Belbo 462 Posted February 5, 2016 Just edit the adv_zeus.sqf: Comment the lines you don't want to have, like line #13 and #15 and lines #19 to #22: _curator addCuratorEditableObjects [vehicles,true]; //_curator addCuratorEditableObjects [(allMissionObjects "Man"),false]; _curator addCuratorEditableObjects [(allMissionObjects "Air"),true]; //_curator addCuratorEditableObjects [(allMissionObjects "Ammo"),false]; //makes all units continuously available to Zeus (for respawning players and AI that's being spawned by a script.) while {true} do { /* _toAdd = if (!_addCivilians && {(side _x) == civilian}) then {false} else {true}; { if (_toAdd) then {_curator addCuratorEditableObjects [[_x], true]}; } forEach allUnits; */ _curator addCuratorEditableObjects [vehicles, true]; sleep 10; }; The only things that are being added on the beginning of the mission are editor placed vehicles (both land and air), units and ammo-crates. In progress only vehicles are being added to curator now. Share this post Link to post Share on other sites
smashballs 25 Posted February 7, 2016 Just edit the adv_zeus.sqf: Comment the lines you don't want to have, like line #13 and #15 and lines #19 to #22: _curator addCuratorEditableObjects [vehicles,true]; //_curator addCuratorEditableObjects [(allMissionObjects "Man"),false]; _curator addCuratorEditableObjects [(allMissionObjects "Air"),true]; //_curator addCuratorEditableObjects [(allMissionObjects "Ammo"),false]; //makes all units continuously available to Zeus (for respawning players and AI that's being spawned by a script.) while {true} do { */ _toAdd = if (!_addCivilians && {(side _x) == civilian}) then {false} else {true}; { if (_toAdd) then {_curator addCuratorEditableObjects [[_x], true]}; } forEach allUnits; */ _curator addCuratorEditableObjects [vehicles, true]; sleep 10; }; The only things that are being added on the beginning of the mission are editor placed vehicles (both land and air), units and ammo-crates. In progress only vehicles are being added to curator now. Thank you for the response, but the script tries to read through the comments " */ " which just makes the script stop working altogether. So I tried just erasing everything underneath the comments, and it still added all structural object to the curator. Maybe I am not entirely sure how comment lines work? Or I am just misunderstanding. See only land and air vehicles should be added to the curator and absolutely nothing else, not even at the beginning. Not even players because the Game Master Module, I believe, now automatically adds ALL playable units to be edited. Share this post Link to post Share on other sites
Belbo 462 Posted February 7, 2016 Thank you for the response, but the script tries to read through the comments " */ " which just makes the script stop working altogether. So I tried just erasing everything underneath the comments, and it still added all structural object to the curator. Maybe I am not entirely sure how comment lines work? Or I am just misunderstanding. See only land and air vehicles should be added to the curator and absolutely nothing else, not even at the beginning. Not even players because the Game Master Module, I believe, now automatically adds ALL playable units to be edited. Yes. Because I'm an idiot. The first comment has to be a /* of course. Fixed it in the post above. The module doesn't add the players though. Comment the lines you don't want. Share this post Link to post Share on other sites
smashballs 25 Posted February 8, 2016 Yes. Because I'm an idiot. The first comment has to be a /* of course. Fixed it in the post above. The module doesn't add the players though. Comment the lines you don't want. Thank you very much for your support! 1 Share this post Link to post Share on other sites
spectrecove 2 Posted July 4, 2016 I am trying to get this script to only make blufor units useable by the zues, i tried adding "if (side Man == west) then" but it just returns an error. Im afraid i am a total noob when it comes to scripting so any help would be much apreciated Share this post Link to post Share on other sites
Belbo 462 Posted July 4, 2016 First off: Copy over this version, which is the only current one. I haven't uploaded anything to armaholic in quite some while, so the armaholic download is not up to date at all. https://github.com/Pergor/ADV_MissionTemplate/blob/master/adv_missiontemplate.altis/functions/server/fn_zeusObjects.sqf Then you should take a look at lines 48 and 49. Comment those lines and place these lines after the commented lines: _bluforUnits = []; _bluforUnits = { if ( side (group _x) == west ) then { _bluforUnits pushBack _x } } count allUnits; _x addCuratorEditableUnits [_bluforUnits,true]; That should probably do the trick. Share this post Link to post Share on other sites
spectrecove 2 Posted July 4, 2016 unfortunatly it returns an error, "missing :" this is what i did: while {true} do { { _curatorUnit = getAssignedCuratorUnit _x; if (!isNil "_curatorUnit") then { //_x addCuratorEditableObjects [allUnits, false]; //_x addCuratorEditableObjects [vehicles, true]; _bluforUnits = []; _bluforUnits = { if ( side (group _x) == west ) then { _bluforUnits pushBack _x } } count allUnits; _x addCuratorEditableUnits [_bluforUnits,true]; }; } count allCurators; sleep 5; }; }; Share this post Link to post Share on other sites
Belbo 462 Posted July 4, 2016 Ah, yes. The last }; is wrong. And I used a non existant command. It should be addCuratorEditableObjects of course: while {true} do { { _curatorUnit = getAssignedCuratorUnit _x; if (!isNil "_curatorUnit") then { //_x addCuratorEditableObjects [allUnits, false]; //_x addCuratorEditableObjects [vehicles, true]; _bluforUnits = []; _bluforUnits = { if ( side (group _x) == west ) then { _bluforUnits pushBack _x } } count allUnits; _x addCuratorEditableObjects [_bluforUnits,true]; }; } count allCurators; sleep 5; }; Share this post Link to post Share on other sites
