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Found 239 results

  1. 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 😞
  2. 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.
  3. Werthles' Headless Module (now v2.0!) Fully configurable module to give headless clients control of editor/script/Zeus AI. -->TUTORIAL VIDEO - CLICK HERE<-- Albert is the name of my headless client... Downloads: http://steamcommunity.com/sharedfiles/filedetails/?id=510031102 http://www.armaholic.com/page.php?id=29455 Main features: Easy way to create headless client missions HC Setup and Ignore modules Editor/script/Zeus AIs auto-transferred to HC control AI waypoints/scripts/trigger syncs preserved Splits AIs evenly among multiple HCs 3D Debug Mode Here's Why Headless Clients Are Good: https://www.youtube.com/watch?v=0-WKHrC661g&feature=iv&src_vid=15VK_kNOu6o&annotation_id=annotation_4128809211#t=1m46.4s How To Use: Download the mod and launch Arma 3 with the mod. Edit your mission, adding a WH Setup Module, found under "Headless Modules". Configure the parameters as appropriate for your mission. Add an "Ignore" module if required. Add playable, uniquely named, headless clients. Save your mission as a multiplayer mission. Set up your server and headless clients Play your mission! Players, HCs and the server need to run the WHM mod in order to play. Part 3 of this guide is how I set up dedicated servers and headless clients: Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 Setup Module Parameters: Headless clients to be used Repeating checks for spawned AI Time to wait between repeats 3D debug mode for all or just admins Balance the number of AI units on each HC, and rebalance when uneven Delay between module activation and HC setup starting Time between each HC transfer, to aid stability Initial setup report Phrases the module should ignore when checking AI for the HC (can be whole/part unit names/group names/unit type/synced module name) If certain units need to remain controlled by (local to) the server, simply sync these units to an ignore module. Compatibility When combining with mods that require setup time, try increasing the WHM startup delay or activate the module on a trigger, so WHM setup starts afterwards. ALiVE Compatibility ALiVE Profiles: Attach "WH Setup Module" to a radio trigger (or similar solution), then activate once in game (else profiles do not load or save correctly). ALiVE Support Modules: Give the group a distinct callsign, then add this to the list of units to ignore within the "WH Setup Module".Please let me know if you find an issue with this and any mods. I will list any issues found here. I would like to make this compatible with as many mods as possible! Headless Client Tips: Headless Clients must be set as playable and have a unique name. HCs cannot connect to client internet multiplayer servers, only local servers or dedicated servers. This is because IPs cannot be whitelisted with these servers. HCs can only connect to servers which are passworded. WHM will change the locality of the AI being transferred to HCs. This can interfere with some scripts. If it does, you can use the "Ignore" module to stop WHM from giving the HC control of individual groups. See: http://killzonekid.com/arma-scripting-tutorials-locality/ Links For Scripted Version: WHK Setup Guide (For scripted version) https://www.youtube.com/watch?v=15VK_kNOu6o Werthles Headless Kit http://steamcommunity.com/sharedfiles/filedetails/?id=459317544 Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 WHK Armaholic Download http://www.armaholic.com/page.php?id=28917 Please let me know if there are any problems/things that could be improved, and I'll get to work on it! I'd also love to see this in action. Please link me if you have screenshots/videos!
  4. 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!
  5. 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?
  6. Hey, when I`m placing custom compositions in zeus there often is a gap between them and the ground. Trying to move them on ground level by selecting the composition and pressing alt, the whole construction crashes(items aren`t on the table anymore etc.). Is there a script to fix that?
