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Found 239 results

  1. Hey there guys, I am looking around and wondering if anyone knows how to set up Dynamic Simulation, for ALL non-player units in the session, at all times. .. maybe a sleep or check timer where it applies it in periods for all non player units. Both from the start of the session and when you spawn them in mid session, through script or by Zeus Micro managing activating dynamic simulation on any and all units is a bit tedious for me as Zeus
  2. Hey everyone! I am looking at different options to improve the performance during my arma sessions. Frequently, I make use of the hide objects module for various purposes. Now I am wondering if this module, or a code, can be used in a radius around players .. effectively hiding certain objects beyond the distance from players? That way you would only immediately render what you can see, and nothing else beyond what is around you.
  3. Hey guys, quick question. I have been looking around all over and not managed to find an answer. When I am hosting a session as zeus, when I as the zeus die, and my body gets deleted .. for example blown up or the auto clean-up removes my body, it also removes my zeus access with my former body and in mid sessions I lose all zeus permissions. Is there something I can do to completely prevent this, or give myself back zeus access in mid session? I am using the Game Master module with #adminLogged. Thanks
  4. qwerty21032

    Link Zeus Cost to Warlords Income

    Hello everyone! I am relatively new to the modding sphere of Arma and I really only barely understand basic commands and init edits. Basically the question I have is the title. Would it be possible to link warlords income rates to the Zeus resource income? I am working to try and make a scenario in which you primarily play as Zeus to control units but there are only limited areas in which Zeus can spawn particular units. (Factories and big towns spawn vehicles, helipads runways and harbors spawn their respective vehicles and everywhere Zeus can spawn infantry). This would allow the players to utilize the amazing Zeus interface and issue commands while also being able to remote control units at their will. Any assistance in this would be awesome!
  5. Hi, let me start off and say that this has been a journey. I've been able to finally figure out most of the cost table stuff besides a few things. been trying this off and on for a couple years now, and each time I've given up until now. Lets start off with the basics: 1: Generating a cost table on the Wiki you can read into this, but ["A3_Characters_F_BLUFOR", "A3_Soft_F_MRAP_01"], "ods"] spawn BIS_fnc_exportCuratorCostTable; is the example they use that is supposed to create a paste-able table, but when you run this code, or atleast when I did, I recieved an error. Turns out the code on the wiki is wrong, and it requires an additional open bracket to complete the line of code. So it should look something like this I highly recommend using any script-supported text editors like notepad++ [["A3_Characters_F_BLUFOR", "A3_Soft_F_MRAP_01"], "ods"] spawn BIS_fnc_exportCuratorCostTable; - You may interchange A3_Characters_F_BLUFOR and A3_Soft_F_MRAP_01 with any other addon Cfg Patch name. ex: "JLTS_characters_DroidUnits" (quotations needed for each Cfg.Patch) If you don't know how to find Cfg Patch names: In Eden Editor go to "Tools" in the top left, then "{} Config Viewer". Locate by scrolling "CfgPatches". Here you will find all CfgPatch names. Scroll through and search for any that have a unit you recognize from an addon https://imgur.com/a/fFjBBsQ insert each CfgPatch name with quotes into the above code. ex: [["JLTS_characters_DroidUnits", "JLTS_characters_DroidArmor"], "ods"] spawn BIS_fnc_exportCuratorCostTable; In notepad++ or whatever you use, save as init.sqf if you haven't created a mission yet or want to start fresh, start a new game and save it named as whatever you want. Locate that mission folder in C:\Users\"x"\OneDrive\Documents\Arma 3\missions