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oOKexOo

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Everything posted by oOKexOo

  1. oOKexOo

    Achilles

    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. 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.
  2. oOKexOo

    Achilles

    Thank you for your suggestions. 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. 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. 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.
  3. oOKexOo

    Achilles

    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:
  4. oOKexOo

    Achilles

    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.
  5. oOKexOo

    Achilles

    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?
  6. oOKexOo

    Achilles

    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.
  7. oOKexOo

    Achilles

    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.
  8. oOKexOo

    Achilles

    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 – The Hard Part.
  9. oOKexOo

    Achilles

    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.
  10. oOKexOo

    Zeus Land Way-points do not work

    Reported the problem in the new feedback tracker: https://feedback.bistudio.com/T116699. Please add comments there if needed.
  11. oOKexOo

    Eden Composition spawning live

    Well, at the moment the loading and saving is handled with the engine based command do3DENAction which does not work outside eden. I'm currently working on an addon for Zeus which includes spawning/saving custom compositions (currently stored in profile namespace). I see a great potential in using SQE files instead and therefore I hope it will be implemented.
  12. oOKexOo

    Zeus Land Way-points do not work

    I observed the issue as well by chance. However, I noticed that the problem is not only related to the LAND waypoint. Initially, I wanted to create a custom Waypoint for my addon and noticed that the sqf file for the waypoint was only executed in editor placed ones but not for the ones placed by Curators. As a consequence, I tried out the advanced waypoints (FIRE ARTILLERY and LAND), since I wrote the config of my custom waypoint analogously to them. The same was observed: the sqf file were not executed if the waypoint was placed by Curators.
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