7erra 629 Posted February 15, 2018 Hello everyone, just got back to scripting again. Here's my problem: Is there a way to add only a specific object to the Zeus so he can place it wherever he wants? Current workarounds (which are not what I really want to use though): addCuratorAddons adds the entire addon to which the object belongs, making far more objects accessible than wanted spawn the object and add it to Zeus with addCuratorEditableObjects adding a cfgPatches entry to the description.ext didn't work (just as expected) making the cost of unwanted objects too high to purchase Thanks, Terra Share this post Link to post Share on other sites
7erra 629 Posted February 15, 2018 Alright I've found a solution on my own: Using BIS_fnc_curatorObjectRegisteredTable you can only add the classnames of the objects that you want. If you want to place an unlimited amount of objects just set the cost to 0. The Zeus module has to have all addons unlocked beforehand, otherwise the objects won't be added. Example: [curatorObj,[ "Land_HBarrier_01_line_1_green_F", 0, "Land_HBarrier_01_wall_corridor_green_F", 0 ]] call BIS_fnc_curatorObjectRegisteredTable; This will only unlock the Hesco barriers. As to what I want to achieve after all is a building system and it just got a lot better ;) I may make a guide for this at some point. 1 Share this post Link to post Share on other sites
gc8 981 Posted March 6, 2019 (edited) I wanted to do the same, add only single objects and not whole collection with addCuratorAddons but 7erra's code is not working for me... Any ideas? Edit: nevermind! it seems removeAllCuratorAddons prevented the items to be listed Edited March 6, 2019 by gc8 Share this post Link to post Share on other sites
gc8 981 Posted March 7, 2019 Have to ask here if someone knows, can you use both the BIS_fnc_curatorObjectRegisteredTable and addCuratorAddons? I tried and it didn't work but maybe I called the functions in wrong order or something, any one knows if this is possible? Share this post Link to post Share on other sites
Dedmen 2716 Posted March 7, 2019 21 minutes ago, gc8 said: Have to ask here if someone knows, can you use both the BIS_fnc_curatorObjectRegisteredTable and addCuratorAddons? I tried and it didn't work but maybe I called the functions in wrong order or something, any one knows if this is possible? Both are different things afaik. One sets the cost, which doesn't help you anything if the object isn't even available. And the other makes objects available. Share this post Link to post Share on other sites
gc8 981 Posted March 7, 2019 6 minutes ago, Dedmen said: One sets the cost, which doesn't help you anything if the object isn't even available. And the other makes objects available. Hmm I have in the past used addCuratorAddons to make objects available for placing. So it seems they are two approaches to same problem. Share this post Link to post Share on other sites
rkemsley 10 Posted March 18, 2019 On 2/15/2018 at 7:16 PM, 7erra said: Alright I've found a solution on my own: Using BIS_fnc_curatorObjectRegisteredTable you can only add the classnames of the objects that you want. If you want to place an unlimited amount of objects just set the cost to 0. The Zeus module has to have all addons unlocked beforehand, otherwise the objects won't be added. Example: [curatorObj,[ "Land_HBarrier_01_line_1_green_F", 0, "Land_HBarrier_01_wall_corridor_green_F", 0 ]] call BIS_fnc_curatorObjectRegisteredTable; This will only unlock the Hesco barriers. As to what I want to achieve after all is a building system and it just got a lot better ;) I may make a guide for this at some point. I am very new to scripting with Arma 3, and I am having trouble getting this to work (currently trying to test what you have done). It keeps coming up with an error when I load from the Eden Editor into a multiplayer game to test the map. This is what I put into my "init.sqf". [curatorObj,[ "Land_HBarrier_01_line_1_green_F", 0, "Land_HBarrier_01_wall_corridor_green_F", 0]] call BIS_fnc_curatorObjectRegisteredTable; It does not seem to like this at all. Just wondering what I am doing wrong. Share this post Link to post Share on other sites
7erra 629 Posted March 19, 2019 21 hours ago, rkemsley said: It keeps coming up with an error when I load from the Eden Editor into a multiplayer game to test the map. So what does the error say? Did you name your Gamemaster module curatorObj? Share this post Link to post Share on other sites
rkemsley 10 Posted March 19, 2019 I've now managed to get it working This is the code I'm using in my init.sqf [BLUFOR_Zeus_Module, ['ModuleRemoteControl_F',0, 'B_Soldier_SL_F',2, 'B_soldier_LAT_F',2.6, 'B_soldier_M_F',2, 'B_Soldier_TL_F',1.6, 'B_soldier_AR_F',2, 'B_Soldier_A_F',1.4, 'B_medic_F',2, 'B_Soldier_F',1, 'B_Soldier_GL_F',1.4, 'B_sniper_F',4, 'B_spotter_F',2, 'B_engineer_F',2.6, 'B_soldier_repair_F',2.4, 'B_soldier_exp_F',2.6, 'B_recon_TL_F',1.2, 'B_recon_medic_F',1.6, 'B_recon_LAT_F',2.2, 'B_recon_JTAC_F',2, 'B_recon_exp_F',2.2, 'B_recon_M_F',1.6, 'B_recon_F',0.6, 'B_Quadbike_01_F',3, 'B_MRAP_01_F',5, 'B_HMG_01_F',2, 'B_HMG_01_high_F',2, 'B_GMG_01_F',3, 'B_GMG_01_high_F',3]] call bis_fnc_curatorObjectRegisteredTable; This seems to do the trick (for anyone else who is still having problems) Share this post Link to post Share on other sites