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Posts posted by oOKexOo
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Tried @benargee's approach, but it didn't work out of the box. It seems that all variables set on the vehicle are copied on respawn, which prevents you from adding the arsenal to the respawned vehicle. The solution is to reset bis_fnc_arsenal_action by adding the following to the respawn expression instead:
(_this select 0) setVariable ["bis_fnc_arsenal_action", nil]; ["AmmoboxInit",[(_this select 0), true, {true}]] call BIS_fnc_arsenal;
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Achilles is no longer under active development by the core dev team. Please check out Zeus Enhanced (ZEN) instead.
Note that you can still create pull requests, which will be bundled and released as updates if accepted.- 1
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@Rockapes
Ok, so they are spawned by the reinforcement module. Then it must be a different issue.The problem is that I'm currently unable to reproduce it. As I suggested in my previous post, you should open a ticket with all the details, which hopefully gives me a better chance to reproduce it.
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Were the units placed by the Zeus or in Eden and how did you try to rappel them (hotkey, waypoint placed in Zeus or Eden, ...)?
Edit: Anyway probably would be best when you do an issue report on Github. There is a good chance your issue might be related to Issue#433.
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That's certainly not the full mod list considering you must have ACE and/or Advanced Rappelling to get it even working.
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I have no idea what you are doing...
achilles\modules_f_ares\module_header.hpp
was renamed to
achilles\modules_f_ares\module_header.inc.sqf
The only reason I could think of that something is looking for the old file is another mod that depends on Achilles. What mods are you running?
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@Maj Ray
Looks like the one you have is corrupted for some reasons. Try to download it again (direct download link).Edit: Just use the stable version (1.2.0) instead.
Edit 2: Pretty sure it won't work for your 1.84 server, since it has a v3 bikey, go for 1.1.3 instead.
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QuoteTo everyone that is looking into the reason why Achilles doesn't work on servers right now.
After some digging around in the building of our addon, testing on our public and test servers, we concluded that Achilles isn't the culprit of the issue. As you might have experienced, other add-ons are also affected by this issue. Common messages that are displayed are "Session lost", "Connecting failed", etc.
After the 1.86 update, Bohemia introduced add-on signatures version 3, improvement to the current version 2 to combat cheating.
Bohemia did not release 1.86 with signature checking properly, therefore, Achilles and other modifications and in some instances, the base game is affected and the only temporary solution is to disable signature checking completely. It's highly recommended that you don't take this approach but if you have to, then minimize risk by password protecting your servers.
As Bohemia is working on a fix to their signature system, all we can do is wait for a hotfix from Bohemia.
Source:
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Updated to 1.1.4
https://github.com/ArmaAchilles/Achilles/releases/tag/v1.1.4
(Just added a new bikey, since the old one did not work with the 1.86 update) -
@General Kong
Added it to the feature request list:
https://github.com/ArmaAchilles/Achilles/issues/261
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There is no need for a module.
Just drag the vehicle on top of the transport vehicle's icon.
Same goes for sling loading.- 3
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What's up with that
QuoteFixed Position (Accurate Line-intersect method) [...]
message that gets displayed?
It really looks like some script is repositioning stuff in a terrible way.
Edit: @diehardfc
Don't forget to remove video tags in quotes.
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It is a de facto successor, rather than an official one. We didn't take it over from the original author, but Achilles started as a modificiation of Ares.
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You can execute the second code I posted, but you will have to reload the interface once more via entering and exiting remote control. No gurantee that it works though. SP is not really the environment Zeus was designed for. Same goes for Achilles.
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There are several issues with your test code:
1) Don't use createVehicleLocal!
2) setVariable for module attributes after the module's creation are useless. You have to do them before the module function is executed, e.g. init line.The code below should work even in MP:
[ player, { params ["_player"]; "ModuleCurator_F" createUnit [[0,0,0], (createGroup sideLogic), "newCuratorModule = this; this setVariable ['Addons',3,true]"]; _player assignCurator newCuratorModule; newCuratorModule = nil; } ] remoteExec ["call", 2];
Edit: Oh wait you said SP... SP missions are a bit problematic... This is independent of Achilles though. You will need to activate the addons manually:
private _addons = []; private _cfgPatches = configfile >> "cfgpatches"; for "_i" from 0 to (count _cfgPatches - 1) do { private _class = _cfgPatches select _i; if (isclass _class) then {_addons pushBack configname _class}; }; activateAddons _addons; private _curatorModule = getAssignedCuratorLogic player; removeallcuratoraddons _curatorModule; _curatorModule addcuratoraddons _addons
Eden Extended Objects
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
I would keep two version of the mission: one with the extended objects (so you can edit it later if needed) and one where you apply the script below, which removes all extended objects and copies them as a script to the clipboard:
The script is meant to be executed in the debug console in Eden.
You can paste the generated script then in the initServer.sqf, for instance.