Belbo 462 Posted February 21, 2014 I've been messing around with Zeus today and I'm absolutely amazed about it! One question remains though: Is there a way to add objects from custom addons yet (like custom trees and foliage, or custom vehicles or even units)? And if yes, how would I be able to do that? Share this post Link to post Share on other sites
dale0404 5 Posted February 21, 2014 Try syncing the units to the Add Editable Objects module and also using the addons modules as well. No idea if it works though. Share this post Link to post Share on other sites
Belbo 462 Posted February 24, 2014 (edited) Try syncing the units to the Add Editable Objects module and also using the addons modules as well. No idea if it works though. Curator - Bohemia Interactive Community #Unlocking Addons So if I see that right, I'd have to start Arma 3 with an addon activated (like PGS's PMC for example). Then I open up the editor, prepare my zeus modules and add a "manage addons" module, in which I place a line like mycuratorobj addcuratoraddons ["pomi_pmc"]; and after that I'll be able to place the units from the pomi_pmc addon in Zeus? Edit: Tried it, placing a "manage addons" module, setting it to "add", and then putting the name of an activated addon (that contained new placeable units) in quotation marks (got an error without them) did not work. Nothing was showing up in the placement options for the GM. So either adding custom units is not yet implemented or I did something wrong. Edited February 24, 2014 by Pergor Share this post Link to post Share on other sites
saetheer 9 Posted February 26, 2014 Curator - Bohemia Interactive Community #Unlocking AddonsSo if I see that right, I'd have to start Arma 3 with an addon activated (like PGS's PMC for example). Then I open up the editor, prepare my zeus modules and add a "manage addons" module, in which I place a line like mycuratorobj addcuratoraddons ["pomi_pmc"]; and after that I'll be able to place the units from the pomi_pmc addon in Zeus? Edit: Tried it, placing a "manage addons" module, setting it to "add", and then putting the name of an activated addon (that contained new placeable units) in quotation marks (got an error without them) did not work. Nothing was showing up in the placement options for the GM. So either adding custom units is not yet implemented or I did something wrong. Just a quicky: I cant even get mycuratorobj addCuratorAddons ["A3_Characters_F_BLUFOR"]; Should mycuratorobj be the Game Master module or Manage Addon Module? I feel the information around the scripting of the modules are inadequate.. Share this post Link to post Share on other sites
Belbo 462 Posted February 27, 2014 Should mycuratorobj be the Game Master module or Manage Addon Module? I feel the information around the scripting of the modules are inadequate.. Yes, they are. "mycuraterobj" was referring to the name of your GM module. You can scratch that if you're syncing the modules (at least that's what I think). I suppose using the manage addons module in the way I described would work for your purposes however. I bloody well hope BI adds the possibility to place custom objects in Zeus without having to place each and everyone in the editor before playing... Share this post Link to post Share on other sites
s3v 1 Posted February 28, 2014 Yes, they are. "mycuraterobj" was referring to the name of your GM module. You can scratch that if you're syncing the modules (at least that's what I think). I suppose using the manage addons module in the way I described would work for your purposes however.I bloody well hope BI adds the possibility to place custom objects in Zeus without having to place each and everyone in the editor before playing... I've tried syncing unofficial addons, adding them by unitclass, and by addon name. I haven't had any luck and I'm starting to believe that unofficial addons just don't work with Zeus right now. Share this post Link to post Share on other sites
moricky 211 Posted February 28, 2014 Hi, there's some issue with registering community made addons, we're looking at it now. Share this post Link to post Share on other sites
Belbo 462 Posted February 28, 2014 Hi,there's some issue with registering community made addons, we're looking at it now. Awesome, thanks!:) Share this post Link to post Share on other sites
MILN4R 10 Posted February 28, 2014 Uhm, anyone else`s 'Show info' button for the manage addons module crash the game? Share this post Link to post Share on other sites
s3v 1 Posted March 7, 2014 So, tried playing again today with MP and custom addons. This is the error I'm getting now: http://i.imgur.com/N88qBcb.png Share this post Link to post Share on other sites
s3v 1 Posted March 7, 2014 Getting this error now, using custom addons. http://i.imgur.com/N88qBcb.png Share this post Link to post Share on other sites
moricky 211 Posted March 7, 2014 As the message says, some community addons (and even an official one - I fixed it now :)) are not configured properly and cannot be used in Zeus. Contact their authors and ask the for a fix. 1 Share this post Link to post Share on other sites
Belbo 462 Posted March 10, 2014 (edited) As the message says, some community addons (and even an official one - I fixed it now :)) are not configured properly and cannot be used in Zeus. Contact their authors and ask the for a fix. I've noticed that... Some addons just give out an error before loading (so you can't test a mission with them enabled) and some just give a hint on this configuration problem. So my thought now is: We should make a list of addons that are properly configured to be used with the manage addons module right now... I've tested so far: - working - "]NATO Hellcats NATO-Striders MV22-OspreyUpdate F/A-18 Super Hornet (even without adding it with the manage addons module) HAFM ArmA 2 US Helicopters Import to A3 F-35B Lightning II Stand alone hmmwv Hellenic Armed Forces Mod (HAFM) NSW Units & Gear (Retex.) BLUFOR MBT-Kuma retexture - not working - PG Services C-130J CAF-Aggressors HAFM - ArmA 2 HMMWVs import Peral's A-10C That's all I've tested so far... Maybe together we could expand this list. Edited March 10, 2014 by Pergor Share this post Link to post Share on other sites
caeden 11 Posted March 10, 2014 I don't have any problems with PG Services working on mine. Share this post Link to post Share on other sites
