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Run out of likes for today :P I really like these zeus extensions!

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This sounds very interesting, I hope to see this uploaded on steam workshop aswell?

 

also, does this require the original ares mod?

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This sounds very interesting, I hope to see this uploaded on steam workshop aswell?

 

also, does this require the original ares mod?

 

1) The mod will be avaiable on Steam workshop and on Armaholic.

2) Since I reorganize the original mod, I decided to create a standalone addon with no dependencies, but it will contain all features of V1.8.1.

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The pictures are not working! 

 

 

 

 

 Implement more Tracks in Music module

 
For this do you want to make it required for other players? My community play zeus modes only and it's not necessary for other to have @Ares installed. So this will change it. 

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The pictures are not working! 

 

 

 

For this are you want to make it required for other players? My community play zeus modes only and it's not necessary for other to have @Ares installed. So this will change it. 

1) Thanks for the notification. I failed to use permanent links for the images. Should be fixed.

 

2) You brought up a good point. I want to ensure that the mod is still completely client side and only Zeus will need to have it installed. What I meant with more Tracks is the implementation of missing A3 tracks such as Survive  â€“ The Hard Part.

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Looking good!

 

i hope you make sure that any and all tools can be removed from the zeus. This is essential when limiting zeus powers.

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Looking good!

 

i hope you make sure that any and all tools can be removed from the zeus. This is essential when limiting zeus powers.

 

In the Zeus communities I play, there are no limits to features for Zeus. I personally don’t like limits as it may restrict the creativity of the mission. Nevertheless, I see that there are admins who think otherwise.

 

 

In a first step, I will focus on implementing the new features for the first release. Depending on how well it works, I will reconsider your input and may implement it in an update.

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+1 , always loved ARES for zeusing, till it broke at some point. Hope to see this released so i can continue using it. Great work, keep it up!

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Exactly the features i have been wanting to see. Please make this happen. And thanks for the hard work !!!

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+1 , always loved ARES for zeusing, till it broke at some point. Hope to see this released so i can continue using it. Great work, keep it up!

 

What do you mean with "broke at some point"?

Ares version 1.8.1 workes fine for me.

Probably some issues escaped my notice, so it would be good for me to know the specific troubles you have.

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The Garrison feature stopped working and sometimes when using an Ares module zeus crashed and then my game crashed and then whoever else tried to open zeus crashed aswell

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The Garrison feature stopped working and sometimes when using an Ares module zeus crashed and then my game crashed and then whoever else tried to open zeus crashed aswell

 

Well, those problems did not occure to me, but I try rewriting parts of the garrison script which might be origin of instabilities.

Just general crashes are hard to trace back for me. Did they occured in vanilla or in combination with specific other addons? Does the RPT log file reveal anything?

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Great to see this is being taken up. Still use Ares despite many of it's features being broken now.

 

A "land" waypoint for helicopters would be useful :D

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A "land" waypoint for helicopters would be useful :D

 

There is actually a "land" waypoint that worked quite fine a while ago. Unfortunately, it is broken atm.

I wanted to modfy it anyway, since choppers went crazy if a battle was going on next to the intended LZ.

The problem is that any scripted waypoint does not work for Zeus, not only the "land" waypoint.

 

So there would be two approaches: Either waiting for BIS to fix the problem or creating a new system for waypoints.

I have not yet decided what I intend to do about that.

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A proper copy unit with its gear would be cool, it's a pain in the ass to make a an unit with arsenal, then make a squad out of it... It should be as simple as ctrl+c ctrl+v.

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A proper copy unit with its gear would be cool, it's a pain in the ass to make a an unit with arsenal, then make a squad out of it... It should be as simple as ctrl+c ctrl+v.

 

That is exactly why I try to implement such a function.

 

 

Here is the new dialog interface. The new weather module works well as an example:

 

pxYI

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Very Sexy!!!

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Some way to "hard-code" the fly_in_height" would be nice.They are a bit forgetful of what I set their height to right now.

 

Attack pattern for aircraft to fly ; High/Low.

 

Some way to make the tanks  use smoke when they charge,stop-and after a minute or so-move to next position.

 

Some way to,let`s say with a module-or a thing dropped on them-make the helos hide behind cover of a ridge.Or make them execute a AT-Cas-attack at a pre-set position.

 

Or a "Rescue with an Escort" option.

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Thank you for your suggestions.

 

Some way to "hard-code" the fly_in_height" would be nice.They are a bit forgetful of what I set their height to right now.

 

Attack pattern for aircraft to fly ; High/Low.

 

The commands I use are flyInHeight and swimInDepth. I know that AI is especially stubborn while being under attack, but there is not much to do about it.

The aim of the add-on is adding new features to Zeus not to completely modify the  basic AI behaviours. There are other add-ons for such a purpose.

 

Some way to make the tanks  use smoke when they charge,stop-and after a minute or so-move to next position.

 

Good idea. But instead of creating a new waypoint type, I will assign the "countermeasure key" in Zeus interface such that the current selected vehicle pops smoke.

 

Some way to,let`s say with a module-or a thing dropped on them-make the helos hide behind cover of a ridge.Or make them execute a AT-Cas-attack at a pre-set position.

 

Or a "Rescue with an Escort" option.

 

1) The first point should be doable with the proper altitude setting and by assigning a "MOVE" waypoint. However, while being under combat, AI won't follow you well.

2) A new module in which you can assign a location rather than a target would be useful. I add it on my list.

3) For "Rescue with an Escort" the "LAND" waypoint would probably be sufficient, unless I don't get what you exactly want to.

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Did I see Earthquake in the environtment effects tab there? Of course I did haha.. if that's the case does it work/feel the same as the SP earthquakes?

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Did I see Earthquake in the environtment effects tab there? Of course I did haha.. if that's the case does it work/feel the same as the SP earthquakes?

 

LoL, you found the easter egg.

 

It is actually the same function that BIS used for "The East Wind" - campaign. I just execute it globally.

In addition BIS also provided a function for randomly destroying houses on a map, which I also included in the module.

 

 

WE NEED A DOWNLOAD LINK :P

 

Implementing all the stuff takes a lot of time. Unfortunately, in the next two weeks I won't have time to continue the work due to having my final exames.

Nevertheless, I don't want to waste time. Therefore, I decided to release an Alpha version at the beginning of the next week. So in the meantime you can report issues.

This way we can ensure that the basic structure of the mod works and then I can continue implementing the missing functionalities.

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