neodyn 14 Posted December 27, 2016 Hello! I try to make a small test mission with zeus. My setup: 2 groups, each with 3 members. Every group has a leader. One called T1 other T2 I've placed 2 Game master modules on the Map On each Game master module owner is T1 other T2 While testing local everthing looks great. But when i start running the mission on a dedi. server, choose T1 i've no problem to switch into zeus. Now i click abort => back to lobby => choose slot T2 => join mission now i only can ping zeus . Same issue with T1. So my problem: If i reconnect to a running mission on an possible zeus slot, it is not possible to run the zeus interface again. The Zeus interface is only accessable on mission startup. Anyone has a idea? Share this post Link to post Share on other sites
lifetap 188 Posted January 9, 2017 We experienced similar issues. JIP for Zeus appears to have been broken for 6+ months. Also admins logging in caused a dedicated Zeus to be kicked. We get around the issue with this code, which does some housekeeping of the Curators lists. We've been running it on the 3CB servers every since the bug and have had no further issues. Run it on the server in the init.sqf for all clients. Note that it only does anything for a named slot that containing the string "zeus". Quote // Only run on clients, excluding HCs [] spawn { // Delay until the server time has sync'd waitUntil {time > 5}; // For JIP, wait until the main screen loads waitUntil {!isNull (findDisplay 46) }; // Check if player name contains the word "Zeus" if (["zeus", format["%1",player]] call BIS_fnc_inString) then { _checkIfValidCuratorSlot = { private _curatorList = _this; // Check that Zeus has been assigned to player if (isNull (getAssignedCuratorLogic player)) then { private _exitLoop = false; { // Find an unassigned Zeus slot and assign it to the player if (isNull (getAssignedCuratorUnit _x)) then { [player, _x] remoteExecCall ["assignCurator",2]; sleep 2.0; // Check if a valid Zeus slot if (isNull (getAssignedCuratorLogic player)) then { // Broken Zeus slot, so clear and repeat _x remoteExecCall ["unassignCurator",2]; sleep 2.0; } else { hint format["Zeus assigned to curator %1", _x]; _exitLoop = true; }; }; if (_exitLoop) exitWith {}; } forEach _curatorList; }; }; // Find all curators and reverse list so to lessen chance of admin Zeus conflicts private _curatorList = allcurators; reverse _curatorList; // Check that Zeus has been initially assigned to player _curatorList call _checkIfValidCuratorSlot; // Ensure Zeus keeps slot, despite admin logging while {true} do { // Check that Zeus has been assigned to player _curatorList call _checkIfValidCuratorSlot; sleep 10.0; }; }; }; 2 Share this post Link to post Share on other sites
CptHellhole 2 Posted January 24, 2017 Thx for that info Lifetap! Will test that since one group I am playing with is experiencing this problem. Share this post Link to post Share on other sites
darkxess 60 Posted February 27, 2017 Thanks lifetap - I was having this same trouble too, its a shame that it takes one of the community to fix one of the developers long going problems. Share this post Link to post Share on other sites
SageNTitled 25 Posted May 9, 2017 There are some problems when using a virtual Game Master entity linked to the Curator module, with the default permissions from the official Zeus scenarios (spectator only for moderator). Once the Zeus role has been reassigned and the interface opened, you're still incapable of placing units (no items in the asset list) and seeing them (no icons on units and players in the world). At least that's what happens for us. If anyone else has this problem, add the following code to regain your powers: {_x addCuratorEditableObjects [allMissionObjects "ALL", true]; _x addCuratorAddons activatedAddons;} forEach allCurators; Share this post Link to post Share on other sites