WulfyWulf 10 Posted January 20, 2015 I'm working on a mission where I want certain objects hidden from a Zeus synced player when he is in the Zeus interface, but visible when he exits the interface and is moving as a normal unit. Is there a way to determine if a unit synced with the Zeus module- and is not in forced interface mode- has the interface open? I was looking in the curator functions, but I didn't see anything that looked like what I was looking for. Side question, is there a way to disable the Zeus remote control as an allowable module for Zeus to use? Share this post Link to post Share on other sites
jshock 513 Posted January 20, 2015 These may be of help: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorPinged And example #3 on this page: https://community.bistudio.com/wiki/openCuratorInterface Share this post Link to post Share on other sites
WulfyWulf 10 Posted January 20, 2015 These may be of help:https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorPinged And example #3 on this page: https://community.bistudio.com/wiki/openCuratorInterface Thanks, that second link in particular looks like it'll help. If I get what I described working, I'll report back with some sample code for my implementation. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 20, 2015 AFAIK openCuratorInterface function is disabled in MP for security reasons. Share this post Link to post Share on other sites
jshock 513 Posted January 20, 2015 AFAIK openCuratorInterface function is disabled in MP for security reasons. I remember seeing that thread...I think...but it's funny cause the third example on the command's wiki doesn't even use it. Share this post Link to post Share on other sites
SkullTT 10 Posted May 7, 2015 It's a slightly old thread, but I found a solution and wanted to document it. _display = findDisplay 312; returns a display if the curator interface is open. It return null if not. You can use if ( !isNull(findDisplay 312) ) then { ... interface is open ... }; Share this post Link to post Share on other sites