  7. I am trying to get to the bottom of why not all assets from some mods are made available for a zeus curator when initiated through an in-game script. Note that this is not related to needing to adjust the module to read "all addons including unofficial ones" in the editor. I have a script which creates a curator module and assigns it to the designated player (usually me), and is supposed to add all addons to it. This works fine with almost everything; all vanilla factions are added without fault and almost all downloaded mods. However, for a couple of faction mods, some assets are not being added even when some of them are. While it is usually quite consistent which fail to add, it is not always completely. At first I assumed it was a case of some assets in the mod having scopeCurator set such that this was intended, but even having been into the configs and successfully changed it, it still fails most the time. It also wouldn't explain why on some occasions these assets do get added. Here is the script I have been using to add the curator and configure it in singleplayer: _unit = player; // Exit if unit is already curator if (!isNull (getAssignedCuratorLogic _unit)) exitWith { systemChat format["[Zeus] Logic already assigned to %1, remove it first",name _unit]; }; private _curator = missionNamespace getVariable [format["f_zeusCurator_%1",getPlayerUID _unit],objNull]; // Check curator exists, if not create it if !(isNull _curator) then { format["[Zeus] Curator variable already assigned to %1, reassigning", name _unit] remoteExec ["systemChat",_unit]; unassignCurator _curator; deleteVehicle _curator; sleep 1; } else { //format["No Curator.", _curator] remoteExec ["systemChat",_unit]; unassignCurator _curator; f_var_sideCenter = createCenter sideLogic; format["Creating....", _curator] remoteExec ["systemChat",_unit] }; _var = missionNameSpace getVariable ["l_var_sideLogic","Fail"]; // Create a new curator logic _curator = (createGroup f_var_sideCenter) createUnit ["ModuleCurator_F",[0,0,0],[],0,""]; _curator setVariable ["owner",format["%1",getPlayerUID _unit],true]; _curator setVariable ["showNotification",false,true]; _curator setVariable ["Addons",3,true]; //Set Zeus Vision Modes [_curator, [-1, -2, 0]] call bis_fnc_setcuratorvisionmodes; // Assign the passed unit as curator //_unit assignCurator _curator; _unit assignCurator _curator; private _curator = getAssignedCuratorLogic _unit; systemChat format["Curator: %1", _curator];; if (isNull _curator) then { _curator = _unit; }; // If curator is null or not the correct logic exit with an error message. if (isNull _curator || typeOf _curator != "ModuleCurator_F") exitWith { systemChat format["Failed to resolve curator for %1", _unit]; }; // Decide which addons to add based on passed mode _mode = True; _addons = []; switch (typeName _mode) do { case "ARRAY"; case "STRING": { if (_mode isEqualType "") then { if (_mode == "basic") then { // Load predefined basic modules _mode = ["A3_Data_F","A3_Data_F_Curator","A3_Functions_F_Curator","A3_Misc_F","A3_Modules_F_EPB","A3_Ui_F_Curator","A3_Modules_F_Curator","A3_Modules_F_Curator_Misc","CuratorOnly_Modules_F_Curator_Chemlights","CuratorOnly_Modules_F_Curator_Environment","CuratorOnly_Modules_F_Curator_Flares","CuratorOnly_Modules_F_Curator_Ordnance","CuratorOnly_Modules_F_Curator_Smokeshells","A3_Modules_F_Bootcamp","A3_Modules_F_Bootcamp_Misc"]; } else { // Convert to array _mode = [_mode]; }; }; { if (isClass (configFile >> "cfgPatches" >> _x)) then { _addons pushBack (configName (configFile >> "cfgPatches" >>_x)); }; } forEach _mode; }; case "BOOL": { if (_mode) then { // If true was passed, add all available addons to curator list _cfgPatches = configFile >> "cfgPatches"; for "_i" from 0 to (count _cfgPatches - 1) do { _class = _cfgPatches select _i; if (isClass _class) then { _addons pushBack (configName _class); }; }; } else { removeAllCuratorAddons _curator; }; }; }; // Nothing to add! if (count _addons == 0) exitWith {}; // Remove existing addons removeAllCuratorAddons _curator; _curator addCuratorAddons _addons; systemChat format["[Zeus] Added %1 addons",count _addons]; // Reduce costs for all actions _curator setCuratorWaypointCost 0; { _curator setCuratorCoef [_x,0]; } forEach ["place","edit","delete","destroy","group","synchronize"]; systemChat format["[Zeus] Curator set-up complete for %1.",name _unit]; _unit assignCurator _curator; I have checked my patch file that is supposed to be fixing this to ensure that the vehicles are listed in cfgPatches, and that the assets I am looking for have scopeCurator = 2. I am not getting any error messages other than: This confuses me because I read on a biki page that addons can be added "on the fly" for a curator, and it works despite this error message for most addons. So I'm not entirely sure what to be looking for from here. Pointers appreciated. Cheers, Law
  8. 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
  9. So, in my current mission file, I have a limited zeus. However, this limited Zeus has no access to the modules section, the yellow one, in his spawn menu. Is there a way to add this back to a Zeus? If so, is there a way to specifically add only certain modules back to that spawn section. Thanks!
