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oOKexOo

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Everything posted by oOKexOo

  1. oOKexOo

    Achilles

    Since several zeus players asked for the old module tree representation, I made a poll for it. As I earlier stated, there will be an option in the settings where you can choose between the two options, but it won't be implemented soon. Therefore, you can now decide which representation should be used in the meantime. Edit: Known issues in 0.0.3: The intel spawning and surrender modules are not very stable yet.
  2. oOKexOo

    Achilles

    @serjames Thank you for the notification. I obviously failed to do a final check in the *.RPT log file for the latest update... I will have them fixed asap. Plans for version 0.0.4 Version 0.0.4 is focused on new options in the edit menu for vehicles and units.
  3. oOKexOo

    Achilles

    @jdownward A search bar is already avaiable in the vanilla dev branch. It's just a matter of time. @Kasli Catal I had a look on the module. My conclusion is that there is no need for such a module, since all it does is creating a "seek and destroy" waypoint, nothing more. Regarding to PW6 upload: I was informed that *.pbo signing by PW6 is a standard procedure. If you have any problems with the PW6 version, please let me know.
  4. oOKexOo

    Achilles

    @zuzul Glad I could help. Regarding to PW6 upload: For whatever reason PW6 team signed the files of the add-on on their own. Hence, you won't be able to connect to servers with key restriction. I will try to contact them to fix it.
  5. oOKexOo

    Achilles

    @hmarcbower I see that some players perfer the Ares icons instead of the informative icons. As I steated earlier, I want to make it optional. @zuzul 1) The Patch class "Ares" does not exist anymore. Try this instead: if (isClass (configFile >> "CfgPatches" >> "achilles_functions_f_ares")) then { Edit: You may want to use remoteExec instead on BIS_fnc_MP, since the latter is only an artefact left for compatibility reasons. 2) I guess you got this warning in SP. I'm not yet sure where it does come from, but you shouldn't worry about it.
  6. oOKexOo

    Achilles

    @Kasli Catal 1) Weird... smoke and flares seem to work for me. Can you report your issue in details according to the form in the thread start post. 2) Yeah as I mentioned earlier, transfering units to the server lead to loss of some functionalities due to locality issues, although the features ambient animation, have a seat, surrender, forced eject/chute should still work. 3) Confirmed. It seems several issues with edited / multiple placed intels escaped my notice... 4) Do you have the link of that branch, so I can have a look on it? @Arma3_JSOC I know this feature has some flaws from the very beginning. Nevertheless, the script should work fine if units have a good position (e.g. line of sight and team is spread out). I should at least find a way to detect that another team mate is in front so they don't shoot. I haven't checked it for turrets yet. @TSgt. Balzer 29th ID The version on Play withSix is not uploaded by me. I even don't know who does it... @teddymosart1 This post sounds familiar... You are welcome to implement it as a custom module in Achilles or in a mission script, but I won't do it for you.
  7. oOKexOo

    Zeus help

    Are there any playable OPFOR units on the map at all?
  8. There is a syntax error somewhere (e.g. missing bracket or whatever). If you want, you can just copy paste code from here and adjust them with your needs: https://github.com/oOKexOo/AresModAchillesExpansion/tree/(0.0.3)/%40AresModAchillesExpansion/addons/data_f_ares I don't know if your are familiar with the preprocessor #include "<file path>", but it just means that you copy paste the content of that file at that position. This is a good way to structure your add-on.
  9. oOKexOo

    Achilles

    This issue is a general problem with add-ons since the update 1.60. If you create a mission while running an add-on with replacement configs, it will automatically get added. e.g. https://github.com/acemod/ACE3/issues/3954 S. Crowe wrote me that the ACE3 team managed to solve the problem. I will try to fix it. For now unload the add-on if you want to create a mission. For the missions you already have created, you have to load them while running Achilles Alpha 0.0.2c: https://github.com/oOKexOo/AresModAchillesExpansion/archive/Alpha-002c.zip In order to remove the dependency: 1) open the mission in Eden 2) save it (remove the ticket for binarizing) 3) find your mission folder and edit the mission.sqm file with text editor 4) Remove the add-on from the list addOns[] = {...} and save it.
  10. oOKexOo

