psrkallez06 7 Posted May 3, 2016 I play single player scenarios/co-op most of the time. When i place down a player using the editor, go ingame and start up zeus. My character/object doesn't show up in the edit list at all. Only stuff that i put in with zeus can i edit with zeus. If i put in something using the editor i can't modify/move it with zeus. Example: As you can see the list to the left is empty. How can i make my playable character appear in that list so that i can add a squad to him? Sorry for my english and thanks! Share this post Link to post Share on other sites
psrkallez06 7 Posted May 3, 2016 Posted in wrong subforum. Can some admin please move this to the zeus section? Share this post Link to post Share on other sites
psrkallez06 7 Posted May 7, 2016 Bump. Am i the only one having this issue? Share this post Link to post Share on other sites
saltatormortis 12 Posted May 10, 2016 addCuratorEditableObjects is the magic command you search.. CURATORmodule addCuratorEditableObjects [[OBJECTname],true]; ie: place trigger above preplaced unit withthis onAct: {Curator addCuratorEditableObjects [[_x],true]} forEach thislist; other scripted solutions are simply found inside this forum MFG Share this post Link to post Share on other sites
psrkallez06 7 Posted May 12, 2016 addCuratorEditableObjects is the magic command you search.. CURATORmodule addCuratorEditableObjects [[OBJECTname],true]; ie: place trigger above preplaced unit withthis onAct: {Curator addCuratorEditableObjects [[_x],true]} forEach thislist; other scripted solutions are simply found inside this forum MFG Thanks for your answer! How can i do this outside the editor? In Scenario? Cheers. Share this post Link to post Share on other sites
saltatormortis 12 Posted May 14, 2016 sorry the solution wasnt as simple as ive written before this edit at this moment zeus cant place triggers or gamelogics you need to edit the mission with a gamemodule with this content: if (isServer) then { { _x addCuratorEditableObjects [allUnits,true]; _x addCuratorEditableObjects [vehicles,true]; } forEach allCurators; }; for a multi zeus setup you need to add this inside the gamelogic: if (isServer) then { [] spawn { while {true} do { { _x addCuratorEditableObjects [allUnits, true]; _x addCuratorEditableObjects [vehicles, true]; sleep 60; } forEach allCurators; }; }; }; Share this post Link to post Share on other sites
ravenleg 37 Posted May 26, 2016 Download the Ares mod, start your mission, open Zeus, under Modules open the Utils section (will have the Ares logo next to it), select Add Objects to Zeus, drop the module near your player (or whatever other editor-places units you want to Zeus to recognize), set your detection radius, and voilà . Share this post Link to post Share on other sites
thy_ 130 Posted February 9, 2022 For you, in the future, below with comments. Cheers. // Recommend to set this in initServer.sqf but only, as Zeus, the Editor (local host) and Dedicated server can see it if you set there. ;) // ZEUS SEE EVERTHING ON MAP [] spawn { while {true} do // looping { { sleep 5; // wait a while if you have spawn system as "Controlled Spawn and Waypoints Randomizr script". _x addCuratorEditableObjects [allUnits, true]; // each unit of all factions/sides will be available on map. _x addCuratorEditableObjects [vehicles, true]; // each vehicle of all factions/sides will be available on map. sleep 120; // after that first check, wait a bit longer to next loop / saving host/server performance. } forEach allCurators; // now repeat the instructions for each Curator. }; }; Share this post Link to post Share on other sites