  10. sebsterbl

    Wildfire

    Wildfire! This mod adds scripted fire spreading from foliage to foliage, and optionally buildings. Fires do damage, and are affected by wind direction, speed and rain. Fires can be started via module or script, and all fires can be extinguished in an emergency. The performance FPS wise is better than you'd expect, but less than perfect. FEATURES: - Spreadable wildfire - Compatible with any modded map - Eden/Zeus modules - Takes rain, wind direction and wind strength into account - Damages AI and players - ACE Medical Compatible (no compats needed) - CBA Settings for behaviour and performance - Optionally burn buildings - Emergency extinguish module - Multiplayer compatible - Serverside calculations Get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2645823531 Please submit any contributions, bug reports, stringtable translations, or feature requests to this projects Github: https://github.com/Seb105/Arma-Wildfire
  11. FRITH FACTIONS Adds 3 Infantry factions using assets from Frith's Ruin and Ravage. Frith Blue: 10 units. 4 groups (Fire team, Zone Fire Team, Sniper team, Sentry) Frith Red: 10 units. 4 groups (Fire team, Zone Fire Team, Sniper team, Sentry) Frith Looters: 8 units. 3 groups (Looter Gang, Hunters, Criminals) All factions Zeus compatible. Credits: Lordfrith for the work of art that is Frith's Ruin. Haleks for the mighty Ravage. STEAM WORKSHOP.
  12. Screenshots of what is happening: https://imgur.com/gallery/Cu1YUHX I cannot figure out how to get regular units to appear in the Respawn > Loadouts tab of the Zeus menu, on community maps. They appear just fine on Bohemia's default Zeus missions, but on any Zeus mission made by myself or the community the loadout screen stays blank. This is very annoying when wanting to play scenarios in Total Conversion mods, where I'd like my players to be able to respawn as various units from the mod's available roster. (Space Marines in There Is Only War, Stormtroopers in SW: Opposition, etc). Any help would be greatly appreciated.
  13. Just a little snippet that you can put in the init-field of a unit in oder to spawn a dog in its place. The dog is actually attached to the unit and the unit is made invisible. Therefor you can simply play, command or remotecontrol the unit in order to move the dog. Action menu (or the button to hold your breath) allows you to bark. If you go prone without moving, the dog will sit. if (isServer) then { 0 = [this,"Fin_random_F"] spawn { params ["_guy","_class","_act"]; private ["_dog"]; _dog = createAgent [_class, getPos _guy, [], 0, "CAN_COLLIDE"]; _dog setVariable ["BIS_fnc_animalBehaviour_disable", true]; _dog attachTo [_guy,[0,0,0]]; _guy hideObjectGlobal true; [_guy,["Bark", { params["_me","_you","_id","_d"]; _d playMoveNow "Dog_Idle_Bark"; _me setVariable["bark",true,true]; sleep 1.5; playSound3D [format["A3\Sounds_F\ambient\animals\dog%1.wss", ceil random 3], _me, false, getPosASL _me, 40, 1, 10]; sleep 2; _me setVariable["bark",false,true]; }, _dog, 0, false, true, "holdBreath", "_target isEqualTo _this", 0, false, ""]] remoteExec ["addAction", 0]; while {alive _guy && alive _dog} do { if (speed _guy > 10) then { _dog playMoveNow "Dog_Sprint"; } else { if (speed _guy > 6) then { _dog playMoveNow "Dog_Run"; } else { if ((speed _guy > 2) || (speed _guy < -2)) then { _dog playMoveNow "Dog_Walk"; } else { if !(_guy getVariable ["bark",false]) then { if ((stance _guy) == "STAND") then { _dog playMoveNow "Dog_Stop"; } else { if ((stance _guy) == "PRONE") then { _dog playMoveNow "Dog_Sit"; } else { _dog playMoveNow "Dog_Idle_Stop"; }; }; }; }; }; }; sleep 0.05; }; deleteVehicle _guy; }; }; Note that this is not meant to feel like playing as a dog, it is just a tool for gamemasters to have some easily controllable dogs that they can use.