    Achilles

    Achilles Alpha 0.0.3c is released! GitHub download link and change log
  11. oOKexOo

    Achilles

    @tacplay Currently, I won't consider them, since there is a lot of other stuff that has to be implemented. It is also the reason I won't start a poll soon. Furthermore, some of your suggestions are just not doable. Keep in mind that I cannot implement custom sound myself. Custom sound will only work if it is provided by the mission and not in an add-on that is only intended for Zeus to run. At least regarding to doors, I will soon implement a way for Zeus to lock/unlock them. @zuzul Note that custom compositions are currently not suitable for non-static objects such as units. You can just spawn the unit with the common createUnit command. Edit: Regarding effect modules: I can confirm that persistent smoke pillar and light sources do not work for players that do not have Achilles loaded. I'm currently working on a solution.
  12. oOKexOo

    Achilles

    Maybe the next update will fix this. The Ares compositions will be reorganized the way that they will also work in Eden editor.
  13. oOKexOo

    Achilles

    So I'm finally back. It will take me some time to recap the progress before I was gone. Nevertheless, I hope I can release the next update by the end of the next week. Edit: Please report your issues in the form according to the description. This way it should be easier for me to reproduce an error. @Oympic1 What do you mean? The compositions from Ares Mod should be avaiable. @tacplay 1) Looks funny. I will try to reproduce it. Thank you for the video! 2) They actually programmed that they should exit the animation loop if they get hit or see an enemy, but only if the “combat ready†option was set to true. 3) The Healing Module will be part of the next update. @delta99 1) They actually were on the folder level, nevertheless I may consider to implement an option in the settings to reintroduce the helmet icons. I want to implement a settings user inteface anyway. 2) Just check MCC for instance. @Hammmer The chat is currently linked with the chatter module. I will try to implement a new option to access the zeus channel. @Gruman Just check “spawn†category. There is an “effect†module that provides all those options and more. @twakkie Strange… I thought dependencies are only there if you place an object of that add-on. I have to investigate how that happens. @dai-san Twakkie just perfectly explained the situation. ZEC mod is great. Definitely worth to check it out. Nevertheless, the solution I mentioned earlier will be implemented in the upcoming update. @ eh chaser I won’t be able to finish the module for the next update, so I will just reintroduce the animal category atm. @ Sheflja Some additional options are probably needed, however I’m not sure yet how I want to improve the module.
  14. oOKexOo

    Achilles

    Hi all! It will take me one more week before I can resume my work on the mod. Nevertheless, I wanted to check how things are going. Thank you for your reports and suggestions. @tacplay & Arma3_JSOC I assume you were running ACE3. In this case you have to prevent ACE from interfering with the Advanced Weather module. Check: https://github.com/oOKexOo/AresModAchillesExpansion/issues/2 Edit: @tacplay 1) You have to select the unit you want to have a seat and then hit enter. Currently it only works for units you placed. If I manage to fix the locality issues, it should even work for players as well. 2) About the healing: Stcrowe provided the module for the mod. I just have to include it. @igame360 I assume that is the same error why you cannot use the compositions in Eden Editor. A guy named Stcrowe wrote a solution for it. It should be fixed as soon as I implement his solution. @diehardfc They will come back in a new module in spawn module category. @zafjr & kerozen I will have a look on how I want to implement the AI compatibility. In contrast to players, you can change the AI side by grouping them with an unit of another side. @delta99 1) Because this is the philosophy of the Achilles Expansion. I don't see any advantage in seperating the modules from the existing vanilla categories, just to distinguish them from which add-on they were comming from. The module tree should rather have a uniform structure for practical reasons. 2) The advantage of the patrol module is that it gives you a set of waypoints you can move wherever you actually want to have them. The Mod is generally intended to provide deterministic tools to a live editor. In other words, it does not provide randomization. There are better ways to provide randomization especially in conjunction with a caching system in a mission.
  15. oOKexOo