Belbo 462 Posted March 10, 2014 I don't have any problems with PG Services working on mine. You can place a PG Services unit, sync it to the manage addons module and use the PG Services units afterwards in the Zeus interface? I somehow doubt it. It's not about compatibility issues with Zeus or the game itself. Its just about the managing addons module. Share this post Link to post Share on other sites
caeden 11 Posted March 10, 2014 You can place a PG Services unit, sync it to the manage addons module and use the PG Services units afterwards in the Zeus interface? I somehow doubt it. It's not about compatibility issues with Zeus or the game itself. Its just about the managing addons module. I see what you mean, but the gear and clothing work fine. Soon enough we'll be able to. Share this post Link to post Share on other sites
Belbo 462 Posted March 10, 2014 I see what you mean, but the gear and clothing work fine. Soon enough we'll be able to. We would be, if pomigit wouldn't have better things to do. ;) But alas, he has, so we should not be too eager to wait for updates on PG Services... Share this post Link to post Share on other sites
katyuska 10 Posted March 15, 2014 I've noticed that... Some addons just give out an error before loading (so you can't test a mission with them enabled) and some just give a hint on this configuration problem.So my thought now is: We should make a list of addons that are properly configured to be used with the manage addons module right now... I've tested so far: - working - "]NATO Hellcats NATO-Striders MV22-OspreyUpdate F/A-18 Super Hornet (even without adding it with the manage addons module) HAFM ArmA 2 US Helicopters Import to A3 F-35B Lightning II Stand alone hmmwv Hellenic Armed Forces Mod (HAFM) NSW Units & Gear (Retex.) BLUFOR MBT-Kuma retexture - not working - PG Services C-130J CAF-Aggressors HAFM - ArmA 2 HMMWVs import Peral's A-10C That's all I've tested so far... Maybe together we could expand this list. Do you mind if I ask you how you've accomplished this? I'm trying to figure out how to add HAFM's ported ArmA 2 US Helicopters. From the wiki, it sounds like I have to use "activateAddons" on the mission start so that they're available, so I added activateAddons ["HAFM_ArmA2_Helis"]; to my initServer.sqf file. Then I placed a Manage Addon module down, synced it to my two Zeus Game Master modules, and put "HAFM_ArmA2_Helis" in the "Addon Classes" field, but no dice. They don't show up in the spawn menu. Oddly enough, the C-130J shows up in the spawn list without me having to do anything. Share this post Link to post Share on other sites
Belbo 462 Posted March 15, 2014 It's even easier than that. Start an empty mission in the editor, place a unit, place the GM-module, and a Zeus module, sync the Zeus- with the GM-module, place a Manage Addons-module, sync it with the Zeus module, place a unit or an object from the desired AddOn (I recommend deletevehicle = this; for the unit's init) and sync it with the Manage Addons-module. Done. From now on you'll have all the units from this addon at your dispose, if it's configured properly. Share this post Link to post Share on other sites
katyuska 10 Posted March 15, 2014 It's even easier than that.Start an empty mission in the editor, place a unit, place the GM-module, and a Zeus module, sync the Zeus- with the GM-module, place a Manage Addons-module, sync it with the Zeus module, place a unit or an object from the desired AddOn (I recommend deletevehicle = this; for the unit's init) and sync it with the Manage Addons-module. Done. From now on you'll have all the units from this addon at your dispose, if it's configured properly. Thank you for replying. I really appreciate it. You couldn't have make this any clearer... But they're still not showing up. Gah! I feel like I'm missing something. (Still attempting this with the Arma 2 US Helicopters port.) Share this post Link to post Share on other sites
Belbo 462 Posted March 15, 2014 Thank you for replying. I really appreciate it. You couldn't have make this any clearer... But they're still not showing up. Gah! I feel like I'm missing something. (Still attempting this with the Arma 2 US Helicopters port.) Weird... For me it worked right away... Have you tried placing a Set Editing Cost module and change every value to 0? Maybe the pricing of this addon is off range. Alternatively you could place a Manage Resources module to give yourself more resources to place units. Share this post Link to post Share on other sites
oatemeal 10 Posted March 16, 2014 Thank you for replying. I really appreciate it. You couldn't have make this any clearer... But they're still not showing up. Gah! I feel like I'm missing something. (Still attempting this with the Arma 2 US Helicopters port.) Make sure you check the proper location, I think it fell under "Empty - US Helicopters" it's not under blufor air if I remember. Share this post Link to post Share on other sites
katyuska 10 Posted March 16, 2014 (edited) Make sure you check the proper location, I think it fell under "Empty - US Helicopters" it's not under blufor air if I remember. I tried this again with just a Zeus virtual entity, Game Master game mode module, Zeus Game Master module, manage resources module (set to 1, once), and editing costs module (everything set to 0), then the Manage Addons module with one of the helicopters synced to it... And it worked. Then I tried it without the Manage Addons module/helicopter and it STILL worked. So there's something with my previous ZGM missions that is prohibiting the helicopters from showing up. I tried to duplicate the original Altis/Stratis missions as closely as possible, so something in there is mucking with it. I'll have to play around with it more and see what breaks it. Thanks for the help, Pergor and oatemeal! EDIT: Aha! It was the Set Costs modules that were preventing the units from showing up. Edited March 16, 2014 by Katyuska Share this post Link to post Share on other sites
all3n 1 Posted April 13, 2014 Can i get some clarification on how getting, Say, RH-m4 pack to work in the game would be done? a step-by-step possibly Share this post Link to post Share on other sites
Belbo 462 Posted April 13, 2014 Can i get some clarification on how getting, Say, RH-m4 pack to work in the game would be done? a step-by-step possibly http://forums.bistudio.com/showthread.php?173503-Zeus-and-AddOns&p=2644787&viewfull=1#post2644787 Share this post Link to post Share on other sites