- User Since
- Jan 19 2016, 12:04 AM (151 w, 3 d)
Mon, Dec 10
OMG, thx! Setting BIS_fnc_initModules_disableAutoActivation to false does the trick!
Fri, Dec 7
Nvm, logging revealed you are completely right. It's "attributesChanged3DEN" that gets triggered, "registeredToWorld3DEN" is for redos in the history instead. You may want to add "registeredToWorld3DEN" to ZEI to handle redos in history, since in that case "attributesChanged3DEN" does not get triggered.
Ok, that's curious, since our effect modules in Achilles, which follow the syntax used in the smoke module, still work fine when placed in Eden and we are using "registeredToWorld3DEN" for Eden and "init" for Zeus/mission start. Gonna have a look if I got time. Unfortunately, got some other issues with spawning modules on the fly with scripts, but that is unrelated to this issue...
I suspect the culprit is sectorA = (createGroup sideLogic) createUnit ["ModuleSector_F",_pos,,0,"NONE"];. The module function of ModuleSector_F does not get called, and thus "finalized" will never set to be true. The update likely broke something in the createUnit command.
I'm pretty sure it's intentional. For instance, have a look how BIS_fnc_moduleGrenade is implemented, which is the module function for the smoke grenade module. "registeredToWorld3DEN" is the one that should be triggered in Eden, not "init".
Jul 4 2017
Jul 2 2017
Well, this issue has been resolved by now and can be closed.
Jun 9 2017
The name attribute for the music class is not properly localized. Hence, it is not restricted to Zeus. It can also be observed in Eden.
Apr 29 2017
A concrete examples may help. You can use the Ares/Achilles source code as a template.
+1 Essentially the last two commands that are missing for creating an EH that handles the enter key as a line break.
Mar 22 2017
I can confirm this issue.
The "Game Master" module "Default Addons" combo box seems to be broken for certain resolutions atm (at least for x64 version).
Mar 17 2017
Thank you for the fix!
Thx for fixing the issue!
Feb 20 2017
I wouldn't say that the issue makes fog completely useless. You just have to avoid the critical region atm.
No, it can be closed.
Feb 16 2017
thank you for your answer.
I wasn't sure how hard such a feature would be to implement.
I tried to reproduce the issue by executing
Possible duplicate of T123262. Although this ticket is older, the other has higher priority, since it got assigned.
Feb 8 2017
Thx for reviewing the topic.
Feb 5 2017
Jan 1 2017
I can confirm this issue. As a result, the artillery fire module does not work properly for mortars in Ares Mod - Achilles Expansion (see Github).
Note that the current category "Firing from Vehicles" is not appropriate and should be changed.
In addition, the title is also misleading as the command just does not work properly for multiple rounds.
Nov 16 2016
thank you for the reply. Also an interesting aspect is that all folders contain the files of the most recent update, even if the folder name is refering to an far older version.
Nov 15 2016
Nov 5 2016
I can confirm that this issue is fixed by now. The topic can be closed.
Oct 1 2016
This issue is not general for Zeus. In fact I only observed it in the official Zeus Game Master missions since update 1.62. For whatever reason compositions and most empty objects are no longer available for curators there, which is a severe issue!
Jul 2 2016
Update: I probably found the error.
BIS_fnc_configPath cannot convert strings such as "bin\config.bin/cfgWaypoints/A3/Land" to type config.
(RscAttributeWaypointType.sqf, line 40)
May 21 2016
Thank you for the notification.