WurschtBanane 11 Posted March 10, 2017 As noone has answered yet, i will simplifiy my post: I created 2 playable units. I synched game master modules to them (and put the units names in the owner line) I synched the game master modules with a game master gamemode module I hosted the mission, a friend joined... and only one of us was able to place everything. He one was also able to acess zeus, but could only place markers. Why? And how do i fix this. Share this post Link to post Share on other sites
WurschtBanane 11 Posted March 14, 2017 Pls help. The vanilla Zeus scenario from BIS has limited view distance and doesnt allow mods, which makes it useless for me. Share this post Link to post Share on other sites
kauppapekka 27 Posted March 14, 2017 Easiest way would be to just remove the Gameplay Mode - Game Master module, otherwise something like this: yourZeusWithoutObjects addCuratorAddons curatorAddons yourZeusWithObjects; To the Debug console that you can activate from top left of the editor: Attributes > General > States. Share this post Link to post Share on other sites
twakkie 57 Posted March 14, 2017 What about using a zeus logic instead of curator module. I have read on the forums it has resolved some issues with zeus. Share this post Link to post Share on other sites
Alwarren 2767 Posted March 14, 2017 What I usually do is place two or three Zeus game logics as playable Zeus slots and give them all names (Zeus, Apollo and Hades in my case). Then I place three game master modules, and give them onwers Zeus, Apollo and Hades. this will mean everybody can spawn everything, but you need something running in the background to add newly spawned units to everyone, i.e. if Zeus spawns something, Hades cannot control it and vice versa. In my init.sqf I have this if (isServer) then { /* Place all editor units under Curator control */ [] spawn { { _x addCuratorEditableObjects [allUnits, true]; _x addCuratorEditableObjects [vehicles, true]; _x addCuratorEditableObjects [allUnitsUAV, true]; _x addCuratorEditableObjects [allMines, true]; } forEach allCurators; }; }; This will make sure all curators see all the editor placed units. You can also add a "sleep 30" and put a loop around it to do this repeatedly, but since we play with ACE I usually use the ace module instead. Hope this helps. 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted March 14, 2017 16 minutes ago, twakkie said: What about using a zeus logic instead of curator module. I have read on the forums it has resolved some issues with zeus. You need to have something that is playable in order to "connect" to Zeus. The game logic Zeus entity will appear as a logical player slot on the Logic side, but it will not have anything to go on. You need an associated Curator module. 1 Share this post Link to post Share on other sites
twakkie 57 Posted March 14, 2017 50 minutes ago, Alwarren said: You need to have something that is playable in order to "connect" to Zeus. The game logic Zeus entity will appear as a logical player slot on the Logic side, but it will not have anything to go on. You need an associated Curator module. Good to know. Thanks. Share this post Link to post Share on other sites
WurschtBanane 11 Posted March 14, 2017 Quote Easiest way would be to just remove the Gameplay Mode - Game Master module But doesnt that break the respawns? I have respawn=BASE enabled which makes people select a spawn on the map. Share this post Link to post Share on other sites
kauppapekka 27 Posted March 14, 2017 (edited) Don't know if it breaks the respawn on your mission but if you want to keep the Gameplay Mode module you need to use the script command or open up a Zeus Mission file and see how it's done there. Edit: Well here's how a Zeus mission description.ext looks like: Spoiler respawn = 2; respawnDelay = 20; respawnVehicleDelay = 30; respawnTemplates[] = {"MenuPosition","MenuInventory","Tickets"}; respawnTemplatesVirtual[] = {}; disabledAI = 1; joinUnassigned = 1; aiKills = 1; class Header { gameType = Zeus; minPlayers = 1; #ifdef _PARAMTYPE maxPlayers = 18; #else maxPlayers = 50; #endif }; class Params { class CuratorGodMode { title = $STR_A3_MP_ZGM_m11.Altis_Params_CuratorUnlock; values[] = {0,1}; texts[] = {$STR_DISABLED,$STR_ENABLED}; default = 0; }; class CuratorModeratorRights { title = $STR_A3_MP_ZGM_m11.Altis_Params_CuratorModeratorRights; values[] = {-1,0,1,2}; texts[] = { "Cannot create and edit anything (spectating only)", //--- ToDo: Localize $STR_A3_MP_ZGM_m11.Altis_Params_CuratorModeratorRights_0, $STR_A3_MP_ZGM_m11.Altis_Params_CuratorModeratorRights_1, $STR_A3_MP_ZGM_m11.Altis_Params_CuratorModeratorRights_2 }; default = 0; }; #ifdef _PARAMTYPE class Type { title = $STR_DISP_ARCGRP_TYPE; values[] = {0,1}; texts[] = {$STR_A3_CfgMPGameTypes_Coop_name_0,$STR_A3_CfgMPGameTypes_DM_name_0}; default = 0; isGlobal = 1; file = "paramType.sqf"; }; #endif class PlayerEditingAreaSize { title = $STR_A3_MP_ZGM_m11.Altis_Params_PlayerEditingAreaSize; values[] = {0,100,200,500,1000}; texts[] = {0,100,200,500,1000}; default = 100; }; #include "\a3\functions_f\Params\paramGuerFriendly.inc" #include "\a3\functions_f\Params\paramDebugConsole.inc" }; Edited March 14, 2017 by kauppapekka Share this post Link to post Share on other sites