-
Content Count
237 -
Joined
-
Last visited
-
Medals
Everything posted by oOKexOo
-
@Rockapes I just tried the mission as a server host with CBA and Achilles only. There are several script errors at the beginning... The mission seems to be a bit broken. The Zeus slot has no curator module assinged, but I realized that it is assigned to the squad leader slot instead. The squad leader has Zeus access and I could place modules without any issues. You either find a better template or try to fix the errors yourself. @bumgie Are you talking about the spawn attributes?
-
@Gimpy Currently no, unless ACE Arsenal pbo is not present. We are thinking about an option to provide ACE and vanilla arsenal simultaneously.
-
@Rockapes Thx for sharing the details. I guess you modified the mission.sqm by hand. As far as I know you have to set a number there. Are you sure that you didn't mix up "No addons" with "ALL ADDONS including unofficial"? Anyway, since I can't reproduce your issue with our mission templates, it would be best if you could send me the mission (Dropbox, Google drive, whatever). Alternatively, in the case the mission consists only of a mission.sqm, you could directly paste it to https://pastebin.com/ and post the link.
-
@loopdk No, the last dialog choices are only saved for a session. We could save them as a profile variable, but we first have to assess if it is worth to burst the profile namespace with even more variables. @Rockapes and @Tobur This is probably an initialization error. The curator module does not allow third party add-ons by default. We introduced a workaround some time ago, but it seems to fail in your case. The best solution is to setup the mission the way the workaround is not needed at all: Modify the curator module and set "Default Addons" to "All Addons (including unofficial ones)" (see Youtube video).
-
@loopdk It seems that the script command addCuratorEditableObjects is no longer capable of adding mines that were placed in the Eden editor. I don't fully understand why it is not possible based on the fact that they are not simple objects. Anyway, there is nothing we can do about it at the moment.
-
@loopdk Where does these mines come from? Could they even be added in earlier versions? Note that it is not possible to manipulate simple objects with Zeus.
-
I forgot to announce that we published the hotfix v1.0.1. Change log The arsenal and "add/remove editable objects" modules should work fine again. The arsenal module does not require ACE, but if ACE is loaded, then you can only access the arsenal via ACE interaction menu.
-
@everyone v1.0.0 was released! Change log @zafjr I would check the new update ;) @loopdk The ACE heal module already supports the "selection option".
-
@ViperVapes. CreepPork is right in the way that the system wasn't designed for vehicles. However, it is actually possible to make empty vehicles drivable. You have to ungroup the composition with CTRL+SHIFT+G and you may have to enable the simulation.
-
@Crielaard Hmm, that's an interesting behaviour. There is no script command that remove EHs in the Module code. Maybe it's an side effect of the addCuratorEditableObjects command. You could give it a try with the it. @Chairborne A failure of the garrison module indicates a conflict with a module that modifies the AI behaviour, such as ASR, VCOM and so on. @EddieX The cluster bombs may find their way in. @Jnr4817 Sure, why not? It's just in the Eden editor where Achilles may create a mod dependency which has to be manually removed from the mission.sqm.
-
@ConArts You could create an IED with the IED module and set the trigger method to manual. If you trigger it by hitting END. It's certainly not exactly what you wanted, but the best that Achilles currently has to offer. @Crielaard Thx for your suggestion. This could be a possible work around. @Arcieri 1) Select the driver in the entity list on the left hand side or drag-select the entire vehicle. 2) You should then see the driver's icon on the vehicle. 3) Press CTRL (for RC) or ALT (for switch unit) and double click on that icon.
-
@anfo Well, the add-on is designed for Zeus. Some features are available in Eden as well if you define the config right. The problem is just that your mission becomes dependent on Achilles if you place them in Eden. @diehardfc 1) Switch unit and remote control make use of very different script commands. Note that he remote control module is still the vanilla one, except that the line that was responsible for the wind sound effect was removed. As you correctly assumed, the issue is not Achilles related. The switch unit module, on the other hand, is still unstable under certain circumstances which I haven't identified yet. 2) What bugs me most about the suppression module is that the units often start shooting before they actually aimed at the target. I haven't found a satisfying solution for it, as some script commands just aren't as reliable as I hope they would. The suppressive fire module was redesigned for handling non-local units, I'm glad it is working now to some extent. I still don't understand, why the artillery module fails for the HC, although it can handle non-local units (e.g. on server).
-
Just because it requires CBA, it doesn't imply that the mission is not vanilla compatible. In fact, only the Zeus player has to load CBA and Achilles, whereas the other players don't require any add-ons at all.
-
@anfo There is a module for that: AI Behaviours >> Search and Garrison Building. I could create a new waypoint based on it.
-
@JB47394 Nice repro. In general, it seems that a side gets lost provided that you switch the topmost tab and the current selected faction in the new tab does not contain an entry that matches the filter. There is definitely a vanilla issue that was introduced with the seach function.
-
@Dostojetski The advanced composition system is designed for buildings and furnitures. The "Save mission SQF" module however will be extended for saving inventories, animations, etc.
-
@tyl3r99 As I mentioned, the faction whitelist has been removed. So there is currently no longer a part in the Achilles initialization, that I can think of, causing such an issue. If it is a vanilla issue, which is probaby the case, it can't be fixed with mods.
-
@tyl3r99 Let's keep it all in the original thread: https://forums.bistudio.com/forums/topic/207325-side-tabs-disapearing/
-
@Ak47wut You have to drop the module on the unit. @rekkless & @edgalev First of all, these two keybindings are vanilla features. It is possible to change the keybinding to some extend: (Options>>Controls>>Zeus>>Toggle Interface) However, you still have to press CTRL + SHIFT in addition in order to remove the watermark. This is a hard-coded behaviour and thus, it cannot be changed with mods.
-
I observed that issue too, but I thought it was related to an instability of the faction whitelist in Achilles. As a consequence, the faction whitelist has been removed since the 0.0.8 update. Maybe I was wrong, as you observed it in vanilla as well. Reloading the Zeus interface seems to be a workaround (e.g. remote control an AI and switch back to the interface).
-
@z720ll Thank you for sharing the translation. Note that you mustn't change the English entries, but I can easily fix it. It will be included in the next update.
-
@zafjr This is a hard-coded behaviour, so nothing I can change. At least the height can be tweaked with the "Object" >> "Set height" module, which allows changing the relative height. There is also a vanilla keybinding, which allows aligning objects horizontal (by default X).
-
@Belle_Reve I don't think you really understand the situation. cfgRemoteExec is a remote execution whitelist for commands and functions. If this list does not contain functions/commands the module remotly executes, the module won't work properly. I intend to provide a sample cfgRemoteExec list in 0.1.0, but for now you either determine the required functions yourself (not recommended) or you remove the cfgRemoteExec (recommended).