  14. I'd liked to restrict my arsenal in multiplay so people only can look and wear the certain uniform at uniform tab. how can i restrict them? and if those clothes are too many (like 100) how can i easly manage and restric them. I.e. i want them look and wear only RHS and VSM mod uniform in arsenal.
  15. Greetings guys! I have a little problem with my addons when playing Zeus. I use mostly CUP, for example the Britihs Armed Forces groups not showing up in Zeus, only air, armor and MTP sniper teams. Is there any way to add all groups with a command line in Eeden Editor, or must have edit my CfgPatches? Thank you for all replying my question.
  16. Trigger Debugger This mod is a little extension to the zeus who with a button on the top right can toogle this tool that allow it to see all triggers on the map, and with right click on it being able to activate it, delete it or just see information about it. Core features See all triggers on the zeus map. See all modules sync to the trigger. See all things sync to the modules. Compatible with Zeus enhanced / Achilles. LOCAL MOD so no need to be installed on the server. How to use: On top right corner you will see this button: After that all triggers will appear on the map, with all syncornized things to the trigger, and modules syncronized to it With right click on the area of the trigger this menu will appear: Known issues Triggers with no area cant be interacted Plan to the future Make Triggers visible on zeus interface Edit Triggers Links Workshop GitHub
  17. Hello! I'm building a Zeus vs Zeus type of mission and I wanted to know if it's possible (and if so how) to restrict the Zeus from editing a unit's attributes like health and skill. If that's not directly possible, is there a workaround?
  18. CX-FL-1776 Knightfall

    Mass Zeus Editing

    I'm trying to see if there's a way to edit multiple units at once. I have the toggle simulation module thanks to ACE3, but I'm trying to figure out how to use this module on more than one unit at a time. I'm trying to put together an effect where all AI units stop in place as though their frozen in time, but this is the only roadblock for me. Any advice would be greatly appreciated!
  19. In my Zeus vs Guerilla Zeus game, there are three BLUFOR Curators vs one Independent Curator. The Independent Curator wins when all of the BLUFOR Curators have died. However, the games can last quite a long time, and it can be quite boring for the dead BLUFOR Curators to sit out for the rest of the game. What I have decided is that once a BLUFOR Curator is killed, he respawns and is forced to play just in Curator mode. He is now unable to spawn more units and is only able to command BLUFOR units already on the map or control said units. I have written a short "onPlayerRespawn.sqf" script to do this (however, it is untested because I am currently at work). Wondering if anyone has any advice on a better way of doing this! Also, I have a problem now with ending the game due to the BLUFOR Curators respawning. Before, I had it so that the game ended and Independent won when all BLUFOR players were dead, which obviously won't work now! Edit: Ok, so I just got back from work and tested my script. It does work, provided that in my "description.ext" I have specified "respawnOnStart = -1;". What I am wondering is how I would then make Independent win when all BLUFOR Curators have died (now that they can respawn). Before, I had a trigger: Obviously, this will no longer work ^^
  20. Hi all, I have created a short piece of code that makes the Curator Editing Area follow the Curator player around the map. I have four potential Curator players (BLUFOR_Player001 to BLUFOR_Player004) who all have the exact same code linked to them except for their names and Curator Editing Area code. Each of the four BLUFOR Curator players are not created on map initialisation. Instead, I wanted the player unit to be created when a player decides to play that role. I initially had my script in the init.sqf, however, when testing, I would get errors saying that the other BLUFOR Curators did not exist (because I was only playing as BLUFOR_Player001). What I am wondering is how/where do I place my script so that it is added to every new BLUFOR player when they join the game (It must be unique to them, see below).