    Achilles

    I haven't finished the newest version yet. Unfortunately, I will be away for the next two weeks, so I have to postpone the update. @pwner 1) As I stated earlier, I want to improve the "save SQF" module in general such that advanced compositions are compatible as well. The only reliable way to get reproducible coordinates are the world positions on which also the advanced compositions are based on. 2) Is definitely module easy to implement, however Zeus has to consider that several modules won't work anymore on those AI due to locality issues. I could change the code of those modules to global execution of course, but it would be more expensive. @CyDoNgr LoL, you don't have to click 30 times. It just takes time to load the inventory. Maybe there exist a solutions to improve the vanilla code in terms of efficency. @generalkong Well, I first need to have a look on how the add-on works in details. I hope it will be included in ACE3 at some point.
  16. oOKexOo

    Achilles

    @jaynic and The_Nightstalk3r Obviously, I missed the recent update of RHS. Hence, I was able to reproduce the error after the update. It seems that they have changed the names of the vehicle categories such that they now deviate from the vanilla ones. Nevertheless, I try to include the new categories. @driftingnitro I may have a look on integrating more options for the "add objects to Zeus" module. @Quality Crafted 1) The idea is that you either use Ares or the Achilles Expansion. The combination of both makes no sense at all and it would also not work properly due to shared config classes. 2) I learned from a video by Luetin that they have accomplished that. I probably try asking them. @Igor Nikolaev 1) That issue is assinged and will be fixed in the next update. If you don't place the module on an object, it works properly at the moment. 2) I reorganized the addon in terms of configs and also the split the pbo. The new structure should also fix some bugs (e.g. some target logics could be moved or deleted) and should also be a bit more efficient. The down side is that it takes time and also introduces new bugs that I have to fix in addition to all those bugs that were recently reported. Therefore, I have to take more time for the next update, but I hope all will be worth it at the end. I'm not yet sure when the update goes out, but I hope it will be next weekend. The next update includes a general structural reorganization (code wise), suggested changes of existing modules and bug fixes, rather than new features. @generalkong I will have a look on it as soon as I start with modifying the sound and music modules. @SceptreOfficial Definitely a good idea. I will try to summarize the light source modules.
  17. oOKexOo

    Achilles

    @luetin09 Regarding to integration of features to Zeus menu: This post might help you, if you get stuck: https://forums.bistudio.com/topic/192760-rhs-and-zeus/ @jaynic Thank you! This will probably help me a lot. I still wonder why there are so many different errors and none of them is reproducible for me. Maybe we all have different version of RHS, but that shouldn't matter if the script works fine. Seems like the mentioned array does not consist of the number of elements I expect it to have. @issen I wish I could. I actually developed one, but it never made to the add-on. The WP worked excellent when AI was engaged on the way there, but if they were already under combat, the AI completely broke down... (= did not attack and move at all; even enabling all abilities did not fix the break down) AI behaviour scripting is often so time consuming without getting any progress... I gave it up for the moment. You can try to change the AI abilities: disable autocombat, autotarget, suppression and cover. Sometimes it works. @mr. charles Yeah, reminds me of Keystone. Definitely, a good idea.
  18. oOKexOo

    RHS and Zeus

    You may want to check Ares mod for this. You can define your own modules there: ["My Category", "My Module", { hint "Hello World!"; }] call Ares_fnc_RegisterCustomModule; You have two parameters avaiable for the code argument: _this select 0 = array (position where the module was placed) and _this select 1 = object (object that was under the cursor).
  19. oOKexOo

