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antonstruyk

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Everything posted by antonstruyk

  1. Ares is a mod aimed expanding the tools available to Zeus so that it is possible to create more varied and compelling missions. The goal is to add simple useful functionality to Zeus without requiring any extra mods running on other clients or the server. Download Download The Latest Version Here Check out the wiki here Features * New Compositions introducing many more pre-created bases and obstacles for use in your missions. * Expanded control over unit behaviours and equipment including: * Ability to make enemy (or friendly) AI units surrender * Building searching * Garrisoning buildings * Controlling flashlight and NVG use * Firing artillery * Generating patrol routes * And more... * Added ability to teleport friendly players and to create teleporters to allow them to move themselves between specific points in the mission * Ability to save and load your own Zeus-placed structures via clipboard for re-use between missions * Ability to save and load your custom Arsenal ammobox loadouts via the clipboard for re-use between missions * Ability for Zeus to become invisible (and invincible) to watch over players unseen. * Easy-to-use reinforcement modules to automatically transport and dismount units into battle * Full compatibility with Dedicated servers and JIP missions * No other mods required. * And more... Check out the wiki here for a full list and instructions or the github repository to browse the. Module Overview Videos Version 1.1.0 Changes Older Videos (1.0.0) * * * * * * * License This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/. Ares integrates code or contains code based on the following mods or scripts: Curator Presets Mod (by Chessmaster) https://github.com/chessmaster42/curatorPresets Infantry Occupy House (by Zenophon) http://www.armaholic.com/page.php?id=26343 JTD Building Search Script (by TRexian) http://www.armaholic.com/page.php?id=13130 Ares is provided without warranty. Use at your own risk.
  2. Not sure why this is happening. Opened https://github.com/astruyk/Ares/issues/209to investigate
  3. This is already a feature (as of V.1.8.0) - the parameters passed to the code in the exec code modules is the same as the parameters passed to the custom modules (that is, parameter 0 is the location in the world where the module was dropped, parameter 1 is the unit (if any) that the module was dropped on).
  4. There have been legitimate concerns from admins regarding keys that span multiple versions. I admin a server myself, and I get that it's nice to GUARANTEE that people are on the same version. It's easy for me to know exactly what changes go into each release (I write the damn thing) but it's an undue burden to place on every other admin out there (plus, I'm not always 100% able to keep myself from allowing features to creep into point releases). New versions will have the 'one .bikey per release' policy that I've had in the past. Thank you for participating in the experiment :D
  5. I don't really plan on doing anything Eden related until it gets further along.
  6. Oh, yeah, I should have mentioned in the release notes: For bugfix releases (1.8.X) I'm going to switch to using the same key as the initial release since it reduces the amount of key juggling that admins have to do. For versions with new features (1.X) it'll be different keys. The key naming will be updated in future versions to reflect this (i.e. 'Ares_1_9.bikey' or 'Ares_1_9_X.bikey' or something). If people have concerns with this let me know I can continue to do one-key-per-release. The thinking is that this way admins only have to update the server if there is an actual feature release so people can take advantage of bugfixes on servers that support their feature release (e.g. 1.8.*) immediately. (Also - it's annoying to have to generate the keys all the time :) )
  7. They simply use https://community.bistudio.com/wiki/enableSimulationGlobalto enable/disable simluation for the object that they are dropped on. Can be used to turn off physics for objects you place in the world. Was requested in https://github.com/astruyk/Ares/issues/201
  8. New (minor) version released! V.1.8.1 * Fix some broken inheritance for vests and hats that might have been interfering with other equipment mods * Fix an issue where bad SQF was being generated by the for Guerilla and Civilian units when saving. * Add enable/disable simulation modules.
  9. For those of you having issues pasting code you've copied out of the 'Generate mission SQF' module - two things: 1) There is an issue with AAF units currently - https://github.com/astruyk/Ares/issues/200- You can fix the generated script by replacing the instances of 'GUER' with 'independent'. 2) If you don't have AAF units or continue to have issues, can you put the generated SQF in pastebin (or something similar) and link it here so we can see what's wrong with it?
  10. In coop you'd want either server or local (probably server would be best if you're not doing anything fancy with AI locally). Running it on all machines would have every client execute the code, which would make a copy of each unit/object for each person connected - probably not what you want.