and open it. Copy and paste the init.sqf you just created into the mission folder. (you can use the init.sqf for other scripts too so keep that in mind) open the mission through the editor and it can take anywhere from 30 seconds to 15 minutes, depending on systems and what you are generating. (This morning it took me 30 seconds but last night it took anywhere from 5-15 minutes) Once the mission loads, alt tab, then as per the wiki: I recomend OpenOffice Calc, I got it for free, but if you use Excel change out "ods" for "xls" Just Ctrl + V the first box and boom. You have a generated Cost Table for all of your addon units that haven't been configured for zeus. Change whatever values you want in the system, then follow the prompts from the wiki. So an example of this would be: https://imgur.com/a/IHxgivx Now we need to open up init.sqf with our notepad++ or whatever you use, and remove the previous code that we used. in my example, I would Ctrl + C JLTS_characters_DroidUnits, and paste it into init.sqf. Go to the next line and repeat for JLTS_characters_DroidArmor. The init.sqf will look something like this https://imgur.com/a/haPjjwg (NOTE: the notepad is titled new 1, that's because my init.sqf is full of testing code right now. Make sure you have init.sqf as the name.) I recommend we combine the two into one variable, as this is meant to be for the same zeus and it makes typing the final code out easier. so taking my example code, in the next line input: _CIS = [_JLTS_characters_DroidUnits + _JLTS_characters_DroidArmor] (_CIS can be any variable you decide) this makes the value _CIS equal both variables. Finally, we move on to importing it back into the game. To my understanding, the final code on the next line should look like this: [master_zeus,_CIS] call BIS_fnc_curatorObjectRegisteredTable; (master_zeus can be any variable named zeus) https://imgur.com/a/To2no40 My issue is for anyone who might understand: I don't get any errors, but none of the units become available to use, when before the units showed up in zeus, just had incorrect costs. After running this command, any available units before are no longer available (I have Game master set to addons present in scenario). Why are they disappearing from my zeus's ability to purchase/place them? My final code looks like this: https://imgur.com/a/hIJu7Z1
  6. Hi I'm attempting to make it where the ai that spawn from the Spawn AI module editable by the Zeus, I've been looking around and haven't found anything yet.. I thought when I first started my mission testing I was able to edit them as they spawned but it appears now I am unable to. Will update if I find myself a solution
  7. hello all, new to the forums and A3 mission generating. currently working on a D-Day landing Zeus OP for my group and I'm having issues. When I launch the initial gameplay test from the editor directly everything works as I designed, the German AI forces starting engaging the US landing craft from a range of approximately +/-500m (from mg bunkers to about 150m from water edge). the problem arises when I push the mission pbo to my dedicated server on Host Havoc the AI don't engage unless fired upon or zeus'd right in front of each other. I've tried messing with the AI defenders settings as well as trying to adjust the server settings but nothing is working. what could I be doing wrong or what is causing the difference in gameplay between the 2 types of hosting? thanks! DoughB0i
  8. What's Zeus airdrop parachute classname? By the way, even checking the "config" prompt in-game, I couldn't find any clue about this huge static chute classname. Looking only at the official Arma 3 content, I got only the small one (Steerable_Parachute_F). I have checked the A3_jets functions to figure out some but nothing was found. If you can explain how works your investigation to find this kind of asset, it would be very much appreciated. EDIT: the answer is "B_Parachute_02_F" This effect happens when you, in-game, drap a vehicle and drop it in the air with Zeus allowed.
  9. Andreilarazboi

