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oOKexOo

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Everything posted by oOKexOo

  1. oOKexOo

    Achilles

    There are several issues with your test code: 1) Don't use createVehicleLocal! 2) setVariable for module attributes after the module's creation are useless. You have to do them before the module function is executed, e.g. init line. The code below should work even in MP: [ player, { params ["_player"]; "ModuleCurator_F" createUnit [[0,0,0], (createGroup sideLogic), "newCuratorModule = this; this setVariable ['Addons',3,true]"]; _player assignCurator newCuratorModule; newCuratorModule = nil; } ] remoteExec ["call", 2]; Edit: Oh wait you said SP... SP missions are a bit problematic... This is independent of Achilles though. You will need to activate the addons manually: private _addons = []; private _cfgPatches = configfile >> "cfgpatches"; for "_i" from 0 to (count _cfgPatches - 1) do { private _class = _cfgPatches select _i; if (isclass _class) then {_addons pushBack configname _class}; }; activateAddons _addons; private _curatorModule = getAssignedCuratorLogic player; removeallcuratoraddons _curatorModule; _curatorModule addcuratoraddons _addons
  2. oOKexOo

    Achilles

    It's unlikely that Achilles as such removes the custom factions (except you are using an older version that contains the faction filter settings). The loss of factions after the reloading would indicate an instability due to a misconfiguration in the mission or server. I need to know in which enviroment you tested (SP, dedicated or server host) and also your test mission setup (in the case it's just a mission.sqm you could use https://gist.github.com/).
  3. oOKexOo

    Achilles

    Anyway, as I already told you I can't reproduce your issue so far. I probably miss something. Could you please address all the points below?
  4. oOKexOo

    Achilles

    The mission seems to be a mess... I end up in water and always get the "HQ officer killed" ending. In the short time I can test, Achilles is not greyed out. I loaded Achilles, CBA and CUP, played as the player1 and placed the HQ randomly.
  5. oOKexOo

    Achilles

    That proofs nothing! We are still talking about the issue that Achilles modules are greyed out in Zeus, aren't we? Why are you then talking about Eden Editor? Eden and Zeus behave way different. If you really want me to help you, you should accept my help and do as I say (I already told you twice to test without other addons). Edit: Ok, you're right, a mod conflict is unlikely, since it works for you with a simple setup. Hence, it's the mission that causes the issue. Achilles worked fine when I tested your mission.sqm (replaced the PMF units with vanilla ones...), but as you pointed out there are other files, which we should take into consideration. Can you upload the entire mission by any chance? What I also noticed is that you have two cost modules placed. You should check what happens if you delete them both.
  6. oOKexOo

    Achilles

    @DaveSkywalker There are essentially two issues I could think of. It is either a mod conflict or your mission is not set up properly. The former can be tested by you by unloading all other addons (except CBA, since it is required). The latter can be tested by me if you post the unbinarized mission.sqm (e.g. copy & paste to https://gist.github.com/ and post the link here).
  7. oOKexOo

    Achilles

    @DaveSkywalker The addons value for "ModuleCurator_F" has to be 3 to make addons available to Zeus. Don't set it do another value. For further testing, please unload all other addons except Achilles and CBA. Let me know what happens and in which environment you are working (SP, dedicated server, server host). Edit: If it happens on a dedicated server, also try once with Achilles loaded on the server.
  8. oOKexOo

    Achilles

    @56Curious https://github.com/ArmaAchilles/Achilles/wiki/Execute-Code#restricting-the-module
  9. I was also confronted with this question for the vanilla spawn AI modules. Although this thread is old, I still think it is the best place to post a solution. The solution is to use the alternative syntax of createUnit: type createUnit [position, group, init, skill, rank] The init argument is the init line, which is executed before the module function. Hence, if you do the synchronizations and set the variables here, then it works fine. Note that this syntax does not return the object, so you will have to assign the module to a global variable.
  10. oOKexOo

    Achilles

    @The Spirit of Morpheus As I told you before, I'm not aware of any script command that would accomplish this. So there is a high chance that it is just impossible.
  11. oOKexOo

    Achilles

    @diehardfc As I said it's nothing really new, but rather a fix for an already existing feature. @General Kong The problem for the Ambient Anim module is that we haven't found a general approach via config to get looped animations and a descriptive text. The current approach is to manually add them: https://github.com/ArmaAchilles/Achilles/issues/261. However, I could think of a way to allow mission and addon makers to whitelist animations for the module themselves.
  12. oOKexOo

    Achilles

    Updated to v1.0.2: Change log
  13. oOKexOo

    Achilles

    @diehardfc It's a different feature. The deep copy/paste key bindings were introduced by Achilles and are only useful for unit loadouts (also works when they are in a vehicle). The copy/paste Arsenal modules, on the other hand, were already part of Ares, but in Achilles v1.0.0 and v1.0.1 the feature to copy non-virtual items was lost. They are applicable to anything that has an ammo cargo (boxes/vehicles).
  14. oOKexOo

