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oOKexOo

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Everything posted by oOKexOo

  1. oOKexOo

    Achilles

    Regarding CAS module I'm a bit shocked that such an issue was not observed in my final debug. I want to resolve this issue fast, but I have one important question. Does this issue only happen if Achilles is loaded on the server? (server keys do not have to be considered) @teddymosart1 It basically means that jets from any 3rd party add-ons are now available, provided that they have the compatible ammuntion. @Laerte Leite It's currently just the vanilla animation viewer. Hence, you can not yet use it for applying animations.
  2. oOKexOo

    Achilles

    I updated to 0.0.7. The most notable features for vanilla are probably the vanilla bomb strike module, garage (vehicle attribute) and the lock door module. @callofmarty As diehardfc mentiond, you can play with skill values. Furthermore, the ability module also allows tweaking AI behaviour e.g. prevent automatic combat mode. However, there is no final solution to it. @diehardfc Good points. I will add allowFleeing to the ability module.
  3. oOKexOo

    Achilles

    @diehardfc I don't really see your point tbh. The option burst is intended to simulate the burst fire mode of a weapon which is usually 3 rounds. However, I could make the time between the burst rounds more dynamic if you wish. Edit: Forget the last sentence. I just introduce a new dynamic automatic fire mode.
  4. oOKexOo

    Unusable Modded Units in Zeus

    This issue has been reported multiple times (see T122322). The most straight forward workaround was suggested by Powershard:
  5. oOKexOo

    Achilles

    @diehardfc 1) I definitely want to introduce the non-local unit aspect to suppressive fire. However, according to your description of the module's behaviour, it might be tricky to get it working with Werthles' HC kit. The group members do indeed move in new groups during suppression and move back to the old one at the end. The rationale for this procedure is that single AI groups do have a more desirable behaviour. In fact, it the module would be worthless otherwise. 2) I rather suspect that the issue is in the way the HC script works. I don't have a HC available. The script below works for any non-local vanilla mortar in theory: _mortar = _this select 1; [_mortar, [(position _mortar) vectorAdd [100,0,0], "8Rnd_82mm_Mo_shells", 1]] remoteExecCall ["commandArtilleryFire",_mortar]; If you still get issues with HC units, then the HC script has to be adjusted. Otherwise, it is more likely an Achilles issue which I might be able to fix with your help @Belle_Reve This is an outdated script, which was removed by Anton in 1.8. Since, I never had a version below 1.8, I even don't have that script. I plan to expand the "save mission sqf" feature in future anyway. If you just use empty vehicles for your compositions, you may want to check advanced compositions. --break-- Edit: The 0.0.7 update will probably be published in the next few days.
  6. oOKexOo

    Achilles

    I just see that my last post is not formulated very clear. What I did was a test without Achilles. Hence, the loss of factions is unrelated to Achilles. @nation1ne It's definitely a legitimate question. The order of loaded add-ons indeed affects the behaviour. The behaviour I described is observed in the case Achilles is loaded first. In contrast, Achilles attribute windows replace the MCC ones if you load MCC first instead.
  7. oOKexOo

    Achilles

    @Unleashthepain I also observed that factions from 3rd party add-ons are no longer loaded (tried with CBA+MCC+RHS). Hence, it has to be addressed to MCC instead. - unrelated - It also seems that newer versions of MCC override unit/vehicle attribute windows entirely, so you won't have access to attributes that were introduced with Achilles.
  8. oOKexOo

    Achilles

    @Unleashthepain Once more... I can't resolve this issue whithout having sufficient information on how to reproduce it. A) Reduce the amount of mods to Achilles + CBA and one kind of unit add-on (preferably RHS or CUP). If the issue dissapeared, it is more likely that it is in fact a mod conflict. B) Check if the error is related to the mission setup instead (thus set up a simple mission => see my last post).
  9. oOKexOo

    Achilles

    Lol, the vanilla bomb strike module perfectly works in Zeus without any modification. Dunno why it was never made available for Zeus in first place. @hamster furieux I couldn't reproduce the issue yet. It could be that one of your add-on interferes with Achilles or the mission is not set up properly. The problem could be related to an issue reported on steam (link). I suggest these two procedures to track down the issue: 1) Just try with Achilles + CBA and one unit add-on (e.g. RHS) only and see if you still get issues. 2) If you still get issues, just create a new map in Eden with a player and a game master module (curator module) synced to him. Additionally, set "Default Addons" to "All Add-ons (including unofficial ones)" for the curator module and try again.
  10. oOKexOo

    Achilles

    @lawndartleo I'm afraid there is no script that would allow you spawning advanced compositions in Eden atm. @hamster furieux I suspect that the factions get filtered by Achilles for some reasons. Did you check that the factions are actually checked in Achilles settings (local and server)?
  11. oOKexOo