    Achilles

    @The_Nightstalk3r & jaynic I wasn't able to reproduce the error yet. I first have to evaluate possible origins of the different observations. I may have further questions in future. @fencer587 It's not like I directly decide what is included and what is not. The script checks the entire config for valid vehicles (= at least 2 passeneger seats) and defined groups for each faction. Hence, a faction may miss due to incomplete configs (e.g. no group defined or no vehicle with at least 2 passenger seats). You may noticed that the FIA faction is not listed. I suspect that BIS did not correctly define the number of passenger seats for the FIA vehicles (e.g. truck and offroad). I will try to correct it the config in future. Furthermore, some CUP factions and RHS factions are missing, since no group was defined in the config. I think that's the price we have to pay for a general config handled solution. In contrast, the main advantage is that it should work for any add-on with a valid config. I definitely, don't want to give up the config solution. Hence, if you miss something you may ask the devs of the respective add-on to complete the config. We probably also need a guide for add-on maker on this topic in future. @luetin09 I had the 1.8 version from the very beginning, so I did not know that there was such a change. The handling of assets is definitely not final. In my opinion the custom compositions are a good basis for objects, but I have to think about a system that allows saving and spawning custom compositions + all the rest (e.g. units, waypoints, etc.) at once. The most reasonable solution for me would be to modify the save/load SQF. Hence, I would also include the option to spawn the assets in a new location.
  20. oOKexOo

    RHS and Zeus

    I have some comments on my earlier post: 1) I corrected the IDD in my original post. 2) The display event handler does not work as intended when you use the script command, since it is bound to an instance and not to the class. Hence, the event handler gets lost when the display is closed. However, there is a work around to detect that the display was created. Check how it was done in Ares Mod: fn_MonitorCuratorDisplay.sqf fn_IsZeus.sqf fn_OnModuleTreeLoad.sqf fn_AppendToModuleTree.sqf
  21. oOKexOo

    Achilles

    @The_Nightstalk3r Do not run Ares at the same time! All features from Ares are avaiable anyway. I'm confused now. I could swear I fixed that bug when I updated to Alpha 0.0.2c, although I forgot to add it to the change log. I have some questions for you: 1) Are you sure that you have Alpha 0.0.2c installed? 2) Did you try it without any other add-ons loaded except Achilles Expansion? 3) Which language settings do you use?
  22. oOKexOo

    RHS and Zeus

    Yeah there is another way that does not need any config replacement. You can write a "load" display event handler that integrates the missing vehicle classes to the module tree. The display name is defined with tvSetText and the vehicle class is stored with tvSetData. The IDD of the curator display is 321 and the IDC of the module tree are 270 (west), 271 (east), 272 (guer). You can look them up in "Arma 3\Curator\Addons\ui_f_curator.pbo". There is a file called defineResinclDesign.inc in the folder UI.
  23. oOKexOo

    Achilles

    @focheur This error was also reported in the issue tracker. I will fix it. @Skagget I will integrate it as an additional option. You can use teleport side logic (zeus icon) instead of searching in the list at the moment.
  24. oOKexOo

    Achilles

    @zafjr I definitely have to improve the flagpole teleporter. @Igor Nikolaev Thank you again. Will be integrated in the next update. @Focisz Animals are comming back, but I will summarize them in one module as I did it for effects. @eh chaser You can also ask ACE team for that feature. It would be more suitable for their Zeus Module Category, since I don't have a vanilla counterpart for it. If they won't, I may have a look on it myself.
  25. oOKexOo

    Achilles

    @arma301 I could reproduce the error by chance. It happened to me when the Game Master module only allowed official addons. Does it also tell you "INSUFFICIENT RESOURCES"? If you allow any add-on all worked fine for me. Anyway, I try to fix it. Edit: I recommend to edit the Game Master module to allow any addons, since some features such as "recent modules" do not work for Ares respective Achilles expansion otherwise. @zafjr This is definitely a server side respective a problem of the mission. For instance, in a zeus game master mission that was set up properly all players are selectable for you. Note that the command willithappen described has to be executed server side. @winterbornete In spite of being aware of what you described, I cannot fix it atm due to this current issue: https://feedback.bistudio.com/T82970 9 meters is the best solution I can offer until BIS has fixed the bug. @Arma3_JSOC Supply drop is definitely planed in future. You can use the sling load waypoints for supplies atm.
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