Jump to content

oOKexOo

Member
  • Content Count

    235
  • Joined

  • Last visited

  • Medals

Everything posted by oOKexOo

  1. oOKexOo

    Achilles

    @Gimpy If you are using ACE3, you can only access the aresenal via ACE interaction menu, not the scroll menu.
  2. oOKexOo

    Achilles

    @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.
  3. oOKexOo

    Achilles

    @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).
  4. oOKexOo

    Achilles

    @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.
  5. oOKexOo

    Achilles

    @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.
  6. oOKexOo

    Achilles

    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.
  7. oOKexOo

    Achilles

    @loopdk What do you mean? What does happend when you click on the group icon and submit the selection?
  8. oOKexOo

    Achilles

    @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".
  9. oOKexOo

    Achilles

    @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.
  10. oOKexOo

    Achilles

    @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.
  11. oOKexOo

    Achilles

    @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.
  12. oOKexOo

    Achilles

    @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).
  13. oOKexOo

    name objects as zeus

    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.
  14. oOKexOo

    Achilles

    @anfo There is a module for that: AI Behaviours >> Search and Garrison Building. I could create a new waypoint based on it.
  15. oOKexOo

    Side tabs disapearing

    @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.
  16. oOKexOo

    Achilles

    @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.
  17. oOKexOo

    Side tabs disapearing

    @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.
  18. oOKexOo

    Achilles

    @tyl3r99 Let's keep it all in the original thread: https://forums.bistudio.com/forums/topic/207325-side-tabs-disapearing/
  19. oOKexOo

    Achilles

    @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.
  20. oOKexOo

    Side tabs disapearing

    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).
  21. oOKexOo

    Achilles

    @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.
  22. oOKexOo

    Achilles

    @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).
  23. oOKexOo

    Achilles

    @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).
  24. oOKexOo

    Achilles

    Lol, what's up with that double-post competition? @Belle_Reve Both modules you placed send code to the server, which obviously doesn't work in MP for you. I guess the mission includes a cfgRemoteExec.hpp, which has to be removed.
  25. oOKexOo

    Achilles

    @Belle_Reve IDK, I don't play Altis Life. You can try to execute the code below with the "Execute Code" module. The line adds all current mission objects to Zeus. [getAssignedCuratorLogic player, [allMissionObjects "", true]] remoteExecCall ["addCuratorEditableObjects", 2] @TheNightstalk3r There are certain mods that lead to issues for the module. RHS alone works fine though. Note that the module will be completely revised in the next major update. @lifetap As I stated earlier, I want to support ACE interactions. Edit: Updated to 0.0.8c
×