Selver
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RHS Escalation (AFRF and USAF)
Selver replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has there been any fix for the upside down blast shields on the MRAP and M1078 turrets? I didn't see it in the changelog, and wasn't sure if this was just an error I was personally experiencing or if this is, in fact, an error in the mod. These screenshots are from my installation of 0.4.1- 16574 replies
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Making placed units be editable for every Zeus
Selver replied to fett_li's topic in ARMA 3 - ZEUS EDITING
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". -
The best way I've found to do it is with MCC. But you're right, it doesnt take into account modules. The best way to do this is this: Create your mission with all your modules Launch your mission Build what you want with Zeus Save everything with MCC ("Save All (SQM)") Create a new .txt file Paste everything to it Open the original mission.sqm Copy everything in the "Groups" class from the original mission.sqm Paste it over everything in the "Groups" class from the new .txt file If you have markers placed down, do the same with the "Markers" class Rearrange everything back in the mission editor if needed It sounds convoluted, but once you get used to it it's pretty streamlined. If that's too crazy for you, build everything in Zeus, save it all, then put down your modules, waypoints, triggers, etc.