Create target (one module that unifies all target modules). #271
Feature: New option: Attach a laser target (Observation: Vanilla AI jets engage them when they have a visual).
Attach/Detach Effect (allows attaching IR grenades and chem lights). #277
Revised
Arsenal modules:
Change: Vanilla as well as ACE arsenal are now available simultaneously. #285
Fix: Lost feature: Copy/Paste non-Arsenal items as well. #246
Garrison modules:
Fix: Garrisoned units can be rotated again. #240
Suppressive fire:
Feature: You can select any ammo available for the unit's primary weapon. #241
Feature: When placed on a vehicle you can select any turret you want. #241
Feature: When the target logic is deleted, the units will cease their fire. #241
Change: Default fire mode is automatic. #241
Fix: Burst should now always be 3 rounds. #241
Vanilla CAS:
Fix: Modules could not be rotated. #268
Change side relations:
Fix: Corrected the radio messages for the case "Nobody".
Create teleporter:
Fix: Did not work for players without Achilles.
Spawn effects:
Fix: Persistent smoke pillar did not work properly when placed by a server host Zeus. #283
Fix: Light source did not work properly when placed by a server host Zeus. #283
Transfer ownership:
Fix: Units lost their loadout sometimes.
Hide Zeus:
Fix: There was a script error message in certain cases. #248
Attribute windows
New
Accessory button. #290
Feature: Set flag (adds a small flag to the unit). #275
Feature: Set Number Plate (change text on number plates).
Revised
Sensors button
Fix: Was not applied to all selected units.
Waypoints
New
Demine waypoint (applied to EOD specialists). #264
Repair waypoint (applied to engineers). #264
Revised
Fastroping:
Fix: Advanced Rappelling is now used even if it is only present on the server (by @SamLex). #249
Other
Feature: Localization for Chinese Simplified (by @nercon).
Feature: Localization for Japanese (by @classicarma). #266
Change: Replaced "Execute Line" in object attributes by "init", which now truly behaves like the init line in Eden.
Fix: JIP ID was not received in Achilles_fnc_spawn. #226
v1.0.1
6 years ago
Change log
Modules
Revised
Target modules (Fire Support):
Change: Only artillery target can get attached to an object when the module logic is placed on top of it.
Suppressive fire:
Feature: "Talking guns" fire mode.
Change: Units now have infinite reloads instead of infinite ammo in the magazine during the suppressive fire (except for "talking guns").
Change: Changed default dialog options.
Change: Randomization of cease fire time between bursts/single shots.
Fix: Some soldiers did not fire their weapon (e.g. grenadiers). #230
Fix: Removed handgun from the list of weapons. #230
Arsenal modules:
Note: VIRTUAL ARSENALS ARE ONLY ACCESSIBLE VIA THE ACE INTERACTION MENU WHEN ACE3 IS LOADED!!!
Fix: Create custom did not use ACE's arsenal when ACE3 is loaded. #230
Fix: Copy/Paste arsenal was broken when ACE3 is running. #230
Fix: Custom arsenal did not filter TVS and NVS properly.
Add/remove editable objects:
Fix: Not all objects could be added/removed. #230
Change abilities:
Fix: Added exception handling for players (by @MaliceGFS).
Fix: Error messages were not shown properly in certain cases (by @MaliceGFS).
Fix: Mine detection and move abilities were mixed up.
Hint (Module category: Zeus):
Feature: Added option for the hint type (by @MaliceGFS).
Hide Zeus:
Fix: Eagle was still visible.
Create teleporter:
Fix: Script error.
Fix: Could not teleport to any teleporter as jip when there were more than 2 teleporters.
Injury:
Fix: Localization were missing for severe injury and high blood pressure.
Attribute windows
Revised
Inventory:
Fix: Did not use ACE's arsenal when ACE3 was loaded. #230
Execute:
Fix: Enable debug mission parameter was ignored. #234
Other
Change: Replaced the Achilles logo.
100
6 years ago
Change log
Modules
New
Supply Drop. #158
Hide objects. #179
Object rotation. #151
Set TFAR frequency. #156
Arsenal removal. #200
Side relation change. #130 and #149
Revised
Advanced CAS:
Feature: Attaches to objects.
Artillery fire:
Change: Replaced combo box by text box for number of rounds.
Suppressive fire:
Feature: Option to select what weapon AI should fire
Fix: AI should now aim first and fire after. #188
Mines/Explosives:
Feature: Created mines should now randomly orient themselves.
Spawn units (reinforcement):
Feature: The faction of the group can be different from the transport vehicle. #145
Fix: should be more stable overall and makes use of caches. #145 and #66
Create LZ:
Fix: Wrong localization string.
Arsenal modules:
Feature: Added partial ACE 3 Arsenal compatibility. #200
Fix: Fully reworked, fixing some long lasting issues and performance improvements. #200
Fix: Side Arsenal modules didn't work previously. #167
Fix: Create Custom Arsenal not adding wanted items. #200 and #196
Garrison (instant):
Feature: Radius and "inside only" options.
