oOKexOo 237 Posted July 12, 2016 The release was delayed by an unexpected issue of the attachTo script command. I could find a work around such that the Advanced Composition system should work fine now. Therefore, Alpha V 0.0.2 is now avaiable. Have fun! Edit: Important key combinations to group/ungroup selected Advanced Compositions: CTRL + G and CTRL + SHIFT + G (not to confuse with SHIFT + G for eject passengers) Edit2: Note that I changed the release to 0.0.2c, since the first version did not work. 3 Share this post Link to post Share on other sites
rekkless 240 Posted July 12, 2016 Hey Kex Should we or do we need to run ARES along side this?Does Achilles include everything form ARES or are we best running both ARES and Achilles? Share this post Link to post Share on other sites
Singh Aram 137 Posted July 12, 2016 No you dont need ares. Achilles is a standalone mod. Share this post Link to post Share on other sites
Singh Aram 137 Posted July 12, 2016 Please update the mod on PW6.. Share this post Link to post Share on other sites
General Kong 148 Posted July 12, 2016 and I hope you upload to steam workshop when you get the chance Share this post Link to post Share on other sites
Guest Posted July 12, 2016 Release frontpaged on the Armaholic homepage. Ares Mod - Achilles Expansion Alpha 0.0.2c Community Base addons A3 Share this post Link to post Share on other sites
Kriegsluh 3 Posted July 12, 2016 This update took a while for you to release,but it was worth its time! Small request; When you place the earthquake module,it'd be nice to be able to enable/disable the random destroying of buildings. Keep up the good work! ^_^ Share this post Link to post Share on other sites
oOKexOo 237 Posted July 12, 2016 @Arma3_JSOC It seems that someone already linked the newest version on PW6. @Kriegsluh Definitely an essential option that I forgot. Added it on my to do list. @generalkong I didn't want to release the first version on Steam Workshop, as I had no idea how stable the add-on really was. Actually, the number of issues was smaller than I expected so far. So here we go: http://steamcommunity.com/sharedfiles/filedetails/?id=723217262 1 Share this post Link to post Share on other sites
Spoor 23 Posted July 12, 2016 :ok: :ok: .. thanks for the update Share this post Link to post Share on other sites
General Kong 148 Posted July 13, 2016 Thanks Kex :) Share this post Link to post Share on other sites
Cel.Geoffry 1 Posted July 13, 2016 I can not see the modules in the editor ... something changed? Share this post Link to post Share on other sites
arma301 10 Posted July 13, 2016 great job i love the attachto added to this mod the advanced composition tool works only on object i mean when i add unit to a compostion , when i spawn it they act like objects and don't react to anything (they spawn with the yellow icon) another thing even if i create composition of only objects when i spawn them , i cant edit them one by one they move as groupso i find a tricky method to overcome this problem , which is by attach them to something then detach but u know in large composition that will be a problem :/ one last thing , the create artelery target support , i cant move it and cant delete it tooanyways good job and sorry for bad english Share this post Link to post Share on other sites
twakkie 57 Posted July 13, 2016 Regarding composition spawning. Please look at the wizzards Larrows work: https://forums.bistudio.com/topic/191902-eden-composition-spawning/ Maybe you can adopt or change it to suit your needs in zeus? Cheers Share this post Link to post Share on other sites
oOKexOo 237 Posted July 13, 2016 @Cel.Geoffry Do you mean that the modules are not visible as Zeus for you? @arma301 1) The advanced compositions are intended to be used for objects only atm. 2) You should be able to edit them independently if you ungroup the composition with CTRL + SHIFT + G. 3) Strange... Normally, you should be able to move and delete them. Does that issue occures persistently? @twakkie I will definitely have a look on that script if I have some time. I probably will change the system in future, but I try to keep it backward compatible. Share this post Link to post Share on other sites
arma301 10 Posted July 14, 2016 @oOKexOo 3) sorry i was wrong in the name of module the problem happen to "create artillery target" and "create suppression target" Share this post Link to post Share on other sites
