fix issue with @SLZ mod (zeus) class slz_fnc_assigncurator { allowedTargets =2; }; //qp added Admin Toolkit class AdminToolkit_network_receiveRequest { allowedTargets=2; }; class ExileServer_lottery_network_request { allowedTargets=2; }; //qp this was added in latest atk ver //qp added AVS class AVS_fnc_rearmVehicle { allowedTargets=2; }; class AVS_fnc_refuelPayment { allowedTargets=2; }; class AVS_fnc_refuelVehicle { allowedTargets=2; }; class AVS_fnc_fillCanister { allowedTargets=2; }; //qp added advanced urban rappelling class AUR_Hint { allowedTargets=1; }; class AUR_Hide_Object_Global { allowedTargets=2; }; class AUR_Enable_Rappelling_Animation_Global { allowedTargets=2; }; class AUR_Play_Rappelling_Sounds_Global { allowedTargets=2; }; //qp added advanced rappelling class AR_Client_Rappel_From_Heli { allowedTargets=0; }; class AR_Hint { allowedTargets=1; }; class AR_Hide_Object_Global { allowedTargets=2; }; class AR_Enable_Rappelling_Animation { allowedTargets=2; }; class AR_Rappel_From_Heli { allowedTargets=2; }; //qp added advanced towing class SA_Simulate_Towing { allowedTargets=0; }; class SA_Attach_Tow_Ropes { allowedTargets=0; }; class SA_Take_Tow_Ropes { allowedTargets=0; }; class SA_Put_Away_Tow_Ropes { allowedTargets=0; }; class SA_Pickup_Tow_Ropes { allowedTargets=0; }; class SA_Drop_Tow_Ropes { allowedTargets=0; }; class SA_Set_Owner { allowedTargets=2; }; class SA_Hint { allowedTargets=1; }; class SA_Hide_Object_Global { allowedTargets=2; }; //qp added advanced sling loading class ASL_Pickup_Ropes { allowedTargets=0; }; class ASL_Deploy_Ropes_Index { allowedTargets=0; }; class ASL_Rope_Set_Mass { allowedTargets=0; }; class ASL_Extend_Ropes { allowedTargets=0; }; class ASL_Shorten_Ropes { allowedTargets=0; }; class ASL_Release_Cargo { allowedTargets=0; }; class ASL_Retract_Ropes { allowedTargets=0; }; class ASL_Deploy_Ropes { allowedTargets=0; }; class ASL_Attach_Ropes { allowedTargets=0; }; class ASL_Drop_Ropes { allowedTargets=0; }; class ASL_Hint { allowedTargets=1; }; class ASL_Hide_Object_Global { allowedTargets=2; }; //qp added advanced train simulator class ATRAIN_fnc_unregisterTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_registerTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_updateTrackMap { allowedTargets=2; }; class ATRAIN_fnc_hideTrainObjectGlobal { allowedTargets=2; }; class ATRAIN_fnc_hidePlayerObjectGlobal { allowedTargets=2; }; //qp added Achiles Mod //qp it is supposed to want jip=1 and no mention for allowedTargets ?? class achilles_fnc_changeside_local; class achilles_fnc_spawn_remote; class achilles_fnc_breachstun; class achilles_fnc_ambientanim; class bis_fnc_holdactionadd; class bis_fnc_holdactionremove; class achilles_fnc_chute; class rhs_fnc_vehpara; class bis_fnc_initvehicle; class ares_fnc_surrenderunit; class ace_medical_fnc_treatmentadvanced_fullheallocal; class achilles_fnc_setaceinjury; class achilles_fnc_setvanillainjury; class achilles_fnc_createsuicidebomber; class achilles_fnc_damagebuildings; class bis_fnc_earthquake; class ares_fnc_weather_function; class ares_fnc_change_weather_function; class achilles_fnc_suppressivefire; class ares_fnc_addintel; class bis_fnc_shownotification; class achilles_fnc_createied; class bis_fnc_shakecuratorcamera; class bis_fnc_advhint; class bis_fnc_curatorsaymessage; class bis_fnc_carrier01init; class ares_fnc_searchbuilding; class ares_fnc_zenoccupyhouse; class achilles_fnc_eject_passengers; class bis_fnc_carrier01posupdate; class achilles_fnc_setunitammodef; class achilles_fnc_setvehicleammodef; class achilles_fnc_modulecas_server; class bis_fnc_modulerespawnvehicle; }; class Commands { mode=0; jip=0; //qp added Achiles Mod //qp it is supposed to want jip=1 class enableai; class disableai; class allowfleeing; class setpylonloadout; class setskill; class setunittrait; class sethitindex; class setdir; class setvectordirandup; class switchmove; class sidechat; class globalChat; class vehicleChat; class commandChat; class addeventhandler; class say3d; class unassignvehicle; class action; class ordergetin; class enablesimulationglobal; class setface; class