    Achilles

    @General Kong I thought about extending the spawn attributes by including a way to preset object attributes. @diehardfc The original Zeus editor as well as Ares were not really designed for modifying non-local units tbh. I already fixed several locality issues. Hence, most modules and attribute changes should also work for non-local units by now. Suppressive fire does indeed not yet support non-local units. In contrast, artillery fire support does support them (also in original Ares). Thus, an issue in the latter case currently makes no sense to me. Can you check if you also get issues with artillery if the unit is local to the dedicated server? @teddymosart1 1) Are you kidding me? 2) I don't really get what you mean with "auto-enable". Can you describe your idea in more detail?
  12. oOKexOo

    Achilles

    @norx_aengell The issue has already been addressed by @shukari (see #61).
  13. oOKexOo

    Achilles

    @diehardfc I can't think of many possibilities for such an issue. Either your 0.0.6d version is broken or you have an older version loaded as well, such that the composition config is overwritten.
  14. oOKexOo

    Achilles

    Just added chapter 2 for the tutorial series: Ares Mod - Achilles Expansion: Tutorial Chapter 2 - Attributes Window
  15. oOKexOo

    Achilles

    @SilentSamuraii I did not yet cover that topic in the tutorial series. Nonetheless, Liru already did a video on that topic (Youtube link). Some notes: - All objects will be attached to the basis object. - Advanced compositions currently only works for emtpy objects.
  16. oOKexOo

    Achilles

    @john1 I guess you mean the vanilla CAS modules. The mod designer has to specify in the config that his jet can be used for the module. RHS has done this for instance. I can check the BIS module function for alternative ways to get any jet working. Support Module was already requested. Task lists can be found in the issue tracker. Note that they are provisional though. I will have to postpone some features.
  17. oOKexOo

    Adding Zeus to SQM Manualy.

    You don't need to manually edit it (check my post in T123797).
  18. oOKexOo

    Achilles

    To be fair, only the issue with compositions was actually caused by the 1.68 update. All should be now fixed in hotfix (0.0.6d).
  19. oOKexOo

    Achilles

    I just started with a series of tutorials to cover Achilles in more detail. Ares Mod - Achilles Expansion: Tutorial Series @voodoo23 Well, the vanilla ones still work. It seems that only custom compositions are affected, since ZEC has the same problems. I suspect a change in the config structure, but I'm not sure yet.
  20. oOKexOo

    Achilles

    @noilliz & @diehardfc Yeah, 1.68 leads to several issues. I also noted that damage vehicle components is broken. Time for yet another hot fix.
  21. oOKexOo

    Achilles

    @norx_aengell Why would you need them? Any effect can be spawned with the "Spawn Effect" module in the "Spawn" category. Furthermore, the only really useful feature in the training module was the possibility to sent hints, which can be done in Achilles with the "Hint" module in category "Zeus". @MrBagel Yeah, it can be done analogously. I just forgot about TPs in the last update. @asgar It sounds like a server key issue though.
  22. oOKexOo

    Achilles

    Hotfix 0.0.6c is available! I also removed source folders in the Github release by now. @loopdk Yeah, you can use XML like syntax. e.g. <img image='\achilles\data_f_achilles\icons\icon_achilles_dialog.paa' /> See BIKI for more information (link structured text).
  23. oOKexOo

    Achilles

    @Crielaard and @Eagle1992 Bomb run was already suggested multiple times. I also intent to implement it. @Freghar I acutally wasn't aware of that possibility. However, the *.PBO's are there for a different reason. My local repository is in fact the add-on folder that is loaded in ArmA. This way I can directly upload my changes to the remote repository. Furthermore, I can easily swap between the different versions and run them in ArmA. Hence, it just turned out to be very handy for me. @zuzul Just let me know the mod(s) that lead to issues when you found them.
  24. oOKexOo

    Achilles

    @lawndartleo I had the habit to directly upload my local Github repository which also contains the source folders. I just removed them.
  25. oOKexOo

    Achilles

    Hi all, I updated Achilles to 0.0.6 While there were several changes, I want to emphasise these two below: Change: Improve inventory dialog (improved performance by caching data; separated virtual arsenal (VA) from normal inventory; numpad keybinding: +/- (useful to make fast changes), * = VA, / = weapon sepecific); double click on weapon => weapon specific; sorted alphabetic, press letter/number to switch between entries; include faceware) Feature: Attributes window: Changed attributes are applied on all selected units/vehicles/ammo boxes/groups (as in Eden editor; real game changer!). (see full change log) @diehardfc Your suggestion was just so easy to implement that I couldn't resist to include it in 0.0.6.
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