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Hello, thanks for the addon and breathing life back into Ares. 

 

My group had been having an issue with using Achilles in junction with another addon that adds several factions (Killochs Multi National Pack). The issue was that some of the factions include an apostrophe in the faction name (like "Ukraine's National Guard") and this causes an error in settings_f.pbo/available_factions.sqf at line 35. The apostrophe was closing your compile call prematurely causing an error to pop up every time the editor is loaded. My solution was to add a line of code that escapes the string of any quotations in "_faction_name" at line 14. 

 

I hope you can add this to your next update as it's a very quick fix and solves a lot of headaches for our mission makers. Thanks again! 

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On 13.2.2017 at 7:01 PM, Crielaard said:

Has the Ace advanced weather with Achilles been adressed?

We keep using the older Ares due to this.

Eeek. I should have post it here.

 

I tried a lot after experiencing this strange weather behaviors, in my case rain was stuck to strange blocks of rain, as if something was cutting it through every second. This brought me to the idea to check synching. And lo and behold, if you have ACE weather sync enabled, Advanced Weather goes down ;)

 

If you disable Sync (still using all ACE weather modules), everything works fine, by now (at least with us).
Perhaps it's the same issue with you and your missions. Have a try.

 

Sorry oOKexOo for not posting this earlier, was thinking I had a special ArmA Fubar with my config. Seems sth. is colliding with weather-synching, especially on Tanoa. Perhaps if you have the time, have a look there.

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@the_velvet_gentleman

It's fixed on 0.0.6 dev branch, so it's scheduled for the next update.

 

@tacplay

Yeah, that strange rain effect is exactly what you observe due to the incompatibility with ACE weather.

Don't worry. The issue was known for a long time (issue #2) and I also made an entry in Achilles wiki.

I also thought that the fog issue was ACE related, but I recently noticed that it is vanilla related instead.

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21 hours ago, oOKexOo said:

 

@tacplay

 

Yeah, that strange rain effect is exactly what you observe due to the incompatibility with ACE weather.

Don't worry. The issue was known for a long time (issue #2) and I also made an entry in Achilles wiki.

I also thought that the fog issue was ACE related, but I recently noticed that it is vanilla related instead.

 

Ahh, ok. But it's okay to only deactivate sync. You don't have to deactivate the whole ace weather system.


 

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@tacplay

I was obviously too cautious back then. Let me adjust the wiki accordingly.

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Hello, it seems that Ares_fnc_ShowChooseDialog is corrupting private variables. This is nothing new (was in original Ares), but in Achilles, it also includes "_pos", which I quite commonly use for ie.

[
    "test",
    "test",
    {
        params ["_pos", "_unit"];

        // _pos valid

        private _res = [...] call Ares_fnc_ShowChooseDialog;

        // _pos corrupted
    }
] call Ares_fnc_RegisterCustomModule;

so I was wondering if you could please make the variables in Ares_fnc_ShowChooseDialog private, so the corruption/modification doesn't happen.

 

Thanks!

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@Freghar

You're right. There are several varibales in Ares_fnc_ShowChooseDialog that are not yet defined as private and thus lead to the issues you described.

Request is assigned in #33.

 

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Here's a question that definitely falls into the "nice to have" category of feature requests and is not in any way urgent or even that important: have you ever considered allowing Zeus to provide variable names for some of the objects or game logics created by Achilles modules? The two that spring to mind are CREATE TELEPORTER and CREATE FIRE SUPPORT TARGETS. In both cases, the targets or destinations are given names consistent with the military alphabet: Alpha, Bravo, Charlie, etc. I found myself wondering if it was possible to create a teleporter that had a more descriptive name, so that if there were multiple options, players scrolling through the list of destinations would be able to make a more informed decision about where they ended up. For example, say First Squad is on one part of the map, but Second Squad is two kilometers away. If I place a teleporter near each squad, and someone dies, they may not know when they walk up to the flag pole that Teleport to Alpha puts them with First Squad and Teleport to Bravo puts them with Second Squad. It's easy enough to figure out and correct, but it might be useful. Likewise with fire support targets: if I have a couple down and I'm very busy placing and directing units, it might be helpful to know which group or area I'm targeting. "First Squad" or "Pyrgos" is more descriptive than "Target Alpha".

 

My thought was that a dialog box would allow the curator to enter the variable name. And for curators who are in a hurry or don't need to give names to these targets, maybe the default is to allow Arma to name the target, using the default convention of Alpha, Bravo, etc. So, like, if I didn't care about the name, and just wanted speed, as soon as the dialog box appeared, I just hit OK and it gets a name automatically, but if I did want to name it, I change the dropdown from auto-assign to designation, or something like that. You'd know better than me how to implement it.