  11. I used to have a proprietary format that allowed for this, but that was deprecated in 1.7.0 and removed in 1.8.0 (see this ticket here: https://github.com/astruyk/Ares/issues/188 ) because it was a pain to maintain and debug. It was especially difficulty to add new features (like waypoints and marker support). Adding this in a generic way to the SQF code isn't really feasible (the generated code would be just as complex as the old system) and so it isn't in the plan ATM. That said, if you have more compositions that you would like to see in Ares I'd love to add more community made stuff. Follow the instructions here to submit your own compositions for inclusion: https://github.com/astruyk/Ares/wiki/Contributing-To-Ares#submitting-compositions
  12. MCC saves its output in '.SQM' format - which is the same as the mission files, but is a lot more complicated and pretty much unwritable and unreadable by normal humans. Ares saves its data in '.SQF' format, which is the generic scripting language meant to be written and read by humans. It's treated just the same as any other script - meaning you can execute it like any script code (dump in in init.sqf, throw it in a function, or use the Ares 'Run Script' modules to execute it on-the-fly). Unfortunately, since it's a different format you can't just drop it into the mission.sqm file like the MCC-generated code and expect the objects to show up in the 2D editor - in fact the game gets upset if you do this with SQF code and probably crashes. The tradeoff is that you can actually debug the generated script fairly easily, and since you can rebuild using Ares on the fly (by pasting and running the code with a module) you can edit them as if Zeus was a 3-d editor that way. If you want the objects to show up in a mission without you having to do anything (assuming you have access to the mission itself) you can: 1) create a .sqf file in the mission folder (say, 'setupMyObjects.sqf') 2) Dump all of the Ares-Generated script into the 'setupMyObjects.sqf' file and save it 3) Create an init.sqf file (or, open an existing one) 4) Insert the following into the init.sqf: if (isServer) then { [] execVM "setupMyObjects.sqf"; }; When you run the mission the server (which is either your machine in SP or locally hosted multiplayer, or the dedicated server) will run the script and create the objects on startup automatically. They will not show up in the 2D editor though. This means you cannot have zeus-placed units interact with 2d-editor placed events or triggers - an unfortunate downside. The reason this functionality is available at all is so that you can do all of the unit placement and setup for various scenarios offline and then easily integrate it into a mission on the fly or convert it into a script that can be saved and executed dynamically later (for example, I use this in a mission to randomly add objects and patrols I've created in Zeus simply by randomly selecting the SQF files to execute at runtime). If you're looking for something simply to pull objects out into the 2d editor, there are other solutions for that. MCC is one of them, and I believe there are some more focused 3d editor mods as well. They have their own downsides in that most of them generate code that can't be added to an existing mission on-the-fly. Since Ares is aimed at ZEUS functionality, which is all about adapting to players, being able to add these pre-setup mission features and placements on-the-fly is (IMO) a priority over exporting in a 2-D editor compatible format.
  13. Paste the generated code on pastebin or something similar and link it here. Maybe there's something wrong with the generated SQL. You should just be able to paste it into the 'execute code' module (or an init.sqf file as you mentioned) to have it execute and build the mission again. Keep in mind it DOESN'T add the created objects to Zeus automatically so if you're just looking at the object list after recreating the level it won't show anything until you add the objects (there's a utility module for it).
  14. This is a module that can be used to generate the class file necessary for a composition that can be placed into the game. It's the module I use to generate all of the compositions in Ares. It's really intended for use by mod authors to prevent having to write the composition code by hand... What it does is generate the text required for the class and dumps it to the ARMA log file (the RPT)... It can then be copied from there into the mod's config file, recompiled, and it will be placeable... This is the thing I used to generate all of the roadblocks, bases, etc that are included in Ares.
  15. I'm not sure I understand what you're trying to do that isn't working. Can you please clarify the steps you're following, the expected outcome, and the actual outcome? ---------- Post added at 14:22 ---------- Previous post was at 14:17 ---------- Regarding all the HC stuff - there's another discussion regarding some work that has been done: https://github.com/astruyk/Ares/issues/159 ... Currently there are no plans to directly integrate third party HC scripts into Ares. If someone wants to write a custom module to interact with a third-party script and create an issue with the desired code (or submit a pull request for the new script in the 'extras' folder in the depot) I don't have any problem including it that way. Unfortunately, our squad doesn't use a HC so it's not high on my personal hit list.