zafjr 50 Posted July 14, 2016 I have a suggestion for a feature. A lot of times, players (i think especially those who join after you) arent "selectable". You have to Add them to zeus (add objects to zeus). This can get tiring especially when players join in and out of the server. It also gets messy when the surrounding objects also get added to zeus :-p (this is a complete mess when youre on the Nimitz hehe). Is it possible to have all joining players added to zeus automatically? or maybe have an "Add all players" option for the "add/remove editable objects" module? 2 Share this post Link to post Share on other sites
willithappen 194 Posted July 14, 2016 I have a suggestion for a feature. A lot of times, players (i think especially those who join after you) arent "selectable". You have to Add them to zeus (add objects to zeus). This can get tiring especially when players join in and out of the server. It also gets messy when the surrounding objects also get added to zeus :-p (this is a complete mess when youre on the Nimitz hehe). Is it possible to have all joining players added to zeus automatically? or maybe have an "Add all players" option for the "add/remove editable objects" module? Try putting this in a "OnPlayerRespawn.sqf" YourcuratorName addCuratorEditableObjects [[player], true ]; 1 Share this post Link to post Share on other sites
Cel.Geoffry 1 Posted July 14, 2016 @Cel.Geoffry Do you mean that the modules are not visible as Zeus for you? @arma301 1) The advanced compositions are intended to be used for objects only atm. 2) You should be able to edit them independently if you ungroup the composition with CTRL + SHIFT + G. 3) Strange... Normally, you should be able to move and delete them. Does that issue occures persistently? @twakkie I will definitely have a look on that script if I have some time. I probably will change the system in future, but I try to keep it backward compatible. recently downloaded the mod, time to edit I thought the Ares Mod has its own modules, or am I wrong? Share this post Link to post Share on other sites
winterbornete 12 Posted July 15, 2016 Hi there, noticed something: When giving a helicopter a waypoint of type "ACE Fastrope", everything works fine, but the hover altitude during roping is only like 5-10m. This means if doing a fast rope action, the heli will fly into trees, buildings, etc. The ropes are about 30m long, so you could likely safely set it up to do it from 20-25m, that way things like jungle insertions, roping onto roofs, etc could happen. Share this post Link to post Share on other sites
Singh Aram 137 Posted July 15, 2016 Request supply drop feature, eg, selected aircraft (eg.RHS aircrafts) drops ammobox with parachute on module location. Because lot of time we running low on supplies. 2 Share this post Link to post Share on other sites
diehardfc 41 Posted July 15, 2016 recently downloaded the mod, time to edit I thought the Ares Mod has its own modules, or am I wrong? These modules are not available in the editor, only when you are playing a mission as Zeus. Ares had its own modules, indicated by the Spartan helmet, but Achilles modules are integrated into other dropdowns with no special markers. Share this post Link to post Share on other sites
oOKexOo 237 Posted July 15, 2016 @arma301 I could reproduce the error by chance. It happened to me when the Game Master module only allowed official addons. Does it also tell you "INSUFFICIENT RESOURCES"? If you allow any add-on all worked fine for me. Anyway, I try to fix it. Edit: I recommend to edit the Game Master module to allow any addons, since some features such as "recent modules" do not work for Ares respective Achilles expansion otherwise. @zafjr This is definitely a server side respective a problem of the mission. For instance, in a zeus game master mission that was set up properly all players are selectable for you. Note that the command willithappen described has to be executed server side. @winterbornete In spite of being aware of what you described, I cannot fix it atm due to this current issue: https://feedback.bistudio.com/T82970 9 meters is the best solution I can offer until BIS has fixed the bug. @Arma3_JSOC Supply drop is definitely planed in future. You can use the sling load waypoints for supplies atm. Share this post Link to post Share on other sites
zafjr 50 Posted July 15, 2016 Alright. Oh, was playing last night and set down a teleporter (alpha) at the Nimitz Carrier. Teleported straight into the water. It doesnt seem to take into account the height of the teleporter (flag pole) Share this post Link to post Share on other sites
S.Crowe 142 Posted July 16, 2016 @zafjr No it doesn't. Share this post Link to post Share on other sites
eh chaser 285 Posted July 16, 2016 Hey Kexo, great progress has been made by you..i like it very much. A little feature request by my side.. is it possible to add the EOD functions to a unit like the add medic module? Regards Chaser Share this post Link to post Share on other sites