    Scripting for Pub Zeus

    Ok so i am working on a Zeus module that is spawning a civilian unit which should behave like a zombie, tried a lot of times to incorporate this into ZEPT/ EZM with new stuff but got a lot of errors, after i fixed those errors when you place the Module it does not work. here is the script: If anyone got an ideea why this is not working i am happy to hear, this will change PUB zeus if we get it working. Edit: i also tried without the line : private _zombie = "C_man_1" createUnit [_zombiePos, [], 0, "CAN_COLLIDE"]; and made the script into: Main issue, the module made for zeus in EZM, when placed, i get the following error : this line "private _civilian = _civilianClass createUnit [_modulePos, [], 0, "CAN_COLLIDE"];" Error missing ;
  10. yes i used the Customs composition tab to save but i cant see it i have it saved in the other tab and all i see is the other stuff i made not the item im looking for
  11. Bucket adds terrain deformation tools to Zeus, a lot, like Deformer but multiplayer. - Multiplayer compatible - Rate limited (so you can't crash the server) - Raise, lower, flatten or restore terrain https://steamcommunity.com/sharedfiles/filedetails/?id=2967119946
  12. Hello all, since there is a lot of heat around the new RTS addon released and mentioned in official COMRAD.. I wanna join this new found wave of RTS fans and bump my old mission that never received much attention. Curway: Aegis - supposed to be a series of missions played RTS-style from top-down view. Technically it is heavily modified Zeus, custom tailored for SP missions playing as Zeus, controlling only one side. Entire UI is made with arma style in mind and I tried to integrate custom icons and UI into interface as fluid elements that are not visually much different from the vanilla Zeus. Operation Saboteur - is a first mission from the series "Aegis". Player has to complete a series of tasks visually presented in the world Features Men of War styled gameplay Control a set squad of units Receive reinforcements by advancing in the mission Rocket launching UI with rocket travel lines Grenade throwing UI with grenade trajectory lines AI adjustments and enhancements for better responsiveness and control Quick menu for changing stances, running speed and quick actions 3D visual task system, with partial completions and actions (like setting up a bomb) Cutscene system - moving your camera to points of interests smoothly, presenting new objectives with animations much more.. Download: Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1420857501
  13. Hey everyone, I have been looking around for an answer to my question! I am wondering if you can put into say the init file of your mission that always it will give all players present like a huge rating increase, and then say repeat it over and over. I want the players at all time to never ever switch to the sideEnemy or turn into renegades, no matter what happens. Any player who leave and enter. cheers,
  14. Olá! For some reason, I can't see any landmine as editable on Zeus: _mine = createMine [_mineType, _mfPos, [], _mfRadius]; // https://community.bistudio.com/wiki/createMine if ( debug_monitor ) then { { _x addCuratorEditableObjects [[_mine], true] } forEach allCurators; // <---------------------- }; Even if I change [_mine] for allMines it doesn't work. But if I use (for a test) allUnits, all units run editable on Zeus as expected. What's the difference between other objects and landmines for Zeus?
  15. What is the best way to make a trigger which can be activated by a Zeus player? At the moment the solution I can think of is making a unit or prop which the Zeus can move into a marked area. The goal is to have scripts and spawns that a GM can trigger scripted events based on their own judgement, or tasks given after a "response from HQ".
  16. Zeus Mission Generator A powerful AI-powered Discord Bot that produces totally unique mission ideas every time. Builds scenario ideas (no matter how ridiculous), can provide a list of objectives, and adapts to your story—or creates a new one for you! Back in 2019, I made a website called the https://zeusmissiongen.com/ were it would pick a random mission idea from a list of them I'd compiled and present it to you in a kind of "random generator" way. The site was never truly a random mission generator... until now that is. The Zeus Mission Generator 2.0 is a Discord Bot that works using natural language completion AI to come up with story ideas based on your parameters, and it works like a charm. Check out some examples of mission ideas it's come up with: Other examples Secret service protecting the president Soviets taking out an American submarine US air force escorting bomber Marines killing aliens on the moon! Defeat middle aged British male, Barry, 63 Try it out If you're interested in trying the bot out to make some gnarly mission ideas, you can either invite the bot to your server or join the sandbox server here: https://bot.zeusmissiongen.com/ How to use Check out the YouTube tutorial to get started in under 3 minutes Documentation If you have any comments or feedback, feel free to leave them in this thread, or on the official Discord server!
  17. Hey, how's it going? Our group, the Cobalt Brotherhood, is a casual Arma 3 group that does cooperative / Zeus operations almost every day at 7pm EST. We host many different types of ops, including different time periods and IPs. Our group culture is very "Hanging with the boys" esque, we use our group both to play Arma and to socialize. We have a (mostly) free arsenal before our ops, so you can bring whatever you like to a mission within reason. We also use ACE3, TFAR, 3CB Factions, RHS, and other mods. As of right now, we usually get 4-7 people every op. Your presence would be a delight! We are currently looking for: Zeus's, Mission makers, squad leaders, and Active people more than anything. However, we accept almost anybody. Want to be a rifleman and nothing else? No problem. If you do not have any experience in Arma 3, we can teach you the game! We've done it before, and we have no problem doing it many times again. If you'd like to join and participate, first of all, welcome and thanks for wanting to join us! Contact InfinitY#3902 via Discord, or join our server directly via: https://discord.gg/qV9h5uKeBU Please mention where you were invited from, just for the record. Expect a 5-minute "getting to know you" interview.
  18. BUGGaming

