Have you tried using the ADV_Zeus.sqf script?
ADV_Zeus.sqf:
/*
ADV_zeus script by Belbo
Makes most units placed in the editor and playable units editable by Zeus.
Call from init.sqf via:
if (isServer) then {[CURATORMODULENAME,true] execVM "ADV_zeus.sqf";};
*/
_curator = _this select 0;
_addCivilians = _this select 1;
//adds objects placed in editor:
_curator addCuratorEditableObjects [vehicles,true];
_curator addCuratorEditableObjects [(allMissionObjects "Man"),false];
_curator addCuratorEditableObjects [(allMissionObjects "Air"),true];
_curator addCuratorEditableObjects [(allMissionObjects "Ammo"),false];
//makes all units continuously available to Zeus (for respawning players and AI that's being spawned by a script.)
while {true} do {
_toAdd = if (!_addCivilians && {(side _x) == civilian}) then {false} else {true};
{
if (_toAdd) then {_curator addCuratorEditableObjects [[_x], true]};
} forEach allUnits;
_curator addCuratorEditableObjects [vehicles, true];
sleep 10;
};
if (true) exitWith {};
Then in the init.sqf file:
if (isServer) then
{
//ZeusModule = your curator module name; true = boolean, if civilians should be editable by zeus as well - set to false if you don't want civilians to be editable.
[ZeusModule,true] execVM "ADV_zeus.sqf";
[ZeusModule1,true] execVM "ADV_zeus.sqf";
[ZeusModule2,true] execVM "ADV_zeus.sqf";
[ZeusModule3,true] execVM "ADV_zeus.sqf";
};
All you do is add a line for every Zeus you have, making sure that all of the Zeus modules have owners and that the names match the ones in brackets.
That and the PLAYER unit, not any of the PLAYABLE ones, the one with the red circle around it, has to have the first Zeus module listed in the init.sqf, in this case "ZeusModule".