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Moon_chilD

Make editor objects usable with Zeus

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Hey guys,

Is there a way that I can use objects/vehicles/Units (not player) I placed via editor with Zeus? (Edit them and drag them)

Thats all. Thanks

Many Greetings

Moony

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Hey guys,

Is there a way that I can use objects/vehicles/Units (not player) I placed via editor with Zeus? (Edit them and drag them)

Thats all. Thanks

Many Greetings

Moony

 

Hi Moony

 

Take a look at this mod: https://forums.bistudio.com/topic/175053-ares-modules-expanding-zeus-functionality-release-thread/

It expands the Zeus functionality of which one is to add editor placed units or script spawned unit to the curator/zeus.

 

Regards

Twak

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Hi Moony, I see you have been posting a lot about scripting! Here is the complete commands list, please take a look through the commands and familiarise yourself with them! (obviously you dont need to learn them all)

 

The command you are looking for is addCuratorEditableObjects

 

This command needs to be executed on the server. Please take a look at Arma 3 Locality to understand how scripting commands have local and global effects. There are many tutorials out there which take you through basics of SQF scripting to more advanced techniques, a quick google search will reveal more.

 

Regards,

 

Bull

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Thanks for the links. Don'T understand me wrong, I understand what you are saying and in some things you are right but I'll still keep asking my questions here in the forum. Let me explain you why:

When I look on the list you send me (first link) I see just a huge pile of letters...that's all. When I have a problem regarding scripting that will not help me at all. How am I supposed to find something without knowing what I'm looking for? 
Another thing is, that I always appreciate the contact with people and that I can ask more about it (like you can see in this thread) I do not only get a plain answer to my question, but also have the opportunity to learn more. From your last sentence I can see that you probably think that I just rush in the forum and post my threads without even bother to look if I can find a solution. Okay, I have to say, for the particular problem in this thread I did not do it, but only because I have tried that some time ago and couldn't find an answer back then. Please be assured that I do look on google for a solution. I mostly get linked to the BIwiki which is without a doubt a great help. But sometimes I just don't really understand what I have to do with whats said that. I'm not that much into scripting. I still don't know what exactly is an "array" or a "boolean" (even though I think I slowly get it now ^^)...and thats okay for me because I know I can just ask here and there are many people who obviously like to help out.

Anyway, I'll definitely will have a look on your last link, since this is something I really want to understand now! 
Don't see that post as a rant or something. I'm pretty sure you did not meant your post mean,insulting or "pissed" (like other "google-is-your-friend" *curse* people) in anyway and that you just try to help people help them self...but that's simply not what I want! xD

I appreciate the help you gave me and I hope you understand my point.
Thank you!

Many Greetings
Moony

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2 ways......

1st quickest easiest.....

Download the ares mod. It expands the uses of zues and has an option to add or remove items to/from zues. In the util section just drop an add items option on the ground and it will ask for a radius in meters or full map of how much to give to zues.

2nd a bit tedious......

In 2d editor in Zeus module options there is another module called add items to Zeus. You need to sync everything you want to be able to move delete etc to the module.

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_zeusModuleName addCuratorEditableObjects [vehicles+allunits-allplayers]

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_zeusModuleName addCuratorEditableObjects [vehicles+allunits-allplayers]

or in the initServer.sqf

{ _x addCuratorEditableObjects [( allMissionObjects "All" ), true ]; false } count allCurators;
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Call me dumb, but I did not get it.

 

I have placed my squad and some chopper which is called helo1. Made a trigger with Radio-Alpha-Command and then write into "on activation": curatorModule addCuratorEditableObjects [[helo1],true ];

 

Test:

opened Zeus. Nothing ok.

0-0-1 Radio Alpha

opened Zeus again. No chopper.

 

What did I miss?

 

 

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