    Need help in zeusing

    I have had this problem since I started zeusing around 1 month ago, so I'm still new to it, but is there a way to let the AI squad leader (or any squad member) actually give out commands when I take it over using the remote control module. To clarify I want to know how can I give out commands while remote controlling the squad leader of a squad
  19. Hi, I need help with curator add editing area module. What I want is to be able to change editing area during mission via radio trigger or attachTo to some object (or some other way I don't know about 🙂). I tried to attach it to the arsenal object but it doesn't change position with it, it just stay where it was placed in the editor. I also tried to delete the module and spawn it to the new position via radio trigger. "myCurator" is the variable name of Game Master module. myCurator removeCuratorEditingArea 1; myCurator addCuratorEditingArea [ 1, (position player), 40 ]; It doesn't work. Any help is appreciated.
  20. Hello everyone, and thank you for taking the time. I am an experienced Arma Zeus and like the title of this topic says, I am looking at options when it comes to the enemy AI in order to generate as seamless of a stealth gameplay as possible for players. Been looking around a whole lot and not managed to find any answers so far, any tip or input is very appreciated! On it's own, the game is hardly an ideal game for stealth gameplay? It can be very sensitive and fidgety in how AI works and scripts too. So the idea is that I regulate all of this manually as the Zeus for the players. Even making the AI a bit dumbed down, to give the players a sneaky chance to pick people off. How I currently do it is that I turn the enemy faction into an ally for the duration of stealthing, that way the AI will not do anything strange or go alert, until I choose to .. which I switch the AI back into hostile relation again. All of that works perfectly - but when players kill the 'friendly' ai, they lose standing and become eventually renegades and traitors. So players will have issues getting into vehicles ect with some traitors on the squad, and eventually the AI even if friendly in relation will still open up on the player that ends up becoming renegades. How I have tried to resolve this is; to increase all players standing and rating constantly throughout the operation, but eventually this will not work out or be viable. I have also set all players to max rank of Colonel. If there was such a function like making all AI on one side, currently spawned in, not engage or go alert until I press a button or so that would been good but I doubt this exists? Anyone have any ideas or pointers for how to run manually controlled stealth gameplay like this as Zeus? Or other work arounds or options? It is far too much work to manually press pockets of spawned units, and run an init line on all of them everywhere, and then run an init line to activate them again ect. Things are happening too fast for that.
  21. Hello, As the title implies, I've made my first custom faction using Alive ORBAT and everything seemed fine, worked, and appeared in Editor and when I zeused it locally on my PC for trying. But when I uploaded it on the server it didn't appear when I wanted to use it in Zeus (Yes I installed the mod correctly on the server) The GameMaster Module also has enabled all the Unofficial addons. I used this tutorial https://www.youtube.com/watch?v=vC9eLS7fCWQ&t=1660s&ab_channel=WarIsHell Can somebody please help explain why? Thank you 😞
  22. Hello, I hope this isn't too much of a stretch to ask but there's one thing bugging me. I have the Zeus Enhanced mod and I was wondering if there's any way to use systems made available by it in 3D Editor. What I mean by that is for example - I wanted to use the suppressing fire module provided by the Zeus Enhanced mod, connect it to a trigger and have units appear and fire as the module allows. Also some tools like "Tracers" are way way simpler to use as Zeus, with graphical interface instead of inputting certain weapon names and such. Has anyone encountered an issue like this? Is this mod conflict or a base game limitation? Is there a way or a workaround I could implement? I would be extremely grateful if anyone could be so kind to help me.
  23. Hello everyone, and thank you for taking the time. As the title suggests this is what I am trying to work out and I have been trying to learn and figure this out on my own for almost two weeks now. I have done many different tests and workarounds but not managed to solve it; What I am trying to create is a script that when any and all AI is killed, pre-placed or spawned, all numbers of a specific inventory item .. in this case first aid kits are removed. I don't want any of the enemies to have any first aid kits at all. In my case as a Zeus, I want to manage the number of first aid kits given to players on my own and that they will not loot them on bodies for themselves. - removeItem command solves the issue, but it also removes many other items. - removeItem(s) has not worked out during my testing either. - removeAssignedItems is not what I am looking for either. Some different attempts so far which has not worked: { if (!isPlayer _x) then { _x removeItems "vn_o_item_firstaid_01"; _x removeItems "vn_b_item_firstaid_01"; _x removeItems "vn_o_item_firstaidkit"; _x removeItems "vn_b_item_firstaidkit"; _x removeItems "Item_FirstAidKit"; }; } foreach (allUnits); if (faction _killed == "O_PAVN") then { removeItems "vn_o_item_firstaid_01" _killed; removeItems "vn_b_item_firstaid_01" _killed; removeItems "vn_o_item_firstaidkit" _killed; removeItems "vn_b_item_firstaidkit" _killed; removeItems "Item_FirstAidKit" _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; Any feedback is appreciated!
  24. I've created 2 virtual curator objects linked to 2 game masters with the variable names of zCreator and zCreator2 respectively and the game master owners of zCreator and zCreator2 . When selecting either of the slots on the lobby and then loading in, I cannot open the zeus interface, pressing Y just pings zeus rather than opens it. I've created a third game master with the name of #adminLogged and when I login as admin, I am able to use that slot. How can I fix this issue so I can use zeus as a non admin?
  25. Hello, i would like some help with making a mod that adds my own sound to the Zeus play sound module, I'm very new to modding but i do know that the sounds files have to be ogg
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