Fix: Units could not be rotated individually by Zeus.
Change ability:
Feature: Added Mine Detection ability. #199
Switch Unit:
Fix: Curator should now be able to breach breachable doors. #178 and #211
Fix: Notifications were overlapping when he picked up an intel. Curator receives and logs the message when he returns back to the interface.
Fix: Players couldn't get out of Switch Unit when they had a different keybinding than the default one. #177
Fix: As the issue above cannot be fully resolved, a "Release UAV controls" action is now available in the action menu. #177
Fix: Now retains voices and faces. #157
Fix: Goggles should no longer disappear. #209
Remote control:
Fix: Curator should now be able to breach breachable doors. #178 and #211
Promote to Zeus:
Fix: Wrong localization string.
Turret optics:
Fix: Missing localization string
Spawn effects:
Feature: Spawn fire. #137
Set date:
Fix: Module was broken. #152
Fix: Spam the .rpt log.
Create Mission SQF:
Fix: Didn't retain simulation settings. #169
Toggle lamps:
Fix: Now works in a dedicated server environment. #152 and #155
Hide Zeus:
Feature: Zeus eagle is hidden as well and "Player has ascended as Zeus" notifications does not appear.
Execute code:
Change: Last piece of executed code will be saved in the user's profile from the Execute Code module.
Fix: Execute Code module's JIP mode now works. #152 and #155
Add/remove editable objects:
Fix: Count should now be correct. #170
Create teleporter:
Fix: Spawned the pole even if the Cancel button was pressed. #203
Custom modules:
Change: Custom Modules have been reduced to 50 (0 to 49).
Bootcamp:
Change: Was added back.
Vanilla objective modules:
Side restrictions have been removed. #60 and #215
Attribute windows
New
Toggle the engine of Vehicles.
Data Link and Radar Emission control for AI vehicles. #77
Revised
Loadouts attribute button:
Feature: Option to assign weapons either to the driver or the gunner (if the vehicle has a gunner slot). #116 and #128
Ammo slider:
Fix: Now assigns weapons to the last selected weapon owner. #116 and #128
Fix: Caused issues for Dynamic Loadout vehicles, that resulting in losing access to the weapon. #212
Headlight/Searchlight:
Fix: Produced a suspension error. #202
Group names:
Fix: Now broadcasted to all players. #153
Key-bindings/mouse
Revised
Deep copy and paste:
Change: Retains, goggles, ranks, faces, voices, voice pitches, names, name callsigns and skills.
Change: Assigns dynamic loadout weapons if possible to the gunner.
Change: Retains fuel for vehicles.
Eject / Paradrop:
Feature: Drops vehicles/crates from vehicles (Apex vehicle in vehicle feature).
Countermeasure:
Feature: Works with multiple selected units. #161
Fix: Did not work with >1.70 version planes and helicopters.
~Fix: RHS smoke grenades were not supported (thanks to RHS team).~
Mouse:
Feature: When a vehicle/crate is dragged on top another vehicle, it gets loaded if possible.
Feature: When a vehicle/crate that is loaded or sling loaded is dragged on top the transport vehicle, it gets detached.
Waypoints
Revised
Fastroping:
Fix: Resolved missing key string if ACE was not preset. #224
Paradrop:
Feature: Drops vehicles/crates from vehicles (Apex vehicle in vehicle feature).
Other
Change: Added different types of new module icons. #165
Change: Execute code panel will always appear in singleplayer.
Change: On Zeus launch, intro hint will only be shown once.
Change: Russian translation overhaul (by @unhappytroll and @Victor9041). #192
Feature: Zeus watermark when pressing backspace is now replaced by our own custom one (configurable in CBA). #147
Feature: Debug logging is now available as an option in CBA addon settings.
Feature: Debug logging function Achilles_fnc_log (only logs when activated in CBA).
Feature: Feedback function for the Curator - Achilles_fnc_showZeusErrorMessage, which works similarly to Achilles_fnc_showZeusMessage, but adds a failure sound.
Feature: Warning text appears from a Suicide Bomber when he goes into attack mode.
Feature: Debug Mode is available in Addon Options. It also allows adding all objects in the mission (including logics!).
Feature: Added Tac-Ops music event tracks to the Play Music module. #193
Fix: Switching tabs while searching in a "create tree" (Zeus interface) led to loss of a side in certain cases.
Fix: When parachuting units, the function now works as intended. #127
Fix: Server-side .rpt spam was fixed. #107
Fix: Debug console now works if debug console is enabled for specific players by UID. #187
Fix: German entry for string table is fixed (by @shukari).
Fix: Removed duplicate string table keys.
Fix: Copy to Clipboard module now works if the text is larger than the format engine command limit.
Fix: Achilles creating dependencies. #200 and #120
Fix: Spelling mistakes in the Field Manual and hints (by @MaliceGFS and @ItsNoirLime). #222 and #217
Fix: Achilles and Ares base modules were added to Zeus for modification. #225 and #219
Code optimization, cleanup and fixes - #163 and #181 - Thanks to Victor9401, Dedmen and NeilZar!