spectrecove 2 Posted July 4, 2016 that did the trick! thanks a lot for the quick support! 1 Share this post Link to post Share on other sites
spectrecove 2 Posted July 4, 2016 after some playtesting with a buddy the units that respawn are not accesable by the zues player, no error messages tho. edit: and after recopying the script it works again, must have messed up a line or something, anyway... thanks again :P second edit: and we are back to start.... after a while opfor spawns in and they show up on zues :( Share this post Link to post Share on other sites
Belbo 462 Posted July 4, 2016 You ought to start with -showscripterrors. That way you should have found the error pretty much on your own. ;) while {true} do { { if ( !isNull (getAssignedCuratorUnit _x) ) then { _bluforUnits = []; { if ( side (group _x) == west ) then { _bluforUnits pushBack _x }; nil; } count allUnits; _x addCuratorEditableObjects [_bluforUnits,true]; }; } count allCurators; sleep 5; }; I tested it now and it works. Or at least for me it does. If opfor units still show up for you, you've got some kind of third system to addCuratorEditableObjects in place (like ace_zeus for example). 1 Share this post Link to post Share on other sites
spectrecove 2 Posted July 4, 2016 still no succes for me :(, i do have a billion scripts stuck togheter for the mission i am making so probably something to do with those. i wanna thank you so much for your help and i will give a shout when i find out what is interfering. cheers! 1 Share this post Link to post Share on other sites
Dexious 12 Posted August 7, 2016 Hello, thanks for this handy script. I'm facing a problem. I'm trying to make it work so only 1 Zeus can be able to be able to see script spawned units etc. On the init.sqf file i'm writing the name of that 1 Zeus but the 2nd Zeus gets to see and edit units too. if (isServer) then { [zeus1,true] execVM "ADV_zeus.sqf"; }; Is anything i'm doing wrong? Share this post Link to post Share on other sites
Belbo 462 Posted August 7, 2016 You have to enter the name of the curatormodule and not the name of the zeus unit. Share this post Link to post Share on other sites
Dexious 12 Posted August 7, 2016 You have to enter the name of the curatormodule and not the name of the zeus unit. Alright placing down a Zeus module on the System: Init -> Variable Name: zeus1 Isn't that the name of the Curatormodule? That's how i have it right now. Share this post Link to post Share on other sites
Belbo 462 Posted August 7, 2016 Are you using ace or mcc by any chance? Share this post Link to post Share on other sites
Dexious 12 Posted August 7, 2016 Nope, i'm running with no mods. Share this post Link to post Share on other sites
Belbo 462 Posted August 7, 2016 There's got to be another system that's adding these units to your other curator. Share this post Link to post Share on other sites
Dexious 12 Posted August 7, 2016 Hmm you're probably right. I'm trying to get it to work with Liberation mission and i found out a file named "zeus_synchro.sqf"Code of the file: waitUntil { !isNil "huron_typename" }; _vehicleClassnames = [huron_typename]; { _vehicleClassnames = _vehicleClassnames + [_x select 0]; } foreach (light_vehicles + heavy_vehicles + air_vehicles + static_vehicles + support_vehicles) ; while { true } do { waitUntil { sleep 0.3; count allCurators > 0 }; _zeusunits = []; { if ( (side group _x == GRLIB_side_friendly ) && ( _x distance lhd > 1000 ) && alive _x ) then { _zeusunits pushback _x; }; } foreach allUnits; { if ((typeof _x in _vehicleClassnames ) && (typeof _x != ammobox_o_typename) && (( _x distance lhd > 1000 ) || (typeof _x == huron_typename)) && alive _x ) then { _zeusunits pushback _x; }; } foreach vehicles; _zeusunits = _zeusunits + switchableUnits; _zeusunits = _zeusunits + playableUnits; _zeusunits = _zeusunits - (curatorEditableObjects (allCurators select 0)); _units_to_remove = []; { if ( !(alive _x) ) then { _units_to_remove pushback _x; }; } foreach (curatorEditableObjects (allCurators select 0)); { _zgm = _x; _zgm addCuratorEditableObjects [_zeusunits,true]; _zgm removeCuratorEditableObjects [_units_to_remove,true]; /*_zgm setCuratorCoef ["edit", -1e8]; _zgm setCuratorCoef ["place", -1e8]; _zgm setCuratorCoef ["synchronize", 0]; _zgm setCuratorCoef ["delete", 0]; _zgm setCuratorCoef ["destroy", -1e8]; */ } foreach allCurators; sleep 10; }; Do you think that's it? Share this post Link to post Share on other sites
Belbo 462 Posted August 7, 2016 Yes, that's it. Especially: _zgm addCuratorEditableObjects [_zeusunits,true]; Share this post Link to post Share on other sites
Dexious 12 Posted August 7, 2016 Thank you, i'll look into it. Share this post Link to post Share on other sites
Dexious 12 Posted August 9, 2016 Hello once more, Is it possible to restrict adding the weapons of the dead bodies into Zeus? So let's say i would like to have only the units,vehicles. P.S I managed to solve the problem i had with the "zeus_synchro.sqf", thanks :) Share this post Link to post Share on other sites
Belbo 462 Posted August 9, 2016 You mean the groundweaponholders that are being generated if a unit dies? Share this post Link to post Share on other sites
Dexious 12 Posted August 9, 2016 Yes when a units dies, their weapon is added as an Object to Zeus. Is there a way to avoid adding them? Share this post Link to post Share on other sites