addcuratoreditableobjects; class removecuratoreditableobjects; class setname; class removeallactions; class flyinheight; class swimindepth; class allowdamage; class hint; class enablegunlights; class enableirlasers; class linkitem; class unassignitem; class removeitem; class removeprimaryweaponitem; class addprimaryweaponitem; class commandartilleryfire; class hideobjectglobal; class setbehaviour; class setcombatmode; class setformation; class setfuel; class lock; class setspeedmode; class setunitpos; }; Problem is that the mods I currently run the below mode/jip settings for Functions and Commands, where as Achilles needs mode/jip both 1 for both Functions and Commands. So how can I have the syntax to get both Achilles to work properly and not break all my existing mods? Also, all my existing class definitions include a { AllowedTargets=2; }; after class name, but nothing similar provided with the above link - is that correct? PS: I am not sure but I assume I need to run Achilles at the -servermod parameter on my server not -mod -- correct? class Functions { mode = 1; jip = 0; .... and class Commands { mode=0; jip=0;... 2. I would like to limit the vehicles and units available from all the mods to just a select grouping of my design. I understand Achilles supports similar functionality but I am not sure where to find it and how to configure it. Any pointers would be most welcome! Thank you in advance! qp Edited October 31, 2017 by bofhgr edit for clarity and more information provided Share this post Link to post Share on other sites
john111 76 Posted October 27, 2017 Came up with something ,what if a russian helicopter tactic could be employed in Arma-to make a helicopter Loiter by setting a "360*" nose-pointed at a target while performing a circle that we can decide how far out the helo flies? Not the same as S&D or regular Loiter . Share this post Link to post Share on other sites
EddieX 4 Posted October 29, 2017 I decided to post this here too as i commented on steam workshop page of the mod too: " Last night i observed the following on the updated Achilles: Sometimes the AI seems to start "rave"-party with the vehicle lights when the lights are forced on in Achiles, and the AI decided to stop the engine (unit was forced to "CARELESS"). Sometimes the teleport selection (multiple players inside one vehicle. ticked the include vehicles) causes the vehicle to become posessed by bad omens, and even if players get out but the vehicle still keeps teleporting around (kinda like it is selecting the centerpoints by all the players who were inside the vehicle? Have to play more around to find reliable way to reproduce.) --> Video: https://youtu.be/vhTGci_XM6w Still this mod helps a lot! :) " Share this post Link to post Share on other sites
CreepPork 17 Posted November 2, 2017 On 10/25/2017 at 10:19 AM, mcrow900 said: Well I tried my hand at it, seems to work. https://pastebin.com/B4XwMZzq I'd greatly appreciate if you would create a Pull Request and implement it yourself, as a learning experience as well. But if you do not feel comfortable at least link this Pastebin file in the GitHub issue page of your issue. Share this post Link to post Share on other sites
CreepPork 17 Posted November 2, 2017 On 10/27/2017 at 4:26 AM, bofhgr said: Hello and thank you for your work on this amazing mod. I have two questions and hope the community here can help. 1. I run a dedicated server with exile and a ton of other mods and scripts and need help merging my cfgremoteexec classes with the ones provided here: https://github.com/ArmaAchilles/AresModAchillesExpansion/blob/(0.1.0)/%40AresModAchillesExpansion/keys/cfgRemoteExec.hpp (Edit for better clarity) this is how I have currently configured my cfgremoteexec section including the above mentioned classes, however things like locking/unlocking vehicles don't function properly in Zeus. Reveal hidden contents class Functions { mode = 1; jip = 0; class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; //qp added ExAd class ExAdServer_fnc_clientRequest { allowedTargets=2; }; //qp added below to fix issue with @SLZ mod (zeus) class slz_fnc_assigncurator { allowedTargets =2; }; //qp added Admin Toolkit class AdminToolkit_network_receiveRequest { allowedTargets=2; }; class ExileServer_lottery_network_request { allowedTargets=2; }; //qp this was added in latest atk ver //qp added AVS class AVS_fnc_rearmVehicle { allowedTargets=2; }; class AVS_fnc_refuelPayment { allowedTargets=2; }; class AVS_fnc_refuelVehicle { allowedTargets=2; }; class AVS_fnc_fillCanister { allowedTargets=2; }; //qp added advanced urban rappelling class AUR_Hint { allowedTargets=1; }; class AUR_Hide_Object_Global { allowedTargets=2; }; class AUR_Enable_Rappelling_Animation_Global { allowedTargets=2; }; class AUR_Play_Rappelling_Sounds_Global { allowedTargets=2; }; //qp added advanced rappelling class AR_Client_Rappel_From_Heli { allowedTargets=0; }; class AR_Hint { allowedTargets=1; }; class AR_Hide_Object_Global { allowedTargets=2; }; class AR_Enable_Rappelling_Animation { allowedTargets=2; }; class AR_Rappel_From_Heli { allowedTargets=2; }; //qp added advanced towing class SA_Simulate_Towing { allowedTargets=0; }; class SA_Attach_Tow_Ropes { allowedTargets=0; }; class SA_Take_Tow_Ropes { allowedTargets=0; }; class SA_Put_Away_Tow_Ropes { allowedTargets=0; }; class SA_Pickup_Tow_Ropes { allowedTargets=0; }; class SA_Drop_Tow_Ropes { allowedTargets=0; }; class SA_Set_Owner { allowedTargets=2; }; class SA_Hint { allowedTargets=1; }; class SA_Hide_Object_Global { allowedTargets=2; }; //qp added advanced sling loading class ASL_Pickup_Ropes { allowedTargets=0; }; class ASL_Deploy_Ropes_Index { allowedTargets=0; }; class ASL_Rope_Set_Mass { allowedTargets=0; }; class ASL_Extend_Ropes { allowedTargets=0; }; class ASL_Shorten_Ropes { allowedTargets=0; }; class ASL_Release_Cargo { allowedTargets=0; }; class ASL_Retract_Ropes { allowedTargets=0; }; class ASL_Deploy_Ropes { allowedTargets=0; }; class ASL_Attach_Ropes { allowedTargets=0; }; class ASL_Drop_Ropes { allowedTargets=0; }; class ASL_Hint { allowedTargets=1; }; class ASL_Hide_Object_Global { allowedTargets=2; }; //qp added advanced train simulator class ATRAIN_fnc_unregisterTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_registerTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_updateTrackMap { allowedTargets=2; }; class ATRAIN_fnc_hideTrainObjectGlobal { allowedTargets=2; }; class ATRAIN_fnc_hidePlayerObjectGlobal { allowedTargets=2; }; //qp added Achiles Mod //qp it is supposed to want jip=1 and no mention for allowedTargets ?? class achilles_fnc_changeside_local; class achilles_fnc_spawn_remote; class achilles_fnc_breachstun; class achilles_fnc_ambientanim; class bis_fnc_holdactionadd; class bis_fnc_holdactionremove; class achilles_fnc_chute; class rhs_fnc_vehpara; class bis_fnc_initvehicle; class ares_fnc_surrenderunit; class ace_medical_fnc_treatmentadvanced_fullheallocal; class achilles_fnc_setaceinjury; class achilles_fnc_setvanillainjury; class achilles_fnc_createsuicidebomber; class achilles_fnc_damagebuildings; class bis_fnc_earthquake; class ares_fnc_weather_function; class ares_fnc_change_weather_function; class achilles_fnc_suppressivefire; class ares_fnc_addintel; class bis_fnc_shownotification; class achilles_fnc_createied; class bis_fnc_shakecuratorcamera; class bis_fnc_advhint; class bis_fnc_curatorsaymessage; class bis_fnc_carrier01init; class ares_fnc_searchbuilding; class ares_fnc_zenoccupyhouse; class achilles_fnc_eject_passengers; class bis_fnc_carrier01posupdate; class achilles_fnc_setunitammodef; class achilles_fnc_setvehicleammodef; class achilles_fnc_modulecas_server; class bis_fnc_modulerespawnvehicle; }; class Commands { mode=0; jip=0; //qp added Achiles Mod //qp it is supposed to want jip=1 class enableai; class disableai; class allowfleeing; class setpylonloadout; class setskill; class setunittrait; class sethitindex; class setdir; class setvectordirandup; class switchmove; class sidechat; class globalChat; class vehicleChat; class commandChat; class addeventhandler; class say3d; class unassignvehicle; class action; class ordergetin; class enablesimulationglobal; class setface; class addcuratoreditableobjects; class removecuratoreditableobjects; class