  21. In its simplest form, is to add/remove the ability for different curators to interact with man/unmanned vehicles. Let us say that the FIA player (BLUFOR) has placed a turret in the trees for an ambush on the AAF player (Independent). While the turret is controlled by the FIA player, the AAF player is unable to interact with it in curator mode. As soon as the FIA unit manning the turret dies (or is told to leave it), the turret can now be accessed by all curators on the map while they are in curator mode (e.g. moved, deleted…). If the AAF player decides that he wants to man the turret, while controlled by the AAF player, no other curator can interact with it while they are in curator mode. In simplest terms, an unmanned vehicle is shown to all curators with the yellow circle in-game. Once the vehicle’s ownership has changed, it no longer shows up to all curators until it is empty again. I have put together the start of the script, but my knowledge of scripting is limited (still learning really). Was wondering if anyone could give me a hand/advice?
  22. This script adds every unit placed, by one of the four BLUFOR Curators, to every BLUFOR Curator on the map. I was wondering how I would make it so that this script would add Curator-placed units to all allied Curators on the map. For example, if I had three teams, who are all enemies, (BLUFOR, OPFOR and Independent) and each team has three players (ZeusBLUFOR001_Curator for BLUFOR, ZeusOPFOR001_Curator for OPFOR and so on). How would I add these players to a "group" which can then be used in the above script to add each placed unit by one of the players to all their allies? Do I need to create three arrays and add the Curators (so if I plan to create or remove Curators, I can adjust appropriately), and if so, how? Something like: Array 1 - Curator_west Array 2 - Curator_east Array 3 - Curator_independent Then I was hoping I could write: Then addCuratorEditableObjects to the Curators which are in their associated array (group).
  23. What I am trying to do is create a flag capturing system using the BIS_fnc_holdActionAdd. So I am currently testing to see if, while playing as an FIA BLUFOR unit, I can take an AAF flag down from a flagpole and swap it with an FIA flag. I am hoping I can get the animation of the flag coming down the pole, then once it has reached the bottom, swap with an FIA flag, then rise back up the pole, all while using the hold action button. If the unit lets go of the action button, the flag goes back to the top as if nothing has changed. If the flag is already an FIA flag, then the hold action button should not appear. This should be the same if I am playing an AFF Independent unit, except it is only FIA flags that can be captured. I currently have the hold action working, I am just not sure about how to use the BIS_fnc_animateFlag to move the flag down, swap it, then move it back up to the top.
  24. brotherreaper

    Reserved Slots;

    I followed the guide provided in one of the threads on how to set up reserved slots. I just need ONE reserved slot for ZEUS for admins only. But I don't want it to be #adminlogged or an npc. I trying to set up a virtual entity as Zeus (interface only). My problem lies on who can access the slot. I set up the allowedIDs.txt and put my steam ID in there but it still continuously kicks me out of the slot. the server has -filePatching enabled to 1. Where am i messing up at???
  25. Hi, people! I've made a mod (just some static buildings, objects, etc.), but i cant see it in the Zeus when im in it at my server... Though it is present in EDEN editor... I've even placed my objects from this mod to my mission, so my mod would become required... but still it didnt show up in the Zeus(( (zeus module is configured properly! some another 3d-party mods are visible there...) In the mod's objects confs: scope = 2; Any ideas, pls? Maybe there is something like "scopeZeus"???
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