  16. Right now only the Artillery Fire Mission module depends on CBA.
  17. Ares V.1.8.0 now available. As of V.1.8.0 Ares requires @CBA_A3 for some functionality. Please ensure it is running alongside @Ares if you are using Zeus. Clients that aren't running @Ares (e.g. non-zeus players) do not need to run @CBA_A3. V.1.8.0 * Artillery - Add 'Artillery Fire Mission' module to fire artillery using map coordinates and multiple artillery pieces. (Author JonasJurczok) * Util - Pass 'Unit under cursor' and location to 'Execute Script' modules. * Save/Load - Remove deprecated Save/Load modules (using old non-SQF format)
  18. Try going into aresenal and adding and removing a weapon after using the 'Add All...' feature. There's currently an issue I haven't been able to track down https://github.com/astruyk/Ares/issues/178 that might be what you're seeing.
  19. There's no magic to detect or shuttle off units to the headless client. It seems like every setup for HC is different, so doing it automatically would be difficult. That said, if you had a flag or function you could call to detect whether code is running on the HC, you could potentially do something like: if (isHeadlessClient) then { // Paste the SQF here }; And then run that using the 'run on all machines' module... Since it would get ignored on everything except the HC (assuming the if(...) was setup correctly) it should spawn the units on the right machine. If you only have one HC I think you might be able to use the following condition: if !(isServer or hasInterface) then { // SQF here ];
  20. In the call you're using [player] execVM "client\player\zeus\test.sqf"; Which is passing one parameter only (the array containing the player). When you assign _object you're doing: _object = _this select 1; Which is attemting to use the 2nd item in the array (which is being passed as _this). Index '0' is the index of the player variable you passed in. Try this instead: _object = _this select 0; Also... Since you're passing 'player' into the execVM call, you could just pass nothing instead and retrieve the player directly (i.e. '_object = player;'). But, I assume that you're trying to pass the unit that the module was dropped on... In which in this case would be: [_this select 1] execVM "client\player\zeus\test.sqf"; There's also no reason you can't just put the contents of test.sqf into the module itself. Something like: [ "My Category", "My Module", { _unitUnderCursor = _this select 0; if (not isNull _unitUnderCursor && isPlayer _unitUnderCursor) then { [[[], "client\player\zeus\test_script.sqf"], "BIS_fnc_execVM", _unitUnderCursor] call BIS_fnc_MP; }; } ] call Ares_fnc_RegisterCustomModule; (I think that'd work, I haven't tested it, there might be typos or something) ---------- Post added at 16:56 ---------- Previous post was at 16:44 ---------- Typically, it's up to the mod creator to expose vehicles to Zeus in the mod's config. If the mod is correctly configured it should show up without Ares doing anything, this is the best and most reliable way. That said, you can hack in something to create vehicles that aren't exposed manually using a custom module though. Something like this should work: [ "My Stuff", "Spawn My Vehicle", { "C_Offroad_01_F" createVehicle (_this select 0); } ] call Ares_fnc_RegisterCustomModule; ---------- Post added at 16:59 ---------- Previous post was at 16:56 ---------- There are actually two scripts that can be run (depending what module you run). The 'Garrison Units' function uses the link that Taylor posted, but if you use the 'Search And Garrison' function it runs this script: https://github.com/astruyk/Ares/blob/master/src/addons/ares_zeusExtensions/functions/fn_SearchBuilding.sqf
  21. I don't have any plans to implement fast-roping myself, there are already other implementations out there (the one you mention is one of them) so re-implementing it in Ares isn't a priority. One of the main goals of making the custom module support in Ares is so that, if you wanted to, mission designers can add their own Ares modules to interact with mission-specific scripts like this more easily. See this page in the Wiki for more information: https://github.com/astruyk/Ares/wiki/Extras#defining-custom-modules
  22. I haven't tried it, but does it not allow you to group AI with players if you CTRL-Drag the AI unit on top of a player (that is, the same way you would normally group AI in Zeus with other AI)? ---------- Post added at 20:43 ---------- Previous post was at 20:30 ---------- Well, regarding your suggestion - I plan to pass the same parameters to the 'Execute Code' modules that I'm passing to the custom modules. That should allow you to run custom code on a specific unit or at a specific place on the map without having to register a custom module for it ahead of time.... Right now you can kind of hack that together by doing the following: 1) Drop the 'Execute Code (Local)' module into the mission. 