    Achilles

    @callofmarty Currently not really. There is a light source module in Eden, but it is kinda broken and not on our priority list.
  15. oOKexOo

    Achilles

    @The Spirit of Morpheus You are correct, the compositions created in Eden cannot be used outside. Achilles won't change that fact. Someone would have to write an extension that allows importing them as Bohemia didn't provide that feature. I doubt this will ever gonna happen. However, Achilles allows you to edit the loadout when you are in Zeus. Yes, that's because Eden is not a real-time editor in contrast to Zeus. Again ... just forget about saving pre-assebled weapons. They won't be saved, even when you use Achilles and that fact won't change. Period. As mentioned before you should forget about an exporting custom compositions from Eden. Just edit the loadout in Eden or in Zeus and save/load them in Zeus with the copy/paste Arsenal modules provided by Achilles (v1.0.2).
  16. oOKexOo

    Achilles

    @The Spirit of Morpheus Achilles is for Zeus. If you are looking for an expansion for Eden, you should have a look on 3den Enhanced. I have to admit that I'm not aware of any way to add weapons with customized attachments/magazines to a cargo (by means of a script). Why even bother to do such a thing when just adding the items separately doesn't make much of a difference to be honest? Things that Achilles provide and may make your life easier are the copy and paste Arsenal modules, which also work on vehicle cargo (they won't work for your customized weapons, so just add the items separately). Note that in v1.0.0 and v1.0.1 the copy and paste Arsenal modules will only copy the virtual Arsenal, not the standard inventory. We'll provide a fix with v1.0.2, which will come soon. Finally, the vehicle garage is accessible when you double click on a vehicle and press the "garage" button. It is also possible to save/load customizations. Edit: There is also a button "cargo", which allows you to edit the inventory.
  17. oOKexOo

    Achilles

    @diehardfc In the case he uses vanilla Zeus it is indeed a locality issue as many features can't handle non-local units. If he didn't place the units himself, then they are for sure not local to his machine. Of course even if he placed them, the HC script will make them non-local at some point. As I told in my previous post, Achilles improved the attribute window in the way that it is capable of handling non-local units. The question remains why it still fails for him when he is not admin. One assumption I have is that the remote execution function Achilles_fnc_spawn gets blocked. If this is the case you should find something like the line below in the RTP file on the server: Warning: %1 (UID: %2) tried to use Achilles_fnc_spawn without permission! where %1 is his name and %2 is his UID. Edit: Oh well, stance and behaviours are not using Achilles_fnc_spawn and therefore, it must be a different issue... A script for testing locality: When the execute code module is placed on an unit and the code below is executed globally, you'll see in the chat to who it is local. if (local param[1]) then { switch (true) do { case !(isServer or hasInterface): { "HC" remoteExecCall ["systemChat"]; }; case (isServer): { "server" remoteExecCall ["systemChat"]; }; default { profileName remoteExecCall ["systemChat"]; }; }; };
  18. oOKexOo

    Achilles

    @john1 1) It is hard to follow what your actual suggestion is, especially in first sentence. Note that the vehicle garage allows turning on/off lightbars. It also works on multiple vehicles simultaneously when you select them before opening the attribute window. 2) You can drag a vehicle/cargo box on top of a transport plane/chopper in order to load/slingload it. 3) To make the paradrop WP on the spot is not feasible, as you probably well know that the AI can be pretty stubborn. What do you mean with "work with other then RHS"? The paradrop WP should in theory work for any 3rd party add-on.
  19. oOKexOo

    Achilles

    @diehardfc Maybe a stupid question, but did the player that got promoted and had the issue with commanding the AI have Achilles loaded? Edit: Just got that idea, since the attribute window for vanilla Zeus does not work properly for non-local units (I assume he tried to modify your placed units (= owned by you) or units part of the mission file (= server owned).
  20. oOKexOo

    Achilles

    @orllak32 This is the current limit of the module. It may support miniguns in future.
  21. oOKexOo

    Achilles

    I was talking about a solution that doesn't require scripting as you suggested for the buttons.
  22. oOKexOo

    Achilles

    @bumgie Hmm, I obviously didn't get your point about customization before. I didn't think about making use of CBA settings for restricting features on a server so far. This would be indeed a nice feature, especially for a ZvZ scenario. Edit: I suggest a more general approach that includes modules as well together with the reintroduction of the faction filter.
  23. oOKexOo

    Achilles

    @bumgie I don't see how these buttons are bothering anyone. They provide integral features of Achilles. Btw. the execute part is vanilla. Edit: I guess it would be possible, but one should avoid such an example of micromanagement. As far as I know some AI mods such as ASR AI provide automatic rearm.
  24. oOKexOo

    Achilles

    @Pseudoruse The save game option is incompatible with Achilles. We found no solution to it so far.
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