Jump to content

despi

Member
  • Content Count

    14
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About despi

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. despi

    Custom Zeus MP Gamemode Spawn Menu

    Unfortunately I don't, and can't even take the credit for the custom loadouts. Just something I found out few days ago :D Edit: Actually did manage to dig them out. Apparently there only exists 6 of them: aa_ca.pp (antiair) at_ca.pp (antitank) gl_ca.pp (grenade launcher) mg_ca.pp (autorifle) scuba_ca.pp (didn't check this one but I have a pretty good idea about it) srifle_ca.pp (marksman/sniper)
  2. Well done guys, got it to work as well. And don't beat yourself up Pergor for not noticing the typo in your code. Scanned it through myself for several times and didn't find anything. Thanks! Edit: Well one more thing I noticed. Since the code is in a never ending loop, any idea why copy-pasting units in Zeus doesn't make them editable? Edit: Creating new units with Zeus and copy-pasting them works just fine. But when you try to copy editor made units, they spawn as non-editable.
  3. despi

    Custom Zeus MP Gamemode Spawn Menu

    Making custom loadouts is possible indeed by introducing new classes in the description.ext like so... class CfgRespawnInventory { class CIV1 { vehicle = "C_man_polo_1_F"; } class WEST1 { displayName = "Grenadier"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\GL_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_GL_F", "hgun_P07_F" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell", "HandGrenade", "HandGrenade", "HandGrenade", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_HelmetB", "optic_aco", "acc_flashlight", "ItemWatch" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; }; class WEST2 { displayName = "Automatic Rifleman"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\MG_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Mk200_F", "hgun_P07_F", }; magazines[] = { "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer ", "200Rnd_65x39_cased_Box_Tracer ", "SmokeShell", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_PlateCarrier2_rgr", "H_HelmetB", "acc_flashlight", "ItemWatch" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; }; And as stated before, these lines according to the init.sqf [civilian, "CIV1"] call BIS_fnc_addRespawnInventory; [west, "WEST1"] call BIS_fnc_addRespawnInventory; [west, "WEST2"] call BIS_fnc_addRespawnInventory;
  4. I would love to say it worked but still no luck. Did exactly as you said. Empty map, one rifleman named p1 as player. Added Gameplay modes: Game master module (did nothing for this) and Zeus: Game master module which I named as a "master" to the top line and gave ownership to p1. And finally made the init.sqf with your while-loop. Then added one ai controlled unit and hit preview and he was not editable when switching to Zeus from the rifleman. Please don't give up on me Pergor, getting this to work would be awesome not just only for me :D
  5. Well for me it didn't even work with units placed in the editor that I didn't sync with the editable objects module. At least that should have worked I guess.
  6. Yeah I did, got no errors or anything. Just didn't notice any difference. Can anyone confirm if this works with Farooq's revive or am I just hopeless? Does the order of the lines in the init.sqf make any difference perhaps?
  7. That would have been awesome, but at least I didn't get it to work.
  8. Any have idea what is causing this bug? After a while Zeus will only see through the remote controlled unit but not control him. Happened to pretty much in every mission I've run as a Zeus but never managed to figure it out what actually caused it and if I could get it working without restarting whole mission.
  9. FRQ does seem to do the trick, thanks. Didn't get to test it from the Zeus' point of view but I think I can live with the idea of not seeing the players as long as I make the missions for friends only.
  10. Any of you guys have a good working revive script for ZGM? I've tried =BTC= and A3 Wounding System but don't seem to get either of those to work properly with Zeus. BTC spawns people outside the map with the respawn menu toggled on, and A3 seemed to work earlier but the revive part has not worked since the last dev branch update.
  11. I'm hoping to make a zeus mission where players start at a helo crash site somewhere in the bush and they would have to find their way out. Is there anyway to arrange respawning so they wouldn't see their location at the respawn menu? Edit: Well removing MenuPosition from the description did the trick for respawning but still showing the initial starting point at the beginning of the mission. Edit: Came up with a work around atleast. Just spawning the players somewhere else at the beginning and creating the actual start location later with zeus.
  12. despi

    Custom Zeus MP Gamemode Spawn Menu

    Amazing job Caeden. Tried to imitate what you did there and pretty much works as expected. Even customized the classes that are available, but now when I start the game Zeus can't enter the game and gets stuck in the window that states that Zeus has not made a respawn point yet :j: In preview with the editor everything works just fine. Any idea what I could be missing? Edit: Well got around the problem by changing the virtual entity owning zeus-module into an immortal civilian. Kinda like the idea of an immortal surfer dude checking out the puny spawning mortals.
  13. despi

    Zeus Discussion (dev branch)

    The loadout module seems to work with the premade zeus missions atleast. But no idea so far how to use it in custom made missions. ..or how to customize the classes in those premade missions.
  14. despi

    Few bugs

    Apparently the aiming down the sights works with custom made Zeus missions unless you used some additional mods. For example couldn't get the remote control work properly after I included =BTC= revive mod to my Zeus Game master mission. -Despi
×