eggbeast 3684 Posted March 4, 2018 So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings Here's how to ensure your items show up in Zeus 1. make sure each item has scope = 2; scopecurator =2; 2. make sure in the cfgpatches class, units[] has a full set of working classes listed with no mistakes/ scope 0 objects, or incorrect classnames - see example 3. if vehicle has scopeCurator = 2 & is present in cfgPatches but crew is scope = 1; or scopeCurator = 0 or not present in cfgPatches or crew = ""; or the crew pbo is not preloaded, then the whole vehicle is not visible in zeus. 4. make sure your cfgpatches class name is in preloadaddons list[] in cfgaddons. The downside to preloading all of your addons, is that it uses a lot of RAM. So choose the best set of mods that you really need for Zeus. Beware in more complex mod packs, you might have multiple instances of cfgaddons throughout your config family. In this case, if you accidentally duplicate a class of cfgpatches in your list[] array, the entire list in that instance of cfgaddons will fail to load in Zeus. For this reason I recommend having only one cfgaddons class in your mod, with a full list of your correct cfgpatches classnames in the list, OR only have one cfgpatches entry in your list and have one cfgaddons class containing that list in each of your pbo /addons. So distributed or centralised, but don't mix the two approaches. You can use configviewer to browse cfgaddons to see which classes are loaded In the example below, all of our cfgpatches classes are listed in one single central list in class cfgaddons { class preloadaddons {class unsung { list[]= {etc}; }; };}; and that's it! simple. demo example of the distributed way of doing it, (as opposed to the equally valid centralised way shown above in config editor) class CfgPatches { class UNS_Buildings { units[] = { "LAND_UNS_Hootch" }; }; }; class CfgAddons { class PreloadAddons { class UNS_Buildings { list[] = { "UNS_Buildings" }; }; }; }; class CfgVehicles { class House; class LAND_UNS_Hootch: House { scope = 2; scopeCurator = 2; vehicleClass = "aa_uns_buildings_W"; editorSubcategory = "aa_uns_buildings_W"; editorCategory = "UNS_All_Obj"; displayName = "Hootch"; //etc }; }; 1 2 Share this post Link to post Share on other sites
eggbeast 3684 Posted March 5, 2018 to add your backpacks to zeus use the following code example #define backpack_xx(a,b) class _xx_##a {backpack = a; count = b;} class CfgVehicles { class Item_Base_F; class uns_bpack_gh_base: Item_Base_F { author="Unsung"; scope = 0; scopeCurator = 0; editorCategory = "UNS_All_Obj";//EdCat_Equipment vehicleClass = "aa_uns_backpacks"; //Items; editorSubcategory = "aa_uns_backpacks";//EdSubcat_InventoryItems displayName = "Backpack"; model = "\Uns_Backpacks\uns_backpack_generic.p3d"; class TransportBackpacks { backpack_xx(uns_bpack_gh_base,1); }; }; class UNS_BA22_Para_gh: uns_bpack_gh_base { scope = 2; scopeCurator = 2; displayName = "(UNS) BA-22 Parachute"; picture = "uns_backpacks\ui\icon_ba22_ca.paa"; class TransportBackpacks { backpack_xx(UNS_BA22_Para,1); }; }; //etc }; Share this post Link to post Share on other sites
eggbeast 3684 Posted July 25, 2018 updated above with fix related to CREW - thanks reyhard! Share this post Link to post Share on other sites
miasdad 94 Posted August 3, 2018 Does this apply also with weapon add-ons? Share this post Link to post Share on other sites
.kju 3245 Posted August 3, 2018 for objects it needs to be side=3, while default for some base classes is side=4 1 1 Share this post Link to post Share on other sites