Alpha-009c
6 years ago
Fix: Fixed a critical issue that causes stances not to work.
Alpha-009
6 years ago
Change: Locked vehicles can be entered by remote controlled AI (same as "Locked for Players" in Eden).
Change: Advanced Weather Module: Takes current weather data as default values; Rainbow slider.
Change: Add objects to Zeus: Only adds objects to the Zeus player that used the module.
Change: Adjusted name of Patrol/Loiter module to emphasize that loiter is not restricted to choppers.
Change: displayName config parameter is now used when selecting ammo types when using the Fire Mission module. This improves user-friendliness and allows easier selection of muntion types.
Feature: Attribute window: Sliders show actual value as a tooltip.
Feature: Achilles_fnc_showChooseDialog, a revised version of Ares_fnc_showChooseDialog (the latter is kept for compatibility reasons).
Feature: New useful global veriable: Achilles_var_latestModuleLogic.
Feature: Option to give suicide bombers vests to make it look more realistic.
Fix: CAS Bomb Strike: Module was listed twice and cluster bombs were not available.
Fix: Hotkey for remote control and switch unit features did not work while the map was open.
Fix: Set map position to camera position after loading interface.
Fix: Fix weapons not being removed when Pylon Loadout is changed (by @CoxLedere).
Fix: Fixed an error when suicide bombers were used when the disabling type was selected.
Alpha-008c
6 years ago
Change: Removed Zeus wind sound effect for remote control (by @CreepPork).
Change: If Ares is enabled at the same time, Achilles will just spawn a warning message and not block Zeus entirely.
Change: Skill slider range is no longer hard-coded. It takes the range as in 3den instead (see BIS forum).
Change: Renamed vehicle attribute button "AMMO" to "LOADOUT" to make clear that ammo has to be adjusted with the slider.
Change: Dynamic Loadout interface makes use of the new getCompatiblePylonMagazines command (=> better preformance).
Change: Faction whitelist option was temporarly removed due to instabilities (actually it was already removed in 0.0.8, but not mentioned).
Change: Swich Unit hotkey was changed due to conflict with MCC (new hotkey: Alt + 2xLMB).
Change: Improved Achilles initialization for Zeus Game Master missions.
Change: Replaced Achilles_fnc_addCuratorInterfaceEventHandler by CBA event handler system with "Achilles_onLoadCuratorInterface" and "Achilles_onUnloadCuratorInterface" as keywords.
Fix: "Switch Unit" module does not work properly for drones => introduced exception handling.
Fix: "Switch Unit" and "Remote Control" were triggered by 2xLMB without an additional key in certain cases.
Fix: "Switch Unit": face of the controlled unit were overwritten by the player's settings.
Fix: Debug logging was still present for the bomb strike module.
Fix: Achilles_fnc_arrayMean had no exception handling for empty arrays.
Fix: Paradrop: Exception handling did not work for 3rd party add-on chutes (= unit had 2 chutes instead of one; see Steam).
Alpha-008
6 years ago
Change: Carrier base gets added automatically; Deletion will affect all carrier parts (the carrier is not movable though).
Change: Intel: The map only opens for the player that picked it up. Who actually gets the intel as well still depends on the settings.
Change: Heal and injury modules check for ace_medical instead of ace_main (by @CreepPork).
Feature: Promote player to Zeus; This module is only available for admins when the execute code module is disabled; The rights are lost when the player respawns or disconnects (by @CreepPork).
Feature: Function Viewer Module (Dev Tools).
Feature: Switch Unit, an alternative to remote control, which gives full control over the unit (hotkey: LSHIFT + 2xLMB).
Feature: Side as a group attribute (new attribute button).
Feature: Change Zeus vision mode brightness (feature inspired by ACE3; ALT+PAGE UP/DOWN by default)
Feature: IED and Suicide Bomber modules (by @CreepPork).
Feature: Add/remove Zeus objects can now handle simple objects (EXPERIMENTAL - DO NOT YET SUPPORT FEATURES SUCH AS COPY/PASTE, ADV. COMPOSITIONS, SAVE MISSION SQF, ...).
Feature: Show config and animation viewer modules.
Feature: Vehicle garage from Eden editor.
Feature: Create TPs: Custom names can be given to teleport flags.
Feature: Hint Module: Support XML syntax (allows including images).
Feature: Recovered vanilla CAS bomb strike module (dunno why it was hidden).
Feature: Vanilla CAS modules: Implemented general config solution => support any 3rd party add-on.
Feature: Implement additional ambient animations (see comment by [GHC] RandomMusic).
Feature: Set date module.
Feature: Attribute window for light sources: RGB, radius and attenuation.
Feature: "Lock door" module (including breach option, inspired by Sushi Breach Script).
Went missing in previous versions: Instant occupation does distribute large group (>8 members) on different buildings (@Grezvany13).