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oOKexOo

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Everything posted by oOKexOo

  1. oOKexOo

    Achilles

    @Freghar You're right. There are several varibales in Ares_fnc_ShowChooseDialog that are not yet defined as private and thus lead to the issues you described. Request is assigned in #33.
  2. oOKexOo

    Achilles

    @tacplay I was obviously too cautious back then. Let me adjust the wiki accordingly.
  3. oOKexOo

    Achilles

    @the_velvet_gentleman It's fixed on 0.0.6 dev branch, so it's scheduled for the next update. @tacplay Yeah, that strange rain effect is exactly what you observe due to the incompatibility with ACE weather. Don't worry. The issue was known for a long time (issue #2) and I also made an entry in Achilles wiki. I also thought that the fog issue was ACE related, but I recently noticed that it is vanilla related instead.
  4. oOKexOo

    Scripts for Zeus Users Requests - For Active DMing!

    I don't if you make use of these add-ons: You may want to check MCC and Ares/Achilles, which both adds tons of new options without the need of scripting. Furthermore, there are tons of script commands available in ArmA (sorted by groups; unfortunately, the list is far from complete). The problem is just to find those which are of interest and often combinations of them are needed to get the desired effect; in other words scripting has to be done. If you are interested in scripting for Zeus, you can easily develop custom modules with Ares/Achilles (documentation).
  5. oOKexOo

    Achilles

    @Crielaard I have more information on the fog issue. It turns out to be a general issue which is observed even in vanilla. Issue Ticket: T123262 I will adjust the slider range in order to exclude the problematic values (assigned in #33).
  6. oOKexOo

    Achilles

    @Crielaard 1) You have to disable the ACE weather system if you want to use the "Advanced Weather Change" module (see Achilles Wiki). 2) There is also another issue that was reported by Tacplay regarding fog quite a while ago (see video). I just realized that this issue is only observed when the "Fog Decay" value is too close to zero. I still have no idea why this happends though.
  7. oOKexOo

    Achilles

    @zuzul I like the idea. So we would have a new option called automatic. @Hammmer 1) All previous versions are available on Github (link). 2) Arkhir sent me the mission and I was able to identify the issue. The new attributes introduced in 0.0.4 are incompatible with "Set Attributes - X" modules. Hence, all versions of Achilles before 0.0.4 should work fine. @teddymosart1 There is currently no rearm/repair/refuel waypoint available. However, it can be done fairly easily by changing attributes (double click on unit) as lawndartleo has suggested. @john1 1) & 3) There is no good support requester available for Zeus atm. 2) There is a paradrop WP available since 0.0.5. The aircraft will move to the position and eject passengers (they get a chute automatically). This WP is also used in the "Spawn Reinforcement" module.
  8. oOKexOo

    Achilles

    @twakkie I use the modules from the "Dev tools" category a lot for developing new modules. At the point you remote execute test scripts, you will regret the change^^
  9. It's not solely related to HC. It also happends when you transfer ownership from client to server as the OP stated. The "naked" AI issue is not that well reproducible for me, however the driver issue is (Tested in Zeus with Achilles on dedicated server, 1.66.stable).
  10. oOKexOo

    Achilles

    Well, I still have one comment on variable binding feature. Since, 0.0.5 the feature only defines the variable locally to reduce network traffic. However, I regret that decision by now, so I decided to make it optional (local/public) in future.
  11. oOKexOo

    Achilles

    General notes: Updated Achilles Wiki: Changelog I have an experimental version of an "Attack Chopper CAS" module, but I'm not sure how well it performs for the boots on the ground in MP. If you want, you can test it and report your observations in the forum here. Created a feature request ticket for supporting simple objects in Zeus (link). How to test "Attack Chopper CAS": 1) Copy the code from github (link) and paste it in the "Execute Code" module (local execution). 2) Place a "Create Suppression Target" module at your target location. 3) Place the module "Attack chopper CAS" in category "Achilles Experimental" on an attack chopper (e.g. Pawnee). @Hammmer You seem to be convinced that your "gamemode" is responsible for it. Can I have a look on it (*.pbo)?
  12. oOKexOo

    Achilles

    @Hammmer No, something with the config replacement is wrong in your case. Unfortunately, I could not reproduce it yet... I need more information: - Where did you get the add-on from? - Are there any script errors? How to display script errors: 1) Open A3 launcher 2) Go to “PARAMETERS” 3) Select “ALL PARAMETERS” tab 4) Go to category “Author” 5) Check “Show Script Errors” @darkxess Advanced compositions only support static objects atm. In contrast, the "Copy mission SQF" module supports units and waypoints. Triggers are currently not supported at all in Zeus.
  13. oOKexOo

    Achilles

    @Hammmer I've never seen that someone had such an issue before. I see what I can do. @Shifty.FR You mustn't load Ares mod in addition.
  14. oOKexOo

    Achilles

    @Hammmer What do you mean with no console and stance control? Is there any issue I don't know about?
  15. oOKexOo

    Achilles

    @john1 What do you exactly mean with modify? As far as I know, the current running music will only stop for Zeus if he places a "Play Music" module. @bobbart Yeah, they are in the list.
  16. oOKexOo