2) Enter code for a custom module that does what you want on the unit (for example: ["My Stuff", "Kill Unit", { (_this select 1) setDamage 1; }] call Ares_fnc_RegisterCustomModule; ) 3) Execute the code 4) Close and re-open the Zeus UI (this causes the UI to refresh and the newly registered custom module to be loaded) 5) Open the new 'My Stuff' folder and drop the newly registerd module on the unit. In the next version you will be able to do: 1) Drop the 'Execute Code (Local)' moduel on the unit 2) Enter the code you want to run with the same set of params as the Custom module would take: i.e. (_this select 1) setDamage 1; 3) Run the code See https://github.com/astruyk/Ares/wiki/Extras for info on the custom modules. The 'Execute Code' modules are extremely powerful, and combining them with the ability to quickly define custom modules on the fly is pretty damn awesome for writing mission-specific code on the fly. (This has also decreased the iteration time for me to make new modules substantially. All new functionality will be added to Ares using 'custom modules' since it's 1000x easier to maintain than the normal BIS way of adding things). ---------- Post added at 20:46 ---------- Previous post was at 20:43 ---------- There's no specific documentation on SQF exporting right now. It operations on all of the objects that Zeus can currently edit (so you'll need to use the Util -> 'Add objects to Zeus' module to make things editable if they aren't already). The SQF should show up in that dialog (the same way the old copy-to-clipboard module did). You can either save it to an SQF file for your mission, or rebuild it later using the 'Execute Code' modules (either the 'Local' or 'Server' versions). There was a discussion of this in an issue here as well: https://github.com/astruyk/Ares/issues/188
  23. V.1.7.0 Released * Save/Load - Add module to export current mission objects to SQF script (including AI, Groups and markers). * Util - Add module to execute custom code on the server, locally, or on all machines. * General - Fixed an issue where custom modules that caused an error would leave a logic object around. * Deprecated - 'Spawn Custom Mission Objects' was removed (use custom modules instead). * Deprecated - New SQF saving will replace existing copy-paste functionality in 1.8.0. The SQF generated from the new 'Generate Mission SQF' module contains information on most objects that are editable by zeus. This includes AI units, groups (including combat modes and speed), empty vehicles and mission objects and map markers. This SQF can be saved to a script file and called automatically on map start to populate the mission by adding it to the missions init.sqf (or any other .sqf file that is run). It can also be pasted into the new 'Execute Code' util modules to regenerate the mission on-the fly. As this replaces the most common use-case for the existing 'Save/Load' functionality, my plan is to deprecate that system (meaning it will be removed in 1.8.0). This is a heads up that if you have data you rely on in the old 'Save/Load' format you should re-export it as SQF or some other means. Unfortunately, the SQF format does not support the 'paste in new position' workflow, so that will no longer be available.
  24. Currently you can only change sides of all players. It'll probably be fleshed out in a point release shortly. I have no idea what effect (if any) it has on mine visibility. ---------- Post added at 13:05 ---------- Previous post was at 12:15 ---------- New Release V.1.6.1 * General - Fixed missing entry for 1.6.0 in readme.txt * Util - Fixed issue where player groups were lost when switching sides (#186) * Util - Added more options when changing player sides (#187)
  25. New Release! V.1.6.0 * Arsenal - Added ability to put full (unfiltered) Arsenal on an object. * Arsenal - Renamed the 'Add All...' option to 'Add Filtered...' * Behaviours - Fixed issue where AI units that were garrisoned wouldn't turn to shoot (#179) * Equipment - Added ability to remove optics from enemy weapons. * General - Fixed an issue where rejoining a dedicated server would sometimes prevent proper Ares registration. * General - Totally revamped adding custom modules. Better than ever. (See https://github.com/astruyk/Ares/wiki/Extras#defining-custom-modules for details). * Reinforcements - Armed technicals are no longer considered as transports (#172) * Reinforcements - Fixed 'Least Used' RP's and LZ's not working (#167, #168) * Util - Added 'Remove All Actions' module (can be used to remove Arsenal from objects). * Util - Added module to change player sides during missions. * Util - Added modules to enable/disable debug logs in RPT. * Util - Replaced 'Go Invisible'/'Become Visible' action menu items with modules in the 'Util' section (Sorry, no mines yet) You can now add custom modules to Ares (or make your own sections) on the fly - as full fledged entries in the Zeus menu! If you're interested in adding things to @Ares specific to your mission (i.e. mod specific functionality, or things that I don't have in yet) checkout https://github.com/astruyk/Ares/wiki/Extras#defining-custom-modules . There are some new modules implemented in https://github.com/astruyk/Ares/tree/master/src/addons/ares_zeusExtensions/scripts that you can look at as examples. If you have custom modules you've made that you'd like to see integrated up into mainline feel free to contribute patches to https://github.com/astruyk/Ares .
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