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oOKexOo

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Everything posted by oOKexOo

  1. oOKexOo

    Achilles

    @General Kong I know, I changed it to Alt+2xLMB in 0.0.8c which will be released soon.
  2. oOKexOo

    Achilles

    @john1 1) Wrong thread for MCC questions! 2) AFAIK you can't command AI to lase a target. Most of your request are not general tools, but rather specific collections of tasks. I won't implement such modules, but you can create custom modules instead. @ayjay There were several severe issues that were reported and I also experienced some myself. Hence, I temporary removed the option, but it went missing in the change logs. I'll mention it in the upcomming hotfix.
  3. oOKexOo

    Achilles

    @lifetap There are several modules that do not have yet an ACE interaction such as intel, lock doors and ofc IEDs. I intend to replace the vanilla interactions by the ACE system in the case ACE is present. @Freghar The line you posted executes the following script: RscAttributeSkill.sqf. The slider range is hard-coded there. The config entry you posted is exactly what I need to change it.
  4. oOKexOo

    Achilles

    I actually don't know why there was an update. I haven't updated anything. @lawndartleo 1) The intel is just a text message that is added to the diary. 2) I intend to revise the vanilla task modules in future. @callofmarty I'll change the hotkey to "ALT + 2xLMB" due to a conflict with MCC. The issue you reported is however something different. The release of a key is no longer detected if the Zeus interface was closed. Hence, it is a timing issue and as the transition is much faster than for remote control, it is more likely to happen. There is a hotfix comming soon, but in the meantime just press LSHIFT after re-opening the Zeus interface.
  5. oOKexOo

    Achilles

    @Ahmed Jubi The name can be seen in the object list on the left side. You can furthermore give them more descriptive names, so you don't even have to check which logic is which one.
  6. oOKexOo

    Achilles

    Btw. that was the 0.0.8 update^^
  7. oOKexOo

    Achilles

    It's already fixed on dev branch (0.0.8). Just to make it clear. I changed the versioning a bit, since it actually wasn't really defined before. So for those who followed my task list the previous 0.0.8 has become 0.1.0. Check change log for more information about versioning.
  8. oOKexOo

    Achilles

    @Tittoffer It's a bug. The intended behaviour is that the map should only be opened for the player that found it. In constrast, the shared with option should work as intended in the way that the intel is only added to the players that the intel was shared.
  9. oOKexOo

    Custom sounds

    I don't think that post will help you as the topic wasn't resolved there. Here is another thread worth to look at: My example class structure that was mentioned there: https://github.com/oOKexOo/AresModAchillesExpansion/wiki/Custom-Music
  10. oOKexOo

    Achilles

    @lawndartleo and @diehardfc I've never used "#adminlogged", so I can't tell much about that. Regarding the remote control: We soon get an alternative module to remote control that actually allows switching the player to the selected unit. The advantage is that you have full control over the unit (e.g. commanding subordinates). I don't know yet how stable it is and how well it works with TFAR. I will definitly require feedback from the community here.
  11. oOKexOo

    Zeus Sounds - CfgSounds ?

    @Midnighters Mokka directed you the right way, but you seem to refuse it. You are right that a child of cfgMusic does not automatically get added though. This is observed, since your class must contain certain attributes as well. Just use my example class in the link Mokka posted. Btw. it will only work for music defined in an add-on in vanilla Zeus. If you include the class in a mission instead, it will only work with Achilles. Edit: Please post such a topic in "Zeus Editing" the next time.
  12. oOKexOo

    paradrop waypoint in zeus

    Lol, these waypoints are added to Zeus by Achilles, not ACE.
  13. oOKexOo

    Achilles

    @Arma3_JSOC I guess it was updated on PW6 even before I made the post. @kman_(kya) If you place an object with specify position enabled, the simulation on the spawned object is disabled. You can then place it e.g. on the carrier. The simulation is re-enabled by hitting enter.
  14. oOKexOo

    Achilles

    I just published 0.0.7d with hotfixes for mainly issues that came with 1.70 and with a few new features for the JETS DLC.
  15. oOKexOo

    Achilles

    @Riksen You have to make sure that there are no Achilles cfgPatches present in addons[] as well as AddonsMetaData. If you still have a dependency, you probably placed an Achilles object such as a persistent smoke pillar module. In that case you have to delete that object as it won't work without Achilles.
  16. oOKexOo

    Achilles

    @Royal Eagles I need some more details (see suggested form in the first post) and I have a few additional questions: 1) Are the modules greyed out? 2) What happends if Achilles is loaded to the server?
  17. oOKexOo

    Achilles

    @lordprimate No offense taken. @gibberg Can you please describe what you did in more details? A possible structure for your report is given in my first post. @DAGGER [111] Yeah, it is a known issue. I use H for the Medical Menu in ACE. The solution is to either unbind or reassign "Last help" in "Common". @BlueNexus Assigned in #76.
  18. oOKexOo

    Achilles

    @GamerOnkel I won't, but you have at least the choice which attribute window you want to have as I explained in an earlier answer. @lordprimate That "probably" in your first paragraph doesn't sound convincing tbh. Note that MP environment is challenging to debug and most of the times things are not as they seem to be. Hence, I wouldn't draw a conlusion too early. I just won't consider downloading and checking out entire mod sets. However, if someone is willing to narrow down the search to the mods that are in fact in conflict, I will have a look on it. Since you emphasized that you won't further investigate the issue atm, I would just recommend using an older version of Achilles for now.
  19. oOKexOo

    Achilles

    @GamerOnkel I see what you mean. With Achilles loaded, the ammo box attribute window no longer pops up automatically when you place a box. It had been annoying that the window pops up all the time despite the fact that you did't intent to edit the box. Hence, I removed it.
  20. oOKexOo

    Achilles

    @GamerOnkel That window you show in the video is MCC, not Achilles! If you want to see the Achilles modified vanilla attribute window instead, you have to either unload MCC or drag Achilles below MCC in the game launcher.
  21. oOKexOo

    Achilles

    @GamerOnkel I don't understand what issue you have with ammo box attributes. Can you explain it in more details?
  22. oOKexOo

    Achilles

    @lordprimate I never have signature verification enabled on my dedicated test server tbh. So I just gave it a try with Achilles + CBA only and I had no issues. Maybe it is a problem on your side or you got your version from PW6 which has a different key that might be broken. BTW: All previous versions of Achilles can be downloaded on Github: https://github.com/oOKexOo/AresModAchillesExpansion/releases
  23. oOKexOo

    Achilles

    Just published hotfix 0.0.7c. I withdraw my previous statement that any plane from 3rd party add-ons should work for the CAS module. It's more a trial and error situation. RHS is fine, but CUP for instance hardly works. I won't consider fixing this issue as it would require an individual treatment for each incompatible plane.
  24. oOKexOo

    Achilles

    @john1 No way to adpat such features as they are hard-coded. How about using the set altitude module? @Belle_Reve 1) Lol, I skimmed through the branches instead of looking for releases. I got it now. 2) Achilles 0.0.7 requires ArmA 1.68! I always try to make use of newly introduced script commands.
  25. oOKexOo

    Achilles

    Regarding CAS module Thx SoylentScience, your report was exactly what I needed. I have an idea how to fix it. @khaosmatical I'm afraid I can't. Most handles for the Zeus interface seem to be hardcoded. Edit: Regarding Lock door module My notes in the change logs are not really written well on that one. Breachable doors can only be opened with demo charges. Other features that are present in Sushi's Breach Script are not yet present.
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