    Achilles

    @Royal Eagles 1) No, it means that you should ask TFAR team for such a feature. 2) The advanced compositions can be spawned with the corresponding module in the "Spawn" category. The data is saved in an array in the profile namespace called "Achilles_var_compositions". It's just an array, so it won't help you much. I also discourage you from tampering with the profile namespace if you are not familiar with scripting. You can do more harm than good. @Mcfeegle007 I don't have that mod, but commonly the problem is that they used different names for the type of vehicle in the module tree. Most add-ons work fine, since they stick to the vanilla names. @TG_Dirty Well, it's implemented since 0.0.5. Just check for the "Change Altitude" module in "AI Behaviour" category. The module also works for divers and SDV.
  17. oOKexOo

    Achilles

    I got reports that the initalization of 0.0.5 is not as good as CED 0.0.4d. Hence, I may consider to release a CED 0.0.5 version. @thelo14 Those FX effects definitely look nice. This might be a good replacement for the vanilla tracers effect module. @bobbart It sounds like an obvious issue that lacks of reproducibility. You can try one of the two procedures below and see if one of them works for you: Load the add-on to the server. Set “Default Addons” to “All Addons (including unofficial ones)” for the curator module in your mission in Eden editor.
  18. oOKexOo

    Achilles

    @lawndartleo This is exactly why I recommend using Advanced Rappelling. In contrast to the ACE3 version, the fast roping works perfect in MP as well. @Royal Eagles For what is already implemented, you can check the change logs. For future plans, you can check the provisional task lists on github. However, as I stated earlier, I have to reorganize the list by push some stuff to 0.0.7.
  19. oOKexOo

    Achilles

    @rekkless It used to be much worse with add-on dependencies. It seems that BIS did some changes. I don't know yet why compositions in Ares create dependencies, whereas they don’t in ZEC. I have to check that out. @Royal Eagles 1) I have to reorganize the task lists first, but it is likely that triggers are scheduled for 0.0.6. 2) I got the custom sounds feature on the task list, but it is not yet assigned. It would be a nice feature, but I honestly have more important stuff on the list. At least custom music can already be defined. @baron556 This might be confusing, but in contrast to Ares, Advanced Rappelling is a server side add-on. You can easily check if Advanced Rappelling is loaded correctly by locally executing the code below with the "Execute Code" module: systemChat str isNil "AR_Rappel_All_Cargo"; If the code returns "false" instead of "true" as a chat message, you're good to go.
  20. oOKexOo

    Achilles

    Hi all, 0.0.5 update is completed by now. Notes: 1) CED 0.0.4d has become obsolete, since I integrated the improved initialization in 0.0.5. In contrast to CED 0.0.4d , 0.0.5 also works on official zeus maps, even if the mod is not loaded to the server. 2) CBA_A3 is now mandatory without exception. In contrast to previous versions, you won't be able to get the mod working properly. Edit: @GokouZWAR Seems that I have to review the injury module. Additional options such as blood pressure would definitely be useful. I probably also have to seek help from ACE-team, as I'm not very familar with the medical system on script level.
  21. oOKexOo

    Achilles

    @hmarcbower The features mentioned in the wiki are already implemented in the V.0.0.5 branch. I can't tell yet when the branch will be completed. If I intend to implement everything on the list, it will still take a while. However, I currently consider changing the plan, such that it might be completed by the end of next week. @Yoyodef I assume you are refering to inventory objects. They were slightly modified in Ares in order to get the Arsenal modules working properely. You just don't see the module icons in Virtual Arsenal for standard Ares, since it wasn't defined properly there.
  22. oOKexOo

    Achilles

    I recently updated my pages about the add-on. We now have a small wiki that covers several aspects of the add-on and Zeus in general. Note that the work is still in progress. There is not yet a tutorial for most module available. I think for those a tutorial video in future is more appropriate than an entry in the wiki. If you have any suggestions or miss an entry, please let me know.
  23. oOKexOo

    Achilles

    @zafjr Well, in the case of playable units it is rather the problem of the mission setup. For instance, you can just place the code below in the init line of the playable unit: if (isServer) then {{_x addCuratorEditableObjects [[this], true]} forEach allCurators};
  24. oOKexOo

    Achilles

    @callofmarty My bad. You're right it does not work. Task is assigned in #32. @gonza 1) Achilles does not contain "ADV Zeus script" or a similar functionality. The mission designer has the responsibility to assure the desired units are added as editable objects. 2) I intend to improve the "Add objects to Zeus" module (see #32)
  25. oOKexOo

    Achilles

    @zafjr There are two ways to do it: 1) Place the "execute code" module right on top of the object. Your object is then the second argument (_this select 1). 2) You can assign the object to a global variable by placing the "Bind Variable to Object" module. The variable can then be used in the "execute code" module for instance. @callofmarty 1) If you edit vehciles (double click), you can press the red button "Damage", which allows you adding specific damage to components similar to CPM. This button should also show up in the case a player is driving the vehicle. If it is not the case for you, please let me know. 2) The module you are looking for is the "execute code" module located in the "development tools" category. Your argument is _this = [module position, target object]. I can also think about a code section for the edit menu as in MCC. 3) Yeah, I know this module need some improvement in future. 4) Maybe this could be a new objective module. @BUZZ KILLINGTON I agree with grezvany13 on this one. It is unlikely that this would be an inherent issue of the mod as such. Again as grezvany13 suggested, you should check RTP files first. If you want to get help, you should give as much informations as possible, otherwise it's just impossible to track the real issue. Also coincidence does not always impy causation.
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