alleycat 28 Posted April 18, 2014 How to remove items from the ZEUS spawn list? I want to remove the APERS mines bis_curator removeCuratorAddons ["APERSMine","APERSTripMine"]; This has no effect. Share this post Link to post Share on other sites
sarlack 10 Posted April 18, 2014 Is bis_curator the name you put in the curator module, in the map editor? And where are you executing the function from? Share this post Link to post Share on other sites
alleycat 28 Posted April 19, 2014 I used the line in the init.sqf. And bis_curator is the name of the curator. Share this post Link to post Share on other sites
sarlack 10 Posted April 20, 2014 (edited) Put the code in the initPlayerLocal.sqf. I tested removing all the soldiers with this... My_Curator removeCuratorAddons ["A3_Characters_F_Civil","A3_Characters_F_BLUFOR","A3_Characters_F_OPFOR","A3_Characters_F_INDEP","A3_Characters_F_Gamma","A3_Characters_F_EPA","A3_Characters_F_EPC","A3_Data_F_Curator_Characters"]; Result was only empty vehicles and some UAV's for that curator. EDIT: If you are using a dedicated server, put the code in initPlayerServer.sqf instead Edited April 20, 2014 by sarlack Share this post Link to post Share on other sites
alleycat 28 Posted April 21, 2014 So it works with complete addon names? But what if I want to remove specific items off the list? Like only APERS mines? Share this post Link to post Share on other sites
sarlack 10 Posted April 21, 2014 Yeah, I guess it only works for the the addon. but for now you can set the costs. I am still figuring it out myself but here is the link https://community.bistudio.com/wiki/Curator#Using_Cost_Tables Share this post Link to post Share on other sites
sarlack 10 Posted April 22, 2014 (edited) I was able to get it to work by disabling just the APERS Mines. Just set the cost for the mines to be higher than the zeus meter can pay for or set the cost to blank/nothing in the OpenOffice Calc cell (not 0). Alleycat: Make sure you set the numbers for the APERS mines in ModuleMine_APERSMine_F, ModuleMine_APERSBoundingMine_F & ModuleMine_APERSTripMine_F part of A3_Modules_F_Curator_Mines. NOT APERSMine, APERSBoundingMine & APERSTripMine part of A3_Weapons_F_Explosives. INSTRUCTIONS: 1. Make sure your curator is set to disabled for the addons in the map editor. 2. You can use BIS_fnc_exportCuratorCostTable to generate an .ods file. (I tried with .xls but excel was not recognizing the formulas, I downloaded the free OpenOffice to work with the .ods format.) 3. Copy the cells in OpenOffice Calc to your init.sqf file and use the function BIS_fnc_curatorObjectRegisteredTable to load them into the game. [curatorName, ['B_Soldier_F',1,'B_Soldier_lite_F',1,'',0]] call bis_fnc_curatorObjectRegisteredTable; 4. You then need to add the addons in initServer.sqf using the function bis_fnc_manageCuratorAddons. Link to CfgPatches CfgVehicles https://community.bistudio.com/wiki/Arma_3_CfgPatches_CfgVehicles [curatorName, "A3_Characters_F_BLUFOR"] call bis_fnc_manageCuratorAddons; 5. You can change the numbers for the costs in the init.sqf file (after pasting the addons from the .ods), no need to use the .ods file unless you want to modify a bunch of things again. Note: the modules I am using in the editor are 4x "game masters" each with a "set camera position", "add editable objects" & "add editing area". 2x "manage resources", one to fill the zeus meter and one to replenish it. If you are having trouble getting the BIS_fnc_exportCuratorCostTable function to work. here is the init.sqf & initServer.sqf for all of the addons it also has the coefficient settings using setCuratorCoef in the initServer.sqf file (you can set this to what ever you want). http://www.mediafire.com/download/gihzb84odnb68l1/Arma3.zip The zip file now includes SarlackCuratorTables.ods (you can use this to set the costs), init.sqf & initServer.sqf with All empty vehicles and soldiers set to their side. :638: I suggest reading http://forums.bistudio.com/showthread.php?173350-Zeus-Documentation by Karel Mořický EDIT2: I change the instructions to match what Nashable suggested below. (THANKS!) Edited April 23, 2014 by sarlack Share this post Link to post Share on other sites
Nashable 10 Posted April 23, 2014 Registered addons need to be run on the server. The cost tables should be in the init.sqf. If you omit a value from the cost table it should be hidden even if the Zeus logic has registered addons. Share this post Link to post Share on other sites
thenach 10 Posted April 30, 2014 One stupid question: The "curator name" is the name of the zeus module as game master OR the name of the unit / gamelogic that has the ability to use it? Share this post Link to post Share on other sites
alleycat 28 Posted May 2, 2014 bis_curator addEventHandler [ "CuratorObjectRegistered", { _classes = _this select 1; _costs = []; { _cost = if (_x isKindOf "B_recon_F") then { [false,0.0]; }; _costs = _costs + [_cost]; } forEach _classes; // Go through all classes and assign cost for each of them _costs } ]; Why doesnt this work? I want to remove the recon soldier from the create list in this example. Share this post Link to post Share on other sites
alleycat 28 Posted May 2, 2014 This function should do the same but I am not sure how to use it: BIS_fnc_curatorObjectRegistered Share this post Link to post Share on other sites