setname; class removeallactions; class flyinheight; class swimindepth; class allowdamage; class hint; class enablegunlights; class enableirlasers; class linkitem; class unassignitem; class removeitem; class removeprimaryweaponitem; class addprimaryweaponitem; class commandartilleryfire; class hideobjectglobal; class setbehaviour; class setcombatmode; class setformation; class setfuel; class lock; class setspeedmode; class setunitpos; }; Problem is that the mods I currently run the below mode/jip settings for Functions and Commands, where as Achilles needs mode/jip both 1 for both Functions and Commands. So how can I have the syntax to get both Achilles to work properly and not break all my existing mods? Also, all my existing class definitions include a { AllowedTargets=2; }; after class name, but nothing similar provided with the above link - is that correct? PS: I am not sure but I assume I need to run Achilles at the -servermod parameter on my server not -mod -- correct? class Functions { mode = 1; jip = 0; .... and class Commands { mode=0; jip=0;... 2. I would like to limit the vehicles and units available from all the mods to just a select grouping of my design. I understand Achilles supports similar functionality but I am not sure where to find it and how to configure it. Any pointers would be most welcome! Thank you in advance! qp I honestly cannot answer this comment, as I didn't make this and you should ask Kex. Also, never used the CfgRemoteExec so I have no idea. Searching the Biki could provide some answers though, faster than Kex will probably come online. 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CreepPork 17 Posted November 2, 2017 On 10/27/2017 at 11:33 AM, john1 said: Came up with something ,what if a russian helicopter tactic could be employed in Arma-to make a helicopter Loiter by setting a "360*" nose-pointed at a target while performing a circle that we can decide how far out the helo flies? Not the same as S&D or regular Loiter . In my view, this would be quite challenging to implement. It could be done, the movement of the helicopter but to make the helicopter AI actually engage targets would be most likely over the boundaries of Arma 3 AI. Share this post Link to post Share on other sites
john111 76 Posted November 3, 2017 A way to force light-bar on by setting is desired,I think.Prefered by hotkey,and also outside of placed cars with it ,by Menu item,thanks. Share this post Link to post Share on other sites
CreepPork 17 Posted November 4, 2017 On 11/3/2017 at 7:00 AM, john1 said: A way to force light-bar on by setting is desired,I think.Prefered by hotkey,and also outside of placed cars with it ,by Menu item,thanks. You can enable the lightbar using the Garage attribute button. Share this post Link to post Share on other sites
Tyl3r99 41 Posted November 6, 2017 whats the shortcut key for remote control? 1 Share this post Link to post Share on other sites
Zantza 21 Posted November 6, 2017 Ctrl+2xLeft Mouse 2 Share this post Link to post Share on other sites
john111 76 Posted November 12, 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. Some way to place Vehicle in Vehicle throug Modules would be nice,if legal without the DLC. Some way to incorporate the Dynamic Loadout in a module for Advanced Helo CAS. To be able to use the Point in ACE 3 with ability to make rings diffirent colours to mark friendly/enemy position. To be able to turn any vehicle/Air into UGV/UBL. Composition Units. Make my own special compositions of units,give it a name and make it show up in zeus interface.Give Fireteams and Groups their own names.Make names have a Sign oand tadpole,visable to Team Leaders only in MP. Be able to make some enemies be invisable on the map,by order of type.Then make them visable again. Set altitude for enemy air units via slider from 5m-500m.Make them not use radar. Share this post Link to post Share on other sites
D. Patterson 14 Posted November 21, 2017 Why isn't this working? https://pastebin.com/raw/4UvXh0HL Tried with and without quotes around 0,1,2 for the cases. Share this post Link to post Share on other sites