terox 316 Posted February 17, 2014 Documentation, even at this early stage would be very helpful Failing that as we delve into mission development using zeus, posting back ones findings will be helpful to others Share this post Link to post Share on other sites
neodammerung 8 Posted February 17, 2014 (edited) There's an ingame tutorial in Zeus Showcase. Click on the picture Edited February 17, 2014 by Neodammerung Share this post Link to post Share on other sites
dale0404 5 Posted February 17, 2014 DATA•Various weapons, uniforms, vests, headgear and item holders are now placeable in editor and Zeus And I am sure the classnames have been added for Opfor / Independent groups. Share this post Link to post Share on other sites
Mr. Charles 22 Posted February 17, 2014 Right now you have to add these: "Weapons_F_NATO","Weapons_F_CSAT","eapons_F_FIA","Weapons_F_ItemHolders","Weapons_F_Headgear","Weapons_F_Vests","Weapons_F_Uniforms","Weapons_F_AAF" to an Add Addons module synced with the Game Master module. Share this post Link to post Share on other sites
Sasek 10 Posted February 17, 2014 Where I can create/prepare mission before players join the server. (mission creator) Is it possible or not? Share this post Link to post Share on other sites
iconoclastdx 5 Posted February 17, 2014 You can create mission like usual and load zeus over it and it will work fine (I'm sure not EVERYTHING works fine but most stuff should for now). If you want to have GM control of editor placed assets you have to drop an "Add Editable Objects" module or script it. http://forums.bistudio.com/showthread.php?173261 Share this post Link to post Share on other sites
moricky 211 Posted February 18, 2014 I wrote some basic documentation, hope it will help. Share this post Link to post Share on other sites
kremator 1065 Posted February 18, 2014 Documentation is very useful Moricky ... cheers ! Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 21, 2014 Could this topic be stickied please ? Share this post Link to post Share on other sites
txalin 2 Posted February 21, 2014 Tip, if you want to simulate an bomb car set the waypoint of the car to the position you want and when the car is there, set dammage to 1 by doubleclicking in the car. Share this post Link to post Share on other sites
blud 10 Posted February 21, 2014 so the second tooltip it says that there are 2 modes free and forced,how do i enable free mode if i want to play a multiplayer game with friends? Share this post Link to post Share on other sites
ebass777 10 Posted February 21, 2014 Hi I was wondering if there is any way to run zeus on a dedicated server. Share this post Link to post Share on other sites
kerodan 25 Posted February 21, 2014 Hello eveyone, at the moment I am working on a Zeus mission for my community and running into some technical difficulties. The most prominent problem is that the gamemaster does not see the litte player icons in the interface. Therefore, he has no indication about the positions of the different players! Do any of you know how I can resolve this issue? For some reasons the icons are shown in the editor but not in a multiplayer sessions. My second question is concerning the "CuratorObjectPlaced" eventhandler. Their are two curator objects present and both objects get a "CuratorObjectPlaced" eventhandler attached to them in the course of the initServer.sqf. These eventhandlers are identical and used to get the Igiload script to work. However, the eventhandler does only work for the first curator instance and I have no clue what the problem is... Share this post Link to post Share on other sites
novemberist 2 Posted February 22, 2014 Tip, if you want to simulate an bomb car set the waypoint of the car to the position you want and when the car is there, set dammage to 1 by doubleclicking in the car. You can blow up any vehicle, mine, ied or explosives by pressing the "End" Key while the unit is selected... Share this post Link to post Share on other sites
Mid Endian 10 Posted March 1, 2014 The players need to be added as editable items. Drop an addEditableObjects module, sync it to each player, then sync the module to the zeus that is to see them in the zeus interface with the dotted magenta/cyan/pinkish looking line. Share this post Link to post Share on other sites
m0nkm0nk 0 Posted March 2, 2014 (edited) Can someone please tell me how to loop the waypoints for a soldier? I managed to do it for a few times but have no clue how I did it.. Tried to connect them with drawing a line holding Control but that is not working. Did search the forums and some other website but doesn't seem to be documented. :o EDIT: Solution see post #22 Edited March 5, 2014 by m0nkm0nk Share this post Link to post Share on other sites
ajsarge 10 Posted March 2, 2014 Can someone please tell me how to loop the waypoints for a soldier? I managed to do it for a few times but have no clue how I did it.. Tried to connect them with drawing a line holding Control but that is not working. Did search the forums and some other website but doesn't seem to be documented. :o This is mostly an issue with Zeus. In Zeus we are unable to change the type of waypoint placed. It's always "Move". In the editor, you can place a "Cycle" waypoint, and it will connect to the nearest existing waypoint or unit start position. For now, you have to manage your minion's waypoints. If you want to set a routine patrol, you need to place the circuit yourself fifteen times over, and check back later. Share this post Link to post Share on other sites
m0nkm0nk 0 Posted March 2, 2014 This is mostly an issue with Zeus. In Zeus we are unable to change the type of waypoint placed. It's always "Move". In the editor, you can place a "Cycle" waypoint, and it will connect to the nearest existing waypoint or unit start position. For now, you have to manage your minion's waypoints. If you want to set a routine patrol, you need to place the circuit yourself fifteen times over, and check back later. I'm aware that Zeus lacks waypoint options but I really managed to make a loop a few times but have no clue how I did that ^^ Hidden feature or just pure luck? :p Share this post Link to post Share on other sites
caeden 11 Posted March 2, 2014 (edited) The players need to be added as editable items. Drop an addEditableObjects module, sync it to each player, then sync the module to the zeus that is to see them in the zeus interface with the dotted magenta/cyan/pinkish looking line. But after they respawn, wouldn't that link/sync be broken? *Edit* I've tried syncing them, and it still doesn't show up. For some strange reason it works sometimes but not others. I've figured it out, Farooq's Revive was breaking it. Edited March 3, 2014 by Caeden Share this post Link to post Share on other sites
maaz2 10 Posted March 2, 2014 I'm aware that Zeus lacks waypoint options but I really managed to make a loop a few times but have no clue how I did that ^^ Hidden feature or just pure luck? :p Cannot remember what key it is to make multiple waypoints, but to make it a repeating cycle you hold down either alt or control along with the multiple waypoints key for the last waypoint. man these forums don't make it easy to post do they... Share this post Link to post Share on other sites
roshnak 41 Posted March 4, 2014 I'm aware that Zeus lacks waypoint options but I really managed to make a loop a few times but have no clue how I did that ^^ Hidden feature or just pure luck? :p Pretty sure I saw cycling patrols made of four waypoints in the Eurogamer video. I don't know if that's in the build we are using, though. Share this post Link to post Share on other sites
caeden 11 Posted March 4, 2014 For me, holding Ctrl and placing waypoints set's them up, hitting Alt+ctrl and placing waypoints cycles them. Share this post Link to post Share on other sites
m0nkm0nk 0 Posted March 5, 2014 For me, holding Ctrl and placing waypoints set's them up, hitting Alt+ctrl and placing waypoints cycles them. Thanks, works like a charm :) Share this post Link to post Share on other sites
trnapster 12 Posted March 7, 2014 Quick tip: The display of the Zeus interface is using the IDD 312. Just in case anyone wants to create DisplayEventhandlers for Zeus... Share this post Link to post Share on other sites
Belbo 462 Posted March 10, 2014 Has anybody got an idea how to add custom pictures to the documents/secret documents/intel-items? It's kind of absurd to have a nice pic of the beaches of Altis on the secret documents that are supposed to give away the location of a secret research facility on Namalsk... Share this post Link to post Share on other sites