 

Anyway, this is not something the game needs, just something that would be nifty or cool, and the mod will remain an indispensable part of my collection with our without it; I literally don't think I could be an effective Game Master without Ares Achilles.

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Hi all,

I updated Achilles to 0.0.6

 

While there were several changes, I want to emphasise these two below:

  • Change: Improve inventory dialog (improved performance by caching data; separated virtual arsenal (VA) from normal inventory; numpad keybinding: +/- (useful to make fast changes), * = VA, / = weapon sepecific); double click on weapon => weapon specific; sorted alphabetic, press letter/number to switch between entries; include faceware)
  • Feature: Attributes window: Changed attributes are applied on all selected units/vehicles/ammo boxes/groups (as in Eden editor; real game changer!).

(see full change log)

 

@diehardfc

Your suggestion was just so easy to implement that I couldn't resist to include it in 0.0.6.

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Steam Workshop version... noticed that all the /addon .pbos are also in folder form as well.  Is there a reason for this or just a housekeeping issue?

 

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@lawndartleo

I had the habit to directly upload my local Github repository which also contains the source folders.

I just removed them.

 

 

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(In case you're not aware, Github allows you to upload any files when making a "release" via their web interface, so you don't need to store binary PBOs in the repository itself while having only PBOs in the release - that's how ie. ACE3 does it.)

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On 09/03/2017 at 0:19 AM, oOKexOo said:

Hi all,

I updated Achilles to 0.0.6

 

While there were several changes, I want to emphasise these two below:

  • Change: Improve inventory dialog (improved performance by caching data; separated virtual arsenal (VA) from normal inventory; numpad keybinding: +/- (useful to make fast changes), * = VA, / = weapon sepecific); double click on weapon => weapon specific; sorted alphabetic, press letter/number to switch between entries; include faceware)
  • Feature: Attributes window: Changed attributes are applied on all selected units/vehicles/ammo boxes/groups (as in Eden editor; real game changer!).

(see full change log)

 

@diehardfc

Your suggestion was just so easy to implement that I couldn't resist to include it in 0.0.6.

Hi oOKexOo,

 

I've tested it yesterday. Each time I double clicked on a supply crate, my game was crashing. 

I'm doing more tests to see what mods can be implied in this issue and provide information here if it suits you. 

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As a inspiration, wouldn't it be possible to spawn GBUs as Zeus to simulate CAS? 

At the moment all Airstrikes available to Zeus are Rocket and Gun based and there is no option to drop bombs.

While I understand that changing the CAS Module would be difficult I thought of something like the already implemented spawn Menu, just with the Option to spawn things like Bombs. (Mk.82, GBU-12 etc)

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yeah! +1

 

Just a bomb spawned at a bit of height. give it a good speed vector, angled at the intended position, then BOOM.

Been thinking of that a lot, never got around to, to make my own.

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@Crielaard and @Eagle1992

Bomb run was already suggested multiple times. I also intent to implement it.

 

@Freghar

I acutally wasn't aware of that possibility. However, the *.PBO's are there for a different reason. My local repository is in fact the add-on folder that is loaded in ArmA.

This way I can directly upload my changes to the remote repository. Furthermore, I can easily swap between the different versions and run them in ArmA.

Hence, it just turned out to be very handy for me.

 

@zuzul

Just let me know the mod(s) that lead to issues when you found them.

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Hotfix 0.0.6c is available!

I also removed source folders in the Github release by now.

 

@loopdk

Yeah, you can use XML like syntax.

e.g.

<img image='\achilles\data_f_achilles\icons\icon_achilles_dialog.paa' />

See BIKI for more information (link structured text).

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8 hours ago, oOKexOo said:

Hotfix 0.0.6c is available!

I also removed source folders in the Github release by now.

 

@loopdk

Yeah, you can use XML like syntax.

e.g.


<img image='\achilles\data_f_achilles\icons\icon_achilles_dialog.paa' />

See BIKI for more information (link structured text).

Sorry I was not able to do some test due to professionnal issue.

The crash I've seen in 0.0.6 seems to have diusappear in 0.0.6c. I got a MP mission on dedicated server tonight, I'll give more feedback tomorrow.

 

Many thanks for this release!

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Hi oOKexOo, thanks for your mod, really useful :). I have noticed in the "modules_f_achilles.pbo", in "cfgVehiclesModuleBase.hpp" you have remove vanilla effect modules and training. It is possible to do not do this ? Or add it in an optional pbo not in the addon folder for those who use this kinds of modules...Thanks :).

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With the addition of the ability to name target/LZ/RP logics, would it be possible to add the ability to name the teleporters in a similar fashion?

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